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/cvs/deliantra/server/common/object.C
Revision: 1.167
Committed: Sat Jul 21 18:01:25 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.166: +2 -2 lines
Log Message:
implement simplistic/slow/safe object merging for objects with perl data, start of a worldmap item

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 if (ob1->self || ob2->self)
305 {
306 ob1->optimise ();
307 ob2->optimise ();
308
309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
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 if (flag & INS_MAP_LOAD)
1381 top = ms.top;
1382
1383 if (flag & INS_ABOVE_FLOOR_ONLY)
1384 top = floor;
1385
1386 /* Top is the object that our object (op) is going to get inserted above.
1387 */
1388
1389 /* First object on this space */
1390 if (!top)
1391 {
1392 op->above = ms.bot;
1393
1394 if (op->above)
1395 op->above->below = op;
1396
1397 op->below = 0;
1398 ms.bot = op;
1399 }
1400 else
1401 { /* get inserted into the stack above top */
1402 op->above = top->above;
1403
1404 if (op->above)
1405 op->above->below = op;
1406
1407 op->below = top;
1408 top->above = op;
1409 }
1410
1411 if (!op->above)
1412 ms.top = op;
1413 } /* else not INS_BELOW_ORIGINATOR */
1414
1415 if (op->type == PLAYER)
1416 {
1417 op->contr->do_los = 1;
1418 ++op->map->players;
1419 op->map->touch ();
1420 }
1421
1422 op->map->dirty = true;
1423
1424 /* If we have a floor, we know the player, if any, will be above
1425 * it, so save a few ticks and start from there.
1426 */
1427 if (!(flag & INS_MAP_LOAD))
1428 if (object *pl = ms.player ())
1429 if (pl->contr->ns)
1430 pl->contr->ns->floorbox_update ();
1431
1432 /* If this object glows, it may affect lighting conditions that are
1433 * visible to others on this map. But update_all_los is really
1434 * an inefficient way to do this, as it means los for all players
1435 * on the map will get recalculated. The players could very well
1436 * be far away from this change and not affected in any way -
1437 * this should get redone to only look for players within range,
1438 * or just updating the P_UPTODATE for spaces within this area
1439 * of effect may be sufficient.
1440 */
1441 if (op->map->darkness && (op->glow_radius != 0))
1442 update_all_los (op->map, op->x, op->y);
1443
1444 /* updates flags (blocked, alive, no magic, etc) for this map space */
1445 update_object (op, UP_OBJ_INSERT);
1446
1447 INVOKE_OBJECT (INSERT, op);
1448
1449 /* Don't know if moving this to the end will break anything. However,
1450 * we want to have floorbox_update called before calling this.
1451 *
1452 * check_move_on() must be after this because code called from
1453 * check_move_on() depends on correct map flags (so functions like
1454 * blocked() and wall() work properly), and these flags are updated by
1455 * update_object().
1456 */
1457
1458 /* if this is not the head or flag has been passed, don't check walk on status */
1459 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1460 {
1461 if (check_move_on (op, originator))
1462 return 0;
1463
1464 /* If we are a multi part object, lets work our way through the check
1465 * walk on's.
1466 */
1467 for (object *tmp = op->more; tmp; tmp = tmp->more)
1468 if (check_move_on (tmp, originator))
1469 return 0;
1470 }
1471
1472 return op;
1473 }
1474
1475 /* this function inserts an object in the map, but if it
1476 * finds an object of its own type, it'll remove that one first.
1477 * op is the object to insert it under: supplies x and the map.
1478 */
1479 void
1480 replace_insert_ob_in_map (const char *arch_string, object *op)
1481 {
1482 object *tmp, *tmp1;
1483
1484 /* first search for itself and remove any old instances */
1485
1486 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1487 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1488 tmp->destroy ();
1489
1490 tmp1 = arch_to_object (archetype::find (arch_string));
1491
1492 tmp1->x = op->x;
1493 tmp1->y = op->y;
1494 insert_ob_in_map (tmp1, op->map, op, 0);
1495 }
1496
1497 object *
1498 object::insert_at (object *where, object *originator, int flags)
1499 {
1500 return where->map->insert (this, where->x, where->y, originator, flags);
1501 }
1502
1503 /*
1504 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1505 * is returned contains nr objects, and the remaining parts contains
1506 * the rest (or is removed and freed if that number is 0).
1507 * On failure, NULL is returned, and the reason put into the
1508 * global static errmsg array.
1509 */
1510 object *
1511 get_split_ob (object *orig_ob, uint32 nr)
1512 {
1513 object *newob;
1514 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1515
1516 if (orig_ob->nrof < nr)
1517 {
1518 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1519 return NULL;
1520 }
1521
1522 newob = object_create_clone (orig_ob);
1523
1524 if ((orig_ob->nrof -= nr) < 1)
1525 orig_ob->destroy (1);
1526 else if (!is_removed)
1527 {
1528 if (orig_ob->env != NULL)
1529 sub_weight (orig_ob->env, orig_ob->weight * nr);
1530 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1531 {
1532 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1533 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1534 return NULL;
1535 }
1536 }
1537
1538 newob->nrof = nr;
1539
1540 return newob;
1541 }
1542
1543 /*
1544 * decrease_ob_nr(object, number) decreases a specified number from
1545 * the amount of an object. If the amount reaches 0, the object
1546 * is subsequently removed and freed.
1547 *
1548 * Return value: 'op' if something is left, NULL if the amount reached 0
1549 */
1550 object *
1551 decrease_ob_nr (object *op, uint32 i)
1552 {
1553 object *tmp;
1554
1555 if (i == 0) /* objects with op->nrof require this check */
1556 return op;
1557
1558 if (i > op->nrof)
1559 i = op->nrof;
1560
1561 if (QUERY_FLAG (op, FLAG_REMOVED))
1562 op->nrof -= i;
1563 else if (op->env)
1564 {
1565 /* is this object in the players inventory, or sub container
1566 * therein?
1567 */
1568 tmp = op->in_player ();
1569 /* nope. Is this a container the player has opened?
1570 * If so, set tmp to that player.
1571 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player.
1574 */
1575 if (!tmp)
1576 for_all_players (pl)
1577 if (pl->ob->container == op->env)
1578 {
1579 tmp = pl->ob;
1580 break;
1581 }
1582
1583 if (i < op->nrof)
1584 {
1585 sub_weight (op->env, op->weight * i);
1586 op->nrof -= i;
1587 if (tmp)
1588 esrv_send_item (tmp, op);
1589 }
1590 else
1591 {
1592 op->remove ();
1593 op->nrof = 0;
1594 if (tmp)
1595 esrv_del_item (tmp->contr, op->count);
1596 }
1597 }
1598 else
1599 {
1600 object *above = op->above;
1601
1602 if (i < op->nrof)
1603 op->nrof -= i;
1604 else
1605 {
1606 op->remove ();
1607 op->nrof = 0;
1608 }
1609
1610 /* Since we just removed op, op->above is null */
1611 for (tmp = above; tmp; tmp = tmp->above)
1612 if (tmp->type == PLAYER)
1613 {
1614 if (op->nrof)
1615 esrv_send_item (tmp, op);
1616 else
1617 esrv_del_item (tmp->contr, op->count);
1618 }
1619 }
1620
1621 if (op->nrof)
1622 return op;
1623 else
1624 {
1625 op->destroy ();
1626 return 0;
1627 }
1628 }
1629
1630 /*
1631 * add_weight(object, weight) adds the specified weight to an object,
1632 * and also updates how much the environment(s) is/are carrying.
1633 */
1634 void
1635 add_weight (object *op, signed long weight)
1636 {
1637 while (op != NULL)
1638 {
1639 if (op->type == CONTAINER)
1640 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1641
1642 op->carrying += weight;
1643 op = op->env;
1644 }
1645 }
1646
1647 object *
1648 insert_ob_in_ob (object *op, object *where)
1649 {
1650 if (!where)
1651 {
1652 char *dump = dump_object (op);
1653 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1654 free (dump);
1655 return op;
1656 }
1657
1658 if (where->head_ () != where)
1659 {
1660 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1661 where = where->head;
1662 }
1663
1664 return where->insert (op);
1665 }
1666
1667 /*
1668 * env->insert (op)
1669 * This function inserts the object op in the linked list
1670 * inside the object environment.
1671 *
1672 * The function returns now pointer to inserted item, and return value can
1673 * be != op, if items are merged. -Tero
1674 */
1675 object *
1676 object::insert (object *op)
1677 {
1678 object *tmp, *otmp;
1679
1680 if (!QUERY_FLAG (op, FLAG_REMOVED))
1681 op->remove ();
1682
1683 if (op->more)
1684 {
1685 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1686 return op;
1687 }
1688
1689 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1690 CLEAR_FLAG (op, FLAG_REMOVED);
1691 if (op->nrof)
1692 {
1693 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1694 if (object::can_merge (tmp, op))
1695 {
1696 /* return the original object and remove inserted object
1697 (client needs the original object) */
1698 tmp->nrof += op->nrof;
1699 /* Weight handling gets pretty funky. Since we are adding to
1700 * tmp->nrof, we need to increase the weight.
1701 */
1702 add_weight (this, op->weight * op->nrof);
1703 SET_FLAG (op, FLAG_REMOVED);
1704 op->destroy (); /* free the inserted object */
1705 op = tmp;
1706 op->remove (); /* and fix old object's links */
1707 CLEAR_FLAG (op, FLAG_REMOVED);
1708 break;
1709 }
1710
1711 /* I assume combined objects have no inventory
1712 * We add the weight - this object could have just been removed
1713 * (if it was possible to merge). calling remove_ob will subtract
1714 * the weight, so we need to add it in again, since we actually do
1715 * the linking below
1716 */
1717 add_weight (this, op->weight * op->nrof);
1718 }
1719 else
1720 add_weight (this, (op->weight + op->carrying));
1721
1722 otmp = this->in_player ();
1723 if (otmp && otmp->contr)
1724 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1725 otmp->update_stats ();
1726
1727 op->map = 0;
1728 op->env = this;
1729 op->above = 0;
1730 op->below = 0;
1731 op->x = 0, op->y = 0;
1732
1733 /* reset the light list and los of the players on the map */
1734 if ((op->glow_radius != 0) && map)
1735 {
1736 #ifdef DEBUG_LIGHTS
1737 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1738 #endif /* DEBUG_LIGHTS */
1739 if (map->darkness)
1740 update_all_los (map, x, y);
1741 }
1742
1743 /* Client has no idea of ordering so lets not bother ordering it here.
1744 * It sure simplifies this function...
1745 */
1746 if (!inv)
1747 inv = op;
1748 else
1749 {
1750 op->below = inv;
1751 op->below->above = op;
1752 inv = op;
1753 }
1754
1755 INVOKE_OBJECT (INSERT, this);
1756
1757 return op;
1758 }
1759
1760 /*
1761 * Checks if any objects has a move_type that matches objects
1762 * that effect this object on this space. Call apply() to process
1763 * these events.
1764 *
1765 * Any speed-modification due to SLOW_MOVE() of other present objects
1766 * will affect the speed_left of the object.
1767 *
1768 * originator: Player, monster or other object that caused 'op' to be inserted
1769 * into 'map'. May be NULL.
1770 *
1771 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1772 *
1773 * 4-21-95 added code to check if appropriate skill was readied - this will
1774 * permit faster movement by the player through this terrain. -b.t.
1775 *
1776 * MSW 2001-07-08: Check all objects on space, not just those below
1777 * object being inserted. insert_ob_in_map may not put new objects
1778 * on top.
1779 */
1780 int
1781 check_move_on (object *op, object *originator)
1782 {
1783 object *tmp;
1784 maptile *m = op->map;
1785 int x = op->x, y = op->y;
1786
1787 MoveType move_on, move_slow, move_block;
1788
1789 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1790 return 0;
1791
1792 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1793 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1794 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1795
1796 /* if nothing on this space will slow op down or be applied,
1797 * no need to do checking below. have to make sure move_type
1798 * is set, as lots of objects don't have it set - we treat that
1799 * as walking.
1800 */
1801 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1802 return 0;
1803
1804 /* This is basically inverse logic of that below - basically,
1805 * if the object can avoid the move on or slow move, they do so,
1806 * but can't do it if the alternate movement they are using is
1807 * blocked. Logic on this seems confusing, but does seem correct.
1808 */
1809 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1810 return 0;
1811
1812 /* The objects have to be checked from top to bottom.
1813 * Hence, we first go to the top:
1814 */
1815
1816 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1817 {
1818 /* Trim the search when we find the first other spell effect
1819 * this helps performance so that if a space has 50 spell objects,
1820 * we don't need to check all of them.
1821 */
1822 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1823 break;
1824 }
1825
1826 for (; tmp; tmp = tmp->below)
1827 {
1828 if (tmp == op)
1829 continue; /* Can't apply yourself */
1830
1831 /* Check to see if one of the movement types should be slowed down.
1832 * Second check makes sure that the movement types not being slowed
1833 * (~slow_move) is not blocked on this space - just because the
1834 * space doesn't slow down swimming (for example), if you can't actually
1835 * swim on that space, can't use it to avoid the penalty.
1836 */
1837 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1838 {
1839 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1840 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1841 {
1842
1843 float
1844 diff = tmp->move_slow_penalty * fabs (op->speed);
1845
1846 if (op->type == PLAYER)
1847 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1848 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1849 diff /= 4.0;
1850
1851 op->speed_left -= diff;
1852 }
1853 }
1854
1855 /* Basically same logic as above, except now for actual apply. */
1856 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1857 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1858 {
1859 move_apply (tmp, op, originator);
1860
1861 if (op->destroyed ())
1862 return 1;
1863
1864 /* what the person/creature stepped onto has moved the object
1865 * someplace new. Don't process any further - if we did,
1866 * have a feeling strange problems would result.
1867 */
1868 if (op->map != m || op->x != x || op->y != y)
1869 return 0;
1870 }
1871 }
1872
1873 return 0;
1874 }
1875
1876 /*
1877 * present_arch(arch, map, x, y) searches for any objects with
1878 * a matching archetype at the given map and coordinates.
1879 * The first matching object is returned, or NULL if none.
1880 */
1881 object *
1882 present_arch (const archetype *at, maptile *m, int x, int y)
1883 {
1884 if (!m || out_of_map (m, x, y))
1885 {
1886 LOG (llevError, "Present_arch called outside map.\n");
1887 return NULL;
1888 }
1889
1890 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1891 if (tmp->arch == at)
1892 return tmp;
1893
1894 return NULL;
1895 }
1896
1897 /*
1898 * present(type, map, x, y) searches for any objects with
1899 * a matching type variable at the given map and coordinates.
1900 * The first matching object is returned, or NULL if none.
1901 */
1902 object *
1903 present (unsigned char type, maptile *m, int x, int y)
1904 {
1905 if (out_of_map (m, x, y))
1906 {
1907 LOG (llevError, "Present called outside map.\n");
1908 return NULL;
1909 }
1910
1911 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1912 if (tmp->type == type)
1913 return tmp;
1914
1915 return NULL;
1916 }
1917
1918 /*
1919 * present_in_ob(type, object) searches for any objects with
1920 * a matching type variable in the inventory of the given object.
1921 * The first matching object is returned, or NULL if none.
1922 */
1923 object *
1924 present_in_ob (unsigned char type, const object *op)
1925 {
1926 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1927 if (tmp->type == type)
1928 return tmp;
1929
1930 return NULL;
1931 }
1932
1933 /*
1934 * present_in_ob (type, str, object) searches for any objects with
1935 * a matching type & name variable in the inventory of the given object.
1936 * The first matching object is returned, or NULL if none.
1937 * This is mostly used by spell effect code, so that we only
1938 * have one spell effect at a time.
1939 * type can be used to narrow the search - if type is set,
1940 * the type must also match. -1 can be passed for the type,
1941 * in which case the type does not need to pass.
1942 * str is the string to match against. Note that we match against
1943 * the object name, not the archetype name. this is so that the
1944 * spell code can use one object type (force), but change it's name
1945 * to be unique.
1946 */
1947 object *
1948 present_in_ob_by_name (int type, const char *str, const object *op)
1949 {
1950 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1951 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1952 return tmp;
1953
1954 return 0;
1955 }
1956
1957 /*
1958 * present_arch_in_ob(archetype, object) searches for any objects with
1959 * a matching archetype in the inventory of the given object.
1960 * The first matching object is returned, or NULL if none.
1961 */
1962 object *
1963 present_arch_in_ob (const archetype *at, const object *op)
1964 {
1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1966 if (tmp->arch == at)
1967 return tmp;
1968
1969 return NULL;
1970 }
1971
1972 /*
1973 * activate recursively a flag on an object inventory
1974 */
1975 void
1976 flag_inv (object *op, int flag)
1977 {
1978 if (op->inv)
1979 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1980 {
1981 SET_FLAG (tmp, flag);
1982 flag_inv (tmp, flag);
1983 }
1984 }
1985
1986 /*
1987 * deactivate recursively a flag on an object inventory
1988 */
1989 void
1990 unflag_inv (object *op, int flag)
1991 {
1992 if (op->inv)
1993 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1994 {
1995 CLEAR_FLAG (tmp, flag);
1996 unflag_inv (tmp, flag);
1997 }
1998 }
1999
2000 /*
2001 * find_free_spot(object, map, x, y, start, stop) will search for
2002 * a spot at the given map and coordinates which will be able to contain
2003 * the given object. start and stop specifies how many squares
2004 * to search (see the freearr_x/y[] definition).
2005 * It returns a random choice among the alternatives found.
2006 * start and stop are where to start relative to the free_arr array (1,9
2007 * does all 4 immediate directions). This returns the index into the
2008 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2009 * Note - this only checks to see if there is space for the head of the
2010 * object - if it is a multispace object, this should be called for all
2011 * pieces.
2012 * Note2: This function does correctly handle tiled maps, but does not
2013 * inform the caller. However, insert_ob_in_map will update as
2014 * necessary, so the caller shouldn't need to do any special work.
2015 * Note - updated to take an object instead of archetype - this is necessary
2016 * because arch_blocked (now ob_blocked) needs to know the movement type
2017 * to know if the space in question will block the object. We can't use
2018 * the archetype because that isn't correct if the monster has been
2019 * customized, changed states, etc.
2020 */
2021 int
2022 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2023 {
2024 int index = 0, flag;
2025 int altern[SIZEOFFREE];
2026
2027 for (int i = start; i < stop; i++)
2028 {
2029 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2030 if (!flag)
2031 altern [index++] = i;
2032
2033 /* Basically, if we find a wall on a space, we cut down the search size.
2034 * In this way, we won't return spaces that are on another side of a wall.
2035 * This mostly work, but it cuts down the search size in all directions -
2036 * if the space being examined only has a wall to the north and empty
2037 * spaces in all the other directions, this will reduce the search space
2038 * to only the spaces immediately surrounding the target area, and
2039 * won't look 2 spaces south of the target space.
2040 */
2041 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2042 stop = maxfree[i];
2043 }
2044
2045 if (!index)
2046 return -1;
2047
2048 return altern [rndm (index)];
2049 }
2050
2051 /*
2052 * find_first_free_spot(archetype, maptile, x, y) works like
2053 * find_free_spot(), but it will search max number of squares.
2054 * But it will return the first available spot, not a random choice.
2055 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2056 */
2057 int
2058 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2059 {
2060 for (int i = 0; i < SIZEOFFREE; i++)
2061 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2062 return i;
2063
2064 return -1;
2065 }
2066
2067 /*
2068 * The function permute(arr, begin, end) randomly reorders the array
2069 * arr[begin..end-1].
2070 * now uses a fisher-yates shuffle, old permute was broken
2071 */
2072 static void
2073 permute (int *arr, int begin, int end)
2074 {
2075 arr += begin;
2076 end -= begin;
2077
2078 while (--end)
2079 swap (arr [end], arr [rndm (end + 1)]);
2080 }
2081
2082 /* new function to make monster searching more efficient, and effective!
2083 * This basically returns a randomized array (in the passed pointer) of
2084 * the spaces to find monsters. In this way, it won't always look for
2085 * monsters to the north first. However, the size of the array passed
2086 * covers all the spaces, so within that size, all the spaces within
2087 * the 3x3 area will be searched, just not in a predictable order.
2088 */
2089 void
2090 get_search_arr (int *search_arr)
2091 {
2092 int i;
2093
2094 for (i = 0; i < SIZEOFFREE; i++)
2095 search_arr[i] = i;
2096
2097 permute (search_arr, 1, SIZEOFFREE1 + 1);
2098 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2099 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2100 }
2101
2102 /*
2103 * find_dir(map, x, y, exclude) will search some close squares in the
2104 * given map at the given coordinates for live objects.
2105 * It will not considered the object given as exclude among possible
2106 * live objects.
2107 * It returns the direction toward the first/closest live object if finds
2108 * any, otherwise 0.
2109 * Perhaps incorrectly, but I'm making the assumption that exclude
2110 * is actually want is going to try and move there. We need this info
2111 * because we have to know what movement the thing looking to move
2112 * there is capable of.
2113 */
2114 int
2115 find_dir (maptile *m, int x, int y, object *exclude)
2116 {
2117 int i, max = SIZEOFFREE, mflags;
2118
2119 sint16 nx, ny;
2120 object *tmp;
2121 maptile *mp;
2122
2123 MoveType blocked, move_type;
2124
2125 if (exclude && exclude->head_ () != exclude)
2126 {
2127 exclude = exclude->head;
2128 move_type = exclude->move_type;
2129 }
2130 else
2131 {
2132 /* If we don't have anything, presume it can use all movement types. */
2133 move_type = MOVE_ALL;
2134 }
2135
2136 for (i = 1; i < max; i++)
2137 {
2138 mp = m;
2139 nx = x + freearr_x[i];
2140 ny = y + freearr_y[i];
2141
2142 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2143
2144 if (mflags & P_OUT_OF_MAP)
2145 max = maxfree[i];
2146 else
2147 {
2148 mapspace &ms = mp->at (nx, ny);
2149
2150 blocked = ms.move_block;
2151
2152 if ((move_type & blocked) == move_type)
2153 max = maxfree[i];
2154 else if (mflags & P_IS_ALIVE)
2155 {
2156 for (tmp = ms.bot; tmp; tmp = tmp->above)
2157 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2158 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2159 break;
2160
2161 if (tmp)
2162 return freedir[i];
2163 }
2164 }
2165 }
2166
2167 return 0;
2168 }
2169
2170 /*
2171 * distance(object 1, object 2) will return the square of the
2172 * distance between the two given objects.
2173 */
2174 int
2175 distance (const object *ob1, const object *ob2)
2176 {
2177 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2178 }
2179
2180 /*
2181 * find_dir_2(delta-x,delta-y) will return a direction in which
2182 * an object which has subtracted the x and y coordinates of another
2183 * object, needs to travel toward it.
2184 */
2185 int
2186 find_dir_2 (int x, int y)
2187 {
2188 int q;
2189
2190 if (y)
2191 q = x * 100 / y;
2192 else if (x)
2193 q = -300 * x;
2194 else
2195 return 0;
2196
2197 if (y > 0)
2198 {
2199 if (q < -242)
2200 return 3;
2201 if (q < -41)
2202 return 2;
2203 if (q < 41)
2204 return 1;
2205 if (q < 242)
2206 return 8;
2207 return 7;
2208 }
2209
2210 if (q < -242)
2211 return 7;
2212 if (q < -41)
2213 return 6;
2214 if (q < 41)
2215 return 5;
2216 if (q < 242)
2217 return 4;
2218
2219 return 3;
2220 }
2221
2222 /*
2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2224 * between two directions (which are expected to be absolute (see absdir())
2225 */
2226 int
2227 dirdiff (int dir1, int dir2)
2228 {
2229 int d;
2230
2231 d = abs (dir1 - dir2);
2232 if (d > 4)
2233 d = 8 - d;
2234
2235 return d;
2236 }
2237
2238 /* peterm:
2239 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2240 * Basically, this is a table of directions, and what directions
2241 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2242 * This basically means that if direction is 15, then it could either go
2243 * direction 4, 14, or 16 to get back to where we are.
2244 * Moved from spell_util.c to object.c with the other related direction
2245 * functions.
2246 */
2247 int reduction_dir[SIZEOFFREE][3] = {
2248 {0, 0, 0}, /* 0 */
2249 {0, 0, 0}, /* 1 */
2250 {0, 0, 0}, /* 2 */
2251 {0, 0, 0}, /* 3 */
2252 {0, 0, 0}, /* 4 */
2253 {0, 0, 0}, /* 5 */
2254 {0, 0, 0}, /* 6 */
2255 {0, 0, 0}, /* 7 */
2256 {0, 0, 0}, /* 8 */
2257 {8, 1, 2}, /* 9 */
2258 {1, 2, -1}, /* 10 */
2259 {2, 10, 12}, /* 11 */
2260 {2, 3, -1}, /* 12 */
2261 {2, 3, 4}, /* 13 */
2262 {3, 4, -1}, /* 14 */
2263 {4, 14, 16}, /* 15 */
2264 {5, 4, -1}, /* 16 */
2265 {4, 5, 6}, /* 17 */
2266 {6, 5, -1}, /* 18 */
2267 {6, 20, 18}, /* 19 */
2268 {7, 6, -1}, /* 20 */
2269 {6, 7, 8}, /* 21 */
2270 {7, 8, -1}, /* 22 */
2271 {8, 22, 24}, /* 23 */
2272 {8, 1, -1}, /* 24 */
2273 {24, 9, 10}, /* 25 */
2274 {9, 10, -1}, /* 26 */
2275 {10, 11, -1}, /* 27 */
2276 {27, 11, 29}, /* 28 */
2277 {11, 12, -1}, /* 29 */
2278 {12, 13, -1}, /* 30 */
2279 {12, 13, 14}, /* 31 */
2280 {13, 14, -1}, /* 32 */
2281 {14, 15, -1}, /* 33 */
2282 {33, 15, 35}, /* 34 */
2283 {16, 15, -1}, /* 35 */
2284 {17, 16, -1}, /* 36 */
2285 {18, 17, 16}, /* 37 */
2286 {18, 17, -1}, /* 38 */
2287 {18, 19, -1}, /* 39 */
2288 {41, 19, 39}, /* 40 */
2289 {19, 20, -1}, /* 41 */
2290 {20, 21, -1}, /* 42 */
2291 {20, 21, 22}, /* 43 */
2292 {21, 22, -1}, /* 44 */
2293 {23, 22, -1}, /* 45 */
2294 {45, 47, 23}, /* 46 */
2295 {23, 24, -1}, /* 47 */
2296 {24, 9, -1}
2297 }; /* 48 */
2298
2299 /* Recursive routine to step back and see if we can
2300 * find a path to that monster that we found. If not,
2301 * we don't bother going toward it. Returns 1 if we
2302 * can see a direct way to get it
2303 * Modified to be map tile aware -.MSW
2304 */
2305 int
2306 can_see_monsterP (maptile *m, int x, int y, int dir)
2307 {
2308 sint16 dx, dy;
2309 int mflags;
2310
2311 if (dir < 0)
2312 return 0; /* exit condition: invalid direction */
2313
2314 dx = x + freearr_x[dir];
2315 dy = y + freearr_y[dir];
2316
2317 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2318
2319 /* This functional arguably was incorrect before - it was
2320 * checking for P_WALL - that was basically seeing if
2321 * we could move to the monster - this is being more
2322 * literal on if we can see it. To know if we can actually
2323 * move to the monster, we'd need the monster passed in or
2324 * at least its move type.
2325 */
2326 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2327 return 0;
2328
2329 /* yes, can see. */
2330 if (dir < 9)
2331 return 1;
2332
2333 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2334 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2335 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2336 }
2337
2338 /*
2339 * can_pick(picker, item): finds out if an object is possible to be
2340 * picked up by the picker. Returnes 1 if it can be
2341 * picked up, otherwise 0.
2342 *
2343 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2344 * core dumps if they do.
2345 *
2346 * Add a check so we can't pick up invisible objects (0.93.8)
2347 */
2348
2349 int
2350 can_pick (const object *who, const object *item)
2351 {
2352 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2353 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2354 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2355 }
2356
2357 /*
2358 * create clone from object to another
2359 */
2360 object *
2361 object_create_clone (object *asrc)
2362 {
2363 object *dst = 0, *tmp, *src, *prev, *item;
2364
2365 if (!asrc)
2366 return 0;
2367
2368 src = asrc->head_ ();
2369
2370 prev = 0;
2371 for (object *part = src; part; part = part->more)
2372 {
2373 tmp = part->clone ();
2374 tmp->x -= src->x;
2375 tmp->y -= src->y;
2376
2377 if (!part->head)
2378 {
2379 dst = tmp;
2380 tmp->head = 0;
2381 }
2382 else
2383 tmp->head = dst;
2384
2385 tmp->more = 0;
2386
2387 if (prev)
2388 prev->more = tmp;
2389
2390 prev = tmp;
2391 }
2392
2393 for (item = src->inv; item; item = item->below)
2394 insert_ob_in_ob (object_create_clone (item), dst);
2395
2396 return dst;
2397 }
2398
2399 /* This returns the first object in who's inventory that
2400 * has the same type and subtype match.
2401 * returns NULL if no match.
2402 */
2403 object *
2404 find_obj_by_type_subtype (const object *who, int type, int subtype)
2405 {
2406 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2407 if (tmp->type == type && tmp->subtype == subtype)
2408 return tmp;
2409
2410 return 0;
2411 }
2412
2413 /* If ob has a field named key, return the link from the list,
2414 * otherwise return NULL.
2415 *
2416 * key must be a passed in shared string - otherwise, this won't
2417 * do the desired thing.
2418 */
2419 key_value *
2420 get_ob_key_link (const object *ob, const char *key)
2421 {
2422 for (key_value *link = ob->key_values; link; link = link->next)
2423 if (link->key == key)
2424 return link;
2425
2426 return 0;
2427 }
2428
2429 /*
2430 * Returns the value of op has an extra_field for key, or NULL.
2431 *
2432 * The argument doesn't need to be a shared string.
2433 *
2434 * The returned string is shared.
2435 */
2436 const char *
2437 get_ob_key_value (const object *op, const char *const key)
2438 {
2439 key_value *link;
2440 shstr_cmp canonical_key (key);
2441
2442 if (!canonical_key)
2443 {
2444 /* 1. There being a field named key on any object
2445 * implies there'd be a shared string to find.
2446 * 2. Since there isn't, no object has this field.
2447 * 3. Therefore, *this* object doesn't have this field.
2448 */
2449 return 0;
2450 }
2451
2452 /* This is copied from get_ob_key_link() above -
2453 * only 4 lines, and saves the function call overhead.
2454 */
2455 for (link = op->key_values; link; link = link->next)
2456 if (link->key == canonical_key)
2457 return link->value;
2458
2459 return 0;
2460 }
2461
2462 /*
2463 * Updates the canonical_key in op to value.
2464 *
2465 * canonical_key is a shared string (value doesn't have to be).
2466 *
2467 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2468 * keys.
2469 *
2470 * Returns TRUE on success.
2471 */
2472 int
2473 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2474 {
2475 key_value *field = NULL, *last = NULL;
2476
2477 for (field = op->key_values; field != NULL; field = field->next)
2478 {
2479 if (field->key != canonical_key)
2480 {
2481 last = field;
2482 continue;
2483 }
2484
2485 if (value)
2486 field->value = value;
2487 else
2488 {
2489 /* Basically, if the archetype has this key set,
2490 * we need to store the null value so when we save
2491 * it, we save the empty value so that when we load,
2492 * we get this value back again.
2493 */
2494 if (get_ob_key_link (op->arch, canonical_key))
2495 field->value = 0;
2496 else
2497 {
2498 if (last)
2499 last->next = field->next;
2500 else
2501 op->key_values = field->next;
2502
2503 delete field;
2504 }
2505 }
2506 return TRUE;
2507 }
2508 /* IF we get here, key doesn't exist */
2509
2510 /* No field, we'll have to add it. */
2511
2512 if (!add_key)
2513 return FALSE;
2514
2515 /* There isn't any good reason to store a null
2516 * value in the key/value list. If the archetype has
2517 * this key, then we should also have it, so shouldn't
2518 * be here. If user wants to store empty strings,
2519 * should pass in ""
2520 */
2521 if (value == NULL)
2522 return TRUE;
2523
2524 field = new key_value;
2525
2526 field->key = canonical_key;
2527 field->value = value;
2528 /* Usual prepend-addition. */
2529 field->next = op->key_values;
2530 op->key_values = field;
2531
2532 return TRUE;
2533 }
2534
2535 /*
2536 * Updates the key in op to value.
2537 *
2538 * If add_key is FALSE, this will only update existing keys,
2539 * and not add new ones.
2540 * In general, should be little reason FALSE is ever passed in for add_key
2541 *
2542 * Returns TRUE on success.
2543 */
2544 int
2545 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2546 {
2547 shstr key_ (key);
2548
2549 return set_ob_key_value_s (op, key_, value, add_key);
2550 }
2551
2552 object::depth_iterator::depth_iterator (object *container)
2553 : iterator_base (container)
2554 {
2555 while (item->inv)
2556 item = item->inv;
2557 }
2558
2559 void
2560 object::depth_iterator::next ()
2561 {
2562 if (item->below)
2563 {
2564 item = item->below;
2565
2566 while (item->inv)
2567 item = item->inv;
2568 }
2569 else
2570 item = item->env;
2571 }
2572
2573 const char *
2574 object::flag_desc (char *desc, int len) const
2575 {
2576 char *p = desc;
2577 bool first = true;
2578
2579 *p = 0;
2580
2581 for (int i = 0; i < NUM_FLAGS; i++)
2582 {
2583 if (len <= 10) // magic constant!
2584 {
2585 snprintf (p, len, ",...");
2586 break;
2587 }
2588
2589 if (flag [i])
2590 {
2591 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2592 len -= cnt;
2593 p += cnt;
2594 first = false;
2595 }
2596 }
2597
2598 return desc;
2599 }
2600
2601 // return a suitable string describing an object in enough detail to find it
2602 const char *
2603 object::debug_desc (char *info) const
2604 {
2605 char flagdesc[512];
2606 char info2[256 * 4];
2607 char *p = info;
2608
2609 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2610 count, uuid.seq,
2611 &name,
2612 title ? "\",title:\"" : "",
2613 title ? (const char *)title : "",
2614 flag_desc (flagdesc, 512), type);
2615
2616 if (env)
2617 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2618
2619 if (map)
2620 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2621
2622 return info;
2623 }
2624
2625 const char *
2626 object::debug_desc () const
2627 {
2628 static char info[3][256 * 4];
2629 static int info_idx;
2630
2631 return debug_desc (info [++info_idx % 3]);
2632 }
2633
2634 struct region *
2635 object::region () const
2636 {
2637 return map ? map->region (x, y)
2638 : region::default_region ();
2639 }
2640
2641 const materialtype_t *
2642 object::dominant_material () const
2643 {
2644 if (materialtype_t *mt = name_to_material (materialname))
2645 return mt;
2646
2647 return name_to_material (shstr_unknown);
2648 }
2649
2650 void
2651 object::open_container (object *new_container)
2652 {
2653 if (container == new_container)
2654 return;
2655
2656 if (object *old_container = container)
2657 {
2658 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2659 return;
2660
2661 #if 0
2662 // remove the "Close old_container" object.
2663 if (object *closer = old_container->inv)
2664 if (closer->type == CLOSE_CON)
2665 closer->destroy ();
2666 #endif
2667
2668 old_container->flag [FLAG_APPLIED] = 0;
2669 container = 0;
2670
2671 esrv_update_item (UPD_FLAGS, this, old_container);
2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2673 }
2674
2675 if (new_container)
2676 {
2677 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2678 return;
2679
2680 // TODO: this does not seem to serve any purpose anymore?
2681 #if 0
2682 // insert the "Close Container" object.
2683 if (archetype *closer = new_container->other_arch)
2684 {
2685 object *closer = arch_to_object (new_container->other_arch);
2686 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2687 new_container->insert (closer);
2688 }
2689 #endif
2690
2691 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2692
2693 new_container->flag [FLAG_APPLIED] = 1;
2694 container = new_container;
2695
2696 esrv_update_item (UPD_FLAGS, this, new_container);
2697 esrv_send_inventory (this, new_container);
2698 }
2699 }
2700
2701 object *
2702 object::force_find (const shstr name)
2703 {
2704 /* cycle through his inventory to look for the MARK we want to
2705 * place
2706 */
2707 for (object *tmp = inv; tmp; tmp = tmp->below)
2708 if (tmp->type == FORCE && tmp->slaying == name)
2709 return splay (tmp);
2710
2711 return 0;
2712 }
2713
2714 void
2715 object::force_add (const shstr name, int duration)
2716 {
2717 if (object *force = force_find (name))
2718 force->destroy ();
2719
2720 object *force = get_archetype (FORCE_NAME);
2721
2722 force->slaying = name;
2723 force->stats.food = 1;
2724 force->speed_left = -1.f;
2725
2726 force->set_speed (duration ? 1.f / duration : 0.f);
2727 force->flag [FLAG_IS_USED_UP] = true;
2728 force->flag [FLAG_APPLIED] = true;
2729
2730 insert (force);
2731 }
2732
2733