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Revision: 1.186
Committed: Thu Aug 30 05:18:37 2007 UTC (16 years, 8 months ago) by root
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Branch: MAIN
Changes since 1.185: +1 -0 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 root 1.186 freed_map->path = "<freed objects map>";
921 root 1.57 freed_map->name = "/internal/freed_objects_map";
922     freed_map->width = 3;
923     freed_map->height = 3;
924    
925 root 1.96 freed_map->alloc ();
926 root 1.103 freed_map->in_memory = MAP_IN_MEMORY;
927 root 1.57 }
928    
929     map = freed_map;
930     x = 1;
931     y = 1;
932     }
933    
934 root 1.88 if (more)
935     {
936     more->destroy ();
937     more = 0;
938     }
939 root 1.82
940 root 1.162 head = 0;
941    
942     // clear those pointers that likely might cause circular references
943     owner = 0;
944     enemy = 0;
945     attacked_by = 0;
946     current_weapon = 0;
947 root 1.82 }
948    
949     void
950     object::destroy (bool destroy_inventory)
951     {
952     if (destroyed ())
953     return;
954    
955     if (destroy_inventory)
956 root 1.89 destroy_inv (false);
957 root 1.22
958 root 1.173 if (is_head ())
959     if (sound_destroy)
960     play_sound (sound_destroy);
961     else if (flag [FLAG_MONSTER])
962     play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
963 root 1.169
964 root 1.82 attachable::destroy ();
965 elmex 1.1 }
966    
967     /*
968     * sub_weight() recursively (outwards) subtracts a number from the
969     * weight of an object (and what is carried by it's environment(s)).
970     */
971 root 1.24 void
972     sub_weight (object *op, signed long weight)
973     {
974     while (op != NULL)
975     {
976     if (op->type == CONTAINER)
977 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
978    
979 root 1.24 op->carrying -= weight;
980     op = op->env;
981 elmex 1.1 }
982     }
983    
984 root 1.63 /* op->remove ():
985 elmex 1.1 * This function removes the object op from the linked list of objects
986     * which it is currently tied to. When this function is done, the
987     * object will have no environment. If the object previously had an
988     * environment, the x and y coordinates will be updated to
989     * the previous environment.
990     */
991 root 1.24 void
992 root 1.128 object::do_remove ()
993 root 1.24 {
994 root 1.45 object *tmp, *last = 0;
995     object *otmp;
996 root 1.26
997 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
998 root 1.29 return;
999 root 1.24
1000 root 1.59 SET_FLAG (this, FLAG_REMOVED);
1001 root 1.82 INVOKE_OBJECT (REMOVE, this);
1002 root 1.26
1003 root 1.59 if (more)
1004     more->remove ();
1005 root 1.24
1006     /*
1007     * In this case, the object to be removed is in someones
1008     * inventory.
1009     */
1010 root 1.59 if (env)
1011 root 1.24 {
1012 root 1.59 if (nrof)
1013     sub_weight (env, weight * nrof);
1014 root 1.24 else
1015 root 1.59 sub_weight (env, weight + carrying);
1016 root 1.24
1017     /* NO_FIX_PLAYER is set when a great many changes are being
1018     * made to players inventory. If set, avoiding the call
1019     * to save cpu time.
1020     */
1021 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1022 root 1.78 otmp->update_stats ();
1023 root 1.24
1024 root 1.96 if (above)
1025 root 1.59 above->below = below;
1026 root 1.24 else
1027 root 1.59 env->inv = below;
1028 root 1.24
1029 root 1.96 if (below)
1030 root 1.59 below->above = above;
1031 root 1.24
1032     /* we set up values so that it could be inserted into
1033     * the map, but we don't actually do that - it is up
1034     * to the caller to decide what we want to do.
1035     */
1036 root 1.59 x = env->x, y = env->y;
1037     map = env->map;
1038     above = 0, below = 0;
1039     env = 0;
1040     }
1041     else if (map)
1042     {
1043 root 1.96 if (type == PLAYER)
1044     {
1045 root 1.130 // leaving a spot always closes any open container on the ground
1046     if (container && !container->env)
1047     // this causes spurious floorbox updates, but it ensures
1048     // that the CLOSE event is being sent.
1049     close_container ();
1050    
1051 root 1.96 --map->players;
1052 root 1.100 map->touch ();
1053 root 1.96 }
1054    
1055 root 1.98 map->dirty = true;
1056 root 1.117 mapspace &ms = this->ms ();
1057 elmex 1.1
1058 root 1.29 /* link the object above us */
1059 root 1.59 if (above)
1060     above->below = below;
1061 root 1.29 else
1062 root 1.117 ms.top = below; /* we were top, set new top */
1063 root 1.24
1064 root 1.29 /* Relink the object below us, if there is one */
1065 root 1.59 if (below)
1066     below->above = above;
1067 root 1.29 else
1068     {
1069     /* Nothing below, which means we need to relink map object for this space
1070     * use translated coordinates in case some oddness with map tiling is
1071     * evident
1072     */
1073 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1074 root 1.117 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1075 elmex 1.1
1076 root 1.117 ms.bot = above; /* goes on above it. */
1077 root 1.8 }
1078 root 1.26
1079 root 1.59 above = 0;
1080     below = 0;
1081 root 1.26
1082 root 1.59 if (map->in_memory == MAP_SAVING)
1083 root 1.29 return;
1084 elmex 1.1
1085 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1086 elmex 1.1
1087 root 1.175 if (object *pl = ms.player ())
1088     {
1089     if (pl->container == this)
1090     /* If a container that the player is currently using somehow gets
1091     * removed (most likely destroyed), update the player view
1092     * appropriately.
1093     */
1094     pl->close_container ();
1095    
1096     pl->contr->ns->floorbox_update ();
1097     }
1098    
1099 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1100 root 1.24 {
1101 root 1.29 /* No point updating the players look faces if he is the object
1102     * being removed.
1103 root 1.24 */
1104 root 1.29
1105 root 1.96 /* See if object moving off should effect something */
1106 root 1.50 if (check_walk_off
1107 root 1.59 && ((move_type & tmp->move_off)
1108     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1109 root 1.29 {
1110 elmex 1.72 move_apply (tmp, this, 0);
1111 root 1.24
1112 root 1.59 if (destroyed ())
1113 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1114 root 1.8 }
1115    
1116 root 1.29 last = tmp;
1117     }
1118 root 1.26
1119 root 1.96 /* last == NULL if there are no objects on this space */
1120     //TODO: this makes little sense, why only update the topmost object?
1121 root 1.59 if (!last)
1122 root 1.99 map->at (x, y).flags_ = 0;
1123 root 1.29 else
1124     update_object (last, UP_OBJ_REMOVE);
1125 root 1.26
1126 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1127 root 1.59 update_all_los (map, x, y);
1128 elmex 1.1 }
1129     }
1130    
1131     /*
1132     * merge_ob(op,top):
1133     *
1134     * This function goes through all objects below and including top, and
1135     * merges op to the first matching object.
1136     * If top is NULL, it is calculated.
1137     * Returns pointer to object if it succeded in the merge, otherwise NULL
1138     */
1139 root 1.24 object *
1140     merge_ob (object *op, object *top)
1141     {
1142     if (!op->nrof)
1143 elmex 1.1 return 0;
1144 root 1.29
1145 root 1.82 if (top)
1146     for (top = op; top && top->above; top = top->above)
1147     ;
1148 root 1.29
1149 root 1.82 for (; top; top = top->below)
1150 elmex 1.1 {
1151 root 1.24 if (top == op)
1152     continue;
1153 root 1.66
1154     if (object::can_merge (op, top))
1155 root 1.24 {
1156     top->nrof += op->nrof;
1157    
1158 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1159 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1160 root 1.64 op->destroy ();
1161 root 1.24 return top;
1162     }
1163 elmex 1.1 }
1164 root 1.29
1165 root 1.45 return 0;
1166 elmex 1.1 }
1167    
1168 root 1.138 void
1169     object::expand_tail ()
1170     {
1171     if (more)
1172     return;
1173    
1174     object *prev = this;
1175    
1176 root 1.160 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1177 root 1.138 {
1178     object *op = arch_to_object (at);
1179    
1180     op->name = name;
1181     op->name_pl = name_pl;
1182     op->title = title;
1183    
1184     op->head = this;
1185     prev->more = op;
1186    
1187     prev = op;
1188     }
1189     }
1190    
1191 elmex 1.1 /*
1192 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1193     * job preparing multi-part monsters.
1194 elmex 1.1 */
1195 root 1.24 object *
1196 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1197 root 1.24 {
1198 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1199 root 1.24 {
1200 root 1.159 tmp->x = x + tmp->arch->x;
1201     tmp->y = y + tmp->arch->y;
1202 elmex 1.1 }
1203 root 1.29
1204 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1205 elmex 1.1 }
1206    
1207     /*
1208     * insert_ob_in_map (op, map, originator, flag):
1209     * This function inserts the object in the two-way linked list
1210     * which represents what is on a map.
1211     * The second argument specifies the map, and the x and y variables
1212     * in the object about to be inserted specifies the position.
1213     *
1214     * originator: Player, monster or other object that caused 'op' to be inserted
1215     * into 'map'. May be NULL.
1216     *
1217     * flag is a bitmask about special things to do (or not do) when this
1218     * function is called. see the object.h file for the INS_ values.
1219     * Passing 0 for flag gives proper default values, so flag really only needs
1220     * to be set if special handling is needed.
1221     *
1222     * Return value:
1223     * new object if 'op' was merged with other object
1224     * NULL if 'op' was destroyed
1225     * just 'op' otherwise
1226     */
1227 root 1.24 object *
1228 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1229 elmex 1.1 {
1230 root 1.138 assert (!op->flag [FLAG_FREED]);
1231    
1232 root 1.155 object *top, *floor = NULL;
1233 elmex 1.1
1234 root 1.117 op->remove ();
1235    
1236 root 1.24 if (out_of_map (m, op->x, op->y))
1237     {
1238 root 1.138 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1239 elmex 1.1 #ifdef MANY_CORES
1240 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1241     * is likely to cause a crash. Better to find out where it is getting
1242     * improperly inserted.
1243     */
1244     abort ();
1245 elmex 1.1 #endif
1246 root 1.24 return op;
1247 elmex 1.1 }
1248 root 1.25
1249 root 1.117 if (object *more = op->more)
1250 root 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1251     return 0;
1252 root 1.25
1253 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1254 root 1.8
1255 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1256     * of areas of callers (eg, anything that uses find_free_spot would now
1257     * need extra work
1258     */
1259 root 1.117 if (!xy_normalise (m, op->x, op->y))
1260     return 0;
1261    
1262     op->map = m;
1263     mapspace &ms = op->ms ();
1264 root 1.24
1265     /* this has to be done after we translate the coordinates.
1266     */
1267     if (op->nrof && !(flag & INS_NO_MERGE))
1268 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1269 root 1.66 if (object::can_merge (op, tmp))
1270 root 1.25 {
1271     op->nrof += tmp->nrof;
1272 root 1.64 tmp->destroy ();
1273 root 1.25 }
1274 root 1.24
1275     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1276     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1277 root 1.25
1278 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1279     CLEAR_FLAG (op, FLAG_NO_STEAL);
1280    
1281     if (flag & INS_BELOW_ORIGINATOR)
1282     {
1283     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1284     {
1285     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1286     abort ();
1287     }
1288 root 1.25
1289 root 1.24 op->above = originator;
1290     op->below = originator->below;
1291 root 1.25
1292 root 1.24 if (op->below)
1293     op->below->above = op;
1294     else
1295 root 1.117 ms.bot = op;
1296 root 1.25
1297 root 1.24 /* since *below* originator, no need to update top */
1298     originator->below = op;
1299 elmex 1.1 }
1300 root 1.24 else
1301     {
1302 root 1.117 top = ms.bot;
1303    
1304 root 1.24 /* If there are other objects, then */
1305 root 1.117 if ((!(flag & INS_MAP_LOAD)) && top)
1306 root 1.24 {
1307 root 1.96 object *last = 0;
1308 root 1.24
1309     /*
1310     * If there are multiple objects on this space, we do some trickier handling.
1311     * We've already dealt with merging if appropriate.
1312     * Generally, we want to put the new object on top. But if
1313     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1314     * floor, we want to insert above that and no further.
1315     * Also, if there are spell objects on this space, we stop processing
1316     * once we get to them. This reduces the need to traverse over all of
1317     * them when adding another one - this saves quite a bit of cpu time
1318     * when lots of spells are cast in one area. Currently, it is presumed
1319     * that flying non pickable objects are spell objects.
1320     */
1321 root 1.117 for (top = ms.bot; top; top = top->above)
1322 root 1.24 {
1323     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1324     floor = top;
1325 root 1.26
1326 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))
1327     {
1328     /* We insert above top, so we want this object below this */
1329     top = top->below;
1330     break;
1331     }
1332 root 1.26
1333 root 1.24 last = top;
1334     }
1335 root 1.26
1336 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1337     top = last;
1338 root 1.8
1339 root 1.24 /* We let update_position deal with figuring out what the space
1340     * looks like instead of lots of conditions here.
1341     * makes things faster, and effectively the same result.
1342     */
1343    
1344     /* Have object 'fall below' other objects that block view.
1345 root 1.135 * Unless those objects are exits.
1346 root 1.24 * If INS_ON_TOP is used, don't do this processing
1347     * Need to find the object that in fact blocks view, otherwise
1348     * stacking is a bit odd.
1349     */
1350 root 1.117 if (!(flag & INS_ON_TOP)
1351     && ms.flags () & P_BLOCKSVIEW
1352 root 1.135 && (op->face && !faces [op->face].visibility))
1353 root 1.24 {
1354     for (last = top; last != floor; last = last->below)
1355     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1356     break;
1357 root 1.117
1358 root 1.24 /* Check to see if we found the object that blocks view,
1359     * and make sure we have a below pointer for it so that
1360     * we can get inserted below this one, which requires we
1361     * set top to the object below us.
1362     */
1363     if (last && last->below && last != floor)
1364     top = last->below;
1365 root 1.8 }
1366 root 1.24 } /* If objects on this space */
1367     if (flag & INS_MAP_LOAD)
1368 root 1.117 top = ms.top;
1369 root 1.25
1370 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1371     top = floor;
1372    
1373     /* Top is the object that our object (op) is going to get inserted above.
1374     */
1375    
1376     /* First object on this space */
1377     if (!top)
1378     {
1379 root 1.117 op->above = ms.bot;
1380 root 1.25
1381 root 1.24 if (op->above)
1382     op->above->below = op;
1383 root 1.25
1384 root 1.96 op->below = 0;
1385 root 1.117 ms.bot = op;
1386 root 1.24 }
1387     else
1388     { /* get inserted into the stack above top */
1389     op->above = top->above;
1390 root 1.25
1391 root 1.24 if (op->above)
1392     op->above->below = op;
1393 root 1.25
1394 root 1.24 op->below = top;
1395     top->above = op;
1396     }
1397 root 1.25
1398 root 1.96 if (!op->above)
1399 root 1.117 ms.top = op;
1400 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1401 root 1.8
1402 root 1.24 if (op->type == PLAYER)
1403 root 1.96 {
1404     op->contr->do_los = 1;
1405     ++op->map->players;
1406 root 1.100 op->map->touch ();
1407 root 1.96 }
1408 root 1.24
1409 root 1.98 op->map->dirty = true;
1410    
1411 root 1.24 if (!(flag & INS_MAP_LOAD))
1412 root 1.117 if (object *pl = ms.player ())
1413 root 1.175 pl->contr->ns->floorbox_update ();
1414 root 1.24
1415     /* If this object glows, it may affect lighting conditions that are
1416     * visible to others on this map. But update_all_los is really
1417     * an inefficient way to do this, as it means los for all players
1418     * on the map will get recalculated. The players could very well
1419     * be far away from this change and not affected in any way -
1420     * this should get redone to only look for players within range,
1421 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1422 root 1.24 * of effect may be sufficient.
1423     */
1424 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1425 root 1.24 update_all_los (op->map, op->x, op->y);
1426    
1427     /* updates flags (blocked, alive, no magic, etc) for this map space */
1428     update_object (op, UP_OBJ_INSERT);
1429    
1430 root 1.82 INVOKE_OBJECT (INSERT, op);
1431    
1432 root 1.24 /* Don't know if moving this to the end will break anything. However,
1433 root 1.70 * we want to have floorbox_update called before calling this.
1434 root 1.24 *
1435     * check_move_on() must be after this because code called from
1436     * check_move_on() depends on correct map flags (so functions like
1437     * blocked() and wall() work properly), and these flags are updated by
1438     * update_object().
1439     */
1440    
1441     /* if this is not the head or flag has been passed, don't check walk on status */
1442 root 1.155 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1443 root 1.24 {
1444     if (check_move_on (op, originator))
1445 root 1.82 return 0;
1446 elmex 1.1
1447 root 1.24 /* If we are a multi part object, lets work our way through the check
1448     * walk on's.
1449     */
1450 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1451 root 1.24 if (check_move_on (tmp, originator))
1452 root 1.82 return 0;
1453 elmex 1.1 }
1454 root 1.25
1455 root 1.24 return op;
1456 elmex 1.1 }
1457    
1458     /* this function inserts an object in the map, but if it
1459 root 1.75 * finds an object of its own type, it'll remove that one first.
1460     * op is the object to insert it under: supplies x and the map.
1461 elmex 1.1 */
1462 root 1.24 void
1463     replace_insert_ob_in_map (const char *arch_string, object *op)
1464     {
1465 root 1.75 object *tmp, *tmp1;
1466 elmex 1.1
1467 root 1.24 /* first search for itself and remove any old instances */
1468 elmex 1.1
1469 root 1.104 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1470 root 1.158 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1471 root 1.64 tmp->destroy ();
1472 elmex 1.1
1473 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1474 elmex 1.1
1475 root 1.24 tmp1->x = op->x;
1476     tmp1->y = op->y;
1477     insert_ob_in_map (tmp1, op->map, op, 0);
1478     }
1479 elmex 1.1
1480 root 1.93 object *
1481     object::insert_at (object *where, object *originator, int flags)
1482     {
1483 root 1.138 return where->map->insert (this, where->x, where->y, originator, flags);
1484 root 1.93 }
1485    
1486 elmex 1.1 /*
1487     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1488     * is returned contains nr objects, and the remaining parts contains
1489     * the rest (or is removed and freed if that number is 0).
1490     * On failure, NULL is returned, and the reason put into the
1491     * global static errmsg array.
1492     */
1493 root 1.24 object *
1494     get_split_ob (object *orig_ob, uint32 nr)
1495     {
1496 root 1.64 object *newob;
1497     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1498 root 1.24
1499     if (orig_ob->nrof < nr)
1500     {
1501     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1502     return NULL;
1503     }
1504 root 1.29
1505 root 1.24 newob = object_create_clone (orig_ob);
1506 root 1.29
1507 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1508 root 1.63 orig_ob->destroy (1);
1509 root 1.24 else if (!is_removed)
1510     {
1511     if (orig_ob->env != NULL)
1512     sub_weight (orig_ob->env, orig_ob->weight * nr);
1513     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1514     {
1515     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1516     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1517     return NULL;
1518 root 1.8 }
1519 elmex 1.1 }
1520 root 1.29
1521 root 1.24 newob->nrof = nr;
1522 elmex 1.1
1523 root 1.24 return newob;
1524 elmex 1.1 }
1525    
1526     /*
1527     * decrease_ob_nr(object, number) decreases a specified number from
1528     * the amount of an object. If the amount reaches 0, the object
1529     * is subsequently removed and freed.
1530     *
1531     * Return value: 'op' if something is left, NULL if the amount reached 0
1532     */
1533 root 1.24 object *
1534     decrease_ob_nr (object *op, uint32 i)
1535 elmex 1.1 {
1536 root 1.29 object *tmp;
1537 elmex 1.1
1538 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1539     return op;
1540    
1541     if (i > op->nrof)
1542     i = op->nrof;
1543    
1544     if (QUERY_FLAG (op, FLAG_REMOVED))
1545 root 1.29 op->nrof -= i;
1546 root 1.73 else if (op->env)
1547 root 1.24 {
1548     /* is this object in the players inventory, or sub container
1549     * therein?
1550     */
1551 root 1.74 tmp = op->in_player ();
1552 root 1.24 /* nope. Is this a container the player has opened?
1553     * If so, set tmp to that player.
1554     * IMO, searching through all the players will mostly
1555     * likely be quicker than following op->env to the map,
1556     * and then searching the map for a player.
1557     */
1558     if (!tmp)
1559 root 1.81 for_all_players (pl)
1560     if (pl->ob->container == op->env)
1561     {
1562     tmp = pl->ob;
1563     break;
1564     }
1565 elmex 1.1
1566 root 1.24 if (i < op->nrof)
1567     {
1568     sub_weight (op->env, op->weight * i);
1569     op->nrof -= i;
1570     if (tmp)
1571 root 1.73 esrv_send_item (tmp, op);
1572 root 1.24 }
1573     else
1574     {
1575 root 1.63 op->remove ();
1576 root 1.24 op->nrof = 0;
1577     if (tmp)
1578 root 1.73 esrv_del_item (tmp->contr, op->count);
1579 elmex 1.1 }
1580     }
1581 root 1.24 else
1582 elmex 1.1 {
1583 root 1.29 object *above = op->above;
1584 elmex 1.1
1585 root 1.24 if (i < op->nrof)
1586 root 1.29 op->nrof -= i;
1587 root 1.24 else
1588     {
1589 root 1.63 op->remove ();
1590 root 1.24 op->nrof = 0;
1591     }
1592 root 1.29
1593 root 1.24 /* Since we just removed op, op->above is null */
1594 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1595 root 1.24 if (tmp->type == PLAYER)
1596     {
1597     if (op->nrof)
1598     esrv_send_item (tmp, op);
1599     else
1600     esrv_del_item (tmp->contr, op->count);
1601     }
1602 elmex 1.1 }
1603    
1604 root 1.24 if (op->nrof)
1605 root 1.29 return op;
1606 root 1.24 else
1607     {
1608 root 1.64 op->destroy ();
1609 root 1.73 return 0;
1610 elmex 1.1 }
1611     }
1612    
1613     /*
1614     * add_weight(object, weight) adds the specified weight to an object,
1615     * and also updates how much the environment(s) is/are carrying.
1616     */
1617 root 1.24 void
1618     add_weight (object *op, signed long weight)
1619     {
1620     while (op != NULL)
1621     {
1622     if (op->type == CONTAINER)
1623 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1624    
1625 root 1.24 op->carrying += weight;
1626     op = op->env;
1627     }
1628 elmex 1.1 }
1629    
1630 root 1.24 object *
1631     insert_ob_in_ob (object *op, object *where)
1632     {
1633 root 1.59 if (!where)
1634 root 1.24 {
1635 root 1.53 char *dump = dump_object (op);
1636     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1637     free (dump);
1638 root 1.24 return op;
1639     }
1640 root 1.29
1641 root 1.154 if (where->head_ () != where)
1642 root 1.24 {
1643 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1644 root 1.24 where = where->head;
1645     }
1646 root 1.29
1647 root 1.59 return where->insert (op);
1648     }
1649    
1650     /*
1651     * env->insert (op)
1652     * This function inserts the object op in the linked list
1653     * inside the object environment.
1654     *
1655     * The function returns now pointer to inserted item, and return value can
1656     * be != op, if items are merged. -Tero
1657     */
1658     object *
1659     object::insert (object *op)
1660     {
1661     if (!QUERY_FLAG (op, FLAG_REMOVED))
1662     op->remove ();
1663    
1664 root 1.24 if (op->more)
1665     {
1666     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1667     return op;
1668     }
1669 root 1.29
1670 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1671     CLEAR_FLAG (op, FLAG_REMOVED);
1672 root 1.182
1673 root 1.24 if (op->nrof)
1674     {
1675 root 1.182 for (object *tmp = inv; tmp; tmp = tmp->below)
1676 root 1.66 if (object::can_merge (tmp, op))
1677 root 1.24 {
1678     /* return the original object and remove inserted object
1679     (client needs the original object) */
1680     tmp->nrof += op->nrof;
1681     /* Weight handling gets pretty funky. Since we are adding to
1682     * tmp->nrof, we need to increase the weight.
1683     */
1684 root 1.59 add_weight (this, op->weight * op->nrof);
1685 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1686 root 1.59 op->destroy (); /* free the inserted object */
1687 root 1.24 op = tmp;
1688 root 1.59 op->remove (); /* and fix old object's links */
1689 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1690     break;
1691     }
1692    
1693     /* I assume combined objects have no inventory
1694     * We add the weight - this object could have just been removed
1695     * (if it was possible to merge). calling remove_ob will subtract
1696     * the weight, so we need to add it in again, since we actually do
1697     * the linking below
1698     */
1699 root 1.59 add_weight (this, op->weight * op->nrof);
1700 root 1.24 }
1701     else
1702 root 1.59 add_weight (this, (op->weight + op->carrying));
1703 elmex 1.1
1704 root 1.182 if (object *otmp = this->in_player ())
1705     if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1706 root 1.78 otmp->update_stats ();
1707 elmex 1.1
1708 root 1.182 op->owner = 0; // its his/hers now. period.
1709     op->map = 0;
1710     op->env = this;
1711 root 1.74 op->above = 0;
1712     op->below = 0;
1713 root 1.182 op->x = op->y = 0;
1714 elmex 1.1
1715     /* reset the light list and los of the players on the map */
1716 root 1.182 if (op->glow_radius && map)
1717 root 1.24 {
1718 elmex 1.1 #ifdef DEBUG_LIGHTS
1719 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1720     #endif /* DEBUG_LIGHTS */
1721 root 1.84 if (map->darkness)
1722 root 1.59 update_all_los (map, x, y);
1723 root 1.24 }
1724 elmex 1.1
1725     /* Client has no idea of ordering so lets not bother ordering it here.
1726     * It sure simplifies this function...
1727     */
1728 root 1.59 if (!inv)
1729     inv = op;
1730 root 1.24 else
1731     {
1732 root 1.59 op->below = inv;
1733 elmex 1.1 op->below->above = op;
1734 root 1.59 inv = op;
1735 root 1.24 }
1736 root 1.59
1737 root 1.82 INVOKE_OBJECT (INSERT, this);
1738    
1739 elmex 1.1 return op;
1740     }
1741    
1742     /*
1743     * Checks if any objects has a move_type that matches objects
1744     * that effect this object on this space. Call apply() to process
1745     * these events.
1746     *
1747     * Any speed-modification due to SLOW_MOVE() of other present objects
1748     * will affect the speed_left of the object.
1749     *
1750     * originator: Player, monster or other object that caused 'op' to be inserted
1751     * into 'map'. May be NULL.
1752     *
1753     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1754     *
1755     * 4-21-95 added code to check if appropriate skill was readied - this will
1756     * permit faster movement by the player through this terrain. -b.t.
1757     *
1758     * MSW 2001-07-08: Check all objects on space, not just those below
1759     * object being inserted. insert_ob_in_map may not put new objects
1760     * on top.
1761     */
1762 root 1.24 int
1763     check_move_on (object *op, object *originator)
1764 elmex 1.1 {
1765 root 1.48 object *tmp;
1766 root 1.49 maptile *m = op->map;
1767 root 1.48 int x = op->x, y = op->y;
1768 root 1.26
1769 root 1.48 MoveType move_on, move_slow, move_block;
1770 root 1.24
1771     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1772     return 0;
1773    
1774     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1775     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1776     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1777    
1778     /* if nothing on this space will slow op down or be applied,
1779     * no need to do checking below. have to make sure move_type
1780     * is set, as lots of objects don't have it set - we treat that
1781     * as walking.
1782     */
1783     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1784     return 0;
1785 elmex 1.1
1786 root 1.24 /* This is basically inverse logic of that below - basically,
1787     * if the object can avoid the move on or slow move, they do so,
1788     * but can't do it if the alternate movement they are using is
1789     * blocked. Logic on this seems confusing, but does seem correct.
1790     */
1791     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1792     return 0;
1793    
1794     /* The objects have to be checked from top to bottom.
1795     * Hence, we first go to the top:
1796     */
1797    
1798 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1799 root 1.24 {
1800     /* Trim the search when we find the first other spell effect
1801     * this helps performance so that if a space has 50 spell objects,
1802     * we don't need to check all of them.
1803     */
1804     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1805     break;
1806     }
1807 root 1.26
1808     for (; tmp; tmp = tmp->below)
1809 root 1.24 {
1810     if (tmp == op)
1811     continue; /* Can't apply yourself */
1812 elmex 1.1
1813 root 1.24 /* Check to see if one of the movement types should be slowed down.
1814     * Second check makes sure that the movement types not being slowed
1815     * (~slow_move) is not blocked on this space - just because the
1816     * space doesn't slow down swimming (for example), if you can't actually
1817     * swim on that space, can't use it to avoid the penalty.
1818     */
1819     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1820     {
1821     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1822     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1823     {
1824 elmex 1.1
1825 root 1.29 float
1826 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1827 elmex 1.1
1828 root 1.24 if (op->type == PLAYER)
1829 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1830     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1831     diff /= 4.0;
1832    
1833 root 1.24 op->speed_left -= diff;
1834 root 1.8 }
1835     }
1836 elmex 1.1
1837 root 1.24 /* Basically same logic as above, except now for actual apply. */
1838     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1839     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1840     {
1841 elmex 1.72 move_apply (tmp, op, originator);
1842 root 1.24
1843 root 1.48 if (op->destroyed ())
1844 root 1.24 return 1;
1845    
1846     /* what the person/creature stepped onto has moved the object
1847     * someplace new. Don't process any further - if we did,
1848     * have a feeling strange problems would result.
1849     */
1850     if (op->map != m || op->x != x || op->y != y)
1851     return 0;
1852 root 1.8 }
1853 elmex 1.1 }
1854 root 1.26
1855 root 1.24 return 0;
1856 elmex 1.1 }
1857    
1858     /*
1859     * present_arch(arch, map, x, y) searches for any objects with
1860     * a matching archetype at the given map and coordinates.
1861     * The first matching object is returned, or NULL if none.
1862     */
1863 root 1.24 object *
1864 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1865 root 1.24 {
1866 root 1.104 if (!m || out_of_map (m, x, y))
1867 root 1.24 {
1868     LOG (llevError, "Present_arch called outside map.\n");
1869     return NULL;
1870     }
1871 root 1.84
1872 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1873 root 1.24 if (tmp->arch == at)
1874 elmex 1.1 return tmp;
1875 root 1.84
1876 elmex 1.1 return NULL;
1877     }
1878    
1879     /*
1880     * present(type, map, x, y) searches for any objects with
1881     * a matching type variable at the given map and coordinates.
1882     * The first matching object is returned, or NULL if none.
1883     */
1884 root 1.24 object *
1885 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1886 root 1.24 {
1887     if (out_of_map (m, x, y))
1888     {
1889     LOG (llevError, "Present called outside map.\n");
1890     return NULL;
1891     }
1892 root 1.84
1893 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1894 root 1.24 if (tmp->type == type)
1895 elmex 1.1 return tmp;
1896 root 1.84
1897 elmex 1.1 return NULL;
1898     }
1899    
1900     /*
1901     * present_in_ob(type, object) searches for any objects with
1902     * a matching type variable in the inventory of the given object.
1903     * The first matching object is returned, or NULL if none.
1904     */
1905 root 1.24 object *
1906     present_in_ob (unsigned char type, const object *op)
1907     {
1908 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1909 root 1.24 if (tmp->type == type)
1910 elmex 1.1 return tmp;
1911 root 1.84
1912 elmex 1.1 return NULL;
1913     }
1914    
1915     /*
1916     * present_in_ob (type, str, object) searches for any objects with
1917     * a matching type & name variable in the inventory of the given object.
1918     * The first matching object is returned, or NULL if none.
1919     * This is mostly used by spell effect code, so that we only
1920     * have one spell effect at a time.
1921     * type can be used to narrow the search - if type is set,
1922     * the type must also match. -1 can be passed for the type,
1923     * in which case the type does not need to pass.
1924     * str is the string to match against. Note that we match against
1925     * the object name, not the archetype name. this is so that the
1926     * spell code can use one object type (force), but change it's name
1927     * to be unique.
1928     */
1929 root 1.24 object *
1930     present_in_ob_by_name (int type, const char *str, const object *op)
1931     {
1932 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1933 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1934     return tmp;
1935 elmex 1.1
1936 root 1.82 return 0;
1937 elmex 1.1 }
1938    
1939     /*
1940     * present_arch_in_ob(archetype, object) searches for any objects with
1941     * a matching archetype in the inventory of the given object.
1942     * The first matching object is returned, or NULL if none.
1943     */
1944 root 1.24 object *
1945     present_arch_in_ob (const archetype *at, const object *op)
1946     {
1947 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1948 root 1.24 if (tmp->arch == at)
1949 elmex 1.1 return tmp;
1950 root 1.82
1951 elmex 1.1 return NULL;
1952     }
1953    
1954     /*
1955     * activate recursively a flag on an object inventory
1956     */
1957 root 1.24 void
1958     flag_inv (object *op, int flag)
1959     {
1960     if (op->inv)
1961 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1962 root 1.24 {
1963     SET_FLAG (tmp, flag);
1964     flag_inv (tmp, flag);
1965 elmex 1.1 }
1966 root 1.82 }
1967    
1968     /*
1969     * deactivate recursively a flag on an object inventory
1970     */
1971 root 1.24 void
1972     unflag_inv (object *op, int flag)
1973     {
1974     if (op->inv)
1975 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1976 root 1.24 {
1977     CLEAR_FLAG (tmp, flag);
1978     unflag_inv (tmp, flag);
1979 elmex 1.1 }
1980     }
1981    
1982     /*
1983     * find_free_spot(object, map, x, y, start, stop) will search for
1984     * a spot at the given map and coordinates which will be able to contain
1985     * the given object. start and stop specifies how many squares
1986     * to search (see the freearr_x/y[] definition).
1987     * It returns a random choice among the alternatives found.
1988     * start and stop are where to start relative to the free_arr array (1,9
1989     * does all 4 immediate directions). This returns the index into the
1990     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1991     * Note - this only checks to see if there is space for the head of the
1992     * object - if it is a multispace object, this should be called for all
1993     * pieces.
1994     * Note2: This function does correctly handle tiled maps, but does not
1995     * inform the caller. However, insert_ob_in_map will update as
1996     * necessary, so the caller shouldn't need to do any special work.
1997     * Note - updated to take an object instead of archetype - this is necessary
1998     * because arch_blocked (now ob_blocked) needs to know the movement type
1999     * to know if the space in question will block the object. We can't use
2000     * the archetype because that isn't correct if the monster has been
2001     * customized, changed states, etc.
2002     */
2003 root 1.24 int
2004 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2005 root 1.24 {
2006 root 1.82 int index = 0, flag;
2007     int altern[SIZEOFFREE];
2008 root 1.24
2009 root 1.82 for (int i = start; i < stop; i++)
2010 root 1.24 {
2011     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2012     if (!flag)
2013 root 1.82 altern [index++] = i;
2014 root 1.24
2015     /* Basically, if we find a wall on a space, we cut down the search size.
2016     * In this way, we won't return spaces that are on another side of a wall.
2017     * This mostly work, but it cuts down the search size in all directions -
2018     * if the space being examined only has a wall to the north and empty
2019     * spaces in all the other directions, this will reduce the search space
2020     * to only the spaces immediately surrounding the target area, and
2021     * won't look 2 spaces south of the target space.
2022     */
2023 root 1.74 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2024 root 1.24 stop = maxfree[i];
2025 elmex 1.1 }
2026 root 1.74
2027 root 1.24 if (!index)
2028     return -1;
2029 root 1.74
2030 root 1.124 return altern [rndm (index)];
2031 elmex 1.1 }
2032    
2033     /*
2034 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2035 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2036     * But it will return the first available spot, not a random choice.
2037     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2038     */
2039 root 1.24 int
2040 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2041 root 1.24 {
2042 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2043     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2044     return i;
2045 root 1.24
2046     return -1;
2047 elmex 1.1 }
2048    
2049     /*
2050     * The function permute(arr, begin, end) randomly reorders the array
2051     * arr[begin..end-1].
2052 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2053 elmex 1.1 */
2054 root 1.24 static void
2055     permute (int *arr, int begin, int end)
2056 elmex 1.1 {
2057 root 1.82 arr += begin;
2058     end -= begin;
2059    
2060     while (--end)
2061 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2062 elmex 1.1 }
2063    
2064     /* new function to make monster searching more efficient, and effective!
2065     * This basically returns a randomized array (in the passed pointer) of
2066     * the spaces to find monsters. In this way, it won't always look for
2067     * monsters to the north first. However, the size of the array passed
2068     * covers all the spaces, so within that size, all the spaces within
2069     * the 3x3 area will be searched, just not in a predictable order.
2070     */
2071 root 1.24 void
2072     get_search_arr (int *search_arr)
2073 elmex 1.1 {
2074 root 1.82 int i;
2075 elmex 1.1
2076 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2077 root 1.82 search_arr[i] = i;
2078 elmex 1.1
2079 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2080     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2081     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2082 elmex 1.1 }
2083    
2084     /*
2085     * find_dir(map, x, y, exclude) will search some close squares in the
2086     * given map at the given coordinates for live objects.
2087     * It will not considered the object given as exclude among possible
2088     * live objects.
2089     * It returns the direction toward the first/closest live object if finds
2090     * any, otherwise 0.
2091     * Perhaps incorrectly, but I'm making the assumption that exclude
2092     * is actually want is going to try and move there. We need this info
2093     * because we have to know what movement the thing looking to move
2094     * there is capable of.
2095     */
2096 root 1.24 int
2097 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2098 root 1.24 {
2099 root 1.82 int i, max = SIZEOFFREE, mflags;
2100 root 1.29
2101     sint16 nx, ny;
2102 root 1.82 object *tmp;
2103     maptile *mp;
2104 root 1.29
2105     MoveType blocked, move_type;
2106 root 1.24
2107 root 1.155 if (exclude && exclude->head_ () != exclude)
2108 root 1.24 {
2109     exclude = exclude->head;
2110     move_type = exclude->move_type;
2111     }
2112     else
2113     {
2114     /* If we don't have anything, presume it can use all movement types. */
2115     move_type = MOVE_ALL;
2116     }
2117    
2118     for (i = 1; i < max; i++)
2119     {
2120     mp = m;
2121     nx = x + freearr_x[i];
2122     ny = y + freearr_y[i];
2123    
2124     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2125 root 1.75
2126 root 1.24 if (mflags & P_OUT_OF_MAP)
2127 root 1.75 max = maxfree[i];
2128 root 1.24 else
2129     {
2130 root 1.82 mapspace &ms = mp->at (nx, ny);
2131    
2132     blocked = ms.move_block;
2133 root 1.24
2134     if ((move_type & blocked) == move_type)
2135 root 1.75 max = maxfree[i];
2136 root 1.24 else if (mflags & P_IS_ALIVE)
2137     {
2138 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2139 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2140 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2141 root 1.75 break;
2142    
2143 root 1.24 if (tmp)
2144 root 1.75 return freedir[i];
2145 root 1.8 }
2146     }
2147 elmex 1.1 }
2148 root 1.75
2149 root 1.24 return 0;
2150 elmex 1.1 }
2151    
2152     /*
2153     * distance(object 1, object 2) will return the square of the
2154     * distance between the two given objects.
2155     */
2156 root 1.24 int
2157     distance (const object *ob1, const object *ob2)
2158     {
2159 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2160 elmex 1.1 }
2161    
2162     /*
2163     * find_dir_2(delta-x,delta-y) will return a direction in which
2164     * an object which has subtracted the x and y coordinates of another
2165     * object, needs to travel toward it.
2166     */
2167 root 1.24 int
2168     find_dir_2 (int x, int y)
2169     {
2170 root 1.75 int q;
2171 elmex 1.1
2172 root 1.24 if (y)
2173     q = x * 100 / y;
2174 elmex 1.1 else if (x)
2175 root 1.24 q = -300 * x;
2176 elmex 1.1 else
2177     return 0;
2178    
2179 root 1.24 if (y > 0)
2180     {
2181     if (q < -242)
2182     return 3;
2183     if (q < -41)
2184     return 2;
2185     if (q < 41)
2186     return 1;
2187     if (q < 242)
2188     return 8;
2189     return 7;
2190     }
2191 elmex 1.1
2192     if (q < -242)
2193 root 1.24 return 7;
2194 elmex 1.1 if (q < -41)
2195 root 1.24 return 6;
2196 elmex 1.1 if (q < 41)
2197 root 1.24 return 5;
2198 elmex 1.1 if (q < 242)
2199 root 1.24 return 4;
2200 elmex 1.1
2201 root 1.24 return 3;
2202 elmex 1.1 }
2203    
2204     /*
2205     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2206     * between two directions (which are expected to be absolute (see absdir())
2207     */
2208 root 1.24 int
2209     dirdiff (int dir1, int dir2)
2210     {
2211 root 1.82 int d;
2212 root 1.24
2213     d = abs (dir1 - dir2);
2214     if (d > 4)
2215 elmex 1.1 d = 8 - d;
2216 root 1.82
2217 elmex 1.1 return d;
2218     }
2219    
2220     /* peterm:
2221     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2222     * Basically, this is a table of directions, and what directions
2223     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2224     * This basically means that if direction is 15, then it could either go
2225     * direction 4, 14, or 16 to get back to where we are.
2226     * Moved from spell_util.c to object.c with the other related direction
2227     * functions.
2228     */
2229 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2230 root 1.24 {0, 0, 0}, /* 0 */
2231     {0, 0, 0}, /* 1 */
2232     {0, 0, 0}, /* 2 */
2233     {0, 0, 0}, /* 3 */
2234     {0, 0, 0}, /* 4 */
2235     {0, 0, 0}, /* 5 */
2236     {0, 0, 0}, /* 6 */
2237     {0, 0, 0}, /* 7 */
2238     {0, 0, 0}, /* 8 */
2239     {8, 1, 2}, /* 9 */
2240     {1, 2, -1}, /* 10 */
2241     {2, 10, 12}, /* 11 */
2242     {2, 3, -1}, /* 12 */
2243     {2, 3, 4}, /* 13 */
2244     {3, 4, -1}, /* 14 */
2245     {4, 14, 16}, /* 15 */
2246     {5, 4, -1}, /* 16 */
2247     {4, 5, 6}, /* 17 */
2248     {6, 5, -1}, /* 18 */
2249     {6, 20, 18}, /* 19 */
2250     {7, 6, -1}, /* 20 */
2251     {6, 7, 8}, /* 21 */
2252     {7, 8, -1}, /* 22 */
2253     {8, 22, 24}, /* 23 */
2254     {8, 1, -1}, /* 24 */
2255     {24, 9, 10}, /* 25 */
2256     {9, 10, -1}, /* 26 */
2257     {10, 11, -1}, /* 27 */
2258     {27, 11, 29}, /* 28 */
2259     {11, 12, -1}, /* 29 */
2260     {12, 13, -1}, /* 30 */
2261     {12, 13, 14}, /* 31 */
2262     {13, 14, -1}, /* 32 */
2263     {14, 15, -1}, /* 33 */
2264     {33, 15, 35}, /* 34 */
2265     {16, 15, -1}, /* 35 */
2266     {17, 16, -1}, /* 36 */
2267     {18, 17, 16}, /* 37 */
2268     {18, 17, -1}, /* 38 */
2269     {18, 19, -1}, /* 39 */
2270     {41, 19, 39}, /* 40 */
2271     {19, 20, -1}, /* 41 */
2272     {20, 21, -1}, /* 42 */
2273     {20, 21, 22}, /* 43 */
2274     {21, 22, -1}, /* 44 */
2275     {23, 22, -1}, /* 45 */
2276     {45, 47, 23}, /* 46 */
2277     {23, 24, -1}, /* 47 */
2278     {24, 9, -1}
2279     }; /* 48 */
2280 elmex 1.1
2281     /* Recursive routine to step back and see if we can
2282     * find a path to that monster that we found. If not,
2283     * we don't bother going toward it. Returns 1 if we
2284     * can see a direct way to get it
2285     * Modified to be map tile aware -.MSW
2286     */
2287 root 1.24 int
2288 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2289 root 1.24 {
2290 root 1.29 sint16 dx, dy;
2291 root 1.75 int mflags;
2292 root 1.24
2293     if (dir < 0)
2294     return 0; /* exit condition: invalid direction */
2295    
2296     dx = x + freearr_x[dir];
2297     dy = y + freearr_y[dir];
2298    
2299     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2300    
2301     /* This functional arguably was incorrect before - it was
2302     * checking for P_WALL - that was basically seeing if
2303     * we could move to the monster - this is being more
2304     * literal on if we can see it. To know if we can actually
2305     * move to the monster, we'd need the monster passed in or
2306     * at least its move type.
2307     */
2308     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2309     return 0;
2310    
2311     /* yes, can see. */
2312     if (dir < 9)
2313     return 1;
2314 root 1.75
2315     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2316     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2317     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2318 root 1.24 }
2319    
2320 elmex 1.1 /*
2321     * can_pick(picker, item): finds out if an object is possible to be
2322     * picked up by the picker. Returnes 1 if it can be
2323     * picked up, otherwise 0.
2324     *
2325     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2326     * core dumps if they do.
2327     *
2328     * Add a check so we can't pick up invisible objects (0.93.8)
2329     */
2330 root 1.24 int
2331     can_pick (const object *who, const object *item)
2332     {
2333     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2334     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2335     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2336 elmex 1.1 }
2337    
2338     /*
2339     * create clone from object to another
2340     */
2341 root 1.24 object *
2342     object_create_clone (object *asrc)
2343     {
2344 root 1.155 object *dst = 0, *tmp, *src, *prev, *item;
2345 elmex 1.1
2346 root 1.24 if (!asrc)
2347 root 1.62 return 0;
2348    
2349 root 1.155 src = asrc->head_ ();
2350 root 1.24
2351 root 1.62 prev = 0;
2352 root 1.155 for (object *part = src; part; part = part->more)
2353 root 1.24 {
2354 root 1.65 tmp = part->clone ();
2355 root 1.24 tmp->x -= src->x;
2356     tmp->y -= src->y;
2357 root 1.62
2358 root 1.24 if (!part->head)
2359     {
2360     dst = tmp;
2361 root 1.62 tmp->head = 0;
2362 root 1.24 }
2363     else
2364 root 1.75 tmp->head = dst;
2365 root 1.62
2366     tmp->more = 0;
2367    
2368 root 1.24 if (prev)
2369     prev->more = tmp;
2370 root 1.62
2371 root 1.24 prev = tmp;
2372 elmex 1.1 }
2373 root 1.24
2374     for (item = src->inv; item; item = item->below)
2375 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2376 elmex 1.1
2377 root 1.24 return dst;
2378 elmex 1.1 }
2379    
2380     /* This returns the first object in who's inventory that
2381     * has the same type and subtype match.
2382     * returns NULL if no match.
2383     */
2384 root 1.24 object *
2385     find_obj_by_type_subtype (const object *who, int type, int subtype)
2386 elmex 1.1 {
2387 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2388 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2389     return tmp;
2390 elmex 1.1
2391 root 1.82 return 0;
2392 elmex 1.1 }
2393    
2394     /* If ob has a field named key, return the link from the list,
2395     * otherwise return NULL.
2396     *
2397     * key must be a passed in shared string - otherwise, this won't
2398     * do the desired thing.
2399     */
2400 root 1.24 key_value *
2401     get_ob_key_link (const object *ob, const char *key)
2402     {
2403 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2404 root 1.48 if (link->key == key)
2405     return link;
2406 root 1.24
2407 root 1.82 return 0;
2408 root 1.24 }
2409 elmex 1.1
2410     /*
2411     * Returns the value of op has an extra_field for key, or NULL.
2412     *
2413     * The argument doesn't need to be a shared string.
2414     *
2415     * The returned string is shared.
2416     */
2417 root 1.24 const char *
2418     get_ob_key_value (const object *op, const char *const key)
2419     {
2420 root 1.35 key_value *link;
2421     shstr_cmp canonical_key (key);
2422 root 1.24
2423 root 1.35 if (!canonical_key)
2424 root 1.24 {
2425     /* 1. There being a field named key on any object
2426     * implies there'd be a shared string to find.
2427     * 2. Since there isn't, no object has this field.
2428     * 3. Therefore, *this* object doesn't have this field.
2429     */
2430 root 1.35 return 0;
2431 elmex 1.1 }
2432    
2433 root 1.24 /* This is copied from get_ob_key_link() above -
2434     * only 4 lines, and saves the function call overhead.
2435     */
2436 root 1.35 for (link = op->key_values; link; link = link->next)
2437     if (link->key == canonical_key)
2438     return link->value;
2439    
2440     return 0;
2441 elmex 1.1 }
2442    
2443     /*
2444     * Updates the canonical_key in op to value.
2445     *
2446     * canonical_key is a shared string (value doesn't have to be).
2447     *
2448     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2449     * keys.
2450     *
2451     * Returns TRUE on success.
2452     */
2453 root 1.24 int
2454     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2455     {
2456 root 1.82 key_value *field = NULL, *last = NULL;
2457 root 1.24
2458     for (field = op->key_values; field != NULL; field = field->next)
2459     {
2460     if (field->key != canonical_key)
2461     {
2462     last = field;
2463     continue;
2464     }
2465    
2466     if (value)
2467     field->value = value;
2468     else
2469     {
2470     /* Basically, if the archetype has this key set,
2471     * we need to store the null value so when we save
2472     * it, we save the empty value so that when we load,
2473     * we get this value back again.
2474     */
2475 root 1.159 if (get_ob_key_link (op->arch, canonical_key))
2476 root 1.24 field->value = 0;
2477     else
2478     {
2479     if (last)
2480     last->next = field->next;
2481     else
2482     op->key_values = field->next;
2483    
2484 root 1.29 delete field;
2485 root 1.24 }
2486     }
2487     return TRUE;
2488     }
2489     /* IF we get here, key doesn't exist */
2490    
2491     /* No field, we'll have to add it. */
2492    
2493     if (!add_key)
2494 root 1.82 return FALSE;
2495    
2496 root 1.24 /* There isn't any good reason to store a null
2497     * value in the key/value list. If the archetype has
2498     * this key, then we should also have it, so shouldn't
2499     * be here. If user wants to store empty strings,
2500     * should pass in ""
2501     */
2502     if (value == NULL)
2503 elmex 1.1 return TRUE;
2504 root 1.24
2505     field = new key_value;
2506    
2507     field->key = canonical_key;
2508     field->value = value;
2509     /* Usual prepend-addition. */
2510     field->next = op->key_values;
2511     op->key_values = field;
2512    
2513     return TRUE;
2514 elmex 1.1 }
2515    
2516     /*
2517     * Updates the key in op to value.
2518     *
2519     * If add_key is FALSE, this will only update existing keys,
2520     * and not add new ones.
2521     * In general, should be little reason FALSE is ever passed in for add_key
2522     *
2523     * Returns TRUE on success.
2524     */
2525 root 1.24 int
2526     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2527 root 1.11 {
2528 root 1.29 shstr key_ (key);
2529 root 1.24
2530 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2531 elmex 1.1 }
2532 root 1.31
2533 root 1.34 object::depth_iterator::depth_iterator (object *container)
2534     : iterator_base (container)
2535     {
2536     while (item->inv)
2537     item = item->inv;
2538     }
2539    
2540 root 1.31 void
2541 root 1.34 object::depth_iterator::next ()
2542 root 1.31 {
2543 root 1.34 if (item->below)
2544     {
2545     item = item->below;
2546    
2547     while (item->inv)
2548     item = item->inv;
2549     }
2550 root 1.31 else
2551 root 1.34 item = item->env;
2552 root 1.31 }
2553 root 1.34
2554 elmex 1.97 const char *
2555     object::flag_desc (char *desc, int len) const
2556     {
2557     char *p = desc;
2558     bool first = true;
2559    
2560 root 1.101 *p = 0;
2561    
2562 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2563     {
2564     if (len <= 10) // magic constant!
2565     {
2566     snprintf (p, len, ",...");
2567     break;
2568     }
2569    
2570 root 1.101 if (flag [i])
2571 elmex 1.97 {
2572     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2573     len -= cnt;
2574     p += cnt;
2575     first = false;
2576     }
2577     }
2578    
2579     return desc;
2580     }
2581    
2582 root 1.101 // return a suitable string describing an object in enough detail to find it
2583 root 1.36 const char *
2584     object::debug_desc (char *info) const
2585     {
2586 elmex 1.97 char flagdesc[512];
2587     char info2[256 * 4];
2588 root 1.36 char *p = info;
2589    
2590 elmex 1.127 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2591 elmex 1.97 count, uuid.seq,
2592 root 1.36 &name,
2593 root 1.117 title ? "\",title:\"" : "",
2594 elmex 1.97 title ? (const char *)title : "",
2595     flag_desc (flagdesc, 512), type);
2596 root 1.36
2597 elmex 1.181 if (!this->flag[FLAG_REMOVED] && env)
2598 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2599    
2600     if (map)
2601 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2602 root 1.36
2603     return info;
2604     }
2605    
2606     const char *
2607     object::debug_desc () const
2608     {
2609 root 1.143 static char info[3][256 * 4];
2610     static int info_idx;
2611 root 1.36
2612 root 1.143 return debug_desc (info [++info_idx % 3]);
2613 root 1.114 }
2614    
2615 root 1.125 struct region *
2616     object::region () const
2617     {
2618     return map ? map->region (x, y)
2619     : region::default_region ();
2620     }
2621    
2622 root 1.129 const materialtype_t *
2623     object::dominant_material () const
2624     {
2625 root 1.165 if (materialtype_t *mt = name_to_material (materialname))
2626     return mt;
2627 root 1.129
2628 root 1.165 return name_to_material (shstr_unknown);
2629 root 1.129 }
2630    
2631 root 1.130 void
2632     object::open_container (object *new_container)
2633     {
2634     if (container == new_container)
2635     return;
2636    
2637     if (object *old_container = container)
2638     {
2639     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2640     return;
2641    
2642     #if 0
2643     // remove the "Close old_container" object.
2644     if (object *closer = old_container->inv)
2645     if (closer->type == CLOSE_CON)
2646     closer->destroy ();
2647     #endif
2648    
2649     old_container->flag [FLAG_APPLIED] = 0;
2650     container = 0;
2651    
2652     esrv_update_item (UPD_FLAGS, this, old_container);
2653     new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2654 root 1.177 play_sound (sound_find ("chest_close"));
2655 root 1.130 }
2656    
2657     if (new_container)
2658     {
2659     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2660     return;
2661    
2662     // TODO: this does not seem to serve any purpose anymore?
2663     #if 0
2664     // insert the "Close Container" object.
2665     if (archetype *closer = new_container->other_arch)
2666     {
2667     object *closer = arch_to_object (new_container->other_arch);
2668     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2669     new_container->insert (closer);
2670     }
2671     #endif
2672    
2673 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2674    
2675 root 1.130 new_container->flag [FLAG_APPLIED] = 1;
2676     container = new_container;
2677    
2678     esrv_update_item (UPD_FLAGS, this, new_container);
2679 root 1.131 esrv_send_inventory (this, new_container);
2680 root 1.177 play_sound (sound_find ("chest_open"));
2681 root 1.130 }
2682     }
2683    
2684 root 1.164 object *
2685     object::force_find (const shstr name)
2686     {
2687     /* cycle through his inventory to look for the MARK we want to
2688     * place
2689     */
2690     for (object *tmp = inv; tmp; tmp = tmp->below)
2691     if (tmp->type == FORCE && tmp->slaying == name)
2692     return splay (tmp);
2693    
2694     return 0;
2695     }
2696    
2697     void
2698     object::force_add (const shstr name, int duration)
2699     {
2700     if (object *force = force_find (name))
2701     force->destroy ();
2702    
2703     object *force = get_archetype (FORCE_NAME);
2704    
2705     force->slaying = name;
2706     force->stats.food = 1;
2707     force->speed_left = -1.f;
2708    
2709     force->set_speed (duration ? 1.f / duration : 0.f);
2710     force->flag [FLAG_IS_USED_UP] = true;
2711     force->flag [FLAG_APPLIED] = true;
2712    
2713     insert (force);
2714     }
2715    
2716 root 1.178 void
2717     object::play_sound (faceidx sound) const
2718     {
2719     if (!sound)
2720     return;
2721    
2722     if (flag [FLAG_REMOVED])
2723     return;
2724    
2725     if (env)
2726     {
2727     if (object *pl = in_player ())
2728     pl->contr->play_sound (sound);
2729     }
2730     else
2731     map->play_sound (sound, x, y);
2732     }
2733