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Revision: 1.195
Committed: Wed Oct 17 19:08:12 2007 UTC (16 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.194: +2 -2 lines
Log Message:
quickfix

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 root 1.193 if (!(ob1->inv && ob2->inv))
260     return 0; /* inventories differ in length */
261    
262     if (ob1->inv->below || ob2->inv->below)
263     return 0; /* more than one object in inv */
264 root 1.16
265 root 1.66 if (!object::can_merge (ob1->inv, ob2->inv))
266 root 1.193 return 0; /* inventory objexts differ */
267 root 1.16
268     /* inventory ok - still need to check rest of this object to see
269     * if it is valid.
270     */
271     }
272 elmex 1.1
273 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
274     * it is possible for most any character to have more than one of
275     * some items equipped, and we don't want those to merge.
276     */
277     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
278     return 0;
279 elmex 1.1
280 root 1.16 /* Note sure why the following is the case - either the object has to
281     * be animated or have a very low speed. Is this an attempted monster
282     * check?
283     */
284 elmex 1.97 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 root 1.16 return 0;
286 elmex 1.1
287 root 1.16 switch (ob1->type)
288     {
289 root 1.29 case SCROLL:
290     if (ob1->level != ob2->level)
291     return 0;
292     break;
293 root 1.16 }
294 elmex 1.1
295 root 1.16 if (ob1->key_values != NULL || ob2->key_values != NULL)
296     {
297     /* At least one of these has key_values. */
298     if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
299 root 1.24 /* One has fields, but the other one doesn't. */
300     return 0;
301 root 1.16 else if (!compare_ob_value_lists (ob1, ob2))
302 root 1.24 return 0;
303 elmex 1.1 }
304 root 1.16
305     if (ob1->self || ob2->self)
306     {
307     ob1->optimise ();
308     ob2->optimise ();
309    
310     if (ob1->self || ob2->self)
311 root 1.192 {
312 root 1.195 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
313     int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
314 root 1.192
315     if (k1 != k2)
316     return 0;
317     else if (k1 == 0)
318     return 1;
319     else if (!cfperl_can_merge (ob1, ob2))
320     return 0;
321     }
322 elmex 1.1 }
323    
324 root 1.16 /* Everything passes, must be OK. */
325     return 1;
326 elmex 1.1 }
327 root 1.24
328 elmex 1.1 /*
329     * sum_weight() is a recursive function which calculates the weight
330     * an object is carrying. It goes through in figures out how much
331     * containers are carrying, and sums it up.
332     */
333 root 1.28 long
334 root 1.24 sum_weight (object *op)
335     {
336 root 1.28 long sum;
337 elmex 1.1 object *inv;
338 root 1.24
339 root 1.142 for (sum = 0, inv = op->inv; inv; inv = inv->below)
340 root 1.24 {
341     if (inv->inv)
342     sum_weight (inv);
343 root 1.142
344 root 1.24 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
345     }
346 root 1.37
347 elmex 1.1 if (op->type == CONTAINER && op->stats.Str)
348 root 1.24 sum = (sum * (100 - op->stats.Str)) / 100;
349 root 1.37
350 root 1.24 if (op->carrying != sum)
351 elmex 1.1 op->carrying = sum;
352 root 1.37
353 elmex 1.1 return sum;
354     }
355    
356     /**
357     * Return the outermost environment object for a given object.
358     */
359    
360 root 1.24 object *
361     object_get_env_recursive (object *op)
362     {
363     while (op->env != NULL)
364     op = op->env;
365     return op;
366 elmex 1.1 }
367    
368     /*
369     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
370 root 1.11 * Some error messages.
371 elmex 1.1 * The result of the dump is stored in the static global errmsg array.
372     */
373 root 1.53 char *
374 root 1.24 dump_object (object *op)
375     {
376 root 1.53 if (!op)
377     return strdup ("[NULLOBJ]");
378 elmex 1.1
379 root 1.53 object_freezer freezer;
380 root 1.133 op->write (freezer);
381 root 1.53 return freezer.as_string ();
382 elmex 1.1 }
383    
384     /*
385     * get_nearest_part(multi-object, object 2) returns the part of the
386     * multi-object 1 which is closest to the second object.
387     * If it's not a multi-object, it is returned.
388     */
389 root 1.24 object *
390     get_nearest_part (object *op, const object *pl)
391     {
392     object *tmp, *closest;
393     int last_dist, i;
394    
395     if (op->more == NULL)
396 elmex 1.1 return op;
397 root 1.24 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
398     if ((i = distance (tmp, pl)) < last_dist)
399     closest = tmp, last_dist = i;
400 elmex 1.1 return closest;
401     }
402    
403     /*
404     * Returns the object which has the count-variable equal to the argument.
405     */
406 root 1.24 object *
407     find_object (tag_t i)
408     {
409 root 1.112 for_all_objects (op)
410     if (op->count == i)
411     return op;
412    
413     return 0;
414 elmex 1.1 }
415    
416     /*
417     * Returns the first object which has a name equal to the argument.
418     * Used only by the patch command, but not all that useful.
419     * Enables features like "patch <name-of-other-player> food 999"
420     */
421 root 1.24 object *
422     find_object_name (const char *str)
423     {
424 root 1.35 shstr_cmp str_ (str);
425 elmex 1.1 object *op;
426 root 1.24
427 root 1.108 for_all_objects (op)
428 root 1.35 if (op->name == str_)
429 elmex 1.1 break;
430 root 1.11
431 elmex 1.1 return op;
432     }
433    
434 root 1.24 void
435     free_all_object_data ()
436 root 1.14 {
437     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
438 elmex 1.1 }
439    
440     /*
441     * Sets the owner and sets the skill and exp pointers to owner's current
442     * skill and experience objects.
443 root 1.183 * ACTUALLY NO! investigate! TODO
444 elmex 1.1 */
445 root 1.24 void
446 root 1.30 object::set_owner (object *owner)
447 elmex 1.1 {
448 root 1.183 // allow objects which own objects
449     if (owner)
450     while (owner->owner)
451     owner = owner->owner;
452 elmex 1.1
453 root 1.30 this->owner = owner;
454 elmex 1.1 }
455    
456 root 1.148 int
457     object::slottype () const
458     {
459     if (type == SKILL)
460     {
461     if (IS_COMBAT_SKILL (subtype)) return slot_combat;
462     if (IS_RANGED_SKILL (subtype)) return slot_ranged;
463     }
464     else
465     {
466     if (slot [body_combat].info) return slot_combat;
467     if (slot [body_range ].info) return slot_ranged;
468     }
469    
470     return slot_none;
471     }
472    
473 root 1.147 bool
474     object::change_weapon (object *ob)
475 root 1.144 {
476     if (current_weapon == ob)
477 root 1.147 return true;
478 root 1.146
479 root 1.150 if (chosen_skill)
480     chosen_skill->flag [FLAG_APPLIED] = false;
481    
482 root 1.144 current_weapon = ob;
483 root 1.147 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
484 root 1.146
485 root 1.150 if (chosen_skill)
486     chosen_skill->flag [FLAG_APPLIED] = true;
487    
488 root 1.144 update_stats ();
489 root 1.147
490     if (ob)
491     {
492     // now check wether any body locations became invalid, in which case
493     // we cannot apply the weapon at the moment.
494     for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
495     if (slot[i].used < 0)
496     {
497     current_weapon = chosen_skill = 0;
498     update_stats ();
499    
500     new_draw_info_format (NDI_UNIQUE, 0, this,
501 root 1.156 "You try to balance all your items at once, "
502     "but the %s is just too much for your body. "
503     "[You need to unapply some items first.]", &ob->name);
504 root 1.147 return false;
505     }
506    
507 root 1.148 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
508 root 1.147 }
509     else
510 root 1.148 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
511 root 1.147
512 root 1.151 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
513     {
514     LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
515     &name, ob->debug_desc ());
516     return false;
517     }
518    
519 root 1.147 return true;
520 root 1.144 }
521    
522 elmex 1.1 /* Zero the key_values on op, decrementing the shared-string
523     * refcounts and freeing the links.
524     */
525 root 1.24 static void
526     free_key_values (object *op)
527 root 1.11 {
528 root 1.137 for (key_value *i = op->key_values; i; )
529 root 1.11 {
530     key_value *next = i->next;
531     delete i;
532 root 1.24
533 root 1.11 i = next;
534 elmex 1.1 }
535 root 1.24
536 root 1.11 op->key_values = 0;
537 elmex 1.1 }
538    
539 root 1.137 object &
540     object::operator =(const object &src)
541 root 1.11 {
542 root 1.137 bool is_freed = flag [FLAG_FREED];
543     bool is_removed = flag [FLAG_REMOVED];
544 root 1.59
545 root 1.137 *(object_copy *)this = src;
546 elmex 1.1
547 root 1.137 flag [FLAG_FREED] = is_freed;
548     flag [FLAG_REMOVED] = is_removed;
549 elmex 1.1
550 root 1.11 /* Copy over key_values, if any. */
551 root 1.137 if (src.key_values)
552 root 1.14 {
553 root 1.23 key_value *tail = 0;
554 root 1.137 key_values = 0;
555 elmex 1.1
556 root 1.137 for (key_value *i = src.key_values; i; i = i->next)
557 root 1.11 {
558     key_value *new_link = new key_value;
559 root 1.8
560 root 1.24 new_link->next = 0;
561     new_link->key = i->key;
562 root 1.11 new_link->value = i->value;
563    
564     /* Try and be clever here, too. */
565 root 1.137 if (!key_values)
566 root 1.11 {
567 root 1.137 key_values = new_link;
568 root 1.11 tail = new_link;
569 root 1.8 }
570 root 1.11 else
571     {
572     tail->next = new_link;
573     tail = new_link;
574     }
575 root 1.14 }
576     }
577 root 1.137 }
578    
579     /*
580     * copy_to first frees everything allocated by the dst object,
581     * and then copies the contents of itself into the second
582     * object, allocating what needs to be allocated. Basically, any
583     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
584     * if the first object is freed, the pointers in the new object
585     * will point at garbage.
586     */
587     void
588     object::copy_to (object *dst)
589     {
590     *dst = *this;
591    
592     if (speed < 0)
593 root 1.185 dst->speed_left -= rndm ();
594 root 1.2
595 root 1.87 dst->set_speed (dst->speed);
596 elmex 1.1 }
597    
598 root 1.133 void
599     object::instantiate ()
600     {
601     if (!uuid.seq) // HACK
602     uuid = gen_uuid ();
603    
604     speed_left = -0.1f;
605     /* copy the body_info to the body_used - this is only really
606     * need for monsters, but doesn't hurt to do it for everything.
607     * by doing so, when a monster is created, it has good starting
608     * values for the body_used info, so when items are created
609     * for it, they can be properly equipped.
610     */
611 root 1.145 for (int i = NUM_BODY_LOCATIONS; i--; )
612     slot[i].used = slot[i].info;
613 root 1.133
614     attachable::instantiate ();
615     }
616    
617 root 1.65 object *
618     object::clone ()
619     {
620     object *neu = create ();
621     copy_to (neu);
622     return neu;
623     }
624    
625 elmex 1.1 /*
626     * If an object with the IS_TURNABLE() flag needs to be turned due
627     * to the closest player being on the other side, this function can
628     * be called to update the face variable, _and_ how it looks on the map.
629     */
630 root 1.24 void
631     update_turn_face (object *op)
632     {
633 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
634 root 1.24 return;
635 root 1.96
636 root 1.24 SET_ANIMATION (op, op->direction);
637     update_object (op, UP_OBJ_FACE);
638 elmex 1.1 }
639    
640     /*
641     * Updates the speed of an object. If the speed changes from 0 to another
642     * value, or vice versa, then add/remove the object from the active list.
643     * This function needs to be called whenever the speed of an object changes.
644     */
645 root 1.24 void
646 root 1.87 object::set_speed (float speed)
647 root 1.24 {
648 root 1.87 if (flag [FLAG_FREED] && speed)
649 root 1.24 {
650 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
651     speed = 0;
652 elmex 1.1 }
653 root 1.31
654 root 1.87 this->speed = speed;
655    
656 elmex 1.97 if (has_active_speed ())
657 root 1.98 activate ();
658 root 1.24 else
659 root 1.98 deactivate ();
660 elmex 1.1 }
661    
662     /*
663 root 1.75 * update_object() updates the the map.
664 elmex 1.1 * It takes into account invisible objects (and represent squares covered
665     * by invisible objects by whatever is below them (unless it's another
666     * invisible object, etc...)
667     * If the object being updated is beneath a player, the look-window
668     * of that player is updated (this might be a suboptimal way of
669     * updating that window, though, since update_object() is called _often_)
670     *
671     * action is a hint of what the caller believes need to be done.
672     * current action are:
673     * UP_OBJ_INSERT: op was inserted
674     * UP_OBJ_REMOVE: op was removed
675     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
676     * as that is easier than trying to look at what may have changed.
677     * UP_OBJ_FACE: only the objects face has changed.
678     */
679 root 1.24 void
680     update_object (object *op, int action)
681     {
682     if (op == NULL)
683     {
684     /* this should never happen */
685     LOG (llevDebug, "update_object() called for NULL object.\n");
686     return;
687 elmex 1.1 }
688 root 1.24
689 root 1.75 if (op->env)
690 root 1.24 {
691     /* Animation is currently handled by client, so nothing
692     * to do in this case.
693     */
694     return;
695 elmex 1.1 }
696    
697 root 1.24 /* If the map is saving, don't do anything as everything is
698     * going to get freed anyways.
699     */
700     if (!op->map || op->map->in_memory == MAP_SAVING)
701     return;
702    
703     /* make sure the object is within map boundaries */
704 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
705 root 1.24 {
706     LOG (llevError, "update_object() called for object out of map!\n");
707 elmex 1.1 #ifdef MANY_CORES
708 root 1.24 abort ();
709 elmex 1.1 #endif
710 root 1.24 return;
711 elmex 1.1 }
712    
713 root 1.76 mapspace &m = op->ms ();
714 elmex 1.1
715 root 1.99 if (!(m.flags_ & P_UPTODATE))
716 root 1.75 /* nop */;
717     else if (action == UP_OBJ_INSERT)
718     {
719     // this is likely overkill, TODO: revisit (schmorp)
720     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
721     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
722     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
723     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
724     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
725     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
726     || (m.move_on | op->move_on ) != m.move_on
727     || (m.move_off | op->move_off ) != m.move_off
728     || (m.move_slow | op->move_slow) != m.move_slow
729     /* This isn't perfect, but I don't expect a lot of objects to
730     * to have move_allow right now.
731     */
732     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
733     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
734 root 1.99 m.flags_ = 0;
735 root 1.75 }
736     /* if the object is being removed, we can't make intelligent
737     * decisions, because remove_ob can't really pass the object
738     * that is being removed.
739     */
740 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
741 root 1.99 m.flags_ = 0;
742 root 1.24 else if (action == UP_OBJ_FACE)
743 root 1.29 /* Nothing to do for that case */ ;
744 root 1.24 else
745 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
746 elmex 1.1
747 root 1.75 if (op->more)
748 root 1.24 update_object (op->more, action);
749 elmex 1.1 }
750    
751 root 1.21 object::object ()
752     {
753 root 1.22 SET_FLAG (this, FLAG_REMOVED);
754    
755     expmul = 1.0;
756     face = blank_face;
757     }
758    
759     object::~object ()
760     {
761 root 1.121 unlink ();
762 root 1.119
763 root 1.22 free_key_values (this);
764     }
765    
766 root 1.112 static int object_count;
767    
768 root 1.24 void object::link ()
769 root 1.22 {
770 root 1.112 assert (!index);//D
771 root 1.41 uuid = gen_uuid ();
772 root 1.112 count = ++object_count;
773 root 1.21
774 root 1.109 refcnt_inc ();
775 root 1.108 objects.insert (this);
776 root 1.21 }
777    
778 root 1.24 void object::unlink ()
779 root 1.21 {
780 root 1.121 if (!index)
781     return;
782    
783 root 1.108 objects.erase (this);
784 root 1.109 refcnt_dec ();
785 root 1.98 }
786    
787 root 1.96 void
788 root 1.98 object::activate ()
789 root 1.96 {
790 root 1.98 /* If already on active list, don't do anything */
791 root 1.108 if (active)
792 root 1.98 return;
793    
794 elmex 1.97 if (has_active_speed ())
795 root 1.108 actives.insert (this);
796 root 1.98 }
797 root 1.96
798 root 1.98 void
799     object::activate_recursive ()
800     {
801     activate ();
802    
803 root 1.104 for (object *op = inv; op; op = op->below)
804 root 1.98 op->activate_recursive ();
805 root 1.96 }
806    
807     /* This function removes object 'op' from the list of active
808     * objects.
809     * This should only be used for style maps or other such
810     * reference maps where you don't want an object that isn't
811     * in play chewing up cpu time getting processed.
812     * The reverse of this is to call update_ob_speed, which
813     * will do the right thing based on the speed of the object.
814     */
815     void
816 root 1.98 object::deactivate ()
817 root 1.96 {
818     /* If not on the active list, nothing needs to be done */
819 root 1.108 if (!active)
820 root 1.96 return;
821    
822 root 1.108 actives.erase (this);
823 root 1.98 }
824 root 1.96
825 root 1.98 void
826     object::deactivate_recursive ()
827     {
828 root 1.104 for (object *op = inv; op; op = op->below)
829 root 1.98 op->deactivate_recursive ();
830    
831     deactivate ();
832 root 1.96 }
833    
834 root 1.106 void
835     object::set_flag_inv (int flag, int value)
836     {
837     for (object *op = inv; op; op = op->below)
838     {
839     op->flag [flag] = value;
840     op->set_flag_inv (flag, value);
841     }
842     }
843    
844 root 1.89 /*
845     * Remove and free all objects in the inventory of the given object.
846     * object.c ?
847     */
848     void
849     object::destroy_inv (bool drop_to_ground)
850     {
851 root 1.94 // need to check first, because the checks below might segfault
852     // as we might be on an invalid mapspace and crossfire code
853     // is too buggy to ensure that the inventory is empty.
854     // corollary: if you create arrows etc. with stuff in tis inventory,
855     // cf will crash below with off-map x and y
856     if (!inv)
857     return;
858    
859 root 1.89 /* Only if the space blocks everything do we not process -
860     * if some form of movement is allowed, let objects
861     * drop on that space.
862     */
863 root 1.92 if (!drop_to_ground
864     || !map
865     || map->in_memory != MAP_IN_MEMORY
866 root 1.122 || map->nodrop
867 root 1.95 || ms ().move_block == MOVE_ALL)
868 root 1.89 {
869     while (inv)
870 root 1.92 {
871     inv->destroy_inv (drop_to_ground);
872     inv->destroy ();
873     }
874 root 1.89 }
875     else
876     { /* Put objects in inventory onto this space */
877     while (inv)
878     {
879     object *op = inv;
880    
881     if (op->flag [FLAG_STARTEQUIP]
882     || op->flag [FLAG_NO_DROP]
883     || op->type == RUNE
884     || op->type == TRAP
885 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
886     || op->flag [FLAG_DESTROY_ON_DEATH])
887 root 1.89 op->destroy ();
888     else
889 root 1.93 map->insert (op, x, y);
890 root 1.89 }
891     }
892     }
893    
894 root 1.21 object *object::create ()
895     {
896 root 1.42 object *op = new object;
897 root 1.22 op->link ();
898     return op;
899 root 1.21 }
900 elmex 1.1
901 root 1.82 void
902     object::do_destroy ()
903 root 1.14 {
904 root 1.112 attachable::do_destroy ();
905    
906 root 1.82 if (flag [FLAG_IS_LINKED])
907     remove_button_link (this);
908 root 1.29
909 root 1.82 if (flag [FLAG_FRIENDLY])
910 root 1.140 remove_friendly_object (this);
911 root 1.32
912 root 1.82 if (!flag [FLAG_REMOVED])
913 root 1.63 remove ();
914 root 1.14
915 root 1.112 destroy_inv (true);
916 root 1.14
917 root 1.112 deactivate ();
918     unlink ();
919 root 1.92
920 root 1.82 flag [FLAG_FREED] = 1;
921 root 1.14
922 root 1.57 // hack to ensure that freed objects still have a valid map
923     {
924     static maptile *freed_map; // freed objects are moved here to avoid crashes
925    
926     if (!freed_map)
927     {
928     freed_map = new maptile;
929    
930 root 1.186 freed_map->path = "<freed objects map>";
931 root 1.57 freed_map->name = "/internal/freed_objects_map";
932     freed_map->width = 3;
933     freed_map->height = 3;
934    
935 root 1.96 freed_map->alloc ();
936 root 1.103 freed_map->in_memory = MAP_IN_MEMORY;
937 root 1.57 }
938    
939     map = freed_map;
940     x = 1;
941     y = 1;
942     }
943    
944 root 1.88 if (more)
945     {
946     more->destroy ();
947     more = 0;
948     }
949 root 1.82
950 root 1.162 head = 0;
951    
952     // clear those pointers that likely might cause circular references
953     owner = 0;
954     enemy = 0;
955     attacked_by = 0;
956     current_weapon = 0;
957 root 1.82 }
958    
959     void
960     object::destroy (bool destroy_inventory)
961     {
962     if (destroyed ())
963     return;
964    
965     if (destroy_inventory)
966 root 1.89 destroy_inv (false);
967 root 1.22
968 root 1.173 if (is_head ())
969     if (sound_destroy)
970     play_sound (sound_destroy);
971     else if (flag [FLAG_MONSTER])
972     play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
973 root 1.169
974 root 1.82 attachable::destroy ();
975 elmex 1.1 }
976    
977     /*
978     * sub_weight() recursively (outwards) subtracts a number from the
979     * weight of an object (and what is carried by it's environment(s)).
980     */
981 root 1.24 void
982     sub_weight (object *op, signed long weight)
983     {
984     while (op != NULL)
985     {
986     if (op->type == CONTAINER)
987 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
988    
989 root 1.24 op->carrying -= weight;
990     op = op->env;
991 elmex 1.1 }
992     }
993    
994 root 1.63 /* op->remove ():
995 elmex 1.1 * This function removes the object op from the linked list of objects
996     * which it is currently tied to. When this function is done, the
997     * object will have no environment. If the object previously had an
998     * environment, the x and y coordinates will be updated to
999     * the previous environment.
1000     */
1001 root 1.24 void
1002 root 1.128 object::do_remove ()
1003 root 1.24 {
1004 root 1.45 object *tmp, *last = 0;
1005     object *otmp;
1006 root 1.26
1007 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
1008 root 1.29 return;
1009 root 1.24
1010 root 1.59 SET_FLAG (this, FLAG_REMOVED);
1011 root 1.82 INVOKE_OBJECT (REMOVE, this);
1012 root 1.26
1013 root 1.59 if (more)
1014     more->remove ();
1015 root 1.24
1016     /*
1017     * In this case, the object to be removed is in someones
1018     * inventory.
1019     */
1020 root 1.59 if (env)
1021 root 1.24 {
1022 root 1.59 if (nrof)
1023     sub_weight (env, weight * nrof);
1024 root 1.24 else
1025 root 1.59 sub_weight (env, weight + carrying);
1026 root 1.24
1027     /* NO_FIX_PLAYER is set when a great many changes are being
1028     * made to players inventory. If set, avoiding the call
1029     * to save cpu time.
1030     */
1031 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1032 root 1.78 otmp->update_stats ();
1033 root 1.24
1034 root 1.96 if (above)
1035 root 1.59 above->below = below;
1036 root 1.24 else
1037 root 1.59 env->inv = below;
1038 root 1.24
1039 root 1.96 if (below)
1040 root 1.59 below->above = above;
1041 root 1.24
1042     /* we set up values so that it could be inserted into
1043     * the map, but we don't actually do that - it is up
1044     * to the caller to decide what we want to do.
1045     */
1046 root 1.59 x = env->x, y = env->y;
1047     map = env->map;
1048     above = 0, below = 0;
1049     env = 0;
1050     }
1051     else if (map)
1052     {
1053 root 1.96 if (type == PLAYER)
1054     {
1055 root 1.130 // leaving a spot always closes any open container on the ground
1056     if (container && !container->env)
1057     // this causes spurious floorbox updates, but it ensures
1058     // that the CLOSE event is being sent.
1059     close_container ();
1060    
1061 root 1.96 --map->players;
1062 root 1.100 map->touch ();
1063 root 1.96 }
1064    
1065 root 1.98 map->dirty = true;
1066 root 1.117 mapspace &ms = this->ms ();
1067 elmex 1.1
1068 root 1.29 /* link the object above us */
1069 root 1.59 if (above)
1070     above->below = below;
1071 root 1.29 else
1072 root 1.117 ms.top = below; /* we were top, set new top */
1073 root 1.24
1074 root 1.29 /* Relink the object below us, if there is one */
1075 root 1.59 if (below)
1076     below->above = above;
1077 root 1.29 else
1078     {
1079     /* Nothing below, which means we need to relink map object for this space
1080     * use translated coordinates in case some oddness with map tiling is
1081     * evident
1082     */
1083 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1084 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 ());
1085 elmex 1.1
1086 root 1.117 ms.bot = above; /* goes on above it. */
1087 root 1.8 }
1088 root 1.26
1089 root 1.59 above = 0;
1090     below = 0;
1091 root 1.26
1092 root 1.59 if (map->in_memory == MAP_SAVING)
1093 root 1.29 return;
1094 elmex 1.1
1095 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1096 elmex 1.1
1097 root 1.175 if (object *pl = ms.player ())
1098     {
1099     if (pl->container == this)
1100     /* If a container that the player is currently using somehow gets
1101     * removed (most likely destroyed), update the player view
1102     * appropriately.
1103     */
1104     pl->close_container ();
1105    
1106     pl->contr->ns->floorbox_update ();
1107     }
1108    
1109 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1110 root 1.24 {
1111 root 1.29 /* No point updating the players look faces if he is the object
1112     * being removed.
1113 root 1.24 */
1114 root 1.29
1115 root 1.96 /* See if object moving off should effect something */
1116 root 1.50 if (check_walk_off
1117 root 1.59 && ((move_type & tmp->move_off)
1118     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1119 root 1.29 {
1120 elmex 1.72 move_apply (tmp, this, 0);
1121 root 1.24
1122 root 1.59 if (destroyed ())
1123 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1124 root 1.8 }
1125    
1126 root 1.29 last = tmp;
1127     }
1128 root 1.26
1129 root 1.96 /* last == NULL if there are no objects on this space */
1130     //TODO: this makes little sense, why only update the topmost object?
1131 root 1.59 if (!last)
1132 root 1.99 map->at (x, y).flags_ = 0;
1133 root 1.29 else
1134     update_object (last, UP_OBJ_REMOVE);
1135 root 1.26
1136 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1137 root 1.59 update_all_los (map, x, y);
1138 elmex 1.1 }
1139     }
1140    
1141     /*
1142     * merge_ob(op,top):
1143     *
1144     * This function goes through all objects below and including top, and
1145     * merges op to the first matching object.
1146     * If top is NULL, it is calculated.
1147     * Returns pointer to object if it succeded in the merge, otherwise NULL
1148     */
1149 root 1.24 object *
1150     merge_ob (object *op, object *top)
1151     {
1152     if (!op->nrof)
1153 elmex 1.1 return 0;
1154 root 1.29
1155 root 1.194 if (!top)
1156 root 1.82 for (top = op; top && top->above; top = top->above)
1157     ;
1158 root 1.29
1159 root 1.82 for (; top; top = top->below)
1160 elmex 1.1 {
1161 root 1.24 if (top == op)
1162     continue;
1163 root 1.66
1164     if (object::can_merge (op, top))
1165 root 1.24 {
1166     top->nrof += op->nrof;
1167    
1168 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1169 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1170 root 1.64 op->destroy ();
1171 root 1.24 return top;
1172     }
1173 elmex 1.1 }
1174 root 1.29
1175 root 1.45 return 0;
1176 elmex 1.1 }
1177    
1178 root 1.138 void
1179     object::expand_tail ()
1180     {
1181     if (more)
1182     return;
1183    
1184     object *prev = this;
1185    
1186 root 1.160 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1187 root 1.138 {
1188     object *op = arch_to_object (at);
1189    
1190     op->name = name;
1191     op->name_pl = name_pl;
1192     op->title = title;
1193    
1194     op->head = this;
1195     prev->more = op;
1196    
1197     prev = op;
1198     }
1199     }
1200    
1201 elmex 1.1 /*
1202 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1203     * job preparing multi-part monsters.
1204 elmex 1.1 */
1205 root 1.24 object *
1206 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1207 root 1.24 {
1208 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1209 root 1.24 {
1210 root 1.159 tmp->x = x + tmp->arch->x;
1211     tmp->y = y + tmp->arch->y;
1212 elmex 1.1 }
1213 root 1.29
1214 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1215 elmex 1.1 }
1216    
1217     /*
1218     * insert_ob_in_map (op, map, originator, flag):
1219     * This function inserts the object in the two-way linked list
1220     * which represents what is on a map.
1221     * The second argument specifies the map, and the x and y variables
1222     * in the object about to be inserted specifies the position.
1223     *
1224     * originator: Player, monster or other object that caused 'op' to be inserted
1225     * into 'map'. May be NULL.
1226     *
1227     * flag is a bitmask about special things to do (or not do) when this
1228     * function is called. see the object.h file for the INS_ values.
1229     * Passing 0 for flag gives proper default values, so flag really only needs
1230     * to be set if special handling is needed.
1231     *
1232     * Return value:
1233     * new object if 'op' was merged with other object
1234     * NULL if 'op' was destroyed
1235     * just 'op' otherwise
1236     */
1237 root 1.24 object *
1238 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1239 elmex 1.1 {
1240 root 1.138 assert (!op->flag [FLAG_FREED]);
1241    
1242 root 1.155 object *top, *floor = NULL;
1243 elmex 1.1
1244 root 1.117 op->remove ();
1245    
1246 root 1.187 /* Ideally, the caller figures this out. However, it complicates a lot
1247     * of areas of callers (eg, anything that uses find_free_spot would now
1248     * need extra work
1249     */
1250     if (!xy_normalise (m, op->x, op->y))
1251 root 1.24 {
1252 root 1.187 op->destroy ();
1253     return 0;
1254 elmex 1.1 }
1255 root 1.25
1256 root 1.117 if (object *more = op->more)
1257 root 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1258     return 0;
1259 root 1.25
1260 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1261 root 1.8
1262 root 1.117 op->map = m;
1263     mapspace &ms = op->ms ();
1264 root 1.24
1265     /* this has to be done after we translate the coordinates.
1266     */
1267     if (op->nrof && !(flag & INS_NO_MERGE))
1268 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1269 root 1.66 if (object::can_merge (op, tmp))
1270 root 1.25 {
1271     op->nrof += tmp->nrof;
1272 root 1.64 tmp->destroy ();
1273 root 1.25 }
1274 root 1.24
1275     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1276     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1277 root 1.25
1278 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1279     CLEAR_FLAG (op, FLAG_NO_STEAL);
1280    
1281     if (flag & INS_BELOW_ORIGINATOR)
1282     {
1283     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1284     {
1285     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1286     abort ();
1287     }
1288 root 1.25
1289 root 1.24 op->above = originator;
1290     op->below = originator->below;
1291 root 1.25
1292 root 1.24 if (op->below)
1293     op->below->above = op;
1294     else
1295 root 1.117 ms.bot = op;
1296 root 1.25
1297 root 1.24 /* since *below* originator, no need to update top */
1298     originator->below = op;
1299 elmex 1.1 }
1300 root 1.24 else
1301     {
1302 root 1.117 top = ms.bot;
1303    
1304 root 1.24 /* If there are other objects, then */
1305 root 1.191 if (top)
1306 root 1.24 {
1307 root 1.96 object *last = 0;
1308 root 1.24
1309     /*
1310     * If there are multiple objects on this space, we do some trickier handling.
1311     * We've already dealt with merging if appropriate.
1312     * Generally, we want to put the new object on top. But if
1313     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1314     * floor, we want to insert above that and no further.
1315     * Also, if there are spell objects on this space, we stop processing
1316     * once we get to them. This reduces the need to traverse over all of
1317     * them when adding another one - this saves quite a bit of cpu time
1318     * when lots of spells are cast in one area. Currently, it is presumed
1319     * that flying non pickable objects are spell objects.
1320     */
1321 root 1.117 for (top = ms.bot; top; top = top->above)
1322 root 1.24 {
1323     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1324     floor = top;
1325 root 1.26
1326 root 1.24 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1327     {
1328     /* We insert above top, so we want this object below this */
1329     top = top->below;
1330     break;
1331     }
1332 root 1.26
1333 root 1.24 last = top;
1334     }
1335 root 1.26
1336 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1337     top = last;
1338 root 1.8
1339 root 1.24 /* We let update_position deal with figuring out what the space
1340     * looks like instead of lots of conditions here.
1341     * makes things faster, and effectively the same result.
1342     */
1343    
1344     /* Have object 'fall below' other objects that block view.
1345 root 1.135 * Unless those objects are exits.
1346 root 1.24 * If INS_ON_TOP is used, don't do this processing
1347     * Need to find the object that in fact blocks view, otherwise
1348     * stacking is a bit odd.
1349     */
1350 root 1.117 if (!(flag & INS_ON_TOP)
1351     && ms.flags () & P_BLOCKSVIEW
1352 root 1.135 && (op->face && !faces [op->face].visibility))
1353 root 1.24 {
1354     for (last = top; last != floor; last = last->below)
1355     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1356     break;
1357 root 1.117
1358 root 1.24 /* Check to see if we found the object that blocks view,
1359     * and make sure we have a below pointer for it so that
1360     * we can get inserted below this one, which requires we
1361     * set top to the object below us.
1362     */
1363     if (last && last->below && last != floor)
1364     top = last->below;
1365 root 1.8 }
1366 root 1.24 } /* If objects on this space */
1367 root 1.25
1368 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1369     top = floor;
1370    
1371     /* Top is the object that our object (op) is going to get inserted above.
1372     */
1373    
1374     /* First object on this space */
1375     if (!top)
1376     {
1377 root 1.117 op->above = ms.bot;
1378 root 1.25
1379 root 1.24 if (op->above)
1380     op->above->below = op;
1381 root 1.25
1382 root 1.96 op->below = 0;
1383 root 1.117 ms.bot = op;
1384 root 1.24 }
1385     else
1386     { /* get inserted into the stack above top */
1387     op->above = top->above;
1388 root 1.25
1389 root 1.24 if (op->above)
1390     op->above->below = op;
1391 root 1.25
1392 root 1.24 op->below = top;
1393     top->above = op;
1394     }
1395 root 1.25
1396 root 1.96 if (!op->above)
1397 root 1.117 ms.top = op;
1398 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1399 root 1.8
1400 root 1.24 if (op->type == PLAYER)
1401 root 1.96 {
1402     op->contr->do_los = 1;
1403     ++op->map->players;
1404 root 1.100 op->map->touch ();
1405 root 1.96 }
1406 root 1.24
1407 root 1.98 op->map->dirty = true;
1408    
1409 root 1.191 if (object *pl = ms.player ())
1410     pl->contr->ns->floorbox_update ();
1411 root 1.24
1412     /* If this object glows, it may affect lighting conditions that are
1413     * visible to others on this map. But update_all_los is really
1414     * an inefficient way to do this, as it means los for all players
1415     * on the map will get recalculated. The players could very well
1416     * be far away from this change and not affected in any way -
1417     * this should get redone to only look for players within range,
1418 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1419 root 1.24 * of effect may be sufficient.
1420     */
1421 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1422 root 1.24 update_all_los (op->map, op->x, op->y);
1423    
1424     /* updates flags (blocked, alive, no magic, etc) for this map space */
1425     update_object (op, UP_OBJ_INSERT);
1426    
1427 root 1.82 INVOKE_OBJECT (INSERT, op);
1428    
1429 root 1.24 /* Don't know if moving this to the end will break anything. However,
1430 root 1.70 * we want to have floorbox_update called before calling this.
1431 root 1.24 *
1432     * check_move_on() must be after this because code called from
1433     * check_move_on() depends on correct map flags (so functions like
1434     * blocked() and wall() work properly), and these flags are updated by
1435     * update_object().
1436     */
1437    
1438     /* if this is not the head or flag has been passed, don't check walk on status */
1439 root 1.155 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1440 root 1.24 {
1441     if (check_move_on (op, originator))
1442 root 1.82 return 0;
1443 elmex 1.1
1444 root 1.24 /* If we are a multi part object, lets work our way through the check
1445     * walk on's.
1446     */
1447 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1448 root 1.24 if (check_move_on (tmp, originator))
1449 root 1.82 return 0;
1450 elmex 1.1 }
1451 root 1.25
1452 root 1.24 return op;
1453 elmex 1.1 }
1454    
1455     /* this function inserts an object in the map, but if it
1456 root 1.75 * finds an object of its own type, it'll remove that one first.
1457     * op is the object to insert it under: supplies x and the map.
1458 elmex 1.1 */
1459 root 1.24 void
1460     replace_insert_ob_in_map (const char *arch_string, object *op)
1461     {
1462 root 1.75 object *tmp, *tmp1;
1463 elmex 1.1
1464 root 1.24 /* first search for itself and remove any old instances */
1465 elmex 1.1
1466 root 1.104 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1467 root 1.158 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1468 root 1.64 tmp->destroy ();
1469 elmex 1.1
1470 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1471 elmex 1.1
1472 root 1.24 tmp1->x = op->x;
1473     tmp1->y = op->y;
1474     insert_ob_in_map (tmp1, op->map, op, 0);
1475     }
1476 elmex 1.1
1477 root 1.93 object *
1478     object::insert_at (object *where, object *originator, int flags)
1479     {
1480 root 1.138 return where->map->insert (this, where->x, where->y, originator, flags);
1481 root 1.93 }
1482    
1483 elmex 1.1 /*
1484     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1485     * is returned contains nr objects, and the remaining parts contains
1486     * the rest (or is removed and freed if that number is 0).
1487     * On failure, NULL is returned, and the reason put into the
1488     * global static errmsg array.
1489     */
1490 root 1.24 object *
1491     get_split_ob (object *orig_ob, uint32 nr)
1492     {
1493 root 1.64 object *newob;
1494     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1495 root 1.24
1496     if (orig_ob->nrof < nr)
1497     {
1498     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1499     return NULL;
1500     }
1501 root 1.29
1502 root 1.24 newob = object_create_clone (orig_ob);
1503 root 1.29
1504 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1505 root 1.63 orig_ob->destroy (1);
1506 root 1.24 else if (!is_removed)
1507     {
1508     if (orig_ob->env != NULL)
1509     sub_weight (orig_ob->env, orig_ob->weight * nr);
1510     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1511     {
1512     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1513     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1514     return NULL;
1515 root 1.8 }
1516 elmex 1.1 }
1517 root 1.29
1518 root 1.24 newob->nrof = nr;
1519 elmex 1.1
1520 root 1.24 return newob;
1521 elmex 1.1 }
1522    
1523     /*
1524     * decrease_ob_nr(object, number) decreases a specified number from
1525     * the amount of an object. If the amount reaches 0, the object
1526     * is subsequently removed and freed.
1527     *
1528     * Return value: 'op' if something is left, NULL if the amount reached 0
1529     */
1530 root 1.24 object *
1531     decrease_ob_nr (object *op, uint32 i)
1532 elmex 1.1 {
1533 root 1.29 object *tmp;
1534 elmex 1.1
1535 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1536     return op;
1537    
1538     if (i > op->nrof)
1539     i = op->nrof;
1540    
1541     if (QUERY_FLAG (op, FLAG_REMOVED))
1542 root 1.29 op->nrof -= i;
1543 root 1.73 else if (op->env)
1544 root 1.24 {
1545     /* is this object in the players inventory, or sub container
1546     * therein?
1547     */
1548 root 1.74 tmp = op->in_player ();
1549 root 1.24 /* nope. Is this a container the player has opened?
1550     * If so, set tmp to that player.
1551     * IMO, searching through all the players will mostly
1552     * likely be quicker than following op->env to the map,
1553     * and then searching the map for a player.
1554     */
1555     if (!tmp)
1556 root 1.81 for_all_players (pl)
1557     if (pl->ob->container == op->env)
1558     {
1559     tmp = pl->ob;
1560     break;
1561     }
1562 elmex 1.1
1563 root 1.24 if (i < op->nrof)
1564     {
1565     sub_weight (op->env, op->weight * i);
1566     op->nrof -= i;
1567     if (tmp)
1568 root 1.73 esrv_send_item (tmp, op);
1569 root 1.24 }
1570     else
1571     {
1572 root 1.63 op->remove ();
1573 root 1.24 op->nrof = 0;
1574     if (tmp)
1575 root 1.73 esrv_del_item (tmp->contr, op->count);
1576 elmex 1.1 }
1577     }
1578 root 1.24 else
1579 elmex 1.1 {
1580 root 1.29 object *above = op->above;
1581 elmex 1.1
1582 root 1.24 if (i < op->nrof)
1583 root 1.29 op->nrof -= i;
1584 root 1.24 else
1585     {
1586 root 1.63 op->remove ();
1587 root 1.24 op->nrof = 0;
1588     }
1589 root 1.29
1590 root 1.24 /* Since we just removed op, op->above is null */
1591 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1592 root 1.24 if (tmp->type == PLAYER)
1593     {
1594     if (op->nrof)
1595     esrv_send_item (tmp, op);
1596     else
1597     esrv_del_item (tmp->contr, op->count);
1598     }
1599 elmex 1.1 }
1600    
1601 root 1.24 if (op->nrof)
1602 root 1.29 return op;
1603 root 1.24 else
1604     {
1605 root 1.64 op->destroy ();
1606 root 1.73 return 0;
1607 elmex 1.1 }
1608     }
1609    
1610     /*
1611     * add_weight(object, weight) adds the specified weight to an object,
1612     * and also updates how much the environment(s) is/are carrying.
1613     */
1614 root 1.24 void
1615     add_weight (object *op, signed long weight)
1616     {
1617     while (op != NULL)
1618     {
1619     if (op->type == CONTAINER)
1620 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1621    
1622 root 1.24 op->carrying += weight;
1623     op = op->env;
1624     }
1625 elmex 1.1 }
1626    
1627 root 1.24 object *
1628     insert_ob_in_ob (object *op, object *where)
1629     {
1630 root 1.59 if (!where)
1631 root 1.24 {
1632 root 1.53 char *dump = dump_object (op);
1633     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1634     free (dump);
1635 root 1.24 return op;
1636     }
1637 root 1.29
1638 root 1.154 if (where->head_ () != where)
1639 root 1.24 {
1640 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1641 root 1.24 where = where->head;
1642     }
1643 root 1.29
1644 root 1.59 return where->insert (op);
1645     }
1646    
1647     /*
1648     * env->insert (op)
1649     * This function inserts the object op in the linked list
1650     * inside the object environment.
1651     *
1652     * The function returns now pointer to inserted item, and return value can
1653     * be != op, if items are merged. -Tero
1654     */
1655     object *
1656     object::insert (object *op)
1657     {
1658     if (!QUERY_FLAG (op, FLAG_REMOVED))
1659     op->remove ();
1660    
1661 root 1.24 if (op->more)
1662     {
1663     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1664     return op;
1665     }
1666 root 1.29
1667 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1668     CLEAR_FLAG (op, FLAG_REMOVED);
1669 root 1.182
1670 root 1.24 if (op->nrof)
1671     {
1672 root 1.182 for (object *tmp = inv; tmp; tmp = tmp->below)
1673 root 1.66 if (object::can_merge (tmp, op))
1674 root 1.24 {
1675     /* return the original object and remove inserted object
1676     (client needs the original object) */
1677     tmp->nrof += op->nrof;
1678     /* Weight handling gets pretty funky. Since we are adding to
1679     * tmp->nrof, we need to increase the weight.
1680     */
1681 root 1.59 add_weight (this, op->weight * op->nrof);
1682 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1683 root 1.59 op->destroy (); /* free the inserted object */
1684 root 1.24 op = tmp;
1685 root 1.59 op->remove (); /* and fix old object's links */
1686 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1687     break;
1688     }
1689    
1690     /* I assume combined objects have no inventory
1691     * We add the weight - this object could have just been removed
1692     * (if it was possible to merge). calling remove_ob will subtract
1693     * the weight, so we need to add it in again, since we actually do
1694     * the linking below
1695     */
1696 root 1.59 add_weight (this, op->weight * op->nrof);
1697 root 1.24 }
1698     else
1699 root 1.59 add_weight (this, (op->weight + op->carrying));
1700 elmex 1.1
1701 root 1.182 if (object *otmp = this->in_player ())
1702     if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1703 root 1.78 otmp->update_stats ();
1704 elmex 1.1
1705 root 1.182 op->owner = 0; // its his/hers now. period.
1706     op->map = 0;
1707     op->env = this;
1708 root 1.74 op->above = 0;
1709     op->below = 0;
1710 root 1.182 op->x = op->y = 0;
1711 elmex 1.1
1712     /* reset the light list and los of the players on the map */
1713 root 1.182 if (op->glow_radius && map)
1714 root 1.24 {
1715 elmex 1.1 #ifdef DEBUG_LIGHTS
1716 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1717     #endif /* DEBUG_LIGHTS */
1718 root 1.84 if (map->darkness)
1719 root 1.59 update_all_los (map, x, y);
1720 root 1.24 }
1721 elmex 1.1
1722     /* Client has no idea of ordering so lets not bother ordering it here.
1723     * It sure simplifies this function...
1724     */
1725 root 1.59 if (!inv)
1726     inv = op;
1727 root 1.24 else
1728     {
1729 root 1.59 op->below = inv;
1730 elmex 1.1 op->below->above = op;
1731 root 1.59 inv = op;
1732 root 1.24 }
1733 root 1.59
1734 root 1.82 INVOKE_OBJECT (INSERT, this);
1735    
1736 elmex 1.1 return op;
1737     }
1738    
1739     /*
1740     * Checks if any objects has a move_type that matches objects
1741     * that effect this object on this space. Call apply() to process
1742     * these events.
1743     *
1744     * Any speed-modification due to SLOW_MOVE() of other present objects
1745     * will affect the speed_left of the object.
1746     *
1747     * originator: Player, monster or other object that caused 'op' to be inserted
1748     * into 'map'. May be NULL.
1749     *
1750     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1751     *
1752     * 4-21-95 added code to check if appropriate skill was readied - this will
1753     * permit faster movement by the player through this terrain. -b.t.
1754     *
1755     * MSW 2001-07-08: Check all objects on space, not just those below
1756     * object being inserted. insert_ob_in_map may not put new objects
1757     * on top.
1758     */
1759 root 1.24 int
1760     check_move_on (object *op, object *originator)
1761 elmex 1.1 {
1762 root 1.48 object *tmp;
1763 root 1.49 maptile *m = op->map;
1764 root 1.48 int x = op->x, y = op->y;
1765 root 1.26
1766 root 1.48 MoveType move_on, move_slow, move_block;
1767 root 1.24
1768     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1769     return 0;
1770    
1771     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1772     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1773     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1774    
1775     /* if nothing on this space will slow op down or be applied,
1776     * no need to do checking below. have to make sure move_type
1777     * is set, as lots of objects don't have it set - we treat that
1778     * as walking.
1779     */
1780     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1781     return 0;
1782 elmex 1.1
1783 root 1.24 /* This is basically inverse logic of that below - basically,
1784     * if the object can avoid the move on or slow move, they do so,
1785     * but can't do it if the alternate movement they are using is
1786     * blocked. Logic on this seems confusing, but does seem correct.
1787     */
1788     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1789     return 0;
1790    
1791     /* The objects have to be checked from top to bottom.
1792     * Hence, we first go to the top:
1793     */
1794    
1795 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1796 root 1.24 {
1797     /* Trim the search when we find the first other spell effect
1798     * this helps performance so that if a space has 50 spell objects,
1799     * we don't need to check all of them.
1800     */
1801     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1802     break;
1803     }
1804 root 1.26
1805     for (; tmp; tmp = tmp->below)
1806 root 1.24 {
1807     if (tmp == op)
1808     continue; /* Can't apply yourself */
1809 elmex 1.1
1810 root 1.24 /* Check to see if one of the movement types should be slowed down.
1811     * Second check makes sure that the movement types not being slowed
1812     * (~slow_move) is not blocked on this space - just because the
1813     * space doesn't slow down swimming (for example), if you can't actually
1814     * swim on that space, can't use it to avoid the penalty.
1815     */
1816     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1817     {
1818     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1819     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1820     {
1821 elmex 1.1
1822 root 1.29 float
1823 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1824 elmex 1.1
1825 root 1.24 if (op->type == PLAYER)
1826 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1827     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1828     diff /= 4.0;
1829    
1830 root 1.24 op->speed_left -= diff;
1831 root 1.8 }
1832     }
1833 elmex 1.1
1834 root 1.24 /* Basically same logic as above, except now for actual apply. */
1835     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1836     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1837     {
1838 elmex 1.72 move_apply (tmp, op, originator);
1839 root 1.24
1840 root 1.48 if (op->destroyed ())
1841 root 1.24 return 1;
1842    
1843     /* what the person/creature stepped onto has moved the object
1844     * someplace new. Don't process any further - if we did,
1845     * have a feeling strange problems would result.
1846     */
1847     if (op->map != m || op->x != x || op->y != y)
1848     return 0;
1849 root 1.8 }
1850 elmex 1.1 }
1851 root 1.26
1852 root 1.24 return 0;
1853 elmex 1.1 }
1854    
1855     /*
1856     * present_arch(arch, map, x, y) searches for any objects with
1857     * a matching archetype at the given map and coordinates.
1858     * The first matching object is returned, or NULL if none.
1859     */
1860 root 1.24 object *
1861 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1862 root 1.24 {
1863 root 1.104 if (!m || out_of_map (m, x, y))
1864 root 1.24 {
1865     LOG (llevError, "Present_arch called outside map.\n");
1866     return NULL;
1867     }
1868 root 1.84
1869 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1870 root 1.24 if (tmp->arch == at)
1871 elmex 1.1 return tmp;
1872 root 1.84
1873 elmex 1.1 return NULL;
1874     }
1875    
1876     /*
1877     * present(type, map, x, y) searches for any objects with
1878     * a matching type variable at the given map and coordinates.
1879     * The first matching object is returned, or NULL if none.
1880     */
1881 root 1.24 object *
1882 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1883 root 1.24 {
1884     if (out_of_map (m, x, y))
1885     {
1886     LOG (llevError, "Present called outside map.\n");
1887     return NULL;
1888     }
1889 root 1.84
1890 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1891 root 1.24 if (tmp->type == type)
1892 elmex 1.1 return tmp;
1893 root 1.84
1894 elmex 1.1 return NULL;
1895     }
1896    
1897     /*
1898     * present_in_ob(type, object) searches for any objects with
1899     * a matching type variable in the inventory of the given object.
1900     * The first matching object is returned, or NULL if none.
1901     */
1902 root 1.24 object *
1903     present_in_ob (unsigned char type, const object *op)
1904     {
1905 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1906 root 1.24 if (tmp->type == type)
1907 elmex 1.1 return tmp;
1908 root 1.84
1909 elmex 1.1 return NULL;
1910     }
1911    
1912     /*
1913     * present_in_ob (type, str, object) searches for any objects with
1914     * a matching type & name variable in the inventory of the given object.
1915     * The first matching object is returned, or NULL if none.
1916     * This is mostly used by spell effect code, so that we only
1917     * have one spell effect at a time.
1918     * type can be used to narrow the search - if type is set,
1919     * the type must also match. -1 can be passed for the type,
1920     * in which case the type does not need to pass.
1921     * str is the string to match against. Note that we match against
1922     * the object name, not the archetype name. this is so that the
1923     * spell code can use one object type (force), but change it's name
1924     * to be unique.
1925     */
1926 root 1.24 object *
1927     present_in_ob_by_name (int type, const char *str, const object *op)
1928     {
1929 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1930 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1931     return tmp;
1932 elmex 1.1
1933 root 1.82 return 0;
1934 elmex 1.1 }
1935    
1936     /*
1937     * present_arch_in_ob(archetype, object) searches for any objects with
1938     * a matching archetype in the inventory of the given object.
1939     * The first matching object is returned, or NULL if none.
1940     */
1941 root 1.24 object *
1942     present_arch_in_ob (const archetype *at, const object *op)
1943     {
1944 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1945 root 1.24 if (tmp->arch == at)
1946 elmex 1.1 return tmp;
1947 root 1.82
1948 elmex 1.1 return NULL;
1949     }
1950    
1951     /*
1952     * activate recursively a flag on an object inventory
1953     */
1954 root 1.24 void
1955     flag_inv (object *op, int flag)
1956     {
1957     if (op->inv)
1958 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1959 root 1.24 {
1960     SET_FLAG (tmp, flag);
1961     flag_inv (tmp, flag);
1962 elmex 1.1 }
1963 root 1.82 }
1964    
1965     /*
1966     * deactivate recursively a flag on an object inventory
1967     */
1968 root 1.24 void
1969     unflag_inv (object *op, int flag)
1970     {
1971     if (op->inv)
1972 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1973 root 1.24 {
1974     CLEAR_FLAG (tmp, flag);
1975     unflag_inv (tmp, flag);
1976 elmex 1.1 }
1977     }
1978    
1979     /*
1980     * find_free_spot(object, map, x, y, start, stop) will search for
1981     * a spot at the given map and coordinates which will be able to contain
1982     * the given object. start and stop specifies how many squares
1983     * to search (see the freearr_x/y[] definition).
1984     * It returns a random choice among the alternatives found.
1985     * start and stop are where to start relative to the free_arr array (1,9
1986     * does all 4 immediate directions). This returns the index into the
1987     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1988     * Note - this only checks to see if there is space for the head of the
1989     * object - if it is a multispace object, this should be called for all
1990     * pieces.
1991     * Note2: This function does correctly handle tiled maps, but does not
1992     * inform the caller. However, insert_ob_in_map will update as
1993     * necessary, so the caller shouldn't need to do any special work.
1994     * Note - updated to take an object instead of archetype - this is necessary
1995     * because arch_blocked (now ob_blocked) needs to know the movement type
1996     * to know if the space in question will block the object. We can't use
1997     * the archetype because that isn't correct if the monster has been
1998     * customized, changed states, etc.
1999     */
2000 root 1.24 int
2001 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2002 root 1.24 {
2003 root 1.190 int altern[SIZEOFFREE];
2004 root 1.82 int index = 0, flag;
2005 root 1.24
2006 root 1.82 for (int i = start; i < stop; i++)
2007 root 1.24 {
2008 root 1.188 mapxy pos (m, x, y); pos.move (i);
2009    
2010     if (!pos.normalise ())
2011     continue;
2012    
2013     mapspace &ms = *pos;
2014 root 1.189
2015     if (ms.flags () & P_IS_ALIVE)
2016     continue;
2017 root 1.188
2018     /* However, often
2019     * ob doesn't have any move type (when used to place exits)
2020     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2021     */
2022     if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2023 root 1.190 {
2024     altern [index++] = i;
2025     continue;
2026     }
2027 root 1.24
2028     /* Basically, if we find a wall on a space, we cut down the search size.
2029     * In this way, we won't return spaces that are on another side of a wall.
2030     * This mostly work, but it cuts down the search size in all directions -
2031     * if the space being examined only has a wall to the north and empty
2032     * spaces in all the other directions, this will reduce the search space
2033     * to only the spaces immediately surrounding the target area, and
2034     * won't look 2 spaces south of the target space.
2035     */
2036 root 1.188 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2037     {
2038     stop = maxfree[i];
2039     continue;
2040     }
2041    
2042     /* Note it is intentional that we check ob - the movement type of the
2043     * head of the object should correspond for the entire object.
2044     */
2045     if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2046     continue;
2047    
2048     altern [index++] = i;
2049 elmex 1.1 }
2050 root 1.74
2051 root 1.24 if (!index)
2052     return -1;
2053 root 1.74
2054 root 1.124 return altern [rndm (index)];
2055 elmex 1.1 }
2056    
2057     /*
2058 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2059 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2060     * But it will return the first available spot, not a random choice.
2061     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2062     */
2063 root 1.24 int
2064 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2065 root 1.24 {
2066 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2067 root 1.188 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2068 root 1.82 return i;
2069 root 1.24
2070     return -1;
2071 elmex 1.1 }
2072    
2073     /*
2074     * The function permute(arr, begin, end) randomly reorders the array
2075     * arr[begin..end-1].
2076 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2077 elmex 1.1 */
2078 root 1.24 static void
2079     permute (int *arr, int begin, int end)
2080 elmex 1.1 {
2081 root 1.82 arr += begin;
2082     end -= begin;
2083    
2084     while (--end)
2085 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2086 elmex 1.1 }
2087    
2088     /* new function to make monster searching more efficient, and effective!
2089     * This basically returns a randomized array (in the passed pointer) of
2090     * the spaces to find monsters. In this way, it won't always look for
2091     * monsters to the north first. However, the size of the array passed
2092     * covers all the spaces, so within that size, all the spaces within
2093     * the 3x3 area will be searched, just not in a predictable order.
2094     */
2095 root 1.24 void
2096     get_search_arr (int *search_arr)
2097 elmex 1.1 {
2098 root 1.82 int i;
2099 elmex 1.1
2100 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2101 root 1.82 search_arr[i] = i;
2102 elmex 1.1
2103 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2104     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2105     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2106 elmex 1.1 }
2107    
2108     /*
2109     * find_dir(map, x, y, exclude) will search some close squares in the
2110     * given map at the given coordinates for live objects.
2111     * It will not considered the object given as exclude among possible
2112     * live objects.
2113     * It returns the direction toward the first/closest live object if finds
2114     * any, otherwise 0.
2115     * Perhaps incorrectly, but I'm making the assumption that exclude
2116     * is actually want is going to try and move there. We need this info
2117     * because we have to know what movement the thing looking to move
2118     * there is capable of.
2119     */
2120 root 1.24 int
2121 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2122 root 1.24 {
2123 root 1.82 int i, max = SIZEOFFREE, mflags;
2124 root 1.29
2125     sint16 nx, ny;
2126 root 1.82 object *tmp;
2127     maptile *mp;
2128 root 1.29
2129     MoveType blocked, move_type;
2130 root 1.24
2131 root 1.155 if (exclude && exclude->head_ () != exclude)
2132 root 1.24 {
2133     exclude = exclude->head;
2134     move_type = exclude->move_type;
2135     }
2136     else
2137     {
2138     /* If we don't have anything, presume it can use all movement types. */
2139     move_type = MOVE_ALL;
2140     }
2141    
2142     for (i = 1; i < max; i++)
2143     {
2144     mp = m;
2145     nx = x + freearr_x[i];
2146     ny = y + freearr_y[i];
2147    
2148     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2149 root 1.75
2150 root 1.24 if (mflags & P_OUT_OF_MAP)
2151 root 1.75 max = maxfree[i];
2152 root 1.24 else
2153     {
2154 root 1.82 mapspace &ms = mp->at (nx, ny);
2155    
2156     blocked = ms.move_block;
2157 root 1.24
2158     if ((move_type & blocked) == move_type)
2159 root 1.75 max = maxfree[i];
2160 root 1.24 else if (mflags & P_IS_ALIVE)
2161     {
2162 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2163 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2164 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2165 root 1.75 break;
2166    
2167 root 1.24 if (tmp)
2168 root 1.75 return freedir[i];
2169 root 1.8 }
2170     }
2171 elmex 1.1 }
2172 root 1.75
2173 root 1.24 return 0;
2174 elmex 1.1 }
2175    
2176     /*
2177     * distance(object 1, object 2) will return the square of the
2178     * distance between the two given objects.
2179     */
2180 root 1.24 int
2181     distance (const object *ob1, const object *ob2)
2182     {
2183 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2184 elmex 1.1 }
2185    
2186     /*
2187     * find_dir_2(delta-x,delta-y) will return a direction in which
2188     * an object which has subtracted the x and y coordinates of another
2189     * object, needs to travel toward it.
2190     */
2191 root 1.24 int
2192     find_dir_2 (int x, int y)
2193     {
2194 root 1.75 int q;
2195 elmex 1.1
2196 root 1.24 if (y)
2197     q = x * 100 / y;
2198 elmex 1.1 else if (x)
2199 root 1.24 q = -300 * x;
2200 elmex 1.1 else
2201     return 0;
2202    
2203 root 1.24 if (y > 0)
2204     {
2205     if (q < -242)
2206     return 3;
2207     if (q < -41)
2208     return 2;
2209     if (q < 41)
2210     return 1;
2211     if (q < 242)
2212     return 8;
2213     return 7;
2214     }
2215 elmex 1.1
2216     if (q < -242)
2217 root 1.24 return 7;
2218 elmex 1.1 if (q < -41)
2219 root 1.24 return 6;
2220 elmex 1.1 if (q < 41)
2221 root 1.24 return 5;
2222 elmex 1.1 if (q < 242)
2223 root 1.24 return 4;
2224 elmex 1.1
2225 root 1.24 return 3;
2226 elmex 1.1 }
2227    
2228     /*
2229     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2230     * between two directions (which are expected to be absolute (see absdir())
2231     */
2232 root 1.24 int
2233     dirdiff (int dir1, int dir2)
2234     {
2235 root 1.82 int d;
2236 root 1.24
2237     d = abs (dir1 - dir2);
2238     if (d > 4)
2239 elmex 1.1 d = 8 - d;
2240 root 1.82
2241 elmex 1.1 return d;
2242     }
2243    
2244     /* peterm:
2245     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2246     * Basically, this is a table of directions, and what directions
2247     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2248     * This basically means that if direction is 15, then it could either go
2249     * direction 4, 14, or 16 to get back to where we are.
2250     * Moved from spell_util.c to object.c with the other related direction
2251     * functions.
2252     */
2253 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2254 root 1.24 {0, 0, 0}, /* 0 */
2255     {0, 0, 0}, /* 1 */
2256     {0, 0, 0}, /* 2 */
2257     {0, 0, 0}, /* 3 */
2258     {0, 0, 0}, /* 4 */
2259     {0, 0, 0}, /* 5 */
2260     {0, 0, 0}, /* 6 */
2261     {0, 0, 0}, /* 7 */
2262     {0, 0, 0}, /* 8 */
2263     {8, 1, 2}, /* 9 */
2264     {1, 2, -1}, /* 10 */
2265     {2, 10, 12}, /* 11 */
2266     {2, 3, -1}, /* 12 */
2267     {2, 3, 4}, /* 13 */
2268     {3, 4, -1}, /* 14 */
2269     {4, 14, 16}, /* 15 */
2270     {5, 4, -1}, /* 16 */
2271     {4, 5, 6}, /* 17 */
2272     {6, 5, -1}, /* 18 */
2273     {6, 20, 18}, /* 19 */
2274     {7, 6, -1}, /* 20 */
2275     {6, 7, 8}, /* 21 */
2276     {7, 8, -1}, /* 22 */
2277     {8, 22, 24}, /* 23 */
2278     {8, 1, -1}, /* 24 */
2279     {24, 9, 10}, /* 25 */
2280     {9, 10, -1}, /* 26 */
2281     {10, 11, -1}, /* 27 */
2282     {27, 11, 29}, /* 28 */
2283     {11, 12, -1}, /* 29 */
2284     {12, 13, -1}, /* 30 */
2285     {12, 13, 14}, /* 31 */
2286     {13, 14, -1}, /* 32 */
2287     {14, 15, -1}, /* 33 */
2288     {33, 15, 35}, /* 34 */
2289     {16, 15, -1}, /* 35 */
2290     {17, 16, -1}, /* 36 */
2291     {18, 17, 16}, /* 37 */
2292     {18, 17, -1}, /* 38 */
2293     {18, 19, -1}, /* 39 */
2294     {41, 19, 39}, /* 40 */
2295     {19, 20, -1}, /* 41 */
2296     {20, 21, -1}, /* 42 */
2297     {20, 21, 22}, /* 43 */
2298     {21, 22, -1}, /* 44 */
2299     {23, 22, -1}, /* 45 */
2300     {45, 47, 23}, /* 46 */
2301     {23, 24, -1}, /* 47 */
2302     {24, 9, -1}
2303     }; /* 48 */
2304 elmex 1.1
2305     /* Recursive routine to step back and see if we can
2306     * find a path to that monster that we found. If not,
2307     * we don't bother going toward it. Returns 1 if we
2308     * can see a direct way to get it
2309     * Modified to be map tile aware -.MSW
2310     */
2311 root 1.24 int
2312 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2313 root 1.24 {
2314 root 1.29 sint16 dx, dy;
2315 root 1.75 int mflags;
2316 root 1.24
2317     if (dir < 0)
2318     return 0; /* exit condition: invalid direction */
2319    
2320     dx = x + freearr_x[dir];
2321     dy = y + freearr_y[dir];
2322    
2323     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2324    
2325     /* This functional arguably was incorrect before - it was
2326     * checking for P_WALL - that was basically seeing if
2327     * we could move to the monster - this is being more
2328     * literal on if we can see it. To know if we can actually
2329     * move to the monster, we'd need the monster passed in or
2330     * at least its move type.
2331     */
2332     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2333     return 0;
2334    
2335     /* yes, can see. */
2336     if (dir < 9)
2337     return 1;
2338 root 1.75
2339     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2340     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2341     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2342 root 1.24 }
2343    
2344 elmex 1.1 /*
2345     * can_pick(picker, item): finds out if an object is possible to be
2346     * picked up by the picker. Returnes 1 if it can be
2347     * picked up, otherwise 0.
2348     *
2349     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2350     * core dumps if they do.
2351     *
2352     * Add a check so we can't pick up invisible objects (0.93.8)
2353     */
2354 root 1.24 int
2355     can_pick (const object *who, const object *item)
2356     {
2357     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2358     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2359     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2360 elmex 1.1 }
2361    
2362     /*
2363     * create clone from object to another
2364     */
2365 root 1.24 object *
2366     object_create_clone (object *asrc)
2367     {
2368 root 1.155 object *dst = 0, *tmp, *src, *prev, *item;
2369 elmex 1.1
2370 root 1.24 if (!asrc)
2371 root 1.62 return 0;
2372    
2373 root 1.155 src = asrc->head_ ();
2374 root 1.24
2375 root 1.62 prev = 0;
2376 root 1.155 for (object *part = src; part; part = part->more)
2377 root 1.24 {
2378 root 1.65 tmp = part->clone ();
2379 root 1.24 tmp->x -= src->x;
2380     tmp->y -= src->y;
2381 root 1.62
2382 root 1.24 if (!part->head)
2383     {
2384     dst = tmp;
2385 root 1.62 tmp->head = 0;
2386 root 1.24 }
2387     else
2388 root 1.75 tmp->head = dst;
2389 root 1.62
2390     tmp->more = 0;
2391    
2392 root 1.24 if (prev)
2393     prev->more = tmp;
2394 root 1.62
2395 root 1.24 prev = tmp;
2396 elmex 1.1 }
2397 root 1.24
2398     for (item = src->inv; item; item = item->below)
2399 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2400 elmex 1.1
2401 root 1.24 return dst;
2402 elmex 1.1 }
2403    
2404     /* This returns the first object in who's inventory that
2405     * has the same type and subtype match.
2406     * returns NULL if no match.
2407     */
2408 root 1.24 object *
2409     find_obj_by_type_subtype (const object *who, int type, int subtype)
2410 elmex 1.1 {
2411 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2412 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2413     return tmp;
2414 elmex 1.1
2415 root 1.82 return 0;
2416 elmex 1.1 }
2417    
2418     /* If ob has a field named key, return the link from the list,
2419     * otherwise return NULL.
2420     *
2421     * key must be a passed in shared string - otherwise, this won't
2422     * do the desired thing.
2423     */
2424 root 1.24 key_value *
2425     get_ob_key_link (const object *ob, const char *key)
2426     {
2427 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2428 root 1.48 if (link->key == key)
2429     return link;
2430 root 1.24
2431 root 1.82 return 0;
2432 root 1.24 }
2433 elmex 1.1
2434     /*
2435     * Returns the value of op has an extra_field for key, or NULL.
2436     *
2437     * The argument doesn't need to be a shared string.
2438     *
2439     * The returned string is shared.
2440     */
2441 root 1.24 const char *
2442     get_ob_key_value (const object *op, const char *const key)
2443     {
2444 root 1.35 key_value *link;
2445     shstr_cmp canonical_key (key);
2446 root 1.24
2447 root 1.35 if (!canonical_key)
2448 root 1.24 {
2449     /* 1. There being a field named key on any object
2450     * implies there'd be a shared string to find.
2451     * 2. Since there isn't, no object has this field.
2452     * 3. Therefore, *this* object doesn't have this field.
2453     */
2454 root 1.35 return 0;
2455 elmex 1.1 }
2456    
2457 root 1.24 /* This is copied from get_ob_key_link() above -
2458     * only 4 lines, and saves the function call overhead.
2459     */
2460 root 1.35 for (link = op->key_values; link; link = link->next)
2461     if (link->key == canonical_key)
2462     return link->value;
2463    
2464     return 0;
2465 elmex 1.1 }
2466    
2467     /*
2468     * Updates the canonical_key in op to value.
2469     *
2470     * canonical_key is a shared string (value doesn't have to be).
2471     *
2472     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2473     * keys.
2474     *
2475     * Returns TRUE on success.
2476     */
2477 root 1.24 int
2478     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2479     {
2480 root 1.82 key_value *field = NULL, *last = NULL;
2481 root 1.24
2482     for (field = op->key_values; field != NULL; field = field->next)
2483     {
2484     if (field->key != canonical_key)
2485     {
2486     last = field;
2487     continue;
2488     }
2489    
2490     if (value)
2491     field->value = value;
2492     else
2493     {
2494     /* Basically, if the archetype has this key set,
2495     * we need to store the null value so when we save
2496     * it, we save the empty value so that when we load,
2497     * we get this value back again.
2498     */
2499 root 1.159 if (get_ob_key_link (op->arch, canonical_key))
2500 root 1.24 field->value = 0;
2501     else
2502     {
2503     if (last)
2504     last->next = field->next;
2505     else
2506     op->key_values = field->next;
2507    
2508 root 1.29 delete field;
2509 root 1.24 }
2510     }
2511     return TRUE;
2512     }
2513     /* IF we get here, key doesn't exist */
2514    
2515     /* No field, we'll have to add it. */
2516    
2517     if (!add_key)
2518 root 1.82 return FALSE;
2519    
2520 root 1.24 /* There isn't any good reason to store a null
2521     * value in the key/value list. If the archetype has
2522     * this key, then we should also have it, so shouldn't
2523     * be here. If user wants to store empty strings,
2524     * should pass in ""
2525     */
2526     if (value == NULL)
2527 elmex 1.1 return TRUE;
2528 root 1.24
2529     field = new key_value;
2530    
2531     field->key = canonical_key;
2532     field->value = value;
2533     /* Usual prepend-addition. */
2534     field->next = op->key_values;
2535     op->key_values = field;
2536    
2537     return TRUE;
2538 elmex 1.1 }
2539    
2540     /*
2541     * Updates the key in op to value.
2542     *
2543     * If add_key is FALSE, this will only update existing keys,
2544     * and not add new ones.
2545     * In general, should be little reason FALSE is ever passed in for add_key
2546     *
2547     * Returns TRUE on success.
2548     */
2549 root 1.24 int
2550     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2551 root 1.11 {
2552 root 1.29 shstr key_ (key);
2553 root 1.24
2554 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2555 elmex 1.1 }
2556 root 1.31
2557 root 1.34 object::depth_iterator::depth_iterator (object *container)
2558     : iterator_base (container)
2559     {
2560     while (item->inv)
2561     item = item->inv;
2562     }
2563    
2564 root 1.31 void
2565 root 1.34 object::depth_iterator::next ()
2566 root 1.31 {
2567 root 1.34 if (item->below)
2568     {
2569     item = item->below;
2570    
2571     while (item->inv)
2572     item = item->inv;
2573     }
2574 root 1.31 else
2575 root 1.34 item = item->env;
2576 root 1.31 }
2577 root 1.34
2578 elmex 1.97 const char *
2579     object::flag_desc (char *desc, int len) const
2580     {
2581     char *p = desc;
2582     bool first = true;
2583    
2584 root 1.101 *p = 0;
2585    
2586 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2587     {
2588     if (len <= 10) // magic constant!
2589     {
2590     snprintf (p, len, ",...");
2591     break;
2592     }
2593    
2594 root 1.101 if (flag [i])
2595 elmex 1.97 {
2596     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2597     len -= cnt;
2598     p += cnt;
2599     first = false;
2600     }
2601     }
2602    
2603     return desc;
2604     }
2605    
2606 root 1.101 // return a suitable string describing an object in enough detail to find it
2607 root 1.36 const char *
2608     object::debug_desc (char *info) const
2609     {
2610 elmex 1.97 char flagdesc[512];
2611     char info2[256 * 4];
2612 root 1.36 char *p = info;
2613    
2614 elmex 1.127 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2615 elmex 1.97 count, uuid.seq,
2616 root 1.36 &name,
2617 root 1.117 title ? "\",title:\"" : "",
2618 elmex 1.97 title ? (const char *)title : "",
2619     flag_desc (flagdesc, 512), type);
2620 root 1.36
2621 elmex 1.181 if (!this->flag[FLAG_REMOVED] && env)
2622 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2623    
2624     if (map)
2625 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2626 root 1.36
2627     return info;
2628     }
2629    
2630     const char *
2631     object::debug_desc () const
2632     {
2633 root 1.143 static char info[3][256 * 4];
2634     static int info_idx;
2635 root 1.36
2636 root 1.143 return debug_desc (info [++info_idx % 3]);
2637 root 1.114 }
2638    
2639 root 1.125 struct region *
2640     object::region () const
2641     {
2642     return map ? map->region (x, y)
2643     : region::default_region ();
2644     }
2645    
2646 root 1.129 const materialtype_t *
2647     object::dominant_material () const
2648     {
2649 root 1.165 if (materialtype_t *mt = name_to_material (materialname))
2650     return mt;
2651 root 1.129
2652 root 1.165 return name_to_material (shstr_unknown);
2653 root 1.129 }
2654    
2655 root 1.130 void
2656     object::open_container (object *new_container)
2657     {
2658     if (container == new_container)
2659     return;
2660    
2661     if (object *old_container = container)
2662     {
2663     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2664     return;
2665    
2666     #if 0
2667     // remove the "Close old_container" object.
2668     if (object *closer = old_container->inv)
2669     if (closer->type == CLOSE_CON)
2670     closer->destroy ();
2671     #endif
2672    
2673     old_container->flag [FLAG_APPLIED] = 0;
2674     container = 0;
2675    
2676     esrv_update_item (UPD_FLAGS, this, old_container);
2677     new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2678 root 1.177 play_sound (sound_find ("chest_close"));
2679 root 1.130 }
2680    
2681     if (new_container)
2682     {
2683     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2684     return;
2685    
2686     // TODO: this does not seem to serve any purpose anymore?
2687     #if 0
2688     // insert the "Close Container" object.
2689     if (archetype *closer = new_container->other_arch)
2690     {
2691     object *closer = arch_to_object (new_container->other_arch);
2692     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2693     new_container->insert (closer);
2694     }
2695     #endif
2696    
2697 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2698    
2699 root 1.130 new_container->flag [FLAG_APPLIED] = 1;
2700     container = new_container;
2701    
2702     esrv_update_item (UPD_FLAGS, this, new_container);
2703 root 1.131 esrv_send_inventory (this, new_container);
2704 root 1.177 play_sound (sound_find ("chest_open"));
2705 root 1.130 }
2706     }
2707    
2708 root 1.164 object *
2709     object::force_find (const shstr name)
2710     {
2711     /* cycle through his inventory to look for the MARK we want to
2712     * place
2713     */
2714     for (object *tmp = inv; tmp; tmp = tmp->below)
2715     if (tmp->type == FORCE && tmp->slaying == name)
2716     return splay (tmp);
2717    
2718     return 0;
2719     }
2720    
2721     void
2722     object::force_add (const shstr name, int duration)
2723     {
2724     if (object *force = force_find (name))
2725     force->destroy ();
2726    
2727     object *force = get_archetype (FORCE_NAME);
2728    
2729     force->slaying = name;
2730     force->stats.food = 1;
2731     force->speed_left = -1.f;
2732    
2733     force->set_speed (duration ? 1.f / duration : 0.f);
2734     force->flag [FLAG_IS_USED_UP] = true;
2735     force->flag [FLAG_APPLIED] = true;
2736    
2737     insert (force);
2738     }
2739    
2740 root 1.178 void
2741     object::play_sound (faceidx sound) const
2742     {
2743     if (!sound)
2744     return;
2745    
2746     if (flag [FLAG_REMOVED])
2747     return;
2748    
2749     if (env)
2750     {
2751     if (object *pl = in_player ())
2752     pl->contr->play_sound (sound);
2753     }
2754     else
2755     map->play_sound (sound, x, y);
2756     }
2757