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Revision: 1.146
Committed: Fri May 11 21:07:13 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.145: +11 -1 lines
Log Message:
closer, still hackish

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 <sproto.h>
35 #include <loader.h>
36
37 #include <bitset>
38
39 int nrofallocobjects = 0;
40 static UUID uuid;
41 const uint64 UUID_SKIP = 1<<19;
42
43 objectvec objects;
44 activevec actives;
45
46 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,
47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
48 };
49 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,
50 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
51 };
52 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,
53 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
54 };
55 int freedir[SIZEOFFREE] = {
56 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,
57 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
58 };
59
60 static void
61 write_uuid (void)
62 {
63 char filename1[MAX_BUF], filename2[MAX_BUF];
64
65 sprintf (filename1, "%s/uuid", settings.localdir);
66 sprintf (filename2, "%s/uuid~", settings.localdir);
67
68 FILE *fp;
69
70 if (!(fp = fopen (filename2, "w")))
71 {
72 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
73 return;
74 }
75
76 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
77 fclose (fp);
78 rename (filename2, filename1);
79 }
80
81 static void
82 read_uuid (void)
83 {
84 char filename[MAX_BUF];
85
86 sprintf (filename, "%s/uuid", settings.localdir);
87
88 FILE *fp;
89
90 if (!(fp = fopen (filename, "r")))
91 {
92 if (errno == ENOENT)
93 {
94 LOG (llevInfo, "RESET uid to 1\n");
95 uuid.seq = 0;
96 write_uuid ();
97 return;
98 }
99
100 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
101 _exit (1);
102 }
103
104 int version;
105 unsigned long long uid;
106 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
107 {
108 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
109 _exit (1);
110 }
111
112 uuid.seq = uid;
113 write_uuid ();
114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
115 fclose (fp);
116 }
117
118 UUID
119 gen_uuid ()
120 {
121 UUID uid;
122
123 uid.seq = ++uuid.seq;
124
125 if (!(uuid.seq & (UUID_SKIP - 1)))
126 write_uuid ();
127
128 return uid;
129 }
130
131 void
132 init_uuid ()
133 {
134 read_uuid ();
135 }
136
137 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
138 static int
139 compare_ob_value_lists_one (const object *wants, const object *has)
140 {
141 key_value *wants_field;
142
143 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
144 * objects with lists are rare, and lists stay short. If not, use a
145 * different structure or at least keep the lists sorted...
146 */
147
148 /* For each field in wants, */
149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
150 {
151 key_value *has_field;
152
153 /* Look for a field in has with the same key. */
154 has_field = get_ob_key_link (has, wants_field->key);
155
156 if (has_field == NULL)
157 {
158 /* No field with that name. */
159 return FALSE;
160 }
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 {
165 /* Values don't match, so this half of the comparison is false. */
166 return FALSE;
167 }
168
169 /* If we get here, we found a match. Now for the next field in wants. */
170 }
171
172 /* If we get here, every field in wants has a matching field in has. */
173 return TRUE;
174 }
175
176 /* Returns TRUE if ob1 has the same key_values as ob2. */
177 static int
178 compare_ob_value_lists (const object *ob1, const object *ob2)
179 {
180 /* However, there may be fields in has which aren't partnered in wants,
181 * so we need to run the comparison *twice*. :(
182 */
183 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
184 }
185
186 /* Function examines the 2 objects given to it, and returns true if
187 * they can be merged together.
188 *
189 * Note that this function appears a lot longer than the macro it
190 * replaces - this is mostly for clarity - a decent compiler should hopefully
191 * reduce this to the same efficiency.
192 *
193 * Check nrof variable *before* calling can_merge()
194 *
195 * Improvements made with merge: Better checking on potion, and also
196 * check weight
197 */
198 bool object::can_merge_slow (object *ob1, object *ob2)
199 {
200 /* A couple quicksanity checks */
201 if (ob1 == ob2
202 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value
205 || ob1->name != ob2->name)
206 return 0;
207
208 //TODO: this ain't working well, use nicer and correct overflow check
209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
210 * value could not be stored in a sint32 (which unfortunately sometimes is
211 * used to store nrof).
212 */
213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
214 return 0;
215
216 /* If the objects have been identified, set the BEEN_APPLIED flag.
217 * This is to the comparison of the flags below will be OK. We
218 * just can't ignore the been applied or identified flags, as they
219 * are not equal - just if it has been identified, the been_applied
220 * flags lose any meaning.
221 */
222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
223 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
224
225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
226 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
227
228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
229 || ob1->arch != ob2->arch
230 || ob1->name != ob2->name
231 || ob1->title != ob2->title
232 || ob1->msg != ob2->msg
233 || ob1->weight != ob2->weight
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
236 || ob1->attacktype != ob2->attacktype
237 || ob1->magic != ob2->magic
238 || ob1->slaying != ob2->slaying
239 || ob1->skill != ob2->skill
240 || ob1->value != ob2->value
241 || ob1->animation_id != ob2->animation_id
242 || ob1->client_type != ob2->client_type
243 || ob1->materialname != ob2->materialname
244 || ob1->lore != ob2->lore
245 || ob1->subtype != ob2->subtype
246 || ob1->move_type != ob2->move_type
247 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0;
254
255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory.
257 */
258 if (ob1->inv || ob2->inv)
259 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0;
267
268 /* inventory ok - still need to check rest of this object to see
269 * if it is valid.
270 */
271 }
272
273 /* Don't merge objects that are applied. With the new 'body' code,
274 * it is possible for most any character to have more than one of
275 * some items equipped, and we don't want those to merge.
276 */
277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
278 return 0;
279
280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster
282 * check?
283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0;
286
287 switch (ob1->type)
288 {
289 case SCROLL:
290 if (ob1->level != ob2->level)
291 return 0;
292 break;
293 }
294
295 if (ob1->key_values != NULL || ob2->key_values != NULL)
296 {
297 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
299 /* One has fields, but the other one doesn't. */
300 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 }
304
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self)
307 {
308 ob1->optimise ();
309 ob2->optimise ();
310
311 if (ob1->self || ob2->self)
312 return 0;
313 }
314
315 /* Everything passes, must be OK. */
316 return 1;
317 }
318
319 /*
320 * sum_weight() is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much
322 * containers are carrying, and sums it up.
323 */
324 long
325 sum_weight (object *op)
326 {
327 long sum;
328 object *inv;
329
330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
331 {
332 if (inv->inv)
333 sum_weight (inv);
334
335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
336 }
337
338 if (op->type == CONTAINER && op->stats.Str)
339 sum = (sum * (100 - op->stats.Str)) / 100;
340
341 if (op->carrying != sum)
342 op->carrying = sum;
343
344 return sum;
345 }
346
347 /**
348 * Return the outermost environment object for a given object.
349 */
350
351 object *
352 object_get_env_recursive (object *op)
353 {
354 while (op->env != NULL)
355 op = op->env;
356 return op;
357 }
358
359 /*
360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
361 * Some error messages.
362 * The result of the dump is stored in the static global errmsg array.
363 */
364 char *
365 dump_object (object *op)
366 {
367 if (!op)
368 return strdup ("[NULLOBJ]");
369
370 object_freezer freezer;
371 op->write (freezer);
372 return freezer.as_string ();
373 }
374
375 /*
376 * get_nearest_part(multi-object, object 2) returns the part of the
377 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned.
379 */
380
381 object *
382 get_nearest_part (object *op, const object *pl)
383 {
384 object *tmp, *closest;
385 int last_dist, i;
386
387 if (op->more == NULL)
388 return op;
389 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
390 if ((i = distance (tmp, pl)) < last_dist)
391 closest = tmp, last_dist = i;
392 return closest;
393 }
394
395 /*
396 * Returns the object which has the count-variable equal to the argument.
397 */
398 object *
399 find_object (tag_t i)
400 {
401 for_all_objects (op)
402 if (op->count == i)
403 return op;
404
405 return 0;
406 }
407
408 /*
409 * Returns the first object which has a name equal to the argument.
410 * Used only by the patch command, but not all that useful.
411 * Enables features like "patch <name-of-other-player> food 999"
412 */
413 object *
414 find_object_name (const char *str)
415 {
416 shstr_cmp str_ (str);
417 object *op;
418
419 for_all_objects (op)
420 if (op->name == str_)
421 break;
422
423 return op;
424 }
425
426 void
427 free_all_object_data ()
428 {
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430 }
431
432 /*
433 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects.
435 */
436 void
437 object::set_owner (object *owner)
438 {
439 if (!owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner)
450 owner = owner->owner;
451
452 this->owner = owner;
453 }
454
455 void
456 object::set_weapon (object *ob)
457 {
458 if (current_weapon == ob)
459 return;
460
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462
463 if (chosen_skill)
464 chosen_skill->flag [FLAG_APPLIED] = false;
465
466 current_weapon = ob;
467 chosen_skill = ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = true;
471
472 update_stats ();
473 }
474
475 /* Zero the key_values on op, decrementing the shared-string
476 * refcounts and freeing the links.
477 */
478 static void
479 free_key_values (object *op)
480 {
481 for (key_value *i = op->key_values; i; )
482 {
483 key_value *next = i->next;
484 delete i;
485
486 i = next;
487 }
488
489 op->key_values = 0;
490 }
491
492 object &
493 object::operator =(const object &src)
494 {
495 bool is_freed = flag [FLAG_FREED];
496 bool is_removed = flag [FLAG_REMOVED];
497
498 *(object_copy *)this = src;
499
500 flag [FLAG_FREED] = is_freed;
501 flag [FLAG_REMOVED] = is_removed;
502
503 /* Copy over key_values, if any. */
504 if (src.key_values)
505 {
506 key_value *tail = 0;
507 key_values = 0;
508
509 for (key_value *i = src.key_values; i; i = i->next)
510 {
511 key_value *new_link = new key_value;
512
513 new_link->next = 0;
514 new_link->key = i->key;
515 new_link->value = i->value;
516
517 /* Try and be clever here, too. */
518 if (!key_values)
519 {
520 key_values = new_link;
521 tail = new_link;
522 }
523 else
524 {
525 tail->next = new_link;
526 tail = new_link;
527 }
528 }
529 }
530 }
531
532 /*
533 * copy_to first frees everything allocated by the dst object,
534 * and then copies the contents of itself into the second
535 * object, allocating what needs to be allocated. Basically, any
536 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
537 * if the first object is freed, the pointers in the new object
538 * will point at garbage.
539 */
540 void
541 object::copy_to (object *dst)
542 {
543 *dst = *this;
544
545 if (speed < 0)
546 dst->speed_left = speed_left - rndm ();
547
548 dst->set_speed (dst->speed);
549 }
550
551 void
552 object::instantiate ()
553 {
554 if (!uuid.seq) // HACK
555 uuid = gen_uuid ();
556
557 speed_left = -0.1f;
558 /* copy the body_info to the body_used - this is only really
559 * need for monsters, but doesn't hurt to do it for everything.
560 * by doing so, when a monster is created, it has good starting
561 * values for the body_used info, so when items are created
562 * for it, they can be properly equipped.
563 */
564 for (int i = NUM_BODY_LOCATIONS; i--; )
565 slot[i].used = slot[i].info;
566
567 attachable::instantiate ();
568 }
569
570 object *
571 object::clone ()
572 {
573 object *neu = create ();
574 copy_to (neu);
575 return neu;
576 }
577
578 /*
579 * If an object with the IS_TURNABLE() flag needs to be turned due
580 * to the closest player being on the other side, this function can
581 * be called to update the face variable, _and_ how it looks on the map.
582 */
583 void
584 update_turn_face (object *op)
585 {
586 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
587 return;
588
589 SET_ANIMATION (op, op->direction);
590 update_object (op, UP_OBJ_FACE);
591 }
592
593 /*
594 * Updates the speed of an object. If the speed changes from 0 to another
595 * value, or vice versa, then add/remove the object from the active list.
596 * This function needs to be called whenever the speed of an object changes.
597 */
598 void
599 object::set_speed (float speed)
600 {
601 if (flag [FLAG_FREED] && speed)
602 {
603 LOG (llevError, "Object %s is freed but has speed.\n", &name);
604 speed = 0;
605 }
606
607 this->speed = speed;
608
609 if (has_active_speed ())
610 activate ();
611 else
612 deactivate ();
613 }
614
615 /*
616 * update_object() updates the the map.
617 * It takes into account invisible objects (and represent squares covered
618 * by invisible objects by whatever is below them (unless it's another
619 * invisible object, etc...)
620 * If the object being updated is beneath a player, the look-window
621 * of that player is updated (this might be a suboptimal way of
622 * updating that window, though, since update_object() is called _often_)
623 *
624 * action is a hint of what the caller believes need to be done.
625 * current action are:
626 * UP_OBJ_INSERT: op was inserted
627 * UP_OBJ_REMOVE: op was removed
628 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
629 * as that is easier than trying to look at what may have changed.
630 * UP_OBJ_FACE: only the objects face has changed.
631 */
632 void
633 update_object (object *op, int action)
634 {
635 if (op == NULL)
636 {
637 /* this should never happen */
638 LOG (llevDebug, "update_object() called for NULL object.\n");
639 return;
640 }
641
642 if (op->env)
643 {
644 /* Animation is currently handled by client, so nothing
645 * to do in this case.
646 */
647 return;
648 }
649
650 /* If the map is saving, don't do anything as everything is
651 * going to get freed anyways.
652 */
653 if (!op->map || op->map->in_memory == MAP_SAVING)
654 return;
655
656 /* make sure the object is within map boundaries */
657 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
658 {
659 LOG (llevError, "update_object() called for object out of map!\n");
660 #ifdef MANY_CORES
661 abort ();
662 #endif
663 return;
664 }
665
666 mapspace &m = op->ms ();
667
668 if (!(m.flags_ & P_UPTODATE))
669 /* nop */;
670 else if (action == UP_OBJ_INSERT)
671 {
672 // this is likely overkill, TODO: revisit (schmorp)
673 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
674 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
675 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
676 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
677 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
678 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
679 || (m.move_on | op->move_on ) != m.move_on
680 || (m.move_off | op->move_off ) != m.move_off
681 || (m.move_slow | op->move_slow) != m.move_slow
682 /* This isn't perfect, but I don't expect a lot of objects to
683 * to have move_allow right now.
684 */
685 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
686 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
687 m.flags_ = 0;
688 }
689 /* if the object is being removed, we can't make intelligent
690 * decisions, because remove_ob can't really pass the object
691 * that is being removed.
692 */
693 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
694 m.flags_ = 0;
695 else if (action == UP_OBJ_FACE)
696 /* Nothing to do for that case */ ;
697 else
698 LOG (llevError, "update_object called with invalid action: %d\n", action);
699
700 if (op->more)
701 update_object (op->more, action);
702 }
703
704 object::object ()
705 {
706 SET_FLAG (this, FLAG_REMOVED);
707
708 expmul = 1.0;
709 face = blank_face;
710 }
711
712 object::~object ()
713 {
714 unlink ();
715
716 free_key_values (this);
717 }
718
719 static int object_count;
720
721 void object::link ()
722 {
723 assert (!index);//D
724 uuid = gen_uuid ();
725 count = ++object_count;
726
727 refcnt_inc ();
728 objects.insert (this);
729 }
730
731 void object::unlink ()
732 {
733 if (!index)
734 return;
735
736 objects.erase (this);
737 refcnt_dec ();
738 }
739
740 void
741 object::activate ()
742 {
743 /* If already on active list, don't do anything */
744 if (active)
745 return;
746
747 if (has_active_speed ())
748 actives.insert (this);
749 }
750
751 void
752 object::activate_recursive ()
753 {
754 activate ();
755
756 for (object *op = inv; op; op = op->below)
757 op->activate_recursive ();
758 }
759
760 /* This function removes object 'op' from the list of active
761 * objects.
762 * This should only be used for style maps or other such
763 * reference maps where you don't want an object that isn't
764 * in play chewing up cpu time getting processed.
765 * The reverse of this is to call update_ob_speed, which
766 * will do the right thing based on the speed of the object.
767 */
768 void
769 object::deactivate ()
770 {
771 /* If not on the active list, nothing needs to be done */
772 if (!active)
773 return;
774
775 actives.erase (this);
776 }
777
778 void
779 object::deactivate_recursive ()
780 {
781 for (object *op = inv; op; op = op->below)
782 op->deactivate_recursive ();
783
784 deactivate ();
785 }
786
787 void
788 object::set_flag_inv (int flag, int value)
789 {
790 for (object *op = inv; op; op = op->below)
791 {
792 op->flag [flag] = value;
793 op->set_flag_inv (flag, value);
794 }
795 }
796
797 /*
798 * Remove and free all objects in the inventory of the given object.
799 * object.c ?
800 */
801 void
802 object::destroy_inv (bool drop_to_ground)
803 {
804 // need to check first, because the checks below might segfault
805 // as we might be on an invalid mapspace and crossfire code
806 // is too buggy to ensure that the inventory is empty.
807 // corollary: if you create arrows etc. with stuff in tis inventory,
808 // cf will crash below with off-map x and y
809 if (!inv)
810 return;
811
812 /* Only if the space blocks everything do we not process -
813 * if some form of movement is allowed, let objects
814 * drop on that space.
815 */
816 if (!drop_to_ground
817 || !map
818 || map->in_memory != MAP_IN_MEMORY
819 || map->nodrop
820 || ms ().move_block == MOVE_ALL)
821 {
822 while (inv)
823 {
824 inv->destroy_inv (drop_to_ground);
825 inv->destroy ();
826 }
827 }
828 else
829 { /* Put objects in inventory onto this space */
830 while (inv)
831 {
832 object *op = inv;
833
834 if (op->flag [FLAG_STARTEQUIP]
835 || op->flag [FLAG_NO_DROP]
836 || op->type == RUNE
837 || op->type == TRAP
838 || op->flag [FLAG_IS_A_TEMPLATE]
839 || op->flag [FLAG_DESTROY_ON_DEATH])
840 op->destroy ();
841 else
842 map->insert (op, x, y);
843 }
844 }
845 }
846
847 object *object::create ()
848 {
849 object *op = new object;
850 op->link ();
851 return op;
852 }
853
854 void
855 object::do_destroy ()
856 {
857 attachable::do_destroy ();
858
859 if (flag [FLAG_IS_LINKED])
860 remove_button_link (this);
861
862 if (flag [FLAG_FRIENDLY])
863 remove_friendly_object (this);
864
865 if (!flag [FLAG_REMOVED])
866 remove ();
867
868 destroy_inv (true);
869
870 deactivate ();
871 unlink ();
872
873 flag [FLAG_FREED] = 1;
874
875 // hack to ensure that freed objects still have a valid map
876 {
877 static maptile *freed_map; // freed objects are moved here to avoid crashes
878
879 if (!freed_map)
880 {
881 freed_map = new maptile;
882
883 freed_map->name = "/internal/freed_objects_map";
884 freed_map->width = 3;
885 freed_map->height = 3;
886
887 freed_map->alloc ();
888 freed_map->in_memory = MAP_IN_MEMORY;
889 }
890
891 map = freed_map;
892 x = 1;
893 y = 1;
894 }
895
896 head = 0;
897
898 if (more)
899 {
900 more->destroy ();
901 more = 0;
902 }
903
904 // clear those pointers that likely might have circular references to us
905 owner = 0;
906 enemy = 0;
907 attacked_by = 0;
908 }
909
910 void
911 object::destroy (bool destroy_inventory)
912 {
913 if (destroyed ())
914 return;
915
916 if (destroy_inventory)
917 destroy_inv (false);
918
919 attachable::destroy ();
920 }
921
922 /*
923 * sub_weight() recursively (outwards) subtracts a number from the
924 * weight of an object (and what is carried by it's environment(s)).
925 */
926 void
927 sub_weight (object *op, signed long weight)
928 {
929 while (op != NULL)
930 {
931 if (op->type == CONTAINER)
932 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
933
934 op->carrying -= weight;
935 op = op->env;
936 }
937 }
938
939 /* op->remove ():
940 * This function removes the object op from the linked list of objects
941 * which it is currently tied to. When this function is done, the
942 * object will have no environment. If the object previously had an
943 * environment, the x and y coordinates will be updated to
944 * the previous environment.
945 */
946 void
947 object::do_remove ()
948 {
949 object *tmp, *last = 0;
950 object *otmp;
951
952 if (QUERY_FLAG (this, FLAG_REMOVED))
953 return;
954
955 SET_FLAG (this, FLAG_REMOVED);
956 INVOKE_OBJECT (REMOVE, this);
957
958 if (more)
959 more->remove ();
960
961 /*
962 * In this case, the object to be removed is in someones
963 * inventory.
964 */
965 if (env)
966 {
967 if (nrof)
968 sub_weight (env, weight * nrof);
969 else
970 sub_weight (env, weight + carrying);
971
972 /* NO_FIX_PLAYER is set when a great many changes are being
973 * made to players inventory. If set, avoiding the call
974 * to save cpu time.
975 */
976 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
977 otmp->update_stats ();
978
979 if (above)
980 above->below = below;
981 else
982 env->inv = below;
983
984 if (below)
985 below->above = above;
986
987 /* we set up values so that it could be inserted into
988 * the map, but we don't actually do that - it is up
989 * to the caller to decide what we want to do.
990 */
991 x = env->x, y = env->y;
992 map = env->map;
993 above = 0, below = 0;
994 env = 0;
995 }
996 else if (map)
997 {
998 if (type == PLAYER)
999 {
1000 // leaving a spot always closes any open container on the ground
1001 if (container && !container->env)
1002 // this causes spurious floorbox updates, but it ensures
1003 // that the CLOSE event is being sent.
1004 close_container ();
1005
1006 --map->players;
1007 map->touch ();
1008 }
1009
1010 map->dirty = true;
1011 mapspace &ms = this->ms ();
1012
1013 /* link the object above us */
1014 if (above)
1015 above->below = below;
1016 else
1017 ms.top = below; /* we were top, set new top */
1018
1019 /* Relink the object below us, if there is one */
1020 if (below)
1021 below->above = above;
1022 else
1023 {
1024 /* Nothing below, which means we need to relink map object for this space
1025 * use translated coordinates in case some oddness with map tiling is
1026 * evident
1027 */
1028 if (GET_MAP_OB (map, x, y) != this)
1029 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 ());
1030
1031 ms.bot = above; /* goes on above it. */
1032 }
1033
1034 above = 0;
1035 below = 0;
1036
1037 if (map->in_memory == MAP_SAVING)
1038 return;
1039
1040 int check_walk_off = !flag [FLAG_NO_APPLY];
1041
1042 for (tmp = ms.bot; tmp; tmp = tmp->above)
1043 {
1044 /* No point updating the players look faces if he is the object
1045 * being removed.
1046 */
1047
1048 if (tmp->type == PLAYER && tmp != this)
1049 {
1050 /* If a container that the player is currently using somehow gets
1051 * removed (most likely destroyed), update the player view
1052 * appropriately.
1053 */
1054 if (tmp->container == this)
1055 {
1056 flag [FLAG_APPLIED] = 0;
1057 tmp->container = 0;
1058 }
1059
1060 if (tmp->contr->ns)
1061 tmp->contr->ns->floorbox_update ();
1062 }
1063
1064 /* See if object moving off should effect something */
1065 if (check_walk_off
1066 && ((move_type & tmp->move_off)
1067 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1068 {
1069 move_apply (tmp, this, 0);
1070
1071 if (destroyed ())
1072 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1073 }
1074
1075 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1076 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1077 if (tmp->above == tmp)
1078 tmp->above = 0;
1079
1080 last = tmp;
1081 }
1082
1083 /* last == NULL if there are no objects on this space */
1084 //TODO: this makes little sense, why only update the topmost object?
1085 if (!last)
1086 map->at (x, y).flags_ = 0;
1087 else
1088 update_object (last, UP_OBJ_REMOVE);
1089
1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1091 update_all_los (map, x, y);
1092 }
1093 }
1094
1095 /*
1096 * merge_ob(op,top):
1097 *
1098 * This function goes through all objects below and including top, and
1099 * merges op to the first matching object.
1100 * If top is NULL, it is calculated.
1101 * Returns pointer to object if it succeded in the merge, otherwise NULL
1102 */
1103 object *
1104 merge_ob (object *op, object *top)
1105 {
1106 if (!op->nrof)
1107 return 0;
1108
1109 if (top)
1110 for (top = op; top && top->above; top = top->above)
1111 ;
1112
1113 for (; top; top = top->below)
1114 {
1115 if (top == op)
1116 continue;
1117
1118 if (object::can_merge (op, top))
1119 {
1120 top->nrof += op->nrof;
1121
1122 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1123 op->weight = 0; /* Don't want any adjustements now */
1124 op->destroy ();
1125 return top;
1126 }
1127 }
1128
1129 return 0;
1130 }
1131
1132 void
1133 object::expand_tail ()
1134 {
1135 if (more)
1136 return;
1137
1138 object *prev = this;
1139
1140 for (archetype *at = arch->more; at; at = at->more)
1141 {
1142 object *op = arch_to_object (at);
1143
1144 op->name = name;
1145 op->name_pl = name_pl;
1146 op->title = title;
1147
1148 op->head = this;
1149 prev->more = op;
1150
1151 prev = op;
1152 }
1153 }
1154
1155 /*
1156 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1157 * job preparing multi-part monsters.
1158 */
1159 object *
1160 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1161 {
1162 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1163 {
1164 tmp->x = x + tmp->arch->clone.x;
1165 tmp->y = y + tmp->arch->clone.y;
1166 }
1167
1168 return insert_ob_in_map (op, m, originator, flag);
1169 }
1170
1171 /*
1172 * insert_ob_in_map (op, map, originator, flag):
1173 * This function inserts the object in the two-way linked list
1174 * which represents what is on a map.
1175 * The second argument specifies the map, and the x and y variables
1176 * in the object about to be inserted specifies the position.
1177 *
1178 * originator: Player, monster or other object that caused 'op' to be inserted
1179 * into 'map'. May be NULL.
1180 *
1181 * flag is a bitmask about special things to do (or not do) when this
1182 * function is called. see the object.h file for the INS_ values.
1183 * Passing 0 for flag gives proper default values, so flag really only needs
1184 * to be set if special handling is needed.
1185 *
1186 * Return value:
1187 * new object if 'op' was merged with other object
1188 * NULL if 'op' was destroyed
1189 * just 'op' otherwise
1190 */
1191 object *
1192 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1193 {
1194 assert (!op->flag [FLAG_FREED]);
1195
1196 object *tmp, *top, *floor = NULL;
1197
1198 op->remove ();
1199
1200 #if 0
1201 if (!m->active != !op->active)
1202 if (m->active)
1203 op->activate_recursive ();
1204 else
1205 op->deactivate_recursive ();
1206 #endif
1207
1208 if (out_of_map (m, op->x, op->y))
1209 {
1210 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1211 #ifdef MANY_CORES
1212 /* Better to catch this here, as otherwise the next use of this object
1213 * is likely to cause a crash. Better to find out where it is getting
1214 * improperly inserted.
1215 */
1216 abort ();
1217 #endif
1218 return op;
1219 }
1220
1221 if (object *more = op->more)
1222 {
1223 if (!insert_ob_in_map (more, m, originator, flag))
1224 {
1225 if (!op->head)
1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227
1228 return 0;
1229 }
1230 }
1231
1232 CLEAR_FLAG (op, FLAG_REMOVED);
1233
1234 /* Ideally, the caller figures this out. However, it complicates a lot
1235 * of areas of callers (eg, anything that uses find_free_spot would now
1236 * need extra work
1237 */
1238 if (!xy_normalise (m, op->x, op->y))
1239 return 0;
1240
1241 op->map = m;
1242 mapspace &ms = op->ms ();
1243
1244 /* this has to be done after we translate the coordinates.
1245 */
1246 if (op->nrof && !(flag & INS_NO_MERGE))
1247 for (tmp = ms.bot; tmp; tmp = tmp->above)
1248 if (object::can_merge (op, tmp))
1249 {
1250 op->nrof += tmp->nrof;
1251 tmp->destroy ();
1252 }
1253
1254 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1255 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1256
1257 if (!QUERY_FLAG (op, FLAG_ALIVE))
1258 CLEAR_FLAG (op, FLAG_NO_STEAL);
1259
1260 if (flag & INS_BELOW_ORIGINATOR)
1261 {
1262 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1263 {
1264 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1265 abort ();
1266 }
1267
1268 op->above = originator;
1269 op->below = originator->below;
1270
1271 if (op->below)
1272 op->below->above = op;
1273 else
1274 ms.bot = op;
1275
1276 /* since *below* originator, no need to update top */
1277 originator->below = op;
1278 }
1279 else
1280 {
1281 top = ms.bot;
1282
1283 /* If there are other objects, then */
1284 if ((!(flag & INS_MAP_LOAD)) && top)
1285 {
1286 object *last = 0;
1287
1288 /*
1289 * If there are multiple objects on this space, we do some trickier handling.
1290 * We've already dealt with merging if appropriate.
1291 * Generally, we want to put the new object on top. But if
1292 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1293 * floor, we want to insert above that and no further.
1294 * Also, if there are spell objects on this space, we stop processing
1295 * once we get to them. This reduces the need to traverse over all of
1296 * them when adding another one - this saves quite a bit of cpu time
1297 * when lots of spells are cast in one area. Currently, it is presumed
1298 * that flying non pickable objects are spell objects.
1299 */
1300 for (top = ms.bot; top; top = top->above)
1301 {
1302 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1303 floor = top;
1304
1305 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1306 {
1307 /* We insert above top, so we want this object below this */
1308 top = top->below;
1309 break;
1310 }
1311
1312 last = top;
1313 }
1314
1315 /* Don't want top to be NULL, so set it to the last valid object */
1316 top = last;
1317
1318 /* We let update_position deal with figuring out what the space
1319 * looks like instead of lots of conditions here.
1320 * makes things faster, and effectively the same result.
1321 */
1322
1323 /* Have object 'fall below' other objects that block view.
1324 * Unless those objects are exits.
1325 * If INS_ON_TOP is used, don't do this processing
1326 * Need to find the object that in fact blocks view, otherwise
1327 * stacking is a bit odd.
1328 */
1329 if (!(flag & INS_ON_TOP)
1330 && ms.flags () & P_BLOCKSVIEW
1331 && (op->face && !faces [op->face].visibility))
1332 {
1333 for (last = top; last != floor; last = last->below)
1334 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1335 break;
1336
1337 /* Check to see if we found the object that blocks view,
1338 * and make sure we have a below pointer for it so that
1339 * we can get inserted below this one, which requires we
1340 * set top to the object below us.
1341 */
1342 if (last && last->below && last != floor)
1343 top = last->below;
1344 }
1345 } /* If objects on this space */
1346
1347 if (flag & INS_MAP_LOAD)
1348 top = ms.top;
1349
1350 if (flag & INS_ABOVE_FLOOR_ONLY)
1351 top = floor;
1352
1353 /* Top is the object that our object (op) is going to get inserted above.
1354 */
1355
1356 /* First object on this space */
1357 if (!top)
1358 {
1359 op->above = ms.bot;
1360
1361 if (op->above)
1362 op->above->below = op;
1363
1364 op->below = 0;
1365 ms.bot = op;
1366 }
1367 else
1368 { /* get inserted into the stack above top */
1369 op->above = top->above;
1370
1371 if (op->above)
1372 op->above->below = op;
1373
1374 op->below = top;
1375 top->above = op;
1376 }
1377
1378 if (!op->above)
1379 ms.top = op;
1380 } /* else not INS_BELOW_ORIGINATOR */
1381
1382 if (op->type == PLAYER)
1383 {
1384 op->contr->do_los = 1;
1385 ++op->map->players;
1386 op->map->touch ();
1387 }
1388
1389 op->map->dirty = true;
1390
1391 /* If we have a floor, we know the player, if any, will be above
1392 * it, so save a few ticks and start from there.
1393 */
1394 if (!(flag & INS_MAP_LOAD))
1395 if (object *pl = ms.player ())
1396 if (pl->contr->ns)
1397 pl->contr->ns->floorbox_update ();
1398
1399 /* If this object glows, it may affect lighting conditions that are
1400 * visible to others on this map. But update_all_los is really
1401 * an inefficient way to do this, as it means los for all players
1402 * on the map will get recalculated. The players could very well
1403 * be far away from this change and not affected in any way -
1404 * this should get redone to only look for players within range,
1405 * or just updating the P_UPTODATE for spaces within this area
1406 * of effect may be sufficient.
1407 */
1408 if (op->map->darkness && (op->glow_radius != 0))
1409 update_all_los (op->map, op->x, op->y);
1410
1411 /* updates flags (blocked, alive, no magic, etc) for this map space */
1412 update_object (op, UP_OBJ_INSERT);
1413
1414 INVOKE_OBJECT (INSERT, op);
1415
1416 /* Don't know if moving this to the end will break anything. However,
1417 * we want to have floorbox_update called before calling this.
1418 *
1419 * check_move_on() must be after this because code called from
1420 * check_move_on() depends on correct map flags (so functions like
1421 * blocked() and wall() work properly), and these flags are updated by
1422 * update_object().
1423 */
1424
1425 /* if this is not the head or flag has been passed, don't check walk on status */
1426 if (!(flag & INS_NO_WALK_ON) && !op->head)
1427 {
1428 if (check_move_on (op, originator))
1429 return 0;
1430
1431 /* If we are a multi part object, lets work our way through the check
1432 * walk on's.
1433 */
1434 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1435 if (check_move_on (tmp, originator))
1436 return 0;
1437 }
1438
1439 return op;
1440 }
1441
1442 /* this function inserts an object in the map, but if it
1443 * finds an object of its own type, it'll remove that one first.
1444 * op is the object to insert it under: supplies x and the map.
1445 */
1446 void
1447 replace_insert_ob_in_map (const char *arch_string, object *op)
1448 {
1449 object *tmp, *tmp1;
1450
1451 /* first search for itself and remove any old instances */
1452
1453 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1454 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1455 tmp->destroy ();
1456
1457 tmp1 = arch_to_object (archetype::find (arch_string));
1458
1459 tmp1->x = op->x;
1460 tmp1->y = op->y;
1461 insert_ob_in_map (tmp1, op->map, op, 0);
1462 }
1463
1464 object *
1465 object::insert_at (object *where, object *originator, int flags)
1466 {
1467 return where->map->insert (this, where->x, where->y, originator, flags);
1468 }
1469
1470 /*
1471 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1472 * is returned contains nr objects, and the remaining parts contains
1473 * the rest (or is removed and freed if that number is 0).
1474 * On failure, NULL is returned, and the reason put into the
1475 * global static errmsg array.
1476 */
1477 object *
1478 get_split_ob (object *orig_ob, uint32 nr)
1479 {
1480 object *newob;
1481 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1482
1483 if (orig_ob->nrof < nr)
1484 {
1485 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1486 return NULL;
1487 }
1488
1489 newob = object_create_clone (orig_ob);
1490
1491 if ((orig_ob->nrof -= nr) < 1)
1492 orig_ob->destroy (1);
1493 else if (!is_removed)
1494 {
1495 if (orig_ob->env != NULL)
1496 sub_weight (orig_ob->env, orig_ob->weight * nr);
1497 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1498 {
1499 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1500 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1501 return NULL;
1502 }
1503 }
1504
1505 newob->nrof = nr;
1506
1507 return newob;
1508 }
1509
1510 /*
1511 * decrease_ob_nr(object, number) decreases a specified number from
1512 * the amount of an object. If the amount reaches 0, the object
1513 * is subsequently removed and freed.
1514 *
1515 * Return value: 'op' if something is left, NULL if the amount reached 0
1516 */
1517 object *
1518 decrease_ob_nr (object *op, uint32 i)
1519 {
1520 object *tmp;
1521
1522 if (i == 0) /* objects with op->nrof require this check */
1523 return op;
1524
1525 if (i > op->nrof)
1526 i = op->nrof;
1527
1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1529 op->nrof -= i;
1530 else if (op->env)
1531 {
1532 /* is this object in the players inventory, or sub container
1533 * therein?
1534 */
1535 tmp = op->in_player ();
1536 /* nope. Is this a container the player has opened?
1537 * If so, set tmp to that player.
1538 * IMO, searching through all the players will mostly
1539 * likely be quicker than following op->env to the map,
1540 * and then searching the map for a player.
1541 */
1542 if (!tmp)
1543 for_all_players (pl)
1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1547 break;
1548 }
1549
1550 if (i < op->nrof)
1551 {
1552 sub_weight (op->env, op->weight * i);
1553 op->nrof -= i;
1554 if (tmp)
1555 esrv_send_item (tmp, op);
1556 }
1557 else
1558 {
1559 op->remove ();
1560 op->nrof = 0;
1561 if (tmp)
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1564 }
1565 else
1566 {
1567 object *above = op->above;
1568
1569 if (i < op->nrof)
1570 op->nrof -= i;
1571 else
1572 {
1573 op->remove ();
1574 op->nrof = 0;
1575 }
1576
1577 /* Since we just removed op, op->above is null */
1578 for (tmp = above; tmp; tmp = tmp->above)
1579 if (tmp->type == PLAYER)
1580 {
1581 if (op->nrof)
1582 esrv_send_item (tmp, op);
1583 else
1584 esrv_del_item (tmp->contr, op->count);
1585 }
1586 }
1587
1588 if (op->nrof)
1589 return op;
1590 else
1591 {
1592 op->destroy ();
1593 return 0;
1594 }
1595 }
1596
1597 /*
1598 * add_weight(object, weight) adds the specified weight to an object,
1599 * and also updates how much the environment(s) is/are carrying.
1600 */
1601 void
1602 add_weight (object *op, signed long weight)
1603 {
1604 while (op != NULL)
1605 {
1606 if (op->type == CONTAINER)
1607 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1608
1609 op->carrying += weight;
1610 op = op->env;
1611 }
1612 }
1613
1614 object *
1615 insert_ob_in_ob (object *op, object *where)
1616 {
1617 if (!where)
1618 {
1619 char *dump = dump_object (op);
1620 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1621 free (dump);
1622 return op;
1623 }
1624
1625 if (where->head)
1626 {
1627 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1628 where = where->head;
1629 }
1630
1631 return where->insert (op);
1632 }
1633
1634 /*
1635 * env->insert (op)
1636 * This function inserts the object op in the linked list
1637 * inside the object environment.
1638 *
1639 * The function returns now pointer to inserted item, and return value can
1640 * be != op, if items are merged. -Tero
1641 */
1642 object *
1643 object::insert (object *op)
1644 {
1645 object *tmp, *otmp;
1646
1647 if (!QUERY_FLAG (op, FLAG_REMOVED))
1648 op->remove ();
1649
1650 if (op->more)
1651 {
1652 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1653 return op;
1654 }
1655
1656 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1657 CLEAR_FLAG (op, FLAG_REMOVED);
1658 if (op->nrof)
1659 {
1660 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1661 if (object::can_merge (tmp, op))
1662 {
1663 /* return the original object and remove inserted object
1664 (client needs the original object) */
1665 tmp->nrof += op->nrof;
1666 /* Weight handling gets pretty funky. Since we are adding to
1667 * tmp->nrof, we need to increase the weight.
1668 */
1669 add_weight (this, op->weight * op->nrof);
1670 SET_FLAG (op, FLAG_REMOVED);
1671 op->destroy (); /* free the inserted object */
1672 op = tmp;
1673 op->remove (); /* and fix old object's links */
1674 CLEAR_FLAG (op, FLAG_REMOVED);
1675 break;
1676 }
1677
1678 /* I assume combined objects have no inventory
1679 * We add the weight - this object could have just been removed
1680 * (if it was possible to merge). calling remove_ob will subtract
1681 * the weight, so we need to add it in again, since we actually do
1682 * the linking below
1683 */
1684 add_weight (this, op->weight * op->nrof);
1685 }
1686 else
1687 add_weight (this, (op->weight + op->carrying));
1688
1689 otmp = this->in_player ();
1690 if (otmp && otmp->contr)
1691 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1692 otmp->update_stats ();
1693
1694 op->map = 0;
1695 op->env = this;
1696 op->above = 0;
1697 op->below = 0;
1698 op->x = 0, op->y = 0;
1699
1700 /* reset the light list and los of the players on the map */
1701 if ((op->glow_radius != 0) && map)
1702 {
1703 #ifdef DEBUG_LIGHTS
1704 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1705 #endif /* DEBUG_LIGHTS */
1706 if (map->darkness)
1707 update_all_los (map, x, y);
1708 }
1709
1710 /* Client has no idea of ordering so lets not bother ordering it here.
1711 * It sure simplifies this function...
1712 */
1713 if (!inv)
1714 inv = op;
1715 else
1716 {
1717 op->below = inv;
1718 op->below->above = op;
1719 inv = op;
1720 }
1721
1722 INVOKE_OBJECT (INSERT, this);
1723
1724 return op;
1725 }
1726
1727 /*
1728 * Checks if any objects has a move_type that matches objects
1729 * that effect this object on this space. Call apply() to process
1730 * these events.
1731 *
1732 * Any speed-modification due to SLOW_MOVE() of other present objects
1733 * will affect the speed_left of the object.
1734 *
1735 * originator: Player, monster or other object that caused 'op' to be inserted
1736 * into 'map'. May be NULL.
1737 *
1738 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1739 *
1740 * 4-21-95 added code to check if appropriate skill was readied - this will
1741 * permit faster movement by the player through this terrain. -b.t.
1742 *
1743 * MSW 2001-07-08: Check all objects on space, not just those below
1744 * object being inserted. insert_ob_in_map may not put new objects
1745 * on top.
1746 */
1747 int
1748 check_move_on (object *op, object *originator)
1749 {
1750 object *tmp;
1751 maptile *m = op->map;
1752 int x = op->x, y = op->y;
1753
1754 MoveType move_on, move_slow, move_block;
1755
1756 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1757 return 0;
1758
1759 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1760 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1761 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1762
1763 /* if nothing on this space will slow op down or be applied,
1764 * no need to do checking below. have to make sure move_type
1765 * is set, as lots of objects don't have it set - we treat that
1766 * as walking.
1767 */
1768 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1769 return 0;
1770
1771 /* This is basically inverse logic of that below - basically,
1772 * if the object can avoid the move on or slow move, they do so,
1773 * but can't do it if the alternate movement they are using is
1774 * blocked. Logic on this seems confusing, but does seem correct.
1775 */
1776 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1777 return 0;
1778
1779 /* The objects have to be checked from top to bottom.
1780 * Hence, we first go to the top:
1781 */
1782
1783 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1784 {
1785 /* Trim the search when we find the first other spell effect
1786 * this helps performance so that if a space has 50 spell objects,
1787 * we don't need to check all of them.
1788 */
1789 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1790 break;
1791 }
1792
1793 for (; tmp; tmp = tmp->below)
1794 {
1795 if (tmp == op)
1796 continue; /* Can't apply yourself */
1797
1798 /* Check to see if one of the movement types should be slowed down.
1799 * Second check makes sure that the movement types not being slowed
1800 * (~slow_move) is not blocked on this space - just because the
1801 * space doesn't slow down swimming (for example), if you can't actually
1802 * swim on that space, can't use it to avoid the penalty.
1803 */
1804 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1805 {
1806 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1807 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1808 {
1809
1810 float
1811 diff = tmp->move_slow_penalty * fabs (op->speed);
1812
1813 if (op->type == PLAYER)
1814 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1815 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1816 diff /= 4.0;
1817
1818 op->speed_left -= diff;
1819 }
1820 }
1821
1822 /* Basically same logic as above, except now for actual apply. */
1823 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1824 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1825 {
1826 move_apply (tmp, op, originator);
1827
1828 if (op->destroyed ())
1829 return 1;
1830
1831 /* what the person/creature stepped onto has moved the object
1832 * someplace new. Don't process any further - if we did,
1833 * have a feeling strange problems would result.
1834 */
1835 if (op->map != m || op->x != x || op->y != y)
1836 return 0;
1837 }
1838 }
1839
1840 return 0;
1841 }
1842
1843 /*
1844 * present_arch(arch, map, x, y) searches for any objects with
1845 * a matching archetype at the given map and coordinates.
1846 * The first matching object is returned, or NULL if none.
1847 */
1848 object *
1849 present_arch (const archetype *at, maptile *m, int x, int y)
1850 {
1851 if (!m || out_of_map (m, x, y))
1852 {
1853 LOG (llevError, "Present_arch called outside map.\n");
1854 return NULL;
1855 }
1856
1857 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1858 if (tmp->arch == at)
1859 return tmp;
1860
1861 return NULL;
1862 }
1863
1864 /*
1865 * present(type, map, x, y) searches for any objects with
1866 * a matching type variable at the given map and coordinates.
1867 * The first matching object is returned, or NULL if none.
1868 */
1869 object *
1870 present (unsigned char type, maptile *m, int x, int y)
1871 {
1872 if (out_of_map (m, x, y))
1873 {
1874 LOG (llevError, "Present called outside map.\n");
1875 return NULL;
1876 }
1877
1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1879 if (tmp->type == type)
1880 return tmp;
1881
1882 return NULL;
1883 }
1884
1885 /*
1886 * present_in_ob(type, object) searches for any objects with
1887 * a matching type variable in the inventory of the given object.
1888 * The first matching object is returned, or NULL if none.
1889 */
1890 object *
1891 present_in_ob (unsigned char type, const object *op)
1892 {
1893 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1894 if (tmp->type == type)
1895 return tmp;
1896
1897 return NULL;
1898 }
1899
1900 /*
1901 * present_in_ob (type, str, object) searches for any objects with
1902 * a matching type & name variable in the inventory of the given object.
1903 * The first matching object is returned, or NULL if none.
1904 * This is mostly used by spell effect code, so that we only
1905 * have one spell effect at a time.
1906 * type can be used to narrow the search - if type is set,
1907 * the type must also match. -1 can be passed for the type,
1908 * in which case the type does not need to pass.
1909 * str is the string to match against. Note that we match against
1910 * the object name, not the archetype name. this is so that the
1911 * spell code can use one object type (force), but change it's name
1912 * to be unique.
1913 */
1914 object *
1915 present_in_ob_by_name (int type, const char *str, const object *op)
1916 {
1917 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1918 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1919 return tmp;
1920
1921 return 0;
1922 }
1923
1924 /*
1925 * present_arch_in_ob(archetype, object) searches for any objects with
1926 * a matching archetype in the inventory of the given object.
1927 * The first matching object is returned, or NULL if none.
1928 */
1929 object *
1930 present_arch_in_ob (const archetype *at, const object *op)
1931 {
1932 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1933 if (tmp->arch == at)
1934 return tmp;
1935
1936 return NULL;
1937 }
1938
1939 /*
1940 * activate recursively a flag on an object inventory
1941 */
1942 void
1943 flag_inv (object *op, int flag)
1944 {
1945 if (op->inv)
1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1947 {
1948 SET_FLAG (tmp, flag);
1949 flag_inv (tmp, flag);
1950 }
1951 }
1952
1953 /*
1954 * deactivate recursively a flag on an object inventory
1955 */
1956 void
1957 unflag_inv (object *op, int flag)
1958 {
1959 if (op->inv)
1960 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1961 {
1962 CLEAR_FLAG (tmp, flag);
1963 unflag_inv (tmp, flag);
1964 }
1965 }
1966
1967 /*
1968 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1969 * all it's inventory (recursively).
1970 * If checksums are used, a player will get set_cheat called for
1971 * him/her-self and all object carried by a call to this function.
1972 */
1973 void
1974 set_cheat (object *op)
1975 {
1976 SET_FLAG (op, FLAG_WAS_WIZ);
1977 flag_inv (op, FLAG_WAS_WIZ);
1978 }
1979
1980 /*
1981 * find_free_spot(object, map, x, y, start, stop) will search for
1982 * a spot at the given map and coordinates which will be able to contain
1983 * the given object. start and stop specifies how many squares
1984 * to search (see the freearr_x/y[] definition).
1985 * It returns a random choice among the alternatives found.
1986 * start and stop are where to start relative to the free_arr array (1,9
1987 * does all 4 immediate directions). This returns the index into the
1988 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1989 * Note - this only checks to see if there is space for the head of the
1990 * object - if it is a multispace object, this should be called for all
1991 * pieces.
1992 * Note2: This function does correctly handle tiled maps, but does not
1993 * inform the caller. However, insert_ob_in_map will update as
1994 * necessary, so the caller shouldn't need to do any special work.
1995 * Note - updated to take an object instead of archetype - this is necessary
1996 * because arch_blocked (now ob_blocked) needs to know the movement type
1997 * to know if the space in question will block the object. We can't use
1998 * the archetype because that isn't correct if the monster has been
1999 * customized, changed states, etc.
2000 */
2001 int
2002 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2003 {
2004 int index = 0, flag;
2005 int altern[SIZEOFFREE];
2006
2007 for (int i = start; i < stop; i++)
2008 {
2009 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2010 if (!flag)
2011 altern [index++] = i;
2012
2013 /* Basically, if we find a wall on a space, we cut down the search size.
2014 * In this way, we won't return spaces that are on another side of a wall.
2015 * This mostly work, but it cuts down the search size in all directions -
2016 * if the space being examined only has a wall to the north and empty
2017 * spaces in all the other directions, this will reduce the search space
2018 * to only the spaces immediately surrounding the target area, and
2019 * won't look 2 spaces south of the target space.
2020 */
2021 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2022 stop = maxfree[i];
2023 }
2024
2025 if (!index)
2026 return -1;
2027
2028 return altern [rndm (index)];
2029 }
2030
2031 /*
2032 * find_first_free_spot(archetype, maptile, x, y) works like
2033 * find_free_spot(), but it will search max number of squares.
2034 * But it will return the first available spot, not a random choice.
2035 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2036 */
2037 int
2038 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2039 {
2040 for (int i = 0; i < SIZEOFFREE; i++)
2041 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2042 return i;
2043
2044 return -1;
2045 }
2046
2047 /*
2048 * The function permute(arr, begin, end) randomly reorders the array
2049 * arr[begin..end-1].
2050 * now uses a fisher-yates shuffle, old permute was broken
2051 */
2052 static void
2053 permute (int *arr, int begin, int end)
2054 {
2055 arr += begin;
2056 end -= begin;
2057
2058 while (--end)
2059 swap (arr [end], arr [rndm (end + 1)]);
2060 }
2061
2062 /* new function to make monster searching more efficient, and effective!
2063 * This basically returns a randomized array (in the passed pointer) of
2064 * the spaces to find monsters. In this way, it won't always look for
2065 * monsters to the north first. However, the size of the array passed
2066 * covers all the spaces, so within that size, all the spaces within
2067 * the 3x3 area will be searched, just not in a predictable order.
2068 */
2069 void
2070 get_search_arr (int *search_arr)
2071 {
2072 int i;
2073
2074 for (i = 0; i < SIZEOFFREE; i++)
2075 search_arr[i] = i;
2076
2077 permute (search_arr, 1, SIZEOFFREE1 + 1);
2078 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2079 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2080 }
2081
2082 /*
2083 * find_dir(map, x, y, exclude) will search some close squares in the
2084 * given map at the given coordinates for live objects.
2085 * It will not considered the object given as exclude among possible
2086 * live objects.
2087 * It returns the direction toward the first/closest live object if finds
2088 * any, otherwise 0.
2089 * Perhaps incorrectly, but I'm making the assumption that exclude
2090 * is actually want is going to try and move there. We need this info
2091 * because we have to know what movement the thing looking to move
2092 * there is capable of.
2093 */
2094 int
2095 find_dir (maptile *m, int x, int y, object *exclude)
2096 {
2097 int i, max = SIZEOFFREE, mflags;
2098
2099 sint16 nx, ny;
2100 object *tmp;
2101 maptile *mp;
2102
2103 MoveType blocked, move_type;
2104
2105 if (exclude && exclude->head)
2106 {
2107 exclude = exclude->head;
2108 move_type = exclude->move_type;
2109 }
2110 else
2111 {
2112 /* If we don't have anything, presume it can use all movement types. */
2113 move_type = MOVE_ALL;
2114 }
2115
2116 for (i = 1; i < max; i++)
2117 {
2118 mp = m;
2119 nx = x + freearr_x[i];
2120 ny = y + freearr_y[i];
2121
2122 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2123
2124 if (mflags & P_OUT_OF_MAP)
2125 max = maxfree[i];
2126 else
2127 {
2128 mapspace &ms = mp->at (nx, ny);
2129
2130 blocked = ms.move_block;
2131
2132 if ((move_type & blocked) == move_type)
2133 max = maxfree[i];
2134 else if (mflags & P_IS_ALIVE)
2135 {
2136 for (tmp = ms.bot; tmp; tmp = tmp->above)
2137 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2138 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2139 break;
2140
2141 if (tmp)
2142 return freedir[i];
2143 }
2144 }
2145 }
2146
2147 return 0;
2148 }
2149
2150 /*
2151 * distance(object 1, object 2) will return the square of the
2152 * distance between the two given objects.
2153 */
2154 int
2155 distance (const object *ob1, const object *ob2)
2156 {
2157 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2158 }
2159
2160 /*
2161 * find_dir_2(delta-x,delta-y) will return a direction in which
2162 * an object which has subtracted the x and y coordinates of another
2163 * object, needs to travel toward it.
2164 */
2165 int
2166 find_dir_2 (int x, int y)
2167 {
2168 int q;
2169
2170 if (y)
2171 q = x * 100 / y;
2172 else if (x)
2173 q = -300 * x;
2174 else
2175 return 0;
2176
2177 if (y > 0)
2178 {
2179 if (q < -242)
2180 return 3;
2181 if (q < -41)
2182 return 2;
2183 if (q < 41)
2184 return 1;
2185 if (q < 242)
2186 return 8;
2187 return 7;
2188 }
2189
2190 if (q < -242)
2191 return 7;
2192 if (q < -41)
2193 return 6;
2194 if (q < 41)
2195 return 5;
2196 if (q < 242)
2197 return 4;
2198
2199 return 3;
2200 }
2201
2202 /*
2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2204 * between two directions (which are expected to be absolute (see absdir())
2205 */
2206 int
2207 dirdiff (int dir1, int dir2)
2208 {
2209 int d;
2210
2211 d = abs (dir1 - dir2);
2212 if (d > 4)
2213 d = 8 - d;
2214
2215 return d;
2216 }
2217
2218 /* peterm:
2219 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2220 * Basically, this is a table of directions, and what directions
2221 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2222 * This basically means that if direction is 15, then it could either go
2223 * direction 4, 14, or 16 to get back to where we are.
2224 * Moved from spell_util.c to object.c with the other related direction
2225 * functions.
2226 */
2227 int reduction_dir[SIZEOFFREE][3] = {
2228 {0, 0, 0}, /* 0 */
2229 {0, 0, 0}, /* 1 */
2230 {0, 0, 0}, /* 2 */
2231 {0, 0, 0}, /* 3 */
2232 {0, 0, 0}, /* 4 */
2233 {0, 0, 0}, /* 5 */
2234 {0, 0, 0}, /* 6 */
2235 {0, 0, 0}, /* 7 */
2236 {0, 0, 0}, /* 8 */
2237 {8, 1, 2}, /* 9 */
2238 {1, 2, -1}, /* 10 */
2239 {2, 10, 12}, /* 11 */
2240 {2, 3, -1}, /* 12 */
2241 {2, 3, 4}, /* 13 */
2242 {3, 4, -1}, /* 14 */
2243 {4, 14, 16}, /* 15 */
2244 {5, 4, -1}, /* 16 */
2245 {4, 5, 6}, /* 17 */
2246 {6, 5, -1}, /* 18 */
2247 {6, 20, 18}, /* 19 */
2248 {7, 6, -1}, /* 20 */
2249 {6, 7, 8}, /* 21 */
2250 {7, 8, -1}, /* 22 */
2251 {8, 22, 24}, /* 23 */
2252 {8, 1, -1}, /* 24 */
2253 {24, 9, 10}, /* 25 */
2254 {9, 10, -1}, /* 26 */
2255 {10, 11, -1}, /* 27 */
2256 {27, 11, 29}, /* 28 */
2257 {11, 12, -1}, /* 29 */
2258 {12, 13, -1}, /* 30 */
2259 {12, 13, 14}, /* 31 */
2260 {13, 14, -1}, /* 32 */
2261 {14, 15, -1}, /* 33 */
2262 {33, 15, 35}, /* 34 */
2263 {16, 15, -1}, /* 35 */
2264 {17, 16, -1}, /* 36 */
2265 {18, 17, 16}, /* 37 */
2266 {18, 17, -1}, /* 38 */
2267 {18, 19, -1}, /* 39 */
2268 {41, 19, 39}, /* 40 */
2269 {19, 20, -1}, /* 41 */
2270 {20, 21, -1}, /* 42 */
2271 {20, 21, 22}, /* 43 */
2272 {21, 22, -1}, /* 44 */
2273 {23, 22, -1}, /* 45 */
2274 {45, 47, 23}, /* 46 */
2275 {23, 24, -1}, /* 47 */
2276 {24, 9, -1}
2277 }; /* 48 */
2278
2279 /* Recursive routine to step back and see if we can
2280 * find a path to that monster that we found. If not,
2281 * we don't bother going toward it. Returns 1 if we
2282 * can see a direct way to get it
2283 * Modified to be map tile aware -.MSW
2284 */
2285 int
2286 can_see_monsterP (maptile *m, int x, int y, int dir)
2287 {
2288 sint16 dx, dy;
2289 int mflags;
2290
2291 if (dir < 0)
2292 return 0; /* exit condition: invalid direction */
2293
2294 dx = x + freearr_x[dir];
2295 dy = y + freearr_y[dir];
2296
2297 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2298
2299 /* This functional arguably was incorrect before - it was
2300 * checking for P_WALL - that was basically seeing if
2301 * we could move to the monster - this is being more
2302 * literal on if we can see it. To know if we can actually
2303 * move to the monster, we'd need the monster passed in or
2304 * at least its move type.
2305 */
2306 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2307 return 0;
2308
2309 /* yes, can see. */
2310 if (dir < 9)
2311 return 1;
2312
2313 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2314 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2315 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2316 }
2317
2318 /*
2319 * can_pick(picker, item): finds out if an object is possible to be
2320 * picked up by the picker. Returnes 1 if it can be
2321 * picked up, otherwise 0.
2322 *
2323 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2324 * core dumps if they do.
2325 *
2326 * Add a check so we can't pick up invisible objects (0.93.8)
2327 */
2328
2329 int
2330 can_pick (const object *who, const object *item)
2331 {
2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2334 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2335 }
2336
2337 /*
2338 * create clone from object to another
2339 */
2340 object *
2341 object_create_clone (object *asrc)
2342 {
2343 object *dst = 0, *tmp, *src, *part, *prev, *item;
2344
2345 if (!asrc)
2346 return 0;
2347
2348 src = asrc;
2349 if (src->head)
2350 src = src->head;
2351
2352 prev = 0;
2353 for (part = src; part; part = part->more)
2354 {
2355 tmp = part->clone ();
2356 tmp->x -= src->x;
2357 tmp->y -= src->y;
2358
2359 if (!part->head)
2360 {
2361 dst = tmp;
2362 tmp->head = 0;
2363 }
2364 else
2365 tmp->head = dst;
2366
2367 tmp->more = 0;
2368
2369 if (prev)
2370 prev->more = tmp;
2371
2372 prev = tmp;
2373 }
2374
2375 for (item = src->inv; item; item = item->below)
2376 insert_ob_in_ob (object_create_clone (item), dst);
2377
2378 return dst;
2379 }
2380
2381 /* This returns the first object in who's inventory that
2382 * has the same type and subtype match.
2383 * returns NULL if no match.
2384 */
2385 object *
2386 find_obj_by_type_subtype (const object *who, int type, int subtype)
2387 {
2388 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2389 if (tmp->type == type && tmp->subtype == subtype)
2390 return tmp;
2391
2392 return 0;
2393 }
2394
2395 /* If ob has a field named key, return the link from the list,
2396 * otherwise return NULL.
2397 *
2398 * key must be a passed in shared string - otherwise, this won't
2399 * do the desired thing.
2400 */
2401 key_value *
2402 get_ob_key_link (const object *ob, const char *key)
2403 {
2404 for (key_value *link = ob->key_values; link; link = link->next)
2405 if (link->key == key)
2406 return link;
2407
2408 return 0;
2409 }
2410
2411 /*
2412 * Returns the value of op has an extra_field for key, or NULL.
2413 *
2414 * The argument doesn't need to be a shared string.
2415 *
2416 * The returned string is shared.
2417 */
2418 const char *
2419 get_ob_key_value (const object *op, const char *const key)
2420 {
2421 key_value *link;
2422 shstr_cmp canonical_key (key);
2423
2424 if (!canonical_key)
2425 {
2426 /* 1. There being a field named key on any object
2427 * implies there'd be a shared string to find.
2428 * 2. Since there isn't, no object has this field.
2429 * 3. Therefore, *this* object doesn't have this field.
2430 */
2431 return 0;
2432 }
2433
2434 /* This is copied from get_ob_key_link() above -
2435 * only 4 lines, and saves the function call overhead.
2436 */
2437 for (link = op->key_values; link; link = link->next)
2438 if (link->key == canonical_key)
2439 return link->value;
2440
2441 return 0;
2442 }
2443
2444 /*
2445 * Updates the canonical_key in op to value.
2446 *
2447 * canonical_key is a shared string (value doesn't have to be).
2448 *
2449 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2450 * keys.
2451 *
2452 * Returns TRUE on success.
2453 */
2454 int
2455 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2456 {
2457 key_value *field = NULL, *last = NULL;
2458
2459 for (field = op->key_values; field != NULL; field = field->next)
2460 {
2461 if (field->key != canonical_key)
2462 {
2463 last = field;
2464 continue;
2465 }
2466
2467 if (value)
2468 field->value = value;
2469 else
2470 {
2471 /* Basically, if the archetype has this key set,
2472 * we need to store the null value so when we save
2473 * it, we save the empty value so that when we load,
2474 * we get this value back again.
2475 */
2476 if (get_ob_key_link (&op->arch->clone, canonical_key))
2477 field->value = 0;
2478 else
2479 {
2480 if (last)
2481 last->next = field->next;
2482 else
2483 op->key_values = field->next;
2484
2485 delete field;
2486 }
2487 }
2488 return TRUE;
2489 }
2490 /* IF we get here, key doesn't exist */
2491
2492 /* No field, we'll have to add it. */
2493
2494 if (!add_key)
2495 return FALSE;
2496
2497 /* There isn't any good reason to store a null
2498 * value in the key/value list. If the archetype has
2499 * this key, then we should also have it, so shouldn't
2500 * be here. If user wants to store empty strings,
2501 * should pass in ""
2502 */
2503 if (value == NULL)
2504 return TRUE;
2505
2506 field = new key_value;
2507
2508 field->key = canonical_key;
2509 field->value = value;
2510 /* Usual prepend-addition. */
2511 field->next = op->key_values;
2512 op->key_values = field;
2513
2514 return TRUE;
2515 }
2516
2517 /*
2518 * Updates the key in op to value.
2519 *
2520 * If add_key is FALSE, this will only update existing keys,
2521 * and not add new ones.
2522 * In general, should be little reason FALSE is ever passed in for add_key
2523 *
2524 * Returns TRUE on success.
2525 */
2526 int
2527 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2528 {
2529 shstr key_ (key);
2530
2531 return set_ob_key_value_s (op, key_, value, add_key);
2532 }
2533
2534 object::depth_iterator::depth_iterator (object *container)
2535 : iterator_base (container)
2536 {
2537 while (item->inv)
2538 item = item->inv;
2539 }
2540
2541 void
2542 object::depth_iterator::next ()
2543 {
2544 if (item->below)
2545 {
2546 item = item->below;
2547
2548 while (item->inv)
2549 item = item->inv;
2550 }
2551 else
2552 item = item->env;
2553 }
2554
2555
2556 const char *
2557 object::flag_desc (char *desc, int len) const
2558 {
2559 char *p = desc;
2560 bool first = true;
2561
2562 *p = 0;
2563
2564 for (int i = 0; i < NUM_FLAGS; i++)
2565 {
2566 if (len <= 10) // magic constant!
2567 {
2568 snprintf (p, len, ",...");
2569 break;
2570 }
2571
2572 if (flag [i])
2573 {
2574 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2575 len -= cnt;
2576 p += cnt;
2577 first = false;
2578 }
2579 }
2580
2581 return desc;
2582 }
2583
2584 // return a suitable string describing an object in enough detail to find it
2585 const char *
2586 object::debug_desc (char *info) const
2587 {
2588 char flagdesc[512];
2589 char info2[256 * 4];
2590 char *p = info;
2591
2592 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2593 count, uuid.seq,
2594 &name,
2595 title ? "\",title:\"" : "",
2596 title ? (const char *)title : "",
2597 flag_desc (flagdesc, 512), type);
2598
2599 if (env)
2600 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2601
2602 if (map)
2603 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2604
2605 return info;
2606 }
2607
2608 const char *
2609 object::debug_desc () const
2610 {
2611 static char info[3][256 * 4];
2612 static int info_idx;
2613
2614 return debug_desc (info [++info_idx % 3]);
2615 }
2616
2617 struct region *
2618 object::region () const
2619 {
2620 return map ? map->region (x, y)
2621 : region::default_region ();
2622 }
2623
2624 const materialtype_t *
2625 object::dominant_material () const
2626 {
2627 if (materialtype_t *mat = name_to_material (materialname))
2628 return mat;
2629
2630 // omfg this is slow, this has to be temporary :)
2631 shstr unknown ("unknown");
2632
2633 return name_to_material (unknown);
2634 }
2635
2636 void
2637 object::open_container (object *new_container)
2638 {
2639 if (container == new_container)
2640 return;
2641
2642 if (object *old_container = container)
2643 {
2644 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2645 return;
2646
2647 #if 0
2648 // remove the "Close old_container" object.
2649 if (object *closer = old_container->inv)
2650 if (closer->type == CLOSE_CON)
2651 closer->destroy ();
2652 #endif
2653
2654 old_container->flag [FLAG_APPLIED] = 0;
2655 container = 0;
2656
2657 esrv_update_item (UPD_FLAGS, this, old_container);
2658 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2659 }
2660
2661 if (new_container)
2662 {
2663 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2664 return;
2665
2666 // TODO: this does not seem to serve any purpose anymore?
2667 #if 0
2668 // insert the "Close Container" object.
2669 if (archetype *closer = new_container->other_arch)
2670 {
2671 object *closer = arch_to_object (new_container->other_arch);
2672 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2673 new_container->insert (closer);
2674 }
2675 #endif
2676
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2678
2679 new_container->flag [FLAG_APPLIED] = 1;
2680 container = new_container;
2681
2682 esrv_update_item (UPD_FLAGS, this, new_container);
2683 esrv_send_inventory (this, new_container);
2684 }
2685 }
2686
2687