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Revision: 1.242
Committed: Wed May 7 21:00:02 2008 UTC (16 years ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_54
Changes since 1.241: +3 -2 lines
Log Message:
fixed mismatched '"'

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 1.241 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
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 1.241 if (!originator->is_on_map ())
1322     LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1323     op->debug_desc (), originator->debug_desc ());
1324    
1325 root 1.24 op->above = originator;
1326     op->below = originator->below;
1327 root 1.237 originator->below = op;
1328 root 1.25
1329 root 1.237 *(op->below ? &op->below->above : &ms.bot) = op;
1330 elmex 1.1 }
1331 root 1.24 else
1332     {
1333 root 1.237 object *floor = 0;
1334     object *top = ms.top;
1335 root 1.117
1336 root 1.24 /* If there are other objects, then */
1337 root 1.191 if (top)
1338 root 1.24 {
1339     /*
1340     * If there are multiple objects on this space, we do some trickier handling.
1341     * We've already dealt with merging if appropriate.
1342     * Generally, we want to put the new object on top. But if
1343     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1344     * floor, we want to insert above that and no further.
1345     * Also, if there are spell objects on this space, we stop processing
1346     * once we get to them. This reduces the need to traverse over all of
1347     * them when adding another one - this saves quite a bit of cpu time
1348     * when lots of spells are cast in one area. Currently, it is presumed
1349     * that flying non pickable objects are spell objects.
1350     */
1351 root 1.237 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1352 root 1.24 {
1353 root 1.237 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1354     floor = tmp;
1355 root 1.26
1356 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))
1357 root 1.24 {
1358     /* We insert above top, so we want this object below this */
1359 root 1.237 top = tmp->below;
1360 root 1.24 break;
1361     }
1362 root 1.26
1363 root 1.237 top = tmp;
1364 root 1.24 }
1365 root 1.26
1366 root 1.24 /* We let update_position deal with figuring out what the space
1367     * looks like instead of lots of conditions here.
1368     * makes things faster, and effectively the same result.
1369     */
1370    
1371     /* Have object 'fall below' other objects that block view.
1372 root 1.135 * Unless those objects are exits.
1373 root 1.24 * If INS_ON_TOP is used, don't do this processing
1374     * Need to find the object that in fact blocks view, otherwise
1375     * stacking is a bit odd.
1376     */
1377 root 1.117 if (!(flag & INS_ON_TOP)
1378     && ms.flags () & P_BLOCKSVIEW
1379 root 1.135 && (op->face && !faces [op->face].visibility))
1380 root 1.24 {
1381 root 1.237 object *last;
1382    
1383 root 1.24 for (last = top; last != floor; last = last->below)
1384     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1385     break;
1386 root 1.117
1387 root 1.24 /* Check to see if we found the object that blocks view,
1388     * and make sure we have a below pointer for it so that
1389     * we can get inserted below this one, which requires we
1390     * set top to the object below us.
1391     */
1392     if (last && last->below && last != floor)
1393     top = last->below;
1394 root 1.8 }
1395 root 1.24 } /* If objects on this space */
1396 root 1.25
1397 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1398     top = floor;
1399    
1400 root 1.240 // insert object above top, or bottom-most if top = 0
1401 root 1.24 if (!top)
1402     {
1403 root 1.239 op->below = 0;
1404     op->above = ms.bot;
1405     ms.bot = op;
1406 root 1.25
1407 root 1.239 *(op->above ? &op->above->below : &ms.top) = op;
1408 root 1.24 }
1409     else
1410 root 1.240 {
1411 root 1.24 op->above = top->above;
1412 root 1.237 top->above = op;
1413 root 1.25
1414 root 1.24 op->below = top;
1415 root 1.237 *(op->above ? &op->above->below : &ms.top) = op;
1416 root 1.24 }
1417 root 1.240 }
1418 root 1.8
1419 root 1.24 if (op->type == PLAYER)
1420 root 1.96 {
1421     op->contr->do_los = 1;
1422     ++op->map->players;
1423 root 1.100 op->map->touch ();
1424 root 1.96 }
1425 root 1.24
1426 root 1.98 op->map->dirty = true;
1427    
1428 root 1.191 if (object *pl = ms.player ())
1429 root 1.218 //TODO: the floorbox prev/next might need updating
1430 root 1.226 //esrv_send_item (pl, op);
1431     //TODO: update floorbox to preserve ordering
1432     if (pl->contr->ns)
1433     pl->contr->ns->floorbox_update ();
1434 root 1.24
1435     /* If this object glows, it may affect lighting conditions that are
1436     * visible to others on this map. But update_all_los is really
1437     * an inefficient way to do this, as it means los for all players
1438     * on the map will get recalculated. The players could very well
1439     * be far away from this change and not affected in any way -
1440     * this should get redone to only look for players within range,
1441 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1442 root 1.24 * of effect may be sufficient.
1443     */
1444 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1445 root 1.24 update_all_los (op->map, op->x, op->y);
1446    
1447     /* updates flags (blocked, alive, no magic, etc) for this map space */
1448     update_object (op, UP_OBJ_INSERT);
1449    
1450 root 1.82 INVOKE_OBJECT (INSERT, op);
1451    
1452 root 1.24 /* Don't know if moving this to the end will break anything. However,
1453 root 1.70 * we want to have floorbox_update called before calling this.
1454 root 1.24 *
1455     * check_move_on() must be after this because code called from
1456     * check_move_on() depends on correct map flags (so functions like
1457     * blocked() and wall() work properly), and these flags are updated by
1458     * update_object().
1459     */
1460    
1461     /* if this is not the head or flag has been passed, don't check walk on status */
1462 root 1.155 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1463 root 1.24 {
1464     if (check_move_on (op, originator))
1465 root 1.82 return 0;
1466 elmex 1.1
1467 root 1.24 /* If we are a multi part object, lets work our way through the check
1468     * walk on's.
1469     */
1470 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1471 root 1.24 if (check_move_on (tmp, originator))
1472 root 1.82 return 0;
1473 elmex 1.1 }
1474 root 1.25
1475 root 1.24 return op;
1476 elmex 1.1 }
1477    
1478     /* this function inserts an object in the map, but if it
1479 root 1.75 * finds an object of its own type, it'll remove that one first.
1480     * op is the object to insert it under: supplies x and the map.
1481 elmex 1.1 */
1482 root 1.24 void
1483     replace_insert_ob_in_map (const char *arch_string, object *op)
1484     {
1485     /* first search for itself and remove any old instances */
1486 elmex 1.1
1487 root 1.208 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1488 root 1.158 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1489 root 1.208 tmp->destroy (1);
1490    
1491     object *tmp = arch_to_object (archetype::find (arch_string));
1492 elmex 1.1
1493 root 1.208 tmp->x = op->x;
1494     tmp->y = op->y;
1495 elmex 1.1
1496 root 1.208 insert_ob_in_map (tmp, op->map, op, 0);
1497 root 1.24 }
1498 elmex 1.1
1499 root 1.93 object *
1500     object::insert_at (object *where, object *originator, int flags)
1501     {
1502 root 1.205 if (where->env)
1503     return where->env->insert (this);
1504     else
1505     return where->map->insert (this, where->x, where->y, originator, flags);
1506 root 1.93 }
1507    
1508 elmex 1.1 /*
1509 root 1.209 * decrease(object, number) decreases a specified number from
1510 root 1.208 * the amount of an object. If the amount reaches 0, the object
1511 elmex 1.1 * is subsequently removed and freed.
1512     *
1513     * Return value: 'op' if something is left, NULL if the amount reached 0
1514     */
1515 root 1.208 bool
1516 root 1.209 object::decrease (sint32 nr)
1517 elmex 1.1 {
1518 root 1.212 if (!nr)
1519     return true;
1520    
1521 root 1.208 nr = min (nr, nrof);
1522 elmex 1.1
1523 root 1.208 nrof -= nr;
1524 root 1.24
1525 root 1.208 if (nrof)
1526 elmex 1.1 {
1527 root 1.208 adjust_weight (env, -weight * nr); // carrying == 0
1528 elmex 1.1
1529 root 1.212 if (object *pl = visible_to ())
1530     esrv_update_item (UPD_NROF, pl, this);
1531 root 1.29
1532 root 1.212 return true;
1533 elmex 1.1 }
1534 root 1.24 else
1535     {
1536 root 1.212 destroy (1);
1537     return false;
1538 elmex 1.1 }
1539     }
1540    
1541 root 1.209 /*
1542 root 1.210 * split(ob,nr) splits up ob into two parts. The part which
1543 root 1.209 * is returned contains nr objects, and the remaining parts contains
1544 root 1.210 * the rest (or is removed and returned if that number is 0).
1545     * On failure, NULL is returned.
1546 root 1.209 */
1547 root 1.208 object *
1548 root 1.209 object::split (sint32 nr)
1549 root 1.208 {
1550 root 1.212 int have = number_of ();
1551    
1552     if (have < nr)
1553 root 1.209 return 0;
1554 root 1.212 else if (have == nr)
1555 root 1.209 {
1556     remove ();
1557     return this;
1558     }
1559     else
1560     {
1561     decrease (nr);
1562    
1563 root 1.230 object *op = deep_clone ();
1564 root 1.209 op->nrof = nr;
1565     return op;
1566     }
1567     }
1568    
1569 root 1.24 object *
1570     insert_ob_in_ob (object *op, object *where)
1571     {
1572 root 1.59 if (!where)
1573 root 1.24 {
1574 root 1.53 char *dump = dump_object (op);
1575     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1576     free (dump);
1577 root 1.24 return op;
1578     }
1579 root 1.29
1580 root 1.154 if (where->head_ () != where)
1581 root 1.24 {
1582 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1583 root 1.24 where = where->head;
1584     }
1585 root 1.29
1586 root 1.59 return where->insert (op);
1587     }
1588    
1589     /*
1590     * env->insert (op)
1591     * This function inserts the object op in the linked list
1592     * inside the object environment.
1593     *
1594     * The function returns now pointer to inserted item, and return value can
1595     * be != op, if items are merged. -Tero
1596     */
1597     object *
1598     object::insert (object *op)
1599     {
1600 root 1.24 if (op->more)
1601     {
1602     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1603     return op;
1604     }
1605 root 1.29
1606 root 1.208 op->remove ();
1607    
1608     op->flag [FLAG_OBJ_ORIGINAL] = 0;
1609 root 1.182
1610 root 1.24 if (op->nrof)
1611 root 1.208 for (object *tmp = inv; tmp; tmp = tmp->below)
1612     if (object::can_merge (tmp, op))
1613     {
1614     /* return the original object and remove inserted object
1615     (client needs the original object) */
1616     tmp->nrof += op->nrof;
1617 root 1.214
1618     if (object *pl = tmp->visible_to ())
1619     esrv_update_item (UPD_NROF, pl, tmp);
1620    
1621 root 1.210 adjust_weight (this, op->total_weight ());
1622    
1623 root 1.208 op->destroy (1);
1624     op = tmp;
1625     goto inserted;
1626     }
1627    
1628     op->owner = 0; // it's his/hers now. period.
1629     op->map = 0;
1630     op->x = 0;
1631     op->y = 0;
1632    
1633     op->above = 0;
1634     op->below = inv;
1635     op->env = this;
1636    
1637     if (inv)
1638     inv->above = op;
1639 root 1.24
1640 root 1.208 inv = op;
1641 elmex 1.1
1642 root 1.208 op->flag [FLAG_REMOVED] = 0;
1643 elmex 1.1
1644 root 1.214 if (object *pl = op->visible_to ())
1645     esrv_send_item (pl, op);
1646    
1647 root 1.208 adjust_weight (this, op->total_weight ());
1648 elmex 1.1
1649 root 1.208 inserted:
1650 elmex 1.1 /* reset the light list and los of the players on the map */
1651 root 1.208 if (op->glow_radius && map && map->darkness)
1652     update_all_los (map, x, y);
1653 elmex 1.1
1654 root 1.214 // if this is a player's inventory, update stats
1655     if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1656     update_stats ();
1657 root 1.59
1658 root 1.82 INVOKE_OBJECT (INSERT, this);
1659    
1660 elmex 1.1 return op;
1661     }
1662    
1663     /*
1664     * Checks if any objects has a move_type that matches objects
1665     * that effect this object on this space. Call apply() to process
1666     * these events.
1667     *
1668     * Any speed-modification due to SLOW_MOVE() of other present objects
1669     * will affect the speed_left of the object.
1670     *
1671     * originator: Player, monster or other object that caused 'op' to be inserted
1672     * into 'map'. May be NULL.
1673     *
1674     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1675     *
1676     * 4-21-95 added code to check if appropriate skill was readied - this will
1677     * permit faster movement by the player through this terrain. -b.t.
1678     *
1679     * MSW 2001-07-08: Check all objects on space, not just those below
1680     * object being inserted. insert_ob_in_map may not put new objects
1681     * on top.
1682     */
1683 root 1.24 int
1684     check_move_on (object *op, object *originator)
1685 elmex 1.1 {
1686 root 1.48 object *tmp;
1687 root 1.49 maptile *m = op->map;
1688 root 1.48 int x = op->x, y = op->y;
1689 root 1.26
1690 root 1.48 MoveType move_on, move_slow, move_block;
1691 root 1.24
1692     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1693     return 0;
1694    
1695     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1696     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1697     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1698    
1699     /* if nothing on this space will slow op down or be applied,
1700     * no need to do checking below. have to make sure move_type
1701     * is set, as lots of objects don't have it set - we treat that
1702     * as walking.
1703     */
1704     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1705     return 0;
1706 elmex 1.1
1707 root 1.24 /* This is basically inverse logic of that below - basically,
1708     * if the object can avoid the move on or slow move, they do so,
1709     * but can't do it if the alternate movement they are using is
1710     * blocked. Logic on this seems confusing, but does seem correct.
1711     */
1712     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1713     return 0;
1714    
1715     /* The objects have to be checked from top to bottom.
1716     * Hence, we first go to the top:
1717     */
1718    
1719 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1720 root 1.24 {
1721     /* Trim the search when we find the first other spell effect
1722     * this helps performance so that if a space has 50 spell objects,
1723     * we don't need to check all of them.
1724     */
1725     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1726     break;
1727     }
1728 root 1.26
1729     for (; tmp; tmp = tmp->below)
1730 root 1.24 {
1731     if (tmp == op)
1732     continue; /* Can't apply yourself */
1733 elmex 1.1
1734 root 1.24 /* Check to see if one of the movement types should be slowed down.
1735     * Second check makes sure that the movement types not being slowed
1736     * (~slow_move) is not blocked on this space - just because the
1737     * space doesn't slow down swimming (for example), if you can't actually
1738     * swim on that space, can't use it to avoid the penalty.
1739     */
1740     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1741     {
1742     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1743     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1744     {
1745 elmex 1.1
1746 root 1.29 float
1747 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1748 elmex 1.1
1749 root 1.24 if (op->type == PLAYER)
1750 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1751     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1752     diff /= 4.0;
1753    
1754 root 1.24 op->speed_left -= diff;
1755 root 1.8 }
1756     }
1757 elmex 1.1
1758 root 1.24 /* Basically same logic as above, except now for actual apply. */
1759     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1760     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1761     {
1762 elmex 1.72 move_apply (tmp, op, originator);
1763 root 1.24
1764 root 1.48 if (op->destroyed ())
1765 root 1.24 return 1;
1766    
1767     /* what the person/creature stepped onto has moved the object
1768     * someplace new. Don't process any further - if we did,
1769     * have a feeling strange problems would result.
1770     */
1771     if (op->map != m || op->x != x || op->y != y)
1772     return 0;
1773 root 1.8 }
1774 elmex 1.1 }
1775 root 1.26
1776 root 1.24 return 0;
1777 elmex 1.1 }
1778    
1779     /*
1780     * present_arch(arch, map, x, y) searches for any objects with
1781     * a matching archetype at the given map and coordinates.
1782     * The first matching object is returned, or NULL if none.
1783     */
1784 root 1.24 object *
1785 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1786 root 1.24 {
1787 root 1.104 if (!m || out_of_map (m, x, y))
1788 root 1.24 {
1789     LOG (llevError, "Present_arch called outside map.\n");
1790     return NULL;
1791     }
1792 root 1.84
1793 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1794 root 1.231 if (tmp->arch->archname == at->archname)
1795 elmex 1.1 return tmp;
1796 root 1.84
1797 elmex 1.1 return NULL;
1798     }
1799    
1800     /*
1801     * present(type, map, x, y) searches for any objects with
1802     * a matching type variable at the given map and coordinates.
1803     * The first matching object is returned, or NULL if none.
1804     */
1805 root 1.24 object *
1806 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1807 root 1.24 {
1808     if (out_of_map (m, x, y))
1809     {
1810     LOG (llevError, "Present called outside map.\n");
1811     return NULL;
1812     }
1813 root 1.84
1814 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1815 root 1.24 if (tmp->type == type)
1816 elmex 1.1 return tmp;
1817 root 1.84
1818 elmex 1.1 return NULL;
1819     }
1820    
1821     /*
1822     * present_in_ob(type, object) searches for any objects with
1823     * a matching type variable in the inventory of the given object.
1824     * The first matching object is returned, or NULL if none.
1825     */
1826 root 1.24 object *
1827     present_in_ob (unsigned char type, const object *op)
1828     {
1829 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1830 root 1.24 if (tmp->type == type)
1831 elmex 1.1 return tmp;
1832 root 1.84
1833 elmex 1.1 return NULL;
1834     }
1835    
1836     /*
1837     * present_in_ob (type, str, object) searches for any objects with
1838     * a matching type & name variable in the inventory of the given object.
1839     * The first matching object is returned, or NULL if none.
1840     * This is mostly used by spell effect code, so that we only
1841     * have one spell effect at a time.
1842     * type can be used to narrow the search - if type is set,
1843     * the type must also match. -1 can be passed for the type,
1844     * in which case the type does not need to pass.
1845     * str is the string to match against. Note that we match against
1846     * the object name, not the archetype name. this is so that the
1847     * spell code can use one object type (force), but change it's name
1848     * to be unique.
1849     */
1850 root 1.24 object *
1851     present_in_ob_by_name (int type, const char *str, const object *op)
1852     {
1853 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1854 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1855     return tmp;
1856 elmex 1.1
1857 root 1.82 return 0;
1858 elmex 1.1 }
1859    
1860     /*
1861     * present_arch_in_ob(archetype, object) searches for any objects with
1862     * a matching archetype in the inventory of the given object.
1863     * The first matching object is returned, or NULL if none.
1864     */
1865 root 1.24 object *
1866     present_arch_in_ob (const archetype *at, const object *op)
1867     {
1868 root 1.231 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1869     if (tmp->arch->archname == at->archname)
1870 elmex 1.1 return tmp;
1871 root 1.82
1872 elmex 1.1 return NULL;
1873     }
1874    
1875     /*
1876     * activate recursively a flag on an object inventory
1877     */
1878 root 1.24 void
1879     flag_inv (object *op, int flag)
1880     {
1881 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1882     {
1883     SET_FLAG (tmp, flag);
1884     flag_inv (tmp, flag);
1885     }
1886 root 1.82 }
1887    
1888     /*
1889     * deactivate recursively a flag on an object inventory
1890     */
1891 root 1.24 void
1892     unflag_inv (object *op, int flag)
1893     {
1894 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1895     {
1896     CLEAR_FLAG (tmp, flag);
1897     unflag_inv (tmp, flag);
1898     }
1899 elmex 1.1 }
1900    
1901     /*
1902     * find_free_spot(object, map, x, y, start, stop) will search for
1903     * a spot at the given map and coordinates which will be able to contain
1904     * the given object. start and stop specifies how many squares
1905     * to search (see the freearr_x/y[] definition).
1906     * It returns a random choice among the alternatives found.
1907     * start and stop are where to start relative to the free_arr array (1,9
1908     * does all 4 immediate directions). This returns the index into the
1909     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1910 root 1.196 * Note: This function does correctly handle tiled maps, but does not
1911 elmex 1.1 * inform the caller. However, insert_ob_in_map will update as
1912     * necessary, so the caller shouldn't need to do any special work.
1913     * Note - updated to take an object instead of archetype - this is necessary
1914     * because arch_blocked (now ob_blocked) needs to know the movement type
1915     * to know if the space in question will block the object. We can't use
1916     * the archetype because that isn't correct if the monster has been
1917     * customized, changed states, etc.
1918     */
1919 root 1.24 int
1920 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1921 root 1.24 {
1922 root 1.190 int altern[SIZEOFFREE];
1923 root 1.82 int index = 0, flag;
1924 root 1.24
1925 root 1.82 for (int i = start; i < stop; i++)
1926 root 1.24 {
1927 root 1.188 mapxy pos (m, x, y); pos.move (i);
1928    
1929     if (!pos.normalise ())
1930     continue;
1931    
1932     mapspace &ms = *pos;
1933 root 1.189
1934     if (ms.flags () & P_IS_ALIVE)
1935     continue;
1936 root 1.188
1937     /* However, often
1938     * ob doesn't have any move type (when used to place exits)
1939     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1940     */
1941 root 1.200 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1942 root 1.190 {
1943     altern [index++] = i;
1944     continue;
1945     }
1946 root 1.24
1947     /* Basically, if we find a wall on a space, we cut down the search size.
1948     * In this way, we won't return spaces that are on another side of a wall.
1949     * This mostly work, but it cuts down the search size in all directions -
1950     * if the space being examined only has a wall to the north and empty
1951     * spaces in all the other directions, this will reduce the search space
1952     * to only the spaces immediately surrounding the target area, and
1953     * won't look 2 spaces south of the target space.
1954     */
1955 root 1.188 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1956     {
1957     stop = maxfree[i];
1958     continue;
1959     }
1960    
1961     /* Note it is intentional that we check ob - the movement type of the
1962     * head of the object should correspond for the entire object.
1963     */
1964     if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1965     continue;
1966    
1967 root 1.196 if (ob->blocked (m, pos.x, pos.y))
1968     continue;
1969    
1970 root 1.188 altern [index++] = i;
1971 elmex 1.1 }
1972 root 1.74
1973 root 1.24 if (!index)
1974     return -1;
1975 root 1.74
1976 root 1.124 return altern [rndm (index)];
1977 elmex 1.1 }
1978    
1979     /*
1980 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
1981 elmex 1.1 * find_free_spot(), but it will search max number of squares.
1982     * But it will return the first available spot, not a random choice.
1983     * Changed 0.93.2: Have it return -1 if there is no free spot available.
1984     */
1985 root 1.24 int
1986 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
1987 root 1.24 {
1988 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
1989 root 1.188 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
1990 root 1.82 return i;
1991 root 1.24
1992     return -1;
1993 elmex 1.1 }
1994    
1995     /*
1996     * The function permute(arr, begin, end) randomly reorders the array
1997     * arr[begin..end-1].
1998 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
1999 elmex 1.1 */
2000 root 1.24 static void
2001     permute (int *arr, int begin, int end)
2002 elmex 1.1 {
2003 root 1.82 arr += begin;
2004     end -= begin;
2005    
2006     while (--end)
2007 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2008 elmex 1.1 }
2009    
2010     /* new function to make monster searching more efficient, and effective!
2011     * This basically returns a randomized array (in the passed pointer) of
2012     * the spaces to find monsters. In this way, it won't always look for
2013     * monsters to the north first. However, the size of the array passed
2014     * covers all the spaces, so within that size, all the spaces within
2015     * the 3x3 area will be searched, just not in a predictable order.
2016     */
2017 root 1.24 void
2018     get_search_arr (int *search_arr)
2019 elmex 1.1 {
2020 root 1.82 int i;
2021 elmex 1.1
2022 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2023 root 1.82 search_arr[i] = i;
2024 elmex 1.1
2025 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2026     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2027     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2028 elmex 1.1 }
2029    
2030     /*
2031     * find_dir(map, x, y, exclude) will search some close squares in the
2032     * given map at the given coordinates for live objects.
2033     * It will not considered the object given as exclude among possible
2034     * live objects.
2035     * It returns the direction toward the first/closest live object if finds
2036     * any, otherwise 0.
2037     * Perhaps incorrectly, but I'm making the assumption that exclude
2038     * is actually want is going to try and move there. We need this info
2039     * because we have to know what movement the thing looking to move
2040     * there is capable of.
2041     */
2042 root 1.24 int
2043 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2044 root 1.24 {
2045 root 1.82 int i, max = SIZEOFFREE, mflags;
2046 root 1.29
2047     sint16 nx, ny;
2048 root 1.82 object *tmp;
2049     maptile *mp;
2050 root 1.29
2051     MoveType blocked, move_type;
2052 root 1.24
2053 root 1.155 if (exclude && exclude->head_ () != exclude)
2054 root 1.24 {
2055     exclude = exclude->head;
2056     move_type = exclude->move_type;
2057     }
2058     else
2059     {
2060     /* If we don't have anything, presume it can use all movement types. */
2061     move_type = MOVE_ALL;
2062     }
2063    
2064     for (i = 1; i < max; i++)
2065     {
2066     mp = m;
2067     nx = x + freearr_x[i];
2068     ny = y + freearr_y[i];
2069    
2070     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2071 root 1.75
2072 root 1.24 if (mflags & P_OUT_OF_MAP)
2073 root 1.75 max = maxfree[i];
2074 root 1.24 else
2075     {
2076 root 1.82 mapspace &ms = mp->at (nx, ny);
2077    
2078     blocked = ms.move_block;
2079 root 1.24
2080     if ((move_type & blocked) == move_type)
2081 root 1.75 max = maxfree[i];
2082 root 1.24 else if (mflags & P_IS_ALIVE)
2083     {
2084 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2085 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2086 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2087 root 1.75 break;
2088    
2089 root 1.24 if (tmp)
2090 root 1.75 return freedir[i];
2091 root 1.8 }
2092     }
2093 elmex 1.1 }
2094 root 1.75
2095 root 1.24 return 0;
2096 elmex 1.1 }
2097    
2098     /*
2099     * distance(object 1, object 2) will return the square of the
2100     * distance between the two given objects.
2101     */
2102 root 1.24 int
2103     distance (const object *ob1, const object *ob2)
2104     {
2105 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2106 elmex 1.1 }
2107    
2108     /*
2109     * find_dir_2(delta-x,delta-y) will return a direction in which
2110     * an object which has subtracted the x and y coordinates of another
2111     * object, needs to travel toward it.
2112     */
2113 root 1.24 int
2114     find_dir_2 (int x, int y)
2115     {
2116 root 1.75 int q;
2117 elmex 1.1
2118 root 1.24 if (y)
2119     q = x * 100 / y;
2120 elmex 1.1 else if (x)
2121 root 1.24 q = -300 * x;
2122 elmex 1.1 else
2123     return 0;
2124    
2125 root 1.24 if (y > 0)
2126     {
2127     if (q < -242)
2128     return 3;
2129     if (q < -41)
2130     return 2;
2131     if (q < 41)
2132     return 1;
2133     if (q < 242)
2134     return 8;
2135     return 7;
2136     }
2137 elmex 1.1
2138     if (q < -242)
2139 root 1.24 return 7;
2140 elmex 1.1 if (q < -41)
2141 root 1.24 return 6;
2142 elmex 1.1 if (q < 41)
2143 root 1.24 return 5;
2144 elmex 1.1 if (q < 242)
2145 root 1.24 return 4;
2146 elmex 1.1
2147 root 1.24 return 3;
2148 elmex 1.1 }
2149    
2150     /*
2151     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2152     * between two directions (which are expected to be absolute (see absdir())
2153     */
2154 root 1.24 int
2155     dirdiff (int dir1, int dir2)
2156     {
2157 root 1.82 int d;
2158 root 1.24
2159     d = abs (dir1 - dir2);
2160     if (d > 4)
2161 elmex 1.1 d = 8 - d;
2162 root 1.82
2163 elmex 1.1 return d;
2164     }
2165    
2166     /* peterm:
2167     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2168     * Basically, this is a table of directions, and what directions
2169     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2170     * This basically means that if direction is 15, then it could either go
2171     * direction 4, 14, or 16 to get back to where we are.
2172     * Moved from spell_util.c to object.c with the other related direction
2173     * functions.
2174     */
2175 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2176 root 1.24 {0, 0, 0}, /* 0 */
2177     {0, 0, 0}, /* 1 */
2178     {0, 0, 0}, /* 2 */
2179     {0, 0, 0}, /* 3 */
2180     {0, 0, 0}, /* 4 */
2181     {0, 0, 0}, /* 5 */
2182     {0, 0, 0}, /* 6 */
2183     {0, 0, 0}, /* 7 */
2184     {0, 0, 0}, /* 8 */
2185     {8, 1, 2}, /* 9 */
2186     {1, 2, -1}, /* 10 */
2187     {2, 10, 12}, /* 11 */
2188     {2, 3, -1}, /* 12 */
2189     {2, 3, 4}, /* 13 */
2190     {3, 4, -1}, /* 14 */
2191     {4, 14, 16}, /* 15 */
2192     {5, 4, -1}, /* 16 */
2193     {4, 5, 6}, /* 17 */
2194     {6, 5, -1}, /* 18 */
2195     {6, 20, 18}, /* 19 */
2196     {7, 6, -1}, /* 20 */
2197     {6, 7, 8}, /* 21 */
2198     {7, 8, -1}, /* 22 */
2199     {8, 22, 24}, /* 23 */
2200     {8, 1, -1}, /* 24 */
2201     {24, 9, 10}, /* 25 */
2202     {9, 10, -1}, /* 26 */
2203     {10, 11, -1}, /* 27 */
2204     {27, 11, 29}, /* 28 */
2205     {11, 12, -1}, /* 29 */
2206     {12, 13, -1}, /* 30 */
2207     {12, 13, 14}, /* 31 */
2208     {13, 14, -1}, /* 32 */
2209     {14, 15, -1}, /* 33 */
2210     {33, 15, 35}, /* 34 */
2211     {16, 15, -1}, /* 35 */
2212     {17, 16, -1}, /* 36 */
2213     {18, 17, 16}, /* 37 */
2214     {18, 17, -1}, /* 38 */
2215     {18, 19, -1}, /* 39 */
2216     {41, 19, 39}, /* 40 */
2217     {19, 20, -1}, /* 41 */
2218     {20, 21, -1}, /* 42 */
2219     {20, 21, 22}, /* 43 */
2220     {21, 22, -1}, /* 44 */
2221     {23, 22, -1}, /* 45 */
2222     {45, 47, 23}, /* 46 */
2223     {23, 24, -1}, /* 47 */
2224     {24, 9, -1}
2225     }; /* 48 */
2226 elmex 1.1
2227     /* Recursive routine to step back and see if we can
2228     * find a path to that monster that we found. If not,
2229     * we don't bother going toward it. Returns 1 if we
2230     * can see a direct way to get it
2231     * Modified to be map tile aware -.MSW
2232     */
2233 root 1.24 int
2234 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2235 root 1.24 {
2236 root 1.29 sint16 dx, dy;
2237 root 1.75 int mflags;
2238 root 1.24
2239     if (dir < 0)
2240     return 0; /* exit condition: invalid direction */
2241    
2242     dx = x + freearr_x[dir];
2243     dy = y + freearr_y[dir];
2244    
2245     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2246    
2247     /* This functional arguably was incorrect before - it was
2248     * checking for P_WALL - that was basically seeing if
2249     * we could move to the monster - this is being more
2250     * literal on if we can see it. To know if we can actually
2251     * move to the monster, we'd need the monster passed in or
2252     * at least its move type.
2253     */
2254     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2255     return 0;
2256    
2257     /* yes, can see. */
2258     if (dir < 9)
2259     return 1;
2260 root 1.75
2261     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2262     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2263     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2264 root 1.24 }
2265    
2266 elmex 1.1 /*
2267     * can_pick(picker, item): finds out if an object is possible to be
2268     * picked up by the picker. Returnes 1 if it can be
2269     * picked up, otherwise 0.
2270     *
2271     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2272     * core dumps if they do.
2273     *
2274     * Add a check so we can't pick up invisible objects (0.93.8)
2275     */
2276 root 1.24 int
2277     can_pick (const object *who, const object *item)
2278     {
2279     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2280     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2281     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2282 elmex 1.1 }
2283    
2284     /*
2285     * create clone from object to another
2286     */
2287 root 1.24 object *
2288 root 1.230 object::deep_clone ()
2289 root 1.24 {
2290 root 1.230 assert (("deep_clone called on non-head object", is_head ()));
2291 elmex 1.1
2292 root 1.230 object *dst = clone ();
2293 root 1.24
2294 root 1.230 object *prev = dst;
2295     for (object *part = this->more; part; part = part->more)
2296 root 1.24 {
2297 root 1.224 object *tmp = part->clone ();
2298 root 1.230 tmp->head = dst;
2299     prev->more = tmp;
2300 root 1.24 prev = tmp;
2301 elmex 1.1 }
2302 root 1.24
2303 root 1.230 for (object *item = inv; item; item = item->below)
2304     insert_ob_in_ob (item->deep_clone (), dst);
2305 elmex 1.1
2306 root 1.24 return dst;
2307 elmex 1.1 }
2308    
2309     /* This returns the first object in who's inventory that
2310     * has the same type and subtype match.
2311     * returns NULL if no match.
2312     */
2313 root 1.24 object *
2314     find_obj_by_type_subtype (const object *who, int type, int subtype)
2315 elmex 1.1 {
2316 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2317 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2318     return tmp;
2319 elmex 1.1
2320 root 1.82 return 0;
2321 elmex 1.1 }
2322    
2323 root 1.228 const shstr &
2324     object::kv_get (const shstr &key) const
2325 root 1.24 {
2326 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2327     if (kv->key == key)
2328     return kv->value;
2329 root 1.24
2330 root 1.228 return shstr_null;
2331 root 1.24 }
2332 elmex 1.1
2333 root 1.228 void
2334     object::kv_set (const shstr &key, const shstr &value)
2335 root 1.24 {
2336 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2337     if (kv->key == key)
2338     {
2339     kv->value = value;
2340     return;
2341     }
2342 root 1.24
2343 root 1.228 key_value *kv = new key_value;
2344 elmex 1.1
2345 root 1.228 kv->next = key_values;
2346     kv->key = key;
2347     kv->value = value;
2348 root 1.35
2349 root 1.228 key_values = kv;
2350 elmex 1.1 }
2351    
2352 root 1.228 void
2353     object::kv_del (const shstr &key)
2354 root 1.24 {
2355 root 1.228 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2356     if ((*kvp)->key == key)
2357     {
2358     key_value *kv = *kvp;
2359     *kvp = (*kvp)->next;
2360     delete kv;
2361     return;
2362     }
2363 elmex 1.1 }
2364 root 1.31
2365 root 1.34 object::depth_iterator::depth_iterator (object *container)
2366     : iterator_base (container)
2367     {
2368     while (item->inv)
2369     item = item->inv;
2370     }
2371    
2372 root 1.31 void
2373 root 1.34 object::depth_iterator::next ()
2374 root 1.31 {
2375 root 1.34 if (item->below)
2376     {
2377     item = item->below;
2378    
2379     while (item->inv)
2380     item = item->inv;
2381     }
2382 root 1.31 else
2383 root 1.34 item = item->env;
2384 root 1.31 }
2385 root 1.34
2386 elmex 1.97 const char *
2387     object::flag_desc (char *desc, int len) const
2388     {
2389     char *p = desc;
2390     bool first = true;
2391    
2392 root 1.101 *p = 0;
2393    
2394 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2395     {
2396     if (len <= 10) // magic constant!
2397     {
2398     snprintf (p, len, ",...");
2399     break;
2400     }
2401    
2402 root 1.101 if (flag [i])
2403 elmex 1.97 {
2404     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2405     len -= cnt;
2406     p += cnt;
2407     first = false;
2408     }
2409     }
2410    
2411     return desc;
2412     }
2413    
2414 root 1.101 // return a suitable string describing an object in enough detail to find it
2415 root 1.36 const char *
2416     object::debug_desc (char *info) const
2417     {
2418 elmex 1.97 char flagdesc[512];
2419     char info2[256 * 4];
2420 root 1.36 char *p = info;
2421    
2422 elmex 1.242 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2423 root 1.203 count,
2424     uuid.c_str (),
2425 root 1.36 &name,
2426 elmex 1.242 title ? ",title:\"" : "",
2427 elmex 1.97 title ? (const char *)title : "",
2428 elmex 1.242 title ? "\"" : "",
2429 elmex 1.97 flag_desc (flagdesc, 512), type);
2430 root 1.36
2431 root 1.217 if (!flag[FLAG_REMOVED] && env)
2432 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2433    
2434     if (map)
2435 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2436 root 1.36
2437     return info;
2438     }
2439    
2440     const char *
2441     object::debug_desc () const
2442     {
2443 root 1.143 static char info[3][256 * 4];
2444     static int info_idx;
2445 root 1.36
2446 root 1.143 return debug_desc (info [++info_idx % 3]);
2447 root 1.114 }
2448    
2449 root 1.125 struct region *
2450     object::region () const
2451     {
2452     return map ? map->region (x, y)
2453     : region::default_region ();
2454     }
2455    
2456 root 1.129 const materialtype_t *
2457     object::dominant_material () const
2458     {
2459 root 1.165 if (materialtype_t *mt = name_to_material (materialname))
2460     return mt;
2461 root 1.129
2462 root 1.165 return name_to_material (shstr_unknown);
2463 root 1.129 }
2464    
2465 root 1.130 void
2466     object::open_container (object *new_container)
2467     {
2468     if (container == new_container)
2469     return;
2470    
2471 root 1.220 object *old_container = container;
2472    
2473     if (old_container)
2474 root 1.130 {
2475     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2476     return;
2477    
2478     #if 0
2479     // remove the "Close old_container" object.
2480     if (object *closer = old_container->inv)
2481     if (closer->type == CLOSE_CON)
2482     closer->destroy ();
2483     #endif
2484    
2485 root 1.220 // make sure the container is available
2486     esrv_send_item (this, old_container);
2487    
2488 root 1.216 old_container->flag [FLAG_APPLIED] = false;
2489 root 1.130 container = 0;
2490    
2491 root 1.220 // client needs item update to make it work, client bug requires this to be separate
2492 root 1.130 esrv_update_item (UPD_FLAGS, this, old_container);
2493 root 1.220
2494 root 1.130 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2495 root 1.177 play_sound (sound_find ("chest_close"));
2496 root 1.130 }
2497    
2498     if (new_container)
2499     {
2500     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2501     return;
2502    
2503     // TODO: this does not seem to serve any purpose anymore?
2504     #if 0
2505     // insert the "Close Container" object.
2506     if (archetype *closer = new_container->other_arch)
2507     {
2508     object *closer = arch_to_object (new_container->other_arch);
2509     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2510     new_container->insert (closer);
2511     }
2512     #endif
2513    
2514 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2515    
2516 root 1.220 // make sure the container is available, client bug requires this to be separate
2517     esrv_send_item (this, new_container);
2518    
2519 root 1.216 new_container->flag [FLAG_APPLIED] = true;
2520 root 1.130 container = new_container;
2521    
2522 root 1.220 // client needs flag change
2523 root 1.130 esrv_update_item (UPD_FLAGS, this, new_container);
2524 root 1.131 esrv_send_inventory (this, new_container);
2525 root 1.177 play_sound (sound_find ("chest_open"));
2526 root 1.130 }
2527 root 1.220 // else if (!old_container->env && contr && contr->ns)
2528     // contr->ns->floorbox_reset ();
2529 root 1.130 }
2530    
2531 root 1.164 object *
2532     object::force_find (const shstr name)
2533     {
2534     /* cycle through his inventory to look for the MARK we want to
2535     * place
2536     */
2537     for (object *tmp = inv; tmp; tmp = tmp->below)
2538     if (tmp->type == FORCE && tmp->slaying == name)
2539     return splay (tmp);
2540    
2541     return 0;
2542     }
2543    
2544     void
2545     object::force_add (const shstr name, int duration)
2546     {
2547     if (object *force = force_find (name))
2548     force->destroy ();
2549    
2550     object *force = get_archetype (FORCE_NAME);
2551    
2552     force->slaying = name;
2553     force->stats.food = 1;
2554     force->speed_left = -1.f;
2555    
2556     force->set_speed (duration ? 1.f / duration : 0.f);
2557     force->flag [FLAG_IS_USED_UP] = true;
2558     force->flag [FLAG_APPLIED] = true;
2559    
2560     insert (force);
2561     }
2562    
2563 root 1.178 void
2564 root 1.208 object::play_sound (faceidx sound)
2565 root 1.178 {
2566     if (!sound)
2567     return;
2568    
2569     if (flag [FLAG_REMOVED])
2570     return;
2571    
2572     if (env)
2573     {
2574     if (object *pl = in_player ())
2575     pl->contr->play_sound (sound);
2576     }
2577     else
2578     map->play_sound (sound, x, y);
2579     }
2580