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Revision: 1.199
Committed: Thu Nov 8 19:43:23 2007 UTC (16 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_32
Changes since 1.198: +4 -4 lines
Log Message:
update copyrights and other minor stuff to deliantra

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.199 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.116 *
4 root 1.199 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.157 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.116 *
8 root 1.199 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.163 * 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 root 1.199 * The authors can be reached via e-mail to <support@deliantra.net>
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 1.198 if (flag [FLAG_FREED])
454     {
455     LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
456     return;
457     }
458    
459 root 1.30 this->owner = owner;
460 elmex 1.1 }
461    
462 root 1.148 int
463     object::slottype () const
464     {
465     if (type == SKILL)
466     {
467     if (IS_COMBAT_SKILL (subtype)) return slot_combat;
468     if (IS_RANGED_SKILL (subtype)) return slot_ranged;
469     }
470     else
471     {
472     if (slot [body_combat].info) return slot_combat;
473     if (slot [body_range ].info) return slot_ranged;
474     }
475    
476     return slot_none;
477     }
478    
479 root 1.147 bool
480     object::change_weapon (object *ob)
481 root 1.144 {
482     if (current_weapon == ob)
483 root 1.147 return true;
484 root 1.146
485 root 1.150 if (chosen_skill)
486     chosen_skill->flag [FLAG_APPLIED] = false;
487    
488 root 1.144 current_weapon = ob;
489 root 1.147 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
490 root 1.146
491 root 1.150 if (chosen_skill)
492     chosen_skill->flag [FLAG_APPLIED] = true;
493    
494 root 1.144 update_stats ();
495 root 1.147
496     if (ob)
497     {
498     // now check wether any body locations became invalid, in which case
499     // we cannot apply the weapon at the moment.
500     for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
501     if (slot[i].used < 0)
502     {
503     current_weapon = chosen_skill = 0;
504     update_stats ();
505    
506     new_draw_info_format (NDI_UNIQUE, 0, this,
507 root 1.156 "You try to balance all your items at once, "
508     "but the %s is just too much for your body. "
509     "[You need to unapply some items first.]", &ob->name);
510 root 1.147 return false;
511     }
512    
513 root 1.148 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
514 root 1.147 }
515     else
516 root 1.148 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
517 root 1.147
518 root 1.151 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
519     {
520     LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
521     &name, ob->debug_desc ());
522     return false;
523     }
524    
525 root 1.147 return true;
526 root 1.144 }
527    
528 elmex 1.1 /* Zero the key_values on op, decrementing the shared-string
529     * refcounts and freeing the links.
530     */
531 root 1.24 static void
532     free_key_values (object *op)
533 root 1.11 {
534 root 1.137 for (key_value *i = op->key_values; i; )
535 root 1.11 {
536     key_value *next = i->next;
537     delete i;
538 root 1.24
539 root 1.11 i = next;
540 elmex 1.1 }
541 root 1.24
542 root 1.11 op->key_values = 0;
543 elmex 1.1 }
544    
545 root 1.137 object &
546     object::operator =(const object &src)
547 root 1.11 {
548 root 1.137 bool is_freed = flag [FLAG_FREED];
549     bool is_removed = flag [FLAG_REMOVED];
550 root 1.59
551 root 1.137 *(object_copy *)this = src;
552 elmex 1.1
553 root 1.137 flag [FLAG_FREED] = is_freed;
554     flag [FLAG_REMOVED] = is_removed;
555 elmex 1.1
556 root 1.11 /* Copy over key_values, if any. */
557 root 1.137 if (src.key_values)
558 root 1.14 {
559 root 1.23 key_value *tail = 0;
560 root 1.137 key_values = 0;
561 elmex 1.1
562 root 1.137 for (key_value *i = src.key_values; i; i = i->next)
563 root 1.11 {
564     key_value *new_link = new key_value;
565 root 1.8
566 root 1.24 new_link->next = 0;
567     new_link->key = i->key;
568 root 1.11 new_link->value = i->value;
569    
570     /* Try and be clever here, too. */
571 root 1.137 if (!key_values)
572 root 1.11 {
573 root 1.137 key_values = new_link;
574 root 1.11 tail = new_link;
575 root 1.8 }
576 root 1.11 else
577     {
578     tail->next = new_link;
579     tail = new_link;
580     }
581 root 1.14 }
582     }
583 root 1.137 }
584    
585     /*
586     * copy_to first frees everything allocated by the dst object,
587     * and then copies the contents of itself into the second
588     * object, allocating what needs to be allocated. Basically, any
589     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
590     * if the first object is freed, the pointers in the new object
591     * will point at garbage.
592     */
593     void
594     object::copy_to (object *dst)
595     {
596     *dst = *this;
597    
598     if (speed < 0)
599 root 1.185 dst->speed_left -= rndm ();
600 root 1.2
601 root 1.87 dst->set_speed (dst->speed);
602 elmex 1.1 }
603    
604 root 1.133 void
605     object::instantiate ()
606     {
607     if (!uuid.seq) // HACK
608     uuid = gen_uuid ();
609    
610     speed_left = -0.1f;
611     /* copy the body_info to the body_used - this is only really
612     * need for monsters, but doesn't hurt to do it for everything.
613     * by doing so, when a monster is created, it has good starting
614     * values for the body_used info, so when items are created
615     * for it, they can be properly equipped.
616     */
617 root 1.145 for (int i = NUM_BODY_LOCATIONS; i--; )
618     slot[i].used = slot[i].info;
619 root 1.133
620     attachable::instantiate ();
621     }
622    
623 root 1.65 object *
624     object::clone ()
625     {
626     object *neu = create ();
627     copy_to (neu);
628     return neu;
629     }
630    
631 elmex 1.1 /*
632     * If an object with the IS_TURNABLE() flag needs to be turned due
633     * to the closest player being on the other side, this function can
634     * be called to update the face variable, _and_ how it looks on the map.
635     */
636 root 1.24 void
637     update_turn_face (object *op)
638     {
639 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
640 root 1.24 return;
641 root 1.96
642 root 1.24 SET_ANIMATION (op, op->direction);
643     update_object (op, UP_OBJ_FACE);
644 elmex 1.1 }
645    
646     /*
647     * Updates the speed of an object. If the speed changes from 0 to another
648     * value, or vice versa, then add/remove the object from the active list.
649     * This function needs to be called whenever the speed of an object changes.
650     */
651 root 1.24 void
652 root 1.87 object::set_speed (float speed)
653 root 1.24 {
654 root 1.87 if (flag [FLAG_FREED] && speed)
655 root 1.24 {
656 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
657     speed = 0;
658 elmex 1.1 }
659 root 1.31
660 root 1.87 this->speed = speed;
661    
662 elmex 1.97 if (has_active_speed ())
663 root 1.98 activate ();
664 root 1.24 else
665 root 1.98 deactivate ();
666 elmex 1.1 }
667    
668     /*
669 root 1.75 * update_object() updates the the map.
670 elmex 1.1 * It takes into account invisible objects (and represent squares covered
671     * by invisible objects by whatever is below them (unless it's another
672     * invisible object, etc...)
673     * If the object being updated is beneath a player, the look-window
674     * of that player is updated (this might be a suboptimal way of
675     * updating that window, though, since update_object() is called _often_)
676     *
677     * action is a hint of what the caller believes need to be done.
678     * current action are:
679     * UP_OBJ_INSERT: op was inserted
680     * UP_OBJ_REMOVE: op was removed
681     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
682     * as that is easier than trying to look at what may have changed.
683     * UP_OBJ_FACE: only the objects face has changed.
684     */
685 root 1.24 void
686     update_object (object *op, int action)
687     {
688     if (op == NULL)
689     {
690     /* this should never happen */
691     LOG (llevDebug, "update_object() called for NULL object.\n");
692     return;
693 elmex 1.1 }
694 root 1.24
695 root 1.75 if (op->env)
696 root 1.24 {
697     /* Animation is currently handled by client, so nothing
698     * to do in this case.
699     */
700     return;
701 elmex 1.1 }
702    
703 root 1.24 /* If the map is saving, don't do anything as everything is
704     * going to get freed anyways.
705     */
706     if (!op->map || op->map->in_memory == MAP_SAVING)
707     return;
708    
709     /* make sure the object is within map boundaries */
710 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
711 root 1.24 {
712     LOG (llevError, "update_object() called for object out of map!\n");
713 elmex 1.1 #ifdef MANY_CORES
714 root 1.24 abort ();
715 elmex 1.1 #endif
716 root 1.24 return;
717 elmex 1.1 }
718    
719 root 1.76 mapspace &m = op->ms ();
720 elmex 1.1
721 root 1.99 if (!(m.flags_ & P_UPTODATE))
722 root 1.75 /* nop */;
723     else if (action == UP_OBJ_INSERT)
724     {
725     // this is likely overkill, TODO: revisit (schmorp)
726     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
727     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
728     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
729     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
730     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
731     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
732     || (m.move_on | op->move_on ) != m.move_on
733     || (m.move_off | op->move_off ) != m.move_off
734     || (m.move_slow | op->move_slow) != m.move_slow
735     /* This isn't perfect, but I don't expect a lot of objects to
736     * to have move_allow right now.
737     */
738     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
739     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
740 root 1.99 m.flags_ = 0;
741 root 1.75 }
742     /* if the object is being removed, we can't make intelligent
743     * decisions, because remove_ob can't really pass the object
744     * that is being removed.
745     */
746 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
747 root 1.99 m.flags_ = 0;
748 root 1.24 else if (action == UP_OBJ_FACE)
749 root 1.29 /* Nothing to do for that case */ ;
750 root 1.24 else
751 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
752 elmex 1.1
753 root 1.75 if (op->more)
754 root 1.24 update_object (op->more, action);
755 elmex 1.1 }
756    
757 root 1.21 object::object ()
758     {
759 root 1.22 SET_FLAG (this, FLAG_REMOVED);
760    
761     expmul = 1.0;
762     face = blank_face;
763     }
764    
765     object::~object ()
766     {
767 root 1.121 unlink ();
768 root 1.119
769 root 1.22 free_key_values (this);
770     }
771    
772 root 1.112 static int object_count;
773    
774 root 1.24 void object::link ()
775 root 1.22 {
776 root 1.112 assert (!index);//D
777 root 1.41 uuid = gen_uuid ();
778 root 1.112 count = ++object_count;
779 root 1.21
780 root 1.109 refcnt_inc ();
781 root 1.108 objects.insert (this);
782 root 1.21 }
783    
784 root 1.24 void object::unlink ()
785 root 1.21 {
786 root 1.121 if (!index)
787     return;
788    
789 root 1.108 objects.erase (this);
790 root 1.109 refcnt_dec ();
791 root 1.98 }
792    
793 root 1.96 void
794 root 1.98 object::activate ()
795 root 1.96 {
796 root 1.98 /* If already on active list, don't do anything */
797 root 1.108 if (active)
798 root 1.98 return;
799    
800 elmex 1.97 if (has_active_speed ())
801 root 1.108 actives.insert (this);
802 root 1.98 }
803 root 1.96
804 root 1.98 void
805     object::activate_recursive ()
806     {
807     activate ();
808    
809 root 1.104 for (object *op = inv; op; op = op->below)
810 root 1.98 op->activate_recursive ();
811 root 1.96 }
812    
813     /* This function removes object 'op' from the list of active
814     * objects.
815     * This should only be used for style maps or other such
816     * reference maps where you don't want an object that isn't
817     * in play chewing up cpu time getting processed.
818     * The reverse of this is to call update_ob_speed, which
819     * will do the right thing based on the speed of the object.
820     */
821     void
822 root 1.98 object::deactivate ()
823 root 1.96 {
824     /* If not on the active list, nothing needs to be done */
825 root 1.108 if (!active)
826 root 1.96 return;
827    
828 root 1.108 actives.erase (this);
829 root 1.98 }
830 root 1.96
831 root 1.98 void
832     object::deactivate_recursive ()
833     {
834 root 1.104 for (object *op = inv; op; op = op->below)
835 root 1.98 op->deactivate_recursive ();
836    
837     deactivate ();
838 root 1.96 }
839    
840 root 1.106 void
841     object::set_flag_inv (int flag, int value)
842     {
843     for (object *op = inv; op; op = op->below)
844     {
845     op->flag [flag] = value;
846     op->set_flag_inv (flag, value);
847     }
848     }
849    
850 root 1.89 /*
851     * Remove and free all objects in the inventory of the given object.
852     * object.c ?
853     */
854     void
855     object::destroy_inv (bool drop_to_ground)
856     {
857 root 1.94 // need to check first, because the checks below might segfault
858     // as we might be on an invalid mapspace and crossfire code
859     // is too buggy to ensure that the inventory is empty.
860     // corollary: if you create arrows etc. with stuff in tis inventory,
861     // cf will crash below with off-map x and y
862     if (!inv)
863     return;
864    
865 root 1.89 /* Only if the space blocks everything do we not process -
866     * if some form of movement is allowed, let objects
867     * drop on that space.
868     */
869 root 1.92 if (!drop_to_ground
870     || !map
871     || map->in_memory != MAP_IN_MEMORY
872 root 1.122 || map->nodrop
873 root 1.95 || ms ().move_block == MOVE_ALL)
874 root 1.89 {
875     while (inv)
876 root 1.92 {
877     inv->destroy_inv (drop_to_ground);
878     inv->destroy ();
879     }
880 root 1.89 }
881     else
882     { /* Put objects in inventory onto this space */
883     while (inv)
884     {
885     object *op = inv;
886    
887     if (op->flag [FLAG_STARTEQUIP]
888     || op->flag [FLAG_NO_DROP]
889     || op->type == RUNE
890     || op->type == TRAP
891 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
892     || op->flag [FLAG_DESTROY_ON_DEATH])
893 root 1.89 op->destroy ();
894     else
895 root 1.93 map->insert (op, x, y);
896 root 1.89 }
897     }
898     }
899    
900 root 1.21 object *object::create ()
901     {
902 root 1.42 object *op = new object;
903 root 1.22 op->link ();
904     return op;
905 root 1.21 }
906 elmex 1.1
907 root 1.82 void
908     object::do_destroy ()
909 root 1.14 {
910 root 1.112 attachable::do_destroy ();
911    
912 root 1.82 if (flag [FLAG_IS_LINKED])
913     remove_button_link (this);
914 root 1.29
915 root 1.82 if (flag [FLAG_FRIENDLY])
916 root 1.140 remove_friendly_object (this);
917 root 1.32
918 root 1.82 if (!flag [FLAG_REMOVED])
919 root 1.63 remove ();
920 root 1.14
921 root 1.112 destroy_inv (true);
922 root 1.14
923 root 1.112 deactivate ();
924     unlink ();
925 root 1.92
926 root 1.82 flag [FLAG_FREED] = 1;
927 root 1.14
928 root 1.57 // hack to ensure that freed objects still have a valid map
929     {
930     static maptile *freed_map; // freed objects are moved here to avoid crashes
931    
932     if (!freed_map)
933     {
934     freed_map = new maptile;
935    
936 root 1.186 freed_map->path = "<freed objects map>";
937 root 1.57 freed_map->name = "/internal/freed_objects_map";
938     freed_map->width = 3;
939     freed_map->height = 3;
940    
941 root 1.96 freed_map->alloc ();
942 root 1.103 freed_map->in_memory = MAP_IN_MEMORY;
943 root 1.57 }
944    
945     map = freed_map;
946     x = 1;
947     y = 1;
948     }
949    
950 root 1.88 if (more)
951     {
952     more->destroy ();
953     more = 0;
954     }
955 root 1.82
956 root 1.162 head = 0;
957    
958     // clear those pointers that likely might cause circular references
959     owner = 0;
960     enemy = 0;
961     attacked_by = 0;
962     current_weapon = 0;
963 root 1.82 }
964    
965     void
966     object::destroy (bool destroy_inventory)
967     {
968     if (destroyed ())
969     return;
970    
971     if (destroy_inventory)
972 root 1.89 destroy_inv (false);
973 root 1.22
974 root 1.173 if (is_head ())
975     if (sound_destroy)
976     play_sound (sound_destroy);
977     else if (flag [FLAG_MONSTER])
978     play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
979 root 1.169
980 root 1.82 attachable::destroy ();
981 elmex 1.1 }
982    
983     /*
984     * sub_weight() recursively (outwards) subtracts a number from the
985     * weight of an object (and what is carried by it's environment(s)).
986     */
987 root 1.24 void
988     sub_weight (object *op, signed long weight)
989     {
990     while (op != NULL)
991     {
992     if (op->type == CONTAINER)
993 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
994    
995 root 1.24 op->carrying -= weight;
996     op = op->env;
997 elmex 1.1 }
998     }
999    
1000 root 1.63 /* op->remove ():
1001 elmex 1.1 * This function removes the object op from the linked list of objects
1002     * which it is currently tied to. When this function is done, the
1003     * object will have no environment. If the object previously had an
1004     * environment, the x and y coordinates will be updated to
1005     * the previous environment.
1006     */
1007 root 1.24 void
1008 root 1.128 object::do_remove ()
1009 root 1.24 {
1010 root 1.45 object *tmp, *last = 0;
1011     object *otmp;
1012 root 1.26
1013 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
1014 root 1.29 return;
1015 root 1.24
1016 root 1.59 SET_FLAG (this, FLAG_REMOVED);
1017 root 1.82 INVOKE_OBJECT (REMOVE, this);
1018 root 1.26
1019 root 1.59 if (more)
1020     more->remove ();
1021 root 1.24
1022     /*
1023     * In this case, the object to be removed is in someones
1024     * inventory.
1025     */
1026 root 1.59 if (env)
1027 root 1.24 {
1028 root 1.59 if (nrof)
1029     sub_weight (env, weight * nrof);
1030 root 1.24 else
1031 root 1.59 sub_weight (env, weight + carrying);
1032 root 1.24
1033     /* NO_FIX_PLAYER is set when a great many changes are being
1034     * made to players inventory. If set, avoiding the call
1035     * to save cpu time.
1036     */
1037 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1038 root 1.78 otmp->update_stats ();
1039 root 1.24
1040 root 1.96 if (above)
1041 root 1.59 above->below = below;
1042 root 1.24 else
1043 root 1.59 env->inv = below;
1044 root 1.24
1045 root 1.96 if (below)
1046 root 1.59 below->above = above;
1047 root 1.24
1048     /* we set up values so that it could be inserted into
1049     * the map, but we don't actually do that - it is up
1050     * to the caller to decide what we want to do.
1051     */
1052 root 1.59 x = env->x, y = env->y;
1053     map = env->map;
1054     above = 0, below = 0;
1055     env = 0;
1056     }
1057     else if (map)
1058     {
1059 root 1.96 if (type == PLAYER)
1060     {
1061 root 1.130 // leaving a spot always closes any open container on the ground
1062     if (container && !container->env)
1063     // this causes spurious floorbox updates, but it ensures
1064     // that the CLOSE event is being sent.
1065     close_container ();
1066    
1067 root 1.96 --map->players;
1068 root 1.100 map->touch ();
1069 root 1.96 }
1070    
1071 root 1.98 map->dirty = true;
1072 root 1.117 mapspace &ms = this->ms ();
1073 elmex 1.1
1074 root 1.29 /* link the object above us */
1075 root 1.59 if (above)
1076     above->below = below;
1077 root 1.29 else
1078 root 1.117 ms.top = below; /* we were top, set new top */
1079 root 1.24
1080 root 1.29 /* Relink the object below us, if there is one */
1081 root 1.59 if (below)
1082     below->above = above;
1083 root 1.29 else
1084     {
1085     /* Nothing below, which means we need to relink map object for this space
1086     * use translated coordinates in case some oddness with map tiling is
1087     * evident
1088     */
1089 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1090 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 ());
1091 elmex 1.1
1092 root 1.117 ms.bot = above; /* goes on above it. */
1093 root 1.8 }
1094 root 1.26
1095 root 1.59 above = 0;
1096     below = 0;
1097 root 1.26
1098 root 1.59 if (map->in_memory == MAP_SAVING)
1099 root 1.29 return;
1100 elmex 1.1
1101 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1102 elmex 1.1
1103 root 1.175 if (object *pl = ms.player ())
1104     {
1105     if (pl->container == this)
1106     /* If a container that the player is currently using somehow gets
1107     * removed (most likely destroyed), update the player view
1108     * appropriately.
1109     */
1110     pl->close_container ();
1111    
1112     pl->contr->ns->floorbox_update ();
1113     }
1114    
1115 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1116 root 1.24 {
1117 root 1.29 /* No point updating the players look faces if he is the object
1118     * being removed.
1119 root 1.24 */
1120 root 1.29
1121 root 1.96 /* See if object moving off should effect something */
1122 root 1.50 if (check_walk_off
1123 root 1.59 && ((move_type & tmp->move_off)
1124     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1125 root 1.29 {
1126 elmex 1.72 move_apply (tmp, this, 0);
1127 root 1.24
1128 root 1.59 if (destroyed ())
1129 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1130 root 1.8 }
1131    
1132 root 1.29 last = tmp;
1133     }
1134 root 1.26
1135 root 1.96 /* last == NULL if there are no objects on this space */
1136     //TODO: this makes little sense, why only update the topmost object?
1137 root 1.59 if (!last)
1138 root 1.99 map->at (x, y).flags_ = 0;
1139 root 1.29 else
1140     update_object (last, UP_OBJ_REMOVE);
1141 root 1.26
1142 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1143 root 1.59 update_all_los (map, x, y);
1144 elmex 1.1 }
1145     }
1146    
1147     /*
1148     * merge_ob(op,top):
1149     *
1150     * This function goes through all objects below and including top, and
1151     * merges op to the first matching object.
1152     * If top is NULL, it is calculated.
1153     * Returns pointer to object if it succeded in the merge, otherwise NULL
1154     */
1155 root 1.24 object *
1156     merge_ob (object *op, object *top)
1157     {
1158     if (!op->nrof)
1159 elmex 1.1 return 0;
1160 root 1.29
1161 root 1.194 if (!top)
1162 root 1.82 for (top = op; top && top->above; top = top->above)
1163     ;
1164 root 1.29
1165 root 1.82 for (; top; top = top->below)
1166 elmex 1.1 {
1167 root 1.24 if (top == op)
1168     continue;
1169 root 1.66
1170     if (object::can_merge (op, top))
1171 root 1.24 {
1172     top->nrof += op->nrof;
1173    
1174 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1175 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1176 root 1.64 op->destroy ();
1177 root 1.24 return top;
1178     }
1179 elmex 1.1 }
1180 root 1.29
1181 root 1.45 return 0;
1182 elmex 1.1 }
1183    
1184 root 1.138 void
1185     object::expand_tail ()
1186     {
1187     if (more)
1188     return;
1189    
1190     object *prev = this;
1191    
1192 root 1.160 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1193 root 1.138 {
1194     object *op = arch_to_object (at);
1195    
1196     op->name = name;
1197     op->name_pl = name_pl;
1198     op->title = title;
1199    
1200     op->head = this;
1201     prev->more = op;
1202    
1203     prev = op;
1204     }
1205     }
1206    
1207 elmex 1.1 /*
1208 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1209     * job preparing multi-part monsters.
1210 elmex 1.1 */
1211 root 1.24 object *
1212 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1213 root 1.24 {
1214 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1215 root 1.24 {
1216 root 1.159 tmp->x = x + tmp->arch->x;
1217     tmp->y = y + tmp->arch->y;
1218 elmex 1.1 }
1219 root 1.29
1220 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1221 elmex 1.1 }
1222    
1223     /*
1224     * insert_ob_in_map (op, map, originator, flag):
1225     * This function inserts the object in the two-way linked list
1226     * which represents what is on a map.
1227     * The second argument specifies the map, and the x and y variables
1228     * in the object about to be inserted specifies the position.
1229     *
1230     * originator: Player, monster or other object that caused 'op' to be inserted
1231     * into 'map'. May be NULL.
1232     *
1233     * flag is a bitmask about special things to do (or not do) when this
1234     * function is called. see the object.h file for the INS_ values.
1235     * Passing 0 for flag gives proper default values, so flag really only needs
1236     * to be set if special handling is needed.
1237     *
1238     * Return value:
1239     * new object if 'op' was merged with other object
1240     * NULL if 'op' was destroyed
1241     * just 'op' otherwise
1242     */
1243 root 1.24 object *
1244 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1245 elmex 1.1 {
1246 root 1.138 assert (!op->flag [FLAG_FREED]);
1247    
1248 root 1.155 object *top, *floor = NULL;
1249 elmex 1.1
1250 root 1.117 op->remove ();
1251    
1252 root 1.187 /* Ideally, the caller figures this out. However, it complicates a lot
1253     * of areas of callers (eg, anything that uses find_free_spot would now
1254     * need extra work
1255     */
1256     if (!xy_normalise (m, op->x, op->y))
1257 root 1.24 {
1258 root 1.187 op->destroy ();
1259     return 0;
1260 elmex 1.1 }
1261 root 1.25
1262 root 1.117 if (object *more = op->more)
1263 root 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1264     return 0;
1265 root 1.25
1266 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1267 root 1.8
1268 root 1.117 op->map = m;
1269     mapspace &ms = op->ms ();
1270 root 1.24
1271     /* this has to be done after we translate the coordinates.
1272     */
1273     if (op->nrof && !(flag & INS_NO_MERGE))
1274 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1275 root 1.66 if (object::can_merge (op, tmp))
1276 root 1.25 {
1277     op->nrof += tmp->nrof;
1278 root 1.64 tmp->destroy ();
1279 root 1.25 }
1280 root 1.24
1281     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1282     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1283 root 1.25
1284 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1285     CLEAR_FLAG (op, FLAG_NO_STEAL);
1286    
1287     if (flag & INS_BELOW_ORIGINATOR)
1288     {
1289     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1290     {
1291     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1292     abort ();
1293     }
1294 root 1.25
1295 root 1.24 op->above = originator;
1296     op->below = originator->below;
1297 root 1.25
1298 root 1.24 if (op->below)
1299     op->below->above = op;
1300     else
1301 root 1.117 ms.bot = op;
1302 root 1.25
1303 root 1.24 /* since *below* originator, no need to update top */
1304     originator->below = op;
1305 elmex 1.1 }
1306 root 1.24 else
1307     {
1308 root 1.117 top = ms.bot;
1309    
1310 root 1.24 /* If there are other objects, then */
1311 root 1.191 if (top)
1312 root 1.24 {
1313 root 1.96 object *last = 0;
1314 root 1.24
1315     /*
1316     * If there are multiple objects on this space, we do some trickier handling.
1317     * We've already dealt with merging if appropriate.
1318     * Generally, we want to put the new object on top. But if
1319     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1320     * floor, we want to insert above that and no further.
1321     * Also, if there are spell objects on this space, we stop processing
1322     * once we get to them. This reduces the need to traverse over all of
1323     * them when adding another one - this saves quite a bit of cpu time
1324     * when lots of spells are cast in one area. Currently, it is presumed
1325     * that flying non pickable objects are spell objects.
1326     */
1327 root 1.117 for (top = ms.bot; top; top = top->above)
1328 root 1.24 {
1329     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1330     floor = top;
1331 root 1.26
1332 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))
1333     {
1334     /* We insert above top, so we want this object below this */
1335     top = top->below;
1336     break;
1337     }
1338 root 1.26
1339 root 1.24 last = top;
1340     }
1341 root 1.26
1342 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1343     top = last;
1344 root 1.8
1345 root 1.24 /* We let update_position deal with figuring out what the space
1346     * looks like instead of lots of conditions here.
1347     * makes things faster, and effectively the same result.
1348     */
1349    
1350     /* Have object 'fall below' other objects that block view.
1351 root 1.135 * Unless those objects are exits.
1352 root 1.24 * If INS_ON_TOP is used, don't do this processing
1353     * Need to find the object that in fact blocks view, otherwise
1354     * stacking is a bit odd.
1355     */
1356 root 1.117 if (!(flag & INS_ON_TOP)
1357     && ms.flags () & P_BLOCKSVIEW
1358 root 1.135 && (op->face && !faces [op->face].visibility))
1359 root 1.24 {
1360     for (last = top; last != floor; last = last->below)
1361     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1362     break;
1363 root 1.117
1364 root 1.24 /* Check to see if we found the object that blocks view,
1365     * and make sure we have a below pointer for it so that
1366     * we can get inserted below this one, which requires we
1367     * set top to the object below us.
1368     */
1369     if (last && last->below && last != floor)
1370     top = last->below;
1371 root 1.8 }
1372 root 1.24 } /* If objects on this space */
1373 root 1.25
1374 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1375     top = floor;
1376    
1377     /* Top is the object that our object (op) is going to get inserted above.
1378     */
1379    
1380     /* First object on this space */
1381     if (!top)
1382     {
1383 root 1.117 op->above = ms.bot;
1384 root 1.25
1385 root 1.24 if (op->above)
1386     op->above->below = op;
1387 root 1.25
1388 root 1.96 op->below = 0;
1389 root 1.117 ms.bot = op;
1390 root 1.24 }
1391     else
1392     { /* get inserted into the stack above top */
1393     op->above = top->above;
1394 root 1.25
1395 root 1.24 if (op->above)
1396     op->above->below = op;
1397 root 1.25
1398 root 1.24 op->below = top;
1399     top->above = op;
1400     }
1401 root 1.25
1402 root 1.96 if (!op->above)
1403 root 1.117 ms.top = op;
1404 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1405 root 1.8
1406 root 1.24 if (op->type == PLAYER)
1407 root 1.96 {
1408     op->contr->do_los = 1;
1409     ++op->map->players;
1410 root 1.100 op->map->touch ();
1411 root 1.96 }
1412 root 1.24
1413 root 1.98 op->map->dirty = true;
1414    
1415 root 1.191 if (object *pl = ms.player ())
1416     pl->contr->ns->floorbox_update ();
1417 root 1.24
1418     /* If this object glows, it may affect lighting conditions that are
1419     * visible to others on this map. But update_all_los is really
1420     * an inefficient way to do this, as it means los for all players
1421     * on the map will get recalculated. The players could very well
1422     * be far away from this change and not affected in any way -
1423     * this should get redone to only look for players within range,
1424 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1425 root 1.24 * of effect may be sufficient.
1426     */
1427 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1428 root 1.24 update_all_los (op->map, op->x, op->y);
1429    
1430     /* updates flags (blocked, alive, no magic, etc) for this map space */
1431     update_object (op, UP_OBJ_INSERT);
1432    
1433 root 1.82 INVOKE_OBJECT (INSERT, op);
1434    
1435 root 1.24 /* Don't know if moving this to the end will break anything. However,
1436 root 1.70 * we want to have floorbox_update called before calling this.
1437 root 1.24 *
1438     * check_move_on() must be after this because code called from
1439     * check_move_on() depends on correct map flags (so functions like
1440     * blocked() and wall() work properly), and these flags are updated by
1441     * update_object().
1442     */
1443    
1444     /* if this is not the head or flag has been passed, don't check walk on status */
1445 root 1.155 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1446 root 1.24 {
1447     if (check_move_on (op, originator))
1448 root 1.82 return 0;
1449 elmex 1.1
1450 root 1.24 /* If we are a multi part object, lets work our way through the check
1451     * walk on's.
1452     */
1453 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1454 root 1.24 if (check_move_on (tmp, originator))
1455 root 1.82 return 0;
1456 elmex 1.1 }
1457 root 1.25
1458 root 1.24 return op;
1459 elmex 1.1 }
1460    
1461     /* this function inserts an object in the map, but if it
1462 root 1.75 * finds an object of its own type, it'll remove that one first.
1463     * op is the object to insert it under: supplies x and the map.
1464 elmex 1.1 */
1465 root 1.24 void
1466     replace_insert_ob_in_map (const char *arch_string, object *op)
1467     {
1468 root 1.75 object *tmp, *tmp1;
1469 elmex 1.1
1470 root 1.24 /* first search for itself and remove any old instances */
1471 elmex 1.1
1472 root 1.104 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1473 root 1.158 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1474 root 1.64 tmp->destroy ();
1475 elmex 1.1
1476 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1477 elmex 1.1
1478 root 1.24 tmp1->x = op->x;
1479     tmp1->y = op->y;
1480     insert_ob_in_map (tmp1, op->map, op, 0);
1481     }
1482 elmex 1.1
1483 root 1.93 object *
1484     object::insert_at (object *where, object *originator, int flags)
1485     {
1486 root 1.138 return where->map->insert (this, where->x, where->y, originator, flags);
1487 root 1.93 }
1488    
1489 elmex 1.1 /*
1490     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1491     * is returned contains nr objects, and the remaining parts contains
1492     * the rest (or is removed and freed if that number is 0).
1493     * On failure, NULL is returned, and the reason put into the
1494     * global static errmsg array.
1495     */
1496 root 1.24 object *
1497     get_split_ob (object *orig_ob, uint32 nr)
1498     {
1499 root 1.64 object *newob;
1500     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1501 root 1.24
1502     if (orig_ob->nrof < nr)
1503     {
1504     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1505     return NULL;
1506     }
1507 root 1.29
1508 root 1.24 newob = object_create_clone (orig_ob);
1509 root 1.29
1510 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1511 root 1.63 orig_ob->destroy (1);
1512 root 1.24 else if (!is_removed)
1513     {
1514     if (orig_ob->env != NULL)
1515     sub_weight (orig_ob->env, orig_ob->weight * nr);
1516     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1517     {
1518     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1519     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1520     return NULL;
1521 root 1.8 }
1522 elmex 1.1 }
1523 root 1.29
1524 root 1.24 newob->nrof = nr;
1525 elmex 1.1
1526 root 1.24 return newob;
1527 elmex 1.1 }
1528    
1529     /*
1530     * decrease_ob_nr(object, number) decreases a specified number from
1531     * the amount of an object. If the amount reaches 0, the object
1532     * is subsequently removed and freed.
1533     *
1534     * Return value: 'op' if something is left, NULL if the amount reached 0
1535     */
1536 root 1.24 object *
1537     decrease_ob_nr (object *op, uint32 i)
1538 elmex 1.1 {
1539 root 1.29 object *tmp;
1540 elmex 1.1
1541 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1542     return op;
1543    
1544     if (i > op->nrof)
1545     i = op->nrof;
1546    
1547     if (QUERY_FLAG (op, FLAG_REMOVED))
1548 root 1.29 op->nrof -= i;
1549 root 1.73 else if (op->env)
1550 root 1.24 {
1551     /* is this object in the players inventory, or sub container
1552     * therein?
1553     */
1554 root 1.74 tmp = op->in_player ();
1555 root 1.24 /* nope. Is this a container the player has opened?
1556     * If so, set tmp to that player.
1557     * IMO, searching through all the players will mostly
1558     * likely be quicker than following op->env to the map,
1559     * and then searching the map for a player.
1560     */
1561     if (!tmp)
1562 root 1.81 for_all_players (pl)
1563     if (pl->ob->container == op->env)
1564     {
1565     tmp = pl->ob;
1566     break;
1567     }
1568 elmex 1.1
1569 root 1.24 if (i < op->nrof)
1570     {
1571     sub_weight (op->env, op->weight * i);
1572     op->nrof -= i;
1573     if (tmp)
1574 root 1.73 esrv_send_item (tmp, op);
1575 root 1.24 }
1576     else
1577     {
1578 root 1.63 op->remove ();
1579 root 1.24 op->nrof = 0;
1580     if (tmp)
1581 root 1.73 esrv_del_item (tmp->contr, op->count);
1582 elmex 1.1 }
1583     }
1584 root 1.24 else
1585 elmex 1.1 {
1586 root 1.29 object *above = op->above;
1587 elmex 1.1
1588 root 1.24 if (i < op->nrof)
1589 root 1.29 op->nrof -= i;
1590 root 1.24 else
1591     {
1592 root 1.63 op->remove ();
1593 root 1.24 op->nrof = 0;
1594     }
1595 root 1.29
1596 root 1.24 /* Since we just removed op, op->above is null */
1597 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1598 root 1.24 if (tmp->type == PLAYER)
1599     {
1600     if (op->nrof)
1601     esrv_send_item (tmp, op);
1602     else
1603     esrv_del_item (tmp->contr, op->count);
1604     }
1605 elmex 1.1 }
1606    
1607 root 1.24 if (op->nrof)
1608 root 1.29 return op;
1609 root 1.24 else
1610     {
1611 root 1.64 op->destroy ();
1612 root 1.73 return 0;
1613 elmex 1.1 }
1614     }
1615    
1616     /*
1617     * add_weight(object, weight) adds the specified weight to an object,
1618     * and also updates how much the environment(s) is/are carrying.
1619     */
1620 root 1.24 void
1621     add_weight (object *op, signed long weight)
1622     {
1623     while (op != NULL)
1624     {
1625     if (op->type == CONTAINER)
1626 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1627    
1628 root 1.24 op->carrying += weight;
1629     op = op->env;
1630     }
1631 elmex 1.1 }
1632    
1633 root 1.24 object *
1634     insert_ob_in_ob (object *op, object *where)
1635     {
1636 root 1.59 if (!where)
1637 root 1.24 {
1638 root 1.53 char *dump = dump_object (op);
1639     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1640     free (dump);
1641 root 1.24 return op;
1642     }
1643 root 1.29
1644 root 1.154 if (where->head_ () != where)
1645 root 1.24 {
1646 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1647 root 1.24 where = where->head;
1648     }
1649 root 1.29
1650 root 1.59 return where->insert (op);
1651     }
1652    
1653     /*
1654     * env->insert (op)
1655     * This function inserts the object op in the linked list
1656     * inside the object environment.
1657     *
1658     * The function returns now pointer to inserted item, and return value can
1659     * be != op, if items are merged. -Tero
1660     */
1661     object *
1662     object::insert (object *op)
1663     {
1664     if (!QUERY_FLAG (op, FLAG_REMOVED))
1665     op->remove ();
1666    
1667 root 1.24 if (op->more)
1668     {
1669     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1670     return op;
1671     }
1672 root 1.29
1673 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1674     CLEAR_FLAG (op, FLAG_REMOVED);
1675 root 1.182
1676 root 1.24 if (op->nrof)
1677     {
1678 root 1.182 for (object *tmp = inv; tmp; tmp = tmp->below)
1679 root 1.66 if (object::can_merge (tmp, op))
1680 root 1.24 {
1681     /* return the original object and remove inserted object
1682     (client needs the original object) */
1683     tmp->nrof += op->nrof;
1684     /* Weight handling gets pretty funky. Since we are adding to
1685     * tmp->nrof, we need to increase the weight.
1686     */
1687 root 1.59 add_weight (this, op->weight * op->nrof);
1688 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1689 root 1.59 op->destroy (); /* free the inserted object */
1690 root 1.24 op = tmp;
1691 root 1.59 op->remove (); /* and fix old object's links */
1692 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1693     break;
1694     }
1695    
1696     /* I assume combined objects have no inventory
1697     * We add the weight - this object could have just been removed
1698     * (if it was possible to merge). calling remove_ob will subtract
1699     * the weight, so we need to add it in again, since we actually do
1700     * the linking below
1701     */
1702 root 1.59 add_weight (this, op->weight * op->nrof);
1703 root 1.24 }
1704     else
1705 root 1.59 add_weight (this, (op->weight + op->carrying));
1706 elmex 1.1
1707 root 1.182 if (object *otmp = this->in_player ())
1708     if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1709 root 1.78 otmp->update_stats ();
1710 elmex 1.1
1711 root 1.182 op->owner = 0; // its his/hers now. period.
1712     op->map = 0;
1713     op->env = this;
1714 root 1.74 op->above = 0;
1715     op->below = 0;
1716 root 1.182 op->x = op->y = 0;
1717 elmex 1.1
1718     /* reset the light list and los of the players on the map */
1719 root 1.182 if (op->glow_radius && map)
1720 root 1.24 {
1721 elmex 1.1 #ifdef DEBUG_LIGHTS
1722 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1723     #endif /* DEBUG_LIGHTS */
1724 root 1.84 if (map->darkness)
1725 root 1.59 update_all_los (map, x, y);
1726 root 1.24 }
1727 elmex 1.1
1728     /* Client has no idea of ordering so lets not bother ordering it here.
1729     * It sure simplifies this function...
1730     */
1731 root 1.59 if (!inv)
1732     inv = op;
1733 root 1.24 else
1734     {
1735 root 1.59 op->below = inv;
1736 elmex 1.1 op->below->above = op;
1737 root 1.59 inv = op;
1738 root 1.24 }
1739 root 1.59
1740 root 1.82 INVOKE_OBJECT (INSERT, this);
1741    
1742 elmex 1.1 return op;
1743     }
1744    
1745     /*
1746     * Checks if any objects has a move_type that matches objects
1747     * that effect this object on this space. Call apply() to process
1748     * these events.
1749     *
1750     * Any speed-modification due to SLOW_MOVE() of other present objects
1751     * will affect the speed_left of the object.
1752     *
1753     * originator: Player, monster or other object that caused 'op' to be inserted
1754     * into 'map'. May be NULL.
1755     *
1756     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1757     *
1758     * 4-21-95 added code to check if appropriate skill was readied - this will
1759     * permit faster movement by the player through this terrain. -b.t.
1760     *
1761     * MSW 2001-07-08: Check all objects on space, not just those below
1762     * object being inserted. insert_ob_in_map may not put new objects
1763     * on top.
1764     */
1765 root 1.24 int
1766     check_move_on (object *op, object *originator)
1767 elmex 1.1 {
1768 root 1.48 object *tmp;
1769 root 1.49 maptile *m = op->map;
1770 root 1.48 int x = op->x, y = op->y;
1771 root 1.26
1772 root 1.48 MoveType move_on, move_slow, move_block;
1773 root 1.24
1774     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1775     return 0;
1776    
1777     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1778     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1779     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1780    
1781     /* if nothing on this space will slow op down or be applied,
1782     * no need to do checking below. have to make sure move_type
1783     * is set, as lots of objects don't have it set - we treat that
1784     * as walking.
1785     */
1786     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1787     return 0;
1788 elmex 1.1
1789 root 1.24 /* This is basically inverse logic of that below - basically,
1790     * if the object can avoid the move on or slow move, they do so,
1791     * but can't do it if the alternate movement they are using is
1792     * blocked. Logic on this seems confusing, but does seem correct.
1793     */
1794     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1795     return 0;
1796    
1797     /* The objects have to be checked from top to bottom.
1798     * Hence, we first go to the top:
1799     */
1800    
1801 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1802 root 1.24 {
1803     /* Trim the search when we find the first other spell effect
1804     * this helps performance so that if a space has 50 spell objects,
1805     * we don't need to check all of them.
1806     */
1807     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1808     break;
1809     }
1810 root 1.26
1811     for (; tmp; tmp = tmp->below)
1812 root 1.24 {
1813     if (tmp == op)
1814     continue; /* Can't apply yourself */
1815 elmex 1.1
1816 root 1.24 /* Check to see if one of the movement types should be slowed down.
1817     * Second check makes sure that the movement types not being slowed
1818     * (~slow_move) is not blocked on this space - just because the
1819     * space doesn't slow down swimming (for example), if you can't actually
1820     * swim on that space, can't use it to avoid the penalty.
1821     */
1822     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1823     {
1824     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1825     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1826     {
1827 elmex 1.1
1828 root 1.29 float
1829 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1830 elmex 1.1
1831 root 1.24 if (op->type == PLAYER)
1832 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1833     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1834     diff /= 4.0;
1835    
1836 root 1.24 op->speed_left -= diff;
1837 root 1.8 }
1838     }
1839 elmex 1.1
1840 root 1.24 /* Basically same logic as above, except now for actual apply. */
1841     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1842     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1843     {
1844 elmex 1.72 move_apply (tmp, op, originator);
1845 root 1.24
1846 root 1.48 if (op->destroyed ())
1847 root 1.24 return 1;
1848    
1849     /* what the person/creature stepped onto has moved the object
1850     * someplace new. Don't process any further - if we did,
1851     * have a feeling strange problems would result.
1852     */
1853     if (op->map != m || op->x != x || op->y != y)
1854     return 0;
1855 root 1.8 }
1856 elmex 1.1 }
1857 root 1.26
1858 root 1.24 return 0;
1859 elmex 1.1 }
1860    
1861     /*
1862     * present_arch(arch, map, x, y) searches for any objects with
1863     * a matching archetype at the given map and coordinates.
1864     * The first matching object is returned, or NULL if none.
1865     */
1866 root 1.24 object *
1867 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1868 root 1.24 {
1869 root 1.104 if (!m || out_of_map (m, x, y))
1870 root 1.24 {
1871     LOG (llevError, "Present_arch called outside map.\n");
1872     return NULL;
1873     }
1874 root 1.84
1875 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1876 root 1.24 if (tmp->arch == at)
1877 elmex 1.1 return tmp;
1878 root 1.84
1879 elmex 1.1 return NULL;
1880     }
1881    
1882     /*
1883     * present(type, map, x, y) searches for any objects with
1884     * a matching type variable at the given map and coordinates.
1885     * The first matching object is returned, or NULL if none.
1886     */
1887 root 1.24 object *
1888 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1889 root 1.24 {
1890     if (out_of_map (m, x, y))
1891     {
1892     LOG (llevError, "Present called outside map.\n");
1893     return NULL;
1894     }
1895 root 1.84
1896 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1897 root 1.24 if (tmp->type == type)
1898 elmex 1.1 return tmp;
1899 root 1.84
1900 elmex 1.1 return NULL;
1901     }
1902    
1903     /*
1904     * present_in_ob(type, object) searches for any objects with
1905     * a matching type variable in the inventory of the given object.
1906     * The first matching object is returned, or NULL if none.
1907     */
1908 root 1.24 object *
1909     present_in_ob (unsigned char type, const object *op)
1910     {
1911 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1912 root 1.24 if (tmp->type == type)
1913 elmex 1.1 return tmp;
1914 root 1.84
1915 elmex 1.1 return NULL;
1916     }
1917    
1918     /*
1919     * present_in_ob (type, str, object) searches for any objects with
1920     * a matching type & name variable in the inventory of the given object.
1921     * The first matching object is returned, or NULL if none.
1922     * This is mostly used by spell effect code, so that we only
1923     * have one spell effect at a time.
1924     * type can be used to narrow the search - if type is set,
1925     * the type must also match. -1 can be passed for the type,
1926     * in which case the type does not need to pass.
1927     * str is the string to match against. Note that we match against
1928     * the object name, not the archetype name. this is so that the
1929     * spell code can use one object type (force), but change it's name
1930     * to be unique.
1931     */
1932 root 1.24 object *
1933     present_in_ob_by_name (int type, const char *str, const object *op)
1934     {
1935 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1936 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1937     return tmp;
1938 elmex 1.1
1939 root 1.82 return 0;
1940 elmex 1.1 }
1941    
1942     /*
1943     * present_arch_in_ob(archetype, object) searches for any objects with
1944     * a matching archetype in the inventory of the given object.
1945     * The first matching object is returned, or NULL if none.
1946     */
1947 root 1.24 object *
1948     present_arch_in_ob (const archetype *at, const object *op)
1949     {
1950 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1951 root 1.24 if (tmp->arch == at)
1952 elmex 1.1 return tmp;
1953 root 1.82
1954 elmex 1.1 return NULL;
1955     }
1956    
1957     /*
1958     * activate recursively a flag on an object inventory
1959     */
1960 root 1.24 void
1961     flag_inv (object *op, int flag)
1962     {
1963 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1964     {
1965     SET_FLAG (tmp, flag);
1966     flag_inv (tmp, flag);
1967     }
1968 root 1.82 }
1969    
1970     /*
1971     * deactivate recursively a flag on an object inventory
1972     */
1973 root 1.24 void
1974     unflag_inv (object *op, int flag)
1975     {
1976 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1977     {
1978     CLEAR_FLAG (tmp, flag);
1979     unflag_inv (tmp, flag);
1980     }
1981 elmex 1.1 }
1982    
1983     /*
1984     * find_free_spot(object, map, x, y, start, stop) will search for
1985     * a spot at the given map and coordinates which will be able to contain
1986     * the given object. start and stop specifies how many squares
1987     * to search (see the freearr_x/y[] definition).
1988     * It returns a random choice among the alternatives found.
1989     * start and stop are where to start relative to the free_arr array (1,9
1990     * does all 4 immediate directions). This returns the index into the
1991     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1992 root 1.196 * Note: This function does correctly handle tiled maps, but does not
1993 elmex 1.1 * inform the caller. However, insert_ob_in_map will update as
1994     * necessary, so the caller shouldn't need to do any special work.
1995     * Note - updated to take an object instead of archetype - this is necessary
1996     * because arch_blocked (now ob_blocked) needs to know the movement type
1997     * to know if the space in question will block the object. We can't use
1998     * the archetype because that isn't correct if the monster has been
1999     * customized, changed states, etc.
2000     */
2001 root 1.24 int
2002 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2003 root 1.24 {
2004 root 1.190 int altern[SIZEOFFREE];
2005 root 1.82 int index = 0, flag;
2006 root 1.24
2007 root 1.82 for (int i = start; i < stop; i++)
2008 root 1.24 {
2009 root 1.188 mapxy pos (m, x, y); pos.move (i);
2010    
2011     if (!pos.normalise ())
2012     continue;
2013    
2014     mapspace &ms = *pos;
2015 root 1.189
2016     if (ms.flags () & P_IS_ALIVE)
2017     continue;
2018 root 1.188
2019     /* However, often
2020     * ob doesn't have any move type (when used to place exits)
2021     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2022     */
2023     if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2024 root 1.190 {
2025     altern [index++] = i;
2026     continue;
2027     }
2028 root 1.24
2029     /* Basically, if we find a wall on a space, we cut down the search size.
2030     * In this way, we won't return spaces that are on another side of a wall.
2031     * This mostly work, but it cuts down the search size in all directions -
2032     * if the space being examined only has a wall to the north and empty
2033     * spaces in all the other directions, this will reduce the search space
2034     * to only the spaces immediately surrounding the target area, and
2035     * won't look 2 spaces south of the target space.
2036     */
2037 root 1.188 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2038     {
2039     stop = maxfree[i];
2040     continue;
2041     }
2042    
2043     /* Note it is intentional that we check ob - the movement type of the
2044     * head of the object should correspond for the entire object.
2045     */
2046     if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2047     continue;
2048    
2049 root 1.196 if (ob->blocked (m, pos.x, pos.y))
2050     continue;
2051    
2052 root 1.188 altern [index++] = i;
2053 elmex 1.1 }
2054 root 1.74
2055 root 1.24 if (!index)
2056     return -1;
2057 root 1.74
2058 root 1.124 return altern [rndm (index)];
2059 elmex 1.1 }
2060    
2061     /*
2062 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2063 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2064     * But it will return the first available spot, not a random choice.
2065     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2066     */
2067 root 1.24 int
2068 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2069 root 1.24 {
2070 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2071 root 1.188 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2072 root 1.82 return i;
2073 root 1.24
2074     return -1;
2075 elmex 1.1 }
2076    
2077     /*
2078     * The function permute(arr, begin, end) randomly reorders the array
2079     * arr[begin..end-1].
2080 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2081 elmex 1.1 */
2082 root 1.24 static void
2083     permute (int *arr, int begin, int end)
2084 elmex 1.1 {
2085 root 1.82 arr += begin;
2086     end -= begin;
2087    
2088     while (--end)
2089 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2090 elmex 1.1 }
2091    
2092     /* new function to make monster searching more efficient, and effective!
2093     * This basically returns a randomized array (in the passed pointer) of
2094     * the spaces to find monsters. In this way, it won't always look for
2095     * monsters to the north first. However, the size of the array passed
2096     * covers all the spaces, so within that size, all the spaces within
2097     * the 3x3 area will be searched, just not in a predictable order.
2098     */
2099 root 1.24 void
2100     get_search_arr (int *search_arr)
2101 elmex 1.1 {
2102 root 1.82 int i;
2103 elmex 1.1
2104 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2105 root 1.82 search_arr[i] = i;
2106 elmex 1.1
2107 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2108     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2109     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2110 elmex 1.1 }
2111    
2112     /*
2113     * find_dir(map, x, y, exclude) will search some close squares in the
2114     * given map at the given coordinates for live objects.
2115     * It will not considered the object given as exclude among possible
2116     * live objects.
2117     * It returns the direction toward the first/closest live object if finds
2118     * any, otherwise 0.
2119     * Perhaps incorrectly, but I'm making the assumption that exclude
2120     * is actually want is going to try and move there. We need this info
2121     * because we have to know what movement the thing looking to move
2122     * there is capable of.
2123     */
2124 root 1.24 int
2125 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2126 root 1.24 {
2127 root 1.82 int i, max = SIZEOFFREE, mflags;
2128 root 1.29
2129     sint16 nx, ny;
2130 root 1.82 object *tmp;
2131     maptile *mp;
2132 root 1.29
2133     MoveType blocked, move_type;
2134 root 1.24
2135 root 1.155 if (exclude && exclude->head_ () != exclude)
2136 root 1.24 {
2137     exclude = exclude->head;
2138     move_type = exclude->move_type;
2139     }
2140     else
2141     {
2142     /* If we don't have anything, presume it can use all movement types. */
2143     move_type = MOVE_ALL;
2144     }
2145    
2146     for (i = 1; i < max; i++)
2147     {
2148     mp = m;
2149     nx = x + freearr_x[i];
2150     ny = y + freearr_y[i];
2151    
2152     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2153 root 1.75
2154 root 1.24 if (mflags & P_OUT_OF_MAP)
2155 root 1.75 max = maxfree[i];
2156 root 1.24 else
2157     {
2158 root 1.82 mapspace &ms = mp->at (nx, ny);
2159    
2160     blocked = ms.move_block;
2161 root 1.24
2162     if ((move_type & blocked) == move_type)
2163 root 1.75 max = maxfree[i];
2164 root 1.24 else if (mflags & P_IS_ALIVE)
2165     {
2166 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2167 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2168 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2169 root 1.75 break;
2170    
2171 root 1.24 if (tmp)
2172 root 1.75 return freedir[i];
2173 root 1.8 }
2174     }
2175 elmex 1.1 }
2176 root 1.75
2177 root 1.24 return 0;
2178 elmex 1.1 }
2179    
2180     /*
2181     * distance(object 1, object 2) will return the square of the
2182     * distance between the two given objects.
2183     */
2184 root 1.24 int
2185     distance (const object *ob1, const object *ob2)
2186     {
2187 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2188 elmex 1.1 }
2189    
2190     /*
2191     * find_dir_2(delta-x,delta-y) will return a direction in which
2192     * an object which has subtracted the x and y coordinates of another
2193     * object, needs to travel toward it.
2194     */
2195 root 1.24 int
2196     find_dir_2 (int x, int y)
2197     {
2198 root 1.75 int q;
2199 elmex 1.1
2200 root 1.24 if (y)
2201     q = x * 100 / y;
2202 elmex 1.1 else if (x)
2203 root 1.24 q = -300 * x;
2204 elmex 1.1 else
2205     return 0;
2206    
2207 root 1.24 if (y > 0)
2208     {
2209     if (q < -242)
2210     return 3;
2211     if (q < -41)
2212     return 2;
2213     if (q < 41)
2214     return 1;
2215     if (q < 242)
2216     return 8;
2217     return 7;
2218     }
2219 elmex 1.1
2220     if (q < -242)
2221 root 1.24 return 7;
2222 elmex 1.1 if (q < -41)
2223 root 1.24 return 6;
2224 elmex 1.1 if (q < 41)
2225 root 1.24 return 5;
2226 elmex 1.1 if (q < 242)
2227 root 1.24 return 4;
2228 elmex 1.1
2229 root 1.24 return 3;
2230 elmex 1.1 }
2231    
2232     /*
2233     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2234     * between two directions (which are expected to be absolute (see absdir())
2235     */
2236 root 1.24 int
2237     dirdiff (int dir1, int dir2)
2238     {
2239 root 1.82 int d;
2240 root 1.24
2241     d = abs (dir1 - dir2);
2242     if (d > 4)
2243 elmex 1.1 d = 8 - d;
2244 root 1.82
2245 elmex 1.1 return d;
2246     }
2247    
2248     /* peterm:
2249     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2250     * Basically, this is a table of directions, and what directions
2251     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2252     * This basically means that if direction is 15, then it could either go
2253     * direction 4, 14, or 16 to get back to where we are.
2254     * Moved from spell_util.c to object.c with the other related direction
2255     * functions.
2256     */
2257 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2258 root 1.24 {0, 0, 0}, /* 0 */
2259     {0, 0, 0}, /* 1 */
2260     {0, 0, 0}, /* 2 */
2261     {0, 0, 0}, /* 3 */
2262     {0, 0, 0}, /* 4 */
2263     {0, 0, 0}, /* 5 */
2264     {0, 0, 0}, /* 6 */
2265     {0, 0, 0}, /* 7 */
2266     {0, 0, 0}, /* 8 */
2267     {8, 1, 2}, /* 9 */
2268     {1, 2, -1}, /* 10 */
2269     {2, 10, 12}, /* 11 */
2270     {2, 3, -1}, /* 12 */
2271     {2, 3, 4}, /* 13 */
2272     {3, 4, -1}, /* 14 */
2273     {4, 14, 16}, /* 15 */
2274     {5, 4, -1}, /* 16 */
2275     {4, 5, 6}, /* 17 */
2276     {6, 5, -1}, /* 18 */
2277     {6, 20, 18}, /* 19 */
2278     {7, 6, -1}, /* 20 */
2279     {6, 7, 8}, /* 21 */
2280     {7, 8, -1}, /* 22 */
2281     {8, 22, 24}, /* 23 */
2282     {8, 1, -1}, /* 24 */
2283     {24, 9, 10}, /* 25 */
2284     {9, 10, -1}, /* 26 */
2285     {10, 11, -1}, /* 27 */
2286     {27, 11, 29}, /* 28 */
2287     {11, 12, -1}, /* 29 */
2288     {12, 13, -1}, /* 30 */
2289     {12, 13, 14}, /* 31 */
2290     {13, 14, -1}, /* 32 */
2291     {14, 15, -1}, /* 33 */
2292     {33, 15, 35}, /* 34 */
2293     {16, 15, -1}, /* 35 */
2294     {17, 16, -1}, /* 36 */
2295     {18, 17, 16}, /* 37 */
2296     {18, 17, -1}, /* 38 */
2297     {18, 19, -1}, /* 39 */
2298     {41, 19, 39}, /* 40 */
2299     {19, 20, -1}, /* 41 */
2300     {20, 21, -1}, /* 42 */
2301     {20, 21, 22}, /* 43 */
2302     {21, 22, -1}, /* 44 */
2303     {23, 22, -1}, /* 45 */
2304     {45, 47, 23}, /* 46 */
2305     {23, 24, -1}, /* 47 */
2306     {24, 9, -1}
2307     }; /* 48 */
2308 elmex 1.1
2309     /* Recursive routine to step back and see if we can
2310     * find a path to that monster that we found. If not,
2311     * we don't bother going toward it. Returns 1 if we
2312     * can see a direct way to get it
2313     * Modified to be map tile aware -.MSW
2314     */
2315 root 1.24 int
2316 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2317 root 1.24 {
2318 root 1.29 sint16 dx, dy;
2319 root 1.75 int mflags;
2320 root 1.24
2321     if (dir < 0)
2322     return 0; /* exit condition: invalid direction */
2323    
2324     dx = x + freearr_x[dir];
2325     dy = y + freearr_y[dir];
2326    
2327     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2328    
2329     /* This functional arguably was incorrect before - it was
2330     * checking for P_WALL - that was basically seeing if
2331     * we could move to the monster - this is being more
2332     * literal on if we can see it. To know if we can actually
2333     * move to the monster, we'd need the monster passed in or
2334     * at least its move type.
2335     */
2336     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2337     return 0;
2338    
2339     /* yes, can see. */
2340     if (dir < 9)
2341     return 1;
2342 root 1.75
2343     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2344     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2345     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2346 root 1.24 }
2347    
2348 elmex 1.1 /*
2349     * can_pick(picker, item): finds out if an object is possible to be
2350     * picked up by the picker. Returnes 1 if it can be
2351     * picked up, otherwise 0.
2352     *
2353     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2354     * core dumps if they do.
2355     *
2356     * Add a check so we can't pick up invisible objects (0.93.8)
2357     */
2358 root 1.24 int
2359     can_pick (const object *who, const object *item)
2360     {
2361     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2362     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2363     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2364 elmex 1.1 }
2365    
2366     /*
2367     * create clone from object to another
2368     */
2369 root 1.24 object *
2370     object_create_clone (object *asrc)
2371     {
2372 root 1.155 object *dst = 0, *tmp, *src, *prev, *item;
2373 elmex 1.1
2374 root 1.24 if (!asrc)
2375 root 1.62 return 0;
2376    
2377 root 1.155 src = asrc->head_ ();
2378 root 1.24
2379 root 1.62 prev = 0;
2380 root 1.155 for (object *part = src; part; part = part->more)
2381 root 1.24 {
2382 root 1.65 tmp = part->clone ();
2383 root 1.24 tmp->x -= src->x;
2384     tmp->y -= src->y;
2385 root 1.62
2386 root 1.24 if (!part->head)
2387     {
2388     dst = tmp;
2389 root 1.62 tmp->head = 0;
2390 root 1.24 }
2391     else
2392 root 1.75 tmp->head = dst;
2393 root 1.62
2394     tmp->more = 0;
2395    
2396 root 1.24 if (prev)
2397     prev->more = tmp;
2398 root 1.62
2399 root 1.24 prev = tmp;
2400 elmex 1.1 }
2401 root 1.24
2402     for (item = src->inv; item; item = item->below)
2403 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2404 elmex 1.1
2405 root 1.24 return dst;
2406 elmex 1.1 }
2407    
2408     /* This returns the first object in who's inventory that
2409     * has the same type and subtype match.
2410     * returns NULL if no match.
2411     */
2412 root 1.24 object *
2413     find_obj_by_type_subtype (const object *who, int type, int subtype)
2414 elmex 1.1 {
2415 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2416 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2417     return tmp;
2418 elmex 1.1
2419 root 1.82 return 0;
2420 elmex 1.1 }
2421    
2422     /* If ob has a field named key, return the link from the list,
2423     * otherwise return NULL.
2424     *
2425     * key must be a passed in shared string - otherwise, this won't
2426     * do the desired thing.
2427     */
2428 root 1.24 key_value *
2429     get_ob_key_link (const object *ob, const char *key)
2430     {
2431 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2432 root 1.48 if (link->key == key)
2433     return link;
2434 root 1.24
2435 root 1.82 return 0;
2436 root 1.24 }
2437 elmex 1.1
2438     /*
2439     * Returns the value of op has an extra_field for key, or NULL.
2440     *
2441     * The argument doesn't need to be a shared string.
2442     *
2443     * The returned string is shared.
2444     */
2445 root 1.24 const char *
2446     get_ob_key_value (const object *op, const char *const key)
2447     {
2448 root 1.35 key_value *link;
2449     shstr_cmp canonical_key (key);
2450 root 1.24
2451 root 1.35 if (!canonical_key)
2452 root 1.24 {
2453     /* 1. There being a field named key on any object
2454     * implies there'd be a shared string to find.
2455     * 2. Since there isn't, no object has this field.
2456     * 3. Therefore, *this* object doesn't have this field.
2457     */
2458 root 1.35 return 0;
2459 elmex 1.1 }
2460    
2461 root 1.24 /* This is copied from get_ob_key_link() above -
2462     * only 4 lines, and saves the function call overhead.
2463     */
2464 root 1.35 for (link = op->key_values; link; link = link->next)
2465     if (link->key == canonical_key)
2466     return link->value;
2467    
2468     return 0;
2469 elmex 1.1 }
2470    
2471     /*
2472     * Updates the canonical_key in op to value.
2473     *
2474     * canonical_key is a shared string (value doesn't have to be).
2475     *
2476     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2477     * keys.
2478     *
2479     * Returns TRUE on success.
2480     */
2481 root 1.24 int
2482     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2483     {
2484 root 1.82 key_value *field = NULL, *last = NULL;
2485 root 1.24
2486     for (field = op->key_values; field != NULL; field = field->next)
2487     {
2488     if (field->key != canonical_key)
2489     {
2490     last = field;
2491     continue;
2492     }
2493    
2494     if (value)
2495     field->value = value;
2496     else
2497     {
2498     /* Basically, if the archetype has this key set,
2499     * we need to store the null value so when we save
2500     * it, we save the empty value so that when we load,
2501     * we get this value back again.
2502     */
2503 root 1.159 if (get_ob_key_link (op->arch, canonical_key))
2504 root 1.24 field->value = 0;
2505     else
2506     {
2507     if (last)
2508     last->next = field->next;
2509     else
2510     op->key_values = field->next;
2511    
2512 root 1.29 delete field;
2513 root 1.24 }
2514     }
2515     return TRUE;
2516     }
2517     /* IF we get here, key doesn't exist */
2518    
2519     /* No field, we'll have to add it. */
2520    
2521     if (!add_key)
2522 root 1.82 return FALSE;
2523    
2524 root 1.24 /* There isn't any good reason to store a null
2525     * value in the key/value list. If the archetype has
2526     * this key, then we should also have it, so shouldn't
2527     * be here. If user wants to store empty strings,
2528     * should pass in ""
2529     */
2530     if (value == NULL)
2531 elmex 1.1 return TRUE;
2532 root 1.24
2533     field = new key_value;
2534    
2535     field->key = canonical_key;
2536     field->value = value;
2537     /* Usual prepend-addition. */
2538     field->next = op->key_values;
2539     op->key_values = field;
2540    
2541     return TRUE;
2542 elmex 1.1 }
2543    
2544     /*
2545     * Updates the key in op to value.
2546     *
2547     * If add_key is FALSE, this will only update existing keys,
2548     * and not add new ones.
2549     * In general, should be little reason FALSE is ever passed in for add_key
2550     *
2551     * Returns TRUE on success.
2552     */
2553 root 1.24 int
2554     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2555 root 1.11 {
2556 root 1.29 shstr key_ (key);
2557 root 1.24
2558 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2559 elmex 1.1 }
2560 root 1.31
2561 root 1.34 object::depth_iterator::depth_iterator (object *container)
2562     : iterator_base (container)
2563     {
2564     while (item->inv)
2565     item = item->inv;
2566     }
2567    
2568 root 1.31 void
2569 root 1.34 object::depth_iterator::next ()
2570 root 1.31 {
2571 root 1.34 if (item->below)
2572     {
2573     item = item->below;
2574    
2575     while (item->inv)
2576     item = item->inv;
2577     }
2578 root 1.31 else
2579 root 1.34 item = item->env;
2580 root 1.31 }
2581 root 1.34
2582 elmex 1.97 const char *
2583     object::flag_desc (char *desc, int len) const
2584     {
2585     char *p = desc;
2586     bool first = true;
2587    
2588 root 1.101 *p = 0;
2589    
2590 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2591     {
2592     if (len <= 10) // magic constant!
2593     {
2594     snprintf (p, len, ",...");
2595     break;
2596     }
2597    
2598 root 1.101 if (flag [i])
2599 elmex 1.97 {
2600     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2601     len -= cnt;
2602     p += cnt;
2603     first = false;
2604     }
2605     }
2606    
2607     return desc;
2608     }
2609    
2610 root 1.101 // return a suitable string describing an object in enough detail to find it
2611 root 1.36 const char *
2612     object::debug_desc (char *info) const
2613     {
2614 elmex 1.97 char flagdesc[512];
2615     char info2[256 * 4];
2616 root 1.36 char *p = info;
2617    
2618 elmex 1.127 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2619 elmex 1.97 count, uuid.seq,
2620 root 1.36 &name,
2621 root 1.117 title ? "\",title:\"" : "",
2622 elmex 1.97 title ? (const char *)title : "",
2623     flag_desc (flagdesc, 512), type);
2624 root 1.36
2625 elmex 1.181 if (!this->flag[FLAG_REMOVED] && env)
2626 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2627    
2628     if (map)
2629 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2630 root 1.36
2631     return info;
2632     }
2633    
2634     const char *
2635     object::debug_desc () const
2636     {
2637 root 1.143 static char info[3][256 * 4];
2638     static int info_idx;
2639 root 1.36
2640 root 1.143 return debug_desc (info [++info_idx % 3]);
2641 root 1.114 }
2642    
2643 root 1.125 struct region *
2644     object::region () const
2645     {
2646     return map ? map->region (x, y)
2647     : region::default_region ();
2648     }
2649    
2650 root 1.129 const materialtype_t *
2651     object::dominant_material () const
2652     {
2653 root 1.165 if (materialtype_t *mt = name_to_material (materialname))
2654     return mt;
2655 root 1.129
2656 root 1.165 return name_to_material (shstr_unknown);
2657 root 1.129 }
2658    
2659 root 1.130 void
2660     object::open_container (object *new_container)
2661     {
2662     if (container == new_container)
2663     return;
2664    
2665     if (object *old_container = container)
2666     {
2667     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2668     return;
2669    
2670     #if 0
2671     // remove the "Close old_container" object.
2672     if (object *closer = old_container->inv)
2673     if (closer->type == CLOSE_CON)
2674     closer->destroy ();
2675     #endif
2676    
2677     old_container->flag [FLAG_APPLIED] = 0;
2678     container = 0;
2679    
2680     esrv_update_item (UPD_FLAGS, this, old_container);
2681     new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2682 root 1.177 play_sound (sound_find ("chest_close"));
2683 root 1.130 }
2684    
2685     if (new_container)
2686     {
2687     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2688     return;
2689    
2690     // TODO: this does not seem to serve any purpose anymore?
2691     #if 0
2692     // insert the "Close Container" object.
2693     if (archetype *closer = new_container->other_arch)
2694     {
2695     object *closer = arch_to_object (new_container->other_arch);
2696     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2697     new_container->insert (closer);
2698     }
2699     #endif
2700    
2701 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2702    
2703 root 1.130 new_container->flag [FLAG_APPLIED] = 1;
2704     container = new_container;
2705    
2706     esrv_update_item (UPD_FLAGS, this, new_container);
2707 root 1.131 esrv_send_inventory (this, new_container);
2708 root 1.177 play_sound (sound_find ("chest_open"));
2709 root 1.130 }
2710     }
2711    
2712 root 1.164 object *
2713     object::force_find (const shstr name)
2714     {
2715     /* cycle through his inventory to look for the MARK we want to
2716     * place
2717     */
2718     for (object *tmp = inv; tmp; tmp = tmp->below)
2719     if (tmp->type == FORCE && tmp->slaying == name)
2720     return splay (tmp);
2721    
2722     return 0;
2723     }
2724    
2725     void
2726     object::force_add (const shstr name, int duration)
2727     {
2728     if (object *force = force_find (name))
2729     force->destroy ();
2730    
2731     object *force = get_archetype (FORCE_NAME);
2732    
2733     force->slaying = name;
2734     force->stats.food = 1;
2735     force->speed_left = -1.f;
2736    
2737     force->set_speed (duration ? 1.f / duration : 0.f);
2738     force->flag [FLAG_IS_USED_UP] = true;
2739     force->flag [FLAG_APPLIED] = true;
2740    
2741     insert (force);
2742     }
2743    
2744 root 1.178 void
2745     object::play_sound (faceidx sound) const
2746     {
2747     if (!sound)
2748     return;
2749    
2750     if (flag [FLAG_REMOVED])
2751     return;
2752    
2753     if (env)
2754     {
2755     if (object *pl = in_player ())
2756     pl->contr->play_sound (sound);
2757     }
2758     else
2759     map->play_sound (sound, x, y);
2760     }
2761