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Revision: 1.216
Committed: Tue Apr 22 23:50:23 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.215: +2 -2 lines
Log Message:
unapply items does not update client; update copyright

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