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Revision: 1.251
Committed: Sun Jul 20 16:56:34 2008 UTC (15 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_6, rel-2_61
Changes since 1.250: +2 -3 lines
Log Message:
*** empty log message ***

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.199 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.116 *
4 root 1.208 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.157 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.116 *
8 root 1.199 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.163 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.116 *
13 root 1.163 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.116 *
18 root 1.163 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.157 *
21 root 1.199 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.116 */
23 elmex 1.1
24     #include <global.h>
25 root 1.28 #include <stdio.h>
26     #include <sys/types.h>
27     #include <sys/uio.h>
28 elmex 1.1 #include <object.h>
29 root 1.146 #include <sproto.h>
30 elmex 1.1 #include <loader.h>
31 root 1.28
32 root 1.68 #include <bitset>
33    
34 root 1.202 UUID UUID::cur;
35 root 1.204 static uint64_t seq_next_save;
36     static const uint64 UUID_GAP = 1<<19;
37 elmex 1.1
38 root 1.108 objectvec objects;
39     activevec actives;
40 elmex 1.1
41 root 1.203 short freearr_x[SIZEOFFREE] = {
42     0,
43     0, 1, 1, 1, 0, -1, -1, -1,
44     0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
45     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
46 root 1.24 };
47 root 1.203 short freearr_y[SIZEOFFREE] = {
48     0,
49     -1, -1, 0, 1, 1, 1, 0, -1,
50     -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52 root 1.24 };
53 root 1.203 int maxfree[SIZEOFFREE] = {
54     0,
55     9, 10, 13, 14, 17, 18, 21, 22,
56     25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57     49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58 root 1.24 };
59     int freedir[SIZEOFFREE] = {
60 root 1.203 0,
61     1, 2, 3, 4, 5, 6, 7, 8,
62     1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64 root 1.24 };
65 elmex 1.1
66 root 1.39 static void
67 root 1.203 write_uuid (uval64 skip, bool sync)
68 root 1.39 {
69 root 1.203 CALL_BEGIN (2);
70     CALL_ARG_SV (newSVval64 (skip));
71     CALL_ARG_SV (boolSV (sync));
72     CALL_CALL ("cf::write_uuid", G_DISCARD);
73     CALL_END;
74 root 1.39 }
75    
76     static void
77     read_uuid (void)
78     {
79     char filename[MAX_BUF];
80    
81     sprintf (filename, "%s/uuid", settings.localdir);
82    
83 root 1.204 seq_next_save = 0;
84    
85 root 1.39 FILE *fp;
86    
87     if (!(fp = fopen (filename, "r")))
88     {
89     if (errno == ENOENT)
90     {
91     LOG (llevInfo, "RESET uid to 1\n");
92 root 1.202 UUID::cur.seq = 0;
93 root 1.204 write_uuid (UUID_GAP, true);
94 root 1.39 return;
95     }
96    
97     LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98     _exit (1);
99     }
100    
101 root 1.203 UUID::BUF buf;
102     buf[0] = 0;
103     fgets (buf, sizeof (buf), fp);
104    
105     if (!UUID::cur.parse (buf))
106 root 1.39 {
107 root 1.203 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 root 1.39 _exit (1);
109     }
110    
111 root 1.203 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112    
113 root 1.204 write_uuid (UUID_GAP, true);
114 root 1.39 fclose (fp);
115     }
116    
117     UUID
118 root 1.202 UUID::gen ()
119 root 1.39 {
120     UUID uid;
121    
122 root 1.202 uid.seq = ++cur.seq;
123 root 1.39
124 root 1.204 if (expect_false (cur.seq >= seq_next_save))
125     {
126     seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127     write_uuid (UUID_GAP, false);
128     }
129    
130 root 1.39
131     return uid;
132     }
133    
134     void
135 root 1.202 UUID::init ()
136 root 1.39 {
137     read_uuid ();
138     }
139    
140 elmex 1.1 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141 root 1.205 static bool
142 root 1.24 compare_ob_value_lists_one (const object *wants, const object *has)
143     {
144 root 1.228 /* n-squared behaviour (see kv_get), but I'm hoping both
145 root 1.24 * objects with lists are rare, and lists stay short. If not, use a
146     * different structure or at least keep the lists sorted...
147     */
148    
149     /* For each field in wants, */
150 root 1.228 for (key_value *kv = wants->key_values; kv; kv = kv->next)
151     if (has->kv_get (kv->key) != kv->value)
152     return false;
153 root 1.24
154     /* If we get here, every field in wants has a matching field in has. */
155 root 1.228 return true;
156 elmex 1.1 }
157    
158     /* Returns TRUE if ob1 has the same key_values as ob2. */
159 root 1.205 static bool
160 root 1.24 compare_ob_value_lists (const object *ob1, const object *ob2)
161     {
162     /* However, there may be fields in has which aren't partnered in wants,
163     * so we need to run the comparison *twice*. :(
164     */
165 root 1.228 return compare_ob_value_lists_one (ob1, ob2)
166     && compare_ob_value_lists_one (ob2, ob1);
167 elmex 1.1 }
168    
169     /* Function examines the 2 objects given to it, and returns true if
170     * they can be merged together.
171     *
172     * Note that this function appears a lot longer than the macro it
173     * replaces - this is mostly for clarity - a decent compiler should hopefully
174     * reduce this to the same efficiency.
175     *
176 root 1.66 * Check nrof variable *before* calling can_merge()
177 elmex 1.1 *
178     * Improvements made with merge: Better checking on potion, and also
179     * check weight
180     */
181 root 1.66 bool object::can_merge_slow (object *ob1, object *ob2)
182 root 1.16 {
183     /* A couple quicksanity checks */
184 root 1.66 if (ob1 == ob2
185     || ob1->type != ob2->type
186     || ob1->speed != ob2->speed
187     || ob1->value != ob2->value
188     || ob1->name != ob2->name)
189 root 1.16 return 0;
190    
191 root 1.205 /* Do not merge objects if nrof would overflow. First part checks
192 root 1.208 * for unsigned overflow (2c), second part checks whether the result
193 root 1.205 * would fit into a 32 bit signed int, which is often used to hold
194     * nrof values.
195 root 1.16 */
196 root 1.205 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 root 1.16 return 0;
198    
199     /* If the objects have been identified, set the BEEN_APPLIED flag.
200 root 1.205 * This is to the comparison of the flags below will be OK. We
201 root 1.16 * just can't ignore the been applied or identified flags, as they
202     * are not equal - just if it has been identified, the been_applied
203     * flags lose any meaning.
204     */
205     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
206     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207    
208     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210 elmex 1.1
211 root 1.243 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 1.251 if (nrof > nr)
1541 elmex 1.1 {
1542 root 1.251 nrof -= nr;
1543 root 1.247 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1544 elmex 1.1
1545 root 1.212 if (object *pl = visible_to ())
1546     esrv_update_item (UPD_NROF, pl, this);
1547 root 1.29
1548 root 1.212 return true;
1549 elmex 1.1 }
1550 root 1.24 else
1551     {
1552 root 1.249 destroy ();
1553 root 1.212 return false;
1554 elmex 1.1 }
1555     }
1556    
1557 root 1.209 /*
1558 root 1.210 * split(ob,nr) splits up ob into two parts. The part which
1559 root 1.209 * is returned contains nr objects, and the remaining parts contains
1560 root 1.210 * the rest (or is removed and returned if that number is 0).
1561     * On failure, NULL is returned.
1562 root 1.209 */
1563 root 1.208 object *
1564 root 1.209 object::split (sint32 nr)
1565 root 1.208 {
1566 root 1.212 int have = number_of ();
1567    
1568     if (have < nr)
1569 root 1.209 return 0;
1570 root 1.212 else if (have == nr)
1571 root 1.209 {
1572     remove ();
1573     return this;
1574     }
1575     else
1576     {
1577     decrease (nr);
1578    
1579 root 1.230 object *op = deep_clone ();
1580 root 1.209 op->nrof = nr;
1581     return op;
1582     }
1583     }
1584    
1585 root 1.24 object *
1586     insert_ob_in_ob (object *op, object *where)
1587     {
1588 root 1.59 if (!where)
1589 root 1.24 {
1590 root 1.53 char *dump = dump_object (op);
1591     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1592     free (dump);
1593 root 1.24 return op;
1594     }
1595 root 1.29
1596 root 1.154 if (where->head_ () != where)
1597 root 1.24 {
1598 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1599 root 1.24 where = where->head;
1600     }
1601 root 1.29
1602 root 1.59 return where->insert (op);
1603     }
1604    
1605     /*
1606     * env->insert (op)
1607     * This function inserts the object op in the linked list
1608     * inside the object environment.
1609     *
1610     * The function returns now pointer to inserted item, and return value can
1611     * be != op, if items are merged. -Tero
1612     */
1613     object *
1614     object::insert (object *op)
1615     {
1616 root 1.24 if (op->more)
1617     {
1618     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1619     return op;
1620     }
1621 root 1.29
1622 root 1.208 op->remove ();
1623    
1624     op->flag [FLAG_OBJ_ORIGINAL] = 0;
1625 root 1.182
1626 root 1.24 if (op->nrof)
1627 root 1.208 for (object *tmp = inv; tmp; tmp = tmp->below)
1628     if (object::can_merge (tmp, op))
1629     {
1630     /* return the original object and remove inserted object
1631     (client needs the original object) */
1632     tmp->nrof += op->nrof;
1633 root 1.214
1634     if (object *pl = tmp->visible_to ())
1635     esrv_update_item (UPD_NROF, pl, tmp);
1636    
1637 root 1.210 adjust_weight (this, op->total_weight ());
1638    
1639 root 1.208 op->destroy (1);
1640     op = tmp;
1641     goto inserted;
1642     }
1643    
1644     op->owner = 0; // it's his/hers now. period.
1645     op->map = 0;
1646     op->x = 0;
1647     op->y = 0;
1648    
1649     op->above = 0;
1650     op->below = inv;
1651     op->env = this;
1652    
1653     if (inv)
1654     inv->above = op;
1655 root 1.24
1656 root 1.208 inv = op;
1657 elmex 1.1
1658 root 1.208 op->flag [FLAG_REMOVED] = 0;
1659 elmex 1.1
1660 root 1.214 if (object *pl = op->visible_to ())
1661     esrv_send_item (pl, op);
1662    
1663 root 1.208 adjust_weight (this, op->total_weight ());
1664 elmex 1.1
1665 root 1.208 inserted:
1666 elmex 1.1 /* reset the light list and los of the players on the map */
1667 root 1.208 if (op->glow_radius && map && map->darkness)
1668     update_all_los (map, x, y);
1669 elmex 1.1
1670 root 1.214 // if this is a player's inventory, update stats
1671     if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1672     update_stats ();
1673 root 1.59
1674 root 1.82 INVOKE_OBJECT (INSERT, this);
1675    
1676 elmex 1.1 return op;
1677     }
1678    
1679     /*
1680     * Checks if any objects has a move_type that matches objects
1681     * that effect this object on this space. Call apply() to process
1682     * these events.
1683     *
1684     * Any speed-modification due to SLOW_MOVE() of other present objects
1685     * will affect the speed_left of the object.
1686     *
1687     * originator: Player, monster or other object that caused 'op' to be inserted
1688     * into 'map'. May be NULL.
1689     *
1690     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1691     *
1692     * 4-21-95 added code to check if appropriate skill was readied - this will
1693     * permit faster movement by the player through this terrain. -b.t.
1694     *
1695     * MSW 2001-07-08: Check all objects on space, not just those below
1696     * object being inserted. insert_ob_in_map may not put new objects
1697     * on top.
1698     */
1699 root 1.24 int
1700     check_move_on (object *op, object *originator)
1701 elmex 1.1 {
1702 root 1.48 object *tmp;
1703 root 1.49 maptile *m = op->map;
1704 root 1.48 int x = op->x, y = op->y;
1705 root 1.26
1706 root 1.48 MoveType move_on, move_slow, move_block;
1707 root 1.24
1708     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1709     return 0;
1710    
1711     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1712     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1713     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1714    
1715     /* if nothing on this space will slow op down or be applied,
1716     * no need to do checking below. have to make sure move_type
1717     * is set, as lots of objects don't have it set - we treat that
1718     * as walking.
1719     */
1720     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1721     return 0;
1722 elmex 1.1
1723 root 1.24 /* This is basically inverse logic of that below - basically,
1724     * if the object can avoid the move on or slow move, they do so,
1725     * but can't do it if the alternate movement they are using is
1726     * blocked. Logic on this seems confusing, but does seem correct.
1727     */
1728     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1729     return 0;
1730    
1731     /* The objects have to be checked from top to bottom.
1732     * Hence, we first go to the top:
1733     */
1734    
1735 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1736 root 1.24 {
1737     /* Trim the search when we find the first other spell effect
1738     * this helps performance so that if a space has 50 spell objects,
1739     * we don't need to check all of them.
1740     */
1741     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1742     break;
1743     }
1744 root 1.26
1745     for (; tmp; tmp = tmp->below)
1746 root 1.24 {
1747     if (tmp == op)
1748     continue; /* Can't apply yourself */
1749 elmex 1.1
1750 root 1.24 /* Check to see if one of the movement types should be slowed down.
1751     * Second check makes sure that the movement types not being slowed
1752     * (~slow_move) is not blocked on this space - just because the
1753     * space doesn't slow down swimming (for example), if you can't actually
1754     * swim on that space, can't use it to avoid the penalty.
1755     */
1756     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1757     {
1758     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1759     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1760     {
1761 elmex 1.1
1762 root 1.29 float
1763 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1764 elmex 1.1
1765 root 1.24 if (op->type == PLAYER)
1766 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1767     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1768     diff /= 4.0;
1769    
1770 root 1.24 op->speed_left -= diff;
1771 root 1.8 }
1772     }
1773 elmex 1.1
1774 root 1.24 /* Basically same logic as above, except now for actual apply. */
1775     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1776     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1777     {
1778 elmex 1.72 move_apply (tmp, op, originator);
1779 root 1.24
1780 root 1.48 if (op->destroyed ())
1781 root 1.24 return 1;
1782    
1783     /* what the person/creature stepped onto has moved the object
1784     * someplace new. Don't process any further - if we did,
1785     * have a feeling strange problems would result.
1786     */
1787     if (op->map != m || op->x != x || op->y != y)
1788     return 0;
1789 root 1.8 }
1790 elmex 1.1 }
1791 root 1.26
1792 root 1.24 return 0;
1793 elmex 1.1 }
1794    
1795     /*
1796     * present_arch(arch, map, x, y) searches for any objects with
1797     * a matching archetype at the given map and coordinates.
1798     * The first matching object is returned, or NULL if none.
1799     */
1800 root 1.24 object *
1801 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1802 root 1.24 {
1803 root 1.104 if (!m || out_of_map (m, x, y))
1804 root 1.24 {
1805     LOG (llevError, "Present_arch called outside map.\n");
1806     return NULL;
1807     }
1808 root 1.84
1809 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1810 root 1.231 if (tmp->arch->archname == at->archname)
1811 elmex 1.1 return tmp;
1812 root 1.84
1813 elmex 1.1 return NULL;
1814     }
1815    
1816     /*
1817     * present(type, map, x, y) searches for any objects with
1818     * a matching type variable at the given map and coordinates.
1819     * The first matching object is returned, or NULL if none.
1820     */
1821 root 1.24 object *
1822 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1823 root 1.24 {
1824     if (out_of_map (m, x, y))
1825     {
1826     LOG (llevError, "Present called outside map.\n");
1827     return NULL;
1828     }
1829 root 1.84
1830 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1831 root 1.24 if (tmp->type == type)
1832 elmex 1.1 return tmp;
1833 root 1.84
1834 elmex 1.1 return NULL;
1835     }
1836    
1837     /*
1838     * present_in_ob(type, object) searches for any objects with
1839     * a matching type variable in the inventory of the given object.
1840     * The first matching object is returned, or NULL if none.
1841     */
1842 root 1.24 object *
1843     present_in_ob (unsigned char type, const object *op)
1844     {
1845 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1846 root 1.24 if (tmp->type == type)
1847 elmex 1.1 return tmp;
1848 root 1.84
1849 elmex 1.1 return NULL;
1850     }
1851    
1852     /*
1853     * present_in_ob (type, str, object) searches for any objects with
1854     * a matching type & name variable in the inventory of the given object.
1855     * The first matching object is returned, or NULL if none.
1856     * This is mostly used by spell effect code, so that we only
1857     * have one spell effect at a time.
1858     * type can be used to narrow the search - if type is set,
1859     * the type must also match. -1 can be passed for the type,
1860     * in which case the type does not need to pass.
1861     * str is the string to match against. Note that we match against
1862     * the object name, not the archetype name. this is so that the
1863     * spell code can use one object type (force), but change it's name
1864     * to be unique.
1865     */
1866 root 1.24 object *
1867     present_in_ob_by_name (int type, const char *str, const object *op)
1868     {
1869 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1870 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1871     return tmp;
1872 elmex 1.1
1873 root 1.82 return 0;
1874 elmex 1.1 }
1875    
1876     /*
1877     * present_arch_in_ob(archetype, object) searches for any objects with
1878     * a matching archetype in the inventory of the given object.
1879     * The first matching object is returned, or NULL if none.
1880     */
1881 root 1.24 object *
1882     present_arch_in_ob (const archetype *at, const object *op)
1883     {
1884 root 1.231 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1885     if (tmp->arch->archname == at->archname)
1886 elmex 1.1 return tmp;
1887 root 1.82
1888 elmex 1.1 return NULL;
1889     }
1890    
1891     /*
1892     * activate recursively a flag on an object inventory
1893     */
1894 root 1.24 void
1895     flag_inv (object *op, int flag)
1896     {
1897 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1898     {
1899     SET_FLAG (tmp, flag);
1900     flag_inv (tmp, flag);
1901     }
1902 root 1.82 }
1903    
1904     /*
1905     * deactivate recursively a flag on an object inventory
1906     */
1907 root 1.24 void
1908     unflag_inv (object *op, int flag)
1909     {
1910 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1911     {
1912     CLEAR_FLAG (tmp, flag);
1913     unflag_inv (tmp, flag);
1914     }
1915 elmex 1.1 }
1916    
1917     /*
1918     * find_free_spot(object, map, x, y, start, stop) will search for
1919     * a spot at the given map and coordinates which will be able to contain
1920     * the given object. start and stop specifies how many squares
1921     * to search (see the freearr_x/y[] definition).
1922     * It returns a random choice among the alternatives found.
1923     * start and stop are where to start relative to the free_arr array (1,9
1924     * does all 4 immediate directions). This returns the index into the
1925     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1926 root 1.196 * Note: This function does correctly handle tiled maps, but does not
1927 elmex 1.1 * inform the caller. However, insert_ob_in_map will update as
1928     * necessary, so the caller shouldn't need to do any special work.
1929     * Note - updated to take an object instead of archetype - this is necessary
1930     * because arch_blocked (now ob_blocked) needs to know the movement type
1931     * to know if the space in question will block the object. We can't use
1932     * the archetype because that isn't correct if the monster has been
1933     * customized, changed states, etc.
1934     */
1935 root 1.24 int
1936 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1937 root 1.24 {
1938 root 1.190 int altern[SIZEOFFREE];
1939 root 1.82 int index = 0, flag;
1940 root 1.24
1941 root 1.82 for (int i = start; i < stop; i++)
1942 root 1.24 {
1943 root 1.188 mapxy pos (m, x, y); pos.move (i);
1944    
1945     if (!pos.normalise ())
1946     continue;
1947    
1948     mapspace &ms = *pos;
1949 root 1.189
1950     if (ms.flags () & P_IS_ALIVE)
1951     continue;
1952 root 1.188
1953     /* However, often
1954     * ob doesn't have any move type (when used to place exits)
1955     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1956     */
1957 root 1.200 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1958 root 1.190 {
1959     altern [index++] = i;
1960     continue;
1961     }
1962 root 1.24
1963     /* Basically, if we find a wall on a space, we cut down the search size.
1964     * In this way, we won't return spaces that are on another side of a wall.
1965     * This mostly work, but it cuts down the search size in all directions -
1966     * if the space being examined only has a wall to the north and empty
1967     * spaces in all the other directions, this will reduce the search space
1968     * to only the spaces immediately surrounding the target area, and
1969     * won't look 2 spaces south of the target space.
1970     */
1971 root 1.188 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1972     {
1973     stop = maxfree[i];
1974     continue;
1975     }
1976    
1977     /* Note it is intentional that we check ob - the movement type of the
1978     * head of the object should correspond for the entire object.
1979     */
1980     if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1981     continue;
1982    
1983 root 1.196 if (ob->blocked (m, pos.x, pos.y))
1984     continue;
1985    
1986 root 1.188 altern [index++] = i;
1987 elmex 1.1 }
1988 root 1.74
1989 root 1.24 if (!index)
1990     return -1;
1991 root 1.74
1992 root 1.124 return altern [rndm (index)];
1993 elmex 1.1 }
1994    
1995     /*
1996 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
1997 elmex 1.1 * find_free_spot(), but it will search max number of squares.
1998     * But it will return the first available spot, not a random choice.
1999     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2000     */
2001 root 1.24 int
2002 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2003 root 1.24 {
2004 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2005 root 1.188 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2006 root 1.82 return i;
2007 root 1.24
2008     return -1;
2009 elmex 1.1 }
2010    
2011     /*
2012     * The function permute(arr, begin, end) randomly reorders the array
2013     * arr[begin..end-1].
2014 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2015 elmex 1.1 */
2016 root 1.24 static void
2017     permute (int *arr, int begin, int end)
2018 elmex 1.1 {
2019 root 1.82 arr += begin;
2020     end -= begin;
2021    
2022     while (--end)
2023 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2024 elmex 1.1 }
2025    
2026     /* new function to make monster searching more efficient, and effective!
2027     * This basically returns a randomized array (in the passed pointer) of
2028     * the spaces to find monsters. In this way, it won't always look for
2029     * monsters to the north first. However, the size of the array passed
2030     * covers all the spaces, so within that size, all the spaces within
2031     * the 3x3 area will be searched, just not in a predictable order.
2032     */
2033 root 1.24 void
2034     get_search_arr (int *search_arr)
2035 elmex 1.1 {
2036 root 1.82 int i;
2037 elmex 1.1
2038 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2039 root 1.82 search_arr[i] = i;
2040 elmex 1.1
2041 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2042     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2043     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2044 elmex 1.1 }
2045    
2046     /*
2047     * find_dir(map, x, y, exclude) will search some close squares in the
2048     * given map at the given coordinates for live objects.
2049     * It will not considered the object given as exclude among possible
2050     * live objects.
2051     * It returns the direction toward the first/closest live object if finds
2052     * any, otherwise 0.
2053     * Perhaps incorrectly, but I'm making the assumption that exclude
2054     * is actually want is going to try and move there. We need this info
2055     * because we have to know what movement the thing looking to move
2056     * there is capable of.
2057     */
2058 root 1.24 int
2059 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2060 root 1.24 {
2061 root 1.82 int i, max = SIZEOFFREE, mflags;
2062 root 1.29
2063     sint16 nx, ny;
2064 root 1.82 object *tmp;
2065     maptile *mp;
2066 root 1.29
2067     MoveType blocked, move_type;
2068 root 1.24
2069 root 1.155 if (exclude && exclude->head_ () != exclude)
2070 root 1.24 {
2071     exclude = exclude->head;
2072     move_type = exclude->move_type;
2073     }
2074     else
2075     {
2076     /* If we don't have anything, presume it can use all movement types. */
2077     move_type = MOVE_ALL;
2078     }
2079    
2080     for (i = 1; i < max; i++)
2081     {
2082     mp = m;
2083     nx = x + freearr_x[i];
2084     ny = y + freearr_y[i];
2085    
2086     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2087 root 1.75
2088 root 1.24 if (mflags & P_OUT_OF_MAP)
2089 root 1.75 max = maxfree[i];
2090 root 1.24 else
2091     {
2092 root 1.82 mapspace &ms = mp->at (nx, ny);
2093    
2094     blocked = ms.move_block;
2095 root 1.24
2096     if ((move_type & blocked) == move_type)
2097 root 1.75 max = maxfree[i];
2098 root 1.24 else if (mflags & P_IS_ALIVE)
2099     {
2100 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2101 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2102 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2103 root 1.75 break;
2104    
2105 root 1.24 if (tmp)
2106 root 1.75 return freedir[i];
2107 root 1.8 }
2108     }
2109 elmex 1.1 }
2110 root 1.75
2111 root 1.24 return 0;
2112 elmex 1.1 }
2113    
2114     /*
2115     * distance(object 1, object 2) will return the square of the
2116     * distance between the two given objects.
2117     */
2118 root 1.24 int
2119     distance (const object *ob1, const object *ob2)
2120     {
2121 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2122 elmex 1.1 }
2123    
2124     /*
2125     * find_dir_2(delta-x,delta-y) will return a direction in which
2126     * an object which has subtracted the x and y coordinates of another
2127     * object, needs to travel toward it.
2128     */
2129 root 1.24 int
2130     find_dir_2 (int x, int y)
2131     {
2132 root 1.75 int q;
2133 elmex 1.1
2134 root 1.24 if (y)
2135     q = x * 100 / y;
2136 elmex 1.1 else if (x)
2137 root 1.24 q = -300 * x;
2138 elmex 1.1 else
2139     return 0;
2140    
2141 root 1.24 if (y > 0)
2142     {
2143     if (q < -242)
2144     return 3;
2145     if (q < -41)
2146     return 2;
2147     if (q < 41)
2148     return 1;
2149     if (q < 242)
2150     return 8;
2151     return 7;
2152     }
2153 elmex 1.1
2154     if (q < -242)
2155 root 1.24 return 7;
2156 elmex 1.1 if (q < -41)
2157 root 1.24 return 6;
2158 elmex 1.1 if (q < 41)
2159 root 1.24 return 5;
2160 elmex 1.1 if (q < 242)
2161 root 1.24 return 4;
2162 elmex 1.1
2163 root 1.24 return 3;
2164 elmex 1.1 }
2165    
2166     /*
2167     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2168     * between two directions (which are expected to be absolute (see absdir())
2169     */
2170 root 1.24 int
2171     dirdiff (int dir1, int dir2)
2172     {
2173 root 1.82 int d;
2174 root 1.24
2175     d = abs (dir1 - dir2);
2176     if (d > 4)
2177 elmex 1.1 d = 8 - d;
2178 root 1.82
2179 elmex 1.1 return d;
2180     }
2181    
2182     /* peterm:
2183     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2184     * Basically, this is a table of directions, and what directions
2185     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2186     * This basically means that if direction is 15, then it could either go
2187     * direction 4, 14, or 16 to get back to where we are.
2188     * Moved from spell_util.c to object.c with the other related direction
2189     * functions.
2190     */
2191 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2192 root 1.24 {0, 0, 0}, /* 0 */
2193     {0, 0, 0}, /* 1 */
2194     {0, 0, 0}, /* 2 */
2195     {0, 0, 0}, /* 3 */
2196     {0, 0, 0}, /* 4 */
2197     {0, 0, 0}, /* 5 */
2198     {0, 0, 0}, /* 6 */
2199     {0, 0, 0}, /* 7 */
2200     {0, 0, 0}, /* 8 */
2201     {8, 1, 2}, /* 9 */
2202     {1, 2, -1}, /* 10 */
2203     {2, 10, 12}, /* 11 */
2204     {2, 3, -1}, /* 12 */
2205     {2, 3, 4}, /* 13 */
2206     {3, 4, -1}, /* 14 */
2207     {4, 14, 16}, /* 15 */
2208     {5, 4, -1}, /* 16 */
2209     {4, 5, 6}, /* 17 */
2210     {6, 5, -1}, /* 18 */
2211     {6, 20, 18}, /* 19 */
2212     {7, 6, -1}, /* 20 */
2213     {6, 7, 8}, /* 21 */
2214     {7, 8, -1}, /* 22 */
2215     {8, 22, 24}, /* 23 */
2216     {8, 1, -1}, /* 24 */
2217     {24, 9, 10}, /* 25 */
2218     {9, 10, -1}, /* 26 */
2219     {10, 11, -1}, /* 27 */
2220     {27, 11, 29}, /* 28 */
2221     {11, 12, -1}, /* 29 */
2222     {12, 13, -1}, /* 30 */
2223     {12, 13, 14}, /* 31 */
2224     {13, 14, -1}, /* 32 */
2225     {14, 15, -1}, /* 33 */
2226     {33, 15, 35}, /* 34 */
2227     {16, 15, -1}, /* 35 */
2228     {17, 16, -1}, /* 36 */
2229     {18, 17, 16}, /* 37 */
2230     {18, 17, -1}, /* 38 */
2231     {18, 19, -1}, /* 39 */
2232     {41, 19, 39}, /* 40 */
2233     {19, 20, -1}, /* 41 */
2234     {20, 21, -1}, /* 42 */
2235     {20, 21, 22}, /* 43 */
2236     {21, 22, -1}, /* 44 */
2237     {23, 22, -1}, /* 45 */
2238     {45, 47, 23}, /* 46 */
2239     {23, 24, -1}, /* 47 */
2240     {24, 9, -1}
2241     }; /* 48 */
2242 elmex 1.1
2243     /* Recursive routine to step back and see if we can
2244     * find a path to that monster that we found. If not,
2245     * we don't bother going toward it. Returns 1 if we
2246     * can see a direct way to get it
2247     * Modified to be map tile aware -.MSW
2248     */
2249 root 1.24 int
2250 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2251 root 1.24 {
2252 root 1.29 sint16 dx, dy;
2253 root 1.75 int mflags;
2254 root 1.24
2255     if (dir < 0)
2256     return 0; /* exit condition: invalid direction */
2257    
2258     dx = x + freearr_x[dir];
2259     dy = y + freearr_y[dir];
2260    
2261     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2262    
2263     /* This functional arguably was incorrect before - it was
2264     * checking for P_WALL - that was basically seeing if
2265     * we could move to the monster - this is being more
2266     * literal on if we can see it. To know if we can actually
2267     * move to the monster, we'd need the monster passed in or
2268     * at least its move type.
2269     */
2270     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2271     return 0;
2272    
2273     /* yes, can see. */
2274     if (dir < 9)
2275     return 1;
2276 root 1.75
2277     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2278     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2279     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2280 root 1.24 }
2281    
2282 elmex 1.1 /*
2283     * can_pick(picker, item): finds out if an object is possible to be
2284     * picked up by the picker. Returnes 1 if it can be
2285     * picked up, otherwise 0.
2286     *
2287     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2288     * core dumps if they do.
2289     *
2290     * Add a check so we can't pick up invisible objects (0.93.8)
2291     */
2292 root 1.24 int
2293     can_pick (const object *who, const object *item)
2294     {
2295     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2296     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2297     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2298 elmex 1.1 }
2299    
2300     /*
2301     * create clone from object to another
2302     */
2303 root 1.24 object *
2304 root 1.230 object::deep_clone ()
2305 root 1.24 {
2306 root 1.230 assert (("deep_clone called on non-head object", is_head ()));
2307 elmex 1.1
2308 root 1.230 object *dst = clone ();
2309 root 1.24
2310 root 1.230 object *prev = dst;
2311     for (object *part = this->more; part; part = part->more)
2312 root 1.24 {
2313 root 1.224 object *tmp = part->clone ();
2314 root 1.230 tmp->head = dst;
2315     prev->more = tmp;
2316 root 1.24 prev = tmp;
2317 elmex 1.1 }
2318 root 1.24
2319 root 1.230 for (object *item = inv; item; item = item->below)
2320     insert_ob_in_ob (item->deep_clone (), dst);
2321 elmex 1.1
2322 root 1.24 return dst;
2323 elmex 1.1 }
2324    
2325     /* This returns the first object in who's inventory that
2326     * has the same type and subtype match.
2327     * returns NULL if no match.
2328     */
2329 root 1.24 object *
2330     find_obj_by_type_subtype (const object *who, int type, int subtype)
2331 elmex 1.1 {
2332 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2333 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2334     return tmp;
2335 elmex 1.1
2336 root 1.82 return 0;
2337 elmex 1.1 }
2338    
2339 root 1.228 const shstr &
2340     object::kv_get (const shstr &key) const
2341 root 1.24 {
2342 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2343     if (kv->key == key)
2344     return kv->value;
2345 root 1.24
2346 root 1.228 return shstr_null;
2347 root 1.24 }
2348 elmex 1.1
2349 root 1.228 void
2350     object::kv_set (const shstr &key, const shstr &value)
2351 root 1.24 {
2352 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2353     if (kv->key == key)
2354     {
2355     kv->value = value;
2356     return;
2357     }
2358 root 1.24
2359 root 1.228 key_value *kv = new key_value;
2360 elmex 1.1
2361 root 1.228 kv->next = key_values;
2362     kv->key = key;
2363     kv->value = value;
2364 root 1.35
2365 root 1.228 key_values = kv;
2366 elmex 1.1 }
2367    
2368 root 1.228 void
2369     object::kv_del (const shstr &key)
2370 root 1.24 {
2371 root 1.228 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2372     if ((*kvp)->key == key)
2373     {
2374     key_value *kv = *kvp;
2375     *kvp = (*kvp)->next;
2376     delete kv;
2377     return;
2378     }
2379 elmex 1.1 }
2380 root 1.31
2381 root 1.34 object::depth_iterator::depth_iterator (object *container)
2382     : iterator_base (container)
2383     {
2384     while (item->inv)
2385     item = item->inv;
2386     }
2387    
2388 root 1.31 void
2389 root 1.34 object::depth_iterator::next ()
2390 root 1.31 {
2391 root 1.34 if (item->below)
2392     {
2393     item = item->below;
2394    
2395     while (item->inv)
2396     item = item->inv;
2397     }
2398 root 1.31 else
2399 root 1.34 item = item->env;
2400 root 1.31 }
2401 root 1.34
2402 elmex 1.97 const char *
2403     object::flag_desc (char *desc, int len) const
2404     {
2405     char *p = desc;
2406     bool first = true;
2407    
2408 root 1.101 *p = 0;
2409    
2410 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2411     {
2412     if (len <= 10) // magic constant!
2413     {
2414     snprintf (p, len, ",...");
2415     break;
2416     }
2417    
2418 root 1.101 if (flag [i])
2419 elmex 1.97 {
2420     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2421     len -= cnt;
2422     p += cnt;
2423     first = false;
2424     }
2425     }
2426    
2427     return desc;
2428     }
2429    
2430 root 1.101 // return a suitable string describing an object in enough detail to find it
2431 root 1.36 const char *
2432     object::debug_desc (char *info) const
2433     {
2434 elmex 1.97 char flagdesc[512];
2435     char info2[256 * 4];
2436 root 1.36 char *p = info;
2437    
2438 elmex 1.242 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2439 root 1.203 count,
2440     uuid.c_str (),
2441 root 1.36 &name,
2442 elmex 1.242 title ? ",title:\"" : "",
2443 elmex 1.97 title ? (const char *)title : "",
2444 elmex 1.242 title ? "\"" : "",
2445 elmex 1.97 flag_desc (flagdesc, 512), type);
2446 root 1.36
2447 root 1.217 if (!flag[FLAG_REMOVED] && env)
2448 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2449    
2450     if (map)
2451 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2452 root 1.36
2453     return info;
2454     }
2455    
2456     const char *
2457     object::debug_desc () const
2458     {
2459 root 1.143 static char info[3][256 * 4];
2460     static int info_idx;
2461 root 1.36
2462 root 1.143 return debug_desc (info [++info_idx % 3]);
2463 root 1.114 }
2464    
2465 root 1.125 struct region *
2466     object::region () const
2467     {
2468     return map ? map->region (x, y)
2469     : region::default_region ();
2470     }
2471    
2472 root 1.129 const materialtype_t *
2473     object::dominant_material () const
2474     {
2475 root 1.165 if (materialtype_t *mt = name_to_material (materialname))
2476     return mt;
2477 root 1.129
2478 root 1.165 return name_to_material (shstr_unknown);
2479 root 1.129 }
2480    
2481 root 1.130 void
2482     object::open_container (object *new_container)
2483     {
2484     if (container == new_container)
2485     return;
2486    
2487 root 1.220 object *old_container = container;
2488    
2489     if (old_container)
2490 root 1.130 {
2491     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2492     return;
2493    
2494     #if 0
2495     // remove the "Close old_container" object.
2496     if (object *closer = old_container->inv)
2497     if (closer->type == CLOSE_CON)
2498     closer->destroy ();
2499     #endif
2500    
2501 root 1.220 // make sure the container is available
2502     esrv_send_item (this, old_container);
2503    
2504 root 1.216 old_container->flag [FLAG_APPLIED] = false;
2505 root 1.130 container = 0;
2506    
2507 root 1.220 // client needs item update to make it work, client bug requires this to be separate
2508 root 1.130 esrv_update_item (UPD_FLAGS, this, old_container);
2509 root 1.220
2510 root 1.130 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2511 root 1.177 play_sound (sound_find ("chest_close"));
2512 root 1.130 }
2513    
2514     if (new_container)
2515     {
2516     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2517     return;
2518    
2519     // TODO: this does not seem to serve any purpose anymore?
2520     #if 0
2521     // insert the "Close Container" object.
2522     if (archetype *closer = new_container->other_arch)
2523     {
2524     object *closer = arch_to_object (new_container->other_arch);
2525     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2526     new_container->insert (closer);
2527     }
2528     #endif
2529    
2530 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2531    
2532 root 1.220 // make sure the container is available, client bug requires this to be separate
2533     esrv_send_item (this, new_container);
2534    
2535 root 1.216 new_container->flag [FLAG_APPLIED] = true;
2536 root 1.130 container = new_container;
2537    
2538 root 1.220 // client needs flag change
2539 root 1.130 esrv_update_item (UPD_FLAGS, this, new_container);
2540 root 1.131 esrv_send_inventory (this, new_container);
2541 root 1.177 play_sound (sound_find ("chest_open"));
2542 root 1.130 }
2543 root 1.220 // else if (!old_container->env && contr && contr->ns)
2544     // contr->ns->floorbox_reset ();
2545 root 1.130 }
2546    
2547 root 1.164 object *
2548     object::force_find (const shstr name)
2549     {
2550     /* cycle through his inventory to look for the MARK we want to
2551     * place
2552     */
2553     for (object *tmp = inv; tmp; tmp = tmp->below)
2554     if (tmp->type == FORCE && tmp->slaying == name)
2555     return splay (tmp);
2556    
2557     return 0;
2558     }
2559    
2560     void
2561     object::force_add (const shstr name, int duration)
2562     {
2563     if (object *force = force_find (name))
2564     force->destroy ();
2565    
2566     object *force = get_archetype (FORCE_NAME);
2567    
2568     force->slaying = name;
2569     force->stats.food = 1;
2570     force->speed_left = -1.f;
2571    
2572     force->set_speed (duration ? 1.f / duration : 0.f);
2573     force->flag [FLAG_IS_USED_UP] = true;
2574     force->flag [FLAG_APPLIED] = true;
2575    
2576     insert (force);
2577     }
2578    
2579 root 1.178 void
2580 root 1.208 object::play_sound (faceidx sound)
2581 root 1.178 {
2582     if (!sound)
2583     return;
2584    
2585     if (flag [FLAG_REMOVED])
2586     return;
2587    
2588     if (env)
2589     {
2590     if (object *pl = in_player ())
2591     pl->contr->play_sound (sound);
2592     }
2593     else
2594     map->play_sound (sound, x, y);
2595     }
2596