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Revision: 1.259
Committed: Mon Sep 29 10:32:50 2008 UTC (15 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.258: +10 -10 lines
Log Message:
destroy (true) => destroy ()

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 1.254 /* Do not merge objects if nrof would overflow, assume nrof
192     * is always 0 .. 2**31-1 */
193     if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 root 1.16 return 0;
195    
196     /* If the objects have been identified, set the BEEN_APPLIED flag.
197 root 1.205 * This is to the comparison of the flags below will be OK. We
198 root 1.16 * just can't ignore the been applied or identified flags, as they
199     * are not equal - just if it has been identified, the been_applied
200     * flags lose any meaning.
201     */
202     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
203     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
204    
205     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
206     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
207 elmex 1.1
208 root 1.243 if (ob1->arch->archname != ob2->arch->archname
209 root 1.68 || ob1->name != ob2->name
210     || ob1->title != ob2->title
211     || ob1->msg != ob2->msg
212     || ob1->weight != ob2->weight
213     || ob1->attacktype != ob2->attacktype
214     || ob1->magic != ob2->magic
215     || ob1->slaying != ob2->slaying
216     || ob1->skill != ob2->skill
217     || ob1->value != ob2->value
218     || ob1->animation_id != ob2->animation_id
219 root 1.243 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
220 root 1.68 || ob1->client_type != ob2->client_type
221     || ob1->materialname != ob2->materialname
222     || ob1->lore != ob2->lore
223     || ob1->subtype != ob2->subtype
224     || ob1->move_type != ob2->move_type
225     || ob1->move_block != ob2->move_block
226     || ob1->move_allow != ob2->move_allow
227     || ob1->move_on != ob2->move_on
228     || ob1->move_off != ob2->move_off
229     || ob1->move_slow != ob2->move_slow
230 root 1.208 || ob1->move_slow_penalty != ob2->move_slow_penalty
231     || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232     || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
233     return 0;
234    
235     if ((ob1->flag ^ ob2->flag)
236     .reset (FLAG_INV_LOCKED)
237     .reset (FLAG_REMOVED)
238     .any ())
239 root 1.16 return 0;
240    
241 root 1.205 /* This is really a spellbook check - we should in general
242     * not merge objects with real inventories, as splitting them
243     * is hard.
244 root 1.16 */
245     if (ob1->inv || ob2->inv)
246     {
247 root 1.193 if (!(ob1->inv && ob2->inv))
248     return 0; /* inventories differ in length */
249    
250     if (ob1->inv->below || ob2->inv->below)
251     return 0; /* more than one object in inv */
252 root 1.16
253 root 1.66 if (!object::can_merge (ob1->inv, ob2->inv))
254 root 1.205 return 0; /* inventory objects differ */
255 root 1.16
256     /* inventory ok - still need to check rest of this object to see
257     * if it is valid.
258     */
259     }
260 elmex 1.1
261 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
262     * it is possible for most any character to have more than one of
263     * some items equipped, and we don't want those to merge.
264     */
265     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
266     return 0;
267 elmex 1.1
268 root 1.16 /* Note sure why the following is the case - either the object has to
269     * be animated or have a very low speed. Is this an attempted monster
270     * check?
271     */
272 elmex 1.97 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
273 root 1.16 return 0;
274 elmex 1.1
275 root 1.16 switch (ob1->type)
276     {
277 root 1.29 case SCROLL:
278     if (ob1->level != ob2->level)
279     return 0;
280     break;
281 root 1.16 }
282 elmex 1.1
283 root 1.205 if (ob1->key_values || ob2->key_values)
284 root 1.16 {
285     /* At least one of these has key_values. */
286 root 1.205 if ((!ob1->key_values) != (!ob2->key_values))
287 root 1.208 return 0; /* One has fields, but the other one doesn't. */
288    
289     if (!compare_ob_value_lists (ob1, ob2))
290 root 1.24 return 0;
291 elmex 1.1 }
292 root 1.16
293     if (ob1->self || ob2->self)
294     {
295     ob1->optimise ();
296     ob2->optimise ();
297    
298     if (ob1->self || ob2->self)
299 root 1.192 {
300 root 1.195 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
301     int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
302 root 1.192
303     if (k1 != k2)
304     return 0;
305 root 1.208
306     if (k1 == 0)
307 root 1.192 return 1;
308 root 1.208
309     if (!cfperl_can_merge (ob1, ob2))
310 root 1.192 return 0;
311     }
312 elmex 1.1 }
313    
314 root 1.16 /* Everything passes, must be OK. */
315     return 1;
316 elmex 1.1 }
317 root 1.24
318 root 1.214 // find player who can see this object
319     object *
320     object::visible_to () const
321     {
322 root 1.220 if (client_visible () && !flag [FLAG_REMOVED])
323 root 1.214 {
324     // see if we are in a container of sorts
325     if (env)
326     {
327     // the player inventory itself is always visible
328     if (env->type == PLAYER)
329     return env;
330    
331     // else a player could have our env open
332     object *envest = env->outer_env ();
333    
334     // the player itself is always on a map, so we will find him here
335     // even if our inv is in a player.
336     if (envest->is_on_map ())
337     if (object *pl = envest->ms ().player ())
338     if (pl->container == env)
339     return pl;
340     }
341     else
342     {
343     // maybe there is a player standing on the same mapspace
344     // this will catch the case where "this" is a player
345     if (object *pl = ms ().player ())
346 root 1.248 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
347     || this == pl->container)
348 root 1.220 return pl;
349 root 1.214 }
350     }
351    
352     return 0;
353     }
354    
355 root 1.208 // adjust weight per container type ("of holding")
356 root 1.207 static sint32
357 root 1.233 weight_adjust_for (object *op, sint32 weight)
358 root 1.207 {
359     return op->type == CONTAINER
360     ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
361     : weight;
362     }
363    
364 elmex 1.1 /*
365 root 1.208 * adjust_weight(object, weight) adds the specified weight to an object,
366 root 1.207 * and also updates how much the environment(s) is/are carrying.
367 elmex 1.1 */
368 root 1.207 static void
369 root 1.208 adjust_weight (object *op, sint32 weight)
370 root 1.24 {
371 root 1.207 while (op)
372 root 1.24 {
373 root 1.233 // adjust by actual difference to account for rounding errors
374     // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
375     weight = weight_adjust_for (op, op->carrying)
376     - weight_adjust_for (op, op->carrying - weight);
377 root 1.142
378 root 1.212 if (!weight)
379     return;
380    
381 root 1.207 op->carrying += weight;
382 root 1.212
383     if (object *pl = op->visible_to ())
384 root 1.215 if (pl != op) // player is handled lazily
385     esrv_update_item (UPD_WEIGHT, pl, op);
386 root 1.212
387 root 1.207 op = op->env;
388 root 1.24 }
389 root 1.207 }
390 root 1.37
391 root 1.207 /*
392     * this is a recursive function which calculates the weight
393     * an object is carrying. It goes through op and figures out how much
394     * containers are carrying, and sums it up.
395     */
396     void
397     object::update_weight ()
398     {
399     sint32 sum = 0;
400 root 1.37
401 root 1.207 for (object *op = inv; op; op = op->below)
402     {
403     if (op->inv)
404     op->update_weight ();
405 elmex 1.1
406 root 1.207 sum += op->total_weight ();
407     }
408 elmex 1.1
409 root 1.234 sum = weight_adjust_for (this, sum);
410 root 1.212
411     if (sum != carrying)
412     {
413     carrying = sum;
414    
415     if (object *pl = visible_to ())
416 root 1.215 if (pl != this) // player is handled lazily
417     esrv_update_item (UPD_WEIGHT, pl, this);
418 root 1.212 }
419 elmex 1.1 }
420    
421     /*
422 root 1.208 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
423 elmex 1.1 */
424 root 1.53 char *
425 root 1.24 dump_object (object *op)
426     {
427 root 1.53 if (!op)
428     return strdup ("[NULLOBJ]");
429 elmex 1.1
430 root 1.53 object_freezer freezer;
431 root 1.133 op->write (freezer);
432 root 1.53 return freezer.as_string ();
433 elmex 1.1 }
434    
435     /*
436     * get_nearest_part(multi-object, object 2) returns the part of the
437     * multi-object 1 which is closest to the second object.
438     * If it's not a multi-object, it is returned.
439     */
440 root 1.24 object *
441     get_nearest_part (object *op, const object *pl)
442     {
443     object *tmp, *closest;
444     int last_dist, i;
445    
446 root 1.208 if (!op->more)
447 elmex 1.1 return op;
448 root 1.208
449     for (last_dist = distance (op, pl), closest = op, tmp = op->more;
450     tmp;
451     tmp = tmp->more)
452 root 1.24 if ((i = distance (tmp, pl)) < last_dist)
453     closest = tmp, last_dist = i;
454 root 1.208
455 elmex 1.1 return closest;
456     }
457    
458     /*
459     * Returns the object which has the count-variable equal to the argument.
460 root 1.208 * VERRRY slow.
461 elmex 1.1 */
462 root 1.24 object *
463     find_object (tag_t i)
464     {
465 root 1.112 for_all_objects (op)
466     if (op->count == i)
467     return op;
468    
469     return 0;
470 elmex 1.1 }
471    
472     /*
473     * Returns the first object which has a name equal to the argument.
474     * Used only by the patch command, but not all that useful.
475     * Enables features like "patch <name-of-other-player> food 999"
476     */
477 root 1.24 object *
478     find_object_name (const char *str)
479     {
480 root 1.35 shstr_cmp str_ (str);
481 root 1.24
482 root 1.243 if (str_)
483     for_all_objects (op)
484     if (op->name == str_)
485     return op;
486 root 1.11
487 root 1.243 return 0;
488 elmex 1.1 }
489    
490     /*
491     * Sets the owner and sets the skill and exp pointers to owner's current
492     * skill and experience objects.
493 root 1.183 * ACTUALLY NO! investigate! TODO
494 elmex 1.1 */
495 root 1.24 void
496 root 1.30 object::set_owner (object *owner)
497 elmex 1.1 {
498 root 1.183 // allow objects which own objects
499     if (owner)
500     while (owner->owner)
501     owner = owner->owner;
502 elmex 1.1
503 root 1.198 if (flag [FLAG_FREED])
504     {
505     LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
506     return;
507     }
508    
509 root 1.30 this->owner = owner;
510 elmex 1.1 }
511    
512 root 1.148 int
513     object::slottype () const
514     {
515     if (type == SKILL)
516     {
517     if (IS_COMBAT_SKILL (subtype)) return slot_combat;
518     if (IS_RANGED_SKILL (subtype)) return slot_ranged;
519     }
520     else
521     {
522     if (slot [body_combat].info) return slot_combat;
523     if (slot [body_range ].info) return slot_ranged;
524     }
525    
526     return slot_none;
527     }
528    
529 root 1.147 bool
530     object::change_weapon (object *ob)
531 root 1.144 {
532     if (current_weapon == ob)
533 root 1.147 return true;
534 root 1.146
535 root 1.150 if (chosen_skill)
536     chosen_skill->flag [FLAG_APPLIED] = false;
537    
538 root 1.144 current_weapon = ob;
539 root 1.147 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
540 root 1.146
541 root 1.150 if (chosen_skill)
542     chosen_skill->flag [FLAG_APPLIED] = true;
543    
544 root 1.144 update_stats ();
545 root 1.147
546     if (ob)
547     {
548     // now check wether any body locations became invalid, in which case
549     // we cannot apply the weapon at the moment.
550     for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
551     if (slot[i].used < 0)
552     {
553     current_weapon = chosen_skill = 0;
554     update_stats ();
555    
556     new_draw_info_format (NDI_UNIQUE, 0, this,
557 root 1.156 "You try to balance all your items at once, "
558     "but the %s is just too much for your body. "
559     "[You need to unapply some items first.]", &ob->name);
560 root 1.147 return false;
561     }
562    
563 root 1.148 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
564 root 1.147 }
565     else
566 root 1.148 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
567 root 1.147
568 root 1.151 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
569     {
570     LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
571     &name, ob->debug_desc ());
572     return false;
573     }
574    
575 root 1.147 return true;
576 root 1.144 }
577    
578 elmex 1.1 /* Zero the key_values on op, decrementing the shared-string
579     * refcounts and freeing the links.
580     */
581 root 1.24 static void
582     free_key_values (object *op)
583 root 1.11 {
584 root 1.137 for (key_value *i = op->key_values; i; )
585 root 1.11 {
586     key_value *next = i->next;
587     delete i;
588 root 1.24
589 root 1.11 i = next;
590 elmex 1.1 }
591 root 1.24
592 root 1.11 op->key_values = 0;
593 elmex 1.1 }
594    
595 root 1.227 /*
596     * copy_to first frees everything allocated by the dst object,
597     * and then copies the contents of itself into the second
598     * object, allocating what needs to be allocated. Basically, any
599     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
600     * if the first object is freed, the pointers in the new object
601     * will point at garbage.
602     */
603     void
604     object::copy_to (object *dst)
605 root 1.11 {
606 root 1.227 dst->remove ();
607     *(object_copy *)dst = *this;
608     dst->flag [FLAG_REMOVED] = true;
609 elmex 1.1
610 root 1.11 /* Copy over key_values, if any. */
611 root 1.227 if (key_values)
612 root 1.14 {
613 root 1.23 key_value *tail = 0;
614 root 1.227 dst->key_values = 0;
615 elmex 1.1
616 root 1.227 for (key_value *i = key_values; i; i = i->next)
617 root 1.11 {
618     key_value *new_link = new key_value;
619 root 1.8
620 root 1.227 new_link->next = 0;
621     new_link->key = i->key;
622 root 1.11 new_link->value = i->value;
623    
624     /* Try and be clever here, too. */
625 root 1.227 if (!dst->key_values)
626 root 1.11 {
627 root 1.227 dst->key_values = new_link;
628 root 1.11 tail = new_link;
629 root 1.8 }
630 root 1.11 else
631     {
632     tail->next = new_link;
633     tail = new_link;
634     }
635 root 1.14 }
636     }
637 root 1.137
638     if (speed < 0)
639 root 1.185 dst->speed_left -= rndm ();
640 root 1.2
641 root 1.256 dst->activate ();
642 elmex 1.1 }
643    
644 root 1.133 void
645     object::instantiate ()
646     {
647     if (!uuid.seq) // HACK
648 root 1.202 uuid = UUID::gen ();
649 root 1.133
650     speed_left = -0.1f;
651     /* copy the body_info to the body_used - this is only really
652     * need for monsters, but doesn't hurt to do it for everything.
653     * by doing so, when a monster is created, it has good starting
654     * values for the body_used info, so when items are created
655     * for it, they can be properly equipped.
656     */
657 root 1.145 for (int i = NUM_BODY_LOCATIONS; i--; )
658     slot[i].used = slot[i].info;
659 root 1.133
660     attachable::instantiate ();
661     }
662    
663 root 1.65 object *
664     object::clone ()
665     {
666     object *neu = create ();
667     copy_to (neu);
668 root 1.225 neu->map = map; // not copied by copy_to
669 root 1.65 return neu;
670     }
671    
672 elmex 1.1 /*
673     * If an object with the IS_TURNABLE() flag needs to be turned due
674     * to the closest player being on the other side, this function can
675     * be called to update the face variable, _and_ how it looks on the map.
676     */
677 root 1.24 void
678     update_turn_face (object *op)
679     {
680 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
681 root 1.24 return;
682 root 1.96
683 root 1.24 SET_ANIMATION (op, op->direction);
684     update_object (op, UP_OBJ_FACE);
685 elmex 1.1 }
686    
687     /*
688     * Updates the speed of an object. If the speed changes from 0 to another
689     * value, or vice versa, then add/remove the object from the active list.
690     * This function needs to be called whenever the speed of an object changes.
691     */
692 root 1.24 void
693 root 1.87 object::set_speed (float speed)
694 root 1.24 {
695 root 1.87 if (flag [FLAG_FREED] && speed)
696 root 1.24 {
697 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
698     speed = 0;
699 elmex 1.1 }
700 root 1.31
701 root 1.87 this->speed = speed;
702    
703 elmex 1.97 if (has_active_speed ())
704 root 1.98 activate ();
705 root 1.24 else
706 root 1.98 deactivate ();
707 elmex 1.1 }
708    
709     /*
710 root 1.75 * update_object() updates the the map.
711 elmex 1.1 * It takes into account invisible objects (and represent squares covered
712     * by invisible objects by whatever is below them (unless it's another
713     * invisible object, etc...)
714     * If the object being updated is beneath a player, the look-window
715     * of that player is updated (this might be a suboptimal way of
716     * updating that window, though, since update_object() is called _often_)
717     *
718     * action is a hint of what the caller believes need to be done.
719     * current action are:
720     * UP_OBJ_INSERT: op was inserted
721     * UP_OBJ_REMOVE: op was removed
722     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
723     * as that is easier than trying to look at what may have changed.
724     * UP_OBJ_FACE: only the objects face has changed.
725     */
726 root 1.24 void
727     update_object (object *op, int action)
728     {
729 root 1.222 if (!op)
730 root 1.24 {
731     /* this should never happen */
732 root 1.222 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
733 root 1.24 return;
734 elmex 1.1 }
735 root 1.24
736 root 1.222 if (!op->is_on_map ())
737 root 1.24 {
738     /* Animation is currently handled by client, so nothing
739     * to do in this case.
740     */
741     return;
742 elmex 1.1 }
743    
744 root 1.24 /* make sure the object is within map boundaries */
745 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
746 root 1.24 {
747     LOG (llevError, "update_object() called for object out of map!\n");
748 elmex 1.1 #ifdef MANY_CORES
749 root 1.24 abort ();
750 elmex 1.1 #endif
751 root 1.24 return;
752 elmex 1.1 }
753    
754 root 1.76 mapspace &m = op->ms ();
755 elmex 1.1
756 root 1.99 if (!(m.flags_ & P_UPTODATE))
757 root 1.75 /* nop */;
758     else if (action == UP_OBJ_INSERT)
759     {
760     // this is likely overkill, TODO: revisit (schmorp)
761     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
762     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
763 root 1.253 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
764 root 1.75 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
765     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
766     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
767     || (m.move_on | op->move_on ) != m.move_on
768     || (m.move_off | op->move_off ) != m.move_off
769     || (m.move_slow | op->move_slow) != m.move_slow
770     /* This isn't perfect, but I don't expect a lot of objects to
771 root 1.252 * have move_allow right now.
772 root 1.75 */
773     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
774     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
775 root 1.99 m.flags_ = 0;
776 root 1.75 }
777     /* if the object is being removed, we can't make intelligent
778     * decisions, because remove_ob can't really pass the object
779     * that is being removed.
780     */
781 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
782 root 1.99 m.flags_ = 0;
783 root 1.24 else if (action == UP_OBJ_FACE)
784 root 1.29 /* Nothing to do for that case */ ;
785 root 1.24 else
786 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
787 elmex 1.1
788 root 1.75 if (op->more)
789 root 1.24 update_object (op->more, action);
790 elmex 1.1 }
791    
792 root 1.21 object::object ()
793     {
794 root 1.22 SET_FLAG (this, FLAG_REMOVED);
795    
796     expmul = 1.0;
797     face = blank_face;
798     }
799    
800     object::~object ()
801     {
802 root 1.121 unlink ();
803 root 1.119
804 root 1.22 free_key_values (this);
805     }
806    
807 root 1.112 static int object_count;
808    
809 root 1.24 void object::link ()
810 root 1.22 {
811 root 1.112 assert (!index);//D
812 root 1.202 uuid = UUID::gen ();
813 root 1.112 count = ++object_count;
814 root 1.21
815 root 1.109 refcnt_inc ();
816 root 1.108 objects.insert (this);
817 root 1.21 }
818    
819 root 1.24 void object::unlink ()
820 root 1.21 {
821 root 1.121 if (!index)
822     return;
823    
824 root 1.108 objects.erase (this);
825 root 1.109 refcnt_dec ();
826 root 1.98 }
827    
828 root 1.96 void
829 root 1.98 object::activate ()
830 root 1.96 {
831 root 1.98 /* If already on active list, don't do anything */
832 root 1.108 if (active)
833 root 1.98 return;
834    
835 root 1.257 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
836     if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
837 root 1.256
838 elmex 1.97 if (has_active_speed ())
839 root 1.108 actives.insert (this);
840 root 1.98 }
841 root 1.96
842 root 1.98 void
843     object::activate_recursive ()
844     {
845     activate ();
846    
847 root 1.104 for (object *op = inv; op; op = op->below)
848 root 1.98 op->activate_recursive ();
849 root 1.96 }
850    
851     /* This function removes object 'op' from the list of active
852     * objects.
853     * This should only be used for style maps or other such
854     * reference maps where you don't want an object that isn't
855     * in play chewing up cpu time getting processed.
856     * The reverse of this is to call update_ob_speed, which
857     * will do the right thing based on the speed of the object.
858     */
859     void
860 root 1.98 object::deactivate ()
861 root 1.96 {
862     /* If not on the active list, nothing needs to be done */
863 root 1.108 if (!active)
864 root 1.96 return;
865    
866 root 1.108 actives.erase (this);
867 root 1.98 }
868 root 1.96
869 root 1.98 void
870     object::deactivate_recursive ()
871     {
872 root 1.104 for (object *op = inv; op; op = op->below)
873 root 1.98 op->deactivate_recursive ();
874    
875     deactivate ();
876 root 1.96 }
877    
878 root 1.106 void
879     object::set_flag_inv (int flag, int value)
880     {
881     for (object *op = inv; op; op = op->below)
882     {
883     op->flag [flag] = value;
884     op->set_flag_inv (flag, value);
885     }
886     }
887    
888 root 1.89 /*
889     * Remove and free all objects in the inventory of the given object.
890     * object.c ?
891     */
892     void
893     object::destroy_inv (bool drop_to_ground)
894     {
895 root 1.94 // need to check first, because the checks below might segfault
896     // as we might be on an invalid mapspace and crossfire code
897     // is too buggy to ensure that the inventory is empty.
898 root 1.217 // corollary: if you create arrows etc. with stuff in its inventory,
899 root 1.94 // cf will crash below with off-map x and y
900     if (!inv)
901     return;
902    
903 root 1.89 /* Only if the space blocks everything do we not process -
904     * if some form of movement is allowed, let objects
905     * drop on that space.
906     */
907 root 1.92 if (!drop_to_ground
908     || !map
909 root 1.206 || map->in_memory != MAP_ACTIVE
910 root 1.238 || map->no_drop
911 root 1.95 || ms ().move_block == MOVE_ALL)
912 root 1.89 {
913     while (inv)
914 root 1.259 inv->destroy ();
915 root 1.89 }
916     else
917     { /* Put objects in inventory onto this space */
918     while (inv)
919     {
920     object *op = inv;
921    
922     if (op->flag [FLAG_STARTEQUIP]
923     || op->flag [FLAG_NO_DROP]
924     || op->type == RUNE
925     || op->type == TRAP
926 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
927     || op->flag [FLAG_DESTROY_ON_DEATH])
928 root 1.259 op->destroy ();
929 root 1.89 else
930 root 1.93 map->insert (op, x, y);
931 root 1.89 }
932     }
933     }
934    
935 root 1.21 object *object::create ()
936     {
937 root 1.42 object *op = new object;
938 root 1.22 op->link ();
939     return op;
940 root 1.21 }
941 elmex 1.1
942 root 1.223 static struct freed_map : maptile
943     {
944     freed_map ()
945     {
946 root 1.238 path = "<freed objects map>";
947     name = "/internal/freed_objects_map";
948     width = 3;
949     height = 3;
950     no_drop = 1;
951     no_reset = 1;
952 root 1.223
953     alloc ();
954     in_memory = MAP_ACTIVE;
955     }
956 root 1.229
957     ~freed_map ()
958     {
959     destroy ();
960     }
961 root 1.223 } freed_map; // freed objects are moved here to avoid crashes
962    
963 root 1.82 void
964     object::do_destroy ()
965 root 1.14 {
966 root 1.82 if (flag [FLAG_IS_LINKED])
967     remove_button_link (this);
968 root 1.29
969 root 1.82 if (flag [FLAG_FRIENDLY])
970 root 1.140 remove_friendly_object (this);
971 root 1.32
972 root 1.213 remove ();
973    
974     attachable::do_destroy ();
975 root 1.14
976 root 1.112 deactivate ();
977     unlink ();
978 root 1.92
979 root 1.82 flag [FLAG_FREED] = 1;
980 root 1.14
981 root 1.57 // hack to ensure that freed objects still have a valid map
982 root 1.223 map = &freed_map;
983     x = 1;
984     y = 1;
985 root 1.57
986 root 1.88 if (more)
987     {
988 root 1.259 more->destroy ();
989 root 1.88 more = 0;
990     }
991 root 1.82
992 root 1.162 head = 0;
993    
994     // clear those pointers that likely might cause circular references
995     owner = 0;
996     enemy = 0;
997     attacked_by = 0;
998     current_weapon = 0;
999 root 1.82 }
1000    
1001     void
1002     object::destroy (bool destroy_inventory)
1003     {
1004     if (destroyed ())
1005     return;
1006    
1007 root 1.219 if (!is_head () && !head->destroyed ())
1008     {
1009     LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010     head->destroy (destroy_inventory);
1011 root 1.223 return;
1012 root 1.219 }
1013    
1014 root 1.217 destroy_inv (!destroy_inventory);
1015 root 1.22
1016 root 1.173 if (is_head ())
1017     if (sound_destroy)
1018     play_sound (sound_destroy);
1019     else if (flag [FLAG_MONSTER])
1020     play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1021 root 1.169
1022 root 1.82 attachable::destroy ();
1023 elmex 1.1 }
1024    
1025 root 1.63 /* op->remove ():
1026 elmex 1.1 * This function removes the object op from the linked list of objects
1027     * which it is currently tied to. When this function is done, the
1028     * object will have no environment. If the object previously had an
1029     * environment, the x and y coordinates will be updated to
1030     * the previous environment.
1031     */
1032 root 1.24 void
1033 root 1.128 object::do_remove ()
1034 root 1.24 {
1035 root 1.45 object *tmp, *last = 0;
1036     object *otmp;
1037 root 1.26
1038 root 1.213 if (flag [FLAG_REMOVED])
1039 root 1.29 return;
1040 root 1.24
1041 root 1.82 INVOKE_OBJECT (REMOVE, this);
1042 root 1.26
1043 root 1.213 flag [FLAG_REMOVED] = true;
1044    
1045 root 1.59 if (more)
1046     more->remove ();
1047 root 1.24
1048     /*
1049     * In this case, the object to be removed is in someones
1050     * inventory.
1051     */
1052 root 1.59 if (env)
1053 root 1.24 {
1054 root 1.221 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1055 root 1.220 if (object *pl = visible_to ())
1056     esrv_del_item (pl->contr, count);
1057 root 1.221 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058 root 1.220
1059 root 1.208 adjust_weight (env, -total_weight ());
1060 root 1.24
1061 root 1.237 /* we set up values so that it could be inserted into
1062     * the map, but we don't actually do that - it is up
1063     * to the caller to decide what we want to do.
1064     */
1065     map = env->map;
1066     x = env->x;
1067     y = env->y;
1068    
1069 root 1.236 // make sure cmov optimisation is applicable
1070 root 1.208 *(above ? &above->below : &env->inv) = below;
1071 root 1.236 *(below ? &below->above : &above ) = above; // &above is just a dummy
1072 root 1.24
1073 root 1.236 above = 0;
1074     below = 0;
1075     env = 0;
1076 root 1.24
1077 root 1.208 /* NO_FIX_PLAYER is set when a great many changes are being
1078     * made to players inventory. If set, avoiding the call
1079     * to save cpu time.
1080     */
1081     if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1082     otmp->update_stats ();
1083 root 1.59 }
1084     else if (map)
1085     {
1086 root 1.220 map->dirty = true;
1087     mapspace &ms = this->ms ();
1088    
1089     if (object *pl = ms.player ())
1090 root 1.96 {
1091 root 1.220 if (type == PLAYER) // this == pl(!)
1092     {
1093     // leaving a spot always closes any open container on the ground
1094     if (container && !container->env)
1095     // this causes spurious floorbox updates, but it ensures
1096     // that the CLOSE event is being sent.
1097     close_container ();
1098    
1099     --map->players;
1100     map->touch ();
1101     }
1102     else if (pl->container == this)
1103     {
1104     // removing a container should close it
1105     close_container ();
1106     }
1107 root 1.130
1108 root 1.220 esrv_del_item (pl->contr, count);
1109 root 1.96 }
1110    
1111 root 1.29 /* link the object above us */
1112 root 1.236 // re-link, make sure compiler can easily use cmove
1113     *(above ? &above->below : &ms.top) = below;
1114     *(below ? &below->above : &ms.bot) = above;
1115 root 1.26
1116 root 1.59 above = 0;
1117     below = 0;
1118 root 1.26
1119 root 1.253 ms.flags_ = 0;
1120    
1121 root 1.59 if (map->in_memory == MAP_SAVING)
1122 root 1.29 return;
1123 elmex 1.1
1124 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1125 elmex 1.1
1126 root 1.175 if (object *pl = ms.player ())
1127     {
1128     if (pl->container == this)
1129     /* If a container that the player is currently using somehow gets
1130     * removed (most likely destroyed), update the player view
1131     * appropriately.
1132     */
1133     pl->close_container ();
1134    
1135 root 1.218 //TODO: the floorbox prev/next might need updating
1136 root 1.226 //esrv_del_item (pl->contr, count);
1137     //TODO: update floorbox to preserve ordering
1138     if (pl->contr->ns)
1139     pl->contr->ns->floorbox_update ();
1140 root 1.175 }
1141    
1142 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1143 root 1.24 {
1144 root 1.29 /* No point updating the players look faces if he is the object
1145     * being removed.
1146 root 1.24 */
1147 root 1.29
1148 root 1.96 /* See if object moving off should effect something */
1149 root 1.50 if (check_walk_off
1150 root 1.59 && ((move_type & tmp->move_off)
1151     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1152 root 1.29 {
1153 elmex 1.72 move_apply (tmp, this, 0);
1154 root 1.24
1155 root 1.59 if (destroyed ())
1156 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1157 root 1.8 }
1158    
1159 root 1.29 last = tmp;
1160     }
1161 root 1.26
1162 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1163 root 1.59 update_all_los (map, x, y);
1164 elmex 1.1 }
1165     }
1166    
1167     /*
1168     * merge_ob(op,top):
1169     *
1170     * This function goes through all objects below and including top, and
1171     * merges op to the first matching object.
1172     * If top is NULL, it is calculated.
1173     * Returns pointer to object if it succeded in the merge, otherwise NULL
1174     */
1175 root 1.24 object *
1176     merge_ob (object *op, object *top)
1177     {
1178     if (!op->nrof)
1179 elmex 1.1 return 0;
1180 root 1.29
1181 root 1.194 if (!top)
1182 root 1.82 for (top = op; top && top->above; top = top->above)
1183     ;
1184 root 1.29
1185 root 1.82 for (; top; top = top->below)
1186 root 1.214 if (object::can_merge (op, top))
1187     {
1188     top->nrof += op->nrof;
1189    
1190     if (object *pl = top->visible_to ())
1191     esrv_update_item (UPD_NROF, pl, top);
1192    
1193     op->weight = 0; // cancel the addition above
1194     op->carrying = 0; // must be 0 already
1195 root 1.66
1196 root 1.259 op->destroy ();
1197 root 1.24
1198 root 1.214 return top;
1199     }
1200 root 1.29
1201 root 1.45 return 0;
1202 elmex 1.1 }
1203    
1204 root 1.138 void
1205     object::expand_tail ()
1206     {
1207     if (more)
1208     return;
1209    
1210     object *prev = this;
1211    
1212 root 1.160 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1213 root 1.138 {
1214     object *op = arch_to_object (at);
1215    
1216     op->name = name;
1217     op->name_pl = name_pl;
1218     op->title = title;
1219    
1220     op->head = this;
1221     prev->more = op;
1222    
1223     prev = op;
1224     }
1225     }
1226    
1227 elmex 1.1 /*
1228 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1229     * job preparing multi-part monsters.
1230 elmex 1.1 */
1231 root 1.24 object *
1232 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1233 root 1.24 {
1234 root 1.244 op->remove ();
1235    
1236 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1237 root 1.24 {
1238 root 1.159 tmp->x = x + tmp->arch->x;
1239     tmp->y = y + tmp->arch->y;
1240 elmex 1.1 }
1241 root 1.29
1242 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1243 elmex 1.1 }
1244    
1245     /*
1246     * insert_ob_in_map (op, map, originator, flag):
1247     * This function inserts the object in the two-way linked list
1248     * which represents what is on a map.
1249     * The second argument specifies the map, and the x and y variables
1250     * in the object about to be inserted specifies the position.
1251     *
1252     * originator: Player, monster or other object that caused 'op' to be inserted
1253     * into 'map'. May be NULL.
1254     *
1255     * flag is a bitmask about special things to do (or not do) when this
1256     * function is called. see the object.h file for the INS_ values.
1257     * Passing 0 for flag gives proper default values, so flag really only needs
1258     * to be set if special handling is needed.
1259     *
1260     * Return value:
1261     * new object if 'op' was merged with other object
1262     * NULL if 'op' was destroyed
1263     * just 'op' otherwise
1264     */
1265 root 1.24 object *
1266 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1267 elmex 1.1 {
1268 root 1.244 if (op->is_on_map ())
1269     {
1270     LOG (llevError, "insert_ob_in_map called for object already on map");
1271     abort ();
1272     }
1273    
1274     if (op->env)
1275     {
1276     LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1277     op->remove ();
1278     }
1279 root 1.117
1280 root 1.258 if (m == &freed_map)//D TODO: remove soon
1281 root 1.245 {//D
1282 root 1.258 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1283 root 1.245 }//D
1284    
1285 root 1.187 /* Ideally, the caller figures this out. However, it complicates a lot
1286     * of areas of callers (eg, anything that uses find_free_spot would now
1287     * need extra work
1288     */
1289     if (!xy_normalise (m, op->x, op->y))
1290 root 1.24 {
1291 root 1.259 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1292 root 1.187 return 0;
1293 elmex 1.1 }
1294 root 1.25
1295 root 1.117 if (object *more = op->more)
1296 root 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1297     return 0;
1298 root 1.25
1299 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1300 root 1.8
1301 root 1.117 op->map = m;
1302     mapspace &ms = op->ms ();
1303 root 1.24
1304     /* this has to be done after we translate the coordinates.
1305     */
1306     if (op->nrof && !(flag & INS_NO_MERGE))
1307 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1308 root 1.66 if (object::can_merge (op, tmp))
1309 root 1.25 {
1310 root 1.237 // TODO: we actually want to update tmp, not op,
1311 root 1.218 // but some caller surely breaks when we return tmp
1312     // from here :/
1313 root 1.25 op->nrof += tmp->nrof;
1314 root 1.259 tmp->destroy ();
1315 root 1.25 }
1316 root 1.24
1317     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1318     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1319 root 1.25
1320 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1321     CLEAR_FLAG (op, FLAG_NO_STEAL);
1322    
1323     if (flag & INS_BELOW_ORIGINATOR)
1324     {
1325 root 1.241 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1326 root 1.24 {
1327     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1328     abort ();
1329     }
1330 root 1.25
1331 root 1.241 if (!originator->is_on_map ())
1332     LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1333     op->debug_desc (), originator->debug_desc ());
1334    
1335 root 1.24 op->above = originator;
1336     op->below = originator->below;
1337 root 1.237 originator->below = op;
1338 root 1.25
1339 root 1.237 *(op->below ? &op->below->above : &ms.bot) = op;
1340 elmex 1.1 }
1341 root 1.24 else
1342     {
1343 root 1.237 object *floor = 0;
1344     object *top = ms.top;
1345 root 1.117
1346 root 1.24 /* If there are other objects, then */
1347 root 1.191 if (top)
1348 root 1.24 {
1349     /*
1350     * If there are multiple objects on this space, we do some trickier handling.
1351     * We've already dealt with merging if appropriate.
1352     * Generally, we want to put the new object on top. But if
1353     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1354     * floor, we want to insert above that and no further.
1355     * Also, if there are spell objects on this space, we stop processing
1356     * once we get to them. This reduces the need to traverse over all of
1357     * them when adding another one - this saves quite a bit of cpu time
1358     * when lots of spells are cast in one area. Currently, it is presumed
1359     * that flying non pickable objects are spell objects.
1360     */
1361 root 1.237 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1362 root 1.24 {
1363 root 1.237 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1364     floor = tmp;
1365 root 1.26
1366 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))
1367 root 1.24 {
1368     /* We insert above top, so we want this object below this */
1369 root 1.237 top = tmp->below;
1370 root 1.24 break;
1371     }
1372 root 1.26
1373 root 1.237 top = tmp;
1374 root 1.24 }
1375 root 1.26
1376 root 1.24 /* We let update_position deal with figuring out what the space
1377     * looks like instead of lots of conditions here.
1378     * makes things faster, and effectively the same result.
1379     */
1380    
1381     /* Have object 'fall below' other objects that block view.
1382 root 1.135 * Unless those objects are exits.
1383 root 1.24 * If INS_ON_TOP is used, don't do this processing
1384     * Need to find the object that in fact blocks view, otherwise
1385     * stacking is a bit odd.
1386     */
1387 root 1.117 if (!(flag & INS_ON_TOP)
1388     && ms.flags () & P_BLOCKSVIEW
1389 root 1.135 && (op->face && !faces [op->face].visibility))
1390 root 1.24 {
1391 root 1.237 object *last;
1392    
1393 root 1.24 for (last = top; last != floor; last = last->below)
1394     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1395     break;
1396 root 1.117
1397 root 1.24 /* Check to see if we found the object that blocks view,
1398     * and make sure we have a below pointer for it so that
1399     * we can get inserted below this one, which requires we
1400     * set top to the object below us.
1401     */
1402     if (last && last->below && last != floor)
1403     top = last->below;
1404 root 1.8 }
1405 root 1.24 } /* If objects on this space */
1406 root 1.25
1407 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1408     top = floor;
1409    
1410 root 1.240 // insert object above top, or bottom-most if top = 0
1411 root 1.24 if (!top)
1412     {
1413 root 1.239 op->below = 0;
1414     op->above = ms.bot;
1415     ms.bot = op;
1416 root 1.25
1417 root 1.239 *(op->above ? &op->above->below : &ms.top) = op;
1418 root 1.24 }
1419     else
1420 root 1.240 {
1421 root 1.24 op->above = top->above;
1422 root 1.237 top->above = op;
1423 root 1.25
1424 root 1.24 op->below = top;
1425 root 1.237 *(op->above ? &op->above->below : &ms.top) = op;
1426 root 1.24 }
1427 root 1.240 }
1428 root 1.8
1429 root 1.24 if (op->type == PLAYER)
1430 root 1.96 {
1431     op->contr->do_los = 1;
1432     ++op->map->players;
1433 root 1.100 op->map->touch ();
1434 root 1.96 }
1435 root 1.24
1436 root 1.98 op->map->dirty = true;
1437    
1438 root 1.191 if (object *pl = ms.player ())
1439 root 1.218 //TODO: the floorbox prev/next might need updating
1440 root 1.226 //esrv_send_item (pl, op);
1441     //TODO: update floorbox to preserve ordering
1442     if (pl->contr->ns)
1443     pl->contr->ns->floorbox_update ();
1444 root 1.24
1445     /* If this object glows, it may affect lighting conditions that are
1446     * visible to others on this map. But update_all_los is really
1447     * an inefficient way to do this, as it means los for all players
1448     * on the map will get recalculated. The players could very well
1449     * be far away from this change and not affected in any way -
1450     * this should get redone to only look for players within range,
1451 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1452 root 1.24 * of effect may be sufficient.
1453     */
1454 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1455 root 1.24 update_all_los (op->map, op->x, op->y);
1456    
1457     /* updates flags (blocked, alive, no magic, etc) for this map space */
1458     update_object (op, UP_OBJ_INSERT);
1459    
1460 root 1.82 INVOKE_OBJECT (INSERT, op);
1461    
1462 root 1.24 /* Don't know if moving this to the end will break anything. However,
1463 root 1.70 * we want to have floorbox_update called before calling this.
1464 root 1.24 *
1465     * check_move_on() must be after this because code called from
1466     * check_move_on() depends on correct map flags (so functions like
1467     * blocked() and wall() work properly), and these flags are updated by
1468     * update_object().
1469     */
1470    
1471     /* if this is not the head or flag has been passed, don't check walk on status */
1472 root 1.155 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1473 root 1.24 {
1474     if (check_move_on (op, originator))
1475 root 1.82 return 0;
1476 elmex 1.1
1477 root 1.24 /* If we are a multi part object, lets work our way through the check
1478     * walk on's.
1479     */
1480 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1481 root 1.24 if (check_move_on (tmp, originator))
1482 root 1.82 return 0;
1483 elmex 1.1 }
1484 root 1.25
1485 root 1.24 return op;
1486 elmex 1.1 }
1487    
1488     /* this function inserts an object in the map, but if it
1489 root 1.75 * finds an object of its own type, it'll remove that one first.
1490     * op is the object to insert it under: supplies x and the map.
1491 elmex 1.1 */
1492 root 1.24 void
1493     replace_insert_ob_in_map (const char *arch_string, object *op)
1494     {
1495     /* first search for itself and remove any old instances */
1496 elmex 1.1
1497 root 1.208 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1498 root 1.158 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1499 root 1.259 tmp->destroy ();
1500 root 1.208
1501     object *tmp = arch_to_object (archetype::find (arch_string));
1502 elmex 1.1
1503 root 1.208 tmp->x = op->x;
1504     tmp->y = op->y;
1505 elmex 1.1
1506 root 1.208 insert_ob_in_map (tmp, op->map, op, 0);
1507 root 1.24 }
1508 elmex 1.1
1509 root 1.93 object *
1510     object::insert_at (object *where, object *originator, int flags)
1511     {
1512 root 1.205 if (where->env)
1513     return where->env->insert (this);
1514     else
1515     return where->map->insert (this, where->x, where->y, originator, flags);
1516 root 1.93 }
1517    
1518 elmex 1.1 /*
1519 root 1.209 * decrease(object, number) decreases a specified number from
1520 root 1.208 * the amount of an object. If the amount reaches 0, the object
1521 elmex 1.1 * is subsequently removed and freed.
1522     *
1523     * Return value: 'op' if something is left, NULL if the amount reached 0
1524     */
1525 root 1.208 bool
1526 root 1.209 object::decrease (sint32 nr)
1527 elmex 1.1 {
1528 root 1.212 if (!nr)
1529     return true;
1530    
1531 root 1.208 nr = min (nr, nrof);
1532 elmex 1.1
1533 root 1.251 if (nrof > nr)
1534 elmex 1.1 {
1535 root 1.251 nrof -= nr;
1536 root 1.247 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1537 elmex 1.1
1538 root 1.212 if (object *pl = visible_to ())
1539     esrv_update_item (UPD_NROF, pl, this);
1540 root 1.29
1541 root 1.212 return true;
1542 elmex 1.1 }
1543 root 1.24 else
1544     {
1545 root 1.249 destroy ();
1546 root 1.212 return false;
1547 elmex 1.1 }
1548     }
1549    
1550 root 1.209 /*
1551 root 1.210 * split(ob,nr) splits up ob into two parts. The part which
1552 root 1.209 * is returned contains nr objects, and the remaining parts contains
1553 root 1.210 * the rest (or is removed and returned if that number is 0).
1554     * On failure, NULL is returned.
1555 root 1.209 */
1556 root 1.208 object *
1557 root 1.209 object::split (sint32 nr)
1558 root 1.208 {
1559 root 1.212 int have = number_of ();
1560    
1561     if (have < nr)
1562 root 1.209 return 0;
1563 root 1.212 else if (have == nr)
1564 root 1.209 {
1565     remove ();
1566     return this;
1567     }
1568     else
1569     {
1570     decrease (nr);
1571    
1572 root 1.230 object *op = deep_clone ();
1573 root 1.209 op->nrof = nr;
1574     return op;
1575     }
1576     }
1577    
1578 root 1.24 object *
1579     insert_ob_in_ob (object *op, object *where)
1580     {
1581 root 1.59 if (!where)
1582 root 1.24 {
1583 root 1.53 char *dump = dump_object (op);
1584     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1585     free (dump);
1586 root 1.24 return op;
1587     }
1588 root 1.29
1589 root 1.154 if (where->head_ () != where)
1590 root 1.24 {
1591 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1592 root 1.24 where = where->head;
1593     }
1594 root 1.29
1595 root 1.59 return where->insert (op);
1596     }
1597    
1598     /*
1599     * env->insert (op)
1600     * This function inserts the object op in the linked list
1601     * inside the object environment.
1602     *
1603     * The function returns now pointer to inserted item, and return value can
1604     * be != op, if items are merged. -Tero
1605     */
1606     object *
1607     object::insert (object *op)
1608     {
1609 root 1.24 if (op->more)
1610     {
1611     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1612     return op;
1613     }
1614 root 1.29
1615 root 1.208 op->remove ();
1616    
1617     op->flag [FLAG_OBJ_ORIGINAL] = 0;
1618 root 1.182
1619 root 1.24 if (op->nrof)
1620 root 1.208 for (object *tmp = inv; tmp; tmp = tmp->below)
1621     if (object::can_merge (tmp, op))
1622     {
1623     /* return the original object and remove inserted object
1624     (client needs the original object) */
1625     tmp->nrof += op->nrof;
1626 root 1.214
1627     if (object *pl = tmp->visible_to ())
1628     esrv_update_item (UPD_NROF, pl, tmp);
1629    
1630 root 1.210 adjust_weight (this, op->total_weight ());
1631    
1632 root 1.259 op->destroy ();
1633 root 1.208 op = tmp;
1634     goto inserted;
1635     }
1636    
1637     op->owner = 0; // it's his/hers now. period.
1638     op->map = 0;
1639     op->x = 0;
1640     op->y = 0;
1641    
1642     op->above = 0;
1643     op->below = inv;
1644     op->env = this;
1645    
1646     if (inv)
1647     inv->above = op;
1648 root 1.24
1649 root 1.208 inv = op;
1650 elmex 1.1
1651 root 1.208 op->flag [FLAG_REMOVED] = 0;
1652 elmex 1.1
1653 root 1.214 if (object *pl = op->visible_to ())
1654     esrv_send_item (pl, op);
1655    
1656 root 1.208 adjust_weight (this, op->total_weight ());
1657 elmex 1.1
1658 root 1.208 inserted:
1659 elmex 1.1 /* reset the light list and los of the players on the map */
1660 root 1.208 if (op->glow_radius && map && map->darkness)
1661     update_all_los (map, x, y);
1662 elmex 1.1
1663 root 1.214 // if this is a player's inventory, update stats
1664     if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1665     update_stats ();
1666 root 1.59
1667 root 1.82 INVOKE_OBJECT (INSERT, this);
1668    
1669 elmex 1.1 return op;
1670     }
1671    
1672     /*
1673     * Checks if any objects has a move_type that matches objects
1674     * that effect this object on this space. Call apply() to process
1675     * these events.
1676     *
1677     * Any speed-modification due to SLOW_MOVE() of other present objects
1678     * will affect the speed_left of the object.
1679     *
1680     * originator: Player, monster or other object that caused 'op' to be inserted
1681     * into 'map'. May be NULL.
1682     *
1683     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1684     *
1685     * 4-21-95 added code to check if appropriate skill was readied - this will
1686     * permit faster movement by the player through this terrain. -b.t.
1687     *
1688     * MSW 2001-07-08: Check all objects on space, not just those below
1689     * object being inserted. insert_ob_in_map may not put new objects
1690     * on top.
1691     */
1692 root 1.24 int
1693     check_move_on (object *op, object *originator)
1694 elmex 1.1 {
1695 root 1.48 object *tmp;
1696 root 1.49 maptile *m = op->map;
1697 root 1.48 int x = op->x, y = op->y;
1698 root 1.26
1699 root 1.48 MoveType move_on, move_slow, move_block;
1700 root 1.24
1701     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1702     return 0;
1703    
1704     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1705     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1706     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1707    
1708     /* if nothing on this space will slow op down or be applied,
1709     * no need to do checking below. have to make sure move_type
1710     * is set, as lots of objects don't have it set - we treat that
1711     * as walking.
1712     */
1713     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1714     return 0;
1715 elmex 1.1
1716 root 1.24 /* This is basically inverse logic of that below - basically,
1717     * if the object can avoid the move on or slow move, they do so,
1718     * but can't do it if the alternate movement they are using is
1719     * blocked. Logic on this seems confusing, but does seem correct.
1720     */
1721     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1722     return 0;
1723    
1724     /* The objects have to be checked from top to bottom.
1725     * Hence, we first go to the top:
1726     */
1727    
1728 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1729 root 1.24 {
1730     /* Trim the search when we find the first other spell effect
1731     * this helps performance so that if a space has 50 spell objects,
1732     * we don't need to check all of them.
1733     */
1734     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1735     break;
1736     }
1737 root 1.26
1738     for (; tmp; tmp = tmp->below)
1739 root 1.24 {
1740     if (tmp == op)
1741     continue; /* Can't apply yourself */
1742 elmex 1.1
1743 root 1.24 /* Check to see if one of the movement types should be slowed down.
1744     * Second check makes sure that the movement types not being slowed
1745     * (~slow_move) is not blocked on this space - just because the
1746     * space doesn't slow down swimming (for example), if you can't actually
1747     * swim on that space, can't use it to avoid the penalty.
1748     */
1749     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1750     {
1751     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1752     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1753     {
1754 elmex 1.1
1755 root 1.29 float
1756 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1757 elmex 1.1
1758 root 1.24 if (op->type == PLAYER)
1759 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1760     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1761     diff /= 4.0;
1762    
1763 root 1.24 op->speed_left -= diff;
1764 root 1.8 }
1765     }
1766 elmex 1.1
1767 root 1.24 /* Basically same logic as above, except now for actual apply. */
1768     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1769     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1770     {
1771 elmex 1.72 move_apply (tmp, op, originator);
1772 root 1.24
1773 root 1.48 if (op->destroyed ())
1774 root 1.24 return 1;
1775    
1776     /* what the person/creature stepped onto has moved the object
1777     * someplace new. Don't process any further - if we did,
1778     * have a feeling strange problems would result.
1779     */
1780     if (op->map != m || op->x != x || op->y != y)
1781     return 0;
1782 root 1.8 }
1783 elmex 1.1 }
1784 root 1.26
1785 root 1.24 return 0;
1786 elmex 1.1 }
1787    
1788     /*
1789     * present_arch(arch, map, x, y) searches for any objects with
1790     * a matching archetype at the given map and coordinates.
1791     * The first matching object is returned, or NULL if none.
1792     */
1793 root 1.24 object *
1794 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1795 root 1.24 {
1796 root 1.104 if (!m || out_of_map (m, x, y))
1797 root 1.24 {
1798     LOG (llevError, "Present_arch called outside map.\n");
1799     return NULL;
1800     }
1801 root 1.84
1802 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1803 root 1.231 if (tmp->arch->archname == at->archname)
1804 elmex 1.1 return tmp;
1805 root 1.84
1806 elmex 1.1 return NULL;
1807     }
1808    
1809     /*
1810     * present(type, map, x, y) searches for any objects with
1811     * a matching type variable at the given map and coordinates.
1812     * The first matching object is returned, or NULL if none.
1813     */
1814 root 1.24 object *
1815 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1816 root 1.24 {
1817     if (out_of_map (m, x, y))
1818     {
1819     LOG (llevError, "Present called outside map.\n");
1820     return NULL;
1821     }
1822 root 1.84
1823 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1824 root 1.24 if (tmp->type == type)
1825 elmex 1.1 return tmp;
1826 root 1.84
1827 elmex 1.1 return NULL;
1828     }
1829    
1830     /*
1831     * present_in_ob(type, object) searches for any objects with
1832     * a matching type variable in the inventory of the given object.
1833     * The first matching object is returned, or NULL if none.
1834     */
1835 root 1.24 object *
1836     present_in_ob (unsigned char type, const object *op)
1837     {
1838 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1839 root 1.24 if (tmp->type == type)
1840 elmex 1.1 return tmp;
1841 root 1.84
1842 elmex 1.1 return NULL;
1843     }
1844    
1845     /*
1846     * present_in_ob (type, str, object) searches for any objects with
1847     * a matching type & name variable in the inventory of the given object.
1848     * The first matching object is returned, or NULL if none.
1849     * This is mostly used by spell effect code, so that we only
1850     * have one spell effect at a time.
1851     * type can be used to narrow the search - if type is set,
1852     * the type must also match. -1 can be passed for the type,
1853     * in which case the type does not need to pass.
1854     * str is the string to match against. Note that we match against
1855     * the object name, not the archetype name. this is so that the
1856     * spell code can use one object type (force), but change it's name
1857     * to be unique.
1858     */
1859 root 1.24 object *
1860     present_in_ob_by_name (int type, const char *str, const object *op)
1861     {
1862 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1863 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1864     return tmp;
1865 elmex 1.1
1866 root 1.82 return 0;
1867 elmex 1.1 }
1868    
1869     /*
1870     * present_arch_in_ob(archetype, object) searches for any objects with
1871     * a matching archetype in the inventory of the given object.
1872     * The first matching object is returned, or NULL if none.
1873     */
1874 root 1.24 object *
1875     present_arch_in_ob (const archetype *at, const object *op)
1876     {
1877 root 1.231 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1878     if (tmp->arch->archname == at->archname)
1879 elmex 1.1 return tmp;
1880 root 1.82
1881 elmex 1.1 return NULL;
1882     }
1883    
1884     /*
1885     * activate recursively a flag on an object inventory
1886     */
1887 root 1.24 void
1888     flag_inv (object *op, int flag)
1889     {
1890 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1891     {
1892     SET_FLAG (tmp, flag);
1893     flag_inv (tmp, flag);
1894     }
1895 root 1.82 }
1896    
1897     /*
1898     * deactivate recursively a flag on an object inventory
1899     */
1900 root 1.24 void
1901     unflag_inv (object *op, int flag)
1902     {
1903 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1904     {
1905     CLEAR_FLAG (tmp, flag);
1906     unflag_inv (tmp, flag);
1907     }
1908 elmex 1.1 }
1909    
1910     /*
1911     * find_free_spot(object, map, x, y, start, stop) will search for
1912     * a spot at the given map and coordinates which will be able to contain
1913     * the given object. start and stop specifies how many squares
1914     * to search (see the freearr_x/y[] definition).
1915     * It returns a random choice among the alternatives found.
1916     * start and stop are where to start relative to the free_arr array (1,9
1917     * does all 4 immediate directions). This returns the index into the
1918     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1919 root 1.196 * Note: This function does correctly handle tiled maps, but does not
1920 elmex 1.1 * inform the caller. However, insert_ob_in_map will update as
1921     * necessary, so the caller shouldn't need to do any special work.
1922     * Note - updated to take an object instead of archetype - this is necessary
1923     * because arch_blocked (now ob_blocked) needs to know the movement type
1924     * to know if the space in question will block the object. We can't use
1925     * the archetype because that isn't correct if the monster has been
1926     * customized, changed states, etc.
1927     */
1928 root 1.24 int
1929 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1930 root 1.24 {
1931 root 1.190 int altern[SIZEOFFREE];
1932 root 1.82 int index = 0, flag;
1933 root 1.24
1934 root 1.82 for (int i = start; i < stop; i++)
1935 root 1.24 {
1936 root 1.188 mapxy pos (m, x, y); pos.move (i);
1937    
1938     if (!pos.normalise ())
1939     continue;
1940    
1941     mapspace &ms = *pos;
1942 root 1.189
1943     if (ms.flags () & P_IS_ALIVE)
1944     continue;
1945 root 1.188
1946     /* However, often
1947     * ob doesn't have any move type (when used to place exits)
1948     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1949     */
1950 root 1.200 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1951 root 1.190 {
1952     altern [index++] = i;
1953     continue;
1954     }
1955 root 1.24
1956     /* Basically, if we find a wall on a space, we cut down the search size.
1957     * In this way, we won't return spaces that are on another side of a wall.
1958     * This mostly work, but it cuts down the search size in all directions -
1959     * if the space being examined only has a wall to the north and empty
1960     * spaces in all the other directions, this will reduce the search space
1961     * to only the spaces immediately surrounding the target area, and
1962     * won't look 2 spaces south of the target space.
1963     */
1964 root 1.188 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1965     {
1966     stop = maxfree[i];
1967     continue;
1968     }
1969    
1970     /* Note it is intentional that we check ob - the movement type of the
1971     * head of the object should correspond for the entire object.
1972     */
1973     if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1974     continue;
1975    
1976 root 1.196 if (ob->blocked (m, pos.x, pos.y))
1977     continue;
1978    
1979 root 1.188 altern [index++] = i;
1980 elmex 1.1 }
1981 root 1.74
1982 root 1.24 if (!index)
1983     return -1;
1984 root 1.74
1985 root 1.124 return altern [rndm (index)];
1986 elmex 1.1 }
1987    
1988     /*
1989 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
1990 elmex 1.1 * find_free_spot(), but it will search max number of squares.
1991     * But it will return the first available spot, not a random choice.
1992     * Changed 0.93.2: Have it return -1 if there is no free spot available.
1993     */
1994 root 1.24 int
1995 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
1996 root 1.24 {
1997 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
1998 root 1.188 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
1999 root 1.82 return i;
2000 root 1.24
2001     return -1;
2002 elmex 1.1 }
2003    
2004     /*
2005     * The function permute(arr, begin, end) randomly reorders the array
2006     * arr[begin..end-1].
2007 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2008 elmex 1.1 */
2009 root 1.24 static void
2010     permute (int *arr, int begin, int end)
2011 elmex 1.1 {
2012 root 1.82 arr += begin;
2013     end -= begin;
2014    
2015     while (--end)
2016 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2017 elmex 1.1 }
2018    
2019     /* new function to make monster searching more efficient, and effective!
2020     * This basically returns a randomized array (in the passed pointer) of
2021     * the spaces to find monsters. In this way, it won't always look for
2022     * monsters to the north first. However, the size of the array passed
2023     * covers all the spaces, so within that size, all the spaces within
2024     * the 3x3 area will be searched, just not in a predictable order.
2025     */
2026 root 1.24 void
2027     get_search_arr (int *search_arr)
2028 elmex 1.1 {
2029 root 1.82 int i;
2030 elmex 1.1
2031 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2032 root 1.82 search_arr[i] = i;
2033 elmex 1.1
2034 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2035     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2036     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2037 elmex 1.1 }
2038    
2039     /*
2040     * find_dir(map, x, y, exclude) will search some close squares in the
2041     * given map at the given coordinates for live objects.
2042     * It will not considered the object given as exclude among possible
2043     * live objects.
2044     * It returns the direction toward the first/closest live object if finds
2045     * any, otherwise 0.
2046     * Perhaps incorrectly, but I'm making the assumption that exclude
2047     * is actually want is going to try and move there. We need this info
2048     * because we have to know what movement the thing looking to move
2049     * there is capable of.
2050     */
2051 root 1.24 int
2052 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2053 root 1.24 {
2054 root 1.82 int i, max = SIZEOFFREE, mflags;
2055 root 1.29
2056     sint16 nx, ny;
2057 root 1.82 object *tmp;
2058     maptile *mp;
2059 root 1.29
2060     MoveType blocked, move_type;
2061 root 1.24
2062 root 1.155 if (exclude && exclude->head_ () != exclude)
2063 root 1.24 {
2064     exclude = exclude->head;
2065     move_type = exclude->move_type;
2066     }
2067     else
2068     {
2069     /* If we don't have anything, presume it can use all movement types. */
2070     move_type = MOVE_ALL;
2071     }
2072    
2073     for (i = 1; i < max; i++)
2074     {
2075     mp = m;
2076     nx = x + freearr_x[i];
2077     ny = y + freearr_y[i];
2078    
2079     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2080 root 1.75
2081 root 1.24 if (mflags & P_OUT_OF_MAP)
2082 root 1.75 max = maxfree[i];
2083 root 1.24 else
2084     {
2085 root 1.82 mapspace &ms = mp->at (nx, ny);
2086    
2087     blocked = ms.move_block;
2088 root 1.24
2089     if ((move_type & blocked) == move_type)
2090 root 1.75 max = maxfree[i];
2091 root 1.24 else if (mflags & P_IS_ALIVE)
2092     {
2093 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2094 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2095 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2096 root 1.75 break;
2097    
2098 root 1.24 if (tmp)
2099 root 1.75 return freedir[i];
2100 root 1.8 }
2101     }
2102 elmex 1.1 }
2103 root 1.75
2104 root 1.24 return 0;
2105 elmex 1.1 }
2106    
2107     /*
2108     * distance(object 1, object 2) will return the square of the
2109     * distance between the two given objects.
2110     */
2111 root 1.24 int
2112     distance (const object *ob1, const object *ob2)
2113     {
2114 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2115 elmex 1.1 }
2116    
2117     /*
2118     * find_dir_2(delta-x,delta-y) will return a direction in which
2119     * an object which has subtracted the x and y coordinates of another
2120     * object, needs to travel toward it.
2121     */
2122 root 1.24 int
2123     find_dir_2 (int x, int y)
2124     {
2125 root 1.75 int q;
2126 elmex 1.1
2127 root 1.24 if (y)
2128     q = x * 100 / y;
2129 elmex 1.1 else if (x)
2130 root 1.24 q = -300 * x;
2131 elmex 1.1 else
2132     return 0;
2133    
2134 root 1.24 if (y > 0)
2135     {
2136     if (q < -242)
2137     return 3;
2138     if (q < -41)
2139     return 2;
2140     if (q < 41)
2141     return 1;
2142     if (q < 242)
2143     return 8;
2144     return 7;
2145     }
2146 elmex 1.1
2147     if (q < -242)
2148 root 1.24 return 7;
2149 elmex 1.1 if (q < -41)
2150 root 1.24 return 6;
2151 elmex 1.1 if (q < 41)
2152 root 1.24 return 5;
2153 elmex 1.1 if (q < 242)
2154 root 1.24 return 4;
2155 elmex 1.1
2156 root 1.24 return 3;
2157 elmex 1.1 }
2158    
2159     /*
2160     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2161     * between two directions (which are expected to be absolute (see absdir())
2162     */
2163 root 1.24 int
2164     dirdiff (int dir1, int dir2)
2165     {
2166 root 1.82 int d;
2167 root 1.24
2168     d = abs (dir1 - dir2);
2169     if (d > 4)
2170 elmex 1.1 d = 8 - d;
2171 root 1.82
2172 elmex 1.1 return d;
2173     }
2174    
2175     /* peterm:
2176     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2177     * Basically, this is a table of directions, and what directions
2178     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2179     * This basically means that if direction is 15, then it could either go
2180     * direction 4, 14, or 16 to get back to where we are.
2181     * Moved from spell_util.c to object.c with the other related direction
2182     * functions.
2183     */
2184 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2185 root 1.24 {0, 0, 0}, /* 0 */
2186     {0, 0, 0}, /* 1 */
2187     {0, 0, 0}, /* 2 */
2188     {0, 0, 0}, /* 3 */
2189     {0, 0, 0}, /* 4 */
2190     {0, 0, 0}, /* 5 */
2191     {0, 0, 0}, /* 6 */
2192     {0, 0, 0}, /* 7 */
2193     {0, 0, 0}, /* 8 */
2194     {8, 1, 2}, /* 9 */
2195     {1, 2, -1}, /* 10 */
2196     {2, 10, 12}, /* 11 */
2197     {2, 3, -1}, /* 12 */
2198     {2, 3, 4}, /* 13 */
2199     {3, 4, -1}, /* 14 */
2200     {4, 14, 16}, /* 15 */
2201     {5, 4, -1}, /* 16 */
2202     {4, 5, 6}, /* 17 */
2203     {6, 5, -1}, /* 18 */
2204     {6, 20, 18}, /* 19 */
2205     {7, 6, -1}, /* 20 */
2206     {6, 7, 8}, /* 21 */
2207     {7, 8, -1}, /* 22 */
2208     {8, 22, 24}, /* 23 */
2209     {8, 1, -1}, /* 24 */
2210     {24, 9, 10}, /* 25 */
2211     {9, 10, -1}, /* 26 */
2212     {10, 11, -1}, /* 27 */
2213     {27, 11, 29}, /* 28 */
2214     {11, 12, -1}, /* 29 */
2215     {12, 13, -1}, /* 30 */
2216     {12, 13, 14}, /* 31 */
2217     {13, 14, -1}, /* 32 */
2218     {14, 15, -1}, /* 33 */
2219     {33, 15, 35}, /* 34 */
2220     {16, 15, -1}, /* 35 */
2221     {17, 16, -1}, /* 36 */
2222     {18, 17, 16}, /* 37 */
2223     {18, 17, -1}, /* 38 */
2224     {18, 19, -1}, /* 39 */
2225     {41, 19, 39}, /* 40 */
2226     {19, 20, -1}, /* 41 */
2227     {20, 21, -1}, /* 42 */
2228     {20, 21, 22}, /* 43 */
2229     {21, 22, -1}, /* 44 */
2230     {23, 22, -1}, /* 45 */
2231     {45, 47, 23}, /* 46 */
2232     {23, 24, -1}, /* 47 */
2233     {24, 9, -1}
2234     }; /* 48 */
2235 elmex 1.1
2236     /* Recursive routine to step back and see if we can
2237     * find a path to that monster that we found. If not,
2238     * we don't bother going toward it. Returns 1 if we
2239     * can see a direct way to get it
2240     * Modified to be map tile aware -.MSW
2241     */
2242 root 1.24 int
2243 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2244 root 1.24 {
2245 root 1.29 sint16 dx, dy;
2246 root 1.75 int mflags;
2247 root 1.24
2248     if (dir < 0)
2249     return 0; /* exit condition: invalid direction */
2250    
2251     dx = x + freearr_x[dir];
2252     dy = y + freearr_y[dir];
2253    
2254     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2255    
2256     /* This functional arguably was incorrect before - it was
2257     * checking for P_WALL - that was basically seeing if
2258     * we could move to the monster - this is being more
2259     * literal on if we can see it. To know if we can actually
2260     * move to the monster, we'd need the monster passed in or
2261     * at least its move type.
2262     */
2263     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2264     return 0;
2265    
2266     /* yes, can see. */
2267     if (dir < 9)
2268     return 1;
2269 root 1.75
2270     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2271     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2272     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2273 root 1.24 }
2274    
2275 elmex 1.1 /*
2276     * can_pick(picker, item): finds out if an object is possible to be
2277     * picked up by the picker. Returnes 1 if it can be
2278     * picked up, otherwise 0.
2279     *
2280     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2281     * core dumps if they do.
2282     *
2283     * Add a check so we can't pick up invisible objects (0.93.8)
2284     */
2285 root 1.24 int
2286     can_pick (const object *who, const object *item)
2287     {
2288     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2289     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2290     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2291 elmex 1.1 }
2292    
2293     /*
2294     * create clone from object to another
2295     */
2296 root 1.24 object *
2297 root 1.230 object::deep_clone ()
2298 root 1.24 {
2299 root 1.230 assert (("deep_clone called on non-head object", is_head ()));
2300 elmex 1.1
2301 root 1.230 object *dst = clone ();
2302 root 1.24
2303 root 1.230 object *prev = dst;
2304     for (object *part = this->more; part; part = part->more)
2305 root 1.24 {
2306 root 1.224 object *tmp = part->clone ();
2307 root 1.230 tmp->head = dst;
2308     prev->more = tmp;
2309 root 1.24 prev = tmp;
2310 elmex 1.1 }
2311 root 1.24
2312 root 1.230 for (object *item = inv; item; item = item->below)
2313     insert_ob_in_ob (item->deep_clone (), dst);
2314 elmex 1.1
2315 root 1.24 return dst;
2316 elmex 1.1 }
2317    
2318     /* This returns the first object in who's inventory that
2319     * has the same type and subtype match.
2320     * returns NULL if no match.
2321     */
2322 root 1.24 object *
2323     find_obj_by_type_subtype (const object *who, int type, int subtype)
2324 elmex 1.1 {
2325 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2326 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2327     return tmp;
2328 elmex 1.1
2329 root 1.82 return 0;
2330 elmex 1.1 }
2331    
2332 root 1.228 const shstr &
2333     object::kv_get (const shstr &key) const
2334 root 1.24 {
2335 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2336     if (kv->key == key)
2337     return kv->value;
2338 root 1.24
2339 root 1.228 return shstr_null;
2340 root 1.24 }
2341 elmex 1.1
2342 root 1.228 void
2343     object::kv_set (const shstr &key, const shstr &value)
2344 root 1.24 {
2345 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2346     if (kv->key == key)
2347     {
2348     kv->value = value;
2349     return;
2350     }
2351 root 1.24
2352 root 1.228 key_value *kv = new key_value;
2353 elmex 1.1
2354 root 1.228 kv->next = key_values;
2355     kv->key = key;
2356     kv->value = value;
2357 root 1.35
2358 root 1.228 key_values = kv;
2359 elmex 1.1 }
2360    
2361 root 1.228 void
2362     object::kv_del (const shstr &key)
2363 root 1.24 {
2364 root 1.228 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2365     if ((*kvp)->key == key)
2366     {
2367     key_value *kv = *kvp;
2368     *kvp = (*kvp)->next;
2369     delete kv;
2370     return;
2371     }
2372 elmex 1.1 }
2373 root 1.31
2374 root 1.34 object::depth_iterator::depth_iterator (object *container)
2375     : iterator_base (container)
2376     {
2377     while (item->inv)
2378     item = item->inv;
2379     }
2380    
2381 root 1.31 void
2382 root 1.34 object::depth_iterator::next ()
2383 root 1.31 {
2384 root 1.34 if (item->below)
2385     {
2386     item = item->below;
2387    
2388     while (item->inv)
2389     item = item->inv;
2390     }
2391 root 1.31 else
2392 root 1.34 item = item->env;
2393 root 1.31 }
2394 root 1.34
2395 elmex 1.97 const char *
2396     object::flag_desc (char *desc, int len) const
2397     {
2398     char *p = desc;
2399     bool first = true;
2400    
2401 root 1.101 *p = 0;
2402    
2403 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2404     {
2405     if (len <= 10) // magic constant!
2406     {
2407     snprintf (p, len, ",...");
2408     break;
2409     }
2410    
2411 root 1.101 if (flag [i])
2412 elmex 1.97 {
2413     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2414     len -= cnt;
2415     p += cnt;
2416     first = false;
2417     }
2418     }
2419    
2420     return desc;
2421     }
2422    
2423 root 1.101 // return a suitable string describing an object in enough detail to find it
2424 root 1.36 const char *
2425     object::debug_desc (char *info) const
2426     {
2427 elmex 1.97 char flagdesc[512];
2428     char info2[256 * 4];
2429 root 1.36 char *p = info;
2430    
2431 elmex 1.242 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2432 root 1.203 count,
2433     uuid.c_str (),
2434 root 1.36 &name,
2435 elmex 1.242 title ? ",title:\"" : "",
2436 elmex 1.97 title ? (const char *)title : "",
2437 elmex 1.242 title ? "\"" : "",
2438 elmex 1.97 flag_desc (flagdesc, 512), type);
2439 root 1.36
2440 root 1.217 if (!flag[FLAG_REMOVED] && env)
2441 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2442    
2443     if (map)
2444 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2445 root 1.36
2446     return info;
2447     }
2448    
2449     const char *
2450     object::debug_desc () const
2451     {
2452 root 1.143 static char info[3][256 * 4];
2453     static int info_idx;
2454 root 1.36
2455 root 1.143 return debug_desc (info [++info_idx % 3]);
2456 root 1.114 }
2457    
2458 root 1.125 struct region *
2459     object::region () const
2460     {
2461     return map ? map->region (x, y)
2462     : region::default_region ();
2463     }
2464    
2465 root 1.129 const materialtype_t *
2466     object::dominant_material () const
2467     {
2468 root 1.165 if (materialtype_t *mt = name_to_material (materialname))
2469     return mt;
2470 root 1.129
2471 root 1.165 return name_to_material (shstr_unknown);
2472 root 1.129 }
2473    
2474 root 1.130 void
2475     object::open_container (object *new_container)
2476     {
2477     if (container == new_container)
2478     return;
2479    
2480 root 1.220 object *old_container = container;
2481    
2482     if (old_container)
2483 root 1.130 {
2484     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2485     return;
2486    
2487     #if 0
2488     // remove the "Close old_container" object.
2489     if (object *closer = old_container->inv)
2490     if (closer->type == CLOSE_CON)
2491 root 1.259 closer->destroy ();
2492 root 1.130 #endif
2493    
2494 root 1.220 // make sure the container is available
2495     esrv_send_item (this, old_container);
2496    
2497 root 1.216 old_container->flag [FLAG_APPLIED] = false;
2498 root 1.130 container = 0;
2499    
2500 root 1.220 // client needs item update to make it work, client bug requires this to be separate
2501 root 1.130 esrv_update_item (UPD_FLAGS, this, old_container);
2502 root 1.220
2503 root 1.130 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2504 root 1.177 play_sound (sound_find ("chest_close"));
2505 root 1.130 }
2506    
2507     if (new_container)
2508     {
2509     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2510     return;
2511    
2512     // TODO: this does not seem to serve any purpose anymore?
2513     #if 0
2514     // insert the "Close Container" object.
2515     if (archetype *closer = new_container->other_arch)
2516     {
2517     object *closer = arch_to_object (new_container->other_arch);
2518     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2519     new_container->insert (closer);
2520     }
2521     #endif
2522    
2523 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2524    
2525 root 1.220 // make sure the container is available, client bug requires this to be separate
2526     esrv_send_item (this, new_container);
2527    
2528 root 1.216 new_container->flag [FLAG_APPLIED] = true;
2529 root 1.130 container = new_container;
2530    
2531 root 1.220 // client needs flag change
2532 root 1.130 esrv_update_item (UPD_FLAGS, this, new_container);
2533 root 1.131 esrv_send_inventory (this, new_container);
2534 root 1.177 play_sound (sound_find ("chest_open"));
2535 root 1.130 }
2536 root 1.220 // else if (!old_container->env && contr && contr->ns)
2537     // contr->ns->floorbox_reset ();
2538 root 1.130 }
2539    
2540 root 1.164 object *
2541     object::force_find (const shstr name)
2542     {
2543     /* cycle through his inventory to look for the MARK we want to
2544     * place
2545     */
2546     for (object *tmp = inv; tmp; tmp = tmp->below)
2547     if (tmp->type == FORCE && tmp->slaying == name)
2548     return splay (tmp);
2549    
2550     return 0;
2551     }
2552    
2553     void
2554     object::force_add (const shstr name, int duration)
2555     {
2556     if (object *force = force_find (name))
2557 root 1.259 force->destroy ();
2558 root 1.164
2559     object *force = get_archetype (FORCE_NAME);
2560    
2561     force->slaying = name;
2562     force->stats.food = 1;
2563     force->speed_left = -1.f;
2564    
2565     force->set_speed (duration ? 1.f / duration : 0.f);
2566     force->flag [FLAG_IS_USED_UP] = true;
2567     force->flag [FLAG_APPLIED] = true;
2568    
2569     insert (force);
2570     }
2571    
2572 root 1.178 void
2573 root 1.208 object::play_sound (faceidx sound)
2574 root 1.178 {
2575     if (!sound)
2576     return;
2577    
2578     if (flag [FLAG_REMOVED])
2579     return;
2580    
2581     if (env)
2582     {
2583     if (object *pl = in_player ())
2584     pl->contr->play_sound (sound);
2585     }
2586     else
2587     map->play_sound (sound, x, y);
2588     }
2589