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Revision: 1.236
Committed: Tue May 6 20:08:37 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.235: +8 -15 lines
Log Message:
rewrote remove list manipulation to be more efficient, and much less confusing

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.199 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.116 *
4 root 1.208 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.157 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.116 *
8 root 1.199 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.163 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.116 *
13 root 1.163 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.116 *
18 root 1.163 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.157 *
21 root 1.199 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.116 */
23 elmex 1.1
24     #include <global.h>
25 root 1.28 #include <stdio.h>
26     #include <sys/types.h>
27     #include <sys/uio.h>
28 elmex 1.1 #include <object.h>
29 root 1.146 #include <sproto.h>
30 elmex 1.1 #include <loader.h>
31 root 1.28
32 root 1.68 #include <bitset>
33    
34 root 1.202 UUID UUID::cur;
35 root 1.204 static uint64_t seq_next_save;
36     static const uint64 UUID_GAP = 1<<19;
37 elmex 1.1
38 root 1.108 objectvec objects;
39     activevec actives;
40 elmex 1.1
41 root 1.203 short freearr_x[SIZEOFFREE] = {
42     0,
43     0, 1, 1, 1, 0, -1, -1, -1,
44     0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
45     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
46 root 1.24 };
47 root 1.203 short freearr_y[SIZEOFFREE] = {
48     0,
49     -1, -1, 0, 1, 1, 1, 0, -1,
50     -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52 root 1.24 };
53 root 1.203 int maxfree[SIZEOFFREE] = {
54     0,
55     9, 10, 13, 14, 17, 18, 21, 22,
56     25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57     49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58 root 1.24 };
59     int freedir[SIZEOFFREE] = {
60 root 1.203 0,
61     1, 2, 3, 4, 5, 6, 7, 8,
62     1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64 root 1.24 };
65 elmex 1.1
66 root 1.39 static void
67 root 1.203 write_uuid (uval64 skip, bool sync)
68 root 1.39 {
69 root 1.203 CALL_BEGIN (2);
70     CALL_ARG_SV (newSVval64 (skip));
71     CALL_ARG_SV (boolSV (sync));
72     CALL_CALL ("cf::write_uuid", G_DISCARD);
73     CALL_END;
74 root 1.39 }
75    
76     static void
77     read_uuid (void)
78     {
79     char filename[MAX_BUF];
80    
81     sprintf (filename, "%s/uuid", settings.localdir);
82    
83 root 1.204 seq_next_save = 0;
84    
85 root 1.39 FILE *fp;
86    
87     if (!(fp = fopen (filename, "r")))
88     {
89     if (errno == ENOENT)
90     {
91     LOG (llevInfo, "RESET uid to 1\n");
92 root 1.202 UUID::cur.seq = 0;
93 root 1.204 write_uuid (UUID_GAP, true);
94 root 1.39 return;
95     }
96    
97     LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98     _exit (1);
99     }
100    
101 root 1.203 UUID::BUF buf;
102     buf[0] = 0;
103     fgets (buf, sizeof (buf), fp);
104    
105     if (!UUID::cur.parse (buf))
106 root 1.39 {
107 root 1.203 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 root 1.39 _exit (1);
109     }
110    
111 root 1.203 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112    
113 root 1.204 write_uuid (UUID_GAP, true);
114 root 1.39 fclose (fp);
115     }
116    
117     UUID
118 root 1.202 UUID::gen ()
119 root 1.39 {
120     UUID uid;
121    
122 root 1.202 uid.seq = ++cur.seq;
123 root 1.39
124 root 1.204 if (expect_false (cur.seq >= seq_next_save))
125     {
126     seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127     write_uuid (UUID_GAP, false);
128     }
129    
130 root 1.39
131     return uid;
132     }
133    
134     void
135 root 1.202 UUID::init ()
136 root 1.39 {
137     read_uuid ();
138     }
139    
140 elmex 1.1 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141 root 1.205 static bool
142 root 1.24 compare_ob_value_lists_one (const object *wants, const object *has)
143     {
144 root 1.228 /* n-squared behaviour (see kv_get), but I'm hoping both
145 root 1.24 * objects with lists are rare, and lists stay short. If not, use a
146     * different structure or at least keep the lists sorted...
147     */
148    
149     /* For each field in wants, */
150 root 1.228 for (key_value *kv = wants->key_values; kv; kv = kv->next)
151     if (has->kv_get (kv->key) != kv->value)
152     return false;
153 root 1.24
154     /* If we get here, every field in wants has a matching field in has. */
155 root 1.228 return true;
156 elmex 1.1 }
157    
158     /* Returns TRUE if ob1 has the same key_values as ob2. */
159 root 1.205 static bool
160 root 1.24 compare_ob_value_lists (const object *ob1, const object *ob2)
161     {
162     /* However, there may be fields in has which aren't partnered in wants,
163     * so we need to run the comparison *twice*. :(
164     */
165 root 1.228 return compare_ob_value_lists_one (ob1, ob2)
166     && compare_ob_value_lists_one (ob2, ob1);
167 elmex 1.1 }
168    
169     /* Function examines the 2 objects given to it, and returns true if
170     * they can be merged together.
171     *
172     * Note that this function appears a lot longer than the macro it
173     * replaces - this is mostly for clarity - a decent compiler should hopefully
174     * reduce this to the same efficiency.
175     *
176 root 1.66 * Check nrof variable *before* calling can_merge()
177 elmex 1.1 *
178     * Improvements made with merge: Better checking on potion, and also
179     * check weight
180     */
181 root 1.66 bool object::can_merge_slow (object *ob1, object *ob2)
182 root 1.16 {
183     /* A couple quicksanity checks */
184 root 1.66 if (ob1 == ob2
185     || ob1->type != ob2->type
186     || ob1->speed != ob2->speed
187     || ob1->value != ob2->value
188     || ob1->name != ob2->name)
189 root 1.16 return 0;
190    
191 root 1.205 /* Do not merge objects if nrof would overflow. First part checks
192 root 1.208 * for unsigned overflow (2c), second part checks whether the result
193 root 1.205 * would fit into a 32 bit signed int, which is often used to hold
194     * nrof values.
195 root 1.16 */
196 root 1.205 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 root 1.16 return 0;
198    
199     /* If the objects have been identified, set the BEEN_APPLIED flag.
200 root 1.205 * This is to the comparison of the flags below will be OK. We
201 root 1.16 * just can't ignore the been applied or identified flags, as they
202     * are not equal - just if it has been identified, the been_applied
203     * flags lose any meaning.
204     */
205     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
206     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207    
208     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210 elmex 1.1
211 root 1.208 if (ob1->arch->name != ob2->arch->name
212 root 1.68 || ob1->name != ob2->name
213     || ob1->title != ob2->title
214     || ob1->msg != ob2->msg
215     || ob1->weight != ob2->weight
216     || ob1->attacktype != ob2->attacktype
217     || ob1->magic != ob2->magic
218     || ob1->slaying != ob2->slaying
219     || ob1->skill != ob2->skill
220     || ob1->value != ob2->value
221     || ob1->animation_id != ob2->animation_id
222     || ob1->client_type != ob2->client_type
223     || ob1->materialname != ob2->materialname
224     || ob1->lore != ob2->lore
225     || ob1->subtype != ob2->subtype
226     || ob1->move_type != ob2->move_type
227     || ob1->move_block != ob2->move_block
228     || ob1->move_allow != ob2->move_allow
229     || ob1->move_on != ob2->move_on
230     || ob1->move_off != ob2->move_off
231     || ob1->move_slow != ob2->move_slow
232 root 1.208 || ob1->move_slow_penalty != ob2->move_slow_penalty
233     || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234     || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235     return 0;
236    
237     if ((ob1->flag ^ ob2->flag)
238     .reset (FLAG_INV_LOCKED)
239     .reset (FLAG_CLIENT_SENT)
240     .reset (FLAG_REMOVED)
241     .any ())
242 root 1.16 return 0;
243    
244 root 1.205 /* This is really a spellbook check - we should in general
245     * not merge objects with real inventories, as splitting them
246     * is hard.
247 root 1.16 */
248     if (ob1->inv || ob2->inv)
249     {
250 root 1.193 if (!(ob1->inv && ob2->inv))
251     return 0; /* inventories differ in length */
252    
253     if (ob1->inv->below || ob2->inv->below)
254     return 0; /* more than one object in inv */
255 root 1.16
256 root 1.66 if (!object::can_merge (ob1->inv, ob2->inv))
257 root 1.205 return 0; /* inventory objects differ */
258 root 1.16
259     /* inventory ok - still need to check rest of this object to see
260     * if it is valid.
261     */
262     }
263 elmex 1.1
264 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
265     * it is possible for most any character to have more than one of
266     * some items equipped, and we don't want those to merge.
267     */
268     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
269     return 0;
270 elmex 1.1
271 root 1.16 /* Note sure why the following is the case - either the object has to
272     * be animated or have a very low speed. Is this an attempted monster
273     * check?
274     */
275 elmex 1.97 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
276 root 1.16 return 0;
277 elmex 1.1
278 root 1.16 switch (ob1->type)
279     {
280 root 1.29 case SCROLL:
281     if (ob1->level != ob2->level)
282     return 0;
283     break;
284 root 1.16 }
285 elmex 1.1
286 root 1.205 if (ob1->key_values || ob2->key_values)
287 root 1.16 {
288     /* At least one of these has key_values. */
289 root 1.205 if ((!ob1->key_values) != (!ob2->key_values))
290 root 1.208 return 0; /* One has fields, but the other one doesn't. */
291    
292     if (!compare_ob_value_lists (ob1, ob2))
293 root 1.24 return 0;
294 elmex 1.1 }
295 root 1.16
296     if (ob1->self || ob2->self)
297     {
298     ob1->optimise ();
299     ob2->optimise ();
300    
301     if (ob1->self || ob2->self)
302 root 1.192 {
303 root 1.195 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
304     int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
305 root 1.192
306     if (k1 != k2)
307     return 0;
308 root 1.208
309     if (k1 == 0)
310 root 1.192 return 1;
311 root 1.208
312     if (!cfperl_can_merge (ob1, ob2))
313 root 1.192 return 0;
314     }
315 elmex 1.1 }
316    
317 root 1.16 /* Everything passes, must be OK. */
318     return 1;
319 elmex 1.1 }
320 root 1.24
321 root 1.214 // find player who can see this object
322     object *
323     object::visible_to () const
324     {
325 root 1.220 if (client_visible () && !flag [FLAG_REMOVED])
326 root 1.214 {
327     // see if we are in a container of sorts
328     if (env)
329     {
330     // the player inventory itself is always visible
331     if (env->type == PLAYER)
332     return env;
333    
334     // else a player could have our env open
335     object *envest = env->outer_env ();
336    
337     // the player itself is always on a map, so we will find him here
338     // even if our inv is in a player.
339     if (envest->is_on_map ())
340     if (object *pl = envest->ms ().player ())
341     if (pl->container == env)
342     return pl;
343     }
344     else
345     {
346     // maybe there is a player standing on the same mapspace
347     // this will catch the case where "this" is a player
348     if (object *pl = ms ().player ())
349 root 1.220 if (!pl->container || this == pl->container)
350     return pl;
351 root 1.214 }
352     }
353    
354     return 0;
355     }
356    
357 root 1.208 // adjust weight per container type ("of holding")
358 root 1.207 static sint32
359 root 1.233 weight_adjust_for (object *op, sint32 weight)
360 root 1.207 {
361     return op->type == CONTAINER
362     ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363     : weight;
364     }
365    
366 elmex 1.1 /*
367 root 1.208 * adjust_weight(object, weight) adds the specified weight to an object,
368 root 1.207 * and also updates how much the environment(s) is/are carrying.
369 elmex 1.1 */
370 root 1.207 static void
371 root 1.208 adjust_weight (object *op, sint32 weight)
372 root 1.24 {
373 root 1.207 while (op)
374 root 1.24 {
375 root 1.233 // adjust by actual difference to account for rounding errors
376     // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
377     weight = weight_adjust_for (op, op->carrying)
378     - weight_adjust_for (op, op->carrying - weight);
379 root 1.142
380 root 1.212 if (!weight)
381     return;
382    
383 root 1.207 op->carrying += weight;
384 root 1.212
385     if (object *pl = op->visible_to ())
386 root 1.215 if (pl != op) // player is handled lazily
387     esrv_update_item (UPD_WEIGHT, pl, op);
388 root 1.212
389 root 1.207 op = op->env;
390 root 1.24 }
391 root 1.207 }
392 root 1.37
393 root 1.207 /*
394     * this is a recursive function which calculates the weight
395     * an object is carrying. It goes through op and figures out how much
396     * containers are carrying, and sums it up.
397     */
398     void
399     object::update_weight ()
400     {
401     sint32 sum = 0;
402 root 1.37
403 root 1.207 for (object *op = inv; op; op = op->below)
404     {
405     if (op->inv)
406     op->update_weight ();
407 elmex 1.1
408 root 1.207 sum += op->total_weight ();
409     }
410 elmex 1.1
411 root 1.234 sum = weight_adjust_for (this, sum);
412 root 1.212
413     if (sum != carrying)
414     {
415     carrying = sum;
416    
417     if (object *pl = visible_to ())
418 root 1.215 if (pl != this) // player is handled lazily
419     esrv_update_item (UPD_WEIGHT, pl, this);
420 root 1.212 }
421 elmex 1.1 }
422    
423     /*
424 root 1.208 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
425 elmex 1.1 */
426 root 1.53 char *
427 root 1.24 dump_object (object *op)
428     {
429 root 1.53 if (!op)
430     return strdup ("[NULLOBJ]");
431 elmex 1.1
432 root 1.53 object_freezer freezer;
433 root 1.133 op->write (freezer);
434 root 1.53 return freezer.as_string ();
435 elmex 1.1 }
436    
437     /*
438     * get_nearest_part(multi-object, object 2) returns the part of the
439     * multi-object 1 which is closest to the second object.
440     * If it's not a multi-object, it is returned.
441     */
442 root 1.24 object *
443     get_nearest_part (object *op, const object *pl)
444     {
445     object *tmp, *closest;
446     int last_dist, i;
447    
448 root 1.208 if (!op->more)
449 elmex 1.1 return op;
450 root 1.208
451     for (last_dist = distance (op, pl), closest = op, tmp = op->more;
452     tmp;
453     tmp = tmp->more)
454 root 1.24 if ((i = distance (tmp, pl)) < last_dist)
455     closest = tmp, last_dist = i;
456 root 1.208
457 elmex 1.1 return closest;
458     }
459    
460     /*
461     * Returns the object which has the count-variable equal to the argument.
462 root 1.208 * VERRRY slow.
463 elmex 1.1 */
464 root 1.24 object *
465     find_object (tag_t i)
466     {
467 root 1.112 for_all_objects (op)
468     if (op->count == i)
469     return op;
470    
471     return 0;
472 elmex 1.1 }
473    
474     /*
475     * Returns the first object which has a name equal to the argument.
476     * Used only by the patch command, but not all that useful.
477     * Enables features like "patch <name-of-other-player> food 999"
478     */
479 root 1.24 object *
480     find_object_name (const char *str)
481     {
482 root 1.35 shstr_cmp str_ (str);
483 elmex 1.1 object *op;
484 root 1.24
485 root 1.108 for_all_objects (op)
486 root 1.35 if (op->name == str_)
487 elmex 1.1 break;
488 root 1.11
489 elmex 1.1 return op;
490     }
491    
492     /*
493     * Sets the owner and sets the skill and exp pointers to owner's current
494     * skill and experience objects.
495 root 1.183 * ACTUALLY NO! investigate! TODO
496 elmex 1.1 */
497 root 1.24 void
498 root 1.30 object::set_owner (object *owner)
499 elmex 1.1 {
500 root 1.183 // allow objects which own objects
501     if (owner)
502     while (owner->owner)
503     owner = owner->owner;
504 elmex 1.1
505 root 1.198 if (flag [FLAG_FREED])
506     {
507     LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
508     return;
509     }
510    
511 root 1.30 this->owner = owner;
512 elmex 1.1 }
513    
514 root 1.148 int
515     object::slottype () const
516     {
517     if (type == SKILL)
518     {
519     if (IS_COMBAT_SKILL (subtype)) return slot_combat;
520     if (IS_RANGED_SKILL (subtype)) return slot_ranged;
521     }
522     else
523     {
524     if (slot [body_combat].info) return slot_combat;
525     if (slot [body_range ].info) return slot_ranged;
526     }
527    
528     return slot_none;
529     }
530    
531 root 1.147 bool
532     object::change_weapon (object *ob)
533 root 1.144 {
534     if (current_weapon == ob)
535 root 1.147 return true;
536 root 1.146
537 root 1.150 if (chosen_skill)
538     chosen_skill->flag [FLAG_APPLIED] = false;
539    
540 root 1.144 current_weapon = ob;
541 root 1.147 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
542 root 1.146
543 root 1.150 if (chosen_skill)
544     chosen_skill->flag [FLAG_APPLIED] = true;
545    
546 root 1.144 update_stats ();
547 root 1.147
548     if (ob)
549     {
550     // now check wether any body locations became invalid, in which case
551     // we cannot apply the weapon at the moment.
552     for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
553     if (slot[i].used < 0)
554     {
555     current_weapon = chosen_skill = 0;
556     update_stats ();
557    
558     new_draw_info_format (NDI_UNIQUE, 0, this,
559 root 1.156 "You try to balance all your items at once, "
560     "but the %s is just too much for your body. "
561     "[You need to unapply some items first.]", &ob->name);
562 root 1.147 return false;
563     }
564    
565 root 1.148 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 root 1.147 }
567     else
568 root 1.148 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
569 root 1.147
570 root 1.151 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
571     {
572     LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
573     &name, ob->debug_desc ());
574     return false;
575     }
576    
577 root 1.147 return true;
578 root 1.144 }
579    
580 elmex 1.1 /* Zero the key_values on op, decrementing the shared-string
581     * refcounts and freeing the links.
582     */
583 root 1.24 static void
584     free_key_values (object *op)
585 root 1.11 {
586 root 1.137 for (key_value *i = op->key_values; i; )
587 root 1.11 {
588     key_value *next = i->next;
589     delete i;
590 root 1.24
591 root 1.11 i = next;
592 elmex 1.1 }
593 root 1.24
594 root 1.11 op->key_values = 0;
595 elmex 1.1 }
596    
597 root 1.227 /*
598     * copy_to first frees everything allocated by the dst object,
599     * and then copies the contents of itself into the second
600     * object, allocating what needs to be allocated. Basically, any
601     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
602     * if the first object is freed, the pointers in the new object
603     * will point at garbage.
604     */
605     void
606     object::copy_to (object *dst)
607 root 1.11 {
608 root 1.227 dst->remove ();
609     *(object_copy *)dst = *this;
610     dst->flag [FLAG_REMOVED] = true;
611 elmex 1.1
612 root 1.11 /* Copy over key_values, if any. */
613 root 1.227 if (key_values)
614 root 1.14 {
615 root 1.23 key_value *tail = 0;
616 root 1.227 dst->key_values = 0;
617 elmex 1.1
618 root 1.227 for (key_value *i = key_values; i; i = i->next)
619 root 1.11 {
620     key_value *new_link = new key_value;
621 root 1.8
622 root 1.227 new_link->next = 0;
623     new_link->key = i->key;
624 root 1.11 new_link->value = i->value;
625    
626     /* Try and be clever here, too. */
627 root 1.227 if (!dst->key_values)
628 root 1.11 {
629 root 1.227 dst->key_values = new_link;
630 root 1.11 tail = new_link;
631 root 1.8 }
632 root 1.11 else
633     {
634     tail->next = new_link;
635     tail = new_link;
636     }
637 root 1.14 }
638     }
639 root 1.137
640     if (speed < 0)
641 root 1.185 dst->speed_left -= rndm ();
642 root 1.2
643 root 1.87 dst->set_speed (dst->speed);
644 elmex 1.1 }
645    
646 root 1.133 void
647     object::instantiate ()
648     {
649     if (!uuid.seq) // HACK
650 root 1.202 uuid = UUID::gen ();
651 root 1.133
652     speed_left = -0.1f;
653     /* copy the body_info to the body_used - this is only really
654     * need for monsters, but doesn't hurt to do it for everything.
655     * by doing so, when a monster is created, it has good starting
656     * values for the body_used info, so when items are created
657     * for it, they can be properly equipped.
658     */
659 root 1.145 for (int i = NUM_BODY_LOCATIONS; i--; )
660     slot[i].used = slot[i].info;
661 root 1.133
662     attachable::instantiate ();
663     }
664    
665 root 1.65 object *
666     object::clone ()
667     {
668     object *neu = create ();
669     copy_to (neu);
670 root 1.225 neu->map = map; // not copied by copy_to
671 root 1.65 return neu;
672     }
673    
674 elmex 1.1 /*
675     * If an object with the IS_TURNABLE() flag needs to be turned due
676     * to the closest player being on the other side, this function can
677     * be called to update the face variable, _and_ how it looks on the map.
678     */
679 root 1.24 void
680     update_turn_face (object *op)
681     {
682 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
683 root 1.24 return;
684 root 1.96
685 root 1.24 SET_ANIMATION (op, op->direction);
686     update_object (op, UP_OBJ_FACE);
687 elmex 1.1 }
688    
689     /*
690     * Updates the speed of an object. If the speed changes from 0 to another
691     * value, or vice versa, then add/remove the object from the active list.
692     * This function needs to be called whenever the speed of an object changes.
693     */
694 root 1.24 void
695 root 1.87 object::set_speed (float speed)
696 root 1.24 {
697 root 1.87 if (flag [FLAG_FREED] && speed)
698 root 1.24 {
699 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
700     speed = 0;
701 elmex 1.1 }
702 root 1.31
703 root 1.87 this->speed = speed;
704    
705 elmex 1.97 if (has_active_speed ())
706 root 1.98 activate ();
707 root 1.24 else
708 root 1.98 deactivate ();
709 elmex 1.1 }
710    
711     /*
712 root 1.75 * update_object() updates the the map.
713 elmex 1.1 * It takes into account invisible objects (and represent squares covered
714     * by invisible objects by whatever is below them (unless it's another
715     * invisible object, etc...)
716     * If the object being updated is beneath a player, the look-window
717     * of that player is updated (this might be a suboptimal way of
718     * updating that window, though, since update_object() is called _often_)
719     *
720     * action is a hint of what the caller believes need to be done.
721     * current action are:
722     * UP_OBJ_INSERT: op was inserted
723     * UP_OBJ_REMOVE: op was removed
724     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
725     * as that is easier than trying to look at what may have changed.
726     * UP_OBJ_FACE: only the objects face has changed.
727     */
728 root 1.24 void
729     update_object (object *op, int action)
730     {
731 root 1.222 if (!op)
732 root 1.24 {
733     /* this should never happen */
734 root 1.222 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
735 root 1.24 return;
736 elmex 1.1 }
737 root 1.24
738 root 1.222 if (!op->is_on_map ())
739 root 1.24 {
740     /* Animation is currently handled by client, so nothing
741     * to do in this case.
742     */
743     return;
744 elmex 1.1 }
745    
746 root 1.24 /* make sure the object is within map boundaries */
747 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
748 root 1.24 {
749     LOG (llevError, "update_object() called for object out of map!\n");
750 elmex 1.1 #ifdef MANY_CORES
751 root 1.24 abort ();
752 elmex 1.1 #endif
753 root 1.24 return;
754 elmex 1.1 }
755    
756 root 1.76 mapspace &m = op->ms ();
757 elmex 1.1
758 root 1.99 if (!(m.flags_ & P_UPTODATE))
759 root 1.75 /* nop */;
760     else if (action == UP_OBJ_INSERT)
761     {
762     // this is likely overkill, TODO: revisit (schmorp)
763     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
764     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
765     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
766     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
768     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
769     || (m.move_on | op->move_on ) != m.move_on
770     || (m.move_off | op->move_off ) != m.move_off
771     || (m.move_slow | op->move_slow) != m.move_slow
772     /* This isn't perfect, but I don't expect a lot of objects to
773     * to have move_allow right now.
774     */
775     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
776     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
777 root 1.99 m.flags_ = 0;
778 root 1.75 }
779     /* if the object is being removed, we can't make intelligent
780     * decisions, because remove_ob can't really pass the object
781     * that is being removed.
782     */
783 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
784 root 1.99 m.flags_ = 0;
785 root 1.24 else if (action == UP_OBJ_FACE)
786 root 1.29 /* Nothing to do for that case */ ;
787 root 1.24 else
788 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
789 elmex 1.1
790 root 1.75 if (op->more)
791 root 1.24 update_object (op->more, action);
792 elmex 1.1 }
793    
794 root 1.21 object::object ()
795     {
796 root 1.22 SET_FLAG (this, FLAG_REMOVED);
797    
798     expmul = 1.0;
799     face = blank_face;
800     }
801    
802     object::~object ()
803     {
804 root 1.121 unlink ();
805 root 1.119
806 root 1.22 free_key_values (this);
807     }
808    
809 root 1.112 static int object_count;
810    
811 root 1.24 void object::link ()
812 root 1.22 {
813 root 1.112 assert (!index);//D
814 root 1.202 uuid = UUID::gen ();
815 root 1.112 count = ++object_count;
816 root 1.21
817 root 1.109 refcnt_inc ();
818 root 1.108 objects.insert (this);
819 root 1.21 }
820    
821 root 1.24 void object::unlink ()
822 root 1.21 {
823 root 1.121 if (!index)
824     return;
825    
826 root 1.108 objects.erase (this);
827 root 1.109 refcnt_dec ();
828 root 1.98 }
829    
830 root 1.96 void
831 root 1.98 object::activate ()
832 root 1.96 {
833 root 1.98 /* If already on active list, don't do anything */
834 root 1.108 if (active)
835 root 1.98 return;
836    
837 elmex 1.97 if (has_active_speed ())
838 root 1.108 actives.insert (this);
839 root 1.98 }
840 root 1.96
841 root 1.98 void
842     object::activate_recursive ()
843     {
844     activate ();
845    
846 root 1.104 for (object *op = inv; op; op = op->below)
847 root 1.98 op->activate_recursive ();
848 root 1.96 }
849    
850     /* This function removes object 'op' from the list of active
851     * objects.
852     * This should only be used for style maps or other such
853     * reference maps where you don't want an object that isn't
854     * in play chewing up cpu time getting processed.
855     * The reverse of this is to call update_ob_speed, which
856     * will do the right thing based on the speed of the object.
857     */
858     void
859 root 1.98 object::deactivate ()
860 root 1.96 {
861     /* If not on the active list, nothing needs to be done */
862 root 1.108 if (!active)
863 root 1.96 return;
864    
865 root 1.108 actives.erase (this);
866 root 1.98 }
867 root 1.96
868 root 1.98 void
869     object::deactivate_recursive ()
870     {
871 root 1.104 for (object *op = inv; op; op = op->below)
872 root 1.98 op->deactivate_recursive ();
873    
874     deactivate ();
875 root 1.96 }
876    
877 root 1.106 void
878     object::set_flag_inv (int flag, int value)
879     {
880     for (object *op = inv; op; op = op->below)
881     {
882     op->flag [flag] = value;
883     op->set_flag_inv (flag, value);
884     }
885     }
886    
887 root 1.89 /*
888     * Remove and free all objects in the inventory of the given object.
889     * object.c ?
890     */
891     void
892     object::destroy_inv (bool drop_to_ground)
893     {
894 root 1.94 // need to check first, because the checks below might segfault
895     // as we might be on an invalid mapspace and crossfire code
896     // is too buggy to ensure that the inventory is empty.
897 root 1.217 // corollary: if you create arrows etc. with stuff in its inventory,
898 root 1.94 // cf will crash below with off-map x and y
899     if (!inv)
900     return;
901    
902 root 1.89 /* Only if the space blocks everything do we not process -
903     * if some form of movement is allowed, let objects
904     * drop on that space.
905     */
906 root 1.92 if (!drop_to_ground
907     || !map
908 root 1.206 || map->in_memory != MAP_ACTIVE
909 root 1.122 || map->nodrop
910 root 1.95 || ms ().move_block == MOVE_ALL)
911 root 1.89 {
912     while (inv)
913 root 1.92 {
914 root 1.217 inv->destroy_inv (false);
915 root 1.92 inv->destroy ();
916     }
917 root 1.89 }
918     else
919     { /* Put objects in inventory onto this space */
920     while (inv)
921     {
922     object *op = inv;
923    
924     if (op->flag [FLAG_STARTEQUIP]
925     || op->flag [FLAG_NO_DROP]
926     || op->type == RUNE
927     || op->type == TRAP
928 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
929     || op->flag [FLAG_DESTROY_ON_DEATH])
930 root 1.217 op->destroy (true);
931 root 1.89 else
932 root 1.93 map->insert (op, x, y);
933 root 1.89 }
934     }
935     }
936    
937 root 1.21 object *object::create ()
938     {
939 root 1.42 object *op = new object;
940 root 1.22 op->link ();
941     return op;
942 root 1.21 }
943 elmex 1.1
944 root 1.223 static struct freed_map : maptile
945     {
946     freed_map ()
947     {
948     path = "<freed objects map>";
949     name = "/internal/freed_objects_map";
950     width = 3;
951     height = 3;
952     nodrop = 1;
953    
954     alloc ();
955     in_memory = MAP_ACTIVE;
956     }
957 root 1.229
958     ~freed_map ()
959     {
960     destroy ();
961     }
962 root 1.223 } freed_map; // freed objects are moved here to avoid crashes
963    
964 root 1.82 void
965     object::do_destroy ()
966 root 1.14 {
967 root 1.82 if (flag [FLAG_IS_LINKED])
968     remove_button_link (this);
969 root 1.29
970 root 1.82 if (flag [FLAG_FRIENDLY])
971 root 1.140 remove_friendly_object (this);
972 root 1.32
973 root 1.213 remove ();
974    
975     attachable::do_destroy ();
976 root 1.14
977 root 1.112 deactivate ();
978     unlink ();
979 root 1.92
980 root 1.82 flag [FLAG_FREED] = 1;
981 root 1.14
982 root 1.57 // hack to ensure that freed objects still have a valid map
983 root 1.223 map = &freed_map;
984     x = 1;
985     y = 1;
986 root 1.57
987 root 1.88 if (more)
988     {
989     more->destroy ();
990     more = 0;
991     }
992 root 1.82
993 root 1.162 head = 0;
994    
995     // clear those pointers that likely might cause circular references
996     owner = 0;
997     enemy = 0;
998     attacked_by = 0;
999     current_weapon = 0;
1000 root 1.82 }
1001    
1002     void
1003     object::destroy (bool destroy_inventory)
1004     {
1005     if (destroyed ())
1006     return;
1007    
1008 root 1.219 if (!is_head () && !head->destroyed ())
1009     {
1010     LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011     head->destroy (destroy_inventory);
1012 root 1.223 return;
1013 root 1.219 }
1014    
1015 root 1.217 destroy_inv (!destroy_inventory);
1016 root 1.22
1017 root 1.173 if (is_head ())
1018     if (sound_destroy)
1019     play_sound (sound_destroy);
1020     else if (flag [FLAG_MONSTER])
1021     play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1022 root 1.169
1023 root 1.82 attachable::destroy ();
1024 elmex 1.1 }
1025    
1026 root 1.63 /* op->remove ():
1027 elmex 1.1 * This function removes the object op from the linked list of objects
1028     * which it is currently tied to. When this function is done, the
1029     * object will have no environment. If the object previously had an
1030     * environment, the x and y coordinates will be updated to
1031     * the previous environment.
1032     */
1033 root 1.24 void
1034 root 1.128 object::do_remove ()
1035 root 1.24 {
1036 root 1.45 object *tmp, *last = 0;
1037     object *otmp;
1038 root 1.26
1039 root 1.213 if (flag [FLAG_REMOVED])
1040 root 1.29 return;
1041 root 1.24
1042 root 1.82 INVOKE_OBJECT (REMOVE, this);
1043 root 1.26
1044 root 1.213 flag [FLAG_REMOVED] = true;
1045    
1046 root 1.59 if (more)
1047     more->remove ();
1048 root 1.24
1049     /*
1050     * In this case, the object to be removed is in someones
1051     * inventory.
1052     */
1053 root 1.59 if (env)
1054 root 1.24 {
1055 root 1.221 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1056 root 1.220 if (object *pl = visible_to ())
1057     esrv_del_item (pl->contr, count);
1058 root 1.221 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 root 1.220
1060 root 1.208 adjust_weight (env, -total_weight ());
1061 root 1.24
1062 root 1.236 // make sure cmov optimisation is applicable
1063 root 1.208 *(above ? &above->below : &env->inv) = below;
1064 root 1.236 *(below ? &below->above : &above ) = above; // &above is just a dummy
1065 root 1.24
1066 root 1.236 above = 0;
1067     below = 0;
1068     env = 0;
1069 root 1.24
1070     /* we set up values so that it could be inserted into
1071     * the map, but we don't actually do that - it is up
1072     * to the caller to decide what we want to do.
1073     */
1074 root 1.208 map = env->map;
1075     x = env->x;
1076     y = env->y;
1077    
1078     /* NO_FIX_PLAYER is set when a great many changes are being
1079     * made to players inventory. If set, avoiding the call
1080     * to save cpu time.
1081     */
1082     if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1083     otmp->update_stats ();
1084 root 1.59 }
1085     else if (map)
1086     {
1087 root 1.220 map->dirty = true;
1088     mapspace &ms = this->ms ();
1089    
1090     if (object *pl = ms.player ())
1091 root 1.96 {
1092 root 1.220 if (type == PLAYER) // this == pl(!)
1093     {
1094     // leaving a spot always closes any open container on the ground
1095     if (container && !container->env)
1096     // this causes spurious floorbox updates, but it ensures
1097     // that the CLOSE event is being sent.
1098     close_container ();
1099    
1100     --map->players;
1101     map->touch ();
1102     }
1103     else if (pl->container == this)
1104     {
1105     // removing a container should close it
1106     close_container ();
1107     }
1108 root 1.130
1109 root 1.220 esrv_del_item (pl->contr, count);
1110 root 1.96 }
1111    
1112 root 1.29 /* link the object above us */
1113 root 1.236 // re-link, make sure compiler can easily use cmove
1114     *(above ? &above->below : &ms.top) = below;
1115     *(below ? &below->above : &ms.bot) = above;
1116 root 1.26
1117 root 1.59 above = 0;
1118     below = 0;
1119 root 1.26
1120 root 1.59 if (map->in_memory == MAP_SAVING)
1121 root 1.29 return;
1122 elmex 1.1
1123 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1124 elmex 1.1
1125 root 1.175 if (object *pl = ms.player ())
1126     {
1127     if (pl->container == this)
1128     /* If a container that the player is currently using somehow gets
1129     * removed (most likely destroyed), update the player view
1130     * appropriately.
1131     */
1132     pl->close_container ();
1133    
1134 root 1.218 //TODO: the floorbox prev/next might need updating
1135 root 1.226 //esrv_del_item (pl->contr, count);
1136     //TODO: update floorbox to preserve ordering
1137     if (pl->contr->ns)
1138     pl->contr->ns->floorbox_update ();
1139 root 1.175 }
1140    
1141 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1142 root 1.24 {
1143 root 1.29 /* No point updating the players look faces if he is the object
1144     * being removed.
1145 root 1.24 */
1146 root 1.29
1147 root 1.96 /* See if object moving off should effect something */
1148 root 1.50 if (check_walk_off
1149 root 1.59 && ((move_type & tmp->move_off)
1150     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1151 root 1.29 {
1152 elmex 1.72 move_apply (tmp, this, 0);
1153 root 1.24
1154 root 1.59 if (destroyed ())
1155 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1156 root 1.8 }
1157    
1158 root 1.29 last = tmp;
1159     }
1160 root 1.26
1161 root 1.96 /* last == NULL if there are no objects on this space */
1162     //TODO: this makes little sense, why only update the topmost object?
1163 root 1.59 if (!last)
1164 root 1.99 map->at (x, y).flags_ = 0;
1165 root 1.29 else
1166     update_object (last, UP_OBJ_REMOVE);
1167 root 1.26
1168 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1169 root 1.59 update_all_los (map, x, y);
1170 elmex 1.1 }
1171     }
1172    
1173     /*
1174     * merge_ob(op,top):
1175     *
1176     * This function goes through all objects below and including top, and
1177     * merges op to the first matching object.
1178     * If top is NULL, it is calculated.
1179     * Returns pointer to object if it succeded in the merge, otherwise NULL
1180     */
1181 root 1.24 object *
1182     merge_ob (object *op, object *top)
1183     {
1184     if (!op->nrof)
1185 elmex 1.1 return 0;
1186 root 1.29
1187 root 1.194 if (!top)
1188 root 1.82 for (top = op; top && top->above; top = top->above)
1189     ;
1190 root 1.29
1191 root 1.82 for (; top; top = top->below)
1192 root 1.214 if (object::can_merge (op, top))
1193     {
1194     top->nrof += op->nrof;
1195    
1196     if (object *pl = top->visible_to ())
1197     esrv_update_item (UPD_NROF, pl, top);
1198    
1199     op->weight = 0; // cancel the addition above
1200     op->carrying = 0; // must be 0 already
1201 root 1.66
1202 root 1.214 op->destroy (1);
1203 root 1.24
1204 root 1.214 return top;
1205     }
1206 root 1.29
1207 root 1.45 return 0;
1208 elmex 1.1 }
1209    
1210 root 1.138 void
1211     object::expand_tail ()
1212     {
1213     if (more)
1214     return;
1215    
1216     object *prev = this;
1217    
1218 root 1.160 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1219 root 1.138 {
1220     object *op = arch_to_object (at);
1221    
1222     op->name = name;
1223     op->name_pl = name_pl;
1224     op->title = title;
1225    
1226     op->head = this;
1227     prev->more = op;
1228    
1229     prev = op;
1230     }
1231     }
1232    
1233 elmex 1.1 /*
1234 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1235     * job preparing multi-part monsters.
1236 elmex 1.1 */
1237 root 1.24 object *
1238 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1239 root 1.24 {
1240 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1241 root 1.24 {
1242 root 1.159 tmp->x = x + tmp->arch->x;
1243     tmp->y = y + tmp->arch->y;
1244 elmex 1.1 }
1245 root 1.29
1246 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1247 elmex 1.1 }
1248    
1249     /*
1250     * insert_ob_in_map (op, map, originator, flag):
1251     * This function inserts the object in the two-way linked list
1252     * which represents what is on a map.
1253     * The second argument specifies the map, and the x and y variables
1254     * in the object about to be inserted specifies the position.
1255     *
1256     * originator: Player, monster or other object that caused 'op' to be inserted
1257     * into 'map'. May be NULL.
1258     *
1259     * flag is a bitmask about special things to do (or not do) when this
1260     * function is called. see the object.h file for the INS_ values.
1261     * Passing 0 for flag gives proper default values, so flag really only needs
1262     * to be set if special handling is needed.
1263     *
1264     * Return value:
1265     * new object if 'op' was merged with other object
1266     * NULL if 'op' was destroyed
1267     * just 'op' otherwise
1268     */
1269 root 1.24 object *
1270 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1271 elmex 1.1 {
1272 root 1.138 assert (!op->flag [FLAG_FREED]);
1273    
1274 root 1.117 op->remove ();
1275    
1276 root 1.187 /* Ideally, the caller figures this out. However, it complicates a lot
1277     * of areas of callers (eg, anything that uses find_free_spot would now
1278     * need extra work
1279     */
1280     if (!xy_normalise (m, op->x, op->y))
1281 root 1.24 {
1282 root 1.232 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1283 root 1.187 return 0;
1284 elmex 1.1 }
1285 root 1.25
1286 root 1.117 if (object *more = op->more)
1287 root 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1288     return 0;
1289 root 1.25
1290 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1291 root 1.8
1292 root 1.117 op->map = m;
1293     mapspace &ms = op->ms ();
1294 root 1.24
1295     /* this has to be done after we translate the coordinates.
1296     */
1297     if (op->nrof && !(flag & INS_NO_MERGE))
1298 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1299 root 1.66 if (object::can_merge (op, tmp))
1300 root 1.25 {
1301 root 1.218 // TODO: we atcually want to update tmp, not op,
1302     // but some caller surely breaks when we return tmp
1303     // from here :/
1304 root 1.25 op->nrof += tmp->nrof;
1305 root 1.208 tmp->destroy (1);
1306 root 1.25 }
1307 root 1.24
1308     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1309     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1310 root 1.25
1311 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1312     CLEAR_FLAG (op, FLAG_NO_STEAL);
1313    
1314     if (flag & INS_BELOW_ORIGINATOR)
1315     {
1316     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1317     {
1318     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1319     abort ();
1320     }
1321 root 1.25
1322 root 1.24 op->above = originator;
1323     op->below = originator->below;
1324 root 1.25
1325 root 1.24 if (op->below)
1326     op->below->above = op;
1327     else
1328 root 1.117 ms.bot = op;
1329 root 1.25
1330 root 1.24 /* since *below* originator, no need to update top */
1331     originator->below = op;
1332 elmex 1.1 }
1333 root 1.24 else
1334     {
1335 root 1.218 object *top, *floor = NULL;
1336    
1337 root 1.117 top = ms.bot;
1338    
1339 root 1.24 /* If there are other objects, then */
1340 root 1.191 if (top)
1341 root 1.24 {
1342 root 1.96 object *last = 0;
1343 root 1.24
1344     /*
1345     * If there are multiple objects on this space, we do some trickier handling.
1346     * We've already dealt with merging if appropriate.
1347     * Generally, we want to put the new object on top. But if
1348     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1349     * floor, we want to insert above that and no further.
1350     * Also, if there are spell objects on this space, we stop processing
1351     * once we get to them. This reduces the need to traverse over all of
1352     * them when adding another one - this saves quite a bit of cpu time
1353     * when lots of spells are cast in one area. Currently, it is presumed
1354     * that flying non pickable objects are spell objects.
1355     */
1356 root 1.117 for (top = ms.bot; top; top = top->above)
1357 root 1.24 {
1358     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1359     floor = top;
1360 root 1.26
1361 root 1.24 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1362     {
1363     /* We insert above top, so we want this object below this */
1364     top = top->below;
1365     break;
1366     }
1367 root 1.26
1368 root 1.24 last = top;
1369     }
1370 root 1.26
1371 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1372     top = last;
1373 root 1.8
1374 root 1.24 /* We let update_position deal with figuring out what the space
1375     * looks like instead of lots of conditions here.
1376     * makes things faster, and effectively the same result.
1377     */
1378    
1379     /* Have object 'fall below' other objects that block view.
1380 root 1.135 * Unless those objects are exits.
1381 root 1.24 * If INS_ON_TOP is used, don't do this processing
1382     * Need to find the object that in fact blocks view, otherwise
1383     * stacking is a bit odd.
1384     */
1385 root 1.117 if (!(flag & INS_ON_TOP)
1386     && ms.flags () & P_BLOCKSVIEW
1387 root 1.135 && (op->face && !faces [op->face].visibility))
1388 root 1.24 {
1389     for (last = top; last != floor; last = last->below)
1390     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1391     break;
1392 root 1.117
1393 root 1.24 /* Check to see if we found the object that blocks view,
1394     * and make sure we have a below pointer for it so that
1395     * we can get inserted below this one, which requires we
1396     * set top to the object below us.
1397     */
1398     if (last && last->below && last != floor)
1399     top = last->below;
1400 root 1.8 }
1401 root 1.24 } /* If objects on this space */
1402 root 1.25
1403 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1404     top = floor;
1405    
1406     /* Top is the object that our object (op) is going to get inserted above.
1407     */
1408    
1409     /* First object on this space */
1410     if (!top)
1411     {
1412 root 1.117 op->above = ms.bot;
1413 root 1.25
1414 root 1.24 if (op->above)
1415     op->above->below = op;
1416 root 1.25
1417 root 1.96 op->below = 0;
1418 root 1.117 ms.bot = op;
1419 root 1.24 }
1420     else
1421     { /* get inserted into the stack above top */
1422     op->above = top->above;
1423 root 1.25
1424 root 1.24 if (op->above)
1425     op->above->below = op;
1426 root 1.25
1427 root 1.24 op->below = top;
1428     top->above = op;
1429     }
1430 root 1.25
1431 root 1.96 if (!op->above)
1432 root 1.117 ms.top = op;
1433 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1434 root 1.8
1435 root 1.24 if (op->type == PLAYER)
1436 root 1.96 {
1437     op->contr->do_los = 1;
1438     ++op->map->players;
1439 root 1.100 op->map->touch ();
1440 root 1.96 }
1441 root 1.24
1442 root 1.98 op->map->dirty = true;
1443    
1444 root 1.191 if (object *pl = ms.player ())
1445 root 1.218 //TODO: the floorbox prev/next might need updating
1446 root 1.226 //esrv_send_item (pl, op);
1447     //TODO: update floorbox to preserve ordering
1448     if (pl->contr->ns)
1449     pl->contr->ns->floorbox_update ();
1450 root 1.24
1451     /* If this object glows, it may affect lighting conditions that are
1452     * visible to others on this map. But update_all_los is really
1453     * an inefficient way to do this, as it means los for all players
1454     * on the map will get recalculated. The players could very well
1455     * be far away from this change and not affected in any way -
1456     * this should get redone to only look for players within range,
1457 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1458 root 1.24 * of effect may be sufficient.
1459     */
1460 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1461 root 1.24 update_all_los (op->map, op->x, op->y);
1462    
1463     /* updates flags (blocked, alive, no magic, etc) for this map space */
1464     update_object (op, UP_OBJ_INSERT);
1465    
1466 root 1.82 INVOKE_OBJECT (INSERT, op);
1467    
1468 root 1.24 /* Don't know if moving this to the end will break anything. However,
1469 root 1.70 * we want to have floorbox_update called before calling this.
1470 root 1.24 *
1471     * check_move_on() must be after this because code called from
1472     * check_move_on() depends on correct map flags (so functions like
1473     * blocked() and wall() work properly), and these flags are updated by
1474     * update_object().
1475     */
1476    
1477     /* if this is not the head or flag has been passed, don't check walk on status */
1478 root 1.155 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1479 root 1.24 {
1480     if (check_move_on (op, originator))
1481 root 1.82 return 0;
1482 elmex 1.1
1483 root 1.24 /* If we are a multi part object, lets work our way through the check
1484     * walk on's.
1485     */
1486 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1487 root 1.24 if (check_move_on (tmp, originator))
1488 root 1.82 return 0;
1489 elmex 1.1 }
1490 root 1.25
1491 root 1.24 return op;
1492 elmex 1.1 }
1493    
1494     /* this function inserts an object in the map, but if it
1495 root 1.75 * finds an object of its own type, it'll remove that one first.
1496     * op is the object to insert it under: supplies x and the map.
1497 elmex 1.1 */
1498 root 1.24 void
1499     replace_insert_ob_in_map (const char *arch_string, object *op)
1500     {
1501     /* first search for itself and remove any old instances */
1502 elmex 1.1
1503 root 1.208 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1504 root 1.158 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1505 root 1.208 tmp->destroy (1);
1506    
1507     object *tmp = arch_to_object (archetype::find (arch_string));
1508 elmex 1.1
1509 root 1.208 tmp->x = op->x;
1510     tmp->y = op->y;
1511 elmex 1.1
1512 root 1.208 insert_ob_in_map (tmp, op->map, op, 0);
1513 root 1.24 }
1514 elmex 1.1
1515 root 1.93 object *
1516     object::insert_at (object *where, object *originator, int flags)
1517     {
1518 root 1.205 if (where->env)
1519     return where->env->insert (this);
1520     else
1521     return where->map->insert (this, where->x, where->y, originator, flags);
1522 root 1.93 }
1523    
1524 elmex 1.1 /*
1525 root 1.209 * decrease(object, number) decreases a specified number from
1526 root 1.208 * the amount of an object. If the amount reaches 0, the object
1527 elmex 1.1 * is subsequently removed and freed.
1528     *
1529     * Return value: 'op' if something is left, NULL if the amount reached 0
1530     */
1531 root 1.208 bool
1532 root 1.209 object::decrease (sint32 nr)
1533 elmex 1.1 {
1534 root 1.212 if (!nr)
1535     return true;
1536    
1537 root 1.208 nr = min (nr, nrof);
1538 elmex 1.1
1539 root 1.208 nrof -= nr;
1540 root 1.24
1541 root 1.208 if (nrof)
1542 elmex 1.1 {
1543 root 1.208 adjust_weight (env, -weight * nr); // carrying == 0
1544 elmex 1.1
1545 root 1.212 if (object *pl = visible_to ())
1546     esrv_update_item (UPD_NROF, pl, this);
1547 root 1.29
1548 root 1.212 return true;
1549 elmex 1.1 }
1550 root 1.24 else
1551     {
1552 root 1.212 destroy (1);
1553     return false;
1554 elmex 1.1 }
1555     }
1556    
1557 root 1.209 /*
1558 root 1.210 * split(ob,nr) splits up ob into two parts. The part which
1559 root 1.209 * is returned contains nr objects, and the remaining parts contains
1560 root 1.210 * the rest (or is removed and returned if that number is 0).
1561     * On failure, NULL is returned.
1562 root 1.209 */
1563 root 1.208 object *
1564 root 1.209 object::split (sint32 nr)
1565 root 1.208 {
1566 root 1.212 int have = number_of ();
1567    
1568     if (have < nr)
1569 root 1.209 return 0;
1570 root 1.212 else if (have == nr)
1571 root 1.209 {
1572     remove ();
1573     return this;
1574     }
1575     else
1576     {
1577     decrease (nr);
1578    
1579 root 1.230 object *op = deep_clone ();
1580 root 1.209 op->nrof = nr;
1581     return op;
1582     }
1583     }
1584    
1585 root 1.24 object *
1586     insert_ob_in_ob (object *op, object *where)
1587     {
1588 root 1.59 if (!where)
1589 root 1.24 {
1590 root 1.53 char *dump = dump_object (op);
1591     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1592     free (dump);
1593 root 1.24 return op;
1594     }
1595 root 1.29
1596 root 1.154 if (where->head_ () != where)
1597 root 1.24 {
1598 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1599 root 1.24 where = where->head;
1600     }
1601 root 1.29
1602 root 1.59 return where->insert (op);
1603     }
1604    
1605     /*
1606     * env->insert (op)
1607     * This function inserts the object op in the linked list
1608     * inside the object environment.
1609     *
1610     * The function returns now pointer to inserted item, and return value can
1611     * be != op, if items are merged. -Tero
1612     */
1613     object *
1614     object::insert (object *op)
1615     {
1616 root 1.24 if (op->more)
1617     {
1618     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1619     return op;
1620     }
1621 root 1.29
1622 root 1.208 op->remove ();
1623    
1624     op->flag [FLAG_OBJ_ORIGINAL] = 0;
1625 root 1.182
1626 root 1.24 if (op->nrof)
1627 root 1.208 for (object *tmp = inv; tmp; tmp = tmp->below)
1628     if (object::can_merge (tmp, op))
1629     {
1630     /* return the original object and remove inserted object
1631     (client needs the original object) */
1632     tmp->nrof += op->nrof;
1633 root 1.214
1634     if (object *pl = tmp->visible_to ())
1635     esrv_update_item (UPD_NROF, pl, tmp);
1636    
1637 root 1.210 adjust_weight (this, op->total_weight ());
1638    
1639 root 1.208 op->destroy (1);
1640     op = tmp;
1641     goto inserted;
1642     }
1643    
1644     op->owner = 0; // it's his/hers now. period.
1645     op->map = 0;
1646     op->x = 0;
1647     op->y = 0;
1648    
1649     op->above = 0;
1650     op->below = inv;
1651     op->env = this;
1652    
1653     if (inv)
1654     inv->above = op;
1655 root 1.24
1656 root 1.208 inv = op;
1657 elmex 1.1
1658 root 1.208 op->flag [FLAG_REMOVED] = 0;
1659 elmex 1.1
1660 root 1.214 if (object *pl = op->visible_to ())
1661     esrv_send_item (pl, op);
1662    
1663 root 1.208 adjust_weight (this, op->total_weight ());
1664 elmex 1.1
1665 root 1.208 inserted:
1666 elmex 1.1 /* reset the light list and los of the players on the map */
1667 root 1.208 if (op->glow_radius && map && map->darkness)
1668     update_all_los (map, x, y);
1669 elmex 1.1
1670 root 1.214 // if this is a player's inventory, update stats
1671     if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1672     update_stats ();
1673 root 1.59
1674 root 1.82 INVOKE_OBJECT (INSERT, this);
1675    
1676 elmex 1.1 return op;
1677     }
1678    
1679     /*
1680     * Checks if any objects has a move_type that matches objects
1681     * that effect this object on this space. Call apply() to process
1682     * these events.
1683     *
1684     * Any speed-modification due to SLOW_MOVE() of other present objects
1685     * will affect the speed_left of the object.
1686     *
1687     * originator: Player, monster or other object that caused 'op' to be inserted
1688     * into 'map'. May be NULL.
1689     *
1690     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1691     *
1692     * 4-21-95 added code to check if appropriate skill was readied - this will
1693     * permit faster movement by the player through this terrain. -b.t.
1694     *
1695     * MSW 2001-07-08: Check all objects on space, not just those below
1696     * object being inserted. insert_ob_in_map may not put new objects
1697     * on top.
1698     */
1699 root 1.24 int
1700     check_move_on (object *op, object *originator)
1701 elmex 1.1 {
1702 root 1.48 object *tmp;
1703 root 1.49 maptile *m = op->map;
1704 root 1.48 int x = op->x, y = op->y;
1705 root 1.26
1706 root 1.48 MoveType move_on, move_slow, move_block;
1707 root 1.24
1708     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1709     return 0;
1710    
1711     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1712     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1713     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1714    
1715     /* if nothing on this space will slow op down or be applied,
1716     * no need to do checking below. have to make sure move_type
1717     * is set, as lots of objects don't have it set - we treat that
1718     * as walking.
1719     */
1720     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1721     return 0;
1722 elmex 1.1
1723 root 1.24 /* This is basically inverse logic of that below - basically,
1724     * if the object can avoid the move on or slow move, they do so,
1725     * but can't do it if the alternate movement they are using is
1726     * blocked. Logic on this seems confusing, but does seem correct.
1727     */
1728     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1729     return 0;
1730    
1731     /* The objects have to be checked from top to bottom.
1732     * Hence, we first go to the top:
1733     */
1734    
1735 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1736 root 1.24 {
1737     /* Trim the search when we find the first other spell effect
1738     * this helps performance so that if a space has 50 spell objects,
1739     * we don't need to check all of them.
1740     */
1741     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1742     break;
1743     }
1744 root 1.26
1745     for (; tmp; tmp = tmp->below)
1746 root 1.24 {
1747     if (tmp == op)
1748     continue; /* Can't apply yourself */
1749 elmex 1.1
1750 root 1.24 /* Check to see if one of the movement types should be slowed down.
1751     * Second check makes sure that the movement types not being slowed
1752     * (~slow_move) is not blocked on this space - just because the
1753     * space doesn't slow down swimming (for example), if you can't actually
1754     * swim on that space, can't use it to avoid the penalty.
1755     */
1756     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1757     {
1758     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1759     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1760     {
1761 elmex 1.1
1762 root 1.29 float
1763 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1764 elmex 1.1
1765 root 1.24 if (op->type == PLAYER)
1766 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1767     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1768     diff /= 4.0;
1769    
1770 root 1.24 op->speed_left -= diff;
1771 root 1.8 }
1772     }
1773 elmex 1.1
1774 root 1.24 /* Basically same logic as above, except now for actual apply. */
1775     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1776     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1777     {
1778 elmex 1.72 move_apply (tmp, op, originator);
1779 root 1.24
1780 root 1.48 if (op->destroyed ())
1781 root 1.24 return 1;
1782    
1783     /* what the person/creature stepped onto has moved the object
1784     * someplace new. Don't process any further - if we did,
1785     * have a feeling strange problems would result.
1786     */
1787     if (op->map != m || op->x != x || op->y != y)
1788     return 0;
1789 root 1.8 }
1790 elmex 1.1 }
1791 root 1.26
1792 root 1.24 return 0;
1793 elmex 1.1 }
1794    
1795     /*
1796     * present_arch(arch, map, x, y) searches for any objects with
1797     * a matching archetype at the given map and coordinates.
1798     * The first matching object is returned, or NULL if none.
1799     */
1800 root 1.24 object *
1801 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1802 root 1.24 {
1803 root 1.104 if (!m || out_of_map (m, x, y))
1804 root 1.24 {
1805     LOG (llevError, "Present_arch called outside map.\n");
1806     return NULL;
1807     }
1808 root 1.84
1809 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1810 root 1.231 if (tmp->arch->archname == at->archname)
1811 elmex 1.1 return tmp;
1812 root 1.84
1813 elmex 1.1 return NULL;
1814     }
1815    
1816     /*
1817     * present(type, map, x, y) searches for any objects with
1818     * a matching type variable at the given map and coordinates.
1819     * The first matching object is returned, or NULL if none.
1820     */
1821 root 1.24 object *
1822 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1823 root 1.24 {
1824     if (out_of_map (m, x, y))
1825     {
1826     LOG (llevError, "Present called outside map.\n");
1827     return NULL;
1828     }
1829 root 1.84
1830 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1831 root 1.24 if (tmp->type == type)
1832 elmex 1.1 return tmp;
1833 root 1.84
1834 elmex 1.1 return NULL;
1835     }
1836    
1837     /*
1838     * present_in_ob(type, object) searches for any objects with
1839     * a matching type variable in the inventory of the given object.
1840     * The first matching object is returned, or NULL if none.
1841     */
1842 root 1.24 object *
1843     present_in_ob (unsigned char type, const object *op)
1844     {
1845 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1846 root 1.24 if (tmp->type == type)
1847 elmex 1.1 return tmp;
1848 root 1.84
1849 elmex 1.1 return NULL;
1850     }
1851    
1852     /*
1853     * present_in_ob (type, str, object) searches for any objects with
1854     * a matching type & name variable in the inventory of the given object.
1855     * The first matching object is returned, or NULL if none.
1856     * This is mostly used by spell effect code, so that we only
1857     * have one spell effect at a time.
1858     * type can be used to narrow the search - if type is set,
1859     * the type must also match. -1 can be passed for the type,
1860     * in which case the type does not need to pass.
1861     * str is the string to match against. Note that we match against
1862     * the object name, not the archetype name. this is so that the
1863     * spell code can use one object type (force), but change it's name
1864     * to be unique.
1865     */
1866 root 1.24 object *
1867     present_in_ob_by_name (int type, const char *str, const object *op)
1868     {
1869 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1870 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1871     return tmp;
1872 elmex 1.1
1873 root 1.82 return 0;
1874 elmex 1.1 }
1875    
1876     /*
1877     * present_arch_in_ob(archetype, object) searches for any objects with
1878     * a matching archetype in the inventory of the given object.
1879     * The first matching object is returned, or NULL if none.
1880     */
1881 root 1.24 object *
1882     present_arch_in_ob (const archetype *at, const object *op)
1883     {
1884 root 1.231 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1885     if (tmp->arch->archname == at->archname)
1886 elmex 1.1 return tmp;
1887 root 1.82
1888 elmex 1.1 return NULL;
1889     }
1890    
1891     /*
1892     * activate recursively a flag on an object inventory
1893     */
1894 root 1.24 void
1895     flag_inv (object *op, int flag)
1896     {
1897 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1898     {
1899     SET_FLAG (tmp, flag);
1900     flag_inv (tmp, flag);
1901     }
1902 root 1.82 }
1903    
1904     /*
1905     * deactivate recursively a flag on an object inventory
1906     */
1907 root 1.24 void
1908     unflag_inv (object *op, int flag)
1909     {
1910 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1911     {
1912     CLEAR_FLAG (tmp, flag);
1913     unflag_inv (tmp, flag);
1914     }
1915 elmex 1.1 }
1916    
1917     /*
1918     * find_free_spot(object, map, x, y, start, stop) will search for
1919     * a spot at the given map and coordinates which will be able to contain
1920     * the given object. start and stop specifies how many squares
1921     * to search (see the freearr_x/y[] definition).
1922     * It returns a random choice among the alternatives found.
1923     * start and stop are where to start relative to the free_arr array (1,9
1924     * does all 4 immediate directions). This returns the index into the
1925     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1926 root 1.196 * Note: This function does correctly handle tiled maps, but does not
1927 elmex 1.1 * inform the caller. However, insert_ob_in_map will update as
1928     * necessary, so the caller shouldn't need to do any special work.
1929     * Note - updated to take an object instead of archetype - this is necessary
1930     * because arch_blocked (now ob_blocked) needs to know the movement type
1931     * to know if the space in question will block the object. We can't use
1932     * the archetype because that isn't correct if the monster has been
1933     * customized, changed states, etc.
1934     */
1935 root 1.24 int
1936 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1937 root 1.24 {
1938 root 1.190 int altern[SIZEOFFREE];
1939 root 1.82 int index = 0, flag;
1940 root 1.24
1941 root 1.82 for (int i = start; i < stop; i++)
1942 root 1.24 {
1943 root 1.188 mapxy pos (m, x, y); pos.move (i);
1944    
1945     if (!pos.normalise ())
1946     continue;
1947    
1948     mapspace &ms = *pos;
1949 root 1.189
1950     if (ms.flags () & P_IS_ALIVE)
1951     continue;
1952 root 1.188
1953     /* However, often
1954     * ob doesn't have any move type (when used to place exits)
1955     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1956     */
1957 root 1.200 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1958 root 1.190 {
1959     altern [index++] = i;
1960     continue;
1961     }
1962 root 1.24
1963     /* Basically, if we find a wall on a space, we cut down the search size.
1964     * In this way, we won't return spaces that are on another side of a wall.
1965     * This mostly work, but it cuts down the search size in all directions -
1966     * if the space being examined only has a wall to the north and empty
1967     * spaces in all the other directions, this will reduce the search space
1968     * to only the spaces immediately surrounding the target area, and
1969     * won't look 2 spaces south of the target space.
1970     */
1971 root 1.188 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1972     {
1973     stop = maxfree[i];
1974     continue;
1975     }
1976    
1977     /* Note it is intentional that we check ob - the movement type of the
1978     * head of the object should correspond for the entire object.
1979     */
1980     if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1981     continue;
1982    
1983 root 1.196 if (ob->blocked (m, pos.x, pos.y))
1984     continue;
1985    
1986 root 1.188 altern [index++] = i;
1987 elmex 1.1 }
1988 root 1.74
1989 root 1.24 if (!index)
1990     return -1;
1991 root 1.74
1992 root 1.124 return altern [rndm (index)];
1993 elmex 1.1 }
1994    
1995     /*
1996 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
1997 elmex 1.1 * find_free_spot(), but it will search max number of squares.
1998     * But it will return the first available spot, not a random choice.
1999     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2000     */
2001 root 1.24 int
2002 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2003 root 1.24 {
2004 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2005 root 1.188 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2006 root 1.82 return i;
2007 root 1.24
2008     return -1;
2009 elmex 1.1 }
2010    
2011     /*
2012     * The function permute(arr, begin, end) randomly reorders the array
2013     * arr[begin..end-1].
2014 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2015 elmex 1.1 */
2016 root 1.24 static void
2017     permute (int *arr, int begin, int end)
2018 elmex 1.1 {
2019 root 1.82 arr += begin;
2020     end -= begin;
2021    
2022     while (--end)
2023 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2024 elmex 1.1 }
2025    
2026     /* new function to make monster searching more efficient, and effective!
2027     * This basically returns a randomized array (in the passed pointer) of
2028     * the spaces to find monsters. In this way, it won't always look for
2029     * monsters to the north first. However, the size of the array passed
2030     * covers all the spaces, so within that size, all the spaces within
2031     * the 3x3 area will be searched, just not in a predictable order.
2032     */
2033 root 1.24 void
2034     get_search_arr (int *search_arr)
2035 elmex 1.1 {
2036 root 1.82 int i;
2037 elmex 1.1
2038 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2039 root 1.82 search_arr[i] = i;
2040 elmex 1.1
2041 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2042     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2043     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2044 elmex 1.1 }
2045    
2046     /*
2047     * find_dir(map, x, y, exclude) will search some close squares in the
2048     * given map at the given coordinates for live objects.
2049     * It will not considered the object given as exclude among possible
2050     * live objects.
2051     * It returns the direction toward the first/closest live object if finds
2052     * any, otherwise 0.
2053     * Perhaps incorrectly, but I'm making the assumption that exclude
2054     * is actually want is going to try and move there. We need this info
2055     * because we have to know what movement the thing looking to move
2056     * there is capable of.
2057     */
2058 root 1.24 int
2059 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2060 root 1.24 {
2061 root 1.82 int i, max = SIZEOFFREE, mflags;
2062 root 1.29
2063     sint16 nx, ny;
2064 root 1.82 object *tmp;
2065     maptile *mp;
2066 root 1.29
2067     MoveType blocked, move_type;
2068 root 1.24
2069 root 1.155 if (exclude && exclude->head_ () != exclude)
2070 root 1.24 {
2071     exclude = exclude->head;
2072     move_type = exclude->move_type;
2073     }
2074     else
2075     {
2076     /* If we don't have anything, presume it can use all movement types. */
2077     move_type = MOVE_ALL;
2078     }
2079    
2080     for (i = 1; i < max; i++)
2081     {
2082     mp = m;
2083     nx = x + freearr_x[i];
2084     ny = y + freearr_y[i];
2085    
2086     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2087 root 1.75
2088 root 1.24 if (mflags & P_OUT_OF_MAP)
2089 root 1.75 max = maxfree[i];
2090 root 1.24 else
2091     {
2092 root 1.82 mapspace &ms = mp->at (nx, ny);
2093    
2094     blocked = ms.move_block;
2095 root 1.24
2096     if ((move_type & blocked) == move_type)
2097 root 1.75 max = maxfree[i];
2098 root 1.24 else if (mflags & P_IS_ALIVE)
2099     {
2100 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2101 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2102 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2103 root 1.75 break;
2104    
2105 root 1.24 if (tmp)
2106 root 1.75 return freedir[i];
2107 root 1.8 }
2108     }
2109 elmex 1.1 }
2110 root 1.75
2111 root 1.24 return 0;
2112 elmex 1.1 }
2113    
2114     /*
2115     * distance(object 1, object 2) will return the square of the
2116     * distance between the two given objects.
2117     */
2118 root 1.24 int
2119     distance (const object *ob1, const object *ob2)
2120     {
2121 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2122 elmex 1.1 }
2123    
2124     /*
2125     * find_dir_2(delta-x,delta-y) will return a direction in which
2126     * an object which has subtracted the x and y coordinates of another
2127     * object, needs to travel toward it.
2128     */
2129 root 1.24 int
2130     find_dir_2 (int x, int y)
2131     {
2132 root 1.75 int q;
2133 elmex 1.1
2134 root 1.24 if (y)
2135     q = x * 100 / y;
2136 elmex 1.1 else if (x)
2137 root 1.24 q = -300 * x;
2138 elmex 1.1 else
2139     return 0;
2140    
2141 root 1.24 if (y > 0)
2142     {
2143     if (q < -242)
2144     return 3;
2145     if (q < -41)
2146     return 2;
2147     if (q < 41)
2148     return 1;
2149     if (q < 242)
2150     return 8;
2151     return 7;
2152     }
2153 elmex 1.1
2154     if (q < -242)
2155 root 1.24 return 7;
2156 elmex 1.1 if (q < -41)
2157 root 1.24 return 6;
2158 elmex 1.1 if (q < 41)
2159 root 1.24 return 5;
2160 elmex 1.1 if (q < 242)
2161 root 1.24 return 4;
2162 elmex 1.1
2163 root 1.24 return 3;
2164 elmex 1.1 }
2165    
2166     /*
2167     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2168     * between two directions (which are expected to be absolute (see absdir())
2169     */
2170 root 1.24 int
2171     dirdiff (int dir1, int dir2)
2172     {
2173 root 1.82 int d;
2174 root 1.24
2175     d = abs (dir1 - dir2);
2176     if (d > 4)
2177 elmex 1.1 d = 8 - d;
2178 root 1.82
2179 elmex 1.1 return d;
2180     }
2181    
2182     /* peterm:
2183     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2184     * Basically, this is a table of directions, and what directions
2185     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2186     * This basically means that if direction is 15, then it could either go
2187     * direction 4, 14, or 16 to get back to where we are.
2188     * Moved from spell_util.c to object.c with the other related direction
2189     * functions.
2190     */
2191 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2192 root 1.24 {0, 0, 0}, /* 0 */
2193     {0, 0, 0}, /* 1 */
2194     {0, 0, 0}, /* 2 */
2195     {0, 0, 0}, /* 3 */
2196     {0, 0, 0}, /* 4 */
2197     {0, 0, 0}, /* 5 */
2198     {0, 0, 0}, /* 6 */
2199     {0, 0, 0}, /* 7 */
2200     {0, 0, 0}, /* 8 */
2201     {8, 1, 2}, /* 9 */
2202     {1, 2, -1}, /* 10 */
2203     {2, 10, 12}, /* 11 */
2204     {2, 3, -1}, /* 12 */
2205     {2, 3, 4}, /* 13 */
2206     {3, 4, -1}, /* 14 */
2207     {4, 14, 16}, /* 15 */
2208     {5, 4, -1}, /* 16 */
2209     {4, 5, 6}, /* 17 */
2210     {6, 5, -1}, /* 18 */
2211     {6, 20, 18}, /* 19 */
2212     {7, 6, -1}, /* 20 */
2213     {6, 7, 8}, /* 21 */
2214     {7, 8, -1}, /* 22 */
2215     {8, 22, 24}, /* 23 */
2216     {8, 1, -1}, /* 24 */
2217     {24, 9, 10}, /* 25 */
2218     {9, 10, -1}, /* 26 */
2219     {10, 11, -1}, /* 27 */
2220     {27, 11, 29}, /* 28 */
2221     {11, 12, -1}, /* 29 */
2222     {12, 13, -1}, /* 30 */
2223     {12, 13, 14}, /* 31 */
2224     {13, 14, -1}, /* 32 */
2225     {14, 15, -1}, /* 33 */
2226     {33, 15, 35}, /* 34 */
2227     {16, 15, -1}, /* 35 */
2228     {17, 16, -1}, /* 36 */
2229     {18, 17, 16}, /* 37 */
2230     {18, 17, -1}, /* 38 */
2231     {18, 19, -1}, /* 39 */
2232     {41, 19, 39}, /* 40 */
2233     {19, 20, -1}, /* 41 */
2234     {20, 21, -1}, /* 42 */
2235     {20, 21, 22}, /* 43 */
2236     {21, 22, -1}, /* 44 */
2237     {23, 22, -1}, /* 45 */
2238     {45, 47, 23}, /* 46 */
2239     {23, 24, -1}, /* 47 */
2240     {24, 9, -1}
2241     }; /* 48 */
2242 elmex 1.1
2243     /* Recursive routine to step back and see if we can
2244     * find a path to that monster that we found. If not,
2245     * we don't bother going toward it. Returns 1 if we
2246     * can see a direct way to get it
2247     * Modified to be map tile aware -.MSW
2248     */
2249 root 1.24 int
2250 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2251 root 1.24 {
2252 root 1.29 sint16 dx, dy;
2253 root 1.75 int mflags;
2254 root 1.24
2255     if (dir < 0)
2256     return 0; /* exit condition: invalid direction */
2257    
2258     dx = x + freearr_x[dir];
2259     dy = y + freearr_y[dir];
2260    
2261     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2262    
2263     /* This functional arguably was incorrect before - it was
2264     * checking for P_WALL - that was basically seeing if
2265     * we could move to the monster - this is being more
2266     * literal on if we can see it. To know if we can actually
2267     * move to the monster, we'd need the monster passed in or
2268     * at least its move type.
2269     */
2270     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2271     return 0;
2272    
2273     /* yes, can see. */
2274     if (dir < 9)
2275     return 1;
2276 root 1.75
2277     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2278     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2279     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2280 root 1.24 }
2281    
2282 elmex 1.1 /*
2283     * can_pick(picker, item): finds out if an object is possible to be
2284     * picked up by the picker. Returnes 1 if it can be
2285     * picked up, otherwise 0.
2286     *
2287     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2288     * core dumps if they do.
2289     *
2290     * Add a check so we can't pick up invisible objects (0.93.8)
2291     */
2292 root 1.24 int
2293     can_pick (const object *who, const object *item)
2294     {
2295     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2296     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2297     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2298 elmex 1.1 }
2299    
2300     /*
2301     * create clone from object to another
2302     */
2303 root 1.24 object *
2304 root 1.230 object::deep_clone ()
2305 root 1.24 {
2306 root 1.230 assert (("deep_clone called on non-head object", is_head ()));
2307 elmex 1.1
2308 root 1.230 object *dst = clone ();
2309 root 1.24
2310 root 1.230 object *prev = dst;
2311     for (object *part = this->more; part; part = part->more)
2312 root 1.24 {
2313 root 1.224 object *tmp = part->clone ();
2314 root 1.230 tmp->head = dst;
2315     prev->more = tmp;
2316 root 1.24 prev = tmp;
2317 elmex 1.1 }
2318 root 1.24
2319 root 1.230 for (object *item = inv; item; item = item->below)
2320     insert_ob_in_ob (item->deep_clone (), dst);
2321 elmex 1.1
2322 root 1.24 return dst;
2323 elmex 1.1 }
2324    
2325     /* This returns the first object in who's inventory that
2326     * has the same type and subtype match.
2327     * returns NULL if no match.
2328     */
2329 root 1.24 object *
2330     find_obj_by_type_subtype (const object *who, int type, int subtype)
2331 elmex 1.1 {
2332 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2333 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2334     return tmp;
2335 elmex 1.1
2336 root 1.82 return 0;
2337 elmex 1.1 }
2338    
2339 root 1.228 const shstr &
2340     object::kv_get (const shstr &key) const
2341 root 1.24 {
2342 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2343     if (kv->key == key)
2344     return kv->value;
2345 root 1.24
2346 root 1.228 return shstr_null;
2347 root 1.24 }
2348 elmex 1.1
2349 root 1.228 void
2350     object::kv_set (const shstr &key, const shstr &value)
2351 root 1.24 {
2352 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2353     if (kv->key == key)
2354     {
2355     kv->value = value;
2356     return;
2357     }
2358 root 1.24
2359 root 1.228 key_value *kv = new key_value;
2360 elmex 1.1
2361 root 1.228 kv->next = key_values;
2362     kv->key = key;
2363     kv->value = value;
2364 root 1.35
2365 root 1.228 key_values = kv;
2366 elmex 1.1 }
2367    
2368 root 1.228 void
2369     object::kv_del (const shstr &key)
2370 root 1.24 {
2371 root 1.228 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2372     if ((*kvp)->key == key)
2373     {
2374     key_value *kv = *kvp;
2375     *kvp = (*kvp)->next;
2376     delete kv;
2377     return;
2378     }
2379 elmex 1.1 }
2380 root 1.31
2381 root 1.34 object::depth_iterator::depth_iterator (object *container)
2382     : iterator_base (container)
2383     {
2384     while (item->inv)
2385     item = item->inv;
2386     }
2387    
2388 root 1.31 void
2389 root 1.34 object::depth_iterator::next ()
2390 root 1.31 {
2391 root 1.34 if (item->below)
2392     {
2393     item = item->below;
2394    
2395     while (item->inv)
2396     item = item->inv;
2397     }
2398 root 1.31 else
2399 root 1.34 item = item->env;
2400 root 1.31 }
2401 root 1.34
2402 elmex 1.97 const char *
2403     object::flag_desc (char *desc, int len) const
2404     {
2405     char *p = desc;
2406     bool first = true;
2407    
2408 root 1.101 *p = 0;
2409    
2410 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2411     {
2412     if (len <= 10) // magic constant!
2413     {
2414     snprintf (p, len, ",...");
2415     break;
2416     }
2417    
2418 root 1.101 if (flag [i])
2419 elmex 1.97 {
2420     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2421     len -= cnt;
2422     p += cnt;
2423     first = false;
2424     }
2425     }
2426    
2427     return desc;
2428     }
2429    
2430 root 1.101 // return a suitable string describing an object in enough detail to find it
2431 root 1.36 const char *
2432     object::debug_desc (char *info) const
2433     {
2434 elmex 1.97 char flagdesc[512];
2435     char info2[256 * 4];
2436 root 1.36 char *p = info;
2437    
2438 root 1.203 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2439     count,
2440     uuid.c_str (),
2441 root 1.36 &name,
2442 root 1.117 title ? "\",title:\"" : "",
2443 elmex 1.97 title ? (const char *)title : "",
2444     flag_desc (flagdesc, 512), type);
2445 root 1.36
2446 root 1.217 if (!flag[FLAG_REMOVED] && env)
2447 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2448    
2449     if (map)
2450 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2451 root 1.36
2452     return info;
2453     }
2454    
2455     const char *
2456     object::debug_desc () const
2457     {
2458 root 1.143 static char info[3][256 * 4];
2459     static int info_idx;
2460 root 1.36
2461 root 1.143 return debug_desc (info [++info_idx % 3]);
2462 root 1.114 }
2463    
2464 root 1.125 struct region *
2465     object::region () const
2466     {
2467     return map ? map->region (x, y)
2468     : region::default_region ();
2469     }
2470    
2471 root 1.129 const materialtype_t *
2472     object::dominant_material () const
2473     {
2474 root 1.165 if (materialtype_t *mt = name_to_material (materialname))
2475     return mt;
2476 root 1.129
2477 root 1.165 return name_to_material (shstr_unknown);
2478 root 1.129 }
2479    
2480 root 1.130 void
2481     object::open_container (object *new_container)
2482     {
2483     if (container == new_container)
2484     return;
2485    
2486 root 1.220 object *old_container = container;
2487    
2488     if (old_container)
2489 root 1.130 {
2490     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2491     return;
2492    
2493     #if 0
2494     // remove the "Close old_container" object.
2495     if (object *closer = old_container->inv)
2496     if (closer->type == CLOSE_CON)
2497     closer->destroy ();
2498     #endif
2499    
2500 root 1.220 // make sure the container is available
2501     esrv_send_item (this, old_container);
2502    
2503 root 1.216 old_container->flag [FLAG_APPLIED] = false;
2504 root 1.130 container = 0;
2505    
2506 root 1.220 // client needs item update to make it work, client bug requires this to be separate
2507 root 1.130 esrv_update_item (UPD_FLAGS, this, old_container);
2508 root 1.220
2509 root 1.130 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2510 root 1.177 play_sound (sound_find ("chest_close"));
2511 root 1.130 }
2512    
2513     if (new_container)
2514     {
2515     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2516     return;
2517    
2518     // TODO: this does not seem to serve any purpose anymore?
2519     #if 0
2520     // insert the "Close Container" object.
2521     if (archetype *closer = new_container->other_arch)
2522     {
2523     object *closer = arch_to_object (new_container->other_arch);
2524     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2525     new_container->insert (closer);
2526     }
2527     #endif
2528    
2529 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2530    
2531 root 1.220 // make sure the container is available, client bug requires this to be separate
2532     esrv_send_item (this, new_container);
2533    
2534 root 1.216 new_container->flag [FLAG_APPLIED] = true;
2535 root 1.130 container = new_container;
2536    
2537 root 1.220 // client needs flag change
2538 root 1.130 esrv_update_item (UPD_FLAGS, this, new_container);
2539 root 1.131 esrv_send_inventory (this, new_container);
2540 root 1.177 play_sound (sound_find ("chest_open"));
2541 root 1.130 }
2542 root 1.220 // else if (!old_container->env && contr && contr->ns)
2543     // contr->ns->floorbox_reset ();
2544 root 1.130 }
2545    
2546 root 1.164 object *
2547     object::force_find (const shstr name)
2548     {
2549     /* cycle through his inventory to look for the MARK we want to
2550     * place
2551     */
2552     for (object *tmp = inv; tmp; tmp = tmp->below)
2553     if (tmp->type == FORCE && tmp->slaying == name)
2554     return splay (tmp);
2555    
2556     return 0;
2557     }
2558    
2559     void
2560     object::force_add (const shstr name, int duration)
2561     {
2562     if (object *force = force_find (name))
2563     force->destroy ();
2564    
2565     object *force = get_archetype (FORCE_NAME);
2566    
2567     force->slaying = name;
2568     force->stats.food = 1;
2569     force->speed_left = -1.f;
2570    
2571     force->set_speed (duration ? 1.f / duration : 0.f);
2572     force->flag [FLAG_IS_USED_UP] = true;
2573     force->flag [FLAG_APPLIED] = true;
2574    
2575     insert (force);
2576     }
2577    
2578 root 1.178 void
2579 root 1.208 object::play_sound (faceidx sound)
2580 root 1.178 {
2581     if (!sound)
2582     return;
2583    
2584     if (flag [FLAG_REMOVED])
2585     return;
2586    
2587     if (env)
2588     {
2589     if (object *pl = in_player ())
2590     pl->contr->play_sound (sound);
2591     }
2592     else
2593     map->play_sound (sound, x, y);
2594     }
2595