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Revision: 1.155
Committed: Thu May 17 21:32:08 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.154: +11 -20 lines
Log Message:
- prepare common/ for head_ => head change
- add some copyrights for files where they were missing

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.140 * CrossFire, A Multiplayer game
3 pippijn 1.116 *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6     * Copyright (C) 1992 Frank Tore Johansen
7     *
8     * This program is free software; you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation; either version 2 of the License, or
11     * (at your option) any later version.
12     *
13     * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17     *
18     * You should have received a copy of the GNU General Public License
19     * along with this program; if not, write to the Free Software
20     * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21     *
22     * The authors can be reached via e-mail at <crossfire@schmorp.de>
23     */
24 elmex 1.1
25     /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26     sub/add_weight will transcend the environment updating the carrying
27     variable. */
28     #include <global.h>
29 root 1.28 #include <stdio.h>
30     #include <sys/types.h>
31     #include <sys/uio.h>
32 elmex 1.1 #include <object.h>
33     #include <funcpoint.h>
34 root 1.146 #include <sproto.h>
35 elmex 1.1 #include <loader.h>
36 root 1.28
37 root 1.68 #include <bitset>
38    
39 elmex 1.1 int nrofallocobjects = 0;
40 root 1.39 static UUID uuid;
41     const uint64 UUID_SKIP = 1<<19;
42 elmex 1.1
43 root 1.108 objectvec objects;
44     activevec actives;
45 elmex 1.1
46 root 1.24 short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
47     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
48     };
49     short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
50     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
51     };
52     int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
53     48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
54     };
55     int freedir[SIZEOFFREE] = {
56     0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
57     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
58     };
59 elmex 1.1
60 root 1.39 static void
61     write_uuid (void)
62     {
63     char filename1[MAX_BUF], filename2[MAX_BUF];
64    
65     sprintf (filename1, "%s/uuid", settings.localdir);
66     sprintf (filename2, "%s/uuid~", settings.localdir);
67    
68     FILE *fp;
69    
70     if (!(fp = fopen (filename2, "w")))
71     {
72     LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
73     return;
74     }
75    
76     fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
77     fclose (fp);
78     rename (filename2, filename1);
79     }
80    
81     static void
82     read_uuid (void)
83     {
84     char filename[MAX_BUF];
85    
86     sprintf (filename, "%s/uuid", settings.localdir);
87    
88     FILE *fp;
89    
90     if (!(fp = fopen (filename, "r")))
91     {
92     if (errno == ENOENT)
93     {
94     LOG (llevInfo, "RESET uid to 1\n");
95     uuid.seq = 0;
96     write_uuid ();
97     return;
98     }
99    
100     LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
101     _exit (1);
102     }
103    
104     int version;
105     unsigned long long uid;
106     if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
107     {
108     LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
109     _exit (1);
110     }
111    
112     uuid.seq = uid;
113     write_uuid ();
114 root 1.61 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
115 root 1.39 fclose (fp);
116     }
117    
118     UUID
119     gen_uuid ()
120     {
121     UUID uid;
122    
123     uid.seq = ++uuid.seq;
124    
125     if (!(uuid.seq & (UUID_SKIP - 1)))
126     write_uuid ();
127    
128     return uid;
129     }
130    
131     void
132     init_uuid ()
133     {
134     read_uuid ();
135     }
136    
137 elmex 1.1 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
138 root 1.24 static int
139     compare_ob_value_lists_one (const object *wants, const object *has)
140     {
141     key_value *wants_field;
142    
143     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
144     * objects with lists are rare, and lists stay short. If not, use a
145     * different structure or at least keep the lists sorted...
146     */
147    
148     /* For each field in wants, */
149 root 1.86 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
150 root 1.24 {
151     key_value *has_field;
152    
153     /* Look for a field in has with the same key. */
154     has_field = get_ob_key_link (has, wants_field->key);
155    
156     if (has_field == NULL)
157     {
158     /* No field with that name. */
159     return FALSE;
160     }
161    
162     /* Found the matching field. */
163     if (has_field->value != wants_field->value)
164     {
165     /* Values don't match, so this half of the comparison is false. */
166     return FALSE;
167     }
168    
169     /* If we get here, we found a match. Now for the next field in wants. */
170 elmex 1.1 }
171 root 1.24
172     /* If we get here, every field in wants has a matching field in has. */
173     return TRUE;
174 elmex 1.1 }
175    
176     /* Returns TRUE if ob1 has the same key_values as ob2. */
177 root 1.24 static int
178     compare_ob_value_lists (const object *ob1, const object *ob2)
179     {
180     /* However, there may be fields in has which aren't partnered in wants,
181     * so we need to run the comparison *twice*. :(
182     */
183     return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
184 elmex 1.1 }
185    
186     /* Function examines the 2 objects given to it, and returns true if
187     * they can be merged together.
188     *
189     * Note that this function appears a lot longer than the macro it
190     * replaces - this is mostly for clarity - a decent compiler should hopefully
191     * reduce this to the same efficiency.
192     *
193 root 1.66 * Check nrof variable *before* calling can_merge()
194 elmex 1.1 *
195     * Improvements made with merge: Better checking on potion, and also
196     * check weight
197     */
198 root 1.66 bool object::can_merge_slow (object *ob1, object *ob2)
199 root 1.16 {
200     /* A couple quicksanity checks */
201 root 1.66 if (ob1 == ob2
202     || ob1->type != ob2->type
203     || ob1->speed != ob2->speed
204     || ob1->value != ob2->value
205     || ob1->name != ob2->name)
206 root 1.16 return 0;
207    
208 root 1.66 //TODO: this ain't working well, use nicer and correct overflow check
209 root 1.16 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
210     * value could not be stored in a sint32 (which unfortunately sometimes is
211     * used to store nrof).
212     */
213     if (ob1->nrof + ob2->nrof >= 1UL << 31)
214     return 0;
215    
216     /* If the objects have been identified, set the BEEN_APPLIED flag.
217     * This is to the comparison of the flags below will be OK. We
218     * just can't ignore the been applied or identified flags, as they
219     * are not equal - just if it has been identified, the been_applied
220     * flags lose any meaning.
221     */
222     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
223     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
224    
225     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
226     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
227 elmex 1.1
228 root 1.80 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
229 root 1.68 || ob1->arch != ob2->arch
230     || ob1->name != ob2->name
231     || ob1->title != ob2->title
232     || ob1->msg != ob2->msg
233     || ob1->weight != ob2->weight
234     || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235     || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
236     || ob1->attacktype != ob2->attacktype
237     || ob1->magic != ob2->magic
238     || ob1->slaying != ob2->slaying
239     || ob1->skill != ob2->skill
240     || ob1->value != ob2->value
241     || ob1->animation_id != ob2->animation_id
242     || ob1->client_type != ob2->client_type
243     || ob1->materialname != ob2->materialname
244     || ob1->lore != ob2->lore
245     || ob1->subtype != ob2->subtype
246     || ob1->move_type != ob2->move_type
247     || ob1->move_block != ob2->move_block
248     || ob1->move_allow != ob2->move_allow
249     || ob1->move_on != ob2->move_on
250     || ob1->move_off != ob2->move_off
251     || ob1->move_slow != ob2->move_slow
252     || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 root 1.16 return 0;
254    
255     /* This is really a spellbook check - really, we should
256     * check all objects in the inventory.
257     */
258     if (ob1->inv || ob2->inv)
259     {
260     /* if one object has inventory but the other doesn't, not equiv */
261     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 root 1.24 return 0;
263 root 1.16
264     /* Now check to see if the two inventory objects could merge */
265 root 1.66 if (!object::can_merge (ob1->inv, ob2->inv))
266 root 1.24 return 0;
267 root 1.16
268     /* inventory ok - still need to check rest of this object to see
269     * if it is valid.
270     */
271     }
272 elmex 1.1
273 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
274     * it is possible for most any character to have more than one of
275     * some items equipped, and we don't want those to merge.
276     */
277     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
278     return 0;
279 elmex 1.1
280 root 1.16 /* Note sure why the following is the case - either the object has to
281     * be animated or have a very low speed. Is this an attempted monster
282     * check?
283     */
284 elmex 1.97 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 root 1.16 return 0;
286 elmex 1.1
287 root 1.16 switch (ob1->type)
288     {
289 root 1.29 case SCROLL:
290     if (ob1->level != ob2->level)
291     return 0;
292     break;
293 root 1.16 }
294 elmex 1.1
295 root 1.16 if (ob1->key_values != NULL || ob2->key_values != NULL)
296     {
297     /* At least one of these has key_values. */
298     if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
299 root 1.24 /* One has fields, but the other one doesn't. */
300     return 0;
301 root 1.16 else if (!compare_ob_value_lists (ob1, ob2))
302 root 1.24 return 0;
303 elmex 1.1 }
304 root 1.16
305     //TODO: generate an event or call into perl for additional checks
306     if (ob1->self || ob2->self)
307     {
308     ob1->optimise ();
309     ob2->optimise ();
310    
311     if (ob1->self || ob2->self)
312 root 1.24 return 0;
313 elmex 1.1 }
314    
315 root 1.16 /* Everything passes, must be OK. */
316     return 1;
317 elmex 1.1 }
318 root 1.24
319 elmex 1.1 /*
320     * sum_weight() is a recursive function which calculates the weight
321     * an object is carrying. It goes through in figures out how much
322     * containers are carrying, and sums it up.
323     */
324 root 1.28 long
325 root 1.24 sum_weight (object *op)
326     {
327 root 1.28 long sum;
328 elmex 1.1 object *inv;
329 root 1.24
330 root 1.142 for (sum = 0, inv = op->inv; inv; inv = inv->below)
331 root 1.24 {
332     if (inv->inv)
333     sum_weight (inv);
334 root 1.142
335 root 1.24 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
336     }
337 root 1.37
338 elmex 1.1 if (op->type == CONTAINER && op->stats.Str)
339 root 1.24 sum = (sum * (100 - op->stats.Str)) / 100;
340 root 1.37
341 root 1.24 if (op->carrying != sum)
342 elmex 1.1 op->carrying = sum;
343 root 1.37
344 elmex 1.1 return sum;
345     }
346    
347     /**
348     * Return the outermost environment object for a given object.
349     */
350    
351 root 1.24 object *
352     object_get_env_recursive (object *op)
353     {
354     while (op->env != NULL)
355     op = op->env;
356     return op;
357 elmex 1.1 }
358    
359     /*
360     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
361 root 1.11 * Some error messages.
362 elmex 1.1 * The result of the dump is stored in the static global errmsg array.
363     */
364 root 1.53 char *
365 root 1.24 dump_object (object *op)
366     {
367 root 1.53 if (!op)
368     return strdup ("[NULLOBJ]");
369 elmex 1.1
370 root 1.53 object_freezer freezer;
371 root 1.133 op->write (freezer);
372 root 1.53 return freezer.as_string ();
373 elmex 1.1 }
374    
375     /*
376     * get_nearest_part(multi-object, object 2) returns the part of the
377     * multi-object 1 which is closest to the second object.
378     * If it's not a multi-object, it is returned.
379     */
380    
381 root 1.24 object *
382     get_nearest_part (object *op, const object *pl)
383     {
384     object *tmp, *closest;
385     int last_dist, i;
386    
387     if (op->more == NULL)
388 elmex 1.1 return op;
389 root 1.24 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
390     if ((i = distance (tmp, pl)) < last_dist)
391     closest = tmp, last_dist = i;
392 elmex 1.1 return closest;
393     }
394    
395     /*
396     * Returns the object which has the count-variable equal to the argument.
397     */
398 root 1.24 object *
399     find_object (tag_t i)
400     {
401 root 1.112 for_all_objects (op)
402     if (op->count == i)
403     return op;
404    
405     return 0;
406 elmex 1.1 }
407    
408     /*
409     * Returns the first object which has a name equal to the argument.
410     * Used only by the patch command, but not all that useful.
411     * Enables features like "patch <name-of-other-player> food 999"
412     */
413 root 1.24 object *
414     find_object_name (const char *str)
415     {
416 root 1.35 shstr_cmp str_ (str);
417 elmex 1.1 object *op;
418 root 1.24
419 root 1.108 for_all_objects (op)
420 root 1.35 if (op->name == str_)
421 elmex 1.1 break;
422 root 1.11
423 elmex 1.1 return op;
424     }
425    
426 root 1.24 void
427     free_all_object_data ()
428 root 1.14 {
429     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430 elmex 1.1 }
431    
432     /*
433     * Sets the owner and sets the skill and exp pointers to owner's current
434     * skill and experience objects.
435     */
436 root 1.24 void
437 root 1.30 object::set_owner (object *owner)
438 elmex 1.1 {
439 root 1.30 if (!owner)
440 root 1.24 return;
441    
442     /* next line added to allow objects which own objects */
443     /* Add a check for ownercounts in here, as I got into an endless loop
444     * with the fireball owning a poison cloud which then owned the
445     * fireball. I believe that was caused by one of the objects getting
446     * freed and then another object replacing it. Since the ownercounts
447     * didn't match, this check is valid and I believe that cause is valid.
448     */
449 root 1.30 while (owner->owner)
450 root 1.24 owner = owner->owner;
451 elmex 1.1
452 root 1.30 this->owner = owner;
453 elmex 1.1 }
454    
455 root 1.148 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 1.155 object *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 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1268     return 0;
1269 root 1.25
1270 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1271 root 1.8
1272 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1273     * of areas of callers (eg, anything that uses find_free_spot would now
1274     * need extra work
1275     */
1276 root 1.117 if (!xy_normalise (m, op->x, op->y))
1277     return 0;
1278    
1279     op->map = m;
1280     mapspace &ms = op->ms ();
1281 root 1.24
1282     /* this has to be done after we translate the coordinates.
1283     */
1284     if (op->nrof && !(flag & INS_NO_MERGE))
1285 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1286 root 1.66 if (object::can_merge (op, tmp))
1287 root 1.25 {
1288     op->nrof += tmp->nrof;
1289 root 1.64 tmp->destroy ();
1290 root 1.25 }
1291 root 1.24
1292     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1293     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1294 root 1.25
1295 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1296     CLEAR_FLAG (op, FLAG_NO_STEAL);
1297    
1298     if (flag & INS_BELOW_ORIGINATOR)
1299     {
1300     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1301     {
1302     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1303     abort ();
1304     }
1305 root 1.25
1306 root 1.24 op->above = originator;
1307     op->below = originator->below;
1308 root 1.25
1309 root 1.24 if (op->below)
1310     op->below->above = op;
1311     else
1312 root 1.117 ms.bot = op;
1313 root 1.25
1314 root 1.24 /* since *below* originator, no need to update top */
1315     originator->below = op;
1316 elmex 1.1 }
1317 root 1.24 else
1318     {
1319 root 1.117 top = ms.bot;
1320    
1321 root 1.24 /* If there are other objects, then */
1322 root 1.117 if ((!(flag & INS_MAP_LOAD)) && top)
1323 root 1.24 {
1324 root 1.96 object *last = 0;
1325 root 1.24
1326     /*
1327     * If there are multiple objects on this space, we do some trickier handling.
1328     * We've already dealt with merging if appropriate.
1329     * Generally, we want to put the new object on top. But if
1330     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1331     * floor, we want to insert above that and no further.
1332     * Also, if there are spell objects on this space, we stop processing
1333     * once we get to them. This reduces the need to traverse over all of
1334     * them when adding another one - this saves quite a bit of cpu time
1335     * when lots of spells are cast in one area. Currently, it is presumed
1336     * that flying non pickable objects are spell objects.
1337     */
1338 root 1.117 for (top = ms.bot; top; top = top->above)
1339 root 1.24 {
1340     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1341     floor = top;
1342 root 1.26
1343 root 1.24 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1344     {
1345     /* We insert above top, so we want this object below this */
1346     top = top->below;
1347     break;
1348     }
1349 root 1.26
1350 root 1.24 last = top;
1351     }
1352 root 1.26
1353 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1354     top = last;
1355 root 1.8
1356 root 1.24 /* We let update_position deal with figuring out what the space
1357     * looks like instead of lots of conditions here.
1358     * makes things faster, and effectively the same result.
1359     */
1360    
1361     /* Have object 'fall below' other objects that block view.
1362 root 1.135 * Unless those objects are exits.
1363 root 1.24 * If INS_ON_TOP is used, don't do this processing
1364     * Need to find the object that in fact blocks view, otherwise
1365     * stacking is a bit odd.
1366     */
1367 root 1.117 if (!(flag & INS_ON_TOP)
1368     && ms.flags () & P_BLOCKSVIEW
1369 root 1.135 && (op->face && !faces [op->face].visibility))
1370 root 1.24 {
1371     for (last = top; last != floor; last = last->below)
1372     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1373     break;
1374 root 1.117
1375 root 1.24 /* Check to see if we found the object that blocks view,
1376     * and make sure we have a below pointer for it so that
1377     * we can get inserted below this one, which requires we
1378     * set top to the object below us.
1379     */
1380     if (last && last->below && last != floor)
1381     top = last->below;
1382 root 1.8 }
1383 root 1.24 } /* If objects on this space */
1384 root 1.25
1385 root 1.24 if (flag & INS_MAP_LOAD)
1386 root 1.117 top = ms.top;
1387 root 1.25
1388 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1389     top = floor;
1390    
1391     /* Top is the object that our object (op) is going to get inserted above.
1392     */
1393    
1394     /* First object on this space */
1395     if (!top)
1396     {
1397 root 1.117 op->above = ms.bot;
1398 root 1.25
1399 root 1.24 if (op->above)
1400     op->above->below = op;
1401 root 1.25
1402 root 1.96 op->below = 0;
1403 root 1.117 ms.bot = op;
1404 root 1.24 }
1405     else
1406     { /* get inserted into the stack above top */
1407     op->above = top->above;
1408 root 1.25
1409 root 1.24 if (op->above)
1410     op->above->below = op;
1411 root 1.25
1412 root 1.24 op->below = top;
1413     top->above = op;
1414     }
1415 root 1.25
1416 root 1.96 if (!op->above)
1417 root 1.117 ms.top = op;
1418 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1419 root 1.8
1420 root 1.24 if (op->type == PLAYER)
1421 root 1.96 {
1422     op->contr->do_los = 1;
1423     ++op->map->players;
1424 root 1.100 op->map->touch ();
1425 root 1.96 }
1426 root 1.24
1427 root 1.98 op->map->dirty = true;
1428    
1429 root 1.24 /* If we have a floor, we know the player, if any, will be above
1430     * it, so save a few ticks and start from there.
1431     */
1432     if (!(flag & INS_MAP_LOAD))
1433 root 1.117 if (object *pl = ms.player ())
1434 root 1.82 if (pl->contr->ns)
1435     pl->contr->ns->floorbox_update ();
1436 root 1.24
1437     /* If this object glows, it may affect lighting conditions that are
1438     * visible to others on this map. But update_all_los is really
1439     * an inefficient way to do this, as it means los for all players
1440     * on the map will get recalculated. The players could very well
1441     * be far away from this change and not affected in any way -
1442     * this should get redone to only look for players within range,
1443 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1444 root 1.24 * of effect may be sufficient.
1445     */
1446 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1447 root 1.24 update_all_los (op->map, op->x, op->y);
1448    
1449     /* updates flags (blocked, alive, no magic, etc) for this map space */
1450     update_object (op, UP_OBJ_INSERT);
1451    
1452 root 1.82 INVOKE_OBJECT (INSERT, op);
1453    
1454 root 1.24 /* Don't know if moving this to the end will break anything. However,
1455 root 1.70 * we want to have floorbox_update called before calling this.
1456 root 1.24 *
1457     * check_move_on() must be after this because code called from
1458     * check_move_on() depends on correct map flags (so functions like
1459     * blocked() and wall() work properly), and these flags are updated by
1460     * update_object().
1461     */
1462    
1463     /* if this is not the head or flag has been passed, don't check walk on status */
1464 root 1.155 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1465 root 1.24 {
1466     if (check_move_on (op, originator))
1467 root 1.82 return 0;
1468 elmex 1.1
1469 root 1.24 /* If we are a multi part object, lets work our way through the check
1470     * walk on's.
1471     */
1472 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1473 root 1.24 if (check_move_on (tmp, originator))
1474 root 1.82 return 0;
1475 elmex 1.1 }
1476 root 1.25
1477 root 1.24 return op;
1478 elmex 1.1 }
1479    
1480     /* this function inserts an object in the map, but if it
1481 root 1.75 * finds an object of its own type, it'll remove that one first.
1482     * op is the object to insert it under: supplies x and the map.
1483 elmex 1.1 */
1484 root 1.24 void
1485     replace_insert_ob_in_map (const char *arch_string, object *op)
1486     {
1487 root 1.75 object *tmp, *tmp1;
1488 elmex 1.1
1489 root 1.24 /* first search for itself and remove any old instances */
1490 elmex 1.1
1491 root 1.104 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1492 root 1.64 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1493     tmp->destroy ();
1494 elmex 1.1
1495 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1496 elmex 1.1
1497 root 1.24 tmp1->x = op->x;
1498     tmp1->y = op->y;
1499     insert_ob_in_map (tmp1, op->map, op, 0);
1500     }
1501 elmex 1.1
1502 root 1.93 object *
1503     object::insert_at (object *where, object *originator, int flags)
1504     {
1505 root 1.138 return where->map->insert (this, where->x, where->y, originator, flags);
1506 root 1.93 }
1507    
1508 elmex 1.1 /*
1509     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1510     * is returned contains nr objects, and the remaining parts contains
1511     * the rest (or is removed and freed if that number is 0).
1512     * On failure, NULL is returned, and the reason put into the
1513     * global static errmsg array.
1514     */
1515 root 1.24 object *
1516     get_split_ob (object *orig_ob, uint32 nr)
1517     {
1518 root 1.64 object *newob;
1519     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1520 root 1.24
1521     if (orig_ob->nrof < nr)
1522     {
1523     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1524     return NULL;
1525     }
1526 root 1.29
1527 root 1.24 newob = object_create_clone (orig_ob);
1528 root 1.29
1529 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1530 root 1.63 orig_ob->destroy (1);
1531 root 1.24 else if (!is_removed)
1532     {
1533     if (orig_ob->env != NULL)
1534     sub_weight (orig_ob->env, orig_ob->weight * nr);
1535     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1536     {
1537     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1538     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1539     return NULL;
1540 root 1.8 }
1541 elmex 1.1 }
1542 root 1.29
1543 root 1.24 newob->nrof = nr;
1544 elmex 1.1
1545 root 1.24 return newob;
1546 elmex 1.1 }
1547    
1548     /*
1549     * decrease_ob_nr(object, number) decreases a specified number from
1550     * the amount of an object. If the amount reaches 0, the object
1551     * is subsequently removed and freed.
1552     *
1553     * Return value: 'op' if something is left, NULL if the amount reached 0
1554     */
1555 root 1.24 object *
1556     decrease_ob_nr (object *op, uint32 i)
1557 elmex 1.1 {
1558 root 1.29 object *tmp;
1559 elmex 1.1
1560 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1561     return op;
1562    
1563     if (i > op->nrof)
1564     i = op->nrof;
1565    
1566     if (QUERY_FLAG (op, FLAG_REMOVED))
1567 root 1.29 op->nrof -= i;
1568 root 1.73 else if (op->env)
1569 root 1.24 {
1570     /* is this object in the players inventory, or sub container
1571     * therein?
1572     */
1573 root 1.74 tmp = op->in_player ();
1574 root 1.24 /* nope. Is this a container the player has opened?
1575     * If so, set tmp to that player.
1576     * IMO, searching through all the players will mostly
1577     * likely be quicker than following op->env to the map,
1578     * and then searching the map for a player.
1579     */
1580     if (!tmp)
1581 root 1.81 for_all_players (pl)
1582     if (pl->ob->container == op->env)
1583     {
1584     tmp = pl->ob;
1585     break;
1586     }
1587 elmex 1.1
1588 root 1.24 if (i < op->nrof)
1589     {
1590     sub_weight (op->env, op->weight * i);
1591     op->nrof -= i;
1592     if (tmp)
1593 root 1.73 esrv_send_item (tmp, op);
1594 root 1.24 }
1595     else
1596     {
1597 root 1.63 op->remove ();
1598 root 1.24 op->nrof = 0;
1599     if (tmp)
1600 root 1.73 esrv_del_item (tmp->contr, op->count);
1601 elmex 1.1 }
1602     }
1603 root 1.24 else
1604 elmex 1.1 {
1605 root 1.29 object *above = op->above;
1606 elmex 1.1
1607 root 1.24 if (i < op->nrof)
1608 root 1.29 op->nrof -= i;
1609 root 1.24 else
1610     {
1611 root 1.63 op->remove ();
1612 root 1.24 op->nrof = 0;
1613     }
1614 root 1.29
1615 root 1.24 /* Since we just removed op, op->above is null */
1616 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1617 root 1.24 if (tmp->type == PLAYER)
1618     {
1619     if (op->nrof)
1620     esrv_send_item (tmp, op);
1621     else
1622     esrv_del_item (tmp->contr, op->count);
1623     }
1624 elmex 1.1 }
1625    
1626 root 1.24 if (op->nrof)
1627 root 1.29 return op;
1628 root 1.24 else
1629     {
1630 root 1.64 op->destroy ();
1631 root 1.73 return 0;
1632 elmex 1.1 }
1633     }
1634    
1635     /*
1636     * add_weight(object, weight) adds the specified weight to an object,
1637     * and also updates how much the environment(s) is/are carrying.
1638     */
1639 root 1.24 void
1640     add_weight (object *op, signed long weight)
1641     {
1642     while (op != NULL)
1643     {
1644     if (op->type == CONTAINER)
1645 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1646    
1647 root 1.24 op->carrying += weight;
1648     op = op->env;
1649     }
1650 elmex 1.1 }
1651    
1652 root 1.24 object *
1653     insert_ob_in_ob (object *op, object *where)
1654     {
1655 root 1.59 if (!where)
1656 root 1.24 {
1657 root 1.53 char *dump = dump_object (op);
1658     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1659     free (dump);
1660 root 1.24 return op;
1661     }
1662 root 1.29
1663 root 1.154 if (where->head_ () != where)
1664 root 1.24 {
1665 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1666 root 1.24 where = where->head;
1667     }
1668 root 1.29
1669 root 1.59 return where->insert (op);
1670     }
1671    
1672     /*
1673     * env->insert (op)
1674     * This function inserts the object op in the linked list
1675     * inside the object environment.
1676     *
1677     * The function returns now pointer to inserted item, and return value can
1678     * be != op, if items are merged. -Tero
1679     */
1680     object *
1681     object::insert (object *op)
1682     {
1683     object *tmp, *otmp;
1684    
1685     if (!QUERY_FLAG (op, FLAG_REMOVED))
1686     op->remove ();
1687    
1688 root 1.24 if (op->more)
1689     {
1690     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1691     return op;
1692     }
1693 root 1.29
1694 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1695     CLEAR_FLAG (op, FLAG_REMOVED);
1696     if (op->nrof)
1697     {
1698 root 1.59 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1699 root 1.66 if (object::can_merge (tmp, op))
1700 root 1.24 {
1701     /* return the original object and remove inserted object
1702     (client needs the original object) */
1703     tmp->nrof += op->nrof;
1704     /* Weight handling gets pretty funky. Since we are adding to
1705     * tmp->nrof, we need to increase the weight.
1706     */
1707 root 1.59 add_weight (this, op->weight * op->nrof);
1708 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1709 root 1.59 op->destroy (); /* free the inserted object */
1710 root 1.24 op = tmp;
1711 root 1.59 op->remove (); /* and fix old object's links */
1712 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1713     break;
1714     }
1715    
1716     /* I assume combined objects have no inventory
1717     * We add the weight - this object could have just been removed
1718     * (if it was possible to merge). calling remove_ob will subtract
1719     * the weight, so we need to add it in again, since we actually do
1720     * the linking below
1721     */
1722 root 1.59 add_weight (this, op->weight * op->nrof);
1723 root 1.24 }
1724     else
1725 root 1.59 add_weight (this, (op->weight + op->carrying));
1726 elmex 1.1
1727 root 1.74 otmp = this->in_player ();
1728 root 1.59 if (otmp && otmp->contr)
1729     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1730 root 1.78 otmp->update_stats ();
1731 elmex 1.1
1732 root 1.74 op->map = 0;
1733 root 1.59 op->env = this;
1734 root 1.74 op->above = 0;
1735     op->below = 0;
1736 root 1.24 op->x = 0, op->y = 0;
1737 elmex 1.1
1738     /* reset the light list and los of the players on the map */
1739 root 1.59 if ((op->glow_radius != 0) && map)
1740 root 1.24 {
1741 elmex 1.1 #ifdef DEBUG_LIGHTS
1742 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1743     #endif /* DEBUG_LIGHTS */
1744 root 1.84 if (map->darkness)
1745 root 1.59 update_all_los (map, x, y);
1746 root 1.24 }
1747 elmex 1.1
1748     /* Client has no idea of ordering so lets not bother ordering it here.
1749     * It sure simplifies this function...
1750     */
1751 root 1.59 if (!inv)
1752     inv = op;
1753 root 1.24 else
1754     {
1755 root 1.59 op->below = inv;
1756 elmex 1.1 op->below->above = op;
1757 root 1.59 inv = op;
1758 root 1.24 }
1759 root 1.59
1760 root 1.82 INVOKE_OBJECT (INSERT, this);
1761    
1762 elmex 1.1 return op;
1763     }
1764    
1765     /*
1766     * Checks if any objects has a move_type that matches objects
1767     * that effect this object on this space. Call apply() to process
1768     * these events.
1769     *
1770     * Any speed-modification due to SLOW_MOVE() of other present objects
1771     * will affect the speed_left of the object.
1772     *
1773     * originator: Player, monster or other object that caused 'op' to be inserted
1774     * into 'map'. May be NULL.
1775     *
1776     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1777     *
1778     * 4-21-95 added code to check if appropriate skill was readied - this will
1779     * permit faster movement by the player through this terrain. -b.t.
1780     *
1781     * MSW 2001-07-08: Check all objects on space, not just those below
1782     * object being inserted. insert_ob_in_map may not put new objects
1783     * on top.
1784     */
1785 root 1.24 int
1786     check_move_on (object *op, object *originator)
1787 elmex 1.1 {
1788 root 1.48 object *tmp;
1789 root 1.49 maptile *m = op->map;
1790 root 1.48 int x = op->x, y = op->y;
1791 root 1.26
1792 root 1.48 MoveType move_on, move_slow, move_block;
1793 root 1.24
1794     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1795     return 0;
1796    
1797     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1798     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1799     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1800    
1801     /* if nothing on this space will slow op down or be applied,
1802     * no need to do checking below. have to make sure move_type
1803     * is set, as lots of objects don't have it set - we treat that
1804     * as walking.
1805     */
1806     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1807     return 0;
1808 elmex 1.1
1809 root 1.24 /* This is basically inverse logic of that below - basically,
1810     * if the object can avoid the move on or slow move, they do so,
1811     * but can't do it if the alternate movement they are using is
1812     * blocked. Logic on this seems confusing, but does seem correct.
1813     */
1814     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1815     return 0;
1816    
1817     /* The objects have to be checked from top to bottom.
1818     * Hence, we first go to the top:
1819     */
1820    
1821 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1822 root 1.24 {
1823     /* Trim the search when we find the first other spell effect
1824     * this helps performance so that if a space has 50 spell objects,
1825     * we don't need to check all of them.
1826     */
1827     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1828     break;
1829     }
1830 root 1.26
1831     for (; tmp; tmp = tmp->below)
1832 root 1.24 {
1833     if (tmp == op)
1834     continue; /* Can't apply yourself */
1835 elmex 1.1
1836 root 1.24 /* Check to see if one of the movement types should be slowed down.
1837     * Second check makes sure that the movement types not being slowed
1838     * (~slow_move) is not blocked on this space - just because the
1839     * space doesn't slow down swimming (for example), if you can't actually
1840     * swim on that space, can't use it to avoid the penalty.
1841     */
1842     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1843     {
1844     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1845     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1846     {
1847 elmex 1.1
1848 root 1.29 float
1849 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1850 elmex 1.1
1851 root 1.24 if (op->type == PLAYER)
1852 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1853     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1854     diff /= 4.0;
1855    
1856 root 1.24 op->speed_left -= diff;
1857 root 1.8 }
1858     }
1859 elmex 1.1
1860 root 1.24 /* Basically same logic as above, except now for actual apply. */
1861     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1862     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1863     {
1864 elmex 1.72 move_apply (tmp, op, originator);
1865 root 1.24
1866 root 1.48 if (op->destroyed ())
1867 root 1.24 return 1;
1868    
1869     /* what the person/creature stepped onto has moved the object
1870     * someplace new. Don't process any further - if we did,
1871     * have a feeling strange problems would result.
1872     */
1873     if (op->map != m || op->x != x || op->y != y)
1874     return 0;
1875 root 1.8 }
1876 elmex 1.1 }
1877 root 1.26
1878 root 1.24 return 0;
1879 elmex 1.1 }
1880    
1881     /*
1882     * present_arch(arch, map, x, y) searches for any objects with
1883     * a matching archetype at the given map and coordinates.
1884     * The first matching object is returned, or NULL if none.
1885     */
1886 root 1.24 object *
1887 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1888 root 1.24 {
1889 root 1.104 if (!m || out_of_map (m, x, y))
1890 root 1.24 {
1891     LOG (llevError, "Present_arch called outside map.\n");
1892     return NULL;
1893     }
1894 root 1.84
1895 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1896 root 1.24 if (tmp->arch == at)
1897 elmex 1.1 return tmp;
1898 root 1.84
1899 elmex 1.1 return NULL;
1900     }
1901    
1902     /*
1903     * present(type, map, x, y) searches for any objects with
1904     * a matching type variable at the given map and coordinates.
1905     * The first matching object is returned, or NULL if none.
1906     */
1907 root 1.24 object *
1908 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1909 root 1.24 {
1910     if (out_of_map (m, x, y))
1911     {
1912     LOG (llevError, "Present called outside map.\n");
1913     return NULL;
1914     }
1915 root 1.84
1916 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1917 root 1.24 if (tmp->type == type)
1918 elmex 1.1 return tmp;
1919 root 1.84
1920 elmex 1.1 return NULL;
1921     }
1922    
1923     /*
1924     * present_in_ob(type, object) searches for any objects with
1925     * a matching type variable in the inventory of the given object.
1926     * The first matching object is returned, or NULL if none.
1927     */
1928 root 1.24 object *
1929     present_in_ob (unsigned char type, const object *op)
1930     {
1931 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1932 root 1.24 if (tmp->type == type)
1933 elmex 1.1 return tmp;
1934 root 1.84
1935 elmex 1.1 return NULL;
1936     }
1937    
1938     /*
1939     * present_in_ob (type, str, object) searches for any objects with
1940     * a matching type & name variable in the inventory of the given object.
1941     * The first matching object is returned, or NULL if none.
1942     * This is mostly used by spell effect code, so that we only
1943     * have one spell effect at a time.
1944     * type can be used to narrow the search - if type is set,
1945     * the type must also match. -1 can be passed for the type,
1946     * in which case the type does not need to pass.
1947     * str is the string to match against. Note that we match against
1948     * the object name, not the archetype name. this is so that the
1949     * spell code can use one object type (force), but change it's name
1950     * to be unique.
1951     */
1952 root 1.24 object *
1953     present_in_ob_by_name (int type, const char *str, const object *op)
1954     {
1955 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1956 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1957     return tmp;
1958 elmex 1.1
1959 root 1.82 return 0;
1960 elmex 1.1 }
1961    
1962     /*
1963     * present_arch_in_ob(archetype, object) searches for any objects with
1964     * a matching archetype in the inventory of the given object.
1965     * The first matching object is returned, or NULL if none.
1966     */
1967 root 1.24 object *
1968     present_arch_in_ob (const archetype *at, const object *op)
1969     {
1970 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1971 root 1.24 if (tmp->arch == at)
1972 elmex 1.1 return tmp;
1973 root 1.82
1974 elmex 1.1 return NULL;
1975     }
1976    
1977     /*
1978     * activate recursively a flag on an object inventory
1979     */
1980 root 1.24 void
1981     flag_inv (object *op, int flag)
1982     {
1983     if (op->inv)
1984 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1985 root 1.24 {
1986     SET_FLAG (tmp, flag);
1987     flag_inv (tmp, flag);
1988 elmex 1.1 }
1989 root 1.82 }
1990    
1991     /*
1992     * deactivate recursively a flag on an object inventory
1993     */
1994 root 1.24 void
1995     unflag_inv (object *op, int flag)
1996     {
1997     if (op->inv)
1998 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1999 root 1.24 {
2000     CLEAR_FLAG (tmp, flag);
2001     unflag_inv (tmp, flag);
2002 elmex 1.1 }
2003     }
2004    
2005     /*
2006     * find_free_spot(object, map, x, y, start, stop) will search for
2007     * a spot at the given map and coordinates which will be able to contain
2008     * the given object. start and stop specifies how many squares
2009     * to search (see the freearr_x/y[] definition).
2010     * It returns a random choice among the alternatives found.
2011     * start and stop are where to start relative to the free_arr array (1,9
2012     * does all 4 immediate directions). This returns the index into the
2013     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2014     * Note - this only checks to see if there is space for the head of the
2015     * object - if it is a multispace object, this should be called for all
2016     * pieces.
2017     * Note2: This function does correctly handle tiled maps, but does not
2018     * inform the caller. However, insert_ob_in_map will update as
2019     * necessary, so the caller shouldn't need to do any special work.
2020     * Note - updated to take an object instead of archetype - this is necessary
2021     * because arch_blocked (now ob_blocked) needs to know the movement type
2022     * to know if the space in question will block the object. We can't use
2023     * the archetype because that isn't correct if the monster has been
2024     * customized, changed states, etc.
2025     */
2026 root 1.24 int
2027 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2028 root 1.24 {
2029 root 1.82 int index = 0, flag;
2030     int altern[SIZEOFFREE];
2031 root 1.24
2032 root 1.82 for (int i = start; i < stop; i++)
2033 root 1.24 {
2034     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2035     if (!flag)
2036 root 1.82 altern [index++] = i;
2037 root 1.24
2038     /* Basically, if we find a wall on a space, we cut down the search size.
2039     * In this way, we won't return spaces that are on another side of a wall.
2040     * This mostly work, but it cuts down the search size in all directions -
2041     * if the space being examined only has a wall to the north and empty
2042     * spaces in all the other directions, this will reduce the search space
2043     * to only the spaces immediately surrounding the target area, and
2044     * won't look 2 spaces south of the target space.
2045     */
2046 root 1.74 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2047 root 1.24 stop = maxfree[i];
2048 elmex 1.1 }
2049 root 1.74
2050 root 1.24 if (!index)
2051     return -1;
2052 root 1.74
2053 root 1.124 return altern [rndm (index)];
2054 elmex 1.1 }
2055    
2056     /*
2057 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2058 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2059     * But it will return the first available spot, not a random choice.
2060     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2061     */
2062 root 1.24 int
2063 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2064 root 1.24 {
2065 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2066     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2067     return i;
2068 root 1.24
2069     return -1;
2070 elmex 1.1 }
2071    
2072     /*
2073     * The function permute(arr, begin, end) randomly reorders the array
2074     * arr[begin..end-1].
2075 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2076 elmex 1.1 */
2077 root 1.24 static void
2078     permute (int *arr, int begin, int end)
2079 elmex 1.1 {
2080 root 1.82 arr += begin;
2081     end -= begin;
2082    
2083     while (--end)
2084 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2085 elmex 1.1 }
2086    
2087     /* new function to make monster searching more efficient, and effective!
2088     * This basically returns a randomized array (in the passed pointer) of
2089     * the spaces to find monsters. In this way, it won't always look for
2090     * monsters to the north first. However, the size of the array passed
2091     * covers all the spaces, so within that size, all the spaces within
2092     * the 3x3 area will be searched, just not in a predictable order.
2093     */
2094 root 1.24 void
2095     get_search_arr (int *search_arr)
2096 elmex 1.1 {
2097 root 1.82 int i;
2098 elmex 1.1
2099 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2100 root 1.82 search_arr[i] = i;
2101 elmex 1.1
2102 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2103     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2104     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2105 elmex 1.1 }
2106    
2107     /*
2108     * find_dir(map, x, y, exclude) will search some close squares in the
2109     * given map at the given coordinates for live objects.
2110     * It will not considered the object given as exclude among possible
2111     * live objects.
2112     * It returns the direction toward the first/closest live object if finds
2113     * any, otherwise 0.
2114     * Perhaps incorrectly, but I'm making the assumption that exclude
2115     * is actually want is going to try and move there. We need this info
2116     * because we have to know what movement the thing looking to move
2117     * there is capable of.
2118     */
2119 root 1.24 int
2120 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2121 root 1.24 {
2122 root 1.82 int i, max = SIZEOFFREE, mflags;
2123 root 1.29
2124     sint16 nx, ny;
2125 root 1.82 object *tmp;
2126     maptile *mp;
2127 root 1.29
2128     MoveType blocked, move_type;
2129 root 1.24
2130 root 1.155 if (exclude && exclude->head_ () != exclude)
2131 root 1.24 {
2132     exclude = exclude->head;
2133     move_type = exclude->move_type;
2134     }
2135     else
2136     {
2137     /* If we don't have anything, presume it can use all movement types. */
2138     move_type = MOVE_ALL;
2139     }
2140    
2141     for (i = 1; i < max; i++)
2142     {
2143     mp = m;
2144     nx = x + freearr_x[i];
2145     ny = y + freearr_y[i];
2146    
2147     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2148 root 1.75
2149 root 1.24 if (mflags & P_OUT_OF_MAP)
2150 root 1.75 max = maxfree[i];
2151 root 1.24 else
2152     {
2153 root 1.82 mapspace &ms = mp->at (nx, ny);
2154    
2155     blocked = ms.move_block;
2156 root 1.24
2157     if ((move_type & blocked) == move_type)
2158 root 1.75 max = maxfree[i];
2159 root 1.24 else if (mflags & P_IS_ALIVE)
2160     {
2161 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2162 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2163 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2164 root 1.75 break;
2165    
2166 root 1.24 if (tmp)
2167 root 1.75 return freedir[i];
2168 root 1.8 }
2169     }
2170 elmex 1.1 }
2171 root 1.75
2172 root 1.24 return 0;
2173 elmex 1.1 }
2174    
2175     /*
2176     * distance(object 1, object 2) will return the square of the
2177     * distance between the two given objects.
2178     */
2179 root 1.24 int
2180     distance (const object *ob1, const object *ob2)
2181     {
2182 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2183 elmex 1.1 }
2184    
2185     /*
2186     * find_dir_2(delta-x,delta-y) will return a direction in which
2187     * an object which has subtracted the x and y coordinates of another
2188     * object, needs to travel toward it.
2189     */
2190 root 1.24 int
2191     find_dir_2 (int x, int y)
2192     {
2193 root 1.75 int q;
2194 elmex 1.1
2195 root 1.24 if (y)
2196     q = x * 100 / y;
2197 elmex 1.1 else if (x)
2198 root 1.24 q = -300 * x;
2199 elmex 1.1 else
2200     return 0;
2201    
2202 root 1.24 if (y > 0)
2203     {
2204     if (q < -242)
2205     return 3;
2206     if (q < -41)
2207     return 2;
2208     if (q < 41)
2209     return 1;
2210     if (q < 242)
2211     return 8;
2212     return 7;
2213     }
2214 elmex 1.1
2215     if (q < -242)
2216 root 1.24 return 7;
2217 elmex 1.1 if (q < -41)
2218 root 1.24 return 6;
2219 elmex 1.1 if (q < 41)
2220 root 1.24 return 5;
2221 elmex 1.1 if (q < 242)
2222 root 1.24 return 4;
2223 elmex 1.1
2224 root 1.24 return 3;
2225 elmex 1.1 }
2226    
2227     /*
2228     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2229     * between two directions (which are expected to be absolute (see absdir())
2230     */
2231 root 1.24 int
2232     dirdiff (int dir1, int dir2)
2233     {
2234 root 1.82 int d;
2235 root 1.24
2236     d = abs (dir1 - dir2);
2237     if (d > 4)
2238 elmex 1.1 d = 8 - d;
2239 root 1.82
2240 elmex 1.1 return d;
2241     }
2242    
2243     /* peterm:
2244     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2245     * Basically, this is a table of directions, and what directions
2246     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2247     * This basically means that if direction is 15, then it could either go
2248     * direction 4, 14, or 16 to get back to where we are.
2249     * Moved from spell_util.c to object.c with the other related direction
2250     * functions.
2251     */
2252 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2253 root 1.24 {0, 0, 0}, /* 0 */
2254     {0, 0, 0}, /* 1 */
2255     {0, 0, 0}, /* 2 */
2256     {0, 0, 0}, /* 3 */
2257     {0, 0, 0}, /* 4 */
2258     {0, 0, 0}, /* 5 */
2259     {0, 0, 0}, /* 6 */
2260     {0, 0, 0}, /* 7 */
2261     {0, 0, 0}, /* 8 */
2262     {8, 1, 2}, /* 9 */
2263     {1, 2, -1}, /* 10 */
2264     {2, 10, 12}, /* 11 */
2265     {2, 3, -1}, /* 12 */
2266     {2, 3, 4}, /* 13 */
2267     {3, 4, -1}, /* 14 */
2268     {4, 14, 16}, /* 15 */
2269     {5, 4, -1}, /* 16 */
2270     {4, 5, 6}, /* 17 */
2271     {6, 5, -1}, /* 18 */
2272     {6, 20, 18}, /* 19 */
2273     {7, 6, -1}, /* 20 */
2274     {6, 7, 8}, /* 21 */
2275     {7, 8, -1}, /* 22 */
2276     {8, 22, 24}, /* 23 */
2277     {8, 1, -1}, /* 24 */
2278     {24, 9, 10}, /* 25 */
2279     {9, 10, -1}, /* 26 */
2280     {10, 11, -1}, /* 27 */
2281     {27, 11, 29}, /* 28 */
2282     {11, 12, -1}, /* 29 */
2283     {12, 13, -1}, /* 30 */
2284     {12, 13, 14}, /* 31 */
2285     {13, 14, -1}, /* 32 */
2286     {14, 15, -1}, /* 33 */
2287     {33, 15, 35}, /* 34 */
2288     {16, 15, -1}, /* 35 */
2289     {17, 16, -1}, /* 36 */
2290     {18, 17, 16}, /* 37 */
2291     {18, 17, -1}, /* 38 */
2292     {18, 19, -1}, /* 39 */
2293     {41, 19, 39}, /* 40 */
2294     {19, 20, -1}, /* 41 */
2295     {20, 21, -1}, /* 42 */
2296     {20, 21, 22}, /* 43 */
2297     {21, 22, -1}, /* 44 */
2298     {23, 22, -1}, /* 45 */
2299     {45, 47, 23}, /* 46 */
2300     {23, 24, -1}, /* 47 */
2301     {24, 9, -1}
2302     }; /* 48 */
2303 elmex 1.1
2304     /* Recursive routine to step back and see if we can
2305     * find a path to that monster that we found. If not,
2306     * we don't bother going toward it. Returns 1 if we
2307     * can see a direct way to get it
2308     * Modified to be map tile aware -.MSW
2309     */
2310 root 1.24 int
2311 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2312 root 1.24 {
2313 root 1.29 sint16 dx, dy;
2314 root 1.75 int mflags;
2315 root 1.24
2316     if (dir < 0)
2317     return 0; /* exit condition: invalid direction */
2318    
2319     dx = x + freearr_x[dir];
2320     dy = y + freearr_y[dir];
2321    
2322     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2323    
2324     /* This functional arguably was incorrect before - it was
2325     * checking for P_WALL - that was basically seeing if
2326     * we could move to the monster - this is being more
2327     * literal on if we can see it. To know if we can actually
2328     * move to the monster, we'd need the monster passed in or
2329     * at least its move type.
2330     */
2331     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2332     return 0;
2333    
2334     /* yes, can see. */
2335     if (dir < 9)
2336     return 1;
2337 root 1.75
2338     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2339     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2340     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2341 root 1.24 }
2342    
2343 elmex 1.1 /*
2344     * can_pick(picker, item): finds out if an object is possible to be
2345     * picked up by the picker. Returnes 1 if it can be
2346     * picked up, otherwise 0.
2347     *
2348     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2349     * core dumps if they do.
2350     *
2351     * Add a check so we can't pick up invisible objects (0.93.8)
2352     */
2353    
2354 root 1.24 int
2355     can_pick (const object *who, const object *item)
2356     {
2357     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2358     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2359     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2360 elmex 1.1 }
2361    
2362     /*
2363     * create clone from object to another
2364     */
2365 root 1.24 object *
2366     object_create_clone (object *asrc)
2367     {
2368 root 1.155 object *dst = 0, *tmp, *src, *prev, *item;
2369 elmex 1.1
2370 root 1.24 if (!asrc)
2371 root 1.62 return 0;
2372    
2373 root 1.155 src = asrc->head_ ();
2374 root 1.24
2375 root 1.62 prev = 0;
2376 root 1.155 for (object *part = src; part; part = part->more)
2377 root 1.24 {
2378 root 1.65 tmp = part->clone ();
2379 root 1.24 tmp->x -= src->x;
2380     tmp->y -= src->y;
2381 root 1.62
2382 root 1.24 if (!part->head)
2383     {
2384     dst = tmp;
2385 root 1.62 tmp->head = 0;
2386 root 1.24 }
2387     else
2388 root 1.75 tmp->head = dst;
2389 root 1.62
2390     tmp->more = 0;
2391    
2392 root 1.24 if (prev)
2393     prev->more = tmp;
2394 root 1.62
2395 root 1.24 prev = tmp;
2396 elmex 1.1 }
2397 root 1.24
2398     for (item = src->inv; item; item = item->below)
2399 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2400 elmex 1.1
2401 root 1.24 return dst;
2402 elmex 1.1 }
2403    
2404     /* This returns the first object in who's inventory that
2405     * has the same type and subtype match.
2406     * returns NULL if no match.
2407     */
2408 root 1.24 object *
2409     find_obj_by_type_subtype (const object *who, int type, int subtype)
2410 elmex 1.1 {
2411 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2412 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2413     return tmp;
2414 elmex 1.1
2415 root 1.82 return 0;
2416 elmex 1.1 }
2417    
2418     /* If ob has a field named key, return the link from the list,
2419     * otherwise return NULL.
2420     *
2421     * key must be a passed in shared string - otherwise, this won't
2422     * do the desired thing.
2423     */
2424 root 1.24 key_value *
2425     get_ob_key_link (const object *ob, const char *key)
2426     {
2427 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2428 root 1.48 if (link->key == key)
2429     return link;
2430 root 1.24
2431 root 1.82 return 0;
2432 root 1.24 }
2433 elmex 1.1
2434     /*
2435     * Returns the value of op has an extra_field for key, or NULL.
2436     *
2437     * The argument doesn't need to be a shared string.
2438     *
2439     * The returned string is shared.
2440     */
2441 root 1.24 const char *
2442     get_ob_key_value (const object *op, const char *const key)
2443     {
2444 root 1.35 key_value *link;
2445     shstr_cmp canonical_key (key);
2446 root 1.24
2447 root 1.35 if (!canonical_key)
2448 root 1.24 {
2449     /* 1. There being a field named key on any object
2450     * implies there'd be a shared string to find.
2451     * 2. Since there isn't, no object has this field.
2452     * 3. Therefore, *this* object doesn't have this field.
2453     */
2454 root 1.35 return 0;
2455 elmex 1.1 }
2456    
2457 root 1.24 /* This is copied from get_ob_key_link() above -
2458     * only 4 lines, and saves the function call overhead.
2459     */
2460 root 1.35 for (link = op->key_values; link; link = link->next)
2461     if (link->key == canonical_key)
2462     return link->value;
2463    
2464     return 0;
2465 elmex 1.1 }
2466    
2467     /*
2468     * Updates the canonical_key in op to value.
2469     *
2470     * canonical_key is a shared string (value doesn't have to be).
2471     *
2472     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2473     * keys.
2474     *
2475     * Returns TRUE on success.
2476     */
2477 root 1.24 int
2478     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2479     {
2480 root 1.82 key_value *field = NULL, *last = NULL;
2481 root 1.24
2482     for (field = op->key_values; field != NULL; field = field->next)
2483     {
2484     if (field->key != canonical_key)
2485     {
2486     last = field;
2487     continue;
2488     }
2489    
2490     if (value)
2491     field->value = value;
2492     else
2493     {
2494     /* Basically, if the archetype has this key set,
2495     * we need to store the null value so when we save
2496     * it, we save the empty value so that when we load,
2497     * we get this value back again.
2498     */
2499     if (get_ob_key_link (&op->arch->clone, canonical_key))
2500     field->value = 0;
2501     else
2502     {
2503     if (last)
2504     last->next = field->next;
2505     else
2506     op->key_values = field->next;
2507    
2508 root 1.29 delete field;
2509 root 1.24 }
2510     }
2511     return TRUE;
2512     }
2513     /* IF we get here, key doesn't exist */
2514    
2515     /* No field, we'll have to add it. */
2516    
2517     if (!add_key)
2518 root 1.82 return FALSE;
2519    
2520 root 1.24 /* There isn't any good reason to store a null
2521     * value in the key/value list. If the archetype has
2522     * this key, then we should also have it, so shouldn't
2523     * be here. If user wants to store empty strings,
2524     * should pass in ""
2525     */
2526     if (value == NULL)
2527 elmex 1.1 return TRUE;
2528 root 1.24
2529     field = new key_value;
2530    
2531     field->key = canonical_key;
2532     field->value = value;
2533     /* Usual prepend-addition. */
2534     field->next = op->key_values;
2535     op->key_values = field;
2536    
2537     return TRUE;
2538 elmex 1.1 }
2539    
2540     /*
2541     * Updates the key in op to value.
2542     *
2543     * If add_key is FALSE, this will only update existing keys,
2544     * and not add new ones.
2545     * In general, should be little reason FALSE is ever passed in for add_key
2546     *
2547     * Returns TRUE on success.
2548     */
2549 root 1.24 int
2550     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2551 root 1.11 {
2552 root 1.29 shstr key_ (key);
2553 root 1.24
2554 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2555 elmex 1.1 }
2556 root 1.31
2557 root 1.34 object::depth_iterator::depth_iterator (object *container)
2558     : iterator_base (container)
2559     {
2560     while (item->inv)
2561     item = item->inv;
2562     }
2563    
2564 root 1.31 void
2565 root 1.34 object::depth_iterator::next ()
2566 root 1.31 {
2567 root 1.34 if (item->below)
2568     {
2569     item = item->below;
2570    
2571     while (item->inv)
2572     item = item->inv;
2573     }
2574 root 1.31 else
2575 root 1.34 item = item->env;
2576 root 1.31 }
2577 root 1.34
2578 elmex 1.97
2579     const char *
2580     object::flag_desc (char *desc, int len) const
2581     {
2582     char *p = desc;
2583     bool first = true;
2584    
2585 root 1.101 *p = 0;
2586    
2587 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2588     {
2589     if (len <= 10) // magic constant!
2590     {
2591     snprintf (p, len, ",...");
2592     break;
2593     }
2594    
2595 root 1.101 if (flag [i])
2596 elmex 1.97 {
2597     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2598     len -= cnt;
2599     p += cnt;
2600     first = false;
2601     }
2602     }
2603    
2604     return desc;
2605     }
2606    
2607 root 1.101 // return a suitable string describing an object in enough detail to find it
2608 root 1.36 const char *
2609     object::debug_desc (char *info) const
2610     {
2611 elmex 1.97 char flagdesc[512];
2612     char info2[256 * 4];
2613 root 1.36 char *p = info;
2614    
2615 elmex 1.127 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2616 elmex 1.97 count, uuid.seq,
2617 root 1.36 &name,
2618 root 1.117 title ? "\",title:\"" : "",
2619 elmex 1.97 title ? (const char *)title : "",
2620     flag_desc (flagdesc, 512), type);
2621 root 1.36
2622     if (env)
2623     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624    
2625     if (map)
2626 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2627 root 1.36
2628     return info;
2629     }
2630    
2631     const char *
2632     object::debug_desc () const
2633     {
2634 root 1.143 static char info[3][256 * 4];
2635     static int info_idx;
2636 root 1.36
2637 root 1.143 return debug_desc (info [++info_idx % 3]);
2638 root 1.114 }
2639    
2640 root 1.125 struct region *
2641     object::region () const
2642     {
2643     return map ? map->region (x, y)
2644     : region::default_region ();
2645     }
2646    
2647 root 1.129 const materialtype_t *
2648     object::dominant_material () const
2649     {
2650     if (materialtype_t *mat = name_to_material (materialname))
2651     return mat;
2652    
2653     // omfg this is slow, this has to be temporary :)
2654     shstr unknown ("unknown");
2655    
2656     return name_to_material (unknown);
2657     }
2658    
2659 root 1.130 void
2660     object::open_container (object *new_container)
2661     {
2662     if (container == new_container)
2663     return;
2664    
2665     if (object *old_container = container)
2666     {
2667     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2668     return;
2669    
2670     #if 0
2671     // remove the "Close old_container" object.
2672     if (object *closer = old_container->inv)
2673     if (closer->type == CLOSE_CON)
2674     closer->destroy ();
2675     #endif
2676    
2677     old_container->flag [FLAG_APPLIED] = 0;
2678     container = 0;
2679    
2680     esrv_update_item (UPD_FLAGS, this, old_container);
2681     new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2682     }
2683    
2684     if (new_container)
2685     {
2686     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2687     return;
2688    
2689     // TODO: this does not seem to serve any purpose anymore?
2690     #if 0
2691     // insert the "Close Container" object.
2692     if (archetype *closer = new_container->other_arch)
2693     {
2694     object *closer = arch_to_object (new_container->other_arch);
2695     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2696     new_container->insert (closer);
2697     }
2698     #endif
2699    
2700 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2701    
2702 root 1.130 new_container->flag [FLAG_APPLIED] = 1;
2703     container = new_container;
2704    
2705     esrv_update_item (UPD_FLAGS, this, new_container);
2706 root 1.131 esrv_send_inventory (this, new_container);
2707 root 1.130 }
2708     }
2709    
2710