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/cvs/deliantra/server/common/object.C
Revision: 1.145
Committed: Mon May 7 03:05:58 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.144: +2 -1 lines
Log Message:
- add two new slots for shields and combat weapons
- make slots into bitfields, they are not too speed-critical and this
  saves 16 bytes in the object structure.
- add accessors to body lcoation names etc. to perl
- use those in the body command

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