ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
Revision: 1.214
Committed: Tue Apr 22 07:01:46 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.213: +57 -50 lines
Log Message:
see Changes

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