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Revision: 1.202
Committed: Thu Apr 10 15:35:15 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.201: +11 -18 lines
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# 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 root 1.202 UUID UUID::cur;
39     static const uint64 UUID_SKIP = 1<<19;
40 elmex 1.1
41 root 1.108 objectvec objects;
42     activevec actives;
43 elmex 1.1
44 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,
45     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
46     };
47     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,
48     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
49     };
50     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,
51     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
52     };
53     int freedir[SIZEOFFREE] = {
54     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,
55     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
56     };
57 elmex 1.1
58 root 1.39 static void
59     write_uuid (void)
60     {
61     char filename1[MAX_BUF], filename2[MAX_BUF];
62    
63     sprintf (filename1, "%s/uuid", settings.localdir);
64     sprintf (filename2, "%s/uuid~", settings.localdir);
65    
66     FILE *fp;
67    
68     if (!(fp = fopen (filename2, "w")))
69     {
70     LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
71     return;
72     }
73    
74 root 1.202 fprintf (fp, "<1,%llx>\n", (unsigned long long)UUID::cur.seq + UUID_SKIP * 2);
75 root 1.39 fclose (fp);
76     rename (filename2, filename1);
77     }
78    
79     static void
80     read_uuid (void)
81     {
82     char filename[MAX_BUF];
83    
84     sprintf (filename, "%s/uuid", settings.localdir);
85    
86     FILE *fp;
87    
88     if (!(fp = fopen (filename, "r")))
89     {
90     if (errno == ENOENT)
91     {
92     LOG (llevInfo, "RESET uid to 1\n");
93 root 1.202 UUID::cur.seq = 0;
94 root 1.39 write_uuid ();
95     return;
96     }
97    
98     LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99     _exit (1);
100     }
101    
102     int version;
103     unsigned long long uid;
104     if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
105     {
106     LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
107     _exit (1);
108     }
109    
110 root 1.202 UUID::cur.seq = uid;
111 root 1.39 write_uuid ();
112 root 1.61 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
113 root 1.39 fclose (fp);
114     }
115    
116     UUID
117 root 1.202 UUID::gen ()
118 root 1.39 {
119     UUID uid;
120    
121 root 1.202 uid.seq = ++cur.seq;
122 root 1.39
123 root 1.202 if (!(cur.seq & (UUID_SKIP - 1)))
124 root 1.39 write_uuid ();
125    
126     return uid;
127     }
128    
129     void
130 root 1.202 UUID::init ()
131 root 1.39 {
132     read_uuid ();
133     }
134    
135 elmex 1.1 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
136 root 1.24 static int
137     compare_ob_value_lists_one (const object *wants, const object *has)
138     {
139     key_value *wants_field;
140    
141     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
142     * objects with lists are rare, and lists stay short. If not, use a
143     * different structure or at least keep the lists sorted...
144     */
145    
146     /* For each field in wants, */
147 root 1.86 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
148 root 1.24 {
149     key_value *has_field;
150    
151     /* Look for a field in has with the same key. */
152     has_field = get_ob_key_link (has, wants_field->key);
153    
154     if (has_field == NULL)
155     {
156     /* No field with that name. */
157     return FALSE;
158     }
159    
160     /* Found the matching field. */
161     if (has_field->value != wants_field->value)
162     {
163     /* Values don't match, so this half of the comparison is false. */
164     return FALSE;
165     }
166    
167     /* If we get here, we found a match. Now for the next field in wants. */
168 elmex 1.1 }
169 root 1.24
170     /* If we get here, every field in wants has a matching field in has. */
171     return TRUE;
172 elmex 1.1 }
173    
174     /* Returns TRUE if ob1 has the same key_values as ob2. */
175 root 1.24 static int
176     compare_ob_value_lists (const object *ob1, const object *ob2)
177     {
178     /* However, there may be fields in has which aren't partnered in wants,
179     * so we need to run the comparison *twice*. :(
180     */
181     return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
182 elmex 1.1 }
183    
184     /* Function examines the 2 objects given to it, and returns true if
185     * they can be merged together.
186     *
187     * Note that this function appears a lot longer than the macro it
188     * replaces - this is mostly for clarity - a decent compiler should hopefully
189     * reduce this to the same efficiency.
190     *
191 root 1.66 * Check nrof variable *before* calling can_merge()
192 elmex 1.1 *
193     * Improvements made with merge: Better checking on potion, and also
194     * check weight
195     */
196 root 1.66 bool object::can_merge_slow (object *ob1, object *ob2)
197 root 1.16 {
198     /* A couple quicksanity checks */
199 root 1.66 if (ob1 == ob2
200     || ob1->type != ob2->type
201     || ob1->speed != ob2->speed
202     || ob1->value != ob2->value
203     || ob1->name != ob2->name)
204 root 1.16 return 0;
205    
206 root 1.66 //TODO: this ain't working well, use nicer and correct overflow check
207 root 1.16 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
208     * value could not be stored in a sint32 (which unfortunately sometimes is
209     * used to store nrof).
210     */
211     if (ob1->nrof + ob2->nrof >= 1UL << 31)
212     return 0;
213    
214     /* If the objects have been identified, set the BEEN_APPLIED flag.
215     * This is to the comparison of the flags below will be OK. We
216     * just can't ignore the been applied or identified flags, as they
217     * are not equal - just if it has been identified, the been_applied
218     * flags lose any meaning.
219     */
220     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222    
223     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 elmex 1.1
226 root 1.80 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 root 1.68 || ob1->arch != ob2->arch
228     || ob1->name != ob2->name
229     || ob1->title != ob2->title
230     || ob1->msg != ob2->msg
231     || ob1->weight != ob2->weight
232     || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233     || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234     || ob1->attacktype != ob2->attacktype
235     || ob1->magic != ob2->magic
236     || ob1->slaying != ob2->slaying
237     || ob1->skill != ob2->skill
238     || ob1->value != ob2->value
239     || ob1->animation_id != ob2->animation_id
240     || ob1->client_type != ob2->client_type
241     || ob1->materialname != ob2->materialname
242     || ob1->lore != ob2->lore
243     || ob1->subtype != ob2->subtype
244     || ob1->move_type != ob2->move_type
245     || ob1->move_block != ob2->move_block
246     || ob1->move_allow != ob2->move_allow
247     || ob1->move_on != ob2->move_on
248     || ob1->move_off != ob2->move_off
249     || ob1->move_slow != ob2->move_slow
250     || ob1->move_slow_penalty != ob2->move_slow_penalty)
251 root 1.16 return 0;
252    
253     /* This is really a spellbook check - really, we should
254     * check all objects in the inventory.
255     */
256     if (ob1->inv || ob2->inv)
257     {
258 root 1.193 if (!(ob1->inv && ob2->inv))
259     return 0; /* inventories differ in length */
260    
261     if (ob1->inv->below || ob2->inv->below)
262     return 0; /* more than one object in inv */
263 root 1.16
264 root 1.66 if (!object::can_merge (ob1->inv, ob2->inv))
265 root 1.193 return 0; /* inventory objexts differ */
266 root 1.16
267     /* inventory ok - still need to check rest of this object to see
268     * if it is valid.
269     */
270     }
271 elmex 1.1
272 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
273     * it is possible for most any character to have more than one of
274     * some items equipped, and we don't want those to merge.
275     */
276     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
277     return 0;
278 elmex 1.1
279 root 1.16 /* Note sure why the following is the case - either the object has to
280     * be animated or have a very low speed. Is this an attempted monster
281     * check?
282     */
283 elmex 1.97 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
284 root 1.16 return 0;
285 elmex 1.1
286 root 1.16 switch (ob1->type)
287     {
288 root 1.29 case SCROLL:
289     if (ob1->level != ob2->level)
290     return 0;
291     break;
292 root 1.16 }
293 elmex 1.1
294 root 1.16 if (ob1->key_values != NULL || ob2->key_values != NULL)
295     {
296     /* At least one of these has key_values. */
297     if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
298 root 1.24 /* One has fields, but the other one doesn't. */
299     return 0;
300 root 1.16 else if (!compare_ob_value_lists (ob1, ob2))
301 root 1.24 return 0;
302 elmex 1.1 }
303 root 1.16
304     if (ob1->self || ob2->self)
305     {
306     ob1->optimise ();
307     ob2->optimise ();
308    
309     if (ob1->self || ob2->self)
310 root 1.192 {
311 root 1.195 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
312     int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
313 root 1.192
314     if (k1 != k2)
315     return 0;
316     else if (k1 == 0)
317     return 1;
318     else if (!cfperl_can_merge (ob1, ob2))
319     return 0;
320     }
321 elmex 1.1 }
322    
323 root 1.16 /* Everything passes, must be OK. */
324     return 1;
325 elmex 1.1 }
326 root 1.24
327 elmex 1.1 /*
328     * sum_weight() is a recursive function which calculates the weight
329     * an object is carrying. It goes through in figures out how much
330     * containers are carrying, and sums it up.
331     */
332 root 1.28 long
333 root 1.24 sum_weight (object *op)
334     {
335 root 1.28 long sum;
336 elmex 1.1 object *inv;
337 root 1.24
338 root 1.142 for (sum = 0, inv = op->inv; inv; inv = inv->below)
339 root 1.24 {
340     if (inv->inv)
341     sum_weight (inv);
342 root 1.142
343 root 1.24 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
344     }
345 root 1.37
346 elmex 1.1 if (op->type == CONTAINER && op->stats.Str)
347 root 1.24 sum = (sum * (100 - op->stats.Str)) / 100;
348 root 1.37
349 root 1.24 if (op->carrying != sum)
350 elmex 1.1 op->carrying = sum;
351 root 1.37
352 elmex 1.1 return sum;
353     }
354    
355     /**
356     * Return the outermost environment object for a given object.
357     */
358    
359 root 1.24 object *
360     object_get_env_recursive (object *op)
361     {
362     while (op->env != NULL)
363     op = op->env;
364     return op;
365 elmex 1.1 }
366    
367     /*
368     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
369 root 1.11 * Some error messages.
370 elmex 1.1 * The result of the dump is stored in the static global errmsg array.
371     */
372 root 1.53 char *
373 root 1.24 dump_object (object *op)
374     {
375 root 1.53 if (!op)
376     return strdup ("[NULLOBJ]");
377 elmex 1.1
378 root 1.53 object_freezer freezer;
379 root 1.133 op->write (freezer);
380 root 1.53 return freezer.as_string ();
381 elmex 1.1 }
382    
383     /*
384     * get_nearest_part(multi-object, object 2) returns the part of the
385     * multi-object 1 which is closest to the second object.
386     * If it's not a multi-object, it is returned.
387     */
388 root 1.24 object *
389     get_nearest_part (object *op, const object *pl)
390     {
391     object *tmp, *closest;
392     int last_dist, i;
393    
394     if (op->more == NULL)
395 elmex 1.1 return op;
396 root 1.24 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
397     if ((i = distance (tmp, pl)) < last_dist)
398     closest = tmp, last_dist = i;
399 elmex 1.1 return closest;
400     }
401    
402     /*
403     * Returns the object which has the count-variable equal to the argument.
404     */
405 root 1.24 object *
406     find_object (tag_t i)
407     {
408 root 1.112 for_all_objects (op)
409     if (op->count == i)
410     return op;
411    
412     return 0;
413 elmex 1.1 }
414    
415     /*
416     * Returns the first object which has a name equal to the argument.
417     * Used only by the patch command, but not all that useful.
418     * Enables features like "patch <name-of-other-player> food 999"
419     */
420 root 1.24 object *
421     find_object_name (const char *str)
422     {
423 root 1.35 shstr_cmp str_ (str);
424 elmex 1.1 object *op;
425 root 1.24
426 root 1.108 for_all_objects (op)
427 root 1.35 if (op->name == str_)
428 elmex 1.1 break;
429 root 1.11
430 elmex 1.1 return op;
431     }
432    
433     /*
434     * Sets the owner and sets the skill and exp pointers to owner's current
435     * skill and experience objects.
436 root 1.183 * ACTUALLY NO! investigate! TODO
437 elmex 1.1 */
438 root 1.24 void
439 root 1.30 object::set_owner (object *owner)
440 elmex 1.1 {
441 root 1.183 // allow objects which own objects
442     if (owner)
443     while (owner->owner)
444     owner = owner->owner;
445 elmex 1.1
446 root 1.198 if (flag [FLAG_FREED])
447     {
448     LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
449     return;
450     }
451    
452 root 1.30 this->owner = owner;
453 elmex 1.1 }
454    
455 root 1.148 int
456     object::slottype () const
457     {
458     if (type == SKILL)
459     {
460     if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461     if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462     }
463     else
464     {
465     if (slot [body_combat].info) return slot_combat;
466     if (slot [body_range ].info) return slot_ranged;
467     }
468    
469     return slot_none;
470     }
471    
472 root 1.147 bool
473     object::change_weapon (object *ob)
474 root 1.144 {
475     if (current_weapon == ob)
476 root 1.147 return true;
477 root 1.146
478 root 1.150 if (chosen_skill)
479     chosen_skill->flag [FLAG_APPLIED] = false;
480    
481 root 1.144 current_weapon = ob;
482 root 1.147 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483 root 1.146
484 root 1.150 if (chosen_skill)
485     chosen_skill->flag [FLAG_APPLIED] = true;
486    
487 root 1.144 update_stats ();
488 root 1.147
489     if (ob)
490     {
491     // now check wether any body locations became invalid, in which case
492     // we cannot apply the weapon at the moment.
493     for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494     if (slot[i].used < 0)
495     {
496     current_weapon = chosen_skill = 0;
497     update_stats ();
498    
499     new_draw_info_format (NDI_UNIQUE, 0, this,
500 root 1.156 "You try to balance all your items at once, "
501     "but the %s is just too much for your body. "
502     "[You need to unapply some items first.]", &ob->name);
503 root 1.147 return false;
504     }
505    
506 root 1.148 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
507 root 1.147 }
508     else
509 root 1.148 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
510 root 1.147
511 root 1.151 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
512     {
513     LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
514     &name, ob->debug_desc ());
515     return false;
516     }
517    
518 root 1.147 return true;
519 root 1.144 }
520    
521 elmex 1.1 /* Zero the key_values on op, decrementing the shared-string
522     * refcounts and freeing the links.
523     */
524 root 1.24 static void
525     free_key_values (object *op)
526 root 1.11 {
527 root 1.137 for (key_value *i = op->key_values; i; )
528 root 1.11 {
529     key_value *next = i->next;
530     delete i;
531 root 1.24
532 root 1.11 i = next;
533 elmex 1.1 }
534 root 1.24
535 root 1.11 op->key_values = 0;
536 elmex 1.1 }
537    
538 root 1.137 object &
539     object::operator =(const object &src)
540 root 1.11 {
541 root 1.137 bool is_freed = flag [FLAG_FREED];
542     bool is_removed = flag [FLAG_REMOVED];
543 root 1.59
544 root 1.137 *(object_copy *)this = src;
545 elmex 1.1
546 root 1.137 flag [FLAG_FREED] = is_freed;
547     flag [FLAG_REMOVED] = is_removed;
548 elmex 1.1
549 root 1.11 /* Copy over key_values, if any. */
550 root 1.137 if (src.key_values)
551 root 1.14 {
552 root 1.23 key_value *tail = 0;
553 root 1.137 key_values = 0;
554 elmex 1.1
555 root 1.137 for (key_value *i = src.key_values; i; i = i->next)
556 root 1.11 {
557     key_value *new_link = new key_value;
558 root 1.8
559 root 1.24 new_link->next = 0;
560     new_link->key = i->key;
561 root 1.11 new_link->value = i->value;
562    
563     /* Try and be clever here, too. */
564 root 1.137 if (!key_values)
565 root 1.11 {
566 root 1.137 key_values = new_link;
567 root 1.11 tail = new_link;
568 root 1.8 }
569 root 1.11 else
570     {
571     tail->next = new_link;
572     tail = new_link;
573     }
574 root 1.14 }
575     }
576 root 1.137 }
577    
578     /*
579     * copy_to first frees everything allocated by the dst object,
580     * and then copies the contents of itself into the second
581     * object, allocating what needs to be allocated. Basically, any
582     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
583     * if the first object is freed, the pointers in the new object
584     * will point at garbage.
585     */
586     void
587     object::copy_to (object *dst)
588     {
589     *dst = *this;
590    
591     if (speed < 0)
592 root 1.185 dst->speed_left -= rndm ();
593 root 1.2
594 root 1.87 dst->set_speed (dst->speed);
595 elmex 1.1 }
596    
597 root 1.133 void
598     object::instantiate ()
599     {
600     if (!uuid.seq) // HACK
601 root 1.202 uuid = UUID::gen ();
602 root 1.133
603     speed_left = -0.1f;
604     /* copy the body_info to the body_used - this is only really
605     * need for monsters, but doesn't hurt to do it for everything.
606     * by doing so, when a monster is created, it has good starting
607     * values for the body_used info, so when items are created
608     * for it, they can be properly equipped.
609     */
610 root 1.145 for (int i = NUM_BODY_LOCATIONS; i--; )
611     slot[i].used = slot[i].info;
612 root 1.133
613     attachable::instantiate ();
614     }
615    
616 root 1.65 object *
617     object::clone ()
618     {
619     object *neu = create ();
620     copy_to (neu);
621     return neu;
622     }
623    
624 elmex 1.1 /*
625     * If an object with the IS_TURNABLE() flag needs to be turned due
626     * to the closest player being on the other side, this function can
627     * be called to update the face variable, _and_ how it looks on the map.
628     */
629 root 1.24 void
630     update_turn_face (object *op)
631     {
632 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
633 root 1.24 return;
634 root 1.96
635 root 1.24 SET_ANIMATION (op, op->direction);
636     update_object (op, UP_OBJ_FACE);
637 elmex 1.1 }
638    
639     /*
640     * Updates the speed of an object. If the speed changes from 0 to another
641     * value, or vice versa, then add/remove the object from the active list.
642     * This function needs to be called whenever the speed of an object changes.
643     */
644 root 1.24 void
645 root 1.87 object::set_speed (float speed)
646 root 1.24 {
647 root 1.87 if (flag [FLAG_FREED] && speed)
648 root 1.24 {
649 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
650     speed = 0;
651 elmex 1.1 }
652 root 1.31
653 root 1.87 this->speed = speed;
654    
655 elmex 1.97 if (has_active_speed ())
656 root 1.98 activate ();
657 root 1.24 else
658 root 1.98 deactivate ();
659 elmex 1.1 }
660    
661     /*
662 root 1.75 * update_object() updates the the map.
663 elmex 1.1 * It takes into account invisible objects (and represent squares covered
664     * by invisible objects by whatever is below them (unless it's another
665     * invisible object, etc...)
666     * If the object being updated is beneath a player, the look-window
667     * of that player is updated (this might be a suboptimal way of
668     * updating that window, though, since update_object() is called _often_)
669     *
670     * action is a hint of what the caller believes need to be done.
671     * current action are:
672     * UP_OBJ_INSERT: op was inserted
673     * UP_OBJ_REMOVE: op was removed
674     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
675     * as that is easier than trying to look at what may have changed.
676     * UP_OBJ_FACE: only the objects face has changed.
677     */
678 root 1.24 void
679     update_object (object *op, int action)
680     {
681     if (op == NULL)
682     {
683     /* this should never happen */
684     LOG (llevDebug, "update_object() called for NULL object.\n");
685     return;
686 elmex 1.1 }
687 root 1.24
688 root 1.75 if (op->env)
689 root 1.24 {
690     /* Animation is currently handled by client, so nothing
691     * to do in this case.
692     */
693     return;
694 elmex 1.1 }
695    
696 root 1.24 /* If the map is saving, don't do anything as everything is
697     * going to get freed anyways.
698     */
699     if (!op->map || op->map->in_memory == MAP_SAVING)
700     return;
701    
702     /* make sure the object is within map boundaries */
703 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
704 root 1.24 {
705     LOG (llevError, "update_object() called for object out of map!\n");
706 elmex 1.1 #ifdef MANY_CORES
707 root 1.24 abort ();
708 elmex 1.1 #endif
709 root 1.24 return;
710 elmex 1.1 }
711    
712 root 1.76 mapspace &m = op->ms ();
713 elmex 1.1
714 root 1.99 if (!(m.flags_ & P_UPTODATE))
715 root 1.75 /* nop */;
716     else if (action == UP_OBJ_INSERT)
717     {
718     // this is likely overkill, TODO: revisit (schmorp)
719     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
720     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
721     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
722     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
723     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
724     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
725     || (m.move_on | op->move_on ) != m.move_on
726     || (m.move_off | op->move_off ) != m.move_off
727     || (m.move_slow | op->move_slow) != m.move_slow
728     /* This isn't perfect, but I don't expect a lot of objects to
729     * to have move_allow right now.
730     */
731     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
732     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
733 root 1.99 m.flags_ = 0;
734 root 1.75 }
735     /* if the object is being removed, we can't make intelligent
736     * decisions, because remove_ob can't really pass the object
737     * that is being removed.
738     */
739 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
740 root 1.99 m.flags_ = 0;
741 root 1.24 else if (action == UP_OBJ_FACE)
742 root 1.29 /* Nothing to do for that case */ ;
743 root 1.24 else
744 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
745 elmex 1.1
746 root 1.75 if (op->more)
747 root 1.24 update_object (op->more, action);
748 elmex 1.1 }
749    
750 root 1.21 object::object ()
751     {
752 root 1.22 SET_FLAG (this, FLAG_REMOVED);
753    
754     expmul = 1.0;
755     face = blank_face;
756     }
757    
758     object::~object ()
759     {
760 root 1.121 unlink ();
761 root 1.119
762 root 1.22 free_key_values (this);
763     }
764    
765 root 1.112 static int object_count;
766    
767 root 1.24 void object::link ()
768 root 1.22 {
769 root 1.112 assert (!index);//D
770 root 1.202 uuid = UUID::gen ();
771 root 1.112 count = ++object_count;
772 root 1.21
773 root 1.109 refcnt_inc ();
774 root 1.108 objects.insert (this);
775 root 1.21 }
776    
777 root 1.24 void object::unlink ()
778 root 1.21 {
779 root 1.121 if (!index)
780     return;
781    
782 root 1.108 objects.erase (this);
783 root 1.109 refcnt_dec ();
784 root 1.98 }
785    
786 root 1.96 void
787 root 1.98 object::activate ()
788 root 1.96 {
789 root 1.98 /* If already on active list, don't do anything */
790 root 1.108 if (active)
791 root 1.98 return;
792    
793 elmex 1.97 if (has_active_speed ())
794 root 1.108 actives.insert (this);
795 root 1.98 }
796 root 1.96
797 root 1.98 void
798     object::activate_recursive ()
799     {
800     activate ();
801    
802 root 1.104 for (object *op = inv; op; op = op->below)
803 root 1.98 op->activate_recursive ();
804 root 1.96 }
805    
806     /* This function removes object 'op' from the list of active
807     * objects.
808     * This should only be used for style maps or other such
809     * reference maps where you don't want an object that isn't
810     * in play chewing up cpu time getting processed.
811     * The reverse of this is to call update_ob_speed, which
812     * will do the right thing based on the speed of the object.
813     */
814     void
815 root 1.98 object::deactivate ()
816 root 1.96 {
817     /* If not on the active list, nothing needs to be done */
818 root 1.108 if (!active)
819 root 1.96 return;
820    
821 root 1.108 actives.erase (this);
822 root 1.98 }
823 root 1.96
824 root 1.98 void
825     object::deactivate_recursive ()
826     {
827 root 1.104 for (object *op = inv; op; op = op->below)
828 root 1.98 op->deactivate_recursive ();
829    
830     deactivate ();
831 root 1.96 }
832    
833 root 1.106 void
834     object::set_flag_inv (int flag, int value)
835     {
836     for (object *op = inv; op; op = op->below)
837     {
838     op->flag [flag] = value;
839     op->set_flag_inv (flag, value);
840     }
841     }
842    
843 root 1.89 /*
844     * Remove and free all objects in the inventory of the given object.
845     * object.c ?
846     */
847     void
848     object::destroy_inv (bool drop_to_ground)
849     {
850 root 1.94 // need to check first, because the checks below might segfault
851     // as we might be on an invalid mapspace and crossfire code
852     // is too buggy to ensure that the inventory is empty.
853     // corollary: if you create arrows etc. with stuff in tis inventory,
854     // cf will crash below with off-map x and y
855     if (!inv)
856     return;
857    
858 root 1.89 /* Only if the space blocks everything do we not process -
859     * if some form of movement is allowed, let objects
860     * drop on that space.
861     */
862 root 1.92 if (!drop_to_ground
863     || !map
864     || map->in_memory != MAP_IN_MEMORY
865 root 1.122 || map->nodrop
866 root 1.95 || ms ().move_block == MOVE_ALL)
867 root 1.89 {
868     while (inv)
869 root 1.92 {
870     inv->destroy_inv (drop_to_ground);
871     inv->destroy ();
872     }
873 root 1.89 }
874     else
875     { /* Put objects in inventory onto this space */
876     while (inv)
877     {
878     object *op = inv;
879    
880     if (op->flag [FLAG_STARTEQUIP]
881     || op->flag [FLAG_NO_DROP]
882     || op->type == RUNE
883     || op->type == TRAP
884 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
885     || op->flag [FLAG_DESTROY_ON_DEATH])
886 root 1.89 op->destroy ();
887     else
888 root 1.93 map->insert (op, x, y);
889 root 1.89 }
890     }
891     }
892    
893 root 1.21 object *object::create ()
894     {
895 root 1.42 object *op = new object;
896 root 1.22 op->link ();
897     return op;
898 root 1.21 }
899 elmex 1.1
900 root 1.82 void
901     object::do_destroy ()
902 root 1.14 {
903 root 1.112 attachable::do_destroy ();
904    
905 root 1.82 if (flag [FLAG_IS_LINKED])
906     remove_button_link (this);
907 root 1.29
908 root 1.82 if (flag [FLAG_FRIENDLY])
909 root 1.140 remove_friendly_object (this);
910 root 1.32
911 root 1.82 if (!flag [FLAG_REMOVED])
912 root 1.63 remove ();
913 root 1.14
914 root 1.112 destroy_inv (true);
915 root 1.14
916 root 1.112 deactivate ();
917     unlink ();
918 root 1.92
919 root 1.82 flag [FLAG_FREED] = 1;
920 root 1.14
921 root 1.57 // hack to ensure that freed objects still have a valid map
922     {
923     static maptile *freed_map; // freed objects are moved here to avoid crashes
924    
925     if (!freed_map)
926     {
927     freed_map = new maptile;
928    
929 root 1.186 freed_map->path = "<freed objects map>";
930 root 1.57 freed_map->name = "/internal/freed_objects_map";
931     freed_map->width = 3;
932     freed_map->height = 3;
933 root 1.201 freed_map->nodrop = 1;
934 root 1.57
935 root 1.96 freed_map->alloc ();
936 root 1.103 freed_map->in_memory = MAP_IN_MEMORY;
937 root 1.57 }
938    
939     map = freed_map;
940     x = 1;
941     y = 1;
942     }
943    
944 root 1.88 if (more)
945     {
946     more->destroy ();
947     more = 0;
948     }
949 root 1.82
950 root 1.162 head = 0;
951    
952     // clear those pointers that likely might cause circular references
953     owner = 0;
954     enemy = 0;
955     attacked_by = 0;
956     current_weapon = 0;
957 root 1.82 }
958    
959     void
960     object::destroy (bool destroy_inventory)
961     {
962     if (destroyed ())
963     return;
964    
965     if (destroy_inventory)
966 root 1.89 destroy_inv (false);
967 root 1.22
968 root 1.173 if (is_head ())
969     if (sound_destroy)
970     play_sound (sound_destroy);
971     else if (flag [FLAG_MONSTER])
972     play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
973 root 1.169
974 root 1.82 attachable::destroy ();
975 elmex 1.1 }
976    
977     /*
978     * sub_weight() recursively (outwards) subtracts a number from the
979     * weight of an object (and what is carried by it's environment(s)).
980     */
981 root 1.24 void
982     sub_weight (object *op, signed long weight)
983     {
984     while (op != NULL)
985     {
986     if (op->type == CONTAINER)
987 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
988    
989 root 1.24 op->carrying -= weight;
990     op = op->env;
991 elmex 1.1 }
992     }
993    
994 root 1.63 /* op->remove ():
995 elmex 1.1 * This function removes the object op from the linked list of objects
996     * which it is currently tied to. When this function is done, the
997     * object will have no environment. If the object previously had an
998     * environment, the x and y coordinates will be updated to
999     * the previous environment.
1000     */
1001 root 1.24 void
1002 root 1.128 object::do_remove ()
1003 root 1.24 {
1004 root 1.45 object *tmp, *last = 0;
1005     object *otmp;
1006 root 1.26
1007 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
1008 root 1.29 return;
1009 root 1.24
1010 root 1.59 SET_FLAG (this, FLAG_REMOVED);
1011 root 1.82 INVOKE_OBJECT (REMOVE, this);
1012 root 1.26
1013 root 1.59 if (more)
1014     more->remove ();
1015 root 1.24
1016     /*
1017     * In this case, the object to be removed is in someones
1018     * inventory.
1019     */
1020 root 1.59 if (env)
1021 root 1.24 {
1022 root 1.59 if (nrof)
1023     sub_weight (env, weight * nrof);
1024 root 1.24 else
1025 root 1.59 sub_weight (env, weight + carrying);
1026 root 1.24
1027     /* NO_FIX_PLAYER is set when a great many changes are being
1028     * made to players inventory. If set, avoiding the call
1029     * to save cpu time.
1030     */
1031 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1032 root 1.78 otmp->update_stats ();
1033 root 1.24
1034 root 1.96 if (above)
1035 root 1.59 above->below = below;
1036 root 1.24 else
1037 root 1.59 env->inv = below;
1038 root 1.24
1039 root 1.96 if (below)
1040 root 1.59 below->above = above;
1041 root 1.24
1042     /* we set up values so that it could be inserted into
1043     * the map, but we don't actually do that - it is up
1044     * to the caller to decide what we want to do.
1045     */
1046 root 1.59 x = env->x, y = env->y;
1047     map = env->map;
1048     above = 0, below = 0;
1049     env = 0;
1050     }
1051     else if (map)
1052     {
1053 root 1.96 if (type == PLAYER)
1054     {
1055 root 1.130 // leaving a spot always closes any open container on the ground
1056     if (container && !container->env)
1057     // this causes spurious floorbox updates, but it ensures
1058     // that the CLOSE event is being sent.
1059     close_container ();
1060    
1061 root 1.96 --map->players;
1062 root 1.100 map->touch ();
1063 root 1.96 }
1064    
1065 root 1.98 map->dirty = true;
1066 root 1.117 mapspace &ms = this->ms ();
1067 elmex 1.1
1068 root 1.29 /* link the object above us */
1069 root 1.59 if (above)
1070     above->below = below;
1071 root 1.29 else
1072 root 1.117 ms.top = below; /* we were top, set new top */
1073 root 1.24
1074 root 1.29 /* Relink the object below us, if there is one */
1075 root 1.59 if (below)
1076     below->above = above;
1077 root 1.29 else
1078     {
1079     /* Nothing below, which means we need to relink map object for this space
1080     * use translated coordinates in case some oddness with map tiling is
1081     * evident
1082     */
1083 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1084 root 1.117 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1085 elmex 1.1
1086 root 1.117 ms.bot = above; /* goes on above it. */
1087 root 1.8 }
1088 root 1.26
1089 root 1.59 above = 0;
1090     below = 0;
1091 root 1.26
1092 root 1.59 if (map->in_memory == MAP_SAVING)
1093 root 1.29 return;
1094 elmex 1.1
1095 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1096 elmex 1.1
1097 root 1.175 if (object *pl = ms.player ())
1098     {
1099     if (pl->container == this)
1100     /* If a container that the player is currently using somehow gets
1101     * removed (most likely destroyed), update the player view
1102     * appropriately.
1103     */
1104     pl->close_container ();
1105    
1106     pl->contr->ns->floorbox_update ();
1107     }
1108    
1109 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1110 root 1.24 {
1111 root 1.29 /* No point updating the players look faces if he is the object
1112     * being removed.
1113 root 1.24 */
1114 root 1.29
1115 root 1.96 /* See if object moving off should effect something */
1116 root 1.50 if (check_walk_off
1117 root 1.59 && ((move_type & tmp->move_off)
1118     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1119 root 1.29 {
1120 elmex 1.72 move_apply (tmp, this, 0);
1121 root 1.24
1122 root 1.59 if (destroyed ())
1123 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1124 root 1.8 }
1125    
1126 root 1.29 last = tmp;
1127     }
1128 root 1.26
1129 root 1.96 /* last == NULL if there are no objects on this space */
1130     //TODO: this makes little sense, why only update the topmost object?
1131 root 1.59 if (!last)
1132 root 1.99 map->at (x, y).flags_ = 0;
1133 root 1.29 else
1134     update_object (last, UP_OBJ_REMOVE);
1135 root 1.26
1136 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1137 root 1.59 update_all_los (map, x, y);
1138 elmex 1.1 }
1139     }
1140    
1141     /*
1142     * merge_ob(op,top):
1143     *
1144     * This function goes through all objects below and including top, and
1145     * merges op to the first matching object.
1146     * If top is NULL, it is calculated.
1147     * Returns pointer to object if it succeded in the merge, otherwise NULL
1148     */
1149 root 1.24 object *
1150     merge_ob (object *op, object *top)
1151     {
1152     if (!op->nrof)
1153 elmex 1.1 return 0;
1154 root 1.29
1155 root 1.194 if (!top)
1156 root 1.82 for (top = op; top && top->above; top = top->above)
1157     ;
1158 root 1.29
1159 root 1.82 for (; top; top = top->below)
1160 elmex 1.1 {
1161 root 1.24 if (top == op)
1162     continue;
1163 root 1.66
1164     if (object::can_merge (op, top))
1165 root 1.24 {
1166     top->nrof += op->nrof;
1167    
1168 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1169 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1170 root 1.64 op->destroy ();
1171 root 1.24 return top;
1172     }
1173 elmex 1.1 }
1174 root 1.29
1175 root 1.45 return 0;
1176 elmex 1.1 }
1177    
1178 root 1.138 void
1179     object::expand_tail ()
1180     {
1181     if (more)
1182     return;
1183    
1184     object *prev = this;
1185    
1186 root 1.160 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1187 root 1.138 {
1188     object *op = arch_to_object (at);
1189    
1190     op->name = name;
1191     op->name_pl = name_pl;
1192     op->title = title;
1193    
1194     op->head = this;
1195     prev->more = op;
1196    
1197     prev = op;
1198     }
1199     }
1200    
1201 elmex 1.1 /*
1202 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1203     * job preparing multi-part monsters.
1204 elmex 1.1 */
1205 root 1.24 object *
1206 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1207 root 1.24 {
1208 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1209 root 1.24 {
1210 root 1.159 tmp->x = x + tmp->arch->x;
1211     tmp->y = y + tmp->arch->y;
1212 elmex 1.1 }
1213 root 1.29
1214 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1215 elmex 1.1 }
1216    
1217     /*
1218     * insert_ob_in_map (op, map, originator, flag):
1219     * This function inserts the object in the two-way linked list
1220     * which represents what is on a map.
1221     * The second argument specifies the map, and the x and y variables
1222     * in the object about to be inserted specifies the position.
1223     *
1224     * originator: Player, monster or other object that caused 'op' to be inserted
1225     * into 'map'. May be NULL.
1226     *
1227     * flag is a bitmask about special things to do (or not do) when this
1228     * function is called. see the object.h file for the INS_ values.
1229     * Passing 0 for flag gives proper default values, so flag really only needs
1230     * to be set if special handling is needed.
1231     *
1232     * Return value:
1233     * new object if 'op' was merged with other object
1234     * NULL if 'op' was destroyed
1235     * just 'op' otherwise
1236     */
1237 root 1.24 object *
1238 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1239 elmex 1.1 {
1240 root 1.138 assert (!op->flag [FLAG_FREED]);
1241    
1242 root 1.155 object *top, *floor = NULL;
1243 elmex 1.1
1244 root 1.117 op->remove ();
1245    
1246 root 1.187 /* Ideally, the caller figures this out. However, it complicates a lot
1247     * of areas of callers (eg, anything that uses find_free_spot would now
1248     * need extra work
1249     */
1250     if (!xy_normalise (m, op->x, op->y))
1251 root 1.24 {
1252 root 1.187 op->destroy ();
1253     return 0;
1254 elmex 1.1 }
1255 root 1.25
1256 root 1.117 if (object *more = op->more)
1257 root 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1258     return 0;
1259 root 1.25
1260 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1261 root 1.8
1262 root 1.117 op->map = m;
1263     mapspace &ms = op->ms ();
1264 root 1.24
1265     /* this has to be done after we translate the coordinates.
1266     */
1267     if (op->nrof && !(flag & INS_NO_MERGE))
1268 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1269 root 1.66 if (object::can_merge (op, tmp))
1270 root 1.25 {
1271     op->nrof += tmp->nrof;
1272 root 1.64 tmp->destroy ();
1273 root 1.25 }
1274 root 1.24
1275     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1276     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1277 root 1.25
1278 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1279     CLEAR_FLAG (op, FLAG_NO_STEAL);
1280    
1281     if (flag & INS_BELOW_ORIGINATOR)
1282     {
1283     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1284     {
1285     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1286     abort ();
1287     }
1288 root 1.25
1289 root 1.24 op->above = originator;
1290     op->below = originator->below;
1291 root 1.25
1292 root 1.24 if (op->below)
1293     op->below->above = op;
1294     else
1295 root 1.117 ms.bot = op;
1296 root 1.25
1297 root 1.24 /* since *below* originator, no need to update top */
1298     originator->below = op;
1299 elmex 1.1 }
1300 root 1.24 else
1301     {
1302 root 1.117 top = ms.bot;
1303    
1304 root 1.24 /* If there are other objects, then */
1305 root 1.191 if (top)
1306 root 1.24 {
1307 root 1.96 object *last = 0;
1308 root 1.24
1309     /*
1310     * If there are multiple objects on this space, we do some trickier handling.
1311     * We've already dealt with merging if appropriate.
1312     * Generally, we want to put the new object on top. But if
1313     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1314     * floor, we want to insert above that and no further.
1315     * Also, if there are spell objects on this space, we stop processing
1316     * once we get to them. This reduces the need to traverse over all of
1317     * them when adding another one - this saves quite a bit of cpu time
1318     * when lots of spells are cast in one area. Currently, it is presumed
1319     * that flying non pickable objects are spell objects.
1320     */
1321 root 1.117 for (top = ms.bot; top; top = top->above)
1322 root 1.24 {
1323     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1324     floor = top;
1325 root 1.26
1326 root 1.24 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1327     {
1328     /* We insert above top, so we want this object below this */
1329     top = top->below;
1330     break;
1331     }
1332 root 1.26
1333 root 1.24 last = top;
1334     }
1335 root 1.26
1336 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1337     top = last;
1338 root 1.8
1339 root 1.24 /* We let update_position deal with figuring out what the space
1340     * looks like instead of lots of conditions here.
1341     * makes things faster, and effectively the same result.
1342     */
1343    
1344     /* Have object 'fall below' other objects that block view.
1345 root 1.135 * Unless those objects are exits.
1346 root 1.24 * If INS_ON_TOP is used, don't do this processing
1347     * Need to find the object that in fact blocks view, otherwise
1348     * stacking is a bit odd.
1349     */
1350 root 1.117 if (!(flag & INS_ON_TOP)
1351     && ms.flags () & P_BLOCKSVIEW
1352 root 1.135 && (op->face && !faces [op->face].visibility))
1353 root 1.24 {
1354     for (last = top; last != floor; last = last->below)
1355     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1356     break;
1357 root 1.117
1358 root 1.24 /* Check to see if we found the object that blocks view,
1359     * and make sure we have a below pointer for it so that
1360     * we can get inserted below this one, which requires we
1361     * set top to the object below us.
1362     */
1363     if (last && last->below && last != floor)
1364     top = last->below;
1365 root 1.8 }
1366 root 1.24 } /* If objects on this space */
1367 root 1.25
1368 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1369     top = floor;
1370    
1371     /* Top is the object that our object (op) is going to get inserted above.
1372     */
1373    
1374     /* First object on this space */
1375     if (!top)
1376     {
1377 root 1.117 op->above = ms.bot;
1378 root 1.25
1379 root 1.24 if (op->above)
1380     op->above->below = op;
1381 root 1.25
1382 root 1.96 op->below = 0;
1383 root 1.117 ms.bot = op;
1384 root 1.24 }
1385     else
1386     { /* get inserted into the stack above top */
1387     op->above = top->above;
1388 root 1.25
1389 root 1.24 if (op->above)
1390     op->above->below = op;
1391 root 1.25
1392 root 1.24 op->below = top;
1393     top->above = op;
1394     }
1395 root 1.25
1396 root 1.96 if (!op->above)
1397 root 1.117 ms.top = op;
1398 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1399 root 1.8
1400 root 1.24 if (op->type == PLAYER)
1401 root 1.96 {
1402     op->contr->do_los = 1;
1403     ++op->map->players;
1404 root 1.100 op->map->touch ();
1405 root 1.96 }
1406 root 1.24
1407 root 1.98 op->map->dirty = true;
1408    
1409 root 1.191 if (object *pl = ms.player ())
1410     pl->contr->ns->floorbox_update ();
1411 root 1.24
1412     /* If this object glows, it may affect lighting conditions that are
1413     * visible to others on this map. But update_all_los is really
1414     * an inefficient way to do this, as it means los for all players
1415     * on the map will get recalculated. The players could very well
1416     * be far away from this change and not affected in any way -
1417     * this should get redone to only look for players within range,
1418 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1419 root 1.24 * of effect may be sufficient.
1420     */
1421 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1422 root 1.24 update_all_los (op->map, op->x, op->y);
1423    
1424     /* updates flags (blocked, alive, no magic, etc) for this map space */
1425     update_object (op, UP_OBJ_INSERT);
1426    
1427 root 1.82 INVOKE_OBJECT (INSERT, op);
1428    
1429 root 1.24 /* Don't know if moving this to the end will break anything. However,
1430 root 1.70 * we want to have floorbox_update called before calling this.
1431 root 1.24 *
1432     * check_move_on() must be after this because code called from
1433     * check_move_on() depends on correct map flags (so functions like
1434     * blocked() and wall() work properly), and these flags are updated by
1435     * update_object().
1436     */
1437    
1438     /* if this is not the head or flag has been passed, don't check walk on status */
1439 root 1.155 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1440 root 1.24 {
1441     if (check_move_on (op, originator))
1442 root 1.82 return 0;
1443 elmex 1.1
1444 root 1.24 /* If we are a multi part object, lets work our way through the check
1445     * walk on's.
1446     */
1447 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1448 root 1.24 if (check_move_on (tmp, originator))
1449 root 1.82 return 0;
1450 elmex 1.1 }
1451 root 1.25
1452 root 1.24 return op;
1453 elmex 1.1 }
1454    
1455     /* this function inserts an object in the map, but if it
1456 root 1.75 * finds an object of its own type, it'll remove that one first.
1457     * op is the object to insert it under: supplies x and the map.
1458 elmex 1.1 */
1459 root 1.24 void
1460     replace_insert_ob_in_map (const char *arch_string, object *op)
1461     {
1462 root 1.75 object *tmp, *tmp1;
1463 elmex 1.1
1464 root 1.24 /* first search for itself and remove any old instances */
1465 elmex 1.1
1466 root 1.104 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1467 root 1.158 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1468 root 1.64 tmp->destroy ();
1469 elmex 1.1
1470 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1471 elmex 1.1
1472 root 1.24 tmp1->x = op->x;
1473     tmp1->y = op->y;
1474     insert_ob_in_map (tmp1, op->map, op, 0);
1475     }
1476 elmex 1.1
1477 root 1.93 object *
1478     object::insert_at (object *where, object *originator, int flags)
1479     {
1480 root 1.138 return where->map->insert (this, where->x, where->y, originator, flags);
1481 root 1.93 }
1482    
1483 elmex 1.1 /*
1484     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1485     * is returned contains nr objects, and the remaining parts contains
1486     * the rest (or is removed and freed if that number is 0).
1487     * On failure, NULL is returned, and the reason put into the
1488     * global static errmsg array.
1489     */
1490 root 1.24 object *
1491     get_split_ob (object *orig_ob, uint32 nr)
1492     {
1493 root 1.64 object *newob;
1494     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1495 root 1.24
1496     if (orig_ob->nrof < nr)
1497     {
1498     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1499     return NULL;
1500     }
1501 root 1.29
1502 root 1.24 newob = object_create_clone (orig_ob);
1503 root 1.29
1504 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1505 root 1.63 orig_ob->destroy (1);
1506 root 1.24 else if (!is_removed)
1507     {
1508     if (orig_ob->env != NULL)
1509     sub_weight (orig_ob->env, orig_ob->weight * nr);
1510     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1511     {
1512     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1513     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1514     return NULL;
1515 root 1.8 }
1516 elmex 1.1 }
1517 root 1.29
1518 root 1.24 newob->nrof = nr;
1519 elmex 1.1
1520 root 1.24 return newob;
1521 elmex 1.1 }
1522    
1523     /*
1524     * decrease_ob_nr(object, number) decreases a specified number from
1525     * the amount of an object. If the amount reaches 0, the object
1526     * is subsequently removed and freed.
1527     *
1528     * Return value: 'op' if something is left, NULL if the amount reached 0
1529     */
1530 root 1.24 object *
1531     decrease_ob_nr (object *op, uint32 i)
1532 elmex 1.1 {
1533 root 1.29 object *tmp;
1534 elmex 1.1
1535 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1536     return op;
1537    
1538     if (i > op->nrof)
1539     i = op->nrof;
1540    
1541     if (QUERY_FLAG (op, FLAG_REMOVED))
1542 root 1.29 op->nrof -= i;
1543 root 1.73 else if (op->env)
1544 root 1.24 {
1545     /* is this object in the players inventory, or sub container
1546     * therein?
1547     */
1548 root 1.74 tmp = op->in_player ();
1549 root 1.24 /* nope. Is this a container the player has opened?
1550     * If so, set tmp to that player.
1551     * IMO, searching through all the players will mostly
1552     * likely be quicker than following op->env to the map,
1553     * and then searching the map for a player.
1554     */
1555     if (!tmp)
1556 root 1.81 for_all_players (pl)
1557     if (pl->ob->container == op->env)
1558     {
1559     tmp = pl->ob;
1560     break;
1561     }
1562 elmex 1.1
1563 root 1.24 if (i < op->nrof)
1564     {
1565     sub_weight (op->env, op->weight * i);
1566     op->nrof -= i;
1567     if (tmp)
1568 root 1.73 esrv_send_item (tmp, op);
1569 root 1.24 }
1570     else
1571     {
1572 root 1.63 op->remove ();
1573 root 1.24 op->nrof = 0;
1574     if (tmp)
1575 root 1.73 esrv_del_item (tmp->contr, op->count);
1576 elmex 1.1 }
1577     }
1578 root 1.24 else
1579 elmex 1.1 {
1580 root 1.29 object *above = op->above;
1581 elmex 1.1
1582 root 1.24 if (i < op->nrof)
1583 root 1.29 op->nrof -= i;
1584 root 1.24 else
1585     {
1586 root 1.63 op->remove ();
1587 root 1.24 op->nrof = 0;
1588     }
1589 root 1.29
1590 root 1.24 /* Since we just removed op, op->above is null */
1591 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1592 root 1.24 if (tmp->type == PLAYER)
1593     {
1594     if (op->nrof)
1595     esrv_send_item (tmp, op);
1596     else
1597     esrv_del_item (tmp->contr, op->count);
1598     }
1599 elmex 1.1 }
1600    
1601 root 1.24 if (op->nrof)
1602 root 1.29 return op;
1603 root 1.24 else
1604     {
1605 root 1.64 op->destroy ();
1606 root 1.73 return 0;
1607 elmex 1.1 }
1608     }
1609    
1610     /*
1611     * add_weight(object, weight) adds the specified weight to an object,
1612     * and also updates how much the environment(s) is/are carrying.
1613     */
1614 root 1.24 void
1615     add_weight (object *op, signed long weight)
1616     {
1617     while (op != NULL)
1618     {
1619     if (op->type == CONTAINER)
1620 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1621    
1622 root 1.24 op->carrying += weight;
1623     op = op->env;
1624     }
1625 elmex 1.1 }
1626    
1627 root 1.24 object *
1628     insert_ob_in_ob (object *op, object *where)
1629     {
1630 root 1.59 if (!where)
1631 root 1.24 {
1632 root 1.53 char *dump = dump_object (op);
1633     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1634     free (dump);
1635 root 1.24 return op;
1636     }
1637 root 1.29
1638 root 1.154 if (where->head_ () != where)
1639 root 1.24 {
1640 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1641 root 1.24 where = where->head;
1642     }
1643 root 1.29
1644 root 1.59 return where->insert (op);
1645     }
1646    
1647     /*
1648     * env->insert (op)
1649     * This function inserts the object op in the linked list
1650     * inside the object environment.
1651     *
1652     * The function returns now pointer to inserted item, and return value can
1653     * be != op, if items are merged. -Tero
1654     */
1655     object *
1656     object::insert (object *op)
1657     {
1658     if (!QUERY_FLAG (op, FLAG_REMOVED))
1659     op->remove ();
1660    
1661 root 1.24 if (op->more)
1662     {
1663     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1664     return op;
1665     }
1666 root 1.29
1667 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1668     CLEAR_FLAG (op, FLAG_REMOVED);
1669 root 1.182
1670 root 1.24 if (op->nrof)
1671     {
1672 root 1.182 for (object *tmp = inv; tmp; tmp = tmp->below)
1673 root 1.66 if (object::can_merge (tmp, op))
1674 root 1.24 {
1675     /* return the original object and remove inserted object
1676     (client needs the original object) */
1677     tmp->nrof += op->nrof;
1678     /* Weight handling gets pretty funky. Since we are adding to
1679     * tmp->nrof, we need to increase the weight.
1680     */
1681 root 1.59 add_weight (this, op->weight * op->nrof);
1682 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1683 root 1.59 op->destroy (); /* free the inserted object */
1684 root 1.24 op = tmp;
1685 root 1.59 op->remove (); /* and fix old object's links */
1686 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1687     break;
1688     }
1689    
1690     /* I assume combined objects have no inventory
1691     * We add the weight - this object could have just been removed
1692     * (if it was possible to merge). calling remove_ob will subtract
1693     * the weight, so we need to add it in again, since we actually do
1694     * the linking below
1695     */
1696 root 1.59 add_weight (this, op->weight * op->nrof);
1697 root 1.24 }
1698     else
1699 root 1.59 add_weight (this, (op->weight + op->carrying));
1700 elmex 1.1
1701 root 1.182 if (object *otmp = this->in_player ())
1702     if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1703 root 1.78 otmp->update_stats ();
1704 elmex 1.1
1705 root 1.182 op->owner = 0; // its his/hers now. period.
1706     op->map = 0;
1707     op->env = this;
1708 root 1.74 op->above = 0;
1709     op->below = 0;
1710 root 1.182 op->x = op->y = 0;
1711 elmex 1.1
1712     /* reset the light list and los of the players on the map */
1713 root 1.182 if (op->glow_radius && map)
1714 root 1.24 {
1715 elmex 1.1 #ifdef DEBUG_LIGHTS
1716 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1717     #endif /* DEBUG_LIGHTS */
1718 root 1.84 if (map->darkness)
1719 root 1.59 update_all_los (map, x, y);
1720 root 1.24 }
1721 elmex 1.1
1722     /* Client has no idea of ordering so lets not bother ordering it here.
1723     * It sure simplifies this function...
1724     */
1725 root 1.59 if (!inv)
1726     inv = op;
1727 root 1.24 else
1728     {
1729 root 1.59 op->below = inv;
1730 elmex 1.1 op->below->above = op;
1731 root 1.59 inv = op;
1732 root 1.24 }
1733 root 1.59
1734 root 1.82 INVOKE_OBJECT (INSERT, this);
1735    
1736 elmex 1.1 return op;
1737     }
1738    
1739     /*
1740     * Checks if any objects has a move_type that matches objects
1741     * that effect this object on this space. Call apply() to process
1742     * these events.
1743     *
1744     * Any speed-modification due to SLOW_MOVE() of other present objects
1745     * will affect the speed_left of the object.
1746     *
1747     * originator: Player, monster or other object that caused 'op' to be inserted
1748     * into 'map'. May be NULL.
1749     *
1750     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1751     *
1752     * 4-21-95 added code to check if appropriate skill was readied - this will
1753     * permit faster movement by the player through this terrain. -b.t.
1754     *
1755     * MSW 2001-07-08: Check all objects on space, not just those below
1756     * object being inserted. insert_ob_in_map may not put new objects
1757     * on top.
1758     */
1759 root 1.24 int
1760     check_move_on (object *op, object *originator)
1761 elmex 1.1 {
1762 root 1.48 object *tmp;
1763 root 1.49 maptile *m = op->map;
1764 root 1.48 int x = op->x, y = op->y;
1765 root 1.26
1766 root 1.48 MoveType move_on, move_slow, move_block;
1767 root 1.24
1768     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1769     return 0;
1770    
1771     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1772     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1773     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1774    
1775     /* if nothing on this space will slow op down or be applied,
1776     * no need to do checking below. have to make sure move_type
1777     * is set, as lots of objects don't have it set - we treat that
1778     * as walking.
1779     */
1780     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1781     return 0;
1782 elmex 1.1
1783 root 1.24 /* This is basically inverse logic of that below - basically,
1784     * if the object can avoid the move on or slow move, they do so,
1785     * but can't do it if the alternate movement they are using is
1786     * blocked. Logic on this seems confusing, but does seem correct.
1787     */
1788     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1789     return 0;
1790    
1791     /* The objects have to be checked from top to bottom.
1792     * Hence, we first go to the top:
1793     */
1794    
1795 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1796 root 1.24 {
1797     /* Trim the search when we find the first other spell effect
1798     * this helps performance so that if a space has 50 spell objects,
1799     * we don't need to check all of them.
1800     */
1801     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1802     break;
1803     }
1804 root 1.26
1805     for (; tmp; tmp = tmp->below)
1806 root 1.24 {
1807     if (tmp == op)
1808     continue; /* Can't apply yourself */
1809 elmex 1.1
1810 root 1.24 /* Check to see if one of the movement types should be slowed down.
1811     * Second check makes sure that the movement types not being slowed
1812     * (~slow_move) is not blocked on this space - just because the
1813     * space doesn't slow down swimming (for example), if you can't actually
1814     * swim on that space, can't use it to avoid the penalty.
1815     */
1816     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1817     {
1818     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1819     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1820     {
1821 elmex 1.1
1822 root 1.29 float
1823 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1824 elmex 1.1
1825 root 1.24 if (op->type == PLAYER)
1826 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1827     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1828     diff /= 4.0;
1829    
1830 root 1.24 op->speed_left -= diff;
1831 root 1.8 }
1832     }
1833 elmex 1.1
1834 root 1.24 /* Basically same logic as above, except now for actual apply. */
1835     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1836     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1837     {
1838 elmex 1.72 move_apply (tmp, op, originator);
1839 root 1.24
1840 root 1.48 if (op->destroyed ())
1841 root 1.24 return 1;
1842    
1843     /* what the person/creature stepped onto has moved the object
1844     * someplace new. Don't process any further - if we did,
1845     * have a feeling strange problems would result.
1846     */
1847     if (op->map != m || op->x != x || op->y != y)
1848     return 0;
1849 root 1.8 }
1850 elmex 1.1 }
1851 root 1.26
1852 root 1.24 return 0;
1853 elmex 1.1 }
1854    
1855     /*
1856     * present_arch(arch, map, x, y) searches for any objects with
1857     * a matching archetype at the given map and coordinates.
1858     * The first matching object is returned, or NULL if none.
1859     */
1860 root 1.24 object *
1861 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1862 root 1.24 {
1863 root 1.104 if (!m || out_of_map (m, x, y))
1864 root 1.24 {
1865     LOG (llevError, "Present_arch called outside map.\n");
1866     return NULL;
1867     }
1868 root 1.84
1869 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1870 root 1.24 if (tmp->arch == at)
1871 elmex 1.1 return tmp;
1872 root 1.84
1873 elmex 1.1 return NULL;
1874     }
1875    
1876     /*
1877     * present(type, map, x, y) searches for any objects with
1878     * a matching type variable at the given map and coordinates.
1879     * The first matching object is returned, or NULL if none.
1880     */
1881 root 1.24 object *
1882 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1883 root 1.24 {
1884     if (out_of_map (m, x, y))
1885     {
1886     LOG (llevError, "Present called outside map.\n");
1887     return NULL;
1888     }
1889 root 1.84
1890 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1891 root 1.24 if (tmp->type == type)
1892 elmex 1.1 return tmp;
1893 root 1.84
1894 elmex 1.1 return NULL;
1895     }
1896    
1897     /*
1898     * present_in_ob(type, object) searches for any objects with
1899     * a matching type variable in the inventory of the given object.
1900     * The first matching object is returned, or NULL if none.
1901     */
1902 root 1.24 object *
1903     present_in_ob (unsigned char type, const object *op)
1904     {
1905 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1906 root 1.24 if (tmp->type == type)
1907 elmex 1.1 return tmp;
1908 root 1.84
1909 elmex 1.1 return NULL;
1910     }
1911    
1912     /*
1913     * present_in_ob (type, str, object) searches for any objects with
1914     * a matching type & name variable in the inventory of the given object.
1915     * The first matching object is returned, or NULL if none.
1916     * This is mostly used by spell effect code, so that we only
1917     * have one spell effect at a time.
1918     * type can be used to narrow the search - if type is set,
1919     * the type must also match. -1 can be passed for the type,
1920     * in which case the type does not need to pass.
1921     * str is the string to match against. Note that we match against
1922     * the object name, not the archetype name. this is so that the
1923     * spell code can use one object type (force), but change it's name
1924     * to be unique.
1925     */
1926 root 1.24 object *
1927     present_in_ob_by_name (int type, const char *str, const object *op)
1928     {
1929 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1930 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1931     return tmp;
1932 elmex 1.1
1933 root 1.82 return 0;
1934 elmex 1.1 }
1935    
1936     /*
1937     * present_arch_in_ob(archetype, object) searches for any objects with
1938     * a matching archetype in the inventory of the given object.
1939     * The first matching object is returned, or NULL if none.
1940     */
1941 root 1.24 object *
1942     present_arch_in_ob (const archetype *at, const object *op)
1943     {
1944 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1945 root 1.24 if (tmp->arch == at)
1946 elmex 1.1 return tmp;
1947 root 1.82
1948 elmex 1.1 return NULL;
1949     }
1950    
1951     /*
1952     * activate recursively a flag on an object inventory
1953     */
1954 root 1.24 void
1955     flag_inv (object *op, int flag)
1956     {
1957 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1958     {
1959     SET_FLAG (tmp, flag);
1960     flag_inv (tmp, flag);
1961     }
1962 root 1.82 }
1963    
1964     /*
1965     * deactivate recursively a flag on an object inventory
1966     */
1967 root 1.24 void
1968     unflag_inv (object *op, int flag)
1969     {
1970 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1971     {
1972     CLEAR_FLAG (tmp, flag);
1973     unflag_inv (tmp, flag);
1974     }
1975 elmex 1.1 }
1976    
1977     /*
1978     * find_free_spot(object, map, x, y, start, stop) will search for
1979     * a spot at the given map and coordinates which will be able to contain
1980     * the given object. start and stop specifies how many squares
1981     * to search (see the freearr_x/y[] definition).
1982     * It returns a random choice among the alternatives found.
1983     * start and stop are where to start relative to the free_arr array (1,9
1984     * does all 4 immediate directions). This returns the index into the
1985     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1986 root 1.196 * Note: This function does correctly handle tiled maps, but does not
1987 elmex 1.1 * inform the caller. However, insert_ob_in_map will update as
1988     * necessary, so the caller shouldn't need to do any special work.
1989     * Note - updated to take an object instead of archetype - this is necessary
1990     * because arch_blocked (now ob_blocked) needs to know the movement type
1991     * to know if the space in question will block the object. We can't use
1992     * the archetype because that isn't correct if the monster has been
1993     * customized, changed states, etc.
1994     */
1995 root 1.24 int
1996 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1997 root 1.24 {
1998 root 1.190 int altern[SIZEOFFREE];
1999 root 1.82 int index = 0, flag;
2000 root 1.24
2001 root 1.82 for (int i = start; i < stop; i++)
2002 root 1.24 {
2003 root 1.188 mapxy pos (m, x, y); pos.move (i);
2004    
2005     if (!pos.normalise ())
2006     continue;
2007    
2008     mapspace &ms = *pos;
2009 root 1.189
2010     if (ms.flags () & P_IS_ALIVE)
2011     continue;
2012 root 1.188
2013     /* However, often
2014     * ob doesn't have any move type (when used to place exits)
2015     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2016     */
2017 root 1.200 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2018 root 1.190 {
2019     altern [index++] = i;
2020     continue;
2021     }
2022 root 1.24
2023     /* Basically, if we find a wall on a space, we cut down the search size.
2024     * In this way, we won't return spaces that are on another side of a wall.
2025     * This mostly work, but it cuts down the search size in all directions -
2026     * if the space being examined only has a wall to the north and empty
2027     * spaces in all the other directions, this will reduce the search space
2028     * to only the spaces immediately surrounding the target area, and
2029     * won't look 2 spaces south of the target space.
2030     */
2031 root 1.188 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2032     {
2033     stop = maxfree[i];
2034     continue;
2035     }
2036    
2037     /* Note it is intentional that we check ob - the movement type of the
2038     * head of the object should correspond for the entire object.
2039     */
2040     if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2041     continue;
2042    
2043 root 1.196 if (ob->blocked (m, pos.x, pos.y))
2044     continue;
2045    
2046 root 1.188 altern [index++] = i;
2047 elmex 1.1 }
2048 root 1.74
2049 root 1.24 if (!index)
2050     return -1;
2051 root 1.74
2052 root 1.124 return altern [rndm (index)];
2053 elmex 1.1 }
2054    
2055     /*
2056 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2057 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2058     * But it will return the first available spot, not a random choice.
2059     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2060     */
2061 root 1.24 int
2062 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2063 root 1.24 {
2064 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2065 root 1.188 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2066 root 1.82 return i;
2067 root 1.24
2068     return -1;
2069 elmex 1.1 }
2070    
2071     /*
2072     * The function permute(arr, begin, end) randomly reorders the array
2073     * arr[begin..end-1].
2074 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2075 elmex 1.1 */
2076 root 1.24 static void
2077     permute (int *arr, int begin, int end)
2078 elmex 1.1 {
2079 root 1.82 arr += begin;
2080     end -= begin;
2081    
2082     while (--end)
2083 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2084 elmex 1.1 }
2085    
2086     /* new function to make monster searching more efficient, and effective!
2087     * This basically returns a randomized array (in the passed pointer) of
2088     * the spaces to find monsters. In this way, it won't always look for
2089     * monsters to the north first. However, the size of the array passed
2090     * covers all the spaces, so within that size, all the spaces within
2091     * the 3x3 area will be searched, just not in a predictable order.
2092     */
2093 root 1.24 void
2094     get_search_arr (int *search_arr)
2095 elmex 1.1 {
2096 root 1.82 int i;
2097 elmex 1.1
2098 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2099 root 1.82 search_arr[i] = i;
2100 elmex 1.1
2101 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2102     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2103     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2104 elmex 1.1 }
2105    
2106     /*
2107     * find_dir(map, x, y, exclude) will search some close squares in the
2108     * given map at the given coordinates for live objects.
2109     * It will not considered the object given as exclude among possible
2110     * live objects.
2111     * It returns the direction toward the first/closest live object if finds
2112     * any, otherwise 0.
2113     * Perhaps incorrectly, but I'm making the assumption that exclude
2114     * is actually want is going to try and move there. We need this info
2115     * because we have to know what movement the thing looking to move
2116     * there is capable of.
2117     */
2118 root 1.24 int
2119 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2120 root 1.24 {
2121 root 1.82 int i, max = SIZEOFFREE, mflags;
2122 root 1.29
2123     sint16 nx, ny;
2124 root 1.82 object *tmp;
2125     maptile *mp;
2126 root 1.29
2127     MoveType blocked, move_type;
2128 root 1.24
2129 root 1.155 if (exclude && exclude->head_ () != exclude)
2130 root 1.24 {
2131     exclude = exclude->head;
2132     move_type = exclude->move_type;
2133     }
2134     else
2135     {
2136     /* If we don't have anything, presume it can use all movement types. */
2137     move_type = MOVE_ALL;
2138     }
2139    
2140     for (i = 1; i < max; i++)
2141     {
2142     mp = m;
2143     nx = x + freearr_x[i];
2144     ny = y + freearr_y[i];
2145    
2146     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2147 root 1.75
2148 root 1.24 if (mflags & P_OUT_OF_MAP)
2149 root 1.75 max = maxfree[i];
2150 root 1.24 else
2151     {
2152 root 1.82 mapspace &ms = mp->at (nx, ny);
2153    
2154     blocked = ms.move_block;
2155 root 1.24
2156     if ((move_type & blocked) == move_type)
2157 root 1.75 max = maxfree[i];
2158 root 1.24 else if (mflags & P_IS_ALIVE)
2159     {
2160 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2161 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2162 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2163 root 1.75 break;
2164    
2165 root 1.24 if (tmp)
2166 root 1.75 return freedir[i];
2167 root 1.8 }
2168     }
2169 elmex 1.1 }
2170 root 1.75
2171 root 1.24 return 0;
2172 elmex 1.1 }
2173    
2174     /*
2175     * distance(object 1, object 2) will return the square of the
2176     * distance between the two given objects.
2177     */
2178 root 1.24 int
2179     distance (const object *ob1, const object *ob2)
2180     {
2181 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2182 elmex 1.1 }
2183    
2184     /*
2185     * find_dir_2(delta-x,delta-y) will return a direction in which
2186     * an object which has subtracted the x and y coordinates of another
2187     * object, needs to travel toward it.
2188     */
2189 root 1.24 int
2190     find_dir_2 (int x, int y)
2191     {
2192 root 1.75 int q;
2193 elmex 1.1
2194 root 1.24 if (y)
2195     q = x * 100 / y;
2196 elmex 1.1 else if (x)
2197 root 1.24 q = -300 * x;
2198 elmex 1.1 else
2199     return 0;
2200    
2201 root 1.24 if (y > 0)
2202     {
2203     if (q < -242)
2204     return 3;
2205     if (q < -41)
2206     return 2;
2207     if (q < 41)
2208     return 1;
2209     if (q < 242)
2210     return 8;
2211     return 7;
2212     }
2213 elmex 1.1
2214     if (q < -242)
2215 root 1.24 return 7;
2216 elmex 1.1 if (q < -41)
2217 root 1.24 return 6;
2218 elmex 1.1 if (q < 41)
2219 root 1.24 return 5;
2220 elmex 1.1 if (q < 242)
2221 root 1.24 return 4;
2222 elmex 1.1
2223 root 1.24 return 3;
2224 elmex 1.1 }
2225    
2226     /*
2227     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2228     * between two directions (which are expected to be absolute (see absdir())
2229     */
2230 root 1.24 int
2231     dirdiff (int dir1, int dir2)
2232     {
2233 root 1.82 int d;
2234 root 1.24
2235     d = abs (dir1 - dir2);
2236     if (d > 4)
2237 elmex 1.1 d = 8 - d;
2238 root 1.82
2239 elmex 1.1 return d;
2240     }
2241    
2242     /* peterm:
2243     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2244     * Basically, this is a table of directions, and what directions
2245     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2246     * This basically means that if direction is 15, then it could either go
2247     * direction 4, 14, or 16 to get back to where we are.
2248     * Moved from spell_util.c to object.c with the other related direction
2249     * functions.
2250     */
2251 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2252 root 1.24 {0, 0, 0}, /* 0 */
2253     {0, 0, 0}, /* 1 */
2254     {0, 0, 0}, /* 2 */
2255     {0, 0, 0}, /* 3 */
2256     {0, 0, 0}, /* 4 */
2257     {0, 0, 0}, /* 5 */
2258     {0, 0, 0}, /* 6 */
2259     {0, 0, 0}, /* 7 */
2260     {0, 0, 0}, /* 8 */
2261     {8, 1, 2}, /* 9 */
2262     {1, 2, -1}, /* 10 */
2263     {2, 10, 12}, /* 11 */
2264     {2, 3, -1}, /* 12 */
2265     {2, 3, 4}, /* 13 */
2266     {3, 4, -1}, /* 14 */
2267     {4, 14, 16}, /* 15 */
2268     {5, 4, -1}, /* 16 */
2269     {4, 5, 6}, /* 17 */
2270     {6, 5, -1}, /* 18 */
2271     {6, 20, 18}, /* 19 */
2272     {7, 6, -1}, /* 20 */
2273     {6, 7, 8}, /* 21 */
2274     {7, 8, -1}, /* 22 */
2275     {8, 22, 24}, /* 23 */
2276     {8, 1, -1}, /* 24 */
2277     {24, 9, 10}, /* 25 */
2278     {9, 10, -1}, /* 26 */
2279     {10, 11, -1}, /* 27 */
2280     {27, 11, 29}, /* 28 */
2281     {11, 12, -1}, /* 29 */
2282     {12, 13, -1}, /* 30 */
2283     {12, 13, 14}, /* 31 */
2284     {13, 14, -1}, /* 32 */
2285     {14, 15, -1}, /* 33 */
2286     {33, 15, 35}, /* 34 */
2287     {16, 15, -1}, /* 35 */
2288     {17, 16, -1}, /* 36 */
2289     {18, 17, 16}, /* 37 */
2290     {18, 17, -1}, /* 38 */
2291     {18, 19, -1}, /* 39 */
2292     {41, 19, 39}, /* 40 */
2293     {19, 20, -1}, /* 41 */
2294     {20, 21, -1}, /* 42 */
2295     {20, 21, 22}, /* 43 */
2296     {21, 22, -1}, /* 44 */
2297     {23, 22, -1}, /* 45 */
2298     {45, 47, 23}, /* 46 */
2299     {23, 24, -1}, /* 47 */
2300     {24, 9, -1}
2301     }; /* 48 */
2302 elmex 1.1
2303     /* Recursive routine to step back and see if we can
2304     * find a path to that monster that we found. If not,
2305     * we don't bother going toward it. Returns 1 if we
2306     * can see a direct way to get it
2307     * Modified to be map tile aware -.MSW
2308     */
2309 root 1.24 int
2310 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2311 root 1.24 {
2312 root 1.29 sint16 dx, dy;
2313 root 1.75 int mflags;
2314 root 1.24
2315     if (dir < 0)
2316     return 0; /* exit condition: invalid direction */
2317    
2318     dx = x + freearr_x[dir];
2319     dy = y + freearr_y[dir];
2320    
2321     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2322    
2323     /* This functional arguably was incorrect before - it was
2324     * checking for P_WALL - that was basically seeing if
2325     * we could move to the monster - this is being more
2326     * literal on if we can see it. To know if we can actually
2327     * move to the monster, we'd need the monster passed in or
2328     * at least its move type.
2329     */
2330     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2331     return 0;
2332    
2333     /* yes, can see. */
2334     if (dir < 9)
2335     return 1;
2336 root 1.75
2337     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2338     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2339     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2340 root 1.24 }
2341    
2342 elmex 1.1 /*
2343     * can_pick(picker, item): finds out if an object is possible to be
2344     * picked up by the picker. Returnes 1 if it can be
2345     * picked up, otherwise 0.
2346     *
2347     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2348     * core dumps if they do.
2349     *
2350     * Add a check so we can't pick up invisible objects (0.93.8)
2351     */
2352 root 1.24 int
2353     can_pick (const object *who, const object *item)
2354     {
2355     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2356     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2357     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2358 elmex 1.1 }
2359    
2360     /*
2361     * create clone from object to another
2362     */
2363 root 1.24 object *
2364     object_create_clone (object *asrc)
2365     {
2366 root 1.155 object *dst = 0, *tmp, *src, *prev, *item;
2367 elmex 1.1
2368 root 1.24 if (!asrc)
2369 root 1.62 return 0;
2370    
2371 root 1.155 src = asrc->head_ ();
2372 root 1.24
2373 root 1.62 prev = 0;
2374 root 1.155 for (object *part = src; part; part = part->more)
2375 root 1.24 {
2376 root 1.65 tmp = part->clone ();
2377 root 1.24 tmp->x -= src->x;
2378     tmp->y -= src->y;
2379 root 1.62
2380 root 1.24 if (!part->head)
2381     {
2382     dst = tmp;
2383 root 1.62 tmp->head = 0;
2384 root 1.24 }
2385     else
2386 root 1.75 tmp->head = dst;
2387 root 1.62
2388     tmp->more = 0;
2389    
2390 root 1.24 if (prev)
2391     prev->more = tmp;
2392 root 1.62
2393 root 1.24 prev = tmp;
2394 elmex 1.1 }
2395 root 1.24
2396     for (item = src->inv; item; item = item->below)
2397 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2398 elmex 1.1
2399 root 1.24 return dst;
2400 elmex 1.1 }
2401    
2402     /* This returns the first object in who's inventory that
2403     * has the same type and subtype match.
2404     * returns NULL if no match.
2405     */
2406 root 1.24 object *
2407     find_obj_by_type_subtype (const object *who, int type, int subtype)
2408 elmex 1.1 {
2409 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2410 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2411     return tmp;
2412 elmex 1.1
2413 root 1.82 return 0;
2414 elmex 1.1 }
2415    
2416     /* If ob has a field named key, return the link from the list,
2417     * otherwise return NULL.
2418     *
2419     * key must be a passed in shared string - otherwise, this won't
2420     * do the desired thing.
2421     */
2422 root 1.24 key_value *
2423     get_ob_key_link (const object *ob, const char *key)
2424     {
2425 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2426 root 1.48 if (link->key == key)
2427     return link;
2428 root 1.24
2429 root 1.82 return 0;
2430 root 1.24 }
2431 elmex 1.1
2432     /*
2433     * Returns the value of op has an extra_field for key, or NULL.
2434     *
2435     * The argument doesn't need to be a shared string.
2436     *
2437     * The returned string is shared.
2438     */
2439 root 1.24 const char *
2440     get_ob_key_value (const object *op, const char *const key)
2441     {
2442 root 1.35 key_value *link;
2443     shstr_cmp canonical_key (key);
2444 root 1.24
2445 root 1.35 if (!canonical_key)
2446 root 1.24 {
2447     /* 1. There being a field named key on any object
2448     * implies there'd be a shared string to find.
2449     * 2. Since there isn't, no object has this field.
2450     * 3. Therefore, *this* object doesn't have this field.
2451     */
2452 root 1.35 return 0;
2453 elmex 1.1 }
2454    
2455 root 1.24 /* This is copied from get_ob_key_link() above -
2456     * only 4 lines, and saves the function call overhead.
2457     */
2458 root 1.35 for (link = op->key_values; link; link = link->next)
2459     if (link->key == canonical_key)
2460     return link->value;
2461    
2462     return 0;
2463 elmex 1.1 }
2464    
2465     /*
2466     * Updates the canonical_key in op to value.
2467     *
2468     * canonical_key is a shared string (value doesn't have to be).
2469     *
2470     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2471     * keys.
2472     *
2473     * Returns TRUE on success.
2474     */
2475 root 1.24 int
2476     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2477     {
2478 root 1.82 key_value *field = NULL, *last = NULL;
2479 root 1.24
2480     for (field = op->key_values; field != NULL; field = field->next)
2481     {
2482     if (field->key != canonical_key)
2483     {
2484     last = field;
2485     continue;
2486     }
2487    
2488     if (value)
2489     field->value = value;
2490     else
2491     {
2492     /* Basically, if the archetype has this key set,
2493     * we need to store the null value so when we save
2494     * it, we save the empty value so that when we load,
2495     * we get this value back again.
2496     */
2497 root 1.159 if (get_ob_key_link (op->arch, canonical_key))
2498 root 1.24 field->value = 0;
2499     else
2500     {
2501     if (last)
2502     last->next = field->next;
2503     else
2504     op->key_values = field->next;
2505    
2506 root 1.29 delete field;
2507 root 1.24 }
2508     }
2509     return TRUE;
2510     }
2511     /* IF we get here, key doesn't exist */
2512    
2513     /* No field, we'll have to add it. */
2514    
2515     if (!add_key)
2516 root 1.82 return FALSE;
2517    
2518 root 1.24 /* There isn't any good reason to store a null
2519     * value in the key/value list. If the archetype has
2520     * this key, then we should also have it, so shouldn't
2521     * be here. If user wants to store empty strings,
2522     * should pass in ""
2523     */
2524     if (value == NULL)
2525 elmex 1.1 return TRUE;
2526 root 1.24
2527     field = new key_value;
2528    
2529     field->key = canonical_key;
2530     field->value = value;
2531     /* Usual prepend-addition. */
2532     field->next = op->key_values;
2533     op->key_values = field;
2534    
2535     return TRUE;
2536 elmex 1.1 }
2537    
2538     /*
2539     * Updates the key in op to value.
2540     *
2541     * If add_key is FALSE, this will only update existing keys,
2542     * and not add new ones.
2543     * In general, should be little reason FALSE is ever passed in for add_key
2544     *
2545     * Returns TRUE on success.
2546     */
2547 root 1.24 int
2548     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2549 root 1.11 {
2550 root 1.29 shstr key_ (key);
2551 root 1.24
2552 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2553 elmex 1.1 }
2554 root 1.31
2555 root 1.34 object::depth_iterator::depth_iterator (object *container)
2556     : iterator_base (container)
2557     {
2558     while (item->inv)
2559     item = item->inv;
2560     }
2561    
2562 root 1.31 void
2563 root 1.34 object::depth_iterator::next ()
2564 root 1.31 {
2565 root 1.34 if (item->below)
2566     {
2567     item = item->below;
2568    
2569     while (item->inv)
2570     item = item->inv;
2571     }
2572 root 1.31 else
2573 root 1.34 item = item->env;
2574 root 1.31 }
2575 root 1.34
2576 elmex 1.97 const char *
2577     object::flag_desc (char *desc, int len) const
2578     {
2579     char *p = desc;
2580     bool first = true;
2581    
2582 root 1.101 *p = 0;
2583    
2584 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2585     {
2586     if (len <= 10) // magic constant!
2587     {
2588     snprintf (p, len, ",...");
2589     break;
2590     }
2591    
2592 root 1.101 if (flag [i])
2593 elmex 1.97 {
2594     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2595     len -= cnt;
2596     p += cnt;
2597     first = false;
2598     }
2599     }
2600    
2601     return desc;
2602     }
2603    
2604 root 1.101 // return a suitable string describing an object in enough detail to find it
2605 root 1.36 const char *
2606     object::debug_desc (char *info) const
2607     {
2608 elmex 1.97 char flagdesc[512];
2609     char info2[256 * 4];
2610 root 1.36 char *p = info;
2611    
2612 elmex 1.127 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2613 elmex 1.97 count, uuid.seq,
2614 root 1.36 &name,
2615 root 1.117 title ? "\",title:\"" : "",
2616 elmex 1.97 title ? (const char *)title : "",
2617     flag_desc (flagdesc, 512), type);
2618 root 1.36
2619 elmex 1.181 if (!this->flag[FLAG_REMOVED] && env)
2620 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2621    
2622     if (map)
2623 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2624 root 1.36
2625     return info;
2626     }
2627    
2628     const char *
2629     object::debug_desc () const
2630     {
2631 root 1.143 static char info[3][256 * 4];
2632     static int info_idx;
2633 root 1.36
2634 root 1.143 return debug_desc (info [++info_idx % 3]);
2635 root 1.114 }
2636    
2637 root 1.125 struct region *
2638     object::region () const
2639     {
2640     return map ? map->region (x, y)
2641     : region::default_region ();
2642     }
2643    
2644 root 1.129 const materialtype_t *
2645     object::dominant_material () const
2646     {
2647 root 1.165 if (materialtype_t *mt = name_to_material (materialname))
2648     return mt;
2649 root 1.129
2650 root 1.165 return name_to_material (shstr_unknown);
2651 root 1.129 }
2652    
2653 root 1.130 void
2654     object::open_container (object *new_container)
2655     {
2656     if (container == new_container)
2657     return;
2658    
2659     if (object *old_container = container)
2660     {
2661     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2662     return;
2663    
2664     #if 0
2665     // remove the "Close old_container" object.
2666     if (object *closer = old_container->inv)
2667     if (closer->type == CLOSE_CON)
2668     closer->destroy ();
2669     #endif
2670    
2671     old_container->flag [FLAG_APPLIED] = 0;
2672     container = 0;
2673    
2674     esrv_update_item (UPD_FLAGS, this, old_container);
2675     new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2676 root 1.177 play_sound (sound_find ("chest_close"));
2677 root 1.130 }
2678    
2679     if (new_container)
2680     {
2681     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2682     return;
2683    
2684     // TODO: this does not seem to serve any purpose anymore?
2685     #if 0
2686     // insert the "Close Container" object.
2687     if (archetype *closer = new_container->other_arch)
2688     {
2689     object *closer = arch_to_object (new_container->other_arch);
2690     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2691     new_container->insert (closer);
2692     }
2693     #endif
2694    
2695 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2696    
2697 root 1.130 new_container->flag [FLAG_APPLIED] = 1;
2698     container = new_container;
2699    
2700     esrv_update_item (UPD_FLAGS, this, new_container);
2701 root 1.131 esrv_send_inventory (this, new_container);
2702 root 1.177 play_sound (sound_find ("chest_open"));
2703 root 1.130 }
2704     }
2705    
2706 root 1.164 object *
2707     object::force_find (const shstr name)
2708     {
2709     /* cycle through his inventory to look for the MARK we want to
2710     * place
2711     */
2712     for (object *tmp = inv; tmp; tmp = tmp->below)
2713     if (tmp->type == FORCE && tmp->slaying == name)
2714     return splay (tmp);
2715    
2716     return 0;
2717     }
2718    
2719     void
2720     object::force_add (const shstr name, int duration)
2721     {
2722     if (object *force = force_find (name))
2723     force->destroy ();
2724    
2725     object *force = get_archetype (FORCE_NAME);
2726    
2727     force->slaying = name;
2728     force->stats.food = 1;
2729     force->speed_left = -1.f;
2730    
2731     force->set_speed (duration ? 1.f / duration : 0.f);
2732     force->flag [FLAG_IS_USED_UP] = true;
2733     force->flag [FLAG_APPLIED] = true;
2734    
2735     insert (force);
2736     }
2737    
2738 root 1.178 void
2739     object::play_sound (faceidx sound) const
2740     {
2741     if (!sound)
2742     return;
2743    
2744     if (flag [FLAG_REMOVED])
2745     return;
2746    
2747     if (env)
2748     {
2749     if (object *pl = in_player ())
2750     pl->contr->play_sound (sound);
2751     }
2752     else
2753     map->play_sound (sound, x, y);
2754     }
2755