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Revision: 1.203
Committed: Fri Apr 11 13:59:05 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.202: +40 -37 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] = {
45 0,
46 0, 1, 1, 1, 0, -1, -1, -1,
47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
49 };
50 short freearr_y[SIZEOFFREE] = {
51 0,
52 -1, -1, 0, 1, 1, 1, 0, -1,
53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
55 };
56 int maxfree[SIZEOFFREE] = {
57 0,
58 9, 10, 13, 14, 17, 18, 21, 22,
59 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
60 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
61 };
62 int freedir[SIZEOFFREE] = {
63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
67 };
68
69 static void
70 write_uuid (uval64 skip, bool sync)
71 {
72 CALL_BEGIN (2);
73 CALL_ARG_SV (newSVval64 (skip));
74 CALL_ARG_SV (boolSV (sync));
75 CALL_CALL ("cf::write_uuid", G_DISCARD);
76 CALL_END;
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 (UUID_SKIP, true);
95 return;
96 }
97
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1);
100 }
101
102 UUID::BUF buf;
103 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
107 {
108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
109 _exit (1);
110 }
111
112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113
114 write_uuid (UUID_SKIP, true);
115 fclose (fp);
116 }
117
118 UUID
119 UUID::gen ()
120 {
121 UUID uid;
122
123 uid.seq = ++cur.seq;
124
125 if (expect_false (!(cur.seq & (UUID_SKIP - 1))))
126 write_uuid (UUID_SKIP, false);
127
128 return uid;
129 }
130
131 void
132 UUID::init ()
133 {
134 read_uuid ();
135 }
136
137 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
138 static int
139 compare_ob_value_lists_one (const object *wants, const object *has)
140 {
141 key_value *wants_field;
142
143 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
144 * objects with lists are rare, and lists stay short. If not, use a
145 * different structure or at least keep the lists sorted...
146 */
147
148 /* For each field in wants, */
149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
150 {
151 key_value *has_field;
152
153 /* Look for a field in has with the same key. */
154 has_field = get_ob_key_link (has, wants_field->key);
155
156 if (has_field == NULL)
157 {
158 /* No field with that name. */
159 return FALSE;
160 }
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 {
165 /* Values don't match, so this half of the comparison is false. */
166 return FALSE;
167 }
168
169 /* If we get here, we found a match. Now for the next field in wants. */
170 }
171
172 /* If we get here, every field in wants has a matching field in has. */
173 return TRUE;
174 }
175
176 /* Returns TRUE if ob1 has the same key_values as ob2. */
177 static int
178 compare_ob_value_lists (const object *ob1, const object *ob2)
179 {
180 /* However, there may be fields in has which aren't partnered in wants,
181 * so we need to run the comparison *twice*. :(
182 */
183 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
184 }
185
186 /* Function examines the 2 objects given to it, and returns true if
187 * they can be merged together.
188 *
189 * Note that this function appears a lot longer than the macro it
190 * replaces - this is mostly for clarity - a decent compiler should hopefully
191 * reduce this to the same efficiency.
192 *
193 * Check nrof variable *before* calling can_merge()
194 *
195 * Improvements made with merge: Better checking on potion, and also
196 * check weight
197 */
198 bool object::can_merge_slow (object *ob1, object *ob2)
199 {
200 /* A couple quicksanity checks */
201 if (ob1 == ob2
202 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value
205 || ob1->name != ob2->name)
206 return 0;
207
208 //TODO: this ain't working well, use nicer and correct overflow check
209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
210 * value could not be stored in a sint32 (which unfortunately sometimes is
211 * used to store nrof).
212 */
213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
214 return 0;
215
216 /* If the objects have been identified, set the BEEN_APPLIED flag.
217 * This is to the comparison of the flags below will be OK. We
218 * just can't ignore the been applied or identified flags, as they
219 * are not equal - just if it has been identified, the been_applied
220 * flags lose any meaning.
221 */
222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
223 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
224
225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
226 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
227
228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
229 || ob1->arch != ob2->arch
230 || ob1->name != ob2->name
231 || ob1->title != ob2->title
232 || ob1->msg != ob2->msg
233 || ob1->weight != ob2->weight
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
236 || ob1->attacktype != ob2->attacktype
237 || ob1->magic != ob2->magic
238 || ob1->slaying != ob2->slaying
239 || ob1->skill != ob2->skill
240 || ob1->value != ob2->value
241 || ob1->animation_id != ob2->animation_id
242 || ob1->client_type != ob2->client_type
243 || ob1->materialname != ob2->materialname
244 || ob1->lore != ob2->lore
245 || ob1->subtype != ob2->subtype
246 || ob1->move_type != ob2->move_type
247 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0;
254
255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory.
257 */
258 if (ob1->inv || ob2->inv)
259 {
260 if (!(ob1->inv && ob2->inv))
261 return 0; /* inventories differ in length */
262
263 if (ob1->inv->below || ob2->inv->below)
264 return 0; /* more than one object in inv */
265
266 if (!object::can_merge (ob1->inv, ob2->inv))
267 return 0; /* inventory objexts differ */
268
269 /* inventory ok - still need to check rest of this object to see
270 * if it is valid.
271 */
272 }
273
274 /* Don't merge objects that are applied. With the new 'body' code,
275 * it is possible for most any character to have more than one of
276 * some items equipped, and we don't want those to merge.
277 */
278 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
279 return 0;
280
281 /* Note sure why the following is the case - either the object has to
282 * be animated or have a very low speed. Is this an attempted monster
283 * check?
284 */
285 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
286 return 0;
287
288 switch (ob1->type)
289 {
290 case SCROLL:
291 if (ob1->level != ob2->level)
292 return 0;
293 break;
294 }
295
296 if (ob1->key_values != NULL || ob2->key_values != NULL)
297 {
298 /* At least one of these has key_values. */
299 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
300 /* One has fields, but the other one doesn't. */
301 return 0;
302 else if (!compare_ob_value_lists (ob1, ob2))
303 return 0;
304 }
305
306 if (ob1->self || ob2->self)
307 {
308 ob1->optimise ();
309 ob2->optimise ();
310
311 if (ob1->self || ob2->self)
312 {
313 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
314 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
315
316 if (k1 != k2)
317 return 0;
318 else if (k1 == 0)
319 return 1;
320 else if (!cfperl_can_merge (ob1, ob2))
321 return 0;
322 }
323 }
324
325 /* Everything passes, must be OK. */
326 return 1;
327 }
328
329 /*
330 * sum_weight() is a recursive function which calculates the weight
331 * an object is carrying. It goes through in figures out how much
332 * containers are carrying, and sums it up.
333 */
334 long
335 sum_weight (object *op)
336 {
337 long sum;
338 object *inv;
339
340 for (sum = 0, inv = op->inv; inv; inv = inv->below)
341 {
342 if (inv->inv)
343 sum_weight (inv);
344
345 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
346 }
347
348 if (op->type == CONTAINER && op->stats.Str)
349 sum = (sum * (100 - op->stats.Str)) / 100;
350
351 if (op->carrying != sum)
352 op->carrying = sum;
353
354 return sum;
355 }
356
357 /**
358 * Return the outermost environment object for a given object.
359 */
360
361 object *
362 object_get_env_recursive (object *op)
363 {
364 while (op->env != NULL)
365 op = op->env;
366 return op;
367 }
368
369 /*
370 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
371 * Some error messages.
372 * The result of the dump is stored in the static global errmsg array.
373 */
374 char *
375 dump_object (object *op)
376 {
377 if (!op)
378 return strdup ("[NULLOBJ]");
379
380 object_freezer freezer;
381 op->write (freezer);
382 return freezer.as_string ();
383 }
384
385 /*
386 * get_nearest_part(multi-object, object 2) returns the part of the
387 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned.
389 */
390 object *
391 get_nearest_part (object *op, const object *pl)
392 {
393 object *tmp, *closest;
394 int last_dist, i;
395
396 if (op->more == NULL)
397 return op;
398 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
399 if ((i = distance (tmp, pl)) < last_dist)
400 closest = tmp, last_dist = i;
401 return closest;
402 }
403
404 /*
405 * Returns the object which has the count-variable equal to the argument.
406 */
407 object *
408 find_object (tag_t i)
409 {
410 for_all_objects (op)
411 if (op->count == i)
412 return op;
413
414 return 0;
415 }
416
417 /*
418 * Returns the first object which has a name equal to the argument.
419 * Used only by the patch command, but not all that useful.
420 * Enables features like "patch <name-of-other-player> food 999"
421 */
422 object *
423 find_object_name (const char *str)
424 {
425 shstr_cmp str_ (str);
426 object *op;
427
428 for_all_objects (op)
429 if (op->name == str_)
430 break;
431
432 return op;
433 }
434
435 /*
436 * Sets the owner and sets the skill and exp pointers to owner's current
437 * skill and experience objects.
438 * ACTUALLY NO! investigate! TODO
439 */
440 void
441 object::set_owner (object *owner)
442 {
443 // allow objects which own objects
444 if (owner)
445 while (owner->owner)
446 owner = owner->owner;
447
448 if (flag [FLAG_FREED])
449 {
450 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
451 return;
452 }
453
454 this->owner = owner;
455 }
456
457 int
458 object::slottype () const
459 {
460 if (type == SKILL)
461 {
462 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
463 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
464 }
465 else
466 {
467 if (slot [body_combat].info) return slot_combat;
468 if (slot [body_range ].info) return slot_ranged;
469 }
470
471 return slot_none;
472 }
473
474 bool
475 object::change_weapon (object *ob)
476 {
477 if (current_weapon == ob)
478 return true;
479
480 if (chosen_skill)
481 chosen_skill->flag [FLAG_APPLIED] = false;
482
483 current_weapon = ob;
484 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
485
486 if (chosen_skill)
487 chosen_skill->flag [FLAG_APPLIED] = true;
488
489 update_stats ();
490
491 if (ob)
492 {
493 // now check wether any body locations became invalid, in which case
494 // we cannot apply the weapon at the moment.
495 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
496 if (slot[i].used < 0)
497 {
498 current_weapon = chosen_skill = 0;
499 update_stats ();
500
501 new_draw_info_format (NDI_UNIQUE, 0, this,
502 "You try to balance all your items at once, "
503 "but the %s is just too much for your body. "
504 "[You need to unapply some items first.]", &ob->name);
505 return false;
506 }
507
508 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
509 }
510 else
511 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
512
513 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
514 {
515 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
516 &name, ob->debug_desc ());
517 return false;
518 }
519
520 return true;
521 }
522
523 /* Zero the key_values on op, decrementing the shared-string
524 * refcounts and freeing the links.
525 */
526 static void
527 free_key_values (object *op)
528 {
529 for (key_value *i = op->key_values; i; )
530 {
531 key_value *next = i->next;
532 delete i;
533
534 i = next;
535 }
536
537 op->key_values = 0;
538 }
539
540 object &
541 object::operator =(const object &src)
542 {
543 bool is_freed = flag [FLAG_FREED];
544 bool is_removed = flag [FLAG_REMOVED];
545
546 *(object_copy *)this = src;
547
548 flag [FLAG_FREED] = is_freed;
549 flag [FLAG_REMOVED] = is_removed;
550
551 /* Copy over key_values, if any. */
552 if (src.key_values)
553 {
554 key_value *tail = 0;
555 key_values = 0;
556
557 for (key_value *i = src.key_values; i; i = i->next)
558 {
559 key_value *new_link = new key_value;
560
561 new_link->next = 0;
562 new_link->key = i->key;
563 new_link->value = i->value;
564
565 /* Try and be clever here, too. */
566 if (!key_values)
567 {
568 key_values = new_link;
569 tail = new_link;
570 }
571 else
572 {
573 tail->next = new_link;
574 tail = new_link;
575 }
576 }
577 }
578 }
579
580 /*
581 * copy_to first frees everything allocated by the dst object,
582 * and then copies the contents of itself into the second
583 * object, allocating what needs to be allocated. Basically, any
584 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
585 * if the first object is freed, the pointers in the new object
586 * will point at garbage.
587 */
588 void
589 object::copy_to (object *dst)
590 {
591 *dst = *this;
592
593 if (speed < 0)
594 dst->speed_left -= rndm ();
595
596 dst->set_speed (dst->speed);
597 }
598
599 void
600 object::instantiate ()
601 {
602 if (!uuid.seq) // HACK
603 uuid = UUID::gen ();
604
605 speed_left = -0.1f;
606 /* copy the body_info to the body_used - this is only really
607 * need for monsters, but doesn't hurt to do it for everything.
608 * by doing so, when a monster is created, it has good starting
609 * values for the body_used info, so when items are created
610 * for it, they can be properly equipped.
611 */
612 for (int i = NUM_BODY_LOCATIONS; i--; )
613 slot[i].used = slot[i].info;
614
615 attachable::instantiate ();
616 }
617
618 object *
619 object::clone ()
620 {
621 object *neu = create ();
622 copy_to (neu);
623 return neu;
624 }
625
626 /*
627 * If an object with the IS_TURNABLE() flag needs to be turned due
628 * to the closest player being on the other side, this function can
629 * be called to update the face variable, _and_ how it looks on the map.
630 */
631 void
632 update_turn_face (object *op)
633 {
634 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
635 return;
636
637 SET_ANIMATION (op, op->direction);
638 update_object (op, UP_OBJ_FACE);
639 }
640
641 /*
642 * Updates the speed of an object. If the speed changes from 0 to another
643 * value, or vice versa, then add/remove the object from the active list.
644 * This function needs to be called whenever the speed of an object changes.
645 */
646 void
647 object::set_speed (float speed)
648 {
649 if (flag [FLAG_FREED] && speed)
650 {
651 LOG (llevError, "Object %s is freed but has speed.\n", &name);
652 speed = 0;
653 }
654
655 this->speed = speed;
656
657 if (has_active_speed ())
658 activate ();
659 else
660 deactivate ();
661 }
662
663 /*
664 * update_object() updates the the map.
665 * It takes into account invisible objects (and represent squares covered
666 * by invisible objects by whatever is below them (unless it's another
667 * invisible object, etc...)
668 * If the object being updated is beneath a player, the look-window
669 * of that player is updated (this might be a suboptimal way of
670 * updating that window, though, since update_object() is called _often_)
671 *
672 * action is a hint of what the caller believes need to be done.
673 * current action are:
674 * UP_OBJ_INSERT: op was inserted
675 * UP_OBJ_REMOVE: op was removed
676 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
677 * as that is easier than trying to look at what may have changed.
678 * UP_OBJ_FACE: only the objects face has changed.
679 */
680 void
681 update_object (object *op, int action)
682 {
683 if (op == NULL)
684 {
685 /* this should never happen */
686 LOG (llevDebug, "update_object() called for NULL object.\n");
687 return;
688 }
689
690 if (op->env)
691 {
692 /* Animation is currently handled by client, so nothing
693 * to do in this case.
694 */
695 return;
696 }
697
698 /* If the map is saving, don't do anything as everything is
699 * going to get freed anyways.
700 */
701 if (!op->map || op->map->in_memory == MAP_SAVING)
702 return;
703
704 /* make sure the object is within map boundaries */
705 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
706 {
707 LOG (llevError, "update_object() called for object out of map!\n");
708 #ifdef MANY_CORES
709 abort ();
710 #endif
711 return;
712 }
713
714 mapspace &m = op->ms ();
715
716 if (!(m.flags_ & P_UPTODATE))
717 /* nop */;
718 else if (action == UP_OBJ_INSERT)
719 {
720 // this is likely overkill, TODO: revisit (schmorp)
721 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
722 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
723 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
724 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
725 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
726 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
727 || (m.move_on | op->move_on ) != m.move_on
728 || (m.move_off | op->move_off ) != m.move_off
729 || (m.move_slow | op->move_slow) != m.move_slow
730 /* This isn't perfect, but I don't expect a lot of objects to
731 * to have move_allow right now.
732 */
733 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
734 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
735 m.flags_ = 0;
736 }
737 /* if the object is being removed, we can't make intelligent
738 * decisions, because remove_ob can't really pass the object
739 * that is being removed.
740 */
741 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
742 m.flags_ = 0;
743 else if (action == UP_OBJ_FACE)
744 /* Nothing to do for that case */ ;
745 else
746 LOG (llevError, "update_object called with invalid action: %d\n", action);
747
748 if (op->more)
749 update_object (op->more, action);
750 }
751
752 object::object ()
753 {
754 SET_FLAG (this, FLAG_REMOVED);
755
756 expmul = 1.0;
757 face = blank_face;
758 }
759
760 object::~object ()
761 {
762 unlink ();
763
764 free_key_values (this);
765 }
766
767 static int object_count;
768
769 void object::link ()
770 {
771 assert (!index);//D
772 uuid = UUID::gen ();
773 count = ++object_count;
774
775 refcnt_inc ();
776 objects.insert (this);
777 }
778
779 void object::unlink ()
780 {
781 if (!index)
782 return;
783
784 objects.erase (this);
785 refcnt_dec ();
786 }
787
788 void
789 object::activate ()
790 {
791 /* If already on active list, don't do anything */
792 if (active)
793 return;
794
795 if (has_active_speed ())
796 actives.insert (this);
797 }
798
799 void
800 object::activate_recursive ()
801 {
802 activate ();
803
804 for (object *op = inv; op; op = op->below)
805 op->activate_recursive ();
806 }
807
808 /* This function removes object 'op' from the list of active
809 * objects.
810 * This should only be used for style maps or other such
811 * reference maps where you don't want an object that isn't
812 * in play chewing up cpu time getting processed.
813 * The reverse of this is to call update_ob_speed, which
814 * will do the right thing based on the speed of the object.
815 */
816 void
817 object::deactivate ()
818 {
819 /* If not on the active list, nothing needs to be done */
820 if (!active)
821 return;
822
823 actives.erase (this);
824 }
825
826 void
827 object::deactivate_recursive ()
828 {
829 for (object *op = inv; op; op = op->below)
830 op->deactivate_recursive ();
831
832 deactivate ();
833 }
834
835 void
836 object::set_flag_inv (int flag, int value)
837 {
838 for (object *op = inv; op; op = op->below)
839 {
840 op->flag [flag] = value;
841 op->set_flag_inv (flag, value);
842 }
843 }
844
845 /*
846 * Remove and free all objects in the inventory of the given object.
847 * object.c ?
848 */
849 void
850 object::destroy_inv (bool drop_to_ground)
851 {
852 // need to check first, because the checks below might segfault
853 // as we might be on an invalid mapspace and crossfire code
854 // is too buggy to ensure that the inventory is empty.
855 // corollary: if you create arrows etc. with stuff in tis inventory,
856 // cf will crash below with off-map x and y
857 if (!inv)
858 return;
859
860 /* Only if the space blocks everything do we not process -
861 * if some form of movement is allowed, let objects
862 * drop on that space.
863 */
864 if (!drop_to_ground
865 || !map
866 || map->in_memory != MAP_IN_MEMORY
867 || map->nodrop
868 || ms ().move_block == MOVE_ALL)
869 {
870 while (inv)
871 {
872 inv->destroy_inv (drop_to_ground);
873 inv->destroy ();
874 }
875 }
876 else
877 { /* Put objects in inventory onto this space */
878 while (inv)
879 {
880 object *op = inv;
881
882 if (op->flag [FLAG_STARTEQUIP]
883 || op->flag [FLAG_NO_DROP]
884 || op->type == RUNE
885 || op->type == TRAP
886 || op->flag [FLAG_IS_A_TEMPLATE]
887 || op->flag [FLAG_DESTROY_ON_DEATH])
888 op->destroy ();
889 else
890 map->insert (op, x, y);
891 }
892 }
893 }
894
895 object *object::create ()
896 {
897 object *op = new object;
898 op->link ();
899 return op;
900 }
901
902 void
903 object::do_destroy ()
904 {
905 attachable::do_destroy ();
906
907 if (flag [FLAG_IS_LINKED])
908 remove_button_link (this);
909
910 if (flag [FLAG_FRIENDLY])
911 remove_friendly_object (this);
912
913 if (!flag [FLAG_REMOVED])
914 remove ();
915
916 destroy_inv (true);
917
918 deactivate ();
919 unlink ();
920
921 flag [FLAG_FREED] = 1;
922
923 // hack to ensure that freed objects still have a valid map
924 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes
926
927 if (!freed_map)
928 {
929 freed_map = new maptile;
930
931 freed_map->path = "<freed objects map>";
932 freed_map->name = "/internal/freed_objects_map";
933 freed_map->width = 3;
934 freed_map->height = 3;
935 freed_map->nodrop = 1;
936
937 freed_map->alloc ();
938 freed_map->in_memory = MAP_IN_MEMORY;
939 }
940
941 map = freed_map;
942 x = 1;
943 y = 1;
944 }
945
946 if (more)
947 {
948 more->destroy ();
949 more = 0;
950 }
951
952 head = 0;
953
954 // clear those pointers that likely might cause circular references
955 owner = 0;
956 enemy = 0;
957 attacked_by = 0;
958 current_weapon = 0;
959 }
960
961 void
962 object::destroy (bool destroy_inventory)
963 {
964 if (destroyed ())
965 return;
966
967 if (destroy_inventory)
968 destroy_inv (false);
969
970 if (is_head ())
971 if (sound_destroy)
972 play_sound (sound_destroy);
973 else if (flag [FLAG_MONSTER])
974 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
975
976 attachable::destroy ();
977 }
978
979 /*
980 * sub_weight() recursively (outwards) subtracts a number from the
981 * weight of an object (and what is carried by it's environment(s)).
982 */
983 void
984 sub_weight (object *op, signed long weight)
985 {
986 while (op != NULL)
987 {
988 if (op->type == CONTAINER)
989 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
990
991 op->carrying -= weight;
992 op = op->env;
993 }
994 }
995
996 /* op->remove ():
997 * This function removes the object op from the linked list of objects
998 * which it is currently tied to. When this function is done, the
999 * object will have no environment. If the object previously had an
1000 * environment, the x and y coordinates will be updated to
1001 * the previous environment.
1002 */
1003 void
1004 object::do_remove ()
1005 {
1006 object *tmp, *last = 0;
1007 object *otmp;
1008
1009 if (QUERY_FLAG (this, FLAG_REMOVED))
1010 return;
1011
1012 SET_FLAG (this, FLAG_REMOVED);
1013 INVOKE_OBJECT (REMOVE, this);
1014
1015 if (more)
1016 more->remove ();
1017
1018 /*
1019 * In this case, the object to be removed is in someones
1020 * inventory.
1021 */
1022 if (env)
1023 {
1024 if (nrof)
1025 sub_weight (env, weight * nrof);
1026 else
1027 sub_weight (env, weight + carrying);
1028
1029 /* NO_FIX_PLAYER is set when a great many changes are being
1030 * made to players inventory. If set, avoiding the call
1031 * to save cpu time.
1032 */
1033 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1034 otmp->update_stats ();
1035
1036 if (above)
1037 above->below = below;
1038 else
1039 env->inv = below;
1040
1041 if (below)
1042 below->above = above;
1043
1044 /* we set up values so that it could be inserted into
1045 * the map, but we don't actually do that - it is up
1046 * to the caller to decide what we want to do.
1047 */
1048 x = env->x, y = env->y;
1049 map = env->map;
1050 above = 0, below = 0;
1051 env = 0;
1052 }
1053 else if (map)
1054 {
1055 if (type == PLAYER)
1056 {
1057 // leaving a spot always closes any open container on the ground
1058 if (container && !container->env)
1059 // this causes spurious floorbox updates, but it ensures
1060 // that the CLOSE event is being sent.
1061 close_container ();
1062
1063 --map->players;
1064 map->touch ();
1065 }
1066
1067 map->dirty = true;
1068 mapspace &ms = this->ms ();
1069
1070 /* link the object above us */
1071 if (above)
1072 above->below = below;
1073 else
1074 ms.top = below; /* we were top, set new top */
1075
1076 /* Relink the object below us, if there is one */
1077 if (below)
1078 below->above = above;
1079 else
1080 {
1081 /* Nothing below, which means we need to relink map object for this space
1082 * use translated coordinates in case some oddness with map tiling is
1083 * evident
1084 */
1085 if (GET_MAP_OB (map, x, y) != this)
1086 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 ());
1087
1088 ms.bot = above; /* goes on above it. */
1089 }
1090
1091 above = 0;
1092 below = 0;
1093
1094 if (map->in_memory == MAP_SAVING)
1095 return;
1096
1097 int check_walk_off = !flag [FLAG_NO_APPLY];
1098
1099 if (object *pl = ms.player ())
1100 {
1101 if (pl->container == this)
1102 /* If a container that the player is currently using somehow gets
1103 * removed (most likely destroyed), update the player view
1104 * appropriately.
1105 */
1106 pl->close_container ();
1107
1108 pl->contr->ns->floorbox_update ();
1109 }
1110
1111 for (tmp = ms.bot; tmp; tmp = tmp->above)
1112 {
1113 /* No point updating the players look faces if he is the object
1114 * being removed.
1115 */
1116
1117 /* See if object moving off should effect something */
1118 if (check_walk_off
1119 && ((move_type & tmp->move_off)
1120 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1121 {
1122 move_apply (tmp, this, 0);
1123
1124 if (destroyed ())
1125 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1126 }
1127
1128 last = tmp;
1129 }
1130
1131 /* last == NULL if there are no objects on this space */
1132 //TODO: this makes little sense, why only update the topmost object?
1133 if (!last)
1134 map->at (x, y).flags_ = 0;
1135 else
1136 update_object (last, UP_OBJ_REMOVE);
1137
1138 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1139 update_all_los (map, x, y);
1140 }
1141 }
1142
1143 /*
1144 * merge_ob(op,top):
1145 *
1146 * This function goes through all objects below and including top, and
1147 * merges op to the first matching object.
1148 * If top is NULL, it is calculated.
1149 * Returns pointer to object if it succeded in the merge, otherwise NULL
1150 */
1151 object *
1152 merge_ob (object *op, object *top)
1153 {
1154 if (!op->nrof)
1155 return 0;
1156
1157 if (!top)
1158 for (top = op; top && top->above; top = top->above)
1159 ;
1160
1161 for (; top; top = top->below)
1162 {
1163 if (top == op)
1164 continue;
1165
1166 if (object::can_merge (op, top))
1167 {
1168 top->nrof += op->nrof;
1169
1170 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1171 op->weight = 0; /* Don't want any adjustements now */
1172 op->destroy ();
1173 return top;
1174 }
1175 }
1176
1177 return 0;
1178 }
1179
1180 void
1181 object::expand_tail ()
1182 {
1183 if (more)
1184 return;
1185
1186 object *prev = this;
1187
1188 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1189 {
1190 object *op = arch_to_object (at);
1191
1192 op->name = name;
1193 op->name_pl = name_pl;
1194 op->title = title;
1195
1196 op->head = this;
1197 prev->more = op;
1198
1199 prev = op;
1200 }
1201 }
1202
1203 /*
1204 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1205 * job preparing multi-part monsters.
1206 */
1207 object *
1208 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1209 {
1210 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1211 {
1212 tmp->x = x + tmp->arch->x;
1213 tmp->y = y + tmp->arch->y;
1214 }
1215
1216 return insert_ob_in_map (op, m, originator, flag);
1217 }
1218
1219 /*
1220 * insert_ob_in_map (op, map, originator, flag):
1221 * This function inserts the object in the two-way linked list
1222 * which represents what is on a map.
1223 * The second argument specifies the map, and the x and y variables
1224 * in the object about to be inserted specifies the position.
1225 *
1226 * originator: Player, monster or other object that caused 'op' to be inserted
1227 * into 'map'. May be NULL.
1228 *
1229 * flag is a bitmask about special things to do (or not do) when this
1230 * function is called. see the object.h file for the INS_ values.
1231 * Passing 0 for flag gives proper default values, so flag really only needs
1232 * to be set if special handling is needed.
1233 *
1234 * Return value:
1235 * new object if 'op' was merged with other object
1236 * NULL if 'op' was destroyed
1237 * just 'op' otherwise
1238 */
1239 object *
1240 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1241 {
1242 assert (!op->flag [FLAG_FREED]);
1243
1244 object *top, *floor = NULL;
1245
1246 op->remove ();
1247
1248 /* Ideally, the caller figures this out. However, it complicates a lot
1249 * of areas of callers (eg, anything that uses find_free_spot would now
1250 * need extra work
1251 */
1252 if (!xy_normalise (m, op->x, op->y))
1253 {
1254 op->destroy ();
1255 return 0;
1256 }
1257
1258 if (object *more = op->more)
1259 if (!insert_ob_in_map (more, m, originator, flag))
1260 return 0;
1261
1262 CLEAR_FLAG (op, FLAG_REMOVED);
1263
1264 op->map = m;
1265 mapspace &ms = op->ms ();
1266
1267 /* this has to be done after we translate the coordinates.
1268 */
1269 if (op->nrof && !(flag & INS_NO_MERGE))
1270 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1271 if (object::can_merge (op, tmp))
1272 {
1273 op->nrof += tmp->nrof;
1274 tmp->destroy ();
1275 }
1276
1277 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1278 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1279
1280 if (!QUERY_FLAG (op, FLAG_ALIVE))
1281 CLEAR_FLAG (op, FLAG_NO_STEAL);
1282
1283 if (flag & INS_BELOW_ORIGINATOR)
1284 {
1285 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1286 {
1287 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1288 abort ();
1289 }
1290
1291 op->above = originator;
1292 op->below = originator->below;
1293
1294 if (op->below)
1295 op->below->above = op;
1296 else
1297 ms.bot = op;
1298
1299 /* since *below* originator, no need to update top */
1300 originator->below = op;
1301 }
1302 else
1303 {
1304 top = ms.bot;
1305
1306 /* If there are other objects, then */
1307 if (top)
1308 {
1309 object *last = 0;
1310
1311 /*
1312 * If there are multiple objects on this space, we do some trickier handling.
1313 * We've already dealt with merging if appropriate.
1314 * Generally, we want to put the new object on top. But if
1315 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1316 * floor, we want to insert above that and no further.
1317 * Also, if there are spell objects on this space, we stop processing
1318 * once we get to them. This reduces the need to traverse over all of
1319 * them when adding another one - this saves quite a bit of cpu time
1320 * when lots of spells are cast in one area. Currently, it is presumed
1321 * that flying non pickable objects are spell objects.
1322 */
1323 for (top = ms.bot; top; top = top->above)
1324 {
1325 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1326 floor = top;
1327
1328 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1329 {
1330 /* We insert above top, so we want this object below this */
1331 top = top->below;
1332 break;
1333 }
1334
1335 last = top;
1336 }
1337
1338 /* Don't want top to be NULL, so set it to the last valid object */
1339 top = last;
1340
1341 /* We let update_position deal with figuring out what the space
1342 * looks like instead of lots of conditions here.
1343 * makes things faster, and effectively the same result.
1344 */
1345
1346 /* Have object 'fall below' other objects that block view.
1347 * Unless those objects are exits.
1348 * If INS_ON_TOP is used, don't do this processing
1349 * Need to find the object that in fact blocks view, otherwise
1350 * stacking is a bit odd.
1351 */
1352 if (!(flag & INS_ON_TOP)
1353 && ms.flags () & P_BLOCKSVIEW
1354 && (op->face && !faces [op->face].visibility))
1355 {
1356 for (last = top; last != floor; last = last->below)
1357 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1358 break;
1359
1360 /* Check to see if we found the object that blocks view,
1361 * and make sure we have a below pointer for it so that
1362 * we can get inserted below this one, which requires we
1363 * set top to the object below us.
1364 */
1365 if (last && last->below && last != floor)
1366 top = last->below;
1367 }
1368 } /* If objects on this space */
1369
1370 if (flag & INS_ABOVE_FLOOR_ONLY)
1371 top = floor;
1372
1373 /* Top is the object that our object (op) is going to get inserted above.
1374 */
1375
1376 /* First object on this space */
1377 if (!top)
1378 {
1379 op->above = ms.bot;
1380
1381 if (op->above)
1382 op->above->below = op;
1383
1384 op->below = 0;
1385 ms.bot = op;
1386 }
1387 else
1388 { /* get inserted into the stack above top */
1389 op->above = top->above;
1390
1391 if (op->above)
1392 op->above->below = op;
1393
1394 op->below = top;
1395 top->above = op;
1396 }
1397
1398 if (!op->above)
1399 ms.top = op;
1400 } /* else not INS_BELOW_ORIGINATOR */
1401
1402 if (op->type == PLAYER)
1403 {
1404 op->contr->do_los = 1;
1405 ++op->map->players;
1406 op->map->touch ();
1407 }
1408
1409 op->map->dirty = true;
1410
1411 if (object *pl = ms.player ())
1412 pl->contr->ns->floorbox_update ();
1413
1414 /* If this object glows, it may affect lighting conditions that are
1415 * visible to others on this map. But update_all_los is really
1416 * an inefficient way to do this, as it means los for all players
1417 * on the map will get recalculated. The players could very well
1418 * be far away from this change and not affected in any way -
1419 * this should get redone to only look for players within range,
1420 * or just updating the P_UPTODATE for spaces within this area
1421 * of effect may be sufficient.
1422 */
1423 if (op->map->darkness && (op->glow_radius != 0))
1424 update_all_los (op->map, op->x, op->y);
1425
1426 /* updates flags (blocked, alive, no magic, etc) for this map space */
1427 update_object (op, UP_OBJ_INSERT);
1428
1429 INVOKE_OBJECT (INSERT, op);
1430
1431 /* Don't know if moving this to the end will break anything. However,
1432 * we want to have floorbox_update called before calling this.
1433 *
1434 * check_move_on() must be after this because code called from
1435 * check_move_on() depends on correct map flags (so functions like
1436 * blocked() and wall() work properly), and these flags are updated by
1437 * update_object().
1438 */
1439
1440 /* if this is not the head or flag has been passed, don't check walk on status */
1441 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1442 {
1443 if (check_move_on (op, originator))
1444 return 0;
1445
1446 /* If we are a multi part object, lets work our way through the check
1447 * walk on's.
1448 */
1449 for (object *tmp = op->more; tmp; tmp = tmp->more)
1450 if (check_move_on (tmp, originator))
1451 return 0;
1452 }
1453
1454 return op;
1455 }
1456
1457 /* this function inserts an object in the map, but if it
1458 * finds an object of its own type, it'll remove that one first.
1459 * op is the object to insert it under: supplies x and the map.
1460 */
1461 void
1462 replace_insert_ob_in_map (const char *arch_string, object *op)
1463 {
1464 object *tmp, *tmp1;
1465
1466 /* first search for itself and remove any old instances */
1467
1468 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1469 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1470 tmp->destroy ();
1471
1472 tmp1 = arch_to_object (archetype::find (arch_string));
1473
1474 tmp1->x = op->x;
1475 tmp1->y = op->y;
1476 insert_ob_in_map (tmp1, op->map, op, 0);
1477 }
1478
1479 object *
1480 object::insert_at (object *where, object *originator, int flags)
1481 {
1482 return where->map->insert (this, where->x, where->y, originator, flags);
1483 }
1484
1485 /*
1486 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1487 * is returned contains nr objects, and the remaining parts contains
1488 * the rest (or is removed and freed if that number is 0).
1489 * On failure, NULL is returned, and the reason put into the
1490 * global static errmsg array.
1491 */
1492 object *
1493 get_split_ob (object *orig_ob, uint32 nr)
1494 {
1495 object *newob;
1496 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1497
1498 if (orig_ob->nrof < nr)
1499 {
1500 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1501 return NULL;
1502 }
1503
1504 newob = object_create_clone (orig_ob);
1505
1506 if ((orig_ob->nrof -= nr) < 1)
1507 orig_ob->destroy (1);
1508 else if (!is_removed)
1509 {
1510 if (orig_ob->env != NULL)
1511 sub_weight (orig_ob->env, orig_ob->weight * nr);
1512 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1513 {
1514 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1515 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1516 return NULL;
1517 }
1518 }
1519
1520 newob->nrof = nr;
1521
1522 return newob;
1523 }
1524
1525 /*
1526 * decrease_ob_nr(object, number) decreases a specified number from
1527 * the amount of an object. If the amount reaches 0, the object
1528 * is subsequently removed and freed.
1529 *
1530 * Return value: 'op' if something is left, NULL if the amount reached 0
1531 */
1532 object *
1533 decrease_ob_nr (object *op, uint32 i)
1534 {
1535 object *tmp;
1536
1537 if (i == 0) /* objects with op->nrof require this check */
1538 return op;
1539
1540 if (i > op->nrof)
1541 i = op->nrof;
1542
1543 if (QUERY_FLAG (op, FLAG_REMOVED))
1544 op->nrof -= i;
1545 else if (op->env)
1546 {
1547 /* is this object in the players inventory, or sub container
1548 * therein?
1549 */
1550 tmp = op->in_player ();
1551 /* nope. Is this a container the player has opened?
1552 * If so, set tmp to that player.
1553 * IMO, searching through all the players will mostly
1554 * likely be quicker than following op->env to the map,
1555 * and then searching the map for a player.
1556 */
1557 if (!tmp)
1558 for_all_players (pl)
1559 if (pl->ob->container == op->env)
1560 {
1561 tmp = pl->ob;
1562 break;
1563 }
1564
1565 if (i < op->nrof)
1566 {
1567 sub_weight (op->env, op->weight * i);
1568 op->nrof -= i;
1569 if (tmp)
1570 esrv_send_item (tmp, op);
1571 }
1572 else
1573 {
1574 op->remove ();
1575 op->nrof = 0;
1576 if (tmp)
1577 esrv_del_item (tmp->contr, op->count);
1578 }
1579 }
1580 else
1581 {
1582 object *above = op->above;
1583
1584 if (i < op->nrof)
1585 op->nrof -= i;
1586 else
1587 {
1588 op->remove ();
1589 op->nrof = 0;
1590 }
1591
1592 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp; tmp = tmp->above)
1594 if (tmp->type == PLAYER)
1595 {
1596 if (op->nrof)
1597 esrv_send_item (tmp, op);
1598 else
1599 esrv_del_item (tmp->contr, op->count);
1600 }
1601 }
1602
1603 if (op->nrof)
1604 return op;
1605 else
1606 {
1607 op->destroy ();
1608 return 0;
1609 }
1610 }
1611
1612 /*
1613 * add_weight(object, weight) adds the specified weight to an object,
1614 * and also updates how much the environment(s) is/are carrying.
1615 */
1616 void
1617 add_weight (object *op, signed long weight)
1618 {
1619 while (op != NULL)
1620 {
1621 if (op->type == CONTAINER)
1622 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1623
1624 op->carrying += weight;
1625 op = op->env;
1626 }
1627 }
1628
1629 object *
1630 insert_ob_in_ob (object *op, object *where)
1631 {
1632 if (!where)
1633 {
1634 char *dump = dump_object (op);
1635 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1636 free (dump);
1637 return op;
1638 }
1639
1640 if (where->head_ () != where)
1641 {
1642 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1643 where = where->head;
1644 }
1645
1646 return where->insert (op);
1647 }
1648
1649 /*
1650 * env->insert (op)
1651 * This function inserts the object op in the linked list
1652 * inside the object environment.
1653 *
1654 * The function returns now pointer to inserted item, and return value can
1655 * be != op, if items are merged. -Tero
1656 */
1657 object *
1658 object::insert (object *op)
1659 {
1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1661 op->remove ();
1662
1663 if (op->more)
1664 {
1665 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1666 return op;
1667 }
1668
1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1670 CLEAR_FLAG (op, FLAG_REMOVED);
1671
1672 if (op->nrof)
1673 {
1674 for (object *tmp = inv; tmp; tmp = tmp->below)
1675 if (object::can_merge (tmp, op))
1676 {
1677 /* return the original object and remove inserted object
1678 (client needs the original object) */
1679 tmp->nrof += op->nrof;
1680 /* Weight handling gets pretty funky. Since we are adding to
1681 * tmp->nrof, we need to increase the weight.
1682 */
1683 add_weight (this, op->weight * op->nrof);
1684 SET_FLAG (op, FLAG_REMOVED);
1685 op->destroy (); /* free the inserted object */
1686 op = tmp;
1687 op->remove (); /* and fix old object's links */
1688 CLEAR_FLAG (op, FLAG_REMOVED);
1689 break;
1690 }
1691
1692 /* I assume combined objects have no inventory
1693 * We add the weight - this object could have just been removed
1694 * (if it was possible to merge). calling remove_ob will subtract
1695 * the weight, so we need to add it in again, since we actually do
1696 * the linking below
1697 */
1698 add_weight (this, op->weight * op->nrof);
1699 }
1700 else
1701 add_weight (this, (op->weight + op->carrying));
1702
1703 if (object *otmp = this->in_player ())
1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1705 otmp->update_stats ();
1706
1707 op->owner = 0; // its his/hers now. period.
1708 op->map = 0;
1709 op->env = this;
1710 op->above = 0;
1711 op->below = 0;
1712 op->x = op->y = 0;
1713
1714 /* reset the light list and los of the players on the map */
1715 if (op->glow_radius && map)
1716 {
1717 #ifdef DEBUG_LIGHTS
1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1719 #endif /* DEBUG_LIGHTS */
1720 if (map->darkness)
1721 update_all_los (map, x, y);
1722 }
1723
1724 /* Client has no idea of ordering so lets not bother ordering it here.
1725 * It sure simplifies this function...
1726 */
1727 if (!inv)
1728 inv = op;
1729 else
1730 {
1731 op->below = inv;
1732 op->below->above = op;
1733 inv = op;
1734 }
1735
1736 INVOKE_OBJECT (INSERT, this);
1737
1738 return op;
1739 }
1740
1741 /*
1742 * Checks if any objects has a move_type that matches objects
1743 * that effect this object on this space. Call apply() to process
1744 * these events.
1745 *
1746 * Any speed-modification due to SLOW_MOVE() of other present objects
1747 * will affect the speed_left of the object.
1748 *
1749 * originator: Player, monster or other object that caused 'op' to be inserted
1750 * into 'map'. May be NULL.
1751 *
1752 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1753 *
1754 * 4-21-95 added code to check if appropriate skill was readied - this will
1755 * permit faster movement by the player through this terrain. -b.t.
1756 *
1757 * MSW 2001-07-08: Check all objects on space, not just those below
1758 * object being inserted. insert_ob_in_map may not put new objects
1759 * on top.
1760 */
1761 int
1762 check_move_on (object *op, object *originator)
1763 {
1764 object *tmp;
1765 maptile *m = op->map;
1766 int x = op->x, y = op->y;
1767
1768 MoveType move_on, move_slow, move_block;
1769
1770 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1771 return 0;
1772
1773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1776
1777 /* if nothing on this space will slow op down or be applied,
1778 * no need to do checking below. have to make sure move_type
1779 * is set, as lots of objects don't have it set - we treat that
1780 * as walking.
1781 */
1782 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1783 return 0;
1784
1785 /* This is basically inverse logic of that below - basically,
1786 * if the object can avoid the move on or slow move, they do so,
1787 * but can't do it if the alternate movement they are using is
1788 * blocked. Logic on this seems confusing, but does seem correct.
1789 */
1790 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1791 return 0;
1792
1793 /* The objects have to be checked from top to bottom.
1794 * Hence, we first go to the top:
1795 */
1796
1797 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1798 {
1799 /* Trim the search when we find the first other spell effect
1800 * this helps performance so that if a space has 50 spell objects,
1801 * we don't need to check all of them.
1802 */
1803 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1804 break;
1805 }
1806
1807 for (; tmp; tmp = tmp->below)
1808 {
1809 if (tmp == op)
1810 continue; /* Can't apply yourself */
1811
1812 /* Check to see if one of the movement types should be slowed down.
1813 * Second check makes sure that the movement types not being slowed
1814 * (~slow_move) is not blocked on this space - just because the
1815 * space doesn't slow down swimming (for example), if you can't actually
1816 * swim on that space, can't use it to avoid the penalty.
1817 */
1818 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1819 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1821 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1822 {
1823
1824 float
1825 diff = tmp->move_slow_penalty * fabs (op->speed);
1826
1827 if (op->type == PLAYER)
1828 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1829 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1830 diff /= 4.0;
1831
1832 op->speed_left -= diff;
1833 }
1834 }
1835
1836 /* Basically same logic as above, except now for actual apply. */
1837 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1838 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1839 {
1840 move_apply (tmp, op, originator);
1841
1842 if (op->destroyed ())
1843 return 1;
1844
1845 /* what the person/creature stepped onto has moved the object
1846 * someplace new. Don't process any further - if we did,
1847 * have a feeling strange problems would result.
1848 */
1849 if (op->map != m || op->x != x || op->y != y)
1850 return 0;
1851 }
1852 }
1853
1854 return 0;
1855 }
1856
1857 /*
1858 * present_arch(arch, map, x, y) searches for any objects with
1859 * a matching archetype at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none.
1861 */
1862 object *
1863 present_arch (const archetype *at, maptile *m, int x, int y)
1864 {
1865 if (!m || out_of_map (m, x, y))
1866 {
1867 LOG (llevError, "Present_arch called outside map.\n");
1868 return NULL;
1869 }
1870
1871 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1872 if (tmp->arch == at)
1873 return tmp;
1874
1875 return NULL;
1876 }
1877
1878 /*
1879 * present(type, map, x, y) searches for any objects with
1880 * a matching type variable at the given map and coordinates.
1881 * The first matching object is returned, or NULL if none.
1882 */
1883 object *
1884 present (unsigned char type, maptile *m, int x, int y)
1885 {
1886 if (out_of_map (m, x, y))
1887 {
1888 LOG (llevError, "Present called outside map.\n");
1889 return NULL;
1890 }
1891
1892 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1893 if (tmp->type == type)
1894 return tmp;
1895
1896 return NULL;
1897 }
1898
1899 /*
1900 * present_in_ob(type, object) searches for any objects with
1901 * a matching type variable in the inventory of the given object.
1902 * The first matching object is returned, or NULL if none.
1903 */
1904 object *
1905 present_in_ob (unsigned char type, const object *op)
1906 {
1907 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1908 if (tmp->type == type)
1909 return tmp;
1910
1911 return NULL;
1912 }
1913
1914 /*
1915 * present_in_ob (type, str, object) searches for any objects with
1916 * a matching type & name variable in the inventory of the given object.
1917 * The first matching object is returned, or NULL if none.
1918 * This is mostly used by spell effect code, so that we only
1919 * have one spell effect at a time.
1920 * type can be used to narrow the search - if type is set,
1921 * the type must also match. -1 can be passed for the type,
1922 * in which case the type does not need to pass.
1923 * str is the string to match against. Note that we match against
1924 * the object name, not the archetype name. this is so that the
1925 * spell code can use one object type (force), but change it's name
1926 * to be unique.
1927 */
1928 object *
1929 present_in_ob_by_name (int type, const char *str, const object *op)
1930 {
1931 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1932 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1933 return tmp;
1934
1935 return 0;
1936 }
1937
1938 /*
1939 * present_arch_in_ob(archetype, object) searches for any objects with
1940 * a matching archetype in the inventory of the given object.
1941 * The first matching object is returned, or NULL if none.
1942 */
1943 object *
1944 present_arch_in_ob (const archetype *at, const object *op)
1945 {
1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1947 if (tmp->arch == at)
1948 return tmp;
1949
1950 return NULL;
1951 }
1952
1953 /*
1954 * activate recursively a flag on an object inventory
1955 */
1956 void
1957 flag_inv (object *op, int flag)
1958 {
1959 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1960 {
1961 SET_FLAG (tmp, flag);
1962 flag_inv (tmp, flag);
1963 }
1964 }
1965
1966 /*
1967 * deactivate recursively a flag on an object inventory
1968 */
1969 void
1970 unflag_inv (object *op, int flag)
1971 {
1972 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1973 {
1974 CLEAR_FLAG (tmp, flag);
1975 unflag_inv (tmp, flag);
1976 }
1977 }
1978
1979 /*
1980 * find_free_spot(object, map, x, y, start, stop) will search for
1981 * a spot at the given map and coordinates which will be able to contain
1982 * the given object. start and stop specifies how many squares
1983 * to search (see the freearr_x/y[] definition).
1984 * It returns a random choice among the alternatives found.
1985 * start and stop are where to start relative to the free_arr array (1,9
1986 * does all 4 immediate directions). This returns the index into the
1987 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1988 * Note: This function does correctly handle tiled maps, but does not
1989 * inform the caller. However, insert_ob_in_map will update as
1990 * necessary, so the caller shouldn't need to do any special work.
1991 * Note - updated to take an object instead of archetype - this is necessary
1992 * because arch_blocked (now ob_blocked) needs to know the movement type
1993 * to know if the space in question will block the object. We can't use
1994 * the archetype because that isn't correct if the monster has been
1995 * customized, changed states, etc.
1996 */
1997 int
1998 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1999 {
2000 int altern[SIZEOFFREE];
2001 int index = 0, flag;
2002
2003 for (int i = start; i < stop; i++)
2004 {
2005 mapxy pos (m, x, y); pos.move (i);
2006
2007 if (!pos.normalise ())
2008 continue;
2009
2010 mapspace &ms = *pos;
2011
2012 if (ms.flags () & P_IS_ALIVE)
2013 continue;
2014
2015 /* However, often
2016 * ob doesn't have any move type (when used to place exits)
2017 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2018 */
2019 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2020 {
2021 altern [index++] = i;
2022 continue;
2023 }
2024
2025 /* Basically, if we find a wall on a space, we cut down the search size.
2026 * In this way, we won't return spaces that are on another side of a wall.
2027 * This mostly work, but it cuts down the search size in all directions -
2028 * if the space being examined only has a wall to the north and empty
2029 * spaces in all the other directions, this will reduce the search space
2030 * to only the spaces immediately surrounding the target area, and
2031 * won't look 2 spaces south of the target space.
2032 */
2033 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2034 {
2035 stop = maxfree[i];
2036 continue;
2037 }
2038
2039 /* Note it is intentional that we check ob - the movement type of the
2040 * head of the object should correspond for the entire object.
2041 */
2042 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2043 continue;
2044
2045 if (ob->blocked (m, pos.x, pos.y))
2046 continue;
2047
2048 altern [index++] = i;
2049 }
2050
2051 if (!index)
2052 return -1;
2053
2054 return altern [rndm (index)];
2055 }
2056
2057 /*
2058 * find_first_free_spot(archetype, maptile, x, y) works like
2059 * find_free_spot(), but it will search max number of squares.
2060 * But it will return the first available spot, not a random choice.
2061 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2062 */
2063 int
2064 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2065 {
2066 for (int i = 0; i < SIZEOFFREE; i++)
2067 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2068 return i;
2069
2070 return -1;
2071 }
2072
2073 /*
2074 * The function permute(arr, begin, end) randomly reorders the array
2075 * arr[begin..end-1].
2076 * now uses a fisher-yates shuffle, old permute was broken
2077 */
2078 static void
2079 permute (int *arr, int begin, int end)
2080 {
2081 arr += begin;
2082 end -= begin;
2083
2084 while (--end)
2085 swap (arr [end], arr [rndm (end + 1)]);
2086 }
2087
2088 /* new function to make monster searching more efficient, and effective!
2089 * This basically returns a randomized array (in the passed pointer) of
2090 * the spaces to find monsters. In this way, it won't always look for
2091 * monsters to the north first. However, the size of the array passed
2092 * covers all the spaces, so within that size, all the spaces within
2093 * the 3x3 area will be searched, just not in a predictable order.
2094 */
2095 void
2096 get_search_arr (int *search_arr)
2097 {
2098 int i;
2099
2100 for (i = 0; i < SIZEOFFREE; i++)
2101 search_arr[i] = i;
2102
2103 permute (search_arr, 1, SIZEOFFREE1 + 1);
2104 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2105 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2106 }
2107
2108 /*
2109 * find_dir(map, x, y, exclude) will search some close squares in the
2110 * given map at the given coordinates for live objects.
2111 * It will not considered the object given as exclude among possible
2112 * live objects.
2113 * It returns the direction toward the first/closest live object if finds
2114 * any, otherwise 0.
2115 * Perhaps incorrectly, but I'm making the assumption that exclude
2116 * is actually want is going to try and move there. We need this info
2117 * because we have to know what movement the thing looking to move
2118 * there is capable of.
2119 */
2120 int
2121 find_dir (maptile *m, int x, int y, object *exclude)
2122 {
2123 int i, max = SIZEOFFREE, mflags;
2124
2125 sint16 nx, ny;
2126 object *tmp;
2127 maptile *mp;
2128
2129 MoveType blocked, move_type;
2130
2131 if (exclude && exclude->head_ () != exclude)
2132 {
2133 exclude = exclude->head;
2134 move_type = exclude->move_type;
2135 }
2136 else
2137 {
2138 /* If we don't have anything, presume it can use all movement types. */
2139 move_type = MOVE_ALL;
2140 }
2141
2142 for (i = 1; i < max; i++)
2143 {
2144 mp = m;
2145 nx = x + freearr_x[i];
2146 ny = y + freearr_y[i];
2147
2148 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2149
2150 if (mflags & P_OUT_OF_MAP)
2151 max = maxfree[i];
2152 else
2153 {
2154 mapspace &ms = mp->at (nx, ny);
2155
2156 blocked = ms.move_block;
2157
2158 if ((move_type & blocked) == move_type)
2159 max = maxfree[i];
2160 else if (mflags & P_IS_ALIVE)
2161 {
2162 for (tmp = ms.bot; tmp; tmp = tmp->above)
2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2165 break;
2166
2167 if (tmp)
2168 return freedir[i];
2169 }
2170 }
2171 }
2172
2173 return 0;
2174 }
2175
2176 /*
2177 * distance(object 1, object 2) will return the square of the
2178 * distance between the two given objects.
2179 */
2180 int
2181 distance (const object *ob1, const object *ob2)
2182 {
2183 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2184 }
2185
2186 /*
2187 * find_dir_2(delta-x,delta-y) will return a direction in which
2188 * an object which has subtracted the x and y coordinates of another
2189 * object, needs to travel toward it.
2190 */
2191 int
2192 find_dir_2 (int x, int y)
2193 {
2194 int q;
2195
2196 if (y)
2197 q = x * 100 / y;
2198 else if (x)
2199 q = -300 * x;
2200 else
2201 return 0;
2202
2203 if (y > 0)
2204 {
2205 if (q < -242)
2206 return 3;
2207 if (q < -41)
2208 return 2;
2209 if (q < 41)
2210 return 1;
2211 if (q < 242)
2212 return 8;
2213 return 7;
2214 }
2215
2216 if (q < -242)
2217 return 7;
2218 if (q < -41)
2219 return 6;
2220 if (q < 41)
2221 return 5;
2222 if (q < 242)
2223 return 4;
2224
2225 return 3;
2226 }
2227
2228 /*
2229 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2230 * between two directions (which are expected to be absolute (see absdir())
2231 */
2232 int
2233 dirdiff (int dir1, int dir2)
2234 {
2235 int d;
2236
2237 d = abs (dir1 - dir2);
2238 if (d > 4)
2239 d = 8 - d;
2240
2241 return d;
2242 }
2243
2244 /* peterm:
2245 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2246 * Basically, this is a table of directions, and what directions
2247 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2248 * This basically means that if direction is 15, then it could either go
2249 * direction 4, 14, or 16 to get back to where we are.
2250 * Moved from spell_util.c to object.c with the other related direction
2251 * functions.
2252 */
2253 int reduction_dir[SIZEOFFREE][3] = {
2254 {0, 0, 0}, /* 0 */
2255 {0, 0, 0}, /* 1 */
2256 {0, 0, 0}, /* 2 */
2257 {0, 0, 0}, /* 3 */
2258 {0, 0, 0}, /* 4 */
2259 {0, 0, 0}, /* 5 */
2260 {0, 0, 0}, /* 6 */
2261 {0, 0, 0}, /* 7 */
2262 {0, 0, 0}, /* 8 */
2263 {8, 1, 2}, /* 9 */
2264 {1, 2, -1}, /* 10 */
2265 {2, 10, 12}, /* 11 */
2266 {2, 3, -1}, /* 12 */
2267 {2, 3, 4}, /* 13 */
2268 {3, 4, -1}, /* 14 */
2269 {4, 14, 16}, /* 15 */
2270 {5, 4, -1}, /* 16 */
2271 {4, 5, 6}, /* 17 */
2272 {6, 5, -1}, /* 18 */
2273 {6, 20, 18}, /* 19 */
2274 {7, 6, -1}, /* 20 */
2275 {6, 7, 8}, /* 21 */
2276 {7, 8, -1}, /* 22 */
2277 {8, 22, 24}, /* 23 */
2278 {8, 1, -1}, /* 24 */
2279 {24, 9, 10}, /* 25 */
2280 {9, 10, -1}, /* 26 */
2281 {10, 11, -1}, /* 27 */
2282 {27, 11, 29}, /* 28 */
2283 {11, 12, -1}, /* 29 */
2284 {12, 13, -1}, /* 30 */
2285 {12, 13, 14}, /* 31 */
2286 {13, 14, -1}, /* 32 */
2287 {14, 15, -1}, /* 33 */
2288 {33, 15, 35}, /* 34 */
2289 {16, 15, -1}, /* 35 */
2290 {17, 16, -1}, /* 36 */
2291 {18, 17, 16}, /* 37 */
2292 {18, 17, -1}, /* 38 */
2293 {18, 19, -1}, /* 39 */
2294 {41, 19, 39}, /* 40 */
2295 {19, 20, -1}, /* 41 */
2296 {20, 21, -1}, /* 42 */
2297 {20, 21, 22}, /* 43 */
2298 {21, 22, -1}, /* 44 */
2299 {23, 22, -1}, /* 45 */
2300 {45, 47, 23}, /* 46 */
2301 {23, 24, -1}, /* 47 */
2302 {24, 9, -1}
2303 }; /* 48 */
2304
2305 /* Recursive routine to step back and see if we can
2306 * find a path to that monster that we found. If not,
2307 * we don't bother going toward it. Returns 1 if we
2308 * can see a direct way to get it
2309 * Modified to be map tile aware -.MSW
2310 */
2311 int
2312 can_see_monsterP (maptile *m, int x, int y, int dir)
2313 {
2314 sint16 dx, dy;
2315 int mflags;
2316
2317 if (dir < 0)
2318 return 0; /* exit condition: invalid direction */
2319
2320 dx = x + freearr_x[dir];
2321 dy = y + freearr_y[dir];
2322
2323 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2324
2325 /* This functional arguably was incorrect before - it was
2326 * checking for P_WALL - that was basically seeing if
2327 * we could move to the monster - this is being more
2328 * literal on if we can see it. To know if we can actually
2329 * move to the monster, we'd need the monster passed in or
2330 * at least its move type.
2331 */
2332 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2333 return 0;
2334
2335 /* yes, can see. */
2336 if (dir < 9)
2337 return 1;
2338
2339 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2340 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2341 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2342 }
2343
2344 /*
2345 * can_pick(picker, item): finds out if an object is possible to be
2346 * picked up by the picker. Returnes 1 if it can be
2347 * picked up, otherwise 0.
2348 *
2349 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2350 * core dumps if they do.
2351 *
2352 * Add a check so we can't pick up invisible objects (0.93.8)
2353 */
2354 int
2355 can_pick (const object *who, const object *item)
2356 {
2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2359 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2360 }
2361
2362 /*
2363 * create clone from object to another
2364 */
2365 object *
2366 object_create_clone (object *asrc)
2367 {
2368 object *dst = 0, *tmp, *src, *prev, *item;
2369
2370 if (!asrc)
2371 return 0;
2372
2373 src = asrc->head_ ();
2374
2375 prev = 0;
2376 for (object *part = src; part; part = part->more)
2377 {
2378 tmp = part->clone ();
2379 tmp->x -= src->x;
2380 tmp->y -= src->y;
2381
2382 if (!part->head)
2383 {
2384 dst = tmp;
2385 tmp->head = 0;
2386 }
2387 else
2388 tmp->head = dst;
2389
2390 tmp->more = 0;
2391
2392 if (prev)
2393 prev->more = tmp;
2394
2395 prev = tmp;
2396 }
2397
2398 for (item = src->inv; item; item = item->below)
2399 insert_ob_in_ob (object_create_clone (item), dst);
2400
2401 return dst;
2402 }
2403
2404 /* This returns the first object in who's inventory that
2405 * has the same type and subtype match.
2406 * returns NULL if no match.
2407 */
2408 object *
2409 find_obj_by_type_subtype (const object *who, int type, int subtype)
2410 {
2411 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2412 if (tmp->type == type && tmp->subtype == subtype)
2413 return tmp;
2414
2415 return 0;
2416 }
2417
2418 /* If ob has a field named key, return the link from the list,
2419 * otherwise return NULL.
2420 *
2421 * key must be a passed in shared string - otherwise, this won't
2422 * do the desired thing.
2423 */
2424 key_value *
2425 get_ob_key_link (const object *ob, const char *key)
2426 {
2427 for (key_value *link = ob->key_values; link; link = link->next)
2428 if (link->key == key)
2429 return link;
2430
2431 return 0;
2432 }
2433
2434 /*
2435 * Returns the value of op has an extra_field for key, or NULL.
2436 *
2437 * The argument doesn't need to be a shared string.
2438 *
2439 * The returned string is shared.
2440 */
2441 const char *
2442 get_ob_key_value (const object *op, const char *const key)
2443 {
2444 key_value *link;
2445 shstr_cmp canonical_key (key);
2446
2447 if (!canonical_key)
2448 {
2449 /* 1. There being a field named key on any object
2450 * implies there'd be a shared string to find.
2451 * 2. Since there isn't, no object has this field.
2452 * 3. Therefore, *this* object doesn't have this field.
2453 */
2454 return 0;
2455 }
2456
2457 /* This is copied from get_ob_key_link() above -
2458 * only 4 lines, and saves the function call overhead.
2459 */
2460 for (link = op->key_values; link; link = link->next)
2461 if (link->key == canonical_key)
2462 return link->value;
2463
2464 return 0;
2465 }
2466
2467 /*
2468 * Updates the canonical_key in op to value.
2469 *
2470 * canonical_key is a shared string (value doesn't have to be).
2471 *
2472 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2473 * keys.
2474 *
2475 * Returns TRUE on success.
2476 */
2477 int
2478 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2479 {
2480 key_value *field = NULL, *last = NULL;
2481
2482 for (field = op->key_values; field != NULL; field = field->next)
2483 {
2484 if (field->key != canonical_key)
2485 {
2486 last = field;
2487 continue;
2488 }
2489
2490 if (value)
2491 field->value = value;
2492 else
2493 {
2494 /* Basically, if the archetype has this key set,
2495 * we need to store the null value so when we save
2496 * it, we save the empty value so that when we load,
2497 * we get this value back again.
2498 */
2499 if (get_ob_key_link (op->arch, canonical_key))
2500 field->value = 0;
2501 else
2502 {
2503 if (last)
2504 last->next = field->next;
2505 else
2506 op->key_values = field->next;
2507
2508 delete field;
2509 }
2510 }
2511 return TRUE;
2512 }
2513 /* IF we get here, key doesn't exist */
2514
2515 /* No field, we'll have to add it. */
2516
2517 if (!add_key)
2518 return FALSE;
2519
2520 /* There isn't any good reason to store a null
2521 * value in the key/value list. If the archetype has
2522 * this key, then we should also have it, so shouldn't
2523 * be here. If user wants to store empty strings,
2524 * should pass in ""
2525 */
2526 if (value == NULL)
2527 return TRUE;
2528
2529 field = new key_value;
2530
2531 field->key = canonical_key;
2532 field->value = value;
2533 /* Usual prepend-addition. */
2534 field->next = op->key_values;
2535 op->key_values = field;
2536
2537 return TRUE;
2538 }
2539
2540 /*
2541 * Updates the key in op to value.
2542 *
2543 * If add_key is FALSE, this will only update existing keys,
2544 * and not add new ones.
2545 * In general, should be little reason FALSE is ever passed in for add_key
2546 *
2547 * Returns TRUE on success.
2548 */
2549 int
2550 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2551 {
2552 shstr key_ (key);
2553
2554 return set_ob_key_value_s (op, key_, value, add_key);
2555 }
2556
2557 object::depth_iterator::depth_iterator (object *container)
2558 : iterator_base (container)
2559 {
2560 while (item->inv)
2561 item = item->inv;
2562 }
2563
2564 void
2565 object::depth_iterator::next ()
2566 {
2567 if (item->below)
2568 {
2569 item = item->below;
2570
2571 while (item->inv)
2572 item = item->inv;
2573 }
2574 else
2575 item = item->env;
2576 }
2577
2578 const char *
2579 object::flag_desc (char *desc, int len) const
2580 {
2581 char *p = desc;
2582 bool first = true;
2583
2584 *p = 0;
2585
2586 for (int i = 0; i < NUM_FLAGS; i++)
2587 {
2588 if (len <= 10) // magic constant!
2589 {
2590 snprintf (p, len, ",...");
2591 break;
2592 }
2593
2594 if (flag [i])
2595 {
2596 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2597 len -= cnt;
2598 p += cnt;
2599 first = false;
2600 }
2601 }
2602
2603 return desc;
2604 }
2605
2606 // return a suitable string describing an object in enough detail to find it
2607 const char *
2608 object::debug_desc (char *info) const
2609 {
2610 char flagdesc[512];
2611 char info2[256 * 4];
2612 char *p = info;
2613
2614 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2615 count,
2616 uuid.c_str (),
2617 &name,
2618 title ? "\",title:\"" : "",
2619 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type);
2621
2622 if (!this->flag[FLAG_REMOVED] && env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624
2625 if (map)
2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2627
2628 return info;
2629 }
2630
2631 const char *
2632 object::debug_desc () const
2633 {
2634 static char info[3][256 * 4];
2635 static int info_idx;
2636
2637 return debug_desc (info [++info_idx % 3]);
2638 }
2639
2640 struct region *
2641 object::region () const
2642 {
2643 return map ? map->region (x, y)
2644 : region::default_region ();
2645 }
2646
2647 const materialtype_t *
2648 object::dominant_material () const
2649 {
2650 if (materialtype_t *mt = name_to_material (materialname))
2651 return mt;
2652
2653 return name_to_material (shstr_unknown);
2654 }
2655
2656 void
2657 object::open_container (object *new_container)
2658 {
2659 if (container == new_container)
2660 return;
2661
2662 if (object *old_container = container)
2663 {
2664 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2665 return;
2666
2667 #if 0
2668 // remove the "Close old_container" object.
2669 if (object *closer = old_container->inv)
2670 if (closer->type == CLOSE_CON)
2671 closer->destroy ();
2672 #endif
2673
2674 old_container->flag [FLAG_APPLIED] = 0;
2675 container = 0;
2676
2677 esrv_update_item (UPD_FLAGS, this, old_container);
2678 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2679 play_sound (sound_find ("chest_close"));
2680 }
2681
2682 if (new_container)
2683 {
2684 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2685 return;
2686
2687 // TODO: this does not seem to serve any purpose anymore?
2688 #if 0
2689 // insert the "Close Container" object.
2690 if (archetype *closer = new_container->other_arch)
2691 {
2692 object *closer = arch_to_object (new_container->other_arch);
2693 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2694 new_container->insert (closer);
2695 }
2696 #endif
2697
2698 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2699
2700 new_container->flag [FLAG_APPLIED] = 1;
2701 container = new_container;
2702
2703 esrv_update_item (UPD_FLAGS, this, new_container);
2704 esrv_send_inventory (this, new_container);
2705 play_sound (sound_find ("chest_open"));
2706 }
2707 }
2708
2709 object *
2710 object::force_find (const shstr name)
2711 {
2712 /* cycle through his inventory to look for the MARK we want to
2713 * place
2714 */
2715 for (object *tmp = inv; tmp; tmp = tmp->below)
2716 if (tmp->type == FORCE && tmp->slaying == name)
2717 return splay (tmp);
2718
2719 return 0;
2720 }
2721
2722 void
2723 object::force_add (const shstr name, int duration)
2724 {
2725 if (object *force = force_find (name))
2726 force->destroy ();
2727
2728 object *force = get_archetype (FORCE_NAME);
2729
2730 force->slaying = name;
2731 force->stats.food = 1;
2732 force->speed_left = -1.f;
2733
2734 force->set_speed (duration ? 1.f / duration : 0.f);
2735 force->flag [FLAG_IS_USED_UP] = true;
2736 force->flag [FLAG_APPLIED] = true;
2737
2738 insert (force);
2739 }
2740
2741 void
2742 object::play_sound (faceidx sound) const
2743 {
2744 if (!sound)
2745 return;
2746
2747 if (flag [FLAG_REMOVED])
2748 return;
2749
2750 if (env)
2751 {
2752 if (object *pl = in_player ())
2753 pl->contr->play_sound (sound);
2754 }
2755 else
2756 map->play_sound (sound, x, y);
2757 }
2758