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Revision: 1.149
Committed: Mon May 14 19:56:45 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.148: +0 -6 lines
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# 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 int
456 object::slottype () const
457 {
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470 }
471
472 bool
473 object::change_weapon (object *ob)
474 {
475 if (current_weapon == ob)
476 return true;
477
478 current_weapon = ob;
479 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
480
481 update_stats ();
482
483 if (ob)
484 {
485 // now check wether any body locations became invalid, in which case
486 // we cannot apply the weapon at the moment.
487 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
488 if (slot[i].used < 0)
489 {
490 current_weapon = chosen_skill = 0;
491 update_stats ();
492
493 new_draw_info_format (NDI_UNIQUE, 0, this,
494 "You try to balance your applied items all at once, but the %s is too much. "
495 "You need to unapply some items first.", &ob->name);
496 return false;
497 }
498
499 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
500 }
501 else
502 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
503
504 return true;
505 }
506
507 /* Zero the key_values on op, decrementing the shared-string
508 * refcounts and freeing the links.
509 */
510 static void
511 free_key_values (object *op)
512 {
513 for (key_value *i = op->key_values; i; )
514 {
515 key_value *next = i->next;
516 delete i;
517
518 i = next;
519 }
520
521 op->key_values = 0;
522 }
523
524 object &
525 object::operator =(const object &src)
526 {
527 bool is_freed = flag [FLAG_FREED];
528 bool is_removed = flag [FLAG_REMOVED];
529
530 *(object_copy *)this = src;
531
532 flag [FLAG_FREED] = is_freed;
533 flag [FLAG_REMOVED] = is_removed;
534
535 /* Copy over key_values, if any. */
536 if (src.key_values)
537 {
538 key_value *tail = 0;
539 key_values = 0;
540
541 for (key_value *i = src.key_values; i; i = i->next)
542 {
543 key_value *new_link = new key_value;
544
545 new_link->next = 0;
546 new_link->key = i->key;
547 new_link->value = i->value;
548
549 /* Try and be clever here, too. */
550 if (!key_values)
551 {
552 key_values = new_link;
553 tail = new_link;
554 }
555 else
556 {
557 tail->next = new_link;
558 tail = new_link;
559 }
560 }
561 }
562 }
563
564 /*
565 * copy_to first frees everything allocated by the dst object,
566 * and then copies the contents of itself into the second
567 * object, allocating what needs to be allocated. Basically, any
568 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
569 * if the first object is freed, the pointers in the new object
570 * will point at garbage.
571 */
572 void
573 object::copy_to (object *dst)
574 {
575 *dst = *this;
576
577 if (speed < 0)
578 dst->speed_left = speed_left - rndm ();
579
580 dst->set_speed (dst->speed);
581 }
582
583 void
584 object::instantiate ()
585 {
586 if (!uuid.seq) // HACK
587 uuid = gen_uuid ();
588
589 speed_left = -0.1f;
590 /* copy the body_info to the body_used - this is only really
591 * need for monsters, but doesn't hurt to do it for everything.
592 * by doing so, when a monster is created, it has good starting
593 * values for the body_used info, so when items are created
594 * for it, they can be properly equipped.
595 */
596 for (int i = NUM_BODY_LOCATIONS; i--; )
597 slot[i].used = slot[i].info;
598
599 attachable::instantiate ();
600 }
601
602 object *
603 object::clone ()
604 {
605 object *neu = create ();
606 copy_to (neu);
607 return neu;
608 }
609
610 /*
611 * If an object with the IS_TURNABLE() flag needs to be turned due
612 * to the closest player being on the other side, this function can
613 * be called to update the face variable, _and_ how it looks on the map.
614 */
615 void
616 update_turn_face (object *op)
617 {
618 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
619 return;
620
621 SET_ANIMATION (op, op->direction);
622 update_object (op, UP_OBJ_FACE);
623 }
624
625 /*
626 * Updates the speed of an object. If the speed changes from 0 to another
627 * value, or vice versa, then add/remove the object from the active list.
628 * This function needs to be called whenever the speed of an object changes.
629 */
630 void
631 object::set_speed (float speed)
632 {
633 if (flag [FLAG_FREED] && speed)
634 {
635 LOG (llevError, "Object %s is freed but has speed.\n", &name);
636 speed = 0;
637 }
638
639 this->speed = speed;
640
641 if (has_active_speed ())
642 activate ();
643 else
644 deactivate ();
645 }
646
647 /*
648 * update_object() updates the the map.
649 * It takes into account invisible objects (and represent squares covered
650 * by invisible objects by whatever is below them (unless it's another
651 * invisible object, etc...)
652 * If the object being updated is beneath a player, the look-window
653 * of that player is updated (this might be a suboptimal way of
654 * updating that window, though, since update_object() is called _often_)
655 *
656 * action is a hint of what the caller believes need to be done.
657 * current action are:
658 * UP_OBJ_INSERT: op was inserted
659 * UP_OBJ_REMOVE: op was removed
660 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
661 * as that is easier than trying to look at what may have changed.
662 * UP_OBJ_FACE: only the objects face has changed.
663 */
664 void
665 update_object (object *op, int action)
666 {
667 if (op == NULL)
668 {
669 /* this should never happen */
670 LOG (llevDebug, "update_object() called for NULL object.\n");
671 return;
672 }
673
674 if (op->env)
675 {
676 /* Animation is currently handled by client, so nothing
677 * to do in this case.
678 */
679 return;
680 }
681
682 /* If the map is saving, don't do anything as everything is
683 * going to get freed anyways.
684 */
685 if (!op->map || op->map->in_memory == MAP_SAVING)
686 return;
687
688 /* make sure the object is within map boundaries */
689 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
690 {
691 LOG (llevError, "update_object() called for object out of map!\n");
692 #ifdef MANY_CORES
693 abort ();
694 #endif
695 return;
696 }
697
698 mapspace &m = op->ms ();
699
700 if (!(m.flags_ & P_UPTODATE))
701 /* nop */;
702 else if (action == UP_OBJ_INSERT)
703 {
704 // this is likely overkill, TODO: revisit (schmorp)
705 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
706 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
707 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
708 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
709 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
710 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
711 || (m.move_on | op->move_on ) != m.move_on
712 || (m.move_off | op->move_off ) != m.move_off
713 || (m.move_slow | op->move_slow) != m.move_slow
714 /* This isn't perfect, but I don't expect a lot of objects to
715 * to have move_allow right now.
716 */
717 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
718 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
719 m.flags_ = 0;
720 }
721 /* if the object is being removed, we can't make intelligent
722 * decisions, because remove_ob can't really pass the object
723 * that is being removed.
724 */
725 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
726 m.flags_ = 0;
727 else if (action == UP_OBJ_FACE)
728 /* Nothing to do for that case */ ;
729 else
730 LOG (llevError, "update_object called with invalid action: %d\n", action);
731
732 if (op->more)
733 update_object (op->more, action);
734 }
735
736 object::object ()
737 {
738 SET_FLAG (this, FLAG_REMOVED);
739
740 expmul = 1.0;
741 face = blank_face;
742 }
743
744 object::~object ()
745 {
746 unlink ();
747
748 free_key_values (this);
749 }
750
751 static int object_count;
752
753 void object::link ()
754 {
755 assert (!index);//D
756 uuid = gen_uuid ();
757 count = ++object_count;
758
759 refcnt_inc ();
760 objects.insert (this);
761 }
762
763 void object::unlink ()
764 {
765 if (!index)
766 return;
767
768 objects.erase (this);
769 refcnt_dec ();
770 }
771
772 void
773 object::activate ()
774 {
775 /* If already on active list, don't do anything */
776 if (active)
777 return;
778
779 if (has_active_speed ())
780 actives.insert (this);
781 }
782
783 void
784 object::activate_recursive ()
785 {
786 activate ();
787
788 for (object *op = inv; op; op = op->below)
789 op->activate_recursive ();
790 }
791
792 /* This function removes object 'op' from the list of active
793 * objects.
794 * This should only be used for style maps or other such
795 * reference maps where you don't want an object that isn't
796 * in play chewing up cpu time getting processed.
797 * The reverse of this is to call update_ob_speed, which
798 * will do the right thing based on the speed of the object.
799 */
800 void
801 object::deactivate ()
802 {
803 /* If not on the active list, nothing needs to be done */
804 if (!active)
805 return;
806
807 actives.erase (this);
808 }
809
810 void
811 object::deactivate_recursive ()
812 {
813 for (object *op = inv; op; op = op->below)
814 op->deactivate_recursive ();
815
816 deactivate ();
817 }
818
819 void
820 object::set_flag_inv (int flag, int value)
821 {
822 for (object *op = inv; op; op = op->below)
823 {
824 op->flag [flag] = value;
825 op->set_flag_inv (flag, value);
826 }
827 }
828
829 /*
830 * Remove and free all objects in the inventory of the given object.
831 * object.c ?
832 */
833 void
834 object::destroy_inv (bool drop_to_ground)
835 {
836 // need to check first, because the checks below might segfault
837 // as we might be on an invalid mapspace and crossfire code
838 // is too buggy to ensure that the inventory is empty.
839 // corollary: if you create arrows etc. with stuff in tis inventory,
840 // cf will crash below with off-map x and y
841 if (!inv)
842 return;
843
844 /* Only if the space blocks everything do we not process -
845 * if some form of movement is allowed, let objects
846 * drop on that space.
847 */
848 if (!drop_to_ground
849 || !map
850 || map->in_memory != MAP_IN_MEMORY
851 || map->nodrop
852 || ms ().move_block == MOVE_ALL)
853 {
854 while (inv)
855 {
856 inv->destroy_inv (drop_to_ground);
857 inv->destroy ();
858 }
859 }
860 else
861 { /* Put objects in inventory onto this space */
862 while (inv)
863 {
864 object *op = inv;
865
866 if (op->flag [FLAG_STARTEQUIP]
867 || op->flag [FLAG_NO_DROP]
868 || op->type == RUNE
869 || op->type == TRAP
870 || op->flag [FLAG_IS_A_TEMPLATE]
871 || op->flag [FLAG_DESTROY_ON_DEATH])
872 op->destroy ();
873 else
874 map->insert (op, x, y);
875 }
876 }
877 }
878
879 object *object::create ()
880 {
881 object *op = new object;
882 op->link ();
883 return op;
884 }
885
886 void
887 object::do_destroy ()
888 {
889 attachable::do_destroy ();
890
891 if (flag [FLAG_IS_LINKED])
892 remove_button_link (this);
893
894 if (flag [FLAG_FRIENDLY])
895 remove_friendly_object (this);
896
897 if (!flag [FLAG_REMOVED])
898 remove ();
899
900 destroy_inv (true);
901
902 deactivate ();
903 unlink ();
904
905 flag [FLAG_FREED] = 1;
906
907 // hack to ensure that freed objects still have a valid map
908 {
909 static maptile *freed_map; // freed objects are moved here to avoid crashes
910
911 if (!freed_map)
912 {
913 freed_map = new maptile;
914
915 freed_map->name = "/internal/freed_objects_map";
916 freed_map->width = 3;
917 freed_map->height = 3;
918
919 freed_map->alloc ();
920 freed_map->in_memory = MAP_IN_MEMORY;
921 }
922
923 map = freed_map;
924 x = 1;
925 y = 1;
926 }
927
928 head = 0;
929
930 if (more)
931 {
932 more->destroy ();
933 more = 0;
934 }
935
936 // clear those pointers that likely might have circular references to us
937 owner = 0;
938 enemy = 0;
939 attacked_by = 0;
940 }
941
942 void
943 object::destroy (bool destroy_inventory)
944 {
945 if (destroyed ())
946 return;
947
948 if (destroy_inventory)
949 destroy_inv (false);
950
951 attachable::destroy ();
952 }
953
954 /*
955 * sub_weight() recursively (outwards) subtracts a number from the
956 * weight of an object (and what is carried by it's environment(s)).
957 */
958 void
959 sub_weight (object *op, signed long weight)
960 {
961 while (op != NULL)
962 {
963 if (op->type == CONTAINER)
964 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
965
966 op->carrying -= weight;
967 op = op->env;
968 }
969 }
970
971 /* op->remove ():
972 * This function removes the object op from the linked list of objects
973 * which it is currently tied to. When this function is done, the
974 * object will have no environment. If the object previously had an
975 * environment, the x and y coordinates will be updated to
976 * the previous environment.
977 */
978 void
979 object::do_remove ()
980 {
981 object *tmp, *last = 0;
982 object *otmp;
983
984 if (QUERY_FLAG (this, FLAG_REMOVED))
985 return;
986
987 SET_FLAG (this, FLAG_REMOVED);
988 INVOKE_OBJECT (REMOVE, this);
989
990 if (more)
991 more->remove ();
992
993 /*
994 * In this case, the object to be removed is in someones
995 * inventory.
996 */
997 if (env)
998 {
999 if (nrof)
1000 sub_weight (env, weight * nrof);
1001 else
1002 sub_weight (env, weight + carrying);
1003
1004 /* NO_FIX_PLAYER is set when a great many changes are being
1005 * made to players inventory. If set, avoiding the call
1006 * to save cpu time.
1007 */
1008 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1009 otmp->update_stats ();
1010
1011 if (above)
1012 above->below = below;
1013 else
1014 env->inv = below;
1015
1016 if (below)
1017 below->above = above;
1018
1019 /* we set up values so that it could be inserted into
1020 * the map, but we don't actually do that - it is up
1021 * to the caller to decide what we want to do.
1022 */
1023 x = env->x, y = env->y;
1024 map = env->map;
1025 above = 0, below = 0;
1026 env = 0;
1027 }
1028 else if (map)
1029 {
1030 if (type == PLAYER)
1031 {
1032 // leaving a spot always closes any open container on the ground
1033 if (container && !container->env)
1034 // this causes spurious floorbox updates, but it ensures
1035 // that the CLOSE event is being sent.
1036 close_container ();
1037
1038 --map->players;
1039 map->touch ();
1040 }
1041
1042 map->dirty = true;
1043 mapspace &ms = this->ms ();
1044
1045 /* link the object above us */
1046 if (above)
1047 above->below = below;
1048 else
1049 ms.top = below; /* we were top, set new top */
1050
1051 /* Relink the object below us, if there is one */
1052 if (below)
1053 below->above = above;
1054 else
1055 {
1056 /* Nothing below, which means we need to relink map object for this space
1057 * use translated coordinates in case some oddness with map tiling is
1058 * evident
1059 */
1060 if (GET_MAP_OB (map, x, y) != this)
1061 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 ());
1062
1063 ms.bot = above; /* goes on above it. */
1064 }
1065
1066 above = 0;
1067 below = 0;
1068
1069 if (map->in_memory == MAP_SAVING)
1070 return;
1071
1072 int check_walk_off = !flag [FLAG_NO_APPLY];
1073
1074 for (tmp = ms.bot; tmp; tmp = tmp->above)
1075 {
1076 /* No point updating the players look faces if he is the object
1077 * being removed.
1078 */
1079
1080 if (tmp->type == PLAYER && tmp != this)
1081 {
1082 /* If a container that the player is currently using somehow gets
1083 * removed (most likely destroyed), update the player view
1084 * appropriately.
1085 */
1086 if (tmp->container == this)
1087 {
1088 flag [FLAG_APPLIED] = 0;
1089 tmp->container = 0;
1090 }
1091
1092 if (tmp->contr->ns)
1093 tmp->contr->ns->floorbox_update ();
1094 }
1095
1096 /* See if object moving off should effect something */
1097 if (check_walk_off
1098 && ((move_type & tmp->move_off)
1099 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1100 {
1101 move_apply (tmp, this, 0);
1102
1103 if (destroyed ())
1104 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1105 }
1106
1107 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1108 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1109 if (tmp->above == tmp)
1110 tmp->above = 0;
1111
1112 last = tmp;
1113 }
1114
1115 /* last == NULL if there are no objects on this space */
1116 //TODO: this makes little sense, why only update the topmost object?
1117 if (!last)
1118 map->at (x, y).flags_ = 0;
1119 else
1120 update_object (last, UP_OBJ_REMOVE);
1121
1122 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1123 update_all_los (map, x, y);
1124 }
1125 }
1126
1127 /*
1128 * merge_ob(op,top):
1129 *
1130 * This function goes through all objects below and including top, and
1131 * merges op to the first matching object.
1132 * If top is NULL, it is calculated.
1133 * Returns pointer to object if it succeded in the merge, otherwise NULL
1134 */
1135 object *
1136 merge_ob (object *op, object *top)
1137 {
1138 if (!op->nrof)
1139 return 0;
1140
1141 if (top)
1142 for (top = op; top && top->above; top = top->above)
1143 ;
1144
1145 for (; top; top = top->below)
1146 {
1147 if (top == op)
1148 continue;
1149
1150 if (object::can_merge (op, top))
1151 {
1152 top->nrof += op->nrof;
1153
1154 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1155 op->weight = 0; /* Don't want any adjustements now */
1156 op->destroy ();
1157 return top;
1158 }
1159 }
1160
1161 return 0;
1162 }
1163
1164 void
1165 object::expand_tail ()
1166 {
1167 if (more)
1168 return;
1169
1170 object *prev = this;
1171
1172 for (archetype *at = arch->more; at; at = at->more)
1173 {
1174 object *op = arch_to_object (at);
1175
1176 op->name = name;
1177 op->name_pl = name_pl;
1178 op->title = title;
1179
1180 op->head = this;
1181 prev->more = op;
1182
1183 prev = op;
1184 }
1185 }
1186
1187 /*
1188 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1189 * job preparing multi-part monsters.
1190 */
1191 object *
1192 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1193 {
1194 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1195 {
1196 tmp->x = x + tmp->arch->clone.x;
1197 tmp->y = y + tmp->arch->clone.y;
1198 }
1199
1200 return insert_ob_in_map (op, m, originator, flag);
1201 }
1202
1203 /*
1204 * insert_ob_in_map (op, map, originator, flag):
1205 * This function inserts the object in the two-way linked list
1206 * which represents what is on a map.
1207 * The second argument specifies the map, and the x and y variables
1208 * in the object about to be inserted specifies the position.
1209 *
1210 * originator: Player, monster or other object that caused 'op' to be inserted
1211 * into 'map'. May be NULL.
1212 *
1213 * flag is a bitmask about special things to do (or not do) when this
1214 * function is called. see the object.h file for the INS_ values.
1215 * Passing 0 for flag gives proper default values, so flag really only needs
1216 * to be set if special handling is needed.
1217 *
1218 * Return value:
1219 * new object if 'op' was merged with other object
1220 * NULL if 'op' was destroyed
1221 * just 'op' otherwise
1222 */
1223 object *
1224 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1225 {
1226 assert (!op->flag [FLAG_FREED]);
1227
1228 object *tmp, *top, *floor = NULL;
1229
1230 op->remove ();
1231
1232 #if 0
1233 if (!m->active != !op->active)
1234 if (m->active)
1235 op->activate_recursive ();
1236 else
1237 op->deactivate_recursive ();
1238 #endif
1239
1240 if (out_of_map (m, op->x, op->y))
1241 {
1242 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1243 #ifdef MANY_CORES
1244 /* Better to catch this here, as otherwise the next use of this object
1245 * is likely to cause a crash. Better to find out where it is getting
1246 * improperly inserted.
1247 */
1248 abort ();
1249 #endif
1250 return op;
1251 }
1252
1253 if (object *more = op->more)
1254 {
1255 if (!insert_ob_in_map (more, m, originator, flag))
1256 {
1257 if (!op->head)
1258 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1259
1260 return 0;
1261 }
1262 }
1263
1264 CLEAR_FLAG (op, FLAG_REMOVED);
1265
1266 /* Ideally, the caller figures this out. However, it complicates a lot
1267 * of areas of callers (eg, anything that uses find_free_spot would now
1268 * need extra work
1269 */
1270 if (!xy_normalise (m, op->x, op->y))
1271 return 0;
1272
1273 op->map = m;
1274 mapspace &ms = op->ms ();
1275
1276 /* this has to be done after we translate the coordinates.
1277 */
1278 if (op->nrof && !(flag & INS_NO_MERGE))
1279 for (tmp = ms.bot; tmp; tmp = tmp->above)
1280 if (object::can_merge (op, tmp))
1281 {
1282 op->nrof += tmp->nrof;
1283 tmp->destroy ();
1284 }
1285
1286 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1287 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1288
1289 if (!QUERY_FLAG (op, FLAG_ALIVE))
1290 CLEAR_FLAG (op, FLAG_NO_STEAL);
1291
1292 if (flag & INS_BELOW_ORIGINATOR)
1293 {
1294 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1295 {
1296 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1297 abort ();
1298 }
1299
1300 op->above = originator;
1301 op->below = originator->below;
1302
1303 if (op->below)
1304 op->below->above = op;
1305 else
1306 ms.bot = op;
1307
1308 /* since *below* originator, no need to update top */
1309 originator->below = op;
1310 }
1311 else
1312 {
1313 top = ms.bot;
1314
1315 /* If there are other objects, then */
1316 if ((!(flag & INS_MAP_LOAD)) && top)
1317 {
1318 object *last = 0;
1319
1320 /*
1321 * If there are multiple objects on this space, we do some trickier handling.
1322 * We've already dealt with merging if appropriate.
1323 * Generally, we want to put the new object on top. But if
1324 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1325 * floor, we want to insert above that and no further.
1326 * Also, if there are spell objects on this space, we stop processing
1327 * once we get to them. This reduces the need to traverse over all of
1328 * them when adding another one - this saves quite a bit of cpu time
1329 * when lots of spells are cast in one area. Currently, it is presumed
1330 * that flying non pickable objects are spell objects.
1331 */
1332 for (top = ms.bot; top; top = top->above)
1333 {
1334 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1335 floor = top;
1336
1337 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1338 {
1339 /* We insert above top, so we want this object below this */
1340 top = top->below;
1341 break;
1342 }
1343
1344 last = top;
1345 }
1346
1347 /* Don't want top to be NULL, so set it to the last valid object */
1348 top = last;
1349
1350 /* We let update_position deal with figuring out what the space
1351 * looks like instead of lots of conditions here.
1352 * makes things faster, and effectively the same result.
1353 */
1354
1355 /* Have object 'fall below' other objects that block view.
1356 * Unless those objects are exits.
1357 * If INS_ON_TOP is used, don't do this processing
1358 * Need to find the object that in fact blocks view, otherwise
1359 * stacking is a bit odd.
1360 */
1361 if (!(flag & INS_ON_TOP)
1362 && ms.flags () & P_BLOCKSVIEW
1363 && (op->face && !faces [op->face].visibility))
1364 {
1365 for (last = top; last != floor; last = last->below)
1366 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1367 break;
1368
1369 /* Check to see if we found the object that blocks view,
1370 * and make sure we have a below pointer for it so that
1371 * we can get inserted below this one, which requires we
1372 * set top to the object below us.
1373 */
1374 if (last && last->below && last != floor)
1375 top = last->below;
1376 }
1377 } /* If objects on this space */
1378
1379 if (flag & INS_MAP_LOAD)
1380 top = ms.top;
1381
1382 if (flag & INS_ABOVE_FLOOR_ONLY)
1383 top = floor;
1384
1385 /* Top is the object that our object (op) is going to get inserted above.
1386 */
1387
1388 /* First object on this space */
1389 if (!top)
1390 {
1391 op->above = ms.bot;
1392
1393 if (op->above)
1394 op->above->below = op;
1395
1396 op->below = 0;
1397 ms.bot = op;
1398 }
1399 else
1400 { /* get inserted into the stack above top */
1401 op->above = top->above;
1402
1403 if (op->above)
1404 op->above->below = op;
1405
1406 op->below = top;
1407 top->above = op;
1408 }
1409
1410 if (!op->above)
1411 ms.top = op;
1412 } /* else not INS_BELOW_ORIGINATOR */
1413
1414 if (op->type == PLAYER)
1415 {
1416 op->contr->do_los = 1;
1417 ++op->map->players;
1418 op->map->touch ();
1419 }
1420
1421 op->map->dirty = true;
1422
1423 /* If we have a floor, we know the player, if any, will be above
1424 * it, so save a few ticks and start from there.
1425 */
1426 if (!(flag & INS_MAP_LOAD))
1427 if (object *pl = ms.player ())
1428 if (pl->contr->ns)
1429 pl->contr->ns->floorbox_update ();
1430
1431 /* If this object glows, it may affect lighting conditions that are
1432 * visible to others on this map. But update_all_los is really
1433 * an inefficient way to do this, as it means los for all players
1434 * on the map will get recalculated. The players could very well
1435 * be far away from this change and not affected in any way -
1436 * this should get redone to only look for players within range,
1437 * or just updating the P_UPTODATE for spaces within this area
1438 * of effect may be sufficient.
1439 */
1440 if (op->map->darkness && (op->glow_radius != 0))
1441 update_all_los (op->map, op->x, op->y);
1442
1443 /* updates flags (blocked, alive, no magic, etc) for this map space */
1444 update_object (op, UP_OBJ_INSERT);
1445
1446 INVOKE_OBJECT (INSERT, op);
1447
1448 /* Don't know if moving this to the end will break anything. However,
1449 * we want to have floorbox_update called before calling this.
1450 *
1451 * check_move_on() must be after this because code called from
1452 * check_move_on() depends on correct map flags (so functions like
1453 * blocked() and wall() work properly), and these flags are updated by
1454 * update_object().
1455 */
1456
1457 /* if this is not the head or flag has been passed, don't check walk on status */
1458 if (!(flag & INS_NO_WALK_ON) && !op->head)
1459 {
1460 if (check_move_on (op, originator))
1461 return 0;
1462
1463 /* If we are a multi part object, lets work our way through the check
1464 * walk on's.
1465 */
1466 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1467 if (check_move_on (tmp, originator))
1468 return 0;
1469 }
1470
1471 return op;
1472 }
1473
1474 /* this function inserts an object in the map, but if it
1475 * finds an object of its own type, it'll remove that one first.
1476 * op is the object to insert it under: supplies x and the map.
1477 */
1478 void
1479 replace_insert_ob_in_map (const char *arch_string, object *op)
1480 {
1481 object *tmp, *tmp1;
1482
1483 /* first search for itself and remove any old instances */
1484
1485 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1486 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1487 tmp->destroy ();
1488
1489 tmp1 = arch_to_object (archetype::find (arch_string));
1490
1491 tmp1->x = op->x;
1492 tmp1->y = op->y;
1493 insert_ob_in_map (tmp1, op->map, op, 0);
1494 }
1495
1496 object *
1497 object::insert_at (object *where, object *originator, int flags)
1498 {
1499 return where->map->insert (this, where->x, where->y, originator, flags);
1500 }
1501
1502 /*
1503 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1504 * is returned contains nr objects, and the remaining parts contains
1505 * the rest (or is removed and freed if that number is 0).
1506 * On failure, NULL is returned, and the reason put into the
1507 * global static errmsg array.
1508 */
1509 object *
1510 get_split_ob (object *orig_ob, uint32 nr)
1511 {
1512 object *newob;
1513 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1514
1515 if (orig_ob->nrof < nr)
1516 {
1517 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1518 return NULL;
1519 }
1520
1521 newob = object_create_clone (orig_ob);
1522
1523 if ((orig_ob->nrof -= nr) < 1)
1524 orig_ob->destroy (1);
1525 else if (!is_removed)
1526 {
1527 if (orig_ob->env != NULL)
1528 sub_weight (orig_ob->env, orig_ob->weight * nr);
1529 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1530 {
1531 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1532 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1533 return NULL;
1534 }
1535 }
1536
1537 newob->nrof = nr;
1538
1539 return newob;
1540 }
1541
1542 /*
1543 * decrease_ob_nr(object, number) decreases a specified number from
1544 * the amount of an object. If the amount reaches 0, the object
1545 * is subsequently removed and freed.
1546 *
1547 * Return value: 'op' if something is left, NULL if the amount reached 0
1548 */
1549 object *
1550 decrease_ob_nr (object *op, uint32 i)
1551 {
1552 object *tmp;
1553
1554 if (i == 0) /* objects with op->nrof require this check */
1555 return op;
1556
1557 if (i > op->nrof)
1558 i = op->nrof;
1559
1560 if (QUERY_FLAG (op, FLAG_REMOVED))
1561 op->nrof -= i;
1562 else if (op->env)
1563 {
1564 /* is this object in the players inventory, or sub container
1565 * therein?
1566 */
1567 tmp = op->in_player ();
1568 /* nope. Is this a container the player has opened?
1569 * If so, set tmp to that player.
1570 * IMO, searching through all the players will mostly
1571 * likely be quicker than following op->env to the map,
1572 * and then searching the map for a player.
1573 */
1574 if (!tmp)
1575 for_all_players (pl)
1576 if (pl->ob->container == op->env)
1577 {
1578 tmp = pl->ob;
1579 break;
1580 }
1581
1582 if (i < op->nrof)
1583 {
1584 sub_weight (op->env, op->weight * i);
1585 op->nrof -= i;
1586 if (tmp)
1587 esrv_send_item (tmp, op);
1588 }
1589 else
1590 {
1591 op->remove ();
1592 op->nrof = 0;
1593 if (tmp)
1594 esrv_del_item (tmp->contr, op->count);
1595 }
1596 }
1597 else
1598 {
1599 object *above = op->above;
1600
1601 if (i < op->nrof)
1602 op->nrof -= i;
1603 else
1604 {
1605 op->remove ();
1606 op->nrof = 0;
1607 }
1608
1609 /* Since we just removed op, op->above is null */
1610 for (tmp = above; tmp; tmp = tmp->above)
1611 if (tmp->type == PLAYER)
1612 {
1613 if (op->nrof)
1614 esrv_send_item (tmp, op);
1615 else
1616 esrv_del_item (tmp->contr, op->count);
1617 }
1618 }
1619
1620 if (op->nrof)
1621 return op;
1622 else
1623 {
1624 op->destroy ();
1625 return 0;
1626 }
1627 }
1628
1629 /*
1630 * add_weight(object, weight) adds the specified weight to an object,
1631 * and also updates how much the environment(s) is/are carrying.
1632 */
1633 void
1634 add_weight (object *op, signed long weight)
1635 {
1636 while (op != NULL)
1637 {
1638 if (op->type == CONTAINER)
1639 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1640
1641 op->carrying += weight;
1642 op = op->env;
1643 }
1644 }
1645
1646 object *
1647 insert_ob_in_ob (object *op, object *where)
1648 {
1649 if (!where)
1650 {
1651 char *dump = dump_object (op);
1652 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1653 free (dump);
1654 return op;
1655 }
1656
1657 if (where->head)
1658 {
1659 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1660 where = where->head;
1661 }
1662
1663 return where->insert (op);
1664 }
1665
1666 /*
1667 * env->insert (op)
1668 * This function inserts the object op in the linked list
1669 * inside the object environment.
1670 *
1671 * The function returns now pointer to inserted item, and return value can
1672 * be != op, if items are merged. -Tero
1673 */
1674 object *
1675 object::insert (object *op)
1676 {
1677 object *tmp, *otmp;
1678
1679 if (!QUERY_FLAG (op, FLAG_REMOVED))
1680 op->remove ();
1681
1682 if (op->more)
1683 {
1684 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1685 return op;
1686 }
1687
1688 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1689 CLEAR_FLAG (op, FLAG_REMOVED);
1690 if (op->nrof)
1691 {
1692 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1693 if (object::can_merge (tmp, op))
1694 {
1695 /* return the original object and remove inserted object
1696 (client needs the original object) */
1697 tmp->nrof += op->nrof;
1698 /* Weight handling gets pretty funky. Since we are adding to
1699 * tmp->nrof, we need to increase the weight.
1700 */
1701 add_weight (this, op->weight * op->nrof);
1702 SET_FLAG (op, FLAG_REMOVED);
1703 op->destroy (); /* free the inserted object */
1704 op = tmp;
1705 op->remove (); /* and fix old object's links */
1706 CLEAR_FLAG (op, FLAG_REMOVED);
1707 break;
1708 }
1709
1710 /* I assume combined objects have no inventory
1711 * We add the weight - this object could have just been removed
1712 * (if it was possible to merge). calling remove_ob will subtract
1713 * the weight, so we need to add it in again, since we actually do
1714 * the linking below
1715 */
1716 add_weight (this, op->weight * op->nrof);
1717 }
1718 else
1719 add_weight (this, (op->weight + op->carrying));
1720
1721 otmp = this->in_player ();
1722 if (otmp && otmp->contr)
1723 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1724 otmp->update_stats ();
1725
1726 op->map = 0;
1727 op->env = this;
1728 op->above = 0;
1729 op->below = 0;
1730 op->x = 0, op->y = 0;
1731
1732 /* reset the light list and los of the players on the map */
1733 if ((op->glow_radius != 0) && map)
1734 {
1735 #ifdef DEBUG_LIGHTS
1736 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1737 #endif /* DEBUG_LIGHTS */
1738 if (map->darkness)
1739 update_all_los (map, x, y);
1740 }
1741
1742 /* Client has no idea of ordering so lets not bother ordering it here.
1743 * It sure simplifies this function...
1744 */
1745 if (!inv)
1746 inv = op;
1747 else
1748 {
1749 op->below = inv;
1750 op->below->above = op;
1751 inv = op;
1752 }
1753
1754 INVOKE_OBJECT (INSERT, this);
1755
1756 return op;
1757 }
1758
1759 /*
1760 * Checks if any objects has a move_type that matches objects
1761 * that effect this object on this space. Call apply() to process
1762 * these events.
1763 *
1764 * Any speed-modification due to SLOW_MOVE() of other present objects
1765 * will affect the speed_left of the object.
1766 *
1767 * originator: Player, monster or other object that caused 'op' to be inserted
1768 * into 'map'. May be NULL.
1769 *
1770 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1771 *
1772 * 4-21-95 added code to check if appropriate skill was readied - this will
1773 * permit faster movement by the player through this terrain. -b.t.
1774 *
1775 * MSW 2001-07-08: Check all objects on space, not just those below
1776 * object being inserted. insert_ob_in_map may not put new objects
1777 * on top.
1778 */
1779 int
1780 check_move_on (object *op, object *originator)
1781 {
1782 object *tmp;
1783 maptile *m = op->map;
1784 int x = op->x, y = op->y;
1785
1786 MoveType move_on, move_slow, move_block;
1787
1788 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1789 return 0;
1790
1791 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1792 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1793 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1794
1795 /* if nothing on this space will slow op down or be applied,
1796 * no need to do checking below. have to make sure move_type
1797 * is set, as lots of objects don't have it set - we treat that
1798 * as walking.
1799 */
1800 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1801 return 0;
1802
1803 /* This is basically inverse logic of that below - basically,
1804 * if the object can avoid the move on or slow move, they do so,
1805 * but can't do it if the alternate movement they are using is
1806 * blocked. Logic on this seems confusing, but does seem correct.
1807 */
1808 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1809 return 0;
1810
1811 /* The objects have to be checked from top to bottom.
1812 * Hence, we first go to the top:
1813 */
1814
1815 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1816 {
1817 /* Trim the search when we find the first other spell effect
1818 * this helps performance so that if a space has 50 spell objects,
1819 * we don't need to check all of them.
1820 */
1821 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1822 break;
1823 }
1824
1825 for (; tmp; tmp = tmp->below)
1826 {
1827 if (tmp == op)
1828 continue; /* Can't apply yourself */
1829
1830 /* Check to see if one of the movement types should be slowed down.
1831 * Second check makes sure that the movement types not being slowed
1832 * (~slow_move) is not blocked on this space - just because the
1833 * space doesn't slow down swimming (for example), if you can't actually
1834 * swim on that space, can't use it to avoid the penalty.
1835 */
1836 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1837 {
1838 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1839 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1840 {
1841
1842 float
1843 diff = tmp->move_slow_penalty * fabs (op->speed);
1844
1845 if (op->type == PLAYER)
1846 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1847 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1848 diff /= 4.0;
1849
1850 op->speed_left -= diff;
1851 }
1852 }
1853
1854 /* Basically same logic as above, except now for actual apply. */
1855 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1856 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1857 {
1858 move_apply (tmp, op, originator);
1859
1860 if (op->destroyed ())
1861 return 1;
1862
1863 /* what the person/creature stepped onto has moved the object
1864 * someplace new. Don't process any further - if we did,
1865 * have a feeling strange problems would result.
1866 */
1867 if (op->map != m || op->x != x || op->y != y)
1868 return 0;
1869 }
1870 }
1871
1872 return 0;
1873 }
1874
1875 /*
1876 * present_arch(arch, map, x, y) searches for any objects with
1877 * a matching archetype at the given map and coordinates.
1878 * The first matching object is returned, or NULL if none.
1879 */
1880 object *
1881 present_arch (const archetype *at, maptile *m, int x, int y)
1882 {
1883 if (!m || out_of_map (m, x, y))
1884 {
1885 LOG (llevError, "Present_arch called outside map.\n");
1886 return NULL;
1887 }
1888
1889 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1890 if (tmp->arch == at)
1891 return tmp;
1892
1893 return NULL;
1894 }
1895
1896 /*
1897 * present(type, map, x, y) searches for any objects with
1898 * a matching type variable at the given map and coordinates.
1899 * The first matching object is returned, or NULL if none.
1900 */
1901 object *
1902 present (unsigned char type, maptile *m, int x, int y)
1903 {
1904 if (out_of_map (m, x, y))
1905 {
1906 LOG (llevError, "Present called outside map.\n");
1907 return NULL;
1908 }
1909
1910 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1911 if (tmp->type == type)
1912 return tmp;
1913
1914 return NULL;
1915 }
1916
1917 /*
1918 * present_in_ob(type, object) searches for any objects with
1919 * a matching type variable in the inventory of the given object.
1920 * The first matching object is returned, or NULL if none.
1921 */
1922 object *
1923 present_in_ob (unsigned char type, const object *op)
1924 {
1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1926 if (tmp->type == type)
1927 return tmp;
1928
1929 return NULL;
1930 }
1931
1932 /*
1933 * present_in_ob (type, str, object) searches for any objects with
1934 * a matching type & name variable in the inventory of the given object.
1935 * The first matching object is returned, or NULL if none.
1936 * This is mostly used by spell effect code, so that we only
1937 * have one spell effect at a time.
1938 * type can be used to narrow the search - if type is set,
1939 * the type must also match. -1 can be passed for the type,
1940 * in which case the type does not need to pass.
1941 * str is the string to match against. Note that we match against
1942 * the object name, not the archetype name. this is so that the
1943 * spell code can use one object type (force), but change it's name
1944 * to be unique.
1945 */
1946 object *
1947 present_in_ob_by_name (int type, const char *str, const object *op)
1948 {
1949 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1950 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1951 return tmp;
1952
1953 return 0;
1954 }
1955
1956 /*
1957 * present_arch_in_ob(archetype, object) searches for any objects with
1958 * a matching archetype in the inventory of the given object.
1959 * The first matching object is returned, or NULL if none.
1960 */
1961 object *
1962 present_arch_in_ob (const archetype *at, const object *op)
1963 {
1964 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1965 if (tmp->arch == at)
1966 return tmp;
1967
1968 return NULL;
1969 }
1970
1971 /*
1972 * activate recursively a flag on an object inventory
1973 */
1974 void
1975 flag_inv (object *op, int flag)
1976 {
1977 if (op->inv)
1978 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1979 {
1980 SET_FLAG (tmp, flag);
1981 flag_inv (tmp, flag);
1982 }
1983 }
1984
1985 /*
1986 * deactivate recursively a flag on an object inventory
1987 */
1988 void
1989 unflag_inv (object *op, int flag)
1990 {
1991 if (op->inv)
1992 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1993 {
1994 CLEAR_FLAG (tmp, flag);
1995 unflag_inv (tmp, flag);
1996 }
1997 }
1998
1999 /*
2000 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2001 * all it's inventory (recursively).
2002 * If checksums are used, a player will get set_cheat called for
2003 * him/her-self and all object carried by a call to this function.
2004 */
2005 void
2006 set_cheat (object *op)
2007 {
2008 SET_FLAG (op, FLAG_WAS_WIZ);
2009 flag_inv (op, FLAG_WAS_WIZ);
2010 }
2011
2012 /*
2013 * find_free_spot(object, map, x, y, start, stop) will search for
2014 * a spot at the given map and coordinates which will be able to contain
2015 * the given object. start and stop specifies how many squares
2016 * to search (see the freearr_x/y[] definition).
2017 * It returns a random choice among the alternatives found.
2018 * start and stop are where to start relative to the free_arr array (1,9
2019 * does all 4 immediate directions). This returns the index into the
2020 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2021 * Note - this only checks to see if there is space for the head of the
2022 * object - if it is a multispace object, this should be called for all
2023 * pieces.
2024 * Note2: This function does correctly handle tiled maps, but does not
2025 * inform the caller. However, insert_ob_in_map will update as
2026 * necessary, so the caller shouldn't need to do any special work.
2027 * Note - updated to take an object instead of archetype - this is necessary
2028 * because arch_blocked (now ob_blocked) needs to know the movement type
2029 * to know if the space in question will block the object. We can't use
2030 * the archetype because that isn't correct if the monster has been
2031 * customized, changed states, etc.
2032 */
2033 int
2034 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2035 {
2036 int index = 0, flag;
2037 int altern[SIZEOFFREE];
2038
2039 for (int i = start; i < stop; i++)
2040 {
2041 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2042 if (!flag)
2043 altern [index++] = i;
2044
2045 /* Basically, if we find a wall on a space, we cut down the search size.
2046 * In this way, we won't return spaces that are on another side of a wall.
2047 * This mostly work, but it cuts down the search size in all directions -
2048 * if the space being examined only has a wall to the north and empty
2049 * spaces in all the other directions, this will reduce the search space
2050 * to only the spaces immediately surrounding the target area, and
2051 * won't look 2 spaces south of the target space.
2052 */
2053 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2054 stop = maxfree[i];
2055 }
2056
2057 if (!index)
2058 return -1;
2059
2060 return altern [rndm (index)];
2061 }
2062
2063 /*
2064 * find_first_free_spot(archetype, maptile, x, y) works like
2065 * find_free_spot(), but it will search max number of squares.
2066 * But it will return the first available spot, not a random choice.
2067 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2068 */
2069 int
2070 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2071 {
2072 for (int i = 0; i < SIZEOFFREE; i++)
2073 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2074 return i;
2075
2076 return -1;
2077 }
2078
2079 /*
2080 * The function permute(arr, begin, end) randomly reorders the array
2081 * arr[begin..end-1].
2082 * now uses a fisher-yates shuffle, old permute was broken
2083 */
2084 static void
2085 permute (int *arr, int begin, int end)
2086 {
2087 arr += begin;
2088 end -= begin;
2089
2090 while (--end)
2091 swap (arr [end], arr [rndm (end + 1)]);
2092 }
2093
2094 /* new function to make monster searching more efficient, and effective!
2095 * This basically returns a randomized array (in the passed pointer) of
2096 * the spaces to find monsters. In this way, it won't always look for
2097 * monsters to the north first. However, the size of the array passed
2098 * covers all the spaces, so within that size, all the spaces within
2099 * the 3x3 area will be searched, just not in a predictable order.
2100 */
2101 void
2102 get_search_arr (int *search_arr)
2103 {
2104 int i;
2105
2106 for (i = 0; i < SIZEOFFREE; i++)
2107 search_arr[i] = i;
2108
2109 permute (search_arr, 1, SIZEOFFREE1 + 1);
2110 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2111 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2112 }
2113
2114 /*
2115 * find_dir(map, x, y, exclude) will search some close squares in the
2116 * given map at the given coordinates for live objects.
2117 * It will not considered the object given as exclude among possible
2118 * live objects.
2119 * It returns the direction toward the first/closest live object if finds
2120 * any, otherwise 0.
2121 * Perhaps incorrectly, but I'm making the assumption that exclude
2122 * is actually want is going to try and move there. We need this info
2123 * because we have to know what movement the thing looking to move
2124 * there is capable of.
2125 */
2126 int
2127 find_dir (maptile *m, int x, int y, object *exclude)
2128 {
2129 int i, max = SIZEOFFREE, mflags;
2130
2131 sint16 nx, ny;
2132 object *tmp;
2133 maptile *mp;
2134
2135 MoveType blocked, move_type;
2136
2137 if (exclude && exclude->head)
2138 {
2139 exclude = exclude->head;
2140 move_type = exclude->move_type;
2141 }
2142 else
2143 {
2144 /* If we don't have anything, presume it can use all movement types. */
2145 move_type = MOVE_ALL;
2146 }
2147
2148 for (i = 1; i < max; i++)
2149 {
2150 mp = m;
2151 nx = x + freearr_x[i];
2152 ny = y + freearr_y[i];
2153
2154 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2155
2156 if (mflags & P_OUT_OF_MAP)
2157 max = maxfree[i];
2158 else
2159 {
2160 mapspace &ms = mp->at (nx, ny);
2161
2162 blocked = ms.move_block;
2163
2164 if ((move_type & blocked) == move_type)
2165 max = maxfree[i];
2166 else if (mflags & P_IS_ALIVE)
2167 {
2168 for (tmp = ms.bot; tmp; tmp = tmp->above)
2169 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2170 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2171 break;
2172
2173 if (tmp)
2174 return freedir[i];
2175 }
2176 }
2177 }
2178
2179 return 0;
2180 }
2181
2182 /*
2183 * distance(object 1, object 2) will return the square of the
2184 * distance between the two given objects.
2185 */
2186 int
2187 distance (const object *ob1, const object *ob2)
2188 {
2189 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2190 }
2191
2192 /*
2193 * find_dir_2(delta-x,delta-y) will return a direction in which
2194 * an object which has subtracted the x and y coordinates of another
2195 * object, needs to travel toward it.
2196 */
2197 int
2198 find_dir_2 (int x, int y)
2199 {
2200 int q;
2201
2202 if (y)
2203 q = x * 100 / y;
2204 else if (x)
2205 q = -300 * x;
2206 else
2207 return 0;
2208
2209 if (y > 0)
2210 {
2211 if (q < -242)
2212 return 3;
2213 if (q < -41)
2214 return 2;
2215 if (q < 41)
2216 return 1;
2217 if (q < 242)
2218 return 8;
2219 return 7;
2220 }
2221
2222 if (q < -242)
2223 return 7;
2224 if (q < -41)
2225 return 6;
2226 if (q < 41)
2227 return 5;
2228 if (q < 242)
2229 return 4;
2230
2231 return 3;
2232 }
2233
2234 /*
2235 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2236 * between two directions (which are expected to be absolute (see absdir())
2237 */
2238 int
2239 dirdiff (int dir1, int dir2)
2240 {
2241 int d;
2242
2243 d = abs (dir1 - dir2);
2244 if (d > 4)
2245 d = 8 - d;
2246
2247 return d;
2248 }
2249
2250 /* peterm:
2251 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2252 * Basically, this is a table of directions, and what directions
2253 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2254 * This basically means that if direction is 15, then it could either go
2255 * direction 4, 14, or 16 to get back to where we are.
2256 * Moved from spell_util.c to object.c with the other related direction
2257 * functions.
2258 */
2259 int reduction_dir[SIZEOFFREE][3] = {
2260 {0, 0, 0}, /* 0 */
2261 {0, 0, 0}, /* 1 */
2262 {0, 0, 0}, /* 2 */
2263 {0, 0, 0}, /* 3 */
2264 {0, 0, 0}, /* 4 */
2265 {0, 0, 0}, /* 5 */
2266 {0, 0, 0}, /* 6 */
2267 {0, 0, 0}, /* 7 */
2268 {0, 0, 0}, /* 8 */
2269 {8, 1, 2}, /* 9 */
2270 {1, 2, -1}, /* 10 */
2271 {2, 10, 12}, /* 11 */
2272 {2, 3, -1}, /* 12 */
2273 {2, 3, 4}, /* 13 */
2274 {3, 4, -1}, /* 14 */
2275 {4, 14, 16}, /* 15 */
2276 {5, 4, -1}, /* 16 */
2277 {4, 5, 6}, /* 17 */
2278 {6, 5, -1}, /* 18 */
2279 {6, 20, 18}, /* 19 */
2280 {7, 6, -1}, /* 20 */
2281 {6, 7, 8}, /* 21 */
2282 {7, 8, -1}, /* 22 */
2283 {8, 22, 24}, /* 23 */
2284 {8, 1, -1}, /* 24 */
2285 {24, 9, 10}, /* 25 */
2286 {9, 10, -1}, /* 26 */
2287 {10, 11, -1}, /* 27 */
2288 {27, 11, 29}, /* 28 */
2289 {11, 12, -1}, /* 29 */
2290 {12, 13, -1}, /* 30 */
2291 {12, 13, 14}, /* 31 */
2292 {13, 14, -1}, /* 32 */
2293 {14, 15, -1}, /* 33 */
2294 {33, 15, 35}, /* 34 */
2295 {16, 15, -1}, /* 35 */
2296 {17, 16, -1}, /* 36 */
2297 {18, 17, 16}, /* 37 */
2298 {18, 17, -1}, /* 38 */
2299 {18, 19, -1}, /* 39 */
2300 {41, 19, 39}, /* 40 */
2301 {19, 20, -1}, /* 41 */
2302 {20, 21, -1}, /* 42 */
2303 {20, 21, 22}, /* 43 */
2304 {21, 22, -1}, /* 44 */
2305 {23, 22, -1}, /* 45 */
2306 {45, 47, 23}, /* 46 */
2307 {23, 24, -1}, /* 47 */
2308 {24, 9, -1}
2309 }; /* 48 */
2310
2311 /* Recursive routine to step back and see if we can
2312 * find a path to that monster that we found. If not,
2313 * we don't bother going toward it. Returns 1 if we
2314 * can see a direct way to get it
2315 * Modified to be map tile aware -.MSW
2316 */
2317 int
2318 can_see_monsterP (maptile *m, int x, int y, int dir)
2319 {
2320 sint16 dx, dy;
2321 int mflags;
2322
2323 if (dir < 0)
2324 return 0; /* exit condition: invalid direction */
2325
2326 dx = x + freearr_x[dir];
2327 dy = y + freearr_y[dir];
2328
2329 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2330
2331 /* This functional arguably was incorrect before - it was
2332 * checking for P_WALL - that was basically seeing if
2333 * we could move to the monster - this is being more
2334 * literal on if we can see it. To know if we can actually
2335 * move to the monster, we'd need the monster passed in or
2336 * at least its move type.
2337 */
2338 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2339 return 0;
2340
2341 /* yes, can see. */
2342 if (dir < 9)
2343 return 1;
2344
2345 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2346 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2347 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2348 }
2349
2350 /*
2351 * can_pick(picker, item): finds out if an object is possible to be
2352 * picked up by the picker. Returnes 1 if it can be
2353 * picked up, otherwise 0.
2354 *
2355 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2356 * core dumps if they do.
2357 *
2358 * Add a check so we can't pick up invisible objects (0.93.8)
2359 */
2360
2361 int
2362 can_pick (const object *who, const object *item)
2363 {
2364 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2365 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2366 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2367 }
2368
2369 /*
2370 * create clone from object to another
2371 */
2372 object *
2373 object_create_clone (object *asrc)
2374 {
2375 object *dst = 0, *tmp, *src, *part, *prev, *item;
2376
2377 if (!asrc)
2378 return 0;
2379
2380 src = asrc;
2381 if (src->head)
2382 src = src->head;
2383
2384 prev = 0;
2385 for (part = src; part; part = part->more)
2386 {
2387 tmp = part->clone ();
2388 tmp->x -= src->x;
2389 tmp->y -= src->y;
2390
2391 if (!part->head)
2392 {
2393 dst = tmp;
2394 tmp->head = 0;
2395 }
2396 else
2397 tmp->head = dst;
2398
2399 tmp->more = 0;
2400
2401 if (prev)
2402 prev->more = tmp;
2403
2404 prev = tmp;
2405 }
2406
2407 for (item = src->inv; item; item = item->below)
2408 insert_ob_in_ob (object_create_clone (item), dst);
2409
2410 return dst;
2411 }
2412
2413 /* This returns the first object in who's inventory that
2414 * has the same type and subtype match.
2415 * returns NULL if no match.
2416 */
2417 object *
2418 find_obj_by_type_subtype (const object *who, int type, int subtype)
2419 {
2420 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2421 if (tmp->type == type && tmp->subtype == subtype)
2422 return tmp;
2423
2424 return 0;
2425 }
2426
2427 /* If ob has a field named key, return the link from the list,
2428 * otherwise return NULL.
2429 *
2430 * key must be a passed in shared string - otherwise, this won't
2431 * do the desired thing.
2432 */
2433 key_value *
2434 get_ob_key_link (const object *ob, const char *key)
2435 {
2436 for (key_value *link = ob->key_values; link; link = link->next)
2437 if (link->key == key)
2438 return link;
2439
2440 return 0;
2441 }
2442
2443 /*
2444 * Returns the value of op has an extra_field for key, or NULL.
2445 *
2446 * The argument doesn't need to be a shared string.
2447 *
2448 * The returned string is shared.
2449 */
2450 const char *
2451 get_ob_key_value (const object *op, const char *const key)
2452 {
2453 key_value *link;
2454 shstr_cmp canonical_key (key);
2455
2456 if (!canonical_key)
2457 {
2458 /* 1. There being a field named key on any object
2459 * implies there'd be a shared string to find.
2460 * 2. Since there isn't, no object has this field.
2461 * 3. Therefore, *this* object doesn't have this field.
2462 */
2463 return 0;
2464 }
2465
2466 /* This is copied from get_ob_key_link() above -
2467 * only 4 lines, and saves the function call overhead.
2468 */
2469 for (link = op->key_values; link; link = link->next)
2470 if (link->key == canonical_key)
2471 return link->value;
2472
2473 return 0;
2474 }
2475
2476 /*
2477 * Updates the canonical_key in op to value.
2478 *
2479 * canonical_key is a shared string (value doesn't have to be).
2480 *
2481 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2482 * keys.
2483 *
2484 * Returns TRUE on success.
2485 */
2486 int
2487 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2488 {
2489 key_value *field = NULL, *last = NULL;
2490
2491 for (field = op->key_values; field != NULL; field = field->next)
2492 {
2493 if (field->key != canonical_key)
2494 {
2495 last = field;
2496 continue;
2497 }
2498
2499 if (value)
2500 field->value = value;
2501 else
2502 {
2503 /* Basically, if the archetype has this key set,
2504 * we need to store the null value so when we save
2505 * it, we save the empty value so that when we load,
2506 * we get this value back again.
2507 */
2508 if (get_ob_key_link (&op->arch->clone, canonical_key))
2509 field->value = 0;
2510 else
2511 {
2512 if (last)
2513 last->next = field->next;
2514 else
2515 op->key_values = field->next;
2516
2517 delete field;
2518 }
2519 }
2520 return TRUE;
2521 }
2522 /* IF we get here, key doesn't exist */
2523
2524 /* No field, we'll have to add it. */
2525
2526 if (!add_key)
2527 return FALSE;
2528
2529 /* There isn't any good reason to store a null
2530 * value in the key/value list. If the archetype has
2531 * this key, then we should also have it, so shouldn't
2532 * be here. If user wants to store empty strings,
2533 * should pass in ""
2534 */
2535 if (value == NULL)
2536 return TRUE;
2537
2538 field = new key_value;
2539
2540 field->key = canonical_key;
2541 field->value = value;
2542 /* Usual prepend-addition. */
2543 field->next = op->key_values;
2544 op->key_values = field;
2545
2546 return TRUE;
2547 }
2548
2549 /*
2550 * Updates the key in op to value.
2551 *
2552 * If add_key is FALSE, this will only update existing keys,
2553 * and not add new ones.
2554 * In general, should be little reason FALSE is ever passed in for add_key
2555 *
2556 * Returns TRUE on success.
2557 */
2558 int
2559 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2560 {
2561 shstr key_ (key);
2562
2563 return set_ob_key_value_s (op, key_, value, add_key);
2564 }
2565
2566 object::depth_iterator::depth_iterator (object *container)
2567 : iterator_base (container)
2568 {
2569 while (item->inv)
2570 item = item->inv;
2571 }
2572
2573 void
2574 object::depth_iterator::next ()
2575 {
2576 if (item->below)
2577 {
2578 item = item->below;
2579
2580 while (item->inv)
2581 item = item->inv;
2582 }
2583 else
2584 item = item->env;
2585 }
2586
2587
2588 const char *
2589 object::flag_desc (char *desc, int len) const
2590 {
2591 char *p = desc;
2592 bool first = true;
2593
2594 *p = 0;
2595
2596 for (int i = 0; i < NUM_FLAGS; i++)
2597 {
2598 if (len <= 10) // magic constant!
2599 {
2600 snprintf (p, len, ",...");
2601 break;
2602 }
2603
2604 if (flag [i])
2605 {
2606 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2607 len -= cnt;
2608 p += cnt;
2609 first = false;
2610 }
2611 }
2612
2613 return desc;
2614 }
2615
2616 // return a suitable string describing an object in enough detail to find it
2617 const char *
2618 object::debug_desc (char *info) const
2619 {
2620 char flagdesc[512];
2621 char info2[256 * 4];
2622 char *p = info;
2623
2624 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2625 count, uuid.seq,
2626 &name,
2627 title ? "\",title:\"" : "",
2628 title ? (const char *)title : "",
2629 flag_desc (flagdesc, 512), type);
2630
2631 if (env)
2632 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2633
2634 if (map)
2635 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2636
2637 return info;
2638 }
2639
2640 const char *
2641 object::debug_desc () const
2642 {
2643 static char info[3][256 * 4];
2644 static int info_idx;
2645
2646 return debug_desc (info [++info_idx % 3]);
2647 }
2648
2649 struct region *
2650 object::region () const
2651 {
2652 return map ? map->region (x, y)
2653 : region::default_region ();
2654 }
2655
2656 const materialtype_t *
2657 object::dominant_material () const
2658 {
2659 if (materialtype_t *mat = name_to_material (materialname))
2660 return mat;
2661
2662 // omfg this is slow, this has to be temporary :)
2663 shstr unknown ("unknown");
2664
2665 return name_to_material (unknown);
2666 }
2667
2668 void
2669 object::open_container (object *new_container)
2670 {
2671 if (container == new_container)
2672 return;
2673
2674 if (object *old_container = container)
2675 {
2676 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2677 return;
2678
2679 #if 0
2680 // remove the "Close old_container" object.
2681 if (object *closer = old_container->inv)
2682 if (closer->type == CLOSE_CON)
2683 closer->destroy ();
2684 #endif
2685
2686 old_container->flag [FLAG_APPLIED] = 0;
2687 container = 0;
2688
2689 esrv_update_item (UPD_FLAGS, this, old_container);
2690 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2691 }
2692
2693 if (new_container)
2694 {
2695 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2696 return;
2697
2698 // TODO: this does not seem to serve any purpose anymore?
2699 #if 0
2700 // insert the "Close Container" object.
2701 if (archetype *closer = new_container->other_arch)
2702 {
2703 object *closer = arch_to_object (new_container->other_arch);
2704 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2705 new_container->insert (closer);
2706 }
2707 #endif
2708
2709 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2710
2711 new_container->flag [FLAG_APPLIED] = 1;
2712 container = new_container;
2713
2714 esrv_update_item (UPD_FLAGS, this, new_container);
2715 esrv_send_inventory (this, new_container);
2716 }
2717 }
2718
2719