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Revision: 1.239
Committed: Wed May 7 13:38:16 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.238: +5 -5 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.199 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.116 *
4 root 1.208 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.157 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.116 *
8 root 1.199 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.163 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.116 *
13 root 1.163 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.116 *
18 root 1.163 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.157 *
21 root 1.199 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.116 */
23 elmex 1.1
24     #include <global.h>
25 root 1.28 #include <stdio.h>
26     #include <sys/types.h>
27     #include <sys/uio.h>
28 elmex 1.1 #include <object.h>
29 root 1.146 #include <sproto.h>
30 elmex 1.1 #include <loader.h>
31 root 1.28
32 root 1.68 #include <bitset>
33    
34 root 1.202 UUID UUID::cur;
35 root 1.204 static uint64_t seq_next_save;
36     static const uint64 UUID_GAP = 1<<19;
37 elmex 1.1
38 root 1.108 objectvec objects;
39     activevec actives;
40 elmex 1.1
41 root 1.203 short freearr_x[SIZEOFFREE] = {
42     0,
43     0, 1, 1, 1, 0, -1, -1, -1,
44     0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
45     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
46 root 1.24 };
47 root 1.203 short freearr_y[SIZEOFFREE] = {
48     0,
49     -1, -1, 0, 1, 1, 1, 0, -1,
50     -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52 root 1.24 };
53 root 1.203 int maxfree[SIZEOFFREE] = {
54     0,
55     9, 10, 13, 14, 17, 18, 21, 22,
56     25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57     49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58 root 1.24 };
59     int freedir[SIZEOFFREE] = {
60 root 1.203 0,
61     1, 2, 3, 4, 5, 6, 7, 8,
62     1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64 root 1.24 };
65 elmex 1.1
66 root 1.39 static void
67 root 1.203 write_uuid (uval64 skip, bool sync)
68 root 1.39 {
69 root 1.203 CALL_BEGIN (2);
70     CALL_ARG_SV (newSVval64 (skip));
71     CALL_ARG_SV (boolSV (sync));
72     CALL_CALL ("cf::write_uuid", G_DISCARD);
73     CALL_END;
74 root 1.39 }
75    
76     static void
77     read_uuid (void)
78     {
79     char filename[MAX_BUF];
80    
81     sprintf (filename, "%s/uuid", settings.localdir);
82    
83 root 1.204 seq_next_save = 0;
84    
85 root 1.39 FILE *fp;
86    
87     if (!(fp = fopen (filename, "r")))
88     {
89     if (errno == ENOENT)
90     {
91     LOG (llevInfo, "RESET uid to 1\n");
92 root 1.202 UUID::cur.seq = 0;
93 root 1.204 write_uuid (UUID_GAP, true);
94 root 1.39 return;
95     }
96    
97     LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98     _exit (1);
99     }
100    
101 root 1.203 UUID::BUF buf;
102     buf[0] = 0;
103     fgets (buf, sizeof (buf), fp);
104    
105     if (!UUID::cur.parse (buf))
106 root 1.39 {
107 root 1.203 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 root 1.39 _exit (1);
109     }
110    
111 root 1.203 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112    
113 root 1.204 write_uuid (UUID_GAP, true);
114 root 1.39 fclose (fp);
115     }
116    
117     UUID
118 root 1.202 UUID::gen ()
119 root 1.39 {
120     UUID uid;
121    
122 root 1.202 uid.seq = ++cur.seq;
123 root 1.39
124 root 1.204 if (expect_false (cur.seq >= seq_next_save))
125     {
126     seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127     write_uuid (UUID_GAP, false);
128     }
129    
130 root 1.39
131     return uid;
132     }
133    
134     void
135 root 1.202 UUID::init ()
136 root 1.39 {
137     read_uuid ();
138     }
139    
140 elmex 1.1 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141 root 1.205 static bool
142 root 1.24 compare_ob_value_lists_one (const object *wants, const object *has)
143     {
144 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 1.238 || map->no_drop
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 root 1.238 path = "<freed objects map>";
949     name = "/internal/freed_objects_map";
950     width = 3;
951     height = 3;
952     no_drop = 1;
953     no_reset = 1;
954 root 1.223
955     alloc ();
956     in_memory = MAP_ACTIVE;
957     }
958 root 1.229
959     ~freed_map ()
960     {
961     destroy ();
962     }
963 root 1.223 } freed_map; // freed objects are moved here to avoid crashes
964    
965 root 1.82 void
966     object::do_destroy ()
967 root 1.14 {
968 root 1.82 if (flag [FLAG_IS_LINKED])
969     remove_button_link (this);
970 root 1.29
971 root 1.82 if (flag [FLAG_FRIENDLY])
972 root 1.140 remove_friendly_object (this);
973 root 1.32
974 root 1.213 remove ();
975    
976     attachable::do_destroy ();
977 root 1.14
978 root 1.112 deactivate ();
979     unlink ();
980 root 1.92
981 root 1.82 flag [FLAG_FREED] = 1;
982 root 1.14
983 root 1.57 // hack to ensure that freed objects still have a valid map
984 root 1.223 map = &freed_map;
985     x = 1;
986     y = 1;
987 root 1.57
988 root 1.88 if (more)
989     {
990     more->destroy ();
991     more = 0;
992     }
993 root 1.82
994 root 1.162 head = 0;
995    
996     // clear those pointers that likely might cause circular references
997     owner = 0;
998     enemy = 0;
999     attacked_by = 0;
1000     current_weapon = 0;
1001 root 1.82 }
1002    
1003     void
1004     object::destroy (bool destroy_inventory)
1005     {
1006     if (destroyed ())
1007     return;
1008    
1009 root 1.219 if (!is_head () && !head->destroyed ())
1010     {
1011     LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1012     head->destroy (destroy_inventory);
1013 root 1.223 return;
1014 root 1.219 }
1015    
1016 root 1.217 destroy_inv (!destroy_inventory);
1017 root 1.22
1018 root 1.173 if (is_head ())
1019     if (sound_destroy)
1020     play_sound (sound_destroy);
1021     else if (flag [FLAG_MONSTER])
1022     play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1023 root 1.169
1024 root 1.82 attachable::destroy ();
1025 elmex 1.1 }
1026    
1027 root 1.63 /* op->remove ():
1028 elmex 1.1 * This function removes the object op from the linked list of objects
1029     * which it is currently tied to. When this function is done, the
1030     * object will have no environment. If the object previously had an
1031     * environment, the x and y coordinates will be updated to
1032     * the previous environment.
1033     */
1034 root 1.24 void
1035 root 1.128 object::do_remove ()
1036 root 1.24 {
1037 root 1.45 object *tmp, *last = 0;
1038     object *otmp;
1039 root 1.26
1040 root 1.213 if (flag [FLAG_REMOVED])
1041 root 1.29 return;
1042 root 1.24
1043 root 1.82 INVOKE_OBJECT (REMOVE, this);
1044 root 1.26
1045 root 1.213 flag [FLAG_REMOVED] = true;
1046    
1047 root 1.59 if (more)
1048     more->remove ();
1049 root 1.24
1050     /*
1051     * In this case, the object to be removed is in someones
1052     * inventory.
1053     */
1054 root 1.59 if (env)
1055 root 1.24 {
1056 root 1.221 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1057 root 1.220 if (object *pl = visible_to ())
1058     esrv_del_item (pl->contr, count);
1059 root 1.221 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1060 root 1.220
1061 root 1.208 adjust_weight (env, -total_weight ());
1062 root 1.24
1063 root 1.237 /* we set up values so that it could be inserted into
1064     * the map, but we don't actually do that - it is up
1065     * to the caller to decide what we want to do.
1066     */
1067     map = env->map;
1068     x = env->x;
1069     y = env->y;
1070    
1071 root 1.236 // make sure cmov optimisation is applicable
1072 root 1.208 *(above ? &above->below : &env->inv) = below;
1073 root 1.236 *(below ? &below->above : &above ) = above; // &above is just a dummy
1074 root 1.24
1075 root 1.236 above = 0;
1076     below = 0;
1077     env = 0;
1078 root 1.24
1079 root 1.208 /* NO_FIX_PLAYER is set when a great many changes are being
1080     * made to players inventory. If set, avoiding the call
1081     * to save cpu time.
1082     */
1083     if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1084     otmp->update_stats ();
1085 root 1.59 }
1086     else if (map)
1087     {
1088 root 1.220 map->dirty = true;
1089     mapspace &ms = this->ms ();
1090    
1091     if (object *pl = ms.player ())
1092 root 1.96 {
1093 root 1.220 if (type == PLAYER) // this == pl(!)
1094     {
1095     // leaving a spot always closes any open container on the ground
1096     if (container && !container->env)
1097     // this causes spurious floorbox updates, but it ensures
1098     // that the CLOSE event is being sent.
1099     close_container ();
1100    
1101     --map->players;
1102     map->touch ();
1103     }
1104     else if (pl->container == this)
1105     {
1106     // removing a container should close it
1107     close_container ();
1108     }
1109 root 1.130
1110 root 1.220 esrv_del_item (pl->contr, count);
1111 root 1.96 }
1112    
1113 root 1.29 /* link the object above us */
1114 root 1.236 // re-link, make sure compiler can easily use cmove
1115     *(above ? &above->below : &ms.top) = below;
1116     *(below ? &below->above : &ms.bot) = above;
1117 root 1.26
1118 root 1.59 above = 0;
1119     below = 0;
1120 root 1.26
1121 root 1.59 if (map->in_memory == MAP_SAVING)
1122 root 1.29 return;
1123 elmex 1.1
1124 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1125 elmex 1.1
1126 root 1.175 if (object *pl = ms.player ())
1127     {
1128     if (pl->container == this)
1129     /* If a container that the player is currently using somehow gets
1130     * removed (most likely destroyed), update the player view
1131     * appropriately.
1132     */
1133     pl->close_container ();
1134    
1135 root 1.218 //TODO: the floorbox prev/next might need updating
1136 root 1.226 //esrv_del_item (pl->contr, count);
1137     //TODO: update floorbox to preserve ordering
1138     if (pl->contr->ns)
1139     pl->contr->ns->floorbox_update ();
1140 root 1.175 }
1141    
1142 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1143 root 1.24 {
1144 root 1.29 /* No point updating the players look faces if he is the object
1145     * being removed.
1146 root 1.24 */
1147 root 1.29
1148 root 1.96 /* See if object moving off should effect something */
1149 root 1.50 if (check_walk_off
1150 root 1.59 && ((move_type & tmp->move_off)
1151     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1152 root 1.29 {
1153 elmex 1.72 move_apply (tmp, this, 0);
1154 root 1.24
1155 root 1.59 if (destroyed ())
1156 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1157 root 1.8 }
1158    
1159 root 1.29 last = tmp;
1160     }
1161 root 1.26
1162 root 1.96 /* last == NULL if there are no objects on this space */
1163     //TODO: this makes little sense, why only update the topmost object?
1164 root 1.59 if (!last)
1165 root 1.99 map->at (x, y).flags_ = 0;
1166 root 1.29 else
1167     update_object (last, UP_OBJ_REMOVE);
1168 root 1.26
1169 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1170 root 1.59 update_all_los (map, x, y);
1171 elmex 1.1 }
1172     }
1173    
1174     /*
1175     * merge_ob(op,top):
1176     *
1177     * This function goes through all objects below and including top, and
1178     * merges op to the first matching object.
1179     * If top is NULL, it is calculated.
1180     * Returns pointer to object if it succeded in the merge, otherwise NULL
1181     */
1182 root 1.24 object *
1183     merge_ob (object *op, object *top)
1184     {
1185     if (!op->nrof)
1186 elmex 1.1 return 0;
1187 root 1.29
1188 root 1.194 if (!top)
1189 root 1.82 for (top = op; top && top->above; top = top->above)
1190     ;
1191 root 1.29
1192 root 1.82 for (; top; top = top->below)
1193 root 1.214 if (object::can_merge (op, top))
1194     {
1195     top->nrof += op->nrof;
1196    
1197     if (object *pl = top->visible_to ())
1198     esrv_update_item (UPD_NROF, pl, top);
1199    
1200     op->weight = 0; // cancel the addition above
1201     op->carrying = 0; // must be 0 already
1202 root 1.66
1203 root 1.214 op->destroy (1);
1204 root 1.24
1205 root 1.214 return top;
1206     }
1207 root 1.29
1208 root 1.45 return 0;
1209 elmex 1.1 }
1210    
1211 root 1.138 void
1212     object::expand_tail ()
1213     {
1214     if (more)
1215     return;
1216    
1217     object *prev = this;
1218    
1219 root 1.160 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1220 root 1.138 {
1221     object *op = arch_to_object (at);
1222    
1223     op->name = name;
1224     op->name_pl = name_pl;
1225     op->title = title;
1226    
1227     op->head = this;
1228     prev->more = op;
1229    
1230     prev = op;
1231     }
1232     }
1233    
1234 elmex 1.1 /*
1235 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1236     * job preparing multi-part monsters.
1237 elmex 1.1 */
1238 root 1.24 object *
1239 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1240 root 1.24 {
1241 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1242 root 1.24 {
1243 root 1.159 tmp->x = x + tmp->arch->x;
1244     tmp->y = y + tmp->arch->y;
1245 elmex 1.1 }
1246 root 1.29
1247 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1248 elmex 1.1 }
1249    
1250     /*
1251     * insert_ob_in_map (op, map, originator, flag):
1252     * This function inserts the object in the two-way linked list
1253     * which represents what is on a map.
1254     * The second argument specifies the map, and the x and y variables
1255     * in the object about to be inserted specifies the position.
1256     *
1257     * originator: Player, monster or other object that caused 'op' to be inserted
1258     * into 'map'. May be NULL.
1259     *
1260     * flag is a bitmask about special things to do (or not do) when this
1261     * function is called. see the object.h file for the INS_ values.
1262     * Passing 0 for flag gives proper default values, so flag really only needs
1263     * to be set if special handling is needed.
1264     *
1265     * Return value:
1266     * new object if 'op' was merged with other object
1267     * NULL if 'op' was destroyed
1268     * just 'op' otherwise
1269     */
1270 root 1.24 object *
1271 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1272 elmex 1.1 {
1273 root 1.117 op->remove ();
1274    
1275 root 1.187 /* Ideally, the caller figures this out. However, it complicates a lot
1276     * of areas of callers (eg, anything that uses find_free_spot would now
1277     * need extra work
1278     */
1279     if (!xy_normalise (m, op->x, op->y))
1280 root 1.24 {
1281 root 1.232 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1282 root 1.187 return 0;
1283 elmex 1.1 }
1284 root 1.25
1285 root 1.117 if (object *more = op->more)
1286 root 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1287     return 0;
1288 root 1.25
1289 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1290 root 1.8
1291 root 1.117 op->map = m;
1292     mapspace &ms = op->ms ();
1293 root 1.24
1294     /* this has to be done after we translate the coordinates.
1295     */
1296     if (op->nrof && !(flag & INS_NO_MERGE))
1297 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1298 root 1.66 if (object::can_merge (op, tmp))
1299 root 1.25 {
1300 root 1.237 // TODO: we actually want to update tmp, not op,
1301 root 1.218 // but some caller surely breaks when we return tmp
1302     // from here :/
1303 root 1.25 op->nrof += tmp->nrof;
1304 root 1.208 tmp->destroy (1);
1305 root 1.25 }
1306 root 1.24
1307     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1308     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1309 root 1.25
1310 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1311     CLEAR_FLAG (op, FLAG_NO_STEAL);
1312    
1313     if (flag & INS_BELOW_ORIGINATOR)
1314     {
1315 root 1.237 if (originator->map != op->map || originator->x != op->x || originator->y != op->y || !originator->is_on_map ())
1316 root 1.24 {
1317     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1318     abort ();
1319     }
1320 root 1.25
1321 root 1.24 op->above = originator;
1322     op->below = originator->below;
1323 root 1.237 originator->below = op;
1324 root 1.25
1325 root 1.237 *(op->below ? &op->below->above : &ms.bot) = op;
1326 elmex 1.1 }
1327 root 1.24 else
1328     {
1329 root 1.237 object *floor = 0;
1330     object *top = ms.top;
1331 root 1.117
1332 root 1.24 /* If there are other objects, then */
1333 root 1.191 if (top)
1334 root 1.24 {
1335     /*
1336     * If there are multiple objects on this space, we do some trickier handling.
1337     * We've already dealt with merging if appropriate.
1338     * Generally, we want to put the new object on top. But if
1339     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1340     * floor, we want to insert above that and no further.
1341     * Also, if there are spell objects on this space, we stop processing
1342     * once we get to them. This reduces the need to traverse over all of
1343     * them when adding another one - this saves quite a bit of cpu time
1344     * when lots of spells are cast in one area. Currently, it is presumed
1345     * that flying non pickable objects are spell objects.
1346     */
1347 root 1.237 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1348 root 1.24 {
1349 root 1.237 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1350     floor = tmp;
1351 root 1.26
1352 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))
1353 root 1.24 {
1354     /* We insert above top, so we want this object below this */
1355 root 1.237 top = tmp->below;
1356 root 1.24 break;
1357     }
1358 root 1.26
1359 root 1.237 top = tmp;
1360 root 1.24 }
1361 root 1.26
1362 root 1.24 /* We let update_position deal with figuring out what the space
1363     * looks like instead of lots of conditions here.
1364     * makes things faster, and effectively the same result.
1365     */
1366    
1367     /* Have object 'fall below' other objects that block view.
1368 root 1.135 * Unless those objects are exits.
1369 root 1.24 * If INS_ON_TOP is used, don't do this processing
1370     * Need to find the object that in fact blocks view, otherwise
1371     * stacking is a bit odd.
1372     */
1373 root 1.117 if (!(flag & INS_ON_TOP)
1374     && ms.flags () & P_BLOCKSVIEW
1375 root 1.135 && (op->face && !faces [op->face].visibility))
1376 root 1.24 {
1377 root 1.237 object *last;
1378    
1379 root 1.24 for (last = top; last != floor; last = last->below)
1380     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1381     break;
1382 root 1.117
1383 root 1.24 /* Check to see if we found the object that blocks view,
1384     * and make sure we have a below pointer for it so that
1385     * we can get inserted below this one, which requires we
1386     * set top to the object below us.
1387     */
1388     if (last && last->below && last != floor)
1389     top = last->below;
1390 root 1.8 }
1391 root 1.24 } /* If objects on this space */
1392 root 1.25
1393 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1394     top = floor;
1395    
1396     /* Top is the object that our object (op) is going to get inserted above.
1397     */
1398    
1399 root 1.239 /* no top found, insert at bottom */
1400 root 1.24 if (!top)
1401     {
1402 root 1.239 op->below = 0;
1403     op->above = ms.bot;
1404     ms.bot = op;
1405 root 1.25
1406 root 1.239 *(op->above ? &op->above->below : &ms.top) = op;
1407 root 1.24 }
1408     else
1409     { /* get inserted into the stack above top */
1410     op->above = top->above;
1411 root 1.237 top->above = op;
1412 root 1.25
1413 root 1.24 op->below = top;
1414 root 1.237 *(op->above ? &op->above->below : &ms.top) = op;
1415 root 1.24 }
1416     } /* else not INS_BELOW_ORIGINATOR */
1417 root 1.8
1418 root 1.24 if (op->type == PLAYER)
1419 root 1.96 {
1420     op->contr->do_los = 1;
1421     ++op->map->players;
1422 root 1.100 op->map->touch ();
1423 root 1.96 }
1424 root 1.24
1425 root 1.98 op->map->dirty = true;
1426    
1427 root 1.191 if (object *pl = ms.player ())
1428 root 1.218 //TODO: the floorbox prev/next might need updating
1429 root 1.226 //esrv_send_item (pl, op);
1430     //TODO: update floorbox to preserve ordering
1431     if (pl->contr->ns)
1432     pl->contr->ns->floorbox_update ();
1433 root 1.24
1434     /* If this object glows, it may affect lighting conditions that are
1435     * visible to others on this map. But update_all_los is really
1436     * an inefficient way to do this, as it means los for all players
1437     * on the map will get recalculated. The players could very well
1438     * be far away from this change and not affected in any way -
1439     * this should get redone to only look for players within range,
1440 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1441 root 1.24 * of effect may be sufficient.
1442     */
1443 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1444 root 1.24 update_all_los (op->map, op->x, op->y);
1445    
1446     /* updates flags (blocked, alive, no magic, etc) for this map space */
1447     update_object (op, UP_OBJ_INSERT);
1448    
1449 root 1.82 INVOKE_OBJECT (INSERT, op);
1450    
1451 root 1.24 /* Don't know if moving this to the end will break anything. However,
1452 root 1.70 * we want to have floorbox_update called before calling this.
1453 root 1.24 *
1454     * check_move_on() must be after this because code called from
1455     * check_move_on() depends on correct map flags (so functions like
1456     * blocked() and wall() work properly), and these flags are updated by
1457     * update_object().
1458     */
1459    
1460     /* if this is not the head or flag has been passed, don't check walk on status */
1461 root 1.155 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1462 root 1.24 {
1463     if (check_move_on (op, originator))
1464 root 1.82 return 0;
1465 elmex 1.1
1466 root 1.24 /* If we are a multi part object, lets work our way through the check
1467     * walk on's.
1468     */
1469 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1470 root 1.24 if (check_move_on (tmp, originator))
1471 root 1.82 return 0;
1472 elmex 1.1 }
1473 root 1.25
1474 root 1.24 return op;
1475 elmex 1.1 }
1476    
1477     /* this function inserts an object in the map, but if it
1478 root 1.75 * finds an object of its own type, it'll remove that one first.
1479     * op is the object to insert it under: supplies x and the map.
1480 elmex 1.1 */
1481 root 1.24 void
1482     replace_insert_ob_in_map (const char *arch_string, object *op)
1483     {
1484     /* first search for itself and remove any old instances */
1485 elmex 1.1
1486 root 1.208 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1487 root 1.158 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1488 root 1.208 tmp->destroy (1);
1489    
1490     object *tmp = arch_to_object (archetype::find (arch_string));
1491 elmex 1.1
1492 root 1.208 tmp->x = op->x;
1493     tmp->y = op->y;
1494 elmex 1.1
1495 root 1.208 insert_ob_in_map (tmp, op->map, op, 0);
1496 root 1.24 }
1497 elmex 1.1
1498 root 1.93 object *
1499     object::insert_at (object *where, object *originator, int flags)
1500     {
1501 root 1.205 if (where->env)
1502     return where->env->insert (this);
1503     else
1504     return where->map->insert (this, where->x, where->y, originator, flags);
1505 root 1.93 }
1506    
1507 elmex 1.1 /*
1508 root 1.209 * decrease(object, number) decreases a specified number from
1509 root 1.208 * the amount of an object. If the amount reaches 0, the object
1510 elmex 1.1 * is subsequently removed and freed.
1511     *
1512     * Return value: 'op' if something is left, NULL if the amount reached 0
1513     */
1514 root 1.208 bool
1515 root 1.209 object::decrease (sint32 nr)
1516 elmex 1.1 {
1517 root 1.212 if (!nr)
1518     return true;
1519    
1520 root 1.208 nr = min (nr, nrof);
1521 elmex 1.1
1522 root 1.208 nrof -= nr;
1523 root 1.24
1524 root 1.208 if (nrof)
1525 elmex 1.1 {
1526 root 1.208 adjust_weight (env, -weight * nr); // carrying == 0
1527 elmex 1.1
1528 root 1.212 if (object *pl = visible_to ())
1529     esrv_update_item (UPD_NROF, pl, this);
1530 root 1.29
1531 root 1.212 return true;
1532 elmex 1.1 }
1533 root 1.24 else
1534     {
1535 root 1.212 destroy (1);
1536     return false;
1537 elmex 1.1 }
1538     }
1539    
1540 root 1.209 /*
1541 root 1.210 * split(ob,nr) splits up ob into two parts. The part which
1542 root 1.209 * is returned contains nr objects, and the remaining parts contains
1543 root 1.210 * the rest (or is removed and returned if that number is 0).
1544     * On failure, NULL is returned.
1545 root 1.209 */
1546 root 1.208 object *
1547 root 1.209 object::split (sint32 nr)
1548 root 1.208 {
1549 root 1.212 int have = number_of ();
1550    
1551     if (have < nr)
1552 root 1.209 return 0;
1553 root 1.212 else if (have == nr)
1554 root 1.209 {
1555     remove ();
1556     return this;
1557     }
1558     else
1559     {
1560     decrease (nr);
1561    
1562 root 1.230 object *op = deep_clone ();
1563 root 1.209 op->nrof = nr;
1564     return op;
1565     }
1566     }
1567    
1568 root 1.24 object *
1569     insert_ob_in_ob (object *op, object *where)
1570     {
1571 root 1.59 if (!where)
1572 root 1.24 {
1573 root 1.53 char *dump = dump_object (op);
1574     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1575     free (dump);
1576 root 1.24 return op;
1577     }
1578 root 1.29
1579 root 1.154 if (where->head_ () != where)
1580 root 1.24 {
1581 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1582 root 1.24 where = where->head;
1583     }
1584 root 1.29
1585 root 1.59 return where->insert (op);
1586     }
1587    
1588     /*
1589     * env->insert (op)
1590     * This function inserts the object op in the linked list
1591     * inside the object environment.
1592     *
1593     * The function returns now pointer to inserted item, and return value can
1594     * be != op, if items are merged. -Tero
1595     */
1596     object *
1597     object::insert (object *op)
1598     {
1599 root 1.24 if (op->more)
1600     {
1601     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1602     return op;
1603     }
1604 root 1.29
1605 root 1.208 op->remove ();
1606    
1607     op->flag [FLAG_OBJ_ORIGINAL] = 0;
1608 root 1.182
1609 root 1.24 if (op->nrof)
1610 root 1.208 for (object *tmp = inv; tmp; tmp = tmp->below)
1611     if (object::can_merge (tmp, op))
1612     {
1613     /* return the original object and remove inserted object
1614     (client needs the original object) */
1615     tmp->nrof += op->nrof;
1616 root 1.214
1617     if (object *pl = tmp->visible_to ())
1618     esrv_update_item (UPD_NROF, pl, tmp);
1619    
1620 root 1.210 adjust_weight (this, op->total_weight ());
1621    
1622 root 1.208 op->destroy (1);
1623     op = tmp;
1624     goto inserted;
1625     }
1626    
1627     op->owner = 0; // it's his/hers now. period.
1628     op->map = 0;
1629     op->x = 0;
1630     op->y = 0;
1631    
1632     op->above = 0;
1633     op->below = inv;
1634     op->env = this;
1635    
1636     if (inv)
1637     inv->above = op;
1638 root 1.24
1639 root 1.208 inv = op;
1640 elmex 1.1
1641 root 1.208 op->flag [FLAG_REMOVED] = 0;
1642 elmex 1.1
1643 root 1.214 if (object *pl = op->visible_to ())
1644     esrv_send_item (pl, op);
1645    
1646 root 1.208 adjust_weight (this, op->total_weight ());
1647 elmex 1.1
1648 root 1.208 inserted:
1649 elmex 1.1 /* reset the light list and los of the players on the map */
1650 root 1.208 if (op->glow_radius && map && map->darkness)
1651     update_all_los (map, x, y);
1652 elmex 1.1
1653 root 1.214 // if this is a player's inventory, update stats
1654     if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1655     update_stats ();
1656 root 1.59
1657 root 1.82 INVOKE_OBJECT (INSERT, this);
1658    
1659 elmex 1.1 return op;
1660     }
1661    
1662     /*
1663     * Checks if any objects has a move_type that matches objects
1664     * that effect this object on this space. Call apply() to process
1665     * these events.
1666     *
1667     * Any speed-modification due to SLOW_MOVE() of other present objects
1668     * will affect the speed_left of the object.
1669     *
1670     * originator: Player, monster or other object that caused 'op' to be inserted
1671     * into 'map'. May be NULL.
1672     *
1673     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1674     *
1675     * 4-21-95 added code to check if appropriate skill was readied - this will
1676     * permit faster movement by the player through this terrain. -b.t.
1677     *
1678     * MSW 2001-07-08: Check all objects on space, not just those below
1679     * object being inserted. insert_ob_in_map may not put new objects
1680     * on top.
1681     */
1682 root 1.24 int
1683     check_move_on (object *op, object *originator)
1684 elmex 1.1 {
1685 root 1.48 object *tmp;
1686 root 1.49 maptile *m = op->map;
1687 root 1.48 int x = op->x, y = op->y;
1688 root 1.26
1689 root 1.48 MoveType move_on, move_slow, move_block;
1690 root 1.24
1691     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1692     return 0;
1693    
1694     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1695     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1696     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1697    
1698     /* if nothing on this space will slow op down or be applied,
1699     * no need to do checking below. have to make sure move_type
1700     * is set, as lots of objects don't have it set - we treat that
1701     * as walking.
1702     */
1703     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1704     return 0;
1705 elmex 1.1
1706 root 1.24 /* This is basically inverse logic of that below - basically,
1707     * if the object can avoid the move on or slow move, they do so,
1708     * but can't do it if the alternate movement they are using is
1709     * blocked. Logic on this seems confusing, but does seem correct.
1710     */
1711     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1712     return 0;
1713    
1714     /* The objects have to be checked from top to bottom.
1715     * Hence, we first go to the top:
1716     */
1717    
1718 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1719 root 1.24 {
1720     /* Trim the search when we find the first other spell effect
1721     * this helps performance so that if a space has 50 spell objects,
1722     * we don't need to check all of them.
1723     */
1724     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1725     break;
1726     }
1727 root 1.26
1728     for (; tmp; tmp = tmp->below)
1729 root 1.24 {
1730     if (tmp == op)
1731     continue; /* Can't apply yourself */
1732 elmex 1.1
1733 root 1.24 /* Check to see if one of the movement types should be slowed down.
1734     * Second check makes sure that the movement types not being slowed
1735     * (~slow_move) is not blocked on this space - just because the
1736     * space doesn't slow down swimming (for example), if you can't actually
1737     * swim on that space, can't use it to avoid the penalty.
1738     */
1739     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1740     {
1741     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1742     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1743     {
1744 elmex 1.1
1745 root 1.29 float
1746 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1747 elmex 1.1
1748 root 1.24 if (op->type == PLAYER)
1749 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1750     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1751     diff /= 4.0;
1752    
1753 root 1.24 op->speed_left -= diff;
1754 root 1.8 }
1755     }
1756 elmex 1.1
1757 root 1.24 /* Basically same logic as above, except now for actual apply. */
1758     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1759     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1760     {
1761 elmex 1.72 move_apply (tmp, op, originator);
1762 root 1.24
1763 root 1.48 if (op->destroyed ())
1764 root 1.24 return 1;
1765    
1766     /* what the person/creature stepped onto has moved the object
1767     * someplace new. Don't process any further - if we did,
1768     * have a feeling strange problems would result.
1769     */
1770     if (op->map != m || op->x != x || op->y != y)
1771     return 0;
1772 root 1.8 }
1773 elmex 1.1 }
1774 root 1.26
1775 root 1.24 return 0;
1776 elmex 1.1 }
1777    
1778     /*
1779     * present_arch(arch, map, x, y) searches for any objects with
1780     * a matching archetype at the given map and coordinates.
1781     * The first matching object is returned, or NULL if none.
1782     */
1783 root 1.24 object *
1784 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1785 root 1.24 {
1786 root 1.104 if (!m || out_of_map (m, x, y))
1787 root 1.24 {
1788     LOG (llevError, "Present_arch called outside map.\n");
1789     return NULL;
1790     }
1791 root 1.84
1792 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1793 root 1.231 if (tmp->arch->archname == at->archname)
1794 elmex 1.1 return tmp;
1795 root 1.84
1796 elmex 1.1 return NULL;
1797     }
1798    
1799     /*
1800     * present(type, map, x, y) searches for any objects with
1801     * a matching type variable at the given map and coordinates.
1802     * The first matching object is returned, or NULL if none.
1803     */
1804 root 1.24 object *
1805 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1806 root 1.24 {
1807     if (out_of_map (m, x, y))
1808     {
1809     LOG (llevError, "Present called outside map.\n");
1810     return NULL;
1811     }
1812 root 1.84
1813 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1814 root 1.24 if (tmp->type == type)
1815 elmex 1.1 return tmp;
1816 root 1.84
1817 elmex 1.1 return NULL;
1818     }
1819    
1820     /*
1821     * present_in_ob(type, object) searches for any objects with
1822     * a matching type variable in the inventory of the given object.
1823     * The first matching object is returned, or NULL if none.
1824     */
1825 root 1.24 object *
1826     present_in_ob (unsigned char type, const object *op)
1827     {
1828 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1829 root 1.24 if (tmp->type == type)
1830 elmex 1.1 return tmp;
1831 root 1.84
1832 elmex 1.1 return NULL;
1833     }
1834    
1835     /*
1836     * present_in_ob (type, str, object) searches for any objects with
1837     * a matching type & name variable in the inventory of the given object.
1838     * The first matching object is returned, or NULL if none.
1839     * This is mostly used by spell effect code, so that we only
1840     * have one spell effect at a time.
1841     * type can be used to narrow the search - if type is set,
1842     * the type must also match. -1 can be passed for the type,
1843     * in which case the type does not need to pass.
1844     * str is the string to match against. Note that we match against
1845     * the object name, not the archetype name. this is so that the
1846     * spell code can use one object type (force), but change it's name
1847     * to be unique.
1848     */
1849 root 1.24 object *
1850     present_in_ob_by_name (int type, const char *str, const object *op)
1851     {
1852 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1853 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1854     return tmp;
1855 elmex 1.1
1856 root 1.82 return 0;
1857 elmex 1.1 }
1858    
1859     /*
1860     * present_arch_in_ob(archetype, object) searches for any objects with
1861     * a matching archetype in the inventory of the given object.
1862     * The first matching object is returned, or NULL if none.
1863     */
1864 root 1.24 object *
1865     present_arch_in_ob (const archetype *at, const object *op)
1866     {
1867 root 1.231 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1868     if (tmp->arch->archname == at->archname)
1869 elmex 1.1 return tmp;
1870 root 1.82
1871 elmex 1.1 return NULL;
1872     }
1873    
1874     /*
1875     * activate recursively a flag on an object inventory
1876     */
1877 root 1.24 void
1878     flag_inv (object *op, int flag)
1879     {
1880 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1881     {
1882     SET_FLAG (tmp, flag);
1883     flag_inv (tmp, flag);
1884     }
1885 root 1.82 }
1886    
1887     /*
1888     * deactivate recursively a flag on an object inventory
1889     */
1890 root 1.24 void
1891     unflag_inv (object *op, int flag)
1892     {
1893 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1894     {
1895     CLEAR_FLAG (tmp, flag);
1896     unflag_inv (tmp, flag);
1897     }
1898 elmex 1.1 }
1899    
1900     /*
1901     * find_free_spot(object, map, x, y, start, stop) will search for
1902     * a spot at the given map and coordinates which will be able to contain
1903     * the given object. start and stop specifies how many squares
1904     * to search (see the freearr_x/y[] definition).
1905     * It returns a random choice among the alternatives found.
1906     * start and stop are where to start relative to the free_arr array (1,9
1907     * does all 4 immediate directions). This returns the index into the
1908     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1909 root 1.196 * Note: This function does correctly handle tiled maps, but does not
1910 elmex 1.1 * inform the caller. However, insert_ob_in_map will update as
1911     * necessary, so the caller shouldn't need to do any special work.
1912     * Note - updated to take an object instead of archetype - this is necessary
1913     * because arch_blocked (now ob_blocked) needs to know the movement type
1914     * to know if the space in question will block the object. We can't use
1915     * the archetype because that isn't correct if the monster has been
1916     * customized, changed states, etc.
1917     */
1918 root 1.24 int
1919 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1920 root 1.24 {
1921 root 1.190 int altern[SIZEOFFREE];
1922 root 1.82 int index = 0, flag;
1923 root 1.24
1924 root 1.82 for (int i = start; i < stop; i++)
1925 root 1.24 {
1926 root 1.188 mapxy pos (m, x, y); pos.move (i);
1927    
1928     if (!pos.normalise ())
1929     continue;
1930    
1931     mapspace &ms = *pos;
1932 root 1.189
1933     if (ms.flags () & P_IS_ALIVE)
1934     continue;
1935 root 1.188
1936     /* However, often
1937     * ob doesn't have any move type (when used to place exits)
1938     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1939     */
1940 root 1.200 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1941 root 1.190 {
1942     altern [index++] = i;
1943     continue;
1944     }
1945 root 1.24
1946     /* Basically, if we find a wall on a space, we cut down the search size.
1947     * In this way, we won't return spaces that are on another side of a wall.
1948     * This mostly work, but it cuts down the search size in all directions -
1949     * if the space being examined only has a wall to the north and empty
1950     * spaces in all the other directions, this will reduce the search space
1951     * to only the spaces immediately surrounding the target area, and
1952     * won't look 2 spaces south of the target space.
1953     */
1954 root 1.188 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1955     {
1956     stop = maxfree[i];
1957     continue;
1958     }
1959    
1960     /* Note it is intentional that we check ob - the movement type of the
1961     * head of the object should correspond for the entire object.
1962     */
1963     if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1964     continue;
1965    
1966 root 1.196 if (ob->blocked (m, pos.x, pos.y))
1967     continue;
1968    
1969 root 1.188 altern [index++] = i;
1970 elmex 1.1 }
1971 root 1.74
1972 root 1.24 if (!index)
1973     return -1;
1974 root 1.74
1975 root 1.124 return altern [rndm (index)];
1976 elmex 1.1 }
1977    
1978     /*
1979 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
1980 elmex 1.1 * find_free_spot(), but it will search max number of squares.
1981     * But it will return the first available spot, not a random choice.
1982     * Changed 0.93.2: Have it return -1 if there is no free spot available.
1983     */
1984 root 1.24 int
1985 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
1986 root 1.24 {
1987 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
1988 root 1.188 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
1989 root 1.82 return i;
1990 root 1.24
1991     return -1;
1992 elmex 1.1 }
1993    
1994     /*
1995     * The function permute(arr, begin, end) randomly reorders the array
1996     * arr[begin..end-1].
1997 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
1998 elmex 1.1 */
1999 root 1.24 static void
2000     permute (int *arr, int begin, int end)
2001 elmex 1.1 {
2002 root 1.82 arr += begin;
2003     end -= begin;
2004    
2005     while (--end)
2006 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2007 elmex 1.1 }
2008    
2009     /* new function to make monster searching more efficient, and effective!
2010     * This basically returns a randomized array (in the passed pointer) of
2011     * the spaces to find monsters. In this way, it won't always look for
2012     * monsters to the north first. However, the size of the array passed
2013     * covers all the spaces, so within that size, all the spaces within
2014     * the 3x3 area will be searched, just not in a predictable order.
2015     */
2016 root 1.24 void
2017     get_search_arr (int *search_arr)
2018 elmex 1.1 {
2019 root 1.82 int i;
2020 elmex 1.1
2021 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2022 root 1.82 search_arr[i] = i;
2023 elmex 1.1
2024 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2025     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2026     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2027 elmex 1.1 }
2028    
2029     /*
2030     * find_dir(map, x, y, exclude) will search some close squares in the
2031     * given map at the given coordinates for live objects.
2032     * It will not considered the object given as exclude among possible
2033     * live objects.
2034     * It returns the direction toward the first/closest live object if finds
2035     * any, otherwise 0.
2036     * Perhaps incorrectly, but I'm making the assumption that exclude
2037     * is actually want is going to try and move there. We need this info
2038     * because we have to know what movement the thing looking to move
2039     * there is capable of.
2040     */
2041 root 1.24 int
2042 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2043 root 1.24 {
2044 root 1.82 int i, max = SIZEOFFREE, mflags;
2045 root 1.29
2046     sint16 nx, ny;
2047 root 1.82 object *tmp;
2048     maptile *mp;
2049 root 1.29
2050     MoveType blocked, move_type;
2051 root 1.24
2052 root 1.155 if (exclude && exclude->head_ () != exclude)
2053 root 1.24 {
2054     exclude = exclude->head;
2055     move_type = exclude->move_type;
2056     }
2057     else
2058     {
2059     /* If we don't have anything, presume it can use all movement types. */
2060     move_type = MOVE_ALL;
2061     }
2062    
2063     for (i = 1; i < max; i++)
2064     {
2065     mp = m;
2066     nx = x + freearr_x[i];
2067     ny = y + freearr_y[i];
2068    
2069     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2070 root 1.75
2071 root 1.24 if (mflags & P_OUT_OF_MAP)
2072 root 1.75 max = maxfree[i];
2073 root 1.24 else
2074     {
2075 root 1.82 mapspace &ms = mp->at (nx, ny);
2076    
2077     blocked = ms.move_block;
2078 root 1.24
2079     if ((move_type & blocked) == move_type)
2080 root 1.75 max = maxfree[i];
2081 root 1.24 else if (mflags & P_IS_ALIVE)
2082     {
2083 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2084 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2085 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2086 root 1.75 break;
2087    
2088 root 1.24 if (tmp)
2089 root 1.75 return freedir[i];
2090 root 1.8 }
2091     }
2092 elmex 1.1 }
2093 root 1.75
2094 root 1.24 return 0;
2095 elmex 1.1 }
2096    
2097     /*
2098     * distance(object 1, object 2) will return the square of the
2099     * distance between the two given objects.
2100     */
2101 root 1.24 int
2102     distance (const object *ob1, const object *ob2)
2103     {
2104 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2105 elmex 1.1 }
2106    
2107     /*
2108     * find_dir_2(delta-x,delta-y) will return a direction in which
2109     * an object which has subtracted the x and y coordinates of another
2110     * object, needs to travel toward it.
2111     */
2112 root 1.24 int
2113     find_dir_2 (int x, int y)
2114     {
2115 root 1.75 int q;
2116 elmex 1.1
2117 root 1.24 if (y)
2118     q = x * 100 / y;
2119 elmex 1.1 else if (x)
2120 root 1.24 q = -300 * x;
2121 elmex 1.1 else
2122     return 0;
2123    
2124 root 1.24 if (y > 0)
2125     {
2126     if (q < -242)
2127     return 3;
2128     if (q < -41)
2129     return 2;
2130     if (q < 41)
2131     return 1;
2132     if (q < 242)
2133     return 8;
2134     return 7;
2135     }
2136 elmex 1.1
2137     if (q < -242)
2138 root 1.24 return 7;
2139 elmex 1.1 if (q < -41)
2140 root 1.24 return 6;
2141 elmex 1.1 if (q < 41)
2142 root 1.24 return 5;
2143 elmex 1.1 if (q < 242)
2144 root 1.24 return 4;
2145 elmex 1.1
2146 root 1.24 return 3;
2147 elmex 1.1 }
2148    
2149     /*
2150     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2151     * between two directions (which are expected to be absolute (see absdir())
2152     */
2153 root 1.24 int
2154     dirdiff (int dir1, int dir2)
2155     {
2156 root 1.82 int d;
2157 root 1.24
2158     d = abs (dir1 - dir2);
2159     if (d > 4)
2160 elmex 1.1 d = 8 - d;
2161 root 1.82
2162 elmex 1.1 return d;
2163     }
2164    
2165     /* peterm:
2166     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2167     * Basically, this is a table of directions, and what directions
2168     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2169     * This basically means that if direction is 15, then it could either go
2170     * direction 4, 14, or 16 to get back to where we are.
2171     * Moved from spell_util.c to object.c with the other related direction
2172     * functions.
2173     */
2174 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2175 root 1.24 {0, 0, 0}, /* 0 */
2176     {0, 0, 0}, /* 1 */
2177     {0, 0, 0}, /* 2 */
2178     {0, 0, 0}, /* 3 */
2179     {0, 0, 0}, /* 4 */
2180     {0, 0, 0}, /* 5 */
2181     {0, 0, 0}, /* 6 */
2182     {0, 0, 0}, /* 7 */
2183     {0, 0, 0}, /* 8 */
2184     {8, 1, 2}, /* 9 */
2185     {1, 2, -1}, /* 10 */
2186     {2, 10, 12}, /* 11 */
2187     {2, 3, -1}, /* 12 */
2188     {2, 3, 4}, /* 13 */
2189     {3, 4, -1}, /* 14 */
2190     {4, 14, 16}, /* 15 */
2191     {5, 4, -1}, /* 16 */
2192     {4, 5, 6}, /* 17 */
2193     {6, 5, -1}, /* 18 */
2194     {6, 20, 18}, /* 19 */
2195     {7, 6, -1}, /* 20 */
2196     {6, 7, 8}, /* 21 */
2197     {7, 8, -1}, /* 22 */
2198     {8, 22, 24}, /* 23 */
2199     {8, 1, -1}, /* 24 */
2200     {24, 9, 10}, /* 25 */
2201     {9, 10, -1}, /* 26 */
2202     {10, 11, -1}, /* 27 */
2203     {27, 11, 29}, /* 28 */
2204     {11, 12, -1}, /* 29 */
2205     {12, 13, -1}, /* 30 */
2206     {12, 13, 14}, /* 31 */
2207     {13, 14, -1}, /* 32 */
2208     {14, 15, -1}, /* 33 */
2209     {33, 15, 35}, /* 34 */
2210     {16, 15, -1}, /* 35 */
2211     {17, 16, -1}, /* 36 */
2212     {18, 17, 16}, /* 37 */
2213     {18, 17, -1}, /* 38 */
2214     {18, 19, -1}, /* 39 */
2215     {41, 19, 39}, /* 40 */
2216     {19, 20, -1}, /* 41 */
2217     {20, 21, -1}, /* 42 */
2218     {20, 21, 22}, /* 43 */
2219     {21, 22, -1}, /* 44 */
2220     {23, 22, -1}, /* 45 */
2221     {45, 47, 23}, /* 46 */
2222     {23, 24, -1}, /* 47 */
2223     {24, 9, -1}
2224     }; /* 48 */
2225 elmex 1.1
2226     /* Recursive routine to step back and see if we can
2227     * find a path to that monster that we found. If not,
2228     * we don't bother going toward it. Returns 1 if we
2229     * can see a direct way to get it
2230     * Modified to be map tile aware -.MSW
2231     */
2232 root 1.24 int
2233 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2234 root 1.24 {
2235 root 1.29 sint16 dx, dy;
2236 root 1.75 int mflags;
2237 root 1.24
2238     if (dir < 0)
2239     return 0; /* exit condition: invalid direction */
2240    
2241     dx = x + freearr_x[dir];
2242     dy = y + freearr_y[dir];
2243    
2244     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2245    
2246     /* This functional arguably was incorrect before - it was
2247     * checking for P_WALL - that was basically seeing if
2248     * we could move to the monster - this is being more
2249     * literal on if we can see it. To know if we can actually
2250     * move to the monster, we'd need the monster passed in or
2251     * at least its move type.
2252     */
2253     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2254     return 0;
2255    
2256     /* yes, can see. */
2257     if (dir < 9)
2258     return 1;
2259 root 1.75
2260     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2261     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2262     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2263 root 1.24 }
2264    
2265 elmex 1.1 /*
2266     * can_pick(picker, item): finds out if an object is possible to be
2267     * picked up by the picker. Returnes 1 if it can be
2268     * picked up, otherwise 0.
2269     *
2270     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2271     * core dumps if they do.
2272     *
2273     * Add a check so we can't pick up invisible objects (0.93.8)
2274     */
2275 root 1.24 int
2276     can_pick (const object *who, const object *item)
2277     {
2278     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2279     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2280     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2281 elmex 1.1 }
2282    
2283     /*
2284     * create clone from object to another
2285     */
2286 root 1.24 object *
2287 root 1.230 object::deep_clone ()
2288 root 1.24 {
2289 root 1.230 assert (("deep_clone called on non-head object", is_head ()));
2290 elmex 1.1
2291 root 1.230 object *dst = clone ();
2292 root 1.24
2293 root 1.230 object *prev = dst;
2294     for (object *part = this->more; part; part = part->more)
2295 root 1.24 {
2296 root 1.224 object *tmp = part->clone ();
2297 root 1.230 tmp->head = dst;
2298     prev->more = tmp;
2299 root 1.24 prev = tmp;
2300 elmex 1.1 }
2301 root 1.24
2302 root 1.230 for (object *item = inv; item; item = item->below)
2303     insert_ob_in_ob (item->deep_clone (), dst);
2304 elmex 1.1
2305 root 1.24 return dst;
2306 elmex 1.1 }
2307    
2308     /* This returns the first object in who's inventory that
2309     * has the same type and subtype match.
2310     * returns NULL if no match.
2311     */
2312 root 1.24 object *
2313     find_obj_by_type_subtype (const object *who, int type, int subtype)
2314 elmex 1.1 {
2315 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2316 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2317     return tmp;
2318 elmex 1.1
2319 root 1.82 return 0;
2320 elmex 1.1 }
2321    
2322 root 1.228 const shstr &
2323     object::kv_get (const shstr &key) const
2324 root 1.24 {
2325 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2326     if (kv->key == key)
2327     return kv->value;
2328 root 1.24
2329 root 1.228 return shstr_null;
2330 root 1.24 }
2331 elmex 1.1
2332 root 1.228 void
2333     object::kv_set (const shstr &key, const shstr &value)
2334 root 1.24 {
2335 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2336     if (kv->key == key)
2337     {
2338     kv->value = value;
2339     return;
2340     }
2341 root 1.24
2342 root 1.228 key_value *kv = new key_value;
2343 elmex 1.1
2344 root 1.228 kv->next = key_values;
2345     kv->key = key;
2346     kv->value = value;
2347 root 1.35
2348 root 1.228 key_values = kv;
2349 elmex 1.1 }
2350    
2351 root 1.228 void
2352     object::kv_del (const shstr &key)
2353 root 1.24 {
2354 root 1.228 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2355     if ((*kvp)->key == key)
2356     {
2357     key_value *kv = *kvp;
2358     *kvp = (*kvp)->next;
2359     delete kv;
2360     return;
2361     }
2362 elmex 1.1 }
2363 root 1.31
2364 root 1.34 object::depth_iterator::depth_iterator (object *container)
2365     : iterator_base (container)
2366     {
2367     while (item->inv)
2368     item = item->inv;
2369     }
2370    
2371 root 1.31 void
2372 root 1.34 object::depth_iterator::next ()
2373 root 1.31 {
2374 root 1.34 if (item->below)
2375     {
2376     item = item->below;
2377    
2378     while (item->inv)
2379     item = item->inv;
2380     }
2381 root 1.31 else
2382 root 1.34 item = item->env;
2383 root 1.31 }
2384 root 1.34
2385 elmex 1.97 const char *
2386     object::flag_desc (char *desc, int len) const
2387     {
2388     char *p = desc;
2389     bool first = true;
2390    
2391 root 1.101 *p = 0;
2392    
2393 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2394     {
2395     if (len <= 10) // magic constant!
2396     {
2397     snprintf (p, len, ",...");
2398     break;
2399     }
2400    
2401 root 1.101 if (flag [i])
2402 elmex 1.97 {
2403     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2404     len -= cnt;
2405     p += cnt;
2406     first = false;
2407     }
2408     }
2409    
2410     return desc;
2411     }
2412    
2413 root 1.101 // return a suitable string describing an object in enough detail to find it
2414 root 1.36 const char *
2415     object::debug_desc (char *info) const
2416     {
2417 elmex 1.97 char flagdesc[512];
2418     char info2[256 * 4];
2419 root 1.36 char *p = info;
2420    
2421 root 1.203 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2422     count,
2423     uuid.c_str (),
2424 root 1.36 &name,
2425 root 1.117 title ? "\",title:\"" : "",
2426 elmex 1.97 title ? (const char *)title : "",
2427     flag_desc (flagdesc, 512), type);
2428 root 1.36
2429 root 1.217 if (!flag[FLAG_REMOVED] && env)
2430 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2431    
2432     if (map)
2433 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2434 root 1.36
2435     return info;
2436     }
2437    
2438     const char *
2439     object::debug_desc () const
2440     {
2441 root 1.143 static char info[3][256 * 4];
2442     static int info_idx;
2443 root 1.36
2444 root 1.143 return debug_desc (info [++info_idx % 3]);
2445 root 1.114 }
2446    
2447 root 1.125 struct region *
2448     object::region () const
2449     {
2450     return map ? map->region (x, y)
2451     : region::default_region ();
2452     }
2453    
2454 root 1.129 const materialtype_t *
2455     object::dominant_material () const
2456     {
2457 root 1.165 if (materialtype_t *mt = name_to_material (materialname))
2458     return mt;
2459 root 1.129
2460 root 1.165 return name_to_material (shstr_unknown);
2461 root 1.129 }
2462    
2463 root 1.130 void
2464     object::open_container (object *new_container)
2465     {
2466     if (container == new_container)
2467     return;
2468    
2469 root 1.220 object *old_container = container;
2470    
2471     if (old_container)
2472 root 1.130 {
2473     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2474     return;
2475    
2476     #if 0
2477     // remove the "Close old_container" object.
2478     if (object *closer = old_container->inv)
2479     if (closer->type == CLOSE_CON)
2480     closer->destroy ();
2481     #endif
2482    
2483 root 1.220 // make sure the container is available
2484     esrv_send_item (this, old_container);
2485    
2486 root 1.216 old_container->flag [FLAG_APPLIED] = false;
2487 root 1.130 container = 0;
2488    
2489 root 1.220 // client needs item update to make it work, client bug requires this to be separate
2490 root 1.130 esrv_update_item (UPD_FLAGS, this, old_container);
2491 root 1.220
2492 root 1.130 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2493 root 1.177 play_sound (sound_find ("chest_close"));
2494 root 1.130 }
2495    
2496     if (new_container)
2497     {
2498     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2499     return;
2500    
2501     // TODO: this does not seem to serve any purpose anymore?
2502     #if 0
2503     // insert the "Close Container" object.
2504     if (archetype *closer = new_container->other_arch)
2505     {
2506     object *closer = arch_to_object (new_container->other_arch);
2507     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2508     new_container->insert (closer);
2509     }
2510     #endif
2511    
2512 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2513    
2514 root 1.220 // make sure the container is available, client bug requires this to be separate
2515     esrv_send_item (this, new_container);
2516    
2517 root 1.216 new_container->flag [FLAG_APPLIED] = true;
2518 root 1.130 container = new_container;
2519    
2520 root 1.220 // client needs flag change
2521 root 1.130 esrv_update_item (UPD_FLAGS, this, new_container);
2522 root 1.131 esrv_send_inventory (this, new_container);
2523 root 1.177 play_sound (sound_find ("chest_open"));
2524 root 1.130 }
2525 root 1.220 // else if (!old_container->env && contr && contr->ns)
2526     // contr->ns->floorbox_reset ();
2527 root 1.130 }
2528    
2529 root 1.164 object *
2530     object::force_find (const shstr name)
2531     {
2532     /* cycle through his inventory to look for the MARK we want to
2533     * place
2534     */
2535     for (object *tmp = inv; tmp; tmp = tmp->below)
2536     if (tmp->type == FORCE && tmp->slaying == name)
2537     return splay (tmp);
2538    
2539     return 0;
2540     }
2541    
2542     void
2543     object::force_add (const shstr name, int duration)
2544     {
2545     if (object *force = force_find (name))
2546     force->destroy ();
2547    
2548     object *force = get_archetype (FORCE_NAME);
2549    
2550     force->slaying = name;
2551     force->stats.food = 1;
2552     force->speed_left = -1.f;
2553    
2554     force->set_speed (duration ? 1.f / duration : 0.f);
2555     force->flag [FLAG_IS_USED_UP] = true;
2556     force->flag [FLAG_APPLIED] = true;
2557    
2558     insert (force);
2559     }
2560    
2561 root 1.178 void
2562 root 1.208 object::play_sound (faceidx sound)
2563 root 1.178 {
2564     if (!sound)
2565     return;
2566    
2567     if (flag [FLAG_REMOVED])
2568     return;
2569    
2570     if (env)
2571     {
2572     if (object *pl = in_player ())
2573     pl->contr->play_sound (sound);
2574     }
2575     else
2576     map->play_sound (sound, x, y);
2577     }
2578