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Revision: 1.226
Committed: Sat May 3 08:50:30 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.225: +8 -2 lines
Log Message:
make full floorbox updates on insert/emove to preserve ordering

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.199 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.116 *
4 root 1.208 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.157 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.116 *
8 root 1.199 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.163 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.116 *
13 root 1.163 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.116 *
18 root 1.163 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.157 *
21 root 1.199 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.116 */
23 elmex 1.1
24     #include <global.h>
25 root 1.28 #include <stdio.h>
26     #include <sys/types.h>
27     #include <sys/uio.h>
28 elmex 1.1 #include <object.h>
29 root 1.146 #include <sproto.h>
30 elmex 1.1 #include <loader.h>
31 root 1.28
32 root 1.68 #include <bitset>
33    
34 root 1.202 UUID UUID::cur;
35 root 1.204 static uint64_t seq_next_save;
36     static const uint64 UUID_GAP = 1<<19;
37 elmex 1.1
38 root 1.108 objectvec objects;
39     activevec actives;
40 elmex 1.1
41 root 1.203 short freearr_x[SIZEOFFREE] = {
42     0,
43     0, 1, 1, 1, 0, -1, -1, -1,
44     0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
45     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
46 root 1.24 };
47 root 1.203 short freearr_y[SIZEOFFREE] = {
48     0,
49     -1, -1, 0, 1, 1, 1, 0, -1,
50     -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52 root 1.24 };
53 root 1.203 int maxfree[SIZEOFFREE] = {
54     0,
55     9, 10, 13, 14, 17, 18, 21, 22,
56     25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57     49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58 root 1.24 };
59     int freedir[SIZEOFFREE] = {
60 root 1.203 0,
61     1, 2, 3, 4, 5, 6, 7, 8,
62     1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64 root 1.24 };
65 elmex 1.1
66 root 1.39 static void
67 root 1.203 write_uuid (uval64 skip, bool sync)
68 root 1.39 {
69 root 1.203 CALL_BEGIN (2);
70     CALL_ARG_SV (newSVval64 (skip));
71     CALL_ARG_SV (boolSV (sync));
72     CALL_CALL ("cf::write_uuid", G_DISCARD);
73     CALL_END;
74 root 1.39 }
75    
76     static void
77     read_uuid (void)
78     {
79     char filename[MAX_BUF];
80    
81     sprintf (filename, "%s/uuid", settings.localdir);
82    
83 root 1.204 seq_next_save = 0;
84    
85 root 1.39 FILE *fp;
86    
87     if (!(fp = fopen (filename, "r")))
88     {
89     if (errno == ENOENT)
90     {
91     LOG (llevInfo, "RESET uid to 1\n");
92 root 1.202 UUID::cur.seq = 0;
93 root 1.204 write_uuid (UUID_GAP, true);
94 root 1.39 return;
95     }
96    
97     LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98     _exit (1);
99     }
100    
101 root 1.203 UUID::BUF buf;
102     buf[0] = 0;
103     fgets (buf, sizeof (buf), fp);
104    
105     if (!UUID::cur.parse (buf))
106 root 1.39 {
107 root 1.203 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 root 1.39 _exit (1);
109     }
110    
111 root 1.203 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112    
113 root 1.204 write_uuid (UUID_GAP, true);
114 root 1.39 fclose (fp);
115     }
116    
117     UUID
118 root 1.202 UUID::gen ()
119 root 1.39 {
120     UUID uid;
121    
122 root 1.202 uid.seq = ++cur.seq;
123 root 1.39
124 root 1.204 if (expect_false (cur.seq >= seq_next_save))
125     {
126     seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127     write_uuid (UUID_GAP, false);
128     }
129    
130 root 1.39
131     return uid;
132     }
133    
134     void
135 root 1.202 UUID::init ()
136 root 1.39 {
137     read_uuid ();
138     }
139    
140 elmex 1.1 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141 root 1.205 static bool
142 root 1.24 compare_ob_value_lists_one (const object *wants, const object *has)
143     {
144     key_value *wants_field;
145    
146     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
147     * objects with lists are rare, and lists stay short. If not, use a
148     * different structure or at least keep the lists sorted...
149     */
150    
151     /* For each field in wants, */
152 root 1.86 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
153 root 1.24 {
154     key_value *has_field;
155    
156     /* Look for a field in has with the same key. */
157     has_field = get_ob_key_link (has, wants_field->key);
158    
159 root 1.205 if (!has_field)
160     return 0; /* No field with that name. */
161 root 1.24
162     /* Found the matching field. */
163     if (has_field->value != wants_field->value)
164 root 1.205 return 0; /* Values don't match, so this half of the comparison is false. */
165 root 1.24
166     /* If we get here, we found a match. Now for the next field in wants. */
167 elmex 1.1 }
168 root 1.24
169     /* If we get here, every field in wants has a matching field in has. */
170 root 1.205 return 1;
171 elmex 1.1 }
172    
173     /* Returns TRUE if ob1 has the same key_values as ob2. */
174 root 1.205 static bool
175 root 1.24 compare_ob_value_lists (const object *ob1, const object *ob2)
176     {
177     /* However, there may be fields in has which aren't partnered in wants,
178     * so we need to run the comparison *twice*. :(
179     */
180     return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
181 elmex 1.1 }
182    
183     /* Function examines the 2 objects given to it, and returns true if
184     * they can be merged together.
185     *
186     * Note that this function appears a lot longer than the macro it
187     * replaces - this is mostly for clarity - a decent compiler should hopefully
188     * reduce this to the same efficiency.
189     *
190 root 1.66 * Check nrof variable *before* calling can_merge()
191 elmex 1.1 *
192     * Improvements made with merge: Better checking on potion, and also
193     * check weight
194     */
195 root 1.66 bool object::can_merge_slow (object *ob1, object *ob2)
196 root 1.16 {
197     /* A couple quicksanity checks */
198 root 1.66 if (ob1 == ob2
199     || ob1->type != ob2->type
200     || ob1->speed != ob2->speed
201     || ob1->value != ob2->value
202     || ob1->name != ob2->name)
203 root 1.16 return 0;
204    
205 root 1.205 /* Do not merge objects if nrof would overflow. First part checks
206 root 1.208 * for unsigned overflow (2c), second part checks whether the result
207 root 1.205 * would fit into a 32 bit signed int, which is often used to hold
208     * nrof values.
209 root 1.16 */
210 root 1.205 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 root 1.16 return 0;
212    
213     /* If the objects have been identified, set the BEEN_APPLIED flag.
214 root 1.205 * This is to the comparison of the flags below will be OK. We
215 root 1.16 * just can't ignore the been applied or identified flags, as they
216     * are not equal - just if it has been identified, the been_applied
217     * flags lose any meaning.
218     */
219     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
220     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221    
222     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 elmex 1.1
225 root 1.208 if (ob1->arch->name != ob2->arch->name
226 root 1.68 || ob1->name != ob2->name
227     || ob1->title != ob2->title
228     || ob1->msg != ob2->msg
229     || ob1->weight != ob2->weight
230     || ob1->attacktype != ob2->attacktype
231     || ob1->magic != ob2->magic
232     || ob1->slaying != ob2->slaying
233     || ob1->skill != ob2->skill
234     || ob1->value != ob2->value
235     || ob1->animation_id != ob2->animation_id
236     || ob1->client_type != ob2->client_type
237     || ob1->materialname != ob2->materialname
238     || ob1->lore != ob2->lore
239     || ob1->subtype != ob2->subtype
240     || ob1->move_type != ob2->move_type
241     || ob1->move_block != ob2->move_block
242     || ob1->move_allow != ob2->move_allow
243     || ob1->move_on != ob2->move_on
244     || ob1->move_off != ob2->move_off
245     || ob1->move_slow != ob2->move_slow
246 root 1.208 || ob1->move_slow_penalty != ob2->move_slow_penalty
247     || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248     || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249     return 0;
250    
251     if ((ob1->flag ^ ob2->flag)
252     .reset (FLAG_INV_LOCKED)
253     .reset (FLAG_CLIENT_SENT)
254     .reset (FLAG_REMOVED)
255     .any ())
256 root 1.16 return 0;
257    
258 root 1.205 /* This is really a spellbook check - we should in general
259     * not merge objects with real inventories, as splitting them
260     * is hard.
261 root 1.16 */
262     if (ob1->inv || ob2->inv)
263     {
264 root 1.193 if (!(ob1->inv && ob2->inv))
265     return 0; /* inventories differ in length */
266    
267     if (ob1->inv->below || ob2->inv->below)
268     return 0; /* more than one object in inv */
269 root 1.16
270 root 1.66 if (!object::can_merge (ob1->inv, ob2->inv))
271 root 1.205 return 0; /* inventory objects differ */
272 root 1.16
273     /* inventory ok - still need to check rest of this object to see
274     * if it is valid.
275     */
276     }
277 elmex 1.1
278 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
279     * it is possible for most any character to have more than one of
280     * some items equipped, and we don't want those to merge.
281     */
282     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
283     return 0;
284 elmex 1.1
285 root 1.16 /* Note sure why the following is the case - either the object has to
286     * be animated or have a very low speed. Is this an attempted monster
287     * check?
288     */
289 elmex 1.97 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
290 root 1.16 return 0;
291 elmex 1.1
292 root 1.16 switch (ob1->type)
293     {
294 root 1.29 case SCROLL:
295     if (ob1->level != ob2->level)
296     return 0;
297     break;
298 root 1.16 }
299 elmex 1.1
300 root 1.205 if (ob1->key_values || ob2->key_values)
301 root 1.16 {
302     /* At least one of these has key_values. */
303 root 1.205 if ((!ob1->key_values) != (!ob2->key_values))
304 root 1.208 return 0; /* One has fields, but the other one doesn't. */
305    
306     if (!compare_ob_value_lists (ob1, ob2))
307 root 1.24 return 0;
308 elmex 1.1 }
309 root 1.16
310     if (ob1->self || ob2->self)
311     {
312     ob1->optimise ();
313     ob2->optimise ();
314    
315     if (ob1->self || ob2->self)
316 root 1.192 {
317 root 1.195 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
318     int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
319 root 1.192
320     if (k1 != k2)
321     return 0;
322 root 1.208
323     if (k1 == 0)
324 root 1.192 return 1;
325 root 1.208
326     if (!cfperl_can_merge (ob1, ob2))
327 root 1.192 return 0;
328     }
329 elmex 1.1 }
330    
331 root 1.16 /* Everything passes, must be OK. */
332     return 1;
333 elmex 1.1 }
334 root 1.24
335 root 1.214 // find player who can see this object
336     object *
337     object::visible_to () const
338     {
339 root 1.220 if (client_visible () && !flag [FLAG_REMOVED])
340 root 1.214 {
341     // see if we are in a container of sorts
342     if (env)
343     {
344     // the player inventory itself is always visible
345     if (env->type == PLAYER)
346     return env;
347    
348     // else a player could have our env open
349     object *envest = env->outer_env ();
350    
351     // the player itself is always on a map, so we will find him here
352     // even if our inv is in a player.
353     if (envest->is_on_map ())
354     if (object *pl = envest->ms ().player ())
355     if (pl->container == env)
356     return pl;
357     }
358     else
359     {
360     // maybe there is a player standing on the same mapspace
361     // this will catch the case where "this" is a player
362     if (object *pl = ms ().player ())
363 root 1.220 if (!pl->container || this == pl->container)
364     return pl;
365 root 1.214 }
366     }
367    
368     return 0;
369     }
370    
371 root 1.208 // adjust weight per container type ("of holding")
372 root 1.207 static sint32
373     weight_adjust (object *op, sint32 weight)
374     {
375     return op->type == CONTAINER
376     ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377     : weight;
378     }
379    
380 elmex 1.1 /*
381 root 1.208 * adjust_weight(object, weight) adds the specified weight to an object,
382 root 1.207 * and also updates how much the environment(s) is/are carrying.
383 elmex 1.1 */
384 root 1.207 static void
385 root 1.208 adjust_weight (object *op, sint32 weight)
386 root 1.24 {
387 root 1.207 while (op)
388 root 1.24 {
389 root 1.207 weight = weight_adjust (op, weight);
390 root 1.142
391 root 1.212 if (!weight)
392     return;
393    
394 root 1.207 op->carrying += weight;
395 root 1.212
396     if (object *pl = op->visible_to ())
397 root 1.215 if (pl != op) // player is handled lazily
398     esrv_update_item (UPD_WEIGHT, pl, op);
399 root 1.212
400 root 1.207 op = op->env;
401 root 1.24 }
402 root 1.207 }
403 root 1.37
404 root 1.207 /*
405     * this is a recursive function which calculates the weight
406     * an object is carrying. It goes through op and figures out how much
407     * containers are carrying, and sums it up.
408     */
409     void
410     object::update_weight ()
411     {
412     sint32 sum = 0;
413 root 1.37
414 root 1.207 for (object *op = inv; op; op = op->below)
415     {
416     if (op->inv)
417     op->update_weight ();
418 elmex 1.1
419 root 1.207 sum += op->total_weight ();
420     }
421 elmex 1.1
422 root 1.212 sum = weight_adjust (this, sum);
423    
424     if (sum != carrying)
425     {
426     carrying = sum;
427    
428     if (object *pl = visible_to ())
429 root 1.215 if (pl != this) // player is handled lazily
430     esrv_update_item (UPD_WEIGHT, pl, this);
431 root 1.212 }
432 elmex 1.1 }
433    
434     /*
435 root 1.208 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
436 elmex 1.1 */
437 root 1.53 char *
438 root 1.24 dump_object (object *op)
439     {
440 root 1.53 if (!op)
441     return strdup ("[NULLOBJ]");
442 elmex 1.1
443 root 1.53 object_freezer freezer;
444 root 1.133 op->write (freezer);
445 root 1.53 return freezer.as_string ();
446 elmex 1.1 }
447    
448     /*
449     * get_nearest_part(multi-object, object 2) returns the part of the
450     * multi-object 1 which is closest to the second object.
451     * If it's not a multi-object, it is returned.
452     */
453 root 1.24 object *
454     get_nearest_part (object *op, const object *pl)
455     {
456     object *tmp, *closest;
457     int last_dist, i;
458    
459 root 1.208 if (!op->more)
460 elmex 1.1 return op;
461 root 1.208
462     for (last_dist = distance (op, pl), closest = op, tmp = op->more;
463     tmp;
464     tmp = tmp->more)
465 root 1.24 if ((i = distance (tmp, pl)) < last_dist)
466     closest = tmp, last_dist = i;
467 root 1.208
468 elmex 1.1 return closest;
469     }
470    
471     /*
472     * Returns the object which has the count-variable equal to the argument.
473 root 1.208 * VERRRY slow.
474 elmex 1.1 */
475 root 1.24 object *
476     find_object (tag_t i)
477     {
478 root 1.112 for_all_objects (op)
479     if (op->count == i)
480     return op;
481    
482     return 0;
483 elmex 1.1 }
484    
485     /*
486     * Returns the first object which has a name equal to the argument.
487     * Used only by the patch command, but not all that useful.
488     * Enables features like "patch <name-of-other-player> food 999"
489     */
490 root 1.24 object *
491     find_object_name (const char *str)
492     {
493 root 1.35 shstr_cmp str_ (str);
494 elmex 1.1 object *op;
495 root 1.24
496 root 1.108 for_all_objects (op)
497 root 1.35 if (op->name == str_)
498 elmex 1.1 break;
499 root 1.11
500 elmex 1.1 return op;
501     }
502    
503     /*
504     * Sets the owner and sets the skill and exp pointers to owner's current
505     * skill and experience objects.
506 root 1.183 * ACTUALLY NO! investigate! TODO
507 elmex 1.1 */
508 root 1.24 void
509 root 1.30 object::set_owner (object *owner)
510 elmex 1.1 {
511 root 1.183 // allow objects which own objects
512     if (owner)
513     while (owner->owner)
514     owner = owner->owner;
515 elmex 1.1
516 root 1.198 if (flag [FLAG_FREED])
517     {
518     LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
519     return;
520     }
521    
522 root 1.30 this->owner = owner;
523 elmex 1.1 }
524    
525 root 1.148 int
526     object::slottype () const
527     {
528     if (type == SKILL)
529     {
530     if (IS_COMBAT_SKILL (subtype)) return slot_combat;
531     if (IS_RANGED_SKILL (subtype)) return slot_ranged;
532     }
533     else
534     {
535     if (slot [body_combat].info) return slot_combat;
536     if (slot [body_range ].info) return slot_ranged;
537     }
538    
539     return slot_none;
540     }
541    
542 root 1.147 bool
543     object::change_weapon (object *ob)
544 root 1.144 {
545     if (current_weapon == ob)
546 root 1.147 return true;
547 root 1.146
548 root 1.150 if (chosen_skill)
549     chosen_skill->flag [FLAG_APPLIED] = false;
550    
551 root 1.144 current_weapon = ob;
552 root 1.147 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
553 root 1.146
554 root 1.150 if (chosen_skill)
555     chosen_skill->flag [FLAG_APPLIED] = true;
556    
557 root 1.144 update_stats ();
558 root 1.147
559     if (ob)
560     {
561     // now check wether any body locations became invalid, in which case
562     // we cannot apply the weapon at the moment.
563     for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
564     if (slot[i].used < 0)
565     {
566     current_weapon = chosen_skill = 0;
567     update_stats ();
568    
569     new_draw_info_format (NDI_UNIQUE, 0, this,
570 root 1.156 "You try to balance all your items at once, "
571     "but the %s is just too much for your body. "
572     "[You need to unapply some items first.]", &ob->name);
573 root 1.147 return false;
574     }
575    
576 root 1.148 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
577 root 1.147 }
578     else
579 root 1.148 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
580 root 1.147
581 root 1.151 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
582     {
583     LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
584     &name, ob->debug_desc ());
585     return false;
586     }
587    
588 root 1.147 return true;
589 root 1.144 }
590    
591 elmex 1.1 /* Zero the key_values on op, decrementing the shared-string
592     * refcounts and freeing the links.
593     */
594 root 1.24 static void
595     free_key_values (object *op)
596 root 1.11 {
597 root 1.137 for (key_value *i = op->key_values; i; )
598 root 1.11 {
599     key_value *next = i->next;
600     delete i;
601 root 1.24
602 root 1.11 i = next;
603 elmex 1.1 }
604 root 1.24
605 root 1.11 op->key_values = 0;
606 elmex 1.1 }
607    
608 root 1.137 object &
609     object::operator =(const object &src)
610 root 1.11 {
611 root 1.224 remove ();
612 root 1.59
613 root 1.137 *(object_copy *)this = src;
614 elmex 1.1
615 root 1.224 flag [FLAG_REMOVED] = true;
616 elmex 1.1
617 root 1.11 /* Copy over key_values, if any. */
618 root 1.137 if (src.key_values)
619 root 1.14 {
620 root 1.23 key_value *tail = 0;
621 root 1.137 key_values = 0;
622 elmex 1.1
623 root 1.137 for (key_value *i = src.key_values; i; i = i->next)
624 root 1.11 {
625     key_value *new_link = new key_value;
626 root 1.8
627 root 1.24 new_link->next = 0;
628     new_link->key = i->key;
629 root 1.11 new_link->value = i->value;
630    
631     /* Try and be clever here, too. */
632 root 1.137 if (!key_values)
633 root 1.11 {
634 root 1.137 key_values = new_link;
635 root 1.11 tail = new_link;
636 root 1.8 }
637 root 1.11 else
638     {
639     tail->next = new_link;
640     tail = new_link;
641     }
642 root 1.14 }
643     }
644 root 1.137 }
645    
646     /*
647     * copy_to first frees everything allocated by the dst object,
648     * and then copies the contents of itself into the second
649     * object, allocating what needs to be allocated. Basically, any
650     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
651     * if the first object is freed, the pointers in the new object
652     * will point at garbage.
653     */
654     void
655     object::copy_to (object *dst)
656     {
657     *dst = *this;
658    
659     if (speed < 0)
660 root 1.185 dst->speed_left -= rndm ();
661 root 1.2
662 root 1.87 dst->set_speed (dst->speed);
663 elmex 1.1 }
664    
665 root 1.133 void
666     object::instantiate ()
667     {
668     if (!uuid.seq) // HACK
669 root 1.202 uuid = UUID::gen ();
670 root 1.133
671     speed_left = -0.1f;
672     /* copy the body_info to the body_used - this is only really
673     * need for monsters, but doesn't hurt to do it for everything.
674     * by doing so, when a monster is created, it has good starting
675     * values for the body_used info, so when items are created
676     * for it, they can be properly equipped.
677     */
678 root 1.145 for (int i = NUM_BODY_LOCATIONS; i--; )
679     slot[i].used = slot[i].info;
680 root 1.133
681     attachable::instantiate ();
682     }
683    
684 root 1.65 object *
685     object::clone ()
686     {
687     object *neu = create ();
688     copy_to (neu);
689 root 1.225 neu->map = map; // not copied by copy_to
690 root 1.65 return neu;
691     }
692    
693 elmex 1.1 /*
694     * If an object with the IS_TURNABLE() flag needs to be turned due
695     * to the closest player being on the other side, this function can
696     * be called to update the face variable, _and_ how it looks on the map.
697     */
698 root 1.24 void
699     update_turn_face (object *op)
700     {
701 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
702 root 1.24 return;
703 root 1.96
704 root 1.24 SET_ANIMATION (op, op->direction);
705     update_object (op, UP_OBJ_FACE);
706 elmex 1.1 }
707    
708     /*
709     * Updates the speed of an object. If the speed changes from 0 to another
710     * value, or vice versa, then add/remove the object from the active list.
711     * This function needs to be called whenever the speed of an object changes.
712     */
713 root 1.24 void
714 root 1.87 object::set_speed (float speed)
715 root 1.24 {
716 root 1.87 if (flag [FLAG_FREED] && speed)
717 root 1.24 {
718 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
719     speed = 0;
720 elmex 1.1 }
721 root 1.31
722 root 1.87 this->speed = speed;
723    
724 elmex 1.97 if (has_active_speed ())
725 root 1.98 activate ();
726 root 1.24 else
727 root 1.98 deactivate ();
728 elmex 1.1 }
729    
730     /*
731 root 1.75 * update_object() updates the the map.
732 elmex 1.1 * It takes into account invisible objects (and represent squares covered
733     * by invisible objects by whatever is below them (unless it's another
734     * invisible object, etc...)
735     * If the object being updated is beneath a player, the look-window
736     * of that player is updated (this might be a suboptimal way of
737     * updating that window, though, since update_object() is called _often_)
738     *
739     * action is a hint of what the caller believes need to be done.
740     * current action are:
741     * UP_OBJ_INSERT: op was inserted
742     * UP_OBJ_REMOVE: op was removed
743     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
744     * as that is easier than trying to look at what may have changed.
745     * UP_OBJ_FACE: only the objects face has changed.
746     */
747 root 1.24 void
748     update_object (object *op, int action)
749     {
750 root 1.222 if (!op)
751 root 1.24 {
752     /* this should never happen */
753 root 1.222 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
754 root 1.24 return;
755 elmex 1.1 }
756 root 1.24
757 root 1.222 if (!op->is_on_map ())
758 root 1.24 {
759     /* Animation is currently handled by client, so nothing
760     * to do in this case.
761     */
762     return;
763 elmex 1.1 }
764    
765 root 1.24 /* make sure the object is within map boundaries */
766 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
767 root 1.24 {
768     LOG (llevError, "update_object() called for object out of map!\n");
769 elmex 1.1 #ifdef MANY_CORES
770 root 1.24 abort ();
771 elmex 1.1 #endif
772 root 1.24 return;
773 elmex 1.1 }
774    
775 root 1.76 mapspace &m = op->ms ();
776 elmex 1.1
777 root 1.99 if (!(m.flags_ & P_UPTODATE))
778 root 1.75 /* nop */;
779     else if (action == UP_OBJ_INSERT)
780     {
781     // this is likely overkill, TODO: revisit (schmorp)
782     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
783     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
784     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
785     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
786     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
787     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
788     || (m.move_on | op->move_on ) != m.move_on
789     || (m.move_off | op->move_off ) != m.move_off
790     || (m.move_slow | op->move_slow) != m.move_slow
791     /* This isn't perfect, but I don't expect a lot of objects to
792     * to have move_allow right now.
793     */
794     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
795     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
796 root 1.99 m.flags_ = 0;
797 root 1.75 }
798     /* if the object is being removed, we can't make intelligent
799     * decisions, because remove_ob can't really pass the object
800     * that is being removed.
801     */
802 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
803 root 1.99 m.flags_ = 0;
804 root 1.24 else if (action == UP_OBJ_FACE)
805 root 1.29 /* Nothing to do for that case */ ;
806 root 1.24 else
807 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
808 elmex 1.1
809 root 1.75 if (op->more)
810 root 1.24 update_object (op->more, action);
811 elmex 1.1 }
812    
813 root 1.21 object::object ()
814     {
815 root 1.22 SET_FLAG (this, FLAG_REMOVED);
816    
817     expmul = 1.0;
818     face = blank_face;
819     }
820    
821     object::~object ()
822     {
823 root 1.121 unlink ();
824 root 1.119
825 root 1.22 free_key_values (this);
826     }
827    
828 root 1.112 static int object_count;
829    
830 root 1.24 void object::link ()
831 root 1.22 {
832 root 1.112 assert (!index);//D
833 root 1.202 uuid = UUID::gen ();
834 root 1.112 count = ++object_count;
835 root 1.21
836 root 1.109 refcnt_inc ();
837 root 1.108 objects.insert (this);
838 root 1.21 }
839    
840 root 1.24 void object::unlink ()
841 root 1.21 {
842 root 1.121 if (!index)
843     return;
844    
845 root 1.108 objects.erase (this);
846 root 1.109 refcnt_dec ();
847 root 1.98 }
848    
849 root 1.96 void
850 root 1.98 object::activate ()
851 root 1.96 {
852 root 1.98 /* If already on active list, don't do anything */
853 root 1.108 if (active)
854 root 1.98 return;
855    
856 elmex 1.97 if (has_active_speed ())
857 root 1.108 actives.insert (this);
858 root 1.98 }
859 root 1.96
860 root 1.98 void
861     object::activate_recursive ()
862     {
863     activate ();
864    
865 root 1.104 for (object *op = inv; op; op = op->below)
866 root 1.98 op->activate_recursive ();
867 root 1.96 }
868    
869     /* This function removes object 'op' from the list of active
870     * objects.
871     * This should only be used for style maps or other such
872     * reference maps where you don't want an object that isn't
873     * in play chewing up cpu time getting processed.
874     * The reverse of this is to call update_ob_speed, which
875     * will do the right thing based on the speed of the object.
876     */
877     void
878 root 1.98 object::deactivate ()
879 root 1.96 {
880     /* If not on the active list, nothing needs to be done */
881 root 1.108 if (!active)
882 root 1.96 return;
883    
884 root 1.108 actives.erase (this);
885 root 1.98 }
886 root 1.96
887 root 1.98 void
888     object::deactivate_recursive ()
889     {
890 root 1.104 for (object *op = inv; op; op = op->below)
891 root 1.98 op->deactivate_recursive ();
892    
893     deactivate ();
894 root 1.96 }
895    
896 root 1.106 void
897     object::set_flag_inv (int flag, int value)
898     {
899     for (object *op = inv; op; op = op->below)
900     {
901     op->flag [flag] = value;
902     op->set_flag_inv (flag, value);
903     }
904     }
905    
906 root 1.89 /*
907     * Remove and free all objects in the inventory of the given object.
908     * object.c ?
909     */
910     void
911     object::destroy_inv (bool drop_to_ground)
912     {
913 root 1.94 // need to check first, because the checks below might segfault
914     // as we might be on an invalid mapspace and crossfire code
915     // is too buggy to ensure that the inventory is empty.
916 root 1.217 // corollary: if you create arrows etc. with stuff in its inventory,
917 root 1.94 // cf will crash below with off-map x and y
918     if (!inv)
919     return;
920    
921 root 1.89 /* Only if the space blocks everything do we not process -
922     * if some form of movement is allowed, let objects
923     * drop on that space.
924     */
925 root 1.92 if (!drop_to_ground
926     || !map
927 root 1.206 || map->in_memory != MAP_ACTIVE
928 root 1.122 || map->nodrop
929 root 1.95 || ms ().move_block == MOVE_ALL)
930 root 1.89 {
931     while (inv)
932 root 1.92 {
933 root 1.217 inv->destroy_inv (false);
934 root 1.92 inv->destroy ();
935     }
936 root 1.89 }
937     else
938     { /* Put objects in inventory onto this space */
939     while (inv)
940     {
941     object *op = inv;
942    
943     if (op->flag [FLAG_STARTEQUIP]
944     || op->flag [FLAG_NO_DROP]
945     || op->type == RUNE
946     || op->type == TRAP
947 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
948     || op->flag [FLAG_DESTROY_ON_DEATH])
949 root 1.217 op->destroy (true);
950 root 1.89 else
951 root 1.93 map->insert (op, x, y);
952 root 1.89 }
953     }
954     }
955    
956 root 1.21 object *object::create ()
957     {
958 root 1.42 object *op = new object;
959 root 1.22 op->link ();
960     return op;
961 root 1.21 }
962 elmex 1.1
963 root 1.223 static struct freed_map : maptile
964     {
965     freed_map ()
966     {
967     path = "<freed objects map>";
968     name = "/internal/freed_objects_map";
969     width = 3;
970     height = 3;
971     nodrop = 1;
972    
973     alloc ();
974     in_memory = MAP_ACTIVE;
975     }
976     } freed_map; // freed objects are moved here to avoid crashes
977    
978 root 1.82 void
979     object::do_destroy ()
980 root 1.14 {
981 root 1.82 if (flag [FLAG_IS_LINKED])
982     remove_button_link (this);
983 root 1.29
984 root 1.82 if (flag [FLAG_FRIENDLY])
985 root 1.140 remove_friendly_object (this);
986 root 1.32
987 root 1.213 remove ();
988    
989     attachable::do_destroy ();
990 root 1.14
991 root 1.112 deactivate ();
992     unlink ();
993 root 1.92
994 root 1.82 flag [FLAG_FREED] = 1;
995 root 1.14
996 root 1.57 // hack to ensure that freed objects still have a valid map
997 root 1.223 map = &freed_map;
998     x = 1;
999     y = 1;
1000 root 1.57
1001 root 1.88 if (more)
1002     {
1003     more->destroy ();
1004     more = 0;
1005     }
1006 root 1.82
1007 root 1.162 head = 0;
1008    
1009     // clear those pointers that likely might cause circular references
1010     owner = 0;
1011     enemy = 0;
1012     attacked_by = 0;
1013     current_weapon = 0;
1014 root 1.82 }
1015    
1016     void
1017     object::destroy (bool destroy_inventory)
1018     {
1019     if (destroyed ())
1020     return;
1021    
1022 root 1.219 if (!is_head () && !head->destroyed ())
1023     {
1024     LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1025     head->destroy (destroy_inventory);
1026 root 1.223 return;
1027 root 1.219 }
1028    
1029 root 1.217 destroy_inv (!destroy_inventory);
1030 root 1.22
1031 root 1.173 if (is_head ())
1032     if (sound_destroy)
1033     play_sound (sound_destroy);
1034     else if (flag [FLAG_MONSTER])
1035     play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1036 root 1.169
1037 root 1.82 attachable::destroy ();
1038 elmex 1.1 }
1039    
1040 root 1.63 /* op->remove ():
1041 elmex 1.1 * This function removes the object op from the linked list of objects
1042     * which it is currently tied to. When this function is done, the
1043     * object will have no environment. If the object previously had an
1044     * environment, the x and y coordinates will be updated to
1045     * the previous environment.
1046     */
1047 root 1.24 void
1048 root 1.128 object::do_remove ()
1049 root 1.24 {
1050 root 1.45 object *tmp, *last = 0;
1051     object *otmp;
1052 root 1.26
1053 root 1.213 if (flag [FLAG_REMOVED])
1054 root 1.29 return;
1055 root 1.24
1056 root 1.82 INVOKE_OBJECT (REMOVE, this);
1057 root 1.26
1058 root 1.213 flag [FLAG_REMOVED] = true;
1059    
1060 root 1.59 if (more)
1061     more->remove ();
1062 root 1.24
1063     /*
1064     * In this case, the object to be removed is in someones
1065     * inventory.
1066     */
1067 root 1.59 if (env)
1068 root 1.24 {
1069 root 1.221 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1070 root 1.220 if (object *pl = visible_to ())
1071     esrv_del_item (pl->contr, count);
1072 root 1.221 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1073 root 1.220
1074 root 1.208 adjust_weight (env, -total_weight ());
1075 root 1.24
1076 root 1.208 *(above ? &above->below : &env->inv) = below;
1077 root 1.24
1078 root 1.96 if (below)
1079 root 1.59 below->above = above;
1080 root 1.24
1081     /* we set up values so that it could be inserted into
1082     * the map, but we don't actually do that - it is up
1083     * to the caller to decide what we want to do.
1084     */
1085 root 1.208 map = env->map;
1086     x = env->x;
1087     y = env->y;
1088     above = 0;
1089     below = 0;
1090     env = 0;
1091    
1092     /* NO_FIX_PLAYER is set when a great many changes are being
1093     * made to players inventory. If set, avoiding the call
1094     * to save cpu time.
1095     */
1096     if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1097     otmp->update_stats ();
1098 root 1.59 }
1099     else if (map)
1100     {
1101 root 1.220 map->dirty = true;
1102     mapspace &ms = this->ms ();
1103    
1104     if (object *pl = ms.player ())
1105 root 1.96 {
1106 root 1.220 if (type == PLAYER) // this == pl(!)
1107     {
1108     // leaving a spot always closes any open container on the ground
1109     if (container && !container->env)
1110     // this causes spurious floorbox updates, but it ensures
1111     // that the CLOSE event is being sent.
1112     close_container ();
1113    
1114     --map->players;
1115     map->touch ();
1116     }
1117     else if (pl->container == this)
1118     {
1119     // removing a container should close it
1120     close_container ();
1121     }
1122 root 1.130
1123 root 1.220 esrv_del_item (pl->contr, count);
1124 root 1.96 }
1125    
1126 root 1.29 /* link the object above us */
1127 root 1.59 if (above)
1128     above->below = below;
1129 root 1.29 else
1130 root 1.117 ms.top = below; /* we were top, set new top */
1131 root 1.24
1132 root 1.29 /* Relink the object below us, if there is one */
1133 root 1.59 if (below)
1134     below->above = above;
1135 root 1.29 else
1136     {
1137     /* Nothing below, which means we need to relink map object for this space
1138     * use translated coordinates in case some oddness with map tiling is
1139     * evident
1140     */
1141 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1142 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 ());
1143 elmex 1.1
1144 root 1.117 ms.bot = above; /* goes on above it. */
1145 root 1.8 }
1146 root 1.26
1147 root 1.59 above = 0;
1148     below = 0;
1149 root 1.26
1150 root 1.59 if (map->in_memory == MAP_SAVING)
1151 root 1.29 return;
1152 elmex 1.1
1153 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1154 elmex 1.1
1155 root 1.175 if (object *pl = ms.player ())
1156     {
1157     if (pl->container == this)
1158     /* If a container that the player is currently using somehow gets
1159     * removed (most likely destroyed), update the player view
1160     * appropriately.
1161     */
1162     pl->close_container ();
1163    
1164 root 1.218 //TODO: the floorbox prev/next might need updating
1165 root 1.226 //esrv_del_item (pl->contr, count);
1166     //TODO: update floorbox to preserve ordering
1167     if (pl->contr->ns)
1168     pl->contr->ns->floorbox_update ();
1169 root 1.175 }
1170    
1171 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1172 root 1.24 {
1173 root 1.29 /* No point updating the players look faces if he is the object
1174     * being removed.
1175 root 1.24 */
1176 root 1.29
1177 root 1.96 /* See if object moving off should effect something */
1178 root 1.50 if (check_walk_off
1179 root 1.59 && ((move_type & tmp->move_off)
1180     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1181 root 1.29 {
1182 elmex 1.72 move_apply (tmp, this, 0);
1183 root 1.24
1184 root 1.59 if (destroyed ())
1185 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1186 root 1.8 }
1187    
1188 root 1.29 last = tmp;
1189     }
1190 root 1.26
1191 root 1.96 /* last == NULL if there are no objects on this space */
1192     //TODO: this makes little sense, why only update the topmost object?
1193 root 1.59 if (!last)
1194 root 1.99 map->at (x, y).flags_ = 0;
1195 root 1.29 else
1196     update_object (last, UP_OBJ_REMOVE);
1197 root 1.26
1198 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1199 root 1.59 update_all_los (map, x, y);
1200 elmex 1.1 }
1201     }
1202    
1203     /*
1204     * merge_ob(op,top):
1205     *
1206     * This function goes through all objects below and including top, and
1207     * merges op to the first matching object.
1208     * If top is NULL, it is calculated.
1209     * Returns pointer to object if it succeded in the merge, otherwise NULL
1210     */
1211 root 1.24 object *
1212     merge_ob (object *op, object *top)
1213     {
1214     if (!op->nrof)
1215 elmex 1.1 return 0;
1216 root 1.29
1217 root 1.194 if (!top)
1218 root 1.82 for (top = op; top && top->above; top = top->above)
1219     ;
1220 root 1.29
1221 root 1.82 for (; top; top = top->below)
1222 root 1.214 if (object::can_merge (op, top))
1223     {
1224     top->nrof += op->nrof;
1225    
1226     if (object *pl = top->visible_to ())
1227     esrv_update_item (UPD_NROF, pl, top);
1228    
1229     op->weight = 0; // cancel the addition above
1230     op->carrying = 0; // must be 0 already
1231 root 1.66
1232 root 1.214 op->destroy (1);
1233 root 1.24
1234 root 1.214 return top;
1235     }
1236 root 1.29
1237 root 1.45 return 0;
1238 elmex 1.1 }
1239    
1240 root 1.138 void
1241     object::expand_tail ()
1242     {
1243     if (more)
1244     return;
1245    
1246     object *prev = this;
1247    
1248 root 1.160 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1249 root 1.138 {
1250     object *op = arch_to_object (at);
1251    
1252     op->name = name;
1253     op->name_pl = name_pl;
1254     op->title = title;
1255    
1256     op->head = this;
1257     prev->more = op;
1258    
1259     prev = op;
1260     }
1261     }
1262    
1263 elmex 1.1 /*
1264 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1265     * job preparing multi-part monsters.
1266 elmex 1.1 */
1267 root 1.24 object *
1268 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1269 root 1.24 {
1270 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1271 root 1.24 {
1272 root 1.159 tmp->x = x + tmp->arch->x;
1273     tmp->y = y + tmp->arch->y;
1274 elmex 1.1 }
1275 root 1.29
1276 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1277 elmex 1.1 }
1278    
1279     /*
1280     * insert_ob_in_map (op, map, originator, flag):
1281     * This function inserts the object in the two-way linked list
1282     * which represents what is on a map.
1283     * The second argument specifies the map, and the x and y variables
1284     * in the object about to be inserted specifies the position.
1285     *
1286     * originator: Player, monster or other object that caused 'op' to be inserted
1287     * into 'map'. May be NULL.
1288     *
1289     * flag is a bitmask about special things to do (or not do) when this
1290     * function is called. see the object.h file for the INS_ values.
1291     * Passing 0 for flag gives proper default values, so flag really only needs
1292     * to be set if special handling is needed.
1293     *
1294     * Return value:
1295     * new object if 'op' was merged with other object
1296     * NULL if 'op' was destroyed
1297     * just 'op' otherwise
1298     */
1299 root 1.24 object *
1300 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1301 elmex 1.1 {
1302 root 1.138 assert (!op->flag [FLAG_FREED]);
1303    
1304 root 1.117 op->remove ();
1305    
1306 root 1.187 /* Ideally, the caller figures this out. However, it complicates a lot
1307     * of areas of callers (eg, anything that uses find_free_spot would now
1308     * need extra work
1309     */
1310     if (!xy_normalise (m, op->x, op->y))
1311 root 1.24 {
1312 root 1.217 op->destroy (1);
1313 root 1.187 return 0;
1314 elmex 1.1 }
1315 root 1.25
1316 root 1.117 if (object *more = op->more)
1317 root 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1318     return 0;
1319 root 1.25
1320 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1321 root 1.8
1322 root 1.117 op->map = m;
1323     mapspace &ms = op->ms ();
1324 root 1.24
1325     /* this has to be done after we translate the coordinates.
1326     */
1327     if (op->nrof && !(flag & INS_NO_MERGE))
1328 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1329 root 1.66 if (object::can_merge (op, tmp))
1330 root 1.25 {
1331 root 1.218 // TODO: we atcually want to update tmp, not op,
1332     // but some caller surely breaks when we return tmp
1333     // from here :/
1334 root 1.25 op->nrof += tmp->nrof;
1335 root 1.208 tmp->destroy (1);
1336 root 1.25 }
1337 root 1.24
1338     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1339     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1340 root 1.25
1341 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1342     CLEAR_FLAG (op, FLAG_NO_STEAL);
1343    
1344     if (flag & INS_BELOW_ORIGINATOR)
1345     {
1346     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1347     {
1348     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1349     abort ();
1350     }
1351 root 1.25
1352 root 1.24 op->above = originator;
1353     op->below = originator->below;
1354 root 1.25
1355 root 1.24 if (op->below)
1356     op->below->above = op;
1357     else
1358 root 1.117 ms.bot = op;
1359 root 1.25
1360 root 1.24 /* since *below* originator, no need to update top */
1361     originator->below = op;
1362 elmex 1.1 }
1363 root 1.24 else
1364     {
1365 root 1.218 object *top, *floor = NULL;
1366    
1367 root 1.117 top = ms.bot;
1368    
1369 root 1.24 /* If there are other objects, then */
1370 root 1.191 if (top)
1371 root 1.24 {
1372 root 1.96 object *last = 0;
1373 root 1.24
1374     /*
1375     * If there are multiple objects on this space, we do some trickier handling.
1376     * We've already dealt with merging if appropriate.
1377     * Generally, we want to put the new object on top. But if
1378     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1379     * floor, we want to insert above that and no further.
1380     * Also, if there are spell objects on this space, we stop processing
1381     * once we get to them. This reduces the need to traverse over all of
1382     * them when adding another one - this saves quite a bit of cpu time
1383     * when lots of spells are cast in one area. Currently, it is presumed
1384     * that flying non pickable objects are spell objects.
1385     */
1386 root 1.117 for (top = ms.bot; top; top = top->above)
1387 root 1.24 {
1388     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1389     floor = top;
1390 root 1.26
1391 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))
1392     {
1393     /* We insert above top, so we want this object below this */
1394     top = top->below;
1395     break;
1396     }
1397 root 1.26
1398 root 1.24 last = top;
1399     }
1400 root 1.26
1401 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1402     top = last;
1403 root 1.8
1404 root 1.24 /* We let update_position deal with figuring out what the space
1405     * looks like instead of lots of conditions here.
1406     * makes things faster, and effectively the same result.
1407     */
1408    
1409     /* Have object 'fall below' other objects that block view.
1410 root 1.135 * Unless those objects are exits.
1411 root 1.24 * If INS_ON_TOP is used, don't do this processing
1412     * Need to find the object that in fact blocks view, otherwise
1413     * stacking is a bit odd.
1414     */
1415 root 1.117 if (!(flag & INS_ON_TOP)
1416     && ms.flags () & P_BLOCKSVIEW
1417 root 1.135 && (op->face && !faces [op->face].visibility))
1418 root 1.24 {
1419     for (last = top; last != floor; last = last->below)
1420     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1421     break;
1422 root 1.117
1423 root 1.24 /* Check to see if we found the object that blocks view,
1424     * and make sure we have a below pointer for it so that
1425     * we can get inserted below this one, which requires we
1426     * set top to the object below us.
1427     */
1428     if (last && last->below && last != floor)
1429     top = last->below;
1430 root 1.8 }
1431 root 1.24 } /* If objects on this space */
1432 root 1.25
1433 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1434     top = floor;
1435    
1436     /* Top is the object that our object (op) is going to get inserted above.
1437     */
1438    
1439     /* First object on this space */
1440     if (!top)
1441     {
1442 root 1.117 op->above = ms.bot;
1443 root 1.25
1444 root 1.24 if (op->above)
1445     op->above->below = op;
1446 root 1.25
1447 root 1.96 op->below = 0;
1448 root 1.117 ms.bot = op;
1449 root 1.24 }
1450     else
1451     { /* get inserted into the stack above top */
1452     op->above = top->above;
1453 root 1.25
1454 root 1.24 if (op->above)
1455     op->above->below = op;
1456 root 1.25
1457 root 1.24 op->below = top;
1458     top->above = op;
1459     }
1460 root 1.25
1461 root 1.96 if (!op->above)
1462 root 1.117 ms.top = op;
1463 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1464 root 1.8
1465 root 1.24 if (op->type == PLAYER)
1466 root 1.96 {
1467     op->contr->do_los = 1;
1468     ++op->map->players;
1469 root 1.100 op->map->touch ();
1470 root 1.96 }
1471 root 1.24
1472 root 1.98 op->map->dirty = true;
1473    
1474 root 1.191 if (object *pl = ms.player ())
1475 root 1.218 //TODO: the floorbox prev/next might need updating
1476 root 1.226 //esrv_send_item (pl, op);
1477     //TODO: update floorbox to preserve ordering
1478     if (pl->contr->ns)
1479     pl->contr->ns->floorbox_update ();
1480 root 1.24
1481     /* If this object glows, it may affect lighting conditions that are
1482     * visible to others on this map. But update_all_los is really
1483     * an inefficient way to do this, as it means los for all players
1484     * on the map will get recalculated. The players could very well
1485     * be far away from this change and not affected in any way -
1486     * this should get redone to only look for players within range,
1487 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1488 root 1.24 * of effect may be sufficient.
1489     */
1490 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1491 root 1.24 update_all_los (op->map, op->x, op->y);
1492    
1493     /* updates flags (blocked, alive, no magic, etc) for this map space */
1494     update_object (op, UP_OBJ_INSERT);
1495    
1496 root 1.82 INVOKE_OBJECT (INSERT, op);
1497    
1498 root 1.24 /* Don't know if moving this to the end will break anything. However,
1499 root 1.70 * we want to have floorbox_update called before calling this.
1500 root 1.24 *
1501     * check_move_on() must be after this because code called from
1502     * check_move_on() depends on correct map flags (so functions like
1503     * blocked() and wall() work properly), and these flags are updated by
1504     * update_object().
1505     */
1506    
1507     /* if this is not the head or flag has been passed, don't check walk on status */
1508 root 1.155 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1509 root 1.24 {
1510     if (check_move_on (op, originator))
1511 root 1.82 return 0;
1512 elmex 1.1
1513 root 1.24 /* If we are a multi part object, lets work our way through the check
1514     * walk on's.
1515     */
1516 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1517 root 1.24 if (check_move_on (tmp, originator))
1518 root 1.82 return 0;
1519 elmex 1.1 }
1520 root 1.25
1521 root 1.24 return op;
1522 elmex 1.1 }
1523    
1524     /* this function inserts an object in the map, but if it
1525 root 1.75 * finds an object of its own type, it'll remove that one first.
1526     * op is the object to insert it under: supplies x and the map.
1527 elmex 1.1 */
1528 root 1.24 void
1529     replace_insert_ob_in_map (const char *arch_string, object *op)
1530     {
1531     /* first search for itself and remove any old instances */
1532 elmex 1.1
1533 root 1.208 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1534 root 1.158 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1535 root 1.208 tmp->destroy (1);
1536    
1537     object *tmp = arch_to_object (archetype::find (arch_string));
1538 elmex 1.1
1539 root 1.208 tmp->x = op->x;
1540     tmp->y = op->y;
1541 elmex 1.1
1542 root 1.208 insert_ob_in_map (tmp, op->map, op, 0);
1543 root 1.24 }
1544 elmex 1.1
1545 root 1.93 object *
1546     object::insert_at (object *where, object *originator, int flags)
1547     {
1548 root 1.205 if (where->env)
1549     return where->env->insert (this);
1550     else
1551     return where->map->insert (this, where->x, where->y, originator, flags);
1552 root 1.93 }
1553    
1554 elmex 1.1 /*
1555 root 1.209 * decrease(object, number) decreases a specified number from
1556 root 1.208 * the amount of an object. If the amount reaches 0, the object
1557 elmex 1.1 * is subsequently removed and freed.
1558     *
1559     * Return value: 'op' if something is left, NULL if the amount reached 0
1560     */
1561 root 1.208 bool
1562 root 1.209 object::decrease (sint32 nr)
1563 elmex 1.1 {
1564 root 1.212 if (!nr)
1565     return true;
1566    
1567 root 1.208 nr = min (nr, nrof);
1568 elmex 1.1
1569 root 1.208 nrof -= nr;
1570 root 1.24
1571 root 1.208 if (nrof)
1572 elmex 1.1 {
1573 root 1.208 adjust_weight (env, -weight * nr); // carrying == 0
1574 elmex 1.1
1575 root 1.212 if (object *pl = visible_to ())
1576     esrv_update_item (UPD_NROF, pl, this);
1577 root 1.29
1578 root 1.212 return true;
1579 elmex 1.1 }
1580 root 1.24 else
1581     {
1582 root 1.212 destroy (1);
1583     return false;
1584 elmex 1.1 }
1585     }
1586    
1587 root 1.209 /*
1588 root 1.210 * split(ob,nr) splits up ob into two parts. The part which
1589 root 1.209 * is returned contains nr objects, and the remaining parts contains
1590 root 1.210 * the rest (or is removed and returned if that number is 0).
1591     * On failure, NULL is returned.
1592 root 1.209 */
1593 root 1.208 object *
1594 root 1.209 object::split (sint32 nr)
1595 root 1.208 {
1596 root 1.212 int have = number_of ();
1597    
1598     if (have < nr)
1599 root 1.209 return 0;
1600 root 1.212 else if (have == nr)
1601 root 1.209 {
1602     remove ();
1603     return this;
1604     }
1605     else
1606     {
1607     decrease (nr);
1608    
1609     object *op = object_create_clone (this);
1610     op->nrof = nr;
1611     return op;
1612     }
1613     }
1614    
1615 root 1.24 object *
1616     insert_ob_in_ob (object *op, object *where)
1617     {
1618 root 1.59 if (!where)
1619 root 1.24 {
1620 root 1.53 char *dump = dump_object (op);
1621     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622     free (dump);
1623 root 1.24 return op;
1624     }
1625 root 1.29
1626 root 1.154 if (where->head_ () != where)
1627 root 1.24 {
1628 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 root 1.24 where = where->head;
1630     }
1631 root 1.29
1632 root 1.59 return where->insert (op);
1633     }
1634    
1635     /*
1636     * env->insert (op)
1637     * This function inserts the object op in the linked list
1638     * inside the object environment.
1639     *
1640     * The function returns now pointer to inserted item, and return value can
1641     * be != op, if items are merged. -Tero
1642     */
1643     object *
1644     object::insert (object *op)
1645     {
1646 root 1.24 if (op->more)
1647     {
1648     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1649     return op;
1650     }
1651 root 1.29
1652 root 1.208 op->remove ();
1653    
1654     op->flag [FLAG_OBJ_ORIGINAL] = 0;
1655 root 1.182
1656 root 1.24 if (op->nrof)
1657 root 1.208 for (object *tmp = inv; tmp; tmp = tmp->below)
1658     if (object::can_merge (tmp, op))
1659     {
1660     /* return the original object and remove inserted object
1661     (client needs the original object) */
1662     tmp->nrof += op->nrof;
1663 root 1.214
1664     if (object *pl = tmp->visible_to ())
1665     esrv_update_item (UPD_NROF, pl, tmp);
1666    
1667 root 1.210 adjust_weight (this, op->total_weight ());
1668    
1669 root 1.208 op->destroy (1);
1670     op = tmp;
1671     goto inserted;
1672     }
1673    
1674     op->owner = 0; // it's his/hers now. period.
1675     op->map = 0;
1676     op->x = 0;
1677     op->y = 0;
1678    
1679     op->above = 0;
1680     op->below = inv;
1681     op->env = this;
1682    
1683     if (inv)
1684     inv->above = op;
1685 root 1.24
1686 root 1.208 inv = op;
1687 elmex 1.1
1688 root 1.208 op->flag [FLAG_REMOVED] = 0;
1689 elmex 1.1
1690 root 1.214 if (object *pl = op->visible_to ())
1691     esrv_send_item (pl, op);
1692    
1693 root 1.208 adjust_weight (this, op->total_weight ());
1694 elmex 1.1
1695 root 1.208 inserted:
1696 elmex 1.1 /* reset the light list and los of the players on the map */
1697 root 1.208 if (op->glow_radius && map && map->darkness)
1698     update_all_los (map, x, y);
1699 elmex 1.1
1700 root 1.214 // if this is a player's inventory, update stats
1701     if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1702     update_stats ();
1703 root 1.59
1704 root 1.82 INVOKE_OBJECT (INSERT, this);
1705    
1706 elmex 1.1 return op;
1707     }
1708    
1709     /*
1710     * Checks if any objects has a move_type that matches objects
1711     * that effect this object on this space. Call apply() to process
1712     * these events.
1713     *
1714     * Any speed-modification due to SLOW_MOVE() of other present objects
1715     * will affect the speed_left of the object.
1716     *
1717     * originator: Player, monster or other object that caused 'op' to be inserted
1718     * into 'map'. May be NULL.
1719     *
1720     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1721     *
1722     * 4-21-95 added code to check if appropriate skill was readied - this will
1723     * permit faster movement by the player through this terrain. -b.t.
1724     *
1725     * MSW 2001-07-08: Check all objects on space, not just those below
1726     * object being inserted. insert_ob_in_map may not put new objects
1727     * on top.
1728     */
1729 root 1.24 int
1730     check_move_on (object *op, object *originator)
1731 elmex 1.1 {
1732 root 1.48 object *tmp;
1733 root 1.49 maptile *m = op->map;
1734 root 1.48 int x = op->x, y = op->y;
1735 root 1.26
1736 root 1.48 MoveType move_on, move_slow, move_block;
1737 root 1.24
1738     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1739     return 0;
1740    
1741     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1742     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1743     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1744    
1745     /* if nothing on this space will slow op down or be applied,
1746     * no need to do checking below. have to make sure move_type
1747     * is set, as lots of objects don't have it set - we treat that
1748     * as walking.
1749     */
1750     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1751     return 0;
1752 elmex 1.1
1753 root 1.24 /* This is basically inverse logic of that below - basically,
1754     * if the object can avoid the move on or slow move, they do so,
1755     * but can't do it if the alternate movement they are using is
1756     * blocked. Logic on this seems confusing, but does seem correct.
1757     */
1758     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1759     return 0;
1760    
1761     /* The objects have to be checked from top to bottom.
1762     * Hence, we first go to the top:
1763     */
1764    
1765 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1766 root 1.24 {
1767     /* Trim the search when we find the first other spell effect
1768     * this helps performance so that if a space has 50 spell objects,
1769     * we don't need to check all of them.
1770     */
1771     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1772     break;
1773     }
1774 root 1.26
1775     for (; tmp; tmp = tmp->below)
1776 root 1.24 {
1777     if (tmp == op)
1778     continue; /* Can't apply yourself */
1779 elmex 1.1
1780 root 1.24 /* Check to see if one of the movement types should be slowed down.
1781     * Second check makes sure that the movement types not being slowed
1782     * (~slow_move) is not blocked on this space - just because the
1783     * space doesn't slow down swimming (for example), if you can't actually
1784     * swim on that space, can't use it to avoid the penalty.
1785     */
1786     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1787     {
1788     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1789     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1790     {
1791 elmex 1.1
1792 root 1.29 float
1793 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1794 elmex 1.1
1795 root 1.24 if (op->type == PLAYER)
1796 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1797     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1798     diff /= 4.0;
1799    
1800 root 1.24 op->speed_left -= diff;
1801 root 1.8 }
1802     }
1803 elmex 1.1
1804 root 1.24 /* Basically same logic as above, except now for actual apply. */
1805     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1806     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1807     {
1808 elmex 1.72 move_apply (tmp, op, originator);
1809 root 1.24
1810 root 1.48 if (op->destroyed ())
1811 root 1.24 return 1;
1812    
1813     /* what the person/creature stepped onto has moved the object
1814     * someplace new. Don't process any further - if we did,
1815     * have a feeling strange problems would result.
1816     */
1817     if (op->map != m || op->x != x || op->y != y)
1818     return 0;
1819 root 1.8 }
1820 elmex 1.1 }
1821 root 1.26
1822 root 1.24 return 0;
1823 elmex 1.1 }
1824    
1825     /*
1826     * present_arch(arch, map, x, y) searches for any objects with
1827     * a matching archetype at the given map and coordinates.
1828     * The first matching object is returned, or NULL if none.
1829     */
1830 root 1.24 object *
1831 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1832 root 1.24 {
1833 root 1.104 if (!m || out_of_map (m, x, y))
1834 root 1.24 {
1835     LOG (llevError, "Present_arch called outside map.\n");
1836     return NULL;
1837     }
1838 root 1.84
1839 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1840 root 1.24 if (tmp->arch == at)
1841 elmex 1.1 return tmp;
1842 root 1.84
1843 elmex 1.1 return NULL;
1844     }
1845    
1846     /*
1847     * present(type, map, x, y) searches for any objects with
1848     * a matching type variable at the given map and coordinates.
1849     * The first matching object is returned, or NULL if none.
1850     */
1851 root 1.24 object *
1852 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1853 root 1.24 {
1854     if (out_of_map (m, x, y))
1855     {
1856     LOG (llevError, "Present called outside map.\n");
1857     return NULL;
1858     }
1859 root 1.84
1860 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1861 root 1.24 if (tmp->type == type)
1862 elmex 1.1 return tmp;
1863 root 1.84
1864 elmex 1.1 return NULL;
1865     }
1866    
1867     /*
1868     * present_in_ob(type, object) searches for any objects with
1869     * a matching type variable in the inventory of the given object.
1870     * The first matching object is returned, or NULL if none.
1871     */
1872 root 1.24 object *
1873     present_in_ob (unsigned char type, const object *op)
1874     {
1875 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1876 root 1.24 if (tmp->type == type)
1877 elmex 1.1 return tmp;
1878 root 1.84
1879 elmex 1.1 return NULL;
1880     }
1881    
1882     /*
1883     * present_in_ob (type, str, object) searches for any objects with
1884     * a matching type & name variable in the inventory of the given object.
1885     * The first matching object is returned, or NULL if none.
1886     * This is mostly used by spell effect code, so that we only
1887     * have one spell effect at a time.
1888     * type can be used to narrow the search - if type is set,
1889     * the type must also match. -1 can be passed for the type,
1890     * in which case the type does not need to pass.
1891     * str is the string to match against. Note that we match against
1892     * the object name, not the archetype name. this is so that the
1893     * spell code can use one object type (force), but change it's name
1894     * to be unique.
1895     */
1896 root 1.24 object *
1897     present_in_ob_by_name (int type, const char *str, const object *op)
1898     {
1899 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1900 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1901     return tmp;
1902 elmex 1.1
1903 root 1.82 return 0;
1904 elmex 1.1 }
1905    
1906     /*
1907     * present_arch_in_ob(archetype, object) searches for any objects with
1908     * a matching archetype in the inventory of the given object.
1909     * The first matching object is returned, or NULL if none.
1910     */
1911 root 1.24 object *
1912     present_arch_in_ob (const archetype *at, const object *op)
1913     {
1914 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1915 root 1.24 if (tmp->arch == at)
1916 elmex 1.1 return tmp;
1917 root 1.82
1918 elmex 1.1 return NULL;
1919     }
1920    
1921     /*
1922     * activate recursively a flag on an object inventory
1923     */
1924 root 1.24 void
1925     flag_inv (object *op, int flag)
1926     {
1927 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1928     {
1929     SET_FLAG (tmp, flag);
1930     flag_inv (tmp, flag);
1931     }
1932 root 1.82 }
1933    
1934     /*
1935     * deactivate recursively a flag on an object inventory
1936     */
1937 root 1.24 void
1938     unflag_inv (object *op, int flag)
1939     {
1940 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1941     {
1942     CLEAR_FLAG (tmp, flag);
1943     unflag_inv (tmp, flag);
1944     }
1945 elmex 1.1 }
1946    
1947     /*
1948     * find_free_spot(object, map, x, y, start, stop) will search for
1949     * a spot at the given map and coordinates which will be able to contain
1950     * the given object. start and stop specifies how many squares
1951     * to search (see the freearr_x/y[] definition).
1952     * It returns a random choice among the alternatives found.
1953     * start and stop are where to start relative to the free_arr array (1,9
1954     * does all 4 immediate directions). This returns the index into the
1955     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1956 root 1.196 * Note: This function does correctly handle tiled maps, but does not
1957 elmex 1.1 * inform the caller. However, insert_ob_in_map will update as
1958     * necessary, so the caller shouldn't need to do any special work.
1959     * Note - updated to take an object instead of archetype - this is necessary
1960     * because arch_blocked (now ob_blocked) needs to know the movement type
1961     * to know if the space in question will block the object. We can't use
1962     * the archetype because that isn't correct if the monster has been
1963     * customized, changed states, etc.
1964     */
1965 root 1.24 int
1966 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1967 root 1.24 {
1968 root 1.190 int altern[SIZEOFFREE];
1969 root 1.82 int index = 0, flag;
1970 root 1.24
1971 root 1.82 for (int i = start; i < stop; i++)
1972 root 1.24 {
1973 root 1.188 mapxy pos (m, x, y); pos.move (i);
1974    
1975     if (!pos.normalise ())
1976     continue;
1977    
1978     mapspace &ms = *pos;
1979 root 1.189
1980     if (ms.flags () & P_IS_ALIVE)
1981     continue;
1982 root 1.188
1983     /* However, often
1984     * ob doesn't have any move type (when used to place exits)
1985     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1986     */
1987 root 1.200 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1988 root 1.190 {
1989     altern [index++] = i;
1990     continue;
1991     }
1992 root 1.24
1993     /* Basically, if we find a wall on a space, we cut down the search size.
1994     * In this way, we won't return spaces that are on another side of a wall.
1995     * This mostly work, but it cuts down the search size in all directions -
1996     * if the space being examined only has a wall to the north and empty
1997     * spaces in all the other directions, this will reduce the search space
1998     * to only the spaces immediately surrounding the target area, and
1999     * won't look 2 spaces south of the target space.
2000     */
2001 root 1.188 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2002     {
2003     stop = maxfree[i];
2004     continue;
2005     }
2006    
2007     /* Note it is intentional that we check ob - the movement type of the
2008     * head of the object should correspond for the entire object.
2009     */
2010     if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2011     continue;
2012    
2013 root 1.196 if (ob->blocked (m, pos.x, pos.y))
2014     continue;
2015    
2016 root 1.188 altern [index++] = i;
2017 elmex 1.1 }
2018 root 1.74
2019 root 1.24 if (!index)
2020     return -1;
2021 root 1.74
2022 root 1.124 return altern [rndm (index)];
2023 elmex 1.1 }
2024    
2025     /*
2026 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2027 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2028     * But it will return the first available spot, not a random choice.
2029     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2030     */
2031 root 1.24 int
2032 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2033 root 1.24 {
2034 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2035 root 1.188 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2036 root 1.82 return i;
2037 root 1.24
2038     return -1;
2039 elmex 1.1 }
2040    
2041     /*
2042     * The function permute(arr, begin, end) randomly reorders the array
2043     * arr[begin..end-1].
2044 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2045 elmex 1.1 */
2046 root 1.24 static void
2047     permute (int *arr, int begin, int end)
2048 elmex 1.1 {
2049 root 1.82 arr += begin;
2050     end -= begin;
2051    
2052     while (--end)
2053 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2054 elmex 1.1 }
2055    
2056     /* new function to make monster searching more efficient, and effective!
2057     * This basically returns a randomized array (in the passed pointer) of
2058     * the spaces to find monsters. In this way, it won't always look for
2059     * monsters to the north first. However, the size of the array passed
2060     * covers all the spaces, so within that size, all the spaces within
2061     * the 3x3 area will be searched, just not in a predictable order.
2062     */
2063 root 1.24 void
2064     get_search_arr (int *search_arr)
2065 elmex 1.1 {
2066 root 1.82 int i;
2067 elmex 1.1
2068 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2069 root 1.82 search_arr[i] = i;
2070 elmex 1.1
2071 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2072     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2073     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2074 elmex 1.1 }
2075    
2076     /*
2077     * find_dir(map, x, y, exclude) will search some close squares in the
2078     * given map at the given coordinates for live objects.
2079     * It will not considered the object given as exclude among possible
2080     * live objects.
2081     * It returns the direction toward the first/closest live object if finds
2082     * any, otherwise 0.
2083     * Perhaps incorrectly, but I'm making the assumption that exclude
2084     * is actually want is going to try and move there. We need this info
2085     * because we have to know what movement the thing looking to move
2086     * there is capable of.
2087     */
2088 root 1.24 int
2089 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2090 root 1.24 {
2091 root 1.82 int i, max = SIZEOFFREE, mflags;
2092 root 1.29
2093     sint16 nx, ny;
2094 root 1.82 object *tmp;
2095     maptile *mp;
2096 root 1.29
2097     MoveType blocked, move_type;
2098 root 1.24
2099 root 1.155 if (exclude && exclude->head_ () != exclude)
2100 root 1.24 {
2101     exclude = exclude->head;
2102     move_type = exclude->move_type;
2103     }
2104     else
2105     {
2106     /* If we don't have anything, presume it can use all movement types. */
2107     move_type = MOVE_ALL;
2108     }
2109    
2110     for (i = 1; i < max; i++)
2111     {
2112     mp = m;
2113     nx = x + freearr_x[i];
2114     ny = y + freearr_y[i];
2115    
2116     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2117 root 1.75
2118 root 1.24 if (mflags & P_OUT_OF_MAP)
2119 root 1.75 max = maxfree[i];
2120 root 1.24 else
2121     {
2122 root 1.82 mapspace &ms = mp->at (nx, ny);
2123    
2124     blocked = ms.move_block;
2125 root 1.24
2126     if ((move_type & blocked) == move_type)
2127 root 1.75 max = maxfree[i];
2128 root 1.24 else if (mflags & P_IS_ALIVE)
2129     {
2130 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2131 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2132 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2133 root 1.75 break;
2134    
2135 root 1.24 if (tmp)
2136 root 1.75 return freedir[i];
2137 root 1.8 }
2138     }
2139 elmex 1.1 }
2140 root 1.75
2141 root 1.24 return 0;
2142 elmex 1.1 }
2143    
2144     /*
2145     * distance(object 1, object 2) will return the square of the
2146     * distance between the two given objects.
2147     */
2148 root 1.24 int
2149     distance (const object *ob1, const object *ob2)
2150     {
2151 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2152 elmex 1.1 }
2153    
2154     /*
2155     * find_dir_2(delta-x,delta-y) will return a direction in which
2156     * an object which has subtracted the x and y coordinates of another
2157     * object, needs to travel toward it.
2158     */
2159 root 1.24 int
2160     find_dir_2 (int x, int y)
2161     {
2162 root 1.75 int q;
2163 elmex 1.1
2164 root 1.24 if (y)
2165     q = x * 100 / y;
2166 elmex 1.1 else if (x)
2167 root 1.24 q = -300 * x;
2168 elmex 1.1 else
2169     return 0;
2170    
2171 root 1.24 if (y > 0)
2172     {
2173     if (q < -242)
2174     return 3;
2175     if (q < -41)
2176     return 2;
2177     if (q < 41)
2178     return 1;
2179     if (q < 242)
2180     return 8;
2181     return 7;
2182     }
2183 elmex 1.1
2184     if (q < -242)
2185 root 1.24 return 7;
2186 elmex 1.1 if (q < -41)
2187 root 1.24 return 6;
2188 elmex 1.1 if (q < 41)
2189 root 1.24 return 5;
2190 elmex 1.1 if (q < 242)
2191 root 1.24 return 4;
2192 elmex 1.1
2193 root 1.24 return 3;
2194 elmex 1.1 }
2195    
2196     /*
2197     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2198     * between two directions (which are expected to be absolute (see absdir())
2199     */
2200 root 1.24 int
2201     dirdiff (int dir1, int dir2)
2202     {
2203 root 1.82 int d;
2204 root 1.24
2205     d = abs (dir1 - dir2);
2206     if (d > 4)
2207 elmex 1.1 d = 8 - d;
2208 root 1.82
2209 elmex 1.1 return d;
2210     }
2211    
2212     /* peterm:
2213     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2214     * Basically, this is a table of directions, and what directions
2215     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2216     * This basically means that if direction is 15, then it could either go
2217     * direction 4, 14, or 16 to get back to where we are.
2218     * Moved from spell_util.c to object.c with the other related direction
2219     * functions.
2220     */
2221 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2222 root 1.24 {0, 0, 0}, /* 0 */
2223     {0, 0, 0}, /* 1 */
2224     {0, 0, 0}, /* 2 */
2225     {0, 0, 0}, /* 3 */
2226     {0, 0, 0}, /* 4 */
2227     {0, 0, 0}, /* 5 */
2228     {0, 0, 0}, /* 6 */
2229     {0, 0, 0}, /* 7 */
2230     {0, 0, 0}, /* 8 */
2231     {8, 1, 2}, /* 9 */
2232     {1, 2, -1}, /* 10 */
2233     {2, 10, 12}, /* 11 */
2234     {2, 3, -1}, /* 12 */
2235     {2, 3, 4}, /* 13 */
2236     {3, 4, -1}, /* 14 */
2237     {4, 14, 16}, /* 15 */
2238     {5, 4, -1}, /* 16 */
2239     {4, 5, 6}, /* 17 */
2240     {6, 5, -1}, /* 18 */
2241     {6, 20, 18}, /* 19 */
2242     {7, 6, -1}, /* 20 */
2243     {6, 7, 8}, /* 21 */
2244     {7, 8, -1}, /* 22 */
2245     {8, 22, 24}, /* 23 */
2246     {8, 1, -1}, /* 24 */
2247     {24, 9, 10}, /* 25 */
2248     {9, 10, -1}, /* 26 */
2249     {10, 11, -1}, /* 27 */
2250     {27, 11, 29}, /* 28 */
2251     {11, 12, -1}, /* 29 */
2252     {12, 13, -1}, /* 30 */
2253     {12, 13, 14}, /* 31 */
2254     {13, 14, -1}, /* 32 */
2255     {14, 15, -1}, /* 33 */
2256     {33, 15, 35}, /* 34 */
2257     {16, 15, -1}, /* 35 */
2258     {17, 16, -1}, /* 36 */
2259     {18, 17, 16}, /* 37 */
2260     {18, 17, -1}, /* 38 */
2261     {18, 19, -1}, /* 39 */
2262     {41, 19, 39}, /* 40 */
2263     {19, 20, -1}, /* 41 */
2264     {20, 21, -1}, /* 42 */
2265     {20, 21, 22}, /* 43 */
2266     {21, 22, -1}, /* 44 */
2267     {23, 22, -1}, /* 45 */
2268     {45, 47, 23}, /* 46 */
2269     {23, 24, -1}, /* 47 */
2270     {24, 9, -1}
2271     }; /* 48 */
2272 elmex 1.1
2273     /* Recursive routine to step back and see if we can
2274     * find a path to that monster that we found. If not,
2275     * we don't bother going toward it. Returns 1 if we
2276     * can see a direct way to get it
2277     * Modified to be map tile aware -.MSW
2278     */
2279 root 1.24 int
2280 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2281 root 1.24 {
2282 root 1.29 sint16 dx, dy;
2283 root 1.75 int mflags;
2284 root 1.24
2285     if (dir < 0)
2286     return 0; /* exit condition: invalid direction */
2287    
2288     dx = x + freearr_x[dir];
2289     dy = y + freearr_y[dir];
2290    
2291     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2292    
2293     /* This functional arguably was incorrect before - it was
2294     * checking for P_WALL - that was basically seeing if
2295     * we could move to the monster - this is being more
2296     * literal on if we can see it. To know if we can actually
2297     * move to the monster, we'd need the monster passed in or
2298     * at least its move type.
2299     */
2300     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2301     return 0;
2302    
2303     /* yes, can see. */
2304     if (dir < 9)
2305     return 1;
2306 root 1.75
2307     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2308     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2309     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2310 root 1.24 }
2311    
2312 elmex 1.1 /*
2313     * can_pick(picker, item): finds out if an object is possible to be
2314     * picked up by the picker. Returnes 1 if it can be
2315     * picked up, otherwise 0.
2316     *
2317     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2318     * core dumps if they do.
2319     *
2320     * Add a check so we can't pick up invisible objects (0.93.8)
2321     */
2322 root 1.24 int
2323     can_pick (const object *who, const object *item)
2324     {
2325     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2326     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2327     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2328 elmex 1.1 }
2329    
2330     /*
2331     * create clone from object to another
2332     */
2333 root 1.24 object *
2334     object_create_clone (object *asrc)
2335     {
2336 root 1.224 object *dst = 0;
2337 elmex 1.1
2338 root 1.24 if (!asrc)
2339 root 1.62 return 0;
2340    
2341 root 1.224 object *src = asrc->head_ ();
2342 root 1.24
2343 root 1.224 object *prev = 0;
2344 root 1.155 for (object *part = src; part; part = part->more)
2345 root 1.24 {
2346 root 1.224 object *tmp = part->clone ();
2347    
2348 root 1.24 tmp->x -= src->x;
2349     tmp->y -= src->y;
2350 root 1.62
2351 root 1.24 if (!part->head)
2352     {
2353     dst = tmp;
2354 root 1.62 tmp->head = 0;
2355 root 1.24 }
2356     else
2357 root 1.75 tmp->head = dst;
2358 root 1.62
2359     tmp->more = 0;
2360    
2361 root 1.24 if (prev)
2362     prev->more = tmp;
2363 root 1.62
2364 root 1.24 prev = tmp;
2365 elmex 1.1 }
2366 root 1.24
2367 root 1.224 for (object *item = src->inv; item; item = item->below)
2368 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2369 elmex 1.1
2370 root 1.24 return dst;
2371 elmex 1.1 }
2372    
2373     /* This returns the first object in who's inventory that
2374     * has the same type and subtype match.
2375     * returns NULL if no match.
2376     */
2377 root 1.24 object *
2378     find_obj_by_type_subtype (const object *who, int type, int subtype)
2379 elmex 1.1 {
2380 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2381 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2382     return tmp;
2383 elmex 1.1
2384 root 1.82 return 0;
2385 elmex 1.1 }
2386    
2387     /* If ob has a field named key, return the link from the list,
2388     * otherwise return NULL.
2389     *
2390     * key must be a passed in shared string - otherwise, this won't
2391     * do the desired thing.
2392     */
2393 root 1.24 key_value *
2394     get_ob_key_link (const object *ob, const char *key)
2395     {
2396 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2397 root 1.48 if (link->key == key)
2398     return link;
2399 root 1.24
2400 root 1.82 return 0;
2401 root 1.24 }
2402 elmex 1.1
2403     /*
2404     * Returns the value of op has an extra_field for key, or NULL.
2405     *
2406     * The argument doesn't need to be a shared string.
2407     *
2408     * The returned string is shared.
2409     */
2410 root 1.24 const char *
2411     get_ob_key_value (const object *op, const char *const key)
2412     {
2413 root 1.35 key_value *link;
2414     shstr_cmp canonical_key (key);
2415 root 1.24
2416 root 1.35 if (!canonical_key)
2417 root 1.24 {
2418     /* 1. There being a field named key on any object
2419     * implies there'd be a shared string to find.
2420     * 2. Since there isn't, no object has this field.
2421     * 3. Therefore, *this* object doesn't have this field.
2422     */
2423 root 1.35 return 0;
2424 elmex 1.1 }
2425    
2426 root 1.24 /* This is copied from get_ob_key_link() above -
2427     * only 4 lines, and saves the function call overhead.
2428     */
2429 root 1.35 for (link = op->key_values; link; link = link->next)
2430     if (link->key == canonical_key)
2431     return link->value;
2432    
2433     return 0;
2434 elmex 1.1 }
2435    
2436     /*
2437     * Updates the canonical_key in op to value.
2438     *
2439     * canonical_key is a shared string (value doesn't have to be).
2440     *
2441     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2442     * keys.
2443     *
2444     * Returns TRUE on success.
2445     */
2446 root 1.24 int
2447     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2448     {
2449 root 1.82 key_value *field = NULL, *last = NULL;
2450 root 1.24
2451     for (field = op->key_values; field != NULL; field = field->next)
2452     {
2453     if (field->key != canonical_key)
2454     {
2455     last = field;
2456     continue;
2457     }
2458    
2459     if (value)
2460     field->value = value;
2461     else
2462     {
2463     /* Basically, if the archetype has this key set,
2464     * we need to store the null value so when we save
2465     * it, we save the empty value so that when we load,
2466     * we get this value back again.
2467     */
2468 root 1.159 if (get_ob_key_link (op->arch, canonical_key))
2469 root 1.24 field->value = 0;
2470     else
2471     {
2472     if (last)
2473     last->next = field->next;
2474     else
2475     op->key_values = field->next;
2476    
2477 root 1.29 delete field;
2478 root 1.24 }
2479     }
2480     return TRUE;
2481     }
2482     /* IF we get here, key doesn't exist */
2483    
2484     /* No field, we'll have to add it. */
2485    
2486     if (!add_key)
2487 root 1.82 return FALSE;
2488    
2489 root 1.24 /* There isn't any good reason to store a null
2490     * value in the key/value list. If the archetype has
2491     * this key, then we should also have it, so shouldn't
2492     * be here. If user wants to store empty strings,
2493     * should pass in ""
2494     */
2495     if (value == NULL)
2496 elmex 1.1 return TRUE;
2497 root 1.24
2498     field = new key_value;
2499    
2500     field->key = canonical_key;
2501     field->value = value;
2502     /* Usual prepend-addition. */
2503     field->next = op->key_values;
2504     op->key_values = field;
2505    
2506     return TRUE;
2507 elmex 1.1 }
2508    
2509     /*
2510     * Updates the key in op to value.
2511     *
2512     * If add_key is FALSE, this will only update existing keys,
2513     * and not add new ones.
2514     * In general, should be little reason FALSE is ever passed in for add_key
2515     *
2516     * Returns TRUE on success.
2517     */
2518 root 1.24 int
2519     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2520 root 1.11 {
2521 root 1.29 shstr key_ (key);
2522 root 1.24
2523 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2524 elmex 1.1 }
2525 root 1.31
2526 root 1.34 object::depth_iterator::depth_iterator (object *container)
2527     : iterator_base (container)
2528     {
2529     while (item->inv)
2530     item = item->inv;
2531     }
2532    
2533 root 1.31 void
2534 root 1.34 object::depth_iterator::next ()
2535 root 1.31 {
2536 root 1.34 if (item->below)
2537     {
2538     item = item->below;
2539    
2540     while (item->inv)
2541     item = item->inv;
2542     }
2543 root 1.31 else
2544 root 1.34 item = item->env;
2545 root 1.31 }
2546 root 1.34
2547 elmex 1.97 const char *
2548     object::flag_desc (char *desc, int len) const
2549     {
2550     char *p = desc;
2551     bool first = true;
2552    
2553 root 1.101 *p = 0;
2554    
2555 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2556     {
2557     if (len <= 10) // magic constant!
2558     {
2559     snprintf (p, len, ",...");
2560     break;
2561     }
2562    
2563 root 1.101 if (flag [i])
2564 elmex 1.97 {
2565     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2566     len -= cnt;
2567     p += cnt;
2568     first = false;
2569     }
2570     }
2571    
2572     return desc;
2573     }
2574    
2575 root 1.101 // return a suitable string describing an object in enough detail to find it
2576 root 1.36 const char *
2577     object::debug_desc (char *info) const
2578     {
2579 elmex 1.97 char flagdesc[512];
2580     char info2[256 * 4];
2581 root 1.36 char *p = info;
2582    
2583 root 1.203 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2584     count,
2585     uuid.c_str (),
2586 root 1.36 &name,
2587 root 1.117 title ? "\",title:\"" : "",
2588 elmex 1.97 title ? (const char *)title : "",
2589     flag_desc (flagdesc, 512), type);
2590 root 1.36
2591 root 1.217 if (!flag[FLAG_REMOVED] && env)
2592 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2593    
2594     if (map)
2595 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2596 root 1.36
2597     return info;
2598     }
2599    
2600     const char *
2601     object::debug_desc () const
2602     {
2603 root 1.143 static char info[3][256 * 4];
2604     static int info_idx;
2605 root 1.36
2606 root 1.143 return debug_desc (info [++info_idx % 3]);
2607 root 1.114 }
2608    
2609 root 1.125 struct region *
2610     object::region () const
2611     {
2612     return map ? map->region (x, y)
2613     : region::default_region ();
2614     }
2615    
2616 root 1.129 const materialtype_t *
2617     object::dominant_material () const
2618     {
2619 root 1.165 if (materialtype_t *mt = name_to_material (materialname))
2620     return mt;
2621 root 1.129
2622 root 1.165 return name_to_material (shstr_unknown);
2623 root 1.129 }
2624    
2625 root 1.130 void
2626     object::open_container (object *new_container)
2627     {
2628     if (container == new_container)
2629     return;
2630    
2631 root 1.220 object *old_container = container;
2632    
2633     if (old_container)
2634 root 1.130 {
2635     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2636     return;
2637    
2638     #if 0
2639     // remove the "Close old_container" object.
2640     if (object *closer = old_container->inv)
2641     if (closer->type == CLOSE_CON)
2642     closer->destroy ();
2643     #endif
2644    
2645 root 1.220 // make sure the container is available
2646     esrv_send_item (this, old_container);
2647    
2648 root 1.216 old_container->flag [FLAG_APPLIED] = false;
2649 root 1.130 container = 0;
2650    
2651 root 1.220 // client needs item update to make it work, client bug requires this to be separate
2652 root 1.130 esrv_update_item (UPD_FLAGS, this, old_container);
2653 root 1.220
2654 root 1.130 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2655 root 1.177 play_sound (sound_find ("chest_close"));
2656 root 1.130 }
2657    
2658     if (new_container)
2659     {
2660     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2661     return;
2662    
2663     // TODO: this does not seem to serve any purpose anymore?
2664     #if 0
2665     // insert the "Close Container" object.
2666     if (archetype *closer = new_container->other_arch)
2667     {
2668     object *closer = arch_to_object (new_container->other_arch);
2669     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2670     new_container->insert (closer);
2671     }
2672     #endif
2673    
2674 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2675    
2676 root 1.220 // make sure the container is available, client bug requires this to be separate
2677     esrv_send_item (this, new_container);
2678    
2679 root 1.216 new_container->flag [FLAG_APPLIED] = true;
2680 root 1.130 container = new_container;
2681    
2682 root 1.220 // client needs flag change
2683 root 1.130 esrv_update_item (UPD_FLAGS, this, new_container);
2684 root 1.131 esrv_send_inventory (this, new_container);
2685 root 1.177 play_sound (sound_find ("chest_open"));
2686 root 1.130 }
2687 root 1.220 // else if (!old_container->env && contr && contr->ns)
2688     // contr->ns->floorbox_reset ();
2689 root 1.130 }
2690    
2691 root 1.164 object *
2692     object::force_find (const shstr name)
2693     {
2694     /* cycle through his inventory to look for the MARK we want to
2695     * place
2696     */
2697     for (object *tmp = inv; tmp; tmp = tmp->below)
2698     if (tmp->type == FORCE && tmp->slaying == name)
2699     return splay (tmp);
2700    
2701     return 0;
2702     }
2703    
2704     void
2705     object::force_add (const shstr name, int duration)
2706     {
2707     if (object *force = force_find (name))
2708     force->destroy ();
2709    
2710     object *force = get_archetype (FORCE_NAME);
2711    
2712     force->slaying = name;
2713     force->stats.food = 1;
2714     force->speed_left = -1.f;
2715    
2716     force->set_speed (duration ? 1.f / duration : 0.f);
2717     force->flag [FLAG_IS_USED_UP] = true;
2718     force->flag [FLAG_APPLIED] = true;
2719    
2720     insert (force);
2721     }
2722    
2723 root 1.178 void
2724 root 1.208 object::play_sound (faceidx sound)
2725 root 1.178 {
2726     if (!sound)
2727     return;
2728    
2729     if (flag [FLAG_REMOVED])
2730     return;
2731    
2732     if (env)
2733     {
2734     if (object *pl = in_player ())
2735     pl->contr->play_sound (sound);
2736     }
2737     else
2738     map->play_sound (sound, x, y);
2739     }
2740