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Revision: 1.326
Committed: Thu Apr 15 00:56:40 2010 UTC (14 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.325: +4 -0 lines
Log Message:
trace more weight stuff

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 1.311 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.314 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 Frank Tore Johansen
7 pippijn 1.116 *
8 root 1.291 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * 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 1.291 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.157 *
22 root 1.199 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.116 */
24 elmex 1.1
25     #include <global.h>
26 root 1.28 #include <stdio.h>
27     #include <sys/types.h>
28     #include <sys/uio.h>
29 elmex 1.1 #include <object.h>
30 root 1.146 #include <sproto.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 root 1.272 uint32_t mapspace::smellcount = 10000;
38 elmex 1.1
39 root 1.108 objectvec objects;
40     activevec actives;
41 elmex 1.1
42 root 1.324 freelist_item *object::freelist;
43     uint32_t object::object_count;
44     uint32_t object::free_count;
45     uint32_t object::create_count;
46     uint32_t object::destroy_count;
47    
48 root 1.294 //+GPL
49    
50 root 1.203 short freearr_x[SIZEOFFREE] = {
51     0,
52     0, 1, 1, 1, 0, -1, -1, -1,
53     0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
54     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
55 root 1.24 };
56 root 1.203 short freearr_y[SIZEOFFREE] = {
57     0,
58     -1, -1, 0, 1, 1, 1, 0, -1,
59     -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
60     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
61 root 1.24 };
62     int freedir[SIZEOFFREE] = {
63 root 1.203 0,
64     1, 2, 3, 4, 5, 6, 7, 8,
65     1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
66     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
67 root 1.24 };
68 elmex 1.1
69 root 1.295 static int maxfree[SIZEOFFREE] = {
70     0,
71     9, 10, 13, 14, 17, 18, 21, 22,
72     25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73     49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74     };
75    
76 root 1.39 static void
77 root 1.203 write_uuid (uval64 skip, bool sync)
78 root 1.39 {
79 root 1.203 CALL_BEGIN (2);
80     CALL_ARG_SV (newSVval64 (skip));
81     CALL_ARG_SV (boolSV (sync));
82     CALL_CALL ("cf::write_uuid", G_DISCARD);
83     CALL_END;
84 root 1.39 }
85    
86     static void
87 root 1.307 read_uuid ()
88 root 1.39 {
89     char filename[MAX_BUF];
90    
91     sprintf (filename, "%s/uuid", settings.localdir);
92    
93 root 1.204 seq_next_save = 0;
94    
95 root 1.39 FILE *fp;
96    
97     if (!(fp = fopen (filename, "r")))
98     {
99     if (errno == ENOENT)
100     {
101     LOG (llevInfo, "RESET uid to 1\n");
102 root 1.202 UUID::cur.seq = 0;
103 root 1.204 write_uuid (UUID_GAP, true);
104 root 1.39 return;
105     }
106    
107     LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
108     _exit (1);
109     }
110    
111 root 1.300 char buf [UUID::MAX_LEN];
112 root 1.203 buf[0] = 0;
113     fgets (buf, sizeof (buf), fp);
114    
115     if (!UUID::cur.parse (buf))
116 root 1.39 {
117 root 1.203 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
118 root 1.39 _exit (1);
119     }
120    
121 root 1.203 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
122    
123 root 1.204 write_uuid (UUID_GAP, true);
124 root 1.39 fclose (fp);
125     }
126    
127     UUID
128 root 1.202 UUID::gen ()
129 root 1.39 {
130     UUID uid;
131    
132 root 1.202 uid.seq = ++cur.seq;
133 root 1.39
134 root 1.204 if (expect_false (cur.seq >= seq_next_save))
135     {
136     seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
137     write_uuid (UUID_GAP, false);
138     }
139    
140 root 1.39
141     return uid;
142     }
143    
144     void
145 root 1.202 UUID::init ()
146 root 1.39 {
147     read_uuid ();
148     }
149    
150 root 1.300 bool
151     UUID::parse (const char *s)
152     {
153     if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154     return false;
155    
156     seq = 0;
157    
158     while (*s != '>')
159     {
160     if (*s < '0')
161     return false;
162    
163     // this gives nice branchless code with gcc
164     assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165     int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166    
167     seq = (seq << 4) | digit;
168    
169     ++s;
170     }
171    
172     return true;
173     }
174    
175     char *
176     UUID::append (char *buf) const
177     {
178     *buf++ = '<';
179     *buf++ = '1';
180     *buf++ = '.';
181    
182     uint64_t seq = this->seq;
183     const int bits = 64;
184     char nz = 0;
185     static const char tohex [] = "0123456789abcdef";
186    
187     // assert (len >= 3 + bits / 4 + 1 + 1);
188     for (int i = bits / 4; --i; )
189     {
190     uint8_t digit = seq >> (bits - 4);
191    
192     *buf = tohex [digit];
193     nz |= digit;
194     buf += nz ? 1 : 0;
195     seq <<= 4;
196     }
197    
198     // last digit is special - always emit
199     uint8_t digit = seq >> (bits - 4);
200     *buf++ = tohex [digit];
201    
202     *buf++ = '>';
203    
204     return buf;
205     }
206    
207     char *
208     UUID::c_str () const
209     {
210     static char buf [MAX_LEN];
211     *append (buf) = 0;
212     return buf;
213     }
214    
215 elmex 1.1 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
216 root 1.205 static bool
217 root 1.24 compare_ob_value_lists_one (const object *wants, const object *has)
218     {
219 root 1.228 /* n-squared behaviour (see kv_get), but I'm hoping both
220 root 1.24 * objects with lists are rare, and lists stay short. If not, use a
221     * different structure or at least keep the lists sorted...
222     */
223    
224     /* For each field in wants, */
225 root 1.228 for (key_value *kv = wants->key_values; kv; kv = kv->next)
226     if (has->kv_get (kv->key) != kv->value)
227     return false;
228 root 1.24
229     /* If we get here, every field in wants has a matching field in has. */
230 root 1.228 return true;
231 elmex 1.1 }
232    
233     /* Returns TRUE if ob1 has the same key_values as ob2. */
234 root 1.205 static bool
235 root 1.24 compare_ob_value_lists (const object *ob1, const object *ob2)
236     {
237     /* However, there may be fields in has which aren't partnered in wants,
238     * so we need to run the comparison *twice*. :(
239     */
240 root 1.228 return compare_ob_value_lists_one (ob1, ob2)
241     && compare_ob_value_lists_one (ob2, ob1);
242 elmex 1.1 }
243    
244     /* Function examines the 2 objects given to it, and returns true if
245     * they can be merged together.
246     *
247     * Note that this function appears a lot longer than the macro it
248     * replaces - this is mostly for clarity - a decent compiler should hopefully
249     * reduce this to the same efficiency.
250     *
251 root 1.66 * Check nrof variable *before* calling can_merge()
252 elmex 1.1 *
253     * Improvements made with merge: Better checking on potion, and also
254     * check weight
255     */
256 root 1.66 bool object::can_merge_slow (object *ob1, object *ob2)
257 root 1.16 {
258 root 1.310 /* A couple quick sanity checks */
259 root 1.66 if (ob1 == ob2
260     || ob1->type != ob2->type
261     || ob1->value != ob2->value
262 root 1.310 || ob1->name != ob2->name
263     || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
264 root 1.16 return 0;
265    
266 root 1.254 /* Do not merge objects if nrof would overflow, assume nrof
267     * is always 0 .. 2**31-1 */
268     if (ob1->nrof > 0x7fffffff - ob2->nrof)
269 root 1.16 return 0;
270    
271     /* If the objects have been identified, set the BEEN_APPLIED flag.
272 root 1.205 * This is to the comparison of the flags below will be OK. We
273 root 1.16 * just can't ignore the been applied or identified flags, as they
274     * are not equal - just if it has been identified, the been_applied
275     * flags lose any meaning.
276     */
277 root 1.322 if (ob1->flag [FLAG_IDENTIFIED])
278     ob1->set_flag (FLAG_BEEN_APPLIED);
279 root 1.16
280 root 1.322 if (ob2->flag [FLAG_IDENTIFIED])
281     ob2->set_flag (FLAG_BEEN_APPLIED);
282 elmex 1.1
283 root 1.243 if (ob1->arch->archname != ob2->arch->archname
284 root 1.68 || ob1->name != ob2->name
285     || ob1->title != ob2->title
286     || ob1->msg != ob2->msg
287     || ob1->weight != ob2->weight
288     || ob1->attacktype != ob2->attacktype
289     || ob1->magic != ob2->magic
290     || ob1->slaying != ob2->slaying
291     || ob1->skill != ob2->skill
292     || ob1->value != ob2->value
293     || ob1->animation_id != ob2->animation_id
294 root 1.310 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
295 root 1.68 || ob1->client_type != ob2->client_type
296 root 1.303 || ob1->material != ob2->material
297 root 1.68 || ob1->lore != ob2->lore
298     || ob1->subtype != ob2->subtype
299     || ob1->move_type != ob2->move_type
300     || ob1->move_block != ob2->move_block
301     || ob1->move_allow != ob2->move_allow
302     || ob1->move_on != ob2->move_on
303     || ob1->move_off != ob2->move_off
304     || ob1->move_slow != ob2->move_slow
305 root 1.298 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
306 root 1.208 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
307     || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
308     return 0;
309    
310     if ((ob1->flag ^ ob2->flag)
311     .reset (FLAG_INV_LOCKED)
312     .reset (FLAG_REMOVED)
313     .any ())
314 root 1.16 return 0;
315    
316 root 1.205 /* This is really a spellbook check - we should in general
317     * not merge objects with real inventories, as splitting them
318     * is hard.
319 root 1.16 */
320     if (ob1->inv || ob2->inv)
321     {
322 root 1.193 if (!(ob1->inv && ob2->inv))
323     return 0; /* inventories differ in length */
324    
325     if (ob1->inv->below || ob2->inv->below)
326     return 0; /* more than one object in inv */
327 root 1.16
328 root 1.66 if (!object::can_merge (ob1->inv, ob2->inv))
329 root 1.205 return 0; /* inventory objects differ */
330 root 1.16
331     /* inventory ok - still need to check rest of this object to see
332     * if it is valid.
333     */
334     }
335 elmex 1.1
336 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
337     * it is possible for most any character to have more than one of
338     * some items equipped, and we don't want those to merge.
339     */
340 root 1.322 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
341 root 1.16 return 0;
342 elmex 1.1
343 root 1.16 /* Note sure why the following is the case - either the object has to
344     * be animated or have a very low speed. Is this an attempted monster
345     * check?
346     */
347 root 1.322 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
348 root 1.16 return 0;
349 elmex 1.1
350 root 1.16 switch (ob1->type)
351     {
352 root 1.29 case SCROLL:
353     if (ob1->level != ob2->level)
354     return 0;
355     break;
356 root 1.16 }
357 elmex 1.1
358 root 1.205 if (ob1->key_values || ob2->key_values)
359 root 1.16 {
360     /* At least one of these has key_values. */
361 root 1.205 if ((!ob1->key_values) != (!ob2->key_values))
362 root 1.208 return 0; /* One has fields, but the other one doesn't. */
363    
364     if (!compare_ob_value_lists (ob1, ob2))
365 root 1.24 return 0;
366 elmex 1.1 }
367 root 1.16
368     if (ob1->self || ob2->self)
369     {
370     ob1->optimise ();
371     ob2->optimise ();
372    
373     if (ob1->self || ob2->self)
374 root 1.192 {
375 root 1.195 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
376     int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
377 root 1.192
378     if (k1 != k2)
379     return 0;
380 root 1.208
381     if (k1 == 0)
382 root 1.192 return 1;
383 root 1.208
384     if (!cfperl_can_merge (ob1, ob2))
385 root 1.192 return 0;
386     }
387 elmex 1.1 }
388    
389 root 1.16 /* Everything passes, must be OK. */
390     return 1;
391 elmex 1.1 }
392 root 1.24
393 root 1.214 // find player who can see this object
394     object *
395     object::visible_to () const
396     {
397 root 1.220 if (client_visible () && !flag [FLAG_REMOVED])
398 root 1.214 {
399     // see if we are in a container of sorts
400     if (env)
401     {
402     // the player inventory itself is always visible
403 root 1.270 if (env->is_player ())
404 root 1.214 return env;
405    
406     // else a player could have our env open
407 root 1.285 object *envest = env->outer_env_or_self ();
408 root 1.214
409     // the player itself is always on a map, so we will find him here
410     // even if our inv is in a player.
411     if (envest->is_on_map ())
412     if (object *pl = envest->ms ().player ())
413 root 1.292 if (pl->container_ () == env)
414 root 1.214 return pl;
415     }
416     else
417     {
418     // maybe there is a player standing on the same mapspace
419     // this will catch the case where "this" is a player
420     if (object *pl = ms ().player ())
421 root 1.292 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422     || pl->container_ () == this)
423 root 1.220 return pl;
424 root 1.214 }
425     }
426    
427     return 0;
428     }
429    
430 root 1.208 // adjust weight per container type ("of holding")
431 root 1.207 static sint32
432 root 1.233 weight_adjust_for (object *op, sint32 weight)
433 root 1.207 {
434     return op->type == CONTAINER
435     ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
436     : weight;
437     }
438    
439 elmex 1.1 /*
440 root 1.208 * adjust_weight(object, weight) adds the specified weight to an object,
441 root 1.207 * and also updates how much the environment(s) is/are carrying.
442 elmex 1.1 */
443 root 1.207 static void
444 root 1.208 adjust_weight (object *op, sint32 weight)
445 root 1.24 {
446 root 1.207 while (op)
447 root 1.24 {
448 root 1.233 // adjust by actual difference to account for rounding errors
449     // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
450     weight = weight_adjust_for (op, op->carrying)
451     - weight_adjust_for (op, op->carrying - weight);
452 root 1.142
453 root 1.212 if (!weight)
454     return;
455    
456 root 1.207 op->carrying += weight;
457 root 1.212
458     if (object *pl = op->visible_to ())
459 root 1.215 if (pl != op) // player is handled lazily
460     esrv_update_item (UPD_WEIGHT, pl, op);
461 root 1.212
462 root 1.207 op = op->env;
463 root 1.24 }
464 root 1.207 }
465 root 1.37
466 root 1.207 /*
467     * this is a recursive function which calculates the weight
468     * an object is carrying. It goes through op and figures out how much
469     * containers are carrying, and sums it up.
470     */
471     void
472     object::update_weight ()
473     {
474     sint32 sum = 0;
475 root 1.37
476 root 1.207 for (object *op = inv; op; op = op->below)
477     {
478     if (op->inv)
479     op->update_weight ();
480 elmex 1.1
481 root 1.207 sum += op->total_weight ();
482     }
483 elmex 1.1
484 root 1.234 sum = weight_adjust_for (this, sum);
485 root 1.212
486     if (sum != carrying)
487     {
488 root 1.326 if (carrying != sum)//D
489     LOG (llevDebug, "updating weight got %ld, expected %ld (%s)\n",
490     (long long)sum, (long long)carrying, debug_desc ());
491    
492 root 1.212 carrying = sum;
493    
494     if (object *pl = visible_to ())
495 root 1.215 if (pl != this) // player is handled lazily
496     esrv_update_item (UPD_WEIGHT, pl, this);
497 root 1.212 }
498 elmex 1.1 }
499    
500     /*
501 root 1.208 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
502 elmex 1.1 */
503 root 1.53 char *
504 root 1.24 dump_object (object *op)
505     {
506 root 1.53 if (!op)
507     return strdup ("[NULLOBJ]");
508 elmex 1.1
509 root 1.53 object_freezer freezer;
510 root 1.133 op->write (freezer);
511 root 1.53 return freezer.as_string ();
512 elmex 1.1 }
513    
514 root 1.289 char *
515     object::as_string ()
516     {
517     return dump_object (this);
518     }
519    
520 elmex 1.1 /*
521     * Returns the object which has the count-variable equal to the argument.
522 root 1.208 * VERRRY slow.
523 elmex 1.1 */
524 root 1.24 object *
525     find_object (tag_t i)
526     {
527 root 1.112 for_all_objects (op)
528     if (op->count == i)
529     return op;
530    
531     return 0;
532 elmex 1.1 }
533    
534     /*
535 elmex 1.312 * Returns the object which has the uuid equal to the argument.
536     * MOAR VERRRY slow.
537     */
538    
539     object *
540     find_object_uuid (UUID i)
541     {
542     for_all_objects (op)
543     if (op->uuid == i)
544     return op;
545    
546     return 0;
547     }
548    
549     /*
550 elmex 1.1 * Returns the first object which has a name equal to the argument.
551     * Used only by the patch command, but not all that useful.
552     * Enables features like "patch <name-of-other-player> food 999"
553     */
554 root 1.24 object *
555     find_object_name (const char *str)
556     {
557 root 1.35 shstr_cmp str_ (str);
558 root 1.24
559 root 1.243 if (str_)
560     for_all_objects (op)
561     if (op->name == str_)
562     return op;
563 root 1.11
564 root 1.243 return 0;
565 elmex 1.1 }
566    
567     /*
568     * Sets the owner and sets the skill and exp pointers to owner's current
569     * skill and experience objects.
570 root 1.183 * ACTUALLY NO! investigate! TODO
571 elmex 1.1 */
572 root 1.24 void
573 root 1.30 object::set_owner (object *owner)
574 elmex 1.1 {
575 root 1.183 // allow objects which own objects
576     if (owner)
577     while (owner->owner)
578     owner = owner->owner;
579 elmex 1.1
580 root 1.198 if (flag [FLAG_FREED])
581     {
582     LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
583     return;
584     }
585    
586 root 1.30 this->owner = owner;
587 elmex 1.1 }
588    
589     /* Zero the key_values on op, decrementing the shared-string
590     * refcounts and freeing the links.
591     */
592 root 1.24 static void
593     free_key_values (object *op)
594 root 1.11 {
595 root 1.137 for (key_value *i = op->key_values; i; )
596 root 1.11 {
597     key_value *next = i->next;
598     delete i;
599 root 1.24
600 root 1.11 i = next;
601 elmex 1.1 }
602 root 1.24
603 root 1.11 op->key_values = 0;
604 elmex 1.1 }
605    
606 root 1.227 /*
607     * copy_to first frees everything allocated by the dst object,
608     * and then copies the contents of itself into the second
609     * object, allocating what needs to be allocated. Basically, any
610     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
611     * if the first object is freed, the pointers in the new object
612     * will point at garbage.
613     */
614     void
615     object::copy_to (object *dst)
616 root 1.11 {
617 root 1.227 dst->remove ();
618     *(object_copy *)dst = *this;
619     dst->flag [FLAG_REMOVED] = true;
620 elmex 1.1
621 root 1.11 /* Copy over key_values, if any. */
622 root 1.227 if (key_values)
623 root 1.14 {
624 root 1.23 key_value *tail = 0;
625 root 1.227 dst->key_values = 0;
626 elmex 1.1
627 root 1.227 for (key_value *i = key_values; i; i = i->next)
628 root 1.11 {
629     key_value *new_link = new key_value;
630 root 1.8
631 root 1.227 new_link->next = 0;
632     new_link->key = i->key;
633 root 1.11 new_link->value = i->value;
634    
635     /* Try and be clever here, too. */
636 root 1.227 if (!dst->key_values)
637 root 1.11 {
638 root 1.227 dst->key_values = new_link;
639 root 1.11 tail = new_link;
640 root 1.8 }
641 root 1.11 else
642     {
643     tail->next = new_link;
644     tail = new_link;
645     }
646 root 1.14 }
647     }
648 root 1.137
649 root 1.256 dst->activate ();
650 elmex 1.1 }
651    
652 root 1.133 void
653     object::instantiate ()
654     {
655     if (!uuid.seq) // HACK
656 root 1.202 uuid = UUID::gen ();
657 root 1.133
658 root 1.306 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
659     if (flag [FLAG_RANDOM_SPEED] && speed)
660 root 1.308 speed_left = - speed - rndm (); // TODO animation
661 root 1.306 else
662 root 1.308 speed_left = -1.;
663 root 1.306
664 root 1.133 /* copy the body_info to the body_used - this is only really
665     * need for monsters, but doesn't hurt to do it for everything.
666     * by doing so, when a monster is created, it has good starting
667     * values for the body_used info, so when items are created
668     * for it, they can be properly equipped.
669     */
670 root 1.145 for (int i = NUM_BODY_LOCATIONS; i--; )
671     slot[i].used = slot[i].info;
672 root 1.133
673     attachable::instantiate ();
674     }
675    
676 root 1.65 object *
677     object::clone ()
678     {
679     object *neu = create ();
680     copy_to (neu);
681 root 1.306
682     // TODO: unclean state changes, should not be done in clone AND instantiate
683     if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
684 root 1.308 neu->speed_left = - neu->speed - rndm (); // TODO animation
685 root 1.306
686 root 1.225 neu->map = map; // not copied by copy_to
687 root 1.65 return neu;
688     }
689    
690 elmex 1.1 /*
691     * If an object with the IS_TURNABLE() flag needs to be turned due
692     * to the closest player being on the other side, this function can
693     * be called to update the face variable, _and_ how it looks on the map.
694     */
695 root 1.24 void
696     update_turn_face (object *op)
697     {
698 root 1.322 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
699 root 1.24 return;
700 root 1.96
701 root 1.24 SET_ANIMATION (op, op->direction);
702     update_object (op, UP_OBJ_FACE);
703 elmex 1.1 }
704    
705     /*
706     * Updates the speed of an object. If the speed changes from 0 to another
707     * value, or vice versa, then add/remove the object from the active list.
708     * This function needs to be called whenever the speed of an object changes.
709     */
710 root 1.24 void
711 root 1.87 object::set_speed (float speed)
712 root 1.24 {
713 root 1.87 this->speed = speed;
714    
715 elmex 1.97 if (has_active_speed ())
716 root 1.98 activate ();
717 root 1.24 else
718 root 1.98 deactivate ();
719 elmex 1.1 }
720    
721     /*
722 root 1.75 * update_object() updates the the map.
723 elmex 1.1 * It takes into account invisible objects (and represent squares covered
724     * by invisible objects by whatever is below them (unless it's another
725     * invisible object, etc...)
726     * If the object being updated is beneath a player, the look-window
727     * of that player is updated (this might be a suboptimal way of
728     * updating that window, though, since update_object() is called _often_)
729     *
730     * action is a hint of what the caller believes need to be done.
731     * current action are:
732     * UP_OBJ_INSERT: op was inserted
733     * UP_OBJ_REMOVE: op was removed
734     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
735     * as that is easier than trying to look at what may have changed.
736     * UP_OBJ_FACE: only the objects face has changed.
737     */
738 root 1.24 void
739     update_object (object *op, int action)
740     {
741 root 1.222 if (!op)
742 root 1.24 {
743     /* this should never happen */
744 root 1.222 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
745 root 1.24 return;
746 elmex 1.1 }
747 root 1.24
748 root 1.222 if (!op->is_on_map ())
749 root 1.24 {
750     /* Animation is currently handled by client, so nothing
751     * to do in this case.
752     */
753     return;
754 elmex 1.1 }
755    
756 root 1.24 /* make sure the object is within map boundaries */
757 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
758 root 1.24 {
759     LOG (llevError, "update_object() called for object out of map!\n");
760 elmex 1.1 #ifdef MANY_CORES
761 root 1.24 abort ();
762 elmex 1.1 #endif
763 root 1.24 return;
764 elmex 1.1 }
765    
766 root 1.76 mapspace &m = op->ms ();
767 elmex 1.1
768 root 1.99 if (!(m.flags_ & P_UPTODATE))
769 root 1.75 /* nop */;
770     else if (action == UP_OBJ_INSERT)
771     {
772 root 1.297 #if 0
773 root 1.75 // this is likely overkill, TODO: revisit (schmorp)
774 root 1.322 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
775     || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
776 root 1.270 || (op->is_player () && !(m.flags_ & P_PLAYER))
777 root 1.75 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
778 root 1.322 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
779     || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
780 root 1.75 || (m.move_on | op->move_on ) != m.move_on
781     || (m.move_off | op->move_off ) != m.move_off
782     || (m.move_slow | op->move_slow) != m.move_slow
783     /* This isn't perfect, but I don't expect a lot of objects to
784 root 1.252 * have move_allow right now.
785 root 1.75 */
786     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
787 root 1.265 m.invalidate ();
788 root 1.297 #else
789     // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
790     m.invalidate ();
791     #endif
792 root 1.75 }
793     /* if the object is being removed, we can't make intelligent
794     * decisions, because remove_ob can't really pass the object
795     * that is being removed.
796     */
797 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
798 root 1.265 m.invalidate ();
799 root 1.24 else if (action == UP_OBJ_FACE)
800 root 1.29 /* Nothing to do for that case */ ;
801 root 1.24 else
802 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
803 elmex 1.1
804 root 1.75 if (op->more)
805 root 1.24 update_object (op->more, action);
806 elmex 1.1 }
807    
808 root 1.21 object::object ()
809     {
810 root 1.322 this->set_flag (FLAG_REMOVED);
811 root 1.22
812 root 1.284 //expmul = 1.0; declared const for the time being
813 root 1.303 face = blank_face;
814 root 1.304 material = MATERIAL_NULL;
815 root 1.22 }
816    
817     object::~object ()
818     {
819 root 1.121 unlink ();
820 root 1.119
821 root 1.22 free_key_values (this);
822     }
823    
824 root 1.24 void object::link ()
825 root 1.22 {
826 root 1.112 assert (!index);//D
827 root 1.202 uuid = UUID::gen ();
828 root 1.21
829 root 1.109 refcnt_inc ();
830 root 1.108 objects.insert (this);
831 root 1.324
832     ++create_count;
833    
834 root 1.21 }
835    
836 root 1.24 void object::unlink ()
837 root 1.21 {
838 root 1.121 if (!index)
839     return;
840    
841 root 1.324 ++destroy_count;
842    
843 root 1.108 objects.erase (this);
844 root 1.109 refcnt_dec ();
845 root 1.98 }
846    
847 root 1.96 void
848 root 1.98 object::activate ()
849 root 1.96 {
850 root 1.98 /* If already on active list, don't do anything */
851 root 1.108 if (active)
852 root 1.98 return;
853    
854 root 1.286 if (has_active_speed ())
855     {
856     if (flag [FLAG_FREED])
857     LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
858 root 1.256
859 root 1.286 actives.insert (this);
860     }
861 root 1.98 }
862 root 1.96
863 root 1.98 void
864     object::activate_recursive ()
865     {
866     activate ();
867    
868 root 1.104 for (object *op = inv; op; op = op->below)
869 root 1.98 op->activate_recursive ();
870 root 1.96 }
871    
872     /* This function removes object 'op' from the list of active
873     * objects.
874     * This should only be used for style maps or other such
875     * reference maps where you don't want an object that isn't
876     * in play chewing up cpu time getting processed.
877     * The reverse of this is to call update_ob_speed, which
878     * will do the right thing based on the speed of the object.
879     */
880     void
881 root 1.98 object::deactivate ()
882 root 1.96 {
883     /* If not on the active list, nothing needs to be done */
884 root 1.108 if (!active)
885 root 1.96 return;
886    
887 root 1.108 actives.erase (this);
888 root 1.98 }
889 root 1.96
890 root 1.98 void
891     object::deactivate_recursive ()
892     {
893 root 1.104 for (object *op = inv; op; op = op->below)
894 root 1.98 op->deactivate_recursive ();
895    
896     deactivate ();
897 root 1.96 }
898    
899 root 1.106 void
900     object::set_flag_inv (int flag, int value)
901     {
902     for (object *op = inv; op; op = op->below)
903     {
904     op->flag [flag] = value;
905     op->set_flag_inv (flag, value);
906     }
907     }
908    
909 root 1.89 /*
910     * Remove and free all objects in the inventory of the given object.
911     * object.c ?
912     */
913     void
914     object::destroy_inv (bool drop_to_ground)
915     {
916 root 1.94 // need to check first, because the checks below might segfault
917     // as we might be on an invalid mapspace and crossfire code
918     // is too buggy to ensure that the inventory is empty.
919 root 1.217 // corollary: if you create arrows etc. with stuff in its inventory,
920 root 1.94 // cf will crash below with off-map x and y
921     if (!inv)
922     return;
923    
924 root 1.89 /* Only if the space blocks everything do we not process -
925     * if some form of movement is allowed, let objects
926     * drop on that space.
927     */
928 root 1.92 if (!drop_to_ground
929     || !map
930 root 1.206 || map->in_memory != MAP_ACTIVE
931 root 1.238 || map->no_drop
932 root 1.95 || ms ().move_block == MOVE_ALL)
933 root 1.89 {
934     while (inv)
935 root 1.259 inv->destroy ();
936 root 1.89 }
937     else
938     { /* Put objects in inventory onto this space */
939     while (inv)
940     {
941     object *op = inv;
942    
943     if (op->flag [FLAG_STARTEQUIP]
944     || op->flag [FLAG_NO_DROP]
945     || op->type == RUNE
946     || op->type == TRAP
947 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
948     || op->flag [FLAG_DESTROY_ON_DEATH])
949 root 1.259 op->destroy ();
950 root 1.89 else
951 root 1.93 map->insert (op, x, y);
952 root 1.89 }
953     }
954     }
955    
956 root 1.320 /*
957     * Remove and free all objects in the inventory of the given object.
958     * Unlike destroy_inv, this assumes the *this is destroyed as well
959     * well, so we can (and have to!) take shortcuts.
960     */
961     void
962     object::destroy_inv_fast ()
963     {
964     while (object *op = inv)
965     {
966     // remove from object the fast way
967     op->flag [FLAG_REMOVED] = true;
968     op->env = 0;
969     if ((inv = inv->below))
970     inv->above = 0;
971    
972     // then destroy
973     op->destroy ();
974     }
975     }
976    
977 root 1.324 void
978     object::freelist_free (int count)
979 root 1.21 {
980 root 1.324 while (count-- && freelist)
981     {
982     freelist_item *next = freelist->next;
983     // count is being "destroyed"
984    
985     sfree ((char *)freelist, sizeof (object));
986    
987     freelist = next;
988     --free_count;
989     }
990     }
991    
992     object *
993     object::create ()
994     {
995     object *op;
996    
997     if (freelist)
998     {
999     freelist_item li = *freelist;
1000     memset (freelist, 0, sizeof (object));
1001    
1002     op = new (freelist) object;
1003     op->count = li.count;
1004    
1005     freelist = li.next;
1006     --free_count;
1007     }
1008     else
1009     {
1010     void *ni = salloc0<char> (sizeof (object));
1011    
1012     op = new(ni) object;
1013    
1014     op->count = ++object_count;
1015     }
1016    
1017 root 1.22 op->link ();
1018 root 1.324
1019 root 1.22 return op;
1020 root 1.21 }
1021 elmex 1.1
1022 root 1.324 void
1023     object::do_delete ()
1024     {
1025     uint32_t count = this->count;
1026    
1027     this->~object ();
1028    
1029     freelist_item *li = (freelist_item *)this;
1030     li->next = freelist;
1031     li->count = count;
1032    
1033     freelist = li;
1034     ++free_count;
1035     }
1036    
1037 root 1.223 static struct freed_map : maptile
1038     {
1039     freed_map ()
1040     {
1041 root 1.238 path = "<freed objects map>";
1042     name = "/internal/freed_objects_map";
1043     width = 3;
1044     height = 3;
1045     no_drop = 1;
1046     no_reset = 1;
1047 root 1.223
1048     alloc ();
1049     in_memory = MAP_ACTIVE;
1050     }
1051 root 1.229
1052     ~freed_map ()
1053     {
1054     destroy ();
1055     }
1056 root 1.223 } freed_map; // freed objects are moved here to avoid crashes
1057    
1058 root 1.82 void
1059     object::do_destroy ()
1060 root 1.14 {
1061 root 1.82 if (flag [FLAG_IS_LINKED])
1062 root 1.279 remove_link ();
1063 root 1.29
1064 root 1.82 if (flag [FLAG_FRIENDLY])
1065 root 1.140 remove_friendly_object (this);
1066 root 1.32
1067 root 1.213 remove ();
1068    
1069     attachable::do_destroy ();
1070 root 1.14
1071 root 1.112 deactivate ();
1072     unlink ();
1073 root 1.92
1074 root 1.82 flag [FLAG_FREED] = 1;
1075 root 1.14
1076 root 1.57 // hack to ensure that freed objects still have a valid map
1077 root 1.223 map = &freed_map;
1078     x = 1;
1079     y = 1;
1080 root 1.57
1081 root 1.88 if (more)
1082     {
1083 root 1.259 more->destroy ();
1084 root 1.88 more = 0;
1085     }
1086 root 1.82
1087 root 1.162 head = 0;
1088    
1089     // clear those pointers that likely might cause circular references
1090     owner = 0;
1091     enemy = 0;
1092     attacked_by = 0;
1093     current_weapon = 0;
1094 root 1.82 }
1095    
1096     void
1097 root 1.260 object::destroy ()
1098 root 1.82 {
1099     if (destroyed ())
1100     return;
1101    
1102 root 1.219 if (!is_head () && !head->destroyed ())
1103     {
1104     LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1105 root 1.260 head->destroy ();
1106 root 1.223 return;
1107 root 1.219 }
1108    
1109 root 1.320 destroy_inv_fast ();
1110 root 1.22
1111 root 1.173 if (is_head ())
1112     if (sound_destroy)
1113     play_sound (sound_destroy);
1114     else if (flag [FLAG_MONSTER])
1115     play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1116 root 1.169
1117 root 1.82 attachable::destroy ();
1118 elmex 1.1 }
1119    
1120 root 1.63 /* op->remove ():
1121 elmex 1.1 * This function removes the object op from the linked list of objects
1122     * which it is currently tied to. When this function is done, the
1123     * object will have no environment. If the object previously had an
1124     * environment, the x and y coordinates will be updated to
1125     * the previous environment.
1126     */
1127 root 1.24 void
1128 root 1.128 object::do_remove ()
1129 root 1.24 {
1130 root 1.213 if (flag [FLAG_REMOVED])
1131 root 1.29 return;
1132 root 1.24
1133 root 1.82 INVOKE_OBJECT (REMOVE, this);
1134 root 1.26
1135 root 1.213 flag [FLAG_REMOVED] = true;
1136    
1137 root 1.59 if (more)
1138     more->remove ();
1139 root 1.24
1140     /*
1141     * In this case, the object to be removed is in someones
1142     * inventory.
1143     */
1144 root 1.59 if (env)
1145 root 1.24 {
1146 root 1.221 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1147 root 1.220 if (object *pl = visible_to ())
1148     esrv_del_item (pl->contr, count);
1149 root 1.221 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1150 root 1.220
1151 root 1.208 adjust_weight (env, -total_weight ());
1152 root 1.24
1153 root 1.265 object *pl = in_player ();
1154    
1155 root 1.237 /* we set up values so that it could be inserted into
1156     * the map, but we don't actually do that - it is up
1157     * to the caller to decide what we want to do.
1158     */
1159     map = env->map;
1160     x = env->x;
1161     y = env->y;
1162    
1163 root 1.236 // make sure cmov optimisation is applicable
1164 root 1.208 *(above ? &above->below : &env->inv) = below;
1165 root 1.236 *(below ? &below->above : &above ) = above; // &above is just a dummy
1166 root 1.24
1167 root 1.236 above = 0;
1168     below = 0;
1169     env = 0;
1170 root 1.24
1171 root 1.305 if (pl && pl->is_player ())
1172     {
1173 root 1.317 if (expect_false (pl->contr->combat_ob == this))
1174     {
1175     pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1176     pl->contr->combat_ob = 0;
1177     if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1178     }
1179    
1180     if (expect_false (pl->contr->ranged_ob == this))
1181     {
1182     pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1183     pl->contr->ranged_ob = 0;
1184     if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1185     }
1186    
1187 root 1.305 pl->contr->queue_stats_update ();
1188 root 1.265
1189 root 1.317 if (expect_false (glow_radius) && pl->is_on_map ())
1190 root 1.305 update_all_los (pl->map, pl->x, pl->y);
1191     }
1192 root 1.59 }
1193     else if (map)
1194     {
1195 root 1.220 map->dirty = true;
1196     mapspace &ms = this->ms ();
1197    
1198     if (object *pl = ms.player ())
1199 root 1.96 {
1200 root 1.270 if (is_player ())
1201 root 1.220 {
1202 root 1.273 if (!flag [FLAG_WIZPASS])
1203     ms.smell = ++mapspace::smellcount; // remember the smell of the player
1204 root 1.270
1205 root 1.220 // leaving a spot always closes any open container on the ground
1206     if (container && !container->env)
1207     // this causes spurious floorbox updates, but it ensures
1208     // that the CLOSE event is being sent.
1209     close_container ();
1210    
1211     --map->players;
1212     map->touch ();
1213     }
1214 root 1.292 else if (pl->container_ () == this)
1215 root 1.220 {
1216     // removing a container should close it
1217     close_container ();
1218     }
1219 root 1.323 else
1220     esrv_del_item (pl->contr, count);
1221 root 1.96 }
1222    
1223 root 1.29 /* link the object above us */
1224 root 1.236 // re-link, make sure compiler can easily use cmove
1225     *(above ? &above->below : &ms.top) = below;
1226     *(below ? &below->above : &ms.bot) = above;
1227 root 1.26
1228 root 1.59 above = 0;
1229     below = 0;
1230 root 1.26
1231 root 1.265 ms.invalidate ();
1232 root 1.253
1233 root 1.59 if (map->in_memory == MAP_SAVING)
1234 root 1.29 return;
1235 elmex 1.1
1236 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1237 elmex 1.1
1238 root 1.175 if (object *pl = ms.player ())
1239     {
1240 root 1.292 if (pl->container_ () == this)
1241 root 1.175 /* If a container that the player is currently using somehow gets
1242     * removed (most likely destroyed), update the player view
1243     * appropriately.
1244     */
1245     pl->close_container ();
1246    
1247 root 1.218 //TODO: the floorbox prev/next might need updating
1248 root 1.226 //esrv_del_item (pl->contr, count);
1249     //TODO: update floorbox to preserve ordering
1250     if (pl->contr->ns)
1251     pl->contr->ns->floorbox_update ();
1252 root 1.175 }
1253    
1254 root 1.293 if (check_walk_off)
1255     for (object *above, *tmp = ms.bot; tmp; tmp = above)
1256     {
1257     above = tmp->above;
1258    
1259     /* No point updating the players look faces if he is the object
1260     * being removed.
1261     */
1262 root 1.29
1263 root 1.293 /* See if object moving off should effect something */
1264     if ((move_type & tmp->move_off)
1265     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1266 elmex 1.72 move_apply (tmp, this, 0);
1267 root 1.293 }
1268 root 1.26
1269 root 1.270 if (affects_los ())
1270 root 1.59 update_all_los (map, x, y);
1271 elmex 1.1 }
1272     }
1273    
1274     /*
1275     * merge_ob(op,top):
1276     *
1277     * This function goes through all objects below and including top, and
1278     * merges op to the first matching object.
1279     * If top is NULL, it is calculated.
1280     * Returns pointer to object if it succeded in the merge, otherwise NULL
1281     */
1282 root 1.24 object *
1283     merge_ob (object *op, object *top)
1284     {
1285     if (!op->nrof)
1286 elmex 1.1 return 0;
1287 root 1.29
1288 root 1.194 if (!top)
1289 root 1.82 for (top = op; top && top->above; top = top->above)
1290     ;
1291 root 1.29
1292 root 1.82 for (; top; top = top->below)
1293 root 1.214 if (object::can_merge (op, top))
1294     {
1295     top->nrof += op->nrof;
1296    
1297     if (object *pl = top->visible_to ())
1298     esrv_update_item (UPD_NROF, pl, top);
1299    
1300     op->weight = 0; // cancel the addition above
1301     op->carrying = 0; // must be 0 already
1302 root 1.66
1303 root 1.259 op->destroy ();
1304 root 1.24
1305 root 1.214 return top;
1306     }
1307 root 1.29
1308 root 1.45 return 0;
1309 elmex 1.1 }
1310    
1311 root 1.138 void
1312     object::expand_tail ()
1313     {
1314     if (more)
1315     return;
1316    
1317     object *prev = this;
1318    
1319 root 1.160 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1320 root 1.138 {
1321 root 1.309 object *op = at->instance ();
1322 root 1.138
1323     op->name = name;
1324     op->name_pl = name_pl;
1325     op->title = title;
1326    
1327     op->head = this;
1328     prev->more = op;
1329    
1330     prev = op;
1331     }
1332     }
1333    
1334 elmex 1.1 /*
1335 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1336     * job preparing multi-part monsters.
1337 elmex 1.1 */
1338 root 1.24 object *
1339 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1340 root 1.24 {
1341 root 1.244 op->remove ();
1342    
1343 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1344 root 1.24 {
1345 root 1.159 tmp->x = x + tmp->arch->x;
1346     tmp->y = y + tmp->arch->y;
1347 elmex 1.1 }
1348 root 1.29
1349 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1350 elmex 1.1 }
1351    
1352     /*
1353     * insert_ob_in_map (op, map, originator, flag):
1354     * This function inserts the object in the two-way linked list
1355     * which represents what is on a map.
1356     * The second argument specifies the map, and the x and y variables
1357     * in the object about to be inserted specifies the position.
1358     *
1359     * originator: Player, monster or other object that caused 'op' to be inserted
1360     * into 'map'. May be NULL.
1361     *
1362     * flag is a bitmask about special things to do (or not do) when this
1363     * function is called. see the object.h file for the INS_ values.
1364     * Passing 0 for flag gives proper default values, so flag really only needs
1365     * to be set if special handling is needed.
1366     *
1367     * Return value:
1368     * new object if 'op' was merged with other object
1369 root 1.313 * NULL if there was an error (destroyed, blocked etc.)
1370 elmex 1.1 * just 'op' otherwise
1371     */
1372 root 1.24 object *
1373 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1374 elmex 1.1 {
1375 root 1.261 op->remove ();
1376 root 1.117
1377 root 1.258 if (m == &freed_map)//D TODO: remove soon
1378 root 1.245 {//D
1379 root 1.258 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1380 root 1.245 }//D
1381    
1382 root 1.187 /* Ideally, the caller figures this out. However, it complicates a lot
1383     * of areas of callers (eg, anything that uses find_free_spot would now
1384     * need extra work
1385     */
1386 root 1.274 maptile *newmap = m;
1387     if (!xy_normalise (newmap, op->x, op->y))
1388 root 1.24 {
1389 root 1.259 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1390 root 1.187 return 0;
1391 elmex 1.1 }
1392 root 1.25
1393 root 1.117 if (object *more = op->more)
1394 root 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1395     return 0;
1396 root 1.25
1397 root 1.283 op->flag [FLAG_REMOVED] = false;
1398     op->env = 0;
1399     op->map = newmap;
1400 root 1.8
1401 root 1.117 mapspace &ms = op->ms ();
1402 root 1.24
1403     /* this has to be done after we translate the coordinates.
1404     */
1405     if (op->nrof && !(flag & INS_NO_MERGE))
1406 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1407 root 1.66 if (object::can_merge (op, tmp))
1408 root 1.25 {
1409 root 1.237 // TODO: we actually want to update tmp, not op,
1410 root 1.218 // but some caller surely breaks when we return tmp
1411     // from here :/
1412 root 1.25 op->nrof += tmp->nrof;
1413 root 1.259 tmp->destroy ();
1414 root 1.25 }
1415 root 1.24
1416 root 1.322 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1417     op->clr_flag (FLAG_INV_LOCKED);
1418 root 1.25
1419 root 1.322 if (!op->flag [FLAG_ALIVE])
1420     op->clr_flag (FLAG_NO_STEAL);
1421 root 1.24
1422     if (flag & INS_BELOW_ORIGINATOR)
1423     {
1424 root 1.241 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1425 root 1.24 {
1426     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1427     abort ();
1428     }
1429 root 1.25
1430 root 1.241 if (!originator->is_on_map ())
1431 root 1.282 {
1432     LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1433     op->debug_desc (), originator->debug_desc ());
1434     abort ();
1435     }
1436 root 1.241
1437 root 1.24 op->above = originator;
1438     op->below = originator->below;
1439 root 1.237 originator->below = op;
1440 root 1.25
1441 root 1.237 *(op->below ? &op->below->above : &ms.bot) = op;
1442 elmex 1.1 }
1443 root 1.24 else
1444     {
1445 root 1.237 object *floor = 0;
1446     object *top = ms.top;
1447 root 1.117
1448 root 1.24 /* If there are other objects, then */
1449 root 1.191 if (top)
1450 root 1.24 {
1451     /*
1452     * If there are multiple objects on this space, we do some trickier handling.
1453     * We've already dealt with merging if appropriate.
1454     * Generally, we want to put the new object on top. But if
1455     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1456     * floor, we want to insert above that and no further.
1457     * Also, if there are spell objects on this space, we stop processing
1458     * once we get to them. This reduces the need to traverse over all of
1459     * them when adding another one - this saves quite a bit of cpu time
1460     * when lots of spells are cast in one area. Currently, it is presumed
1461     * that flying non pickable objects are spell objects.
1462     */
1463 root 1.237 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1464 root 1.24 {
1465 root 1.322 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1466 root 1.237 floor = tmp;
1467 root 1.26
1468 root 1.322 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1469 root 1.24 {
1470     /* We insert above top, so we want this object below this */
1471 root 1.237 top = tmp->below;
1472 root 1.24 break;
1473     }
1474 root 1.26
1475 root 1.237 top = tmp;
1476 root 1.24 }
1477 root 1.26
1478 root 1.24 /* We let update_position deal with figuring out what the space
1479     * looks like instead of lots of conditions here.
1480     * makes things faster, and effectively the same result.
1481     */
1482    
1483     /* Have object 'fall below' other objects that block view.
1484 root 1.135 * Unless those objects are exits.
1485 root 1.24 * If INS_ON_TOP is used, don't do this processing
1486     * Need to find the object that in fact blocks view, otherwise
1487     * stacking is a bit odd.
1488     */
1489 root 1.117 if (!(flag & INS_ON_TOP)
1490     && ms.flags () & P_BLOCKSVIEW
1491 root 1.135 && (op->face && !faces [op->face].visibility))
1492 root 1.24 {
1493 root 1.237 object *last;
1494    
1495 root 1.24 for (last = top; last != floor; last = last->below)
1496 root 1.322 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1497 root 1.24 break;
1498 root 1.117
1499 root 1.24 /* Check to see if we found the object that blocks view,
1500     * and make sure we have a below pointer for it so that
1501     * we can get inserted below this one, which requires we
1502     * set top to the object below us.
1503     */
1504     if (last && last->below && last != floor)
1505     top = last->below;
1506 root 1.8 }
1507 root 1.24 } /* If objects on this space */
1508 root 1.25
1509 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1510     top = floor;
1511    
1512 root 1.240 // insert object above top, or bottom-most if top = 0
1513 root 1.24 if (!top)
1514     {
1515 root 1.239 op->below = 0;
1516     op->above = ms.bot;
1517     ms.bot = op;
1518 root 1.25
1519 root 1.239 *(op->above ? &op->above->below : &ms.top) = op;
1520 root 1.24 }
1521     else
1522 root 1.240 {
1523 root 1.24 op->above = top->above;
1524 root 1.237 top->above = op;
1525 root 1.25
1526 root 1.24 op->below = top;
1527 root 1.237 *(op->above ? &op->above->below : &ms.top) = op;
1528 root 1.24 }
1529 root 1.240 }
1530 root 1.8
1531 root 1.270 if (op->is_player ())
1532 root 1.96 {
1533     op->contr->do_los = 1;
1534     ++op->map->players;
1535 root 1.100 op->map->touch ();
1536 root 1.96 }
1537 root 1.24
1538 root 1.98 op->map->dirty = true;
1539    
1540 root 1.191 if (object *pl = ms.player ())
1541 root 1.218 //TODO: the floorbox prev/next might need updating
1542 root 1.226 //esrv_send_item (pl, op);
1543     //TODO: update floorbox to preserve ordering
1544     if (pl->contr->ns)
1545     pl->contr->ns->floorbox_update ();
1546 root 1.24
1547     /* If this object glows, it may affect lighting conditions that are
1548     * visible to others on this map. But update_all_los is really
1549     * an inefficient way to do this, as it means los for all players
1550     * on the map will get recalculated. The players could very well
1551     * be far away from this change and not affected in any way -
1552     * this should get redone to only look for players within range,
1553 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1554 root 1.24 * of effect may be sufficient.
1555     */
1556 root 1.270 if (op->affects_los ())
1557 root 1.265 {
1558     op->ms ().invalidate ();
1559     update_all_los (op->map, op->x, op->y);
1560     }
1561 root 1.24
1562     /* updates flags (blocked, alive, no magic, etc) for this map space */
1563     update_object (op, UP_OBJ_INSERT);
1564    
1565 root 1.82 INVOKE_OBJECT (INSERT, op);
1566    
1567 root 1.24 /* Don't know if moving this to the end will break anything. However,
1568 root 1.70 * we want to have floorbox_update called before calling this.
1569 root 1.24 *
1570     * check_move_on() must be after this because code called from
1571     * check_move_on() depends on correct map flags (so functions like
1572     * blocked() and wall() work properly), and these flags are updated by
1573     * update_object().
1574     */
1575    
1576     /* if this is not the head or flag has been passed, don't check walk on status */
1577 root 1.287 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1578 root 1.24 {
1579     if (check_move_on (op, originator))
1580 root 1.82 return 0;
1581 elmex 1.1
1582 root 1.24 /* If we are a multi part object, lets work our way through the check
1583     * walk on's.
1584     */
1585 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1586 root 1.24 if (check_move_on (tmp, originator))
1587 root 1.82 return 0;
1588 elmex 1.1 }
1589 root 1.25
1590 root 1.24 return op;
1591 elmex 1.1 }
1592    
1593     /* this function inserts an object in the map, but if it
1594 root 1.75 * finds an object of its own type, it'll remove that one first.
1595     * op is the object to insert it under: supplies x and the map.
1596 elmex 1.1 */
1597 root 1.24 void
1598 root 1.277 replace_insert_ob_in_map (shstr_tmp archname, object *op)
1599 root 1.24 {
1600     /* first search for itself and remove any old instances */
1601 elmex 1.1
1602 root 1.208 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1603 root 1.277 if (tmp->arch->archname == archname) /* same archetype */
1604 root 1.259 tmp->destroy ();
1605 root 1.208
1606 root 1.308 object *tmp = archetype::find (archname)->instance ();
1607 elmex 1.1
1608 root 1.208 tmp->x = op->x;
1609     tmp->y = op->y;
1610 elmex 1.1
1611 root 1.208 insert_ob_in_map (tmp, op->map, op, 0);
1612 root 1.24 }
1613 elmex 1.1
1614 root 1.93 object *
1615     object::insert_at (object *where, object *originator, int flags)
1616     {
1617 root 1.205 if (where->env)
1618     return where->env->insert (this);
1619     else
1620     return where->map->insert (this, where->x, where->y, originator, flags);
1621 root 1.93 }
1622    
1623 root 1.301 // check whether we can put this into the map, respect max_volume, max_items
1624 root 1.299 bool
1625     object::can_drop_at (maptile *m, int x, int y, object *originator)
1626     {
1627     mapspace &ms = m->at (x, y);
1628    
1629     int items = ms.items ();
1630    
1631     if (!items // testing !items ensures we can drop at least one item
1632     || (items < m->max_items
1633 root 1.301 && ms.volume () < m->max_volume))
1634 root 1.299 return true;
1635    
1636     if (originator && originator->is_player ())
1637 root 1.321 originator->contr->failmsgf (
1638 root 1.299 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1639     query_name ()
1640 root 1.321 );
1641 root 1.299
1642     return false;
1643     }
1644    
1645 elmex 1.1 /*
1646 root 1.209 * decrease(object, number) decreases a specified number from
1647 root 1.208 * the amount of an object. If the amount reaches 0, the object
1648 elmex 1.1 * is subsequently removed and freed.
1649     *
1650     * Return value: 'op' if something is left, NULL if the amount reached 0
1651     */
1652 root 1.208 bool
1653 root 1.209 object::decrease (sint32 nr)
1654 elmex 1.1 {
1655 root 1.212 if (!nr)
1656     return true;
1657    
1658 root 1.208 nr = min (nr, nrof);
1659 elmex 1.1
1660 root 1.251 if (nrof > nr)
1661 elmex 1.1 {
1662 root 1.251 nrof -= nr;
1663 root 1.247 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1664 elmex 1.1
1665 root 1.212 if (object *pl = visible_to ())
1666     esrv_update_item (UPD_NROF, pl, this);
1667 root 1.29
1668 root 1.212 return true;
1669 elmex 1.1 }
1670 root 1.24 else
1671     {
1672 root 1.249 destroy ();
1673 root 1.212 return false;
1674 elmex 1.1 }
1675     }
1676    
1677 root 1.209 /*
1678 root 1.210 * split(ob,nr) splits up ob into two parts. The part which
1679 root 1.209 * is returned contains nr objects, and the remaining parts contains
1680 root 1.210 * the rest (or is removed and returned if that number is 0).
1681     * On failure, NULL is returned.
1682 root 1.209 */
1683 root 1.208 object *
1684 root 1.209 object::split (sint32 nr)
1685 root 1.208 {
1686 root 1.212 int have = number_of ();
1687    
1688     if (have < nr)
1689 root 1.209 return 0;
1690 root 1.212 else if (have == nr)
1691 root 1.209 {
1692     remove ();
1693     return this;
1694     }
1695     else
1696     {
1697     decrease (nr);
1698    
1699 root 1.230 object *op = deep_clone ();
1700 root 1.209 op->nrof = nr;
1701     return op;
1702     }
1703     }
1704    
1705 root 1.24 object *
1706     insert_ob_in_ob (object *op, object *where)
1707     {
1708 root 1.59 if (!where)
1709 root 1.24 {
1710 root 1.53 char *dump = dump_object (op);
1711     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1712     free (dump);
1713 root 1.24 return op;
1714     }
1715 root 1.29
1716 root 1.154 if (where->head_ () != where)
1717 root 1.24 {
1718 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1719 root 1.24 where = where->head;
1720     }
1721 root 1.29
1722 root 1.59 return where->insert (op);
1723     }
1724    
1725     /*
1726     * env->insert (op)
1727     * This function inserts the object op in the linked list
1728     * inside the object environment.
1729     *
1730     * The function returns now pointer to inserted item, and return value can
1731     * be != op, if items are merged. -Tero
1732     */
1733     object *
1734     object::insert (object *op)
1735     {
1736 root 1.24 if (op->more)
1737     {
1738     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1739     return op;
1740     }
1741 root 1.29
1742 root 1.208 op->remove ();
1743    
1744     op->flag [FLAG_OBJ_ORIGINAL] = 0;
1745 root 1.182
1746 root 1.24 if (op->nrof)
1747 root 1.208 for (object *tmp = inv; tmp; tmp = tmp->below)
1748     if (object::can_merge (tmp, op))
1749     {
1750     /* return the original object and remove inserted object
1751     (client needs the original object) */
1752     tmp->nrof += op->nrof;
1753 root 1.214
1754     if (object *pl = tmp->visible_to ())
1755     esrv_update_item (UPD_NROF, pl, tmp);
1756    
1757 root 1.210 adjust_weight (this, op->total_weight ());
1758    
1759 root 1.259 op->destroy ();
1760 root 1.208 op = tmp;
1761     goto inserted;
1762     }
1763    
1764     op->owner = 0; // it's his/hers now. period.
1765     op->map = 0;
1766     op->x = 0;
1767     op->y = 0;
1768    
1769     op->above = 0;
1770     op->below = inv;
1771     op->env = this;
1772    
1773     if (inv)
1774     inv->above = op;
1775 root 1.24
1776 root 1.208 inv = op;
1777 elmex 1.1
1778 root 1.208 op->flag [FLAG_REMOVED] = 0;
1779 elmex 1.1
1780 root 1.214 if (object *pl = op->visible_to ())
1781     esrv_send_item (pl, op);
1782    
1783 root 1.208 adjust_weight (this, op->total_weight ());
1784 elmex 1.1
1785 root 1.208 inserted:
1786 elmex 1.1 /* reset the light list and los of the players on the map */
1787 root 1.270 if (op->glow_radius && is_on_map ())
1788 root 1.265 {
1789     update_stats ();
1790     update_all_los (map, x, y);
1791     }
1792 root 1.305 else if (is_player ())
1793 root 1.265 // if this is a player's inventory, update stats
1794 root 1.305 contr->queue_stats_update ();
1795 root 1.59
1796 root 1.82 INVOKE_OBJECT (INSERT, this);
1797    
1798 elmex 1.1 return op;
1799     }
1800    
1801     /*
1802     * Checks if any objects has a move_type that matches objects
1803     * that effect this object on this space. Call apply() to process
1804     * these events.
1805     *
1806     * Any speed-modification due to SLOW_MOVE() of other present objects
1807     * will affect the speed_left of the object.
1808     *
1809     * originator: Player, monster or other object that caused 'op' to be inserted
1810     * into 'map'. May be NULL.
1811     *
1812     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1813     *
1814     * 4-21-95 added code to check if appropriate skill was readied - this will
1815     * permit faster movement by the player through this terrain. -b.t.
1816     *
1817     * MSW 2001-07-08: Check all objects on space, not just those below
1818     * object being inserted. insert_ob_in_map may not put new objects
1819     * on top.
1820     */
1821 root 1.24 int
1822     check_move_on (object *op, object *originator)
1823 elmex 1.1 {
1824 root 1.322 if (op->flag [FLAG_NO_APPLY])
1825 root 1.287 return 0;
1826    
1827 root 1.48 object *tmp;
1828 root 1.49 maptile *m = op->map;
1829 root 1.48 int x = op->x, y = op->y;
1830 root 1.26
1831 root 1.287 mapspace &ms = m->at (x, y);
1832 root 1.24
1833 root 1.287 ms.update ();
1834 root 1.24
1835 root 1.287 MoveType move_on = ms.move_on;
1836     MoveType move_slow = ms.move_slow;
1837     MoveType move_block = ms.move_block;
1838 root 1.24
1839     /* if nothing on this space will slow op down or be applied,
1840     * no need to do checking below. have to make sure move_type
1841     * is set, as lots of objects don't have it set - we treat that
1842     * as walking.
1843     */
1844     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1845     return 0;
1846 elmex 1.1
1847 root 1.24 /* This is basically inverse logic of that below - basically,
1848     * if the object can avoid the move on or slow move, they do so,
1849     * but can't do it if the alternate movement they are using is
1850     * blocked. Logic on this seems confusing, but does seem correct.
1851     */
1852     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1853     return 0;
1854    
1855     /* The objects have to be checked from top to bottom.
1856     * Hence, we first go to the top:
1857     */
1858 root 1.287 for (object *next, *tmp = ms.top; tmp; tmp = next)
1859 root 1.24 {
1860 root 1.287 next = tmp->below;
1861 root 1.26
1862 root 1.24 if (tmp == op)
1863     continue; /* Can't apply yourself */
1864 elmex 1.1
1865 root 1.24 /* Check to see if one of the movement types should be slowed down.
1866     * Second check makes sure that the movement types not being slowed
1867     * (~slow_move) is not blocked on this space - just because the
1868     * space doesn't slow down swimming (for example), if you can't actually
1869     * swim on that space, can't use it to avoid the penalty.
1870     */
1871 root 1.322 if (!op->flag [FLAG_WIZPASS])
1872 root 1.24 {
1873     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1874     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1875     {
1876 root 1.287 float diff = tmp->move_slow_penalty * fabs (op->speed);
1877 elmex 1.1
1878 root 1.270 if (op->is_player ())
1879 root 1.287 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1880     (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1881 root 1.26 diff /= 4.0;
1882    
1883 root 1.24 op->speed_left -= diff;
1884 root 1.8 }
1885     }
1886 elmex 1.1
1887 root 1.24 /* Basically same logic as above, except now for actual apply. */
1888     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1889     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1890     {
1891 elmex 1.72 move_apply (tmp, op, originator);
1892 root 1.24
1893 root 1.48 if (op->destroyed ())
1894 root 1.24 return 1;
1895    
1896     /* what the person/creature stepped onto has moved the object
1897     * someplace new. Don't process any further - if we did,
1898     * have a feeling strange problems would result.
1899     */
1900     if (op->map != m || op->x != x || op->y != y)
1901     return 0;
1902 root 1.8 }
1903 elmex 1.1 }
1904 root 1.26
1905 root 1.24 return 0;
1906 elmex 1.1 }
1907    
1908     /*
1909     * present_arch(arch, map, x, y) searches for any objects with
1910     * a matching archetype at the given map and coordinates.
1911     * The first matching object is returned, or NULL if none.
1912     */
1913 root 1.24 object *
1914 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1915 root 1.24 {
1916 root 1.104 if (!m || out_of_map (m, x, y))
1917 root 1.24 {
1918     LOG (llevError, "Present_arch called outside map.\n");
1919     return NULL;
1920     }
1921 root 1.84
1922 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1923 root 1.231 if (tmp->arch->archname == at->archname)
1924 elmex 1.1 return tmp;
1925 root 1.84
1926 elmex 1.1 return NULL;
1927     }
1928    
1929     /*
1930     * present(type, map, x, y) searches for any objects with
1931     * a matching type variable at the given map and coordinates.
1932     * The first matching object is returned, or NULL if none.
1933     */
1934 root 1.24 object *
1935 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1936 root 1.24 {
1937     if (out_of_map (m, x, y))
1938     {
1939     LOG (llevError, "Present called outside map.\n");
1940     return NULL;
1941     }
1942 root 1.84
1943 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1944 root 1.24 if (tmp->type == type)
1945 elmex 1.1 return tmp;
1946 root 1.84
1947 elmex 1.1 return NULL;
1948     }
1949    
1950     /*
1951     * present_in_ob(type, object) searches for any objects with
1952     * a matching type variable in the inventory of the given object.
1953     * The first matching object is returned, or NULL if none.
1954     */
1955 root 1.24 object *
1956     present_in_ob (unsigned char type, const object *op)
1957     {
1958 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1959 root 1.24 if (tmp->type == type)
1960 elmex 1.1 return tmp;
1961 root 1.84
1962 elmex 1.1 return NULL;
1963     }
1964    
1965     /*
1966     * present_in_ob (type, str, object) searches for any objects with
1967     * a matching type & name variable in the inventory of the given object.
1968     * The first matching object is returned, or NULL if none.
1969     * This is mostly used by spell effect code, so that we only
1970     * have one spell effect at a time.
1971     * type can be used to narrow the search - if type is set,
1972     * the type must also match. -1 can be passed for the type,
1973     * in which case the type does not need to pass.
1974     * str is the string to match against. Note that we match against
1975     * the object name, not the archetype name. this is so that the
1976     * spell code can use one object type (force), but change it's name
1977     * to be unique.
1978     */
1979 root 1.24 object *
1980     present_in_ob_by_name (int type, const char *str, const object *op)
1981     {
1982 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1983 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1984     return tmp;
1985 elmex 1.1
1986 root 1.82 return 0;
1987 elmex 1.1 }
1988    
1989     /*
1990     * present_arch_in_ob(archetype, object) searches for any objects with
1991     * a matching archetype in the inventory of the given object.
1992     * The first matching object is returned, or NULL if none.
1993     */
1994 root 1.24 object *
1995     present_arch_in_ob (const archetype *at, const object *op)
1996     {
1997 root 1.231 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1998     if (tmp->arch->archname == at->archname)
1999 elmex 1.1 return tmp;
2000 root 1.82
2001 elmex 1.1 return NULL;
2002     }
2003    
2004     /*
2005     * activate recursively a flag on an object inventory
2006     */
2007 root 1.24 void
2008     flag_inv (object *op, int flag)
2009     {
2010 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2011     {
2012 root 1.322 tmp->set_flag (flag);
2013 root 1.197 flag_inv (tmp, flag);
2014     }
2015 root 1.82 }
2016    
2017     /*
2018     * deactivate recursively a flag on an object inventory
2019     */
2020 root 1.24 void
2021     unflag_inv (object *op, int flag)
2022     {
2023 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2024     {
2025 root 1.322 tmp->clr_flag (flag);
2026 root 1.197 unflag_inv (tmp, flag);
2027     }
2028 elmex 1.1 }
2029    
2030     /*
2031     * find_free_spot(object, map, x, y, start, stop) will search for
2032     * a spot at the given map and coordinates which will be able to contain
2033     * the given object. start and stop specifies how many squares
2034     * to search (see the freearr_x/y[] definition).
2035     * It returns a random choice among the alternatives found.
2036     * start and stop are where to start relative to the free_arr array (1,9
2037     * does all 4 immediate directions). This returns the index into the
2038     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2039 root 1.196 * Note: This function does correctly handle tiled maps, but does not
2040 elmex 1.1 * inform the caller. However, insert_ob_in_map will update as
2041     * necessary, so the caller shouldn't need to do any special work.
2042     * Note - updated to take an object instead of archetype - this is necessary
2043     * because arch_blocked (now ob_blocked) needs to know the movement type
2044     * to know if the space in question will block the object. We can't use
2045     * the archetype because that isn't correct if the monster has been
2046     * customized, changed states, etc.
2047     */
2048 root 1.24 int
2049 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2050 root 1.24 {
2051 root 1.190 int altern[SIZEOFFREE];
2052 root 1.82 int index = 0, flag;
2053 root 1.24
2054 root 1.82 for (int i = start; i < stop; i++)
2055 root 1.24 {
2056 root 1.188 mapxy pos (m, x, y); pos.move (i);
2057    
2058     if (!pos.normalise ())
2059     continue;
2060    
2061     mapspace &ms = *pos;
2062 root 1.189
2063     if (ms.flags () & P_IS_ALIVE)
2064     continue;
2065 root 1.188
2066     /* However, often
2067     * ob doesn't have any move type (when used to place exits)
2068     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2069     */
2070 root 1.200 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2071 root 1.190 {
2072     altern [index++] = i;
2073     continue;
2074     }
2075 root 1.24
2076     /* Basically, if we find a wall on a space, we cut down the search size.
2077     * In this way, we won't return spaces that are on another side of a wall.
2078     * This mostly work, but it cuts down the search size in all directions -
2079     * if the space being examined only has a wall to the north and empty
2080     * spaces in all the other directions, this will reduce the search space
2081     * to only the spaces immediately surrounding the target area, and
2082     * won't look 2 spaces south of the target space.
2083     */
2084 root 1.188 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2085     {
2086     stop = maxfree[i];
2087     continue;
2088     }
2089    
2090     /* Note it is intentional that we check ob - the movement type of the
2091     * head of the object should correspond for the entire object.
2092     */
2093     if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2094     continue;
2095    
2096 elmex 1.262 if (ob->blocked (pos.m, pos.x, pos.y))
2097 root 1.196 continue;
2098    
2099 root 1.188 altern [index++] = i;
2100 elmex 1.1 }
2101 root 1.74
2102 root 1.24 if (!index)
2103     return -1;
2104 root 1.74
2105 root 1.124 return altern [rndm (index)];
2106 elmex 1.1 }
2107    
2108     /*
2109 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2110 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2111     * But it will return the first available spot, not a random choice.
2112     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2113     */
2114 root 1.24 int
2115 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2116 root 1.24 {
2117 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2118 root 1.188 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2119 root 1.82 return i;
2120 root 1.24
2121     return -1;
2122 elmex 1.1 }
2123    
2124     /*
2125     * The function permute(arr, begin, end) randomly reorders the array
2126     * arr[begin..end-1].
2127 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2128 elmex 1.1 */
2129 root 1.24 static void
2130     permute (int *arr, int begin, int end)
2131 elmex 1.1 {
2132 root 1.82 arr += begin;
2133     end -= begin;
2134    
2135     while (--end)
2136 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2137 elmex 1.1 }
2138    
2139     /* new function to make monster searching more efficient, and effective!
2140     * This basically returns a randomized array (in the passed pointer) of
2141     * the spaces to find monsters. In this way, it won't always look for
2142     * monsters to the north first. However, the size of the array passed
2143     * covers all the spaces, so within that size, all the spaces within
2144     * the 3x3 area will be searched, just not in a predictable order.
2145     */
2146 root 1.24 void
2147     get_search_arr (int *search_arr)
2148 elmex 1.1 {
2149 root 1.82 int i;
2150 elmex 1.1
2151 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2152 root 1.82 search_arr[i] = i;
2153 elmex 1.1
2154 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2155     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2156     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2157 elmex 1.1 }
2158    
2159     /*
2160     * find_dir(map, x, y, exclude) will search some close squares in the
2161     * given map at the given coordinates for live objects.
2162     * It will not considered the object given as exclude among possible
2163     * live objects.
2164     * It returns the direction toward the first/closest live object if finds
2165     * any, otherwise 0.
2166     * Perhaps incorrectly, but I'm making the assumption that exclude
2167     * is actually want is going to try and move there. We need this info
2168     * because we have to know what movement the thing looking to move
2169     * there is capable of.
2170     */
2171 root 1.24 int
2172 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2173 root 1.24 {
2174 root 1.275 int max = SIZEOFFREE, mflags;
2175     MoveType move_type;
2176 root 1.24
2177 root 1.155 if (exclude && exclude->head_ () != exclude)
2178 root 1.24 {
2179     exclude = exclude->head;
2180     move_type = exclude->move_type;
2181     }
2182     else
2183     {
2184     /* If we don't have anything, presume it can use all movement types. */
2185     move_type = MOVE_ALL;
2186     }
2187    
2188 root 1.275 for (int i = 1; i < max; i++)
2189 root 1.24 {
2190 root 1.275 mapxy pos (m, x, y);
2191     pos.move (i);
2192 root 1.75
2193 root 1.275 if (!pos.normalise ())
2194 root 1.75 max = maxfree[i];
2195 root 1.24 else
2196     {
2197 root 1.275 mapspace &ms = *pos;
2198 root 1.82
2199 root 1.275 if ((move_type & ms.move_block) == move_type)
2200     max = maxfree [i];
2201     else if (ms.flags () & P_IS_ALIVE)
2202 root 1.24 {
2203 root 1.275 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2204 root 1.270 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2205 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2206 root 1.275 return freedir [i];
2207 root 1.8 }
2208     }
2209 elmex 1.1 }
2210 root 1.75
2211 root 1.24 return 0;
2212 elmex 1.1 }
2213    
2214     /*
2215     * distance(object 1, object 2) will return the square of the
2216     * distance between the two given objects.
2217     */
2218 root 1.24 int
2219     distance (const object *ob1, const object *ob2)
2220     {
2221 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2222 elmex 1.1 }
2223    
2224     /*
2225     * find_dir_2(delta-x,delta-y) will return a direction in which
2226     * an object which has subtracted the x and y coordinates of another
2227     * object, needs to travel toward it.
2228     */
2229 root 1.24 int
2230     find_dir_2 (int x, int y)
2231     {
2232 root 1.75 int q;
2233 elmex 1.1
2234 root 1.24 if (y)
2235     q = x * 100 / y;
2236 elmex 1.1 else if (x)
2237 root 1.24 q = -300 * x;
2238 elmex 1.1 else
2239     return 0;
2240    
2241 root 1.24 if (y > 0)
2242     {
2243     if (q < -242)
2244     return 3;
2245     if (q < -41)
2246     return 2;
2247     if (q < 41)
2248     return 1;
2249     if (q < 242)
2250     return 8;
2251     return 7;
2252     }
2253 elmex 1.1
2254     if (q < -242)
2255 root 1.24 return 7;
2256 elmex 1.1 if (q < -41)
2257 root 1.24 return 6;
2258 elmex 1.1 if (q < 41)
2259 root 1.24 return 5;
2260 elmex 1.1 if (q < 242)
2261 root 1.24 return 4;
2262 elmex 1.1
2263 root 1.24 return 3;
2264 elmex 1.1 }
2265    
2266     /*
2267     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2268     * between two directions (which are expected to be absolute (see absdir())
2269     */
2270 root 1.24 int
2271     dirdiff (int dir1, int dir2)
2272     {
2273 root 1.82 int d;
2274 root 1.24
2275     d = abs (dir1 - dir2);
2276     if (d > 4)
2277 elmex 1.1 d = 8 - d;
2278 root 1.82
2279 elmex 1.1 return d;
2280     }
2281    
2282     /* peterm:
2283     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2284     * Basically, this is a table of directions, and what directions
2285     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2286     * This basically means that if direction is 15, then it could either go
2287     * direction 4, 14, or 16 to get back to where we are.
2288     * Moved from spell_util.c to object.c with the other related direction
2289     * functions.
2290     */
2291 root 1.295 static const int reduction_dir[SIZEOFFREE][3] = {
2292 root 1.24 {0, 0, 0}, /* 0 */
2293     {0, 0, 0}, /* 1 */
2294     {0, 0, 0}, /* 2 */
2295     {0, 0, 0}, /* 3 */
2296     {0, 0, 0}, /* 4 */
2297     {0, 0, 0}, /* 5 */
2298     {0, 0, 0}, /* 6 */
2299     {0, 0, 0}, /* 7 */
2300     {0, 0, 0}, /* 8 */
2301     {8, 1, 2}, /* 9 */
2302     {1, 2, -1}, /* 10 */
2303     {2, 10, 12}, /* 11 */
2304     {2, 3, -1}, /* 12 */
2305     {2, 3, 4}, /* 13 */
2306     {3, 4, -1}, /* 14 */
2307     {4, 14, 16}, /* 15 */
2308     {5, 4, -1}, /* 16 */
2309     {4, 5, 6}, /* 17 */
2310     {6, 5, -1}, /* 18 */
2311     {6, 20, 18}, /* 19 */
2312     {7, 6, -1}, /* 20 */
2313     {6, 7, 8}, /* 21 */
2314     {7, 8, -1}, /* 22 */
2315     {8, 22, 24}, /* 23 */
2316     {8, 1, -1}, /* 24 */
2317     {24, 9, 10}, /* 25 */
2318     {9, 10, -1}, /* 26 */
2319     {10, 11, -1}, /* 27 */
2320     {27, 11, 29}, /* 28 */
2321     {11, 12, -1}, /* 29 */
2322     {12, 13, -1}, /* 30 */
2323     {12, 13, 14}, /* 31 */
2324     {13, 14, -1}, /* 32 */
2325     {14, 15, -1}, /* 33 */
2326     {33, 15, 35}, /* 34 */
2327     {16, 15, -1}, /* 35 */
2328     {17, 16, -1}, /* 36 */
2329     {18, 17, 16}, /* 37 */
2330     {18, 17, -1}, /* 38 */
2331     {18, 19, -1}, /* 39 */
2332     {41, 19, 39}, /* 40 */
2333     {19, 20, -1}, /* 41 */
2334     {20, 21, -1}, /* 42 */
2335     {20, 21, 22}, /* 43 */
2336     {21, 22, -1}, /* 44 */
2337     {23, 22, -1}, /* 45 */
2338     {45, 47, 23}, /* 46 */
2339     {23, 24, -1}, /* 47 */
2340     {24, 9, -1}
2341     }; /* 48 */
2342 elmex 1.1
2343     /* Recursive routine to step back and see if we can
2344     * find a path to that monster that we found. If not,
2345     * we don't bother going toward it. Returns 1 if we
2346     * can see a direct way to get it
2347     * Modified to be map tile aware -.MSW
2348     */
2349 root 1.24 int
2350 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2351 root 1.24 {
2352 root 1.29 sint16 dx, dy;
2353 root 1.75 int mflags;
2354 root 1.24
2355     if (dir < 0)
2356     return 0; /* exit condition: invalid direction */
2357    
2358     dx = x + freearr_x[dir];
2359     dy = y + freearr_y[dir];
2360    
2361     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2362    
2363     /* This functional arguably was incorrect before - it was
2364     * checking for P_WALL - that was basically seeing if
2365     * we could move to the monster - this is being more
2366     * literal on if we can see it. To know if we can actually
2367     * move to the monster, we'd need the monster passed in or
2368     * at least its move type.
2369     */
2370     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2371     return 0;
2372    
2373     /* yes, can see. */
2374     if (dir < 9)
2375     return 1;
2376 root 1.75
2377     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2378     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2379     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2380 root 1.24 }
2381    
2382 elmex 1.1 /*
2383     * can_pick(picker, item): finds out if an object is possible to be
2384     * picked up by the picker. Returnes 1 if it can be
2385     * picked up, otherwise 0.
2386     *
2387     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2388     * core dumps if they do.
2389     *
2390     * Add a check so we can't pick up invisible objects (0.93.8)
2391     */
2392 root 1.24 int
2393     can_pick (const object *who, const object *item)
2394     {
2395 root 1.322 return /*who->flag [FLAG_WIZ]|| */
2396     (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2397     !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2398 elmex 1.1 }
2399    
2400     /*
2401     * create clone from object to another
2402     */
2403 root 1.24 object *
2404 root 1.230 object::deep_clone ()
2405 root 1.24 {
2406 root 1.230 assert (("deep_clone called on non-head object", is_head ()));
2407 elmex 1.1
2408 root 1.230 object *dst = clone ();
2409 root 1.24
2410 root 1.230 object *prev = dst;
2411     for (object *part = this->more; part; part = part->more)
2412 root 1.24 {
2413 root 1.224 object *tmp = part->clone ();
2414 root 1.230 tmp->head = dst;
2415     prev->more = tmp;
2416 root 1.24 prev = tmp;
2417 elmex 1.1 }
2418 root 1.24
2419 root 1.230 for (object *item = inv; item; item = item->below)
2420     insert_ob_in_ob (item->deep_clone (), dst);
2421 elmex 1.1
2422 root 1.24 return dst;
2423 elmex 1.1 }
2424    
2425     /* This returns the first object in who's inventory that
2426     * has the same type and subtype match.
2427     * returns NULL if no match.
2428     */
2429 root 1.24 object *
2430     find_obj_by_type_subtype (const object *who, int type, int subtype)
2431 elmex 1.1 {
2432 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2433 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2434     return tmp;
2435 elmex 1.1
2436 root 1.82 return 0;
2437 elmex 1.1 }
2438    
2439 root 1.276 shstr_tmp
2440     object::kv_get (shstr_tmp key) const
2441 root 1.24 {
2442 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2443     if (kv->key == key)
2444     return kv->value;
2445 root 1.24
2446 root 1.276 return shstr ();
2447 root 1.24 }
2448 elmex 1.1
2449 root 1.228 void
2450 root 1.276 object::kv_set (shstr_tmp key, shstr_tmp value)
2451 root 1.24 {
2452 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2453     if (kv->key == key)
2454     {
2455     kv->value = value;
2456     return;
2457     }
2458 root 1.24
2459 root 1.228 key_value *kv = new key_value;
2460 elmex 1.1
2461 root 1.228 kv->next = key_values;
2462     kv->key = key;
2463     kv->value = value;
2464 root 1.35
2465 root 1.228 key_values = kv;
2466 elmex 1.1 }
2467    
2468 root 1.228 void
2469 root 1.276 object::kv_del (shstr_tmp key)
2470 root 1.24 {
2471 root 1.228 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2472     if ((*kvp)->key == key)
2473     {
2474     key_value *kv = *kvp;
2475     *kvp = (*kvp)->next;
2476     delete kv;
2477     return;
2478     }
2479 elmex 1.1 }
2480 root 1.31
2481 root 1.34 object::depth_iterator::depth_iterator (object *container)
2482     : iterator_base (container)
2483     {
2484     while (item->inv)
2485     item = item->inv;
2486     }
2487    
2488 root 1.31 void
2489 root 1.34 object::depth_iterator::next ()
2490 root 1.31 {
2491 root 1.34 if (item->below)
2492     {
2493     item = item->below;
2494    
2495     while (item->inv)
2496     item = item->inv;
2497     }
2498 root 1.31 else
2499 root 1.34 item = item->env;
2500 root 1.31 }
2501 root 1.34
2502 elmex 1.97 const char *
2503     object::flag_desc (char *desc, int len) const
2504     {
2505     char *p = desc;
2506     bool first = true;
2507    
2508 root 1.101 *p = 0;
2509    
2510 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2511     {
2512     if (len <= 10) // magic constant!
2513     {
2514     snprintf (p, len, ",...");
2515     break;
2516     }
2517    
2518 root 1.101 if (flag [i])
2519 elmex 1.97 {
2520     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2521     len -= cnt;
2522     p += cnt;
2523     first = false;
2524     }
2525     }
2526    
2527     return desc;
2528     }
2529    
2530 root 1.101 // return a suitable string describing an object in enough detail to find it
2531 root 1.36 const char *
2532     object::debug_desc (char *info) const
2533     {
2534 elmex 1.97 char flagdesc[512];
2535     char info2[256 * 4];
2536 root 1.36 char *p = info;
2537    
2538 elmex 1.242 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2539 root 1.203 count,
2540     uuid.c_str (),
2541 root 1.36 &name,
2542 elmex 1.242 title ? ",title:\"" : "",
2543 elmex 1.97 title ? (const char *)title : "",
2544 elmex 1.242 title ? "\"" : "",
2545 elmex 1.97 flag_desc (flagdesc, 512), type);
2546 root 1.36
2547 root 1.217 if (!flag[FLAG_REMOVED] && env)
2548 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2549    
2550     if (map)
2551 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2552 root 1.36
2553     return info;
2554     }
2555    
2556     const char *
2557     object::debug_desc () const
2558     {
2559 root 1.143 static char info[3][256 * 4];
2560     static int info_idx;
2561 root 1.36
2562 root 1.143 return debug_desc (info [++info_idx % 3]);
2563 root 1.114 }
2564    
2565 root 1.125 struct region *
2566     object::region () const
2567     {
2568     return map ? map->region (x, y)
2569     : region::default_region ();
2570     }
2571    
2572 root 1.130 void
2573     object::open_container (object *new_container)
2574     {
2575     if (container == new_container)
2576     return;
2577    
2578 root 1.220 object *old_container = container;
2579    
2580     if (old_container)
2581 root 1.130 {
2582     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2583     return;
2584    
2585     #if 0
2586     // remove the "Close old_container" object.
2587     if (object *closer = old_container->inv)
2588     if (closer->type == CLOSE_CON)
2589 root 1.259 closer->destroy ();
2590 root 1.130 #endif
2591    
2592 root 1.220 // make sure the container is available
2593     esrv_send_item (this, old_container);
2594    
2595 root 1.216 old_container->flag [FLAG_APPLIED] = false;
2596 root 1.130 container = 0;
2597    
2598 root 1.220 // client needs item update to make it work, client bug requires this to be separate
2599 root 1.130 esrv_update_item (UPD_FLAGS, this, old_container);
2600 root 1.220
2601 root 1.281 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2602 root 1.177 play_sound (sound_find ("chest_close"));
2603 root 1.130 }
2604    
2605     if (new_container)
2606     {
2607     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2608     return;
2609    
2610     // TODO: this does not seem to serve any purpose anymore?
2611     #if 0
2612     // insert the "Close Container" object.
2613     if (archetype *closer = new_container->other_arch)
2614     {
2615 root 1.309 object *closer = new_container->other_arch->instance ();
2616 root 1.130 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2617     new_container->insert (closer);
2618     }
2619     #endif
2620    
2621 root 1.281 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2622 root 1.132
2623 root 1.220 // make sure the container is available, client bug requires this to be separate
2624     esrv_send_item (this, new_container);
2625    
2626 root 1.216 new_container->flag [FLAG_APPLIED] = true;
2627 root 1.130 container = new_container;
2628    
2629 root 1.220 // client needs flag change
2630 root 1.130 esrv_update_item (UPD_FLAGS, this, new_container);
2631 root 1.131 esrv_send_inventory (this, new_container);
2632 root 1.177 play_sound (sound_find ("chest_open"));
2633 root 1.130 }
2634 root 1.220 // else if (!old_container->env && contr && contr->ns)
2635     // contr->ns->floorbox_reset ();
2636 root 1.130 }
2637    
2638 root 1.164 object *
2639 root 1.276 object::force_find (shstr_tmp name)
2640 root 1.164 {
2641     /* cycle through his inventory to look for the MARK we want to
2642     * place
2643     */
2644     for (object *tmp = inv; tmp; tmp = tmp->below)
2645     if (tmp->type == FORCE && tmp->slaying == name)
2646     return splay (tmp);
2647    
2648     return 0;
2649     }
2650    
2651 root 1.294 //-GPL
2652    
2653 sf-marcmagus 1.290 void
2654     object::force_set_timer (int duration)
2655     {
2656     this->duration = 1;
2657     this->speed_left = -1.f;
2658    
2659     this->set_speed (duration ? 1.f / duration : 0.f);
2660     }
2661    
2662 root 1.265 object *
2663 root 1.276 object::force_add (shstr_tmp name, int duration)
2664 root 1.164 {
2665     if (object *force = force_find (name))
2666 root 1.259 force->destroy ();
2667 root 1.164
2668     object *force = get_archetype (FORCE_NAME);
2669    
2670 sf-marcmagus 1.290 force->slaying = name;
2671     force->force_set_timer (duration);
2672 root 1.294 force->flag [FLAG_APPLIED] = true;
2673 root 1.164
2674 root 1.265 return insert (force);
2675 root 1.164 }
2676    
2677 root 1.178 void
2678 root 1.280 object::play_sound (faceidx sound) const
2679 root 1.178 {
2680     if (!sound)
2681     return;
2682    
2683 root 1.280 if (is_on_map ())
2684     map->play_sound (sound, x, y);
2685     else if (object *pl = in_player ())
2686     pl->contr->play_sound (sound);
2687     }
2688 root 1.178
2689 root 1.280 void
2690     object::say_msg (const char *msg) const
2691     {
2692     if (is_on_map ())
2693     map->say_msg (msg, x, y);
2694     else if (object *pl = in_player ())
2695     pl->contr->play_sound (sound);
2696 root 1.178 }
2697    
2698 root 1.265 void
2699     object::make_noise ()
2700     {
2701     // we do not model noise in the map, so instead put
2702     // a temporary light into the noise source
2703     // could use the map instead, but that's less reliable for our
2704     // goal, which is to make invisibility a bit harder to exploit
2705    
2706 root 1.266 // currently only works sensibly for players
2707     if (!is_player ())
2708     return;
2709    
2710 root 1.265 // find old force, or create new one
2711     object *force = force_find (shstr_noise_force);
2712    
2713     if (force)
2714 root 1.269 force->speed_left = -1.f; // patch old speed up
2715 root 1.265 else
2716 root 1.269 {
2717     force = archetype::get (shstr_noise_force);
2718    
2719     force->slaying = shstr_noise_force;
2720     force->stats.food = 1;
2721     force->speed_left = -1.f;
2722    
2723     force->set_speed (1.f / 4.f);
2724     force->flag [FLAG_IS_USED_UP] = true;
2725     force->flag [FLAG_APPLIED] = true;
2726    
2727     insert (force);
2728     }
2729 root 1.265 }
2730    
2731 root 1.313 void object::change_move_type (MoveType mt)
2732     {
2733     if (move_type == mt)
2734     return;
2735    
2736     if (is_on_map ())
2737     {
2738     // we are on the map, so handle move_on/off effects
2739     remove ();
2740     move_type = mt;
2741     map->insert (this, x, y, this);
2742     }
2743     else
2744     move_type = mt;
2745     }
2746    
2747 root 1.325 /* object should be a player.
2748     * we return the object the player has marked with the 'mark' command
2749     * below. If no match is found (or object has changed), we return
2750     * NULL. We leave it up to the calling function to print messages if
2751     * nothing is found.
2752     */
2753     object *
2754     object::mark () const
2755     {
2756     if (contr && contr->mark && contr->mark->env == this)
2757     return contr->mark;
2758     else
2759     return 0;
2760     }
2761