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Revision: 1.346
Committed: Wed May 4 07:36:40 2011 UTC (13 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.345: +1 -4 lines
Log Message:
clean up in_memory handling

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.199 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.116 *
4 root 1.343 * 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 1.346 || !map->linkable ()
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 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1205 elmex 1.1
1206 root 1.175 if (object *pl = ms.player ())
1207     {
1208 root 1.292 if (pl->container_ () == this)
1209 root 1.175 /* If a container that the player is currently using somehow gets
1210     * removed (most likely destroyed), update the player view
1211     * appropriately.
1212     */
1213     pl->close_container ();
1214    
1215 root 1.218 //TODO: the floorbox prev/next might need updating
1216 root 1.226 //esrv_del_item (pl->contr, count);
1217     //TODO: update floorbox to preserve ordering
1218     if (pl->contr->ns)
1219     pl->contr->ns->floorbox_update ();
1220 root 1.175 }
1221    
1222 root 1.293 if (check_walk_off)
1223     for (object *above, *tmp = ms.bot; tmp; tmp = above)
1224     {
1225     above = tmp->above;
1226    
1227     /* No point updating the players look faces if he is the object
1228     * being removed.
1229     */
1230 root 1.29
1231 root 1.293 /* See if object moving off should effect something */
1232     if ((move_type & tmp->move_off)
1233     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1234 elmex 1.72 move_apply (tmp, this, 0);
1235 root 1.293 }
1236 root 1.26
1237 root 1.270 if (affects_los ())
1238 root 1.59 update_all_los (map, x, y);
1239 elmex 1.1 }
1240     }
1241    
1242     /*
1243     * merge_ob(op,top):
1244     *
1245     * This function goes through all objects below and including top, and
1246     * merges op to the first matching object.
1247     * If top is NULL, it is calculated.
1248     * Returns pointer to object if it succeded in the merge, otherwise NULL
1249     */
1250 root 1.24 object *
1251     merge_ob (object *op, object *top)
1252     {
1253     if (!op->nrof)
1254 elmex 1.1 return 0;
1255 root 1.29
1256 root 1.194 if (!top)
1257 root 1.82 for (top = op; top && top->above; top = top->above)
1258     ;
1259 root 1.29
1260 root 1.82 for (; top; top = top->below)
1261 root 1.214 if (object::can_merge (op, top))
1262     {
1263     top->nrof += op->nrof;
1264    
1265     if (object *pl = top->visible_to ())
1266     esrv_update_item (UPD_NROF, pl, top);
1267    
1268     op->weight = 0; // cancel the addition above
1269     op->carrying = 0; // must be 0 already
1270 root 1.66
1271 root 1.259 op->destroy ();
1272 root 1.24
1273 root 1.214 return top;
1274     }
1275 root 1.29
1276 root 1.45 return 0;
1277 elmex 1.1 }
1278    
1279 root 1.138 void
1280     object::expand_tail ()
1281     {
1282     if (more)
1283     return;
1284    
1285     object *prev = this;
1286    
1287 root 1.160 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1288 root 1.138 {
1289 root 1.309 object *op = at->instance ();
1290 root 1.138
1291     op->name = name;
1292     op->name_pl = name_pl;
1293     op->title = title;
1294    
1295     op->head = this;
1296     prev->more = op;
1297    
1298     prev = op;
1299     }
1300     }
1301    
1302 elmex 1.1 /*
1303 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1304     * job preparing multi-part monsters.
1305 elmex 1.1 */
1306 root 1.24 object *
1307 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1308 root 1.24 {
1309 root 1.244 op->remove ();
1310    
1311 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1312 root 1.24 {
1313 root 1.159 tmp->x = x + tmp->arch->x;
1314     tmp->y = y + tmp->arch->y;
1315 elmex 1.1 }
1316 root 1.29
1317 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1318 elmex 1.1 }
1319    
1320     /*
1321     * insert_ob_in_map (op, map, originator, flag):
1322     * This function inserts the object in the two-way linked list
1323     * which represents what is on a map.
1324     * The second argument specifies the map, and the x and y variables
1325     * in the object about to be inserted specifies the position.
1326     *
1327     * originator: Player, monster or other object that caused 'op' to be inserted
1328     * into 'map'. May be NULL.
1329     *
1330     * flag is a bitmask about special things to do (or not do) when this
1331     * function is called. see the object.h file for the INS_ values.
1332     * Passing 0 for flag gives proper default values, so flag really only needs
1333     * to be set if special handling is needed.
1334     *
1335     * Return value:
1336     * new object if 'op' was merged with other object
1337 root 1.313 * NULL if there was an error (destroyed, blocked etc.)
1338 elmex 1.1 * just 'op' otherwise
1339     */
1340 root 1.24 object *
1341 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1342 elmex 1.1 {
1343 root 1.261 op->remove ();
1344 root 1.117
1345 root 1.258 if (m == &freed_map)//D TODO: remove soon
1346 root 1.245 {//D
1347 root 1.345 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1348 root 1.245 }//D
1349    
1350 root 1.187 /* Ideally, the caller figures this out. However, it complicates a lot
1351     * of areas of callers (eg, anything that uses find_free_spot would now
1352     * need extra work
1353     */
1354 root 1.274 maptile *newmap = m;
1355     if (!xy_normalise (newmap, op->x, op->y))
1356 root 1.24 {
1357 root 1.259 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1358 root 1.187 return 0;
1359 elmex 1.1 }
1360 root 1.25
1361 root 1.117 if (object *more = op->more)
1362 root 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1363     return 0;
1364 root 1.25
1365 root 1.283 op->flag [FLAG_REMOVED] = false;
1366     op->env = 0;
1367     op->map = newmap;
1368 root 1.8
1369 root 1.117 mapspace &ms = op->ms ();
1370 root 1.24
1371     /* this has to be done after we translate the coordinates.
1372     */
1373     if (op->nrof && !(flag & INS_NO_MERGE))
1374 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1375 root 1.66 if (object::can_merge (op, tmp))
1376 root 1.25 {
1377 root 1.237 // TODO: we actually want to update tmp, not op,
1378 root 1.218 // but some caller surely breaks when we return tmp
1379     // from here :/
1380 root 1.25 op->nrof += tmp->nrof;
1381 root 1.259 tmp->destroy ();
1382 root 1.25 }
1383 root 1.24
1384 root 1.322 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1385     op->clr_flag (FLAG_INV_LOCKED);
1386 root 1.25
1387 root 1.322 if (!op->flag [FLAG_ALIVE])
1388     op->clr_flag (FLAG_NO_STEAL);
1389 root 1.24
1390     if (flag & INS_BELOW_ORIGINATOR)
1391     {
1392 root 1.241 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1393 root 1.24 {
1394     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1395     abort ();
1396     }
1397 root 1.25
1398 root 1.241 if (!originator->is_on_map ())
1399 root 1.282 {
1400     LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1401     op->debug_desc (), originator->debug_desc ());
1402     abort ();
1403     }
1404 root 1.241
1405 root 1.24 op->above = originator;
1406     op->below = originator->below;
1407 root 1.237 originator->below = op;
1408 root 1.25
1409 root 1.237 *(op->below ? &op->below->above : &ms.bot) = op;
1410 elmex 1.1 }
1411 root 1.24 else
1412     {
1413 root 1.237 object *floor = 0;
1414     object *top = ms.top;
1415 root 1.117
1416 root 1.24 /* If there are other objects, then */
1417 root 1.191 if (top)
1418 root 1.24 {
1419     /*
1420     * If there are multiple objects on this space, we do some trickier handling.
1421     * We've already dealt with merging if appropriate.
1422     * Generally, we want to put the new object on top. But if
1423     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1424     * floor, we want to insert above that and no further.
1425     * Also, if there are spell objects on this space, we stop processing
1426     * once we get to them. This reduces the need to traverse over all of
1427     * them when adding another one - this saves quite a bit of cpu time
1428     * when lots of spells are cast in one area. Currently, it is presumed
1429     * that flying non pickable objects are spell objects.
1430     */
1431 root 1.237 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1432 root 1.24 {
1433 root 1.322 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1434 root 1.237 floor = tmp;
1435 root 1.26
1436 root 1.322 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1437 root 1.24 {
1438     /* We insert above top, so we want this object below this */
1439 root 1.237 top = tmp->below;
1440 root 1.24 break;
1441     }
1442 root 1.26
1443 root 1.237 top = tmp;
1444 root 1.24 }
1445 root 1.26
1446 root 1.24 /* We let update_position deal with figuring out what the space
1447     * looks like instead of lots of conditions here.
1448     * makes things faster, and effectively the same result.
1449     */
1450    
1451     /* Have object 'fall below' other objects that block view.
1452 root 1.135 * Unless those objects are exits.
1453 root 1.24 * If INS_ON_TOP is used, don't do this processing
1454     * Need to find the object that in fact blocks view, otherwise
1455     * stacking is a bit odd.
1456     */
1457 root 1.117 if (!(flag & INS_ON_TOP)
1458     && ms.flags () & P_BLOCKSVIEW
1459 root 1.135 && (op->face && !faces [op->face].visibility))
1460 root 1.24 {
1461 root 1.237 object *last;
1462    
1463 root 1.24 for (last = top; last != floor; last = last->below)
1464 root 1.322 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1465 root 1.24 break;
1466 root 1.117
1467 root 1.24 /* Check to see if we found the object that blocks view,
1468     * and make sure we have a below pointer for it so that
1469     * we can get inserted below this one, which requires we
1470     * set top to the object below us.
1471     */
1472     if (last && last->below && last != floor)
1473     top = last->below;
1474 root 1.8 }
1475 root 1.24 } /* If objects on this space */
1476 root 1.25
1477 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1478     top = floor;
1479    
1480 root 1.240 // insert object above top, or bottom-most if top = 0
1481 root 1.24 if (!top)
1482     {
1483 root 1.239 op->below = 0;
1484     op->above = ms.bot;
1485     ms.bot = op;
1486 root 1.25
1487 root 1.239 *(op->above ? &op->above->below : &ms.top) = op;
1488 root 1.24 }
1489     else
1490 root 1.240 {
1491 root 1.24 op->above = top->above;
1492 root 1.237 top->above = op;
1493 root 1.25
1494 root 1.24 op->below = top;
1495 root 1.237 *(op->above ? &op->above->below : &ms.top) = op;
1496 root 1.24 }
1497 root 1.240 }
1498 root 1.8
1499 root 1.270 if (op->is_player ())
1500 root 1.96 {
1501     op->contr->do_los = 1;
1502     ++op->map->players;
1503 root 1.100 op->map->touch ();
1504 root 1.96 }
1505 root 1.24
1506 root 1.98 op->map->dirty = true;
1507    
1508 root 1.191 if (object *pl = ms.player ())
1509 root 1.218 //TODO: the floorbox prev/next might need updating
1510 root 1.226 //esrv_send_item (pl, op);
1511     //TODO: update floorbox to preserve ordering
1512     if (pl->contr->ns)
1513     pl->contr->ns->floorbox_update ();
1514 root 1.24
1515     /* If this object glows, it may affect lighting conditions that are
1516     * visible to others on this map. But update_all_los is really
1517     * an inefficient way to do this, as it means los for all players
1518     * on the map will get recalculated. The players could very well
1519     * be far away from this change and not affected in any way -
1520     * this should get redone to only look for players within range,
1521 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1522 root 1.24 * of effect may be sufficient.
1523     */
1524 root 1.270 if (op->affects_los ())
1525 root 1.265 {
1526     op->ms ().invalidate ();
1527     update_all_los (op->map, op->x, op->y);
1528     }
1529 root 1.24
1530     /* updates flags (blocked, alive, no magic, etc) for this map space */
1531     update_object (op, UP_OBJ_INSERT);
1532    
1533 root 1.82 INVOKE_OBJECT (INSERT, op);
1534    
1535 root 1.24 /* Don't know if moving this to the end will break anything. However,
1536 root 1.70 * we want to have floorbox_update called before calling this.
1537 root 1.24 *
1538     * check_move_on() must be after this because code called from
1539     * check_move_on() depends on correct map flags (so functions like
1540     * blocked() and wall() work properly), and these flags are updated by
1541     * update_object().
1542     */
1543    
1544     /* if this is not the head or flag has been passed, don't check walk on status */
1545 root 1.287 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1546 root 1.24 {
1547 root 1.336 if (check_move_on (op, originator, flag))
1548 root 1.82 return 0;
1549 elmex 1.1
1550 root 1.334 /* If we are a multi part object, let's work our way through the check
1551 root 1.24 * walk on's.
1552     */
1553 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1554 root 1.336 if (check_move_on (tmp, originator, flag))
1555 root 1.82 return 0;
1556 elmex 1.1 }
1557 root 1.25
1558 root 1.24 return op;
1559 elmex 1.1 }
1560    
1561     /* this function inserts an object in the map, but if it
1562 root 1.75 * finds an object of its own type, it'll remove that one first.
1563     * op is the object to insert it under: supplies x and the map.
1564 elmex 1.1 */
1565 root 1.24 void
1566 root 1.277 replace_insert_ob_in_map (shstr_tmp archname, object *op)
1567 root 1.24 {
1568     /* first search for itself and remove any old instances */
1569 elmex 1.1
1570 root 1.208 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1571 root 1.277 if (tmp->arch->archname == archname) /* same archetype */
1572 root 1.259 tmp->destroy ();
1573 root 1.208
1574 root 1.308 object *tmp = archetype::find (archname)->instance ();
1575 elmex 1.1
1576 root 1.208 tmp->x = op->x;
1577     tmp->y = op->y;
1578 elmex 1.1
1579 root 1.208 insert_ob_in_map (tmp, op->map, op, 0);
1580 root 1.24 }
1581 elmex 1.1
1582 root 1.93 object *
1583     object::insert_at (object *where, object *originator, int flags)
1584     {
1585 root 1.205 if (where->env)
1586     return where->env->insert (this);
1587     else
1588     return where->map->insert (this, where->x, where->y, originator, flags);
1589 root 1.93 }
1590    
1591 root 1.301 // check whether we can put this into the map, respect max_volume, max_items
1592 root 1.299 bool
1593     object::can_drop_at (maptile *m, int x, int y, object *originator)
1594     {
1595     mapspace &ms = m->at (x, y);
1596    
1597     int items = ms.items ();
1598    
1599     if (!items // testing !items ensures we can drop at least one item
1600     || (items < m->max_items
1601 root 1.301 && ms.volume () < m->max_volume))
1602 root 1.299 return true;
1603    
1604     if (originator && originator->is_player ())
1605 root 1.321 originator->contr->failmsgf (
1606 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.>",
1607     query_name ()
1608 root 1.321 );
1609 root 1.299
1610     return false;
1611     }
1612    
1613 elmex 1.1 /*
1614 root 1.209 * decrease(object, number) decreases a specified number from
1615 root 1.208 * the amount of an object. If the amount reaches 0, the object
1616 elmex 1.1 * is subsequently removed and freed.
1617     *
1618     * Return value: 'op' if something is left, NULL if the amount reached 0
1619     */
1620 root 1.208 bool
1621 root 1.209 object::decrease (sint32 nr)
1622 elmex 1.1 {
1623 root 1.212 if (!nr)
1624     return true;
1625    
1626 root 1.208 nr = min (nr, nrof);
1627 elmex 1.1
1628 root 1.251 if (nrof > nr)
1629 elmex 1.1 {
1630 root 1.337 sint64 oweight = total_weight ();
1631    
1632 root 1.251 nrof -= nr;
1633 elmex 1.1
1634 root 1.212 if (object *pl = visible_to ())
1635     esrv_update_item (UPD_NROF, pl, this);
1636 root 1.29
1637 root 1.337 adjust_weight (env, oweight, total_weight ());
1638    
1639 root 1.212 return true;
1640 elmex 1.1 }
1641 root 1.24 else
1642     {
1643 root 1.249 destroy ();
1644 root 1.212 return false;
1645 elmex 1.1 }
1646     }
1647    
1648 root 1.209 /*
1649 root 1.210 * split(ob,nr) splits up ob into two parts. The part which
1650 root 1.209 * is returned contains nr objects, and the remaining parts contains
1651 root 1.210 * the rest (or is removed and returned if that number is 0).
1652     * On failure, NULL is returned.
1653 root 1.209 */
1654 root 1.208 object *
1655 root 1.209 object::split (sint32 nr)
1656 root 1.208 {
1657 root 1.212 int have = number_of ();
1658    
1659     if (have < nr)
1660 root 1.209 return 0;
1661 root 1.212 else if (have == nr)
1662 root 1.209 {
1663     remove ();
1664     return this;
1665     }
1666     else
1667     {
1668     decrease (nr);
1669    
1670 root 1.230 object *op = deep_clone ();
1671 root 1.209 op->nrof = nr;
1672     return op;
1673     }
1674     }
1675    
1676 root 1.24 object *
1677     insert_ob_in_ob (object *op, object *where)
1678     {
1679 root 1.59 if (!where)
1680 root 1.24 {
1681 root 1.53 char *dump = dump_object (op);
1682     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1683     free (dump);
1684 root 1.24 return op;
1685     }
1686 root 1.29
1687 root 1.154 if (where->head_ () != where)
1688 root 1.24 {
1689 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1690 root 1.24 where = where->head;
1691     }
1692 root 1.29
1693 root 1.59 return where->insert (op);
1694     }
1695    
1696     /*
1697     * env->insert (op)
1698     * This function inserts the object op in the linked list
1699     * inside the object environment.
1700     *
1701     * The function returns now pointer to inserted item, and return value can
1702     * be != op, if items are merged. -Tero
1703     */
1704     object *
1705     object::insert (object *op)
1706     {
1707 root 1.24 if (op->more)
1708     {
1709     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1710     return op;
1711     }
1712 root 1.29
1713 root 1.208 op->remove ();
1714    
1715     op->flag [FLAG_OBJ_ORIGINAL] = 0;
1716 root 1.182
1717 root 1.24 if (op->nrof)
1718 root 1.208 for (object *tmp = inv; tmp; tmp = tmp->below)
1719     if (object::can_merge (tmp, op))
1720     {
1721     /* return the original object and remove inserted object
1722 root 1.337 (client prefers the original object) */
1723    
1724     // carring must be 0 for mergable objects
1725     sint64 oweight = tmp->weight * tmp->nrof;
1726    
1727 root 1.208 tmp->nrof += op->nrof;
1728 root 1.214
1729     if (object *pl = tmp->visible_to ())
1730     esrv_update_item (UPD_NROF, pl, tmp);
1731    
1732 root 1.337 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1733 root 1.210
1734 root 1.259 op->destroy ();
1735 root 1.208 op = tmp;
1736     goto inserted;
1737     }
1738    
1739     op->owner = 0; // it's his/hers now. period.
1740     op->map = 0;
1741     op->x = 0;
1742     op->y = 0;
1743    
1744     op->above = 0;
1745     op->below = inv;
1746     op->env = this;
1747    
1748     if (inv)
1749     inv->above = op;
1750 root 1.24
1751 root 1.208 inv = op;
1752 elmex 1.1
1753 root 1.208 op->flag [FLAG_REMOVED] = 0;
1754 elmex 1.1
1755 root 1.214 if (object *pl = op->visible_to ())
1756     esrv_send_item (pl, op);
1757    
1758 root 1.337 adjust_weight (this, 0, op->total_weight ());
1759 elmex 1.1
1760 root 1.208 inserted:
1761 elmex 1.1 /* reset the light list and los of the players on the map */
1762 root 1.270 if (op->glow_radius && is_on_map ())
1763 root 1.265 {
1764     update_stats ();
1765     update_all_los (map, x, y);
1766     }
1767 root 1.305 else if (is_player ())
1768 root 1.265 // if this is a player's inventory, update stats
1769 root 1.305 contr->queue_stats_update ();
1770 root 1.59
1771 root 1.82 INVOKE_OBJECT (INSERT, this);
1772    
1773 elmex 1.1 return op;
1774     }
1775    
1776     /*
1777     * Checks if any objects has a move_type that matches objects
1778     * that effect this object on this space. Call apply() to process
1779     * these events.
1780     *
1781     * Any speed-modification due to SLOW_MOVE() of other present objects
1782     * will affect the speed_left of the object.
1783     *
1784     * originator: Player, monster or other object that caused 'op' to be inserted
1785     * into 'map'. May be NULL.
1786     *
1787     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1788     *
1789     * 4-21-95 added code to check if appropriate skill was readied - this will
1790     * permit faster movement by the player through this terrain. -b.t.
1791     *
1792     * MSW 2001-07-08: Check all objects on space, not just those below
1793     * object being inserted. insert_ob_in_map may not put new objects
1794     * on top.
1795     */
1796 root 1.24 int
1797 root 1.336 check_move_on (object *op, object *originator, int flags)
1798 elmex 1.1 {
1799 root 1.322 if (op->flag [FLAG_NO_APPLY])
1800 root 1.287 return 0;
1801    
1802 root 1.48 object *tmp;
1803 root 1.49 maptile *m = op->map;
1804 root 1.48 int x = op->x, y = op->y;
1805 root 1.26
1806 root 1.287 mapspace &ms = m->at (x, y);
1807 root 1.24
1808 root 1.287 ms.update ();
1809 root 1.24
1810 root 1.287 MoveType move_on = ms.move_on;
1811     MoveType move_slow = ms.move_slow;
1812     MoveType move_block = ms.move_block;
1813 root 1.24
1814     /* if nothing on this space will slow op down or be applied,
1815     * no need to do checking below. have to make sure move_type
1816     * is set, as lots of objects don't have it set - we treat that
1817     * as walking.
1818     */
1819     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1820     return 0;
1821 elmex 1.1
1822 root 1.24 /* This is basically inverse logic of that below - basically,
1823     * if the object can avoid the move on or slow move, they do so,
1824     * but can't do it if the alternate movement they are using is
1825     * blocked. Logic on this seems confusing, but does seem correct.
1826     */
1827     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1828     return 0;
1829    
1830     /* The objects have to be checked from top to bottom.
1831     * Hence, we first go to the top:
1832     */
1833 root 1.287 for (object *next, *tmp = ms.top; tmp; tmp = next)
1834 root 1.24 {
1835 root 1.287 next = tmp->below;
1836 root 1.26
1837 root 1.24 if (tmp == op)
1838     continue; /* Can't apply yourself */
1839 elmex 1.1
1840 root 1.24 /* Check to see if one of the movement types should be slowed down.
1841     * Second check makes sure that the movement types not being slowed
1842     * (~slow_move) is not blocked on this space - just because the
1843     * space doesn't slow down swimming (for example), if you can't actually
1844     * swim on that space, can't use it to avoid the penalty.
1845     */
1846 root 1.322 if (!op->flag [FLAG_WIZPASS])
1847 root 1.24 {
1848     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1849     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1850     {
1851 root 1.287 float diff = tmp->move_slow_penalty * fabs (op->speed);
1852 elmex 1.1
1853 root 1.270 if (op->is_player ())
1854 root 1.287 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1855     (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1856 root 1.26 diff /= 4.0;
1857    
1858 root 1.24 op->speed_left -= diff;
1859 root 1.8 }
1860     }
1861 elmex 1.1
1862 root 1.24 /* Basically same logic as above, except now for actual apply. */
1863     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1864     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1865     {
1866 root 1.336 if ((flags & INS_NO_AUTO_EXIT)
1867     && (tmp->type == EXIT || tmp->type == TELEPORTER
1868     || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1869     continue;
1870    
1871 elmex 1.72 move_apply (tmp, op, originator);
1872 root 1.24
1873 root 1.48 if (op->destroyed ())
1874 root 1.24 return 1;
1875    
1876     /* what the person/creature stepped onto has moved the object
1877     * someplace new. Don't process any further - if we did,
1878     * have a feeling strange problems would result.
1879     */
1880     if (op->map != m || op->x != x || op->y != y)
1881     return 0;
1882 root 1.8 }
1883 elmex 1.1 }
1884 root 1.26
1885 root 1.24 return 0;
1886 elmex 1.1 }
1887    
1888     /*
1889     * present_arch(arch, map, x, y) searches for any objects with
1890     * a matching archetype at the given map and coordinates.
1891     * The first matching object is returned, or NULL if none.
1892     */
1893 root 1.24 object *
1894 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1895 root 1.24 {
1896 root 1.104 if (!m || out_of_map (m, x, y))
1897 root 1.24 {
1898     LOG (llevError, "Present_arch called outside map.\n");
1899     return NULL;
1900     }
1901 root 1.84
1902 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1903 root 1.231 if (tmp->arch->archname == at->archname)
1904 elmex 1.1 return tmp;
1905 root 1.84
1906 elmex 1.1 return NULL;
1907     }
1908    
1909     /*
1910     * present(type, map, x, y) searches for any objects with
1911     * a matching type variable at the given map and coordinates.
1912     * The first matching object is returned, or NULL if none.
1913     */
1914 root 1.24 object *
1915 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1916 root 1.24 {
1917     if (out_of_map (m, x, y))
1918     {
1919     LOG (llevError, "Present called outside map.\n");
1920     return NULL;
1921     }
1922 root 1.84
1923 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1924 root 1.24 if (tmp->type == type)
1925 elmex 1.1 return tmp;
1926 root 1.84
1927 elmex 1.1 return NULL;
1928     }
1929    
1930     /*
1931     * present_in_ob(type, object) searches for any objects with
1932     * a matching type variable in the inventory of the given object.
1933     * The first matching object is returned, or NULL if none.
1934     */
1935 root 1.24 object *
1936     present_in_ob (unsigned char type, const object *op)
1937     {
1938 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1939 root 1.24 if (tmp->type == type)
1940 elmex 1.1 return tmp;
1941 root 1.84
1942 elmex 1.1 return NULL;
1943     }
1944    
1945     /*
1946     * present_in_ob (type, str, object) searches for any objects with
1947     * a matching type & name variable in the inventory of the given object.
1948     * The first matching object is returned, or NULL if none.
1949     * This is mostly used by spell effect code, so that we only
1950     * have one spell effect at a time.
1951     * type can be used to narrow the search - if type is set,
1952     * the type must also match. -1 can be passed for the type,
1953     * in which case the type does not need to pass.
1954     * str is the string to match against. Note that we match against
1955     * the object name, not the archetype name. this is so that the
1956     * spell code can use one object type (force), but change it's name
1957     * to be unique.
1958     */
1959 root 1.24 object *
1960     present_in_ob_by_name (int type, const char *str, const object *op)
1961     {
1962 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1963 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1964     return tmp;
1965 elmex 1.1
1966 root 1.82 return 0;
1967 elmex 1.1 }
1968    
1969     /*
1970     * present_arch_in_ob(archetype, object) searches for any objects with
1971     * a matching archetype in the inventory of the given object.
1972     * The first matching object is returned, or NULL if none.
1973     */
1974 root 1.24 object *
1975     present_arch_in_ob (const archetype *at, const object *op)
1976     {
1977 root 1.231 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1978     if (tmp->arch->archname == at->archname)
1979 elmex 1.1 return tmp;
1980 root 1.82
1981 elmex 1.1 return NULL;
1982     }
1983    
1984     /*
1985     * activate recursively a flag on an object inventory
1986     */
1987 root 1.24 void
1988     flag_inv (object *op, int flag)
1989     {
1990 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1991     {
1992 root 1.322 tmp->set_flag (flag);
1993 root 1.197 flag_inv (tmp, flag);
1994     }
1995 root 1.82 }
1996    
1997     /*
1998     * deactivate recursively a flag on an object inventory
1999     */
2000 root 1.24 void
2001     unflag_inv (object *op, int flag)
2002     {
2003 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2004     {
2005 root 1.322 tmp->clr_flag (flag);
2006 root 1.197 unflag_inv (tmp, flag);
2007     }
2008 elmex 1.1 }
2009    
2010     /*
2011     * find_free_spot(object, map, x, y, start, stop) will search for
2012     * a spot at the given map and coordinates which will be able to contain
2013     * the given object. start and stop specifies how many squares
2014     * to search (see the freearr_x/y[] definition).
2015     * It returns a random choice among the alternatives found.
2016     * start and stop are where to start relative to the free_arr array (1,9
2017     * does all 4 immediate directions). This returns the index into the
2018     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2019 root 1.196 * Note: This function does correctly handle tiled maps, but does not
2020 elmex 1.1 * inform the caller. However, insert_ob_in_map will update as
2021     * necessary, so the caller shouldn't need to do any special work.
2022     * Note - updated to take an object instead of archetype - this is necessary
2023     * because arch_blocked (now ob_blocked) needs to know the movement type
2024     * to know if the space in question will block the object. We can't use
2025     * the archetype because that isn't correct if the monster has been
2026     * customized, changed states, etc.
2027     */
2028 root 1.24 int
2029 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2030 root 1.24 {
2031 root 1.190 int altern[SIZEOFFREE];
2032 root 1.82 int index = 0, flag;
2033 root 1.24
2034 root 1.82 for (int i = start; i < stop; i++)
2035 root 1.24 {
2036 root 1.188 mapxy pos (m, x, y); pos.move (i);
2037    
2038     if (!pos.normalise ())
2039     continue;
2040    
2041     mapspace &ms = *pos;
2042 root 1.189
2043     if (ms.flags () & P_IS_ALIVE)
2044     continue;
2045 root 1.188
2046     /* However, often
2047     * ob doesn't have any move type (when used to place exits)
2048     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2049     */
2050 root 1.200 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2051 root 1.190 {
2052     altern [index++] = i;
2053     continue;
2054     }
2055 root 1.24
2056     /* Basically, if we find a wall on a space, we cut down the search size.
2057     * In this way, we won't return spaces that are on another side of a wall.
2058     * This mostly work, but it cuts down the search size in all directions -
2059     * if the space being examined only has a wall to the north and empty
2060     * spaces in all the other directions, this will reduce the search space
2061     * to only the spaces immediately surrounding the target area, and
2062     * won't look 2 spaces south of the target space.
2063     */
2064 root 1.188 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2065     {
2066     stop = maxfree[i];
2067     continue;
2068     }
2069    
2070     /* Note it is intentional that we check ob - the movement type of the
2071     * head of the object should correspond for the entire object.
2072     */
2073     if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2074     continue;
2075    
2076 elmex 1.262 if (ob->blocked (pos.m, pos.x, pos.y))
2077 root 1.196 continue;
2078    
2079 root 1.188 altern [index++] = i;
2080 elmex 1.1 }
2081 root 1.74
2082 root 1.24 if (!index)
2083     return -1;
2084 root 1.74
2085 root 1.124 return altern [rndm (index)];
2086 elmex 1.1 }
2087    
2088     /*
2089 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2090 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2091     * But it will return the first available spot, not a random choice.
2092     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2093     */
2094 root 1.24 int
2095 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2096 root 1.24 {
2097 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2098 root 1.188 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2099 root 1.82 return i;
2100 root 1.24
2101     return -1;
2102 elmex 1.1 }
2103    
2104     /*
2105     * The function permute(arr, begin, end) randomly reorders the array
2106     * arr[begin..end-1].
2107 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2108 elmex 1.1 */
2109 root 1.24 static void
2110     permute (int *arr, int begin, int end)
2111 elmex 1.1 {
2112 root 1.82 arr += begin;
2113     end -= begin;
2114    
2115     while (--end)
2116 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2117 elmex 1.1 }
2118    
2119     /* new function to make monster searching more efficient, and effective!
2120     * This basically returns a randomized array (in the passed pointer) of
2121     * the spaces to find monsters. In this way, it won't always look for
2122     * monsters to the north first. However, the size of the array passed
2123     * covers all the spaces, so within that size, all the spaces within
2124     * the 3x3 area will be searched, just not in a predictable order.
2125     */
2126 root 1.24 void
2127     get_search_arr (int *search_arr)
2128 elmex 1.1 {
2129 root 1.82 int i;
2130 elmex 1.1
2131 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2132 root 1.82 search_arr[i] = i;
2133 elmex 1.1
2134 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2135     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2136     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2137 elmex 1.1 }
2138    
2139     /*
2140     * find_dir(map, x, y, exclude) will search some close squares in the
2141     * given map at the given coordinates for live objects.
2142     * It will not considered the object given as exclude among possible
2143     * live objects.
2144     * It returns the direction toward the first/closest live object if finds
2145     * any, otherwise 0.
2146     * Perhaps incorrectly, but I'm making the assumption that exclude
2147     * is actually want is going to try and move there. We need this info
2148     * because we have to know what movement the thing looking to move
2149     * there is capable of.
2150     */
2151 root 1.24 int
2152 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2153 root 1.24 {
2154 root 1.275 int max = SIZEOFFREE, mflags;
2155     MoveType move_type;
2156 root 1.24
2157 root 1.155 if (exclude && exclude->head_ () != exclude)
2158 root 1.24 {
2159     exclude = exclude->head;
2160     move_type = exclude->move_type;
2161     }
2162     else
2163     {
2164     /* If we don't have anything, presume it can use all movement types. */
2165     move_type = MOVE_ALL;
2166     }
2167    
2168 root 1.275 for (int i = 1; i < max; i++)
2169 root 1.24 {
2170 root 1.275 mapxy pos (m, x, y);
2171     pos.move (i);
2172 root 1.75
2173 root 1.275 if (!pos.normalise ())
2174 root 1.75 max = maxfree[i];
2175 root 1.24 else
2176     {
2177 root 1.275 mapspace &ms = *pos;
2178 root 1.82
2179 root 1.275 if ((move_type & ms.move_block) == move_type)
2180     max = maxfree [i];
2181     else if (ms.flags () & P_IS_ALIVE)
2182 root 1.24 {
2183 root 1.275 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2184 root 1.270 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2185 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2186 root 1.275 return freedir [i];
2187 root 1.8 }
2188     }
2189 elmex 1.1 }
2190 root 1.75
2191 root 1.24 return 0;
2192 elmex 1.1 }
2193    
2194     /*
2195     * distance(object 1, object 2) will return the square of the
2196     * distance between the two given objects.
2197     */
2198 root 1.24 int
2199     distance (const object *ob1, const object *ob2)
2200     {
2201 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2202 elmex 1.1 }
2203    
2204     /*
2205 root 1.329 * find_dir_2(delta-x,delta-y) will return a direction value
2206     * for running into direct [dx, dy].
2207     * (the opposite of crossfire's find_dir_2!)
2208 elmex 1.1 */
2209 root 1.24 int
2210     find_dir_2 (int x, int y)
2211     {
2212 root 1.330 #if 1 // new algorithm
2213     // this works by putting x, y into 16 sectors, which
2214     // are not equal sized, but are a better approximation
2215     // then the old algorithm, and then using a mapping
2216     // table to map it into a direction value.
2217 root 1.331 // basically, it maps these comparisons to each bit
2218     // bit #3: x < 0
2219     // bit #2: y < 0
2220     // bit #1: x > y
2221     // bit #0: x > 2y
2222 root 1.330
2223     static const uint8 dir[16] = {
2224     4, 5, 4, 3,
2225     2, 1, 2, 3,
2226     6, 5, 6, 7,
2227     8, 1, 8, 7,
2228     };
2229     int sector = 0;
2230    
2231     // this is a bit ugly, but more likely to result in branchless code
2232     sector |= x < 0 ? 8 : 0;
2233     x = x < 0 ? -x : x; // abs
2234    
2235     sector |= y < 0 ? 4 : 0;
2236     y = y < 0 ? -y : y; // abs
2237    
2238     if (x > y)
2239     {
2240     sector |= 2;
2241    
2242     if (x > y * 2)
2243     sector |= 1;
2244     }
2245     else
2246     {
2247     if (y > x * 2)
2248     sector |= 1;
2249     else if (!y)
2250     return 0; // x == 0 here
2251     }
2252    
2253     return dir [sector];
2254     #else // old algorithm
2255 root 1.75 int q;
2256 elmex 1.1
2257 root 1.24 if (y)
2258 root 1.328 q = 128 * x / y;
2259 elmex 1.1 else if (x)
2260 root 1.329 q = -512 * x; // to make it > 309
2261 elmex 1.1 else
2262     return 0;
2263    
2264 root 1.24 if (y > 0)
2265     {
2266 root 1.329 if (q < -309) return 7;
2267     if (q < -52) return 6;
2268     if (q < 52) return 5;
2269     if (q < 309) return 4;
2270    
2271     return 3;
2272     }
2273     else
2274     {
2275 root 1.328 if (q < -309) return 3;
2276     if (q < -52) return 2;
2277     if (q < 52) return 1;
2278     if (q < 309) return 8;
2279    
2280 root 1.24 return 7;
2281     }
2282 root 1.330 #endif
2283 elmex 1.1 }
2284    
2285     /*
2286     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2287     * between two directions (which are expected to be absolute (see absdir())
2288     */
2289 root 1.24 int
2290     dirdiff (int dir1, int dir2)
2291     {
2292 root 1.328 int d = abs (dir1 - dir2);
2293 root 1.82
2294 root 1.328 return d > 4 ? 8 - d : d;
2295 elmex 1.1 }
2296    
2297     /* peterm:
2298     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2299     * Basically, this is a table of directions, and what directions
2300     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2301     * This basically means that if direction is 15, then it could either go
2302     * direction 4, 14, or 16 to get back to where we are.
2303     * Moved from spell_util.c to object.c with the other related direction
2304     * functions.
2305     */
2306 root 1.295 static const int reduction_dir[SIZEOFFREE][3] = {
2307 root 1.24 {0, 0, 0}, /* 0 */
2308     {0, 0, 0}, /* 1 */
2309     {0, 0, 0}, /* 2 */
2310     {0, 0, 0}, /* 3 */
2311     {0, 0, 0}, /* 4 */
2312     {0, 0, 0}, /* 5 */
2313     {0, 0, 0}, /* 6 */
2314     {0, 0, 0}, /* 7 */
2315     {0, 0, 0}, /* 8 */
2316     {8, 1, 2}, /* 9 */
2317     {1, 2, -1}, /* 10 */
2318     {2, 10, 12}, /* 11 */
2319     {2, 3, -1}, /* 12 */
2320     {2, 3, 4}, /* 13 */
2321     {3, 4, -1}, /* 14 */
2322     {4, 14, 16}, /* 15 */
2323     {5, 4, -1}, /* 16 */
2324     {4, 5, 6}, /* 17 */
2325     {6, 5, -1}, /* 18 */
2326     {6, 20, 18}, /* 19 */
2327     {7, 6, -1}, /* 20 */
2328     {6, 7, 8}, /* 21 */
2329     {7, 8, -1}, /* 22 */
2330     {8, 22, 24}, /* 23 */
2331     {8, 1, -1}, /* 24 */
2332     {24, 9, 10}, /* 25 */
2333     {9, 10, -1}, /* 26 */
2334     {10, 11, -1}, /* 27 */
2335     {27, 11, 29}, /* 28 */
2336     {11, 12, -1}, /* 29 */
2337     {12, 13, -1}, /* 30 */
2338     {12, 13, 14}, /* 31 */
2339     {13, 14, -1}, /* 32 */
2340     {14, 15, -1}, /* 33 */
2341     {33, 15, 35}, /* 34 */
2342     {16, 15, -1}, /* 35 */
2343     {17, 16, -1}, /* 36 */
2344     {18, 17, 16}, /* 37 */
2345     {18, 17, -1}, /* 38 */
2346     {18, 19, -1}, /* 39 */
2347     {41, 19, 39}, /* 40 */
2348     {19, 20, -1}, /* 41 */
2349     {20, 21, -1}, /* 42 */
2350     {20, 21, 22}, /* 43 */
2351     {21, 22, -1}, /* 44 */
2352     {23, 22, -1}, /* 45 */
2353     {45, 47, 23}, /* 46 */
2354     {23, 24, -1}, /* 47 */
2355     {24, 9, -1}
2356     }; /* 48 */
2357 elmex 1.1
2358     /* Recursive routine to step back and see if we can
2359     * find a path to that monster that we found. If not,
2360     * we don't bother going toward it. Returns 1 if we
2361     * can see a direct way to get it
2362     * Modified to be map tile aware -.MSW
2363     */
2364 root 1.24 int
2365 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2366 root 1.24 {
2367 root 1.29 sint16 dx, dy;
2368 root 1.75 int mflags;
2369 root 1.24
2370     if (dir < 0)
2371     return 0; /* exit condition: invalid direction */
2372    
2373     dx = x + freearr_x[dir];
2374     dy = y + freearr_y[dir];
2375    
2376     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2377    
2378     /* This functional arguably was incorrect before - it was
2379     * checking for P_WALL - that was basically seeing if
2380     * we could move to the monster - this is being more
2381     * literal on if we can see it. To know if we can actually
2382     * move to the monster, we'd need the monster passed in or
2383     * at least its move type.
2384     */
2385     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2386     return 0;
2387    
2388     /* yes, can see. */
2389     if (dir < 9)
2390     return 1;
2391 root 1.75
2392     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2393     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2394     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2395 root 1.24 }
2396    
2397 elmex 1.1 /*
2398     * can_pick(picker, item): finds out if an object is possible to be
2399     * picked up by the picker. Returnes 1 if it can be
2400     * picked up, otherwise 0.
2401     *
2402     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2403     * core dumps if they do.
2404     *
2405     * Add a check so we can't pick up invisible objects (0.93.8)
2406     */
2407 root 1.24 int
2408     can_pick (const object *who, const object *item)
2409     {
2410 root 1.322 return /*who->flag [FLAG_WIZ]|| */
2411     (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2412     !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2413 elmex 1.1 }
2414    
2415     /*
2416     * create clone from object to another
2417     */
2418 root 1.24 object *
2419 root 1.230 object::deep_clone ()
2420 root 1.24 {
2421 root 1.230 assert (("deep_clone called on non-head object", is_head ()));
2422 elmex 1.1
2423 root 1.230 object *dst = clone ();
2424 root 1.24
2425 root 1.230 object *prev = dst;
2426     for (object *part = this->more; part; part = part->more)
2427 root 1.24 {
2428 root 1.224 object *tmp = part->clone ();
2429 root 1.230 tmp->head = dst;
2430     prev->more = tmp;
2431 root 1.24 prev = tmp;
2432 elmex 1.1 }
2433 root 1.24
2434 root 1.230 for (object *item = inv; item; item = item->below)
2435     insert_ob_in_ob (item->deep_clone (), dst);
2436 elmex 1.1
2437 root 1.24 return dst;
2438 elmex 1.1 }
2439    
2440     /* This returns the first object in who's inventory that
2441     * has the same type and subtype match.
2442     * returns NULL if no match.
2443     */
2444 root 1.24 object *
2445     find_obj_by_type_subtype (const object *who, int type, int subtype)
2446 elmex 1.1 {
2447 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2448 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2449     return tmp;
2450 elmex 1.1
2451 root 1.82 return 0;
2452 elmex 1.1 }
2453    
2454 root 1.344 /* Zero the key_values on op, decrementing the shared-string
2455     * refcounts and freeing the links.
2456     */
2457     void
2458     key_values::clear ()
2459     {
2460     for (key_value *kvp = first; kvp; )
2461     {
2462     key_value *next = kvp->next;
2463     delete kvp;
2464     kvp = next;
2465     }
2466    
2467     first = 0;
2468     }
2469    
2470 root 1.276 shstr_tmp
2471 root 1.344 key_values::get (shstr_tmp key) const
2472 root 1.24 {
2473 root 1.344 for (key_value *kv = first; kv; kv = kv->next)
2474 root 1.228 if (kv->key == key)
2475     return kv->value;
2476 root 1.24
2477 root 1.276 return shstr ();
2478 root 1.24 }
2479 elmex 1.1
2480 root 1.228 void
2481 root 1.344 key_values::add (shstr_tmp key, shstr_tmp value)
2482     {
2483     key_value *kv = new key_value;
2484    
2485     kv->next = first;
2486     kv->key = key;
2487     kv->value = value;
2488    
2489     first = kv;
2490     }
2491    
2492     void
2493     key_values::set (shstr_tmp key, shstr_tmp value)
2494 root 1.24 {
2495 root 1.344 for (key_value *kv = first; kv; kv = kv->next)
2496 root 1.228 if (kv->key == key)
2497     {
2498     kv->value = value;
2499     return;
2500     }
2501 root 1.24
2502 root 1.344 add (key, value);
2503 elmex 1.1 }
2504    
2505 root 1.228 void
2506 root 1.344 key_values::del (shstr_tmp key)
2507 root 1.24 {
2508 root 1.344 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2509 root 1.228 if ((*kvp)->key == key)
2510     {
2511     key_value *kv = *kvp;
2512     *kvp = (*kvp)->next;
2513     delete kv;
2514     return;
2515     }
2516 elmex 1.1 }
2517 root 1.31
2518 root 1.344 void
2519     key_values::reverse ()
2520     {
2521     key_value *prev = 0;
2522     key_value *head = first;
2523    
2524     while (head)
2525     {
2526     key_value *node = head;
2527     head = head->next;
2528     node->next = prev;
2529     prev = node;
2530     }
2531    
2532     first = prev;
2533     }
2534    
2535     key_values &
2536     key_values::operator =(const key_values &kv)
2537     {
2538     clear ();
2539    
2540     for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2541     add (kvp->key, kvp->value);
2542    
2543     reverse ();
2544     }
2545    
2546 root 1.34 object::depth_iterator::depth_iterator (object *container)
2547     : iterator_base (container)
2548     {
2549     while (item->inv)
2550     item = item->inv;
2551     }
2552    
2553 root 1.31 void
2554 root 1.34 object::depth_iterator::next ()
2555 root 1.31 {
2556 root 1.34 if (item->below)
2557     {
2558     item = item->below;
2559    
2560     while (item->inv)
2561     item = item->inv;
2562     }
2563 root 1.31 else
2564 root 1.34 item = item->env;
2565 root 1.31 }
2566 root 1.34
2567 elmex 1.97 const char *
2568     object::flag_desc (char *desc, int len) const
2569     {
2570     char *p = desc;
2571     bool first = true;
2572    
2573 root 1.101 *p = 0;
2574    
2575 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2576     {
2577     if (len <= 10) // magic constant!
2578     {
2579     snprintf (p, len, ",...");
2580     break;
2581     }
2582    
2583 root 1.101 if (flag [i])
2584 elmex 1.97 {
2585     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2586     len -= cnt;
2587     p += cnt;
2588     first = false;
2589     }
2590     }
2591    
2592     return desc;
2593     }
2594    
2595 root 1.101 // return a suitable string describing an object in enough detail to find it
2596 root 1.36 const char *
2597     object::debug_desc (char *info) const
2598     {
2599 elmex 1.97 char flagdesc[512];
2600     char info2[256 * 4];
2601 root 1.36 char *p = info;
2602    
2603 elmex 1.242 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2604 root 1.203 count,
2605     uuid.c_str (),
2606 root 1.36 &name,
2607 elmex 1.242 title ? ",title:\"" : "",
2608 elmex 1.97 title ? (const char *)title : "",
2609 elmex 1.242 title ? "\"" : "",
2610 elmex 1.97 flag_desc (flagdesc, 512), type);
2611 root 1.36
2612 root 1.217 if (!flag[FLAG_REMOVED] && env)
2613 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2614    
2615     if (map)
2616 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2617 root 1.36
2618     return info;
2619     }
2620    
2621     const char *
2622     object::debug_desc () const
2623     {
2624 root 1.143 static char info[3][256 * 4];
2625     static int info_idx;
2626 root 1.36
2627 root 1.143 return debug_desc (info [++info_idx % 3]);
2628 root 1.114 }
2629    
2630 root 1.125 struct region *
2631     object::region () const
2632     {
2633     return map ? map->region (x, y)
2634     : region::default_region ();
2635     }
2636    
2637 root 1.130 void
2638     object::open_container (object *new_container)
2639     {
2640     if (container == new_container)
2641     return;
2642    
2643 root 1.220 object *old_container = container;
2644    
2645     if (old_container)
2646 root 1.130 {
2647     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2648     return;
2649    
2650     #if 0
2651     // remove the "Close old_container" object.
2652     if (object *closer = old_container->inv)
2653     if (closer->type == CLOSE_CON)
2654 root 1.259 closer->destroy ();
2655 root 1.130 #endif
2656    
2657 root 1.220 // make sure the container is available
2658     esrv_send_item (this, old_container);
2659    
2660 root 1.216 old_container->flag [FLAG_APPLIED] = false;
2661 root 1.130 container = 0;
2662    
2663 root 1.220 // client needs item update to make it work, client bug requires this to be separate
2664 root 1.130 esrv_update_item (UPD_FLAGS, this, old_container);
2665 root 1.220
2666 root 1.281 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2667 root 1.177 play_sound (sound_find ("chest_close"));
2668 root 1.130 }
2669    
2670     if (new_container)
2671     {
2672     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2673     return;
2674    
2675     // TODO: this does not seem to serve any purpose anymore?
2676     #if 0
2677     // insert the "Close Container" object.
2678     if (archetype *closer = new_container->other_arch)
2679     {
2680 root 1.309 object *closer = new_container->other_arch->instance ();
2681 root 1.130 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2682     new_container->insert (closer);
2683     }
2684     #endif
2685    
2686 root 1.281 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2687 root 1.132
2688 root 1.220 // make sure the container is available, client bug requires this to be separate
2689     esrv_send_item (this, new_container);
2690    
2691 root 1.216 new_container->flag [FLAG_APPLIED] = true;
2692 root 1.130 container = new_container;
2693    
2694 root 1.220 // client needs flag change
2695 root 1.130 esrv_update_item (UPD_FLAGS, this, new_container);
2696 root 1.131 esrv_send_inventory (this, new_container);
2697 root 1.177 play_sound (sound_find ("chest_open"));
2698 root 1.130 }
2699 root 1.220 // else if (!old_container->env && contr && contr->ns)
2700     // contr->ns->floorbox_reset ();
2701 root 1.130 }
2702    
2703 root 1.164 object *
2704 root 1.276 object::force_find (shstr_tmp name)
2705 root 1.164 {
2706     /* cycle through his inventory to look for the MARK we want to
2707     * place
2708     */
2709     for (object *tmp = inv; tmp; tmp = tmp->below)
2710     if (tmp->type == FORCE && tmp->slaying == name)
2711     return splay (tmp);
2712    
2713     return 0;
2714     }
2715    
2716 root 1.294 //-GPL
2717    
2718 sf-marcmagus 1.290 void
2719     object::force_set_timer (int duration)
2720     {
2721     this->duration = 1;
2722     this->speed_left = -1.f;
2723    
2724     this->set_speed (duration ? 1.f / duration : 0.f);
2725     }
2726    
2727 root 1.265 object *
2728 root 1.276 object::force_add (shstr_tmp name, int duration)
2729 root 1.164 {
2730     if (object *force = force_find (name))
2731 root 1.259 force->destroy ();
2732 root 1.164
2733 root 1.345 object *force = archetype::get (FORCE_NAME);
2734 root 1.164
2735 sf-marcmagus 1.290 force->slaying = name;
2736     force->force_set_timer (duration);
2737 root 1.294 force->flag [FLAG_APPLIED] = true;
2738 root 1.164
2739 root 1.265 return insert (force);
2740 root 1.164 }
2741    
2742 root 1.178 void
2743 root 1.280 object::play_sound (faceidx sound) const
2744 root 1.178 {
2745     if (!sound)
2746     return;
2747    
2748 root 1.280 if (is_on_map ())
2749     map->play_sound (sound, x, y);
2750     else if (object *pl = in_player ())
2751     pl->contr->play_sound (sound);
2752     }
2753 root 1.178
2754 root 1.280 void
2755     object::say_msg (const char *msg) const
2756     {
2757     if (is_on_map ())
2758     map->say_msg (msg, x, y);
2759     else if (object *pl = in_player ())
2760     pl->contr->play_sound (sound);
2761 root 1.178 }
2762    
2763 root 1.265 void
2764     object::make_noise ()
2765     {
2766     // we do not model noise in the map, so instead put
2767     // a temporary light into the noise source
2768     // could use the map instead, but that's less reliable for our
2769     // goal, which is to make invisibility a bit harder to exploit
2770    
2771 root 1.266 // currently only works sensibly for players
2772     if (!is_player ())
2773     return;
2774    
2775 root 1.265 // find old force, or create new one
2776     object *force = force_find (shstr_noise_force);
2777    
2778     if (force)
2779 root 1.269 force->speed_left = -1.f; // patch old speed up
2780 root 1.265 else
2781 root 1.269 {
2782     force = archetype::get (shstr_noise_force);
2783    
2784     force->slaying = shstr_noise_force;
2785     force->stats.food = 1;
2786     force->speed_left = -1.f;
2787    
2788     force->set_speed (1.f / 4.f);
2789     force->flag [FLAG_IS_USED_UP] = true;
2790     force->flag [FLAG_APPLIED] = true;
2791    
2792     insert (force);
2793     }
2794 root 1.265 }
2795    
2796 root 1.313 void object::change_move_type (MoveType mt)
2797     {
2798     if (move_type == mt)
2799     return;
2800    
2801     if (is_on_map ())
2802     {
2803     // we are on the map, so handle move_on/off effects
2804     remove ();
2805     move_type = mt;
2806     map->insert (this, x, y, this);
2807     }
2808     else
2809     move_type = mt;
2810     }
2811    
2812 root 1.325 /* object should be a player.
2813     * we return the object the player has marked with the 'mark' command
2814     * below. If no match is found (or object has changed), we return
2815     * NULL. We leave it up to the calling function to print messages if
2816     * nothing is found.
2817     */
2818     object *
2819     object::mark () const
2820     {
2821     if (contr && contr->mark && contr->mark->env == this)
2822     return contr->mark;
2823     else
2824     return 0;
2825     }
2826    
2827 root 1.340 // put marked object first in the inventory
2828     // this is used by identify-like spells so players can influence
2829     // the order a bit.
2830     void
2831     object::splay_marked ()
2832     {
2833     if (object *marked = mark ())
2834     splay (marked);
2835     }
2836