ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
Revision: 1.261
Committed: Wed Oct 1 16:04:16 2008 UTC (15 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.260: +1 -11 lines
Log Message:
kiss my ass

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 root 1.260 object::destroy ()
1003 root 1.82 {
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 root 1.260 head->destroy ();
1011 root 1.223 return;
1012 root 1.219 }
1013    
1014 root 1.260 destroy_inv (false);
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 1.261 op->remove ();
1269 root 1.117
1270 root 1.258 if (m == &freed_map)//D TODO: remove soon
1271 root 1.245 {//D
1272 root 1.258 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1273 root 1.245 }//D
1274    
1275 root 1.187 /* Ideally, the caller figures this out. However, it complicates a lot
1276     * of areas of callers (eg, anything that uses find_free_spot would now
1277     * need extra work
1278     */
1279     if (!xy_normalise (m, op->x, op->y))
1280 root 1.24 {
1281 root 1.259 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1282 root 1.187 return 0;
1283 elmex 1.1 }
1284 root 1.25
1285 root 1.117 if (object *more = op->more)
1286 root 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1287     return 0;
1288 root 1.25
1289 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1290 root 1.8
1291 root 1.117 op->map = m;
1292     mapspace &ms = op->ms ();
1293 root 1.24
1294     /* this has to be done after we translate the coordinates.
1295     */
1296     if (op->nrof && !(flag & INS_NO_MERGE))
1297 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1298 root 1.66 if (object::can_merge (op, tmp))
1299 root 1.25 {
1300 root 1.237 // TODO: we actually want to update tmp, not op,
1301 root 1.218 // but some caller surely breaks when we return tmp
1302     // from here :/
1303 root 1.25 op->nrof += tmp->nrof;
1304 root 1.259 tmp->destroy ();
1305 root 1.25 }
1306 root 1.24
1307     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1308     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1309 root 1.25
1310 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1311     CLEAR_FLAG (op, FLAG_NO_STEAL);
1312    
1313     if (flag & INS_BELOW_ORIGINATOR)
1314     {
1315 root 1.241 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1316 root 1.24 {
1317     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1318     abort ();
1319     }
1320 root 1.25
1321 root 1.241 if (!originator->is_on_map ())
1322     LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1323     op->debug_desc (), originator->debug_desc ());
1324    
1325 root 1.24 op->above = originator;
1326     op->below = originator->below;
1327 root 1.237 originator->below = op;
1328 root 1.25
1329 root 1.237 *(op->below ? &op->below->above : &ms.bot) = op;
1330 elmex 1.1 }
1331 root 1.24 else
1332     {
1333 root 1.237 object *floor = 0;
1334     object *top = ms.top;
1335 root 1.117
1336 root 1.24 /* If there are other objects, then */
1337 root 1.191 if (top)
1338 root 1.24 {
1339     /*
1340     * If there are multiple objects on this space, we do some trickier handling.
1341     * We've already dealt with merging if appropriate.
1342     * Generally, we want to put the new object on top. But if
1343     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1344     * floor, we want to insert above that and no further.
1345     * Also, if there are spell objects on this space, we stop processing
1346     * once we get to them. This reduces the need to traverse over all of
1347     * them when adding another one - this saves quite a bit of cpu time
1348     * when lots of spells are cast in one area. Currently, it is presumed
1349     * that flying non pickable objects are spell objects.
1350     */
1351 root 1.237 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1352 root 1.24 {
1353 root 1.237 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1354     floor = tmp;
1355 root 1.26
1356 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))
1357 root 1.24 {
1358     /* We insert above top, so we want this object below this */
1359 root 1.237 top = tmp->below;
1360 root 1.24 break;
1361     }
1362 root 1.26
1363 root 1.237 top = tmp;
1364 root 1.24 }
1365 root 1.26
1366 root 1.24 /* We let update_position deal with figuring out what the space
1367     * looks like instead of lots of conditions here.
1368     * makes things faster, and effectively the same result.
1369     */
1370    
1371     /* Have object 'fall below' other objects that block view.
1372 root 1.135 * Unless those objects are exits.
1373 root 1.24 * If INS_ON_TOP is used, don't do this processing
1374     * Need to find the object that in fact blocks view, otherwise
1375     * stacking is a bit odd.
1376     */
1377 root 1.117 if (!(flag & INS_ON_TOP)
1378     && ms.flags () & P_BLOCKSVIEW
1379 root 1.135 && (op->face && !faces [op->face].visibility))
1380 root 1.24 {
1381 root 1.237 object *last;
1382    
1383 root 1.24 for (last = top; last != floor; last = last->below)
1384     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1385     break;
1386 root 1.117
1387 root 1.24 /* Check to see if we found the object that blocks view,
1388     * and make sure we have a below pointer for it so that
1389     * we can get inserted below this one, which requires we
1390     * set top to the object below us.
1391     */
1392     if (last && last->below && last != floor)
1393     top = last->below;
1394 root 1.8 }
1395 root 1.24 } /* If objects on this space */
1396 root 1.25
1397 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1398     top = floor;
1399    
1400 root 1.240 // insert object above top, or bottom-most if top = 0
1401 root 1.24 if (!top)
1402     {
1403 root 1.239 op->below = 0;
1404     op->above = ms.bot;
1405     ms.bot = op;
1406 root 1.25
1407 root 1.239 *(op->above ? &op->above->below : &ms.top) = op;
1408 root 1.24 }
1409     else
1410 root 1.240 {
1411 root 1.24 op->above = top->above;
1412 root 1.237 top->above = op;
1413 root 1.25
1414 root 1.24 op->below = top;
1415 root 1.237 *(op->above ? &op->above->below : &ms.top) = op;
1416 root 1.24 }
1417 root 1.240 }
1418 root 1.8
1419 root 1.24 if (op->type == PLAYER)
1420 root 1.96 {
1421     op->contr->do_los = 1;
1422     ++op->map->players;
1423 root 1.100 op->map->touch ();
1424 root 1.96 }
1425 root 1.24
1426 root 1.98 op->map->dirty = true;
1427    
1428 root 1.191 if (object *pl = ms.player ())
1429 root 1.218 //TODO: the floorbox prev/next might need updating
1430 root 1.226 //esrv_send_item (pl, op);
1431     //TODO: update floorbox to preserve ordering
1432     if (pl->contr->ns)
1433     pl->contr->ns->floorbox_update ();
1434 root 1.24
1435     /* If this object glows, it may affect lighting conditions that are
1436     * visible to others on this map. But update_all_los is really
1437     * an inefficient way to do this, as it means los for all players
1438     * on the map will get recalculated. The players could very well
1439     * be far away from this change and not affected in any way -
1440     * this should get redone to only look for players within range,
1441 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1442 root 1.24 * of effect may be sufficient.
1443     */
1444 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1445 root 1.24 update_all_los (op->map, op->x, op->y);
1446    
1447     /* updates flags (blocked, alive, no magic, etc) for this map space */
1448     update_object (op, UP_OBJ_INSERT);
1449    
1450 root 1.82 INVOKE_OBJECT (INSERT, op);
1451    
1452 root 1.24 /* Don't know if moving this to the end will break anything. However,
1453 root 1.70 * we want to have floorbox_update called before calling this.
1454 root 1.24 *
1455     * check_move_on() must be after this because code called from
1456     * check_move_on() depends on correct map flags (so functions like
1457     * blocked() and wall() work properly), and these flags are updated by
1458     * update_object().
1459     */
1460    
1461     /* if this is not the head or flag has been passed, don't check walk on status */
1462 root 1.155 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1463 root 1.24 {
1464     if (check_move_on (op, originator))
1465 root 1.82 return 0;
1466 elmex 1.1
1467 root 1.24 /* If we are a multi part object, lets work our way through the check
1468     * walk on's.
1469     */
1470 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1471 root 1.24 if (check_move_on (tmp, originator))
1472 root 1.82 return 0;
1473 elmex 1.1 }
1474 root 1.25
1475 root 1.24 return op;
1476 elmex 1.1 }
1477    
1478     /* this function inserts an object in the map, but if it
1479 root 1.75 * finds an object of its own type, it'll remove that one first.
1480     * op is the object to insert it under: supplies x and the map.
1481 elmex 1.1 */
1482 root 1.24 void
1483     replace_insert_ob_in_map (const char *arch_string, object *op)
1484     {
1485     /* first search for itself and remove any old instances */
1486 elmex 1.1
1487 root 1.208 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1488 root 1.158 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1489 root 1.259 tmp->destroy ();
1490 root 1.208
1491     object *tmp = arch_to_object (archetype::find (arch_string));
1492 elmex 1.1
1493 root 1.208 tmp->x = op->x;
1494     tmp->y = op->y;
1495 elmex 1.1
1496 root 1.208 insert_ob_in_map (tmp, op->map, op, 0);
1497 root 1.24 }
1498 elmex 1.1
1499 root 1.93 object *
1500     object::insert_at (object *where, object *originator, int flags)
1501     {
1502 root 1.205 if (where->env)
1503     return where->env->insert (this);
1504     else
1505     return where->map->insert (this, where->x, where->y, originator, flags);
1506 root 1.93 }
1507    
1508 elmex 1.1 /*
1509 root 1.209 * decrease(object, number) decreases a specified number from
1510 root 1.208 * the amount of an object. If the amount reaches 0, the object
1511 elmex 1.1 * is subsequently removed and freed.
1512     *
1513     * Return value: 'op' if something is left, NULL if the amount reached 0
1514     */
1515 root 1.208 bool
1516 root 1.209 object::decrease (sint32 nr)
1517 elmex 1.1 {
1518 root 1.212 if (!nr)
1519     return true;
1520    
1521 root 1.208 nr = min (nr, nrof);
1522 elmex 1.1
1523 root 1.251 if (nrof > nr)
1524 elmex 1.1 {
1525 root 1.251 nrof -= nr;
1526 root 1.247 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1527 elmex 1.1
1528 root 1.212 if (object *pl = visible_to ())
1529     esrv_update_item (UPD_NROF, pl, this);
1530 root 1.29
1531 root 1.212 return true;
1532 elmex 1.1 }
1533 root 1.24 else
1534     {
1535 root 1.249 destroy ();
1536 root 1.212 return false;
1537 elmex 1.1 }
1538     }
1539    
1540 root 1.209 /*
1541 root 1.210 * split(ob,nr) splits up ob into two parts. The part which
1542 root 1.209 * is returned contains nr objects, and the remaining parts contains
1543 root 1.210 * the rest (or is removed and returned if that number is 0).
1544     * On failure, NULL is returned.
1545 root 1.209 */
1546 root 1.208 object *
1547 root 1.209 object::split (sint32 nr)
1548 root 1.208 {
1549 root 1.212 int have = number_of ();
1550    
1551     if (have < nr)
1552 root 1.209 return 0;
1553 root 1.212 else if (have == nr)
1554 root 1.209 {
1555     remove ();
1556     return this;
1557     }
1558     else
1559     {
1560     decrease (nr);
1561    
1562 root 1.230 object *op = deep_clone ();
1563 root 1.209 op->nrof = nr;
1564     return op;
1565     }
1566     }
1567    
1568 root 1.24 object *
1569     insert_ob_in_ob (object *op, object *where)
1570     {
1571 root 1.59 if (!where)
1572 root 1.24 {
1573 root 1.53 char *dump = dump_object (op);
1574     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1575     free (dump);
1576 root 1.24 return op;
1577     }
1578 root 1.29
1579 root 1.154 if (where->head_ () != where)
1580 root 1.24 {
1581 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1582 root 1.24 where = where->head;
1583     }
1584 root 1.29
1585 root 1.59 return where->insert (op);
1586     }
1587    
1588     /*
1589     * env->insert (op)
1590     * This function inserts the object op in the linked list
1591     * inside the object environment.
1592     *
1593     * The function returns now pointer to inserted item, and return value can
1594     * be != op, if items are merged. -Tero
1595     */
1596     object *
1597     object::insert (object *op)
1598     {
1599 root 1.24 if (op->more)
1600     {
1601     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1602     return op;
1603     }
1604 root 1.29
1605 root 1.208 op->remove ();
1606    
1607     op->flag [FLAG_OBJ_ORIGINAL] = 0;
1608 root 1.182
1609 root 1.24 if (op->nrof)
1610 root 1.208 for (object *tmp = inv; tmp; tmp = tmp->below)
1611     if (object::can_merge (tmp, op))
1612     {
1613     /* return the original object and remove inserted object
1614     (client needs the original object) */
1615     tmp->nrof += op->nrof;
1616 root 1.214
1617     if (object *pl = tmp->visible_to ())
1618     esrv_update_item (UPD_NROF, pl, tmp);
1619    
1620 root 1.210 adjust_weight (this, op->total_weight ());
1621    
1622 root 1.259 op->destroy ();
1623 root 1.208 op = tmp;
1624     goto inserted;
1625     }
1626    
1627     op->owner = 0; // it's his/hers now. period.
1628     op->map = 0;
1629     op->x = 0;
1630     op->y = 0;
1631    
1632     op->above = 0;
1633     op->below = inv;
1634     op->env = this;
1635    
1636     if (inv)
1637     inv->above = op;
1638 root 1.24
1639 root 1.208 inv = op;
1640 elmex 1.1
1641 root 1.208 op->flag [FLAG_REMOVED] = 0;
1642 elmex 1.1
1643 root 1.214 if (object *pl = op->visible_to ())
1644     esrv_send_item (pl, op);
1645    
1646 root 1.208 adjust_weight (this, op->total_weight ());
1647 elmex 1.1
1648 root 1.208 inserted:
1649 elmex 1.1 /* reset the light list and los of the players on the map */
1650 root 1.208 if (op->glow_radius && map && map->darkness)
1651     update_all_los (map, x, y);
1652 elmex 1.1
1653 root 1.214 // if this is a player's inventory, update stats
1654     if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1655     update_stats ();
1656 root 1.59
1657 root 1.82 INVOKE_OBJECT (INSERT, this);
1658    
1659 elmex 1.1 return op;
1660     }
1661    
1662     /*
1663     * Checks if any objects has a move_type that matches objects
1664     * that effect this object on this space. Call apply() to process
1665     * these events.
1666     *
1667     * Any speed-modification due to SLOW_MOVE() of other present objects
1668     * will affect the speed_left of the object.
1669     *
1670     * originator: Player, monster or other object that caused 'op' to be inserted
1671     * into 'map'. May be NULL.
1672     *
1673     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1674     *
1675     * 4-21-95 added code to check if appropriate skill was readied - this will
1676     * permit faster movement by the player through this terrain. -b.t.
1677     *
1678     * MSW 2001-07-08: Check all objects on space, not just those below
1679     * object being inserted. insert_ob_in_map may not put new objects
1680     * on top.
1681     */
1682 root 1.24 int
1683     check_move_on (object *op, object *originator)
1684 elmex 1.1 {
1685 root 1.48 object *tmp;
1686 root 1.49 maptile *m = op->map;
1687 root 1.48 int x = op->x, y = op->y;
1688 root 1.26
1689 root 1.48 MoveType move_on, move_slow, move_block;
1690 root 1.24
1691     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1692     return 0;
1693    
1694     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1695     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1696     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1697    
1698     /* if nothing on this space will slow op down or be applied,
1699     * no need to do checking below. have to make sure move_type
1700     * is set, as lots of objects don't have it set - we treat that
1701     * as walking.
1702     */
1703     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1704     return 0;
1705 elmex 1.1
1706 root 1.24 /* This is basically inverse logic of that below - basically,
1707     * if the object can avoid the move on or slow move, they do so,
1708     * but can't do it if the alternate movement they are using is
1709     * blocked. Logic on this seems confusing, but does seem correct.
1710     */
1711     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1712     return 0;
1713    
1714     /* The objects have to be checked from top to bottom.
1715     * Hence, we first go to the top:
1716     */
1717    
1718 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1719 root 1.24 {
1720     /* Trim the search when we find the first other spell effect
1721     * this helps performance so that if a space has 50 spell objects,
1722     * we don't need to check all of them.
1723     */
1724     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1725     break;
1726     }
1727 root 1.26
1728     for (; tmp; tmp = tmp->below)
1729 root 1.24 {
1730     if (tmp == op)
1731     continue; /* Can't apply yourself */
1732 elmex 1.1
1733 root 1.24 /* Check to see if one of the movement types should be slowed down.
1734     * Second check makes sure that the movement types not being slowed
1735     * (~slow_move) is not blocked on this space - just because the
1736     * space doesn't slow down swimming (for example), if you can't actually
1737     * swim on that space, can't use it to avoid the penalty.
1738     */
1739     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1740     {
1741     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1742     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1743     {
1744 elmex 1.1
1745 root 1.29 float
1746 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1747 elmex 1.1
1748 root 1.24 if (op->type == PLAYER)
1749 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1750     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1751     diff /= 4.0;
1752    
1753 root 1.24 op->speed_left -= diff;
1754 root 1.8 }
1755     }
1756 elmex 1.1
1757 root 1.24 /* Basically same logic as above, except now for actual apply. */
1758     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1759     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1760     {
1761 elmex 1.72 move_apply (tmp, op, originator);
1762 root 1.24
1763 root 1.48 if (op->destroyed ())
1764 root 1.24 return 1;
1765    
1766     /* what the person/creature stepped onto has moved the object
1767     * someplace new. Don't process any further - if we did,
1768     * have a feeling strange problems would result.
1769     */
1770     if (op->map != m || op->x != x || op->y != y)
1771     return 0;
1772 root 1.8 }
1773 elmex 1.1 }
1774 root 1.26
1775 root 1.24 return 0;
1776 elmex 1.1 }
1777    
1778     /*
1779     * present_arch(arch, map, x, y) searches for any objects with
1780     * a matching archetype at the given map and coordinates.
1781     * The first matching object is returned, or NULL if none.
1782     */
1783 root 1.24 object *
1784 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1785 root 1.24 {
1786 root 1.104 if (!m || out_of_map (m, x, y))
1787 root 1.24 {
1788     LOG (llevError, "Present_arch called outside map.\n");
1789     return NULL;
1790     }
1791 root 1.84
1792 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1793 root 1.231 if (tmp->arch->archname == at->archname)
1794 elmex 1.1 return tmp;
1795 root 1.84
1796 elmex 1.1 return NULL;
1797     }
1798    
1799     /*
1800     * present(type, map, x, y) searches for any objects with
1801     * a matching type variable at the given map and coordinates.
1802     * The first matching object is returned, or NULL if none.
1803     */
1804 root 1.24 object *
1805 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1806 root 1.24 {
1807     if (out_of_map (m, x, y))
1808     {
1809     LOG (llevError, "Present called outside map.\n");
1810     return NULL;
1811     }
1812 root 1.84
1813 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1814 root 1.24 if (tmp->type == type)
1815 elmex 1.1 return tmp;
1816 root 1.84
1817 elmex 1.1 return NULL;
1818     }
1819    
1820     /*
1821     * present_in_ob(type, object) searches for any objects with
1822     * a matching type variable in the inventory of the given object.
1823     * The first matching object is returned, or NULL if none.
1824     */
1825 root 1.24 object *
1826     present_in_ob (unsigned char type, const object *op)
1827     {
1828 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1829 root 1.24 if (tmp->type == type)
1830 elmex 1.1 return tmp;
1831 root 1.84
1832 elmex 1.1 return NULL;
1833     }
1834    
1835     /*
1836     * present_in_ob (type, str, object) searches for any objects with
1837     * a matching type & name variable in the inventory of the given object.
1838     * The first matching object is returned, or NULL if none.
1839     * This is mostly used by spell effect code, so that we only
1840     * have one spell effect at a time.
1841     * type can be used to narrow the search - if type is set,
1842     * the type must also match. -1 can be passed for the type,
1843     * in which case the type does not need to pass.
1844     * str is the string to match against. Note that we match against
1845     * the object name, not the archetype name. this is so that the
1846     * spell code can use one object type (force), but change it's name
1847     * to be unique.
1848     */
1849 root 1.24 object *
1850     present_in_ob_by_name (int type, const char *str, const object *op)
1851     {
1852 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1853 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1854     return tmp;
1855 elmex 1.1
1856 root 1.82 return 0;
1857 elmex 1.1 }
1858    
1859     /*
1860     * present_arch_in_ob(archetype, object) searches for any objects with
1861     * a matching archetype in the inventory of the given object.
1862     * The first matching object is returned, or NULL if none.
1863     */
1864 root 1.24 object *
1865     present_arch_in_ob (const archetype *at, const object *op)
1866     {
1867 root 1.231 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1868     if (tmp->arch->archname == at->archname)
1869 elmex 1.1 return tmp;
1870 root 1.82
1871 elmex 1.1 return NULL;
1872     }
1873    
1874     /*
1875     * activate recursively a flag on an object inventory
1876     */
1877 root 1.24 void
1878     flag_inv (object *op, int flag)
1879     {
1880 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1881     {
1882     SET_FLAG (tmp, flag);
1883     flag_inv (tmp, flag);
1884     }
1885 root 1.82 }
1886    
1887     /*
1888     * deactivate recursively a flag on an object inventory
1889     */
1890 root 1.24 void
1891     unflag_inv (object *op, int flag)
1892     {
1893 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1894     {
1895     CLEAR_FLAG (tmp, flag);
1896     unflag_inv (tmp, flag);
1897     }
1898 elmex 1.1 }
1899    
1900     /*
1901     * find_free_spot(object, map, x, y, start, stop) will search for
1902     * a spot at the given map and coordinates which will be able to contain
1903     * the given object. start and stop specifies how many squares
1904     * to search (see the freearr_x/y[] definition).
1905     * It returns a random choice among the alternatives found.
1906     * start and stop are where to start relative to the free_arr array (1,9
1907     * does all 4 immediate directions). This returns the index into the
1908     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1909 root 1.196 * Note: This function does correctly handle tiled maps, but does not
1910 elmex 1.1 * inform the caller. However, insert_ob_in_map will update as
1911     * necessary, so the caller shouldn't need to do any special work.
1912     * Note - updated to take an object instead of archetype - this is necessary
1913     * because arch_blocked (now ob_blocked) needs to know the movement type
1914     * to know if the space in question will block the object. We can't use
1915     * the archetype because that isn't correct if the monster has been
1916     * customized, changed states, etc.
1917     */
1918 root 1.24 int
1919 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1920 root 1.24 {
1921 root 1.190 int altern[SIZEOFFREE];
1922 root 1.82 int index = 0, flag;
1923 root 1.24
1924 root 1.82 for (int i = start; i < stop; i++)
1925 root 1.24 {
1926 root 1.188 mapxy pos (m, x, y); pos.move (i);
1927    
1928     if (!pos.normalise ())
1929     continue;
1930    
1931     mapspace &ms = *pos;
1932 root 1.189
1933     if (ms.flags () & P_IS_ALIVE)
1934     continue;
1935 root 1.188
1936     /* However, often
1937     * ob doesn't have any move type (when used to place exits)
1938     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1939     */
1940 root 1.200 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1941 root 1.190 {
1942     altern [index++] = i;
1943     continue;
1944     }
1945 root 1.24
1946     /* Basically, if we find a wall on a space, we cut down the search size.
1947     * In this way, we won't return spaces that are on another side of a wall.
1948     * This mostly work, but it cuts down the search size in all directions -
1949     * if the space being examined only has a wall to the north and empty
1950     * spaces in all the other directions, this will reduce the search space
1951     * to only the spaces immediately surrounding the target area, and
1952     * won't look 2 spaces south of the target space.
1953     */
1954 root 1.188 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1955     {
1956     stop = maxfree[i];
1957     continue;
1958     }
1959    
1960     /* Note it is intentional that we check ob - the movement type of the
1961     * head of the object should correspond for the entire object.
1962     */
1963     if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1964     continue;
1965    
1966 root 1.196 if (ob->blocked (m, pos.x, pos.y))
1967     continue;
1968    
1969 root 1.188 altern [index++] = i;
1970 elmex 1.1 }
1971 root 1.74
1972 root 1.24 if (!index)
1973     return -1;
1974 root 1.74
1975 root 1.124 return altern [rndm (index)];
1976 elmex 1.1 }
1977    
1978     /*
1979 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
1980 elmex 1.1 * find_free_spot(), but it will search max number of squares.
1981     * But it will return the first available spot, not a random choice.
1982     * Changed 0.93.2: Have it return -1 if there is no free spot available.
1983     */
1984 root 1.24 int
1985 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
1986 root 1.24 {
1987 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
1988 root 1.188 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
1989 root 1.82 return i;
1990 root 1.24
1991     return -1;
1992 elmex 1.1 }
1993    
1994     /*
1995     * The function permute(arr, begin, end) randomly reorders the array
1996     * arr[begin..end-1].
1997 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
1998 elmex 1.1 */
1999 root 1.24 static void
2000     permute (int *arr, int begin, int end)
2001 elmex 1.1 {
2002 root 1.82 arr += begin;
2003     end -= begin;
2004    
2005     while (--end)
2006 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2007 elmex 1.1 }
2008    
2009     /* new function to make monster searching more efficient, and effective!
2010     * This basically returns a randomized array (in the passed pointer) of
2011     * the spaces to find monsters. In this way, it won't always look for
2012     * monsters to the north first. However, the size of the array passed
2013     * covers all the spaces, so within that size, all the spaces within
2014     * the 3x3 area will be searched, just not in a predictable order.
2015     */
2016 root 1.24 void
2017     get_search_arr (int *search_arr)
2018 elmex 1.1 {
2019 root 1.82 int i;
2020 elmex 1.1
2021 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2022 root 1.82 search_arr[i] = i;
2023 elmex 1.1
2024 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2025     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2026     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2027 elmex 1.1 }
2028    
2029     /*
2030     * find_dir(map, x, y, exclude) will search some close squares in the
2031     * given map at the given coordinates for live objects.
2032     * It will not considered the object given as exclude among possible
2033     * live objects.
2034     * It returns the direction toward the first/closest live object if finds
2035     * any, otherwise 0.
2036     * Perhaps incorrectly, but I'm making the assumption that exclude
2037     * is actually want is going to try and move there. We need this info
2038     * because we have to know what movement the thing looking to move
2039     * there is capable of.
2040     */
2041 root 1.24 int
2042 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2043 root 1.24 {
2044 root 1.82 int i, max = SIZEOFFREE, mflags;
2045 root 1.29
2046     sint16 nx, ny;
2047 root 1.82 object *tmp;
2048     maptile *mp;
2049 root 1.29
2050     MoveType blocked, move_type;
2051 root 1.24
2052 root 1.155 if (exclude && exclude->head_ () != exclude)
2053 root 1.24 {
2054     exclude = exclude->head;
2055     move_type = exclude->move_type;
2056     }
2057     else
2058     {
2059     /* If we don't have anything, presume it can use all movement types. */
2060     move_type = MOVE_ALL;
2061     }
2062    
2063     for (i = 1; i < max; i++)
2064     {
2065     mp = m;
2066     nx = x + freearr_x[i];
2067     ny = y + freearr_y[i];
2068    
2069     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2070 root 1.75
2071 root 1.24 if (mflags & P_OUT_OF_MAP)
2072 root 1.75 max = maxfree[i];
2073 root 1.24 else
2074     {
2075 root 1.82 mapspace &ms = mp->at (nx, ny);
2076    
2077     blocked = ms.move_block;
2078 root 1.24
2079     if ((move_type & blocked) == move_type)
2080 root 1.75 max = maxfree[i];
2081 root 1.24 else if (mflags & P_IS_ALIVE)
2082     {
2083 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2084 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2085 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2086 root 1.75 break;
2087    
2088 root 1.24 if (tmp)
2089 root 1.75 return freedir[i];
2090 root 1.8 }
2091     }
2092 elmex 1.1 }
2093 root 1.75
2094 root 1.24 return 0;
2095 elmex 1.1 }
2096    
2097     /*
2098     * distance(object 1, object 2) will return the square of the
2099     * distance between the two given objects.
2100     */
2101 root 1.24 int
2102     distance (const object *ob1, const object *ob2)
2103     {
2104 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2105 elmex 1.1 }
2106    
2107     /*
2108     * find_dir_2(delta-x,delta-y) will return a direction in which
2109     * an object which has subtracted the x and y coordinates of another
2110     * object, needs to travel toward it.
2111     */
2112 root 1.24 int
2113     find_dir_2 (int x, int y)
2114     {
2115 root 1.75 int q;
2116 elmex 1.1
2117 root 1.24 if (y)
2118     q = x * 100 / y;
2119 elmex 1.1 else if (x)
2120 root 1.24 q = -300 * x;
2121 elmex 1.1 else
2122     return 0;
2123    
2124 root 1.24 if (y > 0)
2125     {
2126     if (q < -242)
2127     return 3;
2128     if (q < -41)
2129     return 2;
2130     if (q < 41)
2131     return 1;
2132     if (q < 242)
2133     return 8;
2134     return 7;
2135     }
2136 elmex 1.1
2137     if (q < -242)
2138 root 1.24 return 7;
2139 elmex 1.1 if (q < -41)
2140 root 1.24 return 6;
2141 elmex 1.1 if (q < 41)
2142 root 1.24 return 5;
2143 elmex 1.1 if (q < 242)
2144 root 1.24 return 4;
2145 elmex 1.1
2146 root 1.24 return 3;
2147 elmex 1.1 }
2148    
2149     /*
2150     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2151     * between two directions (which are expected to be absolute (see absdir())
2152     */
2153 root 1.24 int
2154     dirdiff (int dir1, int dir2)
2155     {
2156 root 1.82 int d;
2157 root 1.24
2158     d = abs (dir1 - dir2);
2159     if (d > 4)
2160 elmex 1.1 d = 8 - d;
2161 root 1.82
2162 elmex 1.1 return d;
2163     }
2164    
2165     /* peterm:
2166     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2167     * Basically, this is a table of directions, and what directions
2168     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2169     * This basically means that if direction is 15, then it could either go
2170     * direction 4, 14, or 16 to get back to where we are.
2171     * Moved from spell_util.c to object.c with the other related direction
2172     * functions.
2173     */
2174 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2175 root 1.24 {0, 0, 0}, /* 0 */
2176     {0, 0, 0}, /* 1 */
2177     {0, 0, 0}, /* 2 */
2178     {0, 0, 0}, /* 3 */
2179     {0, 0, 0}, /* 4 */
2180     {0, 0, 0}, /* 5 */
2181     {0, 0, 0}, /* 6 */
2182     {0, 0, 0}, /* 7 */
2183     {0, 0, 0}, /* 8 */
2184     {8, 1, 2}, /* 9 */
2185     {1, 2, -1}, /* 10 */
2186     {2, 10, 12}, /* 11 */
2187     {2, 3, -1}, /* 12 */
2188     {2, 3, 4}, /* 13 */
2189     {3, 4, -1}, /* 14 */
2190     {4, 14, 16}, /* 15 */
2191     {5, 4, -1}, /* 16 */
2192     {4, 5, 6}, /* 17 */
2193     {6, 5, -1}, /* 18 */
2194     {6, 20, 18}, /* 19 */
2195     {7, 6, -1}, /* 20 */
2196     {6, 7, 8}, /* 21 */
2197     {7, 8, -1}, /* 22 */
2198     {8, 22, 24}, /* 23 */
2199     {8, 1, -1}, /* 24 */
2200     {24, 9, 10}, /* 25 */
2201     {9, 10, -1}, /* 26 */
2202     {10, 11, -1}, /* 27 */
2203     {27, 11, 29}, /* 28 */
2204     {11, 12, -1}, /* 29 */
2205     {12, 13, -1}, /* 30 */
2206     {12, 13, 14}, /* 31 */
2207     {13, 14, -1}, /* 32 */
2208     {14, 15, -1}, /* 33 */
2209     {33, 15, 35}, /* 34 */
2210     {16, 15, -1}, /* 35 */
2211     {17, 16, -1}, /* 36 */
2212     {18, 17, 16}, /* 37 */
2213     {18, 17, -1}, /* 38 */
2214     {18, 19, -1}, /* 39 */
2215     {41, 19, 39}, /* 40 */
2216     {19, 20, -1}, /* 41 */
2217     {20, 21, -1}, /* 42 */
2218     {20, 21, 22}, /* 43 */
2219     {21, 22, -1}, /* 44 */
2220     {23, 22, -1}, /* 45 */
2221     {45, 47, 23}, /* 46 */
2222     {23, 24, -1}, /* 47 */
2223     {24, 9, -1}
2224     }; /* 48 */
2225 elmex 1.1
2226     /* Recursive routine to step back and see if we can
2227     * find a path to that monster that we found. If not,
2228     * we don't bother going toward it. Returns 1 if we
2229     * can see a direct way to get it
2230     * Modified to be map tile aware -.MSW
2231     */
2232 root 1.24 int
2233 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2234 root 1.24 {
2235 root 1.29 sint16 dx, dy;
2236 root 1.75 int mflags;
2237 root 1.24
2238     if (dir < 0)
2239     return 0; /* exit condition: invalid direction */
2240    
2241     dx = x + freearr_x[dir];
2242     dy = y + freearr_y[dir];
2243    
2244     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2245    
2246     /* This functional arguably was incorrect before - it was
2247     * checking for P_WALL - that was basically seeing if
2248     * we could move to the monster - this is being more
2249     * literal on if we can see it. To know if we can actually
2250     * move to the monster, we'd need the monster passed in or
2251     * at least its move type.
2252     */
2253     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2254     return 0;
2255    
2256     /* yes, can see. */
2257     if (dir < 9)
2258     return 1;
2259 root 1.75
2260     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2261     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2262     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2263 root 1.24 }
2264    
2265 elmex 1.1 /*
2266     * can_pick(picker, item): finds out if an object is possible to be
2267     * picked up by the picker. Returnes 1 if it can be
2268     * picked up, otherwise 0.
2269     *
2270     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2271     * core dumps if they do.
2272     *
2273     * Add a check so we can't pick up invisible objects (0.93.8)
2274     */
2275 root 1.24 int
2276     can_pick (const object *who, const object *item)
2277     {
2278     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2279     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2280     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2281 elmex 1.1 }
2282    
2283     /*
2284     * create clone from object to another
2285     */
2286 root 1.24 object *
2287 root 1.230 object::deep_clone ()
2288 root 1.24 {
2289 root 1.230 assert (("deep_clone called on non-head object", is_head ()));
2290 elmex 1.1
2291 root 1.230 object *dst = clone ();
2292 root 1.24
2293 root 1.230 object *prev = dst;
2294     for (object *part = this->more; part; part = part->more)
2295 root 1.24 {
2296 root 1.224 object *tmp = part->clone ();
2297 root 1.230 tmp->head = dst;
2298     prev->more = tmp;
2299 root 1.24 prev = tmp;
2300 elmex 1.1 }
2301 root 1.24
2302 root 1.230 for (object *item = inv; item; item = item->below)
2303     insert_ob_in_ob (item->deep_clone (), dst);
2304 elmex 1.1
2305 root 1.24 return dst;
2306 elmex 1.1 }
2307    
2308     /* This returns the first object in who's inventory that
2309     * has the same type and subtype match.
2310     * returns NULL if no match.
2311     */
2312 root 1.24 object *
2313     find_obj_by_type_subtype (const object *who, int type, int subtype)
2314 elmex 1.1 {
2315 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2316 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2317     return tmp;
2318 elmex 1.1
2319 root 1.82 return 0;
2320 elmex 1.1 }
2321    
2322 root 1.228 const shstr &
2323     object::kv_get (const shstr &key) const
2324 root 1.24 {
2325 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2326     if (kv->key == key)
2327     return kv->value;
2328 root 1.24
2329 root 1.228 return shstr_null;
2330 root 1.24 }
2331 elmex 1.1
2332 root 1.228 void
2333     object::kv_set (const shstr &key, const shstr &value)
2334 root 1.24 {
2335 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2336     if (kv->key == key)
2337     {
2338     kv->value = value;
2339     return;
2340     }
2341 root 1.24
2342 root 1.228 key_value *kv = new key_value;
2343 elmex 1.1
2344 root 1.228 kv->next = key_values;
2345     kv->key = key;
2346     kv->value = value;
2347 root 1.35
2348 root 1.228 key_values = kv;
2349 elmex 1.1 }
2350    
2351 root 1.228 void
2352     object::kv_del (const shstr &key)
2353 root 1.24 {
2354 root 1.228 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2355     if ((*kvp)->key == key)
2356     {
2357     key_value *kv = *kvp;
2358     *kvp = (*kvp)->next;
2359     delete kv;
2360     return;
2361     }
2362 elmex 1.1 }
2363 root 1.31
2364 root 1.34 object::depth_iterator::depth_iterator (object *container)
2365     : iterator_base (container)
2366     {
2367     while (item->inv)
2368     item = item->inv;
2369     }
2370    
2371 root 1.31 void
2372 root 1.34 object::depth_iterator::next ()
2373 root 1.31 {
2374 root 1.34 if (item->below)
2375     {
2376     item = item->below;
2377    
2378     while (item->inv)
2379     item = item->inv;
2380     }
2381 root 1.31 else
2382 root 1.34 item = item->env;
2383 root 1.31 }
2384 root 1.34
2385 elmex 1.97 const char *
2386     object::flag_desc (char *desc, int len) const
2387     {
2388     char *p = desc;
2389     bool first = true;
2390    
2391 root 1.101 *p = 0;
2392    
2393 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2394     {
2395     if (len <= 10) // magic constant!
2396     {
2397     snprintf (p, len, ",...");
2398     break;
2399     }
2400    
2401 root 1.101 if (flag [i])
2402 elmex 1.97 {
2403     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2404     len -= cnt;
2405     p += cnt;
2406     first = false;
2407     }
2408     }
2409    
2410     return desc;
2411     }
2412    
2413 root 1.101 // return a suitable string describing an object in enough detail to find it
2414 root 1.36 const char *
2415     object::debug_desc (char *info) const
2416     {
2417 elmex 1.97 char flagdesc[512];
2418     char info2[256 * 4];
2419 root 1.36 char *p = info;
2420    
2421 elmex 1.242 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2422 root 1.203 count,
2423     uuid.c_str (),
2424 root 1.36 &name,
2425 elmex 1.242 title ? ",title:\"" : "",
2426 elmex 1.97 title ? (const char *)title : "",
2427 elmex 1.242 title ? "\"" : "",
2428 elmex 1.97 flag_desc (flagdesc, 512), type);
2429 root 1.36
2430 root 1.217 if (!flag[FLAG_REMOVED] && env)
2431 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2432    
2433     if (map)
2434 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2435 root 1.36
2436     return info;
2437     }
2438    
2439     const char *
2440     object::debug_desc () const
2441     {
2442 root 1.143 static char info[3][256 * 4];
2443     static int info_idx;
2444 root 1.36
2445 root 1.143 return debug_desc (info [++info_idx % 3]);
2446 root 1.114 }
2447    
2448 root 1.125 struct region *
2449     object::region () const
2450     {
2451     return map ? map->region (x, y)
2452     : region::default_region ();
2453     }
2454    
2455 root 1.129 const materialtype_t *
2456     object::dominant_material () const
2457     {
2458 root 1.165 if (materialtype_t *mt = name_to_material (materialname))
2459     return mt;
2460 root 1.129
2461 root 1.165 return name_to_material (shstr_unknown);
2462 root 1.129 }
2463    
2464 root 1.130 void
2465     object::open_container (object *new_container)
2466     {
2467     if (container == new_container)
2468     return;
2469    
2470 root 1.220 object *old_container = container;
2471    
2472     if (old_container)
2473 root 1.130 {
2474     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2475     return;
2476    
2477     #if 0
2478     // remove the "Close old_container" object.
2479     if (object *closer = old_container->inv)
2480     if (closer->type == CLOSE_CON)
2481 root 1.259 closer->destroy ();
2482 root 1.130 #endif
2483    
2484 root 1.220 // make sure the container is available
2485     esrv_send_item (this, old_container);
2486    
2487 root 1.216 old_container->flag [FLAG_APPLIED] = false;
2488 root 1.130 container = 0;
2489    
2490 root 1.220 // client needs item update to make it work, client bug requires this to be separate
2491 root 1.130 esrv_update_item (UPD_FLAGS, this, old_container);
2492 root 1.220
2493 root 1.130 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2494 root 1.177 play_sound (sound_find ("chest_close"));
2495 root 1.130 }
2496    
2497     if (new_container)
2498     {
2499     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2500     return;
2501    
2502     // TODO: this does not seem to serve any purpose anymore?
2503     #if 0
2504     // insert the "Close Container" object.
2505     if (archetype *closer = new_container->other_arch)
2506     {
2507     object *closer = arch_to_object (new_container->other_arch);
2508     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2509     new_container->insert (closer);
2510     }
2511     #endif
2512    
2513 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2514    
2515 root 1.220 // make sure the container is available, client bug requires this to be separate
2516     esrv_send_item (this, new_container);
2517    
2518 root 1.216 new_container->flag [FLAG_APPLIED] = true;
2519 root 1.130 container = new_container;
2520    
2521 root 1.220 // client needs flag change
2522 root 1.130 esrv_update_item (UPD_FLAGS, this, new_container);
2523 root 1.131 esrv_send_inventory (this, new_container);
2524 root 1.177 play_sound (sound_find ("chest_open"));
2525 root 1.130 }
2526 root 1.220 // else if (!old_container->env && contr && contr->ns)
2527     // contr->ns->floorbox_reset ();
2528 root 1.130 }
2529    
2530 root 1.164 object *
2531     object::force_find (const shstr name)
2532     {
2533     /* cycle through his inventory to look for the MARK we want to
2534     * place
2535     */
2536     for (object *tmp = inv; tmp; tmp = tmp->below)
2537     if (tmp->type == FORCE && tmp->slaying == name)
2538     return splay (tmp);
2539    
2540     return 0;
2541     }
2542    
2543     void
2544     object::force_add (const shstr name, int duration)
2545     {
2546     if (object *force = force_find (name))
2547 root 1.259 force->destroy ();
2548 root 1.164
2549     object *force = get_archetype (FORCE_NAME);
2550    
2551     force->slaying = name;
2552     force->stats.food = 1;
2553     force->speed_left = -1.f;
2554    
2555     force->set_speed (duration ? 1.f / duration : 0.f);
2556     force->flag [FLAG_IS_USED_UP] = true;
2557     force->flag [FLAG_APPLIED] = true;
2558    
2559     insert (force);
2560     }
2561    
2562 root 1.178 void
2563 root 1.208 object::play_sound (faceidx sound)
2564 root 1.178 {
2565     if (!sound)
2566     return;
2567    
2568     if (flag [FLAG_REMOVED])
2569     return;
2570    
2571     if (env)
2572     {
2573     if (object *pl = in_player ())
2574     pl->contr->play_sound (sound);
2575     }
2576     else
2577     map->play_sound (sound, x, y);
2578     }
2579