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Revision: 1.198
Committed: Mon Oct 22 02:52:48 2007 UTC (16 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_3
Changes since 1.197: +6 -0 lines
Log Message:
add a tracer on the mysterious owner issue

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 (!(ob1->inv && ob2->inv))
260 return 0; /* inventories differ in length */
261
262 if (ob1->inv->below || ob2->inv->below)
263 return 0; /* more than one object in inv */
264
265 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; /* inventory objexts differ */
267
268 /* inventory ok - still need to check rest of this object to see
269 * if it is valid.
270 */
271 }
272
273 /* Don't merge objects that are applied. With the new 'body' code,
274 * it is possible for most any character to have more than one of
275 * some items equipped, and we don't want those to merge.
276 */
277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
278 return 0;
279
280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster
282 * check?
283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0;
286
287 switch (ob1->type)
288 {
289 case SCROLL:
290 if (ob1->level != ob2->level)
291 return 0;
292 break;
293 }
294
295 if (ob1->key_values != NULL || ob2->key_values != NULL)
296 {
297 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
299 /* One has fields, but the other one doesn't. */
300 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 }
304
305 if (ob1->self || ob2->self)
306 {
307 ob1->optimise ();
308 ob2->optimise ();
309
310 if (ob1->self || ob2->self)
311 {
312 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
314
315 if (k1 != k2)
316 return 0;
317 else if (k1 == 0)
318 return 1;
319 else if (!cfperl_can_merge (ob1, ob2))
320 return 0;
321 }
322 }
323
324 /* Everything passes, must be OK. */
325 return 1;
326 }
327
328 /*
329 * sum_weight() is a recursive function which calculates the weight
330 * an object is carrying. It goes through in figures out how much
331 * containers are carrying, and sums it up.
332 */
333 long
334 sum_weight (object *op)
335 {
336 long sum;
337 object *inv;
338
339 for (sum = 0, inv = op->inv; inv; inv = inv->below)
340 {
341 if (inv->inv)
342 sum_weight (inv);
343
344 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
345 }
346
347 if (op->type == CONTAINER && op->stats.Str)
348 sum = (sum * (100 - op->stats.Str)) / 100;
349
350 if (op->carrying != sum)
351 op->carrying = sum;
352
353 return sum;
354 }
355
356 /**
357 * Return the outermost environment object for a given object.
358 */
359
360 object *
361 object_get_env_recursive (object *op)
362 {
363 while (op->env != NULL)
364 op = op->env;
365 return op;
366 }
367
368 /*
369 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
370 * Some error messages.
371 * The result of the dump is stored in the static global errmsg array.
372 */
373 char *
374 dump_object (object *op)
375 {
376 if (!op)
377 return strdup ("[NULLOBJ]");
378
379 object_freezer freezer;
380 op->write (freezer);
381 return freezer.as_string ();
382 }
383
384 /*
385 * get_nearest_part(multi-object, object 2) returns the part of the
386 * multi-object 1 which is closest to the second object.
387 * If it's not a multi-object, it is returned.
388 */
389 object *
390 get_nearest_part (object *op, const object *pl)
391 {
392 object *tmp, *closest;
393 int last_dist, i;
394
395 if (op->more == NULL)
396 return op;
397 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
398 if ((i = distance (tmp, pl)) < last_dist)
399 closest = tmp, last_dist = i;
400 return closest;
401 }
402
403 /*
404 * Returns the object which has the count-variable equal to the argument.
405 */
406 object *
407 find_object (tag_t i)
408 {
409 for_all_objects (op)
410 if (op->count == i)
411 return op;
412
413 return 0;
414 }
415
416 /*
417 * Returns the first object which has a name equal to the argument.
418 * Used only by the patch command, but not all that useful.
419 * Enables features like "patch <name-of-other-player> food 999"
420 */
421 object *
422 find_object_name (const char *str)
423 {
424 shstr_cmp str_ (str);
425 object *op;
426
427 for_all_objects (op)
428 if (op->name == str_)
429 break;
430
431 return op;
432 }
433
434 void
435 free_all_object_data ()
436 {
437 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
438 }
439
440 /*
441 * Sets the owner and sets the skill and exp pointers to owner's current
442 * skill and experience objects.
443 * ACTUALLY NO! investigate! TODO
444 */
445 void
446 object::set_owner (object *owner)
447 {
448 // allow objects which own objects
449 if (owner)
450 while (owner->owner)
451 owner = owner->owner;
452
453 if (flag [FLAG_FREED])
454 {
455 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
456 return;
457 }
458
459 this->owner = owner;
460 }
461
462 int
463 object::slottype () const
464 {
465 if (type == SKILL)
466 {
467 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
468 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
469 }
470 else
471 {
472 if (slot [body_combat].info) return slot_combat;
473 if (slot [body_range ].info) return slot_ranged;
474 }
475
476 return slot_none;
477 }
478
479 bool
480 object::change_weapon (object *ob)
481 {
482 if (current_weapon == ob)
483 return true;
484
485 if (chosen_skill)
486 chosen_skill->flag [FLAG_APPLIED] = false;
487
488 current_weapon = ob;
489 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
490
491 if (chosen_skill)
492 chosen_skill->flag [FLAG_APPLIED] = true;
493
494 update_stats ();
495
496 if (ob)
497 {
498 // now check wether any body locations became invalid, in which case
499 // we cannot apply the weapon at the moment.
500 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
501 if (slot[i].used < 0)
502 {
503 current_weapon = chosen_skill = 0;
504 update_stats ();
505
506 new_draw_info_format (NDI_UNIQUE, 0, this,
507 "You try to balance all your items at once, "
508 "but the %s is just too much for your body. "
509 "[You need to unapply some items first.]", &ob->name);
510 return false;
511 }
512
513 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
514 }
515 else
516 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
517
518 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
519 {
520 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
521 &name, ob->debug_desc ());
522 return false;
523 }
524
525 return true;
526 }
527
528 /* Zero the key_values on op, decrementing the shared-string
529 * refcounts and freeing the links.
530 */
531 static void
532 free_key_values (object *op)
533 {
534 for (key_value *i = op->key_values; i; )
535 {
536 key_value *next = i->next;
537 delete i;
538
539 i = next;
540 }
541
542 op->key_values = 0;
543 }
544
545 object &
546 object::operator =(const object &src)
547 {
548 bool is_freed = flag [FLAG_FREED];
549 bool is_removed = flag [FLAG_REMOVED];
550
551 *(object_copy *)this = src;
552
553 flag [FLAG_FREED] = is_freed;
554 flag [FLAG_REMOVED] = is_removed;
555
556 /* Copy over key_values, if any. */
557 if (src.key_values)
558 {
559 key_value *tail = 0;
560 key_values = 0;
561
562 for (key_value *i = src.key_values; i; i = i->next)
563 {
564 key_value *new_link = new key_value;
565
566 new_link->next = 0;
567 new_link->key = i->key;
568 new_link->value = i->value;
569
570 /* Try and be clever here, too. */
571 if (!key_values)
572 {
573 key_values = new_link;
574 tail = new_link;
575 }
576 else
577 {
578 tail->next = new_link;
579 tail = new_link;
580 }
581 }
582 }
583 }
584
585 /*
586 * copy_to first frees everything allocated by the dst object,
587 * and then copies the contents of itself into the second
588 * object, allocating what needs to be allocated. Basically, any
589 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
590 * if the first object is freed, the pointers in the new object
591 * will point at garbage.
592 */
593 void
594 object::copy_to (object *dst)
595 {
596 *dst = *this;
597
598 if (speed < 0)
599 dst->speed_left -= rndm ();
600
601 dst->set_speed (dst->speed);
602 }
603
604 void
605 object::instantiate ()
606 {
607 if (!uuid.seq) // HACK
608 uuid = gen_uuid ();
609
610 speed_left = -0.1f;
611 /* copy the body_info to the body_used - this is only really
612 * need for monsters, but doesn't hurt to do it for everything.
613 * by doing so, when a monster is created, it has good starting
614 * values for the body_used info, so when items are created
615 * for it, they can be properly equipped.
616 */
617 for (int i = NUM_BODY_LOCATIONS; i--; )
618 slot[i].used = slot[i].info;
619
620 attachable::instantiate ();
621 }
622
623 object *
624 object::clone ()
625 {
626 object *neu = create ();
627 copy_to (neu);
628 return neu;
629 }
630
631 /*
632 * If an object with the IS_TURNABLE() flag needs to be turned due
633 * to the closest player being on the other side, this function can
634 * be called to update the face variable, _and_ how it looks on the map.
635 */
636 void
637 update_turn_face (object *op)
638 {
639 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
640 return;
641
642 SET_ANIMATION (op, op->direction);
643 update_object (op, UP_OBJ_FACE);
644 }
645
646 /*
647 * Updates the speed of an object. If the speed changes from 0 to another
648 * value, or vice versa, then add/remove the object from the active list.
649 * This function needs to be called whenever the speed of an object changes.
650 */
651 void
652 object::set_speed (float speed)
653 {
654 if (flag [FLAG_FREED] && speed)
655 {
656 LOG (llevError, "Object %s is freed but has speed.\n", &name);
657 speed = 0;
658 }
659
660 this->speed = speed;
661
662 if (has_active_speed ())
663 activate ();
664 else
665 deactivate ();
666 }
667
668 /*
669 * update_object() updates the the map.
670 * It takes into account invisible objects (and represent squares covered
671 * by invisible objects by whatever is below them (unless it's another
672 * invisible object, etc...)
673 * If the object being updated is beneath a player, the look-window
674 * of that player is updated (this might be a suboptimal way of
675 * updating that window, though, since update_object() is called _often_)
676 *
677 * action is a hint of what the caller believes need to be done.
678 * current action are:
679 * UP_OBJ_INSERT: op was inserted
680 * UP_OBJ_REMOVE: op was removed
681 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
682 * as that is easier than trying to look at what may have changed.
683 * UP_OBJ_FACE: only the objects face has changed.
684 */
685 void
686 update_object (object *op, int action)
687 {
688 if (op == NULL)
689 {
690 /* this should never happen */
691 LOG (llevDebug, "update_object() called for NULL object.\n");
692 return;
693 }
694
695 if (op->env)
696 {
697 /* Animation is currently handled by client, so nothing
698 * to do in this case.
699 */
700 return;
701 }
702
703 /* If the map is saving, don't do anything as everything is
704 * going to get freed anyways.
705 */
706 if (!op->map || op->map->in_memory == MAP_SAVING)
707 return;
708
709 /* make sure the object is within map boundaries */
710 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
711 {
712 LOG (llevError, "update_object() called for object out of map!\n");
713 #ifdef MANY_CORES
714 abort ();
715 #endif
716 return;
717 }
718
719 mapspace &m = op->ms ();
720
721 if (!(m.flags_ & P_UPTODATE))
722 /* nop */;
723 else if (action == UP_OBJ_INSERT)
724 {
725 // this is likely overkill, TODO: revisit (schmorp)
726 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
727 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
728 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
729 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
730 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
731 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
732 || (m.move_on | op->move_on ) != m.move_on
733 || (m.move_off | op->move_off ) != m.move_off
734 || (m.move_slow | op->move_slow) != m.move_slow
735 /* This isn't perfect, but I don't expect a lot of objects to
736 * to have move_allow right now.
737 */
738 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
739 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
740 m.flags_ = 0;
741 }
742 /* if the object is being removed, we can't make intelligent
743 * decisions, because remove_ob can't really pass the object
744 * that is being removed.
745 */
746 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
747 m.flags_ = 0;
748 else if (action == UP_OBJ_FACE)
749 /* Nothing to do for that case */ ;
750 else
751 LOG (llevError, "update_object called with invalid action: %d\n", action);
752
753 if (op->more)
754 update_object (op->more, action);
755 }
756
757 object::object ()
758 {
759 SET_FLAG (this, FLAG_REMOVED);
760
761 expmul = 1.0;
762 face = blank_face;
763 }
764
765 object::~object ()
766 {
767 unlink ();
768
769 free_key_values (this);
770 }
771
772 static int object_count;
773
774 void object::link ()
775 {
776 assert (!index);//D
777 uuid = gen_uuid ();
778 count = ++object_count;
779
780 refcnt_inc ();
781 objects.insert (this);
782 }
783
784 void object::unlink ()
785 {
786 if (!index)
787 return;
788
789 objects.erase (this);
790 refcnt_dec ();
791 }
792
793 void
794 object::activate ()
795 {
796 /* If already on active list, don't do anything */
797 if (active)
798 return;
799
800 if (has_active_speed ())
801 actives.insert (this);
802 }
803
804 void
805 object::activate_recursive ()
806 {
807 activate ();
808
809 for (object *op = inv; op; op = op->below)
810 op->activate_recursive ();
811 }
812
813 /* This function removes object 'op' from the list of active
814 * objects.
815 * This should only be used for style maps or other such
816 * reference maps where you don't want an object that isn't
817 * in play chewing up cpu time getting processed.
818 * The reverse of this is to call update_ob_speed, which
819 * will do the right thing based on the speed of the object.
820 */
821 void
822 object::deactivate ()
823 {
824 /* If not on the active list, nothing needs to be done */
825 if (!active)
826 return;
827
828 actives.erase (this);
829 }
830
831 void
832 object::deactivate_recursive ()
833 {
834 for (object *op = inv; op; op = op->below)
835 op->deactivate_recursive ();
836
837 deactivate ();
838 }
839
840 void
841 object::set_flag_inv (int flag, int value)
842 {
843 for (object *op = inv; op; op = op->below)
844 {
845 op->flag [flag] = value;
846 op->set_flag_inv (flag, value);
847 }
848 }
849
850 /*
851 * Remove and free all objects in the inventory of the given object.
852 * object.c ?
853 */
854 void
855 object::destroy_inv (bool drop_to_ground)
856 {
857 // need to check first, because the checks below might segfault
858 // as we might be on an invalid mapspace and crossfire code
859 // is too buggy to ensure that the inventory is empty.
860 // corollary: if you create arrows etc. with stuff in tis inventory,
861 // cf will crash below with off-map x and y
862 if (!inv)
863 return;
864
865 /* Only if the space blocks everything do we not process -
866 * if some form of movement is allowed, let objects
867 * drop on that space.
868 */
869 if (!drop_to_ground
870 || !map
871 || map->in_memory != MAP_IN_MEMORY
872 || map->nodrop
873 || ms ().move_block == MOVE_ALL)
874 {
875 while (inv)
876 {
877 inv->destroy_inv (drop_to_ground);
878 inv->destroy ();
879 }
880 }
881 else
882 { /* Put objects in inventory onto this space */
883 while (inv)
884 {
885 object *op = inv;
886
887 if (op->flag [FLAG_STARTEQUIP]
888 || op->flag [FLAG_NO_DROP]
889 || op->type == RUNE
890 || op->type == TRAP
891 || op->flag [FLAG_IS_A_TEMPLATE]
892 || op->flag [FLAG_DESTROY_ON_DEATH])
893 op->destroy ();
894 else
895 map->insert (op, x, y);
896 }
897 }
898 }
899
900 object *object::create ()
901 {
902 object *op = new object;
903 op->link ();
904 return op;
905 }
906
907 void
908 object::do_destroy ()
909 {
910 attachable::do_destroy ();
911
912 if (flag [FLAG_IS_LINKED])
913 remove_button_link (this);
914
915 if (flag [FLAG_FRIENDLY])
916 remove_friendly_object (this);
917
918 if (!flag [FLAG_REMOVED])
919 remove ();
920
921 destroy_inv (true);
922
923 deactivate ();
924 unlink ();
925
926 flag [FLAG_FREED] = 1;
927
928 // hack to ensure that freed objects still have a valid map
929 {
930 static maptile *freed_map; // freed objects are moved here to avoid crashes
931
932 if (!freed_map)
933 {
934 freed_map = new maptile;
935
936 freed_map->path = "<freed objects map>";
937 freed_map->name = "/internal/freed_objects_map";
938 freed_map->width = 3;
939 freed_map->height = 3;
940
941 freed_map->alloc ();
942 freed_map->in_memory = MAP_IN_MEMORY;
943 }
944
945 map = freed_map;
946 x = 1;
947 y = 1;
948 }
949
950 if (more)
951 {
952 more->destroy ();
953 more = 0;
954 }
955
956 head = 0;
957
958 // clear those pointers that likely might cause circular references
959 owner = 0;
960 enemy = 0;
961 attacked_by = 0;
962 current_weapon = 0;
963 }
964
965 void
966 object::destroy (bool destroy_inventory)
967 {
968 if (destroyed ())
969 return;
970
971 if (destroy_inventory)
972 destroy_inv (false);
973
974 if (is_head ())
975 if (sound_destroy)
976 play_sound (sound_destroy);
977 else if (flag [FLAG_MONSTER])
978 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
979
980 attachable::destroy ();
981 }
982
983 /*
984 * sub_weight() recursively (outwards) subtracts a number from the
985 * weight of an object (and what is carried by it's environment(s)).
986 */
987 void
988 sub_weight (object *op, signed long weight)
989 {
990 while (op != NULL)
991 {
992 if (op->type == CONTAINER)
993 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
994
995 op->carrying -= weight;
996 op = op->env;
997 }
998 }
999
1000 /* op->remove ():
1001 * This function removes the object op from the linked list of objects
1002 * which it is currently tied to. When this function is done, the
1003 * object will have no environment. If the object previously had an
1004 * environment, the x and y coordinates will be updated to
1005 * the previous environment.
1006 */
1007 void
1008 object::do_remove ()
1009 {
1010 object *tmp, *last = 0;
1011 object *otmp;
1012
1013 if (QUERY_FLAG (this, FLAG_REMOVED))
1014 return;
1015
1016 SET_FLAG (this, FLAG_REMOVED);
1017 INVOKE_OBJECT (REMOVE, this);
1018
1019 if (more)
1020 more->remove ();
1021
1022 /*
1023 * In this case, the object to be removed is in someones
1024 * inventory.
1025 */
1026 if (env)
1027 {
1028 if (nrof)
1029 sub_weight (env, weight * nrof);
1030 else
1031 sub_weight (env, weight + carrying);
1032
1033 /* NO_FIX_PLAYER is set when a great many changes are being
1034 * made to players inventory. If set, avoiding the call
1035 * to save cpu time.
1036 */
1037 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1038 otmp->update_stats ();
1039
1040 if (above)
1041 above->below = below;
1042 else
1043 env->inv = below;
1044
1045 if (below)
1046 below->above = above;
1047
1048 /* we set up values so that it could be inserted into
1049 * the map, but we don't actually do that - it is up
1050 * to the caller to decide what we want to do.
1051 */
1052 x = env->x, y = env->y;
1053 map = env->map;
1054 above = 0, below = 0;
1055 env = 0;
1056 }
1057 else if (map)
1058 {
1059 if (type == PLAYER)
1060 {
1061 // leaving a spot always closes any open container on the ground
1062 if (container && !container->env)
1063 // this causes spurious floorbox updates, but it ensures
1064 // that the CLOSE event is being sent.
1065 close_container ();
1066
1067 --map->players;
1068 map->touch ();
1069 }
1070
1071 map->dirty = true;
1072 mapspace &ms = this->ms ();
1073
1074 /* link the object above us */
1075 if (above)
1076 above->below = below;
1077 else
1078 ms.top = below; /* we were top, set new top */
1079
1080 /* Relink the object below us, if there is one */
1081 if (below)
1082 below->above = above;
1083 else
1084 {
1085 /* Nothing below, which means we need to relink map object for this space
1086 * use translated coordinates in case some oddness with map tiling is
1087 * evident
1088 */
1089 if (GET_MAP_OB (map, x, y) != this)
1090 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 ());
1091
1092 ms.bot = above; /* goes on above it. */
1093 }
1094
1095 above = 0;
1096 below = 0;
1097
1098 if (map->in_memory == MAP_SAVING)
1099 return;
1100
1101 int check_walk_off = !flag [FLAG_NO_APPLY];
1102
1103 if (object *pl = ms.player ())
1104 {
1105 if (pl->container == this)
1106 /* If a container that the player is currently using somehow gets
1107 * removed (most likely destroyed), update the player view
1108 * appropriately.
1109 */
1110 pl->close_container ();
1111
1112 pl->contr->ns->floorbox_update ();
1113 }
1114
1115 for (tmp = ms.bot; tmp; tmp = tmp->above)
1116 {
1117 /* No point updating the players look faces if he is the object
1118 * being removed.
1119 */
1120
1121 /* See if object moving off should effect something */
1122 if (check_walk_off
1123 && ((move_type & tmp->move_off)
1124 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1125 {
1126 move_apply (tmp, this, 0);
1127
1128 if (destroyed ())
1129 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1130 }
1131
1132 last = tmp;
1133 }
1134
1135 /* last == NULL if there are no objects on this space */
1136 //TODO: this makes little sense, why only update the topmost object?
1137 if (!last)
1138 map->at (x, y).flags_ = 0;
1139 else
1140 update_object (last, UP_OBJ_REMOVE);
1141
1142 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1143 update_all_los (map, x, y);
1144 }
1145 }
1146
1147 /*
1148 * merge_ob(op,top):
1149 *
1150 * This function goes through all objects below and including top, and
1151 * merges op to the first matching object.
1152 * If top is NULL, it is calculated.
1153 * Returns pointer to object if it succeded in the merge, otherwise NULL
1154 */
1155 object *
1156 merge_ob (object *op, object *top)
1157 {
1158 if (!op->nrof)
1159 return 0;
1160
1161 if (!top)
1162 for (top = op; top && top->above; top = top->above)
1163 ;
1164
1165 for (; top; top = top->below)
1166 {
1167 if (top == op)
1168 continue;
1169
1170 if (object::can_merge (op, top))
1171 {
1172 top->nrof += op->nrof;
1173
1174 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1175 op->weight = 0; /* Don't want any adjustements now */
1176 op->destroy ();
1177 return top;
1178 }
1179 }
1180
1181 return 0;
1182 }
1183
1184 void
1185 object::expand_tail ()
1186 {
1187 if (more)
1188 return;
1189
1190 object *prev = this;
1191
1192 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1193 {
1194 object *op = arch_to_object (at);
1195
1196 op->name = name;
1197 op->name_pl = name_pl;
1198 op->title = title;
1199
1200 op->head = this;
1201 prev->more = op;
1202
1203 prev = op;
1204 }
1205 }
1206
1207 /*
1208 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1209 * job preparing multi-part monsters.
1210 */
1211 object *
1212 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1213 {
1214 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1215 {
1216 tmp->x = x + tmp->arch->x;
1217 tmp->y = y + tmp->arch->y;
1218 }
1219
1220 return insert_ob_in_map (op, m, originator, flag);
1221 }
1222
1223 /*
1224 * insert_ob_in_map (op, map, originator, flag):
1225 * This function inserts the object in the two-way linked list
1226 * which represents what is on a map.
1227 * The second argument specifies the map, and the x and y variables
1228 * in the object about to be inserted specifies the position.
1229 *
1230 * originator: Player, monster or other object that caused 'op' to be inserted
1231 * into 'map'. May be NULL.
1232 *
1233 * flag is a bitmask about special things to do (or not do) when this
1234 * function is called. see the object.h file for the INS_ values.
1235 * Passing 0 for flag gives proper default values, so flag really only needs
1236 * to be set if special handling is needed.
1237 *
1238 * Return value:
1239 * new object if 'op' was merged with other object
1240 * NULL if 'op' was destroyed
1241 * just 'op' otherwise
1242 */
1243 object *
1244 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1245 {
1246 assert (!op->flag [FLAG_FREED]);
1247
1248 object *top, *floor = NULL;
1249
1250 op->remove ();
1251
1252 /* Ideally, the caller figures this out. However, it complicates a lot
1253 * of areas of callers (eg, anything that uses find_free_spot would now
1254 * need extra work
1255 */
1256 if (!xy_normalise (m, op->x, op->y))
1257 {
1258 op->destroy ();
1259 return 0;
1260 }
1261
1262 if (object *more = op->more)
1263 if (!insert_ob_in_map (more, m, originator, flag))
1264 return 0;
1265
1266 CLEAR_FLAG (op, FLAG_REMOVED);
1267
1268 op->map = m;
1269 mapspace &ms = op->ms ();
1270
1271 /* this has to be done after we translate the coordinates.
1272 */
1273 if (op->nrof && !(flag & INS_NO_MERGE))
1274 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1275 if (object::can_merge (op, tmp))
1276 {
1277 op->nrof += tmp->nrof;
1278 tmp->destroy ();
1279 }
1280
1281 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1282 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1283
1284 if (!QUERY_FLAG (op, FLAG_ALIVE))
1285 CLEAR_FLAG (op, FLAG_NO_STEAL);
1286
1287 if (flag & INS_BELOW_ORIGINATOR)
1288 {
1289 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1290 {
1291 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1292 abort ();
1293 }
1294
1295 op->above = originator;
1296 op->below = originator->below;
1297
1298 if (op->below)
1299 op->below->above = op;
1300 else
1301 ms.bot = op;
1302
1303 /* since *below* originator, no need to update top */
1304 originator->below = op;
1305 }
1306 else
1307 {
1308 top = ms.bot;
1309
1310 /* If there are other objects, then */
1311 if (top)
1312 {
1313 object *last = 0;
1314
1315 /*
1316 * If there are multiple objects on this space, we do some trickier handling.
1317 * We've already dealt with merging if appropriate.
1318 * Generally, we want to put the new object on top. But if
1319 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1320 * floor, we want to insert above that and no further.
1321 * Also, if there are spell objects on this space, we stop processing
1322 * once we get to them. This reduces the need to traverse over all of
1323 * them when adding another one - this saves quite a bit of cpu time
1324 * when lots of spells are cast in one area. Currently, it is presumed
1325 * that flying non pickable objects are spell objects.
1326 */
1327 for (top = ms.bot; top; top = top->above)
1328 {
1329 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1330 floor = top;
1331
1332 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1333 {
1334 /* We insert above top, so we want this object below this */
1335 top = top->below;
1336 break;
1337 }
1338
1339 last = top;
1340 }
1341
1342 /* Don't want top to be NULL, so set it to the last valid object */
1343 top = last;
1344
1345 /* We let update_position deal with figuring out what the space
1346 * looks like instead of lots of conditions here.
1347 * makes things faster, and effectively the same result.
1348 */
1349
1350 /* Have object 'fall below' other objects that block view.
1351 * Unless those objects are exits.
1352 * If INS_ON_TOP is used, don't do this processing
1353 * Need to find the object that in fact blocks view, otherwise
1354 * stacking is a bit odd.
1355 */
1356 if (!(flag & INS_ON_TOP)
1357 && ms.flags () & P_BLOCKSVIEW
1358 && (op->face && !faces [op->face].visibility))
1359 {
1360 for (last = top; last != floor; last = last->below)
1361 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1362 break;
1363
1364 /* Check to see if we found the object that blocks view,
1365 * and make sure we have a below pointer for it so that
1366 * we can get inserted below this one, which requires we
1367 * set top to the object below us.
1368 */
1369 if (last && last->below && last != floor)
1370 top = last->below;
1371 }
1372 } /* If objects on this space */
1373
1374 if (flag & INS_ABOVE_FLOOR_ONLY)
1375 top = floor;
1376
1377 /* Top is the object that our object (op) is going to get inserted above.
1378 */
1379
1380 /* First object on this space */
1381 if (!top)
1382 {
1383 op->above = ms.bot;
1384
1385 if (op->above)
1386 op->above->below = op;
1387
1388 op->below = 0;
1389 ms.bot = op;
1390 }
1391 else
1392 { /* get inserted into the stack above top */
1393 op->above = top->above;
1394
1395 if (op->above)
1396 op->above->below = op;
1397
1398 op->below = top;
1399 top->above = op;
1400 }
1401
1402 if (!op->above)
1403 ms.top = op;
1404 } /* else not INS_BELOW_ORIGINATOR */
1405
1406 if (op->type == PLAYER)
1407 {
1408 op->contr->do_los = 1;
1409 ++op->map->players;
1410 op->map->touch ();
1411 }
1412
1413 op->map->dirty = true;
1414
1415 if (object *pl = ms.player ())
1416 pl->contr->ns->floorbox_update ();
1417
1418 /* If this object glows, it may affect lighting conditions that are
1419 * visible to others on this map. But update_all_los is really
1420 * an inefficient way to do this, as it means los for all players
1421 * on the map will get recalculated. The players could very well
1422 * be far away from this change and not affected in any way -
1423 * this should get redone to only look for players within range,
1424 * or just updating the P_UPTODATE for spaces within this area
1425 * of effect may be sufficient.
1426 */
1427 if (op->map->darkness && (op->glow_radius != 0))
1428 update_all_los (op->map, op->x, op->y);
1429
1430 /* updates flags (blocked, alive, no magic, etc) for this map space */
1431 update_object (op, UP_OBJ_INSERT);
1432
1433 INVOKE_OBJECT (INSERT, op);
1434
1435 /* Don't know if moving this to the end will break anything. However,
1436 * we want to have floorbox_update called before calling this.
1437 *
1438 * check_move_on() must be after this because code called from
1439 * check_move_on() depends on correct map flags (so functions like
1440 * blocked() and wall() work properly), and these flags are updated by
1441 * update_object().
1442 */
1443
1444 /* if this is not the head or flag has been passed, don't check walk on status */
1445 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1446 {
1447 if (check_move_on (op, originator))
1448 return 0;
1449
1450 /* If we are a multi part object, lets work our way through the check
1451 * walk on's.
1452 */
1453 for (object *tmp = op->more; tmp; tmp = tmp->more)
1454 if (check_move_on (tmp, originator))
1455 return 0;
1456 }
1457
1458 return op;
1459 }
1460
1461 /* this function inserts an object in the map, but if it
1462 * finds an object of its own type, it'll remove that one first.
1463 * op is the object to insert it under: supplies x and the map.
1464 */
1465 void
1466 replace_insert_ob_in_map (const char *arch_string, object *op)
1467 {
1468 object *tmp, *tmp1;
1469
1470 /* first search for itself and remove any old instances */
1471
1472 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1473 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1474 tmp->destroy ();
1475
1476 tmp1 = arch_to_object (archetype::find (arch_string));
1477
1478 tmp1->x = op->x;
1479 tmp1->y = op->y;
1480 insert_ob_in_map (tmp1, op->map, op, 0);
1481 }
1482
1483 object *
1484 object::insert_at (object *where, object *originator, int flags)
1485 {
1486 return where->map->insert (this, where->x, where->y, originator, flags);
1487 }
1488
1489 /*
1490 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1491 * is returned contains nr objects, and the remaining parts contains
1492 * the rest (or is removed and freed if that number is 0).
1493 * On failure, NULL is returned, and the reason put into the
1494 * global static errmsg array.
1495 */
1496 object *
1497 get_split_ob (object *orig_ob, uint32 nr)
1498 {
1499 object *newob;
1500 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1501
1502 if (orig_ob->nrof < nr)
1503 {
1504 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1505 return NULL;
1506 }
1507
1508 newob = object_create_clone (orig_ob);
1509
1510 if ((orig_ob->nrof -= nr) < 1)
1511 orig_ob->destroy (1);
1512 else if (!is_removed)
1513 {
1514 if (orig_ob->env != NULL)
1515 sub_weight (orig_ob->env, orig_ob->weight * nr);
1516 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1517 {
1518 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1519 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1520 return NULL;
1521 }
1522 }
1523
1524 newob->nrof = nr;
1525
1526 return newob;
1527 }
1528
1529 /*
1530 * decrease_ob_nr(object, number) decreases a specified number from
1531 * the amount of an object. If the amount reaches 0, the object
1532 * is subsequently removed and freed.
1533 *
1534 * Return value: 'op' if something is left, NULL if the amount reached 0
1535 */
1536 object *
1537 decrease_ob_nr (object *op, uint32 i)
1538 {
1539 object *tmp;
1540
1541 if (i == 0) /* objects with op->nrof require this check */
1542 return op;
1543
1544 if (i > op->nrof)
1545 i = op->nrof;
1546
1547 if (QUERY_FLAG (op, FLAG_REMOVED))
1548 op->nrof -= i;
1549 else if (op->env)
1550 {
1551 /* is this object in the players inventory, or sub container
1552 * therein?
1553 */
1554 tmp = op->in_player ();
1555 /* nope. Is this a container the player has opened?
1556 * If so, set tmp to that player.
1557 * IMO, searching through all the players will mostly
1558 * likely be quicker than following op->env to the map,
1559 * and then searching the map for a player.
1560 */
1561 if (!tmp)
1562 for_all_players (pl)
1563 if (pl->ob->container == op->env)
1564 {
1565 tmp = pl->ob;
1566 break;
1567 }
1568
1569 if (i < op->nrof)
1570 {
1571 sub_weight (op->env, op->weight * i);
1572 op->nrof -= i;
1573 if (tmp)
1574 esrv_send_item (tmp, op);
1575 }
1576 else
1577 {
1578 op->remove ();
1579 op->nrof = 0;
1580 if (tmp)
1581 esrv_del_item (tmp->contr, op->count);
1582 }
1583 }
1584 else
1585 {
1586 object *above = op->above;
1587
1588 if (i < op->nrof)
1589 op->nrof -= i;
1590 else
1591 {
1592 op->remove ();
1593 op->nrof = 0;
1594 }
1595
1596 /* Since we just removed op, op->above is null */
1597 for (tmp = above; tmp; tmp = tmp->above)
1598 if (tmp->type == PLAYER)
1599 {
1600 if (op->nrof)
1601 esrv_send_item (tmp, op);
1602 else
1603 esrv_del_item (tmp->contr, op->count);
1604 }
1605 }
1606
1607 if (op->nrof)
1608 return op;
1609 else
1610 {
1611 op->destroy ();
1612 return 0;
1613 }
1614 }
1615
1616 /*
1617 * add_weight(object, weight) adds the specified weight to an object,
1618 * and also updates how much the environment(s) is/are carrying.
1619 */
1620 void
1621 add_weight (object *op, signed long weight)
1622 {
1623 while (op != NULL)
1624 {
1625 if (op->type == CONTAINER)
1626 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1627
1628 op->carrying += weight;
1629 op = op->env;
1630 }
1631 }
1632
1633 object *
1634 insert_ob_in_ob (object *op, object *where)
1635 {
1636 if (!where)
1637 {
1638 char *dump = dump_object (op);
1639 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1640 free (dump);
1641 return op;
1642 }
1643
1644 if (where->head_ () != where)
1645 {
1646 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1647 where = where->head;
1648 }
1649
1650 return where->insert (op);
1651 }
1652
1653 /*
1654 * env->insert (op)
1655 * This function inserts the object op in the linked list
1656 * inside the object environment.
1657 *
1658 * The function returns now pointer to inserted item, and return value can
1659 * be != op, if items are merged. -Tero
1660 */
1661 object *
1662 object::insert (object *op)
1663 {
1664 if (!QUERY_FLAG (op, FLAG_REMOVED))
1665 op->remove ();
1666
1667 if (op->more)
1668 {
1669 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1670 return op;
1671 }
1672
1673 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1674 CLEAR_FLAG (op, FLAG_REMOVED);
1675
1676 if (op->nrof)
1677 {
1678 for (object *tmp = inv; tmp; tmp = tmp->below)
1679 if (object::can_merge (tmp, op))
1680 {
1681 /* return the original object and remove inserted object
1682 (client needs the original object) */
1683 tmp->nrof += op->nrof;
1684 /* Weight handling gets pretty funky. Since we are adding to
1685 * tmp->nrof, we need to increase the weight.
1686 */
1687 add_weight (this, op->weight * op->nrof);
1688 SET_FLAG (op, FLAG_REMOVED);
1689 op->destroy (); /* free the inserted object */
1690 op = tmp;
1691 op->remove (); /* and fix old object's links */
1692 CLEAR_FLAG (op, FLAG_REMOVED);
1693 break;
1694 }
1695
1696 /* I assume combined objects have no inventory
1697 * We add the weight - this object could have just been removed
1698 * (if it was possible to merge). calling remove_ob will subtract
1699 * the weight, so we need to add it in again, since we actually do
1700 * the linking below
1701 */
1702 add_weight (this, op->weight * op->nrof);
1703 }
1704 else
1705 add_weight (this, (op->weight + op->carrying));
1706
1707 if (object *otmp = this->in_player ())
1708 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1709 otmp->update_stats ();
1710
1711 op->owner = 0; // its his/hers now. period.
1712 op->map = 0;
1713 op->env = this;
1714 op->above = 0;
1715 op->below = 0;
1716 op->x = op->y = 0;
1717
1718 /* reset the light list and los of the players on the map */
1719 if (op->glow_radius && map)
1720 {
1721 #ifdef DEBUG_LIGHTS
1722 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1723 #endif /* DEBUG_LIGHTS */
1724 if (map->darkness)
1725 update_all_los (map, x, y);
1726 }
1727
1728 /* Client has no idea of ordering so lets not bother ordering it here.
1729 * It sure simplifies this function...
1730 */
1731 if (!inv)
1732 inv = op;
1733 else
1734 {
1735 op->below = inv;
1736 op->below->above = op;
1737 inv = op;
1738 }
1739
1740 INVOKE_OBJECT (INSERT, this);
1741
1742 return op;
1743 }
1744
1745 /*
1746 * Checks if any objects has a move_type that matches objects
1747 * that effect this object on this space. Call apply() to process
1748 * these events.
1749 *
1750 * Any speed-modification due to SLOW_MOVE() of other present objects
1751 * will affect the speed_left of the object.
1752 *
1753 * originator: Player, monster or other object that caused 'op' to be inserted
1754 * into 'map'. May be NULL.
1755 *
1756 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1757 *
1758 * 4-21-95 added code to check if appropriate skill was readied - this will
1759 * permit faster movement by the player through this terrain. -b.t.
1760 *
1761 * MSW 2001-07-08: Check all objects on space, not just those below
1762 * object being inserted. insert_ob_in_map may not put new objects
1763 * on top.
1764 */
1765 int
1766 check_move_on (object *op, object *originator)
1767 {
1768 object *tmp;
1769 maptile *m = op->map;
1770 int x = op->x, y = op->y;
1771
1772 MoveType move_on, move_slow, move_block;
1773
1774 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1775 return 0;
1776
1777 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1778 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1779 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1780
1781 /* if nothing on this space will slow op down or be applied,
1782 * no need to do checking below. have to make sure move_type
1783 * is set, as lots of objects don't have it set - we treat that
1784 * as walking.
1785 */
1786 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1787 return 0;
1788
1789 /* This is basically inverse logic of that below - basically,
1790 * if the object can avoid the move on or slow move, they do so,
1791 * but can't do it if the alternate movement they are using is
1792 * blocked. Logic on this seems confusing, but does seem correct.
1793 */
1794 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1795 return 0;
1796
1797 /* The objects have to be checked from top to bottom.
1798 * Hence, we first go to the top:
1799 */
1800
1801 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1802 {
1803 /* Trim the search when we find the first other spell effect
1804 * this helps performance so that if a space has 50 spell objects,
1805 * we don't need to check all of them.
1806 */
1807 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1808 break;
1809 }
1810
1811 for (; tmp; tmp = tmp->below)
1812 {
1813 if (tmp == op)
1814 continue; /* Can't apply yourself */
1815
1816 /* Check to see if one of the movement types should be slowed down.
1817 * Second check makes sure that the movement types not being slowed
1818 * (~slow_move) is not blocked on this space - just because the
1819 * space doesn't slow down swimming (for example), if you can't actually
1820 * swim on that space, can't use it to avoid the penalty.
1821 */
1822 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1823 {
1824 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1825 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1826 {
1827
1828 float
1829 diff = tmp->move_slow_penalty * fabs (op->speed);
1830
1831 if (op->type == PLAYER)
1832 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1833 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1834 diff /= 4.0;
1835
1836 op->speed_left -= diff;
1837 }
1838 }
1839
1840 /* Basically same logic as above, except now for actual apply. */
1841 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1842 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1843 {
1844 move_apply (tmp, op, originator);
1845
1846 if (op->destroyed ())
1847 return 1;
1848
1849 /* what the person/creature stepped onto has moved the object
1850 * someplace new. Don't process any further - if we did,
1851 * have a feeling strange problems would result.
1852 */
1853 if (op->map != m || op->x != x || op->y != y)
1854 return 0;
1855 }
1856 }
1857
1858 return 0;
1859 }
1860
1861 /*
1862 * present_arch(arch, map, x, y) searches for any objects with
1863 * a matching archetype at the given map and coordinates.
1864 * The first matching object is returned, or NULL if none.
1865 */
1866 object *
1867 present_arch (const archetype *at, maptile *m, int x, int y)
1868 {
1869 if (!m || out_of_map (m, x, y))
1870 {
1871 LOG (llevError, "Present_arch called outside map.\n");
1872 return NULL;
1873 }
1874
1875 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1876 if (tmp->arch == at)
1877 return tmp;
1878
1879 return NULL;
1880 }
1881
1882 /*
1883 * present(type, map, x, y) searches for any objects with
1884 * a matching type variable at the given map and coordinates.
1885 * The first matching object is returned, or NULL if none.
1886 */
1887 object *
1888 present (unsigned char type, maptile *m, int x, int y)
1889 {
1890 if (out_of_map (m, x, y))
1891 {
1892 LOG (llevError, "Present called outside map.\n");
1893 return NULL;
1894 }
1895
1896 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1897 if (tmp->type == type)
1898 return tmp;
1899
1900 return NULL;
1901 }
1902
1903 /*
1904 * present_in_ob(type, object) searches for any objects with
1905 * a matching type variable in the inventory of the given object.
1906 * The first matching object is returned, or NULL if none.
1907 */
1908 object *
1909 present_in_ob (unsigned char type, const object *op)
1910 {
1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1912 if (tmp->type == type)
1913 return tmp;
1914
1915 return NULL;
1916 }
1917
1918 /*
1919 * present_in_ob (type, str, object) searches for any objects with
1920 * a matching type & name variable in the inventory of the given object.
1921 * The first matching object is returned, or NULL if none.
1922 * This is mostly used by spell effect code, so that we only
1923 * have one spell effect at a time.
1924 * type can be used to narrow the search - if type is set,
1925 * the type must also match. -1 can be passed for the type,
1926 * in which case the type does not need to pass.
1927 * str is the string to match against. Note that we match against
1928 * the object name, not the archetype name. this is so that the
1929 * spell code can use one object type (force), but change it's name
1930 * to be unique.
1931 */
1932 object *
1933 present_in_ob_by_name (int type, const char *str, const object *op)
1934 {
1935 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1936 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1937 return tmp;
1938
1939 return 0;
1940 }
1941
1942 /*
1943 * present_arch_in_ob(archetype, object) searches for any objects with
1944 * a matching archetype in the inventory of the given object.
1945 * The first matching object is returned, or NULL if none.
1946 */
1947 object *
1948 present_arch_in_ob (const archetype *at, const object *op)
1949 {
1950 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1951 if (tmp->arch == at)
1952 return tmp;
1953
1954 return NULL;
1955 }
1956
1957 /*
1958 * activate recursively a flag on an object inventory
1959 */
1960 void
1961 flag_inv (object *op, int flag)
1962 {
1963 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1964 {
1965 SET_FLAG (tmp, flag);
1966 flag_inv (tmp, flag);
1967 }
1968 }
1969
1970 /*
1971 * deactivate recursively a flag on an object inventory
1972 */
1973 void
1974 unflag_inv (object *op, int flag)
1975 {
1976 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1977 {
1978 CLEAR_FLAG (tmp, flag);
1979 unflag_inv (tmp, flag);
1980 }
1981 }
1982
1983 /*
1984 * find_free_spot(object, map, x, y, start, stop) will search for
1985 * a spot at the given map and coordinates which will be able to contain
1986 * the given object. start and stop specifies how many squares
1987 * to search (see the freearr_x/y[] definition).
1988 * It returns a random choice among the alternatives found.
1989 * start and stop are where to start relative to the free_arr array (1,9
1990 * does all 4 immediate directions). This returns the index into the
1991 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1992 * Note: This function does correctly handle tiled maps, but does not
1993 * inform the caller. However, insert_ob_in_map will update as
1994 * necessary, so the caller shouldn't need to do any special work.
1995 * Note - updated to take an object instead of archetype - this is necessary
1996 * because arch_blocked (now ob_blocked) needs to know the movement type
1997 * to know if the space in question will block the object. We can't use
1998 * the archetype because that isn't correct if the monster has been
1999 * customized, changed states, etc.
2000 */
2001 int
2002 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2003 {
2004 int altern[SIZEOFFREE];
2005 int index = 0, flag;
2006
2007 for (int i = start; i < stop; i++)
2008 {
2009 mapxy pos (m, x, y); pos.move (i);
2010
2011 if (!pos.normalise ())
2012 continue;
2013
2014 mapspace &ms = *pos;
2015
2016 if (ms.flags () & P_IS_ALIVE)
2017 continue;
2018
2019 /* However, often
2020 * ob doesn't have any move type (when used to place exits)
2021 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2022 */
2023 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2024 {
2025 altern [index++] = i;
2026 continue;
2027 }
2028
2029 /* Basically, if we find a wall on a space, we cut down the search size.
2030 * In this way, we won't return spaces that are on another side of a wall.
2031 * This mostly work, but it cuts down the search size in all directions -
2032 * if the space being examined only has a wall to the north and empty
2033 * spaces in all the other directions, this will reduce the search space
2034 * to only the spaces immediately surrounding the target area, and
2035 * won't look 2 spaces south of the target space.
2036 */
2037 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2038 {
2039 stop = maxfree[i];
2040 continue;
2041 }
2042
2043 /* Note it is intentional that we check ob - the movement type of the
2044 * head of the object should correspond for the entire object.
2045 */
2046 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2047 continue;
2048
2049 if (ob->blocked (m, pos.x, pos.y))
2050 continue;
2051
2052 altern [index++] = i;
2053 }
2054
2055 if (!index)
2056 return -1;
2057
2058 return altern [rndm (index)];
2059 }
2060
2061 /*
2062 * find_first_free_spot(archetype, maptile, x, y) works like
2063 * find_free_spot(), but it will search max number of squares.
2064 * But it will return the first available spot, not a random choice.
2065 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2066 */
2067 int
2068 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2069 {
2070 for (int i = 0; i < SIZEOFFREE; i++)
2071 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2072 return i;
2073
2074 return -1;
2075 }
2076
2077 /*
2078 * The function permute(arr, begin, end) randomly reorders the array
2079 * arr[begin..end-1].
2080 * now uses a fisher-yates shuffle, old permute was broken
2081 */
2082 static void
2083 permute (int *arr, int begin, int end)
2084 {
2085 arr += begin;
2086 end -= begin;
2087
2088 while (--end)
2089 swap (arr [end], arr [rndm (end + 1)]);
2090 }
2091
2092 /* new function to make monster searching more efficient, and effective!
2093 * This basically returns a randomized array (in the passed pointer) of
2094 * the spaces to find monsters. In this way, it won't always look for
2095 * monsters to the north first. However, the size of the array passed
2096 * covers all the spaces, so within that size, all the spaces within
2097 * the 3x3 area will be searched, just not in a predictable order.
2098 */
2099 void
2100 get_search_arr (int *search_arr)
2101 {
2102 int i;
2103
2104 for (i = 0; i < SIZEOFFREE; i++)
2105 search_arr[i] = i;
2106
2107 permute (search_arr, 1, SIZEOFFREE1 + 1);
2108 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2109 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2110 }
2111
2112 /*
2113 * find_dir(map, x, y, exclude) will search some close squares in the
2114 * given map at the given coordinates for live objects.
2115 * It will not considered the object given as exclude among possible
2116 * live objects.
2117 * It returns the direction toward the first/closest live object if finds
2118 * any, otherwise 0.
2119 * Perhaps incorrectly, but I'm making the assumption that exclude
2120 * is actually want is going to try and move there. We need this info
2121 * because we have to know what movement the thing looking to move
2122 * there is capable of.
2123 */
2124 int
2125 find_dir (maptile *m, int x, int y, object *exclude)
2126 {
2127 int i, max = SIZEOFFREE, mflags;
2128
2129 sint16 nx, ny;
2130 object *tmp;
2131 maptile *mp;
2132
2133 MoveType blocked, move_type;
2134
2135 if (exclude && exclude->head_ () != exclude)
2136 {
2137 exclude = exclude->head;
2138 move_type = exclude->move_type;
2139 }
2140 else
2141 {
2142 /* If we don't have anything, presume it can use all movement types. */
2143 move_type = MOVE_ALL;
2144 }
2145
2146 for (i = 1; i < max; i++)
2147 {
2148 mp = m;
2149 nx = x + freearr_x[i];
2150 ny = y + freearr_y[i];
2151
2152 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2153
2154 if (mflags & P_OUT_OF_MAP)
2155 max = maxfree[i];
2156 else
2157 {
2158 mapspace &ms = mp->at (nx, ny);
2159
2160 blocked = ms.move_block;
2161
2162 if ((move_type & blocked) == move_type)
2163 max = maxfree[i];
2164 else if (mflags & P_IS_ALIVE)
2165 {
2166 for (tmp = ms.bot; tmp; tmp = tmp->above)
2167 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2169 break;
2170
2171 if (tmp)
2172 return freedir[i];
2173 }
2174 }
2175 }
2176
2177 return 0;
2178 }
2179
2180 /*
2181 * distance(object 1, object 2) will return the square of the
2182 * distance between the two given objects.
2183 */
2184 int
2185 distance (const object *ob1, const object *ob2)
2186 {
2187 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2188 }
2189
2190 /*
2191 * find_dir_2(delta-x,delta-y) will return a direction in which
2192 * an object which has subtracted the x and y coordinates of another
2193 * object, needs to travel toward it.
2194 */
2195 int
2196 find_dir_2 (int x, int y)
2197 {
2198 int q;
2199
2200 if (y)
2201 q = x * 100 / y;
2202 else if (x)
2203 q = -300 * x;
2204 else
2205 return 0;
2206
2207 if (y > 0)
2208 {
2209 if (q < -242)
2210 return 3;
2211 if (q < -41)
2212 return 2;
2213 if (q < 41)
2214 return 1;
2215 if (q < 242)
2216 return 8;
2217 return 7;
2218 }
2219
2220 if (q < -242)
2221 return 7;
2222 if (q < -41)
2223 return 6;
2224 if (q < 41)
2225 return 5;
2226 if (q < 242)
2227 return 4;
2228
2229 return 3;
2230 }
2231
2232 /*
2233 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2234 * between two directions (which are expected to be absolute (see absdir())
2235 */
2236 int
2237 dirdiff (int dir1, int dir2)
2238 {
2239 int d;
2240
2241 d = abs (dir1 - dir2);
2242 if (d > 4)
2243 d = 8 - d;
2244
2245 return d;
2246 }
2247
2248 /* peterm:
2249 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2250 * Basically, this is a table of directions, and what directions
2251 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2252 * This basically means that if direction is 15, then it could either go
2253 * direction 4, 14, or 16 to get back to where we are.
2254 * Moved from spell_util.c to object.c with the other related direction
2255 * functions.
2256 */
2257 int reduction_dir[SIZEOFFREE][3] = {
2258 {0, 0, 0}, /* 0 */
2259 {0, 0, 0}, /* 1 */
2260 {0, 0, 0}, /* 2 */
2261 {0, 0, 0}, /* 3 */
2262 {0, 0, 0}, /* 4 */
2263 {0, 0, 0}, /* 5 */
2264 {0, 0, 0}, /* 6 */
2265 {0, 0, 0}, /* 7 */
2266 {0, 0, 0}, /* 8 */
2267 {8, 1, 2}, /* 9 */
2268 {1, 2, -1}, /* 10 */
2269 {2, 10, 12}, /* 11 */
2270 {2, 3, -1}, /* 12 */
2271 {2, 3, 4}, /* 13 */
2272 {3, 4, -1}, /* 14 */
2273 {4, 14, 16}, /* 15 */
2274 {5, 4, -1}, /* 16 */
2275 {4, 5, 6}, /* 17 */
2276 {6, 5, -1}, /* 18 */
2277 {6, 20, 18}, /* 19 */
2278 {7, 6, -1}, /* 20 */
2279 {6, 7, 8}, /* 21 */
2280 {7, 8, -1}, /* 22 */
2281 {8, 22, 24}, /* 23 */
2282 {8, 1, -1}, /* 24 */
2283 {24, 9, 10}, /* 25 */
2284 {9, 10, -1}, /* 26 */
2285 {10, 11, -1}, /* 27 */
2286 {27, 11, 29}, /* 28 */
2287 {11, 12, -1}, /* 29 */
2288 {12, 13, -1}, /* 30 */
2289 {12, 13, 14}, /* 31 */
2290 {13, 14, -1}, /* 32 */
2291 {14, 15, -1}, /* 33 */
2292 {33, 15, 35}, /* 34 */
2293 {16, 15, -1}, /* 35 */
2294 {17, 16, -1}, /* 36 */
2295 {18, 17, 16}, /* 37 */
2296 {18, 17, -1}, /* 38 */
2297 {18, 19, -1}, /* 39 */
2298 {41, 19, 39}, /* 40 */
2299 {19, 20, -1}, /* 41 */
2300 {20, 21, -1}, /* 42 */
2301 {20, 21, 22}, /* 43 */
2302 {21, 22, -1}, /* 44 */
2303 {23, 22, -1}, /* 45 */
2304 {45, 47, 23}, /* 46 */
2305 {23, 24, -1}, /* 47 */
2306 {24, 9, -1}
2307 }; /* 48 */
2308
2309 /* Recursive routine to step back and see if we can
2310 * find a path to that monster that we found. If not,
2311 * we don't bother going toward it. Returns 1 if we
2312 * can see a direct way to get it
2313 * Modified to be map tile aware -.MSW
2314 */
2315 int
2316 can_see_monsterP (maptile *m, int x, int y, int dir)
2317 {
2318 sint16 dx, dy;
2319 int mflags;
2320
2321 if (dir < 0)
2322 return 0; /* exit condition: invalid direction */
2323
2324 dx = x + freearr_x[dir];
2325 dy = y + freearr_y[dir];
2326
2327 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2328
2329 /* This functional arguably was incorrect before - it was
2330 * checking for P_WALL - that was basically seeing if
2331 * we could move to the monster - this is being more
2332 * literal on if we can see it. To know if we can actually
2333 * move to the monster, we'd need the monster passed in or
2334 * at least its move type.
2335 */
2336 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2337 return 0;
2338
2339 /* yes, can see. */
2340 if (dir < 9)
2341 return 1;
2342
2343 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2344 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2345 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2346 }
2347
2348 /*
2349 * can_pick(picker, item): finds out if an object is possible to be
2350 * picked up by the picker. Returnes 1 if it can be
2351 * picked up, otherwise 0.
2352 *
2353 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2354 * core dumps if they do.
2355 *
2356 * Add a check so we can't pick up invisible objects (0.93.8)
2357 */
2358 int
2359 can_pick (const object *who, const object *item)
2360 {
2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2363 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2364 }
2365
2366 /*
2367 * create clone from object to another
2368 */
2369 object *
2370 object_create_clone (object *asrc)
2371 {
2372 object *dst = 0, *tmp, *src, *prev, *item;
2373
2374 if (!asrc)
2375 return 0;
2376
2377 src = asrc->head_ ();
2378
2379 prev = 0;
2380 for (object *part = src; part; part = part->more)
2381 {
2382 tmp = part->clone ();
2383 tmp->x -= src->x;
2384 tmp->y -= src->y;
2385
2386 if (!part->head)
2387 {
2388 dst = tmp;
2389 tmp->head = 0;
2390 }
2391 else
2392 tmp->head = dst;
2393
2394 tmp->more = 0;
2395
2396 if (prev)
2397 prev->more = tmp;
2398
2399 prev = tmp;
2400 }
2401
2402 for (item = src->inv; item; item = item->below)
2403 insert_ob_in_ob (object_create_clone (item), dst);
2404
2405 return dst;
2406 }
2407
2408 /* This returns the first object in who's inventory that
2409 * has the same type and subtype match.
2410 * returns NULL if no match.
2411 */
2412 object *
2413 find_obj_by_type_subtype (const object *who, int type, int subtype)
2414 {
2415 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2416 if (tmp->type == type && tmp->subtype == subtype)
2417 return tmp;
2418
2419 return 0;
2420 }
2421
2422 /* If ob has a field named key, return the link from the list,
2423 * otherwise return NULL.
2424 *
2425 * key must be a passed in shared string - otherwise, this won't
2426 * do the desired thing.
2427 */
2428 key_value *
2429 get_ob_key_link (const object *ob, const char *key)
2430 {
2431 for (key_value *link = ob->key_values; link; link = link->next)
2432 if (link->key == key)
2433 return link;
2434
2435 return 0;
2436 }
2437
2438 /*
2439 * Returns the value of op has an extra_field for key, or NULL.
2440 *
2441 * The argument doesn't need to be a shared string.
2442 *
2443 * The returned string is shared.
2444 */
2445 const char *
2446 get_ob_key_value (const object *op, const char *const key)
2447 {
2448 key_value *link;
2449 shstr_cmp canonical_key (key);
2450
2451 if (!canonical_key)
2452 {
2453 /* 1. There being a field named key on any object
2454 * implies there'd be a shared string to find.
2455 * 2. Since there isn't, no object has this field.
2456 * 3. Therefore, *this* object doesn't have this field.
2457 */
2458 return 0;
2459 }
2460
2461 /* This is copied from get_ob_key_link() above -
2462 * only 4 lines, and saves the function call overhead.
2463 */
2464 for (link = op->key_values; link; link = link->next)
2465 if (link->key == canonical_key)
2466 return link->value;
2467
2468 return 0;
2469 }
2470
2471 /*
2472 * Updates the canonical_key in op to value.
2473 *
2474 * canonical_key is a shared string (value doesn't have to be).
2475 *
2476 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2477 * keys.
2478 *
2479 * Returns TRUE on success.
2480 */
2481 int
2482 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2483 {
2484 key_value *field = NULL, *last = NULL;
2485
2486 for (field = op->key_values; field != NULL; field = field->next)
2487 {
2488 if (field->key != canonical_key)
2489 {
2490 last = field;
2491 continue;
2492 }
2493
2494 if (value)
2495 field->value = value;
2496 else
2497 {
2498 /* Basically, if the archetype has this key set,
2499 * we need to store the null value so when we save
2500 * it, we save the empty value so that when we load,
2501 * we get this value back again.
2502 */
2503 if (get_ob_key_link (op->arch, canonical_key))
2504 field->value = 0;
2505 else
2506 {
2507 if (last)
2508 last->next = field->next;
2509 else
2510 op->key_values = field->next;
2511
2512 delete field;
2513 }
2514 }
2515 return TRUE;
2516 }
2517 /* IF we get here, key doesn't exist */
2518
2519 /* No field, we'll have to add it. */
2520
2521 if (!add_key)
2522 return FALSE;
2523
2524 /* There isn't any good reason to store a null
2525 * value in the key/value list. If the archetype has
2526 * this key, then we should also have it, so shouldn't
2527 * be here. If user wants to store empty strings,
2528 * should pass in ""
2529 */
2530 if (value == NULL)
2531 return TRUE;
2532
2533 field = new key_value;
2534
2535 field->key = canonical_key;
2536 field->value = value;
2537 /* Usual prepend-addition. */
2538 field->next = op->key_values;
2539 op->key_values = field;
2540
2541 return TRUE;
2542 }
2543
2544 /*
2545 * Updates the key in op to value.
2546 *
2547 * If add_key is FALSE, this will only update existing keys,
2548 * and not add new ones.
2549 * In general, should be little reason FALSE is ever passed in for add_key
2550 *
2551 * Returns TRUE on success.
2552 */
2553 int
2554 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2555 {
2556 shstr key_ (key);
2557
2558 return set_ob_key_value_s (op, key_, value, add_key);
2559 }
2560
2561 object::depth_iterator::depth_iterator (object *container)
2562 : iterator_base (container)
2563 {
2564 while (item->inv)
2565 item = item->inv;
2566 }
2567
2568 void
2569 object::depth_iterator::next ()
2570 {
2571 if (item->below)
2572 {
2573 item = item->below;
2574
2575 while (item->inv)
2576 item = item->inv;
2577 }
2578 else
2579 item = item->env;
2580 }
2581
2582 const char *
2583 object::flag_desc (char *desc, int len) const
2584 {
2585 char *p = desc;
2586 bool first = true;
2587
2588 *p = 0;
2589
2590 for (int i = 0; i < NUM_FLAGS; i++)
2591 {
2592 if (len <= 10) // magic constant!
2593 {
2594 snprintf (p, len, ",...");
2595 break;
2596 }
2597
2598 if (flag [i])
2599 {
2600 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2601 len -= cnt;
2602 p += cnt;
2603 first = false;
2604 }
2605 }
2606
2607 return desc;
2608 }
2609
2610 // return a suitable string describing an object in enough detail to find it
2611 const char *
2612 object::debug_desc (char *info) const
2613 {
2614 char flagdesc[512];
2615 char info2[256 * 4];
2616 char *p = info;
2617
2618 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2619 count, uuid.seq,
2620 &name,
2621 title ? "\",title:\"" : "",
2622 title ? (const char *)title : "",
2623 flag_desc (flagdesc, 512), type);
2624
2625 if (!this->flag[FLAG_REMOVED] && env)
2626 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2627
2628 if (map)
2629 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2630
2631 return info;
2632 }
2633
2634 const char *
2635 object::debug_desc () const
2636 {
2637 static char info[3][256 * 4];
2638 static int info_idx;
2639
2640 return debug_desc (info [++info_idx % 3]);
2641 }
2642
2643 struct region *
2644 object::region () const
2645 {
2646 return map ? map->region (x, y)
2647 : region::default_region ();
2648 }
2649
2650 const materialtype_t *
2651 object::dominant_material () const
2652 {
2653 if (materialtype_t *mt = name_to_material (materialname))
2654 return mt;
2655
2656 return name_to_material (shstr_unknown);
2657 }
2658
2659 void
2660 object::open_container (object *new_container)
2661 {
2662 if (container == new_container)
2663 return;
2664
2665 if (object *old_container = container)
2666 {
2667 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2668 return;
2669
2670 #if 0
2671 // remove the "Close old_container" object.
2672 if (object *closer = old_container->inv)
2673 if (closer->type == CLOSE_CON)
2674 closer->destroy ();
2675 #endif
2676
2677 old_container->flag [FLAG_APPLIED] = 0;
2678 container = 0;
2679
2680 esrv_update_item (UPD_FLAGS, this, old_container);
2681 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2682 play_sound (sound_find ("chest_close"));
2683 }
2684
2685 if (new_container)
2686 {
2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2688 return;
2689
2690 // TODO: this does not seem to serve any purpose anymore?
2691 #if 0
2692 // insert the "Close Container" object.
2693 if (archetype *closer = new_container->other_arch)
2694 {
2695 object *closer = arch_to_object (new_container->other_arch);
2696 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2697 new_container->insert (closer);
2698 }
2699 #endif
2700
2701 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2702
2703 new_container->flag [FLAG_APPLIED] = 1;
2704 container = new_container;
2705
2706 esrv_update_item (UPD_FLAGS, this, new_container);
2707 esrv_send_inventory (this, new_container);
2708 play_sound (sound_find ("chest_open"));
2709 }
2710 }
2711
2712 object *
2713 object::force_find (const shstr name)
2714 {
2715 /* cycle through his inventory to look for the MARK we want to
2716 * place
2717 */
2718 for (object *tmp = inv; tmp; tmp = tmp->below)
2719 if (tmp->type == FORCE && tmp->slaying == name)
2720 return splay (tmp);
2721
2722 return 0;
2723 }
2724
2725 void
2726 object::force_add (const shstr name, int duration)
2727 {
2728 if (object *force = force_find (name))
2729 force->destroy ();
2730
2731 object *force = get_archetype (FORCE_NAME);
2732
2733 force->slaying = name;
2734 force->stats.food = 1;
2735 force->speed_left = -1.f;
2736
2737 force->set_speed (duration ? 1.f / duration : 0.f);
2738 force->flag [FLAG_IS_USED_UP] = true;
2739 force->flag [FLAG_APPLIED] = true;
2740
2741 insert (force);
2742 }
2743
2744 void
2745 object::play_sound (faceidx sound) const
2746 {
2747 if (!sound)
2748 return;
2749
2750 if (flag [FLAG_REMOVED])
2751 return;
2752
2753 if (env)
2754 {
2755 if (object *pl = in_player ())
2756 pl->contr->play_sound (sound);
2757 }
2758 else
2759 map->play_sound (sound, x, y);
2760 }
2761