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Revision: 1.244
Committed: Sun May 18 17:52:53 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.243: +13 -1 lines
Log Message:
insret_ob_in_map is too late to remove an object from the map

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 1.243 // some objects are unmergable
192     if (!ob1->nrof || !ob2->nrof)
193     return 0;
194    
195 root 1.205 /* Do not merge objects if nrof would overflow. First part checks
196 root 1.208 * for unsigned overflow (2c), second part checks whether the result
197 root 1.205 * would fit into a 32 bit signed int, which is often used to hold
198     * nrof values.
199 root 1.16 */
200 root 1.205 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
201 root 1.16 return 0;
202    
203     /* If the objects have been identified, set the BEEN_APPLIED flag.
204 root 1.205 * This is to the comparison of the flags below will be OK. We
205 root 1.16 * just can't ignore the been applied or identified flags, as they
206     * are not equal - just if it has been identified, the been_applied
207     * flags lose any meaning.
208     */
209     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
210     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
211    
212     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
213     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
214 elmex 1.1
215 root 1.243 if (ob1->arch->archname != ob2->arch->archname
216 root 1.68 || ob1->name != ob2->name
217     || ob1->title != ob2->title
218     || ob1->msg != ob2->msg
219     || ob1->weight != ob2->weight
220     || ob1->attacktype != ob2->attacktype
221     || ob1->magic != ob2->magic
222     || ob1->slaying != ob2->slaying
223     || ob1->skill != ob2->skill
224     || ob1->value != ob2->value
225     || ob1->animation_id != ob2->animation_id
226 root 1.243 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
227 root 1.68 || ob1->client_type != ob2->client_type
228     || ob1->materialname != ob2->materialname
229     || ob1->lore != ob2->lore
230     || ob1->subtype != ob2->subtype
231     || ob1->move_type != ob2->move_type
232     || ob1->move_block != ob2->move_block
233     || ob1->move_allow != ob2->move_allow
234     || ob1->move_on != ob2->move_on
235     || ob1->move_off != ob2->move_off
236     || ob1->move_slow != ob2->move_slow
237 root 1.208 || ob1->move_slow_penalty != ob2->move_slow_penalty
238     || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239     || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
240     return 0;
241    
242     if ((ob1->flag ^ ob2->flag)
243     .reset (FLAG_INV_LOCKED)
244     .reset (FLAG_CLIENT_SENT)
245     .reset (FLAG_REMOVED)
246     .any ())
247 root 1.16 return 0;
248    
249 root 1.205 /* This is really a spellbook check - we should in general
250     * not merge objects with real inventories, as splitting them
251     * is hard.
252 root 1.16 */
253     if (ob1->inv || ob2->inv)
254     {
255 root 1.193 if (!(ob1->inv && ob2->inv))
256     return 0; /* inventories differ in length */
257    
258     if (ob1->inv->below || ob2->inv->below)
259     return 0; /* more than one object in inv */
260 root 1.16
261 root 1.66 if (!object::can_merge (ob1->inv, ob2->inv))
262 root 1.205 return 0; /* inventory objects differ */
263 root 1.16
264     /* inventory ok - still need to check rest of this object to see
265     * if it is valid.
266     */
267     }
268 elmex 1.1
269 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
270     * it is possible for most any character to have more than one of
271     * some items equipped, and we don't want those to merge.
272     */
273     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
274     return 0;
275 elmex 1.1
276 root 1.16 /* Note sure why the following is the case - either the object has to
277     * be animated or have a very low speed. Is this an attempted monster
278     * check?
279     */
280 elmex 1.97 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
281 root 1.16 return 0;
282 elmex 1.1
283 root 1.16 switch (ob1->type)
284     {
285 root 1.29 case SCROLL:
286     if (ob1->level != ob2->level)
287     return 0;
288     break;
289 root 1.16 }
290 elmex 1.1
291 root 1.205 if (ob1->key_values || ob2->key_values)
292 root 1.16 {
293     /* At least one of these has key_values. */
294 root 1.205 if ((!ob1->key_values) != (!ob2->key_values))
295 root 1.208 return 0; /* One has fields, but the other one doesn't. */
296    
297     if (!compare_ob_value_lists (ob1, ob2))
298 root 1.24 return 0;
299 elmex 1.1 }
300 root 1.16
301     if (ob1->self || ob2->self)
302     {
303     ob1->optimise ();
304     ob2->optimise ();
305    
306     if (ob1->self || ob2->self)
307 root 1.192 {
308 root 1.195 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
309     int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
310 root 1.192
311     if (k1 != k2)
312     return 0;
313 root 1.208
314     if (k1 == 0)
315 root 1.192 return 1;
316 root 1.208
317     if (!cfperl_can_merge (ob1, ob2))
318 root 1.192 return 0;
319     }
320 elmex 1.1 }
321    
322 root 1.16 /* Everything passes, must be OK. */
323     return 1;
324 elmex 1.1 }
325 root 1.24
326 root 1.214 // find player who can see this object
327     object *
328     object::visible_to () const
329     {
330 root 1.220 if (client_visible () && !flag [FLAG_REMOVED])
331 root 1.214 {
332     // see if we are in a container of sorts
333     if (env)
334     {
335     // the player inventory itself is always visible
336     if (env->type == PLAYER)
337     return env;
338    
339     // else a player could have our env open
340     object *envest = env->outer_env ();
341    
342     // the player itself is always on a map, so we will find him here
343     // even if our inv is in a player.
344     if (envest->is_on_map ())
345     if (object *pl = envest->ms ().player ())
346     if (pl->container == env)
347     return pl;
348     }
349     else
350     {
351     // maybe there is a player standing on the same mapspace
352     // this will catch the case where "this" is a player
353     if (object *pl = ms ().player ())
354 root 1.220 if (!pl->container || this == pl->container)
355     return pl;
356 root 1.214 }
357     }
358    
359     return 0;
360     }
361    
362 root 1.208 // adjust weight per container type ("of holding")
363 root 1.207 static sint32
364 root 1.233 weight_adjust_for (object *op, sint32 weight)
365 root 1.207 {
366     return op->type == CONTAINER
367     ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
368     : weight;
369     }
370    
371 elmex 1.1 /*
372 root 1.208 * adjust_weight(object, weight) adds the specified weight to an object,
373 root 1.207 * and also updates how much the environment(s) is/are carrying.
374 elmex 1.1 */
375 root 1.207 static void
376 root 1.208 adjust_weight (object *op, sint32 weight)
377 root 1.24 {
378 root 1.207 while (op)
379 root 1.24 {
380 root 1.233 // adjust by actual difference to account for rounding errors
381     // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
382     weight = weight_adjust_for (op, op->carrying)
383     - weight_adjust_for (op, op->carrying - weight);
384 root 1.142
385 root 1.212 if (!weight)
386     return;
387    
388 root 1.207 op->carrying += weight;
389 root 1.212
390     if (object *pl = op->visible_to ())
391 root 1.215 if (pl != op) // player is handled lazily
392     esrv_update_item (UPD_WEIGHT, pl, op);
393 root 1.212
394 root 1.207 op = op->env;
395 root 1.24 }
396 root 1.207 }
397 root 1.37
398 root 1.207 /*
399     * this is a recursive function which calculates the weight
400     * an object is carrying. It goes through op and figures out how much
401     * containers are carrying, and sums it up.
402     */
403     void
404     object::update_weight ()
405     {
406     sint32 sum = 0;
407 root 1.37
408 root 1.207 for (object *op = inv; op; op = op->below)
409     {
410     if (op->inv)
411     op->update_weight ();
412 elmex 1.1
413 root 1.207 sum += op->total_weight ();
414     }
415 elmex 1.1
416 root 1.234 sum = weight_adjust_for (this, sum);
417 root 1.212
418     if (sum != carrying)
419     {
420     carrying = sum;
421    
422     if (object *pl = visible_to ())
423 root 1.215 if (pl != this) // player is handled lazily
424     esrv_update_item (UPD_WEIGHT, pl, this);
425 root 1.212 }
426 elmex 1.1 }
427    
428     /*
429 root 1.208 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
430 elmex 1.1 */
431 root 1.53 char *
432 root 1.24 dump_object (object *op)
433     {
434 root 1.53 if (!op)
435     return strdup ("[NULLOBJ]");
436 elmex 1.1
437 root 1.53 object_freezer freezer;
438 root 1.133 op->write (freezer);
439 root 1.53 return freezer.as_string ();
440 elmex 1.1 }
441    
442     /*
443     * get_nearest_part(multi-object, object 2) returns the part of the
444     * multi-object 1 which is closest to the second object.
445     * If it's not a multi-object, it is returned.
446     */
447 root 1.24 object *
448     get_nearest_part (object *op, const object *pl)
449     {
450     object *tmp, *closest;
451     int last_dist, i;
452    
453 root 1.208 if (!op->more)
454 elmex 1.1 return op;
455 root 1.208
456     for (last_dist = distance (op, pl), closest = op, tmp = op->more;
457     tmp;
458     tmp = tmp->more)
459 root 1.24 if ((i = distance (tmp, pl)) < last_dist)
460     closest = tmp, last_dist = i;
461 root 1.208
462 elmex 1.1 return closest;
463     }
464    
465     /*
466     * Returns the object which has the count-variable equal to the argument.
467 root 1.208 * VERRRY slow.
468 elmex 1.1 */
469 root 1.24 object *
470     find_object (tag_t i)
471     {
472 root 1.112 for_all_objects (op)
473     if (op->count == i)
474     return op;
475    
476     return 0;
477 elmex 1.1 }
478    
479     /*
480     * Returns the first object which has a name equal to the argument.
481     * Used only by the patch command, but not all that useful.
482     * Enables features like "patch <name-of-other-player> food 999"
483     */
484 root 1.24 object *
485     find_object_name (const char *str)
486     {
487 root 1.35 shstr_cmp str_ (str);
488 root 1.24
489 root 1.243 if (str_)
490     for_all_objects (op)
491     if (op->name == str_)
492     return op;
493 root 1.11
494 root 1.243 return 0;
495 elmex 1.1 }
496    
497     /*
498     * Sets the owner and sets the skill and exp pointers to owner's current
499     * skill and experience objects.
500 root 1.183 * ACTUALLY NO! investigate! TODO
501 elmex 1.1 */
502 root 1.24 void
503 root 1.30 object::set_owner (object *owner)
504 elmex 1.1 {
505 root 1.183 // allow objects which own objects
506     if (owner)
507     while (owner->owner)
508     owner = owner->owner;
509 elmex 1.1
510 root 1.198 if (flag [FLAG_FREED])
511     {
512     LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
513     return;
514     }
515    
516 root 1.30 this->owner = owner;
517 elmex 1.1 }
518    
519 root 1.148 int
520     object::slottype () const
521     {
522     if (type == SKILL)
523     {
524     if (IS_COMBAT_SKILL (subtype)) return slot_combat;
525     if (IS_RANGED_SKILL (subtype)) return slot_ranged;
526     }
527     else
528     {
529     if (slot [body_combat].info) return slot_combat;
530     if (slot [body_range ].info) return slot_ranged;
531     }
532    
533     return slot_none;
534     }
535    
536 root 1.147 bool
537     object::change_weapon (object *ob)
538 root 1.144 {
539     if (current_weapon == ob)
540 root 1.147 return true;
541 root 1.146
542 root 1.150 if (chosen_skill)
543     chosen_skill->flag [FLAG_APPLIED] = false;
544    
545 root 1.144 current_weapon = ob;
546 root 1.147 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
547 root 1.146
548 root 1.150 if (chosen_skill)
549     chosen_skill->flag [FLAG_APPLIED] = true;
550    
551 root 1.144 update_stats ();
552 root 1.147
553     if (ob)
554     {
555     // now check wether any body locations became invalid, in which case
556     // we cannot apply the weapon at the moment.
557     for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
558     if (slot[i].used < 0)
559     {
560     current_weapon = chosen_skill = 0;
561     update_stats ();
562    
563     new_draw_info_format (NDI_UNIQUE, 0, this,
564 root 1.156 "You try to balance all your items at once, "
565     "but the %s is just too much for your body. "
566     "[You need to unapply some items first.]", &ob->name);
567 root 1.147 return false;
568     }
569    
570 root 1.148 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
571 root 1.147 }
572     else
573 root 1.148 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
574 root 1.147
575 root 1.151 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
576     {
577     LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
578     &name, ob->debug_desc ());
579     return false;
580     }
581    
582 root 1.147 return true;
583 root 1.144 }
584    
585 elmex 1.1 /* Zero the key_values on op, decrementing the shared-string
586     * refcounts and freeing the links.
587     */
588 root 1.24 static void
589     free_key_values (object *op)
590 root 1.11 {
591 root 1.137 for (key_value *i = op->key_values; i; )
592 root 1.11 {
593     key_value *next = i->next;
594     delete i;
595 root 1.24
596 root 1.11 i = next;
597 elmex 1.1 }
598 root 1.24
599 root 1.11 op->key_values = 0;
600 elmex 1.1 }
601    
602 root 1.227 /*
603     * copy_to first frees everything allocated by the dst object,
604     * and then copies the contents of itself into the second
605     * object, allocating what needs to be allocated. Basically, any
606     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
607     * if the first object is freed, the pointers in the new object
608     * will point at garbage.
609     */
610     void
611     object::copy_to (object *dst)
612 root 1.11 {
613 root 1.227 dst->remove ();
614     *(object_copy *)dst = *this;
615     dst->flag [FLAG_REMOVED] = true;
616 elmex 1.1
617 root 1.11 /* Copy over key_values, if any. */
618 root 1.227 if (key_values)
619 root 1.14 {
620 root 1.23 key_value *tail = 0;
621 root 1.227 dst->key_values = 0;
622 elmex 1.1
623 root 1.227 for (key_value *i = key_values; i; i = i->next)
624 root 1.11 {
625     key_value *new_link = new key_value;
626 root 1.8
627 root 1.227 new_link->next = 0;
628     new_link->key = i->key;
629 root 1.11 new_link->value = i->value;
630    
631     /* Try and be clever here, too. */
632 root 1.227 if (!dst->key_values)
633 root 1.11 {
634 root 1.227 dst->key_values = new_link;
635 root 1.11 tail = new_link;
636 root 1.8 }
637 root 1.11 else
638     {
639     tail->next = new_link;
640     tail = new_link;
641     }
642 root 1.14 }
643     }
644 root 1.137
645     if (speed < 0)
646 root 1.185 dst->speed_left -= rndm ();
647 root 1.2
648 root 1.87 dst->set_speed (dst->speed);
649 elmex 1.1 }
650    
651 root 1.133 void
652     object::instantiate ()
653     {
654     if (!uuid.seq) // HACK
655 root 1.202 uuid = UUID::gen ();
656 root 1.133
657     speed_left = -0.1f;
658     /* copy the body_info to the body_used - this is only really
659     * need for monsters, but doesn't hurt to do it for everything.
660     * by doing so, when a monster is created, it has good starting
661     * values for the body_used info, so when items are created
662     * for it, they can be properly equipped.
663     */
664 root 1.145 for (int i = NUM_BODY_LOCATIONS; i--; )
665     slot[i].used = slot[i].info;
666 root 1.133
667     attachable::instantiate ();
668     }
669    
670 root 1.65 object *
671     object::clone ()
672     {
673     object *neu = create ();
674     copy_to (neu);
675 root 1.225 neu->map = map; // not copied by copy_to
676 root 1.65 return neu;
677     }
678    
679 elmex 1.1 /*
680     * If an object with the IS_TURNABLE() flag needs to be turned due
681     * to the closest player being on the other side, this function can
682     * be called to update the face variable, _and_ how it looks on the map.
683     */
684 root 1.24 void
685     update_turn_face (object *op)
686     {
687 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
688 root 1.24 return;
689 root 1.96
690 root 1.24 SET_ANIMATION (op, op->direction);
691     update_object (op, UP_OBJ_FACE);
692 elmex 1.1 }
693    
694     /*
695     * Updates the speed of an object. If the speed changes from 0 to another
696     * value, or vice versa, then add/remove the object from the active list.
697     * This function needs to be called whenever the speed of an object changes.
698     */
699 root 1.24 void
700 root 1.87 object::set_speed (float speed)
701 root 1.24 {
702 root 1.87 if (flag [FLAG_FREED] && speed)
703 root 1.24 {
704 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
705     speed = 0;
706 elmex 1.1 }
707 root 1.31
708 root 1.87 this->speed = speed;
709    
710 elmex 1.97 if (has_active_speed ())
711 root 1.98 activate ();
712 root 1.24 else
713 root 1.98 deactivate ();
714 elmex 1.1 }
715    
716     /*
717 root 1.75 * update_object() updates the the map.
718 elmex 1.1 * It takes into account invisible objects (and represent squares covered
719     * by invisible objects by whatever is below them (unless it's another
720     * invisible object, etc...)
721     * If the object being updated is beneath a player, the look-window
722     * of that player is updated (this might be a suboptimal way of
723     * updating that window, though, since update_object() is called _often_)
724     *
725     * action is a hint of what the caller believes need to be done.
726     * current action are:
727     * UP_OBJ_INSERT: op was inserted
728     * UP_OBJ_REMOVE: op was removed
729     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
730     * as that is easier than trying to look at what may have changed.
731     * UP_OBJ_FACE: only the objects face has changed.
732     */
733 root 1.24 void
734     update_object (object *op, int action)
735     {
736 root 1.222 if (!op)
737 root 1.24 {
738     /* this should never happen */
739 root 1.222 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
740 root 1.24 return;
741 elmex 1.1 }
742 root 1.24
743 root 1.222 if (!op->is_on_map ())
744 root 1.24 {
745     /* Animation is currently handled by client, so nothing
746     * to do in this case.
747     */
748     return;
749 elmex 1.1 }
750    
751 root 1.24 /* make sure the object is within map boundaries */
752 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
753 root 1.24 {
754     LOG (llevError, "update_object() called for object out of map!\n");
755 elmex 1.1 #ifdef MANY_CORES
756 root 1.24 abort ();
757 elmex 1.1 #endif
758 root 1.24 return;
759 elmex 1.1 }
760    
761 root 1.76 mapspace &m = op->ms ();
762 elmex 1.1
763 root 1.99 if (!(m.flags_ & P_UPTODATE))
764 root 1.75 /* nop */;
765     else if (action == UP_OBJ_INSERT)
766     {
767     // this is likely overkill, TODO: revisit (schmorp)
768     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
769     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
770     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
771     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
772     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
773     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
774     || (m.move_on | op->move_on ) != m.move_on
775     || (m.move_off | op->move_off ) != m.move_off
776     || (m.move_slow | op->move_slow) != m.move_slow
777     /* This isn't perfect, but I don't expect a lot of objects to
778     * to have move_allow right now.
779     */
780     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
781     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
782 root 1.99 m.flags_ = 0;
783 root 1.75 }
784     /* if the object is being removed, we can't make intelligent
785     * decisions, because remove_ob can't really pass the object
786     * that is being removed.
787     */
788 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
789 root 1.99 m.flags_ = 0;
790 root 1.24 else if (action == UP_OBJ_FACE)
791 root 1.29 /* Nothing to do for that case */ ;
792 root 1.24 else
793 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
794 elmex 1.1
795 root 1.75 if (op->more)
796 root 1.24 update_object (op->more, action);
797 elmex 1.1 }
798    
799 root 1.21 object::object ()
800     {
801 root 1.22 SET_FLAG (this, FLAG_REMOVED);
802    
803     expmul = 1.0;
804     face = blank_face;
805     }
806    
807     object::~object ()
808     {
809 root 1.121 unlink ();
810 root 1.119
811 root 1.22 free_key_values (this);
812     }
813    
814 root 1.112 static int object_count;
815    
816 root 1.24 void object::link ()
817 root 1.22 {
818 root 1.112 assert (!index);//D
819 root 1.202 uuid = UUID::gen ();
820 root 1.112 count = ++object_count;
821 root 1.21
822 root 1.109 refcnt_inc ();
823 root 1.108 objects.insert (this);
824 root 1.21 }
825    
826 root 1.24 void object::unlink ()
827 root 1.21 {
828 root 1.121 if (!index)
829     return;
830    
831 root 1.108 objects.erase (this);
832 root 1.109 refcnt_dec ();
833 root 1.98 }
834    
835 root 1.96 void
836 root 1.98 object::activate ()
837 root 1.96 {
838 root 1.98 /* If already on active list, don't do anything */
839 root 1.108 if (active)
840 root 1.98 return;
841    
842 elmex 1.97 if (has_active_speed ())
843 root 1.108 actives.insert (this);
844 root 1.98 }
845 root 1.96
846 root 1.98 void
847     object::activate_recursive ()
848     {
849     activate ();
850    
851 root 1.104 for (object *op = inv; op; op = op->below)
852 root 1.98 op->activate_recursive ();
853 root 1.96 }
854    
855     /* This function removes object 'op' from the list of active
856     * objects.
857     * This should only be used for style maps or other such
858     * reference maps where you don't want an object that isn't
859     * in play chewing up cpu time getting processed.
860     * The reverse of this is to call update_ob_speed, which
861     * will do the right thing based on the speed of the object.
862     */
863     void
864 root 1.98 object::deactivate ()
865 root 1.96 {
866     /* If not on the active list, nothing needs to be done */
867 root 1.108 if (!active)
868 root 1.96 return;
869    
870 root 1.108 actives.erase (this);
871 root 1.98 }
872 root 1.96
873 root 1.98 void
874     object::deactivate_recursive ()
875     {
876 root 1.104 for (object *op = inv; op; op = op->below)
877 root 1.98 op->deactivate_recursive ();
878    
879     deactivate ();
880 root 1.96 }
881    
882 root 1.106 void
883     object::set_flag_inv (int flag, int value)
884     {
885     for (object *op = inv; op; op = op->below)
886     {
887     op->flag [flag] = value;
888     op->set_flag_inv (flag, value);
889     }
890     }
891    
892 root 1.89 /*
893     * Remove and free all objects in the inventory of the given object.
894     * object.c ?
895     */
896     void
897     object::destroy_inv (bool drop_to_ground)
898     {
899 root 1.94 // need to check first, because the checks below might segfault
900     // as we might be on an invalid mapspace and crossfire code
901     // is too buggy to ensure that the inventory is empty.
902 root 1.217 // corollary: if you create arrows etc. with stuff in its inventory,
903 root 1.94 // cf will crash below with off-map x and y
904     if (!inv)
905     return;
906    
907 root 1.89 /* Only if the space blocks everything do we not process -
908     * if some form of movement is allowed, let objects
909     * drop on that space.
910     */
911 root 1.92 if (!drop_to_ground
912     || !map
913 root 1.206 || map->in_memory != MAP_ACTIVE
914 root 1.238 || map->no_drop
915 root 1.95 || ms ().move_block == MOVE_ALL)
916 root 1.89 {
917     while (inv)
918 root 1.92 {
919 root 1.217 inv->destroy_inv (false);
920 root 1.92 inv->destroy ();
921     }
922 root 1.89 }
923     else
924     { /* Put objects in inventory onto this space */
925     while (inv)
926     {
927     object *op = inv;
928    
929     if (op->flag [FLAG_STARTEQUIP]
930     || op->flag [FLAG_NO_DROP]
931     || op->type == RUNE
932     || op->type == TRAP
933 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
934     || op->flag [FLAG_DESTROY_ON_DEATH])
935 root 1.217 op->destroy (true);
936 root 1.89 else
937 root 1.93 map->insert (op, x, y);
938 root 1.89 }
939     }
940     }
941    
942 root 1.21 object *object::create ()
943     {
944 root 1.42 object *op = new object;
945 root 1.22 op->link ();
946     return op;
947 root 1.21 }
948 elmex 1.1
949 root 1.223 static struct freed_map : maptile
950     {
951     freed_map ()
952     {
953 root 1.238 path = "<freed objects map>";
954     name = "/internal/freed_objects_map";
955     width = 3;
956     height = 3;
957     no_drop = 1;
958     no_reset = 1;
959 root 1.223
960     alloc ();
961     in_memory = MAP_ACTIVE;
962     }
963 root 1.229
964     ~freed_map ()
965     {
966     destroy ();
967     }
968 root 1.223 } freed_map; // freed objects are moved here to avoid crashes
969    
970 root 1.82 void
971     object::do_destroy ()
972 root 1.14 {
973 root 1.82 if (flag [FLAG_IS_LINKED])
974     remove_button_link (this);
975 root 1.29
976 root 1.82 if (flag [FLAG_FRIENDLY])
977 root 1.140 remove_friendly_object (this);
978 root 1.32
979 root 1.213 remove ();
980    
981     attachable::do_destroy ();
982 root 1.14
983 root 1.112 deactivate ();
984     unlink ();
985 root 1.92
986 root 1.82 flag [FLAG_FREED] = 1;
987 root 1.14
988 root 1.57 // hack to ensure that freed objects still have a valid map
989 root 1.223 map = &freed_map;
990     x = 1;
991     y = 1;
992 root 1.57
993 root 1.88 if (more)
994     {
995     more->destroy ();
996     more = 0;
997     }
998 root 1.82
999 root 1.162 head = 0;
1000    
1001     // clear those pointers that likely might cause circular references
1002     owner = 0;
1003     enemy = 0;
1004     attacked_by = 0;
1005     current_weapon = 0;
1006 root 1.82 }
1007    
1008     void
1009     object::destroy (bool destroy_inventory)
1010     {
1011     if (destroyed ())
1012     return;
1013    
1014 root 1.219 if (!is_head () && !head->destroyed ())
1015     {
1016     LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1017     head->destroy (destroy_inventory);
1018 root 1.223 return;
1019 root 1.219 }
1020    
1021 root 1.217 destroy_inv (!destroy_inventory);
1022 root 1.22
1023 root 1.173 if (is_head ())
1024     if (sound_destroy)
1025     play_sound (sound_destroy);
1026     else if (flag [FLAG_MONSTER])
1027     play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1028 root 1.169
1029 root 1.82 attachable::destroy ();
1030 elmex 1.1 }
1031    
1032 root 1.63 /* op->remove ():
1033 elmex 1.1 * This function removes the object op from the linked list of objects
1034     * which it is currently tied to. When this function is done, the
1035     * object will have no environment. If the object previously had an
1036     * environment, the x and y coordinates will be updated to
1037     * the previous environment.
1038     */
1039 root 1.24 void
1040 root 1.128 object::do_remove ()
1041 root 1.24 {
1042 root 1.45 object *tmp, *last = 0;
1043     object *otmp;
1044 root 1.26
1045 root 1.213 if (flag [FLAG_REMOVED])
1046 root 1.29 return;
1047 root 1.24
1048 root 1.82 INVOKE_OBJECT (REMOVE, this);
1049 root 1.26
1050 root 1.213 flag [FLAG_REMOVED] = true;
1051    
1052 root 1.59 if (more)
1053     more->remove ();
1054 root 1.24
1055     /*
1056     * In this case, the object to be removed is in someones
1057     * inventory.
1058     */
1059 root 1.59 if (env)
1060 root 1.24 {
1061 root 1.221 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1062 root 1.220 if (object *pl = visible_to ())
1063     esrv_del_item (pl->contr, count);
1064 root 1.221 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1065 root 1.220
1066 root 1.208 adjust_weight (env, -total_weight ());
1067 root 1.24
1068 root 1.237 /* we set up values so that it could be inserted into
1069     * the map, but we don't actually do that - it is up
1070     * to the caller to decide what we want to do.
1071     */
1072     map = env->map;
1073     x = env->x;
1074     y = env->y;
1075    
1076 root 1.236 // make sure cmov optimisation is applicable
1077 root 1.208 *(above ? &above->below : &env->inv) = below;
1078 root 1.236 *(below ? &below->above : &above ) = above; // &above is just a dummy
1079 root 1.24
1080 root 1.236 above = 0;
1081     below = 0;
1082     env = 0;
1083 root 1.24
1084 root 1.208 /* NO_FIX_PLAYER is set when a great many changes are being
1085     * made to players inventory. If set, avoiding the call
1086     * to save cpu time.
1087     */
1088     if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1089     otmp->update_stats ();
1090 root 1.59 }
1091     else if (map)
1092     {
1093 root 1.220 map->dirty = true;
1094     mapspace &ms = this->ms ();
1095    
1096     if (object *pl = ms.player ())
1097 root 1.96 {
1098 root 1.220 if (type == PLAYER) // this == pl(!)
1099     {
1100     // leaving a spot always closes any open container on the ground
1101     if (container && !container->env)
1102     // this causes spurious floorbox updates, but it ensures
1103     // that the CLOSE event is being sent.
1104     close_container ();
1105    
1106     --map->players;
1107     map->touch ();
1108     }
1109     else if (pl->container == this)
1110     {
1111     // removing a container should close it
1112     close_container ();
1113     }
1114 root 1.130
1115 root 1.220 esrv_del_item (pl->contr, count);
1116 root 1.96 }
1117    
1118 root 1.29 /* link the object above us */
1119 root 1.236 // re-link, make sure compiler can easily use cmove
1120     *(above ? &above->below : &ms.top) = below;
1121     *(below ? &below->above : &ms.bot) = above;
1122 root 1.26
1123 root 1.59 above = 0;
1124     below = 0;
1125 root 1.26
1126 root 1.59 if (map->in_memory == MAP_SAVING)
1127 root 1.29 return;
1128 elmex 1.1
1129 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1130 elmex 1.1
1131 root 1.175 if (object *pl = ms.player ())
1132     {
1133     if (pl->container == this)
1134     /* If a container that the player is currently using somehow gets
1135     * removed (most likely destroyed), update the player view
1136     * appropriately.
1137     */
1138     pl->close_container ();
1139    
1140 root 1.218 //TODO: the floorbox prev/next might need updating
1141 root 1.226 //esrv_del_item (pl->contr, count);
1142     //TODO: update floorbox to preserve ordering
1143     if (pl->contr->ns)
1144     pl->contr->ns->floorbox_update ();
1145 root 1.175 }
1146    
1147 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1148 root 1.24 {
1149 root 1.29 /* No point updating the players look faces if he is the object
1150     * being removed.
1151 root 1.24 */
1152 root 1.29
1153 root 1.96 /* See if object moving off should effect something */
1154 root 1.50 if (check_walk_off
1155 root 1.59 && ((move_type & tmp->move_off)
1156     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1157 root 1.29 {
1158 elmex 1.72 move_apply (tmp, this, 0);
1159 root 1.24
1160 root 1.59 if (destroyed ())
1161 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1162 root 1.8 }
1163    
1164 root 1.29 last = tmp;
1165     }
1166 root 1.26
1167 root 1.96 /* last == NULL if there are no objects on this space */
1168     //TODO: this makes little sense, why only update the topmost object?
1169 root 1.59 if (!last)
1170 root 1.99 map->at (x, y).flags_ = 0;
1171 root 1.29 else
1172     update_object (last, UP_OBJ_REMOVE);
1173 root 1.26
1174 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1175 root 1.59 update_all_los (map, x, y);
1176 elmex 1.1 }
1177     }
1178    
1179     /*
1180     * merge_ob(op,top):
1181     *
1182     * This function goes through all objects below and including top, and
1183     * merges op to the first matching object.
1184     * If top is NULL, it is calculated.
1185     * Returns pointer to object if it succeded in the merge, otherwise NULL
1186     */
1187 root 1.24 object *
1188     merge_ob (object *op, object *top)
1189     {
1190     if (!op->nrof)
1191 elmex 1.1 return 0;
1192 root 1.29
1193 root 1.194 if (!top)
1194 root 1.82 for (top = op; top && top->above; top = top->above)
1195     ;
1196 root 1.29
1197 root 1.82 for (; top; top = top->below)
1198 root 1.214 if (object::can_merge (op, top))
1199     {
1200     top->nrof += op->nrof;
1201    
1202     if (object *pl = top->visible_to ())
1203     esrv_update_item (UPD_NROF, pl, top);
1204    
1205     op->weight = 0; // cancel the addition above
1206     op->carrying = 0; // must be 0 already
1207 root 1.66
1208 root 1.214 op->destroy (1);
1209 root 1.24
1210 root 1.214 return top;
1211     }
1212 root 1.29
1213 root 1.45 return 0;
1214 elmex 1.1 }
1215    
1216 root 1.138 void
1217     object::expand_tail ()
1218     {
1219     if (more)
1220     return;
1221    
1222     object *prev = this;
1223    
1224 root 1.160 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1225 root 1.138 {
1226     object *op = arch_to_object (at);
1227    
1228     op->name = name;
1229     op->name_pl = name_pl;
1230     op->title = title;
1231    
1232     op->head = this;
1233     prev->more = op;
1234    
1235     prev = op;
1236     }
1237     }
1238    
1239 elmex 1.1 /*
1240 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1241     * job preparing multi-part monsters.
1242 elmex 1.1 */
1243 root 1.24 object *
1244 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1245 root 1.24 {
1246 root 1.244 op->remove ();
1247    
1248 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1249 root 1.24 {
1250 root 1.159 tmp->x = x + tmp->arch->x;
1251     tmp->y = y + tmp->arch->y;
1252 elmex 1.1 }
1253 root 1.29
1254 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1255 elmex 1.1 }
1256    
1257     /*
1258     * insert_ob_in_map (op, map, originator, flag):
1259     * This function inserts the object in the two-way linked list
1260     * which represents what is on a map.
1261     * The second argument specifies the map, and the x and y variables
1262     * in the object about to be inserted specifies the position.
1263     *
1264     * originator: Player, monster or other object that caused 'op' to be inserted
1265     * into 'map'. May be NULL.
1266     *
1267     * flag is a bitmask about special things to do (or not do) when this
1268     * function is called. see the object.h file for the INS_ values.
1269     * Passing 0 for flag gives proper default values, so flag really only needs
1270     * to be set if special handling is needed.
1271     *
1272     * Return value:
1273     * new object if 'op' was merged with other object
1274     * NULL if 'op' was destroyed
1275     * just 'op' otherwise
1276     */
1277 root 1.24 object *
1278 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1279 elmex 1.1 {
1280 root 1.244 if (op->is_on_map ())
1281     {
1282     LOG (llevError, "insert_ob_in_map called for object already on map");
1283     abort ();
1284     }
1285    
1286     if (op->env)
1287     {
1288     LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1289     op->remove ();
1290     }
1291 root 1.117
1292 root 1.187 /* Ideally, the caller figures this out. However, it complicates a lot
1293     * of areas of callers (eg, anything that uses find_free_spot would now
1294     * need extra work
1295     */
1296     if (!xy_normalise (m, op->x, op->y))
1297 root 1.24 {
1298 root 1.232 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1299 root 1.187 return 0;
1300 elmex 1.1 }
1301 root 1.25
1302 root 1.117 if (object *more = op->more)
1303 root 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1304     return 0;
1305 root 1.25
1306 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1307 root 1.8
1308 root 1.117 op->map = m;
1309     mapspace &ms = op->ms ();
1310 root 1.24
1311     /* this has to be done after we translate the coordinates.
1312     */
1313     if (op->nrof && !(flag & INS_NO_MERGE))
1314 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1315 root 1.66 if (object::can_merge (op, tmp))
1316 root 1.25 {
1317 root 1.237 // TODO: we actually want to update tmp, not op,
1318 root 1.218 // but some caller surely breaks when we return tmp
1319     // from here :/
1320 root 1.25 op->nrof += tmp->nrof;
1321 root 1.208 tmp->destroy (1);
1322 root 1.25 }
1323 root 1.24
1324     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1326 root 1.25
1327 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1328     CLEAR_FLAG (op, FLAG_NO_STEAL);
1329    
1330     if (flag & INS_BELOW_ORIGINATOR)
1331     {
1332 root 1.241 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1333 root 1.24 {
1334     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335     abort ();
1336     }
1337 root 1.25
1338 root 1.241 if (!originator->is_on_map ())
1339     LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1340     op->debug_desc (), originator->debug_desc ());
1341    
1342 root 1.24 op->above = originator;
1343     op->below = originator->below;
1344 root 1.237 originator->below = op;
1345 root 1.25
1346 root 1.237 *(op->below ? &op->below->above : &ms.bot) = op;
1347 elmex 1.1 }
1348 root 1.24 else
1349     {
1350 root 1.237 object *floor = 0;
1351     object *top = ms.top;
1352 root 1.117
1353 root 1.24 /* If there are other objects, then */
1354 root 1.191 if (top)
1355 root 1.24 {
1356     /*
1357     * If there are multiple objects on this space, we do some trickier handling.
1358     * We've already dealt with merging if appropriate.
1359     * Generally, we want to put the new object on top. But if
1360     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1361     * floor, we want to insert above that and no further.
1362     * Also, if there are spell objects on this space, we stop processing
1363     * once we get to them. This reduces the need to traverse over all of
1364     * them when adding another one - this saves quite a bit of cpu time
1365     * when lots of spells are cast in one area. Currently, it is presumed
1366     * that flying non pickable objects are spell objects.
1367     */
1368 root 1.237 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1369 root 1.24 {
1370 root 1.237 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1371     floor = tmp;
1372 root 1.26
1373 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))
1374 root 1.24 {
1375     /* We insert above top, so we want this object below this */
1376 root 1.237 top = tmp->below;
1377 root 1.24 break;
1378     }
1379 root 1.26
1380 root 1.237 top = tmp;
1381 root 1.24 }
1382 root 1.26
1383 root 1.24 /* We let update_position deal with figuring out what the space
1384     * looks like instead of lots of conditions here.
1385     * makes things faster, and effectively the same result.
1386     */
1387    
1388     /* Have object 'fall below' other objects that block view.
1389 root 1.135 * Unless those objects are exits.
1390 root 1.24 * If INS_ON_TOP is used, don't do this processing
1391     * Need to find the object that in fact blocks view, otherwise
1392     * stacking is a bit odd.
1393     */
1394 root 1.117 if (!(flag & INS_ON_TOP)
1395     && ms.flags () & P_BLOCKSVIEW
1396 root 1.135 && (op->face && !faces [op->face].visibility))
1397 root 1.24 {
1398 root 1.237 object *last;
1399    
1400 root 1.24 for (last = top; last != floor; last = last->below)
1401     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1402     break;
1403 root 1.117
1404 root 1.24 /* Check to see if we found the object that blocks view,
1405     * and make sure we have a below pointer for it so that
1406     * we can get inserted below this one, which requires we
1407     * set top to the object below us.
1408     */
1409     if (last && last->below && last != floor)
1410     top = last->below;
1411 root 1.8 }
1412 root 1.24 } /* If objects on this space */
1413 root 1.25
1414 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1415     top = floor;
1416    
1417 root 1.240 // insert object above top, or bottom-most if top = 0
1418 root 1.24 if (!top)
1419     {
1420 root 1.239 op->below = 0;
1421     op->above = ms.bot;
1422     ms.bot = op;
1423 root 1.25
1424 root 1.239 *(op->above ? &op->above->below : &ms.top) = op;
1425 root 1.24 }
1426     else
1427 root 1.240 {
1428 root 1.24 op->above = top->above;
1429 root 1.237 top->above = op;
1430 root 1.25
1431 root 1.24 op->below = top;
1432 root 1.237 *(op->above ? &op->above->below : &ms.top) = op;
1433 root 1.24 }
1434 root 1.240 }
1435 root 1.8
1436 root 1.24 if (op->type == PLAYER)
1437 root 1.96 {
1438     op->contr->do_los = 1;
1439     ++op->map->players;
1440 root 1.100 op->map->touch ();
1441 root 1.96 }
1442 root 1.24
1443 root 1.98 op->map->dirty = true;
1444    
1445 root 1.191 if (object *pl = ms.player ())
1446 root 1.218 //TODO: the floorbox prev/next might need updating
1447 root 1.226 //esrv_send_item (pl, op);
1448     //TODO: update floorbox to preserve ordering
1449     if (pl->contr->ns)
1450     pl->contr->ns->floorbox_update ();
1451 root 1.24
1452     /* If this object glows, it may affect lighting conditions that are
1453     * visible to others on this map. But update_all_los is really
1454     * an inefficient way to do this, as it means los for all players
1455     * on the map will get recalculated. The players could very well
1456     * be far away from this change and not affected in any way -
1457     * this should get redone to only look for players within range,
1458 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1459 root 1.24 * of effect may be sufficient.
1460     */
1461 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1462 root 1.24 update_all_los (op->map, op->x, op->y);
1463    
1464     /* updates flags (blocked, alive, no magic, etc) for this map space */
1465     update_object (op, UP_OBJ_INSERT);
1466    
1467 root 1.82 INVOKE_OBJECT (INSERT, op);
1468    
1469 root 1.24 /* Don't know if moving this to the end will break anything. However,
1470 root 1.70 * we want to have floorbox_update called before calling this.
1471 root 1.24 *
1472     * check_move_on() must be after this because code called from
1473     * check_move_on() depends on correct map flags (so functions like
1474     * blocked() and wall() work properly), and these flags are updated by
1475     * update_object().
1476     */
1477    
1478     /* if this is not the head or flag has been passed, don't check walk on status */
1479 root 1.155 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1480 root 1.24 {
1481     if (check_move_on (op, originator))
1482 root 1.82 return 0;
1483 elmex 1.1
1484 root 1.24 /* If we are a multi part object, lets work our way through the check
1485     * walk on's.
1486     */
1487 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1488 root 1.24 if (check_move_on (tmp, originator))
1489 root 1.82 return 0;
1490 elmex 1.1 }
1491 root 1.25
1492 root 1.24 return op;
1493 elmex 1.1 }
1494    
1495     /* this function inserts an object in the map, but if it
1496 root 1.75 * finds an object of its own type, it'll remove that one first.
1497     * op is the object to insert it under: supplies x and the map.
1498 elmex 1.1 */
1499 root 1.24 void
1500     replace_insert_ob_in_map (const char *arch_string, object *op)
1501     {
1502     /* first search for itself and remove any old instances */
1503 elmex 1.1
1504 root 1.208 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1505 root 1.158 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1506 root 1.208 tmp->destroy (1);
1507    
1508     object *tmp = arch_to_object (archetype::find (arch_string));
1509 elmex 1.1
1510 root 1.208 tmp->x = op->x;
1511     tmp->y = op->y;
1512 elmex 1.1
1513 root 1.208 insert_ob_in_map (tmp, op->map, op, 0);
1514 root 1.24 }
1515 elmex 1.1
1516 root 1.93 object *
1517     object::insert_at (object *where, object *originator, int flags)
1518     {
1519 root 1.205 if (where->env)
1520     return where->env->insert (this);
1521     else
1522     return where->map->insert (this, where->x, where->y, originator, flags);
1523 root 1.93 }
1524    
1525 elmex 1.1 /*
1526 root 1.209 * decrease(object, number) decreases a specified number from
1527 root 1.208 * the amount of an object. If the amount reaches 0, the object
1528 elmex 1.1 * is subsequently removed and freed.
1529     *
1530     * Return value: 'op' if something is left, NULL if the amount reached 0
1531     */
1532 root 1.208 bool
1533 root 1.209 object::decrease (sint32 nr)
1534 elmex 1.1 {
1535 root 1.212 if (!nr)
1536     return true;
1537    
1538 root 1.208 nr = min (nr, nrof);
1539 elmex 1.1
1540 root 1.208 nrof -= nr;
1541 root 1.24
1542 root 1.208 if (nrof)
1543 elmex 1.1 {
1544 root 1.208 adjust_weight (env, -weight * nr); // carrying == 0
1545 elmex 1.1
1546 root 1.212 if (object *pl = visible_to ())
1547     esrv_update_item (UPD_NROF, pl, this);
1548 root 1.29
1549 root 1.212 return true;
1550 elmex 1.1 }
1551 root 1.24 else
1552     {
1553 root 1.212 destroy (1);
1554     return false;
1555 elmex 1.1 }
1556     }
1557    
1558 root 1.209 /*
1559 root 1.210 * split(ob,nr) splits up ob into two parts. The part which
1560 root 1.209 * is returned contains nr objects, and the remaining parts contains
1561 root 1.210 * the rest (or is removed and returned if that number is 0).
1562     * On failure, NULL is returned.
1563 root 1.209 */
1564 root 1.208 object *
1565 root 1.209 object::split (sint32 nr)
1566 root 1.208 {
1567 root 1.212 int have = number_of ();
1568    
1569     if (have < nr)
1570 root 1.209 return 0;
1571 root 1.212 else if (have == nr)
1572 root 1.209 {
1573     remove ();
1574     return this;
1575     }
1576     else
1577     {
1578     decrease (nr);
1579    
1580 root 1.230 object *op = deep_clone ();
1581 root 1.209 op->nrof = nr;
1582     return op;
1583     }
1584     }
1585    
1586 root 1.24 object *
1587     insert_ob_in_ob (object *op, object *where)
1588     {
1589 root 1.59 if (!where)
1590 root 1.24 {
1591 root 1.53 char *dump = dump_object (op);
1592     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1593     free (dump);
1594 root 1.24 return op;
1595     }
1596 root 1.29
1597 root 1.154 if (where->head_ () != where)
1598 root 1.24 {
1599 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1600 root 1.24 where = where->head;
1601     }
1602 root 1.29
1603 root 1.59 return where->insert (op);
1604     }
1605    
1606     /*
1607     * env->insert (op)
1608     * This function inserts the object op in the linked list
1609     * inside the object environment.
1610     *
1611     * The function returns now pointer to inserted item, and return value can
1612     * be != op, if items are merged. -Tero
1613     */
1614     object *
1615     object::insert (object *op)
1616     {
1617 root 1.24 if (op->more)
1618     {
1619     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1620     return op;
1621     }
1622 root 1.29
1623 root 1.208 op->remove ();
1624    
1625     op->flag [FLAG_OBJ_ORIGINAL] = 0;
1626 root 1.182
1627 root 1.24 if (op->nrof)
1628 root 1.208 for (object *tmp = inv; tmp; tmp = tmp->below)
1629     if (object::can_merge (tmp, op))
1630     {
1631     /* return the original object and remove inserted object
1632     (client needs the original object) */
1633     tmp->nrof += op->nrof;
1634 root 1.214
1635     if (object *pl = tmp->visible_to ())
1636     esrv_update_item (UPD_NROF, pl, tmp);
1637    
1638 root 1.210 adjust_weight (this, op->total_weight ());
1639    
1640 root 1.208 op->destroy (1);
1641     op = tmp;
1642     goto inserted;
1643     }
1644    
1645     op->owner = 0; // it's his/hers now. period.
1646     op->map = 0;
1647     op->x = 0;
1648     op->y = 0;
1649    
1650     op->above = 0;
1651     op->below = inv;
1652     op->env = this;
1653    
1654     if (inv)
1655     inv->above = op;
1656 root 1.24
1657 root 1.208 inv = op;
1658 elmex 1.1
1659 root 1.208 op->flag [FLAG_REMOVED] = 0;
1660 elmex 1.1
1661 root 1.214 if (object *pl = op->visible_to ())
1662     esrv_send_item (pl, op);
1663    
1664 root 1.208 adjust_weight (this, op->total_weight ());
1665 elmex 1.1
1666 root 1.208 inserted:
1667 elmex 1.1 /* reset the light list and los of the players on the map */
1668 root 1.208 if (op->glow_radius && map && map->darkness)
1669     update_all_los (map, x, y);
1670 elmex 1.1
1671 root 1.214 // if this is a player's inventory, update stats
1672     if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1673     update_stats ();
1674 root 1.59
1675 root 1.82 INVOKE_OBJECT (INSERT, this);
1676    
1677 elmex 1.1 return op;
1678     }
1679    
1680     /*
1681     * Checks if any objects has a move_type that matches objects
1682     * that effect this object on this space. Call apply() to process
1683     * these events.
1684     *
1685     * Any speed-modification due to SLOW_MOVE() of other present objects
1686     * will affect the speed_left of the object.
1687     *
1688     * originator: Player, monster or other object that caused 'op' to be inserted
1689     * into 'map'. May be NULL.
1690     *
1691     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1692     *
1693     * 4-21-95 added code to check if appropriate skill was readied - this will
1694     * permit faster movement by the player through this terrain. -b.t.
1695     *
1696     * MSW 2001-07-08: Check all objects on space, not just those below
1697     * object being inserted. insert_ob_in_map may not put new objects
1698     * on top.
1699     */
1700 root 1.24 int
1701     check_move_on (object *op, object *originator)
1702 elmex 1.1 {
1703 root 1.48 object *tmp;
1704 root 1.49 maptile *m = op->map;
1705 root 1.48 int x = op->x, y = op->y;
1706 root 1.26
1707 root 1.48 MoveType move_on, move_slow, move_block;
1708 root 1.24
1709     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1710     return 0;
1711    
1712     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1713     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1714     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1715    
1716     /* if nothing on this space will slow op down or be applied,
1717     * no need to do checking below. have to make sure move_type
1718     * is set, as lots of objects don't have it set - we treat that
1719     * as walking.
1720     */
1721     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1722     return 0;
1723 elmex 1.1
1724 root 1.24 /* This is basically inverse logic of that below - basically,
1725     * if the object can avoid the move on or slow move, they do so,
1726     * but can't do it if the alternate movement they are using is
1727     * blocked. Logic on this seems confusing, but does seem correct.
1728     */
1729     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1730     return 0;
1731    
1732     /* The objects have to be checked from top to bottom.
1733     * Hence, we first go to the top:
1734     */
1735    
1736 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1737 root 1.24 {
1738     /* Trim the search when we find the first other spell effect
1739     * this helps performance so that if a space has 50 spell objects,
1740     * we don't need to check all of them.
1741     */
1742     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1743     break;
1744     }
1745 root 1.26
1746     for (; tmp; tmp = tmp->below)
1747 root 1.24 {
1748     if (tmp == op)
1749     continue; /* Can't apply yourself */
1750 elmex 1.1
1751 root 1.24 /* Check to see if one of the movement types should be slowed down.
1752     * Second check makes sure that the movement types not being slowed
1753     * (~slow_move) is not blocked on this space - just because the
1754     * space doesn't slow down swimming (for example), if you can't actually
1755     * swim on that space, can't use it to avoid the penalty.
1756     */
1757     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1758     {
1759     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1760     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1761     {
1762 elmex 1.1
1763 root 1.29 float
1764 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1765 elmex 1.1
1766 root 1.24 if (op->type == PLAYER)
1767 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1768     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1769     diff /= 4.0;
1770    
1771 root 1.24 op->speed_left -= diff;
1772 root 1.8 }
1773     }
1774 elmex 1.1
1775 root 1.24 /* Basically same logic as above, except now for actual apply. */
1776     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1777     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1778     {
1779 elmex 1.72 move_apply (tmp, op, originator);
1780 root 1.24
1781 root 1.48 if (op->destroyed ())
1782 root 1.24 return 1;
1783    
1784     /* what the person/creature stepped onto has moved the object
1785     * someplace new. Don't process any further - if we did,
1786     * have a feeling strange problems would result.
1787     */
1788     if (op->map != m || op->x != x || op->y != y)
1789     return 0;
1790 root 1.8 }
1791 elmex 1.1 }
1792 root 1.26
1793 root 1.24 return 0;
1794 elmex 1.1 }
1795    
1796     /*
1797     * present_arch(arch, map, x, y) searches for any objects with
1798     * a matching archetype 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_arch (const archetype *at, maptile *m, int x, int y)
1803 root 1.24 {
1804 root 1.104 if (!m || out_of_map (m, x, y))
1805 root 1.24 {
1806     LOG (llevError, "Present_arch 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 1.231 if (tmp->arch->archname == at->archname)
1812 elmex 1.1 return tmp;
1813 root 1.84
1814 elmex 1.1 return NULL;
1815     }
1816    
1817     /*
1818     * present(type, map, x, y) searches for any objects with
1819     * a matching type variable at the given map and coordinates.
1820     * The first matching object is returned, or NULL if none.
1821     */
1822 root 1.24 object *
1823 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1824 root 1.24 {
1825     if (out_of_map (m, x, y))
1826     {
1827     LOG (llevError, "Present called outside map.\n");
1828     return NULL;
1829     }
1830 root 1.84
1831 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1832 root 1.24 if (tmp->type == type)
1833 elmex 1.1 return tmp;
1834 root 1.84
1835 elmex 1.1 return NULL;
1836     }
1837    
1838     /*
1839     * present_in_ob(type, object) searches for any objects with
1840     * a matching type variable in the inventory of the given object.
1841     * The first matching object is returned, or NULL if none.
1842     */
1843 root 1.24 object *
1844     present_in_ob (unsigned char type, const object *op)
1845     {
1846 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1847 root 1.24 if (tmp->type == type)
1848 elmex 1.1 return tmp;
1849 root 1.84
1850 elmex 1.1 return NULL;
1851     }
1852    
1853     /*
1854     * present_in_ob (type, str, object) searches for any objects with
1855     * a matching type & name variable in the inventory of the given object.
1856     * The first matching object is returned, or NULL if none.
1857     * This is mostly used by spell effect code, so that we only
1858     * have one spell effect at a time.
1859     * type can be used to narrow the search - if type is set,
1860     * the type must also match. -1 can be passed for the type,
1861     * in which case the type does not need to pass.
1862     * str is the string to match against. Note that we match against
1863     * the object name, not the archetype name. this is so that the
1864     * spell code can use one object type (force), but change it's name
1865     * to be unique.
1866     */
1867 root 1.24 object *
1868     present_in_ob_by_name (int type, const char *str, const object *op)
1869     {
1870 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1871 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1872     return tmp;
1873 elmex 1.1
1874 root 1.82 return 0;
1875 elmex 1.1 }
1876    
1877     /*
1878     * present_arch_in_ob(archetype, object) searches for any objects with
1879     * a matching archetype in the inventory of the given object.
1880     * The first matching object is returned, or NULL if none.
1881     */
1882 root 1.24 object *
1883     present_arch_in_ob (const archetype *at, const object *op)
1884     {
1885 root 1.231 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1886     if (tmp->arch->archname == at->archname)
1887 elmex 1.1 return tmp;
1888 root 1.82
1889 elmex 1.1 return NULL;
1890     }
1891    
1892     /*
1893     * activate recursively a flag on an object inventory
1894     */
1895 root 1.24 void
1896     flag_inv (object *op, int flag)
1897     {
1898 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1899     {
1900     SET_FLAG (tmp, flag);
1901     flag_inv (tmp, flag);
1902     }
1903 root 1.82 }
1904    
1905     /*
1906     * deactivate recursively a flag on an object inventory
1907     */
1908 root 1.24 void
1909     unflag_inv (object *op, int flag)
1910     {
1911 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1912     {
1913     CLEAR_FLAG (tmp, flag);
1914     unflag_inv (tmp, flag);
1915     }
1916 elmex 1.1 }
1917    
1918     /*
1919     * find_free_spot(object, map, x, y, start, stop) will search for
1920     * a spot at the given map and coordinates which will be able to contain
1921     * the given object. start and stop specifies how many squares
1922     * to search (see the freearr_x/y[] definition).
1923     * It returns a random choice among the alternatives found.
1924     * start and stop are where to start relative to the free_arr array (1,9
1925     * does all 4 immediate directions). This returns the index into the
1926     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1927 root 1.196 * Note: This function does correctly handle tiled maps, but does not
1928 elmex 1.1 * inform the caller. However, insert_ob_in_map will update as
1929     * necessary, so the caller shouldn't need to do any special work.
1930     * Note - updated to take an object instead of archetype - this is necessary
1931     * because arch_blocked (now ob_blocked) needs to know the movement type
1932     * to know if the space in question will block the object. We can't use
1933     * the archetype because that isn't correct if the monster has been
1934     * customized, changed states, etc.
1935     */
1936 root 1.24 int
1937 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1938 root 1.24 {
1939 root 1.190 int altern[SIZEOFFREE];
1940 root 1.82 int index = 0, flag;
1941 root 1.24
1942 root 1.82 for (int i = start; i < stop; i++)
1943 root 1.24 {
1944 root 1.188 mapxy pos (m, x, y); pos.move (i);
1945    
1946     if (!pos.normalise ())
1947     continue;
1948    
1949     mapspace &ms = *pos;
1950 root 1.189
1951     if (ms.flags () & P_IS_ALIVE)
1952     continue;
1953 root 1.188
1954     /* However, often
1955     * ob doesn't have any move type (when used to place exits)
1956     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1957     */
1958 root 1.200 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1959 root 1.190 {
1960     altern [index++] = i;
1961     continue;
1962     }
1963 root 1.24
1964     /* Basically, if we find a wall on a space, we cut down the search size.
1965     * In this way, we won't return spaces that are on another side of a wall.
1966     * This mostly work, but it cuts down the search size in all directions -
1967     * if the space being examined only has a wall to the north and empty
1968     * spaces in all the other directions, this will reduce the search space
1969     * to only the spaces immediately surrounding the target area, and
1970     * won't look 2 spaces south of the target space.
1971     */
1972 root 1.188 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1973     {
1974     stop = maxfree[i];
1975     continue;
1976     }
1977    
1978     /* Note it is intentional that we check ob - the movement type of the
1979     * head of the object should correspond for the entire object.
1980     */
1981     if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1982     continue;
1983    
1984 root 1.196 if (ob->blocked (m, pos.x, pos.y))
1985     continue;
1986    
1987 root 1.188 altern [index++] = i;
1988 elmex 1.1 }
1989 root 1.74
1990 root 1.24 if (!index)
1991     return -1;
1992 root 1.74
1993 root 1.124 return altern [rndm (index)];
1994 elmex 1.1 }
1995    
1996     /*
1997 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
1998 elmex 1.1 * find_free_spot(), but it will search max number of squares.
1999     * But it will return the first available spot, not a random choice.
2000     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2001     */
2002 root 1.24 int
2003 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2004 root 1.24 {
2005 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2006 root 1.188 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2007 root 1.82 return i;
2008 root 1.24
2009     return -1;
2010 elmex 1.1 }
2011    
2012     /*
2013     * The function permute(arr, begin, end) randomly reorders the array
2014     * arr[begin..end-1].
2015 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2016 elmex 1.1 */
2017 root 1.24 static void
2018     permute (int *arr, int begin, int end)
2019 elmex 1.1 {
2020 root 1.82 arr += begin;
2021     end -= begin;
2022    
2023     while (--end)
2024 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2025 elmex 1.1 }
2026    
2027     /* new function to make monster searching more efficient, and effective!
2028     * This basically returns a randomized array (in the passed pointer) of
2029     * the spaces to find monsters. In this way, it won't always look for
2030     * monsters to the north first. However, the size of the array passed
2031     * covers all the spaces, so within that size, all the spaces within
2032     * the 3x3 area will be searched, just not in a predictable order.
2033     */
2034 root 1.24 void
2035     get_search_arr (int *search_arr)
2036 elmex 1.1 {
2037 root 1.82 int i;
2038 elmex 1.1
2039 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2040 root 1.82 search_arr[i] = i;
2041 elmex 1.1
2042 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2043     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2044     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2045 elmex 1.1 }
2046    
2047     /*
2048     * find_dir(map, x, y, exclude) will search some close squares in the
2049     * given map at the given coordinates for live objects.
2050     * It will not considered the object given as exclude among possible
2051     * live objects.
2052     * It returns the direction toward the first/closest live object if finds
2053     * any, otherwise 0.
2054     * Perhaps incorrectly, but I'm making the assumption that exclude
2055     * is actually want is going to try and move there. We need this info
2056     * because we have to know what movement the thing looking to move
2057     * there is capable of.
2058     */
2059 root 1.24 int
2060 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2061 root 1.24 {
2062 root 1.82 int i, max = SIZEOFFREE, mflags;
2063 root 1.29
2064     sint16 nx, ny;
2065 root 1.82 object *tmp;
2066     maptile *mp;
2067 root 1.29
2068     MoveType blocked, move_type;
2069 root 1.24
2070 root 1.155 if (exclude && exclude->head_ () != exclude)
2071 root 1.24 {
2072     exclude = exclude->head;
2073     move_type = exclude->move_type;
2074     }
2075     else
2076     {
2077     /* If we don't have anything, presume it can use all movement types. */
2078     move_type = MOVE_ALL;
2079     }
2080    
2081     for (i = 1; i < max; i++)
2082     {
2083     mp = m;
2084     nx = x + freearr_x[i];
2085     ny = y + freearr_y[i];
2086    
2087     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2088 root 1.75
2089 root 1.24 if (mflags & P_OUT_OF_MAP)
2090 root 1.75 max = maxfree[i];
2091 root 1.24 else
2092     {
2093 root 1.82 mapspace &ms = mp->at (nx, ny);
2094    
2095     blocked = ms.move_block;
2096 root 1.24
2097     if ((move_type & blocked) == move_type)
2098 root 1.75 max = maxfree[i];
2099 root 1.24 else if (mflags & P_IS_ALIVE)
2100     {
2101 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2102 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2103 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2104 root 1.75 break;
2105    
2106 root 1.24 if (tmp)
2107 root 1.75 return freedir[i];
2108 root 1.8 }
2109     }
2110 elmex 1.1 }
2111 root 1.75
2112 root 1.24 return 0;
2113 elmex 1.1 }
2114    
2115     /*
2116     * distance(object 1, object 2) will return the square of the
2117     * distance between the two given objects.
2118     */
2119 root 1.24 int
2120     distance (const object *ob1, const object *ob2)
2121     {
2122 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2123 elmex 1.1 }
2124    
2125     /*
2126     * find_dir_2(delta-x,delta-y) will return a direction in which
2127     * an object which has subtracted the x and y coordinates of another
2128     * object, needs to travel toward it.
2129     */
2130 root 1.24 int
2131     find_dir_2 (int x, int y)
2132     {
2133 root 1.75 int q;
2134 elmex 1.1
2135 root 1.24 if (y)
2136     q = x * 100 / y;
2137 elmex 1.1 else if (x)
2138 root 1.24 q = -300 * x;
2139 elmex 1.1 else
2140     return 0;
2141    
2142 root 1.24 if (y > 0)
2143     {
2144     if (q < -242)
2145     return 3;
2146     if (q < -41)
2147     return 2;
2148     if (q < 41)
2149     return 1;
2150     if (q < 242)
2151     return 8;
2152     return 7;
2153     }
2154 elmex 1.1
2155     if (q < -242)
2156 root 1.24 return 7;
2157 elmex 1.1 if (q < -41)
2158 root 1.24 return 6;
2159 elmex 1.1 if (q < 41)
2160 root 1.24 return 5;
2161 elmex 1.1 if (q < 242)
2162 root 1.24 return 4;
2163 elmex 1.1
2164 root 1.24 return 3;
2165 elmex 1.1 }
2166    
2167     /*
2168     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2169     * between two directions (which are expected to be absolute (see absdir())
2170     */
2171 root 1.24 int
2172     dirdiff (int dir1, int dir2)
2173     {
2174 root 1.82 int d;
2175 root 1.24
2176     d = abs (dir1 - dir2);
2177     if (d > 4)
2178 elmex 1.1 d = 8 - d;
2179 root 1.82
2180 elmex 1.1 return d;
2181     }
2182    
2183     /* peterm:
2184     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2185     * Basically, this is a table of directions, and what directions
2186     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2187     * This basically means that if direction is 15, then it could either go
2188     * direction 4, 14, or 16 to get back to where we are.
2189     * Moved from spell_util.c to object.c with the other related direction
2190     * functions.
2191     */
2192 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2193 root 1.24 {0, 0, 0}, /* 0 */
2194     {0, 0, 0}, /* 1 */
2195     {0, 0, 0}, /* 2 */
2196     {0, 0, 0}, /* 3 */
2197     {0, 0, 0}, /* 4 */
2198     {0, 0, 0}, /* 5 */
2199     {0, 0, 0}, /* 6 */
2200     {0, 0, 0}, /* 7 */
2201     {0, 0, 0}, /* 8 */
2202     {8, 1, 2}, /* 9 */
2203     {1, 2, -1}, /* 10 */
2204     {2, 10, 12}, /* 11 */
2205     {2, 3, -1}, /* 12 */
2206     {2, 3, 4}, /* 13 */
2207     {3, 4, -1}, /* 14 */
2208     {4, 14, 16}, /* 15 */
2209     {5, 4, -1}, /* 16 */
2210     {4, 5, 6}, /* 17 */
2211     {6, 5, -1}, /* 18 */
2212     {6, 20, 18}, /* 19 */
2213     {7, 6, -1}, /* 20 */
2214     {6, 7, 8}, /* 21 */
2215     {7, 8, -1}, /* 22 */
2216     {8, 22, 24}, /* 23 */
2217     {8, 1, -1}, /* 24 */
2218     {24, 9, 10}, /* 25 */
2219     {9, 10, -1}, /* 26 */
2220     {10, 11, -1}, /* 27 */
2221     {27, 11, 29}, /* 28 */
2222     {11, 12, -1}, /* 29 */
2223     {12, 13, -1}, /* 30 */
2224     {12, 13, 14}, /* 31 */
2225     {13, 14, -1}, /* 32 */
2226     {14, 15, -1}, /* 33 */
2227     {33, 15, 35}, /* 34 */
2228     {16, 15, -1}, /* 35 */
2229     {17, 16, -1}, /* 36 */
2230     {18, 17, 16}, /* 37 */
2231     {18, 17, -1}, /* 38 */
2232     {18, 19, -1}, /* 39 */
2233     {41, 19, 39}, /* 40 */
2234     {19, 20, -1}, /* 41 */
2235     {20, 21, -1}, /* 42 */
2236     {20, 21, 22}, /* 43 */
2237     {21, 22, -1}, /* 44 */
2238     {23, 22, -1}, /* 45 */
2239     {45, 47, 23}, /* 46 */
2240     {23, 24, -1}, /* 47 */
2241     {24, 9, -1}
2242     }; /* 48 */
2243 elmex 1.1
2244     /* Recursive routine to step back and see if we can
2245     * find a path to that monster that we found. If not,
2246     * we don't bother going toward it. Returns 1 if we
2247     * can see a direct way to get it
2248     * Modified to be map tile aware -.MSW
2249     */
2250 root 1.24 int
2251 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2252 root 1.24 {
2253 root 1.29 sint16 dx, dy;
2254 root 1.75 int mflags;
2255 root 1.24
2256     if (dir < 0)
2257     return 0; /* exit condition: invalid direction */
2258    
2259     dx = x + freearr_x[dir];
2260     dy = y + freearr_y[dir];
2261    
2262     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2263    
2264     /* This functional arguably was incorrect before - it was
2265     * checking for P_WALL - that was basically seeing if
2266     * we could move to the monster - this is being more
2267     * literal on if we can see it. To know if we can actually
2268     * move to the monster, we'd need the monster passed in or
2269     * at least its move type.
2270     */
2271     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2272     return 0;
2273    
2274     /* yes, can see. */
2275     if (dir < 9)
2276     return 1;
2277 root 1.75
2278     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2279     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2280     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2281 root 1.24 }
2282    
2283 elmex 1.1 /*
2284     * can_pick(picker, item): finds out if an object is possible to be
2285     * picked up by the picker. Returnes 1 if it can be
2286     * picked up, otherwise 0.
2287     *
2288     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2289     * core dumps if they do.
2290     *
2291     * Add a check so we can't pick up invisible objects (0.93.8)
2292     */
2293 root 1.24 int
2294     can_pick (const object *who, const object *item)
2295     {
2296     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2297     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2298     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2299 elmex 1.1 }
2300    
2301     /*
2302     * create clone from object to another
2303     */
2304 root 1.24 object *
2305 root 1.230 object::deep_clone ()
2306 root 1.24 {
2307 root 1.230 assert (("deep_clone called on non-head object", is_head ()));
2308 elmex 1.1
2309 root 1.230 object *dst = clone ();
2310 root 1.24
2311 root 1.230 object *prev = dst;
2312     for (object *part = this->more; part; part = part->more)
2313 root 1.24 {
2314 root 1.224 object *tmp = part->clone ();
2315 root 1.230 tmp->head = dst;
2316     prev->more = tmp;
2317 root 1.24 prev = tmp;
2318 elmex 1.1 }
2319 root 1.24
2320 root 1.230 for (object *item = inv; item; item = item->below)
2321     insert_ob_in_ob (item->deep_clone (), dst);
2322 elmex 1.1
2323 root 1.24 return dst;
2324 elmex 1.1 }
2325    
2326     /* This returns the first object in who's inventory that
2327     * has the same type and subtype match.
2328     * returns NULL if no match.
2329     */
2330 root 1.24 object *
2331     find_obj_by_type_subtype (const object *who, int type, int subtype)
2332 elmex 1.1 {
2333 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2334 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2335     return tmp;
2336 elmex 1.1
2337 root 1.82 return 0;
2338 elmex 1.1 }
2339    
2340 root 1.228 const shstr &
2341     object::kv_get (const shstr &key) const
2342 root 1.24 {
2343 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2344     if (kv->key == key)
2345     return kv->value;
2346 root 1.24
2347 root 1.228 return shstr_null;
2348 root 1.24 }
2349 elmex 1.1
2350 root 1.228 void
2351     object::kv_set (const shstr &key, const shstr &value)
2352 root 1.24 {
2353 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2354     if (kv->key == key)
2355     {
2356     kv->value = value;
2357     return;
2358     }
2359 root 1.24
2360 root 1.228 key_value *kv = new key_value;
2361 elmex 1.1
2362 root 1.228 kv->next = key_values;
2363     kv->key = key;
2364     kv->value = value;
2365 root 1.35
2366 root 1.228 key_values = kv;
2367 elmex 1.1 }
2368    
2369 root 1.228 void
2370     object::kv_del (const shstr &key)
2371 root 1.24 {
2372 root 1.228 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2373     if ((*kvp)->key == key)
2374     {
2375     key_value *kv = *kvp;
2376     *kvp = (*kvp)->next;
2377     delete kv;
2378     return;
2379     }
2380 elmex 1.1 }
2381 root 1.31
2382 root 1.34 object::depth_iterator::depth_iterator (object *container)
2383     : iterator_base (container)
2384     {
2385     while (item->inv)
2386     item = item->inv;
2387     }
2388    
2389 root 1.31 void
2390 root 1.34 object::depth_iterator::next ()
2391 root 1.31 {
2392 root 1.34 if (item->below)
2393     {
2394     item = item->below;
2395    
2396     while (item->inv)
2397     item = item->inv;
2398     }
2399 root 1.31 else
2400 root 1.34 item = item->env;
2401 root 1.31 }
2402 root 1.34
2403 elmex 1.97 const char *
2404     object::flag_desc (char *desc, int len) const
2405     {
2406     char *p = desc;
2407     bool first = true;
2408    
2409 root 1.101 *p = 0;
2410    
2411 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2412     {
2413     if (len <= 10) // magic constant!
2414     {
2415     snprintf (p, len, ",...");
2416     break;
2417     }
2418    
2419 root 1.101 if (flag [i])
2420 elmex 1.97 {
2421     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2422     len -= cnt;
2423     p += cnt;
2424     first = false;
2425     }
2426     }
2427    
2428     return desc;
2429     }
2430    
2431 root 1.101 // return a suitable string describing an object in enough detail to find it
2432 root 1.36 const char *
2433     object::debug_desc (char *info) const
2434     {
2435 elmex 1.97 char flagdesc[512];
2436     char info2[256 * 4];
2437 root 1.36 char *p = info;
2438    
2439 elmex 1.242 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2440 root 1.203 count,
2441     uuid.c_str (),
2442 root 1.36 &name,
2443 elmex 1.242 title ? ",title:\"" : "",
2444 elmex 1.97 title ? (const char *)title : "",
2445 elmex 1.242 title ? "\"" : "",
2446 elmex 1.97 flag_desc (flagdesc, 512), type);
2447 root 1.36
2448 root 1.217 if (!flag[FLAG_REMOVED] && env)
2449 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2450    
2451     if (map)
2452 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2453 root 1.36
2454     return info;
2455     }
2456    
2457     const char *
2458     object::debug_desc () const
2459     {
2460 root 1.143 static char info[3][256 * 4];
2461     static int info_idx;
2462 root 1.36
2463 root 1.143 return debug_desc (info [++info_idx % 3]);
2464 root 1.114 }
2465    
2466 root 1.125 struct region *
2467     object::region () const
2468     {
2469     return map ? map->region (x, y)
2470     : region::default_region ();
2471     }
2472    
2473 root 1.129 const materialtype_t *
2474     object::dominant_material () const
2475     {
2476 root 1.165 if (materialtype_t *mt = name_to_material (materialname))
2477     return mt;
2478 root 1.129
2479 root 1.165 return name_to_material (shstr_unknown);
2480 root 1.129 }
2481    
2482 root 1.130 void
2483     object::open_container (object *new_container)
2484     {
2485     if (container == new_container)
2486     return;
2487    
2488 root 1.220 object *old_container = container;
2489    
2490     if (old_container)
2491 root 1.130 {
2492     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2493     return;
2494    
2495     #if 0
2496     // remove the "Close old_container" object.
2497     if (object *closer = old_container->inv)
2498     if (closer->type == CLOSE_CON)
2499     closer->destroy ();
2500     #endif
2501    
2502 root 1.220 // make sure the container is available
2503     esrv_send_item (this, old_container);
2504    
2505 root 1.216 old_container->flag [FLAG_APPLIED] = false;
2506 root 1.130 container = 0;
2507    
2508 root 1.220 // client needs item update to make it work, client bug requires this to be separate
2509 root 1.130 esrv_update_item (UPD_FLAGS, this, old_container);
2510 root 1.220
2511 root 1.130 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2512 root 1.177 play_sound (sound_find ("chest_close"));
2513 root 1.130 }
2514    
2515     if (new_container)
2516     {
2517     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2518     return;
2519    
2520     // TODO: this does not seem to serve any purpose anymore?
2521     #if 0
2522     // insert the "Close Container" object.
2523     if (archetype *closer = new_container->other_arch)
2524     {
2525     object *closer = arch_to_object (new_container->other_arch);
2526     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2527     new_container->insert (closer);
2528     }
2529     #endif
2530    
2531 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2532    
2533 root 1.220 // make sure the container is available, client bug requires this to be separate
2534     esrv_send_item (this, new_container);
2535    
2536 root 1.216 new_container->flag [FLAG_APPLIED] = true;
2537 root 1.130 container = new_container;
2538    
2539 root 1.220 // client needs flag change
2540 root 1.130 esrv_update_item (UPD_FLAGS, this, new_container);
2541 root 1.131 esrv_send_inventory (this, new_container);
2542 root 1.177 play_sound (sound_find ("chest_open"));
2543 root 1.130 }
2544 root 1.220 // else if (!old_container->env && contr && contr->ns)
2545     // contr->ns->floorbox_reset ();
2546 root 1.130 }
2547    
2548 root 1.164 object *
2549     object::force_find (const shstr name)
2550     {
2551     /* cycle through his inventory to look for the MARK we want to
2552     * place
2553     */
2554     for (object *tmp = inv; tmp; tmp = tmp->below)
2555     if (tmp->type == FORCE && tmp->slaying == name)
2556     return splay (tmp);
2557    
2558     return 0;
2559     }
2560    
2561     void
2562     object::force_add (const shstr name, int duration)
2563     {
2564     if (object *force = force_find (name))
2565     force->destroy ();
2566    
2567     object *force = get_archetype (FORCE_NAME);
2568    
2569     force->slaying = name;
2570     force->stats.food = 1;
2571     force->speed_left = -1.f;
2572    
2573     force->set_speed (duration ? 1.f / duration : 0.f);
2574     force->flag [FLAG_IS_USED_UP] = true;
2575     force->flag [FLAG_APPLIED] = true;
2576    
2577     insert (force);
2578     }
2579    
2580 root 1.178 void
2581 root 1.208 object::play_sound (faceidx sound)
2582 root 1.178 {
2583     if (!sound)
2584     return;
2585    
2586     if (flag [FLAG_REMOVED])
2587     return;
2588    
2589     if (env)
2590     {
2591     if (object *pl = in_player ())
2592     pl->contr->play_sound (sound);
2593     }
2594     else
2595     map->play_sound (sound, x, y);
2596     }
2597