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Revision: 1.147
Committed: Sat May 12 16:06:42 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.146: +27 -6 lines
Log Message:
almost works

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 bool
456 object::change_weapon (object *ob)
457 {
458 if (current_weapon == ob)
459 return true;
460
461 if (chosen_skill)
462 chosen_skill->flag [FLAG_APPLIED] = false;
463
464 current_weapon = ob;
465 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
466
467 if (chosen_skill)
468 chosen_skill->flag [FLAG_APPLIED] = true;
469
470 update_stats ();
471
472 if (ob)
473 {
474 // now check wether any body locations became invalid, in which case
475 // we cannot apply the weapon at the moment.
476 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
477 if (slot[i].used < 0)
478 {
479 current_weapon = chosen_skill = 0;
480 update_stats ();
481
482 new_draw_info_format (NDI_UNIQUE, 0, this,
483 "You try to balance your applied items all at once, but the %s is too much. "
484 "You need to unapply some items first.", &ob->name);
485 return false;
486 }
487
488 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
489 }
490 else
491 new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
492
493 return true;
494 }
495
496 /* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links.
498 */
499 static void
500 free_key_values (object *op)
501 {
502 for (key_value *i = op->key_values; i; )
503 {
504 key_value *next = i->next;
505 delete i;
506
507 i = next;
508 }
509
510 op->key_values = 0;
511 }
512
513 object &
514 object::operator =(const object &src)
515 {
516 bool is_freed = flag [FLAG_FREED];
517 bool is_removed = flag [FLAG_REMOVED];
518
519 *(object_copy *)this = src;
520
521 flag [FLAG_FREED] = is_freed;
522 flag [FLAG_REMOVED] = is_removed;
523
524 /* Copy over key_values, if any. */
525 if (src.key_values)
526 {
527 key_value *tail = 0;
528 key_values = 0;
529
530 for (key_value *i = src.key_values; i; i = i->next)
531 {
532 key_value *new_link = new key_value;
533
534 new_link->next = 0;
535 new_link->key = i->key;
536 new_link->value = i->value;
537
538 /* Try and be clever here, too. */
539 if (!key_values)
540 {
541 key_values = new_link;
542 tail = new_link;
543 }
544 else
545 {
546 tail->next = new_link;
547 tail = new_link;
548 }
549 }
550 }
551 }
552
553 /*
554 * copy_to first frees everything allocated by the dst object,
555 * and then copies the contents of itself into the second
556 * object, allocating what needs to be allocated. Basically, any
557 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
558 * if the first object is freed, the pointers in the new object
559 * will point at garbage.
560 */
561 void
562 object::copy_to (object *dst)
563 {
564 *dst = *this;
565
566 if (speed < 0)
567 dst->speed_left = speed_left - rndm ();
568
569 dst->set_speed (dst->speed);
570 }
571
572 void
573 object::instantiate ()
574 {
575 if (!uuid.seq) // HACK
576 uuid = gen_uuid ();
577
578 speed_left = -0.1f;
579 /* copy the body_info to the body_used - this is only really
580 * need for monsters, but doesn't hurt to do it for everything.
581 * by doing so, when a monster is created, it has good starting
582 * values for the body_used info, so when items are created
583 * for it, they can be properly equipped.
584 */
585 for (int i = NUM_BODY_LOCATIONS; i--; )
586 slot[i].used = slot[i].info;
587
588 attachable::instantiate ();
589 }
590
591 object *
592 object::clone ()
593 {
594 object *neu = create ();
595 copy_to (neu);
596 return neu;
597 }
598
599 /*
600 * If an object with the IS_TURNABLE() flag needs to be turned due
601 * to the closest player being on the other side, this function can
602 * be called to update the face variable, _and_ how it looks on the map.
603 */
604 void
605 update_turn_face (object *op)
606 {
607 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
608 return;
609
610 SET_ANIMATION (op, op->direction);
611 update_object (op, UP_OBJ_FACE);
612 }
613
614 /*
615 * Updates the speed of an object. If the speed changes from 0 to another
616 * value, or vice versa, then add/remove the object from the active list.
617 * This function needs to be called whenever the speed of an object changes.
618 */
619 void
620 object::set_speed (float speed)
621 {
622 if (flag [FLAG_FREED] && speed)
623 {
624 LOG (llevError, "Object %s is freed but has speed.\n", &name);
625 speed = 0;
626 }
627
628 this->speed = speed;
629
630 if (has_active_speed ())
631 activate ();
632 else
633 deactivate ();
634 }
635
636 /*
637 * update_object() updates the the map.
638 * It takes into account invisible objects (and represent squares covered
639 * by invisible objects by whatever is below them (unless it's another
640 * invisible object, etc...)
641 * If the object being updated is beneath a player, the look-window
642 * of that player is updated (this might be a suboptimal way of
643 * updating that window, though, since update_object() is called _often_)
644 *
645 * action is a hint of what the caller believes need to be done.
646 * current action are:
647 * UP_OBJ_INSERT: op was inserted
648 * UP_OBJ_REMOVE: op was removed
649 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
650 * as that is easier than trying to look at what may have changed.
651 * UP_OBJ_FACE: only the objects face has changed.
652 */
653 void
654 update_object (object *op, int action)
655 {
656 if (op == NULL)
657 {
658 /* this should never happen */
659 LOG (llevDebug, "update_object() called for NULL object.\n");
660 return;
661 }
662
663 if (op->env)
664 {
665 /* Animation is currently handled by client, so nothing
666 * to do in this case.
667 */
668 return;
669 }
670
671 /* If the map is saving, don't do anything as everything is
672 * going to get freed anyways.
673 */
674 if (!op->map || op->map->in_memory == MAP_SAVING)
675 return;
676
677 /* make sure the object is within map boundaries */
678 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
679 {
680 LOG (llevError, "update_object() called for object out of map!\n");
681 #ifdef MANY_CORES
682 abort ();
683 #endif
684 return;
685 }
686
687 mapspace &m = op->ms ();
688
689 if (!(m.flags_ & P_UPTODATE))
690 /* nop */;
691 else if (action == UP_OBJ_INSERT)
692 {
693 // this is likely overkill, TODO: revisit (schmorp)
694 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
695 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
696 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
697 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
698 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
699 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
700 || (m.move_on | op->move_on ) != m.move_on
701 || (m.move_off | op->move_off ) != m.move_off
702 || (m.move_slow | op->move_slow) != m.move_slow
703 /* This isn't perfect, but I don't expect a lot of objects to
704 * to have move_allow right now.
705 */
706 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
707 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
708 m.flags_ = 0;
709 }
710 /* if the object is being removed, we can't make intelligent
711 * decisions, because remove_ob can't really pass the object
712 * that is being removed.
713 */
714 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
715 m.flags_ = 0;
716 else if (action == UP_OBJ_FACE)
717 /* Nothing to do for that case */ ;
718 else
719 LOG (llevError, "update_object called with invalid action: %d\n", action);
720
721 if (op->more)
722 update_object (op->more, action);
723 }
724
725 object::object ()
726 {
727 SET_FLAG (this, FLAG_REMOVED);
728
729 expmul = 1.0;
730 face = blank_face;
731 }
732
733 object::~object ()
734 {
735 unlink ();
736
737 free_key_values (this);
738 }
739
740 static int object_count;
741
742 void object::link ()
743 {
744 assert (!index);//D
745 uuid = gen_uuid ();
746 count = ++object_count;
747
748 refcnt_inc ();
749 objects.insert (this);
750 }
751
752 void object::unlink ()
753 {
754 if (!index)
755 return;
756
757 objects.erase (this);
758 refcnt_dec ();
759 }
760
761 void
762 object::activate ()
763 {
764 /* If already on active list, don't do anything */
765 if (active)
766 return;
767
768 if (has_active_speed ())
769 actives.insert (this);
770 }
771
772 void
773 object::activate_recursive ()
774 {
775 activate ();
776
777 for (object *op = inv; op; op = op->below)
778 op->activate_recursive ();
779 }
780
781 /* This function removes object 'op' from the list of active
782 * objects.
783 * This should only be used for style maps or other such
784 * reference maps where you don't want an object that isn't
785 * in play chewing up cpu time getting processed.
786 * The reverse of this is to call update_ob_speed, which
787 * will do the right thing based on the speed of the object.
788 */
789 void
790 object::deactivate ()
791 {
792 /* If not on the active list, nothing needs to be done */
793 if (!active)
794 return;
795
796 actives.erase (this);
797 }
798
799 void
800 object::deactivate_recursive ()
801 {
802 for (object *op = inv; op; op = op->below)
803 op->deactivate_recursive ();
804
805 deactivate ();
806 }
807
808 void
809 object::set_flag_inv (int flag, int value)
810 {
811 for (object *op = inv; op; op = op->below)
812 {
813 op->flag [flag] = value;
814 op->set_flag_inv (flag, value);
815 }
816 }
817
818 /*
819 * Remove and free all objects in the inventory of the given object.
820 * object.c ?
821 */
822 void
823 object::destroy_inv (bool drop_to_ground)
824 {
825 // need to check first, because the checks below might segfault
826 // as we might be on an invalid mapspace and crossfire code
827 // is too buggy to ensure that the inventory is empty.
828 // corollary: if you create arrows etc. with stuff in tis inventory,
829 // cf will crash below with off-map x and y
830 if (!inv)
831 return;
832
833 /* Only if the space blocks everything do we not process -
834 * if some form of movement is allowed, let objects
835 * drop on that space.
836 */
837 if (!drop_to_ground
838 || !map
839 || map->in_memory != MAP_IN_MEMORY
840 || map->nodrop
841 || ms ().move_block == MOVE_ALL)
842 {
843 while (inv)
844 {
845 inv->destroy_inv (drop_to_ground);
846 inv->destroy ();
847 }
848 }
849 else
850 { /* Put objects in inventory onto this space */
851 while (inv)
852 {
853 object *op = inv;
854
855 if (op->flag [FLAG_STARTEQUIP]
856 || op->flag [FLAG_NO_DROP]
857 || op->type == RUNE
858 || op->type == TRAP
859 || op->flag [FLAG_IS_A_TEMPLATE]
860 || op->flag [FLAG_DESTROY_ON_DEATH])
861 op->destroy ();
862 else
863 map->insert (op, x, y);
864 }
865 }
866 }
867
868 object *object::create ()
869 {
870 object *op = new object;
871 op->link ();
872 return op;
873 }
874
875 void
876 object::do_destroy ()
877 {
878 attachable::do_destroy ();
879
880 if (flag [FLAG_IS_LINKED])
881 remove_button_link (this);
882
883 if (flag [FLAG_FRIENDLY])
884 remove_friendly_object (this);
885
886 if (!flag [FLAG_REMOVED])
887 remove ();
888
889 destroy_inv (true);
890
891 deactivate ();
892 unlink ();
893
894 flag [FLAG_FREED] = 1;
895
896 // hack to ensure that freed objects still have a valid map
897 {
898 static maptile *freed_map; // freed objects are moved here to avoid crashes
899
900 if (!freed_map)
901 {
902 freed_map = new maptile;
903
904 freed_map->name = "/internal/freed_objects_map";
905 freed_map->width = 3;
906 freed_map->height = 3;
907
908 freed_map->alloc ();
909 freed_map->in_memory = MAP_IN_MEMORY;
910 }
911
912 map = freed_map;
913 x = 1;
914 y = 1;
915 }
916
917 head = 0;
918
919 if (more)
920 {
921 more->destroy ();
922 more = 0;
923 }
924
925 // clear those pointers that likely might have circular references to us
926 owner = 0;
927 enemy = 0;
928 attacked_by = 0;
929 }
930
931 void
932 object::destroy (bool destroy_inventory)
933 {
934 if (destroyed ())
935 return;
936
937 if (destroy_inventory)
938 destroy_inv (false);
939
940 attachable::destroy ();
941 }
942
943 /*
944 * sub_weight() recursively (outwards) subtracts a number from the
945 * weight of an object (and what is carried by it's environment(s)).
946 */
947 void
948 sub_weight (object *op, signed long weight)
949 {
950 while (op != NULL)
951 {
952 if (op->type == CONTAINER)
953 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
954
955 op->carrying -= weight;
956 op = op->env;
957 }
958 }
959
960 /* op->remove ():
961 * This function removes the object op from the linked list of objects
962 * which it is currently tied to. When this function is done, the
963 * object will have no environment. If the object previously had an
964 * environment, the x and y coordinates will be updated to
965 * the previous environment.
966 */
967 void
968 object::do_remove ()
969 {
970 object *tmp, *last = 0;
971 object *otmp;
972
973 if (QUERY_FLAG (this, FLAG_REMOVED))
974 return;
975
976 SET_FLAG (this, FLAG_REMOVED);
977 INVOKE_OBJECT (REMOVE, this);
978
979 if (more)
980 more->remove ();
981
982 /*
983 * In this case, the object to be removed is in someones
984 * inventory.
985 */
986 if (env)
987 {
988 if (nrof)
989 sub_weight (env, weight * nrof);
990 else
991 sub_weight (env, weight + carrying);
992
993 /* NO_FIX_PLAYER is set when a great many changes are being
994 * made to players inventory. If set, avoiding the call
995 * to save cpu time.
996 */
997 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
998 otmp->update_stats ();
999
1000 if (above)
1001 above->below = below;
1002 else
1003 env->inv = below;
1004
1005 if (below)
1006 below->above = above;
1007
1008 /* we set up values so that it could be inserted into
1009 * the map, but we don't actually do that - it is up
1010 * to the caller to decide what we want to do.
1011 */
1012 x = env->x, y = env->y;
1013 map = env->map;
1014 above = 0, below = 0;
1015 env = 0;
1016 }
1017 else if (map)
1018 {
1019 if (type == PLAYER)
1020 {
1021 // leaving a spot always closes any open container on the ground
1022 if (container && !container->env)
1023 // this causes spurious floorbox updates, but it ensures
1024 // that the CLOSE event is being sent.
1025 close_container ();
1026
1027 --map->players;
1028 map->touch ();
1029 }
1030
1031 map->dirty = true;
1032 mapspace &ms = this->ms ();
1033
1034 /* link the object above us */
1035 if (above)
1036 above->below = below;
1037 else
1038 ms.top = below; /* we were top, set new top */
1039
1040 /* Relink the object below us, if there is one */
1041 if (below)
1042 below->above = above;
1043 else
1044 {
1045 /* Nothing below, which means we need to relink map object for this space
1046 * use translated coordinates in case some oddness with map tiling is
1047 * evident
1048 */
1049 if (GET_MAP_OB (map, x, y) != this)
1050 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 ());
1051
1052 ms.bot = above; /* goes on above it. */
1053 }
1054
1055 above = 0;
1056 below = 0;
1057
1058 if (map->in_memory == MAP_SAVING)
1059 return;
1060
1061 int check_walk_off = !flag [FLAG_NO_APPLY];
1062
1063 for (tmp = ms.bot; tmp; tmp = tmp->above)
1064 {
1065 /* No point updating the players look faces if he is the object
1066 * being removed.
1067 */
1068
1069 if (tmp->type == PLAYER && tmp != this)
1070 {
1071 /* If a container that the player is currently using somehow gets
1072 * removed (most likely destroyed), update the player view
1073 * appropriately.
1074 */
1075 if (tmp->container == this)
1076 {
1077 flag [FLAG_APPLIED] = 0;
1078 tmp->container = 0;
1079 }
1080
1081 if (tmp->contr->ns)
1082 tmp->contr->ns->floorbox_update ();
1083 }
1084
1085 /* See if object moving off should effect something */
1086 if (check_walk_off
1087 && ((move_type & tmp->move_off)
1088 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1089 {
1090 move_apply (tmp, this, 0);
1091
1092 if (destroyed ())
1093 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1094 }
1095
1096 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1097 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1098 if (tmp->above == tmp)
1099 tmp->above = 0;
1100
1101 last = tmp;
1102 }
1103
1104 /* last == NULL if there are no objects on this space */
1105 //TODO: this makes little sense, why only update the topmost object?
1106 if (!last)
1107 map->at (x, y).flags_ = 0;
1108 else
1109 update_object (last, UP_OBJ_REMOVE);
1110
1111 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1112 update_all_los (map, x, y);
1113 }
1114 }
1115
1116 /*
1117 * merge_ob(op,top):
1118 *
1119 * This function goes through all objects below and including top, and
1120 * merges op to the first matching object.
1121 * If top is NULL, it is calculated.
1122 * Returns pointer to object if it succeded in the merge, otherwise NULL
1123 */
1124 object *
1125 merge_ob (object *op, object *top)
1126 {
1127 if (!op->nrof)
1128 return 0;
1129
1130 if (top)
1131 for (top = op; top && top->above; top = top->above)
1132 ;
1133
1134 for (; top; top = top->below)
1135 {
1136 if (top == op)
1137 continue;
1138
1139 if (object::can_merge (op, top))
1140 {
1141 top->nrof += op->nrof;
1142
1143 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1144 op->weight = 0; /* Don't want any adjustements now */
1145 op->destroy ();
1146 return top;
1147 }
1148 }
1149
1150 return 0;
1151 }
1152
1153 void
1154 object::expand_tail ()
1155 {
1156 if (more)
1157 return;
1158
1159 object *prev = this;
1160
1161 for (archetype *at = arch->more; at; at = at->more)
1162 {
1163 object *op = arch_to_object (at);
1164
1165 op->name = name;
1166 op->name_pl = name_pl;
1167 op->title = title;
1168
1169 op->head = this;
1170 prev->more = op;
1171
1172 prev = op;
1173 }
1174 }
1175
1176 /*
1177 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1178 * job preparing multi-part monsters.
1179 */
1180 object *
1181 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1182 {
1183 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1184 {
1185 tmp->x = x + tmp->arch->clone.x;
1186 tmp->y = y + tmp->arch->clone.y;
1187 }
1188
1189 return insert_ob_in_map (op, m, originator, flag);
1190 }
1191
1192 /*
1193 * insert_ob_in_map (op, map, originator, flag):
1194 * This function inserts the object in the two-way linked list
1195 * which represents what is on a map.
1196 * The second argument specifies the map, and the x and y variables
1197 * in the object about to be inserted specifies the position.
1198 *
1199 * originator: Player, monster or other object that caused 'op' to be inserted
1200 * into 'map'. May be NULL.
1201 *
1202 * flag is a bitmask about special things to do (or not do) when this
1203 * function is called. see the object.h file for the INS_ values.
1204 * Passing 0 for flag gives proper default values, so flag really only needs
1205 * to be set if special handling is needed.
1206 *
1207 * Return value:
1208 * new object if 'op' was merged with other object
1209 * NULL if 'op' was destroyed
1210 * just 'op' otherwise
1211 */
1212 object *
1213 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1214 {
1215 assert (!op->flag [FLAG_FREED]);
1216
1217 object *tmp, *top, *floor = NULL;
1218
1219 op->remove ();
1220
1221 #if 0
1222 if (!m->active != !op->active)
1223 if (m->active)
1224 op->activate_recursive ();
1225 else
1226 op->deactivate_recursive ();
1227 #endif
1228
1229 if (out_of_map (m, op->x, op->y))
1230 {
1231 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1232 #ifdef MANY_CORES
1233 /* Better to catch this here, as otherwise the next use of this object
1234 * is likely to cause a crash. Better to find out where it is getting
1235 * improperly inserted.
1236 */
1237 abort ();
1238 #endif
1239 return op;
1240 }
1241
1242 if (object *more = op->more)
1243 {
1244 if (!insert_ob_in_map (more, m, originator, flag))
1245 {
1246 if (!op->head)
1247 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1248
1249 return 0;
1250 }
1251 }
1252
1253 CLEAR_FLAG (op, FLAG_REMOVED);
1254
1255 /* Ideally, the caller figures this out. However, it complicates a lot
1256 * of areas of callers (eg, anything that uses find_free_spot would now
1257 * need extra work
1258 */
1259 if (!xy_normalise (m, op->x, op->y))
1260 return 0;
1261
1262 op->map = m;
1263 mapspace &ms = op->ms ();
1264
1265 /* this has to be done after we translate the coordinates.
1266 */
1267 if (op->nrof && !(flag & INS_NO_MERGE))
1268 for (tmp = ms.bot; tmp; tmp = tmp->above)
1269 if (object::can_merge (op, tmp))
1270 {
1271 op->nrof += tmp->nrof;
1272 tmp->destroy ();
1273 }
1274
1275 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1276 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1277
1278 if (!QUERY_FLAG (op, FLAG_ALIVE))
1279 CLEAR_FLAG (op, FLAG_NO_STEAL);
1280
1281 if (flag & INS_BELOW_ORIGINATOR)
1282 {
1283 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1284 {
1285 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1286 abort ();
1287 }
1288
1289 op->above = originator;
1290 op->below = originator->below;
1291
1292 if (op->below)
1293 op->below->above = op;
1294 else
1295 ms.bot = op;
1296
1297 /* since *below* originator, no need to update top */
1298 originator->below = op;
1299 }
1300 else
1301 {
1302 top = ms.bot;
1303
1304 /* If there are other objects, then */
1305 if ((!(flag & INS_MAP_LOAD)) && top)
1306 {
1307 object *last = 0;
1308
1309 /*
1310 * If there are multiple objects on this space, we do some trickier handling.
1311 * We've already dealt with merging if appropriate.
1312 * Generally, we want to put the new object on top. But if
1313 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1314 * floor, we want to insert above that and no further.
1315 * Also, if there are spell objects on this space, we stop processing
1316 * once we get to them. This reduces the need to traverse over all of
1317 * them when adding another one - this saves quite a bit of cpu time
1318 * when lots of spells are cast in one area. Currently, it is presumed
1319 * that flying non pickable objects are spell objects.
1320 */
1321 for (top = ms.bot; top; top = top->above)
1322 {
1323 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1324 floor = top;
1325
1326 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1327 {
1328 /* We insert above top, so we want this object below this */
1329 top = top->below;
1330 break;
1331 }
1332
1333 last = top;
1334 }
1335
1336 /* Don't want top to be NULL, so set it to the last valid object */
1337 top = last;
1338
1339 /* We let update_position deal with figuring out what the space
1340 * looks like instead of lots of conditions here.
1341 * makes things faster, and effectively the same result.
1342 */
1343
1344 /* Have object 'fall below' other objects that block view.
1345 * Unless those objects are exits.
1346 * If INS_ON_TOP is used, don't do this processing
1347 * Need to find the object that in fact blocks view, otherwise
1348 * stacking is a bit odd.
1349 */
1350 if (!(flag & INS_ON_TOP)
1351 && ms.flags () & P_BLOCKSVIEW
1352 && (op->face && !faces [op->face].visibility))
1353 {
1354 for (last = top; last != floor; last = last->below)
1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1356 break;
1357
1358 /* Check to see if we found the object that blocks view,
1359 * and make sure we have a below pointer for it so that
1360 * we can get inserted below this one, which requires we
1361 * set top to the object below us.
1362 */
1363 if (last && last->below && last != floor)
1364 top = last->below;
1365 }
1366 } /* If objects on this space */
1367
1368 if (flag & INS_MAP_LOAD)
1369 top = ms.top;
1370
1371 if (flag & INS_ABOVE_FLOOR_ONLY)
1372 top = floor;
1373
1374 /* Top is the object that our object (op) is going to get inserted above.
1375 */
1376
1377 /* First object on this space */
1378 if (!top)
1379 {
1380 op->above = ms.bot;
1381
1382 if (op->above)
1383 op->above->below = op;
1384
1385 op->below = 0;
1386 ms.bot = op;
1387 }
1388 else
1389 { /* get inserted into the stack above top */
1390 op->above = top->above;
1391
1392 if (op->above)
1393 op->above->below = op;
1394
1395 op->below = top;
1396 top->above = op;
1397 }
1398
1399 if (!op->above)
1400 ms.top = op;
1401 } /* else not INS_BELOW_ORIGINATOR */
1402
1403 if (op->type == PLAYER)
1404 {
1405 op->contr->do_los = 1;
1406 ++op->map->players;
1407 op->map->touch ();
1408 }
1409
1410 op->map->dirty = true;
1411
1412 /* If we have a floor, we know the player, if any, will be above
1413 * it, so save a few ticks and start from there.
1414 */
1415 if (!(flag & INS_MAP_LOAD))
1416 if (object *pl = ms.player ())
1417 if (pl->contr->ns)
1418 pl->contr->ns->floorbox_update ();
1419
1420 /* If this object glows, it may affect lighting conditions that are
1421 * visible to others on this map. But update_all_los is really
1422 * an inefficient way to do this, as it means los for all players
1423 * on the map will get recalculated. The players could very well
1424 * be far away from this change and not affected in any way -
1425 * this should get redone to only look for players within range,
1426 * or just updating the P_UPTODATE for spaces within this area
1427 * of effect may be sufficient.
1428 */
1429 if (op->map->darkness && (op->glow_radius != 0))
1430 update_all_los (op->map, op->x, op->y);
1431
1432 /* updates flags (blocked, alive, no magic, etc) for this map space */
1433 update_object (op, UP_OBJ_INSERT);
1434
1435 INVOKE_OBJECT (INSERT, op);
1436
1437 /* Don't know if moving this to the end will break anything. However,
1438 * we want to have floorbox_update called before calling this.
1439 *
1440 * check_move_on() must be after this because code called from
1441 * check_move_on() depends on correct map flags (so functions like
1442 * blocked() and wall() work properly), and these flags are updated by
1443 * update_object().
1444 */
1445
1446 /* if this is not the head or flag has been passed, don't check walk on status */
1447 if (!(flag & INS_NO_WALK_ON) && !op->head)
1448 {
1449 if (check_move_on (op, originator))
1450 return 0;
1451
1452 /* If we are a multi part object, lets work our way through the check
1453 * walk on's.
1454 */
1455 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1456 if (check_move_on (tmp, originator))
1457 return 0;
1458 }
1459
1460 return op;
1461 }
1462
1463 /* this function inserts an object in the map, but if it
1464 * finds an object of its own type, it'll remove that one first.
1465 * op is the object to insert it under: supplies x and the map.
1466 */
1467 void
1468 replace_insert_ob_in_map (const char *arch_string, object *op)
1469 {
1470 object *tmp, *tmp1;
1471
1472 /* first search for itself and remove any old instances */
1473
1474 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1475 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1476 tmp->destroy ();
1477
1478 tmp1 = arch_to_object (archetype::find (arch_string));
1479
1480 tmp1->x = op->x;
1481 tmp1->y = op->y;
1482 insert_ob_in_map (tmp1, op->map, op, 0);
1483 }
1484
1485 object *
1486 object::insert_at (object *where, object *originator, int flags)
1487 {
1488 return where->map->insert (this, where->x, where->y, originator, flags);
1489 }
1490
1491 /*
1492 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1493 * is returned contains nr objects, and the remaining parts contains
1494 * the rest (or is removed and freed if that number is 0).
1495 * On failure, NULL is returned, and the reason put into the
1496 * global static errmsg array.
1497 */
1498 object *
1499 get_split_ob (object *orig_ob, uint32 nr)
1500 {
1501 object *newob;
1502 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1503
1504 if (orig_ob->nrof < nr)
1505 {
1506 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1507 return NULL;
1508 }
1509
1510 newob = object_create_clone (orig_ob);
1511
1512 if ((orig_ob->nrof -= nr) < 1)
1513 orig_ob->destroy (1);
1514 else if (!is_removed)
1515 {
1516 if (orig_ob->env != NULL)
1517 sub_weight (orig_ob->env, orig_ob->weight * nr);
1518 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1519 {
1520 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1521 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1522 return NULL;
1523 }
1524 }
1525
1526 newob->nrof = nr;
1527
1528 return newob;
1529 }
1530
1531 /*
1532 * decrease_ob_nr(object, number) decreases a specified number from
1533 * the amount of an object. If the amount reaches 0, the object
1534 * is subsequently removed and freed.
1535 *
1536 * Return value: 'op' if something is left, NULL if the amount reached 0
1537 */
1538 object *
1539 decrease_ob_nr (object *op, uint32 i)
1540 {
1541 object *tmp;
1542
1543 if (i == 0) /* objects with op->nrof require this check */
1544 return op;
1545
1546 if (i > op->nrof)
1547 i = op->nrof;
1548
1549 if (QUERY_FLAG (op, FLAG_REMOVED))
1550 op->nrof -= i;
1551 else if (op->env)
1552 {
1553 /* is this object in the players inventory, or sub container
1554 * therein?
1555 */
1556 tmp = op->in_player ();
1557 /* nope. Is this a container the player has opened?
1558 * If so, set tmp to that player.
1559 * IMO, searching through all the players will mostly
1560 * likely be quicker than following op->env to the map,
1561 * and then searching the map for a player.
1562 */
1563 if (!tmp)
1564 for_all_players (pl)
1565 if (pl->ob->container == op->env)
1566 {
1567 tmp = pl->ob;
1568 break;
1569 }
1570
1571 if (i < op->nrof)
1572 {
1573 sub_weight (op->env, op->weight * i);
1574 op->nrof -= i;
1575 if (tmp)
1576 esrv_send_item (tmp, op);
1577 }
1578 else
1579 {
1580 op->remove ();
1581 op->nrof = 0;
1582 if (tmp)
1583 esrv_del_item (tmp->contr, op->count);
1584 }
1585 }
1586 else
1587 {
1588 object *above = op->above;
1589
1590 if (i < op->nrof)
1591 op->nrof -= i;
1592 else
1593 {
1594 op->remove ();
1595 op->nrof = 0;
1596 }
1597
1598 /* Since we just removed op, op->above is null */
1599 for (tmp = above; tmp; tmp = tmp->above)
1600 if (tmp->type == PLAYER)
1601 {
1602 if (op->nrof)
1603 esrv_send_item (tmp, op);
1604 else
1605 esrv_del_item (tmp->contr, op->count);
1606 }
1607 }
1608
1609 if (op->nrof)
1610 return op;
1611 else
1612 {
1613 op->destroy ();
1614 return 0;
1615 }
1616 }
1617
1618 /*
1619 * add_weight(object, weight) adds the specified weight to an object,
1620 * and also updates how much the environment(s) is/are carrying.
1621 */
1622 void
1623 add_weight (object *op, signed long weight)
1624 {
1625 while (op != NULL)
1626 {
1627 if (op->type == CONTAINER)
1628 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1629
1630 op->carrying += weight;
1631 op = op->env;
1632 }
1633 }
1634
1635 object *
1636 insert_ob_in_ob (object *op, object *where)
1637 {
1638 if (!where)
1639 {
1640 char *dump = dump_object (op);
1641 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1642 free (dump);
1643 return op;
1644 }
1645
1646 if (where->head)
1647 {
1648 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1649 where = where->head;
1650 }
1651
1652 return where->insert (op);
1653 }
1654
1655 /*
1656 * env->insert (op)
1657 * This function inserts the object op in the linked list
1658 * inside the object environment.
1659 *
1660 * The function returns now pointer to inserted item, and return value can
1661 * be != op, if items are merged. -Tero
1662 */
1663 object *
1664 object::insert (object *op)
1665 {
1666 object *tmp, *otmp;
1667
1668 if (!QUERY_FLAG (op, FLAG_REMOVED))
1669 op->remove ();
1670
1671 if (op->more)
1672 {
1673 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1674 return op;
1675 }
1676
1677 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1678 CLEAR_FLAG (op, FLAG_REMOVED);
1679 if (op->nrof)
1680 {
1681 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1682 if (object::can_merge (tmp, op))
1683 {
1684 /* return the original object and remove inserted object
1685 (client needs the original object) */
1686 tmp->nrof += op->nrof;
1687 /* Weight handling gets pretty funky. Since we are adding to
1688 * tmp->nrof, we need to increase the weight.
1689 */
1690 add_weight (this, op->weight * op->nrof);
1691 SET_FLAG (op, FLAG_REMOVED);
1692 op->destroy (); /* free the inserted object */
1693 op = tmp;
1694 op->remove (); /* and fix old object's links */
1695 CLEAR_FLAG (op, FLAG_REMOVED);
1696 break;
1697 }
1698
1699 /* I assume combined objects have no inventory
1700 * We add the weight - this object could have just been removed
1701 * (if it was possible to merge). calling remove_ob will subtract
1702 * the weight, so we need to add it in again, since we actually do
1703 * the linking below
1704 */
1705 add_weight (this, op->weight * op->nrof);
1706 }
1707 else
1708 add_weight (this, (op->weight + op->carrying));
1709
1710 otmp = this->in_player ();
1711 if (otmp && otmp->contr)
1712 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1713 otmp->update_stats ();
1714
1715 op->map = 0;
1716 op->env = this;
1717 op->above = 0;
1718 op->below = 0;
1719 op->x = 0, op->y = 0;
1720
1721 /* reset the light list and los of the players on the map */
1722 if ((op->glow_radius != 0) && map)
1723 {
1724 #ifdef DEBUG_LIGHTS
1725 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1726 #endif /* DEBUG_LIGHTS */
1727 if (map->darkness)
1728 update_all_los (map, x, y);
1729 }
1730
1731 /* Client has no idea of ordering so lets not bother ordering it here.
1732 * It sure simplifies this function...
1733 */
1734 if (!inv)
1735 inv = op;
1736 else
1737 {
1738 op->below = inv;
1739 op->below->above = op;
1740 inv = op;
1741 }
1742
1743 INVOKE_OBJECT (INSERT, this);
1744
1745 return op;
1746 }
1747
1748 /*
1749 * Checks if any objects has a move_type that matches objects
1750 * that effect this object on this space. Call apply() to process
1751 * these events.
1752 *
1753 * Any speed-modification due to SLOW_MOVE() of other present objects
1754 * will affect the speed_left of the object.
1755 *
1756 * originator: Player, monster or other object that caused 'op' to be inserted
1757 * into 'map'. May be NULL.
1758 *
1759 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1760 *
1761 * 4-21-95 added code to check if appropriate skill was readied - this will
1762 * permit faster movement by the player through this terrain. -b.t.
1763 *
1764 * MSW 2001-07-08: Check all objects on space, not just those below
1765 * object being inserted. insert_ob_in_map may not put new objects
1766 * on top.
1767 */
1768 int
1769 check_move_on (object *op, object *originator)
1770 {
1771 object *tmp;
1772 maptile *m = op->map;
1773 int x = op->x, y = op->y;
1774
1775 MoveType move_on, move_slow, move_block;
1776
1777 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1778 return 0;
1779
1780 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1781 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1782 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1783
1784 /* if nothing on this space will slow op down or be applied,
1785 * no need to do checking below. have to make sure move_type
1786 * is set, as lots of objects don't have it set - we treat that
1787 * as walking.
1788 */
1789 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1790 return 0;
1791
1792 /* This is basically inverse logic of that below - basically,
1793 * if the object can avoid the move on or slow move, they do so,
1794 * but can't do it if the alternate movement they are using is
1795 * blocked. Logic on this seems confusing, but does seem correct.
1796 */
1797 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1798 return 0;
1799
1800 /* The objects have to be checked from top to bottom.
1801 * Hence, we first go to the top:
1802 */
1803
1804 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1805 {
1806 /* Trim the search when we find the first other spell effect
1807 * this helps performance so that if a space has 50 spell objects,
1808 * we don't need to check all of them.
1809 */
1810 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1811 break;
1812 }
1813
1814 for (; tmp; tmp = tmp->below)
1815 {
1816 if (tmp == op)
1817 continue; /* Can't apply yourself */
1818
1819 /* Check to see if one of the movement types should be slowed down.
1820 * Second check makes sure that the movement types not being slowed
1821 * (~slow_move) is not blocked on this space - just because the
1822 * space doesn't slow down swimming (for example), if you can't actually
1823 * swim on that space, can't use it to avoid the penalty.
1824 */
1825 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1826 {
1827 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1828 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1829 {
1830
1831 float
1832 diff = tmp->move_slow_penalty * fabs (op->speed);
1833
1834 if (op->type == PLAYER)
1835 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1836 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1837 diff /= 4.0;
1838
1839 op->speed_left -= diff;
1840 }
1841 }
1842
1843 /* Basically same logic as above, except now for actual apply. */
1844 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1845 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1846 {
1847 move_apply (tmp, op, originator);
1848
1849 if (op->destroyed ())
1850 return 1;
1851
1852 /* what the person/creature stepped onto has moved the object
1853 * someplace new. Don't process any further - if we did,
1854 * have a feeling strange problems would result.
1855 */
1856 if (op->map != m || op->x != x || op->y != y)
1857 return 0;
1858 }
1859 }
1860
1861 return 0;
1862 }
1863
1864 /*
1865 * present_arch(arch, map, x, y) searches for any objects with
1866 * a matching archetype at the given map and coordinates.
1867 * The first matching object is returned, or NULL if none.
1868 */
1869 object *
1870 present_arch (const archetype *at, maptile *m, int x, int y)
1871 {
1872 if (!m || out_of_map (m, x, y))
1873 {
1874 LOG (llevError, "Present_arch 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->arch == at)
1880 return tmp;
1881
1882 return NULL;
1883 }
1884
1885 /*
1886 * present(type, map, x, y) searches for any objects with
1887 * a matching type variable at the given map and coordinates.
1888 * The first matching object is returned, or NULL if none.
1889 */
1890 object *
1891 present (unsigned char type, maptile *m, int x, int y)
1892 {
1893 if (out_of_map (m, x, y))
1894 {
1895 LOG (llevError, "Present called outside map.\n");
1896 return NULL;
1897 }
1898
1899 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1900 if (tmp->type == type)
1901 return tmp;
1902
1903 return NULL;
1904 }
1905
1906 /*
1907 * present_in_ob(type, object) searches for any objects with
1908 * a matching type variable in the inventory of the given object.
1909 * The first matching object is returned, or NULL if none.
1910 */
1911 object *
1912 present_in_ob (unsigned char type, const object *op)
1913 {
1914 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1915 if (tmp->type == type)
1916 return tmp;
1917
1918 return NULL;
1919 }
1920
1921 /*
1922 * present_in_ob (type, str, object) searches for any objects with
1923 * a matching type & name variable in the inventory of the given object.
1924 * The first matching object is returned, or NULL if none.
1925 * This is mostly used by spell effect code, so that we only
1926 * have one spell effect at a time.
1927 * type can be used to narrow the search - if type is set,
1928 * the type must also match. -1 can be passed for the type,
1929 * in which case the type does not need to pass.
1930 * str is the string to match against. Note that we match against
1931 * the object name, not the archetype name. this is so that the
1932 * spell code can use one object type (force), but change it's name
1933 * to be unique.
1934 */
1935 object *
1936 present_in_ob_by_name (int type, const char *str, const object *op)
1937 {
1938 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1939 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1940 return tmp;
1941
1942 return 0;
1943 }
1944
1945 /*
1946 * present_arch_in_ob(archetype, object) searches for any objects with
1947 * a matching archetype in the inventory of the given object.
1948 * The first matching object is returned, or NULL if none.
1949 */
1950 object *
1951 present_arch_in_ob (const archetype *at, const object *op)
1952 {
1953 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1954 if (tmp->arch == at)
1955 return tmp;
1956
1957 return NULL;
1958 }
1959
1960 /*
1961 * activate recursively a flag on an object inventory
1962 */
1963 void
1964 flag_inv (object *op, int flag)
1965 {
1966 if (op->inv)
1967 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1968 {
1969 SET_FLAG (tmp, flag);
1970 flag_inv (tmp, flag);
1971 }
1972 }
1973
1974 /*
1975 * deactivate recursively a flag on an object inventory
1976 */
1977 void
1978 unflag_inv (object *op, int flag)
1979 {
1980 if (op->inv)
1981 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1982 {
1983 CLEAR_FLAG (tmp, flag);
1984 unflag_inv (tmp, flag);
1985 }
1986 }
1987
1988 /*
1989 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1990 * all it's inventory (recursively).
1991 * If checksums are used, a player will get set_cheat called for
1992 * him/her-self and all object carried by a call to this function.
1993 */
1994 void
1995 set_cheat (object *op)
1996 {
1997 SET_FLAG (op, FLAG_WAS_WIZ);
1998 flag_inv (op, FLAG_WAS_WIZ);
1999 }
2000
2001 /*
2002 * find_free_spot(object, map, x, y, start, stop) will search for
2003 * a spot at the given map and coordinates which will be able to contain
2004 * the given object. start and stop specifies how many squares
2005 * to search (see the freearr_x/y[] definition).
2006 * It returns a random choice among the alternatives found.
2007 * start and stop are where to start relative to the free_arr array (1,9
2008 * does all 4 immediate directions). This returns the index into the
2009 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2010 * Note - this only checks to see if there is space for the head of the
2011 * object - if it is a multispace object, this should be called for all
2012 * pieces.
2013 * Note2: This function does correctly handle tiled maps, but does not
2014 * inform the caller. However, insert_ob_in_map will update as
2015 * necessary, so the caller shouldn't need to do any special work.
2016 * Note - updated to take an object instead of archetype - this is necessary
2017 * because arch_blocked (now ob_blocked) needs to know the movement type
2018 * to know if the space in question will block the object. We can't use
2019 * the archetype because that isn't correct if the monster has been
2020 * customized, changed states, etc.
2021 */
2022 int
2023 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2024 {
2025 int index = 0, flag;
2026 int altern[SIZEOFFREE];
2027
2028 for (int i = start; i < stop; i++)
2029 {
2030 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2031 if (!flag)
2032 altern [index++] = i;
2033
2034 /* Basically, if we find a wall on a space, we cut down the search size.
2035 * In this way, we won't return spaces that are on another side of a wall.
2036 * This mostly work, but it cuts down the search size in all directions -
2037 * if the space being examined only has a wall to the north and empty
2038 * spaces in all the other directions, this will reduce the search space
2039 * to only the spaces immediately surrounding the target area, and
2040 * won't look 2 spaces south of the target space.
2041 */
2042 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2043 stop = maxfree[i];
2044 }
2045
2046 if (!index)
2047 return -1;
2048
2049 return altern [rndm (index)];
2050 }
2051
2052 /*
2053 * find_first_free_spot(archetype, maptile, x, y) works like
2054 * find_free_spot(), but it will search max number of squares.
2055 * But it will return the first available spot, not a random choice.
2056 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2057 */
2058 int
2059 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2060 {
2061 for (int i = 0; i < SIZEOFFREE; i++)
2062 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2063 return i;
2064
2065 return -1;
2066 }
2067
2068 /*
2069 * The function permute(arr, begin, end) randomly reorders the array
2070 * arr[begin..end-1].
2071 * now uses a fisher-yates shuffle, old permute was broken
2072 */
2073 static void
2074 permute (int *arr, int begin, int end)
2075 {
2076 arr += begin;
2077 end -= begin;
2078
2079 while (--end)
2080 swap (arr [end], arr [rndm (end + 1)]);
2081 }
2082
2083 /* new function to make monster searching more efficient, and effective!
2084 * This basically returns a randomized array (in the passed pointer) of
2085 * the spaces to find monsters. In this way, it won't always look for
2086 * monsters to the north first. However, the size of the array passed
2087 * covers all the spaces, so within that size, all the spaces within
2088 * the 3x3 area will be searched, just not in a predictable order.
2089 */
2090 void
2091 get_search_arr (int *search_arr)
2092 {
2093 int i;
2094
2095 for (i = 0; i < SIZEOFFREE; i++)
2096 search_arr[i] = i;
2097
2098 permute (search_arr, 1, SIZEOFFREE1 + 1);
2099 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2100 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2101 }
2102
2103 /*
2104 * find_dir(map, x, y, exclude) will search some close squares in the
2105 * given map at the given coordinates for live objects.
2106 * It will not considered the object given as exclude among possible
2107 * live objects.
2108 * It returns the direction toward the first/closest live object if finds
2109 * any, otherwise 0.
2110 * Perhaps incorrectly, but I'm making the assumption that exclude
2111 * is actually want is going to try and move there. We need this info
2112 * because we have to know what movement the thing looking to move
2113 * there is capable of.
2114 */
2115 int
2116 find_dir (maptile *m, int x, int y, object *exclude)
2117 {
2118 int i, max = SIZEOFFREE, mflags;
2119
2120 sint16 nx, ny;
2121 object *tmp;
2122 maptile *mp;
2123
2124 MoveType blocked, move_type;
2125
2126 if (exclude && exclude->head)
2127 {
2128 exclude = exclude->head;
2129 move_type = exclude->move_type;
2130 }
2131 else
2132 {
2133 /* If we don't have anything, presume it can use all movement types. */
2134 move_type = MOVE_ALL;
2135 }
2136
2137 for (i = 1; i < max; i++)
2138 {
2139 mp = m;
2140 nx = x + freearr_x[i];
2141 ny = y + freearr_y[i];
2142
2143 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2144
2145 if (mflags & P_OUT_OF_MAP)
2146 max = maxfree[i];
2147 else
2148 {
2149 mapspace &ms = mp->at (nx, ny);
2150
2151 blocked = ms.move_block;
2152
2153 if ((move_type & blocked) == move_type)
2154 max = maxfree[i];
2155 else if (mflags & P_IS_ALIVE)
2156 {
2157 for (tmp = ms.bot; tmp; tmp = tmp->above)
2158 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2159 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2160 break;
2161
2162 if (tmp)
2163 return freedir[i];
2164 }
2165 }
2166 }
2167
2168 return 0;
2169 }
2170
2171 /*
2172 * distance(object 1, object 2) will return the square of the
2173 * distance between the two given objects.
2174 */
2175 int
2176 distance (const object *ob1, const object *ob2)
2177 {
2178 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2179 }
2180
2181 /*
2182 * find_dir_2(delta-x,delta-y) will return a direction in which
2183 * an object which has subtracted the x and y coordinates of another
2184 * object, needs to travel toward it.
2185 */
2186 int
2187 find_dir_2 (int x, int y)
2188 {
2189 int q;
2190
2191 if (y)
2192 q = x * 100 / y;
2193 else if (x)
2194 q = -300 * x;
2195 else
2196 return 0;
2197
2198 if (y > 0)
2199 {
2200 if (q < -242)
2201 return 3;
2202 if (q < -41)
2203 return 2;
2204 if (q < 41)
2205 return 1;
2206 if (q < 242)
2207 return 8;
2208 return 7;
2209 }
2210
2211 if (q < -242)
2212 return 7;
2213 if (q < -41)
2214 return 6;
2215 if (q < 41)
2216 return 5;
2217 if (q < 242)
2218 return 4;
2219
2220 return 3;
2221 }
2222
2223 /*
2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2225 * between two directions (which are expected to be absolute (see absdir())
2226 */
2227 int
2228 dirdiff (int dir1, int dir2)
2229 {
2230 int d;
2231
2232 d = abs (dir1 - dir2);
2233 if (d > 4)
2234 d = 8 - d;
2235
2236 return d;
2237 }
2238
2239 /* peterm:
2240 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2241 * Basically, this is a table of directions, and what directions
2242 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2243 * This basically means that if direction is 15, then it could either go
2244 * direction 4, 14, or 16 to get back to where we are.
2245 * Moved from spell_util.c to object.c with the other related direction
2246 * functions.
2247 */
2248 int reduction_dir[SIZEOFFREE][3] = {
2249 {0, 0, 0}, /* 0 */
2250 {0, 0, 0}, /* 1 */
2251 {0, 0, 0}, /* 2 */
2252 {0, 0, 0}, /* 3 */
2253 {0, 0, 0}, /* 4 */
2254 {0, 0, 0}, /* 5 */
2255 {0, 0, 0}, /* 6 */
2256 {0, 0, 0}, /* 7 */
2257 {0, 0, 0}, /* 8 */
2258 {8, 1, 2}, /* 9 */
2259 {1, 2, -1}, /* 10 */
2260 {2, 10, 12}, /* 11 */
2261 {2, 3, -1}, /* 12 */
2262 {2, 3, 4}, /* 13 */
2263 {3, 4, -1}, /* 14 */
2264 {4, 14, 16}, /* 15 */
2265 {5, 4, -1}, /* 16 */
2266 {4, 5, 6}, /* 17 */
2267 {6, 5, -1}, /* 18 */
2268 {6, 20, 18}, /* 19 */
2269 {7, 6, -1}, /* 20 */
2270 {6, 7, 8}, /* 21 */
2271 {7, 8, -1}, /* 22 */
2272 {8, 22, 24}, /* 23 */
2273 {8, 1, -1}, /* 24 */
2274 {24, 9, 10}, /* 25 */
2275 {9, 10, -1}, /* 26 */
2276 {10, 11, -1}, /* 27 */
2277 {27, 11, 29}, /* 28 */
2278 {11, 12, -1}, /* 29 */
2279 {12, 13, -1}, /* 30 */
2280 {12, 13, 14}, /* 31 */
2281 {13, 14, -1}, /* 32 */
2282 {14, 15, -1}, /* 33 */
2283 {33, 15, 35}, /* 34 */
2284 {16, 15, -1}, /* 35 */
2285 {17, 16, -1}, /* 36 */
2286 {18, 17, 16}, /* 37 */
2287 {18, 17, -1}, /* 38 */
2288 {18, 19, -1}, /* 39 */
2289 {41, 19, 39}, /* 40 */
2290 {19, 20, -1}, /* 41 */
2291 {20, 21, -1}, /* 42 */
2292 {20, 21, 22}, /* 43 */
2293 {21, 22, -1}, /* 44 */
2294 {23, 22, -1}, /* 45 */
2295 {45, 47, 23}, /* 46 */
2296 {23, 24, -1}, /* 47 */
2297 {24, 9, -1}
2298 }; /* 48 */
2299
2300 /* Recursive routine to step back and see if we can
2301 * find a path to that monster that we found. If not,
2302 * we don't bother going toward it. Returns 1 if we
2303 * can see a direct way to get it
2304 * Modified to be map tile aware -.MSW
2305 */
2306 int
2307 can_see_monsterP (maptile *m, int x, int y, int dir)
2308 {
2309 sint16 dx, dy;
2310 int mflags;
2311
2312 if (dir < 0)
2313 return 0; /* exit condition: invalid direction */
2314
2315 dx = x + freearr_x[dir];
2316 dy = y + freearr_y[dir];
2317
2318 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2319
2320 /* This functional arguably was incorrect before - it was
2321 * checking for P_WALL - that was basically seeing if
2322 * we could move to the monster - this is being more
2323 * literal on if we can see it. To know if we can actually
2324 * move to the monster, we'd need the monster passed in or
2325 * at least its move type.
2326 */
2327 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2328 return 0;
2329
2330 /* yes, can see. */
2331 if (dir < 9)
2332 return 1;
2333
2334 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2335 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2336 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2337 }
2338
2339 /*
2340 * can_pick(picker, item): finds out if an object is possible to be
2341 * picked up by the picker. Returnes 1 if it can be
2342 * picked up, otherwise 0.
2343 *
2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2345 * core dumps if they do.
2346 *
2347 * Add a check so we can't pick up invisible objects (0.93.8)
2348 */
2349
2350 int
2351 can_pick (const object *who, const object *item)
2352 {
2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2355 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2356 }
2357
2358 /*
2359 * create clone from object to another
2360 */
2361 object *
2362 object_create_clone (object *asrc)
2363 {
2364 object *dst = 0, *tmp, *src, *part, *prev, *item;
2365
2366 if (!asrc)
2367 return 0;
2368
2369 src = asrc;
2370 if (src->head)
2371 src = src->head;
2372
2373 prev = 0;
2374 for (part = src; part; part = part->more)
2375 {
2376 tmp = part->clone ();
2377 tmp->x -= src->x;
2378 tmp->y -= src->y;
2379
2380 if (!part->head)
2381 {
2382 dst = tmp;
2383 tmp->head = 0;
2384 }
2385 else
2386 tmp->head = dst;
2387
2388 tmp->more = 0;
2389
2390 if (prev)
2391 prev->more = tmp;
2392
2393 prev = tmp;
2394 }
2395
2396 for (item = src->inv; item; item = item->below)
2397 insert_ob_in_ob (object_create_clone (item), dst);
2398
2399 return dst;
2400 }
2401
2402 /* This returns the first object in who's inventory that
2403 * has the same type and subtype match.
2404 * returns NULL if no match.
2405 */
2406 object *
2407 find_obj_by_type_subtype (const object *who, int type, int subtype)
2408 {
2409 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2410 if (tmp->type == type && tmp->subtype == subtype)
2411 return tmp;
2412
2413 return 0;
2414 }
2415
2416 /* If ob has a field named key, return the link from the list,
2417 * otherwise return NULL.
2418 *
2419 * key must be a passed in shared string - otherwise, this won't
2420 * do the desired thing.
2421 */
2422 key_value *
2423 get_ob_key_link (const object *ob, const char *key)
2424 {
2425 for (key_value *link = ob->key_values; link; link = link->next)
2426 if (link->key == key)
2427 return link;
2428
2429 return 0;
2430 }
2431
2432 /*
2433 * Returns the value of op has an extra_field for key, or NULL.
2434 *
2435 * The argument doesn't need to be a shared string.
2436 *
2437 * The returned string is shared.
2438 */
2439 const char *
2440 get_ob_key_value (const object *op, const char *const key)
2441 {
2442 key_value *link;
2443 shstr_cmp canonical_key (key);
2444
2445 if (!canonical_key)
2446 {
2447 /* 1. There being a field named key on any object
2448 * implies there'd be a shared string to find.
2449 * 2. Since there isn't, no object has this field.
2450 * 3. Therefore, *this* object doesn't have this field.
2451 */
2452 return 0;
2453 }
2454
2455 /* This is copied from get_ob_key_link() above -
2456 * only 4 lines, and saves the function call overhead.
2457 */
2458 for (link = op->key_values; link; link = link->next)
2459 if (link->key == canonical_key)
2460 return link->value;
2461
2462 return 0;
2463 }
2464
2465 /*
2466 * Updates the canonical_key in op to value.
2467 *
2468 * canonical_key is a shared string (value doesn't have to be).
2469 *
2470 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2471 * keys.
2472 *
2473 * Returns TRUE on success.
2474 */
2475 int
2476 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2477 {
2478 key_value *field = NULL, *last = NULL;
2479
2480 for (field = op->key_values; field != NULL; field = field->next)
2481 {
2482 if (field->key != canonical_key)
2483 {
2484 last = field;
2485 continue;
2486 }
2487
2488 if (value)
2489 field->value = value;
2490 else
2491 {
2492 /* Basically, if the archetype has this key set,
2493 * we need to store the null value so when we save
2494 * it, we save the empty value so that when we load,
2495 * we get this value back again.
2496 */
2497 if (get_ob_key_link (&op->arch->clone, canonical_key))
2498 field->value = 0;
2499 else
2500 {
2501 if (last)
2502 last->next = field->next;
2503 else
2504 op->key_values = field->next;
2505
2506 delete field;
2507 }
2508 }
2509 return TRUE;
2510 }
2511 /* IF we get here, key doesn't exist */
2512
2513 /* No field, we'll have to add it. */
2514
2515 if (!add_key)
2516 return FALSE;
2517
2518 /* There isn't any good reason to store a null
2519 * value in the key/value list. If the archetype has
2520 * this key, then we should also have it, so shouldn't
2521 * be here. If user wants to store empty strings,
2522 * should pass in ""
2523 */
2524 if (value == NULL)
2525 return TRUE;
2526
2527 field = new key_value;
2528
2529 field->key = canonical_key;
2530 field->value = value;
2531 /* Usual prepend-addition. */
2532 field->next = op->key_values;
2533 op->key_values = field;
2534
2535 return TRUE;
2536 }
2537
2538 /*
2539 * Updates the key in op to value.
2540 *
2541 * If add_key is FALSE, this will only update existing keys,
2542 * and not add new ones.
2543 * In general, should be little reason FALSE is ever passed in for add_key
2544 *
2545 * Returns TRUE on success.
2546 */
2547 int
2548 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2549 {
2550 shstr key_ (key);
2551
2552 return set_ob_key_value_s (op, key_, value, add_key);
2553 }
2554
2555 object::depth_iterator::depth_iterator (object *container)
2556 : iterator_base (container)
2557 {
2558 while (item->inv)
2559 item = item->inv;
2560 }
2561
2562 void
2563 object::depth_iterator::next ()
2564 {
2565 if (item->below)
2566 {
2567 item = item->below;
2568
2569 while (item->inv)
2570 item = item->inv;
2571 }
2572 else
2573 item = item->env;
2574 }
2575
2576
2577 const char *
2578 object::flag_desc (char *desc, int len) const
2579 {
2580 char *p = desc;
2581 bool first = true;
2582
2583 *p = 0;
2584
2585 for (int i = 0; i < NUM_FLAGS; i++)
2586 {
2587 if (len <= 10) // magic constant!
2588 {
2589 snprintf (p, len, ",...");
2590 break;
2591 }
2592
2593 if (flag [i])
2594 {
2595 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2596 len -= cnt;
2597 p += cnt;
2598 first = false;
2599 }
2600 }
2601
2602 return desc;
2603 }
2604
2605 // return a suitable string describing an object in enough detail to find it
2606 const char *
2607 object::debug_desc (char *info) const
2608 {
2609 char flagdesc[512];
2610 char info2[256 * 4];
2611 char *p = info;
2612
2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2614 count, uuid.seq,
2615 &name,
2616 title ? "\",title:\"" : "",
2617 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type);
2619
2620 if (env)
2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2622
2623 if (map)
2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2625
2626 return info;
2627 }
2628
2629 const char *
2630 object::debug_desc () const
2631 {
2632 static char info[3][256 * 4];
2633 static int info_idx;
2634
2635 return debug_desc (info [++info_idx % 3]);
2636 }
2637
2638 struct region *
2639 object::region () const
2640 {
2641 return map ? map->region (x, y)
2642 : region::default_region ();
2643 }
2644
2645 const materialtype_t *
2646 object::dominant_material () const
2647 {
2648 if (materialtype_t *mat = name_to_material (materialname))
2649 return mat;
2650
2651 // omfg this is slow, this has to be temporary :)
2652 shstr unknown ("unknown");
2653
2654 return name_to_material (unknown);
2655 }
2656
2657 void
2658 object::open_container (object *new_container)
2659 {
2660 if (container == new_container)
2661 return;
2662
2663 if (object *old_container = container)
2664 {
2665 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2666 return;
2667
2668 #if 0
2669 // remove the "Close old_container" object.
2670 if (object *closer = old_container->inv)
2671 if (closer->type == CLOSE_CON)
2672 closer->destroy ();
2673 #endif
2674
2675 old_container->flag [FLAG_APPLIED] = 0;
2676 container = 0;
2677
2678 esrv_update_item (UPD_FLAGS, this, old_container);
2679 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2680 }
2681
2682 if (new_container)
2683 {
2684 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2685 return;
2686
2687 // TODO: this does not seem to serve any purpose anymore?
2688 #if 0
2689 // insert the "Close Container" object.
2690 if (archetype *closer = new_container->other_arch)
2691 {
2692 object *closer = arch_to_object (new_container->other_arch);
2693 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2694 new_container->insert (closer);
2695 }
2696 #endif
2697
2698 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2699
2700 new_container->flag [FLAG_APPLIED] = 1;
2701 container = new_container;
2702
2703 esrv_update_item (UPD_FLAGS, this, new_container);
2704 esrv_send_inventory (this, new_container);
2705 }
2706 }
2707
2708