1 |
/* |
2 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
* |
4 |
* Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 |
* Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 |
* Copyright (©) 1992,2007 Frank Tore Johansen |
7 |
* |
8 |
* Deliantra is free software: you can redistribute it and/or modify it under |
9 |
* the terms of the Affero GNU General Public License as published by the |
10 |
* Free Software Foundation, either version 3 of the License, or (at your |
11 |
* option) any later version. |
12 |
* |
13 |
* This program is distributed in the hope that it will be useful, |
14 |
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
20 |
* <http://www.gnu.org/licenses/>. |
21 |
* |
22 |
* The authors can be reached via e-mail to <support@deliantra.net> |
23 |
*/ |
24 |
|
25 |
#include <global.h> |
26 |
#include <stdio.h> |
27 |
#include <sys/types.h> |
28 |
#include <sys/uio.h> |
29 |
#include <object.h> |
30 |
#include <sproto.h> |
31 |
#include <loader.h> |
32 |
|
33 |
#include <bitset> |
34 |
|
35 |
UUID UUID::cur; |
36 |
static uint64_t seq_next_save; |
37 |
static const uint64 UUID_GAP = 1<<19; |
38 |
uint32_t mapspace::smellcount = 10000; |
39 |
|
40 |
objectvec objects; |
41 |
activevec actives; |
42 |
|
43 |
//+GPL |
44 |
|
45 |
short freearr_x[SIZEOFFREE] = { |
46 |
0, |
47 |
0, 1, 1, 1, 0, -1, -1, -1, |
48 |
0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, |
49 |
0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 |
50 |
}; |
51 |
short freearr_y[SIZEOFFREE] = { |
52 |
0, |
53 |
-1, -1, 0, 1, 1, 1, 0, -1, |
54 |
-2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, |
55 |
-3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 |
56 |
}; |
57 |
int freedir[SIZEOFFREE] = { |
58 |
0, |
59 |
1, 2, 3, 4, 5, 6, 7, 8, |
60 |
1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, |
61 |
1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 |
62 |
}; |
63 |
|
64 |
static int maxfree[SIZEOFFREE] = { |
65 |
0, |
66 |
9, 10, 13, 14, 17, 18, 21, 22, |
67 |
25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48, |
68 |
49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 |
69 |
}; |
70 |
|
71 |
static void |
72 |
write_uuid (uval64 skip, bool sync) |
73 |
{ |
74 |
CALL_BEGIN (2); |
75 |
CALL_ARG_SV (newSVval64 (skip)); |
76 |
CALL_ARG_SV (boolSV (sync)); |
77 |
CALL_CALL ("cf::write_uuid", G_DISCARD); |
78 |
CALL_END; |
79 |
} |
80 |
|
81 |
static void |
82 |
read_uuid (void) |
83 |
{ |
84 |
char filename[MAX_BUF]; |
85 |
|
86 |
sprintf (filename, "%s/uuid", settings.localdir); |
87 |
|
88 |
seq_next_save = 0; |
89 |
|
90 |
FILE *fp; |
91 |
|
92 |
if (!(fp = fopen (filename, "r"))) |
93 |
{ |
94 |
if (errno == ENOENT) |
95 |
{ |
96 |
LOG (llevInfo, "RESET uid to 1\n"); |
97 |
UUID::cur.seq = 0; |
98 |
write_uuid (UUID_GAP, true); |
99 |
return; |
100 |
} |
101 |
|
102 |
LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); |
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_exit (1); |
104 |
} |
105 |
|
106 |
char buf [UUID::MAX_LEN]; |
107 |
buf[0] = 0; |
108 |
fgets (buf, sizeof (buf), fp); |
109 |
|
110 |
if (!UUID::cur.parse (buf)) |
111 |
{ |
112 |
LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf); |
113 |
_exit (1); |
114 |
} |
115 |
|
116 |
LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ()); |
117 |
|
118 |
write_uuid (UUID_GAP, true); |
119 |
fclose (fp); |
120 |
} |
121 |
|
122 |
UUID |
123 |
UUID::gen () |
124 |
{ |
125 |
UUID uid; |
126 |
|
127 |
uid.seq = ++cur.seq; |
128 |
|
129 |
if (expect_false (cur.seq >= seq_next_save)) |
130 |
{ |
131 |
seq_next_save = UUID::cur.seq + (UUID_GAP >> 1); |
132 |
write_uuid (UUID_GAP, false); |
133 |
} |
134 |
|
135 |
|
136 |
return uid; |
137 |
} |
138 |
|
139 |
void |
140 |
UUID::init () |
141 |
{ |
142 |
read_uuid (); |
143 |
} |
144 |
|
145 |
bool |
146 |
UUID::parse (const char *s) |
147 |
{ |
148 |
if (*s++ != '<' || *s++ != '1' || *s++ != '.') |
149 |
return false; |
150 |
|
151 |
seq = 0; |
152 |
|
153 |
while (*s != '>') |
154 |
{ |
155 |
if (*s < '0') |
156 |
return false; |
157 |
|
158 |
// this gives nice branchless code with gcc |
159 |
assert ('0' < 'a' && '0' == 48 && 'a' == 97); |
160 |
int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15; |
161 |
|
162 |
seq = (seq << 4) | digit; |
163 |
|
164 |
++s; |
165 |
} |
166 |
|
167 |
return true; |
168 |
} |
169 |
|
170 |
char * |
171 |
UUID::append (char *buf) const |
172 |
{ |
173 |
*buf++ = '<'; |
174 |
*buf++ = '1'; |
175 |
*buf++ = '.'; |
176 |
|
177 |
uint64_t seq = this->seq; |
178 |
const int bits = 64; |
179 |
char nz = 0; |
180 |
static const char tohex [] = "0123456789abcdef"; |
181 |
|
182 |
// assert (len >= 3 + bits / 4 + 1 + 1); |
183 |
for (int i = bits / 4; --i; ) |
184 |
{ |
185 |
uint8_t digit = seq >> (bits - 4); |
186 |
|
187 |
*buf = tohex [digit]; |
188 |
nz |= digit; |
189 |
buf += nz ? 1 : 0; |
190 |
seq <<= 4; |
191 |
} |
192 |
|
193 |
// last digit is special - always emit |
194 |
uint8_t digit = seq >> (bits - 4); |
195 |
*buf++ = tohex [digit]; |
196 |
|
197 |
*buf++ = '>'; |
198 |
|
199 |
return buf; |
200 |
} |
201 |
|
202 |
char * |
203 |
UUID::c_str () const |
204 |
{ |
205 |
static char buf [MAX_LEN]; |
206 |
*append (buf) = 0; |
207 |
return buf; |
208 |
} |
209 |
|
210 |
/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ |
211 |
static bool |
212 |
compare_ob_value_lists_one (const object *wants, const object *has) |
213 |
{ |
214 |
/* n-squared behaviour (see kv_get), but I'm hoping both |
215 |
* objects with lists are rare, and lists stay short. If not, use a |
216 |
* different structure or at least keep the lists sorted... |
217 |
*/ |
218 |
|
219 |
/* For each field in wants, */ |
220 |
for (key_value *kv = wants->key_values; kv; kv = kv->next) |
221 |
if (has->kv_get (kv->key) != kv->value) |
222 |
return false; |
223 |
|
224 |
/* If we get here, every field in wants has a matching field in has. */ |
225 |
return true; |
226 |
} |
227 |
|
228 |
/* Returns TRUE if ob1 has the same key_values as ob2. */ |
229 |
static bool |
230 |
compare_ob_value_lists (const object *ob1, const object *ob2) |
231 |
{ |
232 |
/* However, there may be fields in has which aren't partnered in wants, |
233 |
* so we need to run the comparison *twice*. :( |
234 |
*/ |
235 |
return compare_ob_value_lists_one (ob1, ob2) |
236 |
&& compare_ob_value_lists_one (ob2, ob1); |
237 |
} |
238 |
|
239 |
/* Function examines the 2 objects given to it, and returns true if |
240 |
* they can be merged together. |
241 |
* |
242 |
* Note that this function appears a lot longer than the macro it |
243 |
* replaces - this is mostly for clarity - a decent compiler should hopefully |
244 |
* reduce this to the same efficiency. |
245 |
* |
246 |
* Check nrof variable *before* calling can_merge() |
247 |
* |
248 |
* Improvements made with merge: Better checking on potion, and also |
249 |
* check weight |
250 |
*/ |
251 |
bool object::can_merge_slow (object *ob1, object *ob2) |
252 |
{ |
253 |
/* A couple quicksanity checks */ |
254 |
if (ob1 == ob2 |
255 |
|| ob1->type != ob2->type |
256 |
|| fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED |
257 |
|| ob1->value != ob2->value |
258 |
|| ob1->name != ob2->name) |
259 |
return 0; |
260 |
|
261 |
/* Do not merge objects if nrof would overflow, assume nrof |
262 |
* is always 0 .. 2**31-1 */ |
263 |
if (ob1->nrof > 0x7fffffff - ob2->nrof) |
264 |
return 0; |
265 |
|
266 |
/* If the objects have been identified, set the BEEN_APPLIED flag. |
267 |
* This is to the comparison of the flags below will be OK. We |
268 |
* just can't ignore the been applied or identified flags, as they |
269 |
* are not equal - just if it has been identified, the been_applied |
270 |
* flags lose any meaning. |
271 |
*/ |
272 |
if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) |
273 |
SET_FLAG (ob1, FLAG_BEEN_APPLIED); |
274 |
|
275 |
if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) |
276 |
SET_FLAG (ob2, FLAG_BEEN_APPLIED); |
277 |
|
278 |
if (ob1->arch->archname != ob2->arch->archname |
279 |
|| ob1->name != ob2->name |
280 |
|| ob1->title != ob2->title |
281 |
|| ob1->msg != ob2->msg |
282 |
|| ob1->weight != ob2->weight |
283 |
|| ob1->attacktype != ob2->attacktype |
284 |
|| ob1->magic != ob2->magic |
285 |
|| ob1->slaying != ob2->slaying |
286 |
|| ob1->skill != ob2->skill |
287 |
|| ob1->value != ob2->value |
288 |
|| ob1->animation_id != ob2->animation_id |
289 |
|| (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other |
290 |
|| ob1->client_type != ob2->client_type |
291 |
|| ob1->material != ob2->material |
292 |
|| ob1->lore != ob2->lore |
293 |
|| ob1->subtype != ob2->subtype |
294 |
|| ob1->move_type != ob2->move_type |
295 |
|| ob1->move_block != ob2->move_block |
296 |
|| ob1->move_allow != ob2->move_allow |
297 |
|| ob1->move_on != ob2->move_on |
298 |
|| ob1->move_off != ob2->move_off |
299 |
|| ob1->move_slow != ob2->move_slow |
300 |
|| fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f) |
301 |
|| memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) |
302 |
|| memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) |
303 |
return 0; |
304 |
|
305 |
if ((ob1->flag ^ ob2->flag) |
306 |
.reset (FLAG_INV_LOCKED) |
307 |
.reset (FLAG_REMOVED) |
308 |
.any ()) |
309 |
return 0; |
310 |
|
311 |
/* This is really a spellbook check - we should in general |
312 |
* not merge objects with real inventories, as splitting them |
313 |
* is hard. |
314 |
*/ |
315 |
if (ob1->inv || ob2->inv) |
316 |
{ |
317 |
if (!(ob1->inv && ob2->inv)) |
318 |
return 0; /* inventories differ in length */ |
319 |
|
320 |
if (ob1->inv->below || ob2->inv->below) |
321 |
return 0; /* more than one object in inv */ |
322 |
|
323 |
if (!object::can_merge (ob1->inv, ob2->inv)) |
324 |
return 0; /* inventory objects differ */ |
325 |
|
326 |
/* inventory ok - still need to check rest of this object to see |
327 |
* if it is valid. |
328 |
*/ |
329 |
} |
330 |
|
331 |
/* Don't merge objects that are applied. With the new 'body' code, |
332 |
* it is possible for most any character to have more than one of |
333 |
* some items equipped, and we don't want those to merge. |
334 |
*/ |
335 |
if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) |
336 |
return 0; |
337 |
|
338 |
/* Note sure why the following is the case - either the object has to |
339 |
* be animated or have a very low speed. Is this an attempted monster |
340 |
* check? |
341 |
*/ |
342 |
if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) |
343 |
return 0; |
344 |
|
345 |
switch (ob1->type) |
346 |
{ |
347 |
case SCROLL: |
348 |
if (ob1->level != ob2->level) |
349 |
return 0; |
350 |
break; |
351 |
} |
352 |
|
353 |
if (ob1->key_values || ob2->key_values) |
354 |
{ |
355 |
/* At least one of these has key_values. */ |
356 |
if ((!ob1->key_values) != (!ob2->key_values)) |
357 |
return 0; /* One has fields, but the other one doesn't. */ |
358 |
|
359 |
if (!compare_ob_value_lists (ob1, ob2)) |
360 |
return 0; |
361 |
} |
362 |
|
363 |
if (ob1->self || ob2->self) |
364 |
{ |
365 |
ob1->optimise (); |
366 |
ob2->optimise (); |
367 |
|
368 |
if (ob1->self || ob2->self) |
369 |
{ |
370 |
int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; |
371 |
int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; |
372 |
|
373 |
if (k1 != k2) |
374 |
return 0; |
375 |
|
376 |
if (k1 == 0) |
377 |
return 1; |
378 |
|
379 |
if (!cfperl_can_merge (ob1, ob2)) |
380 |
return 0; |
381 |
} |
382 |
} |
383 |
|
384 |
/* Everything passes, must be OK. */ |
385 |
return 1; |
386 |
} |
387 |
|
388 |
// find player who can see this object |
389 |
object * |
390 |
object::visible_to () const |
391 |
{ |
392 |
if (client_visible () && !flag [FLAG_REMOVED]) |
393 |
{ |
394 |
// see if we are in a container of sorts |
395 |
if (env) |
396 |
{ |
397 |
// the player inventory itself is always visible |
398 |
if (env->is_player ()) |
399 |
return env; |
400 |
|
401 |
// else a player could have our env open |
402 |
object *envest = env->outer_env_or_self (); |
403 |
|
404 |
// the player itself is always on a map, so we will find him here |
405 |
// even if our inv is in a player. |
406 |
if (envest->is_on_map ()) |
407 |
if (object *pl = envest->ms ().player ()) |
408 |
if (pl->container_ () == env) |
409 |
return pl; |
410 |
} |
411 |
else |
412 |
{ |
413 |
// maybe there is a player standing on the same mapspace |
414 |
// this will catch the case where "this" is a player |
415 |
if (object *pl = ms ().player ()) |
416 |
if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look) |
417 |
|| pl->container_ () == this) |
418 |
return pl; |
419 |
} |
420 |
} |
421 |
|
422 |
return 0; |
423 |
} |
424 |
|
425 |
// adjust weight per container type ("of holding") |
426 |
static sint32 |
427 |
weight_adjust_for (object *op, sint32 weight) |
428 |
{ |
429 |
return op->type == CONTAINER |
430 |
? lerp (weight, 0, 100, 0, 100 - op->stats.Str) |
431 |
: weight; |
432 |
} |
433 |
|
434 |
/* |
435 |
* adjust_weight(object, weight) adds the specified weight to an object, |
436 |
* and also updates how much the environment(s) is/are carrying. |
437 |
*/ |
438 |
static void |
439 |
adjust_weight (object *op, sint32 weight) |
440 |
{ |
441 |
while (op) |
442 |
{ |
443 |
// adjust by actual difference to account for rounding errors |
444 |
// i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct |
445 |
weight = weight_adjust_for (op, op->carrying) |
446 |
- weight_adjust_for (op, op->carrying - weight); |
447 |
|
448 |
if (!weight) |
449 |
return; |
450 |
|
451 |
op->carrying += weight; |
452 |
|
453 |
if (object *pl = op->visible_to ()) |
454 |
if (pl != op) // player is handled lazily |
455 |
esrv_update_item (UPD_WEIGHT, pl, op); |
456 |
|
457 |
op = op->env; |
458 |
} |
459 |
} |
460 |
|
461 |
/* |
462 |
* this is a recursive function which calculates the weight |
463 |
* an object is carrying. It goes through op and figures out how much |
464 |
* containers are carrying, and sums it up. |
465 |
*/ |
466 |
void |
467 |
object::update_weight () |
468 |
{ |
469 |
sint32 sum = 0; |
470 |
|
471 |
for (object *op = inv; op; op = op->below) |
472 |
{ |
473 |
if (op->inv) |
474 |
op->update_weight (); |
475 |
|
476 |
sum += op->total_weight (); |
477 |
} |
478 |
|
479 |
sum = weight_adjust_for (this, sum); |
480 |
|
481 |
if (sum != carrying) |
482 |
{ |
483 |
carrying = sum; |
484 |
|
485 |
if (object *pl = visible_to ()) |
486 |
if (pl != this) // player is handled lazily |
487 |
esrv_update_item (UPD_WEIGHT, pl, this); |
488 |
} |
489 |
} |
490 |
|
491 |
/* |
492 |
* Used by: Server DM commands: dumpbelow, dump. Some error messages. |
493 |
*/ |
494 |
char * |
495 |
dump_object (object *op) |
496 |
{ |
497 |
if (!op) |
498 |
return strdup ("[NULLOBJ]"); |
499 |
|
500 |
object_freezer freezer; |
501 |
op->write (freezer); |
502 |
return freezer.as_string (); |
503 |
} |
504 |
|
505 |
char * |
506 |
object::as_string () |
507 |
{ |
508 |
return dump_object (this); |
509 |
} |
510 |
|
511 |
/* |
512 |
* Returns the object which has the count-variable equal to the argument. |
513 |
* VERRRY slow. |
514 |
*/ |
515 |
object * |
516 |
find_object (tag_t i) |
517 |
{ |
518 |
for_all_objects (op) |
519 |
if (op->count == i) |
520 |
return op; |
521 |
|
522 |
return 0; |
523 |
} |
524 |
|
525 |
/* |
526 |
* Returns the first object which has a name equal to the argument. |
527 |
* Used only by the patch command, but not all that useful. |
528 |
* Enables features like "patch <name-of-other-player> food 999" |
529 |
*/ |
530 |
object * |
531 |
find_object_name (const char *str) |
532 |
{ |
533 |
shstr_cmp str_ (str); |
534 |
|
535 |
if (str_) |
536 |
for_all_objects (op) |
537 |
if (op->name == str_) |
538 |
return op; |
539 |
|
540 |
return 0; |
541 |
} |
542 |
|
543 |
/* |
544 |
* Sets the owner and sets the skill and exp pointers to owner's current |
545 |
* skill and experience objects. |
546 |
* ACTUALLY NO! investigate! TODO |
547 |
*/ |
548 |
void |
549 |
object::set_owner (object *owner) |
550 |
{ |
551 |
// allow objects which own objects |
552 |
if (owner) |
553 |
while (owner->owner) |
554 |
owner = owner->owner; |
555 |
|
556 |
if (flag [FLAG_FREED]) |
557 |
{ |
558 |
LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); |
559 |
return; |
560 |
} |
561 |
|
562 |
this->owner = owner; |
563 |
} |
564 |
|
565 |
int |
566 |
object::slottype () const |
567 |
{ |
568 |
if (type == SKILL) |
569 |
{ |
570 |
if (IS_COMBAT_SKILL (subtype)) return slot_combat; |
571 |
if (IS_RANGED_SKILL (subtype)) return slot_ranged; |
572 |
} |
573 |
else |
574 |
{ |
575 |
if (slot [body_combat].info) return slot_combat; |
576 |
if (slot [body_range ].info) return slot_ranged; |
577 |
} |
578 |
|
579 |
return slot_none; |
580 |
} |
581 |
|
582 |
bool |
583 |
object::change_weapon (object *ob) |
584 |
{ |
585 |
if (current_weapon == ob) |
586 |
return true; |
587 |
|
588 |
if (chosen_skill) |
589 |
chosen_skill->flag [FLAG_APPLIED] = false; |
590 |
|
591 |
current_weapon = ob; |
592 |
chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill); |
593 |
|
594 |
if (chosen_skill) |
595 |
chosen_skill->flag [FLAG_APPLIED] = true; |
596 |
|
597 |
update_stats (); |
598 |
|
599 |
if (ob) |
600 |
{ |
601 |
// now check wether any body locations became invalid, in which case |
602 |
// we cannot apply the weapon at the moment. |
603 |
for (int i = 0; i < NUM_BODY_LOCATIONS; ++i) |
604 |
if (slot[i].used < 0) |
605 |
{ |
606 |
current_weapon = chosen_skill = 0; |
607 |
update_stats (); |
608 |
|
609 |
new_draw_info_format (NDI_UNIQUE, 0, this, |
610 |
"You try to balance all your items at once, " |
611 |
"but the %s is just too much for your body. " |
612 |
"[You need to unapply some items first - use the 'body' command to see " |
613 |
"how many items you cna wera on a specific body part.]", &ob->name); |
614 |
return false; |
615 |
} |
616 |
|
617 |
//new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); |
618 |
} |
619 |
else |
620 |
;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons."); |
621 |
|
622 |
if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL) |
623 |
{ |
624 |
LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s", |
625 |
&name, ob->debug_desc ()); |
626 |
return false; |
627 |
} |
628 |
|
629 |
return true; |
630 |
} |
631 |
|
632 |
/* Zero the key_values on op, decrementing the shared-string |
633 |
* refcounts and freeing the links. |
634 |
*/ |
635 |
static void |
636 |
free_key_values (object *op) |
637 |
{ |
638 |
for (key_value *i = op->key_values; i; ) |
639 |
{ |
640 |
key_value *next = i->next; |
641 |
delete i; |
642 |
|
643 |
i = next; |
644 |
} |
645 |
|
646 |
op->key_values = 0; |
647 |
} |
648 |
|
649 |
/* |
650 |
* copy_to first frees everything allocated by the dst object, |
651 |
* and then copies the contents of itself into the second |
652 |
* object, allocating what needs to be allocated. Basically, any |
653 |
* data that is malloc'd needs to be re-malloc/copied. Otherwise, |
654 |
* if the first object is freed, the pointers in the new object |
655 |
* will point at garbage. |
656 |
*/ |
657 |
void |
658 |
object::copy_to (object *dst) |
659 |
{ |
660 |
dst->remove (); |
661 |
*(object_copy *)dst = *this; |
662 |
dst->flag [FLAG_REMOVED] = true; |
663 |
|
664 |
/* Copy over key_values, if any. */ |
665 |
if (key_values) |
666 |
{ |
667 |
key_value *tail = 0; |
668 |
dst->key_values = 0; |
669 |
|
670 |
for (key_value *i = key_values; i; i = i->next) |
671 |
{ |
672 |
key_value *new_link = new key_value; |
673 |
|
674 |
new_link->next = 0; |
675 |
new_link->key = i->key; |
676 |
new_link->value = i->value; |
677 |
|
678 |
/* Try and be clever here, too. */ |
679 |
if (!dst->key_values) |
680 |
{ |
681 |
dst->key_values = new_link; |
682 |
tail = new_link; |
683 |
} |
684 |
else |
685 |
{ |
686 |
tail->next = new_link; |
687 |
tail = new_link; |
688 |
} |
689 |
} |
690 |
} |
691 |
|
692 |
dst->activate (); |
693 |
} |
694 |
|
695 |
void |
696 |
object::instantiate () |
697 |
{ |
698 |
if (!uuid.seq) // HACK |
699 |
uuid = UUID::gen (); |
700 |
|
701 |
// TODO: unclean state changes, should nt be done in copy_to AND instantiate |
702 |
if (flag [FLAG_RANDOM_SPEED] && speed) |
703 |
speed_left = -rndm (); // TODO animation |
704 |
else |
705 |
speed_left = -speed; |
706 |
|
707 |
/* copy the body_info to the body_used - this is only really |
708 |
* need for monsters, but doesn't hurt to do it for everything. |
709 |
* by doing so, when a monster is created, it has good starting |
710 |
* values for the body_used info, so when items are created |
711 |
* for it, they can be properly equipped. |
712 |
*/ |
713 |
for (int i = NUM_BODY_LOCATIONS; i--; ) |
714 |
slot[i].used = slot[i].info; |
715 |
|
716 |
attachable::instantiate (); |
717 |
} |
718 |
|
719 |
object * |
720 |
object::clone () |
721 |
{ |
722 |
object *neu = create (); |
723 |
copy_to (neu); |
724 |
|
725 |
// TODO: unclean state changes, should not be done in clone AND instantiate |
726 |
if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed) |
727 |
neu->speed_left = -rndm (); // TODO animation |
728 |
|
729 |
neu->map = map; // not copied by copy_to |
730 |
return neu; |
731 |
} |
732 |
|
733 |
/* |
734 |
* If an object with the IS_TURNABLE() flag needs to be turned due |
735 |
* to the closest player being on the other side, this function can |
736 |
* be called to update the face variable, _and_ how it looks on the map. |
737 |
*/ |
738 |
void |
739 |
update_turn_face (object *op) |
740 |
{ |
741 |
if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) |
742 |
return; |
743 |
|
744 |
SET_ANIMATION (op, op->direction); |
745 |
update_object (op, UP_OBJ_FACE); |
746 |
} |
747 |
|
748 |
/* |
749 |
* Updates the speed of an object. If the speed changes from 0 to another |
750 |
* value, or vice versa, then add/remove the object from the active list. |
751 |
* This function needs to be called whenever the speed of an object changes. |
752 |
*/ |
753 |
void |
754 |
object::set_speed (float speed) |
755 |
{ |
756 |
this->speed = speed; |
757 |
|
758 |
if (has_active_speed ()) |
759 |
activate (); |
760 |
else |
761 |
deactivate (); |
762 |
} |
763 |
|
764 |
/* |
765 |
* update_object() updates the the map. |
766 |
* It takes into account invisible objects (and represent squares covered |
767 |
* by invisible objects by whatever is below them (unless it's another |
768 |
* invisible object, etc...) |
769 |
* If the object being updated is beneath a player, the look-window |
770 |
* of that player is updated (this might be a suboptimal way of |
771 |
* updating that window, though, since update_object() is called _often_) |
772 |
* |
773 |
* action is a hint of what the caller believes need to be done. |
774 |
* current action are: |
775 |
* UP_OBJ_INSERT: op was inserted |
776 |
* UP_OBJ_REMOVE: op was removed |
777 |
* UP_OBJ_CHANGE: object has somehow changed. In this case, we always update |
778 |
* as that is easier than trying to look at what may have changed. |
779 |
* UP_OBJ_FACE: only the objects face has changed. |
780 |
*/ |
781 |
void |
782 |
update_object (object *op, int action) |
783 |
{ |
784 |
if (!op) |
785 |
{ |
786 |
/* this should never happen */ |
787 |
LOG (llevError | logBacktrace, "update_object() called for NULL object.\n"); |
788 |
return; |
789 |
} |
790 |
|
791 |
if (!op->is_on_map ()) |
792 |
{ |
793 |
/* Animation is currently handled by client, so nothing |
794 |
* to do in this case. |
795 |
*/ |
796 |
return; |
797 |
} |
798 |
|
799 |
/* make sure the object is within map boundaries */ |
800 |
if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) |
801 |
{ |
802 |
LOG (llevError, "update_object() called for object out of map!\n"); |
803 |
#ifdef MANY_CORES |
804 |
abort (); |
805 |
#endif |
806 |
return; |
807 |
} |
808 |
|
809 |
mapspace &m = op->ms (); |
810 |
|
811 |
if (!(m.flags_ & P_UPTODATE)) |
812 |
/* nop */; |
813 |
else if (action == UP_OBJ_INSERT) |
814 |
{ |
815 |
#if 0 |
816 |
// this is likely overkill, TODO: revisit (schmorp) |
817 |
if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) |
818 |
|| (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) |
819 |
|| (op->is_player () && !(m.flags_ & P_PLAYER)) |
820 |
|| (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) |
821 |
|| (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) |
822 |
|| (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) |
823 |
|| (m.move_on | op->move_on ) != m.move_on |
824 |
|| (m.move_off | op->move_off ) != m.move_off |
825 |
|| (m.move_slow | op->move_slow) != m.move_slow |
826 |
/* This isn't perfect, but I don't expect a lot of objects to |
827 |
* have move_allow right now. |
828 |
*/ |
829 |
|| ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block |
830 |
m.invalidate (); |
831 |
#else |
832 |
// the above is not strong enough a test to skip updating. los maybe? TODO (schmorp) |
833 |
m.invalidate (); |
834 |
#endif |
835 |
} |
836 |
/* if the object is being removed, we can't make intelligent |
837 |
* decisions, because remove_ob can't really pass the object |
838 |
* that is being removed. |
839 |
*/ |
840 |
else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) |
841 |
m.invalidate (); |
842 |
else if (action == UP_OBJ_FACE) |
843 |
/* Nothing to do for that case */ ; |
844 |
else |
845 |
LOG (llevError, "update_object called with invalid action: %d\n", action); |
846 |
|
847 |
if (op->more) |
848 |
update_object (op->more, action); |
849 |
} |
850 |
|
851 |
object::object () |
852 |
{ |
853 |
SET_FLAG (this, FLAG_REMOVED); |
854 |
|
855 |
//expmul = 1.0; declared const for the time being |
856 |
face = blank_face; |
857 |
material = MATERIAL_NULL; |
858 |
} |
859 |
|
860 |
object::~object () |
861 |
{ |
862 |
unlink (); |
863 |
|
864 |
free_key_values (this); |
865 |
} |
866 |
|
867 |
static int object_count; |
868 |
|
869 |
void object::link () |
870 |
{ |
871 |
assert (!index);//D |
872 |
uuid = UUID::gen (); |
873 |
count = ++object_count; |
874 |
|
875 |
refcnt_inc (); |
876 |
objects.insert (this); |
877 |
} |
878 |
|
879 |
void object::unlink () |
880 |
{ |
881 |
if (!index) |
882 |
return; |
883 |
|
884 |
objects.erase (this); |
885 |
refcnt_dec (); |
886 |
} |
887 |
|
888 |
void |
889 |
object::activate () |
890 |
{ |
891 |
/* If already on active list, don't do anything */ |
892 |
if (active) |
893 |
return; |
894 |
|
895 |
if (has_active_speed ()) |
896 |
{ |
897 |
if (flag [FLAG_FREED]) |
898 |
LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D |
899 |
|
900 |
actives.insert (this); |
901 |
} |
902 |
} |
903 |
|
904 |
void |
905 |
object::activate_recursive () |
906 |
{ |
907 |
activate (); |
908 |
|
909 |
for (object *op = inv; op; op = op->below) |
910 |
op->activate_recursive (); |
911 |
} |
912 |
|
913 |
/* This function removes object 'op' from the list of active |
914 |
* objects. |
915 |
* This should only be used for style maps or other such |
916 |
* reference maps where you don't want an object that isn't |
917 |
* in play chewing up cpu time getting processed. |
918 |
* The reverse of this is to call update_ob_speed, which |
919 |
* will do the right thing based on the speed of the object. |
920 |
*/ |
921 |
void |
922 |
object::deactivate () |
923 |
{ |
924 |
/* If not on the active list, nothing needs to be done */ |
925 |
if (!active) |
926 |
return; |
927 |
|
928 |
actives.erase (this); |
929 |
} |
930 |
|
931 |
void |
932 |
object::deactivate_recursive () |
933 |
{ |
934 |
for (object *op = inv; op; op = op->below) |
935 |
op->deactivate_recursive (); |
936 |
|
937 |
deactivate (); |
938 |
} |
939 |
|
940 |
void |
941 |
object::set_flag_inv (int flag, int value) |
942 |
{ |
943 |
for (object *op = inv; op; op = op->below) |
944 |
{ |
945 |
op->flag [flag] = value; |
946 |
op->set_flag_inv (flag, value); |
947 |
} |
948 |
} |
949 |
|
950 |
/* |
951 |
* Remove and free all objects in the inventory of the given object. |
952 |
* object.c ? |
953 |
*/ |
954 |
void |
955 |
object::destroy_inv (bool drop_to_ground) |
956 |
{ |
957 |
// need to check first, because the checks below might segfault |
958 |
// as we might be on an invalid mapspace and crossfire code |
959 |
// is too buggy to ensure that the inventory is empty. |
960 |
// corollary: if you create arrows etc. with stuff in its inventory, |
961 |
// cf will crash below with off-map x and y |
962 |
if (!inv) |
963 |
return; |
964 |
|
965 |
/* Only if the space blocks everything do we not process - |
966 |
* if some form of movement is allowed, let objects |
967 |
* drop on that space. |
968 |
*/ |
969 |
if (!drop_to_ground |
970 |
|| !map |
971 |
|| map->in_memory != MAP_ACTIVE |
972 |
|| map->no_drop |
973 |
|| ms ().move_block == MOVE_ALL) |
974 |
{ |
975 |
while (inv) |
976 |
inv->destroy (); |
977 |
} |
978 |
else |
979 |
{ /* Put objects in inventory onto this space */ |
980 |
while (inv) |
981 |
{ |
982 |
object *op = inv; |
983 |
|
984 |
if (op->flag [FLAG_STARTEQUIP] |
985 |
|| op->flag [FLAG_NO_DROP] |
986 |
|| op->type == RUNE |
987 |
|| op->type == TRAP |
988 |
|| op->flag [FLAG_IS_A_TEMPLATE] |
989 |
|| op->flag [FLAG_DESTROY_ON_DEATH]) |
990 |
op->destroy (); |
991 |
else |
992 |
map->insert (op, x, y); |
993 |
} |
994 |
} |
995 |
} |
996 |
|
997 |
object *object::create () |
998 |
{ |
999 |
object *op = new object; |
1000 |
op->link (); |
1001 |
return op; |
1002 |
} |
1003 |
|
1004 |
static struct freed_map : maptile |
1005 |
{ |
1006 |
freed_map () |
1007 |
{ |
1008 |
path = "<freed objects map>"; |
1009 |
name = "/internal/freed_objects_map"; |
1010 |
width = 3; |
1011 |
height = 3; |
1012 |
no_drop = 1; |
1013 |
no_reset = 1; |
1014 |
|
1015 |
alloc (); |
1016 |
in_memory = MAP_ACTIVE; |
1017 |
} |
1018 |
|
1019 |
~freed_map () |
1020 |
{ |
1021 |
destroy (); |
1022 |
} |
1023 |
} freed_map; // freed objects are moved here to avoid crashes |
1024 |
|
1025 |
void |
1026 |
object::do_destroy () |
1027 |
{ |
1028 |
if (flag [FLAG_IS_LINKED]) |
1029 |
remove_link (); |
1030 |
|
1031 |
if (flag [FLAG_FRIENDLY]) |
1032 |
remove_friendly_object (this); |
1033 |
|
1034 |
remove (); |
1035 |
|
1036 |
attachable::do_destroy (); |
1037 |
|
1038 |
deactivate (); |
1039 |
unlink (); |
1040 |
|
1041 |
flag [FLAG_FREED] = 1; |
1042 |
|
1043 |
// hack to ensure that freed objects still have a valid map |
1044 |
map = &freed_map; |
1045 |
x = 1; |
1046 |
y = 1; |
1047 |
|
1048 |
if (more) |
1049 |
{ |
1050 |
more->destroy (); |
1051 |
more = 0; |
1052 |
} |
1053 |
|
1054 |
head = 0; |
1055 |
|
1056 |
// clear those pointers that likely might cause circular references |
1057 |
owner = 0; |
1058 |
enemy = 0; |
1059 |
attacked_by = 0; |
1060 |
current_weapon = 0; |
1061 |
} |
1062 |
|
1063 |
void |
1064 |
object::destroy () |
1065 |
{ |
1066 |
if (destroyed ()) |
1067 |
return; |
1068 |
|
1069 |
if (!is_head () && !head->destroyed ()) |
1070 |
{ |
1071 |
LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); |
1072 |
head->destroy (); |
1073 |
return; |
1074 |
} |
1075 |
|
1076 |
destroy_inv (false); |
1077 |
|
1078 |
if (is_head ()) |
1079 |
if (sound_destroy) |
1080 |
play_sound (sound_destroy); |
1081 |
else if (flag [FLAG_MONSTER]) |
1082 |
play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism |
1083 |
|
1084 |
attachable::destroy (); |
1085 |
} |
1086 |
|
1087 |
/* op->remove (): |
1088 |
* This function removes the object op from the linked list of objects |
1089 |
* which it is currently tied to. When this function is done, the |
1090 |
* object will have no environment. If the object previously had an |
1091 |
* environment, the x and y coordinates will be updated to |
1092 |
* the previous environment. |
1093 |
*/ |
1094 |
void |
1095 |
object::do_remove () |
1096 |
{ |
1097 |
if (flag [FLAG_REMOVED]) |
1098 |
return; |
1099 |
|
1100 |
INVOKE_OBJECT (REMOVE, this); |
1101 |
|
1102 |
flag [FLAG_REMOVED] = true; |
1103 |
|
1104 |
if (more) |
1105 |
more->remove (); |
1106 |
|
1107 |
/* |
1108 |
* In this case, the object to be removed is in someones |
1109 |
* inventory. |
1110 |
*/ |
1111 |
if (env) |
1112 |
{ |
1113 |
flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed |
1114 |
if (object *pl = visible_to ()) |
1115 |
esrv_del_item (pl->contr, count); |
1116 |
flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed |
1117 |
|
1118 |
adjust_weight (env, -total_weight ()); |
1119 |
|
1120 |
object *pl = in_player (); |
1121 |
|
1122 |
/* we set up values so that it could be inserted into |
1123 |
* the map, but we don't actually do that - it is up |
1124 |
* to the caller to decide what we want to do. |
1125 |
*/ |
1126 |
map = env->map; |
1127 |
x = env->x; |
1128 |
y = env->y; |
1129 |
|
1130 |
// make sure cmov optimisation is applicable |
1131 |
*(above ? &above->below : &env->inv) = below; |
1132 |
*(below ? &below->above : &above ) = above; // &above is just a dummy |
1133 |
|
1134 |
above = 0; |
1135 |
below = 0; |
1136 |
env = 0; |
1137 |
|
1138 |
if (pl && pl->is_player ()) |
1139 |
{ |
1140 |
pl->contr->queue_stats_update (); |
1141 |
|
1142 |
if (glow_radius && pl->is_on_map ()) |
1143 |
update_all_los (pl->map, pl->x, pl->y); |
1144 |
} |
1145 |
} |
1146 |
else if (map) |
1147 |
{ |
1148 |
map->dirty = true; |
1149 |
mapspace &ms = this->ms (); |
1150 |
|
1151 |
if (object *pl = ms.player ()) |
1152 |
{ |
1153 |
if (is_player ()) |
1154 |
{ |
1155 |
if (!flag [FLAG_WIZPASS]) |
1156 |
ms.smell = ++mapspace::smellcount; // remember the smell of the player |
1157 |
|
1158 |
// leaving a spot always closes any open container on the ground |
1159 |
if (container && !container->env) |
1160 |
// this causes spurious floorbox updates, but it ensures |
1161 |
// that the CLOSE event is being sent. |
1162 |
close_container (); |
1163 |
|
1164 |
--map->players; |
1165 |
map->touch (); |
1166 |
} |
1167 |
else if (pl->container_ () == this) |
1168 |
{ |
1169 |
// removing a container should close it |
1170 |
close_container (); |
1171 |
} |
1172 |
|
1173 |
esrv_del_item (pl->contr, count); |
1174 |
} |
1175 |
|
1176 |
/* link the object above us */ |
1177 |
// re-link, make sure compiler can easily use cmove |
1178 |
*(above ? &above->below : &ms.top) = below; |
1179 |
*(below ? &below->above : &ms.bot) = above; |
1180 |
|
1181 |
above = 0; |
1182 |
below = 0; |
1183 |
|
1184 |
ms.invalidate (); |
1185 |
|
1186 |
if (map->in_memory == MAP_SAVING) |
1187 |
return; |
1188 |
|
1189 |
int check_walk_off = !flag [FLAG_NO_APPLY]; |
1190 |
|
1191 |
if (object *pl = ms.player ()) |
1192 |
{ |
1193 |
if (pl->container_ () == this) |
1194 |
/* If a container that the player is currently using somehow gets |
1195 |
* removed (most likely destroyed), update the player view |
1196 |
* appropriately. |
1197 |
*/ |
1198 |
pl->close_container (); |
1199 |
|
1200 |
//TODO: the floorbox prev/next might need updating |
1201 |
//esrv_del_item (pl->contr, count); |
1202 |
//TODO: update floorbox to preserve ordering |
1203 |
if (pl->contr->ns) |
1204 |
pl->contr->ns->floorbox_update (); |
1205 |
} |
1206 |
|
1207 |
if (check_walk_off) |
1208 |
for (object *above, *tmp = ms.bot; tmp; tmp = above) |
1209 |
{ |
1210 |
above = tmp->above; |
1211 |
|
1212 |
/* No point updating the players look faces if he is the object |
1213 |
* being removed. |
1214 |
*/ |
1215 |
|
1216 |
/* See if object moving off should effect something */ |
1217 |
if ((move_type & tmp->move_off) |
1218 |
&& (move_type & ~tmp->move_off & ~tmp->move_block) == 0) |
1219 |
move_apply (tmp, this, 0); |
1220 |
} |
1221 |
|
1222 |
if (affects_los ()) |
1223 |
update_all_los (map, x, y); |
1224 |
} |
1225 |
} |
1226 |
|
1227 |
/* |
1228 |
* merge_ob(op,top): |
1229 |
* |
1230 |
* This function goes through all objects below and including top, and |
1231 |
* merges op to the first matching object. |
1232 |
* If top is NULL, it is calculated. |
1233 |
* Returns pointer to object if it succeded in the merge, otherwise NULL |
1234 |
*/ |
1235 |
object * |
1236 |
merge_ob (object *op, object *top) |
1237 |
{ |
1238 |
if (!op->nrof) |
1239 |
return 0; |
1240 |
|
1241 |
if (!top) |
1242 |
for (top = op; top && top->above; top = top->above) |
1243 |
; |
1244 |
|
1245 |
for (; top; top = top->below) |
1246 |
if (object::can_merge (op, top)) |
1247 |
{ |
1248 |
top->nrof += op->nrof; |
1249 |
|
1250 |
if (object *pl = top->visible_to ()) |
1251 |
esrv_update_item (UPD_NROF, pl, top); |
1252 |
|
1253 |
op->weight = 0; // cancel the addition above |
1254 |
op->carrying = 0; // must be 0 already |
1255 |
|
1256 |
op->destroy (); |
1257 |
|
1258 |
return top; |
1259 |
} |
1260 |
|
1261 |
return 0; |
1262 |
} |
1263 |
|
1264 |
void |
1265 |
object::expand_tail () |
1266 |
{ |
1267 |
if (more) |
1268 |
return; |
1269 |
|
1270 |
object *prev = this; |
1271 |
|
1272 |
for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) |
1273 |
{ |
1274 |
object *op = arch_to_object (at); |
1275 |
|
1276 |
op->name = name; |
1277 |
op->name_pl = name_pl; |
1278 |
op->title = title; |
1279 |
|
1280 |
op->head = this; |
1281 |
prev->more = op; |
1282 |
|
1283 |
prev = op; |
1284 |
} |
1285 |
} |
1286 |
|
1287 |
/* |
1288 |
* same as insert_ob_in_map except it handles separate coordinates and does a clean |
1289 |
* job preparing multi-part monsters. |
1290 |
*/ |
1291 |
object * |
1292 |
insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) |
1293 |
{ |
1294 |
op->remove (); |
1295 |
|
1296 |
for (object *tmp = op->head_ (); tmp; tmp = tmp->more) |
1297 |
{ |
1298 |
tmp->x = x + tmp->arch->x; |
1299 |
tmp->y = y + tmp->arch->y; |
1300 |
} |
1301 |
|
1302 |
return insert_ob_in_map (op, m, originator, flag); |
1303 |
} |
1304 |
|
1305 |
/* |
1306 |
* insert_ob_in_map (op, map, originator, flag): |
1307 |
* This function inserts the object in the two-way linked list |
1308 |
* which represents what is on a map. |
1309 |
* The second argument specifies the map, and the x and y variables |
1310 |
* in the object about to be inserted specifies the position. |
1311 |
* |
1312 |
* originator: Player, monster or other object that caused 'op' to be inserted |
1313 |
* into 'map'. May be NULL. |
1314 |
* |
1315 |
* flag is a bitmask about special things to do (or not do) when this |
1316 |
* function is called. see the object.h file for the INS_ values. |
1317 |
* Passing 0 for flag gives proper default values, so flag really only needs |
1318 |
* to be set if special handling is needed. |
1319 |
* |
1320 |
* Return value: |
1321 |
* new object if 'op' was merged with other object |
1322 |
* NULL if 'op' was destroyed |
1323 |
* just 'op' otherwise |
1324 |
*/ |
1325 |
object * |
1326 |
insert_ob_in_map (object *op, maptile *m, object *originator, int flag) |
1327 |
{ |
1328 |
op->remove (); |
1329 |
|
1330 |
if (m == &freed_map)//D TODO: remove soon |
1331 |
{//D |
1332 |
LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D |
1333 |
}//D |
1334 |
|
1335 |
/* Ideally, the caller figures this out. However, it complicates a lot |
1336 |
* of areas of callers (eg, anything that uses find_free_spot would now |
1337 |
* need extra work |
1338 |
*/ |
1339 |
maptile *newmap = m; |
1340 |
if (!xy_normalise (newmap, op->x, op->y)) |
1341 |
{ |
1342 |
op->head_ ()->destroy ();// remove head_ once all tail object destroyers found |
1343 |
return 0; |
1344 |
} |
1345 |
|
1346 |
if (object *more = op->more) |
1347 |
if (!insert_ob_in_map (more, m, originator, flag)) |
1348 |
return 0; |
1349 |
|
1350 |
op->flag [FLAG_REMOVED] = false; |
1351 |
op->env = 0; |
1352 |
op->map = newmap; |
1353 |
|
1354 |
mapspace &ms = op->ms (); |
1355 |
|
1356 |
/* this has to be done after we translate the coordinates. |
1357 |
*/ |
1358 |
if (op->nrof && !(flag & INS_NO_MERGE)) |
1359 |
for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
1360 |
if (object::can_merge (op, tmp)) |
1361 |
{ |
1362 |
// TODO: we actually want to update tmp, not op, |
1363 |
// but some caller surely breaks when we return tmp |
1364 |
// from here :/ |
1365 |
op->nrof += tmp->nrof; |
1366 |
tmp->destroy (); |
1367 |
} |
1368 |
|
1369 |
CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ |
1370 |
CLEAR_FLAG (op, FLAG_INV_LOCKED); |
1371 |
|
1372 |
if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1373 |
CLEAR_FLAG (op, FLAG_NO_STEAL); |
1374 |
|
1375 |
if (flag & INS_BELOW_ORIGINATOR) |
1376 |
{ |
1377 |
if (originator->map != op->map || originator->x != op->x || originator->y != op->y) |
1378 |
{ |
1379 |
LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); |
1380 |
abort (); |
1381 |
} |
1382 |
|
1383 |
if (!originator->is_on_map ()) |
1384 |
{ |
1385 |
LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", |
1386 |
op->debug_desc (), originator->debug_desc ()); |
1387 |
abort (); |
1388 |
} |
1389 |
|
1390 |
op->above = originator; |
1391 |
op->below = originator->below; |
1392 |
originator->below = op; |
1393 |
|
1394 |
*(op->below ? &op->below->above : &ms.bot) = op; |
1395 |
} |
1396 |
else |
1397 |
{ |
1398 |
object *floor = 0; |
1399 |
object *top = ms.top; |
1400 |
|
1401 |
/* If there are other objects, then */ |
1402 |
if (top) |
1403 |
{ |
1404 |
/* |
1405 |
* If there are multiple objects on this space, we do some trickier handling. |
1406 |
* We've already dealt with merging if appropriate. |
1407 |
* Generally, we want to put the new object on top. But if |
1408 |
* flag contains INS_ABOVE_FLOOR_ONLY, once we find the last |
1409 |
* floor, we want to insert above that and no further. |
1410 |
* Also, if there are spell objects on this space, we stop processing |
1411 |
* once we get to them. This reduces the need to traverse over all of |
1412 |
* them when adding another one - this saves quite a bit of cpu time |
1413 |
* when lots of spells are cast in one area. Currently, it is presumed |
1414 |
* that flying non pickable objects are spell objects. |
1415 |
*/ |
1416 |
for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
1417 |
{ |
1418 |
if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) |
1419 |
floor = tmp; |
1420 |
|
1421 |
if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1422 |
{ |
1423 |
/* We insert above top, so we want this object below this */ |
1424 |
top = tmp->below; |
1425 |
break; |
1426 |
} |
1427 |
|
1428 |
top = tmp; |
1429 |
} |
1430 |
|
1431 |
/* We let update_position deal with figuring out what the space |
1432 |
* looks like instead of lots of conditions here. |
1433 |
* makes things faster, and effectively the same result. |
1434 |
*/ |
1435 |
|
1436 |
/* Have object 'fall below' other objects that block view. |
1437 |
* Unless those objects are exits. |
1438 |
* If INS_ON_TOP is used, don't do this processing |
1439 |
* Need to find the object that in fact blocks view, otherwise |
1440 |
* stacking is a bit odd. |
1441 |
*/ |
1442 |
if (!(flag & INS_ON_TOP) |
1443 |
&& ms.flags () & P_BLOCKSVIEW |
1444 |
&& (op->face && !faces [op->face].visibility)) |
1445 |
{ |
1446 |
object *last; |
1447 |
|
1448 |
for (last = top; last != floor; last = last->below) |
1449 |
if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) |
1450 |
break; |
1451 |
|
1452 |
/* Check to see if we found the object that blocks view, |
1453 |
* and make sure we have a below pointer for it so that |
1454 |
* we can get inserted below this one, which requires we |
1455 |
* set top to the object below us. |
1456 |
*/ |
1457 |
if (last && last->below && last != floor) |
1458 |
top = last->below; |
1459 |
} |
1460 |
} /* If objects on this space */ |
1461 |
|
1462 |
if (flag & INS_ABOVE_FLOOR_ONLY) |
1463 |
top = floor; |
1464 |
|
1465 |
// insert object above top, or bottom-most if top = 0 |
1466 |
if (!top) |
1467 |
{ |
1468 |
op->below = 0; |
1469 |
op->above = ms.bot; |
1470 |
ms.bot = op; |
1471 |
|
1472 |
*(op->above ? &op->above->below : &ms.top) = op; |
1473 |
} |
1474 |
else |
1475 |
{ |
1476 |
op->above = top->above; |
1477 |
top->above = op; |
1478 |
|
1479 |
op->below = top; |
1480 |
*(op->above ? &op->above->below : &ms.top) = op; |
1481 |
} |
1482 |
} |
1483 |
|
1484 |
if (op->is_player ()) |
1485 |
{ |
1486 |
op->contr->do_los = 1; |
1487 |
++op->map->players; |
1488 |
op->map->touch (); |
1489 |
} |
1490 |
|
1491 |
op->map->dirty = true; |
1492 |
|
1493 |
if (object *pl = ms.player ()) |
1494 |
//TODO: the floorbox prev/next might need updating |
1495 |
//esrv_send_item (pl, op); |
1496 |
//TODO: update floorbox to preserve ordering |
1497 |
if (pl->contr->ns) |
1498 |
pl->contr->ns->floorbox_update (); |
1499 |
|
1500 |
/* If this object glows, it may affect lighting conditions that are |
1501 |
* visible to others on this map. But update_all_los is really |
1502 |
* an inefficient way to do this, as it means los for all players |
1503 |
* on the map will get recalculated. The players could very well |
1504 |
* be far away from this change and not affected in any way - |
1505 |
* this should get redone to only look for players within range, |
1506 |
* or just updating the P_UPTODATE for spaces within this area |
1507 |
* of effect may be sufficient. |
1508 |
*/ |
1509 |
if (op->affects_los ()) |
1510 |
{ |
1511 |
op->ms ().invalidate (); |
1512 |
update_all_los (op->map, op->x, op->y); |
1513 |
} |
1514 |
|
1515 |
/* updates flags (blocked, alive, no magic, etc) for this map space */ |
1516 |
update_object (op, UP_OBJ_INSERT); |
1517 |
|
1518 |
INVOKE_OBJECT (INSERT, op); |
1519 |
|
1520 |
/* Don't know if moving this to the end will break anything. However, |
1521 |
* we want to have floorbox_update called before calling this. |
1522 |
* |
1523 |
* check_move_on() must be after this because code called from |
1524 |
* check_move_on() depends on correct map flags (so functions like |
1525 |
* blocked() and wall() work properly), and these flags are updated by |
1526 |
* update_object(). |
1527 |
*/ |
1528 |
|
1529 |
/* if this is not the head or flag has been passed, don't check walk on status */ |
1530 |
if (!(flag & INS_NO_WALK_ON) && op->is_head ()) |
1531 |
{ |
1532 |
if (check_move_on (op, originator)) |
1533 |
return 0; |
1534 |
|
1535 |
/* If we are a multi part object, lets work our way through the check |
1536 |
* walk on's. |
1537 |
*/ |
1538 |
for (object *tmp = op->more; tmp; tmp = tmp->more) |
1539 |
if (check_move_on (tmp, originator)) |
1540 |
return 0; |
1541 |
} |
1542 |
|
1543 |
return op; |
1544 |
} |
1545 |
|
1546 |
/* this function inserts an object in the map, but if it |
1547 |
* finds an object of its own type, it'll remove that one first. |
1548 |
* op is the object to insert it under: supplies x and the map. |
1549 |
*/ |
1550 |
void |
1551 |
replace_insert_ob_in_map (shstr_tmp archname, object *op) |
1552 |
{ |
1553 |
/* first search for itself and remove any old instances */ |
1554 |
|
1555 |
for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) |
1556 |
if (tmp->arch->archname == archname) /* same archetype */ |
1557 |
tmp->destroy (); |
1558 |
|
1559 |
object *tmp = arch_to_object (archetype::find (archname)); |
1560 |
|
1561 |
tmp->x = op->x; |
1562 |
tmp->y = op->y; |
1563 |
|
1564 |
insert_ob_in_map (tmp, op->map, op, 0); |
1565 |
} |
1566 |
|
1567 |
object * |
1568 |
object::insert_at (object *where, object *originator, int flags) |
1569 |
{ |
1570 |
if (where->env) |
1571 |
return where->env->insert (this); |
1572 |
else |
1573 |
return where->map->insert (this, where->x, where->y, originator, flags); |
1574 |
} |
1575 |
|
1576 |
// check whether we can put this into the map, respect max_volume, max_items |
1577 |
bool |
1578 |
object::can_drop_at (maptile *m, int x, int y, object *originator) |
1579 |
{ |
1580 |
mapspace &ms = m->at (x, y); |
1581 |
|
1582 |
int items = ms.items (); |
1583 |
|
1584 |
if (!items // testing !items ensures we can drop at least one item |
1585 |
|| (items < m->max_items |
1586 |
&& ms.volume () < m->max_volume)) |
1587 |
return true; |
1588 |
|
1589 |
if (originator && originator->is_player ()) |
1590 |
originator->contr->failmsg (format ( |
1591 |
"No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>", |
1592 |
query_name () |
1593 |
)); |
1594 |
|
1595 |
return false; |
1596 |
} |
1597 |
|
1598 |
/* |
1599 |
* decrease(object, number) decreases a specified number from |
1600 |
* the amount of an object. If the amount reaches 0, the object |
1601 |
* is subsequently removed and freed. |
1602 |
* |
1603 |
* Return value: 'op' if something is left, NULL if the amount reached 0 |
1604 |
*/ |
1605 |
bool |
1606 |
object::decrease (sint32 nr) |
1607 |
{ |
1608 |
if (!nr) |
1609 |
return true; |
1610 |
|
1611 |
nr = min (nr, nrof); |
1612 |
|
1613 |
if (nrof > nr) |
1614 |
{ |
1615 |
nrof -= nr; |
1616 |
adjust_weight (env, -weight * max (1, nr)); // carrying == 0 |
1617 |
|
1618 |
if (object *pl = visible_to ()) |
1619 |
esrv_update_item (UPD_NROF, pl, this); |
1620 |
|
1621 |
return true; |
1622 |
} |
1623 |
else |
1624 |
{ |
1625 |
destroy (); |
1626 |
return false; |
1627 |
} |
1628 |
} |
1629 |
|
1630 |
/* |
1631 |
* split(ob,nr) splits up ob into two parts. The part which |
1632 |
* is returned contains nr objects, and the remaining parts contains |
1633 |
* the rest (or is removed and returned if that number is 0). |
1634 |
* On failure, NULL is returned. |
1635 |
*/ |
1636 |
object * |
1637 |
object::split (sint32 nr) |
1638 |
{ |
1639 |
int have = number_of (); |
1640 |
|
1641 |
if (have < nr) |
1642 |
return 0; |
1643 |
else if (have == nr) |
1644 |
{ |
1645 |
remove (); |
1646 |
return this; |
1647 |
} |
1648 |
else |
1649 |
{ |
1650 |
decrease (nr); |
1651 |
|
1652 |
object *op = deep_clone (); |
1653 |
op->nrof = nr; |
1654 |
return op; |
1655 |
} |
1656 |
} |
1657 |
|
1658 |
object * |
1659 |
insert_ob_in_ob (object *op, object *where) |
1660 |
{ |
1661 |
if (!where) |
1662 |
{ |
1663 |
char *dump = dump_object (op); |
1664 |
LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); |
1665 |
free (dump); |
1666 |
return op; |
1667 |
} |
1668 |
|
1669 |
if (where->head_ () != where) |
1670 |
{ |
1671 |
LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n"); |
1672 |
where = where->head; |
1673 |
} |
1674 |
|
1675 |
return where->insert (op); |
1676 |
} |
1677 |
|
1678 |
/* |
1679 |
* env->insert (op) |
1680 |
* This function inserts the object op in the linked list |
1681 |
* inside the object environment. |
1682 |
* |
1683 |
* The function returns now pointer to inserted item, and return value can |
1684 |
* be != op, if items are merged. -Tero |
1685 |
*/ |
1686 |
object * |
1687 |
object::insert (object *op) |
1688 |
{ |
1689 |
if (op->more) |
1690 |
{ |
1691 |
LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); |
1692 |
return op; |
1693 |
} |
1694 |
|
1695 |
op->remove (); |
1696 |
|
1697 |
op->flag [FLAG_OBJ_ORIGINAL] = 0; |
1698 |
|
1699 |
if (op->nrof) |
1700 |
for (object *tmp = inv; tmp; tmp = tmp->below) |
1701 |
if (object::can_merge (tmp, op)) |
1702 |
{ |
1703 |
/* return the original object and remove inserted object |
1704 |
(client needs the original object) */ |
1705 |
tmp->nrof += op->nrof; |
1706 |
|
1707 |
if (object *pl = tmp->visible_to ()) |
1708 |
esrv_update_item (UPD_NROF, pl, tmp); |
1709 |
|
1710 |
adjust_weight (this, op->total_weight ()); |
1711 |
|
1712 |
op->destroy (); |
1713 |
op = tmp; |
1714 |
goto inserted; |
1715 |
} |
1716 |
|
1717 |
op->owner = 0; // it's his/hers now. period. |
1718 |
op->map = 0; |
1719 |
op->x = 0; |
1720 |
op->y = 0; |
1721 |
|
1722 |
op->above = 0; |
1723 |
op->below = inv; |
1724 |
op->env = this; |
1725 |
|
1726 |
if (inv) |
1727 |
inv->above = op; |
1728 |
|
1729 |
inv = op; |
1730 |
|
1731 |
op->flag [FLAG_REMOVED] = 0; |
1732 |
|
1733 |
if (object *pl = op->visible_to ()) |
1734 |
esrv_send_item (pl, op); |
1735 |
|
1736 |
adjust_weight (this, op->total_weight ()); |
1737 |
|
1738 |
inserted: |
1739 |
/* reset the light list and los of the players on the map */ |
1740 |
if (op->glow_radius && is_on_map ()) |
1741 |
{ |
1742 |
update_stats (); |
1743 |
update_all_los (map, x, y); |
1744 |
} |
1745 |
else if (is_player ()) |
1746 |
// if this is a player's inventory, update stats |
1747 |
contr->queue_stats_update (); |
1748 |
|
1749 |
INVOKE_OBJECT (INSERT, this); |
1750 |
|
1751 |
return op; |
1752 |
} |
1753 |
|
1754 |
/* |
1755 |
* Checks if any objects has a move_type that matches objects |
1756 |
* that effect this object on this space. Call apply() to process |
1757 |
* these events. |
1758 |
* |
1759 |
* Any speed-modification due to SLOW_MOVE() of other present objects |
1760 |
* will affect the speed_left of the object. |
1761 |
* |
1762 |
* originator: Player, monster or other object that caused 'op' to be inserted |
1763 |
* into 'map'. May be NULL. |
1764 |
* |
1765 |
* Return value: 1 if 'op' was destroyed, 0 otherwise. |
1766 |
* |
1767 |
* 4-21-95 added code to check if appropriate skill was readied - this will |
1768 |
* permit faster movement by the player through this terrain. -b.t. |
1769 |
* |
1770 |
* MSW 2001-07-08: Check all objects on space, not just those below |
1771 |
* object being inserted. insert_ob_in_map may not put new objects |
1772 |
* on top. |
1773 |
*/ |
1774 |
int |
1775 |
check_move_on (object *op, object *originator) |
1776 |
{ |
1777 |
if (QUERY_FLAG (op, FLAG_NO_APPLY)) |
1778 |
return 0; |
1779 |
|
1780 |
object *tmp; |
1781 |
maptile *m = op->map; |
1782 |
int x = op->x, y = op->y; |
1783 |
|
1784 |
mapspace &ms = m->at (x, y); |
1785 |
|
1786 |
ms.update (); |
1787 |
|
1788 |
MoveType move_on = ms.move_on; |
1789 |
MoveType move_slow = ms.move_slow; |
1790 |
MoveType move_block = ms.move_block; |
1791 |
|
1792 |
/* if nothing on this space will slow op down or be applied, |
1793 |
* no need to do checking below. have to make sure move_type |
1794 |
* is set, as lots of objects don't have it set - we treat that |
1795 |
* as walking. |
1796 |
*/ |
1797 |
if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) |
1798 |
return 0; |
1799 |
|
1800 |
/* This is basically inverse logic of that below - basically, |
1801 |
* if the object can avoid the move on or slow move, they do so, |
1802 |
* but can't do it if the alternate movement they are using is |
1803 |
* blocked. Logic on this seems confusing, but does seem correct. |
1804 |
*/ |
1805 |
if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) |
1806 |
return 0; |
1807 |
|
1808 |
/* The objects have to be checked from top to bottom. |
1809 |
* Hence, we first go to the top: |
1810 |
*/ |
1811 |
for (object *next, *tmp = ms.top; tmp; tmp = next) |
1812 |
{ |
1813 |
next = tmp->below; |
1814 |
|
1815 |
if (tmp == op) |
1816 |
continue; /* Can't apply yourself */ |
1817 |
|
1818 |
/* Check to see if one of the movement types should be slowed down. |
1819 |
* Second check makes sure that the movement types not being slowed |
1820 |
* (~slow_move) is not blocked on this space - just because the |
1821 |
* space doesn't slow down swimming (for example), if you can't actually |
1822 |
* swim on that space, can't use it to avoid the penalty. |
1823 |
*/ |
1824 |
if (!QUERY_FLAG (op, FLAG_WIZPASS)) |
1825 |
{ |
1826 |
if ((!op->move_type && tmp->move_slow & MOVE_WALK) || |
1827 |
((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) |
1828 |
{ |
1829 |
float diff = tmp->move_slow_penalty * fabs (op->speed); |
1830 |
|
1831 |
if (op->is_player ()) |
1832 |
if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) || |
1833 |
(tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN))) |
1834 |
diff /= 4.0; |
1835 |
|
1836 |
op->speed_left -= diff; |
1837 |
} |
1838 |
} |
1839 |
|
1840 |
/* Basically same logic as above, except now for actual apply. */ |
1841 |
if ((!op->move_type && tmp->move_on & MOVE_WALK) || |
1842 |
((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) |
1843 |
{ |
1844 |
move_apply (tmp, op, originator); |
1845 |
|
1846 |
if (op->destroyed ()) |
1847 |
return 1; |
1848 |
|
1849 |
/* what the person/creature stepped onto has moved the object |
1850 |
* someplace new. Don't process any further - if we did, |
1851 |
* have a feeling strange problems would result. |
1852 |
*/ |
1853 |
if (op->map != m || op->x != x || op->y != y) |
1854 |
return 0; |
1855 |
} |
1856 |
} |
1857 |
|
1858 |
return 0; |
1859 |
} |
1860 |
|
1861 |
/* |
1862 |
* present_arch(arch, map, x, y) searches for any objects with |
1863 |
* a matching archetype at the given map and coordinates. |
1864 |
* The first matching object is returned, or NULL if none. |
1865 |
*/ |
1866 |
object * |
1867 |
present_arch (const archetype *at, maptile *m, int x, int y) |
1868 |
{ |
1869 |
if (!m || out_of_map (m, x, y)) |
1870 |
{ |
1871 |
LOG (llevError, "Present_arch called outside map.\n"); |
1872 |
return NULL; |
1873 |
} |
1874 |
|
1875 |
for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) |
1876 |
if (tmp->arch->archname == at->archname) |
1877 |
return tmp; |
1878 |
|
1879 |
return NULL; |
1880 |
} |
1881 |
|
1882 |
/* |
1883 |
* present(type, map, x, y) searches for any objects with |
1884 |
* a matching type variable at the given map and coordinates. |
1885 |
* The first matching object is returned, or NULL if none. |
1886 |
*/ |
1887 |
object * |
1888 |
present (unsigned char type, maptile *m, int x, int y) |
1889 |
{ |
1890 |
if (out_of_map (m, x, y)) |
1891 |
{ |
1892 |
LOG (llevError, "Present called outside map.\n"); |
1893 |
return NULL; |
1894 |
} |
1895 |
|
1896 |
for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) |
1897 |
if (tmp->type == type) |
1898 |
return tmp; |
1899 |
|
1900 |
return NULL; |
1901 |
} |
1902 |
|
1903 |
/* |
1904 |
* present_in_ob(type, object) searches for any objects with |
1905 |
* a matching type variable in the inventory of the given object. |
1906 |
* The first matching object is returned, or NULL if none. |
1907 |
*/ |
1908 |
object * |
1909 |
present_in_ob (unsigned char type, const object *op) |
1910 |
{ |
1911 |
for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1912 |
if (tmp->type == type) |
1913 |
return tmp; |
1914 |
|
1915 |
return NULL; |
1916 |
} |
1917 |
|
1918 |
/* |
1919 |
* present_in_ob (type, str, object) searches for any objects with |
1920 |
* a matching type & name variable in the inventory of the given object. |
1921 |
* The first matching object is returned, or NULL if none. |
1922 |
* This is mostly used by spell effect code, so that we only |
1923 |
* have one spell effect at a time. |
1924 |
* type can be used to narrow the search - if type is set, |
1925 |
* the type must also match. -1 can be passed for the type, |
1926 |
* in which case the type does not need to pass. |
1927 |
* str is the string to match against. Note that we match against |
1928 |
* the object name, not the archetype name. this is so that the |
1929 |
* spell code can use one object type (force), but change it's name |
1930 |
* to be unique. |
1931 |
*/ |
1932 |
object * |
1933 |
present_in_ob_by_name (int type, const char *str, const object *op) |
1934 |
{ |
1935 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1936 |
if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) |
1937 |
return tmp; |
1938 |
|
1939 |
return 0; |
1940 |
} |
1941 |
|
1942 |
/* |
1943 |
* present_arch_in_ob(archetype, object) searches for any objects with |
1944 |
* a matching archetype in the inventory of the given object. |
1945 |
* The first matching object is returned, or NULL if none. |
1946 |
*/ |
1947 |
object * |
1948 |
present_arch_in_ob (const archetype *at, const object *op) |
1949 |
{ |
1950 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1951 |
if (tmp->arch->archname == at->archname) |
1952 |
return tmp; |
1953 |
|
1954 |
return NULL; |
1955 |
} |
1956 |
|
1957 |
/* |
1958 |
* activate recursively a flag on an object inventory |
1959 |
*/ |
1960 |
void |
1961 |
flag_inv (object *op, int flag) |
1962 |
{ |
1963 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1964 |
{ |
1965 |
SET_FLAG (tmp, flag); |
1966 |
flag_inv (tmp, flag); |
1967 |
} |
1968 |
} |
1969 |
|
1970 |
/* |
1971 |
* deactivate recursively a flag on an object inventory |
1972 |
*/ |
1973 |
void |
1974 |
unflag_inv (object *op, int flag) |
1975 |
{ |
1976 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1977 |
{ |
1978 |
CLEAR_FLAG (tmp, flag); |
1979 |
unflag_inv (tmp, flag); |
1980 |
} |
1981 |
} |
1982 |
|
1983 |
/* |
1984 |
* find_free_spot(object, map, x, y, start, stop) will search for |
1985 |
* a spot at the given map and coordinates which will be able to contain |
1986 |
* the given object. start and stop specifies how many squares |
1987 |
* to search (see the freearr_x/y[] definition). |
1988 |
* It returns a random choice among the alternatives found. |
1989 |
* start and stop are where to start relative to the free_arr array (1,9 |
1990 |
* does all 4 immediate directions). This returns the index into the |
1991 |
* array of the free spot, -1 if no spot available (dir 0 = x,y) |
1992 |
* Note: This function does correctly handle tiled maps, but does not |
1993 |
* inform the caller. However, insert_ob_in_map will update as |
1994 |
* necessary, so the caller shouldn't need to do any special work. |
1995 |
* Note - updated to take an object instead of archetype - this is necessary |
1996 |
* because arch_blocked (now ob_blocked) needs to know the movement type |
1997 |
* to know if the space in question will block the object. We can't use |
1998 |
* the archetype because that isn't correct if the monster has been |
1999 |
* customized, changed states, etc. |
2000 |
*/ |
2001 |
int |
2002 |
find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) |
2003 |
{ |
2004 |
int altern[SIZEOFFREE]; |
2005 |
int index = 0, flag; |
2006 |
|
2007 |
for (int i = start; i < stop; i++) |
2008 |
{ |
2009 |
mapxy pos (m, x, y); pos.move (i); |
2010 |
|
2011 |
if (!pos.normalise ()) |
2012 |
continue; |
2013 |
|
2014 |
mapspace &ms = *pos; |
2015 |
|
2016 |
if (ms.flags () & P_IS_ALIVE) |
2017 |
continue; |
2018 |
|
2019 |
/* However, often |
2020 |
* ob doesn't have any move type (when used to place exits) |
2021 |
* so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. |
2022 |
*/ |
2023 |
if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL) |
2024 |
{ |
2025 |
altern [index++] = i; |
2026 |
continue; |
2027 |
} |
2028 |
|
2029 |
/* Basically, if we find a wall on a space, we cut down the search size. |
2030 |
* In this way, we won't return spaces that are on another side of a wall. |
2031 |
* This mostly work, but it cuts down the search size in all directions - |
2032 |
* if the space being examined only has a wall to the north and empty |
2033 |
* spaces in all the other directions, this will reduce the search space |
2034 |
* to only the spaces immediately surrounding the target area, and |
2035 |
* won't look 2 spaces south of the target space. |
2036 |
*/ |
2037 |
if (ms.move_block == MOVE_ALL && maxfree[i] < stop) |
2038 |
{ |
2039 |
stop = maxfree[i]; |
2040 |
continue; |
2041 |
} |
2042 |
|
2043 |
/* Note it is intentional that we check ob - the movement type of the |
2044 |
* head of the object should correspond for the entire object. |
2045 |
*/ |
2046 |
if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) |
2047 |
continue; |
2048 |
|
2049 |
if (ob->blocked (pos.m, pos.x, pos.y)) |
2050 |
continue; |
2051 |
|
2052 |
altern [index++] = i; |
2053 |
} |
2054 |
|
2055 |
if (!index) |
2056 |
return -1; |
2057 |
|
2058 |
return altern [rndm (index)]; |
2059 |
} |
2060 |
|
2061 |
/* |
2062 |
* find_first_free_spot(archetype, maptile, x, y) works like |
2063 |
* find_free_spot(), but it will search max number of squares. |
2064 |
* But it will return the first available spot, not a random choice. |
2065 |
* Changed 0.93.2: Have it return -1 if there is no free spot available. |
2066 |
*/ |
2067 |
int |
2068 |
find_first_free_spot (const object *ob, maptile *m, int x, int y) |
2069 |
{ |
2070 |
for (int i = 0; i < SIZEOFFREE; i++) |
2071 |
if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i])) |
2072 |
return i; |
2073 |
|
2074 |
return -1; |
2075 |
} |
2076 |
|
2077 |
/* |
2078 |
* The function permute(arr, begin, end) randomly reorders the array |
2079 |
* arr[begin..end-1]. |
2080 |
* now uses a fisher-yates shuffle, old permute was broken |
2081 |
*/ |
2082 |
static void |
2083 |
permute (int *arr, int begin, int end) |
2084 |
{ |
2085 |
arr += begin; |
2086 |
end -= begin; |
2087 |
|
2088 |
while (--end) |
2089 |
swap (arr [end], arr [rndm (end + 1)]); |
2090 |
} |
2091 |
|
2092 |
/* new function to make monster searching more efficient, and effective! |
2093 |
* This basically returns a randomized array (in the passed pointer) of |
2094 |
* the spaces to find monsters. In this way, it won't always look for |
2095 |
* monsters to the north first. However, the size of the array passed |
2096 |
* covers all the spaces, so within that size, all the spaces within |
2097 |
* the 3x3 area will be searched, just not in a predictable order. |
2098 |
*/ |
2099 |
void |
2100 |
get_search_arr (int *search_arr) |
2101 |
{ |
2102 |
int i; |
2103 |
|
2104 |
for (i = 0; i < SIZEOFFREE; i++) |
2105 |
search_arr[i] = i; |
2106 |
|
2107 |
permute (search_arr, 1, SIZEOFFREE1 + 1); |
2108 |
permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); |
2109 |
permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); |
2110 |
} |
2111 |
|
2112 |
/* |
2113 |
* find_dir(map, x, y, exclude) will search some close squares in the |
2114 |
* given map at the given coordinates for live objects. |
2115 |
* It will not considered the object given as exclude among possible |
2116 |
* live objects. |
2117 |
* It returns the direction toward the first/closest live object if finds |
2118 |
* any, otherwise 0. |
2119 |
* Perhaps incorrectly, but I'm making the assumption that exclude |
2120 |
* is actually want is going to try and move there. We need this info |
2121 |
* because we have to know what movement the thing looking to move |
2122 |
* there is capable of. |
2123 |
*/ |
2124 |
int |
2125 |
find_dir (maptile *m, int x, int y, object *exclude) |
2126 |
{ |
2127 |
int max = SIZEOFFREE, mflags; |
2128 |
MoveType move_type; |
2129 |
|
2130 |
if (exclude && exclude->head_ () != exclude) |
2131 |
{ |
2132 |
exclude = exclude->head; |
2133 |
move_type = exclude->move_type; |
2134 |
} |
2135 |
else |
2136 |
{ |
2137 |
/* If we don't have anything, presume it can use all movement types. */ |
2138 |
move_type = MOVE_ALL; |
2139 |
} |
2140 |
|
2141 |
for (int i = 1; i < max; i++) |
2142 |
{ |
2143 |
mapxy pos (m, x, y); |
2144 |
pos.move (i); |
2145 |
|
2146 |
if (!pos.normalise ()) |
2147 |
max = maxfree[i]; |
2148 |
else |
2149 |
{ |
2150 |
mapspace &ms = *pos; |
2151 |
|
2152 |
if ((move_type & ms.move_block) == move_type) |
2153 |
max = maxfree [i]; |
2154 |
else if (ms.flags () & P_IS_ALIVE) |
2155 |
{ |
2156 |
for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
2157 |
if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ()) |
2158 |
&& (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) |
2159 |
return freedir [i]; |
2160 |
} |
2161 |
} |
2162 |
} |
2163 |
|
2164 |
return 0; |
2165 |
} |
2166 |
|
2167 |
/* |
2168 |
* distance(object 1, object 2) will return the square of the |
2169 |
* distance between the two given objects. |
2170 |
*/ |
2171 |
int |
2172 |
distance (const object *ob1, const object *ob2) |
2173 |
{ |
2174 |
return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); |
2175 |
} |
2176 |
|
2177 |
/* |
2178 |
* find_dir_2(delta-x,delta-y) will return a direction in which |
2179 |
* an object which has subtracted the x and y coordinates of another |
2180 |
* object, needs to travel toward it. |
2181 |
*/ |
2182 |
int |
2183 |
find_dir_2 (int x, int y) |
2184 |
{ |
2185 |
int q; |
2186 |
|
2187 |
if (y) |
2188 |
q = x * 100 / y; |
2189 |
else if (x) |
2190 |
q = -300 * x; |
2191 |
else |
2192 |
return 0; |
2193 |
|
2194 |
if (y > 0) |
2195 |
{ |
2196 |
if (q < -242) |
2197 |
return 3; |
2198 |
if (q < -41) |
2199 |
return 2; |
2200 |
if (q < 41) |
2201 |
return 1; |
2202 |
if (q < 242) |
2203 |
return 8; |
2204 |
return 7; |
2205 |
} |
2206 |
|
2207 |
if (q < -242) |
2208 |
return 7; |
2209 |
if (q < -41) |
2210 |
return 6; |
2211 |
if (q < 41) |
2212 |
return 5; |
2213 |
if (q < 242) |
2214 |
return 4; |
2215 |
|
2216 |
return 3; |
2217 |
} |
2218 |
|
2219 |
/* |
2220 |
* dirdiff(dir1, dir2) returns how many 45-degrees differences there is |
2221 |
* between two directions (which are expected to be absolute (see absdir()) |
2222 |
*/ |
2223 |
int |
2224 |
dirdiff (int dir1, int dir2) |
2225 |
{ |
2226 |
int d; |
2227 |
|
2228 |
d = abs (dir1 - dir2); |
2229 |
if (d > 4) |
2230 |
d = 8 - d; |
2231 |
|
2232 |
return d; |
2233 |
} |
2234 |
|
2235 |
/* peterm: |
2236 |
* do LOS stuff for ball lightning. Go after the closest VISIBLE monster. |
2237 |
* Basically, this is a table of directions, and what directions |
2238 |
* one could go to go back to us. Eg, entry 15 below is 4, 14, 16. |
2239 |
* This basically means that if direction is 15, then it could either go |
2240 |
* direction 4, 14, or 16 to get back to where we are. |
2241 |
* Moved from spell_util.c to object.c with the other related direction |
2242 |
* functions. |
2243 |
*/ |
2244 |
static const int reduction_dir[SIZEOFFREE][3] = { |
2245 |
{0, 0, 0}, /* 0 */ |
2246 |
{0, 0, 0}, /* 1 */ |
2247 |
{0, 0, 0}, /* 2 */ |
2248 |
{0, 0, 0}, /* 3 */ |
2249 |
{0, 0, 0}, /* 4 */ |
2250 |
{0, 0, 0}, /* 5 */ |
2251 |
{0, 0, 0}, /* 6 */ |
2252 |
{0, 0, 0}, /* 7 */ |
2253 |
{0, 0, 0}, /* 8 */ |
2254 |
{8, 1, 2}, /* 9 */ |
2255 |
{1, 2, -1}, /* 10 */ |
2256 |
{2, 10, 12}, /* 11 */ |
2257 |
{2, 3, -1}, /* 12 */ |
2258 |
{2, 3, 4}, /* 13 */ |
2259 |
{3, 4, -1}, /* 14 */ |
2260 |
{4, 14, 16}, /* 15 */ |
2261 |
{5, 4, -1}, /* 16 */ |
2262 |
{4, 5, 6}, /* 17 */ |
2263 |
{6, 5, -1}, /* 18 */ |
2264 |
{6, 20, 18}, /* 19 */ |
2265 |
{7, 6, -1}, /* 20 */ |
2266 |
{6, 7, 8}, /* 21 */ |
2267 |
{7, 8, -1}, /* 22 */ |
2268 |
{8, 22, 24}, /* 23 */ |
2269 |
{8, 1, -1}, /* 24 */ |
2270 |
{24, 9, 10}, /* 25 */ |
2271 |
{9, 10, -1}, /* 26 */ |
2272 |
{10, 11, -1}, /* 27 */ |
2273 |
{27, 11, 29}, /* 28 */ |
2274 |
{11, 12, -1}, /* 29 */ |
2275 |
{12, 13, -1}, /* 30 */ |
2276 |
{12, 13, 14}, /* 31 */ |
2277 |
{13, 14, -1}, /* 32 */ |
2278 |
{14, 15, -1}, /* 33 */ |
2279 |
{33, 15, 35}, /* 34 */ |
2280 |
{16, 15, -1}, /* 35 */ |
2281 |
{17, 16, -1}, /* 36 */ |
2282 |
{18, 17, 16}, /* 37 */ |
2283 |
{18, 17, -1}, /* 38 */ |
2284 |
{18, 19, -1}, /* 39 */ |
2285 |
{41, 19, 39}, /* 40 */ |
2286 |
{19, 20, -1}, /* 41 */ |
2287 |
{20, 21, -1}, /* 42 */ |
2288 |
{20, 21, 22}, /* 43 */ |
2289 |
{21, 22, -1}, /* 44 */ |
2290 |
{23, 22, -1}, /* 45 */ |
2291 |
{45, 47, 23}, /* 46 */ |
2292 |
{23, 24, -1}, /* 47 */ |
2293 |
{24, 9, -1} |
2294 |
}; /* 48 */ |
2295 |
|
2296 |
/* Recursive routine to step back and see if we can |
2297 |
* find a path to that monster that we found. If not, |
2298 |
* we don't bother going toward it. Returns 1 if we |
2299 |
* can see a direct way to get it |
2300 |
* Modified to be map tile aware -.MSW |
2301 |
*/ |
2302 |
int |
2303 |
can_see_monsterP (maptile *m, int x, int y, int dir) |
2304 |
{ |
2305 |
sint16 dx, dy; |
2306 |
int mflags; |
2307 |
|
2308 |
if (dir < 0) |
2309 |
return 0; /* exit condition: invalid direction */ |
2310 |
|
2311 |
dx = x + freearr_x[dir]; |
2312 |
dy = y + freearr_y[dir]; |
2313 |
|
2314 |
mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); |
2315 |
|
2316 |
/* This functional arguably was incorrect before - it was |
2317 |
* checking for P_WALL - that was basically seeing if |
2318 |
* we could move to the monster - this is being more |
2319 |
* literal on if we can see it. To know if we can actually |
2320 |
* move to the monster, we'd need the monster passed in or |
2321 |
* at least its move type. |
2322 |
*/ |
2323 |
if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) |
2324 |
return 0; |
2325 |
|
2326 |
/* yes, can see. */ |
2327 |
if (dir < 9) |
2328 |
return 1; |
2329 |
|
2330 |
return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2331 |
| can_see_monsterP (m, x, y, reduction_dir[dir][1]) |
2332 |
| can_see_monsterP (m, x, y, reduction_dir[dir][2]); |
2333 |
} |
2334 |
|
2335 |
/* |
2336 |
* can_pick(picker, item): finds out if an object is possible to be |
2337 |
* picked up by the picker. Returnes 1 if it can be |
2338 |
* picked up, otherwise 0. |
2339 |
* |
2340 |
* Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause |
2341 |
* core dumps if they do. |
2342 |
* |
2343 |
* Add a check so we can't pick up invisible objects (0.93.8) |
2344 |
*/ |
2345 |
int |
2346 |
can_pick (const object *who, const object *item) |
2347 |
{ |
2348 |
return /*QUERY_FLAG(who,FLAG_WIZ)|| */ |
2349 |
(item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && |
2350 |
!QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); |
2351 |
} |
2352 |
|
2353 |
/* |
2354 |
* create clone from object to another |
2355 |
*/ |
2356 |
object * |
2357 |
object::deep_clone () |
2358 |
{ |
2359 |
assert (("deep_clone called on non-head object", is_head ())); |
2360 |
|
2361 |
object *dst = clone (); |
2362 |
|
2363 |
object *prev = dst; |
2364 |
for (object *part = this->more; part; part = part->more) |
2365 |
{ |
2366 |
object *tmp = part->clone (); |
2367 |
tmp->head = dst; |
2368 |
prev->more = tmp; |
2369 |
prev = tmp; |
2370 |
} |
2371 |
|
2372 |
for (object *item = inv; item; item = item->below) |
2373 |
insert_ob_in_ob (item->deep_clone (), dst); |
2374 |
|
2375 |
return dst; |
2376 |
} |
2377 |
|
2378 |
/* This returns the first object in who's inventory that |
2379 |
* has the same type and subtype match. |
2380 |
* returns NULL if no match. |
2381 |
*/ |
2382 |
object * |
2383 |
find_obj_by_type_subtype (const object *who, int type, int subtype) |
2384 |
{ |
2385 |
for (object *tmp = who->inv; tmp; tmp = tmp->below) |
2386 |
if (tmp->type == type && tmp->subtype == subtype) |
2387 |
return tmp; |
2388 |
|
2389 |
return 0; |
2390 |
} |
2391 |
|
2392 |
shstr_tmp |
2393 |
object::kv_get (shstr_tmp key) const |
2394 |
{ |
2395 |
for (key_value *kv = key_values; kv; kv = kv->next) |
2396 |
if (kv->key == key) |
2397 |
return kv->value; |
2398 |
|
2399 |
return shstr (); |
2400 |
} |
2401 |
|
2402 |
void |
2403 |
object::kv_set (shstr_tmp key, shstr_tmp value) |
2404 |
{ |
2405 |
for (key_value *kv = key_values; kv; kv = kv->next) |
2406 |
if (kv->key == key) |
2407 |
{ |
2408 |
kv->value = value; |
2409 |
return; |
2410 |
} |
2411 |
|
2412 |
key_value *kv = new key_value; |
2413 |
|
2414 |
kv->next = key_values; |
2415 |
kv->key = key; |
2416 |
kv->value = value; |
2417 |
|
2418 |
key_values = kv; |
2419 |
} |
2420 |
|
2421 |
void |
2422 |
object::kv_del (shstr_tmp key) |
2423 |
{ |
2424 |
for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) |
2425 |
if ((*kvp)->key == key) |
2426 |
{ |
2427 |
key_value *kv = *kvp; |
2428 |
*kvp = (*kvp)->next; |
2429 |
delete kv; |
2430 |
return; |
2431 |
} |
2432 |
} |
2433 |
|
2434 |
object::depth_iterator::depth_iterator (object *container) |
2435 |
: iterator_base (container) |
2436 |
{ |
2437 |
while (item->inv) |
2438 |
item = item->inv; |
2439 |
} |
2440 |
|
2441 |
void |
2442 |
object::depth_iterator::next () |
2443 |
{ |
2444 |
if (item->below) |
2445 |
{ |
2446 |
item = item->below; |
2447 |
|
2448 |
while (item->inv) |
2449 |
item = item->inv; |
2450 |
} |
2451 |
else |
2452 |
item = item->env; |
2453 |
} |
2454 |
|
2455 |
const char * |
2456 |
object::flag_desc (char *desc, int len) const |
2457 |
{ |
2458 |
char *p = desc; |
2459 |
bool first = true; |
2460 |
|
2461 |
*p = 0; |
2462 |
|
2463 |
for (int i = 0; i < NUM_FLAGS; i++) |
2464 |
{ |
2465 |
if (len <= 10) // magic constant! |
2466 |
{ |
2467 |
snprintf (p, len, ",..."); |
2468 |
break; |
2469 |
} |
2470 |
|
2471 |
if (flag [i]) |
2472 |
{ |
2473 |
int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); |
2474 |
len -= cnt; |
2475 |
p += cnt; |
2476 |
first = false; |
2477 |
} |
2478 |
} |
2479 |
|
2480 |
return desc; |
2481 |
} |
2482 |
|
2483 |
// return a suitable string describing an object in enough detail to find it |
2484 |
const char * |
2485 |
object::debug_desc (char *info) const |
2486 |
{ |
2487 |
char flagdesc[512]; |
2488 |
char info2[256 * 4]; |
2489 |
char *p = info; |
2490 |
|
2491 |
p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}", |
2492 |
count, |
2493 |
uuid.c_str (), |
2494 |
&name, |
2495 |
title ? ",title:\"" : "", |
2496 |
title ? (const char *)title : "", |
2497 |
title ? "\"" : "", |
2498 |
flag_desc (flagdesc, 512), type); |
2499 |
|
2500 |
if (!flag[FLAG_REMOVED] && env) |
2501 |
p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); |
2502 |
|
2503 |
if (map) |
2504 |
p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); |
2505 |
|
2506 |
return info; |
2507 |
} |
2508 |
|
2509 |
const char * |
2510 |
object::debug_desc () const |
2511 |
{ |
2512 |
static char info[3][256 * 4]; |
2513 |
static int info_idx; |
2514 |
|
2515 |
return debug_desc (info [++info_idx % 3]); |
2516 |
} |
2517 |
|
2518 |
struct region * |
2519 |
object::region () const |
2520 |
{ |
2521 |
return map ? map->region (x, y) |
2522 |
: region::default_region (); |
2523 |
} |
2524 |
|
2525 |
void |
2526 |
object::open_container (object *new_container) |
2527 |
{ |
2528 |
if (container == new_container) |
2529 |
return; |
2530 |
|
2531 |
object *old_container = container; |
2532 |
|
2533 |
if (old_container) |
2534 |
{ |
2535 |
if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) |
2536 |
return; |
2537 |
|
2538 |
#if 0 |
2539 |
// remove the "Close old_container" object. |
2540 |
if (object *closer = old_container->inv) |
2541 |
if (closer->type == CLOSE_CON) |
2542 |
closer->destroy (); |
2543 |
#endif |
2544 |
|
2545 |
// make sure the container is available |
2546 |
esrv_send_item (this, old_container); |
2547 |
|
2548 |
old_container->flag [FLAG_APPLIED] = false; |
2549 |
container = 0; |
2550 |
|
2551 |
// client needs item update to make it work, client bug requires this to be separate |
2552 |
esrv_update_item (UPD_FLAGS, this, old_container); |
2553 |
|
2554 |
new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ()); |
2555 |
play_sound (sound_find ("chest_close")); |
2556 |
} |
2557 |
|
2558 |
if (new_container) |
2559 |
{ |
2560 |
if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) |
2561 |
return; |
2562 |
|
2563 |
// TODO: this does not seem to serve any purpose anymore? |
2564 |
#if 0 |
2565 |
// insert the "Close Container" object. |
2566 |
if (archetype *closer = new_container->other_arch) |
2567 |
{ |
2568 |
object *closer = arch_to_object (new_container->other_arch); |
2569 |
closer->flag [FLAG_NO_MAP_SAVE] = 1; |
2570 |
new_container->insert (closer); |
2571 |
} |
2572 |
#endif |
2573 |
|
2574 |
new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ()); |
2575 |
|
2576 |
// make sure the container is available, client bug requires this to be separate |
2577 |
esrv_send_item (this, new_container); |
2578 |
|
2579 |
new_container->flag [FLAG_APPLIED] = true; |
2580 |
container = new_container; |
2581 |
|
2582 |
// client needs flag change |
2583 |
esrv_update_item (UPD_FLAGS, this, new_container); |
2584 |
esrv_send_inventory (this, new_container); |
2585 |
play_sound (sound_find ("chest_open")); |
2586 |
} |
2587 |
// else if (!old_container->env && contr && contr->ns) |
2588 |
// contr->ns->floorbox_reset (); |
2589 |
} |
2590 |
|
2591 |
object * |
2592 |
object::force_find (shstr_tmp name) |
2593 |
{ |
2594 |
/* cycle through his inventory to look for the MARK we want to |
2595 |
* place |
2596 |
*/ |
2597 |
for (object *tmp = inv; tmp; tmp = tmp->below) |
2598 |
if (tmp->type == FORCE && tmp->slaying == name) |
2599 |
return splay (tmp); |
2600 |
|
2601 |
return 0; |
2602 |
} |
2603 |
|
2604 |
//-GPL |
2605 |
|
2606 |
void |
2607 |
object::force_set_timer (int duration) |
2608 |
{ |
2609 |
this->duration = 1; |
2610 |
this->speed_left = -1.f; |
2611 |
|
2612 |
this->set_speed (duration ? 1.f / duration : 0.f); |
2613 |
} |
2614 |
|
2615 |
object * |
2616 |
object::force_add (shstr_tmp name, int duration) |
2617 |
{ |
2618 |
if (object *force = force_find (name)) |
2619 |
force->destroy (); |
2620 |
|
2621 |
object *force = get_archetype (FORCE_NAME); |
2622 |
|
2623 |
force->slaying = name; |
2624 |
force->force_set_timer (duration); |
2625 |
force->flag [FLAG_APPLIED] = true; |
2626 |
|
2627 |
return insert (force); |
2628 |
} |
2629 |
|
2630 |
void |
2631 |
object::play_sound (faceidx sound) const |
2632 |
{ |
2633 |
if (!sound) |
2634 |
return; |
2635 |
|
2636 |
if (is_on_map ()) |
2637 |
map->play_sound (sound, x, y); |
2638 |
else if (object *pl = in_player ()) |
2639 |
pl->contr->play_sound (sound); |
2640 |
} |
2641 |
|
2642 |
void |
2643 |
object::say_msg (const char *msg) const |
2644 |
{ |
2645 |
if (is_on_map ()) |
2646 |
map->say_msg (msg, x, y); |
2647 |
else if (object *pl = in_player ()) |
2648 |
pl->contr->play_sound (sound); |
2649 |
} |
2650 |
|
2651 |
void |
2652 |
object::make_noise () |
2653 |
{ |
2654 |
// we do not model noise in the map, so instead put |
2655 |
// a temporary light into the noise source |
2656 |
// could use the map instead, but that's less reliable for our |
2657 |
// goal, which is to make invisibility a bit harder to exploit |
2658 |
|
2659 |
// currently only works sensibly for players |
2660 |
if (!is_player ()) |
2661 |
return; |
2662 |
|
2663 |
// find old force, or create new one |
2664 |
object *force = force_find (shstr_noise_force); |
2665 |
|
2666 |
if (force) |
2667 |
force->speed_left = -1.f; // patch old speed up |
2668 |
else |
2669 |
{ |
2670 |
force = archetype::get (shstr_noise_force); |
2671 |
|
2672 |
force->slaying = shstr_noise_force; |
2673 |
force->stats.food = 1; |
2674 |
force->speed_left = -1.f; |
2675 |
|
2676 |
force->set_speed (1.f / 4.f); |
2677 |
force->flag [FLAG_IS_USED_UP] = true; |
2678 |
force->flag [FLAG_APPLIED] = true; |
2679 |
|
2680 |
insert (force); |
2681 |
} |
2682 |
} |
2683 |
|