ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
Revision: 1.235
Committed: Tue May 6 20:00:12 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.234: +1 -10 lines
Log Message:
*** empty log message ***

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 root 1.233 weight_adjust_for (object *op, sint32 weight)
360 root 1.207 {
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 1.233 // adjust by actual difference to account for rounding errors
376     // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
377     weight = weight_adjust_for (op, op->carrying)
378     - weight_adjust_for (op, op->carrying - weight);
379 root 1.142
380 root 1.212 if (!weight)
381     return;
382    
383 root 1.207 op->carrying += weight;
384 root 1.212
385     if (object *pl = op->visible_to ())
386 root 1.215 if (pl != op) // player is handled lazily
387     esrv_update_item (UPD_WEIGHT, pl, op);
388 root 1.212
389 root 1.207 op = op->env;
390 root 1.24 }
391 root 1.207 }
392 root 1.37
393 root 1.207 /*
394     * this is a recursive function which calculates the weight
395     * an object is carrying. It goes through op and figures out how much
396     * containers are carrying, and sums it up.
397     */
398     void
399     object::update_weight ()
400     {
401     sint32 sum = 0;
402 root 1.37
403 root 1.207 for (object *op = inv; op; op = op->below)
404     {
405     if (op->inv)
406     op->update_weight ();
407 elmex 1.1
408 root 1.207 sum += op->total_weight ();
409     }
410 elmex 1.1
411 root 1.234 sum = weight_adjust_for (this, sum);
412 root 1.212
413     if (sum != carrying)
414     {
415     carrying = sum;
416    
417     if (object *pl = visible_to ())
418 root 1.215 if (pl != this) // player is handled lazily
419     esrv_update_item (UPD_WEIGHT, pl, this);
420 root 1.212 }
421 elmex 1.1 }
422    
423     /*
424 root 1.208 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
425 elmex 1.1 */
426 root 1.53 char *
427 root 1.24 dump_object (object *op)
428     {
429 root 1.53 if (!op)
430     return strdup ("[NULLOBJ]");
431 elmex 1.1
432 root 1.53 object_freezer freezer;
433 root 1.133 op->write (freezer);
434 root 1.53 return freezer.as_string ();
435 elmex 1.1 }
436    
437     /*
438     * get_nearest_part(multi-object, object 2) returns the part of the
439     * multi-object 1 which is closest to the second object.
440     * If it's not a multi-object, it is returned.
441     */
442 root 1.24 object *
443     get_nearest_part (object *op, const object *pl)
444     {
445     object *tmp, *closest;
446     int last_dist, i;
447    
448 root 1.208 if (!op->more)
449 elmex 1.1 return op;
450 root 1.208
451     for (last_dist = distance (op, pl), closest = op, tmp = op->more;
452     tmp;
453     tmp = tmp->more)
454 root 1.24 if ((i = distance (tmp, pl)) < last_dist)
455     closest = tmp, last_dist = i;
456 root 1.208
457 elmex 1.1 return closest;
458     }
459    
460     /*
461     * Returns the object which has the count-variable equal to the argument.
462 root 1.208 * VERRRY slow.
463 elmex 1.1 */
464 root 1.24 object *
465     find_object (tag_t i)
466     {
467 root 1.112 for_all_objects (op)
468     if (op->count == i)
469     return op;
470    
471     return 0;
472 elmex 1.1 }
473    
474     /*
475     * Returns the first object which has a name equal to the argument.
476     * Used only by the patch command, but not all that useful.
477     * Enables features like "patch <name-of-other-player> food 999"
478     */
479 root 1.24 object *
480     find_object_name (const char *str)
481     {
482 root 1.35 shstr_cmp str_ (str);
483 elmex 1.1 object *op;
484 root 1.24
485 root 1.108 for_all_objects (op)
486 root 1.35 if (op->name == str_)
487 elmex 1.1 break;
488 root 1.11
489 elmex 1.1 return op;
490     }
491    
492     /*
493     * Sets the owner and sets the skill and exp pointers to owner's current
494     * skill and experience objects.
495 root 1.183 * ACTUALLY NO! investigate! TODO
496 elmex 1.1 */
497 root 1.24 void
498 root 1.30 object::set_owner (object *owner)
499 elmex 1.1 {
500 root 1.183 // allow objects which own objects
501     if (owner)
502     while (owner->owner)
503     owner = owner->owner;
504 elmex 1.1
505 root 1.198 if (flag [FLAG_FREED])
506     {
507     LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
508     return;
509     }
510    
511 root 1.30 this->owner = owner;
512 elmex 1.1 }
513    
514 root 1.148 int
515     object::slottype () const
516     {
517     if (type == SKILL)
518     {
519     if (IS_COMBAT_SKILL (subtype)) return slot_combat;
520     if (IS_RANGED_SKILL (subtype)) return slot_ranged;
521     }
522     else
523     {
524     if (slot [body_combat].info) return slot_combat;
525     if (slot [body_range ].info) return slot_ranged;
526     }
527    
528     return slot_none;
529     }
530    
531 root 1.147 bool
532     object::change_weapon (object *ob)
533 root 1.144 {
534     if (current_weapon == ob)
535 root 1.147 return true;
536 root 1.146
537 root 1.150 if (chosen_skill)
538     chosen_skill->flag [FLAG_APPLIED] = false;
539    
540 root 1.144 current_weapon = ob;
541 root 1.147 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
542 root 1.146
543 root 1.150 if (chosen_skill)
544     chosen_skill->flag [FLAG_APPLIED] = true;
545    
546 root 1.144 update_stats ();
547 root 1.147
548     if (ob)
549     {
550     // now check wether any body locations became invalid, in which case
551     // we cannot apply the weapon at the moment.
552     for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
553     if (slot[i].used < 0)
554     {
555     current_weapon = chosen_skill = 0;
556     update_stats ();
557    
558     new_draw_info_format (NDI_UNIQUE, 0, this,
559 root 1.156 "You try to balance all your items at once, "
560     "but the %s is just too much for your body. "
561     "[You need to unapply some items first.]", &ob->name);
562 root 1.147 return false;
563     }
564    
565 root 1.148 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 root 1.147 }
567     else
568 root 1.148 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
569 root 1.147
570 root 1.151 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
571     {
572     LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
573     &name, ob->debug_desc ());
574     return false;
575     }
576    
577 root 1.147 return true;
578 root 1.144 }
579    
580 elmex 1.1 /* Zero the key_values on op, decrementing the shared-string
581     * refcounts and freeing the links.
582     */
583 root 1.24 static void
584     free_key_values (object *op)
585 root 1.11 {
586 root 1.137 for (key_value *i = op->key_values; i; )
587 root 1.11 {
588     key_value *next = i->next;
589     delete i;
590 root 1.24
591 root 1.11 i = next;
592 elmex 1.1 }
593 root 1.24
594 root 1.11 op->key_values = 0;
595 elmex 1.1 }
596    
597 root 1.227 /*
598     * copy_to first frees everything allocated by the dst object,
599     * and then copies the contents of itself into the second
600     * object, allocating what needs to be allocated. Basically, any
601     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
602     * if the first object is freed, the pointers in the new object
603     * will point at garbage.
604     */
605     void
606     object::copy_to (object *dst)
607 root 1.11 {
608 root 1.227 dst->remove ();
609     *(object_copy *)dst = *this;
610     dst->flag [FLAG_REMOVED] = true;
611 elmex 1.1
612 root 1.11 /* Copy over key_values, if any. */
613 root 1.227 if (key_values)
614 root 1.14 {
615 root 1.23 key_value *tail = 0;
616 root 1.227 dst->key_values = 0;
617 elmex 1.1
618 root 1.227 for (key_value *i = key_values; i; i = i->next)
619 root 1.11 {
620     key_value *new_link = new key_value;
621 root 1.8
622 root 1.227 new_link->next = 0;
623     new_link->key = i->key;
624 root 1.11 new_link->value = i->value;
625    
626     /* Try and be clever here, too. */
627 root 1.227 if (!dst->key_values)
628 root 1.11 {
629 root 1.227 dst->key_values = new_link;
630 root 1.11 tail = new_link;
631 root 1.8 }
632 root 1.11 else
633     {
634     tail->next = new_link;
635     tail = new_link;
636     }
637 root 1.14 }
638     }
639 root 1.137
640     if (speed < 0)
641 root 1.185 dst->speed_left -= rndm ();
642 root 1.2
643 root 1.87 dst->set_speed (dst->speed);
644 elmex 1.1 }
645    
646 root 1.133 void
647     object::instantiate ()
648     {
649     if (!uuid.seq) // HACK
650 root 1.202 uuid = UUID::gen ();
651 root 1.133
652     speed_left = -0.1f;
653     /* copy the body_info to the body_used - this is only really
654     * need for monsters, but doesn't hurt to do it for everything.
655     * by doing so, when a monster is created, it has good starting
656     * values for the body_used info, so when items are created
657     * for it, they can be properly equipped.
658     */
659 root 1.145 for (int i = NUM_BODY_LOCATIONS; i--; )
660     slot[i].used = slot[i].info;
661 root 1.133
662     attachable::instantiate ();
663     }
664    
665 root 1.65 object *
666     object::clone ()
667     {
668     object *neu = create ();
669     copy_to (neu);
670 root 1.225 neu->map = map; // not copied by copy_to
671 root 1.65 return neu;
672     }
673    
674 elmex 1.1 /*
675     * If an object with the IS_TURNABLE() flag needs to be turned due
676     * to the closest player being on the other side, this function can
677     * be called to update the face variable, _and_ how it looks on the map.
678     */
679 root 1.24 void
680     update_turn_face (object *op)
681     {
682 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
683 root 1.24 return;
684 root 1.96
685 root 1.24 SET_ANIMATION (op, op->direction);
686     update_object (op, UP_OBJ_FACE);
687 elmex 1.1 }
688    
689     /*
690     * Updates the speed of an object. If the speed changes from 0 to another
691     * value, or vice versa, then add/remove the object from the active list.
692     * This function needs to be called whenever the speed of an object changes.
693     */
694 root 1.24 void
695 root 1.87 object::set_speed (float speed)
696 root 1.24 {
697 root 1.87 if (flag [FLAG_FREED] && speed)
698 root 1.24 {
699 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
700     speed = 0;
701 elmex 1.1 }
702 root 1.31
703 root 1.87 this->speed = speed;
704    
705 elmex 1.97 if (has_active_speed ())
706 root 1.98 activate ();
707 root 1.24 else
708 root 1.98 deactivate ();
709 elmex 1.1 }
710    
711     /*
712 root 1.75 * update_object() updates the the map.
713 elmex 1.1 * It takes into account invisible objects (and represent squares covered
714     * by invisible objects by whatever is below them (unless it's another
715     * invisible object, etc...)
716     * If the object being updated is beneath a player, the look-window
717     * of that player is updated (this might be a suboptimal way of
718     * updating that window, though, since update_object() is called _often_)
719     *
720     * action is a hint of what the caller believes need to be done.
721     * current action are:
722     * UP_OBJ_INSERT: op was inserted
723     * UP_OBJ_REMOVE: op was removed
724     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
725     * as that is easier than trying to look at what may have changed.
726     * UP_OBJ_FACE: only the objects face has changed.
727     */
728 root 1.24 void
729     update_object (object *op, int action)
730     {
731 root 1.222 if (!op)
732 root 1.24 {
733     /* this should never happen */
734 root 1.222 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
735 root 1.24 return;
736 elmex 1.1 }
737 root 1.24
738 root 1.222 if (!op->is_on_map ())
739 root 1.24 {
740     /* Animation is currently handled by client, so nothing
741     * to do in this case.
742     */
743     return;
744 elmex 1.1 }
745    
746 root 1.24 /* make sure the object is within map boundaries */
747 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
748 root 1.24 {
749     LOG (llevError, "update_object() called for object out of map!\n");
750 elmex 1.1 #ifdef MANY_CORES
751 root 1.24 abort ();
752 elmex 1.1 #endif
753 root 1.24 return;
754 elmex 1.1 }
755    
756 root 1.76 mapspace &m = op->ms ();
757 elmex 1.1
758 root 1.99 if (!(m.flags_ & P_UPTODATE))
759 root 1.75 /* nop */;
760     else if (action == UP_OBJ_INSERT)
761     {
762     // this is likely overkill, TODO: revisit (schmorp)
763     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
764     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
765     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
766     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
768     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
769     || (m.move_on | op->move_on ) != m.move_on
770     || (m.move_off | op->move_off ) != m.move_off
771     || (m.move_slow | op->move_slow) != m.move_slow
772     /* This isn't perfect, but I don't expect a lot of objects to
773     * to have move_allow right now.
774     */
775     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
776     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
777 root 1.99 m.flags_ = 0;
778 root 1.75 }
779     /* if the object is being removed, we can't make intelligent
780     * decisions, because remove_ob can't really pass the object
781     * that is being removed.
782     */
783 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
784 root 1.99 m.flags_ = 0;
785 root 1.24 else if (action == UP_OBJ_FACE)
786 root 1.29 /* Nothing to do for that case */ ;
787 root 1.24 else
788 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
789 elmex 1.1
790 root 1.75 if (op->more)
791 root 1.24 update_object (op->more, action);
792 elmex 1.1 }
793    
794 root 1.21 object::object ()
795     {
796 root 1.22 SET_FLAG (this, FLAG_REMOVED);
797    
798     expmul = 1.0;
799     face = blank_face;
800     }
801    
802     object::~object ()
803     {
804 root 1.121 unlink ();
805 root 1.119
806 root 1.22 free_key_values (this);
807     }
808    
809 root 1.112 static int object_count;
810    
811 root 1.24 void object::link ()
812 root 1.22 {
813 root 1.112 assert (!index);//D
814 root 1.202 uuid = UUID::gen ();
815 root 1.112 count = ++object_count;
816 root 1.21
817 root 1.109 refcnt_inc ();
818 root 1.108 objects.insert (this);
819 root 1.21 }
820    
821 root 1.24 void object::unlink ()
822 root 1.21 {
823 root 1.121 if (!index)
824     return;
825    
826 root 1.108 objects.erase (this);
827 root 1.109 refcnt_dec ();
828 root 1.98 }
829    
830 root 1.96 void
831 root 1.98 object::activate ()
832 root 1.96 {
833 root 1.98 /* If already on active list, don't do anything */
834 root 1.108 if (active)
835 root 1.98 return;
836    
837 elmex 1.97 if (has_active_speed ())
838 root 1.108 actives.insert (this);
839 root 1.98 }
840 root 1.96
841 root 1.98 void
842     object::activate_recursive ()
843     {
844     activate ();
845    
846 root 1.104 for (object *op = inv; op; op = op->below)
847 root 1.98 op->activate_recursive ();
848 root 1.96 }
849    
850     /* This function removes object 'op' from the list of active
851     * objects.
852     * This should only be used for style maps or other such
853     * reference maps where you don't want an object that isn't
854     * in play chewing up cpu time getting processed.
855     * The reverse of this is to call update_ob_speed, which
856     * will do the right thing based on the speed of the object.
857     */
858     void
859 root 1.98 object::deactivate ()
860 root 1.96 {
861     /* If not on the active list, nothing needs to be done */
862 root 1.108 if (!active)
863 root 1.96 return;
864    
865 root 1.108 actives.erase (this);
866 root 1.98 }
867 root 1.96
868 root 1.98 void
869     object::deactivate_recursive ()
870     {
871 root 1.104 for (object *op = inv; op; op = op->below)
872 root 1.98 op->deactivate_recursive ();
873    
874     deactivate ();
875 root 1.96 }
876    
877 root 1.106 void
878     object::set_flag_inv (int flag, int value)
879     {
880     for (object *op = inv; op; op = op->below)
881     {
882     op->flag [flag] = value;
883     op->set_flag_inv (flag, value);
884     }
885     }
886    
887 root 1.89 /*
888     * Remove and free all objects in the inventory of the given object.
889     * object.c ?
890     */
891     void
892     object::destroy_inv (bool drop_to_ground)
893     {
894 root 1.94 // need to check first, because the checks below might segfault
895     // as we might be on an invalid mapspace and crossfire code
896     // is too buggy to ensure that the inventory is empty.
897 root 1.217 // corollary: if you create arrows etc. with stuff in its inventory,
898 root 1.94 // cf will crash below with off-map x and y
899     if (!inv)
900     return;
901    
902 root 1.89 /* Only if the space blocks everything do we not process -
903     * if some form of movement is allowed, let objects
904     * drop on that space.
905     */
906 root 1.92 if (!drop_to_ground
907     || !map
908 root 1.206 || map->in_memory != MAP_ACTIVE
909 root 1.122 || map->nodrop
910 root 1.95 || ms ().move_block == MOVE_ALL)
911 root 1.89 {
912     while (inv)
913 root 1.92 {
914 root 1.217 inv->destroy_inv (false);
915 root 1.92 inv->destroy ();
916     }
917 root 1.89 }
918     else
919     { /* Put objects in inventory onto this space */
920     while (inv)
921     {
922     object *op = inv;
923    
924     if (op->flag [FLAG_STARTEQUIP]
925     || op->flag [FLAG_NO_DROP]
926     || op->type == RUNE
927     || op->type == TRAP
928 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
929     || op->flag [FLAG_DESTROY_ON_DEATH])
930 root 1.217 op->destroy (true);
931 root 1.89 else
932 root 1.93 map->insert (op, x, y);
933 root 1.89 }
934     }
935     }
936    
937 root 1.21 object *object::create ()
938     {
939 root 1.42 object *op = new object;
940 root 1.22 op->link ();
941     return op;
942 root 1.21 }
943 elmex 1.1
944 root 1.223 static struct freed_map : maptile
945     {
946     freed_map ()
947     {
948     path = "<freed objects map>";
949     name = "/internal/freed_objects_map";
950     width = 3;
951     height = 3;
952     nodrop = 1;
953    
954     alloc ();
955     in_memory = MAP_ACTIVE;
956     }
957 root 1.229
958     ~freed_map ()
959     {
960     destroy ();
961     }
962 root 1.223 } freed_map; // freed objects are moved here to avoid crashes
963    
964 root 1.82 void
965     object::do_destroy ()
966 root 1.14 {
967 root 1.82 if (flag [FLAG_IS_LINKED])
968     remove_button_link (this);
969 root 1.29
970 root 1.82 if (flag [FLAG_FRIENDLY])
971 root 1.140 remove_friendly_object (this);
972 root 1.32
973 root 1.213 remove ();
974    
975     attachable::do_destroy ();
976 root 1.14
977 root 1.112 deactivate ();
978     unlink ();
979 root 1.92
980 root 1.82 flag [FLAG_FREED] = 1;
981 root 1.14
982 root 1.57 // hack to ensure that freed objects still have a valid map
983 root 1.223 map = &freed_map;
984     x = 1;
985     y = 1;
986 root 1.57
987 root 1.88 if (more)
988     {
989     more->destroy ();
990     more = 0;
991     }
992 root 1.82
993 root 1.162 head = 0;
994    
995     // clear those pointers that likely might cause circular references
996     owner = 0;
997     enemy = 0;
998     attacked_by = 0;
999     current_weapon = 0;
1000 root 1.82 }
1001    
1002     void
1003     object::destroy (bool destroy_inventory)
1004     {
1005     if (destroyed ())
1006     return;
1007    
1008 root 1.219 if (!is_head () && !head->destroyed ())
1009     {
1010     LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011     head->destroy (destroy_inventory);
1012 root 1.223 return;
1013 root 1.219 }
1014    
1015 root 1.217 destroy_inv (!destroy_inventory);
1016 root 1.22
1017 root 1.173 if (is_head ())
1018     if (sound_destroy)
1019     play_sound (sound_destroy);
1020     else if (flag [FLAG_MONSTER])
1021     play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1022 root 1.169
1023 root 1.82 attachable::destroy ();
1024 elmex 1.1 }
1025    
1026 root 1.63 /* op->remove ():
1027 elmex 1.1 * This function removes the object op from the linked list of objects
1028     * which it is currently tied to. When this function is done, the
1029     * object will have no environment. If the object previously had an
1030     * environment, the x and y coordinates will be updated to
1031     * the previous environment.
1032     */
1033 root 1.24 void
1034 root 1.128 object::do_remove ()
1035 root 1.24 {
1036 root 1.45 object *tmp, *last = 0;
1037     object *otmp;
1038 root 1.26
1039 root 1.213 if (flag [FLAG_REMOVED])
1040 root 1.29 return;
1041 root 1.24
1042 root 1.82 INVOKE_OBJECT (REMOVE, this);
1043 root 1.26
1044 root 1.213 flag [FLAG_REMOVED] = true;
1045    
1046 root 1.59 if (more)
1047     more->remove ();
1048 root 1.24
1049     /*
1050     * In this case, the object to be removed is in someones
1051     * inventory.
1052     */
1053 root 1.59 if (env)
1054 root 1.24 {
1055 root 1.221 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1056 root 1.220 if (object *pl = visible_to ())
1057     esrv_del_item (pl->contr, count);
1058 root 1.221 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 root 1.220
1060 root 1.208 adjust_weight (env, -total_weight ());
1061 root 1.24
1062 root 1.208 *(above ? &above->below : &env->inv) = below;
1063 root 1.24
1064 root 1.96 if (below)
1065 root 1.59 below->above = above;
1066 root 1.24
1067     /* we set up values so that it could be inserted into
1068     * the map, but we don't actually do that - it is up
1069     * to the caller to decide what we want to do.
1070     */
1071 root 1.208 map = env->map;
1072     x = env->x;
1073     y = env->y;
1074     above = 0;
1075     below = 0;
1076     env = 0;
1077    
1078     /* NO_FIX_PLAYER is set when a great many changes are being
1079     * made to players inventory. If set, avoiding the call
1080     * to save cpu time.
1081     */
1082     if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1083     otmp->update_stats ();
1084 root 1.59 }
1085     else if (map)
1086     {
1087 root 1.220 map->dirty = true;
1088     mapspace &ms = this->ms ();
1089    
1090     if (object *pl = ms.player ())
1091 root 1.96 {
1092 root 1.220 if (type == PLAYER) // this == pl(!)
1093     {
1094     // leaving a spot always closes any open container on the ground
1095     if (container && !container->env)
1096     // this causes spurious floorbox updates, but it ensures
1097     // that the CLOSE event is being sent.
1098     close_container ();
1099    
1100     --map->players;
1101     map->touch ();
1102     }
1103     else if (pl->container == this)
1104     {
1105     // removing a container should close it
1106     close_container ();
1107     }
1108 root 1.130
1109 root 1.220 esrv_del_item (pl->contr, count);
1110 root 1.96 }
1111    
1112 root 1.29 /* link the object above us */
1113 root 1.59 if (above)
1114     above->below = below;
1115 root 1.29 else
1116 root 1.117 ms.top = below; /* we were top, set new top */
1117 root 1.24
1118 root 1.29 /* Relink the object below us, if there is one */
1119 root 1.59 if (below)
1120     below->above = above;
1121 root 1.29 else
1122 root 1.235 ms.bot = above;
1123 root 1.26
1124 root 1.59 above = 0;
1125     below = 0;
1126 root 1.26
1127 root 1.59 if (map->in_memory == MAP_SAVING)
1128 root 1.29 return;
1129 elmex 1.1
1130 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1131 elmex 1.1
1132 root 1.175 if (object *pl = ms.player ())
1133     {
1134     if (pl->container == this)
1135     /* If a container that the player is currently using somehow gets
1136     * removed (most likely destroyed), update the player view
1137     * appropriately.
1138     */
1139     pl->close_container ();
1140    
1141 root 1.218 //TODO: the floorbox prev/next might need updating
1142 root 1.226 //esrv_del_item (pl->contr, count);
1143     //TODO: update floorbox to preserve ordering
1144     if (pl->contr->ns)
1145     pl->contr->ns->floorbox_update ();
1146 root 1.175 }
1147    
1148 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1149 root 1.24 {
1150 root 1.29 /* No point updating the players look faces if he is the object
1151     * being removed.
1152 root 1.24 */
1153 root 1.29
1154 root 1.96 /* See if object moving off should effect something */
1155 root 1.50 if (check_walk_off
1156 root 1.59 && ((move_type & tmp->move_off)
1157     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1158 root 1.29 {
1159 elmex 1.72 move_apply (tmp, this, 0);
1160 root 1.24
1161 root 1.59 if (destroyed ())
1162 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1163 root 1.8 }
1164    
1165 root 1.29 last = tmp;
1166     }
1167 root 1.26
1168 root 1.96 /* last == NULL if there are no objects on this space */
1169     //TODO: this makes little sense, why only update the topmost object?
1170 root 1.59 if (!last)
1171 root 1.99 map->at (x, y).flags_ = 0;
1172 root 1.29 else
1173     update_object (last, UP_OBJ_REMOVE);
1174 root 1.26
1175 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1176 root 1.59 update_all_los (map, x, y);
1177 elmex 1.1 }
1178     }
1179    
1180     /*
1181     * merge_ob(op,top):
1182     *
1183     * This function goes through all objects below and including top, and
1184     * merges op to the first matching object.
1185     * If top is NULL, it is calculated.
1186     * Returns pointer to object if it succeded in the merge, otherwise NULL
1187     */
1188 root 1.24 object *
1189     merge_ob (object *op, object *top)
1190     {
1191     if (!op->nrof)
1192 elmex 1.1 return 0;
1193 root 1.29
1194 root 1.194 if (!top)
1195 root 1.82 for (top = op; top && top->above; top = top->above)
1196     ;
1197 root 1.29
1198 root 1.82 for (; top; top = top->below)
1199 root 1.214 if (object::can_merge (op, top))
1200     {
1201     top->nrof += op->nrof;
1202    
1203     if (object *pl = top->visible_to ())
1204     esrv_update_item (UPD_NROF, pl, top);
1205    
1206     op->weight = 0; // cancel the addition above
1207     op->carrying = 0; // must be 0 already
1208 root 1.66
1209 root 1.214 op->destroy (1);
1210 root 1.24
1211 root 1.214 return top;
1212     }
1213 root 1.29
1214 root 1.45 return 0;
1215 elmex 1.1 }
1216    
1217 root 1.138 void
1218     object::expand_tail ()
1219     {
1220     if (more)
1221     return;
1222    
1223     object *prev = this;
1224    
1225 root 1.160 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1226 root 1.138 {
1227     object *op = arch_to_object (at);
1228    
1229     op->name = name;
1230     op->name_pl = name_pl;
1231     op->title = title;
1232    
1233     op->head = this;
1234     prev->more = op;
1235    
1236     prev = op;
1237     }
1238     }
1239    
1240 elmex 1.1 /*
1241 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1242     * job preparing multi-part monsters.
1243 elmex 1.1 */
1244 root 1.24 object *
1245 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1246 root 1.24 {
1247 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1248 root 1.24 {
1249 root 1.159 tmp->x = x + tmp->arch->x;
1250     tmp->y = y + tmp->arch->y;
1251 elmex 1.1 }
1252 root 1.29
1253 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1254 elmex 1.1 }
1255    
1256     /*
1257     * insert_ob_in_map (op, map, originator, flag):
1258     * This function inserts the object in the two-way linked list
1259     * which represents what is on a map.
1260     * The second argument specifies the map, and the x and y variables
1261     * in the object about to be inserted specifies the position.
1262     *
1263     * originator: Player, monster or other object that caused 'op' to be inserted
1264     * into 'map'. May be NULL.
1265     *
1266     * flag is a bitmask about special things to do (or not do) when this
1267     * function is called. see the object.h file for the INS_ values.
1268     * Passing 0 for flag gives proper default values, so flag really only needs
1269     * to be set if special handling is needed.
1270     *
1271     * Return value:
1272     * new object if 'op' was merged with other object
1273     * NULL if 'op' was destroyed
1274     * just 'op' otherwise
1275     */
1276 root 1.24 object *
1277 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1278 elmex 1.1 {
1279 root 1.138 assert (!op->flag [FLAG_FREED]);
1280    
1281 root 1.117 op->remove ();
1282    
1283 root 1.187 /* Ideally, the caller figures this out. However, it complicates a lot
1284     * of areas of callers (eg, anything that uses find_free_spot would now
1285     * need extra work
1286     */
1287     if (!xy_normalise (m, op->x, op->y))
1288 root 1.24 {
1289 root 1.232 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1290 root 1.187 return 0;
1291 elmex 1.1 }
1292 root 1.25
1293 root 1.117 if (object *more = op->more)
1294 root 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1295     return 0;
1296 root 1.25
1297 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1298 root 1.8
1299 root 1.117 op->map = m;
1300     mapspace &ms = op->ms ();
1301 root 1.24
1302     /* this has to be done after we translate the coordinates.
1303     */
1304     if (op->nrof && !(flag & INS_NO_MERGE))
1305 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1306 root 1.66 if (object::can_merge (op, tmp))
1307 root 1.25 {
1308 root 1.218 // TODO: we atcually want to update tmp, not op,
1309     // but some caller surely breaks when we return tmp
1310     // from here :/
1311 root 1.25 op->nrof += tmp->nrof;
1312 root 1.208 tmp->destroy (1);
1313 root 1.25 }
1314 root 1.24
1315     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1316     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1317 root 1.25
1318 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1319     CLEAR_FLAG (op, FLAG_NO_STEAL);
1320    
1321     if (flag & INS_BELOW_ORIGINATOR)
1322     {
1323     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1324     {
1325     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1326     abort ();
1327     }
1328 root 1.25
1329 root 1.24 op->above = originator;
1330     op->below = originator->below;
1331 root 1.25
1332 root 1.24 if (op->below)
1333     op->below->above = op;
1334     else
1335 root 1.117 ms.bot = op;
1336 root 1.25
1337 root 1.24 /* since *below* originator, no need to update top */
1338     originator->below = op;
1339 elmex 1.1 }
1340 root 1.24 else
1341     {
1342 root 1.218 object *top, *floor = NULL;
1343    
1344 root 1.117 top = ms.bot;
1345    
1346 root 1.24 /* If there are other objects, then */
1347 root 1.191 if (top)
1348 root 1.24 {
1349 root 1.96 object *last = 0;
1350 root 1.24
1351     /*
1352     * If there are multiple objects on this space, we do some trickier handling.
1353     * We've already dealt with merging if appropriate.
1354     * Generally, we want to put the new object on top. But if
1355     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1356     * floor, we want to insert above that and no further.
1357     * Also, if there are spell objects on this space, we stop processing
1358     * once we get to them. This reduces the need to traverse over all of
1359     * them when adding another one - this saves quite a bit of cpu time
1360     * when lots of spells are cast in one area. Currently, it is presumed
1361     * that flying non pickable objects are spell objects.
1362     */
1363 root 1.117 for (top = ms.bot; top; top = top->above)
1364 root 1.24 {
1365     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1366     floor = top;
1367 root 1.26
1368 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))
1369     {
1370     /* We insert above top, so we want this object below this */
1371     top = top->below;
1372     break;
1373     }
1374 root 1.26
1375 root 1.24 last = top;
1376     }
1377 root 1.26
1378 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1379     top = last;
1380 root 1.8
1381 root 1.24 /* We let update_position deal with figuring out what the space
1382     * looks like instead of lots of conditions here.
1383     * makes things faster, and effectively the same result.
1384     */
1385    
1386     /* Have object 'fall below' other objects that block view.
1387 root 1.135 * Unless those objects are exits.
1388 root 1.24 * If INS_ON_TOP is used, don't do this processing
1389     * Need to find the object that in fact blocks view, otherwise
1390     * stacking is a bit odd.
1391     */
1392 root 1.117 if (!(flag & INS_ON_TOP)
1393     && ms.flags () & P_BLOCKSVIEW
1394 root 1.135 && (op->face && !faces [op->face].visibility))
1395 root 1.24 {
1396     for (last = top; last != floor; last = last->below)
1397     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1398     break;
1399 root 1.117
1400 root 1.24 /* Check to see if we found the object that blocks view,
1401     * and make sure we have a below pointer for it so that
1402     * we can get inserted below this one, which requires we
1403     * set top to the object below us.
1404     */
1405     if (last && last->below && last != floor)
1406     top = last->below;
1407 root 1.8 }
1408 root 1.24 } /* If objects on this space */
1409 root 1.25
1410 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1411     top = floor;
1412    
1413     /* Top is the object that our object (op) is going to get inserted above.
1414     */
1415    
1416     /* First object on this space */
1417     if (!top)
1418     {
1419 root 1.117 op->above = ms.bot;
1420 root 1.25
1421 root 1.24 if (op->above)
1422     op->above->below = op;
1423 root 1.25
1424 root 1.96 op->below = 0;
1425 root 1.117 ms.bot = op;
1426 root 1.24 }
1427     else
1428     { /* get inserted into the stack above top */
1429     op->above = top->above;
1430 root 1.25
1431 root 1.24 if (op->above)
1432     op->above->below = op;
1433 root 1.25
1434 root 1.24 op->below = top;
1435     top->above = op;
1436     }
1437 root 1.25
1438 root 1.96 if (!op->above)
1439 root 1.117 ms.top = op;
1440 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1441 root 1.8
1442 root 1.24 if (op->type == PLAYER)
1443 root 1.96 {
1444     op->contr->do_los = 1;
1445     ++op->map->players;
1446 root 1.100 op->map->touch ();
1447 root 1.96 }
1448 root 1.24
1449 root 1.98 op->map->dirty = true;
1450    
1451 root 1.191 if (object *pl = ms.player ())
1452 root 1.218 //TODO: the floorbox prev/next might need updating
1453 root 1.226 //esrv_send_item (pl, op);
1454     //TODO: update floorbox to preserve ordering
1455     if (pl->contr->ns)
1456     pl->contr->ns->floorbox_update ();
1457 root 1.24
1458     /* If this object glows, it may affect lighting conditions that are
1459     * visible to others on this map. But update_all_los is really
1460     * an inefficient way to do this, as it means los for all players
1461     * on the map will get recalculated. The players could very well
1462     * be far away from this change and not affected in any way -
1463     * this should get redone to only look for players within range,
1464 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1465 root 1.24 * of effect may be sufficient.
1466     */
1467 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1468 root 1.24 update_all_los (op->map, op->x, op->y);
1469    
1470     /* updates flags (blocked, alive, no magic, etc) for this map space */
1471     update_object (op, UP_OBJ_INSERT);
1472    
1473 root 1.82 INVOKE_OBJECT (INSERT, op);
1474    
1475 root 1.24 /* Don't know if moving this to the end will break anything. However,
1476 root 1.70 * we want to have floorbox_update called before calling this.
1477 root 1.24 *
1478     * check_move_on() must be after this because code called from
1479     * check_move_on() depends on correct map flags (so functions like
1480     * blocked() and wall() work properly), and these flags are updated by
1481     * update_object().
1482     */
1483    
1484     /* if this is not the head or flag has been passed, don't check walk on status */
1485 root 1.155 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1486 root 1.24 {
1487     if (check_move_on (op, originator))
1488 root 1.82 return 0;
1489 elmex 1.1
1490 root 1.24 /* If we are a multi part object, lets work our way through the check
1491     * walk on's.
1492     */
1493 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1494 root 1.24 if (check_move_on (tmp, originator))
1495 root 1.82 return 0;
1496 elmex 1.1 }
1497 root 1.25
1498 root 1.24 return op;
1499 elmex 1.1 }
1500    
1501     /* this function inserts an object in the map, but if it
1502 root 1.75 * finds an object of its own type, it'll remove that one first.
1503     * op is the object to insert it under: supplies x and the map.
1504 elmex 1.1 */
1505 root 1.24 void
1506     replace_insert_ob_in_map (const char *arch_string, object *op)
1507     {
1508     /* first search for itself and remove any old instances */
1509 elmex 1.1
1510 root 1.208 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1511 root 1.158 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1512 root 1.208 tmp->destroy (1);
1513    
1514     object *tmp = arch_to_object (archetype::find (arch_string));
1515 elmex 1.1
1516 root 1.208 tmp->x = op->x;
1517     tmp->y = op->y;
1518 elmex 1.1
1519 root 1.208 insert_ob_in_map (tmp, op->map, op, 0);
1520 root 1.24 }
1521 elmex 1.1
1522 root 1.93 object *
1523     object::insert_at (object *where, object *originator, int flags)
1524     {
1525 root 1.205 if (where->env)
1526     return where->env->insert (this);
1527     else
1528     return where->map->insert (this, where->x, where->y, originator, flags);
1529 root 1.93 }
1530    
1531 elmex 1.1 /*
1532 root 1.209 * decrease(object, number) decreases a specified number from
1533 root 1.208 * the amount of an object. If the amount reaches 0, the object
1534 elmex 1.1 * is subsequently removed and freed.
1535     *
1536     * Return value: 'op' if something is left, NULL if the amount reached 0
1537     */
1538 root 1.208 bool
1539 root 1.209 object::decrease (sint32 nr)
1540 elmex 1.1 {
1541 root 1.212 if (!nr)
1542     return true;
1543    
1544 root 1.208 nr = min (nr, nrof);
1545 elmex 1.1
1546 root 1.208 nrof -= nr;
1547 root 1.24
1548 root 1.208 if (nrof)
1549 elmex 1.1 {
1550 root 1.208 adjust_weight (env, -weight * nr); // carrying == 0
1551 elmex 1.1
1552 root 1.212 if (object *pl = visible_to ())
1553     esrv_update_item (UPD_NROF, pl, this);
1554 root 1.29
1555 root 1.212 return true;
1556 elmex 1.1 }
1557 root 1.24 else
1558     {
1559 root 1.212 destroy (1);
1560     return false;
1561 elmex 1.1 }
1562     }
1563    
1564 root 1.209 /*
1565 root 1.210 * split(ob,nr) splits up ob into two parts. The part which
1566 root 1.209 * is returned contains nr objects, and the remaining parts contains
1567 root 1.210 * the rest (or is removed and returned if that number is 0).
1568     * On failure, NULL is returned.
1569 root 1.209 */
1570 root 1.208 object *
1571 root 1.209 object::split (sint32 nr)
1572 root 1.208 {
1573 root 1.212 int have = number_of ();
1574    
1575     if (have < nr)
1576 root 1.209 return 0;
1577 root 1.212 else if (have == nr)
1578 root 1.209 {
1579     remove ();
1580     return this;
1581     }
1582     else
1583     {
1584     decrease (nr);
1585    
1586 root 1.230 object *op = deep_clone ();
1587 root 1.209 op->nrof = nr;
1588     return op;
1589     }
1590     }
1591    
1592 root 1.24 object *
1593     insert_ob_in_ob (object *op, object *where)
1594     {
1595 root 1.59 if (!where)
1596 root 1.24 {
1597 root 1.53 char *dump = dump_object (op);
1598     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1599     free (dump);
1600 root 1.24 return op;
1601     }
1602 root 1.29
1603 root 1.154 if (where->head_ () != where)
1604 root 1.24 {
1605 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1606 root 1.24 where = where->head;
1607     }
1608 root 1.29
1609 root 1.59 return where->insert (op);
1610     }
1611    
1612     /*
1613     * env->insert (op)
1614     * This function inserts the object op in the linked list
1615     * inside the object environment.
1616     *
1617     * The function returns now pointer to inserted item, and return value can
1618     * be != op, if items are merged. -Tero
1619     */
1620     object *
1621     object::insert (object *op)
1622     {
1623 root 1.24 if (op->more)
1624     {
1625     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1626     return op;
1627     }
1628 root 1.29
1629 root 1.208 op->remove ();
1630    
1631     op->flag [FLAG_OBJ_ORIGINAL] = 0;
1632 root 1.182
1633 root 1.24 if (op->nrof)
1634 root 1.208 for (object *tmp = inv; tmp; tmp = tmp->below)
1635     if (object::can_merge (tmp, op))
1636     {
1637     /* return the original object and remove inserted object
1638     (client needs the original object) */
1639     tmp->nrof += op->nrof;
1640 root 1.214
1641     if (object *pl = tmp->visible_to ())
1642     esrv_update_item (UPD_NROF, pl, tmp);
1643    
1644 root 1.210 adjust_weight (this, op->total_weight ());
1645    
1646 root 1.208 op->destroy (1);
1647     op = tmp;
1648     goto inserted;
1649     }
1650    
1651     op->owner = 0; // it's his/hers now. period.
1652     op->map = 0;
1653     op->x = 0;
1654     op->y = 0;
1655    
1656     op->above = 0;
1657     op->below = inv;
1658     op->env = this;
1659    
1660     if (inv)
1661     inv->above = op;
1662 root 1.24
1663 root 1.208 inv = op;
1664 elmex 1.1
1665 root 1.208 op->flag [FLAG_REMOVED] = 0;
1666 elmex 1.1
1667 root 1.214 if (object *pl = op->visible_to ())
1668     esrv_send_item (pl, op);
1669    
1670 root 1.208 adjust_weight (this, op->total_weight ());
1671 elmex 1.1
1672 root 1.208 inserted:
1673 elmex 1.1 /* reset the light list and los of the players on the map */
1674 root 1.208 if (op->glow_radius && map && map->darkness)
1675     update_all_los (map, x, y);
1676 elmex 1.1
1677 root 1.214 // if this is a player's inventory, update stats
1678     if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1679     update_stats ();
1680 root 1.59
1681 root 1.82 INVOKE_OBJECT (INSERT, this);
1682    
1683 elmex 1.1 return op;
1684     }
1685    
1686     /*
1687     * Checks if any objects has a move_type that matches objects
1688     * that effect this object on this space. Call apply() to process
1689     * these events.
1690     *
1691     * Any speed-modification due to SLOW_MOVE() of other present objects
1692     * will affect the speed_left of the object.
1693     *
1694     * originator: Player, monster or other object that caused 'op' to be inserted
1695     * into 'map'. May be NULL.
1696     *
1697     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1698     *
1699     * 4-21-95 added code to check if appropriate skill was readied - this will
1700     * permit faster movement by the player through this terrain. -b.t.
1701     *
1702     * MSW 2001-07-08: Check all objects on space, not just those below
1703     * object being inserted. insert_ob_in_map may not put new objects
1704     * on top.
1705     */
1706 root 1.24 int
1707     check_move_on (object *op, object *originator)
1708 elmex 1.1 {
1709 root 1.48 object *tmp;
1710 root 1.49 maptile *m = op->map;
1711 root 1.48 int x = op->x, y = op->y;
1712 root 1.26
1713 root 1.48 MoveType move_on, move_slow, move_block;
1714 root 1.24
1715     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1716     return 0;
1717    
1718     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1719     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1720     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1721    
1722     /* if nothing on this space will slow op down or be applied,
1723     * no need to do checking below. have to make sure move_type
1724     * is set, as lots of objects don't have it set - we treat that
1725     * as walking.
1726     */
1727     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1728     return 0;
1729 elmex 1.1
1730 root 1.24 /* This is basically inverse logic of that below - basically,
1731     * if the object can avoid the move on or slow move, they do so,
1732     * but can't do it if the alternate movement they are using is
1733     * blocked. Logic on this seems confusing, but does seem correct.
1734     */
1735     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1736     return 0;
1737    
1738     /* The objects have to be checked from top to bottom.
1739     * Hence, we first go to the top:
1740     */
1741    
1742 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1743 root 1.24 {
1744     /* Trim the search when we find the first other spell effect
1745     * this helps performance so that if a space has 50 spell objects,
1746     * we don't need to check all of them.
1747     */
1748     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1749     break;
1750     }
1751 root 1.26
1752     for (; tmp; tmp = tmp->below)
1753 root 1.24 {
1754     if (tmp == op)
1755     continue; /* Can't apply yourself */
1756 elmex 1.1
1757 root 1.24 /* Check to see if one of the movement types should be slowed down.
1758     * Second check makes sure that the movement types not being slowed
1759     * (~slow_move) is not blocked on this space - just because the
1760     * space doesn't slow down swimming (for example), if you can't actually
1761     * swim on that space, can't use it to avoid the penalty.
1762     */
1763     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1764     {
1765     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1766     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1767     {
1768 elmex 1.1
1769 root 1.29 float
1770 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1771 elmex 1.1
1772 root 1.24 if (op->type == PLAYER)
1773 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1774     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1775     diff /= 4.0;
1776    
1777 root 1.24 op->speed_left -= diff;
1778 root 1.8 }
1779     }
1780 elmex 1.1
1781 root 1.24 /* Basically same logic as above, except now for actual apply. */
1782     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1783     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1784     {
1785 elmex 1.72 move_apply (tmp, op, originator);
1786 root 1.24
1787 root 1.48 if (op->destroyed ())
1788 root 1.24 return 1;
1789    
1790     /* what the person/creature stepped onto has moved the object
1791     * someplace new. Don't process any further - if we did,
1792     * have a feeling strange problems would result.
1793     */
1794     if (op->map != m || op->x != x || op->y != y)
1795     return 0;
1796 root 1.8 }
1797 elmex 1.1 }
1798 root 1.26
1799 root 1.24 return 0;
1800 elmex 1.1 }
1801    
1802     /*
1803     * present_arch(arch, map, x, y) searches for any objects with
1804     * a matching archetype at the given map and coordinates.
1805     * The first matching object is returned, or NULL if none.
1806     */
1807 root 1.24 object *
1808 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1809 root 1.24 {
1810 root 1.104 if (!m || out_of_map (m, x, y))
1811 root 1.24 {
1812     LOG (llevError, "Present_arch called outside map.\n");
1813     return NULL;
1814     }
1815 root 1.84
1816 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1817 root 1.231 if (tmp->arch->archname == at->archname)
1818 elmex 1.1 return tmp;
1819 root 1.84
1820 elmex 1.1 return NULL;
1821     }
1822    
1823     /*
1824     * present(type, map, x, y) searches for any objects with
1825     * a matching type variable at the given map and coordinates.
1826     * The first matching object is returned, or NULL if none.
1827     */
1828 root 1.24 object *
1829 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1830 root 1.24 {
1831     if (out_of_map (m, x, y))
1832     {
1833     LOG (llevError, "Present called outside map.\n");
1834     return NULL;
1835     }
1836 root 1.84
1837 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1838 root 1.24 if (tmp->type == type)
1839 elmex 1.1 return tmp;
1840 root 1.84
1841 elmex 1.1 return NULL;
1842     }
1843    
1844     /*
1845     * present_in_ob(type, object) searches for any objects with
1846     * a matching type variable in the inventory of the given object.
1847     * The first matching object is returned, or NULL if none.
1848     */
1849 root 1.24 object *
1850     present_in_ob (unsigned char type, const object *op)
1851     {
1852 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1853 root 1.24 if (tmp->type == type)
1854 elmex 1.1 return tmp;
1855 root 1.84
1856 elmex 1.1 return NULL;
1857     }
1858    
1859     /*
1860     * present_in_ob (type, str, object) searches for any objects with
1861     * a matching type & name variable in the inventory of the given object.
1862     * The first matching object is returned, or NULL if none.
1863     * This is mostly used by spell effect code, so that we only
1864     * have one spell effect at a time.
1865     * type can be used to narrow the search - if type is set,
1866     * the type must also match. -1 can be passed for the type,
1867     * in which case the type does not need to pass.
1868     * str is the string to match against. Note that we match against
1869     * the object name, not the archetype name. this is so that the
1870     * spell code can use one object type (force), but change it's name
1871     * to be unique.
1872     */
1873 root 1.24 object *
1874     present_in_ob_by_name (int type, const char *str, const object *op)
1875     {
1876 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1877 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1878     return tmp;
1879 elmex 1.1
1880 root 1.82 return 0;
1881 elmex 1.1 }
1882    
1883     /*
1884     * present_arch_in_ob(archetype, object) searches for any objects with
1885     * a matching archetype in the inventory of the given object.
1886     * The first matching object is returned, or NULL if none.
1887     */
1888 root 1.24 object *
1889     present_arch_in_ob (const archetype *at, const object *op)
1890     {
1891 root 1.231 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1892     if (tmp->arch->archname == at->archname)
1893 elmex 1.1 return tmp;
1894 root 1.82
1895 elmex 1.1 return NULL;
1896     }
1897    
1898     /*
1899     * activate recursively a flag on an object inventory
1900     */
1901 root 1.24 void
1902     flag_inv (object *op, int flag)
1903     {
1904 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1905     {
1906     SET_FLAG (tmp, flag);
1907     flag_inv (tmp, flag);
1908     }
1909 root 1.82 }
1910    
1911     /*
1912     * deactivate recursively a flag on an object inventory
1913     */
1914 root 1.24 void
1915     unflag_inv (object *op, int flag)
1916     {
1917 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1918     {
1919     CLEAR_FLAG (tmp, flag);
1920     unflag_inv (tmp, flag);
1921     }
1922 elmex 1.1 }
1923    
1924     /*
1925     * find_free_spot(object, map, x, y, start, stop) will search for
1926     * a spot at the given map and coordinates which will be able to contain
1927     * the given object. start and stop specifies how many squares
1928     * to search (see the freearr_x/y[] definition).
1929     * It returns a random choice among the alternatives found.
1930     * start and stop are where to start relative to the free_arr array (1,9
1931     * does all 4 immediate directions). This returns the index into the
1932     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1933 root 1.196 * Note: This function does correctly handle tiled maps, but does not
1934 elmex 1.1 * inform the caller. However, insert_ob_in_map will update as
1935     * necessary, so the caller shouldn't need to do any special work.
1936     * Note - updated to take an object instead of archetype - this is necessary
1937     * because arch_blocked (now ob_blocked) needs to know the movement type
1938     * to know if the space in question will block the object. We can't use
1939     * the archetype because that isn't correct if the monster has been
1940     * customized, changed states, etc.
1941     */
1942 root 1.24 int
1943 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1944 root 1.24 {
1945 root 1.190 int altern[SIZEOFFREE];
1946 root 1.82 int index = 0, flag;
1947 root 1.24
1948 root 1.82 for (int i = start; i < stop; i++)
1949 root 1.24 {
1950 root 1.188 mapxy pos (m, x, y); pos.move (i);
1951    
1952     if (!pos.normalise ())
1953     continue;
1954    
1955     mapspace &ms = *pos;
1956 root 1.189
1957     if (ms.flags () & P_IS_ALIVE)
1958     continue;
1959 root 1.188
1960     /* However, often
1961     * ob doesn't have any move type (when used to place exits)
1962     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1963     */
1964 root 1.200 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1965 root 1.190 {
1966     altern [index++] = i;
1967     continue;
1968     }
1969 root 1.24
1970     /* Basically, if we find a wall on a space, we cut down the search size.
1971     * In this way, we won't return spaces that are on another side of a wall.
1972     * This mostly work, but it cuts down the search size in all directions -
1973     * if the space being examined only has a wall to the north and empty
1974     * spaces in all the other directions, this will reduce the search space
1975     * to only the spaces immediately surrounding the target area, and
1976     * won't look 2 spaces south of the target space.
1977     */
1978 root 1.188 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1979     {
1980     stop = maxfree[i];
1981     continue;
1982     }
1983    
1984     /* Note it is intentional that we check ob - the movement type of the
1985     * head of the object should correspond for the entire object.
1986     */
1987     if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1988     continue;
1989    
1990 root 1.196 if (ob->blocked (m, pos.x, pos.y))
1991     continue;
1992    
1993 root 1.188 altern [index++] = i;
1994 elmex 1.1 }
1995 root 1.74
1996 root 1.24 if (!index)
1997     return -1;
1998 root 1.74
1999 root 1.124 return altern [rndm (index)];
2000 elmex 1.1 }
2001    
2002     /*
2003 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2004 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2005     * But it will return the first available spot, not a random choice.
2006     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2007     */
2008 root 1.24 int
2009 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2010 root 1.24 {
2011 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2012 root 1.188 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2013 root 1.82 return i;
2014 root 1.24
2015     return -1;
2016 elmex 1.1 }
2017    
2018     /*
2019     * The function permute(arr, begin, end) randomly reorders the array
2020     * arr[begin..end-1].
2021 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2022 elmex 1.1 */
2023 root 1.24 static void
2024     permute (int *arr, int begin, int end)
2025 elmex 1.1 {
2026 root 1.82 arr += begin;
2027     end -= begin;
2028    
2029     while (--end)
2030 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2031 elmex 1.1 }
2032    
2033     /* new function to make monster searching more efficient, and effective!
2034     * This basically returns a randomized array (in the passed pointer) of
2035     * the spaces to find monsters. In this way, it won't always look for
2036     * monsters to the north first. However, the size of the array passed
2037     * covers all the spaces, so within that size, all the spaces within
2038     * the 3x3 area will be searched, just not in a predictable order.
2039     */
2040 root 1.24 void
2041     get_search_arr (int *search_arr)
2042 elmex 1.1 {
2043 root 1.82 int i;
2044 elmex 1.1
2045 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2046 root 1.82 search_arr[i] = i;
2047 elmex 1.1
2048 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2049     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2050     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2051 elmex 1.1 }
2052    
2053     /*
2054     * find_dir(map, x, y, exclude) will search some close squares in the
2055     * given map at the given coordinates for live objects.
2056     * It will not considered the object given as exclude among possible
2057     * live objects.
2058     * It returns the direction toward the first/closest live object if finds
2059     * any, otherwise 0.
2060     * Perhaps incorrectly, but I'm making the assumption that exclude
2061     * is actually want is going to try and move there. We need this info
2062     * because we have to know what movement the thing looking to move
2063     * there is capable of.
2064     */
2065 root 1.24 int
2066 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2067 root 1.24 {
2068 root 1.82 int i, max = SIZEOFFREE, mflags;
2069 root 1.29
2070     sint16 nx, ny;
2071 root 1.82 object *tmp;
2072     maptile *mp;
2073 root 1.29
2074     MoveType blocked, move_type;
2075 root 1.24
2076 root 1.155 if (exclude && exclude->head_ () != exclude)
2077 root 1.24 {
2078     exclude = exclude->head;
2079     move_type = exclude->move_type;
2080     }
2081     else
2082     {
2083     /* If we don't have anything, presume it can use all movement types. */
2084     move_type = MOVE_ALL;
2085     }
2086    
2087     for (i = 1; i < max; i++)
2088     {
2089     mp = m;
2090     nx = x + freearr_x[i];
2091     ny = y + freearr_y[i];
2092    
2093     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2094 root 1.75
2095 root 1.24 if (mflags & P_OUT_OF_MAP)
2096 root 1.75 max = maxfree[i];
2097 root 1.24 else
2098     {
2099 root 1.82 mapspace &ms = mp->at (nx, ny);
2100    
2101     blocked = ms.move_block;
2102 root 1.24
2103     if ((move_type & blocked) == move_type)
2104 root 1.75 max = maxfree[i];
2105 root 1.24 else if (mflags & P_IS_ALIVE)
2106     {
2107 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2108 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2109 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2110 root 1.75 break;
2111    
2112 root 1.24 if (tmp)
2113 root 1.75 return freedir[i];
2114 root 1.8 }
2115     }
2116 elmex 1.1 }
2117 root 1.75
2118 root 1.24 return 0;
2119 elmex 1.1 }
2120    
2121     /*
2122     * distance(object 1, object 2) will return the square of the
2123     * distance between the two given objects.
2124     */
2125 root 1.24 int
2126     distance (const object *ob1, const object *ob2)
2127     {
2128 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2129 elmex 1.1 }
2130    
2131     /*
2132     * find_dir_2(delta-x,delta-y) will return a direction in which
2133     * an object which has subtracted the x and y coordinates of another
2134     * object, needs to travel toward it.
2135     */
2136 root 1.24 int
2137     find_dir_2 (int x, int y)
2138     {
2139 root 1.75 int q;
2140 elmex 1.1
2141 root 1.24 if (y)
2142     q = x * 100 / y;
2143 elmex 1.1 else if (x)
2144 root 1.24 q = -300 * x;
2145 elmex 1.1 else
2146     return 0;
2147    
2148 root 1.24 if (y > 0)
2149     {
2150     if (q < -242)
2151     return 3;
2152     if (q < -41)
2153     return 2;
2154     if (q < 41)
2155     return 1;
2156     if (q < 242)
2157     return 8;
2158     return 7;
2159     }
2160 elmex 1.1
2161     if (q < -242)
2162 root 1.24 return 7;
2163 elmex 1.1 if (q < -41)
2164 root 1.24 return 6;
2165 elmex 1.1 if (q < 41)
2166 root 1.24 return 5;
2167 elmex 1.1 if (q < 242)
2168 root 1.24 return 4;
2169 elmex 1.1
2170 root 1.24 return 3;
2171 elmex 1.1 }
2172    
2173     /*
2174     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2175     * between two directions (which are expected to be absolute (see absdir())
2176     */
2177 root 1.24 int
2178     dirdiff (int dir1, int dir2)
2179     {
2180 root 1.82 int d;
2181 root 1.24
2182     d = abs (dir1 - dir2);
2183     if (d > 4)
2184 elmex 1.1 d = 8 - d;
2185 root 1.82
2186 elmex 1.1 return d;
2187     }
2188    
2189     /* peterm:
2190     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2191     * Basically, this is a table of directions, and what directions
2192     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2193     * This basically means that if direction is 15, then it could either go
2194     * direction 4, 14, or 16 to get back to where we are.
2195     * Moved from spell_util.c to object.c with the other related direction
2196     * functions.
2197     */
2198 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2199 root 1.24 {0, 0, 0}, /* 0 */
2200     {0, 0, 0}, /* 1 */
2201     {0, 0, 0}, /* 2 */
2202     {0, 0, 0}, /* 3 */
2203     {0, 0, 0}, /* 4 */
2204     {0, 0, 0}, /* 5 */
2205     {0, 0, 0}, /* 6 */
2206     {0, 0, 0}, /* 7 */
2207     {0, 0, 0}, /* 8 */
2208     {8, 1, 2}, /* 9 */
2209     {1, 2, -1}, /* 10 */
2210     {2, 10, 12}, /* 11 */
2211     {2, 3, -1}, /* 12 */
2212     {2, 3, 4}, /* 13 */
2213     {3, 4, -1}, /* 14 */
2214     {4, 14, 16}, /* 15 */
2215     {5, 4, -1}, /* 16 */
2216     {4, 5, 6}, /* 17 */
2217     {6, 5, -1}, /* 18 */
2218     {6, 20, 18}, /* 19 */
2219     {7, 6, -1}, /* 20 */
2220     {6, 7, 8}, /* 21 */
2221     {7, 8, -1}, /* 22 */
2222     {8, 22, 24}, /* 23 */
2223     {8, 1, -1}, /* 24 */
2224     {24, 9, 10}, /* 25 */
2225     {9, 10, -1}, /* 26 */
2226     {10, 11, -1}, /* 27 */
2227     {27, 11, 29}, /* 28 */
2228     {11, 12, -1}, /* 29 */
2229     {12, 13, -1}, /* 30 */
2230     {12, 13, 14}, /* 31 */
2231     {13, 14, -1}, /* 32 */
2232     {14, 15, -1}, /* 33 */
2233     {33, 15, 35}, /* 34 */
2234     {16, 15, -1}, /* 35 */
2235     {17, 16, -1}, /* 36 */
2236     {18, 17, 16}, /* 37 */
2237     {18, 17, -1}, /* 38 */
2238     {18, 19, -1}, /* 39 */
2239     {41, 19, 39}, /* 40 */
2240     {19, 20, -1}, /* 41 */
2241     {20, 21, -1}, /* 42 */
2242     {20, 21, 22}, /* 43 */
2243     {21, 22, -1}, /* 44 */
2244     {23, 22, -1}, /* 45 */
2245     {45, 47, 23}, /* 46 */
2246     {23, 24, -1}, /* 47 */
2247     {24, 9, -1}
2248     }; /* 48 */
2249 elmex 1.1
2250     /* Recursive routine to step back and see if we can
2251     * find a path to that monster that we found. If not,
2252     * we don't bother going toward it. Returns 1 if we
2253     * can see a direct way to get it
2254     * Modified to be map tile aware -.MSW
2255     */
2256 root 1.24 int
2257 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2258 root 1.24 {
2259 root 1.29 sint16 dx, dy;
2260 root 1.75 int mflags;
2261 root 1.24
2262     if (dir < 0)
2263     return 0; /* exit condition: invalid direction */
2264    
2265     dx = x + freearr_x[dir];
2266     dy = y + freearr_y[dir];
2267    
2268     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2269    
2270     /* This functional arguably was incorrect before - it was
2271     * checking for P_WALL - that was basically seeing if
2272     * we could move to the monster - this is being more
2273     * literal on if we can see it. To know if we can actually
2274     * move to the monster, we'd need the monster passed in or
2275     * at least its move type.
2276     */
2277     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2278     return 0;
2279    
2280     /* yes, can see. */
2281     if (dir < 9)
2282     return 1;
2283 root 1.75
2284     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2285     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2286     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2287 root 1.24 }
2288    
2289 elmex 1.1 /*
2290     * can_pick(picker, item): finds out if an object is possible to be
2291     * picked up by the picker. Returnes 1 if it can be
2292     * picked up, otherwise 0.
2293     *
2294     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2295     * core dumps if they do.
2296     *
2297     * Add a check so we can't pick up invisible objects (0.93.8)
2298     */
2299 root 1.24 int
2300     can_pick (const object *who, const object *item)
2301     {
2302     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2303     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2304     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2305 elmex 1.1 }
2306    
2307     /*
2308     * create clone from object to another
2309     */
2310 root 1.24 object *
2311 root 1.230 object::deep_clone ()
2312 root 1.24 {
2313 root 1.230 assert (("deep_clone called on non-head object", is_head ()));
2314 elmex 1.1
2315 root 1.230 object *dst = clone ();
2316 root 1.24
2317 root 1.230 object *prev = dst;
2318     for (object *part = this->more; part; part = part->more)
2319 root 1.24 {
2320 root 1.224 object *tmp = part->clone ();
2321 root 1.230 tmp->head = dst;
2322     prev->more = tmp;
2323 root 1.24 prev = tmp;
2324 elmex 1.1 }
2325 root 1.24
2326 root 1.230 for (object *item = inv; item; item = item->below)
2327     insert_ob_in_ob (item->deep_clone (), dst);
2328 elmex 1.1
2329 root 1.24 return dst;
2330 elmex 1.1 }
2331    
2332     /* This returns the first object in who's inventory that
2333     * has the same type and subtype match.
2334     * returns NULL if no match.
2335     */
2336 root 1.24 object *
2337     find_obj_by_type_subtype (const object *who, int type, int subtype)
2338 elmex 1.1 {
2339 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2340 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2341     return tmp;
2342 elmex 1.1
2343 root 1.82 return 0;
2344 elmex 1.1 }
2345    
2346 root 1.228 const shstr &
2347     object::kv_get (const shstr &key) const
2348 root 1.24 {
2349 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2350     if (kv->key == key)
2351     return kv->value;
2352 root 1.24
2353 root 1.228 return shstr_null;
2354 root 1.24 }
2355 elmex 1.1
2356 root 1.228 void
2357     object::kv_set (const shstr &key, const shstr &value)
2358 root 1.24 {
2359 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2360     if (kv->key == key)
2361     {
2362     kv->value = value;
2363     return;
2364     }
2365 root 1.24
2366 root 1.228 key_value *kv = new key_value;
2367 elmex 1.1
2368 root 1.228 kv->next = key_values;
2369     kv->key = key;
2370     kv->value = value;
2371 root 1.35
2372 root 1.228 key_values = kv;
2373 elmex 1.1 }
2374    
2375 root 1.228 void
2376     object::kv_del (const shstr &key)
2377 root 1.24 {
2378 root 1.228 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2379     if ((*kvp)->key == key)
2380     {
2381     key_value *kv = *kvp;
2382     *kvp = (*kvp)->next;
2383     delete kv;
2384     return;
2385     }
2386 elmex 1.1 }
2387 root 1.31
2388 root 1.34 object::depth_iterator::depth_iterator (object *container)
2389     : iterator_base (container)
2390     {
2391     while (item->inv)
2392     item = item->inv;
2393     }
2394    
2395 root 1.31 void
2396 root 1.34 object::depth_iterator::next ()
2397 root 1.31 {
2398 root 1.34 if (item->below)
2399     {
2400     item = item->below;
2401    
2402     while (item->inv)
2403     item = item->inv;
2404     }
2405 root 1.31 else
2406 root 1.34 item = item->env;
2407 root 1.31 }
2408 root 1.34
2409 elmex 1.97 const char *
2410     object::flag_desc (char *desc, int len) const
2411     {
2412     char *p = desc;
2413     bool first = true;
2414    
2415 root 1.101 *p = 0;
2416    
2417 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2418     {
2419     if (len <= 10) // magic constant!
2420     {
2421     snprintf (p, len, ",...");
2422     break;
2423     }
2424    
2425 root 1.101 if (flag [i])
2426 elmex 1.97 {
2427     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2428     len -= cnt;
2429     p += cnt;
2430     first = false;
2431     }
2432     }
2433    
2434     return desc;
2435     }
2436    
2437 root 1.101 // return a suitable string describing an object in enough detail to find it
2438 root 1.36 const char *
2439     object::debug_desc (char *info) const
2440     {
2441 elmex 1.97 char flagdesc[512];
2442     char info2[256 * 4];
2443 root 1.36 char *p = info;
2444    
2445 root 1.203 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2446     count,
2447     uuid.c_str (),
2448 root 1.36 &name,
2449 root 1.117 title ? "\",title:\"" : "",
2450 elmex 1.97 title ? (const char *)title : "",
2451     flag_desc (flagdesc, 512), type);
2452 root 1.36
2453 root 1.217 if (!flag[FLAG_REMOVED] && env)
2454 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2455    
2456     if (map)
2457 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2458 root 1.36
2459     return info;
2460     }
2461    
2462     const char *
2463     object::debug_desc () const
2464     {
2465 root 1.143 static char info[3][256 * 4];
2466     static int info_idx;
2467 root 1.36
2468 root 1.143 return debug_desc (info [++info_idx % 3]);
2469 root 1.114 }
2470    
2471 root 1.125 struct region *
2472     object::region () const
2473     {
2474     return map ? map->region (x, y)
2475     : region::default_region ();
2476     }
2477    
2478 root 1.129 const materialtype_t *
2479     object::dominant_material () const
2480     {
2481 root 1.165 if (materialtype_t *mt = name_to_material (materialname))
2482     return mt;
2483 root 1.129
2484 root 1.165 return name_to_material (shstr_unknown);
2485 root 1.129 }
2486    
2487 root 1.130 void
2488     object::open_container (object *new_container)
2489     {
2490     if (container == new_container)
2491     return;
2492    
2493 root 1.220 object *old_container = container;
2494    
2495     if (old_container)
2496 root 1.130 {
2497     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2498     return;
2499    
2500     #if 0
2501     // remove the "Close old_container" object.
2502     if (object *closer = old_container->inv)
2503     if (closer->type == CLOSE_CON)
2504     closer->destroy ();
2505     #endif
2506    
2507 root 1.220 // make sure the container is available
2508     esrv_send_item (this, old_container);
2509    
2510 root 1.216 old_container->flag [FLAG_APPLIED] = false;
2511 root 1.130 container = 0;
2512    
2513 root 1.220 // client needs item update to make it work, client bug requires this to be separate
2514 root 1.130 esrv_update_item (UPD_FLAGS, this, old_container);
2515 root 1.220
2516 root 1.130 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2517 root 1.177 play_sound (sound_find ("chest_close"));
2518 root 1.130 }
2519    
2520     if (new_container)
2521     {
2522     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2523     return;
2524    
2525     // TODO: this does not seem to serve any purpose anymore?
2526     #if 0
2527     // insert the "Close Container" object.
2528     if (archetype *closer = new_container->other_arch)
2529     {
2530     object *closer = arch_to_object (new_container->other_arch);
2531     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2532     new_container->insert (closer);
2533     }
2534     #endif
2535    
2536 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2537    
2538 root 1.220 // make sure the container is available, client bug requires this to be separate
2539     esrv_send_item (this, new_container);
2540    
2541 root 1.216 new_container->flag [FLAG_APPLIED] = true;
2542 root 1.130 container = new_container;
2543    
2544 root 1.220 // client needs flag change
2545 root 1.130 esrv_update_item (UPD_FLAGS, this, new_container);
2546 root 1.131 esrv_send_inventory (this, new_container);
2547 root 1.177 play_sound (sound_find ("chest_open"));
2548 root 1.130 }
2549 root 1.220 // else if (!old_container->env && contr && contr->ns)
2550     // contr->ns->floorbox_reset ();
2551 root 1.130 }
2552    
2553 root 1.164 object *
2554     object::force_find (const shstr name)
2555     {
2556     /* cycle through his inventory to look for the MARK we want to
2557     * place
2558     */
2559     for (object *tmp = inv; tmp; tmp = tmp->below)
2560     if (tmp->type == FORCE && tmp->slaying == name)
2561     return splay (tmp);
2562    
2563     return 0;
2564     }
2565    
2566     void
2567     object::force_add (const shstr name, int duration)
2568     {
2569     if (object *force = force_find (name))
2570     force->destroy ();
2571    
2572     object *force = get_archetype (FORCE_NAME);
2573    
2574     force->slaying = name;
2575     force->stats.food = 1;
2576     force->speed_left = -1.f;
2577    
2578     force->set_speed (duration ? 1.f / duration : 0.f);
2579     force->flag [FLAG_IS_USED_UP] = true;
2580     force->flag [FLAG_APPLIED] = true;
2581    
2582     insert (force);
2583     }
2584    
2585 root 1.178 void
2586 root 1.208 object::play_sound (faceidx sound)
2587 root 1.178 {
2588     if (!sound)
2589     return;
2590    
2591     if (flag [FLAG_REMOVED])
2592     return;
2593    
2594     if (env)
2595     {
2596     if (object *pl = in_player ())
2597     pl->contr->play_sound (sound);
2598     }
2599     else
2600     map->play_sound (sound, x, y);
2601     }
2602