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/cvs/deliantra/server/common/object.C
Revision: 1.201
Committed: Tue Jan 22 16:22:45 2008 UTC (16 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_43, rel-2_42, rel-2_41
Changes since 1.200: +1 -0 lines
Log Message:
just in case, set nodrop on the freed objects map. reorder some code in get_pet_enenmy

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 <support@deliantra.net>
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 freed_map->nodrop = 1;
941
942 freed_map->alloc ();
943 freed_map->in_memory = MAP_IN_MEMORY;
944 }
945
946 map = freed_map;
947 x = 1;
948 y = 1;
949 }
950
951 if (more)
952 {
953 more->destroy ();
954 more = 0;
955 }
956
957 head = 0;
958
959 // clear those pointers that likely might cause circular references
960 owner = 0;
961 enemy = 0;
962 attacked_by = 0;
963 current_weapon = 0;
964 }
965
966 void
967 object::destroy (bool destroy_inventory)
968 {
969 if (destroyed ())
970 return;
971
972 if (destroy_inventory)
973 destroy_inv (false);
974
975 if (is_head ())
976 if (sound_destroy)
977 play_sound (sound_destroy);
978 else if (flag [FLAG_MONSTER])
979 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
980
981 attachable::destroy ();
982 }
983
984 /*
985 * sub_weight() recursively (outwards) subtracts a number from the
986 * weight of an object (and what is carried by it's environment(s)).
987 */
988 void
989 sub_weight (object *op, signed long weight)
990 {
991 while (op != NULL)
992 {
993 if (op->type == CONTAINER)
994 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
995
996 op->carrying -= weight;
997 op = op->env;
998 }
999 }
1000
1001 /* op->remove ():
1002 * This function removes the object op from the linked list of objects
1003 * which it is currently tied to. When this function is done, the
1004 * object will have no environment. If the object previously had an
1005 * environment, the x and y coordinates will be updated to
1006 * the previous environment.
1007 */
1008 void
1009 object::do_remove ()
1010 {
1011 object *tmp, *last = 0;
1012 object *otmp;
1013
1014 if (QUERY_FLAG (this, FLAG_REMOVED))
1015 return;
1016
1017 SET_FLAG (this, FLAG_REMOVED);
1018 INVOKE_OBJECT (REMOVE, this);
1019
1020 if (more)
1021 more->remove ();
1022
1023 /*
1024 * In this case, the object to be removed is in someones
1025 * inventory.
1026 */
1027 if (env)
1028 {
1029 if (nrof)
1030 sub_weight (env, weight * nrof);
1031 else
1032 sub_weight (env, weight + carrying);
1033
1034 /* NO_FIX_PLAYER is set when a great many changes are being
1035 * made to players inventory. If set, avoiding the call
1036 * to save cpu time.
1037 */
1038 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1039 otmp->update_stats ();
1040
1041 if (above)
1042 above->below = below;
1043 else
1044 env->inv = below;
1045
1046 if (below)
1047 below->above = above;
1048
1049 /* we set up values so that it could be inserted into
1050 * the map, but we don't actually do that - it is up
1051 * to the caller to decide what we want to do.
1052 */
1053 x = env->x, y = env->y;
1054 map = env->map;
1055 above = 0, below = 0;
1056 env = 0;
1057 }
1058 else if (map)
1059 {
1060 if (type == PLAYER)
1061 {
1062 // leaving a spot always closes any open container on the ground
1063 if (container && !container->env)
1064 // this causes spurious floorbox updates, but it ensures
1065 // that the CLOSE event is being sent.
1066 close_container ();
1067
1068 --map->players;
1069 map->touch ();
1070 }
1071
1072 map->dirty = true;
1073 mapspace &ms = this->ms ();
1074
1075 /* link the object above us */
1076 if (above)
1077 above->below = below;
1078 else
1079 ms.top = below; /* we were top, set new top */
1080
1081 /* Relink the object below us, if there is one */
1082 if (below)
1083 below->above = above;
1084 else
1085 {
1086 /* Nothing below, which means we need to relink map object for this space
1087 * use translated coordinates in case some oddness with map tiling is
1088 * evident
1089 */
1090 if (GET_MAP_OB (map, x, y) != this)
1091 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 ());
1092
1093 ms.bot = above; /* goes on above it. */
1094 }
1095
1096 above = 0;
1097 below = 0;
1098
1099 if (map->in_memory == MAP_SAVING)
1100 return;
1101
1102 int check_walk_off = !flag [FLAG_NO_APPLY];
1103
1104 if (object *pl = ms.player ())
1105 {
1106 if (pl->container == this)
1107 /* If a container that the player is currently using somehow gets
1108 * removed (most likely destroyed), update the player view
1109 * appropriately.
1110 */
1111 pl->close_container ();
1112
1113 pl->contr->ns->floorbox_update ();
1114 }
1115
1116 for (tmp = ms.bot; tmp; tmp = tmp->above)
1117 {
1118 /* No point updating the players look faces if he is the object
1119 * being removed.
1120 */
1121
1122 /* See if object moving off should effect something */
1123 if (check_walk_off
1124 && ((move_type & tmp->move_off)
1125 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1126 {
1127 move_apply (tmp, this, 0);
1128
1129 if (destroyed ())
1130 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1131 }
1132
1133 last = tmp;
1134 }
1135
1136 /* last == NULL if there are no objects on this space */
1137 //TODO: this makes little sense, why only update the topmost object?
1138 if (!last)
1139 map->at (x, y).flags_ = 0;
1140 else
1141 update_object (last, UP_OBJ_REMOVE);
1142
1143 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1144 update_all_los (map, x, y);
1145 }
1146 }
1147
1148 /*
1149 * merge_ob(op,top):
1150 *
1151 * This function goes through all objects below and including top, and
1152 * merges op to the first matching object.
1153 * If top is NULL, it is calculated.
1154 * Returns pointer to object if it succeded in the merge, otherwise NULL
1155 */
1156 object *
1157 merge_ob (object *op, object *top)
1158 {
1159 if (!op->nrof)
1160 return 0;
1161
1162 if (!top)
1163 for (top = op; top && top->above; top = top->above)
1164 ;
1165
1166 for (; top; top = top->below)
1167 {
1168 if (top == op)
1169 continue;
1170
1171 if (object::can_merge (op, top))
1172 {
1173 top->nrof += op->nrof;
1174
1175 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1176 op->weight = 0; /* Don't want any adjustements now */
1177 op->destroy ();
1178 return top;
1179 }
1180 }
1181
1182 return 0;
1183 }
1184
1185 void
1186 object::expand_tail ()
1187 {
1188 if (more)
1189 return;
1190
1191 object *prev = this;
1192
1193 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1194 {
1195 object *op = arch_to_object (at);
1196
1197 op->name = name;
1198 op->name_pl = name_pl;
1199 op->title = title;
1200
1201 op->head = this;
1202 prev->more = op;
1203
1204 prev = op;
1205 }
1206 }
1207
1208 /*
1209 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1210 * job preparing multi-part monsters.
1211 */
1212 object *
1213 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1214 {
1215 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1216 {
1217 tmp->x = x + tmp->arch->x;
1218 tmp->y = y + tmp->arch->y;
1219 }
1220
1221 return insert_ob_in_map (op, m, originator, flag);
1222 }
1223
1224 /*
1225 * insert_ob_in_map (op, map, originator, flag):
1226 * This function inserts the object in the two-way linked list
1227 * which represents what is on a map.
1228 * The second argument specifies the map, and the x and y variables
1229 * in the object about to be inserted specifies the position.
1230 *
1231 * originator: Player, monster or other object that caused 'op' to be inserted
1232 * into 'map'. May be NULL.
1233 *
1234 * flag is a bitmask about special things to do (or not do) when this
1235 * function is called. see the object.h file for the INS_ values.
1236 * Passing 0 for flag gives proper default values, so flag really only needs
1237 * to be set if special handling is needed.
1238 *
1239 * Return value:
1240 * new object if 'op' was merged with other object
1241 * NULL if 'op' was destroyed
1242 * just 'op' otherwise
1243 */
1244 object *
1245 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1246 {
1247 assert (!op->flag [FLAG_FREED]);
1248
1249 object *top, *floor = NULL;
1250
1251 op->remove ();
1252
1253 /* Ideally, the caller figures this out. However, it complicates a lot
1254 * of areas of callers (eg, anything that uses find_free_spot would now
1255 * need extra work
1256 */
1257 if (!xy_normalise (m, op->x, op->y))
1258 {
1259 op->destroy ();
1260 return 0;
1261 }
1262
1263 if (object *more = op->more)
1264 if (!insert_ob_in_map (more, m, originator, flag))
1265 return 0;
1266
1267 CLEAR_FLAG (op, FLAG_REMOVED);
1268
1269 op->map = m;
1270 mapspace &ms = op->ms ();
1271
1272 /* this has to be done after we translate the coordinates.
1273 */
1274 if (op->nrof && !(flag & INS_NO_MERGE))
1275 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1276 if (object::can_merge (op, tmp))
1277 {
1278 op->nrof += tmp->nrof;
1279 tmp->destroy ();
1280 }
1281
1282 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1283 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1284
1285 if (!QUERY_FLAG (op, FLAG_ALIVE))
1286 CLEAR_FLAG (op, FLAG_NO_STEAL);
1287
1288 if (flag & INS_BELOW_ORIGINATOR)
1289 {
1290 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1291 {
1292 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1293 abort ();
1294 }
1295
1296 op->above = originator;
1297 op->below = originator->below;
1298
1299 if (op->below)
1300 op->below->above = op;
1301 else
1302 ms.bot = op;
1303
1304 /* since *below* originator, no need to update top */
1305 originator->below = op;
1306 }
1307 else
1308 {
1309 top = ms.bot;
1310
1311 /* If there are other objects, then */
1312 if (top)
1313 {
1314 object *last = 0;
1315
1316 /*
1317 * If there are multiple objects on this space, we do some trickier handling.
1318 * We've already dealt with merging if appropriate.
1319 * Generally, we want to put the new object on top. But if
1320 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1321 * floor, we want to insert above that and no further.
1322 * Also, if there are spell objects on this space, we stop processing
1323 * once we get to them. This reduces the need to traverse over all of
1324 * them when adding another one - this saves quite a bit of cpu time
1325 * when lots of spells are cast in one area. Currently, it is presumed
1326 * that flying non pickable objects are spell objects.
1327 */
1328 for (top = ms.bot; top; top = top->above)
1329 {
1330 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1331 floor = top;
1332
1333 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1334 {
1335 /* We insert above top, so we want this object below this */
1336 top = top->below;
1337 break;
1338 }
1339
1340 last = top;
1341 }
1342
1343 /* Don't want top to be NULL, so set it to the last valid object */
1344 top = last;
1345
1346 /* We let update_position deal with figuring out what the space
1347 * looks like instead of lots of conditions here.
1348 * makes things faster, and effectively the same result.
1349 */
1350
1351 /* Have object 'fall below' other objects that block view.
1352 * Unless those objects are exits.
1353 * If INS_ON_TOP is used, don't do this processing
1354 * Need to find the object that in fact blocks view, otherwise
1355 * stacking is a bit odd.
1356 */
1357 if (!(flag & INS_ON_TOP)
1358 && ms.flags () & P_BLOCKSVIEW
1359 && (op->face && !faces [op->face].visibility))
1360 {
1361 for (last = top; last != floor; last = last->below)
1362 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1363 break;
1364
1365 /* Check to see if we found the object that blocks view,
1366 * and make sure we have a below pointer for it so that
1367 * we can get inserted below this one, which requires we
1368 * set top to the object below us.
1369 */
1370 if (last && last->below && last != floor)
1371 top = last->below;
1372 }
1373 } /* If objects on this space */
1374
1375 if (flag & INS_ABOVE_FLOOR_ONLY)
1376 top = floor;
1377
1378 /* Top is the object that our object (op) is going to get inserted above.
1379 */
1380
1381 /* First object on this space */
1382 if (!top)
1383 {
1384 op->above = ms.bot;
1385
1386 if (op->above)
1387 op->above->below = op;
1388
1389 op->below = 0;
1390 ms.bot = op;
1391 }
1392 else
1393 { /* get inserted into the stack above top */
1394 op->above = top->above;
1395
1396 if (op->above)
1397 op->above->below = op;
1398
1399 op->below = top;
1400 top->above = op;
1401 }
1402
1403 if (!op->above)
1404 ms.top = op;
1405 } /* else not INS_BELOW_ORIGINATOR */
1406
1407 if (op->type == PLAYER)
1408 {
1409 op->contr->do_los = 1;
1410 ++op->map->players;
1411 op->map->touch ();
1412 }
1413
1414 op->map->dirty = true;
1415
1416 if (object *pl = ms.player ())
1417 pl->contr->ns->floorbox_update ();
1418
1419 /* If this object glows, it may affect lighting conditions that are
1420 * visible to others on this map. But update_all_los is really
1421 * an inefficient way to do this, as it means los for all players
1422 * on the map will get recalculated. The players could very well
1423 * be far away from this change and not affected in any way -
1424 * this should get redone to only look for players within range,
1425 * or just updating the P_UPTODATE for spaces within this area
1426 * of effect may be sufficient.
1427 */
1428 if (op->map->darkness && (op->glow_radius != 0))
1429 update_all_los (op->map, op->x, op->y);
1430
1431 /* updates flags (blocked, alive, no magic, etc) for this map space */
1432 update_object (op, UP_OBJ_INSERT);
1433
1434 INVOKE_OBJECT (INSERT, op);
1435
1436 /* Don't know if moving this to the end will break anything. However,
1437 * we want to have floorbox_update called before calling this.
1438 *
1439 * check_move_on() must be after this because code called from
1440 * check_move_on() depends on correct map flags (so functions like
1441 * blocked() and wall() work properly), and these flags are updated by
1442 * update_object().
1443 */
1444
1445 /* if this is not the head or flag has been passed, don't check walk on status */
1446 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1447 {
1448 if (check_move_on (op, originator))
1449 return 0;
1450
1451 /* If we are a multi part object, lets work our way through the check
1452 * walk on's.
1453 */
1454 for (object *tmp = op->more; tmp; tmp = tmp->more)
1455 if (check_move_on (tmp, originator))
1456 return 0;
1457 }
1458
1459 return op;
1460 }
1461
1462 /* this function inserts an object in the map, but if it
1463 * finds an object of its own type, it'll remove that one first.
1464 * op is the object to insert it under: supplies x and the map.
1465 */
1466 void
1467 replace_insert_ob_in_map (const char *arch_string, object *op)
1468 {
1469 object *tmp, *tmp1;
1470
1471 /* first search for itself and remove any old instances */
1472
1473 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1474 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1475 tmp->destroy ();
1476
1477 tmp1 = arch_to_object (archetype::find (arch_string));
1478
1479 tmp1->x = op->x;
1480 tmp1->y = op->y;
1481 insert_ob_in_map (tmp1, op->map, op, 0);
1482 }
1483
1484 object *
1485 object::insert_at (object *where, object *originator, int flags)
1486 {
1487 return where->map->insert (this, where->x, where->y, originator, flags);
1488 }
1489
1490 /*
1491 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1492 * is returned contains nr objects, and the remaining parts contains
1493 * the rest (or is removed and freed if that number is 0).
1494 * On failure, NULL is returned, and the reason put into the
1495 * global static errmsg array.
1496 */
1497 object *
1498 get_split_ob (object *orig_ob, uint32 nr)
1499 {
1500 object *newob;
1501 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1502
1503 if (orig_ob->nrof < nr)
1504 {
1505 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1506 return NULL;
1507 }
1508
1509 newob = object_create_clone (orig_ob);
1510
1511 if ((orig_ob->nrof -= nr) < 1)
1512 orig_ob->destroy (1);
1513 else if (!is_removed)
1514 {
1515 if (orig_ob->env != NULL)
1516 sub_weight (orig_ob->env, orig_ob->weight * nr);
1517 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1518 {
1519 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1520 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1521 return NULL;
1522 }
1523 }
1524
1525 newob->nrof = nr;
1526
1527 return newob;
1528 }
1529
1530 /*
1531 * decrease_ob_nr(object, number) decreases a specified number from
1532 * the amount of an object. If the amount reaches 0, the object
1533 * is subsequently removed and freed.
1534 *
1535 * Return value: 'op' if something is left, NULL if the amount reached 0
1536 */
1537 object *
1538 decrease_ob_nr (object *op, uint32 i)
1539 {
1540 object *tmp;
1541
1542 if (i == 0) /* objects with op->nrof require this check */
1543 return op;
1544
1545 if (i > op->nrof)
1546 i = op->nrof;
1547
1548 if (QUERY_FLAG (op, FLAG_REMOVED))
1549 op->nrof -= i;
1550 else if (op->env)
1551 {
1552 /* is this object in the players inventory, or sub container
1553 * therein?
1554 */
1555 tmp = op->in_player ();
1556 /* nope. Is this a container the player has opened?
1557 * If so, set tmp to that player.
1558 * IMO, searching through all the players will mostly
1559 * likely be quicker than following op->env to the map,
1560 * and then searching the map for a player.
1561 */
1562 if (!tmp)
1563 for_all_players (pl)
1564 if (pl->ob->container == op->env)
1565 {
1566 tmp = pl->ob;
1567 break;
1568 }
1569
1570 if (i < op->nrof)
1571 {
1572 sub_weight (op->env, op->weight * i);
1573 op->nrof -= i;
1574 if (tmp)
1575 esrv_send_item (tmp, op);
1576 }
1577 else
1578 {
1579 op->remove ();
1580 op->nrof = 0;
1581 if (tmp)
1582 esrv_del_item (tmp->contr, op->count);
1583 }
1584 }
1585 else
1586 {
1587 object *above = op->above;
1588
1589 if (i < op->nrof)
1590 op->nrof -= i;
1591 else
1592 {
1593 op->remove ();
1594 op->nrof = 0;
1595 }
1596
1597 /* Since we just removed op, op->above is null */
1598 for (tmp = above; tmp; tmp = tmp->above)
1599 if (tmp->type == PLAYER)
1600 {
1601 if (op->nrof)
1602 esrv_send_item (tmp, op);
1603 else
1604 esrv_del_item (tmp->contr, op->count);
1605 }
1606 }
1607
1608 if (op->nrof)
1609 return op;
1610 else
1611 {
1612 op->destroy ();
1613 return 0;
1614 }
1615 }
1616
1617 /*
1618 * add_weight(object, weight) adds the specified weight to an object,
1619 * and also updates how much the environment(s) is/are carrying.
1620 */
1621 void
1622 add_weight (object *op, signed long weight)
1623 {
1624 while (op != NULL)
1625 {
1626 if (op->type == CONTAINER)
1627 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1628
1629 op->carrying += weight;
1630 op = op->env;
1631 }
1632 }
1633
1634 object *
1635 insert_ob_in_ob (object *op, object *where)
1636 {
1637 if (!where)
1638 {
1639 char *dump = dump_object (op);
1640 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1641 free (dump);
1642 return op;
1643 }
1644
1645 if (where->head_ () != where)
1646 {
1647 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1648 where = where->head;
1649 }
1650
1651 return where->insert (op);
1652 }
1653
1654 /*
1655 * env->insert (op)
1656 * This function inserts the object op in the linked list
1657 * inside the object environment.
1658 *
1659 * The function returns now pointer to inserted item, and return value can
1660 * be != op, if items are merged. -Tero
1661 */
1662 object *
1663 object::insert (object *op)
1664 {
1665 if (!QUERY_FLAG (op, FLAG_REMOVED))
1666 op->remove ();
1667
1668 if (op->more)
1669 {
1670 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1671 return op;
1672 }
1673
1674 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1675 CLEAR_FLAG (op, FLAG_REMOVED);
1676
1677 if (op->nrof)
1678 {
1679 for (object *tmp = inv; tmp; tmp = tmp->below)
1680 if (object::can_merge (tmp, op))
1681 {
1682 /* return the original object and remove inserted object
1683 (client needs the original object) */
1684 tmp->nrof += op->nrof;
1685 /* Weight handling gets pretty funky. Since we are adding to
1686 * tmp->nrof, we need to increase the weight.
1687 */
1688 add_weight (this, op->weight * op->nrof);
1689 SET_FLAG (op, FLAG_REMOVED);
1690 op->destroy (); /* free the inserted object */
1691 op = tmp;
1692 op->remove (); /* and fix old object's links */
1693 CLEAR_FLAG (op, FLAG_REMOVED);
1694 break;
1695 }
1696
1697 /* I assume combined objects have no inventory
1698 * We add the weight - this object could have just been removed
1699 * (if it was possible to merge). calling remove_ob will subtract
1700 * the weight, so we need to add it in again, since we actually do
1701 * the linking below
1702 */
1703 add_weight (this, op->weight * op->nrof);
1704 }
1705 else
1706 add_weight (this, (op->weight + op->carrying));
1707
1708 if (object *otmp = this->in_player ())
1709 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1710 otmp->update_stats ();
1711
1712 op->owner = 0; // its his/hers now. period.
1713 op->map = 0;
1714 op->env = this;
1715 op->above = 0;
1716 op->below = 0;
1717 op->x = op->y = 0;
1718
1719 /* reset the light list and los of the players on the map */
1720 if (op->glow_radius && map)
1721 {
1722 #ifdef DEBUG_LIGHTS
1723 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1724 #endif /* DEBUG_LIGHTS */
1725 if (map->darkness)
1726 update_all_los (map, x, y);
1727 }
1728
1729 /* Client has no idea of ordering so lets not bother ordering it here.
1730 * It sure simplifies this function...
1731 */
1732 if (!inv)
1733 inv = op;
1734 else
1735 {
1736 op->below = inv;
1737 op->below->above = op;
1738 inv = op;
1739 }
1740
1741 INVOKE_OBJECT (INSERT, this);
1742
1743 return op;
1744 }
1745
1746 /*
1747 * Checks if any objects has a move_type that matches objects
1748 * that effect this object on this space. Call apply() to process
1749 * these events.
1750 *
1751 * Any speed-modification due to SLOW_MOVE() of other present objects
1752 * will affect the speed_left of the object.
1753 *
1754 * originator: Player, monster or other object that caused 'op' to be inserted
1755 * into 'map'. May be NULL.
1756 *
1757 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1758 *
1759 * 4-21-95 added code to check if appropriate skill was readied - this will
1760 * permit faster movement by the player through this terrain. -b.t.
1761 *
1762 * MSW 2001-07-08: Check all objects on space, not just those below
1763 * object being inserted. insert_ob_in_map may not put new objects
1764 * on top.
1765 */
1766 int
1767 check_move_on (object *op, object *originator)
1768 {
1769 object *tmp;
1770 maptile *m = op->map;
1771 int x = op->x, y = op->y;
1772
1773 MoveType move_on, move_slow, move_block;
1774
1775 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1776 return 0;
1777
1778 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1779 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1780 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1781
1782 /* if nothing on this space will slow op down or be applied,
1783 * no need to do checking below. have to make sure move_type
1784 * is set, as lots of objects don't have it set - we treat that
1785 * as walking.
1786 */
1787 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1788 return 0;
1789
1790 /* This is basically inverse logic of that below - basically,
1791 * if the object can avoid the move on or slow move, they do so,
1792 * but can't do it if the alternate movement they are using is
1793 * blocked. Logic on this seems confusing, but does seem correct.
1794 */
1795 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1796 return 0;
1797
1798 /* The objects have to be checked from top to bottom.
1799 * Hence, we first go to the top:
1800 */
1801
1802 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1803 {
1804 /* Trim the search when we find the first other spell effect
1805 * this helps performance so that if a space has 50 spell objects,
1806 * we don't need to check all of them.
1807 */
1808 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1809 break;
1810 }
1811
1812 for (; tmp; tmp = tmp->below)
1813 {
1814 if (tmp == op)
1815 continue; /* Can't apply yourself */
1816
1817 /* Check to see if one of the movement types should be slowed down.
1818 * Second check makes sure that the movement types not being slowed
1819 * (~slow_move) is not blocked on this space - just because the
1820 * space doesn't slow down swimming (for example), if you can't actually
1821 * swim on that space, can't use it to avoid the penalty.
1822 */
1823 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1824 {
1825 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1826 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1827 {
1828
1829 float
1830 diff = tmp->move_slow_penalty * fabs (op->speed);
1831
1832 if (op->type == PLAYER)
1833 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1834 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1835 diff /= 4.0;
1836
1837 op->speed_left -= diff;
1838 }
1839 }
1840
1841 /* Basically same logic as above, except now for actual apply. */
1842 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1843 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1844 {
1845 move_apply (tmp, op, originator);
1846
1847 if (op->destroyed ())
1848 return 1;
1849
1850 /* what the person/creature stepped onto has moved the object
1851 * someplace new. Don't process any further - if we did,
1852 * have a feeling strange problems would result.
1853 */
1854 if (op->map != m || op->x != x || op->y != y)
1855 return 0;
1856 }
1857 }
1858
1859 return 0;
1860 }
1861
1862 /*
1863 * present_arch(arch, map, x, y) searches for any objects with
1864 * a matching archetype at the given map and coordinates.
1865 * The first matching object is returned, or NULL if none.
1866 */
1867 object *
1868 present_arch (const archetype *at, maptile *m, int x, int y)
1869 {
1870 if (!m || out_of_map (m, x, y))
1871 {
1872 LOG (llevError, "Present_arch called outside map.\n");
1873 return NULL;
1874 }
1875
1876 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->arch == at)
1878 return tmp;
1879
1880 return NULL;
1881 }
1882
1883 /*
1884 * present(type, map, x, y) searches for any objects with
1885 * a matching type variable at the given map and coordinates.
1886 * The first matching object is returned, or NULL if none.
1887 */
1888 object *
1889 present (unsigned char type, maptile *m, int x, int y)
1890 {
1891 if (out_of_map (m, x, y))
1892 {
1893 LOG (llevError, "Present called outside map.\n");
1894 return NULL;
1895 }
1896
1897 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1898 if (tmp->type == type)
1899 return tmp;
1900
1901 return NULL;
1902 }
1903
1904 /*
1905 * present_in_ob(type, object) searches for any objects with
1906 * a matching type variable in the inventory of the given object.
1907 * The first matching object is returned, or NULL if none.
1908 */
1909 object *
1910 present_in_ob (unsigned char type, const object *op)
1911 {
1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1913 if (tmp->type == type)
1914 return tmp;
1915
1916 return NULL;
1917 }
1918
1919 /*
1920 * present_in_ob (type, str, object) searches for any objects with
1921 * a matching type & name variable in the inventory of the given object.
1922 * The first matching object is returned, or NULL if none.
1923 * This is mostly used by spell effect code, so that we only
1924 * have one spell effect at a time.
1925 * type can be used to narrow the search - if type is set,
1926 * the type must also match. -1 can be passed for the type,
1927 * in which case the type does not need to pass.
1928 * str is the string to match against. Note that we match against
1929 * the object name, not the archetype name. this is so that the
1930 * spell code can use one object type (force), but change it's name
1931 * to be unique.
1932 */
1933 object *
1934 present_in_ob_by_name (int type, const char *str, const object *op)
1935 {
1936 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1937 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1938 return tmp;
1939
1940 return 0;
1941 }
1942
1943 /*
1944 * present_arch_in_ob(archetype, object) searches for any objects with
1945 * a matching archetype in the inventory of the given object.
1946 * The first matching object is returned, or NULL if none.
1947 */
1948 object *
1949 present_arch_in_ob (const archetype *at, const object *op)
1950 {
1951 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1952 if (tmp->arch == at)
1953 return tmp;
1954
1955 return NULL;
1956 }
1957
1958 /*
1959 * activate recursively a flag on an object inventory
1960 */
1961 void
1962 flag_inv (object *op, int flag)
1963 {
1964 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1965 {
1966 SET_FLAG (tmp, flag);
1967 flag_inv (tmp, flag);
1968 }
1969 }
1970
1971 /*
1972 * deactivate recursively a flag on an object inventory
1973 */
1974 void
1975 unflag_inv (object *op, int flag)
1976 {
1977 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1978 {
1979 CLEAR_FLAG (tmp, flag);
1980 unflag_inv (tmp, flag);
1981 }
1982 }
1983
1984 /*
1985 * find_free_spot(object, map, x, y, start, stop) will search for
1986 * a spot at the given map and coordinates which will be able to contain
1987 * the given object. start and stop specifies how many squares
1988 * to search (see the freearr_x/y[] definition).
1989 * It returns a random choice among the alternatives found.
1990 * start and stop are where to start relative to the free_arr array (1,9
1991 * does all 4 immediate directions). This returns the index into the
1992 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1993 * Note: This function does correctly handle tiled maps, but does not
1994 * inform the caller. However, insert_ob_in_map will update as
1995 * necessary, so the caller shouldn't need to do any special work.
1996 * Note - updated to take an object instead of archetype - this is necessary
1997 * because arch_blocked (now ob_blocked) needs to know the movement type
1998 * to know if the space in question will block the object. We can't use
1999 * the archetype because that isn't correct if the monster has been
2000 * customized, changed states, etc.
2001 */
2002 int
2003 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2004 {
2005 int altern[SIZEOFFREE];
2006 int index = 0, flag;
2007
2008 for (int i = start; i < stop; i++)
2009 {
2010 mapxy pos (m, x, y); pos.move (i);
2011
2012 if (!pos.normalise ())
2013 continue;
2014
2015 mapspace &ms = *pos;
2016
2017 if (ms.flags () & P_IS_ALIVE)
2018 continue;
2019
2020 /* However, often
2021 * ob doesn't have any move type (when used to place exits)
2022 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2023 */
2024 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2025 {
2026 altern [index++] = i;
2027 continue;
2028 }
2029
2030 /* Basically, if we find a wall on a space, we cut down the search size.
2031 * In this way, we won't return spaces that are on another side of a wall.
2032 * This mostly work, but it cuts down the search size in all directions -
2033 * if the space being examined only has a wall to the north and empty
2034 * spaces in all the other directions, this will reduce the search space
2035 * to only the spaces immediately surrounding the target area, and
2036 * won't look 2 spaces south of the target space.
2037 */
2038 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2039 {
2040 stop = maxfree[i];
2041 continue;
2042 }
2043
2044 /* Note it is intentional that we check ob - the movement type of the
2045 * head of the object should correspond for the entire object.
2046 */
2047 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2048 continue;
2049
2050 if (ob->blocked (m, pos.x, pos.y))
2051 continue;
2052
2053 altern [index++] = i;
2054 }
2055
2056 if (!index)
2057 return -1;
2058
2059 return altern [rndm (index)];
2060 }
2061
2062 /*
2063 * find_first_free_spot(archetype, maptile, x, y) works like
2064 * find_free_spot(), but it will search max number of squares.
2065 * But it will return the first available spot, not a random choice.
2066 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2067 */
2068 int
2069 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2070 {
2071 for (int i = 0; i < SIZEOFFREE; i++)
2072 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2073 return i;
2074
2075 return -1;
2076 }
2077
2078 /*
2079 * The function permute(arr, begin, end) randomly reorders the array
2080 * arr[begin..end-1].
2081 * now uses a fisher-yates shuffle, old permute was broken
2082 */
2083 static void
2084 permute (int *arr, int begin, int end)
2085 {
2086 arr += begin;
2087 end -= begin;
2088
2089 while (--end)
2090 swap (arr [end], arr [rndm (end + 1)]);
2091 }
2092
2093 /* new function to make monster searching more efficient, and effective!
2094 * This basically returns a randomized array (in the passed pointer) of
2095 * the spaces to find monsters. In this way, it won't always look for
2096 * monsters to the north first. However, the size of the array passed
2097 * covers all the spaces, so within that size, all the spaces within
2098 * the 3x3 area will be searched, just not in a predictable order.
2099 */
2100 void
2101 get_search_arr (int *search_arr)
2102 {
2103 int i;
2104
2105 for (i = 0; i < SIZEOFFREE; i++)
2106 search_arr[i] = i;
2107
2108 permute (search_arr, 1, SIZEOFFREE1 + 1);
2109 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2110 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2111 }
2112
2113 /*
2114 * find_dir(map, x, y, exclude) will search some close squares in the
2115 * given map at the given coordinates for live objects.
2116 * It will not considered the object given as exclude among possible
2117 * live objects.
2118 * It returns the direction toward the first/closest live object if finds
2119 * any, otherwise 0.
2120 * Perhaps incorrectly, but I'm making the assumption that exclude
2121 * is actually want is going to try and move there. We need this info
2122 * because we have to know what movement the thing looking to move
2123 * there is capable of.
2124 */
2125 int
2126 find_dir (maptile *m, int x, int y, object *exclude)
2127 {
2128 int i, max = SIZEOFFREE, mflags;
2129
2130 sint16 nx, ny;
2131 object *tmp;
2132 maptile *mp;
2133
2134 MoveType blocked, move_type;
2135
2136 if (exclude && exclude->head_ () != exclude)
2137 {
2138 exclude = exclude->head;
2139 move_type = exclude->move_type;
2140 }
2141 else
2142 {
2143 /* If we don't have anything, presume it can use all movement types. */
2144 move_type = MOVE_ALL;
2145 }
2146
2147 for (i = 1; i < max; i++)
2148 {
2149 mp = m;
2150 nx = x + freearr_x[i];
2151 ny = y + freearr_y[i];
2152
2153 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2154
2155 if (mflags & P_OUT_OF_MAP)
2156 max = maxfree[i];
2157 else
2158 {
2159 mapspace &ms = mp->at (nx, ny);
2160
2161 blocked = ms.move_block;
2162
2163 if ((move_type & blocked) == move_type)
2164 max = maxfree[i];
2165 else if (mflags & P_IS_ALIVE)
2166 {
2167 for (tmp = ms.bot; tmp; tmp = tmp->above)
2168 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2169 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2170 break;
2171
2172 if (tmp)
2173 return freedir[i];
2174 }
2175 }
2176 }
2177
2178 return 0;
2179 }
2180
2181 /*
2182 * distance(object 1, object 2) will return the square of the
2183 * distance between the two given objects.
2184 */
2185 int
2186 distance (const object *ob1, const object *ob2)
2187 {
2188 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2189 }
2190
2191 /*
2192 * find_dir_2(delta-x,delta-y) will return a direction in which
2193 * an object which has subtracted the x and y coordinates of another
2194 * object, needs to travel toward it.
2195 */
2196 int
2197 find_dir_2 (int x, int y)
2198 {
2199 int q;
2200
2201 if (y)
2202 q = x * 100 / y;
2203 else if (x)
2204 q = -300 * x;
2205 else
2206 return 0;
2207
2208 if (y > 0)
2209 {
2210 if (q < -242)
2211 return 3;
2212 if (q < -41)
2213 return 2;
2214 if (q < 41)
2215 return 1;
2216 if (q < 242)
2217 return 8;
2218 return 7;
2219 }
2220
2221 if (q < -242)
2222 return 7;
2223 if (q < -41)
2224 return 6;
2225 if (q < 41)
2226 return 5;
2227 if (q < 242)
2228 return 4;
2229
2230 return 3;
2231 }
2232
2233 /*
2234 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2235 * between two directions (which are expected to be absolute (see absdir())
2236 */
2237 int
2238 dirdiff (int dir1, int dir2)
2239 {
2240 int d;
2241
2242 d = abs (dir1 - dir2);
2243 if (d > 4)
2244 d = 8 - d;
2245
2246 return d;
2247 }
2248
2249 /* peterm:
2250 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2251 * Basically, this is a table of directions, and what directions
2252 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2253 * This basically means that if direction is 15, then it could either go
2254 * direction 4, 14, or 16 to get back to where we are.
2255 * Moved from spell_util.c to object.c with the other related direction
2256 * functions.
2257 */
2258 int reduction_dir[SIZEOFFREE][3] = {
2259 {0, 0, 0}, /* 0 */
2260 {0, 0, 0}, /* 1 */
2261 {0, 0, 0}, /* 2 */
2262 {0, 0, 0}, /* 3 */
2263 {0, 0, 0}, /* 4 */
2264 {0, 0, 0}, /* 5 */
2265 {0, 0, 0}, /* 6 */
2266 {0, 0, 0}, /* 7 */
2267 {0, 0, 0}, /* 8 */
2268 {8, 1, 2}, /* 9 */
2269 {1, 2, -1}, /* 10 */
2270 {2, 10, 12}, /* 11 */
2271 {2, 3, -1}, /* 12 */
2272 {2, 3, 4}, /* 13 */
2273 {3, 4, -1}, /* 14 */
2274 {4, 14, 16}, /* 15 */
2275 {5, 4, -1}, /* 16 */
2276 {4, 5, 6}, /* 17 */
2277 {6, 5, -1}, /* 18 */
2278 {6, 20, 18}, /* 19 */
2279 {7, 6, -1}, /* 20 */
2280 {6, 7, 8}, /* 21 */
2281 {7, 8, -1}, /* 22 */
2282 {8, 22, 24}, /* 23 */
2283 {8, 1, -1}, /* 24 */
2284 {24, 9, 10}, /* 25 */
2285 {9, 10, -1}, /* 26 */
2286 {10, 11, -1}, /* 27 */
2287 {27, 11, 29}, /* 28 */
2288 {11, 12, -1}, /* 29 */
2289 {12, 13, -1}, /* 30 */
2290 {12, 13, 14}, /* 31 */
2291 {13, 14, -1}, /* 32 */
2292 {14, 15, -1}, /* 33 */
2293 {33, 15, 35}, /* 34 */
2294 {16, 15, -1}, /* 35 */
2295 {17, 16, -1}, /* 36 */
2296 {18, 17, 16}, /* 37 */
2297 {18, 17, -1}, /* 38 */
2298 {18, 19, -1}, /* 39 */
2299 {41, 19, 39}, /* 40 */
2300 {19, 20, -1}, /* 41 */
2301 {20, 21, -1}, /* 42 */
2302 {20, 21, 22}, /* 43 */
2303 {21, 22, -1}, /* 44 */
2304 {23, 22, -1}, /* 45 */
2305 {45, 47, 23}, /* 46 */
2306 {23, 24, -1}, /* 47 */
2307 {24, 9, -1}
2308 }; /* 48 */
2309
2310 /* Recursive routine to step back and see if we can
2311 * find a path to that monster that we found. If not,
2312 * we don't bother going toward it. Returns 1 if we
2313 * can see a direct way to get it
2314 * Modified to be map tile aware -.MSW
2315 */
2316 int
2317 can_see_monsterP (maptile *m, int x, int y, int dir)
2318 {
2319 sint16 dx, dy;
2320 int mflags;
2321
2322 if (dir < 0)
2323 return 0; /* exit condition: invalid direction */
2324
2325 dx = x + freearr_x[dir];
2326 dy = y + freearr_y[dir];
2327
2328 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2329
2330 /* This functional arguably was incorrect before - it was
2331 * checking for P_WALL - that was basically seeing if
2332 * we could move to the monster - this is being more
2333 * literal on if we can see it. To know if we can actually
2334 * move to the monster, we'd need the monster passed in or
2335 * at least its move type.
2336 */
2337 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2338 return 0;
2339
2340 /* yes, can see. */
2341 if (dir < 9)
2342 return 1;
2343
2344 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2345 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2346 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2347 }
2348
2349 /*
2350 * can_pick(picker, item): finds out if an object is possible to be
2351 * picked up by the picker. Returnes 1 if it can be
2352 * picked up, otherwise 0.
2353 *
2354 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2355 * core dumps if they do.
2356 *
2357 * Add a check so we can't pick up invisible objects (0.93.8)
2358 */
2359 int
2360 can_pick (const object *who, const object *item)
2361 {
2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2364 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2365 }
2366
2367 /*
2368 * create clone from object to another
2369 */
2370 object *
2371 object_create_clone (object *asrc)
2372 {
2373 object *dst = 0, *tmp, *src, *prev, *item;
2374
2375 if (!asrc)
2376 return 0;
2377
2378 src = asrc->head_ ();
2379
2380 prev = 0;
2381 for (object *part = src; part; part = part->more)
2382 {
2383 tmp = part->clone ();
2384 tmp->x -= src->x;
2385 tmp->y -= src->y;
2386
2387 if (!part->head)
2388 {
2389 dst = tmp;
2390 tmp->head = 0;
2391 }
2392 else
2393 tmp->head = dst;
2394
2395 tmp->more = 0;
2396
2397 if (prev)
2398 prev->more = tmp;
2399
2400 prev = tmp;
2401 }
2402
2403 for (item = src->inv; item; item = item->below)
2404 insert_ob_in_ob (object_create_clone (item), dst);
2405
2406 return dst;
2407 }
2408
2409 /* This returns the first object in who's inventory that
2410 * has the same type and subtype match.
2411 * returns NULL if no match.
2412 */
2413 object *
2414 find_obj_by_type_subtype (const object *who, int type, int subtype)
2415 {
2416 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2417 if (tmp->type == type && tmp->subtype == subtype)
2418 return tmp;
2419
2420 return 0;
2421 }
2422
2423 /* If ob has a field named key, return the link from the list,
2424 * otherwise return NULL.
2425 *
2426 * key must be a passed in shared string - otherwise, this won't
2427 * do the desired thing.
2428 */
2429 key_value *
2430 get_ob_key_link (const object *ob, const char *key)
2431 {
2432 for (key_value *link = ob->key_values; link; link = link->next)
2433 if (link->key == key)
2434 return link;
2435
2436 return 0;
2437 }
2438
2439 /*
2440 * Returns the value of op has an extra_field for key, or NULL.
2441 *
2442 * The argument doesn't need to be a shared string.
2443 *
2444 * The returned string is shared.
2445 */
2446 const char *
2447 get_ob_key_value (const object *op, const char *const key)
2448 {
2449 key_value *link;
2450 shstr_cmp canonical_key (key);
2451
2452 if (!canonical_key)
2453 {
2454 /* 1. There being a field named key on any object
2455 * implies there'd be a shared string to find.
2456 * 2. Since there isn't, no object has this field.
2457 * 3. Therefore, *this* object doesn't have this field.
2458 */
2459 return 0;
2460 }
2461
2462 /* This is copied from get_ob_key_link() above -
2463 * only 4 lines, and saves the function call overhead.
2464 */
2465 for (link = op->key_values; link; link = link->next)
2466 if (link->key == canonical_key)
2467 return link->value;
2468
2469 return 0;
2470 }
2471
2472 /*
2473 * Updates the canonical_key in op to value.
2474 *
2475 * canonical_key is a shared string (value doesn't have to be).
2476 *
2477 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2478 * keys.
2479 *
2480 * Returns TRUE on success.
2481 */
2482 int
2483 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2484 {
2485 key_value *field = NULL, *last = NULL;
2486
2487 for (field = op->key_values; field != NULL; field = field->next)
2488 {
2489 if (field->key != canonical_key)
2490 {
2491 last = field;
2492 continue;
2493 }
2494
2495 if (value)
2496 field->value = value;
2497 else
2498 {
2499 /* Basically, if the archetype has this key set,
2500 * we need to store the null value so when we save
2501 * it, we save the empty value so that when we load,
2502 * we get this value back again.
2503 */
2504 if (get_ob_key_link (op->arch, canonical_key))
2505 field->value = 0;
2506 else
2507 {
2508 if (last)
2509 last->next = field->next;
2510 else
2511 op->key_values = field->next;
2512
2513 delete field;
2514 }
2515 }
2516 return TRUE;
2517 }
2518 /* IF we get here, key doesn't exist */
2519
2520 /* No field, we'll have to add it. */
2521
2522 if (!add_key)
2523 return FALSE;
2524
2525 /* There isn't any good reason to store a null
2526 * value in the key/value list. If the archetype has
2527 * this key, then we should also have it, so shouldn't
2528 * be here. If user wants to store empty strings,
2529 * should pass in ""
2530 */
2531 if (value == NULL)
2532 return TRUE;
2533
2534 field = new key_value;
2535
2536 field->key = canonical_key;
2537 field->value = value;
2538 /* Usual prepend-addition. */
2539 field->next = op->key_values;
2540 op->key_values = field;
2541
2542 return TRUE;
2543 }
2544
2545 /*
2546 * Updates the key in op to value.
2547 *
2548 * If add_key is FALSE, this will only update existing keys,
2549 * and not add new ones.
2550 * In general, should be little reason FALSE is ever passed in for add_key
2551 *
2552 * Returns TRUE on success.
2553 */
2554 int
2555 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2556 {
2557 shstr key_ (key);
2558
2559 return set_ob_key_value_s (op, key_, value, add_key);
2560 }
2561
2562 object::depth_iterator::depth_iterator (object *container)
2563 : iterator_base (container)
2564 {
2565 while (item->inv)
2566 item = item->inv;
2567 }
2568
2569 void
2570 object::depth_iterator::next ()
2571 {
2572 if (item->below)
2573 {
2574 item = item->below;
2575
2576 while (item->inv)
2577 item = item->inv;
2578 }
2579 else
2580 item = item->env;
2581 }
2582
2583 const char *
2584 object::flag_desc (char *desc, int len) const
2585 {
2586 char *p = desc;
2587 bool first = true;
2588
2589 *p = 0;
2590
2591 for (int i = 0; i < NUM_FLAGS; i++)
2592 {
2593 if (len <= 10) // magic constant!
2594 {
2595 snprintf (p, len, ",...");
2596 break;
2597 }
2598
2599 if (flag [i])
2600 {
2601 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2602 len -= cnt;
2603 p += cnt;
2604 first = false;
2605 }
2606 }
2607
2608 return desc;
2609 }
2610
2611 // return a suitable string describing an object in enough detail to find it
2612 const char *
2613 object::debug_desc (char *info) const
2614 {
2615 char flagdesc[512];
2616 char info2[256 * 4];
2617 char *p = info;
2618
2619 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2620 count, uuid.seq,
2621 &name,
2622 title ? "\",title:\"" : "",
2623 title ? (const char *)title : "",
2624 flag_desc (flagdesc, 512), type);
2625
2626 if (!this->flag[FLAG_REMOVED] && env)
2627 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2628
2629 if (map)
2630 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2631
2632 return info;
2633 }
2634
2635 const char *
2636 object::debug_desc () const
2637 {
2638 static char info[3][256 * 4];
2639 static int info_idx;
2640
2641 return debug_desc (info [++info_idx % 3]);
2642 }
2643
2644 struct region *
2645 object::region () const
2646 {
2647 return map ? map->region (x, y)
2648 : region::default_region ();
2649 }
2650
2651 const materialtype_t *
2652 object::dominant_material () const
2653 {
2654 if (materialtype_t *mt = name_to_material (materialname))
2655 return mt;
2656
2657 return name_to_material (shstr_unknown);
2658 }
2659
2660 void
2661 object::open_container (object *new_container)
2662 {
2663 if (container == new_container)
2664 return;
2665
2666 if (object *old_container = container)
2667 {
2668 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2669 return;
2670
2671 #if 0
2672 // remove the "Close old_container" object.
2673 if (object *closer = old_container->inv)
2674 if (closer->type == CLOSE_CON)
2675 closer->destroy ();
2676 #endif
2677
2678 old_container->flag [FLAG_APPLIED] = 0;
2679 container = 0;
2680
2681 esrv_update_item (UPD_FLAGS, this, old_container);
2682 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2683 play_sound (sound_find ("chest_close"));
2684 }
2685
2686 if (new_container)
2687 {
2688 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2689 return;
2690
2691 // TODO: this does not seem to serve any purpose anymore?
2692 #if 0
2693 // insert the "Close Container" object.
2694 if (archetype *closer = new_container->other_arch)
2695 {
2696 object *closer = arch_to_object (new_container->other_arch);
2697 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2698 new_container->insert (closer);
2699 }
2700 #endif
2701
2702 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2703
2704 new_container->flag [FLAG_APPLIED] = 1;
2705 container = new_container;
2706
2707 esrv_update_item (UPD_FLAGS, this, new_container);
2708 esrv_send_inventory (this, new_container);
2709 play_sound (sound_find ("chest_open"));
2710 }
2711 }
2712
2713 object *
2714 object::force_find (const shstr name)
2715 {
2716 /* cycle through his inventory to look for the MARK we want to
2717 * place
2718 */
2719 for (object *tmp = inv; tmp; tmp = tmp->below)
2720 if (tmp->type == FORCE && tmp->slaying == name)
2721 return splay (tmp);
2722
2723 return 0;
2724 }
2725
2726 void
2727 object::force_add (const shstr name, int duration)
2728 {
2729 if (object *force = force_find (name))
2730 force->destroy ();
2731
2732 object *force = get_archetype (FORCE_NAME);
2733
2734 force->slaying = name;
2735 force->stats.food = 1;
2736 force->speed_left = -1.f;
2737
2738 force->set_speed (duration ? 1.f / duration : 0.f);
2739 force->flag [FLAG_IS_USED_UP] = true;
2740 force->flag [FLAG_APPLIED] = true;
2741
2742 insert (force);
2743 }
2744
2745 void
2746 object::play_sound (faceidx sound) const
2747 {
2748 if (!sound)
2749 return;
2750
2751 if (flag [FLAG_REMOVED])
2752 return;
2753
2754 if (env)
2755 {
2756 if (object *pl = in_player ())
2757 pl->contr->play_sound (sound);
2758 }
2759 else
2760 map->play_sound (sound, x, y);
2761 }
2762