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Revision: 1.207
Committed: Sun Apr 20 23:25:09 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.206: +43 -61 lines
Log Message:
minor refactoring

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