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Revision: 1.188
Committed: Wed Sep 12 11:10:09 2007 UTC (16 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.187: +28 -6 lines
Log Message:
- rewrite/cleanup ob_blocked a little. its more efficient now, probably
  has less bugs and more bugs.
- get rid of now unused P_NO_PASS.

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 object *
380 get_nearest_part (object *op, const object *pl)
381 {
382 object *tmp, *closest;
383 int last_dist, i;
384
385 if (op->more == NULL)
386 return op;
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i;
390 return closest;
391 }
392
393 /*
394 * Returns the object which has the count-variable equal to the argument.
395 */
396 object *
397 find_object (tag_t i)
398 {
399 for_all_objects (op)
400 if (op->count == i)
401 return op;
402
403 return 0;
404 }
405
406 /*
407 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999"
410 */
411 object *
412 find_object_name (const char *str)
413 {
414 shstr_cmp str_ (str);
415 object *op;
416
417 for_all_objects (op)
418 if (op->name == str_)
419 break;
420
421 return op;
422 }
423
424 void
425 free_all_object_data ()
426 {
427 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
428 }
429
430 /*
431 * Sets the owner and sets the skill and exp pointers to owner's current
432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
434 */
435 void
436 object::set_owner (object *owner)
437 {
438 // allow objects which own objects
439 if (owner)
440 while (owner->owner)
441 owner = owner->owner;
442
443 this->owner = owner;
444 }
445
446 int
447 object::slottype () const
448 {
449 if (type == SKILL)
450 {
451 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
452 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
453 }
454 else
455 {
456 if (slot [body_combat].info) return slot_combat;
457 if (slot [body_range ].info) return slot_ranged;
458 }
459
460 return slot_none;
461 }
462
463 bool
464 object::change_weapon (object *ob)
465 {
466 if (current_weapon == ob)
467 return true;
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = false;
471
472 current_weapon = ob;
473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
474
475 if (chosen_skill)
476 chosen_skill->flag [FLAG_APPLIED] = true;
477
478 update_stats ();
479
480 if (ob)
481 {
482 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0)
486 {
487 current_weapon = chosen_skill = 0;
488 update_stats ();
489
490 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name);
494 return false;
495 }
496
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 }
499 else
500 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501
502 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
503 {
504 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
505 &name, ob->debug_desc ());
506 return false;
507 }
508
509 return true;
510 }
511
512 /* Zero the key_values on op, decrementing the shared-string
513 * refcounts and freeing the links.
514 */
515 static void
516 free_key_values (object *op)
517 {
518 for (key_value *i = op->key_values; i; )
519 {
520 key_value *next = i->next;
521 delete i;
522
523 i = next;
524 }
525
526 op->key_values = 0;
527 }
528
529 object &
530 object::operator =(const object &src)
531 {
532 bool is_freed = flag [FLAG_FREED];
533 bool is_removed = flag [FLAG_REMOVED];
534
535 *(object_copy *)this = src;
536
537 flag [FLAG_FREED] = is_freed;
538 flag [FLAG_REMOVED] = is_removed;
539
540 /* Copy over key_values, if any. */
541 if (src.key_values)
542 {
543 key_value *tail = 0;
544 key_values = 0;
545
546 for (key_value *i = src.key_values; i; i = i->next)
547 {
548 key_value *new_link = new key_value;
549
550 new_link->next = 0;
551 new_link->key = i->key;
552 new_link->value = i->value;
553
554 /* Try and be clever here, too. */
555 if (!key_values)
556 {
557 key_values = new_link;
558 tail = new_link;
559 }
560 else
561 {
562 tail->next = new_link;
563 tail = new_link;
564 }
565 }
566 }
567 }
568
569 /*
570 * copy_to first frees everything allocated by the dst object,
571 * and then copies the contents of itself into the second
572 * object, allocating what needs to be allocated. Basically, any
573 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
574 * if the first object is freed, the pointers in the new object
575 * will point at garbage.
576 */
577 void
578 object::copy_to (object *dst)
579 {
580 *dst = *this;
581
582 if (speed < 0)
583 dst->speed_left -= rndm ();
584
585 dst->set_speed (dst->speed);
586 }
587
588 void
589 object::instantiate ()
590 {
591 if (!uuid.seq) // HACK
592 uuid = gen_uuid ();
593
594 speed_left = -0.1f;
595 /* copy the body_info to the body_used - this is only really
596 * need for monsters, but doesn't hurt to do it for everything.
597 * by doing so, when a monster is created, it has good starting
598 * values for the body_used info, so when items are created
599 * for it, they can be properly equipped.
600 */
601 for (int i = NUM_BODY_LOCATIONS; i--; )
602 slot[i].used = slot[i].info;
603
604 attachable::instantiate ();
605 }
606
607 object *
608 object::clone ()
609 {
610 object *neu = create ();
611 copy_to (neu);
612 return neu;
613 }
614
615 /*
616 * If an object with the IS_TURNABLE() flag needs to be turned due
617 * to the closest player being on the other side, this function can
618 * be called to update the face variable, _and_ how it looks on the map.
619 */
620 void
621 update_turn_face (object *op)
622 {
623 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
624 return;
625
626 SET_ANIMATION (op, op->direction);
627 update_object (op, UP_OBJ_FACE);
628 }
629
630 /*
631 * Updates the speed of an object. If the speed changes from 0 to another
632 * value, or vice versa, then add/remove the object from the active list.
633 * This function needs to be called whenever the speed of an object changes.
634 */
635 void
636 object::set_speed (float speed)
637 {
638 if (flag [FLAG_FREED] && speed)
639 {
640 LOG (llevError, "Object %s is freed but has speed.\n", &name);
641 speed = 0;
642 }
643
644 this->speed = speed;
645
646 if (has_active_speed ())
647 activate ();
648 else
649 deactivate ();
650 }
651
652 /*
653 * update_object() updates the the map.
654 * It takes into account invisible objects (and represent squares covered
655 * by invisible objects by whatever is below them (unless it's another
656 * invisible object, etc...)
657 * If the object being updated is beneath a player, the look-window
658 * of that player is updated (this might be a suboptimal way of
659 * updating that window, though, since update_object() is called _often_)
660 *
661 * action is a hint of what the caller believes need to be done.
662 * current action are:
663 * UP_OBJ_INSERT: op was inserted
664 * UP_OBJ_REMOVE: op was removed
665 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
666 * as that is easier than trying to look at what may have changed.
667 * UP_OBJ_FACE: only the objects face has changed.
668 */
669 void
670 update_object (object *op, int action)
671 {
672 if (op == NULL)
673 {
674 /* this should never happen */
675 LOG (llevDebug, "update_object() called for NULL object.\n");
676 return;
677 }
678
679 if (op->env)
680 {
681 /* Animation is currently handled by client, so nothing
682 * to do in this case.
683 */
684 return;
685 }
686
687 /* If the map is saving, don't do anything as everything is
688 * going to get freed anyways.
689 */
690 if (!op->map || op->map->in_memory == MAP_SAVING)
691 return;
692
693 /* make sure the object is within map boundaries */
694 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
695 {
696 LOG (llevError, "update_object() called for object out of map!\n");
697 #ifdef MANY_CORES
698 abort ();
699 #endif
700 return;
701 }
702
703 mapspace &m = op->ms ();
704
705 if (!(m.flags_ & P_UPTODATE))
706 /* nop */;
707 else if (action == UP_OBJ_INSERT)
708 {
709 // this is likely overkill, TODO: revisit (schmorp)
710 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
711 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
712 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
713 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
714 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
715 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
716 || (m.move_on | op->move_on ) != m.move_on
717 || (m.move_off | op->move_off ) != m.move_off
718 || (m.move_slow | op->move_slow) != m.move_slow
719 /* This isn't perfect, but I don't expect a lot of objects to
720 * to have move_allow right now.
721 */
722 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
723 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
724 m.flags_ = 0;
725 }
726 /* if the object is being removed, we can't make intelligent
727 * decisions, because remove_ob can't really pass the object
728 * that is being removed.
729 */
730 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
731 m.flags_ = 0;
732 else if (action == UP_OBJ_FACE)
733 /* Nothing to do for that case */ ;
734 else
735 LOG (llevError, "update_object called with invalid action: %d\n", action);
736
737 if (op->more)
738 update_object (op->more, action);
739 }
740
741 object::object ()
742 {
743 SET_FLAG (this, FLAG_REMOVED);
744
745 expmul = 1.0;
746 face = blank_face;
747 }
748
749 object::~object ()
750 {
751 unlink ();
752
753 free_key_values (this);
754 }
755
756 static int object_count;
757
758 void object::link ()
759 {
760 assert (!index);//D
761 uuid = gen_uuid ();
762 count = ++object_count;
763
764 refcnt_inc ();
765 objects.insert (this);
766 }
767
768 void object::unlink ()
769 {
770 if (!index)
771 return;
772
773 objects.erase (this);
774 refcnt_dec ();
775 }
776
777 void
778 object::activate ()
779 {
780 /* If already on active list, don't do anything */
781 if (active)
782 return;
783
784 if (has_active_speed ())
785 actives.insert (this);
786 }
787
788 void
789 object::activate_recursive ()
790 {
791 activate ();
792
793 for (object *op = inv; op; op = op->below)
794 op->activate_recursive ();
795 }
796
797 /* This function removes object 'op' from the list of active
798 * objects.
799 * This should only be used for style maps or other such
800 * reference maps where you don't want an object that isn't
801 * in play chewing up cpu time getting processed.
802 * The reverse of this is to call update_ob_speed, which
803 * will do the right thing based on the speed of the object.
804 */
805 void
806 object::deactivate ()
807 {
808 /* If not on the active list, nothing needs to be done */
809 if (!active)
810 return;
811
812 actives.erase (this);
813 }
814
815 void
816 object::deactivate_recursive ()
817 {
818 for (object *op = inv; op; op = op->below)
819 op->deactivate_recursive ();
820
821 deactivate ();
822 }
823
824 void
825 object::set_flag_inv (int flag, int value)
826 {
827 for (object *op = inv; op; op = op->below)
828 {
829 op->flag [flag] = value;
830 op->set_flag_inv (flag, value);
831 }
832 }
833
834 /*
835 * Remove and free all objects in the inventory of the given object.
836 * object.c ?
837 */
838 void
839 object::destroy_inv (bool drop_to_ground)
840 {
841 // need to check first, because the checks below might segfault
842 // as we might be on an invalid mapspace and crossfire code
843 // is too buggy to ensure that the inventory is empty.
844 // corollary: if you create arrows etc. with stuff in tis inventory,
845 // cf will crash below with off-map x and y
846 if (!inv)
847 return;
848
849 /* Only if the space blocks everything do we not process -
850 * if some form of movement is allowed, let objects
851 * drop on that space.
852 */
853 if (!drop_to_ground
854 || !map
855 || map->in_memory != MAP_IN_MEMORY
856 || map->nodrop
857 || ms ().move_block == MOVE_ALL)
858 {
859 while (inv)
860 {
861 inv->destroy_inv (drop_to_ground);
862 inv->destroy ();
863 }
864 }
865 else
866 { /* Put objects in inventory onto this space */
867 while (inv)
868 {
869 object *op = inv;
870
871 if (op->flag [FLAG_STARTEQUIP]
872 || op->flag [FLAG_NO_DROP]
873 || op->type == RUNE
874 || op->type == TRAP
875 || op->flag [FLAG_IS_A_TEMPLATE]
876 || op->flag [FLAG_DESTROY_ON_DEATH])
877 op->destroy ();
878 else
879 map->insert (op, x, y);
880 }
881 }
882 }
883
884 object *object::create ()
885 {
886 object *op = new object;
887 op->link ();
888 return op;
889 }
890
891 void
892 object::do_destroy ()
893 {
894 attachable::do_destroy ();
895
896 if (flag [FLAG_IS_LINKED])
897 remove_button_link (this);
898
899 if (flag [FLAG_FRIENDLY])
900 remove_friendly_object (this);
901
902 if (!flag [FLAG_REMOVED])
903 remove ();
904
905 destroy_inv (true);
906
907 deactivate ();
908 unlink ();
909
910 flag [FLAG_FREED] = 1;
911
912 // hack to ensure that freed objects still have a valid map
913 {
914 static maptile *freed_map; // freed objects are moved here to avoid crashes
915
916 if (!freed_map)
917 {
918 freed_map = new maptile;
919
920 freed_map->path = "<freed objects map>";
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 /* Ideally, the caller figures this out. However, it complicates a lot
1237 * of areas of callers (eg, anything that uses find_free_spot would now
1238 * need extra work
1239 */
1240 if (!xy_normalise (m, op->x, op->y))
1241 {
1242 op->destroy ();
1243 return 0;
1244 }
1245
1246 if (object *more = op->more)
1247 if (!insert_ob_in_map (more, m, originator, flag))
1248 return 0;
1249
1250 CLEAR_FLAG (op, FLAG_REMOVED);
1251
1252 op->map = m;
1253 mapspace &ms = op->ms ();
1254
1255 /* this has to be done after we translate the coordinates.
1256 */
1257 if (op->nrof && !(flag & INS_NO_MERGE))
1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1259 if (object::can_merge (op, tmp))
1260 {
1261 op->nrof += tmp->nrof;
1262 tmp->destroy ();
1263 }
1264
1265 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1266 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1267
1268 if (!QUERY_FLAG (op, FLAG_ALIVE))
1269 CLEAR_FLAG (op, FLAG_NO_STEAL);
1270
1271 if (flag & INS_BELOW_ORIGINATOR)
1272 {
1273 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1274 {
1275 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1276 abort ();
1277 }
1278
1279 op->above = originator;
1280 op->below = originator->below;
1281
1282 if (op->below)
1283 op->below->above = op;
1284 else
1285 ms.bot = op;
1286
1287 /* since *below* originator, no need to update top */
1288 originator->below = op;
1289 }
1290 else
1291 {
1292 top = ms.bot;
1293
1294 /* If there are other objects, then */
1295 if ((!(flag & INS_MAP_LOAD)) && top)
1296 {
1297 object *last = 0;
1298
1299 /*
1300 * If there are multiple objects on this space, we do some trickier handling.
1301 * We've already dealt with merging if appropriate.
1302 * Generally, we want to put the new object on top. But if
1303 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1304 * floor, we want to insert above that and no further.
1305 * Also, if there are spell objects on this space, we stop processing
1306 * once we get to them. This reduces the need to traverse over all of
1307 * them when adding another one - this saves quite a bit of cpu time
1308 * when lots of spells are cast in one area. Currently, it is presumed
1309 * that flying non pickable objects are spell objects.
1310 */
1311 for (top = ms.bot; top; top = top->above)
1312 {
1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1314 floor = top;
1315
1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1317 {
1318 /* We insert above top, so we want this object below this */
1319 top = top->below;
1320 break;
1321 }
1322
1323 last = top;
1324 }
1325
1326 /* Don't want top to be NULL, so set it to the last valid object */
1327 top = last;
1328
1329 /* We let update_position deal with figuring out what the space
1330 * looks like instead of lots of conditions here.
1331 * makes things faster, and effectively the same result.
1332 */
1333
1334 /* Have object 'fall below' other objects that block view.
1335 * Unless those objects are exits.
1336 * If INS_ON_TOP is used, don't do this processing
1337 * Need to find the object that in fact blocks view, otherwise
1338 * stacking is a bit odd.
1339 */
1340 if (!(flag & INS_ON_TOP)
1341 && ms.flags () & P_BLOCKSVIEW
1342 && (op->face && !faces [op->face].visibility))
1343 {
1344 for (last = top; last != floor; last = last->below)
1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1346 break;
1347
1348 /* Check to see if we found the object that blocks view,
1349 * and make sure we have a below pointer for it so that
1350 * we can get inserted below this one, which requires we
1351 * set top to the object below us.
1352 */
1353 if (last && last->below && last != floor)
1354 top = last->below;
1355 }
1356 } /* If objects on this space */
1357 if (flag & INS_MAP_LOAD)
1358 top = ms.top;
1359
1360 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor;
1362
1363 /* Top is the object that our object (op) is going to get inserted above.
1364 */
1365
1366 /* First object on this space */
1367 if (!top)
1368 {
1369 op->above = ms.bot;
1370
1371 if (op->above)
1372 op->above->below = op;
1373
1374 op->below = 0;
1375 ms.bot = op;
1376 }
1377 else
1378 { /* get inserted into the stack above top */
1379 op->above = top->above;
1380
1381 if (op->above)
1382 op->above->below = op;
1383
1384 op->below = top;
1385 top->above = op;
1386 }
1387
1388 if (!op->above)
1389 ms.top = op;
1390 } /* else not INS_BELOW_ORIGINATOR */
1391
1392 if (op->type == PLAYER)
1393 {
1394 op->contr->do_los = 1;
1395 ++op->map->players;
1396 op->map->touch ();
1397 }
1398
1399 op->map->dirty = true;
1400
1401 if (!(flag & INS_MAP_LOAD))
1402 if (object *pl = ms.player ())
1403 pl->contr->ns->floorbox_update ();
1404
1405 /* If this object glows, it may affect lighting conditions that are
1406 * visible to others on this map. But update_all_los is really
1407 * an inefficient way to do this, as it means los for all players
1408 * on the map will get recalculated. The players could very well
1409 * be far away from this change and not affected in any way -
1410 * this should get redone to only look for players within range,
1411 * or just updating the P_UPTODATE for spaces within this area
1412 * of effect may be sufficient.
1413 */
1414 if (op->map->darkness && (op->glow_radius != 0))
1415 update_all_los (op->map, op->x, op->y);
1416
1417 /* updates flags (blocked, alive, no magic, etc) for this map space */
1418 update_object (op, UP_OBJ_INSERT);
1419
1420 INVOKE_OBJECT (INSERT, op);
1421
1422 /* Don't know if moving this to the end will break anything. However,
1423 * we want to have floorbox_update called before calling this.
1424 *
1425 * check_move_on() must be after this because code called from
1426 * check_move_on() depends on correct map flags (so functions like
1427 * blocked() and wall() work properly), and these flags are updated by
1428 * update_object().
1429 */
1430
1431 /* if this is not the head or flag has been passed, don't check walk on status */
1432 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1433 {
1434 if (check_move_on (op, originator))
1435 return 0;
1436
1437 /* If we are a multi part object, lets work our way through the check
1438 * walk on's.
1439 */
1440 for (object *tmp = op->more; tmp; tmp = tmp->more)
1441 if (check_move_on (tmp, originator))
1442 return 0;
1443 }
1444
1445 return op;
1446 }
1447
1448 /* this function inserts an object in the map, but if it
1449 * finds an object of its own type, it'll remove that one first.
1450 * op is the object to insert it under: supplies x and the map.
1451 */
1452 void
1453 replace_insert_ob_in_map (const char *arch_string, object *op)
1454 {
1455 object *tmp, *tmp1;
1456
1457 /* first search for itself and remove any old instances */
1458
1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1460 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1461 tmp->destroy ();
1462
1463 tmp1 = arch_to_object (archetype::find (arch_string));
1464
1465 tmp1->x = op->x;
1466 tmp1->y = op->y;
1467 insert_ob_in_map (tmp1, op->map, op, 0);
1468 }
1469
1470 object *
1471 object::insert_at (object *where, object *originator, int flags)
1472 {
1473 return where->map->insert (this, where->x, where->y, originator, flags);
1474 }
1475
1476 /*
1477 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1478 * is returned contains nr objects, and the remaining parts contains
1479 * the rest (or is removed and freed if that number is 0).
1480 * On failure, NULL is returned, and the reason put into the
1481 * global static errmsg array.
1482 */
1483 object *
1484 get_split_ob (object *orig_ob, uint32 nr)
1485 {
1486 object *newob;
1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1488
1489 if (orig_ob->nrof < nr)
1490 {
1491 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1492 return NULL;
1493 }
1494
1495 newob = object_create_clone (orig_ob);
1496
1497 if ((orig_ob->nrof -= nr) < 1)
1498 orig_ob->destroy (1);
1499 else if (!is_removed)
1500 {
1501 if (orig_ob->env != NULL)
1502 sub_weight (orig_ob->env, orig_ob->weight * nr);
1503 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1504 {
1505 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1506 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1507 return NULL;
1508 }
1509 }
1510
1511 newob->nrof = nr;
1512
1513 return newob;
1514 }
1515
1516 /*
1517 * decrease_ob_nr(object, number) decreases a specified number from
1518 * the amount of an object. If the amount reaches 0, the object
1519 * is subsequently removed and freed.
1520 *
1521 * Return value: 'op' if something is left, NULL if the amount reached 0
1522 */
1523 object *
1524 decrease_ob_nr (object *op, uint32 i)
1525 {
1526 object *tmp;
1527
1528 if (i == 0) /* objects with op->nrof require this check */
1529 return op;
1530
1531 if (i > op->nrof)
1532 i = op->nrof;
1533
1534 if (QUERY_FLAG (op, FLAG_REMOVED))
1535 op->nrof -= i;
1536 else if (op->env)
1537 {
1538 /* is this object in the players inventory, or sub container
1539 * therein?
1540 */
1541 tmp = op->in_player ();
1542 /* nope. Is this a container the player has opened?
1543 * If so, set tmp to that player.
1544 * IMO, searching through all the players will mostly
1545 * likely be quicker than following op->env to the map,
1546 * and then searching the map for a player.
1547 */
1548 if (!tmp)
1549 for_all_players (pl)
1550 if (pl->ob->container == op->env)
1551 {
1552 tmp = pl->ob;
1553 break;
1554 }
1555
1556 if (i < op->nrof)
1557 {
1558 sub_weight (op->env, op->weight * i);
1559 op->nrof -= i;
1560 if (tmp)
1561 esrv_send_item (tmp, op);
1562 }
1563 else
1564 {
1565 op->remove ();
1566 op->nrof = 0;
1567 if (tmp)
1568 esrv_del_item (tmp->contr, op->count);
1569 }
1570 }
1571 else
1572 {
1573 object *above = op->above;
1574
1575 if (i < op->nrof)
1576 op->nrof -= i;
1577 else
1578 {
1579 op->remove ();
1580 op->nrof = 0;
1581 }
1582
1583 /* Since we just removed op, op->above is null */
1584 for (tmp = above; tmp; tmp = tmp->above)
1585 if (tmp->type == PLAYER)
1586 {
1587 if (op->nrof)
1588 esrv_send_item (tmp, op);
1589 else
1590 esrv_del_item (tmp->contr, op->count);
1591 }
1592 }
1593
1594 if (op->nrof)
1595 return op;
1596 else
1597 {
1598 op->destroy ();
1599 return 0;
1600 }
1601 }
1602
1603 /*
1604 * add_weight(object, weight) adds the specified weight to an object,
1605 * and also updates how much the environment(s) is/are carrying.
1606 */
1607 void
1608 add_weight (object *op, signed long weight)
1609 {
1610 while (op != NULL)
1611 {
1612 if (op->type == CONTAINER)
1613 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1614
1615 op->carrying += weight;
1616 op = op->env;
1617 }
1618 }
1619
1620 object *
1621 insert_ob_in_ob (object *op, object *where)
1622 {
1623 if (!where)
1624 {
1625 char *dump = dump_object (op);
1626 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1627 free (dump);
1628 return op;
1629 }
1630
1631 if (where->head_ () != where)
1632 {
1633 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1634 where = where->head;
1635 }
1636
1637 return where->insert (op);
1638 }
1639
1640 /*
1641 * env->insert (op)
1642 * This function inserts the object op in the linked list
1643 * inside the object environment.
1644 *
1645 * The function returns now pointer to inserted item, and return value can
1646 * be != op, if items are merged. -Tero
1647 */
1648 object *
1649 object::insert (object *op)
1650 {
1651 if (!QUERY_FLAG (op, FLAG_REMOVED))
1652 op->remove ();
1653
1654 if (op->more)
1655 {
1656 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1657 return op;
1658 }
1659
1660 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1661 CLEAR_FLAG (op, FLAG_REMOVED);
1662
1663 if (op->nrof)
1664 {
1665 for (object *tmp = inv; tmp; tmp = tmp->below)
1666 if (object::can_merge (tmp, op))
1667 {
1668 /* return the original object and remove inserted object
1669 (client needs the original object) */
1670 tmp->nrof += op->nrof;
1671 /* Weight handling gets pretty funky. Since we are adding to
1672 * tmp->nrof, we need to increase the weight.
1673 */
1674 add_weight (this, op->weight * op->nrof);
1675 SET_FLAG (op, FLAG_REMOVED);
1676 op->destroy (); /* free the inserted object */
1677 op = tmp;
1678 op->remove (); /* and fix old object's links */
1679 CLEAR_FLAG (op, FLAG_REMOVED);
1680 break;
1681 }
1682
1683 /* I assume combined objects have no inventory
1684 * We add the weight - this object could have just been removed
1685 * (if it was possible to merge). calling remove_ob will subtract
1686 * the weight, so we need to add it in again, since we actually do
1687 * the linking below
1688 */
1689 add_weight (this, op->weight * op->nrof);
1690 }
1691 else
1692 add_weight (this, (op->weight + op->carrying));
1693
1694 if (object *otmp = this->in_player ())
1695 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1696 otmp->update_stats ();
1697
1698 op->owner = 0; // its his/hers now. period.
1699 op->map = 0;
1700 op->env = this;
1701 op->above = 0;
1702 op->below = 0;
1703 op->x = op->y = 0;
1704
1705 /* reset the light list and los of the players on the map */
1706 if (op->glow_radius && map)
1707 {
1708 #ifdef DEBUG_LIGHTS
1709 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1710 #endif /* DEBUG_LIGHTS */
1711 if (map->darkness)
1712 update_all_los (map, x, y);
1713 }
1714
1715 /* Client has no idea of ordering so lets not bother ordering it here.
1716 * It sure simplifies this function...
1717 */
1718 if (!inv)
1719 inv = op;
1720 else
1721 {
1722 op->below = inv;
1723 op->below->above = op;
1724 inv = op;
1725 }
1726
1727 INVOKE_OBJECT (INSERT, this);
1728
1729 return op;
1730 }
1731
1732 /*
1733 * Checks if any objects has a move_type that matches objects
1734 * that effect this object on this space. Call apply() to process
1735 * these events.
1736 *
1737 * Any speed-modification due to SLOW_MOVE() of other present objects
1738 * will affect the speed_left of the object.
1739 *
1740 * originator: Player, monster or other object that caused 'op' to be inserted
1741 * into 'map'. May be NULL.
1742 *
1743 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1744 *
1745 * 4-21-95 added code to check if appropriate skill was readied - this will
1746 * permit faster movement by the player through this terrain. -b.t.
1747 *
1748 * MSW 2001-07-08: Check all objects on space, not just those below
1749 * object being inserted. insert_ob_in_map may not put new objects
1750 * on top.
1751 */
1752 int
1753 check_move_on (object *op, object *originator)
1754 {
1755 object *tmp;
1756 maptile *m = op->map;
1757 int x = op->x, y = op->y;
1758
1759 MoveType move_on, move_slow, move_block;
1760
1761 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1762 return 0;
1763
1764 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1765 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1766 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1767
1768 /* if nothing on this space will slow op down or be applied,
1769 * no need to do checking below. have to make sure move_type
1770 * is set, as lots of objects don't have it set - we treat that
1771 * as walking.
1772 */
1773 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1774 return 0;
1775
1776 /* This is basically inverse logic of that below - basically,
1777 * if the object can avoid the move on or slow move, they do so,
1778 * but can't do it if the alternate movement they are using is
1779 * blocked. Logic on this seems confusing, but does seem correct.
1780 */
1781 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1782 return 0;
1783
1784 /* The objects have to be checked from top to bottom.
1785 * Hence, we first go to the top:
1786 */
1787
1788 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1789 {
1790 /* Trim the search when we find the first other spell effect
1791 * this helps performance so that if a space has 50 spell objects,
1792 * we don't need to check all of them.
1793 */
1794 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1795 break;
1796 }
1797
1798 for (; tmp; tmp = tmp->below)
1799 {
1800 if (tmp == op)
1801 continue; /* Can't apply yourself */
1802
1803 /* Check to see if one of the movement types should be slowed down.
1804 * Second check makes sure that the movement types not being slowed
1805 * (~slow_move) is not blocked on this space - just because the
1806 * space doesn't slow down swimming (for example), if you can't actually
1807 * swim on that space, can't use it to avoid the penalty.
1808 */
1809 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1810 {
1811 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1812 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1813 {
1814
1815 float
1816 diff = tmp->move_slow_penalty * fabs (op->speed);
1817
1818 if (op->type == PLAYER)
1819 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1820 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1821 diff /= 4.0;
1822
1823 op->speed_left -= diff;
1824 }
1825 }
1826
1827 /* Basically same logic as above, except now for actual apply. */
1828 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1829 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1830 {
1831 move_apply (tmp, op, originator);
1832
1833 if (op->destroyed ())
1834 return 1;
1835
1836 /* what the person/creature stepped onto has moved the object
1837 * someplace new. Don't process any further - if we did,
1838 * have a feeling strange problems would result.
1839 */
1840 if (op->map != m || op->x != x || op->y != y)
1841 return 0;
1842 }
1843 }
1844
1845 return 0;
1846 }
1847
1848 /*
1849 * present_arch(arch, map, x, y) searches for any objects with
1850 * a matching archetype at the given map and coordinates.
1851 * The first matching object is returned, or NULL if none.
1852 */
1853 object *
1854 present_arch (const archetype *at, maptile *m, int x, int y)
1855 {
1856 if (!m || out_of_map (m, x, y))
1857 {
1858 LOG (llevError, "Present_arch called outside map.\n");
1859 return NULL;
1860 }
1861
1862 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1863 if (tmp->arch == at)
1864 return tmp;
1865
1866 return NULL;
1867 }
1868
1869 /*
1870 * present(type, map, x, y) searches for any objects with
1871 * a matching type variable at the given map and coordinates.
1872 * The first matching object is returned, or NULL if none.
1873 */
1874 object *
1875 present (unsigned char type, maptile *m, int x, int y)
1876 {
1877 if (out_of_map (m, x, y))
1878 {
1879 LOG (llevError, "Present called outside map.\n");
1880 return NULL;
1881 }
1882
1883 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1884 if (tmp->type == type)
1885 return tmp;
1886
1887 return NULL;
1888 }
1889
1890 /*
1891 * present_in_ob(type, object) searches for any objects with
1892 * a matching type variable in the inventory of the given object.
1893 * The first matching object is returned, or NULL if none.
1894 */
1895 object *
1896 present_in_ob (unsigned char type, const object *op)
1897 {
1898 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1899 if (tmp->type == type)
1900 return tmp;
1901
1902 return NULL;
1903 }
1904
1905 /*
1906 * present_in_ob (type, str, object) searches for any objects with
1907 * a matching type & name variable in the inventory of the given object.
1908 * The first matching object is returned, or NULL if none.
1909 * This is mostly used by spell effect code, so that we only
1910 * have one spell effect at a time.
1911 * type can be used to narrow the search - if type is set,
1912 * the type must also match. -1 can be passed for the type,
1913 * in which case the type does not need to pass.
1914 * str is the string to match against. Note that we match against
1915 * the object name, not the archetype name. this is so that the
1916 * spell code can use one object type (force), but change it's name
1917 * to be unique.
1918 */
1919 object *
1920 present_in_ob_by_name (int type, const char *str, const object *op)
1921 {
1922 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp;
1925
1926 return 0;
1927 }
1928
1929 /*
1930 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none.
1933 */
1934 object *
1935 present_arch_in_ob (const archetype *at, const object *op)
1936 {
1937 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 if (tmp->arch == at)
1939 return tmp;
1940
1941 return NULL;
1942 }
1943
1944 /*
1945 * activate recursively a flag on an object inventory
1946 */
1947 void
1948 flag_inv (object *op, int flag)
1949 {
1950 if (op->inv)
1951 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1952 {
1953 SET_FLAG (tmp, flag);
1954 flag_inv (tmp, flag);
1955 }
1956 }
1957
1958 /*
1959 * deactivate recursively a flag on an object inventory
1960 */
1961 void
1962 unflag_inv (object *op, int flag)
1963 {
1964 if (op->inv)
1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1966 {
1967 CLEAR_FLAG (tmp, flag);
1968 unflag_inv (tmp, flag);
1969 }
1970 }
1971
1972 /*
1973 * find_free_spot(object, map, x, y, start, stop) will search for
1974 * a spot at the given map and coordinates which will be able to contain
1975 * the given object. start and stop specifies how many squares
1976 * to search (see the freearr_x/y[] definition).
1977 * It returns a random choice among the alternatives found.
1978 * start and stop are where to start relative to the free_arr array (1,9
1979 * does all 4 immediate directions). This returns the index into the
1980 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1981 * Note - this only checks to see if there is space for the head of the
1982 * object - if it is a multispace object, this should be called for all
1983 * pieces.
1984 * Note2: This function does correctly handle tiled maps, but does not
1985 * inform the caller. However, insert_ob_in_map will update as
1986 * necessary, so the caller shouldn't need to do any special work.
1987 * Note - updated to take an object instead of archetype - this is necessary
1988 * because arch_blocked (now ob_blocked) needs to know the movement type
1989 * to know if the space in question will block the object. We can't use
1990 * the archetype because that isn't correct if the monster has been
1991 * customized, changed states, etc.
1992 */
1993 int
1994 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1995 {
1996 int index = 0, flag;
1997 int altern[SIZEOFFREE];
1998
1999 for (int i = start; i < stop; i++)
2000 {
2001 mapxy pos (m, x, y); pos.move (i);
2002
2003 if (!pos.normalise ())
2004 continue;
2005
2006 mapspace &ms = *pos;
2007 ms.update ();
2008
2009 /* However, often
2010 * ob doesn't have any move type (when used to place exits)
2011 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2012 */
2013 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2014 continue;
2015
2016 /* Basically, if we find a wall on a space, we cut down the search size.
2017 * In this way, we won't return spaces that are on another side of a wall.
2018 * This mostly work, but it cuts down the search size in all directions -
2019 * if the space being examined only has a wall to the north and empty
2020 * spaces in all the other directions, this will reduce the search space
2021 * to only the spaces immediately surrounding the target area, and
2022 * won't look 2 spaces south of the target space.
2023 */
2024 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2025 {
2026 stop = maxfree[i];
2027 continue;
2028 }
2029
2030 /* Note it is intentional that we check ob - the movement type of the
2031 * head of the object should correspond for the entire object.
2032 */
2033 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2034 continue;
2035
2036 altern [index++] = i;
2037 }
2038
2039 if (!index)
2040 return -1;
2041
2042 return altern [rndm (index)];
2043 }
2044
2045 /*
2046 * find_first_free_spot(archetype, maptile, x, y) works like
2047 * find_free_spot(), but it will search max number of squares.
2048 * But it will return the first available spot, not a random choice.
2049 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2050 */
2051 int
2052 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2053 {
2054 for (int i = 0; i < SIZEOFFREE; i++)
2055 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2056 return i;
2057
2058 return -1;
2059 }
2060
2061 /*
2062 * The function permute(arr, begin, end) randomly reorders the array
2063 * arr[begin..end-1].
2064 * now uses a fisher-yates shuffle, old permute was broken
2065 */
2066 static void
2067 permute (int *arr, int begin, int end)
2068 {
2069 arr += begin;
2070 end -= begin;
2071
2072 while (--end)
2073 swap (arr [end], arr [rndm (end + 1)]);
2074 }
2075
2076 /* new function to make monster searching more efficient, and effective!
2077 * This basically returns a randomized array (in the passed pointer) of
2078 * the spaces to find monsters. In this way, it won't always look for
2079 * monsters to the north first. However, the size of the array passed
2080 * covers all the spaces, so within that size, all the spaces within
2081 * the 3x3 area will be searched, just not in a predictable order.
2082 */
2083 void
2084 get_search_arr (int *search_arr)
2085 {
2086 int i;
2087
2088 for (i = 0; i < SIZEOFFREE; i++)
2089 search_arr[i] = i;
2090
2091 permute (search_arr, 1, SIZEOFFREE1 + 1);
2092 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2093 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2094 }
2095
2096 /*
2097 * find_dir(map, x, y, exclude) will search some close squares in the
2098 * given map at the given coordinates for live objects.
2099 * It will not considered the object given as exclude among possible
2100 * live objects.
2101 * It returns the direction toward the first/closest live object if finds
2102 * any, otherwise 0.
2103 * Perhaps incorrectly, but I'm making the assumption that exclude
2104 * is actually want is going to try and move there. We need this info
2105 * because we have to know what movement the thing looking to move
2106 * there is capable of.
2107 */
2108 int
2109 find_dir (maptile *m, int x, int y, object *exclude)
2110 {
2111 int i, max = SIZEOFFREE, mflags;
2112
2113 sint16 nx, ny;
2114 object *tmp;
2115 maptile *mp;
2116
2117 MoveType blocked, move_type;
2118
2119 if (exclude && exclude->head_ () != exclude)
2120 {
2121 exclude = exclude->head;
2122 move_type = exclude->move_type;
2123 }
2124 else
2125 {
2126 /* If we don't have anything, presume it can use all movement types. */
2127 move_type = MOVE_ALL;
2128 }
2129
2130 for (i = 1; i < max; i++)
2131 {
2132 mp = m;
2133 nx = x + freearr_x[i];
2134 ny = y + freearr_y[i];
2135
2136 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2137
2138 if (mflags & P_OUT_OF_MAP)
2139 max = maxfree[i];
2140 else
2141 {
2142 mapspace &ms = mp->at (nx, ny);
2143
2144 blocked = ms.move_block;
2145
2146 if ((move_type & blocked) == move_type)
2147 max = maxfree[i];
2148 else if (mflags & P_IS_ALIVE)
2149 {
2150 for (tmp = ms.bot; tmp; tmp = tmp->above)
2151 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2152 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2153 break;
2154
2155 if (tmp)
2156 return freedir[i];
2157 }
2158 }
2159 }
2160
2161 return 0;
2162 }
2163
2164 /*
2165 * distance(object 1, object 2) will return the square of the
2166 * distance between the two given objects.
2167 */
2168 int
2169 distance (const object *ob1, const object *ob2)
2170 {
2171 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2172 }
2173
2174 /*
2175 * find_dir_2(delta-x,delta-y) will return a direction in which
2176 * an object which has subtracted the x and y coordinates of another
2177 * object, needs to travel toward it.
2178 */
2179 int
2180 find_dir_2 (int x, int y)
2181 {
2182 int q;
2183
2184 if (y)
2185 q = x * 100 / y;
2186 else if (x)
2187 q = -300 * x;
2188 else
2189 return 0;
2190
2191 if (y > 0)
2192 {
2193 if (q < -242)
2194 return 3;
2195 if (q < -41)
2196 return 2;
2197 if (q < 41)
2198 return 1;
2199 if (q < 242)
2200 return 8;
2201 return 7;
2202 }
2203
2204 if (q < -242)
2205 return 7;
2206 if (q < -41)
2207 return 6;
2208 if (q < 41)
2209 return 5;
2210 if (q < 242)
2211 return 4;
2212
2213 return 3;
2214 }
2215
2216 /*
2217 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2218 * between two directions (which are expected to be absolute (see absdir())
2219 */
2220 int
2221 dirdiff (int dir1, int dir2)
2222 {
2223 int d;
2224
2225 d = abs (dir1 - dir2);
2226 if (d > 4)
2227 d = 8 - d;
2228
2229 return d;
2230 }
2231
2232 /* peterm:
2233 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2234 * Basically, this is a table of directions, and what directions
2235 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2236 * This basically means that if direction is 15, then it could either go
2237 * direction 4, 14, or 16 to get back to where we are.
2238 * Moved from spell_util.c to object.c with the other related direction
2239 * functions.
2240 */
2241 int reduction_dir[SIZEOFFREE][3] = {
2242 {0, 0, 0}, /* 0 */
2243 {0, 0, 0}, /* 1 */
2244 {0, 0, 0}, /* 2 */
2245 {0, 0, 0}, /* 3 */
2246 {0, 0, 0}, /* 4 */
2247 {0, 0, 0}, /* 5 */
2248 {0, 0, 0}, /* 6 */
2249 {0, 0, 0}, /* 7 */
2250 {0, 0, 0}, /* 8 */
2251 {8, 1, 2}, /* 9 */
2252 {1, 2, -1}, /* 10 */
2253 {2, 10, 12}, /* 11 */
2254 {2, 3, -1}, /* 12 */
2255 {2, 3, 4}, /* 13 */
2256 {3, 4, -1}, /* 14 */
2257 {4, 14, 16}, /* 15 */
2258 {5, 4, -1}, /* 16 */
2259 {4, 5, 6}, /* 17 */
2260 {6, 5, -1}, /* 18 */
2261 {6, 20, 18}, /* 19 */
2262 {7, 6, -1}, /* 20 */
2263 {6, 7, 8}, /* 21 */
2264 {7, 8, -1}, /* 22 */
2265 {8, 22, 24}, /* 23 */
2266 {8, 1, -1}, /* 24 */
2267 {24, 9, 10}, /* 25 */
2268 {9, 10, -1}, /* 26 */
2269 {10, 11, -1}, /* 27 */
2270 {27, 11, 29}, /* 28 */
2271 {11, 12, -1}, /* 29 */
2272 {12, 13, -1}, /* 30 */
2273 {12, 13, 14}, /* 31 */
2274 {13, 14, -1}, /* 32 */
2275 {14, 15, -1}, /* 33 */
2276 {33, 15, 35}, /* 34 */
2277 {16, 15, -1}, /* 35 */
2278 {17, 16, -1}, /* 36 */
2279 {18, 17, 16}, /* 37 */
2280 {18, 17, -1}, /* 38 */
2281 {18, 19, -1}, /* 39 */
2282 {41, 19, 39}, /* 40 */
2283 {19, 20, -1}, /* 41 */
2284 {20, 21, -1}, /* 42 */
2285 {20, 21, 22}, /* 43 */
2286 {21, 22, -1}, /* 44 */
2287 {23, 22, -1}, /* 45 */
2288 {45, 47, 23}, /* 46 */
2289 {23, 24, -1}, /* 47 */
2290 {24, 9, -1}
2291 }; /* 48 */
2292
2293 /* Recursive routine to step back and see if we can
2294 * find a path to that monster that we found. If not,
2295 * we don't bother going toward it. Returns 1 if we
2296 * can see a direct way to get it
2297 * Modified to be map tile aware -.MSW
2298 */
2299 int
2300 can_see_monsterP (maptile *m, int x, int y, int dir)
2301 {
2302 sint16 dx, dy;
2303 int mflags;
2304
2305 if (dir < 0)
2306 return 0; /* exit condition: invalid direction */
2307
2308 dx = x + freearr_x[dir];
2309 dy = y + freearr_y[dir];
2310
2311 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2312
2313 /* This functional arguably was incorrect before - it was
2314 * checking for P_WALL - that was basically seeing if
2315 * we could move to the monster - this is being more
2316 * literal on if we can see it. To know if we can actually
2317 * move to the monster, we'd need the monster passed in or
2318 * at least its move type.
2319 */
2320 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2321 return 0;
2322
2323 /* yes, can see. */
2324 if (dir < 9)
2325 return 1;
2326
2327 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2328 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2329 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2330 }
2331
2332 /*
2333 * can_pick(picker, item): finds out if an object is possible to be
2334 * picked up by the picker. Returnes 1 if it can be
2335 * picked up, otherwise 0.
2336 *
2337 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2338 * core dumps if they do.
2339 *
2340 * Add a check so we can't pick up invisible objects (0.93.8)
2341 */
2342 int
2343 can_pick (const object *who, const object *item)
2344 {
2345 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2346 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2347 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2348 }
2349
2350 /*
2351 * create clone from object to another
2352 */
2353 object *
2354 object_create_clone (object *asrc)
2355 {
2356 object *dst = 0, *tmp, *src, *prev, *item;
2357
2358 if (!asrc)
2359 return 0;
2360
2361 src = asrc->head_ ();
2362
2363 prev = 0;
2364 for (object *part = src; part; part = part->more)
2365 {
2366 tmp = part->clone ();
2367 tmp->x -= src->x;
2368 tmp->y -= src->y;
2369
2370 if (!part->head)
2371 {
2372 dst = tmp;
2373 tmp->head = 0;
2374 }
2375 else
2376 tmp->head = dst;
2377
2378 tmp->more = 0;
2379
2380 if (prev)
2381 prev->more = tmp;
2382
2383 prev = tmp;
2384 }
2385
2386 for (item = src->inv; item; item = item->below)
2387 insert_ob_in_ob (object_create_clone (item), dst);
2388
2389 return dst;
2390 }
2391
2392 /* This returns the first object in who's inventory that
2393 * has the same type and subtype match.
2394 * returns NULL if no match.
2395 */
2396 object *
2397 find_obj_by_type_subtype (const object *who, int type, int subtype)
2398 {
2399 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2400 if (tmp->type == type && tmp->subtype == subtype)
2401 return tmp;
2402
2403 return 0;
2404 }
2405
2406 /* If ob has a field named key, return the link from the list,
2407 * otherwise return NULL.
2408 *
2409 * key must be a passed in shared string - otherwise, this won't
2410 * do the desired thing.
2411 */
2412 key_value *
2413 get_ob_key_link (const object *ob, const char *key)
2414 {
2415 for (key_value *link = ob->key_values; link; link = link->next)
2416 if (link->key == key)
2417 return link;
2418
2419 return 0;
2420 }
2421
2422 /*
2423 * Returns the value of op has an extra_field for key, or NULL.
2424 *
2425 * The argument doesn't need to be a shared string.
2426 *
2427 * The returned string is shared.
2428 */
2429 const char *
2430 get_ob_key_value (const object *op, const char *const key)
2431 {
2432 key_value *link;
2433 shstr_cmp canonical_key (key);
2434
2435 if (!canonical_key)
2436 {
2437 /* 1. There being a field named key on any object
2438 * implies there'd be a shared string to find.
2439 * 2. Since there isn't, no object has this field.
2440 * 3. Therefore, *this* object doesn't have this field.
2441 */
2442 return 0;
2443 }
2444
2445 /* This is copied from get_ob_key_link() above -
2446 * only 4 lines, and saves the function call overhead.
2447 */
2448 for (link = op->key_values; link; link = link->next)
2449 if (link->key == canonical_key)
2450 return link->value;
2451
2452 return 0;
2453 }
2454
2455 /*
2456 * Updates the canonical_key in op to value.
2457 *
2458 * canonical_key is a shared string (value doesn't have to be).
2459 *
2460 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2461 * keys.
2462 *
2463 * Returns TRUE on success.
2464 */
2465 int
2466 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2467 {
2468 key_value *field = NULL, *last = NULL;
2469
2470 for (field = op->key_values; field != NULL; field = field->next)
2471 {
2472 if (field->key != canonical_key)
2473 {
2474 last = field;
2475 continue;
2476 }
2477
2478 if (value)
2479 field->value = value;
2480 else
2481 {
2482 /* Basically, if the archetype has this key set,
2483 * we need to store the null value so when we save
2484 * it, we save the empty value so that when we load,
2485 * we get this value back again.
2486 */
2487 if (get_ob_key_link (op->arch, canonical_key))
2488 field->value = 0;
2489 else
2490 {
2491 if (last)
2492 last->next = field->next;
2493 else
2494 op->key_values = field->next;
2495
2496 delete field;
2497 }
2498 }
2499 return TRUE;
2500 }
2501 /* IF we get here, key doesn't exist */
2502
2503 /* No field, we'll have to add it. */
2504
2505 if (!add_key)
2506 return FALSE;
2507
2508 /* There isn't any good reason to store a null
2509 * value in the key/value list. If the archetype has
2510 * this key, then we should also have it, so shouldn't
2511 * be here. If user wants to store empty strings,
2512 * should pass in ""
2513 */
2514 if (value == NULL)
2515 return TRUE;
2516
2517 field = new key_value;
2518
2519 field->key = canonical_key;
2520 field->value = value;
2521 /* Usual prepend-addition. */
2522 field->next = op->key_values;
2523 op->key_values = field;
2524
2525 return TRUE;
2526 }
2527
2528 /*
2529 * Updates the key in op to value.
2530 *
2531 * If add_key is FALSE, this will only update existing keys,
2532 * and not add new ones.
2533 * In general, should be little reason FALSE is ever passed in for add_key
2534 *
2535 * Returns TRUE on success.
2536 */
2537 int
2538 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2539 {
2540 shstr key_ (key);
2541
2542 return set_ob_key_value_s (op, key_, value, add_key);
2543 }
2544
2545 object::depth_iterator::depth_iterator (object *container)
2546 : iterator_base (container)
2547 {
2548 while (item->inv)
2549 item = item->inv;
2550 }
2551
2552 void
2553 object::depth_iterator::next ()
2554 {
2555 if (item->below)
2556 {
2557 item = item->below;
2558
2559 while (item->inv)
2560 item = item->inv;
2561 }
2562 else
2563 item = item->env;
2564 }
2565
2566 const char *
2567 object::flag_desc (char *desc, int len) const
2568 {
2569 char *p = desc;
2570 bool first = true;
2571
2572 *p = 0;
2573
2574 for (int i = 0; i < NUM_FLAGS; i++)
2575 {
2576 if (len <= 10) // magic constant!
2577 {
2578 snprintf (p, len, ",...");
2579 break;
2580 }
2581
2582 if (flag [i])
2583 {
2584 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2585 len -= cnt;
2586 p += cnt;
2587 first = false;
2588 }
2589 }
2590
2591 return desc;
2592 }
2593
2594 // return a suitable string describing an object in enough detail to find it
2595 const char *
2596 object::debug_desc (char *info) const
2597 {
2598 char flagdesc[512];
2599 char info2[256 * 4];
2600 char *p = info;
2601
2602 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2603 count, uuid.seq,
2604 &name,
2605 title ? "\",title:\"" : "",
2606 title ? (const char *)title : "",
2607 flag_desc (flagdesc, 512), type);
2608
2609 if (!this->flag[FLAG_REMOVED] && env)
2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2611
2612 if (map)
2613 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2614
2615 return info;
2616 }
2617
2618 const char *
2619 object::debug_desc () const
2620 {
2621 static char info[3][256 * 4];
2622 static int info_idx;
2623
2624 return debug_desc (info [++info_idx % 3]);
2625 }
2626
2627 struct region *
2628 object::region () const
2629 {
2630 return map ? map->region (x, y)
2631 : region::default_region ();
2632 }
2633
2634 const materialtype_t *
2635 object::dominant_material () const
2636 {
2637 if (materialtype_t *mt = name_to_material (materialname))
2638 return mt;
2639
2640 return name_to_material (shstr_unknown);
2641 }
2642
2643 void
2644 object::open_container (object *new_container)
2645 {
2646 if (container == new_container)
2647 return;
2648
2649 if (object *old_container = container)
2650 {
2651 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2652 return;
2653
2654 #if 0
2655 // remove the "Close old_container" object.
2656 if (object *closer = old_container->inv)
2657 if (closer->type == CLOSE_CON)
2658 closer->destroy ();
2659 #endif
2660
2661 old_container->flag [FLAG_APPLIED] = 0;
2662 container = 0;
2663
2664 esrv_update_item (UPD_FLAGS, this, old_container);
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2666 play_sound (sound_find ("chest_close"));
2667 }
2668
2669 if (new_container)
2670 {
2671 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2672 return;
2673
2674 // TODO: this does not seem to serve any purpose anymore?
2675 #if 0
2676 // insert the "Close Container" object.
2677 if (archetype *closer = new_container->other_arch)
2678 {
2679 object *closer = arch_to_object (new_container->other_arch);
2680 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2681 new_container->insert (closer);
2682 }
2683 #endif
2684
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2686
2687 new_container->flag [FLAG_APPLIED] = 1;
2688 container = new_container;
2689
2690 esrv_update_item (UPD_FLAGS, this, new_container);
2691 esrv_send_inventory (this, new_container);
2692 play_sound (sound_find ("chest_open"));
2693 }
2694 }
2695
2696 object *
2697 object::force_find (const shstr name)
2698 {
2699 /* cycle through his inventory to look for the MARK we want to
2700 * place
2701 */
2702 for (object *tmp = inv; tmp; tmp = tmp->below)
2703 if (tmp->type == FORCE && tmp->slaying == name)
2704 return splay (tmp);
2705
2706 return 0;
2707 }
2708
2709 void
2710 object::force_add (const shstr name, int duration)
2711 {
2712 if (object *force = force_find (name))
2713 force->destroy ();
2714
2715 object *force = get_archetype (FORCE_NAME);
2716
2717 force->slaying = name;
2718 force->stats.food = 1;
2719 force->speed_left = -1.f;
2720
2721 force->set_speed (duration ? 1.f / duration : 0.f);
2722 force->flag [FLAG_IS_USED_UP] = true;
2723 force->flag [FLAG_APPLIED] = true;
2724
2725 insert (force);
2726 }
2727
2728 void
2729 object::play_sound (faceidx sound) const
2730 {
2731 if (!sound)
2732 return;
2733
2734 if (flag [FLAG_REMOVED])
2735 return;
2736
2737 if (env)
2738 {
2739 if (object *pl = in_player ())
2740 pl->contr->play_sound (sound);
2741 }
2742 else
2743 map->play_sound (sound, x, y);
2744 }
2745