/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
* Deliantra is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
* The authors can be reached via e-mail to
*/
/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
sub/add_weight will transcend the environment updating the carrying
variable. */
#include
#include
#include
#include
#include
#include
#include
#include
#include
int nrofallocobjects = 0;
static UUID uuid;
const uint64 UUID_SKIP = 1<<19;
objectvec objects;
activevec actives;
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,
0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
};
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,
-3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
};
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,
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
};
int freedir[SIZEOFFREE] = {
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,
1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
};
static void
write_uuid (void)
{
char filename1[MAX_BUF], filename2[MAX_BUF];
sprintf (filename1, "%s/uuid", settings.localdir);
sprintf (filename2, "%s/uuid~", settings.localdir);
FILE *fp;
if (!(fp = fopen (filename2, "w")))
{
LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
return;
}
fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
fclose (fp);
rename (filename2, filename1);
}
static void
read_uuid (void)
{
char filename[MAX_BUF];
sprintf (filename, "%s/uuid", settings.localdir);
FILE *fp;
if (!(fp = fopen (filename, "r")))
{
if (errno == ENOENT)
{
LOG (llevInfo, "RESET uid to 1\n");
uuid.seq = 0;
write_uuid ();
return;
}
LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
_exit (1);
}
int version;
unsigned long long uid;
if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
{
LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
_exit (1);
}
uuid.seq = uid;
write_uuid ();
LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
fclose (fp);
}
UUID
gen_uuid ()
{
UUID uid;
uid.seq = ++uuid.seq;
if (!(uuid.seq & (UUID_SKIP - 1)))
write_uuid ();
return uid;
}
void
init_uuid ()
{
read_uuid ();
}
/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
static int
compare_ob_value_lists_one (const object *wants, const object *has)
{
key_value *wants_field;
/* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
* objects with lists are rare, and lists stay short. If not, use a
* different structure or at least keep the lists sorted...
*/
/* For each field in wants, */
for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
{
key_value *has_field;
/* Look for a field in has with the same key. */
has_field = get_ob_key_link (has, wants_field->key);
if (has_field == NULL)
{
/* No field with that name. */
return FALSE;
}
/* Found the matching field. */
if (has_field->value != wants_field->value)
{
/* Values don't match, so this half of the comparison is false. */
return FALSE;
}
/* If we get here, we found a match. Now for the next field in wants. */
}
/* If we get here, every field in wants has a matching field in has. */
return TRUE;
}
/* Returns TRUE if ob1 has the same key_values as ob2. */
static int
compare_ob_value_lists (const object *ob1, const object *ob2)
{
/* However, there may be fields in has which aren't partnered in wants,
* so we need to run the comparison *twice*. :(
*/
return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
}
/* Function examines the 2 objects given to it, and returns true if
* they can be merged together.
*
* Note that this function appears a lot longer than the macro it
* replaces - this is mostly for clarity - a decent compiler should hopefully
* reduce this to the same efficiency.
*
* Check nrof variable *before* calling can_merge()
*
* Improvements made with merge: Better checking on potion, and also
* check weight
*/
bool object::can_merge_slow (object *ob1, object *ob2)
{
/* A couple quicksanity checks */
if (ob1 == ob2
|| ob1->type != ob2->type
|| ob1->speed != ob2->speed
|| ob1->value != ob2->value
|| ob1->name != ob2->name)
return 0;
//TODO: this ain't working well, use nicer and correct overflow check
/* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
* value could not be stored in a sint32 (which unfortunately sometimes is
* used to store nrof).
*/
if (ob1->nrof + ob2->nrof >= 1UL << 31)
return 0;
/* If the objects have been identified, set the BEEN_APPLIED flag.
* This is to the comparison of the flags below will be OK. We
* just can't ignore the been applied or identified flags, as they
* are not equal - just if it has been identified, the been_applied
* flags lose any meaning.
*/
if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
SET_FLAG (ob1, FLAG_BEEN_APPLIED);
if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
SET_FLAG (ob2, FLAG_BEEN_APPLIED);
if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
|| ob1->arch != ob2->arch
|| ob1->name != ob2->name
|| ob1->title != ob2->title
|| ob1->msg != ob2->msg
|| ob1->weight != ob2->weight
|| memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
|| memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
|| ob1->attacktype != ob2->attacktype
|| ob1->magic != ob2->magic
|| ob1->slaying != ob2->slaying
|| ob1->skill != ob2->skill
|| ob1->value != ob2->value
|| ob1->animation_id != ob2->animation_id
|| ob1->client_type != ob2->client_type
|| ob1->materialname != ob2->materialname
|| ob1->lore != ob2->lore
|| ob1->subtype != ob2->subtype
|| ob1->move_type != ob2->move_type
|| ob1->move_block != ob2->move_block
|| ob1->move_allow != ob2->move_allow
|| ob1->move_on != ob2->move_on
|| ob1->move_off != ob2->move_off
|| ob1->move_slow != ob2->move_slow
|| ob1->move_slow_penalty != ob2->move_slow_penalty)
return 0;
/* This is really a spellbook check - really, we should
* check all objects in the inventory.
*/
if (ob1->inv || ob2->inv)
{
if (!(ob1->inv && ob2->inv))
return 0; /* inventories differ in length */
if (ob1->inv->below || ob2->inv->below)
return 0; /* more than one object in inv */
if (!object::can_merge (ob1->inv, ob2->inv))
return 0; /* inventory objexts differ */
/* inventory ok - still need to check rest of this object to see
* if it is valid.
*/
}
/* Don't merge objects that are applied. With the new 'body' code,
* it is possible for most any character to have more than one of
* some items equipped, and we don't want those to merge.
*/
if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
return 0;
/* Note sure why the following is the case - either the object has to
* be animated or have a very low speed. Is this an attempted monster
* check?
*/
if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
return 0;
switch (ob1->type)
{
case SCROLL:
if (ob1->level != ob2->level)
return 0;
break;
}
if (ob1->key_values != NULL || ob2->key_values != NULL)
{
/* At least one of these has key_values. */
if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
/* One has fields, but the other one doesn't. */
return 0;
else if (!compare_ob_value_lists (ob1, ob2))
return 0;
}
if (ob1->self || ob2->self)
{
ob1->optimise ();
ob2->optimise ();
if (ob1->self || ob2->self)
{
int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
if (k1 != k2)
return 0;
else if (k1 == 0)
return 1;
else if (!cfperl_can_merge (ob1, ob2))
return 0;
}
}
/* Everything passes, must be OK. */
return 1;
}
/*
* sum_weight() is a recursive function which calculates the weight
* an object is carrying. It goes through in figures out how much
* containers are carrying, and sums it up.
*/
long
sum_weight (object *op)
{
long sum;
object *inv;
for (sum = 0, inv = op->inv; inv; inv = inv->below)
{
if (inv->inv)
sum_weight (inv);
sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
}
if (op->type == CONTAINER && op->stats.Str)
sum = (sum * (100 - op->stats.Str)) / 100;
if (op->carrying != sum)
op->carrying = sum;
return sum;
}
/**
* Return the outermost environment object for a given object.
*/
object *
object_get_env_recursive (object *op)
{
while (op->env != NULL)
op = op->env;
return op;
}
/*
* Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
* Some error messages.
* The result of the dump is stored in the static global errmsg array.
*/
char *
dump_object (object *op)
{
if (!op)
return strdup ("[NULLOBJ]");
object_freezer freezer;
op->write (freezer);
return freezer.as_string ();
}
/*
* get_nearest_part(multi-object, object 2) returns the part of the
* multi-object 1 which is closest to the second object.
* If it's not a multi-object, it is returned.
*/
object *
get_nearest_part (object *op, const object *pl)
{
object *tmp, *closest;
int last_dist, i;
if (op->more == NULL)
return op;
for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
if ((i = distance (tmp, pl)) < last_dist)
closest = tmp, last_dist = i;
return closest;
}
/*
* Returns the object which has the count-variable equal to the argument.
*/
object *
find_object (tag_t i)
{
for_all_objects (op)
if (op->count == i)
return op;
return 0;
}
/*
* Returns the first object which has a name equal to the argument.
* Used only by the patch command, but not all that useful.
* Enables features like "patch food 999"
*/
object *
find_object_name (const char *str)
{
shstr_cmp str_ (str);
object *op;
for_all_objects (op)
if (op->name == str_)
break;
return op;
}
void
free_all_object_data ()
{
LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
}
/*
* Sets the owner and sets the skill and exp pointers to owner's current
* skill and experience objects.
* ACTUALLY NO! investigate! TODO
*/
void
object::set_owner (object *owner)
{
// allow objects which own objects
if (owner)
while (owner->owner)
owner = owner->owner;
if (flag [FLAG_FREED])
{
LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
return;
}
this->owner = owner;
}
int
object::slottype () const
{
if (type == SKILL)
{
if (IS_COMBAT_SKILL (subtype)) return slot_combat;
if (IS_RANGED_SKILL (subtype)) return slot_ranged;
}
else
{
if (slot [body_combat].info) return slot_combat;
if (slot [body_range ].info) return slot_ranged;
}
return slot_none;
}
bool
object::change_weapon (object *ob)
{
if (current_weapon == ob)
return true;
if (chosen_skill)
chosen_skill->flag [FLAG_APPLIED] = false;
current_weapon = ob;
chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
if (chosen_skill)
chosen_skill->flag [FLAG_APPLIED] = true;
update_stats ();
if (ob)
{
// now check wether any body locations became invalid, in which case
// we cannot apply the weapon at the moment.
for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
if (slot[i].used < 0)
{
current_weapon = chosen_skill = 0;
update_stats ();
new_draw_info_format (NDI_UNIQUE, 0, this,
"You try to balance all your items at once, "
"but the %s is just too much for your body. "
"[You need to unapply some items first.]", &ob->name);
return false;
}
//new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
}
else
;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
{
LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
&name, ob->debug_desc ());
return false;
}
return true;
}
/* Zero the key_values on op, decrementing the shared-string
* refcounts and freeing the links.
*/
static void
free_key_values (object *op)
{
for (key_value *i = op->key_values; i; )
{
key_value *next = i->next;
delete i;
i = next;
}
op->key_values = 0;
}
object &
object::operator =(const object &src)
{
bool is_freed = flag [FLAG_FREED];
bool is_removed = flag [FLAG_REMOVED];
*(object_copy *)this = src;
flag [FLAG_FREED] = is_freed;
flag [FLAG_REMOVED] = is_removed;
/* Copy over key_values, if any. */
if (src.key_values)
{
key_value *tail = 0;
key_values = 0;
for (key_value *i = src.key_values; i; i = i->next)
{
key_value *new_link = new key_value;
new_link->next = 0;
new_link->key = i->key;
new_link->value = i->value;
/* Try and be clever here, too. */
if (!key_values)
{
key_values = new_link;
tail = new_link;
}
else
{
tail->next = new_link;
tail = new_link;
}
}
}
}
/*
* copy_to first frees everything allocated by the dst object,
* and then copies the contents of itself into the second
* object, allocating what needs to be allocated. Basically, any
* data that is malloc'd needs to be re-malloc/copied. Otherwise,
* if the first object is freed, the pointers in the new object
* will point at garbage.
*/
void
object::copy_to (object *dst)
{
*dst = *this;
if (speed < 0)
dst->speed_left -= rndm ();
dst->set_speed (dst->speed);
}
void
object::instantiate ()
{
if (!uuid.seq) // HACK
uuid = gen_uuid ();
speed_left = -0.1f;
/* copy the body_info to the body_used - this is only really
* need for monsters, but doesn't hurt to do it for everything.
* by doing so, when a monster is created, it has good starting
* values for the body_used info, so when items are created
* for it, they can be properly equipped.
*/
for (int i = NUM_BODY_LOCATIONS; i--; )
slot[i].used = slot[i].info;
attachable::instantiate ();
}
object *
object::clone ()
{
object *neu = create ();
copy_to (neu);
return neu;
}
/*
* If an object with the IS_TURNABLE() flag needs to be turned due
* to the closest player being on the other side, this function can
* be called to update the face variable, _and_ how it looks on the map.
*/
void
update_turn_face (object *op)
{
if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
return;
SET_ANIMATION (op, op->direction);
update_object (op, UP_OBJ_FACE);
}
/*
* Updates the speed of an object. If the speed changes from 0 to another
* value, or vice versa, then add/remove the object from the active list.
* This function needs to be called whenever the speed of an object changes.
*/
void
object::set_speed (float speed)
{
if (flag [FLAG_FREED] && speed)
{
LOG (llevError, "Object %s is freed but has speed.\n", &name);
speed = 0;
}
this->speed = speed;
if (has_active_speed ())
activate ();
else
deactivate ();
}
/*
* update_object() updates the the map.
* It takes into account invisible objects (and represent squares covered
* by invisible objects by whatever is below them (unless it's another
* invisible object, etc...)
* If the object being updated is beneath a player, the look-window
* of that player is updated (this might be a suboptimal way of
* updating that window, though, since update_object() is called _often_)
*
* action is a hint of what the caller believes need to be done.
* current action are:
* UP_OBJ_INSERT: op was inserted
* UP_OBJ_REMOVE: op was removed
* UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
* as that is easier than trying to look at what may have changed.
* UP_OBJ_FACE: only the objects face has changed.
*/
void
update_object (object *op, int action)
{
if (op == NULL)
{
/* this should never happen */
LOG (llevDebug, "update_object() called for NULL object.\n");
return;
}
if (op->env)
{
/* Animation is currently handled by client, so nothing
* to do in this case.
*/
return;
}
/* If the map is saving, don't do anything as everything is
* going to get freed anyways.
*/
if (!op->map || op->map->in_memory == MAP_SAVING)
return;
/* make sure the object is within map boundaries */
if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
{
LOG (llevError, "update_object() called for object out of map!\n");
#ifdef MANY_CORES
abort ();
#endif
return;
}
mapspace &m = op->ms ();
if (!(m.flags_ & P_UPTODATE))
/* nop */;
else if (action == UP_OBJ_INSERT)
{
// this is likely overkill, TODO: revisit (schmorp)
if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
|| (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
|| (op->type == PLAYER && !(m.flags_ & P_PLAYER))
|| (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
|| (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
|| (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
|| (m.move_on | op->move_on ) != m.move_on
|| (m.move_off | op->move_off ) != m.move_off
|| (m.move_slow | op->move_slow) != m.move_slow
/* This isn't perfect, but I don't expect a lot of objects to
* to have move_allow right now.
*/
|| ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
|| 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
m.flags_ = 0;
}
/* if the object is being removed, we can't make intelligent
* decisions, because remove_ob can't really pass the object
* that is being removed.
*/
else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
m.flags_ = 0;
else if (action == UP_OBJ_FACE)
/* Nothing to do for that case */ ;
else
LOG (llevError, "update_object called with invalid action: %d\n", action);
if (op->more)
update_object (op->more, action);
}
object::object ()
{
SET_FLAG (this, FLAG_REMOVED);
expmul = 1.0;
face = blank_face;
}
object::~object ()
{
unlink ();
free_key_values (this);
}
static int object_count;
void object::link ()
{
assert (!index);//D
uuid = gen_uuid ();
count = ++object_count;
refcnt_inc ();
objects.insert (this);
}
void object::unlink ()
{
if (!index)
return;
objects.erase (this);
refcnt_dec ();
}
void
object::activate ()
{
/* If already on active list, don't do anything */
if (active)
return;
if (has_active_speed ())
actives.insert (this);
}
void
object::activate_recursive ()
{
activate ();
for (object *op = inv; op; op = op->below)
op->activate_recursive ();
}
/* This function removes object 'op' from the list of active
* objects.
* This should only be used for style maps or other such
* reference maps where you don't want an object that isn't
* in play chewing up cpu time getting processed.
* The reverse of this is to call update_ob_speed, which
* will do the right thing based on the speed of the object.
*/
void
object::deactivate ()
{
/* If not on the active list, nothing needs to be done */
if (!active)
return;
actives.erase (this);
}
void
object::deactivate_recursive ()
{
for (object *op = inv; op; op = op->below)
op->deactivate_recursive ();
deactivate ();
}
void
object::set_flag_inv (int flag, int value)
{
for (object *op = inv; op; op = op->below)
{
op->flag [flag] = value;
op->set_flag_inv (flag, value);
}
}
/*
* Remove and free all objects in the inventory of the given object.
* object.c ?
*/
void
object::destroy_inv (bool drop_to_ground)
{
// need to check first, because the checks below might segfault
// as we might be on an invalid mapspace and crossfire code
// is too buggy to ensure that the inventory is empty.
// corollary: if you create arrows etc. with stuff in tis inventory,
// cf will crash below with off-map x and y
if (!inv)
return;
/* Only if the space blocks everything do we not process -
* if some form of movement is allowed, let objects
* drop on that space.
*/
if (!drop_to_ground
|| !map
|| map->in_memory != MAP_IN_MEMORY
|| map->nodrop
|| ms ().move_block == MOVE_ALL)
{
while (inv)
{
inv->destroy_inv (drop_to_ground);
inv->destroy ();
}
}
else
{ /* Put objects in inventory onto this space */
while (inv)
{
object *op = inv;
if (op->flag [FLAG_STARTEQUIP]
|| op->flag [FLAG_NO_DROP]
|| op->type == RUNE
|| op->type == TRAP
|| op->flag [FLAG_IS_A_TEMPLATE]
|| op->flag [FLAG_DESTROY_ON_DEATH])
op->destroy ();
else
map->insert (op, x, y);
}
}
}
object *object::create ()
{
object *op = new object;
op->link ();
return op;
}
void
object::do_destroy ()
{
attachable::do_destroy ();
if (flag [FLAG_IS_LINKED])
remove_button_link (this);
if (flag [FLAG_FRIENDLY])
remove_friendly_object (this);
if (!flag [FLAG_REMOVED])
remove ();
destroy_inv (true);
deactivate ();
unlink ();
flag [FLAG_FREED] = 1;
// hack to ensure that freed objects still have a valid map
{
static maptile *freed_map; // freed objects are moved here to avoid crashes
if (!freed_map)
{
freed_map = new maptile;
freed_map->path = "";
freed_map->name = "/internal/freed_objects_map";
freed_map->width = 3;
freed_map->height = 3;
freed_map->nodrop = 1;
freed_map->alloc ();
freed_map->in_memory = MAP_IN_MEMORY;
}
map = freed_map;
x = 1;
y = 1;
}
if (more)
{
more->destroy ();
more = 0;
}
head = 0;
// clear those pointers that likely might cause circular references
owner = 0;
enemy = 0;
attacked_by = 0;
current_weapon = 0;
}
void
object::destroy (bool destroy_inventory)
{
if (destroyed ())
return;
if (destroy_inventory)
destroy_inv (false);
if (is_head ())
if (sound_destroy)
play_sound (sound_destroy);
else if (flag [FLAG_MONSTER])
play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
attachable::destroy ();
}
/*
* sub_weight() recursively (outwards) subtracts a number from the
* weight of an object (and what is carried by it's environment(s)).
*/
void
sub_weight (object *op, signed long weight)
{
while (op != NULL)
{
if (op->type == CONTAINER)
weight = (signed long) (weight * (100 - op->stats.Str) / 100);
op->carrying -= weight;
op = op->env;
}
}
/* op->remove ():
* This function removes the object op from the linked list of objects
* which it is currently tied to. When this function is done, the
* object will have no environment. If the object previously had an
* environment, the x and y coordinates will be updated to
* the previous environment.
*/
void
object::do_remove ()
{
object *tmp, *last = 0;
object *otmp;
if (QUERY_FLAG (this, FLAG_REMOVED))
return;
SET_FLAG (this, FLAG_REMOVED);
INVOKE_OBJECT (REMOVE, this);
if (more)
more->remove ();
/*
* In this case, the object to be removed is in someones
* inventory.
*/
if (env)
{
if (nrof)
sub_weight (env, weight * nrof);
else
sub_weight (env, weight + carrying);
/* NO_FIX_PLAYER is set when a great many changes are being
* made to players inventory. If set, avoiding the call
* to save cpu time.
*/
if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
otmp->update_stats ();
if (above)
above->below = below;
else
env->inv = below;
if (below)
below->above = above;
/* we set up values so that it could be inserted into
* the map, but we don't actually do that - it is up
* to the caller to decide what we want to do.
*/
x = env->x, y = env->y;
map = env->map;
above = 0, below = 0;
env = 0;
}
else if (map)
{
if (type == PLAYER)
{
// leaving a spot always closes any open container on the ground
if (container && !container->env)
// this causes spurious floorbox updates, but it ensures
// that the CLOSE event is being sent.
close_container ();
--map->players;
map->touch ();
}
map->dirty = true;
mapspace &ms = this->ms ();
/* link the object above us */
if (above)
above->below = below;
else
ms.top = below; /* we were top, set new top */
/* Relink the object below us, if there is one */
if (below)
below->above = above;
else
{
/* Nothing below, which means we need to relink map object for this space
* use translated coordinates in case some oddness with map tiling is
* evident
*/
if (GET_MAP_OB (map, x, y) != this)
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 ());
ms.bot = above; /* goes on above it. */
}
above = 0;
below = 0;
if (map->in_memory == MAP_SAVING)
return;
int check_walk_off = !flag [FLAG_NO_APPLY];
if (object *pl = ms.player ())
{
if (pl->container == this)
/* If a container that the player is currently using somehow gets
* removed (most likely destroyed), update the player view
* appropriately.
*/
pl->close_container ();
pl->contr->ns->floorbox_update ();
}
for (tmp = ms.bot; tmp; tmp = tmp->above)
{
/* No point updating the players look faces if he is the object
* being removed.
*/
/* See if object moving off should effect something */
if (check_walk_off
&& ((move_type & tmp->move_off)
&& (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
{
move_apply (tmp, this, 0);
if (destroyed ())
LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
}
last = tmp;
}
/* last == NULL if there are no objects on this space */
//TODO: this makes little sense, why only update the topmost object?
if (!last)
map->at (x, y).flags_ = 0;
else
update_object (last, UP_OBJ_REMOVE);
if (flag [FLAG_BLOCKSVIEW] || glow_radius)
update_all_los (map, x, y);
}
}
/*
* merge_ob(op,top):
*
* This function goes through all objects below and including top, and
* merges op to the first matching object.
* If top is NULL, it is calculated.
* Returns pointer to object if it succeded in the merge, otherwise NULL
*/
object *
merge_ob (object *op, object *top)
{
if (!op->nrof)
return 0;
if (!top)
for (top = op; top && top->above; top = top->above)
;
for (; top; top = top->below)
{
if (top == op)
continue;
if (object::can_merge (op, top))
{
top->nrof += op->nrof;
/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
op->weight = 0; /* Don't want any adjustements now */
op->destroy ();
return top;
}
}
return 0;
}
void
object::expand_tail ()
{
if (more)
return;
object *prev = this;
for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
{
object *op = arch_to_object (at);
op->name = name;
op->name_pl = name_pl;
op->title = title;
op->head = this;
prev->more = op;
prev = op;
}
}
/*
* same as insert_ob_in_map except it handles separate coordinates and does a clean
* job preparing multi-part monsters.
*/
object *
insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
{
for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
{
tmp->x = x + tmp->arch->x;
tmp->y = y + tmp->arch->y;
}
return insert_ob_in_map (op, m, originator, flag);
}
/*
* insert_ob_in_map (op, map, originator, flag):
* This function inserts the object in the two-way linked list
* which represents what is on a map.
* The second argument specifies the map, and the x and y variables
* in the object about to be inserted specifies the position.
*
* originator: Player, monster or other object that caused 'op' to be inserted
* into 'map'. May be NULL.
*
* flag is a bitmask about special things to do (or not do) when this
* function is called. see the object.h file for the INS_ values.
* Passing 0 for flag gives proper default values, so flag really only needs
* to be set if special handling is needed.
*
* Return value:
* new object if 'op' was merged with other object
* NULL if 'op' was destroyed
* just 'op' otherwise
*/
object *
insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
{
assert (!op->flag [FLAG_FREED]);
object *top, *floor = NULL;
op->remove ();
/* Ideally, the caller figures this out. However, it complicates a lot
* of areas of callers (eg, anything that uses find_free_spot would now
* need extra work
*/
if (!xy_normalise (m, op->x, op->y))
{
op->destroy ();
return 0;
}
if (object *more = op->more)
if (!insert_ob_in_map (more, m, originator, flag))
return 0;
CLEAR_FLAG (op, FLAG_REMOVED);
op->map = m;
mapspace &ms = op->ms ();
/* this has to be done after we translate the coordinates.
*/
if (op->nrof && !(flag & INS_NO_MERGE))
for (object *tmp = ms.bot; tmp; tmp = tmp->above)
if (object::can_merge (op, tmp))
{
op->nrof += tmp->nrof;
tmp->destroy ();
}
CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
CLEAR_FLAG (op, FLAG_INV_LOCKED);
if (!QUERY_FLAG (op, FLAG_ALIVE))
CLEAR_FLAG (op, FLAG_NO_STEAL);
if (flag & INS_BELOW_ORIGINATOR)
{
if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
{
LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
abort ();
}
op->above = originator;
op->below = originator->below;
if (op->below)
op->below->above = op;
else
ms.bot = op;
/* since *below* originator, no need to update top */
originator->below = op;
}
else
{
top = ms.bot;
/* If there are other objects, then */
if (top)
{
object *last = 0;
/*
* If there are multiple objects on this space, we do some trickier handling.
* We've already dealt with merging if appropriate.
* Generally, we want to put the new object on top. But if
* flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
* floor, we want to insert above that and no further.
* Also, if there are spell objects on this space, we stop processing
* once we get to them. This reduces the need to traverse over all of
* them when adding another one - this saves quite a bit of cpu time
* when lots of spells are cast in one area. Currently, it is presumed
* that flying non pickable objects are spell objects.
*/
for (top = ms.bot; top; top = top->above)
{
if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
floor = top;
if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
{
/* We insert above top, so we want this object below this */
top = top->below;
break;
}
last = top;
}
/* Don't want top to be NULL, so set it to the last valid object */
top = last;
/* We let update_position deal with figuring out what the space
* looks like instead of lots of conditions here.
* makes things faster, and effectively the same result.
*/
/* Have object 'fall below' other objects that block view.
* Unless those objects are exits.
* If INS_ON_TOP is used, don't do this processing
* Need to find the object that in fact blocks view, otherwise
* stacking is a bit odd.
*/
if (!(flag & INS_ON_TOP)
&& ms.flags () & P_BLOCKSVIEW
&& (op->face && !faces [op->face].visibility))
{
for (last = top; last != floor; last = last->below)
if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
break;
/* Check to see if we found the object that blocks view,
* and make sure we have a below pointer for it so that
* we can get inserted below this one, which requires we
* set top to the object below us.
*/
if (last && last->below && last != floor)
top = last->below;
}
} /* If objects on this space */
if (flag & INS_ABOVE_FLOOR_ONLY)
top = floor;
/* Top is the object that our object (op) is going to get inserted above.
*/
/* First object on this space */
if (!top)
{
op->above = ms.bot;
if (op->above)
op->above->below = op;
op->below = 0;
ms.bot = op;
}
else
{ /* get inserted into the stack above top */
op->above = top->above;
if (op->above)
op->above->below = op;
op->below = top;
top->above = op;
}
if (!op->above)
ms.top = op;
} /* else not INS_BELOW_ORIGINATOR */
if (op->type == PLAYER)
{
op->contr->do_los = 1;
++op->map->players;
op->map->touch ();
}
op->map->dirty = true;
if (object *pl = ms.player ())
pl->contr->ns->floorbox_update ();
/* If this object glows, it may affect lighting conditions that are
* visible to others on this map. But update_all_los is really
* an inefficient way to do this, as it means los for all players
* on the map will get recalculated. The players could very well
* be far away from this change and not affected in any way -
* this should get redone to only look for players within range,
* or just updating the P_UPTODATE for spaces within this area
* of effect may be sufficient.
*/
if (op->map->darkness && (op->glow_radius != 0))
update_all_los (op->map, op->x, op->y);
/* updates flags (blocked, alive, no magic, etc) for this map space */
update_object (op, UP_OBJ_INSERT);
INVOKE_OBJECT (INSERT, op);
/* Don't know if moving this to the end will break anything. However,
* we want to have floorbox_update called before calling this.
*
* check_move_on() must be after this because code called from
* check_move_on() depends on correct map flags (so functions like
* blocked() and wall() work properly), and these flags are updated by
* update_object().
*/
/* if this is not the head or flag has been passed, don't check walk on status */
if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
{
if (check_move_on (op, originator))
return 0;
/* If we are a multi part object, lets work our way through the check
* walk on's.
*/
for (object *tmp = op->more; tmp; tmp = tmp->more)
if (check_move_on (tmp, originator))
return 0;
}
return op;
}
/* this function inserts an object in the map, but if it
* finds an object of its own type, it'll remove that one first.
* op is the object to insert it under: supplies x and the map.
*/
void
replace_insert_ob_in_map (const char *arch_string, object *op)
{
object *tmp, *tmp1;
/* first search for itself and remove any old instances */
for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
tmp->destroy ();
tmp1 = arch_to_object (archetype::find (arch_string));
tmp1->x = op->x;
tmp1->y = op->y;
insert_ob_in_map (tmp1, op->map, op, 0);
}
object *
object::insert_at (object *where, object *originator, int flags)
{
return where->map->insert (this, where->x, where->y, originator, flags);
}
/*
* get_split_ob(ob,nr) splits up ob into two parts. The part which
* is returned contains nr objects, and the remaining parts contains
* the rest (or is removed and freed if that number is 0).
* On failure, NULL is returned, and the reason put into the
* global static errmsg array.
*/
object *
get_split_ob (object *orig_ob, uint32 nr)
{
object *newob;
int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
if (orig_ob->nrof < nr)
{
sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
return NULL;
}
newob = object_create_clone (orig_ob);
if ((orig_ob->nrof -= nr) < 1)
orig_ob->destroy (1);
else if (!is_removed)
{
if (orig_ob->env != NULL)
sub_weight (orig_ob->env, orig_ob->weight * nr);
if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
{
strcpy (errmsg, "Tried to split object whose map is not in memory.");
LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
return NULL;
}
}
newob->nrof = nr;
return newob;
}
/*
* decrease_ob_nr(object, number) decreases a specified number from
* the amount of an object. If the amount reaches 0, the object
* is subsequently removed and freed.
*
* Return value: 'op' if something is left, NULL if the amount reached 0
*/
object *
decrease_ob_nr (object *op, uint32 i)
{
object *tmp;
if (i == 0) /* objects with op->nrof require this check */
return op;
if (i > op->nrof)
i = op->nrof;
if (QUERY_FLAG (op, FLAG_REMOVED))
op->nrof -= i;
else if (op->env)
{
/* is this object in the players inventory, or sub container
* therein?
*/
tmp = op->in_player ();
/* nope. Is this a container the player has opened?
* If so, set tmp to that player.
* IMO, searching through all the players will mostly
* likely be quicker than following op->env to the map,
* and then searching the map for a player.
*/
if (!tmp)
for_all_players (pl)
if (pl->ob->container == op->env)
{
tmp = pl->ob;
break;
}
if (i < op->nrof)
{
sub_weight (op->env, op->weight * i);
op->nrof -= i;
if (tmp)
esrv_send_item (tmp, op);
}
else
{
op->remove ();
op->nrof = 0;
if (tmp)
esrv_del_item (tmp->contr, op->count);
}
}
else
{
object *above = op->above;
if (i < op->nrof)
op->nrof -= i;
else
{
op->remove ();
op->nrof = 0;
}
/* Since we just removed op, op->above is null */
for (tmp = above; tmp; tmp = tmp->above)
if (tmp->type == PLAYER)
{
if (op->nrof)
esrv_send_item (tmp, op);
else
esrv_del_item (tmp->contr, op->count);
}
}
if (op->nrof)
return op;
else
{
op->destroy ();
return 0;
}
}
/*
* add_weight(object, weight) adds the specified weight to an object,
* and also updates how much the environment(s) is/are carrying.
*/
void
add_weight (object *op, signed long weight)
{
while (op != NULL)
{
if (op->type == CONTAINER)
weight = (signed long) (weight * (100 - op->stats.Str) / 100);
op->carrying += weight;
op = op->env;
}
}
object *
insert_ob_in_ob (object *op, object *where)
{
if (!where)
{
char *dump = dump_object (op);
LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
free (dump);
return op;
}
if (where->head_ () != where)
{
LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
where = where->head;
}
return where->insert (op);
}
/*
* env->insert (op)
* This function inserts the object op in the linked list
* inside the object environment.
*
* The function returns now pointer to inserted item, and return value can
* be != op, if items are merged. -Tero
*/
object *
object::insert (object *op)
{
if (!QUERY_FLAG (op, FLAG_REMOVED))
op->remove ();
if (op->more)
{
LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
return op;
}
CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
CLEAR_FLAG (op, FLAG_REMOVED);
if (op->nrof)
{
for (object *tmp = inv; tmp; tmp = tmp->below)
if (object::can_merge (tmp, op))
{
/* return the original object and remove inserted object
(client needs the original object) */
tmp->nrof += op->nrof;
/* Weight handling gets pretty funky. Since we are adding to
* tmp->nrof, we need to increase the weight.
*/
add_weight (this, op->weight * op->nrof);
SET_FLAG (op, FLAG_REMOVED);
op->destroy (); /* free the inserted object */
op = tmp;
op->remove (); /* and fix old object's links */
CLEAR_FLAG (op, FLAG_REMOVED);
break;
}
/* I assume combined objects have no inventory
* We add the weight - this object could have just been removed
* (if it was possible to merge). calling remove_ob will subtract
* the weight, so we need to add it in again, since we actually do
* the linking below
*/
add_weight (this, op->weight * op->nrof);
}
else
add_weight (this, (op->weight + op->carrying));
if (object *otmp = this->in_player ())
if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
otmp->update_stats ();
op->owner = 0; // its his/hers now. period.
op->map = 0;
op->env = this;
op->above = 0;
op->below = 0;
op->x = op->y = 0;
/* reset the light list and los of the players on the map */
if (op->glow_radius && map)
{
#ifdef DEBUG_LIGHTS
LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
#endif /* DEBUG_LIGHTS */
if (map->darkness)
update_all_los (map, x, y);
}
/* Client has no idea of ordering so lets not bother ordering it here.
* It sure simplifies this function...
*/
if (!inv)
inv = op;
else
{
op->below = inv;
op->below->above = op;
inv = op;
}
INVOKE_OBJECT (INSERT, this);
return op;
}
/*
* Checks if any objects has a move_type that matches objects
* that effect this object on this space. Call apply() to process
* these events.
*
* Any speed-modification due to SLOW_MOVE() of other present objects
* will affect the speed_left of the object.
*
* originator: Player, monster or other object that caused 'op' to be inserted
* into 'map'. May be NULL.
*
* Return value: 1 if 'op' was destroyed, 0 otherwise.
*
* 4-21-95 added code to check if appropriate skill was readied - this will
* permit faster movement by the player through this terrain. -b.t.
*
* MSW 2001-07-08: Check all objects on space, not just those below
* object being inserted. insert_ob_in_map may not put new objects
* on top.
*/
int
check_move_on (object *op, object *originator)
{
object *tmp;
maptile *m = op->map;
int x = op->x, y = op->y;
MoveType move_on, move_slow, move_block;
if (QUERY_FLAG (op, FLAG_NO_APPLY))
return 0;
move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
/* if nothing on this space will slow op down or be applied,
* no need to do checking below. have to make sure move_type
* is set, as lots of objects don't have it set - we treat that
* as walking.
*/
if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
return 0;
/* This is basically inverse logic of that below - basically,
* if the object can avoid the move on or slow move, they do so,
* but can't do it if the alternate movement they are using is
* blocked. Logic on this seems confusing, but does seem correct.
*/
if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
return 0;
/* The objects have to be checked from top to bottom.
* Hence, we first go to the top:
*/
for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
{
/* Trim the search when we find the first other spell effect
* this helps performance so that if a space has 50 spell objects,
* we don't need to check all of them.
*/
if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
break;
}
for (; tmp; tmp = tmp->below)
{
if (tmp == op)
continue; /* Can't apply yourself */
/* Check to see if one of the movement types should be slowed down.
* Second check makes sure that the movement types not being slowed
* (~slow_move) is not blocked on this space - just because the
* space doesn't slow down swimming (for example), if you can't actually
* swim on that space, can't use it to avoid the penalty.
*/
if (!QUERY_FLAG (op, FLAG_WIZPASS))
{
if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
{
float
diff = tmp->move_slow_penalty * fabs (op->speed);
if (op->type == PLAYER)
if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
(QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
diff /= 4.0;
op->speed_left -= diff;
}
}
/* Basically same logic as above, except now for actual apply. */
if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
{
move_apply (tmp, op, originator);
if (op->destroyed ())
return 1;
/* what the person/creature stepped onto has moved the object
* someplace new. Don't process any further - if we did,
* have a feeling strange problems would result.
*/
if (op->map != m || op->x != x || op->y != y)
return 0;
}
}
return 0;
}
/*
* present_arch(arch, map, x, y) searches for any objects with
* a matching archetype at the given map and coordinates.
* The first matching object is returned, or NULL if none.
*/
object *
present_arch (const archetype *at, maptile *m, int x, int y)
{
if (!m || out_of_map (m, x, y))
{
LOG (llevError, "Present_arch called outside map.\n");
return NULL;
}
for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
if (tmp->arch == at)
return tmp;
return NULL;
}
/*
* present(type, map, x, y) searches for any objects with
* a matching type variable at the given map and coordinates.
* The first matching object is returned, or NULL if none.
*/
object *
present (unsigned char type, maptile *m, int x, int y)
{
if (out_of_map (m, x, y))
{
LOG (llevError, "Present called outside map.\n");
return NULL;
}
for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
if (tmp->type == type)
return tmp;
return NULL;
}
/*
* present_in_ob(type, object) searches for any objects with
* a matching type variable in the inventory of the given object.
* The first matching object is returned, or NULL if none.
*/
object *
present_in_ob (unsigned char type, const object *op)
{
for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
if (tmp->type == type)
return tmp;
return NULL;
}
/*
* present_in_ob (type, str, object) searches for any objects with
* a matching type & name variable in the inventory of the given object.
* The first matching object is returned, or NULL if none.
* This is mostly used by spell effect code, so that we only
* have one spell effect at a time.
* type can be used to narrow the search - if type is set,
* the type must also match. -1 can be passed for the type,
* in which case the type does not need to pass.
* str is the string to match against. Note that we match against
* the object name, not the archetype name. this is so that the
* spell code can use one object type (force), but change it's name
* to be unique.
*/
object *
present_in_ob_by_name (int type, const char *str, const object *op)
{
for (object *tmp = op->inv; tmp; tmp = tmp->below)
if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
return tmp;
return 0;
}
/*
* present_arch_in_ob(archetype, object) searches for any objects with
* a matching archetype in the inventory of the given object.
* The first matching object is returned, or NULL if none.
*/
object *
present_arch_in_ob (const archetype *at, const object *op)
{
for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
if (tmp->arch == at)
return tmp;
return NULL;
}
/*
* activate recursively a flag on an object inventory
*/
void
flag_inv (object *op, int flag)
{
for (object *tmp = op->inv; tmp; tmp = tmp->below)
{
SET_FLAG (tmp, flag);
flag_inv (tmp, flag);
}
}
/*
* deactivate recursively a flag on an object inventory
*/
void
unflag_inv (object *op, int flag)
{
for (object *tmp = op->inv; tmp; tmp = tmp->below)
{
CLEAR_FLAG (tmp, flag);
unflag_inv (tmp, flag);
}
}
/*
* find_free_spot(object, map, x, y, start, stop) will search for
* a spot at the given map and coordinates which will be able to contain
* the given object. start and stop specifies how many squares
* to search (see the freearr_x/y[] definition).
* It returns a random choice among the alternatives found.
* start and stop are where to start relative to the free_arr array (1,9
* does all 4 immediate directions). This returns the index into the
* array of the free spot, -1 if no spot available (dir 0 = x,y)
* Note: This function does correctly handle tiled maps, but does not
* inform the caller. However, insert_ob_in_map will update as
* necessary, so the caller shouldn't need to do any special work.
* Note - updated to take an object instead of archetype - this is necessary
* because arch_blocked (now ob_blocked) needs to know the movement type
* to know if the space in question will block the object. We can't use
* the archetype because that isn't correct if the monster has been
* customized, changed states, etc.
*/
int
find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
{
int altern[SIZEOFFREE];
int index = 0, flag;
for (int i = start; i < stop; i++)
{
mapxy pos (m, x, y); pos.move (i);
if (!pos.normalise ())
continue;
mapspace &ms = *pos;
if (ms.flags () & P_IS_ALIVE)
continue;
/* However, often
* ob doesn't have any move type (when used to place exits)
* so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
*/
if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
{
altern [index++] = i;
continue;
}
/* Basically, if we find a wall on a space, we cut down the search size.
* In this way, we won't return spaces that are on another side of a wall.
* This mostly work, but it cuts down the search size in all directions -
* if the space being examined only has a wall to the north and empty
* spaces in all the other directions, this will reduce the search space
* to only the spaces immediately surrounding the target area, and
* won't look 2 spaces south of the target space.
*/
if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
{
stop = maxfree[i];
continue;
}
/* Note it is intentional that we check ob - the movement type of the
* head of the object should correspond for the entire object.
*/
if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
continue;
if (ob->blocked (m, pos.x, pos.y))
continue;
altern [index++] = i;
}
if (!index)
return -1;
return altern [rndm (index)];
}
/*
* find_first_free_spot(archetype, maptile, x, y) works like
* find_free_spot(), but it will search max number of squares.
* But it will return the first available spot, not a random choice.
* Changed 0.93.2: Have it return -1 if there is no free spot available.
*/
int
find_first_free_spot (const object *ob, maptile *m, int x, int y)
{
for (int i = 0; i < SIZEOFFREE; i++)
if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
return i;
return -1;
}
/*
* The function permute(arr, begin, end) randomly reorders the array
* arr[begin..end-1].
* now uses a fisher-yates shuffle, old permute was broken
*/
static void
permute (int *arr, int begin, int end)
{
arr += begin;
end -= begin;
while (--end)
swap (arr [end], arr [rndm (end + 1)]);
}
/* new function to make monster searching more efficient, and effective!
* This basically returns a randomized array (in the passed pointer) of
* the spaces to find monsters. In this way, it won't always look for
* monsters to the north first. However, the size of the array passed
* covers all the spaces, so within that size, all the spaces within
* the 3x3 area will be searched, just not in a predictable order.
*/
void
get_search_arr (int *search_arr)
{
int i;
for (i = 0; i < SIZEOFFREE; i++)
search_arr[i] = i;
permute (search_arr, 1, SIZEOFFREE1 + 1);
permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
}
/*
* find_dir(map, x, y, exclude) will search some close squares in the
* given map at the given coordinates for live objects.
* It will not considered the object given as exclude among possible
* live objects.
* It returns the direction toward the first/closest live object if finds
* any, otherwise 0.
* Perhaps incorrectly, but I'm making the assumption that exclude
* is actually want is going to try and move there. We need this info
* because we have to know what movement the thing looking to move
* there is capable of.
*/
int
find_dir (maptile *m, int x, int y, object *exclude)
{
int i, max = SIZEOFFREE, mflags;
sint16 nx, ny;
object *tmp;
maptile *mp;
MoveType blocked, move_type;
if (exclude && exclude->head_ () != exclude)
{
exclude = exclude->head;
move_type = exclude->move_type;
}
else
{
/* If we don't have anything, presume it can use all movement types. */
move_type = MOVE_ALL;
}
for (i = 1; i < max; i++)
{
mp = m;
nx = x + freearr_x[i];
ny = y + freearr_y[i];
mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
if (mflags & P_OUT_OF_MAP)
max = maxfree[i];
else
{
mapspace &ms = mp->at (nx, ny);
blocked = ms.move_block;
if ((move_type & blocked) == move_type)
max = maxfree[i];
else if (mflags & P_IS_ALIVE)
{
for (tmp = ms.bot; tmp; tmp = tmp->above)
if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
&& (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
break;
if (tmp)
return freedir[i];
}
}
}
return 0;
}
/*
* distance(object 1, object 2) will return the square of the
* distance between the two given objects.
*/
int
distance (const object *ob1, const object *ob2)
{
return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
}
/*
* find_dir_2(delta-x,delta-y) will return a direction in which
* an object which has subtracted the x and y coordinates of another
* object, needs to travel toward it.
*/
int
find_dir_2 (int x, int y)
{
int q;
if (y)
q = x * 100 / y;
else if (x)
q = -300 * x;
else
return 0;
if (y > 0)
{
if (q < -242)
return 3;
if (q < -41)
return 2;
if (q < 41)
return 1;
if (q < 242)
return 8;
return 7;
}
if (q < -242)
return 7;
if (q < -41)
return 6;
if (q < 41)
return 5;
if (q < 242)
return 4;
return 3;
}
/*
* dirdiff(dir1, dir2) returns how many 45-degrees differences there is
* between two directions (which are expected to be absolute (see absdir())
*/
int
dirdiff (int dir1, int dir2)
{
int d;
d = abs (dir1 - dir2);
if (d > 4)
d = 8 - d;
return d;
}
/* peterm:
* do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
* Basically, this is a table of directions, and what directions
* one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
* This basically means that if direction is 15, then it could either go
* direction 4, 14, or 16 to get back to where we are.
* Moved from spell_util.c to object.c with the other related direction
* functions.
*/
int reduction_dir[SIZEOFFREE][3] = {
{0, 0, 0}, /* 0 */
{0, 0, 0}, /* 1 */
{0, 0, 0}, /* 2 */
{0, 0, 0}, /* 3 */
{0, 0, 0}, /* 4 */
{0, 0, 0}, /* 5 */
{0, 0, 0}, /* 6 */
{0, 0, 0}, /* 7 */
{0, 0, 0}, /* 8 */
{8, 1, 2}, /* 9 */
{1, 2, -1}, /* 10 */
{2, 10, 12}, /* 11 */
{2, 3, -1}, /* 12 */
{2, 3, 4}, /* 13 */
{3, 4, -1}, /* 14 */
{4, 14, 16}, /* 15 */
{5, 4, -1}, /* 16 */
{4, 5, 6}, /* 17 */
{6, 5, -1}, /* 18 */
{6, 20, 18}, /* 19 */
{7, 6, -1}, /* 20 */
{6, 7, 8}, /* 21 */
{7, 8, -1}, /* 22 */
{8, 22, 24}, /* 23 */
{8, 1, -1}, /* 24 */
{24, 9, 10}, /* 25 */
{9, 10, -1}, /* 26 */
{10, 11, -1}, /* 27 */
{27, 11, 29}, /* 28 */
{11, 12, -1}, /* 29 */
{12, 13, -1}, /* 30 */
{12, 13, 14}, /* 31 */
{13, 14, -1}, /* 32 */
{14, 15, -1}, /* 33 */
{33, 15, 35}, /* 34 */
{16, 15, -1}, /* 35 */
{17, 16, -1}, /* 36 */
{18, 17, 16}, /* 37 */
{18, 17, -1}, /* 38 */
{18, 19, -1}, /* 39 */
{41, 19, 39}, /* 40 */
{19, 20, -1}, /* 41 */
{20, 21, -1}, /* 42 */
{20, 21, 22}, /* 43 */
{21, 22, -1}, /* 44 */
{23, 22, -1}, /* 45 */
{45, 47, 23}, /* 46 */
{23, 24, -1}, /* 47 */
{24, 9, -1}
}; /* 48 */
/* Recursive routine to step back and see if we can
* find a path to that monster that we found. If not,
* we don't bother going toward it. Returns 1 if we
* can see a direct way to get it
* Modified to be map tile aware -.MSW
*/
int
can_see_monsterP (maptile *m, int x, int y, int dir)
{
sint16 dx, dy;
int mflags;
if (dir < 0)
return 0; /* exit condition: invalid direction */
dx = x + freearr_x[dir];
dy = y + freearr_y[dir];
mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
/* This functional arguably was incorrect before - it was
* checking for P_WALL - that was basically seeing if
* we could move to the monster - this is being more
* literal on if we can see it. To know if we can actually
* move to the monster, we'd need the monster passed in or
* at least its move type.
*/
if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
return 0;
/* yes, can see. */
if (dir < 9)
return 1;
return can_see_monsterP (m, x, y, reduction_dir[dir][0])
| can_see_monsterP (m, x, y, reduction_dir[dir][1])
| can_see_monsterP (m, x, y, reduction_dir[dir][2]);
}
/*
* can_pick(picker, item): finds out if an object is possible to be
* picked up by the picker. Returnes 1 if it can be
* picked up, otherwise 0.
*
* Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
* core dumps if they do.
*
* Add a check so we can't pick up invisible objects (0.93.8)
*/
int
can_pick (const object *who, const object *item)
{
return /*QUERY_FLAG(who,FLAG_WIZ)|| */
(item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
!QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
}
/*
* create clone from object to another
*/
object *
object_create_clone (object *asrc)
{
object *dst = 0, *tmp, *src, *prev, *item;
if (!asrc)
return 0;
src = asrc->head_ ();
prev = 0;
for (object *part = src; part; part = part->more)
{
tmp = part->clone ();
tmp->x -= src->x;
tmp->y -= src->y;
if (!part->head)
{
dst = tmp;
tmp->head = 0;
}
else
tmp->head = dst;
tmp->more = 0;
if (prev)
prev->more = tmp;
prev = tmp;
}
for (item = src->inv; item; item = item->below)
insert_ob_in_ob (object_create_clone (item), dst);
return dst;
}
/* This returns the first object in who's inventory that
* has the same type and subtype match.
* returns NULL if no match.
*/
object *
find_obj_by_type_subtype (const object *who, int type, int subtype)
{
for (object *tmp = who->inv; tmp; tmp = tmp->below)
if (tmp->type == type && tmp->subtype == subtype)
return tmp;
return 0;
}
/* If ob has a field named key, return the link from the list,
* otherwise return NULL.
*
* key must be a passed in shared string - otherwise, this won't
* do the desired thing.
*/
key_value *
get_ob_key_link (const object *ob, const char *key)
{
for (key_value *link = ob->key_values; link; link = link->next)
if (link->key == key)
return link;
return 0;
}
/*
* Returns the value of op has an extra_field for key, or NULL.
*
* The argument doesn't need to be a shared string.
*
* The returned string is shared.
*/
const char *
get_ob_key_value (const object *op, const char *const key)
{
key_value *link;
shstr_cmp canonical_key (key);
if (!canonical_key)
{
/* 1. There being a field named key on any object
* implies there'd be a shared string to find.
* 2. Since there isn't, no object has this field.
* 3. Therefore, *this* object doesn't have this field.
*/
return 0;
}
/* This is copied from get_ob_key_link() above -
* only 4 lines, and saves the function call overhead.
*/
for (link = op->key_values; link; link = link->next)
if (link->key == canonical_key)
return link->value;
return 0;
}
/*
* Updates the canonical_key in op to value.
*
* canonical_key is a shared string (value doesn't have to be).
*
* Unless add_key is TRUE, it won't add fields, only change the value of existing
* keys.
*
* Returns TRUE on success.
*/
int
set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
{
key_value *field = NULL, *last = NULL;
for (field = op->key_values; field != NULL; field = field->next)
{
if (field->key != canonical_key)
{
last = field;
continue;
}
if (value)
field->value = value;
else
{
/* Basically, if the archetype has this key set,
* we need to store the null value so when we save
* it, we save the empty value so that when we load,
* we get this value back again.
*/
if (get_ob_key_link (op->arch, canonical_key))
field->value = 0;
else
{
if (last)
last->next = field->next;
else
op->key_values = field->next;
delete field;
}
}
return TRUE;
}
/* IF we get here, key doesn't exist */
/* No field, we'll have to add it. */
if (!add_key)
return FALSE;
/* There isn't any good reason to store a null
* value in the key/value list. If the archetype has
* this key, then we should also have it, so shouldn't
* be here. If user wants to store empty strings,
* should pass in ""
*/
if (value == NULL)
return TRUE;
field = new key_value;
field->key = canonical_key;
field->value = value;
/* Usual prepend-addition. */
field->next = op->key_values;
op->key_values = field;
return TRUE;
}
/*
* Updates the key in op to value.
*
* If add_key is FALSE, this will only update existing keys,
* and not add new ones.
* In general, should be little reason FALSE is ever passed in for add_key
*
* Returns TRUE on success.
*/
int
set_ob_key_value (object *op, const char *key, const char *value, int add_key)
{
shstr key_ (key);
return set_ob_key_value_s (op, key_, value, add_key);
}
object::depth_iterator::depth_iterator (object *container)
: iterator_base (container)
{
while (item->inv)
item = item->inv;
}
void
object::depth_iterator::next ()
{
if (item->below)
{
item = item->below;
while (item->inv)
item = item->inv;
}
else
item = item->env;
}
const char *
object::flag_desc (char *desc, int len) const
{
char *p = desc;
bool first = true;
*p = 0;
for (int i = 0; i < NUM_FLAGS; i++)
{
if (len <= 10) // magic constant!
{
snprintf (p, len, ",...");
break;
}
if (flag [i])
{
int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
len -= cnt;
p += cnt;
first = false;
}
}
return desc;
}
// return a suitable string describing an object in enough detail to find it
const char *
object::debug_desc (char *info) const
{
char flagdesc[512];
char info2[256 * 4];
char *p = info;
p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
count, uuid.seq,
&name,
title ? "\",title:\"" : "",
title ? (const char *)title : "",
flag_desc (flagdesc, 512), type);
if (!this->flag[FLAG_REMOVED] && env)
p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
if (map)
p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
return info;
}
const char *
object::debug_desc () const
{
static char info[3][256 * 4];
static int info_idx;
return debug_desc (info [++info_idx % 3]);
}
struct region *
object::region () const
{
return map ? map->region (x, y)
: region::default_region ();
}
const materialtype_t *
object::dominant_material () const
{
if (materialtype_t *mt = name_to_material (materialname))
return mt;
return name_to_material (shstr_unknown);
}
void
object::open_container (object *new_container)
{
if (container == new_container)
return;
if (object *old_container = container)
{
if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
return;
#if 0
// remove the "Close old_container" object.
if (object *closer = old_container->inv)
if (closer->type == CLOSE_CON)
closer->destroy ();
#endif
old_container->flag [FLAG_APPLIED] = 0;
container = 0;
esrv_update_item (UPD_FLAGS, this, old_container);
new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
play_sound (sound_find ("chest_close"));
}
if (new_container)
{
if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
return;
// TODO: this does not seem to serve any purpose anymore?
#if 0
// insert the "Close Container" object.
if (archetype *closer = new_container->other_arch)
{
object *closer = arch_to_object (new_container->other_arch);
closer->flag [FLAG_NO_MAP_SAVE] = 1;
new_container->insert (closer);
}
#endif
new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
new_container->flag [FLAG_APPLIED] = 1;
container = new_container;
esrv_update_item (UPD_FLAGS, this, new_container);
esrv_send_inventory (this, new_container);
play_sound (sound_find ("chest_open"));
}
}
object *
object::force_find (const shstr name)
{
/* cycle through his inventory to look for the MARK we want to
* place
*/
for (object *tmp = inv; tmp; tmp = tmp->below)
if (tmp->type == FORCE && tmp->slaying == name)
return splay (tmp);
return 0;
}
void
object::force_add (const shstr name, int duration)
{
if (object *force = force_find (name))
force->destroy ();
object *force = get_archetype (FORCE_NAME);
force->slaying = name;
force->stats.food = 1;
force->speed_left = -1.f;
force->set_speed (duration ? 1.f / duration : 0.f);
force->flag [FLAG_IS_USED_UP] = true;
force->flag [FLAG_APPLIED] = true;
insert (force);
}
void
object::play_sound (faceidx sound) const
{
if (!sound)
return;
if (flag [FLAG_REMOVED])
return;
if (env)
{
if (object *pl = in_player ())
pl->contr->play_sound (sound);
}
else
map->play_sound (sound, x, y);
}