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Revision: 1.201
Committed: Tue Jan 22 16:22:45 2008 UTC (16 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_43, rel-2_42, rel-2_41
Changes since 1.200: +1 -0 lines
Log Message:
just in case, set nodrop on the freed objects map. reorder some code in get_pet_enenmy

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 root 1.201 freed_map->nodrop = 1;
941 root 1.57
942 root 1.96 freed_map->alloc ();
943 root 1.103 freed_map->in_memory = MAP_IN_MEMORY;
944 root 1.57 }
945    
946     map = freed_map;
947     x = 1;
948     y = 1;
949     }
950    
951 root 1.88 if (more)
952     {
953     more->destroy ();
954     more = 0;
955     }
956 root 1.82
957 root 1.162 head = 0;
958    
959     // clear those pointers that likely might cause circular references
960     owner = 0;
961     enemy = 0;
962     attacked_by = 0;
963     current_weapon = 0;
964 root 1.82 }
965    
966     void
967     object::destroy (bool destroy_inventory)
968     {
969     if (destroyed ())
970     return;
971    
972     if (destroy_inventory)
973 root 1.89 destroy_inv (false);
974 root 1.22
975 root 1.173 if (is_head ())
976     if (sound_destroy)
977     play_sound (sound_destroy);
978     else if (flag [FLAG_MONSTER])
979     play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
980 root 1.169
981 root 1.82 attachable::destroy ();
982 elmex 1.1 }
983    
984     /*
985     * sub_weight() recursively (outwards) subtracts a number from the
986     * weight of an object (and what is carried by it's environment(s)).
987     */
988 root 1.24 void
989     sub_weight (object *op, signed long weight)
990     {
991     while (op != NULL)
992     {
993     if (op->type == CONTAINER)
994 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
995    
996 root 1.24 op->carrying -= weight;
997     op = op->env;
998 elmex 1.1 }
999     }
1000    
1001 root 1.63 /* op->remove ():
1002 elmex 1.1 * This function removes the object op from the linked list of objects
1003     * which it is currently tied to. When this function is done, the
1004     * object will have no environment. If the object previously had an
1005     * environment, the x and y coordinates will be updated to
1006     * the previous environment.
1007     */
1008 root 1.24 void
1009 root 1.128 object::do_remove ()
1010 root 1.24 {
1011 root 1.45 object *tmp, *last = 0;
1012     object *otmp;
1013 root 1.26
1014 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
1015 root 1.29 return;
1016 root 1.24
1017 root 1.59 SET_FLAG (this, FLAG_REMOVED);
1018 root 1.82 INVOKE_OBJECT (REMOVE, this);
1019 root 1.26
1020 root 1.59 if (more)
1021     more->remove ();
1022 root 1.24
1023     /*
1024     * In this case, the object to be removed is in someones
1025     * inventory.
1026     */
1027 root 1.59 if (env)
1028 root 1.24 {
1029 root 1.59 if (nrof)
1030     sub_weight (env, weight * nrof);
1031 root 1.24 else
1032 root 1.59 sub_weight (env, weight + carrying);
1033 root 1.24
1034     /* NO_FIX_PLAYER is set when a great many changes are being
1035     * made to players inventory. If set, avoiding the call
1036     * to save cpu time.
1037     */
1038 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1039 root 1.78 otmp->update_stats ();
1040 root 1.24
1041 root 1.96 if (above)
1042 root 1.59 above->below = below;
1043 root 1.24 else
1044 root 1.59 env->inv = below;
1045 root 1.24
1046 root 1.96 if (below)
1047 root 1.59 below->above = above;
1048 root 1.24
1049     /* we set up values so that it could be inserted into
1050     * the map, but we don't actually do that - it is up
1051     * to the caller to decide what we want to do.
1052     */
1053 root 1.59 x = env->x, y = env->y;
1054     map = env->map;
1055     above = 0, below = 0;
1056     env = 0;
1057     }
1058     else if (map)
1059     {
1060 root 1.96 if (type == PLAYER)
1061     {
1062 root 1.130 // leaving a spot always closes any open container on the ground
1063     if (container && !container->env)
1064     // this causes spurious floorbox updates, but it ensures
1065     // that the CLOSE event is being sent.
1066     close_container ();
1067    
1068 root 1.96 --map->players;
1069 root 1.100 map->touch ();
1070 root 1.96 }
1071    
1072 root 1.98 map->dirty = true;
1073 root 1.117 mapspace &ms = this->ms ();
1074 elmex 1.1
1075 root 1.29 /* link the object above us */
1076 root 1.59 if (above)
1077     above->below = below;
1078 root 1.29 else
1079 root 1.117 ms.top = below; /* we were top, set new top */
1080 root 1.24
1081 root 1.29 /* Relink the object below us, if there is one */
1082 root 1.59 if (below)
1083     below->above = above;
1084 root 1.29 else
1085     {
1086     /* Nothing below, which means we need to relink map object for this space
1087     * use translated coordinates in case some oddness with map tiling is
1088     * evident
1089     */
1090 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1091 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 ());
1092 elmex 1.1
1093 root 1.117 ms.bot = above; /* goes on above it. */
1094 root 1.8 }
1095 root 1.26
1096 root 1.59 above = 0;
1097     below = 0;
1098 root 1.26
1099 root 1.59 if (map->in_memory == MAP_SAVING)
1100 root 1.29 return;
1101 elmex 1.1
1102 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1103 elmex 1.1
1104 root 1.175 if (object *pl = ms.player ())
1105     {
1106     if (pl->container == this)
1107     /* If a container that the player is currently using somehow gets
1108     * removed (most likely destroyed), update the player view
1109     * appropriately.
1110     */
1111     pl->close_container ();
1112    
1113     pl->contr->ns->floorbox_update ();
1114     }
1115    
1116 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1117 root 1.24 {
1118 root 1.29 /* No point updating the players look faces if he is the object
1119     * being removed.
1120 root 1.24 */
1121 root 1.29
1122 root 1.96 /* See if object moving off should effect something */
1123 root 1.50 if (check_walk_off
1124 root 1.59 && ((move_type & tmp->move_off)
1125     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1126 root 1.29 {
1127 elmex 1.72 move_apply (tmp, this, 0);
1128 root 1.24
1129 root 1.59 if (destroyed ())
1130 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1131 root 1.8 }
1132    
1133 root 1.29 last = tmp;
1134     }
1135 root 1.26
1136 root 1.96 /* last == NULL if there are no objects on this space */
1137     //TODO: this makes little sense, why only update the topmost object?
1138 root 1.59 if (!last)
1139 root 1.99 map->at (x, y).flags_ = 0;
1140 root 1.29 else
1141     update_object (last, UP_OBJ_REMOVE);
1142 root 1.26
1143 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1144 root 1.59 update_all_los (map, x, y);
1145 elmex 1.1 }
1146     }
1147    
1148     /*
1149     * merge_ob(op,top):
1150     *
1151     * This function goes through all objects below and including top, and
1152     * merges op to the first matching object.
1153     * If top is NULL, it is calculated.
1154     * Returns pointer to object if it succeded in the merge, otherwise NULL
1155     */
1156 root 1.24 object *
1157     merge_ob (object *op, object *top)
1158     {
1159     if (!op->nrof)
1160 elmex 1.1 return 0;
1161 root 1.29
1162 root 1.194 if (!top)
1163 root 1.82 for (top = op; top && top->above; top = top->above)
1164     ;
1165 root 1.29
1166 root 1.82 for (; top; top = top->below)
1167 elmex 1.1 {
1168 root 1.24 if (top == op)
1169     continue;
1170 root 1.66
1171     if (object::can_merge (op, top))
1172 root 1.24 {
1173     top->nrof += op->nrof;
1174    
1175 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1176 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1177 root 1.64 op->destroy ();
1178 root 1.24 return top;
1179     }
1180 elmex 1.1 }
1181 root 1.29
1182 root 1.45 return 0;
1183 elmex 1.1 }
1184    
1185 root 1.138 void
1186     object::expand_tail ()
1187     {
1188     if (more)
1189     return;
1190    
1191     object *prev = this;
1192    
1193 root 1.160 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1194 root 1.138 {
1195     object *op = arch_to_object (at);
1196    
1197     op->name = name;
1198     op->name_pl = name_pl;
1199     op->title = title;
1200    
1201     op->head = this;
1202     prev->more = op;
1203    
1204     prev = op;
1205     }
1206     }
1207    
1208 elmex 1.1 /*
1209 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1210     * job preparing multi-part monsters.
1211 elmex 1.1 */
1212 root 1.24 object *
1213 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1214 root 1.24 {
1215 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1216 root 1.24 {
1217 root 1.159 tmp->x = x + tmp->arch->x;
1218     tmp->y = y + tmp->arch->y;
1219 elmex 1.1 }
1220 root 1.29
1221 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1222 elmex 1.1 }
1223    
1224     /*
1225     * insert_ob_in_map (op, map, originator, flag):
1226     * This function inserts the object in the two-way linked list
1227     * which represents what is on a map.
1228     * The second argument specifies the map, and the x and y variables
1229     * in the object about to be inserted specifies the position.
1230     *
1231     * originator: Player, monster or other object that caused 'op' to be inserted
1232     * into 'map'. May be NULL.
1233     *
1234     * flag is a bitmask about special things to do (or not do) when this
1235     * function is called. see the object.h file for the INS_ values.
1236     * Passing 0 for flag gives proper default values, so flag really only needs
1237     * to be set if special handling is needed.
1238     *
1239     * Return value:
1240     * new object if 'op' was merged with other object
1241     * NULL if 'op' was destroyed
1242     * just 'op' otherwise
1243     */
1244 root 1.24 object *
1245 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1246 elmex 1.1 {
1247 root 1.138 assert (!op->flag [FLAG_FREED]);
1248    
1249 root 1.155 object *top, *floor = NULL;
1250 elmex 1.1
1251 root 1.117 op->remove ();
1252    
1253 root 1.187 /* Ideally, the caller figures this out. However, it complicates a lot
1254     * of areas of callers (eg, anything that uses find_free_spot would now
1255     * need extra work
1256     */
1257     if (!xy_normalise (m, op->x, op->y))
1258 root 1.24 {
1259 root 1.187 op->destroy ();
1260     return 0;
1261 elmex 1.1 }
1262 root 1.25
1263 root 1.117 if (object *more = op->more)
1264 root 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1265     return 0;
1266 root 1.25
1267 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1268 root 1.8
1269 root 1.117 op->map = m;
1270     mapspace &ms = op->ms ();
1271 root 1.24
1272     /* this has to be done after we translate the coordinates.
1273     */
1274     if (op->nrof && !(flag & INS_NO_MERGE))
1275 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1276 root 1.66 if (object::can_merge (op, tmp))
1277 root 1.25 {
1278     op->nrof += tmp->nrof;
1279 root 1.64 tmp->destroy ();
1280 root 1.25 }
1281 root 1.24
1282     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1283     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1284 root 1.25
1285 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1286     CLEAR_FLAG (op, FLAG_NO_STEAL);
1287    
1288     if (flag & INS_BELOW_ORIGINATOR)
1289     {
1290     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1291     {
1292     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1293     abort ();
1294     }
1295 root 1.25
1296 root 1.24 op->above = originator;
1297     op->below = originator->below;
1298 root 1.25
1299 root 1.24 if (op->below)
1300     op->below->above = op;
1301     else
1302 root 1.117 ms.bot = op;
1303 root 1.25
1304 root 1.24 /* since *below* originator, no need to update top */
1305     originator->below = op;
1306 elmex 1.1 }
1307 root 1.24 else
1308     {
1309 root 1.117 top = ms.bot;
1310    
1311 root 1.24 /* If there are other objects, then */
1312 root 1.191 if (top)
1313 root 1.24 {
1314 root 1.96 object *last = 0;
1315 root 1.24
1316     /*
1317     * If there are multiple objects on this space, we do some trickier handling.
1318     * We've already dealt with merging if appropriate.
1319     * Generally, we want to put the new object on top. But if
1320     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1321     * floor, we want to insert above that and no further.
1322     * Also, if there are spell objects on this space, we stop processing
1323     * once we get to them. This reduces the need to traverse over all of
1324     * them when adding another one - this saves quite a bit of cpu time
1325     * when lots of spells are cast in one area. Currently, it is presumed
1326     * that flying non pickable objects are spell objects.
1327     */
1328 root 1.117 for (top = ms.bot; top; top = top->above)
1329 root 1.24 {
1330     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1331     floor = top;
1332 root 1.26
1333 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))
1334     {
1335     /* We insert above top, so we want this object below this */
1336     top = top->below;
1337     break;
1338     }
1339 root 1.26
1340 root 1.24 last = top;
1341     }
1342 root 1.26
1343 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1344     top = last;
1345 root 1.8
1346 root 1.24 /* We let update_position deal with figuring out what the space
1347     * looks like instead of lots of conditions here.
1348     * makes things faster, and effectively the same result.
1349     */
1350    
1351     /* Have object 'fall below' other objects that block view.
1352 root 1.135 * Unless those objects are exits.
1353 root 1.24 * If INS_ON_TOP is used, don't do this processing
1354     * Need to find the object that in fact blocks view, otherwise
1355     * stacking is a bit odd.
1356     */
1357 root 1.117 if (!(flag & INS_ON_TOP)
1358     && ms.flags () & P_BLOCKSVIEW
1359 root 1.135 && (op->face && !faces [op->face].visibility))
1360 root 1.24 {
1361     for (last = top; last != floor; last = last->below)
1362     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1363     break;
1364 root 1.117
1365 root 1.24 /* Check to see if we found the object that blocks view,
1366     * and make sure we have a below pointer for it so that
1367     * we can get inserted below this one, which requires we
1368     * set top to the object below us.
1369     */
1370     if (last && last->below && last != floor)
1371     top = last->below;
1372 root 1.8 }
1373 root 1.24 } /* If objects on this space */
1374 root 1.25
1375 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1376     top = floor;
1377    
1378     /* Top is the object that our object (op) is going to get inserted above.
1379     */
1380    
1381     /* First object on this space */
1382     if (!top)
1383     {
1384 root 1.117 op->above = ms.bot;
1385 root 1.25
1386 root 1.24 if (op->above)
1387     op->above->below = op;
1388 root 1.25
1389 root 1.96 op->below = 0;
1390 root 1.117 ms.bot = op;
1391 root 1.24 }
1392     else
1393     { /* get inserted into the stack above top */
1394     op->above = top->above;
1395 root 1.25
1396 root 1.24 if (op->above)
1397     op->above->below = op;
1398 root 1.25
1399 root 1.24 op->below = top;
1400     top->above = op;
1401     }
1402 root 1.25
1403 root 1.96 if (!op->above)
1404 root 1.117 ms.top = op;
1405 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1406 root 1.8
1407 root 1.24 if (op->type == PLAYER)
1408 root 1.96 {
1409     op->contr->do_los = 1;
1410     ++op->map->players;
1411 root 1.100 op->map->touch ();
1412 root 1.96 }
1413 root 1.24
1414 root 1.98 op->map->dirty = true;
1415    
1416 root 1.191 if (object *pl = ms.player ())
1417     pl->contr->ns->floorbox_update ();
1418 root 1.24
1419     /* If this object glows, it may affect lighting conditions that are
1420     * visible to others on this map. But update_all_los is really
1421     * an inefficient way to do this, as it means los for all players
1422     * on the map will get recalculated. The players could very well
1423     * be far away from this change and not affected in any way -
1424     * this should get redone to only look for players within range,
1425 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1426 root 1.24 * of effect may be sufficient.
1427     */
1428 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1429 root 1.24 update_all_los (op->map, op->x, op->y);
1430    
1431     /* updates flags (blocked, alive, no magic, etc) for this map space */
1432     update_object (op, UP_OBJ_INSERT);
1433    
1434 root 1.82 INVOKE_OBJECT (INSERT, op);
1435    
1436 root 1.24 /* Don't know if moving this to the end will break anything. However,
1437 root 1.70 * we want to have floorbox_update called before calling this.
1438 root 1.24 *
1439     * check_move_on() must be after this because code called from
1440     * check_move_on() depends on correct map flags (so functions like
1441     * blocked() and wall() work properly), and these flags are updated by
1442     * update_object().
1443     */
1444    
1445     /* if this is not the head or flag has been passed, don't check walk on status */
1446 root 1.155 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1447 root 1.24 {
1448     if (check_move_on (op, originator))
1449 root 1.82 return 0;
1450 elmex 1.1
1451 root 1.24 /* If we are a multi part object, lets work our way through the check
1452     * walk on's.
1453     */
1454 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1455 root 1.24 if (check_move_on (tmp, originator))
1456 root 1.82 return 0;
1457 elmex 1.1 }
1458 root 1.25
1459 root 1.24 return op;
1460 elmex 1.1 }
1461    
1462     /* this function inserts an object in the map, but if it
1463 root 1.75 * finds an object of its own type, it'll remove that one first.
1464     * op is the object to insert it under: supplies x and the map.
1465 elmex 1.1 */
1466 root 1.24 void
1467     replace_insert_ob_in_map (const char *arch_string, object *op)
1468     {
1469 root 1.75 object *tmp, *tmp1;
1470 elmex 1.1
1471 root 1.24 /* first search for itself and remove any old instances */
1472 elmex 1.1
1473 root 1.104 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1474 root 1.158 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1475 root 1.64 tmp->destroy ();
1476 elmex 1.1
1477 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1478 elmex 1.1
1479 root 1.24 tmp1->x = op->x;
1480     tmp1->y = op->y;
1481     insert_ob_in_map (tmp1, op->map, op, 0);
1482     }
1483 elmex 1.1
1484 root 1.93 object *
1485     object::insert_at (object *where, object *originator, int flags)
1486     {
1487 root 1.138 return where->map->insert (this, where->x, where->y, originator, flags);
1488 root 1.93 }
1489    
1490 elmex 1.1 /*
1491     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1492     * is returned contains nr objects, and the remaining parts contains
1493     * the rest (or is removed and freed if that number is 0).
1494     * On failure, NULL is returned, and the reason put into the
1495     * global static errmsg array.
1496     */
1497 root 1.24 object *
1498     get_split_ob (object *orig_ob, uint32 nr)
1499     {
1500 root 1.64 object *newob;
1501     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1502 root 1.24
1503     if (orig_ob->nrof < nr)
1504     {
1505     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1506     return NULL;
1507     }
1508 root 1.29
1509 root 1.24 newob = object_create_clone (orig_ob);
1510 root 1.29
1511 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1512 root 1.63 orig_ob->destroy (1);
1513 root 1.24 else if (!is_removed)
1514     {
1515     if (orig_ob->env != NULL)
1516     sub_weight (orig_ob->env, orig_ob->weight * nr);
1517     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1518     {
1519     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1520     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1521     return NULL;
1522 root 1.8 }
1523 elmex 1.1 }
1524 root 1.29
1525 root 1.24 newob->nrof = nr;
1526 elmex 1.1
1527 root 1.24 return newob;
1528 elmex 1.1 }
1529    
1530     /*
1531     * decrease_ob_nr(object, number) decreases a specified number from
1532     * the amount of an object. If the amount reaches 0, the object
1533     * is subsequently removed and freed.
1534     *
1535     * Return value: 'op' if something is left, NULL if the amount reached 0
1536     */
1537 root 1.24 object *
1538     decrease_ob_nr (object *op, uint32 i)
1539 elmex 1.1 {
1540 root 1.29 object *tmp;
1541 elmex 1.1
1542 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1543     return op;
1544    
1545     if (i > op->nrof)
1546     i = op->nrof;
1547    
1548     if (QUERY_FLAG (op, FLAG_REMOVED))
1549 root 1.29 op->nrof -= i;
1550 root 1.73 else if (op->env)
1551 root 1.24 {
1552     /* is this object in the players inventory, or sub container
1553     * therein?
1554     */
1555 root 1.74 tmp = op->in_player ();
1556 root 1.24 /* nope. Is this a container the player has opened?
1557     * If so, set tmp to that player.
1558     * IMO, searching through all the players will mostly
1559     * likely be quicker than following op->env to the map,
1560     * and then searching the map for a player.
1561     */
1562     if (!tmp)
1563 root 1.81 for_all_players (pl)
1564     if (pl->ob->container == op->env)
1565     {
1566     tmp = pl->ob;
1567     break;
1568     }
1569 elmex 1.1
1570 root 1.24 if (i < op->nrof)
1571     {
1572     sub_weight (op->env, op->weight * i);
1573     op->nrof -= i;
1574     if (tmp)
1575 root 1.73 esrv_send_item (tmp, op);
1576 root 1.24 }
1577     else
1578     {
1579 root 1.63 op->remove ();
1580 root 1.24 op->nrof = 0;
1581     if (tmp)
1582 root 1.73 esrv_del_item (tmp->contr, op->count);
1583 elmex 1.1 }
1584     }
1585 root 1.24 else
1586 elmex 1.1 {
1587 root 1.29 object *above = op->above;
1588 elmex 1.1
1589 root 1.24 if (i < op->nrof)
1590 root 1.29 op->nrof -= i;
1591 root 1.24 else
1592     {
1593 root 1.63 op->remove ();
1594 root 1.24 op->nrof = 0;
1595     }
1596 root 1.29
1597 root 1.24 /* Since we just removed op, op->above is null */
1598 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1599 root 1.24 if (tmp->type == PLAYER)
1600     {
1601     if (op->nrof)
1602     esrv_send_item (tmp, op);
1603     else
1604     esrv_del_item (tmp->contr, op->count);
1605     }
1606 elmex 1.1 }
1607    
1608 root 1.24 if (op->nrof)
1609 root 1.29 return op;
1610 root 1.24 else
1611     {
1612 root 1.64 op->destroy ();
1613 root 1.73 return 0;
1614 elmex 1.1 }
1615     }
1616    
1617     /*
1618     * add_weight(object, weight) adds the specified weight to an object,
1619     * and also updates how much the environment(s) is/are carrying.
1620     */
1621 root 1.24 void
1622     add_weight (object *op, signed long weight)
1623     {
1624     while (op != NULL)
1625     {
1626     if (op->type == CONTAINER)
1627 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1628    
1629 root 1.24 op->carrying += weight;
1630     op = op->env;
1631     }
1632 elmex 1.1 }
1633    
1634 root 1.24 object *
1635     insert_ob_in_ob (object *op, object *where)
1636     {
1637 root 1.59 if (!where)
1638 root 1.24 {
1639 root 1.53 char *dump = dump_object (op);
1640     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1641     free (dump);
1642 root 1.24 return op;
1643     }
1644 root 1.29
1645 root 1.154 if (where->head_ () != where)
1646 root 1.24 {
1647 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1648 root 1.24 where = where->head;
1649     }
1650 root 1.29
1651 root 1.59 return where->insert (op);
1652     }
1653    
1654     /*
1655     * env->insert (op)
1656     * This function inserts the object op in the linked list
1657     * inside the object environment.
1658     *
1659     * The function returns now pointer to inserted item, and return value can
1660     * be != op, if items are merged. -Tero
1661     */
1662     object *
1663     object::insert (object *op)
1664     {
1665     if (!QUERY_FLAG (op, FLAG_REMOVED))
1666     op->remove ();
1667    
1668 root 1.24 if (op->more)
1669     {
1670     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1671     return op;
1672     }
1673 root 1.29
1674 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1675     CLEAR_FLAG (op, FLAG_REMOVED);
1676 root 1.182
1677 root 1.24 if (op->nrof)
1678     {
1679 root 1.182 for (object *tmp = inv; tmp; tmp = tmp->below)
1680 root 1.66 if (object::can_merge (tmp, op))
1681 root 1.24 {
1682     /* return the original object and remove inserted object
1683     (client needs the original object) */
1684     tmp->nrof += op->nrof;
1685     /* Weight handling gets pretty funky. Since we are adding to
1686     * tmp->nrof, we need to increase the weight.
1687     */
1688 root 1.59 add_weight (this, op->weight * op->nrof);
1689 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1690 root 1.59 op->destroy (); /* free the inserted object */
1691 root 1.24 op = tmp;
1692 root 1.59 op->remove (); /* and fix old object's links */
1693 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1694     break;
1695     }
1696    
1697     /* I assume combined objects have no inventory
1698     * We add the weight - this object could have just been removed
1699     * (if it was possible to merge). calling remove_ob will subtract
1700     * the weight, so we need to add it in again, since we actually do
1701     * the linking below
1702     */
1703 root 1.59 add_weight (this, op->weight * op->nrof);
1704 root 1.24 }
1705     else
1706 root 1.59 add_weight (this, (op->weight + op->carrying));
1707 elmex 1.1
1708 root 1.182 if (object *otmp = this->in_player ())
1709     if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1710 root 1.78 otmp->update_stats ();
1711 elmex 1.1
1712 root 1.182 op->owner = 0; // its his/hers now. period.
1713     op->map = 0;
1714     op->env = this;
1715 root 1.74 op->above = 0;
1716     op->below = 0;
1717 root 1.182 op->x = op->y = 0;
1718 elmex 1.1
1719     /* reset the light list and los of the players on the map */
1720 root 1.182 if (op->glow_radius && map)
1721 root 1.24 {
1722 elmex 1.1 #ifdef DEBUG_LIGHTS
1723 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1724     #endif /* DEBUG_LIGHTS */
1725 root 1.84 if (map->darkness)
1726 root 1.59 update_all_los (map, x, y);
1727 root 1.24 }
1728 elmex 1.1
1729     /* Client has no idea of ordering so lets not bother ordering it here.
1730     * It sure simplifies this function...
1731     */
1732 root 1.59 if (!inv)
1733     inv = op;
1734 root 1.24 else
1735     {
1736 root 1.59 op->below = inv;
1737 elmex 1.1 op->below->above = op;
1738 root 1.59 inv = op;
1739 root 1.24 }
1740 root 1.59
1741 root 1.82 INVOKE_OBJECT (INSERT, this);
1742    
1743 elmex 1.1 return op;
1744     }
1745    
1746     /*
1747     * Checks if any objects has a move_type that matches objects
1748     * that effect this object on this space. Call apply() to process
1749     * these events.
1750     *
1751     * Any speed-modification due to SLOW_MOVE() of other present objects
1752     * will affect the speed_left of the object.
1753     *
1754     * originator: Player, monster or other object that caused 'op' to be inserted
1755     * into 'map'. May be NULL.
1756     *
1757     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1758     *
1759     * 4-21-95 added code to check if appropriate skill was readied - this will
1760     * permit faster movement by the player through this terrain. -b.t.
1761     *
1762     * MSW 2001-07-08: Check all objects on space, not just those below
1763     * object being inserted. insert_ob_in_map may not put new objects
1764     * on top.
1765     */
1766 root 1.24 int
1767     check_move_on (object *op, object *originator)
1768 elmex 1.1 {
1769 root 1.48 object *tmp;
1770 root 1.49 maptile *m = op->map;
1771 root 1.48 int x = op->x, y = op->y;
1772 root 1.26
1773 root 1.48 MoveType move_on, move_slow, move_block;
1774 root 1.24
1775     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1776     return 0;
1777    
1778     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1779     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1780     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1781    
1782     /* if nothing on this space will slow op down or be applied,
1783     * no need to do checking below. have to make sure move_type
1784     * is set, as lots of objects don't have it set - we treat that
1785     * as walking.
1786     */
1787     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1788     return 0;
1789 elmex 1.1
1790 root 1.24 /* This is basically inverse logic of that below - basically,
1791     * if the object can avoid the move on or slow move, they do so,
1792     * but can't do it if the alternate movement they are using is
1793     * blocked. Logic on this seems confusing, but does seem correct.
1794     */
1795     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1796     return 0;
1797    
1798     /* The objects have to be checked from top to bottom.
1799     * Hence, we first go to the top:
1800     */
1801    
1802 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1803 root 1.24 {
1804     /* Trim the search when we find the first other spell effect
1805     * this helps performance so that if a space has 50 spell objects,
1806     * we don't need to check all of them.
1807     */
1808     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1809     break;
1810     }
1811 root 1.26
1812     for (; tmp; tmp = tmp->below)
1813 root 1.24 {
1814     if (tmp == op)
1815     continue; /* Can't apply yourself */
1816 elmex 1.1
1817 root 1.24 /* Check to see if one of the movement types should be slowed down.
1818     * Second check makes sure that the movement types not being slowed
1819     * (~slow_move) is not blocked on this space - just because the
1820     * space doesn't slow down swimming (for example), if you can't actually
1821     * swim on that space, can't use it to avoid the penalty.
1822     */
1823     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1824     {
1825     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1826     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1827     {
1828 elmex 1.1
1829 root 1.29 float
1830 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1831 elmex 1.1
1832 root 1.24 if (op->type == PLAYER)
1833 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1834     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1835     diff /= 4.0;
1836    
1837 root 1.24 op->speed_left -= diff;
1838 root 1.8 }
1839     }
1840 elmex 1.1
1841 root 1.24 /* Basically same logic as above, except now for actual apply. */
1842     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1843     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1844     {
1845 elmex 1.72 move_apply (tmp, op, originator);
1846 root 1.24
1847 root 1.48 if (op->destroyed ())
1848 root 1.24 return 1;
1849    
1850     /* what the person/creature stepped onto has moved the object
1851     * someplace new. Don't process any further - if we did,
1852     * have a feeling strange problems would result.
1853     */
1854     if (op->map != m || op->x != x || op->y != y)
1855     return 0;
1856 root 1.8 }
1857 elmex 1.1 }
1858 root 1.26
1859 root 1.24 return 0;
1860 elmex 1.1 }
1861    
1862     /*
1863     * present_arch(arch, map, x, y) searches for any objects with
1864     * a matching archetype at the given map and coordinates.
1865     * The first matching object is returned, or NULL if none.
1866     */
1867 root 1.24 object *
1868 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1869 root 1.24 {
1870 root 1.104 if (!m || out_of_map (m, x, y))
1871 root 1.24 {
1872     LOG (llevError, "Present_arch called outside map.\n");
1873     return NULL;
1874     }
1875 root 1.84
1876 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 root 1.24 if (tmp->arch == at)
1878 elmex 1.1 return tmp;
1879 root 1.84
1880 elmex 1.1 return NULL;
1881     }
1882    
1883     /*
1884     * present(type, map, x, y) searches for any objects with
1885     * a matching type variable at the given map and coordinates.
1886     * The first matching object is returned, or NULL if none.
1887     */
1888 root 1.24 object *
1889 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1890 root 1.24 {
1891     if (out_of_map (m, x, y))
1892     {
1893     LOG (llevError, "Present called outside map.\n");
1894     return NULL;
1895     }
1896 root 1.84
1897 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1898 root 1.24 if (tmp->type == type)
1899 elmex 1.1 return tmp;
1900 root 1.84
1901 elmex 1.1 return NULL;
1902     }
1903    
1904     /*
1905     * present_in_ob(type, object) searches for any objects with
1906     * a matching type variable in the inventory of the given object.
1907     * The first matching object is returned, or NULL if none.
1908     */
1909 root 1.24 object *
1910     present_in_ob (unsigned char type, const object *op)
1911     {
1912 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1913 root 1.24 if (tmp->type == type)
1914 elmex 1.1 return tmp;
1915 root 1.84
1916 elmex 1.1 return NULL;
1917     }
1918    
1919     /*
1920     * present_in_ob (type, str, object) searches for any objects with
1921     * a matching type & name variable in the inventory of the given object.
1922     * The first matching object is returned, or NULL if none.
1923     * This is mostly used by spell effect code, so that we only
1924     * have one spell effect at a time.
1925     * type can be used to narrow the search - if type is set,
1926     * the type must also match. -1 can be passed for the type,
1927     * in which case the type does not need to pass.
1928     * str is the string to match against. Note that we match against
1929     * the object name, not the archetype name. this is so that the
1930     * spell code can use one object type (force), but change it's name
1931     * to be unique.
1932     */
1933 root 1.24 object *
1934     present_in_ob_by_name (int type, const char *str, const object *op)
1935     {
1936 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1937 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1938     return tmp;
1939 elmex 1.1
1940 root 1.82 return 0;
1941 elmex 1.1 }
1942    
1943     /*
1944     * present_arch_in_ob(archetype, object) searches for any objects with
1945     * a matching archetype in the inventory of the given object.
1946     * The first matching object is returned, or NULL if none.
1947     */
1948 root 1.24 object *
1949     present_arch_in_ob (const archetype *at, const object *op)
1950     {
1951 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1952 root 1.24 if (tmp->arch == at)
1953 elmex 1.1 return tmp;
1954 root 1.82
1955 elmex 1.1 return NULL;
1956     }
1957    
1958     /*
1959     * activate recursively a flag on an object inventory
1960     */
1961 root 1.24 void
1962     flag_inv (object *op, int flag)
1963     {
1964 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1965     {
1966     SET_FLAG (tmp, flag);
1967     flag_inv (tmp, flag);
1968     }
1969 root 1.82 }
1970    
1971     /*
1972     * deactivate recursively a flag on an object inventory
1973     */
1974 root 1.24 void
1975     unflag_inv (object *op, int flag)
1976     {
1977 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1978     {
1979     CLEAR_FLAG (tmp, flag);
1980     unflag_inv (tmp, flag);
1981     }
1982 elmex 1.1 }
1983    
1984     /*
1985     * find_free_spot(object, map, x, y, start, stop) will search for
1986     * a spot at the given map and coordinates which will be able to contain
1987     * the given object. start and stop specifies how many squares
1988     * to search (see the freearr_x/y[] definition).
1989     * It returns a random choice among the alternatives found.
1990     * start and stop are where to start relative to the free_arr array (1,9
1991     * does all 4 immediate directions). This returns the index into the
1992     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1993 root 1.196 * Note: This function does correctly handle tiled maps, but does not
1994 elmex 1.1 * inform the caller. However, insert_ob_in_map will update as
1995     * necessary, so the caller shouldn't need to do any special work.
1996     * Note - updated to take an object instead of archetype - this is necessary
1997     * because arch_blocked (now ob_blocked) needs to know the movement type
1998     * to know if the space in question will block the object. We can't use
1999     * the archetype because that isn't correct if the monster has been
2000     * customized, changed states, etc.
2001     */
2002 root 1.24 int
2003 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2004 root 1.24 {
2005 root 1.190 int altern[SIZEOFFREE];
2006 root 1.82 int index = 0, flag;
2007 root 1.24
2008 root 1.82 for (int i = start; i < stop; i++)
2009 root 1.24 {
2010 root 1.188 mapxy pos (m, x, y); pos.move (i);
2011    
2012     if (!pos.normalise ())
2013     continue;
2014    
2015     mapspace &ms = *pos;
2016 root 1.189
2017     if (ms.flags () & P_IS_ALIVE)
2018     continue;
2019 root 1.188
2020     /* However, often
2021     * ob doesn't have any move type (when used to place exits)
2022     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2023     */
2024 root 1.200 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2025 root 1.190 {
2026     altern [index++] = i;
2027     continue;
2028     }
2029 root 1.24
2030     /* Basically, if we find a wall on a space, we cut down the search size.
2031     * In this way, we won't return spaces that are on another side of a wall.
2032     * This mostly work, but it cuts down the search size in all directions -
2033     * if the space being examined only has a wall to the north and empty
2034     * spaces in all the other directions, this will reduce the search space
2035     * to only the spaces immediately surrounding the target area, and
2036     * won't look 2 spaces south of the target space.
2037     */
2038 root 1.188 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2039     {
2040     stop = maxfree[i];
2041     continue;
2042     }
2043    
2044     /* Note it is intentional that we check ob - the movement type of the
2045     * head of the object should correspond for the entire object.
2046     */
2047     if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2048     continue;
2049    
2050 root 1.196 if (ob->blocked (m, pos.x, pos.y))
2051     continue;
2052    
2053 root 1.188 altern [index++] = i;
2054 elmex 1.1 }
2055 root 1.74
2056 root 1.24 if (!index)
2057     return -1;
2058 root 1.74
2059 root 1.124 return altern [rndm (index)];
2060 elmex 1.1 }
2061    
2062     /*
2063 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2064 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2065     * But it will return the first available spot, not a random choice.
2066     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2067     */
2068 root 1.24 int
2069 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2070 root 1.24 {
2071 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2072 root 1.188 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2073 root 1.82 return i;
2074 root 1.24
2075     return -1;
2076 elmex 1.1 }
2077    
2078     /*
2079     * The function permute(arr, begin, end) randomly reorders the array
2080     * arr[begin..end-1].
2081 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2082 elmex 1.1 */
2083 root 1.24 static void
2084     permute (int *arr, int begin, int end)
2085 elmex 1.1 {
2086 root 1.82 arr += begin;
2087     end -= begin;
2088    
2089     while (--end)
2090 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2091 elmex 1.1 }
2092    
2093     /* new function to make monster searching more efficient, and effective!
2094     * This basically returns a randomized array (in the passed pointer) of
2095     * the spaces to find monsters. In this way, it won't always look for
2096     * monsters to the north first. However, the size of the array passed
2097     * covers all the spaces, so within that size, all the spaces within
2098     * the 3x3 area will be searched, just not in a predictable order.
2099     */
2100 root 1.24 void
2101     get_search_arr (int *search_arr)
2102 elmex 1.1 {
2103 root 1.82 int i;
2104 elmex 1.1
2105 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2106 root 1.82 search_arr[i] = i;
2107 elmex 1.1
2108 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2109     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2110     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2111 elmex 1.1 }
2112    
2113     /*
2114     * find_dir(map, x, y, exclude) will search some close squares in the
2115     * given map at the given coordinates for live objects.
2116     * It will not considered the object given as exclude among possible
2117     * live objects.
2118     * It returns the direction toward the first/closest live object if finds
2119     * any, otherwise 0.
2120     * Perhaps incorrectly, but I'm making the assumption that exclude
2121     * is actually want is going to try and move there. We need this info
2122     * because we have to know what movement the thing looking to move
2123     * there is capable of.
2124     */
2125 root 1.24 int
2126 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2127 root 1.24 {
2128 root 1.82 int i, max = SIZEOFFREE, mflags;
2129 root 1.29
2130     sint16 nx, ny;
2131 root 1.82 object *tmp;
2132     maptile *mp;
2133 root 1.29
2134     MoveType blocked, move_type;
2135 root 1.24
2136 root 1.155 if (exclude && exclude->head_ () != exclude)
2137 root 1.24 {
2138     exclude = exclude->head;
2139     move_type = exclude->move_type;
2140     }
2141     else
2142     {
2143     /* If we don't have anything, presume it can use all movement types. */
2144     move_type = MOVE_ALL;
2145     }
2146    
2147     for (i = 1; i < max; i++)
2148     {
2149     mp = m;
2150     nx = x + freearr_x[i];
2151     ny = y + freearr_y[i];
2152    
2153     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2154 root 1.75
2155 root 1.24 if (mflags & P_OUT_OF_MAP)
2156 root 1.75 max = maxfree[i];
2157 root 1.24 else
2158     {
2159 root 1.82 mapspace &ms = mp->at (nx, ny);
2160    
2161     blocked = ms.move_block;
2162 root 1.24
2163     if ((move_type & blocked) == move_type)
2164 root 1.75 max = maxfree[i];
2165 root 1.24 else if (mflags & P_IS_ALIVE)
2166     {
2167 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2168 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2169 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2170 root 1.75 break;
2171    
2172 root 1.24 if (tmp)
2173 root 1.75 return freedir[i];
2174 root 1.8 }
2175     }
2176 elmex 1.1 }
2177 root 1.75
2178 root 1.24 return 0;
2179 elmex 1.1 }
2180    
2181     /*
2182     * distance(object 1, object 2) will return the square of the
2183     * distance between the two given objects.
2184     */
2185 root 1.24 int
2186     distance (const object *ob1, const object *ob2)
2187     {
2188 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2189 elmex 1.1 }
2190    
2191     /*
2192     * find_dir_2(delta-x,delta-y) will return a direction in which
2193     * an object which has subtracted the x and y coordinates of another
2194     * object, needs to travel toward it.
2195     */
2196 root 1.24 int
2197     find_dir_2 (int x, int y)
2198     {
2199 root 1.75 int q;
2200 elmex 1.1
2201 root 1.24 if (y)
2202     q = x * 100 / y;
2203 elmex 1.1 else if (x)
2204 root 1.24 q = -300 * x;
2205 elmex 1.1 else
2206     return 0;
2207    
2208 root 1.24 if (y > 0)
2209     {
2210     if (q < -242)
2211     return 3;
2212     if (q < -41)
2213     return 2;
2214     if (q < 41)
2215     return 1;
2216     if (q < 242)
2217     return 8;
2218     return 7;
2219     }
2220 elmex 1.1
2221     if (q < -242)
2222 root 1.24 return 7;
2223 elmex 1.1 if (q < -41)
2224 root 1.24 return 6;
2225 elmex 1.1 if (q < 41)
2226 root 1.24 return 5;
2227 elmex 1.1 if (q < 242)
2228 root 1.24 return 4;
2229 elmex 1.1
2230 root 1.24 return 3;
2231 elmex 1.1 }
2232    
2233     /*
2234     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2235     * between two directions (which are expected to be absolute (see absdir())
2236     */
2237 root 1.24 int
2238     dirdiff (int dir1, int dir2)
2239     {
2240 root 1.82 int d;
2241 root 1.24
2242     d = abs (dir1 - dir2);
2243     if (d > 4)
2244 elmex 1.1 d = 8 - d;
2245 root 1.82
2246 elmex 1.1 return d;
2247     }
2248    
2249     /* peterm:
2250     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2251     * Basically, this is a table of directions, and what directions
2252     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2253     * This basically means that if direction is 15, then it could either go
2254     * direction 4, 14, or 16 to get back to where we are.
2255     * Moved from spell_util.c to object.c with the other related direction
2256     * functions.
2257     */
2258 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2259 root 1.24 {0, 0, 0}, /* 0 */
2260     {0, 0, 0}, /* 1 */
2261     {0, 0, 0}, /* 2 */
2262     {0, 0, 0}, /* 3 */
2263     {0, 0, 0}, /* 4 */
2264     {0, 0, 0}, /* 5 */
2265     {0, 0, 0}, /* 6 */
2266     {0, 0, 0}, /* 7 */
2267     {0, 0, 0}, /* 8 */
2268     {8, 1, 2}, /* 9 */
2269     {1, 2, -1}, /* 10 */
2270     {2, 10, 12}, /* 11 */
2271     {2, 3, -1}, /* 12 */
2272     {2, 3, 4}, /* 13 */
2273     {3, 4, -1}, /* 14 */
2274     {4, 14, 16}, /* 15 */
2275     {5, 4, -1}, /* 16 */
2276     {4, 5, 6}, /* 17 */
2277     {6, 5, -1}, /* 18 */
2278     {6, 20, 18}, /* 19 */
2279     {7, 6, -1}, /* 20 */
2280     {6, 7, 8}, /* 21 */
2281     {7, 8, -1}, /* 22 */
2282     {8, 22, 24}, /* 23 */
2283     {8, 1, -1}, /* 24 */
2284     {24, 9, 10}, /* 25 */
2285     {9, 10, -1}, /* 26 */
2286     {10, 11, -1}, /* 27 */
2287     {27, 11, 29}, /* 28 */
2288     {11, 12, -1}, /* 29 */
2289     {12, 13, -1}, /* 30 */
2290     {12, 13, 14}, /* 31 */
2291     {13, 14, -1}, /* 32 */
2292     {14, 15, -1}, /* 33 */
2293     {33, 15, 35}, /* 34 */
2294     {16, 15, -1}, /* 35 */
2295     {17, 16, -1}, /* 36 */
2296     {18, 17, 16}, /* 37 */
2297     {18, 17, -1}, /* 38 */
2298     {18, 19, -1}, /* 39 */
2299     {41, 19, 39}, /* 40 */
2300     {19, 20, -1}, /* 41 */
2301     {20, 21, -1}, /* 42 */
2302     {20, 21, 22}, /* 43 */
2303     {21, 22, -1}, /* 44 */
2304     {23, 22, -1}, /* 45 */
2305     {45, 47, 23}, /* 46 */
2306     {23, 24, -1}, /* 47 */
2307     {24, 9, -1}
2308     }; /* 48 */
2309 elmex 1.1
2310     /* Recursive routine to step back and see if we can
2311     * find a path to that monster that we found. If not,
2312     * we don't bother going toward it. Returns 1 if we
2313     * can see a direct way to get it
2314     * Modified to be map tile aware -.MSW
2315     */
2316 root 1.24 int
2317 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2318 root 1.24 {
2319 root 1.29 sint16 dx, dy;
2320 root 1.75 int mflags;
2321 root 1.24
2322     if (dir < 0)
2323     return 0; /* exit condition: invalid direction */
2324    
2325     dx = x + freearr_x[dir];
2326     dy = y + freearr_y[dir];
2327    
2328     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2329    
2330     /* This functional arguably was incorrect before - it was
2331     * checking for P_WALL - that was basically seeing if
2332     * we could move to the monster - this is being more
2333     * literal on if we can see it. To know if we can actually
2334     * move to the monster, we'd need the monster passed in or
2335     * at least its move type.
2336     */
2337     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2338     return 0;
2339    
2340     /* yes, can see. */
2341     if (dir < 9)
2342     return 1;
2343 root 1.75
2344     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2345     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2346     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2347 root 1.24 }
2348    
2349 elmex 1.1 /*
2350     * can_pick(picker, item): finds out if an object is possible to be
2351     * picked up by the picker. Returnes 1 if it can be
2352     * picked up, otherwise 0.
2353     *
2354     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2355     * core dumps if they do.
2356     *
2357     * Add a check so we can't pick up invisible objects (0.93.8)
2358     */
2359 root 1.24 int
2360     can_pick (const object *who, const object *item)
2361     {
2362     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2363     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2364     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2365 elmex 1.1 }
2366    
2367     /*
2368     * create clone from object to another
2369     */
2370 root 1.24 object *
2371     object_create_clone (object *asrc)
2372     {
2373 root 1.155 object *dst = 0, *tmp, *src, *prev, *item;
2374 elmex 1.1
2375 root 1.24 if (!asrc)
2376 root 1.62 return 0;
2377    
2378 root 1.155 src = asrc->head_ ();
2379 root 1.24
2380 root 1.62 prev = 0;
2381 root 1.155 for (object *part = src; part; part = part->more)
2382 root 1.24 {
2383 root 1.65 tmp = part->clone ();
2384 root 1.24 tmp->x -= src->x;
2385     tmp->y -= src->y;
2386 root 1.62
2387 root 1.24 if (!part->head)
2388     {
2389     dst = tmp;
2390 root 1.62 tmp->head = 0;
2391 root 1.24 }
2392     else
2393 root 1.75 tmp->head = dst;
2394 root 1.62
2395     tmp->more = 0;
2396    
2397 root 1.24 if (prev)
2398     prev->more = tmp;
2399 root 1.62
2400 root 1.24 prev = tmp;
2401 elmex 1.1 }
2402 root 1.24
2403     for (item = src->inv; item; item = item->below)
2404 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2405 elmex 1.1
2406 root 1.24 return dst;
2407 elmex 1.1 }
2408    
2409     /* This returns the first object in who's inventory that
2410     * has the same type and subtype match.
2411     * returns NULL if no match.
2412     */
2413 root 1.24 object *
2414     find_obj_by_type_subtype (const object *who, int type, int subtype)
2415 elmex 1.1 {
2416 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2417 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2418     return tmp;
2419 elmex 1.1
2420 root 1.82 return 0;
2421 elmex 1.1 }
2422    
2423     /* If ob has a field named key, return the link from the list,
2424     * otherwise return NULL.
2425     *
2426     * key must be a passed in shared string - otherwise, this won't
2427     * do the desired thing.
2428     */
2429 root 1.24 key_value *
2430     get_ob_key_link (const object *ob, const char *key)
2431     {
2432 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2433 root 1.48 if (link->key == key)
2434     return link;
2435 root 1.24
2436 root 1.82 return 0;
2437 root 1.24 }
2438 elmex 1.1
2439     /*
2440     * Returns the value of op has an extra_field for key, or NULL.
2441     *
2442     * The argument doesn't need to be a shared string.
2443     *
2444     * The returned string is shared.
2445     */
2446 root 1.24 const char *
2447     get_ob_key_value (const object *op, const char *const key)
2448     {
2449 root 1.35 key_value *link;
2450     shstr_cmp canonical_key (key);
2451 root 1.24
2452 root 1.35 if (!canonical_key)
2453 root 1.24 {
2454     /* 1. There being a field named key on any object
2455     * implies there'd be a shared string to find.
2456     * 2. Since there isn't, no object has this field.
2457     * 3. Therefore, *this* object doesn't have this field.
2458     */
2459 root 1.35 return 0;
2460 elmex 1.1 }
2461    
2462 root 1.24 /* This is copied from get_ob_key_link() above -
2463     * only 4 lines, and saves the function call overhead.
2464     */
2465 root 1.35 for (link = op->key_values; link; link = link->next)
2466     if (link->key == canonical_key)
2467     return link->value;
2468    
2469     return 0;
2470 elmex 1.1 }
2471    
2472     /*
2473     * Updates the canonical_key in op to value.
2474     *
2475     * canonical_key is a shared string (value doesn't have to be).
2476     *
2477     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2478     * keys.
2479     *
2480     * Returns TRUE on success.
2481     */
2482 root 1.24 int
2483     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2484     {
2485 root 1.82 key_value *field = NULL, *last = NULL;
2486 root 1.24
2487     for (field = op->key_values; field != NULL; field = field->next)
2488     {
2489     if (field->key != canonical_key)
2490     {
2491     last = field;
2492     continue;
2493     }
2494    
2495     if (value)
2496     field->value = value;
2497     else
2498     {
2499     /* Basically, if the archetype has this key set,
2500     * we need to store the null value so when we save
2501     * it, we save the empty value so that when we load,
2502     * we get this value back again.
2503     */
2504 root 1.159 if (get_ob_key_link (op->arch, canonical_key))
2505 root 1.24 field->value = 0;
2506     else
2507     {
2508     if (last)
2509     last->next = field->next;
2510     else
2511     op->key_values = field->next;
2512    
2513 root 1.29 delete field;
2514 root 1.24 }
2515     }
2516     return TRUE;
2517     }
2518     /* IF we get here, key doesn't exist */
2519    
2520     /* No field, we'll have to add it. */
2521    
2522     if (!add_key)
2523 root 1.82 return FALSE;
2524    
2525 root 1.24 /* There isn't any good reason to store a null
2526     * value in the key/value list. If the archetype has
2527     * this key, then we should also have it, so shouldn't
2528     * be here. If user wants to store empty strings,
2529     * should pass in ""
2530     */
2531     if (value == NULL)
2532 elmex 1.1 return TRUE;
2533 root 1.24
2534     field = new key_value;
2535    
2536     field->key = canonical_key;
2537     field->value = value;
2538     /* Usual prepend-addition. */
2539     field->next = op->key_values;
2540     op->key_values = field;
2541    
2542     return TRUE;
2543 elmex 1.1 }
2544    
2545     /*
2546     * Updates the key in op to value.
2547     *
2548     * If add_key is FALSE, this will only update existing keys,
2549     * and not add new ones.
2550     * In general, should be little reason FALSE is ever passed in for add_key
2551     *
2552     * Returns TRUE on success.
2553     */
2554 root 1.24 int
2555     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2556 root 1.11 {
2557 root 1.29 shstr key_ (key);
2558 root 1.24
2559 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2560 elmex 1.1 }
2561 root 1.31
2562 root 1.34 object::depth_iterator::depth_iterator (object *container)
2563     : iterator_base (container)
2564     {
2565     while (item->inv)
2566     item = item->inv;
2567     }
2568    
2569 root 1.31 void
2570 root 1.34 object::depth_iterator::next ()
2571 root 1.31 {
2572 root 1.34 if (item->below)
2573     {
2574     item = item->below;
2575    
2576     while (item->inv)
2577     item = item->inv;
2578     }
2579 root 1.31 else
2580 root 1.34 item = item->env;
2581 root 1.31 }
2582 root 1.34
2583 elmex 1.97 const char *
2584     object::flag_desc (char *desc, int len) const
2585     {
2586     char *p = desc;
2587     bool first = true;
2588    
2589 root 1.101 *p = 0;
2590    
2591 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2592     {
2593     if (len <= 10) // magic constant!
2594     {
2595     snprintf (p, len, ",...");
2596     break;
2597     }
2598    
2599 root 1.101 if (flag [i])
2600 elmex 1.97 {
2601     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2602     len -= cnt;
2603     p += cnt;
2604     first = false;
2605     }
2606     }
2607    
2608     return desc;
2609     }
2610    
2611 root 1.101 // return a suitable string describing an object in enough detail to find it
2612 root 1.36 const char *
2613     object::debug_desc (char *info) const
2614     {
2615 elmex 1.97 char flagdesc[512];
2616     char info2[256 * 4];
2617 root 1.36 char *p = info;
2618    
2619 elmex 1.127 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2620 elmex 1.97 count, uuid.seq,
2621 root 1.36 &name,
2622 root 1.117 title ? "\",title:\"" : "",
2623 elmex 1.97 title ? (const char *)title : "",
2624     flag_desc (flagdesc, 512), type);
2625 root 1.36
2626 elmex 1.181 if (!this->flag[FLAG_REMOVED] && env)
2627 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2628    
2629     if (map)
2630 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2631 root 1.36
2632     return info;
2633     }
2634    
2635     const char *
2636     object::debug_desc () const
2637     {
2638 root 1.143 static char info[3][256 * 4];
2639     static int info_idx;
2640 root 1.36
2641 root 1.143 return debug_desc (info [++info_idx % 3]);
2642 root 1.114 }
2643    
2644 root 1.125 struct region *
2645     object::region () const
2646     {
2647     return map ? map->region (x, y)
2648     : region::default_region ();
2649     }
2650    
2651 root 1.129 const materialtype_t *
2652     object::dominant_material () const
2653     {
2654 root 1.165 if (materialtype_t *mt = name_to_material (materialname))
2655     return mt;
2656 root 1.129
2657 root 1.165 return name_to_material (shstr_unknown);
2658 root 1.129 }
2659    
2660 root 1.130 void
2661     object::open_container (object *new_container)
2662     {
2663     if (container == new_container)
2664     return;
2665    
2666     if (object *old_container = container)
2667     {
2668     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2669     return;
2670    
2671     #if 0
2672     // remove the "Close old_container" object.
2673     if (object *closer = old_container->inv)
2674     if (closer->type == CLOSE_CON)
2675     closer->destroy ();
2676     #endif
2677    
2678     old_container->flag [FLAG_APPLIED] = 0;
2679     container = 0;
2680    
2681     esrv_update_item (UPD_FLAGS, this, old_container);
2682     new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2683 root 1.177 play_sound (sound_find ("chest_close"));
2684 root 1.130 }
2685    
2686     if (new_container)
2687     {
2688     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2689     return;
2690    
2691     // TODO: this does not seem to serve any purpose anymore?
2692     #if 0
2693     // insert the "Close Container" object.
2694     if (archetype *closer = new_container->other_arch)
2695     {
2696     object *closer = arch_to_object (new_container->other_arch);
2697     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2698     new_container->insert (closer);
2699     }
2700     #endif
2701    
2702 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2703    
2704 root 1.130 new_container->flag [FLAG_APPLIED] = 1;
2705     container = new_container;
2706    
2707     esrv_update_item (UPD_FLAGS, this, new_container);
2708 root 1.131 esrv_send_inventory (this, new_container);
2709 root 1.177 play_sound (sound_find ("chest_open"));
2710 root 1.130 }
2711     }
2712    
2713 root 1.164 object *
2714     object::force_find (const shstr name)
2715     {
2716     /* cycle through his inventory to look for the MARK we want to
2717     * place
2718     */
2719     for (object *tmp = inv; tmp; tmp = tmp->below)
2720     if (tmp->type == FORCE && tmp->slaying == name)
2721     return splay (tmp);
2722    
2723     return 0;
2724     }
2725    
2726     void
2727     object::force_add (const shstr name, int duration)
2728     {
2729     if (object *force = force_find (name))
2730     force->destroy ();
2731    
2732     object *force = get_archetype (FORCE_NAME);
2733    
2734     force->slaying = name;
2735     force->stats.food = 1;
2736     force->speed_left = -1.f;
2737    
2738     force->set_speed (duration ? 1.f / duration : 0.f);
2739     force->flag [FLAG_IS_USED_UP] = true;
2740     force->flag [FLAG_APPLIED] = true;
2741    
2742     insert (force);
2743     }
2744    
2745 root 1.178 void
2746     object::play_sound (faceidx sound) const
2747     {
2748     if (!sound)
2749     return;
2750    
2751     if (flag [FLAG_REMOVED])
2752     return;
2753    
2754     if (env)
2755     {
2756     if (object *pl = in_player ())
2757     pl->contr->play_sound (sound);
2758     }
2759     else
2760     map->play_sound (sound, x, y);
2761     }
2762