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/cvs/deliantra/server/common/object.C
Revision: 1.140
Committed: Tue Apr 24 12:32:14 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.139: +2 -10 lines
Log Message:
server crashed this morning because a freed golem tried to follow
his owner, triggering the assertion failure.

the golem had no owner, but the owner still had him in his range slots.

I refactored a bit of the code and rearranged it to hopefully increase
chances of this not occuring again.

File Contents

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