ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
Revision: 1.245
Committed: Sun May 18 19:53:07 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.244: +6 -0 lines
Log Message:
*** empty log message ***

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.199 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.116 *
4 root 1.208 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.157 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.116 *
8 root 1.199 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.163 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.116 *
13 root 1.163 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.116 *
18 root 1.163 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.157 *
21 root 1.199 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.116 */
23 elmex 1.1
24     #include <global.h>
25 root 1.28 #include <stdio.h>
26     #include <sys/types.h>
27     #include <sys/uio.h>
28 elmex 1.1 #include <object.h>
29 root 1.146 #include <sproto.h>
30 elmex 1.1 #include <loader.h>
31 root 1.28
32 root 1.68 #include <bitset>
33    
34 root 1.202 UUID UUID::cur;
35 root 1.204 static uint64_t seq_next_save;
36     static const uint64 UUID_GAP = 1<<19;
37 elmex 1.1
38 root 1.108 objectvec objects;
39     activevec actives;
40 elmex 1.1
41 root 1.203 short freearr_x[SIZEOFFREE] = {
42     0,
43     0, 1, 1, 1, 0, -1, -1, -1,
44     0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
45     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
46 root 1.24 };
47 root 1.203 short freearr_y[SIZEOFFREE] = {
48     0,
49     -1, -1, 0, 1, 1, 1, 0, -1,
50     -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52 root 1.24 };
53 root 1.203 int maxfree[SIZEOFFREE] = {
54     0,
55     9, 10, 13, 14, 17, 18, 21, 22,
56     25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57     49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58 root 1.24 };
59     int freedir[SIZEOFFREE] = {
60 root 1.203 0,
61     1, 2, 3, 4, 5, 6, 7, 8,
62     1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64 root 1.24 };
65 elmex 1.1
66 root 1.39 static void
67 root 1.203 write_uuid (uval64 skip, bool sync)
68 root 1.39 {
69 root 1.203 CALL_BEGIN (2);
70     CALL_ARG_SV (newSVval64 (skip));
71     CALL_ARG_SV (boolSV (sync));
72     CALL_CALL ("cf::write_uuid", G_DISCARD);
73     CALL_END;
74 root 1.39 }
75    
76     static void
77     read_uuid (void)
78     {
79     char filename[MAX_BUF];
80    
81     sprintf (filename, "%s/uuid", settings.localdir);
82    
83 root 1.204 seq_next_save = 0;
84    
85 root 1.39 FILE *fp;
86    
87     if (!(fp = fopen (filename, "r")))
88     {
89     if (errno == ENOENT)
90     {
91     LOG (llevInfo, "RESET uid to 1\n");
92 root 1.202 UUID::cur.seq = 0;
93 root 1.204 write_uuid (UUID_GAP, true);
94 root 1.39 return;
95     }
96    
97     LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98     _exit (1);
99     }
100    
101 root 1.203 UUID::BUF buf;
102     buf[0] = 0;
103     fgets (buf, sizeof (buf), fp);
104    
105     if (!UUID::cur.parse (buf))
106 root 1.39 {
107 root 1.203 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 root 1.39 _exit (1);
109     }
110    
111 root 1.203 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112    
113 root 1.204 write_uuid (UUID_GAP, true);
114 root 1.39 fclose (fp);
115     }
116    
117     UUID
118 root 1.202 UUID::gen ()
119 root 1.39 {
120     UUID uid;
121    
122 root 1.202 uid.seq = ++cur.seq;
123 root 1.39
124 root 1.204 if (expect_false (cur.seq >= seq_next_save))
125     {
126     seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127     write_uuid (UUID_GAP, false);
128     }
129    
130 root 1.39
131     return uid;
132     }
133    
134     void
135 root 1.202 UUID::init ()
136 root 1.39 {
137     read_uuid ();
138     }
139    
140 elmex 1.1 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141 root 1.205 static bool
142 root 1.24 compare_ob_value_lists_one (const object *wants, const object *has)
143     {
144 root 1.228 /* n-squared behaviour (see kv_get), but I'm hoping both
145 root 1.24 * objects with lists are rare, and lists stay short. If not, use a
146     * different structure or at least keep the lists sorted...
147     */
148    
149     /* For each field in wants, */
150 root 1.228 for (key_value *kv = wants->key_values; kv; kv = kv->next)
151     if (has->kv_get (kv->key) != kv->value)
152     return false;
153 root 1.24
154     /* If we get here, every field in wants has a matching field in has. */
155 root 1.228 return true;
156 elmex 1.1 }
157    
158     /* Returns TRUE if ob1 has the same key_values as ob2. */
159 root 1.205 static bool
160 root 1.24 compare_ob_value_lists (const object *ob1, const object *ob2)
161     {
162     /* However, there may be fields in has which aren't partnered in wants,
163     * so we need to run the comparison *twice*. :(
164     */
165 root 1.228 return compare_ob_value_lists_one (ob1, ob2)
166     && compare_ob_value_lists_one (ob2, ob1);
167 elmex 1.1 }
168    
169     /* Function examines the 2 objects given to it, and returns true if
170     * they can be merged together.
171     *
172     * Note that this function appears a lot longer than the macro it
173     * replaces - this is mostly for clarity - a decent compiler should hopefully
174     * reduce this to the same efficiency.
175     *
176 root 1.66 * Check nrof variable *before* calling can_merge()
177 elmex 1.1 *
178     * Improvements made with merge: Better checking on potion, and also
179     * check weight
180     */
181 root 1.66 bool object::can_merge_slow (object *ob1, object *ob2)
182 root 1.16 {
183     /* A couple quicksanity checks */
184 root 1.66 if (ob1 == ob2
185     || ob1->type != ob2->type
186     || ob1->speed != ob2->speed
187     || ob1->value != ob2->value
188     || ob1->name != ob2->name)
189 root 1.16 return 0;
190    
191 root 1.243 // 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 1.245 if (op->face && !face_info (op->face))//D TODO: remove soon
1293     {//D
1294     LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1295     op->face = 1;//D
1296     }//D
1297    
1298 root 1.187 /* Ideally, the caller figures this out. However, it complicates a lot
1299     * of areas of callers (eg, anything that uses find_free_spot would now
1300     * need extra work
1301     */
1302     if (!xy_normalise (m, op->x, op->y))
1303 root 1.24 {
1304 root 1.232 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1305 root 1.187 return 0;
1306 elmex 1.1 }
1307 root 1.25
1308 root 1.117 if (object *more = op->more)
1309 root 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1310     return 0;
1311 root 1.25
1312 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1313 root 1.8
1314 root 1.117 op->map = m;
1315     mapspace &ms = op->ms ();
1316 root 1.24
1317     /* this has to be done after we translate the coordinates.
1318     */
1319     if (op->nrof && !(flag & INS_NO_MERGE))
1320 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1321 root 1.66 if (object::can_merge (op, tmp))
1322 root 1.25 {
1323 root 1.237 // TODO: we actually want to update tmp, not op,
1324 root 1.218 // but some caller surely breaks when we return tmp
1325     // from here :/
1326 root 1.25 op->nrof += tmp->nrof;
1327 root 1.208 tmp->destroy (1);
1328 root 1.25 }
1329 root 1.24
1330     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1331     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1332 root 1.25
1333 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1334     CLEAR_FLAG (op, FLAG_NO_STEAL);
1335    
1336     if (flag & INS_BELOW_ORIGINATOR)
1337     {
1338 root 1.241 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1339 root 1.24 {
1340     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1341     abort ();
1342     }
1343 root 1.25
1344 root 1.241 if (!originator->is_on_map ())
1345     LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1346     op->debug_desc (), originator->debug_desc ());
1347    
1348 root 1.24 op->above = originator;
1349     op->below = originator->below;
1350 root 1.237 originator->below = op;
1351 root 1.25
1352 root 1.237 *(op->below ? &op->below->above : &ms.bot) = op;
1353 elmex 1.1 }
1354 root 1.24 else
1355     {
1356 root 1.237 object *floor = 0;
1357     object *top = ms.top;
1358 root 1.117
1359 root 1.24 /* If there are other objects, then */
1360 root 1.191 if (top)
1361 root 1.24 {
1362     /*
1363     * If there are multiple objects on this space, we do some trickier handling.
1364     * We've already dealt with merging if appropriate.
1365     * Generally, we want to put the new object on top. But if
1366     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1367     * floor, we want to insert above that and no further.
1368     * Also, if there are spell objects on this space, we stop processing
1369     * once we get to them. This reduces the need to traverse over all of
1370     * them when adding another one - this saves quite a bit of cpu time
1371     * when lots of spells are cast in one area. Currently, it is presumed
1372     * that flying non pickable objects are spell objects.
1373     */
1374 root 1.237 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1375 root 1.24 {
1376 root 1.237 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1377     floor = tmp;
1378 root 1.26
1379 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))
1380 root 1.24 {
1381     /* We insert above top, so we want this object below this */
1382 root 1.237 top = tmp->below;
1383 root 1.24 break;
1384     }
1385 root 1.26
1386 root 1.237 top = tmp;
1387 root 1.24 }
1388 root 1.26
1389 root 1.24 /* We let update_position deal with figuring out what the space
1390     * looks like instead of lots of conditions here.
1391     * makes things faster, and effectively the same result.
1392     */
1393    
1394     /* Have object 'fall below' other objects that block view.
1395 root 1.135 * Unless those objects are exits.
1396 root 1.24 * If INS_ON_TOP is used, don't do this processing
1397     * Need to find the object that in fact blocks view, otherwise
1398     * stacking is a bit odd.
1399     */
1400 root 1.117 if (!(flag & INS_ON_TOP)
1401     && ms.flags () & P_BLOCKSVIEW
1402 root 1.135 && (op->face && !faces [op->face].visibility))
1403 root 1.24 {
1404 root 1.237 object *last;
1405    
1406 root 1.24 for (last = top; last != floor; last = last->below)
1407     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1408     break;
1409 root 1.117
1410 root 1.24 /* Check to see if we found the object that blocks view,
1411     * and make sure we have a below pointer for it so that
1412     * we can get inserted below this one, which requires we
1413     * set top to the object below us.
1414     */
1415     if (last && last->below && last != floor)
1416     top = last->below;
1417 root 1.8 }
1418 root 1.24 } /* If objects on this space */
1419 root 1.25
1420 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1421     top = floor;
1422    
1423 root 1.240 // insert object above top, or bottom-most if top = 0
1424 root 1.24 if (!top)
1425     {
1426 root 1.239 op->below = 0;
1427     op->above = ms.bot;
1428     ms.bot = op;
1429 root 1.25
1430 root 1.239 *(op->above ? &op->above->below : &ms.top) = op;
1431 root 1.24 }
1432     else
1433 root 1.240 {
1434 root 1.24 op->above = top->above;
1435 root 1.237 top->above = op;
1436 root 1.25
1437 root 1.24 op->below = top;
1438 root 1.237 *(op->above ? &op->above->below : &ms.top) = op;
1439 root 1.24 }
1440 root 1.240 }
1441 root 1.8
1442 root 1.24 if (op->type == PLAYER)
1443 root 1.96 {
1444     op->contr->do_los = 1;
1445     ++op->map->players;
1446 root 1.100 op->map->touch ();
1447 root 1.96 }
1448 root 1.24
1449 root 1.98 op->map->dirty = true;
1450    
1451 root 1.191 if (object *pl = ms.player ())
1452 root 1.218 //TODO: the floorbox prev/next might need updating
1453 root 1.226 //esrv_send_item (pl, op);
1454     //TODO: update floorbox to preserve ordering
1455     if (pl->contr->ns)
1456     pl->contr->ns->floorbox_update ();
1457 root 1.24
1458     /* If this object glows, it may affect lighting conditions that are
1459     * visible to others on this map. But update_all_los is really
1460     * an inefficient way to do this, as it means los for all players
1461     * on the map will get recalculated. The players could very well
1462     * be far away from this change and not affected in any way -
1463     * this should get redone to only look for players within range,
1464 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1465 root 1.24 * of effect may be sufficient.
1466     */
1467 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1468 root 1.24 update_all_los (op->map, op->x, op->y);
1469    
1470     /* updates flags (blocked, alive, no magic, etc) for this map space */
1471     update_object (op, UP_OBJ_INSERT);
1472    
1473 root 1.82 INVOKE_OBJECT (INSERT, op);
1474    
1475 root 1.24 /* Don't know if moving this to the end will break anything. However,
1476 root 1.70 * we want to have floorbox_update called before calling this.
1477 root 1.24 *
1478     * check_move_on() must be after this because code called from
1479     * check_move_on() depends on correct map flags (so functions like
1480     * blocked() and wall() work properly), and these flags are updated by
1481     * update_object().
1482     */
1483    
1484     /* if this is not the head or flag has been passed, don't check walk on status */
1485 root 1.155 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1486 root 1.24 {
1487     if (check_move_on (op, originator))
1488 root 1.82 return 0;
1489 elmex 1.1
1490 root 1.24 /* If we are a multi part object, lets work our way through the check
1491     * walk on's.
1492     */
1493 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1494 root 1.24 if (check_move_on (tmp, originator))
1495 root 1.82 return 0;
1496 elmex 1.1 }
1497 root 1.25
1498 root 1.24 return op;
1499 elmex 1.1 }
1500    
1501     /* this function inserts an object in the map, but if it
1502 root 1.75 * finds an object of its own type, it'll remove that one first.
1503     * op is the object to insert it under: supplies x and the map.
1504 elmex 1.1 */
1505 root 1.24 void
1506     replace_insert_ob_in_map (const char *arch_string, object *op)
1507     {
1508     /* first search for itself and remove any old instances */
1509 elmex 1.1
1510 root 1.208 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1511 root 1.158 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1512 root 1.208 tmp->destroy (1);
1513    
1514     object *tmp = arch_to_object (archetype::find (arch_string));
1515 elmex 1.1
1516 root 1.208 tmp->x = op->x;
1517     tmp->y = op->y;
1518 elmex 1.1
1519 root 1.208 insert_ob_in_map (tmp, op->map, op, 0);
1520 root 1.24 }
1521 elmex 1.1
1522 root 1.93 object *
1523     object::insert_at (object *where, object *originator, int flags)
1524     {
1525 root 1.205 if (where->env)
1526     return where->env->insert (this);
1527     else
1528     return where->map->insert (this, where->x, where->y, originator, flags);
1529 root 1.93 }
1530    
1531 elmex 1.1 /*
1532 root 1.209 * decrease(object, number) decreases a specified number from
1533 root 1.208 * the amount of an object. If the amount reaches 0, the object
1534 elmex 1.1 * is subsequently removed and freed.
1535     *
1536     * Return value: 'op' if something is left, NULL if the amount reached 0
1537     */
1538 root 1.208 bool
1539 root 1.209 object::decrease (sint32 nr)
1540 elmex 1.1 {
1541 root 1.212 if (!nr)
1542     return true;
1543    
1544 root 1.208 nr = min (nr, nrof);
1545 elmex 1.1
1546 root 1.208 nrof -= nr;
1547 root 1.24
1548 root 1.208 if (nrof)
1549 elmex 1.1 {
1550 root 1.208 adjust_weight (env, -weight * nr); // carrying == 0
1551 elmex 1.1
1552 root 1.212 if (object *pl = visible_to ())
1553     esrv_update_item (UPD_NROF, pl, this);
1554 root 1.29
1555 root 1.212 return true;
1556 elmex 1.1 }
1557 root 1.24 else
1558     {
1559 root 1.212 destroy (1);
1560     return false;
1561 elmex 1.1 }
1562     }
1563    
1564 root 1.209 /*
1565 root 1.210 * split(ob,nr) splits up ob into two parts. The part which
1566 root 1.209 * is returned contains nr objects, and the remaining parts contains
1567 root 1.210 * the rest (or is removed and returned if that number is 0).
1568     * On failure, NULL is returned.
1569 root 1.209 */
1570 root 1.208 object *
1571 root 1.209 object::split (sint32 nr)
1572 root 1.208 {
1573 root 1.212 int have = number_of ();
1574    
1575     if (have < nr)
1576 root 1.209 return 0;
1577 root 1.212 else if (have == nr)
1578 root 1.209 {
1579     remove ();
1580     return this;
1581     }
1582     else
1583     {
1584     decrease (nr);
1585    
1586 root 1.230 object *op = deep_clone ();
1587 root 1.209 op->nrof = nr;
1588     return op;
1589     }
1590     }
1591    
1592 root 1.24 object *
1593     insert_ob_in_ob (object *op, object *where)
1594     {
1595 root 1.59 if (!where)
1596 root 1.24 {
1597 root 1.53 char *dump = dump_object (op);
1598     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1599     free (dump);
1600 root 1.24 return op;
1601     }
1602 root 1.29
1603 root 1.154 if (where->head_ () != where)
1604 root 1.24 {
1605 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1606 root 1.24 where = where->head;
1607     }
1608 root 1.29
1609 root 1.59 return where->insert (op);
1610     }
1611    
1612     /*
1613     * env->insert (op)
1614     * This function inserts the object op in the linked list
1615     * inside the object environment.
1616     *
1617     * The function returns now pointer to inserted item, and return value can
1618     * be != op, if items are merged. -Tero
1619     */
1620     object *
1621     object::insert (object *op)
1622     {
1623 root 1.24 if (op->more)
1624     {
1625     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1626     return op;
1627     }
1628 root 1.29
1629 root 1.208 op->remove ();
1630    
1631     op->flag [FLAG_OBJ_ORIGINAL] = 0;
1632 root 1.182
1633 root 1.24 if (op->nrof)
1634 root 1.208 for (object *tmp = inv; tmp; tmp = tmp->below)
1635     if (object::can_merge (tmp, op))
1636     {
1637     /* return the original object and remove inserted object
1638     (client needs the original object) */
1639     tmp->nrof += op->nrof;
1640 root 1.214
1641     if (object *pl = tmp->visible_to ())
1642     esrv_update_item (UPD_NROF, pl, tmp);
1643    
1644 root 1.210 adjust_weight (this, op->total_weight ());
1645    
1646 root 1.208 op->destroy (1);
1647     op = tmp;
1648     goto inserted;
1649     }
1650    
1651     op->owner = 0; // it's his/hers now. period.
1652     op->map = 0;
1653     op->x = 0;
1654     op->y = 0;
1655    
1656     op->above = 0;
1657     op->below = inv;
1658     op->env = this;
1659    
1660     if (inv)
1661     inv->above = op;
1662 root 1.24
1663 root 1.208 inv = op;
1664 elmex 1.1
1665 root 1.208 op->flag [FLAG_REMOVED] = 0;
1666 elmex 1.1
1667 root 1.214 if (object *pl = op->visible_to ())
1668     esrv_send_item (pl, op);
1669    
1670 root 1.208 adjust_weight (this, op->total_weight ());
1671 elmex 1.1
1672 root 1.208 inserted:
1673 elmex 1.1 /* reset the light list and los of the players on the map */
1674 root 1.208 if (op->glow_radius && map && map->darkness)
1675     update_all_los (map, x, y);
1676 elmex 1.1
1677 root 1.214 // if this is a player's inventory, update stats
1678     if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1679     update_stats ();
1680 root 1.59
1681 root 1.82 INVOKE_OBJECT (INSERT, this);
1682    
1683 elmex 1.1 return op;
1684     }
1685    
1686     /*
1687     * Checks if any objects has a move_type that matches objects
1688     * that effect this object on this space. Call apply() to process
1689     * these events.
1690     *
1691     * Any speed-modification due to SLOW_MOVE() of other present objects
1692     * will affect the speed_left of the object.
1693     *
1694     * originator: Player, monster or other object that caused 'op' to be inserted
1695     * into 'map'. May be NULL.
1696     *
1697     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1698     *
1699     * 4-21-95 added code to check if appropriate skill was readied - this will
1700     * permit faster movement by the player through this terrain. -b.t.
1701     *
1702     * MSW 2001-07-08: Check all objects on space, not just those below
1703     * object being inserted. insert_ob_in_map may not put new objects
1704     * on top.
1705     */
1706 root 1.24 int
1707     check_move_on (object *op, object *originator)
1708 elmex 1.1 {
1709 root 1.48 object *tmp;
1710 root 1.49 maptile *m = op->map;
1711 root 1.48 int x = op->x, y = op->y;
1712 root 1.26
1713 root 1.48 MoveType move_on, move_slow, move_block;
1714 root 1.24
1715     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1716     return 0;
1717    
1718     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1719     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1720     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1721    
1722     /* if nothing on this space will slow op down or be applied,
1723     * no need to do checking below. have to make sure move_type
1724     * is set, as lots of objects don't have it set - we treat that
1725     * as walking.
1726     */
1727     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1728     return 0;
1729 elmex 1.1
1730 root 1.24 /* This is basically inverse logic of that below - basically,
1731     * if the object can avoid the move on or slow move, they do so,
1732     * but can't do it if the alternate movement they are using is
1733     * blocked. Logic on this seems confusing, but does seem correct.
1734     */
1735     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1736     return 0;
1737    
1738     /* The objects have to be checked from top to bottom.
1739     * Hence, we first go to the top:
1740     */
1741    
1742 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1743 root 1.24 {
1744     /* Trim the search when we find the first other spell effect
1745     * this helps performance so that if a space has 50 spell objects,
1746     * we don't need to check all of them.
1747     */
1748     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1749     break;
1750     }
1751 root 1.26
1752     for (; tmp; tmp = tmp->below)
1753 root 1.24 {
1754     if (tmp == op)
1755     continue; /* Can't apply yourself */
1756 elmex 1.1
1757 root 1.24 /* Check to see if one of the movement types should be slowed down.
1758     * Second check makes sure that the movement types not being slowed
1759     * (~slow_move) is not blocked on this space - just because the
1760     * space doesn't slow down swimming (for example), if you can't actually
1761     * swim on that space, can't use it to avoid the penalty.
1762     */
1763     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1764     {
1765     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1766     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1767     {
1768 elmex 1.1
1769 root 1.29 float
1770 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1771 elmex 1.1
1772 root 1.24 if (op->type == PLAYER)
1773 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1774     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1775     diff /= 4.0;
1776    
1777 root 1.24 op->speed_left -= diff;
1778 root 1.8 }
1779     }
1780 elmex 1.1
1781 root 1.24 /* Basically same logic as above, except now for actual apply. */
1782     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1783     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1784     {
1785 elmex 1.72 move_apply (tmp, op, originator);
1786 root 1.24
1787 root 1.48 if (op->destroyed ())
1788 root 1.24 return 1;
1789    
1790     /* what the person/creature stepped onto has moved the object
1791     * someplace new. Don't process any further - if we did,
1792     * have a feeling strange problems would result.
1793     */
1794     if (op->map != m || op->x != x || op->y != y)
1795     return 0;
1796 root 1.8 }
1797 elmex 1.1 }
1798 root 1.26
1799 root 1.24 return 0;
1800 elmex 1.1 }
1801    
1802     /*
1803     * present_arch(arch, map, x, y) searches for any objects with
1804     * a matching archetype at the given map and coordinates.
1805     * The first matching object is returned, or NULL if none.
1806     */
1807 root 1.24 object *
1808 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1809 root 1.24 {
1810 root 1.104 if (!m || out_of_map (m, x, y))
1811 root 1.24 {
1812     LOG (llevError, "Present_arch called outside map.\n");
1813     return NULL;
1814     }
1815 root 1.84
1816 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1817 root 1.231 if (tmp->arch->archname == at->archname)
1818 elmex 1.1 return tmp;
1819 root 1.84
1820 elmex 1.1 return NULL;
1821     }
1822    
1823     /*
1824     * present(type, map, x, y) searches for any objects with
1825     * a matching type variable at the given map and coordinates.
1826     * The first matching object is returned, or NULL if none.
1827     */
1828 root 1.24 object *
1829 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1830 root 1.24 {
1831     if (out_of_map (m, x, y))
1832     {
1833     LOG (llevError, "Present called outside map.\n");
1834     return NULL;
1835     }
1836 root 1.84
1837 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1838 root 1.24 if (tmp->type == type)
1839 elmex 1.1 return tmp;
1840 root 1.84
1841 elmex 1.1 return NULL;
1842     }
1843    
1844     /*
1845     * present_in_ob(type, object) searches for any objects with
1846     * a matching type variable in the inventory of the given object.
1847     * The first matching object is returned, or NULL if none.
1848     */
1849 root 1.24 object *
1850     present_in_ob (unsigned char type, const object *op)
1851     {
1852 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1853 root 1.24 if (tmp->type == type)
1854 elmex 1.1 return tmp;
1855 root 1.84
1856 elmex 1.1 return NULL;
1857     }
1858    
1859     /*
1860     * present_in_ob (type, str, object) searches for any objects with
1861     * a matching type & name variable in the inventory of the given object.
1862     * The first matching object is returned, or NULL if none.
1863     * This is mostly used by spell effect code, so that we only
1864     * have one spell effect at a time.
1865     * type can be used to narrow the search - if type is set,
1866     * the type must also match. -1 can be passed for the type,
1867     * in which case the type does not need to pass.
1868     * str is the string to match against. Note that we match against
1869     * the object name, not the archetype name. this is so that the
1870     * spell code can use one object type (force), but change it's name
1871     * to be unique.
1872     */
1873 root 1.24 object *
1874     present_in_ob_by_name (int type, const char *str, const object *op)
1875     {
1876 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1877 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1878     return tmp;
1879 elmex 1.1
1880 root 1.82 return 0;
1881 elmex 1.1 }
1882    
1883     /*
1884     * present_arch_in_ob(archetype, object) searches for any objects with
1885     * a matching archetype in the inventory of the given object.
1886     * The first matching object is returned, or NULL if none.
1887     */
1888 root 1.24 object *
1889     present_arch_in_ob (const archetype *at, const object *op)
1890     {
1891 root 1.231 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1892     if (tmp->arch->archname == at->archname)
1893 elmex 1.1 return tmp;
1894 root 1.82
1895 elmex 1.1 return NULL;
1896     }
1897    
1898     /*
1899     * activate recursively a flag on an object inventory
1900     */
1901 root 1.24 void
1902     flag_inv (object *op, int flag)
1903     {
1904 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1905     {
1906     SET_FLAG (tmp, flag);
1907     flag_inv (tmp, flag);
1908     }
1909 root 1.82 }
1910    
1911     /*
1912     * deactivate recursively a flag on an object inventory
1913     */
1914 root 1.24 void
1915     unflag_inv (object *op, int flag)
1916     {
1917 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1918     {
1919     CLEAR_FLAG (tmp, flag);
1920     unflag_inv (tmp, flag);
1921     }
1922 elmex 1.1 }
1923    
1924     /*
1925     * find_free_spot(object, map, x, y, start, stop) will search for
1926     * a spot at the given map and coordinates which will be able to contain
1927     * the given object. start and stop specifies how many squares
1928     * to search (see the freearr_x/y[] definition).
1929     * It returns a random choice among the alternatives found.
1930     * start and stop are where to start relative to the free_arr array (1,9
1931     * does all 4 immediate directions). This returns the index into the
1932     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1933 root 1.196 * Note: This function does correctly handle tiled maps, but does not
1934 elmex 1.1 * inform the caller. However, insert_ob_in_map will update as
1935     * necessary, so the caller shouldn't need to do any special work.
1936     * Note - updated to take an object instead of archetype - this is necessary
1937     * because arch_blocked (now ob_blocked) needs to know the movement type
1938     * to know if the space in question will block the object. We can't use
1939     * the archetype because that isn't correct if the monster has been
1940     * customized, changed states, etc.
1941     */
1942 root 1.24 int
1943 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1944 root 1.24 {
1945 root 1.190 int altern[SIZEOFFREE];
1946 root 1.82 int index = 0, flag;
1947 root 1.24
1948 root 1.82 for (int i = start; i < stop; i++)
1949 root 1.24 {
1950 root 1.188 mapxy pos (m, x, y); pos.move (i);
1951    
1952     if (!pos.normalise ())
1953     continue;
1954    
1955     mapspace &ms = *pos;
1956 root 1.189
1957     if (ms.flags () & P_IS_ALIVE)
1958     continue;
1959 root 1.188
1960     /* However, often
1961     * ob doesn't have any move type (when used to place exits)
1962     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1963     */
1964 root 1.200 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1965 root 1.190 {
1966     altern [index++] = i;
1967     continue;
1968     }
1969 root 1.24
1970     /* Basically, if we find a wall on a space, we cut down the search size.
1971     * In this way, we won't return spaces that are on another side of a wall.
1972     * This mostly work, but it cuts down the search size in all directions -
1973     * if the space being examined only has a wall to the north and empty
1974     * spaces in all the other directions, this will reduce the search space
1975     * to only the spaces immediately surrounding the target area, and
1976     * won't look 2 spaces south of the target space.
1977     */
1978 root 1.188 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1979     {
1980     stop = maxfree[i];
1981     continue;
1982     }
1983    
1984     /* Note it is intentional that we check ob - the movement type of the
1985     * head of the object should correspond for the entire object.
1986     */
1987     if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1988     continue;
1989    
1990 root 1.196 if (ob->blocked (m, pos.x, pos.y))
1991     continue;
1992    
1993 root 1.188 altern [index++] = i;
1994 elmex 1.1 }
1995 root 1.74
1996 root 1.24 if (!index)
1997     return -1;
1998 root 1.74
1999 root 1.124 return altern [rndm (index)];
2000 elmex 1.1 }
2001    
2002     /*
2003 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2004 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2005     * But it will return the first available spot, not a random choice.
2006     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2007     */
2008 root 1.24 int
2009 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2010 root 1.24 {
2011 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2012 root 1.188 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2013 root 1.82 return i;
2014 root 1.24
2015     return -1;
2016 elmex 1.1 }
2017    
2018     /*
2019     * The function permute(arr, begin, end) randomly reorders the array
2020     * arr[begin..end-1].
2021 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2022 elmex 1.1 */
2023 root 1.24 static void
2024     permute (int *arr, int begin, int end)
2025 elmex 1.1 {
2026 root 1.82 arr += begin;
2027     end -= begin;
2028    
2029     while (--end)
2030 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2031 elmex 1.1 }
2032    
2033     /* new function to make monster searching more efficient, and effective!
2034     * This basically returns a randomized array (in the passed pointer) of
2035     * the spaces to find monsters. In this way, it won't always look for
2036     * monsters to the north first. However, the size of the array passed
2037     * covers all the spaces, so within that size, all the spaces within
2038     * the 3x3 area will be searched, just not in a predictable order.
2039     */
2040 root 1.24 void
2041     get_search_arr (int *search_arr)
2042 elmex 1.1 {
2043 root 1.82 int i;
2044 elmex 1.1
2045 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2046 root 1.82 search_arr[i] = i;
2047 elmex 1.1
2048 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2049     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2050     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2051 elmex 1.1 }
2052    
2053     /*
2054     * find_dir(map, x, y, exclude) will search some close squares in the
2055     * given map at the given coordinates for live objects.
2056     * It will not considered the object given as exclude among possible
2057     * live objects.
2058     * It returns the direction toward the first/closest live object if finds
2059     * any, otherwise 0.
2060     * Perhaps incorrectly, but I'm making the assumption that exclude
2061     * is actually want is going to try and move there. We need this info
2062     * because we have to know what movement the thing looking to move
2063     * there is capable of.
2064     */
2065 root 1.24 int
2066 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2067 root 1.24 {
2068 root 1.82 int i, max = SIZEOFFREE, mflags;
2069 root 1.29
2070     sint16 nx, ny;
2071 root 1.82 object *tmp;
2072     maptile *mp;
2073 root 1.29
2074     MoveType blocked, move_type;
2075 root 1.24
2076 root 1.155 if (exclude && exclude->head_ () != exclude)
2077 root 1.24 {
2078     exclude = exclude->head;
2079     move_type = exclude->move_type;
2080     }
2081     else
2082     {
2083     /* If we don't have anything, presume it can use all movement types. */
2084     move_type = MOVE_ALL;
2085     }
2086    
2087     for (i = 1; i < max; i++)
2088     {
2089     mp = m;
2090     nx = x + freearr_x[i];
2091     ny = y + freearr_y[i];
2092    
2093     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2094 root 1.75
2095 root 1.24 if (mflags & P_OUT_OF_MAP)
2096 root 1.75 max = maxfree[i];
2097 root 1.24 else
2098     {
2099 root 1.82 mapspace &ms = mp->at (nx, ny);
2100    
2101     blocked = ms.move_block;
2102 root 1.24
2103     if ((move_type & blocked) == move_type)
2104 root 1.75 max = maxfree[i];
2105 root 1.24 else if (mflags & P_IS_ALIVE)
2106     {
2107 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2108 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2109 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2110 root 1.75 break;
2111    
2112 root 1.24 if (tmp)
2113 root 1.75 return freedir[i];
2114 root 1.8 }
2115     }
2116 elmex 1.1 }
2117 root 1.75
2118 root 1.24 return 0;
2119 elmex 1.1 }
2120    
2121     /*
2122     * distance(object 1, object 2) will return the square of the
2123     * distance between the two given objects.
2124     */
2125 root 1.24 int
2126     distance (const object *ob1, const object *ob2)
2127     {
2128 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2129 elmex 1.1 }
2130    
2131     /*
2132     * find_dir_2(delta-x,delta-y) will return a direction in which
2133     * an object which has subtracted the x and y coordinates of another
2134     * object, needs to travel toward it.
2135     */
2136 root 1.24 int
2137     find_dir_2 (int x, int y)
2138     {
2139 root 1.75 int q;
2140 elmex 1.1
2141 root 1.24 if (y)
2142     q = x * 100 / y;
2143 elmex 1.1 else if (x)
2144 root 1.24 q = -300 * x;
2145 elmex 1.1 else
2146     return 0;
2147    
2148 root 1.24 if (y > 0)
2149     {
2150     if (q < -242)
2151     return 3;
2152     if (q < -41)
2153     return 2;
2154     if (q < 41)
2155     return 1;
2156     if (q < 242)
2157     return 8;
2158     return 7;
2159     }
2160 elmex 1.1
2161     if (q < -242)
2162 root 1.24 return 7;
2163 elmex 1.1 if (q < -41)
2164 root 1.24 return 6;
2165 elmex 1.1 if (q < 41)
2166 root 1.24 return 5;
2167 elmex 1.1 if (q < 242)
2168 root 1.24 return 4;
2169 elmex 1.1
2170 root 1.24 return 3;
2171 elmex 1.1 }
2172    
2173     /*
2174     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2175     * between two directions (which are expected to be absolute (see absdir())
2176     */
2177 root 1.24 int
2178     dirdiff (int dir1, int dir2)
2179     {
2180 root 1.82 int d;
2181 root 1.24
2182     d = abs (dir1 - dir2);
2183     if (d > 4)
2184 elmex 1.1 d = 8 - d;
2185 root 1.82
2186 elmex 1.1 return d;
2187     }
2188    
2189     /* peterm:
2190     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2191     * Basically, this is a table of directions, and what directions
2192     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2193     * This basically means that if direction is 15, then it could either go
2194     * direction 4, 14, or 16 to get back to where we are.
2195     * Moved from spell_util.c to object.c with the other related direction
2196     * functions.
2197     */
2198 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2199 root 1.24 {0, 0, 0}, /* 0 */
2200     {0, 0, 0}, /* 1 */
2201     {0, 0, 0}, /* 2 */
2202     {0, 0, 0}, /* 3 */
2203     {0, 0, 0}, /* 4 */
2204     {0, 0, 0}, /* 5 */
2205     {0, 0, 0}, /* 6 */
2206     {0, 0, 0}, /* 7 */
2207     {0, 0, 0}, /* 8 */
2208     {8, 1, 2}, /* 9 */
2209     {1, 2, -1}, /* 10 */
2210     {2, 10, 12}, /* 11 */
2211     {2, 3, -1}, /* 12 */
2212     {2, 3, 4}, /* 13 */
2213     {3, 4, -1}, /* 14 */
2214     {4, 14, 16}, /* 15 */
2215     {5, 4, -1}, /* 16 */
2216     {4, 5, 6}, /* 17 */
2217     {6, 5, -1}, /* 18 */
2218     {6, 20, 18}, /* 19 */
2219     {7, 6, -1}, /* 20 */
2220     {6, 7, 8}, /* 21 */
2221     {7, 8, -1}, /* 22 */
2222     {8, 22, 24}, /* 23 */
2223     {8, 1, -1}, /* 24 */
2224     {24, 9, 10}, /* 25 */
2225     {9, 10, -1}, /* 26 */
2226     {10, 11, -1}, /* 27 */
2227     {27, 11, 29}, /* 28 */
2228     {11, 12, -1}, /* 29 */
2229     {12, 13, -1}, /* 30 */
2230     {12, 13, 14}, /* 31 */
2231     {13, 14, -1}, /* 32 */
2232     {14, 15, -1}, /* 33 */
2233     {33, 15, 35}, /* 34 */
2234     {16, 15, -1}, /* 35 */
2235     {17, 16, -1}, /* 36 */
2236     {18, 17, 16}, /* 37 */
2237     {18, 17, -1}, /* 38 */
2238     {18, 19, -1}, /* 39 */
2239     {41, 19, 39}, /* 40 */
2240     {19, 20, -1}, /* 41 */
2241     {20, 21, -1}, /* 42 */
2242     {20, 21, 22}, /* 43 */
2243     {21, 22, -1}, /* 44 */
2244     {23, 22, -1}, /* 45 */
2245     {45, 47, 23}, /* 46 */
2246     {23, 24, -1}, /* 47 */
2247     {24, 9, -1}
2248     }; /* 48 */
2249 elmex 1.1
2250     /* Recursive routine to step back and see if we can
2251     * find a path to that monster that we found. If not,
2252     * we don't bother going toward it. Returns 1 if we
2253     * can see a direct way to get it
2254     * Modified to be map tile aware -.MSW
2255     */
2256 root 1.24 int
2257 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2258 root 1.24 {
2259 root 1.29 sint16 dx, dy;
2260 root 1.75 int mflags;
2261 root 1.24
2262     if (dir < 0)
2263     return 0; /* exit condition: invalid direction */
2264    
2265     dx = x + freearr_x[dir];
2266     dy = y + freearr_y[dir];
2267    
2268     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2269    
2270     /* This functional arguably was incorrect before - it was
2271     * checking for P_WALL - that was basically seeing if
2272     * we could move to the monster - this is being more
2273     * literal on if we can see it. To know if we can actually
2274     * move to the monster, we'd need the monster passed in or
2275     * at least its move type.
2276     */
2277     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2278     return 0;
2279    
2280     /* yes, can see. */
2281     if (dir < 9)
2282     return 1;
2283 root 1.75
2284     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2285     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2286     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2287 root 1.24 }
2288    
2289 elmex 1.1 /*
2290     * can_pick(picker, item): finds out if an object is possible to be
2291     * picked up by the picker. Returnes 1 if it can be
2292     * picked up, otherwise 0.
2293     *
2294     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2295     * core dumps if they do.
2296     *
2297     * Add a check so we can't pick up invisible objects (0.93.8)
2298     */
2299 root 1.24 int
2300     can_pick (const object *who, const object *item)
2301     {
2302     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2303     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2304     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2305 elmex 1.1 }
2306    
2307     /*
2308     * create clone from object to another
2309     */
2310 root 1.24 object *
2311 root 1.230 object::deep_clone ()
2312 root 1.24 {
2313 root 1.230 assert (("deep_clone called on non-head object", is_head ()));
2314 elmex 1.1
2315 root 1.230 object *dst = clone ();
2316 root 1.24
2317 root 1.230 object *prev = dst;
2318     for (object *part = this->more; part; part = part->more)
2319 root 1.24 {
2320 root 1.224 object *tmp = part->clone ();
2321 root 1.230 tmp->head = dst;
2322     prev->more = tmp;
2323 root 1.24 prev = tmp;
2324 elmex 1.1 }
2325 root 1.24
2326 root 1.230 for (object *item = inv; item; item = item->below)
2327     insert_ob_in_ob (item->deep_clone (), dst);
2328 elmex 1.1
2329 root 1.24 return dst;
2330 elmex 1.1 }
2331    
2332     /* This returns the first object in who's inventory that
2333     * has the same type and subtype match.
2334     * returns NULL if no match.
2335     */
2336 root 1.24 object *
2337     find_obj_by_type_subtype (const object *who, int type, int subtype)
2338 elmex 1.1 {
2339 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2340 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2341     return tmp;
2342 elmex 1.1
2343 root 1.82 return 0;
2344 elmex 1.1 }
2345    
2346 root 1.228 const shstr &
2347     object::kv_get (const shstr &key) const
2348 root 1.24 {
2349 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2350     if (kv->key == key)
2351     return kv->value;
2352 root 1.24
2353 root 1.228 return shstr_null;
2354 root 1.24 }
2355 elmex 1.1
2356 root 1.228 void
2357     object::kv_set (const shstr &key, const shstr &value)
2358 root 1.24 {
2359 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2360     if (kv->key == key)
2361     {
2362     kv->value = value;
2363     return;
2364     }
2365 root 1.24
2366 root 1.228 key_value *kv = new key_value;
2367 elmex 1.1
2368 root 1.228 kv->next = key_values;
2369     kv->key = key;
2370     kv->value = value;
2371 root 1.35
2372 root 1.228 key_values = kv;
2373 elmex 1.1 }
2374    
2375 root 1.228 void
2376     object::kv_del (const shstr &key)
2377 root 1.24 {
2378 root 1.228 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2379     if ((*kvp)->key == key)
2380     {
2381     key_value *kv = *kvp;
2382     *kvp = (*kvp)->next;
2383     delete kv;
2384     return;
2385     }
2386 elmex 1.1 }
2387 root 1.31
2388 root 1.34 object::depth_iterator::depth_iterator (object *container)
2389     : iterator_base (container)
2390     {
2391     while (item->inv)
2392     item = item->inv;
2393     }
2394    
2395 root 1.31 void
2396 root 1.34 object::depth_iterator::next ()
2397 root 1.31 {
2398 root 1.34 if (item->below)
2399     {
2400     item = item->below;
2401    
2402     while (item->inv)
2403     item = item->inv;
2404     }
2405 root 1.31 else
2406 root 1.34 item = item->env;
2407 root 1.31 }
2408 root 1.34
2409 elmex 1.97 const char *
2410     object::flag_desc (char *desc, int len) const
2411     {
2412     char *p = desc;
2413     bool first = true;
2414    
2415 root 1.101 *p = 0;
2416    
2417 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2418     {
2419     if (len <= 10) // magic constant!
2420     {
2421     snprintf (p, len, ",...");
2422     break;
2423     }
2424    
2425 root 1.101 if (flag [i])
2426 elmex 1.97 {
2427     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2428     len -= cnt;
2429     p += cnt;
2430     first = false;
2431     }
2432     }
2433    
2434     return desc;
2435     }
2436    
2437 root 1.101 // return a suitable string describing an object in enough detail to find it
2438 root 1.36 const char *
2439     object::debug_desc (char *info) const
2440     {
2441 elmex 1.97 char flagdesc[512];
2442     char info2[256 * 4];
2443 root 1.36 char *p = info;
2444    
2445 elmex 1.242 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2446 root 1.203 count,
2447     uuid.c_str (),
2448 root 1.36 &name,
2449 elmex 1.242 title ? ",title:\"" : "",
2450 elmex 1.97 title ? (const char *)title : "",
2451 elmex 1.242 title ? "\"" : "",
2452 elmex 1.97 flag_desc (flagdesc, 512), type);
2453 root 1.36
2454 root 1.217 if (!flag[FLAG_REMOVED] && env)
2455 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2456    
2457     if (map)
2458 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2459 root 1.36
2460     return info;
2461     }
2462    
2463     const char *
2464     object::debug_desc () const
2465     {
2466 root 1.143 static char info[3][256 * 4];
2467     static int info_idx;
2468 root 1.36
2469 root 1.143 return debug_desc (info [++info_idx % 3]);
2470 root 1.114 }
2471    
2472 root 1.125 struct region *
2473     object::region () const
2474     {
2475     return map ? map->region (x, y)
2476     : region::default_region ();
2477     }
2478    
2479 root 1.129 const materialtype_t *
2480     object::dominant_material () const
2481     {
2482 root 1.165 if (materialtype_t *mt = name_to_material (materialname))
2483     return mt;
2484 root 1.129
2485 root 1.165 return name_to_material (shstr_unknown);
2486 root 1.129 }
2487    
2488 root 1.130 void
2489     object::open_container (object *new_container)
2490     {
2491     if (container == new_container)
2492     return;
2493    
2494 root 1.220 object *old_container = container;
2495    
2496     if (old_container)
2497 root 1.130 {
2498     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2499     return;
2500    
2501     #if 0
2502     // remove the "Close old_container" object.
2503     if (object *closer = old_container->inv)
2504     if (closer->type == CLOSE_CON)
2505     closer->destroy ();
2506     #endif
2507    
2508 root 1.220 // make sure the container is available
2509     esrv_send_item (this, old_container);
2510    
2511 root 1.216 old_container->flag [FLAG_APPLIED] = false;
2512 root 1.130 container = 0;
2513    
2514 root 1.220 // client needs item update to make it work, client bug requires this to be separate
2515 root 1.130 esrv_update_item (UPD_FLAGS, this, old_container);
2516 root 1.220
2517 root 1.130 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2518 root 1.177 play_sound (sound_find ("chest_close"));
2519 root 1.130 }
2520    
2521     if (new_container)
2522     {
2523     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2524     return;
2525    
2526     // TODO: this does not seem to serve any purpose anymore?
2527     #if 0
2528     // insert the "Close Container" object.
2529     if (archetype *closer = new_container->other_arch)
2530     {
2531     object *closer = arch_to_object (new_container->other_arch);
2532     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2533     new_container->insert (closer);
2534     }
2535     #endif
2536    
2537 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2538    
2539 root 1.220 // make sure the container is available, client bug requires this to be separate
2540     esrv_send_item (this, new_container);
2541    
2542 root 1.216 new_container->flag [FLAG_APPLIED] = true;
2543 root 1.130 container = new_container;
2544    
2545 root 1.220 // client needs flag change
2546 root 1.130 esrv_update_item (UPD_FLAGS, this, new_container);
2547 root 1.131 esrv_send_inventory (this, new_container);
2548 root 1.177 play_sound (sound_find ("chest_open"));
2549 root 1.130 }
2550 root 1.220 // else if (!old_container->env && contr && contr->ns)
2551     // contr->ns->floorbox_reset ();
2552 root 1.130 }
2553    
2554 root 1.164 object *
2555     object::force_find (const shstr name)
2556     {
2557     /* cycle through his inventory to look for the MARK we want to
2558     * place
2559     */
2560     for (object *tmp = inv; tmp; tmp = tmp->below)
2561     if (tmp->type == FORCE && tmp->slaying == name)
2562     return splay (tmp);
2563    
2564     return 0;
2565     }
2566    
2567     void
2568     object::force_add (const shstr name, int duration)
2569     {
2570     if (object *force = force_find (name))
2571     force->destroy ();
2572    
2573     object *force = get_archetype (FORCE_NAME);
2574    
2575     force->slaying = name;
2576     force->stats.food = 1;
2577     force->speed_left = -1.f;
2578    
2579     force->set_speed (duration ? 1.f / duration : 0.f);
2580     force->flag [FLAG_IS_USED_UP] = true;
2581     force->flag [FLAG_APPLIED] = true;
2582    
2583     insert (force);
2584     }
2585    
2586 root 1.178 void
2587 root 1.208 object::play_sound (faceidx sound)
2588 root 1.178 {
2589     if (!sound)
2590     return;
2591    
2592     if (flag [FLAG_REMOVED])
2593     return;
2594    
2595     if (env)
2596     {
2597     if (object *pl = in_player ())
2598     pl->contr->play_sound (sound);
2599     }
2600     else
2601     map->play_sound (sound, x, y);
2602     }
2603