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Revision: 1.204
Committed: Fri Apr 11 17:01:52 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.203: +12 -5 lines
Log Message:
beeing too clever for ones own good is not good

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27 #include <global.h>
28 #include <stdio.h>
29 #include <sys/types.h>
30 #include <sys/uio.h>
31 #include <object.h>
32 #include <funcpoint.h>
33 #include <sproto.h>
34 #include <loader.h>
35
36 #include <bitset>
37
38 UUID UUID::cur;
39 static uint64_t seq_next_save;
40 static const uint64 UUID_GAP = 1<<19;
41
42 objectvec objects;
43 activevec actives;
44
45 short freearr_x[SIZEOFFREE] = {
46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50 };
51 short freearr_y[SIZEOFFREE] = {
52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
56 };
57 int maxfree[SIZEOFFREE] = {
58 0,
59 9, 10, 13, 14, 17, 18, 21, 22,
60 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
61 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
62 };
63 int freedir[SIZEOFFREE] = {
64 0,
65 1, 2, 3, 4, 5, 6, 7, 8,
66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
68 };
69
70 static void
71 write_uuid (uval64 skip, bool sync)
72 {
73 CALL_BEGIN (2);
74 CALL_ARG_SV (newSVval64 (skip));
75 CALL_ARG_SV (boolSV (sync));
76 CALL_CALL ("cf::write_uuid", G_DISCARD);
77 CALL_END;
78 }
79
80 static void
81 read_uuid (void)
82 {
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
88
89 FILE *fp;
90
91 if (!(fp = fopen (filename, "r")))
92 {
93 if (errno == ENOENT)
94 {
95 LOG (llevInfo, "RESET uid to 1\n");
96 UUID::cur.seq = 0;
97 write_uuid (UUID_GAP, true);
98 return;
99 }
100
101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
102 _exit (1);
103 }
104
105 UUID::BUF buf;
106 buf[0] = 0;
107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
110 {
111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
112 _exit (1);
113 }
114
115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
116
117 write_uuid (UUID_GAP, true);
118 fclose (fp);
119 }
120
121 UUID
122 UUID::gen ()
123 {
124 UUID uid;
125
126 uid.seq = ++cur.seq;
127
128 if (expect_false (cur.seq >= seq_next_save))
129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
134
135 return uid;
136 }
137
138 void
139 UUID::init ()
140 {
141 read_uuid ();
142 }
143
144 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
145 static int
146 compare_ob_value_lists_one (const object *wants, const object *has)
147 {
148 key_value *wants_field;
149
150 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
151 * objects with lists are rare, and lists stay short. If not, use a
152 * different structure or at least keep the lists sorted...
153 */
154
155 /* For each field in wants, */
156 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
157 {
158 key_value *has_field;
159
160 /* Look for a field in has with the same key. */
161 has_field = get_ob_key_link (has, wants_field->key);
162
163 if (has_field == NULL)
164 {
165 /* No field with that name. */
166 return FALSE;
167 }
168
169 /* Found the matching field. */
170 if (has_field->value != wants_field->value)
171 {
172 /* Values don't match, so this half of the comparison is false. */
173 return FALSE;
174 }
175
176 /* If we get here, we found a match. Now for the next field in wants. */
177 }
178
179 /* If we get here, every field in wants has a matching field in has. */
180 return TRUE;
181 }
182
183 /* Returns TRUE if ob1 has the same key_values as ob2. */
184 static int
185 compare_ob_value_lists (const object *ob1, const object *ob2)
186 {
187 /* However, there may be fields in has which aren't partnered in wants,
188 * so we need to run the comparison *twice*. :(
189 */
190 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
191 }
192
193 /* Function examines the 2 objects given to it, and returns true if
194 * they can be merged together.
195 *
196 * Note that this function appears a lot longer than the macro it
197 * replaces - this is mostly for clarity - a decent compiler should hopefully
198 * reduce this to the same efficiency.
199 *
200 * Check nrof variable *before* calling can_merge()
201 *
202 * Improvements made with merge: Better checking on potion, and also
203 * check weight
204 */
205 bool object::can_merge_slow (object *ob1, object *ob2)
206 {
207 /* A couple quicksanity checks */
208 if (ob1 == ob2
209 || ob1->type != ob2->type
210 || ob1->speed != ob2->speed
211 || ob1->value != ob2->value
212 || ob1->name != ob2->name)
213 return 0;
214
215 //TODO: this ain't working well, use nicer and correct overflow check
216 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
217 * value could not be stored in a sint32 (which unfortunately sometimes is
218 * used to store nrof).
219 */
220 if (ob1->nrof + ob2->nrof >= 1UL << 31)
221 return 0;
222
223 /* If the objects have been identified, set the BEEN_APPLIED flag.
224 * This is to the comparison of the flags below will be OK. We
225 * just can't ignore the been applied or identified flags, as they
226 * are not equal - just if it has been identified, the been_applied
227 * flags lose any meaning.
228 */
229 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
230 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
231
232 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
233 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
234
235 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
236 || ob1->arch != ob2->arch
237 || ob1->name != ob2->name
238 || ob1->title != ob2->title
239 || ob1->msg != ob2->msg
240 || ob1->weight != ob2->weight
241 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
242 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
243 || ob1->attacktype != ob2->attacktype
244 || ob1->magic != ob2->magic
245 || ob1->slaying != ob2->slaying
246 || ob1->skill != ob2->skill
247 || ob1->value != ob2->value
248 || ob1->animation_id != ob2->animation_id
249 || ob1->client_type != ob2->client_type
250 || ob1->materialname != ob2->materialname
251 || ob1->lore != ob2->lore
252 || ob1->subtype != ob2->subtype
253 || ob1->move_type != ob2->move_type
254 || ob1->move_block != ob2->move_block
255 || ob1->move_allow != ob2->move_allow
256 || ob1->move_on != ob2->move_on
257 || ob1->move_off != ob2->move_off
258 || ob1->move_slow != ob2->move_slow
259 || ob1->move_slow_penalty != ob2->move_slow_penalty)
260 return 0;
261
262 /* This is really a spellbook check - really, we should
263 * check all objects in the inventory.
264 */
265 if (ob1->inv || ob2->inv)
266 {
267 if (!(ob1->inv && ob2->inv))
268 return 0; /* inventories differ in length */
269
270 if (ob1->inv->below || ob2->inv->below)
271 return 0; /* more than one object in inv */
272
273 if (!object::can_merge (ob1->inv, ob2->inv))
274 return 0; /* inventory objexts differ */
275
276 /* inventory ok - still need to check rest of this object to see
277 * if it is valid.
278 */
279 }
280
281 /* Don't merge objects that are applied. With the new 'body' code,
282 * it is possible for most any character to have more than one of
283 * some items equipped, and we don't want those to merge.
284 */
285 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
286 return 0;
287
288 /* Note sure why the following is the case - either the object has to
289 * be animated or have a very low speed. Is this an attempted monster
290 * check?
291 */
292 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
293 return 0;
294
295 switch (ob1->type)
296 {
297 case SCROLL:
298 if (ob1->level != ob2->level)
299 return 0;
300 break;
301 }
302
303 if (ob1->key_values != NULL || ob2->key_values != NULL)
304 {
305 /* At least one of these has key_values. */
306 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
307 /* One has fields, but the other one doesn't. */
308 return 0;
309 else if (!compare_ob_value_lists (ob1, ob2))
310 return 0;
311 }
312
313 if (ob1->self || ob2->self)
314 {
315 ob1->optimise ();
316 ob2->optimise ();
317
318 if (ob1->self || ob2->self)
319 {
320 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
321 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
322
323 if (k1 != k2)
324 return 0;
325 else if (k1 == 0)
326 return 1;
327 else if (!cfperl_can_merge (ob1, ob2))
328 return 0;
329 }
330 }
331
332 /* Everything passes, must be OK. */
333 return 1;
334 }
335
336 /*
337 * sum_weight() is a recursive function which calculates the weight
338 * an object is carrying. It goes through in figures out how much
339 * containers are carrying, and sums it up.
340 */
341 long
342 sum_weight (object *op)
343 {
344 long sum;
345 object *inv;
346
347 for (sum = 0, inv = op->inv; inv; inv = inv->below)
348 {
349 if (inv->inv)
350 sum_weight (inv);
351
352 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
353 }
354
355 if (op->type == CONTAINER && op->stats.Str)
356 sum = (sum * (100 - op->stats.Str)) / 100;
357
358 if (op->carrying != sum)
359 op->carrying = sum;
360
361 return sum;
362 }
363
364 /**
365 * Return the outermost environment object for a given object.
366 */
367
368 object *
369 object_get_env_recursive (object *op)
370 {
371 while (op->env != NULL)
372 op = op->env;
373 return op;
374 }
375
376 /*
377 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
378 * Some error messages.
379 * The result of the dump is stored in the static global errmsg array.
380 */
381 char *
382 dump_object (object *op)
383 {
384 if (!op)
385 return strdup ("[NULLOBJ]");
386
387 object_freezer freezer;
388 op->write (freezer);
389 return freezer.as_string ();
390 }
391
392 /*
393 * get_nearest_part(multi-object, object 2) returns the part of the
394 * multi-object 1 which is closest to the second object.
395 * If it's not a multi-object, it is returned.
396 */
397 object *
398 get_nearest_part (object *op, const object *pl)
399 {
400 object *tmp, *closest;
401 int last_dist, i;
402
403 if (op->more == NULL)
404 return op;
405 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
406 if ((i = distance (tmp, pl)) < last_dist)
407 closest = tmp, last_dist = i;
408 return closest;
409 }
410
411 /*
412 * Returns the object which has the count-variable equal to the argument.
413 */
414 object *
415 find_object (tag_t i)
416 {
417 for_all_objects (op)
418 if (op->count == i)
419 return op;
420
421 return 0;
422 }
423
424 /*
425 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999"
428 */
429 object *
430 find_object_name (const char *str)
431 {
432 shstr_cmp str_ (str);
433 object *op;
434
435 for_all_objects (op)
436 if (op->name == str_)
437 break;
438
439 return op;
440 }
441
442 /*
443 * Sets the owner and sets the skill and exp pointers to owner's current
444 * skill and experience objects.
445 * ACTUALLY NO! investigate! TODO
446 */
447 void
448 object::set_owner (object *owner)
449 {
450 // allow objects which own objects
451 if (owner)
452 while (owner->owner)
453 owner = owner->owner;
454
455 if (flag [FLAG_FREED])
456 {
457 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
458 return;
459 }
460
461 this->owner = owner;
462 }
463
464 int
465 object::slottype () const
466 {
467 if (type == SKILL)
468 {
469 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
470 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
471 }
472 else
473 {
474 if (slot [body_combat].info) return slot_combat;
475 if (slot [body_range ].info) return slot_ranged;
476 }
477
478 return slot_none;
479 }
480
481 bool
482 object::change_weapon (object *ob)
483 {
484 if (current_weapon == ob)
485 return true;
486
487 if (chosen_skill)
488 chosen_skill->flag [FLAG_APPLIED] = false;
489
490 current_weapon = ob;
491 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
492
493 if (chosen_skill)
494 chosen_skill->flag [FLAG_APPLIED] = true;
495
496 update_stats ();
497
498 if (ob)
499 {
500 // now check wether any body locations became invalid, in which case
501 // we cannot apply the weapon at the moment.
502 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
503 if (slot[i].used < 0)
504 {
505 current_weapon = chosen_skill = 0;
506 update_stats ();
507
508 new_draw_info_format (NDI_UNIQUE, 0, this,
509 "You try to balance all your items at once, "
510 "but the %s is just too much for your body. "
511 "[You need to unapply some items first.]", &ob->name);
512 return false;
513 }
514
515 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
516 }
517 else
518 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
519
520 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
521 {
522 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
523 &name, ob->debug_desc ());
524 return false;
525 }
526
527 return true;
528 }
529
530 /* Zero the key_values on op, decrementing the shared-string
531 * refcounts and freeing the links.
532 */
533 static void
534 free_key_values (object *op)
535 {
536 for (key_value *i = op->key_values; i; )
537 {
538 key_value *next = i->next;
539 delete i;
540
541 i = next;
542 }
543
544 op->key_values = 0;
545 }
546
547 object &
548 object::operator =(const object &src)
549 {
550 bool is_freed = flag [FLAG_FREED];
551 bool is_removed = flag [FLAG_REMOVED];
552
553 *(object_copy *)this = src;
554
555 flag [FLAG_FREED] = is_freed;
556 flag [FLAG_REMOVED] = is_removed;
557
558 /* Copy over key_values, if any. */
559 if (src.key_values)
560 {
561 key_value *tail = 0;
562 key_values = 0;
563
564 for (key_value *i = src.key_values; i; i = i->next)
565 {
566 key_value *new_link = new key_value;
567
568 new_link->next = 0;
569 new_link->key = i->key;
570 new_link->value = i->value;
571
572 /* Try and be clever here, too. */
573 if (!key_values)
574 {
575 key_values = new_link;
576 tail = new_link;
577 }
578 else
579 {
580 tail->next = new_link;
581 tail = new_link;
582 }
583 }
584 }
585 }
586
587 /*
588 * copy_to first frees everything allocated by the dst object,
589 * and then copies the contents of itself into the second
590 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
592 * if the first object is freed, the pointers in the new object
593 * will point at garbage.
594 */
595 void
596 object::copy_to (object *dst)
597 {
598 *dst = *this;
599
600 if (speed < 0)
601 dst->speed_left -= rndm ();
602
603 dst->set_speed (dst->speed);
604 }
605
606 void
607 object::instantiate ()
608 {
609 if (!uuid.seq) // HACK
610 uuid = UUID::gen ();
611
612 speed_left = -0.1f;
613 /* copy the body_info to the body_used - this is only really
614 * need for monsters, but doesn't hurt to do it for everything.
615 * by doing so, when a monster is created, it has good starting
616 * values for the body_used info, so when items are created
617 * for it, they can be properly equipped.
618 */
619 for (int i = NUM_BODY_LOCATIONS; i--; )
620 slot[i].used = slot[i].info;
621
622 attachable::instantiate ();
623 }
624
625 object *
626 object::clone ()
627 {
628 object *neu = create ();
629 copy_to (neu);
630 return neu;
631 }
632
633 /*
634 * If an object with the IS_TURNABLE() flag needs to be turned due
635 * to the closest player being on the other side, this function can
636 * be called to update the face variable, _and_ how it looks on the map.
637 */
638 void
639 update_turn_face (object *op)
640 {
641 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
642 return;
643
644 SET_ANIMATION (op, op->direction);
645 update_object (op, UP_OBJ_FACE);
646 }
647
648 /*
649 * Updates the speed of an object. If the speed changes from 0 to another
650 * value, or vice versa, then add/remove the object from the active list.
651 * This function needs to be called whenever the speed of an object changes.
652 */
653 void
654 object::set_speed (float speed)
655 {
656 if (flag [FLAG_FREED] && speed)
657 {
658 LOG (llevError, "Object %s is freed but has speed.\n", &name);
659 speed = 0;
660 }
661
662 this->speed = speed;
663
664 if (has_active_speed ())
665 activate ();
666 else
667 deactivate ();
668 }
669
670 /*
671 * update_object() updates the the map.
672 * It takes into account invisible objects (and represent squares covered
673 * by invisible objects by whatever is below them (unless it's another
674 * invisible object, etc...)
675 * If the object being updated is beneath a player, the look-window
676 * of that player is updated (this might be a suboptimal way of
677 * updating that window, though, since update_object() is called _often_)
678 *
679 * action is a hint of what the caller believes need to be done.
680 * current action are:
681 * UP_OBJ_INSERT: op was inserted
682 * UP_OBJ_REMOVE: op was removed
683 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
684 * as that is easier than trying to look at what may have changed.
685 * UP_OBJ_FACE: only the objects face has changed.
686 */
687 void
688 update_object (object *op, int action)
689 {
690 if (op == NULL)
691 {
692 /* this should never happen */
693 LOG (llevDebug, "update_object() called for NULL object.\n");
694 return;
695 }
696
697 if (op->env)
698 {
699 /* Animation is currently handled by client, so nothing
700 * to do in this case.
701 */
702 return;
703 }
704
705 /* If the map is saving, don't do anything as everything is
706 * going to get freed anyways.
707 */
708 if (!op->map || op->map->in_memory == MAP_SAVING)
709 return;
710
711 /* make sure the object is within map boundaries */
712 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
713 {
714 LOG (llevError, "update_object() called for object out of map!\n");
715 #ifdef MANY_CORES
716 abort ();
717 #endif
718 return;
719 }
720
721 mapspace &m = op->ms ();
722
723 if (!(m.flags_ & P_UPTODATE))
724 /* nop */;
725 else if (action == UP_OBJ_INSERT)
726 {
727 // this is likely overkill, TODO: revisit (schmorp)
728 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
729 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
730 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
731 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
732 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
733 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
734 || (m.move_on | op->move_on ) != m.move_on
735 || (m.move_off | op->move_off ) != m.move_off
736 || (m.move_slow | op->move_slow) != m.move_slow
737 /* This isn't perfect, but I don't expect a lot of objects to
738 * to have move_allow right now.
739 */
740 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
741 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
742 m.flags_ = 0;
743 }
744 /* if the object is being removed, we can't make intelligent
745 * decisions, because remove_ob can't really pass the object
746 * that is being removed.
747 */
748 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
749 m.flags_ = 0;
750 else if (action == UP_OBJ_FACE)
751 /* Nothing to do for that case */ ;
752 else
753 LOG (llevError, "update_object called with invalid action: %d\n", action);
754
755 if (op->more)
756 update_object (op->more, action);
757 }
758
759 object::object ()
760 {
761 SET_FLAG (this, FLAG_REMOVED);
762
763 expmul = 1.0;
764 face = blank_face;
765 }
766
767 object::~object ()
768 {
769 unlink ();
770
771 free_key_values (this);
772 }
773
774 static int object_count;
775
776 void object::link ()
777 {
778 assert (!index);//D
779 uuid = UUID::gen ();
780 count = ++object_count;
781
782 refcnt_inc ();
783 objects.insert (this);
784 }
785
786 void object::unlink ()
787 {
788 if (!index)
789 return;
790
791 objects.erase (this);
792 refcnt_dec ();
793 }
794
795 void
796 object::activate ()
797 {
798 /* If already on active list, don't do anything */
799 if (active)
800 return;
801
802 if (has_active_speed ())
803 actives.insert (this);
804 }
805
806 void
807 object::activate_recursive ()
808 {
809 activate ();
810
811 for (object *op = inv; op; op = op->below)
812 op->activate_recursive ();
813 }
814
815 /* This function removes object 'op' from the list of active
816 * objects.
817 * This should only be used for style maps or other such
818 * reference maps where you don't want an object that isn't
819 * in play chewing up cpu time getting processed.
820 * The reverse of this is to call update_ob_speed, which
821 * will do the right thing based on the speed of the object.
822 */
823 void
824 object::deactivate ()
825 {
826 /* If not on the active list, nothing needs to be done */
827 if (!active)
828 return;
829
830 actives.erase (this);
831 }
832
833 void
834 object::deactivate_recursive ()
835 {
836 for (object *op = inv; op; op = op->below)
837 op->deactivate_recursive ();
838
839 deactivate ();
840 }
841
842 void
843 object::set_flag_inv (int flag, int value)
844 {
845 for (object *op = inv; op; op = op->below)
846 {
847 op->flag [flag] = value;
848 op->set_flag_inv (flag, value);
849 }
850 }
851
852 /*
853 * Remove and free all objects in the inventory of the given object.
854 * object.c ?
855 */
856 void
857 object::destroy_inv (bool drop_to_ground)
858 {
859 // need to check first, because the checks below might segfault
860 // as we might be on an invalid mapspace and crossfire code
861 // is too buggy to ensure that the inventory is empty.
862 // corollary: if you create arrows etc. with stuff in tis inventory,
863 // cf will crash below with off-map x and y
864 if (!inv)
865 return;
866
867 /* Only if the space blocks everything do we not process -
868 * if some form of movement is allowed, let objects
869 * drop on that space.
870 */
871 if (!drop_to_ground
872 || !map
873 || map->in_memory != MAP_IN_MEMORY
874 || map->nodrop
875 || ms ().move_block == MOVE_ALL)
876 {
877 while (inv)
878 {
879 inv->destroy_inv (drop_to_ground);
880 inv->destroy ();
881 }
882 }
883 else
884 { /* Put objects in inventory onto this space */
885 while (inv)
886 {
887 object *op = inv;
888
889 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE
892 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE]
894 || op->flag [FLAG_DESTROY_ON_DEATH])
895 op->destroy ();
896 else
897 map->insert (op, x, y);
898 }
899 }
900 }
901
902 object *object::create ()
903 {
904 object *op = new object;
905 op->link ();
906 return op;
907 }
908
909 void
910 object::do_destroy ()
911 {
912 attachable::do_destroy ();
913
914 if (flag [FLAG_IS_LINKED])
915 remove_button_link (this);
916
917 if (flag [FLAG_FRIENDLY])
918 remove_friendly_object (this);
919
920 if (!flag [FLAG_REMOVED])
921 remove ();
922
923 destroy_inv (true);
924
925 deactivate ();
926 unlink ();
927
928 flag [FLAG_FREED] = 1;
929
930 // hack to ensure that freed objects still have a valid map
931 {
932 static maptile *freed_map; // freed objects are moved here to avoid crashes
933
934 if (!freed_map)
935 {
936 freed_map = new maptile;
937
938 freed_map->path = "<freed objects map>";
939 freed_map->name = "/internal/freed_objects_map";
940 freed_map->width = 3;
941 freed_map->height = 3;
942 freed_map->nodrop = 1;
943
944 freed_map->alloc ();
945 freed_map->in_memory = MAP_IN_MEMORY;
946 }
947
948 map = freed_map;
949 x = 1;
950 y = 1;
951 }
952
953 if (more)
954 {
955 more->destroy ();
956 more = 0;
957 }
958
959 head = 0;
960
961 // clear those pointers that likely might cause circular references
962 owner = 0;
963 enemy = 0;
964 attacked_by = 0;
965 current_weapon = 0;
966 }
967
968 void
969 object::destroy (bool destroy_inventory)
970 {
971 if (destroyed ())
972 return;
973
974 if (destroy_inventory)
975 destroy_inv (false);
976
977 if (is_head ())
978 if (sound_destroy)
979 play_sound (sound_destroy);
980 else if (flag [FLAG_MONSTER])
981 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
982
983 attachable::destroy ();
984 }
985
986 /*
987 * sub_weight() recursively (outwards) subtracts a number from the
988 * weight of an object (and what is carried by it's environment(s)).
989 */
990 void
991 sub_weight (object *op, signed long weight)
992 {
993 while (op != NULL)
994 {
995 if (op->type == CONTAINER)
996 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
997
998 op->carrying -= weight;
999 op = op->env;
1000 }
1001 }
1002
1003 /* op->remove ():
1004 * This function removes the object op from the linked list of objects
1005 * which it is currently tied to. When this function is done, the
1006 * object will have no environment. If the object previously had an
1007 * environment, the x and y coordinates will be updated to
1008 * the previous environment.
1009 */
1010 void
1011 object::do_remove ()
1012 {
1013 object *tmp, *last = 0;
1014 object *otmp;
1015
1016 if (QUERY_FLAG (this, FLAG_REMOVED))
1017 return;
1018
1019 SET_FLAG (this, FLAG_REMOVED);
1020 INVOKE_OBJECT (REMOVE, this);
1021
1022 if (more)
1023 more->remove ();
1024
1025 /*
1026 * In this case, the object to be removed is in someones
1027 * inventory.
1028 */
1029 if (env)
1030 {
1031 if (nrof)
1032 sub_weight (env, weight * nrof);
1033 else
1034 sub_weight (env, weight + carrying);
1035
1036 /* NO_FIX_PLAYER is set when a great many changes are being
1037 * made to players inventory. If set, avoiding the call
1038 * to save cpu time.
1039 */
1040 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1041 otmp->update_stats ();
1042
1043 if (above)
1044 above->below = below;
1045 else
1046 env->inv = below;
1047
1048 if (below)
1049 below->above = above;
1050
1051 /* we set up values so that it could be inserted into
1052 * the map, but we don't actually do that - it is up
1053 * to the caller to decide what we want to do.
1054 */
1055 x = env->x, y = env->y;
1056 map = env->map;
1057 above = 0, below = 0;
1058 env = 0;
1059 }
1060 else if (map)
1061 {
1062 if (type == PLAYER)
1063 {
1064 // leaving a spot always closes any open container on the ground
1065 if (container && !container->env)
1066 // this causes spurious floorbox updates, but it ensures
1067 // that the CLOSE event is being sent.
1068 close_container ();
1069
1070 --map->players;
1071 map->touch ();
1072 }
1073
1074 map->dirty = true;
1075 mapspace &ms = this->ms ();
1076
1077 /* link the object above us */
1078 if (above)
1079 above->below = below;
1080 else
1081 ms.top = below; /* we were top, set new top */
1082
1083 /* Relink the object below us, if there is one */
1084 if (below)
1085 below->above = above;
1086 else
1087 {
1088 /* Nothing below, which means we need to relink map object for this space
1089 * use translated coordinates in case some oddness with map tiling is
1090 * evident
1091 */
1092 if (GET_MAP_OB (map, x, y) != this)
1093 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 ());
1094
1095 ms.bot = above; /* goes on above it. */
1096 }
1097
1098 above = 0;
1099 below = 0;
1100
1101 if (map->in_memory == MAP_SAVING)
1102 return;
1103
1104 int check_walk_off = !flag [FLAG_NO_APPLY];
1105
1106 if (object *pl = ms.player ())
1107 {
1108 if (pl->container == this)
1109 /* If a container that the player is currently using somehow gets
1110 * removed (most likely destroyed), update the player view
1111 * appropriately.
1112 */
1113 pl->close_container ();
1114
1115 pl->contr->ns->floorbox_update ();
1116 }
1117
1118 for (tmp = ms.bot; tmp; tmp = tmp->above)
1119 {
1120 /* No point updating the players look faces if he is the object
1121 * being removed.
1122 */
1123
1124 /* See if object moving off should effect something */
1125 if (check_walk_off
1126 && ((move_type & tmp->move_off)
1127 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1128 {
1129 move_apply (tmp, this, 0);
1130
1131 if (destroyed ())
1132 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1133 }
1134
1135 last = tmp;
1136 }
1137
1138 /* last == NULL if there are no objects on this space */
1139 //TODO: this makes little sense, why only update the topmost object?
1140 if (!last)
1141 map->at (x, y).flags_ = 0;
1142 else
1143 update_object (last, UP_OBJ_REMOVE);
1144
1145 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1146 update_all_los (map, x, y);
1147 }
1148 }
1149
1150 /*
1151 * merge_ob(op,top):
1152 *
1153 * This function goes through all objects below and including top, and
1154 * merges op to the first matching object.
1155 * If top is NULL, it is calculated.
1156 * Returns pointer to object if it succeded in the merge, otherwise NULL
1157 */
1158 object *
1159 merge_ob (object *op, object *top)
1160 {
1161 if (!op->nrof)
1162 return 0;
1163
1164 if (!top)
1165 for (top = op; top && top->above; top = top->above)
1166 ;
1167
1168 for (; top; top = top->below)
1169 {
1170 if (top == op)
1171 continue;
1172
1173 if (object::can_merge (op, top))
1174 {
1175 top->nrof += op->nrof;
1176
1177 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1178 op->weight = 0; /* Don't want any adjustements now */
1179 op->destroy ();
1180 return top;
1181 }
1182 }
1183
1184 return 0;
1185 }
1186
1187 void
1188 object::expand_tail ()
1189 {
1190 if (more)
1191 return;
1192
1193 object *prev = this;
1194
1195 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1196 {
1197 object *op = arch_to_object (at);
1198
1199 op->name = name;
1200 op->name_pl = name_pl;
1201 op->title = title;
1202
1203 op->head = this;
1204 prev->more = op;
1205
1206 prev = op;
1207 }
1208 }
1209
1210 /*
1211 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1212 * job preparing multi-part monsters.
1213 */
1214 object *
1215 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1216 {
1217 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1218 {
1219 tmp->x = x + tmp->arch->x;
1220 tmp->y = y + tmp->arch->y;
1221 }
1222
1223 return insert_ob_in_map (op, m, originator, flag);
1224 }
1225
1226 /*
1227 * insert_ob_in_map (op, map, originator, flag):
1228 * This function inserts the object in the two-way linked list
1229 * which represents what is on a map.
1230 * The second argument specifies the map, and the x and y variables
1231 * in the object about to be inserted specifies the position.
1232 *
1233 * originator: Player, monster or other object that caused 'op' to be inserted
1234 * into 'map'. May be NULL.
1235 *
1236 * flag is a bitmask about special things to do (or not do) when this
1237 * function is called. see the object.h file for the INS_ values.
1238 * Passing 0 for flag gives proper default values, so flag really only needs
1239 * to be set if special handling is needed.
1240 *
1241 * Return value:
1242 * new object if 'op' was merged with other object
1243 * NULL if 'op' was destroyed
1244 * just 'op' otherwise
1245 */
1246 object *
1247 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1248 {
1249 assert (!op->flag [FLAG_FREED]);
1250
1251 object *top, *floor = NULL;
1252
1253 op->remove ();
1254
1255 /* Ideally, the caller figures this out. However, it complicates a lot
1256 * of areas of callers (eg, anything that uses find_free_spot would now
1257 * need extra work
1258 */
1259 if (!xy_normalise (m, op->x, op->y))
1260 {
1261 op->destroy ();
1262 return 0;
1263 }
1264
1265 if (object *more = op->more)
1266 if (!insert_ob_in_map (more, m, originator, flag))
1267 return 0;
1268
1269 CLEAR_FLAG (op, FLAG_REMOVED);
1270
1271 op->map = m;
1272 mapspace &ms = op->ms ();
1273
1274 /* this has to be done after we translate the coordinates.
1275 */
1276 if (op->nrof && !(flag & INS_NO_MERGE))
1277 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1278 if (object::can_merge (op, tmp))
1279 {
1280 op->nrof += tmp->nrof;
1281 tmp->destroy ();
1282 }
1283
1284 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1285 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1286
1287 if (!QUERY_FLAG (op, FLAG_ALIVE))
1288 CLEAR_FLAG (op, FLAG_NO_STEAL);
1289
1290 if (flag & INS_BELOW_ORIGINATOR)
1291 {
1292 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1293 {
1294 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1295 abort ();
1296 }
1297
1298 op->above = originator;
1299 op->below = originator->below;
1300
1301 if (op->below)
1302 op->below->above = op;
1303 else
1304 ms.bot = op;
1305
1306 /* since *below* originator, no need to update top */
1307 originator->below = op;
1308 }
1309 else
1310 {
1311 top = ms.bot;
1312
1313 /* If there are other objects, then */
1314 if (top)
1315 {
1316 object *last = 0;
1317
1318 /*
1319 * If there are multiple objects on this space, we do some trickier handling.
1320 * We've already dealt with merging if appropriate.
1321 * Generally, we want to put the new object on top. But if
1322 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1323 * floor, we want to insert above that and no further.
1324 * Also, if there are spell objects on this space, we stop processing
1325 * once we get to them. This reduces the need to traverse over all of
1326 * them when adding another one - this saves quite a bit of cpu time
1327 * when lots of spells are cast in one area. Currently, it is presumed
1328 * that flying non pickable objects are spell objects.
1329 */
1330 for (top = ms.bot; top; top = top->above)
1331 {
1332 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1333 floor = top;
1334
1335 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1336 {
1337 /* We insert above top, so we want this object below this */
1338 top = top->below;
1339 break;
1340 }
1341
1342 last = top;
1343 }
1344
1345 /* Don't want top to be NULL, so set it to the last valid object */
1346 top = last;
1347
1348 /* We let update_position deal with figuring out what the space
1349 * looks like instead of lots of conditions here.
1350 * makes things faster, and effectively the same result.
1351 */
1352
1353 /* Have object 'fall below' other objects that block view.
1354 * Unless those objects are exits.
1355 * If INS_ON_TOP is used, don't do this processing
1356 * Need to find the object that in fact blocks view, otherwise
1357 * stacking is a bit odd.
1358 */
1359 if (!(flag & INS_ON_TOP)
1360 && ms.flags () & P_BLOCKSVIEW
1361 && (op->face && !faces [op->face].visibility))
1362 {
1363 for (last = top; last != floor; last = last->below)
1364 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1365 break;
1366
1367 /* Check to see if we found the object that blocks view,
1368 * and make sure we have a below pointer for it so that
1369 * we can get inserted below this one, which requires we
1370 * set top to the object below us.
1371 */
1372 if (last && last->below && last != floor)
1373 top = last->below;
1374 }
1375 } /* If objects on this space */
1376
1377 if (flag & INS_ABOVE_FLOOR_ONLY)
1378 top = floor;
1379
1380 /* Top is the object that our object (op) is going to get inserted above.
1381 */
1382
1383 /* First object on this space */
1384 if (!top)
1385 {
1386 op->above = ms.bot;
1387
1388 if (op->above)
1389 op->above->below = op;
1390
1391 op->below = 0;
1392 ms.bot = op;
1393 }
1394 else
1395 { /* get inserted into the stack above top */
1396 op->above = top->above;
1397
1398 if (op->above)
1399 op->above->below = op;
1400
1401 op->below = top;
1402 top->above = op;
1403 }
1404
1405 if (!op->above)
1406 ms.top = op;
1407 } /* else not INS_BELOW_ORIGINATOR */
1408
1409 if (op->type == PLAYER)
1410 {
1411 op->contr->do_los = 1;
1412 ++op->map->players;
1413 op->map->touch ();
1414 }
1415
1416 op->map->dirty = true;
1417
1418 if (object *pl = ms.player ())
1419 pl->contr->ns->floorbox_update ();
1420
1421 /* If this object glows, it may affect lighting conditions that are
1422 * visible to others on this map. But update_all_los is really
1423 * an inefficient way to do this, as it means los for all players
1424 * on the map will get recalculated. The players could very well
1425 * be far away from this change and not affected in any way -
1426 * this should get redone to only look for players within range,
1427 * or just updating the P_UPTODATE for spaces within this area
1428 * of effect may be sufficient.
1429 */
1430 if (op->map->darkness && (op->glow_radius != 0))
1431 update_all_los (op->map, op->x, op->y);
1432
1433 /* updates flags (blocked, alive, no magic, etc) for this map space */
1434 update_object (op, UP_OBJ_INSERT);
1435
1436 INVOKE_OBJECT (INSERT, op);
1437
1438 /* Don't know if moving this to the end will break anything. However,
1439 * we want to have floorbox_update called before calling this.
1440 *
1441 * check_move_on() must be after this because code called from
1442 * check_move_on() depends on correct map flags (so functions like
1443 * blocked() and wall() work properly), and these flags are updated by
1444 * update_object().
1445 */
1446
1447 /* if this is not the head or flag has been passed, don't check walk on status */
1448 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1449 {
1450 if (check_move_on (op, originator))
1451 return 0;
1452
1453 /* If we are a multi part object, lets work our way through the check
1454 * walk on's.
1455 */
1456 for (object *tmp = op->more; tmp; tmp = tmp->more)
1457 if (check_move_on (tmp, originator))
1458 return 0;
1459 }
1460
1461 return op;
1462 }
1463
1464 /* this function inserts an object in the map, but if it
1465 * finds an object of its own type, it'll remove that one first.
1466 * op is the object to insert it under: supplies x and the map.
1467 */
1468 void
1469 replace_insert_ob_in_map (const char *arch_string, object *op)
1470 {
1471 object *tmp, *tmp1;
1472
1473 /* first search for itself and remove any old instances */
1474
1475 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1476 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1477 tmp->destroy ();
1478
1479 tmp1 = arch_to_object (archetype::find (arch_string));
1480
1481 tmp1->x = op->x;
1482 tmp1->y = op->y;
1483 insert_ob_in_map (tmp1, op->map, op, 0);
1484 }
1485
1486 object *
1487 object::insert_at (object *where, object *originator, int flags)
1488 {
1489 return where->map->insert (this, where->x, where->y, originator, flags);
1490 }
1491
1492 /*
1493 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1494 * is returned contains nr objects, and the remaining parts contains
1495 * the rest (or is removed and freed if that number is 0).
1496 * On failure, NULL is returned, and the reason put into the
1497 * global static errmsg array.
1498 */
1499 object *
1500 get_split_ob (object *orig_ob, uint32 nr)
1501 {
1502 object *newob;
1503 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1504
1505 if (orig_ob->nrof < nr)
1506 {
1507 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1508 return NULL;
1509 }
1510
1511 newob = object_create_clone (orig_ob);
1512
1513 if ((orig_ob->nrof -= nr) < 1)
1514 orig_ob->destroy (1);
1515 else if (!is_removed)
1516 {
1517 if (orig_ob->env != NULL)
1518 sub_weight (orig_ob->env, orig_ob->weight * nr);
1519 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1520 {
1521 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1522 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1523 return NULL;
1524 }
1525 }
1526
1527 newob->nrof = nr;
1528
1529 return newob;
1530 }
1531
1532 /*
1533 * decrease_ob_nr(object, number) decreases a specified number from
1534 * the amount of an object. If the amount reaches 0, the object
1535 * is subsequently removed and freed.
1536 *
1537 * Return value: 'op' if something is left, NULL if the amount reached 0
1538 */
1539 object *
1540 decrease_ob_nr (object *op, uint32 i)
1541 {
1542 object *tmp;
1543
1544 if (i == 0) /* objects with op->nrof require this check */
1545 return op;
1546
1547 if (i > op->nrof)
1548 i = op->nrof;
1549
1550 if (QUERY_FLAG (op, FLAG_REMOVED))
1551 op->nrof -= i;
1552 else if (op->env)
1553 {
1554 /* is this object in the players inventory, or sub container
1555 * therein?
1556 */
1557 tmp = op->in_player ();
1558 /* nope. Is this a container the player has opened?
1559 * If so, set tmp to that player.
1560 * IMO, searching through all the players will mostly
1561 * likely be quicker than following op->env to the map,
1562 * and then searching the map for a player.
1563 */
1564 if (!tmp)
1565 for_all_players (pl)
1566 if (pl->ob->container == op->env)
1567 {
1568 tmp = pl->ob;
1569 break;
1570 }
1571
1572 if (i < op->nrof)
1573 {
1574 sub_weight (op->env, op->weight * i);
1575 op->nrof -= i;
1576 if (tmp)
1577 esrv_send_item (tmp, op);
1578 }
1579 else
1580 {
1581 op->remove ();
1582 op->nrof = 0;
1583 if (tmp)
1584 esrv_del_item (tmp->contr, op->count);
1585 }
1586 }
1587 else
1588 {
1589 object *above = op->above;
1590
1591 if (i < op->nrof)
1592 op->nrof -= i;
1593 else
1594 {
1595 op->remove ();
1596 op->nrof = 0;
1597 }
1598
1599 /* Since we just removed op, op->above is null */
1600 for (tmp = above; tmp; tmp = tmp->above)
1601 if (tmp->type == PLAYER)
1602 {
1603 if (op->nrof)
1604 esrv_send_item (tmp, op);
1605 else
1606 esrv_del_item (tmp->contr, op->count);
1607 }
1608 }
1609
1610 if (op->nrof)
1611 return op;
1612 else
1613 {
1614 op->destroy ();
1615 return 0;
1616 }
1617 }
1618
1619 /*
1620 * add_weight(object, weight) adds the specified weight to an object,
1621 * and also updates how much the environment(s) is/are carrying.
1622 */
1623 void
1624 add_weight (object *op, signed long weight)
1625 {
1626 while (op != NULL)
1627 {
1628 if (op->type == CONTAINER)
1629 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1630
1631 op->carrying += weight;
1632 op = op->env;
1633 }
1634 }
1635
1636 object *
1637 insert_ob_in_ob (object *op, object *where)
1638 {
1639 if (!where)
1640 {
1641 char *dump = dump_object (op);
1642 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1643 free (dump);
1644 return op;
1645 }
1646
1647 if (where->head_ () != where)
1648 {
1649 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1650 where = where->head;
1651 }
1652
1653 return where->insert (op);
1654 }
1655
1656 /*
1657 * env->insert (op)
1658 * This function inserts the object op in the linked list
1659 * inside the object environment.
1660 *
1661 * The function returns now pointer to inserted item, and return value can
1662 * be != op, if items are merged. -Tero
1663 */
1664 object *
1665 object::insert (object *op)
1666 {
1667 if (!QUERY_FLAG (op, FLAG_REMOVED))
1668 op->remove ();
1669
1670 if (op->more)
1671 {
1672 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1673 return op;
1674 }
1675
1676 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1677 CLEAR_FLAG (op, FLAG_REMOVED);
1678
1679 if (op->nrof)
1680 {
1681 for (object *tmp = inv; tmp; tmp = tmp->below)
1682 if (object::can_merge (tmp, op))
1683 {
1684 /* return the original object and remove inserted object
1685 (client needs the original object) */
1686 tmp->nrof += op->nrof;
1687 /* Weight handling gets pretty funky. Since we are adding to
1688 * tmp->nrof, we need to increase the weight.
1689 */
1690 add_weight (this, op->weight * op->nrof);
1691 SET_FLAG (op, FLAG_REMOVED);
1692 op->destroy (); /* free the inserted object */
1693 op = tmp;
1694 op->remove (); /* and fix old object's links */
1695 CLEAR_FLAG (op, FLAG_REMOVED);
1696 break;
1697 }
1698
1699 /* I assume combined objects have no inventory
1700 * We add the weight - this object could have just been removed
1701 * (if it was possible to merge). calling remove_ob will subtract
1702 * the weight, so we need to add it in again, since we actually do
1703 * the linking below
1704 */
1705 add_weight (this, op->weight * op->nrof);
1706 }
1707 else
1708 add_weight (this, (op->weight + op->carrying));
1709
1710 if (object *otmp = this->in_player ())
1711 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1712 otmp->update_stats ();
1713
1714 op->owner = 0; // its his/hers now. period.
1715 op->map = 0;
1716 op->env = this;
1717 op->above = 0;
1718 op->below = 0;
1719 op->x = op->y = 0;
1720
1721 /* reset the light list and los of the players on the map */
1722 if (op->glow_radius && map)
1723 {
1724 #ifdef DEBUG_LIGHTS
1725 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1726 #endif /* DEBUG_LIGHTS */
1727 if (map->darkness)
1728 update_all_los (map, x, y);
1729 }
1730
1731 /* Client has no idea of ordering so lets not bother ordering it here.
1732 * It sure simplifies this function...
1733 */
1734 if (!inv)
1735 inv = op;
1736 else
1737 {
1738 op->below = inv;
1739 op->below->above = op;
1740 inv = op;
1741 }
1742
1743 INVOKE_OBJECT (INSERT, this);
1744
1745 return op;
1746 }
1747
1748 /*
1749 * Checks if any objects has a move_type that matches objects
1750 * that effect this object on this space. Call apply() to process
1751 * these events.
1752 *
1753 * Any speed-modification due to SLOW_MOVE() of other present objects
1754 * will affect the speed_left of the object.
1755 *
1756 * originator: Player, monster or other object that caused 'op' to be inserted
1757 * into 'map'. May be NULL.
1758 *
1759 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1760 *
1761 * 4-21-95 added code to check if appropriate skill was readied - this will
1762 * permit faster movement by the player through this terrain. -b.t.
1763 *
1764 * MSW 2001-07-08: Check all objects on space, not just those below
1765 * object being inserted. insert_ob_in_map may not put new objects
1766 * on top.
1767 */
1768 int
1769 check_move_on (object *op, object *originator)
1770 {
1771 object *tmp;
1772 maptile *m = op->map;
1773 int x = op->x, y = op->y;
1774
1775 MoveType move_on, move_slow, move_block;
1776
1777 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1778 return 0;
1779
1780 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1781 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1782 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1783
1784 /* if nothing on this space will slow op down or be applied,
1785 * no need to do checking below. have to make sure move_type
1786 * is set, as lots of objects don't have it set - we treat that
1787 * as walking.
1788 */
1789 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1790 return 0;
1791
1792 /* This is basically inverse logic of that below - basically,
1793 * if the object can avoid the move on or slow move, they do so,
1794 * but can't do it if the alternate movement they are using is
1795 * blocked. Logic on this seems confusing, but does seem correct.
1796 */
1797 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1798 return 0;
1799
1800 /* The objects have to be checked from top to bottom.
1801 * Hence, we first go to the top:
1802 */
1803
1804 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1805 {
1806 /* Trim the search when we find the first other spell effect
1807 * this helps performance so that if a space has 50 spell objects,
1808 * we don't need to check all of them.
1809 */
1810 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1811 break;
1812 }
1813
1814 for (; tmp; tmp = tmp->below)
1815 {
1816 if (tmp == op)
1817 continue; /* Can't apply yourself */
1818
1819 /* Check to see if one of the movement types should be slowed down.
1820 * Second check makes sure that the movement types not being slowed
1821 * (~slow_move) is not blocked on this space - just because the
1822 * space doesn't slow down swimming (for example), if you can't actually
1823 * swim on that space, can't use it to avoid the penalty.
1824 */
1825 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1826 {
1827 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1828 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1829 {
1830
1831 float
1832 diff = tmp->move_slow_penalty * fabs (op->speed);
1833
1834 if (op->type == PLAYER)
1835 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1836 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1837 diff /= 4.0;
1838
1839 op->speed_left -= diff;
1840 }
1841 }
1842
1843 /* Basically same logic as above, except now for actual apply. */
1844 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1845 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1846 {
1847 move_apply (tmp, op, originator);
1848
1849 if (op->destroyed ())
1850 return 1;
1851
1852 /* what the person/creature stepped onto has moved the object
1853 * someplace new. Don't process any further - if we did,
1854 * have a feeling strange problems would result.
1855 */
1856 if (op->map != m || op->x != x || op->y != y)
1857 return 0;
1858 }
1859 }
1860
1861 return 0;
1862 }
1863
1864 /*
1865 * present_arch(arch, map, x, y) searches for any objects with
1866 * a matching archetype at the given map and coordinates.
1867 * The first matching object is returned, or NULL if none.
1868 */
1869 object *
1870 present_arch (const archetype *at, maptile *m, int x, int y)
1871 {
1872 if (!m || out_of_map (m, x, y))
1873 {
1874 LOG (llevError, "Present_arch called outside map.\n");
1875 return NULL;
1876 }
1877
1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1879 if (tmp->arch == at)
1880 return tmp;
1881
1882 return NULL;
1883 }
1884
1885 /*
1886 * present(type, map, x, y) searches for any objects with
1887 * a matching type variable at the given map and coordinates.
1888 * The first matching object is returned, or NULL if none.
1889 */
1890 object *
1891 present (unsigned char type, maptile *m, int x, int y)
1892 {
1893 if (out_of_map (m, x, y))
1894 {
1895 LOG (llevError, "Present called outside map.\n");
1896 return NULL;
1897 }
1898
1899 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1900 if (tmp->type == type)
1901 return tmp;
1902
1903 return NULL;
1904 }
1905
1906 /*
1907 * present_in_ob(type, object) searches for any objects with
1908 * a matching type variable in the inventory of the given object.
1909 * The first matching object is returned, or NULL if none.
1910 */
1911 object *
1912 present_in_ob (unsigned char type, const object *op)
1913 {
1914 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1915 if (tmp->type == type)
1916 return tmp;
1917
1918 return NULL;
1919 }
1920
1921 /*
1922 * present_in_ob (type, str, object) searches for any objects with
1923 * a matching type & name variable in the inventory of the given object.
1924 * The first matching object is returned, or NULL if none.
1925 * This is mostly used by spell effect code, so that we only
1926 * have one spell effect at a time.
1927 * type can be used to narrow the search - if type is set,
1928 * the type must also match. -1 can be passed for the type,
1929 * in which case the type does not need to pass.
1930 * str is the string to match against. Note that we match against
1931 * the object name, not the archetype name. this is so that the
1932 * spell code can use one object type (force), but change it's name
1933 * to be unique.
1934 */
1935 object *
1936 present_in_ob_by_name (int type, const char *str, const object *op)
1937 {
1938 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1939 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1940 return tmp;
1941
1942 return 0;
1943 }
1944
1945 /*
1946 * present_arch_in_ob(archetype, object) searches for any objects with
1947 * a matching archetype in the inventory of the given object.
1948 * The first matching object is returned, or NULL if none.
1949 */
1950 object *
1951 present_arch_in_ob (const archetype *at, const object *op)
1952 {
1953 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1954 if (tmp->arch == at)
1955 return tmp;
1956
1957 return NULL;
1958 }
1959
1960 /*
1961 * activate recursively a flag on an object inventory
1962 */
1963 void
1964 flag_inv (object *op, int flag)
1965 {
1966 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1967 {
1968 SET_FLAG (tmp, flag);
1969 flag_inv (tmp, flag);
1970 }
1971 }
1972
1973 /*
1974 * deactivate recursively a flag on an object inventory
1975 */
1976 void
1977 unflag_inv (object *op, int flag)
1978 {
1979 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1980 {
1981 CLEAR_FLAG (tmp, flag);
1982 unflag_inv (tmp, flag);
1983 }
1984 }
1985
1986 /*
1987 * find_free_spot(object, map, x, y, start, stop) will search for
1988 * a spot at the given map and coordinates which will be able to contain
1989 * the given object. start and stop specifies how many squares
1990 * to search (see the freearr_x/y[] definition).
1991 * It returns a random choice among the alternatives found.
1992 * start and stop are where to start relative to the free_arr array (1,9
1993 * does all 4 immediate directions). This returns the index into the
1994 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1995 * Note: This function does correctly handle tiled maps, but does not
1996 * inform the caller. However, insert_ob_in_map will update as
1997 * necessary, so the caller shouldn't need to do any special work.
1998 * Note - updated to take an object instead of archetype - this is necessary
1999 * because arch_blocked (now ob_blocked) needs to know the movement type
2000 * to know if the space in question will block the object. We can't use
2001 * the archetype because that isn't correct if the monster has been
2002 * customized, changed states, etc.
2003 */
2004 int
2005 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2006 {
2007 int altern[SIZEOFFREE];
2008 int index = 0, flag;
2009
2010 for (int i = start; i < stop; i++)
2011 {
2012 mapxy pos (m, x, y); pos.move (i);
2013
2014 if (!pos.normalise ())
2015 continue;
2016
2017 mapspace &ms = *pos;
2018
2019 if (ms.flags () & P_IS_ALIVE)
2020 continue;
2021
2022 /* However, often
2023 * ob doesn't have any move type (when used to place exits)
2024 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2025 */
2026 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2027 {
2028 altern [index++] = i;
2029 continue;
2030 }
2031
2032 /* Basically, if we find a wall on a space, we cut down the search size.
2033 * In this way, we won't return spaces that are on another side of a wall.
2034 * This mostly work, but it cuts down the search size in all directions -
2035 * if the space being examined only has a wall to the north and empty
2036 * spaces in all the other directions, this will reduce the search space
2037 * to only the spaces immediately surrounding the target area, and
2038 * won't look 2 spaces south of the target space.
2039 */
2040 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2041 {
2042 stop = maxfree[i];
2043 continue;
2044 }
2045
2046 /* Note it is intentional that we check ob - the movement type of the
2047 * head of the object should correspond for the entire object.
2048 */
2049 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2050 continue;
2051
2052 if (ob->blocked (m, pos.x, pos.y))
2053 continue;
2054
2055 altern [index++] = i;
2056 }
2057
2058 if (!index)
2059 return -1;
2060
2061 return altern [rndm (index)];
2062 }
2063
2064 /*
2065 * find_first_free_spot(archetype, maptile, x, y) works like
2066 * find_free_spot(), but it will search max number of squares.
2067 * But it will return the first available spot, not a random choice.
2068 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2069 */
2070 int
2071 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2072 {
2073 for (int i = 0; i < SIZEOFFREE; i++)
2074 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2075 return i;
2076
2077 return -1;
2078 }
2079
2080 /*
2081 * The function permute(arr, begin, end) randomly reorders the array
2082 * arr[begin..end-1].
2083 * now uses a fisher-yates shuffle, old permute was broken
2084 */
2085 static void
2086 permute (int *arr, int begin, int end)
2087 {
2088 arr += begin;
2089 end -= begin;
2090
2091 while (--end)
2092 swap (arr [end], arr [rndm (end + 1)]);
2093 }
2094
2095 /* new function to make monster searching more efficient, and effective!
2096 * This basically returns a randomized array (in the passed pointer) of
2097 * the spaces to find monsters. In this way, it won't always look for
2098 * monsters to the north first. However, the size of the array passed
2099 * covers all the spaces, so within that size, all the spaces within
2100 * the 3x3 area will be searched, just not in a predictable order.
2101 */
2102 void
2103 get_search_arr (int *search_arr)
2104 {
2105 int i;
2106
2107 for (i = 0; i < SIZEOFFREE; i++)
2108 search_arr[i] = i;
2109
2110 permute (search_arr, 1, SIZEOFFREE1 + 1);
2111 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2112 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2113 }
2114
2115 /*
2116 * find_dir(map, x, y, exclude) will search some close squares in the
2117 * given map at the given coordinates for live objects.
2118 * It will not considered the object given as exclude among possible
2119 * live objects.
2120 * It returns the direction toward the first/closest live object if finds
2121 * any, otherwise 0.
2122 * Perhaps incorrectly, but I'm making the assumption that exclude
2123 * is actually want is going to try and move there. We need this info
2124 * because we have to know what movement the thing looking to move
2125 * there is capable of.
2126 */
2127 int
2128 find_dir (maptile *m, int x, int y, object *exclude)
2129 {
2130 int i, max = SIZEOFFREE, mflags;
2131
2132 sint16 nx, ny;
2133 object *tmp;
2134 maptile *mp;
2135
2136 MoveType blocked, move_type;
2137
2138 if (exclude && exclude->head_ () != exclude)
2139 {
2140 exclude = exclude->head;
2141 move_type = exclude->move_type;
2142 }
2143 else
2144 {
2145 /* If we don't have anything, presume it can use all movement types. */
2146 move_type = MOVE_ALL;
2147 }
2148
2149 for (i = 1; i < max; i++)
2150 {
2151 mp = m;
2152 nx = x + freearr_x[i];
2153 ny = y + freearr_y[i];
2154
2155 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2156
2157 if (mflags & P_OUT_OF_MAP)
2158 max = maxfree[i];
2159 else
2160 {
2161 mapspace &ms = mp->at (nx, ny);
2162
2163 blocked = ms.move_block;
2164
2165 if ((move_type & blocked) == move_type)
2166 max = maxfree[i];
2167 else if (mflags & P_IS_ALIVE)
2168 {
2169 for (tmp = ms.bot; tmp; tmp = tmp->above)
2170 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2171 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2172 break;
2173
2174 if (tmp)
2175 return freedir[i];
2176 }
2177 }
2178 }
2179
2180 return 0;
2181 }
2182
2183 /*
2184 * distance(object 1, object 2) will return the square of the
2185 * distance between the two given objects.
2186 */
2187 int
2188 distance (const object *ob1, const object *ob2)
2189 {
2190 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2191 }
2192
2193 /*
2194 * find_dir_2(delta-x,delta-y) will return a direction in which
2195 * an object which has subtracted the x and y coordinates of another
2196 * object, needs to travel toward it.
2197 */
2198 int
2199 find_dir_2 (int x, int y)
2200 {
2201 int q;
2202
2203 if (y)
2204 q = x * 100 / y;
2205 else if (x)
2206 q = -300 * x;
2207 else
2208 return 0;
2209
2210 if (y > 0)
2211 {
2212 if (q < -242)
2213 return 3;
2214 if (q < -41)
2215 return 2;
2216 if (q < 41)
2217 return 1;
2218 if (q < 242)
2219 return 8;
2220 return 7;
2221 }
2222
2223 if (q < -242)
2224 return 7;
2225 if (q < -41)
2226 return 6;
2227 if (q < 41)
2228 return 5;
2229 if (q < 242)
2230 return 4;
2231
2232 return 3;
2233 }
2234
2235 /*
2236 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2237 * between two directions (which are expected to be absolute (see absdir())
2238 */
2239 int
2240 dirdiff (int dir1, int dir2)
2241 {
2242 int d;
2243
2244 d = abs (dir1 - dir2);
2245 if (d > 4)
2246 d = 8 - d;
2247
2248 return d;
2249 }
2250
2251 /* peterm:
2252 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2253 * Basically, this is a table of directions, and what directions
2254 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2255 * This basically means that if direction is 15, then it could either go
2256 * direction 4, 14, or 16 to get back to where we are.
2257 * Moved from spell_util.c to object.c with the other related direction
2258 * functions.
2259 */
2260 int reduction_dir[SIZEOFFREE][3] = {
2261 {0, 0, 0}, /* 0 */
2262 {0, 0, 0}, /* 1 */
2263 {0, 0, 0}, /* 2 */
2264 {0, 0, 0}, /* 3 */
2265 {0, 0, 0}, /* 4 */
2266 {0, 0, 0}, /* 5 */
2267 {0, 0, 0}, /* 6 */
2268 {0, 0, 0}, /* 7 */
2269 {0, 0, 0}, /* 8 */
2270 {8, 1, 2}, /* 9 */
2271 {1, 2, -1}, /* 10 */
2272 {2, 10, 12}, /* 11 */
2273 {2, 3, -1}, /* 12 */
2274 {2, 3, 4}, /* 13 */
2275 {3, 4, -1}, /* 14 */
2276 {4, 14, 16}, /* 15 */
2277 {5, 4, -1}, /* 16 */
2278 {4, 5, 6}, /* 17 */
2279 {6, 5, -1}, /* 18 */
2280 {6, 20, 18}, /* 19 */
2281 {7, 6, -1}, /* 20 */
2282 {6, 7, 8}, /* 21 */
2283 {7, 8, -1}, /* 22 */
2284 {8, 22, 24}, /* 23 */
2285 {8, 1, -1}, /* 24 */
2286 {24, 9, 10}, /* 25 */
2287 {9, 10, -1}, /* 26 */
2288 {10, 11, -1}, /* 27 */
2289 {27, 11, 29}, /* 28 */
2290 {11, 12, -1}, /* 29 */
2291 {12, 13, -1}, /* 30 */
2292 {12, 13, 14}, /* 31 */
2293 {13, 14, -1}, /* 32 */
2294 {14, 15, -1}, /* 33 */
2295 {33, 15, 35}, /* 34 */
2296 {16, 15, -1}, /* 35 */
2297 {17, 16, -1}, /* 36 */
2298 {18, 17, 16}, /* 37 */
2299 {18, 17, -1}, /* 38 */
2300 {18, 19, -1}, /* 39 */
2301 {41, 19, 39}, /* 40 */
2302 {19, 20, -1}, /* 41 */
2303 {20, 21, -1}, /* 42 */
2304 {20, 21, 22}, /* 43 */
2305 {21, 22, -1}, /* 44 */
2306 {23, 22, -1}, /* 45 */
2307 {45, 47, 23}, /* 46 */
2308 {23, 24, -1}, /* 47 */
2309 {24, 9, -1}
2310 }; /* 48 */
2311
2312 /* Recursive routine to step back and see if we can
2313 * find a path to that monster that we found. If not,
2314 * we don't bother going toward it. Returns 1 if we
2315 * can see a direct way to get it
2316 * Modified to be map tile aware -.MSW
2317 */
2318 int
2319 can_see_monsterP (maptile *m, int x, int y, int dir)
2320 {
2321 sint16 dx, dy;
2322 int mflags;
2323
2324 if (dir < 0)
2325 return 0; /* exit condition: invalid direction */
2326
2327 dx = x + freearr_x[dir];
2328 dy = y + freearr_y[dir];
2329
2330 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2331
2332 /* This functional arguably was incorrect before - it was
2333 * checking for P_WALL - that was basically seeing if
2334 * we could move to the monster - this is being more
2335 * literal on if we can see it. To know if we can actually
2336 * move to the monster, we'd need the monster passed in or
2337 * at least its move type.
2338 */
2339 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2340 return 0;
2341
2342 /* yes, can see. */
2343 if (dir < 9)
2344 return 1;
2345
2346 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2347 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2348 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2349 }
2350
2351 /*
2352 * can_pick(picker, item): finds out if an object is possible to be
2353 * picked up by the picker. Returnes 1 if it can be
2354 * picked up, otherwise 0.
2355 *
2356 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2357 * core dumps if they do.
2358 *
2359 * Add a check so we can't pick up invisible objects (0.93.8)
2360 */
2361 int
2362 can_pick (const object *who, const object *item)
2363 {
2364 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2365 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2366 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2367 }
2368
2369 /*
2370 * create clone from object to another
2371 */
2372 object *
2373 object_create_clone (object *asrc)
2374 {
2375 object *dst = 0, *tmp, *src, *prev, *item;
2376
2377 if (!asrc)
2378 return 0;
2379
2380 src = asrc->head_ ();
2381
2382 prev = 0;
2383 for (object *part = src; part; part = part->more)
2384 {
2385 tmp = part->clone ();
2386 tmp->x -= src->x;
2387 tmp->y -= src->y;
2388
2389 if (!part->head)
2390 {
2391 dst = tmp;
2392 tmp->head = 0;
2393 }
2394 else
2395 tmp->head = dst;
2396
2397 tmp->more = 0;
2398
2399 if (prev)
2400 prev->more = tmp;
2401
2402 prev = tmp;
2403 }
2404
2405 for (item = src->inv; item; item = item->below)
2406 insert_ob_in_ob (object_create_clone (item), dst);
2407
2408 return dst;
2409 }
2410
2411 /* This returns the first object in who's inventory that
2412 * has the same type and subtype match.
2413 * returns NULL if no match.
2414 */
2415 object *
2416 find_obj_by_type_subtype (const object *who, int type, int subtype)
2417 {
2418 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2419 if (tmp->type == type && tmp->subtype == subtype)
2420 return tmp;
2421
2422 return 0;
2423 }
2424
2425 /* If ob has a field named key, return the link from the list,
2426 * otherwise return NULL.
2427 *
2428 * key must be a passed in shared string - otherwise, this won't
2429 * do the desired thing.
2430 */
2431 key_value *
2432 get_ob_key_link (const object *ob, const char *key)
2433 {
2434 for (key_value *link = ob->key_values; link; link = link->next)
2435 if (link->key == key)
2436 return link;
2437
2438 return 0;
2439 }
2440
2441 /*
2442 * Returns the value of op has an extra_field for key, or NULL.
2443 *
2444 * The argument doesn't need to be a shared string.
2445 *
2446 * The returned string is shared.
2447 */
2448 const char *
2449 get_ob_key_value (const object *op, const char *const key)
2450 {
2451 key_value *link;
2452 shstr_cmp canonical_key (key);
2453
2454 if (!canonical_key)
2455 {
2456 /* 1. There being a field named key on any object
2457 * implies there'd be a shared string to find.
2458 * 2. Since there isn't, no object has this field.
2459 * 3. Therefore, *this* object doesn't have this field.
2460 */
2461 return 0;
2462 }
2463
2464 /* This is copied from get_ob_key_link() above -
2465 * only 4 lines, and saves the function call overhead.
2466 */
2467 for (link = op->key_values; link; link = link->next)
2468 if (link->key == canonical_key)
2469 return link->value;
2470
2471 return 0;
2472 }
2473
2474 /*
2475 * Updates the canonical_key in op to value.
2476 *
2477 * canonical_key is a shared string (value doesn't have to be).
2478 *
2479 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2480 * keys.
2481 *
2482 * Returns TRUE on success.
2483 */
2484 int
2485 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2486 {
2487 key_value *field = NULL, *last = NULL;
2488
2489 for (field = op->key_values; field != NULL; field = field->next)
2490 {
2491 if (field->key != canonical_key)
2492 {
2493 last = field;
2494 continue;
2495 }
2496
2497 if (value)
2498 field->value = value;
2499 else
2500 {
2501 /* Basically, if the archetype has this key set,
2502 * we need to store the null value so when we save
2503 * it, we save the empty value so that when we load,
2504 * we get this value back again.
2505 */
2506 if (get_ob_key_link (op->arch, canonical_key))
2507 field->value = 0;
2508 else
2509 {
2510 if (last)
2511 last->next = field->next;
2512 else
2513 op->key_values = field->next;
2514
2515 delete field;
2516 }
2517 }
2518 return TRUE;
2519 }
2520 /* IF we get here, key doesn't exist */
2521
2522 /* No field, we'll have to add it. */
2523
2524 if (!add_key)
2525 return FALSE;
2526
2527 /* There isn't any good reason to store a null
2528 * value in the key/value list. If the archetype has
2529 * this key, then we should also have it, so shouldn't
2530 * be here. If user wants to store empty strings,
2531 * should pass in ""
2532 */
2533 if (value == NULL)
2534 return TRUE;
2535
2536 field = new key_value;
2537
2538 field->key = canonical_key;
2539 field->value = value;
2540 /* Usual prepend-addition. */
2541 field->next = op->key_values;
2542 op->key_values = field;
2543
2544 return TRUE;
2545 }
2546
2547 /*
2548 * Updates the key in op to value.
2549 *
2550 * If add_key is FALSE, this will only update existing keys,
2551 * and not add new ones.
2552 * In general, should be little reason FALSE is ever passed in for add_key
2553 *
2554 * Returns TRUE on success.
2555 */
2556 int
2557 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2558 {
2559 shstr key_ (key);
2560
2561 return set_ob_key_value_s (op, key_, value, add_key);
2562 }
2563
2564 object::depth_iterator::depth_iterator (object *container)
2565 : iterator_base (container)
2566 {
2567 while (item->inv)
2568 item = item->inv;
2569 }
2570
2571 void
2572 object::depth_iterator::next ()
2573 {
2574 if (item->below)
2575 {
2576 item = item->below;
2577
2578 while (item->inv)
2579 item = item->inv;
2580 }
2581 else
2582 item = item->env;
2583 }
2584
2585 const char *
2586 object::flag_desc (char *desc, int len) const
2587 {
2588 char *p = desc;
2589 bool first = true;
2590
2591 *p = 0;
2592
2593 for (int i = 0; i < NUM_FLAGS; i++)
2594 {
2595 if (len <= 10) // magic constant!
2596 {
2597 snprintf (p, len, ",...");
2598 break;
2599 }
2600
2601 if (flag [i])
2602 {
2603 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2604 len -= cnt;
2605 p += cnt;
2606 first = false;
2607 }
2608 }
2609
2610 return desc;
2611 }
2612
2613 // return a suitable string describing an object in enough detail to find it
2614 const char *
2615 object::debug_desc (char *info) const
2616 {
2617 char flagdesc[512];
2618 char info2[256 * 4];
2619 char *p = info;
2620
2621 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2622 count,
2623 uuid.c_str (),
2624 &name,
2625 title ? "\",title:\"" : "",
2626 title ? (const char *)title : "",
2627 flag_desc (flagdesc, 512), type);
2628
2629 if (!this->flag[FLAG_REMOVED] && env)
2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631
2632 if (map)
2633 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2634
2635 return info;
2636 }
2637
2638 const char *
2639 object::debug_desc () const
2640 {
2641 static char info[3][256 * 4];
2642 static int info_idx;
2643
2644 return debug_desc (info [++info_idx % 3]);
2645 }
2646
2647 struct region *
2648 object::region () const
2649 {
2650 return map ? map->region (x, y)
2651 : region::default_region ();
2652 }
2653
2654 const materialtype_t *
2655 object::dominant_material () const
2656 {
2657 if (materialtype_t *mt = name_to_material (materialname))
2658 return mt;
2659
2660 return name_to_material (shstr_unknown);
2661 }
2662
2663 void
2664 object::open_container (object *new_container)
2665 {
2666 if (container == new_container)
2667 return;
2668
2669 if (object *old_container = container)
2670 {
2671 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2672 return;
2673
2674 #if 0
2675 // remove the "Close old_container" object.
2676 if (object *closer = old_container->inv)
2677 if (closer->type == CLOSE_CON)
2678 closer->destroy ();
2679 #endif
2680
2681 old_container->flag [FLAG_APPLIED] = 0;
2682 container = 0;
2683
2684 esrv_update_item (UPD_FLAGS, this, old_container);
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2686 play_sound (sound_find ("chest_close"));
2687 }
2688
2689 if (new_container)
2690 {
2691 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2692 return;
2693
2694 // TODO: this does not seem to serve any purpose anymore?
2695 #if 0
2696 // insert the "Close Container" object.
2697 if (archetype *closer = new_container->other_arch)
2698 {
2699 object *closer = arch_to_object (new_container->other_arch);
2700 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2701 new_container->insert (closer);
2702 }
2703 #endif
2704
2705 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2706
2707 new_container->flag [FLAG_APPLIED] = 1;
2708 container = new_container;
2709
2710 esrv_update_item (UPD_FLAGS, this, new_container);
2711 esrv_send_inventory (this, new_container);
2712 play_sound (sound_find ("chest_open"));
2713 }
2714 }
2715
2716 object *
2717 object::force_find (const shstr name)
2718 {
2719 /* cycle through his inventory to look for the MARK we want to
2720 * place
2721 */
2722 for (object *tmp = inv; tmp; tmp = tmp->below)
2723 if (tmp->type == FORCE && tmp->slaying == name)
2724 return splay (tmp);
2725
2726 return 0;
2727 }
2728
2729 void
2730 object::force_add (const shstr name, int duration)
2731 {
2732 if (object *force = force_find (name))
2733 force->destroy ();
2734
2735 object *force = get_archetype (FORCE_NAME);
2736
2737 force->slaying = name;
2738 force->stats.food = 1;
2739 force->speed_left = -1.f;
2740
2741 force->set_speed (duration ? 1.f / duration : 0.f);
2742 force->flag [FLAG_IS_USED_UP] = true;
2743 force->flag [FLAG_APPLIED] = true;
2744
2745 insert (force);
2746 }
2747
2748 void
2749 object::play_sound (faceidx sound) const
2750 {
2751 if (!sound)
2752 return;
2753
2754 if (flag [FLAG_REMOVED])
2755 return;
2756
2757 if (env)
2758 {
2759 if (object *pl = in_player ())
2760 pl->contr->play_sound (sound);
2761 }
2762 else
2763 map->play_sound (sound, x, y);
2764 }
2765