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Revision: 1.109
Committed: Sun Jan 7 21:54:59 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.108: +2 -0 lines
Log Message:
implement quit

File Contents

# 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 refcnt_inc ();
683 objects.insert (this);
684 }
685
686 void object::unlink ()
687 {
688 objects.erase (this);
689 refcnt_dec ();
690 }
691
692 void
693 object::activate ()
694 {
695 /* If already on active list, don't do anything */
696 if (active)
697 return;
698
699 if (has_active_speed ())
700 actives.insert (this);
701 }
702
703 void
704 object::activate_recursive ()
705 {
706 activate ();
707
708 for (object *op = inv; op; op = op->below)
709 op->activate_recursive ();
710 }
711
712 /* This function removes object 'op' from the list of active
713 * objects.
714 * This should only be used for style maps or other such
715 * reference maps where you don't want an object that isn't
716 * in play chewing up cpu time getting processed.
717 * The reverse of this is to call update_ob_speed, which
718 * will do the right thing based on the speed of the object.
719 */
720 void
721 object::deactivate ()
722 {
723 /* If not on the active list, nothing needs to be done */
724 if (!active)
725 return;
726
727 actives.erase (this);
728 }
729
730 void
731 object::deactivate_recursive ()
732 {
733 for (object *op = inv; op; op = op->below)
734 op->deactivate_recursive ();
735
736 deactivate ();
737 }
738
739 void
740 object::set_flag_inv (int flag, int value)
741 {
742 for (object *op = inv; op; op = op->below)
743 {
744 op->flag [flag] = value;
745 op->set_flag_inv (flag, value);
746 }
747 }
748
749 /*
750 * Remove and free all objects in the inventory of the given object.
751 * object.c ?
752 */
753 void
754 object::destroy_inv (bool drop_to_ground)
755 {
756 // need to check first, because the checks below might segfault
757 // as we might be on an invalid mapspace and crossfire code
758 // is too buggy to ensure that the inventory is empty.
759 // corollary: if you create arrows etc. with stuff in tis inventory,
760 // cf will crash below with off-map x and y
761 if (!inv)
762 return;
763
764 /* Only if the space blocks everything do we not process -
765 * if some form of movement is allowed, let objects
766 * drop on that space.
767 */
768 if (!drop_to_ground
769 || !map
770 || map->in_memory != MAP_IN_MEMORY
771 || ms ().move_block == MOVE_ALL)
772 {
773 while (inv)
774 {
775 inv->destroy_inv (drop_to_ground);
776 inv->destroy ();
777 }
778 }
779 else
780 { /* Put objects in inventory onto this space */
781 while (inv)
782 {
783 object *op = inv;
784
785 if (op->flag [FLAG_STARTEQUIP]
786 || op->flag [FLAG_NO_DROP]
787 || op->type == RUNE
788 || op->type == TRAP
789 || op->flag [FLAG_IS_A_TEMPLATE])
790 op->destroy ();
791 else
792 map->insert (op, x, y);
793 }
794 }
795 }
796
797 object *object::create ()
798 {
799 object *op = new object;
800 op->link ();
801 return op;
802 }
803
804 void
805 object::do_destroy ()
806 {
807 if (flag [FLAG_IS_LINKED])
808 remove_button_link (this);
809
810 if (flag [FLAG_FRIENDLY])
811 remove_friendly_object (this);
812
813 if (!flag [FLAG_REMOVED])
814 remove ();
815
816 if (flag [FLAG_FREED])
817 return;
818
819 set_speed (0);
820
821 flag [FLAG_FREED] = 1;
822
823 attachable::do_destroy ();
824
825 destroy_inv (true);
826 unlink ();
827
828 // hack to ensure that freed objects still have a valid map
829 {
830 static maptile *freed_map; // freed objects are moved here to avoid crashes
831
832 if (!freed_map)
833 {
834 freed_map = new maptile;
835
836 freed_map->name = "/internal/freed_objects_map";
837 freed_map->width = 3;
838 freed_map->height = 3;
839
840 freed_map->alloc ();
841 freed_map->in_memory = MAP_IN_MEMORY;
842 }
843
844 map = freed_map;
845 x = 1;
846 y = 1;
847 }
848
849 head = 0;
850
851 if (more)
852 {
853 more->destroy ();
854 more = 0;
855 }
856
857 // clear those pointers that likely might have circular references to us
858 owner = 0;
859 enemy = 0;
860 attacked_by = 0;
861 }
862
863 void
864 object::destroy (bool destroy_inventory)
865 {
866 if (destroyed ())
867 return;
868
869 if (destroy_inventory)
870 destroy_inv (false);
871
872 attachable::destroy ();
873 }
874
875 /*
876 * sub_weight() recursively (outwards) subtracts a number from the
877 * weight of an object (and what is carried by it's environment(s)).
878 */
879 void
880 sub_weight (object *op, signed long weight)
881 {
882 while (op != NULL)
883 {
884 if (op->type == CONTAINER)
885 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
886
887 op->carrying -= weight;
888 op = op->env;
889 }
890 }
891
892 /* op->remove ():
893 * This function removes the object op from the linked list of objects
894 * which it is currently tied to. When this function is done, the
895 * object will have no environment. If the object previously had an
896 * environment, the x and y coordinates will be updated to
897 * the previous environment.
898 * Beware: This function is called from the editor as well!
899 */
900 void
901 object::remove ()
902 {
903 object *tmp, *last = 0;
904 object *otmp;
905
906 if (QUERY_FLAG (this, FLAG_REMOVED))
907 return;
908
909 SET_FLAG (this, FLAG_REMOVED);
910 INVOKE_OBJECT (REMOVE, this);
911
912 if (more)
913 more->remove ();
914
915 /*
916 * In this case, the object to be removed is in someones
917 * inventory.
918 */
919 if (env)
920 {
921 if (nrof)
922 sub_weight (env, weight * nrof);
923 else
924 sub_weight (env, weight + carrying);
925
926 /* NO_FIX_PLAYER is set when a great many changes are being
927 * made to players inventory. If set, avoiding the call
928 * to save cpu time.
929 */
930 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
931 otmp->update_stats ();
932
933 if (above)
934 above->below = below;
935 else
936 env->inv = below;
937
938 if (below)
939 below->above = above;
940
941 /* we set up values so that it could be inserted into
942 * the map, but we don't actually do that - it is up
943 * to the caller to decide what we want to do.
944 */
945 x = env->x, y = env->y;
946 map = env->map;
947 above = 0, below = 0;
948 env = 0;
949 }
950 else if (map)
951 {
952 if (type == PLAYER)
953 {
954 --map->players;
955 map->touch ();
956 }
957
958 map->dirty = true;
959
960 /* link the object above us */
961 if (above)
962 above->below = below;
963 else
964 map->at (x, y).top = below; /* we were top, set new top */
965
966 /* Relink the object below us, if there is one */
967 if (below)
968 below->above = above;
969 else
970 {
971 /* Nothing below, which means we need to relink map object for this space
972 * use translated coordinates in case some oddness with map tiling is
973 * evident
974 */
975 if (GET_MAP_OB (map, x, y) != this)
976 {
977 char *dump = dump_object (this);
978 LOG (llevError,
979 "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);
980 free (dump);
981 dump = dump_object (GET_MAP_OB (map, x, y));
982 LOG (llevError, "%s\n", dump);
983 free (dump);
984 }
985
986 map->at (x, y).bot = above; /* goes on above it. */
987 }
988
989 above = 0;
990 below = 0;
991
992 if (map->in_memory == MAP_SAVING)
993 return;
994
995 int check_walk_off = !flag [FLAG_NO_APPLY];
996
997 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
998 {
999 /* No point updating the players look faces if he is the object
1000 * being removed.
1001 */
1002
1003 if (tmp->type == PLAYER && tmp != this)
1004 {
1005 /* If a container that the player is currently using somehow gets
1006 * removed (most likely destroyed), update the player view
1007 * appropriately.
1008 */
1009 if (tmp->container == this)
1010 {
1011 flag [FLAG_APPLIED] = 0;
1012 tmp->container = 0;
1013 }
1014
1015 if (tmp->contr->ns)
1016 tmp->contr->ns->floorbox_update ();
1017 }
1018
1019 /* See if object moving off should effect something */
1020 if (check_walk_off
1021 && ((move_type & tmp->move_off)
1022 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1023 {
1024 move_apply (tmp, this, 0);
1025
1026 if (destroyed ())
1027 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1028 }
1029
1030 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1031 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1032 if (tmp->above == tmp)
1033 tmp->above = 0;
1034
1035 last = tmp;
1036 }
1037
1038 /* last == NULL if there are no objects on this space */
1039 //TODO: this makes little sense, why only update the topmost object?
1040 if (!last)
1041 map->at (x, y).flags_ = 0;
1042 else
1043 update_object (last, UP_OBJ_REMOVE);
1044
1045 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1046 update_all_los (map, x, y);
1047 }
1048 }
1049
1050 /*
1051 * merge_ob(op,top):
1052 *
1053 * This function goes through all objects below and including top, and
1054 * merges op to the first matching object.
1055 * If top is NULL, it is calculated.
1056 * Returns pointer to object if it succeded in the merge, otherwise NULL
1057 */
1058 object *
1059 merge_ob (object *op, object *top)
1060 {
1061 if (!op->nrof)
1062 return 0;
1063
1064 if (top)
1065 for (top = op; top && top->above; top = top->above)
1066 ;
1067
1068 for (; top; top = top->below)
1069 {
1070 if (top == op)
1071 continue;
1072
1073 if (object::can_merge (op, top))
1074 {
1075 top->nrof += op->nrof;
1076
1077 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1078 op->weight = 0; /* Don't want any adjustements now */
1079 op->destroy ();
1080 return top;
1081 }
1082 }
1083
1084 return 0;
1085 }
1086
1087 /*
1088 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1089 * job preparing multi-part monsters
1090 */
1091 object *
1092 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1093 {
1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1095 {
1096 tmp->x = x + tmp->arch->clone.x;
1097 tmp->y = y + tmp->arch->clone.y;
1098 }
1099
1100 return insert_ob_in_map (op, m, originator, flag);
1101 }
1102
1103 /*
1104 * insert_ob_in_map (op, map, originator, flag):
1105 * This function inserts the object in the two-way linked list
1106 * which represents what is on a map.
1107 * The second argument specifies the map, and the x and y variables
1108 * in the object about to be inserted specifies the position.
1109 *
1110 * originator: Player, monster or other object that caused 'op' to be inserted
1111 * into 'map'. May be NULL.
1112 *
1113 * flag is a bitmask about special things to do (or not do) when this
1114 * function is called. see the object.h file for the INS_ values.
1115 * Passing 0 for flag gives proper default values, so flag really only needs
1116 * to be set if special handling is needed.
1117 *
1118 * Return value:
1119 * new object if 'op' was merged with other object
1120 * NULL if 'op' was destroyed
1121 * just 'op' otherwise
1122 */
1123 object *
1124 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1125 {
1126 object *tmp, *top, *floor = NULL;
1127 sint16 x, y;
1128
1129 if (QUERY_FLAG (op, FLAG_FREED))
1130 {
1131 LOG (llevError, "Trying to insert freed object!\n");
1132 return NULL;
1133 }
1134
1135 if (!m)
1136 {
1137 char *dump = dump_object (op);
1138 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1139 free (dump);
1140 return op;
1141 }
1142
1143 if (out_of_map (m, op->x, op->y))
1144 {
1145 char *dump = dump_object (op);
1146 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1147 #ifdef MANY_CORES
1148 /* Better to catch this here, as otherwise the next use of this object
1149 * is likely to cause a crash. Better to find out where it is getting
1150 * improperly inserted.
1151 */
1152 abort ();
1153 #endif
1154 free (dump);
1155 return op;
1156 }
1157
1158 if (!QUERY_FLAG (op, FLAG_REMOVED))
1159 {
1160 char *dump = dump_object (op);
1161 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1162 free (dump);
1163 return op;
1164 }
1165
1166 if (op->more)
1167 {
1168 /* The part may be on a different map. */
1169
1170 object *more = op->more;
1171
1172 /* We really need the caller to normalise coordinates - if
1173 * we set the map, that doesn't work if the location is within
1174 * a map and this is straddling an edge. So only if coordinate
1175 * is clear wrong do we normalise it.
1176 */
1177 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1178 more->map = get_map_from_coord (m, &more->x, &more->y);
1179 else if (!more->map)
1180 {
1181 /* For backwards compatibility - when not dealing with tiled maps,
1182 * more->map should always point to the parent.
1183 */
1184 more->map = m;
1185 }
1186
1187 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1188 {
1189 if (!op->head)
1190 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1191
1192 return 0;
1193 }
1194 }
1195
1196 CLEAR_FLAG (op, FLAG_REMOVED);
1197
1198 /* Ideally, the caller figures this out. However, it complicates a lot
1199 * of areas of callers (eg, anything that uses find_free_spot would now
1200 * need extra work
1201 */
1202 op->map = get_map_from_coord (m, &op->x, &op->y);
1203 x = op->x;
1204 y = op->y;
1205
1206 /* this has to be done after we translate the coordinates.
1207 */
1208 if (op->nrof && !(flag & INS_NO_MERGE))
1209 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1210 if (object::can_merge (op, tmp))
1211 {
1212 op->nrof += tmp->nrof;
1213 tmp->destroy ();
1214 }
1215
1216 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1217 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1218
1219 if (!QUERY_FLAG (op, FLAG_ALIVE))
1220 CLEAR_FLAG (op, FLAG_NO_STEAL);
1221
1222 if (flag & INS_BELOW_ORIGINATOR)
1223 {
1224 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1225 {
1226 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1227 abort ();
1228 }
1229
1230 op->above = originator;
1231 op->below = originator->below;
1232
1233 if (op->below)
1234 op->below->above = op;
1235 else
1236 op->ms ().bot = op;
1237
1238 /* since *below* originator, no need to update top */
1239 originator->below = op;
1240 }
1241 else
1242 {
1243 /* If there are other objects, then */
1244 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1245 {
1246 object *last = 0;
1247
1248 /*
1249 * If there are multiple objects on this space, we do some trickier handling.
1250 * We've already dealt with merging if appropriate.
1251 * Generally, we want to put the new object on top. But if
1252 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1253 * floor, we want to insert above that and no further.
1254 * Also, if there are spell objects on this space, we stop processing
1255 * once we get to them. This reduces the need to traverse over all of
1256 * them when adding another one - this saves quite a bit of cpu time
1257 * when lots of spells are cast in one area. Currently, it is presumed
1258 * that flying non pickable objects are spell objects.
1259 */
1260 while (top)
1261 {
1262 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1263 floor = top;
1264
1265 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1266 {
1267 /* We insert above top, so we want this object below this */
1268 top = top->below;
1269 break;
1270 }
1271
1272 last = top;
1273 top = top->above;
1274 }
1275
1276 /* Don't want top to be NULL, so set it to the last valid object */
1277 top = last;
1278
1279 /* We let update_position deal with figuring out what the space
1280 * looks like instead of lots of conditions here.
1281 * makes things faster, and effectively the same result.
1282 */
1283
1284 /* Have object 'fall below' other objects that block view.
1285 * Unless those objects are exits, type 66
1286 * If INS_ON_TOP is used, don't do this processing
1287 * Need to find the object that in fact blocks view, otherwise
1288 * stacking is a bit odd.
1289 */
1290 if (!(flag & INS_ON_TOP) &&
1291 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1292 {
1293 for (last = top; last != floor; last = last->below)
1294 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1295 break;
1296 /* Check to see if we found the object that blocks view,
1297 * and make sure we have a below pointer for it so that
1298 * we can get inserted below this one, which requires we
1299 * set top to the object below us.
1300 */
1301 if (last && last->below && last != floor)
1302 top = last->below;
1303 }
1304 } /* If objects on this space */
1305
1306 if (flag & INS_MAP_LOAD)
1307 top = GET_MAP_TOP (op->map, op->x, op->y);
1308
1309 if (flag & INS_ABOVE_FLOOR_ONLY)
1310 top = floor;
1311
1312 /* Top is the object that our object (op) is going to get inserted above.
1313 */
1314
1315 /* First object on this space */
1316 if (!top)
1317 {
1318 op->above = GET_MAP_OB (op->map, op->x, op->y);
1319
1320 if (op->above)
1321 op->above->below = op;
1322
1323 op->below = 0;
1324 op->ms ().bot = op;
1325 }
1326 else
1327 { /* get inserted into the stack above top */
1328 op->above = top->above;
1329
1330 if (op->above)
1331 op->above->below = op;
1332
1333 op->below = top;
1334 top->above = op;
1335 }
1336
1337 if (!op->above)
1338 op->ms ().top = op;
1339 } /* else not INS_BELOW_ORIGINATOR */
1340
1341 if (op->type == PLAYER)
1342 {
1343 op->contr->do_los = 1;
1344 ++op->map->players;
1345 op->map->touch ();
1346 }
1347
1348 op->map->dirty = true;
1349
1350 /* If we have a floor, we know the player, if any, will be above
1351 * it, so save a few ticks and start from there.
1352 */
1353 if (!(flag & INS_MAP_LOAD))
1354 if (object *pl = op->ms ().player ())
1355 if (pl->contr->ns)
1356 pl->contr->ns->floorbox_update ();
1357
1358 /* If this object glows, it may affect lighting conditions that are
1359 * visible to others on this map. But update_all_los is really
1360 * an inefficient way to do this, as it means los for all players
1361 * on the map will get recalculated. The players could very well
1362 * be far away from this change and not affected in any way -
1363 * this should get redone to only look for players within range,
1364 * or just updating the P_UPTODATE for spaces within this area
1365 * of effect may be sufficient.
1366 */
1367 if (op->map->darkness && (op->glow_radius != 0))
1368 update_all_los (op->map, op->x, op->y);
1369
1370 /* updates flags (blocked, alive, no magic, etc) for this map space */
1371 update_object (op, UP_OBJ_INSERT);
1372
1373 INVOKE_OBJECT (INSERT, op);
1374
1375 /* Don't know if moving this to the end will break anything. However,
1376 * we want to have floorbox_update called before calling this.
1377 *
1378 * check_move_on() must be after this because code called from
1379 * check_move_on() depends on correct map flags (so functions like
1380 * blocked() and wall() work properly), and these flags are updated by
1381 * update_object().
1382 */
1383
1384 /* if this is not the head or flag has been passed, don't check walk on status */
1385 if (!(flag & INS_NO_WALK_ON) && !op->head)
1386 {
1387 if (check_move_on (op, originator))
1388 return 0;
1389
1390 /* If we are a multi part object, lets work our way through the check
1391 * walk on's.
1392 */
1393 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1394 if (check_move_on (tmp, originator))
1395 return 0;
1396 }
1397
1398 return op;
1399 }
1400
1401 /* this function inserts an object in the map, but if it
1402 * finds an object of its own type, it'll remove that one first.
1403 * op is the object to insert it under: supplies x and the map.
1404 */
1405 void
1406 replace_insert_ob_in_map (const char *arch_string, object *op)
1407 {
1408 object *tmp, *tmp1;
1409
1410 /* first search for itself and remove any old instances */
1411
1412 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1413 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1414 tmp->destroy ();
1415
1416 tmp1 = arch_to_object (archetype::find (arch_string));
1417
1418 tmp1->x = op->x;
1419 tmp1->y = op->y;
1420 insert_ob_in_map (tmp1, op->map, op, 0);
1421 }
1422
1423 object *
1424 object::insert_at (object *where, object *originator, int flags)
1425 {
1426 where->map->insert (this, where->x, where->y, originator, flags);
1427 }
1428
1429 /*
1430 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1431 * is returned contains nr objects, and the remaining parts contains
1432 * the rest (or is removed and freed if that number is 0).
1433 * On failure, NULL is returned, and the reason put into the
1434 * global static errmsg array.
1435 */
1436 object *
1437 get_split_ob (object *orig_ob, uint32 nr)
1438 {
1439 object *newob;
1440 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1441
1442 if (orig_ob->nrof < nr)
1443 {
1444 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1445 return NULL;
1446 }
1447
1448 newob = object_create_clone (orig_ob);
1449
1450 if ((orig_ob->nrof -= nr) < 1)
1451 orig_ob->destroy (1);
1452 else if (!is_removed)
1453 {
1454 if (orig_ob->env != NULL)
1455 sub_weight (orig_ob->env, orig_ob->weight * nr);
1456 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1457 {
1458 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1459 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1460 return NULL;
1461 }
1462 }
1463
1464 newob->nrof = nr;
1465
1466 return newob;
1467 }
1468
1469 /*
1470 * decrease_ob_nr(object, number) decreases a specified number from
1471 * the amount of an object. If the amount reaches 0, the object
1472 * is subsequently removed and freed.
1473 *
1474 * Return value: 'op' if something is left, NULL if the amount reached 0
1475 */
1476
1477 object *
1478 decrease_ob_nr (object *op, uint32 i)
1479 {
1480 object *tmp;
1481
1482 if (i == 0) /* objects with op->nrof require this check */
1483 return op;
1484
1485 if (i > op->nrof)
1486 i = op->nrof;
1487
1488 if (QUERY_FLAG (op, FLAG_REMOVED))
1489 op->nrof -= i;
1490 else if (op->env)
1491 {
1492 /* is this object in the players inventory, or sub container
1493 * therein?
1494 */
1495 tmp = op->in_player ();
1496 /* nope. Is this a container the player has opened?
1497 * If so, set tmp to that player.
1498 * IMO, searching through all the players will mostly
1499 * likely be quicker than following op->env to the map,
1500 * and then searching the map for a player.
1501 */
1502 if (!tmp)
1503 for_all_players (pl)
1504 if (pl->ob->container == op->env)
1505 {
1506 tmp = pl->ob;
1507 break;
1508 }
1509
1510 if (i < op->nrof)
1511 {
1512 sub_weight (op->env, op->weight * i);
1513 op->nrof -= i;
1514 if (tmp)
1515 esrv_send_item (tmp, op);
1516 }
1517 else
1518 {
1519 op->remove ();
1520 op->nrof = 0;
1521 if (tmp)
1522 esrv_del_item (tmp->contr, op->count);
1523 }
1524 }
1525 else
1526 {
1527 object *above = op->above;
1528
1529 if (i < op->nrof)
1530 op->nrof -= i;
1531 else
1532 {
1533 op->remove ();
1534 op->nrof = 0;
1535 }
1536
1537 /* Since we just removed op, op->above is null */
1538 for (tmp = above; tmp; tmp = tmp->above)
1539 if (tmp->type == PLAYER)
1540 {
1541 if (op->nrof)
1542 esrv_send_item (tmp, op);
1543 else
1544 esrv_del_item (tmp->contr, op->count);
1545 }
1546 }
1547
1548 if (op->nrof)
1549 return op;
1550 else
1551 {
1552 op->destroy ();
1553 return 0;
1554 }
1555 }
1556
1557 /*
1558 * add_weight(object, weight) adds the specified weight to an object,
1559 * and also updates how much the environment(s) is/are carrying.
1560 */
1561
1562 void
1563 add_weight (object *op, signed long weight)
1564 {
1565 while (op != NULL)
1566 {
1567 if (op->type == CONTAINER)
1568 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1569
1570 op->carrying += weight;
1571 op = op->env;
1572 }
1573 }
1574
1575 object *
1576 insert_ob_in_ob (object *op, object *where)
1577 {
1578 if (!where)
1579 {
1580 char *dump = dump_object (op);
1581 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1582 free (dump);
1583 return op;
1584 }
1585
1586 if (where->head)
1587 {
1588 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1589 where = where->head;
1590 }
1591
1592 return where->insert (op);
1593 }
1594
1595 /*
1596 * env->insert (op)
1597 * This function inserts the object op in the linked list
1598 * inside the object environment.
1599 *
1600 * The function returns now pointer to inserted item, and return value can
1601 * be != op, if items are merged. -Tero
1602 */
1603
1604 object *
1605 object::insert (object *op)
1606 {
1607 object *tmp, *otmp;
1608
1609 if (!QUERY_FLAG (op, FLAG_REMOVED))
1610 op->remove ();
1611
1612 if (op->more)
1613 {
1614 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1615 return op;
1616 }
1617
1618 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1619 CLEAR_FLAG (op, FLAG_REMOVED);
1620 if (op->nrof)
1621 {
1622 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1623 if (object::can_merge (tmp, op))
1624 {
1625 /* return the original object and remove inserted object
1626 (client needs the original object) */
1627 tmp->nrof += op->nrof;
1628 /* Weight handling gets pretty funky. Since we are adding to
1629 * tmp->nrof, we need to increase the weight.
1630 */
1631 add_weight (this, op->weight * op->nrof);
1632 SET_FLAG (op, FLAG_REMOVED);
1633 op->destroy (); /* free the inserted object */
1634 op = tmp;
1635 op->remove (); /* and fix old object's links */
1636 CLEAR_FLAG (op, FLAG_REMOVED);
1637 break;
1638 }
1639
1640 /* I assume combined objects have no inventory
1641 * We add the weight - this object could have just been removed
1642 * (if it was possible to merge). calling remove_ob will subtract
1643 * the weight, so we need to add it in again, since we actually do
1644 * the linking below
1645 */
1646 add_weight (this, op->weight * op->nrof);
1647 }
1648 else
1649 add_weight (this, (op->weight + op->carrying));
1650
1651 otmp = this->in_player ();
1652 if (otmp && otmp->contr)
1653 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1654 otmp->update_stats ();
1655
1656 op->map = 0;
1657 op->env = this;
1658 op->above = 0;
1659 op->below = 0;
1660 op->x = 0, op->y = 0;
1661
1662 /* reset the light list and los of the players on the map */
1663 if ((op->glow_radius != 0) && map)
1664 {
1665 #ifdef DEBUG_LIGHTS
1666 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1667 #endif /* DEBUG_LIGHTS */
1668 if (map->darkness)
1669 update_all_los (map, x, y);
1670 }
1671
1672 /* Client has no idea of ordering so lets not bother ordering it here.
1673 * It sure simplifies this function...
1674 */
1675 if (!inv)
1676 inv = op;
1677 else
1678 {
1679 op->below = inv;
1680 op->below->above = op;
1681 inv = op;
1682 }
1683
1684 INVOKE_OBJECT (INSERT, this);
1685
1686 return op;
1687 }
1688
1689 /*
1690 * Checks if any objects has a move_type that matches objects
1691 * that effect this object on this space. Call apply() to process
1692 * these events.
1693 *
1694 * Any speed-modification due to SLOW_MOVE() of other present objects
1695 * will affect the speed_left of the object.
1696 *
1697 * originator: Player, monster or other object that caused 'op' to be inserted
1698 * into 'map'. May be NULL.
1699 *
1700 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1701 *
1702 * 4-21-95 added code to check if appropriate skill was readied - this will
1703 * permit faster movement by the player through this terrain. -b.t.
1704 *
1705 * MSW 2001-07-08: Check all objects on space, not just those below
1706 * object being inserted. insert_ob_in_map may not put new objects
1707 * on top.
1708 */
1709 int
1710 check_move_on (object *op, object *originator)
1711 {
1712 object *tmp;
1713 maptile *m = op->map;
1714 int x = op->x, y = op->y;
1715
1716 MoveType move_on, move_slow, move_block;
1717
1718 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1719 return 0;
1720
1721 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1722 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1723 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1724
1725 /* if nothing on this space will slow op down or be applied,
1726 * no need to do checking below. have to make sure move_type
1727 * is set, as lots of objects don't have it set - we treat that
1728 * as walking.
1729 */
1730 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1731 return 0;
1732
1733 /* This is basically inverse logic of that below - basically,
1734 * if the object can avoid the move on or slow move, they do so,
1735 * but can't do it if the alternate movement they are using is
1736 * blocked. Logic on this seems confusing, but does seem correct.
1737 */
1738 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1739 return 0;
1740
1741 /* The objects have to be checked from top to bottom.
1742 * Hence, we first go to the top:
1743 */
1744
1745 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1746 {
1747 /* Trim the search when we find the first other spell effect
1748 * this helps performance so that if a space has 50 spell objects,
1749 * we don't need to check all of them.
1750 */
1751 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1752 break;
1753 }
1754
1755 for (; tmp; tmp = tmp->below)
1756 {
1757 if (tmp == op)
1758 continue; /* Can't apply yourself */
1759
1760 /* Check to see if one of the movement types should be slowed down.
1761 * Second check makes sure that the movement types not being slowed
1762 * (~slow_move) is not blocked on this space - just because the
1763 * space doesn't slow down swimming (for example), if you can't actually
1764 * swim on that space, can't use it to avoid the penalty.
1765 */
1766 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1767 {
1768 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1769 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1770 {
1771
1772 float
1773 diff = tmp->move_slow_penalty * FABS (op->speed);
1774
1775 if (op->type == PLAYER)
1776 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1777 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1778 diff /= 4.0;
1779
1780 op->speed_left -= diff;
1781 }
1782 }
1783
1784 /* Basically same logic as above, except now for actual apply. */
1785 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1786 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1787 {
1788 move_apply (tmp, op, originator);
1789
1790 if (op->destroyed ())
1791 return 1;
1792
1793 /* what the person/creature stepped onto has moved the object
1794 * someplace new. Don't process any further - if we did,
1795 * have a feeling strange problems would result.
1796 */
1797 if (op->map != m || op->x != x || op->y != y)
1798 return 0;
1799 }
1800 }
1801
1802 return 0;
1803 }
1804
1805 /*
1806 * present_arch(arch, map, x, y) searches for any objects with
1807 * a matching archetype at the given map and coordinates.
1808 * The first matching object is returned, or NULL if none.
1809 */
1810 object *
1811 present_arch (const archetype *at, maptile *m, int x, int y)
1812 {
1813 if (!m || out_of_map (m, x, y))
1814 {
1815 LOG (llevError, "Present_arch called outside map.\n");
1816 return NULL;
1817 }
1818
1819 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1820 if (tmp->arch == at)
1821 return tmp;
1822
1823 return NULL;
1824 }
1825
1826 /*
1827 * present(type, map, x, y) searches for any objects with
1828 * a matching type variable at the given map and coordinates.
1829 * The first matching object is returned, or NULL if none.
1830 */
1831 object *
1832 present (unsigned char type, maptile *m, int x, int y)
1833 {
1834 if (out_of_map (m, x, y))
1835 {
1836 LOG (llevError, "Present called outside map.\n");
1837 return NULL;
1838 }
1839
1840 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1841 if (tmp->type == type)
1842 return tmp;
1843
1844 return NULL;
1845 }
1846
1847 /*
1848 * present_in_ob(type, object) searches for any objects with
1849 * a matching type variable in the inventory of the given object.
1850 * The first matching object is returned, or NULL if none.
1851 */
1852 object *
1853 present_in_ob (unsigned char type, const object *op)
1854 {
1855 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1856 if (tmp->type == type)
1857 return tmp;
1858
1859 return NULL;
1860 }
1861
1862 /*
1863 * present_in_ob (type, str, object) searches for any objects with
1864 * a matching type & name variable in the inventory of the given object.
1865 * The first matching object is returned, or NULL if none.
1866 * This is mostly used by spell effect code, so that we only
1867 * have one spell effect at a time.
1868 * type can be used to narrow the search - if type is set,
1869 * the type must also match. -1 can be passed for the type,
1870 * in which case the type does not need to pass.
1871 * str is the string to match against. Note that we match against
1872 * the object name, not the archetype name. this is so that the
1873 * spell code can use one object type (force), but change it's name
1874 * to be unique.
1875 */
1876 object *
1877 present_in_ob_by_name (int type, const char *str, const object *op)
1878 {
1879 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1880 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1881 return tmp;
1882
1883 return 0;
1884 }
1885
1886 /*
1887 * present_arch_in_ob(archetype, object) searches for any objects with
1888 * a matching archetype in the inventory of the given object.
1889 * The first matching object is returned, or NULL if none.
1890 */
1891 object *
1892 present_arch_in_ob (const archetype *at, const object *op)
1893 {
1894 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1895 if (tmp->arch == at)
1896 return tmp;
1897
1898 return NULL;
1899 }
1900
1901 /*
1902 * activate recursively a flag on an object inventory
1903 */
1904 void
1905 flag_inv (object *op, int flag)
1906 {
1907 if (op->inv)
1908 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1909 {
1910 SET_FLAG (tmp, flag);
1911 flag_inv (tmp, flag);
1912 }
1913 }
1914
1915 /*
1916 * deactivate recursively a flag on an object inventory
1917 */
1918 void
1919 unflag_inv (object *op, int flag)
1920 {
1921 if (op->inv)
1922 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 {
1924 CLEAR_FLAG (tmp, flag);
1925 unflag_inv (tmp, flag);
1926 }
1927 }
1928
1929 /*
1930 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1931 * all it's inventory (recursively).
1932 * If checksums are used, a player will get set_cheat called for
1933 * him/her-self and all object carried by a call to this function.
1934 */
1935 void
1936 set_cheat (object *op)
1937 {
1938 SET_FLAG (op, FLAG_WAS_WIZ);
1939 flag_inv (op, FLAG_WAS_WIZ);
1940 }
1941
1942 /*
1943 * find_free_spot(object, map, x, y, start, stop) will search for
1944 * a spot at the given map and coordinates which will be able to contain
1945 * the given object. start and stop specifies how many squares
1946 * to search (see the freearr_x/y[] definition).
1947 * It returns a random choice among the alternatives found.
1948 * start and stop are where to start relative to the free_arr array (1,9
1949 * does all 4 immediate directions). This returns the index into the
1950 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1951 * Note - this only checks to see if there is space for the head of the
1952 * object - if it is a multispace object, this should be called for all
1953 * pieces.
1954 * Note2: This function does correctly handle tiled maps, but does not
1955 * inform the caller. However, insert_ob_in_map will update as
1956 * necessary, so the caller shouldn't need to do any special work.
1957 * Note - updated to take an object instead of archetype - this is necessary
1958 * because arch_blocked (now ob_blocked) needs to know the movement type
1959 * to know if the space in question will block the object. We can't use
1960 * the archetype because that isn't correct if the monster has been
1961 * customized, changed states, etc.
1962 */
1963 int
1964 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1965 {
1966 int index = 0, flag;
1967 int altern[SIZEOFFREE];
1968
1969 for (int i = start; i < stop; i++)
1970 {
1971 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1972 if (!flag)
1973 altern [index++] = i;
1974
1975 /* Basically, if we find a wall on a space, we cut down the search size.
1976 * In this way, we won't return spaces that are on another side of a wall.
1977 * This mostly work, but it cuts down the search size in all directions -
1978 * if the space being examined only has a wall to the north and empty
1979 * spaces in all the other directions, this will reduce the search space
1980 * to only the spaces immediately surrounding the target area, and
1981 * won't look 2 spaces south of the target space.
1982 */
1983 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
1984 stop = maxfree[i];
1985 }
1986
1987 if (!index)
1988 return -1;
1989
1990 return altern[RANDOM () % index];
1991 }
1992
1993 /*
1994 * find_first_free_spot(archetype, maptile, x, y) works like
1995 * find_free_spot(), but it will search max number of squares.
1996 * But it will return the first available spot, not a random choice.
1997 * Changed 0.93.2: Have it return -1 if there is no free spot available.
1998 */
1999 int
2000 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2001 {
2002 for (int i = 0; i < SIZEOFFREE; i++)
2003 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2004 return i;
2005
2006 return -1;
2007 }
2008
2009 /*
2010 * The function permute(arr, begin, end) randomly reorders the array
2011 * arr[begin..end-1].
2012 * now uses a fisher-yates shuffle, old permute was broken
2013 */
2014 static void
2015 permute (int *arr, int begin, int end)
2016 {
2017 arr += begin;
2018 end -= begin;
2019
2020 while (--end)
2021 swap (arr [end], arr [RANDOM () % (end + 1)]);
2022 }
2023
2024 /* new function to make monster searching more efficient, and effective!
2025 * This basically returns a randomized array (in the passed pointer) of
2026 * the spaces to find monsters. In this way, it won't always look for
2027 * monsters to the north first. However, the size of the array passed
2028 * covers all the spaces, so within that size, all the spaces within
2029 * the 3x3 area will be searched, just not in a predictable order.
2030 */
2031 void
2032 get_search_arr (int *search_arr)
2033 {
2034 int i;
2035
2036 for (i = 0; i < SIZEOFFREE; i++)
2037 search_arr[i] = i;
2038
2039 permute (search_arr, 1, SIZEOFFREE1 + 1);
2040 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2041 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2042 }
2043
2044 /*
2045 * find_dir(map, x, y, exclude) will search some close squares in the
2046 * given map at the given coordinates for live objects.
2047 * It will not considered the object given as exclude among possible
2048 * live objects.
2049 * It returns the direction toward the first/closest live object if finds
2050 * any, otherwise 0.
2051 * Perhaps incorrectly, but I'm making the assumption that exclude
2052 * is actually want is going to try and move there. We need this info
2053 * because we have to know what movement the thing looking to move
2054 * there is capable of.
2055 */
2056 int
2057 find_dir (maptile *m, int x, int y, object *exclude)
2058 {
2059 int i, max = SIZEOFFREE, mflags;
2060
2061 sint16 nx, ny;
2062 object *tmp;
2063 maptile *mp;
2064
2065 MoveType blocked, move_type;
2066
2067 if (exclude && exclude->head)
2068 {
2069 exclude = exclude->head;
2070 move_type = exclude->move_type;
2071 }
2072 else
2073 {
2074 /* If we don't have anything, presume it can use all movement types. */
2075 move_type = MOVE_ALL;
2076 }
2077
2078 for (i = 1; i < max; i++)
2079 {
2080 mp = m;
2081 nx = x + freearr_x[i];
2082 ny = y + freearr_y[i];
2083
2084 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2085
2086 if (mflags & P_OUT_OF_MAP)
2087 max = maxfree[i];
2088 else
2089 {
2090 mapspace &ms = mp->at (nx, ny);
2091
2092 blocked = ms.move_block;
2093
2094 if ((move_type & blocked) == move_type)
2095 max = maxfree[i];
2096 else if (mflags & P_IS_ALIVE)
2097 {
2098 for (tmp = ms.bot; tmp; tmp = tmp->above)
2099 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2100 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2101 break;
2102
2103 if (tmp)
2104 return freedir[i];
2105 }
2106 }
2107 }
2108
2109 return 0;
2110 }
2111
2112 /*
2113 * distance(object 1, object 2) will return the square of the
2114 * distance between the two given objects.
2115 */
2116 int
2117 distance (const object *ob1, const object *ob2)
2118 {
2119 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2120 }
2121
2122 /*
2123 * find_dir_2(delta-x,delta-y) will return a direction in which
2124 * an object which has subtracted the x and y coordinates of another
2125 * object, needs to travel toward it.
2126 */
2127 int
2128 find_dir_2 (int x, int y)
2129 {
2130 int q;
2131
2132 if (y)
2133 q = x * 100 / y;
2134 else if (x)
2135 q = -300 * x;
2136 else
2137 return 0;
2138
2139 if (y > 0)
2140 {
2141 if (q < -242)
2142 return 3;
2143 if (q < -41)
2144 return 2;
2145 if (q < 41)
2146 return 1;
2147 if (q < 242)
2148 return 8;
2149 return 7;
2150 }
2151
2152 if (q < -242)
2153 return 7;
2154 if (q < -41)
2155 return 6;
2156 if (q < 41)
2157 return 5;
2158 if (q < 242)
2159 return 4;
2160
2161 return 3;
2162 }
2163
2164 /*
2165 * absdir(int): Returns a number between 1 and 8, which represent
2166 * the "absolute" direction of a number (it actually takes care of
2167 * "overflow" in previous calculations of a direction).
2168 */
2169
2170 int
2171 absdir (int d)
2172 {
2173 while (d < 1)
2174 d += 8;
2175
2176 while (d > 8)
2177 d -= 8;
2178
2179 return d;
2180 }
2181
2182 /*
2183 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2184 * between two directions (which are expected to be absolute (see absdir())
2185 */
2186
2187 int
2188 dirdiff (int dir1, int dir2)
2189 {
2190 int d;
2191
2192 d = abs (dir1 - dir2);
2193 if (d > 4)
2194 d = 8 - d;
2195
2196 return d;
2197 }
2198
2199 /* peterm:
2200 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2201 * Basically, this is a table of directions, and what directions
2202 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2203 * This basically means that if direction is 15, then it could either go
2204 * direction 4, 14, or 16 to get back to where we are.
2205 * Moved from spell_util.c to object.c with the other related direction
2206 * functions.
2207 */
2208 int reduction_dir[SIZEOFFREE][3] = {
2209 {0, 0, 0}, /* 0 */
2210 {0, 0, 0}, /* 1 */
2211 {0, 0, 0}, /* 2 */
2212 {0, 0, 0}, /* 3 */
2213 {0, 0, 0}, /* 4 */
2214 {0, 0, 0}, /* 5 */
2215 {0, 0, 0}, /* 6 */
2216 {0, 0, 0}, /* 7 */
2217 {0, 0, 0}, /* 8 */
2218 {8, 1, 2}, /* 9 */
2219 {1, 2, -1}, /* 10 */
2220 {2, 10, 12}, /* 11 */
2221 {2, 3, -1}, /* 12 */
2222 {2, 3, 4}, /* 13 */
2223 {3, 4, -1}, /* 14 */
2224 {4, 14, 16}, /* 15 */
2225 {5, 4, -1}, /* 16 */
2226 {4, 5, 6}, /* 17 */
2227 {6, 5, -1}, /* 18 */
2228 {6, 20, 18}, /* 19 */
2229 {7, 6, -1}, /* 20 */
2230 {6, 7, 8}, /* 21 */
2231 {7, 8, -1}, /* 22 */
2232 {8, 22, 24}, /* 23 */
2233 {8, 1, -1}, /* 24 */
2234 {24, 9, 10}, /* 25 */
2235 {9, 10, -1}, /* 26 */
2236 {10, 11, -1}, /* 27 */
2237 {27, 11, 29}, /* 28 */
2238 {11, 12, -1}, /* 29 */
2239 {12, 13, -1}, /* 30 */
2240 {12, 13, 14}, /* 31 */
2241 {13, 14, -1}, /* 32 */
2242 {14, 15, -1}, /* 33 */
2243 {33, 15, 35}, /* 34 */
2244 {16, 15, -1}, /* 35 */
2245 {17, 16, -1}, /* 36 */
2246 {18, 17, 16}, /* 37 */
2247 {18, 17, -1}, /* 38 */
2248 {18, 19, -1}, /* 39 */
2249 {41, 19, 39}, /* 40 */
2250 {19, 20, -1}, /* 41 */
2251 {20, 21, -1}, /* 42 */
2252 {20, 21, 22}, /* 43 */
2253 {21, 22, -1}, /* 44 */
2254 {23, 22, -1}, /* 45 */
2255 {45, 47, 23}, /* 46 */
2256 {23, 24, -1}, /* 47 */
2257 {24, 9, -1}
2258 }; /* 48 */
2259
2260 /* Recursive routine to step back and see if we can
2261 * find a path to that monster that we found. If not,
2262 * we don't bother going toward it. Returns 1 if we
2263 * can see a direct way to get it
2264 * Modified to be map tile aware -.MSW
2265 */
2266 int
2267 can_see_monsterP (maptile *m, int x, int y, int dir)
2268 {
2269 sint16 dx, dy;
2270 int mflags;
2271
2272 if (dir < 0)
2273 return 0; /* exit condition: invalid direction */
2274
2275 dx = x + freearr_x[dir];
2276 dy = y + freearr_y[dir];
2277
2278 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2279
2280 /* This functional arguably was incorrect before - it was
2281 * checking for P_WALL - that was basically seeing if
2282 * we could move to the monster - this is being more
2283 * literal on if we can see it. To know if we can actually
2284 * move to the monster, we'd need the monster passed in or
2285 * at least its move type.
2286 */
2287 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2288 return 0;
2289
2290 /* yes, can see. */
2291 if (dir < 9)
2292 return 1;
2293
2294 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2295 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2296 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2297 }
2298
2299 /*
2300 * can_pick(picker, item): finds out if an object is possible to be
2301 * picked up by the picker. Returnes 1 if it can be
2302 * picked up, otherwise 0.
2303 *
2304 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2305 * core dumps if they do.
2306 *
2307 * Add a check so we can't pick up invisible objects (0.93.8)
2308 */
2309
2310 int
2311 can_pick (const object *who, const object *item)
2312 {
2313 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2314 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2315 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2316 }
2317
2318 /*
2319 * create clone from object to another
2320 */
2321 object *
2322 object_create_clone (object *asrc)
2323 {
2324 object *dst = 0, *tmp, *src, *part, *prev, *item;
2325
2326 if (!asrc)
2327 return 0;
2328
2329 src = asrc;
2330 if (src->head)
2331 src = src->head;
2332
2333 prev = 0;
2334 for (part = src; part; part = part->more)
2335 {
2336 tmp = part->clone ();
2337 tmp->x -= src->x;
2338 tmp->y -= src->y;
2339
2340 if (!part->head)
2341 {
2342 dst = tmp;
2343 tmp->head = 0;
2344 }
2345 else
2346 tmp->head = dst;
2347
2348 tmp->more = 0;
2349
2350 if (prev)
2351 prev->more = tmp;
2352
2353 prev = tmp;
2354 }
2355
2356 for (item = src->inv; item; item = item->below)
2357 insert_ob_in_ob (object_create_clone (item), dst);
2358
2359 return dst;
2360 }
2361
2362 /* GROS - Creates an object using a string representing its content. */
2363 /* Basically, we save the content of the string to a temp file, then call */
2364 /* load_object on it. I admit it is a highly inefficient way to make things, */
2365 /* but it was simple to make and allows reusing the load_object function. */
2366 /* Remember not to use load_object_str in a time-critical situation. */
2367 /* Also remember that multiparts objects are not supported for now. */
2368 object *
2369 load_object_str (const char *obstr)
2370 {
2371 object *op;
2372 char filename[MAX_BUF];
2373
2374 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2375
2376 FILE *tempfile = fopen (filename, "w");
2377
2378 if (tempfile == NULL)
2379 {
2380 LOG (llevError, "Error - Unable to access load object temp file\n");
2381 return NULL;
2382 }
2383
2384 fprintf (tempfile, obstr);
2385 fclose (tempfile);
2386
2387 op = object::create ();
2388
2389 object_thawer thawer (filename);
2390
2391 if (thawer)
2392 load_object (thawer, op, 0);
2393
2394 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2395 CLEAR_FLAG (op, FLAG_REMOVED);
2396
2397 return op;
2398 }
2399
2400 /* This returns the first object in who's inventory that
2401 * has the same type and subtype match.
2402 * returns NULL if no match.
2403 */
2404 object *
2405 find_obj_by_type_subtype (const object *who, int type, int subtype)
2406 {
2407 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2408 if (tmp->type == type && tmp->subtype == subtype)
2409 return tmp;
2410
2411 return 0;
2412 }
2413
2414 /* If ob has a field named key, return the link from the list,
2415 * otherwise return NULL.
2416 *
2417 * key must be a passed in shared string - otherwise, this won't
2418 * do the desired thing.
2419 */
2420 key_value *
2421 get_ob_key_link (const object *ob, const char *key)
2422 {
2423 for (key_value *link = ob->key_values; link; link = link->next)
2424 if (link->key == key)
2425 return link;
2426
2427 return 0;
2428 }
2429
2430 /*
2431 * Returns the value of op has an extra_field for key, or NULL.
2432 *
2433 * The argument doesn't need to be a shared string.
2434 *
2435 * The returned string is shared.
2436 */
2437 const char *
2438 get_ob_key_value (const object *op, const char *const key)
2439 {
2440 key_value *link;
2441 shstr_cmp canonical_key (key);
2442
2443 if (!canonical_key)
2444 {
2445 /* 1. There being a field named key on any object
2446 * implies there'd be a shared string to find.
2447 * 2. Since there isn't, no object has this field.
2448 * 3. Therefore, *this* object doesn't have this field.
2449 */
2450 return 0;
2451 }
2452
2453 /* This is copied from get_ob_key_link() above -
2454 * only 4 lines, and saves the function call overhead.
2455 */
2456 for (link = op->key_values; link; link = link->next)
2457 if (link->key == canonical_key)
2458 return link->value;
2459
2460 return 0;
2461 }
2462
2463
2464 /*
2465 * Updates the canonical_key in op to value.
2466 *
2467 * canonical_key is a shared string (value doesn't have to be).
2468 *
2469 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2470 * keys.
2471 *
2472 * Returns TRUE on success.
2473 */
2474 int
2475 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2476 {
2477 key_value *field = NULL, *last = NULL;
2478
2479 for (field = op->key_values; field != NULL; field = field->next)
2480 {
2481 if (field->key != canonical_key)
2482 {
2483 last = field;
2484 continue;
2485 }
2486
2487 if (value)
2488 field->value = value;
2489 else
2490 {
2491 /* Basically, if the archetype has this key set,
2492 * we need to store the null value so when we save
2493 * it, we save the empty value so that when we load,
2494 * we get this value back again.
2495 */
2496 if (get_ob_key_link (&op->arch->clone, canonical_key))
2497 field->value = 0;
2498 else
2499 {
2500 if (last)
2501 last->next = field->next;
2502 else
2503 op->key_values = field->next;
2504
2505 delete field;
2506 }
2507 }
2508 return TRUE;
2509 }
2510 /* IF we get here, key doesn't exist */
2511
2512 /* No field, we'll have to add it. */
2513
2514 if (!add_key)
2515 return FALSE;
2516
2517 /* There isn't any good reason to store a null
2518 * value in the key/value list. If the archetype has
2519 * this key, then we should also have it, so shouldn't
2520 * be here. If user wants to store empty strings,
2521 * should pass in ""
2522 */
2523 if (value == NULL)
2524 return TRUE;
2525
2526 field = new key_value;
2527
2528 field->key = canonical_key;
2529 field->value = value;
2530 /* Usual prepend-addition. */
2531 field->next = op->key_values;
2532 op->key_values = field;
2533
2534 return TRUE;
2535 }
2536
2537 /*
2538 * Updates the key in op to value.
2539 *
2540 * If add_key is FALSE, this will only update existing keys,
2541 * and not add new ones.
2542 * In general, should be little reason FALSE is ever passed in for add_key
2543 *
2544 * Returns TRUE on success.
2545 */
2546 int
2547 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2548 {
2549 shstr key_ (key);
2550
2551 return set_ob_key_value_s (op, key_, value, add_key);
2552 }
2553
2554 object::depth_iterator::depth_iterator (object *container)
2555 : iterator_base (container)
2556 {
2557 while (item->inv)
2558 item = item->inv;
2559 }
2560
2561 void
2562 object::depth_iterator::next ()
2563 {
2564 if (item->below)
2565 {
2566 item = item->below;
2567
2568 while (item->inv)
2569 item = item->inv;
2570 }
2571 else
2572 item = item->env;
2573 }
2574
2575
2576 const char *
2577 object::flag_desc (char *desc, int len) const
2578 {
2579 char *p = desc;
2580 bool first = true;
2581
2582 *p = 0;
2583
2584 for (int i = 0; i < NUM_FLAGS; i++)
2585 {
2586 if (len <= 10) // magic constant!
2587 {
2588 snprintf (p, len, ",...");
2589 break;
2590 }
2591
2592 if (flag [i])
2593 {
2594 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2595 len -= cnt;
2596 p += cnt;
2597 first = false;
2598 }
2599 }
2600
2601 return desc;
2602 }
2603
2604 // return a suitable string describing an object in enough detail to find it
2605 const char *
2606 object::debug_desc (char *info) const
2607 {
2608 char flagdesc[512];
2609 char info2[256 * 4];
2610 char *p = info;
2611
2612 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2613 count, uuid.seq,
2614 &name,
2615 title ? "\",title:" : "",
2616 title ? (const char *)title : "",
2617 flag_desc (flagdesc, 512), type);
2618
2619 if (env)
2620 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2621
2622 if (map)
2623 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2624
2625 return info;
2626 }
2627
2628 const char *
2629 object::debug_desc () const
2630 {
2631 static char info[256 * 4];
2632 return debug_desc (info);
2633 }
2634