ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
Revision: 1.183
Committed: Mon Aug 20 19:13:10 2007 UTC (16 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.182: +5 -12 lines
Log Message:
- hopefully fix say w.r.t. NDI_REPLY
- rework the disease code a bit.
- set_owene rfater inserting whne throwing or diseasing. these
  are the only cases i know where the owner is set when inserting into
  another object. *cough*

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 * ACTUALLY NO! investigate! TODO
435 */
436 void
437 object::set_owner (object *owner)
438 {
439 // allow objects which own objects
440 if (owner)
441 while (owner->owner)
442 owner = owner->owner;
443
444 this->owner = owner;
445 }
446
447 int
448 object::slottype () const
449 {
450 if (type == SKILL)
451 {
452 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
453 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
454 }
455 else
456 {
457 if (slot [body_combat].info) return slot_combat;
458 if (slot [body_range ].info) return slot_ranged;
459 }
460
461 return slot_none;
462 }
463
464 bool
465 object::change_weapon (object *ob)
466 {
467 if (current_weapon == ob)
468 return true;
469
470 if (chosen_skill)
471 chosen_skill->flag [FLAG_APPLIED] = false;
472
473 current_weapon = ob;
474 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
475
476 if (chosen_skill)
477 chosen_skill->flag [FLAG_APPLIED] = true;
478
479 update_stats ();
480
481 if (ob)
482 {
483 // now check wether any body locations became invalid, in which case
484 // we cannot apply the weapon at the moment.
485 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
486 if (slot[i].used < 0)
487 {
488 current_weapon = chosen_skill = 0;
489 update_stats ();
490
491 new_draw_info_format (NDI_UNIQUE, 0, this,
492 "You try to balance all your items at once, "
493 "but the %s is just too much for your body. "
494 "[You need to unapply some items first.]", &ob->name);
495 return false;
496 }
497
498 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
499 }
500 else
501 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
502
503 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
504 {
505 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
506 &name, ob->debug_desc ());
507 return false;
508 }
509
510 return true;
511 }
512
513 /* Zero the key_values on op, decrementing the shared-string
514 * refcounts and freeing the links.
515 */
516 static void
517 free_key_values (object *op)
518 {
519 for (key_value *i = op->key_values; i; )
520 {
521 key_value *next = i->next;
522 delete i;
523
524 i = next;
525 }
526
527 op->key_values = 0;
528 }
529
530 object &
531 object::operator =(const object &src)
532 {
533 bool is_freed = flag [FLAG_FREED];
534 bool is_removed = flag [FLAG_REMOVED];
535
536 *(object_copy *)this = src;
537
538 flag [FLAG_FREED] = is_freed;
539 flag [FLAG_REMOVED] = is_removed;
540
541 /* Copy over key_values, if any. */
542 if (src.key_values)
543 {
544 key_value *tail = 0;
545 key_values = 0;
546
547 for (key_value *i = src.key_values; i; i = i->next)
548 {
549 key_value *new_link = new key_value;
550
551 new_link->next = 0;
552 new_link->key = i->key;
553 new_link->value = i->value;
554
555 /* Try and be clever here, too. */
556 if (!key_values)
557 {
558 key_values = new_link;
559 tail = new_link;
560 }
561 else
562 {
563 tail->next = new_link;
564 tail = new_link;
565 }
566 }
567 }
568 }
569
570 /*
571 * copy_to first frees everything allocated by the dst object,
572 * and then copies the contents of itself into the second
573 * object, allocating what needs to be allocated. Basically, any
574 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
575 * if the first object is freed, the pointers in the new object
576 * will point at garbage.
577 */
578 void
579 object::copy_to (object *dst)
580 {
581 *dst = *this;
582
583 if (speed < 0)
584 dst->speed_left = speed_left - rndm ();
585
586 dst->set_speed (dst->speed);
587 }
588
589 void
590 object::instantiate ()
591 {
592 if (!uuid.seq) // HACK
593 uuid = gen_uuid ();
594
595 speed_left = -0.1f;
596 /* copy the body_info to the body_used - this is only really
597 * need for monsters, but doesn't hurt to do it for everything.
598 * by doing so, when a monster is created, it has good starting
599 * values for the body_used info, so when items are created
600 * for it, they can be properly equipped.
601 */
602 for (int i = NUM_BODY_LOCATIONS; i--; )
603 slot[i].used = slot[i].info;
604
605 attachable::instantiate ();
606 }
607
608 object *
609 object::clone ()
610 {
611 object *neu = create ();
612 copy_to (neu);
613 return neu;
614 }
615
616 /*
617 * If an object with the IS_TURNABLE() flag needs to be turned due
618 * to the closest player being on the other side, this function can
619 * be called to update the face variable, _and_ how it looks on the map.
620 */
621 void
622 update_turn_face (object *op)
623 {
624 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
625 return;
626
627 SET_ANIMATION (op, op->direction);
628 update_object (op, UP_OBJ_FACE);
629 }
630
631 /*
632 * Updates the speed of an object. If the speed changes from 0 to another
633 * value, or vice versa, then add/remove the object from the active list.
634 * This function needs to be called whenever the speed of an object changes.
635 */
636 void
637 object::set_speed (float speed)
638 {
639 if (flag [FLAG_FREED] && speed)
640 {
641 LOG (llevError, "Object %s is freed but has speed.\n", &name);
642 speed = 0;
643 }
644
645 this->speed = speed;
646
647 if (has_active_speed ())
648 activate ();
649 else
650 deactivate ();
651 }
652
653 /*
654 * update_object() updates the the map.
655 * It takes into account invisible objects (and represent squares covered
656 * by invisible objects by whatever is below them (unless it's another
657 * invisible object, etc...)
658 * If the object being updated is beneath a player, the look-window
659 * of that player is updated (this might be a suboptimal way of
660 * updating that window, though, since update_object() is called _often_)
661 *
662 * action is a hint of what the caller believes need to be done.
663 * current action are:
664 * UP_OBJ_INSERT: op was inserted
665 * UP_OBJ_REMOVE: op was removed
666 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
667 * as that is easier than trying to look at what may have changed.
668 * UP_OBJ_FACE: only the objects face has changed.
669 */
670 void
671 update_object (object *op, int action)
672 {
673 if (op == NULL)
674 {
675 /* this should never happen */
676 LOG (llevDebug, "update_object() called for NULL object.\n");
677 return;
678 }
679
680 if (op->env)
681 {
682 /* Animation is currently handled by client, so nothing
683 * to do in this case.
684 */
685 return;
686 }
687
688 /* If the map is saving, don't do anything as everything is
689 * going to get freed anyways.
690 */
691 if (!op->map || op->map->in_memory == MAP_SAVING)
692 return;
693
694 /* make sure the object is within map boundaries */
695 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
696 {
697 LOG (llevError, "update_object() called for object out of map!\n");
698 #ifdef MANY_CORES
699 abort ();
700 #endif
701 return;
702 }
703
704 mapspace &m = op->ms ();
705
706 if (!(m.flags_ & P_UPTODATE))
707 /* nop */;
708 else if (action == UP_OBJ_INSERT)
709 {
710 // this is likely overkill, TODO: revisit (schmorp)
711 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
712 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
713 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
714 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
715 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
716 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
717 || (m.move_on | op->move_on ) != m.move_on
718 || (m.move_off | op->move_off ) != m.move_off
719 || (m.move_slow | op->move_slow) != m.move_slow
720 /* This isn't perfect, but I don't expect a lot of objects to
721 * to have move_allow right now.
722 */
723 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
724 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
725 m.flags_ = 0;
726 }
727 /* if the object is being removed, we can't make intelligent
728 * decisions, because remove_ob can't really pass the object
729 * that is being removed.
730 */
731 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
732 m.flags_ = 0;
733 else if (action == UP_OBJ_FACE)
734 /* Nothing to do for that case */ ;
735 else
736 LOG (llevError, "update_object called with invalid action: %d\n", action);
737
738 if (op->more)
739 update_object (op->more, action);
740 }
741
742 object::object ()
743 {
744 SET_FLAG (this, FLAG_REMOVED);
745
746 expmul = 1.0;
747 face = blank_face;
748 }
749
750 object::~object ()
751 {
752 unlink ();
753
754 free_key_values (this);
755 }
756
757 static int object_count;
758
759 void object::link ()
760 {
761 assert (!index);//D
762 uuid = gen_uuid ();
763 count = ++object_count;
764
765 refcnt_inc ();
766 objects.insert (this);
767 }
768
769 void object::unlink ()
770 {
771 if (!index)
772 return;
773
774 objects.erase (this);
775 refcnt_dec ();
776 }
777
778 void
779 object::activate ()
780 {
781 /* If already on active list, don't do anything */
782 if (active)
783 return;
784
785 if (has_active_speed ())
786 actives.insert (this);
787 }
788
789 void
790 object::activate_recursive ()
791 {
792 activate ();
793
794 for (object *op = inv; op; op = op->below)
795 op->activate_recursive ();
796 }
797
798 /* This function removes object 'op' from the list of active
799 * objects.
800 * This should only be used for style maps or other such
801 * reference maps where you don't want an object that isn't
802 * in play chewing up cpu time getting processed.
803 * The reverse of this is to call update_ob_speed, which
804 * will do the right thing based on the speed of the object.
805 */
806 void
807 object::deactivate ()
808 {
809 /* If not on the active list, nothing needs to be done */
810 if (!active)
811 return;
812
813 actives.erase (this);
814 }
815
816 void
817 object::deactivate_recursive ()
818 {
819 for (object *op = inv; op; op = op->below)
820 op->deactivate_recursive ();
821
822 deactivate ();
823 }
824
825 void
826 object::set_flag_inv (int flag, int value)
827 {
828 for (object *op = inv; op; op = op->below)
829 {
830 op->flag [flag] = value;
831 op->set_flag_inv (flag, value);
832 }
833 }
834
835 /*
836 * Remove and free all objects in the inventory of the given object.
837 * object.c ?
838 */
839 void
840 object::destroy_inv (bool drop_to_ground)
841 {
842 // need to check first, because the checks below might segfault
843 // as we might be on an invalid mapspace and crossfire code
844 // is too buggy to ensure that the inventory is empty.
845 // corollary: if you create arrows etc. with stuff in tis inventory,
846 // cf will crash below with off-map x and y
847 if (!inv)
848 return;
849
850 /* Only if the space blocks everything do we not process -
851 * if some form of movement is allowed, let objects
852 * drop on that space.
853 */
854 if (!drop_to_ground
855 || !map
856 || map->in_memory != MAP_IN_MEMORY
857 || map->nodrop
858 || ms ().move_block == MOVE_ALL)
859 {
860 while (inv)
861 {
862 inv->destroy_inv (drop_to_ground);
863 inv->destroy ();
864 }
865 }
866 else
867 { /* Put objects in inventory onto this space */
868 while (inv)
869 {
870 object *op = inv;
871
872 if (op->flag [FLAG_STARTEQUIP]
873 || op->flag [FLAG_NO_DROP]
874 || op->type == RUNE
875 || op->type == TRAP
876 || op->flag [FLAG_IS_A_TEMPLATE]
877 || op->flag [FLAG_DESTROY_ON_DEATH])
878 op->destroy ();
879 else
880 map->insert (op, x, y);
881 }
882 }
883 }
884
885 object *object::create ()
886 {
887 object *op = new object;
888 op->link ();
889 return op;
890 }
891
892 void
893 object::do_destroy ()
894 {
895 attachable::do_destroy ();
896
897 if (flag [FLAG_IS_LINKED])
898 remove_button_link (this);
899
900 if (flag [FLAG_FRIENDLY])
901 remove_friendly_object (this);
902
903 if (!flag [FLAG_REMOVED])
904 remove ();
905
906 destroy_inv (true);
907
908 deactivate ();
909 unlink ();
910
911 flag [FLAG_FREED] = 1;
912
913 // hack to ensure that freed objects still have a valid map
914 {
915 static maptile *freed_map; // freed objects are moved here to avoid crashes
916
917 if (!freed_map)
918 {
919 freed_map = new maptile;
920
921 freed_map->name = "/internal/freed_objects_map";
922 freed_map->width = 3;
923 freed_map->height = 3;
924
925 freed_map->alloc ();
926 freed_map->in_memory = MAP_IN_MEMORY;
927 }
928
929 map = freed_map;
930 x = 1;
931 y = 1;
932 }
933
934 if (more)
935 {
936 more->destroy ();
937 more = 0;
938 }
939
940 head = 0;
941
942 // clear those pointers that likely might cause circular references
943 owner = 0;
944 enemy = 0;
945 attacked_by = 0;
946 current_weapon = 0;
947 }
948
949 void
950 object::destroy (bool destroy_inventory)
951 {
952 if (destroyed ())
953 return;
954
955 if (destroy_inventory)
956 destroy_inv (false);
957
958 if (is_head ())
959 if (sound_destroy)
960 play_sound (sound_destroy);
961 else if (flag [FLAG_MONSTER])
962 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
963
964 attachable::destroy ();
965 }
966
967 /*
968 * sub_weight() recursively (outwards) subtracts a number from the
969 * weight of an object (and what is carried by it's environment(s)).
970 */
971 void
972 sub_weight (object *op, signed long weight)
973 {
974 while (op != NULL)
975 {
976 if (op->type == CONTAINER)
977 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
978
979 op->carrying -= weight;
980 op = op->env;
981 }
982 }
983
984 /* op->remove ():
985 * This function removes the object op from the linked list of objects
986 * which it is currently tied to. When this function is done, the
987 * object will have no environment. If the object previously had an
988 * environment, the x and y coordinates will be updated to
989 * the previous environment.
990 */
991 void
992 object::do_remove ()
993 {
994 object *tmp, *last = 0;
995 object *otmp;
996
997 if (QUERY_FLAG (this, FLAG_REMOVED))
998 return;
999
1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this);
1002
1003 if (more)
1004 more->remove ();
1005
1006 /*
1007 * In this case, the object to be removed is in someones
1008 * inventory.
1009 */
1010 if (env)
1011 {
1012 if (nrof)
1013 sub_weight (env, weight * nrof);
1014 else
1015 sub_weight (env, weight + carrying);
1016
1017 /* NO_FIX_PLAYER is set when a great many changes are being
1018 * made to players inventory. If set, avoiding the call
1019 * to save cpu time.
1020 */
1021 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1022 otmp->update_stats ();
1023
1024 if (above)
1025 above->below = below;
1026 else
1027 env->inv = below;
1028
1029 if (below)
1030 below->above = above;
1031
1032 /* we set up values so that it could be inserted into
1033 * the map, but we don't actually do that - it is up
1034 * to the caller to decide what we want to do.
1035 */
1036 x = env->x, y = env->y;
1037 map = env->map;
1038 above = 0, below = 0;
1039 env = 0;
1040 }
1041 else if (map)
1042 {
1043 if (type == PLAYER)
1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1050
1051 --map->players;
1052 map->touch ();
1053 }
1054
1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
1057
1058 /* link the object above us */
1059 if (above)
1060 above->below = below;
1061 else
1062 ms.top = below; /* we were top, set new top */
1063
1064 /* Relink the object below us, if there is one */
1065 if (below)
1066 below->above = above;
1067 else
1068 {
1069 /* Nothing below, which means we need to relink map object for this space
1070 * use translated coordinates in case some oddness with map tiling is
1071 * evident
1072 */
1073 if (GET_MAP_OB (map, x, y) != this)
1074 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 ());
1075
1076 ms.bot = above; /* goes on above it. */
1077 }
1078
1079 above = 0;
1080 below = 0;
1081
1082 if (map->in_memory == MAP_SAVING)
1083 return;
1084
1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1086
1087 if (object *pl = ms.player ())
1088 {
1089 if (pl->container == this)
1090 /* If a container that the player is currently using somehow gets
1091 * removed (most likely destroyed), update the player view
1092 * appropriately.
1093 */
1094 pl->close_container ();
1095
1096 pl->contr->ns->floorbox_update ();
1097 }
1098
1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1100 {
1101 /* No point updating the players look faces if he is the object
1102 * being removed.
1103 */
1104
1105 /* See if object moving off should effect something */
1106 if (check_walk_off
1107 && ((move_type & tmp->move_off)
1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1109 {
1110 move_apply (tmp, this, 0);
1111
1112 if (destroyed ())
1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1114 }
1115
1116 last = tmp;
1117 }
1118
1119 /* last == NULL if there are no objects on this space */
1120 //TODO: this makes little sense, why only update the topmost object?
1121 if (!last)
1122 map->at (x, y).flags_ = 0;
1123 else
1124 update_object (last, UP_OBJ_REMOVE);
1125
1126 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1127 update_all_los (map, x, y);
1128 }
1129 }
1130
1131 /*
1132 * merge_ob(op,top):
1133 *
1134 * This function goes through all objects below and including top, and
1135 * merges op to the first matching object.
1136 * If top is NULL, it is calculated.
1137 * Returns pointer to object if it succeded in the merge, otherwise NULL
1138 */
1139 object *
1140 merge_ob (object *op, object *top)
1141 {
1142 if (!op->nrof)
1143 return 0;
1144
1145 if (top)
1146 for (top = op; top && top->above; top = top->above)
1147 ;
1148
1149 for (; top; top = top->below)
1150 {
1151 if (top == op)
1152 continue;
1153
1154 if (object::can_merge (op, top))
1155 {
1156 top->nrof += op->nrof;
1157
1158 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1159 op->weight = 0; /* Don't want any adjustements now */
1160 op->destroy ();
1161 return top;
1162 }
1163 }
1164
1165 return 0;
1166 }
1167
1168 void
1169 object::expand_tail ()
1170 {
1171 if (more)
1172 return;
1173
1174 object *prev = this;
1175
1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1177 {
1178 object *op = arch_to_object (at);
1179
1180 op->name = name;
1181 op->name_pl = name_pl;
1182 op->title = title;
1183
1184 op->head = this;
1185 prev->more = op;
1186
1187 prev = op;
1188 }
1189 }
1190
1191 /*
1192 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1193 * job preparing multi-part monsters.
1194 */
1195 object *
1196 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1197 {
1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1199 {
1200 tmp->x = x + tmp->arch->x;
1201 tmp->y = y + tmp->arch->y;
1202 }
1203
1204 return insert_ob_in_map (op, m, originator, flag);
1205 }
1206
1207 /*
1208 * insert_ob_in_map (op, map, originator, flag):
1209 * This function inserts the object in the two-way linked list
1210 * which represents what is on a map.
1211 * The second argument specifies the map, and the x and y variables
1212 * in the object about to be inserted specifies the position.
1213 *
1214 * originator: Player, monster or other object that caused 'op' to be inserted
1215 * into 'map'. May be NULL.
1216 *
1217 * flag is a bitmask about special things to do (or not do) when this
1218 * function is called. see the object.h file for the INS_ values.
1219 * Passing 0 for flag gives proper default values, so flag really only needs
1220 * to be set if special handling is needed.
1221 *
1222 * Return value:
1223 * new object if 'op' was merged with other object
1224 * NULL if 'op' was destroyed
1225 * just 'op' otherwise
1226 */
1227 object *
1228 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1229 {
1230 assert (!op->flag [FLAG_FREED]);
1231
1232 object *top, *floor = NULL;
1233
1234 op->remove ();
1235
1236 if (out_of_map (m, op->x, op->y))
1237 {
1238 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1239 #ifdef MANY_CORES
1240 /* Better to catch this here, as otherwise the next use of this object
1241 * is likely to cause a crash. Better to find out where it is getting
1242 * improperly inserted.
1243 */
1244 abort ();
1245 #endif
1246 return op;
1247 }
1248
1249 if (object *more = op->more)
1250 if (!insert_ob_in_map (more, m, originator, flag))
1251 return 0;
1252
1253 CLEAR_FLAG (op, FLAG_REMOVED);
1254
1255 /* Ideally, the caller figures this out. However, it complicates a lot
1256 * of areas of callers (eg, anything that uses find_free_spot would now
1257 * need extra work
1258 */
1259 if (!xy_normalise (m, op->x, op->y))
1260 return 0;
1261
1262 op->map = m;
1263 mapspace &ms = op->ms ();
1264
1265 /* this has to be done after we translate the coordinates.
1266 */
1267 if (op->nrof && !(flag & INS_NO_MERGE))
1268 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1269 if (object::can_merge (op, tmp))
1270 {
1271 op->nrof += tmp->nrof;
1272 tmp->destroy ();
1273 }
1274
1275 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1276 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1277
1278 if (!QUERY_FLAG (op, FLAG_ALIVE))
1279 CLEAR_FLAG (op, FLAG_NO_STEAL);
1280
1281 if (flag & INS_BELOW_ORIGINATOR)
1282 {
1283 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1284 {
1285 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1286 abort ();
1287 }
1288
1289 op->above = originator;
1290 op->below = originator->below;
1291
1292 if (op->below)
1293 op->below->above = op;
1294 else
1295 ms.bot = op;
1296
1297 /* since *below* originator, no need to update top */
1298 originator->below = op;
1299 }
1300 else
1301 {
1302 top = ms.bot;
1303
1304 /* If there are other objects, then */
1305 if ((!(flag & INS_MAP_LOAD)) && top)
1306 {
1307 object *last = 0;
1308
1309 /*
1310 * If there are multiple objects on this space, we do some trickier handling.
1311 * We've already dealt with merging if appropriate.
1312 * Generally, we want to put the new object on top. But if
1313 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1314 * floor, we want to insert above that and no further.
1315 * Also, if there are spell objects on this space, we stop processing
1316 * once we get to them. This reduces the need to traverse over all of
1317 * them when adding another one - this saves quite a bit of cpu time
1318 * when lots of spells are cast in one area. Currently, it is presumed
1319 * that flying non pickable objects are spell objects.
1320 */
1321 for (top = ms.bot; top; top = top->above)
1322 {
1323 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1324 floor = top;
1325
1326 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1327 {
1328 /* We insert above top, so we want this object below this */
1329 top = top->below;
1330 break;
1331 }
1332
1333 last = top;
1334 }
1335
1336 /* Don't want top to be NULL, so set it to the last valid object */
1337 top = last;
1338
1339 /* We let update_position deal with figuring out what the space
1340 * looks like instead of lots of conditions here.
1341 * makes things faster, and effectively the same result.
1342 */
1343
1344 /* Have object 'fall below' other objects that block view.
1345 * Unless those objects are exits.
1346 * If INS_ON_TOP is used, don't do this processing
1347 * Need to find the object that in fact blocks view, otherwise
1348 * stacking is a bit odd.
1349 */
1350 if (!(flag & INS_ON_TOP)
1351 && ms.flags () & P_BLOCKSVIEW
1352 && (op->face && !faces [op->face].visibility))
1353 {
1354 for (last = top; last != floor; last = last->below)
1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1356 break;
1357
1358 /* Check to see if we found the object that blocks view,
1359 * and make sure we have a below pointer for it so that
1360 * we can get inserted below this one, which requires we
1361 * set top to the object below us.
1362 */
1363 if (last && last->below && last != floor)
1364 top = last->below;
1365 }
1366 } /* If objects on this space */
1367 if (flag & INS_MAP_LOAD)
1368 top = ms.top;
1369
1370 if (flag & INS_ABOVE_FLOOR_ONLY)
1371 top = floor;
1372
1373 /* Top is the object that our object (op) is going to get inserted above.
1374 */
1375
1376 /* First object on this space */
1377 if (!top)
1378 {
1379 op->above = ms.bot;
1380
1381 if (op->above)
1382 op->above->below = op;
1383
1384 op->below = 0;
1385 ms.bot = op;
1386 }
1387 else
1388 { /* get inserted into the stack above top */
1389 op->above = top->above;
1390
1391 if (op->above)
1392 op->above->below = op;
1393
1394 op->below = top;
1395 top->above = op;
1396 }
1397
1398 if (!op->above)
1399 ms.top = op;
1400 } /* else not INS_BELOW_ORIGINATOR */
1401
1402 if (op->type == PLAYER)
1403 {
1404 op->contr->do_los = 1;
1405 ++op->map->players;
1406 op->map->touch ();
1407 }
1408
1409 op->map->dirty = true;
1410
1411 if (!(flag & INS_MAP_LOAD))
1412 if (object *pl = ms.player ())
1413 pl->contr->ns->floorbox_update ();
1414
1415 /* If this object glows, it may affect lighting conditions that are
1416 * visible to others on this map. But update_all_los is really
1417 * an inefficient way to do this, as it means los for all players
1418 * on the map will get recalculated. The players could very well
1419 * be far away from this change and not affected in any way -
1420 * this should get redone to only look for players within range,
1421 * or just updating the P_UPTODATE for spaces within this area
1422 * of effect may be sufficient.
1423 */
1424 if (op->map->darkness && (op->glow_radius != 0))
1425 update_all_los (op->map, op->x, op->y);
1426
1427 /* updates flags (blocked, alive, no magic, etc) for this map space */
1428 update_object (op, UP_OBJ_INSERT);
1429
1430 INVOKE_OBJECT (INSERT, op);
1431
1432 /* Don't know if moving this to the end will break anything. However,
1433 * we want to have floorbox_update called before calling this.
1434 *
1435 * check_move_on() must be after this because code called from
1436 * check_move_on() depends on correct map flags (so functions like
1437 * blocked() and wall() work properly), and these flags are updated by
1438 * update_object().
1439 */
1440
1441 /* if this is not the head or flag has been passed, don't check walk on status */
1442 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1443 {
1444 if (check_move_on (op, originator))
1445 return 0;
1446
1447 /* If we are a multi part object, lets work our way through the check
1448 * walk on's.
1449 */
1450 for (object *tmp = op->more; tmp; tmp = tmp->more)
1451 if (check_move_on (tmp, originator))
1452 return 0;
1453 }
1454
1455 return op;
1456 }
1457
1458 /* this function inserts an object in the map, but if it
1459 * finds an object of its own type, it'll remove that one first.
1460 * op is the object to insert it under: supplies x and the map.
1461 */
1462 void
1463 replace_insert_ob_in_map (const char *arch_string, object *op)
1464 {
1465 object *tmp, *tmp1;
1466
1467 /* first search for itself and remove any old instances */
1468
1469 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1470 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1471 tmp->destroy ();
1472
1473 tmp1 = arch_to_object (archetype::find (arch_string));
1474
1475 tmp1->x = op->x;
1476 tmp1->y = op->y;
1477 insert_ob_in_map (tmp1, op->map, op, 0);
1478 }
1479
1480 object *
1481 object::insert_at (object *where, object *originator, int flags)
1482 {
1483 return where->map->insert (this, where->x, where->y, originator, flags);
1484 }
1485
1486 /*
1487 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1488 * is returned contains nr objects, and the remaining parts contains
1489 * the rest (or is removed and freed if that number is 0).
1490 * On failure, NULL is returned, and the reason put into the
1491 * global static errmsg array.
1492 */
1493 object *
1494 get_split_ob (object *orig_ob, uint32 nr)
1495 {
1496 object *newob;
1497 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1498
1499 if (orig_ob->nrof < nr)
1500 {
1501 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1502 return NULL;
1503 }
1504
1505 newob = object_create_clone (orig_ob);
1506
1507 if ((orig_ob->nrof -= nr) < 1)
1508 orig_ob->destroy (1);
1509 else if (!is_removed)
1510 {
1511 if (orig_ob->env != NULL)
1512 sub_weight (orig_ob->env, orig_ob->weight * nr);
1513 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1514 {
1515 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1516 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1517 return NULL;
1518 }
1519 }
1520
1521 newob->nrof = nr;
1522
1523 return newob;
1524 }
1525
1526 /*
1527 * decrease_ob_nr(object, number) decreases a specified number from
1528 * the amount of an object. If the amount reaches 0, the object
1529 * is subsequently removed and freed.
1530 *
1531 * Return value: 'op' if something is left, NULL if the amount reached 0
1532 */
1533 object *
1534 decrease_ob_nr (object *op, uint32 i)
1535 {
1536 object *tmp;
1537
1538 if (i == 0) /* objects with op->nrof require this check */
1539 return op;
1540
1541 if (i > op->nrof)
1542 i = op->nrof;
1543
1544 if (QUERY_FLAG (op, FLAG_REMOVED))
1545 op->nrof -= i;
1546 else if (op->env)
1547 {
1548 /* is this object in the players inventory, or sub container
1549 * therein?
1550 */
1551 tmp = op->in_player ();
1552 /* nope. Is this a container the player has opened?
1553 * If so, set tmp to that player.
1554 * IMO, searching through all the players will mostly
1555 * likely be quicker than following op->env to the map,
1556 * and then searching the map for a player.
1557 */
1558 if (!tmp)
1559 for_all_players (pl)
1560 if (pl->ob->container == op->env)
1561 {
1562 tmp = pl->ob;
1563 break;
1564 }
1565
1566 if (i < op->nrof)
1567 {
1568 sub_weight (op->env, op->weight * i);
1569 op->nrof -= i;
1570 if (tmp)
1571 esrv_send_item (tmp, op);
1572 }
1573 else
1574 {
1575 op->remove ();
1576 op->nrof = 0;
1577 if (tmp)
1578 esrv_del_item (tmp->contr, op->count);
1579 }
1580 }
1581 else
1582 {
1583 object *above = op->above;
1584
1585 if (i < op->nrof)
1586 op->nrof -= i;
1587 else
1588 {
1589 op->remove ();
1590 op->nrof = 0;
1591 }
1592
1593 /* Since we just removed op, op->above is null */
1594 for (tmp = above; tmp; tmp = tmp->above)
1595 if (tmp->type == PLAYER)
1596 {
1597 if (op->nrof)
1598 esrv_send_item (tmp, op);
1599 else
1600 esrv_del_item (tmp->contr, op->count);
1601 }
1602 }
1603
1604 if (op->nrof)
1605 return op;
1606 else
1607 {
1608 op->destroy ();
1609 return 0;
1610 }
1611 }
1612
1613 /*
1614 * add_weight(object, weight) adds the specified weight to an object,
1615 * and also updates how much the environment(s) is/are carrying.
1616 */
1617 void
1618 add_weight (object *op, signed long weight)
1619 {
1620 while (op != NULL)
1621 {
1622 if (op->type == CONTAINER)
1623 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1624
1625 op->carrying += weight;
1626 op = op->env;
1627 }
1628 }
1629
1630 object *
1631 insert_ob_in_ob (object *op, object *where)
1632 {
1633 if (!where)
1634 {
1635 char *dump = dump_object (op);
1636 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1637 free (dump);
1638 return op;
1639 }
1640
1641 if (where->head_ () != where)
1642 {
1643 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1644 where = where->head;
1645 }
1646
1647 return where->insert (op);
1648 }
1649
1650 /*
1651 * env->insert (op)
1652 * This function inserts the object op in the linked list
1653 * inside the object environment.
1654 *
1655 * The function returns now pointer to inserted item, and return value can
1656 * be != op, if items are merged. -Tero
1657 */
1658 object *
1659 object::insert (object *op)
1660 {
1661 if (!QUERY_FLAG (op, FLAG_REMOVED))
1662 op->remove ();
1663
1664 if (op->more)
1665 {
1666 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1667 return op;
1668 }
1669
1670 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1671 CLEAR_FLAG (op, FLAG_REMOVED);
1672
1673 if (op->nrof)
1674 {
1675 for (object *tmp = inv; tmp; tmp = tmp->below)
1676 if (object::can_merge (tmp, op))
1677 {
1678 /* return the original object and remove inserted object
1679 (client needs the original object) */
1680 tmp->nrof += op->nrof;
1681 /* Weight handling gets pretty funky. Since we are adding to
1682 * tmp->nrof, we need to increase the weight.
1683 */
1684 add_weight (this, op->weight * op->nrof);
1685 SET_FLAG (op, FLAG_REMOVED);
1686 op->destroy (); /* free the inserted object */
1687 op = tmp;
1688 op->remove (); /* and fix old object's links */
1689 CLEAR_FLAG (op, FLAG_REMOVED);
1690 break;
1691 }
1692
1693 /* I assume combined objects have no inventory
1694 * We add the weight - this object could have just been removed
1695 * (if it was possible to merge). calling remove_ob will subtract
1696 * the weight, so we need to add it in again, since we actually do
1697 * the linking below
1698 */
1699 add_weight (this, op->weight * op->nrof);
1700 }
1701 else
1702 add_weight (this, (op->weight + op->carrying));
1703
1704 if (object *otmp = this->in_player ())
1705 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1706 otmp->update_stats ();
1707
1708 op->owner = 0; // its his/hers now. period.
1709 op->map = 0;
1710 op->env = this;
1711 op->above = 0;
1712 op->below = 0;
1713 op->x = op->y = 0;
1714
1715 /* reset the light list and los of the players on the map */
1716 if (op->glow_radius && map)
1717 {
1718 #ifdef DEBUG_LIGHTS
1719 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1720 #endif /* DEBUG_LIGHTS */
1721 if (map->darkness)
1722 update_all_los (map, x, y);
1723 }
1724
1725 /* Client has no idea of ordering so lets not bother ordering it here.
1726 * It sure simplifies this function...
1727 */
1728 if (!inv)
1729 inv = op;
1730 else
1731 {
1732 op->below = inv;
1733 op->below->above = op;
1734 inv = op;
1735 }
1736
1737 INVOKE_OBJECT (INSERT, this);
1738
1739 return op;
1740 }
1741
1742 /*
1743 * Checks if any objects has a move_type that matches objects
1744 * that effect this object on this space. Call apply() to process
1745 * these events.
1746 *
1747 * Any speed-modification due to SLOW_MOVE() of other present objects
1748 * will affect the speed_left of the object.
1749 *
1750 * originator: Player, monster or other object that caused 'op' to be inserted
1751 * into 'map'. May be NULL.
1752 *
1753 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1754 *
1755 * 4-21-95 added code to check if appropriate skill was readied - this will
1756 * permit faster movement by the player through this terrain. -b.t.
1757 *
1758 * MSW 2001-07-08: Check all objects on space, not just those below
1759 * object being inserted. insert_ob_in_map may not put new objects
1760 * on top.
1761 */
1762 int
1763 check_move_on (object *op, object *originator)
1764 {
1765 object *tmp;
1766 maptile *m = op->map;
1767 int x = op->x, y = op->y;
1768
1769 MoveType move_on, move_slow, move_block;
1770
1771 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1772 return 0;
1773
1774 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1775 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1777
1778 /* if nothing on this space will slow op down or be applied,
1779 * no need to do checking below. have to make sure move_type
1780 * is set, as lots of objects don't have it set - we treat that
1781 * as walking.
1782 */
1783 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1784 return 0;
1785
1786 /* This is basically inverse logic of that below - basically,
1787 * if the object can avoid the move on or slow move, they do so,
1788 * but can't do it if the alternate movement they are using is
1789 * blocked. Logic on this seems confusing, but does seem correct.
1790 */
1791 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1792 return 0;
1793
1794 /* The objects have to be checked from top to bottom.
1795 * Hence, we first go to the top:
1796 */
1797
1798 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1799 {
1800 /* Trim the search when we find the first other spell effect
1801 * this helps performance so that if a space has 50 spell objects,
1802 * we don't need to check all of them.
1803 */
1804 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1805 break;
1806 }
1807
1808 for (; tmp; tmp = tmp->below)
1809 {
1810 if (tmp == op)
1811 continue; /* Can't apply yourself */
1812
1813 /* Check to see if one of the movement types should be slowed down.
1814 * Second check makes sure that the movement types not being slowed
1815 * (~slow_move) is not blocked on this space - just because the
1816 * space doesn't slow down swimming (for example), if you can't actually
1817 * swim on that space, can't use it to avoid the penalty.
1818 */
1819 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1820 {
1821 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1823 {
1824
1825 float
1826 diff = tmp->move_slow_penalty * fabs (op->speed);
1827
1828 if (op->type == PLAYER)
1829 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1830 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1831 diff /= 4.0;
1832
1833 op->speed_left -= diff;
1834 }
1835 }
1836
1837 /* Basically same logic as above, except now for actual apply. */
1838 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1839 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1840 {
1841 move_apply (tmp, op, originator);
1842
1843 if (op->destroyed ())
1844 return 1;
1845
1846 /* what the person/creature stepped onto has moved the object
1847 * someplace new. Don't process any further - if we did,
1848 * have a feeling strange problems would result.
1849 */
1850 if (op->map != m || op->x != x || op->y != y)
1851 return 0;
1852 }
1853 }
1854
1855 return 0;
1856 }
1857
1858 /*
1859 * present_arch(arch, map, x, y) searches for any objects with
1860 * a matching archetype at the given map and coordinates.
1861 * The first matching object is returned, or NULL if none.
1862 */
1863 object *
1864 present_arch (const archetype *at, maptile *m, int x, int y)
1865 {
1866 if (!m || out_of_map (m, x, y))
1867 {
1868 LOG (llevError, "Present_arch called outside map.\n");
1869 return NULL;
1870 }
1871
1872 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1873 if (tmp->arch == at)
1874 return tmp;
1875
1876 return NULL;
1877 }
1878
1879 /*
1880 * present(type, map, x, y) searches for any objects with
1881 * a matching type variable at the given map and coordinates.
1882 * The first matching object is returned, or NULL if none.
1883 */
1884 object *
1885 present (unsigned char type, maptile *m, int x, int y)
1886 {
1887 if (out_of_map (m, x, y))
1888 {
1889 LOG (llevError, "Present called outside map.\n");
1890 return NULL;
1891 }
1892
1893 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1894 if (tmp->type == type)
1895 return tmp;
1896
1897 return NULL;
1898 }
1899
1900 /*
1901 * present_in_ob(type, object) searches for any objects with
1902 * a matching type variable in the inventory of the given object.
1903 * The first matching object is returned, or NULL if none.
1904 */
1905 object *
1906 present_in_ob (unsigned char type, const object *op)
1907 {
1908 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1909 if (tmp->type == type)
1910 return tmp;
1911
1912 return NULL;
1913 }
1914
1915 /*
1916 * present_in_ob (type, str, object) searches for any objects with
1917 * a matching type & name variable in the inventory of the given object.
1918 * The first matching object is returned, or NULL if none.
1919 * This is mostly used by spell effect code, so that we only
1920 * have one spell effect at a time.
1921 * type can be used to narrow the search - if type is set,
1922 * the type must also match. -1 can be passed for the type,
1923 * in which case the type does not need to pass.
1924 * str is the string to match against. Note that we match against
1925 * the object name, not the archetype name. this is so that the
1926 * spell code can use one object type (force), but change it's name
1927 * to be unique.
1928 */
1929 object *
1930 present_in_ob_by_name (int type, const char *str, const object *op)
1931 {
1932 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1933 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1934 return tmp;
1935
1936 return 0;
1937 }
1938
1939 /*
1940 * present_arch_in_ob(archetype, object) searches for any objects with
1941 * a matching archetype in the inventory of the given object.
1942 * The first matching object is returned, or NULL if none.
1943 */
1944 object *
1945 present_arch_in_ob (const archetype *at, const object *op)
1946 {
1947 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1948 if (tmp->arch == at)
1949 return tmp;
1950
1951 return NULL;
1952 }
1953
1954 /*
1955 * activate recursively a flag on an object inventory
1956 */
1957 void
1958 flag_inv (object *op, int flag)
1959 {
1960 if (op->inv)
1961 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1962 {
1963 SET_FLAG (tmp, flag);
1964 flag_inv (tmp, flag);
1965 }
1966 }
1967
1968 /*
1969 * deactivate recursively a flag on an object inventory
1970 */
1971 void
1972 unflag_inv (object *op, int flag)
1973 {
1974 if (op->inv)
1975 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1976 {
1977 CLEAR_FLAG (tmp, flag);
1978 unflag_inv (tmp, flag);
1979 }
1980 }
1981
1982 /*
1983 * find_free_spot(object, map, x, y, start, stop) will search for
1984 * a spot at the given map and coordinates which will be able to contain
1985 * the given object. start and stop specifies how many squares
1986 * to search (see the freearr_x/y[] definition).
1987 * It returns a random choice among the alternatives found.
1988 * start and stop are where to start relative to the free_arr array (1,9
1989 * does all 4 immediate directions). This returns the index into the
1990 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1991 * Note - this only checks to see if there is space for the head of the
1992 * object - if it is a multispace object, this should be called for all
1993 * pieces.
1994 * Note2: This function does correctly handle tiled maps, but does not
1995 * inform the caller. However, insert_ob_in_map will update as
1996 * necessary, so the caller shouldn't need to do any special work.
1997 * Note - updated to take an object instead of archetype - this is necessary
1998 * because arch_blocked (now ob_blocked) needs to know the movement type
1999 * to know if the space in question will block the object. We can't use
2000 * the archetype because that isn't correct if the monster has been
2001 * customized, changed states, etc.
2002 */
2003 int
2004 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2005 {
2006 int index = 0, flag;
2007 int altern[SIZEOFFREE];
2008
2009 for (int i = start; i < stop; i++)
2010 {
2011 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2012 if (!flag)
2013 altern [index++] = i;
2014
2015 /* Basically, if we find a wall on a space, we cut down the search size.
2016 * In this way, we won't return spaces that are on another side of a wall.
2017 * This mostly work, but it cuts down the search size in all directions -
2018 * if the space being examined only has a wall to the north and empty
2019 * spaces in all the other directions, this will reduce the search space
2020 * to only the spaces immediately surrounding the target area, and
2021 * won't look 2 spaces south of the target space.
2022 */
2023 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2024 stop = maxfree[i];
2025 }
2026
2027 if (!index)
2028 return -1;
2029
2030 return altern [rndm (index)];
2031 }
2032
2033 /*
2034 * find_first_free_spot(archetype, maptile, x, y) works like
2035 * find_free_spot(), but it will search max number of squares.
2036 * But it will return the first available spot, not a random choice.
2037 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2038 */
2039 int
2040 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2041 {
2042 for (int i = 0; i < SIZEOFFREE; i++)
2043 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2044 return i;
2045
2046 return -1;
2047 }
2048
2049 /*
2050 * The function permute(arr, begin, end) randomly reorders the array
2051 * arr[begin..end-1].
2052 * now uses a fisher-yates shuffle, old permute was broken
2053 */
2054 static void
2055 permute (int *arr, int begin, int end)
2056 {
2057 arr += begin;
2058 end -= begin;
2059
2060 while (--end)
2061 swap (arr [end], arr [rndm (end + 1)]);
2062 }
2063
2064 /* new function to make monster searching more efficient, and effective!
2065 * This basically returns a randomized array (in the passed pointer) of
2066 * the spaces to find monsters. In this way, it won't always look for
2067 * monsters to the north first. However, the size of the array passed
2068 * covers all the spaces, so within that size, all the spaces within
2069 * the 3x3 area will be searched, just not in a predictable order.
2070 */
2071 void
2072 get_search_arr (int *search_arr)
2073 {
2074 int i;
2075
2076 for (i = 0; i < SIZEOFFREE; i++)
2077 search_arr[i] = i;
2078
2079 permute (search_arr, 1, SIZEOFFREE1 + 1);
2080 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2081 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2082 }
2083
2084 /*
2085 * find_dir(map, x, y, exclude) will search some close squares in the
2086 * given map at the given coordinates for live objects.
2087 * It will not considered the object given as exclude among possible
2088 * live objects.
2089 * It returns the direction toward the first/closest live object if finds
2090 * any, otherwise 0.
2091 * Perhaps incorrectly, but I'm making the assumption that exclude
2092 * is actually want is going to try and move there. We need this info
2093 * because we have to know what movement the thing looking to move
2094 * there is capable of.
2095 */
2096 int
2097 find_dir (maptile *m, int x, int y, object *exclude)
2098 {
2099 int i, max = SIZEOFFREE, mflags;
2100
2101 sint16 nx, ny;
2102 object *tmp;
2103 maptile *mp;
2104
2105 MoveType blocked, move_type;
2106
2107 if (exclude && exclude->head_ () != exclude)
2108 {
2109 exclude = exclude->head;
2110 move_type = exclude->move_type;
2111 }
2112 else
2113 {
2114 /* If we don't have anything, presume it can use all movement types. */
2115 move_type = MOVE_ALL;
2116 }
2117
2118 for (i = 1; i < max; i++)
2119 {
2120 mp = m;
2121 nx = x + freearr_x[i];
2122 ny = y + freearr_y[i];
2123
2124 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2125
2126 if (mflags & P_OUT_OF_MAP)
2127 max = maxfree[i];
2128 else
2129 {
2130 mapspace &ms = mp->at (nx, ny);
2131
2132 blocked = ms.move_block;
2133
2134 if ((move_type & blocked) == move_type)
2135 max = maxfree[i];
2136 else if (mflags & P_IS_ALIVE)
2137 {
2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2140 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2141 break;
2142
2143 if (tmp)
2144 return freedir[i];
2145 }
2146 }
2147 }
2148
2149 return 0;
2150 }
2151
2152 /*
2153 * distance(object 1, object 2) will return the square of the
2154 * distance between the two given objects.
2155 */
2156 int
2157 distance (const object *ob1, const object *ob2)
2158 {
2159 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2160 }
2161
2162 /*
2163 * find_dir_2(delta-x,delta-y) will return a direction in which
2164 * an object which has subtracted the x and y coordinates of another
2165 * object, needs to travel toward it.
2166 */
2167 int
2168 find_dir_2 (int x, int y)
2169 {
2170 int q;
2171
2172 if (y)
2173 q = x * 100 / y;
2174 else if (x)
2175 q = -300 * x;
2176 else
2177 return 0;
2178
2179 if (y > 0)
2180 {
2181 if (q < -242)
2182 return 3;
2183 if (q < -41)
2184 return 2;
2185 if (q < 41)
2186 return 1;
2187 if (q < 242)
2188 return 8;
2189 return 7;
2190 }
2191
2192 if (q < -242)
2193 return 7;
2194 if (q < -41)
2195 return 6;
2196 if (q < 41)
2197 return 5;
2198 if (q < 242)
2199 return 4;
2200
2201 return 3;
2202 }
2203
2204 /*
2205 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2206 * between two directions (which are expected to be absolute (see absdir())
2207 */
2208 int
2209 dirdiff (int dir1, int dir2)
2210 {
2211 int d;
2212
2213 d = abs (dir1 - dir2);
2214 if (d > 4)
2215 d = 8 - d;
2216
2217 return d;
2218 }
2219
2220 /* peterm:
2221 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2222 * Basically, this is a table of directions, and what directions
2223 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2224 * This basically means that if direction is 15, then it could either go
2225 * direction 4, 14, or 16 to get back to where we are.
2226 * Moved from spell_util.c to object.c with the other related direction
2227 * functions.
2228 */
2229 int reduction_dir[SIZEOFFREE][3] = {
2230 {0, 0, 0}, /* 0 */
2231 {0, 0, 0}, /* 1 */
2232 {0, 0, 0}, /* 2 */
2233 {0, 0, 0}, /* 3 */
2234 {0, 0, 0}, /* 4 */
2235 {0, 0, 0}, /* 5 */
2236 {0, 0, 0}, /* 6 */
2237 {0, 0, 0}, /* 7 */
2238 {0, 0, 0}, /* 8 */
2239 {8, 1, 2}, /* 9 */
2240 {1, 2, -1}, /* 10 */
2241 {2, 10, 12}, /* 11 */
2242 {2, 3, -1}, /* 12 */
2243 {2, 3, 4}, /* 13 */
2244 {3, 4, -1}, /* 14 */
2245 {4, 14, 16}, /* 15 */
2246 {5, 4, -1}, /* 16 */
2247 {4, 5, 6}, /* 17 */
2248 {6, 5, -1}, /* 18 */
2249 {6, 20, 18}, /* 19 */
2250 {7, 6, -1}, /* 20 */
2251 {6, 7, 8}, /* 21 */
2252 {7, 8, -1}, /* 22 */
2253 {8, 22, 24}, /* 23 */
2254 {8, 1, -1}, /* 24 */
2255 {24, 9, 10}, /* 25 */
2256 {9, 10, -1}, /* 26 */
2257 {10, 11, -1}, /* 27 */
2258 {27, 11, 29}, /* 28 */
2259 {11, 12, -1}, /* 29 */
2260 {12, 13, -1}, /* 30 */
2261 {12, 13, 14}, /* 31 */
2262 {13, 14, -1}, /* 32 */
2263 {14, 15, -1}, /* 33 */
2264 {33, 15, 35}, /* 34 */
2265 {16, 15, -1}, /* 35 */
2266 {17, 16, -1}, /* 36 */
2267 {18, 17, 16}, /* 37 */
2268 {18, 17, -1}, /* 38 */
2269 {18, 19, -1}, /* 39 */
2270 {41, 19, 39}, /* 40 */
2271 {19, 20, -1}, /* 41 */
2272 {20, 21, -1}, /* 42 */
2273 {20, 21, 22}, /* 43 */
2274 {21, 22, -1}, /* 44 */
2275 {23, 22, -1}, /* 45 */
2276 {45, 47, 23}, /* 46 */
2277 {23, 24, -1}, /* 47 */
2278 {24, 9, -1}
2279 }; /* 48 */
2280
2281 /* Recursive routine to step back and see if we can
2282 * find a path to that monster that we found. If not,
2283 * we don't bother going toward it. Returns 1 if we
2284 * can see a direct way to get it
2285 * Modified to be map tile aware -.MSW
2286 */
2287 int
2288 can_see_monsterP (maptile *m, int x, int y, int dir)
2289 {
2290 sint16 dx, dy;
2291 int mflags;
2292
2293 if (dir < 0)
2294 return 0; /* exit condition: invalid direction */
2295
2296 dx = x + freearr_x[dir];
2297 dy = y + freearr_y[dir];
2298
2299 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2300
2301 /* This functional arguably was incorrect before - it was
2302 * checking for P_WALL - that was basically seeing if
2303 * we could move to the monster - this is being more
2304 * literal on if we can see it. To know if we can actually
2305 * move to the monster, we'd need the monster passed in or
2306 * at least its move type.
2307 */
2308 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2309 return 0;
2310
2311 /* yes, can see. */
2312 if (dir < 9)
2313 return 1;
2314
2315 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2316 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2317 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2318 }
2319
2320 /*
2321 * can_pick(picker, item): finds out if an object is possible to be
2322 * picked up by the picker. Returnes 1 if it can be
2323 * picked up, otherwise 0.
2324 *
2325 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2326 * core dumps if they do.
2327 *
2328 * Add a check so we can't pick up invisible objects (0.93.8)
2329 */
2330 int
2331 can_pick (const object *who, const object *item)
2332 {
2333 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2334 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2335 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2336 }
2337
2338 /*
2339 * create clone from object to another
2340 */
2341 object *
2342 object_create_clone (object *asrc)
2343 {
2344 object *dst = 0, *tmp, *src, *prev, *item;
2345
2346 if (!asrc)
2347 return 0;
2348
2349 src = asrc->head_ ();
2350
2351 prev = 0;
2352 for (object *part = src; part; part = part->more)
2353 {
2354 tmp = part->clone ();
2355 tmp->x -= src->x;
2356 tmp->y -= src->y;
2357
2358 if (!part->head)
2359 {
2360 dst = tmp;
2361 tmp->head = 0;
2362 }
2363 else
2364 tmp->head = dst;
2365
2366 tmp->more = 0;
2367
2368 if (prev)
2369 prev->more = tmp;
2370
2371 prev = tmp;
2372 }
2373
2374 for (item = src->inv; item; item = item->below)
2375 insert_ob_in_ob (object_create_clone (item), dst);
2376
2377 return dst;
2378 }
2379
2380 /* This returns the first object in who's inventory that
2381 * has the same type and subtype match.
2382 * returns NULL if no match.
2383 */
2384 object *
2385 find_obj_by_type_subtype (const object *who, int type, int subtype)
2386 {
2387 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2388 if (tmp->type == type && tmp->subtype == subtype)
2389 return tmp;
2390
2391 return 0;
2392 }
2393
2394 /* If ob has a field named key, return the link from the list,
2395 * otherwise return NULL.
2396 *
2397 * key must be a passed in shared string - otherwise, this won't
2398 * do the desired thing.
2399 */
2400 key_value *
2401 get_ob_key_link (const object *ob, const char *key)
2402 {
2403 for (key_value *link = ob->key_values; link; link = link->next)
2404 if (link->key == key)
2405 return link;
2406
2407 return 0;
2408 }
2409
2410 /*
2411 * Returns the value of op has an extra_field for key, or NULL.
2412 *
2413 * The argument doesn't need to be a shared string.
2414 *
2415 * The returned string is shared.
2416 */
2417 const char *
2418 get_ob_key_value (const object *op, const char *const key)
2419 {
2420 key_value *link;
2421 shstr_cmp canonical_key (key);
2422
2423 if (!canonical_key)
2424 {
2425 /* 1. There being a field named key on any object
2426 * implies there'd be a shared string to find.
2427 * 2. Since there isn't, no object has this field.
2428 * 3. Therefore, *this* object doesn't have this field.
2429 */
2430 return 0;
2431 }
2432
2433 /* This is copied from get_ob_key_link() above -
2434 * only 4 lines, and saves the function call overhead.
2435 */
2436 for (link = op->key_values; link; link = link->next)
2437 if (link->key == canonical_key)
2438 return link->value;
2439
2440 return 0;
2441 }
2442
2443 /*
2444 * Updates the canonical_key in op to value.
2445 *
2446 * canonical_key is a shared string (value doesn't have to be).
2447 *
2448 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2449 * keys.
2450 *
2451 * Returns TRUE on success.
2452 */
2453 int
2454 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2455 {
2456 key_value *field = NULL, *last = NULL;
2457
2458 for (field = op->key_values; field != NULL; field = field->next)
2459 {
2460 if (field->key != canonical_key)
2461 {
2462 last = field;
2463 continue;
2464 }
2465
2466 if (value)
2467 field->value = value;
2468 else
2469 {
2470 /* Basically, if the archetype has this key set,
2471 * we need to store the null value so when we save
2472 * it, we save the empty value so that when we load,
2473 * we get this value back again.
2474 */
2475 if (get_ob_key_link (op->arch, canonical_key))
2476 field->value = 0;
2477 else
2478 {
2479 if (last)
2480 last->next = field->next;
2481 else
2482 op->key_values = field->next;
2483
2484 delete field;
2485 }
2486 }
2487 return TRUE;
2488 }
2489 /* IF we get here, key doesn't exist */
2490
2491 /* No field, we'll have to add it. */
2492
2493 if (!add_key)
2494 return FALSE;
2495
2496 /* There isn't any good reason to store a null
2497 * value in the key/value list. If the archetype has
2498 * this key, then we should also have it, so shouldn't
2499 * be here. If user wants to store empty strings,
2500 * should pass in ""
2501 */
2502 if (value == NULL)
2503 return TRUE;
2504
2505 field = new key_value;
2506
2507 field->key = canonical_key;
2508 field->value = value;
2509 /* Usual prepend-addition. */
2510 field->next = op->key_values;
2511 op->key_values = field;
2512
2513 return TRUE;
2514 }
2515
2516 /*
2517 * Updates the key in op to value.
2518 *
2519 * If add_key is FALSE, this will only update existing keys,
2520 * and not add new ones.
2521 * In general, should be little reason FALSE is ever passed in for add_key
2522 *
2523 * Returns TRUE on success.
2524 */
2525 int
2526 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2527 {
2528 shstr key_ (key);
2529
2530 return set_ob_key_value_s (op, key_, value, add_key);
2531 }
2532
2533 object::depth_iterator::depth_iterator (object *container)
2534 : iterator_base (container)
2535 {
2536 while (item->inv)
2537 item = item->inv;
2538 }
2539
2540 void
2541 object::depth_iterator::next ()
2542 {
2543 if (item->below)
2544 {
2545 item = item->below;
2546
2547 while (item->inv)
2548 item = item->inv;
2549 }
2550 else
2551 item = item->env;
2552 }
2553
2554 const char *
2555 object::flag_desc (char *desc, int len) const
2556 {
2557 char *p = desc;
2558 bool first = true;
2559
2560 *p = 0;
2561
2562 for (int i = 0; i < NUM_FLAGS; i++)
2563 {
2564 if (len <= 10) // magic constant!
2565 {
2566 snprintf (p, len, ",...");
2567 break;
2568 }
2569
2570 if (flag [i])
2571 {
2572 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2573 len -= cnt;
2574 p += cnt;
2575 first = false;
2576 }
2577 }
2578
2579 return desc;
2580 }
2581
2582 // return a suitable string describing an object in enough detail to find it
2583 const char *
2584 object::debug_desc (char *info) const
2585 {
2586 char flagdesc[512];
2587 char info2[256 * 4];
2588 char *p = info;
2589
2590 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2591 count, uuid.seq,
2592 &name,
2593 title ? "\",title:\"" : "",
2594 title ? (const char *)title : "",
2595 flag_desc (flagdesc, 512), type);
2596
2597 if (!this->flag[FLAG_REMOVED] && env)
2598 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2599
2600 if (map)
2601 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2602
2603 return info;
2604 }
2605
2606 const char *
2607 object::debug_desc () const
2608 {
2609 static char info[3][256 * 4];
2610 static int info_idx;
2611
2612 return debug_desc (info [++info_idx % 3]);
2613 }
2614
2615 struct region *
2616 object::region () const
2617 {
2618 return map ? map->region (x, y)
2619 : region::default_region ();
2620 }
2621
2622 const materialtype_t *
2623 object::dominant_material () const
2624 {
2625 if (materialtype_t *mt = name_to_material (materialname))
2626 return mt;
2627
2628 return name_to_material (shstr_unknown);
2629 }
2630
2631 void
2632 object::open_container (object *new_container)
2633 {
2634 if (container == new_container)
2635 return;
2636
2637 if (object *old_container = container)
2638 {
2639 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2640 return;
2641
2642 #if 0
2643 // remove the "Close old_container" object.
2644 if (object *closer = old_container->inv)
2645 if (closer->type == CLOSE_CON)
2646 closer->destroy ();
2647 #endif
2648
2649 old_container->flag [FLAG_APPLIED] = 0;
2650 container = 0;
2651
2652 esrv_update_item (UPD_FLAGS, this, old_container);
2653 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2654 play_sound (sound_find ("chest_close"));
2655 }
2656
2657 if (new_container)
2658 {
2659 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2660 return;
2661
2662 // TODO: this does not seem to serve any purpose anymore?
2663 #if 0
2664 // insert the "Close Container" object.
2665 if (archetype *closer = new_container->other_arch)
2666 {
2667 object *closer = arch_to_object (new_container->other_arch);
2668 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2669 new_container->insert (closer);
2670 }
2671 #endif
2672
2673 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2674
2675 new_container->flag [FLAG_APPLIED] = 1;
2676 container = new_container;
2677
2678 esrv_update_item (UPD_FLAGS, this, new_container);
2679 esrv_send_inventory (this, new_container);
2680 play_sound (sound_find ("chest_open"));
2681 }
2682 }
2683
2684 object *
2685 object::force_find (const shstr name)
2686 {
2687 /* cycle through his inventory to look for the MARK we want to
2688 * place
2689 */
2690 for (object *tmp = inv; tmp; tmp = tmp->below)
2691 if (tmp->type == FORCE && tmp->slaying == name)
2692 return splay (tmp);
2693
2694 return 0;
2695 }
2696
2697 void
2698 object::force_add (const shstr name, int duration)
2699 {
2700 if (object *force = force_find (name))
2701 force->destroy ();
2702
2703 object *force = get_archetype (FORCE_NAME);
2704
2705 force->slaying = name;
2706 force->stats.food = 1;
2707 force->speed_left = -1.f;
2708
2709 force->set_speed (duration ? 1.f / duration : 0.f);
2710 force->flag [FLAG_IS_USED_UP] = true;
2711 force->flag [FLAG_APPLIED] = true;
2712
2713 insert (force);
2714 }
2715
2716 void
2717 object::play_sound (faceidx sound) const
2718 {
2719 if (!sound)
2720 return;
2721
2722 if (flag [FLAG_REMOVED])
2723 return;
2724
2725 if (env)
2726 {
2727 if (object *pl = in_player ())
2728 pl->contr->play_sound (sound);
2729 }
2730 else
2731 map->play_sound (sound, x, y);
2732 }
2733