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Revision: 1.165
Committed: Tue Jul 10 07:31:19 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.164: +3 -6 lines
Log Message:
return 0 from name_to_material for unknown materials, to avoid unknown material message

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
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
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27 #include <global.h>
28 #include <stdio.h>
29 #include <sys/types.h>
30 #include <sys/uio.h>
31 #include <object.h>
32 #include <funcpoint.h>
33 #include <sproto.h>
34 #include <loader.h>
35
36 #include <bitset>
37
38 int nrofallocobjects = 0;
39 static UUID uuid;
40 const uint64 UUID_SKIP = 1<<19;
41
42 objectvec objects;
43 activevec actives;
44
45 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,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47 };
48 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,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50 };
51 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,
52 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
53 };
54 int freedir[SIZEOFFREE] = {
55 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,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57 };
58
59 static void
60 write_uuid (void)
61 {
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78 }
79
80 static void
81 read_uuid (void)
82 {
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115 }
116
117 UUID
118 gen_uuid ()
119 {
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128 }
129
130 void
131 init_uuid ()
132 {
133 read_uuid ();
134 }
135
136 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137 static int
138 compare_ob_value_lists_one (const object *wants, const object *has)
139 {
140 key_value *wants_field;
141
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
143 * objects with lists are rare, and lists stay short. If not, use a
144 * different structure or at least keep the lists sorted...
145 */
146
147 /* For each field in wants, */
148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
149 {
150 key_value *has_field;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170
171 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE;
173 }
174
175 /* Returns TRUE if ob1 has the same key_values as ob2. */
176 static int
177 compare_ob_value_lists (const object *ob1, const object *ob2)
178 {
179 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :(
181 */
182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
183 }
184
185 /* Function examines the 2 objects given to it, and returns true if
186 * they can be merged together.
187 *
188 * Note that this function appears a lot longer than the macro it
189 * replaces - this is mostly for clarity - a decent compiler should hopefully
190 * reduce this to the same efficiency.
191 *
192 * Check nrof variable *before* calling can_merge()
193 *
194 * Improvements made with merge: Better checking on potion, and also
195 * check weight
196 */
197 bool object::can_merge_slow (object *ob1, object *ob2)
198 {
199 /* A couple quicksanity checks */
200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
205 return 0;
206
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
209 * value could not be stored in a sint32 (which unfortunately sometimes is
210 * used to store nrof).
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0;
214
215 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning.
220 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name
230 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id
241 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname
243 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
252 return 0;
253
254 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory.
256 */
257 if (ob1->inv || ob2->inv)
258 {
259 /* if one object has inventory but the other doesn't, not equiv */
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
261 return 0;
262
263 /* Now check to see if the two inventory objects could merge */
264 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0;
266
267 /* inventory ok - still need to check rest of this object to see
268 * if it is valid.
269 */
270 }
271
272 /* Don't merge objects that are applied. With the new 'body' code,
273 * it is possible for most any character to have more than one of
274 * some items equipped, and we don't want those to merge.
275 */
276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
277 return 0;
278
279 /* Note sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster
281 * check?
282 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
284 return 0;
285
286 switch (ob1->type)
287 {
288 case SCROLL:
289 if (ob1->level != ob2->level)
290 return 0;
291 break;
292 }
293
294 if (ob1->key_values != NULL || ob2->key_values != NULL)
295 {
296 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
298 /* One has fields, but the other one doesn't. */
299 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 }
303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self)
306 {
307 ob1->optimise ();
308 ob2->optimise ();
309
310 if (ob1->self || ob2->self)
311 return 0;
312 }
313
314 /* Everything passes, must be OK. */
315 return 1;
316 }
317
318 /*
319 * sum_weight() is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much
321 * containers are carrying, and sums it up.
322 */
323 long
324 sum_weight (object *op)
325 {
326 long sum;
327 object *inv;
328
329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 {
331 if (inv->inv)
332 sum_weight (inv);
333
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 }
336
337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100;
339
340 if (op->carrying != sum)
341 op->carrying = sum;
342
343 return sum;
344 }
345
346 /**
347 * Return the outermost environment object for a given object.
348 */
349
350 object *
351 object_get_env_recursive (object *op)
352 {
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356 }
357
358 /*
359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
360 * Some error messages.
361 * The result of the dump is stored in the static global errmsg array.
362 */
363 char *
364 dump_object (object *op)
365 {
366 if (!op)
367 return strdup ("[NULLOBJ]");
368
369 object_freezer freezer;
370 op->write (freezer);
371 return freezer.as_string ();
372 }
373
374 /*
375 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned.
378 */
379
380 object *
381 get_nearest_part (object *op, const object *pl)
382 {
383 object *tmp, *closest;
384 int last_dist, i;
385
386 if (op->more == NULL)
387 return op;
388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
389 if ((i = distance (tmp, pl)) < last_dist)
390 closest = tmp, last_dist = i;
391 return closest;
392 }
393
394 /*
395 * Returns the object which has the count-variable equal to the argument.
396 */
397 object *
398 find_object (tag_t i)
399 {
400 for_all_objects (op)
401 if (op->count == i)
402 return op;
403
404 return 0;
405 }
406
407 /*
408 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999"
411 */
412 object *
413 find_object_name (const char *str)
414 {
415 shstr_cmp str_ (str);
416 object *op;
417
418 for_all_objects (op)
419 if (op->name == str_)
420 break;
421
422 return op;
423 }
424
425 void
426 free_all_object_data ()
427 {
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429 }
430
431 /*
432 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects.
434 */
435 void
436 object::set_owner (object *owner)
437 {
438 if (!owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner)
449 owner = owner->owner;
450
451 this->owner = owner;
452 }
453
454 int
455 object::slottype () const
456 {
457 if (type == SKILL)
458 {
459 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
460 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
461 }
462 else
463 {
464 if (slot [body_combat].info) return slot_combat;
465 if (slot [body_range ].info) return slot_ranged;
466 }
467
468 return slot_none;
469 }
470
471 bool
472 object::change_weapon (object *ob)
473 {
474 if (current_weapon == ob)
475 return true;
476
477 if (chosen_skill)
478 chosen_skill->flag [FLAG_APPLIED] = false;
479
480 current_weapon = ob;
481 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
482
483 if (chosen_skill)
484 chosen_skill->flag [FLAG_APPLIED] = true;
485
486 update_stats ();
487
488 if (ob)
489 {
490 // now check wether any body locations became invalid, in which case
491 // we cannot apply the weapon at the moment.
492 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
493 if (slot[i].used < 0)
494 {
495 current_weapon = chosen_skill = 0;
496 update_stats ();
497
498 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. "
501 "[You need to unapply some items first.]", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
518 }
519
520 /* Zero the key_values on op, decrementing the shared-string
521 * refcounts and freeing the links.
522 */
523 static void
524 free_key_values (object *op)
525 {
526 for (key_value *i = op->key_values; i; )
527 {
528 key_value *next = i->next;
529 delete i;
530
531 i = next;
532 }
533
534 op->key_values = 0;
535 }
536
537 object &
538 object::operator =(const object &src)
539 {
540 bool is_freed = flag [FLAG_FREED];
541 bool is_removed = flag [FLAG_REMOVED];
542
543 *(object_copy *)this = src;
544
545 flag [FLAG_FREED] = is_freed;
546 flag [FLAG_REMOVED] = is_removed;
547
548 /* Copy over key_values, if any. */
549 if (src.key_values)
550 {
551 key_value *tail = 0;
552 key_values = 0;
553
554 for (key_value *i = src.key_values; i; i = i->next)
555 {
556 key_value *new_link = new key_value;
557
558 new_link->next = 0;
559 new_link->key = i->key;
560 new_link->value = i->value;
561
562 /* Try and be clever here, too. */
563 if (!key_values)
564 {
565 key_values = new_link;
566 tail = new_link;
567 }
568 else
569 {
570 tail->next = new_link;
571 tail = new_link;
572 }
573 }
574 }
575 }
576
577 /*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585 void
586 object::copy_to (object *dst)
587 {
588 *dst = *this;
589
590 if (speed < 0)
591 dst->speed_left = speed_left - rndm ();
592
593 dst->set_speed (dst->speed);
594 }
595
596 void
597 object::instantiate ()
598 {
599 if (!uuid.seq) // HACK
600 uuid = gen_uuid ();
601
602 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped.
608 */
609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
611
612 attachable::instantiate ();
613 }
614
615 object *
616 object::clone ()
617 {
618 object *neu = create ();
619 copy_to (neu);
620 return neu;
621 }
622
623 /*
624 * If an object with the IS_TURNABLE() flag needs to be turned due
625 * to the closest player being on the other side, this function can
626 * be called to update the face variable, _and_ how it looks on the map.
627 */
628 void
629 update_turn_face (object *op)
630 {
631 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
632 return;
633
634 SET_ANIMATION (op, op->direction);
635 update_object (op, UP_OBJ_FACE);
636 }
637
638 /*
639 * Updates the speed of an object. If the speed changes from 0 to another
640 * value, or vice versa, then add/remove the object from the active list.
641 * This function needs to be called whenever the speed of an object changes.
642 */
643 void
644 object::set_speed (float speed)
645 {
646 if (flag [FLAG_FREED] && speed)
647 {
648 LOG (llevError, "Object %s is freed but has speed.\n", &name);
649 speed = 0;
650 }
651
652 this->speed = speed;
653
654 if (has_active_speed ())
655 activate ();
656 else
657 deactivate ();
658 }
659
660 /*
661 * update_object() updates the the map.
662 * It takes into account invisible objects (and represent squares covered
663 * by invisible objects by whatever is below them (unless it's another
664 * invisible object, etc...)
665 * If the object being updated is beneath a player, the look-window
666 * of that player is updated (this might be a suboptimal way of
667 * updating that window, though, since update_object() is called _often_)
668 *
669 * action is a hint of what the caller believes need to be done.
670 * current action are:
671 * UP_OBJ_INSERT: op was inserted
672 * UP_OBJ_REMOVE: op was removed
673 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
674 * as that is easier than trying to look at what may have changed.
675 * UP_OBJ_FACE: only the objects face has changed.
676 */
677 void
678 update_object (object *op, int action)
679 {
680 if (op == NULL)
681 {
682 /* this should never happen */
683 LOG (llevDebug, "update_object() called for NULL object.\n");
684 return;
685 }
686
687 if (op->env)
688 {
689 /* Animation is currently handled by client, so nothing
690 * to do in this case.
691 */
692 return;
693 }
694
695 /* If the map is saving, don't do anything as everything is
696 * going to get freed anyways.
697 */
698 if (!op->map || op->map->in_memory == MAP_SAVING)
699 return;
700
701 /* make sure the object is within map boundaries */
702 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
703 {
704 LOG (llevError, "update_object() called for object out of map!\n");
705 #ifdef MANY_CORES
706 abort ();
707 #endif
708 return;
709 }
710
711 mapspace &m = op->ms ();
712
713 if (!(m.flags_ & P_UPTODATE))
714 /* nop */;
715 else if (action == UP_OBJ_INSERT)
716 {
717 // this is likely overkill, TODO: revisit (schmorp)
718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
724 || (m.move_on | op->move_on ) != m.move_on
725 || (m.move_off | op->move_off ) != m.move_off
726 || (m.move_slow | op->move_slow) != m.move_slow
727 /* This isn't perfect, but I don't expect a lot of objects to
728 * to have move_allow right now.
729 */
730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
732 m.flags_ = 0;
733 }
734 /* if the object is being removed, we can't make intelligent
735 * decisions, because remove_ob can't really pass the object
736 * that is being removed.
737 */
738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
739 m.flags_ = 0;
740 else if (action == UP_OBJ_FACE)
741 /* Nothing to do for that case */ ;
742 else
743 LOG (llevError, "update_object called with invalid action: %d\n", action);
744
745 if (op->more)
746 update_object (op->more, action);
747 }
748
749 object::object ()
750 {
751 SET_FLAG (this, FLAG_REMOVED);
752
753 expmul = 1.0;
754 face = blank_face;
755 }
756
757 object::~object ()
758 {
759 unlink ();
760
761 free_key_values (this);
762 }
763
764 static int object_count;
765
766 void object::link ()
767 {
768 assert (!index);//D
769 uuid = gen_uuid ();
770 count = ++object_count;
771
772 refcnt_inc ();
773 objects.insert (this);
774 }
775
776 void object::unlink ()
777 {
778 if (!index)
779 return;
780
781 objects.erase (this);
782 refcnt_dec ();
783 }
784
785 void
786 object::activate ()
787 {
788 /* If already on active list, don't do anything */
789 if (active)
790 return;
791
792 if (has_active_speed ())
793 actives.insert (this);
794 }
795
796 void
797 object::activate_recursive ()
798 {
799 activate ();
800
801 for (object *op = inv; op; op = op->below)
802 op->activate_recursive ();
803 }
804
805 /* This function removes object 'op' from the list of active
806 * objects.
807 * This should only be used for style maps or other such
808 * reference maps where you don't want an object that isn't
809 * in play chewing up cpu time getting processed.
810 * The reverse of this is to call update_ob_speed, which
811 * will do the right thing based on the speed of the object.
812 */
813 void
814 object::deactivate ()
815 {
816 /* If not on the active list, nothing needs to be done */
817 if (!active)
818 return;
819
820 actives.erase (this);
821 }
822
823 void
824 object::deactivate_recursive ()
825 {
826 for (object *op = inv; op; op = op->below)
827 op->deactivate_recursive ();
828
829 deactivate ();
830 }
831
832 void
833 object::set_flag_inv (int flag, int value)
834 {
835 for (object *op = inv; op; op = op->below)
836 {
837 op->flag [flag] = value;
838 op->set_flag_inv (flag, value);
839 }
840 }
841
842 /*
843 * Remove and free all objects in the inventory of the given object.
844 * object.c ?
845 */
846 void
847 object::destroy_inv (bool drop_to_ground)
848 {
849 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory,
853 // cf will crash below with off-map x and y
854 if (!inv)
855 return;
856
857 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects
859 * drop on that space.
860 */
861 if (!drop_to_ground
862 || !map
863 || map->in_memory != MAP_IN_MEMORY
864 || map->nodrop
865 || ms ().move_block == MOVE_ALL)
866 {
867 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
870 inv->destroy ();
871 }
872 }
873 else
874 { /* Put objects in inventory onto this space */
875 while (inv)
876 {
877 object *op = inv;
878
879 if (op->flag [FLAG_STARTEQUIP]
880 || op->flag [FLAG_NO_DROP]
881 || op->type == RUNE
882 || op->type == TRAP
883 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH])
885 op->destroy ();
886 else
887 map->insert (op, x, y);
888 }
889 }
890 }
891
892 object *object::create ()
893 {
894 object *op = new object;
895 op->link ();
896 return op;
897 }
898
899 void
900 object::do_destroy ()
901 {
902 attachable::do_destroy ();
903
904 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this);
906
907 if (flag [FLAG_FRIENDLY])
908 remove_friendly_object (this);
909
910 if (!flag [FLAG_REMOVED])
911 remove ();
912
913 destroy_inv (true);
914
915 deactivate ();
916 unlink ();
917
918 flag [FLAG_FREED] = 1;
919
920 // hack to ensure that freed objects still have a valid map
921 {
922 static maptile *freed_map; // freed objects are moved here to avoid crashes
923
924 if (!freed_map)
925 {
926 freed_map = new maptile;
927
928 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3;
930 freed_map->height = 3;
931
932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
934 }
935
936 map = freed_map;
937 x = 1;
938 y = 1;
939 }
940
941 if (more)
942 {
943 more->destroy ();
944 more = 0;
945 }
946
947 head = 0;
948
949 // clear those pointers that likely might cause circular references
950 owner = 0;
951 enemy = 0;
952 attacked_by = 0;
953 current_weapon = 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 last = tmp;
1122 }
1123
1124 /* last == NULL if there are no objects on this space */
1125 //TODO: this makes little sense, why only update the topmost object?
1126 if (!last)
1127 map->at (x, y).flags_ = 0;
1128 else
1129 update_object (last, UP_OBJ_REMOVE);
1130
1131 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1132 update_all_los (map, x, y);
1133 }
1134 }
1135
1136 /*
1137 * merge_ob(op,top):
1138 *
1139 * This function goes through all objects below and including top, and
1140 * merges op to the first matching object.
1141 * If top is NULL, it is calculated.
1142 * Returns pointer to object if it succeded in the merge, otherwise NULL
1143 */
1144 object *
1145 merge_ob (object *op, object *top)
1146 {
1147 if (!op->nrof)
1148 return 0;
1149
1150 if (top)
1151 for (top = op; top && top->above; top = top->above)
1152 ;
1153
1154 for (; top; top = top->below)
1155 {
1156 if (top == op)
1157 continue;
1158
1159 if (object::can_merge (op, top))
1160 {
1161 top->nrof += op->nrof;
1162
1163 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1164 op->weight = 0; /* Don't want any adjustements now */
1165 op->destroy ();
1166 return top;
1167 }
1168 }
1169
1170 return 0;
1171 }
1172
1173 void
1174 object::expand_tail ()
1175 {
1176 if (more)
1177 return;
1178
1179 object *prev = this;
1180
1181 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1182 {
1183 object *op = arch_to_object (at);
1184
1185 op->name = name;
1186 op->name_pl = name_pl;
1187 op->title = title;
1188
1189 op->head = this;
1190 prev->more = op;
1191
1192 prev = op;
1193 }
1194 }
1195
1196 /*
1197 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1198 * job preparing multi-part monsters.
1199 */
1200 object *
1201 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1202 {
1203 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1204 {
1205 tmp->x = x + tmp->arch->x;
1206 tmp->y = y + tmp->arch->y;
1207 }
1208
1209 return insert_ob_in_map (op, m, originator, flag);
1210 }
1211
1212 /*
1213 * insert_ob_in_map (op, map, originator, flag):
1214 * This function inserts the object in the two-way linked list
1215 * which represents what is on a map.
1216 * The second argument specifies the map, and the x and y variables
1217 * in the object about to be inserted specifies the position.
1218 *
1219 * originator: Player, monster or other object that caused 'op' to be inserted
1220 * into 'map'. May be NULL.
1221 *
1222 * flag is a bitmask about special things to do (or not do) when this
1223 * function is called. see the object.h file for the INS_ values.
1224 * Passing 0 for flag gives proper default values, so flag really only needs
1225 * to be set if special handling is needed.
1226 *
1227 * Return value:
1228 * new object if 'op' was merged with other object
1229 * NULL if 'op' was destroyed
1230 * just 'op' otherwise
1231 */
1232 object *
1233 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1234 {
1235 assert (!op->flag [FLAG_FREED]);
1236
1237 object *top, *floor = NULL;
1238
1239 op->remove ();
1240
1241 #if 0
1242 if (!m->active != !op->active)
1243 if (m->active)
1244 op->activate_recursive ();
1245 else
1246 op->deactivate_recursive ();
1247 #endif
1248
1249 if (out_of_map (m, op->x, op->y))
1250 {
1251 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1252 #ifdef MANY_CORES
1253 /* Better to catch this here, as otherwise the next use of this object
1254 * is likely to cause a crash. Better to find out where it is getting
1255 * improperly inserted.
1256 */
1257 abort ();
1258 #endif
1259 return op;
1260 }
1261
1262 if (object *more = op->more)
1263 if (!insert_ob_in_map (more, m, originator, flag))
1264 return 0;
1265
1266 CLEAR_FLAG (op, FLAG_REMOVED);
1267
1268 /* Ideally, the caller figures this out. However, it complicates a lot
1269 * of areas of callers (eg, anything that uses find_free_spot would now
1270 * need extra work
1271 */
1272 if (!xy_normalise (m, op->x, op->y))
1273 return 0;
1274
1275 op->map = m;
1276 mapspace &ms = op->ms ();
1277
1278 /* this has to be done after we translate the coordinates.
1279 */
1280 if (op->nrof && !(flag & INS_NO_MERGE))
1281 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1282 if (object::can_merge (op, tmp))
1283 {
1284 op->nrof += tmp->nrof;
1285 tmp->destroy ();
1286 }
1287
1288 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1289 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1290
1291 if (!QUERY_FLAG (op, FLAG_ALIVE))
1292 CLEAR_FLAG (op, FLAG_NO_STEAL);
1293
1294 if (flag & INS_BELOW_ORIGINATOR)
1295 {
1296 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1297 {
1298 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1299 abort ();
1300 }
1301
1302 op->above = originator;
1303 op->below = originator->below;
1304
1305 if (op->below)
1306 op->below->above = op;
1307 else
1308 ms.bot = op;
1309
1310 /* since *below* originator, no need to update top */
1311 originator->below = op;
1312 }
1313 else
1314 {
1315 top = ms.bot;
1316
1317 /* If there are other objects, then */
1318 if ((!(flag & INS_MAP_LOAD)) && top)
1319 {
1320 object *last = 0;
1321
1322 /*
1323 * If there are multiple objects on this space, we do some trickier handling.
1324 * We've already dealt with merging if appropriate.
1325 * Generally, we want to put the new object on top. But if
1326 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1327 * floor, we want to insert above that and no further.
1328 * Also, if there are spell objects on this space, we stop processing
1329 * once we get to them. This reduces the need to traverse over all of
1330 * them when adding another one - this saves quite a bit of cpu time
1331 * when lots of spells are cast in one area. Currently, it is presumed
1332 * that flying non pickable objects are spell objects.
1333 */
1334 for (top = ms.bot; top; top = top->above)
1335 {
1336 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1337 floor = top;
1338
1339 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1340 {
1341 /* We insert above top, so we want this object below this */
1342 top = top->below;
1343 break;
1344 }
1345
1346 last = top;
1347 }
1348
1349 /* Don't want top to be NULL, so set it to the last valid object */
1350 top = last;
1351
1352 /* We let update_position deal with figuring out what the space
1353 * looks like instead of lots of conditions here.
1354 * makes things faster, and effectively the same result.
1355 */
1356
1357 /* Have object 'fall below' other objects that block view.
1358 * Unless those objects are exits.
1359 * If INS_ON_TOP is used, don't do this processing
1360 * Need to find the object that in fact blocks view, otherwise
1361 * stacking is a bit odd.
1362 */
1363 if (!(flag & INS_ON_TOP)
1364 && ms.flags () & P_BLOCKSVIEW
1365 && (op->face && !faces [op->face].visibility))
1366 {
1367 for (last = top; last != floor; last = last->below)
1368 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1369 break;
1370
1371 /* Check to see if we found the object that blocks view,
1372 * and make sure we have a below pointer for it so that
1373 * we can get inserted below this one, which requires we
1374 * set top to the object below us.
1375 */
1376 if (last && last->below && last != floor)
1377 top = last->below;
1378 }
1379 } /* If objects on this space */
1380
1381 if (flag & INS_MAP_LOAD)
1382 top = ms.top;
1383
1384 if (flag & INS_ABOVE_FLOOR_ONLY)
1385 top = floor;
1386
1387 /* Top is the object that our object (op) is going to get inserted above.
1388 */
1389
1390 /* First object on this space */
1391 if (!top)
1392 {
1393 op->above = ms.bot;
1394
1395 if (op->above)
1396 op->above->below = op;
1397
1398 op->below = 0;
1399 ms.bot = op;
1400 }
1401 else
1402 { /* get inserted into the stack above top */
1403 op->above = top->above;
1404
1405 if (op->above)
1406 op->above->below = op;
1407
1408 op->below = top;
1409 top->above = op;
1410 }
1411
1412 if (!op->above)
1413 ms.top = op;
1414 } /* else not INS_BELOW_ORIGINATOR */
1415
1416 if (op->type == PLAYER)
1417 {
1418 op->contr->do_los = 1;
1419 ++op->map->players;
1420 op->map->touch ();
1421 }
1422
1423 op->map->dirty = true;
1424
1425 /* If we have a floor, we know the player, if any, will be above
1426 * it, so save a few ticks and start from there.
1427 */
1428 if (!(flag & INS_MAP_LOAD))
1429 if (object *pl = ms.player ())
1430 if (pl->contr->ns)
1431 pl->contr->ns->floorbox_update ();
1432
1433 /* If this object glows, it may affect lighting conditions that are
1434 * visible to others on this map. But update_all_los is really
1435 * an inefficient way to do this, as it means los for all players
1436 * on the map will get recalculated. The players could very well
1437 * be far away from this change and not affected in any way -
1438 * this should get redone to only look for players within range,
1439 * or just updating the P_UPTODATE for spaces within this area
1440 * of effect may be sufficient.
1441 */
1442 if (op->map->darkness && (op->glow_radius != 0))
1443 update_all_los (op->map, op->x, op->y);
1444
1445 /* updates flags (blocked, alive, no magic, etc) for this map space */
1446 update_object (op, UP_OBJ_INSERT);
1447
1448 INVOKE_OBJECT (INSERT, op);
1449
1450 /* Don't know if moving this to the end will break anything. However,
1451 * we want to have floorbox_update called before calling this.
1452 *
1453 * check_move_on() must be after this because code called from
1454 * check_move_on() depends on correct map flags (so functions like
1455 * blocked() and wall() work properly), and these flags are updated by
1456 * update_object().
1457 */
1458
1459 /* if this is not the head or flag has been passed, don't check walk on status */
1460 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1461 {
1462 if (check_move_on (op, originator))
1463 return 0;
1464
1465 /* If we are a multi part object, lets work our way through the check
1466 * walk on's.
1467 */
1468 for (object *tmp = op->more; tmp; tmp = tmp->more)
1469 if (check_move_on (tmp, originator))
1470 return 0;
1471 }
1472
1473 return op;
1474 }
1475
1476 /* this function inserts an object in the map, but if it
1477 * finds an object of its own type, it'll remove that one first.
1478 * op is the object to insert it under: supplies x and the map.
1479 */
1480 void
1481 replace_insert_ob_in_map (const char *arch_string, object *op)
1482 {
1483 object *tmp, *tmp1;
1484
1485 /* first search for itself and remove any old instances */
1486
1487 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1489 tmp->destroy ();
1490
1491 tmp1 = arch_to_object (archetype::find (arch_string));
1492
1493 tmp1->x = op->x;
1494 tmp1->y = op->y;
1495 insert_ob_in_map (tmp1, op->map, op, 0);
1496 }
1497
1498 object *
1499 object::insert_at (object *where, object *originator, int flags)
1500 {
1501 return where->map->insert (this, where->x, where->y, originator, flags);
1502 }
1503
1504 /*
1505 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1506 * is returned contains nr objects, and the remaining parts contains
1507 * the rest (or is removed and freed if that number is 0).
1508 * On failure, NULL is returned, and the reason put into the
1509 * global static errmsg array.
1510 */
1511 object *
1512 get_split_ob (object *orig_ob, uint32 nr)
1513 {
1514 object *newob;
1515 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1516
1517 if (orig_ob->nrof < nr)
1518 {
1519 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1520 return NULL;
1521 }
1522
1523 newob = object_create_clone (orig_ob);
1524
1525 if ((orig_ob->nrof -= nr) < 1)
1526 orig_ob->destroy (1);
1527 else if (!is_removed)
1528 {
1529 if (orig_ob->env != NULL)
1530 sub_weight (orig_ob->env, orig_ob->weight * nr);
1531 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1532 {
1533 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1534 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1535 return NULL;
1536 }
1537 }
1538
1539 newob->nrof = nr;
1540
1541 return newob;
1542 }
1543
1544 /*
1545 * decrease_ob_nr(object, number) decreases a specified number from
1546 * the amount of an object. If the amount reaches 0, the object
1547 * is subsequently removed and freed.
1548 *
1549 * Return value: 'op' if something is left, NULL if the amount reached 0
1550 */
1551 object *
1552 decrease_ob_nr (object *op, uint32 i)
1553 {
1554 object *tmp;
1555
1556 if (i == 0) /* objects with op->nrof require this check */
1557 return op;
1558
1559 if (i > op->nrof)
1560 i = op->nrof;
1561
1562 if (QUERY_FLAG (op, FLAG_REMOVED))
1563 op->nrof -= i;
1564 else if (op->env)
1565 {
1566 /* is this object in the players inventory, or sub container
1567 * therein?
1568 */
1569 tmp = op->in_player ();
1570 /* nope. Is this a container the player has opened?
1571 * If so, set tmp to that player.
1572 * IMO, searching through all the players will mostly
1573 * likely be quicker than following op->env to the map,
1574 * and then searching the map for a player.
1575 */
1576 if (!tmp)
1577 for_all_players (pl)
1578 if (pl->ob->container == op->env)
1579 {
1580 tmp = pl->ob;
1581 break;
1582 }
1583
1584 if (i < op->nrof)
1585 {
1586 sub_weight (op->env, op->weight * i);
1587 op->nrof -= i;
1588 if (tmp)
1589 esrv_send_item (tmp, op);
1590 }
1591 else
1592 {
1593 op->remove ();
1594 op->nrof = 0;
1595 if (tmp)
1596 esrv_del_item (tmp->contr, op->count);
1597 }
1598 }
1599 else
1600 {
1601 object *above = op->above;
1602
1603 if (i < op->nrof)
1604 op->nrof -= i;
1605 else
1606 {
1607 op->remove ();
1608 op->nrof = 0;
1609 }
1610
1611 /* Since we just removed op, op->above is null */
1612 for (tmp = above; tmp; tmp = tmp->above)
1613 if (tmp->type == PLAYER)
1614 {
1615 if (op->nrof)
1616 esrv_send_item (tmp, op);
1617 else
1618 esrv_del_item (tmp->contr, op->count);
1619 }
1620 }
1621
1622 if (op->nrof)
1623 return op;
1624 else
1625 {
1626 op->destroy ();
1627 return 0;
1628 }
1629 }
1630
1631 /*
1632 * add_weight(object, weight) adds the specified weight to an object,
1633 * and also updates how much the environment(s) is/are carrying.
1634 */
1635 void
1636 add_weight (object *op, signed long weight)
1637 {
1638 while (op != NULL)
1639 {
1640 if (op->type == CONTAINER)
1641 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1642
1643 op->carrying += weight;
1644 op = op->env;
1645 }
1646 }
1647
1648 object *
1649 insert_ob_in_ob (object *op, object *where)
1650 {
1651 if (!where)
1652 {
1653 char *dump = dump_object (op);
1654 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1655 free (dump);
1656 return op;
1657 }
1658
1659 if (where->head_ () != where)
1660 {
1661 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1662 where = where->head;
1663 }
1664
1665 return where->insert (op);
1666 }
1667
1668 /*
1669 * env->insert (op)
1670 * This function inserts the object op in the linked list
1671 * inside the object environment.
1672 *
1673 * The function returns now pointer to inserted item, and return value can
1674 * be != op, if items are merged. -Tero
1675 */
1676 object *
1677 object::insert (object *op)
1678 {
1679 object *tmp, *otmp;
1680
1681 if (!QUERY_FLAG (op, FLAG_REMOVED))
1682 op->remove ();
1683
1684 if (op->more)
1685 {
1686 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1687 return op;
1688 }
1689
1690 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1691 CLEAR_FLAG (op, FLAG_REMOVED);
1692 if (op->nrof)
1693 {
1694 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1695 if (object::can_merge (tmp, op))
1696 {
1697 /* return the original object and remove inserted object
1698 (client needs the original object) */
1699 tmp->nrof += op->nrof;
1700 /* Weight handling gets pretty funky. Since we are adding to
1701 * tmp->nrof, we need to increase the weight.
1702 */
1703 add_weight (this, op->weight * op->nrof);
1704 SET_FLAG (op, FLAG_REMOVED);
1705 op->destroy (); /* free the inserted object */
1706 op = tmp;
1707 op->remove (); /* and fix old object's links */
1708 CLEAR_FLAG (op, FLAG_REMOVED);
1709 break;
1710 }
1711
1712 /* I assume combined objects have no inventory
1713 * We add the weight - this object could have just been removed
1714 * (if it was possible to merge). calling remove_ob will subtract
1715 * the weight, so we need to add it in again, since we actually do
1716 * the linking below
1717 */
1718 add_weight (this, op->weight * op->nrof);
1719 }
1720 else
1721 add_weight (this, (op->weight + op->carrying));
1722
1723 otmp = this->in_player ();
1724 if (otmp && otmp->contr)
1725 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1726 otmp->update_stats ();
1727
1728 op->map = 0;
1729 op->env = this;
1730 op->above = 0;
1731 op->below = 0;
1732 op->x = 0, op->y = 0;
1733
1734 /* reset the light list and los of the players on the map */
1735 if ((op->glow_radius != 0) && map)
1736 {
1737 #ifdef DEBUG_LIGHTS
1738 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1739 #endif /* DEBUG_LIGHTS */
1740 if (map->darkness)
1741 update_all_los (map, x, y);
1742 }
1743
1744 /* Client has no idea of ordering so lets not bother ordering it here.
1745 * It sure simplifies this function...
1746 */
1747 if (!inv)
1748 inv = op;
1749 else
1750 {
1751 op->below = inv;
1752 op->below->above = op;
1753 inv = op;
1754 }
1755
1756 INVOKE_OBJECT (INSERT, this);
1757
1758 return op;
1759 }
1760
1761 /*
1762 * Checks if any objects has a move_type that matches objects
1763 * that effect this object on this space. Call apply() to process
1764 * these events.
1765 *
1766 * Any speed-modification due to SLOW_MOVE() of other present objects
1767 * will affect the speed_left of the object.
1768 *
1769 * originator: Player, monster or other object that caused 'op' to be inserted
1770 * into 'map'. May be NULL.
1771 *
1772 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1773 *
1774 * 4-21-95 added code to check if appropriate skill was readied - this will
1775 * permit faster movement by the player through this terrain. -b.t.
1776 *
1777 * MSW 2001-07-08: Check all objects on space, not just those below
1778 * object being inserted. insert_ob_in_map may not put new objects
1779 * on top.
1780 */
1781 int
1782 check_move_on (object *op, object *originator)
1783 {
1784 object *tmp;
1785 maptile *m = op->map;
1786 int x = op->x, y = op->y;
1787
1788 MoveType move_on, move_slow, move_block;
1789
1790 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1791 return 0;
1792
1793 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1794 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1795 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1796
1797 /* if nothing on this space will slow op down or be applied,
1798 * no need to do checking below. have to make sure move_type
1799 * is set, as lots of objects don't have it set - we treat that
1800 * as walking.
1801 */
1802 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1803 return 0;
1804
1805 /* This is basically inverse logic of that below - basically,
1806 * if the object can avoid the move on or slow move, they do so,
1807 * but can't do it if the alternate movement they are using is
1808 * blocked. Logic on this seems confusing, but does seem correct.
1809 */
1810 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1811 return 0;
1812
1813 /* The objects have to be checked from top to bottom.
1814 * Hence, we first go to the top:
1815 */
1816
1817 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1818 {
1819 /* Trim the search when we find the first other spell effect
1820 * this helps performance so that if a space has 50 spell objects,
1821 * we don't need to check all of them.
1822 */
1823 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1824 break;
1825 }
1826
1827 for (; tmp; tmp = tmp->below)
1828 {
1829 if (tmp == op)
1830 continue; /* Can't apply yourself */
1831
1832 /* Check to see if one of the movement types should be slowed down.
1833 * Second check makes sure that the movement types not being slowed
1834 * (~slow_move) is not blocked on this space - just because the
1835 * space doesn't slow down swimming (for example), if you can't actually
1836 * swim on that space, can't use it to avoid the penalty.
1837 */
1838 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1839 {
1840 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1841 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1842 {
1843
1844 float
1845 diff = tmp->move_slow_penalty * fabs (op->speed);
1846
1847 if (op->type == PLAYER)
1848 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1849 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1850 diff /= 4.0;
1851
1852 op->speed_left -= diff;
1853 }
1854 }
1855
1856 /* Basically same logic as above, except now for actual apply. */
1857 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1858 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1859 {
1860 move_apply (tmp, op, originator);
1861
1862 if (op->destroyed ())
1863 return 1;
1864
1865 /* what the person/creature stepped onto has moved the object
1866 * someplace new. Don't process any further - if we did,
1867 * have a feeling strange problems would result.
1868 */
1869 if (op->map != m || op->x != x || op->y != y)
1870 return 0;
1871 }
1872 }
1873
1874 return 0;
1875 }
1876
1877 /*
1878 * present_arch(arch, map, x, y) searches for any objects with
1879 * a matching archetype at the given map and coordinates.
1880 * The first matching object is returned, or NULL if none.
1881 */
1882 object *
1883 present_arch (const archetype *at, maptile *m, int x, int y)
1884 {
1885 if (!m || out_of_map (m, x, y))
1886 {
1887 LOG (llevError, "Present_arch called outside map.\n");
1888 return NULL;
1889 }
1890
1891 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1892 if (tmp->arch == at)
1893 return tmp;
1894
1895 return NULL;
1896 }
1897
1898 /*
1899 * present(type, map, x, y) searches for any objects with
1900 * a matching type variable at the given map and coordinates.
1901 * The first matching object is returned, or NULL if none.
1902 */
1903 object *
1904 present (unsigned char type, maptile *m, int x, int y)
1905 {
1906 if (out_of_map (m, x, y))
1907 {
1908 LOG (llevError, "Present called outside map.\n");
1909 return NULL;
1910 }
1911
1912 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1913 if (tmp->type == type)
1914 return tmp;
1915
1916 return NULL;
1917 }
1918
1919 /*
1920 * present_in_ob(type, object) searches for any objects with
1921 * a matching type variable in the inventory of the given object.
1922 * The first matching object is returned, or NULL if none.
1923 */
1924 object *
1925 present_in_ob (unsigned char type, const object *op)
1926 {
1927 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1928 if (tmp->type == type)
1929 return tmp;
1930
1931 return NULL;
1932 }
1933
1934 /*
1935 * present_in_ob (type, str, object) searches for any objects with
1936 * a matching type & name variable in the inventory of the given object.
1937 * The first matching object is returned, or NULL if none.
1938 * This is mostly used by spell effect code, so that we only
1939 * have one spell effect at a time.
1940 * type can be used to narrow the search - if type is set,
1941 * the type must also match. -1 can be passed for the type,
1942 * in which case the type does not need to pass.
1943 * str is the string to match against. Note that we match against
1944 * the object name, not the archetype name. this is so that the
1945 * spell code can use one object type (force), but change it's name
1946 * to be unique.
1947 */
1948 object *
1949 present_in_ob_by_name (int type, const char *str, const object *op)
1950 {
1951 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1952 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1953 return tmp;
1954
1955 return 0;
1956 }
1957
1958 /*
1959 * present_arch_in_ob(archetype, object) searches for any objects with
1960 * a matching archetype in the inventory of the given object.
1961 * The first matching object is returned, or NULL if none.
1962 */
1963 object *
1964 present_arch_in_ob (const archetype *at, const object *op)
1965 {
1966 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1967 if (tmp->arch == at)
1968 return tmp;
1969
1970 return NULL;
1971 }
1972
1973 /*
1974 * activate recursively a flag on an object inventory
1975 */
1976 void
1977 flag_inv (object *op, int flag)
1978 {
1979 if (op->inv)
1980 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1981 {
1982 SET_FLAG (tmp, flag);
1983 flag_inv (tmp, flag);
1984 }
1985 }
1986
1987 /*
1988 * deactivate recursively a flag on an object inventory
1989 */
1990 void
1991 unflag_inv (object *op, int flag)
1992 {
1993 if (op->inv)
1994 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1995 {
1996 CLEAR_FLAG (tmp, flag);
1997 unflag_inv (tmp, flag);
1998 }
1999 }
2000
2001 /*
2002 * find_free_spot(object, map, x, y, start, stop) will search for
2003 * a spot at the given map and coordinates which will be able to contain
2004 * the given object. start and stop specifies how many squares
2005 * to search (see the freearr_x/y[] definition).
2006 * It returns a random choice among the alternatives found.
2007 * start and stop are where to start relative to the free_arr array (1,9
2008 * does all 4 immediate directions). This returns the index into the
2009 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2010 * Note - this only checks to see if there is space for the head of the
2011 * object - if it is a multispace object, this should be called for all
2012 * pieces.
2013 * Note2: This function does correctly handle tiled maps, but does not
2014 * inform the caller. However, insert_ob_in_map will update as
2015 * necessary, so the caller shouldn't need to do any special work.
2016 * Note - updated to take an object instead of archetype - this is necessary
2017 * because arch_blocked (now ob_blocked) needs to know the movement type
2018 * to know if the space in question will block the object. We can't use
2019 * the archetype because that isn't correct if the monster has been
2020 * customized, changed states, etc.
2021 */
2022 int
2023 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2024 {
2025 int index = 0, flag;
2026 int altern[SIZEOFFREE];
2027
2028 for (int i = start; i < stop; i++)
2029 {
2030 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2031 if (!flag)
2032 altern [index++] = i;
2033
2034 /* Basically, if we find a wall on a space, we cut down the search size.
2035 * In this way, we won't return spaces that are on another side of a wall.
2036 * This mostly work, but it cuts down the search size in all directions -
2037 * if the space being examined only has a wall to the north and empty
2038 * spaces in all the other directions, this will reduce the search space
2039 * to only the spaces immediately surrounding the target area, and
2040 * won't look 2 spaces south of the target space.
2041 */
2042 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2043 stop = maxfree[i];
2044 }
2045
2046 if (!index)
2047 return -1;
2048
2049 return altern [rndm (index)];
2050 }
2051
2052 /*
2053 * find_first_free_spot(archetype, maptile, x, y) works like
2054 * find_free_spot(), but it will search max number of squares.
2055 * But it will return the first available spot, not a random choice.
2056 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2057 */
2058 int
2059 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2060 {
2061 for (int i = 0; i < SIZEOFFREE; i++)
2062 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2063 return i;
2064
2065 return -1;
2066 }
2067
2068 /*
2069 * The function permute(arr, begin, end) randomly reorders the array
2070 * arr[begin..end-1].
2071 * now uses a fisher-yates shuffle, old permute was broken
2072 */
2073 static void
2074 permute (int *arr, int begin, int end)
2075 {
2076 arr += begin;
2077 end -= begin;
2078
2079 while (--end)
2080 swap (arr [end], arr [rndm (end + 1)]);
2081 }
2082
2083 /* new function to make monster searching more efficient, and effective!
2084 * This basically returns a randomized array (in the passed pointer) of
2085 * the spaces to find monsters. In this way, it won't always look for
2086 * monsters to the north first. However, the size of the array passed
2087 * covers all the spaces, so within that size, all the spaces within
2088 * the 3x3 area will be searched, just not in a predictable order.
2089 */
2090 void
2091 get_search_arr (int *search_arr)
2092 {
2093 int i;
2094
2095 for (i = 0; i < SIZEOFFREE; i++)
2096 search_arr[i] = i;
2097
2098 permute (search_arr, 1, SIZEOFFREE1 + 1);
2099 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2100 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2101 }
2102
2103 /*
2104 * find_dir(map, x, y, exclude) will search some close squares in the
2105 * given map at the given coordinates for live objects.
2106 * It will not considered the object given as exclude among possible
2107 * live objects.
2108 * It returns the direction toward the first/closest live object if finds
2109 * any, otherwise 0.
2110 * Perhaps incorrectly, but I'm making the assumption that exclude
2111 * is actually want is going to try and move there. We need this info
2112 * because we have to know what movement the thing looking to move
2113 * there is capable of.
2114 */
2115 int
2116 find_dir (maptile *m, int x, int y, object *exclude)
2117 {
2118 int i, max = SIZEOFFREE, mflags;
2119
2120 sint16 nx, ny;
2121 object *tmp;
2122 maptile *mp;
2123
2124 MoveType blocked, move_type;
2125
2126 if (exclude && exclude->head_ () != exclude)
2127 {
2128 exclude = exclude->head;
2129 move_type = exclude->move_type;
2130 }
2131 else
2132 {
2133 /* If we don't have anything, presume it can use all movement types. */
2134 move_type = MOVE_ALL;
2135 }
2136
2137 for (i = 1; i < max; i++)
2138 {
2139 mp = m;
2140 nx = x + freearr_x[i];
2141 ny = y + freearr_y[i];
2142
2143 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2144
2145 if (mflags & P_OUT_OF_MAP)
2146 max = maxfree[i];
2147 else
2148 {
2149 mapspace &ms = mp->at (nx, ny);
2150
2151 blocked = ms.move_block;
2152
2153 if ((move_type & blocked) == move_type)
2154 max = maxfree[i];
2155 else if (mflags & P_IS_ALIVE)
2156 {
2157 for (tmp = ms.bot; tmp; tmp = tmp->above)
2158 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2159 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2160 break;
2161
2162 if (tmp)
2163 return freedir[i];
2164 }
2165 }
2166 }
2167
2168 return 0;
2169 }
2170
2171 /*
2172 * distance(object 1, object 2) will return the square of the
2173 * distance between the two given objects.
2174 */
2175 int
2176 distance (const object *ob1, const object *ob2)
2177 {
2178 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2179 }
2180
2181 /*
2182 * find_dir_2(delta-x,delta-y) will return a direction in which
2183 * an object which has subtracted the x and y coordinates of another
2184 * object, needs to travel toward it.
2185 */
2186 int
2187 find_dir_2 (int x, int y)
2188 {
2189 int q;
2190
2191 if (y)
2192 q = x * 100 / y;
2193 else if (x)
2194 q = -300 * x;
2195 else
2196 return 0;
2197
2198 if (y > 0)
2199 {
2200 if (q < -242)
2201 return 3;
2202 if (q < -41)
2203 return 2;
2204 if (q < 41)
2205 return 1;
2206 if (q < 242)
2207 return 8;
2208 return 7;
2209 }
2210
2211 if (q < -242)
2212 return 7;
2213 if (q < -41)
2214 return 6;
2215 if (q < 41)
2216 return 5;
2217 if (q < 242)
2218 return 4;
2219
2220 return 3;
2221 }
2222
2223 /*
2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2225 * between two directions (which are expected to be absolute (see absdir())
2226 */
2227 int
2228 dirdiff (int dir1, int dir2)
2229 {
2230 int d;
2231
2232 d = abs (dir1 - dir2);
2233 if (d > 4)
2234 d = 8 - d;
2235
2236 return d;
2237 }
2238
2239 /* peterm:
2240 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2241 * Basically, this is a table of directions, and what directions
2242 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2243 * This basically means that if direction is 15, then it could either go
2244 * direction 4, 14, or 16 to get back to where we are.
2245 * Moved from spell_util.c to object.c with the other related direction
2246 * functions.
2247 */
2248 int reduction_dir[SIZEOFFREE][3] = {
2249 {0, 0, 0}, /* 0 */
2250 {0, 0, 0}, /* 1 */
2251 {0, 0, 0}, /* 2 */
2252 {0, 0, 0}, /* 3 */
2253 {0, 0, 0}, /* 4 */
2254 {0, 0, 0}, /* 5 */
2255 {0, 0, 0}, /* 6 */
2256 {0, 0, 0}, /* 7 */
2257 {0, 0, 0}, /* 8 */
2258 {8, 1, 2}, /* 9 */
2259 {1, 2, -1}, /* 10 */
2260 {2, 10, 12}, /* 11 */
2261 {2, 3, -1}, /* 12 */
2262 {2, 3, 4}, /* 13 */
2263 {3, 4, -1}, /* 14 */
2264 {4, 14, 16}, /* 15 */
2265 {5, 4, -1}, /* 16 */
2266 {4, 5, 6}, /* 17 */
2267 {6, 5, -1}, /* 18 */
2268 {6, 20, 18}, /* 19 */
2269 {7, 6, -1}, /* 20 */
2270 {6, 7, 8}, /* 21 */
2271 {7, 8, -1}, /* 22 */
2272 {8, 22, 24}, /* 23 */
2273 {8, 1, -1}, /* 24 */
2274 {24, 9, 10}, /* 25 */
2275 {9, 10, -1}, /* 26 */
2276 {10, 11, -1}, /* 27 */
2277 {27, 11, 29}, /* 28 */
2278 {11, 12, -1}, /* 29 */
2279 {12, 13, -1}, /* 30 */
2280 {12, 13, 14}, /* 31 */
2281 {13, 14, -1}, /* 32 */
2282 {14, 15, -1}, /* 33 */
2283 {33, 15, 35}, /* 34 */
2284 {16, 15, -1}, /* 35 */
2285 {17, 16, -1}, /* 36 */
2286 {18, 17, 16}, /* 37 */
2287 {18, 17, -1}, /* 38 */
2288 {18, 19, -1}, /* 39 */
2289 {41, 19, 39}, /* 40 */
2290 {19, 20, -1}, /* 41 */
2291 {20, 21, -1}, /* 42 */
2292 {20, 21, 22}, /* 43 */
2293 {21, 22, -1}, /* 44 */
2294 {23, 22, -1}, /* 45 */
2295 {45, 47, 23}, /* 46 */
2296 {23, 24, -1}, /* 47 */
2297 {24, 9, -1}
2298 }; /* 48 */
2299
2300 /* Recursive routine to step back and see if we can
2301 * find a path to that monster that we found. If not,
2302 * we don't bother going toward it. Returns 1 if we
2303 * can see a direct way to get it
2304 * Modified to be map tile aware -.MSW
2305 */
2306 int
2307 can_see_monsterP (maptile *m, int x, int y, int dir)
2308 {
2309 sint16 dx, dy;
2310 int mflags;
2311
2312 if (dir < 0)
2313 return 0; /* exit condition: invalid direction */
2314
2315 dx = x + freearr_x[dir];
2316 dy = y + freearr_y[dir];
2317
2318 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2319
2320 /* This functional arguably was incorrect before - it was
2321 * checking for P_WALL - that was basically seeing if
2322 * we could move to the monster - this is being more
2323 * literal on if we can see it. To know if we can actually
2324 * move to the monster, we'd need the monster passed in or
2325 * at least its move type.
2326 */
2327 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2328 return 0;
2329
2330 /* yes, can see. */
2331 if (dir < 9)
2332 return 1;
2333
2334 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2335 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2336 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2337 }
2338
2339 /*
2340 * can_pick(picker, item): finds out if an object is possible to be
2341 * picked up by the picker. Returnes 1 if it can be
2342 * picked up, otherwise 0.
2343 *
2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2345 * core dumps if they do.
2346 *
2347 * Add a check so we can't pick up invisible objects (0.93.8)
2348 */
2349
2350 int
2351 can_pick (const object *who, const object *item)
2352 {
2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2355 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2356 }
2357
2358 /*
2359 * create clone from object to another
2360 */
2361 object *
2362 object_create_clone (object *asrc)
2363 {
2364 object *dst = 0, *tmp, *src, *prev, *item;
2365
2366 if (!asrc)
2367 return 0;
2368
2369 src = asrc->head_ ();
2370
2371 prev = 0;
2372 for (object *part = src; part; part = part->more)
2373 {
2374 tmp = part->clone ();
2375 tmp->x -= src->x;
2376 tmp->y -= src->y;
2377
2378 if (!part->head)
2379 {
2380 dst = tmp;
2381 tmp->head = 0;
2382 }
2383 else
2384 tmp->head = dst;
2385
2386 tmp->more = 0;
2387
2388 if (prev)
2389 prev->more = tmp;
2390
2391 prev = tmp;
2392 }
2393
2394 for (item = src->inv; item; item = item->below)
2395 insert_ob_in_ob (object_create_clone (item), dst);
2396
2397 return dst;
2398 }
2399
2400 /* This returns the first object in who's inventory that
2401 * has the same type and subtype match.
2402 * returns NULL if no match.
2403 */
2404 object *
2405 find_obj_by_type_subtype (const object *who, int type, int subtype)
2406 {
2407 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2408 if (tmp->type == type && tmp->subtype == subtype)
2409 return tmp;
2410
2411 return 0;
2412 }
2413
2414 /* If ob has a field named key, return the link from the list,
2415 * otherwise return NULL.
2416 *
2417 * key must be a passed in shared string - otherwise, this won't
2418 * do the desired thing.
2419 */
2420 key_value *
2421 get_ob_key_link (const object *ob, const char *key)
2422 {
2423 for (key_value *link = ob->key_values; link; link = link->next)
2424 if (link->key == key)
2425 return link;
2426
2427 return 0;
2428 }
2429
2430 /*
2431 * Returns the value of op has an extra_field for key, or NULL.
2432 *
2433 * The argument doesn't need to be a shared string.
2434 *
2435 * The returned string is shared.
2436 */
2437 const char *
2438 get_ob_key_value (const object *op, const char *const key)
2439 {
2440 key_value *link;
2441 shstr_cmp canonical_key (key);
2442
2443 if (!canonical_key)
2444 {
2445 /* 1. There being a field named key on any object
2446 * implies there'd be a shared string to find.
2447 * 2. Since there isn't, no object has this field.
2448 * 3. Therefore, *this* object doesn't have this field.
2449 */
2450 return 0;
2451 }
2452
2453 /* This is copied from get_ob_key_link() above -
2454 * only 4 lines, and saves the function call overhead.
2455 */
2456 for (link = op->key_values; link; link = link->next)
2457 if (link->key == canonical_key)
2458 return link->value;
2459
2460 return 0;
2461 }
2462
2463 /*
2464 * Updates the canonical_key in op to value.
2465 *
2466 * canonical_key is a shared string (value doesn't have to be).
2467 *
2468 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2469 * keys.
2470 *
2471 * Returns TRUE on success.
2472 */
2473 int
2474 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2475 {
2476 key_value *field = NULL, *last = NULL;
2477
2478 for (field = op->key_values; field != NULL; field = field->next)
2479 {
2480 if (field->key != canonical_key)
2481 {
2482 last = field;
2483 continue;
2484 }
2485
2486 if (value)
2487 field->value = value;
2488 else
2489 {
2490 /* Basically, if the archetype has this key set,
2491 * we need to store the null value so when we save
2492 * it, we save the empty value so that when we load,
2493 * we get this value back again.
2494 */
2495 if (get_ob_key_link (op->arch, canonical_key))
2496 field->value = 0;
2497 else
2498 {
2499 if (last)
2500 last->next = field->next;
2501 else
2502 op->key_values = field->next;
2503
2504 delete field;
2505 }
2506 }
2507 return TRUE;
2508 }
2509 /* IF we get here, key doesn't exist */
2510
2511 /* No field, we'll have to add it. */
2512
2513 if (!add_key)
2514 return FALSE;
2515
2516 /* There isn't any good reason to store a null
2517 * value in the key/value list. If the archetype has
2518 * this key, then we should also have it, so shouldn't
2519 * be here. If user wants to store empty strings,
2520 * should pass in ""
2521 */
2522 if (value == NULL)
2523 return TRUE;
2524
2525 field = new key_value;
2526
2527 field->key = canonical_key;
2528 field->value = value;
2529 /* Usual prepend-addition. */
2530 field->next = op->key_values;
2531 op->key_values = field;
2532
2533 return TRUE;
2534 }
2535
2536 /*
2537 * Updates the key in op to value.
2538 *
2539 * If add_key is FALSE, this will only update existing keys,
2540 * and not add new ones.
2541 * In general, should be little reason FALSE is ever passed in for add_key
2542 *
2543 * Returns TRUE on success.
2544 */
2545 int
2546 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2547 {
2548 shstr key_ (key);
2549
2550 return set_ob_key_value_s (op, key_, value, add_key);
2551 }
2552
2553 object::depth_iterator::depth_iterator (object *container)
2554 : iterator_base (container)
2555 {
2556 while (item->inv)
2557 item = item->inv;
2558 }
2559
2560 void
2561 object::depth_iterator::next ()
2562 {
2563 if (item->below)
2564 {
2565 item = item->below;
2566
2567 while (item->inv)
2568 item = item->inv;
2569 }
2570 else
2571 item = item->env;
2572 }
2573
2574 const char *
2575 object::flag_desc (char *desc, int len) const
2576 {
2577 char *p = desc;
2578 bool first = true;
2579
2580 *p = 0;
2581
2582 for (int i = 0; i < NUM_FLAGS; i++)
2583 {
2584 if (len <= 10) // magic constant!
2585 {
2586 snprintf (p, len, ",...");
2587 break;
2588 }
2589
2590 if (flag [i])
2591 {
2592 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2593 len -= cnt;
2594 p += cnt;
2595 first = false;
2596 }
2597 }
2598
2599 return desc;
2600 }
2601
2602 // return a suitable string describing an object in enough detail to find it
2603 const char *
2604 object::debug_desc (char *info) const
2605 {
2606 char flagdesc[512];
2607 char info2[256 * 4];
2608 char *p = info;
2609
2610 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2611 count, uuid.seq,
2612 &name,
2613 title ? "\",title:\"" : "",
2614 title ? (const char *)title : "",
2615 flag_desc (flagdesc, 512), type);
2616
2617 if (env)
2618 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2619
2620 if (map)
2621 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2622
2623 return info;
2624 }
2625
2626 const char *
2627 object::debug_desc () const
2628 {
2629 static char info[3][256 * 4];
2630 static int info_idx;
2631
2632 return debug_desc (info [++info_idx % 3]);
2633 }
2634
2635 struct region *
2636 object::region () const
2637 {
2638 return map ? map->region (x, y)
2639 : region::default_region ();
2640 }
2641
2642 const materialtype_t *
2643 object::dominant_material () const
2644 {
2645 if (materialtype_t *mt = name_to_material (materialname))
2646 return mt;
2647
2648 return name_to_material (shstr_unknown);
2649 }
2650
2651 void
2652 object::open_container (object *new_container)
2653 {
2654 if (container == new_container)
2655 return;
2656
2657 if (object *old_container = container)
2658 {
2659 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2660 return;
2661
2662 #if 0
2663 // remove the "Close old_container" object.
2664 if (object *closer = old_container->inv)
2665 if (closer->type == CLOSE_CON)
2666 closer->destroy ();
2667 #endif
2668
2669 old_container->flag [FLAG_APPLIED] = 0;
2670 container = 0;
2671
2672 esrv_update_item (UPD_FLAGS, this, old_container);
2673 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2674 }
2675
2676 if (new_container)
2677 {
2678 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2679 return;
2680
2681 // TODO: this does not seem to serve any purpose anymore?
2682 #if 0
2683 // insert the "Close Container" object.
2684 if (archetype *closer = new_container->other_arch)
2685 {
2686 object *closer = arch_to_object (new_container->other_arch);
2687 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2688 new_container->insert (closer);
2689 }
2690 #endif
2691
2692 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2693
2694 new_container->flag [FLAG_APPLIED] = 1;
2695 container = new_container;
2696
2697 esrv_update_item (UPD_FLAGS, this, new_container);
2698 esrv_send_inventory (this, new_container);
2699 }
2700 }
2701
2702 object *
2703 object::force_find (const shstr name)
2704 {
2705 /* cycle through his inventory to look for the MARK we want to
2706 * place
2707 */
2708 for (object *tmp = inv; tmp; tmp = tmp->below)
2709 if (tmp->type == FORCE && tmp->slaying == name)
2710 return splay (tmp);
2711
2712 return 0;
2713 }
2714
2715 void
2716 object::force_add (const shstr name, int duration)
2717 {
2718 if (object *force = force_find (name))
2719 force->destroy ();
2720
2721 object *force = get_archetype (FORCE_NAME);
2722
2723 force->slaying = name;
2724 force->stats.food = 1;
2725 force->speed_left = -1.f;
2726
2727 force->set_speed (duration ? 1.f / duration : 0.f);
2728 force->flag [FLAG_IS_USED_UP] = true;
2729 force->flag [FLAG_APPLIED] = true;
2730
2731 insert (force);
2732 }
2733
2734