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Revision: 1.108
Committed: Sun Jan 7 02:39:13 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.107: +12 -62 lines
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# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen
7
8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
12
13 This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 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, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25 /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28 #include <global.h>
29 #include <stdio.h>
30 #include <sys/types.h>
31 #include <sys/uio.h>
32 #include <object.h>
33 #include <funcpoint.h>
34 #include <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 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 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)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115 }
116
117 UUID
118 gen_uuid ()
119 {
120 UUID uid;
121
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 {
133 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
147 /* 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. */
158 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. */
176 static int
177 compare_ob_value_lists (const object *ob1, const object *ob2)
178 {
179 /* 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)
205 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 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self)
306 {
307 ob1->optimise ();
308 ob2->optimise ();
309
310 if (ob1->self || ob2->self)
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 != NULL; inv = inv->below)
330 {
331 if (inv->inv)
332 sum_weight (inv);
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 }
335
336 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100;
338
339 if (op->carrying != sum)
340 op->carrying = sum;
341
342 return sum;
343 }
344
345 /**
346 * Return the outermost environment object for a given object.
347 */
348
349 object *
350 object_get_env_recursive (object *op)
351 {
352 while (op->env != NULL)
353 op = op->env;
354 return op;
355 }
356
357 /*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array.
361 */
362
363 char *
364 dump_object (object *op)
365 {
366 if (!op)
367 return strdup ("[NULLOBJ]");
368
369 object_freezer freezer;
370 save_object (freezer, op, 1);
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 return ((unsigned int)i) < objects.size ()
401 ? objects [i]
402 : 0;
403 }
404
405 /*
406 * Returns the first object which has a name equal to the argument.
407 * Used only by the patch command, but not all that useful.
408 * Enables features like "patch <name-of-other-player> food 999"
409 */
410 object *
411 find_object_name (const char *str)
412 {
413 shstr_cmp str_ (str);
414 object *op;
415
416 for_all_objects (op)
417 if (op->name == str_)
418 break;
419
420 return op;
421 }
422
423 void
424 free_all_object_data ()
425 {
426 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
427 }
428
429 /*
430 * Sets the owner and sets the skill and exp pointers to owner's current
431 * skill and experience objects.
432 */
433 void
434 object::set_owner (object *owner)
435 {
436 if (!owner)
437 return;
438
439 /* next line added to allow objects which own objects */
440 /* Add a check for ownercounts in here, as I got into an endless loop
441 * with the fireball owning a poison cloud which then owned the
442 * fireball. I believe that was caused by one of the objects getting
443 * freed and then another object replacing it. Since the ownercounts
444 * didn't match, this check is valid and I believe that cause is valid.
445 */
446 while (owner->owner)
447 owner = owner->owner;
448
449 this->owner = owner;
450 }
451
452 /* Zero the key_values on op, decrementing the shared-string
453 * refcounts and freeing the links.
454 */
455 static void
456 free_key_values (object *op)
457 {
458 for (key_value *i = op->key_values; i != 0;)
459 {
460 key_value *next = i->next;
461 delete i;
462
463 i = next;
464 }
465
466 op->key_values = 0;
467 }
468
469 /*
470 * copy_to first frees everything allocated by the dst object,
471 * and then copies the contents of itself into the second
472 * object, allocating what needs to be allocated. Basically, any
473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
474 * if the first object is freed, the pointers in the new object
475 * will point at garbage.
476 */
477 void
478 object::copy_to (object *dst)
479 {
480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
482
483 *(object_copy *)dst = *this;
484
485 if (is_freed)
486 SET_FLAG (dst, FLAG_FREED);
487
488 if (is_removed)
489 SET_FLAG (dst, FLAG_REMOVED);
490
491 if (speed < 0)
492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
493
494 /* Copy over key_values, if any. */
495 if (key_values)
496 {
497 key_value *tail = 0;
498 key_value *i;
499
500 dst->key_values = 0;
501
502 for (i = key_values; i; i = i->next)
503 {
504 key_value *new_link = new key_value;
505
506 new_link->next = 0;
507 new_link->key = i->key;
508 new_link->value = i->value;
509
510 /* Try and be clever here, too. */
511 if (!dst->key_values)
512 {
513 dst->key_values = new_link;
514 tail = new_link;
515 }
516 else
517 {
518 tail->next = new_link;
519 tail = new_link;
520 }
521 }
522 }
523
524 dst->set_speed (dst->speed);
525 }
526
527 object *
528 object::clone ()
529 {
530 object *neu = create ();
531 copy_to (neu);
532 return neu;
533 }
534
535 /*
536 * If an object with the IS_TURNABLE() flag needs to be turned due
537 * to the closest player being on the other side, this function can
538 * be called to update the face variable, _and_ how it looks on the map.
539 */
540 void
541 update_turn_face (object *op)
542 {
543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
544 return;
545
546 SET_ANIMATION (op, op->direction);
547 update_object (op, UP_OBJ_FACE);
548 }
549
550 /*
551 * Updates the speed of an object. If the speed changes from 0 to another
552 * value, or vice versa, then add/remove the object from the active list.
553 * This function needs to be called whenever the speed of an object changes.
554 */
555 void
556 object::set_speed (float speed)
557 {
558 if (flag [FLAG_FREED] && speed)
559 {
560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
561 speed = 0;
562 }
563
564 this->speed = speed;
565
566 if (has_active_speed ())
567 activate ();
568 else
569 deactivate ();
570 }
571
572 /*
573 * update_object() updates the the map.
574 * It takes into account invisible objects (and represent squares covered
575 * by invisible objects by whatever is below them (unless it's another
576 * invisible object, etc...)
577 * If the object being updated is beneath a player, the look-window
578 * of that player is updated (this might be a suboptimal way of
579 * updating that window, though, since update_object() is called _often_)
580 *
581 * action is a hint of what the caller believes need to be done.
582 * current action are:
583 * UP_OBJ_INSERT: op was inserted
584 * UP_OBJ_REMOVE: op was removed
585 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
586 * as that is easier than trying to look at what may have changed.
587 * UP_OBJ_FACE: only the objects face has changed.
588 */
589 void
590 update_object (object *op, int action)
591 {
592 MoveType move_on, move_off, move_block, move_slow;
593
594 if (op == NULL)
595 {
596 /* this should never happen */
597 LOG (llevDebug, "update_object() called for NULL object.\n");
598 return;
599 }
600
601 if (op->env)
602 {
603 /* Animation is currently handled by client, so nothing
604 * to do in this case.
605 */
606 return;
607 }
608
609 /* If the map is saving, don't do anything as everything is
610 * going to get freed anyways.
611 */
612 if (!op->map || op->map->in_memory == MAP_SAVING)
613 return;
614
615 /* make sure the object is within map boundaries */
616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
617 {
618 LOG (llevError, "update_object() called for object out of map!\n");
619 #ifdef MANY_CORES
620 abort ();
621 #endif
622 return;
623 }
624
625 mapspace &m = op->ms ();
626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
629 else if (action == UP_OBJ_INSERT)
630 {
631 // this is likely overkill, TODO: revisit (schmorp)
632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
638 || (m.move_on | op->move_on ) != m.move_on
639 || (m.move_off | op->move_off ) != m.move_off
640 || (m.move_slow | op->move_slow) != m.move_slow
641 /* This isn't perfect, but I don't expect a lot of objects to
642 * to have move_allow right now.
643 */
644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
646 m.flags_ = 0;
647 }
648 /* if the object is being removed, we can't make intelligent
649 * decisions, because remove_ob can't really pass the object
650 * that is being removed.
651 */
652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
653 m.flags_ = 0;
654 else if (action == UP_OBJ_FACE)
655 /* Nothing to do for that case */ ;
656 else
657 LOG (llevError, "update_object called with invalid action: %d\n", action);
658
659 if (op->more)
660 update_object (op->more, action);
661 }
662
663 object *object::first;
664
665 object::object ()
666 {
667 SET_FLAG (this, FLAG_REMOVED);
668
669 expmul = 1.0;
670 face = blank_face;
671 }
672
673 object::~object ()
674 {
675 free_key_values (this);
676 }
677
678 void object::link ()
679 {
680 uuid = gen_uuid ();
681
682 objects.insert (this);
683 }
684
685 void object::unlink ()
686 {
687 objects.erase (this);
688 }
689
690 void
691 object::activate ()
692 {
693 /* If already on active list, don't do anything */
694 if (active)
695 return;
696
697 if (has_active_speed ())
698 actives.insert (this);
699 }
700
701 void
702 object::activate_recursive ()
703 {
704 activate ();
705
706 for (object *op = inv; op; op = op->below)
707 op->activate_recursive ();
708 }
709
710 /* This function removes object 'op' from the list of active
711 * objects.
712 * This should only be used for style maps or other such
713 * reference maps where you don't want an object that isn't
714 * in play chewing up cpu time getting processed.
715 * The reverse of this is to call update_ob_speed, which
716 * will do the right thing based on the speed of the object.
717 */
718 void
719 object::deactivate ()
720 {
721 /* If not on the active list, nothing needs to be done */
722 if (!active)
723 return;
724
725 actives.erase (this);
726 }
727
728 void
729 object::deactivate_recursive ()
730 {
731 for (object *op = inv; op; op = op->below)
732 op->deactivate_recursive ();
733
734 deactivate ();
735 }
736
737 void
738 object::set_flag_inv (int flag, int value)
739 {
740 for (object *op = inv; op; op = op->below)
741 {
742 op->flag [flag] = value;
743 op->set_flag_inv (flag, value);
744 }
745 }
746
747 /*
748 * Remove and free all objects in the inventory of the given object.
749 * object.c ?
750 */
751 void
752 object::destroy_inv (bool drop_to_ground)
753 {
754 // need to check first, because the checks below might segfault
755 // as we might be on an invalid mapspace and crossfire code
756 // is too buggy to ensure that the inventory is empty.
757 // corollary: if you create arrows etc. with stuff in tis inventory,
758 // cf will crash below with off-map x and y
759 if (!inv)
760 return;
761
762 /* Only if the space blocks everything do we not process -
763 * if some form of movement is allowed, let objects
764 * drop on that space.
765 */
766 if (!drop_to_ground
767 || !map
768 || map->in_memory != MAP_IN_MEMORY
769 || ms ().move_block == MOVE_ALL)
770 {
771 while (inv)
772 {
773 inv->destroy_inv (drop_to_ground);
774 inv->destroy ();
775 }
776 }
777 else
778 { /* Put objects in inventory onto this space */
779 while (inv)
780 {
781 object *op = inv;
782
783 if (op->flag [FLAG_STARTEQUIP]
784 || op->flag [FLAG_NO_DROP]
785 || op->type == RUNE
786 || op->type == TRAP
787 || op->flag [FLAG_IS_A_TEMPLATE])
788 op->destroy ();
789 else
790 map->insert (op, x, y);
791 }
792 }
793 }
794
795 object *object::create ()
796 {
797 object *op = new object;
798 op->link ();
799 return op;
800 }
801
802 void
803 object::do_destroy ()
804 {
805 if (flag [FLAG_IS_LINKED])
806 remove_button_link (this);
807
808 if (flag [FLAG_FRIENDLY])
809 remove_friendly_object (this);
810
811 if (!flag [FLAG_REMOVED])
812 remove ();
813
814 if (flag [FLAG_FREED])
815 return;
816
817 set_speed (0);
818
819 flag [FLAG_FREED] = 1;
820
821 attachable::do_destroy ();
822
823 destroy_inv (true);
824 unlink ();
825
826 // hack to ensure that freed objects still have a valid map
827 {
828 static maptile *freed_map; // freed objects are moved here to avoid crashes
829
830 if (!freed_map)
831 {
832 freed_map = new maptile;
833
834 freed_map->name = "/internal/freed_objects_map";
835 freed_map->width = 3;
836 freed_map->height = 3;
837
838 freed_map->alloc ();
839 freed_map->in_memory = MAP_IN_MEMORY;
840 }
841
842 map = freed_map;
843 x = 1;
844 y = 1;
845 }
846
847 head = 0;
848
849 if (more)
850 {
851 more->destroy ();
852 more = 0;
853 }
854
855 // clear those pointers that likely might have circular references to us
856 owner = 0;
857 enemy = 0;
858 attacked_by = 0;
859 }
860
861 void
862 object::destroy (bool destroy_inventory)
863 {
864 if (destroyed ())
865 return;
866
867 if (destroy_inventory)
868 destroy_inv (false);
869
870 attachable::destroy ();
871 }
872
873 /*
874 * sub_weight() recursively (outwards) subtracts a number from the
875 * weight of an object (and what is carried by it's environment(s)).
876 */
877 void
878 sub_weight (object *op, signed long weight)
879 {
880 while (op != NULL)
881 {
882 if (op->type == CONTAINER)
883 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
884
885 op->carrying -= weight;
886 op = op->env;
887 }
888 }
889
890 /* op->remove ():
891 * This function removes the object op from the linked list of objects
892 * which it is currently tied to. When this function is done, the
893 * object will have no environment. If the object previously had an
894 * environment, the x and y coordinates will be updated to
895 * the previous environment.
896 * Beware: This function is called from the editor as well!
897 */
898 void
899 object::remove ()
900 {
901 object *tmp, *last = 0;
902 object *otmp;
903
904 if (QUERY_FLAG (this, FLAG_REMOVED))
905 return;
906
907 SET_FLAG (this, FLAG_REMOVED);
908 INVOKE_OBJECT (REMOVE, this);
909
910 if (more)
911 more->remove ();
912
913 /*
914 * In this case, the object to be removed is in someones
915 * inventory.
916 */
917 if (env)
918 {
919 if (nrof)
920 sub_weight (env, weight * nrof);
921 else
922 sub_weight (env, weight + carrying);
923
924 /* NO_FIX_PLAYER is set when a great many changes are being
925 * made to players inventory. If set, avoiding the call
926 * to save cpu time.
927 */
928 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
929 otmp->update_stats ();
930
931 if (above)
932 above->below = below;
933 else
934 env->inv = below;
935
936 if (below)
937 below->above = above;
938
939 /* we set up values so that it could be inserted into
940 * the map, but we don't actually do that - it is up
941 * to the caller to decide what we want to do.
942 */
943 x = env->x, y = env->y;
944 map = env->map;
945 above = 0, below = 0;
946 env = 0;
947 }
948 else if (map)
949 {
950 if (type == PLAYER)
951 {
952 --map->players;
953 map->touch ();
954 }
955
956 map->dirty = true;
957
958 /* link the object above us */
959 if (above)
960 above->below = below;
961 else
962 map->at (x, y).top = below; /* we were top, set new top */
963
964 /* Relink the object below us, if there is one */
965 if (below)
966 below->above = above;
967 else
968 {
969 /* Nothing below, which means we need to relink map object for this space
970 * use translated coordinates in case some oddness with map tiling is
971 * evident
972 */
973 if (GET_MAP_OB (map, x, y) != this)
974 {
975 char *dump = dump_object (this);
976 LOG (llevError,
977 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
978 free (dump);
979 dump = dump_object (GET_MAP_OB (map, x, y));
980 LOG (llevError, "%s\n", dump);
981 free (dump);
982 }
983
984 map->at (x, y).bot = above; /* goes on above it. */
985 }
986
987 above = 0;
988 below = 0;
989
990 if (map->in_memory == MAP_SAVING)
991 return;
992
993 int check_walk_off = !flag [FLAG_NO_APPLY];
994
995 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
996 {
997 /* No point updating the players look faces if he is the object
998 * being removed.
999 */
1000
1001 if (tmp->type == PLAYER && tmp != this)
1002 {
1003 /* If a container that the player is currently using somehow gets
1004 * removed (most likely destroyed), update the player view
1005 * appropriately.
1006 */
1007 if (tmp->container == this)
1008 {
1009 flag [FLAG_APPLIED] = 0;
1010 tmp->container = 0;
1011 }
1012
1013 if (tmp->contr->ns)
1014 tmp->contr->ns->floorbox_update ();
1015 }
1016
1017 /* See if object moving off should effect something */
1018 if (check_walk_off
1019 && ((move_type & tmp->move_off)
1020 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1021 {
1022 move_apply (tmp, this, 0);
1023
1024 if (destroyed ())
1025 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1026 }
1027
1028 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1029 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1030 if (tmp->above == tmp)
1031 tmp->above = 0;
1032
1033 last = tmp;
1034 }
1035
1036 /* last == NULL if there are no objects on this space */
1037 //TODO: this makes little sense, why only update the topmost object?
1038 if (!last)
1039 map->at (x, y).flags_ = 0;
1040 else
1041 update_object (last, UP_OBJ_REMOVE);
1042
1043 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1044 update_all_los (map, x, y);
1045 }
1046 }
1047
1048 /*
1049 * merge_ob(op,top):
1050 *
1051 * This function goes through all objects below and including top, and
1052 * merges op to the first matching object.
1053 * If top is NULL, it is calculated.
1054 * Returns pointer to object if it succeded in the merge, otherwise NULL
1055 */
1056 object *
1057 merge_ob (object *op, object *top)
1058 {
1059 if (!op->nrof)
1060 return 0;
1061
1062 if (top)
1063 for (top = op; top && top->above; top = top->above)
1064 ;
1065
1066 for (; top; top = top->below)
1067 {
1068 if (top == op)
1069 continue;
1070
1071 if (object::can_merge (op, top))
1072 {
1073 top->nrof += op->nrof;
1074
1075 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1076 op->weight = 0; /* Don't want any adjustements now */
1077 op->destroy ();
1078 return top;
1079 }
1080 }
1081
1082 return 0;
1083 }
1084
1085 /*
1086 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1087 * job preparing multi-part monsters
1088 */
1089 object *
1090 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1091 {
1092 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1093 {
1094 tmp->x = x + tmp->arch->clone.x;
1095 tmp->y = y + tmp->arch->clone.y;
1096 }
1097
1098 return insert_ob_in_map (op, m, originator, flag);
1099 }
1100
1101 /*
1102 * insert_ob_in_map (op, map, originator, flag):
1103 * This function inserts the object in the two-way linked list
1104 * which represents what is on a map.
1105 * The second argument specifies the map, and the x and y variables
1106 * in the object about to be inserted specifies the position.
1107 *
1108 * originator: Player, monster or other object that caused 'op' to be inserted
1109 * into 'map'. May be NULL.
1110 *
1111 * flag is a bitmask about special things to do (or not do) when this
1112 * function is called. see the object.h file for the INS_ values.
1113 * Passing 0 for flag gives proper default values, so flag really only needs
1114 * to be set if special handling is needed.
1115 *
1116 * Return value:
1117 * new object if 'op' was merged with other object
1118 * NULL if 'op' was destroyed
1119 * just 'op' otherwise
1120 */
1121 object *
1122 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1123 {
1124 object *tmp, *top, *floor = NULL;
1125 sint16 x, y;
1126
1127 if (QUERY_FLAG (op, FLAG_FREED))
1128 {
1129 LOG (llevError, "Trying to insert freed object!\n");
1130 return NULL;
1131 }
1132
1133 if (!m)
1134 {
1135 char *dump = dump_object (op);
1136 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1137 free (dump);
1138 return op;
1139 }
1140
1141 if (out_of_map (m, op->x, op->y))
1142 {
1143 char *dump = dump_object (op);
1144 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1145 #ifdef MANY_CORES
1146 /* Better to catch this here, as otherwise the next use of this object
1147 * is likely to cause a crash. Better to find out where it is getting
1148 * improperly inserted.
1149 */
1150 abort ();
1151 #endif
1152 free (dump);
1153 return op;
1154 }
1155
1156 if (!QUERY_FLAG (op, FLAG_REMOVED))
1157 {
1158 char *dump = dump_object (op);
1159 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1160 free (dump);
1161 return op;
1162 }
1163
1164 if (op->more)
1165 {
1166 /* The part may be on a different map. */
1167
1168 object *more = op->more;
1169
1170 /* We really need the caller to normalise coordinates - if
1171 * we set the map, that doesn't work if the location is within
1172 * a map and this is straddling an edge. So only if coordinate
1173 * is clear wrong do we normalise it.
1174 */
1175 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1176 more->map = get_map_from_coord (m, &more->x, &more->y);
1177 else if (!more->map)
1178 {
1179 /* For backwards compatibility - when not dealing with tiled maps,
1180 * more->map should always point to the parent.
1181 */
1182 more->map = m;
1183 }
1184
1185 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1186 {
1187 if (!op->head)
1188 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1189
1190 return 0;
1191 }
1192 }
1193
1194 CLEAR_FLAG (op, FLAG_REMOVED);
1195
1196 /* Ideally, the caller figures this out. However, it complicates a lot
1197 * of areas of callers (eg, anything that uses find_free_spot would now
1198 * need extra work
1199 */
1200 op->map = get_map_from_coord (m, &op->x, &op->y);
1201 x = op->x;
1202 y = op->y;
1203
1204 /* this has to be done after we translate the coordinates.
1205 */
1206 if (op->nrof && !(flag & INS_NO_MERGE))
1207 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1208 if (object::can_merge (op, tmp))
1209 {
1210 op->nrof += tmp->nrof;
1211 tmp->destroy ();
1212 }
1213
1214 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1215 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1216
1217 if (!QUERY_FLAG (op, FLAG_ALIVE))
1218 CLEAR_FLAG (op, FLAG_NO_STEAL);
1219
1220 if (flag & INS_BELOW_ORIGINATOR)
1221 {
1222 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1223 {
1224 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1225 abort ();
1226 }
1227
1228 op->above = originator;
1229 op->below = originator->below;
1230
1231 if (op->below)
1232 op->below->above = op;
1233 else
1234 op->ms ().bot = op;
1235
1236 /* since *below* originator, no need to update top */
1237 originator->below = op;
1238 }
1239 else
1240 {
1241 /* If there are other objects, then */
1242 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1243 {
1244 object *last = 0;
1245
1246 /*
1247 * If there are multiple objects on this space, we do some trickier handling.
1248 * We've already dealt with merging if appropriate.
1249 * Generally, we want to put the new object on top. But if
1250 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1251 * floor, we want to insert above that and no further.
1252 * Also, if there are spell objects on this space, we stop processing
1253 * once we get to them. This reduces the need to traverse over all of
1254 * them when adding another one - this saves quite a bit of cpu time
1255 * when lots of spells are cast in one area. Currently, it is presumed
1256 * that flying non pickable objects are spell objects.
1257 */
1258 while (top)
1259 {
1260 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1261 floor = top;
1262
1263 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1264 {
1265 /* We insert above top, so we want this object below this */
1266 top = top->below;
1267 break;
1268 }
1269
1270 last = top;
1271 top = top->above;
1272 }
1273
1274 /* Don't want top to be NULL, so set it to the last valid object */
1275 top = last;
1276
1277 /* We let update_position deal with figuring out what the space
1278 * looks like instead of lots of conditions here.
1279 * makes things faster, and effectively the same result.
1280 */
1281
1282 /* Have object 'fall below' other objects that block view.
1283 * Unless those objects are exits, type 66
1284 * If INS_ON_TOP is used, don't do this processing
1285 * Need to find the object that in fact blocks view, otherwise
1286 * stacking is a bit odd.
1287 */
1288 if (!(flag & INS_ON_TOP) &&
1289 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1290 {
1291 for (last = top; last != floor; last = last->below)
1292 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1293 break;
1294 /* Check to see if we found the object that blocks view,
1295 * and make sure we have a below pointer for it so that
1296 * we can get inserted below this one, which requires we
1297 * set top to the object below us.
1298 */
1299 if (last && last->below && last != floor)
1300 top = last->below;
1301 }
1302 } /* If objects on this space */
1303
1304 if (flag & INS_MAP_LOAD)
1305 top = GET_MAP_TOP (op->map, op->x, op->y);
1306
1307 if (flag & INS_ABOVE_FLOOR_ONLY)
1308 top = floor;
1309
1310 /* Top is the object that our object (op) is going to get inserted above.
1311 */
1312
1313 /* First object on this space */
1314 if (!top)
1315 {
1316 op->above = GET_MAP_OB (op->map, op->x, op->y);
1317
1318 if (op->above)
1319 op->above->below = op;
1320
1321 op->below = 0;
1322 op->ms ().bot = op;
1323 }
1324 else
1325 { /* get inserted into the stack above top */
1326 op->above = top->above;
1327
1328 if (op->above)
1329 op->above->below = op;
1330
1331 op->below = top;
1332 top->above = op;
1333 }
1334
1335 if (!op->above)
1336 op->ms ().top = op;
1337 } /* else not INS_BELOW_ORIGINATOR */
1338
1339 if (op->type == PLAYER)
1340 {
1341 op->contr->do_los = 1;
1342 ++op->map->players;
1343 op->map->touch ();
1344 }
1345
1346 op->map->dirty = true;
1347
1348 /* If we have a floor, we know the player, if any, will be above
1349 * it, so save a few ticks and start from there.
1350 */
1351 if (!(flag & INS_MAP_LOAD))
1352 if (object *pl = op->ms ().player ())
1353 if (pl->contr->ns)
1354 pl->contr->ns->floorbox_update ();
1355
1356 /* If this object glows, it may affect lighting conditions that are
1357 * visible to others on this map. But update_all_los is really
1358 * an inefficient way to do this, as it means los for all players
1359 * on the map will get recalculated. The players could very well
1360 * be far away from this change and not affected in any way -
1361 * this should get redone to only look for players within range,
1362 * or just updating the P_UPTODATE for spaces within this area
1363 * of effect may be sufficient.
1364 */
1365 if (op->map->darkness && (op->glow_radius != 0))
1366 update_all_los (op->map, op->x, op->y);
1367
1368 /* updates flags (blocked, alive, no magic, etc) for this map space */
1369 update_object (op, UP_OBJ_INSERT);
1370
1371 INVOKE_OBJECT (INSERT, op);
1372
1373 /* Don't know if moving this to the end will break anything. However,
1374 * we want to have floorbox_update called before calling this.
1375 *
1376 * check_move_on() must be after this because code called from
1377 * check_move_on() depends on correct map flags (so functions like
1378 * blocked() and wall() work properly), and these flags are updated by
1379 * update_object().
1380 */
1381
1382 /* if this is not the head or flag has been passed, don't check walk on status */
1383 if (!(flag & INS_NO_WALK_ON) && !op->head)
1384 {
1385 if (check_move_on (op, originator))
1386 return 0;
1387
1388 /* If we are a multi part object, lets work our way through the check
1389 * walk on's.
1390 */
1391 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1392 if (check_move_on (tmp, originator))
1393 return 0;
1394 }
1395
1396 return op;
1397 }
1398
1399 /* this function inserts an object in the map, but if it
1400 * finds an object of its own type, it'll remove that one first.
1401 * op is the object to insert it under: supplies x and the map.
1402 */
1403 void
1404 replace_insert_ob_in_map (const char *arch_string, object *op)
1405 {
1406 object *tmp, *tmp1;
1407
1408 /* first search for itself and remove any old instances */
1409
1410 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1411 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1412 tmp->destroy ();
1413
1414 tmp1 = arch_to_object (archetype::find (arch_string));
1415
1416 tmp1->x = op->x;
1417 tmp1->y = op->y;
1418 insert_ob_in_map (tmp1, op->map, op, 0);
1419 }
1420
1421 object *
1422 object::insert_at (object *where, object *originator, int flags)
1423 {
1424 where->map->insert (this, where->x, where->y, originator, flags);
1425 }
1426
1427 /*
1428 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1429 * is returned contains nr objects, and the remaining parts contains
1430 * the rest (or is removed and freed if that number is 0).
1431 * On failure, NULL is returned, and the reason put into the
1432 * global static errmsg array.
1433 */
1434 object *
1435 get_split_ob (object *orig_ob, uint32 nr)
1436 {
1437 object *newob;
1438 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1439
1440 if (orig_ob->nrof < nr)
1441 {
1442 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1443 return NULL;
1444 }
1445
1446 newob = object_create_clone (orig_ob);
1447
1448 if ((orig_ob->nrof -= nr) < 1)
1449 orig_ob->destroy (1);
1450 else if (!is_removed)
1451 {
1452 if (orig_ob->env != NULL)
1453 sub_weight (orig_ob->env, orig_ob->weight * nr);
1454 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1455 {
1456 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1457 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1458 return NULL;
1459 }
1460 }
1461
1462 newob->nrof = nr;
1463
1464 return newob;
1465 }
1466
1467 /*
1468 * decrease_ob_nr(object, number) decreases a specified number from
1469 * the amount of an object. If the amount reaches 0, the object
1470 * is subsequently removed and freed.
1471 *
1472 * Return value: 'op' if something is left, NULL if the amount reached 0
1473 */
1474
1475 object *
1476 decrease_ob_nr (object *op, uint32 i)
1477 {
1478 object *tmp;
1479
1480 if (i == 0) /* objects with op->nrof require this check */
1481 return op;
1482
1483 if (i > op->nrof)
1484 i = op->nrof;
1485
1486 if (QUERY_FLAG (op, FLAG_REMOVED))
1487 op->nrof -= i;
1488 else if (op->env)
1489 {
1490 /* is this object in the players inventory, or sub container
1491 * therein?
1492 */
1493 tmp = op->in_player ();
1494 /* nope. Is this a container the player has opened?
1495 * If so, set tmp to that player.
1496 * IMO, searching through all the players will mostly
1497 * likely be quicker than following op->env to the map,
1498 * and then searching the map for a player.
1499 */
1500 if (!tmp)
1501 for_all_players (pl)
1502 if (pl->ob->container == op->env)
1503 {
1504 tmp = pl->ob;
1505 break;
1506 }
1507
1508 if (i < op->nrof)
1509 {
1510 sub_weight (op->env, op->weight * i);
1511 op->nrof -= i;
1512 if (tmp)
1513 esrv_send_item (tmp, op);
1514 }
1515 else
1516 {
1517 op->remove ();
1518 op->nrof = 0;
1519 if (tmp)
1520 esrv_del_item (tmp->contr, op->count);
1521 }
1522 }
1523 else
1524 {
1525 object *above = op->above;
1526
1527 if (i < op->nrof)
1528 op->nrof -= i;
1529 else
1530 {
1531 op->remove ();
1532 op->nrof = 0;
1533 }
1534
1535 /* Since we just removed op, op->above is null */
1536 for (tmp = above; tmp; tmp = tmp->above)
1537 if (tmp->type == PLAYER)
1538 {
1539 if (op->nrof)
1540 esrv_send_item (tmp, op);
1541 else
1542 esrv_del_item (tmp->contr, op->count);
1543 }
1544 }
1545
1546 if (op->nrof)
1547 return op;
1548 else
1549 {
1550 op->destroy ();
1551 return 0;
1552 }
1553 }
1554
1555 /*
1556 * add_weight(object, weight) adds the specified weight to an object,
1557 * and also updates how much the environment(s) is/are carrying.
1558 */
1559
1560 void
1561 add_weight (object *op, signed long weight)
1562 {
1563 while (op != NULL)
1564 {
1565 if (op->type == CONTAINER)
1566 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1567
1568 op->carrying += weight;
1569 op = op->env;
1570 }
1571 }
1572
1573 object *
1574 insert_ob_in_ob (object *op, object *where)
1575 {
1576 if (!where)
1577 {
1578 char *dump = dump_object (op);
1579 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1580 free (dump);
1581 return op;
1582 }
1583
1584 if (where->head)
1585 {
1586 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1587 where = where->head;
1588 }
1589
1590 return where->insert (op);
1591 }
1592
1593 /*
1594 * env->insert (op)
1595 * This function inserts the object op in the linked list
1596 * inside the object environment.
1597 *
1598 * The function returns now pointer to inserted item, and return value can
1599 * be != op, if items are merged. -Tero
1600 */
1601
1602 object *
1603 object::insert (object *op)
1604 {
1605 object *tmp, *otmp;
1606
1607 if (!QUERY_FLAG (op, FLAG_REMOVED))
1608 op->remove ();
1609
1610 if (op->more)
1611 {
1612 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1613 return op;
1614 }
1615
1616 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1617 CLEAR_FLAG (op, FLAG_REMOVED);
1618 if (op->nrof)
1619 {
1620 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1621 if (object::can_merge (tmp, op))
1622 {
1623 /* return the original object and remove inserted object
1624 (client needs the original object) */
1625 tmp->nrof += op->nrof;
1626 /* Weight handling gets pretty funky. Since we are adding to
1627 * tmp->nrof, we need to increase the weight.
1628 */
1629 add_weight (this, op->weight * op->nrof);
1630 SET_FLAG (op, FLAG_REMOVED);
1631 op->destroy (); /* free the inserted object */
1632 op = tmp;
1633 op->remove (); /* and fix old object's links */
1634 CLEAR_FLAG (op, FLAG_REMOVED);
1635 break;
1636 }
1637
1638 /* I assume combined objects have no inventory
1639 * We add the weight - this object could have just been removed
1640 * (if it was possible to merge). calling remove_ob will subtract
1641 * the weight, so we need to add it in again, since we actually do
1642 * the linking below
1643 */
1644 add_weight (this, op->weight * op->nrof);
1645 }
1646 else
1647 add_weight (this, (op->weight + op->carrying));
1648
1649 otmp = this->in_player ();
1650 if (otmp && otmp->contr)
1651 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1652 otmp->update_stats ();
1653
1654 op->map = 0;
1655 op->env = this;
1656 op->above = 0;
1657 op->below = 0;
1658 op->x = 0, op->y = 0;
1659
1660 /* reset the light list and los of the players on the map */
1661 if ((op->glow_radius != 0) && map)
1662 {
1663 #ifdef DEBUG_LIGHTS
1664 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1665 #endif /* DEBUG_LIGHTS */
1666 if (map->darkness)
1667 update_all_los (map, x, y);
1668 }
1669
1670 /* Client has no idea of ordering so lets not bother ordering it here.
1671 * It sure simplifies this function...
1672 */
1673 if (!inv)
1674 inv = op;
1675 else
1676 {
1677 op->below = inv;
1678 op->below->above = op;
1679 inv = op;
1680 }
1681
1682 INVOKE_OBJECT (INSERT, this);
1683
1684 return op;
1685 }
1686
1687 /*
1688 * Checks if any objects has a move_type that matches objects
1689 * that effect this object on this space. Call apply() to process
1690 * these events.
1691 *
1692 * Any speed-modification due to SLOW_MOVE() of other present objects
1693 * will affect the speed_left of the object.
1694 *
1695 * originator: Player, monster or other object that caused 'op' to be inserted
1696 * into 'map'. May be NULL.
1697 *
1698 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1699 *
1700 * 4-21-95 added code to check if appropriate skill was readied - this will
1701 * permit faster movement by the player through this terrain. -b.t.
1702 *
1703 * MSW 2001-07-08: Check all objects on space, not just those below
1704 * object being inserted. insert_ob_in_map may not put new objects
1705 * on top.
1706 */
1707 int
1708 check_move_on (object *op, object *originator)
1709 {
1710 object *tmp;
1711 maptile *m = op->map;
1712 int x = op->x, y = op->y;
1713
1714 MoveType move_on, move_slow, move_block;
1715
1716 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1717 return 0;
1718
1719 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1720 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1721 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1722
1723 /* if nothing on this space will slow op down or be applied,
1724 * no need to do checking below. have to make sure move_type
1725 * is set, as lots of objects don't have it set - we treat that
1726 * as walking.
1727 */
1728 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1729 return 0;
1730
1731 /* This is basically inverse logic of that below - basically,
1732 * if the object can avoid the move on or slow move, they do so,
1733 * but can't do it if the alternate movement they are using is
1734 * blocked. Logic on this seems confusing, but does seem correct.
1735 */
1736 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1737 return 0;
1738
1739 /* The objects have to be checked from top to bottom.
1740 * Hence, we first go to the top:
1741 */
1742
1743 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1744 {
1745 /* Trim the search when we find the first other spell effect
1746 * this helps performance so that if a space has 50 spell objects,
1747 * we don't need to check all of them.
1748 */
1749 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1750 break;
1751 }
1752
1753 for (; tmp; tmp = tmp->below)
1754 {
1755 if (tmp == op)
1756 continue; /* Can't apply yourself */
1757
1758 /* Check to see if one of the movement types should be slowed down.
1759 * Second check makes sure that the movement types not being slowed
1760 * (~slow_move) is not blocked on this space - just because the
1761 * space doesn't slow down swimming (for example), if you can't actually
1762 * swim on that space, can't use it to avoid the penalty.
1763 */
1764 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1765 {
1766 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1767 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1768 {
1769
1770 float
1771 diff = tmp->move_slow_penalty * FABS (op->speed);
1772
1773 if (op->type == PLAYER)
1774 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1775 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1776 diff /= 4.0;
1777
1778 op->speed_left -= diff;
1779 }
1780 }
1781
1782 /* Basically same logic as above, except now for actual apply. */
1783 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1784 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1785 {
1786 move_apply (tmp, op, originator);
1787
1788 if (op->destroyed ())
1789 return 1;
1790
1791 /* what the person/creature stepped onto has moved the object
1792 * someplace new. Don't process any further - if we did,
1793 * have a feeling strange problems would result.
1794 */
1795 if (op->map != m || op->x != x || op->y != y)
1796 return 0;
1797 }
1798 }
1799
1800 return 0;
1801 }
1802
1803 /*
1804 * present_arch(arch, map, x, y) searches for any objects with
1805 * a matching archetype at the given map and coordinates.
1806 * The first matching object is returned, or NULL if none.
1807 */
1808 object *
1809 present_arch (const archetype *at, maptile *m, int x, int y)
1810 {
1811 if (!m || out_of_map (m, x, y))
1812 {
1813 LOG (llevError, "Present_arch called outside map.\n");
1814 return NULL;
1815 }
1816
1817 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1818 if (tmp->arch == at)
1819 return tmp;
1820
1821 return NULL;
1822 }
1823
1824 /*
1825 * present(type, map, x, y) searches for any objects with
1826 * a matching type variable at the given map and coordinates.
1827 * The first matching object is returned, or NULL if none.
1828 */
1829 object *
1830 present (unsigned char type, maptile *m, int x, int y)
1831 {
1832 if (out_of_map (m, x, y))
1833 {
1834 LOG (llevError, "Present called outside map.\n");
1835 return NULL;
1836 }
1837
1838 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1839 if (tmp->type == type)
1840 return tmp;
1841
1842 return NULL;
1843 }
1844
1845 /*
1846 * present_in_ob(type, object) searches for any objects with
1847 * a matching type variable in the inventory of the given object.
1848 * The first matching object is returned, or NULL if none.
1849 */
1850 object *
1851 present_in_ob (unsigned char type, const object *op)
1852 {
1853 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1854 if (tmp->type == type)
1855 return tmp;
1856
1857 return NULL;
1858 }
1859
1860 /*
1861 * present_in_ob (type, str, object) searches for any objects with
1862 * a matching type & name variable in the inventory of the given object.
1863 * The first matching object is returned, or NULL if none.
1864 * This is mostly used by spell effect code, so that we only
1865 * have one spell effect at a time.
1866 * type can be used to narrow the search - if type is set,
1867 * the type must also match. -1 can be passed for the type,
1868 * in which case the type does not need to pass.
1869 * str is the string to match against. Note that we match against
1870 * the object name, not the archetype name. this is so that the
1871 * spell code can use one object type (force), but change it's name
1872 * to be unique.
1873 */
1874 object *
1875 present_in_ob_by_name (int type, const char *str, const object *op)
1876 {
1877 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1878 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1879 return tmp;
1880
1881 return 0;
1882 }
1883
1884 /*
1885 * present_arch_in_ob(archetype, object) searches for any objects with
1886 * a matching archetype in the inventory of the given object.
1887 * The first matching object is returned, or NULL if none.
1888 */
1889 object *
1890 present_arch_in_ob (const archetype *at, const object *op)
1891 {
1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1893 if (tmp->arch == at)
1894 return tmp;
1895
1896 return NULL;
1897 }
1898
1899 /*
1900 * activate recursively a flag on an object inventory
1901 */
1902 void
1903 flag_inv (object *op, int flag)
1904 {
1905 if (op->inv)
1906 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1907 {
1908 SET_FLAG (tmp, flag);
1909 flag_inv (tmp, flag);
1910 }
1911 }
1912
1913 /*
1914 * deactivate recursively a flag on an object inventory
1915 */
1916 void
1917 unflag_inv (object *op, int flag)
1918 {
1919 if (op->inv)
1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1921 {
1922 CLEAR_FLAG (tmp, flag);
1923 unflag_inv (tmp, flag);
1924 }
1925 }
1926
1927 /*
1928 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1929 * all it's inventory (recursively).
1930 * If checksums are used, a player will get set_cheat called for
1931 * him/her-self and all object carried by a call to this function.
1932 */
1933 void
1934 set_cheat (object *op)
1935 {
1936 SET_FLAG (op, FLAG_WAS_WIZ);
1937 flag_inv (op, FLAG_WAS_WIZ);
1938 }
1939
1940 /*
1941 * find_free_spot(object, map, x, y, start, stop) will search for
1942 * a spot at the given map and coordinates which will be able to contain
1943 * the given object. start and stop specifies how many squares
1944 * to search (see the freearr_x/y[] definition).
1945 * It returns a random choice among the alternatives found.
1946 * start and stop are where to start relative to the free_arr array (1,9
1947 * does all 4 immediate directions). This returns the index into the
1948 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1949 * Note - this only checks to see if there is space for the head of the
1950 * object - if it is a multispace object, this should be called for all
1951 * pieces.
1952 * Note2: This function does correctly handle tiled maps, but does not
1953 * inform the caller. However, insert_ob_in_map will update as
1954 * necessary, so the caller shouldn't need to do any special work.
1955 * Note - updated to take an object instead of archetype - this is necessary
1956 * because arch_blocked (now ob_blocked) needs to know the movement type
1957 * to know if the space in question will block the object. We can't use
1958 * the archetype because that isn't correct if the monster has been
1959 * customized, changed states, etc.
1960 */
1961 int
1962 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1963 {
1964 int index = 0, flag;
1965 int altern[SIZEOFFREE];
1966
1967 for (int i = start; i < stop; i++)
1968 {
1969 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1970 if (!flag)
1971 altern [index++] = i;
1972
1973 /* Basically, if we find a wall on a space, we cut down the search size.
1974 * In this way, we won't return spaces that are on another side of a wall.
1975 * This mostly work, but it cuts down the search size in all directions -
1976 * if the space being examined only has a wall to the north and empty
1977 * spaces in all the other directions, this will reduce the search space
1978 * to only the spaces immediately surrounding the target area, and
1979 * won't look 2 spaces south of the target space.
1980 */
1981 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
1982 stop = maxfree[i];
1983 }
1984
1985 if (!index)
1986 return -1;
1987
1988 return altern[RANDOM () % index];
1989 }
1990
1991 /*
1992 * find_first_free_spot(archetype, maptile, x, y) works like
1993 * find_free_spot(), but it will search max number of squares.
1994 * But it will return the first available spot, not a random choice.
1995 * Changed 0.93.2: Have it return -1 if there is no free spot available.
1996 */
1997 int
1998 find_first_free_spot (const object *ob, maptile *m, int x, int y)
1999 {
2000 for (int i = 0; i < SIZEOFFREE; i++)
2001 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2002 return i;
2003
2004 return -1;
2005 }
2006
2007 /*
2008 * The function permute(arr, begin, end) randomly reorders the array
2009 * arr[begin..end-1].
2010 * now uses a fisher-yates shuffle, old permute was broken
2011 */
2012 static void
2013 permute (int *arr, int begin, int end)
2014 {
2015 arr += begin;
2016 end -= begin;
2017
2018 while (--end)
2019 swap (arr [end], arr [RANDOM () % (end + 1)]);
2020 }
2021
2022 /* new function to make monster searching more efficient, and effective!
2023 * This basically returns a randomized array (in the passed pointer) of
2024 * the spaces to find monsters. In this way, it won't always look for
2025 * monsters to the north first. However, the size of the array passed
2026 * covers all the spaces, so within that size, all the spaces within
2027 * the 3x3 area will be searched, just not in a predictable order.
2028 */
2029 void
2030 get_search_arr (int *search_arr)
2031 {
2032 int i;
2033
2034 for (i = 0; i < SIZEOFFREE; i++)
2035 search_arr[i] = i;
2036
2037 permute (search_arr, 1, SIZEOFFREE1 + 1);
2038 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2039 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2040 }
2041
2042 /*
2043 * find_dir(map, x, y, exclude) will search some close squares in the
2044 * given map at the given coordinates for live objects.
2045 * It will not considered the object given as exclude among possible
2046 * live objects.
2047 * It returns the direction toward the first/closest live object if finds
2048 * any, otherwise 0.
2049 * Perhaps incorrectly, but I'm making the assumption that exclude
2050 * is actually want is going to try and move there. We need this info
2051 * because we have to know what movement the thing looking to move
2052 * there is capable of.
2053 */
2054 int
2055 find_dir (maptile *m, int x, int y, object *exclude)
2056 {
2057 int i, max = SIZEOFFREE, mflags;
2058
2059 sint16 nx, ny;
2060 object *tmp;
2061 maptile *mp;
2062
2063 MoveType blocked, move_type;
2064
2065 if (exclude && exclude->head)
2066 {
2067 exclude = exclude->head;
2068 move_type = exclude->move_type;
2069 }
2070 else
2071 {
2072 /* If we don't have anything, presume it can use all movement types. */
2073 move_type = MOVE_ALL;
2074 }
2075
2076 for (i = 1; i < max; i++)
2077 {
2078 mp = m;
2079 nx = x + freearr_x[i];
2080 ny = y + freearr_y[i];
2081
2082 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2083
2084 if (mflags & P_OUT_OF_MAP)
2085 max = maxfree[i];
2086 else
2087 {
2088 mapspace &ms = mp->at (nx, ny);
2089
2090 blocked = ms.move_block;
2091
2092 if ((move_type & blocked) == move_type)
2093 max = maxfree[i];
2094 else if (mflags & P_IS_ALIVE)
2095 {
2096 for (tmp = ms.bot; tmp; tmp = tmp->above)
2097 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2098 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2099 break;
2100
2101 if (tmp)
2102 return freedir[i];
2103 }
2104 }
2105 }
2106
2107 return 0;
2108 }
2109
2110 /*
2111 * distance(object 1, object 2) will return the square of the
2112 * distance between the two given objects.
2113 */
2114 int
2115 distance (const object *ob1, const object *ob2)
2116 {
2117 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2118 }
2119
2120 /*
2121 * find_dir_2(delta-x,delta-y) will return a direction in which
2122 * an object which has subtracted the x and y coordinates of another
2123 * object, needs to travel toward it.
2124 */
2125 int
2126 find_dir_2 (int x, int y)
2127 {
2128 int q;
2129
2130 if (y)
2131 q = x * 100 / y;
2132 else if (x)
2133 q = -300 * x;
2134 else
2135 return 0;
2136
2137 if (y > 0)
2138 {
2139 if (q < -242)
2140 return 3;
2141 if (q < -41)
2142 return 2;
2143 if (q < 41)
2144 return 1;
2145 if (q < 242)
2146 return 8;
2147 return 7;
2148 }
2149
2150 if (q < -242)
2151 return 7;
2152 if (q < -41)
2153 return 6;
2154 if (q < 41)
2155 return 5;
2156 if (q < 242)
2157 return 4;
2158
2159 return 3;
2160 }
2161
2162 /*
2163 * absdir(int): Returns a number between 1 and 8, which represent
2164 * the "absolute" direction of a number (it actually takes care of
2165 * "overflow" in previous calculations of a direction).
2166 */
2167
2168 int
2169 absdir (int d)
2170 {
2171 while (d < 1)
2172 d += 8;
2173
2174 while (d > 8)
2175 d -= 8;
2176
2177 return d;
2178 }
2179
2180 /*
2181 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2182 * between two directions (which are expected to be absolute (see absdir())
2183 */
2184
2185 int
2186 dirdiff (int dir1, int dir2)
2187 {
2188 int d;
2189
2190 d = abs (dir1 - dir2);
2191 if (d > 4)
2192 d = 8 - d;
2193
2194 return d;
2195 }
2196
2197 /* peterm:
2198 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2199 * Basically, this is a table of directions, and what directions
2200 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2201 * This basically means that if direction is 15, then it could either go
2202 * direction 4, 14, or 16 to get back to where we are.
2203 * Moved from spell_util.c to object.c with the other related direction
2204 * functions.
2205 */
2206 int reduction_dir[SIZEOFFREE][3] = {
2207 {0, 0, 0}, /* 0 */
2208 {0, 0, 0}, /* 1 */
2209 {0, 0, 0}, /* 2 */
2210 {0, 0, 0}, /* 3 */
2211 {0, 0, 0}, /* 4 */
2212 {0, 0, 0}, /* 5 */
2213 {0, 0, 0}, /* 6 */
2214 {0, 0, 0}, /* 7 */
2215 {0, 0, 0}, /* 8 */
2216 {8, 1, 2}, /* 9 */
2217 {1, 2, -1}, /* 10 */
2218 {2, 10, 12}, /* 11 */
2219 {2, 3, -1}, /* 12 */
2220 {2, 3, 4}, /* 13 */
2221 {3, 4, -1}, /* 14 */
2222 {4, 14, 16}, /* 15 */
2223 {5, 4, -1}, /* 16 */
2224 {4, 5, 6}, /* 17 */
2225 {6, 5, -1}, /* 18 */
2226 {6, 20, 18}, /* 19 */
2227 {7, 6, -1}, /* 20 */
2228 {6, 7, 8}, /* 21 */
2229 {7, 8, -1}, /* 22 */
2230 {8, 22, 24}, /* 23 */
2231 {8, 1, -1}, /* 24 */
2232 {24, 9, 10}, /* 25 */
2233 {9, 10, -1}, /* 26 */
2234 {10, 11, -1}, /* 27 */
2235 {27, 11, 29}, /* 28 */
2236 {11, 12, -1}, /* 29 */
2237 {12, 13, -1}, /* 30 */
2238 {12, 13, 14}, /* 31 */
2239 {13, 14, -1}, /* 32 */
2240 {14, 15, -1}, /* 33 */
2241 {33, 15, 35}, /* 34 */
2242 {16, 15, -1}, /* 35 */
2243 {17, 16, -1}, /* 36 */
2244 {18, 17, 16}, /* 37 */
2245 {18, 17, -1}, /* 38 */
2246 {18, 19, -1}, /* 39 */
2247 {41, 19, 39}, /* 40 */
2248 {19, 20, -1}, /* 41 */
2249 {20, 21, -1}, /* 42 */
2250 {20, 21, 22}, /* 43 */
2251 {21, 22, -1}, /* 44 */
2252 {23, 22, -1}, /* 45 */
2253 {45, 47, 23}, /* 46 */
2254 {23, 24, -1}, /* 47 */
2255 {24, 9, -1}
2256 }; /* 48 */
2257
2258 /* Recursive routine to step back and see if we can
2259 * find a path to that monster that we found. If not,
2260 * we don't bother going toward it. Returns 1 if we
2261 * can see a direct way to get it
2262 * Modified to be map tile aware -.MSW
2263 */
2264 int
2265 can_see_monsterP (maptile *m, int x, int y, int dir)
2266 {
2267 sint16 dx, dy;
2268 int mflags;
2269
2270 if (dir < 0)
2271 return 0; /* exit condition: invalid direction */
2272
2273 dx = x + freearr_x[dir];
2274 dy = y + freearr_y[dir];
2275
2276 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2277
2278 /* This functional arguably was incorrect before - it was
2279 * checking for P_WALL - that was basically seeing if
2280 * we could move to the monster - this is being more
2281 * literal on if we can see it. To know if we can actually
2282 * move to the monster, we'd need the monster passed in or
2283 * at least its move type.
2284 */
2285 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2286 return 0;
2287
2288 /* yes, can see. */
2289 if (dir < 9)
2290 return 1;
2291
2292 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2293 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2294 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2295 }
2296
2297 /*
2298 * can_pick(picker, item): finds out if an object is possible to be
2299 * picked up by the picker. Returnes 1 if it can be
2300 * picked up, otherwise 0.
2301 *
2302 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2303 * core dumps if they do.
2304 *
2305 * Add a check so we can't pick up invisible objects (0.93.8)
2306 */
2307
2308 int
2309 can_pick (const object *who, const object *item)
2310 {
2311 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2312 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2313 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2314 }
2315
2316 /*
2317 * create clone from object to another
2318 */
2319 object *
2320 object_create_clone (object *asrc)
2321 {
2322 object *dst = 0, *tmp, *src, *part, *prev, *item;
2323
2324 if (!asrc)
2325 return 0;
2326
2327 src = asrc;
2328 if (src->head)
2329 src = src->head;
2330
2331 prev = 0;
2332 for (part = src; part; part = part->more)
2333 {
2334 tmp = part->clone ();
2335 tmp->x -= src->x;
2336 tmp->y -= src->y;
2337
2338 if (!part->head)
2339 {
2340 dst = tmp;
2341 tmp->head = 0;
2342 }
2343 else
2344 tmp->head = dst;
2345
2346 tmp->more = 0;
2347
2348 if (prev)
2349 prev->more = tmp;
2350
2351 prev = tmp;
2352 }
2353
2354 for (item = src->inv; item; item = item->below)
2355 insert_ob_in_ob (object_create_clone (item), dst);
2356
2357 return dst;
2358 }
2359
2360 /* GROS - Creates an object using a string representing its content. */
2361 /* Basically, we save the content of the string to a temp file, then call */
2362 /* load_object on it. I admit it is a highly inefficient way to make things, */
2363 /* but it was simple to make and allows reusing the load_object function. */
2364 /* Remember not to use load_object_str in a time-critical situation. */
2365 /* Also remember that multiparts objects are not supported for now. */
2366 object *
2367 load_object_str (const char *obstr)
2368 {
2369 object *op;
2370 char filename[MAX_BUF];
2371
2372 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2373
2374 FILE *tempfile = fopen (filename, "w");
2375
2376 if (tempfile == NULL)
2377 {
2378 LOG (llevError, "Error - Unable to access load object temp file\n");
2379 return NULL;
2380 }
2381
2382 fprintf (tempfile, obstr);
2383 fclose (tempfile);
2384
2385 op = object::create ();
2386
2387 object_thawer thawer (filename);
2388
2389 if (thawer)
2390 load_object (thawer, op, 0);
2391
2392 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2393 CLEAR_FLAG (op, FLAG_REMOVED);
2394
2395 return op;
2396 }
2397
2398 /* This returns the first object in who's inventory that
2399 * has the same type and subtype match.
2400 * returns NULL if no match.
2401 */
2402 object *
2403 find_obj_by_type_subtype (const object *who, int type, int subtype)
2404 {
2405 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2406 if (tmp->type == type && tmp->subtype == subtype)
2407 return tmp;
2408
2409 return 0;
2410 }
2411
2412 /* If ob has a field named key, return the link from the list,
2413 * otherwise return NULL.
2414 *
2415 * key must be a passed in shared string - otherwise, this won't
2416 * do the desired thing.
2417 */
2418 key_value *
2419 get_ob_key_link (const object *ob, const char *key)
2420 {
2421 for (key_value *link = ob->key_values; link; link = link->next)
2422 if (link->key == key)
2423 return link;
2424
2425 return 0;
2426 }
2427
2428 /*
2429 * Returns the value of op has an extra_field for key, or NULL.
2430 *
2431 * The argument doesn't need to be a shared string.
2432 *
2433 * The returned string is shared.
2434 */
2435 const char *
2436 get_ob_key_value (const object *op, const char *const key)
2437 {
2438 key_value *link;
2439 shstr_cmp canonical_key (key);
2440
2441 if (!canonical_key)
2442 {
2443 /* 1. There being a field named key on any object
2444 * implies there'd be a shared string to find.
2445 * 2. Since there isn't, no object has this field.
2446 * 3. Therefore, *this* object doesn't have this field.
2447 */
2448 return 0;
2449 }
2450
2451 /* This is copied from get_ob_key_link() above -
2452 * only 4 lines, and saves the function call overhead.
2453 */
2454 for (link = op->key_values; link; link = link->next)
2455 if (link->key == canonical_key)
2456 return link->value;
2457
2458 return 0;
2459 }
2460
2461
2462 /*
2463 * Updates the canonical_key in op to value.
2464 *
2465 * canonical_key is a shared string (value doesn't have to be).
2466 *
2467 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2468 * keys.
2469 *
2470 * Returns TRUE on success.
2471 */
2472 int
2473 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2474 {
2475 key_value *field = NULL, *last = NULL;
2476
2477 for (field = op->key_values; field != NULL; field = field->next)
2478 {
2479 if (field->key != canonical_key)
2480 {
2481 last = field;
2482 continue;
2483 }
2484
2485 if (value)
2486 field->value = value;
2487 else
2488 {
2489 /* Basically, if the archetype has this key set,
2490 * we need to store the null value so when we save
2491 * it, we save the empty value so that when we load,
2492 * we get this value back again.
2493 */
2494 if (get_ob_key_link (&op->arch->clone, canonical_key))
2495 field->value = 0;
2496 else
2497 {
2498 if (last)
2499 last->next = field->next;
2500 else
2501 op->key_values = field->next;
2502
2503 delete field;
2504 }
2505 }
2506 return TRUE;
2507 }
2508 /* IF we get here, key doesn't exist */
2509
2510 /* No field, we'll have to add it. */
2511
2512 if (!add_key)
2513 return FALSE;
2514
2515 /* There isn't any good reason to store a null
2516 * value in the key/value list. If the archetype has
2517 * this key, then we should also have it, so shouldn't
2518 * be here. If user wants to store empty strings,
2519 * should pass in ""
2520 */
2521 if (value == NULL)
2522 return TRUE;
2523
2524 field = new key_value;
2525
2526 field->key = canonical_key;
2527 field->value = value;
2528 /* Usual prepend-addition. */
2529 field->next = op->key_values;
2530 op->key_values = field;
2531
2532 return TRUE;
2533 }
2534
2535 /*
2536 * Updates the key in op to value.
2537 *
2538 * If add_key is FALSE, this will only update existing keys,
2539 * and not add new ones.
2540 * In general, should be little reason FALSE is ever passed in for add_key
2541 *
2542 * Returns TRUE on success.
2543 */
2544 int
2545 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2546 {
2547 shstr key_ (key);
2548
2549 return set_ob_key_value_s (op, key_, value, add_key);
2550 }
2551
2552 object::depth_iterator::depth_iterator (object *container)
2553 : iterator_base (container)
2554 {
2555 while (item->inv)
2556 item = item->inv;
2557 }
2558
2559 void
2560 object::depth_iterator::next ()
2561 {
2562 if (item->below)
2563 {
2564 item = item->below;
2565
2566 while (item->inv)
2567 item = item->inv;
2568 }
2569 else
2570 item = item->env;
2571 }
2572
2573
2574 const char *
2575 object::flag_desc (char *desc, int len) const
2576 {
2577 char *p = desc;
2578 bool first = true;
2579
2580 *p = 0;
2581
2582 for (int i = 0; i < NUM_FLAGS; i++)
2583 {
2584 if (len <= 10) // magic constant!
2585 {
2586 snprintf (p, len, ",...");
2587 break;
2588 }
2589
2590 if (flag [i])
2591 {
2592 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2593 len -= cnt;
2594 p += cnt;
2595 first = false;
2596 }
2597 }
2598
2599 return desc;
2600 }
2601
2602 // return a suitable string describing an object in enough detail to find it
2603 const char *
2604 object::debug_desc (char *info) const
2605 {
2606 char flagdesc[512];
2607 char info2[256 * 4];
2608 char *p = info;
2609
2610 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2611 count, uuid.seq,
2612 &name,
2613 title ? "\",title:" : "",
2614 title ? (const char *)title : "",
2615 flag_desc (flagdesc, 512), type);
2616
2617 if (env)
2618 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2619
2620 if (map)
2621 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2622
2623 return info;
2624 }
2625
2626 const char *
2627 object::debug_desc () const
2628 {
2629 static char info[256 * 4];
2630 return debug_desc (info);
2631 }
2632