1 |
/* |
2 |
* CrossFire, A Multiplayer game |
3 |
* |
4 |
* Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 |
* Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
6 |
* Copyright (C) 1992 Frank Tore Johansen |
7 |
* |
8 |
* This program is free software; you can redistribute it and/or modify |
9 |
* it under the terms of the GNU General Public License as published by |
10 |
* the Free Software Foundation; either version 2 of the License, or |
11 |
* (at your option) any later version. |
12 |
* |
13 |
* 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 |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
19 |
* along with this program; if not, write to the Free Software |
20 |
* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 |
* |
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* The authors can be reached via e-mail at <crossfire@schmorp.de> |
23 |
*/ |
24 |
|
25 |
/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. |
26 |
sub/add_weight will transcend the environment updating the carrying |
27 |
variable. */ |
28 |
#include <global.h> |
29 |
#include <stdio.h> |
30 |
#include <sys/types.h> |
31 |
#include <sys/uio.h> |
32 |
#include <object.h> |
33 |
#include <funcpoint.h> |
34 |
#include <sproto.h> |
35 |
#include <loader.h> |
36 |
|
37 |
#include <bitset> |
38 |
|
39 |
int nrofallocobjects = 0; |
40 |
static UUID uuid; |
41 |
const uint64 UUID_SKIP = 1<<19; |
42 |
|
43 |
objectvec objects; |
44 |
activevec actives; |
45 |
|
46 |
short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, |
47 |
0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 |
48 |
}; |
49 |
short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, |
50 |
-3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 |
51 |
}; |
52 |
int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, |
53 |
48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 |
54 |
}; |
55 |
int freedir[SIZEOFFREE] = { |
56 |
0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, |
57 |
1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 |
58 |
}; |
59 |
|
60 |
static void |
61 |
write_uuid (void) |
62 |
{ |
63 |
char filename1[MAX_BUF], filename2[MAX_BUF]; |
64 |
|
65 |
sprintf (filename1, "%s/uuid", settings.localdir); |
66 |
sprintf (filename2, "%s/uuid~", settings.localdir); |
67 |
|
68 |
FILE *fp; |
69 |
|
70 |
if (!(fp = fopen (filename2, "w"))) |
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{ |
72 |
LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2); |
73 |
return; |
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} |
75 |
|
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fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2); |
77 |
fclose (fp); |
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rename (filename2, filename1); |
79 |
} |
80 |
|
81 |
static void |
82 |
read_uuid (void) |
83 |
{ |
84 |
char filename[MAX_BUF]; |
85 |
|
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sprintf (filename, "%s/uuid", settings.localdir); |
87 |
|
88 |
FILE *fp; |
89 |
|
90 |
if (!(fp = fopen (filename, "r"))) |
91 |
{ |
92 |
if (errno == ENOENT) |
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{ |
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LOG (llevInfo, "RESET uid to 1\n"); |
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uuid.seq = 0; |
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write_uuid (); |
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return; |
98 |
} |
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|
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LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); |
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_exit (1); |
102 |
} |
103 |
|
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int version; |
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unsigned long long uid; |
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if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) |
107 |
{ |
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LOG (llevError, "FATAL: error reading uid from %s!\n", filename); |
109 |
_exit (1); |
110 |
} |
111 |
|
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uuid.seq = uid; |
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write_uuid (); |
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LOG (llevDebug, "read UID: %" PRId64 "\n", uid); |
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fclose (fp); |
116 |
} |
117 |
|
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UUID |
119 |
gen_uuid () |
120 |
{ |
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UUID uid; |
122 |
|
123 |
uid.seq = ++uuid.seq; |
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|
125 |
if (!(uuid.seq & (UUID_SKIP - 1))) |
126 |
write_uuid (); |
127 |
|
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return uid; |
129 |
} |
130 |
|
131 |
void |
132 |
init_uuid () |
133 |
{ |
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read_uuid (); |
135 |
} |
136 |
|
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/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ |
138 |
static int |
139 |
compare_ob_value_lists_one (const object *wants, const object *has) |
140 |
{ |
141 |
key_value *wants_field; |
142 |
|
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/* n-squared behaviour (see get_ob_key_link()), but I'm hoping both |
144 |
* objects with lists are rare, and lists stay short. If not, use a |
145 |
* different structure or at least keep the lists sorted... |
146 |
*/ |
147 |
|
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/* For each field in wants, */ |
149 |
for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) |
150 |
{ |
151 |
key_value *has_field; |
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|
153 |
/* Look for a field in has with the same key. */ |
154 |
has_field = get_ob_key_link (has, wants_field->key); |
155 |
|
156 |
if (has_field == NULL) |
157 |
{ |
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/* No field with that name. */ |
159 |
return FALSE; |
160 |
} |
161 |
|
162 |
/* Found the matching field. */ |
163 |
if (has_field->value != wants_field->value) |
164 |
{ |
165 |
/* Values don't match, so this half of the comparison is false. */ |
166 |
return FALSE; |
167 |
} |
168 |
|
169 |
/* If we get here, we found a match. Now for the next field in wants. */ |
170 |
} |
171 |
|
172 |
/* If we get here, every field in wants has a matching field in has. */ |
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return TRUE; |
174 |
} |
175 |
|
176 |
/* Returns TRUE if ob1 has the same key_values as ob2. */ |
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static int |
178 |
compare_ob_value_lists (const object *ob1, const object *ob2) |
179 |
{ |
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/* However, there may be fields in has which aren't partnered in wants, |
181 |
* so we need to run the comparison *twice*. :( |
182 |
*/ |
183 |
return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); |
184 |
} |
185 |
|
186 |
/* Function examines the 2 objects given to it, and returns true if |
187 |
* they can be merged together. |
188 |
* |
189 |
* Note that this function appears a lot longer than the macro it |
190 |
* replaces - this is mostly for clarity - a decent compiler should hopefully |
191 |
* reduce this to the same efficiency. |
192 |
* |
193 |
* Check nrof variable *before* calling can_merge() |
194 |
* |
195 |
* Improvements made with merge: Better checking on potion, and also |
196 |
* check weight |
197 |
*/ |
198 |
bool object::can_merge_slow (object *ob1, object *ob2) |
199 |
{ |
200 |
/* A couple quicksanity checks */ |
201 |
if (ob1 == ob2 |
202 |
|| ob1->type != ob2->type |
203 |
|| ob1->speed != ob2->speed |
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|| ob1->value != ob2->value |
205 |
|| ob1->name != ob2->name) |
206 |
return 0; |
207 |
|
208 |
//TODO: this ain't working well, use nicer and correct overflow check |
209 |
/* Do not merge objects if nrof would overflow. We use 1UL<<31 since that |
210 |
* value could not be stored in a sint32 (which unfortunately sometimes is |
211 |
* used to store nrof). |
212 |
*/ |
213 |
if (ob1->nrof + ob2->nrof >= 1UL << 31) |
214 |
return 0; |
215 |
|
216 |
/* If the objects have been identified, set the BEEN_APPLIED flag. |
217 |
* This is to the comparison of the flags below will be OK. We |
218 |
* just can't ignore the been applied or identified flags, as they |
219 |
* are not equal - just if it has been identified, the been_applied |
220 |
* flags lose any meaning. |
221 |
*/ |
222 |
if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) |
223 |
SET_FLAG (ob1, FLAG_BEEN_APPLIED); |
224 |
|
225 |
if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) |
226 |
SET_FLAG (ob2, FLAG_BEEN_APPLIED); |
227 |
|
228 |
if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () |
229 |
|| ob1->arch != ob2->arch |
230 |
|| ob1->name != ob2->name |
231 |
|| ob1->title != ob2->title |
232 |
|| ob1->msg != ob2->msg |
233 |
|| ob1->weight != ob2->weight |
234 |
|| memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) |
235 |
|| memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) ) |
236 |
|| ob1->attacktype != ob2->attacktype |
237 |
|| ob1->magic != ob2->magic |
238 |
|| ob1->slaying != ob2->slaying |
239 |
|| ob1->skill != ob2->skill |
240 |
|| ob1->value != ob2->value |
241 |
|| ob1->animation_id != ob2->animation_id |
242 |
|| ob1->client_type != ob2->client_type |
243 |
|| ob1->materialname != ob2->materialname |
244 |
|| ob1->lore != ob2->lore |
245 |
|| ob1->subtype != ob2->subtype |
246 |
|| ob1->move_type != ob2->move_type |
247 |
|| ob1->move_block != ob2->move_block |
248 |
|| ob1->move_allow != ob2->move_allow |
249 |
|| ob1->move_on != ob2->move_on |
250 |
|| ob1->move_off != ob2->move_off |
251 |
|| ob1->move_slow != ob2->move_slow |
252 |
|| ob1->move_slow_penalty != ob2->move_slow_penalty) |
253 |
return 0; |
254 |
|
255 |
/* This is really a spellbook check - really, we should |
256 |
* check all objects in the inventory. |
257 |
*/ |
258 |
if (ob1->inv || ob2->inv) |
259 |
{ |
260 |
/* if one object has inventory but the other doesn't, not equiv */ |
261 |
if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) |
262 |
return 0; |
263 |
|
264 |
/* Now check to see if the two inventory objects could merge */ |
265 |
if (!object::can_merge (ob1->inv, ob2->inv)) |
266 |
return 0; |
267 |
|
268 |
/* inventory ok - still need to check rest of this object to see |
269 |
* if it is valid. |
270 |
*/ |
271 |
} |
272 |
|
273 |
/* Don't merge objects that are applied. With the new 'body' code, |
274 |
* it is possible for most any character to have more than one of |
275 |
* some items equipped, and we don't want those to merge. |
276 |
*/ |
277 |
if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) |
278 |
return 0; |
279 |
|
280 |
/* Note sure why the following is the case - either the object has to |
281 |
* be animated or have a very low speed. Is this an attempted monster |
282 |
* check? |
283 |
*/ |
284 |
if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) |
285 |
return 0; |
286 |
|
287 |
switch (ob1->type) |
288 |
{ |
289 |
case SCROLL: |
290 |
if (ob1->level != ob2->level) |
291 |
return 0; |
292 |
break; |
293 |
} |
294 |
|
295 |
if (ob1->key_values != NULL || ob2->key_values != NULL) |
296 |
{ |
297 |
/* At least one of these has key_values. */ |
298 |
if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) |
299 |
/* One has fields, but the other one doesn't. */ |
300 |
return 0; |
301 |
else if (!compare_ob_value_lists (ob1, ob2)) |
302 |
return 0; |
303 |
} |
304 |
|
305 |
//TODO: generate an event or call into perl for additional checks |
306 |
if (ob1->self || ob2->self) |
307 |
{ |
308 |
ob1->optimise (); |
309 |
ob2->optimise (); |
310 |
|
311 |
if (ob1->self || ob2->self) |
312 |
return 0; |
313 |
} |
314 |
|
315 |
/* Everything passes, must be OK. */ |
316 |
return 1; |
317 |
} |
318 |
|
319 |
/* |
320 |
* sum_weight() is a recursive function which calculates the weight |
321 |
* an object is carrying. It goes through in figures out how much |
322 |
* containers are carrying, and sums it up. |
323 |
*/ |
324 |
long |
325 |
sum_weight (object *op) |
326 |
{ |
327 |
long sum; |
328 |
object *inv; |
329 |
|
330 |
for (sum = 0, inv = op->inv; inv; inv = inv->below) |
331 |
{ |
332 |
if (inv->inv) |
333 |
sum_weight (inv); |
334 |
|
335 |
sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); |
336 |
} |
337 |
|
338 |
if (op->type == CONTAINER && op->stats.Str) |
339 |
sum = (sum * (100 - op->stats.Str)) / 100; |
340 |
|
341 |
if (op->carrying != sum) |
342 |
op->carrying = sum; |
343 |
|
344 |
return sum; |
345 |
} |
346 |
|
347 |
/** |
348 |
* Return the outermost environment object for a given object. |
349 |
*/ |
350 |
|
351 |
object * |
352 |
object_get_env_recursive (object *op) |
353 |
{ |
354 |
while (op->env != NULL) |
355 |
op = op->env; |
356 |
return op; |
357 |
} |
358 |
|
359 |
/* |
360 |
* Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. |
361 |
* Some error messages. |
362 |
* The result of the dump is stored in the static global errmsg array. |
363 |
*/ |
364 |
char * |
365 |
dump_object (object *op) |
366 |
{ |
367 |
if (!op) |
368 |
return strdup ("[NULLOBJ]"); |
369 |
|
370 |
object_freezer freezer; |
371 |
op->write (freezer); |
372 |
return freezer.as_string (); |
373 |
} |
374 |
|
375 |
/* |
376 |
* get_nearest_part(multi-object, object 2) returns the part of the |
377 |
* multi-object 1 which is closest to the second object. |
378 |
* If it's not a multi-object, it is returned. |
379 |
*/ |
380 |
|
381 |
object * |
382 |
get_nearest_part (object *op, const object *pl) |
383 |
{ |
384 |
object *tmp, *closest; |
385 |
int last_dist, i; |
386 |
|
387 |
if (op->more == NULL) |
388 |
return op; |
389 |
for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) |
390 |
if ((i = distance (tmp, pl)) < last_dist) |
391 |
closest = tmp, last_dist = i; |
392 |
return closest; |
393 |
} |
394 |
|
395 |
/* |
396 |
* Returns the object which has the count-variable equal to the argument. |
397 |
*/ |
398 |
object * |
399 |
find_object (tag_t i) |
400 |
{ |
401 |
for_all_objects (op) |
402 |
if (op->count == i) |
403 |
return op; |
404 |
|
405 |
return 0; |
406 |
} |
407 |
|
408 |
/* |
409 |
* Returns the first object which has a name equal to the argument. |
410 |
* Used only by the patch command, but not all that useful. |
411 |
* Enables features like "patch <name-of-other-player> food 999" |
412 |
*/ |
413 |
object * |
414 |
find_object_name (const char *str) |
415 |
{ |
416 |
shstr_cmp str_ (str); |
417 |
object *op; |
418 |
|
419 |
for_all_objects (op) |
420 |
if (op->name == str_) |
421 |
break; |
422 |
|
423 |
return op; |
424 |
} |
425 |
|
426 |
void |
427 |
free_all_object_data () |
428 |
{ |
429 |
LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); |
430 |
} |
431 |
|
432 |
/* |
433 |
* Sets the owner and sets the skill and exp pointers to owner's current |
434 |
* skill and experience objects. |
435 |
*/ |
436 |
void |
437 |
object::set_owner (object *owner) |
438 |
{ |
439 |
if (!owner) |
440 |
return; |
441 |
|
442 |
/* next line added to allow objects which own objects */ |
443 |
/* Add a check for ownercounts in here, as I got into an endless loop |
444 |
* with the fireball owning a poison cloud which then owned the |
445 |
* fireball. I believe that was caused by one of the objects getting |
446 |
* freed and then another object replacing it. Since the ownercounts |
447 |
* didn't match, this check is valid and I believe that cause is valid. |
448 |
*/ |
449 |
while (owner->owner) |
450 |
owner = owner->owner; |
451 |
|
452 |
this->owner = owner; |
453 |
} |
454 |
|
455 |
int |
456 |
object::slottype () const |
457 |
{ |
458 |
if (type == SKILL) |
459 |
{ |
460 |
if (IS_COMBAT_SKILL (subtype)) return slot_combat; |
461 |
if (IS_RANGED_SKILL (subtype)) return slot_ranged; |
462 |
} |
463 |
else |
464 |
{ |
465 |
if (slot [body_combat].info) return slot_combat; |
466 |
if (slot [body_range ].info) return slot_ranged; |
467 |
} |
468 |
|
469 |
return slot_none; |
470 |
} |
471 |
|
472 |
bool |
473 |
object::change_weapon (object *ob) |
474 |
{ |
475 |
if (current_weapon == ob) |
476 |
return true; |
477 |
|
478 |
if (chosen_skill) |
479 |
chosen_skill->flag [FLAG_APPLIED] = false; |
480 |
|
481 |
current_weapon = ob; |
482 |
chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill); |
483 |
|
484 |
if (chosen_skill) |
485 |
chosen_skill->flag [FLAG_APPLIED] = true; |
486 |
|
487 |
update_stats (); |
488 |
|
489 |
if (ob) |
490 |
{ |
491 |
// now check wether any body locations became invalid, in which case |
492 |
// we cannot apply the weapon at the moment. |
493 |
for (int i = 0; i < NUM_BODY_LOCATIONS; ++i) |
494 |
if (slot[i].used < 0) |
495 |
{ |
496 |
current_weapon = chosen_skill = 0; |
497 |
update_stats (); |
498 |
|
499 |
new_draw_info_format (NDI_UNIQUE, 0, this, |
500 |
"You try to balance your applied items all at once, but the %s is too much. " |
501 |
"You need to unapply some items first.", &ob->name); |
502 |
return false; |
503 |
} |
504 |
|
505 |
//new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); |
506 |
} |
507 |
else |
508 |
;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons."); |
509 |
|
510 |
return true; |
511 |
} |
512 |
|
513 |
/* Zero the key_values on op, decrementing the shared-string |
514 |
* refcounts and freeing the links. |
515 |
*/ |
516 |
static void |
517 |
free_key_values (object *op) |
518 |
{ |
519 |
for (key_value *i = op->key_values; i; ) |
520 |
{ |
521 |
key_value *next = i->next; |
522 |
delete i; |
523 |
|
524 |
i = next; |
525 |
} |
526 |
|
527 |
op->key_values = 0; |
528 |
} |
529 |
|
530 |
object & |
531 |
object::operator =(const object &src) |
532 |
{ |
533 |
bool is_freed = flag [FLAG_FREED]; |
534 |
bool is_removed = flag [FLAG_REMOVED]; |
535 |
|
536 |
*(object_copy *)this = src; |
537 |
|
538 |
flag [FLAG_FREED] = is_freed; |
539 |
flag [FLAG_REMOVED] = is_removed; |
540 |
|
541 |
/* Copy over key_values, if any. */ |
542 |
if (src.key_values) |
543 |
{ |
544 |
key_value *tail = 0; |
545 |
key_values = 0; |
546 |
|
547 |
for (key_value *i = src.key_values; i; i = i->next) |
548 |
{ |
549 |
key_value *new_link = new key_value; |
550 |
|
551 |
new_link->next = 0; |
552 |
new_link->key = i->key; |
553 |
new_link->value = i->value; |
554 |
|
555 |
/* Try and be clever here, too. */ |
556 |
if (!key_values) |
557 |
{ |
558 |
key_values = new_link; |
559 |
tail = new_link; |
560 |
} |
561 |
else |
562 |
{ |
563 |
tail->next = new_link; |
564 |
tail = new_link; |
565 |
} |
566 |
} |
567 |
} |
568 |
} |
569 |
|
570 |
/* |
571 |
* copy_to first frees everything allocated by the dst object, |
572 |
* and then copies the contents of itself into the second |
573 |
* object, allocating what needs to be allocated. Basically, any |
574 |
* data that is malloc'd needs to be re-malloc/copied. Otherwise, |
575 |
* if the first object is freed, the pointers in the new object |
576 |
* will point at garbage. |
577 |
*/ |
578 |
void |
579 |
object::copy_to (object *dst) |
580 |
{ |
581 |
*dst = *this; |
582 |
|
583 |
if (speed < 0) |
584 |
dst->speed_left = speed_left - rndm (); |
585 |
|
586 |
dst->set_speed (dst->speed); |
587 |
} |
588 |
|
589 |
void |
590 |
object::instantiate () |
591 |
{ |
592 |
if (!uuid.seq) // HACK |
593 |
uuid = gen_uuid (); |
594 |
|
595 |
speed_left = -0.1f; |
596 |
/* copy the body_info to the body_used - this is only really |
597 |
* need for monsters, but doesn't hurt to do it for everything. |
598 |
* by doing so, when a monster is created, it has good starting |
599 |
* values for the body_used info, so when items are created |
600 |
* for it, they can be properly equipped. |
601 |
*/ |
602 |
for (int i = NUM_BODY_LOCATIONS; i--; ) |
603 |
slot[i].used = slot[i].info; |
604 |
|
605 |
attachable::instantiate (); |
606 |
} |
607 |
|
608 |
object * |
609 |
object::clone () |
610 |
{ |
611 |
object *neu = create (); |
612 |
copy_to (neu); |
613 |
return neu; |
614 |
} |
615 |
|
616 |
/* |
617 |
* If an object with the IS_TURNABLE() flag needs to be turned due |
618 |
* to the closest player being on the other side, this function can |
619 |
* be called to update the face variable, _and_ how it looks on the map. |
620 |
*/ |
621 |
void |
622 |
update_turn_face (object *op) |
623 |
{ |
624 |
if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) |
625 |
return; |
626 |
|
627 |
SET_ANIMATION (op, op->direction); |
628 |
update_object (op, UP_OBJ_FACE); |
629 |
} |
630 |
|
631 |
/* |
632 |
* Updates the speed of an object. If the speed changes from 0 to another |
633 |
* value, or vice versa, then add/remove the object from the active list. |
634 |
* This function needs to be called whenever the speed of an object changes. |
635 |
*/ |
636 |
void |
637 |
object::set_speed (float speed) |
638 |
{ |
639 |
if (flag [FLAG_FREED] && speed) |
640 |
{ |
641 |
LOG (llevError, "Object %s is freed but has speed.\n", &name); |
642 |
speed = 0; |
643 |
} |
644 |
|
645 |
this->speed = speed; |
646 |
|
647 |
if (has_active_speed ()) |
648 |
activate (); |
649 |
else |
650 |
deactivate (); |
651 |
} |
652 |
|
653 |
/* |
654 |
* update_object() updates the the map. |
655 |
* It takes into account invisible objects (and represent squares covered |
656 |
* by invisible objects by whatever is below them (unless it's another |
657 |
* invisible object, etc...) |
658 |
* If the object being updated is beneath a player, the look-window |
659 |
* of that player is updated (this might be a suboptimal way of |
660 |
* updating that window, though, since update_object() is called _often_) |
661 |
* |
662 |
* action is a hint of what the caller believes need to be done. |
663 |
* current action are: |
664 |
* UP_OBJ_INSERT: op was inserted |
665 |
* UP_OBJ_REMOVE: op was removed |
666 |
* UP_OBJ_CHANGE: object has somehow changed. In this case, we always update |
667 |
* as that is easier than trying to look at what may have changed. |
668 |
* UP_OBJ_FACE: only the objects face has changed. |
669 |
*/ |
670 |
void |
671 |
update_object (object *op, int action) |
672 |
{ |
673 |
if (op == NULL) |
674 |
{ |
675 |
/* this should never happen */ |
676 |
LOG (llevDebug, "update_object() called for NULL object.\n"); |
677 |
return; |
678 |
} |
679 |
|
680 |
if (op->env) |
681 |
{ |
682 |
/* Animation is currently handled by client, so nothing |
683 |
* to do in this case. |
684 |
*/ |
685 |
return; |
686 |
} |
687 |
|
688 |
/* If the map is saving, don't do anything as everything is |
689 |
* going to get freed anyways. |
690 |
*/ |
691 |
if (!op->map || op->map->in_memory == MAP_SAVING) |
692 |
return; |
693 |
|
694 |
/* make sure the object is within map boundaries */ |
695 |
if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) |
696 |
{ |
697 |
LOG (llevError, "update_object() called for object out of map!\n"); |
698 |
#ifdef MANY_CORES |
699 |
abort (); |
700 |
#endif |
701 |
return; |
702 |
} |
703 |
|
704 |
mapspace &m = op->ms (); |
705 |
|
706 |
if (!(m.flags_ & P_UPTODATE)) |
707 |
/* nop */; |
708 |
else if (action == UP_OBJ_INSERT) |
709 |
{ |
710 |
// this is likely overkill, TODO: revisit (schmorp) |
711 |
if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) |
712 |
|| (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) |
713 |
|| (op->type == PLAYER && !(m.flags_ & P_PLAYER)) |
714 |
|| (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) |
715 |
|| (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) |
716 |
|| (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) |
717 |
|| (m.move_on | op->move_on ) != m.move_on |
718 |
|| (m.move_off | op->move_off ) != m.move_off |
719 |
|| (m.move_slow | op->move_slow) != m.move_slow |
720 |
/* This isn't perfect, but I don't expect a lot of objects to |
721 |
* to have move_allow right now. |
722 |
*/ |
723 |
|| ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block |
724 |
|| 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) |
725 |
m.flags_ = 0; |
726 |
} |
727 |
/* if the object is being removed, we can't make intelligent |
728 |
* decisions, because remove_ob can't really pass the object |
729 |
* that is being removed. |
730 |
*/ |
731 |
else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) |
732 |
m.flags_ = 0; |
733 |
else if (action == UP_OBJ_FACE) |
734 |
/* Nothing to do for that case */ ; |
735 |
else |
736 |
LOG (llevError, "update_object called with invalid action: %d\n", action); |
737 |
|
738 |
if (op->more) |
739 |
update_object (op->more, action); |
740 |
} |
741 |
|
742 |
object::object () |
743 |
{ |
744 |
SET_FLAG (this, FLAG_REMOVED); |
745 |
|
746 |
expmul = 1.0; |
747 |
face = blank_face; |
748 |
} |
749 |
|
750 |
object::~object () |
751 |
{ |
752 |
unlink (); |
753 |
|
754 |
free_key_values (this); |
755 |
} |
756 |
|
757 |
static int object_count; |
758 |
|
759 |
void object::link () |
760 |
{ |
761 |
assert (!index);//D |
762 |
uuid = gen_uuid (); |
763 |
count = ++object_count; |
764 |
|
765 |
refcnt_inc (); |
766 |
objects.insert (this); |
767 |
} |
768 |
|
769 |
void object::unlink () |
770 |
{ |
771 |
if (!index) |
772 |
return; |
773 |
|
774 |
objects.erase (this); |
775 |
refcnt_dec (); |
776 |
} |
777 |
|
778 |
void |
779 |
object::activate () |
780 |
{ |
781 |
/* If already on active list, don't do anything */ |
782 |
if (active) |
783 |
return; |
784 |
|
785 |
if (has_active_speed ()) |
786 |
actives.insert (this); |
787 |
} |
788 |
|
789 |
void |
790 |
object::activate_recursive () |
791 |
{ |
792 |
activate (); |
793 |
|
794 |
for (object *op = inv; op; op = op->below) |
795 |
op->activate_recursive (); |
796 |
} |
797 |
|
798 |
/* This function removes object 'op' from the list of active |
799 |
* objects. |
800 |
* This should only be used for style maps or other such |
801 |
* reference maps where you don't want an object that isn't |
802 |
* in play chewing up cpu time getting processed. |
803 |
* The reverse of this is to call update_ob_speed, which |
804 |
* will do the right thing based on the speed of the object. |
805 |
*/ |
806 |
void |
807 |
object::deactivate () |
808 |
{ |
809 |
/* If not on the active list, nothing needs to be done */ |
810 |
if (!active) |
811 |
return; |
812 |
|
813 |
actives.erase (this); |
814 |
} |
815 |
|
816 |
void |
817 |
object::deactivate_recursive () |
818 |
{ |
819 |
for (object *op = inv; op; op = op->below) |
820 |
op->deactivate_recursive (); |
821 |
|
822 |
deactivate (); |
823 |
} |
824 |
|
825 |
void |
826 |
object::set_flag_inv (int flag, int value) |
827 |
{ |
828 |
for (object *op = inv; op; op = op->below) |
829 |
{ |
830 |
op->flag [flag] = value; |
831 |
op->set_flag_inv (flag, value); |
832 |
} |
833 |
} |
834 |
|
835 |
/* |
836 |
* Remove and free all objects in the inventory of the given object. |
837 |
* object.c ? |
838 |
*/ |
839 |
void |
840 |
object::destroy_inv (bool drop_to_ground) |
841 |
{ |
842 |
// need to check first, because the checks below might segfault |
843 |
// as we might be on an invalid mapspace and crossfire code |
844 |
// is too buggy to ensure that the inventory is empty. |
845 |
// corollary: if you create arrows etc. with stuff in tis inventory, |
846 |
// cf will crash below with off-map x and y |
847 |
if (!inv) |
848 |
return; |
849 |
|
850 |
/* Only if the space blocks everything do we not process - |
851 |
* if some form of movement is allowed, let objects |
852 |
* drop on that space. |
853 |
*/ |
854 |
if (!drop_to_ground |
855 |
|| !map |
856 |
|| map->in_memory != MAP_IN_MEMORY |
857 |
|| map->nodrop |
858 |
|| ms ().move_block == MOVE_ALL) |
859 |
{ |
860 |
while (inv) |
861 |
{ |
862 |
inv->destroy_inv (drop_to_ground); |
863 |
inv->destroy (); |
864 |
} |
865 |
} |
866 |
else |
867 |
{ /* Put objects in inventory onto this space */ |
868 |
while (inv) |
869 |
{ |
870 |
object *op = inv; |
871 |
|
872 |
if (op->flag [FLAG_STARTEQUIP] |
873 |
|| op->flag [FLAG_NO_DROP] |
874 |
|| op->type == RUNE |
875 |
|| op->type == TRAP |
876 |
|| op->flag [FLAG_IS_A_TEMPLATE] |
877 |
|| op->flag [FLAG_DESTROY_ON_DEATH]) |
878 |
op->destroy (); |
879 |
else |
880 |
map->insert (op, x, y); |
881 |
} |
882 |
} |
883 |
} |
884 |
|
885 |
object *object::create () |
886 |
{ |
887 |
object *op = new object; |
888 |
op->link (); |
889 |
return op; |
890 |
} |
891 |
|
892 |
void |
893 |
object::do_destroy () |
894 |
{ |
895 |
attachable::do_destroy (); |
896 |
|
897 |
if (flag [FLAG_IS_LINKED]) |
898 |
remove_button_link (this); |
899 |
|
900 |
if (flag [FLAG_FRIENDLY]) |
901 |
remove_friendly_object (this); |
902 |
|
903 |
if (!flag [FLAG_REMOVED]) |
904 |
remove (); |
905 |
|
906 |
destroy_inv (true); |
907 |
|
908 |
deactivate (); |
909 |
unlink (); |
910 |
|
911 |
flag [FLAG_FREED] = 1; |
912 |
|
913 |
// hack to ensure that freed objects still have a valid map |
914 |
{ |
915 |
static maptile *freed_map; // freed objects are moved here to avoid crashes |
916 |
|
917 |
if (!freed_map) |
918 |
{ |
919 |
freed_map = new maptile; |
920 |
|
921 |
freed_map->name = "/internal/freed_objects_map"; |
922 |
freed_map->width = 3; |
923 |
freed_map->height = 3; |
924 |
|
925 |
freed_map->alloc (); |
926 |
freed_map->in_memory = MAP_IN_MEMORY; |
927 |
} |
928 |
|
929 |
map = freed_map; |
930 |
x = 1; |
931 |
y = 1; |
932 |
} |
933 |
|
934 |
head = 0; |
935 |
|
936 |
if (more) |
937 |
{ |
938 |
more->destroy (); |
939 |
more = 0; |
940 |
} |
941 |
|
942 |
// clear those pointers that likely might have circular references to us |
943 |
owner = 0; |
944 |
enemy = 0; |
945 |
attacked_by = 0; |
946 |
} |
947 |
|
948 |
void |
949 |
object::destroy (bool destroy_inventory) |
950 |
{ |
951 |
if (destroyed ()) |
952 |
return; |
953 |
|
954 |
if (destroy_inventory) |
955 |
destroy_inv (false); |
956 |
|
957 |
attachable::destroy (); |
958 |
} |
959 |
|
960 |
/* |
961 |
* sub_weight() recursively (outwards) subtracts a number from the |
962 |
* weight of an object (and what is carried by it's environment(s)). |
963 |
*/ |
964 |
void |
965 |
sub_weight (object *op, signed long weight) |
966 |
{ |
967 |
while (op != NULL) |
968 |
{ |
969 |
if (op->type == CONTAINER) |
970 |
weight = (signed long) (weight * (100 - op->stats.Str) / 100); |
971 |
|
972 |
op->carrying -= weight; |
973 |
op = op->env; |
974 |
} |
975 |
} |
976 |
|
977 |
/* op->remove (): |
978 |
* This function removes the object op from the linked list of objects |
979 |
* which it is currently tied to. When this function is done, the |
980 |
* object will have no environment. If the object previously had an |
981 |
* environment, the x and y coordinates will be updated to |
982 |
* the previous environment. |
983 |
*/ |
984 |
void |
985 |
object::do_remove () |
986 |
{ |
987 |
object *tmp, *last = 0; |
988 |
object *otmp; |
989 |
|
990 |
if (QUERY_FLAG (this, FLAG_REMOVED)) |
991 |
return; |
992 |
|
993 |
SET_FLAG (this, FLAG_REMOVED); |
994 |
INVOKE_OBJECT (REMOVE, this); |
995 |
|
996 |
if (more) |
997 |
more->remove (); |
998 |
|
999 |
/* |
1000 |
* In this case, the object to be removed is in someones |
1001 |
* inventory. |
1002 |
*/ |
1003 |
if (env) |
1004 |
{ |
1005 |
if (nrof) |
1006 |
sub_weight (env, weight * nrof); |
1007 |
else |
1008 |
sub_weight (env, weight + carrying); |
1009 |
|
1010 |
/* NO_FIX_PLAYER is set when a great many changes are being |
1011 |
* made to players inventory. If set, avoiding the call |
1012 |
* to save cpu time. |
1013 |
*/ |
1014 |
if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) |
1015 |
otmp->update_stats (); |
1016 |
|
1017 |
if (above) |
1018 |
above->below = below; |
1019 |
else |
1020 |
env->inv = below; |
1021 |
|
1022 |
if (below) |
1023 |
below->above = above; |
1024 |
|
1025 |
/* we set up values so that it could be inserted into |
1026 |
* the map, but we don't actually do that - it is up |
1027 |
* to the caller to decide what we want to do. |
1028 |
*/ |
1029 |
x = env->x, y = env->y; |
1030 |
map = env->map; |
1031 |
above = 0, below = 0; |
1032 |
env = 0; |
1033 |
} |
1034 |
else if (map) |
1035 |
{ |
1036 |
if (type == PLAYER) |
1037 |
{ |
1038 |
// leaving a spot always closes any open container on the ground |
1039 |
if (container && !container->env) |
1040 |
// this causes spurious floorbox updates, but it ensures |
1041 |
// that the CLOSE event is being sent. |
1042 |
close_container (); |
1043 |
|
1044 |
--map->players; |
1045 |
map->touch (); |
1046 |
} |
1047 |
|
1048 |
map->dirty = true; |
1049 |
mapspace &ms = this->ms (); |
1050 |
|
1051 |
/* link the object above us */ |
1052 |
if (above) |
1053 |
above->below = below; |
1054 |
else |
1055 |
ms.top = below; /* we were top, set new top */ |
1056 |
|
1057 |
/* Relink the object below us, if there is one */ |
1058 |
if (below) |
1059 |
below->above = above; |
1060 |
else |
1061 |
{ |
1062 |
/* Nothing below, which means we need to relink map object for this space |
1063 |
* use translated coordinates in case some oddness with map tiling is |
1064 |
* evident |
1065 |
*/ |
1066 |
if (GET_MAP_OB (map, x, y) != this) |
1067 |
LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ()); |
1068 |
|
1069 |
ms.bot = above; /* goes on above it. */ |
1070 |
} |
1071 |
|
1072 |
above = 0; |
1073 |
below = 0; |
1074 |
|
1075 |
if (map->in_memory == MAP_SAVING) |
1076 |
return; |
1077 |
|
1078 |
int check_walk_off = !flag [FLAG_NO_APPLY]; |
1079 |
|
1080 |
for (tmp = ms.bot; tmp; tmp = tmp->above) |
1081 |
{ |
1082 |
/* No point updating the players look faces if he is the object |
1083 |
* being removed. |
1084 |
*/ |
1085 |
|
1086 |
if (tmp->type == PLAYER && tmp != this) |
1087 |
{ |
1088 |
/* If a container that the player is currently using somehow gets |
1089 |
* removed (most likely destroyed), update the player view |
1090 |
* appropriately. |
1091 |
*/ |
1092 |
if (tmp->container == this) |
1093 |
{ |
1094 |
flag [FLAG_APPLIED] = 0; |
1095 |
tmp->container = 0; |
1096 |
} |
1097 |
|
1098 |
if (tmp->contr->ns) |
1099 |
tmp->contr->ns->floorbox_update (); |
1100 |
} |
1101 |
|
1102 |
/* See if object moving off should effect something */ |
1103 |
if (check_walk_off |
1104 |
&& ((move_type & tmp->move_off) |
1105 |
&& (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) |
1106 |
{ |
1107 |
move_apply (tmp, this, 0); |
1108 |
|
1109 |
if (destroyed ()) |
1110 |
LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); |
1111 |
} |
1112 |
|
1113 |
/* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ |
1114 |
//TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp) |
1115 |
if (tmp->above == tmp) |
1116 |
tmp->above = 0; |
1117 |
|
1118 |
last = tmp; |
1119 |
} |
1120 |
|
1121 |
/* last == NULL if there are no objects on this space */ |
1122 |
//TODO: this makes little sense, why only update the topmost object? |
1123 |
if (!last) |
1124 |
map->at (x, y).flags_ = 0; |
1125 |
else |
1126 |
update_object (last, UP_OBJ_REMOVE); |
1127 |
|
1128 |
if (flag [FLAG_BLOCKSVIEW] || glow_radius) |
1129 |
update_all_los (map, x, y); |
1130 |
} |
1131 |
} |
1132 |
|
1133 |
/* |
1134 |
* merge_ob(op,top): |
1135 |
* |
1136 |
* This function goes through all objects below and including top, and |
1137 |
* merges op to the first matching object. |
1138 |
* If top is NULL, it is calculated. |
1139 |
* Returns pointer to object if it succeded in the merge, otherwise NULL |
1140 |
*/ |
1141 |
object * |
1142 |
merge_ob (object *op, object *top) |
1143 |
{ |
1144 |
if (!op->nrof) |
1145 |
return 0; |
1146 |
|
1147 |
if (top) |
1148 |
for (top = op; top && top->above; top = top->above) |
1149 |
; |
1150 |
|
1151 |
for (; top; top = top->below) |
1152 |
{ |
1153 |
if (top == op) |
1154 |
continue; |
1155 |
|
1156 |
if (object::can_merge (op, top)) |
1157 |
{ |
1158 |
top->nrof += op->nrof; |
1159 |
|
1160 |
/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ |
1161 |
op->weight = 0; /* Don't want any adjustements now */ |
1162 |
op->destroy (); |
1163 |
return top; |
1164 |
} |
1165 |
} |
1166 |
|
1167 |
return 0; |
1168 |
} |
1169 |
|
1170 |
void |
1171 |
object::expand_tail () |
1172 |
{ |
1173 |
if (more) |
1174 |
return; |
1175 |
|
1176 |
object *prev = this; |
1177 |
|
1178 |
for (archetype *at = arch->more; at; at = at->more) |
1179 |
{ |
1180 |
object *op = arch_to_object (at); |
1181 |
|
1182 |
op->name = name; |
1183 |
op->name_pl = name_pl; |
1184 |
op->title = title; |
1185 |
|
1186 |
op->head = this; |
1187 |
prev->more = op; |
1188 |
|
1189 |
prev = op; |
1190 |
} |
1191 |
} |
1192 |
|
1193 |
/* |
1194 |
* same as insert_ob_in_map except it handles separate coordinates and does a clean |
1195 |
* job preparing multi-part monsters. |
1196 |
*/ |
1197 |
object * |
1198 |
insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) |
1199 |
{ |
1200 |
for (object *tmp = op->head_ (); tmp; tmp = tmp->more) |
1201 |
{ |
1202 |
tmp->x = x + tmp->arch->clone.x; |
1203 |
tmp->y = y + tmp->arch->clone.y; |
1204 |
} |
1205 |
|
1206 |
return insert_ob_in_map (op, m, originator, flag); |
1207 |
} |
1208 |
|
1209 |
/* |
1210 |
* insert_ob_in_map (op, map, originator, flag): |
1211 |
* This function inserts the object in the two-way linked list |
1212 |
* which represents what is on a map. |
1213 |
* The second argument specifies the map, and the x and y variables |
1214 |
* in the object about to be inserted specifies the position. |
1215 |
* |
1216 |
* originator: Player, monster or other object that caused 'op' to be inserted |
1217 |
* into 'map'. May be NULL. |
1218 |
* |
1219 |
* flag is a bitmask about special things to do (or not do) when this |
1220 |
* function is called. see the object.h file for the INS_ values. |
1221 |
* Passing 0 for flag gives proper default values, so flag really only needs |
1222 |
* to be set if special handling is needed. |
1223 |
* |
1224 |
* Return value: |
1225 |
* new object if 'op' was merged with other object |
1226 |
* NULL if 'op' was destroyed |
1227 |
* just 'op' otherwise |
1228 |
*/ |
1229 |
object * |
1230 |
insert_ob_in_map (object *op, maptile *m, object *originator, int flag) |
1231 |
{ |
1232 |
assert (!op->flag [FLAG_FREED]); |
1233 |
|
1234 |
object *tmp, *top, *floor = NULL; |
1235 |
|
1236 |
op->remove (); |
1237 |
|
1238 |
#if 0 |
1239 |
if (!m->active != !op->active) |
1240 |
if (m->active) |
1241 |
op->activate_recursive (); |
1242 |
else |
1243 |
op->deactivate_recursive (); |
1244 |
#endif |
1245 |
|
1246 |
if (out_of_map (m, op->x, op->y)) |
1247 |
{ |
1248 |
LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); |
1249 |
#ifdef MANY_CORES |
1250 |
/* Better to catch this here, as otherwise the next use of this object |
1251 |
* is likely to cause a crash. Better to find out where it is getting |
1252 |
* improperly inserted. |
1253 |
*/ |
1254 |
abort (); |
1255 |
#endif |
1256 |
return op; |
1257 |
} |
1258 |
|
1259 |
if (object *more = op->more) |
1260 |
{ |
1261 |
if (!insert_ob_in_map (more, m, originator, flag)) |
1262 |
{ |
1263 |
if (!op->head) |
1264 |
LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); |
1265 |
|
1266 |
return 0; |
1267 |
} |
1268 |
} |
1269 |
|
1270 |
CLEAR_FLAG (op, FLAG_REMOVED); |
1271 |
|
1272 |
/* Ideally, the caller figures this out. However, it complicates a lot |
1273 |
* of areas of callers (eg, anything that uses find_free_spot would now |
1274 |
* need extra work |
1275 |
*/ |
1276 |
if (!xy_normalise (m, op->x, op->y)) |
1277 |
return 0; |
1278 |
|
1279 |
op->map = m; |
1280 |
mapspace &ms = op->ms (); |
1281 |
|
1282 |
/* this has to be done after we translate the coordinates. |
1283 |
*/ |
1284 |
if (op->nrof && !(flag & INS_NO_MERGE)) |
1285 |
for (tmp = ms.bot; tmp; tmp = tmp->above) |
1286 |
if (object::can_merge (op, tmp)) |
1287 |
{ |
1288 |
op->nrof += tmp->nrof; |
1289 |
tmp->destroy (); |
1290 |
} |
1291 |
|
1292 |
CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ |
1293 |
CLEAR_FLAG (op, FLAG_INV_LOCKED); |
1294 |
|
1295 |
if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1296 |
CLEAR_FLAG (op, FLAG_NO_STEAL); |
1297 |
|
1298 |
if (flag & INS_BELOW_ORIGINATOR) |
1299 |
{ |
1300 |
if (originator->map != op->map || originator->x != op->x || originator->y != op->y) |
1301 |
{ |
1302 |
LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); |
1303 |
abort (); |
1304 |
} |
1305 |
|
1306 |
op->above = originator; |
1307 |
op->below = originator->below; |
1308 |
|
1309 |
if (op->below) |
1310 |
op->below->above = op; |
1311 |
else |
1312 |
ms.bot = op; |
1313 |
|
1314 |
/* since *below* originator, no need to update top */ |
1315 |
originator->below = op; |
1316 |
} |
1317 |
else |
1318 |
{ |
1319 |
top = ms.bot; |
1320 |
|
1321 |
/* If there are other objects, then */ |
1322 |
if ((!(flag & INS_MAP_LOAD)) && top) |
1323 |
{ |
1324 |
object *last = 0; |
1325 |
|
1326 |
/* |
1327 |
* If there are multiple objects on this space, we do some trickier handling. |
1328 |
* We've already dealt with merging if appropriate. |
1329 |
* Generally, we want to put the new object on top. But if |
1330 |
* flag contains INS_ABOVE_FLOOR_ONLY, once we find the last |
1331 |
* floor, we want to insert above that and no further. |
1332 |
* Also, if there are spell objects on this space, we stop processing |
1333 |
* once we get to them. This reduces the need to traverse over all of |
1334 |
* them when adding another one - this saves quite a bit of cpu time |
1335 |
* when lots of spells are cast in one area. Currently, it is presumed |
1336 |
* that flying non pickable objects are spell objects. |
1337 |
*/ |
1338 |
for (top = ms.bot; top; top = top->above) |
1339 |
{ |
1340 |
if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) |
1341 |
floor = top; |
1342 |
|
1343 |
if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) |
1344 |
{ |
1345 |
/* We insert above top, so we want this object below this */ |
1346 |
top = top->below; |
1347 |
break; |
1348 |
} |
1349 |
|
1350 |
last = top; |
1351 |
} |
1352 |
|
1353 |
/* Don't want top to be NULL, so set it to the last valid object */ |
1354 |
top = last; |
1355 |
|
1356 |
/* We let update_position deal with figuring out what the space |
1357 |
* looks like instead of lots of conditions here. |
1358 |
* makes things faster, and effectively the same result. |
1359 |
*/ |
1360 |
|
1361 |
/* Have object 'fall below' other objects that block view. |
1362 |
* Unless those objects are exits. |
1363 |
* If INS_ON_TOP is used, don't do this processing |
1364 |
* Need to find the object that in fact blocks view, otherwise |
1365 |
* stacking is a bit odd. |
1366 |
*/ |
1367 |
if (!(flag & INS_ON_TOP) |
1368 |
&& ms.flags () & P_BLOCKSVIEW |
1369 |
&& (op->face && !faces [op->face].visibility)) |
1370 |
{ |
1371 |
for (last = top; last != floor; last = last->below) |
1372 |
if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) |
1373 |
break; |
1374 |
|
1375 |
/* Check to see if we found the object that blocks view, |
1376 |
* and make sure we have a below pointer for it so that |
1377 |
* we can get inserted below this one, which requires we |
1378 |
* set top to the object below us. |
1379 |
*/ |
1380 |
if (last && last->below && last != floor) |
1381 |
top = last->below; |
1382 |
} |
1383 |
} /* If objects on this space */ |
1384 |
|
1385 |
if (flag & INS_MAP_LOAD) |
1386 |
top = ms.top; |
1387 |
|
1388 |
if (flag & INS_ABOVE_FLOOR_ONLY) |
1389 |
top = floor; |
1390 |
|
1391 |
/* Top is the object that our object (op) is going to get inserted above. |
1392 |
*/ |
1393 |
|
1394 |
/* First object on this space */ |
1395 |
if (!top) |
1396 |
{ |
1397 |
op->above = ms.bot; |
1398 |
|
1399 |
if (op->above) |
1400 |
op->above->below = op; |
1401 |
|
1402 |
op->below = 0; |
1403 |
ms.bot = op; |
1404 |
} |
1405 |
else |
1406 |
{ /* get inserted into the stack above top */ |
1407 |
op->above = top->above; |
1408 |
|
1409 |
if (op->above) |
1410 |
op->above->below = op; |
1411 |
|
1412 |
op->below = top; |
1413 |
top->above = op; |
1414 |
} |
1415 |
|
1416 |
if (!op->above) |
1417 |
ms.top = op; |
1418 |
} /* else not INS_BELOW_ORIGINATOR */ |
1419 |
|
1420 |
if (op->type == PLAYER) |
1421 |
{ |
1422 |
op->contr->do_los = 1; |
1423 |
++op->map->players; |
1424 |
op->map->touch (); |
1425 |
} |
1426 |
|
1427 |
op->map->dirty = true; |
1428 |
|
1429 |
/* If we have a floor, we know the player, if any, will be above |
1430 |
* it, so save a few ticks and start from there. |
1431 |
*/ |
1432 |
if (!(flag & INS_MAP_LOAD)) |
1433 |
if (object *pl = ms.player ()) |
1434 |
if (pl->contr->ns) |
1435 |
pl->contr->ns->floorbox_update (); |
1436 |
|
1437 |
/* If this object glows, it may affect lighting conditions that are |
1438 |
* visible to others on this map. But update_all_los is really |
1439 |
* an inefficient way to do this, as it means los for all players |
1440 |
* on the map will get recalculated. The players could very well |
1441 |
* be far away from this change and not affected in any way - |
1442 |
* this should get redone to only look for players within range, |
1443 |
* or just updating the P_UPTODATE for spaces within this area |
1444 |
* of effect may be sufficient. |
1445 |
*/ |
1446 |
if (op->map->darkness && (op->glow_radius != 0)) |
1447 |
update_all_los (op->map, op->x, op->y); |
1448 |
|
1449 |
/* updates flags (blocked, alive, no magic, etc) for this map space */ |
1450 |
update_object (op, UP_OBJ_INSERT); |
1451 |
|
1452 |
INVOKE_OBJECT (INSERT, op); |
1453 |
|
1454 |
/* Don't know if moving this to the end will break anything. However, |
1455 |
* we want to have floorbox_update called before calling this. |
1456 |
* |
1457 |
* check_move_on() must be after this because code called from |
1458 |
* check_move_on() depends on correct map flags (so functions like |
1459 |
* blocked() and wall() work properly), and these flags are updated by |
1460 |
* update_object(). |
1461 |
*/ |
1462 |
|
1463 |
/* if this is not the head or flag has been passed, don't check walk on status */ |
1464 |
if (!(flag & INS_NO_WALK_ON) && !op->head) |
1465 |
{ |
1466 |
if (check_move_on (op, originator)) |
1467 |
return 0; |
1468 |
|
1469 |
/* If we are a multi part object, lets work our way through the check |
1470 |
* walk on's. |
1471 |
*/ |
1472 |
for (tmp = op->more; tmp != NULL; tmp = tmp->more) |
1473 |
if (check_move_on (tmp, originator)) |
1474 |
return 0; |
1475 |
} |
1476 |
|
1477 |
return op; |
1478 |
} |
1479 |
|
1480 |
/* this function inserts an object in the map, but if it |
1481 |
* finds an object of its own type, it'll remove that one first. |
1482 |
* op is the object to insert it under: supplies x and the map. |
1483 |
*/ |
1484 |
void |
1485 |
replace_insert_ob_in_map (const char *arch_string, object *op) |
1486 |
{ |
1487 |
object *tmp, *tmp1; |
1488 |
|
1489 |
/* first search for itself and remove any old instances */ |
1490 |
|
1491 |
for (tmp = op->ms ().bot; tmp; tmp = tmp->above) |
1492 |
if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ |
1493 |
tmp->destroy (); |
1494 |
|
1495 |
tmp1 = arch_to_object (archetype::find (arch_string)); |
1496 |
|
1497 |
tmp1->x = op->x; |
1498 |
tmp1->y = op->y; |
1499 |
insert_ob_in_map (tmp1, op->map, op, 0); |
1500 |
} |
1501 |
|
1502 |
object * |
1503 |
object::insert_at (object *where, object *originator, int flags) |
1504 |
{ |
1505 |
return where->map->insert (this, where->x, where->y, originator, flags); |
1506 |
} |
1507 |
|
1508 |
/* |
1509 |
* get_split_ob(ob,nr) splits up ob into two parts. The part which |
1510 |
* is returned contains nr objects, and the remaining parts contains |
1511 |
* the rest (or is removed and freed if that number is 0). |
1512 |
* On failure, NULL is returned, and the reason put into the |
1513 |
* global static errmsg array. |
1514 |
*/ |
1515 |
object * |
1516 |
get_split_ob (object *orig_ob, uint32 nr) |
1517 |
{ |
1518 |
object *newob; |
1519 |
int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); |
1520 |
|
1521 |
if (orig_ob->nrof < nr) |
1522 |
{ |
1523 |
sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); |
1524 |
return NULL; |
1525 |
} |
1526 |
|
1527 |
newob = object_create_clone (orig_ob); |
1528 |
|
1529 |
if ((orig_ob->nrof -= nr) < 1) |
1530 |
orig_ob->destroy (1); |
1531 |
else if (!is_removed) |
1532 |
{ |
1533 |
if (orig_ob->env != NULL) |
1534 |
sub_weight (orig_ob->env, orig_ob->weight * nr); |
1535 |
if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) |
1536 |
{ |
1537 |
strcpy (errmsg, "Tried to split object whose map is not in memory."); |
1538 |
LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); |
1539 |
return NULL; |
1540 |
} |
1541 |
} |
1542 |
|
1543 |
newob->nrof = nr; |
1544 |
|
1545 |
return newob; |
1546 |
} |
1547 |
|
1548 |
/* |
1549 |
* decrease_ob_nr(object, number) decreases a specified number from |
1550 |
* the amount of an object. If the amount reaches 0, the object |
1551 |
* is subsequently removed and freed. |
1552 |
* |
1553 |
* Return value: 'op' if something is left, NULL if the amount reached 0 |
1554 |
*/ |
1555 |
object * |
1556 |
decrease_ob_nr (object *op, uint32 i) |
1557 |
{ |
1558 |
object *tmp; |
1559 |
|
1560 |
if (i == 0) /* objects with op->nrof require this check */ |
1561 |
return op; |
1562 |
|
1563 |
if (i > op->nrof) |
1564 |
i = op->nrof; |
1565 |
|
1566 |
if (QUERY_FLAG (op, FLAG_REMOVED)) |
1567 |
op->nrof -= i; |
1568 |
else if (op->env) |
1569 |
{ |
1570 |
/* is this object in the players inventory, or sub container |
1571 |
* therein? |
1572 |
*/ |
1573 |
tmp = op->in_player (); |
1574 |
/* nope. Is this a container the player has opened? |
1575 |
* If so, set tmp to that player. |
1576 |
* IMO, searching through all the players will mostly |
1577 |
* likely be quicker than following op->env to the map, |
1578 |
* and then searching the map for a player. |
1579 |
*/ |
1580 |
if (!tmp) |
1581 |
for_all_players (pl) |
1582 |
if (pl->ob->container == op->env) |
1583 |
{ |
1584 |
tmp = pl->ob; |
1585 |
break; |
1586 |
} |
1587 |
|
1588 |
if (i < op->nrof) |
1589 |
{ |
1590 |
sub_weight (op->env, op->weight * i); |
1591 |
op->nrof -= i; |
1592 |
if (tmp) |
1593 |
esrv_send_item (tmp, op); |
1594 |
} |
1595 |
else |
1596 |
{ |
1597 |
op->remove (); |
1598 |
op->nrof = 0; |
1599 |
if (tmp) |
1600 |
esrv_del_item (tmp->contr, op->count); |
1601 |
} |
1602 |
} |
1603 |
else |
1604 |
{ |
1605 |
object *above = op->above; |
1606 |
|
1607 |
if (i < op->nrof) |
1608 |
op->nrof -= i; |
1609 |
else |
1610 |
{ |
1611 |
op->remove (); |
1612 |
op->nrof = 0; |
1613 |
} |
1614 |
|
1615 |
/* Since we just removed op, op->above is null */ |
1616 |
for (tmp = above; tmp; tmp = tmp->above) |
1617 |
if (tmp->type == PLAYER) |
1618 |
{ |
1619 |
if (op->nrof) |
1620 |
esrv_send_item (tmp, op); |
1621 |
else |
1622 |
esrv_del_item (tmp->contr, op->count); |
1623 |
} |
1624 |
} |
1625 |
|
1626 |
if (op->nrof) |
1627 |
return op; |
1628 |
else |
1629 |
{ |
1630 |
op->destroy (); |
1631 |
return 0; |
1632 |
} |
1633 |
} |
1634 |
|
1635 |
/* |
1636 |
* add_weight(object, weight) adds the specified weight to an object, |
1637 |
* and also updates how much the environment(s) is/are carrying. |
1638 |
*/ |
1639 |
void |
1640 |
add_weight (object *op, signed long weight) |
1641 |
{ |
1642 |
while (op != NULL) |
1643 |
{ |
1644 |
if (op->type == CONTAINER) |
1645 |
weight = (signed long) (weight * (100 - op->stats.Str) / 100); |
1646 |
|
1647 |
op->carrying += weight; |
1648 |
op = op->env; |
1649 |
} |
1650 |
} |
1651 |
|
1652 |
object * |
1653 |
insert_ob_in_ob (object *op, object *where) |
1654 |
{ |
1655 |
if (!where) |
1656 |
{ |
1657 |
char *dump = dump_object (op); |
1658 |
LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); |
1659 |
free (dump); |
1660 |
return op; |
1661 |
} |
1662 |
|
1663 |
if (where->head) |
1664 |
{ |
1665 |
LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); |
1666 |
where = where->head; |
1667 |
} |
1668 |
|
1669 |
return where->insert (op); |
1670 |
} |
1671 |
|
1672 |
/* |
1673 |
* env->insert (op) |
1674 |
* This function inserts the object op in the linked list |
1675 |
* inside the object environment. |
1676 |
* |
1677 |
* The function returns now pointer to inserted item, and return value can |
1678 |
* be != op, if items are merged. -Tero |
1679 |
*/ |
1680 |
object * |
1681 |
object::insert (object *op) |
1682 |
{ |
1683 |
object *tmp, *otmp; |
1684 |
|
1685 |
if (!QUERY_FLAG (op, FLAG_REMOVED)) |
1686 |
op->remove (); |
1687 |
|
1688 |
if (op->more) |
1689 |
{ |
1690 |
LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); |
1691 |
return op; |
1692 |
} |
1693 |
|
1694 |
CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); |
1695 |
CLEAR_FLAG (op, FLAG_REMOVED); |
1696 |
if (op->nrof) |
1697 |
{ |
1698 |
for (tmp = inv; tmp != NULL; tmp = tmp->below) |
1699 |
if (object::can_merge (tmp, op)) |
1700 |
{ |
1701 |
/* return the original object and remove inserted object |
1702 |
(client needs the original object) */ |
1703 |
tmp->nrof += op->nrof; |
1704 |
/* Weight handling gets pretty funky. Since we are adding to |
1705 |
* tmp->nrof, we need to increase the weight. |
1706 |
*/ |
1707 |
add_weight (this, op->weight * op->nrof); |
1708 |
SET_FLAG (op, FLAG_REMOVED); |
1709 |
op->destroy (); /* free the inserted object */ |
1710 |
op = tmp; |
1711 |
op->remove (); /* and fix old object's links */ |
1712 |
CLEAR_FLAG (op, FLAG_REMOVED); |
1713 |
break; |
1714 |
} |
1715 |
|
1716 |
/* I assume combined objects have no inventory |
1717 |
* We add the weight - this object could have just been removed |
1718 |
* (if it was possible to merge). calling remove_ob will subtract |
1719 |
* the weight, so we need to add it in again, since we actually do |
1720 |
* the linking below |
1721 |
*/ |
1722 |
add_weight (this, op->weight * op->nrof); |
1723 |
} |
1724 |
else |
1725 |
add_weight (this, (op->weight + op->carrying)); |
1726 |
|
1727 |
otmp = this->in_player (); |
1728 |
if (otmp && otmp->contr) |
1729 |
if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) |
1730 |
otmp->update_stats (); |
1731 |
|
1732 |
op->map = 0; |
1733 |
op->env = this; |
1734 |
op->above = 0; |
1735 |
op->below = 0; |
1736 |
op->x = 0, op->y = 0; |
1737 |
|
1738 |
/* reset the light list and los of the players on the map */ |
1739 |
if ((op->glow_radius != 0) && map) |
1740 |
{ |
1741 |
#ifdef DEBUG_LIGHTS |
1742 |
LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); |
1743 |
#endif /* DEBUG_LIGHTS */ |
1744 |
if (map->darkness) |
1745 |
update_all_los (map, x, y); |
1746 |
} |
1747 |
|
1748 |
/* Client has no idea of ordering so lets not bother ordering it here. |
1749 |
* It sure simplifies this function... |
1750 |
*/ |
1751 |
if (!inv) |
1752 |
inv = op; |
1753 |
else |
1754 |
{ |
1755 |
op->below = inv; |
1756 |
op->below->above = op; |
1757 |
inv = op; |
1758 |
} |
1759 |
|
1760 |
INVOKE_OBJECT (INSERT, this); |
1761 |
|
1762 |
return op; |
1763 |
} |
1764 |
|
1765 |
/* |
1766 |
* Checks if any objects has a move_type that matches objects |
1767 |
* that effect this object on this space. Call apply() to process |
1768 |
* these events. |
1769 |
* |
1770 |
* Any speed-modification due to SLOW_MOVE() of other present objects |
1771 |
* will affect the speed_left of the object. |
1772 |
* |
1773 |
* originator: Player, monster or other object that caused 'op' to be inserted |
1774 |
* into 'map'. May be NULL. |
1775 |
* |
1776 |
* Return value: 1 if 'op' was destroyed, 0 otherwise. |
1777 |
* |
1778 |
* 4-21-95 added code to check if appropriate skill was readied - this will |
1779 |
* permit faster movement by the player through this terrain. -b.t. |
1780 |
* |
1781 |
* MSW 2001-07-08: Check all objects on space, not just those below |
1782 |
* object being inserted. insert_ob_in_map may not put new objects |
1783 |
* on top. |
1784 |
*/ |
1785 |
int |
1786 |
check_move_on (object *op, object *originator) |
1787 |
{ |
1788 |
object *tmp; |
1789 |
maptile *m = op->map; |
1790 |
int x = op->x, y = op->y; |
1791 |
|
1792 |
MoveType move_on, move_slow, move_block; |
1793 |
|
1794 |
if (QUERY_FLAG (op, FLAG_NO_APPLY)) |
1795 |
return 0; |
1796 |
|
1797 |
move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); |
1798 |
move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); |
1799 |
move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); |
1800 |
|
1801 |
/* if nothing on this space will slow op down or be applied, |
1802 |
* no need to do checking below. have to make sure move_type |
1803 |
* is set, as lots of objects don't have it set - we treat that |
1804 |
* as walking. |
1805 |
*/ |
1806 |
if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) |
1807 |
return 0; |
1808 |
|
1809 |
/* This is basically inverse logic of that below - basically, |
1810 |
* if the object can avoid the move on or slow move, they do so, |
1811 |
* but can't do it if the alternate movement they are using is |
1812 |
* blocked. Logic on this seems confusing, but does seem correct. |
1813 |
*/ |
1814 |
if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) |
1815 |
return 0; |
1816 |
|
1817 |
/* The objects have to be checked from top to bottom. |
1818 |
* Hence, we first go to the top: |
1819 |
*/ |
1820 |
|
1821 |
for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above) |
1822 |
{ |
1823 |
/* Trim the search when we find the first other spell effect |
1824 |
* this helps performance so that if a space has 50 spell objects, |
1825 |
* we don't need to check all of them. |
1826 |
*/ |
1827 |
if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK)) |
1828 |
break; |
1829 |
} |
1830 |
|
1831 |
for (; tmp; tmp = tmp->below) |
1832 |
{ |
1833 |
if (tmp == op) |
1834 |
continue; /* Can't apply yourself */ |
1835 |
|
1836 |
/* Check to see if one of the movement types should be slowed down. |
1837 |
* Second check makes sure that the movement types not being slowed |
1838 |
* (~slow_move) is not blocked on this space - just because the |
1839 |
* space doesn't slow down swimming (for example), if you can't actually |
1840 |
* swim on that space, can't use it to avoid the penalty. |
1841 |
*/ |
1842 |
if (!QUERY_FLAG (op, FLAG_WIZPASS)) |
1843 |
{ |
1844 |
if ((!op->move_type && tmp->move_slow & MOVE_WALK) || |
1845 |
((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) |
1846 |
{ |
1847 |
|
1848 |
float |
1849 |
diff = tmp->move_slow_penalty * fabs (op->speed); |
1850 |
|
1851 |
if (op->type == PLAYER) |
1852 |
if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || |
1853 |
(QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) |
1854 |
diff /= 4.0; |
1855 |
|
1856 |
op->speed_left -= diff; |
1857 |
} |
1858 |
} |
1859 |
|
1860 |
/* Basically same logic as above, except now for actual apply. */ |
1861 |
if ((!op->move_type && tmp->move_on & MOVE_WALK) || |
1862 |
((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) |
1863 |
{ |
1864 |
move_apply (tmp, op, originator); |
1865 |
|
1866 |
if (op->destroyed ()) |
1867 |
return 1; |
1868 |
|
1869 |
/* what the person/creature stepped onto has moved the object |
1870 |
* someplace new. Don't process any further - if we did, |
1871 |
* have a feeling strange problems would result. |
1872 |
*/ |
1873 |
if (op->map != m || op->x != x || op->y != y) |
1874 |
return 0; |
1875 |
} |
1876 |
} |
1877 |
|
1878 |
return 0; |
1879 |
} |
1880 |
|
1881 |
/* |
1882 |
* present_arch(arch, map, x, y) searches for any objects with |
1883 |
* a matching archetype at the given map and coordinates. |
1884 |
* The first matching object is returned, or NULL if none. |
1885 |
*/ |
1886 |
object * |
1887 |
present_arch (const archetype *at, maptile *m, int x, int y) |
1888 |
{ |
1889 |
if (!m || out_of_map (m, x, y)) |
1890 |
{ |
1891 |
LOG (llevError, "Present_arch called outside map.\n"); |
1892 |
return NULL; |
1893 |
} |
1894 |
|
1895 |
for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) |
1896 |
if (tmp->arch == at) |
1897 |
return tmp; |
1898 |
|
1899 |
return NULL; |
1900 |
} |
1901 |
|
1902 |
/* |
1903 |
* present(type, map, x, y) searches for any objects with |
1904 |
* a matching type variable at the given map and coordinates. |
1905 |
* The first matching object is returned, or NULL if none. |
1906 |
*/ |
1907 |
object * |
1908 |
present (unsigned char type, maptile *m, int x, int y) |
1909 |
{ |
1910 |
if (out_of_map (m, x, y)) |
1911 |
{ |
1912 |
LOG (llevError, "Present called outside map.\n"); |
1913 |
return NULL; |
1914 |
} |
1915 |
|
1916 |
for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) |
1917 |
if (tmp->type == type) |
1918 |
return tmp; |
1919 |
|
1920 |
return NULL; |
1921 |
} |
1922 |
|
1923 |
/* |
1924 |
* present_in_ob(type, object) searches for any objects with |
1925 |
* a matching type variable in the inventory of the given object. |
1926 |
* The first matching object is returned, or NULL if none. |
1927 |
*/ |
1928 |
object * |
1929 |
present_in_ob (unsigned char type, const object *op) |
1930 |
{ |
1931 |
for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1932 |
if (tmp->type == type) |
1933 |
return tmp; |
1934 |
|
1935 |
return NULL; |
1936 |
} |
1937 |
|
1938 |
/* |
1939 |
* present_in_ob (type, str, object) searches for any objects with |
1940 |
* a matching type & name variable in the inventory of the given object. |
1941 |
* The first matching object is returned, or NULL if none. |
1942 |
* This is mostly used by spell effect code, so that we only |
1943 |
* have one spell effect at a time. |
1944 |
* type can be used to narrow the search - if type is set, |
1945 |
* the type must also match. -1 can be passed for the type, |
1946 |
* in which case the type does not need to pass. |
1947 |
* str is the string to match against. Note that we match against |
1948 |
* the object name, not the archetype name. this is so that the |
1949 |
* spell code can use one object type (force), but change it's name |
1950 |
* to be unique. |
1951 |
*/ |
1952 |
object * |
1953 |
present_in_ob_by_name (int type, const char *str, const object *op) |
1954 |
{ |
1955 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1956 |
if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) |
1957 |
return tmp; |
1958 |
|
1959 |
return 0; |
1960 |
} |
1961 |
|
1962 |
/* |
1963 |
* present_arch_in_ob(archetype, object) searches for any objects with |
1964 |
* a matching archetype in the inventory of the given object. |
1965 |
* The first matching object is returned, or NULL if none. |
1966 |
*/ |
1967 |
object * |
1968 |
present_arch_in_ob (const archetype *at, const object *op) |
1969 |
{ |
1970 |
for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1971 |
if (tmp->arch == at) |
1972 |
return tmp; |
1973 |
|
1974 |
return NULL; |
1975 |
} |
1976 |
|
1977 |
/* |
1978 |
* activate recursively a flag on an object inventory |
1979 |
*/ |
1980 |
void |
1981 |
flag_inv (object *op, int flag) |
1982 |
{ |
1983 |
if (op->inv) |
1984 |
for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1985 |
{ |
1986 |
SET_FLAG (tmp, flag); |
1987 |
flag_inv (tmp, flag); |
1988 |
} |
1989 |
} |
1990 |
|
1991 |
/* |
1992 |
* deactivate recursively a flag on an object inventory |
1993 |
*/ |
1994 |
void |
1995 |
unflag_inv (object *op, int flag) |
1996 |
{ |
1997 |
if (op->inv) |
1998 |
for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1999 |
{ |
2000 |
CLEAR_FLAG (tmp, flag); |
2001 |
unflag_inv (tmp, flag); |
2002 |
} |
2003 |
} |
2004 |
|
2005 |
/* |
2006 |
* set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in |
2007 |
* all it's inventory (recursively). |
2008 |
* If checksums are used, a player will get set_cheat called for |
2009 |
* him/her-self and all object carried by a call to this function. |
2010 |
*/ |
2011 |
void |
2012 |
set_cheat (object *op) |
2013 |
{ |
2014 |
SET_FLAG (op, FLAG_WAS_WIZ); |
2015 |
flag_inv (op, FLAG_WAS_WIZ); |
2016 |
} |
2017 |
|
2018 |
/* |
2019 |
* find_free_spot(object, map, x, y, start, stop) will search for |
2020 |
* a spot at the given map and coordinates which will be able to contain |
2021 |
* the given object. start and stop specifies how many squares |
2022 |
* to search (see the freearr_x/y[] definition). |
2023 |
* It returns a random choice among the alternatives found. |
2024 |
* start and stop are where to start relative to the free_arr array (1,9 |
2025 |
* does all 4 immediate directions). This returns the index into the |
2026 |
* array of the free spot, -1 if no spot available (dir 0 = x,y) |
2027 |
* Note - this only checks to see if there is space for the head of the |
2028 |
* object - if it is a multispace object, this should be called for all |
2029 |
* pieces. |
2030 |
* Note2: This function does correctly handle tiled maps, but does not |
2031 |
* inform the caller. However, insert_ob_in_map will update as |
2032 |
* necessary, so the caller shouldn't need to do any special work. |
2033 |
* Note - updated to take an object instead of archetype - this is necessary |
2034 |
* because arch_blocked (now ob_blocked) needs to know the movement type |
2035 |
* to know if the space in question will block the object. We can't use |
2036 |
* the archetype because that isn't correct if the monster has been |
2037 |
* customized, changed states, etc. |
2038 |
*/ |
2039 |
int |
2040 |
find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) |
2041 |
{ |
2042 |
int index = 0, flag; |
2043 |
int altern[SIZEOFFREE]; |
2044 |
|
2045 |
for (int i = start; i < stop; i++) |
2046 |
{ |
2047 |
flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); |
2048 |
if (!flag) |
2049 |
altern [index++] = i; |
2050 |
|
2051 |
/* Basically, if we find a wall on a space, we cut down the search size. |
2052 |
* In this way, we won't return spaces that are on another side of a wall. |
2053 |
* This mostly work, but it cuts down the search size in all directions - |
2054 |
* if the space being examined only has a wall to the north and empty |
2055 |
* spaces in all the other directions, this will reduce the search space |
2056 |
* to only the spaces immediately surrounding the target area, and |
2057 |
* won't look 2 spaces south of the target space. |
2058 |
*/ |
2059 |
else if ((flag & P_NO_PASS) && maxfree[i] < stop) |
2060 |
stop = maxfree[i]; |
2061 |
} |
2062 |
|
2063 |
if (!index) |
2064 |
return -1; |
2065 |
|
2066 |
return altern [rndm (index)]; |
2067 |
} |
2068 |
|
2069 |
/* |
2070 |
* find_first_free_spot(archetype, maptile, x, y) works like |
2071 |
* find_free_spot(), but it will search max number of squares. |
2072 |
* But it will return the first available spot, not a random choice. |
2073 |
* Changed 0.93.2: Have it return -1 if there is no free spot available. |
2074 |
*/ |
2075 |
int |
2076 |
find_first_free_spot (const object *ob, maptile *m, int x, int y) |
2077 |
{ |
2078 |
for (int i = 0; i < SIZEOFFREE; i++) |
2079 |
if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) |
2080 |
return i; |
2081 |
|
2082 |
return -1; |
2083 |
} |
2084 |
|
2085 |
/* |
2086 |
* The function permute(arr, begin, end) randomly reorders the array |
2087 |
* arr[begin..end-1]. |
2088 |
* now uses a fisher-yates shuffle, old permute was broken |
2089 |
*/ |
2090 |
static void |
2091 |
permute (int *arr, int begin, int end) |
2092 |
{ |
2093 |
arr += begin; |
2094 |
end -= begin; |
2095 |
|
2096 |
while (--end) |
2097 |
swap (arr [end], arr [rndm (end + 1)]); |
2098 |
} |
2099 |
|
2100 |
/* new function to make monster searching more efficient, and effective! |
2101 |
* This basically returns a randomized array (in the passed pointer) of |
2102 |
* the spaces to find monsters. In this way, it won't always look for |
2103 |
* monsters to the north first. However, the size of the array passed |
2104 |
* covers all the spaces, so within that size, all the spaces within |
2105 |
* the 3x3 area will be searched, just not in a predictable order. |
2106 |
*/ |
2107 |
void |
2108 |
get_search_arr (int *search_arr) |
2109 |
{ |
2110 |
int i; |
2111 |
|
2112 |
for (i = 0; i < SIZEOFFREE; i++) |
2113 |
search_arr[i] = i; |
2114 |
|
2115 |
permute (search_arr, 1, SIZEOFFREE1 + 1); |
2116 |
permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); |
2117 |
permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); |
2118 |
} |
2119 |
|
2120 |
/* |
2121 |
* find_dir(map, x, y, exclude) will search some close squares in the |
2122 |
* given map at the given coordinates for live objects. |
2123 |
* It will not considered the object given as exclude among possible |
2124 |
* live objects. |
2125 |
* It returns the direction toward the first/closest live object if finds |
2126 |
* any, otherwise 0. |
2127 |
* Perhaps incorrectly, but I'm making the assumption that exclude |
2128 |
* is actually want is going to try and move there. We need this info |
2129 |
* because we have to know what movement the thing looking to move |
2130 |
* there is capable of. |
2131 |
*/ |
2132 |
int |
2133 |
find_dir (maptile *m, int x, int y, object *exclude) |
2134 |
{ |
2135 |
int i, max = SIZEOFFREE, mflags; |
2136 |
|
2137 |
sint16 nx, ny; |
2138 |
object *tmp; |
2139 |
maptile *mp; |
2140 |
|
2141 |
MoveType blocked, move_type; |
2142 |
|
2143 |
if (exclude && exclude->head) |
2144 |
{ |
2145 |
exclude = exclude->head; |
2146 |
move_type = exclude->move_type; |
2147 |
} |
2148 |
else |
2149 |
{ |
2150 |
/* If we don't have anything, presume it can use all movement types. */ |
2151 |
move_type = MOVE_ALL; |
2152 |
} |
2153 |
|
2154 |
for (i = 1; i < max; i++) |
2155 |
{ |
2156 |
mp = m; |
2157 |
nx = x + freearr_x[i]; |
2158 |
ny = y + freearr_y[i]; |
2159 |
|
2160 |
mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); |
2161 |
|
2162 |
if (mflags & P_OUT_OF_MAP) |
2163 |
max = maxfree[i]; |
2164 |
else |
2165 |
{ |
2166 |
mapspace &ms = mp->at (nx, ny); |
2167 |
|
2168 |
blocked = ms.move_block; |
2169 |
|
2170 |
if ((move_type & blocked) == move_type) |
2171 |
max = maxfree[i]; |
2172 |
else if (mflags & P_IS_ALIVE) |
2173 |
{ |
2174 |
for (tmp = ms.bot; tmp; tmp = tmp->above) |
2175 |
if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) |
2176 |
&& (tmp != exclude || (tmp->head && tmp->head != exclude))) |
2177 |
break; |
2178 |
|
2179 |
if (tmp) |
2180 |
return freedir[i]; |
2181 |
} |
2182 |
} |
2183 |
} |
2184 |
|
2185 |
return 0; |
2186 |
} |
2187 |
|
2188 |
/* |
2189 |
* distance(object 1, object 2) will return the square of the |
2190 |
* distance between the two given objects. |
2191 |
*/ |
2192 |
int |
2193 |
distance (const object *ob1, const object *ob2) |
2194 |
{ |
2195 |
return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); |
2196 |
} |
2197 |
|
2198 |
/* |
2199 |
* find_dir_2(delta-x,delta-y) will return a direction in which |
2200 |
* an object which has subtracted the x and y coordinates of another |
2201 |
* object, needs to travel toward it. |
2202 |
*/ |
2203 |
int |
2204 |
find_dir_2 (int x, int y) |
2205 |
{ |
2206 |
int q; |
2207 |
|
2208 |
if (y) |
2209 |
q = x * 100 / y; |
2210 |
else if (x) |
2211 |
q = -300 * x; |
2212 |
else |
2213 |
return 0; |
2214 |
|
2215 |
if (y > 0) |
2216 |
{ |
2217 |
if (q < -242) |
2218 |
return 3; |
2219 |
if (q < -41) |
2220 |
return 2; |
2221 |
if (q < 41) |
2222 |
return 1; |
2223 |
if (q < 242) |
2224 |
return 8; |
2225 |
return 7; |
2226 |
} |
2227 |
|
2228 |
if (q < -242) |
2229 |
return 7; |
2230 |
if (q < -41) |
2231 |
return 6; |
2232 |
if (q < 41) |
2233 |
return 5; |
2234 |
if (q < 242) |
2235 |
return 4; |
2236 |
|
2237 |
return 3; |
2238 |
} |
2239 |
|
2240 |
/* |
2241 |
* dirdiff(dir1, dir2) returns how many 45-degrees differences there is |
2242 |
* between two directions (which are expected to be absolute (see absdir()) |
2243 |
*/ |
2244 |
int |
2245 |
dirdiff (int dir1, int dir2) |
2246 |
{ |
2247 |
int d; |
2248 |
|
2249 |
d = abs (dir1 - dir2); |
2250 |
if (d > 4) |
2251 |
d = 8 - d; |
2252 |
|
2253 |
return d; |
2254 |
} |
2255 |
|
2256 |
/* peterm: |
2257 |
* do LOS stuff for ball lightning. Go after the closest VISIBLE monster. |
2258 |
* Basically, this is a table of directions, and what directions |
2259 |
* one could go to go back to us. Eg, entry 15 below is 4, 14, 16. |
2260 |
* This basically means that if direction is 15, then it could either go |
2261 |
* direction 4, 14, or 16 to get back to where we are. |
2262 |
* Moved from spell_util.c to object.c with the other related direction |
2263 |
* functions. |
2264 |
*/ |
2265 |
int reduction_dir[SIZEOFFREE][3] = { |
2266 |
{0, 0, 0}, /* 0 */ |
2267 |
{0, 0, 0}, /* 1 */ |
2268 |
{0, 0, 0}, /* 2 */ |
2269 |
{0, 0, 0}, /* 3 */ |
2270 |
{0, 0, 0}, /* 4 */ |
2271 |
{0, 0, 0}, /* 5 */ |
2272 |
{0, 0, 0}, /* 6 */ |
2273 |
{0, 0, 0}, /* 7 */ |
2274 |
{0, 0, 0}, /* 8 */ |
2275 |
{8, 1, 2}, /* 9 */ |
2276 |
{1, 2, -1}, /* 10 */ |
2277 |
{2, 10, 12}, /* 11 */ |
2278 |
{2, 3, -1}, /* 12 */ |
2279 |
{2, 3, 4}, /* 13 */ |
2280 |
{3, 4, -1}, /* 14 */ |
2281 |
{4, 14, 16}, /* 15 */ |
2282 |
{5, 4, -1}, /* 16 */ |
2283 |
{4, 5, 6}, /* 17 */ |
2284 |
{6, 5, -1}, /* 18 */ |
2285 |
{6, 20, 18}, /* 19 */ |
2286 |
{7, 6, -1}, /* 20 */ |
2287 |
{6, 7, 8}, /* 21 */ |
2288 |
{7, 8, -1}, /* 22 */ |
2289 |
{8, 22, 24}, /* 23 */ |
2290 |
{8, 1, -1}, /* 24 */ |
2291 |
{24, 9, 10}, /* 25 */ |
2292 |
{9, 10, -1}, /* 26 */ |
2293 |
{10, 11, -1}, /* 27 */ |
2294 |
{27, 11, 29}, /* 28 */ |
2295 |
{11, 12, -1}, /* 29 */ |
2296 |
{12, 13, -1}, /* 30 */ |
2297 |
{12, 13, 14}, /* 31 */ |
2298 |
{13, 14, -1}, /* 32 */ |
2299 |
{14, 15, -1}, /* 33 */ |
2300 |
{33, 15, 35}, /* 34 */ |
2301 |
{16, 15, -1}, /* 35 */ |
2302 |
{17, 16, -1}, /* 36 */ |
2303 |
{18, 17, 16}, /* 37 */ |
2304 |
{18, 17, -1}, /* 38 */ |
2305 |
{18, 19, -1}, /* 39 */ |
2306 |
{41, 19, 39}, /* 40 */ |
2307 |
{19, 20, -1}, /* 41 */ |
2308 |
{20, 21, -1}, /* 42 */ |
2309 |
{20, 21, 22}, /* 43 */ |
2310 |
{21, 22, -1}, /* 44 */ |
2311 |
{23, 22, -1}, /* 45 */ |
2312 |
{45, 47, 23}, /* 46 */ |
2313 |
{23, 24, -1}, /* 47 */ |
2314 |
{24, 9, -1} |
2315 |
}; /* 48 */ |
2316 |
|
2317 |
/* Recursive routine to step back and see if we can |
2318 |
* find a path to that monster that we found. If not, |
2319 |
* we don't bother going toward it. Returns 1 if we |
2320 |
* can see a direct way to get it |
2321 |
* Modified to be map tile aware -.MSW |
2322 |
*/ |
2323 |
int |
2324 |
can_see_monsterP (maptile *m, int x, int y, int dir) |
2325 |
{ |
2326 |
sint16 dx, dy; |
2327 |
int mflags; |
2328 |
|
2329 |
if (dir < 0) |
2330 |
return 0; /* exit condition: invalid direction */ |
2331 |
|
2332 |
dx = x + freearr_x[dir]; |
2333 |
dy = y + freearr_y[dir]; |
2334 |
|
2335 |
mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); |
2336 |
|
2337 |
/* This functional arguably was incorrect before - it was |
2338 |
* checking for P_WALL - that was basically seeing if |
2339 |
* we could move to the monster - this is being more |
2340 |
* literal on if we can see it. To know if we can actually |
2341 |
* move to the monster, we'd need the monster passed in or |
2342 |
* at least its move type. |
2343 |
*/ |
2344 |
if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) |
2345 |
return 0; |
2346 |
|
2347 |
/* yes, can see. */ |
2348 |
if (dir < 9) |
2349 |
return 1; |
2350 |
|
2351 |
return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2352 |
| can_see_monsterP (m, x, y, reduction_dir[dir][1]) |
2353 |
| can_see_monsterP (m, x, y, reduction_dir[dir][2]); |
2354 |
} |
2355 |
|
2356 |
/* |
2357 |
* can_pick(picker, item): finds out if an object is possible to be |
2358 |
* picked up by the picker. Returnes 1 if it can be |
2359 |
* picked up, otherwise 0. |
2360 |
* |
2361 |
* Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause |
2362 |
* core dumps if they do. |
2363 |
* |
2364 |
* Add a check so we can't pick up invisible objects (0.93.8) |
2365 |
*/ |
2366 |
|
2367 |
int |
2368 |
can_pick (const object *who, const object *item) |
2369 |
{ |
2370 |
return /*QUERY_FLAG(who,FLAG_WIZ)|| */ |
2371 |
(item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && |
2372 |
!QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); |
2373 |
} |
2374 |
|
2375 |
/* |
2376 |
* create clone from object to another |
2377 |
*/ |
2378 |
object * |
2379 |
object_create_clone (object *asrc) |
2380 |
{ |
2381 |
object *dst = 0, *tmp, *src, *part, *prev, *item; |
2382 |
|
2383 |
if (!asrc) |
2384 |
return 0; |
2385 |
|
2386 |
src = asrc; |
2387 |
if (src->head) |
2388 |
src = src->head; |
2389 |
|
2390 |
prev = 0; |
2391 |
for (part = src; part; part = part->more) |
2392 |
{ |
2393 |
tmp = part->clone (); |
2394 |
tmp->x -= src->x; |
2395 |
tmp->y -= src->y; |
2396 |
|
2397 |
if (!part->head) |
2398 |
{ |
2399 |
dst = tmp; |
2400 |
tmp->head = 0; |
2401 |
} |
2402 |
else |
2403 |
tmp->head = dst; |
2404 |
|
2405 |
tmp->more = 0; |
2406 |
|
2407 |
if (prev) |
2408 |
prev->more = tmp; |
2409 |
|
2410 |
prev = tmp; |
2411 |
} |
2412 |
|
2413 |
for (item = src->inv; item; item = item->below) |
2414 |
insert_ob_in_ob (object_create_clone (item), dst); |
2415 |
|
2416 |
return dst; |
2417 |
} |
2418 |
|
2419 |
/* This returns the first object in who's inventory that |
2420 |
* has the same type and subtype match. |
2421 |
* returns NULL if no match. |
2422 |
*/ |
2423 |
object * |
2424 |
find_obj_by_type_subtype (const object *who, int type, int subtype) |
2425 |
{ |
2426 |
for (object *tmp = who->inv; tmp; tmp = tmp->below) |
2427 |
if (tmp->type == type && tmp->subtype == subtype) |
2428 |
return tmp; |
2429 |
|
2430 |
return 0; |
2431 |
} |
2432 |
|
2433 |
/* If ob has a field named key, return the link from the list, |
2434 |
* otherwise return NULL. |
2435 |
* |
2436 |
* key must be a passed in shared string - otherwise, this won't |
2437 |
* do the desired thing. |
2438 |
*/ |
2439 |
key_value * |
2440 |
get_ob_key_link (const object *ob, const char *key) |
2441 |
{ |
2442 |
for (key_value *link = ob->key_values; link; link = link->next) |
2443 |
if (link->key == key) |
2444 |
return link; |
2445 |
|
2446 |
return 0; |
2447 |
} |
2448 |
|
2449 |
/* |
2450 |
* Returns the value of op has an extra_field for key, or NULL. |
2451 |
* |
2452 |
* The argument doesn't need to be a shared string. |
2453 |
* |
2454 |
* The returned string is shared. |
2455 |
*/ |
2456 |
const char * |
2457 |
get_ob_key_value (const object *op, const char *const key) |
2458 |
{ |
2459 |
key_value *link; |
2460 |
shstr_cmp canonical_key (key); |
2461 |
|
2462 |
if (!canonical_key) |
2463 |
{ |
2464 |
/* 1. There being a field named key on any object |
2465 |
* implies there'd be a shared string to find. |
2466 |
* 2. Since there isn't, no object has this field. |
2467 |
* 3. Therefore, *this* object doesn't have this field. |
2468 |
*/ |
2469 |
return 0; |
2470 |
} |
2471 |
|
2472 |
/* This is copied from get_ob_key_link() above - |
2473 |
* only 4 lines, and saves the function call overhead. |
2474 |
*/ |
2475 |
for (link = op->key_values; link; link = link->next) |
2476 |
if (link->key == canonical_key) |
2477 |
return link->value; |
2478 |
|
2479 |
return 0; |
2480 |
} |
2481 |
|
2482 |
/* |
2483 |
* Updates the canonical_key in op to value. |
2484 |
* |
2485 |
* canonical_key is a shared string (value doesn't have to be). |
2486 |
* |
2487 |
* Unless add_key is TRUE, it won't add fields, only change the value of existing |
2488 |
* keys. |
2489 |
* |
2490 |
* Returns TRUE on success. |
2491 |
*/ |
2492 |
int |
2493 |
set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) |
2494 |
{ |
2495 |
key_value *field = NULL, *last = NULL; |
2496 |
|
2497 |
for (field = op->key_values; field != NULL; field = field->next) |
2498 |
{ |
2499 |
if (field->key != canonical_key) |
2500 |
{ |
2501 |
last = field; |
2502 |
continue; |
2503 |
} |
2504 |
|
2505 |
if (value) |
2506 |
field->value = value; |
2507 |
else |
2508 |
{ |
2509 |
/* Basically, if the archetype has this key set, |
2510 |
* we need to store the null value so when we save |
2511 |
* it, we save the empty value so that when we load, |
2512 |
* we get this value back again. |
2513 |
*/ |
2514 |
if (get_ob_key_link (&op->arch->clone, canonical_key)) |
2515 |
field->value = 0; |
2516 |
else |
2517 |
{ |
2518 |
if (last) |
2519 |
last->next = field->next; |
2520 |
else |
2521 |
op->key_values = field->next; |
2522 |
|
2523 |
delete field; |
2524 |
} |
2525 |
} |
2526 |
return TRUE; |
2527 |
} |
2528 |
/* IF we get here, key doesn't exist */ |
2529 |
|
2530 |
/* No field, we'll have to add it. */ |
2531 |
|
2532 |
if (!add_key) |
2533 |
return FALSE; |
2534 |
|
2535 |
/* There isn't any good reason to store a null |
2536 |
* value in the key/value list. If the archetype has |
2537 |
* this key, then we should also have it, so shouldn't |
2538 |
* be here. If user wants to store empty strings, |
2539 |
* should pass in "" |
2540 |
*/ |
2541 |
if (value == NULL) |
2542 |
return TRUE; |
2543 |
|
2544 |
field = new key_value; |
2545 |
|
2546 |
field->key = canonical_key; |
2547 |
field->value = value; |
2548 |
/* Usual prepend-addition. */ |
2549 |
field->next = op->key_values; |
2550 |
op->key_values = field; |
2551 |
|
2552 |
return TRUE; |
2553 |
} |
2554 |
|
2555 |
/* |
2556 |
* Updates the key in op to value. |
2557 |
* |
2558 |
* If add_key is FALSE, this will only update existing keys, |
2559 |
* and not add new ones. |
2560 |
* In general, should be little reason FALSE is ever passed in for add_key |
2561 |
* |
2562 |
* Returns TRUE on success. |
2563 |
*/ |
2564 |
int |
2565 |
set_ob_key_value (object *op, const char *key, const char *value, int add_key) |
2566 |
{ |
2567 |
shstr key_ (key); |
2568 |
|
2569 |
return set_ob_key_value_s (op, key_, value, add_key); |
2570 |
} |
2571 |
|
2572 |
object::depth_iterator::depth_iterator (object *container) |
2573 |
: iterator_base (container) |
2574 |
{ |
2575 |
while (item->inv) |
2576 |
item = item->inv; |
2577 |
} |
2578 |
|
2579 |
void |
2580 |
object::depth_iterator::next () |
2581 |
{ |
2582 |
if (item->below) |
2583 |
{ |
2584 |
item = item->below; |
2585 |
|
2586 |
while (item->inv) |
2587 |
item = item->inv; |
2588 |
} |
2589 |
else |
2590 |
item = item->env; |
2591 |
} |
2592 |
|
2593 |
|
2594 |
const char * |
2595 |
object::flag_desc (char *desc, int len) const |
2596 |
{ |
2597 |
char *p = desc; |
2598 |
bool first = true; |
2599 |
|
2600 |
*p = 0; |
2601 |
|
2602 |
for (int i = 0; i < NUM_FLAGS; i++) |
2603 |
{ |
2604 |
if (len <= 10) // magic constant! |
2605 |
{ |
2606 |
snprintf (p, len, ",..."); |
2607 |
break; |
2608 |
} |
2609 |
|
2610 |
if (flag [i]) |
2611 |
{ |
2612 |
int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); |
2613 |
len -= cnt; |
2614 |
p += cnt; |
2615 |
first = false; |
2616 |
} |
2617 |
} |
2618 |
|
2619 |
return desc; |
2620 |
} |
2621 |
|
2622 |
// return a suitable string describing an object in enough detail to find it |
2623 |
const char * |
2624 |
object::debug_desc (char *info) const |
2625 |
{ |
2626 |
char flagdesc[512]; |
2627 |
char info2[256 * 4]; |
2628 |
char *p = info; |
2629 |
|
2630 |
p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", |
2631 |
count, uuid.seq, |
2632 |
&name, |
2633 |
title ? "\",title:\"" : "", |
2634 |
title ? (const char *)title : "", |
2635 |
flag_desc (flagdesc, 512), type); |
2636 |
|
2637 |
if (env) |
2638 |
p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); |
2639 |
|
2640 |
if (map) |
2641 |
p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); |
2642 |
|
2643 |
return info; |
2644 |
} |
2645 |
|
2646 |
const char * |
2647 |
object::debug_desc () const |
2648 |
{ |
2649 |
static char info[3][256 * 4]; |
2650 |
static int info_idx; |
2651 |
|
2652 |
return debug_desc (info [++info_idx % 3]); |
2653 |
} |
2654 |
|
2655 |
struct region * |
2656 |
object::region () const |
2657 |
{ |
2658 |
return map ? map->region (x, y) |
2659 |
: region::default_region (); |
2660 |
} |
2661 |
|
2662 |
const materialtype_t * |
2663 |
object::dominant_material () const |
2664 |
{ |
2665 |
if (materialtype_t *mat = name_to_material (materialname)) |
2666 |
return mat; |
2667 |
|
2668 |
// omfg this is slow, this has to be temporary :) |
2669 |
shstr unknown ("unknown"); |
2670 |
|
2671 |
return name_to_material (unknown); |
2672 |
} |
2673 |
|
2674 |
void |
2675 |
object::open_container (object *new_container) |
2676 |
{ |
2677 |
if (container == new_container) |
2678 |
return; |
2679 |
|
2680 |
if (object *old_container = container) |
2681 |
{ |
2682 |
if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) |
2683 |
return; |
2684 |
|
2685 |
#if 0 |
2686 |
// remove the "Close old_container" object. |
2687 |
if (object *closer = old_container->inv) |
2688 |
if (closer->type == CLOSE_CON) |
2689 |
closer->destroy (); |
2690 |
#endif |
2691 |
|
2692 |
old_container->flag [FLAG_APPLIED] = 0; |
2693 |
container = 0; |
2694 |
|
2695 |
esrv_update_item (UPD_FLAGS, this, old_container); |
2696 |
new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); |
2697 |
} |
2698 |
|
2699 |
if (new_container) |
2700 |
{ |
2701 |
if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) |
2702 |
return; |
2703 |
|
2704 |
// TODO: this does not seem to serve any purpose anymore? |
2705 |
#if 0 |
2706 |
// insert the "Close Container" object. |
2707 |
if (archetype *closer = new_container->other_arch) |
2708 |
{ |
2709 |
object *closer = arch_to_object (new_container->other_arch); |
2710 |
closer->flag [FLAG_NO_MAP_SAVE] = 1; |
2711 |
new_container->insert (closer); |
2712 |
} |
2713 |
#endif |
2714 |
|
2715 |
new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); |
2716 |
|
2717 |
new_container->flag [FLAG_APPLIED] = 1; |
2718 |
container = new_container; |
2719 |
|
2720 |
esrv_update_item (UPD_FLAGS, this, new_container); |
2721 |
esrv_send_inventory (this, new_container); |
2722 |
} |
2723 |
} |
2724 |
|
2725 |
|