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Revision: 1.212
Committed: Mon Apr 21 23:35:24 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.211: +41 -26 lines
Log Message:
- fix weight/pickup bugs, visible_to
- do more automatic nrof/weight updates
- kill funcpoint.h

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