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Revision: 1.143
Committed: Tue May 1 05:48:20 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.142: +3 -8 lines
Log Message:
big simplification, still doesn't work, but feels cleaner

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