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Revision: 1.174
Committed: Wed Aug 8 04:52:59 2007 UTC (16 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.173: +6 -15 lines
Log Message:
10:47:00 <irwiss> schmorp; I seem to have found a bug... If you open a container, and
                  then it disappears - burnt by a fire spell for example, you can't
                  close it, nor can you see items on the ground until you relogin

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 if (is_head ())
966 if (sound_destroy)
967 play_sound (sound_destroy);
968 else if (flag [FLAG_MONSTER])
969 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
970
971 attachable::destroy ();
972 }
973
974 /*
975 * sub_weight() recursively (outwards) subtracts a number from the
976 * weight of an object (and what is carried by it's environment(s)).
977 */
978 void
979 sub_weight (object *op, signed long weight)
980 {
981 while (op != NULL)
982 {
983 if (op->type == CONTAINER)
984 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
985
986 op->carrying -= weight;
987 op = op->env;
988 }
989 }
990
991 /* op->remove ():
992 * This function removes the object op from the linked list of objects
993 * which it is currently tied to. When this function is done, the
994 * object will have no environment. If the object previously had an
995 * environment, the x and y coordinates will be updated to
996 * the previous environment.
997 */
998 void
999 object::do_remove ()
1000 {
1001 object *tmp, *last = 0;
1002 object *otmp;
1003
1004 if (QUERY_FLAG (this, FLAG_REMOVED))
1005 return;
1006
1007 SET_FLAG (this, FLAG_REMOVED);
1008 INVOKE_OBJECT (REMOVE, this);
1009
1010 if (more)
1011 more->remove ();
1012
1013 /*
1014 * In this case, the object to be removed is in someones
1015 * inventory.
1016 */
1017 if (env)
1018 {
1019 if (nrof)
1020 sub_weight (env, weight * nrof);
1021 else
1022 sub_weight (env, weight + carrying);
1023
1024 /* NO_FIX_PLAYER is set when a great many changes are being
1025 * made to players inventory. If set, avoiding the call
1026 * to save cpu time.
1027 */
1028 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1029 otmp->update_stats ();
1030
1031 if (above)
1032 above->below = below;
1033 else
1034 env->inv = below;
1035
1036 if (below)
1037 below->above = above;
1038
1039 /* we set up values so that it could be inserted into
1040 * the map, but we don't actually do that - it is up
1041 * to the caller to decide what we want to do.
1042 */
1043 x = env->x, y = env->y;
1044 map = env->map;
1045 above = 0, below = 0;
1046 env = 0;
1047 }
1048 else if (map)
1049 {
1050 if (type == PLAYER)
1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
1058 --map->players;
1059 map->touch ();
1060 }
1061
1062 map->dirty = true;
1063 mapspace &ms = this->ms ();
1064
1065 /* link the object above us */
1066 if (above)
1067 above->below = below;
1068 else
1069 ms.top = below; /* we were top, set new top */
1070
1071 /* Relink the object below us, if there is one */
1072 if (below)
1073 below->above = above;
1074 else
1075 {
1076 /* Nothing below, which means we need to relink map object for this space
1077 * use translated coordinates in case some oddness with map tiling is
1078 * evident
1079 */
1080 if (GET_MAP_OB (map, x, y) != this)
1081 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 ());
1082
1083 ms.bot = above; /* goes on above it. */
1084 }
1085
1086 above = 0;
1087 below = 0;
1088
1089 if (map->in_memory == MAP_SAVING)
1090 return;
1091
1092 int check_walk_off = !flag [FLAG_NO_APPLY];
1093
1094 for (tmp = ms.bot; tmp; tmp = tmp->above)
1095 {
1096 /* No point updating the players look faces if he is the object
1097 * being removed.
1098 */
1099
1100 if (tmp->type == PLAYER && tmp->container == this)
1101 /* If a container that the player is currently using somehow gets
1102 * removed (most likely destroyed), update the player view
1103 * appropriately.
1104 */
1105 tmp->close_container ();
1106
1107 /* See if object moving off should effect something */
1108 if (check_walk_off
1109 && ((move_type & tmp->move_off)
1110 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1111 {
1112 move_apply (tmp, this, 0);
1113
1114 if (destroyed ())
1115 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1116 }
1117
1118 last = tmp;
1119 }
1120
1121 /* last == NULL if there are no objects on this space */
1122 //TODO: this makes little sense, why only update the topmost object?
1123 if (!last)
1124 map->at (x, y).flags_ = 0;
1125 else
1126 update_object (last, UP_OBJ_REMOVE);
1127
1128 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1129 update_all_los (map, x, y);
1130 }
1131 }
1132
1133 /*
1134 * merge_ob(op,top):
1135 *
1136 * This function goes through all objects below and including top, and
1137 * merges op to the first matching object.
1138 * If top is NULL, it is calculated.
1139 * Returns pointer to object if it succeded in the merge, otherwise NULL
1140 */
1141 object *
1142 merge_ob (object *op, object *top)
1143 {
1144 if (!op->nrof)
1145 return 0;
1146
1147 if (top)
1148 for (top = op; top && top->above; top = top->above)
1149 ;
1150
1151 for (; top; top = top->below)
1152 {
1153 if (top == op)
1154 continue;
1155
1156 if (object::can_merge (op, top))
1157 {
1158 top->nrof += op->nrof;
1159
1160 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1161 op->weight = 0; /* Don't want any adjustements now */
1162 op->destroy ();
1163 return top;
1164 }
1165 }
1166
1167 return 0;
1168 }
1169
1170 void
1171 object::expand_tail ()
1172 {
1173 if (more)
1174 return;
1175
1176 object *prev = this;
1177
1178 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1179 {
1180 object *op = arch_to_object (at);
1181
1182 op->name = name;
1183 op->name_pl = name_pl;
1184 op->title = title;
1185
1186 op->head = this;
1187 prev->more = op;
1188
1189 prev = op;
1190 }
1191 }
1192
1193 /*
1194 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1195 * job preparing multi-part monsters.
1196 */
1197 object *
1198 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1199 {
1200 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1201 {
1202 tmp->x = x + tmp->arch->x;
1203 tmp->y = y + tmp->arch->y;
1204 }
1205
1206 return insert_ob_in_map (op, m, originator, flag);
1207 }
1208
1209 /*
1210 * insert_ob_in_map (op, map, originator, flag):
1211 * This function inserts the object in the two-way linked list
1212 * which represents what is on a map.
1213 * The second argument specifies the map, and the x and y variables
1214 * in the object about to be inserted specifies the position.
1215 *
1216 * originator: Player, monster or other object that caused 'op' to be inserted
1217 * into 'map'. May be NULL.
1218 *
1219 * flag is a bitmask about special things to do (or not do) when this
1220 * function is called. see the object.h file for the INS_ values.
1221 * Passing 0 for flag gives proper default values, so flag really only needs
1222 * to be set if special handling is needed.
1223 *
1224 * Return value:
1225 * new object if 'op' was merged with other object
1226 * NULL if 'op' was destroyed
1227 * just 'op' otherwise
1228 */
1229 object *
1230 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1231 {
1232 assert (!op->flag [FLAG_FREED]);
1233
1234 object *top, *floor = NULL;
1235
1236 op->remove ();
1237
1238 #if 0
1239 if (!m->active != !op->active)
1240 if (m->active)
1241 op->activate_recursive ();
1242 else
1243 op->deactivate_recursive ();
1244 #endif
1245
1246 if (out_of_map (m, op->x, op->y))
1247 {
1248 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1249 #ifdef MANY_CORES
1250 /* Better to catch this here, as otherwise the next use of this object
1251 * is likely to cause a crash. Better to find out where it is getting
1252 * improperly inserted.
1253 */
1254 abort ();
1255 #endif
1256 return op;
1257 }
1258
1259 if (object *more = op->more)
1260 if (!insert_ob_in_map (more, m, originator, flag))
1261 return 0;
1262
1263 CLEAR_FLAG (op, FLAG_REMOVED);
1264
1265 /* Ideally, the caller figures this out. However, it complicates a lot
1266 * of areas of callers (eg, anything that uses find_free_spot would now
1267 * need extra work
1268 */
1269 if (!xy_normalise (m, op->x, op->y))
1270 return 0;
1271
1272 op->map = m;
1273 mapspace &ms = op->ms ();
1274
1275 /* this has to be done after we translate the coordinates.
1276 */
1277 if (op->nrof && !(flag & INS_NO_MERGE))
1278 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1279 if (object::can_merge (op, tmp))
1280 {
1281 op->nrof += tmp->nrof;
1282 tmp->destroy ();
1283 }
1284
1285 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1286 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1287
1288 if (!QUERY_FLAG (op, FLAG_ALIVE))
1289 CLEAR_FLAG (op, FLAG_NO_STEAL);
1290
1291 if (flag & INS_BELOW_ORIGINATOR)
1292 {
1293 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1294 {
1295 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1296 abort ();
1297 }
1298
1299 op->above = originator;
1300 op->below = originator->below;
1301
1302 if (op->below)
1303 op->below->above = op;
1304 else
1305 ms.bot = op;
1306
1307 /* since *below* originator, no need to update top */
1308 originator->below = op;
1309 }
1310 else
1311 {
1312 top = ms.bot;
1313
1314 /* If there are other objects, then */
1315 if ((!(flag & INS_MAP_LOAD)) && top)
1316 {
1317 object *last = 0;
1318
1319 /*
1320 * If there are multiple objects on this space, we do some trickier handling.
1321 * We've already dealt with merging if appropriate.
1322 * Generally, we want to put the new object on top. But if
1323 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1324 * floor, we want to insert above that and no further.
1325 * Also, if there are spell objects on this space, we stop processing
1326 * once we get to them. This reduces the need to traverse over all of
1327 * them when adding another one - this saves quite a bit of cpu time
1328 * when lots of spells are cast in one area. Currently, it is presumed
1329 * that flying non pickable objects are spell objects.
1330 */
1331 for (top = ms.bot; top; top = top->above)
1332 {
1333 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1334 floor = top;
1335
1336 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1337 {
1338 /* We insert above top, so we want this object below this */
1339 top = top->below;
1340 break;
1341 }
1342
1343 last = top;
1344 }
1345
1346 /* Don't want top to be NULL, so set it to the last valid object */
1347 top = last;
1348
1349 /* We let update_position deal with figuring out what the space
1350 * looks like instead of lots of conditions here.
1351 * makes things faster, and effectively the same result.
1352 */
1353
1354 /* Have object 'fall below' other objects that block view.
1355 * Unless those objects are exits.
1356 * If INS_ON_TOP is used, don't do this processing
1357 * Need to find the object that in fact blocks view, otherwise
1358 * stacking is a bit odd.
1359 */
1360 if (!(flag & INS_ON_TOP)
1361 && ms.flags () & P_BLOCKSVIEW
1362 && (op->face && !faces [op->face].visibility))
1363 {
1364 for (last = top; last != floor; last = last->below)
1365 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1366 break;
1367
1368 /* Check to see if we found the object that blocks view,
1369 * and make sure we have a below pointer for it so that
1370 * we can get inserted below this one, which requires we
1371 * set top to the object below us.
1372 */
1373 if (last && last->below && last != floor)
1374 top = last->below;
1375 }
1376 } /* If objects on this space */
1377 if (flag & INS_MAP_LOAD)
1378 top = ms.top;
1379
1380 if (flag & INS_ABOVE_FLOOR_ONLY)
1381 top = floor;
1382
1383 /* Top is the object that our object (op) is going to get inserted above.
1384 */
1385
1386 /* First object on this space */
1387 if (!top)
1388 {
1389 op->above = ms.bot;
1390
1391 if (op->above)
1392 op->above->below = op;
1393
1394 op->below = 0;
1395 ms.bot = op;
1396 }
1397 else
1398 { /* get inserted into the stack above top */
1399 op->above = top->above;
1400
1401 if (op->above)
1402 op->above->below = op;
1403
1404 op->below = top;
1405 top->above = op;
1406 }
1407
1408 if (!op->above)
1409 ms.top = op;
1410 } /* else not INS_BELOW_ORIGINATOR */
1411
1412 if (op->type == PLAYER)
1413 {
1414 op->contr->do_los = 1;
1415 ++op->map->players;
1416 op->map->touch ();
1417 }
1418
1419 op->map->dirty = true;
1420
1421 /* If we have a floor, we know the player, if any, will be above
1422 * it, so save a few ticks and start from there.
1423 */
1424 if (!(flag & INS_MAP_LOAD))
1425 if (object *pl = ms.player ())
1426 if (pl->contr->ns)
1427 pl->contr->ns->floorbox_update ();
1428
1429 /* If this object glows, it may affect lighting conditions that are
1430 * visible to others on this map. But update_all_los is really
1431 * an inefficient way to do this, as it means los for all players
1432 * on the map will get recalculated. The players could very well
1433 * be far away from this change and not affected in any way -
1434 * this should get redone to only look for players within range,
1435 * or just updating the P_UPTODATE for spaces within this area
1436 * of effect may be sufficient.
1437 */
1438 if (op->map->darkness && (op->glow_radius != 0))
1439 update_all_los (op->map, op->x, op->y);
1440
1441 /* updates flags (blocked, alive, no magic, etc) for this map space */
1442 update_object (op, UP_OBJ_INSERT);
1443
1444 INVOKE_OBJECT (INSERT, op);
1445
1446 /* Don't know if moving this to the end will break anything. However,
1447 * we want to have floorbox_update called before calling this.
1448 *
1449 * check_move_on() must be after this because code called from
1450 * check_move_on() depends on correct map flags (so functions like
1451 * blocked() and wall() work properly), and these flags are updated by
1452 * update_object().
1453 */
1454
1455 /* if this is not the head or flag has been passed, don't check walk on status */
1456 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1457 {
1458 if (check_move_on (op, originator))
1459 return 0;
1460
1461 /* If we are a multi part object, lets work our way through the check
1462 * walk on's.
1463 */
1464 for (object *tmp = op->more; tmp; tmp = tmp->more)
1465 if (check_move_on (tmp, originator))
1466 return 0;
1467 }
1468
1469 return op;
1470 }
1471
1472 /* this function inserts an object in the map, but if it
1473 * finds an object of its own type, it'll remove that one first.
1474 * op is the object to insert it under: supplies x and the map.
1475 */
1476 void
1477 replace_insert_ob_in_map (const char *arch_string, object *op)
1478 {
1479 object *tmp, *tmp1;
1480
1481 /* first search for itself and remove any old instances */
1482
1483 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1484 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1485 tmp->destroy ();
1486
1487 tmp1 = arch_to_object (archetype::find (arch_string));
1488
1489 tmp1->x = op->x;
1490 tmp1->y = op->y;
1491 insert_ob_in_map (tmp1, op->map, op, 0);
1492 }
1493
1494 object *
1495 object::insert_at (object *where, object *originator, int flags)
1496 {
1497 return where->map->insert (this, where->x, where->y, originator, flags);
1498 }
1499
1500 /*
1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1502 * is returned contains nr objects, and the remaining parts contains
1503 * the rest (or is removed and freed if that number is 0).
1504 * On failure, NULL is returned, and the reason put into the
1505 * global static errmsg array.
1506 */
1507 object *
1508 get_split_ob (object *orig_ob, uint32 nr)
1509 {
1510 object *newob;
1511 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1512
1513 if (orig_ob->nrof < nr)
1514 {
1515 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1516 return NULL;
1517 }
1518
1519 newob = object_create_clone (orig_ob);
1520
1521 if ((orig_ob->nrof -= nr) < 1)
1522 orig_ob->destroy (1);
1523 else if (!is_removed)
1524 {
1525 if (orig_ob->env != NULL)
1526 sub_weight (orig_ob->env, orig_ob->weight * nr);
1527 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1528 {
1529 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1530 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1531 return NULL;
1532 }
1533 }
1534
1535 newob->nrof = nr;
1536
1537 return newob;
1538 }
1539
1540 /*
1541 * decrease_ob_nr(object, number) decreases a specified number from
1542 * the amount of an object. If the amount reaches 0, the object
1543 * is subsequently removed and freed.
1544 *
1545 * Return value: 'op' if something is left, NULL if the amount reached 0
1546 */
1547 object *
1548 decrease_ob_nr (object *op, uint32 i)
1549 {
1550 object *tmp;
1551
1552 if (i == 0) /* objects with op->nrof require this check */
1553 return op;
1554
1555 if (i > op->nrof)
1556 i = op->nrof;
1557
1558 if (QUERY_FLAG (op, FLAG_REMOVED))
1559 op->nrof -= i;
1560 else if (op->env)
1561 {
1562 /* is this object in the players inventory, or sub container
1563 * therein?
1564 */
1565 tmp = op->in_player ();
1566 /* nope. Is this a container the player has opened?
1567 * If so, set tmp to that player.
1568 * IMO, searching through all the players will mostly
1569 * likely be quicker than following op->env to the map,
1570 * and then searching the map for a player.
1571 */
1572 if (!tmp)
1573 for_all_players (pl)
1574 if (pl->ob->container == op->env)
1575 {
1576 tmp = pl->ob;
1577 break;
1578 }
1579
1580 if (i < op->nrof)
1581 {
1582 sub_weight (op->env, op->weight * i);
1583 op->nrof -= i;
1584 if (tmp)
1585 esrv_send_item (tmp, op);
1586 }
1587 else
1588 {
1589 op->remove ();
1590 op->nrof = 0;
1591 if (tmp)
1592 esrv_del_item (tmp->contr, op->count);
1593 }
1594 }
1595 else
1596 {
1597 object *above = op->above;
1598
1599 if (i < op->nrof)
1600 op->nrof -= i;
1601 else
1602 {
1603 op->remove ();
1604 op->nrof = 0;
1605 }
1606
1607 /* Since we just removed op, op->above is null */
1608 for (tmp = above; tmp; tmp = tmp->above)
1609 if (tmp->type == PLAYER)
1610 {
1611 if (op->nrof)
1612 esrv_send_item (tmp, op);
1613 else
1614 esrv_del_item (tmp->contr, op->count);
1615 }
1616 }
1617
1618 if (op->nrof)
1619 return op;
1620 else
1621 {
1622 op->destroy ();
1623 return 0;
1624 }
1625 }
1626
1627 /*
1628 * add_weight(object, weight) adds the specified weight to an object,
1629 * and also updates how much the environment(s) is/are carrying.
1630 */
1631 void
1632 add_weight (object *op, signed long weight)
1633 {
1634 while (op != NULL)
1635 {
1636 if (op->type == CONTAINER)
1637 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1638
1639 op->carrying += weight;
1640 op = op->env;
1641 }
1642 }
1643
1644 object *
1645 insert_ob_in_ob (object *op, object *where)
1646 {
1647 if (!where)
1648 {
1649 char *dump = dump_object (op);
1650 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1651 free (dump);
1652 return op;
1653 }
1654
1655 if (where->head_ () != where)
1656 {
1657 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1658 where = where->head;
1659 }
1660
1661 return where->insert (op);
1662 }
1663
1664 /*
1665 * env->insert (op)
1666 * This function inserts the object op in the linked list
1667 * inside the object environment.
1668 *
1669 * The function returns now pointer to inserted item, and return value can
1670 * be != op, if items are merged. -Tero
1671 */
1672 object *
1673 object::insert (object *op)
1674 {
1675 object *tmp, *otmp;
1676
1677 if (!QUERY_FLAG (op, FLAG_REMOVED))
1678 op->remove ();
1679
1680 if (op->more)
1681 {
1682 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1683 return op;
1684 }
1685
1686 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1687 CLEAR_FLAG (op, FLAG_REMOVED);
1688 if (op->nrof)
1689 {
1690 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1691 if (object::can_merge (tmp, op))
1692 {
1693 /* return the original object and remove inserted object
1694 (client needs the original object) */
1695 tmp->nrof += op->nrof;
1696 /* Weight handling gets pretty funky. Since we are adding to
1697 * tmp->nrof, we need to increase the weight.
1698 */
1699 add_weight (this, op->weight * op->nrof);
1700 SET_FLAG (op, FLAG_REMOVED);
1701 op->destroy (); /* free the inserted object */
1702 op = tmp;
1703 op->remove (); /* and fix old object's links */
1704 CLEAR_FLAG (op, FLAG_REMOVED);
1705 break;
1706 }
1707
1708 /* I assume combined objects have no inventory
1709 * We add the weight - this object could have just been removed
1710 * (if it was possible to merge). calling remove_ob will subtract
1711 * the weight, so we need to add it in again, since we actually do
1712 * the linking below
1713 */
1714 add_weight (this, op->weight * op->nrof);
1715 }
1716 else
1717 add_weight (this, (op->weight + op->carrying));
1718
1719 otmp = this->in_player ();
1720 if (otmp && otmp->contr)
1721 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1722 otmp->update_stats ();
1723
1724 op->map = 0;
1725 op->env = this;
1726 op->above = 0;
1727 op->below = 0;
1728 op->x = 0, op->y = 0;
1729
1730 /* reset the light list and los of the players on the map */
1731 if ((op->glow_radius != 0) && map)
1732 {
1733 #ifdef DEBUG_LIGHTS
1734 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1735 #endif /* DEBUG_LIGHTS */
1736 if (map->darkness)
1737 update_all_los (map, x, y);
1738 }
1739
1740 /* Client has no idea of ordering so lets not bother ordering it here.
1741 * It sure simplifies this function...
1742 */
1743 if (!inv)
1744 inv = op;
1745 else
1746 {
1747 op->below = inv;
1748 op->below->above = op;
1749 inv = op;
1750 }
1751
1752 INVOKE_OBJECT (INSERT, this);
1753
1754 return op;
1755 }
1756
1757 /*
1758 * Checks if any objects has a move_type that matches objects
1759 * that effect this object on this space. Call apply() to process
1760 * these events.
1761 *
1762 * Any speed-modification due to SLOW_MOVE() of other present objects
1763 * will affect the speed_left of the object.
1764 *
1765 * originator: Player, monster or other object that caused 'op' to be inserted
1766 * into 'map'. May be NULL.
1767 *
1768 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1769 *
1770 * 4-21-95 added code to check if appropriate skill was readied - this will
1771 * permit faster movement by the player through this terrain. -b.t.
1772 *
1773 * MSW 2001-07-08: Check all objects on space, not just those below
1774 * object being inserted. insert_ob_in_map may not put new objects
1775 * on top.
1776 */
1777 int
1778 check_move_on (object *op, object *originator)
1779 {
1780 object *tmp;
1781 maptile *m = op->map;
1782 int x = op->x, y = op->y;
1783
1784 MoveType move_on, move_slow, move_block;
1785
1786 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1787 return 0;
1788
1789 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1790 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1791 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1792
1793 /* if nothing on this space will slow op down or be applied,
1794 * no need to do checking below. have to make sure move_type
1795 * is set, as lots of objects don't have it set - we treat that
1796 * as walking.
1797 */
1798 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1799 return 0;
1800
1801 /* This is basically inverse logic of that below - basically,
1802 * if the object can avoid the move on or slow move, they do so,
1803 * but can't do it if the alternate movement they are using is
1804 * blocked. Logic on this seems confusing, but does seem correct.
1805 */
1806 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1807 return 0;
1808
1809 /* The objects have to be checked from top to bottom.
1810 * Hence, we first go to the top:
1811 */
1812
1813 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1814 {
1815 /* Trim the search when we find the first other spell effect
1816 * this helps performance so that if a space has 50 spell objects,
1817 * we don't need to check all of them.
1818 */
1819 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1820 break;
1821 }
1822
1823 for (; tmp; tmp = tmp->below)
1824 {
1825 if (tmp == op)
1826 continue; /* Can't apply yourself */
1827
1828 /* Check to see if one of the movement types should be slowed down.
1829 * Second check makes sure that the movement types not being slowed
1830 * (~slow_move) is not blocked on this space - just because the
1831 * space doesn't slow down swimming (for example), if you can't actually
1832 * swim on that space, can't use it to avoid the penalty.
1833 */
1834 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1835 {
1836 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1837 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1838 {
1839
1840 float
1841 diff = tmp->move_slow_penalty * fabs (op->speed);
1842
1843 if (op->type == PLAYER)
1844 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1845 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1846 diff /= 4.0;
1847
1848 op->speed_left -= diff;
1849 }
1850 }
1851
1852 /* Basically same logic as above, except now for actual apply. */
1853 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1854 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1855 {
1856 move_apply (tmp, op, originator);
1857
1858 if (op->destroyed ())
1859 return 1;
1860
1861 /* what the person/creature stepped onto has moved the object
1862 * someplace new. Don't process any further - if we did,
1863 * have a feeling strange problems would result.
1864 */
1865 if (op->map != m || op->x != x || op->y != y)
1866 return 0;
1867 }
1868 }
1869
1870 return 0;
1871 }
1872
1873 /*
1874 * present_arch(arch, map, x, y) searches for any objects with
1875 * a matching archetype at the given map and coordinates.
1876 * The first matching object is returned, or NULL if none.
1877 */
1878 object *
1879 present_arch (const archetype *at, maptile *m, int x, int y)
1880 {
1881 if (!m || out_of_map (m, x, y))
1882 {
1883 LOG (llevError, "Present_arch called outside map.\n");
1884 return NULL;
1885 }
1886
1887 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1888 if (tmp->arch == at)
1889 return tmp;
1890
1891 return NULL;
1892 }
1893
1894 /*
1895 * present(type, map, x, y) searches for any objects with
1896 * a matching type variable at the given map and coordinates.
1897 * The first matching object is returned, or NULL if none.
1898 */
1899 object *
1900 present (unsigned char type, maptile *m, int x, int y)
1901 {
1902 if (out_of_map (m, x, y))
1903 {
1904 LOG (llevError, "Present called outside map.\n");
1905 return NULL;
1906 }
1907
1908 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1909 if (tmp->type == type)
1910 return tmp;
1911
1912 return NULL;
1913 }
1914
1915 /*
1916 * present_in_ob(type, object) searches for any objects with
1917 * a matching type variable in the inventory of the given object.
1918 * The first matching object is returned, or NULL if none.
1919 */
1920 object *
1921 present_in_ob (unsigned char type, const object *op)
1922 {
1923 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1924 if (tmp->type == type)
1925 return tmp;
1926
1927 return NULL;
1928 }
1929
1930 /*
1931 * present_in_ob (type, str, object) searches for any objects with
1932 * a matching type & name variable in the inventory of the given object.
1933 * The first matching object is returned, or NULL if none.
1934 * This is mostly used by spell effect code, so that we only
1935 * have one spell effect at a time.
1936 * type can be used to narrow the search - if type is set,
1937 * the type must also match. -1 can be passed for the type,
1938 * in which case the type does not need to pass.
1939 * str is the string to match against. Note that we match against
1940 * the object name, not the archetype name. this is so that the
1941 * spell code can use one object type (force), but change it's name
1942 * to be unique.
1943 */
1944 object *
1945 present_in_ob_by_name (int type, const char *str, const object *op)
1946 {
1947 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1948 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1949 return tmp;
1950
1951 return 0;
1952 }
1953
1954 /*
1955 * present_arch_in_ob(archetype, object) searches for any objects with
1956 * a matching archetype in the inventory of the given object.
1957 * The first matching object is returned, or NULL if none.
1958 */
1959 object *
1960 present_arch_in_ob (const archetype *at, const object *op)
1961 {
1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1963 if (tmp->arch == at)
1964 return tmp;
1965
1966 return NULL;
1967 }
1968
1969 /*
1970 * activate recursively a flag on an object inventory
1971 */
1972 void
1973 flag_inv (object *op, int flag)
1974 {
1975 if (op->inv)
1976 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1977 {
1978 SET_FLAG (tmp, flag);
1979 flag_inv (tmp, flag);
1980 }
1981 }
1982
1983 /*
1984 * deactivate recursively a flag on an object inventory
1985 */
1986 void
1987 unflag_inv (object *op, int flag)
1988 {
1989 if (op->inv)
1990 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1991 {
1992 CLEAR_FLAG (tmp, flag);
1993 unflag_inv (tmp, flag);
1994 }
1995 }
1996
1997 /*
1998 * find_free_spot(object, map, x, y, start, stop) will search for
1999 * a spot at the given map and coordinates which will be able to contain
2000 * the given object. start and stop specifies how many squares
2001 * to search (see the freearr_x/y[] definition).
2002 * It returns a random choice among the alternatives found.
2003 * start and stop are where to start relative to the free_arr array (1,9
2004 * does all 4 immediate directions). This returns the index into the
2005 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2006 * Note - this only checks to see if there is space for the head of the
2007 * object - if it is a multispace object, this should be called for all
2008 * pieces.
2009 * Note2: This function does correctly handle tiled maps, but does not
2010 * inform the caller. However, insert_ob_in_map will update as
2011 * necessary, so the caller shouldn't need to do any special work.
2012 * Note - updated to take an object instead of archetype - this is necessary
2013 * because arch_blocked (now ob_blocked) needs to know the movement type
2014 * to know if the space in question will block the object. We can't use
2015 * the archetype because that isn't correct if the monster has been
2016 * customized, changed states, etc.
2017 */
2018 int
2019 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2020 {
2021 int index = 0, flag;
2022 int altern[SIZEOFFREE];
2023
2024 for (int i = start; i < stop; i++)
2025 {
2026 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2027 if (!flag)
2028 altern [index++] = i;
2029
2030 /* Basically, if we find a wall on a space, we cut down the search size.
2031 * In this way, we won't return spaces that are on another side of a wall.
2032 * This mostly work, but it cuts down the search size in all directions -
2033 * if the space being examined only has a wall to the north and empty
2034 * spaces in all the other directions, this will reduce the search space
2035 * to only the spaces immediately surrounding the target area, and
2036 * won't look 2 spaces south of the target space.
2037 */
2038 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2039 stop = maxfree[i];
2040 }
2041
2042 if (!index)
2043 return -1;
2044
2045 return altern [rndm (index)];
2046 }
2047
2048 /*
2049 * find_first_free_spot(archetype, maptile, x, y) works like
2050 * find_free_spot(), but it will search max number of squares.
2051 * But it will return the first available spot, not a random choice.
2052 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2053 */
2054 int
2055 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2056 {
2057 for (int i = 0; i < SIZEOFFREE; i++)
2058 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2059 return i;
2060
2061 return -1;
2062 }
2063
2064 /*
2065 * The function permute(arr, begin, end) randomly reorders the array
2066 * arr[begin..end-1].
2067 * now uses a fisher-yates shuffle, old permute was broken
2068 */
2069 static void
2070 permute (int *arr, int begin, int end)
2071 {
2072 arr += begin;
2073 end -= begin;
2074
2075 while (--end)
2076 swap (arr [end], arr [rndm (end + 1)]);
2077 }
2078
2079 /* new function to make monster searching more efficient, and effective!
2080 * This basically returns a randomized array (in the passed pointer) of
2081 * the spaces to find monsters. In this way, it won't always look for
2082 * monsters to the north first. However, the size of the array passed
2083 * covers all the spaces, so within that size, all the spaces within
2084 * the 3x3 area will be searched, just not in a predictable order.
2085 */
2086 void
2087 get_search_arr (int *search_arr)
2088 {
2089 int i;
2090
2091 for (i = 0; i < SIZEOFFREE; i++)
2092 search_arr[i] = i;
2093
2094 permute (search_arr, 1, SIZEOFFREE1 + 1);
2095 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2096 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2097 }
2098
2099 /*
2100 * find_dir(map, x, y, exclude) will search some close squares in the
2101 * given map at the given coordinates for live objects.
2102 * It will not considered the object given as exclude among possible
2103 * live objects.
2104 * It returns the direction toward the first/closest live object if finds
2105 * any, otherwise 0.
2106 * Perhaps incorrectly, but I'm making the assumption that exclude
2107 * is actually want is going to try and move there. We need this info
2108 * because we have to know what movement the thing looking to move
2109 * there is capable of.
2110 */
2111 int
2112 find_dir (maptile *m, int x, int y, object *exclude)
2113 {
2114 int i, max = SIZEOFFREE, mflags;
2115
2116 sint16 nx, ny;
2117 object *tmp;
2118 maptile *mp;
2119
2120 MoveType blocked, move_type;
2121
2122 if (exclude && exclude->head_ () != exclude)
2123 {
2124 exclude = exclude->head;
2125 move_type = exclude->move_type;
2126 }
2127 else
2128 {
2129 /* If we don't have anything, presume it can use all movement types. */
2130 move_type = MOVE_ALL;
2131 }
2132
2133 for (i = 1; i < max; i++)
2134 {
2135 mp = m;
2136 nx = x + freearr_x[i];
2137 ny = y + freearr_y[i];
2138
2139 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2140
2141 if (mflags & P_OUT_OF_MAP)
2142 max = maxfree[i];
2143 else
2144 {
2145 mapspace &ms = mp->at (nx, ny);
2146
2147 blocked = ms.move_block;
2148
2149 if ((move_type & blocked) == move_type)
2150 max = maxfree[i];
2151 else if (mflags & P_IS_ALIVE)
2152 {
2153 for (tmp = ms.bot; tmp; tmp = tmp->above)
2154 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2156 break;
2157
2158 if (tmp)
2159 return freedir[i];
2160 }
2161 }
2162 }
2163
2164 return 0;
2165 }
2166
2167 /*
2168 * distance(object 1, object 2) will return the square of the
2169 * distance between the two given objects.
2170 */
2171 int
2172 distance (const object *ob1, const object *ob2)
2173 {
2174 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2175 }
2176
2177 /*
2178 * find_dir_2(delta-x,delta-y) will return a direction in which
2179 * an object which has subtracted the x and y coordinates of another
2180 * object, needs to travel toward it.
2181 */
2182 int
2183 find_dir_2 (int x, int y)
2184 {
2185 int q;
2186
2187 if (y)
2188 q = x * 100 / y;
2189 else if (x)
2190 q = -300 * x;
2191 else
2192 return 0;
2193
2194 if (y > 0)
2195 {
2196 if (q < -242)
2197 return 3;
2198 if (q < -41)
2199 return 2;
2200 if (q < 41)
2201 return 1;
2202 if (q < 242)
2203 return 8;
2204 return 7;
2205 }
2206
2207 if (q < -242)
2208 return 7;
2209 if (q < -41)
2210 return 6;
2211 if (q < 41)
2212 return 5;
2213 if (q < 242)
2214 return 4;
2215
2216 return 3;
2217 }
2218
2219 /*
2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2221 * between two directions (which are expected to be absolute (see absdir())
2222 */
2223 int
2224 dirdiff (int dir1, int dir2)
2225 {
2226 int d;
2227
2228 d = abs (dir1 - dir2);
2229 if (d > 4)
2230 d = 8 - d;
2231
2232 return d;
2233 }
2234
2235 /* peterm:
2236 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2237 * Basically, this is a table of directions, and what directions
2238 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2239 * This basically means that if direction is 15, then it could either go
2240 * direction 4, 14, or 16 to get back to where we are.
2241 * Moved from spell_util.c to object.c with the other related direction
2242 * functions.
2243 */
2244 int reduction_dir[SIZEOFFREE][3] = {
2245 {0, 0, 0}, /* 0 */
2246 {0, 0, 0}, /* 1 */
2247 {0, 0, 0}, /* 2 */
2248 {0, 0, 0}, /* 3 */
2249 {0, 0, 0}, /* 4 */
2250 {0, 0, 0}, /* 5 */
2251 {0, 0, 0}, /* 6 */
2252 {0, 0, 0}, /* 7 */
2253 {0, 0, 0}, /* 8 */
2254 {8, 1, 2}, /* 9 */
2255 {1, 2, -1}, /* 10 */
2256 {2, 10, 12}, /* 11 */
2257 {2, 3, -1}, /* 12 */
2258 {2, 3, 4}, /* 13 */
2259 {3, 4, -1}, /* 14 */
2260 {4, 14, 16}, /* 15 */
2261 {5, 4, -1}, /* 16 */
2262 {4, 5, 6}, /* 17 */
2263 {6, 5, -1}, /* 18 */
2264 {6, 20, 18}, /* 19 */
2265 {7, 6, -1}, /* 20 */
2266 {6, 7, 8}, /* 21 */
2267 {7, 8, -1}, /* 22 */
2268 {8, 22, 24}, /* 23 */
2269 {8, 1, -1}, /* 24 */
2270 {24, 9, 10}, /* 25 */
2271 {9, 10, -1}, /* 26 */
2272 {10, 11, -1}, /* 27 */
2273 {27, 11, 29}, /* 28 */
2274 {11, 12, -1}, /* 29 */
2275 {12, 13, -1}, /* 30 */
2276 {12, 13, 14}, /* 31 */
2277 {13, 14, -1}, /* 32 */
2278 {14, 15, -1}, /* 33 */
2279 {33, 15, 35}, /* 34 */
2280 {16, 15, -1}, /* 35 */
2281 {17, 16, -1}, /* 36 */
2282 {18, 17, 16}, /* 37 */
2283 {18, 17, -1}, /* 38 */
2284 {18, 19, -1}, /* 39 */
2285 {41, 19, 39}, /* 40 */
2286 {19, 20, -1}, /* 41 */
2287 {20, 21, -1}, /* 42 */
2288 {20, 21, 22}, /* 43 */
2289 {21, 22, -1}, /* 44 */
2290 {23, 22, -1}, /* 45 */
2291 {45, 47, 23}, /* 46 */
2292 {23, 24, -1}, /* 47 */
2293 {24, 9, -1}
2294 }; /* 48 */
2295
2296 /* Recursive routine to step back and see if we can
2297 * find a path to that monster that we found. If not,
2298 * we don't bother going toward it. Returns 1 if we
2299 * can see a direct way to get it
2300 * Modified to be map tile aware -.MSW
2301 */
2302 int
2303 can_see_monsterP (maptile *m, int x, int y, int dir)
2304 {
2305 sint16 dx, dy;
2306 int mflags;
2307
2308 if (dir < 0)
2309 return 0; /* exit condition: invalid direction */
2310
2311 dx = x + freearr_x[dir];
2312 dy = y + freearr_y[dir];
2313
2314 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2315
2316 /* This functional arguably was incorrect before - it was
2317 * checking for P_WALL - that was basically seeing if
2318 * we could move to the monster - this is being more
2319 * literal on if we can see it. To know if we can actually
2320 * move to the monster, we'd need the monster passed in or
2321 * at least its move type.
2322 */
2323 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2324 return 0;
2325
2326 /* yes, can see. */
2327 if (dir < 9)
2328 return 1;
2329
2330 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2331 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2332 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2333 }
2334
2335 /*
2336 * can_pick(picker, item): finds out if an object is possible to be
2337 * picked up by the picker. Returnes 1 if it can be
2338 * picked up, otherwise 0.
2339 *
2340 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2341 * core dumps if they do.
2342 *
2343 * Add a check so we can't pick up invisible objects (0.93.8)
2344 */
2345
2346 int
2347 can_pick (const object *who, const object *item)
2348 {
2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2351 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2352 }
2353
2354 /*
2355 * create clone from object to another
2356 */
2357 object *
2358 object_create_clone (object *asrc)
2359 {
2360 object *dst = 0, *tmp, *src, *prev, *item;
2361
2362 if (!asrc)
2363 return 0;
2364
2365 src = asrc->head_ ();
2366
2367 prev = 0;
2368 for (object *part = src; part; part = part->more)
2369 {
2370 tmp = part->clone ();
2371 tmp->x -= src->x;
2372 tmp->y -= src->y;
2373
2374 if (!part->head)
2375 {
2376 dst = tmp;
2377 tmp->head = 0;
2378 }
2379 else
2380 tmp->head = dst;
2381
2382 tmp->more = 0;
2383
2384 if (prev)
2385 prev->more = tmp;
2386
2387 prev = tmp;
2388 }
2389
2390 for (item = src->inv; item; item = item->below)
2391 insert_ob_in_ob (object_create_clone (item), dst);
2392
2393 return dst;
2394 }
2395
2396 /* This returns the first object in who's inventory that
2397 * has the same type and subtype match.
2398 * returns NULL if no match.
2399 */
2400 object *
2401 find_obj_by_type_subtype (const object *who, int type, int subtype)
2402 {
2403 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2404 if (tmp->type == type && tmp->subtype == subtype)
2405 return tmp;
2406
2407 return 0;
2408 }
2409
2410 /* If ob has a field named key, return the link from the list,
2411 * otherwise return NULL.
2412 *
2413 * key must be a passed in shared string - otherwise, this won't
2414 * do the desired thing.
2415 */
2416 key_value *
2417 get_ob_key_link (const object *ob, const char *key)
2418 {
2419 for (key_value *link = ob->key_values; link; link = link->next)
2420 if (link->key == key)
2421 return link;
2422
2423 return 0;
2424 }
2425
2426 /*
2427 * Returns the value of op has an extra_field for key, or NULL.
2428 *
2429 * The argument doesn't need to be a shared string.
2430 *
2431 * The returned string is shared.
2432 */
2433 const char *
2434 get_ob_key_value (const object *op, const char *const key)
2435 {
2436 key_value *link;
2437 shstr_cmp canonical_key (key);
2438
2439 if (!canonical_key)
2440 {
2441 /* 1. There being a field named key on any object
2442 * implies there'd be a shared string to find.
2443 * 2. Since there isn't, no object has this field.
2444 * 3. Therefore, *this* object doesn't have this field.
2445 */
2446 return 0;
2447 }
2448
2449 /* This is copied from get_ob_key_link() above -
2450 * only 4 lines, and saves the function call overhead.
2451 */
2452 for (link = op->key_values; link; link = link->next)
2453 if (link->key == canonical_key)
2454 return link->value;
2455
2456 return 0;
2457 }
2458
2459 /*
2460 * Updates the canonical_key in op to value.
2461 *
2462 * canonical_key is a shared string (value doesn't have to be).
2463 *
2464 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2465 * keys.
2466 *
2467 * Returns TRUE on success.
2468 */
2469 int
2470 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2471 {
2472 key_value *field = NULL, *last = NULL;
2473
2474 for (field = op->key_values; field != NULL; field = field->next)
2475 {
2476 if (field->key != canonical_key)
2477 {
2478 last = field;
2479 continue;
2480 }
2481
2482 if (value)
2483 field->value = value;
2484 else
2485 {
2486 /* Basically, if the archetype has this key set,
2487 * we need to store the null value so when we save
2488 * it, we save the empty value so that when we load,
2489 * we get this value back again.
2490 */
2491 if (get_ob_key_link (op->arch, canonical_key))
2492 field->value = 0;
2493 else
2494 {
2495 if (last)
2496 last->next = field->next;
2497 else
2498 op->key_values = field->next;
2499
2500 delete field;
2501 }
2502 }
2503 return TRUE;
2504 }
2505 /* IF we get here, key doesn't exist */
2506
2507 /* No field, we'll have to add it. */
2508
2509 if (!add_key)
2510 return FALSE;
2511
2512 /* There isn't any good reason to store a null
2513 * value in the key/value list. If the archetype has
2514 * this key, then we should also have it, so shouldn't
2515 * be here. If user wants to store empty strings,
2516 * should pass in ""
2517 */
2518 if (value == NULL)
2519 return TRUE;
2520
2521 field = new key_value;
2522
2523 field->key = canonical_key;
2524 field->value = value;
2525 /* Usual prepend-addition. */
2526 field->next = op->key_values;
2527 op->key_values = field;
2528
2529 return TRUE;
2530 }
2531
2532 /*
2533 * Updates the key in op to value.
2534 *
2535 * If add_key is FALSE, this will only update existing keys,
2536 * and not add new ones.
2537 * In general, should be little reason FALSE is ever passed in for add_key
2538 *
2539 * Returns TRUE on success.
2540 */
2541 int
2542 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2543 {
2544 shstr key_ (key);
2545
2546 return set_ob_key_value_s (op, key_, value, add_key);
2547 }
2548
2549 object::depth_iterator::depth_iterator (object *container)
2550 : iterator_base (container)
2551 {
2552 while (item->inv)
2553 item = item->inv;
2554 }
2555
2556 void
2557 object::depth_iterator::next ()
2558 {
2559 if (item->below)
2560 {
2561 item = item->below;
2562
2563 while (item->inv)
2564 item = item->inv;
2565 }
2566 else
2567 item = item->env;
2568 }
2569
2570 const char *
2571 object::flag_desc (char *desc, int len) const
2572 {
2573 char *p = desc;
2574 bool first = true;
2575
2576 *p = 0;
2577
2578 for (int i = 0; i < NUM_FLAGS; i++)
2579 {
2580 if (len <= 10) // magic constant!
2581 {
2582 snprintf (p, len, ",...");
2583 break;
2584 }
2585
2586 if (flag [i])
2587 {
2588 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2589 len -= cnt;
2590 p += cnt;
2591 first = false;
2592 }
2593 }
2594
2595 return desc;
2596 }
2597
2598 // return a suitable string describing an object in enough detail to find it
2599 const char *
2600 object::debug_desc (char *info) const
2601 {
2602 char flagdesc[512];
2603 char info2[256 * 4];
2604 char *p = info;
2605
2606 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2607 count, uuid.seq,
2608 &name,
2609 title ? "\",title:\"" : "",
2610 title ? (const char *)title : "",
2611 flag_desc (flagdesc, 512), type);
2612
2613 if (env)
2614 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2615
2616 if (map)
2617 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2618
2619 return info;
2620 }
2621
2622 const char *
2623 object::debug_desc () const
2624 {
2625 static char info[3][256 * 4];
2626 static int info_idx;
2627
2628 return debug_desc (info [++info_idx % 3]);
2629 }
2630
2631 struct region *
2632 object::region () const
2633 {
2634 return map ? map->region (x, y)
2635 : region::default_region ();
2636 }
2637
2638 const materialtype_t *
2639 object::dominant_material () const
2640 {
2641 if (materialtype_t *mt = name_to_material (materialname))
2642 return mt;
2643
2644 return name_to_material (shstr_unknown);
2645 }
2646
2647 void
2648 object::open_container (object *new_container)
2649 {
2650 if (container == new_container)
2651 return;
2652
2653 if (object *old_container = container)
2654 {
2655 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2656 return;
2657
2658 #if 0
2659 // remove the "Close old_container" object.
2660 if (object *closer = old_container->inv)
2661 if (closer->type == CLOSE_CON)
2662 closer->destroy ();
2663 #endif
2664
2665 old_container->flag [FLAG_APPLIED] = 0;
2666 container = 0;
2667
2668 esrv_update_item (UPD_FLAGS, this, old_container);
2669 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2670 }
2671
2672 if (new_container)
2673 {
2674 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2675 return;
2676
2677 // TODO: this does not seem to serve any purpose anymore?
2678 #if 0
2679 // insert the "Close Container" object.
2680 if (archetype *closer = new_container->other_arch)
2681 {
2682 object *closer = arch_to_object (new_container->other_arch);
2683 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2684 new_container->insert (closer);
2685 }
2686 #endif
2687
2688 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2689
2690 new_container->flag [FLAG_APPLIED] = 1;
2691 container = new_container;
2692
2693 esrv_update_item (UPD_FLAGS, this, new_container);
2694 esrv_send_inventory (this, new_container);
2695 }
2696 }
2697
2698 object *
2699 object::force_find (const shstr name)
2700 {
2701 /* cycle through his inventory to look for the MARK we want to
2702 * place
2703 */
2704 for (object *tmp = inv; tmp; tmp = tmp->below)
2705 if (tmp->type == FORCE && tmp->slaying == name)
2706 return splay (tmp);
2707
2708 return 0;
2709 }
2710
2711 void
2712 object::force_add (const shstr name, int duration)
2713 {
2714 if (object *force = force_find (name))
2715 force->destroy ();
2716
2717 object *force = get_archetype (FORCE_NAME);
2718
2719 force->slaying = name;
2720 force->stats.food = 1;
2721 force->speed_left = -1.f;
2722
2723 force->set_speed (duration ? 1.f / duration : 0.f);
2724 force->flag [FLAG_IS_USED_UP] = true;
2725 force->flag [FLAG_APPLIED] = true;
2726
2727 insert (force);
2728 }
2729