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Revision: 1.250
Committed: Wed Jul 16 14:29:40 2008 UTC (15 years, 10 months ago) by root
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Branch: MAIN
Changes since 1.249: +1 -4 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.199 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.116 *
4 root 1.208 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.157 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.116 *
8 root 1.199 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.163 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.116 *
13 root 1.163 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.116 *
18 root 1.163 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.157 *
21 root 1.199 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.116 */
23 elmex 1.1
24     #include <global.h>
25 root 1.28 #include <stdio.h>
26     #include <sys/types.h>
27     #include <sys/uio.h>
28 elmex 1.1 #include <object.h>
29 root 1.146 #include <sproto.h>
30 elmex 1.1 #include <loader.h>
31 root 1.28
32 root 1.68 #include <bitset>
33    
34 root 1.202 UUID UUID::cur;
35 root 1.204 static uint64_t seq_next_save;
36     static const uint64 UUID_GAP = 1<<19;
37 elmex 1.1
38 root 1.108 objectvec objects;
39     activevec actives;
40 elmex 1.1
41 root 1.203 short freearr_x[SIZEOFFREE] = {
42     0,
43     0, 1, 1, 1, 0, -1, -1, -1,
44     0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
45     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
46 root 1.24 };
47 root 1.203 short freearr_y[SIZEOFFREE] = {
48     0,
49     -1, -1, 0, 1, 1, 1, 0, -1,
50     -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52 root 1.24 };
53 root 1.203 int maxfree[SIZEOFFREE] = {
54     0,
55     9, 10, 13, 14, 17, 18, 21, 22,
56     25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57     49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58 root 1.24 };
59     int freedir[SIZEOFFREE] = {
60 root 1.203 0,
61     1, 2, 3, 4, 5, 6, 7, 8,
62     1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64 root 1.24 };
65 elmex 1.1
66 root 1.39 static void
67 root 1.203 write_uuid (uval64 skip, bool sync)
68 root 1.39 {
69 root 1.203 CALL_BEGIN (2);
70     CALL_ARG_SV (newSVval64 (skip));
71     CALL_ARG_SV (boolSV (sync));
72     CALL_CALL ("cf::write_uuid", G_DISCARD);
73     CALL_END;
74 root 1.39 }
75    
76     static void
77     read_uuid (void)
78     {
79     char filename[MAX_BUF];
80    
81     sprintf (filename, "%s/uuid", settings.localdir);
82    
83 root 1.204 seq_next_save = 0;
84    
85 root 1.39 FILE *fp;
86    
87     if (!(fp = fopen (filename, "r")))
88     {
89     if (errno == ENOENT)
90     {
91     LOG (llevInfo, "RESET uid to 1\n");
92 root 1.202 UUID::cur.seq = 0;
93 root 1.204 write_uuid (UUID_GAP, true);
94 root 1.39 return;
95     }
96    
97     LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98     _exit (1);
99     }
100    
101 root 1.203 UUID::BUF buf;
102     buf[0] = 0;
103     fgets (buf, sizeof (buf), fp);
104    
105     if (!UUID::cur.parse (buf))
106 root 1.39 {
107 root 1.203 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 root 1.39 _exit (1);
109     }
110    
111 root 1.203 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112    
113 root 1.204 write_uuid (UUID_GAP, true);
114 root 1.39 fclose (fp);
115     }
116    
117     UUID
118 root 1.202 UUID::gen ()
119 root 1.39 {
120     UUID uid;
121    
122 root 1.202 uid.seq = ++cur.seq;
123 root 1.39
124 root 1.204 if (expect_false (cur.seq >= seq_next_save))
125     {
126     seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127     write_uuid (UUID_GAP, false);
128     }
129    
130 root 1.39
131     return uid;
132     }
133    
134     void
135 root 1.202 UUID::init ()
136 root 1.39 {
137     read_uuid ();
138     }
139    
140 elmex 1.1 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141 root 1.205 static bool
142 root 1.24 compare_ob_value_lists_one (const object *wants, const object *has)
143     {
144 root 1.228 /* n-squared behaviour (see kv_get), but I'm hoping both
145 root 1.24 * objects with lists are rare, and lists stay short. If not, use a
146     * different structure or at least keep the lists sorted...
147     */
148    
149     /* For each field in wants, */
150 root 1.228 for (key_value *kv = wants->key_values; kv; kv = kv->next)
151     if (has->kv_get (kv->key) != kv->value)
152     return false;
153 root 1.24
154     /* If we get here, every field in wants has a matching field in has. */
155 root 1.228 return true;
156 elmex 1.1 }
157    
158     /* Returns TRUE if ob1 has the same key_values as ob2. */
159 root 1.205 static bool
160 root 1.24 compare_ob_value_lists (const object *ob1, const object *ob2)
161     {
162     /* However, there may be fields in has which aren't partnered in wants,
163     * so we need to run the comparison *twice*. :(
164     */
165 root 1.228 return compare_ob_value_lists_one (ob1, ob2)
166     && compare_ob_value_lists_one (ob2, ob1);
167 elmex 1.1 }
168    
169     /* Function examines the 2 objects given to it, and returns true if
170     * they can be merged together.
171     *
172     * Note that this function appears a lot longer than the macro it
173     * replaces - this is mostly for clarity - a decent compiler should hopefully
174     * reduce this to the same efficiency.
175     *
176 root 1.66 * Check nrof variable *before* calling can_merge()
177 elmex 1.1 *
178     * Improvements made with merge: Better checking on potion, and also
179     * check weight
180     */
181 root 1.66 bool object::can_merge_slow (object *ob1, object *ob2)
182 root 1.16 {
183     /* A couple quicksanity checks */
184 root 1.66 if (ob1 == ob2
185     || ob1->type != ob2->type
186     || ob1->speed != ob2->speed
187     || ob1->value != ob2->value
188     || ob1->name != ob2->name)
189 root 1.16 return 0;
190    
191 root 1.205 /* Do not merge objects if nrof would overflow. First part checks
192 root 1.208 * for unsigned overflow (2c), second part checks whether the result
193 root 1.205 * would fit into a 32 bit signed int, which is often used to hold
194     * nrof values.
195 root 1.16 */
196 root 1.205 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 root 1.16 return 0;
198    
199     /* If the objects have been identified, set the BEEN_APPLIED flag.
200 root 1.205 * This is to the comparison of the flags below will be OK. We
201 root 1.16 * just can't ignore the been applied or identified flags, as they
202     * are not equal - just if it has been identified, the been_applied
203     * flags lose any meaning.
204     */
205     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
206     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207    
208     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210 elmex 1.1
211 root 1.243 if (ob1->arch->archname != ob2->arch->archname
212 root 1.68 || ob1->name != ob2->name
213     || ob1->title != ob2->title
214     || ob1->msg != ob2->msg
215     || ob1->weight != ob2->weight
216     || ob1->attacktype != ob2->attacktype
217     || ob1->magic != ob2->magic
218     || ob1->slaying != ob2->slaying
219     || ob1->skill != ob2->skill
220     || ob1->value != ob2->value
221     || ob1->animation_id != ob2->animation_id
222 root 1.243 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
223 root 1.68 || ob1->client_type != ob2->client_type
224     || ob1->materialname != ob2->materialname
225     || ob1->lore != ob2->lore
226     || ob1->subtype != ob2->subtype
227     || ob1->move_type != ob2->move_type
228     || ob1->move_block != ob2->move_block
229     || ob1->move_allow != ob2->move_allow
230     || ob1->move_on != ob2->move_on
231     || ob1->move_off != ob2->move_off
232     || ob1->move_slow != ob2->move_slow
233 root 1.208 || ob1->move_slow_penalty != ob2->move_slow_penalty
234     || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235     || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
236     return 0;
237    
238     if ((ob1->flag ^ ob2->flag)
239     .reset (FLAG_INV_LOCKED)
240     .reset (FLAG_CLIENT_SENT)
241     .reset (FLAG_REMOVED)
242     .any ())
243 root 1.16 return 0;
244    
245 root 1.205 /* This is really a spellbook check - we should in general
246     * not merge objects with real inventories, as splitting them
247     * is hard.
248 root 1.16 */
249     if (ob1->inv || ob2->inv)
250     {
251 root 1.193 if (!(ob1->inv && ob2->inv))
252     return 0; /* inventories differ in length */
253    
254     if (ob1->inv->below || ob2->inv->below)
255     return 0; /* more than one object in inv */
256 root 1.16
257 root 1.66 if (!object::can_merge (ob1->inv, ob2->inv))
258 root 1.205 return 0; /* inventory objects differ */
259 root 1.16
260     /* inventory ok - still need to check rest of this object to see
261     * if it is valid.
262     */
263     }
264 elmex 1.1
265 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
266     * it is possible for most any character to have more than one of
267     * some items equipped, and we don't want those to merge.
268     */
269     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
270     return 0;
271 elmex 1.1
272 root 1.16 /* Note sure why the following is the case - either the object has to
273     * be animated or have a very low speed. Is this an attempted monster
274     * check?
275     */
276 elmex 1.97 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
277 root 1.16 return 0;
278 elmex 1.1
279 root 1.16 switch (ob1->type)
280     {
281 root 1.29 case SCROLL:
282     if (ob1->level != ob2->level)
283     return 0;
284     break;
285 root 1.16 }
286 elmex 1.1
287 root 1.205 if (ob1->key_values || ob2->key_values)
288 root 1.16 {
289     /* At least one of these has key_values. */
290 root 1.205 if ((!ob1->key_values) != (!ob2->key_values))
291 root 1.208 return 0; /* One has fields, but the other one doesn't. */
292    
293     if (!compare_ob_value_lists (ob1, ob2))
294 root 1.24 return 0;
295 elmex 1.1 }
296 root 1.16
297     if (ob1->self || ob2->self)
298     {
299     ob1->optimise ();
300     ob2->optimise ();
301    
302     if (ob1->self || ob2->self)
303 root 1.192 {
304 root 1.195 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
305     int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
306 root 1.192
307     if (k1 != k2)
308     return 0;
309 root 1.208
310     if (k1 == 0)
311 root 1.192 return 1;
312 root 1.208
313     if (!cfperl_can_merge (ob1, ob2))
314 root 1.192 return 0;
315     }
316 elmex 1.1 }
317    
318 root 1.16 /* Everything passes, must be OK. */
319     return 1;
320 elmex 1.1 }
321 root 1.24
322 root 1.214 // find player who can see this object
323     object *
324     object::visible_to () const
325     {
326 root 1.220 if (client_visible () && !flag [FLAG_REMOVED])
327 root 1.214 {
328     // see if we are in a container of sorts
329     if (env)
330     {
331     // the player inventory itself is always visible
332     if (env->type == PLAYER)
333     return env;
334    
335     // else a player could have our env open
336     object *envest = env->outer_env ();
337    
338     // the player itself is always on a map, so we will find him here
339     // even if our inv is in a player.
340     if (envest->is_on_map ())
341     if (object *pl = envest->ms ().player ())
342     if (pl->container == env)
343     return pl;
344     }
345     else
346     {
347     // maybe there is a player standing on the same mapspace
348     // this will catch the case where "this" is a player
349     if (object *pl = ms ().player ())
350 root 1.248 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
351     || this == pl->container)
352 root 1.220 return pl;
353 root 1.214 }
354     }
355    
356     return 0;
357     }
358    
359 root 1.208 // adjust weight per container type ("of holding")
360 root 1.207 static sint32
361 root 1.233 weight_adjust_for (object *op, sint32 weight)
362 root 1.207 {
363     return op->type == CONTAINER
364     ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
365     : weight;
366     }
367    
368 elmex 1.1 /*
369 root 1.208 * adjust_weight(object, weight) adds the specified weight to an object,
370 root 1.207 * and also updates how much the environment(s) is/are carrying.
371 elmex 1.1 */
372 root 1.207 static void
373 root 1.208 adjust_weight (object *op, sint32 weight)
374 root 1.24 {
375 root 1.207 while (op)
376 root 1.24 {
377 root 1.233 // adjust by actual difference to account for rounding errors
378     // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
379     weight = weight_adjust_for (op, op->carrying)
380     - weight_adjust_for (op, op->carrying - weight);
381 root 1.142
382 root 1.212 if (!weight)
383     return;
384    
385 root 1.207 op->carrying += weight;
386 root 1.212
387     if (object *pl = op->visible_to ())
388 root 1.215 if (pl != op) // player is handled lazily
389     esrv_update_item (UPD_WEIGHT, pl, op);
390 root 1.212
391 root 1.207 op = op->env;
392 root 1.24 }
393 root 1.207 }
394 root 1.37
395 root 1.207 /*
396     * this is a recursive function which calculates the weight
397     * an object is carrying. It goes through op and figures out how much
398     * containers are carrying, and sums it up.
399     */
400     void
401     object::update_weight ()
402     {
403     sint32 sum = 0;
404 root 1.37
405 root 1.207 for (object *op = inv; op; op = op->below)
406     {
407     if (op->inv)
408     op->update_weight ();
409 elmex 1.1
410 root 1.207 sum += op->total_weight ();
411     }
412 elmex 1.1
413 root 1.234 sum = weight_adjust_for (this, sum);
414 root 1.212
415     if (sum != carrying)
416     {
417     carrying = sum;
418    
419     if (object *pl = visible_to ())
420 root 1.215 if (pl != this) // player is handled lazily
421     esrv_update_item (UPD_WEIGHT, pl, this);
422 root 1.212 }
423 elmex 1.1 }
424    
425     /*
426 root 1.208 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
427 elmex 1.1 */
428 root 1.53 char *
429 root 1.24 dump_object (object *op)
430     {
431 root 1.53 if (!op)
432     return strdup ("[NULLOBJ]");
433 elmex 1.1
434 root 1.53 object_freezer freezer;
435 root 1.133 op->write (freezer);
436 root 1.53 return freezer.as_string ();
437 elmex 1.1 }
438    
439     /*
440     * get_nearest_part(multi-object, object 2) returns the part of the
441     * multi-object 1 which is closest to the second object.
442     * If it's not a multi-object, it is returned.
443     */
444 root 1.24 object *
445     get_nearest_part (object *op, const object *pl)
446     {
447     object *tmp, *closest;
448     int last_dist, i;
449    
450 root 1.208 if (!op->more)
451 elmex 1.1 return op;
452 root 1.208
453     for (last_dist = distance (op, pl), closest = op, tmp = op->more;
454     tmp;
455     tmp = tmp->more)
456 root 1.24 if ((i = distance (tmp, pl)) < last_dist)
457     closest = tmp, last_dist = i;
458 root 1.208
459 elmex 1.1 return closest;
460     }
461    
462     /*
463     * Returns the object which has the count-variable equal to the argument.
464 root 1.208 * VERRRY slow.
465 elmex 1.1 */
466 root 1.24 object *
467     find_object (tag_t i)
468     {
469 root 1.112 for_all_objects (op)
470     if (op->count == i)
471     return op;
472    
473     return 0;
474 elmex 1.1 }
475    
476     /*
477     * Returns the first object which has a name equal to the argument.
478     * Used only by the patch command, but not all that useful.
479     * Enables features like "patch <name-of-other-player> food 999"
480     */
481 root 1.24 object *
482     find_object_name (const char *str)
483     {
484 root 1.35 shstr_cmp str_ (str);
485 root 1.24
486 root 1.243 if (str_)
487     for_all_objects (op)
488     if (op->name == str_)
489     return op;
490 root 1.11
491 root 1.243 return 0;
492 elmex 1.1 }
493    
494     /*
495     * Sets the owner and sets the skill and exp pointers to owner's current
496     * skill and experience objects.
497 root 1.183 * ACTUALLY NO! investigate! TODO
498 elmex 1.1 */
499 root 1.24 void
500 root 1.30 object::set_owner (object *owner)
501 elmex 1.1 {
502 root 1.183 // allow objects which own objects
503     if (owner)
504     while (owner->owner)
505     owner = owner->owner;
506 elmex 1.1
507 root 1.198 if (flag [FLAG_FREED])
508     {
509     LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
510     return;
511     }
512    
513 root 1.30 this->owner = owner;
514 elmex 1.1 }
515    
516 root 1.148 int
517     object::slottype () const
518     {
519     if (type == SKILL)
520     {
521     if (IS_COMBAT_SKILL (subtype)) return slot_combat;
522     if (IS_RANGED_SKILL (subtype)) return slot_ranged;
523     }
524     else
525     {
526     if (slot [body_combat].info) return slot_combat;
527     if (slot [body_range ].info) return slot_ranged;
528     }
529    
530     return slot_none;
531     }
532    
533 root 1.147 bool
534     object::change_weapon (object *ob)
535 root 1.144 {
536     if (current_weapon == ob)
537 root 1.147 return true;
538 root 1.146
539 root 1.150 if (chosen_skill)
540     chosen_skill->flag [FLAG_APPLIED] = false;
541    
542 root 1.144 current_weapon = ob;
543 root 1.147 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
544 root 1.146
545 root 1.150 if (chosen_skill)
546     chosen_skill->flag [FLAG_APPLIED] = true;
547    
548 root 1.144 update_stats ();
549 root 1.147
550     if (ob)
551     {
552     // now check wether any body locations became invalid, in which case
553     // we cannot apply the weapon at the moment.
554     for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
555     if (slot[i].used < 0)
556     {
557     current_weapon = chosen_skill = 0;
558     update_stats ();
559    
560     new_draw_info_format (NDI_UNIQUE, 0, this,
561 root 1.156 "You try to balance all your items at once, "
562     "but the %s is just too much for your body. "
563     "[You need to unapply some items first.]", &ob->name);
564 root 1.147 return false;
565     }
566    
567 root 1.148 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
568 root 1.147 }
569     else
570 root 1.148 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
571 root 1.147
572 root 1.151 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
573     {
574     LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
575     &name, ob->debug_desc ());
576     return false;
577     }
578    
579 root 1.147 return true;
580 root 1.144 }
581    
582 elmex 1.1 /* Zero the key_values on op, decrementing the shared-string
583     * refcounts and freeing the links.
584     */
585 root 1.24 static void
586     free_key_values (object *op)
587 root 1.11 {
588 root 1.137 for (key_value *i = op->key_values; i; )
589 root 1.11 {
590     key_value *next = i->next;
591     delete i;
592 root 1.24
593 root 1.11 i = next;
594 elmex 1.1 }
595 root 1.24
596 root 1.11 op->key_values = 0;
597 elmex 1.1 }
598    
599 root 1.227 /*
600     * copy_to first frees everything allocated by the dst object,
601     * and then copies the contents of itself into the second
602     * object, allocating what needs to be allocated. Basically, any
603     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
604     * if the first object is freed, the pointers in the new object
605     * will point at garbage.
606     */
607     void
608     object::copy_to (object *dst)
609 root 1.11 {
610 root 1.227 dst->remove ();
611     *(object_copy *)dst = *this;
612     dst->flag [FLAG_REMOVED] = true;
613 elmex 1.1
614 root 1.11 /* Copy over key_values, if any. */
615 root 1.227 if (key_values)
616 root 1.14 {
617 root 1.23 key_value *tail = 0;
618 root 1.227 dst->key_values = 0;
619 elmex 1.1
620 root 1.227 for (key_value *i = key_values; i; i = i->next)
621 root 1.11 {
622     key_value *new_link = new key_value;
623 root 1.8
624 root 1.227 new_link->next = 0;
625     new_link->key = i->key;
626 root 1.11 new_link->value = i->value;
627    
628     /* Try and be clever here, too. */
629 root 1.227 if (!dst->key_values)
630 root 1.11 {
631 root 1.227 dst->key_values = new_link;
632 root 1.11 tail = new_link;
633 root 1.8 }
634 root 1.11 else
635     {
636     tail->next = new_link;
637     tail = new_link;
638     }
639 root 1.14 }
640     }
641 root 1.137
642     if (speed < 0)
643 root 1.185 dst->speed_left -= rndm ();
644 root 1.2
645 root 1.87 dst->set_speed (dst->speed);
646 elmex 1.1 }
647    
648 root 1.133 void
649     object::instantiate ()
650     {
651     if (!uuid.seq) // HACK
652 root 1.202 uuid = UUID::gen ();
653 root 1.133
654     speed_left = -0.1f;
655     /* copy the body_info to the body_used - this is only really
656     * need for monsters, but doesn't hurt to do it for everything.
657     * by doing so, when a monster is created, it has good starting
658     * values for the body_used info, so when items are created
659     * for it, they can be properly equipped.
660     */
661 root 1.145 for (int i = NUM_BODY_LOCATIONS; i--; )
662     slot[i].used = slot[i].info;
663 root 1.133
664     attachable::instantiate ();
665     }
666    
667 root 1.65 object *
668     object::clone ()
669     {
670     object *neu = create ();
671     copy_to (neu);
672 root 1.225 neu->map = map; // not copied by copy_to
673 root 1.65 return neu;
674     }
675    
676 elmex 1.1 /*
677     * If an object with the IS_TURNABLE() flag needs to be turned due
678     * to the closest player being on the other side, this function can
679     * be called to update the face variable, _and_ how it looks on the map.
680     */
681 root 1.24 void
682     update_turn_face (object *op)
683     {
684 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
685 root 1.24 return;
686 root 1.96
687 root 1.24 SET_ANIMATION (op, op->direction);
688     update_object (op, UP_OBJ_FACE);
689 elmex 1.1 }
690    
691     /*
692     * Updates the speed of an object. If the speed changes from 0 to another
693     * value, or vice versa, then add/remove the object from the active list.
694     * This function needs to be called whenever the speed of an object changes.
695     */
696 root 1.24 void
697 root 1.87 object::set_speed (float speed)
698 root 1.24 {
699 root 1.87 if (flag [FLAG_FREED] && speed)
700 root 1.24 {
701 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
702     speed = 0;
703 elmex 1.1 }
704 root 1.31
705 root 1.87 this->speed = speed;
706    
707 elmex 1.97 if (has_active_speed ())
708 root 1.98 activate ();
709 root 1.24 else
710 root 1.98 deactivate ();
711 elmex 1.1 }
712    
713     /*
714 root 1.75 * update_object() updates the the map.
715 elmex 1.1 * It takes into account invisible objects (and represent squares covered
716     * by invisible objects by whatever is below them (unless it's another
717     * invisible object, etc...)
718     * If the object being updated is beneath a player, the look-window
719     * of that player is updated (this might be a suboptimal way of
720     * updating that window, though, since update_object() is called _often_)
721     *
722     * action is a hint of what the caller believes need to be done.
723     * current action are:
724     * UP_OBJ_INSERT: op was inserted
725     * UP_OBJ_REMOVE: op was removed
726     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
727     * as that is easier than trying to look at what may have changed.
728     * UP_OBJ_FACE: only the objects face has changed.
729     */
730 root 1.24 void
731     update_object (object *op, int action)
732     {
733 root 1.222 if (!op)
734 root 1.24 {
735     /* this should never happen */
736 root 1.222 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
737 root 1.24 return;
738 elmex 1.1 }
739 root 1.24
740 root 1.222 if (!op->is_on_map ())
741 root 1.24 {
742     /* Animation is currently handled by client, so nothing
743     * to do in this case.
744     */
745     return;
746 elmex 1.1 }
747    
748 root 1.24 /* make sure the object is within map boundaries */
749 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
750 root 1.24 {
751     LOG (llevError, "update_object() called for object out of map!\n");
752 elmex 1.1 #ifdef MANY_CORES
753 root 1.24 abort ();
754 elmex 1.1 #endif
755 root 1.24 return;
756 elmex 1.1 }
757    
758 root 1.76 mapspace &m = op->ms ();
759 elmex 1.1
760 root 1.99 if (!(m.flags_ & P_UPTODATE))
761 root 1.75 /* nop */;
762     else if (action == UP_OBJ_INSERT)
763     {
764     // this is likely overkill, TODO: revisit (schmorp)
765     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
766     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
767     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
768     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
769     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
770     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
771     || (m.move_on | op->move_on ) != m.move_on
772     || (m.move_off | op->move_off ) != m.move_off
773     || (m.move_slow | op->move_slow) != m.move_slow
774     /* This isn't perfect, but I don't expect a lot of objects to
775     * to have move_allow right now.
776     */
777     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
778     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
779 root 1.99 m.flags_ = 0;
780 root 1.75 }
781     /* if the object is being removed, we can't make intelligent
782     * decisions, because remove_ob can't really pass the object
783     * that is being removed.
784     */
785 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
786 root 1.99 m.flags_ = 0;
787 root 1.24 else if (action == UP_OBJ_FACE)
788 root 1.29 /* Nothing to do for that case */ ;
789 root 1.24 else
790 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
791 elmex 1.1
792 root 1.75 if (op->more)
793 root 1.24 update_object (op->more, action);
794 elmex 1.1 }
795    
796 root 1.21 object::object ()
797     {
798 root 1.22 SET_FLAG (this, FLAG_REMOVED);
799    
800     expmul = 1.0;
801     face = blank_face;
802     }
803    
804     object::~object ()
805     {
806 root 1.121 unlink ();
807 root 1.119
808 root 1.22 free_key_values (this);
809     }
810    
811 root 1.112 static int object_count;
812    
813 root 1.24 void object::link ()
814 root 1.22 {
815 root 1.112 assert (!index);//D
816 root 1.202 uuid = UUID::gen ();
817 root 1.112 count = ++object_count;
818 root 1.21
819 root 1.109 refcnt_inc ();
820 root 1.108 objects.insert (this);
821 root 1.21 }
822    
823 root 1.24 void object::unlink ()
824 root 1.21 {
825 root 1.121 if (!index)
826     return;
827    
828 root 1.108 objects.erase (this);
829 root 1.109 refcnt_dec ();
830 root 1.98 }
831    
832 root 1.96 void
833 root 1.98 object::activate ()
834 root 1.96 {
835 root 1.98 /* If already on active list, don't do anything */
836 root 1.108 if (active)
837 root 1.98 return;
838    
839 elmex 1.97 if (has_active_speed ())
840 root 1.108 actives.insert (this);
841 root 1.98 }
842 root 1.96
843 root 1.98 void
844     object::activate_recursive ()
845     {
846     activate ();
847    
848 root 1.104 for (object *op = inv; op; op = op->below)
849 root 1.98 op->activate_recursive ();
850 root 1.96 }
851    
852     /* This function removes object 'op' from the list of active
853     * objects.
854     * This should only be used for style maps or other such
855     * reference maps where you don't want an object that isn't
856     * in play chewing up cpu time getting processed.
857     * The reverse of this is to call update_ob_speed, which
858     * will do the right thing based on the speed of the object.
859     */
860     void
861 root 1.98 object::deactivate ()
862 root 1.96 {
863     /* If not on the active list, nothing needs to be done */
864 root 1.108 if (!active)
865 root 1.96 return;
866    
867 root 1.108 actives.erase (this);
868 root 1.98 }
869 root 1.96
870 root 1.98 void
871     object::deactivate_recursive ()
872     {
873 root 1.104 for (object *op = inv; op; op = op->below)
874 root 1.98 op->deactivate_recursive ();
875    
876     deactivate ();
877 root 1.96 }
878    
879 root 1.106 void
880     object::set_flag_inv (int flag, int value)
881     {
882     for (object *op = inv; op; op = op->below)
883     {
884     op->flag [flag] = value;
885     op->set_flag_inv (flag, value);
886     }
887     }
888    
889 root 1.89 /*
890     * Remove and free all objects in the inventory of the given object.
891     * object.c ?
892     */
893     void
894     object::destroy_inv (bool drop_to_ground)
895     {
896 root 1.94 // need to check first, because the checks below might segfault
897     // as we might be on an invalid mapspace and crossfire code
898     // is too buggy to ensure that the inventory is empty.
899 root 1.217 // corollary: if you create arrows etc. with stuff in its inventory,
900 root 1.94 // cf will crash below with off-map x and y
901     if (!inv)
902     return;
903    
904 root 1.89 /* Only if the space blocks everything do we not process -
905     * if some form of movement is allowed, let objects
906     * drop on that space.
907     */
908 root 1.92 if (!drop_to_ground
909     || !map
910 root 1.206 || map->in_memory != MAP_ACTIVE
911 root 1.238 || map->no_drop
912 root 1.95 || ms ().move_block == MOVE_ALL)
913 root 1.89 {
914     while (inv)
915 root 1.250 inv->destroy (true);
916 root 1.89 }
917     else
918     { /* Put objects in inventory onto this space */
919     while (inv)
920     {
921     object *op = inv;
922    
923     if (op->flag [FLAG_STARTEQUIP]
924     || op->flag [FLAG_NO_DROP]
925     || op->type == RUNE
926     || op->type == TRAP
927 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
928     || op->flag [FLAG_DESTROY_ON_DEATH])
929 root 1.217 op->destroy (true);
930 root 1.89 else
931 root 1.93 map->insert (op, x, y);
932 root 1.89 }
933     }
934     }
935    
936 root 1.21 object *object::create ()
937     {
938 root 1.42 object *op = new object;
939 root 1.22 op->link ();
940     return op;
941 root 1.21 }
942 elmex 1.1
943 root 1.223 static struct freed_map : maptile
944     {
945     freed_map ()
946     {
947 root 1.238 path = "<freed objects map>";
948     name = "/internal/freed_objects_map";
949     width = 3;
950     height = 3;
951     no_drop = 1;
952     no_reset = 1;
953 root 1.223
954     alloc ();
955     in_memory = MAP_ACTIVE;
956     }
957 root 1.229
958     ~freed_map ()
959     {
960     destroy ();
961     }
962 root 1.223 } freed_map; // freed objects are moved here to avoid crashes
963    
964 root 1.82 void
965     object::do_destroy ()
966 root 1.14 {
967 root 1.82 if (flag [FLAG_IS_LINKED])
968     remove_button_link (this);
969 root 1.29
970 root 1.82 if (flag [FLAG_FRIENDLY])
971 root 1.140 remove_friendly_object (this);
972 root 1.32
973 root 1.213 remove ();
974    
975     attachable::do_destroy ();
976 root 1.14
977 root 1.112 deactivate ();
978     unlink ();
979 root 1.92
980 root 1.82 flag [FLAG_FREED] = 1;
981 root 1.14
982 root 1.57 // hack to ensure that freed objects still have a valid map
983 root 1.223 map = &freed_map;
984     x = 1;
985     y = 1;
986 root 1.57
987 root 1.88 if (more)
988     {
989     more->destroy ();
990     more = 0;
991     }
992 root 1.82
993 root 1.162 head = 0;
994    
995     // clear those pointers that likely might cause circular references
996     owner = 0;
997     enemy = 0;
998     attacked_by = 0;
999     current_weapon = 0;
1000 root 1.82 }
1001    
1002     void
1003     object::destroy (bool destroy_inventory)
1004     {
1005     if (destroyed ())
1006     return;
1007    
1008 root 1.219 if (!is_head () && !head->destroyed ())
1009     {
1010     LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011     head->destroy (destroy_inventory);
1012 root 1.223 return;
1013 root 1.219 }
1014    
1015 root 1.217 destroy_inv (!destroy_inventory);
1016 root 1.22
1017 root 1.173 if (is_head ())
1018     if (sound_destroy)
1019     play_sound (sound_destroy);
1020     else if (flag [FLAG_MONSTER])
1021     play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1022 root 1.169
1023 root 1.82 attachable::destroy ();
1024 elmex 1.1 }
1025    
1026 root 1.63 /* op->remove ():
1027 elmex 1.1 * This function removes the object op from the linked list of objects
1028     * which it is currently tied to. When this function is done, the
1029     * object will have no environment. If the object previously had an
1030     * environment, the x and y coordinates will be updated to
1031     * the previous environment.
1032     */
1033 root 1.24 void
1034 root 1.128 object::do_remove ()
1035 root 1.24 {
1036 root 1.45 object *tmp, *last = 0;
1037     object *otmp;
1038 root 1.26
1039 root 1.213 if (flag [FLAG_REMOVED])
1040 root 1.29 return;
1041 root 1.24
1042 root 1.82 INVOKE_OBJECT (REMOVE, this);
1043 root 1.26
1044 root 1.213 flag [FLAG_REMOVED] = true;
1045    
1046 root 1.59 if (more)
1047     more->remove ();
1048 root 1.24
1049     /*
1050     * In this case, the object to be removed is in someones
1051     * inventory.
1052     */
1053 root 1.59 if (env)
1054 root 1.24 {
1055 root 1.221 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1056 root 1.220 if (object *pl = visible_to ())
1057     esrv_del_item (pl->contr, count);
1058 root 1.221 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 root 1.220
1060 root 1.208 adjust_weight (env, -total_weight ());
1061 root 1.24
1062 root 1.237 /* we set up values so that it could be inserted into
1063     * the map, but we don't actually do that - it is up
1064     * to the caller to decide what we want to do.
1065     */
1066     map = env->map;
1067     x = env->x;
1068     y = env->y;
1069    
1070 root 1.236 // make sure cmov optimisation is applicable
1071 root 1.208 *(above ? &above->below : &env->inv) = below;
1072 root 1.236 *(below ? &below->above : &above ) = above; // &above is just a dummy
1073 root 1.24
1074 root 1.236 above = 0;
1075     below = 0;
1076     env = 0;
1077 root 1.24
1078 root 1.208 /* NO_FIX_PLAYER is set when a great many changes are being
1079     * made to players inventory. If set, avoiding the call
1080     * to save cpu time.
1081     */
1082     if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1083     otmp->update_stats ();
1084 root 1.59 }
1085     else if (map)
1086     {
1087 root 1.220 map->dirty = true;
1088     mapspace &ms = this->ms ();
1089    
1090     if (object *pl = ms.player ())
1091 root 1.96 {
1092 root 1.220 if (type == PLAYER) // this == pl(!)
1093     {
1094     // leaving a spot always closes any open container on the ground
1095     if (container && !container->env)
1096     // this causes spurious floorbox updates, but it ensures
1097     // that the CLOSE event is being sent.
1098     close_container ();
1099    
1100     --map->players;
1101     map->touch ();
1102     }
1103     else if (pl->container == this)
1104     {
1105     // removing a container should close it
1106     close_container ();
1107     }
1108 root 1.130
1109 root 1.220 esrv_del_item (pl->contr, count);
1110 root 1.96 }
1111    
1112 root 1.29 /* link the object above us */
1113 root 1.236 // re-link, make sure compiler can easily use cmove
1114     *(above ? &above->below : &ms.top) = below;
1115     *(below ? &below->above : &ms.bot) = above;
1116 root 1.26
1117 root 1.59 above = 0;
1118     below = 0;
1119 root 1.26
1120 root 1.59 if (map->in_memory == MAP_SAVING)
1121 root 1.29 return;
1122 elmex 1.1
1123 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1124 elmex 1.1
1125 root 1.175 if (object *pl = ms.player ())
1126     {
1127     if (pl->container == this)
1128     /* If a container that the player is currently using somehow gets
1129     * removed (most likely destroyed), update the player view
1130     * appropriately.
1131     */
1132     pl->close_container ();
1133    
1134 root 1.218 //TODO: the floorbox prev/next might need updating
1135 root 1.226 //esrv_del_item (pl->contr, count);
1136     //TODO: update floorbox to preserve ordering
1137     if (pl->contr->ns)
1138     pl->contr->ns->floorbox_update ();
1139 root 1.175 }
1140    
1141 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1142 root 1.24 {
1143 root 1.29 /* No point updating the players look faces if he is the object
1144     * being removed.
1145 root 1.24 */
1146 root 1.29
1147 root 1.96 /* See if object moving off should effect something */
1148 root 1.50 if (check_walk_off
1149 root 1.59 && ((move_type & tmp->move_off)
1150     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1151 root 1.29 {
1152 elmex 1.72 move_apply (tmp, this, 0);
1153 root 1.24
1154 root 1.59 if (destroyed ())
1155 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1156 root 1.8 }
1157    
1158 root 1.29 last = tmp;
1159     }
1160 root 1.26
1161 root 1.96 /* last == NULL if there are no objects on this space */
1162     //TODO: this makes little sense, why only update the topmost object?
1163 root 1.59 if (!last)
1164 root 1.99 map->at (x, y).flags_ = 0;
1165 root 1.29 else
1166     update_object (last, UP_OBJ_REMOVE);
1167 root 1.26
1168 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1169 root 1.59 update_all_los (map, x, y);
1170 elmex 1.1 }
1171     }
1172    
1173     /*
1174     * merge_ob(op,top):
1175     *
1176     * This function goes through all objects below and including top, and
1177     * merges op to the first matching object.
1178     * If top is NULL, it is calculated.
1179     * Returns pointer to object if it succeded in the merge, otherwise NULL
1180     */
1181 root 1.24 object *
1182     merge_ob (object *op, object *top)
1183     {
1184     if (!op->nrof)
1185 elmex 1.1 return 0;
1186 root 1.29
1187 root 1.194 if (!top)
1188 root 1.82 for (top = op; top && top->above; top = top->above)
1189     ;
1190 root 1.29
1191 root 1.82 for (; top; top = top->below)
1192 root 1.214 if (object::can_merge (op, top))
1193     {
1194     top->nrof += op->nrof;
1195    
1196     if (object *pl = top->visible_to ())
1197     esrv_update_item (UPD_NROF, pl, top);
1198    
1199     op->weight = 0; // cancel the addition above
1200     op->carrying = 0; // must be 0 already
1201 root 1.66
1202 root 1.214 op->destroy (1);
1203 root 1.24
1204 root 1.214 return top;
1205     }
1206 root 1.29
1207 root 1.45 return 0;
1208 elmex 1.1 }
1209    
1210 root 1.138 void
1211     object::expand_tail ()
1212     {
1213     if (more)
1214     return;
1215    
1216     object *prev = this;
1217    
1218 root 1.160 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1219 root 1.138 {
1220     object *op = arch_to_object (at);
1221    
1222     op->name = name;
1223     op->name_pl = name_pl;
1224     op->title = title;
1225    
1226     op->head = this;
1227     prev->more = op;
1228    
1229     prev = op;
1230     }
1231     }
1232    
1233 elmex 1.1 /*
1234 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1235     * job preparing multi-part monsters.
1236 elmex 1.1 */
1237 root 1.24 object *
1238 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1239 root 1.24 {
1240 root 1.244 op->remove ();
1241    
1242 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1243 root 1.24 {
1244 root 1.159 tmp->x = x + tmp->arch->x;
1245     tmp->y = y + tmp->arch->y;
1246 elmex 1.1 }
1247 root 1.29
1248 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1249 elmex 1.1 }
1250    
1251     /*
1252     * insert_ob_in_map (op, map, originator, flag):
1253     * This function inserts the object in the two-way linked list
1254     * which represents what is on a map.
1255     * The second argument specifies the map, and the x and y variables
1256     * in the object about to be inserted specifies the position.
1257     *
1258     * originator: Player, monster or other object that caused 'op' to be inserted
1259     * into 'map'. May be NULL.
1260     *
1261     * flag is a bitmask about special things to do (or not do) when this
1262     * function is called. see the object.h file for the INS_ values.
1263     * Passing 0 for flag gives proper default values, so flag really only needs
1264     * to be set if special handling is needed.
1265     *
1266     * Return value:
1267     * new object if 'op' was merged with other object
1268     * NULL if 'op' was destroyed
1269     * just 'op' otherwise
1270     */
1271 root 1.24 object *
1272 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1273 elmex 1.1 {
1274 root 1.244 if (op->is_on_map ())
1275     {
1276     LOG (llevError, "insert_ob_in_map called for object already on map");
1277     abort ();
1278     }
1279    
1280     if (op->env)
1281     {
1282     LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1283     op->remove ();
1284     }
1285 root 1.117
1286 root 1.245 if (op->face && !face_info (op->face))//D TODO: remove soon
1287     {//D
1288     LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1289     op->face = 1;//D
1290     }//D
1291    
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 1.247 adjust_weight (env, -weight * max (1, 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 1.249 destroy ();
1554 root 1.212 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