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/cvs/deliantra/server/common/object.C
Revision: 1.150
Committed: Tue May 15 19:07:15 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.149: +13 -0 lines
Log Message:
more fixes

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 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 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 if (ob && !ob->flag [FLAG_APPLIED])
488 {
489 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
490 &name, ob->debug_desc ());
491 return false;
492 }
493
494 update_stats ();
495
496 if (ob)
497 {
498 // now check wether any body locations became invalid, in which case
499 // we cannot apply the weapon at the moment.
500 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
501 if (slot[i].used < 0)
502 {
503 current_weapon = chosen_skill = 0;
504 update_stats ();
505
506 new_draw_info_format (NDI_UNIQUE, 0, this,
507 "You try to balance your applied items all at once, but the %s is too much. "
508 "You need to unapply some items first.", &ob->name);
509 return false;
510 }
511
512 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
513 }
514 else
515 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
516
517 return true;
518 }
519
520 /* Zero the key_values on op, decrementing the shared-string
521 * refcounts and freeing the links.
522 */
523 static void
524 free_key_values (object *op)
525 {
526 for (key_value *i = op->key_values; i; )
527 {
528 key_value *next = i->next;
529 delete i;
530
531 i = next;
532 }
533
534 op->key_values = 0;
535 }
536
537 object &
538 object::operator =(const object &src)
539 {
540 bool is_freed = flag [FLAG_FREED];
541 bool is_removed = flag [FLAG_REMOVED];
542
543 *(object_copy *)this = src;
544
545 flag [FLAG_FREED] = is_freed;
546 flag [FLAG_REMOVED] = is_removed;
547
548 /* Copy over key_values, if any. */
549 if (src.key_values)
550 {
551 key_value *tail = 0;
552 key_values = 0;
553
554 for (key_value *i = src.key_values; i; i = i->next)
555 {
556 key_value *new_link = new key_value;
557
558 new_link->next = 0;
559 new_link->key = i->key;
560 new_link->value = i->value;
561
562 /* Try and be clever here, too. */
563 if (!key_values)
564 {
565 key_values = new_link;
566 tail = new_link;
567 }
568 else
569 {
570 tail->next = new_link;
571 tail = new_link;
572 }
573 }
574 }
575 }
576
577 /*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585 void
586 object::copy_to (object *dst)
587 {
588 *dst = *this;
589
590 if (speed < 0)
591 dst->speed_left = speed_left - rndm ();
592
593 dst->set_speed (dst->speed);
594 }
595
596 void
597 object::instantiate ()
598 {
599 if (!uuid.seq) // HACK
600 uuid = gen_uuid ();
601
602 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped.
608 */
609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
611
612 attachable::instantiate ();
613 }
614
615 object *
616 object::clone ()
617 {
618 object *neu = create ();
619 copy_to (neu);
620 return neu;
621 }
622
623 /*
624 * If an object with the IS_TURNABLE() flag needs to be turned due
625 * to the closest player being on the other side, this function can
626 * be called to update the face variable, _and_ how it looks on the map.
627 */
628 void
629 update_turn_face (object *op)
630 {
631 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
632 return;
633
634 SET_ANIMATION (op, op->direction);
635 update_object (op, UP_OBJ_FACE);
636 }
637
638 /*
639 * Updates the speed of an object. If the speed changes from 0 to another
640 * value, or vice versa, then add/remove the object from the active list.
641 * This function needs to be called whenever the speed of an object changes.
642 */
643 void
644 object::set_speed (float speed)
645 {
646 if (flag [FLAG_FREED] && speed)
647 {
648 LOG (llevError, "Object %s is freed but has speed.\n", &name);
649 speed = 0;
650 }
651
652 this->speed = speed;
653
654 if (has_active_speed ())
655 activate ();
656 else
657 deactivate ();
658 }
659
660 /*
661 * update_object() updates the the map.
662 * It takes into account invisible objects (and represent squares covered
663 * by invisible objects by whatever is below them (unless it's another
664 * invisible object, etc...)
665 * If the object being updated is beneath a player, the look-window
666 * of that player is updated (this might be a suboptimal way of
667 * updating that window, though, since update_object() is called _often_)
668 *
669 * action is a hint of what the caller believes need to be done.
670 * current action are:
671 * UP_OBJ_INSERT: op was inserted
672 * UP_OBJ_REMOVE: op was removed
673 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
674 * as that is easier than trying to look at what may have changed.
675 * UP_OBJ_FACE: only the objects face has changed.
676 */
677 void
678 update_object (object *op, int action)
679 {
680 if (op == NULL)
681 {
682 /* this should never happen */
683 LOG (llevDebug, "update_object() called for NULL object.\n");
684 return;
685 }
686
687 if (op->env)
688 {
689 /* Animation is currently handled by client, so nothing
690 * to do in this case.
691 */
692 return;
693 }
694
695 /* If the map is saving, don't do anything as everything is
696 * going to get freed anyways.
697 */
698 if (!op->map || op->map->in_memory == MAP_SAVING)
699 return;
700
701 /* make sure the object is within map boundaries */
702 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
703 {
704 LOG (llevError, "update_object() called for object out of map!\n");
705 #ifdef MANY_CORES
706 abort ();
707 #endif
708 return;
709 }
710
711 mapspace &m = op->ms ();
712
713 if (!(m.flags_ & P_UPTODATE))
714 /* nop */;
715 else if (action == UP_OBJ_INSERT)
716 {
717 // this is likely overkill, TODO: revisit (schmorp)
718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
724 || (m.move_on | op->move_on ) != m.move_on
725 || (m.move_off | op->move_off ) != m.move_off
726 || (m.move_slow | op->move_slow) != m.move_slow
727 /* This isn't perfect, but I don't expect a lot of objects to
728 * to have move_allow right now.
729 */
730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
732 m.flags_ = 0;
733 }
734 /* if the object is being removed, we can't make intelligent
735 * decisions, because remove_ob can't really pass the object
736 * that is being removed.
737 */
738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
739 m.flags_ = 0;
740 else if (action == UP_OBJ_FACE)
741 /* Nothing to do for that case */ ;
742 else
743 LOG (llevError, "update_object called with invalid action: %d\n", action);
744
745 if (op->more)
746 update_object (op->more, action);
747 }
748
749 object::object ()
750 {
751 SET_FLAG (this, FLAG_REMOVED);
752
753 expmul = 1.0;
754 face = blank_face;
755 }
756
757 object::~object ()
758 {
759 unlink ();
760
761 free_key_values (this);
762 }
763
764 static int object_count;
765
766 void object::link ()
767 {
768 assert (!index);//D
769 uuid = gen_uuid ();
770 count = ++object_count;
771
772 refcnt_inc ();
773 objects.insert (this);
774 }
775
776 void object::unlink ()
777 {
778 if (!index)
779 return;
780
781 objects.erase (this);
782 refcnt_dec ();
783 }
784
785 void
786 object::activate ()
787 {
788 /* If already on active list, don't do anything */
789 if (active)
790 return;
791
792 if (has_active_speed ())
793 actives.insert (this);
794 }
795
796 void
797 object::activate_recursive ()
798 {
799 activate ();
800
801 for (object *op = inv; op; op = op->below)
802 op->activate_recursive ();
803 }
804
805 /* This function removes object 'op' from the list of active
806 * objects.
807 * This should only be used for style maps or other such
808 * reference maps where you don't want an object that isn't
809 * in play chewing up cpu time getting processed.
810 * The reverse of this is to call update_ob_speed, which
811 * will do the right thing based on the speed of the object.
812 */
813 void
814 object::deactivate ()
815 {
816 /* If not on the active list, nothing needs to be done */
817 if (!active)
818 return;
819
820 actives.erase (this);
821 }
822
823 void
824 object::deactivate_recursive ()
825 {
826 for (object *op = inv; op; op = op->below)
827 op->deactivate_recursive ();
828
829 deactivate ();
830 }
831
832 void
833 object::set_flag_inv (int flag, int value)
834 {
835 for (object *op = inv; op; op = op->below)
836 {
837 op->flag [flag] = value;
838 op->set_flag_inv (flag, value);
839 }
840 }
841
842 /*
843 * Remove and free all objects in the inventory of the given object.
844 * object.c ?
845 */
846 void
847 object::destroy_inv (bool drop_to_ground)
848 {
849 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory,
853 // cf will crash below with off-map x and y
854 if (!inv)
855 return;
856
857 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects
859 * drop on that space.
860 */
861 if (!drop_to_ground
862 || !map
863 || map->in_memory != MAP_IN_MEMORY
864 || map->nodrop
865 || ms ().move_block == MOVE_ALL)
866 {
867 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
870 inv->destroy ();
871 }
872 }
873 else
874 { /* Put objects in inventory onto this space */
875 while (inv)
876 {
877 object *op = inv;
878
879 if (op->flag [FLAG_STARTEQUIP]
880 || op->flag [FLAG_NO_DROP]
881 || op->type == RUNE
882 || op->type == TRAP
883 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH])
885 op->destroy ();
886 else
887 map->insert (op, x, y);
888 }
889 }
890 }
891
892 object *object::create ()
893 {
894 object *op = new object;
895 op->link ();
896 return op;
897 }
898
899 void
900 object::do_destroy ()
901 {
902 attachable::do_destroy ();
903
904 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this);
906
907 if (flag [FLAG_FRIENDLY])
908 remove_friendly_object (this);
909
910 if (!flag [FLAG_REMOVED])
911 remove ();
912
913 destroy_inv (true);
914
915 deactivate ();
916 unlink ();
917
918 flag [FLAG_FREED] = 1;
919
920 // hack to ensure that freed objects still have a valid map
921 {
922 static maptile *freed_map; // freed objects are moved here to avoid crashes
923
924 if (!freed_map)
925 {
926 freed_map = new maptile;
927
928 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3;
930 freed_map->height = 3;
931
932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
934 }
935
936 map = freed_map;
937 x = 1;
938 y = 1;
939 }
940
941 head = 0;
942
943 if (more)
944 {
945 more->destroy ();
946 more = 0;
947 }
948
949 // clear those pointers that likely might have circular references to us
950 owner = 0;
951 enemy = 0;
952 attacked_by = 0;
953 }
954
955 void
956 object::destroy (bool destroy_inventory)
957 {
958 if (destroyed ())
959 return;
960
961 if (destroy_inventory)
962 destroy_inv (false);
963
964 attachable::destroy ();
965 }
966
967 /*
968 * sub_weight() recursively (outwards) subtracts a number from the
969 * weight of an object (and what is carried by it's environment(s)).
970 */
971 void
972 sub_weight (object *op, signed long weight)
973 {
974 while (op != NULL)
975 {
976 if (op->type == CONTAINER)
977 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
978
979 op->carrying -= weight;
980 op = op->env;
981 }
982 }
983
984 /* op->remove ():
985 * This function removes the object op from the linked list of objects
986 * which it is currently tied to. When this function is done, the
987 * object will have no environment. If the object previously had an
988 * environment, the x and y coordinates will be updated to
989 * the previous environment.
990 */
991 void
992 object::do_remove ()
993 {
994 object *tmp, *last = 0;
995 object *otmp;
996
997 if (QUERY_FLAG (this, FLAG_REMOVED))
998 return;
999
1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this);
1002
1003 if (more)
1004 more->remove ();
1005
1006 /*
1007 * In this case, the object to be removed is in someones
1008 * inventory.
1009 */
1010 if (env)
1011 {
1012 if (nrof)
1013 sub_weight (env, weight * nrof);
1014 else
1015 sub_weight (env, weight + carrying);
1016
1017 /* NO_FIX_PLAYER is set when a great many changes are being
1018 * made to players inventory. If set, avoiding the call
1019 * to save cpu time.
1020 */
1021 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1022 otmp->update_stats ();
1023
1024 if (above)
1025 above->below = below;
1026 else
1027 env->inv = below;
1028
1029 if (below)
1030 below->above = above;
1031
1032 /* we set up values so that it could be inserted into
1033 * the map, but we don't actually do that - it is up
1034 * to the caller to decide what we want to do.
1035 */
1036 x = env->x, y = env->y;
1037 map = env->map;
1038 above = 0, below = 0;
1039 env = 0;
1040 }
1041 else if (map)
1042 {
1043 if (type == PLAYER)
1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1050
1051 --map->players;
1052 map->touch ();
1053 }
1054
1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
1057
1058 /* link the object above us */
1059 if (above)
1060 above->below = below;
1061 else
1062 ms.top = below; /* we were top, set new top */
1063
1064 /* Relink the object below us, if there is one */
1065 if (below)
1066 below->above = above;
1067 else
1068 {
1069 /* Nothing below, which means we need to relink map object for this space
1070 * use translated coordinates in case some oddness with map tiling is
1071 * evident
1072 */
1073 if (GET_MAP_OB (map, x, y) != this)
1074 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 ());
1075
1076 ms.bot = above; /* goes on above it. */
1077 }
1078
1079 above = 0;
1080 below = 0;
1081
1082 if (map->in_memory == MAP_SAVING)
1083 return;
1084
1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1086
1087 for (tmp = ms.bot; tmp; tmp = tmp->above)
1088 {
1089 /* No point updating the players look faces if he is the object
1090 * being removed.
1091 */
1092
1093 if (tmp->type == PLAYER && tmp != this)
1094 {
1095 /* If a container that the player is currently using somehow gets
1096 * removed (most likely destroyed), update the player view
1097 * appropriately.
1098 */
1099 if (tmp->container == this)
1100 {
1101 flag [FLAG_APPLIED] = 0;
1102 tmp->container = 0;
1103 }
1104
1105 if (tmp->contr->ns)
1106 tmp->contr->ns->floorbox_update ();
1107 }
1108
1109 /* See if object moving off should effect something */
1110 if (check_walk_off
1111 && ((move_type & tmp->move_off)
1112 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1113 {
1114 move_apply (tmp, this, 0);
1115
1116 if (destroyed ())
1117 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1118 }
1119
1120 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1121 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1122 if (tmp->above == tmp)
1123 tmp->above = 0;
1124
1125 last = tmp;
1126 }
1127
1128 /* last == NULL if there are no objects on this space */
1129 //TODO: this makes little sense, why only update the topmost object?
1130 if (!last)
1131 map->at (x, y).flags_ = 0;
1132 else
1133 update_object (last, UP_OBJ_REMOVE);
1134
1135 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1136 update_all_los (map, x, y);
1137 }
1138 }
1139
1140 /*
1141 * merge_ob(op,top):
1142 *
1143 * This function goes through all objects below and including top, and
1144 * merges op to the first matching object.
1145 * If top is NULL, it is calculated.
1146 * Returns pointer to object if it succeded in the merge, otherwise NULL
1147 */
1148 object *
1149 merge_ob (object *op, object *top)
1150 {
1151 if (!op->nrof)
1152 return 0;
1153
1154 if (top)
1155 for (top = op; top && top->above; top = top->above)
1156 ;
1157
1158 for (; top; top = top->below)
1159 {
1160 if (top == op)
1161 continue;
1162
1163 if (object::can_merge (op, top))
1164 {
1165 top->nrof += op->nrof;
1166
1167 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1168 op->weight = 0; /* Don't want any adjustements now */
1169 op->destroy ();
1170 return top;
1171 }
1172 }
1173
1174 return 0;
1175 }
1176
1177 void
1178 object::expand_tail ()
1179 {
1180 if (more)
1181 return;
1182
1183 object *prev = this;
1184
1185 for (archetype *at = arch->more; at; at = at->more)
1186 {
1187 object *op = arch_to_object (at);
1188
1189 op->name = name;
1190 op->name_pl = name_pl;
1191 op->title = title;
1192
1193 op->head = this;
1194 prev->more = op;
1195
1196 prev = op;
1197 }
1198 }
1199
1200 /*
1201 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1202 * job preparing multi-part monsters.
1203 */
1204 object *
1205 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1206 {
1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1208 {
1209 tmp->x = x + tmp->arch->clone.x;
1210 tmp->y = y + tmp->arch->clone.y;
1211 }
1212
1213 return insert_ob_in_map (op, m, originator, flag);
1214 }
1215
1216 /*
1217 * insert_ob_in_map (op, map, originator, flag):
1218 * This function inserts the object in the two-way linked list
1219 * which represents what is on a map.
1220 * The second argument specifies the map, and the x and y variables
1221 * in the object about to be inserted specifies the position.
1222 *
1223 * originator: Player, monster or other object that caused 'op' to be inserted
1224 * into 'map'. May be NULL.
1225 *
1226 * flag is a bitmask about special things to do (or not do) when this
1227 * function is called. see the object.h file for the INS_ values.
1228 * Passing 0 for flag gives proper default values, so flag really only needs
1229 * to be set if special handling is needed.
1230 *
1231 * Return value:
1232 * new object if 'op' was merged with other object
1233 * NULL if 'op' was destroyed
1234 * just 'op' otherwise
1235 */
1236 object *
1237 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1238 {
1239 assert (!op->flag [FLAG_FREED]);
1240
1241 object *tmp, *top, *floor = NULL;
1242
1243 op->remove ();
1244
1245 #if 0
1246 if (!m->active != !op->active)
1247 if (m->active)
1248 op->activate_recursive ();
1249 else
1250 op->deactivate_recursive ();
1251 #endif
1252
1253 if (out_of_map (m, op->x, op->y))
1254 {
1255 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1256 #ifdef MANY_CORES
1257 /* Better to catch this here, as otherwise the next use of this object
1258 * is likely to cause a crash. Better to find out where it is getting
1259 * improperly inserted.
1260 */
1261 abort ();
1262 #endif
1263 return op;
1264 }
1265
1266 if (object *more = op->more)
1267 {
1268 if (!insert_ob_in_map (more, m, originator, flag))
1269 {
1270 if (!op->head)
1271 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1272
1273 return 0;
1274 }
1275 }
1276
1277 CLEAR_FLAG (op, FLAG_REMOVED);
1278
1279 /* Ideally, the caller figures this out. However, it complicates a lot
1280 * of areas of callers (eg, anything that uses find_free_spot would now
1281 * need extra work
1282 */
1283 if (!xy_normalise (m, op->x, op->y))
1284 return 0;
1285
1286 op->map = m;
1287 mapspace &ms = op->ms ();
1288
1289 /* this has to be done after we translate the coordinates.
1290 */
1291 if (op->nrof && !(flag & INS_NO_MERGE))
1292 for (tmp = ms.bot; tmp; tmp = tmp->above)
1293 if (object::can_merge (op, tmp))
1294 {
1295 op->nrof += tmp->nrof;
1296 tmp->destroy ();
1297 }
1298
1299 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1300 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1301
1302 if (!QUERY_FLAG (op, FLAG_ALIVE))
1303 CLEAR_FLAG (op, FLAG_NO_STEAL);
1304
1305 if (flag & INS_BELOW_ORIGINATOR)
1306 {
1307 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1308 {
1309 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1310 abort ();
1311 }
1312
1313 op->above = originator;
1314 op->below = originator->below;
1315
1316 if (op->below)
1317 op->below->above = op;
1318 else
1319 ms.bot = op;
1320
1321 /* since *below* originator, no need to update top */
1322 originator->below = op;
1323 }
1324 else
1325 {
1326 top = ms.bot;
1327
1328 /* If there are other objects, then */
1329 if ((!(flag & INS_MAP_LOAD)) && top)
1330 {
1331 object *last = 0;
1332
1333 /*
1334 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if
1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1338 * floor, we want to insert above that and no further.
1339 * Also, if there are spell objects on this space, we stop processing
1340 * once we get to them. This reduces the need to traverse over all of
1341 * them when adding another one - this saves quite a bit of cpu time
1342 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects.
1344 */
1345 for (top = ms.bot; top; top = top->above)
1346 {
1347 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1348 floor = top;
1349
1350 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1351 {
1352 /* We insert above top, so we want this object below this */
1353 top = top->below;
1354 break;
1355 }
1356
1357 last = top;
1358 }
1359
1360 /* Don't want top to be NULL, so set it to the last valid object */
1361 top = last;
1362
1363 /* We let update_position deal with figuring out what the space
1364 * looks like instead of lots of conditions here.
1365 * makes things faster, and effectively the same result.
1366 */
1367
1368 /* Have object 'fall below' other objects that block view.
1369 * Unless those objects are exits.
1370 * If INS_ON_TOP is used, don't do this processing
1371 * Need to find the object that in fact blocks view, otherwise
1372 * stacking is a bit odd.
1373 */
1374 if (!(flag & INS_ON_TOP)
1375 && ms.flags () & P_BLOCKSVIEW
1376 && (op->face && !faces [op->face].visibility))
1377 {
1378 for (last = top; last != floor; last = last->below)
1379 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1380 break;
1381
1382 /* Check to see if we found the object that blocks view,
1383 * and make sure we have a below pointer for it so that
1384 * we can get inserted below this one, which requires we
1385 * set top to the object below us.
1386 */
1387 if (last && last->below && last != floor)
1388 top = last->below;
1389 }
1390 } /* If objects on this space */
1391
1392 if (flag & INS_MAP_LOAD)
1393 top = ms.top;
1394
1395 if (flag & INS_ABOVE_FLOOR_ONLY)
1396 top = floor;
1397
1398 /* Top is the object that our object (op) is going to get inserted above.
1399 */
1400
1401 /* First object on this space */
1402 if (!top)
1403 {
1404 op->above = ms.bot;
1405
1406 if (op->above)
1407 op->above->below = op;
1408
1409 op->below = 0;
1410 ms.bot = op;
1411 }
1412 else
1413 { /* get inserted into the stack above top */
1414 op->above = top->above;
1415
1416 if (op->above)
1417 op->above->below = op;
1418
1419 op->below = top;
1420 top->above = op;
1421 }
1422
1423 if (!op->above)
1424 ms.top = op;
1425 } /* else not INS_BELOW_ORIGINATOR */
1426
1427 if (op->type == PLAYER)
1428 {
1429 op->contr->do_los = 1;
1430 ++op->map->players;
1431 op->map->touch ();
1432 }
1433
1434 op->map->dirty = true;
1435
1436 /* If we have a floor, we know the player, if any, will be above
1437 * it, so save a few ticks and start from there.
1438 */
1439 if (!(flag & INS_MAP_LOAD))
1440 if (object *pl = ms.player ())
1441 if (pl->contr->ns)
1442 pl->contr->ns->floorbox_update ();
1443
1444 /* If this object glows, it may affect lighting conditions that are
1445 * visible to others on this map. But update_all_los is really
1446 * an inefficient way to do this, as it means los for all players
1447 * on the map will get recalculated. The players could very well
1448 * be far away from this change and not affected in any way -
1449 * this should get redone to only look for players within range,
1450 * or just updating the P_UPTODATE for spaces within this area
1451 * of effect may be sufficient.
1452 */
1453 if (op->map->darkness && (op->glow_radius != 0))
1454 update_all_los (op->map, op->x, op->y);
1455
1456 /* updates flags (blocked, alive, no magic, etc) for this map space */
1457 update_object (op, UP_OBJ_INSERT);
1458
1459 INVOKE_OBJECT (INSERT, op);
1460
1461 /* Don't know if moving this to the end will break anything. However,
1462 * we want to have floorbox_update called before calling this.
1463 *
1464 * check_move_on() must be after this because code called from
1465 * check_move_on() depends on correct map flags (so functions like
1466 * blocked() and wall() work properly), and these flags are updated by
1467 * update_object().
1468 */
1469
1470 /* if this is not the head or flag has been passed, don't check walk on status */
1471 if (!(flag & INS_NO_WALK_ON) && !op->head)
1472 {
1473 if (check_move_on (op, originator))
1474 return 0;
1475
1476 /* If we are a multi part object, lets work our way through the check
1477 * walk on's.
1478 */
1479 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1480 if (check_move_on (tmp, originator))
1481 return 0;
1482 }
1483
1484 return op;
1485 }
1486
1487 /* this function inserts an object in the map, but if it
1488 * finds an object of its own type, it'll remove that one first.
1489 * op is the object to insert it under: supplies x and the map.
1490 */
1491 void
1492 replace_insert_ob_in_map (const char *arch_string, object *op)
1493 {
1494 object *tmp, *tmp1;
1495
1496 /* first search for itself and remove any old instances */
1497
1498 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1499 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1500 tmp->destroy ();
1501
1502 tmp1 = arch_to_object (archetype::find (arch_string));
1503
1504 tmp1->x = op->x;
1505 tmp1->y = op->y;
1506 insert_ob_in_map (tmp1, op->map, op, 0);
1507 }
1508
1509 object *
1510 object::insert_at (object *where, object *originator, int flags)
1511 {
1512 return where->map->insert (this, where->x, where->y, originator, flags);
1513 }
1514
1515 /*
1516 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1517 * is returned contains nr objects, and the remaining parts contains
1518 * the rest (or is removed and freed if that number is 0).
1519 * On failure, NULL is returned, and the reason put into the
1520 * global static errmsg array.
1521 */
1522 object *
1523 get_split_ob (object *orig_ob, uint32 nr)
1524 {
1525 object *newob;
1526 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1527
1528 if (orig_ob->nrof < nr)
1529 {
1530 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1531 return NULL;
1532 }
1533
1534 newob = object_create_clone (orig_ob);
1535
1536 if ((orig_ob->nrof -= nr) < 1)
1537 orig_ob->destroy (1);
1538 else if (!is_removed)
1539 {
1540 if (orig_ob->env != NULL)
1541 sub_weight (orig_ob->env, orig_ob->weight * nr);
1542 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1543 {
1544 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1545 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1546 return NULL;
1547 }
1548 }
1549
1550 newob->nrof = nr;
1551
1552 return newob;
1553 }
1554
1555 /*
1556 * decrease_ob_nr(object, number) decreases a specified number from
1557 * the amount of an object. If the amount reaches 0, the object
1558 * is subsequently removed and freed.
1559 *
1560 * Return value: 'op' if something is left, NULL if the amount reached 0
1561 */
1562 object *
1563 decrease_ob_nr (object *op, uint32 i)
1564 {
1565 object *tmp;
1566
1567 if (i == 0) /* objects with op->nrof require this check */
1568 return op;
1569
1570 if (i > op->nrof)
1571 i = op->nrof;
1572
1573 if (QUERY_FLAG (op, FLAG_REMOVED))
1574 op->nrof -= i;
1575 else if (op->env)
1576 {
1577 /* is this object in the players inventory, or sub container
1578 * therein?
1579 */
1580 tmp = op->in_player ();
1581 /* nope. Is this a container the player has opened?
1582 * If so, set tmp to that player.
1583 * IMO, searching through all the players will mostly
1584 * likely be quicker than following op->env to the map,
1585 * and then searching the map for a player.
1586 */
1587 if (!tmp)
1588 for_all_players (pl)
1589 if (pl->ob->container == op->env)
1590 {
1591 tmp = pl->ob;
1592 break;
1593 }
1594
1595 if (i < op->nrof)
1596 {
1597 sub_weight (op->env, op->weight * i);
1598 op->nrof -= i;
1599 if (tmp)
1600 esrv_send_item (tmp, op);
1601 }
1602 else
1603 {
1604 op->remove ();
1605 op->nrof = 0;
1606 if (tmp)
1607 esrv_del_item (tmp->contr, op->count);
1608 }
1609 }
1610 else
1611 {
1612 object *above = op->above;
1613
1614 if (i < op->nrof)
1615 op->nrof -= i;
1616 else
1617 {
1618 op->remove ();
1619 op->nrof = 0;
1620 }
1621
1622 /* Since we just removed op, op->above is null */
1623 for (tmp = above; tmp; tmp = tmp->above)
1624 if (tmp->type == PLAYER)
1625 {
1626 if (op->nrof)
1627 esrv_send_item (tmp, op);
1628 else
1629 esrv_del_item (tmp->contr, op->count);
1630 }
1631 }
1632
1633 if (op->nrof)
1634 return op;
1635 else
1636 {
1637 op->destroy ();
1638 return 0;
1639 }
1640 }
1641
1642 /*
1643 * add_weight(object, weight) adds the specified weight to an object,
1644 * and also updates how much the environment(s) is/are carrying.
1645 */
1646 void
1647 add_weight (object *op, signed long weight)
1648 {
1649 while (op != NULL)
1650 {
1651 if (op->type == CONTAINER)
1652 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1653
1654 op->carrying += weight;
1655 op = op->env;
1656 }
1657 }
1658
1659 object *
1660 insert_ob_in_ob (object *op, object *where)
1661 {
1662 if (!where)
1663 {
1664 char *dump = dump_object (op);
1665 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1666 free (dump);
1667 return op;
1668 }
1669
1670 if (where->head)
1671 {
1672 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1673 where = where->head;
1674 }
1675
1676 return where->insert (op);
1677 }
1678
1679 /*
1680 * env->insert (op)
1681 * This function inserts the object op in the linked list
1682 * inside the object environment.
1683 *
1684 * The function returns now pointer to inserted item, and return value can
1685 * be != op, if items are merged. -Tero
1686 */
1687 object *
1688 object::insert (object *op)
1689 {
1690 object *tmp, *otmp;
1691
1692 if (!QUERY_FLAG (op, FLAG_REMOVED))
1693 op->remove ();
1694
1695 if (op->more)
1696 {
1697 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1698 return op;
1699 }
1700
1701 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1702 CLEAR_FLAG (op, FLAG_REMOVED);
1703 if (op->nrof)
1704 {
1705 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1706 if (object::can_merge (tmp, op))
1707 {
1708 /* return the original object and remove inserted object
1709 (client needs the original object) */
1710 tmp->nrof += op->nrof;
1711 /* Weight handling gets pretty funky. Since we are adding to
1712 * tmp->nrof, we need to increase the weight.
1713 */
1714 add_weight (this, op->weight * op->nrof);
1715 SET_FLAG (op, FLAG_REMOVED);
1716 op->destroy (); /* free the inserted object */
1717 op = tmp;
1718 op->remove (); /* and fix old object's links */
1719 CLEAR_FLAG (op, FLAG_REMOVED);
1720 break;
1721 }
1722
1723 /* I assume combined objects have no inventory
1724 * We add the weight - this object could have just been removed
1725 * (if it was possible to merge). calling remove_ob will subtract
1726 * the weight, so we need to add it in again, since we actually do
1727 * the linking below
1728 */
1729 add_weight (this, op->weight * op->nrof);
1730 }
1731 else
1732 add_weight (this, (op->weight + op->carrying));
1733
1734 otmp = this->in_player ();
1735 if (otmp && otmp->contr)
1736 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1737 otmp->update_stats ();
1738
1739 op->map = 0;
1740 op->env = this;
1741 op->above = 0;
1742 op->below = 0;
1743 op->x = 0, op->y = 0;
1744
1745 /* reset the light list and los of the players on the map */
1746 if ((op->glow_radius != 0) && map)
1747 {
1748 #ifdef DEBUG_LIGHTS
1749 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1750 #endif /* DEBUG_LIGHTS */
1751 if (map->darkness)
1752 update_all_los (map, x, y);
1753 }
1754
1755 /* Client has no idea of ordering so lets not bother ordering it here.
1756 * It sure simplifies this function...
1757 */
1758 if (!inv)
1759 inv = op;
1760 else
1761 {
1762 op->below = inv;
1763 op->below->above = op;
1764 inv = op;
1765 }
1766
1767 INVOKE_OBJECT (INSERT, this);
1768
1769 return op;
1770 }
1771
1772 /*
1773 * Checks if any objects has a move_type that matches objects
1774 * that effect this object on this space. Call apply() to process
1775 * these events.
1776 *
1777 * Any speed-modification due to SLOW_MOVE() of other present objects
1778 * will affect the speed_left of the object.
1779 *
1780 * originator: Player, monster or other object that caused 'op' to be inserted
1781 * into 'map'. May be NULL.
1782 *
1783 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1784 *
1785 * 4-21-95 added code to check if appropriate skill was readied - this will
1786 * permit faster movement by the player through this terrain. -b.t.
1787 *
1788 * MSW 2001-07-08: Check all objects on space, not just those below
1789 * object being inserted. insert_ob_in_map may not put new objects
1790 * on top.
1791 */
1792 int
1793 check_move_on (object *op, object *originator)
1794 {
1795 object *tmp;
1796 maptile *m = op->map;
1797 int x = op->x, y = op->y;
1798
1799 MoveType move_on, move_slow, move_block;
1800
1801 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1802 return 0;
1803
1804 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1805 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1806 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1807
1808 /* if nothing on this space will slow op down or be applied,
1809 * no need to do checking below. have to make sure move_type
1810 * is set, as lots of objects don't have it set - we treat that
1811 * as walking.
1812 */
1813 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1814 return 0;
1815
1816 /* This is basically inverse logic of that below - basically,
1817 * if the object can avoid the move on or slow move, they do so,
1818 * but can't do it if the alternate movement they are using is
1819 * blocked. Logic on this seems confusing, but does seem correct.
1820 */
1821 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1822 return 0;
1823
1824 /* The objects have to be checked from top to bottom.
1825 * Hence, we first go to the top:
1826 */
1827
1828 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1829 {
1830 /* Trim the search when we find the first other spell effect
1831 * this helps performance so that if a space has 50 spell objects,
1832 * we don't need to check all of them.
1833 */
1834 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1835 break;
1836 }
1837
1838 for (; tmp; tmp = tmp->below)
1839 {
1840 if (tmp == op)
1841 continue; /* Can't apply yourself */
1842
1843 /* Check to see if one of the movement types should be slowed down.
1844 * Second check makes sure that the movement types not being slowed
1845 * (~slow_move) is not blocked on this space - just because the
1846 * space doesn't slow down swimming (for example), if you can't actually
1847 * swim on that space, can't use it to avoid the penalty.
1848 */
1849 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1850 {
1851 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1852 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1853 {
1854
1855 float
1856 diff = tmp->move_slow_penalty * fabs (op->speed);
1857
1858 if (op->type == PLAYER)
1859 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1860 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1861 diff /= 4.0;
1862
1863 op->speed_left -= diff;
1864 }
1865 }
1866
1867 /* Basically same logic as above, except now for actual apply. */
1868 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1869 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1870 {
1871 move_apply (tmp, op, originator);
1872
1873 if (op->destroyed ())
1874 return 1;
1875
1876 /* what the person/creature stepped onto has moved the object
1877 * someplace new. Don't process any further - if we did,
1878 * have a feeling strange problems would result.
1879 */
1880 if (op->map != m || op->x != x || op->y != y)
1881 return 0;
1882 }
1883 }
1884
1885 return 0;
1886 }
1887
1888 /*
1889 * present_arch(arch, map, x, y) searches for any objects with
1890 * a matching archetype at the given map and coordinates.
1891 * The first matching object is returned, or NULL if none.
1892 */
1893 object *
1894 present_arch (const archetype *at, maptile *m, int x, int y)
1895 {
1896 if (!m || out_of_map (m, x, y))
1897 {
1898 LOG (llevError, "Present_arch called outside map.\n");
1899 return NULL;
1900 }
1901
1902 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1903 if (tmp->arch == at)
1904 return tmp;
1905
1906 return NULL;
1907 }
1908
1909 /*
1910 * present(type, map, x, y) searches for any objects with
1911 * a matching type variable at the given map and coordinates.
1912 * The first matching object is returned, or NULL if none.
1913 */
1914 object *
1915 present (unsigned char type, maptile *m, int x, int y)
1916 {
1917 if (out_of_map (m, x, y))
1918 {
1919 LOG (llevError, "Present called outside map.\n");
1920 return NULL;
1921 }
1922
1923 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1924 if (tmp->type == type)
1925 return tmp;
1926
1927 return NULL;
1928 }
1929
1930 /*
1931 * present_in_ob(type, object) searches for any objects with
1932 * a matching type variable in the inventory of the given object.
1933 * The first matching object is returned, or NULL if none.
1934 */
1935 object *
1936 present_in_ob (unsigned char type, const object *op)
1937 {
1938 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1939 if (tmp->type == type)
1940 return tmp;
1941
1942 return NULL;
1943 }
1944
1945 /*
1946 * present_in_ob (type, str, object) searches for any objects with
1947 * a matching type & name variable in the inventory of the given object.
1948 * The first matching object is returned, or NULL if none.
1949 * This is mostly used by spell effect code, so that we only
1950 * have one spell effect at a time.
1951 * type can be used to narrow the search - if type is set,
1952 * the type must also match. -1 can be passed for the type,
1953 * in which case the type does not need to pass.
1954 * str is the string to match against. Note that we match against
1955 * the object name, not the archetype name. this is so that the
1956 * spell code can use one object type (force), but change it's name
1957 * to be unique.
1958 */
1959 object *
1960 present_in_ob_by_name (int type, const char *str, const object *op)
1961 {
1962 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1963 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1964 return tmp;
1965
1966 return 0;
1967 }
1968
1969 /*
1970 * present_arch_in_ob(archetype, object) searches for any objects with
1971 * a matching archetype in the inventory of the given object.
1972 * The first matching object is returned, or NULL if none.
1973 */
1974 object *
1975 present_arch_in_ob (const archetype *at, const object *op)
1976 {
1977 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1978 if (tmp->arch == at)
1979 return tmp;
1980
1981 return NULL;
1982 }
1983
1984 /*
1985 * activate recursively a flag on an object inventory
1986 */
1987 void
1988 flag_inv (object *op, int flag)
1989 {
1990 if (op->inv)
1991 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1992 {
1993 SET_FLAG (tmp, flag);
1994 flag_inv (tmp, flag);
1995 }
1996 }
1997
1998 /*
1999 * deactivate recursively a flag on an object inventory
2000 */
2001 void
2002 unflag_inv (object *op, int flag)
2003 {
2004 if (op->inv)
2005 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2006 {
2007 CLEAR_FLAG (tmp, flag);
2008 unflag_inv (tmp, flag);
2009 }
2010 }
2011
2012 /*
2013 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2014 * all it's inventory (recursively).
2015 * If checksums are used, a player will get set_cheat called for
2016 * him/her-self and all object carried by a call to this function.
2017 */
2018 void
2019 set_cheat (object *op)
2020 {
2021 SET_FLAG (op, FLAG_WAS_WIZ);
2022 flag_inv (op, FLAG_WAS_WIZ);
2023 }
2024
2025 /*
2026 * find_free_spot(object, map, x, y, start, stop) will search for
2027 * a spot at the given map and coordinates which will be able to contain
2028 * the given object. start and stop specifies how many squares
2029 * to search (see the freearr_x/y[] definition).
2030 * It returns a random choice among the alternatives found.
2031 * start and stop are where to start relative to the free_arr array (1,9
2032 * does all 4 immediate directions). This returns the index into the
2033 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2034 * Note - this only checks to see if there is space for the head of the
2035 * object - if it is a multispace object, this should be called for all
2036 * pieces.
2037 * Note2: This function does correctly handle tiled maps, but does not
2038 * inform the caller. However, insert_ob_in_map will update as
2039 * necessary, so the caller shouldn't need to do any special work.
2040 * Note - updated to take an object instead of archetype - this is necessary
2041 * because arch_blocked (now ob_blocked) needs to know the movement type
2042 * to know if the space in question will block the object. We can't use
2043 * the archetype because that isn't correct if the monster has been
2044 * customized, changed states, etc.
2045 */
2046 int
2047 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2048 {
2049 int index = 0, flag;
2050 int altern[SIZEOFFREE];
2051
2052 for (int i = start; i < stop; i++)
2053 {
2054 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2055 if (!flag)
2056 altern [index++] = i;
2057
2058 /* Basically, if we find a wall on a space, we cut down the search size.
2059 * In this way, we won't return spaces that are on another side of a wall.
2060 * This mostly work, but it cuts down the search size in all directions -
2061 * if the space being examined only has a wall to the north and empty
2062 * spaces in all the other directions, this will reduce the search space
2063 * to only the spaces immediately surrounding the target area, and
2064 * won't look 2 spaces south of the target space.
2065 */
2066 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2067 stop = maxfree[i];
2068 }
2069
2070 if (!index)
2071 return -1;
2072
2073 return altern [rndm (index)];
2074 }
2075
2076 /*
2077 * find_first_free_spot(archetype, maptile, x, y) works like
2078 * find_free_spot(), but it will search max number of squares.
2079 * But it will return the first available spot, not a random choice.
2080 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2081 */
2082 int
2083 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2084 {
2085 for (int i = 0; i < SIZEOFFREE; i++)
2086 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2087 return i;
2088
2089 return -1;
2090 }
2091
2092 /*
2093 * The function permute(arr, begin, end) randomly reorders the array
2094 * arr[begin..end-1].
2095 * now uses a fisher-yates shuffle, old permute was broken
2096 */
2097 static void
2098 permute (int *arr, int begin, int end)
2099 {
2100 arr += begin;
2101 end -= begin;
2102
2103 while (--end)
2104 swap (arr [end], arr [rndm (end + 1)]);
2105 }
2106
2107 /* new function to make monster searching more efficient, and effective!
2108 * This basically returns a randomized array (in the passed pointer) of
2109 * the spaces to find monsters. In this way, it won't always look for
2110 * monsters to the north first. However, the size of the array passed
2111 * covers all the spaces, so within that size, all the spaces within
2112 * the 3x3 area will be searched, just not in a predictable order.
2113 */
2114 void
2115 get_search_arr (int *search_arr)
2116 {
2117 int i;
2118
2119 for (i = 0; i < SIZEOFFREE; i++)
2120 search_arr[i] = i;
2121
2122 permute (search_arr, 1, SIZEOFFREE1 + 1);
2123 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2124 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2125 }
2126
2127 /*
2128 * find_dir(map, x, y, exclude) will search some close squares in the
2129 * given map at the given coordinates for live objects.
2130 * It will not considered the object given as exclude among possible
2131 * live objects.
2132 * It returns the direction toward the first/closest live object if finds
2133 * any, otherwise 0.
2134 * Perhaps incorrectly, but I'm making the assumption that exclude
2135 * is actually want is going to try and move there. We need this info
2136 * because we have to know what movement the thing looking to move
2137 * there is capable of.
2138 */
2139 int
2140 find_dir (maptile *m, int x, int y, object *exclude)
2141 {
2142 int i, max = SIZEOFFREE, mflags;
2143
2144 sint16 nx, ny;
2145 object *tmp;
2146 maptile *mp;
2147
2148 MoveType blocked, move_type;
2149
2150 if (exclude && exclude->head)
2151 {
2152 exclude = exclude->head;
2153 move_type = exclude->move_type;
2154 }
2155 else
2156 {
2157 /* If we don't have anything, presume it can use all movement types. */
2158 move_type = MOVE_ALL;
2159 }
2160
2161 for (i = 1; i < max; i++)
2162 {
2163 mp = m;
2164 nx = x + freearr_x[i];
2165 ny = y + freearr_y[i];
2166
2167 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2168
2169 if (mflags & P_OUT_OF_MAP)
2170 max = maxfree[i];
2171 else
2172 {
2173 mapspace &ms = mp->at (nx, ny);
2174
2175 blocked = ms.move_block;
2176
2177 if ((move_type & blocked) == move_type)
2178 max = maxfree[i];
2179 else if (mflags & P_IS_ALIVE)
2180 {
2181 for (tmp = ms.bot; tmp; tmp = tmp->above)
2182 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2183 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2184 break;
2185
2186 if (tmp)
2187 return freedir[i];
2188 }
2189 }
2190 }
2191
2192 return 0;
2193 }
2194
2195 /*
2196 * distance(object 1, object 2) will return the square of the
2197 * distance between the two given objects.
2198 */
2199 int
2200 distance (const object *ob1, const object *ob2)
2201 {
2202 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2203 }
2204
2205 /*
2206 * find_dir_2(delta-x,delta-y) will return a direction in which
2207 * an object which has subtracted the x and y coordinates of another
2208 * object, needs to travel toward it.
2209 */
2210 int
2211 find_dir_2 (int x, int y)
2212 {
2213 int q;
2214
2215 if (y)
2216 q = x * 100 / y;
2217 else if (x)
2218 q = -300 * x;
2219 else
2220 return 0;
2221
2222 if (y > 0)
2223 {
2224 if (q < -242)
2225 return 3;
2226 if (q < -41)
2227 return 2;
2228 if (q < 41)
2229 return 1;
2230 if (q < 242)
2231 return 8;
2232 return 7;
2233 }
2234
2235 if (q < -242)
2236 return 7;
2237 if (q < -41)
2238 return 6;
2239 if (q < 41)
2240 return 5;
2241 if (q < 242)
2242 return 4;
2243
2244 return 3;
2245 }
2246
2247 /*
2248 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2249 * between two directions (which are expected to be absolute (see absdir())
2250 */
2251 int
2252 dirdiff (int dir1, int dir2)
2253 {
2254 int d;
2255
2256 d = abs (dir1 - dir2);
2257 if (d > 4)
2258 d = 8 - d;
2259
2260 return d;
2261 }
2262
2263 /* peterm:
2264 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2265 * Basically, this is a table of directions, and what directions
2266 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2267 * This basically means that if direction is 15, then it could either go
2268 * direction 4, 14, or 16 to get back to where we are.
2269 * Moved from spell_util.c to object.c with the other related direction
2270 * functions.
2271 */
2272 int reduction_dir[SIZEOFFREE][3] = {
2273 {0, 0, 0}, /* 0 */
2274 {0, 0, 0}, /* 1 */
2275 {0, 0, 0}, /* 2 */
2276 {0, 0, 0}, /* 3 */
2277 {0, 0, 0}, /* 4 */
2278 {0, 0, 0}, /* 5 */
2279 {0, 0, 0}, /* 6 */
2280 {0, 0, 0}, /* 7 */
2281 {0, 0, 0}, /* 8 */
2282 {8, 1, 2}, /* 9 */
2283 {1, 2, -1}, /* 10 */
2284 {2, 10, 12}, /* 11 */
2285 {2, 3, -1}, /* 12 */
2286 {2, 3, 4}, /* 13 */
2287 {3, 4, -1}, /* 14 */
2288 {4, 14, 16}, /* 15 */
2289 {5, 4, -1}, /* 16 */
2290 {4, 5, 6}, /* 17 */
2291 {6, 5, -1}, /* 18 */
2292 {6, 20, 18}, /* 19 */
2293 {7, 6, -1}, /* 20 */
2294 {6, 7, 8}, /* 21 */
2295 {7, 8, -1}, /* 22 */
2296 {8, 22, 24}, /* 23 */
2297 {8, 1, -1}, /* 24 */
2298 {24, 9, 10}, /* 25 */
2299 {9, 10, -1}, /* 26 */
2300 {10, 11, -1}, /* 27 */
2301 {27, 11, 29}, /* 28 */
2302 {11, 12, -1}, /* 29 */
2303 {12, 13, -1}, /* 30 */
2304 {12, 13, 14}, /* 31 */
2305 {13, 14, -1}, /* 32 */
2306 {14, 15, -1}, /* 33 */
2307 {33, 15, 35}, /* 34 */
2308 {16, 15, -1}, /* 35 */
2309 {17, 16, -1}, /* 36 */
2310 {18, 17, 16}, /* 37 */
2311 {18, 17, -1}, /* 38 */
2312 {18, 19, -1}, /* 39 */
2313 {41, 19, 39}, /* 40 */
2314 {19, 20, -1}, /* 41 */
2315 {20, 21, -1}, /* 42 */
2316 {20, 21, 22}, /* 43 */
2317 {21, 22, -1}, /* 44 */
2318 {23, 22, -1}, /* 45 */
2319 {45, 47, 23}, /* 46 */
2320 {23, 24, -1}, /* 47 */
2321 {24, 9, -1}
2322 }; /* 48 */
2323
2324 /* Recursive routine to step back and see if we can
2325 * find a path to that monster that we found. If not,
2326 * we don't bother going toward it. Returns 1 if we
2327 * can see a direct way to get it
2328 * Modified to be map tile aware -.MSW
2329 */
2330 int
2331 can_see_monsterP (maptile *m, int x, int y, int dir)
2332 {
2333 sint16 dx, dy;
2334 int mflags;
2335
2336 if (dir < 0)
2337 return 0; /* exit condition: invalid direction */
2338
2339 dx = x + freearr_x[dir];
2340 dy = y + freearr_y[dir];
2341
2342 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2343
2344 /* This functional arguably was incorrect before - it was
2345 * checking for P_WALL - that was basically seeing if
2346 * we could move to the monster - this is being more
2347 * literal on if we can see it. To know if we can actually
2348 * move to the monster, we'd need the monster passed in or
2349 * at least its move type.
2350 */
2351 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2352 return 0;
2353
2354 /* yes, can see. */
2355 if (dir < 9)
2356 return 1;
2357
2358 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2359 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2360 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2361 }
2362
2363 /*
2364 * can_pick(picker, item): finds out if an object is possible to be
2365 * picked up by the picker. Returnes 1 if it can be
2366 * picked up, otherwise 0.
2367 *
2368 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2369 * core dumps if they do.
2370 *
2371 * Add a check so we can't pick up invisible objects (0.93.8)
2372 */
2373
2374 int
2375 can_pick (const object *who, const object *item)
2376 {
2377 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2378 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2379 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2380 }
2381
2382 /*
2383 * create clone from object to another
2384 */
2385 object *
2386 object_create_clone (object *asrc)
2387 {
2388 object *dst = 0, *tmp, *src, *part, *prev, *item;
2389
2390 if (!asrc)
2391 return 0;
2392
2393 src = asrc;
2394 if (src->head)
2395 src = src->head;
2396
2397 prev = 0;
2398 for (part = src; part; part = part->more)
2399 {
2400 tmp = part->clone ();
2401 tmp->x -= src->x;
2402 tmp->y -= src->y;
2403
2404 if (!part->head)
2405 {
2406 dst = tmp;
2407 tmp->head = 0;
2408 }
2409 else
2410 tmp->head = dst;
2411
2412 tmp->more = 0;
2413
2414 if (prev)
2415 prev->more = tmp;
2416
2417 prev = tmp;
2418 }
2419
2420 for (item = src->inv; item; item = item->below)
2421 insert_ob_in_ob (object_create_clone (item), dst);
2422
2423 return dst;
2424 }
2425
2426 /* This returns the first object in who's inventory that
2427 * has the same type and subtype match.
2428 * returns NULL if no match.
2429 */
2430 object *
2431 find_obj_by_type_subtype (const object *who, int type, int subtype)
2432 {
2433 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2434 if (tmp->type == type && tmp->subtype == subtype)
2435 return tmp;
2436
2437 return 0;
2438 }
2439
2440 /* If ob has a field named key, return the link from the list,
2441 * otherwise return NULL.
2442 *
2443 * key must be a passed in shared string - otherwise, this won't
2444 * do the desired thing.
2445 */
2446 key_value *
2447 get_ob_key_link (const object *ob, const char *key)
2448 {
2449 for (key_value *link = ob->key_values; link; link = link->next)
2450 if (link->key == key)
2451 return link;
2452
2453 return 0;
2454 }
2455
2456 /*
2457 * Returns the value of op has an extra_field for key, or NULL.
2458 *
2459 * The argument doesn't need to be a shared string.
2460 *
2461 * The returned string is shared.
2462 */
2463 const char *
2464 get_ob_key_value (const object *op, const char *const key)
2465 {
2466 key_value *link;
2467 shstr_cmp canonical_key (key);
2468
2469 if (!canonical_key)
2470 {
2471 /* 1. There being a field named key on any object
2472 * implies there'd be a shared string to find.
2473 * 2. Since there isn't, no object has this field.
2474 * 3. Therefore, *this* object doesn't have this field.
2475 */
2476 return 0;
2477 }
2478
2479 /* This is copied from get_ob_key_link() above -
2480 * only 4 lines, and saves the function call overhead.
2481 */
2482 for (link = op->key_values; link; link = link->next)
2483 if (link->key == canonical_key)
2484 return link->value;
2485
2486 return 0;
2487 }
2488
2489 /*
2490 * Updates the canonical_key in op to value.
2491 *
2492 * canonical_key is a shared string (value doesn't have to be).
2493 *
2494 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2495 * keys.
2496 *
2497 * Returns TRUE on success.
2498 */
2499 int
2500 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2501 {
2502 key_value *field = NULL, *last = NULL;
2503
2504 for (field = op->key_values; field != NULL; field = field->next)
2505 {
2506 if (field->key != canonical_key)
2507 {
2508 last = field;
2509 continue;
2510 }
2511
2512 if (value)
2513 field->value = value;
2514 else
2515 {
2516 /* Basically, if the archetype has this key set,
2517 * we need to store the null value so when we save
2518 * it, we save the empty value so that when we load,
2519 * we get this value back again.
2520 */
2521 if (get_ob_key_link (&op->arch->clone, canonical_key))
2522 field->value = 0;
2523 else
2524 {
2525 if (last)
2526 last->next = field->next;
2527 else
2528 op->key_values = field->next;
2529
2530 delete field;
2531 }
2532 }
2533 return TRUE;
2534 }
2535 /* IF we get here, key doesn't exist */
2536
2537 /* No field, we'll have to add it. */
2538
2539 if (!add_key)
2540 return FALSE;
2541
2542 /* There isn't any good reason to store a null
2543 * value in the key/value list. If the archetype has
2544 * this key, then we should also have it, so shouldn't
2545 * be here. If user wants to store empty strings,
2546 * should pass in ""
2547 */
2548 if (value == NULL)
2549 return TRUE;
2550
2551 field = new key_value;
2552
2553 field->key = canonical_key;
2554 field->value = value;
2555 /* Usual prepend-addition. */
2556 field->next = op->key_values;
2557 op->key_values = field;
2558
2559 return TRUE;
2560 }
2561
2562 /*
2563 * Updates the key in op to value.
2564 *
2565 * If add_key is FALSE, this will only update existing keys,
2566 * and not add new ones.
2567 * In general, should be little reason FALSE is ever passed in for add_key
2568 *
2569 * Returns TRUE on success.
2570 */
2571 int
2572 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2573 {
2574 shstr key_ (key);
2575
2576 return set_ob_key_value_s (op, key_, value, add_key);
2577 }
2578
2579 object::depth_iterator::depth_iterator (object *container)
2580 : iterator_base (container)
2581 {
2582 while (item->inv)
2583 item = item->inv;
2584 }
2585
2586 void
2587 object::depth_iterator::next ()
2588 {
2589 if (item->below)
2590 {
2591 item = item->below;
2592
2593 while (item->inv)
2594 item = item->inv;
2595 }
2596 else
2597 item = item->env;
2598 }
2599
2600
2601 const char *
2602 object::flag_desc (char *desc, int len) const
2603 {
2604 char *p = desc;
2605 bool first = true;
2606
2607 *p = 0;
2608
2609 for (int i = 0; i < NUM_FLAGS; i++)
2610 {
2611 if (len <= 10) // magic constant!
2612 {
2613 snprintf (p, len, ",...");
2614 break;
2615 }
2616
2617 if (flag [i])
2618 {
2619 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2620 len -= cnt;
2621 p += cnt;
2622 first = false;
2623 }
2624 }
2625
2626 return desc;
2627 }
2628
2629 // return a suitable string describing an object in enough detail to find it
2630 const char *
2631 object::debug_desc (char *info) const
2632 {
2633 char flagdesc[512];
2634 char info2[256 * 4];
2635 char *p = info;
2636
2637 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2638 count, uuid.seq,
2639 &name,
2640 title ? "\",title:\"" : "",
2641 title ? (const char *)title : "",
2642 flag_desc (flagdesc, 512), type);
2643
2644 if (env)
2645 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2646
2647 if (map)
2648 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2649
2650 return info;
2651 }
2652
2653 const char *
2654 object::debug_desc () const
2655 {
2656 static char info[3][256 * 4];
2657 static int info_idx;
2658
2659 return debug_desc (info [++info_idx % 3]);
2660 }
2661
2662 struct region *
2663 object::region () const
2664 {
2665 return map ? map->region (x, y)
2666 : region::default_region ();
2667 }
2668
2669 const materialtype_t *
2670 object::dominant_material () const
2671 {
2672 if (materialtype_t *mat = name_to_material (materialname))
2673 return mat;
2674
2675 // omfg this is slow, this has to be temporary :)
2676 shstr unknown ("unknown");
2677
2678 return name_to_material (unknown);
2679 }
2680
2681 void
2682 object::open_container (object *new_container)
2683 {
2684 if (container == new_container)
2685 return;
2686
2687 if (object *old_container = container)
2688 {
2689 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2690 return;
2691
2692 #if 0
2693 // remove the "Close old_container" object.
2694 if (object *closer = old_container->inv)
2695 if (closer->type == CLOSE_CON)
2696 closer->destroy ();
2697 #endif
2698
2699 old_container->flag [FLAG_APPLIED] = 0;
2700 container = 0;
2701
2702 esrv_update_item (UPD_FLAGS, this, old_container);
2703 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2704 }
2705
2706 if (new_container)
2707 {
2708 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2709 return;
2710
2711 // TODO: this does not seem to serve any purpose anymore?
2712 #if 0
2713 // insert the "Close Container" object.
2714 if (archetype *closer = new_container->other_arch)
2715 {
2716 object *closer = arch_to_object (new_container->other_arch);
2717 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2718 new_container->insert (closer);
2719 }
2720 #endif
2721
2722 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2723
2724 new_container->flag [FLAG_APPLIED] = 1;
2725 container = new_container;
2726
2727 esrv_update_item (UPD_FLAGS, this, new_container);
2728 esrv_send_inventory (this, new_container);
2729 }
2730 }
2731
2732