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/cvs/deliantra/server/common/object.C
Revision: 1.141
Committed: Sun Apr 29 21:44:34 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.140: +6 -0 lines
Log Message:
goofign around a bit: the while ranged/non-ranged system is borked and needs some serious redesign

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 void
319 player::set_range (rangetype r)
320 {
321 shoottype = r;
322 }
323
324 /*
325 * sum_weight() is a recursive function which calculates the weight
326 * an object is carrying. It goes through in figures out how much
327 * containers are carrying, and sums it up.
328 */
329 long
330 sum_weight (object *op)
331 {
332 long sum;
333 object *inv;
334
335 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
336 {
337 if (inv->inv)
338 sum_weight (inv);
339 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
340 }
341
342 if (op->type == CONTAINER && op->stats.Str)
343 sum = (sum * (100 - op->stats.Str)) / 100;
344
345 if (op->carrying != sum)
346 op->carrying = sum;
347
348 return sum;
349 }
350
351 /**
352 * Return the outermost environment object for a given object.
353 */
354
355 object *
356 object_get_env_recursive (object *op)
357 {
358 while (op->env != NULL)
359 op = op->env;
360 return op;
361 }
362
363 /*
364 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
365 * Some error messages.
366 * The result of the dump is stored in the static global errmsg array.
367 */
368 char *
369 dump_object (object *op)
370 {
371 if (!op)
372 return strdup ("[NULLOBJ]");
373
374 object_freezer freezer;
375 op->write (freezer);
376 return freezer.as_string ();
377 }
378
379 /*
380 * get_nearest_part(multi-object, object 2) returns the part of the
381 * multi-object 1 which is closest to the second object.
382 * If it's not a multi-object, it is returned.
383 */
384
385 object *
386 get_nearest_part (object *op, const object *pl)
387 {
388 object *tmp, *closest;
389 int last_dist, i;
390
391 if (op->more == NULL)
392 return op;
393 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
394 if ((i = distance (tmp, pl)) < last_dist)
395 closest = tmp, last_dist = i;
396 return closest;
397 }
398
399 /*
400 * Returns the object which has the count-variable equal to the argument.
401 */
402 object *
403 find_object (tag_t i)
404 {
405 for_all_objects (op)
406 if (op->count == i)
407 return op;
408
409 return 0;
410 }
411
412 /*
413 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999"
416 */
417 object *
418 find_object_name (const char *str)
419 {
420 shstr_cmp str_ (str);
421 object *op;
422
423 for_all_objects (op)
424 if (op->name == str_)
425 break;
426
427 return op;
428 }
429
430 void
431 free_all_object_data ()
432 {
433 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
434 }
435
436 /*
437 * Sets the owner and sets the skill and exp pointers to owner's current
438 * skill and experience objects.
439 */
440 void
441 object::set_owner (object *owner)
442 {
443 if (!owner)
444 return;
445
446 /* next line added to allow objects which own objects */
447 /* Add a check for ownercounts in here, as I got into an endless loop
448 * with the fireball owning a poison cloud which then owned the
449 * fireball. I believe that was caused by one of the objects getting
450 * freed and then another object replacing it. Since the ownercounts
451 * didn't match, this check is valid and I believe that cause is valid.
452 */
453 while (owner->owner)
454 owner = owner->owner;
455
456 this->owner = owner;
457 }
458
459 /* Zero the key_values on op, decrementing the shared-string
460 * refcounts and freeing the links.
461 */
462 static void
463 free_key_values (object *op)
464 {
465 for (key_value *i = op->key_values; i; )
466 {
467 key_value *next = i->next;
468 delete i;
469
470 i = next;
471 }
472
473 op->key_values = 0;
474 }
475
476 object &
477 object::operator =(const object &src)
478 {
479 bool is_freed = flag [FLAG_FREED];
480 bool is_removed = flag [FLAG_REMOVED];
481
482 *(object_copy *)this = src;
483
484 flag [FLAG_FREED] = is_freed;
485 flag [FLAG_REMOVED] = is_removed;
486
487 /* Copy over key_values, if any. */
488 if (src.key_values)
489 {
490 key_value *tail = 0;
491 key_values = 0;
492
493 for (key_value *i = src.key_values; i; i = i->next)
494 {
495 key_value *new_link = new key_value;
496
497 new_link->next = 0;
498 new_link->key = i->key;
499 new_link->value = i->value;
500
501 /* Try and be clever here, too. */
502 if (!key_values)
503 {
504 key_values = new_link;
505 tail = new_link;
506 }
507 else
508 {
509 tail->next = new_link;
510 tail = new_link;
511 }
512 }
513 }
514 }
515
516 /*
517 * copy_to first frees everything allocated by the dst object,
518 * and then copies the contents of itself into the second
519 * object, allocating what needs to be allocated. Basically, any
520 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
521 * if the first object is freed, the pointers in the new object
522 * will point at garbage.
523 */
524 void
525 object::copy_to (object *dst)
526 {
527 *dst = *this;
528
529 if (speed < 0)
530 dst->speed_left = speed_left - rndm ();
531
532 dst->set_speed (dst->speed);
533 }
534
535 void
536 object::instantiate ()
537 {
538 if (!uuid.seq) // HACK
539 uuid = gen_uuid ();
540
541 speed_left = -0.1f;
542 /* copy the body_info to the body_used - this is only really
543 * need for monsters, but doesn't hurt to do it for everything.
544 * by doing so, when a monster is created, it has good starting
545 * values for the body_used info, so when items are created
546 * for it, they can be properly equipped.
547 */
548 memcpy (body_used, body_info, sizeof (body_used));
549
550 attachable::instantiate ();
551 }
552
553 object *
554 object::clone ()
555 {
556 object *neu = create ();
557 copy_to (neu);
558 return neu;
559 }
560
561 /*
562 * If an object with the IS_TURNABLE() flag needs to be turned due
563 * to the closest player being on the other side, this function can
564 * be called to update the face variable, _and_ how it looks on the map.
565 */
566 void
567 update_turn_face (object *op)
568 {
569 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
570 return;
571
572 SET_ANIMATION (op, op->direction);
573 update_object (op, UP_OBJ_FACE);
574 }
575
576 /*
577 * Updates the speed of an object. If the speed changes from 0 to another
578 * value, or vice versa, then add/remove the object from the active list.
579 * This function needs to be called whenever the speed of an object changes.
580 */
581 void
582 object::set_speed (float speed)
583 {
584 if (flag [FLAG_FREED] && speed)
585 {
586 LOG (llevError, "Object %s is freed but has speed.\n", &name);
587 speed = 0;
588 }
589
590 this->speed = speed;
591
592 if (has_active_speed ())
593 activate ();
594 else
595 deactivate ();
596 }
597
598 /*
599 * update_object() updates the the map.
600 * It takes into account invisible objects (and represent squares covered
601 * by invisible objects by whatever is below them (unless it's another
602 * invisible object, etc...)
603 * If the object being updated is beneath a player, the look-window
604 * of that player is updated (this might be a suboptimal way of
605 * updating that window, though, since update_object() is called _often_)
606 *
607 * action is a hint of what the caller believes need to be done.
608 * current action are:
609 * UP_OBJ_INSERT: op was inserted
610 * UP_OBJ_REMOVE: op was removed
611 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
612 * as that is easier than trying to look at what may have changed.
613 * UP_OBJ_FACE: only the objects face has changed.
614 */
615 void
616 update_object (object *op, int action)
617 {
618 if (op == NULL)
619 {
620 /* this should never happen */
621 LOG (llevDebug, "update_object() called for NULL object.\n");
622 return;
623 }
624
625 if (op->env)
626 {
627 /* Animation is currently handled by client, so nothing
628 * to do in this case.
629 */
630 return;
631 }
632
633 /* If the map is saving, don't do anything as everything is
634 * going to get freed anyways.
635 */
636 if (!op->map || op->map->in_memory == MAP_SAVING)
637 return;
638
639 /* make sure the object is within map boundaries */
640 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
641 {
642 LOG (llevError, "update_object() called for object out of map!\n");
643 #ifdef MANY_CORES
644 abort ();
645 #endif
646 return;
647 }
648
649 mapspace &m = op->ms ();
650
651 if (!(m.flags_ & P_UPTODATE))
652 /* nop */;
653 else if (action == UP_OBJ_INSERT)
654 {
655 // this is likely overkill, TODO: revisit (schmorp)
656 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
657 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
658 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
659 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
660 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
661 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
662 || (m.move_on | op->move_on ) != m.move_on
663 || (m.move_off | op->move_off ) != m.move_off
664 || (m.move_slow | op->move_slow) != m.move_slow
665 /* This isn't perfect, but I don't expect a lot of objects to
666 * to have move_allow right now.
667 */
668 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
669 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
670 m.flags_ = 0;
671 }
672 /* if the object is being removed, we can't make intelligent
673 * decisions, because remove_ob can't really pass the object
674 * that is being removed.
675 */
676 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
677 m.flags_ = 0;
678 else if (action == UP_OBJ_FACE)
679 /* Nothing to do for that case */ ;
680 else
681 LOG (llevError, "update_object called with invalid action: %d\n", action);
682
683 if (op->more)
684 update_object (op->more, action);
685 }
686
687 object::object ()
688 {
689 SET_FLAG (this, FLAG_REMOVED);
690
691 expmul = 1.0;
692 face = blank_face;
693 }
694
695 object::~object ()
696 {
697 unlink ();
698
699 free_key_values (this);
700 }
701
702 static int object_count;
703
704 void object::link ()
705 {
706 assert (!index);//D
707 uuid = gen_uuid ();
708 count = ++object_count;
709
710 refcnt_inc ();
711 objects.insert (this);
712 }
713
714 void object::unlink ()
715 {
716 if (!index)
717 return;
718
719 objects.erase (this);
720 refcnt_dec ();
721 }
722
723 void
724 object::activate ()
725 {
726 /* If already on active list, don't do anything */
727 if (active)
728 return;
729
730 if (has_active_speed ())
731 actives.insert (this);
732 }
733
734 void
735 object::activate_recursive ()
736 {
737 activate ();
738
739 for (object *op = inv; op; op = op->below)
740 op->activate_recursive ();
741 }
742
743 /* This function removes object 'op' from the list of active
744 * objects.
745 * This should only be used for style maps or other such
746 * reference maps where you don't want an object that isn't
747 * in play chewing up cpu time getting processed.
748 * The reverse of this is to call update_ob_speed, which
749 * will do the right thing based on the speed of the object.
750 */
751 void
752 object::deactivate ()
753 {
754 /* If not on the active list, nothing needs to be done */
755 if (!active)
756 return;
757
758 actives.erase (this);
759 }
760
761 void
762 object::deactivate_recursive ()
763 {
764 for (object *op = inv; op; op = op->below)
765 op->deactivate_recursive ();
766
767 deactivate ();
768 }
769
770 void
771 object::set_flag_inv (int flag, int value)
772 {
773 for (object *op = inv; op; op = op->below)
774 {
775 op->flag [flag] = value;
776 op->set_flag_inv (flag, value);
777 }
778 }
779
780 /*
781 * Remove and free all objects in the inventory of the given object.
782 * object.c ?
783 */
784 void
785 object::destroy_inv (bool drop_to_ground)
786 {
787 // need to check first, because the checks below might segfault
788 // as we might be on an invalid mapspace and crossfire code
789 // is too buggy to ensure that the inventory is empty.
790 // corollary: if you create arrows etc. with stuff in tis inventory,
791 // cf will crash below with off-map x and y
792 if (!inv)
793 return;
794
795 /* Only if the space blocks everything do we not process -
796 * if some form of movement is allowed, let objects
797 * drop on that space.
798 */
799 if (!drop_to_ground
800 || !map
801 || map->in_memory != MAP_IN_MEMORY
802 || map->nodrop
803 || ms ().move_block == MOVE_ALL)
804 {
805 while (inv)
806 {
807 inv->destroy_inv (drop_to_ground);
808 inv->destroy ();
809 }
810 }
811 else
812 { /* Put objects in inventory onto this space */
813 while (inv)
814 {
815 object *op = inv;
816
817 if (op->flag [FLAG_STARTEQUIP]
818 || op->flag [FLAG_NO_DROP]
819 || op->type == RUNE
820 || op->type == TRAP
821 || op->flag [FLAG_IS_A_TEMPLATE]
822 || op->flag [FLAG_DESTROY_ON_DEATH])
823 op->destroy ();
824 else
825 map->insert (op, x, y);
826 }
827 }
828 }
829
830 object *object::create ()
831 {
832 object *op = new object;
833 op->link ();
834 return op;
835 }
836
837 void
838 object::do_destroy ()
839 {
840 attachable::do_destroy ();
841
842 if (flag [FLAG_IS_LINKED])
843 remove_button_link (this);
844
845 if (flag [FLAG_FRIENDLY])
846 remove_friendly_object (this);
847
848 if (!flag [FLAG_REMOVED])
849 remove ();
850
851 destroy_inv (true);
852
853 deactivate ();
854 unlink ();
855
856 flag [FLAG_FREED] = 1;
857
858 // hack to ensure that freed objects still have a valid map
859 {
860 static maptile *freed_map; // freed objects are moved here to avoid crashes
861
862 if (!freed_map)
863 {
864 freed_map = new maptile;
865
866 freed_map->name = "/internal/freed_objects_map";
867 freed_map->width = 3;
868 freed_map->height = 3;
869
870 freed_map->alloc ();
871 freed_map->in_memory = MAP_IN_MEMORY;
872 }
873
874 map = freed_map;
875 x = 1;
876 y = 1;
877 }
878
879 head = 0;
880
881 if (more)
882 {
883 more->destroy ();
884 more = 0;
885 }
886
887 // clear those pointers that likely might have circular references to us
888 owner = 0;
889 enemy = 0;
890 attacked_by = 0;
891 }
892
893 void
894 object::destroy (bool destroy_inventory)
895 {
896 if (destroyed ())
897 return;
898
899 if (destroy_inventory)
900 destroy_inv (false);
901
902 attachable::destroy ();
903 }
904
905 /*
906 * sub_weight() recursively (outwards) subtracts a number from the
907 * weight of an object (and what is carried by it's environment(s)).
908 */
909 void
910 sub_weight (object *op, signed long weight)
911 {
912 while (op != NULL)
913 {
914 if (op->type == CONTAINER)
915 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
916
917 op->carrying -= weight;
918 op = op->env;
919 }
920 }
921
922 /* op->remove ():
923 * This function removes the object op from the linked list of objects
924 * which it is currently tied to. When this function is done, the
925 * object will have no environment. If the object previously had an
926 * environment, the x and y coordinates will be updated to
927 * the previous environment.
928 */
929 void
930 object::do_remove ()
931 {
932 object *tmp, *last = 0;
933 object *otmp;
934
935 if (QUERY_FLAG (this, FLAG_REMOVED))
936 return;
937
938 SET_FLAG (this, FLAG_REMOVED);
939 INVOKE_OBJECT (REMOVE, this);
940
941 if (more)
942 more->remove ();
943
944 /*
945 * In this case, the object to be removed is in someones
946 * inventory.
947 */
948 if (env)
949 {
950 if (nrof)
951 sub_weight (env, weight * nrof);
952 else
953 sub_weight (env, weight + carrying);
954
955 /* NO_FIX_PLAYER is set when a great many changes are being
956 * made to players inventory. If set, avoiding the call
957 * to save cpu time.
958 */
959 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
960 otmp->update_stats ();
961
962 if (above)
963 above->below = below;
964 else
965 env->inv = below;
966
967 if (below)
968 below->above = above;
969
970 /* we set up values so that it could be inserted into
971 * the map, but we don't actually do that - it is up
972 * to the caller to decide what we want to do.
973 */
974 x = env->x, y = env->y;
975 map = env->map;
976 above = 0, below = 0;
977 env = 0;
978 }
979 else if (map)
980 {
981 if (type == PLAYER)
982 {
983 // leaving a spot always closes any open container on the ground
984 if (container && !container->env)
985 // this causes spurious floorbox updates, but it ensures
986 // that the CLOSE event is being sent.
987 close_container ();
988
989 --map->players;
990 map->touch ();
991 }
992
993 map->dirty = true;
994 mapspace &ms = this->ms ();
995
996 /* link the object above us */
997 if (above)
998 above->below = below;
999 else
1000 ms.top = below; /* we were top, set new top */
1001
1002 /* Relink the object below us, if there is one */
1003 if (below)
1004 below->above = above;
1005 else
1006 {
1007 /* Nothing below, which means we need to relink map object for this space
1008 * use translated coordinates in case some oddness with map tiling is
1009 * evident
1010 */
1011 if (GET_MAP_OB (map, x, y) != this)
1012 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 ());
1013
1014 ms.bot = above; /* goes on above it. */
1015 }
1016
1017 above = 0;
1018 below = 0;
1019
1020 if (map->in_memory == MAP_SAVING)
1021 return;
1022
1023 int check_walk_off = !flag [FLAG_NO_APPLY];
1024
1025 for (tmp = ms.bot; tmp; tmp = tmp->above)
1026 {
1027 /* No point updating the players look faces if he is the object
1028 * being removed.
1029 */
1030
1031 if (tmp->type == PLAYER && tmp != this)
1032 {
1033 /* If a container that the player is currently using somehow gets
1034 * removed (most likely destroyed), update the player view
1035 * appropriately.
1036 */
1037 if (tmp->container == this)
1038 {
1039 flag [FLAG_APPLIED] = 0;
1040 tmp->container = 0;
1041 }
1042
1043 if (tmp->contr->ns)
1044 tmp->contr->ns->floorbox_update ();
1045 }
1046
1047 /* See if object moving off should effect something */
1048 if (check_walk_off
1049 && ((move_type & tmp->move_off)
1050 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1051 {
1052 move_apply (tmp, this, 0);
1053
1054 if (destroyed ())
1055 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1056 }
1057
1058 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1059 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1060 if (tmp->above == tmp)
1061 tmp->above = 0;
1062
1063 last = tmp;
1064 }
1065
1066 /* last == NULL if there are no objects on this space */
1067 //TODO: this makes little sense, why only update the topmost object?
1068 if (!last)
1069 map->at (x, y).flags_ = 0;
1070 else
1071 update_object (last, UP_OBJ_REMOVE);
1072
1073 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1074 update_all_los (map, x, y);
1075 }
1076 }
1077
1078 /*
1079 * merge_ob(op,top):
1080 *
1081 * This function goes through all objects below and including top, and
1082 * merges op to the first matching object.
1083 * If top is NULL, it is calculated.
1084 * Returns pointer to object if it succeded in the merge, otherwise NULL
1085 */
1086 object *
1087 merge_ob (object *op, object *top)
1088 {
1089 if (!op->nrof)
1090 return 0;
1091
1092 if (top)
1093 for (top = op; top && top->above; top = top->above)
1094 ;
1095
1096 for (; top; top = top->below)
1097 {
1098 if (top == op)
1099 continue;
1100
1101 if (object::can_merge (op, top))
1102 {
1103 top->nrof += op->nrof;
1104
1105 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1106 op->weight = 0; /* Don't want any adjustements now */
1107 op->destroy ();
1108 return top;
1109 }
1110 }
1111
1112 return 0;
1113 }
1114
1115 void
1116 object::expand_tail ()
1117 {
1118 if (more)
1119 return;
1120
1121 object *prev = this;
1122
1123 for (archetype *at = arch->more; at; at = at->more)
1124 {
1125 object *op = arch_to_object (at);
1126
1127 op->name = name;
1128 op->name_pl = name_pl;
1129 op->title = title;
1130
1131 op->head = this;
1132 prev->more = op;
1133
1134 prev = op;
1135 }
1136 }
1137
1138 /*
1139 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1140 * job preparing multi-part monsters.
1141 */
1142 object *
1143 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1144 {
1145 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1146 {
1147 tmp->x = x + tmp->arch->clone.x;
1148 tmp->y = y + tmp->arch->clone.y;
1149 }
1150
1151 return insert_ob_in_map (op, m, originator, flag);
1152 }
1153
1154 /*
1155 * insert_ob_in_map (op, map, originator, flag):
1156 * This function inserts the object in the two-way linked list
1157 * which represents what is on a map.
1158 * The second argument specifies the map, and the x and y variables
1159 * in the object about to be inserted specifies the position.
1160 *
1161 * originator: Player, monster or other object that caused 'op' to be inserted
1162 * into 'map'. May be NULL.
1163 *
1164 * flag is a bitmask about special things to do (or not do) when this
1165 * function is called. see the object.h file for the INS_ values.
1166 * Passing 0 for flag gives proper default values, so flag really only needs
1167 * to be set if special handling is needed.
1168 *
1169 * Return value:
1170 * new object if 'op' was merged with other object
1171 * NULL if 'op' was destroyed
1172 * just 'op' otherwise
1173 */
1174 object *
1175 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1176 {
1177 assert (!op->flag [FLAG_FREED]);
1178
1179 object *tmp, *top, *floor = NULL;
1180
1181 op->remove ();
1182
1183 #if 0
1184 if (!m->active != !op->active)
1185 if (m->active)
1186 op->activate_recursive ();
1187 else
1188 op->deactivate_recursive ();
1189 #endif
1190
1191 if (out_of_map (m, op->x, op->y))
1192 {
1193 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1194 #ifdef MANY_CORES
1195 /* Better to catch this here, as otherwise the next use of this object
1196 * is likely to cause a crash. Better to find out where it is getting
1197 * improperly inserted.
1198 */
1199 abort ();
1200 #endif
1201 return op;
1202 }
1203
1204 if (object *more = op->more)
1205 {
1206 if (!insert_ob_in_map (more, m, originator, flag))
1207 {
1208 if (!op->head)
1209 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1210
1211 return 0;
1212 }
1213 }
1214
1215 CLEAR_FLAG (op, FLAG_REMOVED);
1216
1217 /* Ideally, the caller figures this out. However, it complicates a lot
1218 * of areas of callers (eg, anything that uses find_free_spot would now
1219 * need extra work
1220 */
1221 if (!xy_normalise (m, op->x, op->y))
1222 return 0;
1223
1224 op->map = m;
1225 mapspace &ms = op->ms ();
1226
1227 /* this has to be done after we translate the coordinates.
1228 */
1229 if (op->nrof && !(flag & INS_NO_MERGE))
1230 for (tmp = ms.bot; tmp; tmp = tmp->above)
1231 if (object::can_merge (op, tmp))
1232 {
1233 op->nrof += tmp->nrof;
1234 tmp->destroy ();
1235 }
1236
1237 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1238 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1239
1240 if (!QUERY_FLAG (op, FLAG_ALIVE))
1241 CLEAR_FLAG (op, FLAG_NO_STEAL);
1242
1243 if (flag & INS_BELOW_ORIGINATOR)
1244 {
1245 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1246 {
1247 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1248 abort ();
1249 }
1250
1251 op->above = originator;
1252 op->below = originator->below;
1253
1254 if (op->below)
1255 op->below->above = op;
1256 else
1257 ms.bot = op;
1258
1259 /* since *below* originator, no need to update top */
1260 originator->below = op;
1261 }
1262 else
1263 {
1264 top = ms.bot;
1265
1266 /* If there are other objects, then */
1267 if ((!(flag & INS_MAP_LOAD)) && top)
1268 {
1269 object *last = 0;
1270
1271 /*
1272 * If there are multiple objects on this space, we do some trickier handling.
1273 * We've already dealt with merging if appropriate.
1274 * Generally, we want to put the new object on top. But if
1275 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1276 * floor, we want to insert above that and no further.
1277 * Also, if there are spell objects on this space, we stop processing
1278 * once we get to them. This reduces the need to traverse over all of
1279 * them when adding another one - this saves quite a bit of cpu time
1280 * when lots of spells are cast in one area. Currently, it is presumed
1281 * that flying non pickable objects are spell objects.
1282 */
1283 for (top = ms.bot; top; top = top->above)
1284 {
1285 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1286 floor = top;
1287
1288 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1289 {
1290 /* We insert above top, so we want this object below this */
1291 top = top->below;
1292 break;
1293 }
1294
1295 last = top;
1296 }
1297
1298 /* Don't want top to be NULL, so set it to the last valid object */
1299 top = last;
1300
1301 /* We let update_position deal with figuring out what the space
1302 * looks like instead of lots of conditions here.
1303 * makes things faster, and effectively the same result.
1304 */
1305
1306 /* Have object 'fall below' other objects that block view.
1307 * Unless those objects are exits.
1308 * If INS_ON_TOP is used, don't do this processing
1309 * Need to find the object that in fact blocks view, otherwise
1310 * stacking is a bit odd.
1311 */
1312 if (!(flag & INS_ON_TOP)
1313 && ms.flags () & P_BLOCKSVIEW
1314 && (op->face && !faces [op->face].visibility))
1315 {
1316 for (last = top; last != floor; last = last->below)
1317 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1318 break;
1319
1320 /* Check to see if we found the object that blocks view,
1321 * and make sure we have a below pointer for it so that
1322 * we can get inserted below this one, which requires we
1323 * set top to the object below us.
1324 */
1325 if (last && last->below && last != floor)
1326 top = last->below;
1327 }
1328 } /* If objects on this space */
1329
1330 if (flag & INS_MAP_LOAD)
1331 top = ms.top;
1332
1333 if (flag & INS_ABOVE_FLOOR_ONLY)
1334 top = floor;
1335
1336 /* Top is the object that our object (op) is going to get inserted above.
1337 */
1338
1339 /* First object on this space */
1340 if (!top)
1341 {
1342 op->above = ms.bot;
1343
1344 if (op->above)
1345 op->above->below = op;
1346
1347 op->below = 0;
1348 ms.bot = op;
1349 }
1350 else
1351 { /* get inserted into the stack above top */
1352 op->above = top->above;
1353
1354 if (op->above)
1355 op->above->below = op;
1356
1357 op->below = top;
1358 top->above = op;
1359 }
1360
1361 if (!op->above)
1362 ms.top = op;
1363 } /* else not INS_BELOW_ORIGINATOR */
1364
1365 if (op->type == PLAYER)
1366 {
1367 op->contr->do_los = 1;
1368 ++op->map->players;
1369 op->map->touch ();
1370 }
1371
1372 op->map->dirty = true;
1373
1374 /* If we have a floor, we know the player, if any, will be above
1375 * it, so save a few ticks and start from there.
1376 */
1377 if (!(flag & INS_MAP_LOAD))
1378 if (object *pl = ms.player ())
1379 if (pl->contr->ns)
1380 pl->contr->ns->floorbox_update ();
1381
1382 /* If this object glows, it may affect lighting conditions that are
1383 * visible to others on this map. But update_all_los is really
1384 * an inefficient way to do this, as it means los for all players
1385 * on the map will get recalculated. The players could very well
1386 * be far away from this change and not affected in any way -
1387 * this should get redone to only look for players within range,
1388 * or just updating the P_UPTODATE for spaces within this area
1389 * of effect may be sufficient.
1390 */
1391 if (op->map->darkness && (op->glow_radius != 0))
1392 update_all_los (op->map, op->x, op->y);
1393
1394 /* updates flags (blocked, alive, no magic, etc) for this map space */
1395 update_object (op, UP_OBJ_INSERT);
1396
1397 INVOKE_OBJECT (INSERT, op);
1398
1399 /* Don't know if moving this to the end will break anything. However,
1400 * we want to have floorbox_update called before calling this.
1401 *
1402 * check_move_on() must be after this because code called from
1403 * check_move_on() depends on correct map flags (so functions like
1404 * blocked() and wall() work properly), and these flags are updated by
1405 * update_object().
1406 */
1407
1408 /* if this is not the head or flag has been passed, don't check walk on status */
1409 if (!(flag & INS_NO_WALK_ON) && !op->head)
1410 {
1411 if (check_move_on (op, originator))
1412 return 0;
1413
1414 /* If we are a multi part object, lets work our way through the check
1415 * walk on's.
1416 */
1417 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1418 if (check_move_on (tmp, originator))
1419 return 0;
1420 }
1421
1422 return op;
1423 }
1424
1425 /* this function inserts an object in the map, but if it
1426 * finds an object of its own type, it'll remove that one first.
1427 * op is the object to insert it under: supplies x and the map.
1428 */
1429 void
1430 replace_insert_ob_in_map (const char *arch_string, object *op)
1431 {
1432 object *tmp, *tmp1;
1433
1434 /* first search for itself and remove any old instances */
1435
1436 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1437 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1438 tmp->destroy ();
1439
1440 tmp1 = arch_to_object (archetype::find (arch_string));
1441
1442 tmp1->x = op->x;
1443 tmp1->y = op->y;
1444 insert_ob_in_map (tmp1, op->map, op, 0);
1445 }
1446
1447 object *
1448 object::insert_at (object *where, object *originator, int flags)
1449 {
1450 return where->map->insert (this, where->x, where->y, originator, flags);
1451 }
1452
1453 /*
1454 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1455 * is returned contains nr objects, and the remaining parts contains
1456 * the rest (or is removed and freed if that number is 0).
1457 * On failure, NULL is returned, and the reason put into the
1458 * global static errmsg array.
1459 */
1460 object *
1461 get_split_ob (object *orig_ob, uint32 nr)
1462 {
1463 object *newob;
1464 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1465
1466 if (orig_ob->nrof < nr)
1467 {
1468 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1469 return NULL;
1470 }
1471
1472 newob = object_create_clone (orig_ob);
1473
1474 if ((orig_ob->nrof -= nr) < 1)
1475 orig_ob->destroy (1);
1476 else if (!is_removed)
1477 {
1478 if (orig_ob->env != NULL)
1479 sub_weight (orig_ob->env, orig_ob->weight * nr);
1480 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1481 {
1482 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1483 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1484 return NULL;
1485 }
1486 }
1487
1488 newob->nrof = nr;
1489
1490 return newob;
1491 }
1492
1493 /*
1494 * decrease_ob_nr(object, number) decreases a specified number from
1495 * the amount of an object. If the amount reaches 0, the object
1496 * is subsequently removed and freed.
1497 *
1498 * Return value: 'op' if something is left, NULL if the amount reached 0
1499 */
1500 object *
1501 decrease_ob_nr (object *op, uint32 i)
1502 {
1503 object *tmp;
1504
1505 if (i == 0) /* objects with op->nrof require this check */
1506 return op;
1507
1508 if (i > op->nrof)
1509 i = op->nrof;
1510
1511 if (QUERY_FLAG (op, FLAG_REMOVED))
1512 op->nrof -= i;
1513 else if (op->env)
1514 {
1515 /* is this object in the players inventory, or sub container
1516 * therein?
1517 */
1518 tmp = op->in_player ();
1519 /* nope. Is this a container the player has opened?
1520 * If so, set tmp to that player.
1521 * IMO, searching through all the players will mostly
1522 * likely be quicker than following op->env to the map,
1523 * and then searching the map for a player.
1524 */
1525 if (!tmp)
1526 for_all_players (pl)
1527 if (pl->ob->container == op->env)
1528 {
1529 tmp = pl->ob;
1530 break;
1531 }
1532
1533 if (i < op->nrof)
1534 {
1535 sub_weight (op->env, op->weight * i);
1536 op->nrof -= i;
1537 if (tmp)
1538 esrv_send_item (tmp, op);
1539 }
1540 else
1541 {
1542 op->remove ();
1543 op->nrof = 0;
1544 if (tmp)
1545 esrv_del_item (tmp->contr, op->count);
1546 }
1547 }
1548 else
1549 {
1550 object *above = op->above;
1551
1552 if (i < op->nrof)
1553 op->nrof -= i;
1554 else
1555 {
1556 op->remove ();
1557 op->nrof = 0;
1558 }
1559
1560 /* Since we just removed op, op->above is null */
1561 for (tmp = above; tmp; tmp = tmp->above)
1562 if (tmp->type == PLAYER)
1563 {
1564 if (op->nrof)
1565 esrv_send_item (tmp, op);
1566 else
1567 esrv_del_item (tmp->contr, op->count);
1568 }
1569 }
1570
1571 if (op->nrof)
1572 return op;
1573 else
1574 {
1575 op->destroy ();
1576 return 0;
1577 }
1578 }
1579
1580 /*
1581 * add_weight(object, weight) adds the specified weight to an object,
1582 * and also updates how much the environment(s) is/are carrying.
1583 */
1584 void
1585 add_weight (object *op, signed long weight)
1586 {
1587 while (op != NULL)
1588 {
1589 if (op->type == CONTAINER)
1590 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1591
1592 op->carrying += weight;
1593 op = op->env;
1594 }
1595 }
1596
1597 object *
1598 insert_ob_in_ob (object *op, object *where)
1599 {
1600 if (!where)
1601 {
1602 char *dump = dump_object (op);
1603 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1604 free (dump);
1605 return op;
1606 }
1607
1608 if (where->head)
1609 {
1610 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1611 where = where->head;
1612 }
1613
1614 return where->insert (op);
1615 }
1616
1617 /*
1618 * env->insert (op)
1619 * This function inserts the object op in the linked list
1620 * inside the object environment.
1621 *
1622 * The function returns now pointer to inserted item, and return value can
1623 * be != op, if items are merged. -Tero
1624 */
1625 object *
1626 object::insert (object *op)
1627 {
1628 object *tmp, *otmp;
1629
1630 if (!QUERY_FLAG (op, FLAG_REMOVED))
1631 op->remove ();
1632
1633 if (op->more)
1634 {
1635 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1636 return op;
1637 }
1638
1639 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1640 CLEAR_FLAG (op, FLAG_REMOVED);
1641 if (op->nrof)
1642 {
1643 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1644 if (object::can_merge (tmp, op))
1645 {
1646 /* return the original object and remove inserted object
1647 (client needs the original object) */
1648 tmp->nrof += op->nrof;
1649 /* Weight handling gets pretty funky. Since we are adding to
1650 * tmp->nrof, we need to increase the weight.
1651 */
1652 add_weight (this, op->weight * op->nrof);
1653 SET_FLAG (op, FLAG_REMOVED);
1654 op->destroy (); /* free the inserted object */
1655 op = tmp;
1656 op->remove (); /* and fix old object's links */
1657 CLEAR_FLAG (op, FLAG_REMOVED);
1658 break;
1659 }
1660
1661 /* I assume combined objects have no inventory
1662 * We add the weight - this object could have just been removed
1663 * (if it was possible to merge). calling remove_ob will subtract
1664 * the weight, so we need to add it in again, since we actually do
1665 * the linking below
1666 */
1667 add_weight (this, op->weight * op->nrof);
1668 }
1669 else
1670 add_weight (this, (op->weight + op->carrying));
1671
1672 otmp = this->in_player ();
1673 if (otmp && otmp->contr)
1674 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1675 otmp->update_stats ();
1676
1677 op->map = 0;
1678 op->env = this;
1679 op->above = 0;
1680 op->below = 0;
1681 op->x = 0, op->y = 0;
1682
1683 /* reset the light list and los of the players on the map */
1684 if ((op->glow_radius != 0) && map)
1685 {
1686 #ifdef DEBUG_LIGHTS
1687 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1688 #endif /* DEBUG_LIGHTS */
1689 if (map->darkness)
1690 update_all_los (map, x, y);
1691 }
1692
1693 /* Client has no idea of ordering so lets not bother ordering it here.
1694 * It sure simplifies this function...
1695 */
1696 if (!inv)
1697 inv = op;
1698 else
1699 {
1700 op->below = inv;
1701 op->below->above = op;
1702 inv = op;
1703 }
1704
1705 INVOKE_OBJECT (INSERT, this);
1706
1707 return op;
1708 }
1709
1710 /*
1711 * Checks if any objects has a move_type that matches objects
1712 * that effect this object on this space. Call apply() to process
1713 * these events.
1714 *
1715 * Any speed-modification due to SLOW_MOVE() of other present objects
1716 * will affect the speed_left of the object.
1717 *
1718 * originator: Player, monster or other object that caused 'op' to be inserted
1719 * into 'map'. May be NULL.
1720 *
1721 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1722 *
1723 * 4-21-95 added code to check if appropriate skill was readied - this will
1724 * permit faster movement by the player through this terrain. -b.t.
1725 *
1726 * MSW 2001-07-08: Check all objects on space, not just those below
1727 * object being inserted. insert_ob_in_map may not put new objects
1728 * on top.
1729 */
1730 int
1731 check_move_on (object *op, object *originator)
1732 {
1733 object *tmp;
1734 maptile *m = op->map;
1735 int x = op->x, y = op->y;
1736
1737 MoveType move_on, move_slow, move_block;
1738
1739 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1740 return 0;
1741
1742 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1743 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1744 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1745
1746 /* if nothing on this space will slow op down or be applied,
1747 * no need to do checking below. have to make sure move_type
1748 * is set, as lots of objects don't have it set - we treat that
1749 * as walking.
1750 */
1751 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1752 return 0;
1753
1754 /* This is basically inverse logic of that below - basically,
1755 * if the object can avoid the move on or slow move, they do so,
1756 * but can't do it if the alternate movement they are using is
1757 * blocked. Logic on this seems confusing, but does seem correct.
1758 */
1759 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1760 return 0;
1761
1762 /* The objects have to be checked from top to bottom.
1763 * Hence, we first go to the top:
1764 */
1765
1766 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1767 {
1768 /* Trim the search when we find the first other spell effect
1769 * this helps performance so that if a space has 50 spell objects,
1770 * we don't need to check all of them.
1771 */
1772 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1773 break;
1774 }
1775
1776 for (; tmp; tmp = tmp->below)
1777 {
1778 if (tmp == op)
1779 continue; /* Can't apply yourself */
1780
1781 /* Check to see if one of the movement types should be slowed down.
1782 * Second check makes sure that the movement types not being slowed
1783 * (~slow_move) is not blocked on this space - just because the
1784 * space doesn't slow down swimming (for example), if you can't actually
1785 * swim on that space, can't use it to avoid the penalty.
1786 */
1787 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1788 {
1789 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1790 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1791 {
1792
1793 float
1794 diff = tmp->move_slow_penalty * fabs (op->speed);
1795
1796 if (op->type == PLAYER)
1797 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1798 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1799 diff /= 4.0;
1800
1801 op->speed_left -= diff;
1802 }
1803 }
1804
1805 /* Basically same logic as above, except now for actual apply. */
1806 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1807 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1808 {
1809 move_apply (tmp, op, originator);
1810
1811 if (op->destroyed ())
1812 return 1;
1813
1814 /* what the person/creature stepped onto has moved the object
1815 * someplace new. Don't process any further - if we did,
1816 * have a feeling strange problems would result.
1817 */
1818 if (op->map != m || op->x != x || op->y != y)
1819 return 0;
1820 }
1821 }
1822
1823 return 0;
1824 }
1825
1826 /*
1827 * present_arch(arch, map, x, y) searches for any objects with
1828 * a matching archetype at the given map and coordinates.
1829 * The first matching object is returned, or NULL if none.
1830 */
1831 object *
1832 present_arch (const archetype *at, maptile *m, int x, int y)
1833 {
1834 if (!m || out_of_map (m, x, y))
1835 {
1836 LOG (llevError, "Present_arch called outside map.\n");
1837 return NULL;
1838 }
1839
1840 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1841 if (tmp->arch == at)
1842 return tmp;
1843
1844 return NULL;
1845 }
1846
1847 /*
1848 * present(type, map, x, y) searches for any objects with
1849 * a matching type variable at the given map and coordinates.
1850 * The first matching object is returned, or NULL if none.
1851 */
1852 object *
1853 present (unsigned char type, maptile *m, int x, int y)
1854 {
1855 if (out_of_map (m, x, y))
1856 {
1857 LOG (llevError, "Present called outside map.\n");
1858 return NULL;
1859 }
1860
1861 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1862 if (tmp->type == type)
1863 return tmp;
1864
1865 return NULL;
1866 }
1867
1868 /*
1869 * present_in_ob(type, object) searches for any objects with
1870 * a matching type variable in the inventory of the given object.
1871 * The first matching object is returned, or NULL if none.
1872 */
1873 object *
1874 present_in_ob (unsigned char type, const object *op)
1875 {
1876 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1877 if (tmp->type == type)
1878 return tmp;
1879
1880 return NULL;
1881 }
1882
1883 /*
1884 * present_in_ob (type, str, object) searches for any objects with
1885 * a matching type & name variable in the inventory of the given object.
1886 * The first matching object is returned, or NULL if none.
1887 * This is mostly used by spell effect code, so that we only
1888 * have one spell effect at a time.
1889 * type can be used to narrow the search - if type is set,
1890 * the type must also match. -1 can be passed for the type,
1891 * in which case the type does not need to pass.
1892 * str is the string to match against. Note that we match against
1893 * the object name, not the archetype name. this is so that the
1894 * spell code can use one object type (force), but change it's name
1895 * to be unique.
1896 */
1897 object *
1898 present_in_ob_by_name (int type, const char *str, const object *op)
1899 {
1900 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1901 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1902 return tmp;
1903
1904 return 0;
1905 }
1906
1907 /*
1908 * present_arch_in_ob(archetype, object) searches for any objects with
1909 * a matching archetype in the inventory of the given object.
1910 * The first matching object is returned, or NULL if none.
1911 */
1912 object *
1913 present_arch_in_ob (const archetype *at, const object *op)
1914 {
1915 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1916 if (tmp->arch == at)
1917 return tmp;
1918
1919 return NULL;
1920 }
1921
1922 /*
1923 * activate recursively a flag on an object inventory
1924 */
1925 void
1926 flag_inv (object *op, int flag)
1927 {
1928 if (op->inv)
1929 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1930 {
1931 SET_FLAG (tmp, flag);
1932 flag_inv (tmp, flag);
1933 }
1934 }
1935
1936 /*
1937 * deactivate recursively a flag on an object inventory
1938 */
1939 void
1940 unflag_inv (object *op, int flag)
1941 {
1942 if (op->inv)
1943 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1944 {
1945 CLEAR_FLAG (tmp, flag);
1946 unflag_inv (tmp, flag);
1947 }
1948 }
1949
1950 /*
1951 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1952 * all it's inventory (recursively).
1953 * If checksums are used, a player will get set_cheat called for
1954 * him/her-self and all object carried by a call to this function.
1955 */
1956 void
1957 set_cheat (object *op)
1958 {
1959 SET_FLAG (op, FLAG_WAS_WIZ);
1960 flag_inv (op, FLAG_WAS_WIZ);
1961 }
1962
1963 /*
1964 * find_free_spot(object, map, x, y, start, stop) will search for
1965 * a spot at the given map and coordinates which will be able to contain
1966 * the given object. start and stop specifies how many squares
1967 * to search (see the freearr_x/y[] definition).
1968 * It returns a random choice among the alternatives found.
1969 * start and stop are where to start relative to the free_arr array (1,9
1970 * does all 4 immediate directions). This returns the index into the
1971 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1972 * Note - this only checks to see if there is space for the head of the
1973 * object - if it is a multispace object, this should be called for all
1974 * pieces.
1975 * Note2: This function does correctly handle tiled maps, but does not
1976 * inform the caller. However, insert_ob_in_map will update as
1977 * necessary, so the caller shouldn't need to do any special work.
1978 * Note - updated to take an object instead of archetype - this is necessary
1979 * because arch_blocked (now ob_blocked) needs to know the movement type
1980 * to know if the space in question will block the object. We can't use
1981 * the archetype because that isn't correct if the monster has been
1982 * customized, changed states, etc.
1983 */
1984 int
1985 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1986 {
1987 int index = 0, flag;
1988 int altern[SIZEOFFREE];
1989
1990 for (int i = start; i < stop; i++)
1991 {
1992 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1993 if (!flag)
1994 altern [index++] = i;
1995
1996 /* Basically, if we find a wall on a space, we cut down the search size.
1997 * In this way, we won't return spaces that are on another side of a wall.
1998 * This mostly work, but it cuts down the search size in all directions -
1999 * if the space being examined only has a wall to the north and empty
2000 * spaces in all the other directions, this will reduce the search space
2001 * to only the spaces immediately surrounding the target area, and
2002 * won't look 2 spaces south of the target space.
2003 */
2004 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2005 stop = maxfree[i];
2006 }
2007
2008 if (!index)
2009 return -1;
2010
2011 return altern [rndm (index)];
2012 }
2013
2014 /*
2015 * find_first_free_spot(archetype, maptile, x, y) works like
2016 * find_free_spot(), but it will search max number of squares.
2017 * But it will return the first available spot, not a random choice.
2018 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2019 */
2020 int
2021 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2022 {
2023 for (int i = 0; i < SIZEOFFREE; i++)
2024 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2025 return i;
2026
2027 return -1;
2028 }
2029
2030 /*
2031 * The function permute(arr, begin, end) randomly reorders the array
2032 * arr[begin..end-1].
2033 * now uses a fisher-yates shuffle, old permute was broken
2034 */
2035 static void
2036 permute (int *arr, int begin, int end)
2037 {
2038 arr += begin;
2039 end -= begin;
2040
2041 while (--end)
2042 swap (arr [end], arr [rndm (end + 1)]);
2043 }
2044
2045 /* new function to make monster searching more efficient, and effective!
2046 * This basically returns a randomized array (in the passed pointer) of
2047 * the spaces to find monsters. In this way, it won't always look for
2048 * monsters to the north first. However, the size of the array passed
2049 * covers all the spaces, so within that size, all the spaces within
2050 * the 3x3 area will be searched, just not in a predictable order.
2051 */
2052 void
2053 get_search_arr (int *search_arr)
2054 {
2055 int i;
2056
2057 for (i = 0; i < SIZEOFFREE; i++)
2058 search_arr[i] = i;
2059
2060 permute (search_arr, 1, SIZEOFFREE1 + 1);
2061 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2062 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2063 }
2064
2065 /*
2066 * find_dir(map, x, y, exclude) will search some close squares in the
2067 * given map at the given coordinates for live objects.
2068 * It will not considered the object given as exclude among possible
2069 * live objects.
2070 * It returns the direction toward the first/closest live object if finds
2071 * any, otherwise 0.
2072 * Perhaps incorrectly, but I'm making the assumption that exclude
2073 * is actually want is going to try and move there. We need this info
2074 * because we have to know what movement the thing looking to move
2075 * there is capable of.
2076 */
2077 int
2078 find_dir (maptile *m, int x, int y, object *exclude)
2079 {
2080 int i, max = SIZEOFFREE, mflags;
2081
2082 sint16 nx, ny;
2083 object *tmp;
2084 maptile *mp;
2085
2086 MoveType blocked, move_type;
2087
2088 if (exclude && exclude->head)
2089 {
2090 exclude = exclude->head;
2091 move_type = exclude->move_type;
2092 }
2093 else
2094 {
2095 /* If we don't have anything, presume it can use all movement types. */
2096 move_type = MOVE_ALL;
2097 }
2098
2099 for (i = 1; i < max; i++)
2100 {
2101 mp = m;
2102 nx = x + freearr_x[i];
2103 ny = y + freearr_y[i];
2104
2105 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2106
2107 if (mflags & P_OUT_OF_MAP)
2108 max = maxfree[i];
2109 else
2110 {
2111 mapspace &ms = mp->at (nx, ny);
2112
2113 blocked = ms.move_block;
2114
2115 if ((move_type & blocked) == move_type)
2116 max = maxfree[i];
2117 else if (mflags & P_IS_ALIVE)
2118 {
2119 for (tmp = ms.bot; tmp; tmp = tmp->above)
2120 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2121 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2122 break;
2123
2124 if (tmp)
2125 return freedir[i];
2126 }
2127 }
2128 }
2129
2130 return 0;
2131 }
2132
2133 /*
2134 * distance(object 1, object 2) will return the square of the
2135 * distance between the two given objects.
2136 */
2137 int
2138 distance (const object *ob1, const object *ob2)
2139 {
2140 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2141 }
2142
2143 /*
2144 * find_dir_2(delta-x,delta-y) will return a direction in which
2145 * an object which has subtracted the x and y coordinates of another
2146 * object, needs to travel toward it.
2147 */
2148 int
2149 find_dir_2 (int x, int y)
2150 {
2151 int q;
2152
2153 if (y)
2154 q = x * 100 / y;
2155 else if (x)
2156 q = -300 * x;
2157 else
2158 return 0;
2159
2160 if (y > 0)
2161 {
2162 if (q < -242)
2163 return 3;
2164 if (q < -41)
2165 return 2;
2166 if (q < 41)
2167 return 1;
2168 if (q < 242)
2169 return 8;
2170 return 7;
2171 }
2172
2173 if (q < -242)
2174 return 7;
2175 if (q < -41)
2176 return 6;
2177 if (q < 41)
2178 return 5;
2179 if (q < 242)
2180 return 4;
2181
2182 return 3;
2183 }
2184
2185 /*
2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir())
2188 */
2189 int
2190 dirdiff (int dir1, int dir2)
2191 {
2192 int d;
2193
2194 d = abs (dir1 - dir2);
2195 if (d > 4)
2196 d = 8 - d;
2197
2198 return d;
2199 }
2200
2201 /* peterm:
2202 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2203 * Basically, this is a table of directions, and what directions
2204 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2205 * This basically means that if direction is 15, then it could either go
2206 * direction 4, 14, or 16 to get back to where we are.
2207 * Moved from spell_util.c to object.c with the other related direction
2208 * functions.
2209 */
2210 int reduction_dir[SIZEOFFREE][3] = {
2211 {0, 0, 0}, /* 0 */
2212 {0, 0, 0}, /* 1 */
2213 {0, 0, 0}, /* 2 */
2214 {0, 0, 0}, /* 3 */
2215 {0, 0, 0}, /* 4 */
2216 {0, 0, 0}, /* 5 */
2217 {0, 0, 0}, /* 6 */
2218 {0, 0, 0}, /* 7 */
2219 {0, 0, 0}, /* 8 */
2220 {8, 1, 2}, /* 9 */
2221 {1, 2, -1}, /* 10 */
2222 {2, 10, 12}, /* 11 */
2223 {2, 3, -1}, /* 12 */
2224 {2, 3, 4}, /* 13 */
2225 {3, 4, -1}, /* 14 */
2226 {4, 14, 16}, /* 15 */
2227 {5, 4, -1}, /* 16 */
2228 {4, 5, 6}, /* 17 */
2229 {6, 5, -1}, /* 18 */
2230 {6, 20, 18}, /* 19 */
2231 {7, 6, -1}, /* 20 */
2232 {6, 7, 8}, /* 21 */
2233 {7, 8, -1}, /* 22 */
2234 {8, 22, 24}, /* 23 */
2235 {8, 1, -1}, /* 24 */
2236 {24, 9, 10}, /* 25 */
2237 {9, 10, -1}, /* 26 */
2238 {10, 11, -1}, /* 27 */
2239 {27, 11, 29}, /* 28 */
2240 {11, 12, -1}, /* 29 */
2241 {12, 13, -1}, /* 30 */
2242 {12, 13, 14}, /* 31 */
2243 {13, 14, -1}, /* 32 */
2244 {14, 15, -1}, /* 33 */
2245 {33, 15, 35}, /* 34 */
2246 {16, 15, -1}, /* 35 */
2247 {17, 16, -1}, /* 36 */
2248 {18, 17, 16}, /* 37 */
2249 {18, 17, -1}, /* 38 */
2250 {18, 19, -1}, /* 39 */
2251 {41, 19, 39}, /* 40 */
2252 {19, 20, -1}, /* 41 */
2253 {20, 21, -1}, /* 42 */
2254 {20, 21, 22}, /* 43 */
2255 {21, 22, -1}, /* 44 */
2256 {23, 22, -1}, /* 45 */
2257 {45, 47, 23}, /* 46 */
2258 {23, 24, -1}, /* 47 */
2259 {24, 9, -1}
2260 }; /* 48 */
2261
2262 /* Recursive routine to step back and see if we can
2263 * find a path to that monster that we found. If not,
2264 * we don't bother going toward it. Returns 1 if we
2265 * can see a direct way to get it
2266 * Modified to be map tile aware -.MSW
2267 */
2268 int
2269 can_see_monsterP (maptile *m, int x, int y, int dir)
2270 {
2271 sint16 dx, dy;
2272 int mflags;
2273
2274 if (dir < 0)
2275 return 0; /* exit condition: invalid direction */
2276
2277 dx = x + freearr_x[dir];
2278 dy = y + freearr_y[dir];
2279
2280 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2281
2282 /* This functional arguably was incorrect before - it was
2283 * checking for P_WALL - that was basically seeing if
2284 * we could move to the monster - this is being more
2285 * literal on if we can see it. To know if we can actually
2286 * move to the monster, we'd need the monster passed in or
2287 * at least its move type.
2288 */
2289 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2290 return 0;
2291
2292 /* yes, can see. */
2293 if (dir < 9)
2294 return 1;
2295
2296 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2297 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2298 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2299 }
2300
2301 /*
2302 * can_pick(picker, item): finds out if an object is possible to be
2303 * picked up by the picker. Returnes 1 if it can be
2304 * picked up, otherwise 0.
2305 *
2306 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2307 * core dumps if they do.
2308 *
2309 * Add a check so we can't pick up invisible objects (0.93.8)
2310 */
2311
2312 int
2313 can_pick (const object *who, const object *item)
2314 {
2315 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2316 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2317 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2318 }
2319
2320 /*
2321 * create clone from object to another
2322 */
2323 object *
2324 object_create_clone (object *asrc)
2325 {
2326 object *dst = 0, *tmp, *src, *part, *prev, *item;
2327
2328 if (!asrc)
2329 return 0;
2330
2331 src = asrc;
2332 if (src->head)
2333 src = src->head;
2334
2335 prev = 0;
2336 for (part = src; part; part = part->more)
2337 {
2338 tmp = part->clone ();
2339 tmp->x -= src->x;
2340 tmp->y -= src->y;
2341
2342 if (!part->head)
2343 {
2344 dst = tmp;
2345 tmp->head = 0;
2346 }
2347 else
2348 tmp->head = dst;
2349
2350 tmp->more = 0;
2351
2352 if (prev)
2353 prev->more = tmp;
2354
2355 prev = tmp;
2356 }
2357
2358 for (item = src->inv; item; item = item->below)
2359 insert_ob_in_ob (object_create_clone (item), dst);
2360
2361 return dst;
2362 }
2363
2364 /* This returns the first object in who's inventory that
2365 * has the same type and subtype match.
2366 * returns NULL if no match.
2367 */
2368 object *
2369 find_obj_by_type_subtype (const object *who, int type, int subtype)
2370 {
2371 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2372 if (tmp->type == type && tmp->subtype == subtype)
2373 return tmp;
2374
2375 return 0;
2376 }
2377
2378 /* If ob has a field named key, return the link from the list,
2379 * otherwise return NULL.
2380 *
2381 * key must be a passed in shared string - otherwise, this won't
2382 * do the desired thing.
2383 */
2384 key_value *
2385 get_ob_key_link (const object *ob, const char *key)
2386 {
2387 for (key_value *link = ob->key_values; link; link = link->next)
2388 if (link->key == key)
2389 return link;
2390
2391 return 0;
2392 }
2393
2394 /*
2395 * Returns the value of op has an extra_field for key, or NULL.
2396 *
2397 * The argument doesn't need to be a shared string.
2398 *
2399 * The returned string is shared.
2400 */
2401 const char *
2402 get_ob_key_value (const object *op, const char *const key)
2403 {
2404 key_value *link;
2405 shstr_cmp canonical_key (key);
2406
2407 if (!canonical_key)
2408 {
2409 /* 1. There being a field named key on any object
2410 * implies there'd be a shared string to find.
2411 * 2. Since there isn't, no object has this field.
2412 * 3. Therefore, *this* object doesn't have this field.
2413 */
2414 return 0;
2415 }
2416
2417 /* This is copied from get_ob_key_link() above -
2418 * only 4 lines, and saves the function call overhead.
2419 */
2420 for (link = op->key_values; link; link = link->next)
2421 if (link->key == canonical_key)
2422 return link->value;
2423
2424 return 0;
2425 }
2426
2427 /*
2428 * Updates the canonical_key in op to value.
2429 *
2430 * canonical_key is a shared string (value doesn't have to be).
2431 *
2432 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2433 * keys.
2434 *
2435 * Returns TRUE on success.
2436 */
2437 int
2438 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2439 {
2440 key_value *field = NULL, *last = NULL;
2441
2442 for (field = op->key_values; field != NULL; field = field->next)
2443 {
2444 if (field->key != canonical_key)
2445 {
2446 last = field;
2447 continue;
2448 }
2449
2450 if (value)
2451 field->value = value;
2452 else
2453 {
2454 /* Basically, if the archetype has this key set,
2455 * we need to store the null value so when we save
2456 * it, we save the empty value so that when we load,
2457 * we get this value back again.
2458 */
2459 if (get_ob_key_link (&op->arch->clone, canonical_key))
2460 field->value = 0;
2461 else
2462 {
2463 if (last)
2464 last->next = field->next;
2465 else
2466 op->key_values = field->next;
2467
2468 delete field;
2469 }
2470 }
2471 return TRUE;
2472 }
2473 /* IF we get here, key doesn't exist */
2474
2475 /* No field, we'll have to add it. */
2476
2477 if (!add_key)
2478 return FALSE;
2479
2480 /* There isn't any good reason to store a null
2481 * value in the key/value list. If the archetype has
2482 * this key, then we should also have it, so shouldn't
2483 * be here. If user wants to store empty strings,
2484 * should pass in ""
2485 */
2486 if (value == NULL)
2487 return TRUE;
2488
2489 field = new key_value;
2490
2491 field->key = canonical_key;
2492 field->value = value;
2493 /* Usual prepend-addition. */
2494 field->next = op->key_values;
2495 op->key_values = field;
2496
2497 return TRUE;
2498 }
2499
2500 /*
2501 * Updates the key in op to value.
2502 *
2503 * If add_key is FALSE, this will only update existing keys,
2504 * and not add new ones.
2505 * In general, should be little reason FALSE is ever passed in for add_key
2506 *
2507 * Returns TRUE on success.
2508 */
2509 int
2510 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2511 {
2512 shstr key_ (key);
2513
2514 return set_ob_key_value_s (op, key_, value, add_key);
2515 }
2516
2517 object::depth_iterator::depth_iterator (object *container)
2518 : iterator_base (container)
2519 {
2520 while (item->inv)
2521 item = item->inv;
2522 }
2523
2524 void
2525 object::depth_iterator::next ()
2526 {
2527 if (item->below)
2528 {
2529 item = item->below;
2530
2531 while (item->inv)
2532 item = item->inv;
2533 }
2534 else
2535 item = item->env;
2536 }
2537
2538
2539 const char *
2540 object::flag_desc (char *desc, int len) const
2541 {
2542 char *p = desc;
2543 bool first = true;
2544
2545 *p = 0;
2546
2547 for (int i = 0; i < NUM_FLAGS; i++)
2548 {
2549 if (len <= 10) // magic constant!
2550 {
2551 snprintf (p, len, ",...");
2552 break;
2553 }
2554
2555 if (flag [i])
2556 {
2557 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2558 len -= cnt;
2559 p += cnt;
2560 first = false;
2561 }
2562 }
2563
2564 return desc;
2565 }
2566
2567 // return a suitable string describing an object in enough detail to find it
2568 const char *
2569 object::debug_desc (char *info) const
2570 {
2571 char flagdesc[512];
2572 char info2[256 * 4];
2573 char *p = info;
2574
2575 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2576 count, uuid.seq,
2577 &name,
2578 title ? "\",title:\"" : "",
2579 title ? (const char *)title : "",
2580 flag_desc (flagdesc, 512), type);
2581
2582 if (env)
2583 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2584
2585 if (map)
2586 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2587
2588 return info;
2589 }
2590
2591 const char *
2592 object::debug_desc () const
2593 {
2594 static char info[256 * 4];
2595 return debug_desc (info);
2596 }
2597
2598 const char *
2599 object::debug_desc2 () const
2600 {
2601 static char info[256 * 4];
2602 return debug_desc (info);
2603 }
2604
2605 struct region *
2606 object::region () const
2607 {
2608 return map ? map->region (x, y)
2609 : region::default_region ();
2610 }
2611
2612 const materialtype_t *
2613 object::dominant_material () const
2614 {
2615 if (materialtype_t *mat = name_to_material (materialname))
2616 return mat;
2617
2618 // omfg this is slow, this has to be temporary :)
2619 shstr unknown ("unknown");
2620
2621 return name_to_material (unknown);
2622 }
2623
2624 void
2625 object::open_container (object *new_container)
2626 {
2627 if (container == new_container)
2628 return;
2629
2630 if (object *old_container = container)
2631 {
2632 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2633 return;
2634
2635 #if 0
2636 // remove the "Close old_container" object.
2637 if (object *closer = old_container->inv)
2638 if (closer->type == CLOSE_CON)
2639 closer->destroy ();
2640 #endif
2641
2642 old_container->flag [FLAG_APPLIED] = 0;
2643 container = 0;
2644
2645 esrv_update_item (UPD_FLAGS, this, old_container);
2646 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2647 }
2648
2649 if (new_container)
2650 {
2651 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2652 return;
2653
2654 // TODO: this does not seem to serve any purpose anymore?
2655 #if 0
2656 // insert the "Close Container" object.
2657 if (archetype *closer = new_container->other_arch)
2658 {
2659 object *closer = arch_to_object (new_container->other_arch);
2660 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2661 new_container->insert (closer);
2662 }
2663 #endif
2664
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2666
2667 new_container->flag [FLAG_APPLIED] = 1;
2668 container = new_container;
2669
2670 esrv_update_item (UPD_FLAGS, this, new_container);
2671 esrv_send_inventory (this, new_container);
2672 }
2673 }
2674
2675