ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
Revision: 1.139
Committed: Sat Apr 21 17:34:22 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.138: +2 -0 lines
Log Message:
slight revert, and more fixes

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; )
460 {
461 key_value *next = i->next;
462 delete i;
463
464 i = next;
465 }
466
467 op->key_values = 0;
468 }
469
470 object &
471 object::operator =(const object &src)
472 {
473 bool is_freed = flag [FLAG_FREED];
474 bool is_removed = flag [FLAG_REMOVED];
475
476 *(object_copy *)this = src;
477
478 flag [FLAG_FREED] = is_freed;
479 flag [FLAG_REMOVED] = is_removed;
480
481 /* Copy over key_values, if any. */
482 if (src.key_values)
483 {
484 key_value *tail = 0;
485 key_values = 0;
486
487 for (key_value *i = src.key_values; i; i = i->next)
488 {
489 key_value *new_link = new key_value;
490
491 new_link->next = 0;
492 new_link->key = i->key;
493 new_link->value = i->value;
494
495 /* Try and be clever here, too. */
496 if (!key_values)
497 {
498 key_values = new_link;
499 tail = new_link;
500 }
501 else
502 {
503 tail->next = new_link;
504 tail = new_link;
505 }
506 }
507 }
508 }
509
510 /*
511 * copy_to first frees everything allocated by the dst object,
512 * and then copies the contents of itself into the second
513 * object, allocating what needs to be allocated. Basically, any
514 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
515 * if the first object is freed, the pointers in the new object
516 * will point at garbage.
517 */
518 void
519 object::copy_to (object *dst)
520 {
521 *dst = *this;
522
523 if (speed < 0)
524 dst->speed_left = speed_left - rndm ();
525
526 dst->set_speed (dst->speed);
527 }
528
529 void
530 object::instantiate ()
531 {
532 if (!uuid.seq) // HACK
533 uuid = gen_uuid ();
534
535 speed_left = -0.1f;
536 /* copy the body_info to the body_used - this is only really
537 * need for monsters, but doesn't hurt to do it for everything.
538 * by doing so, when a monster is created, it has good starting
539 * values for the body_used info, so when items are created
540 * for it, they can be properly equipped.
541 */
542 memcpy (body_used, body_info, sizeof (body_used));
543
544 attachable::instantiate ();
545 }
546
547 object *
548 object::clone ()
549 {
550 object *neu = create ();
551 copy_to (neu);
552 return neu;
553 }
554
555 /*
556 * If an object with the IS_TURNABLE() flag needs to be turned due
557 * to the closest player being on the other side, this function can
558 * be called to update the face variable, _and_ how it looks on the map.
559 */
560 void
561 update_turn_face (object *op)
562 {
563 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
564 return;
565
566 SET_ANIMATION (op, op->direction);
567 update_object (op, UP_OBJ_FACE);
568 }
569
570 /*
571 * Updates the speed of an object. If the speed changes from 0 to another
572 * value, or vice versa, then add/remove the object from the active list.
573 * This function needs to be called whenever the speed of an object changes.
574 */
575 void
576 object::set_speed (float speed)
577 {
578 if (flag [FLAG_FREED] && speed)
579 {
580 LOG (llevError, "Object %s is freed but has speed.\n", &name);
581 speed = 0;
582 }
583
584 this->speed = speed;
585
586 if (has_active_speed ())
587 activate ();
588 else
589 deactivate ();
590 }
591
592 /*
593 * update_object() updates the the map.
594 * It takes into account invisible objects (and represent squares covered
595 * by invisible objects by whatever is below them (unless it's another
596 * invisible object, etc...)
597 * If the object being updated is beneath a player, the look-window
598 * of that player is updated (this might be a suboptimal way of
599 * updating that window, though, since update_object() is called _often_)
600 *
601 * action is a hint of what the caller believes need to be done.
602 * current action are:
603 * UP_OBJ_INSERT: op was inserted
604 * UP_OBJ_REMOVE: op was removed
605 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
606 * as that is easier than trying to look at what may have changed.
607 * UP_OBJ_FACE: only the objects face has changed.
608 */
609 void
610 update_object (object *op, int action)
611 {
612 if (op == NULL)
613 {
614 /* this should never happen */
615 LOG (llevDebug, "update_object() called for NULL object.\n");
616 return;
617 }
618
619 if (op->env)
620 {
621 /* Animation is currently handled by client, so nothing
622 * to do in this case.
623 */
624 return;
625 }
626
627 /* If the map is saving, don't do anything as everything is
628 * going to get freed anyways.
629 */
630 if (!op->map || op->map->in_memory == MAP_SAVING)
631 return;
632
633 /* make sure the object is within map boundaries */
634 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
635 {
636 LOG (llevError, "update_object() called for object out of map!\n");
637 #ifdef MANY_CORES
638 abort ();
639 #endif
640 return;
641 }
642
643 mapspace &m = op->ms ();
644
645 if (!(m.flags_ & P_UPTODATE))
646 /* nop */;
647 else if (action == UP_OBJ_INSERT)
648 {
649 // this is likely overkill, TODO: revisit (schmorp)
650 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
651 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
652 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
653 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
654 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
655 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
656 || (m.move_on | op->move_on ) != m.move_on
657 || (m.move_off | op->move_off ) != m.move_off
658 || (m.move_slow | op->move_slow) != m.move_slow
659 /* This isn't perfect, but I don't expect a lot of objects to
660 * to have move_allow right now.
661 */
662 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
663 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
664 m.flags_ = 0;
665 }
666 /* if the object is being removed, we can't make intelligent
667 * decisions, because remove_ob can't really pass the object
668 * that is being removed.
669 */
670 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
671 m.flags_ = 0;
672 else if (action == UP_OBJ_FACE)
673 /* Nothing to do for that case */ ;
674 else
675 LOG (llevError, "update_object called with invalid action: %d\n", action);
676
677 if (op->more)
678 update_object (op->more, action);
679 }
680
681 object::object ()
682 {
683 SET_FLAG (this, FLAG_REMOVED);
684
685 expmul = 1.0;
686 face = blank_face;
687 }
688
689 object::~object ()
690 {
691 unlink ();
692
693 free_key_values (this);
694 }
695
696 static int object_count;
697
698 void object::link ()
699 {
700 assert (!index);//D
701 uuid = gen_uuid ();
702 count = ++object_count;
703
704 refcnt_inc ();
705 objects.insert (this);
706 }
707
708 void object::unlink ()
709 {
710 if (!index)
711 return;
712
713 objects.erase (this);
714 refcnt_dec ();
715 }
716
717 void
718 object::activate ()
719 {
720 /* If already on active list, don't do anything */
721 if (active)
722 return;
723
724 if (has_active_speed ())
725 actives.insert (this);
726 }
727
728 void
729 object::activate_recursive ()
730 {
731 activate ();
732
733 for (object *op = inv; op; op = op->below)
734 op->activate_recursive ();
735 }
736
737 /* This function removes object 'op' from the list of active
738 * objects.
739 * This should only be used for style maps or other such
740 * reference maps where you don't want an object that isn't
741 * in play chewing up cpu time getting processed.
742 * The reverse of this is to call update_ob_speed, which
743 * will do the right thing based on the speed of the object.
744 */
745 void
746 object::deactivate ()
747 {
748 /* If not on the active list, nothing needs to be done */
749 if (!active)
750 return;
751
752 actives.erase (this);
753 }
754
755 void
756 object::deactivate_recursive ()
757 {
758 for (object *op = inv; op; op = op->below)
759 op->deactivate_recursive ();
760
761 deactivate ();
762 }
763
764 void
765 object::set_flag_inv (int flag, int value)
766 {
767 for (object *op = inv; op; op = op->below)
768 {
769 op->flag [flag] = value;
770 op->set_flag_inv (flag, value);
771 }
772 }
773
774 /*
775 * Remove and free all objects in the inventory of the given object.
776 * object.c ?
777 */
778 void
779 object::destroy_inv (bool drop_to_ground)
780 {
781 // need to check first, because the checks below might segfault
782 // as we might be on an invalid mapspace and crossfire code
783 // is too buggy to ensure that the inventory is empty.
784 // corollary: if you create arrows etc. with stuff in tis inventory,
785 // cf will crash below with off-map x and y
786 if (!inv)
787 return;
788
789 /* Only if the space blocks everything do we not process -
790 * if some form of movement is allowed, let objects
791 * drop on that space.
792 */
793 if (!drop_to_ground
794 || !map
795 || map->in_memory != MAP_IN_MEMORY
796 || map->nodrop
797 || ms ().move_block == MOVE_ALL)
798 {
799 while (inv)
800 {
801 inv->destroy_inv (drop_to_ground);
802 inv->destroy ();
803 }
804 }
805 else
806 { /* Put objects in inventory onto this space */
807 while (inv)
808 {
809 object *op = inv;
810
811 if (op->flag [FLAG_STARTEQUIP]
812 || op->flag [FLAG_NO_DROP]
813 || op->type == RUNE
814 || op->type == TRAP
815 || op->flag [FLAG_IS_A_TEMPLATE]
816 || op->flag [FLAG_DESTROY_ON_DEATH])
817 op->destroy ();
818 else
819 map->insert (op, x, y);
820 }
821 }
822 }
823
824 object *object::create ()
825 {
826 object *op = new object;
827 op->link ();
828 return op;
829 }
830
831 void
832 object::do_destroy ()
833 {
834 attachable::do_destroy ();
835
836 if (flag [FLAG_IS_LINKED])
837 remove_button_link (this);
838
839 if (flag [FLAG_FRIENDLY])
840 {
841 remove_friendly_object (this);
842
843 if (type == GOLEM
844 && owner
845 && owner->type == PLAYER
846 && owner->contr->ranges[range_golem] == this)
847 owner->contr->ranges[range_golem] = 0;
848 }
849
850 if (!flag [FLAG_REMOVED])
851 remove ();
852
853 destroy_inv (true);
854
855 deactivate ();
856 unlink ();
857
858 flag [FLAG_FREED] = 1;
859
860 // hack to ensure that freed objects still have a valid map
861 {
862 static maptile *freed_map; // freed objects are moved here to avoid crashes
863
864 if (!freed_map)
865 {
866 freed_map = new maptile;
867
868 freed_map->name = "/internal/freed_objects_map";
869 freed_map->width = 3;
870 freed_map->height = 3;
871
872 freed_map->alloc ();
873 freed_map->in_memory = MAP_IN_MEMORY;
874 }
875
876 map = freed_map;
877 x = 1;
878 y = 1;
879 }
880
881 head = 0;
882
883 if (more)
884 {
885 more->destroy ();
886 more = 0;
887 }
888
889 // clear those pointers that likely might have circular references to us
890 owner = 0;
891 enemy = 0;
892 attacked_by = 0;
893 }
894
895 void
896 object::destroy (bool destroy_inventory)
897 {
898 if (destroyed ())
899 return;
900
901 if (destroy_inventory)
902 destroy_inv (false);
903
904 attachable::destroy ();
905 }
906
907 /*
908 * sub_weight() recursively (outwards) subtracts a number from the
909 * weight of an object (and what is carried by it's environment(s)).
910 */
911 void
912 sub_weight (object *op, signed long weight)
913 {
914 while (op != NULL)
915 {
916 if (op->type == CONTAINER)
917 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
918
919 op->carrying -= weight;
920 op = op->env;
921 }
922 }
923
924 /* op->remove ():
925 * This function removes the object op from the linked list of objects
926 * which it is currently tied to. When this function is done, the
927 * object will have no environment. If the object previously had an
928 * environment, the x and y coordinates will be updated to
929 * the previous environment.
930 */
931 void
932 object::do_remove ()
933 {
934 object *tmp, *last = 0;
935 object *otmp;
936
937 if (QUERY_FLAG (this, FLAG_REMOVED))
938 return;
939
940 SET_FLAG (this, FLAG_REMOVED);
941 INVOKE_OBJECT (REMOVE, this);
942
943 if (more)
944 more->remove ();
945
946 /*
947 * In this case, the object to be removed is in someones
948 * inventory.
949 */
950 if (env)
951 {
952 if (nrof)
953 sub_weight (env, weight * nrof);
954 else
955 sub_weight (env, weight + carrying);
956
957 /* NO_FIX_PLAYER is set when a great many changes are being
958 * made to players inventory. If set, avoiding the call
959 * to save cpu time.
960 */
961 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
962 otmp->update_stats ();
963
964 if (above)
965 above->below = below;
966 else
967 env->inv = below;
968
969 if (below)
970 below->above = above;
971
972 /* we set up values so that it could be inserted into
973 * the map, but we don't actually do that - it is up
974 * to the caller to decide what we want to do.
975 */
976 x = env->x, y = env->y;
977 map = env->map;
978 above = 0, below = 0;
979 env = 0;
980 }
981 else if (map)
982 {
983 if (type == PLAYER)
984 {
985 // leaving a spot always closes any open container on the ground
986 if (container && !container->env)
987 // this causes spurious floorbox updates, but it ensures
988 // that the CLOSE event is being sent.
989 close_container ();
990
991 --map->players;
992 map->touch ();
993 }
994
995 map->dirty = true;
996 mapspace &ms = this->ms ();
997
998 /* link the object above us */
999 if (above)
1000 above->below = below;
1001 else
1002 ms.top = below; /* we were top, set new top */
1003
1004 /* Relink the object below us, if there is one */
1005 if (below)
1006 below->above = above;
1007 else
1008 {
1009 /* Nothing below, which means we need to relink map object for this space
1010 * use translated coordinates in case some oddness with map tiling is
1011 * evident
1012 */
1013 if (GET_MAP_OB (map, x, y) != this)
1014 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 ());
1015
1016 ms.bot = above; /* goes on above it. */
1017 }
1018
1019 above = 0;
1020 below = 0;
1021
1022 if (map->in_memory == MAP_SAVING)
1023 return;
1024
1025 int check_walk_off = !flag [FLAG_NO_APPLY];
1026
1027 for (tmp = ms.bot; tmp; tmp = tmp->above)
1028 {
1029 /* No point updating the players look faces if he is the object
1030 * being removed.
1031 */
1032
1033 if (tmp->type == PLAYER && tmp != this)
1034 {
1035 /* If a container that the player is currently using somehow gets
1036 * removed (most likely destroyed), update the player view
1037 * appropriately.
1038 */
1039 if (tmp->container == this)
1040 {
1041 flag [FLAG_APPLIED] = 0;
1042 tmp->container = 0;
1043 }
1044
1045 if (tmp->contr->ns)
1046 tmp->contr->ns->floorbox_update ();
1047 }
1048
1049 /* See if object moving off should effect something */
1050 if (check_walk_off
1051 && ((move_type & tmp->move_off)
1052 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1053 {
1054 move_apply (tmp, this, 0);
1055
1056 if (destroyed ())
1057 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1058 }
1059
1060 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1061 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1062 if (tmp->above == tmp)
1063 tmp->above = 0;
1064
1065 last = tmp;
1066 }
1067
1068 /* last == NULL if there are no objects on this space */
1069 //TODO: this makes little sense, why only update the topmost object?
1070 if (!last)
1071 map->at (x, y).flags_ = 0;
1072 else
1073 update_object (last, UP_OBJ_REMOVE);
1074
1075 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1076 update_all_los (map, x, y);
1077 }
1078 }
1079
1080 /*
1081 * merge_ob(op,top):
1082 *
1083 * This function goes through all objects below and including top, and
1084 * merges op to the first matching object.
1085 * If top is NULL, it is calculated.
1086 * Returns pointer to object if it succeded in the merge, otherwise NULL
1087 */
1088 object *
1089 merge_ob (object *op, object *top)
1090 {
1091 if (!op->nrof)
1092 return 0;
1093
1094 if (top)
1095 for (top = op; top && top->above; top = top->above)
1096 ;
1097
1098 for (; top; top = top->below)
1099 {
1100 if (top == op)
1101 continue;
1102
1103 if (object::can_merge (op, top))
1104 {
1105 top->nrof += op->nrof;
1106
1107 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1108 op->weight = 0; /* Don't want any adjustements now */
1109 op->destroy ();
1110 return top;
1111 }
1112 }
1113
1114 return 0;
1115 }
1116
1117 void
1118 object::expand_tail ()
1119 {
1120 if (more)
1121 return;
1122
1123 object *prev = this;
1124
1125 for (archetype *at = arch->more; at; at = at->more)
1126 {
1127 object *op = arch_to_object (at);
1128
1129 op->name = name;
1130 op->name_pl = name_pl;
1131 op->title = title;
1132
1133 op->head = this;
1134 prev->more = op;
1135
1136 prev = op;
1137 }
1138 }
1139
1140 /*
1141 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1142 * job preparing multi-part monsters.
1143 */
1144 object *
1145 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1146 {
1147 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1148 {
1149 tmp->x = x + tmp->arch->clone.x;
1150 tmp->y = y + tmp->arch->clone.y;
1151 }
1152
1153 return insert_ob_in_map (op, m, originator, flag);
1154 }
1155
1156 /*
1157 * insert_ob_in_map (op, map, originator, flag):
1158 * This function inserts the object in the two-way linked list
1159 * which represents what is on a map.
1160 * The second argument specifies the map, and the x and y variables
1161 * in the object about to be inserted specifies the position.
1162 *
1163 * originator: Player, monster or other object that caused 'op' to be inserted
1164 * into 'map'. May be NULL.
1165 *
1166 * flag is a bitmask about special things to do (or not do) when this
1167 * function is called. see the object.h file for the INS_ values.
1168 * Passing 0 for flag gives proper default values, so flag really only needs
1169 * to be set if special handling is needed.
1170 *
1171 * Return value:
1172 * new object if 'op' was merged with other object
1173 * NULL if 'op' was destroyed
1174 * just 'op' otherwise
1175 */
1176 object *
1177 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1178 {
1179 assert (!op->flag [FLAG_FREED]);
1180
1181 object *tmp, *top, *floor = NULL;
1182
1183 op->remove ();
1184
1185 #if 0
1186 if (!m->active != !op->active)
1187 if (m->active)
1188 op->activate_recursive ();
1189 else
1190 op->deactivate_recursive ();
1191 #endif
1192
1193 if (out_of_map (m, op->x, op->y))
1194 {
1195 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1196 #ifdef MANY_CORES
1197 /* Better to catch this here, as otherwise the next use of this object
1198 * is likely to cause a crash. Better to find out where it is getting
1199 * improperly inserted.
1200 */
1201 abort ();
1202 #endif
1203 return op;
1204 }
1205
1206 if (object *more = op->more)
1207 {
1208 if (!insert_ob_in_map (more, m, originator, flag))
1209 {
1210 if (!op->head)
1211 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1212
1213 return 0;
1214 }
1215 }
1216
1217 CLEAR_FLAG (op, FLAG_REMOVED);
1218
1219 /* Ideally, the caller figures this out. However, it complicates a lot
1220 * of areas of callers (eg, anything that uses find_free_spot would now
1221 * need extra work
1222 */
1223 if (!xy_normalise (m, op->x, op->y))
1224 return 0;
1225
1226 op->map = m;
1227 mapspace &ms = op->ms ();
1228
1229 /* this has to be done after we translate the coordinates.
1230 */
1231 if (op->nrof && !(flag & INS_NO_MERGE))
1232 for (tmp = ms.bot; tmp; tmp = tmp->above)
1233 if (object::can_merge (op, tmp))
1234 {
1235 op->nrof += tmp->nrof;
1236 tmp->destroy ();
1237 }
1238
1239 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1240 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1241
1242 if (!QUERY_FLAG (op, FLAG_ALIVE))
1243 CLEAR_FLAG (op, FLAG_NO_STEAL);
1244
1245 if (flag & INS_BELOW_ORIGINATOR)
1246 {
1247 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1248 {
1249 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1250 abort ();
1251 }
1252
1253 op->above = originator;
1254 op->below = originator->below;
1255
1256 if (op->below)
1257 op->below->above = op;
1258 else
1259 ms.bot = op;
1260
1261 /* since *below* originator, no need to update top */
1262 originator->below = op;
1263 }
1264 else
1265 {
1266 top = ms.bot;
1267
1268 /* If there are other objects, then */
1269 if ((!(flag & INS_MAP_LOAD)) && top)
1270 {
1271 object *last = 0;
1272
1273 /*
1274 * If there are multiple objects on this space, we do some trickier handling.
1275 * We've already dealt with merging if appropriate.
1276 * Generally, we want to put the new object on top. But if
1277 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1278 * floor, we want to insert above that and no further.
1279 * Also, if there are spell objects on this space, we stop processing
1280 * once we get to them. This reduces the need to traverse over all of
1281 * them when adding another one - this saves quite a bit of cpu time
1282 * when lots of spells are cast in one area. Currently, it is presumed
1283 * that flying non pickable objects are spell objects.
1284 */
1285 for (top = ms.bot; top; top = top->above)
1286 {
1287 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1288 floor = top;
1289
1290 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1291 {
1292 /* We insert above top, so we want this object below this */
1293 top = top->below;
1294 break;
1295 }
1296
1297 last = top;
1298 }
1299
1300 /* Don't want top to be NULL, so set it to the last valid object */
1301 top = last;
1302
1303 /* We let update_position deal with figuring out what the space
1304 * looks like instead of lots of conditions here.
1305 * makes things faster, and effectively the same result.
1306 */
1307
1308 /* Have object 'fall below' other objects that block view.
1309 * Unless those objects are exits.
1310 * If INS_ON_TOP is used, don't do this processing
1311 * Need to find the object that in fact blocks view, otherwise
1312 * stacking is a bit odd.
1313 */
1314 if (!(flag & INS_ON_TOP)
1315 && ms.flags () & P_BLOCKSVIEW
1316 && (op->face && !faces [op->face].visibility))
1317 {
1318 for (last = top; last != floor; last = last->below)
1319 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1320 break;
1321
1322 /* Check to see if we found the object that blocks view,
1323 * and make sure we have a below pointer for it so that
1324 * we can get inserted below this one, which requires we
1325 * set top to the object below us.
1326 */
1327 if (last && last->below && last != floor)
1328 top = last->below;
1329 }
1330 } /* If objects on this space */
1331
1332 if (flag & INS_MAP_LOAD)
1333 top = ms.top;
1334
1335 if (flag & INS_ABOVE_FLOOR_ONLY)
1336 top = floor;
1337
1338 /* Top is the object that our object (op) is going to get inserted above.
1339 */
1340
1341 /* First object on this space */
1342 if (!top)
1343 {
1344 op->above = ms.bot;
1345
1346 if (op->above)
1347 op->above->below = op;
1348
1349 op->below = 0;
1350 ms.bot = op;
1351 }
1352 else
1353 { /* get inserted into the stack above top */
1354 op->above = top->above;
1355
1356 if (op->above)
1357 op->above->below = op;
1358
1359 op->below = top;
1360 top->above = op;
1361 }
1362
1363 if (!op->above)
1364 ms.top = op;
1365 } /* else not INS_BELOW_ORIGINATOR */
1366
1367 if (op->type == PLAYER)
1368 {
1369 op->contr->do_los = 1;
1370 ++op->map->players;
1371 op->map->touch ();
1372 }
1373
1374 op->map->dirty = true;
1375
1376 /* If we have a floor, we know the player, if any, will be above
1377 * it, so save a few ticks and start from there.
1378 */
1379 if (!(flag & INS_MAP_LOAD))
1380 if (object *pl = ms.player ())
1381 if (pl->contr->ns)
1382 pl->contr->ns->floorbox_update ();
1383
1384 /* If this object glows, it may affect lighting conditions that are
1385 * visible to others on this map. But update_all_los is really
1386 * an inefficient way to do this, as it means los for all players
1387 * on the map will get recalculated. The players could very well
1388 * be far away from this change and not affected in any way -
1389 * this should get redone to only look for players within range,
1390 * or just updating the P_UPTODATE for spaces within this area
1391 * of effect may be sufficient.
1392 */
1393 if (op->map->darkness && (op->glow_radius != 0))
1394 update_all_los (op->map, op->x, op->y);
1395
1396 /* updates flags (blocked, alive, no magic, etc) for this map space */
1397 update_object (op, UP_OBJ_INSERT);
1398
1399 INVOKE_OBJECT (INSERT, op);
1400
1401 /* Don't know if moving this to the end will break anything. However,
1402 * we want to have floorbox_update called before calling this.
1403 *
1404 * check_move_on() must be after this because code called from
1405 * check_move_on() depends on correct map flags (so functions like
1406 * blocked() and wall() work properly), and these flags are updated by
1407 * update_object().
1408 */
1409
1410 /* if this is not the head or flag has been passed, don't check walk on status */
1411 if (!(flag & INS_NO_WALK_ON) && !op->head)
1412 {
1413 if (check_move_on (op, originator))
1414 return 0;
1415
1416 /* If we are a multi part object, lets work our way through the check
1417 * walk on's.
1418 */
1419 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1420 if (check_move_on (tmp, originator))
1421 return 0;
1422 }
1423
1424 return op;
1425 }
1426
1427 /* this function inserts an object in the map, but if it
1428 * finds an object of its own type, it'll remove that one first.
1429 * op is the object to insert it under: supplies x and the map.
1430 */
1431 void
1432 replace_insert_ob_in_map (const char *arch_string, object *op)
1433 {
1434 object *tmp, *tmp1;
1435
1436 /* first search for itself and remove any old instances */
1437
1438 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1439 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1440 tmp->destroy ();
1441
1442 tmp1 = arch_to_object (archetype::find (arch_string));
1443
1444 tmp1->x = op->x;
1445 tmp1->y = op->y;
1446 insert_ob_in_map (tmp1, op->map, op, 0);
1447 }
1448
1449 object *
1450 object::insert_at (object *where, object *originator, int flags)
1451 {
1452 return where->map->insert (this, where->x, where->y, originator, flags);
1453 }
1454
1455 /*
1456 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1457 * is returned contains nr objects, and the remaining parts contains
1458 * the rest (or is removed and freed if that number is 0).
1459 * On failure, NULL is returned, and the reason put into the
1460 * global static errmsg array.
1461 */
1462 object *
1463 get_split_ob (object *orig_ob, uint32 nr)
1464 {
1465 object *newob;
1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1467
1468 if (orig_ob->nrof < nr)
1469 {
1470 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1471 return NULL;
1472 }
1473
1474 newob = object_create_clone (orig_ob);
1475
1476 if ((orig_ob->nrof -= nr) < 1)
1477 orig_ob->destroy (1);
1478 else if (!is_removed)
1479 {
1480 if (orig_ob->env != NULL)
1481 sub_weight (orig_ob->env, orig_ob->weight * nr);
1482 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1483 {
1484 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1485 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1486 return NULL;
1487 }
1488 }
1489
1490 newob->nrof = nr;
1491
1492 return newob;
1493 }
1494
1495 /*
1496 * decrease_ob_nr(object, number) decreases a specified number from
1497 * the amount of an object. If the amount reaches 0, the object
1498 * is subsequently removed and freed.
1499 *
1500 * Return value: 'op' if something is left, NULL if the amount reached 0
1501 */
1502 object *
1503 decrease_ob_nr (object *op, uint32 i)
1504 {
1505 object *tmp;
1506
1507 if (i == 0) /* objects with op->nrof require this check */
1508 return op;
1509
1510 if (i > op->nrof)
1511 i = op->nrof;
1512
1513 if (QUERY_FLAG (op, FLAG_REMOVED))
1514 op->nrof -= i;
1515 else if (op->env)
1516 {
1517 /* is this object in the players inventory, or sub container
1518 * therein?
1519 */
1520 tmp = op->in_player ();
1521 /* nope. Is this a container the player has opened?
1522 * If so, set tmp to that player.
1523 * IMO, searching through all the players will mostly
1524 * likely be quicker than following op->env to the map,
1525 * and then searching the map for a player.
1526 */
1527 if (!tmp)
1528 for_all_players (pl)
1529 if (pl->ob->container == op->env)
1530 {
1531 tmp = pl->ob;
1532 break;
1533 }
1534
1535 if (i < op->nrof)
1536 {
1537 sub_weight (op->env, op->weight * i);
1538 op->nrof -= i;
1539 if (tmp)
1540 esrv_send_item (tmp, op);
1541 }
1542 else
1543 {
1544 op->remove ();
1545 op->nrof = 0;
1546 if (tmp)
1547 esrv_del_item (tmp->contr, op->count);
1548 }
1549 }
1550 else
1551 {
1552 object *above = op->above;
1553
1554 if (i < op->nrof)
1555 op->nrof -= i;
1556 else
1557 {
1558 op->remove ();
1559 op->nrof = 0;
1560 }
1561
1562 /* Since we just removed op, op->above is null */
1563 for (tmp = above; tmp; tmp = tmp->above)
1564 if (tmp->type == PLAYER)
1565 {
1566 if (op->nrof)
1567 esrv_send_item (tmp, op);
1568 else
1569 esrv_del_item (tmp->contr, op->count);
1570 }
1571 }
1572
1573 if (op->nrof)
1574 return op;
1575 else
1576 {
1577 op->destroy ();
1578 return 0;
1579 }
1580 }
1581
1582 /*
1583 * add_weight(object, weight) adds the specified weight to an object,
1584 * and also updates how much the environment(s) is/are carrying.
1585 */
1586 void
1587 add_weight (object *op, signed long weight)
1588 {
1589 while (op != NULL)
1590 {
1591 if (op->type == CONTAINER)
1592 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1593
1594 op->carrying += weight;
1595 op = op->env;
1596 }
1597 }
1598
1599 object *
1600 insert_ob_in_ob (object *op, object *where)
1601 {
1602 if (!where)
1603 {
1604 char *dump = dump_object (op);
1605 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1606 free (dump);
1607 return op;
1608 }
1609
1610 if (where->head)
1611 {
1612 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1613 where = where->head;
1614 }
1615
1616 return where->insert (op);
1617 }
1618
1619 /*
1620 * env->insert (op)
1621 * This function inserts the object op in the linked list
1622 * inside the object environment.
1623 *
1624 * The function returns now pointer to inserted item, and return value can
1625 * be != op, if items are merged. -Tero
1626 */
1627 object *
1628 object::insert (object *op)
1629 {
1630 object *tmp, *otmp;
1631
1632 if (!QUERY_FLAG (op, FLAG_REMOVED))
1633 op->remove ();
1634
1635 if (op->more)
1636 {
1637 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1638 return op;
1639 }
1640
1641 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1642 CLEAR_FLAG (op, FLAG_REMOVED);
1643 if (op->nrof)
1644 {
1645 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1646 if (object::can_merge (tmp, op))
1647 {
1648 /* return the original object and remove inserted object
1649 (client needs the original object) */
1650 tmp->nrof += op->nrof;
1651 /* Weight handling gets pretty funky. Since we are adding to
1652 * tmp->nrof, we need to increase the weight.
1653 */
1654 add_weight (this, op->weight * op->nrof);
1655 SET_FLAG (op, FLAG_REMOVED);
1656 op->destroy (); /* free the inserted object */
1657 op = tmp;
1658 op->remove (); /* and fix old object's links */
1659 CLEAR_FLAG (op, FLAG_REMOVED);
1660 break;
1661 }
1662
1663 /* I assume combined objects have no inventory
1664 * We add the weight - this object could have just been removed
1665 * (if it was possible to merge). calling remove_ob will subtract
1666 * the weight, so we need to add it in again, since we actually do
1667 * the linking below
1668 */
1669 add_weight (this, op->weight * op->nrof);
1670 }
1671 else
1672 add_weight (this, (op->weight + op->carrying));
1673
1674 otmp = this->in_player ();
1675 if (otmp && otmp->contr)
1676 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1677 otmp->update_stats ();
1678
1679 op->map = 0;
1680 op->env = this;
1681 op->above = 0;
1682 op->below = 0;
1683 op->x = 0, op->y = 0;
1684
1685 /* reset the light list and los of the players on the map */
1686 if ((op->glow_radius != 0) && map)
1687 {
1688 #ifdef DEBUG_LIGHTS
1689 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1690 #endif /* DEBUG_LIGHTS */
1691 if (map->darkness)
1692 update_all_los (map, x, y);
1693 }
1694
1695 /* Client has no idea of ordering so lets not bother ordering it here.
1696 * It sure simplifies this function...
1697 */
1698 if (!inv)
1699 inv = op;
1700 else
1701 {
1702 op->below = inv;
1703 op->below->above = op;
1704 inv = op;
1705 }
1706
1707 INVOKE_OBJECT (INSERT, this);
1708
1709 return op;
1710 }
1711
1712 /*
1713 * Checks if any objects has a move_type that matches objects
1714 * that effect this object on this space. Call apply() to process
1715 * these events.
1716 *
1717 * Any speed-modification due to SLOW_MOVE() of other present objects
1718 * will affect the speed_left of the object.
1719 *
1720 * originator: Player, monster or other object that caused 'op' to be inserted
1721 * into 'map'. May be NULL.
1722 *
1723 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1724 *
1725 * 4-21-95 added code to check if appropriate skill was readied - this will
1726 * permit faster movement by the player through this terrain. -b.t.
1727 *
1728 * MSW 2001-07-08: Check all objects on space, not just those below
1729 * object being inserted. insert_ob_in_map may not put new objects
1730 * on top.
1731 */
1732 int
1733 check_move_on (object *op, object *originator)
1734 {
1735 object *tmp;
1736 maptile *m = op->map;
1737 int x = op->x, y = op->y;
1738
1739 MoveType move_on, move_slow, move_block;
1740
1741 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1742 return 0;
1743
1744 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1745 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1746 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1747
1748 /* if nothing on this space will slow op down or be applied,
1749 * no need to do checking below. have to make sure move_type
1750 * is set, as lots of objects don't have it set - we treat that
1751 * as walking.
1752 */
1753 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1754 return 0;
1755
1756 /* This is basically inverse logic of that below - basically,
1757 * if the object can avoid the move on or slow move, they do so,
1758 * but can't do it if the alternate movement they are using is
1759 * blocked. Logic on this seems confusing, but does seem correct.
1760 */
1761 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1762 return 0;
1763
1764 /* The objects have to be checked from top to bottom.
1765 * Hence, we first go to the top:
1766 */
1767
1768 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1769 {
1770 /* Trim the search when we find the first other spell effect
1771 * this helps performance so that if a space has 50 spell objects,
1772 * we don't need to check all of them.
1773 */
1774 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1775 break;
1776 }
1777
1778 for (; tmp; tmp = tmp->below)
1779 {
1780 if (tmp == op)
1781 continue; /* Can't apply yourself */
1782
1783 /* Check to see if one of the movement types should be slowed down.
1784 * Second check makes sure that the movement types not being slowed
1785 * (~slow_move) is not blocked on this space - just because the
1786 * space doesn't slow down swimming (for example), if you can't actually
1787 * swim on that space, can't use it to avoid the penalty.
1788 */
1789 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1790 {
1791 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1792 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1793 {
1794
1795 float
1796 diff = tmp->move_slow_penalty * fabs (op->speed);
1797
1798 if (op->type == PLAYER)
1799 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1800 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1801 diff /= 4.0;
1802
1803 op->speed_left -= diff;
1804 }
1805 }
1806
1807 /* Basically same logic as above, except now for actual apply. */
1808 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1809 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1810 {
1811 move_apply (tmp, op, originator);
1812
1813 if (op->destroyed ())
1814 return 1;
1815
1816 /* what the person/creature stepped onto has moved the object
1817 * someplace new. Don't process any further - if we did,
1818 * have a feeling strange problems would result.
1819 */
1820 if (op->map != m || op->x != x || op->y != y)
1821 return 0;
1822 }
1823 }
1824
1825 return 0;
1826 }
1827
1828 /*
1829 * present_arch(arch, map, x, y) searches for any objects with
1830 * a matching archetype at the given map and coordinates.
1831 * The first matching object is returned, or NULL if none.
1832 */
1833 object *
1834 present_arch (const archetype *at, maptile *m, int x, int y)
1835 {
1836 if (!m || out_of_map (m, x, y))
1837 {
1838 LOG (llevError, "Present_arch called outside map.\n");
1839 return NULL;
1840 }
1841
1842 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1843 if (tmp->arch == at)
1844 return tmp;
1845
1846 return NULL;
1847 }
1848
1849 /*
1850 * present(type, map, x, y) searches for any objects with
1851 * a matching type variable at the given map and coordinates.
1852 * The first matching object is returned, or NULL if none.
1853 */
1854 object *
1855 present (unsigned char type, maptile *m, int x, int y)
1856 {
1857 if (out_of_map (m, x, y))
1858 {
1859 LOG (llevError, "Present called outside map.\n");
1860 return NULL;
1861 }
1862
1863 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1864 if (tmp->type == type)
1865 return tmp;
1866
1867 return NULL;
1868 }
1869
1870 /*
1871 * present_in_ob(type, object) searches for any objects with
1872 * a matching type variable in the inventory of the given object.
1873 * The first matching object is returned, or NULL if none.
1874 */
1875 object *
1876 present_in_ob (unsigned char type, const object *op)
1877 {
1878 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1879 if (tmp->type == type)
1880 return tmp;
1881
1882 return NULL;
1883 }
1884
1885 /*
1886 * present_in_ob (type, str, object) searches for any objects with
1887 * a matching type & name variable in the inventory of the given object.
1888 * The first matching object is returned, or NULL if none.
1889 * This is mostly used by spell effect code, so that we only
1890 * have one spell effect at a time.
1891 * type can be used to narrow the search - if type is set,
1892 * the type must also match. -1 can be passed for the type,
1893 * in which case the type does not need to pass.
1894 * str is the string to match against. Note that we match against
1895 * the object name, not the archetype name. this is so that the
1896 * spell code can use one object type (force), but change it's name
1897 * to be unique.
1898 */
1899 object *
1900 present_in_ob_by_name (int type, const char *str, const object *op)
1901 {
1902 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1903 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1904 return tmp;
1905
1906 return 0;
1907 }
1908
1909 /*
1910 * present_arch_in_ob(archetype, object) searches for any objects with
1911 * a matching archetype in the inventory of the given object.
1912 * The first matching object is returned, or NULL if none.
1913 */
1914 object *
1915 present_arch_in_ob (const archetype *at, const object *op)
1916 {
1917 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1918 if (tmp->arch == at)
1919 return tmp;
1920
1921 return NULL;
1922 }
1923
1924 /*
1925 * activate recursively a flag on an object inventory
1926 */
1927 void
1928 flag_inv (object *op, int flag)
1929 {
1930 if (op->inv)
1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1932 {
1933 SET_FLAG (tmp, flag);
1934 flag_inv (tmp, flag);
1935 }
1936 }
1937
1938 /*
1939 * deactivate recursively a flag on an object inventory
1940 */
1941 void
1942 unflag_inv (object *op, int flag)
1943 {
1944 if (op->inv)
1945 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1946 {
1947 CLEAR_FLAG (tmp, flag);
1948 unflag_inv (tmp, flag);
1949 }
1950 }
1951
1952 /*
1953 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1954 * all it's inventory (recursively).
1955 * If checksums are used, a player will get set_cheat called for
1956 * him/her-self and all object carried by a call to this function.
1957 */
1958 void
1959 set_cheat (object *op)
1960 {
1961 SET_FLAG (op, FLAG_WAS_WIZ);
1962 flag_inv (op, FLAG_WAS_WIZ);
1963 }
1964
1965 /*
1966 * find_free_spot(object, map, x, y, start, stop) will search for
1967 * a spot at the given map and coordinates which will be able to contain
1968 * the given object. start and stop specifies how many squares
1969 * to search (see the freearr_x/y[] definition).
1970 * It returns a random choice among the alternatives found.
1971 * start and stop are where to start relative to the free_arr array (1,9
1972 * does all 4 immediate directions). This returns the index into the
1973 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1974 * Note - this only checks to see if there is space for the head of the
1975 * object - if it is a multispace object, this should be called for all
1976 * pieces.
1977 * Note2: This function does correctly handle tiled maps, but does not
1978 * inform the caller. However, insert_ob_in_map will update as
1979 * necessary, so the caller shouldn't need to do any special work.
1980 * Note - updated to take an object instead of archetype - this is necessary
1981 * because arch_blocked (now ob_blocked) needs to know the movement type
1982 * to know if the space in question will block the object. We can't use
1983 * the archetype because that isn't correct if the monster has been
1984 * customized, changed states, etc.
1985 */
1986 int
1987 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1988 {
1989 int index = 0, flag;
1990 int altern[SIZEOFFREE];
1991
1992 for (int i = start; i < stop; i++)
1993 {
1994 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1995 if (!flag)
1996 altern [index++] = i;
1997
1998 /* Basically, if we find a wall on a space, we cut down the search size.
1999 * In this way, we won't return spaces that are on another side of a wall.
2000 * This mostly work, but it cuts down the search size in all directions -
2001 * if the space being examined only has a wall to the north and empty
2002 * spaces in all the other directions, this will reduce the search space
2003 * to only the spaces immediately surrounding the target area, and
2004 * won't look 2 spaces south of the target space.
2005 */
2006 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2007 stop = maxfree[i];
2008 }
2009
2010 if (!index)
2011 return -1;
2012
2013 return altern [rndm (index)];
2014 }
2015
2016 /*
2017 * find_first_free_spot(archetype, maptile, x, y) works like
2018 * find_free_spot(), but it will search max number of squares.
2019 * But it will return the first available spot, not a random choice.
2020 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2021 */
2022 int
2023 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2024 {
2025 for (int i = 0; i < SIZEOFFREE; i++)
2026 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2027 return i;
2028
2029 return -1;
2030 }
2031
2032 /*
2033 * The function permute(arr, begin, end) randomly reorders the array
2034 * arr[begin..end-1].
2035 * now uses a fisher-yates shuffle, old permute was broken
2036 */
2037 static void
2038 permute (int *arr, int begin, int end)
2039 {
2040 arr += begin;
2041 end -= begin;
2042
2043 while (--end)
2044 swap (arr [end], arr [rndm (end + 1)]);
2045 }
2046
2047 /* new function to make monster searching more efficient, and effective!
2048 * This basically returns a randomized array (in the passed pointer) of
2049 * the spaces to find monsters. In this way, it won't always look for
2050 * monsters to the north first. However, the size of the array passed
2051 * covers all the spaces, so within that size, all the spaces within
2052 * the 3x3 area will be searched, just not in a predictable order.
2053 */
2054 void
2055 get_search_arr (int *search_arr)
2056 {
2057 int i;
2058
2059 for (i = 0; i < SIZEOFFREE; i++)
2060 search_arr[i] = i;
2061
2062 permute (search_arr, 1, SIZEOFFREE1 + 1);
2063 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2064 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2065 }
2066
2067 /*
2068 * find_dir(map, x, y, exclude) will search some close squares in the
2069 * given map at the given coordinates for live objects.
2070 * It will not considered the object given as exclude among possible
2071 * live objects.
2072 * It returns the direction toward the first/closest live object if finds
2073 * any, otherwise 0.
2074 * Perhaps incorrectly, but I'm making the assumption that exclude
2075 * is actually want is going to try and move there. We need this info
2076 * because we have to know what movement the thing looking to move
2077 * there is capable of.
2078 */
2079 int
2080 find_dir (maptile *m, int x, int y, object *exclude)
2081 {
2082 int i, max = SIZEOFFREE, mflags;
2083
2084 sint16 nx, ny;
2085 object *tmp;
2086 maptile *mp;
2087
2088 MoveType blocked, move_type;
2089
2090 if (exclude && exclude->head)
2091 {
2092 exclude = exclude->head;
2093 move_type = exclude->move_type;
2094 }
2095 else
2096 {
2097 /* If we don't have anything, presume it can use all movement types. */
2098 move_type = MOVE_ALL;
2099 }
2100
2101 for (i = 1; i < max; i++)
2102 {
2103 mp = m;
2104 nx = x + freearr_x[i];
2105 ny = y + freearr_y[i];
2106
2107 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2108
2109 if (mflags & P_OUT_OF_MAP)
2110 max = maxfree[i];
2111 else
2112 {
2113 mapspace &ms = mp->at (nx, ny);
2114
2115 blocked = ms.move_block;
2116
2117 if ((move_type & blocked) == move_type)
2118 max = maxfree[i];
2119 else if (mflags & P_IS_ALIVE)
2120 {
2121 for (tmp = ms.bot; tmp; tmp = tmp->above)
2122 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2123 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2124 break;
2125
2126 if (tmp)
2127 return freedir[i];
2128 }
2129 }
2130 }
2131
2132 return 0;
2133 }
2134
2135 /*
2136 * distance(object 1, object 2) will return the square of the
2137 * distance between the two given objects.
2138 */
2139 int
2140 distance (const object *ob1, const object *ob2)
2141 {
2142 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2143 }
2144
2145 /*
2146 * find_dir_2(delta-x,delta-y) will return a direction in which
2147 * an object which has subtracted the x and y coordinates of another
2148 * object, needs to travel toward it.
2149 */
2150 int
2151 find_dir_2 (int x, int y)
2152 {
2153 int q;
2154
2155 if (y)
2156 q = x * 100 / y;
2157 else if (x)
2158 q = -300 * x;
2159 else
2160 return 0;
2161
2162 if (y > 0)
2163 {
2164 if (q < -242)
2165 return 3;
2166 if (q < -41)
2167 return 2;
2168 if (q < 41)
2169 return 1;
2170 if (q < 242)
2171 return 8;
2172 return 7;
2173 }
2174
2175 if (q < -242)
2176 return 7;
2177 if (q < -41)
2178 return 6;
2179 if (q < 41)
2180 return 5;
2181 if (q < 242)
2182 return 4;
2183
2184 return 3;
2185 }
2186
2187 /*
2188 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2189 * between two directions (which are expected to be absolute (see absdir())
2190 */
2191 int
2192 dirdiff (int dir1, int dir2)
2193 {
2194 int d;
2195
2196 d = abs (dir1 - dir2);
2197 if (d > 4)
2198 d = 8 - d;
2199
2200 return d;
2201 }
2202
2203 /* peterm:
2204 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2205 * Basically, this is a table of directions, and what directions
2206 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2207 * This basically means that if direction is 15, then it could either go
2208 * direction 4, 14, or 16 to get back to where we are.
2209 * Moved from spell_util.c to object.c with the other related direction
2210 * functions.
2211 */
2212 int reduction_dir[SIZEOFFREE][3] = {
2213 {0, 0, 0}, /* 0 */
2214 {0, 0, 0}, /* 1 */
2215 {0, 0, 0}, /* 2 */
2216 {0, 0, 0}, /* 3 */
2217 {0, 0, 0}, /* 4 */
2218 {0, 0, 0}, /* 5 */
2219 {0, 0, 0}, /* 6 */
2220 {0, 0, 0}, /* 7 */
2221 {0, 0, 0}, /* 8 */
2222 {8, 1, 2}, /* 9 */
2223 {1, 2, -1}, /* 10 */
2224 {2, 10, 12}, /* 11 */
2225 {2, 3, -1}, /* 12 */
2226 {2, 3, 4}, /* 13 */
2227 {3, 4, -1}, /* 14 */
2228 {4, 14, 16}, /* 15 */
2229 {5, 4, -1}, /* 16 */
2230 {4, 5, 6}, /* 17 */
2231 {6, 5, -1}, /* 18 */
2232 {6, 20, 18}, /* 19 */
2233 {7, 6, -1}, /* 20 */
2234 {6, 7, 8}, /* 21 */
2235 {7, 8, -1}, /* 22 */
2236 {8, 22, 24}, /* 23 */
2237 {8, 1, -1}, /* 24 */
2238 {24, 9, 10}, /* 25 */
2239 {9, 10, -1}, /* 26 */
2240 {10, 11, -1}, /* 27 */
2241 {27, 11, 29}, /* 28 */
2242 {11, 12, -1}, /* 29 */
2243 {12, 13, -1}, /* 30 */
2244 {12, 13, 14}, /* 31 */
2245 {13, 14, -1}, /* 32 */
2246 {14, 15, -1}, /* 33 */
2247 {33, 15, 35}, /* 34 */
2248 {16, 15, -1}, /* 35 */
2249 {17, 16, -1}, /* 36 */
2250 {18, 17, 16}, /* 37 */
2251 {18, 17, -1}, /* 38 */
2252 {18, 19, -1}, /* 39 */
2253 {41, 19, 39}, /* 40 */
2254 {19, 20, -1}, /* 41 */
2255 {20, 21, -1}, /* 42 */
2256 {20, 21, 22}, /* 43 */
2257 {21, 22, -1}, /* 44 */
2258 {23, 22, -1}, /* 45 */
2259 {45, 47, 23}, /* 46 */
2260 {23, 24, -1}, /* 47 */
2261 {24, 9, -1}
2262 }; /* 48 */
2263
2264 /* Recursive routine to step back and see if we can
2265 * find a path to that monster that we found. If not,
2266 * we don't bother going toward it. Returns 1 if we
2267 * can see a direct way to get it
2268 * Modified to be map tile aware -.MSW
2269 */
2270 int
2271 can_see_monsterP (maptile *m, int x, int y, int dir)
2272 {
2273 sint16 dx, dy;
2274 int mflags;
2275
2276 if (dir < 0)
2277 return 0; /* exit condition: invalid direction */
2278
2279 dx = x + freearr_x[dir];
2280 dy = y + freearr_y[dir];
2281
2282 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2283
2284 /* This functional arguably was incorrect before - it was
2285 * checking for P_WALL - that was basically seeing if
2286 * we could move to the monster - this is being more
2287 * literal on if we can see it. To know if we can actually
2288 * move to the monster, we'd need the monster passed in or
2289 * at least its move type.
2290 */
2291 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2292 return 0;
2293
2294 /* yes, can see. */
2295 if (dir < 9)
2296 return 1;
2297
2298 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2299 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2300 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2301 }
2302
2303 /*
2304 * can_pick(picker, item): finds out if an object is possible to be
2305 * picked up by the picker. Returnes 1 if it can be
2306 * picked up, otherwise 0.
2307 *
2308 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2309 * core dumps if they do.
2310 *
2311 * Add a check so we can't pick up invisible objects (0.93.8)
2312 */
2313
2314 int
2315 can_pick (const object *who, const object *item)
2316 {
2317 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2318 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2319 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2320 }
2321
2322 /*
2323 * create clone from object to another
2324 */
2325 object *
2326 object_create_clone (object *asrc)
2327 {
2328 object *dst = 0, *tmp, *src, *part, *prev, *item;
2329
2330 if (!asrc)
2331 return 0;
2332
2333 src = asrc;
2334 if (src->head)
2335 src = src->head;
2336
2337 prev = 0;
2338 for (part = src; part; part = part->more)
2339 {
2340 tmp = part->clone ();
2341 tmp->x -= src->x;
2342 tmp->y -= src->y;
2343
2344 if (!part->head)
2345 {
2346 dst = tmp;
2347 tmp->head = 0;
2348 }
2349 else
2350 tmp->head = dst;
2351
2352 tmp->more = 0;
2353
2354 if (prev)
2355 prev->more = tmp;
2356
2357 prev = tmp;
2358 }
2359
2360 for (item = src->inv; item; item = item->below)
2361 insert_ob_in_ob (object_create_clone (item), dst);
2362
2363 return dst;
2364 }
2365
2366 /* This returns the first object in who's inventory that
2367 * has the same type and subtype match.
2368 * returns NULL if no match.
2369 */
2370 object *
2371 find_obj_by_type_subtype (const object *who, int type, int subtype)
2372 {
2373 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2374 if (tmp->type == type && tmp->subtype == subtype)
2375 return tmp;
2376
2377 return 0;
2378 }
2379
2380 /* If ob has a field named key, return the link from the list,
2381 * otherwise return NULL.
2382 *
2383 * key must be a passed in shared string - otherwise, this won't
2384 * do the desired thing.
2385 */
2386 key_value *
2387 get_ob_key_link (const object *ob, const char *key)
2388 {
2389 for (key_value *link = ob->key_values; link; link = link->next)
2390 if (link->key == key)
2391 return link;
2392
2393 return 0;
2394 }
2395
2396 /*
2397 * Returns the value of op has an extra_field for key, or NULL.
2398 *
2399 * The argument doesn't need to be a shared string.
2400 *
2401 * The returned string is shared.
2402 */
2403 const char *
2404 get_ob_key_value (const object *op, const char *const key)
2405 {
2406 key_value *link;
2407 shstr_cmp canonical_key (key);
2408
2409 if (!canonical_key)
2410 {
2411 /* 1. There being a field named key on any object
2412 * implies there'd be a shared string to find.
2413 * 2. Since there isn't, no object has this field.
2414 * 3. Therefore, *this* object doesn't have this field.
2415 */
2416 return 0;
2417 }
2418
2419 /* This is copied from get_ob_key_link() above -
2420 * only 4 lines, and saves the function call overhead.
2421 */
2422 for (link = op->key_values; link; link = link->next)
2423 if (link->key == canonical_key)
2424 return link->value;
2425
2426 return 0;
2427 }
2428
2429 /*
2430 * Updates the canonical_key in op to value.
2431 *
2432 * canonical_key is a shared string (value doesn't have to be).
2433 *
2434 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2435 * keys.
2436 *
2437 * Returns TRUE on success.
2438 */
2439 int
2440 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2441 {
2442 key_value *field = NULL, *last = NULL;
2443
2444 for (field = op->key_values; field != NULL; field = field->next)
2445 {
2446 if (field->key != canonical_key)
2447 {
2448 last = field;
2449 continue;
2450 }
2451
2452 if (value)
2453 field->value = value;
2454 else
2455 {
2456 /* Basically, if the archetype has this key set,
2457 * we need to store the null value so when we save
2458 * it, we save the empty value so that when we load,
2459 * we get this value back again.
2460 */
2461 if (get_ob_key_link (&op->arch->clone, canonical_key))
2462 field->value = 0;
2463 else
2464 {
2465 if (last)
2466 last->next = field->next;
2467 else
2468 op->key_values = field->next;
2469
2470 delete field;
2471 }
2472 }
2473 return TRUE;
2474 }
2475 /* IF we get here, key doesn't exist */
2476
2477 /* No field, we'll have to add it. */
2478
2479 if (!add_key)
2480 return FALSE;
2481
2482 /* There isn't any good reason to store a null
2483 * value in the key/value list. If the archetype has
2484 * this key, then we should also have it, so shouldn't
2485 * be here. If user wants to store empty strings,
2486 * should pass in ""
2487 */
2488 if (value == NULL)
2489 return TRUE;
2490
2491 field = new key_value;
2492
2493 field->key = canonical_key;
2494 field->value = value;
2495 /* Usual prepend-addition. */
2496 field->next = op->key_values;
2497 op->key_values = field;
2498
2499 return TRUE;
2500 }
2501
2502 /*
2503 * Updates the key in op to value.
2504 *
2505 * If add_key is FALSE, this will only update existing keys,
2506 * and not add new ones.
2507 * In general, should be little reason FALSE is ever passed in for add_key
2508 *
2509 * Returns TRUE on success.
2510 */
2511 int
2512 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2513 {
2514 shstr key_ (key);
2515
2516 return set_ob_key_value_s (op, key_, value, add_key);
2517 }
2518
2519 object::depth_iterator::depth_iterator (object *container)
2520 : iterator_base (container)
2521 {
2522 while (item->inv)
2523 item = item->inv;
2524 }
2525
2526 void
2527 object::depth_iterator::next ()
2528 {
2529 if (item->below)
2530 {
2531 item = item->below;
2532
2533 while (item->inv)
2534 item = item->inv;
2535 }
2536 else
2537 item = item->env;
2538 }
2539
2540
2541 const char *
2542 object::flag_desc (char *desc, int len) const
2543 {
2544 char *p = desc;
2545 bool first = true;
2546
2547 *p = 0;
2548
2549 for (int i = 0; i < NUM_FLAGS; i++)
2550 {
2551 if (len <= 10) // magic constant!
2552 {
2553 snprintf (p, len, ",...");
2554 break;
2555 }
2556
2557 if (flag [i])
2558 {
2559 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2560 len -= cnt;
2561 p += cnt;
2562 first = false;
2563 }
2564 }
2565
2566 return desc;
2567 }
2568
2569 // return a suitable string describing an object in enough detail to find it
2570 const char *
2571 object::debug_desc (char *info) const
2572 {
2573 char flagdesc[512];
2574 char info2[256 * 4];
2575 char *p = info;
2576
2577 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2578 count, uuid.seq,
2579 &name,
2580 title ? "\",title:\"" : "",
2581 title ? (const char *)title : "",
2582 flag_desc (flagdesc, 512), type);
2583
2584 if (env)
2585 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2586
2587 if (map)
2588 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2589
2590 return info;
2591 }
2592
2593 const char *
2594 object::debug_desc () const
2595 {
2596 static char info[256 * 4];
2597 return debug_desc (info);
2598 }
2599
2600 const char *
2601 object::debug_desc2 () const
2602 {
2603 static char info[256 * 4];
2604 return debug_desc (info);
2605 }
2606
2607 struct region *
2608 object::region () const
2609 {
2610 return map ? map->region (x, y)
2611 : region::default_region ();
2612 }
2613
2614 const materialtype_t *
2615 object::dominant_material () const
2616 {
2617 if (materialtype_t *mat = name_to_material (materialname))
2618 return mat;
2619
2620 // omfg this is slow, this has to be temporary :)
2621 shstr unknown ("unknown");
2622
2623 return name_to_material (unknown);
2624 }
2625
2626 void
2627 object::open_container (object *new_container)
2628 {
2629 if (container == new_container)
2630 return;
2631
2632 if (object *old_container = container)
2633 {
2634 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2635 return;
2636
2637 #if 0
2638 // remove the "Close old_container" object.
2639 if (object *closer = old_container->inv)
2640 if (closer->type == CLOSE_CON)
2641 closer->destroy ();
2642 #endif
2643
2644 old_container->flag [FLAG_APPLIED] = 0;
2645 container = 0;
2646
2647 esrv_update_item (UPD_FLAGS, this, old_container);
2648 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2649 }
2650
2651 if (new_container)
2652 {
2653 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2654 return;
2655
2656 // TODO: this does not seem to serve any purpose anymore?
2657 #if 0
2658 // insert the "Close Container" object.
2659 if (archetype *closer = new_container->other_arch)
2660 {
2661 object *closer = arch_to_object (new_container->other_arch);
2662 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2663 new_container->insert (closer);
2664 }
2665 #endif
2666
2667 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2668
2669 new_container->flag [FLAG_APPLIED] = 1;
2670 container = new_container;
2671
2672 esrv_update_item (UPD_FLAGS, this, new_container);
2673 esrv_send_inventory (this, new_container);
2674 }
2675 }
2676
2677