ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
Revision: 1.230
Committed: Sun May 4 08:25:32 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.229: +10 -28 lines
Log Message:
rewrite objetc_create_clone to deep_clone and fix randfom map generator bug

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 root 1.228 /* n-squared behaviour (see kv_get), but I'm hoping both
145 root 1.24 * objects with lists are rare, and lists stay short. If not, use a
146     * different structure or at least keep the lists sorted...
147     */
148    
149     /* For each field in wants, */
150 root 1.228 for (key_value *kv = wants->key_values; kv; kv = kv->next)
151     if (has->kv_get (kv->key) != kv->value)
152     return false;
153 root 1.24
154     /* If we get here, every field in wants has a matching field in has. */
155 root 1.228 return true;
156 elmex 1.1 }
157    
158     /* Returns TRUE if ob1 has the same key_values as ob2. */
159 root 1.205 static bool
160 root 1.24 compare_ob_value_lists (const object *ob1, const object *ob2)
161     {
162     /* However, there may be fields in has which aren't partnered in wants,
163     * so we need to run the comparison *twice*. :(
164     */
165 root 1.228 return compare_ob_value_lists_one (ob1, ob2)
166     && compare_ob_value_lists_one (ob2, ob1);
167 elmex 1.1 }
168    
169     /* Function examines the 2 objects given to it, and returns true if
170     * they can be merged together.
171     *
172     * Note that this function appears a lot longer than the macro it
173     * replaces - this is mostly for clarity - a decent compiler should hopefully
174     * reduce this to the same efficiency.
175     *
176 root 1.66 * Check nrof variable *before* calling can_merge()
177 elmex 1.1 *
178     * Improvements made with merge: Better checking on potion, and also
179     * check weight
180     */
181 root 1.66 bool object::can_merge_slow (object *ob1, object *ob2)
182 root 1.16 {
183     /* A couple quicksanity checks */
184 root 1.66 if (ob1 == ob2
185     || ob1->type != ob2->type
186     || ob1->speed != ob2->speed
187     || ob1->value != ob2->value
188     || ob1->name != ob2->name)
189 root 1.16 return 0;
190    
191 root 1.205 /* Do not merge objects if nrof would overflow. First part checks
192 root 1.208 * for unsigned overflow (2c), second part checks whether the result
193 root 1.205 * would fit into a 32 bit signed int, which is often used to hold
194     * nrof values.
195 root 1.16 */
196 root 1.205 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 root 1.16 return 0;
198    
199     /* If the objects have been identified, set the BEEN_APPLIED flag.
200 root 1.205 * This is to the comparison of the flags below will be OK. We
201 root 1.16 * just can't ignore the been applied or identified flags, as they
202     * are not equal - just if it has been identified, the been_applied
203     * flags lose any meaning.
204     */
205     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
206     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207    
208     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210 elmex 1.1
211 root 1.208 if (ob1->arch->name != ob2->arch->name
212 root 1.68 || ob1->name != ob2->name
213     || ob1->title != ob2->title
214     || ob1->msg != ob2->msg
215     || ob1->weight != ob2->weight
216     || ob1->attacktype != ob2->attacktype
217     || ob1->magic != ob2->magic
218     || ob1->slaying != ob2->slaying
219     || ob1->skill != ob2->skill
220     || ob1->value != ob2->value
221     || ob1->animation_id != ob2->animation_id
222     || ob1->client_type != ob2->client_type
223     || ob1->materialname != ob2->materialname
224     || ob1->lore != ob2->lore
225     || ob1->subtype != ob2->subtype
226     || ob1->move_type != ob2->move_type
227     || ob1->move_block != ob2->move_block
228     || ob1->move_allow != ob2->move_allow
229     || ob1->move_on != ob2->move_on
230     || ob1->move_off != ob2->move_off
231     || ob1->move_slow != ob2->move_slow
232 root 1.208 || ob1->move_slow_penalty != ob2->move_slow_penalty
233     || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234     || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235     return 0;
236    
237     if ((ob1->flag ^ ob2->flag)
238     .reset (FLAG_INV_LOCKED)
239     .reset (FLAG_CLIENT_SENT)
240     .reset (FLAG_REMOVED)
241     .any ())
242 root 1.16 return 0;
243    
244 root 1.205 /* This is really a spellbook check - we should in general
245     * not merge objects with real inventories, as splitting them
246     * is hard.
247 root 1.16 */
248     if (ob1->inv || ob2->inv)
249     {
250 root 1.193 if (!(ob1->inv && ob2->inv))
251     return 0; /* inventories differ in length */
252    
253     if (ob1->inv->below || ob2->inv->below)
254     return 0; /* more than one object in inv */
255 root 1.16
256 root 1.66 if (!object::can_merge (ob1->inv, ob2->inv))
257 root 1.205 return 0; /* inventory objects differ */
258 root 1.16
259     /* inventory ok - still need to check rest of this object to see
260     * if it is valid.
261     */
262     }
263 elmex 1.1
264 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
265     * it is possible for most any character to have more than one of
266     * some items equipped, and we don't want those to merge.
267     */
268     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
269     return 0;
270 elmex 1.1
271 root 1.16 /* Note sure why the following is the case - either the object has to
272     * be animated or have a very low speed. Is this an attempted monster
273     * check?
274     */
275 elmex 1.97 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
276 root 1.16 return 0;
277 elmex 1.1
278 root 1.16 switch (ob1->type)
279     {
280 root 1.29 case SCROLL:
281     if (ob1->level != ob2->level)
282     return 0;
283     break;
284 root 1.16 }
285 elmex 1.1
286 root 1.205 if (ob1->key_values || ob2->key_values)
287 root 1.16 {
288     /* At least one of these has key_values. */
289 root 1.205 if ((!ob1->key_values) != (!ob2->key_values))
290 root 1.208 return 0; /* One has fields, but the other one doesn't. */
291    
292     if (!compare_ob_value_lists (ob1, ob2))
293 root 1.24 return 0;
294 elmex 1.1 }
295 root 1.16
296     if (ob1->self || ob2->self)
297     {
298     ob1->optimise ();
299     ob2->optimise ();
300    
301     if (ob1->self || ob2->self)
302 root 1.192 {
303 root 1.195 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
304     int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
305 root 1.192
306     if (k1 != k2)
307     return 0;
308 root 1.208
309     if (k1 == 0)
310 root 1.192 return 1;
311 root 1.208
312     if (!cfperl_can_merge (ob1, ob2))
313 root 1.192 return 0;
314     }
315 elmex 1.1 }
316    
317 root 1.16 /* Everything passes, must be OK. */
318     return 1;
319 elmex 1.1 }
320 root 1.24
321 root 1.214 // find player who can see this object
322     object *
323     object::visible_to () const
324     {
325 root 1.220 if (client_visible () && !flag [FLAG_REMOVED])
326 root 1.214 {
327     // see if we are in a container of sorts
328     if (env)
329     {
330     // the player inventory itself is always visible
331     if (env->type == PLAYER)
332     return env;
333    
334     // else a player could have our env open
335     object *envest = env->outer_env ();
336    
337     // the player itself is always on a map, so we will find him here
338     // even if our inv is in a player.
339     if (envest->is_on_map ())
340     if (object *pl = envest->ms ().player ())
341     if (pl->container == env)
342     return pl;
343     }
344     else
345     {
346     // maybe there is a player standing on the same mapspace
347     // this will catch the case where "this" is a player
348     if (object *pl = ms ().player ())
349 root 1.220 if (!pl->container || this == pl->container)
350     return pl;
351 root 1.214 }
352     }
353    
354     return 0;
355     }
356    
357 root 1.208 // adjust weight per container type ("of holding")
358 root 1.207 static sint32
359     weight_adjust (object *op, sint32 weight)
360     {
361     return op->type == CONTAINER
362     ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363     : weight;
364     }
365    
366 elmex 1.1 /*
367 root 1.208 * adjust_weight(object, weight) adds the specified weight to an object,
368 root 1.207 * and also updates how much the environment(s) is/are carrying.
369 elmex 1.1 */
370 root 1.207 static void
371 root 1.208 adjust_weight (object *op, sint32 weight)
372 root 1.24 {
373 root 1.207 while (op)
374 root 1.24 {
375 root 1.207 weight = weight_adjust (op, weight);
376 root 1.142
377 root 1.212 if (!weight)
378     return;
379    
380 root 1.207 op->carrying += weight;
381 root 1.212
382     if (object *pl = op->visible_to ())
383 root 1.215 if (pl != op) // player is handled lazily
384     esrv_update_item (UPD_WEIGHT, pl, op);
385 root 1.212
386 root 1.207 op = op->env;
387 root 1.24 }
388 root 1.207 }
389 root 1.37
390 root 1.207 /*
391     * this is a recursive function which calculates the weight
392     * an object is carrying. It goes through op and figures out how much
393     * containers are carrying, and sums it up.
394     */
395     void
396     object::update_weight ()
397     {
398     sint32 sum = 0;
399 root 1.37
400 root 1.207 for (object *op = inv; op; op = op->below)
401     {
402     if (op->inv)
403     op->update_weight ();
404 elmex 1.1
405 root 1.207 sum += op->total_weight ();
406     }
407 elmex 1.1
408 root 1.212 sum = weight_adjust (this, sum);
409    
410     if (sum != carrying)
411     {
412     carrying = sum;
413    
414     if (object *pl = visible_to ())
415 root 1.215 if (pl != this) // player is handled lazily
416     esrv_update_item (UPD_WEIGHT, pl, this);
417 root 1.212 }
418 elmex 1.1 }
419    
420     /*
421 root 1.208 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
422 elmex 1.1 */
423 root 1.53 char *
424 root 1.24 dump_object (object *op)
425     {
426 root 1.53 if (!op)
427     return strdup ("[NULLOBJ]");
428 elmex 1.1
429 root 1.53 object_freezer freezer;
430 root 1.133 op->write (freezer);
431 root 1.53 return freezer.as_string ();
432 elmex 1.1 }
433    
434     /*
435     * get_nearest_part(multi-object, object 2) returns the part of the
436     * multi-object 1 which is closest to the second object.
437     * If it's not a multi-object, it is returned.
438     */
439 root 1.24 object *
440     get_nearest_part (object *op, const object *pl)
441     {
442     object *tmp, *closest;
443     int last_dist, i;
444    
445 root 1.208 if (!op->more)
446 elmex 1.1 return op;
447 root 1.208
448     for (last_dist = distance (op, pl), closest = op, tmp = op->more;
449     tmp;
450     tmp = tmp->more)
451 root 1.24 if ((i = distance (tmp, pl)) < last_dist)
452     closest = tmp, last_dist = i;
453 root 1.208
454 elmex 1.1 return closest;
455     }
456    
457     /*
458     * Returns the object which has the count-variable equal to the argument.
459 root 1.208 * VERRRY slow.
460 elmex 1.1 */
461 root 1.24 object *
462     find_object (tag_t i)
463     {
464 root 1.112 for_all_objects (op)
465     if (op->count == i)
466     return op;
467    
468     return 0;
469 elmex 1.1 }
470    
471     /*
472     * Returns the first object which has a name equal to the argument.
473     * Used only by the patch command, but not all that useful.
474     * Enables features like "patch <name-of-other-player> food 999"
475     */
476 root 1.24 object *
477     find_object_name (const char *str)
478     {
479 root 1.35 shstr_cmp str_ (str);
480 elmex 1.1 object *op;
481 root 1.24
482 root 1.108 for_all_objects (op)
483 root 1.35 if (op->name == str_)
484 elmex 1.1 break;
485 root 1.11
486 elmex 1.1 return op;
487     }
488    
489     /*
490     * Sets the owner and sets the skill and exp pointers to owner's current
491     * skill and experience objects.
492 root 1.183 * ACTUALLY NO! investigate! TODO
493 elmex 1.1 */
494 root 1.24 void
495 root 1.30 object::set_owner (object *owner)
496 elmex 1.1 {
497 root 1.183 // allow objects which own objects
498     if (owner)
499     while (owner->owner)
500     owner = owner->owner;
501 elmex 1.1
502 root 1.198 if (flag [FLAG_FREED])
503     {
504     LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
505     return;
506     }
507    
508 root 1.30 this->owner = owner;
509 elmex 1.1 }
510    
511 root 1.148 int
512     object::slottype () const
513     {
514     if (type == SKILL)
515     {
516     if (IS_COMBAT_SKILL (subtype)) return slot_combat;
517     if (IS_RANGED_SKILL (subtype)) return slot_ranged;
518     }
519     else
520     {
521     if (slot [body_combat].info) return slot_combat;
522     if (slot [body_range ].info) return slot_ranged;
523     }
524    
525     return slot_none;
526     }
527    
528 root 1.147 bool
529     object::change_weapon (object *ob)
530 root 1.144 {
531     if (current_weapon == ob)
532 root 1.147 return true;
533 root 1.146
534 root 1.150 if (chosen_skill)
535     chosen_skill->flag [FLAG_APPLIED] = false;
536    
537 root 1.144 current_weapon = ob;
538 root 1.147 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
539 root 1.146
540 root 1.150 if (chosen_skill)
541     chosen_skill->flag [FLAG_APPLIED] = true;
542    
543 root 1.144 update_stats ();
544 root 1.147
545     if (ob)
546     {
547     // now check wether any body locations became invalid, in which case
548     // we cannot apply the weapon at the moment.
549     for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
550     if (slot[i].used < 0)
551     {
552     current_weapon = chosen_skill = 0;
553     update_stats ();
554    
555     new_draw_info_format (NDI_UNIQUE, 0, this,
556 root 1.156 "You try to balance all your items at once, "
557     "but the %s is just too much for your body. "
558     "[You need to unapply some items first.]", &ob->name);
559 root 1.147 return false;
560     }
561    
562 root 1.148 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
563 root 1.147 }
564     else
565 root 1.148 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
566 root 1.147
567 root 1.151 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
568     {
569     LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
570     &name, ob->debug_desc ());
571     return false;
572     }
573    
574 root 1.147 return true;
575 root 1.144 }
576    
577 elmex 1.1 /* Zero the key_values on op, decrementing the shared-string
578     * refcounts and freeing the links.
579     */
580 root 1.24 static void
581     free_key_values (object *op)
582 root 1.11 {
583 root 1.137 for (key_value *i = op->key_values; i; )
584 root 1.11 {
585     key_value *next = i->next;
586     delete i;
587 root 1.24
588 root 1.11 i = next;
589 elmex 1.1 }
590 root 1.24
591 root 1.11 op->key_values = 0;
592 elmex 1.1 }
593    
594 root 1.227 /*
595     * copy_to first frees everything allocated by the dst object,
596     * and then copies the contents of itself into the second
597     * object, allocating what needs to be allocated. Basically, any
598     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
599     * if the first object is freed, the pointers in the new object
600     * will point at garbage.
601     */
602     void
603     object::copy_to (object *dst)
604 root 1.11 {
605 root 1.227 dst->remove ();
606     *(object_copy *)dst = *this;
607     dst->flag [FLAG_REMOVED] = true;
608 elmex 1.1
609 root 1.11 /* Copy over key_values, if any. */
610 root 1.227 if (key_values)
611 root 1.14 {
612 root 1.23 key_value *tail = 0;
613 root 1.227 dst->key_values = 0;
614 elmex 1.1
615 root 1.227 for (key_value *i = key_values; i; i = i->next)
616 root 1.11 {
617     key_value *new_link = new key_value;
618 root 1.8
619 root 1.227 new_link->next = 0;
620     new_link->key = i->key;
621 root 1.11 new_link->value = i->value;
622    
623     /* Try and be clever here, too. */
624 root 1.227 if (!dst->key_values)
625 root 1.11 {
626 root 1.227 dst->key_values = new_link;
627 root 1.11 tail = new_link;
628 root 1.8 }
629 root 1.11 else
630     {
631     tail->next = new_link;
632     tail = new_link;
633     }
634 root 1.14 }
635     }
636 root 1.137
637     if (speed < 0)
638 root 1.185 dst->speed_left -= rndm ();
639 root 1.2
640 root 1.87 dst->set_speed (dst->speed);
641 elmex 1.1 }
642    
643 root 1.133 void
644     object::instantiate ()
645     {
646     if (!uuid.seq) // HACK
647 root 1.202 uuid = UUID::gen ();
648 root 1.133
649     speed_left = -0.1f;
650     /* copy the body_info to the body_used - this is only really
651     * need for monsters, but doesn't hurt to do it for everything.
652     * by doing so, when a monster is created, it has good starting
653     * values for the body_used info, so when items are created
654     * for it, they can be properly equipped.
655     */
656 root 1.145 for (int i = NUM_BODY_LOCATIONS; i--; )
657     slot[i].used = slot[i].info;
658 root 1.133
659     attachable::instantiate ();
660     }
661    
662 root 1.65 object *
663     object::clone ()
664     {
665     object *neu = create ();
666     copy_to (neu);
667 root 1.225 neu->map = map; // not copied by copy_to
668 root 1.65 return neu;
669     }
670    
671 elmex 1.1 /*
672     * If an object with the IS_TURNABLE() flag needs to be turned due
673     * to the closest player being on the other side, this function can
674     * be called to update the face variable, _and_ how it looks on the map.
675     */
676 root 1.24 void
677     update_turn_face (object *op)
678     {
679 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
680 root 1.24 return;
681 root 1.96
682 root 1.24 SET_ANIMATION (op, op->direction);
683     update_object (op, UP_OBJ_FACE);
684 elmex 1.1 }
685    
686     /*
687     * Updates the speed of an object. If the speed changes from 0 to another
688     * value, or vice versa, then add/remove the object from the active list.
689     * This function needs to be called whenever the speed of an object changes.
690     */
691 root 1.24 void
692 root 1.87 object::set_speed (float speed)
693 root 1.24 {
694 root 1.87 if (flag [FLAG_FREED] && speed)
695 root 1.24 {
696 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
697     speed = 0;
698 elmex 1.1 }
699 root 1.31
700 root 1.87 this->speed = speed;
701    
702 elmex 1.97 if (has_active_speed ())
703 root 1.98 activate ();
704 root 1.24 else
705 root 1.98 deactivate ();
706 elmex 1.1 }
707    
708     /*
709 root 1.75 * update_object() updates the the map.
710 elmex 1.1 * It takes into account invisible objects (and represent squares covered
711     * by invisible objects by whatever is below them (unless it's another
712     * invisible object, etc...)
713     * If the object being updated is beneath a player, the look-window
714     * of that player is updated (this might be a suboptimal way of
715     * updating that window, though, since update_object() is called _often_)
716     *
717     * action is a hint of what the caller believes need to be done.
718     * current action are:
719     * UP_OBJ_INSERT: op was inserted
720     * UP_OBJ_REMOVE: op was removed
721     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
722     * as that is easier than trying to look at what may have changed.
723     * UP_OBJ_FACE: only the objects face has changed.
724     */
725 root 1.24 void
726     update_object (object *op, int action)
727     {
728 root 1.222 if (!op)
729 root 1.24 {
730     /* this should never happen */
731 root 1.222 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
732 root 1.24 return;
733 elmex 1.1 }
734 root 1.24
735 root 1.222 if (!op->is_on_map ())
736 root 1.24 {
737     /* Animation is currently handled by client, so nothing
738     * to do in this case.
739     */
740     return;
741 elmex 1.1 }
742    
743 root 1.24 /* make sure the object is within map boundaries */
744 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
745 root 1.24 {
746     LOG (llevError, "update_object() called for object out of map!\n");
747 elmex 1.1 #ifdef MANY_CORES
748 root 1.24 abort ();
749 elmex 1.1 #endif
750 root 1.24 return;
751 elmex 1.1 }
752    
753 root 1.76 mapspace &m = op->ms ();
754 elmex 1.1
755 root 1.99 if (!(m.flags_ & P_UPTODATE))
756 root 1.75 /* nop */;
757     else if (action == UP_OBJ_INSERT)
758     {
759     // this is likely overkill, TODO: revisit (schmorp)
760     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
761     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
762     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
763     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
764     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
765     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
766     || (m.move_on | op->move_on ) != m.move_on
767     || (m.move_off | op->move_off ) != m.move_off
768     || (m.move_slow | op->move_slow) != m.move_slow
769     /* This isn't perfect, but I don't expect a lot of objects to
770     * to have move_allow right now.
771     */
772     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
773     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
774 root 1.99 m.flags_ = 0;
775 root 1.75 }
776     /* if the object is being removed, we can't make intelligent
777     * decisions, because remove_ob can't really pass the object
778     * that is being removed.
779     */
780 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
781 root 1.99 m.flags_ = 0;
782 root 1.24 else if (action == UP_OBJ_FACE)
783 root 1.29 /* Nothing to do for that case */ ;
784 root 1.24 else
785 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
786 elmex 1.1
787 root 1.75 if (op->more)
788 root 1.24 update_object (op->more, action);
789 elmex 1.1 }
790    
791 root 1.21 object::object ()
792     {
793 root 1.22 SET_FLAG (this, FLAG_REMOVED);
794    
795     expmul = 1.0;
796     face = blank_face;
797     }
798    
799     object::~object ()
800     {
801 root 1.121 unlink ();
802 root 1.119
803 root 1.22 free_key_values (this);
804     }
805    
806 root 1.112 static int object_count;
807    
808 root 1.24 void object::link ()
809 root 1.22 {
810 root 1.112 assert (!index);//D
811 root 1.202 uuid = UUID::gen ();
812 root 1.112 count = ++object_count;
813 root 1.21
814 root 1.109 refcnt_inc ();
815 root 1.108 objects.insert (this);
816 root 1.21 }
817    
818 root 1.24 void object::unlink ()
819 root 1.21 {
820 root 1.121 if (!index)
821     return;
822    
823 root 1.108 objects.erase (this);
824 root 1.109 refcnt_dec ();
825 root 1.98 }
826    
827 root 1.96 void
828 root 1.98 object::activate ()
829 root 1.96 {
830 root 1.98 /* If already on active list, don't do anything */
831 root 1.108 if (active)
832 root 1.98 return;
833    
834 elmex 1.97 if (has_active_speed ())
835 root 1.108 actives.insert (this);
836 root 1.98 }
837 root 1.96
838 root 1.98 void
839     object::activate_recursive ()
840     {
841     activate ();
842    
843 root 1.104 for (object *op = inv; op; op = op->below)
844 root 1.98 op->activate_recursive ();
845 root 1.96 }
846    
847     /* This function removes object 'op' from the list of active
848     * objects.
849     * This should only be used for style maps or other such
850     * reference maps where you don't want an object that isn't
851     * in play chewing up cpu time getting processed.
852     * The reverse of this is to call update_ob_speed, which
853     * will do the right thing based on the speed of the object.
854     */
855     void
856 root 1.98 object::deactivate ()
857 root 1.96 {
858     /* If not on the active list, nothing needs to be done */
859 root 1.108 if (!active)
860 root 1.96 return;
861    
862 root 1.108 actives.erase (this);
863 root 1.98 }
864 root 1.96
865 root 1.98 void
866     object::deactivate_recursive ()
867     {
868 root 1.104 for (object *op = inv; op; op = op->below)
869 root 1.98 op->deactivate_recursive ();
870    
871     deactivate ();
872 root 1.96 }
873    
874 root 1.106 void
875     object::set_flag_inv (int flag, int value)
876     {
877     for (object *op = inv; op; op = op->below)
878     {
879     op->flag [flag] = value;
880     op->set_flag_inv (flag, value);
881     }
882     }
883    
884 root 1.89 /*
885     * Remove and free all objects in the inventory of the given object.
886     * object.c ?
887     */
888     void
889     object::destroy_inv (bool drop_to_ground)
890     {
891 root 1.94 // need to check first, because the checks below might segfault
892     // as we might be on an invalid mapspace and crossfire code
893     // is too buggy to ensure that the inventory is empty.
894 root 1.217 // corollary: if you create arrows etc. with stuff in its inventory,
895 root 1.94 // cf will crash below with off-map x and y
896     if (!inv)
897     return;
898    
899 root 1.89 /* Only if the space blocks everything do we not process -
900     * if some form of movement is allowed, let objects
901     * drop on that space.
902     */
903 root 1.92 if (!drop_to_ground
904     || !map
905 root 1.206 || map->in_memory != MAP_ACTIVE
906 root 1.122 || map->nodrop
907 root 1.95 || ms ().move_block == MOVE_ALL)
908 root 1.89 {
909     while (inv)
910 root 1.92 {
911 root 1.217 inv->destroy_inv (false);
912 root 1.92 inv->destroy ();
913     }
914 root 1.89 }
915     else
916     { /* Put objects in inventory onto this space */
917     while (inv)
918     {
919     object *op = inv;
920    
921     if (op->flag [FLAG_STARTEQUIP]
922     || op->flag [FLAG_NO_DROP]
923     || op->type == RUNE
924     || op->type == TRAP
925 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
926     || op->flag [FLAG_DESTROY_ON_DEATH])
927 root 1.217 op->destroy (true);
928 root 1.89 else
929 root 1.93 map->insert (op, x, y);
930 root 1.89 }
931     }
932     }
933    
934 root 1.21 object *object::create ()
935     {
936 root 1.42 object *op = new object;
937 root 1.22 op->link ();
938     return op;
939 root 1.21 }
940 elmex 1.1
941 root 1.223 static struct freed_map : maptile
942     {
943     freed_map ()
944     {
945     path = "<freed objects map>";
946     name = "/internal/freed_objects_map";
947     width = 3;
948     height = 3;
949     nodrop = 1;
950    
951     alloc ();
952     in_memory = MAP_ACTIVE;
953     }
954 root 1.229
955     ~freed_map ()
956     {
957     destroy ();
958     }
959 root 1.223 } freed_map; // freed objects are moved here to avoid crashes
960    
961 root 1.82 void
962     object::do_destroy ()
963 root 1.14 {
964 root 1.82 if (flag [FLAG_IS_LINKED])
965     remove_button_link (this);
966 root 1.29
967 root 1.82 if (flag [FLAG_FRIENDLY])
968 root 1.140 remove_friendly_object (this);
969 root 1.32
970 root 1.213 remove ();
971    
972     attachable::do_destroy ();
973 root 1.14
974 root 1.112 deactivate ();
975     unlink ();
976 root 1.92
977 root 1.82 flag [FLAG_FREED] = 1;
978 root 1.14
979 root 1.57 // hack to ensure that freed objects still have a valid map
980 root 1.223 map = &freed_map;
981     x = 1;
982     y = 1;
983 root 1.57
984 root 1.88 if (more)
985     {
986     more->destroy ();
987     more = 0;
988     }
989 root 1.82
990 root 1.162 head = 0;
991    
992     // clear those pointers that likely might cause circular references
993     owner = 0;
994     enemy = 0;
995     attacked_by = 0;
996     current_weapon = 0;
997 root 1.82 }
998    
999     void
1000     object::destroy (bool destroy_inventory)
1001     {
1002     if (destroyed ())
1003     return;
1004    
1005 root 1.219 if (!is_head () && !head->destroyed ())
1006     {
1007     LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1008     head->destroy (destroy_inventory);
1009 root 1.223 return;
1010 root 1.219 }
1011    
1012 root 1.217 destroy_inv (!destroy_inventory);
1013 root 1.22
1014 root 1.173 if (is_head ())
1015     if (sound_destroy)
1016     play_sound (sound_destroy);
1017     else if (flag [FLAG_MONSTER])
1018     play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1019 root 1.169
1020 root 1.82 attachable::destroy ();
1021 elmex 1.1 }
1022    
1023 root 1.63 /* op->remove ():
1024 elmex 1.1 * This function removes the object op from the linked list of objects
1025     * which it is currently tied to. When this function is done, the
1026     * object will have no environment. If the object previously had an
1027     * environment, the x and y coordinates will be updated to
1028     * the previous environment.
1029     */
1030 root 1.24 void
1031 root 1.128 object::do_remove ()
1032 root 1.24 {
1033 root 1.45 object *tmp, *last = 0;
1034     object *otmp;
1035 root 1.26
1036 root 1.213 if (flag [FLAG_REMOVED])
1037 root 1.29 return;
1038 root 1.24
1039 root 1.82 INVOKE_OBJECT (REMOVE, this);
1040 root 1.26
1041 root 1.213 flag [FLAG_REMOVED] = true;
1042    
1043 root 1.59 if (more)
1044     more->remove ();
1045 root 1.24
1046     /*
1047     * In this case, the object to be removed is in someones
1048     * inventory.
1049     */
1050 root 1.59 if (env)
1051 root 1.24 {
1052 root 1.221 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1053 root 1.220 if (object *pl = visible_to ())
1054     esrv_del_item (pl->contr, count);
1055 root 1.221 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1056 root 1.220
1057 root 1.208 adjust_weight (env, -total_weight ());
1058 root 1.24
1059 root 1.208 *(above ? &above->below : &env->inv) = below;
1060 root 1.24
1061 root 1.96 if (below)
1062 root 1.59 below->above = above;
1063 root 1.24
1064     /* we set up values so that it could be inserted into
1065     * the map, but we don't actually do that - it is up
1066     * to the caller to decide what we want to do.
1067     */
1068 root 1.208 map = env->map;
1069     x = env->x;
1070     y = env->y;
1071     above = 0;
1072     below = 0;
1073     env = 0;
1074    
1075     /* NO_FIX_PLAYER is set when a great many changes are being
1076     * made to players inventory. If set, avoiding the call
1077     * to save cpu time.
1078     */
1079     if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1080     otmp->update_stats ();
1081 root 1.59 }
1082     else if (map)
1083     {
1084 root 1.220 map->dirty = true;
1085     mapspace &ms = this->ms ();
1086    
1087     if (object *pl = ms.player ())
1088 root 1.96 {
1089 root 1.220 if (type == PLAYER) // this == pl(!)
1090     {
1091     // leaving a spot always closes any open container on the ground
1092     if (container && !container->env)
1093     // this causes spurious floorbox updates, but it ensures
1094     // that the CLOSE event is being sent.
1095     close_container ();
1096    
1097     --map->players;
1098     map->touch ();
1099     }
1100     else if (pl->container == this)
1101     {
1102     // removing a container should close it
1103     close_container ();
1104     }
1105 root 1.130
1106 root 1.220 esrv_del_item (pl->contr, count);
1107 root 1.96 }
1108    
1109 root 1.29 /* link the object above us */
1110 root 1.59 if (above)
1111     above->below = below;
1112 root 1.29 else
1113 root 1.117 ms.top = below; /* we were top, set new top */
1114 root 1.24
1115 root 1.29 /* Relink the object below us, if there is one */
1116 root 1.59 if (below)
1117     below->above = above;
1118 root 1.29 else
1119     {
1120     /* Nothing below, which means we need to relink map object for this space
1121     * use translated coordinates in case some oddness with map tiling is
1122     * evident
1123     */
1124 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1125 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 ());
1126 elmex 1.1
1127 root 1.117 ms.bot = above; /* goes on above it. */
1128 root 1.8 }
1129 root 1.26
1130 root 1.59 above = 0;
1131     below = 0;
1132 root 1.26
1133 root 1.59 if (map->in_memory == MAP_SAVING)
1134 root 1.29 return;
1135 elmex 1.1
1136 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1137 elmex 1.1
1138 root 1.175 if (object *pl = ms.player ())
1139     {
1140     if (pl->container == this)
1141     /* If a container that the player is currently using somehow gets
1142     * removed (most likely destroyed), update the player view
1143     * appropriately.
1144     */
1145     pl->close_container ();
1146    
1147 root 1.218 //TODO: the floorbox prev/next might need updating
1148 root 1.226 //esrv_del_item (pl->contr, count);
1149     //TODO: update floorbox to preserve ordering
1150     if (pl->contr->ns)
1151     pl->contr->ns->floorbox_update ();
1152 root 1.175 }
1153    
1154 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1155 root 1.24 {
1156 root 1.29 /* No point updating the players look faces if he is the object
1157     * being removed.
1158 root 1.24 */
1159 root 1.29
1160 root 1.96 /* See if object moving off should effect something */
1161 root 1.50 if (check_walk_off
1162 root 1.59 && ((move_type & tmp->move_off)
1163     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1164 root 1.29 {
1165 elmex 1.72 move_apply (tmp, this, 0);
1166 root 1.24
1167 root 1.59 if (destroyed ())
1168 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1169 root 1.8 }
1170    
1171 root 1.29 last = tmp;
1172     }
1173 root 1.26
1174 root 1.96 /* last == NULL if there are no objects on this space */
1175     //TODO: this makes little sense, why only update the topmost object?
1176 root 1.59 if (!last)
1177 root 1.99 map->at (x, y).flags_ = 0;
1178 root 1.29 else
1179     update_object (last, UP_OBJ_REMOVE);
1180 root 1.26
1181 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1182 root 1.59 update_all_los (map, x, y);
1183 elmex 1.1 }
1184     }
1185    
1186     /*
1187     * merge_ob(op,top):
1188     *
1189     * This function goes through all objects below and including top, and
1190     * merges op to the first matching object.
1191     * If top is NULL, it is calculated.
1192     * Returns pointer to object if it succeded in the merge, otherwise NULL
1193     */
1194 root 1.24 object *
1195     merge_ob (object *op, object *top)
1196     {
1197     if (!op->nrof)
1198 elmex 1.1 return 0;
1199 root 1.29
1200 root 1.194 if (!top)
1201 root 1.82 for (top = op; top && top->above; top = top->above)
1202     ;
1203 root 1.29
1204 root 1.82 for (; top; top = top->below)
1205 root 1.214 if (object::can_merge (op, top))
1206     {
1207     top->nrof += op->nrof;
1208    
1209     if (object *pl = top->visible_to ())
1210     esrv_update_item (UPD_NROF, pl, top);
1211    
1212     op->weight = 0; // cancel the addition above
1213     op->carrying = 0; // must be 0 already
1214 root 1.66
1215 root 1.214 op->destroy (1);
1216 root 1.24
1217 root 1.214 return top;
1218     }
1219 root 1.29
1220 root 1.45 return 0;
1221 elmex 1.1 }
1222    
1223 root 1.138 void
1224     object::expand_tail ()
1225     {
1226     if (more)
1227     return;
1228    
1229     object *prev = this;
1230    
1231 root 1.160 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1232 root 1.138 {
1233     object *op = arch_to_object (at);
1234    
1235     op->name = name;
1236     op->name_pl = name_pl;
1237     op->title = title;
1238    
1239     op->head = this;
1240     prev->more = op;
1241    
1242     prev = op;
1243     }
1244     }
1245    
1246 elmex 1.1 /*
1247 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1248     * job preparing multi-part monsters.
1249 elmex 1.1 */
1250 root 1.24 object *
1251 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1252 root 1.24 {
1253 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1254 root 1.24 {
1255 root 1.159 tmp->x = x + tmp->arch->x;
1256     tmp->y = y + tmp->arch->y;
1257 elmex 1.1 }
1258 root 1.29
1259 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1260 elmex 1.1 }
1261    
1262     /*
1263     * insert_ob_in_map (op, map, originator, flag):
1264     * This function inserts the object in the two-way linked list
1265     * which represents what is on a map.
1266     * The second argument specifies the map, and the x and y variables
1267     * in the object about to be inserted specifies the position.
1268     *
1269     * originator: Player, monster or other object that caused 'op' to be inserted
1270     * into 'map'. May be NULL.
1271     *
1272     * flag is a bitmask about special things to do (or not do) when this
1273     * function is called. see the object.h file for the INS_ values.
1274     * Passing 0 for flag gives proper default values, so flag really only needs
1275     * to be set if special handling is needed.
1276     *
1277     * Return value:
1278     * new object if 'op' was merged with other object
1279     * NULL if 'op' was destroyed
1280     * just 'op' otherwise
1281     */
1282 root 1.24 object *
1283 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1284 elmex 1.1 {
1285 root 1.138 assert (!op->flag [FLAG_FREED]);
1286    
1287 root 1.117 op->remove ();
1288    
1289 root 1.187 /* Ideally, the caller figures this out. However, it complicates a lot
1290     * of areas of callers (eg, anything that uses find_free_spot would now
1291     * need extra work
1292     */
1293     if (!xy_normalise (m, op->x, op->y))
1294 root 1.24 {
1295 root 1.217 op->destroy (1);
1296 root 1.187 return 0;
1297 elmex 1.1 }
1298 root 1.25
1299 root 1.117 if (object *more = op->more)
1300 root 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1301     return 0;
1302 root 1.25
1303 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1304 root 1.8
1305 root 1.117 op->map = m;
1306     mapspace &ms = op->ms ();
1307 root 1.24
1308     /* this has to be done after we translate the coordinates.
1309     */
1310     if (op->nrof && !(flag & INS_NO_MERGE))
1311 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1312 root 1.66 if (object::can_merge (op, tmp))
1313 root 1.25 {
1314 root 1.218 // TODO: we atcually want to update tmp, not op,
1315     // but some caller surely breaks when we return tmp
1316     // from here :/
1317 root 1.25 op->nrof += tmp->nrof;
1318 root 1.208 tmp->destroy (1);
1319 root 1.25 }
1320 root 1.24
1321     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1322     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1323 root 1.25
1324 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1325     CLEAR_FLAG (op, FLAG_NO_STEAL);
1326    
1327     if (flag & INS_BELOW_ORIGINATOR)
1328     {
1329     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1330     {
1331     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1332     abort ();
1333     }
1334 root 1.25
1335 root 1.24 op->above = originator;
1336     op->below = originator->below;
1337 root 1.25
1338 root 1.24 if (op->below)
1339     op->below->above = op;
1340     else
1341 root 1.117 ms.bot = op;
1342 root 1.25
1343 root 1.24 /* since *below* originator, no need to update top */
1344     originator->below = op;
1345 elmex 1.1 }
1346 root 1.24 else
1347     {
1348 root 1.218 object *top, *floor = NULL;
1349    
1350 root 1.117 top = ms.bot;
1351    
1352 root 1.24 /* If there are other objects, then */
1353 root 1.191 if (top)
1354 root 1.24 {
1355 root 1.96 object *last = 0;
1356 root 1.24
1357     /*
1358     * If there are multiple objects on this space, we do some trickier handling.
1359     * We've already dealt with merging if appropriate.
1360     * Generally, we want to put the new object on top. But if
1361     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1362     * floor, we want to insert above that and no further.
1363     * Also, if there are spell objects on this space, we stop processing
1364     * once we get to them. This reduces the need to traverse over all of
1365     * them when adding another one - this saves quite a bit of cpu time
1366     * when lots of spells are cast in one area. Currently, it is presumed
1367     * that flying non pickable objects are spell objects.
1368     */
1369 root 1.117 for (top = ms.bot; top; top = top->above)
1370 root 1.24 {
1371     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1372     floor = top;
1373 root 1.26
1374 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))
1375     {
1376     /* We insert above top, so we want this object below this */
1377     top = top->below;
1378     break;
1379     }
1380 root 1.26
1381 root 1.24 last = top;
1382     }
1383 root 1.26
1384 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1385     top = last;
1386 root 1.8
1387 root 1.24 /* We let update_position deal with figuring out what the space
1388     * looks like instead of lots of conditions here.
1389     * makes things faster, and effectively the same result.
1390     */
1391    
1392     /* Have object 'fall below' other objects that block view.
1393 root 1.135 * Unless those objects are exits.
1394 root 1.24 * If INS_ON_TOP is used, don't do this processing
1395     * Need to find the object that in fact blocks view, otherwise
1396     * stacking is a bit odd.
1397     */
1398 root 1.117 if (!(flag & INS_ON_TOP)
1399     && ms.flags () & P_BLOCKSVIEW
1400 root 1.135 && (op->face && !faces [op->face].visibility))
1401 root 1.24 {
1402     for (last = top; last != floor; last = last->below)
1403     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1404     break;
1405 root 1.117
1406 root 1.24 /* Check to see if we found the object that blocks view,
1407     * and make sure we have a below pointer for it so that
1408     * we can get inserted below this one, which requires we
1409     * set top to the object below us.
1410     */
1411     if (last && last->below && last != floor)
1412     top = last->below;
1413 root 1.8 }
1414 root 1.24 } /* If objects on this space */
1415 root 1.25
1416 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1417     top = floor;
1418    
1419     /* Top is the object that our object (op) is going to get inserted above.
1420     */
1421    
1422     /* First object on this space */
1423     if (!top)
1424     {
1425 root 1.117 op->above = ms.bot;
1426 root 1.25
1427 root 1.24 if (op->above)
1428     op->above->below = op;
1429 root 1.25
1430 root 1.96 op->below = 0;
1431 root 1.117 ms.bot = op;
1432 root 1.24 }
1433     else
1434     { /* get inserted into the stack above top */
1435     op->above = top->above;
1436 root 1.25
1437 root 1.24 if (op->above)
1438     op->above->below = op;
1439 root 1.25
1440 root 1.24 op->below = top;
1441     top->above = op;
1442     }
1443 root 1.25
1444 root 1.96 if (!op->above)
1445 root 1.117 ms.top = op;
1446 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1447 root 1.8
1448 root 1.24 if (op->type == PLAYER)
1449 root 1.96 {
1450     op->contr->do_los = 1;
1451     ++op->map->players;
1452 root 1.100 op->map->touch ();
1453 root 1.96 }
1454 root 1.24
1455 root 1.98 op->map->dirty = true;
1456    
1457 root 1.191 if (object *pl = ms.player ())
1458 root 1.218 //TODO: the floorbox prev/next might need updating
1459 root 1.226 //esrv_send_item (pl, op);
1460     //TODO: update floorbox to preserve ordering
1461     if (pl->contr->ns)
1462     pl->contr->ns->floorbox_update ();
1463 root 1.24
1464     /* If this object glows, it may affect lighting conditions that are
1465     * visible to others on this map. But update_all_los is really
1466     * an inefficient way to do this, as it means los for all players
1467     * on the map will get recalculated. The players could very well
1468     * be far away from this change and not affected in any way -
1469     * this should get redone to only look for players within range,
1470 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1471 root 1.24 * of effect may be sufficient.
1472     */
1473 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1474 root 1.24 update_all_los (op->map, op->x, op->y);
1475    
1476     /* updates flags (blocked, alive, no magic, etc) for this map space */
1477     update_object (op, UP_OBJ_INSERT);
1478    
1479 root 1.82 INVOKE_OBJECT (INSERT, op);
1480    
1481 root 1.24 /* Don't know if moving this to the end will break anything. However,
1482 root 1.70 * we want to have floorbox_update called before calling this.
1483 root 1.24 *
1484     * check_move_on() must be after this because code called from
1485     * check_move_on() depends on correct map flags (so functions like
1486     * blocked() and wall() work properly), and these flags are updated by
1487     * update_object().
1488     */
1489    
1490     /* if this is not the head or flag has been passed, don't check walk on status */
1491 root 1.155 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1492 root 1.24 {
1493     if (check_move_on (op, originator))
1494 root 1.82 return 0;
1495 elmex 1.1
1496 root 1.24 /* If we are a multi part object, lets work our way through the check
1497     * walk on's.
1498     */
1499 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1500 root 1.24 if (check_move_on (tmp, originator))
1501 root 1.82 return 0;
1502 elmex 1.1 }
1503 root 1.25
1504 root 1.24 return op;
1505 elmex 1.1 }
1506    
1507     /* this function inserts an object in the map, but if it
1508 root 1.75 * finds an object of its own type, it'll remove that one first.
1509     * op is the object to insert it under: supplies x and the map.
1510 elmex 1.1 */
1511 root 1.24 void
1512     replace_insert_ob_in_map (const char *arch_string, object *op)
1513     {
1514     /* first search for itself and remove any old instances */
1515 elmex 1.1
1516 root 1.208 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1517 root 1.158 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1518 root 1.208 tmp->destroy (1);
1519    
1520     object *tmp = arch_to_object (archetype::find (arch_string));
1521 elmex 1.1
1522 root 1.208 tmp->x = op->x;
1523     tmp->y = op->y;
1524 elmex 1.1
1525 root 1.208 insert_ob_in_map (tmp, op->map, op, 0);
1526 root 1.24 }
1527 elmex 1.1
1528 root 1.93 object *
1529     object::insert_at (object *where, object *originator, int flags)
1530     {
1531 root 1.205 if (where->env)
1532     return where->env->insert (this);
1533     else
1534     return where->map->insert (this, where->x, where->y, originator, flags);
1535 root 1.93 }
1536    
1537 elmex 1.1 /*
1538 root 1.209 * decrease(object, number) decreases a specified number from
1539 root 1.208 * the amount of an object. If the amount reaches 0, the object
1540 elmex 1.1 * is subsequently removed and freed.
1541     *
1542     * Return value: 'op' if something is left, NULL if the amount reached 0
1543     */
1544 root 1.208 bool
1545 root 1.209 object::decrease (sint32 nr)
1546 elmex 1.1 {
1547 root 1.212 if (!nr)
1548     return true;
1549    
1550 root 1.208 nr = min (nr, nrof);
1551 elmex 1.1
1552 root 1.208 nrof -= nr;
1553 root 1.24
1554 root 1.208 if (nrof)
1555 elmex 1.1 {
1556 root 1.208 adjust_weight (env, -weight * nr); // carrying == 0
1557 elmex 1.1
1558 root 1.212 if (object *pl = visible_to ())
1559     esrv_update_item (UPD_NROF, pl, this);
1560 root 1.29
1561 root 1.212 return true;
1562 elmex 1.1 }
1563 root 1.24 else
1564     {
1565 root 1.212 destroy (1);
1566     return false;
1567 elmex 1.1 }
1568     }
1569    
1570 root 1.209 /*
1571 root 1.210 * split(ob,nr) splits up ob into two parts. The part which
1572 root 1.209 * is returned contains nr objects, and the remaining parts contains
1573 root 1.210 * the rest (or is removed and returned if that number is 0).
1574     * On failure, NULL is returned.
1575 root 1.209 */
1576 root 1.208 object *
1577 root 1.209 object::split (sint32 nr)
1578 root 1.208 {
1579 root 1.212 int have = number_of ();
1580    
1581     if (have < nr)
1582 root 1.209 return 0;
1583 root 1.212 else if (have == nr)
1584 root 1.209 {
1585     remove ();
1586     return this;
1587     }
1588     else
1589     {
1590     decrease (nr);
1591    
1592 root 1.230 object *op = deep_clone ();
1593 root 1.209 op->nrof = nr;
1594     return op;
1595     }
1596     }
1597    
1598 root 1.24 object *
1599     insert_ob_in_ob (object *op, object *where)
1600     {
1601 root 1.59 if (!where)
1602 root 1.24 {
1603 root 1.53 char *dump = dump_object (op);
1604     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1605     free (dump);
1606 root 1.24 return op;
1607     }
1608 root 1.29
1609 root 1.154 if (where->head_ () != where)
1610 root 1.24 {
1611 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1612 root 1.24 where = where->head;
1613     }
1614 root 1.29
1615 root 1.59 return where->insert (op);
1616     }
1617    
1618     /*
1619     * env->insert (op)
1620     * This function inserts the object op in the linked list
1621     * inside the object environment.
1622     *
1623     * The function returns now pointer to inserted item, and return value can
1624     * be != op, if items are merged. -Tero
1625     */
1626     object *
1627     object::insert (object *op)
1628     {
1629 root 1.24 if (op->more)
1630     {
1631     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1632     return op;
1633     }
1634 root 1.29
1635 root 1.208 op->remove ();
1636    
1637     op->flag [FLAG_OBJ_ORIGINAL] = 0;
1638 root 1.182
1639 root 1.24 if (op->nrof)
1640 root 1.208 for (object *tmp = inv; tmp; tmp = tmp->below)
1641     if (object::can_merge (tmp, op))
1642     {
1643     /* return the original object and remove inserted object
1644     (client needs the original object) */
1645     tmp->nrof += op->nrof;
1646 root 1.214
1647     if (object *pl = tmp->visible_to ())
1648     esrv_update_item (UPD_NROF, pl, tmp);
1649    
1650 root 1.210 adjust_weight (this, op->total_weight ());
1651    
1652 root 1.208 op->destroy (1);
1653     op = tmp;
1654     goto inserted;
1655     }
1656    
1657     op->owner = 0; // it's his/hers now. period.
1658     op->map = 0;
1659     op->x = 0;
1660     op->y = 0;
1661    
1662     op->above = 0;
1663     op->below = inv;
1664     op->env = this;
1665    
1666     if (inv)
1667     inv->above = op;
1668 root 1.24
1669 root 1.208 inv = op;
1670 elmex 1.1
1671 root 1.208 op->flag [FLAG_REMOVED] = 0;
1672 elmex 1.1
1673 root 1.214 if (object *pl = op->visible_to ())
1674     esrv_send_item (pl, op);
1675    
1676 root 1.208 adjust_weight (this, op->total_weight ());
1677 elmex 1.1
1678 root 1.208 inserted:
1679 elmex 1.1 /* reset the light list and los of the players on the map */
1680 root 1.208 if (op->glow_radius && map && map->darkness)
1681     update_all_los (map, x, y);
1682 elmex 1.1
1683 root 1.214 // if this is a player's inventory, update stats
1684     if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1685     update_stats ();
1686 root 1.59
1687 root 1.82 INVOKE_OBJECT (INSERT, this);
1688    
1689 elmex 1.1 return op;
1690     }
1691    
1692     /*
1693     * Checks if any objects has a move_type that matches objects
1694     * that effect this object on this space. Call apply() to process
1695     * these events.
1696     *
1697     * Any speed-modification due to SLOW_MOVE() of other present objects
1698     * will affect the speed_left of the object.
1699     *
1700     * originator: Player, monster or other object that caused 'op' to be inserted
1701     * into 'map'. May be NULL.
1702     *
1703     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1704     *
1705     * 4-21-95 added code to check if appropriate skill was readied - this will
1706     * permit faster movement by the player through this terrain. -b.t.
1707     *
1708     * MSW 2001-07-08: Check all objects on space, not just those below
1709     * object being inserted. insert_ob_in_map may not put new objects
1710     * on top.
1711     */
1712 root 1.24 int
1713     check_move_on (object *op, object *originator)
1714 elmex 1.1 {
1715 root 1.48 object *tmp;
1716 root 1.49 maptile *m = op->map;
1717 root 1.48 int x = op->x, y = op->y;
1718 root 1.26
1719 root 1.48 MoveType move_on, move_slow, move_block;
1720 root 1.24
1721     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1722     return 0;
1723    
1724     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1725     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1726     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1727    
1728     /* if nothing on this space will slow op down or be applied,
1729     * no need to do checking below. have to make sure move_type
1730     * is set, as lots of objects don't have it set - we treat that
1731     * as walking.
1732     */
1733     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1734     return 0;
1735 elmex 1.1
1736 root 1.24 /* This is basically inverse logic of that below - basically,
1737     * if the object can avoid the move on or slow move, they do so,
1738     * but can't do it if the alternate movement they are using is
1739     * blocked. Logic on this seems confusing, but does seem correct.
1740     */
1741     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1742     return 0;
1743    
1744     /* The objects have to be checked from top to bottom.
1745     * Hence, we first go to the top:
1746     */
1747    
1748 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1749 root 1.24 {
1750     /* Trim the search when we find the first other spell effect
1751     * this helps performance so that if a space has 50 spell objects,
1752     * we don't need to check all of them.
1753     */
1754     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1755     break;
1756     }
1757 root 1.26
1758     for (; tmp; tmp = tmp->below)
1759 root 1.24 {
1760     if (tmp == op)
1761     continue; /* Can't apply yourself */
1762 elmex 1.1
1763 root 1.24 /* Check to see if one of the movement types should be slowed down.
1764     * Second check makes sure that the movement types not being slowed
1765     * (~slow_move) is not blocked on this space - just because the
1766     * space doesn't slow down swimming (for example), if you can't actually
1767     * swim on that space, can't use it to avoid the penalty.
1768     */
1769     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1770     {
1771     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1772     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1773     {
1774 elmex 1.1
1775 root 1.29 float
1776 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1777 elmex 1.1
1778 root 1.24 if (op->type == PLAYER)
1779 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1780     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1781     diff /= 4.0;
1782    
1783 root 1.24 op->speed_left -= diff;
1784 root 1.8 }
1785     }
1786 elmex 1.1
1787 root 1.24 /* Basically same logic as above, except now for actual apply. */
1788     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1789     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1790     {
1791 elmex 1.72 move_apply (tmp, op, originator);
1792 root 1.24
1793 root 1.48 if (op->destroyed ())
1794 root 1.24 return 1;
1795    
1796     /* what the person/creature stepped onto has moved the object
1797     * someplace new. Don't process any further - if we did,
1798     * have a feeling strange problems would result.
1799     */
1800     if (op->map != m || op->x != x || op->y != y)
1801     return 0;
1802 root 1.8 }
1803 elmex 1.1 }
1804 root 1.26
1805 root 1.24 return 0;
1806 elmex 1.1 }
1807    
1808     /*
1809     * present_arch(arch, map, x, y) searches for any objects with
1810     * a matching archetype at the given map and coordinates.
1811     * The first matching object is returned, or NULL if none.
1812     */
1813 root 1.24 object *
1814 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1815 root 1.24 {
1816 root 1.104 if (!m || out_of_map (m, x, y))
1817 root 1.24 {
1818     LOG (llevError, "Present_arch called outside map.\n");
1819     return NULL;
1820     }
1821 root 1.84
1822 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1823 root 1.24 if (tmp->arch == at)
1824 elmex 1.1 return tmp;
1825 root 1.84
1826 elmex 1.1 return NULL;
1827     }
1828    
1829     /*
1830     * present(type, map, x, y) searches for any objects with
1831     * a matching type variable at the given map and coordinates.
1832     * The first matching object is returned, or NULL if none.
1833     */
1834 root 1.24 object *
1835 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1836 root 1.24 {
1837     if (out_of_map (m, x, y))
1838     {
1839     LOG (llevError, "Present called outside map.\n");
1840     return NULL;
1841     }
1842 root 1.84
1843 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1844 root 1.24 if (tmp->type == type)
1845 elmex 1.1 return tmp;
1846 root 1.84
1847 elmex 1.1 return NULL;
1848     }
1849    
1850     /*
1851     * present_in_ob(type, object) searches for any objects with
1852     * a matching type variable in the inventory of the given object.
1853     * The first matching object is returned, or NULL if none.
1854     */
1855 root 1.24 object *
1856     present_in_ob (unsigned char type, const object *op)
1857     {
1858 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1859 root 1.24 if (tmp->type == type)
1860 elmex 1.1 return tmp;
1861 root 1.84
1862 elmex 1.1 return NULL;
1863     }
1864    
1865     /*
1866     * present_in_ob (type, str, object) searches for any objects with
1867     * a matching type & name variable in the inventory of the given object.
1868     * The first matching object is returned, or NULL if none.
1869     * This is mostly used by spell effect code, so that we only
1870     * have one spell effect at a time.
1871     * type can be used to narrow the search - if type is set,
1872     * the type must also match. -1 can be passed for the type,
1873     * in which case the type does not need to pass.
1874     * str is the string to match against. Note that we match against
1875     * the object name, not the archetype name. this is so that the
1876     * spell code can use one object type (force), but change it's name
1877     * to be unique.
1878     */
1879 root 1.24 object *
1880     present_in_ob_by_name (int type, const char *str, const object *op)
1881     {
1882 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1883 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1884     return tmp;
1885 elmex 1.1
1886 root 1.82 return 0;
1887 elmex 1.1 }
1888    
1889     /*
1890     * present_arch_in_ob(archetype, object) searches for any objects with
1891     * a matching archetype in the inventory of the given object.
1892     * The first matching object is returned, or NULL if none.
1893     */
1894 root 1.24 object *
1895     present_arch_in_ob (const archetype *at, const object *op)
1896     {
1897 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1898 root 1.24 if (tmp->arch == at)
1899 elmex 1.1 return tmp;
1900 root 1.82
1901 elmex 1.1 return NULL;
1902     }
1903    
1904     /*
1905     * activate recursively a flag on an object inventory
1906     */
1907 root 1.24 void
1908     flag_inv (object *op, int flag)
1909     {
1910 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1911     {
1912     SET_FLAG (tmp, flag);
1913     flag_inv (tmp, flag);
1914     }
1915 root 1.82 }
1916    
1917     /*
1918     * deactivate recursively a flag on an object inventory
1919     */
1920 root 1.24 void
1921     unflag_inv (object *op, int flag)
1922     {
1923 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1924     {
1925     CLEAR_FLAG (tmp, flag);
1926     unflag_inv (tmp, flag);
1927     }
1928 elmex 1.1 }
1929    
1930     /*
1931     * find_free_spot(object, map, x, y, start, stop) will search for
1932     * a spot at the given map and coordinates which will be able to contain
1933     * the given object. start and stop specifies how many squares
1934     * to search (see the freearr_x/y[] definition).
1935     * It returns a random choice among the alternatives found.
1936     * start and stop are where to start relative to the free_arr array (1,9
1937     * does all 4 immediate directions). This returns the index into the
1938     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1939 root 1.196 * Note: This function does correctly handle tiled maps, but does not
1940 elmex 1.1 * inform the caller. However, insert_ob_in_map will update as
1941     * necessary, so the caller shouldn't need to do any special work.
1942     * Note - updated to take an object instead of archetype - this is necessary
1943     * because arch_blocked (now ob_blocked) needs to know the movement type
1944     * to know if the space in question will block the object. We can't use
1945     * the archetype because that isn't correct if the monster has been
1946     * customized, changed states, etc.
1947     */
1948 root 1.24 int
1949 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1950 root 1.24 {
1951 root 1.190 int altern[SIZEOFFREE];
1952 root 1.82 int index = 0, flag;
1953 root 1.24
1954 root 1.82 for (int i = start; i < stop; i++)
1955 root 1.24 {
1956 root 1.188 mapxy pos (m, x, y); pos.move (i);
1957    
1958     if (!pos.normalise ())
1959     continue;
1960    
1961     mapspace &ms = *pos;
1962 root 1.189
1963     if (ms.flags () & P_IS_ALIVE)
1964     continue;
1965 root 1.188
1966     /* However, often
1967     * ob doesn't have any move type (when used to place exits)
1968     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1969     */
1970 root 1.200 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1971 root 1.190 {
1972     altern [index++] = i;
1973     continue;
1974     }
1975 root 1.24
1976     /* Basically, if we find a wall on a space, we cut down the search size.
1977     * In this way, we won't return spaces that are on another side of a wall.
1978     * This mostly work, but it cuts down the search size in all directions -
1979     * if the space being examined only has a wall to the north and empty
1980     * spaces in all the other directions, this will reduce the search space
1981     * to only the spaces immediately surrounding the target area, and
1982     * won't look 2 spaces south of the target space.
1983     */
1984 root 1.188 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1985     {
1986     stop = maxfree[i];
1987     continue;
1988     }
1989    
1990     /* Note it is intentional that we check ob - the movement type of the
1991     * head of the object should correspond for the entire object.
1992     */
1993     if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1994     continue;
1995    
1996 root 1.196 if (ob->blocked (m, pos.x, pos.y))
1997     continue;
1998    
1999 root 1.188 altern [index++] = i;
2000 elmex 1.1 }
2001 root 1.74
2002 root 1.24 if (!index)
2003     return -1;
2004 root 1.74
2005 root 1.124 return altern [rndm (index)];
2006 elmex 1.1 }
2007    
2008     /*
2009 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2010 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2011     * But it will return the first available spot, not a random choice.
2012     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2013     */
2014 root 1.24 int
2015 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2016 root 1.24 {
2017 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2018 root 1.188 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2019 root 1.82 return i;
2020 root 1.24
2021     return -1;
2022 elmex 1.1 }
2023    
2024     /*
2025     * The function permute(arr, begin, end) randomly reorders the array
2026     * arr[begin..end-1].
2027 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2028 elmex 1.1 */
2029 root 1.24 static void
2030     permute (int *arr, int begin, int end)
2031 elmex 1.1 {
2032 root 1.82 arr += begin;
2033     end -= begin;
2034    
2035     while (--end)
2036 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2037 elmex 1.1 }
2038    
2039     /* new function to make monster searching more efficient, and effective!
2040     * This basically returns a randomized array (in the passed pointer) of
2041     * the spaces to find monsters. In this way, it won't always look for
2042     * monsters to the north first. However, the size of the array passed
2043     * covers all the spaces, so within that size, all the spaces within
2044     * the 3x3 area will be searched, just not in a predictable order.
2045     */
2046 root 1.24 void
2047     get_search_arr (int *search_arr)
2048 elmex 1.1 {
2049 root 1.82 int i;
2050 elmex 1.1
2051 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2052 root 1.82 search_arr[i] = i;
2053 elmex 1.1
2054 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2055     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2056     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2057 elmex 1.1 }
2058    
2059     /*
2060     * find_dir(map, x, y, exclude) will search some close squares in the
2061     * given map at the given coordinates for live objects.
2062     * It will not considered the object given as exclude among possible
2063     * live objects.
2064     * It returns the direction toward the first/closest live object if finds
2065     * any, otherwise 0.
2066     * Perhaps incorrectly, but I'm making the assumption that exclude
2067     * is actually want is going to try and move there. We need this info
2068     * because we have to know what movement the thing looking to move
2069     * there is capable of.
2070     */
2071 root 1.24 int
2072 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2073 root 1.24 {
2074 root 1.82 int i, max = SIZEOFFREE, mflags;
2075 root 1.29
2076     sint16 nx, ny;
2077 root 1.82 object *tmp;
2078     maptile *mp;
2079 root 1.29
2080     MoveType blocked, move_type;
2081 root 1.24
2082 root 1.155 if (exclude && exclude->head_ () != exclude)
2083 root 1.24 {
2084     exclude = exclude->head;
2085     move_type = exclude->move_type;
2086     }
2087     else
2088     {
2089     /* If we don't have anything, presume it can use all movement types. */
2090     move_type = MOVE_ALL;
2091     }
2092    
2093     for (i = 1; i < max; i++)
2094     {
2095     mp = m;
2096     nx = x + freearr_x[i];
2097     ny = y + freearr_y[i];
2098    
2099     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2100 root 1.75
2101 root 1.24 if (mflags & P_OUT_OF_MAP)
2102 root 1.75 max = maxfree[i];
2103 root 1.24 else
2104     {
2105 root 1.82 mapspace &ms = mp->at (nx, ny);
2106    
2107     blocked = ms.move_block;
2108 root 1.24
2109     if ((move_type & blocked) == move_type)
2110 root 1.75 max = maxfree[i];
2111 root 1.24 else if (mflags & P_IS_ALIVE)
2112     {
2113 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2114 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2115 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2116 root 1.75 break;
2117    
2118 root 1.24 if (tmp)
2119 root 1.75 return freedir[i];
2120 root 1.8 }
2121     }
2122 elmex 1.1 }
2123 root 1.75
2124 root 1.24 return 0;
2125 elmex 1.1 }
2126    
2127     /*
2128     * distance(object 1, object 2) will return the square of the
2129     * distance between the two given objects.
2130     */
2131 root 1.24 int
2132     distance (const object *ob1, const object *ob2)
2133     {
2134 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2135 elmex 1.1 }
2136    
2137     /*
2138     * find_dir_2(delta-x,delta-y) will return a direction in which
2139     * an object which has subtracted the x and y coordinates of another
2140     * object, needs to travel toward it.
2141     */
2142 root 1.24 int
2143     find_dir_2 (int x, int y)
2144     {
2145 root 1.75 int q;
2146 elmex 1.1
2147 root 1.24 if (y)
2148     q = x * 100 / y;
2149 elmex 1.1 else if (x)
2150 root 1.24 q = -300 * x;
2151 elmex 1.1 else
2152     return 0;
2153    
2154 root 1.24 if (y > 0)
2155     {
2156     if (q < -242)
2157     return 3;
2158     if (q < -41)
2159     return 2;
2160     if (q < 41)
2161     return 1;
2162     if (q < 242)
2163     return 8;
2164     return 7;
2165     }
2166 elmex 1.1
2167     if (q < -242)
2168 root 1.24 return 7;
2169 elmex 1.1 if (q < -41)
2170 root 1.24 return 6;
2171 elmex 1.1 if (q < 41)
2172 root 1.24 return 5;
2173 elmex 1.1 if (q < 242)
2174 root 1.24 return 4;
2175 elmex 1.1
2176 root 1.24 return 3;
2177 elmex 1.1 }
2178    
2179     /*
2180     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2181     * between two directions (which are expected to be absolute (see absdir())
2182     */
2183 root 1.24 int
2184     dirdiff (int dir1, int dir2)
2185     {
2186 root 1.82 int d;
2187 root 1.24
2188     d = abs (dir1 - dir2);
2189     if (d > 4)
2190 elmex 1.1 d = 8 - d;
2191 root 1.82
2192 elmex 1.1 return d;
2193     }
2194    
2195     /* peterm:
2196     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2197     * Basically, this is a table of directions, and what directions
2198     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2199     * This basically means that if direction is 15, then it could either go
2200     * direction 4, 14, or 16 to get back to where we are.
2201     * Moved from spell_util.c to object.c with the other related direction
2202     * functions.
2203     */
2204 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2205 root 1.24 {0, 0, 0}, /* 0 */
2206     {0, 0, 0}, /* 1 */
2207     {0, 0, 0}, /* 2 */
2208     {0, 0, 0}, /* 3 */
2209     {0, 0, 0}, /* 4 */
2210     {0, 0, 0}, /* 5 */
2211     {0, 0, 0}, /* 6 */
2212     {0, 0, 0}, /* 7 */
2213     {0, 0, 0}, /* 8 */
2214     {8, 1, 2}, /* 9 */
2215     {1, 2, -1}, /* 10 */
2216     {2, 10, 12}, /* 11 */
2217     {2, 3, -1}, /* 12 */
2218     {2, 3, 4}, /* 13 */
2219     {3, 4, -1}, /* 14 */
2220     {4, 14, 16}, /* 15 */
2221     {5, 4, -1}, /* 16 */
2222     {4, 5, 6}, /* 17 */
2223     {6, 5, -1}, /* 18 */
2224     {6, 20, 18}, /* 19 */
2225     {7, 6, -1}, /* 20 */
2226     {6, 7, 8}, /* 21 */
2227     {7, 8, -1}, /* 22 */
2228     {8, 22, 24}, /* 23 */
2229     {8, 1, -1}, /* 24 */
2230     {24, 9, 10}, /* 25 */
2231     {9, 10, -1}, /* 26 */
2232     {10, 11, -1}, /* 27 */
2233     {27, 11, 29}, /* 28 */
2234     {11, 12, -1}, /* 29 */
2235     {12, 13, -1}, /* 30 */
2236     {12, 13, 14}, /* 31 */
2237     {13, 14, -1}, /* 32 */
2238     {14, 15, -1}, /* 33 */
2239     {33, 15, 35}, /* 34 */
2240     {16, 15, -1}, /* 35 */
2241     {17, 16, -1}, /* 36 */
2242     {18, 17, 16}, /* 37 */
2243     {18, 17, -1}, /* 38 */
2244     {18, 19, -1}, /* 39 */
2245     {41, 19, 39}, /* 40 */
2246     {19, 20, -1}, /* 41 */
2247     {20, 21, -1}, /* 42 */
2248     {20, 21, 22}, /* 43 */
2249     {21, 22, -1}, /* 44 */
2250     {23, 22, -1}, /* 45 */
2251     {45, 47, 23}, /* 46 */
2252     {23, 24, -1}, /* 47 */
2253     {24, 9, -1}
2254     }; /* 48 */
2255 elmex 1.1
2256     /* Recursive routine to step back and see if we can
2257     * find a path to that monster that we found. If not,
2258     * we don't bother going toward it. Returns 1 if we
2259     * can see a direct way to get it
2260     * Modified to be map tile aware -.MSW
2261     */
2262 root 1.24 int
2263 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2264 root 1.24 {
2265 root 1.29 sint16 dx, dy;
2266 root 1.75 int mflags;
2267 root 1.24
2268     if (dir < 0)
2269     return 0; /* exit condition: invalid direction */
2270    
2271     dx = x + freearr_x[dir];
2272     dy = y + freearr_y[dir];
2273    
2274     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2275    
2276     /* This functional arguably was incorrect before - it was
2277     * checking for P_WALL - that was basically seeing if
2278     * we could move to the monster - this is being more
2279     * literal on if we can see it. To know if we can actually
2280     * move to the monster, we'd need the monster passed in or
2281     * at least its move type.
2282     */
2283     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2284     return 0;
2285    
2286     /* yes, can see. */
2287     if (dir < 9)
2288     return 1;
2289 root 1.75
2290     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2291     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2292     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2293 root 1.24 }
2294    
2295 elmex 1.1 /*
2296     * can_pick(picker, item): finds out if an object is possible to be
2297     * picked up by the picker. Returnes 1 if it can be
2298     * picked up, otherwise 0.
2299     *
2300     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2301     * core dumps if they do.
2302     *
2303     * Add a check so we can't pick up invisible objects (0.93.8)
2304     */
2305 root 1.24 int
2306     can_pick (const object *who, const object *item)
2307     {
2308     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2309     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2310     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2311 elmex 1.1 }
2312    
2313     /*
2314     * create clone from object to another
2315     */
2316 root 1.24 object *
2317 root 1.230 object::deep_clone ()
2318 root 1.24 {
2319 root 1.230 assert (("deep_clone called on non-head object", is_head ()));
2320 elmex 1.1
2321 root 1.230 object *dst = clone ();
2322 root 1.24
2323 root 1.230 object *prev = dst;
2324     for (object *part = this->more; part; part = part->more)
2325 root 1.24 {
2326 root 1.224 object *tmp = part->clone ();
2327 root 1.230 tmp->head = dst;
2328     prev->more = tmp;
2329 root 1.24 prev = tmp;
2330 elmex 1.1 }
2331 root 1.24
2332 root 1.230 for (object *item = inv; item; item = item->below)
2333     insert_ob_in_ob (item->deep_clone (), dst);
2334 elmex 1.1
2335 root 1.24 return dst;
2336 elmex 1.1 }
2337    
2338     /* This returns the first object in who's inventory that
2339     * has the same type and subtype match.
2340     * returns NULL if no match.
2341     */
2342 root 1.24 object *
2343     find_obj_by_type_subtype (const object *who, int type, int subtype)
2344 elmex 1.1 {
2345 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2346 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2347     return tmp;
2348 elmex 1.1
2349 root 1.82 return 0;
2350 elmex 1.1 }
2351    
2352 root 1.228 const shstr &
2353     object::kv_get (const shstr &key) const
2354 root 1.24 {
2355 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2356     if (kv->key == key)
2357     return kv->value;
2358 root 1.24
2359 root 1.228 return shstr_null;
2360 root 1.24 }
2361 elmex 1.1
2362 root 1.228 void
2363     object::kv_set (const shstr &key, const shstr &value)
2364 root 1.24 {
2365 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2366     if (kv->key == key)
2367     {
2368     kv->value = value;
2369     return;
2370     }
2371 root 1.24
2372 root 1.228 key_value *kv = new key_value;
2373 elmex 1.1
2374 root 1.228 kv->next = key_values;
2375     kv->key = key;
2376     kv->value = value;
2377 root 1.35
2378 root 1.228 key_values = kv;
2379 elmex 1.1 }
2380    
2381 root 1.228 void
2382     object::kv_del (const shstr &key)
2383 root 1.24 {
2384 root 1.228 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2385     if ((*kvp)->key == key)
2386     {
2387     key_value *kv = *kvp;
2388     *kvp = (*kvp)->next;
2389     delete kv;
2390     return;
2391     }
2392 elmex 1.1 }
2393 root 1.31
2394 root 1.34 object::depth_iterator::depth_iterator (object *container)
2395     : iterator_base (container)
2396     {
2397     while (item->inv)
2398     item = item->inv;
2399     }
2400    
2401 root 1.31 void
2402 root 1.34 object::depth_iterator::next ()
2403 root 1.31 {
2404 root 1.34 if (item->below)
2405     {
2406     item = item->below;
2407    
2408     while (item->inv)
2409     item = item->inv;
2410     }
2411 root 1.31 else
2412 root 1.34 item = item->env;
2413 root 1.31 }
2414 root 1.34
2415 elmex 1.97 const char *
2416     object::flag_desc (char *desc, int len) const
2417     {
2418     char *p = desc;
2419     bool first = true;
2420    
2421 root 1.101 *p = 0;
2422    
2423 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2424     {
2425     if (len <= 10) // magic constant!
2426     {
2427     snprintf (p, len, ",...");
2428     break;
2429     }
2430    
2431 root 1.101 if (flag [i])
2432 elmex 1.97 {
2433     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2434     len -= cnt;
2435     p += cnt;
2436     first = false;
2437     }
2438     }
2439    
2440     return desc;
2441     }
2442    
2443 root 1.101 // return a suitable string describing an object in enough detail to find it
2444 root 1.36 const char *
2445     object::debug_desc (char *info) const
2446     {
2447 elmex 1.97 char flagdesc[512];
2448     char info2[256 * 4];
2449 root 1.36 char *p = info;
2450    
2451 root 1.203 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2452     count,
2453     uuid.c_str (),
2454 root 1.36 &name,
2455 root 1.117 title ? "\",title:\"" : "",
2456 elmex 1.97 title ? (const char *)title : "",
2457     flag_desc (flagdesc, 512), type);
2458 root 1.36
2459 root 1.217 if (!flag[FLAG_REMOVED] && env)
2460 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2461    
2462     if (map)
2463 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2464 root 1.36
2465     return info;
2466     }
2467    
2468     const char *
2469     object::debug_desc () const
2470     {
2471 root 1.143 static char info[3][256 * 4];
2472     static int info_idx;
2473 root 1.36
2474 root 1.143 return debug_desc (info [++info_idx % 3]);
2475 root 1.114 }
2476    
2477 root 1.125 struct region *
2478     object::region () const
2479     {
2480     return map ? map->region (x, y)
2481     : region::default_region ();
2482     }
2483    
2484 root 1.129 const materialtype_t *
2485     object::dominant_material () const
2486     {
2487 root 1.165 if (materialtype_t *mt = name_to_material (materialname))
2488     return mt;
2489 root 1.129
2490 root 1.165 return name_to_material (shstr_unknown);
2491 root 1.129 }
2492    
2493 root 1.130 void
2494     object::open_container (object *new_container)
2495     {
2496     if (container == new_container)
2497     return;
2498    
2499 root 1.220 object *old_container = container;
2500    
2501     if (old_container)
2502 root 1.130 {
2503     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2504     return;
2505    
2506     #if 0
2507     // remove the "Close old_container" object.
2508     if (object *closer = old_container->inv)
2509     if (closer->type == CLOSE_CON)
2510     closer->destroy ();
2511     #endif
2512    
2513 root 1.220 // make sure the container is available
2514     esrv_send_item (this, old_container);
2515    
2516 root 1.216 old_container->flag [FLAG_APPLIED] = false;
2517 root 1.130 container = 0;
2518    
2519 root 1.220 // client needs item update to make it work, client bug requires this to be separate
2520 root 1.130 esrv_update_item (UPD_FLAGS, this, old_container);
2521 root 1.220
2522 root 1.130 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2523 root 1.177 play_sound (sound_find ("chest_close"));
2524 root 1.130 }
2525    
2526     if (new_container)
2527     {
2528     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2529     return;
2530    
2531     // TODO: this does not seem to serve any purpose anymore?
2532     #if 0
2533     // insert the "Close Container" object.
2534     if (archetype *closer = new_container->other_arch)
2535     {
2536     object *closer = arch_to_object (new_container->other_arch);
2537     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2538     new_container->insert (closer);
2539     }
2540     #endif
2541    
2542 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2543    
2544 root 1.220 // make sure the container is available, client bug requires this to be separate
2545     esrv_send_item (this, new_container);
2546    
2547 root 1.216 new_container->flag [FLAG_APPLIED] = true;
2548 root 1.130 container = new_container;
2549    
2550 root 1.220 // client needs flag change
2551 root 1.130 esrv_update_item (UPD_FLAGS, this, new_container);
2552 root 1.131 esrv_send_inventory (this, new_container);
2553 root 1.177 play_sound (sound_find ("chest_open"));
2554 root 1.130 }
2555 root 1.220 // else if (!old_container->env && contr && contr->ns)
2556     // contr->ns->floorbox_reset ();
2557 root 1.130 }
2558    
2559 root 1.164 object *
2560     object::force_find (const shstr name)
2561     {
2562     /* cycle through his inventory to look for the MARK we want to
2563     * place
2564     */
2565     for (object *tmp = inv; tmp; tmp = tmp->below)
2566     if (tmp->type == FORCE && tmp->slaying == name)
2567     return splay (tmp);
2568    
2569     return 0;
2570     }
2571    
2572     void
2573     object::force_add (const shstr name, int duration)
2574     {
2575     if (object *force = force_find (name))
2576     force->destroy ();
2577    
2578     object *force = get_archetype (FORCE_NAME);
2579    
2580     force->slaying = name;
2581     force->stats.food = 1;
2582     force->speed_left = -1.f;
2583    
2584     force->set_speed (duration ? 1.f / duration : 0.f);
2585     force->flag [FLAG_IS_USED_UP] = true;
2586     force->flag [FLAG_APPLIED] = true;
2587    
2588     insert (force);
2589     }
2590    
2591 root 1.178 void
2592 root 1.208 object::play_sound (faceidx sound)
2593 root 1.178 {
2594     if (!sound)
2595     return;
2596    
2597     if (flag [FLAG_REMOVED])
2598     return;
2599    
2600     if (env)
2601     {
2602     if (object *pl = in_player ())
2603     pl->contr->play_sound (sound);
2604     }
2605     else
2606     map->play_sound (sound, x, y);
2607     }
2608