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Revision: 1.144
Committed: Thu May 3 10:39:46 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.143: +11 -0 lines
Log Message:
beta it slowly into shape

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 void
455 object::set_weapon (object *ob)
456 {
457 if (current_weapon == ob)
458 return;
459
460 current_weapon = ob;
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462 update_stats ();
463 }
464
465 /* Zero the key_values on op, decrementing the shared-string
466 * refcounts and freeing the links.
467 */
468 static void
469 free_key_values (object *op)
470 {
471 for (key_value *i = op->key_values; i; )
472 {
473 key_value *next = i->next;
474 delete i;
475
476 i = next;
477 }
478
479 op->key_values = 0;
480 }
481
482 object &
483 object::operator =(const object &src)
484 {
485 bool is_freed = flag [FLAG_FREED];
486 bool is_removed = flag [FLAG_REMOVED];
487
488 *(object_copy *)this = src;
489
490 flag [FLAG_FREED] = is_freed;
491 flag [FLAG_REMOVED] = is_removed;
492
493 /* Copy over key_values, if any. */
494 if (src.key_values)
495 {
496 key_value *tail = 0;
497 key_values = 0;
498
499 for (key_value *i = src.key_values; i; i = i->next)
500 {
501 key_value *new_link = new key_value;
502
503 new_link->next = 0;
504 new_link->key = i->key;
505 new_link->value = i->value;
506
507 /* Try and be clever here, too. */
508 if (!key_values)
509 {
510 key_values = new_link;
511 tail = new_link;
512 }
513 else
514 {
515 tail->next = new_link;
516 tail = new_link;
517 }
518 }
519 }
520 }
521
522 /*
523 * copy_to first frees everything allocated by the dst object,
524 * and then copies the contents of itself into the second
525 * object, allocating what needs to be allocated. Basically, any
526 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
527 * if the first object is freed, the pointers in the new object
528 * will point at garbage.
529 */
530 void
531 object::copy_to (object *dst)
532 {
533 *dst = *this;
534
535 if (speed < 0)
536 dst->speed_left = speed_left - rndm ();
537
538 dst->set_speed (dst->speed);
539 }
540
541 void
542 object::instantiate ()
543 {
544 if (!uuid.seq) // HACK
545 uuid = gen_uuid ();
546
547 speed_left = -0.1f;
548 /* copy the body_info to the body_used - this is only really
549 * need for monsters, but doesn't hurt to do it for everything.
550 * by doing so, when a monster is created, it has good starting
551 * values for the body_used info, so when items are created
552 * for it, they can be properly equipped.
553 */
554 memcpy (body_used, body_info, sizeof (body_used));
555
556 attachable::instantiate ();
557 }
558
559 object *
560 object::clone ()
561 {
562 object *neu = create ();
563 copy_to (neu);
564 return neu;
565 }
566
567 /*
568 * If an object with the IS_TURNABLE() flag needs to be turned due
569 * to the closest player being on the other side, this function can
570 * be called to update the face variable, _and_ how it looks on the map.
571 */
572 void
573 update_turn_face (object *op)
574 {
575 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
576 return;
577
578 SET_ANIMATION (op, op->direction);
579 update_object (op, UP_OBJ_FACE);
580 }
581
582 /*
583 * Updates the speed of an object. If the speed changes from 0 to another
584 * value, or vice versa, then add/remove the object from the active list.
585 * This function needs to be called whenever the speed of an object changes.
586 */
587 void
588 object::set_speed (float speed)
589 {
590 if (flag [FLAG_FREED] && speed)
591 {
592 LOG (llevError, "Object %s is freed but has speed.\n", &name);
593 speed = 0;
594 }
595
596 this->speed = speed;
597
598 if (has_active_speed ())
599 activate ();
600 else
601 deactivate ();
602 }
603
604 /*
605 * update_object() updates the the map.
606 * It takes into account invisible objects (and represent squares covered
607 * by invisible objects by whatever is below them (unless it's another
608 * invisible object, etc...)
609 * If the object being updated is beneath a player, the look-window
610 * of that player is updated (this might be a suboptimal way of
611 * updating that window, though, since update_object() is called _often_)
612 *
613 * action is a hint of what the caller believes need to be done.
614 * current action are:
615 * UP_OBJ_INSERT: op was inserted
616 * UP_OBJ_REMOVE: op was removed
617 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
618 * as that is easier than trying to look at what may have changed.
619 * UP_OBJ_FACE: only the objects face has changed.
620 */
621 void
622 update_object (object *op, int action)
623 {
624 if (op == NULL)
625 {
626 /* this should never happen */
627 LOG (llevDebug, "update_object() called for NULL object.\n");
628 return;
629 }
630
631 if (op->env)
632 {
633 /* Animation is currently handled by client, so nothing
634 * to do in this case.
635 */
636 return;
637 }
638
639 /* If the map is saving, don't do anything as everything is
640 * going to get freed anyways.
641 */
642 if (!op->map || op->map->in_memory == MAP_SAVING)
643 return;
644
645 /* make sure the object is within map boundaries */
646 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
647 {
648 LOG (llevError, "update_object() called for object out of map!\n");
649 #ifdef MANY_CORES
650 abort ();
651 #endif
652 return;
653 }
654
655 mapspace &m = op->ms ();
656
657 if (!(m.flags_ & P_UPTODATE))
658 /* nop */;
659 else if (action == UP_OBJ_INSERT)
660 {
661 // this is likely overkill, TODO: revisit (schmorp)
662 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
663 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
664 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
665 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
666 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
667 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
668 || (m.move_on | op->move_on ) != m.move_on
669 || (m.move_off | op->move_off ) != m.move_off
670 || (m.move_slow | op->move_slow) != m.move_slow
671 /* This isn't perfect, but I don't expect a lot of objects to
672 * to have move_allow right now.
673 */
674 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
675 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
676 m.flags_ = 0;
677 }
678 /* if the object is being removed, we can't make intelligent
679 * decisions, because remove_ob can't really pass the object
680 * that is being removed.
681 */
682 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
683 m.flags_ = 0;
684 else if (action == UP_OBJ_FACE)
685 /* Nothing to do for that case */ ;
686 else
687 LOG (llevError, "update_object called with invalid action: %d\n", action);
688
689 if (op->more)
690 update_object (op->more, action);
691 }
692
693 object::object ()
694 {
695 SET_FLAG (this, FLAG_REMOVED);
696
697 expmul = 1.0;
698 face = blank_face;
699 }
700
701 object::~object ()
702 {
703 unlink ();
704
705 free_key_values (this);
706 }
707
708 static int object_count;
709
710 void object::link ()
711 {
712 assert (!index);//D
713 uuid = gen_uuid ();
714 count = ++object_count;
715
716 refcnt_inc ();
717 objects.insert (this);
718 }
719
720 void object::unlink ()
721 {
722 if (!index)
723 return;
724
725 objects.erase (this);
726 refcnt_dec ();
727 }
728
729 void
730 object::activate ()
731 {
732 /* If already on active list, don't do anything */
733 if (active)
734 return;
735
736 if (has_active_speed ())
737 actives.insert (this);
738 }
739
740 void
741 object::activate_recursive ()
742 {
743 activate ();
744
745 for (object *op = inv; op; op = op->below)
746 op->activate_recursive ();
747 }
748
749 /* This function removes object 'op' from the list of active
750 * objects.
751 * This should only be used for style maps or other such
752 * reference maps where you don't want an object that isn't
753 * in play chewing up cpu time getting processed.
754 * The reverse of this is to call update_ob_speed, which
755 * will do the right thing based on the speed of the object.
756 */
757 void
758 object::deactivate ()
759 {
760 /* If not on the active list, nothing needs to be done */
761 if (!active)
762 return;
763
764 actives.erase (this);
765 }
766
767 void
768 object::deactivate_recursive ()
769 {
770 for (object *op = inv; op; op = op->below)
771 op->deactivate_recursive ();
772
773 deactivate ();
774 }
775
776 void
777 object::set_flag_inv (int flag, int value)
778 {
779 for (object *op = inv; op; op = op->below)
780 {
781 op->flag [flag] = value;
782 op->set_flag_inv (flag, value);
783 }
784 }
785
786 /*
787 * Remove and free all objects in the inventory of the given object.
788 * object.c ?
789 */
790 void
791 object::destroy_inv (bool drop_to_ground)
792 {
793 // need to check first, because the checks below might segfault
794 // as we might be on an invalid mapspace and crossfire code
795 // is too buggy to ensure that the inventory is empty.
796 // corollary: if you create arrows etc. with stuff in tis inventory,
797 // cf will crash below with off-map x and y
798 if (!inv)
799 return;
800
801 /* Only if the space blocks everything do we not process -
802 * if some form of movement is allowed, let objects
803 * drop on that space.
804 */
805 if (!drop_to_ground
806 || !map
807 || map->in_memory != MAP_IN_MEMORY
808 || map->nodrop
809 || ms ().move_block == MOVE_ALL)
810 {
811 while (inv)
812 {
813 inv->destroy_inv (drop_to_ground);
814 inv->destroy ();
815 }
816 }
817 else
818 { /* Put objects in inventory onto this space */
819 while (inv)
820 {
821 object *op = inv;
822
823 if (op->flag [FLAG_STARTEQUIP]
824 || op->flag [FLAG_NO_DROP]
825 || op->type == RUNE
826 || op->type == TRAP
827 || op->flag [FLAG_IS_A_TEMPLATE]
828 || op->flag [FLAG_DESTROY_ON_DEATH])
829 op->destroy ();
830 else
831 map->insert (op, x, y);
832 }
833 }
834 }
835
836 object *object::create ()
837 {
838 object *op = new object;
839 op->link ();
840 return op;
841 }
842
843 void
844 object::do_destroy ()
845 {
846 attachable::do_destroy ();
847
848 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this);
850
851 if (flag [FLAG_FRIENDLY])
852 remove_friendly_object (this);
853
854 if (!flag [FLAG_REMOVED])
855 remove ();
856
857 destroy_inv (true);
858
859 deactivate ();
860 unlink ();
861
862 flag [FLAG_FREED] = 1;
863
864 // hack to ensure that freed objects still have a valid map
865 {
866 static maptile *freed_map; // freed objects are moved here to avoid crashes
867
868 if (!freed_map)
869 {
870 freed_map = new maptile;
871
872 freed_map->name = "/internal/freed_objects_map";
873 freed_map->width = 3;
874 freed_map->height = 3;
875
876 freed_map->alloc ();
877 freed_map->in_memory = MAP_IN_MEMORY;
878 }
879
880 map = freed_map;
881 x = 1;
882 y = 1;
883 }
884
885 head = 0;
886
887 if (more)
888 {
889 more->destroy ();
890 more = 0;
891 }
892
893 // clear those pointers that likely might have circular references to us
894 owner = 0;
895 enemy = 0;
896 attacked_by = 0;
897 }
898
899 void
900 object::destroy (bool destroy_inventory)
901 {
902 if (destroyed ())
903 return;
904
905 if (destroy_inventory)
906 destroy_inv (false);
907
908 attachable::destroy ();
909 }
910
911 /*
912 * sub_weight() recursively (outwards) subtracts a number from the
913 * weight of an object (and what is carried by it's environment(s)).
914 */
915 void
916 sub_weight (object *op, signed long weight)
917 {
918 while (op != NULL)
919 {
920 if (op->type == CONTAINER)
921 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
922
923 op->carrying -= weight;
924 op = op->env;
925 }
926 }
927
928 /* op->remove ():
929 * This function removes the object op from the linked list of objects
930 * which it is currently tied to. When this function is done, the
931 * object will have no environment. If the object previously had an
932 * environment, the x and y coordinates will be updated to
933 * the previous environment.
934 */
935 void
936 object::do_remove ()
937 {
938 object *tmp, *last = 0;
939 object *otmp;
940
941 if (QUERY_FLAG (this, FLAG_REMOVED))
942 return;
943
944 SET_FLAG (this, FLAG_REMOVED);
945 INVOKE_OBJECT (REMOVE, this);
946
947 if (more)
948 more->remove ();
949
950 /*
951 * In this case, the object to be removed is in someones
952 * inventory.
953 */
954 if (env)
955 {
956 if (nrof)
957 sub_weight (env, weight * nrof);
958 else
959 sub_weight (env, weight + carrying);
960
961 /* NO_FIX_PLAYER is set when a great many changes are being
962 * made to players inventory. If set, avoiding the call
963 * to save cpu time.
964 */
965 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
966 otmp->update_stats ();
967
968 if (above)
969 above->below = below;
970 else
971 env->inv = below;
972
973 if (below)
974 below->above = above;
975
976 /* we set up values so that it could be inserted into
977 * the map, but we don't actually do that - it is up
978 * to the caller to decide what we want to do.
979 */
980 x = env->x, y = env->y;
981 map = env->map;
982 above = 0, below = 0;
983 env = 0;
984 }
985 else if (map)
986 {
987 if (type == PLAYER)
988 {
989 // leaving a spot always closes any open container on the ground
990 if (container && !container->env)
991 // this causes spurious floorbox updates, but it ensures
992 // that the CLOSE event is being sent.
993 close_container ();
994
995 --map->players;
996 map->touch ();
997 }
998
999 map->dirty = true;
1000 mapspace &ms = this->ms ();
1001
1002 /* link the object above us */
1003 if (above)
1004 above->below = below;
1005 else
1006 ms.top = below; /* we were top, set new top */
1007
1008 /* Relink the object below us, if there is one */
1009 if (below)
1010 below->above = above;
1011 else
1012 {
1013 /* Nothing below, which means we need to relink map object for this space
1014 * use translated coordinates in case some oddness with map tiling is
1015 * evident
1016 */
1017 if (GET_MAP_OB (map, x, y) != this)
1018 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 ());
1019
1020 ms.bot = above; /* goes on above it. */
1021 }
1022
1023 above = 0;
1024 below = 0;
1025
1026 if (map->in_memory == MAP_SAVING)
1027 return;
1028
1029 int check_walk_off = !flag [FLAG_NO_APPLY];
1030
1031 for (tmp = ms.bot; tmp; tmp = tmp->above)
1032 {
1033 /* No point updating the players look faces if he is the object
1034 * being removed.
1035 */
1036
1037 if (tmp->type == PLAYER && tmp != this)
1038 {
1039 /* If a container that the player is currently using somehow gets
1040 * removed (most likely destroyed), update the player view
1041 * appropriately.
1042 */
1043 if (tmp->container == this)
1044 {
1045 flag [FLAG_APPLIED] = 0;
1046 tmp->container = 0;
1047 }
1048
1049 if (tmp->contr->ns)
1050 tmp->contr->ns->floorbox_update ();
1051 }
1052
1053 /* See if object moving off should effect something */
1054 if (check_walk_off
1055 && ((move_type & tmp->move_off)
1056 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1057 {
1058 move_apply (tmp, this, 0);
1059
1060 if (destroyed ())
1061 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1062 }
1063
1064 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1065 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1066 if (tmp->above == tmp)
1067 tmp->above = 0;
1068
1069 last = tmp;
1070 }
1071
1072 /* last == NULL if there are no objects on this space */
1073 //TODO: this makes little sense, why only update the topmost object?
1074 if (!last)
1075 map->at (x, y).flags_ = 0;
1076 else
1077 update_object (last, UP_OBJ_REMOVE);
1078
1079 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1080 update_all_los (map, x, y);
1081 }
1082 }
1083
1084 /*
1085 * merge_ob(op,top):
1086 *
1087 * This function goes through all objects below and including top, and
1088 * merges op to the first matching object.
1089 * If top is NULL, it is calculated.
1090 * Returns pointer to object if it succeded in the merge, otherwise NULL
1091 */
1092 object *
1093 merge_ob (object *op, object *top)
1094 {
1095 if (!op->nrof)
1096 return 0;
1097
1098 if (top)
1099 for (top = op; top && top->above; top = top->above)
1100 ;
1101
1102 for (; top; top = top->below)
1103 {
1104 if (top == op)
1105 continue;
1106
1107 if (object::can_merge (op, top))
1108 {
1109 top->nrof += op->nrof;
1110
1111 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1112 op->weight = 0; /* Don't want any adjustements now */
1113 op->destroy ();
1114 return top;
1115 }
1116 }
1117
1118 return 0;
1119 }
1120
1121 void
1122 object::expand_tail ()
1123 {
1124 if (more)
1125 return;
1126
1127 object *prev = this;
1128
1129 for (archetype *at = arch->more; at; at = at->more)
1130 {
1131 object *op = arch_to_object (at);
1132
1133 op->name = name;
1134 op->name_pl = name_pl;
1135 op->title = title;
1136
1137 op->head = this;
1138 prev->more = op;
1139
1140 prev = op;
1141 }
1142 }
1143
1144 /*
1145 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1146 * job preparing multi-part monsters.
1147 */
1148 object *
1149 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1150 {
1151 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1152 {
1153 tmp->x = x + tmp->arch->clone.x;
1154 tmp->y = y + tmp->arch->clone.y;
1155 }
1156
1157 return insert_ob_in_map (op, m, originator, flag);
1158 }
1159
1160 /*
1161 * insert_ob_in_map (op, map, originator, flag):
1162 * This function inserts the object in the two-way linked list
1163 * which represents what is on a map.
1164 * The second argument specifies the map, and the x and y variables
1165 * in the object about to be inserted specifies the position.
1166 *
1167 * originator: Player, monster or other object that caused 'op' to be inserted
1168 * into 'map'. May be NULL.
1169 *
1170 * flag is a bitmask about special things to do (or not do) when this
1171 * function is called. see the object.h file for the INS_ values.
1172 * Passing 0 for flag gives proper default values, so flag really only needs
1173 * to be set if special handling is needed.
1174 *
1175 * Return value:
1176 * new object if 'op' was merged with other object
1177 * NULL if 'op' was destroyed
1178 * just 'op' otherwise
1179 */
1180 object *
1181 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1182 {
1183 assert (!op->flag [FLAG_FREED]);
1184
1185 object *tmp, *top, *floor = NULL;
1186
1187 op->remove ();
1188
1189 #if 0
1190 if (!m->active != !op->active)
1191 if (m->active)
1192 op->activate_recursive ();
1193 else
1194 op->deactivate_recursive ();
1195 #endif
1196
1197 if (out_of_map (m, op->x, op->y))
1198 {
1199 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1200 #ifdef MANY_CORES
1201 /* Better to catch this here, as otherwise the next use of this object
1202 * is likely to cause a crash. Better to find out where it is getting
1203 * improperly inserted.
1204 */
1205 abort ();
1206 #endif
1207 return op;
1208 }
1209
1210 if (object *more = op->more)
1211 {
1212 if (!insert_ob_in_map (more, m, originator, flag))
1213 {
1214 if (!op->head)
1215 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1216
1217 return 0;
1218 }
1219 }
1220
1221 CLEAR_FLAG (op, FLAG_REMOVED);
1222
1223 /* Ideally, the caller figures this out. However, it complicates a lot
1224 * of areas of callers (eg, anything that uses find_free_spot would now
1225 * need extra work
1226 */
1227 if (!xy_normalise (m, op->x, op->y))
1228 return 0;
1229
1230 op->map = m;
1231 mapspace &ms = op->ms ();
1232
1233 /* this has to be done after we translate the coordinates.
1234 */
1235 if (op->nrof && !(flag & INS_NO_MERGE))
1236 for (tmp = ms.bot; tmp; tmp = tmp->above)
1237 if (object::can_merge (op, tmp))
1238 {
1239 op->nrof += tmp->nrof;
1240 tmp->destroy ();
1241 }
1242
1243 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1244 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1245
1246 if (!QUERY_FLAG (op, FLAG_ALIVE))
1247 CLEAR_FLAG (op, FLAG_NO_STEAL);
1248
1249 if (flag & INS_BELOW_ORIGINATOR)
1250 {
1251 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1252 {
1253 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1254 abort ();
1255 }
1256
1257 op->above = originator;
1258 op->below = originator->below;
1259
1260 if (op->below)
1261 op->below->above = op;
1262 else
1263 ms.bot = op;
1264
1265 /* since *below* originator, no need to update top */
1266 originator->below = op;
1267 }
1268 else
1269 {
1270 top = ms.bot;
1271
1272 /* If there are other objects, then */
1273 if ((!(flag & INS_MAP_LOAD)) && top)
1274 {
1275 object *last = 0;
1276
1277 /*
1278 * If there are multiple objects on this space, we do some trickier handling.
1279 * We've already dealt with merging if appropriate.
1280 * Generally, we want to put the new object on top. But if
1281 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1282 * floor, we want to insert above that and no further.
1283 * Also, if there are spell objects on this space, we stop processing
1284 * once we get to them. This reduces the need to traverse over all of
1285 * them when adding another one - this saves quite a bit of cpu time
1286 * when lots of spells are cast in one area. Currently, it is presumed
1287 * that flying non pickable objects are spell objects.
1288 */
1289 for (top = ms.bot; top; top = top->above)
1290 {
1291 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1292 floor = top;
1293
1294 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1295 {
1296 /* We insert above top, so we want this object below this */
1297 top = top->below;
1298 break;
1299 }
1300
1301 last = top;
1302 }
1303
1304 /* Don't want top to be NULL, so set it to the last valid object */
1305 top = last;
1306
1307 /* We let update_position deal with figuring out what the space
1308 * looks like instead of lots of conditions here.
1309 * makes things faster, and effectively the same result.
1310 */
1311
1312 /* Have object 'fall below' other objects that block view.
1313 * Unless those objects are exits.
1314 * If INS_ON_TOP is used, don't do this processing
1315 * Need to find the object that in fact blocks view, otherwise
1316 * stacking is a bit odd.
1317 */
1318 if (!(flag & INS_ON_TOP)
1319 && ms.flags () & P_BLOCKSVIEW
1320 && (op->face && !faces [op->face].visibility))
1321 {
1322 for (last = top; last != floor; last = last->below)
1323 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1324 break;
1325
1326 /* Check to see if we found the object that blocks view,
1327 * and make sure we have a below pointer for it so that
1328 * we can get inserted below this one, which requires we
1329 * set top to the object below us.
1330 */
1331 if (last && last->below && last != floor)
1332 top = last->below;
1333 }
1334 } /* If objects on this space */
1335
1336 if (flag & INS_MAP_LOAD)
1337 top = ms.top;
1338
1339 if (flag & INS_ABOVE_FLOOR_ONLY)
1340 top = floor;
1341
1342 /* Top is the object that our object (op) is going to get inserted above.
1343 */
1344
1345 /* First object on this space */
1346 if (!top)
1347 {
1348 op->above = ms.bot;
1349
1350 if (op->above)
1351 op->above->below = op;
1352
1353 op->below = 0;
1354 ms.bot = op;
1355 }
1356 else
1357 { /* get inserted into the stack above top */
1358 op->above = top->above;
1359
1360 if (op->above)
1361 op->above->below = op;
1362
1363 op->below = top;
1364 top->above = op;
1365 }
1366
1367 if (!op->above)
1368 ms.top = op;
1369 } /* else not INS_BELOW_ORIGINATOR */
1370
1371 if (op->type == PLAYER)
1372 {
1373 op->contr->do_los = 1;
1374 ++op->map->players;
1375 op->map->touch ();
1376 }
1377
1378 op->map->dirty = true;
1379
1380 /* If we have a floor, we know the player, if any, will be above
1381 * it, so save a few ticks and start from there.
1382 */
1383 if (!(flag & INS_MAP_LOAD))
1384 if (object *pl = ms.player ())
1385 if (pl->contr->ns)
1386 pl->contr->ns->floorbox_update ();
1387
1388 /* If this object glows, it may affect lighting conditions that are
1389 * visible to others on this map. But update_all_los is really
1390 * an inefficient way to do this, as it means los for all players
1391 * on the map will get recalculated. The players could very well
1392 * be far away from this change and not affected in any way -
1393 * this should get redone to only look for players within range,
1394 * or just updating the P_UPTODATE for spaces within this area
1395 * of effect may be sufficient.
1396 */
1397 if (op->map->darkness && (op->glow_radius != 0))
1398 update_all_los (op->map, op->x, op->y);
1399
1400 /* updates flags (blocked, alive, no magic, etc) for this map space */
1401 update_object (op, UP_OBJ_INSERT);
1402
1403 INVOKE_OBJECT (INSERT, op);
1404
1405 /* Don't know if moving this to the end will break anything. However,
1406 * we want to have floorbox_update called before calling this.
1407 *
1408 * check_move_on() must be after this because code called from
1409 * check_move_on() depends on correct map flags (so functions like
1410 * blocked() and wall() work properly), and these flags are updated by
1411 * update_object().
1412 */
1413
1414 /* if this is not the head or flag has been passed, don't check walk on status */
1415 if (!(flag & INS_NO_WALK_ON) && !op->head)
1416 {
1417 if (check_move_on (op, originator))
1418 return 0;
1419
1420 /* If we are a multi part object, lets work our way through the check
1421 * walk on's.
1422 */
1423 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1424 if (check_move_on (tmp, originator))
1425 return 0;
1426 }
1427
1428 return op;
1429 }
1430
1431 /* this function inserts an object in the map, but if it
1432 * finds an object of its own type, it'll remove that one first.
1433 * op is the object to insert it under: supplies x and the map.
1434 */
1435 void
1436 replace_insert_ob_in_map (const char *arch_string, object *op)
1437 {
1438 object *tmp, *tmp1;
1439
1440 /* first search for itself and remove any old instances */
1441
1442 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1443 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1444 tmp->destroy ();
1445
1446 tmp1 = arch_to_object (archetype::find (arch_string));
1447
1448 tmp1->x = op->x;
1449 tmp1->y = op->y;
1450 insert_ob_in_map (tmp1, op->map, op, 0);
1451 }
1452
1453 object *
1454 object::insert_at (object *where, object *originator, int flags)
1455 {
1456 return where->map->insert (this, where->x, where->y, originator, flags);
1457 }
1458
1459 /*
1460 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1461 * is returned contains nr objects, and the remaining parts contains
1462 * the rest (or is removed and freed if that number is 0).
1463 * On failure, NULL is returned, and the reason put into the
1464 * global static errmsg array.
1465 */
1466 object *
1467 get_split_ob (object *orig_ob, uint32 nr)
1468 {
1469 object *newob;
1470 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1471
1472 if (orig_ob->nrof < nr)
1473 {
1474 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1475 return NULL;
1476 }
1477
1478 newob = object_create_clone (orig_ob);
1479
1480 if ((orig_ob->nrof -= nr) < 1)
1481 orig_ob->destroy (1);
1482 else if (!is_removed)
1483 {
1484 if (orig_ob->env != NULL)
1485 sub_weight (orig_ob->env, orig_ob->weight * nr);
1486 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1487 {
1488 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1489 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1490 return NULL;
1491 }
1492 }
1493
1494 newob->nrof = nr;
1495
1496 return newob;
1497 }
1498
1499 /*
1500 * decrease_ob_nr(object, number) decreases a specified number from
1501 * the amount of an object. If the amount reaches 0, the object
1502 * is subsequently removed and freed.
1503 *
1504 * Return value: 'op' if something is left, NULL if the amount reached 0
1505 */
1506 object *
1507 decrease_ob_nr (object *op, uint32 i)
1508 {
1509 object *tmp;
1510
1511 if (i == 0) /* objects with op->nrof require this check */
1512 return op;
1513
1514 if (i > op->nrof)
1515 i = op->nrof;
1516
1517 if (QUERY_FLAG (op, FLAG_REMOVED))
1518 op->nrof -= i;
1519 else if (op->env)
1520 {
1521 /* is this object in the players inventory, or sub container
1522 * therein?
1523 */
1524 tmp = op->in_player ();
1525 /* nope. Is this a container the player has opened?
1526 * If so, set tmp to that player.
1527 * IMO, searching through all the players will mostly
1528 * likely be quicker than following op->env to the map,
1529 * and then searching the map for a player.
1530 */
1531 if (!tmp)
1532 for_all_players (pl)
1533 if (pl->ob->container == op->env)
1534 {
1535 tmp = pl->ob;
1536 break;
1537 }
1538
1539 if (i < op->nrof)
1540 {
1541 sub_weight (op->env, op->weight * i);
1542 op->nrof -= i;
1543 if (tmp)
1544 esrv_send_item (tmp, op);
1545 }
1546 else
1547 {
1548 op->remove ();
1549 op->nrof = 0;
1550 if (tmp)
1551 esrv_del_item (tmp->contr, op->count);
1552 }
1553 }
1554 else
1555 {
1556 object *above = op->above;
1557
1558 if (i < op->nrof)
1559 op->nrof -= i;
1560 else
1561 {
1562 op->remove ();
1563 op->nrof = 0;
1564 }
1565
1566 /* Since we just removed op, op->above is null */
1567 for (tmp = above; tmp; tmp = tmp->above)
1568 if (tmp->type == PLAYER)
1569 {
1570 if (op->nrof)
1571 esrv_send_item (tmp, op);
1572 else
1573 esrv_del_item (tmp->contr, op->count);
1574 }
1575 }
1576
1577 if (op->nrof)
1578 return op;
1579 else
1580 {
1581 op->destroy ();
1582 return 0;
1583 }
1584 }
1585
1586 /*
1587 * add_weight(object, weight) adds the specified weight to an object,
1588 * and also updates how much the environment(s) is/are carrying.
1589 */
1590 void
1591 add_weight (object *op, signed long weight)
1592 {
1593 while (op != NULL)
1594 {
1595 if (op->type == CONTAINER)
1596 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1597
1598 op->carrying += weight;
1599 op = op->env;
1600 }
1601 }
1602
1603 object *
1604 insert_ob_in_ob (object *op, object *where)
1605 {
1606 if (!where)
1607 {
1608 char *dump = dump_object (op);
1609 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1610 free (dump);
1611 return op;
1612 }
1613
1614 if (where->head)
1615 {
1616 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1617 where = where->head;
1618 }
1619
1620 return where->insert (op);
1621 }
1622
1623 /*
1624 * env->insert (op)
1625 * This function inserts the object op in the linked list
1626 * inside the object environment.
1627 *
1628 * The function returns now pointer to inserted item, and return value can
1629 * be != op, if items are merged. -Tero
1630 */
1631 object *
1632 object::insert (object *op)
1633 {
1634 object *tmp, *otmp;
1635
1636 if (!QUERY_FLAG (op, FLAG_REMOVED))
1637 op->remove ();
1638
1639 if (op->more)
1640 {
1641 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1642 return op;
1643 }
1644
1645 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1646 CLEAR_FLAG (op, FLAG_REMOVED);
1647 if (op->nrof)
1648 {
1649 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1650 if (object::can_merge (tmp, op))
1651 {
1652 /* return the original object and remove inserted object
1653 (client needs the original object) */
1654 tmp->nrof += op->nrof;
1655 /* Weight handling gets pretty funky. Since we are adding to
1656 * tmp->nrof, we need to increase the weight.
1657 */
1658 add_weight (this, op->weight * op->nrof);
1659 SET_FLAG (op, FLAG_REMOVED);
1660 op->destroy (); /* free the inserted object */
1661 op = tmp;
1662 op->remove (); /* and fix old object's links */
1663 CLEAR_FLAG (op, FLAG_REMOVED);
1664 break;
1665 }
1666
1667 /* I assume combined objects have no inventory
1668 * We add the weight - this object could have just been removed
1669 * (if it was possible to merge). calling remove_ob will subtract
1670 * the weight, so we need to add it in again, since we actually do
1671 * the linking below
1672 */
1673 add_weight (this, op->weight * op->nrof);
1674 }
1675 else
1676 add_weight (this, (op->weight + op->carrying));
1677
1678 otmp = this->in_player ();
1679 if (otmp && otmp->contr)
1680 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1681 otmp->update_stats ();
1682
1683 op->map = 0;
1684 op->env = this;
1685 op->above = 0;
1686 op->below = 0;
1687 op->x = 0, op->y = 0;
1688
1689 /* reset the light list and los of the players on the map */
1690 if ((op->glow_radius != 0) && map)
1691 {
1692 #ifdef DEBUG_LIGHTS
1693 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1694 #endif /* DEBUG_LIGHTS */
1695 if (map->darkness)
1696 update_all_los (map, x, y);
1697 }
1698
1699 /* Client has no idea of ordering so lets not bother ordering it here.
1700 * It sure simplifies this function...
1701 */
1702 if (!inv)
1703 inv = op;
1704 else
1705 {
1706 op->below = inv;
1707 op->below->above = op;
1708 inv = op;
1709 }
1710
1711 INVOKE_OBJECT (INSERT, this);
1712
1713 return op;
1714 }
1715
1716 /*
1717 * Checks if any objects has a move_type that matches objects
1718 * that effect this object on this space. Call apply() to process
1719 * these events.
1720 *
1721 * Any speed-modification due to SLOW_MOVE() of other present objects
1722 * will affect the speed_left of the object.
1723 *
1724 * originator: Player, monster or other object that caused 'op' to be inserted
1725 * into 'map'. May be NULL.
1726 *
1727 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1728 *
1729 * 4-21-95 added code to check if appropriate skill was readied - this will
1730 * permit faster movement by the player through this terrain. -b.t.
1731 *
1732 * MSW 2001-07-08: Check all objects on space, not just those below
1733 * object being inserted. insert_ob_in_map may not put new objects
1734 * on top.
1735 */
1736 int
1737 check_move_on (object *op, object *originator)
1738 {
1739 object *tmp;
1740 maptile *m = op->map;
1741 int x = op->x, y = op->y;
1742
1743 MoveType move_on, move_slow, move_block;
1744
1745 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1746 return 0;
1747
1748 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1749 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1750 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1751
1752 /* if nothing on this space will slow op down or be applied,
1753 * no need to do checking below. have to make sure move_type
1754 * is set, as lots of objects don't have it set - we treat that
1755 * as walking.
1756 */
1757 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1758 return 0;
1759
1760 /* This is basically inverse logic of that below - basically,
1761 * if the object can avoid the move on or slow move, they do so,
1762 * but can't do it if the alternate movement they are using is
1763 * blocked. Logic on this seems confusing, but does seem correct.
1764 */
1765 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1766 return 0;
1767
1768 /* The objects have to be checked from top to bottom.
1769 * Hence, we first go to the top:
1770 */
1771
1772 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1773 {
1774 /* Trim the search when we find the first other spell effect
1775 * this helps performance so that if a space has 50 spell objects,
1776 * we don't need to check all of them.
1777 */
1778 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1779 break;
1780 }
1781
1782 for (; tmp; tmp = tmp->below)
1783 {
1784 if (tmp == op)
1785 continue; /* Can't apply yourself */
1786
1787 /* Check to see if one of the movement types should be slowed down.
1788 * Second check makes sure that the movement types not being slowed
1789 * (~slow_move) is not blocked on this space - just because the
1790 * space doesn't slow down swimming (for example), if you can't actually
1791 * swim on that space, can't use it to avoid the penalty.
1792 */
1793 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1794 {
1795 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1796 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1797 {
1798
1799 float
1800 diff = tmp->move_slow_penalty * fabs (op->speed);
1801
1802 if (op->type == PLAYER)
1803 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1804 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1805 diff /= 4.0;
1806
1807 op->speed_left -= diff;
1808 }
1809 }
1810
1811 /* Basically same logic as above, except now for actual apply. */
1812 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1813 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1814 {
1815 move_apply (tmp, op, originator);
1816
1817 if (op->destroyed ())
1818 return 1;
1819
1820 /* what the person/creature stepped onto has moved the object
1821 * someplace new. Don't process any further - if we did,
1822 * have a feeling strange problems would result.
1823 */
1824 if (op->map != m || op->x != x || op->y != y)
1825 return 0;
1826 }
1827 }
1828
1829 return 0;
1830 }
1831
1832 /*
1833 * present_arch(arch, map, x, y) searches for any objects with
1834 * a matching archetype at the given map and coordinates.
1835 * The first matching object is returned, or NULL if none.
1836 */
1837 object *
1838 present_arch (const archetype *at, maptile *m, int x, int y)
1839 {
1840 if (!m || out_of_map (m, x, y))
1841 {
1842 LOG (llevError, "Present_arch called outside map.\n");
1843 return NULL;
1844 }
1845
1846 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1847 if (tmp->arch == at)
1848 return tmp;
1849
1850 return NULL;
1851 }
1852
1853 /*
1854 * present(type, map, x, y) searches for any objects with
1855 * a matching type variable at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none.
1857 */
1858 object *
1859 present (unsigned char type, maptile *m, int x, int y)
1860 {
1861 if (out_of_map (m, x, y))
1862 {
1863 LOG (llevError, "Present called outside map.\n");
1864 return NULL;
1865 }
1866
1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1868 if (tmp->type == type)
1869 return tmp;
1870
1871 return NULL;
1872 }
1873
1874 /*
1875 * present_in_ob(type, object) searches for any objects with
1876 * a matching type variable in the inventory of the given object.
1877 * The first matching object is returned, or NULL if none.
1878 */
1879 object *
1880 present_in_ob (unsigned char type, const object *op)
1881 {
1882 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1883 if (tmp->type == type)
1884 return tmp;
1885
1886 return NULL;
1887 }
1888
1889 /*
1890 * present_in_ob (type, str, object) searches for any objects with
1891 * a matching type & name variable in the inventory of the given object.
1892 * The first matching object is returned, or NULL if none.
1893 * This is mostly used by spell effect code, so that we only
1894 * have one spell effect at a time.
1895 * type can be used to narrow the search - if type is set,
1896 * the type must also match. -1 can be passed for the type,
1897 * in which case the type does not need to pass.
1898 * str is the string to match against. Note that we match against
1899 * the object name, not the archetype name. this is so that the
1900 * spell code can use one object type (force), but change it's name
1901 * to be unique.
1902 */
1903 object *
1904 present_in_ob_by_name (int type, const char *str, const object *op)
1905 {
1906 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1907 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1908 return tmp;
1909
1910 return 0;
1911 }
1912
1913 /*
1914 * present_arch_in_ob(archetype, object) searches for any objects with
1915 * a matching archetype in the inventory of the given object.
1916 * The first matching object is returned, or NULL if none.
1917 */
1918 object *
1919 present_arch_in_ob (const archetype *at, const object *op)
1920 {
1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1922 if (tmp->arch == at)
1923 return tmp;
1924
1925 return NULL;
1926 }
1927
1928 /*
1929 * activate recursively a flag on an object inventory
1930 */
1931 void
1932 flag_inv (object *op, int flag)
1933 {
1934 if (op->inv)
1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1936 {
1937 SET_FLAG (tmp, flag);
1938 flag_inv (tmp, flag);
1939 }
1940 }
1941
1942 /*
1943 * deactivate recursively a flag on an object inventory
1944 */
1945 void
1946 unflag_inv (object *op, int flag)
1947 {
1948 if (op->inv)
1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1950 {
1951 CLEAR_FLAG (tmp, flag);
1952 unflag_inv (tmp, flag);
1953 }
1954 }
1955
1956 /*
1957 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1958 * all it's inventory (recursively).
1959 * If checksums are used, a player will get set_cheat called for
1960 * him/her-self and all object carried by a call to this function.
1961 */
1962 void
1963 set_cheat (object *op)
1964 {
1965 SET_FLAG (op, FLAG_WAS_WIZ);
1966 flag_inv (op, FLAG_WAS_WIZ);
1967 }
1968
1969 /*
1970 * find_free_spot(object, map, x, y, start, stop) will search for
1971 * a spot at the given map and coordinates which will be able to contain
1972 * the given object. start and stop specifies how many squares
1973 * to search (see the freearr_x/y[] definition).
1974 * It returns a random choice among the alternatives found.
1975 * start and stop are where to start relative to the free_arr array (1,9
1976 * does all 4 immediate directions). This returns the index into the
1977 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1978 * Note - this only checks to see if there is space for the head of the
1979 * object - if it is a multispace object, this should be called for all
1980 * pieces.
1981 * Note2: This function does correctly handle tiled maps, but does not
1982 * inform the caller. However, insert_ob_in_map will update as
1983 * necessary, so the caller shouldn't need to do any special work.
1984 * Note - updated to take an object instead of archetype - this is necessary
1985 * because arch_blocked (now ob_blocked) needs to know the movement type
1986 * to know if the space in question will block the object. We can't use
1987 * the archetype because that isn't correct if the monster has been
1988 * customized, changed states, etc.
1989 */
1990 int
1991 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1992 {
1993 int index = 0, flag;
1994 int altern[SIZEOFFREE];
1995
1996 for (int i = start; i < stop; i++)
1997 {
1998 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1999 if (!flag)
2000 altern [index++] = i;
2001
2002 /* Basically, if we find a wall on a space, we cut down the search size.
2003 * In this way, we won't return spaces that are on another side of a wall.
2004 * This mostly work, but it cuts down the search size in all directions -
2005 * if the space being examined only has a wall to the north and empty
2006 * spaces in all the other directions, this will reduce the search space
2007 * to only the spaces immediately surrounding the target area, and
2008 * won't look 2 spaces south of the target space.
2009 */
2010 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2011 stop = maxfree[i];
2012 }
2013
2014 if (!index)
2015 return -1;
2016
2017 return altern [rndm (index)];
2018 }
2019
2020 /*
2021 * find_first_free_spot(archetype, maptile, x, y) works like
2022 * find_free_spot(), but it will search max number of squares.
2023 * But it will return the first available spot, not a random choice.
2024 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2025 */
2026 int
2027 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2028 {
2029 for (int i = 0; i < SIZEOFFREE; i++)
2030 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2031 return i;
2032
2033 return -1;
2034 }
2035
2036 /*
2037 * The function permute(arr, begin, end) randomly reorders the array
2038 * arr[begin..end-1].
2039 * now uses a fisher-yates shuffle, old permute was broken
2040 */
2041 static void
2042 permute (int *arr, int begin, int end)
2043 {
2044 arr += begin;
2045 end -= begin;
2046
2047 while (--end)
2048 swap (arr [end], arr [rndm (end + 1)]);
2049 }
2050
2051 /* new function to make monster searching more efficient, and effective!
2052 * This basically returns a randomized array (in the passed pointer) of
2053 * the spaces to find monsters. In this way, it won't always look for
2054 * monsters to the north first. However, the size of the array passed
2055 * covers all the spaces, so within that size, all the spaces within
2056 * the 3x3 area will be searched, just not in a predictable order.
2057 */
2058 void
2059 get_search_arr (int *search_arr)
2060 {
2061 int i;
2062
2063 for (i = 0; i < SIZEOFFREE; i++)
2064 search_arr[i] = i;
2065
2066 permute (search_arr, 1, SIZEOFFREE1 + 1);
2067 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2068 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2069 }
2070
2071 /*
2072 * find_dir(map, x, y, exclude) will search some close squares in the
2073 * given map at the given coordinates for live objects.
2074 * It will not considered the object given as exclude among possible
2075 * live objects.
2076 * It returns the direction toward the first/closest live object if finds
2077 * any, otherwise 0.
2078 * Perhaps incorrectly, but I'm making the assumption that exclude
2079 * is actually want is going to try and move there. We need this info
2080 * because we have to know what movement the thing looking to move
2081 * there is capable of.
2082 */
2083 int
2084 find_dir (maptile *m, int x, int y, object *exclude)
2085 {
2086 int i, max = SIZEOFFREE, mflags;
2087
2088 sint16 nx, ny;
2089 object *tmp;
2090 maptile *mp;
2091
2092 MoveType blocked, move_type;
2093
2094 if (exclude && exclude->head)
2095 {
2096 exclude = exclude->head;
2097 move_type = exclude->move_type;
2098 }
2099 else
2100 {
2101 /* If we don't have anything, presume it can use all movement types. */
2102 move_type = MOVE_ALL;
2103 }
2104
2105 for (i = 1; i < max; i++)
2106 {
2107 mp = m;
2108 nx = x + freearr_x[i];
2109 ny = y + freearr_y[i];
2110
2111 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2112
2113 if (mflags & P_OUT_OF_MAP)
2114 max = maxfree[i];
2115 else
2116 {
2117 mapspace &ms = mp->at (nx, ny);
2118
2119 blocked = ms.move_block;
2120
2121 if ((move_type & blocked) == move_type)
2122 max = maxfree[i];
2123 else if (mflags & P_IS_ALIVE)
2124 {
2125 for (tmp = ms.bot; tmp; tmp = tmp->above)
2126 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2127 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2128 break;
2129
2130 if (tmp)
2131 return freedir[i];
2132 }
2133 }
2134 }
2135
2136 return 0;
2137 }
2138
2139 /*
2140 * distance(object 1, object 2) will return the square of the
2141 * distance between the two given objects.
2142 */
2143 int
2144 distance (const object *ob1, const object *ob2)
2145 {
2146 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2147 }
2148
2149 /*
2150 * find_dir_2(delta-x,delta-y) will return a direction in which
2151 * an object which has subtracted the x and y coordinates of another
2152 * object, needs to travel toward it.
2153 */
2154 int
2155 find_dir_2 (int x, int y)
2156 {
2157 int q;
2158
2159 if (y)
2160 q = x * 100 / y;
2161 else if (x)
2162 q = -300 * x;
2163 else
2164 return 0;
2165
2166 if (y > 0)
2167 {
2168 if (q < -242)
2169 return 3;
2170 if (q < -41)
2171 return 2;
2172 if (q < 41)
2173 return 1;
2174 if (q < 242)
2175 return 8;
2176 return 7;
2177 }
2178
2179 if (q < -242)
2180 return 7;
2181 if (q < -41)
2182 return 6;
2183 if (q < 41)
2184 return 5;
2185 if (q < 242)
2186 return 4;
2187
2188 return 3;
2189 }
2190
2191 /*
2192 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2193 * between two directions (which are expected to be absolute (see absdir())
2194 */
2195 int
2196 dirdiff (int dir1, int dir2)
2197 {
2198 int d;
2199
2200 d = abs (dir1 - dir2);
2201 if (d > 4)
2202 d = 8 - d;
2203
2204 return d;
2205 }
2206
2207 /* peterm:
2208 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2209 * Basically, this is a table of directions, and what directions
2210 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2211 * This basically means that if direction is 15, then it could either go
2212 * direction 4, 14, or 16 to get back to where we are.
2213 * Moved from spell_util.c to object.c with the other related direction
2214 * functions.
2215 */
2216 int reduction_dir[SIZEOFFREE][3] = {
2217 {0, 0, 0}, /* 0 */
2218 {0, 0, 0}, /* 1 */
2219 {0, 0, 0}, /* 2 */
2220 {0, 0, 0}, /* 3 */
2221 {0, 0, 0}, /* 4 */
2222 {0, 0, 0}, /* 5 */
2223 {0, 0, 0}, /* 6 */
2224 {0, 0, 0}, /* 7 */
2225 {0, 0, 0}, /* 8 */
2226 {8, 1, 2}, /* 9 */
2227 {1, 2, -1}, /* 10 */
2228 {2, 10, 12}, /* 11 */
2229 {2, 3, -1}, /* 12 */
2230 {2, 3, 4}, /* 13 */
2231 {3, 4, -1}, /* 14 */
2232 {4, 14, 16}, /* 15 */
2233 {5, 4, -1}, /* 16 */
2234 {4, 5, 6}, /* 17 */
2235 {6, 5, -1}, /* 18 */
2236 {6, 20, 18}, /* 19 */
2237 {7, 6, -1}, /* 20 */
2238 {6, 7, 8}, /* 21 */
2239 {7, 8, -1}, /* 22 */
2240 {8, 22, 24}, /* 23 */
2241 {8, 1, -1}, /* 24 */
2242 {24, 9, 10}, /* 25 */
2243 {9, 10, -1}, /* 26 */
2244 {10, 11, -1}, /* 27 */
2245 {27, 11, 29}, /* 28 */
2246 {11, 12, -1}, /* 29 */
2247 {12, 13, -1}, /* 30 */
2248 {12, 13, 14}, /* 31 */
2249 {13, 14, -1}, /* 32 */
2250 {14, 15, -1}, /* 33 */
2251 {33, 15, 35}, /* 34 */
2252 {16, 15, -1}, /* 35 */
2253 {17, 16, -1}, /* 36 */
2254 {18, 17, 16}, /* 37 */
2255 {18, 17, -1}, /* 38 */
2256 {18, 19, -1}, /* 39 */
2257 {41, 19, 39}, /* 40 */
2258 {19, 20, -1}, /* 41 */
2259 {20, 21, -1}, /* 42 */
2260 {20, 21, 22}, /* 43 */
2261 {21, 22, -1}, /* 44 */
2262 {23, 22, -1}, /* 45 */
2263 {45, 47, 23}, /* 46 */
2264 {23, 24, -1}, /* 47 */
2265 {24, 9, -1}
2266 }; /* 48 */
2267
2268 /* Recursive routine to step back and see if we can
2269 * find a path to that monster that we found. If not,
2270 * we don't bother going toward it. Returns 1 if we
2271 * can see a direct way to get it
2272 * Modified to be map tile aware -.MSW
2273 */
2274 int
2275 can_see_monsterP (maptile *m, int x, int y, int dir)
2276 {
2277 sint16 dx, dy;
2278 int mflags;
2279
2280 if (dir < 0)
2281 return 0; /* exit condition: invalid direction */
2282
2283 dx = x + freearr_x[dir];
2284 dy = y + freearr_y[dir];
2285
2286 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2287
2288 /* This functional arguably was incorrect before - it was
2289 * checking for P_WALL - that was basically seeing if
2290 * we could move to the monster - this is being more
2291 * literal on if we can see it. To know if we can actually
2292 * move to the monster, we'd need the monster passed in or
2293 * at least its move type.
2294 */
2295 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2296 return 0;
2297
2298 /* yes, can see. */
2299 if (dir < 9)
2300 return 1;
2301
2302 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2303 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2304 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2305 }
2306
2307 /*
2308 * can_pick(picker, item): finds out if an object is possible to be
2309 * picked up by the picker. Returnes 1 if it can be
2310 * picked up, otherwise 0.
2311 *
2312 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2313 * core dumps if they do.
2314 *
2315 * Add a check so we can't pick up invisible objects (0.93.8)
2316 */
2317
2318 int
2319 can_pick (const object *who, const object *item)
2320 {
2321 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2322 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2323 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2324 }
2325
2326 /*
2327 * create clone from object to another
2328 */
2329 object *
2330 object_create_clone (object *asrc)
2331 {
2332 object *dst = 0, *tmp, *src, *part, *prev, *item;
2333
2334 if (!asrc)
2335 return 0;
2336
2337 src = asrc;
2338 if (src->head)
2339 src = src->head;
2340
2341 prev = 0;
2342 for (part = src; part; part = part->more)
2343 {
2344 tmp = part->clone ();
2345 tmp->x -= src->x;
2346 tmp->y -= src->y;
2347
2348 if (!part->head)
2349 {
2350 dst = tmp;
2351 tmp->head = 0;
2352 }
2353 else
2354 tmp->head = dst;
2355
2356 tmp->more = 0;
2357
2358 if (prev)
2359 prev->more = tmp;
2360
2361 prev = tmp;
2362 }
2363
2364 for (item = src->inv; item; item = item->below)
2365 insert_ob_in_ob (object_create_clone (item), dst);
2366
2367 return dst;
2368 }
2369
2370 /* This returns the first object in who's inventory that
2371 * has the same type and subtype match.
2372 * returns NULL if no match.
2373 */
2374 object *
2375 find_obj_by_type_subtype (const object *who, int type, int subtype)
2376 {
2377 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2378 if (tmp->type == type && tmp->subtype == subtype)
2379 return tmp;
2380
2381 return 0;
2382 }
2383
2384 /* If ob has a field named key, return the link from the list,
2385 * otherwise return NULL.
2386 *
2387 * key must be a passed in shared string - otherwise, this won't
2388 * do the desired thing.
2389 */
2390 key_value *
2391 get_ob_key_link (const object *ob, const char *key)
2392 {
2393 for (key_value *link = ob->key_values; link; link = link->next)
2394 if (link->key == key)
2395 return link;
2396
2397 return 0;
2398 }
2399
2400 /*
2401 * Returns the value of op has an extra_field for key, or NULL.
2402 *
2403 * The argument doesn't need to be a shared string.
2404 *
2405 * The returned string is shared.
2406 */
2407 const char *
2408 get_ob_key_value (const object *op, const char *const key)
2409 {
2410 key_value *link;
2411 shstr_cmp canonical_key (key);
2412
2413 if (!canonical_key)
2414 {
2415 /* 1. There being a field named key on any object
2416 * implies there'd be a shared string to find.
2417 * 2. Since there isn't, no object has this field.
2418 * 3. Therefore, *this* object doesn't have this field.
2419 */
2420 return 0;
2421 }
2422
2423 /* This is copied from get_ob_key_link() above -
2424 * only 4 lines, and saves the function call overhead.
2425 */
2426 for (link = op->key_values; link; link = link->next)
2427 if (link->key == canonical_key)
2428 return link->value;
2429
2430 return 0;
2431 }
2432
2433 /*
2434 * Updates the canonical_key in op to value.
2435 *
2436 * canonical_key is a shared string (value doesn't have to be).
2437 *
2438 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2439 * keys.
2440 *
2441 * Returns TRUE on success.
2442 */
2443 int
2444 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2445 {
2446 key_value *field = NULL, *last = NULL;
2447
2448 for (field = op->key_values; field != NULL; field = field->next)
2449 {
2450 if (field->key != canonical_key)
2451 {
2452 last = field;
2453 continue;
2454 }
2455
2456 if (value)
2457 field->value = value;
2458 else
2459 {
2460 /* Basically, if the archetype has this key set,
2461 * we need to store the null value so when we save
2462 * it, we save the empty value so that when we load,
2463 * we get this value back again.
2464 */
2465 if (get_ob_key_link (&op->arch->clone, canonical_key))
2466 field->value = 0;
2467 else
2468 {
2469 if (last)
2470 last->next = field->next;
2471 else
2472 op->key_values = field->next;
2473
2474 delete field;
2475 }
2476 }
2477 return TRUE;
2478 }
2479 /* IF we get here, key doesn't exist */
2480
2481 /* No field, we'll have to add it. */
2482
2483 if (!add_key)
2484 return FALSE;
2485
2486 /* There isn't any good reason to store a null
2487 * value in the key/value list. If the archetype has
2488 * this key, then we should also have it, so shouldn't
2489 * be here. If user wants to store empty strings,
2490 * should pass in ""
2491 */
2492 if (value == NULL)
2493 return TRUE;
2494
2495 field = new key_value;
2496
2497 field->key = canonical_key;
2498 field->value = value;
2499 /* Usual prepend-addition. */
2500 field->next = op->key_values;
2501 op->key_values = field;
2502
2503 return TRUE;
2504 }
2505
2506 /*
2507 * Updates the key in op to value.
2508 *
2509 * If add_key is FALSE, this will only update existing keys,
2510 * and not add new ones.
2511 * In general, should be little reason FALSE is ever passed in for add_key
2512 *
2513 * Returns TRUE on success.
2514 */
2515 int
2516 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2517 {
2518 shstr key_ (key);
2519
2520 return set_ob_key_value_s (op, key_, value, add_key);
2521 }
2522
2523 object::depth_iterator::depth_iterator (object *container)
2524 : iterator_base (container)
2525 {
2526 while (item->inv)
2527 item = item->inv;
2528 }
2529
2530 void
2531 object::depth_iterator::next ()
2532 {
2533 if (item->below)
2534 {
2535 item = item->below;
2536
2537 while (item->inv)
2538 item = item->inv;
2539 }
2540 else
2541 item = item->env;
2542 }
2543
2544
2545 const char *
2546 object::flag_desc (char *desc, int len) const
2547 {
2548 char *p = desc;
2549 bool first = true;
2550
2551 *p = 0;
2552
2553 for (int i = 0; i < NUM_FLAGS; i++)
2554 {
2555 if (len <= 10) // magic constant!
2556 {
2557 snprintf (p, len, ",...");
2558 break;
2559 }
2560
2561 if (flag [i])
2562 {
2563 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2564 len -= cnt;
2565 p += cnt;
2566 first = false;
2567 }
2568 }
2569
2570 return desc;
2571 }
2572
2573 // return a suitable string describing an object in enough detail to find it
2574 const char *
2575 object::debug_desc (char *info) const
2576 {
2577 char flagdesc[512];
2578 char info2[256 * 4];
2579 char *p = info;
2580
2581 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2582 count, uuid.seq,
2583 &name,
2584 title ? "\",title:\"" : "",
2585 title ? (const char *)title : "",
2586 flag_desc (flagdesc, 512), type);
2587
2588 if (env)
2589 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2590
2591 if (map)
2592 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2593
2594 return info;
2595 }
2596
2597 const char *
2598 object::debug_desc () const
2599 {
2600 static char info[3][256 * 4];
2601 static int info_idx;
2602
2603 return debug_desc (info [++info_idx % 3]);
2604 }
2605
2606 struct region *
2607 object::region () const
2608 {
2609 return map ? map->region (x, y)
2610 : region::default_region ();
2611 }
2612
2613 const materialtype_t *
2614 object::dominant_material () const
2615 {
2616 if (materialtype_t *mat = name_to_material (materialname))
2617 return mat;
2618
2619 // omfg this is slow, this has to be temporary :)
2620 shstr unknown ("unknown");
2621
2622 return name_to_material (unknown);
2623 }
2624
2625 void
2626 object::open_container (object *new_container)
2627 {
2628 if (container == new_container)
2629 return;
2630
2631 if (object *old_container = container)
2632 {
2633 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2634 return;
2635
2636 #if 0
2637 // remove the "Close old_container" object.
2638 if (object *closer = old_container->inv)
2639 if (closer->type == CLOSE_CON)
2640 closer->destroy ();
2641 #endif
2642
2643 old_container->flag [FLAG_APPLIED] = 0;
2644 container = 0;
2645
2646 esrv_update_item (UPD_FLAGS, this, old_container);
2647 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2648 }
2649
2650 if (new_container)
2651 {
2652 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2653 return;
2654
2655 // TODO: this does not seem to serve any purpose anymore?
2656 #if 0
2657 // insert the "Close Container" object.
2658 if (archetype *closer = new_container->other_arch)
2659 {
2660 object *closer = arch_to_object (new_container->other_arch);
2661 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2662 new_container->insert (closer);
2663 }
2664 #endif
2665
2666 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2667
2668 new_container->flag [FLAG_APPLIED] = 1;
2669 container = new_container;
2670
2671 esrv_update_item (UPD_FLAGS, this, new_container);
2672 esrv_send_inventory (this, new_container);
2673 }
2674 }
2675
2676