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Revision: 1.205
Committed: Sun Apr 13 01:34:08 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.204: +22 -24 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 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 bool
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)
164 return 0; /* No field with that name. */
165
166 /* Found the matching field. */
167 if (has_field->value != wants_field->value)
168 return 0; /* Values don't match, so this half of the comparison is false. */
169
170 /* If we get here, we found a match. Now for the next field in wants. */
171 }
172
173 /* If we get here, every field in wants has a matching field in has. */
174 return 1;
175 }
176
177 /* Returns TRUE if ob1 has the same key_values as ob2. */
178 static bool
179 compare_ob_value_lists (const object *ob1, const object *ob2)
180 {
181 /* However, there may be fields in has which aren't partnered in wants,
182 * so we need to run the comparison *twice*. :(
183 */
184 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
185 }
186
187 /* Function examines the 2 objects given to it, and returns true if
188 * they can be merged together.
189 *
190 * Note that this function appears a lot longer than the macro it
191 * replaces - this is mostly for clarity - a decent compiler should hopefully
192 * reduce this to the same efficiency.
193 *
194 * Check nrof variable *before* calling can_merge()
195 *
196 * Improvements made with merge: Better checking on potion, and also
197 * check weight
198 */
199 bool object::can_merge_slow (object *ob1, object *ob2)
200 {
201 /* A couple quicksanity checks */
202 if (ob1 == ob2
203 || ob1->type != ob2->type
204 || ob1->speed != ob2->speed
205 || ob1->value != ob2->value
206 || ob1->name != ob2->name)
207 return 0;
208
209 /* Do not merge objects if nrof would overflow. First part checks
210 * for unsigned overflow (2c), second part checks wether the result
211 * would fit into a 32 bit signed int, which is often used to hold
212 * nrof values.
213 */
214 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
215 return 0;
216
217 /* If the objects have been identified, set the BEEN_APPLIED flag.
218 * This is to the comparison of the flags below will be OK. We
219 * just can't ignore the been applied or identified flags, as they
220 * are not equal - just if it has been identified, the been_applied
221 * flags lose any meaning.
222 */
223 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
224 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
225
226 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
227 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
228
229 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
230 || ob1->arch != ob2->arch
231 || ob1->name != ob2->name
232 || ob1->title != ob2->title
233 || ob1->msg != ob2->msg
234 || ob1->weight != ob2->weight
235 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
236 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
237 || ob1->attacktype != ob2->attacktype
238 || ob1->magic != ob2->magic
239 || ob1->slaying != ob2->slaying
240 || ob1->skill != ob2->skill
241 || ob1->value != ob2->value
242 || ob1->animation_id != ob2->animation_id
243 || ob1->client_type != ob2->client_type
244 || ob1->materialname != ob2->materialname
245 || ob1->lore != ob2->lore
246 || ob1->subtype != ob2->subtype
247 || ob1->move_type != ob2->move_type
248 || ob1->move_block != ob2->move_block
249 || ob1->move_allow != ob2->move_allow
250 || ob1->move_on != ob2->move_on
251 || ob1->move_off != ob2->move_off
252 || ob1->move_slow != ob2->move_slow
253 || ob1->move_slow_penalty != ob2->move_slow_penalty)
254 return 0;
255
256 /* This is really a spellbook check - we should in general
257 * not merge objects with real inventories, as splitting them
258 * is hard.
259 */
260 if (ob1->inv || ob2->inv)
261 {
262 if (!(ob1->inv && ob2->inv))
263 return 0; /* inventories differ in length */
264
265 if (ob1->inv->below || ob2->inv->below)
266 return 0; /* more than one object in inv */
267
268 if (!object::can_merge (ob1->inv, ob2->inv))
269 return 0; /* inventory objects differ */
270
271 /* inventory ok - still need to check rest of this object to see
272 * if it is valid.
273 */
274 }
275
276 /* Don't merge objects that are applied. With the new 'body' code,
277 * it is possible for most any character to have more than one of
278 * some items equipped, and we don't want those to merge.
279 */
280 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
281 return 0;
282
283 /* Note sure why the following is the case - either the object has to
284 * be animated or have a very low speed. Is this an attempted monster
285 * check?
286 */
287 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
288 return 0;
289
290 switch (ob1->type)
291 {
292 case SCROLL:
293 if (ob1->level != ob2->level)
294 return 0;
295 break;
296 }
297
298 if (ob1->key_values || ob2->key_values)
299 {
300 /* At least one of these has key_values. */
301 if ((!ob1->key_values) != (!ob2->key_values))
302 /* One has fields, but the other one doesn't. */
303 return 0;
304 else if (!compare_ob_value_lists (ob1, ob2))
305 return 0;
306 }
307
308 if (ob1->self || ob2->self)
309 {
310 ob1->optimise ();
311 ob2->optimise ();
312
313 if (ob1->self || ob2->self)
314 {
315 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
316 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
317
318 if (k1 != k2)
319 return 0;
320 else if (k1 == 0)
321 return 1;
322 else if (!cfperl_can_merge (ob1, ob2))
323 return 0;
324 }
325 }
326
327 /* Everything passes, must be OK. */
328 return 1;
329 }
330
331 /*
332 * sum_weight() is a recursive function which calculates the weight
333 * an object is carrying. It goes through in figures out how much
334 * containers are carrying, and sums it up.
335 */
336 long
337 sum_weight (object *op)
338 {
339 long sum;
340 object *inv;
341
342 for (sum = 0, inv = op->inv; inv; inv = inv->below)
343 {
344 if (inv->inv)
345 sum_weight (inv);
346
347 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
348 }
349
350 if (op->type == CONTAINER && op->stats.Str)
351 sum = (sum * (100 - op->stats.Str)) / 100;
352
353 if (op->carrying != sum)
354 op->carrying = sum;
355
356 return sum;
357 }
358
359 /**
360 * Return the outermost environment object for a given object.
361 */
362
363 object *
364 object_get_env_recursive (object *op)
365 {
366 while (op->env != NULL)
367 op = op->env;
368 return op;
369 }
370
371 /*
372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
373 * Some error messages.
374 * The result of the dump is stored in the static global errmsg array.
375 */
376 char *
377 dump_object (object *op)
378 {
379 if (!op)
380 return strdup ("[NULLOBJ]");
381
382 object_freezer freezer;
383 op->write (freezer);
384 return freezer.as_string ();
385 }
386
387 /*
388 * get_nearest_part(multi-object, object 2) returns the part of the
389 * multi-object 1 which is closest to the second object.
390 * If it's not a multi-object, it is returned.
391 */
392 object *
393 get_nearest_part (object *op, const object *pl)
394 {
395 object *tmp, *closest;
396 int last_dist, i;
397
398 if (op->more == NULL)
399 return op;
400 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
401 if ((i = distance (tmp, pl)) < last_dist)
402 closest = tmp, last_dist = i;
403 return closest;
404 }
405
406 /*
407 * Returns the object which has the count-variable equal to the argument.
408 */
409 object *
410 find_object (tag_t i)
411 {
412 for_all_objects (op)
413 if (op->count == i)
414 return op;
415
416 return 0;
417 }
418
419 /*
420 * Returns the first object which has a name equal to the argument.
421 * Used only by the patch command, but not all that useful.
422 * Enables features like "patch <name-of-other-player> food 999"
423 */
424 object *
425 find_object_name (const char *str)
426 {
427 shstr_cmp str_ (str);
428 object *op;
429
430 for_all_objects (op)
431 if (op->name == str_)
432 break;
433
434 return op;
435 }
436
437 /*
438 * Sets the owner and sets the skill and exp pointers to owner's current
439 * skill and experience objects.
440 * ACTUALLY NO! investigate! TODO
441 */
442 void
443 object::set_owner (object *owner)
444 {
445 // allow objects which own objects
446 if (owner)
447 while (owner->owner)
448 owner = owner->owner;
449
450 if (flag [FLAG_FREED])
451 {
452 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
453 return;
454 }
455
456 this->owner = owner;
457 }
458
459 int
460 object::slottype () const
461 {
462 if (type == SKILL)
463 {
464 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
465 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
466 }
467 else
468 {
469 if (slot [body_combat].info) return slot_combat;
470 if (slot [body_range ].info) return slot_ranged;
471 }
472
473 return slot_none;
474 }
475
476 bool
477 object::change_weapon (object *ob)
478 {
479 if (current_weapon == ob)
480 return true;
481
482 if (chosen_skill)
483 chosen_skill->flag [FLAG_APPLIED] = false;
484
485 current_weapon = ob;
486 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
487
488 if (chosen_skill)
489 chosen_skill->flag [FLAG_APPLIED] = true;
490
491 update_stats ();
492
493 if (ob)
494 {
495 // now check wether any body locations became invalid, in which case
496 // we cannot apply the weapon at the moment.
497 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
498 if (slot[i].used < 0)
499 {
500 current_weapon = chosen_skill = 0;
501 update_stats ();
502
503 new_draw_info_format (NDI_UNIQUE, 0, this,
504 "You try to balance all your items at once, "
505 "but the %s is just too much for your body. "
506 "[You need to unapply some items first.]", &ob->name);
507 return false;
508 }
509
510 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
511 }
512 else
513 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
514
515 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
516 {
517 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
518 &name, ob->debug_desc ());
519 return false;
520 }
521
522 return true;
523 }
524
525 /* Zero the key_values on op, decrementing the shared-string
526 * refcounts and freeing the links.
527 */
528 static void
529 free_key_values (object *op)
530 {
531 for (key_value *i = op->key_values; i; )
532 {
533 key_value *next = i->next;
534 delete i;
535
536 i = next;
537 }
538
539 op->key_values = 0;
540 }
541
542 object &
543 object::operator =(const object &src)
544 {
545 bool is_freed = flag [FLAG_FREED];
546 bool is_removed = flag [FLAG_REMOVED];
547
548 *(object_copy *)this = src;
549
550 flag [FLAG_FREED] = is_freed;
551 flag [FLAG_REMOVED] = is_removed;
552
553 /* Copy over key_values, if any. */
554 if (src.key_values)
555 {
556 key_value *tail = 0;
557 key_values = 0;
558
559 for (key_value *i = src.key_values; i; i = i->next)
560 {
561 key_value *new_link = new key_value;
562
563 new_link->next = 0;
564 new_link->key = i->key;
565 new_link->value = i->value;
566
567 /* Try and be clever here, too. */
568 if (!key_values)
569 {
570 key_values = new_link;
571 tail = new_link;
572 }
573 else
574 {
575 tail->next = new_link;
576 tail = new_link;
577 }
578 }
579 }
580 }
581
582 /*
583 * copy_to first frees everything allocated by the dst object,
584 * and then copies the contents of itself into the second
585 * object, allocating what needs to be allocated. Basically, any
586 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
587 * if the first object is freed, the pointers in the new object
588 * will point at garbage.
589 */
590 void
591 object::copy_to (object *dst)
592 {
593 *dst = *this;
594
595 if (speed < 0)
596 dst->speed_left -= rndm ();
597
598 dst->set_speed (dst->speed);
599 }
600
601 void
602 object::instantiate ()
603 {
604 if (!uuid.seq) // HACK
605 uuid = UUID::gen ();
606
607 speed_left = -0.1f;
608 /* copy the body_info to the body_used - this is only really
609 * need for monsters, but doesn't hurt to do it for everything.
610 * by doing so, when a monster is created, it has good starting
611 * values for the body_used info, so when items are created
612 * for it, they can be properly equipped.
613 */
614 for (int i = NUM_BODY_LOCATIONS; i--; )
615 slot[i].used = slot[i].info;
616
617 attachable::instantiate ();
618 }
619
620 object *
621 object::clone ()
622 {
623 object *neu = create ();
624 copy_to (neu);
625 return neu;
626 }
627
628 /*
629 * If an object with the IS_TURNABLE() flag needs to be turned due
630 * to the closest player being on the other side, this function can
631 * be called to update the face variable, _and_ how it looks on the map.
632 */
633 void
634 update_turn_face (object *op)
635 {
636 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
637 return;
638
639 SET_ANIMATION (op, op->direction);
640 update_object (op, UP_OBJ_FACE);
641 }
642
643 /*
644 * Updates the speed of an object. If the speed changes from 0 to another
645 * value, or vice versa, then add/remove the object from the active list.
646 * This function needs to be called whenever the speed of an object changes.
647 */
648 void
649 object::set_speed (float speed)
650 {
651 if (flag [FLAG_FREED] && speed)
652 {
653 LOG (llevError, "Object %s is freed but has speed.\n", &name);
654 speed = 0;
655 }
656
657 this->speed = speed;
658
659 if (has_active_speed ())
660 activate ();
661 else
662 deactivate ();
663 }
664
665 /*
666 * update_object() updates the the map.
667 * It takes into account invisible objects (and represent squares covered
668 * by invisible objects by whatever is below them (unless it's another
669 * invisible object, etc...)
670 * If the object being updated is beneath a player, the look-window
671 * of that player is updated (this might be a suboptimal way of
672 * updating that window, though, since update_object() is called _often_)
673 *
674 * action is a hint of what the caller believes need to be done.
675 * current action are:
676 * UP_OBJ_INSERT: op was inserted
677 * UP_OBJ_REMOVE: op was removed
678 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
679 * as that is easier than trying to look at what may have changed.
680 * UP_OBJ_FACE: only the objects face has changed.
681 */
682 void
683 update_object (object *op, int action)
684 {
685 if (op == NULL)
686 {
687 /* this should never happen */
688 LOG (llevDebug, "update_object() called for NULL object.\n");
689 return;
690 }
691
692 if (op->env)
693 {
694 /* Animation is currently handled by client, so nothing
695 * to do in this case.
696 */
697 return;
698 }
699
700 /* If the map is saving, don't do anything as everything is
701 * going to get freed anyways.
702 */
703 if (!op->map || op->map->in_memory == MAP_SAVING)
704 return;
705
706 /* make sure the object is within map boundaries */
707 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
708 {
709 LOG (llevError, "update_object() called for object out of map!\n");
710 #ifdef MANY_CORES
711 abort ();
712 #endif
713 return;
714 }
715
716 mapspace &m = op->ms ();
717
718 if (!(m.flags_ & P_UPTODATE))
719 /* nop */;
720 else if (action == UP_OBJ_INSERT)
721 {
722 // this is likely overkill, TODO: revisit (schmorp)
723 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
724 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
725 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
726 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
727 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
728 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
729 || (m.move_on | op->move_on ) != m.move_on
730 || (m.move_off | op->move_off ) != m.move_off
731 || (m.move_slow | op->move_slow) != m.move_slow
732 /* This isn't perfect, but I don't expect a lot of objects to
733 * to have move_allow right now.
734 */
735 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
736 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
737 m.flags_ = 0;
738 }
739 /* if the object is being removed, we can't make intelligent
740 * decisions, because remove_ob can't really pass the object
741 * that is being removed.
742 */
743 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
744 m.flags_ = 0;
745 else if (action == UP_OBJ_FACE)
746 /* Nothing to do for that case */ ;
747 else
748 LOG (llevError, "update_object called with invalid action: %d\n", action);
749
750 if (op->more)
751 update_object (op->more, action);
752 }
753
754 object::object ()
755 {
756 SET_FLAG (this, FLAG_REMOVED);
757
758 expmul = 1.0;
759 face = blank_face;
760 }
761
762 object::~object ()
763 {
764 unlink ();
765
766 free_key_values (this);
767 }
768
769 static int object_count;
770
771 void object::link ()
772 {
773 assert (!index);//D
774 uuid = UUID::gen ();
775 count = ++object_count;
776
777 refcnt_inc ();
778 objects.insert (this);
779 }
780
781 void object::unlink ()
782 {
783 if (!index)
784 return;
785
786 objects.erase (this);
787 refcnt_dec ();
788 }
789
790 void
791 object::activate ()
792 {
793 /* If already on active list, don't do anything */
794 if (active)
795 return;
796
797 if (has_active_speed ())
798 actives.insert (this);
799 }
800
801 void
802 object::activate_recursive ()
803 {
804 activate ();
805
806 for (object *op = inv; op; op = op->below)
807 op->activate_recursive ();
808 }
809
810 /* This function removes object 'op' from the list of active
811 * objects.
812 * This should only be used for style maps or other such
813 * reference maps where you don't want an object that isn't
814 * in play chewing up cpu time getting processed.
815 * The reverse of this is to call update_ob_speed, which
816 * will do the right thing based on the speed of the object.
817 */
818 void
819 object::deactivate ()
820 {
821 /* If not on the active list, nothing needs to be done */
822 if (!active)
823 return;
824
825 actives.erase (this);
826 }
827
828 void
829 object::deactivate_recursive ()
830 {
831 for (object *op = inv; op; op = op->below)
832 op->deactivate_recursive ();
833
834 deactivate ();
835 }
836
837 void
838 object::set_flag_inv (int flag, int value)
839 {
840 for (object *op = inv; op; op = op->below)
841 {
842 op->flag [flag] = value;
843 op->set_flag_inv (flag, value);
844 }
845 }
846
847 /*
848 * Remove and free all objects in the inventory of the given object.
849 * object.c ?
850 */
851 void
852 object::destroy_inv (bool drop_to_ground)
853 {
854 // need to check first, because the checks below might segfault
855 // as we might be on an invalid mapspace and crossfire code
856 // is too buggy to ensure that the inventory is empty.
857 // corollary: if you create arrows etc. with stuff in tis inventory,
858 // cf will crash below with off-map x and y
859 if (!inv)
860 return;
861
862 /* Only if the space blocks everything do we not process -
863 * if some form of movement is allowed, let objects
864 * drop on that space.
865 */
866 if (!drop_to_ground
867 || !map
868 || map->in_memory != MAP_IN_MEMORY
869 || map->nodrop
870 || ms ().move_block == MOVE_ALL)
871 {
872 while (inv)
873 {
874 inv->destroy_inv (drop_to_ground);
875 inv->destroy ();
876 }
877 }
878 else
879 { /* Put objects in inventory onto this space */
880 while (inv)
881 {
882 object *op = inv;
883
884 if (op->flag [FLAG_STARTEQUIP]
885 || op->flag [FLAG_NO_DROP]
886 || op->type == RUNE
887 || op->type == TRAP
888 || op->flag [FLAG_IS_A_TEMPLATE]
889 || op->flag [FLAG_DESTROY_ON_DEATH])
890 op->destroy ();
891 else
892 map->insert (op, x, y);
893 }
894 }
895 }
896
897 object *object::create ()
898 {
899 object *op = new object;
900 op->link ();
901 return op;
902 }
903
904 void
905 object::do_destroy ()
906 {
907 attachable::do_destroy ();
908
909 if (flag [FLAG_IS_LINKED])
910 remove_button_link (this);
911
912 if (flag [FLAG_FRIENDLY])
913 remove_friendly_object (this);
914
915 if (!flag [FLAG_REMOVED])
916 remove ();
917
918 destroy_inv (true);
919
920 deactivate ();
921 unlink ();
922
923 flag [FLAG_FREED] = 1;
924
925 // hack to ensure that freed objects still have a valid map
926 {
927 static maptile *freed_map; // freed objects are moved here to avoid crashes
928
929 if (!freed_map)
930 {
931 freed_map = new maptile;
932
933 freed_map->path = "<freed objects map>";
934 freed_map->name = "/internal/freed_objects_map";
935 freed_map->width = 3;
936 freed_map->height = 3;
937 freed_map->nodrop = 1;
938
939 freed_map->alloc ();
940 freed_map->in_memory = MAP_IN_MEMORY;
941 }
942
943 map = freed_map;
944 x = 1;
945 y = 1;
946 }
947
948 if (more)
949 {
950 more->destroy ();
951 more = 0;
952 }
953
954 head = 0;
955
956 // clear those pointers that likely might cause circular references
957 owner = 0;
958 enemy = 0;
959 attacked_by = 0;
960 current_weapon = 0;
961 }
962
963 void
964 object::destroy (bool destroy_inventory)
965 {
966 if (destroyed ())
967 return;
968
969 if (destroy_inventory)
970 destroy_inv (false);
971
972 if (is_head ())
973 if (sound_destroy)
974 play_sound (sound_destroy);
975 else if (flag [FLAG_MONSTER])
976 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
977
978 attachable::destroy ();
979 }
980
981 /*
982 * sub_weight() recursively (outwards) subtracts a number from the
983 * weight of an object (and what is carried by it's environment(s)).
984 */
985 void
986 sub_weight (object *op, signed long weight)
987 {
988 while (op != NULL)
989 {
990 if (op->type == CONTAINER)
991 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
992
993 op->carrying -= weight;
994 op = op->env;
995 }
996 }
997
998 /* op->remove ():
999 * This function removes the object op from the linked list of objects
1000 * which it is currently tied to. When this function is done, the
1001 * object will have no environment. If the object previously had an
1002 * environment, the x and y coordinates will be updated to
1003 * the previous environment.
1004 */
1005 void
1006 object::do_remove ()
1007 {
1008 object *tmp, *last = 0;
1009 object *otmp;
1010
1011 if (QUERY_FLAG (this, FLAG_REMOVED))
1012 return;
1013
1014 SET_FLAG (this, FLAG_REMOVED);
1015 INVOKE_OBJECT (REMOVE, this);
1016
1017 if (more)
1018 more->remove ();
1019
1020 /*
1021 * In this case, the object to be removed is in someones
1022 * inventory.
1023 */
1024 if (env)
1025 {
1026 if (nrof)
1027 sub_weight (env, weight * nrof);
1028 else
1029 sub_weight (env, weight + carrying);
1030
1031 /* NO_FIX_PLAYER is set when a great many changes are being
1032 * made to players inventory. If set, avoiding the call
1033 * to save cpu time.
1034 */
1035 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1036 otmp->update_stats ();
1037
1038 if (above)
1039 above->below = below;
1040 else
1041 env->inv = below;
1042
1043 if (below)
1044 below->above = above;
1045
1046 /* we set up values so that it could be inserted into
1047 * the map, but we don't actually do that - it is up
1048 * to the caller to decide what we want to do.
1049 */
1050 x = env->x, y = env->y;
1051 map = env->map;
1052 above = 0, below = 0;
1053 env = 0;
1054 }
1055 else if (map)
1056 {
1057 if (type == PLAYER)
1058 {
1059 // leaving a spot always closes any open container on the ground
1060 if (container && !container->env)
1061 // this causes spurious floorbox updates, but it ensures
1062 // that the CLOSE event is being sent.
1063 close_container ();
1064
1065 --map->players;
1066 map->touch ();
1067 }
1068
1069 map->dirty = true;
1070 mapspace &ms = this->ms ();
1071
1072 /* link the object above us */
1073 if (above)
1074 above->below = below;
1075 else
1076 ms.top = below; /* we were top, set new top */
1077
1078 /* Relink the object below us, if there is one */
1079 if (below)
1080 below->above = above;
1081 else
1082 {
1083 /* Nothing below, which means we need to relink map object for this space
1084 * use translated coordinates in case some oddness with map tiling is
1085 * evident
1086 */
1087 if (GET_MAP_OB (map, x, y) != this)
1088 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 ());
1089
1090 ms.bot = above; /* goes on above it. */
1091 }
1092
1093 above = 0;
1094 below = 0;
1095
1096 if (map->in_memory == MAP_SAVING)
1097 return;
1098
1099 int check_walk_off = !flag [FLAG_NO_APPLY];
1100
1101 if (object *pl = ms.player ())
1102 {
1103 if (pl->container == this)
1104 /* If a container that the player is currently using somehow gets
1105 * removed (most likely destroyed), update the player view
1106 * appropriately.
1107 */
1108 pl->close_container ();
1109
1110 pl->contr->ns->floorbox_update ();
1111 }
1112
1113 for (tmp = ms.bot; tmp; tmp = tmp->above)
1114 {
1115 /* No point updating the players look faces if he is the object
1116 * being removed.
1117 */
1118
1119 /* See if object moving off should effect something */
1120 if (check_walk_off
1121 && ((move_type & tmp->move_off)
1122 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1123 {
1124 move_apply (tmp, this, 0);
1125
1126 if (destroyed ())
1127 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1128 }
1129
1130 last = tmp;
1131 }
1132
1133 /* last == NULL if there are no objects on this space */
1134 //TODO: this makes little sense, why only update the topmost object?
1135 if (!last)
1136 map->at (x, y).flags_ = 0;
1137 else
1138 update_object (last, UP_OBJ_REMOVE);
1139
1140 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1141 update_all_los (map, x, y);
1142 }
1143 }
1144
1145 /*
1146 * merge_ob(op,top):
1147 *
1148 * This function goes through all objects below and including top, and
1149 * merges op to the first matching object.
1150 * If top is NULL, it is calculated.
1151 * Returns pointer to object if it succeded in the merge, otherwise NULL
1152 */
1153 object *
1154 merge_ob (object *op, object *top)
1155 {
1156 if (!op->nrof)
1157 return 0;
1158
1159 if (!top)
1160 for (top = op; top && top->above; top = top->above)
1161 ;
1162
1163 for (; top; top = top->below)
1164 {
1165 if (top == op)
1166 continue;
1167
1168 if (object::can_merge (op, top))
1169 {
1170 top->nrof += op->nrof;
1171
1172 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1173 op->weight = 0; /* Don't want any adjustements now */
1174 op->destroy ();
1175 return top;
1176 }
1177 }
1178
1179 return 0;
1180 }
1181
1182 void
1183 object::expand_tail ()
1184 {
1185 if (more)
1186 return;
1187
1188 object *prev = this;
1189
1190 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1191 {
1192 object *op = arch_to_object (at);
1193
1194 op->name = name;
1195 op->name_pl = name_pl;
1196 op->title = title;
1197
1198 op->head = this;
1199 prev->more = op;
1200
1201 prev = op;
1202 }
1203 }
1204
1205 /*
1206 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1207 * job preparing multi-part monsters.
1208 */
1209 object *
1210 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1211 {
1212 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1213 {
1214 tmp->x = x + tmp->arch->x;
1215 tmp->y = y + tmp->arch->y;
1216 }
1217
1218 return insert_ob_in_map (op, m, originator, flag);
1219 }
1220
1221 /*
1222 * insert_ob_in_map (op, map, originator, flag):
1223 * This function inserts the object in the two-way linked list
1224 * which represents what is on a map.
1225 * The second argument specifies the map, and the x and y variables
1226 * in the object about to be inserted specifies the position.
1227 *
1228 * originator: Player, monster or other object that caused 'op' to be inserted
1229 * into 'map'. May be NULL.
1230 *
1231 * flag is a bitmask about special things to do (or not do) when this
1232 * function is called. see the object.h file for the INS_ values.
1233 * Passing 0 for flag gives proper default values, so flag really only needs
1234 * to be set if special handling is needed.
1235 *
1236 * Return value:
1237 * new object if 'op' was merged with other object
1238 * NULL if 'op' was destroyed
1239 * just 'op' otherwise
1240 */
1241 object *
1242 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1243 {
1244 assert (!op->flag [FLAG_FREED]);
1245
1246 object *top, *floor = NULL;
1247
1248 op->remove ();
1249
1250 /* Ideally, the caller figures this out. However, it complicates a lot
1251 * of areas of callers (eg, anything that uses find_free_spot would now
1252 * need extra work
1253 */
1254 if (!xy_normalise (m, op->x, op->y))
1255 {
1256 op->destroy ();
1257 return 0;
1258 }
1259
1260 if (object *more = op->more)
1261 if (!insert_ob_in_map (more, m, originator, flag))
1262 return 0;
1263
1264 CLEAR_FLAG (op, FLAG_REMOVED);
1265
1266 op->map = m;
1267 mapspace &ms = op->ms ();
1268
1269 /* this has to be done after we translate the coordinates.
1270 */
1271 if (op->nrof && !(flag & INS_NO_MERGE))
1272 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1273 if (object::can_merge (op, tmp))
1274 {
1275 op->nrof += tmp->nrof;
1276 tmp->destroy ();
1277 }
1278
1279 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1280 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1281
1282 if (!QUERY_FLAG (op, FLAG_ALIVE))
1283 CLEAR_FLAG (op, FLAG_NO_STEAL);
1284
1285 if (flag & INS_BELOW_ORIGINATOR)
1286 {
1287 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1288 {
1289 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1290 abort ();
1291 }
1292
1293 op->above = originator;
1294 op->below = originator->below;
1295
1296 if (op->below)
1297 op->below->above = op;
1298 else
1299 ms.bot = op;
1300
1301 /* since *below* originator, no need to update top */
1302 originator->below = op;
1303 }
1304 else
1305 {
1306 top = ms.bot;
1307
1308 /* If there are other objects, then */
1309 if (top)
1310 {
1311 object *last = 0;
1312
1313 /*
1314 * If there are multiple objects on this space, we do some trickier handling.
1315 * We've already dealt with merging if appropriate.
1316 * Generally, we want to put the new object on top. But if
1317 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1318 * floor, we want to insert above that and no further.
1319 * Also, if there are spell objects on this space, we stop processing
1320 * once we get to them. This reduces the need to traverse over all of
1321 * them when adding another one - this saves quite a bit of cpu time
1322 * when lots of spells are cast in one area. Currently, it is presumed
1323 * that flying non pickable objects are spell objects.
1324 */
1325 for (top = ms.bot; top; top = top->above)
1326 {
1327 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1328 floor = top;
1329
1330 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1331 {
1332 /* We insert above top, so we want this object below this */
1333 top = top->below;
1334 break;
1335 }
1336
1337 last = top;
1338 }
1339
1340 /* Don't want top to be NULL, so set it to the last valid object */
1341 top = last;
1342
1343 /* We let update_position deal with figuring out what the space
1344 * looks like instead of lots of conditions here.
1345 * makes things faster, and effectively the same result.
1346 */
1347
1348 /* Have object 'fall below' other objects that block view.
1349 * Unless those objects are exits.
1350 * If INS_ON_TOP is used, don't do this processing
1351 * Need to find the object that in fact blocks view, otherwise
1352 * stacking is a bit odd.
1353 */
1354 if (!(flag & INS_ON_TOP)
1355 && ms.flags () & P_BLOCKSVIEW
1356 && (op->face && !faces [op->face].visibility))
1357 {
1358 for (last = top; last != floor; last = last->below)
1359 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1360 break;
1361
1362 /* Check to see if we found the object that blocks view,
1363 * and make sure we have a below pointer for it so that
1364 * we can get inserted below this one, which requires we
1365 * set top to the object below us.
1366 */
1367 if (last && last->below && last != floor)
1368 top = last->below;
1369 }
1370 } /* If objects on this space */
1371
1372 if (flag & INS_ABOVE_FLOOR_ONLY)
1373 top = floor;
1374
1375 /* Top is the object that our object (op) is going to get inserted above.
1376 */
1377
1378 /* First object on this space */
1379 if (!top)
1380 {
1381 op->above = ms.bot;
1382
1383 if (op->above)
1384 op->above->below = op;
1385
1386 op->below = 0;
1387 ms.bot = op;
1388 }
1389 else
1390 { /* get inserted into the stack above top */
1391 op->above = top->above;
1392
1393 if (op->above)
1394 op->above->below = op;
1395
1396 op->below = top;
1397 top->above = op;
1398 }
1399
1400 if (!op->above)
1401 ms.top = op;
1402 } /* else not INS_BELOW_ORIGINATOR */
1403
1404 if (op->type == PLAYER)
1405 {
1406 op->contr->do_los = 1;
1407 ++op->map->players;
1408 op->map->touch ();
1409 }
1410
1411 op->map->dirty = true;
1412
1413 if (object *pl = ms.player ())
1414 pl->contr->ns->floorbox_update ();
1415
1416 /* If this object glows, it may affect lighting conditions that are
1417 * visible to others on this map. But update_all_los is really
1418 * an inefficient way to do this, as it means los for all players
1419 * on the map will get recalculated. The players could very well
1420 * be far away from this change and not affected in any way -
1421 * this should get redone to only look for players within range,
1422 * or just updating the P_UPTODATE for spaces within this area
1423 * of effect may be sufficient.
1424 */
1425 if (op->map->darkness && (op->glow_radius != 0))
1426 update_all_los (op->map, op->x, op->y);
1427
1428 /* updates flags (blocked, alive, no magic, etc) for this map space */
1429 update_object (op, UP_OBJ_INSERT);
1430
1431 INVOKE_OBJECT (INSERT, op);
1432
1433 /* Don't know if moving this to the end will break anything. However,
1434 * we want to have floorbox_update called before calling this.
1435 *
1436 * check_move_on() must be after this because code called from
1437 * check_move_on() depends on correct map flags (so functions like
1438 * blocked() and wall() work properly), and these flags are updated by
1439 * update_object().
1440 */
1441
1442 /* if this is not the head or flag has been passed, don't check walk on status */
1443 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1444 {
1445 if (check_move_on (op, originator))
1446 return 0;
1447
1448 /* If we are a multi part object, lets work our way through the check
1449 * walk on's.
1450 */
1451 for (object *tmp = op->more; tmp; tmp = tmp->more)
1452 if (check_move_on (tmp, originator))
1453 return 0;
1454 }
1455
1456 return op;
1457 }
1458
1459 /* this function inserts an object in the map, but if it
1460 * finds an object of its own type, it'll remove that one first.
1461 * op is the object to insert it under: supplies x and the map.
1462 */
1463 void
1464 replace_insert_ob_in_map (const char *arch_string, object *op)
1465 {
1466 object *tmp, *tmp1;
1467
1468 /* first search for itself and remove any old instances */
1469
1470 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1471 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1472 tmp->destroy ();
1473
1474 tmp1 = arch_to_object (archetype::find (arch_string));
1475
1476 tmp1->x = op->x;
1477 tmp1->y = op->y;
1478 insert_ob_in_map (tmp1, op->map, op, 0);
1479 }
1480
1481 object *
1482 object::insert_at (object *where, object *originator, int flags)
1483 {
1484 if (where->env)
1485 return where->env->insert (this);
1486 else
1487 return where->map->insert (this, where->x, where->y, originator, flags);
1488 }
1489
1490 /*
1491 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1492 * is returned contains nr objects, and the remaining parts contains
1493 * the rest (or is removed and freed if that number is 0).
1494 * On failure, NULL is returned, and the reason put into the
1495 * global static errmsg array.
1496 */
1497 object *
1498 get_split_ob (object *orig_ob, uint32 nr)
1499 {
1500 object *newob;
1501 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1502
1503 if (orig_ob->nrof < nr)
1504 {
1505 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1506 return NULL;
1507 }
1508
1509 newob = object_create_clone (orig_ob);
1510
1511 if ((orig_ob->nrof -= nr) < 1)
1512 orig_ob->destroy (1);
1513 else if (!is_removed)
1514 {
1515 if (orig_ob->env != NULL)
1516 sub_weight (orig_ob->env, orig_ob->weight * nr);
1517 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1518 {
1519 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1520 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1521 return NULL;
1522 }
1523 }
1524
1525 newob->nrof = nr;
1526
1527 return newob;
1528 }
1529
1530 /*
1531 * decrease_ob_nr(object, number) decreases a specified number from
1532 * the amount of an object. If the amount reaches 0, the object
1533 * is subsequently removed and freed.
1534 *
1535 * Return value: 'op' if something is left, NULL if the amount reached 0
1536 */
1537 object *
1538 decrease_ob_nr (object *op, uint32 i)
1539 {
1540 object *tmp;
1541
1542 if (i == 0) /* objects with op->nrof require this check */
1543 return op;
1544
1545 if (i > op->nrof)
1546 i = op->nrof;
1547
1548 if (QUERY_FLAG (op, FLAG_REMOVED))
1549 op->nrof -= i;
1550 else if (op->env)
1551 {
1552 /* is this object in the players inventory, or sub container
1553 * therein?
1554 */
1555 tmp = op->in_player ();
1556 /* nope. Is this a container the player has opened?
1557 * If so, set tmp to that player.
1558 * IMO, searching through all the players will mostly
1559 * likely be quicker than following op->env to the map,
1560 * and then searching the map for a player.
1561 */
1562 if (!tmp)
1563 for_all_players (pl)
1564 if (pl->ob->container == op->env)
1565 {
1566 tmp = pl->ob;
1567 break;
1568 }
1569
1570 if (i < op->nrof)
1571 {
1572 sub_weight (op->env, op->weight * i);
1573 op->nrof -= i;
1574 if (tmp)
1575 esrv_send_item (tmp, op);
1576 }
1577 else
1578 {
1579 op->remove ();
1580 op->nrof = 0;
1581 if (tmp)
1582 esrv_del_item (tmp->contr, op->count);
1583 }
1584 }
1585 else
1586 {
1587 object *above = op->above;
1588
1589 if (i < op->nrof)
1590 op->nrof -= i;
1591 else
1592 {
1593 op->remove ();
1594 op->nrof = 0;
1595 }
1596
1597 /* Since we just removed op, op->above is null */
1598 for (tmp = above; tmp; tmp = tmp->above)
1599 if (tmp->type == PLAYER)
1600 {
1601 if (op->nrof)
1602 esrv_send_item (tmp, op);
1603 else
1604 esrv_del_item (tmp->contr, op->count);
1605 }
1606 }
1607
1608 if (op->nrof)
1609 return op;
1610 else
1611 {
1612 op->destroy ();
1613 return 0;
1614 }
1615 }
1616
1617 /*
1618 * add_weight(object, weight) adds the specified weight to an object,
1619 * and also updates how much the environment(s) is/are carrying.
1620 */
1621 void
1622 add_weight (object *op, signed long weight)
1623 {
1624 while (op != NULL)
1625 {
1626 if (op->type == CONTAINER)
1627 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1628
1629 op->carrying += weight;
1630 op = op->env;
1631 }
1632 }
1633
1634 object *
1635 insert_ob_in_ob (object *op, object *where)
1636 {
1637 if (!where)
1638 {
1639 char *dump = dump_object (op);
1640 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1641 free (dump);
1642 return op;
1643 }
1644
1645 if (where->head_ () != where)
1646 {
1647 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1648 where = where->head;
1649 }
1650
1651 return where->insert (op);
1652 }
1653
1654 /*
1655 * env->insert (op)
1656 * This function inserts the object op in the linked list
1657 * inside the object environment.
1658 *
1659 * The function returns now pointer to inserted item, and return value can
1660 * be != op, if items are merged. -Tero
1661 */
1662 object *
1663 object::insert (object *op)
1664 {
1665 if (!QUERY_FLAG (op, FLAG_REMOVED))
1666 op->remove ();
1667
1668 if (op->more)
1669 {
1670 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1671 return op;
1672 }
1673
1674 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1675 CLEAR_FLAG (op, FLAG_REMOVED);
1676
1677 if (op->nrof)
1678 {
1679 for (object *tmp = inv; tmp; tmp = tmp->below)
1680 if (object::can_merge (tmp, op))
1681 {
1682 /* return the original object and remove inserted object
1683 (client needs the original object) */
1684 tmp->nrof += op->nrof;
1685 /* Weight handling gets pretty funky. Since we are adding to
1686 * tmp->nrof, we need to increase the weight.
1687 */
1688 add_weight (this, op->weight * op->nrof);
1689 SET_FLAG (op, FLAG_REMOVED);
1690 op->destroy (); /* free the inserted object */
1691 op = tmp;
1692 op->remove (); /* and fix old object's links */
1693 CLEAR_FLAG (op, FLAG_REMOVED);
1694 break;
1695 }
1696
1697 /* I assume combined objects have no inventory
1698 * We add the weight - this object could have just been removed
1699 * (if it was possible to merge). calling remove_ob will subtract
1700 * the weight, so we need to add it in again, since we actually do
1701 * the linking below
1702 */
1703 add_weight (this, op->weight * op->nrof);
1704 }
1705 else
1706 add_weight (this, (op->weight + op->carrying));
1707
1708 if (object *otmp = this->in_player ())
1709 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1710 otmp->update_stats ();
1711
1712 op->owner = 0; // its his/hers now. period.
1713 op->map = 0;
1714 op->env = this;
1715 op->above = 0;
1716 op->below = 0;
1717 op->x = op->y = 0;
1718
1719 /* reset the light list and los of the players on the map */
1720 if (op->glow_radius && map)
1721 {
1722 #ifdef DEBUG_LIGHTS
1723 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1724 #endif /* DEBUG_LIGHTS */
1725 if (map->darkness)
1726 update_all_los (map, x, y);
1727 }
1728
1729 /* Client has no idea of ordering so lets not bother ordering it here.
1730 * It sure simplifies this function...
1731 */
1732 if (!inv)
1733 inv = op;
1734 else
1735 {
1736 op->below = inv;
1737 op->below->above = op;
1738 inv = op;
1739 }
1740
1741 INVOKE_OBJECT (INSERT, this);
1742
1743 return op;
1744 }
1745
1746 /*
1747 * Checks if any objects has a move_type that matches objects
1748 * that effect this object on this space. Call apply() to process
1749 * these events.
1750 *
1751 * Any speed-modification due to SLOW_MOVE() of other present objects
1752 * will affect the speed_left of the object.
1753 *
1754 * originator: Player, monster or other object that caused 'op' to be inserted
1755 * into 'map'. May be NULL.
1756 *
1757 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1758 *
1759 * 4-21-95 added code to check if appropriate skill was readied - this will
1760 * permit faster movement by the player through this terrain. -b.t.
1761 *
1762 * MSW 2001-07-08: Check all objects on space, not just those below
1763 * object being inserted. insert_ob_in_map may not put new objects
1764 * on top.
1765 */
1766 int
1767 check_move_on (object *op, object *originator)
1768 {
1769 object *tmp;
1770 maptile *m = op->map;
1771 int x = op->x, y = op->y;
1772
1773 MoveType move_on, move_slow, move_block;
1774
1775 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1776 return 0;
1777
1778 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1779 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1780 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1781
1782 /* if nothing on this space will slow op down or be applied,
1783 * no need to do checking below. have to make sure move_type
1784 * is set, as lots of objects don't have it set - we treat that
1785 * as walking.
1786 */
1787 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1788 return 0;
1789
1790 /* This is basically inverse logic of that below - basically,
1791 * if the object can avoid the move on or slow move, they do so,
1792 * but can't do it if the alternate movement they are using is
1793 * blocked. Logic on this seems confusing, but does seem correct.
1794 */
1795 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1796 return 0;
1797
1798 /* The objects have to be checked from top to bottom.
1799 * Hence, we first go to the top:
1800 */
1801
1802 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1803 {
1804 /* Trim the search when we find the first other spell effect
1805 * this helps performance so that if a space has 50 spell objects,
1806 * we don't need to check all of them.
1807 */
1808 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1809 break;
1810 }
1811
1812 for (; tmp; tmp = tmp->below)
1813 {
1814 if (tmp == op)
1815 continue; /* Can't apply yourself */
1816
1817 /* Check to see if one of the movement types should be slowed down.
1818 * Second check makes sure that the movement types not being slowed
1819 * (~slow_move) is not blocked on this space - just because the
1820 * space doesn't slow down swimming (for example), if you can't actually
1821 * swim on that space, can't use it to avoid the penalty.
1822 */
1823 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1824 {
1825 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1826 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1827 {
1828
1829 float
1830 diff = tmp->move_slow_penalty * fabs (op->speed);
1831
1832 if (op->type == PLAYER)
1833 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1834 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1835 diff /= 4.0;
1836
1837 op->speed_left -= diff;
1838 }
1839 }
1840
1841 /* Basically same logic as above, except now for actual apply. */
1842 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1843 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1844 {
1845 move_apply (tmp, op, originator);
1846
1847 if (op->destroyed ())
1848 return 1;
1849
1850 /* what the person/creature stepped onto has moved the object
1851 * someplace new. Don't process any further - if we did,
1852 * have a feeling strange problems would result.
1853 */
1854 if (op->map != m || op->x != x || op->y != y)
1855 return 0;
1856 }
1857 }
1858
1859 return 0;
1860 }
1861
1862 /*
1863 * present_arch(arch, map, x, y) searches for any objects with
1864 * a matching archetype at the given map and coordinates.
1865 * The first matching object is returned, or NULL if none.
1866 */
1867 object *
1868 present_arch (const archetype *at, maptile *m, int x, int y)
1869 {
1870 if (!m || out_of_map (m, x, y))
1871 {
1872 LOG (llevError, "Present_arch called outside map.\n");
1873 return NULL;
1874 }
1875
1876 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->arch == at)
1878 return tmp;
1879
1880 return NULL;
1881 }
1882
1883 /*
1884 * present(type, map, x, y) searches for any objects with
1885 * a matching type variable at the given map and coordinates.
1886 * The first matching object is returned, or NULL if none.
1887 */
1888 object *
1889 present (unsigned char type, maptile *m, int x, int y)
1890 {
1891 if (out_of_map (m, x, y))
1892 {
1893 LOG (llevError, "Present called outside map.\n");
1894 return NULL;
1895 }
1896
1897 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1898 if (tmp->type == type)
1899 return tmp;
1900
1901 return NULL;
1902 }
1903
1904 /*
1905 * present_in_ob(type, object) searches for any objects with
1906 * a matching type variable in the inventory of the given object.
1907 * The first matching object is returned, or NULL if none.
1908 */
1909 object *
1910 present_in_ob (unsigned char type, const object *op)
1911 {
1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1913 if (tmp->type == type)
1914 return tmp;
1915
1916 return NULL;
1917 }
1918
1919 /*
1920 * present_in_ob (type, str, object) searches for any objects with
1921 * a matching type & name variable in the inventory of the given object.
1922 * The first matching object is returned, or NULL if none.
1923 * This is mostly used by spell effect code, so that we only
1924 * have one spell effect at a time.
1925 * type can be used to narrow the search - if type is set,
1926 * the type must also match. -1 can be passed for the type,
1927 * in which case the type does not need to pass.
1928 * str is the string to match against. Note that we match against
1929 * the object name, not the archetype name. this is so that the
1930 * spell code can use one object type (force), but change it's name
1931 * to be unique.
1932 */
1933 object *
1934 present_in_ob_by_name (int type, const char *str, const object *op)
1935 {
1936 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1937 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1938 return tmp;
1939
1940 return 0;
1941 }
1942
1943 /*
1944 * present_arch_in_ob(archetype, object) searches for any objects with
1945 * a matching archetype in the inventory of the given object.
1946 * The first matching object is returned, or NULL if none.
1947 */
1948 object *
1949 present_arch_in_ob (const archetype *at, const object *op)
1950 {
1951 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1952 if (tmp->arch == at)
1953 return tmp;
1954
1955 return NULL;
1956 }
1957
1958 /*
1959 * activate recursively a flag on an object inventory
1960 */
1961 void
1962 flag_inv (object *op, int flag)
1963 {
1964 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1965 {
1966 SET_FLAG (tmp, flag);
1967 flag_inv (tmp, flag);
1968 }
1969 }
1970
1971 /*
1972 * deactivate recursively a flag on an object inventory
1973 */
1974 void
1975 unflag_inv (object *op, int flag)
1976 {
1977 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1978 {
1979 CLEAR_FLAG (tmp, flag);
1980 unflag_inv (tmp, flag);
1981 }
1982 }
1983
1984 /*
1985 * find_free_spot(object, map, x, y, start, stop) will search for
1986 * a spot at the given map and coordinates which will be able to contain
1987 * the given object. start and stop specifies how many squares
1988 * to search (see the freearr_x/y[] definition).
1989 * It returns a random choice among the alternatives found.
1990 * start and stop are where to start relative to the free_arr array (1,9
1991 * does all 4 immediate directions). This returns the index into the
1992 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1993 * Note: This function does correctly handle tiled maps, but does not
1994 * inform the caller. However, insert_ob_in_map will update as
1995 * necessary, so the caller shouldn't need to do any special work.
1996 * Note - updated to take an object instead of archetype - this is necessary
1997 * because arch_blocked (now ob_blocked) needs to know the movement type
1998 * to know if the space in question will block the object. We can't use
1999 * the archetype because that isn't correct if the monster has been
2000 * customized, changed states, etc.
2001 */
2002 int
2003 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2004 {
2005 int altern[SIZEOFFREE];
2006 int index = 0, flag;
2007
2008 for (int i = start; i < stop; i++)
2009 {
2010 mapxy pos (m, x, y); pos.move (i);
2011
2012 if (!pos.normalise ())
2013 continue;
2014
2015 mapspace &ms = *pos;
2016
2017 if (ms.flags () & P_IS_ALIVE)
2018 continue;
2019
2020 /* However, often
2021 * ob doesn't have any move type (when used to place exits)
2022 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2023 */
2024 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2025 {
2026 altern [index++] = i;
2027 continue;
2028 }
2029
2030 /* Basically, if we find a wall on a space, we cut down the search size.
2031 * In this way, we won't return spaces that are on another side of a wall.
2032 * This mostly work, but it cuts down the search size in all directions -
2033 * if the space being examined only has a wall to the north and empty
2034 * spaces in all the other directions, this will reduce the search space
2035 * to only the spaces immediately surrounding the target area, and
2036 * won't look 2 spaces south of the target space.
2037 */
2038 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2039 {
2040 stop = maxfree[i];
2041 continue;
2042 }
2043
2044 /* Note it is intentional that we check ob - the movement type of the
2045 * head of the object should correspond for the entire object.
2046 */
2047 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2048 continue;
2049
2050 if (ob->blocked (m, pos.x, pos.y))
2051 continue;
2052
2053 altern [index++] = i;
2054 }
2055
2056 if (!index)
2057 return -1;
2058
2059 return altern [rndm (index)];
2060 }
2061
2062 /*
2063 * find_first_free_spot(archetype, maptile, x, y) works like
2064 * find_free_spot(), but it will search max number of squares.
2065 * But it will return the first available spot, not a random choice.
2066 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2067 */
2068 int
2069 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2070 {
2071 for (int i = 0; i < SIZEOFFREE; i++)
2072 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2073 return i;
2074
2075 return -1;
2076 }
2077
2078 /*
2079 * The function permute(arr, begin, end) randomly reorders the array
2080 * arr[begin..end-1].
2081 * now uses a fisher-yates shuffle, old permute was broken
2082 */
2083 static void
2084 permute (int *arr, int begin, int end)
2085 {
2086 arr += begin;
2087 end -= begin;
2088
2089 while (--end)
2090 swap (arr [end], arr [rndm (end + 1)]);
2091 }
2092
2093 /* new function to make monster searching more efficient, and effective!
2094 * This basically returns a randomized array (in the passed pointer) of
2095 * the spaces to find monsters. In this way, it won't always look for
2096 * monsters to the north first. However, the size of the array passed
2097 * covers all the spaces, so within that size, all the spaces within
2098 * the 3x3 area will be searched, just not in a predictable order.
2099 */
2100 void
2101 get_search_arr (int *search_arr)
2102 {
2103 int i;
2104
2105 for (i = 0; i < SIZEOFFREE; i++)
2106 search_arr[i] = i;
2107
2108 permute (search_arr, 1, SIZEOFFREE1 + 1);
2109 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2110 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2111 }
2112
2113 /*
2114 * find_dir(map, x, y, exclude) will search some close squares in the
2115 * given map at the given coordinates for live objects.
2116 * It will not considered the object given as exclude among possible
2117 * live objects.
2118 * It returns the direction toward the first/closest live object if finds
2119 * any, otherwise 0.
2120 * Perhaps incorrectly, but I'm making the assumption that exclude
2121 * is actually want is going to try and move there. We need this info
2122 * because we have to know what movement the thing looking to move
2123 * there is capable of.
2124 */
2125 int
2126 find_dir (maptile *m, int x, int y, object *exclude)
2127 {
2128 int i, max = SIZEOFFREE, mflags;
2129
2130 sint16 nx, ny;
2131 object *tmp;
2132 maptile *mp;
2133
2134 MoveType blocked, move_type;
2135
2136 if (exclude && exclude->head_ () != exclude)
2137 {
2138 exclude = exclude->head;
2139 move_type = exclude->move_type;
2140 }
2141 else
2142 {
2143 /* If we don't have anything, presume it can use all movement types. */
2144 move_type = MOVE_ALL;
2145 }
2146
2147 for (i = 1; i < max; i++)
2148 {
2149 mp = m;
2150 nx = x + freearr_x[i];
2151 ny = y + freearr_y[i];
2152
2153 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2154
2155 if (mflags & P_OUT_OF_MAP)
2156 max = maxfree[i];
2157 else
2158 {
2159 mapspace &ms = mp->at (nx, ny);
2160
2161 blocked = ms.move_block;
2162
2163 if ((move_type & blocked) == move_type)
2164 max = maxfree[i];
2165 else if (mflags & P_IS_ALIVE)
2166 {
2167 for (tmp = ms.bot; tmp; tmp = tmp->above)
2168 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2169 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2170 break;
2171
2172 if (tmp)
2173 return freedir[i];
2174 }
2175 }
2176 }
2177
2178 return 0;
2179 }
2180
2181 /*
2182 * distance(object 1, object 2) will return the square of the
2183 * distance between the two given objects.
2184 */
2185 int
2186 distance (const object *ob1, const object *ob2)
2187 {
2188 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2189 }
2190
2191 /*
2192 * find_dir_2(delta-x,delta-y) will return a direction in which
2193 * an object which has subtracted the x and y coordinates of another
2194 * object, needs to travel toward it.
2195 */
2196 int
2197 find_dir_2 (int x, int y)
2198 {
2199 int q;
2200
2201 if (y)
2202 q = x * 100 / y;
2203 else if (x)
2204 q = -300 * x;
2205 else
2206 return 0;
2207
2208 if (y > 0)
2209 {
2210 if (q < -242)
2211 return 3;
2212 if (q < -41)
2213 return 2;
2214 if (q < 41)
2215 return 1;
2216 if (q < 242)
2217 return 8;
2218 return 7;
2219 }
2220
2221 if (q < -242)
2222 return 7;
2223 if (q < -41)
2224 return 6;
2225 if (q < 41)
2226 return 5;
2227 if (q < 242)
2228 return 4;
2229
2230 return 3;
2231 }
2232
2233 /*
2234 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2235 * between two directions (which are expected to be absolute (see absdir())
2236 */
2237 int
2238 dirdiff (int dir1, int dir2)
2239 {
2240 int d;
2241
2242 d = abs (dir1 - dir2);
2243 if (d > 4)
2244 d = 8 - d;
2245
2246 return d;
2247 }
2248
2249 /* peterm:
2250 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2251 * Basically, this is a table of directions, and what directions
2252 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2253 * This basically means that if direction is 15, then it could either go
2254 * direction 4, 14, or 16 to get back to where we are.
2255 * Moved from spell_util.c to object.c with the other related direction
2256 * functions.
2257 */
2258 int reduction_dir[SIZEOFFREE][3] = {
2259 {0, 0, 0}, /* 0 */
2260 {0, 0, 0}, /* 1 */
2261 {0, 0, 0}, /* 2 */
2262 {0, 0, 0}, /* 3 */
2263 {0, 0, 0}, /* 4 */
2264 {0, 0, 0}, /* 5 */
2265 {0, 0, 0}, /* 6 */
2266 {0, 0, 0}, /* 7 */
2267 {0, 0, 0}, /* 8 */
2268 {8, 1, 2}, /* 9 */
2269 {1, 2, -1}, /* 10 */
2270 {2, 10, 12}, /* 11 */
2271 {2, 3, -1}, /* 12 */
2272 {2, 3, 4}, /* 13 */
2273 {3, 4, -1}, /* 14 */
2274 {4, 14, 16}, /* 15 */
2275 {5, 4, -1}, /* 16 */
2276 {4, 5, 6}, /* 17 */
2277 {6, 5, -1}, /* 18 */
2278 {6, 20, 18}, /* 19 */
2279 {7, 6, -1}, /* 20 */
2280 {6, 7, 8}, /* 21 */
2281 {7, 8, -1}, /* 22 */
2282 {8, 22, 24}, /* 23 */
2283 {8, 1, -1}, /* 24 */
2284 {24, 9, 10}, /* 25 */
2285 {9, 10, -1}, /* 26 */
2286 {10, 11, -1}, /* 27 */
2287 {27, 11, 29}, /* 28 */
2288 {11, 12, -1}, /* 29 */
2289 {12, 13, -1}, /* 30 */
2290 {12, 13, 14}, /* 31 */
2291 {13, 14, -1}, /* 32 */
2292 {14, 15, -1}, /* 33 */
2293 {33, 15, 35}, /* 34 */
2294 {16, 15, -1}, /* 35 */
2295 {17, 16, -1}, /* 36 */
2296 {18, 17, 16}, /* 37 */
2297 {18, 17, -1}, /* 38 */
2298 {18, 19, -1}, /* 39 */
2299 {41, 19, 39}, /* 40 */
2300 {19, 20, -1}, /* 41 */
2301 {20, 21, -1}, /* 42 */
2302 {20, 21, 22}, /* 43 */
2303 {21, 22, -1}, /* 44 */
2304 {23, 22, -1}, /* 45 */
2305 {45, 47, 23}, /* 46 */
2306 {23, 24, -1}, /* 47 */
2307 {24, 9, -1}
2308 }; /* 48 */
2309
2310 /* Recursive routine to step back and see if we can
2311 * find a path to that monster that we found. If not,
2312 * we don't bother going toward it. Returns 1 if we
2313 * can see a direct way to get it
2314 * Modified to be map tile aware -.MSW
2315 */
2316 int
2317 can_see_monsterP (maptile *m, int x, int y, int dir)
2318 {
2319 sint16 dx, dy;
2320 int mflags;
2321
2322 if (dir < 0)
2323 return 0; /* exit condition: invalid direction */
2324
2325 dx = x + freearr_x[dir];
2326 dy = y + freearr_y[dir];
2327
2328 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2329
2330 /* This functional arguably was incorrect before - it was
2331 * checking for P_WALL - that was basically seeing if
2332 * we could move to the monster - this is being more
2333 * literal on if we can see it. To know if we can actually
2334 * move to the monster, we'd need the monster passed in or
2335 * at least its move type.
2336 */
2337 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2338 return 0;
2339
2340 /* yes, can see. */
2341 if (dir < 9)
2342 return 1;
2343
2344 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2345 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2346 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2347 }
2348
2349 /*
2350 * can_pick(picker, item): finds out if an object is possible to be
2351 * picked up by the picker. Returnes 1 if it can be
2352 * picked up, otherwise 0.
2353 *
2354 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2355 * core dumps if they do.
2356 *
2357 * Add a check so we can't pick up invisible objects (0.93.8)
2358 */
2359 int
2360 can_pick (const object *who, const object *item)
2361 {
2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2364 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2365 }
2366
2367 /*
2368 * create clone from object to another
2369 */
2370 object *
2371 object_create_clone (object *asrc)
2372 {
2373 object *dst = 0, *tmp, *src, *prev, *item;
2374
2375 if (!asrc)
2376 return 0;
2377
2378 src = asrc->head_ ();
2379
2380 prev = 0;
2381 for (object *part = src; part; part = part->more)
2382 {
2383 tmp = part->clone ();
2384 tmp->x -= src->x;
2385 tmp->y -= src->y;
2386
2387 if (!part->head)
2388 {
2389 dst = tmp;
2390 tmp->head = 0;
2391 }
2392 else
2393 tmp->head = dst;
2394
2395 tmp->more = 0;
2396
2397 if (prev)
2398 prev->more = tmp;
2399
2400 prev = tmp;
2401 }
2402
2403 for (item = src->inv; item; item = item->below)
2404 insert_ob_in_ob (object_create_clone (item), dst);
2405
2406 return dst;
2407 }
2408
2409 /* This returns the first object in who's inventory that
2410 * has the same type and subtype match.
2411 * returns NULL if no match.
2412 */
2413 object *
2414 find_obj_by_type_subtype (const object *who, int type, int subtype)
2415 {
2416 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2417 if (tmp->type == type && tmp->subtype == subtype)
2418 return tmp;
2419
2420 return 0;
2421 }
2422
2423 /* If ob has a field named key, return the link from the list,
2424 * otherwise return NULL.
2425 *
2426 * key must be a passed in shared string - otherwise, this won't
2427 * do the desired thing.
2428 */
2429 key_value *
2430 get_ob_key_link (const object *ob, const char *key)
2431 {
2432 for (key_value *link = ob->key_values; link; link = link->next)
2433 if (link->key == key)
2434 return link;
2435
2436 return 0;
2437 }
2438
2439 /*
2440 * Returns the value of op has an extra_field for key, or NULL.
2441 *
2442 * The argument doesn't need to be a shared string.
2443 *
2444 * The returned string is shared.
2445 */
2446 const char *
2447 get_ob_key_value (const object *op, const char *const key)
2448 {
2449 key_value *link;
2450 shstr_cmp canonical_key (key);
2451
2452 if (!canonical_key)
2453 {
2454 /* 1. There being a field named key on any object
2455 * implies there'd be a shared string to find.
2456 * 2. Since there isn't, no object has this field.
2457 * 3. Therefore, *this* object doesn't have this field.
2458 */
2459 return 0;
2460 }
2461
2462 /* This is copied from get_ob_key_link() above -
2463 * only 4 lines, and saves the function call overhead.
2464 */
2465 for (link = op->key_values; link; link = link->next)
2466 if (link->key == canonical_key)
2467 return link->value;
2468
2469 return 0;
2470 }
2471
2472 /*
2473 * Updates the canonical_key in op to value.
2474 *
2475 * canonical_key is a shared string (value doesn't have to be).
2476 *
2477 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2478 * keys.
2479 *
2480 * Returns TRUE on success.
2481 */
2482 int
2483 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2484 {
2485 key_value *field = NULL, *last = NULL;
2486
2487 for (field = op->key_values; field != NULL; field = field->next)
2488 {
2489 if (field->key != canonical_key)
2490 {
2491 last = field;
2492 continue;
2493 }
2494
2495 if (value)
2496 field->value = value;
2497 else
2498 {
2499 /* Basically, if the archetype has this key set,
2500 * we need to store the null value so when we save
2501 * it, we save the empty value so that when we load,
2502 * we get this value back again.
2503 */
2504 if (get_ob_key_link (op->arch, canonical_key))
2505 field->value = 0;
2506 else
2507 {
2508 if (last)
2509 last->next = field->next;
2510 else
2511 op->key_values = field->next;
2512
2513 delete field;
2514 }
2515 }
2516 return TRUE;
2517 }
2518 /* IF we get here, key doesn't exist */
2519
2520 /* No field, we'll have to add it. */
2521
2522 if (!add_key)
2523 return FALSE;
2524
2525 /* There isn't any good reason to store a null
2526 * value in the key/value list. If the archetype has
2527 * this key, then we should also have it, so shouldn't
2528 * be here. If user wants to store empty strings,
2529 * should pass in ""
2530 */
2531 if (value == NULL)
2532 return TRUE;
2533
2534 field = new key_value;
2535
2536 field->key = canonical_key;
2537 field->value = value;
2538 /* Usual prepend-addition. */
2539 field->next = op->key_values;
2540 op->key_values = field;
2541
2542 return TRUE;
2543 }
2544
2545 /*
2546 * Updates the key in op to value.
2547 *
2548 * If add_key is FALSE, this will only update existing keys,
2549 * and not add new ones.
2550 * In general, should be little reason FALSE is ever passed in for add_key
2551 *
2552 * Returns TRUE on success.
2553 */
2554 int
2555 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2556 {
2557 shstr key_ (key);
2558
2559 return set_ob_key_value_s (op, key_, value, add_key);
2560 }
2561
2562 object::depth_iterator::depth_iterator (object *container)
2563 : iterator_base (container)
2564 {
2565 while (item->inv)
2566 item = item->inv;
2567 }
2568
2569 void
2570 object::depth_iterator::next ()
2571 {
2572 if (item->below)
2573 {
2574 item = item->below;
2575
2576 while (item->inv)
2577 item = item->inv;
2578 }
2579 else
2580 item = item->env;
2581 }
2582
2583 const char *
2584 object::flag_desc (char *desc, int len) const
2585 {
2586 char *p = desc;
2587 bool first = true;
2588
2589 *p = 0;
2590
2591 for (int i = 0; i < NUM_FLAGS; i++)
2592 {
2593 if (len <= 10) // magic constant!
2594 {
2595 snprintf (p, len, ",...");
2596 break;
2597 }
2598
2599 if (flag [i])
2600 {
2601 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2602 len -= cnt;
2603 p += cnt;
2604 first = false;
2605 }
2606 }
2607
2608 return desc;
2609 }
2610
2611 // return a suitable string describing an object in enough detail to find it
2612 const char *
2613 object::debug_desc (char *info) const
2614 {
2615 char flagdesc[512];
2616 char info2[256 * 4];
2617 char *p = info;
2618
2619 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2620 count,
2621 uuid.c_str (),
2622 &name,
2623 title ? "\",title:\"" : "",
2624 title ? (const char *)title : "",
2625 flag_desc (flagdesc, 512), type);
2626
2627 if (!this->flag[FLAG_REMOVED] && env)
2628 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2629
2630 if (map)
2631 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2632
2633 return info;
2634 }
2635
2636 const char *
2637 object::debug_desc () const
2638 {
2639 static char info[3][256 * 4];
2640 static int info_idx;
2641
2642 return debug_desc (info [++info_idx % 3]);
2643 }
2644
2645 struct region *
2646 object::region () const
2647 {
2648 return map ? map->region (x, y)
2649 : region::default_region ();
2650 }
2651
2652 const materialtype_t *
2653 object::dominant_material () const
2654 {
2655 if (materialtype_t *mt = name_to_material (materialname))
2656 return mt;
2657
2658 return name_to_material (shstr_unknown);
2659 }
2660
2661 void
2662 object::open_container (object *new_container)
2663 {
2664 if (container == new_container)
2665 return;
2666
2667 if (object *old_container = container)
2668 {
2669 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2670 return;
2671
2672 #if 0
2673 // remove the "Close old_container" object.
2674 if (object *closer = old_container->inv)
2675 if (closer->type == CLOSE_CON)
2676 closer->destroy ();
2677 #endif
2678
2679 old_container->flag [FLAG_APPLIED] = 0;
2680 container = 0;
2681
2682 esrv_update_item (UPD_FLAGS, this, old_container);
2683 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2684 play_sound (sound_find ("chest_close"));
2685 }
2686
2687 if (new_container)
2688 {
2689 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2690 return;
2691
2692 // TODO: this does not seem to serve any purpose anymore?
2693 #if 0
2694 // insert the "Close Container" object.
2695 if (archetype *closer = new_container->other_arch)
2696 {
2697 object *closer = arch_to_object (new_container->other_arch);
2698 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2699 new_container->insert (closer);
2700 }
2701 #endif
2702
2703 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2704
2705 new_container->flag [FLAG_APPLIED] = 1;
2706 container = new_container;
2707
2708 esrv_update_item (UPD_FLAGS, this, new_container);
2709 esrv_send_inventory (this, new_container);
2710 play_sound (sound_find ("chest_open"));
2711 }
2712 }
2713
2714 object *
2715 object::force_find (const shstr name)
2716 {
2717 /* cycle through his inventory to look for the MARK we want to
2718 * place
2719 */
2720 for (object *tmp = inv; tmp; tmp = tmp->below)
2721 if (tmp->type == FORCE && tmp->slaying == name)
2722 return splay (tmp);
2723
2724 return 0;
2725 }
2726
2727 void
2728 object::force_add (const shstr name, int duration)
2729 {
2730 if (object *force = force_find (name))
2731 force->destroy ();
2732
2733 object *force = get_archetype (FORCE_NAME);
2734
2735 force->slaying = name;
2736 force->stats.food = 1;
2737 force->speed_left = -1.f;
2738
2739 force->set_speed (duration ? 1.f / duration : 0.f);
2740 force->flag [FLAG_IS_USED_UP] = true;
2741 force->flag [FLAG_APPLIED] = true;
2742
2743 insert (force);
2744 }
2745
2746 void
2747 object::play_sound (faceidx sound) const
2748 {
2749 if (!sound)
2750 return;
2751
2752 if (flag [FLAG_REMOVED])
2753 return;
2754
2755 if (env)
2756 {
2757 if (object *pl = in_player ())
2758 pl->contr->play_sound (sound);
2759 }
2760 else
2761 map->play_sound (sound, x, y);
2762 }
2763