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Revision: 1.220
Committed: Thu Apr 24 00:30:52 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_52
Changes since 1.219: +41 -17 lines
Log Message:
- optimise visible_to
- visible_to now only sends floor items when they might be visible
- optimised remove for the map case
- remove now clsoes containers that get removed from the floor
- work around possible client bug by forcign an item flag update for cointainers
- avoid superfluous floorbox resets

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.199 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.116 *
4 root 1.208 * Copyright (©) 2005,2006,2007,2008 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     #include <global.h>
25 root 1.28 #include <stdio.h>
26     #include <sys/types.h>
27     #include <sys/uio.h>
28 elmex 1.1 #include <object.h>
29 root 1.146 #include <sproto.h>
30 elmex 1.1 #include <loader.h>
31 root 1.28
32 root 1.68 #include <bitset>
33    
34 root 1.202 UUID UUID::cur;
35 root 1.204 static uint64_t seq_next_save;
36     static const uint64 UUID_GAP = 1<<19;
37 elmex 1.1
38 root 1.108 objectvec objects;
39     activevec actives;
40 elmex 1.1
41 root 1.203 short freearr_x[SIZEOFFREE] = {
42     0,
43     0, 1, 1, 1, 0, -1, -1, -1,
44     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 root 1.24 };
47 root 1.203 short freearr_y[SIZEOFFREE] = {
48     0,
49     -1, -1, 0, 1, 1, 1, 0, -1,
50     -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52 root 1.24 };
53 root 1.203 int maxfree[SIZEOFFREE] = {
54     0,
55     9, 10, 13, 14, 17, 18, 21, 22,
56     25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57     49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58 root 1.24 };
59     int freedir[SIZEOFFREE] = {
60 root 1.203 0,
61     1, 2, 3, 4, 5, 6, 7, 8,
62     1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64 root 1.24 };
65 elmex 1.1
66 root 1.39 static void
67 root 1.203 write_uuid (uval64 skip, bool sync)
68 root 1.39 {
69 root 1.203 CALL_BEGIN (2);
70     CALL_ARG_SV (newSVval64 (skip));
71     CALL_ARG_SV (boolSV (sync));
72     CALL_CALL ("cf::write_uuid", G_DISCARD);
73     CALL_END;
74 root 1.39 }
75    
76     static void
77     read_uuid (void)
78     {
79     char filename[MAX_BUF];
80    
81     sprintf (filename, "%s/uuid", settings.localdir);
82    
83 root 1.204 seq_next_save = 0;
84    
85 root 1.39 FILE *fp;
86    
87     if (!(fp = fopen (filename, "r")))
88     {
89     if (errno == ENOENT)
90     {
91     LOG (llevInfo, "RESET uid to 1\n");
92 root 1.202 UUID::cur.seq = 0;
93 root 1.204 write_uuid (UUID_GAP, true);
94 root 1.39 return;
95     }
96    
97     LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98     _exit (1);
99     }
100    
101 root 1.203 UUID::BUF buf;
102     buf[0] = 0;
103     fgets (buf, sizeof (buf), fp);
104    
105     if (!UUID::cur.parse (buf))
106 root 1.39 {
107 root 1.203 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 root 1.39 _exit (1);
109     }
110    
111 root 1.203 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112    
113 root 1.204 write_uuid (UUID_GAP, true);
114 root 1.39 fclose (fp);
115     }
116    
117     UUID
118 root 1.202 UUID::gen ()
119 root 1.39 {
120     UUID uid;
121    
122 root 1.202 uid.seq = ++cur.seq;
123 root 1.39
124 root 1.204 if (expect_false (cur.seq >= seq_next_save))
125     {
126     seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127     write_uuid (UUID_GAP, false);
128     }
129    
130 root 1.39
131     return uid;
132     }
133    
134     void
135 root 1.202 UUID::init ()
136 root 1.39 {
137     read_uuid ();
138     }
139    
140 elmex 1.1 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141 root 1.205 static bool
142 root 1.24 compare_ob_value_lists_one (const object *wants, const object *has)
143     {
144     key_value *wants_field;
145    
146     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
147     * objects with lists are rare, and lists stay short. If not, use a
148     * different structure or at least keep the lists sorted...
149     */
150    
151     /* For each field in wants, */
152 root 1.86 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
153 root 1.24 {
154     key_value *has_field;
155    
156     /* Look for a field in has with the same key. */
157     has_field = get_ob_key_link (has, wants_field->key);
158    
159 root 1.205 if (!has_field)
160     return 0; /* No field with that name. */
161 root 1.24
162     /* Found the matching field. */
163     if (has_field->value != wants_field->value)
164 root 1.205 return 0; /* Values don't match, so this half of the comparison is false. */
165 root 1.24
166     /* If we get here, we found a match. Now for the next field in wants. */
167 elmex 1.1 }
168 root 1.24
169     /* If we get here, every field in wants has a matching field in has. */
170 root 1.205 return 1;
171 elmex 1.1 }
172    
173     /* Returns TRUE if ob1 has the same key_values as ob2. */
174 root 1.205 static bool
175 root 1.24 compare_ob_value_lists (const object *ob1, const object *ob2)
176     {
177     /* However, there may be fields in has which aren't partnered in wants,
178     * so we need to run the comparison *twice*. :(
179     */
180     return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
181 elmex 1.1 }
182    
183     /* Function examines the 2 objects given to it, and returns true if
184     * they can be merged together.
185     *
186     * Note that this function appears a lot longer than the macro it
187     * replaces - this is mostly for clarity - a decent compiler should hopefully
188     * reduce this to the same efficiency.
189     *
190 root 1.66 * Check nrof variable *before* calling can_merge()
191 elmex 1.1 *
192     * Improvements made with merge: Better checking on potion, and also
193     * check weight
194     */
195 root 1.66 bool object::can_merge_slow (object *ob1, object *ob2)
196 root 1.16 {
197     /* A couple quicksanity checks */
198 root 1.66 if (ob1 == ob2
199     || ob1->type != ob2->type
200     || ob1->speed != ob2->speed
201     || ob1->value != ob2->value
202     || ob1->name != ob2->name)
203 root 1.16 return 0;
204    
205 root 1.205 /* Do not merge objects if nrof would overflow. First part checks
206 root 1.208 * for unsigned overflow (2c), second part checks whether the result
207 root 1.205 * would fit into a 32 bit signed int, which is often used to hold
208     * nrof values.
209 root 1.16 */
210 root 1.205 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 root 1.16 return 0;
212    
213     /* If the objects have been identified, set the BEEN_APPLIED flag.
214 root 1.205 * This is to the comparison of the flags below will be OK. We
215 root 1.16 * just can't ignore the been applied or identified flags, as they
216     * are not equal - just if it has been identified, the been_applied
217     * flags lose any meaning.
218     */
219     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
220     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221    
222     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 elmex 1.1
225 root 1.208 if (ob1->arch->name != ob2->arch->name
226 root 1.68 || ob1->name != ob2->name
227     || ob1->title != ob2->title
228     || ob1->msg != ob2->msg
229     || ob1->weight != ob2->weight
230     || ob1->attacktype != ob2->attacktype
231     || ob1->magic != ob2->magic
232     || ob1->slaying != ob2->slaying
233     || ob1->skill != ob2->skill
234     || ob1->value != ob2->value
235     || ob1->animation_id != ob2->animation_id
236     || ob1->client_type != ob2->client_type
237     || ob1->materialname != ob2->materialname
238     || ob1->lore != ob2->lore
239     || ob1->subtype != ob2->subtype
240     || ob1->move_type != ob2->move_type
241     || ob1->move_block != ob2->move_block
242     || ob1->move_allow != ob2->move_allow
243     || ob1->move_on != ob2->move_on
244     || ob1->move_off != ob2->move_off
245     || ob1->move_slow != ob2->move_slow
246 root 1.208 || ob1->move_slow_penalty != ob2->move_slow_penalty
247     || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248     || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249     return 0;
250    
251     if ((ob1->flag ^ ob2->flag)
252     .reset (FLAG_INV_LOCKED)
253     .reset (FLAG_CLIENT_SENT)
254     .reset (FLAG_REMOVED)
255     .any ())
256 root 1.16 return 0;
257    
258 root 1.205 /* This is really a spellbook check - we should in general
259     * not merge objects with real inventories, as splitting them
260     * is hard.
261 root 1.16 */
262     if (ob1->inv || ob2->inv)
263     {
264 root 1.193 if (!(ob1->inv && ob2->inv))
265     return 0; /* inventories differ in length */
266    
267     if (ob1->inv->below || ob2->inv->below)
268     return 0; /* more than one object in inv */
269 root 1.16
270 root 1.66 if (!object::can_merge (ob1->inv, ob2->inv))
271 root 1.205 return 0; /* inventory objects differ */
272 root 1.16
273     /* inventory ok - still need to check rest of this object to see
274     * if it is valid.
275     */
276     }
277 elmex 1.1
278 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
279     * it is possible for most any character to have more than one of
280     * some items equipped, and we don't want those to merge.
281     */
282     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
283     return 0;
284 elmex 1.1
285 root 1.16 /* Note sure why the following is the case - either the object has to
286     * be animated or have a very low speed. Is this an attempted monster
287     * check?
288     */
289 elmex 1.97 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
290 root 1.16 return 0;
291 elmex 1.1
292 root 1.16 switch (ob1->type)
293     {
294 root 1.29 case SCROLL:
295     if (ob1->level != ob2->level)
296     return 0;
297     break;
298 root 1.16 }
299 elmex 1.1
300 root 1.205 if (ob1->key_values || ob2->key_values)
301 root 1.16 {
302     /* At least one of these has key_values. */
303 root 1.205 if ((!ob1->key_values) != (!ob2->key_values))
304 root 1.208 return 0; /* One has fields, but the other one doesn't. */
305    
306     if (!compare_ob_value_lists (ob1, ob2))
307 root 1.24 return 0;
308 elmex 1.1 }
309 root 1.16
310     if (ob1->self || ob2->self)
311     {
312     ob1->optimise ();
313     ob2->optimise ();
314    
315     if (ob1->self || ob2->self)
316 root 1.192 {
317 root 1.195 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
318     int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
319 root 1.192
320     if (k1 != k2)
321     return 0;
322 root 1.208
323     if (k1 == 0)
324 root 1.192 return 1;
325 root 1.208
326     if (!cfperl_can_merge (ob1, ob2))
327 root 1.192 return 0;
328     }
329 elmex 1.1 }
330    
331 root 1.16 /* Everything passes, must be OK. */
332     return 1;
333 elmex 1.1 }
334 root 1.24
335 root 1.214 // find player who can see this object
336     object *
337     object::visible_to () const
338     {
339 root 1.220 if (client_visible () && !flag [FLAG_REMOVED])
340 root 1.214 {
341     // see if we are in a container of sorts
342     if (env)
343     {
344     // the player inventory itself is always visible
345     if (env->type == PLAYER)
346     return env;
347    
348     // else a player could have our env open
349     object *envest = env->outer_env ();
350    
351     // the player itself is always on a map, so we will find him here
352     // even if our inv is in a player.
353     if (envest->is_on_map ())
354     if (object *pl = envest->ms ().player ())
355     if (pl->container == env)
356     return pl;
357     }
358     else
359     {
360     // maybe there is a player standing on the same mapspace
361     // this will catch the case where "this" is a player
362     if (object *pl = ms ().player ())
363 root 1.220 if (!pl->container || this == pl->container)
364     return pl;
365 root 1.214 }
366     }
367    
368     return 0;
369     }
370    
371 root 1.208 // adjust weight per container type ("of holding")
372 root 1.207 static sint32
373     weight_adjust (object *op, sint32 weight)
374     {
375     return op->type == CONTAINER
376     ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377     : weight;
378     }
379    
380 elmex 1.1 /*
381 root 1.208 * adjust_weight(object, weight) adds the specified weight to an object,
382 root 1.207 * and also updates how much the environment(s) is/are carrying.
383 elmex 1.1 */
384 root 1.207 static void
385 root 1.208 adjust_weight (object *op, sint32 weight)
386 root 1.24 {
387 root 1.207 while (op)
388 root 1.24 {
389 root 1.207 weight = weight_adjust (op, weight);
390 root 1.142
391 root 1.212 if (!weight)
392     return;
393    
394 root 1.207 op->carrying += weight;
395 root 1.212
396     if (object *pl = op->visible_to ())
397 root 1.215 if (pl != op) // player is handled lazily
398     esrv_update_item (UPD_WEIGHT, pl, op);
399 root 1.212
400 root 1.207 op = op->env;
401 root 1.24 }
402 root 1.207 }
403 root 1.37
404 root 1.207 /*
405     * this is a recursive function which calculates the weight
406     * an object is carrying. It goes through op and figures out how much
407     * containers are carrying, and sums it up.
408     */
409     void
410     object::update_weight ()
411     {
412     sint32 sum = 0;
413 root 1.37
414 root 1.207 for (object *op = inv; op; op = op->below)
415     {
416     if (op->inv)
417     op->update_weight ();
418 elmex 1.1
419 root 1.207 sum += op->total_weight ();
420     }
421 elmex 1.1
422 root 1.212 sum = weight_adjust (this, sum);
423    
424     if (sum != carrying)
425     {
426     carrying = sum;
427    
428     if (object *pl = visible_to ())
429 root 1.215 if (pl != this) // player is handled lazily
430     esrv_update_item (UPD_WEIGHT, pl, this);
431 root 1.212 }
432 elmex 1.1 }
433    
434     /*
435 root 1.208 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
436 elmex 1.1 */
437 root 1.53 char *
438 root 1.24 dump_object (object *op)
439     {
440 root 1.53 if (!op)
441     return strdup ("[NULLOBJ]");
442 elmex 1.1
443 root 1.53 object_freezer freezer;
444 root 1.133 op->write (freezer);
445 root 1.53 return freezer.as_string ();
446 elmex 1.1 }
447    
448     /*
449     * get_nearest_part(multi-object, object 2) returns the part of the
450     * multi-object 1 which is closest to the second object.
451     * If it's not a multi-object, it is returned.
452     */
453 root 1.24 object *
454     get_nearest_part (object *op, const object *pl)
455     {
456     object *tmp, *closest;
457     int last_dist, i;
458    
459 root 1.208 if (!op->more)
460 elmex 1.1 return op;
461 root 1.208
462     for (last_dist = distance (op, pl), closest = op, tmp = op->more;
463     tmp;
464     tmp = tmp->more)
465 root 1.24 if ((i = distance (tmp, pl)) < last_dist)
466     closest = tmp, last_dist = i;
467 root 1.208
468 elmex 1.1 return closest;
469     }
470    
471     /*
472     * Returns the object which has the count-variable equal to the argument.
473 root 1.208 * VERRRY slow.
474 elmex 1.1 */
475 root 1.24 object *
476     find_object (tag_t i)
477     {
478 root 1.112 for_all_objects (op)
479     if (op->count == i)
480     return op;
481    
482     return 0;
483 elmex 1.1 }
484    
485     /*
486     * Returns the first object which has a name equal to the argument.
487     * Used only by the patch command, but not all that useful.
488     * Enables features like "patch <name-of-other-player> food 999"
489     */
490 root 1.24 object *
491     find_object_name (const char *str)
492     {
493 root 1.35 shstr_cmp str_ (str);
494 elmex 1.1 object *op;
495 root 1.24
496 root 1.108 for_all_objects (op)
497 root 1.35 if (op->name == str_)
498 elmex 1.1 break;
499 root 1.11
500 elmex 1.1 return op;
501     }
502    
503     /*
504     * Sets the owner and sets the skill and exp pointers to owner's current
505     * skill and experience objects.
506 root 1.183 * ACTUALLY NO! investigate! TODO
507 elmex 1.1 */
508 root 1.24 void
509 root 1.30 object::set_owner (object *owner)
510 elmex 1.1 {
511 root 1.183 // allow objects which own objects
512     if (owner)
513     while (owner->owner)
514     owner = owner->owner;
515 elmex 1.1
516 root 1.198 if (flag [FLAG_FREED])
517     {
518     LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
519     return;
520     }
521    
522 root 1.30 this->owner = owner;
523 elmex 1.1 }
524    
525 root 1.148 int
526     object::slottype () const
527     {
528     if (type == SKILL)
529     {
530     if (IS_COMBAT_SKILL (subtype)) return slot_combat;
531     if (IS_RANGED_SKILL (subtype)) return slot_ranged;
532     }
533     else
534     {
535     if (slot [body_combat].info) return slot_combat;
536     if (slot [body_range ].info) return slot_ranged;
537     }
538    
539     return slot_none;
540     }
541    
542 root 1.147 bool
543     object::change_weapon (object *ob)
544 root 1.144 {
545     if (current_weapon == ob)
546 root 1.147 return true;
547 root 1.146
548 root 1.150 if (chosen_skill)
549     chosen_skill->flag [FLAG_APPLIED] = false;
550    
551 root 1.144 current_weapon = ob;
552 root 1.147 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
553 root 1.146
554 root 1.150 if (chosen_skill)
555     chosen_skill->flag [FLAG_APPLIED] = true;
556    
557 root 1.144 update_stats ();
558 root 1.147
559     if (ob)
560     {
561     // now check wether any body locations became invalid, in which case
562     // we cannot apply the weapon at the moment.
563     for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
564     if (slot[i].used < 0)
565     {
566     current_weapon = chosen_skill = 0;
567     update_stats ();
568    
569     new_draw_info_format (NDI_UNIQUE, 0, this,
570 root 1.156 "You try to balance all your items at once, "
571     "but the %s is just too much for your body. "
572     "[You need to unapply some items first.]", &ob->name);
573 root 1.147 return false;
574     }
575    
576 root 1.148 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
577 root 1.147 }
578     else
579 root 1.148 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
580 root 1.147
581 root 1.151 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
582     {
583     LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
584     &name, ob->debug_desc ());
585     return false;
586     }
587    
588 root 1.147 return true;
589 root 1.144 }
590    
591 elmex 1.1 /* Zero the key_values on op, decrementing the shared-string
592     * refcounts and freeing the links.
593     */
594 root 1.24 static void
595     free_key_values (object *op)
596 root 1.11 {
597 root 1.137 for (key_value *i = op->key_values; i; )
598 root 1.11 {
599     key_value *next = i->next;
600     delete i;
601 root 1.24
602 root 1.11 i = next;
603 elmex 1.1 }
604 root 1.24
605 root 1.11 op->key_values = 0;
606 elmex 1.1 }
607    
608 root 1.137 object &
609     object::operator =(const object &src)
610 root 1.11 {
611 root 1.137 bool is_freed = flag [FLAG_FREED];
612     bool is_removed = flag [FLAG_REMOVED];
613 root 1.59
614 root 1.137 *(object_copy *)this = src;
615 elmex 1.1
616 root 1.137 flag [FLAG_FREED] = is_freed;
617     flag [FLAG_REMOVED] = is_removed;
618 elmex 1.1
619 root 1.11 /* Copy over key_values, if any. */
620 root 1.137 if (src.key_values)
621 root 1.14 {
622 root 1.23 key_value *tail = 0;
623 root 1.137 key_values = 0;
624 elmex 1.1
625 root 1.137 for (key_value *i = src.key_values; i; i = i->next)
626 root 1.11 {
627     key_value *new_link = new key_value;
628 root 1.8
629 root 1.24 new_link->next = 0;
630     new_link->key = i->key;
631 root 1.11 new_link->value = i->value;
632    
633     /* Try and be clever here, too. */
634 root 1.137 if (!key_values)
635 root 1.11 {
636 root 1.137 key_values = new_link;
637 root 1.11 tail = new_link;
638 root 1.8 }
639 root 1.11 else
640     {
641     tail->next = new_link;
642     tail = new_link;
643     }
644 root 1.14 }
645     }
646 root 1.137 }
647    
648     /*
649     * copy_to first frees everything allocated by the dst object,
650     * and then copies the contents of itself into the second
651     * object, allocating what needs to be allocated. Basically, any
652     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
653     * if the first object is freed, the pointers in the new object
654     * will point at garbage.
655     */
656     void
657     object::copy_to (object *dst)
658     {
659     *dst = *this;
660    
661     if (speed < 0)
662 root 1.185 dst->speed_left -= rndm ();
663 root 1.2
664 root 1.87 dst->set_speed (dst->speed);
665 elmex 1.1 }
666    
667 root 1.133 void
668     object::instantiate ()
669     {
670     if (!uuid.seq) // HACK
671 root 1.202 uuid = UUID::gen ();
672 root 1.133
673     speed_left = -0.1f;
674     /* copy the body_info to the body_used - this is only really
675     * need for monsters, but doesn't hurt to do it for everything.
676     * by doing so, when a monster is created, it has good starting
677     * values for the body_used info, so when items are created
678     * for it, they can be properly equipped.
679     */
680 root 1.145 for (int i = NUM_BODY_LOCATIONS; i--; )
681     slot[i].used = slot[i].info;
682 root 1.133
683     attachable::instantiate ();
684     }
685    
686 root 1.65 object *
687     object::clone ()
688     {
689     object *neu = create ();
690     copy_to (neu);
691     return neu;
692     }
693    
694 elmex 1.1 /*
695     * If an object with the IS_TURNABLE() flag needs to be turned due
696     * to the closest player being on the other side, this function can
697     * be called to update the face variable, _and_ how it looks on the map.
698     */
699 root 1.24 void
700     update_turn_face (object *op)
701     {
702 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
703 root 1.24 return;
704 root 1.96
705 root 1.24 SET_ANIMATION (op, op->direction);
706     update_object (op, UP_OBJ_FACE);
707 elmex 1.1 }
708    
709     /*
710     * Updates the speed of an object. If the speed changes from 0 to another
711     * value, or vice versa, then add/remove the object from the active list.
712     * This function needs to be called whenever the speed of an object changes.
713     */
714 root 1.24 void
715 root 1.87 object::set_speed (float speed)
716 root 1.24 {
717 root 1.87 if (flag [FLAG_FREED] && speed)
718 root 1.24 {
719 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
720     speed = 0;
721 elmex 1.1 }
722 root 1.31
723 root 1.87 this->speed = speed;
724    
725 elmex 1.97 if (has_active_speed ())
726 root 1.98 activate ();
727 root 1.24 else
728 root 1.98 deactivate ();
729 elmex 1.1 }
730    
731     /*
732 root 1.75 * update_object() updates the the map.
733 elmex 1.1 * It takes into account invisible objects (and represent squares covered
734     * by invisible objects by whatever is below them (unless it's another
735     * invisible object, etc...)
736     * If the object being updated is beneath a player, the look-window
737     * of that player is updated (this might be a suboptimal way of
738     * updating that window, though, since update_object() is called _often_)
739     *
740     * action is a hint of what the caller believes need to be done.
741     * current action are:
742     * UP_OBJ_INSERT: op was inserted
743     * UP_OBJ_REMOVE: op was removed
744     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
745     * as that is easier than trying to look at what may have changed.
746     * UP_OBJ_FACE: only the objects face has changed.
747     */
748 root 1.24 void
749     update_object (object *op, int action)
750     {
751     if (op == NULL)
752     {
753     /* this should never happen */
754     LOG (llevDebug, "update_object() called for NULL object.\n");
755     return;
756 elmex 1.1 }
757 root 1.24
758 root 1.75 if (op->env)
759 root 1.24 {
760     /* Animation is currently handled by client, so nothing
761     * to do in this case.
762     */
763     return;
764 elmex 1.1 }
765    
766 root 1.24 /* If the map is saving, don't do anything as everything is
767     * going to get freed anyways.
768     */
769     if (!op->map || op->map->in_memory == MAP_SAVING)
770     return;
771    
772     /* make sure the object is within map boundaries */
773 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
774 root 1.24 {
775     LOG (llevError, "update_object() called for object out of map!\n");
776 elmex 1.1 #ifdef MANY_CORES
777 root 1.24 abort ();
778 elmex 1.1 #endif
779 root 1.24 return;
780 elmex 1.1 }
781    
782 root 1.76 mapspace &m = op->ms ();
783 elmex 1.1
784 root 1.99 if (!(m.flags_ & P_UPTODATE))
785 root 1.75 /* nop */;
786     else if (action == UP_OBJ_INSERT)
787     {
788     // this is likely overkill, TODO: revisit (schmorp)
789     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
790     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
791     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
792     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
793     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
794     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
795     || (m.move_on | op->move_on ) != m.move_on
796     || (m.move_off | op->move_off ) != m.move_off
797     || (m.move_slow | op->move_slow) != m.move_slow
798     /* This isn't perfect, but I don't expect a lot of objects to
799     * to have move_allow right now.
800     */
801     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
802     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
803 root 1.99 m.flags_ = 0;
804 root 1.75 }
805     /* if the object is being removed, we can't make intelligent
806     * decisions, because remove_ob can't really pass the object
807     * that is being removed.
808     */
809 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
810 root 1.99 m.flags_ = 0;
811 root 1.24 else if (action == UP_OBJ_FACE)
812 root 1.29 /* Nothing to do for that case */ ;
813 root 1.24 else
814 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
815 elmex 1.1
816 root 1.75 if (op->more)
817 root 1.24 update_object (op->more, action);
818 elmex 1.1 }
819    
820 root 1.21 object::object ()
821     {
822 root 1.22 SET_FLAG (this, FLAG_REMOVED);
823    
824     expmul = 1.0;
825     face = blank_face;
826     }
827    
828     object::~object ()
829     {
830 root 1.121 unlink ();
831 root 1.119
832 root 1.22 free_key_values (this);
833     }
834    
835 root 1.112 static int object_count;
836    
837 root 1.24 void object::link ()
838 root 1.22 {
839 root 1.112 assert (!index);//D
840 root 1.202 uuid = UUID::gen ();
841 root 1.112 count = ++object_count;
842 root 1.21
843 root 1.109 refcnt_inc ();
844 root 1.108 objects.insert (this);
845 root 1.21 }
846    
847 root 1.24 void object::unlink ()
848 root 1.21 {
849 root 1.121 if (!index)
850     return;
851    
852 root 1.108 objects.erase (this);
853 root 1.109 refcnt_dec ();
854 root 1.98 }
855    
856 root 1.96 void
857 root 1.98 object::activate ()
858 root 1.96 {
859 root 1.98 /* If already on active list, don't do anything */
860 root 1.108 if (active)
861 root 1.98 return;
862    
863 elmex 1.97 if (has_active_speed ())
864 root 1.108 actives.insert (this);
865 root 1.98 }
866 root 1.96
867 root 1.98 void
868     object::activate_recursive ()
869     {
870     activate ();
871    
872 root 1.104 for (object *op = inv; op; op = op->below)
873 root 1.98 op->activate_recursive ();
874 root 1.96 }
875    
876     /* This function removes object 'op' from the list of active
877     * objects.
878     * This should only be used for style maps or other such
879     * reference maps where you don't want an object that isn't
880     * in play chewing up cpu time getting processed.
881     * The reverse of this is to call update_ob_speed, which
882     * will do the right thing based on the speed of the object.
883     */
884     void
885 root 1.98 object::deactivate ()
886 root 1.96 {
887     /* If not on the active list, nothing needs to be done */
888 root 1.108 if (!active)
889 root 1.96 return;
890    
891 root 1.108 actives.erase (this);
892 root 1.98 }
893 root 1.96
894 root 1.98 void
895     object::deactivate_recursive ()
896     {
897 root 1.104 for (object *op = inv; op; op = op->below)
898 root 1.98 op->deactivate_recursive ();
899    
900     deactivate ();
901 root 1.96 }
902    
903 root 1.106 void
904     object::set_flag_inv (int flag, int value)
905     {
906     for (object *op = inv; op; op = op->below)
907     {
908     op->flag [flag] = value;
909     op->set_flag_inv (flag, value);
910     }
911     }
912    
913 root 1.89 /*
914     * Remove and free all objects in the inventory of the given object.
915     * object.c ?
916     */
917     void
918     object::destroy_inv (bool drop_to_ground)
919     {
920 root 1.94 // need to check first, because the checks below might segfault
921     // as we might be on an invalid mapspace and crossfire code
922     // is too buggy to ensure that the inventory is empty.
923 root 1.217 // corollary: if you create arrows etc. with stuff in its inventory,
924 root 1.94 // cf will crash below with off-map x and y
925     if (!inv)
926     return;
927    
928 root 1.89 /* Only if the space blocks everything do we not process -
929     * if some form of movement is allowed, let objects
930     * drop on that space.
931     */
932 root 1.92 if (!drop_to_ground
933     || !map
934 root 1.206 || map->in_memory != MAP_ACTIVE
935 root 1.122 || map->nodrop
936 root 1.95 || ms ().move_block == MOVE_ALL)
937 root 1.89 {
938     while (inv)
939 root 1.92 {
940 root 1.217 inv->destroy_inv (false);
941 root 1.92 inv->destroy ();
942     }
943 root 1.89 }
944     else
945     { /* Put objects in inventory onto this space */
946     while (inv)
947     {
948     object *op = inv;
949    
950     if (op->flag [FLAG_STARTEQUIP]
951     || op->flag [FLAG_NO_DROP]
952     || op->type == RUNE
953     || op->type == TRAP
954 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
955     || op->flag [FLAG_DESTROY_ON_DEATH])
956 root 1.217 op->destroy (true);
957 root 1.89 else
958 root 1.93 map->insert (op, x, y);
959 root 1.89 }
960     }
961     }
962    
963 root 1.21 object *object::create ()
964     {
965 root 1.42 object *op = new object;
966 root 1.22 op->link ();
967     return op;
968 root 1.21 }
969 elmex 1.1
970 root 1.82 void
971     object::do_destroy ()
972 root 1.14 {
973 root 1.82 if (flag [FLAG_IS_LINKED])
974     remove_button_link (this);
975 root 1.29
976 root 1.82 if (flag [FLAG_FRIENDLY])
977 root 1.140 remove_friendly_object (this);
978 root 1.32
979 root 1.213 remove ();
980    
981     attachable::do_destroy ();
982 root 1.14
983 root 1.112 deactivate ();
984     unlink ();
985 root 1.92
986 root 1.82 flag [FLAG_FREED] = 1;
987 root 1.14
988 root 1.57 // hack to ensure that freed objects still have a valid map
989     {
990     static maptile *freed_map; // freed objects are moved here to avoid crashes
991    
992     if (!freed_map)
993     {
994     freed_map = new maptile;
995    
996 root 1.186 freed_map->path = "<freed objects map>";
997 root 1.57 freed_map->name = "/internal/freed_objects_map";
998     freed_map->width = 3;
999     freed_map->height = 3;
1000 root 1.201 freed_map->nodrop = 1;
1001 root 1.57
1002 root 1.96 freed_map->alloc ();
1003 root 1.206 freed_map->in_memory = MAP_ACTIVE;
1004 root 1.57 }
1005    
1006     map = freed_map;
1007     x = 1;
1008     y = 1;
1009     }
1010    
1011 root 1.88 if (more)
1012     {
1013     more->destroy ();
1014     more = 0;
1015     }
1016 root 1.82
1017 root 1.162 head = 0;
1018    
1019     // clear those pointers that likely might cause circular references
1020     owner = 0;
1021     enemy = 0;
1022     attacked_by = 0;
1023     current_weapon = 0;
1024 root 1.82 }
1025    
1026     void
1027     object::destroy (bool destroy_inventory)
1028     {
1029     if (destroyed ())
1030     return;
1031    
1032 root 1.219 if (!is_head () && !head->destroyed ())
1033     {
1034     LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1035     head->destroy (destroy_inventory);
1036     }
1037    
1038 root 1.217 destroy_inv (!destroy_inventory);
1039 root 1.22
1040 root 1.173 if (is_head ())
1041     if (sound_destroy)
1042     play_sound (sound_destroy);
1043     else if (flag [FLAG_MONSTER])
1044     play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1045 root 1.169
1046 root 1.82 attachable::destroy ();
1047 elmex 1.1 }
1048    
1049 root 1.63 /* op->remove ():
1050 elmex 1.1 * This function removes the object op from the linked list of objects
1051     * which it is currently tied to. When this function is done, the
1052     * object will have no environment. If the object previously had an
1053     * environment, the x and y coordinates will be updated to
1054     * the previous environment.
1055     */
1056 root 1.24 void
1057 root 1.128 object::do_remove ()
1058 root 1.24 {
1059 root 1.45 object *tmp, *last = 0;
1060     object *otmp;
1061 root 1.26
1062 root 1.213 if (flag [FLAG_REMOVED])
1063 root 1.29 return;
1064 root 1.24
1065 root 1.82 INVOKE_OBJECT (REMOVE, this);
1066 root 1.26
1067 root 1.213 flag [FLAG_REMOVED] = true;
1068    
1069 root 1.59 if (more)
1070     more->remove ();
1071 root 1.24
1072     /*
1073     * In this case, the object to be removed is in someones
1074     * inventory.
1075     */
1076 root 1.59 if (env)
1077 root 1.24 {
1078 root 1.220 if (object *pl = visible_to ())
1079     esrv_del_item (pl->contr, count);
1080    
1081 root 1.208 adjust_weight (env, -total_weight ());
1082 root 1.24
1083 root 1.208 *(above ? &above->below : &env->inv) = below;
1084 root 1.24
1085 root 1.96 if (below)
1086 root 1.59 below->above = above;
1087 root 1.24
1088     /* we set up values so that it could be inserted into
1089     * the map, but we don't actually do that - it is up
1090     * to the caller to decide what we want to do.
1091     */
1092 root 1.208 map = env->map;
1093     x = env->x;
1094     y = env->y;
1095     above = 0;
1096     below = 0;
1097     env = 0;
1098    
1099     /* NO_FIX_PLAYER is set when a great many changes are being
1100     * made to players inventory. If set, avoiding the call
1101     * to save cpu time.
1102     */
1103     if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1104     otmp->update_stats ();
1105 root 1.59 }
1106     else if (map)
1107     {
1108 root 1.220 map->dirty = true;
1109     mapspace &ms = this->ms ();
1110    
1111     if (object *pl = ms.player ())
1112 root 1.96 {
1113 root 1.220 if (type == PLAYER) // this == pl(!)
1114     {
1115     // leaving a spot always closes any open container on the ground
1116     if (container && !container->env)
1117     // this causes spurious floorbox updates, but it ensures
1118     // that the CLOSE event is being sent.
1119     close_container ();
1120    
1121     --map->players;
1122     map->touch ();
1123     }
1124     else if (pl->container == this)
1125     {
1126     // removing a container should close it
1127     close_container ();
1128     }
1129 root 1.130
1130 root 1.220 esrv_del_item (pl->contr, count);
1131 root 1.96 }
1132    
1133 root 1.29 /* link the object above us */
1134 root 1.59 if (above)
1135     above->below = below;
1136 root 1.29 else
1137 root 1.117 ms.top = below; /* we were top, set new top */
1138 root 1.24
1139 root 1.29 /* Relink the object below us, if there is one */
1140 root 1.59 if (below)
1141     below->above = above;
1142 root 1.29 else
1143     {
1144     /* Nothing below, which means we need to relink map object for this space
1145     * use translated coordinates in case some oddness with map tiling is
1146     * evident
1147     */
1148 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1149 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 ());
1150 elmex 1.1
1151 root 1.117 ms.bot = above; /* goes on above it. */
1152 root 1.8 }
1153 root 1.26
1154 root 1.59 above = 0;
1155     below = 0;
1156 root 1.26
1157 root 1.59 if (map->in_memory == MAP_SAVING)
1158 root 1.29 return;
1159 elmex 1.1
1160 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1161 elmex 1.1
1162 root 1.175 if (object *pl = ms.player ())
1163     {
1164     if (pl->container == this)
1165     /* If a container that the player is currently using somehow gets
1166     * removed (most likely destroyed), update the player view
1167     * appropriately.
1168     */
1169     pl->close_container ();
1170    
1171 root 1.218 //TODO: the floorbox prev/next might need updating
1172     esrv_del_item (pl->contr, count);
1173 root 1.175 }
1174    
1175 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1176 root 1.24 {
1177 root 1.29 /* No point updating the players look faces if he is the object
1178     * being removed.
1179 root 1.24 */
1180 root 1.29
1181 root 1.96 /* See if object moving off should effect something */
1182 root 1.50 if (check_walk_off
1183 root 1.59 && ((move_type & tmp->move_off)
1184     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1185 root 1.29 {
1186 elmex 1.72 move_apply (tmp, this, 0);
1187 root 1.24
1188 root 1.59 if (destroyed ())
1189 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1190 root 1.8 }
1191    
1192 root 1.29 last = tmp;
1193     }
1194 root 1.26
1195 root 1.96 /* last == NULL if there are no objects on this space */
1196     //TODO: this makes little sense, why only update the topmost object?
1197 root 1.59 if (!last)
1198 root 1.99 map->at (x, y).flags_ = 0;
1199 root 1.29 else
1200     update_object (last, UP_OBJ_REMOVE);
1201 root 1.26
1202 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1203 root 1.59 update_all_los (map, x, y);
1204 elmex 1.1 }
1205     }
1206    
1207     /*
1208     * merge_ob(op,top):
1209     *
1210     * This function goes through all objects below and including top, and
1211     * merges op to the first matching object.
1212     * If top is NULL, it is calculated.
1213     * Returns pointer to object if it succeded in the merge, otherwise NULL
1214     */
1215 root 1.24 object *
1216     merge_ob (object *op, object *top)
1217     {
1218     if (!op->nrof)
1219 elmex 1.1 return 0;
1220 root 1.29
1221 root 1.194 if (!top)
1222 root 1.82 for (top = op; top && top->above; top = top->above)
1223     ;
1224 root 1.29
1225 root 1.82 for (; top; top = top->below)
1226 root 1.214 if (object::can_merge (op, top))
1227     {
1228     top->nrof += op->nrof;
1229    
1230     if (object *pl = top->visible_to ())
1231     esrv_update_item (UPD_NROF, pl, top);
1232    
1233     op->weight = 0; // cancel the addition above
1234     op->carrying = 0; // must be 0 already
1235 root 1.66
1236 root 1.214 op->destroy (1);
1237 root 1.24
1238 root 1.214 return top;
1239     }
1240 root 1.29
1241 root 1.45 return 0;
1242 elmex 1.1 }
1243    
1244 root 1.138 void
1245     object::expand_tail ()
1246     {
1247     if (more)
1248     return;
1249    
1250     object *prev = this;
1251    
1252 root 1.160 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1253 root 1.138 {
1254     object *op = arch_to_object (at);
1255    
1256     op->name = name;
1257     op->name_pl = name_pl;
1258     op->title = title;
1259    
1260     op->head = this;
1261     prev->more = op;
1262    
1263     prev = op;
1264     }
1265     }
1266    
1267 elmex 1.1 /*
1268 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1269     * job preparing multi-part monsters.
1270 elmex 1.1 */
1271 root 1.24 object *
1272 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1273 root 1.24 {
1274 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1275 root 1.24 {
1276 root 1.159 tmp->x = x + tmp->arch->x;
1277     tmp->y = y + tmp->arch->y;
1278 elmex 1.1 }
1279 root 1.29
1280 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1281 elmex 1.1 }
1282    
1283     /*
1284     * insert_ob_in_map (op, map, originator, flag):
1285     * This function inserts the object in the two-way linked list
1286     * which represents what is on a map.
1287     * The second argument specifies the map, and the x and y variables
1288     * in the object about to be inserted specifies the position.
1289     *
1290     * originator: Player, monster or other object that caused 'op' to be inserted
1291     * into 'map'. May be NULL.
1292     *
1293     * flag is a bitmask about special things to do (or not do) when this
1294     * function is called. see the object.h file for the INS_ values.
1295     * Passing 0 for flag gives proper default values, so flag really only needs
1296     * to be set if special handling is needed.
1297     *
1298     * Return value:
1299     * new object if 'op' was merged with other object
1300     * NULL if 'op' was destroyed
1301     * just 'op' otherwise
1302     */
1303 root 1.24 object *
1304 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1305 elmex 1.1 {
1306 root 1.138 assert (!op->flag [FLAG_FREED]);
1307    
1308 root 1.117 op->remove ();
1309    
1310 root 1.187 /* Ideally, the caller figures this out. However, it complicates a lot
1311     * of areas of callers (eg, anything that uses find_free_spot would now
1312     * need extra work
1313     */
1314     if (!xy_normalise (m, op->x, op->y))
1315 root 1.24 {
1316 root 1.217 op->destroy (1);
1317 root 1.187 return 0;
1318 elmex 1.1 }
1319 root 1.25
1320 root 1.117 if (object *more = op->more)
1321 root 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1322     return 0;
1323 root 1.25
1324 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1325 root 1.8
1326 root 1.117 op->map = m;
1327     mapspace &ms = op->ms ();
1328 root 1.24
1329     /* this has to be done after we translate the coordinates.
1330     */
1331     if (op->nrof && !(flag & INS_NO_MERGE))
1332 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1333 root 1.66 if (object::can_merge (op, tmp))
1334 root 1.25 {
1335 root 1.218 // TODO: we atcually want to update tmp, not op,
1336     // but some caller surely breaks when we return tmp
1337     // from here :/
1338 root 1.25 op->nrof += tmp->nrof;
1339 root 1.208 tmp->destroy (1);
1340 root 1.25 }
1341 root 1.24
1342     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1343     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1344 root 1.25
1345 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1346     CLEAR_FLAG (op, FLAG_NO_STEAL);
1347    
1348     if (flag & INS_BELOW_ORIGINATOR)
1349     {
1350     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1351     {
1352     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1353     abort ();
1354     }
1355 root 1.25
1356 root 1.24 op->above = originator;
1357     op->below = originator->below;
1358 root 1.25
1359 root 1.24 if (op->below)
1360     op->below->above = op;
1361     else
1362 root 1.117 ms.bot = op;
1363 root 1.25
1364 root 1.24 /* since *below* originator, no need to update top */
1365     originator->below = op;
1366 elmex 1.1 }
1367 root 1.24 else
1368     {
1369 root 1.218 object *top, *floor = NULL;
1370    
1371 root 1.117 top = ms.bot;
1372    
1373 root 1.24 /* If there are other objects, then */
1374 root 1.191 if (top)
1375 root 1.24 {
1376 root 1.96 object *last = 0;
1377 root 1.24
1378     /*
1379     * If there are multiple objects on this space, we do some trickier handling.
1380     * We've already dealt with merging if appropriate.
1381     * Generally, we want to put the new object on top. But if
1382     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1383     * floor, we want to insert above that and no further.
1384     * Also, if there are spell objects on this space, we stop processing
1385     * once we get to them. This reduces the need to traverse over all of
1386     * them when adding another one - this saves quite a bit of cpu time
1387     * when lots of spells are cast in one area. Currently, it is presumed
1388     * that flying non pickable objects are spell objects.
1389     */
1390 root 1.117 for (top = ms.bot; top; top = top->above)
1391 root 1.24 {
1392     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1393     floor = top;
1394 root 1.26
1395 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))
1396     {
1397     /* We insert above top, so we want this object below this */
1398     top = top->below;
1399     break;
1400     }
1401 root 1.26
1402 root 1.24 last = top;
1403     }
1404 root 1.26
1405 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1406     top = last;
1407 root 1.8
1408 root 1.24 /* We let update_position deal with figuring out what the space
1409     * looks like instead of lots of conditions here.
1410     * makes things faster, and effectively the same result.
1411     */
1412    
1413     /* Have object 'fall below' other objects that block view.
1414 root 1.135 * Unless those objects are exits.
1415 root 1.24 * If INS_ON_TOP is used, don't do this processing
1416     * Need to find the object that in fact blocks view, otherwise
1417     * stacking is a bit odd.
1418     */
1419 root 1.117 if (!(flag & INS_ON_TOP)
1420     && ms.flags () & P_BLOCKSVIEW
1421 root 1.135 && (op->face && !faces [op->face].visibility))
1422 root 1.24 {
1423     for (last = top; last != floor; last = last->below)
1424     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1425     break;
1426 root 1.117
1427 root 1.24 /* Check to see if we found the object that blocks view,
1428     * and make sure we have a below pointer for it so that
1429     * we can get inserted below this one, which requires we
1430     * set top to the object below us.
1431     */
1432     if (last && last->below && last != floor)
1433     top = last->below;
1434 root 1.8 }
1435 root 1.24 } /* If objects on this space */
1436 root 1.25
1437 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1438     top = floor;
1439    
1440     /* Top is the object that our object (op) is going to get inserted above.
1441     */
1442    
1443     /* First object on this space */
1444     if (!top)
1445     {
1446 root 1.117 op->above = ms.bot;
1447 root 1.25
1448 root 1.24 if (op->above)
1449     op->above->below = op;
1450 root 1.25
1451 root 1.96 op->below = 0;
1452 root 1.117 ms.bot = op;
1453 root 1.24 }
1454     else
1455     { /* get inserted into the stack above top */
1456     op->above = top->above;
1457 root 1.25
1458 root 1.24 if (op->above)
1459     op->above->below = op;
1460 root 1.25
1461 root 1.24 op->below = top;
1462     top->above = op;
1463     }
1464 root 1.25
1465 root 1.96 if (!op->above)
1466 root 1.117 ms.top = op;
1467 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1468 root 1.8
1469 root 1.24 if (op->type == PLAYER)
1470 root 1.96 {
1471     op->contr->do_los = 1;
1472     ++op->map->players;
1473 root 1.100 op->map->touch ();
1474 root 1.96 }
1475 root 1.24
1476 root 1.98 op->map->dirty = true;
1477    
1478 root 1.191 if (object *pl = ms.player ())
1479 root 1.218 //TODO: the floorbox prev/next might need updating
1480 root 1.217 esrv_send_item (pl, op);
1481 root 1.24
1482     /* If this object glows, it may affect lighting conditions that are
1483     * visible to others on this map. But update_all_los is really
1484     * an inefficient way to do this, as it means los for all players
1485     * on the map will get recalculated. The players could very well
1486     * be far away from this change and not affected in any way -
1487     * this should get redone to only look for players within range,
1488 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1489 root 1.24 * of effect may be sufficient.
1490     */
1491 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1492 root 1.24 update_all_los (op->map, op->x, op->y);
1493    
1494     /* updates flags (blocked, alive, no magic, etc) for this map space */
1495     update_object (op, UP_OBJ_INSERT);
1496    
1497 root 1.82 INVOKE_OBJECT (INSERT, op);
1498    
1499 root 1.24 /* Don't know if moving this to the end will break anything. However,
1500 root 1.70 * we want to have floorbox_update called before calling this.
1501 root 1.24 *
1502     * check_move_on() must be after this because code called from
1503     * check_move_on() depends on correct map flags (so functions like
1504     * blocked() and wall() work properly), and these flags are updated by
1505     * update_object().
1506     */
1507    
1508     /* if this is not the head or flag has been passed, don't check walk on status */
1509 root 1.155 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1510 root 1.24 {
1511     if (check_move_on (op, originator))
1512 root 1.82 return 0;
1513 elmex 1.1
1514 root 1.24 /* If we are a multi part object, lets work our way through the check
1515     * walk on's.
1516     */
1517 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1518 root 1.24 if (check_move_on (tmp, originator))
1519 root 1.82 return 0;
1520 elmex 1.1 }
1521 root 1.25
1522 root 1.24 return op;
1523 elmex 1.1 }
1524    
1525     /* this function inserts an object in the map, but if it
1526 root 1.75 * finds an object of its own type, it'll remove that one first.
1527     * op is the object to insert it under: supplies x and the map.
1528 elmex 1.1 */
1529 root 1.24 void
1530     replace_insert_ob_in_map (const char *arch_string, object *op)
1531     {
1532     /* first search for itself and remove any old instances */
1533 elmex 1.1
1534 root 1.208 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1535 root 1.158 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1536 root 1.208 tmp->destroy (1);
1537    
1538     object *tmp = arch_to_object (archetype::find (arch_string));
1539 elmex 1.1
1540 root 1.208 tmp->x = op->x;
1541     tmp->y = op->y;
1542 elmex 1.1
1543 root 1.208 insert_ob_in_map (tmp, op->map, op, 0);
1544 root 1.24 }
1545 elmex 1.1
1546 root 1.93 object *
1547     object::insert_at (object *where, object *originator, int flags)
1548     {
1549 root 1.205 if (where->env)
1550     return where->env->insert (this);
1551     else
1552     return where->map->insert (this, where->x, where->y, originator, flags);
1553 root 1.93 }
1554    
1555 elmex 1.1 /*
1556 root 1.209 * decrease(object, number) decreases a specified number from
1557 root 1.208 * the amount of an object. If the amount reaches 0, the object
1558 elmex 1.1 * is subsequently removed and freed.
1559     *
1560     * Return value: 'op' if something is left, NULL if the amount reached 0
1561     */
1562 root 1.208 bool
1563 root 1.209 object::decrease (sint32 nr)
1564 elmex 1.1 {
1565 root 1.212 if (!nr)
1566     return true;
1567    
1568 root 1.208 nr = min (nr, nrof);
1569 elmex 1.1
1570 root 1.208 nrof -= nr;
1571 root 1.24
1572 root 1.208 if (nrof)
1573 elmex 1.1 {
1574 root 1.208 adjust_weight (env, -weight * nr); // carrying == 0
1575 elmex 1.1
1576 root 1.212 if (object *pl = visible_to ())
1577     esrv_update_item (UPD_NROF, pl, this);
1578 root 1.29
1579 root 1.212 return true;
1580 elmex 1.1 }
1581 root 1.24 else
1582     {
1583 root 1.212 destroy (1);
1584     return false;
1585 elmex 1.1 }
1586     }
1587    
1588 root 1.209 /*
1589 root 1.210 * split(ob,nr) splits up ob into two parts. The part which
1590 root 1.209 * is returned contains nr objects, and the remaining parts contains
1591 root 1.210 * the rest (or is removed and returned if that number is 0).
1592     * On failure, NULL is returned.
1593 root 1.209 */
1594 root 1.208 object *
1595 root 1.209 object::split (sint32 nr)
1596 root 1.208 {
1597 root 1.212 int have = number_of ();
1598    
1599     if (have < nr)
1600 root 1.209 return 0;
1601 root 1.212 else if (have == nr)
1602 root 1.209 {
1603     remove ();
1604     return this;
1605     }
1606     else
1607     {
1608     decrease (nr);
1609    
1610     object *op = object_create_clone (this);
1611     op->nrof = nr;
1612     return op;
1613     }
1614     }
1615    
1616 root 1.24 object *
1617     insert_ob_in_ob (object *op, object *where)
1618     {
1619 root 1.59 if (!where)
1620 root 1.24 {
1621 root 1.53 char *dump = dump_object (op);
1622     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1623     free (dump);
1624 root 1.24 return op;
1625     }
1626 root 1.29
1627 root 1.154 if (where->head_ () != where)
1628 root 1.24 {
1629 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1630 root 1.24 where = where->head;
1631     }
1632 root 1.29
1633 root 1.59 return where->insert (op);
1634     }
1635    
1636     /*
1637     * env->insert (op)
1638     * This function inserts the object op in the linked list
1639     * inside the object environment.
1640     *
1641     * The function returns now pointer to inserted item, and return value can
1642     * be != op, if items are merged. -Tero
1643     */
1644     object *
1645     object::insert (object *op)
1646     {
1647 root 1.24 if (op->more)
1648     {
1649     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1650     return op;
1651     }
1652 root 1.29
1653 root 1.208 op->remove ();
1654    
1655     op->flag [FLAG_OBJ_ORIGINAL] = 0;
1656 root 1.182
1657 root 1.24 if (op->nrof)
1658 root 1.208 for (object *tmp = inv; tmp; tmp = tmp->below)
1659     if (object::can_merge (tmp, op))
1660     {
1661     /* return the original object and remove inserted object
1662     (client needs the original object) */
1663     tmp->nrof += op->nrof;
1664 root 1.214
1665     if (object *pl = tmp->visible_to ())
1666     esrv_update_item (UPD_NROF, pl, tmp);
1667    
1668 root 1.210 adjust_weight (this, op->total_weight ());
1669    
1670 root 1.208 op->destroy (1);
1671     op = tmp;
1672     goto inserted;
1673     }
1674    
1675     op->owner = 0; // it's his/hers now. period.
1676     op->map = 0;
1677     op->x = 0;
1678     op->y = 0;
1679    
1680     op->above = 0;
1681     op->below = inv;
1682     op->env = this;
1683    
1684     if (inv)
1685     inv->above = op;
1686 root 1.24
1687 root 1.208 inv = op;
1688 elmex 1.1
1689 root 1.208 op->flag [FLAG_REMOVED] = 0;
1690 elmex 1.1
1691 root 1.214 if (object *pl = op->visible_to ())
1692     esrv_send_item (pl, op);
1693    
1694 root 1.208 adjust_weight (this, op->total_weight ());
1695 elmex 1.1
1696 root 1.208 inserted:
1697 elmex 1.1 /* reset the light list and los of the players on the map */
1698 root 1.208 if (op->glow_radius && map && map->darkness)
1699     update_all_los (map, x, y);
1700 elmex 1.1
1701 root 1.214 // if this is a player's inventory, update stats
1702     if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1703     update_stats ();
1704 root 1.59
1705 root 1.82 INVOKE_OBJECT (INSERT, this);
1706    
1707 elmex 1.1 return op;
1708     }
1709    
1710     /*
1711     * Checks if any objects has a move_type that matches objects
1712     * that effect this object on this space. Call apply() to process
1713     * these events.
1714     *
1715     * Any speed-modification due to SLOW_MOVE() of other present objects
1716     * will affect the speed_left of the object.
1717     *
1718     * originator: Player, monster or other object that caused 'op' to be inserted
1719     * into 'map'. May be NULL.
1720     *
1721     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1722     *
1723     * 4-21-95 added code to check if appropriate skill was readied - this will
1724     * permit faster movement by the player through this terrain. -b.t.
1725     *
1726     * MSW 2001-07-08: Check all objects on space, not just those below
1727     * object being inserted. insert_ob_in_map may not put new objects
1728     * on top.
1729     */
1730 root 1.24 int
1731     check_move_on (object *op, object *originator)
1732 elmex 1.1 {
1733 root 1.48 object *tmp;
1734 root 1.49 maptile *m = op->map;
1735 root 1.48 int x = op->x, y = op->y;
1736 root 1.26
1737 root 1.48 MoveType move_on, move_slow, move_block;
1738 root 1.24
1739     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1740     return 0;
1741    
1742     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1743     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1744     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1745    
1746     /* if nothing on this space will slow op down or be applied,
1747     * no need to do checking below. have to make sure move_type
1748     * is set, as lots of objects don't have it set - we treat that
1749     * as walking.
1750     */
1751     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1752     return 0;
1753 elmex 1.1
1754 root 1.24 /* This is basically inverse logic of that below - basically,
1755     * if the object can avoid the move on or slow move, they do so,
1756     * but can't do it if the alternate movement they are using is
1757     * blocked. Logic on this seems confusing, but does seem correct.
1758     */
1759     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1760     return 0;
1761    
1762     /* The objects have to be checked from top to bottom.
1763     * Hence, we first go to the top:
1764     */
1765    
1766 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1767 root 1.24 {
1768     /* Trim the search when we find the first other spell effect
1769     * this helps performance so that if a space has 50 spell objects,
1770     * we don't need to check all of them.
1771     */
1772     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1773     break;
1774     }
1775 root 1.26
1776     for (; tmp; tmp = tmp->below)
1777 root 1.24 {
1778     if (tmp == op)
1779     continue; /* Can't apply yourself */
1780 elmex 1.1
1781 root 1.24 /* Check to see if one of the movement types should be slowed down.
1782     * Second check makes sure that the movement types not being slowed
1783     * (~slow_move) is not blocked on this space - just because the
1784     * space doesn't slow down swimming (for example), if you can't actually
1785     * swim on that space, can't use it to avoid the penalty.
1786     */
1787     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1788     {
1789     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1790     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1791     {
1792 elmex 1.1
1793 root 1.29 float
1794 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1795 elmex 1.1
1796 root 1.24 if (op->type == PLAYER)
1797 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1798     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1799     diff /= 4.0;
1800    
1801 root 1.24 op->speed_left -= diff;
1802 root 1.8 }
1803     }
1804 elmex 1.1
1805 root 1.24 /* Basically same logic as above, except now for actual apply. */
1806     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1807     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1808     {
1809 elmex 1.72 move_apply (tmp, op, originator);
1810 root 1.24
1811 root 1.48 if (op->destroyed ())
1812 root 1.24 return 1;
1813    
1814     /* what the person/creature stepped onto has moved the object
1815     * someplace new. Don't process any further - if we did,
1816     * have a feeling strange problems would result.
1817     */
1818     if (op->map != m || op->x != x || op->y != y)
1819     return 0;
1820 root 1.8 }
1821 elmex 1.1 }
1822 root 1.26
1823 root 1.24 return 0;
1824 elmex 1.1 }
1825    
1826     /*
1827     * present_arch(arch, map, x, y) searches for any objects with
1828     * a matching archetype at the given map and coordinates.
1829     * The first matching object is returned, or NULL if none.
1830     */
1831 root 1.24 object *
1832 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1833 root 1.24 {
1834 root 1.104 if (!m || out_of_map (m, x, y))
1835 root 1.24 {
1836     LOG (llevError, "Present_arch called outside map.\n");
1837     return NULL;
1838     }
1839 root 1.84
1840 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1841 root 1.24 if (tmp->arch == at)
1842 elmex 1.1 return tmp;
1843 root 1.84
1844 elmex 1.1 return NULL;
1845     }
1846    
1847     /*
1848     * present(type, map, x, y) searches for any objects with
1849     * a matching type variable at the given map and coordinates.
1850     * The first matching object is returned, or NULL if none.
1851     */
1852 root 1.24 object *
1853 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1854 root 1.24 {
1855     if (out_of_map (m, x, y))
1856     {
1857     LOG (llevError, "Present called outside map.\n");
1858     return NULL;
1859     }
1860 root 1.84
1861 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1862 root 1.24 if (tmp->type == type)
1863 elmex 1.1 return tmp;
1864 root 1.84
1865 elmex 1.1 return NULL;
1866     }
1867    
1868     /*
1869     * present_in_ob(type, object) searches for any objects with
1870     * a matching type variable in the inventory of the given object.
1871     * The first matching object is returned, or NULL if none.
1872     */
1873 root 1.24 object *
1874     present_in_ob (unsigned char type, const object *op)
1875     {
1876 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1877 root 1.24 if (tmp->type == type)
1878 elmex 1.1 return tmp;
1879 root 1.84
1880 elmex 1.1 return NULL;
1881     }
1882    
1883     /*
1884     * present_in_ob (type, str, object) searches for any objects with
1885     * a matching type & name variable in the inventory of the given object.
1886     * The first matching object is returned, or NULL if none.
1887     * This is mostly used by spell effect code, so that we only
1888     * have one spell effect at a time.
1889     * type can be used to narrow the search - if type is set,
1890     * the type must also match. -1 can be passed for the type,
1891     * in which case the type does not need to pass.
1892     * str is the string to match against. Note that we match against
1893     * the object name, not the archetype name. this is so that the
1894     * spell code can use one object type (force), but change it's name
1895     * to be unique.
1896     */
1897 root 1.24 object *
1898     present_in_ob_by_name (int type, const char *str, const object *op)
1899     {
1900 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1901 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1902     return tmp;
1903 elmex 1.1
1904 root 1.82 return 0;
1905 elmex 1.1 }
1906    
1907     /*
1908     * present_arch_in_ob(archetype, object) searches for any objects with
1909     * a matching archetype in the inventory of the given object.
1910     * The first matching object is returned, or NULL if none.
1911     */
1912 root 1.24 object *
1913     present_arch_in_ob (const archetype *at, const object *op)
1914     {
1915 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1916 root 1.24 if (tmp->arch == at)
1917 elmex 1.1 return tmp;
1918 root 1.82
1919 elmex 1.1 return NULL;
1920     }
1921    
1922     /*
1923     * activate recursively a flag on an object inventory
1924     */
1925 root 1.24 void
1926     flag_inv (object *op, int flag)
1927     {
1928 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1929     {
1930     SET_FLAG (tmp, flag);
1931     flag_inv (tmp, flag);
1932     }
1933 root 1.82 }
1934    
1935     /*
1936     * deactivate recursively a flag on an object inventory
1937     */
1938 root 1.24 void
1939     unflag_inv (object *op, int flag)
1940     {
1941 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1942     {
1943     CLEAR_FLAG (tmp, flag);
1944     unflag_inv (tmp, flag);
1945     }
1946 elmex 1.1 }
1947    
1948     /*
1949     * find_free_spot(object, map, x, y, start, stop) will search for
1950     * a spot at the given map and coordinates which will be able to contain
1951     * the given object. start and stop specifies how many squares
1952     * to search (see the freearr_x/y[] definition).
1953     * It returns a random choice among the alternatives found.
1954     * start and stop are where to start relative to the free_arr array (1,9
1955     * does all 4 immediate directions). This returns the index into the
1956     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1957 root 1.196 * Note: This function does correctly handle tiled maps, but does not
1958 elmex 1.1 * inform the caller. However, insert_ob_in_map will update as
1959     * necessary, so the caller shouldn't need to do any special work.
1960     * Note - updated to take an object instead of archetype - this is necessary
1961     * because arch_blocked (now ob_blocked) needs to know the movement type
1962     * to know if the space in question will block the object. We can't use
1963     * the archetype because that isn't correct if the monster has been
1964     * customized, changed states, etc.
1965     */
1966 root 1.24 int
1967 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1968 root 1.24 {
1969 root 1.190 int altern[SIZEOFFREE];
1970 root 1.82 int index = 0, flag;
1971 root 1.24
1972 root 1.82 for (int i = start; i < stop; i++)
1973 root 1.24 {
1974 root 1.188 mapxy pos (m, x, y); pos.move (i);
1975    
1976     if (!pos.normalise ())
1977     continue;
1978    
1979     mapspace &ms = *pos;
1980 root 1.189
1981     if (ms.flags () & P_IS_ALIVE)
1982     continue;
1983 root 1.188
1984     /* However, often
1985     * ob doesn't have any move type (when used to place exits)
1986     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1987     */
1988 root 1.200 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1989 root 1.190 {
1990     altern [index++] = i;
1991     continue;
1992     }
1993 root 1.24
1994     /* Basically, if we find a wall on a space, we cut down the search size.
1995     * In this way, we won't return spaces that are on another side of a wall.
1996     * This mostly work, but it cuts down the search size in all directions -
1997     * if the space being examined only has a wall to the north and empty
1998     * spaces in all the other directions, this will reduce the search space
1999     * to only the spaces immediately surrounding the target area, and
2000     * won't look 2 spaces south of the target space.
2001     */
2002 root 1.188 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2003     {
2004     stop = maxfree[i];
2005     continue;
2006     }
2007    
2008     /* Note it is intentional that we check ob - the movement type of the
2009     * head of the object should correspond for the entire object.
2010     */
2011     if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2012     continue;
2013    
2014 root 1.196 if (ob->blocked (m, pos.x, pos.y))
2015     continue;
2016    
2017 root 1.188 altern [index++] = i;
2018 elmex 1.1 }
2019 root 1.74
2020 root 1.24 if (!index)
2021     return -1;
2022 root 1.74
2023 root 1.124 return altern [rndm (index)];
2024 elmex 1.1 }
2025    
2026     /*
2027 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2028 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2029     * But it will return the first available spot, not a random choice.
2030     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2031     */
2032 root 1.24 int
2033 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2034 root 1.24 {
2035 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2036 root 1.188 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2037 root 1.82 return i;
2038 root 1.24
2039     return -1;
2040 elmex 1.1 }
2041    
2042     /*
2043     * The function permute(arr, begin, end) randomly reorders the array
2044     * arr[begin..end-1].
2045 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2046 elmex 1.1 */
2047 root 1.24 static void
2048     permute (int *arr, int begin, int end)
2049 elmex 1.1 {
2050 root 1.82 arr += begin;
2051     end -= begin;
2052    
2053     while (--end)
2054 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2055 elmex 1.1 }
2056    
2057     /* new function to make monster searching more efficient, and effective!
2058     * This basically returns a randomized array (in the passed pointer) of
2059     * the spaces to find monsters. In this way, it won't always look for
2060     * monsters to the north first. However, the size of the array passed
2061     * covers all the spaces, so within that size, all the spaces within
2062     * the 3x3 area will be searched, just not in a predictable order.
2063     */
2064 root 1.24 void
2065     get_search_arr (int *search_arr)
2066 elmex 1.1 {
2067 root 1.82 int i;
2068 elmex 1.1
2069 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2070 root 1.82 search_arr[i] = i;
2071 elmex 1.1
2072 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2073     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2074     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2075 elmex 1.1 }
2076    
2077     /*
2078     * find_dir(map, x, y, exclude) will search some close squares in the
2079     * given map at the given coordinates for live objects.
2080     * It will not considered the object given as exclude among possible
2081     * live objects.
2082     * It returns the direction toward the first/closest live object if finds
2083     * any, otherwise 0.
2084     * Perhaps incorrectly, but I'm making the assumption that exclude
2085     * is actually want is going to try and move there. We need this info
2086     * because we have to know what movement the thing looking to move
2087     * there is capable of.
2088     */
2089 root 1.24 int
2090 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2091 root 1.24 {
2092 root 1.82 int i, max = SIZEOFFREE, mflags;
2093 root 1.29
2094     sint16 nx, ny;
2095 root 1.82 object *tmp;
2096     maptile *mp;
2097 root 1.29
2098     MoveType blocked, move_type;
2099 root 1.24
2100 root 1.155 if (exclude && exclude->head_ () != exclude)
2101 root 1.24 {
2102     exclude = exclude->head;
2103     move_type = exclude->move_type;
2104     }
2105     else
2106     {
2107     /* If we don't have anything, presume it can use all movement types. */
2108     move_type = MOVE_ALL;
2109     }
2110    
2111     for (i = 1; i < max; i++)
2112     {
2113     mp = m;
2114     nx = x + freearr_x[i];
2115     ny = y + freearr_y[i];
2116    
2117     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2118 root 1.75
2119 root 1.24 if (mflags & P_OUT_OF_MAP)
2120 root 1.75 max = maxfree[i];
2121 root 1.24 else
2122     {
2123 root 1.82 mapspace &ms = mp->at (nx, ny);
2124    
2125     blocked = ms.move_block;
2126 root 1.24
2127     if ((move_type & blocked) == move_type)
2128 root 1.75 max = maxfree[i];
2129 root 1.24 else if (mflags & P_IS_ALIVE)
2130     {
2131 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2132 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2133 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2134 root 1.75 break;
2135    
2136 root 1.24 if (tmp)
2137 root 1.75 return freedir[i];
2138 root 1.8 }
2139     }
2140 elmex 1.1 }
2141 root 1.75
2142 root 1.24 return 0;
2143 elmex 1.1 }
2144    
2145     /*
2146     * distance(object 1, object 2) will return the square of the
2147     * distance between the two given objects.
2148     */
2149 root 1.24 int
2150     distance (const object *ob1, const object *ob2)
2151     {
2152 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2153 elmex 1.1 }
2154    
2155     /*
2156     * find_dir_2(delta-x,delta-y) will return a direction in which
2157     * an object which has subtracted the x and y coordinates of another
2158     * object, needs to travel toward it.
2159     */
2160 root 1.24 int
2161     find_dir_2 (int x, int y)
2162     {
2163 root 1.75 int q;
2164 elmex 1.1
2165 root 1.24 if (y)
2166     q = x * 100 / y;
2167 elmex 1.1 else if (x)
2168 root 1.24 q = -300 * x;
2169 elmex 1.1 else
2170     return 0;
2171    
2172 root 1.24 if (y > 0)
2173     {
2174     if (q < -242)
2175     return 3;
2176     if (q < -41)
2177     return 2;
2178     if (q < 41)
2179     return 1;
2180     if (q < 242)
2181     return 8;
2182     return 7;
2183     }
2184 elmex 1.1
2185     if (q < -242)
2186 root 1.24 return 7;
2187 elmex 1.1 if (q < -41)
2188 root 1.24 return 6;
2189 elmex 1.1 if (q < 41)
2190 root 1.24 return 5;
2191 elmex 1.1 if (q < 242)
2192 root 1.24 return 4;
2193 elmex 1.1
2194 root 1.24 return 3;
2195 elmex 1.1 }
2196    
2197     /*
2198     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2199     * between two directions (which are expected to be absolute (see absdir())
2200     */
2201 root 1.24 int
2202     dirdiff (int dir1, int dir2)
2203     {
2204 root 1.82 int d;
2205 root 1.24
2206     d = abs (dir1 - dir2);
2207     if (d > 4)
2208 elmex 1.1 d = 8 - d;
2209 root 1.82
2210 elmex 1.1 return d;
2211     }
2212    
2213     /* peterm:
2214     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2215     * Basically, this is a table of directions, and what directions
2216     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2217     * This basically means that if direction is 15, then it could either go
2218     * direction 4, 14, or 16 to get back to where we are.
2219     * Moved from spell_util.c to object.c with the other related direction
2220     * functions.
2221     */
2222 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2223 root 1.24 {0, 0, 0}, /* 0 */
2224     {0, 0, 0}, /* 1 */
2225     {0, 0, 0}, /* 2 */
2226     {0, 0, 0}, /* 3 */
2227     {0, 0, 0}, /* 4 */
2228     {0, 0, 0}, /* 5 */
2229     {0, 0, 0}, /* 6 */
2230     {0, 0, 0}, /* 7 */
2231     {0, 0, 0}, /* 8 */
2232     {8, 1, 2}, /* 9 */
2233     {1, 2, -1}, /* 10 */
2234     {2, 10, 12}, /* 11 */
2235     {2, 3, -1}, /* 12 */
2236     {2, 3, 4}, /* 13 */
2237     {3, 4, -1}, /* 14 */
2238     {4, 14, 16}, /* 15 */
2239     {5, 4, -1}, /* 16 */
2240     {4, 5, 6}, /* 17 */
2241     {6, 5, -1}, /* 18 */
2242     {6, 20, 18}, /* 19 */
2243     {7, 6, -1}, /* 20 */
2244     {6, 7, 8}, /* 21 */
2245     {7, 8, -1}, /* 22 */
2246     {8, 22, 24}, /* 23 */
2247     {8, 1, -1}, /* 24 */
2248     {24, 9, 10}, /* 25 */
2249     {9, 10, -1}, /* 26 */
2250     {10, 11, -1}, /* 27 */
2251     {27, 11, 29}, /* 28 */
2252     {11, 12, -1}, /* 29 */
2253     {12, 13, -1}, /* 30 */
2254     {12, 13, 14}, /* 31 */
2255     {13, 14, -1}, /* 32 */
2256     {14, 15, -1}, /* 33 */
2257     {33, 15, 35}, /* 34 */
2258     {16, 15, -1}, /* 35 */
2259     {17, 16, -1}, /* 36 */
2260     {18, 17, 16}, /* 37 */
2261     {18, 17, -1}, /* 38 */
2262     {18, 19, -1}, /* 39 */
2263     {41, 19, 39}, /* 40 */
2264     {19, 20, -1}, /* 41 */
2265     {20, 21, -1}, /* 42 */
2266     {20, 21, 22}, /* 43 */
2267     {21, 22, -1}, /* 44 */
2268     {23, 22, -1}, /* 45 */
2269     {45, 47, 23}, /* 46 */
2270     {23, 24, -1}, /* 47 */
2271     {24, 9, -1}
2272     }; /* 48 */
2273 elmex 1.1
2274     /* Recursive routine to step back and see if we can
2275     * find a path to that monster that we found. If not,
2276     * we don't bother going toward it. Returns 1 if we
2277     * can see a direct way to get it
2278     * Modified to be map tile aware -.MSW
2279     */
2280 root 1.24 int
2281 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2282 root 1.24 {
2283 root 1.29 sint16 dx, dy;
2284 root 1.75 int mflags;
2285 root 1.24
2286     if (dir < 0)
2287     return 0; /* exit condition: invalid direction */
2288    
2289     dx = x + freearr_x[dir];
2290     dy = y + freearr_y[dir];
2291    
2292     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2293    
2294     /* This functional arguably was incorrect before - it was
2295     * checking for P_WALL - that was basically seeing if
2296     * we could move to the monster - this is being more
2297     * literal on if we can see it. To know if we can actually
2298     * move to the monster, we'd need the monster passed in or
2299     * at least its move type.
2300     */
2301     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2302     return 0;
2303    
2304     /* yes, can see. */
2305     if (dir < 9)
2306     return 1;
2307 root 1.75
2308     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2309     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2310     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2311 root 1.24 }
2312    
2313 elmex 1.1 /*
2314     * can_pick(picker, item): finds out if an object is possible to be
2315     * picked up by the picker. Returnes 1 if it can be
2316     * picked up, otherwise 0.
2317     *
2318     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2319     * core dumps if they do.
2320     *
2321     * Add a check so we can't pick up invisible objects (0.93.8)
2322     */
2323 root 1.24 int
2324     can_pick (const object *who, const object *item)
2325     {
2326     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2327     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2328     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2329 elmex 1.1 }
2330    
2331     /*
2332     * create clone from object to another
2333     */
2334 root 1.24 object *
2335     object_create_clone (object *asrc)
2336     {
2337 root 1.155 object *dst = 0, *tmp, *src, *prev, *item;
2338 elmex 1.1
2339 root 1.24 if (!asrc)
2340 root 1.62 return 0;
2341    
2342 root 1.155 src = asrc->head_ ();
2343 root 1.24
2344 root 1.62 prev = 0;
2345 root 1.155 for (object *part = src; part; part = part->more)
2346 root 1.24 {
2347 root 1.65 tmp = part->clone ();
2348 root 1.24 tmp->x -= src->x;
2349     tmp->y -= src->y;
2350 root 1.62
2351 root 1.24 if (!part->head)
2352     {
2353     dst = tmp;
2354 root 1.62 tmp->head = 0;
2355 root 1.24 }
2356     else
2357 root 1.75 tmp->head = dst;
2358 root 1.62
2359     tmp->more = 0;
2360    
2361 root 1.24 if (prev)
2362     prev->more = tmp;
2363 root 1.62
2364 root 1.24 prev = tmp;
2365 elmex 1.1 }
2366 root 1.24
2367     for (item = src->inv; item; item = item->below)
2368 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2369 elmex 1.1
2370 root 1.24 return dst;
2371 elmex 1.1 }
2372    
2373     /* This returns the first object in who's inventory that
2374     * has the same type and subtype match.
2375     * returns NULL if no match.
2376     */
2377 root 1.24 object *
2378     find_obj_by_type_subtype (const object *who, int type, int subtype)
2379 elmex 1.1 {
2380 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2381 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2382     return tmp;
2383 elmex 1.1
2384 root 1.82 return 0;
2385 elmex 1.1 }
2386    
2387     /* If ob has a field named key, return the link from the list,
2388     * otherwise return NULL.
2389     *
2390     * key must be a passed in shared string - otherwise, this won't
2391     * do the desired thing.
2392     */
2393 root 1.24 key_value *
2394     get_ob_key_link (const object *ob, const char *key)
2395     {
2396 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2397 root 1.48 if (link->key == key)
2398     return link;
2399 root 1.24
2400 root 1.82 return 0;
2401 root 1.24 }
2402 elmex 1.1
2403     /*
2404     * Returns the value of op has an extra_field for key, or NULL.
2405     *
2406     * The argument doesn't need to be a shared string.
2407     *
2408     * The returned string is shared.
2409     */
2410 root 1.24 const char *
2411     get_ob_key_value (const object *op, const char *const key)
2412     {
2413 root 1.35 key_value *link;
2414     shstr_cmp canonical_key (key);
2415 root 1.24
2416 root 1.35 if (!canonical_key)
2417 root 1.24 {
2418     /* 1. There being a field named key on any object
2419     * implies there'd be a shared string to find.
2420     * 2. Since there isn't, no object has this field.
2421     * 3. Therefore, *this* object doesn't have this field.
2422     */
2423 root 1.35 return 0;
2424 elmex 1.1 }
2425    
2426 root 1.24 /* This is copied from get_ob_key_link() above -
2427     * only 4 lines, and saves the function call overhead.
2428     */
2429 root 1.35 for (link = op->key_values; link; link = link->next)
2430     if (link->key == canonical_key)
2431     return link->value;
2432    
2433     return 0;
2434 elmex 1.1 }
2435    
2436     /*
2437     * Updates the canonical_key in op to value.
2438     *
2439     * canonical_key is a shared string (value doesn't have to be).
2440     *
2441     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2442     * keys.
2443     *
2444     * Returns TRUE on success.
2445     */
2446 root 1.24 int
2447     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2448     {
2449 root 1.82 key_value *field = NULL, *last = NULL;
2450 root 1.24
2451     for (field = op->key_values; field != NULL; field = field->next)
2452     {
2453     if (field->key != canonical_key)
2454     {
2455     last = field;
2456     continue;
2457     }
2458    
2459     if (value)
2460     field->value = value;
2461     else
2462     {
2463     /* Basically, if the archetype has this key set,
2464     * we need to store the null value so when we save
2465     * it, we save the empty value so that when we load,
2466     * we get this value back again.
2467     */
2468 root 1.159 if (get_ob_key_link (op->arch, canonical_key))
2469 root 1.24 field->value = 0;
2470     else
2471     {
2472     if (last)
2473     last->next = field->next;
2474     else
2475     op->key_values = field->next;
2476    
2477 root 1.29 delete field;
2478 root 1.24 }
2479     }
2480     return TRUE;
2481     }
2482     /* IF we get here, key doesn't exist */
2483    
2484     /* No field, we'll have to add it. */
2485    
2486     if (!add_key)
2487 root 1.82 return FALSE;
2488    
2489 root 1.24 /* There isn't any good reason to store a null
2490     * value in the key/value list. If the archetype has
2491     * this key, then we should also have it, so shouldn't
2492     * be here. If user wants to store empty strings,
2493     * should pass in ""
2494     */
2495     if (value == NULL)
2496 elmex 1.1 return TRUE;
2497 root 1.24
2498     field = new key_value;
2499    
2500     field->key = canonical_key;
2501     field->value = value;
2502     /* Usual prepend-addition. */
2503     field->next = op->key_values;
2504     op->key_values = field;
2505    
2506     return TRUE;
2507 elmex 1.1 }
2508    
2509     /*
2510     * Updates the key in op to value.
2511     *
2512     * If add_key is FALSE, this will only update existing keys,
2513     * and not add new ones.
2514     * In general, should be little reason FALSE is ever passed in for add_key
2515     *
2516     * Returns TRUE on success.
2517     */
2518 root 1.24 int
2519     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2520 root 1.11 {
2521 root 1.29 shstr key_ (key);
2522 root 1.24
2523 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2524 elmex 1.1 }
2525 root 1.31
2526 root 1.34 object::depth_iterator::depth_iterator (object *container)
2527     : iterator_base (container)
2528     {
2529     while (item->inv)
2530     item = item->inv;
2531     }
2532    
2533 root 1.31 void
2534 root 1.34 object::depth_iterator::next ()
2535 root 1.31 {
2536 root 1.34 if (item->below)
2537     {
2538     item = item->below;
2539    
2540     while (item->inv)
2541     item = item->inv;
2542     }
2543 root 1.31 else
2544 root 1.34 item = item->env;
2545 root 1.31 }
2546 root 1.34
2547 elmex 1.97 const char *
2548     object::flag_desc (char *desc, int len) const
2549     {
2550     char *p = desc;
2551     bool first = true;
2552    
2553 root 1.101 *p = 0;
2554    
2555 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2556     {
2557     if (len <= 10) // magic constant!
2558     {
2559     snprintf (p, len, ",...");
2560     break;
2561     }
2562    
2563 root 1.101 if (flag [i])
2564 elmex 1.97 {
2565     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2566     len -= cnt;
2567     p += cnt;
2568     first = false;
2569     }
2570     }
2571    
2572     return desc;
2573     }
2574    
2575 root 1.101 // return a suitable string describing an object in enough detail to find it
2576 root 1.36 const char *
2577     object::debug_desc (char *info) const
2578     {
2579 elmex 1.97 char flagdesc[512];
2580     char info2[256 * 4];
2581 root 1.36 char *p = info;
2582    
2583 root 1.203 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2584     count,
2585     uuid.c_str (),
2586 root 1.36 &name,
2587 root 1.117 title ? "\",title:\"" : "",
2588 elmex 1.97 title ? (const char *)title : "",
2589     flag_desc (flagdesc, 512), type);
2590 root 1.36
2591 root 1.217 if (!flag[FLAG_REMOVED] && env)
2592 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2593    
2594     if (map)
2595 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2596 root 1.36
2597     return info;
2598     }
2599    
2600     const char *
2601     object::debug_desc () const
2602     {
2603 root 1.143 static char info[3][256 * 4];
2604     static int info_idx;
2605 root 1.36
2606 root 1.143 return debug_desc (info [++info_idx % 3]);
2607 root 1.114 }
2608    
2609 root 1.125 struct region *
2610     object::region () const
2611     {
2612     return map ? map->region (x, y)
2613     : region::default_region ();
2614     }
2615    
2616 root 1.129 const materialtype_t *
2617     object::dominant_material () const
2618     {
2619 root 1.165 if (materialtype_t *mt = name_to_material (materialname))
2620     return mt;
2621 root 1.129
2622 root 1.165 return name_to_material (shstr_unknown);
2623 root 1.129 }
2624    
2625 root 1.130 void
2626     object::open_container (object *new_container)
2627     {
2628     if (container == new_container)
2629     return;
2630    
2631 root 1.220 object *old_container = container;
2632    
2633     if (old_container)
2634 root 1.130 {
2635     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2636     return;
2637    
2638     #if 0
2639     // remove the "Close old_container" object.
2640     if (object *closer = old_container->inv)
2641     if (closer->type == CLOSE_CON)
2642     closer->destroy ();
2643     #endif
2644    
2645 root 1.220 // make sure the container is available
2646     esrv_send_item (this, old_container);
2647    
2648 root 1.216 old_container->flag [FLAG_APPLIED] = false;
2649 root 1.130 container = 0;
2650    
2651 root 1.220 // client needs item update to make it work, client bug requires this to be separate
2652 root 1.130 esrv_update_item (UPD_FLAGS, this, old_container);
2653 root 1.220
2654 root 1.130 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2655 root 1.177 play_sound (sound_find ("chest_close"));
2656 root 1.130 }
2657    
2658     if (new_container)
2659     {
2660     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2661     return;
2662    
2663     // TODO: this does not seem to serve any purpose anymore?
2664     #if 0
2665     // insert the "Close Container" object.
2666     if (archetype *closer = new_container->other_arch)
2667     {
2668     object *closer = arch_to_object (new_container->other_arch);
2669     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2670     new_container->insert (closer);
2671     }
2672     #endif
2673    
2674 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2675    
2676 root 1.220 // make sure the container is available, client bug requires this to be separate
2677     esrv_send_item (this, new_container);
2678    
2679 root 1.216 new_container->flag [FLAG_APPLIED] = true;
2680 root 1.130 container = new_container;
2681    
2682 root 1.220 // client needs flag change
2683 root 1.130 esrv_update_item (UPD_FLAGS, this, new_container);
2684 root 1.131 esrv_send_inventory (this, new_container);
2685 root 1.177 play_sound (sound_find ("chest_open"));
2686 root 1.130 }
2687 root 1.220 // else if (!old_container->env && contr && contr->ns)
2688     // contr->ns->floorbox_reset ();
2689 root 1.130 }
2690    
2691 root 1.164 object *
2692     object::force_find (const shstr name)
2693     {
2694     /* cycle through his inventory to look for the MARK we want to
2695     * place
2696     */
2697     for (object *tmp = inv; tmp; tmp = tmp->below)
2698     if (tmp->type == FORCE && tmp->slaying == name)
2699     return splay (tmp);
2700    
2701     return 0;
2702     }
2703    
2704     void
2705     object::force_add (const shstr name, int duration)
2706     {
2707     if (object *force = force_find (name))
2708     force->destroy ();
2709    
2710     object *force = get_archetype (FORCE_NAME);
2711    
2712     force->slaying = name;
2713     force->stats.food = 1;
2714     force->speed_left = -1.f;
2715    
2716     force->set_speed (duration ? 1.f / duration : 0.f);
2717     force->flag [FLAG_IS_USED_UP] = true;
2718     force->flag [FLAG_APPLIED] = true;
2719    
2720     insert (force);
2721     }
2722    
2723 root 1.178 void
2724 root 1.208 object::play_sound (faceidx sound)
2725 root 1.178 {
2726     if (!sound)
2727     return;
2728    
2729     if (flag [FLAG_REMOVED])
2730     return;
2731    
2732     if (env)
2733     {
2734     if (object *pl = in_player ())
2735     pl->contr->play_sound (sound);
2736     }
2737     else
2738     map->play_sound (sound, x, y);
2739     }
2740