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Revision: 1.237
Committed: Tue May 6 21:04:37 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.236: +29 -47 lines
Log Message:
rewrite remove/insert linking functions, hopefully faster and more correct

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 1.237 /* we set up values so that it could be inserted into
1063     * the map, but we don't actually do that - it is up
1064     * to the caller to decide what we want to do.
1065     */
1066     map = env->map;
1067     x = env->x;
1068     y = env->y;
1069    
1070 root 1.236 // make sure cmov optimisation is applicable
1071 root 1.208 *(above ? &above->below : &env->inv) = below;
1072 root 1.236 *(below ? &below->above : &above ) = above; // &above is just a dummy
1073 root 1.24
1074 root 1.236 above = 0;
1075     below = 0;
1076     env = 0;
1077 root 1.24
1078 root 1.208 /* 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 1.236 // re-link, make sure compiler can easily use cmove
1114     *(above ? &above->below : &ms.top) = below;
1115     *(below ? &below->above : &ms.bot) = above;
1116 root 1.26
1117 root 1.59 above = 0;
1118     below = 0;
1119 root 1.26
1120 root 1.59 if (map->in_memory == MAP_SAVING)
1121 root 1.29 return;
1122 elmex 1.1
1123 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1124 elmex 1.1
1125 root 1.175 if (object *pl = ms.player ())
1126     {
1127     if (pl->container == this)
1128     /* If a container that the player is currently using somehow gets
1129     * removed (most likely destroyed), update the player view
1130     * appropriately.
1131     */
1132     pl->close_container ();
1133    
1134 root 1.218 //TODO: the floorbox prev/next might need updating
1135 root 1.226 //esrv_del_item (pl->contr, count);
1136     //TODO: update floorbox to preserve ordering
1137     if (pl->contr->ns)
1138     pl->contr->ns->floorbox_update ();
1139 root 1.175 }
1140    
1141 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1142 root 1.24 {
1143 root 1.29 /* No point updating the players look faces if he is the object
1144     * being removed.
1145 root 1.24 */
1146 root 1.29
1147 root 1.96 /* See if object moving off should effect something */
1148 root 1.50 if (check_walk_off
1149 root 1.59 && ((move_type & tmp->move_off)
1150     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1151 root 1.29 {
1152 elmex 1.72 move_apply (tmp, this, 0);
1153 root 1.24
1154 root 1.59 if (destroyed ())
1155 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1156 root 1.8 }
1157    
1158 root 1.29 last = tmp;
1159     }
1160 root 1.26
1161 root 1.96 /* last == NULL if there are no objects on this space */
1162     //TODO: this makes little sense, why only update the topmost object?
1163 root 1.59 if (!last)
1164 root 1.99 map->at (x, y).flags_ = 0;
1165 root 1.29 else
1166     update_object (last, UP_OBJ_REMOVE);
1167 root 1.26
1168 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1169 root 1.59 update_all_los (map, x, y);
1170 elmex 1.1 }
1171     }
1172    
1173     /*
1174     * merge_ob(op,top):
1175     *
1176     * This function goes through all objects below and including top, and
1177     * merges op to the first matching object.
1178     * If top is NULL, it is calculated.
1179     * Returns pointer to object if it succeded in the merge, otherwise NULL
1180     */
1181 root 1.24 object *
1182     merge_ob (object *op, object *top)
1183     {
1184     if (!op->nrof)
1185 elmex 1.1 return 0;
1186 root 1.29
1187 root 1.194 if (!top)
1188 root 1.82 for (top = op; top && top->above; top = top->above)
1189     ;
1190 root 1.29
1191 root 1.82 for (; top; top = top->below)
1192 root 1.214 if (object::can_merge (op, top))
1193     {
1194     top->nrof += op->nrof;
1195    
1196     if (object *pl = top->visible_to ())
1197     esrv_update_item (UPD_NROF, pl, top);
1198    
1199     op->weight = 0; // cancel the addition above
1200     op->carrying = 0; // must be 0 already
1201 root 1.66
1202 root 1.214 op->destroy (1);
1203 root 1.24
1204 root 1.214 return top;
1205     }
1206 root 1.29
1207 root 1.45 return 0;
1208 elmex 1.1 }
1209    
1210 root 1.138 void
1211     object::expand_tail ()
1212     {
1213     if (more)
1214     return;
1215    
1216     object *prev = this;
1217    
1218 root 1.160 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1219 root 1.138 {
1220     object *op = arch_to_object (at);
1221    
1222     op->name = name;
1223     op->name_pl = name_pl;
1224     op->title = title;
1225    
1226     op->head = this;
1227     prev->more = op;
1228    
1229     prev = op;
1230     }
1231     }
1232    
1233 elmex 1.1 /*
1234 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1235     * job preparing multi-part monsters.
1236 elmex 1.1 */
1237 root 1.24 object *
1238 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1239 root 1.24 {
1240 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1241 root 1.24 {
1242 root 1.159 tmp->x = x + tmp->arch->x;
1243     tmp->y = y + tmp->arch->y;
1244 elmex 1.1 }
1245 root 1.29
1246 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1247 elmex 1.1 }
1248    
1249     /*
1250     * insert_ob_in_map (op, map, originator, flag):
1251     * This function inserts the object in the two-way linked list
1252     * which represents what is on a map.
1253     * The second argument specifies the map, and the x and y variables
1254     * in the object about to be inserted specifies the position.
1255     *
1256     * originator: Player, monster or other object that caused 'op' to be inserted
1257     * into 'map'. May be NULL.
1258     *
1259     * flag is a bitmask about special things to do (or not do) when this
1260     * function is called. see the object.h file for the INS_ values.
1261     * Passing 0 for flag gives proper default values, so flag really only needs
1262     * to be set if special handling is needed.
1263     *
1264     * Return value:
1265     * new object if 'op' was merged with other object
1266     * NULL if 'op' was destroyed
1267     * just 'op' otherwise
1268     */
1269 root 1.24 object *
1270 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1271 elmex 1.1 {
1272 root 1.117 op->remove ();
1273    
1274 root 1.187 /* Ideally, the caller figures this out. However, it complicates a lot
1275     * of areas of callers (eg, anything that uses find_free_spot would now
1276     * need extra work
1277     */
1278     if (!xy_normalise (m, op->x, op->y))
1279 root 1.24 {
1280 root 1.232 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1281 root 1.187 return 0;
1282 elmex 1.1 }
1283 root 1.25
1284 root 1.117 if (object *more = op->more)
1285 root 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1286     return 0;
1287 root 1.25
1288 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1289 root 1.8
1290 root 1.117 op->map = m;
1291     mapspace &ms = op->ms ();
1292 root 1.24
1293     /* this has to be done after we translate the coordinates.
1294     */
1295     if (op->nrof && !(flag & INS_NO_MERGE))
1296 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1297 root 1.66 if (object::can_merge (op, tmp))
1298 root 1.25 {
1299 root 1.237 // TODO: we actually want to update tmp, not op,
1300 root 1.218 // but some caller surely breaks when we return tmp
1301     // from here :/
1302 root 1.25 op->nrof += tmp->nrof;
1303 root 1.208 tmp->destroy (1);
1304 root 1.25 }
1305 root 1.24
1306     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1307     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1308 root 1.25
1309 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1310     CLEAR_FLAG (op, FLAG_NO_STEAL);
1311    
1312     if (flag & INS_BELOW_ORIGINATOR)
1313     {
1314 root 1.237 if (originator->map != op->map || originator->x != op->x || originator->y != op->y || !originator->is_on_map ())
1315 root 1.24 {
1316     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1317     abort ();
1318     }
1319 root 1.25
1320 root 1.24 op->above = originator;
1321     op->below = originator->below;
1322 root 1.237 originator->below = op;
1323 root 1.25
1324 root 1.237 *(op->below ? &op->below->above : &ms.bot) = op;
1325 elmex 1.1 }
1326 root 1.24 else
1327     {
1328 root 1.237 object *floor = 0;
1329     object *top = ms.top;
1330 root 1.117
1331 root 1.24 /* If there are other objects, then */
1332 root 1.191 if (top)
1333 root 1.24 {
1334     /*
1335     * If there are multiple objects on this space, we do some trickier handling.
1336     * We've already dealt with merging if appropriate.
1337     * Generally, we want to put the new object on top. But if
1338     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1339     * floor, we want to insert above that and no further.
1340     * Also, if there are spell objects on this space, we stop processing
1341     * once we get to them. This reduces the need to traverse over all of
1342     * them when adding another one - this saves quite a bit of cpu time
1343     * when lots of spells are cast in one area. Currently, it is presumed
1344     * that flying non pickable objects are spell objects.
1345     */
1346 root 1.237 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1347 root 1.24 {
1348 root 1.237 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1349     floor = tmp;
1350 root 1.26
1351 root 1.237 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1352 root 1.24 {
1353     /* We insert above top, so we want this object below this */
1354 root 1.237 top = tmp->below;
1355 root 1.24 break;
1356     }
1357 root 1.26
1358 root 1.237 top = tmp;
1359 root 1.24 }
1360 root 1.26
1361 root 1.24 /* We let update_position deal with figuring out what the space
1362     * looks like instead of lots of conditions here.
1363     * makes things faster, and effectively the same result.
1364     */
1365    
1366     /* Have object 'fall below' other objects that block view.
1367 root 1.135 * Unless those objects are exits.
1368 root 1.24 * If INS_ON_TOP is used, don't do this processing
1369     * Need to find the object that in fact blocks view, otherwise
1370     * stacking is a bit odd.
1371     */
1372 root 1.117 if (!(flag & INS_ON_TOP)
1373     && ms.flags () & P_BLOCKSVIEW
1374 root 1.135 && (op->face && !faces [op->face].visibility))
1375 root 1.24 {
1376 root 1.237 object *last;
1377    
1378 root 1.24 for (last = top; last != floor; last = last->below)
1379     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1380     break;
1381 root 1.117
1382 root 1.24 /* Check to see if we found the object that blocks view,
1383     * and make sure we have a below pointer for it so that
1384     * we can get inserted below this one, which requires we
1385     * set top to the object below us.
1386     */
1387     if (last && last->below && last != floor)
1388     top = last->below;
1389 root 1.8 }
1390 root 1.24 } /* If objects on this space */
1391 root 1.25
1392 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1393     top = floor;
1394    
1395     /* Top is the object that our object (op) is going to get inserted above.
1396     */
1397    
1398 root 1.237 /* no top found, insert on top */
1399 root 1.24 if (!top)
1400     {
1401 root 1.237 op->above = 0;
1402     op->below = ms.top;
1403     ms.top = op;
1404 root 1.25
1405 root 1.237 *(op->below ? &op->below->above : &ms.bot) = op;
1406 root 1.24 }
1407     else
1408     { /* get inserted into the stack above top */
1409     op->above = top->above;
1410 root 1.237 top->above = op;
1411 root 1.25
1412 root 1.24 op->below = top;
1413 root 1.237 *(op->above ? &op->above->below : &ms.top) = op;
1414 root 1.24 }
1415     } /* else not INS_BELOW_ORIGINATOR */
1416 root 1.8
1417 root 1.24 if (op->type == PLAYER)
1418 root 1.96 {
1419     op->contr->do_los = 1;
1420     ++op->map->players;
1421 root 1.100 op->map->touch ();
1422 root 1.96 }
1423 root 1.24
1424 root 1.98 op->map->dirty = true;
1425    
1426 root 1.191 if (object *pl = ms.player ())
1427 root 1.218 //TODO: the floorbox prev/next might need updating
1428 root 1.226 //esrv_send_item (pl, op);
1429     //TODO: update floorbox to preserve ordering
1430     if (pl->contr->ns)
1431     pl->contr->ns->floorbox_update ();
1432 root 1.24
1433     /* If this object glows, it may affect lighting conditions that are
1434     * visible to others on this map. But update_all_los is really
1435     * an inefficient way to do this, as it means los for all players
1436     * on the map will get recalculated. The players could very well
1437     * be far away from this change and not affected in any way -
1438     * this should get redone to only look for players within range,
1439 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1440 root 1.24 * of effect may be sufficient.
1441     */
1442 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1443 root 1.24 update_all_los (op->map, op->x, op->y);
1444    
1445     /* updates flags (blocked, alive, no magic, etc) for this map space */
1446     update_object (op, UP_OBJ_INSERT);
1447    
1448 root 1.82 INVOKE_OBJECT (INSERT, op);
1449    
1450 root 1.24 /* Don't know if moving this to the end will break anything. However,
1451 root 1.70 * we want to have floorbox_update called before calling this.
1452 root 1.24 *
1453     * check_move_on() must be after this because code called from
1454     * check_move_on() depends on correct map flags (so functions like
1455     * blocked() and wall() work properly), and these flags are updated by
1456     * update_object().
1457     */
1458    
1459     /* if this is not the head or flag has been passed, don't check walk on status */
1460 root 1.155 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1461 root 1.24 {
1462     if (check_move_on (op, originator))
1463 root 1.82 return 0;
1464 elmex 1.1
1465 root 1.24 /* If we are a multi part object, lets work our way through the check
1466     * walk on's.
1467     */
1468 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1469 root 1.24 if (check_move_on (tmp, originator))
1470 root 1.82 return 0;
1471 elmex 1.1 }
1472 root 1.25
1473 root 1.24 return op;
1474 elmex 1.1 }
1475    
1476     /* this function inserts an object in the map, but if it
1477 root 1.75 * finds an object of its own type, it'll remove that one first.
1478     * op is the object to insert it under: supplies x and the map.
1479 elmex 1.1 */
1480 root 1.24 void
1481     replace_insert_ob_in_map (const char *arch_string, object *op)
1482     {
1483     /* first search for itself and remove any old instances */
1484 elmex 1.1
1485 root 1.208 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1486 root 1.158 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1487 root 1.208 tmp->destroy (1);
1488    
1489     object *tmp = arch_to_object (archetype::find (arch_string));
1490 elmex 1.1
1491 root 1.208 tmp->x = op->x;
1492     tmp->y = op->y;
1493 elmex 1.1
1494 root 1.208 insert_ob_in_map (tmp, op->map, op, 0);
1495 root 1.24 }
1496 elmex 1.1
1497 root 1.93 object *
1498     object::insert_at (object *where, object *originator, int flags)
1499     {
1500 root 1.205 if (where->env)
1501     return where->env->insert (this);
1502     else
1503     return where->map->insert (this, where->x, where->y, originator, flags);
1504 root 1.93 }
1505    
1506 elmex 1.1 /*
1507 root 1.209 * decrease(object, number) decreases a specified number from
1508 root 1.208 * the amount of an object. If the amount reaches 0, the object
1509 elmex 1.1 * is subsequently removed and freed.
1510     *
1511     * Return value: 'op' if something is left, NULL if the amount reached 0
1512     */
1513 root 1.208 bool
1514 root 1.209 object::decrease (sint32 nr)
1515 elmex 1.1 {
1516 root 1.212 if (!nr)
1517     return true;
1518    
1519 root 1.208 nr = min (nr, nrof);
1520 elmex 1.1
1521 root 1.208 nrof -= nr;
1522 root 1.24
1523 root 1.208 if (nrof)
1524 elmex 1.1 {
1525 root 1.208 adjust_weight (env, -weight * nr); // carrying == 0
1526 elmex 1.1
1527 root 1.212 if (object *pl = visible_to ())
1528     esrv_update_item (UPD_NROF, pl, this);
1529 root 1.29
1530 root 1.212 return true;
1531 elmex 1.1 }
1532 root 1.24 else
1533     {
1534 root 1.212 destroy (1);
1535     return false;
1536 elmex 1.1 }
1537     }
1538    
1539 root 1.209 /*
1540 root 1.210 * split(ob,nr) splits up ob into two parts. The part which
1541 root 1.209 * is returned contains nr objects, and the remaining parts contains
1542 root 1.210 * the rest (or is removed and returned if that number is 0).
1543     * On failure, NULL is returned.
1544 root 1.209 */
1545 root 1.208 object *
1546 root 1.209 object::split (sint32 nr)
1547 root 1.208 {
1548 root 1.212 int have = number_of ();
1549    
1550     if (have < nr)
1551 root 1.209 return 0;
1552 root 1.212 else if (have == nr)
1553 root 1.209 {
1554     remove ();
1555     return this;
1556     }
1557     else
1558     {
1559     decrease (nr);
1560    
1561 root 1.230 object *op = deep_clone ();
1562 root 1.209 op->nrof = nr;
1563     return op;
1564     }
1565     }
1566    
1567 root 1.24 object *
1568     insert_ob_in_ob (object *op, object *where)
1569     {
1570 root 1.59 if (!where)
1571 root 1.24 {
1572 root 1.53 char *dump = dump_object (op);
1573     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1574     free (dump);
1575 root 1.24 return op;
1576     }
1577 root 1.29
1578 root 1.154 if (where->head_ () != where)
1579 root 1.24 {
1580 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1581 root 1.24 where = where->head;
1582     }
1583 root 1.29
1584 root 1.59 return where->insert (op);
1585     }
1586    
1587     /*
1588     * env->insert (op)
1589     * This function inserts the object op in the linked list
1590     * inside the object environment.
1591     *
1592     * The function returns now pointer to inserted item, and return value can
1593     * be != op, if items are merged. -Tero
1594     */
1595     object *
1596     object::insert (object *op)
1597     {
1598 root 1.24 if (op->more)
1599     {
1600     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1601     return op;
1602     }
1603 root 1.29
1604 root 1.208 op->remove ();
1605    
1606     op->flag [FLAG_OBJ_ORIGINAL] = 0;
1607 root 1.182
1608 root 1.24 if (op->nrof)
1609 root 1.208 for (object *tmp = inv; tmp; tmp = tmp->below)
1610     if (object::can_merge (tmp, op))
1611     {
1612     /* return the original object and remove inserted object
1613     (client needs the original object) */
1614     tmp->nrof += op->nrof;
1615 root 1.214
1616     if (object *pl = tmp->visible_to ())
1617     esrv_update_item (UPD_NROF, pl, tmp);
1618    
1619 root 1.210 adjust_weight (this, op->total_weight ());
1620    
1621 root 1.208 op->destroy (1);
1622     op = tmp;
1623     goto inserted;
1624     }
1625    
1626     op->owner = 0; // it's his/hers now. period.
1627     op->map = 0;
1628     op->x = 0;
1629     op->y = 0;
1630    
1631     op->above = 0;
1632     op->below = inv;
1633     op->env = this;
1634    
1635     if (inv)
1636     inv->above = op;
1637 root 1.24
1638 root 1.208 inv = op;
1639 elmex 1.1
1640 root 1.208 op->flag [FLAG_REMOVED] = 0;
1641 elmex 1.1
1642 root 1.214 if (object *pl = op->visible_to ())
1643     esrv_send_item (pl, op);
1644    
1645 root 1.208 adjust_weight (this, op->total_weight ());
1646 elmex 1.1
1647 root 1.208 inserted:
1648 elmex 1.1 /* reset the light list and los of the players on the map */
1649 root 1.208 if (op->glow_radius && map && map->darkness)
1650     update_all_los (map, x, y);
1651 elmex 1.1
1652 root 1.214 // if this is a player's inventory, update stats
1653     if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1654     update_stats ();
1655 root 1.59
1656 root 1.82 INVOKE_OBJECT (INSERT, this);
1657    
1658 elmex 1.1 return op;
1659     }
1660    
1661     /*
1662     * Checks if any objects has a move_type that matches objects
1663     * that effect this object on this space. Call apply() to process
1664     * these events.
1665     *
1666     * Any speed-modification due to SLOW_MOVE() of other present objects
1667     * will affect the speed_left of the object.
1668     *
1669     * originator: Player, monster or other object that caused 'op' to be inserted
1670     * into 'map'. May be NULL.
1671     *
1672     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1673     *
1674     * 4-21-95 added code to check if appropriate skill was readied - this will
1675     * permit faster movement by the player through this terrain. -b.t.
1676     *
1677     * MSW 2001-07-08: Check all objects on space, not just those below
1678     * object being inserted. insert_ob_in_map may not put new objects
1679     * on top.
1680     */
1681 root 1.24 int
1682     check_move_on (object *op, object *originator)
1683 elmex 1.1 {
1684 root 1.48 object *tmp;
1685 root 1.49 maptile *m = op->map;
1686 root 1.48 int x = op->x, y = op->y;
1687 root 1.26
1688 root 1.48 MoveType move_on, move_slow, move_block;
1689 root 1.24
1690     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1691     return 0;
1692    
1693     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1694     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1695     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1696    
1697     /* if nothing on this space will slow op down or be applied,
1698     * no need to do checking below. have to make sure move_type
1699     * is set, as lots of objects don't have it set - we treat that
1700     * as walking.
1701     */
1702     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1703     return 0;
1704 elmex 1.1
1705 root 1.24 /* This is basically inverse logic of that below - basically,
1706     * if the object can avoid the move on or slow move, they do so,
1707     * but can't do it if the alternate movement they are using is
1708     * blocked. Logic on this seems confusing, but does seem correct.
1709     */
1710     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1711     return 0;
1712    
1713     /* The objects have to be checked from top to bottom.
1714     * Hence, we first go to the top:
1715     */
1716    
1717 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1718 root 1.24 {
1719     /* Trim the search when we find the first other spell effect
1720     * this helps performance so that if a space has 50 spell objects,
1721     * we don't need to check all of them.
1722     */
1723     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1724     break;
1725     }
1726 root 1.26
1727     for (; tmp; tmp = tmp->below)
1728 root 1.24 {
1729     if (tmp == op)
1730     continue; /* Can't apply yourself */
1731 elmex 1.1
1732 root 1.24 /* Check to see if one of the movement types should be slowed down.
1733     * Second check makes sure that the movement types not being slowed
1734     * (~slow_move) is not blocked on this space - just because the
1735     * space doesn't slow down swimming (for example), if you can't actually
1736     * swim on that space, can't use it to avoid the penalty.
1737     */
1738     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1739     {
1740     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1741     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1742     {
1743 elmex 1.1
1744 root 1.29 float
1745 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1746 elmex 1.1
1747 root 1.24 if (op->type == PLAYER)
1748 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1749     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1750     diff /= 4.0;
1751    
1752 root 1.24 op->speed_left -= diff;
1753 root 1.8 }
1754     }
1755 elmex 1.1
1756 root 1.24 /* Basically same logic as above, except now for actual apply. */
1757     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1758     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1759     {
1760 elmex 1.72 move_apply (tmp, op, originator);
1761 root 1.24
1762 root 1.48 if (op->destroyed ())
1763 root 1.24 return 1;
1764    
1765     /* what the person/creature stepped onto has moved the object
1766     * someplace new. Don't process any further - if we did,
1767     * have a feeling strange problems would result.
1768     */
1769     if (op->map != m || op->x != x || op->y != y)
1770     return 0;
1771 root 1.8 }
1772 elmex 1.1 }
1773 root 1.26
1774 root 1.24 return 0;
1775 elmex 1.1 }
1776    
1777     /*
1778     * present_arch(arch, map, x, y) searches for any objects with
1779     * a matching archetype at the given map and coordinates.
1780     * The first matching object is returned, or NULL if none.
1781     */
1782 root 1.24 object *
1783 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1784 root 1.24 {
1785 root 1.104 if (!m || out_of_map (m, x, y))
1786 root 1.24 {
1787     LOG (llevError, "Present_arch called outside map.\n");
1788     return NULL;
1789     }
1790 root 1.84
1791 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1792 root 1.231 if (tmp->arch->archname == at->archname)
1793 elmex 1.1 return tmp;
1794 root 1.84
1795 elmex 1.1 return NULL;
1796     }
1797    
1798     /*
1799     * present(type, map, x, y) searches for any objects with
1800     * a matching type variable at the given map and coordinates.
1801     * The first matching object is returned, or NULL if none.
1802     */
1803 root 1.24 object *
1804 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1805 root 1.24 {
1806     if (out_of_map (m, x, y))
1807     {
1808     LOG (llevError, "Present called outside map.\n");
1809     return NULL;
1810     }
1811 root 1.84
1812 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1813 root 1.24 if (tmp->type == type)
1814 elmex 1.1 return tmp;
1815 root 1.84
1816 elmex 1.1 return NULL;
1817     }
1818    
1819     /*
1820     * present_in_ob(type, object) searches for any objects with
1821     * a matching type variable in the inventory of the given object.
1822     * The first matching object is returned, or NULL if none.
1823     */
1824 root 1.24 object *
1825     present_in_ob (unsigned char type, const object *op)
1826     {
1827 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1828 root 1.24 if (tmp->type == type)
1829 elmex 1.1 return tmp;
1830 root 1.84
1831 elmex 1.1 return NULL;
1832     }
1833    
1834     /*
1835     * present_in_ob (type, str, object) searches for any objects with
1836     * a matching type & name variable in the inventory of the given object.
1837     * The first matching object is returned, or NULL if none.
1838     * This is mostly used by spell effect code, so that we only
1839     * have one spell effect at a time.
1840     * type can be used to narrow the search - if type is set,
1841     * the type must also match. -1 can be passed for the type,
1842     * in which case the type does not need to pass.
1843     * str is the string to match against. Note that we match against
1844     * the object name, not the archetype name. this is so that the
1845     * spell code can use one object type (force), but change it's name
1846     * to be unique.
1847     */
1848 root 1.24 object *
1849     present_in_ob_by_name (int type, const char *str, const object *op)
1850     {
1851 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1852 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1853     return tmp;
1854 elmex 1.1
1855 root 1.82 return 0;
1856 elmex 1.1 }
1857    
1858     /*
1859     * present_arch_in_ob(archetype, object) searches for any objects with
1860     * a matching archetype in the inventory of the given object.
1861     * The first matching object is returned, or NULL if none.
1862     */
1863 root 1.24 object *
1864     present_arch_in_ob (const archetype *at, const object *op)
1865     {
1866 root 1.231 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1867     if (tmp->arch->archname == at->archname)
1868 elmex 1.1 return tmp;
1869 root 1.82
1870 elmex 1.1 return NULL;
1871     }
1872    
1873     /*
1874     * activate recursively a flag on an object inventory
1875     */
1876 root 1.24 void
1877     flag_inv (object *op, int flag)
1878     {
1879 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1880     {
1881     SET_FLAG (tmp, flag);
1882     flag_inv (tmp, flag);
1883     }
1884 root 1.82 }
1885    
1886     /*
1887     * deactivate recursively a flag on an object inventory
1888     */
1889 root 1.24 void
1890     unflag_inv (object *op, int flag)
1891     {
1892 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1893     {
1894     CLEAR_FLAG (tmp, flag);
1895     unflag_inv (tmp, flag);
1896     }
1897 elmex 1.1 }
1898    
1899     /*
1900     * find_free_spot(object, map, x, y, start, stop) will search for
1901     * a spot at the given map and coordinates which will be able to contain
1902     * the given object. start and stop specifies how many squares
1903     * to search (see the freearr_x/y[] definition).
1904     * It returns a random choice among the alternatives found.
1905     * start and stop are where to start relative to the free_arr array (1,9
1906     * does all 4 immediate directions). This returns the index into the
1907     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1908 root 1.196 * Note: This function does correctly handle tiled maps, but does not
1909 elmex 1.1 * inform the caller. However, insert_ob_in_map will update as
1910     * necessary, so the caller shouldn't need to do any special work.
1911     * Note - updated to take an object instead of archetype - this is necessary
1912     * because arch_blocked (now ob_blocked) needs to know the movement type
1913     * to know if the space in question will block the object. We can't use
1914     * the archetype because that isn't correct if the monster has been
1915     * customized, changed states, etc.
1916     */
1917 root 1.24 int
1918 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1919 root 1.24 {
1920 root 1.190 int altern[SIZEOFFREE];
1921 root 1.82 int index = 0, flag;
1922 root 1.24
1923 root 1.82 for (int i = start; i < stop; i++)
1924 root 1.24 {
1925 root 1.188 mapxy pos (m, x, y); pos.move (i);
1926    
1927     if (!pos.normalise ())
1928     continue;
1929    
1930     mapspace &ms = *pos;
1931 root 1.189
1932     if (ms.flags () & P_IS_ALIVE)
1933     continue;
1934 root 1.188
1935     /* However, often
1936     * ob doesn't have any move type (when used to place exits)
1937     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1938     */
1939 root 1.200 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1940 root 1.190 {
1941     altern [index++] = i;
1942     continue;
1943     }
1944 root 1.24
1945     /* Basically, if we find a wall on a space, we cut down the search size.
1946     * In this way, we won't return spaces that are on another side of a wall.
1947     * This mostly work, but it cuts down the search size in all directions -
1948     * if the space being examined only has a wall to the north and empty
1949     * spaces in all the other directions, this will reduce the search space
1950     * to only the spaces immediately surrounding the target area, and
1951     * won't look 2 spaces south of the target space.
1952     */
1953 root 1.188 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1954     {
1955     stop = maxfree[i];
1956     continue;
1957     }
1958    
1959     /* Note it is intentional that we check ob - the movement type of the
1960     * head of the object should correspond for the entire object.
1961     */
1962     if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1963     continue;
1964    
1965 root 1.196 if (ob->blocked (m, pos.x, pos.y))
1966     continue;
1967    
1968 root 1.188 altern [index++] = i;
1969 elmex 1.1 }
1970 root 1.74
1971 root 1.24 if (!index)
1972     return -1;
1973 root 1.74
1974 root 1.124 return altern [rndm (index)];
1975 elmex 1.1 }
1976    
1977     /*
1978 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
1979 elmex 1.1 * find_free_spot(), but it will search max number of squares.
1980     * But it will return the first available spot, not a random choice.
1981     * Changed 0.93.2: Have it return -1 if there is no free spot available.
1982     */
1983 root 1.24 int
1984 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
1985 root 1.24 {
1986 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
1987 root 1.188 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
1988 root 1.82 return i;
1989 root 1.24
1990     return -1;
1991 elmex 1.1 }
1992    
1993     /*
1994     * The function permute(arr, begin, end) randomly reorders the array
1995     * arr[begin..end-1].
1996 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
1997 elmex 1.1 */
1998 root 1.24 static void
1999     permute (int *arr, int begin, int end)
2000 elmex 1.1 {
2001 root 1.82 arr += begin;
2002     end -= begin;
2003    
2004     while (--end)
2005 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2006 elmex 1.1 }
2007    
2008     /* new function to make monster searching more efficient, and effective!
2009     * This basically returns a randomized array (in the passed pointer) of
2010     * the spaces to find monsters. In this way, it won't always look for
2011     * monsters to the north first. However, the size of the array passed
2012     * covers all the spaces, so within that size, all the spaces within
2013     * the 3x3 area will be searched, just not in a predictable order.
2014     */
2015 root 1.24 void
2016     get_search_arr (int *search_arr)
2017 elmex 1.1 {
2018 root 1.82 int i;
2019 elmex 1.1
2020 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2021 root 1.82 search_arr[i] = i;
2022 elmex 1.1
2023 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2024     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2025     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2026 elmex 1.1 }
2027    
2028     /*
2029     * find_dir(map, x, y, exclude) will search some close squares in the
2030     * given map at the given coordinates for live objects.
2031     * It will not considered the object given as exclude among possible
2032     * live objects.
2033     * It returns the direction toward the first/closest live object if finds
2034     * any, otherwise 0.
2035     * Perhaps incorrectly, but I'm making the assumption that exclude
2036     * is actually want is going to try and move there. We need this info
2037     * because we have to know what movement the thing looking to move
2038     * there is capable of.
2039     */
2040 root 1.24 int
2041 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2042 root 1.24 {
2043 root 1.82 int i, max = SIZEOFFREE, mflags;
2044 root 1.29
2045     sint16 nx, ny;
2046 root 1.82 object *tmp;
2047     maptile *mp;
2048 root 1.29
2049     MoveType blocked, move_type;
2050 root 1.24
2051 root 1.155 if (exclude && exclude->head_ () != exclude)
2052 root 1.24 {
2053     exclude = exclude->head;
2054     move_type = exclude->move_type;
2055     }
2056     else
2057     {
2058     /* If we don't have anything, presume it can use all movement types. */
2059     move_type = MOVE_ALL;
2060     }
2061    
2062     for (i = 1; i < max; i++)
2063     {
2064     mp = m;
2065     nx = x + freearr_x[i];
2066     ny = y + freearr_y[i];
2067    
2068     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2069 root 1.75
2070 root 1.24 if (mflags & P_OUT_OF_MAP)
2071 root 1.75 max = maxfree[i];
2072 root 1.24 else
2073     {
2074 root 1.82 mapspace &ms = mp->at (nx, ny);
2075    
2076     blocked = ms.move_block;
2077 root 1.24
2078     if ((move_type & blocked) == move_type)
2079 root 1.75 max = maxfree[i];
2080 root 1.24 else if (mflags & P_IS_ALIVE)
2081     {
2082 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2083 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2084 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2085 root 1.75 break;
2086    
2087 root 1.24 if (tmp)
2088 root 1.75 return freedir[i];
2089 root 1.8 }
2090     }
2091 elmex 1.1 }
2092 root 1.75
2093 root 1.24 return 0;
2094 elmex 1.1 }
2095    
2096     /*
2097     * distance(object 1, object 2) will return the square of the
2098     * distance between the two given objects.
2099     */
2100 root 1.24 int
2101     distance (const object *ob1, const object *ob2)
2102     {
2103 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2104 elmex 1.1 }
2105    
2106     /*
2107     * find_dir_2(delta-x,delta-y) will return a direction in which
2108     * an object which has subtracted the x and y coordinates of another
2109     * object, needs to travel toward it.
2110     */
2111 root 1.24 int
2112     find_dir_2 (int x, int y)
2113     {
2114 root 1.75 int q;
2115 elmex 1.1
2116 root 1.24 if (y)
2117     q = x * 100 / y;
2118 elmex 1.1 else if (x)
2119 root 1.24 q = -300 * x;
2120 elmex 1.1 else
2121     return 0;
2122    
2123 root 1.24 if (y > 0)
2124     {
2125     if (q < -242)
2126     return 3;
2127     if (q < -41)
2128     return 2;
2129     if (q < 41)
2130     return 1;
2131     if (q < 242)
2132     return 8;
2133     return 7;
2134     }
2135 elmex 1.1
2136     if (q < -242)
2137 root 1.24 return 7;
2138 elmex 1.1 if (q < -41)
2139 root 1.24 return 6;
2140 elmex 1.1 if (q < 41)
2141 root 1.24 return 5;
2142 elmex 1.1 if (q < 242)
2143 root 1.24 return 4;
2144 elmex 1.1
2145 root 1.24 return 3;
2146 elmex 1.1 }
2147    
2148     /*
2149     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2150     * between two directions (which are expected to be absolute (see absdir())
2151     */
2152 root 1.24 int
2153     dirdiff (int dir1, int dir2)
2154     {
2155 root 1.82 int d;
2156 root 1.24
2157     d = abs (dir1 - dir2);
2158     if (d > 4)
2159 elmex 1.1 d = 8 - d;
2160 root 1.82
2161 elmex 1.1 return d;
2162     }
2163    
2164     /* peterm:
2165     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2166     * Basically, this is a table of directions, and what directions
2167     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2168     * This basically means that if direction is 15, then it could either go
2169     * direction 4, 14, or 16 to get back to where we are.
2170     * Moved from spell_util.c to object.c with the other related direction
2171     * functions.
2172     */
2173 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2174 root 1.24 {0, 0, 0}, /* 0 */
2175     {0, 0, 0}, /* 1 */
2176     {0, 0, 0}, /* 2 */
2177     {0, 0, 0}, /* 3 */
2178     {0, 0, 0}, /* 4 */
2179     {0, 0, 0}, /* 5 */
2180     {0, 0, 0}, /* 6 */
2181     {0, 0, 0}, /* 7 */
2182     {0, 0, 0}, /* 8 */
2183     {8, 1, 2}, /* 9 */
2184     {1, 2, -1}, /* 10 */
2185     {2, 10, 12}, /* 11 */
2186     {2, 3, -1}, /* 12 */
2187     {2, 3, 4}, /* 13 */
2188     {3, 4, -1}, /* 14 */
2189     {4, 14, 16}, /* 15 */
2190     {5, 4, -1}, /* 16 */
2191     {4, 5, 6}, /* 17 */
2192     {6, 5, -1}, /* 18 */
2193     {6, 20, 18}, /* 19 */
2194     {7, 6, -1}, /* 20 */
2195     {6, 7, 8}, /* 21 */
2196     {7, 8, -1}, /* 22 */
2197     {8, 22, 24}, /* 23 */
2198     {8, 1, -1}, /* 24 */
2199     {24, 9, 10}, /* 25 */
2200     {9, 10, -1}, /* 26 */
2201     {10, 11, -1}, /* 27 */
2202     {27, 11, 29}, /* 28 */
2203     {11, 12, -1}, /* 29 */
2204     {12, 13, -1}, /* 30 */
2205     {12, 13, 14}, /* 31 */
2206     {13, 14, -1}, /* 32 */
2207     {14, 15, -1}, /* 33 */
2208     {33, 15, 35}, /* 34 */
2209     {16, 15, -1}, /* 35 */
2210     {17, 16, -1}, /* 36 */
2211     {18, 17, 16}, /* 37 */
2212     {18, 17, -1}, /* 38 */
2213     {18, 19, -1}, /* 39 */
2214     {41, 19, 39}, /* 40 */
2215     {19, 20, -1}, /* 41 */
2216     {20, 21, -1}, /* 42 */
2217     {20, 21, 22}, /* 43 */
2218     {21, 22, -1}, /* 44 */
2219     {23, 22, -1}, /* 45 */
2220     {45, 47, 23}, /* 46 */
2221     {23, 24, -1}, /* 47 */
2222     {24, 9, -1}
2223     }; /* 48 */
2224 elmex 1.1
2225     /* Recursive routine to step back and see if we can
2226     * find a path to that monster that we found. If not,
2227     * we don't bother going toward it. Returns 1 if we
2228     * can see a direct way to get it
2229     * Modified to be map tile aware -.MSW
2230     */
2231 root 1.24 int
2232 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2233 root 1.24 {
2234 root 1.29 sint16 dx, dy;
2235 root 1.75 int mflags;
2236 root 1.24
2237     if (dir < 0)
2238     return 0; /* exit condition: invalid direction */
2239    
2240     dx = x + freearr_x[dir];
2241     dy = y + freearr_y[dir];
2242    
2243     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2244    
2245     /* This functional arguably was incorrect before - it was
2246     * checking for P_WALL - that was basically seeing if
2247     * we could move to the monster - this is being more
2248     * literal on if we can see it. To know if we can actually
2249     * move to the monster, we'd need the monster passed in or
2250     * at least its move type.
2251     */
2252     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2253     return 0;
2254    
2255     /* yes, can see. */
2256     if (dir < 9)
2257     return 1;
2258 root 1.75
2259     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2260     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2261     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2262 root 1.24 }
2263    
2264 elmex 1.1 /*
2265     * can_pick(picker, item): finds out if an object is possible to be
2266     * picked up by the picker. Returnes 1 if it can be
2267     * picked up, otherwise 0.
2268     *
2269     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2270     * core dumps if they do.
2271     *
2272     * Add a check so we can't pick up invisible objects (0.93.8)
2273     */
2274 root 1.24 int
2275     can_pick (const object *who, const object *item)
2276     {
2277     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2278     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2279     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2280 elmex 1.1 }
2281    
2282     /*
2283     * create clone from object to another
2284     */
2285 root 1.24 object *
2286 root 1.230 object::deep_clone ()
2287 root 1.24 {
2288 root 1.230 assert (("deep_clone called on non-head object", is_head ()));
2289 elmex 1.1
2290 root 1.230 object *dst = clone ();
2291 root 1.24
2292 root 1.230 object *prev = dst;
2293     for (object *part = this->more; part; part = part->more)
2294 root 1.24 {
2295 root 1.224 object *tmp = part->clone ();
2296 root 1.230 tmp->head = dst;
2297     prev->more = tmp;
2298 root 1.24 prev = tmp;
2299 elmex 1.1 }
2300 root 1.24
2301 root 1.230 for (object *item = inv; item; item = item->below)
2302     insert_ob_in_ob (item->deep_clone (), dst);
2303 elmex 1.1
2304 root 1.24 return dst;
2305 elmex 1.1 }
2306    
2307     /* This returns the first object in who's inventory that
2308     * has the same type and subtype match.
2309     * returns NULL if no match.
2310     */
2311 root 1.24 object *
2312     find_obj_by_type_subtype (const object *who, int type, int subtype)
2313 elmex 1.1 {
2314 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2315 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2316     return tmp;
2317 elmex 1.1
2318 root 1.82 return 0;
2319 elmex 1.1 }
2320    
2321 root 1.228 const shstr &
2322     object::kv_get (const shstr &key) const
2323 root 1.24 {
2324 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2325     if (kv->key == key)
2326     return kv->value;
2327 root 1.24
2328 root 1.228 return shstr_null;
2329 root 1.24 }
2330 elmex 1.1
2331 root 1.228 void
2332     object::kv_set (const shstr &key, const shstr &value)
2333 root 1.24 {
2334 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2335     if (kv->key == key)
2336     {
2337     kv->value = value;
2338     return;
2339     }
2340 root 1.24
2341 root 1.228 key_value *kv = new key_value;
2342 elmex 1.1
2343 root 1.228 kv->next = key_values;
2344     kv->key = key;
2345     kv->value = value;
2346 root 1.35
2347 root 1.228 key_values = kv;
2348 elmex 1.1 }
2349    
2350 root 1.228 void
2351     object::kv_del (const shstr &key)
2352 root 1.24 {
2353 root 1.228 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2354     if ((*kvp)->key == key)
2355     {
2356     key_value *kv = *kvp;
2357     *kvp = (*kvp)->next;
2358     delete kv;
2359     return;
2360     }
2361 elmex 1.1 }
2362 root 1.31
2363 root 1.34 object::depth_iterator::depth_iterator (object *container)
2364     : iterator_base (container)
2365     {
2366     while (item->inv)
2367     item = item->inv;
2368     }
2369    
2370 root 1.31 void
2371 root 1.34 object::depth_iterator::next ()
2372 root 1.31 {
2373 root 1.34 if (item->below)
2374     {
2375     item = item->below;
2376    
2377     while (item->inv)
2378     item = item->inv;
2379     }
2380 root 1.31 else
2381 root 1.34 item = item->env;
2382 root 1.31 }
2383 root 1.34
2384 elmex 1.97 const char *
2385     object::flag_desc (char *desc, int len) const
2386     {
2387     char *p = desc;
2388     bool first = true;
2389    
2390 root 1.101 *p = 0;
2391    
2392 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2393     {
2394     if (len <= 10) // magic constant!
2395     {
2396     snprintf (p, len, ",...");
2397     break;
2398     }
2399    
2400 root 1.101 if (flag [i])
2401 elmex 1.97 {
2402     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2403     len -= cnt;
2404     p += cnt;
2405     first = false;
2406     }
2407     }
2408    
2409     return desc;
2410     }
2411    
2412 root 1.101 // return a suitable string describing an object in enough detail to find it
2413 root 1.36 const char *
2414     object::debug_desc (char *info) const
2415     {
2416 elmex 1.97 char flagdesc[512];
2417     char info2[256 * 4];
2418 root 1.36 char *p = info;
2419    
2420 root 1.203 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2421     count,
2422     uuid.c_str (),
2423 root 1.36 &name,
2424 root 1.117 title ? "\",title:\"" : "",
2425 elmex 1.97 title ? (const char *)title : "",
2426     flag_desc (flagdesc, 512), type);
2427 root 1.36
2428 root 1.217 if (!flag[FLAG_REMOVED] && env)
2429 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2430    
2431     if (map)
2432 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2433 root 1.36
2434     return info;
2435     }
2436    
2437     const char *
2438     object::debug_desc () const
2439     {
2440 root 1.143 static char info[3][256 * 4];
2441     static int info_idx;
2442 root 1.36
2443 root 1.143 return debug_desc (info [++info_idx % 3]);
2444 root 1.114 }
2445    
2446 root 1.125 struct region *
2447     object::region () const
2448     {
2449     return map ? map->region (x, y)
2450     : region::default_region ();
2451     }
2452    
2453 root 1.129 const materialtype_t *
2454     object::dominant_material () const
2455     {
2456 root 1.165 if (materialtype_t *mt = name_to_material (materialname))
2457     return mt;
2458 root 1.129
2459 root 1.165 return name_to_material (shstr_unknown);
2460 root 1.129 }
2461    
2462 root 1.130 void
2463     object::open_container (object *new_container)
2464     {
2465     if (container == new_container)
2466     return;
2467    
2468 root 1.220 object *old_container = container;
2469    
2470     if (old_container)
2471 root 1.130 {
2472     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2473     return;
2474    
2475     #if 0
2476     // remove the "Close old_container" object.
2477     if (object *closer = old_container->inv)
2478     if (closer->type == CLOSE_CON)
2479     closer->destroy ();
2480     #endif
2481    
2482 root 1.220 // make sure the container is available
2483     esrv_send_item (this, old_container);
2484    
2485 root 1.216 old_container->flag [FLAG_APPLIED] = false;
2486 root 1.130 container = 0;
2487    
2488 root 1.220 // client needs item update to make it work, client bug requires this to be separate
2489 root 1.130 esrv_update_item (UPD_FLAGS, this, old_container);
2490 root 1.220
2491 root 1.130 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2492 root 1.177 play_sound (sound_find ("chest_close"));
2493 root 1.130 }
2494    
2495     if (new_container)
2496     {
2497     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2498     return;
2499    
2500     // TODO: this does not seem to serve any purpose anymore?
2501     #if 0
2502     // insert the "Close Container" object.
2503     if (archetype *closer = new_container->other_arch)
2504     {
2505     object *closer = arch_to_object (new_container->other_arch);
2506     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2507     new_container->insert (closer);
2508     }
2509     #endif
2510    
2511 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2512    
2513 root 1.220 // make sure the container is available, client bug requires this to be separate
2514     esrv_send_item (this, new_container);
2515    
2516 root 1.216 new_container->flag [FLAG_APPLIED] = true;
2517 root 1.130 container = new_container;
2518    
2519 root 1.220 // client needs flag change
2520 root 1.130 esrv_update_item (UPD_FLAGS, this, new_container);
2521 root 1.131 esrv_send_inventory (this, new_container);
2522 root 1.177 play_sound (sound_find ("chest_open"));
2523 root 1.130 }
2524 root 1.220 // else if (!old_container->env && contr && contr->ns)
2525     // contr->ns->floorbox_reset ();
2526 root 1.130 }
2527    
2528 root 1.164 object *
2529     object::force_find (const shstr name)
2530     {
2531     /* cycle through his inventory to look for the MARK we want to
2532     * place
2533     */
2534     for (object *tmp = inv; tmp; tmp = tmp->below)
2535     if (tmp->type == FORCE && tmp->slaying == name)
2536     return splay (tmp);
2537    
2538     return 0;
2539     }
2540    
2541     void
2542     object::force_add (const shstr name, int duration)
2543     {
2544     if (object *force = force_find (name))
2545     force->destroy ();
2546    
2547     object *force = get_archetype (FORCE_NAME);
2548    
2549     force->slaying = name;
2550     force->stats.food = 1;
2551     force->speed_left = -1.f;
2552    
2553     force->set_speed (duration ? 1.f / duration : 0.f);
2554     force->flag [FLAG_IS_USED_UP] = true;
2555     force->flag [FLAG_APPLIED] = true;
2556    
2557     insert (force);
2558     }
2559    
2560 root 1.178 void
2561 root 1.208 object::play_sound (faceidx sound)
2562 root 1.178 {
2563     if (!sound)
2564     return;
2565    
2566     if (flag [FLAG_REMOVED])
2567     return;
2568    
2569     if (env)
2570     {
2571     if (object *pl = in_player ())
2572     pl->contr->play_sound (sound);
2573     }
2574     else
2575     map->play_sound (sound, x, y);
2576     }
2577