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Revision: 1.202
Committed: Thu Apr 10 15:35:15 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.201: +11 -18 lines
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# 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 UUID UUID::cur;
39 static const uint64 UUID_SKIP = 1<<19;
40
41 objectvec objects;
42 activevec actives;
43
44 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,
45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
46 };
47 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,
48 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
49 };
50 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,
51 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
52 };
53 int freedir[SIZEOFFREE] = {
54 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,
55 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
56 };
57
58 static void
59 write_uuid (void)
60 {
61 char filename1[MAX_BUF], filename2[MAX_BUF];
62
63 sprintf (filename1, "%s/uuid", settings.localdir);
64 sprintf (filename2, "%s/uuid~", settings.localdir);
65
66 FILE *fp;
67
68 if (!(fp = fopen (filename2, "w")))
69 {
70 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
71 return;
72 }
73
74 fprintf (fp, "<1,%llx>\n", (unsigned long long)UUID::cur.seq + UUID_SKIP * 2);
75 fclose (fp);
76 rename (filename2, filename1);
77 }
78
79 static void
80 read_uuid (void)
81 {
82 char filename[MAX_BUF];
83
84 sprintf (filename, "%s/uuid", settings.localdir);
85
86 FILE *fp;
87
88 if (!(fp = fopen (filename, "r")))
89 {
90 if (errno == ENOENT)
91 {
92 LOG (llevInfo, "RESET uid to 1\n");
93 UUID::cur.seq = 0;
94 write_uuid ();
95 return;
96 }
97
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1);
100 }
101
102 int version;
103 unsigned long long uid;
104 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
105 {
106 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
107 _exit (1);
108 }
109
110 UUID::cur.seq = uid;
111 write_uuid ();
112 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
113 fclose (fp);
114 }
115
116 UUID
117 UUID::gen ()
118 {
119 UUID uid;
120
121 uid.seq = ++cur.seq;
122
123 if (!(cur.seq & (UUID_SKIP - 1)))
124 write_uuid ();
125
126 return uid;
127 }
128
129 void
130 UUID::init ()
131 {
132 read_uuid ();
133 }
134
135 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
136 static int
137 compare_ob_value_lists_one (const object *wants, const object *has)
138 {
139 key_value *wants_field;
140
141 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
142 * objects with lists are rare, and lists stay short. If not, use a
143 * different structure or at least keep the lists sorted...
144 */
145
146 /* For each field in wants, */
147 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
148 {
149 key_value *has_field;
150
151 /* Look for a field in has with the same key. */
152 has_field = get_ob_key_link (has, wants_field->key);
153
154 if (has_field == NULL)
155 {
156 /* No field with that name. */
157 return FALSE;
158 }
159
160 /* Found the matching field. */
161 if (has_field->value != wants_field->value)
162 {
163 /* Values don't match, so this half of the comparison is false. */
164 return FALSE;
165 }
166
167 /* If we get here, we found a match. Now for the next field in wants. */
168 }
169
170 /* If we get here, every field in wants has a matching field in has. */
171 return TRUE;
172 }
173
174 /* Returns TRUE if ob1 has the same key_values as ob2. */
175 static int
176 compare_ob_value_lists (const object *ob1, const object *ob2)
177 {
178 /* However, there may be fields in has which aren't partnered in wants,
179 * so we need to run the comparison *twice*. :(
180 */
181 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
182 }
183
184 /* Function examines the 2 objects given to it, and returns true if
185 * they can be merged together.
186 *
187 * Note that this function appears a lot longer than the macro it
188 * replaces - this is mostly for clarity - a decent compiler should hopefully
189 * reduce this to the same efficiency.
190 *
191 * Check nrof variable *before* calling can_merge()
192 *
193 * Improvements made with merge: Better checking on potion, and also
194 * check weight
195 */
196 bool object::can_merge_slow (object *ob1, object *ob2)
197 {
198 /* A couple quicksanity checks */
199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
204 return 0;
205
206 //TODO: this ain't working well, use nicer and correct overflow check
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
208 * value could not be stored in a sint32 (which unfortunately sometimes is
209 * used to store nrof).
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0;
213
214 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning.
219 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name
229 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id
240 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname
242 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
251 return 0;
252
253 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory.
255 */
256 if (ob1->inv || ob2->inv)
257 {
258 if (!(ob1->inv && ob2->inv))
259 return 0; /* inventories differ in length */
260
261 if (ob1->inv->below || ob2->inv->below)
262 return 0; /* more than one object in inv */
263
264 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; /* inventory objexts differ */
266
267 /* inventory ok - still need to check rest of this object to see
268 * if it is valid.
269 */
270 }
271
272 /* Don't merge objects that are applied. With the new 'body' code,
273 * it is possible for most any character to have more than one of
274 * some items equipped, and we don't want those to merge.
275 */
276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
277 return 0;
278
279 /* Note sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster
281 * check?
282 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
284 return 0;
285
286 switch (ob1->type)
287 {
288 case SCROLL:
289 if (ob1->level != ob2->level)
290 return 0;
291 break;
292 }
293
294 if (ob1->key_values != NULL || ob2->key_values != NULL)
295 {
296 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
298 /* One has fields, but the other one doesn't. */
299 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 }
303
304 if (ob1->self || ob2->self)
305 {
306 ob1->optimise ();
307 ob2->optimise ();
308
309 if (ob1->self || ob2->self)
310 {
311 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
312 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
313
314 if (k1 != k2)
315 return 0;
316 else if (k1 == 0)
317 return 1;
318 else if (!cfperl_can_merge (ob1, ob2))
319 return 0;
320 }
321 }
322
323 /* Everything passes, must be OK. */
324 return 1;
325 }
326
327 /*
328 * sum_weight() is a recursive function which calculates the weight
329 * an object is carrying. It goes through in figures out how much
330 * containers are carrying, and sums it up.
331 */
332 long
333 sum_weight (object *op)
334 {
335 long sum;
336 object *inv;
337
338 for (sum = 0, inv = op->inv; inv; inv = inv->below)
339 {
340 if (inv->inv)
341 sum_weight (inv);
342
343 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
344 }
345
346 if (op->type == CONTAINER && op->stats.Str)
347 sum = (sum * (100 - op->stats.Str)) / 100;
348
349 if (op->carrying != sum)
350 op->carrying = sum;
351
352 return sum;
353 }
354
355 /**
356 * Return the outermost environment object for a given object.
357 */
358
359 object *
360 object_get_env_recursive (object *op)
361 {
362 while (op->env != NULL)
363 op = op->env;
364 return op;
365 }
366
367 /*
368 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
369 * Some error messages.
370 * The result of the dump is stored in the static global errmsg array.
371 */
372 char *
373 dump_object (object *op)
374 {
375 if (!op)
376 return strdup ("[NULLOBJ]");
377
378 object_freezer freezer;
379 op->write (freezer);
380 return freezer.as_string ();
381 }
382
383 /*
384 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned.
387 */
388 object *
389 get_nearest_part (object *op, const object *pl)
390 {
391 object *tmp, *closest;
392 int last_dist, i;
393
394 if (op->more == NULL)
395 return op;
396 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
397 if ((i = distance (tmp, pl)) < last_dist)
398 closest = tmp, last_dist = i;
399 return closest;
400 }
401
402 /*
403 * Returns the object which has the count-variable equal to the argument.
404 */
405 object *
406 find_object (tag_t i)
407 {
408 for_all_objects (op)
409 if (op->count == i)
410 return op;
411
412 return 0;
413 }
414
415 /*
416 * Returns the first object which has a name equal to the argument.
417 * Used only by the patch command, but not all that useful.
418 * Enables features like "patch <name-of-other-player> food 999"
419 */
420 object *
421 find_object_name (const char *str)
422 {
423 shstr_cmp str_ (str);
424 object *op;
425
426 for_all_objects (op)
427 if (op->name == str_)
428 break;
429
430 return op;
431 }
432
433 /*
434 * Sets the owner and sets the skill and exp pointers to owner's current
435 * skill and experience objects.
436 * ACTUALLY NO! investigate! TODO
437 */
438 void
439 object::set_owner (object *owner)
440 {
441 // allow objects which own objects
442 if (owner)
443 while (owner->owner)
444 owner = owner->owner;
445
446 if (flag [FLAG_FREED])
447 {
448 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
449 return;
450 }
451
452 this->owner = owner;
453 }
454
455 int
456 object::slottype () const
457 {
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470 }
471
472 bool
473 object::change_weapon (object *ob)
474 {
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance all your items at once, "
501 "but the %s is just too much for your body. "
502 "[You need to unapply some items first.]", &ob->name);
503 return false;
504 }
505
506 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
507 }
508 else
509 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
510
511 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
512 {
513 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
514 &name, ob->debug_desc ());
515 return false;
516 }
517
518 return true;
519 }
520
521 /* Zero the key_values on op, decrementing the shared-string
522 * refcounts and freeing the links.
523 */
524 static void
525 free_key_values (object *op)
526 {
527 for (key_value *i = op->key_values; i; )
528 {
529 key_value *next = i->next;
530 delete i;
531
532 i = next;
533 }
534
535 op->key_values = 0;
536 }
537
538 object &
539 object::operator =(const object &src)
540 {
541 bool is_freed = flag [FLAG_FREED];
542 bool is_removed = flag [FLAG_REMOVED];
543
544 *(object_copy *)this = src;
545
546 flag [FLAG_FREED] = is_freed;
547 flag [FLAG_REMOVED] = is_removed;
548
549 /* Copy over key_values, if any. */
550 if (src.key_values)
551 {
552 key_value *tail = 0;
553 key_values = 0;
554
555 for (key_value *i = src.key_values; i; i = i->next)
556 {
557 key_value *new_link = new key_value;
558
559 new_link->next = 0;
560 new_link->key = i->key;
561 new_link->value = i->value;
562
563 /* Try and be clever here, too. */
564 if (!key_values)
565 {
566 key_values = new_link;
567 tail = new_link;
568 }
569 else
570 {
571 tail->next = new_link;
572 tail = new_link;
573 }
574 }
575 }
576 }
577
578 /*
579 * copy_to first frees everything allocated by the dst object,
580 * and then copies the contents of itself into the second
581 * object, allocating what needs to be allocated. Basically, any
582 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
583 * if the first object is freed, the pointers in the new object
584 * will point at garbage.
585 */
586 void
587 object::copy_to (object *dst)
588 {
589 *dst = *this;
590
591 if (speed < 0)
592 dst->speed_left -= rndm ();
593
594 dst->set_speed (dst->speed);
595 }
596
597 void
598 object::instantiate ()
599 {
600 if (!uuid.seq) // HACK
601 uuid = UUID::gen ();
602
603 speed_left = -0.1f;
604 /* copy the body_info to the body_used - this is only really
605 * need for monsters, but doesn't hurt to do it for everything.
606 * by doing so, when a monster is created, it has good starting
607 * values for the body_used info, so when items are created
608 * for it, they can be properly equipped.
609 */
610 for (int i = NUM_BODY_LOCATIONS; i--; )
611 slot[i].used = slot[i].info;
612
613 attachable::instantiate ();
614 }
615
616 object *
617 object::clone ()
618 {
619 object *neu = create ();
620 copy_to (neu);
621 return neu;
622 }
623
624 /*
625 * If an object with the IS_TURNABLE() flag needs to be turned due
626 * to the closest player being on the other side, this function can
627 * be called to update the face variable, _and_ how it looks on the map.
628 */
629 void
630 update_turn_face (object *op)
631 {
632 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
633 return;
634
635 SET_ANIMATION (op, op->direction);
636 update_object (op, UP_OBJ_FACE);
637 }
638
639 /*
640 * Updates the speed of an object. If the speed changes from 0 to another
641 * value, or vice versa, then add/remove the object from the active list.
642 * This function needs to be called whenever the speed of an object changes.
643 */
644 void
645 object::set_speed (float speed)
646 {
647 if (flag [FLAG_FREED] && speed)
648 {
649 LOG (llevError, "Object %s is freed but has speed.\n", &name);
650 speed = 0;
651 }
652
653 this->speed = speed;
654
655 if (has_active_speed ())
656 activate ();
657 else
658 deactivate ();
659 }
660
661 /*
662 * update_object() updates the the map.
663 * It takes into account invisible objects (and represent squares covered
664 * by invisible objects by whatever is below them (unless it's another
665 * invisible object, etc...)
666 * If the object being updated is beneath a player, the look-window
667 * of that player is updated (this might be a suboptimal way of
668 * updating that window, though, since update_object() is called _often_)
669 *
670 * action is a hint of what the caller believes need to be done.
671 * current action are:
672 * UP_OBJ_INSERT: op was inserted
673 * UP_OBJ_REMOVE: op was removed
674 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
675 * as that is easier than trying to look at what may have changed.
676 * UP_OBJ_FACE: only the objects face has changed.
677 */
678 void
679 update_object (object *op, int action)
680 {
681 if (op == NULL)
682 {
683 /* this should never happen */
684 LOG (llevDebug, "update_object() called for NULL object.\n");
685 return;
686 }
687
688 if (op->env)
689 {
690 /* Animation is currently handled by client, so nothing
691 * to do in this case.
692 */
693 return;
694 }
695
696 /* If the map is saving, don't do anything as everything is
697 * going to get freed anyways.
698 */
699 if (!op->map || op->map->in_memory == MAP_SAVING)
700 return;
701
702 /* make sure the object is within map boundaries */
703 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
704 {
705 LOG (llevError, "update_object() called for object out of map!\n");
706 #ifdef MANY_CORES
707 abort ();
708 #endif
709 return;
710 }
711
712 mapspace &m = op->ms ();
713
714 if (!(m.flags_ & P_UPTODATE))
715 /* nop */;
716 else if (action == UP_OBJ_INSERT)
717 {
718 // this is likely overkill, TODO: revisit (schmorp)
719 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
720 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
721 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
722 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
723 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
724 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
725 || (m.move_on | op->move_on ) != m.move_on
726 || (m.move_off | op->move_off ) != m.move_off
727 || (m.move_slow | op->move_slow) != m.move_slow
728 /* This isn't perfect, but I don't expect a lot of objects to
729 * to have move_allow right now.
730 */
731 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
732 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
733 m.flags_ = 0;
734 }
735 /* if the object is being removed, we can't make intelligent
736 * decisions, because remove_ob can't really pass the object
737 * that is being removed.
738 */
739 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
740 m.flags_ = 0;
741 else if (action == UP_OBJ_FACE)
742 /* Nothing to do for that case */ ;
743 else
744 LOG (llevError, "update_object called with invalid action: %d\n", action);
745
746 if (op->more)
747 update_object (op->more, action);
748 }
749
750 object::object ()
751 {
752 SET_FLAG (this, FLAG_REMOVED);
753
754 expmul = 1.0;
755 face = blank_face;
756 }
757
758 object::~object ()
759 {
760 unlink ();
761
762 free_key_values (this);
763 }
764
765 static int object_count;
766
767 void object::link ()
768 {
769 assert (!index);//D
770 uuid = UUID::gen ();
771 count = ++object_count;
772
773 refcnt_inc ();
774 objects.insert (this);
775 }
776
777 void object::unlink ()
778 {
779 if (!index)
780 return;
781
782 objects.erase (this);
783 refcnt_dec ();
784 }
785
786 void
787 object::activate ()
788 {
789 /* If already on active list, don't do anything */
790 if (active)
791 return;
792
793 if (has_active_speed ())
794 actives.insert (this);
795 }
796
797 void
798 object::activate_recursive ()
799 {
800 activate ();
801
802 for (object *op = inv; op; op = op->below)
803 op->activate_recursive ();
804 }
805
806 /* This function removes object 'op' from the list of active
807 * objects.
808 * This should only be used for style maps or other such
809 * reference maps where you don't want an object that isn't
810 * in play chewing up cpu time getting processed.
811 * The reverse of this is to call update_ob_speed, which
812 * will do the right thing based on the speed of the object.
813 */
814 void
815 object::deactivate ()
816 {
817 /* If not on the active list, nothing needs to be done */
818 if (!active)
819 return;
820
821 actives.erase (this);
822 }
823
824 void
825 object::deactivate_recursive ()
826 {
827 for (object *op = inv; op; op = op->below)
828 op->deactivate_recursive ();
829
830 deactivate ();
831 }
832
833 void
834 object::set_flag_inv (int flag, int value)
835 {
836 for (object *op = inv; op; op = op->below)
837 {
838 op->flag [flag] = value;
839 op->set_flag_inv (flag, value);
840 }
841 }
842
843 /*
844 * Remove and free all objects in the inventory of the given object.
845 * object.c ?
846 */
847 void
848 object::destroy_inv (bool drop_to_ground)
849 {
850 // need to check first, because the checks below might segfault
851 // as we might be on an invalid mapspace and crossfire code
852 // is too buggy to ensure that the inventory is empty.
853 // corollary: if you create arrows etc. with stuff in tis inventory,
854 // cf will crash below with off-map x and y
855 if (!inv)
856 return;
857
858 /* Only if the space blocks everything do we not process -
859 * if some form of movement is allowed, let objects
860 * drop on that space.
861 */
862 if (!drop_to_ground
863 || !map
864 || map->in_memory != MAP_IN_MEMORY
865 || map->nodrop
866 || ms ().move_block == MOVE_ALL)
867 {
868 while (inv)
869 {
870 inv->destroy_inv (drop_to_ground);
871 inv->destroy ();
872 }
873 }
874 else
875 { /* Put objects in inventory onto this space */
876 while (inv)
877 {
878 object *op = inv;
879
880 if (op->flag [FLAG_STARTEQUIP]
881 || op->flag [FLAG_NO_DROP]
882 || op->type == RUNE
883 || op->type == TRAP
884 || op->flag [FLAG_IS_A_TEMPLATE]
885 || op->flag [FLAG_DESTROY_ON_DEATH])
886 op->destroy ();
887 else
888 map->insert (op, x, y);
889 }
890 }
891 }
892
893 object *object::create ()
894 {
895 object *op = new object;
896 op->link ();
897 return op;
898 }
899
900 void
901 object::do_destroy ()
902 {
903 attachable::do_destroy ();
904
905 if (flag [FLAG_IS_LINKED])
906 remove_button_link (this);
907
908 if (flag [FLAG_FRIENDLY])
909 remove_friendly_object (this);
910
911 if (!flag [FLAG_REMOVED])
912 remove ();
913
914 destroy_inv (true);
915
916 deactivate ();
917 unlink ();
918
919 flag [FLAG_FREED] = 1;
920
921 // hack to ensure that freed objects still have a valid map
922 {
923 static maptile *freed_map; // freed objects are moved here to avoid crashes
924
925 if (!freed_map)
926 {
927 freed_map = new maptile;
928
929 freed_map->path = "<freed objects map>";
930 freed_map->name = "/internal/freed_objects_map";
931 freed_map->width = 3;
932 freed_map->height = 3;
933 freed_map->nodrop = 1;
934
935 freed_map->alloc ();
936 freed_map->in_memory = MAP_IN_MEMORY;
937 }
938
939 map = freed_map;
940 x = 1;
941 y = 1;
942 }
943
944 if (more)
945 {
946 more->destroy ();
947 more = 0;
948 }
949
950 head = 0;
951
952 // clear those pointers that likely might cause circular references
953 owner = 0;
954 enemy = 0;
955 attacked_by = 0;
956 current_weapon = 0;
957 }
958
959 void
960 object::destroy (bool destroy_inventory)
961 {
962 if (destroyed ())
963 return;
964
965 if (destroy_inventory)
966 destroy_inv (false);
967
968 if (is_head ())
969 if (sound_destroy)
970 play_sound (sound_destroy);
971 else if (flag [FLAG_MONSTER])
972 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
973
974 attachable::destroy ();
975 }
976
977 /*
978 * sub_weight() recursively (outwards) subtracts a number from the
979 * weight of an object (and what is carried by it's environment(s)).
980 */
981 void
982 sub_weight (object *op, signed long weight)
983 {
984 while (op != NULL)
985 {
986 if (op->type == CONTAINER)
987 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
988
989 op->carrying -= weight;
990 op = op->env;
991 }
992 }
993
994 /* op->remove ():
995 * This function removes the object op from the linked list of objects
996 * which it is currently tied to. When this function is done, the
997 * object will have no environment. If the object previously had an
998 * environment, the x and y coordinates will be updated to
999 * the previous environment.
1000 */
1001 void
1002 object::do_remove ()
1003 {
1004 object *tmp, *last = 0;
1005 object *otmp;
1006
1007 if (QUERY_FLAG (this, FLAG_REMOVED))
1008 return;
1009
1010 SET_FLAG (this, FLAG_REMOVED);
1011 INVOKE_OBJECT (REMOVE, this);
1012
1013 if (more)
1014 more->remove ();
1015
1016 /*
1017 * In this case, the object to be removed is in someones
1018 * inventory.
1019 */
1020 if (env)
1021 {
1022 if (nrof)
1023 sub_weight (env, weight * nrof);
1024 else
1025 sub_weight (env, weight + carrying);
1026
1027 /* NO_FIX_PLAYER is set when a great many changes are being
1028 * made to players inventory. If set, avoiding the call
1029 * to save cpu time.
1030 */
1031 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1032 otmp->update_stats ();
1033
1034 if (above)
1035 above->below = below;
1036 else
1037 env->inv = below;
1038
1039 if (below)
1040 below->above = above;
1041
1042 /* we set up values so that it could be inserted into
1043 * the map, but we don't actually do that - it is up
1044 * to the caller to decide what we want to do.
1045 */
1046 x = env->x, y = env->y;
1047 map = env->map;
1048 above = 0, below = 0;
1049 env = 0;
1050 }
1051 else if (map)
1052 {
1053 if (type == PLAYER)
1054 {
1055 // leaving a spot always closes any open container on the ground
1056 if (container && !container->env)
1057 // this causes spurious floorbox updates, but it ensures
1058 // that the CLOSE event is being sent.
1059 close_container ();
1060
1061 --map->players;
1062 map->touch ();
1063 }
1064
1065 map->dirty = true;
1066 mapspace &ms = this->ms ();
1067
1068 /* link the object above us */
1069 if (above)
1070 above->below = below;
1071 else
1072 ms.top = below; /* we were top, set new top */
1073
1074 /* Relink the object below us, if there is one */
1075 if (below)
1076 below->above = above;
1077 else
1078 {
1079 /* Nothing below, which means we need to relink map object for this space
1080 * use translated coordinates in case some oddness with map tiling is
1081 * evident
1082 */
1083 if (GET_MAP_OB (map, x, y) != this)
1084 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 ());
1085
1086 ms.bot = above; /* goes on above it. */
1087 }
1088
1089 above = 0;
1090 below = 0;
1091
1092 if (map->in_memory == MAP_SAVING)
1093 return;
1094
1095 int check_walk_off = !flag [FLAG_NO_APPLY];
1096
1097 if (object *pl = ms.player ())
1098 {
1099 if (pl->container == this)
1100 /* If a container that the player is currently using somehow gets
1101 * removed (most likely destroyed), update the player view
1102 * appropriately.
1103 */
1104 pl->close_container ();
1105
1106 pl->contr->ns->floorbox_update ();
1107 }
1108
1109 for (tmp = ms.bot; tmp; tmp = tmp->above)
1110 {
1111 /* No point updating the players look faces if he is the object
1112 * being removed.
1113 */
1114
1115 /* See if object moving off should effect something */
1116 if (check_walk_off
1117 && ((move_type & tmp->move_off)
1118 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1119 {
1120 move_apply (tmp, this, 0);
1121
1122 if (destroyed ())
1123 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1124 }
1125
1126 last = tmp;
1127 }
1128
1129 /* last == NULL if there are no objects on this space */
1130 //TODO: this makes little sense, why only update the topmost object?
1131 if (!last)
1132 map->at (x, y).flags_ = 0;
1133 else
1134 update_object (last, UP_OBJ_REMOVE);
1135
1136 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1137 update_all_los (map, x, y);
1138 }
1139 }
1140
1141 /*
1142 * merge_ob(op,top):
1143 *
1144 * This function goes through all objects below and including top, and
1145 * merges op to the first matching object.
1146 * If top is NULL, it is calculated.
1147 * Returns pointer to object if it succeded in the merge, otherwise NULL
1148 */
1149 object *
1150 merge_ob (object *op, object *top)
1151 {
1152 if (!op->nrof)
1153 return 0;
1154
1155 if (!top)
1156 for (top = op; top && top->above; top = top->above)
1157 ;
1158
1159 for (; top; top = top->below)
1160 {
1161 if (top == op)
1162 continue;
1163
1164 if (object::can_merge (op, top))
1165 {
1166 top->nrof += op->nrof;
1167
1168 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1169 op->weight = 0; /* Don't want any adjustements now */
1170 op->destroy ();
1171 return top;
1172 }
1173 }
1174
1175 return 0;
1176 }
1177
1178 void
1179 object::expand_tail ()
1180 {
1181 if (more)
1182 return;
1183
1184 object *prev = this;
1185
1186 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1187 {
1188 object *op = arch_to_object (at);
1189
1190 op->name = name;
1191 op->name_pl = name_pl;
1192 op->title = title;
1193
1194 op->head = this;
1195 prev->more = op;
1196
1197 prev = op;
1198 }
1199 }
1200
1201 /*
1202 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1203 * job preparing multi-part monsters.
1204 */
1205 object *
1206 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1207 {
1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1209 {
1210 tmp->x = x + tmp->arch->x;
1211 tmp->y = y + tmp->arch->y;
1212 }
1213
1214 return insert_ob_in_map (op, m, originator, flag);
1215 }
1216
1217 /*
1218 * insert_ob_in_map (op, map, originator, flag):
1219 * This function inserts the object in the two-way linked list
1220 * which represents what is on a map.
1221 * The second argument specifies the map, and the x and y variables
1222 * in the object about to be inserted specifies the position.
1223 *
1224 * originator: Player, monster or other object that caused 'op' to be inserted
1225 * into 'map'. May be NULL.
1226 *
1227 * flag is a bitmask about special things to do (or not do) when this
1228 * function is called. see the object.h file for the INS_ values.
1229 * Passing 0 for flag gives proper default values, so flag really only needs
1230 * to be set if special handling is needed.
1231 *
1232 * Return value:
1233 * new object if 'op' was merged with other object
1234 * NULL if 'op' was destroyed
1235 * just 'op' otherwise
1236 */
1237 object *
1238 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1239 {
1240 assert (!op->flag [FLAG_FREED]);
1241
1242 object *top, *floor = NULL;
1243
1244 op->remove ();
1245
1246 /* Ideally, the caller figures this out. However, it complicates a lot
1247 * of areas of callers (eg, anything that uses find_free_spot would now
1248 * need extra work
1249 */
1250 if (!xy_normalise (m, op->x, op->y))
1251 {
1252 op->destroy ();
1253 return 0;
1254 }
1255
1256 if (object *more = op->more)
1257 if (!insert_ob_in_map (more, m, originator, flag))
1258 return 0;
1259
1260 CLEAR_FLAG (op, FLAG_REMOVED);
1261
1262 op->map = m;
1263 mapspace &ms = op->ms ();
1264
1265 /* this has to be done after we translate the coordinates.
1266 */
1267 if (op->nrof && !(flag & INS_NO_MERGE))
1268 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1269 if (object::can_merge (op, tmp))
1270 {
1271 op->nrof += tmp->nrof;
1272 tmp->destroy ();
1273 }
1274
1275 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1276 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1277
1278 if (!QUERY_FLAG (op, FLAG_ALIVE))
1279 CLEAR_FLAG (op, FLAG_NO_STEAL);
1280
1281 if (flag & INS_BELOW_ORIGINATOR)
1282 {
1283 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1284 {
1285 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1286 abort ();
1287 }
1288
1289 op->above = originator;
1290 op->below = originator->below;
1291
1292 if (op->below)
1293 op->below->above = op;
1294 else
1295 ms.bot = op;
1296
1297 /* since *below* originator, no need to update top */
1298 originator->below = op;
1299 }
1300 else
1301 {
1302 top = ms.bot;
1303
1304 /* If there are other objects, then */
1305 if (top)
1306 {
1307 object *last = 0;
1308
1309 /*
1310 * If there are multiple objects on this space, we do some trickier handling.
1311 * We've already dealt with merging if appropriate.
1312 * Generally, we want to put the new object on top. But if
1313 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1314 * floor, we want to insert above that and no further.
1315 * Also, if there are spell objects on this space, we stop processing
1316 * once we get to them. This reduces the need to traverse over all of
1317 * them when adding another one - this saves quite a bit of cpu time
1318 * when lots of spells are cast in one area. Currently, it is presumed
1319 * that flying non pickable objects are spell objects.
1320 */
1321 for (top = ms.bot; top; top = top->above)
1322 {
1323 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1324 floor = top;
1325
1326 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1327 {
1328 /* We insert above top, so we want this object below this */
1329 top = top->below;
1330 break;
1331 }
1332
1333 last = top;
1334 }
1335
1336 /* Don't want top to be NULL, so set it to the last valid object */
1337 top = last;
1338
1339 /* We let update_position deal with figuring out what the space
1340 * looks like instead of lots of conditions here.
1341 * makes things faster, and effectively the same result.
1342 */
1343
1344 /* Have object 'fall below' other objects that block view.
1345 * Unless those objects are exits.
1346 * If INS_ON_TOP is used, don't do this processing
1347 * Need to find the object that in fact blocks view, otherwise
1348 * stacking is a bit odd.
1349 */
1350 if (!(flag & INS_ON_TOP)
1351 && ms.flags () & P_BLOCKSVIEW
1352 && (op->face && !faces [op->face].visibility))
1353 {
1354 for (last = top; last != floor; last = last->below)
1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1356 break;
1357
1358 /* Check to see if we found the object that blocks view,
1359 * and make sure we have a below pointer for it so that
1360 * we can get inserted below this one, which requires we
1361 * set top to the object below us.
1362 */
1363 if (last && last->below && last != floor)
1364 top = last->below;
1365 }
1366 } /* If objects on this space */
1367
1368 if (flag & INS_ABOVE_FLOOR_ONLY)
1369 top = floor;
1370
1371 /* Top is the object that our object (op) is going to get inserted above.
1372 */
1373
1374 /* First object on this space */
1375 if (!top)
1376 {
1377 op->above = ms.bot;
1378
1379 if (op->above)
1380 op->above->below = op;
1381
1382 op->below = 0;
1383 ms.bot = op;
1384 }
1385 else
1386 { /* get inserted into the stack above top */
1387 op->above = top->above;
1388
1389 if (op->above)
1390 op->above->below = op;
1391
1392 op->below = top;
1393 top->above = op;
1394 }
1395
1396 if (!op->above)
1397 ms.top = op;
1398 } /* else not INS_BELOW_ORIGINATOR */
1399
1400 if (op->type == PLAYER)
1401 {
1402 op->contr->do_los = 1;
1403 ++op->map->players;
1404 op->map->touch ();
1405 }
1406
1407 op->map->dirty = true;
1408
1409 if (object *pl = ms.player ())
1410 pl->contr->ns->floorbox_update ();
1411
1412 /* If this object glows, it may affect lighting conditions that are
1413 * visible to others on this map. But update_all_los is really
1414 * an inefficient way to do this, as it means los for all players
1415 * on the map will get recalculated. The players could very well
1416 * be far away from this change and not affected in any way -
1417 * this should get redone to only look for players within range,
1418 * or just updating the P_UPTODATE for spaces within this area
1419 * of effect may be sufficient.
1420 */
1421 if (op->map->darkness && (op->glow_radius != 0))
1422 update_all_los (op->map, op->x, op->y);
1423
1424 /* updates flags (blocked, alive, no magic, etc) for this map space */
1425 update_object (op, UP_OBJ_INSERT);
1426
1427 INVOKE_OBJECT (INSERT, op);
1428
1429 /* Don't know if moving this to the end will break anything. However,
1430 * we want to have floorbox_update called before calling this.
1431 *
1432 * check_move_on() must be after this because code called from
1433 * check_move_on() depends on correct map flags (so functions like
1434 * blocked() and wall() work properly), and these flags are updated by
1435 * update_object().
1436 */
1437
1438 /* if this is not the head or flag has been passed, don't check walk on status */
1439 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1440 {
1441 if (check_move_on (op, originator))
1442 return 0;
1443
1444 /* If we are a multi part object, lets work our way through the check
1445 * walk on's.
1446 */
1447 for (object *tmp = op->more; tmp; tmp = tmp->more)
1448 if (check_move_on (tmp, originator))
1449 return 0;
1450 }
1451
1452 return op;
1453 }
1454
1455 /* this function inserts an object in the map, but if it
1456 * finds an object of its own type, it'll remove that one first.
1457 * op is the object to insert it under: supplies x and the map.
1458 */
1459 void
1460 replace_insert_ob_in_map (const char *arch_string, object *op)
1461 {
1462 object *tmp, *tmp1;
1463
1464 /* first search for itself and remove any old instances */
1465
1466 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1467 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1468 tmp->destroy ();
1469
1470 tmp1 = arch_to_object (archetype::find (arch_string));
1471
1472 tmp1->x = op->x;
1473 tmp1->y = op->y;
1474 insert_ob_in_map (tmp1, op->map, op, 0);
1475 }
1476
1477 object *
1478 object::insert_at (object *where, object *originator, int flags)
1479 {
1480 return where->map->insert (this, where->x, where->y, originator, flags);
1481 }
1482
1483 /*
1484 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1485 * is returned contains nr objects, and the remaining parts contains
1486 * the rest (or is removed and freed if that number is 0).
1487 * On failure, NULL is returned, and the reason put into the
1488 * global static errmsg array.
1489 */
1490 object *
1491 get_split_ob (object *orig_ob, uint32 nr)
1492 {
1493 object *newob;
1494 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1495
1496 if (orig_ob->nrof < nr)
1497 {
1498 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1499 return NULL;
1500 }
1501
1502 newob = object_create_clone (orig_ob);
1503
1504 if ((orig_ob->nrof -= nr) < 1)
1505 orig_ob->destroy (1);
1506 else if (!is_removed)
1507 {
1508 if (orig_ob->env != NULL)
1509 sub_weight (orig_ob->env, orig_ob->weight * nr);
1510 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1511 {
1512 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1513 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1514 return NULL;
1515 }
1516 }
1517
1518 newob->nrof = nr;
1519
1520 return newob;
1521 }
1522
1523 /*
1524 * decrease_ob_nr(object, number) decreases a specified number from
1525 * the amount of an object. If the amount reaches 0, the object
1526 * is subsequently removed and freed.
1527 *
1528 * Return value: 'op' if something is left, NULL if the amount reached 0
1529 */
1530 object *
1531 decrease_ob_nr (object *op, uint32 i)
1532 {
1533 object *tmp;
1534
1535 if (i == 0) /* objects with op->nrof require this check */
1536 return op;
1537
1538 if (i > op->nrof)
1539 i = op->nrof;
1540
1541 if (QUERY_FLAG (op, FLAG_REMOVED))
1542 op->nrof -= i;
1543 else if (op->env)
1544 {
1545 /* is this object in the players inventory, or sub container
1546 * therein?
1547 */
1548 tmp = op->in_player ();
1549 /* nope. Is this a container the player has opened?
1550 * If so, set tmp to that player.
1551 * IMO, searching through all the players will mostly
1552 * likely be quicker than following op->env to the map,
1553 * and then searching the map for a player.
1554 */
1555 if (!tmp)
1556 for_all_players (pl)
1557 if (pl->ob->container == op->env)
1558 {
1559 tmp = pl->ob;
1560 break;
1561 }
1562
1563 if (i < op->nrof)
1564 {
1565 sub_weight (op->env, op->weight * i);
1566 op->nrof -= i;
1567 if (tmp)
1568 esrv_send_item (tmp, op);
1569 }
1570 else
1571 {
1572 op->remove ();
1573 op->nrof = 0;
1574 if (tmp)
1575 esrv_del_item (tmp->contr, op->count);
1576 }
1577 }
1578 else
1579 {
1580 object *above = op->above;
1581
1582 if (i < op->nrof)
1583 op->nrof -= i;
1584 else
1585 {
1586 op->remove ();
1587 op->nrof = 0;
1588 }
1589
1590 /* Since we just removed op, op->above is null */
1591 for (tmp = above; tmp; tmp = tmp->above)
1592 if (tmp->type == PLAYER)
1593 {
1594 if (op->nrof)
1595 esrv_send_item (tmp, op);
1596 else
1597 esrv_del_item (tmp->contr, op->count);
1598 }
1599 }
1600
1601 if (op->nrof)
1602 return op;
1603 else
1604 {
1605 op->destroy ();
1606 return 0;
1607 }
1608 }
1609
1610 /*
1611 * add_weight(object, weight) adds the specified weight to an object,
1612 * and also updates how much the environment(s) is/are carrying.
1613 */
1614 void
1615 add_weight (object *op, signed long weight)
1616 {
1617 while (op != NULL)
1618 {
1619 if (op->type == CONTAINER)
1620 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1621
1622 op->carrying += weight;
1623 op = op->env;
1624 }
1625 }
1626
1627 object *
1628 insert_ob_in_ob (object *op, object *where)
1629 {
1630 if (!where)
1631 {
1632 char *dump = dump_object (op);
1633 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1634 free (dump);
1635 return op;
1636 }
1637
1638 if (where->head_ () != where)
1639 {
1640 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1641 where = where->head;
1642 }
1643
1644 return where->insert (op);
1645 }
1646
1647 /*
1648 * env->insert (op)
1649 * This function inserts the object op in the linked list
1650 * inside the object environment.
1651 *
1652 * The function returns now pointer to inserted item, and return value can
1653 * be != op, if items are merged. -Tero
1654 */
1655 object *
1656 object::insert (object *op)
1657 {
1658 if (!QUERY_FLAG (op, FLAG_REMOVED))
1659 op->remove ();
1660
1661 if (op->more)
1662 {
1663 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1664 return op;
1665 }
1666
1667 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1668 CLEAR_FLAG (op, FLAG_REMOVED);
1669
1670 if (op->nrof)
1671 {
1672 for (object *tmp = inv; tmp; tmp = tmp->below)
1673 if (object::can_merge (tmp, op))
1674 {
1675 /* return the original object and remove inserted object
1676 (client needs the original object) */
1677 tmp->nrof += op->nrof;
1678 /* Weight handling gets pretty funky. Since we are adding to
1679 * tmp->nrof, we need to increase the weight.
1680 */
1681 add_weight (this, op->weight * op->nrof);
1682 SET_FLAG (op, FLAG_REMOVED);
1683 op->destroy (); /* free the inserted object */
1684 op = tmp;
1685 op->remove (); /* and fix old object's links */
1686 CLEAR_FLAG (op, FLAG_REMOVED);
1687 break;
1688 }
1689
1690 /* I assume combined objects have no inventory
1691 * We add the weight - this object could have just been removed
1692 * (if it was possible to merge). calling remove_ob will subtract
1693 * the weight, so we need to add it in again, since we actually do
1694 * the linking below
1695 */
1696 add_weight (this, op->weight * op->nrof);
1697 }
1698 else
1699 add_weight (this, (op->weight + op->carrying));
1700
1701 if (object *otmp = this->in_player ())
1702 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1703 otmp->update_stats ();
1704
1705 op->owner = 0; // its his/hers now. period.
1706 op->map = 0;
1707 op->env = this;
1708 op->above = 0;
1709 op->below = 0;
1710 op->x = op->y = 0;
1711
1712 /* reset the light list and los of the players on the map */
1713 if (op->glow_radius && map)
1714 {
1715 #ifdef DEBUG_LIGHTS
1716 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1717 #endif /* DEBUG_LIGHTS */
1718 if (map->darkness)
1719 update_all_los (map, x, y);
1720 }
1721
1722 /* Client has no idea of ordering so lets not bother ordering it here.
1723 * It sure simplifies this function...
1724 */
1725 if (!inv)
1726 inv = op;
1727 else
1728 {
1729 op->below = inv;
1730 op->below->above = op;
1731 inv = op;
1732 }
1733
1734 INVOKE_OBJECT (INSERT, this);
1735
1736 return op;
1737 }
1738
1739 /*
1740 * Checks if any objects has a move_type that matches objects
1741 * that effect this object on this space. Call apply() to process
1742 * these events.
1743 *
1744 * Any speed-modification due to SLOW_MOVE() of other present objects
1745 * will affect the speed_left of the object.
1746 *
1747 * originator: Player, monster or other object that caused 'op' to be inserted
1748 * into 'map'. May be NULL.
1749 *
1750 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1751 *
1752 * 4-21-95 added code to check if appropriate skill was readied - this will
1753 * permit faster movement by the player through this terrain. -b.t.
1754 *
1755 * MSW 2001-07-08: Check all objects on space, not just those below
1756 * object being inserted. insert_ob_in_map may not put new objects
1757 * on top.
1758 */
1759 int
1760 check_move_on (object *op, object *originator)
1761 {
1762 object *tmp;
1763 maptile *m = op->map;
1764 int x = op->x, y = op->y;
1765
1766 MoveType move_on, move_slow, move_block;
1767
1768 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1769 return 0;
1770
1771 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1773 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1774
1775 /* if nothing on this space will slow op down or be applied,
1776 * no need to do checking below. have to make sure move_type
1777 * is set, as lots of objects don't have it set - we treat that
1778 * as walking.
1779 */
1780 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1781 return 0;
1782
1783 /* This is basically inverse logic of that below - basically,
1784 * if the object can avoid the move on or slow move, they do so,
1785 * but can't do it if the alternate movement they are using is
1786 * blocked. Logic on this seems confusing, but does seem correct.
1787 */
1788 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1789 return 0;
1790
1791 /* The objects have to be checked from top to bottom.
1792 * Hence, we first go to the top:
1793 */
1794
1795 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1796 {
1797 /* Trim the search when we find the first other spell effect
1798 * this helps performance so that if a space has 50 spell objects,
1799 * we don't need to check all of them.
1800 */
1801 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1802 break;
1803 }
1804
1805 for (; tmp; tmp = tmp->below)
1806 {
1807 if (tmp == op)
1808 continue; /* Can't apply yourself */
1809
1810 /* Check to see if one of the movement types should be slowed down.
1811 * Second check makes sure that the movement types not being slowed
1812 * (~slow_move) is not blocked on this space - just because the
1813 * space doesn't slow down swimming (for example), if you can't actually
1814 * swim on that space, can't use it to avoid the penalty.
1815 */
1816 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1817 {
1818 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1819 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1820 {
1821
1822 float
1823 diff = tmp->move_slow_penalty * fabs (op->speed);
1824
1825 if (op->type == PLAYER)
1826 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1827 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1828 diff /= 4.0;
1829
1830 op->speed_left -= diff;
1831 }
1832 }
1833
1834 /* Basically same logic as above, except now for actual apply. */
1835 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1836 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1837 {
1838 move_apply (tmp, op, originator);
1839
1840 if (op->destroyed ())
1841 return 1;
1842
1843 /* what the person/creature stepped onto has moved the object
1844 * someplace new. Don't process any further - if we did,
1845 * have a feeling strange problems would result.
1846 */
1847 if (op->map != m || op->x != x || op->y != y)
1848 return 0;
1849 }
1850 }
1851
1852 return 0;
1853 }
1854
1855 /*
1856 * present_arch(arch, map, x, y) searches for any objects with
1857 * a matching archetype at the given map and coordinates.
1858 * The first matching object is returned, or NULL if none.
1859 */
1860 object *
1861 present_arch (const archetype *at, maptile *m, int x, int y)
1862 {
1863 if (!m || out_of_map (m, x, y))
1864 {
1865 LOG (llevError, "Present_arch called outside map.\n");
1866 return NULL;
1867 }
1868
1869 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1870 if (tmp->arch == at)
1871 return tmp;
1872
1873 return NULL;
1874 }
1875
1876 /*
1877 * present(type, map, x, y) searches for any objects with
1878 * a matching type variable at the given map and coordinates.
1879 * The first matching object is returned, or NULL if none.
1880 */
1881 object *
1882 present (unsigned char type, maptile *m, int x, int y)
1883 {
1884 if (out_of_map (m, x, y))
1885 {
1886 LOG (llevError, "Present called outside map.\n");
1887 return NULL;
1888 }
1889
1890 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1891 if (tmp->type == type)
1892 return tmp;
1893
1894 return NULL;
1895 }
1896
1897 /*
1898 * present_in_ob(type, object) searches for any objects with
1899 * a matching type variable in the inventory of the given object.
1900 * The first matching object is returned, or NULL if none.
1901 */
1902 object *
1903 present_in_ob (unsigned char type, const object *op)
1904 {
1905 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1906 if (tmp->type == type)
1907 return tmp;
1908
1909 return NULL;
1910 }
1911
1912 /*
1913 * present_in_ob (type, str, object) searches for any objects with
1914 * a matching type & name variable in the inventory of the given object.
1915 * The first matching object is returned, or NULL if none.
1916 * This is mostly used by spell effect code, so that we only
1917 * have one spell effect at a time.
1918 * type can be used to narrow the search - if type is set,
1919 * the type must also match. -1 can be passed for the type,
1920 * in which case the type does not need to pass.
1921 * str is the string to match against. Note that we match against
1922 * the object name, not the archetype name. this is so that the
1923 * spell code can use one object type (force), but change it's name
1924 * to be unique.
1925 */
1926 object *
1927 present_in_ob_by_name (int type, const char *str, const object *op)
1928 {
1929 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1930 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1931 return tmp;
1932
1933 return 0;
1934 }
1935
1936 /*
1937 * present_arch_in_ob(archetype, object) searches for any objects with
1938 * a matching archetype in the inventory of the given object.
1939 * The first matching object is returned, or NULL if none.
1940 */
1941 object *
1942 present_arch_in_ob (const archetype *at, const object *op)
1943 {
1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1945 if (tmp->arch == at)
1946 return tmp;
1947
1948 return NULL;
1949 }
1950
1951 /*
1952 * activate recursively a flag on an object inventory
1953 */
1954 void
1955 flag_inv (object *op, int flag)
1956 {
1957 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1958 {
1959 SET_FLAG (tmp, flag);
1960 flag_inv (tmp, flag);
1961 }
1962 }
1963
1964 /*
1965 * deactivate recursively a flag on an object inventory
1966 */
1967 void
1968 unflag_inv (object *op, int flag)
1969 {
1970 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1971 {
1972 CLEAR_FLAG (tmp, flag);
1973 unflag_inv (tmp, flag);
1974 }
1975 }
1976
1977 /*
1978 * find_free_spot(object, map, x, y, start, stop) will search for
1979 * a spot at the given map and coordinates which will be able to contain
1980 * the given object. start and stop specifies how many squares
1981 * to search (see the freearr_x/y[] definition).
1982 * It returns a random choice among the alternatives found.
1983 * start and stop are where to start relative to the free_arr array (1,9
1984 * does all 4 immediate directions). This returns the index into the
1985 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1986 * Note: This function does correctly handle tiled maps, but does not
1987 * inform the caller. However, insert_ob_in_map will update as
1988 * necessary, so the caller shouldn't need to do any special work.
1989 * Note - updated to take an object instead of archetype - this is necessary
1990 * because arch_blocked (now ob_blocked) needs to know the movement type
1991 * to know if the space in question will block the object. We can't use
1992 * the archetype because that isn't correct if the monster has been
1993 * customized, changed states, etc.
1994 */
1995 int
1996 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1997 {
1998 int altern[SIZEOFFREE];
1999 int index = 0, flag;
2000
2001 for (int i = start; i < stop; i++)
2002 {
2003 mapxy pos (m, x, y); pos.move (i);
2004
2005 if (!pos.normalise ())
2006 continue;
2007
2008 mapspace &ms = *pos;
2009
2010 if (ms.flags () & P_IS_ALIVE)
2011 continue;
2012
2013 /* However, often
2014 * ob doesn't have any move type (when used to place exits)
2015 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2016 */
2017 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2018 {
2019 altern [index++] = i;
2020 continue;
2021 }
2022
2023 /* Basically, if we find a wall on a space, we cut down the search size.
2024 * In this way, we won't return spaces that are on another side of a wall.
2025 * This mostly work, but it cuts down the search size in all directions -
2026 * if the space being examined only has a wall to the north and empty
2027 * spaces in all the other directions, this will reduce the search space
2028 * to only the spaces immediately surrounding the target area, and
2029 * won't look 2 spaces south of the target space.
2030 */
2031 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2032 {
2033 stop = maxfree[i];
2034 continue;
2035 }
2036
2037 /* Note it is intentional that we check ob - the movement type of the
2038 * head of the object should correspond for the entire object.
2039 */
2040 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2041 continue;
2042
2043 if (ob->blocked (m, pos.x, pos.y))
2044 continue;
2045
2046 altern [index++] = i;
2047 }
2048
2049 if (!index)
2050 return -1;
2051
2052 return altern [rndm (index)];
2053 }
2054
2055 /*
2056 * find_first_free_spot(archetype, maptile, x, y) works like
2057 * find_free_spot(), but it will search max number of squares.
2058 * But it will return the first available spot, not a random choice.
2059 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2060 */
2061 int
2062 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2063 {
2064 for (int i = 0; i < SIZEOFFREE; i++)
2065 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2066 return i;
2067
2068 return -1;
2069 }
2070
2071 /*
2072 * The function permute(arr, begin, end) randomly reorders the array
2073 * arr[begin..end-1].
2074 * now uses a fisher-yates shuffle, old permute was broken
2075 */
2076 static void
2077 permute (int *arr, int begin, int end)
2078 {
2079 arr += begin;
2080 end -= begin;
2081
2082 while (--end)
2083 swap (arr [end], arr [rndm (end + 1)]);
2084 }
2085
2086 /* new function to make monster searching more efficient, and effective!
2087 * This basically returns a randomized array (in the passed pointer) of
2088 * the spaces to find monsters. In this way, it won't always look for
2089 * monsters to the north first. However, the size of the array passed
2090 * covers all the spaces, so within that size, all the spaces within
2091 * the 3x3 area will be searched, just not in a predictable order.
2092 */
2093 void
2094 get_search_arr (int *search_arr)
2095 {
2096 int i;
2097
2098 for (i = 0; i < SIZEOFFREE; i++)
2099 search_arr[i] = i;
2100
2101 permute (search_arr, 1, SIZEOFFREE1 + 1);
2102 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2103 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2104 }
2105
2106 /*
2107 * find_dir(map, x, y, exclude) will search some close squares in the
2108 * given map at the given coordinates for live objects.
2109 * It will not considered the object given as exclude among possible
2110 * live objects.
2111 * It returns the direction toward the first/closest live object if finds
2112 * any, otherwise 0.
2113 * Perhaps incorrectly, but I'm making the assumption that exclude
2114 * is actually want is going to try and move there. We need this info
2115 * because we have to know what movement the thing looking to move
2116 * there is capable of.
2117 */
2118 int
2119 find_dir (maptile *m, int x, int y, object *exclude)
2120 {
2121 int i, max = SIZEOFFREE, mflags;
2122
2123 sint16 nx, ny;
2124 object *tmp;
2125 maptile *mp;
2126
2127 MoveType blocked, move_type;
2128
2129 if (exclude && exclude->head_ () != exclude)
2130 {
2131 exclude = exclude->head;
2132 move_type = exclude->move_type;
2133 }
2134 else
2135 {
2136 /* If we don't have anything, presume it can use all movement types. */
2137 move_type = MOVE_ALL;
2138 }
2139
2140 for (i = 1; i < max; i++)
2141 {
2142 mp = m;
2143 nx = x + freearr_x[i];
2144 ny = y + freearr_y[i];
2145
2146 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2147
2148 if (mflags & P_OUT_OF_MAP)
2149 max = maxfree[i];
2150 else
2151 {
2152 mapspace &ms = mp->at (nx, ny);
2153
2154 blocked = ms.move_block;
2155
2156 if ((move_type & blocked) == move_type)
2157 max = maxfree[i];
2158 else if (mflags & P_IS_ALIVE)
2159 {
2160 for (tmp = ms.bot; tmp; tmp = tmp->above)
2161 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2162 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2163 break;
2164
2165 if (tmp)
2166 return freedir[i];
2167 }
2168 }
2169 }
2170
2171 return 0;
2172 }
2173
2174 /*
2175 * distance(object 1, object 2) will return the square of the
2176 * distance between the two given objects.
2177 */
2178 int
2179 distance (const object *ob1, const object *ob2)
2180 {
2181 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2182 }
2183
2184 /*
2185 * find_dir_2(delta-x,delta-y) will return a direction in which
2186 * an object which has subtracted the x and y coordinates of another
2187 * object, needs to travel toward it.
2188 */
2189 int
2190 find_dir_2 (int x, int y)
2191 {
2192 int q;
2193
2194 if (y)
2195 q = x * 100 / y;
2196 else if (x)
2197 q = -300 * x;
2198 else
2199 return 0;
2200
2201 if (y > 0)
2202 {
2203 if (q < -242)
2204 return 3;
2205 if (q < -41)
2206 return 2;
2207 if (q < 41)
2208 return 1;
2209 if (q < 242)
2210 return 8;
2211 return 7;
2212 }
2213
2214 if (q < -242)
2215 return 7;
2216 if (q < -41)
2217 return 6;
2218 if (q < 41)
2219 return 5;
2220 if (q < 242)
2221 return 4;
2222
2223 return 3;
2224 }
2225
2226 /*
2227 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2228 * between two directions (which are expected to be absolute (see absdir())
2229 */
2230 int
2231 dirdiff (int dir1, int dir2)
2232 {
2233 int d;
2234
2235 d = abs (dir1 - dir2);
2236 if (d > 4)
2237 d = 8 - d;
2238
2239 return d;
2240 }
2241
2242 /* peterm:
2243 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2244 * Basically, this is a table of directions, and what directions
2245 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2246 * This basically means that if direction is 15, then it could either go
2247 * direction 4, 14, or 16 to get back to where we are.
2248 * Moved from spell_util.c to object.c with the other related direction
2249 * functions.
2250 */
2251 int reduction_dir[SIZEOFFREE][3] = {
2252 {0, 0, 0}, /* 0 */
2253 {0, 0, 0}, /* 1 */
2254 {0, 0, 0}, /* 2 */
2255 {0, 0, 0}, /* 3 */
2256 {0, 0, 0}, /* 4 */
2257 {0, 0, 0}, /* 5 */
2258 {0, 0, 0}, /* 6 */
2259 {0, 0, 0}, /* 7 */
2260 {0, 0, 0}, /* 8 */
2261 {8, 1, 2}, /* 9 */
2262 {1, 2, -1}, /* 10 */
2263 {2, 10, 12}, /* 11 */
2264 {2, 3, -1}, /* 12 */
2265 {2, 3, 4}, /* 13 */
2266 {3, 4, -1}, /* 14 */
2267 {4, 14, 16}, /* 15 */
2268 {5, 4, -1}, /* 16 */
2269 {4, 5, 6}, /* 17 */
2270 {6, 5, -1}, /* 18 */
2271 {6, 20, 18}, /* 19 */
2272 {7, 6, -1}, /* 20 */
2273 {6, 7, 8}, /* 21 */
2274 {7, 8, -1}, /* 22 */
2275 {8, 22, 24}, /* 23 */
2276 {8, 1, -1}, /* 24 */
2277 {24, 9, 10}, /* 25 */
2278 {9, 10, -1}, /* 26 */
2279 {10, 11, -1}, /* 27 */
2280 {27, 11, 29}, /* 28 */
2281 {11, 12, -1}, /* 29 */
2282 {12, 13, -1}, /* 30 */
2283 {12, 13, 14}, /* 31 */
2284 {13, 14, -1}, /* 32 */
2285 {14, 15, -1}, /* 33 */
2286 {33, 15, 35}, /* 34 */
2287 {16, 15, -1}, /* 35 */
2288 {17, 16, -1}, /* 36 */
2289 {18, 17, 16}, /* 37 */
2290 {18, 17, -1}, /* 38 */
2291 {18, 19, -1}, /* 39 */
2292 {41, 19, 39}, /* 40 */
2293 {19, 20, -1}, /* 41 */
2294 {20, 21, -1}, /* 42 */
2295 {20, 21, 22}, /* 43 */
2296 {21, 22, -1}, /* 44 */
2297 {23, 22, -1}, /* 45 */
2298 {45, 47, 23}, /* 46 */
2299 {23, 24, -1}, /* 47 */
2300 {24, 9, -1}
2301 }; /* 48 */
2302
2303 /* Recursive routine to step back and see if we can
2304 * find a path to that monster that we found. If not,
2305 * we don't bother going toward it. Returns 1 if we
2306 * can see a direct way to get it
2307 * Modified to be map tile aware -.MSW
2308 */
2309 int
2310 can_see_monsterP (maptile *m, int x, int y, int dir)
2311 {
2312 sint16 dx, dy;
2313 int mflags;
2314
2315 if (dir < 0)
2316 return 0; /* exit condition: invalid direction */
2317
2318 dx = x + freearr_x[dir];
2319 dy = y + freearr_y[dir];
2320
2321 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2322
2323 /* This functional arguably was incorrect before - it was
2324 * checking for P_WALL - that was basically seeing if
2325 * we could move to the monster - this is being more
2326 * literal on if we can see it. To know if we can actually
2327 * move to the monster, we'd need the monster passed in or
2328 * at least its move type.
2329 */
2330 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2331 return 0;
2332
2333 /* yes, can see. */
2334 if (dir < 9)
2335 return 1;
2336
2337 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2338 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2339 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2340 }
2341
2342 /*
2343 * can_pick(picker, item): finds out if an object is possible to be
2344 * picked up by the picker. Returnes 1 if it can be
2345 * picked up, otherwise 0.
2346 *
2347 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2348 * core dumps if they do.
2349 *
2350 * Add a check so we can't pick up invisible objects (0.93.8)
2351 */
2352 int
2353 can_pick (const object *who, const object *item)
2354 {
2355 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2356 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2357 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2358 }
2359
2360 /*
2361 * create clone from object to another
2362 */
2363 object *
2364 object_create_clone (object *asrc)
2365 {
2366 object *dst = 0, *tmp, *src, *prev, *item;
2367
2368 if (!asrc)
2369 return 0;
2370
2371 src = asrc->head_ ();
2372
2373 prev = 0;
2374 for (object *part = src; part; part = part->more)
2375 {
2376 tmp = part->clone ();
2377 tmp->x -= src->x;
2378 tmp->y -= src->y;
2379
2380 if (!part->head)
2381 {
2382 dst = tmp;
2383 tmp->head = 0;
2384 }
2385 else
2386 tmp->head = dst;
2387
2388 tmp->more = 0;
2389
2390 if (prev)
2391 prev->more = tmp;
2392
2393 prev = tmp;
2394 }
2395
2396 for (item = src->inv; item; item = item->below)
2397 insert_ob_in_ob (object_create_clone (item), dst);
2398
2399 return dst;
2400 }
2401
2402 /* This returns the first object in who's inventory that
2403 * has the same type and subtype match.
2404 * returns NULL if no match.
2405 */
2406 object *
2407 find_obj_by_type_subtype (const object *who, int type, int subtype)
2408 {
2409 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2410 if (tmp->type == type && tmp->subtype == subtype)
2411 return tmp;
2412
2413 return 0;
2414 }
2415
2416 /* If ob has a field named key, return the link from the list,
2417 * otherwise return NULL.
2418 *
2419 * key must be a passed in shared string - otherwise, this won't
2420 * do the desired thing.
2421 */
2422 key_value *
2423 get_ob_key_link (const object *ob, const char *key)
2424 {
2425 for (key_value *link = ob->key_values; link; link = link->next)
2426 if (link->key == key)
2427 return link;
2428
2429 return 0;
2430 }
2431
2432 /*
2433 * Returns the value of op has an extra_field for key, or NULL.
2434 *
2435 * The argument doesn't need to be a shared string.
2436 *
2437 * The returned string is shared.
2438 */
2439 const char *
2440 get_ob_key_value (const object *op, const char *const key)
2441 {
2442 key_value *link;
2443 shstr_cmp canonical_key (key);
2444
2445 if (!canonical_key)
2446 {
2447 /* 1. There being a field named key on any object
2448 * implies there'd be a shared string to find.
2449 * 2. Since there isn't, no object has this field.
2450 * 3. Therefore, *this* object doesn't have this field.
2451 */
2452 return 0;
2453 }
2454
2455 /* This is copied from get_ob_key_link() above -
2456 * only 4 lines, and saves the function call overhead.
2457 */
2458 for (link = op->key_values; link; link = link->next)
2459 if (link->key == canonical_key)
2460 return link->value;
2461
2462 return 0;
2463 }
2464
2465 /*
2466 * Updates the canonical_key in op to value.
2467 *
2468 * canonical_key is a shared string (value doesn't have to be).
2469 *
2470 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2471 * keys.
2472 *
2473 * Returns TRUE on success.
2474 */
2475 int
2476 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2477 {
2478 key_value *field = NULL, *last = NULL;
2479
2480 for (field = op->key_values; field != NULL; field = field->next)
2481 {
2482 if (field->key != canonical_key)
2483 {
2484 last = field;
2485 continue;
2486 }
2487
2488 if (value)
2489 field->value = value;
2490 else
2491 {
2492 /* Basically, if the archetype has this key set,
2493 * we need to store the null value so when we save
2494 * it, we save the empty value so that when we load,
2495 * we get this value back again.
2496 */
2497 if (get_ob_key_link (op->arch, canonical_key))
2498 field->value = 0;
2499 else
2500 {
2501 if (last)
2502 last->next = field->next;
2503 else
2504 op->key_values = field->next;
2505
2506 delete field;
2507 }
2508 }
2509 return TRUE;
2510 }
2511 /* IF we get here, key doesn't exist */
2512
2513 /* No field, we'll have to add it. */
2514
2515 if (!add_key)
2516 return FALSE;
2517
2518 /* There isn't any good reason to store a null
2519 * value in the key/value list. If the archetype has
2520 * this key, then we should also have it, so shouldn't
2521 * be here. If user wants to store empty strings,
2522 * should pass in ""
2523 */
2524 if (value == NULL)
2525 return TRUE;
2526
2527 field = new key_value;
2528
2529 field->key = canonical_key;
2530 field->value = value;
2531 /* Usual prepend-addition. */
2532 field->next = op->key_values;
2533 op->key_values = field;
2534
2535 return TRUE;
2536 }
2537
2538 /*
2539 * Updates the key in op to value.
2540 *
2541 * If add_key is FALSE, this will only update existing keys,
2542 * and not add new ones.
2543 * In general, should be little reason FALSE is ever passed in for add_key
2544 *
2545 * Returns TRUE on success.
2546 */
2547 int
2548 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2549 {
2550 shstr key_ (key);
2551
2552 return set_ob_key_value_s (op, key_, value, add_key);
2553 }
2554
2555 object::depth_iterator::depth_iterator (object *container)
2556 : iterator_base (container)
2557 {
2558 while (item->inv)
2559 item = item->inv;
2560 }
2561
2562 void
2563 object::depth_iterator::next ()
2564 {
2565 if (item->below)
2566 {
2567 item = item->below;
2568
2569 while (item->inv)
2570 item = item->inv;
2571 }
2572 else
2573 item = item->env;
2574 }
2575
2576 const char *
2577 object::flag_desc (char *desc, int len) const
2578 {
2579 char *p = desc;
2580 bool first = true;
2581
2582 *p = 0;
2583
2584 for (int i = 0; i < NUM_FLAGS; i++)
2585 {
2586 if (len <= 10) // magic constant!
2587 {
2588 snprintf (p, len, ",...");
2589 break;
2590 }
2591
2592 if (flag [i])
2593 {
2594 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2595 len -= cnt;
2596 p += cnt;
2597 first = false;
2598 }
2599 }
2600
2601 return desc;
2602 }
2603
2604 // return a suitable string describing an object in enough detail to find it
2605 const char *
2606 object::debug_desc (char *info) const
2607 {
2608 char flagdesc[512];
2609 char info2[256 * 4];
2610 char *p = info;
2611
2612 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2613 count, uuid.seq,
2614 &name,
2615 title ? "\",title:\"" : "",
2616 title ? (const char *)title : "",
2617 flag_desc (flagdesc, 512), type);
2618
2619 if (!this->flag[FLAG_REMOVED] && env)
2620 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2621
2622 if (map)
2623 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2624
2625 return info;
2626 }
2627
2628 const char *
2629 object::debug_desc () const
2630 {
2631 static char info[3][256 * 4];
2632 static int info_idx;
2633
2634 return debug_desc (info [++info_idx % 3]);
2635 }
2636
2637 struct region *
2638 object::region () const
2639 {
2640 return map ? map->region (x, y)
2641 : region::default_region ();
2642 }
2643
2644 const materialtype_t *
2645 object::dominant_material () const
2646 {
2647 if (materialtype_t *mt = name_to_material (materialname))
2648 return mt;
2649
2650 return name_to_material (shstr_unknown);
2651 }
2652
2653 void
2654 object::open_container (object *new_container)
2655 {
2656 if (container == new_container)
2657 return;
2658
2659 if (object *old_container = container)
2660 {
2661 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2662 return;
2663
2664 #if 0
2665 // remove the "Close old_container" object.
2666 if (object *closer = old_container->inv)
2667 if (closer->type == CLOSE_CON)
2668 closer->destroy ();
2669 #endif
2670
2671 old_container->flag [FLAG_APPLIED] = 0;
2672 container = 0;
2673
2674 esrv_update_item (UPD_FLAGS, this, old_container);
2675 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2676 play_sound (sound_find ("chest_close"));
2677 }
2678
2679 if (new_container)
2680 {
2681 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2682 return;
2683
2684 // TODO: this does not seem to serve any purpose anymore?
2685 #if 0
2686 // insert the "Close Container" object.
2687 if (archetype *closer = new_container->other_arch)
2688 {
2689 object *closer = arch_to_object (new_container->other_arch);
2690 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2691 new_container->insert (closer);
2692 }
2693 #endif
2694
2695 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2696
2697 new_container->flag [FLAG_APPLIED] = 1;
2698 container = new_container;
2699
2700 esrv_update_item (UPD_FLAGS, this, new_container);
2701 esrv_send_inventory (this, new_container);
2702 play_sound (sound_find ("chest_open"));
2703 }
2704 }
2705
2706 object *
2707 object::force_find (const shstr name)
2708 {
2709 /* cycle through his inventory to look for the MARK we want to
2710 * place
2711 */
2712 for (object *tmp = inv; tmp; tmp = tmp->below)
2713 if (tmp->type == FORCE && tmp->slaying == name)
2714 return splay (tmp);
2715
2716 return 0;
2717 }
2718
2719 void
2720 object::force_add (const shstr name, int duration)
2721 {
2722 if (object *force = force_find (name))
2723 force->destroy ();
2724
2725 object *force = get_archetype (FORCE_NAME);
2726
2727 force->slaying = name;
2728 force->stats.food = 1;
2729 force->speed_left = -1.f;
2730
2731 force->set_speed (duration ? 1.f / duration : 0.f);
2732 force->flag [FLAG_IS_USED_UP] = true;
2733 force->flag [FLAG_APPLIED] = true;
2734
2735 insert (force);
2736 }
2737
2738 void
2739 object::play_sound (faceidx sound) const
2740 {
2741 if (!sound)
2742 return;
2743
2744 if (flag [FLAG_REMOVED])
2745 return;
2746
2747 if (env)
2748 {
2749 if (object *pl = in_player ())
2750 pl->contr->play_sound (sound);
2751 }
2752 else
2753 map->play_sound (sound, x, y);
2754 }
2755