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Revision: 1.344
Committed: Sun May 1 13:18:23 2011 UTC (13 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.343: +72 -64 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.199 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.116 *
4 root 1.343 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 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 1.338 const char *wall_suffix[16] = {
77     "0",
78     "1_3",
79     "1_4",
80     "2_1_2",
81     "1_2",
82     "2_2_4",
83     "2_2_1",
84     "3_1",
85     "1_1",
86     "2_2_3",
87     "2_2_2",
88     "3_3",
89     "2_1_1",
90     "3_4",
91     "3_2",
92     "4"
93     };
94    
95 root 1.39 static void
96 root 1.203 write_uuid (uval64 skip, bool sync)
97 root 1.39 {
98 root 1.203 CALL_BEGIN (2);
99     CALL_ARG_SV (newSVval64 (skip));
100     CALL_ARG_SV (boolSV (sync));
101     CALL_CALL ("cf::write_uuid", G_DISCARD);
102     CALL_END;
103 root 1.39 }
104    
105     static void
106 root 1.307 read_uuid ()
107 root 1.39 {
108     char filename[MAX_BUF];
109    
110     sprintf (filename, "%s/uuid", settings.localdir);
111    
112 root 1.204 seq_next_save = 0;
113    
114 root 1.39 FILE *fp;
115    
116     if (!(fp = fopen (filename, "r")))
117     {
118     if (errno == ENOENT)
119     {
120     LOG (llevInfo, "RESET uid to 1\n");
121 root 1.202 UUID::cur.seq = 0;
122 root 1.204 write_uuid (UUID_GAP, true);
123 root 1.39 return;
124     }
125    
126     LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
127     _exit (1);
128     }
129    
130 root 1.300 char buf [UUID::MAX_LEN];
131 root 1.203 buf[0] = 0;
132     fgets (buf, sizeof (buf), fp);
133    
134     if (!UUID::cur.parse (buf))
135 root 1.39 {
136 root 1.203 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
137 root 1.39 _exit (1);
138     }
139    
140 root 1.203 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
141    
142 root 1.204 write_uuid (UUID_GAP, true);
143 root 1.39 fclose (fp);
144     }
145    
146     UUID
147 root 1.202 UUID::gen ()
148 root 1.39 {
149     UUID uid;
150    
151 root 1.202 uid.seq = ++cur.seq;
152 root 1.39
153 root 1.204 if (expect_false (cur.seq >= seq_next_save))
154     {
155     seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
156     write_uuid (UUID_GAP, false);
157     }
158    
159 root 1.39
160     return uid;
161     }
162    
163     void
164 root 1.202 UUID::init ()
165 root 1.39 {
166     read_uuid ();
167     }
168    
169 root 1.300 bool
170     UUID::parse (const char *s)
171     {
172     if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173     return false;
174    
175     seq = 0;
176    
177     while (*s != '>')
178     {
179     if (*s < '0')
180     return false;
181    
182     // this gives nice branchless code with gcc
183     assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184     int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185    
186     seq = (seq << 4) | digit;
187    
188     ++s;
189     }
190    
191     return true;
192     }
193    
194     char *
195     UUID::append (char *buf) const
196     {
197     *buf++ = '<';
198     *buf++ = '1';
199     *buf++ = '.';
200    
201     uint64_t seq = this->seq;
202     const int bits = 64;
203     char nz = 0;
204     static const char tohex [] = "0123456789abcdef";
205    
206     // assert (len >= 3 + bits / 4 + 1 + 1);
207     for (int i = bits / 4; --i; )
208     {
209     uint8_t digit = seq >> (bits - 4);
210    
211     *buf = tohex [digit];
212     nz |= digit;
213     buf += nz ? 1 : 0;
214     seq <<= 4;
215     }
216    
217     // last digit is special - always emit
218     uint8_t digit = seq >> (bits - 4);
219     *buf++ = tohex [digit];
220    
221     *buf++ = '>';
222    
223     return buf;
224     }
225    
226     char *
227     UUID::c_str () const
228     {
229     static char buf [MAX_LEN];
230     *append (buf) = 0;
231     return buf;
232     }
233    
234 elmex 1.1 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
235 root 1.205 static bool
236 root 1.24 compare_ob_value_lists_one (const object *wants, const object *has)
237     {
238 root 1.344 /* n-squared behaviour (see kv.get), but I'm hoping both
239 root 1.24 * objects with lists are rare, and lists stay short. If not, use a
240     * different structure or at least keep the lists sorted...
241     */
242    
243     /* For each field in wants, */
244 root 1.344 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
245     if (has->kv.get (kv->key) != kv->value)
246 root 1.228 return false;
247 root 1.24
248     /* If we get here, every field in wants has a matching field in has. */
249 root 1.228 return true;
250 elmex 1.1 }
251    
252     /* Returns TRUE if ob1 has the same key_values as ob2. */
253 root 1.205 static bool
254 root 1.24 compare_ob_value_lists (const object *ob1, const object *ob2)
255     {
256     /* However, there may be fields in has which aren't partnered in wants,
257     * so we need to run the comparison *twice*. :(
258     */
259 root 1.228 return compare_ob_value_lists_one (ob1, ob2)
260     && compare_ob_value_lists_one (ob2, ob1);
261 elmex 1.1 }
262    
263     /* Function examines the 2 objects given to it, and returns true if
264     * they can be merged together.
265     *
266     * Note that this function appears a lot longer than the macro it
267     * replaces - this is mostly for clarity - a decent compiler should hopefully
268     * reduce this to the same efficiency.
269     *
270 root 1.66 * Check nrof variable *before* calling can_merge()
271 elmex 1.1 *
272     * Improvements made with merge: Better checking on potion, and also
273     * check weight
274     */
275 root 1.66 bool object::can_merge_slow (object *ob1, object *ob2)
276 root 1.16 {
277 root 1.310 /* A couple quick sanity checks */
278 root 1.66 if (ob1 == ob2
279 sf-kernelpanic 1.342 || ob1->type != ob2->type
280     || ob1->value != ob2->value
281     || ob1->name != ob2->name
282     || ob1->custom_name != ob2->custom_name
283 root 1.310 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
284 root 1.16 return 0;
285    
286 root 1.254 /* Do not merge objects if nrof would overflow, assume nrof
287     * is always 0 .. 2**31-1 */
288     if (ob1->nrof > 0x7fffffff - ob2->nrof)
289 root 1.16 return 0;
290    
291     /* If the objects have been identified, set the BEEN_APPLIED flag.
292 root 1.205 * This is to the comparison of the flags below will be OK. We
293 root 1.16 * just can't ignore the been applied or identified flags, as they
294     * are not equal - just if it has been identified, the been_applied
295     * flags lose any meaning.
296     */
297 root 1.322 if (ob1->flag [FLAG_IDENTIFIED])
298     ob1->set_flag (FLAG_BEEN_APPLIED);
299 root 1.16
300 root 1.322 if (ob2->flag [FLAG_IDENTIFIED])
301     ob2->set_flag (FLAG_BEEN_APPLIED);
302 elmex 1.1
303 root 1.243 if (ob1->arch->archname != ob2->arch->archname
304 root 1.68 || ob1->name != ob2->name
305     || ob1->title != ob2->title
306     || ob1->msg != ob2->msg
307     || ob1->weight != ob2->weight
308     || ob1->attacktype != ob2->attacktype
309     || ob1->magic != ob2->magic
310     || ob1->slaying != ob2->slaying
311     || ob1->skill != ob2->skill
312     || ob1->value != ob2->value
313     || ob1->animation_id != ob2->animation_id
314 root 1.310 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
315 root 1.68 || ob1->client_type != ob2->client_type
316 root 1.303 || ob1->material != ob2->material
317 root 1.68 || ob1->lore != ob2->lore
318     || ob1->subtype != ob2->subtype
319     || ob1->move_type != ob2->move_type
320     || ob1->move_block != ob2->move_block
321     || ob1->move_allow != ob2->move_allow
322     || ob1->move_on != ob2->move_on
323     || ob1->move_off != ob2->move_off
324     || ob1->move_slow != ob2->move_slow
325 root 1.298 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
326 root 1.208 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
327     || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
328     return 0;
329    
330     if ((ob1->flag ^ ob2->flag)
331     .reset (FLAG_INV_LOCKED)
332     .reset (FLAG_REMOVED)
333     .any ())
334 root 1.16 return 0;
335    
336 root 1.205 /* This is really a spellbook check - we should in general
337     * not merge objects with real inventories, as splitting them
338     * is hard.
339 root 1.16 */
340     if (ob1->inv || ob2->inv)
341     {
342 root 1.193 if (!(ob1->inv && ob2->inv))
343     return 0; /* inventories differ in length */
344    
345     if (ob1->inv->below || ob2->inv->below)
346     return 0; /* more than one object in inv */
347 root 1.16
348 root 1.66 if (!object::can_merge (ob1->inv, ob2->inv))
349 root 1.205 return 0; /* inventory objects differ */
350 root 1.16
351     /* inventory ok - still need to check rest of this object to see
352     * if it is valid.
353     */
354     }
355 elmex 1.1
356 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
357     * it is possible for most any character to have more than one of
358     * some items equipped, and we don't want those to merge.
359     */
360 root 1.322 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
361 root 1.16 return 0;
362 elmex 1.1
363 root 1.16 /* Note sure why the following is the case - either the object has to
364     * be animated or have a very low speed. Is this an attempted monster
365     * check?
366     */
367 root 1.322 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
368 root 1.16 return 0;
369 elmex 1.1
370 root 1.16 switch (ob1->type)
371     {
372 root 1.29 case SCROLL:
373     if (ob1->level != ob2->level)
374     return 0;
375     break;
376 root 1.16 }
377 elmex 1.1
378 root 1.344 if (!ob1->kv.empty () || !ob2->kv.empty ())
379 root 1.16 {
380     /* At least one of these has key_values. */
381 root 1.344 if (ob1->kv.empty () != ob2->kv.empty ())
382 root 1.208 return 0; /* One has fields, but the other one doesn't. */
383    
384     if (!compare_ob_value_lists (ob1, ob2))
385 root 1.24 return 0;
386 elmex 1.1 }
387 root 1.16
388     if (ob1->self || ob2->self)
389     {
390     ob1->optimise ();
391     ob2->optimise ();
392    
393     if (ob1->self || ob2->self)
394 root 1.192 {
395 root 1.195 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
396     int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
397 root 1.192
398     if (k1 != k2)
399     return 0;
400 root 1.208
401     if (k1 == 0)
402 root 1.192 return 1;
403 root 1.208
404     if (!cfperl_can_merge (ob1, ob2))
405 root 1.192 return 0;
406     }
407 elmex 1.1 }
408    
409 root 1.16 /* Everything passes, must be OK. */
410     return 1;
411 elmex 1.1 }
412 root 1.24
413 root 1.214 // find player who can see this object
414     object *
415     object::visible_to () const
416     {
417 root 1.220 if (client_visible () && !flag [FLAG_REMOVED])
418 root 1.214 {
419     // see if we are in a container of sorts
420     if (env)
421     {
422     // the player inventory itself is always visible
423 root 1.270 if (env->is_player ())
424 root 1.214 return env;
425    
426     // else a player could have our env open
427 root 1.285 object *envest = env->outer_env_or_self ();
428 root 1.214
429     // the player itself is always on a map, so we will find him here
430     // even if our inv is in a player.
431     if (envest->is_on_map ())
432     if (object *pl = envest->ms ().player ())
433 root 1.292 if (pl->container_ () == env)
434 root 1.214 return pl;
435     }
436     else
437     {
438     // maybe there is a player standing on the same mapspace
439     // this will catch the case where "this" is a player
440     if (object *pl = ms ().player ())
441 root 1.292 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
442     || pl->container_ () == this)
443 root 1.220 return pl;
444 root 1.214 }
445     }
446    
447     return 0;
448     }
449    
450 root 1.208 // adjust weight per container type ("of holding")
451 root 1.337 static uint32
452     weight_adjust_for (object *op, uint32 weight)
453 root 1.207 {
454     return op->type == CONTAINER
455 root 1.337 ? weight - weight * op->stats.Str / 100
456 root 1.207 : weight;
457     }
458    
459 elmex 1.1 /*
460 root 1.337 * subtracts, then adds, the specified weight to an object,
461 root 1.207 * and also updates how much the environment(s) is/are carrying.
462 elmex 1.1 */
463 root 1.207 static void
464 root 1.337 adjust_weight (object *op, sint32 sub, sint32 add)
465 root 1.24 {
466 root 1.207 while (op)
467 root 1.24 {
468 root 1.337 sint32 ocarrying = op->carrying;
469 root 1.142
470 root 1.337 op->carrying -= weight_adjust_for (op, sub);
471     op->carrying += weight_adjust_for (op, add);
472 root 1.212
473     if (object *pl = op->visible_to ())
474 root 1.215 if (pl != op) // player is handled lazily
475     esrv_update_item (UPD_WEIGHT, pl, op);
476 root 1.212
477 root 1.337 sub = ocarrying;
478     add = op->carrying;
479    
480 root 1.207 op = op->env;
481 root 1.24 }
482 root 1.207 }
483 root 1.37
484 root 1.207 /*
485     * this is a recursive function which calculates the weight
486     * an object is carrying. It goes through op and figures out how much
487     * containers are carrying, and sums it up.
488     */
489     void
490     object::update_weight ()
491     {
492     sint32 sum = 0;
493 root 1.37
494 root 1.207 for (object *op = inv; op; op = op->below)
495     {
496 root 1.337 op->update_weight ();
497 elmex 1.1
498 root 1.337 sum += weight_adjust_for (this, op->total_weight ());
499 root 1.207 }
500 elmex 1.1
501 root 1.212 if (sum != carrying)
502     {
503 root 1.337 if (carrying != sum && carrying)//D
504 root 1.333 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
505 root 1.326 (long long)sum, (long long)carrying, debug_desc ());
506    
507 root 1.212 carrying = sum;
508    
509     if (object *pl = visible_to ())
510 root 1.215 if (pl != this) // player is handled lazily
511     esrv_update_item (UPD_WEIGHT, pl, this);
512 root 1.212 }
513 elmex 1.1 }
514    
515     /*
516 root 1.208 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
517 elmex 1.1 */
518 root 1.53 char *
519 root 1.24 dump_object (object *op)
520     {
521 root 1.53 if (!op)
522     return strdup ("[NULLOBJ]");
523 elmex 1.1
524 root 1.53 object_freezer freezer;
525 root 1.133 op->write (freezer);
526 root 1.53 return freezer.as_string ();
527 elmex 1.1 }
528    
529 root 1.289 char *
530     object::as_string ()
531     {
532     return dump_object (this);
533     }
534    
535 elmex 1.1 /*
536     * Returns the object which has the count-variable equal to the argument.
537 root 1.208 * VERRRY slow.
538 elmex 1.1 */
539 root 1.24 object *
540     find_object (tag_t i)
541     {
542 root 1.112 for_all_objects (op)
543     if (op->count == i)
544     return op;
545    
546     return 0;
547 elmex 1.1 }
548    
549     /*
550 elmex 1.312 * Returns the object which has the uuid equal to the argument.
551     * MOAR VERRRY slow.
552     */
553    
554     object *
555     find_object_uuid (UUID i)
556     {
557     for_all_objects (op)
558     if (op->uuid == i)
559     return op;
560    
561     return 0;
562     }
563    
564     /*
565 elmex 1.1 * Returns the first object which has a name equal to the argument.
566     * Used only by the patch command, but not all that useful.
567     * Enables features like "patch <name-of-other-player> food 999"
568     */
569 root 1.24 object *
570     find_object_name (const char *str)
571     {
572 root 1.35 shstr_cmp str_ (str);
573 root 1.24
574 root 1.243 if (str_)
575     for_all_objects (op)
576     if (op->name == str_)
577     return op;
578 root 1.11
579 root 1.243 return 0;
580 elmex 1.1 }
581    
582     /*
583     * Sets the owner and sets the skill and exp pointers to owner's current
584     * skill and experience objects.
585 root 1.183 * ACTUALLY NO! investigate! TODO
586 elmex 1.1 */
587 root 1.24 void
588 root 1.30 object::set_owner (object *owner)
589 elmex 1.1 {
590 root 1.183 // allow objects which own objects
591     if (owner)
592     while (owner->owner)
593     owner = owner->owner;
594 elmex 1.1
595 root 1.198 if (flag [FLAG_FREED])
596     {
597     LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
598     return;
599     }
600    
601 root 1.30 this->owner = owner;
602 elmex 1.1 }
603    
604 root 1.227 /*
605     * copy_to first frees everything allocated by the dst object,
606     * and then copies the contents of itself into the second
607     * object, allocating what needs to be allocated. Basically, any
608     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
609     * if the first object is freed, the pointers in the new object
610     * will point at garbage.
611     */
612     void
613     object::copy_to (object *dst)
614 root 1.11 {
615 root 1.227 dst->remove ();
616     *(object_copy *)dst = *this;
617 elmex 1.1
618 root 1.344 // maybe move to object_copy?
619     dst->kv = kv;
620 root 1.137
621 root 1.344 dst->flag [FLAG_REMOVED] = true;
622 root 1.256 dst->activate ();
623 elmex 1.1 }
624    
625 root 1.133 void
626     object::instantiate ()
627     {
628     if (!uuid.seq) // HACK
629 root 1.202 uuid = UUID::gen ();
630 root 1.133
631 root 1.341 // TODO: unclean state changes, should not be done in copy_to AND instantiate
632 root 1.306 if (flag [FLAG_RANDOM_SPEED] && speed)
633 root 1.308 speed_left = - speed - rndm (); // TODO animation
634 root 1.306 else
635 root 1.308 speed_left = -1.;
636 root 1.306
637 root 1.133 /* copy the body_info to the body_used - this is only really
638     * need for monsters, but doesn't hurt to do it for everything.
639     * by doing so, when a monster is created, it has good starting
640     * values for the body_used info, so when items are created
641     * for it, they can be properly equipped.
642     */
643 root 1.145 for (int i = NUM_BODY_LOCATIONS; i--; )
644     slot[i].used = slot[i].info;
645 root 1.133
646     attachable::instantiate ();
647     }
648    
649 root 1.65 object *
650     object::clone ()
651     {
652     object *neu = create ();
653     copy_to (neu);
654 root 1.306
655     // TODO: unclean state changes, should not be done in clone AND instantiate
656     if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
657 root 1.308 neu->speed_left = - neu->speed - rndm (); // TODO animation
658 root 1.306
659 root 1.225 neu->map = map; // not copied by copy_to
660 root 1.65 return neu;
661     }
662    
663 elmex 1.1 /*
664     * If an object with the IS_TURNABLE() flag needs to be turned due
665     * to the closest player being on the other side, this function can
666     * be called to update the face variable, _and_ how it looks on the map.
667     */
668 root 1.24 void
669     update_turn_face (object *op)
670     {
671 root 1.322 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
672 root 1.24 return;
673 root 1.96
674 root 1.24 SET_ANIMATION (op, op->direction);
675     update_object (op, UP_OBJ_FACE);
676 elmex 1.1 }
677    
678     /*
679     * Updates the speed of an object. If the speed changes from 0 to another
680     * value, or vice versa, then add/remove the object from the active list.
681     * This function needs to be called whenever the speed of an object changes.
682     */
683 root 1.24 void
684 root 1.87 object::set_speed (float speed)
685 root 1.24 {
686 root 1.87 this->speed = speed;
687    
688 elmex 1.97 if (has_active_speed ())
689 root 1.98 activate ();
690 root 1.24 else
691 root 1.98 deactivate ();
692 elmex 1.1 }
693    
694     /*
695 root 1.75 * update_object() updates the the map.
696 elmex 1.1 * It takes into account invisible objects (and represent squares covered
697     * by invisible objects by whatever is below them (unless it's another
698     * invisible object, etc...)
699     * If the object being updated is beneath a player, the look-window
700     * of that player is updated (this might be a suboptimal way of
701     * updating that window, though, since update_object() is called _often_)
702     *
703     * action is a hint of what the caller believes need to be done.
704     * current action are:
705     * UP_OBJ_INSERT: op was inserted
706     * UP_OBJ_REMOVE: op was removed
707     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
708     * as that is easier than trying to look at what may have changed.
709     * UP_OBJ_FACE: only the objects face has changed.
710     */
711 root 1.24 void
712     update_object (object *op, int action)
713     {
714 root 1.222 if (!op)
715 root 1.24 {
716     /* this should never happen */
717 root 1.222 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
718 root 1.24 return;
719 elmex 1.1 }
720 root 1.24
721 root 1.222 if (!op->is_on_map ())
722 root 1.24 {
723     /* Animation is currently handled by client, so nothing
724     * to do in this case.
725     */
726     return;
727 elmex 1.1 }
728    
729 root 1.24 /* make sure the object is within map boundaries */
730 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
731 root 1.24 {
732     LOG (llevError, "update_object() called for object out of map!\n");
733 elmex 1.1 #ifdef MANY_CORES
734 root 1.24 abort ();
735 elmex 1.1 #endif
736 root 1.24 return;
737 elmex 1.1 }
738    
739 root 1.76 mapspace &m = op->ms ();
740 elmex 1.1
741 root 1.99 if (!(m.flags_ & P_UPTODATE))
742 root 1.75 /* nop */;
743     else if (action == UP_OBJ_INSERT)
744     {
745 root 1.297 #if 0
746 root 1.75 // this is likely overkill, TODO: revisit (schmorp)
747 root 1.322 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
748     || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
749 root 1.270 || (op->is_player () && !(m.flags_ & P_PLAYER))
750 root 1.75 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
751 root 1.322 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
752     || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
753 root 1.75 || (m.move_on | op->move_on ) != m.move_on
754     || (m.move_off | op->move_off ) != m.move_off
755     || (m.move_slow | op->move_slow) != m.move_slow
756     /* This isn't perfect, but I don't expect a lot of objects to
757 root 1.252 * have move_allow right now.
758 root 1.75 */
759     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
760 root 1.265 m.invalidate ();
761 root 1.297 #else
762     // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
763     m.invalidate ();
764     #endif
765 root 1.75 }
766     /* if the object is being removed, we can't make intelligent
767     * decisions, because remove_ob can't really pass the object
768     * that is being removed.
769     */
770 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
771 root 1.265 m.invalidate ();
772 root 1.24 else if (action == UP_OBJ_FACE)
773 root 1.29 /* Nothing to do for that case */ ;
774 root 1.24 else
775 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
776 elmex 1.1
777 root 1.75 if (op->more)
778 root 1.24 update_object (op->more, action);
779 elmex 1.1 }
780    
781 root 1.21 object::object ()
782     {
783 root 1.322 this->set_flag (FLAG_REMOVED);
784 root 1.22
785 root 1.284 //expmul = 1.0; declared const for the time being
786 root 1.303 face = blank_face;
787 root 1.304 material = MATERIAL_NULL;
788 root 1.22 }
789    
790     object::~object ()
791     {
792 root 1.121 unlink ();
793 root 1.119
794 root 1.344 kv.clear ();
795 root 1.22 }
796    
797 root 1.24 void object::link ()
798 root 1.22 {
799 root 1.112 assert (!index);//D
800 root 1.202 uuid = UUID::gen ();
801 root 1.21
802 root 1.109 refcnt_inc ();
803 root 1.108 objects.insert (this);
804 root 1.324
805     ++create_count;
806    
807 root 1.21 }
808    
809 root 1.24 void object::unlink ()
810 root 1.21 {
811 root 1.121 if (!index)
812     return;
813    
814 root 1.324 ++destroy_count;
815    
816 root 1.108 objects.erase (this);
817 root 1.109 refcnt_dec ();
818 root 1.98 }
819    
820 root 1.96 void
821 root 1.98 object::activate ()
822 root 1.96 {
823 root 1.98 /* If already on active list, don't do anything */
824 root 1.108 if (active)
825 root 1.98 return;
826    
827 root 1.286 if (has_active_speed ())
828     {
829     if (flag [FLAG_FREED])
830     LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
831 root 1.256
832 root 1.286 actives.insert (this);
833     }
834 root 1.98 }
835 root 1.96
836 root 1.98 void
837     object::activate_recursive ()
838     {
839     activate ();
840    
841 root 1.104 for (object *op = inv; op; op = op->below)
842 root 1.98 op->activate_recursive ();
843 root 1.96 }
844    
845     /* This function removes object 'op' from the list of active
846     * objects.
847     * This should only be used for style maps or other such
848     * reference maps where you don't want an object that isn't
849     * in play chewing up cpu time getting processed.
850     * The reverse of this is to call update_ob_speed, which
851     * will do the right thing based on the speed of the object.
852     */
853     void
854 root 1.98 object::deactivate ()
855 root 1.96 {
856     /* If not on the active list, nothing needs to be done */
857 root 1.108 if (!active)
858 root 1.96 return;
859    
860 root 1.108 actives.erase (this);
861 root 1.98 }
862 root 1.96
863 root 1.98 void
864     object::deactivate_recursive ()
865     {
866 root 1.104 for (object *op = inv; op; op = op->below)
867 root 1.98 op->deactivate_recursive ();
868    
869     deactivate ();
870 root 1.96 }
871    
872 root 1.106 void
873     object::set_flag_inv (int flag, int value)
874     {
875     for (object *op = inv; op; op = op->below)
876     {
877     op->flag [flag] = value;
878     op->set_flag_inv (flag, value);
879     }
880     }
881    
882 root 1.89 /*
883     * Remove and free all objects in the inventory of the given object.
884     * object.c ?
885     */
886     void
887     object::destroy_inv (bool drop_to_ground)
888     {
889 root 1.94 // need to check first, because the checks below might segfault
890     // as we might be on an invalid mapspace and crossfire code
891     // is too buggy to ensure that the inventory is empty.
892 root 1.217 // corollary: if you create arrows etc. with stuff in its inventory,
893 root 1.94 // cf will crash below with off-map x and y
894     if (!inv)
895     return;
896    
897 root 1.89 /* Only if the space blocks everything do we not process -
898     * if some form of movement is allowed, let objects
899     * drop on that space.
900     */
901 root 1.92 if (!drop_to_ground
902     || !map
903 root 1.206 || map->in_memory != MAP_ACTIVE
904 root 1.238 || map->no_drop
905 root 1.95 || ms ().move_block == MOVE_ALL)
906 root 1.89 {
907     while (inv)
908 root 1.259 inv->destroy ();
909 root 1.89 }
910     else
911     { /* Put objects in inventory onto this space */
912     while (inv)
913     {
914     object *op = inv;
915    
916     if (op->flag [FLAG_STARTEQUIP]
917     || op->flag [FLAG_NO_DROP]
918     || op->type == RUNE
919     || op->type == TRAP
920 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
921     || op->flag [FLAG_DESTROY_ON_DEATH])
922 root 1.259 op->destroy ();
923 root 1.89 else
924 root 1.93 map->insert (op, x, y);
925 root 1.89 }
926     }
927     }
928    
929 root 1.320 /*
930     * Remove and free all objects in the inventory of the given object.
931     * Unlike destroy_inv, this assumes the *this is destroyed as well
932     * well, so we can (and have to!) take shortcuts.
933     */
934     void
935     object::destroy_inv_fast ()
936     {
937     while (object *op = inv)
938     {
939     // remove from object the fast way
940     op->flag [FLAG_REMOVED] = true;
941     op->env = 0;
942     if ((inv = inv->below))
943     inv->above = 0;
944    
945     // then destroy
946     op->destroy ();
947     }
948     }
949    
950 root 1.324 void
951     object::freelist_free (int count)
952 root 1.21 {
953 root 1.324 while (count-- && freelist)
954     {
955     freelist_item *next = freelist->next;
956     // count is being "destroyed"
957    
958     sfree ((char *)freelist, sizeof (object));
959    
960     freelist = next;
961     --free_count;
962     }
963     }
964    
965     object *
966     object::create ()
967     {
968     object *op;
969    
970     if (freelist)
971     {
972     freelist_item li = *freelist;
973     memset (freelist, 0, sizeof (object));
974    
975     op = new (freelist) object;
976     op->count = li.count;
977    
978     freelist = li.next;
979     --free_count;
980     }
981     else
982     {
983     void *ni = salloc0<char> (sizeof (object));
984    
985     op = new(ni) object;
986    
987     op->count = ++object_count;
988     }
989    
990 root 1.22 op->link ();
991 root 1.324
992 root 1.22 return op;
993 root 1.21 }
994 elmex 1.1
995 root 1.324 void
996     object::do_delete ()
997     {
998     uint32_t count = this->count;
999    
1000     this->~object ();
1001    
1002     freelist_item *li = (freelist_item *)this;
1003     li->next = freelist;
1004     li->count = count;
1005    
1006     freelist = li;
1007     ++free_count;
1008     }
1009    
1010 root 1.223 static struct freed_map : maptile
1011     {
1012     freed_map ()
1013 root 1.327 : maptile (3, 3)
1014 root 1.223 {
1015 root 1.238 path = "<freed objects map>";
1016     name = "/internal/freed_objects_map";
1017     no_drop = 1;
1018     no_reset = 1;
1019 root 1.223
1020     in_memory = MAP_ACTIVE;
1021     }
1022 root 1.229
1023     ~freed_map ()
1024     {
1025     destroy ();
1026     }
1027 root 1.223 } freed_map; // freed objects are moved here to avoid crashes
1028    
1029 root 1.82 void
1030     object::do_destroy ()
1031 root 1.14 {
1032 root 1.82 if (flag [FLAG_IS_LINKED])
1033 root 1.279 remove_link ();
1034 root 1.29
1035 root 1.82 if (flag [FLAG_FRIENDLY])
1036 root 1.140 remove_friendly_object (this);
1037 root 1.32
1038 root 1.213 remove ();
1039    
1040     attachable::do_destroy ();
1041 root 1.14
1042 root 1.112 deactivate ();
1043     unlink ();
1044 root 1.92
1045 root 1.82 flag [FLAG_FREED] = 1;
1046 root 1.14
1047 root 1.57 // hack to ensure that freed objects still have a valid map
1048 root 1.223 map = &freed_map;
1049     x = 1;
1050     y = 1;
1051 root 1.57
1052 root 1.88 if (more)
1053     {
1054 root 1.259 more->destroy ();
1055 root 1.88 more = 0;
1056     }
1057 root 1.82
1058 root 1.162 head = 0;
1059    
1060     // clear those pointers that likely might cause circular references
1061     owner = 0;
1062     enemy = 0;
1063     attacked_by = 0;
1064     current_weapon = 0;
1065 root 1.82 }
1066    
1067     void
1068 root 1.260 object::destroy ()
1069 root 1.82 {
1070     if (destroyed ())
1071     return;
1072    
1073 root 1.219 if (!is_head () && !head->destroyed ())
1074     {
1075     LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1076 root 1.260 head->destroy ();
1077 root 1.223 return;
1078 root 1.219 }
1079    
1080 root 1.320 destroy_inv_fast ();
1081 root 1.22
1082 root 1.173 if (is_head ())
1083     if (sound_destroy)
1084     play_sound (sound_destroy);
1085     else if (flag [FLAG_MONSTER])
1086     play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1087 root 1.169
1088 root 1.82 attachable::destroy ();
1089 elmex 1.1 }
1090    
1091 root 1.63 /* op->remove ():
1092 elmex 1.1 * This function removes the object op from the linked list of objects
1093     * which it is currently tied to. When this function is done, the
1094     * object will have no environment. If the object previously had an
1095     * environment, the x and y coordinates will be updated to
1096     * the previous environment.
1097     */
1098 root 1.24 void
1099 root 1.128 object::do_remove ()
1100 root 1.24 {
1101 root 1.213 if (flag [FLAG_REMOVED])
1102 root 1.29 return;
1103 root 1.24
1104 root 1.82 INVOKE_OBJECT (REMOVE, this);
1105 root 1.26
1106 root 1.213 flag [FLAG_REMOVED] = true;
1107    
1108 root 1.59 if (more)
1109     more->remove ();
1110 root 1.24
1111     /*
1112     * In this case, the object to be removed is in someones
1113     * inventory.
1114     */
1115 root 1.59 if (env)
1116 root 1.24 {
1117 root 1.221 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1118 root 1.220 if (object *pl = visible_to ())
1119     esrv_del_item (pl->contr, count);
1120 root 1.221 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1121 root 1.220
1122 root 1.337 adjust_weight (env, total_weight (), 0);
1123 root 1.24
1124 root 1.265 object *pl = in_player ();
1125    
1126 root 1.237 /* we set up values so that it could be inserted into
1127     * the map, but we don't actually do that - it is up
1128     * to the caller to decide what we want to do.
1129     */
1130     map = env->map;
1131     x = env->x;
1132     y = env->y;
1133    
1134 root 1.236 // make sure cmov optimisation is applicable
1135 root 1.208 *(above ? &above->below : &env->inv) = below;
1136 root 1.236 *(below ? &below->above : &above ) = above; // &above is just a dummy
1137 root 1.24
1138 root 1.236 above = 0;
1139     below = 0;
1140     env = 0;
1141 root 1.24
1142 root 1.305 if (pl && pl->is_player ())
1143     {
1144 root 1.317 if (expect_false (pl->contr->combat_ob == this))
1145     {
1146 root 1.339 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 root 1.317 pl->contr->combat_ob = 0;
1148     if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1149     }
1150    
1151     if (expect_false (pl->contr->ranged_ob == this))
1152     {
1153 root 1.339 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1154 root 1.317 pl->contr->ranged_ob = 0;
1155     if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1156     }
1157    
1158 root 1.305 pl->contr->queue_stats_update ();
1159 root 1.265
1160 root 1.317 if (expect_false (glow_radius) && pl->is_on_map ())
1161 root 1.305 update_all_los (pl->map, pl->x, pl->y);
1162     }
1163 root 1.59 }
1164     else if (map)
1165     {
1166 root 1.220 map->dirty = true;
1167     mapspace &ms = this->ms ();
1168    
1169     if (object *pl = ms.player ())
1170 root 1.96 {
1171 root 1.270 if (is_player ())
1172 root 1.220 {
1173 root 1.273 if (!flag [FLAG_WIZPASS])
1174     ms.smell = ++mapspace::smellcount; // remember the smell of the player
1175 root 1.270
1176 root 1.220 // leaving a spot always closes any open container on the ground
1177     if (container && !container->env)
1178     // this causes spurious floorbox updates, but it ensures
1179     // that the CLOSE event is being sent.
1180     close_container ();
1181    
1182     --map->players;
1183     map->touch ();
1184     }
1185 root 1.292 else if (pl->container_ () == this)
1186 root 1.220 {
1187     // removing a container should close it
1188     close_container ();
1189     }
1190 root 1.323 else
1191     esrv_del_item (pl->contr, count);
1192 root 1.96 }
1193    
1194 root 1.29 /* link the object above us */
1195 root 1.236 // re-link, make sure compiler can easily use cmove
1196     *(above ? &above->below : &ms.top) = below;
1197     *(below ? &below->above : &ms.bot) = above;
1198 root 1.26
1199 root 1.59 above = 0;
1200     below = 0;
1201 root 1.26
1202 root 1.265 ms.invalidate ();
1203 root 1.253
1204 root 1.59 if (map->in_memory == MAP_SAVING)
1205 root 1.29 return;
1206 elmex 1.1
1207 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1208 elmex 1.1
1209 root 1.175 if (object *pl = ms.player ())
1210     {
1211 root 1.292 if (pl->container_ () == this)
1212 root 1.175 /* If a container that the player is currently using somehow gets
1213     * removed (most likely destroyed), update the player view
1214     * appropriately.
1215     */
1216     pl->close_container ();
1217    
1218 root 1.218 //TODO: the floorbox prev/next might need updating
1219 root 1.226 //esrv_del_item (pl->contr, count);
1220     //TODO: update floorbox to preserve ordering
1221     if (pl->contr->ns)
1222     pl->contr->ns->floorbox_update ();
1223 root 1.175 }
1224    
1225 root 1.293 if (check_walk_off)
1226     for (object *above, *tmp = ms.bot; tmp; tmp = above)
1227     {
1228     above = tmp->above;
1229    
1230     /* No point updating the players look faces if he is the object
1231     * being removed.
1232     */
1233 root 1.29
1234 root 1.293 /* See if object moving off should effect something */
1235     if ((move_type & tmp->move_off)
1236     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1237 elmex 1.72 move_apply (tmp, this, 0);
1238 root 1.293 }
1239 root 1.26
1240 root 1.270 if (affects_los ())
1241 root 1.59 update_all_los (map, x, y);
1242 elmex 1.1 }
1243     }
1244    
1245     /*
1246     * merge_ob(op,top):
1247     *
1248     * This function goes through all objects below and including top, and
1249     * merges op to the first matching object.
1250     * If top is NULL, it is calculated.
1251     * Returns pointer to object if it succeded in the merge, otherwise NULL
1252     */
1253 root 1.24 object *
1254     merge_ob (object *op, object *top)
1255     {
1256     if (!op->nrof)
1257 elmex 1.1 return 0;
1258 root 1.29
1259 root 1.194 if (!top)
1260 root 1.82 for (top = op; top && top->above; top = top->above)
1261     ;
1262 root 1.29
1263 root 1.82 for (; top; top = top->below)
1264 root 1.214 if (object::can_merge (op, top))
1265     {
1266     top->nrof += op->nrof;
1267    
1268     if (object *pl = top->visible_to ())
1269     esrv_update_item (UPD_NROF, pl, top);
1270    
1271     op->weight = 0; // cancel the addition above
1272     op->carrying = 0; // must be 0 already
1273 root 1.66
1274 root 1.259 op->destroy ();
1275 root 1.24
1276 root 1.214 return top;
1277     }
1278 root 1.29
1279 root 1.45 return 0;
1280 elmex 1.1 }
1281    
1282 root 1.138 void
1283     object::expand_tail ()
1284     {
1285     if (more)
1286     return;
1287    
1288     object *prev = this;
1289    
1290 root 1.160 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1291 root 1.138 {
1292 root 1.309 object *op = at->instance ();
1293 root 1.138
1294     op->name = name;
1295     op->name_pl = name_pl;
1296     op->title = title;
1297    
1298     op->head = this;
1299     prev->more = op;
1300    
1301     prev = op;
1302     }
1303     }
1304    
1305 elmex 1.1 /*
1306 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1307     * job preparing multi-part monsters.
1308 elmex 1.1 */
1309 root 1.24 object *
1310 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1311 root 1.24 {
1312 root 1.244 op->remove ();
1313    
1314 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1315 root 1.24 {
1316 root 1.159 tmp->x = x + tmp->arch->x;
1317     tmp->y = y + tmp->arch->y;
1318 elmex 1.1 }
1319 root 1.29
1320 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1321 elmex 1.1 }
1322    
1323     /*
1324     * insert_ob_in_map (op, map, originator, flag):
1325     * This function inserts the object in the two-way linked list
1326     * which represents what is on a map.
1327     * The second argument specifies the map, and the x and y variables
1328     * in the object about to be inserted specifies the position.
1329     *
1330     * originator: Player, monster or other object that caused 'op' to be inserted
1331     * into 'map'. May be NULL.
1332     *
1333     * flag is a bitmask about special things to do (or not do) when this
1334     * function is called. see the object.h file for the INS_ values.
1335     * Passing 0 for flag gives proper default values, so flag really only needs
1336     * to be set if special handling is needed.
1337     *
1338     * Return value:
1339     * new object if 'op' was merged with other object
1340 root 1.313 * NULL if there was an error (destroyed, blocked etc.)
1341 elmex 1.1 * just 'op' otherwise
1342     */
1343 root 1.24 object *
1344 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1345 elmex 1.1 {
1346 root 1.261 op->remove ();
1347 root 1.117
1348 root 1.258 if (m == &freed_map)//D TODO: remove soon
1349 root 1.245 {//D
1350 root 1.258 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1351 root 1.245 }//D
1352    
1353 root 1.187 /* Ideally, the caller figures this out. However, it complicates a lot
1354     * of areas of callers (eg, anything that uses find_free_spot would now
1355     * need extra work
1356     */
1357 root 1.274 maptile *newmap = m;
1358     if (!xy_normalise (newmap, op->x, op->y))
1359 root 1.24 {
1360 root 1.259 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1361 root 1.187 return 0;
1362 elmex 1.1 }
1363 root 1.25
1364 root 1.117 if (object *more = op->more)
1365 root 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1366     return 0;
1367 root 1.25
1368 root 1.283 op->flag [FLAG_REMOVED] = false;
1369     op->env = 0;
1370     op->map = newmap;
1371 root 1.8
1372 root 1.117 mapspace &ms = op->ms ();
1373 root 1.24
1374     /* this has to be done after we translate the coordinates.
1375     */
1376     if (op->nrof && !(flag & INS_NO_MERGE))
1377 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1378 root 1.66 if (object::can_merge (op, tmp))
1379 root 1.25 {
1380 root 1.237 // TODO: we actually want to update tmp, not op,
1381 root 1.218 // but some caller surely breaks when we return tmp
1382     // from here :/
1383 root 1.25 op->nrof += tmp->nrof;
1384 root 1.259 tmp->destroy ();
1385 root 1.25 }
1386 root 1.24
1387 root 1.322 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1388     op->clr_flag (FLAG_INV_LOCKED);
1389 root 1.25
1390 root 1.322 if (!op->flag [FLAG_ALIVE])
1391     op->clr_flag (FLAG_NO_STEAL);
1392 root 1.24
1393     if (flag & INS_BELOW_ORIGINATOR)
1394     {
1395 root 1.241 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1396 root 1.24 {
1397     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1398     abort ();
1399     }
1400 root 1.25
1401 root 1.241 if (!originator->is_on_map ())
1402 root 1.282 {
1403     LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1404     op->debug_desc (), originator->debug_desc ());
1405     abort ();
1406     }
1407 root 1.241
1408 root 1.24 op->above = originator;
1409     op->below = originator->below;
1410 root 1.237 originator->below = op;
1411 root 1.25
1412 root 1.237 *(op->below ? &op->below->above : &ms.bot) = op;
1413 elmex 1.1 }
1414 root 1.24 else
1415     {
1416 root 1.237 object *floor = 0;
1417     object *top = ms.top;
1418 root 1.117
1419 root 1.24 /* If there are other objects, then */
1420 root 1.191 if (top)
1421 root 1.24 {
1422     /*
1423     * If there are multiple objects on this space, we do some trickier handling.
1424     * We've already dealt with merging if appropriate.
1425     * Generally, we want to put the new object on top. But if
1426     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1427     * floor, we want to insert above that and no further.
1428     * Also, if there are spell objects on this space, we stop processing
1429     * once we get to them. This reduces the need to traverse over all of
1430     * them when adding another one - this saves quite a bit of cpu time
1431     * when lots of spells are cast in one area. Currently, it is presumed
1432     * that flying non pickable objects are spell objects.
1433     */
1434 root 1.237 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1435 root 1.24 {
1436 root 1.322 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1437 root 1.237 floor = tmp;
1438 root 1.26
1439 root 1.322 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1440 root 1.24 {
1441     /* We insert above top, so we want this object below this */
1442 root 1.237 top = tmp->below;
1443 root 1.24 break;
1444     }
1445 root 1.26
1446 root 1.237 top = tmp;
1447 root 1.24 }
1448 root 1.26
1449 root 1.24 /* We let update_position deal with figuring out what the space
1450     * looks like instead of lots of conditions here.
1451     * makes things faster, and effectively the same result.
1452     */
1453    
1454     /* Have object 'fall below' other objects that block view.
1455 root 1.135 * Unless those objects are exits.
1456 root 1.24 * If INS_ON_TOP is used, don't do this processing
1457     * Need to find the object that in fact blocks view, otherwise
1458     * stacking is a bit odd.
1459     */
1460 root 1.117 if (!(flag & INS_ON_TOP)
1461     && ms.flags () & P_BLOCKSVIEW
1462 root 1.135 && (op->face && !faces [op->face].visibility))
1463 root 1.24 {
1464 root 1.237 object *last;
1465    
1466 root 1.24 for (last = top; last != floor; last = last->below)
1467 root 1.322 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1468 root 1.24 break;
1469 root 1.117
1470 root 1.24 /* Check to see if we found the object that blocks view,
1471     * and make sure we have a below pointer for it so that
1472     * we can get inserted below this one, which requires we
1473     * set top to the object below us.
1474     */
1475     if (last && last->below && last != floor)
1476     top = last->below;
1477 root 1.8 }
1478 root 1.24 } /* If objects on this space */
1479 root 1.25
1480 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1481     top = floor;
1482    
1483 root 1.240 // insert object above top, or bottom-most if top = 0
1484 root 1.24 if (!top)
1485     {
1486 root 1.239 op->below = 0;
1487     op->above = ms.bot;
1488     ms.bot = op;
1489 root 1.25
1490 root 1.239 *(op->above ? &op->above->below : &ms.top) = op;
1491 root 1.24 }
1492     else
1493 root 1.240 {
1494 root 1.24 op->above = top->above;
1495 root 1.237 top->above = op;
1496 root 1.25
1497 root 1.24 op->below = top;
1498 root 1.237 *(op->above ? &op->above->below : &ms.top) = op;
1499 root 1.24 }
1500 root 1.240 }
1501 root 1.8
1502 root 1.270 if (op->is_player ())
1503 root 1.96 {
1504     op->contr->do_los = 1;
1505     ++op->map->players;
1506 root 1.100 op->map->touch ();
1507 root 1.96 }
1508 root 1.24
1509 root 1.98 op->map->dirty = true;
1510    
1511 root 1.191 if (object *pl = ms.player ())
1512 root 1.218 //TODO: the floorbox prev/next might need updating
1513 root 1.226 //esrv_send_item (pl, op);
1514     //TODO: update floorbox to preserve ordering
1515     if (pl->contr->ns)
1516     pl->contr->ns->floorbox_update ();
1517 root 1.24
1518     /* If this object glows, it may affect lighting conditions that are
1519     * visible to others on this map. But update_all_los is really
1520     * an inefficient way to do this, as it means los for all players
1521     * on the map will get recalculated. The players could very well
1522     * be far away from this change and not affected in any way -
1523     * this should get redone to only look for players within range,
1524 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1525 root 1.24 * of effect may be sufficient.
1526     */
1527 root 1.270 if (op->affects_los ())
1528 root 1.265 {
1529     op->ms ().invalidate ();
1530     update_all_los (op->map, op->x, op->y);
1531     }
1532 root 1.24
1533     /* updates flags (blocked, alive, no magic, etc) for this map space */
1534     update_object (op, UP_OBJ_INSERT);
1535    
1536 root 1.82 INVOKE_OBJECT (INSERT, op);
1537    
1538 root 1.24 /* Don't know if moving this to the end will break anything. However,
1539 root 1.70 * we want to have floorbox_update called before calling this.
1540 root 1.24 *
1541     * check_move_on() must be after this because code called from
1542     * check_move_on() depends on correct map flags (so functions like
1543     * blocked() and wall() work properly), and these flags are updated by
1544     * update_object().
1545     */
1546    
1547     /* if this is not the head or flag has been passed, don't check walk on status */
1548 root 1.287 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1549 root 1.24 {
1550 root 1.336 if (check_move_on (op, originator, flag))
1551 root 1.82 return 0;
1552 elmex 1.1
1553 root 1.334 /* If we are a multi part object, let's work our way through the check
1554 root 1.24 * walk on's.
1555     */
1556 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1557 root 1.336 if (check_move_on (tmp, originator, flag))
1558 root 1.82 return 0;
1559 elmex 1.1 }
1560 root 1.25
1561 root 1.24 return op;
1562 elmex 1.1 }
1563    
1564     /* this function inserts an object in the map, but if it
1565 root 1.75 * finds an object of its own type, it'll remove that one first.
1566     * op is the object to insert it under: supplies x and the map.
1567 elmex 1.1 */
1568 root 1.24 void
1569 root 1.277 replace_insert_ob_in_map (shstr_tmp archname, object *op)
1570 root 1.24 {
1571     /* first search for itself and remove any old instances */
1572 elmex 1.1
1573 root 1.208 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1574 root 1.277 if (tmp->arch->archname == archname) /* same archetype */
1575 root 1.259 tmp->destroy ();
1576 root 1.208
1577 root 1.308 object *tmp = archetype::find (archname)->instance ();
1578 elmex 1.1
1579 root 1.208 tmp->x = op->x;
1580     tmp->y = op->y;
1581 elmex 1.1
1582 root 1.208 insert_ob_in_map (tmp, op->map, op, 0);
1583 root 1.24 }
1584 elmex 1.1
1585 root 1.93 object *
1586     object::insert_at (object *where, object *originator, int flags)
1587     {
1588 root 1.205 if (where->env)
1589     return where->env->insert (this);
1590     else
1591     return where->map->insert (this, where->x, where->y, originator, flags);
1592 root 1.93 }
1593    
1594 root 1.301 // check whether we can put this into the map, respect max_volume, max_items
1595 root 1.299 bool
1596     object::can_drop_at (maptile *m, int x, int y, object *originator)
1597     {
1598     mapspace &ms = m->at (x, y);
1599    
1600     int items = ms.items ();
1601    
1602     if (!items // testing !items ensures we can drop at least one item
1603     || (items < m->max_items
1604 root 1.301 && ms.volume () < m->max_volume))
1605 root 1.299 return true;
1606    
1607     if (originator && originator->is_player ())
1608 root 1.321 originator->contr->failmsgf (
1609 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.>",
1610     query_name ()
1611 root 1.321 );
1612 root 1.299
1613     return false;
1614     }
1615    
1616 elmex 1.1 /*
1617 root 1.209 * decrease(object, number) decreases a specified number from
1618 root 1.208 * the amount of an object. If the amount reaches 0, the object
1619 elmex 1.1 * is subsequently removed and freed.
1620     *
1621     * Return value: 'op' if something is left, NULL if the amount reached 0
1622     */
1623 root 1.208 bool
1624 root 1.209 object::decrease (sint32 nr)
1625 elmex 1.1 {
1626 root 1.212 if (!nr)
1627     return true;
1628    
1629 root 1.208 nr = min (nr, nrof);
1630 elmex 1.1
1631 root 1.251 if (nrof > nr)
1632 elmex 1.1 {
1633 root 1.337 sint64 oweight = total_weight ();
1634    
1635 root 1.251 nrof -= nr;
1636 elmex 1.1
1637 root 1.212 if (object *pl = visible_to ())
1638     esrv_update_item (UPD_NROF, pl, this);
1639 root 1.29
1640 root 1.337 adjust_weight (env, oweight, total_weight ());
1641    
1642 root 1.212 return true;
1643 elmex 1.1 }
1644 root 1.24 else
1645     {
1646 root 1.249 destroy ();
1647 root 1.212 return false;
1648 elmex 1.1 }
1649     }
1650    
1651 root 1.209 /*
1652 root 1.210 * split(ob,nr) splits up ob into two parts. The part which
1653 root 1.209 * is returned contains nr objects, and the remaining parts contains
1654 root 1.210 * the rest (or is removed and returned if that number is 0).
1655     * On failure, NULL is returned.
1656 root 1.209 */
1657 root 1.208 object *
1658 root 1.209 object::split (sint32 nr)
1659 root 1.208 {
1660 root 1.212 int have = number_of ();
1661    
1662     if (have < nr)
1663 root 1.209 return 0;
1664 root 1.212 else if (have == nr)
1665 root 1.209 {
1666     remove ();
1667     return this;
1668     }
1669     else
1670     {
1671     decrease (nr);
1672    
1673 root 1.230 object *op = deep_clone ();
1674 root 1.209 op->nrof = nr;
1675     return op;
1676     }
1677     }
1678    
1679 root 1.24 object *
1680     insert_ob_in_ob (object *op, object *where)
1681     {
1682 root 1.59 if (!where)
1683 root 1.24 {
1684 root 1.53 char *dump = dump_object (op);
1685     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1686     free (dump);
1687 root 1.24 return op;
1688     }
1689 root 1.29
1690 root 1.154 if (where->head_ () != where)
1691 root 1.24 {
1692 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1693 root 1.24 where = where->head;
1694     }
1695 root 1.29
1696 root 1.59 return where->insert (op);
1697     }
1698    
1699     /*
1700     * env->insert (op)
1701     * This function inserts the object op in the linked list
1702     * inside the object environment.
1703     *
1704     * The function returns now pointer to inserted item, and return value can
1705     * be != op, if items are merged. -Tero
1706     */
1707     object *
1708     object::insert (object *op)
1709     {
1710 root 1.24 if (op->more)
1711     {
1712     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1713     return op;
1714     }
1715 root 1.29
1716 root 1.208 op->remove ();
1717    
1718     op->flag [FLAG_OBJ_ORIGINAL] = 0;
1719 root 1.182
1720 root 1.24 if (op->nrof)
1721 root 1.208 for (object *tmp = inv; tmp; tmp = tmp->below)
1722     if (object::can_merge (tmp, op))
1723     {
1724     /* return the original object and remove inserted object
1725 root 1.337 (client prefers the original object) */
1726    
1727     // carring must be 0 for mergable objects
1728     sint64 oweight = tmp->weight * tmp->nrof;
1729    
1730 root 1.208 tmp->nrof += op->nrof;
1731 root 1.214
1732     if (object *pl = tmp->visible_to ())
1733     esrv_update_item (UPD_NROF, pl, tmp);
1734    
1735 root 1.337 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1736 root 1.210
1737 root 1.259 op->destroy ();
1738 root 1.208 op = tmp;
1739     goto inserted;
1740     }
1741    
1742     op->owner = 0; // it's his/hers now. period.
1743     op->map = 0;
1744     op->x = 0;
1745     op->y = 0;
1746    
1747     op->above = 0;
1748     op->below = inv;
1749     op->env = this;
1750    
1751     if (inv)
1752     inv->above = op;
1753 root 1.24
1754 root 1.208 inv = op;
1755 elmex 1.1
1756 root 1.208 op->flag [FLAG_REMOVED] = 0;
1757 elmex 1.1
1758 root 1.214 if (object *pl = op->visible_to ())
1759     esrv_send_item (pl, op);
1760    
1761 root 1.337 adjust_weight (this, 0, op->total_weight ());
1762 elmex 1.1
1763 root 1.208 inserted:
1764 elmex 1.1 /* reset the light list and los of the players on the map */
1765 root 1.270 if (op->glow_radius && is_on_map ())
1766 root 1.265 {
1767     update_stats ();
1768     update_all_los (map, x, y);
1769     }
1770 root 1.305 else if (is_player ())
1771 root 1.265 // if this is a player's inventory, update stats
1772 root 1.305 contr->queue_stats_update ();
1773 root 1.59
1774 root 1.82 INVOKE_OBJECT (INSERT, this);
1775    
1776 elmex 1.1 return op;
1777     }
1778    
1779     /*
1780     * Checks if any objects has a move_type that matches objects
1781     * that effect this object on this space. Call apply() to process
1782     * these events.
1783     *
1784     * Any speed-modification due to SLOW_MOVE() of other present objects
1785     * will affect the speed_left of the object.
1786     *
1787     * originator: Player, monster or other object that caused 'op' to be inserted
1788     * into 'map'. May be NULL.
1789     *
1790     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1791     *
1792     * 4-21-95 added code to check if appropriate skill was readied - this will
1793     * permit faster movement by the player through this terrain. -b.t.
1794     *
1795     * MSW 2001-07-08: Check all objects on space, not just those below
1796     * object being inserted. insert_ob_in_map may not put new objects
1797     * on top.
1798     */
1799 root 1.24 int
1800 root 1.336 check_move_on (object *op, object *originator, int flags)
1801 elmex 1.1 {
1802 root 1.322 if (op->flag [FLAG_NO_APPLY])
1803 root 1.287 return 0;
1804    
1805 root 1.48 object *tmp;
1806 root 1.49 maptile *m = op->map;
1807 root 1.48 int x = op->x, y = op->y;
1808 root 1.26
1809 root 1.287 mapspace &ms = m->at (x, y);
1810 root 1.24
1811 root 1.287 ms.update ();
1812 root 1.24
1813 root 1.287 MoveType move_on = ms.move_on;
1814     MoveType move_slow = ms.move_slow;
1815     MoveType move_block = ms.move_block;
1816 root 1.24
1817     /* if nothing on this space will slow op down or be applied,
1818     * no need to do checking below. have to make sure move_type
1819     * is set, as lots of objects don't have it set - we treat that
1820     * as walking.
1821     */
1822     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1823     return 0;
1824 elmex 1.1
1825 root 1.24 /* This is basically inverse logic of that below - basically,
1826     * if the object can avoid the move on or slow move, they do so,
1827     * but can't do it if the alternate movement they are using is
1828     * blocked. Logic on this seems confusing, but does seem correct.
1829     */
1830     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1831     return 0;
1832    
1833     /* The objects have to be checked from top to bottom.
1834     * Hence, we first go to the top:
1835     */
1836 root 1.287 for (object *next, *tmp = ms.top; tmp; tmp = next)
1837 root 1.24 {
1838 root 1.287 next = tmp->below;
1839 root 1.26
1840 root 1.24 if (tmp == op)
1841     continue; /* Can't apply yourself */
1842 elmex 1.1
1843 root 1.24 /* Check to see if one of the movement types should be slowed down.
1844     * Second check makes sure that the movement types not being slowed
1845     * (~slow_move) is not blocked on this space - just because the
1846     * space doesn't slow down swimming (for example), if you can't actually
1847     * swim on that space, can't use it to avoid the penalty.
1848     */
1849 root 1.322 if (!op->flag [FLAG_WIZPASS])
1850 root 1.24 {
1851     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1852     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1853     {
1854 root 1.287 float diff = tmp->move_slow_penalty * fabs (op->speed);
1855 elmex 1.1
1856 root 1.270 if (op->is_player ())
1857 root 1.287 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1858     (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1859 root 1.26 diff /= 4.0;
1860    
1861 root 1.24 op->speed_left -= diff;
1862 root 1.8 }
1863     }
1864 elmex 1.1
1865 root 1.24 /* Basically same logic as above, except now for actual apply. */
1866     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1867     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1868     {
1869 root 1.336 if ((flags & INS_NO_AUTO_EXIT)
1870     && (tmp->type == EXIT || tmp->type == TELEPORTER
1871     || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1872     continue;
1873    
1874 elmex 1.72 move_apply (tmp, op, originator);
1875 root 1.24
1876 root 1.48 if (op->destroyed ())
1877 root 1.24 return 1;
1878    
1879     /* what the person/creature stepped onto has moved the object
1880     * someplace new. Don't process any further - if we did,
1881     * have a feeling strange problems would result.
1882     */
1883     if (op->map != m || op->x != x || op->y != y)
1884     return 0;
1885 root 1.8 }
1886 elmex 1.1 }
1887 root 1.26
1888 root 1.24 return 0;
1889 elmex 1.1 }
1890    
1891     /*
1892     * present_arch(arch, map, x, y) searches for any objects with
1893     * a matching archetype at the given map and coordinates.
1894     * The first matching object is returned, or NULL if none.
1895     */
1896 root 1.24 object *
1897 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1898 root 1.24 {
1899 root 1.104 if (!m || out_of_map (m, x, y))
1900 root 1.24 {
1901     LOG (llevError, "Present_arch called outside map.\n");
1902     return NULL;
1903     }
1904 root 1.84
1905 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1906 root 1.231 if (tmp->arch->archname == at->archname)
1907 elmex 1.1 return tmp;
1908 root 1.84
1909 elmex 1.1 return NULL;
1910     }
1911    
1912     /*
1913     * present(type, map, x, y) searches for any objects with
1914     * a matching type variable at the given map and coordinates.
1915     * The first matching object is returned, or NULL if none.
1916     */
1917 root 1.24 object *
1918 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1919 root 1.24 {
1920     if (out_of_map (m, x, y))
1921     {
1922     LOG (llevError, "Present called outside map.\n");
1923     return NULL;
1924     }
1925 root 1.84
1926 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1927 root 1.24 if (tmp->type == type)
1928 elmex 1.1 return tmp;
1929 root 1.84
1930 elmex 1.1 return NULL;
1931     }
1932    
1933     /*
1934     * present_in_ob(type, object) searches for any objects with
1935     * a matching type variable in the inventory of the given object.
1936     * The first matching object is returned, or NULL if none.
1937     */
1938 root 1.24 object *
1939     present_in_ob (unsigned char type, const object *op)
1940     {
1941 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1942 root 1.24 if (tmp->type == type)
1943 elmex 1.1 return tmp;
1944 root 1.84
1945 elmex 1.1 return NULL;
1946     }
1947    
1948     /*
1949     * present_in_ob (type, str, object) searches for any objects with
1950     * a matching type & name variable in the inventory of the given object.
1951     * The first matching object is returned, or NULL if none.
1952     * This is mostly used by spell effect code, so that we only
1953     * have one spell effect at a time.
1954     * type can be used to narrow the search - if type is set,
1955     * the type must also match. -1 can be passed for the type,
1956     * in which case the type does not need to pass.
1957     * str is the string to match against. Note that we match against
1958     * the object name, not the archetype name. this is so that the
1959     * spell code can use one object type (force), but change it's name
1960     * to be unique.
1961     */
1962 root 1.24 object *
1963     present_in_ob_by_name (int type, const char *str, const object *op)
1964     {
1965 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1966 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1967     return tmp;
1968 elmex 1.1
1969 root 1.82 return 0;
1970 elmex 1.1 }
1971    
1972     /*
1973     * present_arch_in_ob(archetype, object) searches for any objects with
1974     * a matching archetype in the inventory of the given object.
1975     * The first matching object is returned, or NULL if none.
1976     */
1977 root 1.24 object *
1978     present_arch_in_ob (const archetype *at, const object *op)
1979     {
1980 root 1.231 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1981     if (tmp->arch->archname == at->archname)
1982 elmex 1.1 return tmp;
1983 root 1.82
1984 elmex 1.1 return NULL;
1985     }
1986    
1987     /*
1988     * activate recursively a flag on an object inventory
1989     */
1990 root 1.24 void
1991     flag_inv (object *op, int flag)
1992     {
1993 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1994     {
1995 root 1.322 tmp->set_flag (flag);
1996 root 1.197 flag_inv (tmp, flag);
1997     }
1998 root 1.82 }
1999    
2000     /*
2001     * deactivate recursively a flag on an object inventory
2002     */
2003 root 1.24 void
2004     unflag_inv (object *op, int flag)
2005     {
2006 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2007     {
2008 root 1.322 tmp->clr_flag (flag);
2009 root 1.197 unflag_inv (tmp, flag);
2010     }
2011 elmex 1.1 }
2012    
2013     /*
2014     * find_free_spot(object, map, x, y, start, stop) will search for
2015     * a spot at the given map and coordinates which will be able to contain
2016     * the given object. start and stop specifies how many squares
2017     * to search (see the freearr_x/y[] definition).
2018     * It returns a random choice among the alternatives found.
2019     * start and stop are where to start relative to the free_arr array (1,9
2020     * does all 4 immediate directions). This returns the index into the
2021     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2022 root 1.196 * Note: This function does correctly handle tiled maps, but does not
2023 elmex 1.1 * inform the caller. However, insert_ob_in_map will update as
2024     * necessary, so the caller shouldn't need to do any special work.
2025     * Note - updated to take an object instead of archetype - this is necessary
2026     * because arch_blocked (now ob_blocked) needs to know the movement type
2027     * to know if the space in question will block the object. We can't use
2028     * the archetype because that isn't correct if the monster has been
2029     * customized, changed states, etc.
2030     */
2031 root 1.24 int
2032 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2033 root 1.24 {
2034 root 1.190 int altern[SIZEOFFREE];
2035 root 1.82 int index = 0, flag;
2036 root 1.24
2037 root 1.82 for (int i = start; i < stop; i++)
2038 root 1.24 {
2039 root 1.188 mapxy pos (m, x, y); pos.move (i);
2040    
2041     if (!pos.normalise ())
2042     continue;
2043    
2044     mapspace &ms = *pos;
2045 root 1.189
2046     if (ms.flags () & P_IS_ALIVE)
2047     continue;
2048 root 1.188
2049     /* However, often
2050     * ob doesn't have any move type (when used to place exits)
2051     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2052     */
2053 root 1.200 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2054 root 1.190 {
2055     altern [index++] = i;
2056     continue;
2057     }
2058 root 1.24
2059     /* Basically, if we find a wall on a space, we cut down the search size.
2060     * In this way, we won't return spaces that are on another side of a wall.
2061     * This mostly work, but it cuts down the search size in all directions -
2062     * if the space being examined only has a wall to the north and empty
2063     * spaces in all the other directions, this will reduce the search space
2064     * to only the spaces immediately surrounding the target area, and
2065     * won't look 2 spaces south of the target space.
2066     */
2067 root 1.188 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2068     {
2069     stop = maxfree[i];
2070     continue;
2071     }
2072    
2073     /* Note it is intentional that we check ob - the movement type of the
2074     * head of the object should correspond for the entire object.
2075     */
2076     if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2077     continue;
2078    
2079 elmex 1.262 if (ob->blocked (pos.m, pos.x, pos.y))
2080 root 1.196 continue;
2081    
2082 root 1.188 altern [index++] = i;
2083 elmex 1.1 }
2084 root 1.74
2085 root 1.24 if (!index)
2086     return -1;
2087 root 1.74
2088 root 1.124 return altern [rndm (index)];
2089 elmex 1.1 }
2090    
2091     /*
2092 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2093 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2094     * But it will return the first available spot, not a random choice.
2095     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2096     */
2097 root 1.24 int
2098 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2099 root 1.24 {
2100 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2101 root 1.188 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2102 root 1.82 return i;
2103 root 1.24
2104     return -1;
2105 elmex 1.1 }
2106    
2107     /*
2108     * The function permute(arr, begin, end) randomly reorders the array
2109     * arr[begin..end-1].
2110 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2111 elmex 1.1 */
2112 root 1.24 static void
2113     permute (int *arr, int begin, int end)
2114 elmex 1.1 {
2115 root 1.82 arr += begin;
2116     end -= begin;
2117    
2118     while (--end)
2119 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2120 elmex 1.1 }
2121    
2122     /* new function to make monster searching more efficient, and effective!
2123     * This basically returns a randomized array (in the passed pointer) of
2124     * the spaces to find monsters. In this way, it won't always look for
2125     * monsters to the north first. However, the size of the array passed
2126     * covers all the spaces, so within that size, all the spaces within
2127     * the 3x3 area will be searched, just not in a predictable order.
2128     */
2129 root 1.24 void
2130     get_search_arr (int *search_arr)
2131 elmex 1.1 {
2132 root 1.82 int i;
2133 elmex 1.1
2134 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2135 root 1.82 search_arr[i] = i;
2136 elmex 1.1
2137 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2138     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2139     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2140 elmex 1.1 }
2141    
2142     /*
2143     * find_dir(map, x, y, exclude) will search some close squares in the
2144     * given map at the given coordinates for live objects.
2145     * It will not considered the object given as exclude among possible
2146     * live objects.
2147     * It returns the direction toward the first/closest live object if finds
2148     * any, otherwise 0.
2149     * Perhaps incorrectly, but I'm making the assumption that exclude
2150     * is actually want is going to try and move there. We need this info
2151     * because we have to know what movement the thing looking to move
2152     * there is capable of.
2153     */
2154 root 1.24 int
2155 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2156 root 1.24 {
2157 root 1.275 int max = SIZEOFFREE, mflags;
2158     MoveType move_type;
2159 root 1.24
2160 root 1.155 if (exclude && exclude->head_ () != exclude)
2161 root 1.24 {
2162     exclude = exclude->head;
2163     move_type = exclude->move_type;
2164     }
2165     else
2166     {
2167     /* If we don't have anything, presume it can use all movement types. */
2168     move_type = MOVE_ALL;
2169     }
2170    
2171 root 1.275 for (int i = 1; i < max; i++)
2172 root 1.24 {
2173 root 1.275 mapxy pos (m, x, y);
2174     pos.move (i);
2175 root 1.75
2176 root 1.275 if (!pos.normalise ())
2177 root 1.75 max = maxfree[i];
2178 root 1.24 else
2179     {
2180 root 1.275 mapspace &ms = *pos;
2181 root 1.82
2182 root 1.275 if ((move_type & ms.move_block) == move_type)
2183     max = maxfree [i];
2184     else if (ms.flags () & P_IS_ALIVE)
2185 root 1.24 {
2186 root 1.275 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2187 root 1.270 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2188 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2189 root 1.275 return freedir [i];
2190 root 1.8 }
2191     }
2192 elmex 1.1 }
2193 root 1.75
2194 root 1.24 return 0;
2195 elmex 1.1 }
2196    
2197     /*
2198     * distance(object 1, object 2) will return the square of the
2199     * distance between the two given objects.
2200     */
2201 root 1.24 int
2202     distance (const object *ob1, const object *ob2)
2203     {
2204 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2205 elmex 1.1 }
2206    
2207     /*
2208 root 1.329 * find_dir_2(delta-x,delta-y) will return a direction value
2209     * for running into direct [dx, dy].
2210     * (the opposite of crossfire's find_dir_2!)
2211 elmex 1.1 */
2212 root 1.24 int
2213     find_dir_2 (int x, int y)
2214     {
2215 root 1.330 #if 1 // new algorithm
2216     // this works by putting x, y into 16 sectors, which
2217     // are not equal sized, but are a better approximation
2218     // then the old algorithm, and then using a mapping
2219     // table to map it into a direction value.
2220 root 1.331 // basically, it maps these comparisons to each bit
2221     // bit #3: x < 0
2222     // bit #2: y < 0
2223     // bit #1: x > y
2224     // bit #0: x > 2y
2225 root 1.330
2226     static const uint8 dir[16] = {
2227     4, 5, 4, 3,
2228     2, 1, 2, 3,
2229     6, 5, 6, 7,
2230     8, 1, 8, 7,
2231     };
2232     int sector = 0;
2233    
2234     // this is a bit ugly, but more likely to result in branchless code
2235     sector |= x < 0 ? 8 : 0;
2236     x = x < 0 ? -x : x; // abs
2237    
2238     sector |= y < 0 ? 4 : 0;
2239     y = y < 0 ? -y : y; // abs
2240    
2241     if (x > y)
2242     {
2243     sector |= 2;
2244    
2245     if (x > y * 2)
2246     sector |= 1;
2247     }
2248     else
2249     {
2250     if (y > x * 2)
2251     sector |= 1;
2252     else if (!y)
2253     return 0; // x == 0 here
2254     }
2255    
2256     return dir [sector];
2257     #else // old algorithm
2258 root 1.75 int q;
2259 elmex 1.1
2260 root 1.24 if (y)
2261 root 1.328 q = 128 * x / y;
2262 elmex 1.1 else if (x)
2263 root 1.329 q = -512 * x; // to make it > 309
2264 elmex 1.1 else
2265     return 0;
2266    
2267 root 1.24 if (y > 0)
2268     {
2269 root 1.329 if (q < -309) return 7;
2270     if (q < -52) return 6;
2271     if (q < 52) return 5;
2272     if (q < 309) return 4;
2273    
2274     return 3;
2275     }
2276     else
2277     {
2278 root 1.328 if (q < -309) return 3;
2279     if (q < -52) return 2;
2280     if (q < 52) return 1;
2281     if (q < 309) return 8;
2282    
2283 root 1.24 return 7;
2284     }
2285 root 1.330 #endif
2286 elmex 1.1 }
2287    
2288     /*
2289     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2290     * between two directions (which are expected to be absolute (see absdir())
2291     */
2292 root 1.24 int
2293     dirdiff (int dir1, int dir2)
2294     {
2295 root 1.328 int d = abs (dir1 - dir2);
2296 root 1.82
2297 root 1.328 return d > 4 ? 8 - d : d;
2298 elmex 1.1 }
2299    
2300     /* peterm:
2301     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2302     * Basically, this is a table of directions, and what directions
2303     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2304     * This basically means that if direction is 15, then it could either go
2305     * direction 4, 14, or 16 to get back to where we are.
2306     * Moved from spell_util.c to object.c with the other related direction
2307     * functions.
2308     */
2309 root 1.295 static const int reduction_dir[SIZEOFFREE][3] = {
2310 root 1.24 {0, 0, 0}, /* 0 */
2311     {0, 0, 0}, /* 1 */
2312     {0, 0, 0}, /* 2 */
2313     {0, 0, 0}, /* 3 */
2314     {0, 0, 0}, /* 4 */
2315     {0, 0, 0}, /* 5 */
2316     {0, 0, 0}, /* 6 */
2317     {0, 0, 0}, /* 7 */
2318     {0, 0, 0}, /* 8 */
2319     {8, 1, 2}, /* 9 */
2320     {1, 2, -1}, /* 10 */
2321     {2, 10, 12}, /* 11 */
2322     {2, 3, -1}, /* 12 */
2323     {2, 3, 4}, /* 13 */
2324     {3, 4, -1}, /* 14 */
2325     {4, 14, 16}, /* 15 */
2326     {5, 4, -1}, /* 16 */
2327     {4, 5, 6}, /* 17 */
2328     {6, 5, -1}, /* 18 */
2329     {6, 20, 18}, /* 19 */
2330     {7, 6, -1}, /* 20 */
2331     {6, 7, 8}, /* 21 */
2332     {7, 8, -1}, /* 22 */
2333     {8, 22, 24}, /* 23 */
2334     {8, 1, -1}, /* 24 */
2335     {24, 9, 10}, /* 25 */
2336     {9, 10, -1}, /* 26 */
2337     {10, 11, -1}, /* 27 */
2338     {27, 11, 29}, /* 28 */
2339     {11, 12, -1}, /* 29 */
2340     {12, 13, -1}, /* 30 */
2341     {12, 13, 14}, /* 31 */
2342     {13, 14, -1}, /* 32 */
2343     {14, 15, -1}, /* 33 */
2344     {33, 15, 35}, /* 34 */
2345     {16, 15, -1}, /* 35 */
2346     {17, 16, -1}, /* 36 */
2347     {18, 17, 16}, /* 37 */
2348     {18, 17, -1}, /* 38 */
2349     {18, 19, -1}, /* 39 */
2350     {41, 19, 39}, /* 40 */
2351     {19, 20, -1}, /* 41 */
2352     {20, 21, -1}, /* 42 */
2353     {20, 21, 22}, /* 43 */
2354     {21, 22, -1}, /* 44 */
2355     {23, 22, -1}, /* 45 */
2356     {45, 47, 23}, /* 46 */
2357     {23, 24, -1}, /* 47 */
2358     {24, 9, -1}
2359     }; /* 48 */
2360 elmex 1.1
2361     /* Recursive routine to step back and see if we can
2362     * find a path to that monster that we found. If not,
2363     * we don't bother going toward it. Returns 1 if we
2364     * can see a direct way to get it
2365     * Modified to be map tile aware -.MSW
2366     */
2367 root 1.24 int
2368 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2369 root 1.24 {
2370 root 1.29 sint16 dx, dy;
2371 root 1.75 int mflags;
2372 root 1.24
2373     if (dir < 0)
2374     return 0; /* exit condition: invalid direction */
2375    
2376     dx = x + freearr_x[dir];
2377     dy = y + freearr_y[dir];
2378    
2379     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2380    
2381     /* This functional arguably was incorrect before - it was
2382     * checking for P_WALL - that was basically seeing if
2383     * we could move to the monster - this is being more
2384     * literal on if we can see it. To know if we can actually
2385     * move to the monster, we'd need the monster passed in or
2386     * at least its move type.
2387     */
2388     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2389     return 0;
2390    
2391     /* yes, can see. */
2392     if (dir < 9)
2393     return 1;
2394 root 1.75
2395     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2396     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2397     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2398 root 1.24 }
2399    
2400 elmex 1.1 /*
2401     * can_pick(picker, item): finds out if an object is possible to be
2402     * picked up by the picker. Returnes 1 if it can be
2403     * picked up, otherwise 0.
2404     *
2405     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2406     * core dumps if they do.
2407     *
2408     * Add a check so we can't pick up invisible objects (0.93.8)
2409     */
2410 root 1.24 int
2411     can_pick (const object *who, const object *item)
2412     {
2413 root 1.322 return /*who->flag [FLAG_WIZ]|| */
2414     (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2415     !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2416 elmex 1.1 }
2417    
2418     /*
2419     * create clone from object to another
2420     */
2421 root 1.24 object *
2422 root 1.230 object::deep_clone ()
2423 root 1.24 {
2424 root 1.230 assert (("deep_clone called on non-head object", is_head ()));
2425 elmex 1.1
2426 root 1.230 object *dst = clone ();
2427 root 1.24
2428 root 1.230 object *prev = dst;
2429     for (object *part = this->more; part; part = part->more)
2430 root 1.24 {
2431 root 1.224 object *tmp = part->clone ();
2432 root 1.230 tmp->head = dst;
2433     prev->more = tmp;
2434 root 1.24 prev = tmp;
2435 elmex 1.1 }
2436 root 1.24
2437 root 1.230 for (object *item = inv; item; item = item->below)
2438     insert_ob_in_ob (item->deep_clone (), dst);
2439 elmex 1.1
2440 root 1.24 return dst;
2441 elmex 1.1 }
2442    
2443     /* This returns the first object in who's inventory that
2444     * has the same type and subtype match.
2445     * returns NULL if no match.
2446     */
2447 root 1.24 object *
2448     find_obj_by_type_subtype (const object *who, int type, int subtype)
2449 elmex 1.1 {
2450 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2451 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2452     return tmp;
2453 elmex 1.1
2454 root 1.82 return 0;
2455 elmex 1.1 }
2456    
2457 root 1.344 /* Zero the key_values on op, decrementing the shared-string
2458     * refcounts and freeing the links.
2459     */
2460     void
2461     key_values::clear ()
2462     {
2463     for (key_value *kvp = first; kvp; )
2464     {
2465     key_value *next = kvp->next;
2466     delete kvp;
2467     kvp = next;
2468     }
2469    
2470     first = 0;
2471     }
2472    
2473 root 1.276 shstr_tmp
2474 root 1.344 key_values::get (shstr_tmp key) const
2475 root 1.24 {
2476 root 1.344 for (key_value *kv = first; kv; kv = kv->next)
2477 root 1.228 if (kv->key == key)
2478     return kv->value;
2479 root 1.24
2480 root 1.276 return shstr ();
2481 root 1.24 }
2482 elmex 1.1
2483 root 1.228 void
2484 root 1.344 key_values::add (shstr_tmp key, shstr_tmp value)
2485     {
2486     key_value *kv = new key_value;
2487    
2488     kv->next = first;
2489     kv->key = key;
2490     kv->value = value;
2491    
2492     first = kv;
2493     }
2494    
2495     void
2496     key_values::set (shstr_tmp key, shstr_tmp value)
2497 root 1.24 {
2498 root 1.344 for (key_value *kv = first; kv; kv = kv->next)
2499 root 1.228 if (kv->key == key)
2500     {
2501     kv->value = value;
2502     return;
2503     }
2504 root 1.24
2505 root 1.344 add (key, value);
2506 elmex 1.1 }
2507    
2508 root 1.228 void
2509 root 1.344 key_values::del (shstr_tmp key)
2510 root 1.24 {
2511 root 1.344 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2512 root 1.228 if ((*kvp)->key == key)
2513     {
2514     key_value *kv = *kvp;
2515     *kvp = (*kvp)->next;
2516     delete kv;
2517     return;
2518     }
2519 elmex 1.1 }
2520 root 1.31
2521 root 1.344 void
2522     key_values::reverse ()
2523     {
2524     key_value *prev = 0;
2525     key_value *head = first;
2526    
2527     while (head)
2528     {
2529     key_value *node = head;
2530     head = head->next;
2531     node->next = prev;
2532     prev = node;
2533     }
2534    
2535     first = prev;
2536     }
2537    
2538     key_values &
2539     key_values::operator =(const key_values &kv)
2540     {
2541     clear ();
2542    
2543     for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2544     add (kvp->key, kvp->value);
2545    
2546     reverse ();
2547     }
2548    
2549 root 1.34 object::depth_iterator::depth_iterator (object *container)
2550     : iterator_base (container)
2551     {
2552     while (item->inv)
2553     item = item->inv;
2554     }
2555    
2556 root 1.31 void
2557 root 1.34 object::depth_iterator::next ()
2558 root 1.31 {
2559 root 1.34 if (item->below)
2560     {
2561     item = item->below;
2562    
2563     while (item->inv)
2564     item = item->inv;
2565     }
2566 root 1.31 else
2567 root 1.34 item = item->env;
2568 root 1.31 }
2569 root 1.34
2570 elmex 1.97 const char *
2571     object::flag_desc (char *desc, int len) const
2572     {
2573     char *p = desc;
2574     bool first = true;
2575    
2576 root 1.101 *p = 0;
2577    
2578 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2579     {
2580     if (len <= 10) // magic constant!
2581     {
2582     snprintf (p, len, ",...");
2583     break;
2584     }
2585    
2586 root 1.101 if (flag [i])
2587 elmex 1.97 {
2588     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2589     len -= cnt;
2590     p += cnt;
2591     first = false;
2592     }
2593     }
2594    
2595     return desc;
2596     }
2597    
2598 root 1.101 // return a suitable string describing an object in enough detail to find it
2599 root 1.36 const char *
2600     object::debug_desc (char *info) const
2601     {
2602 elmex 1.97 char flagdesc[512];
2603     char info2[256 * 4];
2604 root 1.36 char *p = info;
2605    
2606 elmex 1.242 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2607 root 1.203 count,
2608     uuid.c_str (),
2609 root 1.36 &name,
2610 elmex 1.242 title ? ",title:\"" : "",
2611 elmex 1.97 title ? (const char *)title : "",
2612 elmex 1.242 title ? "\"" : "",
2613 elmex 1.97 flag_desc (flagdesc, 512), type);
2614 root 1.36
2615 root 1.217 if (!flag[FLAG_REMOVED] && env)
2616 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2617    
2618     if (map)
2619 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2620 root 1.36
2621     return info;
2622     }
2623    
2624     const char *
2625     object::debug_desc () const
2626     {
2627 root 1.143 static char info[3][256 * 4];
2628     static int info_idx;
2629 root 1.36
2630 root 1.143 return debug_desc (info [++info_idx % 3]);
2631 root 1.114 }
2632    
2633 root 1.125 struct region *
2634     object::region () const
2635     {
2636     return map ? map->region (x, y)
2637     : region::default_region ();
2638     }
2639    
2640 root 1.130 void
2641     object::open_container (object *new_container)
2642     {
2643     if (container == new_container)
2644     return;
2645    
2646 root 1.220 object *old_container = container;
2647    
2648     if (old_container)
2649 root 1.130 {
2650     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2651     return;
2652    
2653     #if 0
2654     // remove the "Close old_container" object.
2655     if (object *closer = old_container->inv)
2656     if (closer->type == CLOSE_CON)
2657 root 1.259 closer->destroy ();
2658 root 1.130 #endif
2659    
2660 root 1.220 // make sure the container is available
2661     esrv_send_item (this, old_container);
2662    
2663 root 1.216 old_container->flag [FLAG_APPLIED] = false;
2664 root 1.130 container = 0;
2665    
2666 root 1.220 // client needs item update to make it work, client bug requires this to be separate
2667 root 1.130 esrv_update_item (UPD_FLAGS, this, old_container);
2668 root 1.220
2669 root 1.281 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2670 root 1.177 play_sound (sound_find ("chest_close"));
2671 root 1.130 }
2672    
2673     if (new_container)
2674     {
2675     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2676     return;
2677    
2678     // TODO: this does not seem to serve any purpose anymore?
2679     #if 0
2680     // insert the "Close Container" object.
2681     if (archetype *closer = new_container->other_arch)
2682     {
2683 root 1.309 object *closer = new_container->other_arch->instance ();
2684 root 1.130 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2685     new_container->insert (closer);
2686     }
2687     #endif
2688    
2689 root 1.281 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2690 root 1.132
2691 root 1.220 // make sure the container is available, client bug requires this to be separate
2692     esrv_send_item (this, new_container);
2693    
2694 root 1.216 new_container->flag [FLAG_APPLIED] = true;
2695 root 1.130 container = new_container;
2696    
2697 root 1.220 // client needs flag change
2698 root 1.130 esrv_update_item (UPD_FLAGS, this, new_container);
2699 root 1.131 esrv_send_inventory (this, new_container);
2700 root 1.177 play_sound (sound_find ("chest_open"));
2701 root 1.130 }
2702 root 1.220 // else if (!old_container->env && contr && contr->ns)
2703     // contr->ns->floorbox_reset ();
2704 root 1.130 }
2705    
2706 root 1.164 object *
2707 root 1.276 object::force_find (shstr_tmp name)
2708 root 1.164 {
2709     /* cycle through his inventory to look for the MARK we want to
2710     * place
2711     */
2712     for (object *tmp = inv; tmp; tmp = tmp->below)
2713     if (tmp->type == FORCE && tmp->slaying == name)
2714     return splay (tmp);
2715    
2716     return 0;
2717     }
2718    
2719 root 1.294 //-GPL
2720    
2721 sf-marcmagus 1.290 void
2722     object::force_set_timer (int duration)
2723     {
2724     this->duration = 1;
2725     this->speed_left = -1.f;
2726    
2727     this->set_speed (duration ? 1.f / duration : 0.f);
2728     }
2729    
2730 root 1.265 object *
2731 root 1.276 object::force_add (shstr_tmp name, int duration)
2732 root 1.164 {
2733     if (object *force = force_find (name))
2734 root 1.259 force->destroy ();
2735 root 1.164
2736     object *force = get_archetype (FORCE_NAME);
2737    
2738 sf-marcmagus 1.290 force->slaying = name;
2739     force->force_set_timer (duration);
2740 root 1.294 force->flag [FLAG_APPLIED] = true;
2741 root 1.164
2742 root 1.265 return insert (force);
2743 root 1.164 }
2744    
2745 root 1.178 void
2746 root 1.280 object::play_sound (faceidx sound) const
2747 root 1.178 {
2748     if (!sound)
2749     return;
2750    
2751 root 1.280 if (is_on_map ())
2752     map->play_sound (sound, x, y);
2753     else if (object *pl = in_player ())
2754     pl->contr->play_sound (sound);
2755     }
2756 root 1.178
2757 root 1.280 void
2758     object::say_msg (const char *msg) const
2759     {
2760     if (is_on_map ())
2761     map->say_msg (msg, x, y);
2762     else if (object *pl = in_player ())
2763     pl->contr->play_sound (sound);
2764 root 1.178 }
2765    
2766 root 1.265 void
2767     object::make_noise ()
2768     {
2769     // we do not model noise in the map, so instead put
2770     // a temporary light into the noise source
2771     // could use the map instead, but that's less reliable for our
2772     // goal, which is to make invisibility a bit harder to exploit
2773    
2774 root 1.266 // currently only works sensibly for players
2775     if (!is_player ())
2776     return;
2777    
2778 root 1.265 // find old force, or create new one
2779     object *force = force_find (shstr_noise_force);
2780    
2781     if (force)
2782 root 1.269 force->speed_left = -1.f; // patch old speed up
2783 root 1.265 else
2784 root 1.269 {
2785     force = archetype::get (shstr_noise_force);
2786    
2787     force->slaying = shstr_noise_force;
2788     force->stats.food = 1;
2789     force->speed_left = -1.f;
2790    
2791     force->set_speed (1.f / 4.f);
2792     force->flag [FLAG_IS_USED_UP] = true;
2793     force->flag [FLAG_APPLIED] = true;
2794    
2795     insert (force);
2796     }
2797 root 1.265 }
2798    
2799 root 1.313 void object::change_move_type (MoveType mt)
2800     {
2801     if (move_type == mt)
2802     return;
2803    
2804     if (is_on_map ())
2805     {
2806     // we are on the map, so handle move_on/off effects
2807     remove ();
2808     move_type = mt;
2809     map->insert (this, x, y, this);
2810     }
2811     else
2812     move_type = mt;
2813     }
2814    
2815 root 1.325 /* object should be a player.
2816     * we return the object the player has marked with the 'mark' command
2817     * below. If no match is found (or object has changed), we return
2818     * NULL. We leave it up to the calling function to print messages if
2819     * nothing is found.
2820     */
2821     object *
2822     object::mark () const
2823     {
2824     if (contr && contr->mark && contr->mark->env == this)
2825     return contr->mark;
2826     else
2827     return 0;
2828     }
2829    
2830 root 1.340 // put marked object first in the inventory
2831     // this is used by identify-like spells so players can influence
2832     // the order a bit.
2833     void
2834     object::splay_marked ()
2835     {
2836     if (object *marked = mark ())
2837     splay (marked);
2838     }
2839