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/cvs/deliantra/server/common/object.C
Revision: 1.187
Committed: Tue Sep 4 08:42:55 2007 UTC (16 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_2
Changes since 1.186: +7 -17 lines
Log Message:
- clean up stuff
- get rid of map_load lock
- improve change_object

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.163 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 pippijn 1.116 *
4 root 1.157 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5     * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.116 *
8 root 1.163 * Crossfire TRT is free software: you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.116 *
13 root 1.163 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.116 *
18 root 1.163 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.157 *
21     * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 pippijn 1.116 */
23 elmex 1.1
24     /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25     sub/add_weight will transcend the environment updating the carrying
26     variable. */
27     #include <global.h>
28 root 1.28 #include <stdio.h>
29     #include <sys/types.h>
30     #include <sys/uio.h>
31 elmex 1.1 #include <object.h>
32     #include <funcpoint.h>
33 root 1.146 #include <sproto.h>
34 elmex 1.1 #include <loader.h>
35 root 1.28
36 root 1.68 #include <bitset>
37    
38 elmex 1.1 int nrofallocobjects = 0;
39 root 1.39 static UUID uuid;
40     const uint64 UUID_SKIP = 1<<19;
41 elmex 1.1
42 root 1.108 objectvec objects;
43     activevec actives;
44 elmex 1.1
45 root 1.24 short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47     };
48     short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50     };
51     int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
52     48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53     };
54     int freedir[SIZEOFFREE] = {
55     0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57     };
58 elmex 1.1
59 root 1.39 static void
60     write_uuid (void)
61     {
62     char filename1[MAX_BUF], filename2[MAX_BUF];
63    
64     sprintf (filename1, "%s/uuid", settings.localdir);
65     sprintf (filename2, "%s/uuid~", settings.localdir);
66    
67     FILE *fp;
68    
69     if (!(fp = fopen (filename2, "w")))
70     {
71     LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72     return;
73     }
74    
75     fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76     fclose (fp);
77     rename (filename2, filename1);
78     }
79    
80     static void
81     read_uuid (void)
82     {
83     char filename[MAX_BUF];
84    
85     sprintf (filename, "%s/uuid", settings.localdir);
86    
87     FILE *fp;
88    
89     if (!(fp = fopen (filename, "r")))
90     {
91     if (errno == ENOENT)
92     {
93     LOG (llevInfo, "RESET uid to 1\n");
94     uuid.seq = 0;
95     write_uuid ();
96     return;
97     }
98    
99     LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100     _exit (1);
101     }
102    
103     int version;
104     unsigned long long uid;
105     if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106     {
107     LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108     _exit (1);
109     }
110    
111     uuid.seq = uid;
112     write_uuid ();
113 root 1.61 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 root 1.39 fclose (fp);
115     }
116    
117     UUID
118     gen_uuid ()
119     {
120     UUID uid;
121    
122     uid.seq = ++uuid.seq;
123    
124     if (!(uuid.seq & (UUID_SKIP - 1)))
125     write_uuid ();
126    
127     return uid;
128     }
129    
130     void
131     init_uuid ()
132     {
133     read_uuid ();
134     }
135    
136 elmex 1.1 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137 root 1.24 static int
138     compare_ob_value_lists_one (const object *wants, const object *has)
139     {
140     key_value *wants_field;
141    
142     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
143     * objects with lists are rare, and lists stay short. If not, use a
144     * different structure or at least keep the lists sorted...
145     */
146    
147     /* For each field in wants, */
148 root 1.86 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
149 root 1.24 {
150     key_value *has_field;
151    
152     /* Look for a field in has with the same key. */
153     has_field = get_ob_key_link (has, wants_field->key);
154    
155     if (has_field == NULL)
156     {
157     /* No field with that name. */
158     return FALSE;
159     }
160    
161     /* Found the matching field. */
162     if (has_field->value != wants_field->value)
163     {
164     /* Values don't match, so this half of the comparison is false. */
165     return FALSE;
166     }
167    
168     /* If we get here, we found a match. Now for the next field in wants. */
169 elmex 1.1 }
170 root 1.24
171     /* If we get here, every field in wants has a matching field in has. */
172     return TRUE;
173 elmex 1.1 }
174    
175     /* Returns TRUE if ob1 has the same key_values as ob2. */
176 root 1.24 static int
177     compare_ob_value_lists (const object *ob1, const object *ob2)
178     {
179     /* However, there may be fields in has which aren't partnered in wants,
180     * so we need to run the comparison *twice*. :(
181     */
182     return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
183 elmex 1.1 }
184    
185     /* Function examines the 2 objects given to it, and returns true if
186     * they can be merged together.
187     *
188     * Note that this function appears a lot longer than the macro it
189     * replaces - this is mostly for clarity - a decent compiler should hopefully
190     * reduce this to the same efficiency.
191     *
192 root 1.66 * Check nrof variable *before* calling can_merge()
193 elmex 1.1 *
194     * Improvements made with merge: Better checking on potion, and also
195     * check weight
196     */
197 root 1.66 bool object::can_merge_slow (object *ob1, object *ob2)
198 root 1.16 {
199     /* A couple quicksanity checks */
200 root 1.66 if (ob1 == ob2
201     || ob1->type != ob2->type
202     || ob1->speed != ob2->speed
203     || ob1->value != ob2->value
204     || ob1->name != ob2->name)
205 root 1.16 return 0;
206    
207 root 1.66 //TODO: this ain't working well, use nicer and correct overflow check
208 root 1.16 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
209     * value could not be stored in a sint32 (which unfortunately sometimes is
210     * used to store nrof).
211     */
212     if (ob1->nrof + ob2->nrof >= 1UL << 31)
213     return 0;
214    
215     /* If the objects have been identified, set the BEEN_APPLIED flag.
216     * This is to the comparison of the flags below will be OK. We
217     * just can't ignore the been applied or identified flags, as they
218     * are not equal - just if it has been identified, the been_applied
219     * flags lose any meaning.
220     */
221     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223    
224     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 elmex 1.1
227 root 1.80 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
228 root 1.68 || ob1->arch != ob2->arch
229     || ob1->name != ob2->name
230     || ob1->title != ob2->title
231     || ob1->msg != ob2->msg
232     || ob1->weight != ob2->weight
233     || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234     || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235     || ob1->attacktype != ob2->attacktype
236     || ob1->magic != ob2->magic
237     || ob1->slaying != ob2->slaying
238     || ob1->skill != ob2->skill
239     || ob1->value != ob2->value
240     || ob1->animation_id != ob2->animation_id
241     || ob1->client_type != ob2->client_type
242     || ob1->materialname != ob2->materialname
243     || ob1->lore != ob2->lore
244     || ob1->subtype != ob2->subtype
245     || ob1->move_type != ob2->move_type
246     || ob1->move_block != ob2->move_block
247     || ob1->move_allow != ob2->move_allow
248     || ob1->move_on != ob2->move_on
249     || ob1->move_off != ob2->move_off
250     || ob1->move_slow != ob2->move_slow
251     || ob1->move_slow_penalty != ob2->move_slow_penalty)
252 root 1.16 return 0;
253    
254     /* This is really a spellbook check - really, we should
255     * check all objects in the inventory.
256     */
257     if (ob1->inv || ob2->inv)
258     {
259     /* if one object has inventory but the other doesn't, not equiv */
260     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
261 root 1.24 return 0;
262 root 1.16
263     /* Now check to see if the two inventory objects could merge */
264 root 1.66 if (!object::can_merge (ob1->inv, ob2->inv))
265 root 1.24 return 0;
266 root 1.16
267     /* inventory ok - still need to check rest of this object to see
268     * if it is valid.
269     */
270     }
271 elmex 1.1
272 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
273     * it is possible for most any character to have more than one of
274     * some items equipped, and we don't want those to merge.
275     */
276     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
277     return 0;
278 elmex 1.1
279 root 1.16 /* Note sure why the following is the case - either the object has to
280     * be animated or have a very low speed. Is this an attempted monster
281     * check?
282     */
283 elmex 1.97 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
284 root 1.16 return 0;
285 elmex 1.1
286 root 1.16 switch (ob1->type)
287     {
288 root 1.29 case SCROLL:
289     if (ob1->level != ob2->level)
290     return 0;
291     break;
292 root 1.16 }
293 elmex 1.1
294 root 1.16 if (ob1->key_values != NULL || ob2->key_values != NULL)
295     {
296     /* At least one of these has key_values. */
297     if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
298 root 1.24 /* One has fields, but the other one doesn't. */
299     return 0;
300 root 1.16 else if (!compare_ob_value_lists (ob1, ob2))
301 root 1.24 return 0;
302 elmex 1.1 }
303 root 1.16
304     if (ob1->self || ob2->self)
305     {
306     ob1->optimise ();
307     ob2->optimise ();
308    
309     if (ob1->self || ob2->self)
310 root 1.167 if (!cfperl_can_merge (ob1, ob2))
311     return 0;
312 elmex 1.1 }
313    
314 root 1.16 /* Everything passes, must be OK. */
315     return 1;
316 elmex 1.1 }
317 root 1.24
318 elmex 1.1 /*
319     * sum_weight() is a recursive function which calculates the weight
320     * an object is carrying. It goes through in figures out how much
321     * containers are carrying, and sums it up.
322     */
323 root 1.28 long
324 root 1.24 sum_weight (object *op)
325     {
326 root 1.28 long sum;
327 elmex 1.1 object *inv;
328 root 1.24
329 root 1.142 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 root 1.24 {
331     if (inv->inv)
332     sum_weight (inv);
333 root 1.142
334 root 1.24 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335     }
336 root 1.37
337 elmex 1.1 if (op->type == CONTAINER && op->stats.Str)
338 root 1.24 sum = (sum * (100 - op->stats.Str)) / 100;
339 root 1.37
340 root 1.24 if (op->carrying != sum)
341 elmex 1.1 op->carrying = sum;
342 root 1.37
343 elmex 1.1 return sum;
344     }
345    
346     /**
347     * Return the outermost environment object for a given object.
348     */
349    
350 root 1.24 object *
351     object_get_env_recursive (object *op)
352     {
353     while (op->env != NULL)
354     op = op->env;
355     return op;
356 elmex 1.1 }
357    
358     /*
359     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
360 root 1.11 * Some error messages.
361 elmex 1.1 * The result of the dump is stored in the static global errmsg array.
362     */
363 root 1.53 char *
364 root 1.24 dump_object (object *op)
365     {
366 root 1.53 if (!op)
367     return strdup ("[NULLOBJ]");
368 elmex 1.1
369 root 1.53 object_freezer freezer;
370 root 1.133 op->write (freezer);
371 root 1.53 return freezer.as_string ();
372 elmex 1.1 }
373    
374     /*
375     * get_nearest_part(multi-object, object 2) returns the part of the
376     * multi-object 1 which is closest to the second object.
377     * If it's not a multi-object, it is returned.
378     */
379 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 1.187 /* Ideally, the caller figures this out. However, it complicates a lot
1237     * of areas of callers (eg, anything that uses find_free_spot would now
1238     * need extra work
1239     */
1240     if (!xy_normalise (m, op->x, op->y))
1241 root 1.24 {
1242 root 1.187 op->destroy ();
1243     return 0;
1244 elmex 1.1 }
1245 root 1.25
1246 root 1.117 if (object *more = op->more)
1247 root 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1248     return 0;
1249 root 1.25
1250 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1251 root 1.8
1252 root 1.117 op->map = m;
1253     mapspace &ms = op->ms ();
1254 root 1.24
1255     /* this has to be done after we translate the coordinates.
1256     */
1257     if (op->nrof && !(flag & INS_NO_MERGE))
1258 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1259 root 1.66 if (object::can_merge (op, tmp))
1260 root 1.25 {
1261     op->nrof += tmp->nrof;
1262 root 1.64 tmp->destroy ();
1263 root 1.25 }
1264 root 1.24
1265     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1266     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1267 root 1.25
1268 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1269     CLEAR_FLAG (op, FLAG_NO_STEAL);
1270    
1271     if (flag & INS_BELOW_ORIGINATOR)
1272     {
1273     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1274     {
1275     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1276     abort ();
1277     }
1278 root 1.25
1279 root 1.24 op->above = originator;
1280     op->below = originator->below;
1281 root 1.25
1282 root 1.24 if (op->below)
1283     op->below->above = op;
1284     else
1285 root 1.117 ms.bot = op;
1286 root 1.25
1287 root 1.24 /* since *below* originator, no need to update top */
1288     originator->below = op;
1289 elmex 1.1 }
1290 root 1.24 else
1291     {
1292 root 1.117 top = ms.bot;
1293    
1294 root 1.24 /* If there are other objects, then */
1295 root 1.117 if ((!(flag & INS_MAP_LOAD)) && top)
1296 root 1.24 {
1297 root 1.96 object *last = 0;
1298 root 1.24
1299     /*
1300     * If there are multiple objects on this space, we do some trickier handling.
1301     * We've already dealt with merging if appropriate.
1302     * Generally, we want to put the new object on top. But if
1303     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1304     * floor, we want to insert above that and no further.
1305     * Also, if there are spell objects on this space, we stop processing
1306     * once we get to them. This reduces the need to traverse over all of
1307     * them when adding another one - this saves quite a bit of cpu time
1308     * when lots of spells are cast in one area. Currently, it is presumed
1309     * that flying non pickable objects are spell objects.
1310     */
1311 root 1.117 for (top = ms.bot; top; top = top->above)
1312 root 1.24 {
1313     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1314     floor = top;
1315 root 1.26
1316 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))
1317     {
1318     /* We insert above top, so we want this object below this */
1319     top = top->below;
1320     break;
1321     }
1322 root 1.26
1323 root 1.24 last = top;
1324     }
1325 root 1.26
1326 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1327     top = last;
1328 root 1.8
1329 root 1.24 /* We let update_position deal with figuring out what the space
1330     * looks like instead of lots of conditions here.
1331     * makes things faster, and effectively the same result.
1332     */
1333    
1334     /* Have object 'fall below' other objects that block view.
1335 root 1.135 * Unless those objects are exits.
1336 root 1.24 * If INS_ON_TOP is used, don't do this processing
1337     * Need to find the object that in fact blocks view, otherwise
1338     * stacking is a bit odd.
1339     */
1340 root 1.117 if (!(flag & INS_ON_TOP)
1341     && ms.flags () & P_BLOCKSVIEW
1342 root 1.135 && (op->face && !faces [op->face].visibility))
1343 root 1.24 {
1344     for (last = top; last != floor; last = last->below)
1345     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1346     break;
1347 root 1.117
1348 root 1.24 /* Check to see if we found the object that blocks view,
1349     * and make sure we have a below pointer for it so that
1350     * we can get inserted below this one, which requires we
1351     * set top to the object below us.
1352     */
1353     if (last && last->below && last != floor)
1354     top = last->below;
1355 root 1.8 }
1356 root 1.24 } /* If objects on this space */
1357     if (flag & INS_MAP_LOAD)
1358 root 1.117 top = ms.top;
1359 root 1.25
1360 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1361     top = floor;
1362    
1363     /* Top is the object that our object (op) is going to get inserted above.
1364     */
1365    
1366     /* First object on this space */
1367     if (!top)
1368     {
1369 root 1.117 op->above = ms.bot;
1370 root 1.25
1371 root 1.24 if (op->above)
1372     op->above->below = op;
1373 root 1.25
1374 root 1.96 op->below = 0;
1375 root 1.117 ms.bot = op;
1376 root 1.24 }
1377     else
1378     { /* get inserted into the stack above top */
1379     op->above = top->above;
1380 root 1.25
1381 root 1.24 if (op->above)
1382     op->above->below = op;
1383 root 1.25
1384 root 1.24 op->below = top;
1385     top->above = op;
1386     }
1387 root 1.25
1388 root 1.96 if (!op->above)
1389 root 1.117 ms.top = op;
1390 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1391 root 1.8
1392 root 1.24 if (op->type == PLAYER)
1393 root 1.96 {
1394     op->contr->do_los = 1;
1395     ++op->map->players;
1396 root 1.100 op->map->touch ();
1397 root 1.96 }
1398 root 1.24
1399 root 1.98 op->map->dirty = true;
1400    
1401 root 1.24 if (!(flag & INS_MAP_LOAD))
1402 root 1.117 if (object *pl = ms.player ())
1403 root 1.175 pl->contr->ns->floorbox_update ();
1404 root 1.24
1405     /* If this object glows, it may affect lighting conditions that are
1406     * visible to others on this map. But update_all_los is really
1407     * an inefficient way to do this, as it means los for all players
1408     * on the map will get recalculated. The players could very well
1409     * be far away from this change and not affected in any way -
1410     * this should get redone to only look for players within range,
1411 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1412 root 1.24 * of effect may be sufficient.
1413     */
1414 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1415 root 1.24 update_all_los (op->map, op->x, op->y);
1416    
1417     /* updates flags (blocked, alive, no magic, etc) for this map space */
1418     update_object (op, UP_OBJ_INSERT);
1419    
1420 root 1.82 INVOKE_OBJECT (INSERT, op);
1421    
1422 root 1.24 /* Don't know if moving this to the end will break anything. However,
1423 root 1.70 * we want to have floorbox_update called before calling this.
1424 root 1.24 *
1425     * check_move_on() must be after this because code called from
1426     * check_move_on() depends on correct map flags (so functions like
1427     * blocked() and wall() work properly), and these flags are updated by
1428     * update_object().
1429     */
1430    
1431     /* if this is not the head or flag has been passed, don't check walk on status */
1432 root 1.155 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1433 root 1.24 {
1434     if (check_move_on (op, originator))
1435 root 1.82 return 0;
1436 elmex 1.1
1437 root 1.24 /* If we are a multi part object, lets work our way through the check
1438     * walk on's.
1439     */
1440 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1441 root 1.24 if (check_move_on (tmp, originator))
1442 root 1.82 return 0;
1443 elmex 1.1 }
1444 root 1.25
1445 root 1.24 return op;
1446 elmex 1.1 }
1447    
1448     /* this function inserts an object in the map, but if it
1449 root 1.75 * finds an object of its own type, it'll remove that one first.
1450     * op is the object to insert it under: supplies x and the map.
1451 elmex 1.1 */
1452 root 1.24 void
1453     replace_insert_ob_in_map (const char *arch_string, object *op)
1454     {
1455 root 1.75 object *tmp, *tmp1;
1456 elmex 1.1
1457 root 1.24 /* first search for itself and remove any old instances */
1458 elmex 1.1
1459 root 1.104 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1460 root 1.158 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1461 root 1.64 tmp->destroy ();
1462 elmex 1.1
1463 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1464 elmex 1.1
1465 root 1.24 tmp1->x = op->x;
1466     tmp1->y = op->y;
1467     insert_ob_in_map (tmp1, op->map, op, 0);
1468     }
1469 elmex 1.1
1470 root 1.93 object *
1471     object::insert_at (object *where, object *originator, int flags)
1472     {
1473 root 1.138 return where->map->insert (this, where->x, where->y, originator, flags);
1474 root 1.93 }
1475    
1476 elmex 1.1 /*
1477     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1478     * is returned contains nr objects, and the remaining parts contains
1479     * the rest (or is removed and freed if that number is 0).
1480     * On failure, NULL is returned, and the reason put into the
1481     * global static errmsg array.
1482     */
1483 root 1.24 object *
1484     get_split_ob (object *orig_ob, uint32 nr)
1485     {
1486 root 1.64 object *newob;
1487     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1488 root 1.24
1489     if (orig_ob->nrof < nr)
1490     {
1491     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1492     return NULL;
1493     }
1494 root 1.29
1495 root 1.24 newob = object_create_clone (orig_ob);
1496 root 1.29
1497 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1498 root 1.63 orig_ob->destroy (1);
1499 root 1.24 else if (!is_removed)
1500     {
1501     if (orig_ob->env != NULL)
1502     sub_weight (orig_ob->env, orig_ob->weight * nr);
1503     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1504     {
1505     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1506     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1507     return NULL;
1508 root 1.8 }
1509 elmex 1.1 }
1510 root 1.29
1511 root 1.24 newob->nrof = nr;
1512 elmex 1.1
1513 root 1.24 return newob;
1514 elmex 1.1 }
1515    
1516     /*
1517     * decrease_ob_nr(object, number) decreases a specified number from
1518     * the amount of an object. If the amount reaches 0, the object
1519     * is subsequently removed and freed.
1520     *
1521     * Return value: 'op' if something is left, NULL if the amount reached 0
1522     */
1523 root 1.24 object *
1524     decrease_ob_nr (object *op, uint32 i)
1525 elmex 1.1 {
1526 root 1.29 object *tmp;
1527 elmex 1.1
1528 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1529     return op;
1530    
1531     if (i > op->nrof)
1532     i = op->nrof;
1533    
1534     if (QUERY_FLAG (op, FLAG_REMOVED))
1535 root 1.29 op->nrof -= i;
1536 root 1.73 else if (op->env)
1537 root 1.24 {
1538     /* is this object in the players inventory, or sub container
1539     * therein?
1540     */
1541 root 1.74 tmp = op->in_player ();
1542 root 1.24 /* nope. Is this a container the player has opened?
1543     * If so, set tmp to that player.
1544     * IMO, searching through all the players will mostly
1545     * likely be quicker than following op->env to the map,
1546     * and then searching the map for a player.
1547     */
1548     if (!tmp)
1549 root 1.81 for_all_players (pl)
1550     if (pl->ob->container == op->env)
1551     {
1552     tmp = pl->ob;
1553     break;
1554     }
1555 elmex 1.1
1556 root 1.24 if (i < op->nrof)
1557     {
1558     sub_weight (op->env, op->weight * i);
1559     op->nrof -= i;
1560     if (tmp)
1561 root 1.73 esrv_send_item (tmp, op);
1562 root 1.24 }
1563     else
1564     {
1565 root 1.63 op->remove ();
1566 root 1.24 op->nrof = 0;
1567     if (tmp)
1568 root 1.73 esrv_del_item (tmp->contr, op->count);
1569 elmex 1.1 }
1570     }
1571 root 1.24 else
1572 elmex 1.1 {
1573 root 1.29 object *above = op->above;
1574 elmex 1.1
1575 root 1.24 if (i < op->nrof)
1576 root 1.29 op->nrof -= i;
1577 root 1.24 else
1578     {
1579 root 1.63 op->remove ();
1580 root 1.24 op->nrof = 0;
1581     }
1582 root 1.29
1583 root 1.24 /* Since we just removed op, op->above is null */
1584 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1585 root 1.24 if (tmp->type == PLAYER)
1586     {
1587     if (op->nrof)
1588     esrv_send_item (tmp, op);
1589     else
1590     esrv_del_item (tmp->contr, op->count);
1591     }
1592 elmex 1.1 }
1593    
1594 root 1.24 if (op->nrof)
1595 root 1.29 return op;
1596 root 1.24 else
1597     {
1598 root 1.64 op->destroy ();
1599 root 1.73 return 0;
1600 elmex 1.1 }
1601     }
1602    
1603     /*
1604     * add_weight(object, weight) adds the specified weight to an object,
1605     * and also updates how much the environment(s) is/are carrying.
1606     */
1607 root 1.24 void
1608     add_weight (object *op, signed long weight)
1609     {
1610     while (op != NULL)
1611     {
1612     if (op->type == CONTAINER)
1613 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1614    
1615 root 1.24 op->carrying += weight;
1616     op = op->env;
1617     }
1618 elmex 1.1 }
1619    
1620 root 1.24 object *
1621     insert_ob_in_ob (object *op, object *where)
1622     {
1623 root 1.59 if (!where)
1624 root 1.24 {
1625 root 1.53 char *dump = dump_object (op);
1626     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1627     free (dump);
1628 root 1.24 return op;
1629     }
1630 root 1.29
1631 root 1.154 if (where->head_ () != where)
1632 root 1.24 {
1633 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1634 root 1.24 where = where->head;
1635     }
1636 root 1.29
1637 root 1.59 return where->insert (op);
1638     }
1639    
1640     /*
1641     * env->insert (op)
1642     * This function inserts the object op in the linked list
1643     * inside the object environment.
1644     *
1645     * The function returns now pointer to inserted item, and return value can
1646     * be != op, if items are merged. -Tero
1647     */
1648     object *
1649     object::insert (object *op)
1650     {
1651     if (!QUERY_FLAG (op, FLAG_REMOVED))
1652     op->remove ();
1653    
1654 root 1.24 if (op->more)
1655     {
1656     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1657     return op;
1658     }
1659 root 1.29
1660 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1661     CLEAR_FLAG (op, FLAG_REMOVED);
1662 root 1.182
1663 root 1.24 if (op->nrof)
1664     {
1665 root 1.182 for (object *tmp = inv; tmp; tmp = tmp->below)
1666 root 1.66 if (object::can_merge (tmp, op))
1667 root 1.24 {
1668     /* return the original object and remove inserted object
1669     (client needs the original object) */
1670     tmp->nrof += op->nrof;
1671     /* Weight handling gets pretty funky. Since we are adding to
1672     * tmp->nrof, we need to increase the weight.
1673     */
1674 root 1.59 add_weight (this, op->weight * op->nrof);
1675 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1676 root 1.59 op->destroy (); /* free the inserted object */
1677 root 1.24 op = tmp;
1678 root 1.59 op->remove (); /* and fix old object's links */
1679 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1680     break;
1681     }
1682    
1683     /* I assume combined objects have no inventory
1684     * We add the weight - this object could have just been removed
1685     * (if it was possible to merge). calling remove_ob will subtract
1686     * the weight, so we need to add it in again, since we actually do
1687     * the linking below
1688     */
1689 root 1.59 add_weight (this, op->weight * op->nrof);
1690 root 1.24 }
1691     else
1692 root 1.59 add_weight (this, (op->weight + op->carrying));
1693 elmex 1.1
1694 root 1.182 if (object *otmp = this->in_player ())
1695     if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1696 root 1.78 otmp->update_stats ();
1697 elmex 1.1
1698 root 1.182 op->owner = 0; // its his/hers now. period.
1699     op->map = 0;
1700     op->env = this;
1701 root 1.74 op->above = 0;
1702     op->below = 0;
1703 root 1.182 op->x = op->y = 0;
1704 elmex 1.1
1705     /* reset the light list and los of the players on the map */
1706 root 1.182 if (op->glow_radius && map)
1707 root 1.24 {
1708 elmex 1.1 #ifdef DEBUG_LIGHTS
1709 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1710     #endif /* DEBUG_LIGHTS */
1711 root 1.84 if (map->darkness)
1712 root 1.59 update_all_los (map, x, y);
1713 root 1.24 }
1714 elmex 1.1
1715     /* Client has no idea of ordering so lets not bother ordering it here.
1716     * It sure simplifies this function...
1717     */
1718 root 1.59 if (!inv)
1719     inv = op;
1720 root 1.24 else
1721     {
1722 root 1.59 op->below = inv;
1723 elmex 1.1 op->below->above = op;
1724 root 1.59 inv = op;
1725 root 1.24 }
1726 root 1.59
1727 root 1.82 INVOKE_OBJECT (INSERT, this);
1728    
1729 elmex 1.1 return op;
1730     }
1731    
1732     /*
1733     * Checks if any objects has a move_type that matches objects
1734     * that effect this object on this space. Call apply() to process
1735     * these events.
1736     *
1737     * Any speed-modification due to SLOW_MOVE() of other present objects
1738     * will affect the speed_left of the object.
1739     *
1740     * originator: Player, monster or other object that caused 'op' to be inserted
1741     * into 'map'. May be NULL.
1742     *
1743     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1744     *
1745     * 4-21-95 added code to check if appropriate skill was readied - this will
1746     * permit faster movement by the player through this terrain. -b.t.
1747     *
1748     * MSW 2001-07-08: Check all objects on space, not just those below
1749     * object being inserted. insert_ob_in_map may not put new objects
1750     * on top.
1751     */
1752 root 1.24 int
1753     check_move_on (object *op, object *originator)
1754 elmex 1.1 {
1755 root 1.48 object *tmp;
1756 root 1.49 maptile *m = op->map;
1757 root 1.48 int x = op->x, y = op->y;
1758 root 1.26
1759 root 1.48 MoveType move_on, move_slow, move_block;
1760 root 1.24
1761     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1762     return 0;
1763    
1764     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1765     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1766     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1767    
1768     /* if nothing on this space will slow op down or be applied,
1769     * no need to do checking below. have to make sure move_type
1770     * is set, as lots of objects don't have it set - we treat that
1771     * as walking.
1772     */
1773     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1774     return 0;
1775 elmex 1.1
1776 root 1.24 /* This is basically inverse logic of that below - basically,
1777     * if the object can avoid the move on or slow move, they do so,
1778     * but can't do it if the alternate movement they are using is
1779     * blocked. Logic on this seems confusing, but does seem correct.
1780     */
1781     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1782     return 0;
1783    
1784     /* The objects have to be checked from top to bottom.
1785     * Hence, we first go to the top:
1786     */
1787    
1788 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1789 root 1.24 {
1790     /* Trim the search when we find the first other spell effect
1791     * this helps performance so that if a space has 50 spell objects,
1792     * we don't need to check all of them.
1793     */
1794     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1795     break;
1796     }
1797 root 1.26
1798     for (; tmp; tmp = tmp->below)
1799 root 1.24 {
1800     if (tmp == op)
1801     continue; /* Can't apply yourself */
1802 elmex 1.1
1803 root 1.24 /* Check to see if one of the movement types should be slowed down.
1804     * Second check makes sure that the movement types not being slowed
1805     * (~slow_move) is not blocked on this space - just because the
1806     * space doesn't slow down swimming (for example), if you can't actually
1807     * swim on that space, can't use it to avoid the penalty.
1808     */
1809     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1810     {
1811     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1812     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1813     {
1814 elmex 1.1
1815 root 1.29 float
1816 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1817 elmex 1.1
1818 root 1.24 if (op->type == PLAYER)
1819 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1820     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1821     diff /= 4.0;
1822    
1823 root 1.24 op->speed_left -= diff;
1824 root 1.8 }
1825     }
1826 elmex 1.1
1827 root 1.24 /* Basically same logic as above, except now for actual apply. */
1828     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1829     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1830     {
1831 elmex 1.72 move_apply (tmp, op, originator);
1832 root 1.24
1833 root 1.48 if (op->destroyed ())
1834 root 1.24 return 1;
1835    
1836     /* what the person/creature stepped onto has moved the object
1837     * someplace new. Don't process any further - if we did,
1838     * have a feeling strange problems would result.
1839     */
1840     if (op->map != m || op->x != x || op->y != y)
1841     return 0;
1842 root 1.8 }
1843 elmex 1.1 }
1844 root 1.26
1845 root 1.24 return 0;
1846 elmex 1.1 }
1847    
1848     /*
1849     * present_arch(arch, map, x, y) searches for any objects with
1850     * a matching archetype at the given map and coordinates.
1851     * The first matching object is returned, or NULL if none.
1852     */
1853 root 1.24 object *
1854 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1855 root 1.24 {
1856 root 1.104 if (!m || out_of_map (m, x, y))
1857 root 1.24 {
1858     LOG (llevError, "Present_arch called outside map.\n");
1859     return NULL;
1860     }
1861 root 1.84
1862 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1863 root 1.24 if (tmp->arch == at)
1864 elmex 1.1 return tmp;
1865 root 1.84
1866 elmex 1.1 return NULL;
1867     }
1868    
1869     /*
1870     * present(type, map, x, y) searches for any objects with
1871     * a matching type variable at the given map and coordinates.
1872     * The first matching object is returned, or NULL if none.
1873     */
1874 root 1.24 object *
1875 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1876 root 1.24 {
1877     if (out_of_map (m, x, y))
1878     {
1879     LOG (llevError, "Present called outside map.\n");
1880     return NULL;
1881     }
1882 root 1.84
1883 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1884 root 1.24 if (tmp->type == type)
1885 elmex 1.1 return tmp;
1886 root 1.84
1887 elmex 1.1 return NULL;
1888     }
1889    
1890     /*
1891     * present_in_ob(type, object) searches for any objects with
1892     * a matching type variable in the inventory of the given object.
1893     * The first matching object is returned, or NULL if none.
1894     */
1895 root 1.24 object *
1896     present_in_ob (unsigned char type, const object *op)
1897     {
1898 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1899 root 1.24 if (tmp->type == type)
1900 elmex 1.1 return tmp;
1901 root 1.84
1902 elmex 1.1 return NULL;
1903     }
1904    
1905     /*
1906     * present_in_ob (type, str, object) searches for any objects with
1907     * a matching type & name variable in the inventory of the given object.
1908     * The first matching object is returned, or NULL if none.
1909     * This is mostly used by spell effect code, so that we only
1910     * have one spell effect at a time.
1911     * type can be used to narrow the search - if type is set,
1912     * the type must also match. -1 can be passed for the type,
1913     * in which case the type does not need to pass.
1914     * str is the string to match against. Note that we match against
1915     * the object name, not the archetype name. this is so that the
1916     * spell code can use one object type (force), but change it's name
1917     * to be unique.
1918     */
1919 root 1.24 object *
1920     present_in_ob_by_name (int type, const char *str, const object *op)
1921     {
1922 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1923 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924     return tmp;
1925 elmex 1.1
1926 root 1.82 return 0;
1927 elmex 1.1 }
1928    
1929     /*
1930     * present_arch_in_ob(archetype, object) searches for any objects with
1931     * a matching archetype in the inventory of the given object.
1932     * The first matching object is returned, or NULL if none.
1933     */
1934 root 1.24 object *
1935     present_arch_in_ob (const archetype *at, const object *op)
1936     {
1937 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 root 1.24 if (tmp->arch == at)
1939 elmex 1.1 return tmp;
1940 root 1.82
1941 elmex 1.1 return NULL;
1942     }
1943    
1944     /*
1945     * activate recursively a flag on an object inventory
1946     */
1947 root 1.24 void
1948     flag_inv (object *op, int flag)
1949     {
1950     if (op->inv)
1951 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1952 root 1.24 {
1953     SET_FLAG (tmp, flag);
1954     flag_inv (tmp, flag);
1955 elmex 1.1 }
1956 root 1.82 }
1957    
1958     /*
1959     * deactivate recursively a flag on an object inventory
1960     */
1961 root 1.24 void
1962     unflag_inv (object *op, int flag)
1963     {
1964     if (op->inv)
1965 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1966 root 1.24 {
1967     CLEAR_FLAG (tmp, flag);
1968     unflag_inv (tmp, flag);
1969 elmex 1.1 }
1970     }
1971    
1972     /*
1973     * find_free_spot(object, map, x, y, start, stop) will search for
1974     * a spot at the given map and coordinates which will be able to contain
1975     * the given object. start and stop specifies how many squares
1976     * to search (see the freearr_x/y[] definition).
1977     * It returns a random choice among the alternatives found.
1978     * start and stop are where to start relative to the free_arr array (1,9
1979     * does all 4 immediate directions). This returns the index into the
1980     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1981     * Note - this only checks to see if there is space for the head of the
1982     * object - if it is a multispace object, this should be called for all
1983     * pieces.
1984     * Note2: This function does correctly handle tiled maps, but does not
1985     * inform the caller. However, insert_ob_in_map will update as
1986     * necessary, so the caller shouldn't need to do any special work.
1987     * Note - updated to take an object instead of archetype - this is necessary
1988     * because arch_blocked (now ob_blocked) needs to know the movement type
1989     * to know if the space in question will block the object. We can't use
1990     * the archetype because that isn't correct if the monster has been
1991     * customized, changed states, etc.
1992     */
1993 root 1.24 int
1994 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1995 root 1.24 {
1996 root 1.82 int index = 0, flag;
1997     int altern[SIZEOFFREE];
1998 root 1.24
1999 root 1.82 for (int i = start; i < stop; i++)
2000 root 1.24 {
2001     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2002     if (!flag)
2003 root 1.82 altern [index++] = i;
2004 root 1.24
2005     /* Basically, if we find a wall on a space, we cut down the search size.
2006     * In this way, we won't return spaces that are on another side of a wall.
2007     * This mostly work, but it cuts down the search size in all directions -
2008     * if the space being examined only has a wall to the north and empty
2009     * spaces in all the other directions, this will reduce the search space
2010     * to only the spaces immediately surrounding the target area, and
2011     * won't look 2 spaces south of the target space.
2012     */
2013 root 1.74 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2014 root 1.24 stop = maxfree[i];
2015 elmex 1.1 }
2016 root 1.74
2017 root 1.24 if (!index)
2018     return -1;
2019 root 1.74
2020 root 1.124 return altern [rndm (index)];
2021 elmex 1.1 }
2022    
2023     /*
2024 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2025 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2026     * But it will return the first available spot, not a random choice.
2027     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2028     */
2029 root 1.24 int
2030 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2031 root 1.24 {
2032 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2033     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2034     return i;
2035 root 1.24
2036     return -1;
2037 elmex 1.1 }
2038    
2039     /*
2040     * The function permute(arr, begin, end) randomly reorders the array
2041     * arr[begin..end-1].
2042 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2043 elmex 1.1 */
2044 root 1.24 static void
2045     permute (int *arr, int begin, int end)
2046 elmex 1.1 {
2047 root 1.82 arr += begin;
2048     end -= begin;
2049    
2050     while (--end)
2051 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2052 elmex 1.1 }
2053    
2054     /* new function to make monster searching more efficient, and effective!
2055     * This basically returns a randomized array (in the passed pointer) of
2056     * the spaces to find monsters. In this way, it won't always look for
2057     * monsters to the north first. However, the size of the array passed
2058     * covers all the spaces, so within that size, all the spaces within
2059     * the 3x3 area will be searched, just not in a predictable order.
2060     */
2061 root 1.24 void
2062     get_search_arr (int *search_arr)
2063 elmex 1.1 {
2064 root 1.82 int i;
2065 elmex 1.1
2066 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2067 root 1.82 search_arr[i] = i;
2068 elmex 1.1
2069 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2070     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2071     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2072 elmex 1.1 }
2073    
2074     /*
2075     * find_dir(map, x, y, exclude) will search some close squares in the
2076     * given map at the given coordinates for live objects.
2077     * It will not considered the object given as exclude among possible
2078     * live objects.
2079     * It returns the direction toward the first/closest live object if finds
2080     * any, otherwise 0.
2081     * Perhaps incorrectly, but I'm making the assumption that exclude
2082     * is actually want is going to try and move there. We need this info
2083     * because we have to know what movement the thing looking to move
2084     * there is capable of.
2085     */
2086 root 1.24 int
2087 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2088 root 1.24 {
2089 root 1.82 int i, max = SIZEOFFREE, mflags;
2090 root 1.29
2091     sint16 nx, ny;
2092 root 1.82 object *tmp;
2093     maptile *mp;
2094 root 1.29
2095     MoveType blocked, move_type;
2096 root 1.24
2097 root 1.155 if (exclude && exclude->head_ () != exclude)
2098 root 1.24 {
2099     exclude = exclude->head;
2100     move_type = exclude->move_type;
2101     }
2102     else
2103     {
2104     /* If we don't have anything, presume it can use all movement types. */
2105     move_type = MOVE_ALL;
2106     }
2107    
2108     for (i = 1; i < max; i++)
2109     {
2110     mp = m;
2111     nx = x + freearr_x[i];
2112     ny = y + freearr_y[i];
2113    
2114     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2115 root 1.75
2116 root 1.24 if (mflags & P_OUT_OF_MAP)
2117 root 1.75 max = maxfree[i];
2118 root 1.24 else
2119     {
2120 root 1.82 mapspace &ms = mp->at (nx, ny);
2121    
2122     blocked = ms.move_block;
2123 root 1.24
2124     if ((move_type & blocked) == move_type)
2125 root 1.75 max = maxfree[i];
2126 root 1.24 else if (mflags & P_IS_ALIVE)
2127     {
2128 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2129 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2130 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2131 root 1.75 break;
2132    
2133 root 1.24 if (tmp)
2134 root 1.75 return freedir[i];
2135 root 1.8 }
2136     }
2137 elmex 1.1 }
2138 root 1.75
2139 root 1.24 return 0;
2140 elmex 1.1 }
2141    
2142     /*
2143     * distance(object 1, object 2) will return the square of the
2144     * distance between the two given objects.
2145     */
2146 root 1.24 int
2147     distance (const object *ob1, const object *ob2)
2148     {
2149 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2150 elmex 1.1 }
2151    
2152     /*
2153     * find_dir_2(delta-x,delta-y) will return a direction in which
2154     * an object which has subtracted the x and y coordinates of another
2155     * object, needs to travel toward it.
2156     */
2157 root 1.24 int
2158     find_dir_2 (int x, int y)
2159     {
2160 root 1.75 int q;
2161 elmex 1.1
2162 root 1.24 if (y)
2163     q = x * 100 / y;
2164 elmex 1.1 else if (x)
2165 root 1.24 q = -300 * x;
2166 elmex 1.1 else
2167     return 0;
2168    
2169 root 1.24 if (y > 0)
2170     {
2171     if (q < -242)
2172     return 3;
2173     if (q < -41)
2174     return 2;
2175     if (q < 41)
2176     return 1;
2177     if (q < 242)
2178     return 8;
2179     return 7;
2180     }
2181 elmex 1.1
2182     if (q < -242)
2183 root 1.24 return 7;
2184 elmex 1.1 if (q < -41)
2185 root 1.24 return 6;
2186 elmex 1.1 if (q < 41)
2187 root 1.24 return 5;
2188 elmex 1.1 if (q < 242)
2189 root 1.24 return 4;
2190 elmex 1.1
2191 root 1.24 return 3;
2192 elmex 1.1 }
2193    
2194     /*
2195     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2196     * between two directions (which are expected to be absolute (see absdir())
2197     */
2198 root 1.24 int
2199     dirdiff (int dir1, int dir2)
2200     {
2201 root 1.82 int d;
2202 root 1.24
2203     d = abs (dir1 - dir2);
2204     if (d > 4)
2205 elmex 1.1 d = 8 - d;
2206 root 1.82
2207 elmex 1.1 return d;
2208     }
2209    
2210     /* peterm:
2211     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2212     * Basically, this is a table of directions, and what directions
2213     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2214     * This basically means that if direction is 15, then it could either go
2215     * direction 4, 14, or 16 to get back to where we are.
2216     * Moved from spell_util.c to object.c with the other related direction
2217     * functions.
2218     */
2219 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2220 root 1.24 {0, 0, 0}, /* 0 */
2221     {0, 0, 0}, /* 1 */
2222     {0, 0, 0}, /* 2 */
2223     {0, 0, 0}, /* 3 */
2224     {0, 0, 0}, /* 4 */
2225     {0, 0, 0}, /* 5 */
2226     {0, 0, 0}, /* 6 */
2227     {0, 0, 0}, /* 7 */
2228     {0, 0, 0}, /* 8 */
2229     {8, 1, 2}, /* 9 */
2230     {1, 2, -1}, /* 10 */
2231     {2, 10, 12}, /* 11 */
2232     {2, 3, -1}, /* 12 */
2233     {2, 3, 4}, /* 13 */
2234     {3, 4, -1}, /* 14 */
2235     {4, 14, 16}, /* 15 */
2236     {5, 4, -1}, /* 16 */
2237     {4, 5, 6}, /* 17 */
2238     {6, 5, -1}, /* 18 */
2239     {6, 20, 18}, /* 19 */
2240     {7, 6, -1}, /* 20 */
2241     {6, 7, 8}, /* 21 */
2242     {7, 8, -1}, /* 22 */
2243     {8, 22, 24}, /* 23 */
2244     {8, 1, -1}, /* 24 */
2245     {24, 9, 10}, /* 25 */
2246     {9, 10, -1}, /* 26 */
2247     {10, 11, -1}, /* 27 */
2248     {27, 11, 29}, /* 28 */
2249     {11, 12, -1}, /* 29 */
2250     {12, 13, -1}, /* 30 */
2251     {12, 13, 14}, /* 31 */
2252     {13, 14, -1}, /* 32 */
2253     {14, 15, -1}, /* 33 */
2254     {33, 15, 35}, /* 34 */
2255     {16, 15, -1}, /* 35 */
2256     {17, 16, -1}, /* 36 */
2257     {18, 17, 16}, /* 37 */
2258     {18, 17, -1}, /* 38 */
2259     {18, 19, -1}, /* 39 */
2260     {41, 19, 39}, /* 40 */
2261     {19, 20, -1}, /* 41 */
2262     {20, 21, -1}, /* 42 */
2263     {20, 21, 22}, /* 43 */
2264     {21, 22, -1}, /* 44 */
2265     {23, 22, -1}, /* 45 */
2266     {45, 47, 23}, /* 46 */
2267     {23, 24, -1}, /* 47 */
2268     {24, 9, -1}
2269     }; /* 48 */
2270 elmex 1.1
2271     /* Recursive routine to step back and see if we can
2272     * find a path to that monster that we found. If not,
2273     * we don't bother going toward it. Returns 1 if we
2274     * can see a direct way to get it
2275     * Modified to be map tile aware -.MSW
2276     */
2277 root 1.24 int
2278 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2279 root 1.24 {
2280 root 1.29 sint16 dx, dy;
2281 root 1.75 int mflags;
2282 root 1.24
2283     if (dir < 0)
2284     return 0; /* exit condition: invalid direction */
2285    
2286     dx = x + freearr_x[dir];
2287     dy = y + freearr_y[dir];
2288    
2289     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2290    
2291     /* This functional arguably was incorrect before - it was
2292     * checking for P_WALL - that was basically seeing if
2293     * we could move to the monster - this is being more
2294     * literal on if we can see it. To know if we can actually
2295     * move to the monster, we'd need the monster passed in or
2296     * at least its move type.
2297     */
2298     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2299     return 0;
2300    
2301     /* yes, can see. */
2302     if (dir < 9)
2303     return 1;
2304 root 1.75
2305     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2306     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2307     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2308 root 1.24 }
2309    
2310 elmex 1.1 /*
2311     * can_pick(picker, item): finds out if an object is possible to be
2312     * picked up by the picker. Returnes 1 if it can be
2313     * picked up, otherwise 0.
2314     *
2315     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2316     * core dumps if they do.
2317     *
2318     * Add a check so we can't pick up invisible objects (0.93.8)
2319     */
2320 root 1.24 int
2321     can_pick (const object *who, const object *item)
2322     {
2323     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2324     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2325     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2326 elmex 1.1 }
2327    
2328     /*
2329     * create clone from object to another
2330     */
2331 root 1.24 object *
2332     object_create_clone (object *asrc)
2333     {
2334 root 1.155 object *dst = 0, *tmp, *src, *prev, *item;
2335 elmex 1.1
2336 root 1.24 if (!asrc)
2337 root 1.62 return 0;
2338    
2339 root 1.155 src = asrc->head_ ();
2340 root 1.24
2341 root 1.62 prev = 0;
2342 root 1.155 for (object *part = src; part; part = part->more)
2343 root 1.24 {
2344 root 1.65 tmp = part->clone ();
2345 root 1.24 tmp->x -= src->x;
2346     tmp->y -= src->y;
2347 root 1.62
2348 root 1.24 if (!part->head)
2349     {
2350     dst = tmp;
2351 root 1.62 tmp->head = 0;
2352 root 1.24 }
2353     else
2354 root 1.75 tmp->head = dst;
2355 root 1.62
2356     tmp->more = 0;
2357    
2358 root 1.24 if (prev)
2359     prev->more = tmp;
2360 root 1.62
2361 root 1.24 prev = tmp;
2362 elmex 1.1 }
2363 root 1.24
2364     for (item = src->inv; item; item = item->below)
2365 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2366 elmex 1.1
2367 root 1.24 return dst;
2368 elmex 1.1 }
2369    
2370     /* This returns the first object in who's inventory that
2371     * has the same type and subtype match.
2372     * returns NULL if no match.
2373     */
2374 root 1.24 object *
2375     find_obj_by_type_subtype (const object *who, int type, int subtype)
2376 elmex 1.1 {
2377 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2378 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2379     return tmp;
2380 elmex 1.1
2381 root 1.82 return 0;
2382 elmex 1.1 }
2383    
2384     /* If ob has a field named key, return the link from the list,
2385     * otherwise return NULL.
2386     *
2387     * key must be a passed in shared string - otherwise, this won't
2388     * do the desired thing.
2389     */
2390 root 1.24 key_value *
2391     get_ob_key_link (const object *ob, const char *key)
2392     {
2393 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2394 root 1.48 if (link->key == key)
2395     return link;
2396 root 1.24
2397 root 1.82 return 0;
2398 root 1.24 }
2399 elmex 1.1
2400     /*
2401     * Returns the value of op has an extra_field for key, or NULL.
2402     *
2403     * The argument doesn't need to be a shared string.
2404     *
2405     * The returned string is shared.
2406     */
2407 root 1.24 const char *
2408     get_ob_key_value (const object *op, const char *const key)
2409     {
2410 root 1.35 key_value *link;
2411     shstr_cmp canonical_key (key);
2412 root 1.24
2413 root 1.35 if (!canonical_key)
2414 root 1.24 {
2415     /* 1. There being a field named key on any object
2416     * implies there'd be a shared string to find.
2417     * 2. Since there isn't, no object has this field.
2418     * 3. Therefore, *this* object doesn't have this field.
2419     */
2420 root 1.35 return 0;
2421 elmex 1.1 }
2422    
2423 root 1.24 /* This is copied from get_ob_key_link() above -
2424     * only 4 lines, and saves the function call overhead.
2425     */
2426 root 1.35 for (link = op->key_values; link; link = link->next)
2427     if (link->key == canonical_key)
2428     return link->value;
2429    
2430     return 0;
2431 elmex 1.1 }
2432    
2433     /*
2434     * Updates the canonical_key in op to value.
2435     *
2436     * canonical_key is a shared string (value doesn't have to be).
2437     *
2438     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2439     * keys.
2440     *
2441     * Returns TRUE on success.
2442     */
2443 root 1.24 int
2444     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2445     {
2446 root 1.82 key_value *field = NULL, *last = NULL;
2447 root 1.24
2448     for (field = op->key_values; field != NULL; field = field->next)
2449     {
2450     if (field->key != canonical_key)
2451     {
2452     last = field;
2453     continue;
2454     }
2455    
2456     if (value)
2457     field->value = value;
2458     else
2459     {
2460     /* Basically, if the archetype has this key set,
2461     * we need to store the null value so when we save
2462     * it, we save the empty value so that when we load,
2463     * we get this value back again.
2464     */
2465 root 1.159 if (get_ob_key_link (op->arch, canonical_key))
2466 root 1.24 field->value = 0;
2467     else
2468     {
2469     if (last)
2470     last->next = field->next;
2471     else
2472     op->key_values = field->next;
2473    
2474 root 1.29 delete field;
2475 root 1.24 }
2476     }
2477     return TRUE;
2478     }
2479     /* IF we get here, key doesn't exist */
2480    
2481     /* No field, we'll have to add it. */
2482    
2483     if (!add_key)
2484 root 1.82 return FALSE;
2485    
2486 root 1.24 /* There isn't any good reason to store a null
2487     * value in the key/value list. If the archetype has
2488     * this key, then we should also have it, so shouldn't
2489     * be here. If user wants to store empty strings,
2490     * should pass in ""
2491     */
2492     if (value == NULL)
2493 elmex 1.1 return TRUE;
2494 root 1.24
2495     field = new key_value;
2496    
2497     field->key = canonical_key;
2498     field->value = value;
2499     /* Usual prepend-addition. */
2500     field->next = op->key_values;
2501     op->key_values = field;
2502    
2503     return TRUE;
2504 elmex 1.1 }
2505    
2506     /*
2507     * Updates the key in op to value.
2508     *
2509     * If add_key is FALSE, this will only update existing keys,
2510     * and not add new ones.
2511     * In general, should be little reason FALSE is ever passed in for add_key
2512     *
2513     * Returns TRUE on success.
2514     */
2515 root 1.24 int
2516     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2517 root 1.11 {
2518 root 1.29 shstr key_ (key);
2519 root 1.24
2520 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2521 elmex 1.1 }
2522 root 1.31
2523 root 1.34 object::depth_iterator::depth_iterator (object *container)
2524     : iterator_base (container)
2525     {
2526     while (item->inv)
2527     item = item->inv;
2528     }
2529    
2530 root 1.31 void
2531 root 1.34 object::depth_iterator::next ()
2532 root 1.31 {
2533 root 1.34 if (item->below)
2534     {
2535     item = item->below;
2536    
2537     while (item->inv)
2538     item = item->inv;
2539     }
2540 root 1.31 else
2541 root 1.34 item = item->env;
2542 root 1.31 }
2543 root 1.34
2544 elmex 1.97 const char *
2545     object::flag_desc (char *desc, int len) const
2546     {
2547     char *p = desc;
2548     bool first = true;
2549    
2550 root 1.101 *p = 0;
2551    
2552 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2553     {
2554     if (len <= 10) // magic constant!
2555     {
2556     snprintf (p, len, ",...");
2557     break;
2558     }
2559    
2560 root 1.101 if (flag [i])
2561 elmex 1.97 {
2562     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2563     len -= cnt;
2564     p += cnt;
2565     first = false;
2566     }
2567     }
2568    
2569     return desc;
2570     }
2571    
2572 root 1.101 // return a suitable string describing an object in enough detail to find it
2573 root 1.36 const char *
2574     object::debug_desc (char *info) const
2575     {
2576 elmex 1.97 char flagdesc[512];
2577     char info2[256 * 4];
2578 root 1.36 char *p = info;
2579    
2580 elmex 1.127 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2581 elmex 1.97 count, uuid.seq,
2582 root 1.36 &name,
2583 root 1.117 title ? "\",title:\"" : "",
2584 elmex 1.97 title ? (const char *)title : "",
2585     flag_desc (flagdesc, 512), type);
2586 root 1.36
2587 elmex 1.181 if (!this->flag[FLAG_REMOVED] && env)
2588 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2589    
2590     if (map)
2591 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2592 root 1.36
2593     return info;
2594     }
2595    
2596     const char *
2597     object::debug_desc () const
2598     {
2599 root 1.143 static char info[3][256 * 4];
2600     static int info_idx;
2601 root 1.36
2602 root 1.143 return debug_desc (info [++info_idx % 3]);
2603 root 1.114 }
2604    
2605 root 1.125 struct region *
2606     object::region () const
2607     {
2608     return map ? map->region (x, y)
2609     : region::default_region ();
2610     }
2611    
2612 root 1.129 const materialtype_t *
2613     object::dominant_material () const
2614     {
2615 root 1.165 if (materialtype_t *mt = name_to_material (materialname))
2616     return mt;
2617 root 1.129
2618 root 1.165 return name_to_material (shstr_unknown);
2619 root 1.129 }
2620    
2621 root 1.130 void
2622     object::open_container (object *new_container)
2623     {
2624     if (container == new_container)
2625     return;
2626    
2627     if (object *old_container = container)
2628     {
2629     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2630     return;
2631    
2632     #if 0
2633     // remove the "Close old_container" object.
2634     if (object *closer = old_container->inv)
2635     if (closer->type == CLOSE_CON)
2636     closer->destroy ();
2637     #endif
2638    
2639     old_container->flag [FLAG_APPLIED] = 0;
2640     container = 0;
2641    
2642     esrv_update_item (UPD_FLAGS, this, old_container);
2643     new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2644 root 1.177 play_sound (sound_find ("chest_close"));
2645 root 1.130 }
2646    
2647     if (new_container)
2648     {
2649     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2650     return;
2651    
2652     // TODO: this does not seem to serve any purpose anymore?
2653     #if 0
2654     // insert the "Close Container" object.
2655     if (archetype *closer = new_container->other_arch)
2656     {
2657     object *closer = arch_to_object (new_container->other_arch);
2658     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2659     new_container->insert (closer);
2660     }
2661     #endif
2662    
2663 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2664    
2665 root 1.130 new_container->flag [FLAG_APPLIED] = 1;
2666     container = new_container;
2667    
2668     esrv_update_item (UPD_FLAGS, this, new_container);
2669 root 1.131 esrv_send_inventory (this, new_container);
2670 root 1.177 play_sound (sound_find ("chest_open"));
2671 root 1.130 }
2672     }
2673    
2674 root 1.164 object *
2675     object::force_find (const shstr name)
2676     {
2677     /* cycle through his inventory to look for the MARK we want to
2678     * place
2679     */
2680     for (object *tmp = inv; tmp; tmp = tmp->below)
2681     if (tmp->type == FORCE && tmp->slaying == name)
2682     return splay (tmp);
2683    
2684     return 0;
2685     }
2686    
2687     void
2688     object::force_add (const shstr name, int duration)
2689     {
2690     if (object *force = force_find (name))
2691     force->destroy ();
2692    
2693     object *force = get_archetype (FORCE_NAME);
2694    
2695     force->slaying = name;
2696     force->stats.food = 1;
2697     force->speed_left = -1.f;
2698    
2699     force->set_speed (duration ? 1.f / duration : 0.f);
2700     force->flag [FLAG_IS_USED_UP] = true;
2701     force->flag [FLAG_APPLIED] = true;
2702    
2703     insert (force);
2704     }
2705    
2706 root 1.178 void
2707     object::play_sound (faceidx sound) const
2708     {
2709     if (!sound)
2710     return;
2711    
2712     if (flag [FLAG_REMOVED])
2713     return;
2714    
2715     if (env)
2716     {
2717     if (object *pl = in_player ())
2718     pl->contr->play_sound (sound);
2719     }
2720     else
2721     map->play_sound (sound, x, y);
2722     }
2723