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Revision: 1.182
Committed: Mon Aug 20 18:11:02 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.181: +9 -10 lines
Log Message:
- this seems to fix almost all known cases of players staying
  around for no good reason: player throws stuff, picks it up.
  this also leads to players not losing their missile weapons.
- async vs. async_pool means we keep stdout...

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.163 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
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 1.163 * Crossfire TRT is free software: you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.116 *
13 root 1.163 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.116 *
18 root 1.163 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.157 *
21     * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 pippijn 1.116 */
23 elmex 1.1
24     /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25     sub/add_weight will transcend the environment updating the carrying
26     variable. */
27     #include <global.h>
28 root 1.28 #include <stdio.h>
29     #include <sys/types.h>
30     #include <sys/uio.h>
31 elmex 1.1 #include <object.h>
32     #include <funcpoint.h>
33 root 1.146 #include <sproto.h>
34 elmex 1.1 #include <loader.h>
35 root 1.28
36 root 1.68 #include <bitset>
37    
38 elmex 1.1 int nrofallocobjects = 0;
39 root 1.39 static UUID uuid;
40     const uint64 UUID_SKIP = 1<<19;
41 elmex 1.1
42 root 1.108 objectvec objects;
43     activevec actives;
44 elmex 1.1
45 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,
46     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47     };
48     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,
49     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50     };
51     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,
52     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
53     };
54     int freedir[SIZEOFFREE] = {
55     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,
56     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57     };
58 elmex 1.1
59 root 1.39 static void
60     write_uuid (void)
61     {
62     char filename1[MAX_BUF], filename2[MAX_BUF];
63    
64     sprintf (filename1, "%s/uuid", settings.localdir);
65     sprintf (filename2, "%s/uuid~", settings.localdir);
66    
67     FILE *fp;
68    
69     if (!(fp = fopen (filename2, "w")))
70     {
71     LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72     return;
73     }
74    
75     fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76     fclose (fp);
77     rename (filename2, filename1);
78     }
79    
80     static void
81     read_uuid (void)
82     {
83     char filename[MAX_BUF];
84    
85     sprintf (filename, "%s/uuid", settings.localdir);
86    
87     FILE *fp;
88    
89     if (!(fp = fopen (filename, "r")))
90     {
91     if (errno == ENOENT)
92     {
93     LOG (llevInfo, "RESET uid to 1\n");
94     uuid.seq = 0;
95     write_uuid ();
96     return;
97     }
98    
99     LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100     _exit (1);
101     }
102    
103     int version;
104     unsigned long long uid;
105     if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106     {
107     LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108     _exit (1);
109     }
110    
111     uuid.seq = uid;
112     write_uuid ();
113 root 1.61 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 root 1.39 fclose (fp);
115     }
116    
117     UUID
118     gen_uuid ()
119     {
120     UUID uid;
121    
122     uid.seq = ++uuid.seq;
123    
124     if (!(uuid.seq & (UUID_SKIP - 1)))
125     write_uuid ();
126    
127     return uid;
128     }
129    
130     void
131     init_uuid ()
132     {
133     read_uuid ();
134     }
135    
136 elmex 1.1 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137 root 1.24 static int
138     compare_ob_value_lists_one (const object *wants, const object *has)
139     {
140     key_value *wants_field;
141    
142     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
143     * objects with lists are rare, and lists stay short. If not, use a
144     * different structure or at least keep the lists sorted...
145     */
146    
147     /* For each field in wants, */
148 root 1.86 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
149 root 1.24 {
150     key_value *has_field;
151    
152     /* Look for a field in has with the same key. */
153     has_field = get_ob_key_link (has, wants_field->key);
154    
155     if (has_field == NULL)
156     {
157     /* No field with that name. */
158     return FALSE;
159     }
160    
161     /* Found the matching field. */
162     if (has_field->value != wants_field->value)
163     {
164     /* Values don't match, so this half of the comparison is false. */
165     return FALSE;
166     }
167    
168     /* If we get here, we found a match. Now for the next field in wants. */
169 elmex 1.1 }
170 root 1.24
171     /* If we get here, every field in wants has a matching field in has. */
172     return TRUE;
173 elmex 1.1 }
174    
175     /* Returns TRUE if ob1 has the same key_values as ob2. */
176 root 1.24 static int
177     compare_ob_value_lists (const object *ob1, const object *ob2)
178     {
179     /* However, there may be fields in has which aren't partnered in wants,
180     * so we need to run the comparison *twice*. :(
181     */
182     return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
183 elmex 1.1 }
184    
185     /* Function examines the 2 objects given to it, and returns true if
186     * they can be merged together.
187     *
188     * Note that this function appears a lot longer than the macro it
189     * replaces - this is mostly for clarity - a decent compiler should hopefully
190     * reduce this to the same efficiency.
191     *
192 root 1.66 * Check nrof variable *before* calling can_merge()
193 elmex 1.1 *
194     * Improvements made with merge: Better checking on potion, and also
195     * check weight
196     */
197 root 1.66 bool object::can_merge_slow (object *ob1, object *ob2)
198 root 1.16 {
199     /* A couple quicksanity checks */
200 root 1.66 if (ob1 == ob2
201     || ob1->type != ob2->type
202     || ob1->speed != ob2->speed
203     || ob1->value != ob2->value
204     || ob1->name != ob2->name)
205 root 1.16 return 0;
206    
207 root 1.66 //TODO: this ain't working well, use nicer and correct overflow check
208 root 1.16 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
209     * value could not be stored in a sint32 (which unfortunately sometimes is
210     * used to store nrof).
211     */
212     if (ob1->nrof + ob2->nrof >= 1UL << 31)
213     return 0;
214    
215     /* If the objects have been identified, set the BEEN_APPLIED flag.
216     * This is to the comparison of the flags below will be OK. We
217     * just can't ignore the been applied or identified flags, as they
218     * are not equal - just if it has been identified, the been_applied
219     * flags lose any meaning.
220     */
221     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223    
224     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 elmex 1.1
227 root 1.80 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
228 root 1.68 || ob1->arch != ob2->arch
229     || ob1->name != ob2->name
230     || ob1->title != ob2->title
231     || ob1->msg != ob2->msg
232     || ob1->weight != ob2->weight
233     || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234     || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235     || ob1->attacktype != ob2->attacktype
236     || ob1->magic != ob2->magic
237     || ob1->slaying != ob2->slaying
238     || ob1->skill != ob2->skill
239     || ob1->value != ob2->value
240     || ob1->animation_id != ob2->animation_id
241     || ob1->client_type != ob2->client_type
242     || ob1->materialname != ob2->materialname
243     || ob1->lore != ob2->lore
244     || ob1->subtype != ob2->subtype
245     || ob1->move_type != ob2->move_type
246     || ob1->move_block != ob2->move_block
247     || ob1->move_allow != ob2->move_allow
248     || ob1->move_on != ob2->move_on
249     || ob1->move_off != ob2->move_off
250     || ob1->move_slow != ob2->move_slow
251     || ob1->move_slow_penalty != ob2->move_slow_penalty)
252 root 1.16 return 0;
253    
254     /* This is really a spellbook check - really, we should
255     * check all objects in the inventory.
256     */
257     if (ob1->inv || ob2->inv)
258     {
259     /* if one object has inventory but the other doesn't, not equiv */
260     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
261 root 1.24 return 0;
262 root 1.16
263     /* Now check to see if the two inventory objects could merge */
264 root 1.66 if (!object::can_merge (ob1->inv, ob2->inv))
265 root 1.24 return 0;
266 root 1.16
267     /* inventory ok - still need to check rest of this object to see
268     * if it is valid.
269     */
270     }
271 elmex 1.1
272 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
273     * it is possible for most any character to have more than one of
274     * some items equipped, and we don't want those to merge.
275     */
276     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
277     return 0;
278 elmex 1.1
279 root 1.16 /* Note sure why the following is the case - either the object has to
280     * be animated or have a very low speed. Is this an attempted monster
281     * check?
282     */
283 elmex 1.97 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
284 root 1.16 return 0;
285 elmex 1.1
286 root 1.16 switch (ob1->type)
287     {
288 root 1.29 case SCROLL:
289     if (ob1->level != ob2->level)
290     return 0;
291     break;
292 root 1.16 }
293 elmex 1.1
294 root 1.16 if (ob1->key_values != NULL || ob2->key_values != NULL)
295     {
296     /* At least one of these has key_values. */
297     if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
298 root 1.24 /* One has fields, but the other one doesn't. */
299     return 0;
300 root 1.16 else if (!compare_ob_value_lists (ob1, ob2))
301 root 1.24 return 0;
302 elmex 1.1 }
303 root 1.16
304     if (ob1->self || ob2->self)
305     {
306     ob1->optimise ();
307     ob2->optimise ();
308    
309     if (ob1->self || ob2->self)
310 root 1.167 if (!cfperl_can_merge (ob1, ob2))
311     return 0;
312 elmex 1.1 }
313    
314 root 1.16 /* Everything passes, must be OK. */
315     return 1;
316 elmex 1.1 }
317 root 1.24
318 elmex 1.1 /*
319     * sum_weight() is a recursive function which calculates the weight
320     * an object is carrying. It goes through in figures out how much
321     * containers are carrying, and sums it up.
322     */
323 root 1.28 long
324 root 1.24 sum_weight (object *op)
325     {
326 root 1.28 long sum;
327 elmex 1.1 object *inv;
328 root 1.24
329 root 1.142 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 root 1.24 {
331     if (inv->inv)
332     sum_weight (inv);
333 root 1.142
334 root 1.24 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335     }
336 root 1.37
337 elmex 1.1 if (op->type == CONTAINER && op->stats.Str)
338 root 1.24 sum = (sum * (100 - op->stats.Str)) / 100;
339 root 1.37
340 root 1.24 if (op->carrying != sum)
341 elmex 1.1 op->carrying = sum;
342 root 1.37
343 elmex 1.1 return sum;
344     }
345    
346     /**
347     * Return the outermost environment object for a given object.
348     */
349    
350 root 1.24 object *
351     object_get_env_recursive (object *op)
352     {
353     while (op->env != NULL)
354     op = op->env;
355     return op;
356 elmex 1.1 }
357    
358     /*
359     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
360 root 1.11 * Some error messages.
361 elmex 1.1 * The result of the dump is stored in the static global errmsg array.
362     */
363 root 1.53 char *
364 root 1.24 dump_object (object *op)
365     {
366 root 1.53 if (!op)
367     return strdup ("[NULLOBJ]");
368 elmex 1.1
369 root 1.53 object_freezer freezer;
370 root 1.133 op->write (freezer);
371 root 1.53 return freezer.as_string ();
372 elmex 1.1 }
373    
374     /*
375     * get_nearest_part(multi-object, object 2) returns the part of the
376     * multi-object 1 which is closest to the second object.
377     * If it's not a multi-object, it is returned.
378     */
379    
380 root 1.24 object *
381     get_nearest_part (object *op, const object *pl)
382     {
383     object *tmp, *closest;
384     int last_dist, i;
385    
386     if (op->more == NULL)
387 elmex 1.1 return op;
388 root 1.24 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
389     if ((i = distance (tmp, pl)) < last_dist)
390     closest = tmp, last_dist = i;
391 elmex 1.1 return closest;
392     }
393    
394     /*
395     * Returns the object which has the count-variable equal to the argument.
396     */
397 root 1.24 object *
398     find_object (tag_t i)
399     {
400 root 1.112 for_all_objects (op)
401     if (op->count == i)
402     return op;
403    
404     return 0;
405 elmex 1.1 }
406    
407     /*
408     * Returns the first object which has a name equal to the argument.
409     * Used only by the patch command, but not all that useful.
410     * Enables features like "patch <name-of-other-player> food 999"
411     */
412 root 1.24 object *
413     find_object_name (const char *str)
414     {
415 root 1.35 shstr_cmp str_ (str);
416 elmex 1.1 object *op;
417 root 1.24
418 root 1.108 for_all_objects (op)
419 root 1.35 if (op->name == str_)
420 elmex 1.1 break;
421 root 1.11
422 elmex 1.1 return op;
423     }
424    
425 root 1.24 void
426     free_all_object_data ()
427 root 1.14 {
428     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429 elmex 1.1 }
430    
431     /*
432     * Sets the owner and sets the skill and exp pointers to owner's current
433     * skill and experience objects.
434     */
435 root 1.24 void
436 root 1.30 object::set_owner (object *owner)
437 elmex 1.1 {
438 root 1.30 if (!owner)
439 root 1.24 return;
440    
441     /* next line added to allow objects which own objects */
442     /* Add a check for ownercounts in here, as I got into an endless loop
443     * with the fireball owning a poison cloud which then owned the
444     * fireball. I believe that was caused by one of the objects getting
445     * freed and then another object replacing it. Since the ownercounts
446     * didn't match, this check is valid and I believe that cause is valid.
447     */
448 root 1.30 while (owner->owner)
449 root 1.24 owner = owner->owner;
450 elmex 1.1
451 root 1.30 this->owner = owner;
452 elmex 1.1 }
453    
454 root 1.148 int
455     object::slottype () const
456     {
457     if (type == SKILL)
458     {
459     if (IS_COMBAT_SKILL (subtype)) return slot_combat;
460     if (IS_RANGED_SKILL (subtype)) return slot_ranged;
461     }
462     else
463     {
464     if (slot [body_combat].info) return slot_combat;
465     if (slot [body_range ].info) return slot_ranged;
466     }
467    
468     return slot_none;
469     }
470    
471 root 1.147 bool
472     object::change_weapon (object *ob)
473 root 1.144 {
474     if (current_weapon == ob)
475 root 1.147 return true;
476 root 1.146
477 root 1.150 if (chosen_skill)
478     chosen_skill->flag [FLAG_APPLIED] = false;
479    
480 root 1.144 current_weapon = ob;
481 root 1.147 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
482 root 1.146
483 root 1.150 if (chosen_skill)
484     chosen_skill->flag [FLAG_APPLIED] = true;
485    
486 root 1.144 update_stats ();
487 root 1.147
488     if (ob)
489     {
490     // now check wether any body locations became invalid, in which case
491     // we cannot apply the weapon at the moment.
492     for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
493     if (slot[i].used < 0)
494     {
495     current_weapon = chosen_skill = 0;
496     update_stats ();
497    
498     new_draw_info_format (NDI_UNIQUE, 0, this,
499 root 1.156 "You try to balance all your items at once, "
500     "but the %s is just too much for your body. "
501     "[You need to unapply some items first.]", &ob->name);
502 root 1.147 return false;
503     }
504    
505 root 1.148 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 root 1.147 }
507     else
508 root 1.148 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509 root 1.147
510 root 1.151 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511     {
512     LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513     &name, ob->debug_desc ());
514     return false;
515     }
516    
517 root 1.147 return true;
518 root 1.144 }
519    
520 elmex 1.1 /* Zero the key_values on op, decrementing the shared-string
521     * refcounts and freeing the links.
522     */
523 root 1.24 static void
524     free_key_values (object *op)
525 root 1.11 {
526 root 1.137 for (key_value *i = op->key_values; i; )
527 root 1.11 {
528     key_value *next = i->next;
529     delete i;
530 root 1.24
531 root 1.11 i = next;
532 elmex 1.1 }
533 root 1.24
534 root 1.11 op->key_values = 0;
535 elmex 1.1 }
536    
537 root 1.137 object &
538     object::operator =(const object &src)
539 root 1.11 {
540 root 1.137 bool is_freed = flag [FLAG_FREED];
541     bool is_removed = flag [FLAG_REMOVED];
542 root 1.59
543 root 1.137 *(object_copy *)this = src;
544 elmex 1.1
545 root 1.137 flag [FLAG_FREED] = is_freed;
546     flag [FLAG_REMOVED] = is_removed;
547 elmex 1.1
548 root 1.11 /* Copy over key_values, if any. */
549 root 1.137 if (src.key_values)
550 root 1.14 {
551 root 1.23 key_value *tail = 0;
552 root 1.137 key_values = 0;
553 elmex 1.1
554 root 1.137 for (key_value *i = src.key_values; i; i = i->next)
555 root 1.11 {
556     key_value *new_link = new key_value;
557 root 1.8
558 root 1.24 new_link->next = 0;
559     new_link->key = i->key;
560 root 1.11 new_link->value = i->value;
561    
562     /* Try and be clever here, too. */
563 root 1.137 if (!key_values)
564 root 1.11 {
565 root 1.137 key_values = new_link;
566 root 1.11 tail = new_link;
567 root 1.8 }
568 root 1.11 else
569     {
570     tail->next = new_link;
571     tail = new_link;
572     }
573 root 1.14 }
574     }
575 root 1.137 }
576    
577     /*
578     * copy_to first frees everything allocated by the dst object,
579     * and then copies the contents of itself into the second
580     * object, allocating what needs to be allocated. Basically, any
581     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582     * if the first object is freed, the pointers in the new object
583     * will point at garbage.
584     */
585     void
586     object::copy_to (object *dst)
587     {
588     *dst = *this;
589    
590     if (speed < 0)
591     dst->speed_left = speed_left - rndm ();
592 root 1.2
593 root 1.87 dst->set_speed (dst->speed);
594 elmex 1.1 }
595    
596 root 1.133 void
597     object::instantiate ()
598     {
599     if (!uuid.seq) // HACK
600     uuid = gen_uuid ();
601    
602     speed_left = -0.1f;
603     /* copy the body_info to the body_used - this is only really
604     * need for monsters, but doesn't hurt to do it for everything.
605     * by doing so, when a monster is created, it has good starting
606     * values for the body_used info, so when items are created
607     * for it, they can be properly equipped.
608     */
609 root 1.145 for (int i = NUM_BODY_LOCATIONS; i--; )
610     slot[i].used = slot[i].info;
611 root 1.133
612     attachable::instantiate ();
613     }
614    
615 root 1.65 object *
616     object::clone ()
617     {
618     object *neu = create ();
619     copy_to (neu);
620     return neu;
621     }
622    
623 elmex 1.1 /*
624     * If an object with the IS_TURNABLE() flag needs to be turned due
625     * to the closest player being on the other side, this function can
626     * be called to update the face variable, _and_ how it looks on the map.
627     */
628 root 1.24 void
629     update_turn_face (object *op)
630     {
631 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
632 root 1.24 return;
633 root 1.96
634 root 1.24 SET_ANIMATION (op, op->direction);
635     update_object (op, UP_OBJ_FACE);
636 elmex 1.1 }
637    
638     /*
639     * Updates the speed of an object. If the speed changes from 0 to another
640     * value, or vice versa, then add/remove the object from the active list.
641     * This function needs to be called whenever the speed of an object changes.
642     */
643 root 1.24 void
644 root 1.87 object::set_speed (float speed)
645 root 1.24 {
646 root 1.87 if (flag [FLAG_FREED] && speed)
647 root 1.24 {
648 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
649     speed = 0;
650 elmex 1.1 }
651 root 1.31
652 root 1.87 this->speed = speed;
653    
654 elmex 1.97 if (has_active_speed ())
655 root 1.98 activate ();
656 root 1.24 else
657 root 1.98 deactivate ();
658 elmex 1.1 }
659    
660     /*
661 root 1.75 * update_object() updates the the map.
662 elmex 1.1 * It takes into account invisible objects (and represent squares covered
663     * by invisible objects by whatever is below them (unless it's another
664     * invisible object, etc...)
665     * If the object being updated is beneath a player, the look-window
666     * of that player is updated (this might be a suboptimal way of
667     * updating that window, though, since update_object() is called _often_)
668     *
669     * action is a hint of what the caller believes need to be done.
670     * current action are:
671     * UP_OBJ_INSERT: op was inserted
672     * UP_OBJ_REMOVE: op was removed
673     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
674     * as that is easier than trying to look at what may have changed.
675     * UP_OBJ_FACE: only the objects face has changed.
676     */
677 root 1.24 void
678     update_object (object *op, int action)
679     {
680     if (op == NULL)
681     {
682     /* this should never happen */
683     LOG (llevDebug, "update_object() called for NULL object.\n");
684     return;
685 elmex 1.1 }
686 root 1.24
687 root 1.75 if (op->env)
688 root 1.24 {
689     /* Animation is currently handled by client, so nothing
690     * to do in this case.
691     */
692     return;
693 elmex 1.1 }
694    
695 root 1.24 /* If the map is saving, don't do anything as everything is
696     * going to get freed anyways.
697     */
698     if (!op->map || op->map->in_memory == MAP_SAVING)
699     return;
700    
701     /* make sure the object is within map boundaries */
702 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
703 root 1.24 {
704     LOG (llevError, "update_object() called for object out of map!\n");
705 elmex 1.1 #ifdef MANY_CORES
706 root 1.24 abort ();
707 elmex 1.1 #endif
708 root 1.24 return;
709 elmex 1.1 }
710    
711 root 1.76 mapspace &m = op->ms ();
712 elmex 1.1
713 root 1.99 if (!(m.flags_ & P_UPTODATE))
714 root 1.75 /* nop */;
715     else if (action == UP_OBJ_INSERT)
716     {
717     // this is likely overkill, TODO: revisit (schmorp)
718     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
719     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
720     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
721     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
723     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
724     || (m.move_on | op->move_on ) != m.move_on
725     || (m.move_off | op->move_off ) != m.move_off
726     || (m.move_slow | op->move_slow) != m.move_slow
727     /* This isn't perfect, but I don't expect a lot of objects to
728     * to have move_allow right now.
729     */
730     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
731     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
732 root 1.99 m.flags_ = 0;
733 root 1.75 }
734     /* if the object is being removed, we can't make intelligent
735     * decisions, because remove_ob can't really pass the object
736     * that is being removed.
737     */
738 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
739 root 1.99 m.flags_ = 0;
740 root 1.24 else if (action == UP_OBJ_FACE)
741 root 1.29 /* Nothing to do for that case */ ;
742 root 1.24 else
743 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
744 elmex 1.1
745 root 1.75 if (op->more)
746 root 1.24 update_object (op->more, action);
747 elmex 1.1 }
748    
749 root 1.21 object::object ()
750     {
751 root 1.22 SET_FLAG (this, FLAG_REMOVED);
752    
753     expmul = 1.0;
754     face = blank_face;
755     }
756    
757     object::~object ()
758     {
759 root 1.121 unlink ();
760 root 1.119
761 root 1.22 free_key_values (this);
762     }
763    
764 root 1.112 static int object_count;
765    
766 root 1.24 void object::link ()
767 root 1.22 {
768 root 1.112 assert (!index);//D
769 root 1.41 uuid = gen_uuid ();
770 root 1.112 count = ++object_count;
771 root 1.21
772 root 1.109 refcnt_inc ();
773 root 1.108 objects.insert (this);
774 root 1.21 }
775    
776 root 1.24 void object::unlink ()
777 root 1.21 {
778 root 1.121 if (!index)
779     return;
780    
781 root 1.108 objects.erase (this);
782 root 1.109 refcnt_dec ();
783 root 1.98 }
784    
785 root 1.96 void
786 root 1.98 object::activate ()
787 root 1.96 {
788 root 1.98 /* If already on active list, don't do anything */
789 root 1.108 if (active)
790 root 1.98 return;
791    
792 elmex 1.97 if (has_active_speed ())
793 root 1.108 actives.insert (this);
794 root 1.98 }
795 root 1.96
796 root 1.98 void
797     object::activate_recursive ()
798     {
799     activate ();
800    
801 root 1.104 for (object *op = inv; op; op = op->below)
802 root 1.98 op->activate_recursive ();
803 root 1.96 }
804    
805     /* This function removes object 'op' from the list of active
806     * objects.
807     * This should only be used for style maps or other such
808     * reference maps where you don't want an object that isn't
809     * in play chewing up cpu time getting processed.
810     * The reverse of this is to call update_ob_speed, which
811     * will do the right thing based on the speed of the object.
812     */
813     void
814 root 1.98 object::deactivate ()
815 root 1.96 {
816     /* If not on the active list, nothing needs to be done */
817 root 1.108 if (!active)
818 root 1.96 return;
819    
820 root 1.108 actives.erase (this);
821 root 1.98 }
822 root 1.96
823 root 1.98 void
824     object::deactivate_recursive ()
825     {
826 root 1.104 for (object *op = inv; op; op = op->below)
827 root 1.98 op->deactivate_recursive ();
828    
829     deactivate ();
830 root 1.96 }
831    
832 root 1.106 void
833     object::set_flag_inv (int flag, int value)
834     {
835     for (object *op = inv; op; op = op->below)
836     {
837     op->flag [flag] = value;
838     op->set_flag_inv (flag, value);
839     }
840     }
841    
842 root 1.89 /*
843     * Remove and free all objects in the inventory of the given object.
844     * object.c ?
845     */
846     void
847     object::destroy_inv (bool drop_to_ground)
848     {
849 root 1.94 // need to check first, because the checks below might segfault
850     // as we might be on an invalid mapspace and crossfire code
851     // is too buggy to ensure that the inventory is empty.
852     // corollary: if you create arrows etc. with stuff in tis inventory,
853     // cf will crash below with off-map x and y
854     if (!inv)
855     return;
856    
857 root 1.89 /* Only if the space blocks everything do we not process -
858     * if some form of movement is allowed, let objects
859     * drop on that space.
860     */
861 root 1.92 if (!drop_to_ground
862     || !map
863     || map->in_memory != MAP_IN_MEMORY
864 root 1.122 || map->nodrop
865 root 1.95 || ms ().move_block == MOVE_ALL)
866 root 1.89 {
867     while (inv)
868 root 1.92 {
869     inv->destroy_inv (drop_to_ground);
870     inv->destroy ();
871     }
872 root 1.89 }
873     else
874     { /* Put objects in inventory onto this space */
875     while (inv)
876     {
877     object *op = inv;
878    
879     if (op->flag [FLAG_STARTEQUIP]
880     || op->flag [FLAG_NO_DROP]
881     || op->type == RUNE
882     || op->type == TRAP
883 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
884     || op->flag [FLAG_DESTROY_ON_DEATH])
885 root 1.89 op->destroy ();
886     else
887 root 1.93 map->insert (op, x, y);
888 root 1.89 }
889     }
890     }
891    
892 root 1.21 object *object::create ()
893     {
894 root 1.42 object *op = new object;
895 root 1.22 op->link ();
896     return op;
897 root 1.21 }
898 elmex 1.1
899 root 1.82 void
900     object::do_destroy ()
901 root 1.14 {
902 root 1.112 attachable::do_destroy ();
903    
904 root 1.82 if (flag [FLAG_IS_LINKED])
905     remove_button_link (this);
906 root 1.29
907 root 1.82 if (flag [FLAG_FRIENDLY])
908 root 1.140 remove_friendly_object (this);
909 root 1.32
910 root 1.82 if (!flag [FLAG_REMOVED])
911 root 1.63 remove ();
912 root 1.14
913 root 1.112 destroy_inv (true);
914 root 1.14
915 root 1.112 deactivate ();
916     unlink ();
917 root 1.92
918 root 1.82 flag [FLAG_FREED] = 1;
919 root 1.14
920 root 1.57 // hack to ensure that freed objects still have a valid map
921     {
922     static maptile *freed_map; // freed objects are moved here to avoid crashes
923    
924     if (!freed_map)
925     {
926     freed_map = new maptile;
927    
928     freed_map->name = "/internal/freed_objects_map";
929     freed_map->width = 3;
930     freed_map->height = 3;
931    
932 root 1.96 freed_map->alloc ();
933 root 1.103 freed_map->in_memory = MAP_IN_MEMORY;
934 root 1.57 }
935    
936     map = freed_map;
937     x = 1;
938     y = 1;
939     }
940    
941 root 1.88 if (more)
942     {
943     more->destroy ();
944     more = 0;
945     }
946 root 1.82
947 root 1.162 head = 0;
948    
949     // clear those pointers that likely might cause circular references
950     owner = 0;
951     enemy = 0;
952     attacked_by = 0;
953     current_weapon = 0;
954 root 1.82 }
955    
956     void
957     object::destroy (bool destroy_inventory)
958     {
959     if (destroyed ())
960     return;
961    
962     if (destroy_inventory)
963 root 1.89 destroy_inv (false);
964 root 1.22
965 root 1.173 if (is_head ())
966     if (sound_destroy)
967     play_sound (sound_destroy);
968     else if (flag [FLAG_MONSTER])
969     play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
970 root 1.169
971 root 1.82 attachable::destroy ();
972 elmex 1.1 }
973    
974     /*
975     * sub_weight() recursively (outwards) subtracts a number from the
976     * weight of an object (and what is carried by it's environment(s)).
977     */
978 root 1.24 void
979     sub_weight (object *op, signed long weight)
980     {
981     while (op != NULL)
982     {
983     if (op->type == CONTAINER)
984 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
985    
986 root 1.24 op->carrying -= weight;
987     op = op->env;
988 elmex 1.1 }
989     }
990    
991 root 1.63 /* op->remove ():
992 elmex 1.1 * This function removes the object op from the linked list of objects
993     * which it is currently tied to. When this function is done, the
994     * object will have no environment. If the object previously had an
995     * environment, the x and y coordinates will be updated to
996     * the previous environment.
997     */
998 root 1.24 void
999 root 1.128 object::do_remove ()
1000 root 1.24 {
1001 root 1.45 object *tmp, *last = 0;
1002     object *otmp;
1003 root 1.26
1004 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
1005 root 1.29 return;
1006 root 1.24
1007 root 1.59 SET_FLAG (this, FLAG_REMOVED);
1008 root 1.82 INVOKE_OBJECT (REMOVE, this);
1009 root 1.26
1010 root 1.59 if (more)
1011     more->remove ();
1012 root 1.24
1013     /*
1014     * In this case, the object to be removed is in someones
1015     * inventory.
1016     */
1017 root 1.59 if (env)
1018 root 1.24 {
1019 root 1.59 if (nrof)
1020     sub_weight (env, weight * nrof);
1021 root 1.24 else
1022 root 1.59 sub_weight (env, weight + carrying);
1023 root 1.24
1024     /* NO_FIX_PLAYER is set when a great many changes are being
1025     * made to players inventory. If set, avoiding the call
1026     * to save cpu time.
1027     */
1028 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1029 root 1.78 otmp->update_stats ();
1030 root 1.24
1031 root 1.96 if (above)
1032 root 1.59 above->below = below;
1033 root 1.24 else
1034 root 1.59 env->inv = below;
1035 root 1.24
1036 root 1.96 if (below)
1037 root 1.59 below->above = above;
1038 root 1.24
1039     /* we set up values so that it could be inserted into
1040     * the map, but we don't actually do that - it is up
1041     * to the caller to decide what we want to do.
1042     */
1043 root 1.59 x = env->x, y = env->y;
1044     map = env->map;
1045     above = 0, below = 0;
1046     env = 0;
1047     }
1048     else if (map)
1049     {
1050 root 1.96 if (type == PLAYER)
1051     {
1052 root 1.130 // leaving a spot always closes any open container on the ground
1053     if (container && !container->env)
1054     // this causes spurious floorbox updates, but it ensures
1055     // that the CLOSE event is being sent.
1056     close_container ();
1057    
1058 root 1.96 --map->players;
1059 root 1.100 map->touch ();
1060 root 1.96 }
1061    
1062 root 1.98 map->dirty = true;
1063 root 1.117 mapspace &ms = this->ms ();
1064 elmex 1.1
1065 root 1.29 /* link the object above us */
1066 root 1.59 if (above)
1067     above->below = below;
1068 root 1.29 else
1069 root 1.117 ms.top = below; /* we were top, set new top */
1070 root 1.24
1071 root 1.29 /* Relink the object below us, if there is one */
1072 root 1.59 if (below)
1073     below->above = above;
1074 root 1.29 else
1075     {
1076     /* Nothing below, which means we need to relink map object for this space
1077     * use translated coordinates in case some oddness with map tiling is
1078     * evident
1079     */
1080 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1081 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 ());
1082 elmex 1.1
1083 root 1.117 ms.bot = above; /* goes on above it. */
1084 root 1.8 }
1085 root 1.26
1086 root 1.59 above = 0;
1087     below = 0;
1088 root 1.26
1089 root 1.59 if (map->in_memory == MAP_SAVING)
1090 root 1.29 return;
1091 elmex 1.1
1092 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1093 elmex 1.1
1094 root 1.175 if (object *pl = ms.player ())
1095     {
1096     if (pl->container == this)
1097     /* If a container that the player is currently using somehow gets
1098     * removed (most likely destroyed), update the player view
1099     * appropriately.
1100     */
1101     pl->close_container ();
1102    
1103     pl->contr->ns->floorbox_update ();
1104     }
1105    
1106 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1107 root 1.24 {
1108 root 1.29 /* No point updating the players look faces if he is the object
1109     * being removed.
1110 root 1.24 */
1111 root 1.29
1112 root 1.96 /* See if object moving off should effect something */
1113 root 1.50 if (check_walk_off
1114 root 1.59 && ((move_type & tmp->move_off)
1115     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1116 root 1.29 {
1117 elmex 1.72 move_apply (tmp, this, 0);
1118 root 1.24
1119 root 1.59 if (destroyed ())
1120 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1121 root 1.8 }
1122    
1123 root 1.29 last = tmp;
1124     }
1125 root 1.26
1126 root 1.96 /* last == NULL if there are no objects on this space */
1127     //TODO: this makes little sense, why only update the topmost object?
1128 root 1.59 if (!last)
1129 root 1.99 map->at (x, y).flags_ = 0;
1130 root 1.29 else
1131     update_object (last, UP_OBJ_REMOVE);
1132 root 1.26
1133 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1134 root 1.59 update_all_los (map, x, y);
1135 elmex 1.1 }
1136     }
1137    
1138     /*
1139     * merge_ob(op,top):
1140     *
1141     * This function goes through all objects below and including top, and
1142     * merges op to the first matching object.
1143     * If top is NULL, it is calculated.
1144     * Returns pointer to object if it succeded in the merge, otherwise NULL
1145     */
1146 root 1.24 object *
1147     merge_ob (object *op, object *top)
1148     {
1149     if (!op->nrof)
1150 elmex 1.1 return 0;
1151 root 1.29
1152 root 1.82 if (top)
1153     for (top = op; top && top->above; top = top->above)
1154     ;
1155 root 1.29
1156 root 1.82 for (; top; top = top->below)
1157 elmex 1.1 {
1158 root 1.24 if (top == op)
1159     continue;
1160 root 1.66
1161     if (object::can_merge (op, top))
1162 root 1.24 {
1163     top->nrof += op->nrof;
1164    
1165 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1166 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1167 root 1.64 op->destroy ();
1168 root 1.24 return top;
1169     }
1170 elmex 1.1 }
1171 root 1.29
1172 root 1.45 return 0;
1173 elmex 1.1 }
1174    
1175 root 1.138 void
1176     object::expand_tail ()
1177     {
1178     if (more)
1179     return;
1180    
1181     object *prev = this;
1182    
1183 root 1.160 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 root 1.138 {
1185     object *op = arch_to_object (at);
1186    
1187     op->name = name;
1188     op->name_pl = name_pl;
1189     op->title = title;
1190    
1191     op->head = this;
1192     prev->more = op;
1193    
1194     prev = op;
1195     }
1196     }
1197    
1198 elmex 1.1 /*
1199 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1200     * job preparing multi-part monsters.
1201 elmex 1.1 */
1202 root 1.24 object *
1203 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1204 root 1.24 {
1205 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 root 1.24 {
1207 root 1.159 tmp->x = x + tmp->arch->x;
1208     tmp->y = y + tmp->arch->y;
1209 elmex 1.1 }
1210 root 1.29
1211 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1212 elmex 1.1 }
1213    
1214     /*
1215     * insert_ob_in_map (op, map, originator, flag):
1216     * This function inserts the object in the two-way linked list
1217     * which represents what is on a map.
1218     * The second argument specifies the map, and the x and y variables
1219     * in the object about to be inserted specifies the position.
1220     *
1221     * originator: Player, monster or other object that caused 'op' to be inserted
1222     * into 'map'. May be NULL.
1223     *
1224     * flag is a bitmask about special things to do (or not do) when this
1225     * function is called. see the object.h file for the INS_ values.
1226     * Passing 0 for flag gives proper default values, so flag really only needs
1227     * to be set if special handling is needed.
1228     *
1229     * Return value:
1230     * new object if 'op' was merged with other object
1231     * NULL if 'op' was destroyed
1232     * just 'op' otherwise
1233     */
1234 root 1.24 object *
1235 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236 elmex 1.1 {
1237 root 1.138 assert (!op->flag [FLAG_FREED]);
1238    
1239 root 1.155 object *top, *floor = NULL;
1240 elmex 1.1
1241 root 1.117 op->remove ();
1242    
1243 root 1.24 if (out_of_map (m, op->x, op->y))
1244     {
1245 root 1.138 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1246 elmex 1.1 #ifdef MANY_CORES
1247 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1248     * is likely to cause a crash. Better to find out where it is getting
1249     * improperly inserted.
1250     */
1251     abort ();
1252 elmex 1.1 #endif
1253 root 1.24 return op;
1254 elmex 1.1 }
1255 root 1.25
1256 root 1.117 if (object *more = op->more)
1257 root 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1258     return 0;
1259 root 1.25
1260 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1261 root 1.8
1262 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1263     * of areas of callers (eg, anything that uses find_free_spot would now
1264     * need extra work
1265     */
1266 root 1.117 if (!xy_normalise (m, op->x, op->y))
1267     return 0;
1268    
1269     op->map = m;
1270     mapspace &ms = op->ms ();
1271 root 1.24
1272     /* this has to be done after we translate the coordinates.
1273     */
1274     if (op->nrof && !(flag & INS_NO_MERGE))
1275 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1276 root 1.66 if (object::can_merge (op, tmp))
1277 root 1.25 {
1278     op->nrof += tmp->nrof;
1279 root 1.64 tmp->destroy ();
1280 root 1.25 }
1281 root 1.24
1282     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1283     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1284 root 1.25
1285 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1286     CLEAR_FLAG (op, FLAG_NO_STEAL);
1287    
1288     if (flag & INS_BELOW_ORIGINATOR)
1289     {
1290     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1291     {
1292     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1293     abort ();
1294     }
1295 root 1.25
1296 root 1.24 op->above = originator;
1297     op->below = originator->below;
1298 root 1.25
1299 root 1.24 if (op->below)
1300     op->below->above = op;
1301     else
1302 root 1.117 ms.bot = op;
1303 root 1.25
1304 root 1.24 /* since *below* originator, no need to update top */
1305     originator->below = op;
1306 elmex 1.1 }
1307 root 1.24 else
1308     {
1309 root 1.117 top = ms.bot;
1310    
1311 root 1.24 /* If there are other objects, then */
1312 root 1.117 if ((!(flag & INS_MAP_LOAD)) && top)
1313 root 1.24 {
1314 root 1.96 object *last = 0;
1315 root 1.24
1316     /*
1317     * If there are multiple objects on this space, we do some trickier handling.
1318     * We've already dealt with merging if appropriate.
1319     * Generally, we want to put the new object on top. But if
1320     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1321     * floor, we want to insert above that and no further.
1322     * Also, if there are spell objects on this space, we stop processing
1323     * once we get to them. This reduces the need to traverse over all of
1324     * them when adding another one - this saves quite a bit of cpu time
1325     * when lots of spells are cast in one area. Currently, it is presumed
1326     * that flying non pickable objects are spell objects.
1327     */
1328 root 1.117 for (top = ms.bot; top; top = top->above)
1329 root 1.24 {
1330     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1331     floor = top;
1332 root 1.26
1333 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))
1334     {
1335     /* We insert above top, so we want this object below this */
1336     top = top->below;
1337     break;
1338     }
1339 root 1.26
1340 root 1.24 last = top;
1341     }
1342 root 1.26
1343 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1344     top = last;
1345 root 1.8
1346 root 1.24 /* We let update_position deal with figuring out what the space
1347     * looks like instead of lots of conditions here.
1348     * makes things faster, and effectively the same result.
1349     */
1350    
1351     /* Have object 'fall below' other objects that block view.
1352 root 1.135 * Unless those objects are exits.
1353 root 1.24 * If INS_ON_TOP is used, don't do this processing
1354     * Need to find the object that in fact blocks view, otherwise
1355     * stacking is a bit odd.
1356     */
1357 root 1.117 if (!(flag & INS_ON_TOP)
1358     && ms.flags () & P_BLOCKSVIEW
1359 root 1.135 && (op->face && !faces [op->face].visibility))
1360 root 1.24 {
1361     for (last = top; last != floor; last = last->below)
1362     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1363     break;
1364 root 1.117
1365 root 1.24 /* Check to see if we found the object that blocks view,
1366     * and make sure we have a below pointer for it so that
1367     * we can get inserted below this one, which requires we
1368     * set top to the object below us.
1369     */
1370     if (last && last->below && last != floor)
1371     top = last->below;
1372 root 1.8 }
1373 root 1.24 } /* If objects on this space */
1374     if (flag & INS_MAP_LOAD)
1375 root 1.117 top = ms.top;
1376 root 1.25
1377 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1378     top = floor;
1379    
1380     /* Top is the object that our object (op) is going to get inserted above.
1381     */
1382    
1383     /* First object on this space */
1384     if (!top)
1385     {
1386 root 1.117 op->above = ms.bot;
1387 root 1.25
1388 root 1.24 if (op->above)
1389     op->above->below = op;
1390 root 1.25
1391 root 1.96 op->below = 0;
1392 root 1.117 ms.bot = op;
1393 root 1.24 }
1394     else
1395     { /* get inserted into the stack above top */
1396     op->above = top->above;
1397 root 1.25
1398 root 1.24 if (op->above)
1399     op->above->below = op;
1400 root 1.25
1401 root 1.24 op->below = top;
1402     top->above = op;
1403     }
1404 root 1.25
1405 root 1.96 if (!op->above)
1406 root 1.117 ms.top = op;
1407 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1408 root 1.8
1409 root 1.24 if (op->type == PLAYER)
1410 root 1.96 {
1411     op->contr->do_los = 1;
1412     ++op->map->players;
1413 root 1.100 op->map->touch ();
1414 root 1.96 }
1415 root 1.24
1416 root 1.98 op->map->dirty = true;
1417    
1418 root 1.24 if (!(flag & INS_MAP_LOAD))
1419 root 1.117 if (object *pl = ms.player ())
1420 root 1.175 pl->contr->ns->floorbox_update ();
1421 root 1.24
1422     /* If this object glows, it may affect lighting conditions that are
1423     * visible to others on this map. But update_all_los is really
1424     * an inefficient way to do this, as it means los for all players
1425     * on the map will get recalculated. The players could very well
1426     * be far away from this change and not affected in any way -
1427     * this should get redone to only look for players within range,
1428 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1429 root 1.24 * of effect may be sufficient.
1430     */
1431 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1432 root 1.24 update_all_los (op->map, op->x, op->y);
1433    
1434     /* updates flags (blocked, alive, no magic, etc) for this map space */
1435     update_object (op, UP_OBJ_INSERT);
1436    
1437 root 1.82 INVOKE_OBJECT (INSERT, op);
1438    
1439 root 1.24 /* Don't know if moving this to the end will break anything. However,
1440 root 1.70 * we want to have floorbox_update called before calling this.
1441 root 1.24 *
1442     * check_move_on() must be after this because code called from
1443     * check_move_on() depends on correct map flags (so functions like
1444     * blocked() and wall() work properly), and these flags are updated by
1445     * update_object().
1446     */
1447    
1448     /* if this is not the head or flag has been passed, don't check walk on status */
1449 root 1.155 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1450 root 1.24 {
1451     if (check_move_on (op, originator))
1452 root 1.82 return 0;
1453 elmex 1.1
1454 root 1.24 /* If we are a multi part object, lets work our way through the check
1455     * walk on's.
1456     */
1457 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1458 root 1.24 if (check_move_on (tmp, originator))
1459 root 1.82 return 0;
1460 elmex 1.1 }
1461 root 1.25
1462 root 1.24 return op;
1463 elmex 1.1 }
1464    
1465     /* this function inserts an object in the map, but if it
1466 root 1.75 * finds an object of its own type, it'll remove that one first.
1467     * op is the object to insert it under: supplies x and the map.
1468 elmex 1.1 */
1469 root 1.24 void
1470     replace_insert_ob_in_map (const char *arch_string, object *op)
1471     {
1472 root 1.75 object *tmp, *tmp1;
1473 elmex 1.1
1474 root 1.24 /* first search for itself and remove any old instances */
1475 elmex 1.1
1476 root 1.104 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1477 root 1.158 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1478 root 1.64 tmp->destroy ();
1479 elmex 1.1
1480 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1481 elmex 1.1
1482 root 1.24 tmp1->x = op->x;
1483     tmp1->y = op->y;
1484     insert_ob_in_map (tmp1, op->map, op, 0);
1485     }
1486 elmex 1.1
1487 root 1.93 object *
1488     object::insert_at (object *where, object *originator, int flags)
1489     {
1490 root 1.138 return where->map->insert (this, where->x, where->y, originator, flags);
1491 root 1.93 }
1492    
1493 elmex 1.1 /*
1494     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1495     * is returned contains nr objects, and the remaining parts contains
1496     * the rest (or is removed and freed if that number is 0).
1497     * On failure, NULL is returned, and the reason put into the
1498     * global static errmsg array.
1499     */
1500 root 1.24 object *
1501     get_split_ob (object *orig_ob, uint32 nr)
1502     {
1503 root 1.64 object *newob;
1504     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1505 root 1.24
1506     if (orig_ob->nrof < nr)
1507     {
1508     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1509     return NULL;
1510     }
1511 root 1.29
1512 root 1.24 newob = object_create_clone (orig_ob);
1513 root 1.29
1514 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1515 root 1.63 orig_ob->destroy (1);
1516 root 1.24 else if (!is_removed)
1517     {
1518     if (orig_ob->env != NULL)
1519     sub_weight (orig_ob->env, orig_ob->weight * nr);
1520     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1521     {
1522     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1523     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1524     return NULL;
1525 root 1.8 }
1526 elmex 1.1 }
1527 root 1.29
1528 root 1.24 newob->nrof = nr;
1529 elmex 1.1
1530 root 1.24 return newob;
1531 elmex 1.1 }
1532    
1533     /*
1534     * decrease_ob_nr(object, number) decreases a specified number from
1535     * the amount of an object. If the amount reaches 0, the object
1536     * is subsequently removed and freed.
1537     *
1538     * Return value: 'op' if something is left, NULL if the amount reached 0
1539     */
1540 root 1.24 object *
1541     decrease_ob_nr (object *op, uint32 i)
1542 elmex 1.1 {
1543 root 1.29 object *tmp;
1544 elmex 1.1
1545 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1546     return op;
1547    
1548     if (i > op->nrof)
1549     i = op->nrof;
1550    
1551     if (QUERY_FLAG (op, FLAG_REMOVED))
1552 root 1.29 op->nrof -= i;
1553 root 1.73 else if (op->env)
1554 root 1.24 {
1555     /* is this object in the players inventory, or sub container
1556     * therein?
1557     */
1558 root 1.74 tmp = op->in_player ();
1559 root 1.24 /* nope. Is this a container the player has opened?
1560     * If so, set tmp to that player.
1561     * IMO, searching through all the players will mostly
1562     * likely be quicker than following op->env to the map,
1563     * and then searching the map for a player.
1564     */
1565     if (!tmp)
1566 root 1.81 for_all_players (pl)
1567     if (pl->ob->container == op->env)
1568     {
1569     tmp = pl->ob;
1570     break;
1571     }
1572 elmex 1.1
1573 root 1.24 if (i < op->nrof)
1574     {
1575     sub_weight (op->env, op->weight * i);
1576     op->nrof -= i;
1577     if (tmp)
1578 root 1.73 esrv_send_item (tmp, op);
1579 root 1.24 }
1580     else
1581     {
1582 root 1.63 op->remove ();
1583 root 1.24 op->nrof = 0;
1584     if (tmp)
1585 root 1.73 esrv_del_item (tmp->contr, op->count);
1586 elmex 1.1 }
1587     }
1588 root 1.24 else
1589 elmex 1.1 {
1590 root 1.29 object *above = op->above;
1591 elmex 1.1
1592 root 1.24 if (i < op->nrof)
1593 root 1.29 op->nrof -= i;
1594 root 1.24 else
1595     {
1596 root 1.63 op->remove ();
1597 root 1.24 op->nrof = 0;
1598     }
1599 root 1.29
1600 root 1.24 /* Since we just removed op, op->above is null */
1601 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1602 root 1.24 if (tmp->type == PLAYER)
1603     {
1604     if (op->nrof)
1605     esrv_send_item (tmp, op);
1606     else
1607     esrv_del_item (tmp->contr, op->count);
1608     }
1609 elmex 1.1 }
1610    
1611 root 1.24 if (op->nrof)
1612 root 1.29 return op;
1613 root 1.24 else
1614     {
1615 root 1.64 op->destroy ();
1616 root 1.73 return 0;
1617 elmex 1.1 }
1618     }
1619    
1620     /*
1621     * add_weight(object, weight) adds the specified weight to an object,
1622     * and also updates how much the environment(s) is/are carrying.
1623     */
1624 root 1.24 void
1625     add_weight (object *op, signed long weight)
1626     {
1627     while (op != NULL)
1628     {
1629     if (op->type == CONTAINER)
1630 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1631    
1632 root 1.24 op->carrying += weight;
1633     op = op->env;
1634     }
1635 elmex 1.1 }
1636    
1637 root 1.24 object *
1638     insert_ob_in_ob (object *op, object *where)
1639     {
1640 root 1.59 if (!where)
1641 root 1.24 {
1642 root 1.53 char *dump = dump_object (op);
1643     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1644     free (dump);
1645 root 1.24 return op;
1646     }
1647 root 1.29
1648 root 1.154 if (where->head_ () != where)
1649 root 1.24 {
1650 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1651 root 1.24 where = where->head;
1652     }
1653 root 1.29
1654 root 1.59 return where->insert (op);
1655     }
1656    
1657     /*
1658     * env->insert (op)
1659     * This function inserts the object op in the linked list
1660     * inside the object environment.
1661     *
1662     * The function returns now pointer to inserted item, and return value can
1663     * be != op, if items are merged. -Tero
1664     */
1665     object *
1666     object::insert (object *op)
1667     {
1668     if (!QUERY_FLAG (op, FLAG_REMOVED))
1669     op->remove ();
1670    
1671 root 1.24 if (op->more)
1672     {
1673     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1674     return op;
1675     }
1676 root 1.29
1677 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1678     CLEAR_FLAG (op, FLAG_REMOVED);
1679 root 1.182
1680 root 1.24 if (op->nrof)
1681     {
1682 root 1.182 for (object *tmp = inv; tmp; tmp = tmp->below)
1683 root 1.66 if (object::can_merge (tmp, op))
1684 root 1.24 {
1685     /* return the original object and remove inserted object
1686     (client needs the original object) */
1687     tmp->nrof += op->nrof;
1688     /* Weight handling gets pretty funky. Since we are adding to
1689     * tmp->nrof, we need to increase the weight.
1690     */
1691 root 1.59 add_weight (this, op->weight * op->nrof);
1692 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1693 root 1.59 op->destroy (); /* free the inserted object */
1694 root 1.24 op = tmp;
1695 root 1.59 op->remove (); /* and fix old object's links */
1696 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1697     break;
1698     }
1699    
1700     /* I assume combined objects have no inventory
1701     * We add the weight - this object could have just been removed
1702     * (if it was possible to merge). calling remove_ob will subtract
1703     * the weight, so we need to add it in again, since we actually do
1704     * the linking below
1705     */
1706 root 1.59 add_weight (this, op->weight * op->nrof);
1707 root 1.24 }
1708     else
1709 root 1.59 add_weight (this, (op->weight + op->carrying));
1710 elmex 1.1
1711 root 1.182 if (object *otmp = this->in_player ())
1712     if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1713 root 1.78 otmp->update_stats ();
1714 elmex 1.1
1715 root 1.182 op->owner = 0; // its his/hers now. period.
1716     op->map = 0;
1717     op->env = this;
1718 root 1.74 op->above = 0;
1719     op->below = 0;
1720 root 1.182 op->x = op->y = 0;
1721 elmex 1.1
1722     /* reset the light list and los of the players on the map */
1723 root 1.182 if (op->glow_radius && map)
1724 root 1.24 {
1725 elmex 1.1 #ifdef DEBUG_LIGHTS
1726 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1727     #endif /* DEBUG_LIGHTS */
1728 root 1.84 if (map->darkness)
1729 root 1.59 update_all_los (map, x, y);
1730 root 1.24 }
1731 elmex 1.1
1732     /* Client has no idea of ordering so lets not bother ordering it here.
1733     * It sure simplifies this function...
1734     */
1735 root 1.59 if (!inv)
1736     inv = op;
1737 root 1.24 else
1738     {
1739 root 1.59 op->below = inv;
1740 elmex 1.1 op->below->above = op;
1741 root 1.59 inv = op;
1742 root 1.24 }
1743 root 1.59
1744 root 1.82 INVOKE_OBJECT (INSERT, this);
1745    
1746 elmex 1.1 return op;
1747     }
1748    
1749     /*
1750     * Checks if any objects has a move_type that matches objects
1751     * that effect this object on this space. Call apply() to process
1752     * these events.
1753     *
1754     * Any speed-modification due to SLOW_MOVE() of other present objects
1755     * will affect the speed_left of the object.
1756     *
1757     * originator: Player, monster or other object that caused 'op' to be inserted
1758     * into 'map'. May be NULL.
1759     *
1760     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1761     *
1762     * 4-21-95 added code to check if appropriate skill was readied - this will
1763     * permit faster movement by the player through this terrain. -b.t.
1764     *
1765     * MSW 2001-07-08: Check all objects on space, not just those below
1766     * object being inserted. insert_ob_in_map may not put new objects
1767     * on top.
1768     */
1769 root 1.24 int
1770     check_move_on (object *op, object *originator)
1771 elmex 1.1 {
1772 root 1.48 object *tmp;
1773 root 1.49 maptile *m = op->map;
1774 root 1.48 int x = op->x, y = op->y;
1775 root 1.26
1776 root 1.48 MoveType move_on, move_slow, move_block;
1777 root 1.24
1778     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1779     return 0;
1780    
1781     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1782     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1783     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1784    
1785     /* if nothing on this space will slow op down or be applied,
1786     * no need to do checking below. have to make sure move_type
1787     * is set, as lots of objects don't have it set - we treat that
1788     * as walking.
1789     */
1790     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1791     return 0;
1792 elmex 1.1
1793 root 1.24 /* This is basically inverse logic of that below - basically,
1794     * if the object can avoid the move on or slow move, they do so,
1795     * but can't do it if the alternate movement they are using is
1796     * blocked. Logic on this seems confusing, but does seem correct.
1797     */
1798     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1799     return 0;
1800    
1801     /* The objects have to be checked from top to bottom.
1802     * Hence, we first go to the top:
1803     */
1804    
1805 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1806 root 1.24 {
1807     /* Trim the search when we find the first other spell effect
1808     * this helps performance so that if a space has 50 spell objects,
1809     * we don't need to check all of them.
1810     */
1811     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1812     break;
1813     }
1814 root 1.26
1815     for (; tmp; tmp = tmp->below)
1816 root 1.24 {
1817     if (tmp == op)
1818     continue; /* Can't apply yourself */
1819 elmex 1.1
1820 root 1.24 /* Check to see if one of the movement types should be slowed down.
1821     * Second check makes sure that the movement types not being slowed
1822     * (~slow_move) is not blocked on this space - just because the
1823     * space doesn't slow down swimming (for example), if you can't actually
1824     * swim on that space, can't use it to avoid the penalty.
1825     */
1826     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1827     {
1828     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1829     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1830     {
1831 elmex 1.1
1832 root 1.29 float
1833 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1834 elmex 1.1
1835 root 1.24 if (op->type == PLAYER)
1836 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1837     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1838     diff /= 4.0;
1839    
1840 root 1.24 op->speed_left -= diff;
1841 root 1.8 }
1842     }
1843 elmex 1.1
1844 root 1.24 /* Basically same logic as above, except now for actual apply. */
1845     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1846     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1847     {
1848 elmex 1.72 move_apply (tmp, op, originator);
1849 root 1.24
1850 root 1.48 if (op->destroyed ())
1851 root 1.24 return 1;
1852    
1853     /* what the person/creature stepped onto has moved the object
1854     * someplace new. Don't process any further - if we did,
1855     * have a feeling strange problems would result.
1856     */
1857     if (op->map != m || op->x != x || op->y != y)
1858     return 0;
1859 root 1.8 }
1860 elmex 1.1 }
1861 root 1.26
1862 root 1.24 return 0;
1863 elmex 1.1 }
1864    
1865     /*
1866     * present_arch(arch, map, x, y) searches for any objects with
1867     * a matching archetype at the given map and coordinates.
1868     * The first matching object is returned, or NULL if none.
1869     */
1870 root 1.24 object *
1871 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1872 root 1.24 {
1873 root 1.104 if (!m || out_of_map (m, x, y))
1874 root 1.24 {
1875     LOG (llevError, "Present_arch called outside map.\n");
1876     return NULL;
1877     }
1878 root 1.84
1879 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1880 root 1.24 if (tmp->arch == at)
1881 elmex 1.1 return tmp;
1882 root 1.84
1883 elmex 1.1 return NULL;
1884     }
1885    
1886     /*
1887     * present(type, map, x, y) searches for any objects with
1888     * a matching type variable at the given map and coordinates.
1889     * The first matching object is returned, or NULL if none.
1890     */
1891 root 1.24 object *
1892 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1893 root 1.24 {
1894     if (out_of_map (m, x, y))
1895     {
1896     LOG (llevError, "Present called outside map.\n");
1897     return NULL;
1898     }
1899 root 1.84
1900 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1901 root 1.24 if (tmp->type == type)
1902 elmex 1.1 return tmp;
1903 root 1.84
1904 elmex 1.1 return NULL;
1905     }
1906    
1907     /*
1908     * present_in_ob(type, object) searches for any objects with
1909     * a matching type variable in the inventory of the given object.
1910     * The first matching object is returned, or NULL if none.
1911     */
1912 root 1.24 object *
1913     present_in_ob (unsigned char type, const object *op)
1914     {
1915 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1916 root 1.24 if (tmp->type == type)
1917 elmex 1.1 return tmp;
1918 root 1.84
1919 elmex 1.1 return NULL;
1920     }
1921    
1922     /*
1923     * present_in_ob (type, str, object) searches for any objects with
1924     * a matching type & name variable in the inventory of the given object.
1925     * The first matching object is returned, or NULL if none.
1926     * This is mostly used by spell effect code, so that we only
1927     * have one spell effect at a time.
1928     * type can be used to narrow the search - if type is set,
1929     * the type must also match. -1 can be passed for the type,
1930     * in which case the type does not need to pass.
1931     * str is the string to match against. Note that we match against
1932     * the object name, not the archetype name. this is so that the
1933     * spell code can use one object type (force), but change it's name
1934     * to be unique.
1935     */
1936 root 1.24 object *
1937     present_in_ob_by_name (int type, const char *str, const object *op)
1938     {
1939 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1940 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1941     return tmp;
1942 elmex 1.1
1943 root 1.82 return 0;
1944 elmex 1.1 }
1945    
1946     /*
1947     * present_arch_in_ob(archetype, object) searches for any objects with
1948     * a matching archetype in the inventory of the given object.
1949     * The first matching object is returned, or NULL if none.
1950     */
1951 root 1.24 object *
1952     present_arch_in_ob (const archetype *at, const object *op)
1953     {
1954 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1955 root 1.24 if (tmp->arch == at)
1956 elmex 1.1 return tmp;
1957 root 1.82
1958 elmex 1.1 return NULL;
1959     }
1960    
1961     /*
1962     * activate recursively a flag on an object inventory
1963     */
1964 root 1.24 void
1965     flag_inv (object *op, int flag)
1966     {
1967     if (op->inv)
1968 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1969 root 1.24 {
1970     SET_FLAG (tmp, flag);
1971     flag_inv (tmp, flag);
1972 elmex 1.1 }
1973 root 1.82 }
1974    
1975     /*
1976     * deactivate recursively a flag on an object inventory
1977     */
1978 root 1.24 void
1979     unflag_inv (object *op, int flag)
1980     {
1981     if (op->inv)
1982 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1983 root 1.24 {
1984     CLEAR_FLAG (tmp, flag);
1985     unflag_inv (tmp, flag);
1986 elmex 1.1 }
1987     }
1988    
1989     /*
1990     * find_free_spot(object, map, x, y, start, stop) will search for
1991     * a spot at the given map and coordinates which will be able to contain
1992     * the given object. start and stop specifies how many squares
1993     * to search (see the freearr_x/y[] definition).
1994     * It returns a random choice among the alternatives found.
1995     * start and stop are where to start relative to the free_arr array (1,9
1996     * does all 4 immediate directions). This returns the index into the
1997     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1998     * Note - this only checks to see if there is space for the head of the
1999     * object - if it is a multispace object, this should be called for all
2000     * pieces.
2001     * Note2: This function does correctly handle tiled maps, but does not
2002     * inform the caller. However, insert_ob_in_map will update as
2003     * necessary, so the caller shouldn't need to do any special work.
2004     * Note - updated to take an object instead of archetype - this is necessary
2005     * because arch_blocked (now ob_blocked) needs to know the movement type
2006     * to know if the space in question will block the object. We can't use
2007     * the archetype because that isn't correct if the monster has been
2008     * customized, changed states, etc.
2009     */
2010 root 1.24 int
2011 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2012 root 1.24 {
2013 root 1.82 int index = 0, flag;
2014     int altern[SIZEOFFREE];
2015 root 1.24
2016 root 1.82 for (int i = start; i < stop; i++)
2017 root 1.24 {
2018     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2019     if (!flag)
2020 root 1.82 altern [index++] = i;
2021 root 1.24
2022     /* Basically, if we find a wall on a space, we cut down the search size.
2023     * In this way, we won't return spaces that are on another side of a wall.
2024     * This mostly work, but it cuts down the search size in all directions -
2025     * if the space being examined only has a wall to the north and empty
2026     * spaces in all the other directions, this will reduce the search space
2027     * to only the spaces immediately surrounding the target area, and
2028     * won't look 2 spaces south of the target space.
2029     */
2030 root 1.74 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2031 root 1.24 stop = maxfree[i];
2032 elmex 1.1 }
2033 root 1.74
2034 root 1.24 if (!index)
2035     return -1;
2036 root 1.74
2037 root 1.124 return altern [rndm (index)];
2038 elmex 1.1 }
2039    
2040     /*
2041 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2042 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2043     * But it will return the first available spot, not a random choice.
2044     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2045     */
2046 root 1.24 int
2047 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2048 root 1.24 {
2049 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2050     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2051     return i;
2052 root 1.24
2053     return -1;
2054 elmex 1.1 }
2055    
2056     /*
2057     * The function permute(arr, begin, end) randomly reorders the array
2058     * arr[begin..end-1].
2059 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2060 elmex 1.1 */
2061 root 1.24 static void
2062     permute (int *arr, int begin, int end)
2063 elmex 1.1 {
2064 root 1.82 arr += begin;
2065     end -= begin;
2066    
2067     while (--end)
2068 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2069 elmex 1.1 }
2070    
2071     /* new function to make monster searching more efficient, and effective!
2072     * This basically returns a randomized array (in the passed pointer) of
2073     * the spaces to find monsters. In this way, it won't always look for
2074     * monsters to the north first. However, the size of the array passed
2075     * covers all the spaces, so within that size, all the spaces within
2076     * the 3x3 area will be searched, just not in a predictable order.
2077     */
2078 root 1.24 void
2079     get_search_arr (int *search_arr)
2080 elmex 1.1 {
2081 root 1.82 int i;
2082 elmex 1.1
2083 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2084 root 1.82 search_arr[i] = i;
2085 elmex 1.1
2086 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2087     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2088     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2089 elmex 1.1 }
2090    
2091     /*
2092     * find_dir(map, x, y, exclude) will search some close squares in the
2093     * given map at the given coordinates for live objects.
2094     * It will not considered the object given as exclude among possible
2095     * live objects.
2096     * It returns the direction toward the first/closest live object if finds
2097     * any, otherwise 0.
2098     * Perhaps incorrectly, but I'm making the assumption that exclude
2099     * is actually want is going to try and move there. We need this info
2100     * because we have to know what movement the thing looking to move
2101     * there is capable of.
2102     */
2103 root 1.24 int
2104 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2105 root 1.24 {
2106 root 1.82 int i, max = SIZEOFFREE, mflags;
2107 root 1.29
2108     sint16 nx, ny;
2109 root 1.82 object *tmp;
2110     maptile *mp;
2111 root 1.29
2112     MoveType blocked, move_type;
2113 root 1.24
2114 root 1.155 if (exclude && exclude->head_ () != exclude)
2115 root 1.24 {
2116     exclude = exclude->head;
2117     move_type = exclude->move_type;
2118     }
2119     else
2120     {
2121     /* If we don't have anything, presume it can use all movement types. */
2122     move_type = MOVE_ALL;
2123     }
2124    
2125     for (i = 1; i < max; i++)
2126     {
2127     mp = m;
2128     nx = x + freearr_x[i];
2129     ny = y + freearr_y[i];
2130    
2131     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2132 root 1.75
2133 root 1.24 if (mflags & P_OUT_OF_MAP)
2134 root 1.75 max = maxfree[i];
2135 root 1.24 else
2136     {
2137 root 1.82 mapspace &ms = mp->at (nx, ny);
2138    
2139     blocked = ms.move_block;
2140 root 1.24
2141     if ((move_type & blocked) == move_type)
2142 root 1.75 max = maxfree[i];
2143 root 1.24 else if (mflags & P_IS_ALIVE)
2144     {
2145 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2146 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2147 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2148 root 1.75 break;
2149    
2150 root 1.24 if (tmp)
2151 root 1.75 return freedir[i];
2152 root 1.8 }
2153     }
2154 elmex 1.1 }
2155 root 1.75
2156 root 1.24 return 0;
2157 elmex 1.1 }
2158    
2159     /*
2160     * distance(object 1, object 2) will return the square of the
2161     * distance between the two given objects.
2162     */
2163 root 1.24 int
2164     distance (const object *ob1, const object *ob2)
2165     {
2166 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2167 elmex 1.1 }
2168    
2169     /*
2170     * find_dir_2(delta-x,delta-y) will return a direction in which
2171     * an object which has subtracted the x and y coordinates of another
2172     * object, needs to travel toward it.
2173     */
2174 root 1.24 int
2175     find_dir_2 (int x, int y)
2176     {
2177 root 1.75 int q;
2178 elmex 1.1
2179 root 1.24 if (y)
2180     q = x * 100 / y;
2181 elmex 1.1 else if (x)
2182 root 1.24 q = -300 * x;
2183 elmex 1.1 else
2184     return 0;
2185    
2186 root 1.24 if (y > 0)
2187     {
2188     if (q < -242)
2189     return 3;
2190     if (q < -41)
2191     return 2;
2192     if (q < 41)
2193     return 1;
2194     if (q < 242)
2195     return 8;
2196     return 7;
2197     }
2198 elmex 1.1
2199     if (q < -242)
2200 root 1.24 return 7;
2201 elmex 1.1 if (q < -41)
2202 root 1.24 return 6;
2203 elmex 1.1 if (q < 41)
2204 root 1.24 return 5;
2205 elmex 1.1 if (q < 242)
2206 root 1.24 return 4;
2207 elmex 1.1
2208 root 1.24 return 3;
2209 elmex 1.1 }
2210    
2211     /*
2212     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2213     * between two directions (which are expected to be absolute (see absdir())
2214     */
2215 root 1.24 int
2216     dirdiff (int dir1, int dir2)
2217     {
2218 root 1.82 int d;
2219 root 1.24
2220     d = abs (dir1 - dir2);
2221     if (d > 4)
2222 elmex 1.1 d = 8 - d;
2223 root 1.82
2224 elmex 1.1 return d;
2225     }
2226    
2227     /* peterm:
2228     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2229     * Basically, this is a table of directions, and what directions
2230     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2231     * This basically means that if direction is 15, then it could either go
2232     * direction 4, 14, or 16 to get back to where we are.
2233     * Moved from spell_util.c to object.c with the other related direction
2234     * functions.
2235     */
2236 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2237 root 1.24 {0, 0, 0}, /* 0 */
2238     {0, 0, 0}, /* 1 */
2239     {0, 0, 0}, /* 2 */
2240     {0, 0, 0}, /* 3 */
2241     {0, 0, 0}, /* 4 */
2242     {0, 0, 0}, /* 5 */
2243     {0, 0, 0}, /* 6 */
2244     {0, 0, 0}, /* 7 */
2245     {0, 0, 0}, /* 8 */
2246     {8, 1, 2}, /* 9 */
2247     {1, 2, -1}, /* 10 */
2248     {2, 10, 12}, /* 11 */
2249     {2, 3, -1}, /* 12 */
2250     {2, 3, 4}, /* 13 */
2251     {3, 4, -1}, /* 14 */
2252     {4, 14, 16}, /* 15 */
2253     {5, 4, -1}, /* 16 */
2254     {4, 5, 6}, /* 17 */
2255     {6, 5, -1}, /* 18 */
2256     {6, 20, 18}, /* 19 */
2257     {7, 6, -1}, /* 20 */
2258     {6, 7, 8}, /* 21 */
2259     {7, 8, -1}, /* 22 */
2260     {8, 22, 24}, /* 23 */
2261     {8, 1, -1}, /* 24 */
2262     {24, 9, 10}, /* 25 */
2263     {9, 10, -1}, /* 26 */
2264     {10, 11, -1}, /* 27 */
2265     {27, 11, 29}, /* 28 */
2266     {11, 12, -1}, /* 29 */
2267     {12, 13, -1}, /* 30 */
2268     {12, 13, 14}, /* 31 */
2269     {13, 14, -1}, /* 32 */
2270     {14, 15, -1}, /* 33 */
2271     {33, 15, 35}, /* 34 */
2272     {16, 15, -1}, /* 35 */
2273     {17, 16, -1}, /* 36 */
2274     {18, 17, 16}, /* 37 */
2275     {18, 17, -1}, /* 38 */
2276     {18, 19, -1}, /* 39 */
2277     {41, 19, 39}, /* 40 */
2278     {19, 20, -1}, /* 41 */
2279     {20, 21, -1}, /* 42 */
2280     {20, 21, 22}, /* 43 */
2281     {21, 22, -1}, /* 44 */
2282     {23, 22, -1}, /* 45 */
2283     {45, 47, 23}, /* 46 */
2284     {23, 24, -1}, /* 47 */
2285     {24, 9, -1}
2286     }; /* 48 */
2287 elmex 1.1
2288     /* Recursive routine to step back and see if we can
2289     * find a path to that monster that we found. If not,
2290     * we don't bother going toward it. Returns 1 if we
2291     * can see a direct way to get it
2292     * Modified to be map tile aware -.MSW
2293     */
2294 root 1.24 int
2295 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2296 root 1.24 {
2297 root 1.29 sint16 dx, dy;
2298 root 1.75 int mflags;
2299 root 1.24
2300     if (dir < 0)
2301     return 0; /* exit condition: invalid direction */
2302    
2303     dx = x + freearr_x[dir];
2304     dy = y + freearr_y[dir];
2305    
2306     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2307    
2308     /* This functional arguably was incorrect before - it was
2309     * checking for P_WALL - that was basically seeing if
2310     * we could move to the monster - this is being more
2311     * literal on if we can see it. To know if we can actually
2312     * move to the monster, we'd need the monster passed in or
2313     * at least its move type.
2314     */
2315     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2316     return 0;
2317    
2318     /* yes, can see. */
2319     if (dir < 9)
2320     return 1;
2321 root 1.75
2322     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2323     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2324     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2325 root 1.24 }
2326    
2327 elmex 1.1 /*
2328     * can_pick(picker, item): finds out if an object is possible to be
2329     * picked up by the picker. Returnes 1 if it can be
2330     * picked up, otherwise 0.
2331     *
2332     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2333     * core dumps if they do.
2334     *
2335     * Add a check so we can't pick up invisible objects (0.93.8)
2336     */
2337 root 1.24 int
2338     can_pick (const object *who, const object *item)
2339     {
2340     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2341     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2342     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2343 elmex 1.1 }
2344    
2345     /*
2346     * create clone from object to another
2347     */
2348 root 1.24 object *
2349     object_create_clone (object *asrc)
2350     {
2351 root 1.155 object *dst = 0, *tmp, *src, *prev, *item;
2352 elmex 1.1
2353 root 1.24 if (!asrc)
2354 root 1.62 return 0;
2355    
2356 root 1.155 src = asrc->head_ ();
2357 root 1.24
2358 root 1.62 prev = 0;
2359 root 1.155 for (object *part = src; part; part = part->more)
2360 root 1.24 {
2361 root 1.65 tmp = part->clone ();
2362 root 1.24 tmp->x -= src->x;
2363     tmp->y -= src->y;
2364 root 1.62
2365 root 1.24 if (!part->head)
2366     {
2367     dst = tmp;
2368 root 1.62 tmp->head = 0;
2369 root 1.24 }
2370     else
2371 root 1.75 tmp->head = dst;
2372 root 1.62
2373     tmp->more = 0;
2374    
2375 root 1.24 if (prev)
2376     prev->more = tmp;
2377 root 1.62
2378 root 1.24 prev = tmp;
2379 elmex 1.1 }
2380 root 1.24
2381     for (item = src->inv; item; item = item->below)
2382 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2383 elmex 1.1
2384 root 1.24 return dst;
2385 elmex 1.1 }
2386    
2387     /* This returns the first object in who's inventory that
2388     * has the same type and subtype match.
2389     * returns NULL if no match.
2390     */
2391 root 1.24 object *
2392     find_obj_by_type_subtype (const object *who, int type, int subtype)
2393 elmex 1.1 {
2394 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2395 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2396     return tmp;
2397 elmex 1.1
2398 root 1.82 return 0;
2399 elmex 1.1 }
2400    
2401     /* If ob has a field named key, return the link from the list,
2402     * otherwise return NULL.
2403     *
2404     * key must be a passed in shared string - otherwise, this won't
2405     * do the desired thing.
2406     */
2407 root 1.24 key_value *
2408     get_ob_key_link (const object *ob, const char *key)
2409     {
2410 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2411 root 1.48 if (link->key == key)
2412     return link;
2413 root 1.24
2414 root 1.82 return 0;
2415 root 1.24 }
2416 elmex 1.1
2417     /*
2418     * Returns the value of op has an extra_field for key, or NULL.
2419     *
2420     * The argument doesn't need to be a shared string.
2421     *
2422     * The returned string is shared.
2423     */
2424 root 1.24 const char *
2425     get_ob_key_value (const object *op, const char *const key)
2426     {
2427 root 1.35 key_value *link;
2428     shstr_cmp canonical_key (key);
2429 root 1.24
2430 root 1.35 if (!canonical_key)
2431 root 1.24 {
2432     /* 1. There being a field named key on any object
2433     * implies there'd be a shared string to find.
2434     * 2. Since there isn't, no object has this field.
2435     * 3. Therefore, *this* object doesn't have this field.
2436     */
2437 root 1.35 return 0;
2438 elmex 1.1 }
2439    
2440 root 1.24 /* This is copied from get_ob_key_link() above -
2441     * only 4 lines, and saves the function call overhead.
2442     */
2443 root 1.35 for (link = op->key_values; link; link = link->next)
2444     if (link->key == canonical_key)
2445     return link->value;
2446    
2447     return 0;
2448 elmex 1.1 }
2449    
2450     /*
2451     * Updates the canonical_key in op to value.
2452     *
2453     * canonical_key is a shared string (value doesn't have to be).
2454     *
2455     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2456     * keys.
2457     *
2458     * Returns TRUE on success.
2459     */
2460 root 1.24 int
2461     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2462     {
2463 root 1.82 key_value *field = NULL, *last = NULL;
2464 root 1.24
2465     for (field = op->key_values; field != NULL; field = field->next)
2466     {
2467     if (field->key != canonical_key)
2468     {
2469     last = field;
2470     continue;
2471     }
2472    
2473     if (value)
2474     field->value = value;
2475     else
2476     {
2477     /* Basically, if the archetype has this key set,
2478     * we need to store the null value so when we save
2479     * it, we save the empty value so that when we load,
2480     * we get this value back again.
2481     */
2482 root 1.159 if (get_ob_key_link (op->arch, canonical_key))
2483 root 1.24 field->value = 0;
2484     else
2485     {
2486     if (last)
2487     last->next = field->next;
2488     else
2489     op->key_values = field->next;
2490    
2491 root 1.29 delete field;
2492 root 1.24 }
2493     }
2494     return TRUE;
2495     }
2496     /* IF we get here, key doesn't exist */
2497    
2498     /* No field, we'll have to add it. */
2499    
2500     if (!add_key)
2501 root 1.82 return FALSE;
2502    
2503 root 1.24 /* There isn't any good reason to store a null
2504     * value in the key/value list. If the archetype has
2505     * this key, then we should also have it, so shouldn't
2506     * be here. If user wants to store empty strings,
2507     * should pass in ""
2508     */
2509     if (value == NULL)
2510 elmex 1.1 return TRUE;
2511 root 1.24
2512     field = new key_value;
2513    
2514     field->key = canonical_key;
2515     field->value = value;
2516     /* Usual prepend-addition. */
2517     field->next = op->key_values;
2518     op->key_values = field;
2519    
2520     return TRUE;
2521 elmex 1.1 }
2522    
2523     /*
2524     * Updates the key in op to value.
2525     *
2526     * If add_key is FALSE, this will only update existing keys,
2527     * and not add new ones.
2528     * In general, should be little reason FALSE is ever passed in for add_key
2529     *
2530     * Returns TRUE on success.
2531     */
2532 root 1.24 int
2533     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2534 root 1.11 {
2535 root 1.29 shstr key_ (key);
2536 root 1.24
2537 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2538 elmex 1.1 }
2539 root 1.31
2540 root 1.34 object::depth_iterator::depth_iterator (object *container)
2541     : iterator_base (container)
2542     {
2543     while (item->inv)
2544     item = item->inv;
2545     }
2546    
2547 root 1.31 void
2548 root 1.34 object::depth_iterator::next ()
2549 root 1.31 {
2550 root 1.34 if (item->below)
2551     {
2552     item = item->below;
2553    
2554     while (item->inv)
2555     item = item->inv;
2556     }
2557 root 1.31 else
2558 root 1.34 item = item->env;
2559 root 1.31 }
2560 root 1.34
2561 elmex 1.97 const char *
2562     object::flag_desc (char *desc, int len) const
2563     {
2564     char *p = desc;
2565     bool first = true;
2566    
2567 root 1.101 *p = 0;
2568    
2569 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2570     {
2571     if (len <= 10) // magic constant!
2572     {
2573     snprintf (p, len, ",...");
2574     break;
2575     }
2576    
2577 root 1.101 if (flag [i])
2578 elmex 1.97 {
2579     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2580     len -= cnt;
2581     p += cnt;
2582     first = false;
2583     }
2584     }
2585    
2586     return desc;
2587     }
2588    
2589 root 1.101 // return a suitable string describing an object in enough detail to find it
2590 root 1.36 const char *
2591     object::debug_desc (char *info) const
2592     {
2593 elmex 1.97 char flagdesc[512];
2594     char info2[256 * 4];
2595 root 1.36 char *p = info;
2596    
2597 elmex 1.127 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2598 elmex 1.97 count, uuid.seq,
2599 root 1.36 &name,
2600 root 1.117 title ? "\",title:\"" : "",
2601 elmex 1.97 title ? (const char *)title : "",
2602     flag_desc (flagdesc, 512), type);
2603 root 1.36
2604 elmex 1.181 if (!this->flag[FLAG_REMOVED] && env)
2605 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2606    
2607     if (map)
2608 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2609 root 1.36
2610     return info;
2611     }
2612    
2613     const char *
2614     object::debug_desc () const
2615     {
2616 root 1.143 static char info[3][256 * 4];
2617     static int info_idx;
2618 root 1.36
2619 root 1.143 return debug_desc (info [++info_idx % 3]);
2620 root 1.114 }
2621    
2622 root 1.125 struct region *
2623     object::region () const
2624     {
2625     return map ? map->region (x, y)
2626     : region::default_region ();
2627     }
2628    
2629 root 1.129 const materialtype_t *
2630     object::dominant_material () const
2631     {
2632 root 1.165 if (materialtype_t *mt = name_to_material (materialname))
2633     return mt;
2634 root 1.129
2635 root 1.165 return name_to_material (shstr_unknown);
2636 root 1.129 }
2637    
2638 root 1.130 void
2639     object::open_container (object *new_container)
2640     {
2641     if (container == new_container)
2642     return;
2643    
2644     if (object *old_container = container)
2645     {
2646     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2647     return;
2648    
2649     #if 0
2650     // remove the "Close old_container" object.
2651     if (object *closer = old_container->inv)
2652     if (closer->type == CLOSE_CON)
2653     closer->destroy ();
2654     #endif
2655    
2656     old_container->flag [FLAG_APPLIED] = 0;
2657     container = 0;
2658    
2659     esrv_update_item (UPD_FLAGS, this, old_container);
2660     new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2661 root 1.177 play_sound (sound_find ("chest_close"));
2662 root 1.130 }
2663    
2664     if (new_container)
2665     {
2666     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2667     return;
2668    
2669     // TODO: this does not seem to serve any purpose anymore?
2670     #if 0
2671     // insert the "Close Container" object.
2672     if (archetype *closer = new_container->other_arch)
2673     {
2674     object *closer = arch_to_object (new_container->other_arch);
2675     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2676     new_container->insert (closer);
2677     }
2678     #endif
2679    
2680 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2681    
2682 root 1.130 new_container->flag [FLAG_APPLIED] = 1;
2683     container = new_container;
2684    
2685     esrv_update_item (UPD_FLAGS, this, new_container);
2686 root 1.131 esrv_send_inventory (this, new_container);
2687 root 1.177 play_sound (sound_find ("chest_open"));
2688 root 1.130 }
2689     }
2690    
2691 root 1.164 object *
2692     object::force_find (const shstr name)
2693     {
2694     /* cycle through his inventory to look for the MARK we want to
2695     * place
2696     */
2697     for (object *tmp = inv; tmp; tmp = tmp->below)
2698     if (tmp->type == FORCE && tmp->slaying == name)
2699     return splay (tmp);
2700    
2701     return 0;
2702     }
2703    
2704     void
2705     object::force_add (const shstr name, int duration)
2706     {
2707     if (object *force = force_find (name))
2708     force->destroy ();
2709    
2710     object *force = get_archetype (FORCE_NAME);
2711    
2712     force->slaying = name;
2713     force->stats.food = 1;
2714     force->speed_left = -1.f;
2715    
2716     force->set_speed (duration ? 1.f / duration : 0.f);
2717     force->flag [FLAG_IS_USED_UP] = true;
2718     force->flag [FLAG_APPLIED] = true;
2719    
2720     insert (force);
2721     }
2722    
2723 root 1.178 void
2724     object::play_sound (faceidx sound) const
2725     {
2726     if (!sound)
2727     return;
2728    
2729     if (flag [FLAG_REMOVED])
2730     return;
2731    
2732     if (env)
2733     {
2734     if (object *pl = in_player ())
2735     pl->contr->play_sound (sound);
2736     }
2737     else
2738     map->play_sound (sound, x, y);
2739     }
2740