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/cvs/deliantra/server/common/object.C
Revision: 1.134
Committed: Thu Mar 1 12:28:16 2007 UTC (17 years, 2 months ago) by pippijn
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_0
Changes since 1.133: +1 -2 lines
Log Message:
nano-cleanups

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 char *
363 dump_object (object *op)
364 {
365 if (!op)
366 return strdup ("[NULLOBJ]");
367
368 object_freezer freezer;
369 op->write (freezer);
370 return freezer.as_string ();
371 }
372
373 /*
374 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned.
377 */
378
379 object *
380 get_nearest_part (object *op, const object *pl)
381 {
382 object *tmp, *closest;
383 int last_dist, i;
384
385 if (op->more == NULL)
386 return op;
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i;
390 return closest;
391 }
392
393 /*
394 * Returns the object which has the count-variable equal to the argument.
395 */
396 object *
397 find_object (tag_t i)
398 {
399 for_all_objects (op)
400 if (op->count == i)
401 return op;
402
403 return 0;
404 }
405
406 /*
407 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999"
410 */
411 object *
412 find_object_name (const char *str)
413 {
414 shstr_cmp str_ (str);
415 object *op;
416
417 for_all_objects (op)
418 if (op->name == str_)
419 break;
420
421 return op;
422 }
423
424 void
425 free_all_object_data ()
426 {
427 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
428 }
429
430 /*
431 * Sets the owner and sets the skill and exp pointers to owner's current
432 * skill and experience objects.
433 */
434 void
435 object::set_owner (object *owner)
436 {
437 if (!owner)
438 return;
439
440 /* next line added to allow objects which own objects */
441 /* Add a check for ownercounts in here, as I got into an endless loop
442 * with the fireball owning a poison cloud which then owned the
443 * fireball. I believe that was caused by one of the objects getting
444 * freed and then another object replacing it. Since the ownercounts
445 * didn't match, this check is valid and I believe that cause is valid.
446 */
447 while (owner->owner)
448 owner = owner->owner;
449
450 this->owner = owner;
451 }
452
453 /* Zero the key_values on op, decrementing the shared-string
454 * refcounts and freeing the links.
455 */
456 static void
457 free_key_values (object *op)
458 {
459 for (key_value *i = op->key_values; i != 0;)
460 {
461 key_value *next = i->next;
462 delete i;
463
464 i = next;
465 }
466
467 op->key_values = 0;
468 }
469
470 /*
471 * copy_to first frees everything allocated by the dst object,
472 * and then copies the contents of itself into the second
473 * object, allocating what needs to be allocated. Basically, any
474 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
475 * if the first object is freed, the pointers in the new object
476 * will point at garbage.
477 */
478 void
479 object::copy_to (object *dst)
480 {
481 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
482 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
483
484 *(object_copy *)dst = *this;
485
486 if (is_freed)
487 SET_FLAG (dst, FLAG_FREED);
488
489 if (is_removed)
490 SET_FLAG (dst, FLAG_REMOVED);
491
492 if (speed < 0)
493 dst->speed_left = speed_left - rndm ();
494
495 /* Copy over key_values, if any. */
496 if (key_values)
497 {
498 key_value *tail = 0;
499 key_value *i;
500
501 dst->key_values = 0;
502
503 for (i = key_values; i; i = i->next)
504 {
505 key_value *new_link = new key_value;
506
507 new_link->next = 0;
508 new_link->key = i->key;
509 new_link->value = i->value;
510
511 /* Try and be clever here, too. */
512 if (!dst->key_values)
513 {
514 dst->key_values = new_link;
515 tail = new_link;
516 }
517 else
518 {
519 tail->next = new_link;
520 tail = new_link;
521 }
522 }
523 }
524
525 dst->set_speed (dst->speed);
526 }
527
528 void
529 object::instantiate ()
530 {
531 if (!uuid.seq) // HACK
532 uuid = gen_uuid ();
533
534 speed_left = -0.1f;
535 /* copy the body_info to the body_used - this is only really
536 * need for monsters, but doesn't hurt to do it for everything.
537 * by doing so, when a monster is created, it has good starting
538 * values for the body_used info, so when items are created
539 * for it, they can be properly equipped.
540 */
541 memcpy (body_used, body_info, sizeof (body_used));
542
543 attachable::instantiate ();
544 }
545
546 object *
547 object::clone ()
548 {
549 object *neu = create ();
550 copy_to (neu);
551 return neu;
552 }
553
554 /*
555 * If an object with the IS_TURNABLE() flag needs to be turned due
556 * to the closest player being on the other side, this function can
557 * be called to update the face variable, _and_ how it looks on the map.
558 */
559 void
560 update_turn_face (object *op)
561 {
562 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
563 return;
564
565 SET_ANIMATION (op, op->direction);
566 update_object (op, UP_OBJ_FACE);
567 }
568
569 /*
570 * Updates the speed of an object. If the speed changes from 0 to another
571 * value, or vice versa, then add/remove the object from the active list.
572 * This function needs to be called whenever the speed of an object changes.
573 */
574 void
575 object::set_speed (float speed)
576 {
577 if (flag [FLAG_FREED] && speed)
578 {
579 LOG (llevError, "Object %s is freed but has speed.\n", &name);
580 speed = 0;
581 }
582
583 this->speed = speed;
584
585 if (has_active_speed ())
586 activate ();
587 else
588 deactivate ();
589 }
590
591 /*
592 * update_object() updates the the map.
593 * It takes into account invisible objects (and represent squares covered
594 * by invisible objects by whatever is below them (unless it's another
595 * invisible object, etc...)
596 * If the object being updated is beneath a player, the look-window
597 * of that player is updated (this might be a suboptimal way of
598 * updating that window, though, since update_object() is called _often_)
599 *
600 * action is a hint of what the caller believes need to be done.
601 * current action are:
602 * UP_OBJ_INSERT: op was inserted
603 * UP_OBJ_REMOVE: op was removed
604 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
605 * as that is easier than trying to look at what may have changed.
606 * UP_OBJ_FACE: only the objects face has changed.
607 */
608 void
609 update_object (object *op, int action)
610 {
611 if (op == NULL)
612 {
613 /* this should never happen */
614 LOG (llevDebug, "update_object() called for NULL object.\n");
615 return;
616 }
617
618 if (op->env)
619 {
620 /* Animation is currently handled by client, so nothing
621 * to do in this case.
622 */
623 return;
624 }
625
626 /* If the map is saving, don't do anything as everything is
627 * going to get freed anyways.
628 */
629 if (!op->map || op->map->in_memory == MAP_SAVING)
630 return;
631
632 /* make sure the object is within map boundaries */
633 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
634 {
635 LOG (llevError, "update_object() called for object out of map!\n");
636 #ifdef MANY_CORES
637 abort ();
638 #endif
639 return;
640 }
641
642 mapspace &m = op->ms ();
643
644 if (!(m.flags_ & P_UPTODATE))
645 /* nop */;
646 else if (action == UP_OBJ_INSERT)
647 {
648 // this is likely overkill, TODO: revisit (schmorp)
649 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
650 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
651 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
652 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
653 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
654 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
655 || (m.move_on | op->move_on ) != m.move_on
656 || (m.move_off | op->move_off ) != m.move_off
657 || (m.move_slow | op->move_slow) != m.move_slow
658 /* This isn't perfect, but I don't expect a lot of objects to
659 * to have move_allow right now.
660 */
661 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
662 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
663 m.flags_ = 0;
664 }
665 /* if the object is being removed, we can't make intelligent
666 * decisions, because remove_ob can't really pass the object
667 * that is being removed.
668 */
669 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
670 m.flags_ = 0;
671 else if (action == UP_OBJ_FACE)
672 /* Nothing to do for that case */ ;
673 else
674 LOG (llevError, "update_object called with invalid action: %d\n", action);
675
676 if (op->more)
677 update_object (op->more, action);
678 }
679
680 object::object ()
681 {
682 SET_FLAG (this, FLAG_REMOVED);
683
684 expmul = 1.0;
685 face = blank_face;
686 }
687
688 object::~object ()
689 {
690 unlink ();
691
692 free_key_values (this);
693 }
694
695 static int object_count;
696
697 void object::link ()
698 {
699 assert (!index);//D
700 uuid = gen_uuid ();
701 count = ++object_count;
702
703 refcnt_inc ();
704 objects.insert (this);
705 }
706
707 void object::unlink ()
708 {
709 if (!index)
710 return;
711
712 objects.erase (this);
713 refcnt_dec ();
714 }
715
716 void
717 object::activate ()
718 {
719 /* If already on active list, don't do anything */
720 if (active)
721 return;
722
723 if (has_active_speed ())
724 actives.insert (this);
725 }
726
727 void
728 object::activate_recursive ()
729 {
730 activate ();
731
732 for (object *op = inv; op; op = op->below)
733 op->activate_recursive ();
734 }
735
736 /* This function removes object 'op' from the list of active
737 * objects.
738 * This should only be used for style maps or other such
739 * reference maps where you don't want an object that isn't
740 * in play chewing up cpu time getting processed.
741 * The reverse of this is to call update_ob_speed, which
742 * will do the right thing based on the speed of the object.
743 */
744 void
745 object::deactivate ()
746 {
747 /* If not on the active list, nothing needs to be done */
748 if (!active)
749 return;
750
751 actives.erase (this);
752 }
753
754 void
755 object::deactivate_recursive ()
756 {
757 for (object *op = inv; op; op = op->below)
758 op->deactivate_recursive ();
759
760 deactivate ();
761 }
762
763 void
764 object::set_flag_inv (int flag, int value)
765 {
766 for (object *op = inv; op; op = op->below)
767 {
768 op->flag [flag] = value;
769 op->set_flag_inv (flag, value);
770 }
771 }
772
773 /*
774 * Remove and free all objects in the inventory of the given object.
775 * object.c ?
776 */
777 void
778 object::destroy_inv (bool drop_to_ground)
779 {
780 // need to check first, because the checks below might segfault
781 // as we might be on an invalid mapspace and crossfire code
782 // is too buggy to ensure that the inventory is empty.
783 // corollary: if you create arrows etc. with stuff in tis inventory,
784 // cf will crash below with off-map x and y
785 if (!inv)
786 return;
787
788 /* Only if the space blocks everything do we not process -
789 * if some form of movement is allowed, let objects
790 * drop on that space.
791 */
792 if (!drop_to_ground
793 || !map
794 || map->in_memory != MAP_IN_MEMORY
795 || map->nodrop
796 || ms ().move_block == MOVE_ALL)
797 {
798 while (inv)
799 {
800 inv->destroy_inv (drop_to_ground);
801 inv->destroy ();
802 }
803 }
804 else
805 { /* Put objects in inventory onto this space */
806 while (inv)
807 {
808 object *op = inv;
809
810 if (op->flag [FLAG_STARTEQUIP]
811 || op->flag [FLAG_NO_DROP]
812 || op->type == RUNE
813 || op->type == TRAP
814 || op->flag [FLAG_IS_A_TEMPLATE]
815 || op->flag [FLAG_DESTROY_ON_DEATH])
816 op->destroy ();
817 else
818 map->insert (op, x, y);
819 }
820 }
821 }
822
823 object *object::create ()
824 {
825 object *op = new object;
826 op->link ();
827 return op;
828 }
829
830 void
831 object::do_destroy ()
832 {
833 attachable::do_destroy ();
834
835 if (flag [FLAG_IS_LINKED])
836 remove_button_link (this);
837
838 if (flag [FLAG_FRIENDLY])
839 {
840 remove_friendly_object (this);
841
842 if (type == GOLEM
843 && owner
844 && owner->type == PLAYER
845 && owner->contr->ranges[range_golem] == this)
846 owner->contr->ranges[range_golem] = 0;
847 }
848
849 if (!flag [FLAG_REMOVED])
850 remove ();
851
852 destroy_inv (true);
853
854 deactivate ();
855 unlink ();
856
857 flag [FLAG_FREED] = 1;
858
859 // hack to ensure that freed objects still have a valid map
860 {
861 static maptile *freed_map; // freed objects are moved here to avoid crashes
862
863 if (!freed_map)
864 {
865 freed_map = new maptile;
866
867 freed_map->name = "/internal/freed_objects_map";
868 freed_map->width = 3;
869 freed_map->height = 3;
870
871 freed_map->alloc ();
872 freed_map->in_memory = MAP_IN_MEMORY;
873 }
874
875 map = freed_map;
876 x = 1;
877 y = 1;
878 }
879
880 head = 0;
881
882 if (more)
883 {
884 more->destroy ();
885 more = 0;
886 }
887
888 // clear those pointers that likely might have circular references to us
889 owner = 0;
890 enemy = 0;
891 attacked_by = 0;
892 }
893
894 void
895 object::destroy (bool destroy_inventory)
896 {
897 if (destroyed ())
898 return;
899
900 if (destroy_inventory)
901 destroy_inv (false);
902
903 attachable::destroy ();
904 }
905
906 /*
907 * sub_weight() recursively (outwards) subtracts a number from the
908 * weight of an object (and what is carried by it's environment(s)).
909 */
910 void
911 sub_weight (object *op, signed long weight)
912 {
913 while (op != NULL)
914 {
915 if (op->type == CONTAINER)
916 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
917
918 op->carrying -= weight;
919 op = op->env;
920 }
921 }
922
923 /* op->remove ():
924 * This function removes the object op from the linked list of objects
925 * which it is currently tied to. When this function is done, the
926 * object will have no environment. If the object previously had an
927 * environment, the x and y coordinates will be updated to
928 * the previous environment.
929 */
930 void
931 object::do_remove ()
932 {
933 object *tmp, *last = 0;
934 object *otmp;
935
936 if (QUERY_FLAG (this, FLAG_REMOVED))
937 return;
938
939 SET_FLAG (this, FLAG_REMOVED);
940 INVOKE_OBJECT (REMOVE, this);
941
942 if (more)
943 more->remove ();
944
945 /*
946 * In this case, the object to be removed is in someones
947 * inventory.
948 */
949 if (env)
950 {
951 if (nrof)
952 sub_weight (env, weight * nrof);
953 else
954 sub_weight (env, weight + carrying);
955
956 /* NO_FIX_PLAYER is set when a great many changes are being
957 * made to players inventory. If set, avoiding the call
958 * to save cpu time.
959 */
960 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
961 otmp->update_stats ();
962
963 if (above)
964 above->below = below;
965 else
966 env->inv = below;
967
968 if (below)
969 below->above = above;
970
971 /* we set up values so that it could be inserted into
972 * the map, but we don't actually do that - it is up
973 * to the caller to decide what we want to do.
974 */
975 x = env->x, y = env->y;
976 map = env->map;
977 above = 0, below = 0;
978 env = 0;
979 }
980 else if (map)
981 {
982 if (type == PLAYER)
983 {
984 // leaving a spot always closes any open container on the ground
985 if (container && !container->env)
986 // this causes spurious floorbox updates, but it ensures
987 // that the CLOSE event is being sent.
988 close_container ();
989
990 --map->players;
991 map->touch ();
992 }
993
994 map->dirty = true;
995 mapspace &ms = this->ms ();
996
997 /* link the object above us */
998 if (above)
999 above->below = below;
1000 else
1001 ms.top = below; /* we were top, set new top */
1002
1003 /* Relink the object below us, if there is one */
1004 if (below)
1005 below->above = above;
1006 else
1007 {
1008 /* Nothing below, which means we need to relink map object for this space
1009 * use translated coordinates in case some oddness with map tiling is
1010 * evident
1011 */
1012 if (GET_MAP_OB (map, x, y) != this)
1013 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 ());
1014
1015 ms.bot = above; /* goes on above it. */
1016 }
1017
1018 above = 0;
1019 below = 0;
1020
1021 if (map->in_memory == MAP_SAVING)
1022 return;
1023
1024 int check_walk_off = !flag [FLAG_NO_APPLY];
1025
1026 for (tmp = ms.bot; tmp; tmp = tmp->above)
1027 {
1028 /* No point updating the players look faces if he is the object
1029 * being removed.
1030 */
1031
1032 if (tmp->type == PLAYER && tmp != this)
1033 {
1034 /* If a container that the player is currently using somehow gets
1035 * removed (most likely destroyed), update the player view
1036 * appropriately.
1037 */
1038 if (tmp->container == this)
1039 {
1040 flag [FLAG_APPLIED] = 0;
1041 tmp->container = 0;
1042 }
1043
1044 if (tmp->contr->ns)
1045 tmp->contr->ns->floorbox_update ();
1046 }
1047
1048 /* See if object moving off should effect something */
1049 if (check_walk_off
1050 && ((move_type & tmp->move_off)
1051 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1052 {
1053 move_apply (tmp, this, 0);
1054
1055 if (destroyed ())
1056 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1057 }
1058
1059 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1060 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1061 if (tmp->above == tmp)
1062 tmp->above = 0;
1063
1064 last = tmp;
1065 }
1066
1067 /* last == NULL if there are no objects on this space */
1068 //TODO: this makes little sense, why only update the topmost object?
1069 if (!last)
1070 map->at (x, y).flags_ = 0;
1071 else
1072 update_object (last, UP_OBJ_REMOVE);
1073
1074 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1075 update_all_los (map, x, y);
1076 }
1077 }
1078
1079 /*
1080 * merge_ob(op,top):
1081 *
1082 * This function goes through all objects below and including top, and
1083 * merges op to the first matching object.
1084 * If top is NULL, it is calculated.
1085 * Returns pointer to object if it succeded in the merge, otherwise NULL
1086 */
1087 object *
1088 merge_ob (object *op, object *top)
1089 {
1090 if (!op->nrof)
1091 return 0;
1092
1093 if (top)
1094 for (top = op; top && top->above; top = top->above)
1095 ;
1096
1097 for (; top; top = top->below)
1098 {
1099 if (top == op)
1100 continue;
1101
1102 if (object::can_merge (op, top))
1103 {
1104 top->nrof += op->nrof;
1105
1106 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1107 op->weight = 0; /* Don't want any adjustements now */
1108 op->destroy ();
1109 return top;
1110 }
1111 }
1112
1113 return 0;
1114 }
1115
1116 /*
1117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1118 * job preparing multi-part monsters.
1119 */
1120 object *
1121 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1122 {
1123 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1124 {
1125 tmp->x = x + tmp->arch->clone.x;
1126 tmp->y = y + tmp->arch->clone.y;
1127 }
1128
1129 return insert_ob_in_map (op, m, originator, flag);
1130 }
1131
1132 /*
1133 * insert_ob_in_map (op, map, originator, flag):
1134 * This function inserts the object in the two-way linked list
1135 * which represents what is on a map.
1136 * The second argument specifies the map, and the x and y variables
1137 * in the object about to be inserted specifies the position.
1138 *
1139 * originator: Player, monster or other object that caused 'op' to be inserted
1140 * into 'map'. May be NULL.
1141 *
1142 * flag is a bitmask about special things to do (or not do) when this
1143 * function is called. see the object.h file for the INS_ values.
1144 * Passing 0 for flag gives proper default values, so flag really only needs
1145 * to be set if special handling is needed.
1146 *
1147 * Return value:
1148 * new object if 'op' was merged with other object
1149 * NULL if 'op' was destroyed
1150 * just 'op' otherwise
1151 */
1152 object *
1153 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1154 {
1155 object *tmp, *top, *floor = NULL;
1156
1157 if (QUERY_FLAG (op, FLAG_FREED))
1158 {
1159 LOG (llevError, "Trying to insert freed object!\n");
1160 return NULL;
1161 }
1162
1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1164 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1165
1166 op->remove ();
1167
1168 if (!m)
1169 {
1170 char *dump = dump_object (op);
1171 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1172 free (dump);
1173 return op;
1174 }
1175
1176 if (out_of_map (m, op->x, op->y))
1177 {
1178 char *dump = dump_object (op);
1179 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1180 #ifdef MANY_CORES
1181 /* Better to catch this here, as otherwise the next use of this object
1182 * is likely to cause a crash. Better to find out where it is getting
1183 * improperly inserted.
1184 */
1185 abort ();
1186 #endif
1187 free (dump);
1188 return op;
1189 }
1190
1191 if (object *more = op->more)
1192 {
1193 if (!insert_ob_in_map (more, m, originator, flag))
1194 {
1195 if (!op->head)
1196 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1197
1198 return 0;
1199 }
1200 }
1201
1202 CLEAR_FLAG (op, FLAG_REMOVED);
1203
1204 /* Ideally, the caller figures this out. However, it complicates a lot
1205 * of areas of callers (eg, anything that uses find_free_spot would now
1206 * need extra work
1207 */
1208 if (!xy_normalise (m, op->x, op->y))
1209 return 0;
1210
1211 op->map = m;
1212 mapspace &ms = op->ms ();
1213
1214 /* this has to be done after we translate the coordinates.
1215 */
1216 if (op->nrof && !(flag & INS_NO_MERGE))
1217 for (tmp = ms.bot; tmp; tmp = tmp->above)
1218 if (object::can_merge (op, tmp))
1219 {
1220 op->nrof += tmp->nrof;
1221 tmp->destroy ();
1222 }
1223
1224 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1225 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1226
1227 if (!QUERY_FLAG (op, FLAG_ALIVE))
1228 CLEAR_FLAG (op, FLAG_NO_STEAL);
1229
1230 if (flag & INS_BELOW_ORIGINATOR)
1231 {
1232 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1233 {
1234 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1235 abort ();
1236 }
1237
1238 op->above = originator;
1239 op->below = originator->below;
1240
1241 if (op->below)
1242 op->below->above = op;
1243 else
1244 ms.bot = op;
1245
1246 /* since *below* originator, no need to update top */
1247 originator->below = op;
1248 }
1249 else
1250 {
1251 top = ms.bot;
1252
1253 /* If there are other objects, then */
1254 if ((!(flag & INS_MAP_LOAD)) && top)
1255 {
1256 object *last = 0;
1257
1258 /*
1259 * If there are multiple objects on this space, we do some trickier handling.
1260 * We've already dealt with merging if appropriate.
1261 * Generally, we want to put the new object on top. But if
1262 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1263 * floor, we want to insert above that and no further.
1264 * Also, if there are spell objects on this space, we stop processing
1265 * once we get to them. This reduces the need to traverse over all of
1266 * them when adding another one - this saves quite a bit of cpu time
1267 * when lots of spells are cast in one area. Currently, it is presumed
1268 * that flying non pickable objects are spell objects.
1269 */
1270 for (top = ms.bot; top; top = top->above)
1271 {
1272 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1273 floor = top;
1274
1275 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1276 {
1277 /* We insert above top, so we want this object below this */
1278 top = top->below;
1279 break;
1280 }
1281
1282 last = top;
1283 }
1284
1285 /* Don't want top to be NULL, so set it to the last valid object */
1286 top = last;
1287
1288 /* We let update_position deal with figuring out what the space
1289 * looks like instead of lots of conditions here.
1290 * makes things faster, and effectively the same result.
1291 */
1292
1293 /* Have object 'fall below' other objects that block view.
1294 * Unless those objects are exits, type 66
1295 * If INS_ON_TOP is used, don't do this processing
1296 * Need to find the object that in fact blocks view, otherwise
1297 * stacking is a bit odd.
1298 */
1299 if (!(flag & INS_ON_TOP)
1300 && ms.flags () & P_BLOCKSVIEW
1301 && (op->face && !op->face->visibility))
1302 {
1303 for (last = top; last != floor; last = last->below)
1304 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1305 break;
1306
1307 /* Check to see if we found the object that blocks view,
1308 * and make sure we have a below pointer for it so that
1309 * we can get inserted below this one, which requires we
1310 * set top to the object below us.
1311 */
1312 if (last && last->below && last != floor)
1313 top = last->below;
1314 }
1315 } /* If objects on this space */
1316
1317 if (flag & INS_MAP_LOAD)
1318 top = ms.top;
1319
1320 if (flag & INS_ABOVE_FLOOR_ONLY)
1321 top = floor;
1322
1323 /* Top is the object that our object (op) is going to get inserted above.
1324 */
1325
1326 /* First object on this space */
1327 if (!top)
1328 {
1329 op->above = ms.bot;
1330
1331 if (op->above)
1332 op->above->below = op;
1333
1334 op->below = 0;
1335 ms.bot = op;
1336 }
1337 else
1338 { /* get inserted into the stack above top */
1339 op->above = top->above;
1340
1341 if (op->above)
1342 op->above->below = op;
1343
1344 op->below = top;
1345 top->above = op;
1346 }
1347
1348 if (!op->above)
1349 ms.top = op;
1350 } /* else not INS_BELOW_ORIGINATOR */
1351
1352 if (op->type == PLAYER)
1353 {
1354 op->contr->do_los = 1;
1355 ++op->map->players;
1356 op->map->touch ();
1357 }
1358
1359 op->map->dirty = true;
1360
1361 /* If we have a floor, we know the player, if any, will be above
1362 * it, so save a few ticks and start from there.
1363 */
1364 if (!(flag & INS_MAP_LOAD))
1365 if (object *pl = ms.player ())
1366 if (pl->contr->ns)
1367 pl->contr->ns->floorbox_update ();
1368
1369 /* If this object glows, it may affect lighting conditions that are
1370 * visible to others on this map. But update_all_los is really
1371 * an inefficient way to do this, as it means los for all players
1372 * on the map will get recalculated. The players could very well
1373 * be far away from this change and not affected in any way -
1374 * this should get redone to only look for players within range,
1375 * or just updating the P_UPTODATE for spaces within this area
1376 * of effect may be sufficient.
1377 */
1378 if (op->map->darkness && (op->glow_radius != 0))
1379 update_all_los (op->map, op->x, op->y);
1380
1381 /* updates flags (blocked, alive, no magic, etc) for this map space */
1382 update_object (op, UP_OBJ_INSERT);
1383
1384 INVOKE_OBJECT (INSERT, op);
1385
1386 /* Don't know if moving this to the end will break anything. However,
1387 * we want to have floorbox_update called before calling this.
1388 *
1389 * check_move_on() must be after this because code called from
1390 * check_move_on() depends on correct map flags (so functions like
1391 * blocked() and wall() work properly), and these flags are updated by
1392 * update_object().
1393 */
1394
1395 /* if this is not the head or flag has been passed, don't check walk on status */
1396 if (!(flag & INS_NO_WALK_ON) && !op->head)
1397 {
1398 if (check_move_on (op, originator))
1399 return 0;
1400
1401 /* If we are a multi part object, lets work our way through the check
1402 * walk on's.
1403 */
1404 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1405 if (check_move_on (tmp, originator))
1406 return 0;
1407 }
1408
1409 return op;
1410 }
1411
1412 /* this function inserts an object in the map, but if it
1413 * finds an object of its own type, it'll remove that one first.
1414 * op is the object to insert it under: supplies x and the map.
1415 */
1416 void
1417 replace_insert_ob_in_map (const char *arch_string, object *op)
1418 {
1419 object *tmp, *tmp1;
1420
1421 /* first search for itself and remove any old instances */
1422
1423 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1424 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1425 tmp->destroy ();
1426
1427 tmp1 = arch_to_object (archetype::find (arch_string));
1428
1429 tmp1->x = op->x;
1430 tmp1->y = op->y;
1431 insert_ob_in_map (tmp1, op->map, op, 0);
1432 }
1433
1434 // XXX: function not returning object*
1435 object *
1436 object::insert_at (object *where, object *originator, int flags)
1437 {
1438 where->map->insert (this, where->x, where->y, originator, flags);
1439 }
1440
1441 /*
1442 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1443 * is returned contains nr objects, and the remaining parts contains
1444 * the rest (or is removed and freed if that number is 0).
1445 * On failure, NULL is returned, and the reason put into the
1446 * global static errmsg array.
1447 */
1448 object *
1449 get_split_ob (object *orig_ob, uint32 nr)
1450 {
1451 object *newob;
1452 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1453
1454 if (orig_ob->nrof < nr)
1455 {
1456 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1457 return NULL;
1458 }
1459
1460 newob = object_create_clone (orig_ob);
1461
1462 if ((orig_ob->nrof -= nr) < 1)
1463 orig_ob->destroy (1);
1464 else if (!is_removed)
1465 {
1466 if (orig_ob->env != NULL)
1467 sub_weight (orig_ob->env, orig_ob->weight * nr);
1468 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1469 {
1470 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1471 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1472 return NULL;
1473 }
1474 }
1475
1476 newob->nrof = nr;
1477
1478 return newob;
1479 }
1480
1481 /*
1482 * decrease_ob_nr(object, number) decreases a specified number from
1483 * the amount of an object. If the amount reaches 0, the object
1484 * is subsequently removed and freed.
1485 *
1486 * Return value: 'op' if something is left, NULL if the amount reached 0
1487 */
1488
1489 object *
1490 decrease_ob_nr (object *op, uint32 i)
1491 {
1492 object *tmp;
1493
1494 if (i == 0) /* objects with op->nrof require this check */
1495 return op;
1496
1497 if (i > op->nrof)
1498 i = op->nrof;
1499
1500 if (QUERY_FLAG (op, FLAG_REMOVED))
1501 op->nrof -= i;
1502 else if (op->env)
1503 {
1504 /* is this object in the players inventory, or sub container
1505 * therein?
1506 */
1507 tmp = op->in_player ();
1508 /* nope. Is this a container the player has opened?
1509 * If so, set tmp to that player.
1510 * IMO, searching through all the players will mostly
1511 * likely be quicker than following op->env to the map,
1512 * and then searching the map for a player.
1513 */
1514 if (!tmp)
1515 for_all_players (pl)
1516 if (pl->ob->container == op->env)
1517 {
1518 tmp = pl->ob;
1519 break;
1520 }
1521
1522 if (i < op->nrof)
1523 {
1524 sub_weight (op->env, op->weight * i);
1525 op->nrof -= i;
1526 if (tmp)
1527 esrv_send_item (tmp, op);
1528 }
1529 else
1530 {
1531 op->remove ();
1532 op->nrof = 0;
1533 if (tmp)
1534 esrv_del_item (tmp->contr, op->count);
1535 }
1536 }
1537 else
1538 {
1539 object *above = op->above;
1540
1541 if (i < op->nrof)
1542 op->nrof -= i;
1543 else
1544 {
1545 op->remove ();
1546 op->nrof = 0;
1547 }
1548
1549 /* Since we just removed op, op->above is null */
1550 for (tmp = above; tmp; tmp = tmp->above)
1551 if (tmp->type == PLAYER)
1552 {
1553 if (op->nrof)
1554 esrv_send_item (tmp, op);
1555 else
1556 esrv_del_item (tmp->contr, op->count);
1557 }
1558 }
1559
1560 if (op->nrof)
1561 return op;
1562 else
1563 {
1564 op->destroy ();
1565 return 0;
1566 }
1567 }
1568
1569 /*
1570 * add_weight(object, weight) adds the specified weight to an object,
1571 * and also updates how much the environment(s) is/are carrying.
1572 */
1573
1574 void
1575 add_weight (object *op, signed long weight)
1576 {
1577 while (op != NULL)
1578 {
1579 if (op->type == CONTAINER)
1580 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1581
1582 op->carrying += weight;
1583 op = op->env;
1584 }
1585 }
1586
1587 object *
1588 insert_ob_in_ob (object *op, object *where)
1589 {
1590 if (!where)
1591 {
1592 char *dump = dump_object (op);
1593 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1594 free (dump);
1595 return op;
1596 }
1597
1598 if (where->head)
1599 {
1600 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1601 where = where->head;
1602 }
1603
1604 return where->insert (op);
1605 }
1606
1607 /*
1608 * env->insert (op)
1609 * This function inserts the object op in the linked list
1610 * inside the object environment.
1611 *
1612 * The function returns now pointer to inserted item, and return value can
1613 * be != op, if items are merged. -Tero
1614 */
1615
1616 object *
1617 object::insert (object *op)
1618 {
1619 object *tmp, *otmp;
1620
1621 if (!QUERY_FLAG (op, FLAG_REMOVED))
1622 op->remove ();
1623
1624 if (op->more)
1625 {
1626 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1627 return op;
1628 }
1629
1630 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1631 CLEAR_FLAG (op, FLAG_REMOVED);
1632 if (op->nrof)
1633 {
1634 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1635 if (object::can_merge (tmp, op))
1636 {
1637 /* return the original object and remove inserted object
1638 (client needs the original object) */
1639 tmp->nrof += op->nrof;
1640 /* Weight handling gets pretty funky. Since we are adding to
1641 * tmp->nrof, we need to increase the weight.
1642 */
1643 add_weight (this, op->weight * op->nrof);
1644 SET_FLAG (op, FLAG_REMOVED);
1645 op->destroy (); /* free the inserted object */
1646 op = tmp;
1647 op->remove (); /* and fix old object's links */
1648 CLEAR_FLAG (op, FLAG_REMOVED);
1649 break;
1650 }
1651
1652 /* I assume combined objects have no inventory
1653 * We add the weight - this object could have just been removed
1654 * (if it was possible to merge). calling remove_ob will subtract
1655 * the weight, so we need to add it in again, since we actually do
1656 * the linking below
1657 */
1658 add_weight (this, op->weight * op->nrof);
1659 }
1660 else
1661 add_weight (this, (op->weight + op->carrying));
1662
1663 otmp = this->in_player ();
1664 if (otmp && otmp->contr)
1665 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1666 otmp->update_stats ();
1667
1668 op->map = 0;
1669 op->env = this;
1670 op->above = 0;
1671 op->below = 0;
1672 op->x = 0, op->y = 0;
1673
1674 /* reset the light list and los of the players on the map */
1675 if ((op->glow_radius != 0) && map)
1676 {
1677 #ifdef DEBUG_LIGHTS
1678 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1679 #endif /* DEBUG_LIGHTS */
1680 if (map->darkness)
1681 update_all_los (map, x, y);
1682 }
1683
1684 /* Client has no idea of ordering so lets not bother ordering it here.
1685 * It sure simplifies this function...
1686 */
1687 if (!inv)
1688 inv = op;
1689 else
1690 {
1691 op->below = inv;
1692 op->below->above = op;
1693 inv = op;
1694 }
1695
1696 INVOKE_OBJECT (INSERT, this);
1697
1698 return op;
1699 }
1700
1701 /*
1702 * Checks if any objects has a move_type that matches objects
1703 * that effect this object on this space. Call apply() to process
1704 * these events.
1705 *
1706 * Any speed-modification due to SLOW_MOVE() of other present objects
1707 * will affect the speed_left of the object.
1708 *
1709 * originator: Player, monster or other object that caused 'op' to be inserted
1710 * into 'map'. May be NULL.
1711 *
1712 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1713 *
1714 * 4-21-95 added code to check if appropriate skill was readied - this will
1715 * permit faster movement by the player through this terrain. -b.t.
1716 *
1717 * MSW 2001-07-08: Check all objects on space, not just those below
1718 * object being inserted. insert_ob_in_map may not put new objects
1719 * on top.
1720 */
1721 int
1722 check_move_on (object *op, object *originator)
1723 {
1724 object *tmp;
1725 maptile *m = op->map;
1726 int x = op->x, y = op->y;
1727
1728 MoveType move_on, move_slow, move_block;
1729
1730 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1731 return 0;
1732
1733 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1734 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1735 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1736
1737 /* if nothing on this space will slow op down or be applied,
1738 * no need to do checking below. have to make sure move_type
1739 * is set, as lots of objects don't have it set - we treat that
1740 * as walking.
1741 */
1742 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1743 return 0;
1744
1745 /* This is basically inverse logic of that below - basically,
1746 * if the object can avoid the move on or slow move, they do so,
1747 * but can't do it if the alternate movement they are using is
1748 * blocked. Logic on this seems confusing, but does seem correct.
1749 */
1750 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1751 return 0;
1752
1753 /* The objects have to be checked from top to bottom.
1754 * Hence, we first go to the top:
1755 */
1756
1757 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1758 {
1759 /* Trim the search when we find the first other spell effect
1760 * this helps performance so that if a space has 50 spell objects,
1761 * we don't need to check all of them.
1762 */
1763 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1764 break;
1765 }
1766
1767 for (; tmp; tmp = tmp->below)
1768 {
1769 if (tmp == op)
1770 continue; /* Can't apply yourself */
1771
1772 /* Check to see if one of the movement types should be slowed down.
1773 * Second check makes sure that the movement types not being slowed
1774 * (~slow_move) is not blocked on this space - just because the
1775 * space doesn't slow down swimming (for example), if you can't actually
1776 * swim on that space, can't use it to avoid the penalty.
1777 */
1778 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1779 {
1780 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1781 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1782 {
1783
1784 float
1785 diff = tmp->move_slow_penalty * fabs (op->speed);
1786
1787 if (op->type == PLAYER)
1788 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1789 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1790 diff /= 4.0;
1791
1792 op->speed_left -= diff;
1793 }
1794 }
1795
1796 /* Basically same logic as above, except now for actual apply. */
1797 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1798 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1799 {
1800 move_apply (tmp, op, originator);
1801
1802 if (op->destroyed ())
1803 return 1;
1804
1805 /* what the person/creature stepped onto has moved the object
1806 * someplace new. Don't process any further - if we did,
1807 * have a feeling strange problems would result.
1808 */
1809 if (op->map != m || op->x != x || op->y != y)
1810 return 0;
1811 }
1812 }
1813
1814 return 0;
1815 }
1816
1817 /*
1818 * present_arch(arch, map, x, y) searches for any objects with
1819 * a matching archetype at the given map and coordinates.
1820 * The first matching object is returned, or NULL if none.
1821 */
1822 object *
1823 present_arch (const archetype *at, maptile *m, int x, int y)
1824 {
1825 if (!m || out_of_map (m, x, y))
1826 {
1827 LOG (llevError, "Present_arch called outside map.\n");
1828 return NULL;
1829 }
1830
1831 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1832 if (tmp->arch == at)
1833 return tmp;
1834
1835 return NULL;
1836 }
1837
1838 /*
1839 * present(type, map, x, y) searches for any objects with
1840 * a matching type variable at the given map and coordinates.
1841 * The first matching object is returned, or NULL if none.
1842 */
1843 object *
1844 present (unsigned char type, maptile *m, int x, int y)
1845 {
1846 if (out_of_map (m, x, y))
1847 {
1848 LOG (llevError, "Present called outside map.\n");
1849 return NULL;
1850 }
1851
1852 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1853 if (tmp->type == type)
1854 return tmp;
1855
1856 return NULL;
1857 }
1858
1859 /*
1860 * present_in_ob(type, object) searches for any objects with
1861 * a matching type variable in the inventory of the given object.
1862 * The first matching object is returned, or NULL if none.
1863 */
1864 object *
1865 present_in_ob (unsigned char type, const object *op)
1866 {
1867 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1868 if (tmp->type == type)
1869 return tmp;
1870
1871 return NULL;
1872 }
1873
1874 /*
1875 * present_in_ob (type, str, object) searches for any objects with
1876 * a matching type & name variable in the inventory of the given object.
1877 * The first matching object is returned, or NULL if none.
1878 * This is mostly used by spell effect code, so that we only
1879 * have one spell effect at a time.
1880 * type can be used to narrow the search - if type is set,
1881 * the type must also match. -1 can be passed for the type,
1882 * in which case the type does not need to pass.
1883 * str is the string to match against. Note that we match against
1884 * the object name, not the archetype name. this is so that the
1885 * spell code can use one object type (force), but change it's name
1886 * to be unique.
1887 */
1888 object *
1889 present_in_ob_by_name (int type, const char *str, const object *op)
1890 {
1891 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1892 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1893 return tmp;
1894
1895 return 0;
1896 }
1897
1898 /*
1899 * present_arch_in_ob(archetype, object) searches for any objects with
1900 * a matching archetype in the inventory of the given object.
1901 * The first matching object is returned, or NULL if none.
1902 */
1903 object *
1904 present_arch_in_ob (const archetype *at, const object *op)
1905 {
1906 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1907 if (tmp->arch == at)
1908 return tmp;
1909
1910 return NULL;
1911 }
1912
1913 /*
1914 * activate recursively a flag on an object inventory
1915 */
1916 void
1917 flag_inv (object *op, int flag)
1918 {
1919 if (op->inv)
1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1921 {
1922 SET_FLAG (tmp, flag);
1923 flag_inv (tmp, flag);
1924 }
1925 }
1926
1927 /*
1928 * deactivate recursively a flag on an object inventory
1929 */
1930 void
1931 unflag_inv (object *op, int flag)
1932 {
1933 if (op->inv)
1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1935 {
1936 CLEAR_FLAG (tmp, flag);
1937 unflag_inv (tmp, flag);
1938 }
1939 }
1940
1941 /*
1942 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1943 * all it's inventory (recursively).
1944 * If checksums are used, a player will get set_cheat called for
1945 * him/her-self and all object carried by a call to this function.
1946 */
1947 void
1948 set_cheat (object *op)
1949 {
1950 SET_FLAG (op, FLAG_WAS_WIZ);
1951 flag_inv (op, FLAG_WAS_WIZ);
1952 }
1953
1954 /*
1955 * find_free_spot(object, map, x, y, start, stop) will search for
1956 * a spot at the given map and coordinates which will be able to contain
1957 * the given object. start and stop specifies how many squares
1958 * to search (see the freearr_x/y[] definition).
1959 * It returns a random choice among the alternatives found.
1960 * start and stop are where to start relative to the free_arr array (1,9
1961 * does all 4 immediate directions). This returns the index into the
1962 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1963 * Note - this only checks to see if there is space for the head of the
1964 * object - if it is a multispace object, this should be called for all
1965 * pieces.
1966 * Note2: This function does correctly handle tiled maps, but does not
1967 * inform the caller. However, insert_ob_in_map will update as
1968 * necessary, so the caller shouldn't need to do any special work.
1969 * Note - updated to take an object instead of archetype - this is necessary
1970 * because arch_blocked (now ob_blocked) needs to know the movement type
1971 * to know if the space in question will block the object. We can't use
1972 * the archetype because that isn't correct if the monster has been
1973 * customized, changed states, etc.
1974 */
1975 int
1976 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1977 {
1978 int index = 0, flag;
1979 int altern[SIZEOFFREE];
1980
1981 for (int i = start; i < stop; i++)
1982 {
1983 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1984 if (!flag)
1985 altern [index++] = i;
1986
1987 /* Basically, if we find a wall on a space, we cut down the search size.
1988 * In this way, we won't return spaces that are on another side of a wall.
1989 * This mostly work, but it cuts down the search size in all directions -
1990 * if the space being examined only has a wall to the north and empty
1991 * spaces in all the other directions, this will reduce the search space
1992 * to only the spaces immediately surrounding the target area, and
1993 * won't look 2 spaces south of the target space.
1994 */
1995 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
1996 stop = maxfree[i];
1997 }
1998
1999 if (!index)
2000 return -1;
2001
2002 return altern [rndm (index)];
2003 }
2004
2005 /*
2006 * find_first_free_spot(archetype, maptile, x, y) works like
2007 * find_free_spot(), but it will search max number of squares.
2008 * But it will return the first available spot, not a random choice.
2009 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2010 */
2011 int
2012 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2013 {
2014 for (int i = 0; i < SIZEOFFREE; i++)
2015 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2016 return i;
2017
2018 return -1;
2019 }
2020
2021 /*
2022 * The function permute(arr, begin, end) randomly reorders the array
2023 * arr[begin..end-1].
2024 * now uses a fisher-yates shuffle, old permute was broken
2025 */
2026 static void
2027 permute (int *arr, int begin, int end)
2028 {
2029 arr += begin;
2030 end -= begin;
2031
2032 while (--end)
2033 swap (arr [end], arr [rndm (end + 1)]);
2034 }
2035
2036 /* new function to make monster searching more efficient, and effective!
2037 * This basically returns a randomized array (in the passed pointer) of
2038 * the spaces to find monsters. In this way, it won't always look for
2039 * monsters to the north first. However, the size of the array passed
2040 * covers all the spaces, so within that size, all the spaces within
2041 * the 3x3 area will be searched, just not in a predictable order.
2042 */
2043 void
2044 get_search_arr (int *search_arr)
2045 {
2046 int i;
2047
2048 for (i = 0; i < SIZEOFFREE; i++)
2049 search_arr[i] = i;
2050
2051 permute (search_arr, 1, SIZEOFFREE1 + 1);
2052 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2053 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2054 }
2055
2056 /*
2057 * find_dir(map, x, y, exclude) will search some close squares in the
2058 * given map at the given coordinates for live objects.
2059 * It will not considered the object given as exclude among possible
2060 * live objects.
2061 * It returns the direction toward the first/closest live object if finds
2062 * any, otherwise 0.
2063 * Perhaps incorrectly, but I'm making the assumption that exclude
2064 * is actually want is going to try and move there. We need this info
2065 * because we have to know what movement the thing looking to move
2066 * there is capable of.
2067 */
2068 int
2069 find_dir (maptile *m, int x, int y, object *exclude)
2070 {
2071 int i, max = SIZEOFFREE, mflags;
2072
2073 sint16 nx, ny;
2074 object *tmp;
2075 maptile *mp;
2076
2077 MoveType blocked, move_type;
2078
2079 if (exclude && exclude->head)
2080 {
2081 exclude = exclude->head;
2082 move_type = exclude->move_type;
2083 }
2084 else
2085 {
2086 /* If we don't have anything, presume it can use all movement types. */
2087 move_type = MOVE_ALL;
2088 }
2089
2090 for (i = 1; i < max; i++)
2091 {
2092 mp = m;
2093 nx = x + freearr_x[i];
2094 ny = y + freearr_y[i];
2095
2096 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2097
2098 if (mflags & P_OUT_OF_MAP)
2099 max = maxfree[i];
2100 else
2101 {
2102 mapspace &ms = mp->at (nx, ny);
2103
2104 blocked = ms.move_block;
2105
2106 if ((move_type & blocked) == move_type)
2107 max = maxfree[i];
2108 else if (mflags & P_IS_ALIVE)
2109 {
2110 for (tmp = ms.bot; tmp; tmp = tmp->above)
2111 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2112 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2113 break;
2114
2115 if (tmp)
2116 return freedir[i];
2117 }
2118 }
2119 }
2120
2121 return 0;
2122 }
2123
2124 /*
2125 * distance(object 1, object 2) will return the square of the
2126 * distance between the two given objects.
2127 */
2128 int
2129 distance (const object *ob1, const object *ob2)
2130 {
2131 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2132 }
2133
2134 /*
2135 * find_dir_2(delta-x,delta-y) will return a direction in which
2136 * an object which has subtracted the x and y coordinates of another
2137 * object, needs to travel toward it.
2138 */
2139 int
2140 find_dir_2 (int x, int y)
2141 {
2142 int q;
2143
2144 if (y)
2145 q = x * 100 / y;
2146 else if (x)
2147 q = -300 * x;
2148 else
2149 return 0;
2150
2151 if (y > 0)
2152 {
2153 if (q < -242)
2154 return 3;
2155 if (q < -41)
2156 return 2;
2157 if (q < 41)
2158 return 1;
2159 if (q < 242)
2160 return 8;
2161 return 7;
2162 }
2163
2164 if (q < -242)
2165 return 7;
2166 if (q < -41)
2167 return 6;
2168 if (q < 41)
2169 return 5;
2170 if (q < 242)
2171 return 4;
2172
2173 return 3;
2174 }
2175
2176 /*
2177 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2178 * between two directions (which are expected to be absolute (see absdir())
2179 */
2180 int
2181 dirdiff (int dir1, int dir2)
2182 {
2183 int d;
2184
2185 d = abs (dir1 - dir2);
2186 if (d > 4)
2187 d = 8 - d;
2188
2189 return d;
2190 }
2191
2192 /* peterm:
2193 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2194 * Basically, this is a table of directions, and what directions
2195 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2196 * This basically means that if direction is 15, then it could either go
2197 * direction 4, 14, or 16 to get back to where we are.
2198 * Moved from spell_util.c to object.c with the other related direction
2199 * functions.
2200 */
2201 int reduction_dir[SIZEOFFREE][3] = {
2202 {0, 0, 0}, /* 0 */
2203 {0, 0, 0}, /* 1 */
2204 {0, 0, 0}, /* 2 */
2205 {0, 0, 0}, /* 3 */
2206 {0, 0, 0}, /* 4 */
2207 {0, 0, 0}, /* 5 */
2208 {0, 0, 0}, /* 6 */
2209 {0, 0, 0}, /* 7 */
2210 {0, 0, 0}, /* 8 */
2211 {8, 1, 2}, /* 9 */
2212 {1, 2, -1}, /* 10 */
2213 {2, 10, 12}, /* 11 */
2214 {2, 3, -1}, /* 12 */
2215 {2, 3, 4}, /* 13 */
2216 {3, 4, -1}, /* 14 */
2217 {4, 14, 16}, /* 15 */
2218 {5, 4, -1}, /* 16 */
2219 {4, 5, 6}, /* 17 */
2220 {6, 5, -1}, /* 18 */
2221 {6, 20, 18}, /* 19 */
2222 {7, 6, -1}, /* 20 */
2223 {6, 7, 8}, /* 21 */
2224 {7, 8, -1}, /* 22 */
2225 {8, 22, 24}, /* 23 */
2226 {8, 1, -1}, /* 24 */
2227 {24, 9, 10}, /* 25 */
2228 {9, 10, -1}, /* 26 */
2229 {10, 11, -1}, /* 27 */
2230 {27, 11, 29}, /* 28 */
2231 {11, 12, -1}, /* 29 */
2232 {12, 13, -1}, /* 30 */
2233 {12, 13, 14}, /* 31 */
2234 {13, 14, -1}, /* 32 */
2235 {14, 15, -1}, /* 33 */
2236 {33, 15, 35}, /* 34 */
2237 {16, 15, -1}, /* 35 */
2238 {17, 16, -1}, /* 36 */
2239 {18, 17, 16}, /* 37 */
2240 {18, 17, -1}, /* 38 */
2241 {18, 19, -1}, /* 39 */
2242 {41, 19, 39}, /* 40 */
2243 {19, 20, -1}, /* 41 */
2244 {20, 21, -1}, /* 42 */
2245 {20, 21, 22}, /* 43 */
2246 {21, 22, -1}, /* 44 */
2247 {23, 22, -1}, /* 45 */
2248 {45, 47, 23}, /* 46 */
2249 {23, 24, -1}, /* 47 */
2250 {24, 9, -1}
2251 }; /* 48 */
2252
2253 /* Recursive routine to step back and see if we can
2254 * find a path to that monster that we found. If not,
2255 * we don't bother going toward it. Returns 1 if we
2256 * can see a direct way to get it
2257 * Modified to be map tile aware -.MSW
2258 */
2259 int
2260 can_see_monsterP (maptile *m, int x, int y, int dir)
2261 {
2262 sint16 dx, dy;
2263 int mflags;
2264
2265 if (dir < 0)
2266 return 0; /* exit condition: invalid direction */
2267
2268 dx = x + freearr_x[dir];
2269 dy = y + freearr_y[dir];
2270
2271 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2272
2273 /* This functional arguably was incorrect before - it was
2274 * checking for P_WALL - that was basically seeing if
2275 * we could move to the monster - this is being more
2276 * literal on if we can see it. To know if we can actually
2277 * move to the monster, we'd need the monster passed in or
2278 * at least its move type.
2279 */
2280 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2281 return 0;
2282
2283 /* yes, can see. */
2284 if (dir < 9)
2285 return 1;
2286
2287 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2288 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2289 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2290 }
2291
2292 /*
2293 * can_pick(picker, item): finds out if an object is possible to be
2294 * picked up by the picker. Returnes 1 if it can be
2295 * picked up, otherwise 0.
2296 *
2297 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2298 * core dumps if they do.
2299 *
2300 * Add a check so we can't pick up invisible objects (0.93.8)
2301 */
2302
2303 int
2304 can_pick (const object *who, const object *item)
2305 {
2306 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2307 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2308 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2309 }
2310
2311 /*
2312 * create clone from object to another
2313 */
2314 object *
2315 object_create_clone (object *asrc)
2316 {
2317 object *dst = 0, *tmp, *src, *part, *prev, *item;
2318
2319 if (!asrc)
2320 return 0;
2321
2322 src = asrc;
2323 if (src->head)
2324 src = src->head;
2325
2326 prev = 0;
2327 for (part = src; part; part = part->more)
2328 {
2329 tmp = part->clone ();
2330 tmp->x -= src->x;
2331 tmp->y -= src->y;
2332
2333 if (!part->head)
2334 {
2335 dst = tmp;
2336 tmp->head = 0;
2337 }
2338 else
2339 tmp->head = dst;
2340
2341 tmp->more = 0;
2342
2343 if (prev)
2344 prev->more = tmp;
2345
2346 prev = tmp;
2347 }
2348
2349 for (item = src->inv; item; item = item->below)
2350 insert_ob_in_ob (object_create_clone (item), dst);
2351
2352 return dst;
2353 }
2354
2355 /* This returns the first object in who's inventory that
2356 * has the same type and subtype match.
2357 * returns NULL if no match.
2358 */
2359 object *
2360 find_obj_by_type_subtype (const object *who, int type, int subtype)
2361 {
2362 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2363 if (tmp->type == type && tmp->subtype == subtype)
2364 return tmp;
2365
2366 return 0;
2367 }
2368
2369 /* If ob has a field named key, return the link from the list,
2370 * otherwise return NULL.
2371 *
2372 * key must be a passed in shared string - otherwise, this won't
2373 * do the desired thing.
2374 */
2375 key_value *
2376 get_ob_key_link (const object *ob, const char *key)
2377 {
2378 for (key_value *link = ob->key_values; link; link = link->next)
2379 if (link->key == key)
2380 return link;
2381
2382 return 0;
2383 }
2384
2385 /*
2386 * Returns the value of op has an extra_field for key, or NULL.
2387 *
2388 * The argument doesn't need to be a shared string.
2389 *
2390 * The returned string is shared.
2391 */
2392 const char *
2393 get_ob_key_value (const object *op, const char *const key)
2394 {
2395 key_value *link;
2396 shstr_cmp canonical_key (key);
2397
2398 if (!canonical_key)
2399 {
2400 /* 1. There being a field named key on any object
2401 * implies there'd be a shared string to find.
2402 * 2. Since there isn't, no object has this field.
2403 * 3. Therefore, *this* object doesn't have this field.
2404 */
2405 return 0;
2406 }
2407
2408 /* This is copied from get_ob_key_link() above -
2409 * only 4 lines, and saves the function call overhead.
2410 */
2411 for (link = op->key_values; link; link = link->next)
2412 if (link->key == canonical_key)
2413 return link->value;
2414
2415 return 0;
2416 }
2417
2418
2419 /*
2420 * Updates the canonical_key in op to value.
2421 *
2422 * canonical_key is a shared string (value doesn't have to be).
2423 *
2424 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2425 * keys.
2426 *
2427 * Returns TRUE on success.
2428 */
2429 int
2430 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2431 {
2432 key_value *field = NULL, *last = NULL;
2433
2434 for (field = op->key_values; field != NULL; field = field->next)
2435 {
2436 if (field->key != canonical_key)
2437 {
2438 last = field;
2439 continue;
2440 }
2441
2442 if (value)
2443 field->value = value;
2444 else
2445 {
2446 /* Basically, if the archetype has this key set,
2447 * we need to store the null value so when we save
2448 * it, we save the empty value so that when we load,
2449 * we get this value back again.
2450 */
2451 if (get_ob_key_link (&op->arch->clone, canonical_key))
2452 field->value = 0;
2453 else
2454 {
2455 if (last)
2456 last->next = field->next;
2457 else
2458 op->key_values = field->next;
2459
2460 delete field;
2461 }
2462 }
2463 return TRUE;
2464 }
2465 /* IF we get here, key doesn't exist */
2466
2467 /* No field, we'll have to add it. */
2468
2469 if (!add_key)
2470 return FALSE;
2471
2472 /* There isn't any good reason to store a null
2473 * value in the key/value list. If the archetype has
2474 * this key, then we should also have it, so shouldn't
2475 * be here. If user wants to store empty strings,
2476 * should pass in ""
2477 */
2478 if (value == NULL)
2479 return TRUE;
2480
2481 field = new key_value;
2482
2483 field->key = canonical_key;
2484 field->value = value;
2485 /* Usual prepend-addition. */
2486 field->next = op->key_values;
2487 op->key_values = field;
2488
2489 return TRUE;
2490 }
2491
2492 /*
2493 * Updates the key in op to value.
2494 *
2495 * If add_key is FALSE, this will only update existing keys,
2496 * and not add new ones.
2497 * In general, should be little reason FALSE is ever passed in for add_key
2498 *
2499 * Returns TRUE on success.
2500 */
2501 int
2502 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2503 {
2504 shstr key_ (key);
2505
2506 return set_ob_key_value_s (op, key_, value, add_key);
2507 }
2508
2509 object::depth_iterator::depth_iterator (object *container)
2510 : iterator_base (container)
2511 {
2512 while (item->inv)
2513 item = item->inv;
2514 }
2515
2516 void
2517 object::depth_iterator::next ()
2518 {
2519 if (item->below)
2520 {
2521 item = item->below;
2522
2523 while (item->inv)
2524 item = item->inv;
2525 }
2526 else
2527 item = item->env;
2528 }
2529
2530
2531 const char *
2532 object::flag_desc (char *desc, int len) const
2533 {
2534 char *p = desc;
2535 bool first = true;
2536
2537 *p = 0;
2538
2539 for (int i = 0; i < NUM_FLAGS; i++)
2540 {
2541 if (len <= 10) // magic constant!
2542 {
2543 snprintf (p, len, ",...");
2544 break;
2545 }
2546
2547 if (flag [i])
2548 {
2549 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2550 len -= cnt;
2551 p += cnt;
2552 first = false;
2553 }
2554 }
2555
2556 return desc;
2557 }
2558
2559 // return a suitable string describing an object in enough detail to find it
2560 const char *
2561 object::debug_desc (char *info) const
2562 {
2563 char flagdesc[512];
2564 char info2[256 * 4];
2565 char *p = info;
2566
2567 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2568 count, uuid.seq,
2569 &name,
2570 title ? "\",title:\"" : "",
2571 title ? (const char *)title : "",
2572 flag_desc (flagdesc, 512), type);
2573
2574 if (env)
2575 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2576
2577 if (map)
2578 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2579
2580 return info;
2581 }
2582
2583 const char *
2584 object::debug_desc () const
2585 {
2586 static char info[256 * 4];
2587 return debug_desc (info);
2588 }
2589
2590 const char *
2591 object::debug_desc2 () const
2592 {
2593 static char info[256 * 4];
2594 return debug_desc (info);
2595 }
2596
2597 struct region *
2598 object::region () const
2599 {
2600 return map ? map->region (x, y)
2601 : region::default_region ();
2602 }
2603
2604 const materialtype_t *
2605 object::dominant_material () const
2606 {
2607 if (materialtype_t *mat = name_to_material (materialname))
2608 return mat;
2609
2610 // omfg this is slow, this has to be temporary :)
2611 shstr unknown ("unknown");
2612
2613 return name_to_material (unknown);
2614 }
2615
2616 void
2617 object::open_container (object *new_container)
2618 {
2619 if (container == new_container)
2620 return;
2621
2622 if (object *old_container = container)
2623 {
2624 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2625 return;
2626
2627 #if 0
2628 // remove the "Close old_container" object.
2629 if (object *closer = old_container->inv)
2630 if (closer->type == CLOSE_CON)
2631 closer->destroy ();
2632 #endif
2633
2634 old_container->flag [FLAG_APPLIED] = 0;
2635 container = 0;
2636
2637 esrv_update_item (UPD_FLAGS, this, old_container);
2638 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2639 }
2640
2641 if (new_container)
2642 {
2643 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2644 return;
2645
2646 // TODO: this does not seem to serve any purpose anymore?
2647 #if 0
2648 // insert the "Close Container" object.
2649 if (archetype *closer = new_container->other_arch)
2650 {
2651 object *closer = arch_to_object (new_container->other_arch);
2652 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2653 new_container->insert (closer);
2654 }
2655 #endif
2656
2657 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2658
2659 new_container->flag [FLAG_APPLIED] = 1;
2660 container = new_container;
2661
2662 esrv_update_item (UPD_FLAGS, this, new_container);
2663 esrv_send_inventory (this, new_container);
2664 }
2665 }
2666
2667