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Revision: 1.185
Committed: Fri Aug 24 01:23:29 2007 UTC (16 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.184: +1 -1 lines
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# 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 root 1.24 object *
380     get_nearest_part (object *op, const object *pl)
381     {
382     object *tmp, *closest;
383     int last_dist, i;
384    
385     if (op->more == NULL)
386 elmex 1.1 return op;
387 root 1.24 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
388     if ((i = distance (tmp, pl)) < last_dist)
389     closest = tmp, last_dist = i;
390 elmex 1.1 return closest;
391     }
392    
393     /*
394     * Returns the object which has the count-variable equal to the argument.
395     */
396 root 1.24 object *
397     find_object (tag_t i)
398     {
399 root 1.112 for_all_objects (op)
400     if (op->count == i)
401     return op;
402    
403     return 0;
404 elmex 1.1 }
405    
406     /*
407     * Returns the first object which has a name equal to the argument.
408     * Used only by the patch command, but not all that useful.
409     * Enables features like "patch <name-of-other-player> food 999"
410     */
411 root 1.24 object *
412     find_object_name (const char *str)
413     {
414 root 1.35 shstr_cmp str_ (str);
415 elmex 1.1 object *op;
416 root 1.24
417 root 1.108 for_all_objects (op)
418 root 1.35 if (op->name == str_)
419 elmex 1.1 break;
420 root 1.11
421 elmex 1.1 return op;
422     }
423    
424 root 1.24 void
425     free_all_object_data ()
426 root 1.14 {
427     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
428 elmex 1.1 }
429    
430     /*
431     * Sets the owner and sets the skill and exp pointers to owner's current
432     * skill and experience objects.
433 root 1.183 * ACTUALLY NO! investigate! TODO
434 elmex 1.1 */
435 root 1.24 void
436 root 1.30 object::set_owner (object *owner)
437 elmex 1.1 {
438 root 1.183 // allow objects which own objects
439     if (owner)
440     while (owner->owner)
441     owner = owner->owner;
442 elmex 1.1
443 root 1.30 this->owner = owner;
444 elmex 1.1 }
445    
446 root 1.148 int
447     object::slottype () const
448     {
449     if (type == SKILL)
450     {
451     if (IS_COMBAT_SKILL (subtype)) return slot_combat;
452     if (IS_RANGED_SKILL (subtype)) return slot_ranged;
453     }
454     else
455     {
456     if (slot [body_combat].info) return slot_combat;
457     if (slot [body_range ].info) return slot_ranged;
458     }
459    
460     return slot_none;
461     }
462    
463 root 1.147 bool
464     object::change_weapon (object *ob)
465 root 1.144 {
466     if (current_weapon == ob)
467 root 1.147 return true;
468 root 1.146
469 root 1.150 if (chosen_skill)
470     chosen_skill->flag [FLAG_APPLIED] = false;
471    
472 root 1.144 current_weapon = ob;
473 root 1.147 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
474 root 1.146
475 root 1.150 if (chosen_skill)
476     chosen_skill->flag [FLAG_APPLIED] = true;
477    
478 root 1.144 update_stats ();
479 root 1.147
480     if (ob)
481     {
482     // now check wether any body locations became invalid, in which case
483     // we cannot apply the weapon at the moment.
484     for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485     if (slot[i].used < 0)
486     {
487     current_weapon = chosen_skill = 0;
488     update_stats ();
489    
490     new_draw_info_format (NDI_UNIQUE, 0, this,
491 root 1.156 "You try to balance all your items at once, "
492     "but the %s is just too much for your body. "
493     "[You need to unapply some items first.]", &ob->name);
494 root 1.147 return false;
495     }
496    
497 root 1.148 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 root 1.147 }
499     else
500 root 1.148 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501 root 1.147
502 root 1.151 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
503     {
504     LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
505     &name, ob->debug_desc ());
506     return false;
507     }
508    
509 root 1.147 return true;
510 root 1.144 }
511    
512 elmex 1.1 /* Zero the key_values on op, decrementing the shared-string
513     * refcounts and freeing the links.
514     */
515 root 1.24 static void
516     free_key_values (object *op)
517 root 1.11 {
518 root 1.137 for (key_value *i = op->key_values; i; )
519 root 1.11 {
520     key_value *next = i->next;
521     delete i;
522 root 1.24
523 root 1.11 i = next;
524 elmex 1.1 }
525 root 1.24
526 root 1.11 op->key_values = 0;
527 elmex 1.1 }
528    
529 root 1.137 object &
530     object::operator =(const object &src)
531 root 1.11 {
532 root 1.137 bool is_freed = flag [FLAG_FREED];
533     bool is_removed = flag [FLAG_REMOVED];
534 root 1.59
535 root 1.137 *(object_copy *)this = src;
536 elmex 1.1
537 root 1.137 flag [FLAG_FREED] = is_freed;
538     flag [FLAG_REMOVED] = is_removed;
539 elmex 1.1
540 root 1.11 /* Copy over key_values, if any. */
541 root 1.137 if (src.key_values)
542 root 1.14 {
543 root 1.23 key_value *tail = 0;
544 root 1.137 key_values = 0;
545 elmex 1.1
546 root 1.137 for (key_value *i = src.key_values; i; i = i->next)
547 root 1.11 {
548     key_value *new_link = new key_value;
549 root 1.8
550 root 1.24 new_link->next = 0;
551     new_link->key = i->key;
552 root 1.11 new_link->value = i->value;
553    
554     /* Try and be clever here, too. */
555 root 1.137 if (!key_values)
556 root 1.11 {
557 root 1.137 key_values = new_link;
558 root 1.11 tail = new_link;
559 root 1.8 }
560 root 1.11 else
561     {
562     tail->next = new_link;
563     tail = new_link;
564     }
565 root 1.14 }
566     }
567 root 1.137 }
568    
569     /*
570     * copy_to first frees everything allocated by the dst object,
571     * and then copies the contents of itself into the second
572     * object, allocating what needs to be allocated. Basically, any
573     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
574     * if the first object is freed, the pointers in the new object
575     * will point at garbage.
576     */
577     void
578     object::copy_to (object *dst)
579     {
580     *dst = *this;
581    
582     if (speed < 0)
583 root 1.185 dst->speed_left -= rndm ();
584 root 1.2
585 root 1.87 dst->set_speed (dst->speed);
586 elmex 1.1 }
587    
588 root 1.133 void
589     object::instantiate ()
590     {
591     if (!uuid.seq) // HACK
592     uuid = gen_uuid ();
593    
594     speed_left = -0.1f;
595     /* copy the body_info to the body_used - this is only really
596     * need for monsters, but doesn't hurt to do it for everything.
597     * by doing so, when a monster is created, it has good starting
598     * values for the body_used info, so when items are created
599     * for it, they can be properly equipped.
600     */
601 root 1.145 for (int i = NUM_BODY_LOCATIONS; i--; )
602     slot[i].used = slot[i].info;
603 root 1.133
604     attachable::instantiate ();
605     }
606    
607 root 1.65 object *
608     object::clone ()
609     {
610     object *neu = create ();
611     copy_to (neu);
612     return neu;
613     }
614    
615 elmex 1.1 /*
616     * If an object with the IS_TURNABLE() flag needs to be turned due
617     * to the closest player being on the other side, this function can
618     * be called to update the face variable, _and_ how it looks on the map.
619     */
620 root 1.24 void
621     update_turn_face (object *op)
622     {
623 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
624 root 1.24 return;
625 root 1.96
626 root 1.24 SET_ANIMATION (op, op->direction);
627     update_object (op, UP_OBJ_FACE);
628 elmex 1.1 }
629    
630     /*
631     * Updates the speed of an object. If the speed changes from 0 to another
632     * value, or vice versa, then add/remove the object from the active list.
633     * This function needs to be called whenever the speed of an object changes.
634     */
635 root 1.24 void
636 root 1.87 object::set_speed (float speed)
637 root 1.24 {
638 root 1.87 if (flag [FLAG_FREED] && speed)
639 root 1.24 {
640 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
641     speed = 0;
642 elmex 1.1 }
643 root 1.31
644 root 1.87 this->speed = speed;
645    
646 elmex 1.97 if (has_active_speed ())
647 root 1.98 activate ();
648 root 1.24 else
649 root 1.98 deactivate ();
650 elmex 1.1 }
651    
652     /*
653 root 1.75 * update_object() updates the the map.
654 elmex 1.1 * It takes into account invisible objects (and represent squares covered
655     * by invisible objects by whatever is below them (unless it's another
656     * invisible object, etc...)
657     * If the object being updated is beneath a player, the look-window
658     * of that player is updated (this might be a suboptimal way of
659     * updating that window, though, since update_object() is called _often_)
660     *
661     * action is a hint of what the caller believes need to be done.
662     * current action are:
663     * UP_OBJ_INSERT: op was inserted
664     * UP_OBJ_REMOVE: op was removed
665     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
666     * as that is easier than trying to look at what may have changed.
667     * UP_OBJ_FACE: only the objects face has changed.
668     */
669 root 1.24 void
670     update_object (object *op, int action)
671     {
672     if (op == NULL)
673     {
674     /* this should never happen */
675     LOG (llevDebug, "update_object() called for NULL object.\n");
676     return;
677 elmex 1.1 }
678 root 1.24
679 root 1.75 if (op->env)
680 root 1.24 {
681     /* Animation is currently handled by client, so nothing
682     * to do in this case.
683     */
684     return;
685 elmex 1.1 }
686    
687 root 1.24 /* If the map is saving, don't do anything as everything is
688     * going to get freed anyways.
689     */
690     if (!op->map || op->map->in_memory == MAP_SAVING)
691     return;
692    
693     /* make sure the object is within map boundaries */
694 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
695 root 1.24 {
696     LOG (llevError, "update_object() called for object out of map!\n");
697 elmex 1.1 #ifdef MANY_CORES
698 root 1.24 abort ();
699 elmex 1.1 #endif
700 root 1.24 return;
701 elmex 1.1 }
702    
703 root 1.76 mapspace &m = op->ms ();
704 elmex 1.1
705 root 1.99 if (!(m.flags_ & P_UPTODATE))
706 root 1.75 /* nop */;
707     else if (action == UP_OBJ_INSERT)
708     {
709     // this is likely overkill, TODO: revisit (schmorp)
710     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
711     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
712     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
713     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
714     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
715     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
716     || (m.move_on | op->move_on ) != m.move_on
717     || (m.move_off | op->move_off ) != m.move_off
718     || (m.move_slow | op->move_slow) != m.move_slow
719     /* This isn't perfect, but I don't expect a lot of objects to
720     * to have move_allow right now.
721     */
722     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
723     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
724 root 1.99 m.flags_ = 0;
725 root 1.75 }
726     /* if the object is being removed, we can't make intelligent
727     * decisions, because remove_ob can't really pass the object
728     * that is being removed.
729     */
730 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
731 root 1.99 m.flags_ = 0;
732 root 1.24 else if (action == UP_OBJ_FACE)
733 root 1.29 /* Nothing to do for that case */ ;
734 root 1.24 else
735 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
736 elmex 1.1
737 root 1.75 if (op->more)
738 root 1.24 update_object (op->more, action);
739 elmex 1.1 }
740    
741 root 1.21 object::object ()
742     {
743 root 1.22 SET_FLAG (this, FLAG_REMOVED);
744    
745     expmul = 1.0;
746     face = blank_face;
747     }
748    
749     object::~object ()
750     {
751 root 1.121 unlink ();
752 root 1.119
753 root 1.22 free_key_values (this);
754     }
755    
756 root 1.112 static int object_count;
757    
758 root 1.24 void object::link ()
759 root 1.22 {
760 root 1.112 assert (!index);//D
761 root 1.41 uuid = gen_uuid ();
762 root 1.112 count = ++object_count;
763 root 1.21
764 root 1.109 refcnt_inc ();
765 root 1.108 objects.insert (this);
766 root 1.21 }
767    
768 root 1.24 void object::unlink ()
769 root 1.21 {
770 root 1.121 if (!index)
771     return;
772    
773 root 1.108 objects.erase (this);
774 root 1.109 refcnt_dec ();
775 root 1.98 }
776    
777 root 1.96 void
778 root 1.98 object::activate ()
779 root 1.96 {
780 root 1.98 /* If already on active list, don't do anything */
781 root 1.108 if (active)
782 root 1.98 return;
783    
784 elmex 1.97 if (has_active_speed ())
785 root 1.108 actives.insert (this);
786 root 1.98 }
787 root 1.96
788 root 1.98 void
789     object::activate_recursive ()
790     {
791     activate ();
792    
793 root 1.104 for (object *op = inv; op; op = op->below)
794 root 1.98 op->activate_recursive ();
795 root 1.96 }
796    
797     /* This function removes object 'op' from the list of active
798     * objects.
799     * This should only be used for style maps or other such
800     * reference maps where you don't want an object that isn't
801     * in play chewing up cpu time getting processed.
802     * The reverse of this is to call update_ob_speed, which
803     * will do the right thing based on the speed of the object.
804     */
805     void
806 root 1.98 object::deactivate ()
807 root 1.96 {
808     /* If not on the active list, nothing needs to be done */
809 root 1.108 if (!active)
810 root 1.96 return;
811    
812 root 1.108 actives.erase (this);
813 root 1.98 }
814 root 1.96
815 root 1.98 void
816     object::deactivate_recursive ()
817     {
818 root 1.104 for (object *op = inv; op; op = op->below)
819 root 1.98 op->deactivate_recursive ();
820    
821     deactivate ();
822 root 1.96 }
823    
824 root 1.106 void
825     object::set_flag_inv (int flag, int value)
826     {
827     for (object *op = inv; op; op = op->below)
828     {
829     op->flag [flag] = value;
830     op->set_flag_inv (flag, value);
831     }
832     }
833    
834 root 1.89 /*
835     * Remove and free all objects in the inventory of the given object.
836     * object.c ?
837     */
838     void
839     object::destroy_inv (bool drop_to_ground)
840     {
841 root 1.94 // need to check first, because the checks below might segfault
842     // as we might be on an invalid mapspace and crossfire code
843     // is too buggy to ensure that the inventory is empty.
844     // corollary: if you create arrows etc. with stuff in tis inventory,
845     // cf will crash below with off-map x and y
846     if (!inv)
847     return;
848    
849 root 1.89 /* Only if the space blocks everything do we not process -
850     * if some form of movement is allowed, let objects
851     * drop on that space.
852     */
853 root 1.92 if (!drop_to_ground
854     || !map
855     || map->in_memory != MAP_IN_MEMORY
856 root 1.122 || map->nodrop
857 root 1.95 || ms ().move_block == MOVE_ALL)
858 root 1.89 {
859     while (inv)
860 root 1.92 {
861     inv->destroy_inv (drop_to_ground);
862     inv->destroy ();
863     }
864 root 1.89 }
865     else
866     { /* Put objects in inventory onto this space */
867     while (inv)
868     {
869     object *op = inv;
870    
871     if (op->flag [FLAG_STARTEQUIP]
872     || op->flag [FLAG_NO_DROP]
873     || op->type == RUNE
874     || op->type == TRAP
875 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
876     || op->flag [FLAG_DESTROY_ON_DEATH])
877 root 1.89 op->destroy ();
878     else
879 root 1.93 map->insert (op, x, y);
880 root 1.89 }
881     }
882     }
883    
884 root 1.21 object *object::create ()
885     {
886 root 1.42 object *op = new object;
887 root 1.22 op->link ();
888     return op;
889 root 1.21 }
890 elmex 1.1
891 root 1.82 void
892     object::do_destroy ()
893 root 1.14 {
894 root 1.112 attachable::do_destroy ();
895    
896 root 1.82 if (flag [FLAG_IS_LINKED])
897     remove_button_link (this);
898 root 1.29
899 root 1.82 if (flag [FLAG_FRIENDLY])
900 root 1.140 remove_friendly_object (this);
901 root 1.32
902 root 1.82 if (!flag [FLAG_REMOVED])
903 root 1.63 remove ();
904 root 1.14
905 root 1.112 destroy_inv (true);
906 root 1.14
907 root 1.112 deactivate ();
908     unlink ();
909 root 1.92
910 root 1.82 flag [FLAG_FREED] = 1;
911 root 1.14
912 root 1.57 // hack to ensure that freed objects still have a valid map
913     {
914     static maptile *freed_map; // freed objects are moved here to avoid crashes
915    
916     if (!freed_map)
917     {
918     freed_map = new maptile;
919    
920     freed_map->name = "/internal/freed_objects_map";
921     freed_map->width = 3;
922     freed_map->height = 3;
923    
924 root 1.96 freed_map->alloc ();
925 root 1.103 freed_map->in_memory = MAP_IN_MEMORY;
926 root 1.57 }
927    
928     map = freed_map;
929     x = 1;
930     y = 1;
931     }
932    
933 root 1.88 if (more)
934     {
935     more->destroy ();
936     more = 0;
937     }
938 root 1.82
939 root 1.162 head = 0;
940    
941     // clear those pointers that likely might cause circular references
942     owner = 0;
943     enemy = 0;
944     attacked_by = 0;
945     current_weapon = 0;
946 root 1.82 }
947    
948     void
949     object::destroy (bool destroy_inventory)
950     {
951     if (destroyed ())
952     return;
953    
954     if (destroy_inventory)
955 root 1.89 destroy_inv (false);
956 root 1.22
957 root 1.173 if (is_head ())
958     if (sound_destroy)
959     play_sound (sound_destroy);
960     else if (flag [FLAG_MONSTER])
961     play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
962 root 1.169
963 root 1.82 attachable::destroy ();
964 elmex 1.1 }
965    
966     /*
967     * sub_weight() recursively (outwards) subtracts a number from the
968     * weight of an object (and what is carried by it's environment(s)).
969     */
970 root 1.24 void
971     sub_weight (object *op, signed long weight)
972     {
973     while (op != NULL)
974     {
975     if (op->type == CONTAINER)
976 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
977    
978 root 1.24 op->carrying -= weight;
979     op = op->env;
980 elmex 1.1 }
981     }
982    
983 root 1.63 /* op->remove ():
984 elmex 1.1 * This function removes the object op from the linked list of objects
985     * which it is currently tied to. When this function is done, the
986     * object will have no environment. If the object previously had an
987     * environment, the x and y coordinates will be updated to
988     * the previous environment.
989     */
990 root 1.24 void
991 root 1.128 object::do_remove ()
992 root 1.24 {
993 root 1.45 object *tmp, *last = 0;
994     object *otmp;
995 root 1.26
996 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
997 root 1.29 return;
998 root 1.24
999 root 1.59 SET_FLAG (this, FLAG_REMOVED);
1000 root 1.82 INVOKE_OBJECT (REMOVE, this);
1001 root 1.26
1002 root 1.59 if (more)
1003     more->remove ();
1004 root 1.24
1005     /*
1006     * In this case, the object to be removed is in someones
1007     * inventory.
1008     */
1009 root 1.59 if (env)
1010 root 1.24 {
1011 root 1.59 if (nrof)
1012     sub_weight (env, weight * nrof);
1013 root 1.24 else
1014 root 1.59 sub_weight (env, weight + carrying);
1015 root 1.24
1016     /* NO_FIX_PLAYER is set when a great many changes are being
1017     * made to players inventory. If set, avoiding the call
1018     * to save cpu time.
1019     */
1020 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1021 root 1.78 otmp->update_stats ();
1022 root 1.24
1023 root 1.96 if (above)
1024 root 1.59 above->below = below;
1025 root 1.24 else
1026 root 1.59 env->inv = below;
1027 root 1.24
1028 root 1.96 if (below)
1029 root 1.59 below->above = above;
1030 root 1.24
1031     /* we set up values so that it could be inserted into
1032     * the map, but we don't actually do that - it is up
1033     * to the caller to decide what we want to do.
1034     */
1035 root 1.59 x = env->x, y = env->y;
1036     map = env->map;
1037     above = 0, below = 0;
1038     env = 0;
1039     }
1040     else if (map)
1041     {
1042 root 1.96 if (type == PLAYER)
1043     {
1044 root 1.130 // leaving a spot always closes any open container on the ground
1045     if (container && !container->env)
1046     // this causes spurious floorbox updates, but it ensures
1047     // that the CLOSE event is being sent.
1048     close_container ();
1049    
1050 root 1.96 --map->players;
1051 root 1.100 map->touch ();
1052 root 1.96 }
1053    
1054 root 1.98 map->dirty = true;
1055 root 1.117 mapspace &ms = this->ms ();
1056 elmex 1.1
1057 root 1.29 /* link the object above us */
1058 root 1.59 if (above)
1059     above->below = below;
1060 root 1.29 else
1061 root 1.117 ms.top = below; /* we were top, set new top */
1062 root 1.24
1063 root 1.29 /* Relink the object below us, if there is one */
1064 root 1.59 if (below)
1065     below->above = above;
1066 root 1.29 else
1067     {
1068     /* Nothing below, which means we need to relink map object for this space
1069     * use translated coordinates in case some oddness with map tiling is
1070     * evident
1071     */
1072 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1073 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 ());
1074 elmex 1.1
1075 root 1.117 ms.bot = above; /* goes on above it. */
1076 root 1.8 }
1077 root 1.26
1078 root 1.59 above = 0;
1079     below = 0;
1080 root 1.26
1081 root 1.59 if (map->in_memory == MAP_SAVING)
1082 root 1.29 return;
1083 elmex 1.1
1084 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1085 elmex 1.1
1086 root 1.175 if (object *pl = ms.player ())
1087     {
1088     if (pl->container == this)
1089     /* If a container that the player is currently using somehow gets
1090     * removed (most likely destroyed), update the player view
1091     * appropriately.
1092     */
1093     pl->close_container ();
1094    
1095     pl->contr->ns->floorbox_update ();
1096     }
1097    
1098 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1099 root 1.24 {
1100 root 1.29 /* No point updating the players look faces if he is the object
1101     * being removed.
1102 root 1.24 */
1103 root 1.29
1104 root 1.96 /* See if object moving off should effect something */
1105 root 1.50 if (check_walk_off
1106 root 1.59 && ((move_type & tmp->move_off)
1107     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1108 root 1.29 {
1109 elmex 1.72 move_apply (tmp, this, 0);
1110 root 1.24
1111 root 1.59 if (destroyed ())
1112 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1113 root 1.8 }
1114    
1115 root 1.29 last = tmp;
1116     }
1117 root 1.26
1118 root 1.96 /* last == NULL if there are no objects on this space */
1119     //TODO: this makes little sense, why only update the topmost object?
1120 root 1.59 if (!last)
1121 root 1.99 map->at (x, y).flags_ = 0;
1122 root 1.29 else
1123     update_object (last, UP_OBJ_REMOVE);
1124 root 1.26
1125 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1126 root 1.59 update_all_los (map, x, y);
1127 elmex 1.1 }
1128     }
1129    
1130     /*
1131     * merge_ob(op,top):
1132     *
1133     * This function goes through all objects below and including top, and
1134     * merges op to the first matching object.
1135     * If top is NULL, it is calculated.
1136     * Returns pointer to object if it succeded in the merge, otherwise NULL
1137     */
1138 root 1.24 object *
1139     merge_ob (object *op, object *top)
1140     {
1141     if (!op->nrof)
1142 elmex 1.1 return 0;
1143 root 1.29
1144 root 1.82 if (top)
1145     for (top = op; top && top->above; top = top->above)
1146     ;
1147 root 1.29
1148 root 1.82 for (; top; top = top->below)
1149 elmex 1.1 {
1150 root 1.24 if (top == op)
1151     continue;
1152 root 1.66
1153     if (object::can_merge (op, top))
1154 root 1.24 {
1155     top->nrof += op->nrof;
1156    
1157 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1158 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1159 root 1.64 op->destroy ();
1160 root 1.24 return top;
1161     }
1162 elmex 1.1 }
1163 root 1.29
1164 root 1.45 return 0;
1165 elmex 1.1 }
1166    
1167 root 1.138 void
1168     object::expand_tail ()
1169     {
1170     if (more)
1171     return;
1172    
1173     object *prev = this;
1174    
1175 root 1.160 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1176 root 1.138 {
1177     object *op = arch_to_object (at);
1178    
1179     op->name = name;
1180     op->name_pl = name_pl;
1181     op->title = title;
1182    
1183     op->head = this;
1184     prev->more = op;
1185    
1186     prev = op;
1187     }
1188     }
1189    
1190 elmex 1.1 /*
1191 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1192     * job preparing multi-part monsters.
1193 elmex 1.1 */
1194 root 1.24 object *
1195 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1196 root 1.24 {
1197 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1198 root 1.24 {
1199 root 1.159 tmp->x = x + tmp->arch->x;
1200     tmp->y = y + tmp->arch->y;
1201 elmex 1.1 }
1202 root 1.29
1203 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1204 elmex 1.1 }
1205    
1206     /*
1207     * insert_ob_in_map (op, map, originator, flag):
1208     * This function inserts the object in the two-way linked list
1209     * which represents what is on a map.
1210     * The second argument specifies the map, and the x and y variables
1211     * in the object about to be inserted specifies the position.
1212     *
1213     * originator: Player, monster or other object that caused 'op' to be inserted
1214     * into 'map'. May be NULL.
1215     *
1216     * flag is a bitmask about special things to do (or not do) when this
1217     * function is called. see the object.h file for the INS_ values.
1218     * Passing 0 for flag gives proper default values, so flag really only needs
1219     * to be set if special handling is needed.
1220     *
1221     * Return value:
1222     * new object if 'op' was merged with other object
1223     * NULL if 'op' was destroyed
1224     * just 'op' otherwise
1225     */
1226 root 1.24 object *
1227 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1228 elmex 1.1 {
1229 root 1.138 assert (!op->flag [FLAG_FREED]);
1230    
1231 root 1.155 object *top, *floor = NULL;
1232 elmex 1.1
1233 root 1.117 op->remove ();
1234    
1235 root 1.24 if (out_of_map (m, op->x, op->y))
1236     {
1237 root 1.138 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1238 elmex 1.1 #ifdef MANY_CORES
1239 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1240     * is likely to cause a crash. Better to find out where it is getting
1241     * improperly inserted.
1242     */
1243     abort ();
1244 elmex 1.1 #endif
1245 root 1.24 return op;
1246 elmex 1.1 }
1247 root 1.25
1248 root 1.117 if (object *more = op->more)
1249 root 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1250     return 0;
1251 root 1.25
1252 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1253 root 1.8
1254 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1255     * of areas of callers (eg, anything that uses find_free_spot would now
1256     * need extra work
1257     */
1258 root 1.117 if (!xy_normalise (m, op->x, op->y))
1259     return 0;
1260    
1261     op->map = m;
1262     mapspace &ms = op->ms ();
1263 root 1.24
1264     /* this has to be done after we translate the coordinates.
1265     */
1266     if (op->nrof && !(flag & INS_NO_MERGE))
1267 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1268 root 1.66 if (object::can_merge (op, tmp))
1269 root 1.25 {
1270     op->nrof += tmp->nrof;
1271 root 1.64 tmp->destroy ();
1272 root 1.25 }
1273 root 1.24
1274     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1275     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1276 root 1.25
1277 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1278     CLEAR_FLAG (op, FLAG_NO_STEAL);
1279    
1280     if (flag & INS_BELOW_ORIGINATOR)
1281     {
1282     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1283     {
1284     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1285     abort ();
1286     }
1287 root 1.25
1288 root 1.24 op->above = originator;
1289     op->below = originator->below;
1290 root 1.25
1291 root 1.24 if (op->below)
1292     op->below->above = op;
1293     else
1294 root 1.117 ms.bot = op;
1295 root 1.25
1296 root 1.24 /* since *below* originator, no need to update top */
1297     originator->below = op;
1298 elmex 1.1 }
1299 root 1.24 else
1300     {
1301 root 1.117 top = ms.bot;
1302    
1303 root 1.24 /* If there are other objects, then */
1304 root 1.117 if ((!(flag & INS_MAP_LOAD)) && top)
1305 root 1.24 {
1306 root 1.96 object *last = 0;
1307 root 1.24
1308     /*
1309     * If there are multiple objects on this space, we do some trickier handling.
1310     * We've already dealt with merging if appropriate.
1311     * Generally, we want to put the new object on top. But if
1312     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1313     * floor, we want to insert above that and no further.
1314     * Also, if there are spell objects on this space, we stop processing
1315     * once we get to them. This reduces the need to traverse over all of
1316     * them when adding another one - this saves quite a bit of cpu time
1317     * when lots of spells are cast in one area. Currently, it is presumed
1318     * that flying non pickable objects are spell objects.
1319     */
1320 root 1.117 for (top = ms.bot; top; top = top->above)
1321 root 1.24 {
1322     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1323     floor = top;
1324 root 1.26
1325 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))
1326     {
1327     /* We insert above top, so we want this object below this */
1328     top = top->below;
1329     break;
1330     }
1331 root 1.26
1332 root 1.24 last = top;
1333     }
1334 root 1.26
1335 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1336     top = last;
1337 root 1.8
1338 root 1.24 /* We let update_position deal with figuring out what the space
1339     * looks like instead of lots of conditions here.
1340     * makes things faster, and effectively the same result.
1341     */
1342    
1343     /* Have object 'fall below' other objects that block view.
1344 root 1.135 * Unless those objects are exits.
1345 root 1.24 * If INS_ON_TOP is used, don't do this processing
1346     * Need to find the object that in fact blocks view, otherwise
1347     * stacking is a bit odd.
1348     */
1349 root 1.117 if (!(flag & INS_ON_TOP)
1350     && ms.flags () & P_BLOCKSVIEW
1351 root 1.135 && (op->face && !faces [op->face].visibility))
1352 root 1.24 {
1353     for (last = top; last != floor; last = last->below)
1354     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1355     break;
1356 root 1.117
1357 root 1.24 /* Check to see if we found the object that blocks view,
1358     * and make sure we have a below pointer for it so that
1359     * we can get inserted below this one, which requires we
1360     * set top to the object below us.
1361     */
1362     if (last && last->below && last != floor)
1363     top = last->below;
1364 root 1.8 }
1365 root 1.24 } /* If objects on this space */
1366     if (flag & INS_MAP_LOAD)
1367 root 1.117 top = ms.top;
1368 root 1.25
1369 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1370     top = floor;
1371    
1372     /* Top is the object that our object (op) is going to get inserted above.
1373     */
1374    
1375     /* First object on this space */
1376     if (!top)
1377     {
1378 root 1.117 op->above = ms.bot;
1379 root 1.25
1380 root 1.24 if (op->above)
1381     op->above->below = op;
1382 root 1.25
1383 root 1.96 op->below = 0;
1384 root 1.117 ms.bot = op;
1385 root 1.24 }
1386     else
1387     { /* get inserted into the stack above top */
1388     op->above = top->above;
1389 root 1.25
1390 root 1.24 if (op->above)
1391     op->above->below = op;
1392 root 1.25
1393 root 1.24 op->below = top;
1394     top->above = op;
1395     }
1396 root 1.25
1397 root 1.96 if (!op->above)
1398 root 1.117 ms.top = op;
1399 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1400 root 1.8
1401 root 1.24 if (op->type == PLAYER)
1402 root 1.96 {
1403     op->contr->do_los = 1;
1404     ++op->map->players;
1405 root 1.100 op->map->touch ();
1406 root 1.96 }
1407 root 1.24
1408 root 1.98 op->map->dirty = true;
1409    
1410 root 1.24 if (!(flag & INS_MAP_LOAD))
1411 root 1.117 if (object *pl = ms.player ())
1412 root 1.175 pl->contr->ns->floorbox_update ();
1413 root 1.24
1414     /* If this object glows, it may affect lighting conditions that are
1415     * visible to others on this map. But update_all_los is really
1416     * an inefficient way to do this, as it means los for all players
1417     * on the map will get recalculated. The players could very well
1418     * be far away from this change and not affected in any way -
1419     * this should get redone to only look for players within range,
1420 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1421 root 1.24 * of effect may be sufficient.
1422     */
1423 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1424 root 1.24 update_all_los (op->map, op->x, op->y);
1425    
1426     /* updates flags (blocked, alive, no magic, etc) for this map space */
1427     update_object (op, UP_OBJ_INSERT);
1428    
1429 root 1.82 INVOKE_OBJECT (INSERT, op);
1430    
1431 root 1.24 /* Don't know if moving this to the end will break anything. However,
1432 root 1.70 * we want to have floorbox_update called before calling this.
1433 root 1.24 *
1434     * check_move_on() must be after this because code called from
1435     * check_move_on() depends on correct map flags (so functions like
1436     * blocked() and wall() work properly), and these flags are updated by
1437     * update_object().
1438     */
1439    
1440     /* if this is not the head or flag has been passed, don't check walk on status */
1441 root 1.155 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1442 root 1.24 {
1443     if (check_move_on (op, originator))
1444 root 1.82 return 0;
1445 elmex 1.1
1446 root 1.24 /* If we are a multi part object, lets work our way through the check
1447     * walk on's.
1448     */
1449 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1450 root 1.24 if (check_move_on (tmp, originator))
1451 root 1.82 return 0;
1452 elmex 1.1 }
1453 root 1.25
1454 root 1.24 return op;
1455 elmex 1.1 }
1456    
1457     /* this function inserts an object in the map, but if it
1458 root 1.75 * finds an object of its own type, it'll remove that one first.
1459     * op is the object to insert it under: supplies x and the map.
1460 elmex 1.1 */
1461 root 1.24 void
1462     replace_insert_ob_in_map (const char *arch_string, object *op)
1463     {
1464 root 1.75 object *tmp, *tmp1;
1465 elmex 1.1
1466 root 1.24 /* first search for itself and remove any old instances */
1467 elmex 1.1
1468 root 1.104 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1469 root 1.158 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1470 root 1.64 tmp->destroy ();
1471 elmex 1.1
1472 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1473 elmex 1.1
1474 root 1.24 tmp1->x = op->x;
1475     tmp1->y = op->y;
1476     insert_ob_in_map (tmp1, op->map, op, 0);
1477     }
1478 elmex 1.1
1479 root 1.93 object *
1480     object::insert_at (object *where, object *originator, int flags)
1481     {
1482 root 1.138 return where->map->insert (this, where->x, where->y, originator, flags);
1483 root 1.93 }
1484    
1485 elmex 1.1 /*
1486     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1487     * is returned contains nr objects, and the remaining parts contains
1488     * the rest (or is removed and freed if that number is 0).
1489     * On failure, NULL is returned, and the reason put into the
1490     * global static errmsg array.
1491     */
1492 root 1.24 object *
1493     get_split_ob (object *orig_ob, uint32 nr)
1494     {
1495 root 1.64 object *newob;
1496     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1497 root 1.24
1498     if (orig_ob->nrof < nr)
1499     {
1500     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1501     return NULL;
1502     }
1503 root 1.29
1504 root 1.24 newob = object_create_clone (orig_ob);
1505 root 1.29
1506 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1507 root 1.63 orig_ob->destroy (1);
1508 root 1.24 else if (!is_removed)
1509     {
1510     if (orig_ob->env != NULL)
1511     sub_weight (orig_ob->env, orig_ob->weight * nr);
1512     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1513     {
1514     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1515     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1516     return NULL;
1517 root 1.8 }
1518 elmex 1.1 }
1519 root 1.29
1520 root 1.24 newob->nrof = nr;
1521 elmex 1.1
1522 root 1.24 return newob;
1523 elmex 1.1 }
1524    
1525     /*
1526     * decrease_ob_nr(object, number) decreases a specified number from
1527     * the amount of an object. If the amount reaches 0, the object
1528     * is subsequently removed and freed.
1529     *
1530     * Return value: 'op' if something is left, NULL if the amount reached 0
1531     */
1532 root 1.24 object *
1533     decrease_ob_nr (object *op, uint32 i)
1534 elmex 1.1 {
1535 root 1.29 object *tmp;
1536 elmex 1.1
1537 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1538     return op;
1539    
1540     if (i > op->nrof)
1541     i = op->nrof;
1542    
1543     if (QUERY_FLAG (op, FLAG_REMOVED))
1544 root 1.29 op->nrof -= i;
1545 root 1.73 else if (op->env)
1546 root 1.24 {
1547     /* is this object in the players inventory, or sub container
1548     * therein?
1549     */
1550 root 1.74 tmp = op->in_player ();
1551 root 1.24 /* nope. Is this a container the player has opened?
1552     * If so, set tmp to that player.
1553     * IMO, searching through all the players will mostly
1554     * likely be quicker than following op->env to the map,
1555     * and then searching the map for a player.
1556     */
1557     if (!tmp)
1558 root 1.81 for_all_players (pl)
1559     if (pl->ob->container == op->env)
1560     {
1561     tmp = pl->ob;
1562     break;
1563     }
1564 elmex 1.1
1565 root 1.24 if (i < op->nrof)
1566     {
1567     sub_weight (op->env, op->weight * i);
1568     op->nrof -= i;
1569     if (tmp)
1570 root 1.73 esrv_send_item (tmp, op);
1571 root 1.24 }
1572     else
1573     {
1574 root 1.63 op->remove ();
1575 root 1.24 op->nrof = 0;
1576     if (tmp)
1577 root 1.73 esrv_del_item (tmp->contr, op->count);
1578 elmex 1.1 }
1579     }
1580 root 1.24 else
1581 elmex 1.1 {
1582 root 1.29 object *above = op->above;
1583 elmex 1.1
1584 root 1.24 if (i < op->nrof)
1585 root 1.29 op->nrof -= i;
1586 root 1.24 else
1587     {
1588 root 1.63 op->remove ();
1589 root 1.24 op->nrof = 0;
1590     }
1591 root 1.29
1592 root 1.24 /* Since we just removed op, op->above is null */
1593 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1594 root 1.24 if (tmp->type == PLAYER)
1595     {
1596     if (op->nrof)
1597     esrv_send_item (tmp, op);
1598     else
1599     esrv_del_item (tmp->contr, op->count);
1600     }
1601 elmex 1.1 }
1602    
1603 root 1.24 if (op->nrof)
1604 root 1.29 return op;
1605 root 1.24 else
1606     {
1607 root 1.64 op->destroy ();
1608 root 1.73 return 0;
1609 elmex 1.1 }
1610     }
1611    
1612     /*
1613     * add_weight(object, weight) adds the specified weight to an object,
1614     * and also updates how much the environment(s) is/are carrying.
1615     */
1616 root 1.24 void
1617     add_weight (object *op, signed long weight)
1618     {
1619     while (op != NULL)
1620     {
1621     if (op->type == CONTAINER)
1622 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1623    
1624 root 1.24 op->carrying += weight;
1625     op = op->env;
1626     }
1627 elmex 1.1 }
1628    
1629 root 1.24 object *
1630     insert_ob_in_ob (object *op, object *where)
1631     {
1632 root 1.59 if (!where)
1633 root 1.24 {
1634 root 1.53 char *dump = dump_object (op);
1635     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1636     free (dump);
1637 root 1.24 return op;
1638     }
1639 root 1.29
1640 root 1.154 if (where->head_ () != where)
1641 root 1.24 {
1642 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1643 root 1.24 where = where->head;
1644     }
1645 root 1.29
1646 root 1.59 return where->insert (op);
1647     }
1648    
1649     /*
1650     * env->insert (op)
1651     * This function inserts the object op in the linked list
1652     * inside the object environment.
1653     *
1654     * The function returns now pointer to inserted item, and return value can
1655     * be != op, if items are merged. -Tero
1656     */
1657     object *
1658     object::insert (object *op)
1659     {
1660     if (!QUERY_FLAG (op, FLAG_REMOVED))
1661     op->remove ();
1662    
1663 root 1.24 if (op->more)
1664     {
1665     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1666     return op;
1667     }
1668 root 1.29
1669 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1670     CLEAR_FLAG (op, FLAG_REMOVED);
1671 root 1.182
1672 root 1.24 if (op->nrof)
1673     {
1674 root 1.182 for (object *tmp = inv; tmp; tmp = tmp->below)
1675 root 1.66 if (object::can_merge (tmp, op))
1676 root 1.24 {
1677     /* return the original object and remove inserted object
1678     (client needs the original object) */
1679     tmp->nrof += op->nrof;
1680     /* Weight handling gets pretty funky. Since we are adding to
1681     * tmp->nrof, we need to increase the weight.
1682     */
1683 root 1.59 add_weight (this, op->weight * op->nrof);
1684 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1685 root 1.59 op->destroy (); /* free the inserted object */
1686 root 1.24 op = tmp;
1687 root 1.59 op->remove (); /* and fix old object's links */
1688 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1689     break;
1690     }
1691    
1692     /* I assume combined objects have no inventory
1693     * We add the weight - this object could have just been removed
1694     * (if it was possible to merge). calling remove_ob will subtract
1695     * the weight, so we need to add it in again, since we actually do
1696     * the linking below
1697     */
1698 root 1.59 add_weight (this, op->weight * op->nrof);
1699 root 1.24 }
1700     else
1701 root 1.59 add_weight (this, (op->weight + op->carrying));
1702 elmex 1.1
1703 root 1.182 if (object *otmp = this->in_player ())
1704     if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1705 root 1.78 otmp->update_stats ();
1706 elmex 1.1
1707 root 1.182 op->owner = 0; // its his/hers now. period.
1708     op->map = 0;
1709     op->env = this;
1710 root 1.74 op->above = 0;
1711     op->below = 0;
1712 root 1.182 op->x = op->y = 0;
1713 elmex 1.1
1714     /* reset the light list and los of the players on the map */
1715 root 1.182 if (op->glow_radius && map)
1716 root 1.24 {
1717 elmex 1.1 #ifdef DEBUG_LIGHTS
1718 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1719     #endif /* DEBUG_LIGHTS */
1720 root 1.84 if (map->darkness)
1721 root 1.59 update_all_los (map, x, y);
1722 root 1.24 }
1723 elmex 1.1
1724     /* Client has no idea of ordering so lets not bother ordering it here.
1725     * It sure simplifies this function...
1726     */
1727 root 1.59 if (!inv)
1728     inv = op;
1729 root 1.24 else
1730     {
1731 root 1.59 op->below = inv;
1732 elmex 1.1 op->below->above = op;
1733 root 1.59 inv = op;
1734 root 1.24 }
1735 root 1.59
1736 root 1.82 INVOKE_OBJECT (INSERT, this);
1737    
1738 elmex 1.1 return op;
1739     }
1740    
1741     /*
1742     * Checks if any objects has a move_type that matches objects
1743     * that effect this object on this space. Call apply() to process
1744     * these events.
1745     *
1746     * Any speed-modification due to SLOW_MOVE() of other present objects
1747     * will affect the speed_left of the object.
1748     *
1749     * originator: Player, monster or other object that caused 'op' to be inserted
1750     * into 'map'. May be NULL.
1751     *
1752     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1753     *
1754     * 4-21-95 added code to check if appropriate skill was readied - this will
1755     * permit faster movement by the player through this terrain. -b.t.
1756     *
1757     * MSW 2001-07-08: Check all objects on space, not just those below
1758     * object being inserted. insert_ob_in_map may not put new objects
1759     * on top.
1760     */
1761 root 1.24 int
1762     check_move_on (object *op, object *originator)
1763 elmex 1.1 {
1764 root 1.48 object *tmp;
1765 root 1.49 maptile *m = op->map;
1766 root 1.48 int x = op->x, y = op->y;
1767 root 1.26
1768 root 1.48 MoveType move_on, move_slow, move_block;
1769 root 1.24
1770     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1771     return 0;
1772    
1773     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1774     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1775     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1776    
1777     /* if nothing on this space will slow op down or be applied,
1778     * no need to do checking below. have to make sure move_type
1779     * is set, as lots of objects don't have it set - we treat that
1780     * as walking.
1781     */
1782     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1783     return 0;
1784 elmex 1.1
1785 root 1.24 /* This is basically inverse logic of that below - basically,
1786     * if the object can avoid the move on or slow move, they do so,
1787     * but can't do it if the alternate movement they are using is
1788     * blocked. Logic on this seems confusing, but does seem correct.
1789     */
1790     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1791     return 0;
1792    
1793     /* The objects have to be checked from top to bottom.
1794     * Hence, we first go to the top:
1795     */
1796    
1797 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1798 root 1.24 {
1799     /* Trim the search when we find the first other spell effect
1800     * this helps performance so that if a space has 50 spell objects,
1801     * we don't need to check all of them.
1802     */
1803     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1804     break;
1805     }
1806 root 1.26
1807     for (; tmp; tmp = tmp->below)
1808 root 1.24 {
1809     if (tmp == op)
1810     continue; /* Can't apply yourself */
1811 elmex 1.1
1812 root 1.24 /* Check to see if one of the movement types should be slowed down.
1813     * Second check makes sure that the movement types not being slowed
1814     * (~slow_move) is not blocked on this space - just because the
1815     * space doesn't slow down swimming (for example), if you can't actually
1816     * swim on that space, can't use it to avoid the penalty.
1817     */
1818     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1819     {
1820     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1821     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1822     {
1823 elmex 1.1
1824 root 1.29 float
1825 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1826 elmex 1.1
1827 root 1.24 if (op->type == PLAYER)
1828 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1829     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1830     diff /= 4.0;
1831    
1832 root 1.24 op->speed_left -= diff;
1833 root 1.8 }
1834     }
1835 elmex 1.1
1836 root 1.24 /* Basically same logic as above, except now for actual apply. */
1837     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1838     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1839     {
1840 elmex 1.72 move_apply (tmp, op, originator);
1841 root 1.24
1842 root 1.48 if (op->destroyed ())
1843 root 1.24 return 1;
1844    
1845     /* what the person/creature stepped onto has moved the object
1846     * someplace new. Don't process any further - if we did,
1847     * have a feeling strange problems would result.
1848     */
1849     if (op->map != m || op->x != x || op->y != y)
1850     return 0;
1851 root 1.8 }
1852 elmex 1.1 }
1853 root 1.26
1854 root 1.24 return 0;
1855 elmex 1.1 }
1856    
1857     /*
1858     * present_arch(arch, map, x, y) searches for any objects with
1859     * a matching archetype at the given map and coordinates.
1860     * The first matching object is returned, or NULL if none.
1861     */
1862 root 1.24 object *
1863 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1864 root 1.24 {
1865 root 1.104 if (!m || out_of_map (m, x, y))
1866 root 1.24 {
1867     LOG (llevError, "Present_arch called outside map.\n");
1868     return NULL;
1869     }
1870 root 1.84
1871 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1872 root 1.24 if (tmp->arch == at)
1873 elmex 1.1 return tmp;
1874 root 1.84
1875 elmex 1.1 return NULL;
1876     }
1877    
1878     /*
1879     * present(type, map, x, y) searches for any objects with
1880     * a matching type variable at the given map and coordinates.
1881     * The first matching object is returned, or NULL if none.
1882     */
1883 root 1.24 object *
1884 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1885 root 1.24 {
1886     if (out_of_map (m, x, y))
1887     {
1888     LOG (llevError, "Present called outside map.\n");
1889     return NULL;
1890     }
1891 root 1.84
1892 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1893 root 1.24 if (tmp->type == type)
1894 elmex 1.1 return tmp;
1895 root 1.84
1896 elmex 1.1 return NULL;
1897     }
1898    
1899     /*
1900     * present_in_ob(type, object) searches for any objects with
1901     * a matching type variable in the inventory of the given object.
1902     * The first matching object is returned, or NULL if none.
1903     */
1904 root 1.24 object *
1905     present_in_ob (unsigned char type, const object *op)
1906     {
1907 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1908 root 1.24 if (tmp->type == type)
1909 elmex 1.1 return tmp;
1910 root 1.84
1911 elmex 1.1 return NULL;
1912     }
1913    
1914     /*
1915     * present_in_ob (type, str, object) searches for any objects with
1916     * a matching type & name variable in the inventory of the given object.
1917     * The first matching object is returned, or NULL if none.
1918     * This is mostly used by spell effect code, so that we only
1919     * have one spell effect at a time.
1920     * type can be used to narrow the search - if type is set,
1921     * the type must also match. -1 can be passed for the type,
1922     * in which case the type does not need to pass.
1923     * str is the string to match against. Note that we match against
1924     * the object name, not the archetype name. this is so that the
1925     * spell code can use one object type (force), but change it's name
1926     * to be unique.
1927     */
1928 root 1.24 object *
1929     present_in_ob_by_name (int type, const char *str, const object *op)
1930     {
1931 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1932 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1933     return tmp;
1934 elmex 1.1
1935 root 1.82 return 0;
1936 elmex 1.1 }
1937    
1938     /*
1939     * present_arch_in_ob(archetype, object) searches for any objects with
1940     * a matching archetype in the inventory of the given object.
1941     * The first matching object is returned, or NULL if none.
1942     */
1943 root 1.24 object *
1944     present_arch_in_ob (const archetype *at, const object *op)
1945     {
1946 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1947 root 1.24 if (tmp->arch == at)
1948 elmex 1.1 return tmp;
1949 root 1.82
1950 elmex 1.1 return NULL;
1951     }
1952    
1953     /*
1954     * activate recursively a flag on an object inventory
1955     */
1956 root 1.24 void
1957     flag_inv (object *op, int flag)
1958     {
1959     if (op->inv)
1960 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1961 root 1.24 {
1962     SET_FLAG (tmp, flag);
1963     flag_inv (tmp, flag);
1964 elmex 1.1 }
1965 root 1.82 }
1966    
1967     /*
1968     * deactivate recursively a flag on an object inventory
1969     */
1970 root 1.24 void
1971     unflag_inv (object *op, int flag)
1972     {
1973     if (op->inv)
1974 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1975 root 1.24 {
1976     CLEAR_FLAG (tmp, flag);
1977     unflag_inv (tmp, flag);
1978 elmex 1.1 }
1979     }
1980    
1981     /*
1982     * find_free_spot(object, map, x, y, start, stop) will search for
1983     * a spot at the given map and coordinates which will be able to contain
1984     * the given object. start and stop specifies how many squares
1985     * to search (see the freearr_x/y[] definition).
1986     * It returns a random choice among the alternatives found.
1987     * start and stop are where to start relative to the free_arr array (1,9
1988     * does all 4 immediate directions). This returns the index into the
1989     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1990     * Note - this only checks to see if there is space for the head of the
1991     * object - if it is a multispace object, this should be called for all
1992     * pieces.
1993     * Note2: This function does correctly handle tiled maps, but does not
1994     * inform the caller. However, insert_ob_in_map will update as
1995     * necessary, so the caller shouldn't need to do any special work.
1996     * Note - updated to take an object instead of archetype - this is necessary
1997     * because arch_blocked (now ob_blocked) needs to know the movement type
1998     * to know if the space in question will block the object. We can't use
1999     * the archetype because that isn't correct if the monster has been
2000     * customized, changed states, etc.
2001     */
2002 root 1.24 int
2003 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2004 root 1.24 {
2005 root 1.82 int index = 0, flag;
2006     int altern[SIZEOFFREE];
2007 root 1.24
2008 root 1.82 for (int i = start; i < stop; i++)
2009 root 1.24 {
2010     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2011     if (!flag)
2012 root 1.82 altern [index++] = i;
2013 root 1.24
2014     /* Basically, if we find a wall on a space, we cut down the search size.
2015     * In this way, we won't return spaces that are on another side of a wall.
2016     * This mostly work, but it cuts down the search size in all directions -
2017     * if the space being examined only has a wall to the north and empty
2018     * spaces in all the other directions, this will reduce the search space
2019     * to only the spaces immediately surrounding the target area, and
2020     * won't look 2 spaces south of the target space.
2021     */
2022 root 1.74 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2023 root 1.24 stop = maxfree[i];
2024 elmex 1.1 }
2025 root 1.74
2026 root 1.24 if (!index)
2027     return -1;
2028 root 1.74
2029 root 1.124 return altern [rndm (index)];
2030 elmex 1.1 }
2031    
2032     /*
2033 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2034 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2035     * But it will return the first available spot, not a random choice.
2036     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2037     */
2038 root 1.24 int
2039 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2040 root 1.24 {
2041 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2042     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2043     return i;
2044 root 1.24
2045     return -1;
2046 elmex 1.1 }
2047    
2048     /*
2049     * The function permute(arr, begin, end) randomly reorders the array
2050     * arr[begin..end-1].
2051 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2052 elmex 1.1 */
2053 root 1.24 static void
2054     permute (int *arr, int begin, int end)
2055 elmex 1.1 {
2056 root 1.82 arr += begin;
2057     end -= begin;
2058    
2059     while (--end)
2060 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2061 elmex 1.1 }
2062    
2063     /* new function to make monster searching more efficient, and effective!
2064     * This basically returns a randomized array (in the passed pointer) of
2065     * the spaces to find monsters. In this way, it won't always look for
2066     * monsters to the north first. However, the size of the array passed
2067     * covers all the spaces, so within that size, all the spaces within
2068     * the 3x3 area will be searched, just not in a predictable order.
2069     */
2070 root 1.24 void
2071     get_search_arr (int *search_arr)
2072 elmex 1.1 {
2073 root 1.82 int i;
2074 elmex 1.1
2075 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2076 root 1.82 search_arr[i] = i;
2077 elmex 1.1
2078 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2079     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2080     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2081 elmex 1.1 }
2082    
2083     /*
2084     * find_dir(map, x, y, exclude) will search some close squares in the
2085     * given map at the given coordinates for live objects.
2086     * It will not considered the object given as exclude among possible
2087     * live objects.
2088     * It returns the direction toward the first/closest live object if finds
2089     * any, otherwise 0.
2090     * Perhaps incorrectly, but I'm making the assumption that exclude
2091     * is actually want is going to try and move there. We need this info
2092     * because we have to know what movement the thing looking to move
2093     * there is capable of.
2094     */
2095 root 1.24 int
2096 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2097 root 1.24 {
2098 root 1.82 int i, max = SIZEOFFREE, mflags;
2099 root 1.29
2100     sint16 nx, ny;
2101 root 1.82 object *tmp;
2102     maptile *mp;
2103 root 1.29
2104     MoveType blocked, move_type;
2105 root 1.24
2106 root 1.155 if (exclude && exclude->head_ () != exclude)
2107 root 1.24 {
2108     exclude = exclude->head;
2109     move_type = exclude->move_type;
2110     }
2111     else
2112     {
2113     /* If we don't have anything, presume it can use all movement types. */
2114     move_type = MOVE_ALL;
2115     }
2116    
2117     for (i = 1; i < max; i++)
2118     {
2119     mp = m;
2120     nx = x + freearr_x[i];
2121     ny = y + freearr_y[i];
2122    
2123     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2124 root 1.75
2125 root 1.24 if (mflags & P_OUT_OF_MAP)
2126 root 1.75 max = maxfree[i];
2127 root 1.24 else
2128     {
2129 root 1.82 mapspace &ms = mp->at (nx, ny);
2130    
2131     blocked = ms.move_block;
2132 root 1.24
2133     if ((move_type & blocked) == move_type)
2134 root 1.75 max = maxfree[i];
2135 root 1.24 else if (mflags & P_IS_ALIVE)
2136     {
2137 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2138 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2139 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2140 root 1.75 break;
2141    
2142 root 1.24 if (tmp)
2143 root 1.75 return freedir[i];
2144 root 1.8 }
2145     }
2146 elmex 1.1 }
2147 root 1.75
2148 root 1.24 return 0;
2149 elmex 1.1 }
2150    
2151     /*
2152     * distance(object 1, object 2) will return the square of the
2153     * distance between the two given objects.
2154     */
2155 root 1.24 int
2156     distance (const object *ob1, const object *ob2)
2157     {
2158 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2159 elmex 1.1 }
2160    
2161     /*
2162     * find_dir_2(delta-x,delta-y) will return a direction in which
2163     * an object which has subtracted the x and y coordinates of another
2164     * object, needs to travel toward it.
2165     */
2166 root 1.24 int
2167     find_dir_2 (int x, int y)
2168     {
2169 root 1.75 int q;
2170 elmex 1.1
2171 root 1.24 if (y)
2172     q = x * 100 / y;
2173 elmex 1.1 else if (x)
2174 root 1.24 q = -300 * x;
2175 elmex 1.1 else
2176     return 0;
2177    
2178 root 1.24 if (y > 0)
2179     {
2180     if (q < -242)
2181     return 3;
2182     if (q < -41)
2183     return 2;
2184     if (q < 41)
2185     return 1;
2186     if (q < 242)
2187     return 8;
2188     return 7;
2189     }
2190 elmex 1.1
2191     if (q < -242)
2192 root 1.24 return 7;
2193 elmex 1.1 if (q < -41)
2194 root 1.24 return 6;
2195 elmex 1.1 if (q < 41)
2196 root 1.24 return 5;
2197 elmex 1.1 if (q < 242)
2198 root 1.24 return 4;
2199 elmex 1.1
2200 root 1.24 return 3;
2201 elmex 1.1 }
2202    
2203     /*
2204     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2205     * between two directions (which are expected to be absolute (see absdir())
2206     */
2207 root 1.24 int
2208     dirdiff (int dir1, int dir2)
2209     {
2210 root 1.82 int d;
2211 root 1.24
2212     d = abs (dir1 - dir2);
2213     if (d > 4)
2214 elmex 1.1 d = 8 - d;
2215 root 1.82
2216 elmex 1.1 return d;
2217     }
2218    
2219     /* peterm:
2220     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2221     * Basically, this is a table of directions, and what directions
2222     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2223     * This basically means that if direction is 15, then it could either go
2224     * direction 4, 14, or 16 to get back to where we are.
2225     * Moved from spell_util.c to object.c with the other related direction
2226     * functions.
2227     */
2228 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2229 root 1.24 {0, 0, 0}, /* 0 */
2230     {0, 0, 0}, /* 1 */
2231     {0, 0, 0}, /* 2 */
2232     {0, 0, 0}, /* 3 */
2233     {0, 0, 0}, /* 4 */
2234     {0, 0, 0}, /* 5 */
2235     {0, 0, 0}, /* 6 */
2236     {0, 0, 0}, /* 7 */
2237     {0, 0, 0}, /* 8 */
2238     {8, 1, 2}, /* 9 */
2239     {1, 2, -1}, /* 10 */
2240     {2, 10, 12}, /* 11 */
2241     {2, 3, -1}, /* 12 */
2242     {2, 3, 4}, /* 13 */
2243     {3, 4, -1}, /* 14 */
2244     {4, 14, 16}, /* 15 */
2245     {5, 4, -1}, /* 16 */
2246     {4, 5, 6}, /* 17 */
2247     {6, 5, -1}, /* 18 */
2248     {6, 20, 18}, /* 19 */
2249     {7, 6, -1}, /* 20 */
2250     {6, 7, 8}, /* 21 */
2251     {7, 8, -1}, /* 22 */
2252     {8, 22, 24}, /* 23 */
2253     {8, 1, -1}, /* 24 */
2254     {24, 9, 10}, /* 25 */
2255     {9, 10, -1}, /* 26 */
2256     {10, 11, -1}, /* 27 */
2257     {27, 11, 29}, /* 28 */
2258     {11, 12, -1}, /* 29 */
2259     {12, 13, -1}, /* 30 */
2260     {12, 13, 14}, /* 31 */
2261     {13, 14, -1}, /* 32 */
2262     {14, 15, -1}, /* 33 */
2263     {33, 15, 35}, /* 34 */
2264     {16, 15, -1}, /* 35 */
2265     {17, 16, -1}, /* 36 */
2266     {18, 17, 16}, /* 37 */
2267     {18, 17, -1}, /* 38 */
2268     {18, 19, -1}, /* 39 */
2269     {41, 19, 39}, /* 40 */
2270     {19, 20, -1}, /* 41 */
2271     {20, 21, -1}, /* 42 */
2272     {20, 21, 22}, /* 43 */
2273     {21, 22, -1}, /* 44 */
2274     {23, 22, -1}, /* 45 */
2275     {45, 47, 23}, /* 46 */
2276     {23, 24, -1}, /* 47 */
2277     {24, 9, -1}
2278     }; /* 48 */
2279 elmex 1.1
2280     /* Recursive routine to step back and see if we can
2281     * find a path to that monster that we found. If not,
2282     * we don't bother going toward it. Returns 1 if we
2283     * can see a direct way to get it
2284     * Modified to be map tile aware -.MSW
2285     */
2286 root 1.24 int
2287 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2288 root 1.24 {
2289 root 1.29 sint16 dx, dy;
2290 root 1.75 int mflags;
2291 root 1.24
2292     if (dir < 0)
2293     return 0; /* exit condition: invalid direction */
2294    
2295     dx = x + freearr_x[dir];
2296     dy = y + freearr_y[dir];
2297    
2298     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2299    
2300     /* This functional arguably was incorrect before - it was
2301     * checking for P_WALL - that was basically seeing if
2302     * we could move to the monster - this is being more
2303     * literal on if we can see it. To know if we can actually
2304     * move to the monster, we'd need the monster passed in or
2305     * at least its move type.
2306     */
2307     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2308     return 0;
2309    
2310     /* yes, can see. */
2311     if (dir < 9)
2312     return 1;
2313 root 1.75
2314     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2315     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2316     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2317 root 1.24 }
2318    
2319 elmex 1.1 /*
2320     * can_pick(picker, item): finds out if an object is possible to be
2321     * picked up by the picker. Returnes 1 if it can be
2322     * picked up, otherwise 0.
2323     *
2324     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2325     * core dumps if they do.
2326     *
2327     * Add a check so we can't pick up invisible objects (0.93.8)
2328     */
2329 root 1.24 int
2330     can_pick (const object *who, const object *item)
2331     {
2332     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2333     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2334     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2335 elmex 1.1 }
2336    
2337     /*
2338     * create clone from object to another
2339     */
2340 root 1.24 object *
2341     object_create_clone (object *asrc)
2342     {
2343 root 1.155 object *dst = 0, *tmp, *src, *prev, *item;
2344 elmex 1.1
2345 root 1.24 if (!asrc)
2346 root 1.62 return 0;
2347    
2348 root 1.155 src = asrc->head_ ();
2349 root 1.24
2350 root 1.62 prev = 0;
2351 root 1.155 for (object *part = src; part; part = part->more)
2352 root 1.24 {
2353 root 1.65 tmp = part->clone ();
2354 root 1.24 tmp->x -= src->x;
2355     tmp->y -= src->y;
2356 root 1.62
2357 root 1.24 if (!part->head)
2358     {
2359     dst = tmp;
2360 root 1.62 tmp->head = 0;
2361 root 1.24 }
2362     else
2363 root 1.75 tmp->head = dst;
2364 root 1.62
2365     tmp->more = 0;
2366    
2367 root 1.24 if (prev)
2368     prev->more = tmp;
2369 root 1.62
2370 root 1.24 prev = tmp;
2371 elmex 1.1 }
2372 root 1.24
2373     for (item = src->inv; item; item = item->below)
2374 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2375 elmex 1.1
2376 root 1.24 return dst;
2377 elmex 1.1 }
2378    
2379     /* This returns the first object in who's inventory that
2380     * has the same type and subtype match.
2381     * returns NULL if no match.
2382     */
2383 root 1.24 object *
2384     find_obj_by_type_subtype (const object *who, int type, int subtype)
2385 elmex 1.1 {
2386 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2387 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2388     return tmp;
2389 elmex 1.1
2390 root 1.82 return 0;
2391 elmex 1.1 }
2392    
2393     /* If ob has a field named key, return the link from the list,
2394     * otherwise return NULL.
2395     *
2396     * key must be a passed in shared string - otherwise, this won't
2397     * do the desired thing.
2398     */
2399 root 1.24 key_value *
2400     get_ob_key_link (const object *ob, const char *key)
2401     {
2402 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2403 root 1.48 if (link->key == key)
2404     return link;
2405 root 1.24
2406 root 1.82 return 0;
2407 root 1.24 }
2408 elmex 1.1
2409     /*
2410     * Returns the value of op has an extra_field for key, or NULL.
2411     *
2412     * The argument doesn't need to be a shared string.
2413     *
2414     * The returned string is shared.
2415     */
2416 root 1.24 const char *
2417     get_ob_key_value (const object *op, const char *const key)
2418     {
2419 root 1.35 key_value *link;
2420     shstr_cmp canonical_key (key);
2421 root 1.24
2422 root 1.35 if (!canonical_key)
2423 root 1.24 {
2424     /* 1. There being a field named key on any object
2425     * implies there'd be a shared string to find.
2426     * 2. Since there isn't, no object has this field.
2427     * 3. Therefore, *this* object doesn't have this field.
2428     */
2429 root 1.35 return 0;
2430 elmex 1.1 }
2431    
2432 root 1.24 /* This is copied from get_ob_key_link() above -
2433     * only 4 lines, and saves the function call overhead.
2434     */
2435 root 1.35 for (link = op->key_values; link; link = link->next)
2436     if (link->key == canonical_key)
2437     return link->value;
2438    
2439     return 0;
2440 elmex 1.1 }
2441    
2442     /*
2443     * Updates the canonical_key in op to value.
2444     *
2445     * canonical_key is a shared string (value doesn't have to be).
2446     *
2447     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2448     * keys.
2449     *
2450     * Returns TRUE on success.
2451     */
2452 root 1.24 int
2453     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2454     {
2455 root 1.82 key_value *field = NULL, *last = NULL;
2456 root 1.24
2457     for (field = op->key_values; field != NULL; field = field->next)
2458     {
2459     if (field->key != canonical_key)
2460     {
2461     last = field;
2462     continue;
2463     }
2464    
2465     if (value)
2466     field->value = value;
2467     else
2468     {
2469     /* Basically, if the archetype has this key set,
2470     * we need to store the null value so when we save
2471     * it, we save the empty value so that when we load,
2472     * we get this value back again.
2473     */
2474 root 1.159 if (get_ob_key_link (op->arch, canonical_key))
2475 root 1.24 field->value = 0;
2476     else
2477     {
2478     if (last)
2479     last->next = field->next;
2480     else
2481     op->key_values = field->next;
2482    
2483 root 1.29 delete field;
2484 root 1.24 }
2485     }
2486     return TRUE;
2487     }
2488     /* IF we get here, key doesn't exist */
2489    
2490     /* No field, we'll have to add it. */
2491    
2492     if (!add_key)
2493 root 1.82 return FALSE;
2494    
2495 root 1.24 /* There isn't any good reason to store a null
2496     * value in the key/value list. If the archetype has
2497     * this key, then we should also have it, so shouldn't
2498     * be here. If user wants to store empty strings,
2499     * should pass in ""
2500     */
2501     if (value == NULL)
2502 elmex 1.1 return TRUE;
2503 root 1.24
2504     field = new key_value;
2505    
2506     field->key = canonical_key;
2507     field->value = value;
2508     /* Usual prepend-addition. */
2509     field->next = op->key_values;
2510     op->key_values = field;
2511    
2512     return TRUE;
2513 elmex 1.1 }
2514    
2515     /*
2516     * Updates the key in op to value.
2517     *
2518     * If add_key is FALSE, this will only update existing keys,
2519     * and not add new ones.
2520     * In general, should be little reason FALSE is ever passed in for add_key
2521     *
2522     * Returns TRUE on success.
2523     */
2524 root 1.24 int
2525     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2526 root 1.11 {
2527 root 1.29 shstr key_ (key);
2528 root 1.24
2529 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2530 elmex 1.1 }
2531 root 1.31
2532 root 1.34 object::depth_iterator::depth_iterator (object *container)
2533     : iterator_base (container)
2534     {
2535     while (item->inv)
2536     item = item->inv;
2537     }
2538    
2539 root 1.31 void
2540 root 1.34 object::depth_iterator::next ()
2541 root 1.31 {
2542 root 1.34 if (item->below)
2543     {
2544     item = item->below;
2545    
2546     while (item->inv)
2547     item = item->inv;
2548     }
2549 root 1.31 else
2550 root 1.34 item = item->env;
2551 root 1.31 }
2552 root 1.34
2553 elmex 1.97 const char *
2554     object::flag_desc (char *desc, int len) const
2555     {
2556     char *p = desc;
2557     bool first = true;
2558    
2559 root 1.101 *p = 0;
2560    
2561 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2562     {
2563     if (len <= 10) // magic constant!
2564     {
2565     snprintf (p, len, ",...");
2566     break;
2567     }
2568    
2569 root 1.101 if (flag [i])
2570 elmex 1.97 {
2571     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2572     len -= cnt;
2573     p += cnt;
2574     first = false;
2575     }
2576     }
2577    
2578     return desc;
2579     }
2580    
2581 root 1.101 // return a suitable string describing an object in enough detail to find it
2582 root 1.36 const char *
2583     object::debug_desc (char *info) const
2584     {
2585 elmex 1.97 char flagdesc[512];
2586     char info2[256 * 4];
2587 root 1.36 char *p = info;
2588    
2589 elmex 1.127 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2590 elmex 1.97 count, uuid.seq,
2591 root 1.36 &name,
2592 root 1.117 title ? "\",title:\"" : "",
2593 elmex 1.97 title ? (const char *)title : "",
2594     flag_desc (flagdesc, 512), type);
2595 root 1.36
2596 elmex 1.181 if (!this->flag[FLAG_REMOVED] && env)
2597 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2598    
2599     if (map)
2600 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2601 root 1.36
2602     return info;
2603     }
2604    
2605     const char *
2606     object::debug_desc () const
2607     {
2608 root 1.143 static char info[3][256 * 4];
2609     static int info_idx;
2610 root 1.36
2611 root 1.143 return debug_desc (info [++info_idx % 3]);
2612 root 1.114 }
2613    
2614 root 1.125 struct region *
2615     object::region () const
2616     {
2617     return map ? map->region (x, y)
2618     : region::default_region ();
2619     }
2620    
2621 root 1.129 const materialtype_t *
2622     object::dominant_material () const
2623     {
2624 root 1.165 if (materialtype_t *mt = name_to_material (materialname))
2625     return mt;
2626 root 1.129
2627 root 1.165 return name_to_material (shstr_unknown);
2628 root 1.129 }
2629    
2630 root 1.130 void
2631     object::open_container (object *new_container)
2632     {
2633     if (container == new_container)
2634     return;
2635    
2636     if (object *old_container = container)
2637     {
2638     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2639     return;
2640    
2641     #if 0
2642     // remove the "Close old_container" object.
2643     if (object *closer = old_container->inv)
2644     if (closer->type == CLOSE_CON)
2645     closer->destroy ();
2646     #endif
2647    
2648     old_container->flag [FLAG_APPLIED] = 0;
2649     container = 0;
2650    
2651     esrv_update_item (UPD_FLAGS, this, old_container);
2652     new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2653 root 1.177 play_sound (sound_find ("chest_close"));
2654 root 1.130 }
2655    
2656     if (new_container)
2657     {
2658     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2659     return;
2660    
2661     // TODO: this does not seem to serve any purpose anymore?
2662     #if 0
2663     // insert the "Close Container" object.
2664     if (archetype *closer = new_container->other_arch)
2665     {
2666     object *closer = arch_to_object (new_container->other_arch);
2667     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2668     new_container->insert (closer);
2669     }
2670     #endif
2671    
2672 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2673    
2674 root 1.130 new_container->flag [FLAG_APPLIED] = 1;
2675     container = new_container;
2676    
2677     esrv_update_item (UPD_FLAGS, this, new_container);
2678 root 1.131 esrv_send_inventory (this, new_container);
2679 root 1.177 play_sound (sound_find ("chest_open"));
2680 root 1.130 }
2681     }
2682    
2683 root 1.164 object *
2684     object::force_find (const shstr name)
2685     {
2686     /* cycle through his inventory to look for the MARK we want to
2687     * place
2688     */
2689     for (object *tmp = inv; tmp; tmp = tmp->below)
2690     if (tmp->type == FORCE && tmp->slaying == name)
2691     return splay (tmp);
2692    
2693     return 0;
2694     }
2695    
2696     void
2697     object::force_add (const shstr name, int duration)
2698     {
2699     if (object *force = force_find (name))
2700     force->destroy ();
2701    
2702     object *force = get_archetype (FORCE_NAME);
2703    
2704     force->slaying = name;
2705     force->stats.food = 1;
2706     force->speed_left = -1.f;
2707    
2708     force->set_speed (duration ? 1.f / duration : 0.f);
2709     force->flag [FLAG_IS_USED_UP] = true;
2710     force->flag [FLAG_APPLIED] = true;
2711    
2712     insert (force);
2713     }
2714    
2715 root 1.178 void
2716     object::play_sound (faceidx sound) const
2717     {
2718     if (!sound)
2719     return;
2720    
2721     if (flag [FLAG_REMOVED])
2722     return;
2723    
2724     if (env)
2725     {
2726     if (object *pl = in_player ())
2727     pl->contr->play_sound (sound);
2728     }
2729     else
2730     map->play_sound (sound, x, y);
2731     }
2732