ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
Revision: 1.240
Committed: Wed May 7 13:40:30 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.239: +3 -6 lines
Log Message:
*** empty log message ***

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.199 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.116 *
4 root 1.208 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.157 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.116 *
8 root 1.199 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.163 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.116 *
13 root 1.163 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.116 *
18 root 1.163 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.157 *
21 root 1.199 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.116 */
23 elmex 1.1
24     #include <global.h>
25 root 1.28 #include <stdio.h>
26     #include <sys/types.h>
27     #include <sys/uio.h>
28 elmex 1.1 #include <object.h>
29 root 1.146 #include <sproto.h>
30 elmex 1.1 #include <loader.h>
31 root 1.28
32 root 1.68 #include <bitset>
33    
34 root 1.202 UUID UUID::cur;
35 root 1.204 static uint64_t seq_next_save;
36     static const uint64 UUID_GAP = 1<<19;
37 elmex 1.1
38 root 1.108 objectvec objects;
39     activevec actives;
40 elmex 1.1
41 root 1.203 short freearr_x[SIZEOFFREE] = {
42     0,
43     0, 1, 1, 1, 0, -1, -1, -1,
44     0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
45     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
46 root 1.24 };
47 root 1.203 short freearr_y[SIZEOFFREE] = {
48     0,
49     -1, -1, 0, 1, 1, 1, 0, -1,
50     -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52 root 1.24 };
53 root 1.203 int maxfree[SIZEOFFREE] = {
54     0,
55     9, 10, 13, 14, 17, 18, 21, 22,
56     25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57     49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58 root 1.24 };
59     int freedir[SIZEOFFREE] = {
60 root 1.203 0,
61     1, 2, 3, 4, 5, 6, 7, 8,
62     1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64 root 1.24 };
65 elmex 1.1
66 root 1.39 static void
67 root 1.203 write_uuid (uval64 skip, bool sync)
68 root 1.39 {
69 root 1.203 CALL_BEGIN (2);
70     CALL_ARG_SV (newSVval64 (skip));
71     CALL_ARG_SV (boolSV (sync));
72     CALL_CALL ("cf::write_uuid", G_DISCARD);
73     CALL_END;
74 root 1.39 }
75    
76     static void
77     read_uuid (void)
78     {
79     char filename[MAX_BUF];
80    
81     sprintf (filename, "%s/uuid", settings.localdir);
82    
83 root 1.204 seq_next_save = 0;
84    
85 root 1.39 FILE *fp;
86    
87     if (!(fp = fopen (filename, "r")))
88     {
89     if (errno == ENOENT)
90     {
91     LOG (llevInfo, "RESET uid to 1\n");
92 root 1.202 UUID::cur.seq = 0;
93 root 1.204 write_uuid (UUID_GAP, true);
94 root 1.39 return;
95     }
96    
97     LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98     _exit (1);
99     }
100    
101 root 1.203 UUID::BUF buf;
102     buf[0] = 0;
103     fgets (buf, sizeof (buf), fp);
104    
105     if (!UUID::cur.parse (buf))
106 root 1.39 {
107 root 1.203 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 root 1.39 _exit (1);
109     }
110    
111 root 1.203 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112    
113 root 1.204 write_uuid (UUID_GAP, true);
114 root 1.39 fclose (fp);
115     }
116    
117     UUID
118 root 1.202 UUID::gen ()
119 root 1.39 {
120     UUID uid;
121    
122 root 1.202 uid.seq = ++cur.seq;
123 root 1.39
124 root 1.204 if (expect_false (cur.seq >= seq_next_save))
125     {
126     seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127     write_uuid (UUID_GAP, false);
128     }
129    
130 root 1.39
131     return uid;
132     }
133    
134     void
135 root 1.202 UUID::init ()
136 root 1.39 {
137     read_uuid ();
138     }
139    
140 elmex 1.1 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141 root 1.205 static bool
142 root 1.24 compare_ob_value_lists_one (const object *wants, const object *has)
143     {
144 root 1.228 /* n-squared behaviour (see kv_get), but I'm hoping both
145 root 1.24 * objects with lists are rare, and lists stay short. If not, use a
146     * different structure or at least keep the lists sorted...
147     */
148    
149     /* For each field in wants, */
150 root 1.228 for (key_value *kv = wants->key_values; kv; kv = kv->next)
151     if (has->kv_get (kv->key) != kv->value)
152     return false;
153 root 1.24
154     /* If we get here, every field in wants has a matching field in has. */
155 root 1.228 return true;
156 elmex 1.1 }
157    
158     /* Returns TRUE if ob1 has the same key_values as ob2. */
159 root 1.205 static bool
160 root 1.24 compare_ob_value_lists (const object *ob1, const object *ob2)
161     {
162     /* However, there may be fields in has which aren't partnered in wants,
163     * so we need to run the comparison *twice*. :(
164     */
165 root 1.228 return compare_ob_value_lists_one (ob1, ob2)
166     && compare_ob_value_lists_one (ob2, ob1);
167 elmex 1.1 }
168    
169     /* Function examines the 2 objects given to it, and returns true if
170     * they can be merged together.
171     *
172     * Note that this function appears a lot longer than the macro it
173     * replaces - this is mostly for clarity - a decent compiler should hopefully
174     * reduce this to the same efficiency.
175     *
176 root 1.66 * Check nrof variable *before* calling can_merge()
177 elmex 1.1 *
178     * Improvements made with merge: Better checking on potion, and also
179     * check weight
180     */
181 root 1.66 bool object::can_merge_slow (object *ob1, object *ob2)
182 root 1.16 {
183     /* A couple quicksanity checks */
184 root 1.66 if (ob1 == ob2
185     || ob1->type != ob2->type
186     || ob1->speed != ob2->speed
187     || ob1->value != ob2->value
188     || ob1->name != ob2->name)
189 root 1.16 return 0;
190    
191 root 1.205 /* Do not merge objects if nrof would overflow. First part checks
192 root 1.208 * for unsigned overflow (2c), second part checks whether the result
193 root 1.205 * would fit into a 32 bit signed int, which is often used to hold
194     * nrof values.
195 root 1.16 */
196 root 1.205 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 root 1.16 return 0;
198    
199     /* If the objects have been identified, set the BEEN_APPLIED flag.
200 root 1.205 * This is to the comparison of the flags below will be OK. We
201 root 1.16 * just can't ignore the been applied or identified flags, as they
202     * are not equal - just if it has been identified, the been_applied
203     * flags lose any meaning.
204     */
205     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
206     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207    
208     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210 elmex 1.1
211 root 1.208 if (ob1->arch->name != ob2->arch->name
212 root 1.68 || ob1->name != ob2->name
213     || ob1->title != ob2->title
214     || ob1->msg != ob2->msg
215     || ob1->weight != ob2->weight
216     || ob1->attacktype != ob2->attacktype
217     || ob1->magic != ob2->magic
218     || ob1->slaying != ob2->slaying
219     || ob1->skill != ob2->skill
220     || ob1->value != ob2->value
221     || ob1->animation_id != ob2->animation_id
222     || ob1->client_type != ob2->client_type
223     || ob1->materialname != ob2->materialname
224     || ob1->lore != ob2->lore
225     || ob1->subtype != ob2->subtype
226     || ob1->move_type != ob2->move_type
227     || ob1->move_block != ob2->move_block
228     || ob1->move_allow != ob2->move_allow
229     || ob1->move_on != ob2->move_on
230     || ob1->move_off != ob2->move_off
231     || ob1->move_slow != ob2->move_slow
232 root 1.208 || ob1->move_slow_penalty != ob2->move_slow_penalty
233     || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234     || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235     return 0;
236    
237     if ((ob1->flag ^ ob2->flag)
238     .reset (FLAG_INV_LOCKED)
239     .reset (FLAG_CLIENT_SENT)
240     .reset (FLAG_REMOVED)
241     .any ())
242 root 1.16 return 0;
243    
244 root 1.205 /* This is really a spellbook check - we should in general
245     * not merge objects with real inventories, as splitting them
246     * is hard.
247 root 1.16 */
248     if (ob1->inv || ob2->inv)
249     {
250 root 1.193 if (!(ob1->inv && ob2->inv))
251     return 0; /* inventories differ in length */
252    
253     if (ob1->inv->below || ob2->inv->below)
254     return 0; /* more than one object in inv */
255 root 1.16
256 root 1.66 if (!object::can_merge (ob1->inv, ob2->inv))
257 root 1.205 return 0; /* inventory objects differ */
258 root 1.16
259     /* inventory ok - still need to check rest of this object to see
260     * if it is valid.
261     */
262     }
263 elmex 1.1
264 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
265     * it is possible for most any character to have more than one of
266     * some items equipped, and we don't want those to merge.
267     */
268     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
269     return 0;
270 elmex 1.1
271 root 1.16 /* Note sure why the following is the case - either the object has to
272     * be animated or have a very low speed. Is this an attempted monster
273     * check?
274     */
275 elmex 1.97 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
276 root 1.16 return 0;
277 elmex 1.1
278 root 1.16 switch (ob1->type)
279     {
280 root 1.29 case SCROLL:
281     if (ob1->level != ob2->level)
282     return 0;
283     break;
284 root 1.16 }
285 elmex 1.1
286 root 1.205 if (ob1->key_values || ob2->key_values)
287 root 1.16 {
288     /* At least one of these has key_values. */
289 root 1.205 if ((!ob1->key_values) != (!ob2->key_values))
290 root 1.208 return 0; /* One has fields, but the other one doesn't. */
291    
292     if (!compare_ob_value_lists (ob1, ob2))
293 root 1.24 return 0;
294 elmex 1.1 }
295 root 1.16
296     if (ob1->self || ob2->self)
297     {
298     ob1->optimise ();
299     ob2->optimise ();
300    
301     if (ob1->self || ob2->self)
302 root 1.192 {
303 root 1.195 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
304     int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
305 root 1.192
306     if (k1 != k2)
307     return 0;
308 root 1.208
309     if (k1 == 0)
310 root 1.192 return 1;
311 root 1.208
312     if (!cfperl_can_merge (ob1, ob2))
313 root 1.192 return 0;
314     }
315 elmex 1.1 }
316    
317 root 1.16 /* Everything passes, must be OK. */
318     return 1;
319 elmex 1.1 }
320 root 1.24
321 root 1.214 // find player who can see this object
322     object *
323     object::visible_to () const
324     {
325 root 1.220 if (client_visible () && !flag [FLAG_REMOVED])
326 root 1.214 {
327     // see if we are in a container of sorts
328     if (env)
329     {
330     // the player inventory itself is always visible
331     if (env->type == PLAYER)
332     return env;
333    
334     // else a player could have our env open
335     object *envest = env->outer_env ();
336    
337     // the player itself is always on a map, so we will find him here
338     // even if our inv is in a player.
339     if (envest->is_on_map ())
340     if (object *pl = envest->ms ().player ())
341     if (pl->container == env)
342     return pl;
343     }
344     else
345     {
346     // maybe there is a player standing on the same mapspace
347     // this will catch the case where "this" is a player
348     if (object *pl = ms ().player ())
349 root 1.220 if (!pl->container || this == pl->container)
350     return pl;
351 root 1.214 }
352     }
353    
354     return 0;
355     }
356    
357 root 1.208 // adjust weight per container type ("of holding")
358 root 1.207 static sint32
359 root 1.233 weight_adjust_for (object *op, sint32 weight)
360 root 1.207 {
361     return op->type == CONTAINER
362     ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363     : weight;
364     }
365    
366 elmex 1.1 /*
367 root 1.208 * adjust_weight(object, weight) adds the specified weight to an object,
368 root 1.207 * and also updates how much the environment(s) is/are carrying.
369 elmex 1.1 */
370 root 1.207 static void
371 root 1.208 adjust_weight (object *op, sint32 weight)
372 root 1.24 {
373 root 1.207 while (op)
374 root 1.24 {
375 root 1.233 // adjust by actual difference to account for rounding errors
376     // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
377     weight = weight_adjust_for (op, op->carrying)
378     - weight_adjust_for (op, op->carrying - weight);
379 root 1.142
380 root 1.212 if (!weight)
381     return;
382    
383 root 1.207 op->carrying += weight;
384 root 1.212
385     if (object *pl = op->visible_to ())
386 root 1.215 if (pl != op) // player is handled lazily
387     esrv_update_item (UPD_WEIGHT, pl, op);
388 root 1.212
389 root 1.207 op = op->env;
390 root 1.24 }
391 root 1.207 }
392 root 1.37
393 root 1.207 /*
394     * this is a recursive function which calculates the weight
395     * an object is carrying. It goes through op and figures out how much
396     * containers are carrying, and sums it up.
397     */
398     void
399     object::update_weight ()
400     {
401     sint32 sum = 0;
402 root 1.37
403 root 1.207 for (object *op = inv; op; op = op->below)
404     {
405     if (op->inv)
406     op->update_weight ();
407 elmex 1.1
408 root 1.207 sum += op->total_weight ();
409     }
410 elmex 1.1
411 root 1.234 sum = weight_adjust_for (this, sum);
412 root 1.212
413     if (sum != carrying)
414     {
415     carrying = sum;
416    
417     if (object *pl = visible_to ())
418 root 1.215 if (pl != this) // player is handled lazily
419     esrv_update_item (UPD_WEIGHT, pl, this);
420 root 1.212 }
421 elmex 1.1 }
422    
423     /*
424 root 1.208 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
425 elmex 1.1 */
426 root 1.53 char *
427 root 1.24 dump_object (object *op)
428     {
429 root 1.53 if (!op)
430     return strdup ("[NULLOBJ]");
431 elmex 1.1
432 root 1.53 object_freezer freezer;
433 root 1.133 op->write (freezer);
434 root 1.53 return freezer.as_string ();
435 elmex 1.1 }
436    
437     /*
438     * get_nearest_part(multi-object, object 2) returns the part of the
439     * multi-object 1 which is closest to the second object.
440     * If it's not a multi-object, it is returned.
441     */
442 root 1.24 object *
443     get_nearest_part (object *op, const object *pl)
444     {
445     object *tmp, *closest;
446     int last_dist, i;
447    
448 root 1.208 if (!op->more)
449 elmex 1.1 return op;
450 root 1.208
451     for (last_dist = distance (op, pl), closest = op, tmp = op->more;
452     tmp;
453     tmp = tmp->more)
454 root 1.24 if ((i = distance (tmp, pl)) < last_dist)
455     closest = tmp, last_dist = i;
456 root 1.208
457 elmex 1.1 return closest;
458     }
459    
460     /*
461     * Returns the object which has the count-variable equal to the argument.
462 root 1.208 * VERRRY slow.
463 elmex 1.1 */
464 root 1.24 object *
465     find_object (tag_t i)
466     {
467 root 1.112 for_all_objects (op)
468     if (op->count == i)
469     return op;
470    
471     return 0;
472 elmex 1.1 }
473    
474     /*
475     * Returns the first object which has a name equal to the argument.
476     * Used only by the patch command, but not all that useful.
477     * Enables features like "patch <name-of-other-player> food 999"
478     */
479 root 1.24 object *
480     find_object_name (const char *str)
481     {
482 root 1.35 shstr_cmp str_ (str);
483 elmex 1.1 object *op;
484 root 1.24
485 root 1.108 for_all_objects (op)
486 root 1.35 if (op->name == str_)
487 elmex 1.1 break;
488 root 1.11
489 elmex 1.1 return op;
490     }
491    
492     /*
493     * Sets the owner and sets the skill and exp pointers to owner's current
494     * skill and experience objects.
495 root 1.183 * ACTUALLY NO! investigate! TODO
496 elmex 1.1 */
497 root 1.24 void
498 root 1.30 object::set_owner (object *owner)
499 elmex 1.1 {
500 root 1.183 // allow objects which own objects
501     if (owner)
502     while (owner->owner)
503     owner = owner->owner;
504 elmex 1.1
505 root 1.198 if (flag [FLAG_FREED])
506     {
507     LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
508     return;
509     }
510    
511 root 1.30 this->owner = owner;
512 elmex 1.1 }
513    
514 root 1.148 int
515     object::slottype () const
516     {
517     if (type == SKILL)
518     {
519     if (IS_COMBAT_SKILL (subtype)) return slot_combat;
520     if (IS_RANGED_SKILL (subtype)) return slot_ranged;
521     }
522     else
523     {
524     if (slot [body_combat].info) return slot_combat;
525     if (slot [body_range ].info) return slot_ranged;
526     }
527    
528     return slot_none;
529     }
530    
531 root 1.147 bool
532     object::change_weapon (object *ob)
533 root 1.144 {
534     if (current_weapon == ob)
535 root 1.147 return true;
536 root 1.146
537 root 1.150 if (chosen_skill)
538     chosen_skill->flag [FLAG_APPLIED] = false;
539    
540 root 1.144 current_weapon = ob;
541 root 1.147 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
542 root 1.146
543 root 1.150 if (chosen_skill)
544     chosen_skill->flag [FLAG_APPLIED] = true;
545    
546 root 1.144 update_stats ();
547 root 1.147
548     if (ob)
549     {
550     // now check wether any body locations became invalid, in which case
551     // we cannot apply the weapon at the moment.
552     for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
553     if (slot[i].used < 0)
554     {
555     current_weapon = chosen_skill = 0;
556     update_stats ();
557    
558     new_draw_info_format (NDI_UNIQUE, 0, this,
559 root 1.156 "You try to balance all your items at once, "
560     "but the %s is just too much for your body. "
561     "[You need to unapply some items first.]", &ob->name);
562 root 1.147 return false;
563     }
564    
565 root 1.148 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 root 1.147 }
567     else
568 root 1.148 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
569 root 1.147
570 root 1.151 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
571     {
572     LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
573     &name, ob->debug_desc ());
574     return false;
575     }
576    
577 root 1.147 return true;
578 root 1.144 }
579    
580 elmex 1.1 /* Zero the key_values on op, decrementing the shared-string
581     * refcounts and freeing the links.
582     */
583 root 1.24 static void
584     free_key_values (object *op)
585 root 1.11 {
586 root 1.137 for (key_value *i = op->key_values; i; )
587 root 1.11 {
588     key_value *next = i->next;
589     delete i;
590 root 1.24
591 root 1.11 i = next;
592 elmex 1.1 }
593 root 1.24
594 root 1.11 op->key_values = 0;
595 elmex 1.1 }
596    
597 root 1.227 /*
598     * copy_to first frees everything allocated by the dst object,
599     * and then copies the contents of itself into the second
600     * object, allocating what needs to be allocated. Basically, any
601     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
602     * if the first object is freed, the pointers in the new object
603     * will point at garbage.
604     */
605     void
606     object::copy_to (object *dst)
607 root 1.11 {
608 root 1.227 dst->remove ();
609     *(object_copy *)dst = *this;
610     dst->flag [FLAG_REMOVED] = true;
611 elmex 1.1
612 root 1.11 /* Copy over key_values, if any. */
613 root 1.227 if (key_values)
614 root 1.14 {
615 root 1.23 key_value *tail = 0;
616 root 1.227 dst->key_values = 0;
617 elmex 1.1
618 root 1.227 for (key_value *i = key_values; i; i = i->next)
619 root 1.11 {
620     key_value *new_link = new key_value;
621 root 1.8
622 root 1.227 new_link->next = 0;
623     new_link->key = i->key;
624 root 1.11 new_link->value = i->value;
625    
626     /* Try and be clever here, too. */
627 root 1.227 if (!dst->key_values)
628 root 1.11 {
629 root 1.227 dst->key_values = new_link;
630 root 1.11 tail = new_link;
631 root 1.8 }
632 root 1.11 else
633     {
634     tail->next = new_link;
635     tail = new_link;
636     }
637 root 1.14 }
638     }
639 root 1.137
640     if (speed < 0)
641 root 1.185 dst->speed_left -= rndm ();
642 root 1.2
643 root 1.87 dst->set_speed (dst->speed);
644 elmex 1.1 }
645    
646 root 1.133 void
647     object::instantiate ()
648     {
649     if (!uuid.seq) // HACK
650 root 1.202 uuid = UUID::gen ();
651 root 1.133
652     speed_left = -0.1f;
653     /* copy the body_info to the body_used - this is only really
654     * need for monsters, but doesn't hurt to do it for everything.
655     * by doing so, when a monster is created, it has good starting
656     * values for the body_used info, so when items are created
657     * for it, they can be properly equipped.
658     */
659 root 1.145 for (int i = NUM_BODY_LOCATIONS; i--; )
660     slot[i].used = slot[i].info;
661 root 1.133
662     attachable::instantiate ();
663     }
664    
665 root 1.65 object *
666     object::clone ()
667     {
668     object *neu = create ();
669     copy_to (neu);
670 root 1.225 neu->map = map; // not copied by copy_to
671 root 1.65 return neu;
672     }
673    
674 elmex 1.1 /*
675     * If an object with the IS_TURNABLE() flag needs to be turned due
676     * to the closest player being on the other side, this function can
677     * be called to update the face variable, _and_ how it looks on the map.
678     */
679 root 1.24 void
680     update_turn_face (object *op)
681     {
682 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
683 root 1.24 return;
684 root 1.96
685 root 1.24 SET_ANIMATION (op, op->direction);
686     update_object (op, UP_OBJ_FACE);
687 elmex 1.1 }
688    
689     /*
690     * Updates the speed of an object. If the speed changes from 0 to another
691     * value, or vice versa, then add/remove the object from the active list.
692     * This function needs to be called whenever the speed of an object changes.
693     */
694 root 1.24 void
695 root 1.87 object::set_speed (float speed)
696 root 1.24 {
697 root 1.87 if (flag [FLAG_FREED] && speed)
698 root 1.24 {
699 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
700     speed = 0;
701 elmex 1.1 }
702 root 1.31
703 root 1.87 this->speed = speed;
704    
705 elmex 1.97 if (has_active_speed ())
706 root 1.98 activate ();
707 root 1.24 else
708 root 1.98 deactivate ();
709 elmex 1.1 }
710    
711     /*
712 root 1.75 * update_object() updates the the map.
713 elmex 1.1 * It takes into account invisible objects (and represent squares covered
714     * by invisible objects by whatever is below them (unless it's another
715     * invisible object, etc...)
716     * If the object being updated is beneath a player, the look-window
717     * of that player is updated (this might be a suboptimal way of
718     * updating that window, though, since update_object() is called _often_)
719     *
720     * action is a hint of what the caller believes need to be done.
721     * current action are:
722     * UP_OBJ_INSERT: op was inserted
723     * UP_OBJ_REMOVE: op was removed
724     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
725     * as that is easier than trying to look at what may have changed.
726     * UP_OBJ_FACE: only the objects face has changed.
727     */
728 root 1.24 void
729     update_object (object *op, int action)
730     {
731 root 1.222 if (!op)
732 root 1.24 {
733     /* this should never happen */
734 root 1.222 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
735 root 1.24 return;
736 elmex 1.1 }
737 root 1.24
738 root 1.222 if (!op->is_on_map ())
739 root 1.24 {
740     /* Animation is currently handled by client, so nothing
741     * to do in this case.
742     */
743     return;
744 elmex 1.1 }
745    
746 root 1.24 /* make sure the object is within map boundaries */
747 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
748 root 1.24 {
749     LOG (llevError, "update_object() called for object out of map!\n");
750 elmex 1.1 #ifdef MANY_CORES
751 root 1.24 abort ();
752 elmex 1.1 #endif
753 root 1.24 return;
754 elmex 1.1 }
755    
756 root 1.76 mapspace &m = op->ms ();
757 elmex 1.1
758 root 1.99 if (!(m.flags_ & P_UPTODATE))
759 root 1.75 /* nop */;
760     else if (action == UP_OBJ_INSERT)
761     {
762     // this is likely overkill, TODO: revisit (schmorp)
763     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
764     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
765     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
766     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
768     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
769     || (m.move_on | op->move_on ) != m.move_on
770     || (m.move_off | op->move_off ) != m.move_off
771     || (m.move_slow | op->move_slow) != m.move_slow
772     /* This isn't perfect, but I don't expect a lot of objects to
773     * to have move_allow right now.
774     */
775     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
776     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
777 root 1.99 m.flags_ = 0;
778 root 1.75 }
779     /* if the object is being removed, we can't make intelligent
780     * decisions, because remove_ob can't really pass the object
781     * that is being removed.
782     */
783 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
784 root 1.99 m.flags_ = 0;
785 root 1.24 else if (action == UP_OBJ_FACE)
786 root 1.29 /* Nothing to do for that case */ ;
787 root 1.24 else
788 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
789 elmex 1.1
790 root 1.75 if (op->more)
791 root 1.24 update_object (op->more, action);
792 elmex 1.1 }
793    
794 root 1.21 object::object ()
795     {
796 root 1.22 SET_FLAG (this, FLAG_REMOVED);
797    
798     expmul = 1.0;
799     face = blank_face;
800     }
801    
802     object::~object ()
803     {
804 root 1.121 unlink ();
805 root 1.119
806 root 1.22 free_key_values (this);
807     }
808    
809 root 1.112 static int object_count;
810    
811 root 1.24 void object::link ()
812 root 1.22 {
813 root 1.112 assert (!index);//D
814 root 1.202 uuid = UUID::gen ();
815 root 1.112 count = ++object_count;
816 root 1.21
817 root 1.109 refcnt_inc ();
818 root 1.108 objects.insert (this);
819 root 1.21 }
820    
821 root 1.24 void object::unlink ()
822 root 1.21 {
823 root 1.121 if (!index)
824     return;
825    
826 root 1.108 objects.erase (this);
827 root 1.109 refcnt_dec ();
828 root 1.98 }
829    
830 root 1.96 void
831 root 1.98 object::activate ()
832 root 1.96 {
833 root 1.98 /* If already on active list, don't do anything */
834 root 1.108 if (active)
835 root 1.98 return;
836    
837 elmex 1.97 if (has_active_speed ())
838 root 1.108 actives.insert (this);
839 root 1.98 }
840 root 1.96
841 root 1.98 void
842     object::activate_recursive ()
843     {
844     activate ();
845    
846 root 1.104 for (object *op = inv; op; op = op->below)
847 root 1.98 op->activate_recursive ();
848 root 1.96 }
849    
850     /* This function removes object 'op' from the list of active
851     * objects.
852     * This should only be used for style maps or other such
853     * reference maps where you don't want an object that isn't
854     * in play chewing up cpu time getting processed.
855     * The reverse of this is to call update_ob_speed, which
856     * will do the right thing based on the speed of the object.
857     */
858     void
859 root 1.98 object::deactivate ()
860 root 1.96 {
861     /* If not on the active list, nothing needs to be done */
862 root 1.108 if (!active)
863 root 1.96 return;
864    
865 root 1.108 actives.erase (this);
866 root 1.98 }
867 root 1.96
868 root 1.98 void
869     object::deactivate_recursive ()
870     {
871 root 1.104 for (object *op = inv; op; op = op->below)
872 root 1.98 op->deactivate_recursive ();
873    
874     deactivate ();
875 root 1.96 }
876    
877 root 1.106 void
878     object::set_flag_inv (int flag, int value)
879     {
880     for (object *op = inv; op; op = op->below)
881     {
882     op->flag [flag] = value;
883     op->set_flag_inv (flag, value);
884     }
885     }
886    
887 root 1.89 /*
888     * Remove and free all objects in the inventory of the given object.
889     * object.c ?
890     */
891     void
892     object::destroy_inv (bool drop_to_ground)
893     {
894 root 1.94 // need to check first, because the checks below might segfault
895     // as we might be on an invalid mapspace and crossfire code
896     // is too buggy to ensure that the inventory is empty.
897 root 1.217 // corollary: if you create arrows etc. with stuff in its inventory,
898 root 1.94 // cf will crash below with off-map x and y
899     if (!inv)
900     return;
901    
902 root 1.89 /* Only if the space blocks everything do we not process -
903     * if some form of movement is allowed, let objects
904     * drop on that space.
905     */
906 root 1.92 if (!drop_to_ground
907     || !map
908 root 1.206 || map->in_memory != MAP_ACTIVE
909 root 1.238 || 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 root 1.240 // insert object above top, or bottom-most if top = 0
1397 root 1.24 if (!top)
1398     {
1399 root 1.239 op->below = 0;
1400     op->above = ms.bot;
1401     ms.bot = op;
1402 root 1.25
1403 root 1.239 *(op->above ? &op->above->below : &ms.top) = op;
1404 root 1.24 }
1405     else
1406 root 1.240 {
1407 root 1.24 op->above = top->above;
1408 root 1.237 top->above = op;
1409 root 1.25
1410 root 1.24 op->below = top;
1411 root 1.237 *(op->above ? &op->above->below : &ms.top) = op;
1412 root 1.24 }
1413 root 1.240 }
1414 root 1.8
1415 root 1.24 if (op->type == PLAYER)
1416 root 1.96 {
1417     op->contr->do_los = 1;
1418     ++op->map->players;
1419 root 1.100 op->map->touch ();
1420 root 1.96 }
1421 root 1.24
1422 root 1.98 op->map->dirty = true;
1423    
1424 root 1.191 if (object *pl = ms.player ())
1425 root 1.218 //TODO: the floorbox prev/next might need updating
1426 root 1.226 //esrv_send_item (pl, op);
1427     //TODO: update floorbox to preserve ordering
1428     if (pl->contr->ns)
1429     pl->contr->ns->floorbox_update ();
1430 root 1.24
1431     /* If this object glows, it may affect lighting conditions that are
1432     * visible to others on this map. But update_all_los is really
1433     * an inefficient way to do this, as it means los for all players
1434     * on the map will get recalculated. The players could very well
1435     * be far away from this change and not affected in any way -
1436     * this should get redone to only look for players within range,
1437 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1438 root 1.24 * of effect may be sufficient.
1439     */
1440 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1441 root 1.24 update_all_los (op->map, op->x, op->y);
1442    
1443     /* updates flags (blocked, alive, no magic, etc) for this map space */
1444     update_object (op, UP_OBJ_INSERT);
1445    
1446 root 1.82 INVOKE_OBJECT (INSERT, op);
1447    
1448 root 1.24 /* Don't know if moving this to the end will break anything. However,
1449 root 1.70 * we want to have floorbox_update called before calling this.
1450 root 1.24 *
1451     * check_move_on() must be after this because code called from
1452     * check_move_on() depends on correct map flags (so functions like
1453     * blocked() and wall() work properly), and these flags are updated by
1454     * update_object().
1455     */
1456    
1457     /* if this is not the head or flag has been passed, don't check walk on status */
1458 root 1.155 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1459 root 1.24 {
1460     if (check_move_on (op, originator))
1461 root 1.82 return 0;
1462 elmex 1.1
1463 root 1.24 /* If we are a multi part object, lets work our way through the check
1464     * walk on's.
1465     */
1466 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1467 root 1.24 if (check_move_on (tmp, originator))
1468 root 1.82 return 0;
1469 elmex 1.1 }
1470 root 1.25
1471 root 1.24 return op;
1472 elmex 1.1 }
1473    
1474     /* this function inserts an object in the map, but if it
1475 root 1.75 * finds an object of its own type, it'll remove that one first.
1476     * op is the object to insert it under: supplies x and the map.
1477 elmex 1.1 */
1478 root 1.24 void
1479     replace_insert_ob_in_map (const char *arch_string, object *op)
1480     {
1481     /* first search for itself and remove any old instances */
1482 elmex 1.1
1483 root 1.208 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1484 root 1.158 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1485 root 1.208 tmp->destroy (1);
1486    
1487     object *tmp = arch_to_object (archetype::find (arch_string));
1488 elmex 1.1
1489 root 1.208 tmp->x = op->x;
1490     tmp->y = op->y;
1491 elmex 1.1
1492 root 1.208 insert_ob_in_map (tmp, op->map, op, 0);
1493 root 1.24 }
1494 elmex 1.1
1495 root 1.93 object *
1496     object::insert_at (object *where, object *originator, int flags)
1497     {
1498 root 1.205 if (where->env)
1499     return where->env->insert (this);
1500     else
1501     return where->map->insert (this, where->x, where->y, originator, flags);
1502 root 1.93 }
1503    
1504 elmex 1.1 /*
1505 root 1.209 * decrease(object, number) decreases a specified number from
1506 root 1.208 * the amount of an object. If the amount reaches 0, the object
1507 elmex 1.1 * is subsequently removed and freed.
1508     *
1509     * Return value: 'op' if something is left, NULL if the amount reached 0
1510     */
1511 root 1.208 bool
1512 root 1.209 object::decrease (sint32 nr)
1513 elmex 1.1 {
1514 root 1.212 if (!nr)
1515     return true;
1516    
1517 root 1.208 nr = min (nr, nrof);
1518 elmex 1.1
1519 root 1.208 nrof -= nr;
1520 root 1.24
1521 root 1.208 if (nrof)
1522 elmex 1.1 {
1523 root 1.208 adjust_weight (env, -weight * nr); // carrying == 0
1524 elmex 1.1
1525 root 1.212 if (object *pl = visible_to ())
1526     esrv_update_item (UPD_NROF, pl, this);
1527 root 1.29
1528 root 1.212 return true;
1529 elmex 1.1 }
1530 root 1.24 else
1531     {
1532 root 1.212 destroy (1);
1533     return false;
1534 elmex 1.1 }
1535     }
1536    
1537 root 1.209 /*
1538 root 1.210 * split(ob,nr) splits up ob into two parts. The part which
1539 root 1.209 * is returned contains nr objects, and the remaining parts contains
1540 root 1.210 * the rest (or is removed and returned if that number is 0).
1541     * On failure, NULL is returned.
1542 root 1.209 */
1543 root 1.208 object *
1544 root 1.209 object::split (sint32 nr)
1545 root 1.208 {
1546 root 1.212 int have = number_of ();
1547    
1548     if (have < nr)
1549 root 1.209 return 0;
1550 root 1.212 else if (have == nr)
1551 root 1.209 {
1552     remove ();
1553     return this;
1554     }
1555     else
1556     {
1557     decrease (nr);
1558    
1559 root 1.230 object *op = deep_clone ();
1560 root 1.209 op->nrof = nr;
1561     return op;
1562     }
1563     }
1564    
1565 root 1.24 object *
1566     insert_ob_in_ob (object *op, object *where)
1567     {
1568 root 1.59 if (!where)
1569 root 1.24 {
1570 root 1.53 char *dump = dump_object (op);
1571     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1572     free (dump);
1573 root 1.24 return op;
1574     }
1575 root 1.29
1576 root 1.154 if (where->head_ () != where)
1577 root 1.24 {
1578 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1579 root 1.24 where = where->head;
1580     }
1581 root 1.29
1582 root 1.59 return where->insert (op);
1583     }
1584    
1585     /*
1586     * env->insert (op)
1587     * This function inserts the object op in the linked list
1588     * inside the object environment.
1589     *
1590     * The function returns now pointer to inserted item, and return value can
1591     * be != op, if items are merged. -Tero
1592     */
1593     object *
1594     object::insert (object *op)
1595     {
1596 root 1.24 if (op->more)
1597     {
1598     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1599     return op;
1600     }
1601 root 1.29
1602 root 1.208 op->remove ();
1603    
1604     op->flag [FLAG_OBJ_ORIGINAL] = 0;
1605 root 1.182
1606 root 1.24 if (op->nrof)
1607 root 1.208 for (object *tmp = inv; tmp; tmp = tmp->below)
1608     if (object::can_merge (tmp, op))
1609     {
1610     /* return the original object and remove inserted object
1611     (client needs the original object) */
1612     tmp->nrof += op->nrof;
1613 root 1.214
1614     if (object *pl = tmp->visible_to ())
1615     esrv_update_item (UPD_NROF, pl, tmp);
1616    
1617 root 1.210 adjust_weight (this, op->total_weight ());
1618    
1619 root 1.208 op->destroy (1);
1620     op = tmp;
1621     goto inserted;
1622     }
1623    
1624     op->owner = 0; // it's his/hers now. period.
1625     op->map = 0;
1626     op->x = 0;
1627     op->y = 0;
1628    
1629     op->above = 0;
1630     op->below = inv;
1631     op->env = this;
1632    
1633     if (inv)
1634     inv->above = op;
1635 root 1.24
1636 root 1.208 inv = op;
1637 elmex 1.1
1638 root 1.208 op->flag [FLAG_REMOVED] = 0;
1639 elmex 1.1
1640 root 1.214 if (object *pl = op->visible_to ())
1641     esrv_send_item (pl, op);
1642    
1643 root 1.208 adjust_weight (this, op->total_weight ());
1644 elmex 1.1
1645 root 1.208 inserted:
1646 elmex 1.1 /* reset the light list and los of the players on the map */
1647 root 1.208 if (op->glow_radius && map && map->darkness)
1648     update_all_los (map, x, y);
1649 elmex 1.1
1650 root 1.214 // if this is a player's inventory, update stats
1651     if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1652     update_stats ();
1653 root 1.59
1654 root 1.82 INVOKE_OBJECT (INSERT, this);
1655    
1656 elmex 1.1 return op;
1657     }
1658    
1659     /*
1660     * Checks if any objects has a move_type that matches objects
1661     * that effect this object on this space. Call apply() to process
1662     * these events.
1663     *
1664     * Any speed-modification due to SLOW_MOVE() of other present objects
1665     * will affect the speed_left of the object.
1666     *
1667     * originator: Player, monster or other object that caused 'op' to be inserted
1668     * into 'map'. May be NULL.
1669     *
1670     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1671     *
1672     * 4-21-95 added code to check if appropriate skill was readied - this will
1673     * permit faster movement by the player through this terrain. -b.t.
1674     *
1675     * MSW 2001-07-08: Check all objects on space, not just those below
1676     * object being inserted. insert_ob_in_map may not put new objects
1677     * on top.
1678     */
1679 root 1.24 int
1680     check_move_on (object *op, object *originator)
1681 elmex 1.1 {
1682 root 1.48 object *tmp;
1683 root 1.49 maptile *m = op->map;
1684 root 1.48 int x = op->x, y = op->y;
1685 root 1.26
1686 root 1.48 MoveType move_on, move_slow, move_block;
1687 root 1.24
1688     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1689     return 0;
1690    
1691     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1692     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1693     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1694    
1695     /* if nothing on this space will slow op down or be applied,
1696     * no need to do checking below. have to make sure move_type
1697     * is set, as lots of objects don't have it set - we treat that
1698     * as walking.
1699     */
1700     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1701     return 0;
1702 elmex 1.1
1703 root 1.24 /* This is basically inverse logic of that below - basically,
1704     * if the object can avoid the move on or slow move, they do so,
1705     * but can't do it if the alternate movement they are using is
1706     * blocked. Logic on this seems confusing, but does seem correct.
1707     */
1708     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1709     return 0;
1710    
1711     /* The objects have to be checked from top to bottom.
1712     * Hence, we first go to the top:
1713     */
1714    
1715 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1716 root 1.24 {
1717     /* Trim the search when we find the first other spell effect
1718     * this helps performance so that if a space has 50 spell objects,
1719     * we don't need to check all of them.
1720     */
1721     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1722     break;
1723     }
1724 root 1.26
1725     for (; tmp; tmp = tmp->below)
1726 root 1.24 {
1727     if (tmp == op)
1728     continue; /* Can't apply yourself */
1729 elmex 1.1
1730 root 1.24 /* Check to see if one of the movement types should be slowed down.
1731     * Second check makes sure that the movement types not being slowed
1732     * (~slow_move) is not blocked on this space - just because the
1733     * space doesn't slow down swimming (for example), if you can't actually
1734     * swim on that space, can't use it to avoid the penalty.
1735     */
1736     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1737     {
1738     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1739     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1740     {
1741 elmex 1.1
1742 root 1.29 float
1743 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1744 elmex 1.1
1745 root 1.24 if (op->type == PLAYER)
1746 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1747     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1748     diff /= 4.0;
1749    
1750 root 1.24 op->speed_left -= diff;
1751 root 1.8 }
1752     }
1753 elmex 1.1
1754 root 1.24 /* Basically same logic as above, except now for actual apply. */
1755     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1756     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1757     {
1758 elmex 1.72 move_apply (tmp, op, originator);
1759 root 1.24
1760 root 1.48 if (op->destroyed ())
1761 root 1.24 return 1;
1762    
1763     /* what the person/creature stepped onto has moved the object
1764     * someplace new. Don't process any further - if we did,
1765     * have a feeling strange problems would result.
1766     */
1767     if (op->map != m || op->x != x || op->y != y)
1768     return 0;
1769 root 1.8 }
1770 elmex 1.1 }
1771 root 1.26
1772 root 1.24 return 0;
1773 elmex 1.1 }
1774    
1775     /*
1776     * present_arch(arch, map, x, y) searches for any objects with
1777     * a matching archetype at the given map and coordinates.
1778     * The first matching object is returned, or NULL if none.
1779     */
1780 root 1.24 object *
1781 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1782 root 1.24 {
1783 root 1.104 if (!m || out_of_map (m, x, y))
1784 root 1.24 {
1785     LOG (llevError, "Present_arch called outside map.\n");
1786     return NULL;
1787     }
1788 root 1.84
1789 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1790 root 1.231 if (tmp->arch->archname == at->archname)
1791 elmex 1.1 return tmp;
1792 root 1.84
1793 elmex 1.1 return NULL;
1794     }
1795    
1796     /*
1797     * present(type, map, x, y) searches for any objects with
1798     * a matching type variable at the given map and coordinates.
1799     * The first matching object is returned, or NULL if none.
1800     */
1801 root 1.24 object *
1802 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1803 root 1.24 {
1804     if (out_of_map (m, x, y))
1805     {
1806     LOG (llevError, "Present called outside map.\n");
1807     return NULL;
1808     }
1809 root 1.84
1810 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1811 root 1.24 if (tmp->type == type)
1812 elmex 1.1 return tmp;
1813 root 1.84
1814 elmex 1.1 return NULL;
1815     }
1816    
1817     /*
1818     * present_in_ob(type, object) searches for any objects with
1819     * a matching type variable in the inventory of the given object.
1820     * The first matching object is returned, or NULL if none.
1821     */
1822 root 1.24 object *
1823     present_in_ob (unsigned char type, const object *op)
1824     {
1825 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1826 root 1.24 if (tmp->type == type)
1827 elmex 1.1 return tmp;
1828 root 1.84
1829 elmex 1.1 return NULL;
1830     }
1831    
1832     /*
1833     * present_in_ob (type, str, object) searches for any objects with
1834     * a matching type & name variable in the inventory of the given object.
1835     * The first matching object is returned, or NULL if none.
1836     * This is mostly used by spell effect code, so that we only
1837     * have one spell effect at a time.
1838     * type can be used to narrow the search - if type is set,
1839     * the type must also match. -1 can be passed for the type,
1840     * in which case the type does not need to pass.
1841     * str is the string to match against. Note that we match against
1842     * the object name, not the archetype name. this is so that the
1843     * spell code can use one object type (force), but change it's name
1844     * to be unique.
1845     */
1846 root 1.24 object *
1847     present_in_ob_by_name (int type, const char *str, const object *op)
1848     {
1849 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1850 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1851     return tmp;
1852 elmex 1.1
1853 root 1.82 return 0;
1854 elmex 1.1 }
1855    
1856     /*
1857     * present_arch_in_ob(archetype, object) searches for any objects with
1858     * a matching archetype in the inventory of the given object.
1859     * The first matching object is returned, or NULL if none.
1860     */
1861 root 1.24 object *
1862     present_arch_in_ob (const archetype *at, const object *op)
1863     {
1864 root 1.231 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1865     if (tmp->arch->archname == at->archname)
1866 elmex 1.1 return tmp;
1867 root 1.82
1868 elmex 1.1 return NULL;
1869     }
1870    
1871     /*
1872     * activate recursively a flag on an object inventory
1873     */
1874 root 1.24 void
1875     flag_inv (object *op, int flag)
1876     {
1877 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1878     {
1879     SET_FLAG (tmp, flag);
1880     flag_inv (tmp, flag);
1881     }
1882 root 1.82 }
1883    
1884     /*
1885     * deactivate recursively a flag on an object inventory
1886     */
1887 root 1.24 void
1888     unflag_inv (object *op, int flag)
1889     {
1890 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1891     {
1892     CLEAR_FLAG (tmp, flag);
1893     unflag_inv (tmp, flag);
1894     }
1895 elmex 1.1 }
1896    
1897     /*
1898     * find_free_spot(object, map, x, y, start, stop) will search for
1899     * a spot at the given map and coordinates which will be able to contain
1900     * the given object. start and stop specifies how many squares
1901     * to search (see the freearr_x/y[] definition).
1902     * It returns a random choice among the alternatives found.
1903     * start and stop are where to start relative to the free_arr array (1,9
1904     * does all 4 immediate directions). This returns the index into the
1905     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1906 root 1.196 * Note: This function does correctly handle tiled maps, but does not
1907 elmex 1.1 * inform the caller. However, insert_ob_in_map will update as
1908     * necessary, so the caller shouldn't need to do any special work.
1909     * Note - updated to take an object instead of archetype - this is necessary
1910     * because arch_blocked (now ob_blocked) needs to know the movement type
1911     * to know if the space in question will block the object. We can't use
1912     * the archetype because that isn't correct if the monster has been
1913     * customized, changed states, etc.
1914     */
1915 root 1.24 int
1916 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1917 root 1.24 {
1918 root 1.190 int altern[SIZEOFFREE];
1919 root 1.82 int index = 0, flag;
1920 root 1.24
1921 root 1.82 for (int i = start; i < stop; i++)
1922 root 1.24 {
1923 root 1.188 mapxy pos (m, x, y); pos.move (i);
1924    
1925     if (!pos.normalise ())
1926     continue;
1927    
1928     mapspace &ms = *pos;
1929 root 1.189
1930     if (ms.flags () & P_IS_ALIVE)
1931     continue;
1932 root 1.188
1933     /* However, often
1934     * ob doesn't have any move type (when used to place exits)
1935     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1936     */
1937 root 1.200 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1938 root 1.190 {
1939     altern [index++] = i;
1940     continue;
1941     }
1942 root 1.24
1943     /* Basically, if we find a wall on a space, we cut down the search size.
1944     * In this way, we won't return spaces that are on another side of a wall.
1945     * This mostly work, but it cuts down the search size in all directions -
1946     * if the space being examined only has a wall to the north and empty
1947     * spaces in all the other directions, this will reduce the search space
1948     * to only the spaces immediately surrounding the target area, and
1949     * won't look 2 spaces south of the target space.
1950     */
1951 root 1.188 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1952     {
1953     stop = maxfree[i];
1954     continue;
1955     }
1956    
1957     /* Note it is intentional that we check ob - the movement type of the
1958     * head of the object should correspond for the entire object.
1959     */
1960     if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1961     continue;
1962    
1963 root 1.196 if (ob->blocked (m, pos.x, pos.y))
1964     continue;
1965    
1966 root 1.188 altern [index++] = i;
1967 elmex 1.1 }
1968 root 1.74
1969 root 1.24 if (!index)
1970     return -1;
1971 root 1.74
1972 root 1.124 return altern [rndm (index)];
1973 elmex 1.1 }
1974    
1975     /*
1976 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
1977 elmex 1.1 * find_free_spot(), but it will search max number of squares.
1978     * But it will return the first available spot, not a random choice.
1979     * Changed 0.93.2: Have it return -1 if there is no free spot available.
1980     */
1981 root 1.24 int
1982 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
1983 root 1.24 {
1984 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
1985 root 1.188 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
1986 root 1.82 return i;
1987 root 1.24
1988     return -1;
1989 elmex 1.1 }
1990    
1991     /*
1992     * The function permute(arr, begin, end) randomly reorders the array
1993     * arr[begin..end-1].
1994 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
1995 elmex 1.1 */
1996 root 1.24 static void
1997     permute (int *arr, int begin, int end)
1998 elmex 1.1 {
1999 root 1.82 arr += begin;
2000     end -= begin;
2001    
2002     while (--end)
2003 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2004 elmex 1.1 }
2005    
2006     /* new function to make monster searching more efficient, and effective!
2007     * This basically returns a randomized array (in the passed pointer) of
2008     * the spaces to find monsters. In this way, it won't always look for
2009     * monsters to the north first. However, the size of the array passed
2010     * covers all the spaces, so within that size, all the spaces within
2011     * the 3x3 area will be searched, just not in a predictable order.
2012     */
2013 root 1.24 void
2014     get_search_arr (int *search_arr)
2015 elmex 1.1 {
2016 root 1.82 int i;
2017 elmex 1.1
2018 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2019 root 1.82 search_arr[i] = i;
2020 elmex 1.1
2021 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2022     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2023     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2024 elmex 1.1 }
2025    
2026     /*
2027     * find_dir(map, x, y, exclude) will search some close squares in the
2028     * given map at the given coordinates for live objects.
2029     * It will not considered the object given as exclude among possible
2030     * live objects.
2031     * It returns the direction toward the first/closest live object if finds
2032     * any, otherwise 0.
2033     * Perhaps incorrectly, but I'm making the assumption that exclude
2034     * is actually want is going to try and move there. We need this info
2035     * because we have to know what movement the thing looking to move
2036     * there is capable of.
2037     */
2038 root 1.24 int
2039 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2040 root 1.24 {
2041 root 1.82 int i, max = SIZEOFFREE, mflags;
2042 root 1.29
2043     sint16 nx, ny;
2044 root 1.82 object *tmp;
2045     maptile *mp;
2046 root 1.29
2047     MoveType blocked, move_type;
2048 root 1.24
2049 root 1.155 if (exclude && exclude->head_ () != exclude)
2050 root 1.24 {
2051     exclude = exclude->head;
2052     move_type = exclude->move_type;
2053     }
2054     else
2055     {
2056     /* If we don't have anything, presume it can use all movement types. */
2057     move_type = MOVE_ALL;
2058     }
2059    
2060     for (i = 1; i < max; i++)
2061     {
2062     mp = m;
2063     nx = x + freearr_x[i];
2064     ny = y + freearr_y[i];
2065    
2066     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2067 root 1.75
2068 root 1.24 if (mflags & P_OUT_OF_MAP)
2069 root 1.75 max = maxfree[i];
2070 root 1.24 else
2071     {
2072 root 1.82 mapspace &ms = mp->at (nx, ny);
2073    
2074     blocked = ms.move_block;
2075 root 1.24
2076     if ((move_type & blocked) == move_type)
2077 root 1.75 max = maxfree[i];
2078 root 1.24 else if (mflags & P_IS_ALIVE)
2079     {
2080 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2081 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2082 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2083 root 1.75 break;
2084    
2085 root 1.24 if (tmp)
2086 root 1.75 return freedir[i];
2087 root 1.8 }
2088     }
2089 elmex 1.1 }
2090 root 1.75
2091 root 1.24 return 0;
2092 elmex 1.1 }
2093    
2094     /*
2095     * distance(object 1, object 2) will return the square of the
2096     * distance between the two given objects.
2097     */
2098 root 1.24 int
2099     distance (const object *ob1, const object *ob2)
2100     {
2101 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2102 elmex 1.1 }
2103    
2104     /*
2105     * find_dir_2(delta-x,delta-y) will return a direction in which
2106     * an object which has subtracted the x and y coordinates of another
2107     * object, needs to travel toward it.
2108     */
2109 root 1.24 int
2110     find_dir_2 (int x, int y)
2111     {
2112 root 1.75 int q;
2113 elmex 1.1
2114 root 1.24 if (y)
2115     q = x * 100 / y;
2116 elmex 1.1 else if (x)
2117 root 1.24 q = -300 * x;
2118 elmex 1.1 else
2119     return 0;
2120    
2121 root 1.24 if (y > 0)
2122     {
2123     if (q < -242)
2124     return 3;
2125     if (q < -41)
2126     return 2;
2127     if (q < 41)
2128     return 1;
2129     if (q < 242)
2130     return 8;
2131     return 7;
2132     }
2133 elmex 1.1
2134     if (q < -242)
2135 root 1.24 return 7;
2136 elmex 1.1 if (q < -41)
2137 root 1.24 return 6;
2138 elmex 1.1 if (q < 41)
2139 root 1.24 return 5;
2140 elmex 1.1 if (q < 242)
2141 root 1.24 return 4;
2142 elmex 1.1
2143 root 1.24 return 3;
2144 elmex 1.1 }
2145    
2146     /*
2147     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2148     * between two directions (which are expected to be absolute (see absdir())
2149     */
2150 root 1.24 int
2151     dirdiff (int dir1, int dir2)
2152     {
2153 root 1.82 int d;
2154 root 1.24
2155     d = abs (dir1 - dir2);
2156     if (d > 4)
2157 elmex 1.1 d = 8 - d;
2158 root 1.82
2159 elmex 1.1 return d;
2160     }
2161    
2162     /* peterm:
2163     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2164     * Basically, this is a table of directions, and what directions
2165     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2166     * This basically means that if direction is 15, then it could either go
2167     * direction 4, 14, or 16 to get back to where we are.
2168     * Moved from spell_util.c to object.c with the other related direction
2169     * functions.
2170     */
2171 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2172 root 1.24 {0, 0, 0}, /* 0 */
2173     {0, 0, 0}, /* 1 */
2174     {0, 0, 0}, /* 2 */
2175     {0, 0, 0}, /* 3 */
2176     {0, 0, 0}, /* 4 */
2177     {0, 0, 0}, /* 5 */
2178     {0, 0, 0}, /* 6 */
2179     {0, 0, 0}, /* 7 */
2180     {0, 0, 0}, /* 8 */
2181     {8, 1, 2}, /* 9 */
2182     {1, 2, -1}, /* 10 */
2183     {2, 10, 12}, /* 11 */
2184     {2, 3, -1}, /* 12 */
2185     {2, 3, 4}, /* 13 */
2186     {3, 4, -1}, /* 14 */
2187     {4, 14, 16}, /* 15 */
2188     {5, 4, -1}, /* 16 */
2189     {4, 5, 6}, /* 17 */
2190     {6, 5, -1}, /* 18 */
2191     {6, 20, 18}, /* 19 */
2192     {7, 6, -1}, /* 20 */
2193     {6, 7, 8}, /* 21 */
2194     {7, 8, -1}, /* 22 */
2195     {8, 22, 24}, /* 23 */
2196     {8, 1, -1}, /* 24 */
2197     {24, 9, 10}, /* 25 */
2198     {9, 10, -1}, /* 26 */
2199     {10, 11, -1}, /* 27 */
2200     {27, 11, 29}, /* 28 */
2201     {11, 12, -1}, /* 29 */
2202     {12, 13, -1}, /* 30 */
2203     {12, 13, 14}, /* 31 */
2204     {13, 14, -1}, /* 32 */
2205     {14, 15, -1}, /* 33 */
2206     {33, 15, 35}, /* 34 */
2207     {16, 15, -1}, /* 35 */
2208     {17, 16, -1}, /* 36 */
2209     {18, 17, 16}, /* 37 */
2210     {18, 17, -1}, /* 38 */
2211     {18, 19, -1}, /* 39 */
2212     {41, 19, 39}, /* 40 */
2213     {19, 20, -1}, /* 41 */
2214     {20, 21, -1}, /* 42 */
2215     {20, 21, 22}, /* 43 */
2216     {21, 22, -1}, /* 44 */
2217     {23, 22, -1}, /* 45 */
2218     {45, 47, 23}, /* 46 */
2219     {23, 24, -1}, /* 47 */
2220     {24, 9, -1}
2221     }; /* 48 */
2222 elmex 1.1
2223     /* Recursive routine to step back and see if we can
2224     * find a path to that monster that we found. If not,
2225     * we don't bother going toward it. Returns 1 if we
2226     * can see a direct way to get it
2227     * Modified to be map tile aware -.MSW
2228     */
2229 root 1.24 int
2230 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2231 root 1.24 {
2232 root 1.29 sint16 dx, dy;
2233 root 1.75 int mflags;
2234 root 1.24
2235     if (dir < 0)
2236     return 0; /* exit condition: invalid direction */
2237    
2238     dx = x + freearr_x[dir];
2239     dy = y + freearr_y[dir];
2240    
2241     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2242    
2243     /* This functional arguably was incorrect before - it was
2244     * checking for P_WALL - that was basically seeing if
2245     * we could move to the monster - this is being more
2246     * literal on if we can see it. To know if we can actually
2247     * move to the monster, we'd need the monster passed in or
2248     * at least its move type.
2249     */
2250     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2251     return 0;
2252    
2253     /* yes, can see. */
2254     if (dir < 9)
2255     return 1;
2256 root 1.75
2257     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2258     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2259     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2260 root 1.24 }
2261    
2262 elmex 1.1 /*
2263     * can_pick(picker, item): finds out if an object is possible to be
2264     * picked up by the picker. Returnes 1 if it can be
2265     * picked up, otherwise 0.
2266     *
2267     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2268     * core dumps if they do.
2269     *
2270     * Add a check so we can't pick up invisible objects (0.93.8)
2271     */
2272 root 1.24 int
2273     can_pick (const object *who, const object *item)
2274     {
2275     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2276     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2277     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2278 elmex 1.1 }
2279    
2280     /*
2281     * create clone from object to another
2282     */
2283 root 1.24 object *
2284 root 1.230 object::deep_clone ()
2285 root 1.24 {
2286 root 1.230 assert (("deep_clone called on non-head object", is_head ()));
2287 elmex 1.1
2288 root 1.230 object *dst = clone ();
2289 root 1.24
2290 root 1.230 object *prev = dst;
2291     for (object *part = this->more; part; part = part->more)
2292 root 1.24 {
2293 root 1.224 object *tmp = part->clone ();
2294 root 1.230 tmp->head = dst;
2295     prev->more = tmp;
2296 root 1.24 prev = tmp;
2297 elmex 1.1 }
2298 root 1.24
2299 root 1.230 for (object *item = inv; item; item = item->below)
2300     insert_ob_in_ob (item->deep_clone (), dst);
2301 elmex 1.1
2302 root 1.24 return dst;
2303 elmex 1.1 }
2304    
2305     /* This returns the first object in who's inventory that
2306     * has the same type and subtype match.
2307     * returns NULL if no match.
2308     */
2309 root 1.24 object *
2310     find_obj_by_type_subtype (const object *who, int type, int subtype)
2311 elmex 1.1 {
2312 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2313 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2314     return tmp;
2315 elmex 1.1
2316 root 1.82 return 0;
2317 elmex 1.1 }
2318    
2319 root 1.228 const shstr &
2320     object::kv_get (const shstr &key) const
2321 root 1.24 {
2322 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2323     if (kv->key == key)
2324     return kv->value;
2325 root 1.24
2326 root 1.228 return shstr_null;
2327 root 1.24 }
2328 elmex 1.1
2329 root 1.228 void
2330     object::kv_set (const shstr &key, const shstr &value)
2331 root 1.24 {
2332 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2333     if (kv->key == key)
2334     {
2335     kv->value = value;
2336     return;
2337     }
2338 root 1.24
2339 root 1.228 key_value *kv = new key_value;
2340 elmex 1.1
2341 root 1.228 kv->next = key_values;
2342     kv->key = key;
2343     kv->value = value;
2344 root 1.35
2345 root 1.228 key_values = kv;
2346 elmex 1.1 }
2347    
2348 root 1.228 void
2349     object::kv_del (const shstr &key)
2350 root 1.24 {
2351 root 1.228 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2352     if ((*kvp)->key == key)
2353     {
2354     key_value *kv = *kvp;
2355     *kvp = (*kvp)->next;
2356     delete kv;
2357     return;
2358     }
2359 elmex 1.1 }
2360 root 1.31
2361 root 1.34 object::depth_iterator::depth_iterator (object *container)
2362     : iterator_base (container)
2363     {
2364     while (item->inv)
2365     item = item->inv;
2366     }
2367    
2368 root 1.31 void
2369 root 1.34 object::depth_iterator::next ()
2370 root 1.31 {
2371 root 1.34 if (item->below)
2372     {
2373     item = item->below;
2374    
2375     while (item->inv)
2376     item = item->inv;
2377     }
2378 root 1.31 else
2379 root 1.34 item = item->env;
2380 root 1.31 }
2381 root 1.34
2382 elmex 1.97 const char *
2383     object::flag_desc (char *desc, int len) const
2384     {
2385     char *p = desc;
2386     bool first = true;
2387    
2388 root 1.101 *p = 0;
2389    
2390 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2391     {
2392     if (len <= 10) // magic constant!
2393     {
2394     snprintf (p, len, ",...");
2395     break;
2396     }
2397    
2398 root 1.101 if (flag [i])
2399 elmex 1.97 {
2400     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2401     len -= cnt;
2402     p += cnt;
2403     first = false;
2404     }
2405     }
2406    
2407     return desc;
2408     }
2409    
2410 root 1.101 // return a suitable string describing an object in enough detail to find it
2411 root 1.36 const char *
2412     object::debug_desc (char *info) const
2413     {
2414 elmex 1.97 char flagdesc[512];
2415     char info2[256 * 4];
2416 root 1.36 char *p = info;
2417    
2418 root 1.203 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2419     count,
2420     uuid.c_str (),
2421 root 1.36 &name,
2422 root 1.117 title ? "\",title:\"" : "",
2423 elmex 1.97 title ? (const char *)title : "",
2424     flag_desc (flagdesc, 512), type);
2425 root 1.36
2426 root 1.217 if (!flag[FLAG_REMOVED] && env)
2427 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2428    
2429     if (map)
2430 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2431 root 1.36
2432     return info;
2433     }
2434    
2435     const char *
2436     object::debug_desc () const
2437     {
2438 root 1.143 static char info[3][256 * 4];
2439     static int info_idx;
2440 root 1.36
2441 root 1.143 return debug_desc (info [++info_idx % 3]);
2442 root 1.114 }
2443    
2444 root 1.125 struct region *
2445     object::region () const
2446     {
2447     return map ? map->region (x, y)
2448     : region::default_region ();
2449     }
2450    
2451 root 1.129 const materialtype_t *
2452     object::dominant_material () const
2453     {
2454 root 1.165 if (materialtype_t *mt = name_to_material (materialname))
2455     return mt;
2456 root 1.129
2457 root 1.165 return name_to_material (shstr_unknown);
2458 root 1.129 }
2459    
2460 root 1.130 void
2461     object::open_container (object *new_container)
2462     {
2463     if (container == new_container)
2464     return;
2465    
2466 root 1.220 object *old_container = container;
2467    
2468     if (old_container)
2469 root 1.130 {
2470     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2471     return;
2472    
2473     #if 0
2474     // remove the "Close old_container" object.
2475     if (object *closer = old_container->inv)
2476     if (closer->type == CLOSE_CON)
2477     closer->destroy ();
2478     #endif
2479    
2480 root 1.220 // make sure the container is available
2481     esrv_send_item (this, old_container);
2482    
2483 root 1.216 old_container->flag [FLAG_APPLIED] = false;
2484 root 1.130 container = 0;
2485    
2486 root 1.220 // client needs item update to make it work, client bug requires this to be separate
2487 root 1.130 esrv_update_item (UPD_FLAGS, this, old_container);
2488 root 1.220
2489 root 1.130 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2490 root 1.177 play_sound (sound_find ("chest_close"));
2491 root 1.130 }
2492    
2493     if (new_container)
2494     {
2495     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2496     return;
2497    
2498     // TODO: this does not seem to serve any purpose anymore?
2499     #if 0
2500     // insert the "Close Container" object.
2501     if (archetype *closer = new_container->other_arch)
2502     {
2503     object *closer = arch_to_object (new_container->other_arch);
2504     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2505     new_container->insert (closer);
2506     }
2507     #endif
2508    
2509 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2510    
2511 root 1.220 // make sure the container is available, client bug requires this to be separate
2512     esrv_send_item (this, new_container);
2513    
2514 root 1.216 new_container->flag [FLAG_APPLIED] = true;
2515 root 1.130 container = new_container;
2516    
2517 root 1.220 // client needs flag change
2518 root 1.130 esrv_update_item (UPD_FLAGS, this, new_container);
2519 root 1.131 esrv_send_inventory (this, new_container);
2520 root 1.177 play_sound (sound_find ("chest_open"));
2521 root 1.130 }
2522 root 1.220 // else if (!old_container->env && contr && contr->ns)
2523     // contr->ns->floorbox_reset ();
2524 root 1.130 }
2525    
2526 root 1.164 object *
2527     object::force_find (const shstr name)
2528     {
2529     /* cycle through his inventory to look for the MARK we want to
2530     * place
2531     */
2532     for (object *tmp = inv; tmp; tmp = tmp->below)
2533     if (tmp->type == FORCE && tmp->slaying == name)
2534     return splay (tmp);
2535    
2536     return 0;
2537     }
2538    
2539     void
2540     object::force_add (const shstr name, int duration)
2541     {
2542     if (object *force = force_find (name))
2543     force->destroy ();
2544    
2545     object *force = get_archetype (FORCE_NAME);
2546    
2547     force->slaying = name;
2548     force->stats.food = 1;
2549     force->speed_left = -1.f;
2550    
2551     force->set_speed (duration ? 1.f / duration : 0.f);
2552     force->flag [FLAG_IS_USED_UP] = true;
2553     force->flag [FLAG_APPLIED] = true;
2554    
2555     insert (force);
2556     }
2557    
2558 root 1.178 void
2559 root 1.208 object::play_sound (faceidx sound)
2560 root 1.178 {
2561     if (!sound)
2562     return;
2563    
2564     if (flag [FLAG_REMOVED])
2565     return;
2566    
2567     if (env)
2568     {
2569     if (object *pl = in_player ())
2570     pl->contr->play_sound (sound);
2571     }
2572     else
2573     map->play_sound (sound, x, y);
2574     }
2575