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/cvs/deliantra/server/common/object.C
Revision: 1.155
Committed: Thu May 17 21:32:08 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.154: +11 -20 lines
Log Message:
- prepare common/ for head_ => head change
- add some copyrights for files where they were missing

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 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance your applied items all at once, but the %s is too much. "
501 "You need to unapply some items first.", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
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 *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 if (!insert_ob_in_map (more, m, originator, flag))
1268 return 0;
1269
1270 CLEAR_FLAG (op, FLAG_REMOVED);
1271
1272 /* Ideally, the caller figures this out. However, it complicates a lot
1273 * of areas of callers (eg, anything that uses find_free_spot would now
1274 * need extra work
1275 */
1276 if (!xy_normalise (m, op->x, op->y))
1277 return 0;
1278
1279 op->map = m;
1280 mapspace &ms = op->ms ();
1281
1282 /* this has to be done after we translate the coordinates.
1283 */
1284 if (op->nrof && !(flag & INS_NO_MERGE))
1285 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1286 if (object::can_merge (op, tmp))
1287 {
1288 op->nrof += tmp->nrof;
1289 tmp->destroy ();
1290 }
1291
1292 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1293 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1294
1295 if (!QUERY_FLAG (op, FLAG_ALIVE))
1296 CLEAR_FLAG (op, FLAG_NO_STEAL);
1297
1298 if (flag & INS_BELOW_ORIGINATOR)
1299 {
1300 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1301 {
1302 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1303 abort ();
1304 }
1305
1306 op->above = originator;
1307 op->below = originator->below;
1308
1309 if (op->below)
1310 op->below->above = op;
1311 else
1312 ms.bot = op;
1313
1314 /* since *below* originator, no need to update top */
1315 originator->below = op;
1316 }
1317 else
1318 {
1319 top = ms.bot;
1320
1321 /* If there are other objects, then */
1322 if ((!(flag & INS_MAP_LOAD)) && top)
1323 {
1324 object *last = 0;
1325
1326 /*
1327 * If there are multiple objects on this space, we do some trickier handling.
1328 * We've already dealt with merging if appropriate.
1329 * Generally, we want to put the new object on top. But if
1330 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1331 * floor, we want to insert above that and no further.
1332 * Also, if there are spell objects on this space, we stop processing
1333 * once we get to them. This reduces the need to traverse over all of
1334 * them when adding another one - this saves quite a bit of cpu time
1335 * when lots of spells are cast in one area. Currently, it is presumed
1336 * that flying non pickable objects are spell objects.
1337 */
1338 for (top = ms.bot; top; top = top->above)
1339 {
1340 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1341 floor = top;
1342
1343 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1344 {
1345 /* We insert above top, so we want this object below this */
1346 top = top->below;
1347 break;
1348 }
1349
1350 last = top;
1351 }
1352
1353 /* Don't want top to be NULL, so set it to the last valid object */
1354 top = last;
1355
1356 /* We let update_position deal with figuring out what the space
1357 * looks like instead of lots of conditions here.
1358 * makes things faster, and effectively the same result.
1359 */
1360
1361 /* Have object 'fall below' other objects that block view.
1362 * Unless those objects are exits.
1363 * If INS_ON_TOP is used, don't do this processing
1364 * Need to find the object that in fact blocks view, otherwise
1365 * stacking is a bit odd.
1366 */
1367 if (!(flag & INS_ON_TOP)
1368 && ms.flags () & P_BLOCKSVIEW
1369 && (op->face && !faces [op->face].visibility))
1370 {
1371 for (last = top; last != floor; last = last->below)
1372 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1373 break;
1374
1375 /* Check to see if we found the object that blocks view,
1376 * and make sure we have a below pointer for it so that
1377 * we can get inserted below this one, which requires we
1378 * set top to the object below us.
1379 */
1380 if (last && last->below && last != floor)
1381 top = last->below;
1382 }
1383 } /* If objects on this space */
1384
1385 if (flag & INS_MAP_LOAD)
1386 top = ms.top;
1387
1388 if (flag & INS_ABOVE_FLOOR_ONLY)
1389 top = floor;
1390
1391 /* Top is the object that our object (op) is going to get inserted above.
1392 */
1393
1394 /* First object on this space */
1395 if (!top)
1396 {
1397 op->above = ms.bot;
1398
1399 if (op->above)
1400 op->above->below = op;
1401
1402 op->below = 0;
1403 ms.bot = op;
1404 }
1405 else
1406 { /* get inserted into the stack above top */
1407 op->above = top->above;
1408
1409 if (op->above)
1410 op->above->below = op;
1411
1412 op->below = top;
1413 top->above = op;
1414 }
1415
1416 if (!op->above)
1417 ms.top = op;
1418 } /* else not INS_BELOW_ORIGINATOR */
1419
1420 if (op->type == PLAYER)
1421 {
1422 op->contr->do_los = 1;
1423 ++op->map->players;
1424 op->map->touch ();
1425 }
1426
1427 op->map->dirty = true;
1428
1429 /* If we have a floor, we know the player, if any, will be above
1430 * it, so save a few ticks and start from there.
1431 */
1432 if (!(flag & INS_MAP_LOAD))
1433 if (object *pl = ms.player ())
1434 if (pl->contr->ns)
1435 pl->contr->ns->floorbox_update ();
1436
1437 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range,
1443 * or just updating the P_UPTODATE for spaces within this area
1444 * of effect may be sufficient.
1445 */
1446 if (op->map->darkness && (op->glow_radius != 0))
1447 update_all_los (op->map, op->x, op->y);
1448
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object (op, UP_OBJ_INSERT);
1451
1452 INVOKE_OBJECT (INSERT, op);
1453
1454 /* Don't know if moving this to the end will break anything. However,
1455 * we want to have floorbox_update called before calling this.
1456 *
1457 * check_move_on() must be after this because code called from
1458 * check_move_on() depends on correct map flags (so functions like
1459 * blocked() and wall() work properly), and these flags are updated by
1460 * update_object().
1461 */
1462
1463 /* if this is not the head or flag has been passed, don't check walk on status */
1464 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1465 {
1466 if (check_move_on (op, originator))
1467 return 0;
1468
1469 /* If we are a multi part object, lets work our way through the check
1470 * walk on's.
1471 */
1472 for (object *tmp = op->more; tmp; tmp = tmp->more)
1473 if (check_move_on (tmp, originator))
1474 return 0;
1475 }
1476
1477 return op;
1478 }
1479
1480 /* this function inserts an object in the map, but if it
1481 * finds an object of its own type, it'll remove that one first.
1482 * op is the object to insert it under: supplies x and the map.
1483 */
1484 void
1485 replace_insert_ob_in_map (const char *arch_string, object *op)
1486 {
1487 object *tmp, *tmp1;
1488
1489 /* first search for itself and remove any old instances */
1490
1491 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1492 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1493 tmp->destroy ();
1494
1495 tmp1 = arch_to_object (archetype::find (arch_string));
1496
1497 tmp1->x = op->x;
1498 tmp1->y = op->y;
1499 insert_ob_in_map (tmp1, op->map, op, 0);
1500 }
1501
1502 object *
1503 object::insert_at (object *where, object *originator, int flags)
1504 {
1505 return where->map->insert (this, where->x, where->y, originator, flags);
1506 }
1507
1508 /*
1509 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1510 * is returned contains nr objects, and the remaining parts contains
1511 * the rest (or is removed and freed if that number is 0).
1512 * On failure, NULL is returned, and the reason put into the
1513 * global static errmsg array.
1514 */
1515 object *
1516 get_split_ob (object *orig_ob, uint32 nr)
1517 {
1518 object *newob;
1519 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1520
1521 if (orig_ob->nrof < nr)
1522 {
1523 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1524 return NULL;
1525 }
1526
1527 newob = object_create_clone (orig_ob);
1528
1529 if ((orig_ob->nrof -= nr) < 1)
1530 orig_ob->destroy (1);
1531 else if (!is_removed)
1532 {
1533 if (orig_ob->env != NULL)
1534 sub_weight (orig_ob->env, orig_ob->weight * nr);
1535 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1536 {
1537 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1538 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1539 return NULL;
1540 }
1541 }
1542
1543 newob->nrof = nr;
1544
1545 return newob;
1546 }
1547
1548 /*
1549 * decrease_ob_nr(object, number) decreases a specified number from
1550 * the amount of an object. If the amount reaches 0, the object
1551 * is subsequently removed and freed.
1552 *
1553 * Return value: 'op' if something is left, NULL if the amount reached 0
1554 */
1555 object *
1556 decrease_ob_nr (object *op, uint32 i)
1557 {
1558 object *tmp;
1559
1560 if (i == 0) /* objects with op->nrof require this check */
1561 return op;
1562
1563 if (i > op->nrof)
1564 i = op->nrof;
1565
1566 if (QUERY_FLAG (op, FLAG_REMOVED))
1567 op->nrof -= i;
1568 else if (op->env)
1569 {
1570 /* is this object in the players inventory, or sub container
1571 * therein?
1572 */
1573 tmp = op->in_player ();
1574 /* nope. Is this a container the player has opened?
1575 * If so, set tmp to that player.
1576 * IMO, searching through all the players will mostly
1577 * likely be quicker than following op->env to the map,
1578 * and then searching the map for a player.
1579 */
1580 if (!tmp)
1581 for_all_players (pl)
1582 if (pl->ob->container == op->env)
1583 {
1584 tmp = pl->ob;
1585 break;
1586 }
1587
1588 if (i < op->nrof)
1589 {
1590 sub_weight (op->env, op->weight * i);
1591 op->nrof -= i;
1592 if (tmp)
1593 esrv_send_item (tmp, op);
1594 }
1595 else
1596 {
1597 op->remove ();
1598 op->nrof = 0;
1599 if (tmp)
1600 esrv_del_item (tmp->contr, op->count);
1601 }
1602 }
1603 else
1604 {
1605 object *above = op->above;
1606
1607 if (i < op->nrof)
1608 op->nrof -= i;
1609 else
1610 {
1611 op->remove ();
1612 op->nrof = 0;
1613 }
1614
1615 /* Since we just removed op, op->above is null */
1616 for (tmp = above; tmp; tmp = tmp->above)
1617 if (tmp->type == PLAYER)
1618 {
1619 if (op->nrof)
1620 esrv_send_item (tmp, op);
1621 else
1622 esrv_del_item (tmp->contr, op->count);
1623 }
1624 }
1625
1626 if (op->nrof)
1627 return op;
1628 else
1629 {
1630 op->destroy ();
1631 return 0;
1632 }
1633 }
1634
1635 /*
1636 * add_weight(object, weight) adds the specified weight to an object,
1637 * and also updates how much the environment(s) is/are carrying.
1638 */
1639 void
1640 add_weight (object *op, signed long weight)
1641 {
1642 while (op != NULL)
1643 {
1644 if (op->type == CONTAINER)
1645 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1646
1647 op->carrying += weight;
1648 op = op->env;
1649 }
1650 }
1651
1652 object *
1653 insert_ob_in_ob (object *op, object *where)
1654 {
1655 if (!where)
1656 {
1657 char *dump = dump_object (op);
1658 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1659 free (dump);
1660 return op;
1661 }
1662
1663 if (where->head_ () != where)
1664 {
1665 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1666 where = where->head;
1667 }
1668
1669 return where->insert (op);
1670 }
1671
1672 /*
1673 * env->insert (op)
1674 * This function inserts the object op in the linked list
1675 * inside the object environment.
1676 *
1677 * The function returns now pointer to inserted item, and return value can
1678 * be != op, if items are merged. -Tero
1679 */
1680 object *
1681 object::insert (object *op)
1682 {
1683 object *tmp, *otmp;
1684
1685 if (!QUERY_FLAG (op, FLAG_REMOVED))
1686 op->remove ();
1687
1688 if (op->more)
1689 {
1690 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1691 return op;
1692 }
1693
1694 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1695 CLEAR_FLAG (op, FLAG_REMOVED);
1696 if (op->nrof)
1697 {
1698 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1699 if (object::can_merge (tmp, op))
1700 {
1701 /* return the original object and remove inserted object
1702 (client needs the original object) */
1703 tmp->nrof += op->nrof;
1704 /* Weight handling gets pretty funky. Since we are adding to
1705 * tmp->nrof, we need to increase the weight.
1706 */
1707 add_weight (this, op->weight * op->nrof);
1708 SET_FLAG (op, FLAG_REMOVED);
1709 op->destroy (); /* free the inserted object */
1710 op = tmp;
1711 op->remove (); /* and fix old object's links */
1712 CLEAR_FLAG (op, FLAG_REMOVED);
1713 break;
1714 }
1715
1716 /* I assume combined objects have no inventory
1717 * We add the weight - this object could have just been removed
1718 * (if it was possible to merge). calling remove_ob will subtract
1719 * the weight, so we need to add it in again, since we actually do
1720 * the linking below
1721 */
1722 add_weight (this, op->weight * op->nrof);
1723 }
1724 else
1725 add_weight (this, (op->weight + op->carrying));
1726
1727 otmp = this->in_player ();
1728 if (otmp && otmp->contr)
1729 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1730 otmp->update_stats ();
1731
1732 op->map = 0;
1733 op->env = this;
1734 op->above = 0;
1735 op->below = 0;
1736 op->x = 0, op->y = 0;
1737
1738 /* reset the light list and los of the players on the map */
1739 if ((op->glow_radius != 0) && map)
1740 {
1741 #ifdef DEBUG_LIGHTS
1742 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1743 #endif /* DEBUG_LIGHTS */
1744 if (map->darkness)
1745 update_all_los (map, x, y);
1746 }
1747
1748 /* Client has no idea of ordering so lets not bother ordering it here.
1749 * It sure simplifies this function...
1750 */
1751 if (!inv)
1752 inv = op;
1753 else
1754 {
1755 op->below = inv;
1756 op->below->above = op;
1757 inv = op;
1758 }
1759
1760 INVOKE_OBJECT (INSERT, this);
1761
1762 return op;
1763 }
1764
1765 /*
1766 * Checks if any objects has a move_type that matches objects
1767 * that effect this object on this space. Call apply() to process
1768 * these events.
1769 *
1770 * Any speed-modification due to SLOW_MOVE() of other present objects
1771 * will affect the speed_left of the object.
1772 *
1773 * originator: Player, monster or other object that caused 'op' to be inserted
1774 * into 'map'. May be NULL.
1775 *
1776 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1777 *
1778 * 4-21-95 added code to check if appropriate skill was readied - this will
1779 * permit faster movement by the player through this terrain. -b.t.
1780 *
1781 * MSW 2001-07-08: Check all objects on space, not just those below
1782 * object being inserted. insert_ob_in_map may not put new objects
1783 * on top.
1784 */
1785 int
1786 check_move_on (object *op, object *originator)
1787 {
1788 object *tmp;
1789 maptile *m = op->map;
1790 int x = op->x, y = op->y;
1791
1792 MoveType move_on, move_slow, move_block;
1793
1794 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1795 return 0;
1796
1797 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1798 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1799 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1800
1801 /* if nothing on this space will slow op down or be applied,
1802 * no need to do checking below. have to make sure move_type
1803 * is set, as lots of objects don't have it set - we treat that
1804 * as walking.
1805 */
1806 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1807 return 0;
1808
1809 /* This is basically inverse logic of that below - basically,
1810 * if the object can avoid the move on or slow move, they do so,
1811 * but can't do it if the alternate movement they are using is
1812 * blocked. Logic on this seems confusing, but does seem correct.
1813 */
1814 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1815 return 0;
1816
1817 /* The objects have to be checked from top to bottom.
1818 * Hence, we first go to the top:
1819 */
1820
1821 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1822 {
1823 /* Trim the search when we find the first other spell effect
1824 * this helps performance so that if a space has 50 spell objects,
1825 * we don't need to check all of them.
1826 */
1827 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1828 break;
1829 }
1830
1831 for (; tmp; tmp = tmp->below)
1832 {
1833 if (tmp == op)
1834 continue; /* Can't apply yourself */
1835
1836 /* Check to see if one of the movement types should be slowed down.
1837 * Second check makes sure that the movement types not being slowed
1838 * (~slow_move) is not blocked on this space - just because the
1839 * space doesn't slow down swimming (for example), if you can't actually
1840 * swim on that space, can't use it to avoid the penalty.
1841 */
1842 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1843 {
1844 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1845 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1846 {
1847
1848 float
1849 diff = tmp->move_slow_penalty * fabs (op->speed);
1850
1851 if (op->type == PLAYER)
1852 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1853 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1854 diff /= 4.0;
1855
1856 op->speed_left -= diff;
1857 }
1858 }
1859
1860 /* Basically same logic as above, except now for actual apply. */
1861 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1862 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1863 {
1864 move_apply (tmp, op, originator);
1865
1866 if (op->destroyed ())
1867 return 1;
1868
1869 /* what the person/creature stepped onto has moved the object
1870 * someplace new. Don't process any further - if we did,
1871 * have a feeling strange problems would result.
1872 */
1873 if (op->map != m || op->x != x || op->y != y)
1874 return 0;
1875 }
1876 }
1877
1878 return 0;
1879 }
1880
1881 /*
1882 * present_arch(arch, map, x, y) searches for any objects with
1883 * a matching archetype at the given map and coordinates.
1884 * The first matching object is returned, or NULL if none.
1885 */
1886 object *
1887 present_arch (const archetype *at, maptile *m, int x, int y)
1888 {
1889 if (!m || out_of_map (m, x, y))
1890 {
1891 LOG (llevError, "Present_arch called outside map.\n");
1892 return NULL;
1893 }
1894
1895 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1896 if (tmp->arch == at)
1897 return tmp;
1898
1899 return NULL;
1900 }
1901
1902 /*
1903 * present(type, map, x, y) searches for any objects with
1904 * a matching type variable at the given map and coordinates.
1905 * The first matching object is returned, or NULL if none.
1906 */
1907 object *
1908 present (unsigned char type, maptile *m, int x, int y)
1909 {
1910 if (out_of_map (m, x, y))
1911 {
1912 LOG (llevError, "Present called outside map.\n");
1913 return NULL;
1914 }
1915
1916 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1917 if (tmp->type == type)
1918 return tmp;
1919
1920 return NULL;
1921 }
1922
1923 /*
1924 * present_in_ob(type, object) searches for any objects with
1925 * a matching type variable in the inventory of the given object.
1926 * The first matching object is returned, or NULL if none.
1927 */
1928 object *
1929 present_in_ob (unsigned char type, const object *op)
1930 {
1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1932 if (tmp->type == type)
1933 return tmp;
1934
1935 return NULL;
1936 }
1937
1938 /*
1939 * present_in_ob (type, str, object) searches for any objects with
1940 * a matching type & name variable in the inventory of the given object.
1941 * The first matching object is returned, or NULL if none.
1942 * This is mostly used by spell effect code, so that we only
1943 * have one spell effect at a time.
1944 * type can be used to narrow the search - if type is set,
1945 * the type must also match. -1 can be passed for the type,
1946 * in which case the type does not need to pass.
1947 * str is the string to match against. Note that we match against
1948 * the object name, not the archetype name. this is so that the
1949 * spell code can use one object type (force), but change it's name
1950 * to be unique.
1951 */
1952 object *
1953 present_in_ob_by_name (int type, const char *str, const object *op)
1954 {
1955 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1956 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1957 return tmp;
1958
1959 return 0;
1960 }
1961
1962 /*
1963 * present_arch_in_ob(archetype, object) searches for any objects with
1964 * a matching archetype in the inventory of the given object.
1965 * The first matching object is returned, or NULL if none.
1966 */
1967 object *
1968 present_arch_in_ob (const archetype *at, const object *op)
1969 {
1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1971 if (tmp->arch == at)
1972 return tmp;
1973
1974 return NULL;
1975 }
1976
1977 /*
1978 * activate recursively a flag on an object inventory
1979 */
1980 void
1981 flag_inv (object *op, int flag)
1982 {
1983 if (op->inv)
1984 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1985 {
1986 SET_FLAG (tmp, flag);
1987 flag_inv (tmp, flag);
1988 }
1989 }
1990
1991 /*
1992 * deactivate recursively a flag on an object inventory
1993 */
1994 void
1995 unflag_inv (object *op, int flag)
1996 {
1997 if (op->inv)
1998 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1999 {
2000 CLEAR_FLAG (tmp, flag);
2001 unflag_inv (tmp, flag);
2002 }
2003 }
2004
2005 /*
2006 * find_free_spot(object, map, x, y, start, stop) will search for
2007 * a spot at the given map and coordinates which will be able to contain
2008 * the given object. start and stop specifies how many squares
2009 * to search (see the freearr_x/y[] definition).
2010 * It returns a random choice among the alternatives found.
2011 * start and stop are where to start relative to the free_arr array (1,9
2012 * does all 4 immediate directions). This returns the index into the
2013 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2014 * Note - this only checks to see if there is space for the head of the
2015 * object - if it is a multispace object, this should be called for all
2016 * pieces.
2017 * Note2: This function does correctly handle tiled maps, but does not
2018 * inform the caller. However, insert_ob_in_map will update as
2019 * necessary, so the caller shouldn't need to do any special work.
2020 * Note - updated to take an object instead of archetype - this is necessary
2021 * because arch_blocked (now ob_blocked) needs to know the movement type
2022 * to know if the space in question will block the object. We can't use
2023 * the archetype because that isn't correct if the monster has been
2024 * customized, changed states, etc.
2025 */
2026 int
2027 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2028 {
2029 int index = 0, flag;
2030 int altern[SIZEOFFREE];
2031
2032 for (int i = start; i < stop; i++)
2033 {
2034 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2035 if (!flag)
2036 altern [index++] = i;
2037
2038 /* Basically, if we find a wall on a space, we cut down the search size.
2039 * In this way, we won't return spaces that are on another side of a wall.
2040 * This mostly work, but it cuts down the search size in all directions -
2041 * if the space being examined only has a wall to the north and empty
2042 * spaces in all the other directions, this will reduce the search space
2043 * to only the spaces immediately surrounding the target area, and
2044 * won't look 2 spaces south of the target space.
2045 */
2046 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2047 stop = maxfree[i];
2048 }
2049
2050 if (!index)
2051 return -1;
2052
2053 return altern [rndm (index)];
2054 }
2055
2056 /*
2057 * find_first_free_spot(archetype, maptile, x, y) works like
2058 * find_free_spot(), but it will search max number of squares.
2059 * But it will return the first available spot, not a random choice.
2060 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2061 */
2062 int
2063 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2064 {
2065 for (int i = 0; i < SIZEOFFREE; i++)
2066 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2067 return i;
2068
2069 return -1;
2070 }
2071
2072 /*
2073 * The function permute(arr, begin, end) randomly reorders the array
2074 * arr[begin..end-1].
2075 * now uses a fisher-yates shuffle, old permute was broken
2076 */
2077 static void
2078 permute (int *arr, int begin, int end)
2079 {
2080 arr += begin;
2081 end -= begin;
2082
2083 while (--end)
2084 swap (arr [end], arr [rndm (end + 1)]);
2085 }
2086
2087 /* new function to make monster searching more efficient, and effective!
2088 * This basically returns a randomized array (in the passed pointer) of
2089 * the spaces to find monsters. In this way, it won't always look for
2090 * monsters to the north first. However, the size of the array passed
2091 * covers all the spaces, so within that size, all the spaces within
2092 * the 3x3 area will be searched, just not in a predictable order.
2093 */
2094 void
2095 get_search_arr (int *search_arr)
2096 {
2097 int i;
2098
2099 for (i = 0; i < SIZEOFFREE; i++)
2100 search_arr[i] = i;
2101
2102 permute (search_arr, 1, SIZEOFFREE1 + 1);
2103 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2104 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2105 }
2106
2107 /*
2108 * find_dir(map, x, y, exclude) will search some close squares in the
2109 * given map at the given coordinates for live objects.
2110 * It will not considered the object given as exclude among possible
2111 * live objects.
2112 * It returns the direction toward the first/closest live object if finds
2113 * any, otherwise 0.
2114 * Perhaps incorrectly, but I'm making the assumption that exclude
2115 * is actually want is going to try and move there. We need this info
2116 * because we have to know what movement the thing looking to move
2117 * there is capable of.
2118 */
2119 int
2120 find_dir (maptile *m, int x, int y, object *exclude)
2121 {
2122 int i, max = SIZEOFFREE, mflags;
2123
2124 sint16 nx, ny;
2125 object *tmp;
2126 maptile *mp;
2127
2128 MoveType blocked, move_type;
2129
2130 if (exclude && exclude->head_ () != exclude)
2131 {
2132 exclude = exclude->head;
2133 move_type = exclude->move_type;
2134 }
2135 else
2136 {
2137 /* If we don't have anything, presume it can use all movement types. */
2138 move_type = MOVE_ALL;
2139 }
2140
2141 for (i = 1; i < max; i++)
2142 {
2143 mp = m;
2144 nx = x + freearr_x[i];
2145 ny = y + freearr_y[i];
2146
2147 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2148
2149 if (mflags & P_OUT_OF_MAP)
2150 max = maxfree[i];
2151 else
2152 {
2153 mapspace &ms = mp->at (nx, ny);
2154
2155 blocked = ms.move_block;
2156
2157 if ((move_type & blocked) == move_type)
2158 max = maxfree[i];
2159 else if (mflags & P_IS_ALIVE)
2160 {
2161 for (tmp = ms.bot; tmp; tmp = tmp->above)
2162 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2163 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2164 break;
2165
2166 if (tmp)
2167 return freedir[i];
2168 }
2169 }
2170 }
2171
2172 return 0;
2173 }
2174
2175 /*
2176 * distance(object 1, object 2) will return the square of the
2177 * distance between the two given objects.
2178 */
2179 int
2180 distance (const object *ob1, const object *ob2)
2181 {
2182 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2183 }
2184
2185 /*
2186 * find_dir_2(delta-x,delta-y) will return a direction in which
2187 * an object which has subtracted the x and y coordinates of another
2188 * object, needs to travel toward it.
2189 */
2190 int
2191 find_dir_2 (int x, int y)
2192 {
2193 int q;
2194
2195 if (y)
2196 q = x * 100 / y;
2197 else if (x)
2198 q = -300 * x;
2199 else
2200 return 0;
2201
2202 if (y > 0)
2203 {
2204 if (q < -242)
2205 return 3;
2206 if (q < -41)
2207 return 2;
2208 if (q < 41)
2209 return 1;
2210 if (q < 242)
2211 return 8;
2212 return 7;
2213 }
2214
2215 if (q < -242)
2216 return 7;
2217 if (q < -41)
2218 return 6;
2219 if (q < 41)
2220 return 5;
2221 if (q < 242)
2222 return 4;
2223
2224 return 3;
2225 }
2226
2227 /*
2228 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2229 * between two directions (which are expected to be absolute (see absdir())
2230 */
2231 int
2232 dirdiff (int dir1, int dir2)
2233 {
2234 int d;
2235
2236 d = abs (dir1 - dir2);
2237 if (d > 4)
2238 d = 8 - d;
2239
2240 return d;
2241 }
2242
2243 /* peterm:
2244 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2245 * Basically, this is a table of directions, and what directions
2246 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2247 * This basically means that if direction is 15, then it could either go
2248 * direction 4, 14, or 16 to get back to where we are.
2249 * Moved from spell_util.c to object.c with the other related direction
2250 * functions.
2251 */
2252 int reduction_dir[SIZEOFFREE][3] = {
2253 {0, 0, 0}, /* 0 */
2254 {0, 0, 0}, /* 1 */
2255 {0, 0, 0}, /* 2 */
2256 {0, 0, 0}, /* 3 */
2257 {0, 0, 0}, /* 4 */
2258 {0, 0, 0}, /* 5 */
2259 {0, 0, 0}, /* 6 */
2260 {0, 0, 0}, /* 7 */
2261 {0, 0, 0}, /* 8 */
2262 {8, 1, 2}, /* 9 */
2263 {1, 2, -1}, /* 10 */
2264 {2, 10, 12}, /* 11 */
2265 {2, 3, -1}, /* 12 */
2266 {2, 3, 4}, /* 13 */
2267 {3, 4, -1}, /* 14 */
2268 {4, 14, 16}, /* 15 */
2269 {5, 4, -1}, /* 16 */
2270 {4, 5, 6}, /* 17 */
2271 {6, 5, -1}, /* 18 */
2272 {6, 20, 18}, /* 19 */
2273 {7, 6, -1}, /* 20 */
2274 {6, 7, 8}, /* 21 */
2275 {7, 8, -1}, /* 22 */
2276 {8, 22, 24}, /* 23 */
2277 {8, 1, -1}, /* 24 */
2278 {24, 9, 10}, /* 25 */
2279 {9, 10, -1}, /* 26 */
2280 {10, 11, -1}, /* 27 */
2281 {27, 11, 29}, /* 28 */
2282 {11, 12, -1}, /* 29 */
2283 {12, 13, -1}, /* 30 */
2284 {12, 13, 14}, /* 31 */
2285 {13, 14, -1}, /* 32 */
2286 {14, 15, -1}, /* 33 */
2287 {33, 15, 35}, /* 34 */
2288 {16, 15, -1}, /* 35 */
2289 {17, 16, -1}, /* 36 */
2290 {18, 17, 16}, /* 37 */
2291 {18, 17, -1}, /* 38 */
2292 {18, 19, -1}, /* 39 */
2293 {41, 19, 39}, /* 40 */
2294 {19, 20, -1}, /* 41 */
2295 {20, 21, -1}, /* 42 */
2296 {20, 21, 22}, /* 43 */
2297 {21, 22, -1}, /* 44 */
2298 {23, 22, -1}, /* 45 */
2299 {45, 47, 23}, /* 46 */
2300 {23, 24, -1}, /* 47 */
2301 {24, 9, -1}
2302 }; /* 48 */
2303
2304 /* Recursive routine to step back and see if we can
2305 * find a path to that monster that we found. If not,
2306 * we don't bother going toward it. Returns 1 if we
2307 * can see a direct way to get it
2308 * Modified to be map tile aware -.MSW
2309 */
2310 int
2311 can_see_monsterP (maptile *m, int x, int y, int dir)
2312 {
2313 sint16 dx, dy;
2314 int mflags;
2315
2316 if (dir < 0)
2317 return 0; /* exit condition: invalid direction */
2318
2319 dx = x + freearr_x[dir];
2320 dy = y + freearr_y[dir];
2321
2322 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2323
2324 /* This functional arguably was incorrect before - it was
2325 * checking for P_WALL - that was basically seeing if
2326 * we could move to the monster - this is being more
2327 * literal on if we can see it. To know if we can actually
2328 * move to the monster, we'd need the monster passed in or
2329 * at least its move type.
2330 */
2331 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2332 return 0;
2333
2334 /* yes, can see. */
2335 if (dir < 9)
2336 return 1;
2337
2338 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2339 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2340 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2341 }
2342
2343 /*
2344 * can_pick(picker, item): finds out if an object is possible to be
2345 * picked up by the picker. Returnes 1 if it can be
2346 * picked up, otherwise 0.
2347 *
2348 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2349 * core dumps if they do.
2350 *
2351 * Add a check so we can't pick up invisible objects (0.93.8)
2352 */
2353
2354 int
2355 can_pick (const object *who, const object *item)
2356 {
2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2359 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2360 }
2361
2362 /*
2363 * create clone from object to another
2364 */
2365 object *
2366 object_create_clone (object *asrc)
2367 {
2368 object *dst = 0, *tmp, *src, *prev, *item;
2369
2370 if (!asrc)
2371 return 0;
2372
2373 src = asrc->head_ ();
2374
2375 prev = 0;
2376 for (object *part = src; part; part = part->more)
2377 {
2378 tmp = part->clone ();
2379 tmp->x -= src->x;
2380 tmp->y -= src->y;
2381
2382 if (!part->head)
2383 {
2384 dst = tmp;
2385 tmp->head = 0;
2386 }
2387 else
2388 tmp->head = dst;
2389
2390 tmp->more = 0;
2391
2392 if (prev)
2393 prev->more = tmp;
2394
2395 prev = tmp;
2396 }
2397
2398 for (item = src->inv; item; item = item->below)
2399 insert_ob_in_ob (object_create_clone (item), dst);
2400
2401 return dst;
2402 }
2403
2404 /* This returns the first object in who's inventory that
2405 * has the same type and subtype match.
2406 * returns NULL if no match.
2407 */
2408 object *
2409 find_obj_by_type_subtype (const object *who, int type, int subtype)
2410 {
2411 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2412 if (tmp->type == type && tmp->subtype == subtype)
2413 return tmp;
2414
2415 return 0;
2416 }
2417
2418 /* If ob has a field named key, return the link from the list,
2419 * otherwise return NULL.
2420 *
2421 * key must be a passed in shared string - otherwise, this won't
2422 * do the desired thing.
2423 */
2424 key_value *
2425 get_ob_key_link (const object *ob, const char *key)
2426 {
2427 for (key_value *link = ob->key_values; link; link = link->next)
2428 if (link->key == key)
2429 return link;
2430
2431 return 0;
2432 }
2433
2434 /*
2435 * Returns the value of op has an extra_field for key, or NULL.
2436 *
2437 * The argument doesn't need to be a shared string.
2438 *
2439 * The returned string is shared.
2440 */
2441 const char *
2442 get_ob_key_value (const object *op, const char *const key)
2443 {
2444 key_value *link;
2445 shstr_cmp canonical_key (key);
2446
2447 if (!canonical_key)
2448 {
2449 /* 1. There being a field named key on any object
2450 * implies there'd be a shared string to find.
2451 * 2. Since there isn't, no object has this field.
2452 * 3. Therefore, *this* object doesn't have this field.
2453 */
2454 return 0;
2455 }
2456
2457 /* This is copied from get_ob_key_link() above -
2458 * only 4 lines, and saves the function call overhead.
2459 */
2460 for (link = op->key_values; link; link = link->next)
2461 if (link->key == canonical_key)
2462 return link->value;
2463
2464 return 0;
2465 }
2466
2467 /*
2468 * Updates the canonical_key in op to value.
2469 *
2470 * canonical_key is a shared string (value doesn't have to be).
2471 *
2472 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2473 * keys.
2474 *
2475 * Returns TRUE on success.
2476 */
2477 int
2478 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2479 {
2480 key_value *field = NULL, *last = NULL;
2481
2482 for (field = op->key_values; field != NULL; field = field->next)
2483 {
2484 if (field->key != canonical_key)
2485 {
2486 last = field;
2487 continue;
2488 }
2489
2490 if (value)
2491 field->value = value;
2492 else
2493 {
2494 /* Basically, if the archetype has this key set,
2495 * we need to store the null value so when we save
2496 * it, we save the empty value so that when we load,
2497 * we get this value back again.
2498 */
2499 if (get_ob_key_link (&op->arch->clone, canonical_key))
2500 field->value = 0;
2501 else
2502 {
2503 if (last)
2504 last->next = field->next;
2505 else
2506 op->key_values = field->next;
2507
2508 delete field;
2509 }
2510 }
2511 return TRUE;
2512 }
2513 /* IF we get here, key doesn't exist */
2514
2515 /* No field, we'll have to add it. */
2516
2517 if (!add_key)
2518 return FALSE;
2519
2520 /* There isn't any good reason to store a null
2521 * value in the key/value list. If the archetype has
2522 * this key, then we should also have it, so shouldn't
2523 * be here. If user wants to store empty strings,
2524 * should pass in ""
2525 */
2526 if (value == NULL)
2527 return TRUE;
2528
2529 field = new key_value;
2530
2531 field->key = canonical_key;
2532 field->value = value;
2533 /* Usual prepend-addition. */
2534 field->next = op->key_values;
2535 op->key_values = field;
2536
2537 return TRUE;
2538 }
2539
2540 /*
2541 * Updates the key in op to value.
2542 *
2543 * If add_key is FALSE, this will only update existing keys,
2544 * and not add new ones.
2545 * In general, should be little reason FALSE is ever passed in for add_key
2546 *
2547 * Returns TRUE on success.
2548 */
2549 int
2550 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2551 {
2552 shstr key_ (key);
2553
2554 return set_ob_key_value_s (op, key_, value, add_key);
2555 }
2556
2557 object::depth_iterator::depth_iterator (object *container)
2558 : iterator_base (container)
2559 {
2560 while (item->inv)
2561 item = item->inv;
2562 }
2563
2564 void
2565 object::depth_iterator::next ()
2566 {
2567 if (item->below)
2568 {
2569 item = item->below;
2570
2571 while (item->inv)
2572 item = item->inv;
2573 }
2574 else
2575 item = item->env;
2576 }
2577
2578
2579 const char *
2580 object::flag_desc (char *desc, int len) const
2581 {
2582 char *p = desc;
2583 bool first = true;
2584
2585 *p = 0;
2586
2587 for (int i = 0; i < NUM_FLAGS; i++)
2588 {
2589 if (len <= 10) // magic constant!
2590 {
2591 snprintf (p, len, ",...");
2592 break;
2593 }
2594
2595 if (flag [i])
2596 {
2597 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2598 len -= cnt;
2599 p += cnt;
2600 first = false;
2601 }
2602 }
2603
2604 return desc;
2605 }
2606
2607 // return a suitable string describing an object in enough detail to find it
2608 const char *
2609 object::debug_desc (char *info) const
2610 {
2611 char flagdesc[512];
2612 char info2[256 * 4];
2613 char *p = info;
2614
2615 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2616 count, uuid.seq,
2617 &name,
2618 title ? "\",title:\"" : "",
2619 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type);
2621
2622 if (env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624
2625 if (map)
2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2627
2628 return info;
2629 }
2630
2631 const char *
2632 object::debug_desc () const
2633 {
2634 static char info[3][256 * 4];
2635 static int info_idx;
2636
2637 return debug_desc (info [++info_idx % 3]);
2638 }
2639
2640 struct region *
2641 object::region () const
2642 {
2643 return map ? map->region (x, y)
2644 : region::default_region ();
2645 }
2646
2647 const materialtype_t *
2648 object::dominant_material () const
2649 {
2650 if (materialtype_t *mat = name_to_material (materialname))
2651 return mat;
2652
2653 // omfg this is slow, this has to be temporary :)
2654 shstr unknown ("unknown");
2655
2656 return name_to_material (unknown);
2657 }
2658
2659 void
2660 object::open_container (object *new_container)
2661 {
2662 if (container == new_container)
2663 return;
2664
2665 if (object *old_container = container)
2666 {
2667 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2668 return;
2669
2670 #if 0
2671 // remove the "Close old_container" object.
2672 if (object *closer = old_container->inv)
2673 if (closer->type == CLOSE_CON)
2674 closer->destroy ();
2675 #endif
2676
2677 old_container->flag [FLAG_APPLIED] = 0;
2678 container = 0;
2679
2680 esrv_update_item (UPD_FLAGS, this, old_container);
2681 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2682 }
2683
2684 if (new_container)
2685 {
2686 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2687 return;
2688
2689 // TODO: this does not seem to serve any purpose anymore?
2690 #if 0
2691 // insert the "Close Container" object.
2692 if (archetype *closer = new_container->other_arch)
2693 {
2694 object *closer = arch_to_object (new_container->other_arch);
2695 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2696 new_container->insert (closer);
2697 }
2698 #endif
2699
2700 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2701
2702 new_container->flag [FLAG_APPLIED] = 1;
2703 container = new_container;
2704
2705 esrv_update_item (UPD_FLAGS, this, new_container);
2706 esrv_send_inventory (this, new_container);
2707 }
2708 }
2709
2710