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Revision: 1.223
Committed: Wed Apr 30 08:29:31 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.222: +19 -21 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.199 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.116 *
4 root 1.208 * 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 root 1.222 if (!op)
752 root 1.24 {
753     /* this should never happen */
754 root 1.222 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
755 root 1.24 return;
756 elmex 1.1 }
757 root 1.24
758 root 1.222 if (!op->is_on_map ())
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 /* make sure the object is within map boundaries */
767 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
768 root 1.24 {
769     LOG (llevError, "update_object() called for object out of map!\n");
770 elmex 1.1 #ifdef MANY_CORES
771 root 1.24 abort ();
772 elmex 1.1 #endif
773 root 1.24 return;
774 elmex 1.1 }
775    
776 root 1.76 mapspace &m = op->ms ();
777 elmex 1.1
778 root 1.99 if (!(m.flags_ & P_UPTODATE))
779 root 1.75 /* nop */;
780     else if (action == UP_OBJ_INSERT)
781     {
782     // this is likely overkill, TODO: revisit (schmorp)
783     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
784     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
786     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
787     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
788     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
789     || (m.move_on | op->move_on ) != m.move_on
790     || (m.move_off | op->move_off ) != m.move_off
791     || (m.move_slow | op->move_slow) != m.move_slow
792     /* This isn't perfect, but I don't expect a lot of objects to
793     * to have move_allow right now.
794     */
795     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
796     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
797 root 1.99 m.flags_ = 0;
798 root 1.75 }
799     /* if the object is being removed, we can't make intelligent
800     * decisions, because remove_ob can't really pass the object
801     * that is being removed.
802     */
803 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
804 root 1.99 m.flags_ = 0;
805 root 1.24 else if (action == UP_OBJ_FACE)
806 root 1.29 /* Nothing to do for that case */ ;
807 root 1.24 else
808 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
809 elmex 1.1
810 root 1.75 if (op->more)
811 root 1.24 update_object (op->more, action);
812 elmex 1.1 }
813    
814 root 1.21 object::object ()
815     {
816 root 1.22 SET_FLAG (this, FLAG_REMOVED);
817    
818     expmul = 1.0;
819     face = blank_face;
820     }
821    
822     object::~object ()
823     {
824 root 1.121 unlink ();
825 root 1.119
826 root 1.22 free_key_values (this);
827     }
828    
829 root 1.112 static int object_count;
830    
831 root 1.24 void object::link ()
832 root 1.22 {
833 root 1.112 assert (!index);//D
834 root 1.202 uuid = UUID::gen ();
835 root 1.112 count = ++object_count;
836 root 1.21
837 root 1.109 refcnt_inc ();
838 root 1.108 objects.insert (this);
839 root 1.21 }
840    
841 root 1.24 void object::unlink ()
842 root 1.21 {
843 root 1.121 if (!index)
844     return;
845    
846 root 1.108 objects.erase (this);
847 root 1.109 refcnt_dec ();
848 root 1.98 }
849    
850 root 1.96 void
851 root 1.98 object::activate ()
852 root 1.96 {
853 root 1.98 /* If already on active list, don't do anything */
854 root 1.108 if (active)
855 root 1.98 return;
856    
857 elmex 1.97 if (has_active_speed ())
858 root 1.108 actives.insert (this);
859 root 1.98 }
860 root 1.96
861 root 1.98 void
862     object::activate_recursive ()
863     {
864     activate ();
865    
866 root 1.104 for (object *op = inv; op; op = op->below)
867 root 1.98 op->activate_recursive ();
868 root 1.96 }
869    
870     /* This function removes object 'op' from the list of active
871     * objects.
872     * This should only be used for style maps or other such
873     * reference maps where you don't want an object that isn't
874     * in play chewing up cpu time getting processed.
875     * The reverse of this is to call update_ob_speed, which
876     * will do the right thing based on the speed of the object.
877     */
878     void
879 root 1.98 object::deactivate ()
880 root 1.96 {
881     /* If not on the active list, nothing needs to be done */
882 root 1.108 if (!active)
883 root 1.96 return;
884    
885 root 1.108 actives.erase (this);
886 root 1.98 }
887 root 1.96
888 root 1.98 void
889     object::deactivate_recursive ()
890     {
891 root 1.104 for (object *op = inv; op; op = op->below)
892 root 1.98 op->deactivate_recursive ();
893    
894     deactivate ();
895 root 1.96 }
896    
897 root 1.106 void
898     object::set_flag_inv (int flag, int value)
899     {
900     for (object *op = inv; op; op = op->below)
901     {
902     op->flag [flag] = value;
903     op->set_flag_inv (flag, value);
904     }
905     }
906    
907 root 1.89 /*
908     * Remove and free all objects in the inventory of the given object.
909     * object.c ?
910     */
911     void
912     object::destroy_inv (bool drop_to_ground)
913     {
914 root 1.94 // need to check first, because the checks below might segfault
915     // as we might be on an invalid mapspace and crossfire code
916     // is too buggy to ensure that the inventory is empty.
917 root 1.217 // corollary: if you create arrows etc. with stuff in its inventory,
918 root 1.94 // cf will crash below with off-map x and y
919     if (!inv)
920     return;
921    
922 root 1.89 /* Only if the space blocks everything do we not process -
923     * if some form of movement is allowed, let objects
924     * drop on that space.
925     */
926 root 1.92 if (!drop_to_ground
927     || !map
928 root 1.206 || map->in_memory != MAP_ACTIVE
929 root 1.122 || map->nodrop
930 root 1.95 || ms ().move_block == MOVE_ALL)
931 root 1.89 {
932     while (inv)
933 root 1.92 {
934 root 1.217 inv->destroy_inv (false);
935 root 1.92 inv->destroy ();
936     }
937 root 1.89 }
938     else
939     { /* Put objects in inventory onto this space */
940     while (inv)
941     {
942     object *op = inv;
943    
944     if (op->flag [FLAG_STARTEQUIP]
945     || op->flag [FLAG_NO_DROP]
946     || op->type == RUNE
947     || op->type == TRAP
948 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
949     || op->flag [FLAG_DESTROY_ON_DEATH])
950 root 1.217 op->destroy (true);
951 root 1.89 else
952 root 1.93 map->insert (op, x, y);
953 root 1.89 }
954     }
955     }
956    
957 root 1.21 object *object::create ()
958     {
959 root 1.42 object *op = new object;
960 root 1.22 op->link ();
961     return op;
962 root 1.21 }
963 elmex 1.1
964 root 1.223 static struct freed_map : maptile
965     {
966     freed_map ()
967     {
968     path = "<freed objects map>";
969     name = "/internal/freed_objects_map";
970     width = 3;
971     height = 3;
972     nodrop = 1;
973    
974     alloc ();
975     in_memory = MAP_ACTIVE;
976     }
977     } freed_map; // freed objects are moved here to avoid crashes
978    
979 root 1.82 void
980     object::do_destroy ()
981 root 1.14 {
982 root 1.82 if (flag [FLAG_IS_LINKED])
983     remove_button_link (this);
984 root 1.29
985 root 1.82 if (flag [FLAG_FRIENDLY])
986 root 1.140 remove_friendly_object (this);
987 root 1.32
988 root 1.213 remove ();
989    
990     attachable::do_destroy ();
991 root 1.14
992 root 1.112 deactivate ();
993     unlink ();
994 root 1.92
995 root 1.82 flag [FLAG_FREED] = 1;
996 root 1.14
997 root 1.57 // hack to ensure that freed objects still have a valid map
998 root 1.223 map = &freed_map;
999     x = 1;
1000     y = 1;
1001 root 1.57
1002 root 1.88 if (more)
1003     {
1004     more->destroy ();
1005     more = 0;
1006     }
1007 root 1.82
1008 root 1.162 head = 0;
1009    
1010     // clear those pointers that likely might cause circular references
1011     owner = 0;
1012     enemy = 0;
1013     attacked_by = 0;
1014     current_weapon = 0;
1015 root 1.82 }
1016    
1017     void
1018     object::destroy (bool destroy_inventory)
1019     {
1020     if (destroyed ())
1021     return;
1022    
1023 root 1.219 if (!is_head () && !head->destroyed ())
1024     {
1025     LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1026     head->destroy (destroy_inventory);
1027 root 1.223 return;
1028 root 1.219 }
1029    
1030 root 1.217 destroy_inv (!destroy_inventory);
1031 root 1.22
1032 root 1.173 if (is_head ())
1033     if (sound_destroy)
1034     play_sound (sound_destroy);
1035     else if (flag [FLAG_MONSTER])
1036     play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1037 root 1.169
1038 root 1.82 attachable::destroy ();
1039 elmex 1.1 }
1040    
1041 root 1.63 /* op->remove ():
1042 elmex 1.1 * This function removes the object op from the linked list of objects
1043     * which it is currently tied to. When this function is done, the
1044     * object will have no environment. If the object previously had an
1045     * environment, the x and y coordinates will be updated to
1046     * the previous environment.
1047     */
1048 root 1.24 void
1049 root 1.128 object::do_remove ()
1050 root 1.24 {
1051 root 1.45 object *tmp, *last = 0;
1052     object *otmp;
1053 root 1.26
1054 root 1.213 if (flag [FLAG_REMOVED])
1055 root 1.29 return;
1056 root 1.24
1057 root 1.82 INVOKE_OBJECT (REMOVE, this);
1058 root 1.26
1059 root 1.213 flag [FLAG_REMOVED] = true;
1060    
1061 root 1.59 if (more)
1062     more->remove ();
1063 root 1.24
1064     /*
1065     * In this case, the object to be removed is in someones
1066     * inventory.
1067     */
1068 root 1.59 if (env)
1069 root 1.24 {
1070 root 1.221 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1071 root 1.220 if (object *pl = visible_to ())
1072     esrv_del_item (pl->contr, count);
1073 root 1.221 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1074 root 1.220
1075 root 1.208 adjust_weight (env, -total_weight ());
1076 root 1.24
1077 root 1.208 *(above ? &above->below : &env->inv) = below;
1078 root 1.24
1079 root 1.96 if (below)
1080 root 1.59 below->above = above;
1081 root 1.24
1082     /* we set up values so that it could be inserted into
1083     * the map, but we don't actually do that - it is up
1084     * to the caller to decide what we want to do.
1085     */
1086 root 1.208 map = env->map;
1087     x = env->x;
1088     y = env->y;
1089     above = 0;
1090     below = 0;
1091     env = 0;
1092    
1093     /* NO_FIX_PLAYER is set when a great many changes are being
1094     * made to players inventory. If set, avoiding the call
1095     * to save cpu time.
1096     */
1097     if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1098     otmp->update_stats ();
1099 root 1.59 }
1100     else if (map)
1101     {
1102 root 1.220 map->dirty = true;
1103     mapspace &ms = this->ms ();
1104    
1105     if (object *pl = ms.player ())
1106 root 1.96 {
1107 root 1.220 if (type == PLAYER) // this == pl(!)
1108     {
1109     // leaving a spot always closes any open container on the ground
1110     if (container && !container->env)
1111     // this causes spurious floorbox updates, but it ensures
1112     // that the CLOSE event is being sent.
1113     close_container ();
1114    
1115     --map->players;
1116     map->touch ();
1117     }
1118     else if (pl->container == this)
1119     {
1120     // removing a container should close it
1121     close_container ();
1122     }
1123 root 1.130
1124 root 1.220 esrv_del_item (pl->contr, count);
1125 root 1.96 }
1126    
1127 root 1.29 /* link the object above us */
1128 root 1.59 if (above)
1129     above->below = below;
1130 root 1.29 else
1131 root 1.117 ms.top = below; /* we were top, set new top */
1132 root 1.24
1133 root 1.29 /* Relink the object below us, if there is one */
1134 root 1.59 if (below)
1135     below->above = above;
1136 root 1.29 else
1137     {
1138     /* Nothing below, which means we need to relink map object for this space
1139     * use translated coordinates in case some oddness with map tiling is
1140     * evident
1141     */
1142 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1143 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 ());
1144 elmex 1.1
1145 root 1.117 ms.bot = above; /* goes on above it. */
1146 root 1.8 }
1147 root 1.26
1148 root 1.59 above = 0;
1149     below = 0;
1150 root 1.26
1151 root 1.59 if (map->in_memory == MAP_SAVING)
1152 root 1.29 return;
1153 elmex 1.1
1154 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1155 elmex 1.1
1156 root 1.175 if (object *pl = ms.player ())
1157     {
1158     if (pl->container == this)
1159     /* If a container that the player is currently using somehow gets
1160     * removed (most likely destroyed), update the player view
1161     * appropriately.
1162     */
1163     pl->close_container ();
1164    
1165 root 1.218 //TODO: the floorbox prev/next might need updating
1166     esrv_del_item (pl->contr, count);
1167 root 1.175 }
1168    
1169 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1170 root 1.24 {
1171 root 1.29 /* No point updating the players look faces if he is the object
1172     * being removed.
1173 root 1.24 */
1174 root 1.29
1175 root 1.96 /* See if object moving off should effect something */
1176 root 1.50 if (check_walk_off
1177 root 1.59 && ((move_type & tmp->move_off)
1178     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1179 root 1.29 {
1180 elmex 1.72 move_apply (tmp, this, 0);
1181 root 1.24
1182 root 1.59 if (destroyed ())
1183 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1184 root 1.8 }
1185    
1186 root 1.29 last = tmp;
1187     }
1188 root 1.26
1189 root 1.96 /* last == NULL if there are no objects on this space */
1190     //TODO: this makes little sense, why only update the topmost object?
1191 root 1.59 if (!last)
1192 root 1.99 map->at (x, y).flags_ = 0;
1193 root 1.29 else
1194     update_object (last, UP_OBJ_REMOVE);
1195 root 1.26
1196 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1197 root 1.59 update_all_los (map, x, y);
1198 elmex 1.1 }
1199     }
1200    
1201     /*
1202     * merge_ob(op,top):
1203     *
1204     * This function goes through all objects below and including top, and
1205     * merges op to the first matching object.
1206     * If top is NULL, it is calculated.
1207     * Returns pointer to object if it succeded in the merge, otherwise NULL
1208     */
1209 root 1.24 object *
1210     merge_ob (object *op, object *top)
1211     {
1212     if (!op->nrof)
1213 elmex 1.1 return 0;
1214 root 1.29
1215 root 1.194 if (!top)
1216 root 1.82 for (top = op; top && top->above; top = top->above)
1217     ;
1218 root 1.29
1219 root 1.82 for (; top; top = top->below)
1220 root 1.214 if (object::can_merge (op, top))
1221     {
1222     top->nrof += op->nrof;
1223    
1224     if (object *pl = top->visible_to ())
1225     esrv_update_item (UPD_NROF, pl, top);
1226    
1227     op->weight = 0; // cancel the addition above
1228     op->carrying = 0; // must be 0 already
1229 root 1.66
1230 root 1.214 op->destroy (1);
1231 root 1.24
1232 root 1.214 return top;
1233     }
1234 root 1.29
1235 root 1.45 return 0;
1236 elmex 1.1 }
1237    
1238 root 1.138 void
1239     object::expand_tail ()
1240     {
1241     if (more)
1242     return;
1243    
1244     object *prev = this;
1245    
1246 root 1.160 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1247 root 1.138 {
1248     object *op = arch_to_object (at);
1249    
1250     op->name = name;
1251     op->name_pl = name_pl;
1252     op->title = title;
1253    
1254     op->head = this;
1255     prev->more = op;
1256    
1257     prev = op;
1258     }
1259     }
1260    
1261 elmex 1.1 /*
1262 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1263     * job preparing multi-part monsters.
1264 elmex 1.1 */
1265 root 1.24 object *
1266 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1267 root 1.24 {
1268 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1269 root 1.24 {
1270 root 1.159 tmp->x = x + tmp->arch->x;
1271     tmp->y = y + tmp->arch->y;
1272 elmex 1.1 }
1273 root 1.29
1274 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1275 elmex 1.1 }
1276    
1277     /*
1278     * insert_ob_in_map (op, map, originator, flag):
1279     * This function inserts the object in the two-way linked list
1280     * which represents what is on a map.
1281     * The second argument specifies the map, and the x and y variables
1282     * in the object about to be inserted specifies the position.
1283     *
1284     * originator: Player, monster or other object that caused 'op' to be inserted
1285     * into 'map'. May be NULL.
1286     *
1287     * flag is a bitmask about special things to do (or not do) when this
1288     * function is called. see the object.h file for the INS_ values.
1289     * Passing 0 for flag gives proper default values, so flag really only needs
1290     * to be set if special handling is needed.
1291     *
1292     * Return value:
1293     * new object if 'op' was merged with other object
1294     * NULL if 'op' was destroyed
1295     * just 'op' otherwise
1296     */
1297 root 1.24 object *
1298 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1299 elmex 1.1 {
1300 root 1.138 assert (!op->flag [FLAG_FREED]);
1301    
1302 root 1.117 op->remove ();
1303    
1304 root 1.187 /* Ideally, the caller figures this out. However, it complicates a lot
1305     * of areas of callers (eg, anything that uses find_free_spot would now
1306     * need extra work
1307     */
1308     if (!xy_normalise (m, op->x, op->y))
1309 root 1.24 {
1310 root 1.217 op->destroy (1);
1311 root 1.187 return 0;
1312 elmex 1.1 }
1313 root 1.25
1314 root 1.117 if (object *more = op->more)
1315 root 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1316     return 0;
1317 root 1.25
1318 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1319 root 1.8
1320 root 1.117 op->map = m;
1321     mapspace &ms = op->ms ();
1322 root 1.24
1323     /* this has to be done after we translate the coordinates.
1324     */
1325     if (op->nrof && !(flag & INS_NO_MERGE))
1326 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1327 root 1.66 if (object::can_merge (op, tmp))
1328 root 1.25 {
1329 root 1.218 // TODO: we atcually want to update tmp, not op,
1330     // but some caller surely breaks when we return tmp
1331     // from here :/
1332 root 1.25 op->nrof += tmp->nrof;
1333 root 1.208 tmp->destroy (1);
1334 root 1.25 }
1335 root 1.24
1336     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1337     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1338 root 1.25
1339 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1340     CLEAR_FLAG (op, FLAG_NO_STEAL);
1341    
1342     if (flag & INS_BELOW_ORIGINATOR)
1343     {
1344     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1345     {
1346     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1347     abort ();
1348     }
1349 root 1.25
1350 root 1.24 op->above = originator;
1351     op->below = originator->below;
1352 root 1.25
1353 root 1.24 if (op->below)
1354     op->below->above = op;
1355     else
1356 root 1.117 ms.bot = op;
1357 root 1.25
1358 root 1.24 /* since *below* originator, no need to update top */
1359     originator->below = op;
1360 elmex 1.1 }
1361 root 1.24 else
1362     {
1363 root 1.218 object *top, *floor = NULL;
1364    
1365 root 1.117 top = ms.bot;
1366    
1367 root 1.24 /* If there are other objects, then */
1368 root 1.191 if (top)
1369 root 1.24 {
1370 root 1.96 object *last = 0;
1371 root 1.24
1372     /*
1373     * If there are multiple objects on this space, we do some trickier handling.
1374     * We've already dealt with merging if appropriate.
1375     * Generally, we want to put the new object on top. But if
1376     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1377     * floor, we want to insert above that and no further.
1378     * Also, if there are spell objects on this space, we stop processing
1379     * once we get to them. This reduces the need to traverse over all of
1380     * them when adding another one - this saves quite a bit of cpu time
1381     * when lots of spells are cast in one area. Currently, it is presumed
1382     * that flying non pickable objects are spell objects.
1383     */
1384 root 1.117 for (top = ms.bot; top; top = top->above)
1385 root 1.24 {
1386     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1387     floor = top;
1388 root 1.26
1389 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))
1390     {
1391     /* We insert above top, so we want this object below this */
1392     top = top->below;
1393     break;
1394     }
1395 root 1.26
1396 root 1.24 last = top;
1397     }
1398 root 1.26
1399 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1400     top = last;
1401 root 1.8
1402 root 1.24 /* We let update_position deal with figuring out what the space
1403     * looks like instead of lots of conditions here.
1404     * makes things faster, and effectively the same result.
1405     */
1406    
1407     /* Have object 'fall below' other objects that block view.
1408 root 1.135 * Unless those objects are exits.
1409 root 1.24 * If INS_ON_TOP is used, don't do this processing
1410     * Need to find the object that in fact blocks view, otherwise
1411     * stacking is a bit odd.
1412     */
1413 root 1.117 if (!(flag & INS_ON_TOP)
1414     && ms.flags () & P_BLOCKSVIEW
1415 root 1.135 && (op->face && !faces [op->face].visibility))
1416 root 1.24 {
1417     for (last = top; last != floor; last = last->below)
1418     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1419     break;
1420 root 1.117
1421 root 1.24 /* Check to see if we found the object that blocks view,
1422     * and make sure we have a below pointer for it so that
1423     * we can get inserted below this one, which requires we
1424     * set top to the object below us.
1425     */
1426     if (last && last->below && last != floor)
1427     top = last->below;
1428 root 1.8 }
1429 root 1.24 } /* If objects on this space */
1430 root 1.25
1431 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1432     top = floor;
1433    
1434     /* Top is the object that our object (op) is going to get inserted above.
1435     */
1436    
1437     /* First object on this space */
1438     if (!top)
1439     {
1440 root 1.117 op->above = ms.bot;
1441 root 1.25
1442 root 1.24 if (op->above)
1443     op->above->below = op;
1444 root 1.25
1445 root 1.96 op->below = 0;
1446 root 1.117 ms.bot = op;
1447 root 1.24 }
1448     else
1449     { /* get inserted into the stack above top */
1450     op->above = top->above;
1451 root 1.25
1452 root 1.24 if (op->above)
1453     op->above->below = op;
1454 root 1.25
1455 root 1.24 op->below = top;
1456     top->above = op;
1457     }
1458 root 1.25
1459 root 1.96 if (!op->above)
1460 root 1.117 ms.top = op;
1461 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1462 root 1.8
1463 root 1.24 if (op->type == PLAYER)
1464 root 1.96 {
1465     op->contr->do_los = 1;
1466     ++op->map->players;
1467 root 1.100 op->map->touch ();
1468 root 1.96 }
1469 root 1.24
1470 root 1.98 op->map->dirty = true;
1471    
1472 root 1.191 if (object *pl = ms.player ())
1473 root 1.218 //TODO: the floorbox prev/next might need updating
1474 root 1.217 esrv_send_item (pl, op);
1475 root 1.24
1476     /* If this object glows, it may affect lighting conditions that are
1477     * visible to others on this map. But update_all_los is really
1478     * an inefficient way to do this, as it means los for all players
1479     * on the map will get recalculated. The players could very well
1480     * be far away from this change and not affected in any way -
1481     * this should get redone to only look for players within range,
1482 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1483 root 1.24 * of effect may be sufficient.
1484     */
1485 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1486 root 1.24 update_all_los (op->map, op->x, op->y);
1487    
1488     /* updates flags (blocked, alive, no magic, etc) for this map space */
1489     update_object (op, UP_OBJ_INSERT);
1490    
1491 root 1.82 INVOKE_OBJECT (INSERT, op);
1492    
1493 root 1.24 /* Don't know if moving this to the end will break anything. However,
1494 root 1.70 * we want to have floorbox_update called before calling this.
1495 root 1.24 *
1496     * check_move_on() must be after this because code called from
1497     * check_move_on() depends on correct map flags (so functions like
1498     * blocked() and wall() work properly), and these flags are updated by
1499     * update_object().
1500     */
1501    
1502     /* if this is not the head or flag has been passed, don't check walk on status */
1503 root 1.155 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1504 root 1.24 {
1505     if (check_move_on (op, originator))
1506 root 1.82 return 0;
1507 elmex 1.1
1508 root 1.24 /* If we are a multi part object, lets work our way through the check
1509     * walk on's.
1510     */
1511 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1512 root 1.24 if (check_move_on (tmp, originator))
1513 root 1.82 return 0;
1514 elmex 1.1 }
1515 root 1.25
1516 root 1.24 return op;
1517 elmex 1.1 }
1518    
1519     /* this function inserts an object in the map, but if it
1520 root 1.75 * finds an object of its own type, it'll remove that one first.
1521     * op is the object to insert it under: supplies x and the map.
1522 elmex 1.1 */
1523 root 1.24 void
1524     replace_insert_ob_in_map (const char *arch_string, object *op)
1525     {
1526     /* first search for itself and remove any old instances */
1527 elmex 1.1
1528 root 1.208 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1529 root 1.158 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1530 root 1.208 tmp->destroy (1);
1531    
1532     object *tmp = arch_to_object (archetype::find (arch_string));
1533 elmex 1.1
1534 root 1.208 tmp->x = op->x;
1535     tmp->y = op->y;
1536 elmex 1.1
1537 root 1.208 insert_ob_in_map (tmp, op->map, op, 0);
1538 root 1.24 }
1539 elmex 1.1
1540 root 1.93 object *
1541     object::insert_at (object *where, object *originator, int flags)
1542     {
1543 root 1.205 if (where->env)
1544     return where->env->insert (this);
1545     else
1546     return where->map->insert (this, where->x, where->y, originator, flags);
1547 root 1.93 }
1548    
1549 elmex 1.1 /*
1550 root 1.209 * decrease(object, number) decreases a specified number from
1551 root 1.208 * the amount of an object. If the amount reaches 0, the object
1552 elmex 1.1 * is subsequently removed and freed.
1553     *
1554     * Return value: 'op' if something is left, NULL if the amount reached 0
1555     */
1556 root 1.208 bool
1557 root 1.209 object::decrease (sint32 nr)
1558 elmex 1.1 {
1559 root 1.212 if (!nr)
1560     return true;
1561    
1562 root 1.208 nr = min (nr, nrof);
1563 elmex 1.1
1564 root 1.208 nrof -= nr;
1565 root 1.24
1566 root 1.208 if (nrof)
1567 elmex 1.1 {
1568 root 1.208 adjust_weight (env, -weight * nr); // carrying == 0
1569 elmex 1.1
1570 root 1.212 if (object *pl = visible_to ())
1571     esrv_update_item (UPD_NROF, pl, this);
1572 root 1.29
1573 root 1.212 return true;
1574 elmex 1.1 }
1575 root 1.24 else
1576     {
1577 root 1.212 destroy (1);
1578     return false;
1579 elmex 1.1 }
1580     }
1581    
1582 root 1.209 /*
1583 root 1.210 * split(ob,nr) splits up ob into two parts. The part which
1584 root 1.209 * is returned contains nr objects, and the remaining parts contains
1585 root 1.210 * the rest (or is removed and returned if that number is 0).
1586     * On failure, NULL is returned.
1587 root 1.209 */
1588 root 1.208 object *
1589 root 1.209 object::split (sint32 nr)
1590 root 1.208 {
1591 root 1.212 int have = number_of ();
1592    
1593     if (have < nr)
1594 root 1.209 return 0;
1595 root 1.212 else if (have == nr)
1596 root 1.209 {
1597     remove ();
1598     return this;
1599     }
1600     else
1601     {
1602     decrease (nr);
1603    
1604     object *op = object_create_clone (this);
1605     op->nrof = nr;
1606     return op;
1607     }
1608     }
1609    
1610 root 1.24 object *
1611     insert_ob_in_ob (object *op, object *where)
1612     {
1613 root 1.59 if (!where)
1614 root 1.24 {
1615 root 1.53 char *dump = dump_object (op);
1616     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1617     free (dump);
1618 root 1.24 return op;
1619     }
1620 root 1.29
1621 root 1.154 if (where->head_ () != where)
1622 root 1.24 {
1623 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1624 root 1.24 where = where->head;
1625     }
1626 root 1.29
1627 root 1.59 return where->insert (op);
1628     }
1629    
1630     /*
1631     * env->insert (op)
1632     * This function inserts the object op in the linked list
1633     * inside the object environment.
1634     *
1635     * The function returns now pointer to inserted item, and return value can
1636     * be != op, if items are merged. -Tero
1637     */
1638     object *
1639     object::insert (object *op)
1640     {
1641 root 1.24 if (op->more)
1642     {
1643     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1644     return op;
1645     }
1646 root 1.29
1647 root 1.208 op->remove ();
1648    
1649     op->flag [FLAG_OBJ_ORIGINAL] = 0;
1650 root 1.182
1651 root 1.24 if (op->nrof)
1652 root 1.208 for (object *tmp = inv; tmp; tmp = tmp->below)
1653     if (object::can_merge (tmp, op))
1654     {
1655     /* return the original object and remove inserted object
1656     (client needs the original object) */
1657     tmp->nrof += op->nrof;
1658 root 1.214
1659     if (object *pl = tmp->visible_to ())
1660     esrv_update_item (UPD_NROF, pl, tmp);
1661    
1662 root 1.210 adjust_weight (this, op->total_weight ());
1663    
1664 root 1.208 op->destroy (1);
1665     op = tmp;
1666     goto inserted;
1667     }
1668    
1669     op->owner = 0; // it's his/hers now. period.
1670     op->map = 0;
1671     op->x = 0;
1672     op->y = 0;
1673    
1674     op->above = 0;
1675     op->below = inv;
1676     op->env = this;
1677    
1678     if (inv)
1679     inv->above = op;
1680 root 1.24
1681 root 1.208 inv = op;
1682 elmex 1.1
1683 root 1.208 op->flag [FLAG_REMOVED] = 0;
1684 elmex 1.1
1685 root 1.214 if (object *pl = op->visible_to ())
1686     esrv_send_item (pl, op);
1687    
1688 root 1.208 adjust_weight (this, op->total_weight ());
1689 elmex 1.1
1690 root 1.208 inserted:
1691 elmex 1.1 /* reset the light list and los of the players on the map */
1692 root 1.208 if (op->glow_radius && map && map->darkness)
1693     update_all_los (map, x, y);
1694 elmex 1.1
1695 root 1.214 // if this is a player's inventory, update stats
1696     if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1697     update_stats ();
1698 root 1.59
1699 root 1.82 INVOKE_OBJECT (INSERT, this);
1700    
1701 elmex 1.1 return op;
1702     }
1703    
1704     /*
1705     * Checks if any objects has a move_type that matches objects
1706     * that effect this object on this space. Call apply() to process
1707     * these events.
1708     *
1709     * Any speed-modification due to SLOW_MOVE() of other present objects
1710     * will affect the speed_left of the object.
1711     *
1712     * originator: Player, monster or other object that caused 'op' to be inserted
1713     * into 'map'. May be NULL.
1714     *
1715     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1716     *
1717     * 4-21-95 added code to check if appropriate skill was readied - this will
1718     * permit faster movement by the player through this terrain. -b.t.
1719     *
1720     * MSW 2001-07-08: Check all objects on space, not just those below
1721     * object being inserted. insert_ob_in_map may not put new objects
1722     * on top.
1723     */
1724 root 1.24 int
1725     check_move_on (object *op, object *originator)
1726 elmex 1.1 {
1727 root 1.48 object *tmp;
1728 root 1.49 maptile *m = op->map;
1729 root 1.48 int x = op->x, y = op->y;
1730 root 1.26
1731 root 1.48 MoveType move_on, move_slow, move_block;
1732 root 1.24
1733     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1734     return 0;
1735    
1736     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1737     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1738     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1739    
1740     /* if nothing on this space will slow op down or be applied,
1741     * no need to do checking below. have to make sure move_type
1742     * is set, as lots of objects don't have it set - we treat that
1743     * as walking.
1744     */
1745     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1746     return 0;
1747 elmex 1.1
1748 root 1.24 /* This is basically inverse logic of that below - basically,
1749     * if the object can avoid the move on or slow move, they do so,
1750     * but can't do it if the alternate movement they are using is
1751     * blocked. Logic on this seems confusing, but does seem correct.
1752     */
1753     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1754     return 0;
1755    
1756     /* The objects have to be checked from top to bottom.
1757     * Hence, we first go to the top:
1758     */
1759    
1760 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1761 root 1.24 {
1762     /* Trim the search when we find the first other spell effect
1763     * this helps performance so that if a space has 50 spell objects,
1764     * we don't need to check all of them.
1765     */
1766     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1767     break;
1768     }
1769 root 1.26
1770     for (; tmp; tmp = tmp->below)
1771 root 1.24 {
1772     if (tmp == op)
1773     continue; /* Can't apply yourself */
1774 elmex 1.1
1775 root 1.24 /* Check to see if one of the movement types should be slowed down.
1776     * Second check makes sure that the movement types not being slowed
1777     * (~slow_move) is not blocked on this space - just because the
1778     * space doesn't slow down swimming (for example), if you can't actually
1779     * swim on that space, can't use it to avoid the penalty.
1780     */
1781     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1782     {
1783     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1784     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1785     {
1786 elmex 1.1
1787 root 1.29 float
1788 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1789 elmex 1.1
1790 root 1.24 if (op->type == PLAYER)
1791 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1792     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1793     diff /= 4.0;
1794    
1795 root 1.24 op->speed_left -= diff;
1796 root 1.8 }
1797     }
1798 elmex 1.1
1799 root 1.24 /* Basically same logic as above, except now for actual apply. */
1800     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1801     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1802     {
1803 elmex 1.72 move_apply (tmp, op, originator);
1804 root 1.24
1805 root 1.48 if (op->destroyed ())
1806 root 1.24 return 1;
1807    
1808     /* what the person/creature stepped onto has moved the object
1809     * someplace new. Don't process any further - if we did,
1810     * have a feeling strange problems would result.
1811     */
1812     if (op->map != m || op->x != x || op->y != y)
1813     return 0;
1814 root 1.8 }
1815 elmex 1.1 }
1816 root 1.26
1817 root 1.24 return 0;
1818 elmex 1.1 }
1819    
1820     /*
1821     * present_arch(arch, map, x, y) searches for any objects with
1822     * a matching archetype at the given map and coordinates.
1823     * The first matching object is returned, or NULL if none.
1824     */
1825 root 1.24 object *
1826 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1827 root 1.24 {
1828 root 1.104 if (!m || out_of_map (m, x, y))
1829 root 1.24 {
1830     LOG (llevError, "Present_arch called outside map.\n");
1831     return NULL;
1832     }
1833 root 1.84
1834 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1835 root 1.24 if (tmp->arch == at)
1836 elmex 1.1 return tmp;
1837 root 1.84
1838 elmex 1.1 return NULL;
1839     }
1840    
1841     /*
1842     * present(type, map, x, y) searches for any objects with
1843     * a matching type variable at the given map and coordinates.
1844     * The first matching object is returned, or NULL if none.
1845     */
1846 root 1.24 object *
1847 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1848 root 1.24 {
1849     if (out_of_map (m, x, y))
1850     {
1851     LOG (llevError, "Present called outside map.\n");
1852     return NULL;
1853     }
1854 root 1.84
1855 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1856 root 1.24 if (tmp->type == type)
1857 elmex 1.1 return tmp;
1858 root 1.84
1859 elmex 1.1 return NULL;
1860     }
1861    
1862     /*
1863     * present_in_ob(type, object) searches for any objects with
1864     * a matching type variable in the inventory of the given object.
1865     * The first matching object is returned, or NULL if none.
1866     */
1867 root 1.24 object *
1868     present_in_ob (unsigned char type, const object *op)
1869     {
1870 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1871 root 1.24 if (tmp->type == type)
1872 elmex 1.1 return tmp;
1873 root 1.84
1874 elmex 1.1 return NULL;
1875     }
1876    
1877     /*
1878     * present_in_ob (type, str, object) searches for any objects with
1879     * a matching type & name variable in the inventory of the given object.
1880     * The first matching object is returned, or NULL if none.
1881     * This is mostly used by spell effect code, so that we only
1882     * have one spell effect at a time.
1883     * type can be used to narrow the search - if type is set,
1884     * the type must also match. -1 can be passed for the type,
1885     * in which case the type does not need to pass.
1886     * str is the string to match against. Note that we match against
1887     * the object name, not the archetype name. this is so that the
1888     * spell code can use one object type (force), but change it's name
1889     * to be unique.
1890     */
1891 root 1.24 object *
1892     present_in_ob_by_name (int type, const char *str, const object *op)
1893     {
1894 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1895 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1896     return tmp;
1897 elmex 1.1
1898 root 1.82 return 0;
1899 elmex 1.1 }
1900    
1901     /*
1902     * present_arch_in_ob(archetype, object) searches for any objects with
1903     * a matching archetype in the inventory of the given object.
1904     * The first matching object is returned, or NULL if none.
1905     */
1906 root 1.24 object *
1907     present_arch_in_ob (const archetype *at, const object *op)
1908     {
1909 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1910 root 1.24 if (tmp->arch == at)
1911 elmex 1.1 return tmp;
1912 root 1.82
1913 elmex 1.1 return NULL;
1914     }
1915    
1916     /*
1917     * activate recursively a flag on an object inventory
1918     */
1919 root 1.24 void
1920     flag_inv (object *op, int flag)
1921     {
1922 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1923     {
1924     SET_FLAG (tmp, flag);
1925     flag_inv (tmp, flag);
1926     }
1927 root 1.82 }
1928    
1929     /*
1930     * deactivate recursively a flag on an object inventory
1931     */
1932 root 1.24 void
1933     unflag_inv (object *op, int flag)
1934     {
1935 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1936     {
1937     CLEAR_FLAG (tmp, flag);
1938     unflag_inv (tmp, flag);
1939     }
1940 elmex 1.1 }
1941    
1942     /*
1943     * find_free_spot(object, map, x, y, start, stop) will search for
1944     * a spot at the given map and coordinates which will be able to contain
1945     * the given object. start and stop specifies how many squares
1946     * to search (see the freearr_x/y[] definition).
1947     * It returns a random choice among the alternatives found.
1948     * start and stop are where to start relative to the free_arr array (1,9
1949     * does all 4 immediate directions). This returns the index into the
1950     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1951 root 1.196 * Note: This function does correctly handle tiled maps, but does not
1952 elmex 1.1 * inform the caller. However, insert_ob_in_map will update as
1953     * necessary, so the caller shouldn't need to do any special work.
1954     * Note - updated to take an object instead of archetype - this is necessary
1955     * because arch_blocked (now ob_blocked) needs to know the movement type
1956     * to know if the space in question will block the object. We can't use
1957     * the archetype because that isn't correct if the monster has been
1958     * customized, changed states, etc.
1959     */
1960 root 1.24 int
1961 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1962 root 1.24 {
1963 root 1.190 int altern[SIZEOFFREE];
1964 root 1.82 int index = 0, flag;
1965 root 1.24
1966 root 1.82 for (int i = start; i < stop; i++)
1967 root 1.24 {
1968 root 1.188 mapxy pos (m, x, y); pos.move (i);
1969    
1970     if (!pos.normalise ())
1971     continue;
1972    
1973     mapspace &ms = *pos;
1974 root 1.189
1975     if (ms.flags () & P_IS_ALIVE)
1976     continue;
1977 root 1.188
1978     /* However, often
1979     * ob doesn't have any move type (when used to place exits)
1980     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1981     */
1982 root 1.200 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1983 root 1.190 {
1984     altern [index++] = i;
1985     continue;
1986     }
1987 root 1.24
1988     /* Basically, if we find a wall on a space, we cut down the search size.
1989     * In this way, we won't return spaces that are on another side of a wall.
1990     * This mostly work, but it cuts down the search size in all directions -
1991     * if the space being examined only has a wall to the north and empty
1992     * spaces in all the other directions, this will reduce the search space
1993     * to only the spaces immediately surrounding the target area, and
1994     * won't look 2 spaces south of the target space.
1995     */
1996 root 1.188 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1997     {
1998     stop = maxfree[i];
1999     continue;
2000     }
2001    
2002     /* Note it is intentional that we check ob - the movement type of the
2003     * head of the object should correspond for the entire object.
2004     */
2005     if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2006     continue;
2007    
2008 root 1.196 if (ob->blocked (m, pos.x, pos.y))
2009     continue;
2010    
2011 root 1.188 altern [index++] = i;
2012 elmex 1.1 }
2013 root 1.74
2014 root 1.24 if (!index)
2015     return -1;
2016 root 1.74
2017 root 1.124 return altern [rndm (index)];
2018 elmex 1.1 }
2019    
2020     /*
2021 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2022 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2023     * But it will return the first available spot, not a random choice.
2024     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2025     */
2026 root 1.24 int
2027 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2028 root 1.24 {
2029 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2030 root 1.188 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2031 root 1.82 return i;
2032 root 1.24
2033     return -1;
2034 elmex 1.1 }
2035    
2036     /*
2037     * The function permute(arr, begin, end) randomly reorders the array
2038     * arr[begin..end-1].
2039 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2040 elmex 1.1 */
2041 root 1.24 static void
2042     permute (int *arr, int begin, int end)
2043 elmex 1.1 {
2044 root 1.82 arr += begin;
2045     end -= begin;
2046    
2047     while (--end)
2048 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2049 elmex 1.1 }
2050    
2051     /* new function to make monster searching more efficient, and effective!
2052     * This basically returns a randomized array (in the passed pointer) of
2053     * the spaces to find monsters. In this way, it won't always look for
2054     * monsters to the north first. However, the size of the array passed
2055     * covers all the spaces, so within that size, all the spaces within
2056     * the 3x3 area will be searched, just not in a predictable order.
2057     */
2058 root 1.24 void
2059     get_search_arr (int *search_arr)
2060 elmex 1.1 {
2061 root 1.82 int i;
2062 elmex 1.1
2063 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2064 root 1.82 search_arr[i] = i;
2065 elmex 1.1
2066 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2067     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2068     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2069 elmex 1.1 }
2070    
2071     /*
2072     * find_dir(map, x, y, exclude) will search some close squares in the
2073     * given map at the given coordinates for live objects.
2074     * It will not considered the object given as exclude among possible
2075     * live objects.
2076     * It returns the direction toward the first/closest live object if finds
2077     * any, otherwise 0.
2078     * Perhaps incorrectly, but I'm making the assumption that exclude
2079     * is actually want is going to try and move there. We need this info
2080     * because we have to know what movement the thing looking to move
2081     * there is capable of.
2082     */
2083 root 1.24 int
2084 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2085 root 1.24 {
2086 root 1.82 int i, max = SIZEOFFREE, mflags;
2087 root 1.29
2088     sint16 nx, ny;
2089 root 1.82 object *tmp;
2090     maptile *mp;
2091 root 1.29
2092     MoveType blocked, move_type;
2093 root 1.24
2094 root 1.155 if (exclude && exclude->head_ () != exclude)
2095 root 1.24 {
2096     exclude = exclude->head;
2097     move_type = exclude->move_type;
2098     }
2099     else
2100     {
2101     /* If we don't have anything, presume it can use all movement types. */
2102     move_type = MOVE_ALL;
2103     }
2104    
2105     for (i = 1; i < max; i++)
2106     {
2107     mp = m;
2108     nx = x + freearr_x[i];
2109     ny = y + freearr_y[i];
2110    
2111     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2112 root 1.75
2113 root 1.24 if (mflags & P_OUT_OF_MAP)
2114 root 1.75 max = maxfree[i];
2115 root 1.24 else
2116     {
2117 root 1.82 mapspace &ms = mp->at (nx, ny);
2118    
2119     blocked = ms.move_block;
2120 root 1.24
2121     if ((move_type & blocked) == move_type)
2122 root 1.75 max = maxfree[i];
2123 root 1.24 else if (mflags & P_IS_ALIVE)
2124     {
2125 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2126 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2127 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2128 root 1.75 break;
2129    
2130 root 1.24 if (tmp)
2131 root 1.75 return freedir[i];
2132 root 1.8 }
2133     }
2134 elmex 1.1 }
2135 root 1.75
2136 root 1.24 return 0;
2137 elmex 1.1 }
2138    
2139     /*
2140     * distance(object 1, object 2) will return the square of the
2141     * distance between the two given objects.
2142     */
2143 root 1.24 int
2144     distance (const object *ob1, const object *ob2)
2145     {
2146 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2147 elmex 1.1 }
2148    
2149     /*
2150     * find_dir_2(delta-x,delta-y) will return a direction in which
2151     * an object which has subtracted the x and y coordinates of another
2152     * object, needs to travel toward it.
2153     */
2154 root 1.24 int
2155     find_dir_2 (int x, int y)
2156     {
2157 root 1.75 int q;
2158 elmex 1.1
2159 root 1.24 if (y)
2160     q = x * 100 / y;
2161 elmex 1.1 else if (x)
2162 root 1.24 q = -300 * x;
2163 elmex 1.1 else
2164     return 0;
2165    
2166 root 1.24 if (y > 0)
2167     {
2168     if (q < -242)
2169     return 3;
2170     if (q < -41)
2171     return 2;
2172     if (q < 41)
2173     return 1;
2174     if (q < 242)
2175     return 8;
2176     return 7;
2177     }
2178 elmex 1.1
2179     if (q < -242)
2180 root 1.24 return 7;
2181 elmex 1.1 if (q < -41)
2182 root 1.24 return 6;
2183 elmex 1.1 if (q < 41)
2184 root 1.24 return 5;
2185 elmex 1.1 if (q < 242)
2186 root 1.24 return 4;
2187 elmex 1.1
2188 root 1.24 return 3;
2189 elmex 1.1 }
2190    
2191     /*
2192     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2193     * between two directions (which are expected to be absolute (see absdir())
2194     */
2195 root 1.24 int
2196     dirdiff (int dir1, int dir2)
2197     {
2198 root 1.82 int d;
2199 root 1.24
2200     d = abs (dir1 - dir2);
2201     if (d > 4)
2202 elmex 1.1 d = 8 - d;
2203 root 1.82
2204 elmex 1.1 return d;
2205     }
2206    
2207     /* peterm:
2208     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2209     * Basically, this is a table of directions, and what directions
2210     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2211     * This basically means that if direction is 15, then it could either go
2212     * direction 4, 14, or 16 to get back to where we are.
2213     * Moved from spell_util.c to object.c with the other related direction
2214     * functions.
2215     */
2216 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2217 root 1.24 {0, 0, 0}, /* 0 */
2218     {0, 0, 0}, /* 1 */
2219     {0, 0, 0}, /* 2 */
2220     {0, 0, 0}, /* 3 */
2221     {0, 0, 0}, /* 4 */
2222     {0, 0, 0}, /* 5 */
2223     {0, 0, 0}, /* 6 */
2224     {0, 0, 0}, /* 7 */
2225     {0, 0, 0}, /* 8 */
2226     {8, 1, 2}, /* 9 */
2227     {1, 2, -1}, /* 10 */
2228     {2, 10, 12}, /* 11 */
2229     {2, 3, -1}, /* 12 */
2230     {2, 3, 4}, /* 13 */
2231     {3, 4, -1}, /* 14 */
2232     {4, 14, 16}, /* 15 */
2233     {5, 4, -1}, /* 16 */
2234     {4, 5, 6}, /* 17 */
2235     {6, 5, -1}, /* 18 */
2236     {6, 20, 18}, /* 19 */
2237     {7, 6, -1}, /* 20 */
2238     {6, 7, 8}, /* 21 */
2239     {7, 8, -1}, /* 22 */
2240     {8, 22, 24}, /* 23 */
2241     {8, 1, -1}, /* 24 */
2242     {24, 9, 10}, /* 25 */
2243     {9, 10, -1}, /* 26 */
2244     {10, 11, -1}, /* 27 */
2245     {27, 11, 29}, /* 28 */
2246     {11, 12, -1}, /* 29 */
2247     {12, 13, -1}, /* 30 */
2248     {12, 13, 14}, /* 31 */
2249     {13, 14, -1}, /* 32 */
2250     {14, 15, -1}, /* 33 */
2251     {33, 15, 35}, /* 34 */
2252     {16, 15, -1}, /* 35 */
2253     {17, 16, -1}, /* 36 */
2254     {18, 17, 16}, /* 37 */
2255     {18, 17, -1}, /* 38 */
2256     {18, 19, -1}, /* 39 */
2257     {41, 19, 39}, /* 40 */
2258     {19, 20, -1}, /* 41 */
2259     {20, 21, -1}, /* 42 */
2260     {20, 21, 22}, /* 43 */
2261     {21, 22, -1}, /* 44 */
2262     {23, 22, -1}, /* 45 */
2263     {45, 47, 23}, /* 46 */
2264     {23, 24, -1}, /* 47 */
2265     {24, 9, -1}
2266     }; /* 48 */
2267 elmex 1.1
2268     /* Recursive routine to step back and see if we can
2269     * find a path to that monster that we found. If not,
2270     * we don't bother going toward it. Returns 1 if we
2271     * can see a direct way to get it
2272     * Modified to be map tile aware -.MSW
2273     */
2274 root 1.24 int
2275 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2276 root 1.24 {
2277 root 1.29 sint16 dx, dy;
2278 root 1.75 int mflags;
2279 root 1.24
2280     if (dir < 0)
2281     return 0; /* exit condition: invalid direction */
2282    
2283     dx = x + freearr_x[dir];
2284     dy = y + freearr_y[dir];
2285    
2286     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2287    
2288     /* This functional arguably was incorrect before - it was
2289     * checking for P_WALL - that was basically seeing if
2290     * we could move to the monster - this is being more
2291     * literal on if we can see it. To know if we can actually
2292     * move to the monster, we'd need the monster passed in or
2293     * at least its move type.
2294     */
2295     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2296     return 0;
2297    
2298     /* yes, can see. */
2299     if (dir < 9)
2300     return 1;
2301 root 1.75
2302     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2303     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2304     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2305 root 1.24 }
2306    
2307 elmex 1.1 /*
2308     * can_pick(picker, item): finds out if an object is possible to be
2309     * picked up by the picker. Returnes 1 if it can be
2310     * picked up, otherwise 0.
2311     *
2312     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2313     * core dumps if they do.
2314     *
2315     * Add a check so we can't pick up invisible objects (0.93.8)
2316     */
2317 root 1.24 int
2318     can_pick (const object *who, const object *item)
2319     {
2320     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2321     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2322     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2323 elmex 1.1 }
2324    
2325     /*
2326     * create clone from object to another
2327     */
2328 root 1.24 object *
2329     object_create_clone (object *asrc)
2330     {
2331 root 1.155 object *dst = 0, *tmp, *src, *prev, *item;
2332 elmex 1.1
2333 root 1.24 if (!asrc)
2334 root 1.62 return 0;
2335    
2336 root 1.155 src = asrc->head_ ();
2337 root 1.24
2338 root 1.62 prev = 0;
2339 root 1.155 for (object *part = src; part; part = part->more)
2340 root 1.24 {
2341 root 1.65 tmp = part->clone ();
2342 root 1.24 tmp->x -= src->x;
2343     tmp->y -= src->y;
2344 root 1.62
2345 root 1.24 if (!part->head)
2346     {
2347     dst = tmp;
2348 root 1.62 tmp->head = 0;
2349 root 1.24 }
2350     else
2351 root 1.75 tmp->head = dst;
2352 root 1.62
2353     tmp->more = 0;
2354    
2355 root 1.24 if (prev)
2356     prev->more = tmp;
2357 root 1.62
2358 root 1.24 prev = tmp;
2359 elmex 1.1 }
2360 root 1.24
2361     for (item = src->inv; item; item = item->below)
2362 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2363 elmex 1.1
2364 root 1.24 return dst;
2365 elmex 1.1 }
2366    
2367     /* This returns the first object in who's inventory that
2368     * has the same type and subtype match.
2369     * returns NULL if no match.
2370     */
2371 root 1.24 object *
2372     find_obj_by_type_subtype (const object *who, int type, int subtype)
2373 elmex 1.1 {
2374 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2375 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2376     return tmp;
2377 elmex 1.1
2378 root 1.82 return 0;
2379 elmex 1.1 }
2380    
2381     /* If ob has a field named key, return the link from the list,
2382     * otherwise return NULL.
2383     *
2384     * key must be a passed in shared string - otherwise, this won't
2385     * do the desired thing.
2386     */
2387 root 1.24 key_value *
2388     get_ob_key_link (const object *ob, const char *key)
2389     {
2390 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2391 root 1.48 if (link->key == key)
2392     return link;
2393 root 1.24
2394 root 1.82 return 0;
2395 root 1.24 }
2396 elmex 1.1
2397     /*
2398     * Returns the value of op has an extra_field for key, or NULL.
2399     *
2400     * The argument doesn't need to be a shared string.
2401     *
2402     * The returned string is shared.
2403     */
2404 root 1.24 const char *
2405     get_ob_key_value (const object *op, const char *const key)
2406     {
2407 root 1.35 key_value *link;
2408     shstr_cmp canonical_key (key);
2409 root 1.24
2410 root 1.35 if (!canonical_key)
2411 root 1.24 {
2412     /* 1. There being a field named key on any object
2413     * implies there'd be a shared string to find.
2414     * 2. Since there isn't, no object has this field.
2415     * 3. Therefore, *this* object doesn't have this field.
2416     */
2417 root 1.35 return 0;
2418 elmex 1.1 }
2419    
2420 root 1.24 /* This is copied from get_ob_key_link() above -
2421     * only 4 lines, and saves the function call overhead.
2422     */
2423 root 1.35 for (link = op->key_values; link; link = link->next)
2424     if (link->key == canonical_key)
2425     return link->value;
2426    
2427     return 0;
2428 elmex 1.1 }
2429    
2430     /*
2431     * Updates the canonical_key in op to value.
2432     *
2433     * canonical_key is a shared string (value doesn't have to be).
2434     *
2435     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2436     * keys.
2437     *
2438     * Returns TRUE on success.
2439     */
2440 root 1.24 int
2441     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2442     {
2443 root 1.82 key_value *field = NULL, *last = NULL;
2444 root 1.24
2445     for (field = op->key_values; field != NULL; field = field->next)
2446     {
2447     if (field->key != canonical_key)
2448     {
2449     last = field;
2450     continue;
2451     }
2452    
2453     if (value)
2454     field->value = value;
2455     else
2456     {
2457     /* Basically, if the archetype has this key set,
2458     * we need to store the null value so when we save
2459     * it, we save the empty value so that when we load,
2460     * we get this value back again.
2461     */
2462 root 1.159 if (get_ob_key_link (op->arch, canonical_key))
2463 root 1.24 field->value = 0;
2464     else
2465     {
2466     if (last)
2467     last->next = field->next;
2468     else
2469     op->key_values = field->next;
2470    
2471 root 1.29 delete field;
2472 root 1.24 }
2473     }
2474     return TRUE;
2475     }
2476     /* IF we get here, key doesn't exist */
2477    
2478     /* No field, we'll have to add it. */
2479    
2480     if (!add_key)
2481 root 1.82 return FALSE;
2482    
2483 root 1.24 /* There isn't any good reason to store a null
2484     * value in the key/value list. If the archetype has
2485     * this key, then we should also have it, so shouldn't
2486     * be here. If user wants to store empty strings,
2487     * should pass in ""
2488     */
2489     if (value == NULL)
2490 elmex 1.1 return TRUE;
2491 root 1.24
2492     field = new key_value;
2493    
2494     field->key = canonical_key;
2495     field->value = value;
2496     /* Usual prepend-addition. */
2497     field->next = op->key_values;
2498     op->key_values = field;
2499    
2500     return TRUE;
2501 elmex 1.1 }
2502    
2503     /*
2504     * Updates the key in op to value.
2505     *
2506     * If add_key is FALSE, this will only update existing keys,
2507     * and not add new ones.
2508     * In general, should be little reason FALSE is ever passed in for add_key
2509     *
2510     * Returns TRUE on success.
2511     */
2512 root 1.24 int
2513     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2514 root 1.11 {
2515 root 1.29 shstr key_ (key);
2516 root 1.24
2517 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2518 elmex 1.1 }
2519 root 1.31
2520 root 1.34 object::depth_iterator::depth_iterator (object *container)
2521     : iterator_base (container)
2522     {
2523     while (item->inv)
2524     item = item->inv;
2525     }
2526    
2527 root 1.31 void
2528 root 1.34 object::depth_iterator::next ()
2529 root 1.31 {
2530 root 1.34 if (item->below)
2531     {
2532     item = item->below;
2533    
2534     while (item->inv)
2535     item = item->inv;
2536     }
2537 root 1.31 else
2538 root 1.34 item = item->env;
2539 root 1.31 }
2540 root 1.34
2541 elmex 1.97 const char *
2542     object::flag_desc (char *desc, int len) const
2543     {
2544     char *p = desc;
2545     bool first = true;
2546    
2547 root 1.101 *p = 0;
2548    
2549 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2550     {
2551     if (len <= 10) // magic constant!
2552     {
2553     snprintf (p, len, ",...");
2554     break;
2555     }
2556    
2557 root 1.101 if (flag [i])
2558 elmex 1.97 {
2559     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2560     len -= cnt;
2561     p += cnt;
2562     first = false;
2563     }
2564     }
2565    
2566     return desc;
2567     }
2568    
2569 root 1.101 // return a suitable string describing an object in enough detail to find it
2570 root 1.36 const char *
2571     object::debug_desc (char *info) const
2572     {
2573 elmex 1.97 char flagdesc[512];
2574     char info2[256 * 4];
2575 root 1.36 char *p = info;
2576    
2577 root 1.203 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2578     count,
2579     uuid.c_str (),
2580 root 1.36 &name,
2581 root 1.117 title ? "\",title:\"" : "",
2582 elmex 1.97 title ? (const char *)title : "",
2583     flag_desc (flagdesc, 512), type);
2584 root 1.36
2585 root 1.217 if (!flag[FLAG_REMOVED] && env)
2586 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2587    
2588     if (map)
2589 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2590 root 1.36
2591     return info;
2592     }
2593    
2594     const char *
2595     object::debug_desc () const
2596     {
2597 root 1.143 static char info[3][256 * 4];
2598     static int info_idx;
2599 root 1.36
2600 root 1.143 return debug_desc (info [++info_idx % 3]);
2601 root 1.114 }
2602    
2603 root 1.125 struct region *
2604     object::region () const
2605     {
2606     return map ? map->region (x, y)
2607     : region::default_region ();
2608     }
2609    
2610 root 1.129 const materialtype_t *
2611     object::dominant_material () const
2612     {
2613 root 1.165 if (materialtype_t *mt = name_to_material (materialname))
2614     return mt;
2615 root 1.129
2616 root 1.165 return name_to_material (shstr_unknown);
2617 root 1.129 }
2618    
2619 root 1.130 void
2620     object::open_container (object *new_container)
2621     {
2622     if (container == new_container)
2623     return;
2624    
2625 root 1.220 object *old_container = container;
2626    
2627     if (old_container)
2628 root 1.130 {
2629     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2630     return;
2631    
2632     #if 0
2633     // remove the "Close old_container" object.
2634     if (object *closer = old_container->inv)
2635     if (closer->type == CLOSE_CON)
2636     closer->destroy ();
2637     #endif
2638    
2639 root 1.220 // make sure the container is available
2640     esrv_send_item (this, old_container);
2641    
2642 root 1.216 old_container->flag [FLAG_APPLIED] = false;
2643 root 1.130 container = 0;
2644    
2645 root 1.220 // client needs item update to make it work, client bug requires this to be separate
2646 root 1.130 esrv_update_item (UPD_FLAGS, this, old_container);
2647 root 1.220
2648 root 1.130 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2649 root 1.177 play_sound (sound_find ("chest_close"));
2650 root 1.130 }
2651    
2652     if (new_container)
2653     {
2654     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2655     return;
2656    
2657     // TODO: this does not seem to serve any purpose anymore?
2658     #if 0
2659     // insert the "Close Container" object.
2660     if (archetype *closer = new_container->other_arch)
2661     {
2662     object *closer = arch_to_object (new_container->other_arch);
2663     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2664     new_container->insert (closer);
2665     }
2666     #endif
2667    
2668 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2669    
2670 root 1.220 // make sure the container is available, client bug requires this to be separate
2671     esrv_send_item (this, new_container);
2672    
2673 root 1.216 new_container->flag [FLAG_APPLIED] = true;
2674 root 1.130 container = new_container;
2675    
2676 root 1.220 // client needs flag change
2677 root 1.130 esrv_update_item (UPD_FLAGS, this, new_container);
2678 root 1.131 esrv_send_inventory (this, new_container);
2679 root 1.177 play_sound (sound_find ("chest_open"));
2680 root 1.130 }
2681 root 1.220 // else if (!old_container->env && contr && contr->ns)
2682     // contr->ns->floorbox_reset ();
2683 root 1.130 }
2684    
2685 root 1.164 object *
2686     object::force_find (const shstr name)
2687     {
2688     /* cycle through his inventory to look for the MARK we want to
2689     * place
2690     */
2691     for (object *tmp = inv; tmp; tmp = tmp->below)
2692     if (tmp->type == FORCE && tmp->slaying == name)
2693     return splay (tmp);
2694    
2695     return 0;
2696     }
2697    
2698     void
2699     object::force_add (const shstr name, int duration)
2700     {
2701     if (object *force = force_find (name))
2702     force->destroy ();
2703    
2704     object *force = get_archetype (FORCE_NAME);
2705    
2706     force->slaying = name;
2707     force->stats.food = 1;
2708     force->speed_left = -1.f;
2709    
2710     force->set_speed (duration ? 1.f / duration : 0.f);
2711     force->flag [FLAG_IS_USED_UP] = true;
2712     force->flag [FLAG_APPLIED] = true;
2713    
2714     insert (force);
2715     }
2716    
2717 root 1.178 void
2718 root 1.208 object::play_sound (faceidx sound)
2719 root 1.178 {
2720     if (!sound)
2721     return;
2722    
2723     if (flag [FLAG_REMOVED])
2724     return;
2725    
2726     if (env)
2727     {
2728     if (object *pl = in_player ())
2729     pl->contr->play_sound (sound);
2730     }
2731     else
2732     map->play_sound (sound, x, y);
2733     }
2734