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Revision: 1.158
Committed: Mon Jun 4 12:19:08 2007 UTC (16 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.157: +1 -1 lines
Log Message:
rename arch->name to arch->archname for preparation of subclassing object

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors can be reached via e-mail to <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 all your items at once, "
501 "but the %s is just too much for your body. "
502 "[You need to unapply some items first.]", &ob->name);
503 return false;
504 }
505
506 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
507 }
508 else
509 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
510
511 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
512 {
513 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
514 &name, ob->debug_desc ());
515 return false;
516 }
517
518 return true;
519 }
520
521 /* Zero the key_values on op, decrementing the shared-string
522 * refcounts and freeing the links.
523 */
524 static void
525 free_key_values (object *op)
526 {
527 for (key_value *i = op->key_values; i; )
528 {
529 key_value *next = i->next;
530 delete i;
531
532 i = next;
533 }
534
535 op->key_values = 0;
536 }
537
538 object &
539 object::operator =(const object &src)
540 {
541 bool is_freed = flag [FLAG_FREED];
542 bool is_removed = flag [FLAG_REMOVED];
543
544 *(object_copy *)this = src;
545
546 flag [FLAG_FREED] = is_freed;
547 flag [FLAG_REMOVED] = is_removed;
548
549 /* Copy over key_values, if any. */
550 if (src.key_values)
551 {
552 key_value *tail = 0;
553 key_values = 0;
554
555 for (key_value *i = src.key_values; i; i = i->next)
556 {
557 key_value *new_link = new key_value;
558
559 new_link->next = 0;
560 new_link->key = i->key;
561 new_link->value = i->value;
562
563 /* Try and be clever here, too. */
564 if (!key_values)
565 {
566 key_values = new_link;
567 tail = new_link;
568 }
569 else
570 {
571 tail->next = new_link;
572 tail = new_link;
573 }
574 }
575 }
576 }
577
578 /*
579 * copy_to first frees everything allocated by the dst object,
580 * and then copies the contents of itself into the second
581 * object, allocating what needs to be allocated. Basically, any
582 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
583 * if the first object is freed, the pointers in the new object
584 * will point at garbage.
585 */
586 void
587 object::copy_to (object *dst)
588 {
589 *dst = *this;
590
591 if (speed < 0)
592 dst->speed_left = speed_left - rndm ();
593
594 dst->set_speed (dst->speed);
595 }
596
597 void
598 object::instantiate ()
599 {
600 if (!uuid.seq) // HACK
601 uuid = gen_uuid ();
602
603 speed_left = -0.1f;
604 /* copy the body_info to the body_used - this is only really
605 * need for monsters, but doesn't hurt to do it for everything.
606 * by doing so, when a monster is created, it has good starting
607 * values for the body_used info, so when items are created
608 * for it, they can be properly equipped.
609 */
610 for (int i = NUM_BODY_LOCATIONS; i--; )
611 slot[i].used = slot[i].info;
612
613 attachable::instantiate ();
614 }
615
616 object *
617 object::clone ()
618 {
619 object *neu = create ();
620 copy_to (neu);
621 return neu;
622 }
623
624 /*
625 * If an object with the IS_TURNABLE() flag needs to be turned due
626 * to the closest player being on the other side, this function can
627 * be called to update the face variable, _and_ how it looks on the map.
628 */
629 void
630 update_turn_face (object *op)
631 {
632 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
633 return;
634
635 SET_ANIMATION (op, op->direction);
636 update_object (op, UP_OBJ_FACE);
637 }
638
639 /*
640 * Updates the speed of an object. If the speed changes from 0 to another
641 * value, or vice versa, then add/remove the object from the active list.
642 * This function needs to be called whenever the speed of an object changes.
643 */
644 void
645 object::set_speed (float speed)
646 {
647 if (flag [FLAG_FREED] && speed)
648 {
649 LOG (llevError, "Object %s is freed but has speed.\n", &name);
650 speed = 0;
651 }
652
653 this->speed = speed;
654
655 if (has_active_speed ())
656 activate ();
657 else
658 deactivate ();
659 }
660
661 /*
662 * update_object() updates the the map.
663 * It takes into account invisible objects (and represent squares covered
664 * by invisible objects by whatever is below them (unless it's another
665 * invisible object, etc...)
666 * If the object being updated is beneath a player, the look-window
667 * of that player is updated (this might be a suboptimal way of
668 * updating that window, though, since update_object() is called _often_)
669 *
670 * action is a hint of what the caller believes need to be done.
671 * current action are:
672 * UP_OBJ_INSERT: op was inserted
673 * UP_OBJ_REMOVE: op was removed
674 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
675 * as that is easier than trying to look at what may have changed.
676 * UP_OBJ_FACE: only the objects face has changed.
677 */
678 void
679 update_object (object *op, int action)
680 {
681 if (op == NULL)
682 {
683 /* this should never happen */
684 LOG (llevDebug, "update_object() called for NULL object.\n");
685 return;
686 }
687
688 if (op->env)
689 {
690 /* Animation is currently handled by client, so nothing
691 * to do in this case.
692 */
693 return;
694 }
695
696 /* If the map is saving, don't do anything as everything is
697 * going to get freed anyways.
698 */
699 if (!op->map || op->map->in_memory == MAP_SAVING)
700 return;
701
702 /* make sure the object is within map boundaries */
703 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
704 {
705 LOG (llevError, "update_object() called for object out of map!\n");
706 #ifdef MANY_CORES
707 abort ();
708 #endif
709 return;
710 }
711
712 mapspace &m = op->ms ();
713
714 if (!(m.flags_ & P_UPTODATE))
715 /* nop */;
716 else if (action == UP_OBJ_INSERT)
717 {
718 // this is likely overkill, TODO: revisit (schmorp)
719 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
720 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
721 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
722 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
723 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
724 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
725 || (m.move_on | op->move_on ) != m.move_on
726 || (m.move_off | op->move_off ) != m.move_off
727 || (m.move_slow | op->move_slow) != m.move_slow
728 /* This isn't perfect, but I don't expect a lot of objects to
729 * to have move_allow right now.
730 */
731 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
732 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
733 m.flags_ = 0;
734 }
735 /* if the object is being removed, we can't make intelligent
736 * decisions, because remove_ob can't really pass the object
737 * that is being removed.
738 */
739 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
740 m.flags_ = 0;
741 else if (action == UP_OBJ_FACE)
742 /* Nothing to do for that case */ ;
743 else
744 LOG (llevError, "update_object called with invalid action: %d\n", action);
745
746 if (op->more)
747 update_object (op->more, action);
748 }
749
750 object::object ()
751 {
752 SET_FLAG (this, FLAG_REMOVED);
753
754 expmul = 1.0;
755 face = blank_face;
756 }
757
758 object::~object ()
759 {
760 unlink ();
761
762 free_key_values (this);
763 }
764
765 static int object_count;
766
767 void object::link ()
768 {
769 assert (!index);//D
770 uuid = gen_uuid ();
771 count = ++object_count;
772
773 refcnt_inc ();
774 objects.insert (this);
775 }
776
777 void object::unlink ()
778 {
779 if (!index)
780 return;
781
782 objects.erase (this);
783 refcnt_dec ();
784 }
785
786 void
787 object::activate ()
788 {
789 /* If already on active list, don't do anything */
790 if (active)
791 return;
792
793 if (has_active_speed ())
794 actives.insert (this);
795 }
796
797 void
798 object::activate_recursive ()
799 {
800 activate ();
801
802 for (object *op = inv; op; op = op->below)
803 op->activate_recursive ();
804 }
805
806 /* This function removes object 'op' from the list of active
807 * objects.
808 * This should only be used for style maps or other such
809 * reference maps where you don't want an object that isn't
810 * in play chewing up cpu time getting processed.
811 * The reverse of this is to call update_ob_speed, which
812 * will do the right thing based on the speed of the object.
813 */
814 void
815 object::deactivate ()
816 {
817 /* If not on the active list, nothing needs to be done */
818 if (!active)
819 return;
820
821 actives.erase (this);
822 }
823
824 void
825 object::deactivate_recursive ()
826 {
827 for (object *op = inv; op; op = op->below)
828 op->deactivate_recursive ();
829
830 deactivate ();
831 }
832
833 void
834 object::set_flag_inv (int flag, int value)
835 {
836 for (object *op = inv; op; op = op->below)
837 {
838 op->flag [flag] = value;
839 op->set_flag_inv (flag, value);
840 }
841 }
842
843 /*
844 * Remove and free all objects in the inventory of the given object.
845 * object.c ?
846 */
847 void
848 object::destroy_inv (bool drop_to_ground)
849 {
850 // need to check first, because the checks below might segfault
851 // as we might be on an invalid mapspace and crossfire code
852 // is too buggy to ensure that the inventory is empty.
853 // corollary: if you create arrows etc. with stuff in tis inventory,
854 // cf will crash below with off-map x and y
855 if (!inv)
856 return;
857
858 /* Only if the space blocks everything do we not process -
859 * if some form of movement is allowed, let objects
860 * drop on that space.
861 */
862 if (!drop_to_ground
863 || !map
864 || map->in_memory != MAP_IN_MEMORY
865 || map->nodrop
866 || ms ().move_block == MOVE_ALL)
867 {
868 while (inv)
869 {
870 inv->destroy_inv (drop_to_ground);
871 inv->destroy ();
872 }
873 }
874 else
875 { /* Put objects in inventory onto this space */
876 while (inv)
877 {
878 object *op = inv;
879
880 if (op->flag [FLAG_STARTEQUIP]
881 || op->flag [FLAG_NO_DROP]
882 || op->type == RUNE
883 || op->type == TRAP
884 || op->flag [FLAG_IS_A_TEMPLATE]
885 || op->flag [FLAG_DESTROY_ON_DEATH])
886 op->destroy ();
887 else
888 map->insert (op, x, y);
889 }
890 }
891 }
892
893 object *object::create ()
894 {
895 object *op = new object;
896 op->link ();
897 return op;
898 }
899
900 void
901 object::do_destroy ()
902 {
903 attachable::do_destroy ();
904
905 if (flag [FLAG_IS_LINKED])
906 remove_button_link (this);
907
908 if (flag [FLAG_FRIENDLY])
909 remove_friendly_object (this);
910
911 if (!flag [FLAG_REMOVED])
912 remove ();
913
914 destroy_inv (true);
915
916 deactivate ();
917 unlink ();
918
919 flag [FLAG_FREED] = 1;
920
921 // hack to ensure that freed objects still have a valid map
922 {
923 static maptile *freed_map; // freed objects are moved here to avoid crashes
924
925 if (!freed_map)
926 {
927 freed_map = new maptile;
928
929 freed_map->name = "/internal/freed_objects_map";
930 freed_map->width = 3;
931 freed_map->height = 3;
932
933 freed_map->alloc ();
934 freed_map->in_memory = MAP_IN_MEMORY;
935 }
936
937 map = freed_map;
938 x = 1;
939 y = 1;
940 }
941
942 head = 0;
943
944 if (more)
945 {
946 more->destroy ();
947 more = 0;
948 }
949
950 // clear those pointers that likely might have circular references to us
951 owner = 0;
952 enemy = 0;
953 attacked_by = 0;
954 }
955
956 void
957 object::destroy (bool destroy_inventory)
958 {
959 if (destroyed ())
960 return;
961
962 if (destroy_inventory)
963 destroy_inv (false);
964
965 attachable::destroy ();
966 }
967
968 /*
969 * sub_weight() recursively (outwards) subtracts a number from the
970 * weight of an object (and what is carried by it's environment(s)).
971 */
972 void
973 sub_weight (object *op, signed long weight)
974 {
975 while (op != NULL)
976 {
977 if (op->type == CONTAINER)
978 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
979
980 op->carrying -= weight;
981 op = op->env;
982 }
983 }
984
985 /* op->remove ():
986 * This function removes the object op from the linked list of objects
987 * which it is currently tied to. When this function is done, the
988 * object will have no environment. If the object previously had an
989 * environment, the x and y coordinates will be updated to
990 * the previous environment.
991 */
992 void
993 object::do_remove ()
994 {
995 object *tmp, *last = 0;
996 object *otmp;
997
998 if (QUERY_FLAG (this, FLAG_REMOVED))
999 return;
1000
1001 SET_FLAG (this, FLAG_REMOVED);
1002 INVOKE_OBJECT (REMOVE, this);
1003
1004 if (more)
1005 more->remove ();
1006
1007 /*
1008 * In this case, the object to be removed is in someones
1009 * inventory.
1010 */
1011 if (env)
1012 {
1013 if (nrof)
1014 sub_weight (env, weight * nrof);
1015 else
1016 sub_weight (env, weight + carrying);
1017
1018 /* NO_FIX_PLAYER is set when a great many changes are being
1019 * made to players inventory. If set, avoiding the call
1020 * to save cpu time.
1021 */
1022 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1023 otmp->update_stats ();
1024
1025 if (above)
1026 above->below = below;
1027 else
1028 env->inv = below;
1029
1030 if (below)
1031 below->above = above;
1032
1033 /* we set up values so that it could be inserted into
1034 * the map, but we don't actually do that - it is up
1035 * to the caller to decide what we want to do.
1036 */
1037 x = env->x, y = env->y;
1038 map = env->map;
1039 above = 0, below = 0;
1040 env = 0;
1041 }
1042 else if (map)
1043 {
1044 if (type == PLAYER)
1045 {
1046 // leaving a spot always closes any open container on the ground
1047 if (container && !container->env)
1048 // this causes spurious floorbox updates, but it ensures
1049 // that the CLOSE event is being sent.
1050 close_container ();
1051
1052 --map->players;
1053 map->touch ();
1054 }
1055
1056 map->dirty = true;
1057 mapspace &ms = this->ms ();
1058
1059 /* link the object above us */
1060 if (above)
1061 above->below = below;
1062 else
1063 ms.top = below; /* we were top, set new top */
1064
1065 /* Relink the object below us, if there is one */
1066 if (below)
1067 below->above = above;
1068 else
1069 {
1070 /* Nothing below, which means we need to relink map object for this space
1071 * use translated coordinates in case some oddness with map tiling is
1072 * evident
1073 */
1074 if (GET_MAP_OB (map, x, y) != this)
1075 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 ());
1076
1077 ms.bot = above; /* goes on above it. */
1078 }
1079
1080 above = 0;
1081 below = 0;
1082
1083 if (map->in_memory == MAP_SAVING)
1084 return;
1085
1086 int check_walk_off = !flag [FLAG_NO_APPLY];
1087
1088 for (tmp = ms.bot; tmp; tmp = tmp->above)
1089 {
1090 /* No point updating the players look faces if he is the object
1091 * being removed.
1092 */
1093
1094 if (tmp->type == PLAYER && tmp != this)
1095 {
1096 /* If a container that the player is currently using somehow gets
1097 * removed (most likely destroyed), update the player view
1098 * appropriately.
1099 */
1100 if (tmp->container == this)
1101 {
1102 flag [FLAG_APPLIED] = 0;
1103 tmp->container = 0;
1104 }
1105
1106 if (tmp->contr->ns)
1107 tmp->contr->ns->floorbox_update ();
1108 }
1109
1110 /* See if object moving off should effect something */
1111 if (check_walk_off
1112 && ((move_type & tmp->move_off)
1113 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1114 {
1115 move_apply (tmp, this, 0);
1116
1117 if (destroyed ())
1118 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1119 }
1120
1121 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1122 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1123 if (tmp->above == tmp)
1124 tmp->above = 0;
1125
1126 last = tmp;
1127 }
1128
1129 /* last == NULL if there are no objects on this space */
1130 //TODO: this makes little sense, why only update the topmost object?
1131 if (!last)
1132 map->at (x, y).flags_ = 0;
1133 else
1134 update_object (last, UP_OBJ_REMOVE);
1135
1136 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1137 update_all_los (map, x, y);
1138 }
1139 }
1140
1141 /*
1142 * merge_ob(op,top):
1143 *
1144 * This function goes through all objects below and including top, and
1145 * merges op to the first matching object.
1146 * If top is NULL, it is calculated.
1147 * Returns pointer to object if it succeded in the merge, otherwise NULL
1148 */
1149 object *
1150 merge_ob (object *op, object *top)
1151 {
1152 if (!op->nrof)
1153 return 0;
1154
1155 if (top)
1156 for (top = op; top && top->above; top = top->above)
1157 ;
1158
1159 for (; top; top = top->below)
1160 {
1161 if (top == op)
1162 continue;
1163
1164 if (object::can_merge (op, top))
1165 {
1166 top->nrof += op->nrof;
1167
1168 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1169 op->weight = 0; /* Don't want any adjustements now */
1170 op->destroy ();
1171 return top;
1172 }
1173 }
1174
1175 return 0;
1176 }
1177
1178 void
1179 object::expand_tail ()
1180 {
1181 if (more)
1182 return;
1183
1184 object *prev = this;
1185
1186 for (archetype *at = arch->more; at; at = at->more)
1187 {
1188 object *op = arch_to_object (at);
1189
1190 op->name = name;
1191 op->name_pl = name_pl;
1192 op->title = title;
1193
1194 op->head = this;
1195 prev->more = op;
1196
1197 prev = op;
1198 }
1199 }
1200
1201 /*
1202 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1203 * job preparing multi-part monsters.
1204 */
1205 object *
1206 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1207 {
1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1209 {
1210 tmp->x = x + tmp->arch->clone.x;
1211 tmp->y = y + tmp->arch->clone.y;
1212 }
1213
1214 return insert_ob_in_map (op, m, originator, flag);
1215 }
1216
1217 /*
1218 * insert_ob_in_map (op, map, originator, flag):
1219 * This function inserts the object in the two-way linked list
1220 * which represents what is on a map.
1221 * The second argument specifies the map, and the x and y variables
1222 * in the object about to be inserted specifies the position.
1223 *
1224 * originator: Player, monster or other object that caused 'op' to be inserted
1225 * into 'map'. May be NULL.
1226 *
1227 * flag is a bitmask about special things to do (or not do) when this
1228 * function is called. see the object.h file for the INS_ values.
1229 * Passing 0 for flag gives proper default values, so flag really only needs
1230 * to be set if special handling is needed.
1231 *
1232 * Return value:
1233 * new object if 'op' was merged with other object
1234 * NULL if 'op' was destroyed
1235 * just 'op' otherwise
1236 */
1237 object *
1238 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1239 {
1240 assert (!op->flag [FLAG_FREED]);
1241
1242 object *top, *floor = NULL;
1243
1244 op->remove ();
1245
1246 #if 0
1247 if (!m->active != !op->active)
1248 if (m->active)
1249 op->activate_recursive ();
1250 else
1251 op->deactivate_recursive ();
1252 #endif
1253
1254 if (out_of_map (m, op->x, op->y))
1255 {
1256 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1257 #ifdef MANY_CORES
1258 /* Better to catch this here, as otherwise the next use of this object
1259 * is likely to cause a crash. Better to find out where it is getting
1260 * improperly inserted.
1261 */
1262 abort ();
1263 #endif
1264 return op;
1265 }
1266
1267 if (object *more = op->more)
1268 if (!insert_ob_in_map (more, m, originator, flag))
1269 return 0;
1270
1271 CLEAR_FLAG (op, FLAG_REMOVED);
1272
1273 /* Ideally, the caller figures this out. However, it complicates a lot
1274 * of areas of callers (eg, anything that uses find_free_spot would now
1275 * need extra work
1276 */
1277 if (!xy_normalise (m, op->x, op->y))
1278 return 0;
1279
1280 op->map = m;
1281 mapspace &ms = op->ms ();
1282
1283 /* this has to be done after we translate the coordinates.
1284 */
1285 if (op->nrof && !(flag & INS_NO_MERGE))
1286 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1287 if (object::can_merge (op, tmp))
1288 {
1289 op->nrof += tmp->nrof;
1290 tmp->destroy ();
1291 }
1292
1293 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1294 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1295
1296 if (!QUERY_FLAG (op, FLAG_ALIVE))
1297 CLEAR_FLAG (op, FLAG_NO_STEAL);
1298
1299 if (flag & INS_BELOW_ORIGINATOR)
1300 {
1301 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1302 {
1303 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1304 abort ();
1305 }
1306
1307 op->above = originator;
1308 op->below = originator->below;
1309
1310 if (op->below)
1311 op->below->above = op;
1312 else
1313 ms.bot = op;
1314
1315 /* since *below* originator, no need to update top */
1316 originator->below = op;
1317 }
1318 else
1319 {
1320 top = ms.bot;
1321
1322 /* If there are other objects, then */
1323 if ((!(flag & INS_MAP_LOAD)) && top)
1324 {
1325 object *last = 0;
1326
1327 /*
1328 * If there are multiple objects on this space, we do some trickier handling.
1329 * We've already dealt with merging if appropriate.
1330 * Generally, we want to put the new object on top. But if
1331 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1332 * floor, we want to insert above that and no further.
1333 * Also, if there are spell objects on this space, we stop processing
1334 * once we get to them. This reduces the need to traverse over all of
1335 * them when adding another one - this saves quite a bit of cpu time
1336 * when lots of spells are cast in one area. Currently, it is presumed
1337 * that flying non pickable objects are spell objects.
1338 */
1339 for (top = ms.bot; top; top = top->above)
1340 {
1341 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1342 floor = top;
1343
1344 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1345 {
1346 /* We insert above top, so we want this object below this */
1347 top = top->below;
1348 break;
1349 }
1350
1351 last = top;
1352 }
1353
1354 /* Don't want top to be NULL, so set it to the last valid object */
1355 top = last;
1356
1357 /* We let update_position deal with figuring out what the space
1358 * looks like instead of lots of conditions here.
1359 * makes things faster, and effectively the same result.
1360 */
1361
1362 /* Have object 'fall below' other objects that block view.
1363 * Unless those objects are exits.
1364 * If INS_ON_TOP is used, don't do this processing
1365 * Need to find the object that in fact blocks view, otherwise
1366 * stacking is a bit odd.
1367 */
1368 if (!(flag & INS_ON_TOP)
1369 && ms.flags () & P_BLOCKSVIEW
1370 && (op->face && !faces [op->face].visibility))
1371 {
1372 for (last = top; last != floor; last = last->below)
1373 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1374 break;
1375
1376 /* Check to see if we found the object that blocks view,
1377 * and make sure we have a below pointer for it so that
1378 * we can get inserted below this one, which requires we
1379 * set top to the object below us.
1380 */
1381 if (last && last->below && last != floor)
1382 top = last->below;
1383 }
1384 } /* If objects on this space */
1385
1386 if (flag & INS_MAP_LOAD)
1387 top = ms.top;
1388
1389 if (flag & INS_ABOVE_FLOOR_ONLY)
1390 top = floor;
1391
1392 /* Top is the object that our object (op) is going to get inserted above.
1393 */
1394
1395 /* First object on this space */
1396 if (!top)
1397 {
1398 op->above = ms.bot;
1399
1400 if (op->above)
1401 op->above->below = op;
1402
1403 op->below = 0;
1404 ms.bot = op;
1405 }
1406 else
1407 { /* get inserted into the stack above top */
1408 op->above = top->above;
1409
1410 if (op->above)
1411 op->above->below = op;
1412
1413 op->below = top;
1414 top->above = op;
1415 }
1416
1417 if (!op->above)
1418 ms.top = op;
1419 } /* else not INS_BELOW_ORIGINATOR */
1420
1421 if (op->type == PLAYER)
1422 {
1423 op->contr->do_los = 1;
1424 ++op->map->players;
1425 op->map->touch ();
1426 }
1427
1428 op->map->dirty = true;
1429
1430 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there.
1432 */
1433 if (!(flag & INS_MAP_LOAD))
1434 if (object *pl = ms.player ())
1435 if (pl->contr->ns)
1436 pl->contr->ns->floorbox_update ();
1437
1438 /* If this object glows, it may affect lighting conditions that are
1439 * visible to others on this map. But update_all_los is really
1440 * an inefficient way to do this, as it means los for all players
1441 * on the map will get recalculated. The players could very well
1442 * be far away from this change and not affected in any way -
1443 * this should get redone to only look for players within range,
1444 * or just updating the P_UPTODATE for spaces within this area
1445 * of effect may be sufficient.
1446 */
1447 if (op->map->darkness && (op->glow_radius != 0))
1448 update_all_los (op->map, op->x, op->y);
1449
1450 /* updates flags (blocked, alive, no magic, etc) for this map space */
1451 update_object (op, UP_OBJ_INSERT);
1452
1453 INVOKE_OBJECT (INSERT, op);
1454
1455 /* Don't know if moving this to the end will break anything. However,
1456 * we want to have floorbox_update called before calling this.
1457 *
1458 * check_move_on() must be after this because code called from
1459 * check_move_on() depends on correct map flags (so functions like
1460 * blocked() and wall() work properly), and these flags are updated by
1461 * update_object().
1462 */
1463
1464 /* if this is not the head or flag has been passed, don't check walk on status */
1465 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1466 {
1467 if (check_move_on (op, originator))
1468 return 0;
1469
1470 /* If we are a multi part object, lets work our way through the check
1471 * walk on's.
1472 */
1473 for (object *tmp = op->more; tmp; tmp = tmp->more)
1474 if (check_move_on (tmp, originator))
1475 return 0;
1476 }
1477
1478 return op;
1479 }
1480
1481 /* this function inserts an object in the map, but if it
1482 * finds an object of its own type, it'll remove that one first.
1483 * op is the object to insert it under: supplies x and the map.
1484 */
1485 void
1486 replace_insert_ob_in_map (const char *arch_string, object *op)
1487 {
1488 object *tmp, *tmp1;
1489
1490 /* first search for itself and remove any old instances */
1491
1492 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1493 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1494 tmp->destroy ();
1495
1496 tmp1 = arch_to_object (archetype::find (arch_string));
1497
1498 tmp1->x = op->x;
1499 tmp1->y = op->y;
1500 insert_ob_in_map (tmp1, op->map, op, 0);
1501 }
1502
1503 object *
1504 object::insert_at (object *where, object *originator, int flags)
1505 {
1506 return where->map->insert (this, where->x, where->y, originator, flags);
1507 }
1508
1509 /*
1510 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1511 * is returned contains nr objects, and the remaining parts contains
1512 * the rest (or is removed and freed if that number is 0).
1513 * On failure, NULL is returned, and the reason put into the
1514 * global static errmsg array.
1515 */
1516 object *
1517 get_split_ob (object *orig_ob, uint32 nr)
1518 {
1519 object *newob;
1520 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1521
1522 if (orig_ob->nrof < nr)
1523 {
1524 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1525 return NULL;
1526 }
1527
1528 newob = object_create_clone (orig_ob);
1529
1530 if ((orig_ob->nrof -= nr) < 1)
1531 orig_ob->destroy (1);
1532 else if (!is_removed)
1533 {
1534 if (orig_ob->env != NULL)
1535 sub_weight (orig_ob->env, orig_ob->weight * nr);
1536 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1537 {
1538 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1539 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1540 return NULL;
1541 }
1542 }
1543
1544 newob->nrof = nr;
1545
1546 return newob;
1547 }
1548
1549 /*
1550 * decrease_ob_nr(object, number) decreases a specified number from
1551 * the amount of an object. If the amount reaches 0, the object
1552 * is subsequently removed and freed.
1553 *
1554 * Return value: 'op' if something is left, NULL if the amount reached 0
1555 */
1556 object *
1557 decrease_ob_nr (object *op, uint32 i)
1558 {
1559 object *tmp;
1560
1561 if (i == 0) /* objects with op->nrof require this check */
1562 return op;
1563
1564 if (i > op->nrof)
1565 i = op->nrof;
1566
1567 if (QUERY_FLAG (op, FLAG_REMOVED))
1568 op->nrof -= i;
1569 else if (op->env)
1570 {
1571 /* is this object in the players inventory, or sub container
1572 * therein?
1573 */
1574 tmp = op->in_player ();
1575 /* nope. Is this a container the player has opened?
1576 * If so, set tmp to that player.
1577 * IMO, searching through all the players will mostly
1578 * likely be quicker than following op->env to the map,
1579 * and then searching the map for a player.
1580 */
1581 if (!tmp)
1582 for_all_players (pl)
1583 if (pl->ob->container == op->env)
1584 {
1585 tmp = pl->ob;
1586 break;
1587 }
1588
1589 if (i < op->nrof)
1590 {
1591 sub_weight (op->env, op->weight * i);
1592 op->nrof -= i;
1593 if (tmp)
1594 esrv_send_item (tmp, op);
1595 }
1596 else
1597 {
1598 op->remove ();
1599 op->nrof = 0;
1600 if (tmp)
1601 esrv_del_item (tmp->contr, op->count);
1602 }
1603 }
1604 else
1605 {
1606 object *above = op->above;
1607
1608 if (i < op->nrof)
1609 op->nrof -= i;
1610 else
1611 {
1612 op->remove ();
1613 op->nrof = 0;
1614 }
1615
1616 /* Since we just removed op, op->above is null */
1617 for (tmp = above; tmp; tmp = tmp->above)
1618 if (tmp->type == PLAYER)
1619 {
1620 if (op->nrof)
1621 esrv_send_item (tmp, op);
1622 else
1623 esrv_del_item (tmp->contr, op->count);
1624 }
1625 }
1626
1627 if (op->nrof)
1628 return op;
1629 else
1630 {
1631 op->destroy ();
1632 return 0;
1633 }
1634 }
1635
1636 /*
1637 * add_weight(object, weight) adds the specified weight to an object,
1638 * and also updates how much the environment(s) is/are carrying.
1639 */
1640 void
1641 add_weight (object *op, signed long weight)
1642 {
1643 while (op != NULL)
1644 {
1645 if (op->type == CONTAINER)
1646 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1647
1648 op->carrying += weight;
1649 op = op->env;
1650 }
1651 }
1652
1653 object *
1654 insert_ob_in_ob (object *op, object *where)
1655 {
1656 if (!where)
1657 {
1658 char *dump = dump_object (op);
1659 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1660 free (dump);
1661 return op;
1662 }
1663
1664 if (where->head_ () != where)
1665 {
1666 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1667 where = where->head;
1668 }
1669
1670 return where->insert (op);
1671 }
1672
1673 /*
1674 * env->insert (op)
1675 * This function inserts the object op in the linked list
1676 * inside the object environment.
1677 *
1678 * The function returns now pointer to inserted item, and return value can
1679 * be != op, if items are merged. -Tero
1680 */
1681 object *
1682 object::insert (object *op)
1683 {
1684 object *tmp, *otmp;
1685
1686 if (!QUERY_FLAG (op, FLAG_REMOVED))
1687 op->remove ();
1688
1689 if (op->more)
1690 {
1691 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1692 return op;
1693 }
1694
1695 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1696 CLEAR_FLAG (op, FLAG_REMOVED);
1697 if (op->nrof)
1698 {
1699 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1700 if (object::can_merge (tmp, op))
1701 {
1702 /* return the original object and remove inserted object
1703 (client needs the original object) */
1704 tmp->nrof += op->nrof;
1705 /* Weight handling gets pretty funky. Since we are adding to
1706 * tmp->nrof, we need to increase the weight.
1707 */
1708 add_weight (this, op->weight * op->nrof);
1709 SET_FLAG (op, FLAG_REMOVED);
1710 op->destroy (); /* free the inserted object */
1711 op = tmp;
1712 op->remove (); /* and fix old object's links */
1713 CLEAR_FLAG (op, FLAG_REMOVED);
1714 break;
1715 }
1716
1717 /* I assume combined objects have no inventory
1718 * We add the weight - this object could have just been removed
1719 * (if it was possible to merge). calling remove_ob will subtract
1720 * the weight, so we need to add it in again, since we actually do
1721 * the linking below
1722 */
1723 add_weight (this, op->weight * op->nrof);
1724 }
1725 else
1726 add_weight (this, (op->weight + op->carrying));
1727
1728 otmp = this->in_player ();
1729 if (otmp && otmp->contr)
1730 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1731 otmp->update_stats ();
1732
1733 op->map = 0;
1734 op->env = this;
1735 op->above = 0;
1736 op->below = 0;
1737 op->x = 0, op->y = 0;
1738
1739 /* reset the light list and los of the players on the map */
1740 if ((op->glow_radius != 0) && map)
1741 {
1742 #ifdef DEBUG_LIGHTS
1743 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1744 #endif /* DEBUG_LIGHTS */
1745 if (map->darkness)
1746 update_all_los (map, x, y);
1747 }
1748
1749 /* Client has no idea of ordering so lets not bother ordering it here.
1750 * It sure simplifies this function...
1751 */
1752 if (!inv)
1753 inv = op;
1754 else
1755 {
1756 op->below = inv;
1757 op->below->above = op;
1758 inv = op;
1759 }
1760
1761 INVOKE_OBJECT (INSERT, this);
1762
1763 return op;
1764 }
1765
1766 /*
1767 * Checks if any objects has a move_type that matches objects
1768 * that effect this object on this space. Call apply() to process
1769 * these events.
1770 *
1771 * Any speed-modification due to SLOW_MOVE() of other present objects
1772 * will affect the speed_left of the object.
1773 *
1774 * originator: Player, monster or other object that caused 'op' to be inserted
1775 * into 'map'. May be NULL.
1776 *
1777 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1778 *
1779 * 4-21-95 added code to check if appropriate skill was readied - this will
1780 * permit faster movement by the player through this terrain. -b.t.
1781 *
1782 * MSW 2001-07-08: Check all objects on space, not just those below
1783 * object being inserted. insert_ob_in_map may not put new objects
1784 * on top.
1785 */
1786 int
1787 check_move_on (object *op, object *originator)
1788 {
1789 object *tmp;
1790 maptile *m = op->map;
1791 int x = op->x, y = op->y;
1792
1793 MoveType move_on, move_slow, move_block;
1794
1795 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1796 return 0;
1797
1798 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1799 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1800 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1801
1802 /* if nothing on this space will slow op down or be applied,
1803 * no need to do checking below. have to make sure move_type
1804 * is set, as lots of objects don't have it set - we treat that
1805 * as walking.
1806 */
1807 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1808 return 0;
1809
1810 /* This is basically inverse logic of that below - basically,
1811 * if the object can avoid the move on or slow move, they do so,
1812 * but can't do it if the alternate movement they are using is
1813 * blocked. Logic on this seems confusing, but does seem correct.
1814 */
1815 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1816 return 0;
1817
1818 /* The objects have to be checked from top to bottom.
1819 * Hence, we first go to the top:
1820 */
1821
1822 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1823 {
1824 /* Trim the search when we find the first other spell effect
1825 * this helps performance so that if a space has 50 spell objects,
1826 * we don't need to check all of them.
1827 */
1828 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1829 break;
1830 }
1831
1832 for (; tmp; tmp = tmp->below)
1833 {
1834 if (tmp == op)
1835 continue; /* Can't apply yourself */
1836
1837 /* Check to see if one of the movement types should be slowed down.
1838 * Second check makes sure that the movement types not being slowed
1839 * (~slow_move) is not blocked on this space - just because the
1840 * space doesn't slow down swimming (for example), if you can't actually
1841 * swim on that space, can't use it to avoid the penalty.
1842 */
1843 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1844 {
1845 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1846 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1847 {
1848
1849 float
1850 diff = tmp->move_slow_penalty * fabs (op->speed);
1851
1852 if (op->type == PLAYER)
1853 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1854 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1855 diff /= 4.0;
1856
1857 op->speed_left -= diff;
1858 }
1859 }
1860
1861 /* Basically same logic as above, except now for actual apply. */
1862 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1863 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1864 {
1865 move_apply (tmp, op, originator);
1866
1867 if (op->destroyed ())
1868 return 1;
1869
1870 /* what the person/creature stepped onto has moved the object
1871 * someplace new. Don't process any further - if we did,
1872 * have a feeling strange problems would result.
1873 */
1874 if (op->map != m || op->x != x || op->y != y)
1875 return 0;
1876 }
1877 }
1878
1879 return 0;
1880 }
1881
1882 /*
1883 * present_arch(arch, map, x, y) searches for any objects with
1884 * a matching archetype at the given map and coordinates.
1885 * The first matching object is returned, or NULL if none.
1886 */
1887 object *
1888 present_arch (const archetype *at, maptile *m, int x, int y)
1889 {
1890 if (!m || out_of_map (m, x, y))
1891 {
1892 LOG (llevError, "Present_arch called outside map.\n");
1893 return NULL;
1894 }
1895
1896 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1897 if (tmp->arch == at)
1898 return tmp;
1899
1900 return NULL;
1901 }
1902
1903 /*
1904 * present(type, map, x, y) searches for any objects with
1905 * a matching type variable at the given map and coordinates.
1906 * The first matching object is returned, or NULL if none.
1907 */
1908 object *
1909 present (unsigned char type, maptile *m, int x, int y)
1910 {
1911 if (out_of_map (m, x, y))
1912 {
1913 LOG (llevError, "Present called outside map.\n");
1914 return NULL;
1915 }
1916
1917 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1918 if (tmp->type == type)
1919 return tmp;
1920
1921 return NULL;
1922 }
1923
1924 /*
1925 * present_in_ob(type, object) searches for any objects with
1926 * a matching type variable in the inventory of the given object.
1927 * The first matching object is returned, or NULL if none.
1928 */
1929 object *
1930 present_in_ob (unsigned char type, const object *op)
1931 {
1932 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1933 if (tmp->type == type)
1934 return tmp;
1935
1936 return NULL;
1937 }
1938
1939 /*
1940 * present_in_ob (type, str, object) searches for any objects with
1941 * a matching type & name variable in the inventory of the given object.
1942 * The first matching object is returned, or NULL if none.
1943 * This is mostly used by spell effect code, so that we only
1944 * have one spell effect at a time.
1945 * type can be used to narrow the search - if type is set,
1946 * the type must also match. -1 can be passed for the type,
1947 * in which case the type does not need to pass.
1948 * str is the string to match against. Note that we match against
1949 * the object name, not the archetype name. this is so that the
1950 * spell code can use one object type (force), but change it's name
1951 * to be unique.
1952 */
1953 object *
1954 present_in_ob_by_name (int type, const char *str, const object *op)
1955 {
1956 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1957 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1958 return tmp;
1959
1960 return 0;
1961 }
1962
1963 /*
1964 * present_arch_in_ob(archetype, object) searches for any objects with
1965 * a matching archetype in the inventory of the given object.
1966 * The first matching object is returned, or NULL if none.
1967 */
1968 object *
1969 present_arch_in_ob (const archetype *at, const object *op)
1970 {
1971 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1972 if (tmp->arch == at)
1973 return tmp;
1974
1975 return NULL;
1976 }
1977
1978 /*
1979 * activate recursively a flag on an object inventory
1980 */
1981 void
1982 flag_inv (object *op, int flag)
1983 {
1984 if (op->inv)
1985 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1986 {
1987 SET_FLAG (tmp, flag);
1988 flag_inv (tmp, flag);
1989 }
1990 }
1991
1992 /*
1993 * deactivate recursively a flag on an object inventory
1994 */
1995 void
1996 unflag_inv (object *op, int flag)
1997 {
1998 if (op->inv)
1999 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2000 {
2001 CLEAR_FLAG (tmp, flag);
2002 unflag_inv (tmp, flag);
2003 }
2004 }
2005
2006 /*
2007 * find_free_spot(object, map, x, y, start, stop) will search for
2008 * a spot at the given map and coordinates which will be able to contain
2009 * the given object. start and stop specifies how many squares
2010 * to search (see the freearr_x/y[] definition).
2011 * It returns a random choice among the alternatives found.
2012 * start and stop are where to start relative to the free_arr array (1,9
2013 * does all 4 immediate directions). This returns the index into the
2014 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2015 * Note - this only checks to see if there is space for the head of the
2016 * object - if it is a multispace object, this should be called for all
2017 * pieces.
2018 * Note2: This function does correctly handle tiled maps, but does not
2019 * inform the caller. However, insert_ob_in_map will update as
2020 * necessary, so the caller shouldn't need to do any special work.
2021 * Note - updated to take an object instead of archetype - this is necessary
2022 * because arch_blocked (now ob_blocked) needs to know the movement type
2023 * to know if the space in question will block the object. We can't use
2024 * the archetype because that isn't correct if the monster has been
2025 * customized, changed states, etc.
2026 */
2027 int
2028 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2029 {
2030 int index = 0, flag;
2031 int altern[SIZEOFFREE];
2032
2033 for (int i = start; i < stop; i++)
2034 {
2035 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2036 if (!flag)
2037 altern [index++] = i;
2038
2039 /* Basically, if we find a wall on a space, we cut down the search size.
2040 * In this way, we won't return spaces that are on another side of a wall.
2041 * This mostly work, but it cuts down the search size in all directions -
2042 * if the space being examined only has a wall to the north and empty
2043 * spaces in all the other directions, this will reduce the search space
2044 * to only the spaces immediately surrounding the target area, and
2045 * won't look 2 spaces south of the target space.
2046 */
2047 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2048 stop = maxfree[i];
2049 }
2050
2051 if (!index)
2052 return -1;
2053
2054 return altern [rndm (index)];
2055 }
2056
2057 /*
2058 * find_first_free_spot(archetype, maptile, x, y) works like
2059 * find_free_spot(), but it will search max number of squares.
2060 * But it will return the first available spot, not a random choice.
2061 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2062 */
2063 int
2064 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2065 {
2066 for (int i = 0; i < SIZEOFFREE; i++)
2067 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2068 return i;
2069
2070 return -1;
2071 }
2072
2073 /*
2074 * The function permute(arr, begin, end) randomly reorders the array
2075 * arr[begin..end-1].
2076 * now uses a fisher-yates shuffle, old permute was broken
2077 */
2078 static void
2079 permute (int *arr, int begin, int end)
2080 {
2081 arr += begin;
2082 end -= begin;
2083
2084 while (--end)
2085 swap (arr [end], arr [rndm (end + 1)]);
2086 }
2087
2088 /* new function to make monster searching more efficient, and effective!
2089 * This basically returns a randomized array (in the passed pointer) of
2090 * the spaces to find monsters. In this way, it won't always look for
2091 * monsters to the north first. However, the size of the array passed
2092 * covers all the spaces, so within that size, all the spaces within
2093 * the 3x3 area will be searched, just not in a predictable order.
2094 */
2095 void
2096 get_search_arr (int *search_arr)
2097 {
2098 int i;
2099
2100 for (i = 0; i < SIZEOFFREE; i++)
2101 search_arr[i] = i;
2102
2103 permute (search_arr, 1, SIZEOFFREE1 + 1);
2104 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2105 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2106 }
2107
2108 /*
2109 * find_dir(map, x, y, exclude) will search some close squares in the
2110 * given map at the given coordinates for live objects.
2111 * It will not considered the object given as exclude among possible
2112 * live objects.
2113 * It returns the direction toward the first/closest live object if finds
2114 * any, otherwise 0.
2115 * Perhaps incorrectly, but I'm making the assumption that exclude
2116 * is actually want is going to try and move there. We need this info
2117 * because we have to know what movement the thing looking to move
2118 * there is capable of.
2119 */
2120 int
2121 find_dir (maptile *m, int x, int y, object *exclude)
2122 {
2123 int i, max = SIZEOFFREE, mflags;
2124
2125 sint16 nx, ny;
2126 object *tmp;
2127 maptile *mp;
2128
2129 MoveType blocked, move_type;
2130
2131 if (exclude && exclude->head_ () != exclude)
2132 {
2133 exclude = exclude->head;
2134 move_type = exclude->move_type;
2135 }
2136 else
2137 {
2138 /* If we don't have anything, presume it can use all movement types. */
2139 move_type = MOVE_ALL;
2140 }
2141
2142 for (i = 1; i < max; i++)
2143 {
2144 mp = m;
2145 nx = x + freearr_x[i];
2146 ny = y + freearr_y[i];
2147
2148 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2149
2150 if (mflags & P_OUT_OF_MAP)
2151 max = maxfree[i];
2152 else
2153 {
2154 mapspace &ms = mp->at (nx, ny);
2155
2156 blocked = ms.move_block;
2157
2158 if ((move_type & blocked) == move_type)
2159 max = maxfree[i];
2160 else if (mflags & P_IS_ALIVE)
2161 {
2162 for (tmp = ms.bot; tmp; tmp = tmp->above)
2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2165 break;
2166
2167 if (tmp)
2168 return freedir[i];
2169 }
2170 }
2171 }
2172
2173 return 0;
2174 }
2175
2176 /*
2177 * distance(object 1, object 2) will return the square of the
2178 * distance between the two given objects.
2179 */
2180 int
2181 distance (const object *ob1, const object *ob2)
2182 {
2183 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2184 }
2185
2186 /*
2187 * find_dir_2(delta-x,delta-y) will return a direction in which
2188 * an object which has subtracted the x and y coordinates of another
2189 * object, needs to travel toward it.
2190 */
2191 int
2192 find_dir_2 (int x, int y)
2193 {
2194 int q;
2195
2196 if (y)
2197 q = x * 100 / y;
2198 else if (x)
2199 q = -300 * x;
2200 else
2201 return 0;
2202
2203 if (y > 0)
2204 {
2205 if (q < -242)
2206 return 3;
2207 if (q < -41)
2208 return 2;
2209 if (q < 41)
2210 return 1;
2211 if (q < 242)
2212 return 8;
2213 return 7;
2214 }
2215
2216 if (q < -242)
2217 return 7;
2218 if (q < -41)
2219 return 6;
2220 if (q < 41)
2221 return 5;
2222 if (q < 242)
2223 return 4;
2224
2225 return 3;
2226 }
2227
2228 /*
2229 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2230 * between two directions (which are expected to be absolute (see absdir())
2231 */
2232 int
2233 dirdiff (int dir1, int dir2)
2234 {
2235 int d;
2236
2237 d = abs (dir1 - dir2);
2238 if (d > 4)
2239 d = 8 - d;
2240
2241 return d;
2242 }
2243
2244 /* peterm:
2245 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2246 * Basically, this is a table of directions, and what directions
2247 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2248 * This basically means that if direction is 15, then it could either go
2249 * direction 4, 14, or 16 to get back to where we are.
2250 * Moved from spell_util.c to object.c with the other related direction
2251 * functions.
2252 */
2253 int reduction_dir[SIZEOFFREE][3] = {
2254 {0, 0, 0}, /* 0 */
2255 {0, 0, 0}, /* 1 */
2256 {0, 0, 0}, /* 2 */
2257 {0, 0, 0}, /* 3 */
2258 {0, 0, 0}, /* 4 */
2259 {0, 0, 0}, /* 5 */
2260 {0, 0, 0}, /* 6 */
2261 {0, 0, 0}, /* 7 */
2262 {0, 0, 0}, /* 8 */
2263 {8, 1, 2}, /* 9 */
2264 {1, 2, -1}, /* 10 */
2265 {2, 10, 12}, /* 11 */
2266 {2, 3, -1}, /* 12 */
2267 {2, 3, 4}, /* 13 */
2268 {3, 4, -1}, /* 14 */
2269 {4, 14, 16}, /* 15 */
2270 {5, 4, -1}, /* 16 */
2271 {4, 5, 6}, /* 17 */
2272 {6, 5, -1}, /* 18 */
2273 {6, 20, 18}, /* 19 */
2274 {7, 6, -1}, /* 20 */
2275 {6, 7, 8}, /* 21 */
2276 {7, 8, -1}, /* 22 */
2277 {8, 22, 24}, /* 23 */
2278 {8, 1, -1}, /* 24 */
2279 {24, 9, 10}, /* 25 */
2280 {9, 10, -1}, /* 26 */
2281 {10, 11, -1}, /* 27 */
2282 {27, 11, 29}, /* 28 */
2283 {11, 12, -1}, /* 29 */
2284 {12, 13, -1}, /* 30 */
2285 {12, 13, 14}, /* 31 */
2286 {13, 14, -1}, /* 32 */
2287 {14, 15, -1}, /* 33 */
2288 {33, 15, 35}, /* 34 */
2289 {16, 15, -1}, /* 35 */
2290 {17, 16, -1}, /* 36 */
2291 {18, 17, 16}, /* 37 */
2292 {18, 17, -1}, /* 38 */
2293 {18, 19, -1}, /* 39 */
2294 {41, 19, 39}, /* 40 */
2295 {19, 20, -1}, /* 41 */
2296 {20, 21, -1}, /* 42 */
2297 {20, 21, 22}, /* 43 */
2298 {21, 22, -1}, /* 44 */
2299 {23, 22, -1}, /* 45 */
2300 {45, 47, 23}, /* 46 */
2301 {23, 24, -1}, /* 47 */
2302 {24, 9, -1}
2303 }; /* 48 */
2304
2305 /* Recursive routine to step back and see if we can
2306 * find a path to that monster that we found. If not,
2307 * we don't bother going toward it. Returns 1 if we
2308 * can see a direct way to get it
2309 * Modified to be map tile aware -.MSW
2310 */
2311 int
2312 can_see_monsterP (maptile *m, int x, int y, int dir)
2313 {
2314 sint16 dx, dy;
2315 int mflags;
2316
2317 if (dir < 0)
2318 return 0; /* exit condition: invalid direction */
2319
2320 dx = x + freearr_x[dir];
2321 dy = y + freearr_y[dir];
2322
2323 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2324
2325 /* This functional arguably was incorrect before - it was
2326 * checking for P_WALL - that was basically seeing if
2327 * we could move to the monster - this is being more
2328 * literal on if we can see it. To know if we can actually
2329 * move to the monster, we'd need the monster passed in or
2330 * at least its move type.
2331 */
2332 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2333 return 0;
2334
2335 /* yes, can see. */
2336 if (dir < 9)
2337 return 1;
2338
2339 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2340 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2341 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2342 }
2343
2344 /*
2345 * can_pick(picker, item): finds out if an object is possible to be
2346 * picked up by the picker. Returnes 1 if it can be
2347 * picked up, otherwise 0.
2348 *
2349 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2350 * core dumps if they do.
2351 *
2352 * Add a check so we can't pick up invisible objects (0.93.8)
2353 */
2354
2355 int
2356 can_pick (const object *who, const object *item)
2357 {
2358 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2359 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2360 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2361 }
2362
2363 /*
2364 * create clone from object to another
2365 */
2366 object *
2367 object_create_clone (object *asrc)
2368 {
2369 object *dst = 0, *tmp, *src, *prev, *item;
2370
2371 if (!asrc)
2372 return 0;
2373
2374 src = asrc->head_ ();
2375
2376 prev = 0;
2377 for (object *part = src; part; part = part->more)
2378 {
2379 tmp = part->clone ();
2380 tmp->x -= src->x;
2381 tmp->y -= src->y;
2382
2383 if (!part->head)
2384 {
2385 dst = tmp;
2386 tmp->head = 0;
2387 }
2388 else
2389 tmp->head = dst;
2390
2391 tmp->more = 0;
2392
2393 if (prev)
2394 prev->more = tmp;
2395
2396 prev = tmp;
2397 }
2398
2399 for (item = src->inv; item; item = item->below)
2400 insert_ob_in_ob (object_create_clone (item), dst);
2401
2402 return dst;
2403 }
2404
2405 /* This returns the first object in who's inventory that
2406 * has the same type and subtype match.
2407 * returns NULL if no match.
2408 */
2409 object *
2410 find_obj_by_type_subtype (const object *who, int type, int subtype)
2411 {
2412 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2413 if (tmp->type == type && tmp->subtype == subtype)
2414 return tmp;
2415
2416 return 0;
2417 }
2418
2419 /* If ob has a field named key, return the link from the list,
2420 * otherwise return NULL.
2421 *
2422 * key must be a passed in shared string - otherwise, this won't
2423 * do the desired thing.
2424 */
2425 key_value *
2426 get_ob_key_link (const object *ob, const char *key)
2427 {
2428 for (key_value *link = ob->key_values; link; link = link->next)
2429 if (link->key == key)
2430 return link;
2431
2432 return 0;
2433 }
2434
2435 /*
2436 * Returns the value of op has an extra_field for key, or NULL.
2437 *
2438 * The argument doesn't need to be a shared string.
2439 *
2440 * The returned string is shared.
2441 */
2442 const char *
2443 get_ob_key_value (const object *op, const char *const key)
2444 {
2445 key_value *link;
2446 shstr_cmp canonical_key (key);
2447
2448 if (!canonical_key)
2449 {
2450 /* 1. There being a field named key on any object
2451 * implies there'd be a shared string to find.
2452 * 2. Since there isn't, no object has this field.
2453 * 3. Therefore, *this* object doesn't have this field.
2454 */
2455 return 0;
2456 }
2457
2458 /* This is copied from get_ob_key_link() above -
2459 * only 4 lines, and saves the function call overhead.
2460 */
2461 for (link = op->key_values; link; link = link->next)
2462 if (link->key == canonical_key)
2463 return link->value;
2464
2465 return 0;
2466 }
2467
2468 /*
2469 * Updates the canonical_key in op to value.
2470 *
2471 * canonical_key is a shared string (value doesn't have to be).
2472 *
2473 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2474 * keys.
2475 *
2476 * Returns TRUE on success.
2477 */
2478 int
2479 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2480 {
2481 key_value *field = NULL, *last = NULL;
2482
2483 for (field = op->key_values; field != NULL; field = field->next)
2484 {
2485 if (field->key != canonical_key)
2486 {
2487 last = field;
2488 continue;
2489 }
2490
2491 if (value)
2492 field->value = value;
2493 else
2494 {
2495 /* Basically, if the archetype has this key set,
2496 * we need to store the null value so when we save
2497 * it, we save the empty value so that when we load,
2498 * we get this value back again.
2499 */
2500 if (get_ob_key_link (&op->arch->clone, canonical_key))
2501 field->value = 0;
2502 else
2503 {
2504 if (last)
2505 last->next = field->next;
2506 else
2507 op->key_values = field->next;
2508
2509 delete field;
2510 }
2511 }
2512 return TRUE;
2513 }
2514 /* IF we get here, key doesn't exist */
2515
2516 /* No field, we'll have to add it. */
2517
2518 if (!add_key)
2519 return FALSE;
2520
2521 /* There isn't any good reason to store a null
2522 * value in the key/value list. If the archetype has
2523 * this key, then we should also have it, so shouldn't
2524 * be here. If user wants to store empty strings,
2525 * should pass in ""
2526 */
2527 if (value == NULL)
2528 return TRUE;
2529
2530 field = new key_value;
2531
2532 field->key = canonical_key;
2533 field->value = value;
2534 /* Usual prepend-addition. */
2535 field->next = op->key_values;
2536 op->key_values = field;
2537
2538 return TRUE;
2539 }
2540
2541 /*
2542 * Updates the key in op to value.
2543 *
2544 * If add_key is FALSE, this will only update existing keys,
2545 * and not add new ones.
2546 * In general, should be little reason FALSE is ever passed in for add_key
2547 *
2548 * Returns TRUE on success.
2549 */
2550 int
2551 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2552 {
2553 shstr key_ (key);
2554
2555 return set_ob_key_value_s (op, key_, value, add_key);
2556 }
2557
2558 object::depth_iterator::depth_iterator (object *container)
2559 : iterator_base (container)
2560 {
2561 while (item->inv)
2562 item = item->inv;
2563 }
2564
2565 void
2566 object::depth_iterator::next ()
2567 {
2568 if (item->below)
2569 {
2570 item = item->below;
2571
2572 while (item->inv)
2573 item = item->inv;
2574 }
2575 else
2576 item = item->env;
2577 }
2578
2579
2580 const char *
2581 object::flag_desc (char *desc, int len) const
2582 {
2583 char *p = desc;
2584 bool first = true;
2585
2586 *p = 0;
2587
2588 for (int i = 0; i < NUM_FLAGS; i++)
2589 {
2590 if (len <= 10) // magic constant!
2591 {
2592 snprintf (p, len, ",...");
2593 break;
2594 }
2595
2596 if (flag [i])
2597 {
2598 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2599 len -= cnt;
2600 p += cnt;
2601 first = false;
2602 }
2603 }
2604
2605 return desc;
2606 }
2607
2608 // return a suitable string describing an object in enough detail to find it
2609 const char *
2610 object::debug_desc (char *info) const
2611 {
2612 char flagdesc[512];
2613 char info2[256 * 4];
2614 char *p = info;
2615
2616 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2617 count, uuid.seq,
2618 &name,
2619 title ? "\",title:\"" : "",
2620 title ? (const char *)title : "",
2621 flag_desc (flagdesc, 512), type);
2622
2623 if (env)
2624 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2625
2626 if (map)
2627 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2628
2629 return info;
2630 }
2631
2632 const char *
2633 object::debug_desc () const
2634 {
2635 static char info[3][256 * 4];
2636 static int info_idx;
2637
2638 return debug_desc (info [++info_idx % 3]);
2639 }
2640
2641 struct region *
2642 object::region () const
2643 {
2644 return map ? map->region (x, y)
2645 : region::default_region ();
2646 }
2647
2648 const materialtype_t *
2649 object::dominant_material () const
2650 {
2651 if (materialtype_t *mat = name_to_material (materialname))
2652 return mat;
2653
2654 // omfg this is slow, this has to be temporary :)
2655 shstr unknown ("unknown");
2656
2657 return name_to_material (unknown);
2658 }
2659
2660 void
2661 object::open_container (object *new_container)
2662 {
2663 if (container == new_container)
2664 return;
2665
2666 if (object *old_container = container)
2667 {
2668 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2669 return;
2670
2671 #if 0
2672 // remove the "Close old_container" object.
2673 if (object *closer = old_container->inv)
2674 if (closer->type == CLOSE_CON)
2675 closer->destroy ();
2676 #endif
2677
2678 old_container->flag [FLAG_APPLIED] = 0;
2679 container = 0;
2680
2681 esrv_update_item (UPD_FLAGS, this, old_container);
2682 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2683 }
2684
2685 if (new_container)
2686 {
2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2688 return;
2689
2690 // TODO: this does not seem to serve any purpose anymore?
2691 #if 0
2692 // insert the "Close Container" object.
2693 if (archetype *closer = new_container->other_arch)
2694 {
2695 object *closer = arch_to_object (new_container->other_arch);
2696 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2697 new_container->insert (closer);
2698 }
2699 #endif
2700
2701 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2702
2703 new_container->flag [FLAG_APPLIED] = 1;
2704 container = new_container;
2705
2706 esrv_update_item (UPD_FLAGS, this, new_container);
2707 esrv_send_inventory (this, new_container);
2708 }
2709 }
2710
2711