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Revision: 1.208
Committed: Mon Apr 21 06:16:01 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.207: +164 -206 lines
Log Message:
weight system rewrite, also simplified and streamlined most related functions

File Contents

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