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Revision: 1.162
Committed: Sat Jun 16 00:12:20 2007 UTC (16 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.161: +7 -7 lines
Log Message:
add some debugging code, fix players not getting freed on logout

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