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/cvs/deliantra/server/common/object.C
Revision: 1.131
Committed: Sat Feb 10 15:20:23 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.130: +4 -3 lines
Log Message:
- add you readied xxx message.
- actually send the inventory ion container open.

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 for_all_objects (op)
401 if (op->count == i)
402 return op;
403
404 return 0;
405 }
406
407 /*
408 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999"
411 */
412 object *
413 find_object_name (const char *str)
414 {
415 shstr_cmp str_ (str);
416 object *op;
417
418 for_all_objects (op)
419 if (op->name == str_)
420 break;
421
422 return op;
423 }
424
425 void
426 free_all_object_data ()
427 {
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429 }
430
431 /*
432 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects.
434 */
435 void
436 object::set_owner (object *owner)
437 {
438 if (!owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner)
449 owner = owner->owner;
450
451 this->owner = owner;
452 }
453
454 /* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links.
456 */
457 static void
458 free_key_values (object *op)
459 {
460 for (key_value *i = op->key_values; i != 0;)
461 {
462 key_value *next = i->next;
463 delete i;
464
465 i = next;
466 }
467
468 op->key_values = 0;
469 }
470
471 /*
472 * copy_to first frees everything allocated by the dst object,
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479 void
480 object::copy_to (object *dst)
481 {
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this;
486
487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - rndm ();
495
496 /* Copy over key_values, if any. */
497 if (key_values)
498 {
499 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0;
503
504 for (i = key_values; i; i = i->next)
505 {
506 key_value *new_link = new key_value;
507
508 new_link->next = 0;
509 new_link->key = i->key;
510 new_link->value = i->value;
511
512 /* Try and be clever here, too. */
513 if (!dst->key_values)
514 {
515 dst->key_values = new_link;
516 tail = new_link;
517 }
518 else
519 {
520 tail->next = new_link;
521 tail = new_link;
522 }
523 }
524 }
525
526 dst->set_speed (dst->speed);
527 }
528
529 object *
530 object::clone ()
531 {
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
535 }
536
537 /*
538 * If an object with the IS_TURNABLE() flag needs to be turned due
539 * to the closest player being on the other side, this function can
540 * be called to update the face variable, _and_ how it looks on the map.
541 */
542 void
543 update_turn_face (object *op)
544 {
545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
546 return;
547
548 SET_ANIMATION (op, op->direction);
549 update_object (op, UP_OBJ_FACE);
550 }
551
552 /*
553 * Updates the speed of an object. If the speed changes from 0 to another
554 * value, or vice versa, then add/remove the object from the active list.
555 * This function needs to be called whenever the speed of an object changes.
556 */
557 void
558 object::set_speed (float speed)
559 {
560 if (flag [FLAG_FREED] && speed)
561 {
562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
563 speed = 0;
564 }
565
566 this->speed = speed;
567
568 if (has_active_speed ())
569 activate ();
570 else
571 deactivate ();
572 }
573
574 /*
575 * update_object() updates the the map.
576 * It takes into account invisible objects (and represent squares covered
577 * by invisible objects by whatever is below them (unless it's another
578 * invisible object, etc...)
579 * If the object being updated is beneath a player, the look-window
580 * of that player is updated (this might be a suboptimal way of
581 * updating that window, though, since update_object() is called _often_)
582 *
583 * action is a hint of what the caller believes need to be done.
584 * current action are:
585 * UP_OBJ_INSERT: op was inserted
586 * UP_OBJ_REMOVE: op was removed
587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
588 * as that is easier than trying to look at what may have changed.
589 * UP_OBJ_FACE: only the objects face has changed.
590 */
591 void
592 update_object (object *op, int action)
593 {
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL)
597 {
598 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return;
601 }
602
603 if (op->env)
604 {
605 /* Animation is currently handled by client, so nothing
606 * to do in this case.
607 */
608 return;
609 }
610
611 /* If the map is saving, don't do anything as everything is
612 * going to get freed anyways.
613 */
614 if (!op->map || op->map->in_memory == MAP_SAVING)
615 return;
616
617 /* make sure the object is within map boundaries */
618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 {
620 LOG (llevError, "update_object() called for object out of map!\n");
621 #ifdef MANY_CORES
622 abort ();
623 #endif
624 return;
625 }
626
627 mapspace &m = op->ms ();
628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
631 else if (action == UP_OBJ_INSERT)
632 {
633 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
640 || (m.move_on | op->move_on ) != m.move_on
641 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow
643 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now.
645 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
648 m.flags_ = 0;
649 }
650 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object
652 * that is being removed.
653 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = 0;
656 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ;
658 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action);
660
661 if (op->more)
662 update_object (op->more, action);
663 }
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 unlink ();
676
677 free_key_values (this);
678 }
679
680 static int object_count;
681
682 void object::link ()
683 {
684 assert (!index);//D
685 uuid = gen_uuid ();
686 count = ++object_count;
687
688 refcnt_inc ();
689 objects.insert (this);
690 }
691
692 void object::unlink ()
693 {
694 if (!index)
695 return;
696
697 objects.erase (this);
698 refcnt_dec ();
699 }
700
701 void
702 object::activate ()
703 {
704 /* If already on active list, don't do anything */
705 if (active)
706 return;
707
708 if (has_active_speed ())
709 actives.insert (this);
710 }
711
712 void
713 object::activate_recursive ()
714 {
715 activate ();
716
717 for (object *op = inv; op; op = op->below)
718 op->activate_recursive ();
719 }
720
721 /* This function removes object 'op' from the list of active
722 * objects.
723 * This should only be used for style maps or other such
724 * reference maps where you don't want an object that isn't
725 * in play chewing up cpu time getting processed.
726 * The reverse of this is to call update_ob_speed, which
727 * will do the right thing based on the speed of the object.
728 */
729 void
730 object::deactivate ()
731 {
732 /* If not on the active list, nothing needs to be done */
733 if (!active)
734 return;
735
736 actives.erase (this);
737 }
738
739 void
740 object::deactivate_recursive ()
741 {
742 for (object *op = inv; op; op = op->below)
743 op->deactivate_recursive ();
744
745 deactivate ();
746 }
747
748 void
749 object::set_flag_inv (int flag, int value)
750 {
751 for (object *op = inv; op; op = op->below)
752 {
753 op->flag [flag] = value;
754 op->set_flag_inv (flag, value);
755 }
756 }
757
758 /*
759 * Remove and free all objects in the inventory of the given object.
760 * object.c ?
761 */
762 void
763 object::destroy_inv (bool drop_to_ground)
764 {
765 // need to check first, because the checks below might segfault
766 // as we might be on an invalid mapspace and crossfire code
767 // is too buggy to ensure that the inventory is empty.
768 // corollary: if you create arrows etc. with stuff in tis inventory,
769 // cf will crash below with off-map x and y
770 if (!inv)
771 return;
772
773 /* Only if the space blocks everything do we not process -
774 * if some form of movement is allowed, let objects
775 * drop on that space.
776 */
777 if (!drop_to_ground
778 || !map
779 || map->in_memory != MAP_IN_MEMORY
780 || map->nodrop
781 || ms ().move_block == MOVE_ALL)
782 {
783 while (inv)
784 {
785 inv->destroy_inv (drop_to_ground);
786 inv->destroy ();
787 }
788 }
789 else
790 { /* Put objects in inventory onto this space */
791 while (inv)
792 {
793 object *op = inv;
794
795 if (op->flag [FLAG_STARTEQUIP]
796 || op->flag [FLAG_NO_DROP]
797 || op->type == RUNE
798 || op->type == TRAP
799 || op->flag [FLAG_IS_A_TEMPLATE]
800 || op->flag [FLAG_DESTROY_ON_DEATH])
801 op->destroy ();
802 else
803 map->insert (op, x, y);
804 }
805 }
806 }
807
808 object *object::create ()
809 {
810 object *op = new object;
811 op->link ();
812 return op;
813 }
814
815 void
816 object::do_destroy ()
817 {
818 attachable::do_destroy ();
819
820 if (flag [FLAG_IS_LINKED])
821 remove_button_link (this);
822
823 if (flag [FLAG_FRIENDLY])
824 {
825 remove_friendly_object (this);
826
827 if (type == GOLEM
828 && owner
829 && owner->type == PLAYER
830 && owner->contr->ranges[range_golem] == this)
831 owner->contr->ranges[range_golem] = 0;
832 }
833
834 if (!flag [FLAG_REMOVED])
835 remove ();
836
837 destroy_inv (true);
838
839 deactivate ();
840 unlink ();
841
842 flag [FLAG_FREED] = 1;
843
844 // hack to ensure that freed objects still have a valid map
845 {
846 static maptile *freed_map; // freed objects are moved here to avoid crashes
847
848 if (!freed_map)
849 {
850 freed_map = new maptile;
851
852 freed_map->name = "/internal/freed_objects_map";
853 freed_map->width = 3;
854 freed_map->height = 3;
855
856 freed_map->alloc ();
857 freed_map->in_memory = MAP_IN_MEMORY;
858 }
859
860 map = freed_map;
861 x = 1;
862 y = 1;
863 }
864
865 head = 0;
866
867 if (more)
868 {
869 more->destroy ();
870 more = 0;
871 }
872
873 // clear those pointers that likely might have circular references to us
874 owner = 0;
875 enemy = 0;
876 attacked_by = 0;
877 }
878
879 void
880 object::destroy (bool destroy_inventory)
881 {
882 if (destroyed ())
883 return;
884
885 if (destroy_inventory)
886 destroy_inv (false);
887
888 attachable::destroy ();
889 }
890
891 /*
892 * sub_weight() recursively (outwards) subtracts a number from the
893 * weight of an object (and what is carried by it's environment(s)).
894 */
895 void
896 sub_weight (object *op, signed long weight)
897 {
898 while (op != NULL)
899 {
900 if (op->type == CONTAINER)
901 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
902
903 op->carrying -= weight;
904 op = op->env;
905 }
906 }
907
908 /* op->remove ():
909 * This function removes the object op from the linked list of objects
910 * which it is currently tied to. When this function is done, the
911 * object will have no environment. If the object previously had an
912 * environment, the x and y coordinates will be updated to
913 * the previous environment.
914 */
915 void
916 object::do_remove ()
917 {
918 object *tmp, *last = 0;
919 object *otmp;
920
921 if (QUERY_FLAG (this, FLAG_REMOVED))
922 return;
923
924 SET_FLAG (this, FLAG_REMOVED);
925 INVOKE_OBJECT (REMOVE, this);
926
927 if (more)
928 more->remove ();
929
930 /*
931 * In this case, the object to be removed is in someones
932 * inventory.
933 */
934 if (env)
935 {
936 if (nrof)
937 sub_weight (env, weight * nrof);
938 else
939 sub_weight (env, weight + carrying);
940
941 /* NO_FIX_PLAYER is set when a great many changes are being
942 * made to players inventory. If set, avoiding the call
943 * to save cpu time.
944 */
945 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
946 otmp->update_stats ();
947
948 if (above)
949 above->below = below;
950 else
951 env->inv = below;
952
953 if (below)
954 below->above = above;
955
956 /* we set up values so that it could be inserted into
957 * the map, but we don't actually do that - it is up
958 * to the caller to decide what we want to do.
959 */
960 x = env->x, y = env->y;
961 map = env->map;
962 above = 0, below = 0;
963 env = 0;
964 }
965 else if (map)
966 {
967 if (type == PLAYER)
968 {
969 // leaving a spot always closes any open container on the ground
970 if (container && !container->env)
971 // this causes spurious floorbox updates, but it ensures
972 // that the CLOSE event is being sent.
973 close_container ();
974
975 --map->players;
976 map->touch ();
977 }
978
979 map->dirty = true;
980 mapspace &ms = this->ms ();
981
982 /* link the object above us */
983 if (above)
984 above->below = below;
985 else
986 ms.top = below; /* we were top, set new top */
987
988 /* Relink the object below us, if there is one */
989 if (below)
990 below->above = above;
991 else
992 {
993 /* Nothing below, which means we need to relink map object for this space
994 * use translated coordinates in case some oddness with map tiling is
995 * evident
996 */
997 if (GET_MAP_OB (map, x, y) != this)
998 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
999
1000 ms.bot = above; /* goes on above it. */
1001 }
1002
1003 above = 0;
1004 below = 0;
1005
1006 if (map->in_memory == MAP_SAVING)
1007 return;
1008
1009 int check_walk_off = !flag [FLAG_NO_APPLY];
1010
1011 for (tmp = ms.bot; tmp; tmp = tmp->above)
1012 {
1013 /* No point updating the players look faces if he is the object
1014 * being removed.
1015 */
1016
1017 if (tmp->type == PLAYER && tmp != this)
1018 {
1019 /* If a container that the player is currently using somehow gets
1020 * removed (most likely destroyed), update the player view
1021 * appropriately.
1022 */
1023 if (tmp->container == this)
1024 {
1025 flag [FLAG_APPLIED] = 0;
1026 tmp->container = 0;
1027 }
1028
1029 if (tmp->contr->ns)
1030 tmp->contr->ns->floorbox_update ();
1031 }
1032
1033 /* See if object moving off should effect something */
1034 if (check_walk_off
1035 && ((move_type & tmp->move_off)
1036 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1037 {
1038 move_apply (tmp, this, 0);
1039
1040 if (destroyed ())
1041 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1042 }
1043
1044 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1045 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1046 if (tmp->above == tmp)
1047 tmp->above = 0;
1048
1049 last = tmp;
1050 }
1051
1052 /* last == NULL if there are no objects on this space */
1053 //TODO: this makes little sense, why only update the topmost object?
1054 if (!last)
1055 map->at (x, y).flags_ = 0;
1056 else
1057 update_object (last, UP_OBJ_REMOVE);
1058
1059 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1060 update_all_los (map, x, y);
1061 }
1062 }
1063
1064 /*
1065 * merge_ob(op,top):
1066 *
1067 * This function goes through all objects below and including top, and
1068 * merges op to the first matching object.
1069 * If top is NULL, it is calculated.
1070 * Returns pointer to object if it succeded in the merge, otherwise NULL
1071 */
1072 object *
1073 merge_ob (object *op, object *top)
1074 {
1075 if (!op->nrof)
1076 return 0;
1077
1078 if (top)
1079 for (top = op; top && top->above; top = top->above)
1080 ;
1081
1082 for (; top; top = top->below)
1083 {
1084 if (top == op)
1085 continue;
1086
1087 if (object::can_merge (op, top))
1088 {
1089 top->nrof += op->nrof;
1090
1091 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1092 op->weight = 0; /* Don't want any adjustements now */
1093 op->destroy ();
1094 return top;
1095 }
1096 }
1097
1098 return 0;
1099 }
1100
1101 /*
1102 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1103 * job preparing multi-part monsters.
1104 */
1105 object *
1106 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1107 {
1108 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1109 {
1110 tmp->x = x + tmp->arch->clone.x;
1111 tmp->y = y + tmp->arch->clone.y;
1112 }
1113
1114 return insert_ob_in_map (op, m, originator, flag);
1115 }
1116
1117 /*
1118 * insert_ob_in_map (op, map, originator, flag):
1119 * This function inserts the object in the two-way linked list
1120 * which represents what is on a map.
1121 * The second argument specifies the map, and the x and y variables
1122 * in the object about to be inserted specifies the position.
1123 *
1124 * originator: Player, monster or other object that caused 'op' to be inserted
1125 * into 'map'. May be NULL.
1126 *
1127 * flag is a bitmask about special things to do (or not do) when this
1128 * function is called. see the object.h file for the INS_ values.
1129 * Passing 0 for flag gives proper default values, so flag really only needs
1130 * to be set if special handling is needed.
1131 *
1132 * Return value:
1133 * new object if 'op' was merged with other object
1134 * NULL if 'op' was destroyed
1135 * just 'op' otherwise
1136 */
1137 object *
1138 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1139 {
1140 object *tmp, *top, *floor = NULL;
1141
1142 if (QUERY_FLAG (op, FLAG_FREED))
1143 {
1144 LOG (llevError, "Trying to insert freed object!\n");
1145 return NULL;
1146 }
1147
1148 if (!QUERY_FLAG (op, FLAG_REMOVED))
1149 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1150
1151 op->remove ();
1152
1153 if (!m)
1154 {
1155 char *dump = dump_object (op);
1156 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1157 free (dump);
1158 return op;
1159 }
1160
1161 if (out_of_map (m, op->x, op->y))
1162 {
1163 char *dump = dump_object (op);
1164 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1165 #ifdef MANY_CORES
1166 /* Better to catch this here, as otherwise the next use of this object
1167 * is likely to cause a crash. Better to find out where it is getting
1168 * improperly inserted.
1169 */
1170 abort ();
1171 #endif
1172 free (dump);
1173 return op;
1174 }
1175
1176 if (object *more = op->more)
1177 {
1178 if (!insert_ob_in_map (more, m, originator, flag))
1179 {
1180 if (!op->head)
1181 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1182
1183 return 0;
1184 }
1185 }
1186
1187 CLEAR_FLAG (op, FLAG_REMOVED);
1188
1189 /* Ideally, the caller figures this out. However, it complicates a lot
1190 * of areas of callers (eg, anything that uses find_free_spot would now
1191 * need extra work
1192 */
1193 if (!xy_normalise (m, op->x, op->y))
1194 return 0;
1195
1196 op->map = m;
1197 mapspace &ms = op->ms ();
1198
1199 /* this has to be done after we translate the coordinates.
1200 */
1201 if (op->nrof && !(flag & INS_NO_MERGE))
1202 for (tmp = ms.bot; tmp; tmp = tmp->above)
1203 if (object::can_merge (op, tmp))
1204 {
1205 op->nrof += tmp->nrof;
1206 tmp->destroy ();
1207 }
1208
1209 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1210 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1211
1212 if (!QUERY_FLAG (op, FLAG_ALIVE))
1213 CLEAR_FLAG (op, FLAG_NO_STEAL);
1214
1215 if (flag & INS_BELOW_ORIGINATOR)
1216 {
1217 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1218 {
1219 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1220 abort ();
1221 }
1222
1223 op->above = originator;
1224 op->below = originator->below;
1225
1226 if (op->below)
1227 op->below->above = op;
1228 else
1229 ms.bot = op;
1230
1231 /* since *below* originator, no need to update top */
1232 originator->below = op;
1233 }
1234 else
1235 {
1236 top = ms.bot;
1237
1238 /* If there are other objects, then */
1239 if ((!(flag & INS_MAP_LOAD)) && top)
1240 {
1241 object *last = 0;
1242
1243 /*
1244 * If there are multiple objects on this space, we do some trickier handling.
1245 * We've already dealt with merging if appropriate.
1246 * Generally, we want to put the new object on top. But if
1247 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1248 * floor, we want to insert above that and no further.
1249 * Also, if there are spell objects on this space, we stop processing
1250 * once we get to them. This reduces the need to traverse over all of
1251 * them when adding another one - this saves quite a bit of cpu time
1252 * when lots of spells are cast in one area. Currently, it is presumed
1253 * that flying non pickable objects are spell objects.
1254 */
1255 for (top = ms.bot; top; top = top->above)
1256 {
1257 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1258 floor = top;
1259
1260 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1261 {
1262 /* We insert above top, so we want this object below this */
1263 top = top->below;
1264 break;
1265 }
1266
1267 last = top;
1268 }
1269
1270 /* Don't want top to be NULL, so set it to the last valid object */
1271 top = last;
1272
1273 /* We let update_position deal with figuring out what the space
1274 * looks like instead of lots of conditions here.
1275 * makes things faster, and effectively the same result.
1276 */
1277
1278 /* Have object 'fall below' other objects that block view.
1279 * Unless those objects are exits, type 66
1280 * If INS_ON_TOP is used, don't do this processing
1281 * Need to find the object that in fact blocks view, otherwise
1282 * stacking is a bit odd.
1283 */
1284 if (!(flag & INS_ON_TOP)
1285 && ms.flags () & P_BLOCKSVIEW
1286 && (op->face && !op->face->visibility))
1287 {
1288 for (last = top; last != floor; last = last->below)
1289 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1290 break;
1291
1292 /* Check to see if we found the object that blocks view,
1293 * and make sure we have a below pointer for it so that
1294 * we can get inserted below this one, which requires we
1295 * set top to the object below us.
1296 */
1297 if (last && last->below && last != floor)
1298 top = last->below;
1299 }
1300 } /* If objects on this space */
1301
1302 if (flag & INS_MAP_LOAD)
1303 top = ms.top;
1304
1305 if (flag & INS_ABOVE_FLOOR_ONLY)
1306 top = floor;
1307
1308 /* Top is the object that our object (op) is going to get inserted above.
1309 */
1310
1311 /* First object on this space */
1312 if (!top)
1313 {
1314 op->above = ms.bot;
1315
1316 if (op->above)
1317 op->above->below = op;
1318
1319 op->below = 0;
1320 ms.bot = op;
1321 }
1322 else
1323 { /* get inserted into the stack above top */
1324 op->above = top->above;
1325
1326 if (op->above)
1327 op->above->below = op;
1328
1329 op->below = top;
1330 top->above = op;
1331 }
1332
1333 if (!op->above)
1334 ms.top = op;
1335 } /* else not INS_BELOW_ORIGINATOR */
1336
1337 if (op->type == PLAYER)
1338 {
1339 op->contr->do_los = 1;
1340 ++op->map->players;
1341 op->map->touch ();
1342 }
1343
1344 op->map->dirty = true;
1345
1346 /* If we have a floor, we know the player, if any, will be above
1347 * it, so save a few ticks and start from there.
1348 */
1349 if (!(flag & INS_MAP_LOAD))
1350 if (object *pl = ms.player ())
1351 if (pl->contr->ns)
1352 pl->contr->ns->floorbox_update ();
1353
1354 /* If this object glows, it may affect lighting conditions that are
1355 * visible to others on this map. But update_all_los is really
1356 * an inefficient way to do this, as it means los for all players
1357 * on the map will get recalculated. The players could very well
1358 * be far away from this change and not affected in any way -
1359 * this should get redone to only look for players within range,
1360 * or just updating the P_UPTODATE for spaces within this area
1361 * of effect may be sufficient.
1362 */
1363 if (op->map->darkness && (op->glow_radius != 0))
1364 update_all_los (op->map, op->x, op->y);
1365
1366 /* updates flags (blocked, alive, no magic, etc) for this map space */
1367 update_object (op, UP_OBJ_INSERT);
1368
1369 INVOKE_OBJECT (INSERT, op);
1370
1371 /* Don't know if moving this to the end will break anything. However,
1372 * we want to have floorbox_update called before calling this.
1373 *
1374 * check_move_on() must be after this because code called from
1375 * check_move_on() depends on correct map flags (so functions like
1376 * blocked() and wall() work properly), and these flags are updated by
1377 * update_object().
1378 */
1379
1380 /* if this is not the head or flag has been passed, don't check walk on status */
1381 if (!(flag & INS_NO_WALK_ON) && !op->head)
1382 {
1383 if (check_move_on (op, originator))
1384 return 0;
1385
1386 /* If we are a multi part object, lets work our way through the check
1387 * walk on's.
1388 */
1389 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1390 if (check_move_on (tmp, originator))
1391 return 0;
1392 }
1393
1394 return op;
1395 }
1396
1397 /* this function inserts an object in the map, but if it
1398 * finds an object of its own type, it'll remove that one first.
1399 * op is the object to insert it under: supplies x and the map.
1400 */
1401 void
1402 replace_insert_ob_in_map (const char *arch_string, object *op)
1403 {
1404 object *tmp, *tmp1;
1405
1406 /* first search for itself and remove any old instances */
1407
1408 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1409 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1410 tmp->destroy ();
1411
1412 tmp1 = arch_to_object (archetype::find (arch_string));
1413
1414 tmp1->x = op->x;
1415 tmp1->y = op->y;
1416 insert_ob_in_map (tmp1, op->map, op, 0);
1417 }
1418
1419 object *
1420 object::insert_at (object *where, object *originator, int flags)
1421 {
1422 where->map->insert (this, where->x, where->y, originator, flags);
1423 }
1424
1425 /*
1426 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1427 * is returned contains nr objects, and the remaining parts contains
1428 * the rest (or is removed and freed if that number is 0).
1429 * On failure, NULL is returned, and the reason put into the
1430 * global static errmsg array.
1431 */
1432 object *
1433 get_split_ob (object *orig_ob, uint32 nr)
1434 {
1435 object *newob;
1436 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1437
1438 if (orig_ob->nrof < nr)
1439 {
1440 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1441 return NULL;
1442 }
1443
1444 newob = object_create_clone (orig_ob);
1445
1446 if ((orig_ob->nrof -= nr) < 1)
1447 orig_ob->destroy (1);
1448 else if (!is_removed)
1449 {
1450 if (orig_ob->env != NULL)
1451 sub_weight (orig_ob->env, orig_ob->weight * nr);
1452 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1453 {
1454 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1455 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1456 return NULL;
1457 }
1458 }
1459
1460 newob->nrof = nr;
1461
1462 return newob;
1463 }
1464
1465 /*
1466 * decrease_ob_nr(object, number) decreases a specified number from
1467 * the amount of an object. If the amount reaches 0, the object
1468 * is subsequently removed and freed.
1469 *
1470 * Return value: 'op' if something is left, NULL if the amount reached 0
1471 */
1472
1473 object *
1474 decrease_ob_nr (object *op, uint32 i)
1475 {
1476 object *tmp;
1477
1478 if (i == 0) /* objects with op->nrof require this check */
1479 return op;
1480
1481 if (i > op->nrof)
1482 i = op->nrof;
1483
1484 if (QUERY_FLAG (op, FLAG_REMOVED))
1485 op->nrof -= i;
1486 else if (op->env)
1487 {
1488 /* is this object in the players inventory, or sub container
1489 * therein?
1490 */
1491 tmp = op->in_player ();
1492 /* nope. Is this a container the player has opened?
1493 * If so, set tmp to that player.
1494 * IMO, searching through all the players will mostly
1495 * likely be quicker than following op->env to the map,
1496 * and then searching the map for a player.
1497 */
1498 if (!tmp)
1499 for_all_players (pl)
1500 if (pl->ob->container == op->env)
1501 {
1502 tmp = pl->ob;
1503 break;
1504 }
1505
1506 if (i < op->nrof)
1507 {
1508 sub_weight (op->env, op->weight * i);
1509 op->nrof -= i;
1510 if (tmp)
1511 esrv_send_item (tmp, op);
1512 }
1513 else
1514 {
1515 op->remove ();
1516 op->nrof = 0;
1517 if (tmp)
1518 esrv_del_item (tmp->contr, op->count);
1519 }
1520 }
1521 else
1522 {
1523 object *above = op->above;
1524
1525 if (i < op->nrof)
1526 op->nrof -= i;
1527 else
1528 {
1529 op->remove ();
1530 op->nrof = 0;
1531 }
1532
1533 /* Since we just removed op, op->above is null */
1534 for (tmp = above; tmp; tmp = tmp->above)
1535 if (tmp->type == PLAYER)
1536 {
1537 if (op->nrof)
1538 esrv_send_item (tmp, op);
1539 else
1540 esrv_del_item (tmp->contr, op->count);
1541 }
1542 }
1543
1544 if (op->nrof)
1545 return op;
1546 else
1547 {
1548 op->destroy ();
1549 return 0;
1550 }
1551 }
1552
1553 /*
1554 * add_weight(object, weight) adds the specified weight to an object,
1555 * and also updates how much the environment(s) is/are carrying.
1556 */
1557
1558 void
1559 add_weight (object *op, signed long weight)
1560 {
1561 while (op != NULL)
1562 {
1563 if (op->type == CONTAINER)
1564 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1565
1566 op->carrying += weight;
1567 op = op->env;
1568 }
1569 }
1570
1571 object *
1572 insert_ob_in_ob (object *op, object *where)
1573 {
1574 if (!where)
1575 {
1576 char *dump = dump_object (op);
1577 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1578 free (dump);
1579 return op;
1580 }
1581
1582 if (where->head)
1583 {
1584 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1585 where = where->head;
1586 }
1587
1588 return where->insert (op);
1589 }
1590
1591 /*
1592 * env->insert (op)
1593 * This function inserts the object op in the linked list
1594 * inside the object environment.
1595 *
1596 * The function returns now pointer to inserted item, and return value can
1597 * be != op, if items are merged. -Tero
1598 */
1599
1600 object *
1601 object::insert (object *op)
1602 {
1603 object *tmp, *otmp;
1604
1605 if (!QUERY_FLAG (op, FLAG_REMOVED))
1606 op->remove ();
1607
1608 if (op->more)
1609 {
1610 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1611 return op;
1612 }
1613
1614 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1615 CLEAR_FLAG (op, FLAG_REMOVED);
1616 if (op->nrof)
1617 {
1618 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1619 if (object::can_merge (tmp, op))
1620 {
1621 /* return the original object and remove inserted object
1622 (client needs the original object) */
1623 tmp->nrof += op->nrof;
1624 /* Weight handling gets pretty funky. Since we are adding to
1625 * tmp->nrof, we need to increase the weight.
1626 */
1627 add_weight (this, op->weight * op->nrof);
1628 SET_FLAG (op, FLAG_REMOVED);
1629 op->destroy (); /* free the inserted object */
1630 op = tmp;
1631 op->remove (); /* and fix old object's links */
1632 CLEAR_FLAG (op, FLAG_REMOVED);
1633 break;
1634 }
1635
1636 /* I assume combined objects have no inventory
1637 * We add the weight - this object could have just been removed
1638 * (if it was possible to merge). calling remove_ob will subtract
1639 * the weight, so we need to add it in again, since we actually do
1640 * the linking below
1641 */
1642 add_weight (this, op->weight * op->nrof);
1643 }
1644 else
1645 add_weight (this, (op->weight + op->carrying));
1646
1647 otmp = this->in_player ();
1648 if (otmp && otmp->contr)
1649 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1650 otmp->update_stats ();
1651
1652 op->map = 0;
1653 op->env = this;
1654 op->above = 0;
1655 op->below = 0;
1656 op->x = 0, op->y = 0;
1657
1658 /* reset the light list and los of the players on the map */
1659 if ((op->glow_radius != 0) && map)
1660 {
1661 #ifdef DEBUG_LIGHTS
1662 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1663 #endif /* DEBUG_LIGHTS */
1664 if (map->darkness)
1665 update_all_los (map, x, y);
1666 }
1667
1668 /* Client has no idea of ordering so lets not bother ordering it here.
1669 * It sure simplifies this function...
1670 */
1671 if (!inv)
1672 inv = op;
1673 else
1674 {
1675 op->below = inv;
1676 op->below->above = op;
1677 inv = op;
1678 }
1679
1680 INVOKE_OBJECT (INSERT, this);
1681
1682 return op;
1683 }
1684
1685 /*
1686 * Checks if any objects has a move_type that matches objects
1687 * that effect this object on this space. Call apply() to process
1688 * these events.
1689 *
1690 * Any speed-modification due to SLOW_MOVE() of other present objects
1691 * will affect the speed_left of the object.
1692 *
1693 * originator: Player, monster or other object that caused 'op' to be inserted
1694 * into 'map'. May be NULL.
1695 *
1696 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1697 *
1698 * 4-21-95 added code to check if appropriate skill was readied - this will
1699 * permit faster movement by the player through this terrain. -b.t.
1700 *
1701 * MSW 2001-07-08: Check all objects on space, not just those below
1702 * object being inserted. insert_ob_in_map may not put new objects
1703 * on top.
1704 */
1705 int
1706 check_move_on (object *op, object *originator)
1707 {
1708 object *tmp;
1709 maptile *m = op->map;
1710 int x = op->x, y = op->y;
1711
1712 MoveType move_on, move_slow, move_block;
1713
1714 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1715 return 0;
1716
1717 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1718 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1719 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1720
1721 /* if nothing on this space will slow op down or be applied,
1722 * no need to do checking below. have to make sure move_type
1723 * is set, as lots of objects don't have it set - we treat that
1724 * as walking.
1725 */
1726 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1727 return 0;
1728
1729 /* This is basically inverse logic of that below - basically,
1730 * if the object can avoid the move on or slow move, they do so,
1731 * but can't do it if the alternate movement they are using is
1732 * blocked. Logic on this seems confusing, but does seem correct.
1733 */
1734 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1735 return 0;
1736
1737 /* The objects have to be checked from top to bottom.
1738 * Hence, we first go to the top:
1739 */
1740
1741 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1742 {
1743 /* Trim the search when we find the first other spell effect
1744 * this helps performance so that if a space has 50 spell objects,
1745 * we don't need to check all of them.
1746 */
1747 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1748 break;
1749 }
1750
1751 for (; tmp; tmp = tmp->below)
1752 {
1753 if (tmp == op)
1754 continue; /* Can't apply yourself */
1755
1756 /* Check to see if one of the movement types should be slowed down.
1757 * Second check makes sure that the movement types not being slowed
1758 * (~slow_move) is not blocked on this space - just because the
1759 * space doesn't slow down swimming (for example), if you can't actually
1760 * swim on that space, can't use it to avoid the penalty.
1761 */
1762 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1763 {
1764 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1765 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1766 {
1767
1768 float
1769 diff = tmp->move_slow_penalty * fabs (op->speed);
1770
1771 if (op->type == PLAYER)
1772 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1773 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1774 diff /= 4.0;
1775
1776 op->speed_left -= diff;
1777 }
1778 }
1779
1780 /* Basically same logic as above, except now for actual apply. */
1781 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1782 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1783 {
1784 move_apply (tmp, op, originator);
1785
1786 if (op->destroyed ())
1787 return 1;
1788
1789 /* what the person/creature stepped onto has moved the object
1790 * someplace new. Don't process any further - if we did,
1791 * have a feeling strange problems would result.
1792 */
1793 if (op->map != m || op->x != x || op->y != y)
1794 return 0;
1795 }
1796 }
1797
1798 return 0;
1799 }
1800
1801 /*
1802 * present_arch(arch, map, x, y) searches for any objects with
1803 * a matching archetype at the given map and coordinates.
1804 * The first matching object is returned, or NULL if none.
1805 */
1806 object *
1807 present_arch (const archetype *at, maptile *m, int x, int y)
1808 {
1809 if (!m || out_of_map (m, x, y))
1810 {
1811 LOG (llevError, "Present_arch called outside map.\n");
1812 return NULL;
1813 }
1814
1815 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1816 if (tmp->arch == at)
1817 return tmp;
1818
1819 return NULL;
1820 }
1821
1822 /*
1823 * present(type, map, x, y) searches for any objects with
1824 * a matching type variable at the given map and coordinates.
1825 * The first matching object is returned, or NULL if none.
1826 */
1827 object *
1828 present (unsigned char type, maptile *m, int x, int y)
1829 {
1830 if (out_of_map (m, x, y))
1831 {
1832 LOG (llevError, "Present called outside map.\n");
1833 return NULL;
1834 }
1835
1836 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1837 if (tmp->type == type)
1838 return tmp;
1839
1840 return NULL;
1841 }
1842
1843 /*
1844 * present_in_ob(type, object) searches for any objects with
1845 * a matching type variable in the inventory of the given object.
1846 * The first matching object is returned, or NULL if none.
1847 */
1848 object *
1849 present_in_ob (unsigned char type, const object *op)
1850 {
1851 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1852 if (tmp->type == type)
1853 return tmp;
1854
1855 return NULL;
1856 }
1857
1858 /*
1859 * present_in_ob (type, str, object) searches for any objects with
1860 * a matching type & name variable in the inventory of the given object.
1861 * The first matching object is returned, or NULL if none.
1862 * This is mostly used by spell effect code, so that we only
1863 * have one spell effect at a time.
1864 * type can be used to narrow the search - if type is set,
1865 * the type must also match. -1 can be passed for the type,
1866 * in which case the type does not need to pass.
1867 * str is the string to match against. Note that we match against
1868 * the object name, not the archetype name. this is so that the
1869 * spell code can use one object type (force), but change it's name
1870 * to be unique.
1871 */
1872 object *
1873 present_in_ob_by_name (int type, const char *str, const object *op)
1874 {
1875 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1876 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1877 return tmp;
1878
1879 return 0;
1880 }
1881
1882 /*
1883 * present_arch_in_ob(archetype, object) searches for any objects with
1884 * a matching archetype in the inventory of the given object.
1885 * The first matching object is returned, or NULL if none.
1886 */
1887 object *
1888 present_arch_in_ob (const archetype *at, const object *op)
1889 {
1890 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1891 if (tmp->arch == at)
1892 return tmp;
1893
1894 return NULL;
1895 }
1896
1897 /*
1898 * activate recursively a flag on an object inventory
1899 */
1900 void
1901 flag_inv (object *op, int flag)
1902 {
1903 if (op->inv)
1904 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1905 {
1906 SET_FLAG (tmp, flag);
1907 flag_inv (tmp, flag);
1908 }
1909 }
1910
1911 /*
1912 * deactivate recursively a flag on an object inventory
1913 */
1914 void
1915 unflag_inv (object *op, int flag)
1916 {
1917 if (op->inv)
1918 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1919 {
1920 CLEAR_FLAG (tmp, flag);
1921 unflag_inv (tmp, flag);
1922 }
1923 }
1924
1925 /*
1926 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1927 * all it's inventory (recursively).
1928 * If checksums are used, a player will get set_cheat called for
1929 * him/her-self and all object carried by a call to this function.
1930 */
1931 void
1932 set_cheat (object *op)
1933 {
1934 SET_FLAG (op, FLAG_WAS_WIZ);
1935 flag_inv (op, FLAG_WAS_WIZ);
1936 }
1937
1938 /*
1939 * find_free_spot(object, map, x, y, start, stop) will search for
1940 * a spot at the given map and coordinates which will be able to contain
1941 * the given object. start and stop specifies how many squares
1942 * to search (see the freearr_x/y[] definition).
1943 * It returns a random choice among the alternatives found.
1944 * start and stop are where to start relative to the free_arr array (1,9
1945 * does all 4 immediate directions). This returns the index into the
1946 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1947 * Note - this only checks to see if there is space for the head of the
1948 * object - if it is a multispace object, this should be called for all
1949 * pieces.
1950 * Note2: This function does correctly handle tiled maps, but does not
1951 * inform the caller. However, insert_ob_in_map will update as
1952 * necessary, so the caller shouldn't need to do any special work.
1953 * Note - updated to take an object instead of archetype - this is necessary
1954 * because arch_blocked (now ob_blocked) needs to know the movement type
1955 * to know if the space in question will block the object. We can't use
1956 * the archetype because that isn't correct if the monster has been
1957 * customized, changed states, etc.
1958 */
1959 int
1960 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1961 {
1962 int index = 0, flag;
1963 int altern[SIZEOFFREE];
1964
1965 for (int i = start; i < stop; i++)
1966 {
1967 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1968 if (!flag)
1969 altern [index++] = i;
1970
1971 /* Basically, if we find a wall on a space, we cut down the search size.
1972 * In this way, we won't return spaces that are on another side of a wall.
1973 * This mostly work, but it cuts down the search size in all directions -
1974 * if the space being examined only has a wall to the north and empty
1975 * spaces in all the other directions, this will reduce the search space
1976 * to only the spaces immediately surrounding the target area, and
1977 * won't look 2 spaces south of the target space.
1978 */
1979 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
1980 stop = maxfree[i];
1981 }
1982
1983 if (!index)
1984 return -1;
1985
1986 return altern [rndm (index)];
1987 }
1988
1989 /*
1990 * find_first_free_spot(archetype, maptile, x, y) works like
1991 * find_free_spot(), but it will search max number of squares.
1992 * But it will return the first available spot, not a random choice.
1993 * Changed 0.93.2: Have it return -1 if there is no free spot available.
1994 */
1995 int
1996 find_first_free_spot (const object *ob, maptile *m, int x, int y)
1997 {
1998 for (int i = 0; i < SIZEOFFREE; i++)
1999 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2000 return i;
2001
2002 return -1;
2003 }
2004
2005 /*
2006 * The function permute(arr, begin, end) randomly reorders the array
2007 * arr[begin..end-1].
2008 * now uses a fisher-yates shuffle, old permute was broken
2009 */
2010 static void
2011 permute (int *arr, int begin, int end)
2012 {
2013 arr += begin;
2014 end -= begin;
2015
2016 while (--end)
2017 swap (arr [end], arr [rndm (end + 1)]);
2018 }
2019
2020 /* new function to make monster searching more efficient, and effective!
2021 * This basically returns a randomized array (in the passed pointer) of
2022 * the spaces to find monsters. In this way, it won't always look for
2023 * monsters to the north first. However, the size of the array passed
2024 * covers all the spaces, so within that size, all the spaces within
2025 * the 3x3 area will be searched, just not in a predictable order.
2026 */
2027 void
2028 get_search_arr (int *search_arr)
2029 {
2030 int i;
2031
2032 for (i = 0; i < SIZEOFFREE; i++)
2033 search_arr[i] = i;
2034
2035 permute (search_arr, 1, SIZEOFFREE1 + 1);
2036 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2037 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2038 }
2039
2040 /*
2041 * find_dir(map, x, y, exclude) will search some close squares in the
2042 * given map at the given coordinates for live objects.
2043 * It will not considered the object given as exclude among possible
2044 * live objects.
2045 * It returns the direction toward the first/closest live object if finds
2046 * any, otherwise 0.
2047 * Perhaps incorrectly, but I'm making the assumption that exclude
2048 * is actually want is going to try and move there. We need this info
2049 * because we have to know what movement the thing looking to move
2050 * there is capable of.
2051 */
2052 int
2053 find_dir (maptile *m, int x, int y, object *exclude)
2054 {
2055 int i, max = SIZEOFFREE, mflags;
2056
2057 sint16 nx, ny;
2058 object *tmp;
2059 maptile *mp;
2060
2061 MoveType blocked, move_type;
2062
2063 if (exclude && exclude->head)
2064 {
2065 exclude = exclude->head;
2066 move_type = exclude->move_type;
2067 }
2068 else
2069 {
2070 /* If we don't have anything, presume it can use all movement types. */
2071 move_type = MOVE_ALL;
2072 }
2073
2074 for (i = 1; i < max; i++)
2075 {
2076 mp = m;
2077 nx = x + freearr_x[i];
2078 ny = y + freearr_y[i];
2079
2080 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2081
2082 if (mflags & P_OUT_OF_MAP)
2083 max = maxfree[i];
2084 else
2085 {
2086 mapspace &ms = mp->at (nx, ny);
2087
2088 blocked = ms.move_block;
2089
2090 if ((move_type & blocked) == move_type)
2091 max = maxfree[i];
2092 else if (mflags & P_IS_ALIVE)
2093 {
2094 for (tmp = ms.bot; tmp; tmp = tmp->above)
2095 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2096 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2097 break;
2098
2099 if (tmp)
2100 return freedir[i];
2101 }
2102 }
2103 }
2104
2105 return 0;
2106 }
2107
2108 /*
2109 * distance(object 1, object 2) will return the square of the
2110 * distance between the two given objects.
2111 */
2112 int
2113 distance (const object *ob1, const object *ob2)
2114 {
2115 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2116 }
2117
2118 /*
2119 * find_dir_2(delta-x,delta-y) will return a direction in which
2120 * an object which has subtracted the x and y coordinates of another
2121 * object, needs to travel toward it.
2122 */
2123 int
2124 find_dir_2 (int x, int y)
2125 {
2126 int q;
2127
2128 if (y)
2129 q = x * 100 / y;
2130 else if (x)
2131 q = -300 * x;
2132 else
2133 return 0;
2134
2135 if (y > 0)
2136 {
2137 if (q < -242)
2138 return 3;
2139 if (q < -41)
2140 return 2;
2141 if (q < 41)
2142 return 1;
2143 if (q < 242)
2144 return 8;
2145 return 7;
2146 }
2147
2148 if (q < -242)
2149 return 7;
2150 if (q < -41)
2151 return 6;
2152 if (q < 41)
2153 return 5;
2154 if (q < 242)
2155 return 4;
2156
2157 return 3;
2158 }
2159
2160 /*
2161 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2162 * between two directions (which are expected to be absolute (see absdir())
2163 */
2164 int
2165 dirdiff (int dir1, int dir2)
2166 {
2167 int d;
2168
2169 d = abs (dir1 - dir2);
2170 if (d > 4)
2171 d = 8 - d;
2172
2173 return d;
2174 }
2175
2176 /* peterm:
2177 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2178 * Basically, this is a table of directions, and what directions
2179 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2180 * This basically means that if direction is 15, then it could either go
2181 * direction 4, 14, or 16 to get back to where we are.
2182 * Moved from spell_util.c to object.c with the other related direction
2183 * functions.
2184 */
2185 int reduction_dir[SIZEOFFREE][3] = {
2186 {0, 0, 0}, /* 0 */
2187 {0, 0, 0}, /* 1 */
2188 {0, 0, 0}, /* 2 */
2189 {0, 0, 0}, /* 3 */
2190 {0, 0, 0}, /* 4 */
2191 {0, 0, 0}, /* 5 */
2192 {0, 0, 0}, /* 6 */
2193 {0, 0, 0}, /* 7 */
2194 {0, 0, 0}, /* 8 */
2195 {8, 1, 2}, /* 9 */
2196 {1, 2, -1}, /* 10 */
2197 {2, 10, 12}, /* 11 */
2198 {2, 3, -1}, /* 12 */
2199 {2, 3, 4}, /* 13 */
2200 {3, 4, -1}, /* 14 */
2201 {4, 14, 16}, /* 15 */
2202 {5, 4, -1}, /* 16 */
2203 {4, 5, 6}, /* 17 */
2204 {6, 5, -1}, /* 18 */
2205 {6, 20, 18}, /* 19 */
2206 {7, 6, -1}, /* 20 */
2207 {6, 7, 8}, /* 21 */
2208 {7, 8, -1}, /* 22 */
2209 {8, 22, 24}, /* 23 */
2210 {8, 1, -1}, /* 24 */
2211 {24, 9, 10}, /* 25 */
2212 {9, 10, -1}, /* 26 */
2213 {10, 11, -1}, /* 27 */
2214 {27, 11, 29}, /* 28 */
2215 {11, 12, -1}, /* 29 */
2216 {12, 13, -1}, /* 30 */
2217 {12, 13, 14}, /* 31 */
2218 {13, 14, -1}, /* 32 */
2219 {14, 15, -1}, /* 33 */
2220 {33, 15, 35}, /* 34 */
2221 {16, 15, -1}, /* 35 */
2222 {17, 16, -1}, /* 36 */
2223 {18, 17, 16}, /* 37 */
2224 {18, 17, -1}, /* 38 */
2225 {18, 19, -1}, /* 39 */
2226 {41, 19, 39}, /* 40 */
2227 {19, 20, -1}, /* 41 */
2228 {20, 21, -1}, /* 42 */
2229 {20, 21, 22}, /* 43 */
2230 {21, 22, -1}, /* 44 */
2231 {23, 22, -1}, /* 45 */
2232 {45, 47, 23}, /* 46 */
2233 {23, 24, -1}, /* 47 */
2234 {24, 9, -1}
2235 }; /* 48 */
2236
2237 /* Recursive routine to step back and see if we can
2238 * find a path to that monster that we found. If not,
2239 * we don't bother going toward it. Returns 1 if we
2240 * can see a direct way to get it
2241 * Modified to be map tile aware -.MSW
2242 */
2243 int
2244 can_see_monsterP (maptile *m, int x, int y, int dir)
2245 {
2246 sint16 dx, dy;
2247 int mflags;
2248
2249 if (dir < 0)
2250 return 0; /* exit condition: invalid direction */
2251
2252 dx = x + freearr_x[dir];
2253 dy = y + freearr_y[dir];
2254
2255 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2256
2257 /* This functional arguably was incorrect before - it was
2258 * checking for P_WALL - that was basically seeing if
2259 * we could move to the monster - this is being more
2260 * literal on if we can see it. To know if we can actually
2261 * move to the monster, we'd need the monster passed in or
2262 * at least its move type.
2263 */
2264 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2265 return 0;
2266
2267 /* yes, can see. */
2268 if (dir < 9)
2269 return 1;
2270
2271 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2272 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2273 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2274 }
2275
2276 /*
2277 * can_pick(picker, item): finds out if an object is possible to be
2278 * picked up by the picker. Returnes 1 if it can be
2279 * picked up, otherwise 0.
2280 *
2281 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2282 * core dumps if they do.
2283 *
2284 * Add a check so we can't pick up invisible objects (0.93.8)
2285 */
2286
2287 int
2288 can_pick (const object *who, const object *item)
2289 {
2290 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2291 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2292 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2293 }
2294
2295 /*
2296 * create clone from object to another
2297 */
2298 object *
2299 object_create_clone (object *asrc)
2300 {
2301 object *dst = 0, *tmp, *src, *part, *prev, *item;
2302
2303 if (!asrc)
2304 return 0;
2305
2306 src = asrc;
2307 if (src->head)
2308 src = src->head;
2309
2310 prev = 0;
2311 for (part = src; part; part = part->more)
2312 {
2313 tmp = part->clone ();
2314 tmp->x -= src->x;
2315 tmp->y -= src->y;
2316
2317 if (!part->head)
2318 {
2319 dst = tmp;
2320 tmp->head = 0;
2321 }
2322 else
2323 tmp->head = dst;
2324
2325 tmp->more = 0;
2326
2327 if (prev)
2328 prev->more = tmp;
2329
2330 prev = tmp;
2331 }
2332
2333 for (item = src->inv; item; item = item->below)
2334 insert_ob_in_ob (object_create_clone (item), dst);
2335
2336 return dst;
2337 }
2338
2339 /* GROS - Creates an object using a string representing its content. */
2340 /* Basically, we save the content of the string to a temp file, then call */
2341 /* load_object on it. I admit it is a highly inefficient way to make things, */
2342 /* but it was simple to make and allows reusing the load_object function. */
2343 /* Remember not to use load_object_str in a time-critical situation. */
2344 /* Also remember that multiparts objects are not supported for now. */
2345 object *
2346 load_object_str (const char *obstr)
2347 {
2348 object *op;
2349 char filename[MAX_BUF];
2350
2351 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2352
2353 FILE *tempfile = fopen (filename, "w");
2354
2355 if (tempfile == NULL)
2356 {
2357 LOG (llevError, "Error - Unable to access load object temp file\n");
2358 return NULL;
2359 }
2360
2361 fprintf (tempfile, obstr);
2362 fclose (tempfile);
2363
2364 op = object::create ();
2365
2366 object_thawer thawer (filename);
2367
2368 if (thawer)
2369 load_object (thawer, op, 0);
2370
2371 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2372 CLEAR_FLAG (op, FLAG_REMOVED);
2373
2374 return op;
2375 }
2376
2377 /* This returns the first object in who's inventory that
2378 * has the same type and subtype match.
2379 * returns NULL if no match.
2380 */
2381 object *
2382 find_obj_by_type_subtype (const object *who, int type, int subtype)
2383 {
2384 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2385 if (tmp->type == type && tmp->subtype == subtype)
2386 return tmp;
2387
2388 return 0;
2389 }
2390
2391 /* If ob has a field named key, return the link from the list,
2392 * otherwise return NULL.
2393 *
2394 * key must be a passed in shared string - otherwise, this won't
2395 * do the desired thing.
2396 */
2397 key_value *
2398 get_ob_key_link (const object *ob, const char *key)
2399 {
2400 for (key_value *link = ob->key_values; link; link = link->next)
2401 if (link->key == key)
2402 return link;
2403
2404 return 0;
2405 }
2406
2407 /*
2408 * Returns the value of op has an extra_field for key, or NULL.
2409 *
2410 * The argument doesn't need to be a shared string.
2411 *
2412 * The returned string is shared.
2413 */
2414 const char *
2415 get_ob_key_value (const object *op, const char *const key)
2416 {
2417 key_value *link;
2418 shstr_cmp canonical_key (key);
2419
2420 if (!canonical_key)
2421 {
2422 /* 1. There being a field named key on any object
2423 * implies there'd be a shared string to find.
2424 * 2. Since there isn't, no object has this field.
2425 * 3. Therefore, *this* object doesn't have this field.
2426 */
2427 return 0;
2428 }
2429
2430 /* This is copied from get_ob_key_link() above -
2431 * only 4 lines, and saves the function call overhead.
2432 */
2433 for (link = op->key_values; link; link = link->next)
2434 if (link->key == canonical_key)
2435 return link->value;
2436
2437 return 0;
2438 }
2439
2440
2441 /*
2442 * Updates the canonical_key in op to value.
2443 *
2444 * canonical_key is a shared string (value doesn't have to be).
2445 *
2446 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2447 * keys.
2448 *
2449 * Returns TRUE on success.
2450 */
2451 int
2452 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2453 {
2454 key_value *field = NULL, *last = NULL;
2455
2456 for (field = op->key_values; field != NULL; field = field->next)
2457 {
2458 if (field->key != canonical_key)
2459 {
2460 last = field;
2461 continue;
2462 }
2463
2464 if (value)
2465 field->value = value;
2466 else
2467 {
2468 /* Basically, if the archetype has this key set,
2469 * we need to store the null value so when we save
2470 * it, we save the empty value so that when we load,
2471 * we get this value back again.
2472 */
2473 if (get_ob_key_link (&op->arch->clone, canonical_key))
2474 field->value = 0;
2475 else
2476 {
2477 if (last)
2478 last->next = field->next;
2479 else
2480 op->key_values = field->next;
2481
2482 delete field;
2483 }
2484 }
2485 return TRUE;
2486 }
2487 /* IF we get here, key doesn't exist */
2488
2489 /* No field, we'll have to add it. */
2490
2491 if (!add_key)
2492 return FALSE;
2493
2494 /* There isn't any good reason to store a null
2495 * value in the key/value list. If the archetype has
2496 * this key, then we should also have it, so shouldn't
2497 * be here. If user wants to store empty strings,
2498 * should pass in ""
2499 */
2500 if (value == NULL)
2501 return TRUE;
2502
2503 field = new key_value;
2504
2505 field->key = canonical_key;
2506 field->value = value;
2507 /* Usual prepend-addition. */
2508 field->next = op->key_values;
2509 op->key_values = field;
2510
2511 return TRUE;
2512 }
2513
2514 /*
2515 * Updates the key in op to value.
2516 *
2517 * If add_key is FALSE, this will only update existing keys,
2518 * and not add new ones.
2519 * In general, should be little reason FALSE is ever passed in for add_key
2520 *
2521 * Returns TRUE on success.
2522 */
2523 int
2524 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2525 {
2526 shstr key_ (key);
2527
2528 return set_ob_key_value_s (op, key_, value, add_key);
2529 }
2530
2531 object::depth_iterator::depth_iterator (object *container)
2532 : iterator_base (container)
2533 {
2534 while (item->inv)
2535 item = item->inv;
2536 }
2537
2538 void
2539 object::depth_iterator::next ()
2540 {
2541 if (item->below)
2542 {
2543 item = item->below;
2544
2545 while (item->inv)
2546 item = item->inv;
2547 }
2548 else
2549 item = item->env;
2550 }
2551
2552
2553 const char *
2554 object::flag_desc (char *desc, int len) const
2555 {
2556 char *p = desc;
2557 bool first = true;
2558
2559 *p = 0;
2560
2561 for (int i = 0; i < NUM_FLAGS; i++)
2562 {
2563 if (len <= 10) // magic constant!
2564 {
2565 snprintf (p, len, ",...");
2566 break;
2567 }
2568
2569 if (flag [i])
2570 {
2571 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2572 len -= cnt;
2573 p += cnt;
2574 first = false;
2575 }
2576 }
2577
2578 return desc;
2579 }
2580
2581 // return a suitable string describing an object in enough detail to find it
2582 const char *
2583 object::debug_desc (char *info) const
2584 {
2585 char flagdesc[512];
2586 char info2[256 * 4];
2587 char *p = info;
2588
2589 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2590 count, uuid.seq,
2591 &name,
2592 title ? "\",title:\"" : "",
2593 title ? (const char *)title : "",
2594 flag_desc (flagdesc, 512), type);
2595
2596 if (env)
2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2598
2599 if (map)
2600 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2601
2602 return info;
2603 }
2604
2605 const char *
2606 object::debug_desc () const
2607 {
2608 static char info[256 * 4];
2609 return debug_desc (info);
2610 }
2611
2612 const char *
2613 object::debug_desc2 () const
2614 {
2615 static char info[256 * 4];
2616 return debug_desc (info);
2617 }
2618
2619 struct region *
2620 object::region () const
2621 {
2622 return map ? map->region (x, y)
2623 : region::default_region ();
2624 }
2625
2626 const materialtype_t *
2627 object::dominant_material () const
2628 {
2629 if (materialtype_t *mat = name_to_material (materialname))
2630 return mat;
2631
2632 // omfg this is slow, this has to be temporary :)
2633 shstr unknown ("unknown");
2634
2635 return name_to_material (unknown);
2636 }
2637
2638 void
2639 object::open_container (object *new_container)
2640 {
2641 if (container == new_container)
2642 return;
2643
2644 if (contr && contr->ns)
2645 contr->ns->floorbox_reset ();
2646
2647 if (object *old_container = container)
2648 {
2649 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2650 return;
2651
2652 #if 0
2653 // remove the "Close old_container" object.
2654 if (object *closer = old_container->inv)
2655 if (closer->type == CLOSE_CON)
2656 closer->destroy ();
2657 #endif
2658
2659 old_container->flag [FLAG_APPLIED] = 0;
2660 container = 0;
2661
2662 esrv_update_item (UPD_FLAGS, this, old_container);
2663 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2664 }
2665
2666 if (new_container)
2667 {
2668 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2669 return;
2670
2671 // TODO: this does not seem to serve any purpose anymore?
2672 #if 0
2673 // insert the "Close Container" object.
2674 if (archetype *closer = new_container->other_arch)
2675 {
2676 object *closer = arch_to_object (new_container->other_arch);
2677 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2678 new_container->insert (closer);
2679 }
2680 #endif
2681
2682 new_container->flag [FLAG_APPLIED] = 1;
2683 container = new_container;
2684
2685 esrv_update_item (UPD_FLAGS, this, new_container);
2686 esrv_send_inventory (this, new_container);
2687 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2688 }
2689 }
2690
2691