1 |
/* |
2 |
* This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 |
* |
4 |
* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 |
* Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 |
* Copyright (©) 1992,2007 Frank Tore Johansen |
7 |
* |
8 |
* Crossfire TRT 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 3 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. |
17 |
* |
18 |
* You should have received a copy of the GNU General Public License |
19 |
* along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 |
* |
21 |
* The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 |
*/ |
23 |
|
24 |
/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. |
25 |
sub/add_weight will transcend the environment updating the carrying |
26 |
variable. */ |
27 |
#include <global.h> |
28 |
#include <stdio.h> |
29 |
#include <sys/types.h> |
30 |
#include <sys/uio.h> |
31 |
#include <object.h> |
32 |
#include <funcpoint.h> |
33 |
#include <sproto.h> |
34 |
#include <loader.h> |
35 |
|
36 |
#include <bitset> |
37 |
|
38 |
int nrofallocobjects = 0; |
39 |
static UUID uuid; |
40 |
const uint64 UUID_SKIP = 1<<19; |
41 |
|
42 |
objectvec objects; |
43 |
activevec actives; |
44 |
|
45 |
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, |
46 |
0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 |
47 |
}; |
48 |
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, |
49 |
-3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 |
50 |
}; |
51 |
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, |
52 |
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 |
53 |
}; |
54 |
int freedir[SIZEOFFREE] = { |
55 |
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, |
56 |
1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 |
57 |
}; |
58 |
|
59 |
static void |
60 |
write_uuid (void) |
61 |
{ |
62 |
char filename1[MAX_BUF], filename2[MAX_BUF]; |
63 |
|
64 |
sprintf (filename1, "%s/uuid", settings.localdir); |
65 |
sprintf (filename2, "%s/uuid~", settings.localdir); |
66 |
|
67 |
FILE *fp; |
68 |
|
69 |
if (!(fp = fopen (filename2, "w"))) |
70 |
{ |
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LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2); |
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return; |
73 |
} |
74 |
|
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fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2); |
76 |
fclose (fp); |
77 |
rename (filename2, filename1); |
78 |
} |
79 |
|
80 |
static void |
81 |
read_uuid (void) |
82 |
{ |
83 |
char filename[MAX_BUF]; |
84 |
|
85 |
sprintf (filename, "%s/uuid", settings.localdir); |
86 |
|
87 |
FILE *fp; |
88 |
|
89 |
if (!(fp = fopen (filename, "r"))) |
90 |
{ |
91 |
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 (); |
96 |
return; |
97 |
} |
98 |
|
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LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); |
100 |
_exit (1); |
101 |
} |
102 |
|
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int version; |
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unsigned long long uid; |
105 |
if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) |
106 |
{ |
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LOG (llevError, "FATAL: error reading uid from %s!\n", filename); |
108 |
_exit (1); |
109 |
} |
110 |
|
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uuid.seq = uid; |
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write_uuid (); |
113 |
LOG (llevDebug, "read UID: %" PRId64 "\n", uid); |
114 |
fclose (fp); |
115 |
} |
116 |
|
117 |
UUID |
118 |
gen_uuid () |
119 |
{ |
120 |
UUID uid; |
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|
122 |
uid.seq = ++uuid.seq; |
123 |
|
124 |
if (!(uuid.seq & (UUID_SKIP - 1))) |
125 |
write_uuid (); |
126 |
|
127 |
return uid; |
128 |
} |
129 |
|
130 |
void |
131 |
init_uuid () |
132 |
{ |
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read_uuid (); |
134 |
} |
135 |
|
136 |
/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ |
137 |
static int |
138 |
compare_ob_value_lists_one (const object *wants, const object *has) |
139 |
{ |
140 |
key_value *wants_field; |
141 |
|
142 |
/* n-squared behaviour (see get_ob_key_link()), but I'm hoping both |
143 |
* objects with lists are rare, and lists stay short. If not, use a |
144 |
* different structure or at least keep the lists sorted... |
145 |
*/ |
146 |
|
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/* For each field in wants, */ |
148 |
for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) |
149 |
{ |
150 |
key_value *has_field; |
151 |
|
152 |
/* Look for a field in has with the same key. */ |
153 |
has_field = get_ob_key_link (has, wants_field->key); |
154 |
|
155 |
if (has_field == NULL) |
156 |
{ |
157 |
/* No field with that name. */ |
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return FALSE; |
159 |
} |
160 |
|
161 |
/* Found the matching field. */ |
162 |
if (has_field->value != wants_field->value) |
163 |
{ |
164 |
/* Values don't match, so this half of the comparison is false. */ |
165 |
return FALSE; |
166 |
} |
167 |
|
168 |
/* If we get here, we found a match. Now for the next field in wants. */ |
169 |
} |
170 |
|
171 |
/* If we get here, every field in wants has a matching field in has. */ |
172 |
return TRUE; |
173 |
} |
174 |
|
175 |
/* Returns TRUE if ob1 has the same key_values as ob2. */ |
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static int |
177 |
compare_ob_value_lists (const object *ob1, const object *ob2) |
178 |
{ |
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/* However, there may be fields in has which aren't partnered in wants, |
180 |
* so we need to run the comparison *twice*. :( |
181 |
*/ |
182 |
return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); |
183 |
} |
184 |
|
185 |
/* Function examines the 2 objects given to it, and returns true if |
186 |
* they can be merged together. |
187 |
* |
188 |
* Note that this function appears a lot longer than the macro it |
189 |
* replaces - this is mostly for clarity - a decent compiler should hopefully |
190 |
* reduce this to the same efficiency. |
191 |
* |
192 |
* Check nrof variable *before* calling can_merge() |
193 |
* |
194 |
* Improvements made with merge: Better checking on potion, and also |
195 |
* check weight |
196 |
*/ |
197 |
bool object::can_merge_slow (object *ob1, object *ob2) |
198 |
{ |
199 |
/* A couple quicksanity checks */ |
200 |
if (ob1 == ob2 |
201 |
|| ob1->type != ob2->type |
202 |
|| ob1->speed != ob2->speed |
203 |
|| ob1->value != ob2->value |
204 |
|| ob1->name != ob2->name) |
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return 0; |
206 |
|
207 |
//TODO: this ain't working well, use nicer and correct overflow check |
208 |
/* Do not merge objects if nrof would overflow. We use 1UL<<31 since that |
209 |
* value could not be stored in a sint32 (which unfortunately sometimes is |
210 |
* used to store nrof). |
211 |
*/ |
212 |
if (ob1->nrof + ob2->nrof >= 1UL << 31) |
213 |
return 0; |
214 |
|
215 |
/* If the objects have been identified, set the BEEN_APPLIED flag. |
216 |
* This is to the comparison of the flags below will be OK. We |
217 |
* just can't ignore the been applied or identified flags, as they |
218 |
* are not equal - just if it has been identified, the been_applied |
219 |
* flags lose any meaning. |
220 |
*/ |
221 |
if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) |
222 |
SET_FLAG (ob1, FLAG_BEEN_APPLIED); |
223 |
|
224 |
if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) |
225 |
SET_FLAG (ob2, FLAG_BEEN_APPLIED); |
226 |
|
227 |
if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () |
228 |
|| ob1->arch != ob2->arch |
229 |
|| ob1->name != ob2->name |
230 |
|| ob1->title != ob2->title |
231 |
|| ob1->msg != ob2->msg |
232 |
|| ob1->weight != ob2->weight |
233 |
|| memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) |
234 |
|| memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) ) |
235 |
|| ob1->attacktype != ob2->attacktype |
236 |
|| ob1->magic != ob2->magic |
237 |
|| ob1->slaying != ob2->slaying |
238 |
|| ob1->skill != ob2->skill |
239 |
|| ob1->value != ob2->value |
240 |
|| ob1->animation_id != ob2->animation_id |
241 |
|| ob1->client_type != ob2->client_type |
242 |
|| ob1->materialname != ob2->materialname |
243 |
|| ob1->lore != ob2->lore |
244 |
|| ob1->subtype != ob2->subtype |
245 |
|| ob1->move_type != ob2->move_type |
246 |
|| ob1->move_block != ob2->move_block |
247 |
|| ob1->move_allow != ob2->move_allow |
248 |
|| ob1->move_on != ob2->move_on |
249 |
|| ob1->move_off != ob2->move_off |
250 |
|| ob1->move_slow != ob2->move_slow |
251 |
|| ob1->move_slow_penalty != ob2->move_slow_penalty) |
252 |
return 0; |
253 |
|
254 |
/* This is really a spellbook check - really, we should |
255 |
* check all objects in the inventory. |
256 |
*/ |
257 |
if (ob1->inv || ob2->inv) |
258 |
{ |
259 |
/* if one object has inventory but the other doesn't, not equiv */ |
260 |
if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) |
261 |
return 0; |
262 |
|
263 |
/* Now check to see if the two inventory objects could merge */ |
264 |
if (!object::can_merge (ob1->inv, ob2->inv)) |
265 |
return 0; |
266 |
|
267 |
/* inventory ok - still need to check rest of this object to see |
268 |
* if it is valid. |
269 |
*/ |
270 |
} |
271 |
|
272 |
/* Don't merge objects that are applied. With the new 'body' code, |
273 |
* it is possible for most any character to have more than one of |
274 |
* some items equipped, and we don't want those to merge. |
275 |
*/ |
276 |
if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) |
277 |
return 0; |
278 |
|
279 |
/* Note sure why the following is the case - either the object has to |
280 |
* be animated or have a very low speed. Is this an attempted monster |
281 |
* check? |
282 |
*/ |
283 |
if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) |
284 |
return 0; |
285 |
|
286 |
switch (ob1->type) |
287 |
{ |
288 |
case SCROLL: |
289 |
if (ob1->level != ob2->level) |
290 |
return 0; |
291 |
break; |
292 |
} |
293 |
|
294 |
if (ob1->key_values != NULL || ob2->key_values != NULL) |
295 |
{ |
296 |
/* At least one of these has key_values. */ |
297 |
if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) |
298 |
/* One has fields, but the other one doesn't. */ |
299 |
return 0; |
300 |
else if (!compare_ob_value_lists (ob1, ob2)) |
301 |
return 0; |
302 |
} |
303 |
|
304 |
if (ob1->self || ob2->self) |
305 |
{ |
306 |
ob1->optimise (); |
307 |
ob2->optimise (); |
308 |
|
309 |
if (ob1->self || ob2->self) |
310 |
if (!cfperl_can_merge (ob1, ob2)) |
311 |
return 0; |
312 |
} |
313 |
|
314 |
/* Everything passes, must be OK. */ |
315 |
return 1; |
316 |
} |
317 |
|
318 |
/* |
319 |
* sum_weight() is a recursive function which calculates the weight |
320 |
* an object is carrying. It goes through in figures out how much |
321 |
* containers are carrying, and sums it up. |
322 |
*/ |
323 |
long |
324 |
sum_weight (object *op) |
325 |
{ |
326 |
long sum; |
327 |
object *inv; |
328 |
|
329 |
for (sum = 0, inv = op->inv; inv; inv = inv->below) |
330 |
{ |
331 |
if (inv->inv) |
332 |
sum_weight (inv); |
333 |
|
334 |
sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); |
335 |
} |
336 |
|
337 |
if (op->type == CONTAINER && op->stats.Str) |
338 |
sum = (sum * (100 - op->stats.Str)) / 100; |
339 |
|
340 |
if (op->carrying != sum) |
341 |
op->carrying = sum; |
342 |
|
343 |
return sum; |
344 |
} |
345 |
|
346 |
/** |
347 |
* Return the outermost environment object for a given object. |
348 |
*/ |
349 |
|
350 |
object * |
351 |
object_get_env_recursive (object *op) |
352 |
{ |
353 |
while (op->env != NULL) |
354 |
op = op->env; |
355 |
return op; |
356 |
} |
357 |
|
358 |
/* |
359 |
* Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. |
360 |
* Some error messages. |
361 |
* The result of the dump is stored in the static global errmsg array. |
362 |
*/ |
363 |
char * |
364 |
dump_object (object *op) |
365 |
{ |
366 |
if (!op) |
367 |
return strdup ("[NULLOBJ]"); |
368 |
|
369 |
object_freezer freezer; |
370 |
op->write (freezer); |
371 |
return freezer.as_string (); |
372 |
} |
373 |
|
374 |
/* |
375 |
* get_nearest_part(multi-object, object 2) returns the part of the |
376 |
* multi-object 1 which is closest to the second object. |
377 |
* If it's not a multi-object, it is returned. |
378 |
*/ |
379 |
|
380 |
object * |
381 |
get_nearest_part (object *op, const object *pl) |
382 |
{ |
383 |
object *tmp, *closest; |
384 |
int last_dist, i; |
385 |
|
386 |
if (op->more == NULL) |
387 |
return op; |
388 |
for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) |
389 |
if ((i = distance (tmp, pl)) < last_dist) |
390 |
closest = tmp, last_dist = i; |
391 |
return closest; |
392 |
} |
393 |
|
394 |
/* |
395 |
* Returns the object which has the count-variable equal to the argument. |
396 |
*/ |
397 |
object * |
398 |
find_object (tag_t i) |
399 |
{ |
400 |
for_all_objects (op) |
401 |
if (op->count == i) |
402 |
return op; |
403 |
|
404 |
return 0; |
405 |
} |
406 |
|
407 |
/* |
408 |
* Returns the first object which has a name equal to the argument. |
409 |
* Used only by the patch command, but not all that useful. |
410 |
* Enables features like "patch <name-of-other-player> food 999" |
411 |
*/ |
412 |
object * |
413 |
find_object_name (const char *str) |
414 |
{ |
415 |
shstr_cmp str_ (str); |
416 |
object *op; |
417 |
|
418 |
for_all_objects (op) |
419 |
if (op->name == str_) |
420 |
break; |
421 |
|
422 |
return op; |
423 |
} |
424 |
|
425 |
void |
426 |
free_all_object_data () |
427 |
{ |
428 |
LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); |
429 |
} |
430 |
|
431 |
/* |
432 |
* Sets the owner and sets the skill and exp pointers to owner's current |
433 |
* skill and experience objects. |
434 |
*/ |
435 |
void |
436 |
object::set_owner (object *owner) |
437 |
{ |
438 |
if (!owner) |
439 |
return; |
440 |
|
441 |
/* next line added to allow objects which own objects */ |
442 |
/* Add a check for ownercounts in here, as I got into an endless loop |
443 |
* with the fireball owning a poison cloud which then owned the |
444 |
* fireball. I believe that was caused by one of the objects getting |
445 |
* freed and then another object replacing it. Since the ownercounts |
446 |
* didn't match, this check is valid and I believe that cause is valid. |
447 |
*/ |
448 |
while (owner->owner) |
449 |
owner = owner->owner; |
450 |
|
451 |
this->owner = owner; |
452 |
} |
453 |
|
454 |
int |
455 |
object::slottype () const |
456 |
{ |
457 |
if (type == SKILL) |
458 |
{ |
459 |
if (IS_COMBAT_SKILL (subtype)) return slot_combat; |
460 |
if (IS_RANGED_SKILL (subtype)) return slot_ranged; |
461 |
} |
462 |
else |
463 |
{ |
464 |
if (slot [body_combat].info) return slot_combat; |
465 |
if (slot [body_range ].info) return slot_ranged; |
466 |
} |
467 |
|
468 |
return slot_none; |
469 |
} |
470 |
|
471 |
bool |
472 |
object::change_weapon (object *ob) |
473 |
{ |
474 |
if (current_weapon == ob) |
475 |
return true; |
476 |
|
477 |
if (chosen_skill) |
478 |
chosen_skill->flag [FLAG_APPLIED] = false; |
479 |
|
480 |
current_weapon = ob; |
481 |
chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill); |
482 |
|
483 |
if (chosen_skill) |
484 |
chosen_skill->flag [FLAG_APPLIED] = true; |
485 |
|
486 |
update_stats (); |
487 |
|
488 |
if (ob) |
489 |
{ |
490 |
// now check wether any body locations became invalid, in which case |
491 |
// we cannot apply the weapon at the moment. |
492 |
for (int i = 0; i < NUM_BODY_LOCATIONS; ++i) |
493 |
if (slot[i].used < 0) |
494 |
{ |
495 |
current_weapon = chosen_skill = 0; |
496 |
update_stats (); |
497 |
|
498 |
new_draw_info_format (NDI_UNIQUE, 0, this, |
499 |
"You try to balance all your items at once, " |
500 |
"but the %s is just too much for your body. " |
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 |
if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL) |
511 |
{ |
512 |
LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s", |
513 |
&name, ob->debug_desc ()); |
514 |
return false; |
515 |
} |
516 |
|
517 |
return true; |
518 |
} |
519 |
|
520 |
/* Zero the key_values on op, decrementing the shared-string |
521 |
* refcounts and freeing the links. |
522 |
*/ |
523 |
static void |
524 |
free_key_values (object *op) |
525 |
{ |
526 |
for (key_value *i = op->key_values; i; ) |
527 |
{ |
528 |
key_value *next = i->next; |
529 |
delete i; |
530 |
|
531 |
i = next; |
532 |
} |
533 |
|
534 |
op->key_values = 0; |
535 |
} |
536 |
|
537 |
object & |
538 |
object::operator =(const object &src) |
539 |
{ |
540 |
bool is_freed = flag [FLAG_FREED]; |
541 |
bool is_removed = flag [FLAG_REMOVED]; |
542 |
|
543 |
*(object_copy *)this = src; |
544 |
|
545 |
flag [FLAG_FREED] = is_freed; |
546 |
flag [FLAG_REMOVED] = is_removed; |
547 |
|
548 |
/* Copy over key_values, if any. */ |
549 |
if (src.key_values) |
550 |
{ |
551 |
key_value *tail = 0; |
552 |
key_values = 0; |
553 |
|
554 |
for (key_value *i = src.key_values; i; i = i->next) |
555 |
{ |
556 |
key_value *new_link = new key_value; |
557 |
|
558 |
new_link->next = 0; |
559 |
new_link->key = i->key; |
560 |
new_link->value = i->value; |
561 |
|
562 |
/* Try and be clever here, too. */ |
563 |
if (!key_values) |
564 |
{ |
565 |
key_values = new_link; |
566 |
tail = new_link; |
567 |
} |
568 |
else |
569 |
{ |
570 |
tail->next = new_link; |
571 |
tail = new_link; |
572 |
} |
573 |
} |
574 |
} |
575 |
} |
576 |
|
577 |
/* |
578 |
* copy_to first frees everything allocated by the dst object, |
579 |
* and then copies the contents of itself into the second |
580 |
* object, allocating what needs to be allocated. Basically, any |
581 |
* data that is malloc'd needs to be re-malloc/copied. Otherwise, |
582 |
* if the first object is freed, the pointers in the new object |
583 |
* will point at garbage. |
584 |
*/ |
585 |
void |
586 |
object::copy_to (object *dst) |
587 |
{ |
588 |
*dst = *this; |
589 |
|
590 |
if (speed < 0) |
591 |
dst->speed_left = speed_left - rndm (); |
592 |
|
593 |
dst->set_speed (dst->speed); |
594 |
} |
595 |
|
596 |
void |
597 |
object::instantiate () |
598 |
{ |
599 |
if (!uuid.seq) // HACK |
600 |
uuid = gen_uuid (); |
601 |
|
602 |
speed_left = -0.1f; |
603 |
/* copy the body_info to the body_used - this is only really |
604 |
* need for monsters, but doesn't hurt to do it for everything. |
605 |
* by doing so, when a monster is created, it has good starting |
606 |
* values for the body_used info, so when items are created |
607 |
* for it, they can be properly equipped. |
608 |
*/ |
609 |
for (int i = NUM_BODY_LOCATIONS; i--; ) |
610 |
slot[i].used = slot[i].info; |
611 |
|
612 |
attachable::instantiate (); |
613 |
} |
614 |
|
615 |
object * |
616 |
object::clone () |
617 |
{ |
618 |
object *neu = create (); |
619 |
copy_to (neu); |
620 |
return neu; |
621 |
} |
622 |
|
623 |
/* |
624 |
* If an object with the IS_TURNABLE() flag needs to be turned due |
625 |
* to the closest player being on the other side, this function can |
626 |
* be called to update the face variable, _and_ how it looks on the map. |
627 |
*/ |
628 |
void |
629 |
update_turn_face (object *op) |
630 |
{ |
631 |
if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) |
632 |
return; |
633 |
|
634 |
SET_ANIMATION (op, op->direction); |
635 |
update_object (op, UP_OBJ_FACE); |
636 |
} |
637 |
|
638 |
/* |
639 |
* Updates the speed of an object. If the speed changes from 0 to another |
640 |
* value, or vice versa, then add/remove the object from the active list. |
641 |
* This function needs to be called whenever the speed of an object changes. |
642 |
*/ |
643 |
void |
644 |
object::set_speed (float speed) |
645 |
{ |
646 |
if (flag [FLAG_FREED] && speed) |
647 |
{ |
648 |
LOG (llevError, "Object %s is freed but has speed.\n", &name); |
649 |
speed = 0; |
650 |
} |
651 |
|
652 |
this->speed = speed; |
653 |
|
654 |
if (has_active_speed ()) |
655 |
activate (); |
656 |
else |
657 |
deactivate (); |
658 |
} |
659 |
|
660 |
/* |
661 |
* update_object() updates the the map. |
662 |
* It takes into account invisible objects (and represent squares covered |
663 |
* by invisible objects by whatever is below them (unless it's another |
664 |
* invisible object, etc...) |
665 |
* If the object being updated is beneath a player, the look-window |
666 |
* of that player is updated (this might be a suboptimal way of |
667 |
* updating that window, though, since update_object() is called _often_) |
668 |
* |
669 |
* action is a hint of what the caller believes need to be done. |
670 |
* current action are: |
671 |
* UP_OBJ_INSERT: op was inserted |
672 |
* UP_OBJ_REMOVE: op was removed |
673 |
* UP_OBJ_CHANGE: object has somehow changed. In this case, we always update |
674 |
* as that is easier than trying to look at what may have changed. |
675 |
* UP_OBJ_FACE: only the objects face has changed. |
676 |
*/ |
677 |
void |
678 |
update_object (object *op, int action) |
679 |
{ |
680 |
if (op == NULL) |
681 |
{ |
682 |
/* this should never happen */ |
683 |
LOG (llevDebug, "update_object() called for NULL object.\n"); |
684 |
return; |
685 |
} |
686 |
|
687 |
if (op->env) |
688 |
{ |
689 |
/* Animation is currently handled by client, so nothing |
690 |
* to do in this case. |
691 |
*/ |
692 |
return; |
693 |
} |
694 |
|
695 |
/* If the map is saving, don't do anything as everything is |
696 |
* going to get freed anyways. |
697 |
*/ |
698 |
if (!op->map || op->map->in_memory == MAP_SAVING) |
699 |
return; |
700 |
|
701 |
/* make sure the object is within map boundaries */ |
702 |
if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) |
703 |
{ |
704 |
LOG (llevError, "update_object() called for object out of map!\n"); |
705 |
#ifdef MANY_CORES |
706 |
abort (); |
707 |
#endif |
708 |
return; |
709 |
} |
710 |
|
711 |
mapspace &m = op->ms (); |
712 |
|
713 |
if (!(m.flags_ & P_UPTODATE)) |
714 |
/* nop */; |
715 |
else if (action == UP_OBJ_INSERT) |
716 |
{ |
717 |
// this is likely overkill, TODO: revisit (schmorp) |
718 |
if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) |
719 |
|| (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) |
720 |
|| (op->type == PLAYER && !(m.flags_ & P_PLAYER)) |
721 |
|| (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) |
722 |
|| (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) |
723 |
|| (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) |
724 |
|| (m.move_on | op->move_on ) != m.move_on |
725 |
|| (m.move_off | op->move_off ) != m.move_off |
726 |
|| (m.move_slow | op->move_slow) != m.move_slow |
727 |
/* This isn't perfect, but I don't expect a lot of objects to |
728 |
* to have move_allow right now. |
729 |
*/ |
730 |
|| ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block |
731 |
|| 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) |
732 |
m.flags_ = 0; |
733 |
} |
734 |
/* if the object is being removed, we can't make intelligent |
735 |
* decisions, because remove_ob can't really pass the object |
736 |
* that is being removed. |
737 |
*/ |
738 |
else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) |
739 |
m.flags_ = 0; |
740 |
else if (action == UP_OBJ_FACE) |
741 |
/* Nothing to do for that case */ ; |
742 |
else |
743 |
LOG (llevError, "update_object called with invalid action: %d\n", action); |
744 |
|
745 |
if (op->more) |
746 |
update_object (op->more, action); |
747 |
} |
748 |
|
749 |
object::object () |
750 |
{ |
751 |
SET_FLAG (this, FLAG_REMOVED); |
752 |
|
753 |
expmul = 1.0; |
754 |
face = blank_face; |
755 |
} |
756 |
|
757 |
object::~object () |
758 |
{ |
759 |
unlink (); |
760 |
|
761 |
free_key_values (this); |
762 |
} |
763 |
|
764 |
static int object_count; |
765 |
|
766 |
void object::link () |
767 |
{ |
768 |
assert (!index);//D |
769 |
uuid = gen_uuid (); |
770 |
count = ++object_count; |
771 |
|
772 |
refcnt_inc (); |
773 |
objects.insert (this); |
774 |
} |
775 |
|
776 |
void object::unlink () |
777 |
{ |
778 |
if (!index) |
779 |
return; |
780 |
|
781 |
objects.erase (this); |
782 |
refcnt_dec (); |
783 |
} |
784 |
|
785 |
void |
786 |
object::activate () |
787 |
{ |
788 |
/* If already on active list, don't do anything */ |
789 |
if (active) |
790 |
return; |
791 |
|
792 |
if (has_active_speed ()) |
793 |
actives.insert (this); |
794 |
} |
795 |
|
796 |
void |
797 |
object::activate_recursive () |
798 |
{ |
799 |
activate (); |
800 |
|
801 |
for (object *op = inv; op; op = op->below) |
802 |
op->activate_recursive (); |
803 |
} |
804 |
|
805 |
/* This function removes object 'op' from the list of active |
806 |
* objects. |
807 |
* This should only be used for style maps or other such |
808 |
* reference maps where you don't want an object that isn't |
809 |
* in play chewing up cpu time getting processed. |
810 |
* The reverse of this is to call update_ob_speed, which |
811 |
* will do the right thing based on the speed of the object. |
812 |
*/ |
813 |
void |
814 |
object::deactivate () |
815 |
{ |
816 |
/* If not on the active list, nothing needs to be done */ |
817 |
if (!active) |
818 |
return; |
819 |
|
820 |
actives.erase (this); |
821 |
} |
822 |
|
823 |
void |
824 |
object::deactivate_recursive () |
825 |
{ |
826 |
for (object *op = inv; op; op = op->below) |
827 |
op->deactivate_recursive (); |
828 |
|
829 |
deactivate (); |
830 |
} |
831 |
|
832 |
void |
833 |
object::set_flag_inv (int flag, int value) |
834 |
{ |
835 |
for (object *op = inv; op; op = op->below) |
836 |
{ |
837 |
op->flag [flag] = value; |
838 |
op->set_flag_inv (flag, value); |
839 |
} |
840 |
} |
841 |
|
842 |
/* |
843 |
* Remove and free all objects in the inventory of the given object. |
844 |
* object.c ? |
845 |
*/ |
846 |
void |
847 |
object::destroy_inv (bool drop_to_ground) |
848 |
{ |
849 |
// need to check first, because the checks below might segfault |
850 |
// as we might be on an invalid mapspace and crossfire code |
851 |
// is too buggy to ensure that the inventory is empty. |
852 |
// corollary: if you create arrows etc. with stuff in tis inventory, |
853 |
// cf will crash below with off-map x and y |
854 |
if (!inv) |
855 |
return; |
856 |
|
857 |
/* Only if the space blocks everything do we not process - |
858 |
* if some form of movement is allowed, let objects |
859 |
* drop on that space. |
860 |
*/ |
861 |
if (!drop_to_ground |
862 |
|| !map |
863 |
|| map->in_memory != MAP_IN_MEMORY |
864 |
|| map->nodrop |
865 |
|| ms ().move_block == MOVE_ALL) |
866 |
{ |
867 |
while (inv) |
868 |
{ |
869 |
inv->destroy_inv (drop_to_ground); |
870 |
inv->destroy (); |
871 |
} |
872 |
} |
873 |
else |
874 |
{ /* Put objects in inventory onto this space */ |
875 |
while (inv) |
876 |
{ |
877 |
object *op = inv; |
878 |
|
879 |
if (op->flag [FLAG_STARTEQUIP] |
880 |
|| op->flag [FLAG_NO_DROP] |
881 |
|| op->type == RUNE |
882 |
|| op->type == TRAP |
883 |
|| op->flag [FLAG_IS_A_TEMPLATE] |
884 |
|| op->flag [FLAG_DESTROY_ON_DEATH]) |
885 |
op->destroy (); |
886 |
else |
887 |
map->insert (op, x, y); |
888 |
} |
889 |
} |
890 |
} |
891 |
|
892 |
object *object::create () |
893 |
{ |
894 |
object *op = new object; |
895 |
op->link (); |
896 |
return op; |
897 |
} |
898 |
|
899 |
void |
900 |
object::do_destroy () |
901 |
{ |
902 |
attachable::do_destroy (); |
903 |
|
904 |
if (flag [FLAG_IS_LINKED]) |
905 |
remove_button_link (this); |
906 |
|
907 |
if (flag [FLAG_FRIENDLY]) |
908 |
remove_friendly_object (this); |
909 |
|
910 |
if (!flag [FLAG_REMOVED]) |
911 |
remove (); |
912 |
|
913 |
destroy_inv (true); |
914 |
|
915 |
deactivate (); |
916 |
unlink (); |
917 |
|
918 |
flag [FLAG_FREED] = 1; |
919 |
|
920 |
// hack to ensure that freed objects still have a valid map |
921 |
{ |
922 |
static maptile *freed_map; // freed objects are moved here to avoid crashes |
923 |
|
924 |
if (!freed_map) |
925 |
{ |
926 |
freed_map = new maptile; |
927 |
|
928 |
freed_map->name = "/internal/freed_objects_map"; |
929 |
freed_map->width = 3; |
930 |
freed_map->height = 3; |
931 |
|
932 |
freed_map->alloc (); |
933 |
freed_map->in_memory = MAP_IN_MEMORY; |
934 |
} |
935 |
|
936 |
map = freed_map; |
937 |
x = 1; |
938 |
y = 1; |
939 |
} |
940 |
|
941 |
if (more) |
942 |
{ |
943 |
more->destroy (); |
944 |
more = 0; |
945 |
} |
946 |
|
947 |
head = 0; |
948 |
|
949 |
// clear those pointers that likely might cause circular references |
950 |
owner = 0; |
951 |
enemy = 0; |
952 |
attacked_by = 0; |
953 |
current_weapon = 0; |
954 |
} |
955 |
|
956 |
void |
957 |
object::destroy (bool destroy_inventory) |
958 |
{ |
959 |
if (destroyed ()) |
960 |
return; |
961 |
|
962 |
if (destroy_inventory) |
963 |
destroy_inv (false); |
964 |
|
965 |
if (is_head ()) |
966 |
if (sound_destroy) |
967 |
play_sound (sound_destroy); |
968 |
else if (flag [FLAG_MONSTER]) |
969 |
play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism |
970 |
|
971 |
attachable::destroy (); |
972 |
} |
973 |
|
974 |
/* |
975 |
* sub_weight() recursively (outwards) subtracts a number from the |
976 |
* weight of an object (and what is carried by it's environment(s)). |
977 |
*/ |
978 |
void |
979 |
sub_weight (object *op, signed long weight) |
980 |
{ |
981 |
while (op != NULL) |
982 |
{ |
983 |
if (op->type == CONTAINER) |
984 |
weight = (signed long) (weight * (100 - op->stats.Str) / 100); |
985 |
|
986 |
op->carrying -= weight; |
987 |
op = op->env; |
988 |
} |
989 |
} |
990 |
|
991 |
/* op->remove (): |
992 |
* This function removes the object op from the linked list of objects |
993 |
* which it is currently tied to. When this function is done, the |
994 |
* object will have no environment. If the object previously had an |
995 |
* environment, the x and y coordinates will be updated to |
996 |
* the previous environment. |
997 |
*/ |
998 |
void |
999 |
object::do_remove () |
1000 |
{ |
1001 |
object *tmp, *last = 0; |
1002 |
object *otmp; |
1003 |
|
1004 |
if (QUERY_FLAG (this, FLAG_REMOVED)) |
1005 |
return; |
1006 |
|
1007 |
SET_FLAG (this, FLAG_REMOVED); |
1008 |
INVOKE_OBJECT (REMOVE, this); |
1009 |
|
1010 |
if (more) |
1011 |
more->remove (); |
1012 |
|
1013 |
/* |
1014 |
* In this case, the object to be removed is in someones |
1015 |
* inventory. |
1016 |
*/ |
1017 |
if (env) |
1018 |
{ |
1019 |
if (nrof) |
1020 |
sub_weight (env, weight * nrof); |
1021 |
else |
1022 |
sub_weight (env, weight + carrying); |
1023 |
|
1024 |
/* NO_FIX_PLAYER is set when a great many changes are being |
1025 |
* made to players inventory. If set, avoiding the call |
1026 |
* to save cpu time. |
1027 |
*/ |
1028 |
if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) |
1029 |
otmp->update_stats (); |
1030 |
|
1031 |
if (above) |
1032 |
above->below = below; |
1033 |
else |
1034 |
env->inv = below; |
1035 |
|
1036 |
if (below) |
1037 |
below->above = above; |
1038 |
|
1039 |
/* we set up values so that it could be inserted into |
1040 |
* the map, but we don't actually do that - it is up |
1041 |
* to the caller to decide what we want to do. |
1042 |
*/ |
1043 |
x = env->x, y = env->y; |
1044 |
map = env->map; |
1045 |
above = 0, below = 0; |
1046 |
env = 0; |
1047 |
} |
1048 |
else if (map) |
1049 |
{ |
1050 |
if (type == PLAYER) |
1051 |
{ |
1052 |
// leaving a spot always closes any open container on the ground |
1053 |
if (container && !container->env) |
1054 |
// this causes spurious floorbox updates, but it ensures |
1055 |
// that the CLOSE event is being sent. |
1056 |
close_container (); |
1057 |
|
1058 |
--map->players; |
1059 |
map->touch (); |
1060 |
} |
1061 |
|
1062 |
map->dirty = true; |
1063 |
mapspace &ms = this->ms (); |
1064 |
|
1065 |
/* link the object above us */ |
1066 |
if (above) |
1067 |
above->below = below; |
1068 |
else |
1069 |
ms.top = below; /* we were top, set new top */ |
1070 |
|
1071 |
/* Relink the object below us, if there is one */ |
1072 |
if (below) |
1073 |
below->above = above; |
1074 |
else |
1075 |
{ |
1076 |
/* Nothing below, which means we need to relink map object for this space |
1077 |
* use translated coordinates in case some oddness with map tiling is |
1078 |
* evident |
1079 |
*/ |
1080 |
if (GET_MAP_OB (map, x, y) != this) |
1081 |
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 ()); |
1082 |
|
1083 |
ms.bot = above; /* goes on above it. */ |
1084 |
} |
1085 |
|
1086 |
above = 0; |
1087 |
below = 0; |
1088 |
|
1089 |
if (map->in_memory == MAP_SAVING) |
1090 |
return; |
1091 |
|
1092 |
int check_walk_off = !flag [FLAG_NO_APPLY]; |
1093 |
|
1094 |
if (object *pl = ms.player ()) |
1095 |
{ |
1096 |
if (pl->container == this) |
1097 |
/* If a container that the player is currently using somehow gets |
1098 |
* removed (most likely destroyed), update the player view |
1099 |
* appropriately. |
1100 |
*/ |
1101 |
pl->close_container (); |
1102 |
|
1103 |
pl->contr->ns->floorbox_update (); |
1104 |
} |
1105 |
|
1106 |
for (tmp = ms.bot; tmp; tmp = tmp->above) |
1107 |
{ |
1108 |
/* No point updating the players look faces if he is the object |
1109 |
* being removed. |
1110 |
*/ |
1111 |
|
1112 |
/* See if object moving off should effect something */ |
1113 |
if (check_walk_off |
1114 |
&& ((move_type & tmp->move_off) |
1115 |
&& (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) |
1116 |
{ |
1117 |
move_apply (tmp, this, 0); |
1118 |
|
1119 |
if (destroyed ()) |
1120 |
LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); |
1121 |
} |
1122 |
|
1123 |
last = tmp; |
1124 |
} |
1125 |
|
1126 |
/* last == NULL if there are no objects on this space */ |
1127 |
//TODO: this makes little sense, why only update the topmost object? |
1128 |
if (!last) |
1129 |
map->at (x, y).flags_ = 0; |
1130 |
else |
1131 |
update_object (last, UP_OBJ_REMOVE); |
1132 |
|
1133 |
if (flag [FLAG_BLOCKSVIEW] || glow_radius) |
1134 |
update_all_los (map, x, y); |
1135 |
} |
1136 |
} |
1137 |
|
1138 |
/* |
1139 |
* merge_ob(op,top): |
1140 |
* |
1141 |
* This function goes through all objects below and including top, and |
1142 |
* merges op to the first matching object. |
1143 |
* If top is NULL, it is calculated. |
1144 |
* Returns pointer to object if it succeded in the merge, otherwise NULL |
1145 |
*/ |
1146 |
object * |
1147 |
merge_ob (object *op, object *top) |
1148 |
{ |
1149 |
if (!op->nrof) |
1150 |
return 0; |
1151 |
|
1152 |
if (top) |
1153 |
for (top = op; top && top->above; top = top->above) |
1154 |
; |
1155 |
|
1156 |
for (; top; top = top->below) |
1157 |
{ |
1158 |
if (top == op) |
1159 |
continue; |
1160 |
|
1161 |
if (object::can_merge (op, top)) |
1162 |
{ |
1163 |
top->nrof += op->nrof; |
1164 |
|
1165 |
/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ |
1166 |
op->weight = 0; /* Don't want any adjustements now */ |
1167 |
op->destroy (); |
1168 |
return top; |
1169 |
} |
1170 |
} |
1171 |
|
1172 |
return 0; |
1173 |
} |
1174 |
|
1175 |
void |
1176 |
object::expand_tail () |
1177 |
{ |
1178 |
if (more) |
1179 |
return; |
1180 |
|
1181 |
object *prev = this; |
1182 |
|
1183 |
for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) |
1184 |
{ |
1185 |
object *op = arch_to_object (at); |
1186 |
|
1187 |
op->name = name; |
1188 |
op->name_pl = name_pl; |
1189 |
op->title = title; |
1190 |
|
1191 |
op->head = this; |
1192 |
prev->more = op; |
1193 |
|
1194 |
prev = op; |
1195 |
} |
1196 |
} |
1197 |
|
1198 |
/* |
1199 |
* same as insert_ob_in_map except it handles separate coordinates and does a clean |
1200 |
* job preparing multi-part monsters. |
1201 |
*/ |
1202 |
object * |
1203 |
insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) |
1204 |
{ |
1205 |
for (object *tmp = op->head_ (); tmp; tmp = tmp->more) |
1206 |
{ |
1207 |
tmp->x = x + tmp->arch->x; |
1208 |
tmp->y = y + tmp->arch->y; |
1209 |
} |
1210 |
|
1211 |
return insert_ob_in_map (op, m, originator, flag); |
1212 |
} |
1213 |
|
1214 |
/* |
1215 |
* insert_ob_in_map (op, map, originator, flag): |
1216 |
* This function inserts the object in the two-way linked list |
1217 |
* which represents what is on a map. |
1218 |
* The second argument specifies the map, and the x and y variables |
1219 |
* in the object about to be inserted specifies the position. |
1220 |
* |
1221 |
* originator: Player, monster or other object that caused 'op' to be inserted |
1222 |
* into 'map'. May be NULL. |
1223 |
* |
1224 |
* flag is a bitmask about special things to do (or not do) when this |
1225 |
* function is called. see the object.h file for the INS_ values. |
1226 |
* Passing 0 for flag gives proper default values, so flag really only needs |
1227 |
* to be set if special handling is needed. |
1228 |
* |
1229 |
* Return value: |
1230 |
* new object if 'op' was merged with other object |
1231 |
* NULL if 'op' was destroyed |
1232 |
* just 'op' otherwise |
1233 |
*/ |
1234 |
object * |
1235 |
insert_ob_in_map (object *op, maptile *m, object *originator, int flag) |
1236 |
{ |
1237 |
assert (!op->flag [FLAG_FREED]); |
1238 |
|
1239 |
object *top, *floor = NULL; |
1240 |
|
1241 |
op->remove (); |
1242 |
|
1243 |
if (out_of_map (m, op->x, op->y)) |
1244 |
{ |
1245 |
LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); |
1246 |
#ifdef MANY_CORES |
1247 |
/* Better to catch this here, as otherwise the next use of this object |
1248 |
* is likely to cause a crash. Better to find out where it is getting |
1249 |
* improperly inserted. |
1250 |
*/ |
1251 |
abort (); |
1252 |
#endif |
1253 |
return op; |
1254 |
} |
1255 |
|
1256 |
if (object *more = op->more) |
1257 |
if (!insert_ob_in_map (more, m, originator, flag)) |
1258 |
return 0; |
1259 |
|
1260 |
CLEAR_FLAG (op, FLAG_REMOVED); |
1261 |
|
1262 |
/* Ideally, the caller figures this out. However, it complicates a lot |
1263 |
* of areas of callers (eg, anything that uses find_free_spot would now |
1264 |
* need extra work |
1265 |
*/ |
1266 |
if (!xy_normalise (m, op->x, op->y)) |
1267 |
return 0; |
1268 |
|
1269 |
op->map = m; |
1270 |
mapspace &ms = op->ms (); |
1271 |
|
1272 |
/* this has to be done after we translate the coordinates. |
1273 |
*/ |
1274 |
if (op->nrof && !(flag & INS_NO_MERGE)) |
1275 |
for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
1276 |
if (object::can_merge (op, tmp)) |
1277 |
{ |
1278 |
op->nrof += tmp->nrof; |
1279 |
tmp->destroy (); |
1280 |
} |
1281 |
|
1282 |
CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ |
1283 |
CLEAR_FLAG (op, FLAG_INV_LOCKED); |
1284 |
|
1285 |
if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1286 |
CLEAR_FLAG (op, FLAG_NO_STEAL); |
1287 |
|
1288 |
if (flag & INS_BELOW_ORIGINATOR) |
1289 |
{ |
1290 |
if (originator->map != op->map || originator->x != op->x || originator->y != op->y) |
1291 |
{ |
1292 |
LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); |
1293 |
abort (); |
1294 |
} |
1295 |
|
1296 |
op->above = originator; |
1297 |
op->below = originator->below; |
1298 |
|
1299 |
if (op->below) |
1300 |
op->below->above = op; |
1301 |
else |
1302 |
ms.bot = op; |
1303 |
|
1304 |
/* since *below* originator, no need to update top */ |
1305 |
originator->below = op; |
1306 |
} |
1307 |
else |
1308 |
{ |
1309 |
top = ms.bot; |
1310 |
|
1311 |
/* If there are other objects, then */ |
1312 |
if ((!(flag & INS_MAP_LOAD)) && top) |
1313 |
{ |
1314 |
object *last = 0; |
1315 |
|
1316 |
/* |
1317 |
* If there are multiple objects on this space, we do some trickier handling. |
1318 |
* We've already dealt with merging if appropriate. |
1319 |
* Generally, we want to put the new object on top. But if |
1320 |
* flag contains INS_ABOVE_FLOOR_ONLY, once we find the last |
1321 |
* floor, we want to insert above that and no further. |
1322 |
* Also, if there are spell objects on this space, we stop processing |
1323 |
* once we get to them. This reduces the need to traverse over all of |
1324 |
* them when adding another one - this saves quite a bit of cpu time |
1325 |
* when lots of spells are cast in one area. Currently, it is presumed |
1326 |
* that flying non pickable objects are spell objects. |
1327 |
*/ |
1328 |
for (top = ms.bot; top; top = top->above) |
1329 |
{ |
1330 |
if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) |
1331 |
floor = top; |
1332 |
|
1333 |
if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) |
1334 |
{ |
1335 |
/* We insert above top, so we want this object below this */ |
1336 |
top = top->below; |
1337 |
break; |
1338 |
} |
1339 |
|
1340 |
last = top; |
1341 |
} |
1342 |
|
1343 |
/* Don't want top to be NULL, so set it to the last valid object */ |
1344 |
top = last; |
1345 |
|
1346 |
/* We let update_position deal with figuring out what the space |
1347 |
* looks like instead of lots of conditions here. |
1348 |
* makes things faster, and effectively the same result. |
1349 |
*/ |
1350 |
|
1351 |
/* Have object 'fall below' other objects that block view. |
1352 |
* Unless those objects are exits. |
1353 |
* If INS_ON_TOP is used, don't do this processing |
1354 |
* Need to find the object that in fact blocks view, otherwise |
1355 |
* stacking is a bit odd. |
1356 |
*/ |
1357 |
if (!(flag & INS_ON_TOP) |
1358 |
&& ms.flags () & P_BLOCKSVIEW |
1359 |
&& (op->face && !faces [op->face].visibility)) |
1360 |
{ |
1361 |
for (last = top; last != floor; last = last->below) |
1362 |
if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) |
1363 |
break; |
1364 |
|
1365 |
/* Check to see if we found the object that blocks view, |
1366 |
* and make sure we have a below pointer for it so that |
1367 |
* we can get inserted below this one, which requires we |
1368 |
* set top to the object below us. |
1369 |
*/ |
1370 |
if (last && last->below && last != floor) |
1371 |
top = last->below; |
1372 |
} |
1373 |
} /* If objects on this space */ |
1374 |
if (flag & INS_MAP_LOAD) |
1375 |
top = ms.top; |
1376 |
|
1377 |
if (flag & INS_ABOVE_FLOOR_ONLY) |
1378 |
top = floor; |
1379 |
|
1380 |
/* Top is the object that our object (op) is going to get inserted above. |
1381 |
*/ |
1382 |
|
1383 |
/* First object on this space */ |
1384 |
if (!top) |
1385 |
{ |
1386 |
op->above = ms.bot; |
1387 |
|
1388 |
if (op->above) |
1389 |
op->above->below = op; |
1390 |
|
1391 |
op->below = 0; |
1392 |
ms.bot = op; |
1393 |
} |
1394 |
else |
1395 |
{ /* get inserted into the stack above top */ |
1396 |
op->above = top->above; |
1397 |
|
1398 |
if (op->above) |
1399 |
op->above->below = op; |
1400 |
|
1401 |
op->below = top; |
1402 |
top->above = op; |
1403 |
} |
1404 |
|
1405 |
if (!op->above) |
1406 |
ms.top = op; |
1407 |
} /* else not INS_BELOW_ORIGINATOR */ |
1408 |
|
1409 |
if (op->type == PLAYER) |
1410 |
{ |
1411 |
op->contr->do_los = 1; |
1412 |
++op->map->players; |
1413 |
op->map->touch (); |
1414 |
} |
1415 |
|
1416 |
op->map->dirty = true; |
1417 |
|
1418 |
if (!(flag & INS_MAP_LOAD)) |
1419 |
if (object *pl = ms.player ()) |
1420 |
pl->contr->ns->floorbox_update (); |
1421 |
|
1422 |
/* If this object glows, it may affect lighting conditions that are |
1423 |
* visible to others on this map. But update_all_los is really |
1424 |
* an inefficient way to do this, as it means los for all players |
1425 |
* on the map will get recalculated. The players could very well |
1426 |
* be far away from this change and not affected in any way - |
1427 |
* this should get redone to only look for players within range, |
1428 |
* or just updating the P_UPTODATE for spaces within this area |
1429 |
* of effect may be sufficient. |
1430 |
*/ |
1431 |
if (op->map->darkness && (op->glow_radius != 0)) |
1432 |
update_all_los (op->map, op->x, op->y); |
1433 |
|
1434 |
/* updates flags (blocked, alive, no magic, etc) for this map space */ |
1435 |
update_object (op, UP_OBJ_INSERT); |
1436 |
|
1437 |
INVOKE_OBJECT (INSERT, op); |
1438 |
|
1439 |
/* Don't know if moving this to the end will break anything. However, |
1440 |
* we want to have floorbox_update called before calling this. |
1441 |
* |
1442 |
* check_move_on() must be after this because code called from |
1443 |
* check_move_on() depends on correct map flags (so functions like |
1444 |
* blocked() and wall() work properly), and these flags are updated by |
1445 |
* update_object(). |
1446 |
*/ |
1447 |
|
1448 |
/* if this is not the head or flag has been passed, don't check walk on status */ |
1449 |
if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) |
1450 |
{ |
1451 |
if (check_move_on (op, originator)) |
1452 |
return 0; |
1453 |
|
1454 |
/* If we are a multi part object, lets work our way through the check |
1455 |
* walk on's. |
1456 |
*/ |
1457 |
for (object *tmp = op->more; tmp; tmp = tmp->more) |
1458 |
if (check_move_on (tmp, originator)) |
1459 |
return 0; |
1460 |
} |
1461 |
|
1462 |
return op; |
1463 |
} |
1464 |
|
1465 |
/* this function inserts an object in the map, but if it |
1466 |
* finds an object of its own type, it'll remove that one first. |
1467 |
* op is the object to insert it under: supplies x and the map. |
1468 |
*/ |
1469 |
void |
1470 |
replace_insert_ob_in_map (const char *arch_string, object *op) |
1471 |
{ |
1472 |
object *tmp, *tmp1; |
1473 |
|
1474 |
/* first search for itself and remove any old instances */ |
1475 |
|
1476 |
for (tmp = op->ms ().bot; tmp; tmp = tmp->above) |
1477 |
if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ |
1478 |
tmp->destroy (); |
1479 |
|
1480 |
tmp1 = arch_to_object (archetype::find (arch_string)); |
1481 |
|
1482 |
tmp1->x = op->x; |
1483 |
tmp1->y = op->y; |
1484 |
insert_ob_in_map (tmp1, op->map, op, 0); |
1485 |
} |
1486 |
|
1487 |
object * |
1488 |
object::insert_at (object *where, object *originator, int flags) |
1489 |
{ |
1490 |
return where->map->insert (this, where->x, where->y, originator, flags); |
1491 |
} |
1492 |
|
1493 |
/* |
1494 |
* get_split_ob(ob,nr) splits up ob into two parts. The part which |
1495 |
* is returned contains nr objects, and the remaining parts contains |
1496 |
* the rest (or is removed and freed if that number is 0). |
1497 |
* On failure, NULL is returned, and the reason put into the |
1498 |
* global static errmsg array. |
1499 |
*/ |
1500 |
object * |
1501 |
get_split_ob (object *orig_ob, uint32 nr) |
1502 |
{ |
1503 |
object *newob; |
1504 |
int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); |
1505 |
|
1506 |
if (orig_ob->nrof < nr) |
1507 |
{ |
1508 |
sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); |
1509 |
return NULL; |
1510 |
} |
1511 |
|
1512 |
newob = object_create_clone (orig_ob); |
1513 |
|
1514 |
if ((orig_ob->nrof -= nr) < 1) |
1515 |
orig_ob->destroy (1); |
1516 |
else if (!is_removed) |
1517 |
{ |
1518 |
if (orig_ob->env != NULL) |
1519 |
sub_weight (orig_ob->env, orig_ob->weight * nr); |
1520 |
if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) |
1521 |
{ |
1522 |
strcpy (errmsg, "Tried to split object whose map is not in memory."); |
1523 |
LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); |
1524 |
return NULL; |
1525 |
} |
1526 |
} |
1527 |
|
1528 |
newob->nrof = nr; |
1529 |
|
1530 |
return newob; |
1531 |
} |
1532 |
|
1533 |
/* |
1534 |
* decrease_ob_nr(object, number) decreases a specified number from |
1535 |
* the amount of an object. If the amount reaches 0, the object |
1536 |
* is subsequently removed and freed. |
1537 |
* |
1538 |
* Return value: 'op' if something is left, NULL if the amount reached 0 |
1539 |
*/ |
1540 |
object * |
1541 |
decrease_ob_nr (object *op, uint32 i) |
1542 |
{ |
1543 |
object *tmp; |
1544 |
|
1545 |
if (i == 0) /* objects with op->nrof require this check */ |
1546 |
return op; |
1547 |
|
1548 |
if (i > op->nrof) |
1549 |
i = op->nrof; |
1550 |
|
1551 |
if (QUERY_FLAG (op, FLAG_REMOVED)) |
1552 |
op->nrof -= i; |
1553 |
else if (op->env) |
1554 |
{ |
1555 |
/* is this object in the players inventory, or sub container |
1556 |
* therein? |
1557 |
*/ |
1558 |
tmp = op->in_player (); |
1559 |
/* nope. Is this a container the player has opened? |
1560 |
* If so, set tmp to that player. |
1561 |
* IMO, searching through all the players will mostly |
1562 |
* likely be quicker than following op->env to the map, |
1563 |
* and then searching the map for a player. |
1564 |
*/ |
1565 |
if (!tmp) |
1566 |
for_all_players (pl) |
1567 |
if (pl->ob->container == op->env) |
1568 |
{ |
1569 |
tmp = pl->ob; |
1570 |
break; |
1571 |
} |
1572 |
|
1573 |
if (i < op->nrof) |
1574 |
{ |
1575 |
sub_weight (op->env, op->weight * i); |
1576 |
op->nrof -= i; |
1577 |
if (tmp) |
1578 |
esrv_send_item (tmp, op); |
1579 |
} |
1580 |
else |
1581 |
{ |
1582 |
op->remove (); |
1583 |
op->nrof = 0; |
1584 |
if (tmp) |
1585 |
esrv_del_item (tmp->contr, op->count); |
1586 |
} |
1587 |
} |
1588 |
else |
1589 |
{ |
1590 |
object *above = op->above; |
1591 |
|
1592 |
if (i < op->nrof) |
1593 |
op->nrof -= i; |
1594 |
else |
1595 |
{ |
1596 |
op->remove (); |
1597 |
op->nrof = 0; |
1598 |
} |
1599 |
|
1600 |
/* Since we just removed op, op->above is null */ |
1601 |
for (tmp = above; tmp; tmp = tmp->above) |
1602 |
if (tmp->type == PLAYER) |
1603 |
{ |
1604 |
if (op->nrof) |
1605 |
esrv_send_item (tmp, op); |
1606 |
else |
1607 |
esrv_del_item (tmp->contr, op->count); |
1608 |
} |
1609 |
} |
1610 |
|
1611 |
if (op->nrof) |
1612 |
return op; |
1613 |
else |
1614 |
{ |
1615 |
op->destroy (); |
1616 |
return 0; |
1617 |
} |
1618 |
} |
1619 |
|
1620 |
/* |
1621 |
* add_weight(object, weight) adds the specified weight to an object, |
1622 |
* and also updates how much the environment(s) is/are carrying. |
1623 |
*/ |
1624 |
void |
1625 |
add_weight (object *op, signed long weight) |
1626 |
{ |
1627 |
while (op != NULL) |
1628 |
{ |
1629 |
if (op->type == CONTAINER) |
1630 |
weight = (signed long) (weight * (100 - op->stats.Str) / 100); |
1631 |
|
1632 |
op->carrying += weight; |
1633 |
op = op->env; |
1634 |
} |
1635 |
} |
1636 |
|
1637 |
object * |
1638 |
insert_ob_in_ob (object *op, object *where) |
1639 |
{ |
1640 |
if (!where) |
1641 |
{ |
1642 |
char *dump = dump_object (op); |
1643 |
LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); |
1644 |
free (dump); |
1645 |
return op; |
1646 |
} |
1647 |
|
1648 |
if (where->head_ () != where) |
1649 |
{ |
1650 |
LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n"); |
1651 |
where = where->head; |
1652 |
} |
1653 |
|
1654 |
return where->insert (op); |
1655 |
} |
1656 |
|
1657 |
/* |
1658 |
* env->insert (op) |
1659 |
* This function inserts the object op in the linked list |
1660 |
* inside the object environment. |
1661 |
* |
1662 |
* The function returns now pointer to inserted item, and return value can |
1663 |
* be != op, if items are merged. -Tero |
1664 |
*/ |
1665 |
object * |
1666 |
object::insert (object *op) |
1667 |
{ |
1668 |
if (!QUERY_FLAG (op, FLAG_REMOVED)) |
1669 |
op->remove (); |
1670 |
|
1671 |
if (op->more) |
1672 |
{ |
1673 |
LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); |
1674 |
return op; |
1675 |
} |
1676 |
|
1677 |
CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); |
1678 |
CLEAR_FLAG (op, FLAG_REMOVED); |
1679 |
|
1680 |
if (op->nrof) |
1681 |
{ |
1682 |
for (object *tmp = inv; tmp; tmp = tmp->below) |
1683 |
if (object::can_merge (tmp, op)) |
1684 |
{ |
1685 |
/* return the original object and remove inserted object |
1686 |
(client needs the original object) */ |
1687 |
tmp->nrof += op->nrof; |
1688 |
/* Weight handling gets pretty funky. Since we are adding to |
1689 |
* tmp->nrof, we need to increase the weight. |
1690 |
*/ |
1691 |
add_weight (this, op->weight * op->nrof); |
1692 |
SET_FLAG (op, FLAG_REMOVED); |
1693 |
op->destroy (); /* free the inserted object */ |
1694 |
op = tmp; |
1695 |
op->remove (); /* and fix old object's links */ |
1696 |
CLEAR_FLAG (op, FLAG_REMOVED); |
1697 |
break; |
1698 |
} |
1699 |
|
1700 |
/* I assume combined objects have no inventory |
1701 |
* We add the weight - this object could have just been removed |
1702 |
* (if it was possible to merge). calling remove_ob will subtract |
1703 |
* the weight, so we need to add it in again, since we actually do |
1704 |
* the linking below |
1705 |
*/ |
1706 |
add_weight (this, op->weight * op->nrof); |
1707 |
} |
1708 |
else |
1709 |
add_weight (this, (op->weight + op->carrying)); |
1710 |
|
1711 |
if (object *otmp = this->in_player ()) |
1712 |
if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) |
1713 |
otmp->update_stats (); |
1714 |
|
1715 |
op->owner = 0; // its his/hers now. period. |
1716 |
op->map = 0; |
1717 |
op->env = this; |
1718 |
op->above = 0; |
1719 |
op->below = 0; |
1720 |
op->x = op->y = 0; |
1721 |
|
1722 |
/* reset the light list and los of the players on the map */ |
1723 |
if (op->glow_radius && map) |
1724 |
{ |
1725 |
#ifdef DEBUG_LIGHTS |
1726 |
LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); |
1727 |
#endif /* DEBUG_LIGHTS */ |
1728 |
if (map->darkness) |
1729 |
update_all_los (map, x, y); |
1730 |
} |
1731 |
|
1732 |
/* Client has no idea of ordering so lets not bother ordering it here. |
1733 |
* It sure simplifies this function... |
1734 |
*/ |
1735 |
if (!inv) |
1736 |
inv = op; |
1737 |
else |
1738 |
{ |
1739 |
op->below = inv; |
1740 |
op->below->above = op; |
1741 |
inv = op; |
1742 |
} |
1743 |
|
1744 |
INVOKE_OBJECT (INSERT, this); |
1745 |
|
1746 |
return op; |
1747 |
} |
1748 |
|
1749 |
/* |
1750 |
* Checks if any objects has a move_type that matches objects |
1751 |
* that effect this object on this space. Call apply() to process |
1752 |
* these events. |
1753 |
* |
1754 |
* Any speed-modification due to SLOW_MOVE() of other present objects |
1755 |
* will affect the speed_left of the object. |
1756 |
* |
1757 |
* originator: Player, monster or other object that caused 'op' to be inserted |
1758 |
* into 'map'. May be NULL. |
1759 |
* |
1760 |
* Return value: 1 if 'op' was destroyed, 0 otherwise. |
1761 |
* |
1762 |
* 4-21-95 added code to check if appropriate skill was readied - this will |
1763 |
* permit faster movement by the player through this terrain. -b.t. |
1764 |
* |
1765 |
* MSW 2001-07-08: Check all objects on space, not just those below |
1766 |
* object being inserted. insert_ob_in_map may not put new objects |
1767 |
* on top. |
1768 |
*/ |
1769 |
int |
1770 |
check_move_on (object *op, object *originator) |
1771 |
{ |
1772 |
object *tmp; |
1773 |
maptile *m = op->map; |
1774 |
int x = op->x, y = op->y; |
1775 |
|
1776 |
MoveType move_on, move_slow, move_block; |
1777 |
|
1778 |
if (QUERY_FLAG (op, FLAG_NO_APPLY)) |
1779 |
return 0; |
1780 |
|
1781 |
move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); |
1782 |
move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); |
1783 |
move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); |
1784 |
|
1785 |
/* if nothing on this space will slow op down or be applied, |
1786 |
* no need to do checking below. have to make sure move_type |
1787 |
* is set, as lots of objects don't have it set - we treat that |
1788 |
* as walking. |
1789 |
*/ |
1790 |
if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) |
1791 |
return 0; |
1792 |
|
1793 |
/* This is basically inverse logic of that below - basically, |
1794 |
* if the object can avoid the move on or slow move, they do so, |
1795 |
* but can't do it if the alternate movement they are using is |
1796 |
* blocked. Logic on this seems confusing, but does seem correct. |
1797 |
*/ |
1798 |
if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) |
1799 |
return 0; |
1800 |
|
1801 |
/* The objects have to be checked from top to bottom. |
1802 |
* Hence, we first go to the top: |
1803 |
*/ |
1804 |
|
1805 |
for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above) |
1806 |
{ |
1807 |
/* Trim the search when we find the first other spell effect |
1808 |
* this helps performance so that if a space has 50 spell objects, |
1809 |
* we don't need to check all of them. |
1810 |
*/ |
1811 |
if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK)) |
1812 |
break; |
1813 |
} |
1814 |
|
1815 |
for (; tmp; tmp = tmp->below) |
1816 |
{ |
1817 |
if (tmp == op) |
1818 |
continue; /* Can't apply yourself */ |
1819 |
|
1820 |
/* Check to see if one of the movement types should be slowed down. |
1821 |
* Second check makes sure that the movement types not being slowed |
1822 |
* (~slow_move) is not blocked on this space - just because the |
1823 |
* space doesn't slow down swimming (for example), if you can't actually |
1824 |
* swim on that space, can't use it to avoid the penalty. |
1825 |
*/ |
1826 |
if (!QUERY_FLAG (op, FLAG_WIZPASS)) |
1827 |
{ |
1828 |
if ((!op->move_type && tmp->move_slow & MOVE_WALK) || |
1829 |
((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) |
1830 |
{ |
1831 |
|
1832 |
float |
1833 |
diff = tmp->move_slow_penalty * fabs (op->speed); |
1834 |
|
1835 |
if (op->type == PLAYER) |
1836 |
if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || |
1837 |
(QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) |
1838 |
diff /= 4.0; |
1839 |
|
1840 |
op->speed_left -= diff; |
1841 |
} |
1842 |
} |
1843 |
|
1844 |
/* Basically same logic as above, except now for actual apply. */ |
1845 |
if ((!op->move_type && tmp->move_on & MOVE_WALK) || |
1846 |
((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) |
1847 |
{ |
1848 |
move_apply (tmp, op, originator); |
1849 |
|
1850 |
if (op->destroyed ()) |
1851 |
return 1; |
1852 |
|
1853 |
/* what the person/creature stepped onto has moved the object |
1854 |
* someplace new. Don't process any further - if we did, |
1855 |
* have a feeling strange problems would result. |
1856 |
*/ |
1857 |
if (op->map != m || op->x != x || op->y != y) |
1858 |
return 0; |
1859 |
} |
1860 |
} |
1861 |
|
1862 |
return 0; |
1863 |
} |
1864 |
|
1865 |
/* |
1866 |
* present_arch(arch, map, x, y) searches for any objects with |
1867 |
* a matching archetype at the given map and coordinates. |
1868 |
* The first matching object is returned, or NULL if none. |
1869 |
*/ |
1870 |
object * |
1871 |
present_arch (const archetype *at, maptile *m, int x, int y) |
1872 |
{ |
1873 |
if (!m || out_of_map (m, x, y)) |
1874 |
{ |
1875 |
LOG (llevError, "Present_arch called outside map.\n"); |
1876 |
return NULL; |
1877 |
} |
1878 |
|
1879 |
for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) |
1880 |
if (tmp->arch == at) |
1881 |
return tmp; |
1882 |
|
1883 |
return NULL; |
1884 |
} |
1885 |
|
1886 |
/* |
1887 |
* present(type, map, x, y) searches for any objects with |
1888 |
* a matching type variable at the given map and coordinates. |
1889 |
* The first matching object is returned, or NULL if none. |
1890 |
*/ |
1891 |
object * |
1892 |
present (unsigned char type, maptile *m, int x, int y) |
1893 |
{ |
1894 |
if (out_of_map (m, x, y)) |
1895 |
{ |
1896 |
LOG (llevError, "Present called outside map.\n"); |
1897 |
return NULL; |
1898 |
} |
1899 |
|
1900 |
for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) |
1901 |
if (tmp->type == type) |
1902 |
return tmp; |
1903 |
|
1904 |
return NULL; |
1905 |
} |
1906 |
|
1907 |
/* |
1908 |
* present_in_ob(type, object) searches for any objects with |
1909 |
* a matching type variable in the inventory of the given object. |
1910 |
* The first matching object is returned, or NULL if none. |
1911 |
*/ |
1912 |
object * |
1913 |
present_in_ob (unsigned char type, const object *op) |
1914 |
{ |
1915 |
for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1916 |
if (tmp->type == type) |
1917 |
return tmp; |
1918 |
|
1919 |
return NULL; |
1920 |
} |
1921 |
|
1922 |
/* |
1923 |
* present_in_ob (type, str, object) searches for any objects with |
1924 |
* a matching type & name variable in the inventory of the given object. |
1925 |
* The first matching object is returned, or NULL if none. |
1926 |
* This is mostly used by spell effect code, so that we only |
1927 |
* have one spell effect at a time. |
1928 |
* type can be used to narrow the search - if type is set, |
1929 |
* the type must also match. -1 can be passed for the type, |
1930 |
* in which case the type does not need to pass. |
1931 |
* str is the string to match against. Note that we match against |
1932 |
* the object name, not the archetype name. this is so that the |
1933 |
* spell code can use one object type (force), but change it's name |
1934 |
* to be unique. |
1935 |
*/ |
1936 |
object * |
1937 |
present_in_ob_by_name (int type, const char *str, const object *op) |
1938 |
{ |
1939 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1940 |
if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) |
1941 |
return tmp; |
1942 |
|
1943 |
return 0; |
1944 |
} |
1945 |
|
1946 |
/* |
1947 |
* present_arch_in_ob(archetype, object) searches for any objects with |
1948 |
* a matching archetype in the inventory of the given object. |
1949 |
* The first matching object is returned, or NULL if none. |
1950 |
*/ |
1951 |
object * |
1952 |
present_arch_in_ob (const archetype *at, const object *op) |
1953 |
{ |
1954 |
for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1955 |
if (tmp->arch == at) |
1956 |
return tmp; |
1957 |
|
1958 |
return NULL; |
1959 |
} |
1960 |
|
1961 |
/* |
1962 |
* activate recursively a flag on an object inventory |
1963 |
*/ |
1964 |
void |
1965 |
flag_inv (object *op, int flag) |
1966 |
{ |
1967 |
if (op->inv) |
1968 |
for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1969 |
{ |
1970 |
SET_FLAG (tmp, flag); |
1971 |
flag_inv (tmp, flag); |
1972 |
} |
1973 |
} |
1974 |
|
1975 |
/* |
1976 |
* deactivate recursively a flag on an object inventory |
1977 |
*/ |
1978 |
void |
1979 |
unflag_inv (object *op, int flag) |
1980 |
{ |
1981 |
if (op->inv) |
1982 |
for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1983 |
{ |
1984 |
CLEAR_FLAG (tmp, flag); |
1985 |
unflag_inv (tmp, flag); |
1986 |
} |
1987 |
} |
1988 |
|
1989 |
/* |
1990 |
* find_free_spot(object, map, x, y, start, stop) will search for |
1991 |
* a spot at the given map and coordinates which will be able to contain |
1992 |
* the given object. start and stop specifies how many squares |
1993 |
* to search (see the freearr_x/y[] definition). |
1994 |
* It returns a random choice among the alternatives found. |
1995 |
* start and stop are where to start relative to the free_arr array (1,9 |
1996 |
* does all 4 immediate directions). This returns the index into the |
1997 |
* array of the free spot, -1 if no spot available (dir 0 = x,y) |
1998 |
* Note - this only checks to see if there is space for the head of the |
1999 |
* object - if it is a multispace object, this should be called for all |
2000 |
* pieces. |
2001 |
* Note2: This function does correctly handle tiled maps, but does not |
2002 |
* inform the caller. However, insert_ob_in_map will update as |
2003 |
* necessary, so the caller shouldn't need to do any special work. |
2004 |
* Note - updated to take an object instead of archetype - this is necessary |
2005 |
* because arch_blocked (now ob_blocked) needs to know the movement type |
2006 |
* to know if the space in question will block the object. We can't use |
2007 |
* the archetype because that isn't correct if the monster has been |
2008 |
* customized, changed states, etc. |
2009 |
*/ |
2010 |
int |
2011 |
find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) |
2012 |
{ |
2013 |
int index = 0, flag; |
2014 |
int altern[SIZEOFFREE]; |
2015 |
|
2016 |
for (int i = start; i < stop; i++) |
2017 |
{ |
2018 |
flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); |
2019 |
if (!flag) |
2020 |
altern [index++] = i; |
2021 |
|
2022 |
/* Basically, if we find a wall on a space, we cut down the search size. |
2023 |
* In this way, we won't return spaces that are on another side of a wall. |
2024 |
* This mostly work, but it cuts down the search size in all directions - |
2025 |
* if the space being examined only has a wall to the north and empty |
2026 |
* spaces in all the other directions, this will reduce the search space |
2027 |
* to only the spaces immediately surrounding the target area, and |
2028 |
* won't look 2 spaces south of the target space. |
2029 |
*/ |
2030 |
else if ((flag & P_NO_PASS) && maxfree[i] < stop) |
2031 |
stop = maxfree[i]; |
2032 |
} |
2033 |
|
2034 |
if (!index) |
2035 |
return -1; |
2036 |
|
2037 |
return altern [rndm (index)]; |
2038 |
} |
2039 |
|
2040 |
/* |
2041 |
* find_first_free_spot(archetype, maptile, x, y) works like |
2042 |
* find_free_spot(), but it will search max number of squares. |
2043 |
* But it will return the first available spot, not a random choice. |
2044 |
* Changed 0.93.2: Have it return -1 if there is no free spot available. |
2045 |
*/ |
2046 |
int |
2047 |
find_first_free_spot (const object *ob, maptile *m, int x, int y) |
2048 |
{ |
2049 |
for (int i = 0; i < SIZEOFFREE; i++) |
2050 |
if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) |
2051 |
return i; |
2052 |
|
2053 |
return -1; |
2054 |
} |
2055 |
|
2056 |
/* |
2057 |
* The function permute(arr, begin, end) randomly reorders the array |
2058 |
* arr[begin..end-1]. |
2059 |
* now uses a fisher-yates shuffle, old permute was broken |
2060 |
*/ |
2061 |
static void |
2062 |
permute (int *arr, int begin, int end) |
2063 |
{ |
2064 |
arr += begin; |
2065 |
end -= begin; |
2066 |
|
2067 |
while (--end) |
2068 |
swap (arr [end], arr [rndm (end + 1)]); |
2069 |
} |
2070 |
|
2071 |
/* new function to make monster searching more efficient, and effective! |
2072 |
* This basically returns a randomized array (in the passed pointer) of |
2073 |
* the spaces to find monsters. In this way, it won't always look for |
2074 |
* monsters to the north first. However, the size of the array passed |
2075 |
* covers all the spaces, so within that size, all the spaces within |
2076 |
* the 3x3 area will be searched, just not in a predictable order. |
2077 |
*/ |
2078 |
void |
2079 |
get_search_arr (int *search_arr) |
2080 |
{ |
2081 |
int i; |
2082 |
|
2083 |
for (i = 0; i < SIZEOFFREE; i++) |
2084 |
search_arr[i] = i; |
2085 |
|
2086 |
permute (search_arr, 1, SIZEOFFREE1 + 1); |
2087 |
permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); |
2088 |
permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); |
2089 |
} |
2090 |
|
2091 |
/* |
2092 |
* find_dir(map, x, y, exclude) will search some close squares in the |
2093 |
* given map at the given coordinates for live objects. |
2094 |
* It will not considered the object given as exclude among possible |
2095 |
* live objects. |
2096 |
* It returns the direction toward the first/closest live object if finds |
2097 |
* any, otherwise 0. |
2098 |
* Perhaps incorrectly, but I'm making the assumption that exclude |
2099 |
* is actually want is going to try and move there. We need this info |
2100 |
* because we have to know what movement the thing looking to move |
2101 |
* there is capable of. |
2102 |
*/ |
2103 |
int |
2104 |
find_dir (maptile *m, int x, int y, object *exclude) |
2105 |
{ |
2106 |
int i, max = SIZEOFFREE, mflags; |
2107 |
|
2108 |
sint16 nx, ny; |
2109 |
object *tmp; |
2110 |
maptile *mp; |
2111 |
|
2112 |
MoveType blocked, move_type; |
2113 |
|
2114 |
if (exclude && exclude->head_ () != exclude) |
2115 |
{ |
2116 |
exclude = exclude->head; |
2117 |
move_type = exclude->move_type; |
2118 |
} |
2119 |
else |
2120 |
{ |
2121 |
/* If we don't have anything, presume it can use all movement types. */ |
2122 |
move_type = MOVE_ALL; |
2123 |
} |
2124 |
|
2125 |
for (i = 1; i < max; i++) |
2126 |
{ |
2127 |
mp = m; |
2128 |
nx = x + freearr_x[i]; |
2129 |
ny = y + freearr_y[i]; |
2130 |
|
2131 |
mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); |
2132 |
|
2133 |
if (mflags & P_OUT_OF_MAP) |
2134 |
max = maxfree[i]; |
2135 |
else |
2136 |
{ |
2137 |
mapspace &ms = mp->at (nx, ny); |
2138 |
|
2139 |
blocked = ms.move_block; |
2140 |
|
2141 |
if ((move_type & blocked) == move_type) |
2142 |
max = maxfree[i]; |
2143 |
else if (mflags & P_IS_ALIVE) |
2144 |
{ |
2145 |
for (tmp = ms.bot; tmp; tmp = tmp->above) |
2146 |
if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) |
2147 |
&& (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) |
2148 |
break; |
2149 |
|
2150 |
if (tmp) |
2151 |
return freedir[i]; |
2152 |
} |
2153 |
} |
2154 |
} |
2155 |
|
2156 |
return 0; |
2157 |
} |
2158 |
|
2159 |
/* |
2160 |
* distance(object 1, object 2) will return the square of the |
2161 |
* distance between the two given objects. |
2162 |
*/ |
2163 |
int |
2164 |
distance (const object *ob1, const object *ob2) |
2165 |
{ |
2166 |
return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); |
2167 |
} |
2168 |
|
2169 |
/* |
2170 |
* find_dir_2(delta-x,delta-y) will return a direction in which |
2171 |
* an object which has subtracted the x and y coordinates of another |
2172 |
* object, needs to travel toward it. |
2173 |
*/ |
2174 |
int |
2175 |
find_dir_2 (int x, int y) |
2176 |
{ |
2177 |
int q; |
2178 |
|
2179 |
if (y) |
2180 |
q = x * 100 / y; |
2181 |
else if (x) |
2182 |
q = -300 * x; |
2183 |
else |
2184 |
return 0; |
2185 |
|
2186 |
if (y > 0) |
2187 |
{ |
2188 |
if (q < -242) |
2189 |
return 3; |
2190 |
if (q < -41) |
2191 |
return 2; |
2192 |
if (q < 41) |
2193 |
return 1; |
2194 |
if (q < 242) |
2195 |
return 8; |
2196 |
return 7; |
2197 |
} |
2198 |
|
2199 |
if (q < -242) |
2200 |
return 7; |
2201 |
if (q < -41) |
2202 |
return 6; |
2203 |
if (q < 41) |
2204 |
return 5; |
2205 |
if (q < 242) |
2206 |
return 4; |
2207 |
|
2208 |
return 3; |
2209 |
} |
2210 |
|
2211 |
/* |
2212 |
* dirdiff(dir1, dir2) returns how many 45-degrees differences there is |
2213 |
* between two directions (which are expected to be absolute (see absdir()) |
2214 |
*/ |
2215 |
int |
2216 |
dirdiff (int dir1, int dir2) |
2217 |
{ |
2218 |
int d; |
2219 |
|
2220 |
d = abs (dir1 - dir2); |
2221 |
if (d > 4) |
2222 |
d = 8 - d; |
2223 |
|
2224 |
return d; |
2225 |
} |
2226 |
|
2227 |
/* peterm: |
2228 |
* do LOS stuff for ball lightning. Go after the closest VISIBLE monster. |
2229 |
* Basically, this is a table of directions, and what directions |
2230 |
* one could go to go back to us. Eg, entry 15 below is 4, 14, 16. |
2231 |
* This basically means that if direction is 15, then it could either go |
2232 |
* direction 4, 14, or 16 to get back to where we are. |
2233 |
* Moved from spell_util.c to object.c with the other related direction |
2234 |
* functions. |
2235 |
*/ |
2236 |
int reduction_dir[SIZEOFFREE][3] = { |
2237 |
{0, 0, 0}, /* 0 */ |
2238 |
{0, 0, 0}, /* 1 */ |
2239 |
{0, 0, 0}, /* 2 */ |
2240 |
{0, 0, 0}, /* 3 */ |
2241 |
{0, 0, 0}, /* 4 */ |
2242 |
{0, 0, 0}, /* 5 */ |
2243 |
{0, 0, 0}, /* 6 */ |
2244 |
{0, 0, 0}, /* 7 */ |
2245 |
{0, 0, 0}, /* 8 */ |
2246 |
{8, 1, 2}, /* 9 */ |
2247 |
{1, 2, -1}, /* 10 */ |
2248 |
{2, 10, 12}, /* 11 */ |
2249 |
{2, 3, -1}, /* 12 */ |
2250 |
{2, 3, 4}, /* 13 */ |
2251 |
{3, 4, -1}, /* 14 */ |
2252 |
{4, 14, 16}, /* 15 */ |
2253 |
{5, 4, -1}, /* 16 */ |
2254 |
{4, 5, 6}, /* 17 */ |
2255 |
{6, 5, -1}, /* 18 */ |
2256 |
{6, 20, 18}, /* 19 */ |
2257 |
{7, 6, -1}, /* 20 */ |
2258 |
{6, 7, 8}, /* 21 */ |
2259 |
{7, 8, -1}, /* 22 */ |
2260 |
{8, 22, 24}, /* 23 */ |
2261 |
{8, 1, -1}, /* 24 */ |
2262 |
{24, 9, 10}, /* 25 */ |
2263 |
{9, 10, -1}, /* 26 */ |
2264 |
{10, 11, -1}, /* 27 */ |
2265 |
{27, 11, 29}, /* 28 */ |
2266 |
{11, 12, -1}, /* 29 */ |
2267 |
{12, 13, -1}, /* 30 */ |
2268 |
{12, 13, 14}, /* 31 */ |
2269 |
{13, 14, -1}, /* 32 */ |
2270 |
{14, 15, -1}, /* 33 */ |
2271 |
{33, 15, 35}, /* 34 */ |
2272 |
{16, 15, -1}, /* 35 */ |
2273 |
{17, 16, -1}, /* 36 */ |
2274 |
{18, 17, 16}, /* 37 */ |
2275 |
{18, 17, -1}, /* 38 */ |
2276 |
{18, 19, -1}, /* 39 */ |
2277 |
{41, 19, 39}, /* 40 */ |
2278 |
{19, 20, -1}, /* 41 */ |
2279 |
{20, 21, -1}, /* 42 */ |
2280 |
{20, 21, 22}, /* 43 */ |
2281 |
{21, 22, -1}, /* 44 */ |
2282 |
{23, 22, -1}, /* 45 */ |
2283 |
{45, 47, 23}, /* 46 */ |
2284 |
{23, 24, -1}, /* 47 */ |
2285 |
{24, 9, -1} |
2286 |
}; /* 48 */ |
2287 |
|
2288 |
/* Recursive routine to step back and see if we can |
2289 |
* find a path to that monster that we found. If not, |
2290 |
* we don't bother going toward it. Returns 1 if we |
2291 |
* can see a direct way to get it |
2292 |
* Modified to be map tile aware -.MSW |
2293 |
*/ |
2294 |
int |
2295 |
can_see_monsterP (maptile *m, int x, int y, int dir) |
2296 |
{ |
2297 |
sint16 dx, dy; |
2298 |
int mflags; |
2299 |
|
2300 |
if (dir < 0) |
2301 |
return 0; /* exit condition: invalid direction */ |
2302 |
|
2303 |
dx = x + freearr_x[dir]; |
2304 |
dy = y + freearr_y[dir]; |
2305 |
|
2306 |
mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); |
2307 |
|
2308 |
/* This functional arguably was incorrect before - it was |
2309 |
* checking for P_WALL - that was basically seeing if |
2310 |
* we could move to the monster - this is being more |
2311 |
* literal on if we can see it. To know if we can actually |
2312 |
* move to the monster, we'd need the monster passed in or |
2313 |
* at least its move type. |
2314 |
*/ |
2315 |
if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) |
2316 |
return 0; |
2317 |
|
2318 |
/* yes, can see. */ |
2319 |
if (dir < 9) |
2320 |
return 1; |
2321 |
|
2322 |
return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2323 |
| can_see_monsterP (m, x, y, reduction_dir[dir][1]) |
2324 |
| can_see_monsterP (m, x, y, reduction_dir[dir][2]); |
2325 |
} |
2326 |
|
2327 |
/* |
2328 |
* can_pick(picker, item): finds out if an object is possible to be |
2329 |
* picked up by the picker. Returnes 1 if it can be |
2330 |
* picked up, otherwise 0. |
2331 |
* |
2332 |
* Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause |
2333 |
* core dumps if they do. |
2334 |
* |
2335 |
* Add a check so we can't pick up invisible objects (0.93.8) |
2336 |
*/ |
2337 |
int |
2338 |
can_pick (const object *who, const object *item) |
2339 |
{ |
2340 |
return /*QUERY_FLAG(who,FLAG_WIZ)|| */ |
2341 |
(item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && |
2342 |
!QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); |
2343 |
} |
2344 |
|
2345 |
/* |
2346 |
* create clone from object to another |
2347 |
*/ |
2348 |
object * |
2349 |
object_create_clone (object *asrc) |
2350 |
{ |
2351 |
object *dst = 0, *tmp, *src, *prev, *item; |
2352 |
|
2353 |
if (!asrc) |
2354 |
return 0; |
2355 |
|
2356 |
src = asrc->head_ (); |
2357 |
|
2358 |
prev = 0; |
2359 |
for (object *part = src; part; part = part->more) |
2360 |
{ |
2361 |
tmp = part->clone (); |
2362 |
tmp->x -= src->x; |
2363 |
tmp->y -= src->y; |
2364 |
|
2365 |
if (!part->head) |
2366 |
{ |
2367 |
dst = tmp; |
2368 |
tmp->head = 0; |
2369 |
} |
2370 |
else |
2371 |
tmp->head = dst; |
2372 |
|
2373 |
tmp->more = 0; |
2374 |
|
2375 |
if (prev) |
2376 |
prev->more = tmp; |
2377 |
|
2378 |
prev = tmp; |
2379 |
} |
2380 |
|
2381 |
for (item = src->inv; item; item = item->below) |
2382 |
insert_ob_in_ob (object_create_clone (item), dst); |
2383 |
|
2384 |
return dst; |
2385 |
} |
2386 |
|
2387 |
/* This returns the first object in who's inventory that |
2388 |
* has the same type and subtype match. |
2389 |
* returns NULL if no match. |
2390 |
*/ |
2391 |
object * |
2392 |
find_obj_by_type_subtype (const object *who, int type, int subtype) |
2393 |
{ |
2394 |
for (object *tmp = who->inv; tmp; tmp = tmp->below) |
2395 |
if (tmp->type == type && tmp->subtype == subtype) |
2396 |
return tmp; |
2397 |
|
2398 |
return 0; |
2399 |
} |
2400 |
|
2401 |
/* If ob has a field named key, return the link from the list, |
2402 |
* otherwise return NULL. |
2403 |
* |
2404 |
* key must be a passed in shared string - otherwise, this won't |
2405 |
* do the desired thing. |
2406 |
*/ |
2407 |
key_value * |
2408 |
get_ob_key_link (const object *ob, const char *key) |
2409 |
{ |
2410 |
for (key_value *link = ob->key_values; link; link = link->next) |
2411 |
if (link->key == key) |
2412 |
return link; |
2413 |
|
2414 |
return 0; |
2415 |
} |
2416 |
|
2417 |
/* |
2418 |
* Returns the value of op has an extra_field for key, or NULL. |
2419 |
* |
2420 |
* The argument doesn't need to be a shared string. |
2421 |
* |
2422 |
* The returned string is shared. |
2423 |
*/ |
2424 |
const char * |
2425 |
get_ob_key_value (const object *op, const char *const key) |
2426 |
{ |
2427 |
key_value *link; |
2428 |
shstr_cmp canonical_key (key); |
2429 |
|
2430 |
if (!canonical_key) |
2431 |
{ |
2432 |
/* 1. There being a field named key on any object |
2433 |
* implies there'd be a shared string to find. |
2434 |
* 2. Since there isn't, no object has this field. |
2435 |
* 3. Therefore, *this* object doesn't have this field. |
2436 |
*/ |
2437 |
return 0; |
2438 |
} |
2439 |
|
2440 |
/* This is copied from get_ob_key_link() above - |
2441 |
* only 4 lines, and saves the function call overhead. |
2442 |
*/ |
2443 |
for (link = op->key_values; link; link = link->next) |
2444 |
if (link->key == canonical_key) |
2445 |
return link->value; |
2446 |
|
2447 |
return 0; |
2448 |
} |
2449 |
|
2450 |
/* |
2451 |
* Updates the canonical_key in op to value. |
2452 |
* |
2453 |
* canonical_key is a shared string (value doesn't have to be). |
2454 |
* |
2455 |
* Unless add_key is TRUE, it won't add fields, only change the value of existing |
2456 |
* keys. |
2457 |
* |
2458 |
* Returns TRUE on success. |
2459 |
*/ |
2460 |
int |
2461 |
set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) |
2462 |
{ |
2463 |
key_value *field = NULL, *last = NULL; |
2464 |
|
2465 |
for (field = op->key_values; field != NULL; field = field->next) |
2466 |
{ |
2467 |
if (field->key != canonical_key) |
2468 |
{ |
2469 |
last = field; |
2470 |
continue; |
2471 |
} |
2472 |
|
2473 |
if (value) |
2474 |
field->value = value; |
2475 |
else |
2476 |
{ |
2477 |
/* Basically, if the archetype has this key set, |
2478 |
* we need to store the null value so when we save |
2479 |
* it, we save the empty value so that when we load, |
2480 |
* we get this value back again. |
2481 |
*/ |
2482 |
if (get_ob_key_link (op->arch, canonical_key)) |
2483 |
field->value = 0; |
2484 |
else |
2485 |
{ |
2486 |
if (last) |
2487 |
last->next = field->next; |
2488 |
else |
2489 |
op->key_values = field->next; |
2490 |
|
2491 |
delete field; |
2492 |
} |
2493 |
} |
2494 |
return TRUE; |
2495 |
} |
2496 |
/* IF we get here, key doesn't exist */ |
2497 |
|
2498 |
/* No field, we'll have to add it. */ |
2499 |
|
2500 |
if (!add_key) |
2501 |
return FALSE; |
2502 |
|
2503 |
/* There isn't any good reason to store a null |
2504 |
* value in the key/value list. If the archetype has |
2505 |
* this key, then we should also have it, so shouldn't |
2506 |
* be here. If user wants to store empty strings, |
2507 |
* should pass in "" |
2508 |
*/ |
2509 |
if (value == NULL) |
2510 |
return TRUE; |
2511 |
|
2512 |
field = new key_value; |
2513 |
|
2514 |
field->key = canonical_key; |
2515 |
field->value = value; |
2516 |
/* Usual prepend-addition. */ |
2517 |
field->next = op->key_values; |
2518 |
op->key_values = field; |
2519 |
|
2520 |
return TRUE; |
2521 |
} |
2522 |
|
2523 |
/* |
2524 |
* Updates the key in op to value. |
2525 |
* |
2526 |
* If add_key is FALSE, this will only update existing keys, |
2527 |
* and not add new ones. |
2528 |
* In general, should be little reason FALSE is ever passed in for add_key |
2529 |
* |
2530 |
* Returns TRUE on success. |
2531 |
*/ |
2532 |
int |
2533 |
set_ob_key_value (object *op, const char *key, const char *value, int add_key) |
2534 |
{ |
2535 |
shstr key_ (key); |
2536 |
|
2537 |
return set_ob_key_value_s (op, key_, value, add_key); |
2538 |
} |
2539 |
|
2540 |
object::depth_iterator::depth_iterator (object *container) |
2541 |
: iterator_base (container) |
2542 |
{ |
2543 |
while (item->inv) |
2544 |
item = item->inv; |
2545 |
} |
2546 |
|
2547 |
void |
2548 |
object::depth_iterator::next () |
2549 |
{ |
2550 |
if (item->below) |
2551 |
{ |
2552 |
item = item->below; |
2553 |
|
2554 |
while (item->inv) |
2555 |
item = item->inv; |
2556 |
} |
2557 |
else |
2558 |
item = item->env; |
2559 |
} |
2560 |
|
2561 |
const char * |
2562 |
object::flag_desc (char *desc, int len) const |
2563 |
{ |
2564 |
char *p = desc; |
2565 |
bool first = true; |
2566 |
|
2567 |
*p = 0; |
2568 |
|
2569 |
for (int i = 0; i < NUM_FLAGS; i++) |
2570 |
{ |
2571 |
if (len <= 10) // magic constant! |
2572 |
{ |
2573 |
snprintf (p, len, ",..."); |
2574 |
break; |
2575 |
} |
2576 |
|
2577 |
if (flag [i]) |
2578 |
{ |
2579 |
int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); |
2580 |
len -= cnt; |
2581 |
p += cnt; |
2582 |
first = false; |
2583 |
} |
2584 |
} |
2585 |
|
2586 |
return desc; |
2587 |
} |
2588 |
|
2589 |
// return a suitable string describing an object in enough detail to find it |
2590 |
const char * |
2591 |
object::debug_desc (char *info) const |
2592 |
{ |
2593 |
char flagdesc[512]; |
2594 |
char info2[256 * 4]; |
2595 |
char *p = info; |
2596 |
|
2597 |
p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", |
2598 |
count, uuid.seq, |
2599 |
&name, |
2600 |
title ? "\",title:\"" : "", |
2601 |
title ? (const char *)title : "", |
2602 |
flag_desc (flagdesc, 512), type); |
2603 |
|
2604 |
if (!this->flag[FLAG_REMOVED] && env) |
2605 |
p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); |
2606 |
|
2607 |
if (map) |
2608 |
p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); |
2609 |
|
2610 |
return info; |
2611 |
} |
2612 |
|
2613 |
const char * |
2614 |
object::debug_desc () const |
2615 |
{ |
2616 |
static char info[3][256 * 4]; |
2617 |
static int info_idx; |
2618 |
|
2619 |
return debug_desc (info [++info_idx % 3]); |
2620 |
} |
2621 |
|
2622 |
struct region * |
2623 |
object::region () const |
2624 |
{ |
2625 |
return map ? map->region (x, y) |
2626 |
: region::default_region (); |
2627 |
} |
2628 |
|
2629 |
const materialtype_t * |
2630 |
object::dominant_material () const |
2631 |
{ |
2632 |
if (materialtype_t *mt = name_to_material (materialname)) |
2633 |
return mt; |
2634 |
|
2635 |
return name_to_material (shstr_unknown); |
2636 |
} |
2637 |
|
2638 |
void |
2639 |
object::open_container (object *new_container) |
2640 |
{ |
2641 |
if (container == new_container) |
2642 |
return; |
2643 |
|
2644 |
if (object *old_container = container) |
2645 |
{ |
2646 |
if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) |
2647 |
return; |
2648 |
|
2649 |
#if 0 |
2650 |
// remove the "Close old_container" object. |
2651 |
if (object *closer = old_container->inv) |
2652 |
if (closer->type == CLOSE_CON) |
2653 |
closer->destroy (); |
2654 |
#endif |
2655 |
|
2656 |
old_container->flag [FLAG_APPLIED] = 0; |
2657 |
container = 0; |
2658 |
|
2659 |
esrv_update_item (UPD_FLAGS, this, old_container); |
2660 |
new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); |
2661 |
play_sound (sound_find ("chest_close")); |
2662 |
} |
2663 |
|
2664 |
if (new_container) |
2665 |
{ |
2666 |
if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) |
2667 |
return; |
2668 |
|
2669 |
// TODO: this does not seem to serve any purpose anymore? |
2670 |
#if 0 |
2671 |
// insert the "Close Container" object. |
2672 |
if (archetype *closer = new_container->other_arch) |
2673 |
{ |
2674 |
object *closer = arch_to_object (new_container->other_arch); |
2675 |
closer->flag [FLAG_NO_MAP_SAVE] = 1; |
2676 |
new_container->insert (closer); |
2677 |
} |
2678 |
#endif |
2679 |
|
2680 |
new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); |
2681 |
|
2682 |
new_container->flag [FLAG_APPLIED] = 1; |
2683 |
container = new_container; |
2684 |
|
2685 |
esrv_update_item (UPD_FLAGS, this, new_container); |
2686 |
esrv_send_inventory (this, new_container); |
2687 |
play_sound (sound_find ("chest_open")); |
2688 |
} |
2689 |
} |
2690 |
|
2691 |
object * |
2692 |
object::force_find (const shstr name) |
2693 |
{ |
2694 |
/* cycle through his inventory to look for the MARK we want to |
2695 |
* place |
2696 |
*/ |
2697 |
for (object *tmp = inv; tmp; tmp = tmp->below) |
2698 |
if (tmp->type == FORCE && tmp->slaying == name) |
2699 |
return splay (tmp); |
2700 |
|
2701 |
return 0; |
2702 |
} |
2703 |
|
2704 |
void |
2705 |
object::force_add (const shstr name, int duration) |
2706 |
{ |
2707 |
if (object *force = force_find (name)) |
2708 |
force->destroy (); |
2709 |
|
2710 |
object *force = get_archetype (FORCE_NAME); |
2711 |
|
2712 |
force->slaying = name; |
2713 |
force->stats.food = 1; |
2714 |
force->speed_left = -1.f; |
2715 |
|
2716 |
force->set_speed (duration ? 1.f / duration : 0.f); |
2717 |
force->flag [FLAG_IS_USED_UP] = true; |
2718 |
force->flag [FLAG_APPLIED] = true; |
2719 |
|
2720 |
insert (force); |
2721 |
} |
2722 |
|
2723 |
void |
2724 |
object::play_sound (faceidx sound) const |
2725 |
{ |
2726 |
if (!sound) |
2727 |
return; |
2728 |
|
2729 |
if (flag [FLAG_REMOVED]) |
2730 |
return; |
2731 |
|
2732 |
if (env) |
2733 |
{ |
2734 |
if (object *pl = in_player ()) |
2735 |
pl->contr->play_sound (sound); |
2736 |
} |
2737 |
else |
2738 |
map->play_sound (sound, x, y); |
2739 |
} |
2740 |
|