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Revision: 1.162
Committed: Sat Jun 16 00:12:20 2007 UTC (16 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.161: +7 -7 lines
Log Message:
add some debugging code, fix players not getting freed on logout

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.157 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 pippijn 1.116 *
4 root 1.157 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5     * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.116 *
8 root 1.157 * Crossfire TRT is free software; you can redistribute it and/or modify it
9     * under the terms of the GNU General Public License as published by the Free
10     * Software Foundation; either version 2 of the License, or (at your option)
11     * any later version.
12 pippijn 1.116 *
13 root 1.157 * This program is distributed in the hope that it will be useful, but
14     * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15     * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16     * for more details.
17 pippijn 1.116 *
18 root 1.157 * You should have received a copy of the GNU General Public License along
19     * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20     * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21     *
22     * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 pippijn 1.116 */
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 root 1.156 "You try to balance all your items at once, "
501     "but the %s is just too much for your body. "
502     "[You need to unapply some items first.]", &ob->name);
503 root 1.147 return false;
504     }
505    
506 root 1.148 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
507 root 1.147 }
508     else
509 root 1.148 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
510 root 1.147
511 root 1.151 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
512     {
513     LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
514     &name, ob->debug_desc ());
515     return false;
516     }
517    
518 root 1.147 return true;
519 root 1.144 }
520    
521 elmex 1.1 /* Zero the key_values on op, decrementing the shared-string
522     * refcounts and freeing the links.
523     */
524 root 1.24 static void
525     free_key_values (object *op)
526 root 1.11 {
527 root 1.137 for (key_value *i = op->key_values; i; )
528 root 1.11 {
529     key_value *next = i->next;
530     delete i;
531 root 1.24
532 root 1.11 i = next;
533 elmex 1.1 }
534 root 1.24
535 root 1.11 op->key_values = 0;
536 elmex 1.1 }
537    
538 root 1.137 object &
539     object::operator =(const object &src)
540 root 1.11 {
541 root 1.137 bool is_freed = flag [FLAG_FREED];
542     bool is_removed = flag [FLAG_REMOVED];
543 root 1.59
544 root 1.137 *(object_copy *)this = src;
545 elmex 1.1
546 root 1.137 flag [FLAG_FREED] = is_freed;
547     flag [FLAG_REMOVED] = is_removed;
548 elmex 1.1
549 root 1.11 /* Copy over key_values, if any. */
550 root 1.137 if (src.key_values)
551 root 1.14 {
552 root 1.23 key_value *tail = 0;
553 root 1.137 key_values = 0;
554 elmex 1.1
555 root 1.137 for (key_value *i = src.key_values; i; i = i->next)
556 root 1.11 {
557     key_value *new_link = new key_value;
558 root 1.8
559 root 1.24 new_link->next = 0;
560     new_link->key = i->key;
561 root 1.11 new_link->value = i->value;
562    
563     /* Try and be clever here, too. */
564 root 1.137 if (!key_values)
565 root 1.11 {
566 root 1.137 key_values = new_link;
567 root 1.11 tail = new_link;
568 root 1.8 }
569 root 1.11 else
570     {
571     tail->next = new_link;
572     tail = new_link;
573     }
574 root 1.14 }
575     }
576 root 1.137 }
577    
578     /*
579     * copy_to first frees everything allocated by the dst object,
580     * and then copies the contents of itself into the second
581     * object, allocating what needs to be allocated. Basically, any
582     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
583     * if the first object is freed, the pointers in the new object
584     * will point at garbage.
585     */
586     void
587     object::copy_to (object *dst)
588     {
589     *dst = *this;
590    
591     if (speed < 0)
592     dst->speed_left = speed_left - rndm ();
593 root 1.2
594 root 1.87 dst->set_speed (dst->speed);
595 elmex 1.1 }
596    
597 root 1.133 void
598     object::instantiate ()
599     {
600     if (!uuid.seq) // HACK
601     uuid = gen_uuid ();
602    
603     speed_left = -0.1f;
604     /* copy the body_info to the body_used - this is only really
605     * need for monsters, but doesn't hurt to do it for everything.
606     * by doing so, when a monster is created, it has good starting
607     * values for the body_used info, so when items are created
608     * for it, they can be properly equipped.
609     */
610 root 1.145 for (int i = NUM_BODY_LOCATIONS; i--; )
611     slot[i].used = slot[i].info;
612 root 1.133
613     attachable::instantiate ();
614     }
615    
616 root 1.65 object *
617     object::clone ()
618     {
619     object *neu = create ();
620     copy_to (neu);
621     return neu;
622     }
623    
624 elmex 1.1 /*
625     * If an object with the IS_TURNABLE() flag needs to be turned due
626     * to the closest player being on the other side, this function can
627     * be called to update the face variable, _and_ how it looks on the map.
628     */
629 root 1.24 void
630     update_turn_face (object *op)
631     {
632 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
633 root 1.24 return;
634 root 1.96
635 root 1.24 SET_ANIMATION (op, op->direction);
636     update_object (op, UP_OBJ_FACE);
637 elmex 1.1 }
638    
639     /*
640     * Updates the speed of an object. If the speed changes from 0 to another
641     * value, or vice versa, then add/remove the object from the active list.
642     * This function needs to be called whenever the speed of an object changes.
643     */
644 root 1.24 void
645 root 1.87 object::set_speed (float speed)
646 root 1.24 {
647 root 1.87 if (flag [FLAG_FREED] && speed)
648 root 1.24 {
649 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
650     speed = 0;
651 elmex 1.1 }
652 root 1.31
653 root 1.87 this->speed = speed;
654    
655 elmex 1.97 if (has_active_speed ())
656 root 1.98 activate ();
657 root 1.24 else
658 root 1.98 deactivate ();
659 elmex 1.1 }
660    
661     /*
662 root 1.75 * update_object() updates the the map.
663 elmex 1.1 * It takes into account invisible objects (and represent squares covered
664     * by invisible objects by whatever is below them (unless it's another
665     * invisible object, etc...)
666     * If the object being updated is beneath a player, the look-window
667     * of that player is updated (this might be a suboptimal way of
668     * updating that window, though, since update_object() is called _often_)
669     *
670     * action is a hint of what the caller believes need to be done.
671     * current action are:
672     * UP_OBJ_INSERT: op was inserted
673     * UP_OBJ_REMOVE: op was removed
674     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
675     * as that is easier than trying to look at what may have changed.
676     * UP_OBJ_FACE: only the objects face has changed.
677     */
678 root 1.24 void
679     update_object (object *op, int action)
680     {
681     if (op == NULL)
682     {
683     /* this should never happen */
684     LOG (llevDebug, "update_object() called for NULL object.\n");
685     return;
686 elmex 1.1 }
687 root 1.24
688 root 1.75 if (op->env)
689 root 1.24 {
690     /* Animation is currently handled by client, so nothing
691     * to do in this case.
692     */
693     return;
694 elmex 1.1 }
695    
696 root 1.24 /* If the map is saving, don't do anything as everything is
697     * going to get freed anyways.
698     */
699     if (!op->map || op->map->in_memory == MAP_SAVING)
700     return;
701    
702     /* make sure the object is within map boundaries */
703 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
704 root 1.24 {
705     LOG (llevError, "update_object() called for object out of map!\n");
706 elmex 1.1 #ifdef MANY_CORES
707 root 1.24 abort ();
708 elmex 1.1 #endif
709 root 1.24 return;
710 elmex 1.1 }
711    
712 root 1.76 mapspace &m = op->ms ();
713 elmex 1.1
714 root 1.99 if (!(m.flags_ & P_UPTODATE))
715 root 1.75 /* nop */;
716     else if (action == UP_OBJ_INSERT)
717     {
718     // this is likely overkill, TODO: revisit (schmorp)
719     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
720     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
721     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
722     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
723     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
724     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
725     || (m.move_on | op->move_on ) != m.move_on
726     || (m.move_off | op->move_off ) != m.move_off
727     || (m.move_slow | op->move_slow) != m.move_slow
728     /* This isn't perfect, but I don't expect a lot of objects to
729     * to have move_allow right now.
730     */
731     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
732     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
733 root 1.99 m.flags_ = 0;
734 root 1.75 }
735     /* if the object is being removed, we can't make intelligent
736     * decisions, because remove_ob can't really pass the object
737     * that is being removed.
738     */
739 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
740 root 1.99 m.flags_ = 0;
741 root 1.24 else if (action == UP_OBJ_FACE)
742 root 1.29 /* Nothing to do for that case */ ;
743 root 1.24 else
744 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
745 elmex 1.1
746 root 1.75 if (op->more)
747 root 1.24 update_object (op->more, action);
748 elmex 1.1 }
749    
750 root 1.21 object::object ()
751     {
752 root 1.22 SET_FLAG (this, FLAG_REMOVED);
753    
754     expmul = 1.0;
755     face = blank_face;
756     }
757    
758     object::~object ()
759     {
760 root 1.121 unlink ();
761 root 1.119
762 root 1.22 free_key_values (this);
763     }
764    
765 root 1.112 static int object_count;
766    
767 root 1.24 void object::link ()
768 root 1.22 {
769 root 1.112 assert (!index);//D
770 root 1.41 uuid = gen_uuid ();
771 root 1.112 count = ++object_count;
772 root 1.21
773 root 1.109 refcnt_inc ();
774 root 1.108 objects.insert (this);
775 root 1.21 }
776    
777 root 1.24 void object::unlink ()
778 root 1.21 {
779 root 1.121 if (!index)
780     return;
781    
782 root 1.108 objects.erase (this);
783 root 1.109 refcnt_dec ();
784 root 1.98 }
785    
786 root 1.96 void
787 root 1.98 object::activate ()
788 root 1.96 {
789 root 1.98 /* If already on active list, don't do anything */
790 root 1.108 if (active)
791 root 1.98 return;
792    
793 elmex 1.97 if (has_active_speed ())
794 root 1.108 actives.insert (this);
795 root 1.98 }
796 root 1.96
797 root 1.98 void
798     object::activate_recursive ()
799     {
800     activate ();
801    
802 root 1.104 for (object *op = inv; op; op = op->below)
803 root 1.98 op->activate_recursive ();
804 root 1.96 }
805    
806     /* This function removes object 'op' from the list of active
807     * objects.
808     * This should only be used for style maps or other such
809     * reference maps where you don't want an object that isn't
810     * in play chewing up cpu time getting processed.
811     * The reverse of this is to call update_ob_speed, which
812     * will do the right thing based on the speed of the object.
813     */
814     void
815 root 1.98 object::deactivate ()
816 root 1.96 {
817     /* If not on the active list, nothing needs to be done */
818 root 1.108 if (!active)
819 root 1.96 return;
820    
821 root 1.108 actives.erase (this);
822 root 1.98 }
823 root 1.96
824 root 1.98 void
825     object::deactivate_recursive ()
826     {
827 root 1.104 for (object *op = inv; op; op = op->below)
828 root 1.98 op->deactivate_recursive ();
829    
830     deactivate ();
831 root 1.96 }
832    
833 root 1.106 void
834     object::set_flag_inv (int flag, int value)
835     {
836     for (object *op = inv; op; op = op->below)
837     {
838     op->flag [flag] = value;
839     op->set_flag_inv (flag, value);
840     }
841     }
842    
843 root 1.89 /*
844     * Remove and free all objects in the inventory of the given object.
845     * object.c ?
846     */
847     void
848     object::destroy_inv (bool drop_to_ground)
849     {
850 root 1.94 // need to check first, because the checks below might segfault
851     // as we might be on an invalid mapspace and crossfire code
852     // is too buggy to ensure that the inventory is empty.
853     // corollary: if you create arrows etc. with stuff in tis inventory,
854     // cf will crash below with off-map x and y
855     if (!inv)
856     return;
857    
858 root 1.89 /* Only if the space blocks everything do we not process -
859     * if some form of movement is allowed, let objects
860     * drop on that space.
861     */
862 root 1.92 if (!drop_to_ground
863     || !map
864     || map->in_memory != MAP_IN_MEMORY
865 root 1.122 || map->nodrop
866 root 1.95 || ms ().move_block == MOVE_ALL)
867 root 1.89 {
868     while (inv)
869 root 1.92 {
870     inv->destroy_inv (drop_to_ground);
871     inv->destroy ();
872     }
873 root 1.89 }
874     else
875     { /* Put objects in inventory onto this space */
876     while (inv)
877     {
878     object *op = inv;
879    
880     if (op->flag [FLAG_STARTEQUIP]
881     || op->flag [FLAG_NO_DROP]
882     || op->type == RUNE
883     || op->type == TRAP
884 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
885     || op->flag [FLAG_DESTROY_ON_DEATH])
886 root 1.89 op->destroy ();
887     else
888 root 1.93 map->insert (op, x, y);
889 root 1.89 }
890     }
891     }
892    
893 root 1.21 object *object::create ()
894     {
895 root 1.42 object *op = new object;
896 root 1.22 op->link ();
897     return op;
898 root 1.21 }
899 elmex 1.1
900 root 1.82 void
901     object::do_destroy ()
902 root 1.14 {
903 root 1.112 attachable::do_destroy ();
904    
905 root 1.82 if (flag [FLAG_IS_LINKED])
906     remove_button_link (this);
907 root 1.29
908 root 1.82 if (flag [FLAG_FRIENDLY])
909 root 1.140 remove_friendly_object (this);
910 root 1.32
911 root 1.82 if (!flag [FLAG_REMOVED])
912 root 1.63 remove ();
913 root 1.14
914 root 1.112 destroy_inv (true);
915 root 1.14
916 root 1.112 deactivate ();
917     unlink ();
918 root 1.92
919 root 1.82 flag [FLAG_FREED] = 1;
920 root 1.14
921 root 1.57 // hack to ensure that freed objects still have a valid map
922     {
923     static maptile *freed_map; // freed objects are moved here to avoid crashes
924    
925     if (!freed_map)
926     {
927     freed_map = new maptile;
928    
929     freed_map->name = "/internal/freed_objects_map";
930     freed_map->width = 3;
931     freed_map->height = 3;
932    
933 root 1.96 freed_map->alloc ();
934 root 1.103 freed_map->in_memory = MAP_IN_MEMORY;
935 root 1.57 }
936    
937     map = freed_map;
938     x = 1;
939     y = 1;
940     }
941    
942 root 1.88 if (more)
943     {
944     more->destroy ();
945     more = 0;
946     }
947 root 1.82
948 root 1.162 head = 0;
949    
950     // clear those pointers that likely might cause circular references
951     owner = 0;
952     enemy = 0;
953     attacked_by = 0;
954     current_weapon = 0;
955 root 1.82 }
956    
957     void
958     object::destroy (bool destroy_inventory)
959     {
960     if (destroyed ())
961     return;
962    
963     if (destroy_inventory)
964 root 1.89 destroy_inv (false);
965 root 1.22
966 root 1.82 attachable::destroy ();
967 elmex 1.1 }
968    
969     /*
970     * sub_weight() recursively (outwards) subtracts a number from the
971     * weight of an object (and what is carried by it's environment(s)).
972     */
973 root 1.24 void
974     sub_weight (object *op, signed long weight)
975     {
976     while (op != NULL)
977     {
978     if (op->type == CONTAINER)
979 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
980    
981 root 1.24 op->carrying -= weight;
982     op = op->env;
983 elmex 1.1 }
984     }
985    
986 root 1.63 /* op->remove ():
987 elmex 1.1 * This function removes the object op from the linked list of objects
988     * which it is currently tied to. When this function is done, the
989     * object will have no environment. If the object previously had an
990     * environment, the x and y coordinates will be updated to
991     * the previous environment.
992     */
993 root 1.24 void
994 root 1.128 object::do_remove ()
995 root 1.24 {
996 root 1.45 object *tmp, *last = 0;
997     object *otmp;
998 root 1.26
999 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
1000 root 1.29 return;
1001 root 1.24
1002 root 1.59 SET_FLAG (this, FLAG_REMOVED);
1003 root 1.82 INVOKE_OBJECT (REMOVE, this);
1004 root 1.26
1005 root 1.59 if (more)
1006     more->remove ();
1007 root 1.24
1008     /*
1009     * In this case, the object to be removed is in someones
1010     * inventory.
1011     */
1012 root 1.59 if (env)
1013 root 1.24 {
1014 root 1.59 if (nrof)
1015     sub_weight (env, weight * nrof);
1016 root 1.24 else
1017 root 1.59 sub_weight (env, weight + carrying);
1018 root 1.24
1019     /* NO_FIX_PLAYER is set when a great many changes are being
1020     * made to players inventory. If set, avoiding the call
1021     * to save cpu time.
1022     */
1023 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1024 root 1.78 otmp->update_stats ();
1025 root 1.24
1026 root 1.96 if (above)
1027 root 1.59 above->below = below;
1028 root 1.24 else
1029 root 1.59 env->inv = below;
1030 root 1.24
1031 root 1.96 if (below)
1032 root 1.59 below->above = above;
1033 root 1.24
1034     /* we set up values so that it could be inserted into
1035     * the map, but we don't actually do that - it is up
1036     * to the caller to decide what we want to do.
1037     */
1038 root 1.59 x = env->x, y = env->y;
1039     map = env->map;
1040     above = 0, below = 0;
1041     env = 0;
1042     }
1043     else if (map)
1044     {
1045 root 1.96 if (type == PLAYER)
1046     {
1047 root 1.130 // leaving a spot always closes any open container on the ground
1048     if (container && !container->env)
1049     // this causes spurious floorbox updates, but it ensures
1050     // that the CLOSE event is being sent.
1051     close_container ();
1052    
1053 root 1.96 --map->players;
1054 root 1.100 map->touch ();
1055 root 1.96 }
1056    
1057 root 1.98 map->dirty = true;
1058 root 1.117 mapspace &ms = this->ms ();
1059 elmex 1.1
1060 root 1.29 /* link the object above us */
1061 root 1.59 if (above)
1062     above->below = below;
1063 root 1.29 else
1064 root 1.117 ms.top = below; /* we were top, set new top */
1065 root 1.24
1066 root 1.29 /* Relink the object below us, if there is one */
1067 root 1.59 if (below)
1068     below->above = above;
1069 root 1.29 else
1070     {
1071     /* Nothing below, which means we need to relink map object for this space
1072     * use translated coordinates in case some oddness with map tiling is
1073     * evident
1074     */
1075 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1076 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 ());
1077 elmex 1.1
1078 root 1.117 ms.bot = above; /* goes on above it. */
1079 root 1.8 }
1080 root 1.26
1081 root 1.59 above = 0;
1082     below = 0;
1083 root 1.26
1084 root 1.59 if (map->in_memory == MAP_SAVING)
1085 root 1.29 return;
1086 elmex 1.1
1087 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1088 elmex 1.1
1089 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1090 root 1.24 {
1091 root 1.29 /* No point updating the players look faces if he is the object
1092     * being removed.
1093 root 1.24 */
1094 root 1.29
1095 root 1.59 if (tmp->type == PLAYER && tmp != this)
1096 root 1.24 {
1097 root 1.29 /* If a container that the player is currently using somehow gets
1098     * removed (most likely destroyed), update the player view
1099     * appropriately.
1100     */
1101 root 1.59 if (tmp->container == this)
1102 root 1.29 {
1103 root 1.82 flag [FLAG_APPLIED] = 0;
1104 root 1.59 tmp->container = 0;
1105 root 1.29 }
1106    
1107 root 1.82 if (tmp->contr->ns)
1108     tmp->contr->ns->floorbox_update ();
1109 root 1.8 }
1110 root 1.26
1111 root 1.96 /* See if object moving off should effect something */
1112 root 1.50 if (check_walk_off
1113 root 1.59 && ((move_type & tmp->move_off)
1114     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1115 root 1.29 {
1116 elmex 1.72 move_apply (tmp, this, 0);
1117 root 1.24
1118 root 1.59 if (destroyed ())
1119 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1120 root 1.8 }
1121    
1122 root 1.29 last = tmp;
1123     }
1124 root 1.26
1125 root 1.96 /* last == NULL if there are no objects on this space */
1126     //TODO: this makes little sense, why only update the topmost object?
1127 root 1.59 if (!last)
1128 root 1.99 map->at (x, y).flags_ = 0;
1129 root 1.29 else
1130     update_object (last, UP_OBJ_REMOVE);
1131 root 1.26
1132 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1133 root 1.59 update_all_los (map, x, y);
1134 elmex 1.1 }
1135     }
1136    
1137     /*
1138     * merge_ob(op,top):
1139     *
1140     * This function goes through all objects below and including top, and
1141     * merges op to the first matching object.
1142     * If top is NULL, it is calculated.
1143     * Returns pointer to object if it succeded in the merge, otherwise NULL
1144     */
1145 root 1.24 object *
1146     merge_ob (object *op, object *top)
1147     {
1148     if (!op->nrof)
1149 elmex 1.1 return 0;
1150 root 1.29
1151 root 1.82 if (top)
1152     for (top = op; top && top->above; top = top->above)
1153     ;
1154 root 1.29
1155 root 1.82 for (; top; top = top->below)
1156 elmex 1.1 {
1157 root 1.24 if (top == op)
1158     continue;
1159 root 1.66
1160     if (object::can_merge (op, top))
1161 root 1.24 {
1162     top->nrof += op->nrof;
1163    
1164 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1165 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1166 root 1.64 op->destroy ();
1167 root 1.24 return top;
1168     }
1169 elmex 1.1 }
1170 root 1.29
1171 root 1.45 return 0;
1172 elmex 1.1 }
1173    
1174 root 1.138 void
1175     object::expand_tail ()
1176     {
1177     if (more)
1178     return;
1179    
1180     object *prev = this;
1181    
1182 root 1.160 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1183 root 1.138 {
1184     object *op = arch_to_object (at);
1185    
1186     op->name = name;
1187     op->name_pl = name_pl;
1188     op->title = title;
1189    
1190     op->head = this;
1191     prev->more = op;
1192    
1193     prev = op;
1194     }
1195     }
1196    
1197 elmex 1.1 /*
1198 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1199     * job preparing multi-part monsters.
1200 elmex 1.1 */
1201 root 1.24 object *
1202 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1203 root 1.24 {
1204 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1205 root 1.24 {
1206 root 1.159 tmp->x = x + tmp->arch->x;
1207     tmp->y = y + tmp->arch->y;
1208 elmex 1.1 }
1209 root 1.29
1210 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1211 elmex 1.1 }
1212    
1213     /*
1214     * insert_ob_in_map (op, map, originator, flag):
1215     * This function inserts the object in the two-way linked list
1216     * which represents what is on a map.
1217     * The second argument specifies the map, and the x and y variables
1218     * in the object about to be inserted specifies the position.
1219     *
1220     * originator: Player, monster or other object that caused 'op' to be inserted
1221     * into 'map'. May be NULL.
1222     *
1223     * flag is a bitmask about special things to do (or not do) when this
1224     * function is called. see the object.h file for the INS_ values.
1225     * Passing 0 for flag gives proper default values, so flag really only needs
1226     * to be set if special handling is needed.
1227     *
1228     * Return value:
1229     * new object if 'op' was merged with other object
1230     * NULL if 'op' was destroyed
1231     * just 'op' otherwise
1232     */
1233 root 1.24 object *
1234 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1235 elmex 1.1 {
1236 root 1.138 assert (!op->flag [FLAG_FREED]);
1237    
1238 root 1.155 object *top, *floor = NULL;
1239 elmex 1.1
1240 root 1.117 op->remove ();
1241    
1242 root 1.139 #if 0
1243 root 1.138 if (!m->active != !op->active)
1244     if (m->active)
1245     op->activate_recursive ();
1246     else
1247     op->deactivate_recursive ();
1248 root 1.139 #endif
1249 root 1.25
1250 root 1.24 if (out_of_map (m, op->x, op->y))
1251     {
1252 root 1.138 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1253 elmex 1.1 #ifdef MANY_CORES
1254 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1255     * is likely to cause a crash. Better to find out where it is getting
1256     * improperly inserted.
1257     */
1258     abort ();
1259 elmex 1.1 #endif
1260 root 1.24 return op;
1261 elmex 1.1 }
1262 root 1.25
1263 root 1.117 if (object *more = op->more)
1264 root 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1265     return 0;
1266 root 1.25
1267 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1268 root 1.8
1269 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1270     * of areas of callers (eg, anything that uses find_free_spot would now
1271     * need extra work
1272     */
1273 root 1.117 if (!xy_normalise (m, op->x, op->y))
1274     return 0;
1275    
1276     op->map = m;
1277     mapspace &ms = op->ms ();
1278 root 1.24
1279     /* this has to be done after we translate the coordinates.
1280     */
1281     if (op->nrof && !(flag & INS_NO_MERGE))
1282 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1283 root 1.66 if (object::can_merge (op, tmp))
1284 root 1.25 {
1285     op->nrof += tmp->nrof;
1286 root 1.64 tmp->destroy ();
1287 root 1.25 }
1288 root 1.24
1289     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1290     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1291 root 1.25
1292 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1293     CLEAR_FLAG (op, FLAG_NO_STEAL);
1294    
1295     if (flag & INS_BELOW_ORIGINATOR)
1296     {
1297     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1298     {
1299     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1300     abort ();
1301     }
1302 root 1.25
1303 root 1.24 op->above = originator;
1304     op->below = originator->below;
1305 root 1.25
1306 root 1.24 if (op->below)
1307     op->below->above = op;
1308     else
1309 root 1.117 ms.bot = op;
1310 root 1.25
1311 root 1.24 /* since *below* originator, no need to update top */
1312     originator->below = op;
1313 elmex 1.1 }
1314 root 1.24 else
1315     {
1316 root 1.117 top = ms.bot;
1317    
1318 root 1.24 /* If there are other objects, then */
1319 root 1.117 if ((!(flag & INS_MAP_LOAD)) && top)
1320 root 1.24 {
1321 root 1.96 object *last = 0;
1322 root 1.24
1323     /*
1324     * If there are multiple objects on this space, we do some trickier handling.
1325     * We've already dealt with merging if appropriate.
1326     * Generally, we want to put the new object on top. But if
1327     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1328     * floor, we want to insert above that and no further.
1329     * Also, if there are spell objects on this space, we stop processing
1330     * once we get to them. This reduces the need to traverse over all of
1331     * them when adding another one - this saves quite a bit of cpu time
1332     * when lots of spells are cast in one area. Currently, it is presumed
1333     * that flying non pickable objects are spell objects.
1334     */
1335 root 1.117 for (top = ms.bot; top; top = top->above)
1336 root 1.24 {
1337     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1338     floor = top;
1339 root 1.26
1340 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))
1341     {
1342     /* We insert above top, so we want this object below this */
1343     top = top->below;
1344     break;
1345     }
1346 root 1.26
1347 root 1.24 last = top;
1348     }
1349 root 1.26
1350 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1351     top = last;
1352 root 1.8
1353 root 1.24 /* We let update_position deal with figuring out what the space
1354     * looks like instead of lots of conditions here.
1355     * makes things faster, and effectively the same result.
1356     */
1357    
1358     /* Have object 'fall below' other objects that block view.
1359 root 1.135 * Unless those objects are exits.
1360 root 1.24 * If INS_ON_TOP is used, don't do this processing
1361     * Need to find the object that in fact blocks view, otherwise
1362     * stacking is a bit odd.
1363     */
1364 root 1.117 if (!(flag & INS_ON_TOP)
1365     && ms.flags () & P_BLOCKSVIEW
1366 root 1.135 && (op->face && !faces [op->face].visibility))
1367 root 1.24 {
1368     for (last = top; last != floor; last = last->below)
1369     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1370     break;
1371 root 1.117
1372 root 1.24 /* Check to see if we found the object that blocks view,
1373     * and make sure we have a below pointer for it so that
1374     * we can get inserted below this one, which requires we
1375     * set top to the object below us.
1376     */
1377     if (last && last->below && last != floor)
1378     top = last->below;
1379 root 1.8 }
1380 root 1.24 } /* If objects on this space */
1381 root 1.25
1382 root 1.24 if (flag & INS_MAP_LOAD)
1383 root 1.117 top = ms.top;
1384 root 1.25
1385 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1386     top = floor;
1387    
1388     /* Top is the object that our object (op) is going to get inserted above.
1389     */
1390    
1391     /* First object on this space */
1392     if (!top)
1393     {
1394 root 1.117 op->above = ms.bot;
1395 root 1.25
1396 root 1.24 if (op->above)
1397     op->above->below = op;
1398 root 1.25
1399 root 1.96 op->below = 0;
1400 root 1.117 ms.bot = op;
1401 root 1.24 }
1402     else
1403     { /* get inserted into the stack above top */
1404     op->above = top->above;
1405 root 1.25
1406 root 1.24 if (op->above)
1407     op->above->below = op;
1408 root 1.25
1409 root 1.24 op->below = top;
1410     top->above = op;
1411     }
1412 root 1.25
1413 root 1.96 if (!op->above)
1414 root 1.117 ms.top = op;
1415 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1416 root 1.8
1417 root 1.24 if (op->type == PLAYER)
1418 root 1.96 {
1419     op->contr->do_los = 1;
1420     ++op->map->players;
1421 root 1.100 op->map->touch ();
1422 root 1.96 }
1423 root 1.24
1424 root 1.98 op->map->dirty = true;
1425    
1426 root 1.24 /* If we have a floor, we know the player, if any, will be above
1427     * it, so save a few ticks and start from there.
1428     */
1429     if (!(flag & INS_MAP_LOAD))
1430 root 1.117 if (object *pl = ms.player ())
1431 root 1.82 if (pl->contr->ns)
1432     pl->contr->ns->floorbox_update ();
1433 root 1.24
1434     /* If this object glows, it may affect lighting conditions that are
1435     * visible to others on this map. But update_all_los is really
1436     * an inefficient way to do this, as it means los for all players
1437     * on the map will get recalculated. The players could very well
1438     * be far away from this change and not affected in any way -
1439     * this should get redone to only look for players within range,
1440 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1441 root 1.24 * of effect may be sufficient.
1442     */
1443 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1444 root 1.24 update_all_los (op->map, op->x, op->y);
1445    
1446     /* updates flags (blocked, alive, no magic, etc) for this map space */
1447     update_object (op, UP_OBJ_INSERT);
1448    
1449 root 1.82 INVOKE_OBJECT (INSERT, op);
1450    
1451 root 1.24 /* Don't know if moving this to the end will break anything. However,
1452 root 1.70 * we want to have floorbox_update called before calling this.
1453 root 1.24 *
1454     * check_move_on() must be after this because code called from
1455     * check_move_on() depends on correct map flags (so functions like
1456     * blocked() and wall() work properly), and these flags are updated by
1457     * update_object().
1458     */
1459    
1460     /* if this is not the head or flag has been passed, don't check walk on status */
1461 root 1.155 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1462 root 1.24 {
1463     if (check_move_on (op, originator))
1464 root 1.82 return 0;
1465 elmex 1.1
1466 root 1.24 /* If we are a multi part object, lets work our way through the check
1467     * walk on's.
1468     */
1469 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1470 root 1.24 if (check_move_on (tmp, originator))
1471 root 1.82 return 0;
1472 elmex 1.1 }
1473 root 1.25
1474 root 1.24 return op;
1475 elmex 1.1 }
1476    
1477     /* this function inserts an object in the map, but if it
1478 root 1.75 * finds an object of its own type, it'll remove that one first.
1479     * op is the object to insert it under: supplies x and the map.
1480 elmex 1.1 */
1481 root 1.24 void
1482     replace_insert_ob_in_map (const char *arch_string, object *op)
1483     {
1484 root 1.75 object *tmp, *tmp1;
1485 elmex 1.1
1486 root 1.24 /* first search for itself and remove any old instances */
1487 elmex 1.1
1488 root 1.104 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1489 root 1.158 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1490 root 1.64 tmp->destroy ();
1491 elmex 1.1
1492 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1493 elmex 1.1
1494 root 1.24 tmp1->x = op->x;
1495     tmp1->y = op->y;
1496     insert_ob_in_map (tmp1, op->map, op, 0);
1497     }
1498 elmex 1.1
1499 root 1.93 object *
1500     object::insert_at (object *where, object *originator, int flags)
1501     {
1502 root 1.138 return where->map->insert (this, where->x, where->y, originator, flags);
1503 root 1.93 }
1504    
1505 elmex 1.1 /*
1506     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1507     * is returned contains nr objects, and the remaining parts contains
1508     * the rest (or is removed and freed if that number is 0).
1509     * On failure, NULL is returned, and the reason put into the
1510     * global static errmsg array.
1511     */
1512 root 1.24 object *
1513     get_split_ob (object *orig_ob, uint32 nr)
1514     {
1515 root 1.64 object *newob;
1516     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1517 root 1.24
1518     if (orig_ob->nrof < nr)
1519     {
1520     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1521     return NULL;
1522     }
1523 root 1.29
1524 root 1.24 newob = object_create_clone (orig_ob);
1525 root 1.29
1526 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1527 root 1.63 orig_ob->destroy (1);
1528 root 1.24 else if (!is_removed)
1529     {
1530     if (orig_ob->env != NULL)
1531     sub_weight (orig_ob->env, orig_ob->weight * nr);
1532     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1533     {
1534     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1535     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1536     return NULL;
1537 root 1.8 }
1538 elmex 1.1 }
1539 root 1.29
1540 root 1.24 newob->nrof = nr;
1541 elmex 1.1
1542 root 1.24 return newob;
1543 elmex 1.1 }
1544    
1545     /*
1546     * decrease_ob_nr(object, number) decreases a specified number from
1547     * the amount of an object. If the amount reaches 0, the object
1548     * is subsequently removed and freed.
1549     *
1550     * Return value: 'op' if something is left, NULL if the amount reached 0
1551     */
1552 root 1.24 object *
1553     decrease_ob_nr (object *op, uint32 i)
1554 elmex 1.1 {
1555 root 1.29 object *tmp;
1556 elmex 1.1
1557 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1558     return op;
1559    
1560     if (i > op->nrof)
1561     i = op->nrof;
1562    
1563     if (QUERY_FLAG (op, FLAG_REMOVED))
1564 root 1.29 op->nrof -= i;
1565 root 1.73 else if (op->env)
1566 root 1.24 {
1567     /* is this object in the players inventory, or sub container
1568     * therein?
1569     */
1570 root 1.74 tmp = op->in_player ();
1571 root 1.24 /* nope. Is this a container the player has opened?
1572     * If so, set tmp to that player.
1573     * IMO, searching through all the players will mostly
1574     * likely be quicker than following op->env to the map,
1575     * and then searching the map for a player.
1576     */
1577     if (!tmp)
1578 root 1.81 for_all_players (pl)
1579     if (pl->ob->container == op->env)
1580     {
1581     tmp = pl->ob;
1582     break;
1583     }
1584 elmex 1.1
1585 root 1.24 if (i < op->nrof)
1586     {
1587     sub_weight (op->env, op->weight * i);
1588     op->nrof -= i;
1589     if (tmp)
1590 root 1.73 esrv_send_item (tmp, op);
1591 root 1.24 }
1592     else
1593     {
1594 root 1.63 op->remove ();
1595 root 1.24 op->nrof = 0;
1596     if (tmp)
1597 root 1.73 esrv_del_item (tmp->contr, op->count);
1598 elmex 1.1 }
1599     }
1600 root 1.24 else
1601 elmex 1.1 {
1602 root 1.29 object *above = op->above;
1603 elmex 1.1
1604 root 1.24 if (i < op->nrof)
1605 root 1.29 op->nrof -= i;
1606 root 1.24 else
1607     {
1608 root 1.63 op->remove ();
1609 root 1.24 op->nrof = 0;
1610     }
1611 root 1.29
1612 root 1.24 /* Since we just removed op, op->above is null */
1613 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1614 root 1.24 if (tmp->type == PLAYER)
1615     {
1616     if (op->nrof)
1617     esrv_send_item (tmp, op);
1618     else
1619     esrv_del_item (tmp->contr, op->count);
1620     }
1621 elmex 1.1 }
1622    
1623 root 1.24 if (op->nrof)
1624 root 1.29 return op;
1625 root 1.24 else
1626     {
1627 root 1.64 op->destroy ();
1628 root 1.73 return 0;
1629 elmex 1.1 }
1630     }
1631    
1632     /*
1633     * add_weight(object, weight) adds the specified weight to an object,
1634     * and also updates how much the environment(s) is/are carrying.
1635     */
1636 root 1.24 void
1637     add_weight (object *op, signed long weight)
1638     {
1639     while (op != NULL)
1640     {
1641     if (op->type == CONTAINER)
1642 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1643    
1644 root 1.24 op->carrying += weight;
1645     op = op->env;
1646     }
1647 elmex 1.1 }
1648    
1649 root 1.24 object *
1650     insert_ob_in_ob (object *op, object *where)
1651     {
1652 root 1.59 if (!where)
1653 root 1.24 {
1654 root 1.53 char *dump = dump_object (op);
1655     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1656     free (dump);
1657 root 1.24 return op;
1658     }
1659 root 1.29
1660 root 1.154 if (where->head_ () != where)
1661 root 1.24 {
1662 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1663 root 1.24 where = where->head;
1664     }
1665 root 1.29
1666 root 1.59 return where->insert (op);
1667     }
1668    
1669     /*
1670     * env->insert (op)
1671     * This function inserts the object op in the linked list
1672     * inside the object environment.
1673     *
1674     * The function returns now pointer to inserted item, and return value can
1675     * be != op, if items are merged. -Tero
1676     */
1677     object *
1678     object::insert (object *op)
1679     {
1680     object *tmp, *otmp;
1681    
1682     if (!QUERY_FLAG (op, FLAG_REMOVED))
1683     op->remove ();
1684    
1685 root 1.24 if (op->more)
1686     {
1687     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1688     return op;
1689     }
1690 root 1.29
1691 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1692     CLEAR_FLAG (op, FLAG_REMOVED);
1693     if (op->nrof)
1694     {
1695 root 1.59 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1696 root 1.66 if (object::can_merge (tmp, op))
1697 root 1.24 {
1698     /* return the original object and remove inserted object
1699     (client needs the original object) */
1700     tmp->nrof += op->nrof;
1701     /* Weight handling gets pretty funky. Since we are adding to
1702     * tmp->nrof, we need to increase the weight.
1703     */
1704 root 1.59 add_weight (this, op->weight * op->nrof);
1705 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1706 root 1.59 op->destroy (); /* free the inserted object */
1707 root 1.24 op = tmp;
1708 root 1.59 op->remove (); /* and fix old object's links */
1709 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1710     break;
1711     }
1712    
1713     /* I assume combined objects have no inventory
1714     * We add the weight - this object could have just been removed
1715     * (if it was possible to merge). calling remove_ob will subtract
1716     * the weight, so we need to add it in again, since we actually do
1717     * the linking below
1718     */
1719 root 1.59 add_weight (this, op->weight * op->nrof);
1720 root 1.24 }
1721     else
1722 root 1.59 add_weight (this, (op->weight + op->carrying));
1723 elmex 1.1
1724 root 1.74 otmp = this->in_player ();
1725 root 1.59 if (otmp && otmp->contr)
1726     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1727 root 1.78 otmp->update_stats ();
1728 elmex 1.1
1729 root 1.74 op->map = 0;
1730 root 1.59 op->env = this;
1731 root 1.74 op->above = 0;
1732     op->below = 0;
1733 root 1.24 op->x = 0, op->y = 0;
1734 elmex 1.1
1735     /* reset the light list and los of the players on the map */
1736 root 1.59 if ((op->glow_radius != 0) && map)
1737 root 1.24 {
1738 elmex 1.1 #ifdef DEBUG_LIGHTS
1739 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1740     #endif /* DEBUG_LIGHTS */
1741 root 1.84 if (map->darkness)
1742 root 1.59 update_all_los (map, x, y);
1743 root 1.24 }
1744 elmex 1.1
1745     /* Client has no idea of ordering so lets not bother ordering it here.
1746     * It sure simplifies this function...
1747     */
1748 root 1.59 if (!inv)
1749     inv = op;
1750 root 1.24 else
1751     {
1752 root 1.59 op->below = inv;
1753 elmex 1.1 op->below->above = op;
1754 root 1.59 inv = op;
1755 root 1.24 }
1756 root 1.59
1757 root 1.82 INVOKE_OBJECT (INSERT, this);
1758    
1759 elmex 1.1 return op;
1760     }
1761    
1762     /*
1763     * Checks if any objects has a move_type that matches objects
1764     * that effect this object on this space. Call apply() to process
1765     * these events.
1766     *
1767     * Any speed-modification due to SLOW_MOVE() of other present objects
1768     * will affect the speed_left of the object.
1769     *
1770     * originator: Player, monster or other object that caused 'op' to be inserted
1771     * into 'map'. May be NULL.
1772     *
1773     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1774     *
1775     * 4-21-95 added code to check if appropriate skill was readied - this will
1776     * permit faster movement by the player through this terrain. -b.t.
1777     *
1778     * MSW 2001-07-08: Check all objects on space, not just those below
1779     * object being inserted. insert_ob_in_map may not put new objects
1780     * on top.
1781     */
1782 root 1.24 int
1783     check_move_on (object *op, object *originator)
1784 elmex 1.1 {
1785 root 1.48 object *tmp;
1786 root 1.49 maptile *m = op->map;
1787 root 1.48 int x = op->x, y = op->y;
1788 root 1.26
1789 root 1.48 MoveType move_on, move_slow, move_block;
1790 root 1.24
1791     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1792     return 0;
1793    
1794     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1795     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1796     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1797    
1798     /* if nothing on this space will slow op down or be applied,
1799     * no need to do checking below. have to make sure move_type
1800     * is set, as lots of objects don't have it set - we treat that
1801     * as walking.
1802     */
1803     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1804     return 0;
1805 elmex 1.1
1806 root 1.24 /* This is basically inverse logic of that below - basically,
1807     * if the object can avoid the move on or slow move, they do so,
1808     * but can't do it if the alternate movement they are using is
1809     * blocked. Logic on this seems confusing, but does seem correct.
1810     */
1811     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1812     return 0;
1813    
1814     /* The objects have to be checked from top to bottom.
1815     * Hence, we first go to the top:
1816     */
1817    
1818 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1819 root 1.24 {
1820     /* Trim the search when we find the first other spell effect
1821     * this helps performance so that if a space has 50 spell objects,
1822     * we don't need to check all of them.
1823     */
1824     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1825     break;
1826     }
1827 root 1.26
1828     for (; tmp; tmp = tmp->below)
1829 root 1.24 {
1830     if (tmp == op)
1831     continue; /* Can't apply yourself */
1832 elmex 1.1
1833 root 1.24 /* Check to see if one of the movement types should be slowed down.
1834     * Second check makes sure that the movement types not being slowed
1835     * (~slow_move) is not blocked on this space - just because the
1836     * space doesn't slow down swimming (for example), if you can't actually
1837     * swim on that space, can't use it to avoid the penalty.
1838     */
1839     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1840     {
1841     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1842     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1843     {
1844 elmex 1.1
1845 root 1.29 float
1846 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1847 elmex 1.1
1848 root 1.24 if (op->type == PLAYER)
1849 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1850     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1851     diff /= 4.0;
1852    
1853 root 1.24 op->speed_left -= diff;
1854 root 1.8 }
1855     }
1856 elmex 1.1
1857 root 1.24 /* Basically same logic as above, except now for actual apply. */
1858     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1859     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1860     {
1861 elmex 1.72 move_apply (tmp, op, originator);
1862 root 1.24
1863 root 1.48 if (op->destroyed ())
1864 root 1.24 return 1;
1865    
1866     /* what the person/creature stepped onto has moved the object
1867     * someplace new. Don't process any further - if we did,
1868     * have a feeling strange problems would result.
1869     */
1870     if (op->map != m || op->x != x || op->y != y)
1871     return 0;
1872 root 1.8 }
1873 elmex 1.1 }
1874 root 1.26
1875 root 1.24 return 0;
1876 elmex 1.1 }
1877    
1878     /*
1879     * present_arch(arch, map, x, y) searches for any objects with
1880     * a matching archetype at the given map and coordinates.
1881     * The first matching object is returned, or NULL if none.
1882     */
1883 root 1.24 object *
1884 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1885 root 1.24 {
1886 root 1.104 if (!m || out_of_map (m, x, y))
1887 root 1.24 {
1888     LOG (llevError, "Present_arch called outside map.\n");
1889     return NULL;
1890     }
1891 root 1.84
1892 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1893 root 1.24 if (tmp->arch == at)
1894 elmex 1.1 return tmp;
1895 root 1.84
1896 elmex 1.1 return NULL;
1897     }
1898    
1899     /*
1900     * present(type, map, x, y) searches for any objects with
1901     * a matching type variable at the given map and coordinates.
1902     * The first matching object is returned, or NULL if none.
1903     */
1904 root 1.24 object *
1905 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1906 root 1.24 {
1907     if (out_of_map (m, x, y))
1908     {
1909     LOG (llevError, "Present called outside map.\n");
1910     return NULL;
1911     }
1912 root 1.84
1913 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1914 root 1.24 if (tmp->type == type)
1915 elmex 1.1 return tmp;
1916 root 1.84
1917 elmex 1.1 return NULL;
1918     }
1919    
1920     /*
1921     * present_in_ob(type, object) searches for any objects with
1922     * a matching type variable in the inventory of the given object.
1923     * The first matching object is returned, or NULL if none.
1924     */
1925 root 1.24 object *
1926     present_in_ob (unsigned char type, const object *op)
1927     {
1928 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1929 root 1.24 if (tmp->type == type)
1930 elmex 1.1 return tmp;
1931 root 1.84
1932 elmex 1.1 return NULL;
1933     }
1934    
1935     /*
1936     * present_in_ob (type, str, object) searches for any objects with
1937     * a matching type & name variable in the inventory of the given object.
1938     * The first matching object is returned, or NULL if none.
1939     * This is mostly used by spell effect code, so that we only
1940     * have one spell effect at a time.
1941     * type can be used to narrow the search - if type is set,
1942     * the type must also match. -1 can be passed for the type,
1943     * in which case the type does not need to pass.
1944     * str is the string to match against. Note that we match against
1945     * the object name, not the archetype name. this is so that the
1946     * spell code can use one object type (force), but change it's name
1947     * to be unique.
1948     */
1949 root 1.24 object *
1950     present_in_ob_by_name (int type, const char *str, const object *op)
1951     {
1952 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1953 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1954     return tmp;
1955 elmex 1.1
1956 root 1.82 return 0;
1957 elmex 1.1 }
1958    
1959     /*
1960     * present_arch_in_ob(archetype, object) searches for any objects with
1961     * a matching archetype in the inventory of the given object.
1962     * The first matching object is returned, or NULL if none.
1963     */
1964 root 1.24 object *
1965     present_arch_in_ob (const archetype *at, const object *op)
1966     {
1967 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1968 root 1.24 if (tmp->arch == at)
1969 elmex 1.1 return tmp;
1970 root 1.82
1971 elmex 1.1 return NULL;
1972     }
1973    
1974     /*
1975     * activate recursively a flag on an object inventory
1976     */
1977 root 1.24 void
1978     flag_inv (object *op, int flag)
1979     {
1980     if (op->inv)
1981 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1982 root 1.24 {
1983     SET_FLAG (tmp, flag);
1984     flag_inv (tmp, flag);
1985 elmex 1.1 }
1986 root 1.82 }
1987    
1988     /*
1989     * deactivate recursively a flag on an object inventory
1990     */
1991 root 1.24 void
1992     unflag_inv (object *op, int flag)
1993     {
1994     if (op->inv)
1995 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1996 root 1.24 {
1997     CLEAR_FLAG (tmp, flag);
1998     unflag_inv (tmp, flag);
1999 elmex 1.1 }
2000     }
2001    
2002     /*
2003     * find_free_spot(object, map, x, y, start, stop) will search for
2004     * a spot at the given map and coordinates which will be able to contain
2005     * the given object. start and stop specifies how many squares
2006     * to search (see the freearr_x/y[] definition).
2007     * It returns a random choice among the alternatives found.
2008     * start and stop are where to start relative to the free_arr array (1,9
2009     * does all 4 immediate directions). This returns the index into the
2010     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2011     * Note - this only checks to see if there is space for the head of the
2012     * object - if it is a multispace object, this should be called for all
2013     * pieces.
2014     * Note2: This function does correctly handle tiled maps, but does not
2015     * inform the caller. However, insert_ob_in_map will update as
2016     * necessary, so the caller shouldn't need to do any special work.
2017     * Note - updated to take an object instead of archetype - this is necessary
2018     * because arch_blocked (now ob_blocked) needs to know the movement type
2019     * to know if the space in question will block the object. We can't use
2020     * the archetype because that isn't correct if the monster has been
2021     * customized, changed states, etc.
2022     */
2023 root 1.24 int
2024 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2025 root 1.24 {
2026 root 1.82 int index = 0, flag;
2027     int altern[SIZEOFFREE];
2028 root 1.24
2029 root 1.82 for (int i = start; i < stop; i++)
2030 root 1.24 {
2031     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2032     if (!flag)
2033 root 1.82 altern [index++] = i;
2034 root 1.24
2035     /* Basically, if we find a wall on a space, we cut down the search size.
2036     * In this way, we won't return spaces that are on another side of a wall.
2037     * This mostly work, but it cuts down the search size in all directions -
2038     * if the space being examined only has a wall to the north and empty
2039     * spaces in all the other directions, this will reduce the search space
2040     * to only the spaces immediately surrounding the target area, and
2041     * won't look 2 spaces south of the target space.
2042     */
2043 root 1.74 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2044 root 1.24 stop = maxfree[i];
2045 elmex 1.1 }
2046 root 1.74
2047 root 1.24 if (!index)
2048     return -1;
2049 root 1.74
2050 root 1.124 return altern [rndm (index)];
2051 elmex 1.1 }
2052    
2053     /*
2054 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2055 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2056     * But it will return the first available spot, not a random choice.
2057     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2058     */
2059 root 1.24 int
2060 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2061 root 1.24 {
2062 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2063     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2064     return i;
2065 root 1.24
2066     return -1;
2067 elmex 1.1 }
2068    
2069     /*
2070     * The function permute(arr, begin, end) randomly reorders the array
2071     * arr[begin..end-1].
2072 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2073 elmex 1.1 */
2074 root 1.24 static void
2075     permute (int *arr, int begin, int end)
2076 elmex 1.1 {
2077 root 1.82 arr += begin;
2078     end -= begin;
2079    
2080     while (--end)
2081 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2082 elmex 1.1 }
2083    
2084     /* new function to make monster searching more efficient, and effective!
2085     * This basically returns a randomized array (in the passed pointer) of
2086     * the spaces to find monsters. In this way, it won't always look for
2087     * monsters to the north first. However, the size of the array passed
2088     * covers all the spaces, so within that size, all the spaces within
2089     * the 3x3 area will be searched, just not in a predictable order.
2090     */
2091 root 1.24 void
2092     get_search_arr (int *search_arr)
2093 elmex 1.1 {
2094 root 1.82 int i;
2095 elmex 1.1
2096 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2097 root 1.82 search_arr[i] = i;
2098 elmex 1.1
2099 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2100     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2101     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2102 elmex 1.1 }
2103    
2104     /*
2105     * find_dir(map, x, y, exclude) will search some close squares in the
2106     * given map at the given coordinates for live objects.
2107     * It will not considered the object given as exclude among possible
2108     * live objects.
2109     * It returns the direction toward the first/closest live object if finds
2110     * any, otherwise 0.
2111     * Perhaps incorrectly, but I'm making the assumption that exclude
2112     * is actually want is going to try and move there. We need this info
2113     * because we have to know what movement the thing looking to move
2114     * there is capable of.
2115     */
2116 root 1.24 int
2117 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2118 root 1.24 {
2119 root 1.82 int i, max = SIZEOFFREE, mflags;
2120 root 1.29
2121     sint16 nx, ny;
2122 root 1.82 object *tmp;
2123     maptile *mp;
2124 root 1.29
2125     MoveType blocked, move_type;
2126 root 1.24
2127 root 1.155 if (exclude && exclude->head_ () != exclude)
2128 root 1.24 {
2129     exclude = exclude->head;
2130     move_type = exclude->move_type;
2131     }
2132     else
2133     {
2134     /* If we don't have anything, presume it can use all movement types. */
2135     move_type = MOVE_ALL;
2136     }
2137    
2138     for (i = 1; i < max; i++)
2139     {
2140     mp = m;
2141     nx = x + freearr_x[i];
2142     ny = y + freearr_y[i];
2143    
2144     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2145 root 1.75
2146 root 1.24 if (mflags & P_OUT_OF_MAP)
2147 root 1.75 max = maxfree[i];
2148 root 1.24 else
2149     {
2150 root 1.82 mapspace &ms = mp->at (nx, ny);
2151    
2152     blocked = ms.move_block;
2153 root 1.24
2154     if ((move_type & blocked) == move_type)
2155 root 1.75 max = maxfree[i];
2156 root 1.24 else if (mflags & P_IS_ALIVE)
2157     {
2158 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2159 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2160 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2161 root 1.75 break;
2162    
2163 root 1.24 if (tmp)
2164 root 1.75 return freedir[i];
2165 root 1.8 }
2166     }
2167 elmex 1.1 }
2168 root 1.75
2169 root 1.24 return 0;
2170 elmex 1.1 }
2171    
2172     /*
2173     * distance(object 1, object 2) will return the square of the
2174     * distance between the two given objects.
2175     */
2176 root 1.24 int
2177     distance (const object *ob1, const object *ob2)
2178     {
2179 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2180 elmex 1.1 }
2181    
2182     /*
2183     * find_dir_2(delta-x,delta-y) will return a direction in which
2184     * an object which has subtracted the x and y coordinates of another
2185     * object, needs to travel toward it.
2186     */
2187 root 1.24 int
2188     find_dir_2 (int x, int y)
2189     {
2190 root 1.75 int q;
2191 elmex 1.1
2192 root 1.24 if (y)
2193     q = x * 100 / y;
2194 elmex 1.1 else if (x)
2195 root 1.24 q = -300 * x;
2196 elmex 1.1 else
2197     return 0;
2198    
2199 root 1.24 if (y > 0)
2200     {
2201     if (q < -242)
2202     return 3;
2203     if (q < -41)
2204     return 2;
2205     if (q < 41)
2206     return 1;
2207     if (q < 242)
2208     return 8;
2209     return 7;
2210     }
2211 elmex 1.1
2212     if (q < -242)
2213 root 1.24 return 7;
2214 elmex 1.1 if (q < -41)
2215 root 1.24 return 6;
2216 elmex 1.1 if (q < 41)
2217 root 1.24 return 5;
2218 elmex 1.1 if (q < 242)
2219 root 1.24 return 4;
2220 elmex 1.1
2221 root 1.24 return 3;
2222 elmex 1.1 }
2223    
2224     /*
2225     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2226     * between two directions (which are expected to be absolute (see absdir())
2227     */
2228 root 1.24 int
2229     dirdiff (int dir1, int dir2)
2230     {
2231 root 1.82 int d;
2232 root 1.24
2233     d = abs (dir1 - dir2);
2234     if (d > 4)
2235 elmex 1.1 d = 8 - d;
2236 root 1.82
2237 elmex 1.1 return d;
2238     }
2239    
2240     /* peterm:
2241     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2242     * Basically, this is a table of directions, and what directions
2243     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2244     * This basically means that if direction is 15, then it could either go
2245     * direction 4, 14, or 16 to get back to where we are.
2246     * Moved from spell_util.c to object.c with the other related direction
2247     * functions.
2248     */
2249 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2250 root 1.24 {0, 0, 0}, /* 0 */
2251     {0, 0, 0}, /* 1 */
2252     {0, 0, 0}, /* 2 */
2253     {0, 0, 0}, /* 3 */
2254     {0, 0, 0}, /* 4 */
2255     {0, 0, 0}, /* 5 */
2256     {0, 0, 0}, /* 6 */
2257     {0, 0, 0}, /* 7 */
2258     {0, 0, 0}, /* 8 */
2259     {8, 1, 2}, /* 9 */
2260     {1, 2, -1}, /* 10 */
2261     {2, 10, 12}, /* 11 */
2262     {2, 3, -1}, /* 12 */
2263     {2, 3, 4}, /* 13 */
2264     {3, 4, -1}, /* 14 */
2265     {4, 14, 16}, /* 15 */
2266     {5, 4, -1}, /* 16 */
2267     {4, 5, 6}, /* 17 */
2268     {6, 5, -1}, /* 18 */
2269     {6, 20, 18}, /* 19 */
2270     {7, 6, -1}, /* 20 */
2271     {6, 7, 8}, /* 21 */
2272     {7, 8, -1}, /* 22 */
2273     {8, 22, 24}, /* 23 */
2274     {8, 1, -1}, /* 24 */
2275     {24, 9, 10}, /* 25 */
2276     {9, 10, -1}, /* 26 */
2277     {10, 11, -1}, /* 27 */
2278     {27, 11, 29}, /* 28 */
2279     {11, 12, -1}, /* 29 */
2280     {12, 13, -1}, /* 30 */
2281     {12, 13, 14}, /* 31 */
2282     {13, 14, -1}, /* 32 */
2283     {14, 15, -1}, /* 33 */
2284     {33, 15, 35}, /* 34 */
2285     {16, 15, -1}, /* 35 */
2286     {17, 16, -1}, /* 36 */
2287     {18, 17, 16}, /* 37 */
2288     {18, 17, -1}, /* 38 */
2289     {18, 19, -1}, /* 39 */
2290     {41, 19, 39}, /* 40 */
2291     {19, 20, -1}, /* 41 */
2292     {20, 21, -1}, /* 42 */
2293     {20, 21, 22}, /* 43 */
2294     {21, 22, -1}, /* 44 */
2295     {23, 22, -1}, /* 45 */
2296     {45, 47, 23}, /* 46 */
2297     {23, 24, -1}, /* 47 */
2298     {24, 9, -1}
2299     }; /* 48 */
2300 elmex 1.1
2301     /* Recursive routine to step back and see if we can
2302     * find a path to that monster that we found. If not,
2303     * we don't bother going toward it. Returns 1 if we
2304     * can see a direct way to get it
2305     * Modified to be map tile aware -.MSW
2306     */
2307 root 1.24 int
2308 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2309 root 1.24 {
2310 root 1.29 sint16 dx, dy;
2311 root 1.75 int mflags;
2312 root 1.24
2313     if (dir < 0)
2314     return 0; /* exit condition: invalid direction */
2315    
2316     dx = x + freearr_x[dir];
2317     dy = y + freearr_y[dir];
2318    
2319     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2320    
2321     /* This functional arguably was incorrect before - it was
2322     * checking for P_WALL - that was basically seeing if
2323     * we could move to the monster - this is being more
2324     * literal on if we can see it. To know if we can actually
2325     * move to the monster, we'd need the monster passed in or
2326     * at least its move type.
2327     */
2328     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2329     return 0;
2330    
2331     /* yes, can see. */
2332     if (dir < 9)
2333     return 1;
2334 root 1.75
2335     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2336     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2337     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2338 root 1.24 }
2339    
2340 elmex 1.1 /*
2341     * can_pick(picker, item): finds out if an object is possible to be
2342     * picked up by the picker. Returnes 1 if it can be
2343     * picked up, otherwise 0.
2344     *
2345     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2346     * core dumps if they do.
2347     *
2348     * Add a check so we can't pick up invisible objects (0.93.8)
2349     */
2350    
2351 root 1.24 int
2352     can_pick (const object *who, const object *item)
2353     {
2354     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2355     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2356     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2357 elmex 1.1 }
2358    
2359     /*
2360     * create clone from object to another
2361     */
2362 root 1.24 object *
2363     object_create_clone (object *asrc)
2364     {
2365 root 1.155 object *dst = 0, *tmp, *src, *prev, *item;
2366 elmex 1.1
2367 root 1.24 if (!asrc)
2368 root 1.62 return 0;
2369    
2370 root 1.155 src = asrc->head_ ();
2371 root 1.24
2372 root 1.62 prev = 0;
2373 root 1.155 for (object *part = src; part; part = part->more)
2374 root 1.24 {
2375 root 1.65 tmp = part->clone ();
2376 root 1.24 tmp->x -= src->x;
2377     tmp->y -= src->y;
2378 root 1.62
2379 root 1.24 if (!part->head)
2380     {
2381     dst = tmp;
2382 root 1.62 tmp->head = 0;
2383 root 1.24 }
2384     else
2385 root 1.75 tmp->head = dst;
2386 root 1.62
2387     tmp->more = 0;
2388    
2389 root 1.24 if (prev)
2390     prev->more = tmp;
2391 root 1.62
2392 root 1.24 prev = tmp;
2393 elmex 1.1 }
2394 root 1.24
2395     for (item = src->inv; item; item = item->below)
2396 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2397 elmex 1.1
2398 root 1.24 return dst;
2399 elmex 1.1 }
2400    
2401     /* This returns the first object in who's inventory that
2402     * has the same type and subtype match.
2403     * returns NULL if no match.
2404     */
2405 root 1.24 object *
2406     find_obj_by_type_subtype (const object *who, int type, int subtype)
2407 elmex 1.1 {
2408 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2409 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2410     return tmp;
2411 elmex 1.1
2412 root 1.82 return 0;
2413 elmex 1.1 }
2414    
2415     /* If ob has a field named key, return the link from the list,
2416     * otherwise return NULL.
2417     *
2418     * key must be a passed in shared string - otherwise, this won't
2419     * do the desired thing.
2420     */
2421 root 1.24 key_value *
2422     get_ob_key_link (const object *ob, const char *key)
2423     {
2424 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2425 root 1.48 if (link->key == key)
2426     return link;
2427 root 1.24
2428 root 1.82 return 0;
2429 root 1.24 }
2430 elmex 1.1
2431     /*
2432     * Returns the value of op has an extra_field for key, or NULL.
2433     *
2434     * The argument doesn't need to be a shared string.
2435     *
2436     * The returned string is shared.
2437     */
2438 root 1.24 const char *
2439     get_ob_key_value (const object *op, const char *const key)
2440     {
2441 root 1.35 key_value *link;
2442     shstr_cmp canonical_key (key);
2443 root 1.24
2444 root 1.35 if (!canonical_key)
2445 root 1.24 {
2446     /* 1. There being a field named key on any object
2447     * implies there'd be a shared string to find.
2448     * 2. Since there isn't, no object has this field.
2449     * 3. Therefore, *this* object doesn't have this field.
2450     */
2451 root 1.35 return 0;
2452 elmex 1.1 }
2453    
2454 root 1.24 /* This is copied from get_ob_key_link() above -
2455     * only 4 lines, and saves the function call overhead.
2456     */
2457 root 1.35 for (link = op->key_values; link; link = link->next)
2458     if (link->key == canonical_key)
2459     return link->value;
2460    
2461     return 0;
2462 elmex 1.1 }
2463    
2464     /*
2465     * Updates the canonical_key in op to value.
2466     *
2467     * canonical_key is a shared string (value doesn't have to be).
2468     *
2469     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2470     * keys.
2471     *
2472     * Returns TRUE on success.
2473     */
2474 root 1.24 int
2475     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2476     {
2477 root 1.82 key_value *field = NULL, *last = NULL;
2478 root 1.24
2479     for (field = op->key_values; field != NULL; field = field->next)
2480     {
2481     if (field->key != canonical_key)
2482     {
2483     last = field;
2484     continue;
2485     }
2486    
2487     if (value)
2488     field->value = value;
2489     else
2490     {
2491     /* Basically, if the archetype has this key set,
2492     * we need to store the null value so when we save
2493     * it, we save the empty value so that when we load,
2494     * we get this value back again.
2495     */
2496 root 1.159 if (get_ob_key_link (op->arch, canonical_key))
2497 root 1.24 field->value = 0;
2498     else
2499     {
2500     if (last)
2501     last->next = field->next;
2502     else
2503     op->key_values = field->next;
2504    
2505 root 1.29 delete field;
2506 root 1.24 }
2507     }
2508     return TRUE;
2509     }
2510     /* IF we get here, key doesn't exist */
2511    
2512     /* No field, we'll have to add it. */
2513    
2514     if (!add_key)
2515 root 1.82 return FALSE;
2516    
2517 root 1.24 /* There isn't any good reason to store a null
2518     * value in the key/value list. If the archetype has
2519     * this key, then we should also have it, so shouldn't
2520     * be here. If user wants to store empty strings,
2521     * should pass in ""
2522     */
2523     if (value == NULL)
2524 elmex 1.1 return TRUE;
2525 root 1.24
2526     field = new key_value;
2527    
2528     field->key = canonical_key;
2529     field->value = value;
2530     /* Usual prepend-addition. */
2531     field->next = op->key_values;
2532     op->key_values = field;
2533    
2534     return TRUE;
2535 elmex 1.1 }
2536    
2537     /*
2538     * Updates the key in op to value.
2539     *
2540     * If add_key is FALSE, this will only update existing keys,
2541     * and not add new ones.
2542     * In general, should be little reason FALSE is ever passed in for add_key
2543     *
2544     * Returns TRUE on success.
2545     */
2546 root 1.24 int
2547     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2548 root 1.11 {
2549 root 1.29 shstr key_ (key);
2550 root 1.24
2551 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2552 elmex 1.1 }
2553 root 1.31
2554 root 1.34 object::depth_iterator::depth_iterator (object *container)
2555     : iterator_base (container)
2556     {
2557     while (item->inv)
2558     item = item->inv;
2559     }
2560    
2561 root 1.31 void
2562 root 1.34 object::depth_iterator::next ()
2563 root 1.31 {
2564 root 1.34 if (item->below)
2565     {
2566     item = item->below;
2567    
2568     while (item->inv)
2569     item = item->inv;
2570     }
2571 root 1.31 else
2572 root 1.34 item = item->env;
2573 root 1.31 }
2574 root 1.34
2575 elmex 1.97 const char *
2576     object::flag_desc (char *desc, int len) const
2577     {
2578     char *p = desc;
2579     bool first = true;
2580    
2581 root 1.101 *p = 0;
2582    
2583 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2584     {
2585     if (len <= 10) // magic constant!
2586     {
2587     snprintf (p, len, ",...");
2588     break;
2589     }
2590    
2591 root 1.101 if (flag [i])
2592 elmex 1.97 {
2593     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2594     len -= cnt;
2595     p += cnt;
2596     first = false;
2597     }
2598     }
2599    
2600     return desc;
2601     }
2602    
2603 root 1.101 // return a suitable string describing an object in enough detail to find it
2604 root 1.36 const char *
2605     object::debug_desc (char *info) const
2606     {
2607 elmex 1.97 char flagdesc[512];
2608     char info2[256 * 4];
2609 root 1.36 char *p = info;
2610    
2611 elmex 1.127 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2612 elmex 1.97 count, uuid.seq,
2613 root 1.36 &name,
2614 root 1.117 title ? "\",title:\"" : "",
2615 elmex 1.97 title ? (const char *)title : "",
2616     flag_desc (flagdesc, 512), type);
2617 root 1.36
2618     if (env)
2619     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2620    
2621     if (map)
2622 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2623 root 1.36
2624     return info;
2625     }
2626    
2627     const char *
2628     object::debug_desc () const
2629     {
2630 root 1.143 static char info[3][256 * 4];
2631     static int info_idx;
2632 root 1.36
2633 root 1.143 return debug_desc (info [++info_idx % 3]);
2634 root 1.114 }
2635    
2636 root 1.125 struct region *
2637     object::region () const
2638     {
2639     return map ? map->region (x, y)
2640     : region::default_region ();
2641     }
2642    
2643 root 1.129 const materialtype_t *
2644     object::dominant_material () const
2645     {
2646     if (materialtype_t *mat = name_to_material (materialname))
2647     return mat;
2648    
2649     // omfg this is slow, this has to be temporary :)
2650     shstr unknown ("unknown");
2651    
2652     return name_to_material (unknown);
2653     }
2654    
2655 root 1.130 void
2656     object::open_container (object *new_container)
2657     {
2658     if (container == new_container)
2659     return;
2660    
2661     if (object *old_container = container)
2662     {
2663     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2664     return;
2665    
2666     #if 0
2667     // remove the "Close old_container" object.
2668     if (object *closer = old_container->inv)
2669     if (closer->type == CLOSE_CON)
2670     closer->destroy ();
2671     #endif
2672    
2673     old_container->flag [FLAG_APPLIED] = 0;
2674     container = 0;
2675    
2676     esrv_update_item (UPD_FLAGS, this, old_container);
2677     new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2678     }
2679    
2680     if (new_container)
2681     {
2682     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2683     return;
2684    
2685     // TODO: this does not seem to serve any purpose anymore?
2686     #if 0
2687     // insert the "Close Container" object.
2688     if (archetype *closer = new_container->other_arch)
2689     {
2690     object *closer = arch_to_object (new_container->other_arch);
2691     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2692     new_container->insert (closer);
2693     }
2694     #endif
2695    
2696 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2697    
2698 root 1.130 new_container->flag [FLAG_APPLIED] = 1;
2699     container = new_container;
2700    
2701     esrv_update_item (UPD_FLAGS, this, new_container);
2702 root 1.131 esrv_send_inventory (this, new_container);
2703 root 1.130 }
2704     }
2705    
2706