ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
Revision: 1.218
Committed: Wed Apr 23 07:25:54 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.217: +8 -3 lines
Log Message:
*** empty log message ***

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 its 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 (false);
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 (true);
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 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 destroy_inv (!destroy_inventory);
1032
1033 if (is_head ())
1034 if (sound_destroy)
1035 play_sound (sound_destroy);
1036 else if (flag [FLAG_MONSTER])
1037 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1038
1039 attachable::destroy ();
1040 }
1041
1042 /* op->remove ():
1043 * This function removes the object op from the linked list of objects
1044 * which it is currently tied to. When this function is done, the
1045 * object will have no environment. If the object previously had an
1046 * environment, the x and y coordinates will be updated to
1047 * the previous environment.
1048 */
1049 void
1050 object::do_remove ()
1051 {
1052 object *tmp, *last = 0;
1053 object *otmp;
1054
1055 if (flag [FLAG_REMOVED])
1056 return;
1057
1058 INVOKE_OBJECT (REMOVE, this);
1059
1060 if (object *pl = visible_to ())
1061 esrv_del_item (pl->contr, count);
1062
1063 flag [FLAG_REMOVED] = true;
1064
1065 if (more)
1066 more->remove ();
1067
1068 /*
1069 * In this case, the object to be removed is in someones
1070 * inventory.
1071 */
1072 if (env)
1073 {
1074 adjust_weight (env, -total_weight ());
1075
1076 *(above ? &above->below : &env->inv) = below;
1077
1078 if (below)
1079 below->above = above;
1080
1081 /* we set up values so that it could be inserted into
1082 * the map, but we don't actually do that - it is up
1083 * to the caller to decide what we want to do.
1084 */
1085 map = env->map;
1086 x = env->x;
1087 y = env->y;
1088 above = 0;
1089 below = 0;
1090 env = 0;
1091
1092 /* NO_FIX_PLAYER is set when a great many changes are being
1093 * made to players inventory. If set, avoiding the call
1094 * to save cpu time.
1095 */
1096 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1097 otmp->update_stats ();
1098 }
1099 else if (map)
1100 {
1101 if (type == PLAYER)
1102 {
1103 // leaving a spot always closes any open container on the ground
1104 if (container && !container->env)
1105 // this causes spurious floorbox updates, but it ensures
1106 // that the CLOSE event is being sent.
1107 close_container ();
1108
1109 --map->players;
1110 map->touch ();
1111 }
1112
1113 map->dirty = true;
1114 mapspace &ms = this->ms ();
1115
1116 /* link the object above us */
1117 if (above)
1118 above->below = below;
1119 else
1120 ms.top = below; /* we were top, set new top */
1121
1122 /* Relink the object below us, if there is one */
1123 if (below)
1124 below->above = above;
1125 else
1126 {
1127 /* Nothing below, which means we need to relink map object for this space
1128 * use translated coordinates in case some oddness with map tiling is
1129 * evident
1130 */
1131 if (GET_MAP_OB (map, x, y) != this)
1132 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 ());
1133
1134 ms.bot = above; /* goes on above it. */
1135 }
1136
1137 above = 0;
1138 below = 0;
1139
1140 if (map->in_memory == MAP_SAVING)
1141 return;
1142
1143 int check_walk_off = !flag [FLAG_NO_APPLY];
1144
1145 if (object *pl = ms.player ())
1146 {
1147 if (pl->container == this)
1148 /* If a container that the player is currently using somehow gets
1149 * removed (most likely destroyed), update the player view
1150 * appropriately.
1151 */
1152 pl->close_container ();
1153
1154 //TODO: the floorbox prev/next might need updating
1155 esrv_del_item (pl->contr, count);
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 op->remove ();
1292
1293 /* Ideally, the caller figures this out. However, it complicates a lot
1294 * of areas of callers (eg, anything that uses find_free_spot would now
1295 * need extra work
1296 */
1297 if (!xy_normalise (m, op->x, op->y))
1298 {
1299 op->destroy (1);
1300 return 0;
1301 }
1302
1303 if (object *more = op->more)
1304 if (!insert_ob_in_map (more, m, originator, flag))
1305 return 0;
1306
1307 CLEAR_FLAG (op, FLAG_REMOVED);
1308
1309 op->map = m;
1310 mapspace &ms = op->ms ();
1311
1312 /* this has to be done after we translate the coordinates.
1313 */
1314 if (op->nrof && !(flag & INS_NO_MERGE))
1315 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1316 if (object::can_merge (op, tmp))
1317 {
1318 // TODO: we atcually want to update tmp, not op,
1319 // but some caller surely breaks when we return tmp
1320 // from here :/
1321 op->nrof += tmp->nrof;
1322 tmp->destroy (1);
1323 }
1324
1325 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1326 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1327
1328 if (!QUERY_FLAG (op, FLAG_ALIVE))
1329 CLEAR_FLAG (op, FLAG_NO_STEAL);
1330
1331 if (flag & INS_BELOW_ORIGINATOR)
1332 {
1333 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1334 {
1335 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1336 abort ();
1337 }
1338
1339 op->above = originator;
1340 op->below = originator->below;
1341
1342 if (op->below)
1343 op->below->above = op;
1344 else
1345 ms.bot = op;
1346
1347 /* since *below* originator, no need to update top */
1348 originator->below = op;
1349 }
1350 else
1351 {
1352 object *top, *floor = NULL;
1353
1354 top = ms.bot;
1355
1356 /* If there are other objects, then */
1357 if (top)
1358 {
1359 object *last = 0;
1360
1361 /*
1362 * If there are multiple objects on this space, we do some trickier handling.
1363 * We've already dealt with merging if appropriate.
1364 * Generally, we want to put the new object on top. But if
1365 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1366 * floor, we want to insert above that and no further.
1367 * Also, if there are spell objects on this space, we stop processing
1368 * once we get to them. This reduces the need to traverse over all of
1369 * them when adding another one - this saves quite a bit of cpu time
1370 * when lots of spells are cast in one area. Currently, it is presumed
1371 * that flying non pickable objects are spell objects.
1372 */
1373 for (top = ms.bot; top; top = top->above)
1374 {
1375 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1376 floor = top;
1377
1378 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1379 {
1380 /* We insert above top, so we want this object below this */
1381 top = top->below;
1382 break;
1383 }
1384
1385 last = top;
1386 }
1387
1388 /* Don't want top to be NULL, so set it to the last valid object */
1389 top = last;
1390
1391 /* We let update_position deal with figuring out what the space
1392 * looks like instead of lots of conditions here.
1393 * makes things faster, and effectively the same result.
1394 */
1395
1396 /* Have object 'fall below' other objects that block view.
1397 * Unless those objects are exits.
1398 * If INS_ON_TOP is used, don't do this processing
1399 * Need to find the object that in fact blocks view, otherwise
1400 * stacking is a bit odd.
1401 */
1402 if (!(flag & INS_ON_TOP)
1403 && ms.flags () & P_BLOCKSVIEW
1404 && (op->face && !faces [op->face].visibility))
1405 {
1406 for (last = top; last != floor; last = last->below)
1407 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1408 break;
1409
1410 /* Check to see if we found the object that blocks view,
1411 * and make sure we have a below pointer for it so that
1412 * we can get inserted below this one, which requires we
1413 * set top to the object below us.
1414 */
1415 if (last && last->below && last != floor)
1416 top = last->below;
1417 }
1418 } /* If objects on this space */
1419
1420 if (flag & INS_ABOVE_FLOOR_ONLY)
1421 top = floor;
1422
1423 /* Top is the object that our object (op) is going to get inserted above.
1424 */
1425
1426 /* First object on this space */
1427 if (!top)
1428 {
1429 op->above = ms.bot;
1430
1431 if (op->above)
1432 op->above->below = op;
1433
1434 op->below = 0;
1435 ms.bot = op;
1436 }
1437 else
1438 { /* get inserted into the stack above top */
1439 op->above = top->above;
1440
1441 if (op->above)
1442 op->above->below = op;
1443
1444 op->below = top;
1445 top->above = op;
1446 }
1447
1448 if (!op->above)
1449 ms.top = op;
1450 } /* else not INS_BELOW_ORIGINATOR */
1451
1452 if (op->type == PLAYER)
1453 {
1454 op->contr->do_los = 1;
1455 ++op->map->players;
1456 op->map->touch ();
1457 }
1458
1459 op->map->dirty = true;
1460
1461 if (object *pl = ms.player ())
1462 //TODO: the floorbox prev/next might need updating
1463 esrv_send_item (pl, op);
1464
1465 /* If this object glows, it may affect lighting conditions that are
1466 * visible to others on this map. But update_all_los is really
1467 * an inefficient way to do this, as it means los for all players
1468 * on the map will get recalculated. The players could very well
1469 * be far away from this change and not affected in any way -
1470 * this should get redone to only look for players within range,
1471 * or just updating the P_UPTODATE for spaces within this area
1472 * of effect may be sufficient.
1473 */
1474 if (op->map->darkness && (op->glow_radius != 0))
1475 update_all_los (op->map, op->x, op->y);
1476
1477 /* updates flags (blocked, alive, no magic, etc) for this map space */
1478 update_object (op, UP_OBJ_INSERT);
1479
1480 INVOKE_OBJECT (INSERT, op);
1481
1482 /* Don't know if moving this to the end will break anything. However,
1483 * we want to have floorbox_update called before calling this.
1484 *
1485 * check_move_on() must be after this because code called from
1486 * check_move_on() depends on correct map flags (so functions like
1487 * blocked() and wall() work properly), and these flags are updated by
1488 * update_object().
1489 */
1490
1491 /* if this is not the head or flag has been passed, don't check walk on status */
1492 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1493 {
1494 if (check_move_on (op, originator))
1495 return 0;
1496
1497 /* If we are a multi part object, lets work our way through the check
1498 * walk on's.
1499 */
1500 for (object *tmp = op->more; tmp; tmp = tmp->more)
1501 if (check_move_on (tmp, originator))
1502 return 0;
1503 }
1504
1505 return op;
1506 }
1507
1508 /* this function inserts an object in the map, but if it
1509 * finds an object of its own type, it'll remove that one first.
1510 * op is the object to insert it under: supplies x and the map.
1511 */
1512 void
1513 replace_insert_ob_in_map (const char *arch_string, object *op)
1514 {
1515 /* first search for itself and remove any old instances */
1516
1517 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1518 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1519 tmp->destroy (1);
1520
1521 object *tmp = arch_to_object (archetype::find (arch_string));
1522
1523 tmp->x = op->x;
1524 tmp->y = op->y;
1525
1526 insert_ob_in_map (tmp, op->map, op, 0);
1527 }
1528
1529 object *
1530 object::insert_at (object *where, object *originator, int flags)
1531 {
1532 if (where->env)
1533 return where->env->insert (this);
1534 else
1535 return where->map->insert (this, where->x, where->y, originator, flags);
1536 }
1537
1538 /*
1539 * decrease(object, number) decreases a specified number from
1540 * the amount of an object. If the amount reaches 0, the object
1541 * is subsequently removed and freed.
1542 *
1543 * Return value: 'op' if something is left, NULL if the amount reached 0
1544 */
1545 bool
1546 object::decrease (sint32 nr)
1547 {
1548 if (!nr)
1549 return true;
1550
1551 nr = min (nr, nrof);
1552
1553 nrof -= nr;
1554
1555 if (nrof)
1556 {
1557 adjust_weight (env, -weight * nr); // carrying == 0
1558
1559 if (object *pl = visible_to ())
1560 esrv_update_item (UPD_NROF, pl, this);
1561
1562 return true;
1563 }
1564 else
1565 {
1566 destroy (1);
1567 return false;
1568 }
1569 }
1570
1571 /*
1572 * split(ob,nr) splits up ob into two parts. The part which
1573 * is returned contains nr objects, and the remaining parts contains
1574 * the rest (or is removed and returned if that number is 0).
1575 * On failure, NULL is returned.
1576 */
1577 object *
1578 object::split (sint32 nr)
1579 {
1580 int have = number_of ();
1581
1582 if (have < nr)
1583 return 0;
1584 else if (have == nr)
1585 {
1586 remove ();
1587 return this;
1588 }
1589 else
1590 {
1591 decrease (nr);
1592
1593 object *op = object_create_clone (this);
1594 op->nrof = nr;
1595 return op;
1596 }
1597 }
1598
1599 object *
1600 insert_ob_in_ob (object *op, object *where)
1601 {
1602 if (!where)
1603 {
1604 char *dump = dump_object (op);
1605 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1606 free (dump);
1607 return op;
1608 }
1609
1610 if (where->head_ () != where)
1611 {
1612 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1613 where = where->head;
1614 }
1615
1616 return where->insert (op);
1617 }
1618
1619 /*
1620 * env->insert (op)
1621 * This function inserts the object op in the linked list
1622 * inside the object environment.
1623 *
1624 * The function returns now pointer to inserted item, and return value can
1625 * be != op, if items are merged. -Tero
1626 */
1627 object *
1628 object::insert (object *op)
1629 {
1630 if (op->more)
1631 {
1632 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1633 return op;
1634 }
1635
1636 op->remove ();
1637
1638 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1639
1640 if (op->nrof)
1641 for (object *tmp = inv; tmp; tmp = tmp->below)
1642 if (object::can_merge (tmp, op))
1643 {
1644 /* return the original object and remove inserted object
1645 (client needs the original object) */
1646 tmp->nrof += op->nrof;
1647
1648 if (object *pl = tmp->visible_to ())
1649 esrv_update_item (UPD_NROF, pl, tmp);
1650
1651 adjust_weight (this, op->total_weight ());
1652
1653 op->destroy (1);
1654 op = tmp;
1655 goto inserted;
1656 }
1657
1658 op->owner = 0; // it's his/hers now. period.
1659 op->map = 0;
1660 op->x = 0;
1661 op->y = 0;
1662
1663 op->above = 0;
1664 op->below = inv;
1665 op->env = this;
1666
1667 if (inv)
1668 inv->above = op;
1669
1670 inv = op;
1671
1672 op->flag [FLAG_REMOVED] = 0;
1673
1674 if (object *pl = op->visible_to ())
1675 esrv_send_item (pl, op);
1676
1677 adjust_weight (this, op->total_weight ());
1678
1679 inserted:
1680 /* reset the light list and los of the players on the map */
1681 if (op->glow_radius && map && map->darkness)
1682 update_all_los (map, x, y);
1683
1684 // if this is a player's inventory, update stats
1685 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1686 update_stats ();
1687
1688 INVOKE_OBJECT (INSERT, this);
1689
1690 return op;
1691 }
1692
1693 /*
1694 * Checks if any objects has a move_type that matches objects
1695 * that effect this object on this space. Call apply() to process
1696 * these events.
1697 *
1698 * Any speed-modification due to SLOW_MOVE() of other present objects
1699 * will affect the speed_left of the object.
1700 *
1701 * originator: Player, monster or other object that caused 'op' to be inserted
1702 * into 'map'. May be NULL.
1703 *
1704 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1705 *
1706 * 4-21-95 added code to check if appropriate skill was readied - this will
1707 * permit faster movement by the player through this terrain. -b.t.
1708 *
1709 * MSW 2001-07-08: Check all objects on space, not just those below
1710 * object being inserted. insert_ob_in_map may not put new objects
1711 * on top.
1712 */
1713 int
1714 check_move_on (object *op, object *originator)
1715 {
1716 object *tmp;
1717 maptile *m = op->map;
1718 int x = op->x, y = op->y;
1719
1720 MoveType move_on, move_slow, move_block;
1721
1722 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1723 return 0;
1724
1725 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1726 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1727 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1728
1729 /* if nothing on this space will slow op down or be applied,
1730 * no need to do checking below. have to make sure move_type
1731 * is set, as lots of objects don't have it set - we treat that
1732 * as walking.
1733 */
1734 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1735 return 0;
1736
1737 /* This is basically inverse logic of that below - basically,
1738 * if the object can avoid the move on or slow move, they do so,
1739 * but can't do it if the alternate movement they are using is
1740 * blocked. Logic on this seems confusing, but does seem correct.
1741 */
1742 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1743 return 0;
1744
1745 /* The objects have to be checked from top to bottom.
1746 * Hence, we first go to the top:
1747 */
1748
1749 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1750 {
1751 /* Trim the search when we find the first other spell effect
1752 * this helps performance so that if a space has 50 spell objects,
1753 * we don't need to check all of them.
1754 */
1755 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1756 break;
1757 }
1758
1759 for (; tmp; tmp = tmp->below)
1760 {
1761 if (tmp == op)
1762 continue; /* Can't apply yourself */
1763
1764 /* Check to see if one of the movement types should be slowed down.
1765 * Second check makes sure that the movement types not being slowed
1766 * (~slow_move) is not blocked on this space - just because the
1767 * space doesn't slow down swimming (for example), if you can't actually
1768 * swim on that space, can't use it to avoid the penalty.
1769 */
1770 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1771 {
1772 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1773 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1774 {
1775
1776 float
1777 diff = tmp->move_slow_penalty * fabs (op->speed);
1778
1779 if (op->type == PLAYER)
1780 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1781 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1782 diff /= 4.0;
1783
1784 op->speed_left -= diff;
1785 }
1786 }
1787
1788 /* Basically same logic as above, except now for actual apply. */
1789 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1790 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1791 {
1792 move_apply (tmp, op, originator);
1793
1794 if (op->destroyed ())
1795 return 1;
1796
1797 /* what the person/creature stepped onto has moved the object
1798 * someplace new. Don't process any further - if we did,
1799 * have a feeling strange problems would result.
1800 */
1801 if (op->map != m || op->x != x || op->y != y)
1802 return 0;
1803 }
1804 }
1805
1806 return 0;
1807 }
1808
1809 /*
1810 * present_arch(arch, map, x, y) searches for any objects with
1811 * a matching archetype at the given map and coordinates.
1812 * The first matching object is returned, or NULL if none.
1813 */
1814 object *
1815 present_arch (const archetype *at, maptile *m, int x, int y)
1816 {
1817 if (!m || out_of_map (m, x, y))
1818 {
1819 LOG (llevError, "Present_arch called outside map.\n");
1820 return NULL;
1821 }
1822
1823 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1824 if (tmp->arch == at)
1825 return tmp;
1826
1827 return NULL;
1828 }
1829
1830 /*
1831 * present(type, map, x, y) searches for any objects with
1832 * a matching type variable at the given map and coordinates.
1833 * The first matching object is returned, or NULL if none.
1834 */
1835 object *
1836 present (unsigned char type, maptile *m, int x, int y)
1837 {
1838 if (out_of_map (m, x, y))
1839 {
1840 LOG (llevError, "Present called outside map.\n");
1841 return NULL;
1842 }
1843
1844 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1845 if (tmp->type == type)
1846 return tmp;
1847
1848 return NULL;
1849 }
1850
1851 /*
1852 * present_in_ob(type, object) searches for any objects with
1853 * a matching type variable in the inventory of the given object.
1854 * The first matching object is returned, or NULL if none.
1855 */
1856 object *
1857 present_in_ob (unsigned char type, const object *op)
1858 {
1859 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1860 if (tmp->type == type)
1861 return tmp;
1862
1863 return NULL;
1864 }
1865
1866 /*
1867 * present_in_ob (type, str, object) searches for any objects with
1868 * a matching type & name variable in the inventory of the given object.
1869 * The first matching object is returned, or NULL if none.
1870 * This is mostly used by spell effect code, so that we only
1871 * have one spell effect at a time.
1872 * type can be used to narrow the search - if type is set,
1873 * the type must also match. -1 can be passed for the type,
1874 * in which case the type does not need to pass.
1875 * str is the string to match against. Note that we match against
1876 * the object name, not the archetype name. this is so that the
1877 * spell code can use one object type (force), but change it's name
1878 * to be unique.
1879 */
1880 object *
1881 present_in_ob_by_name (int type, const char *str, const object *op)
1882 {
1883 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1884 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1885 return tmp;
1886
1887 return 0;
1888 }
1889
1890 /*
1891 * present_arch_in_ob(archetype, object) searches for any objects with
1892 * a matching archetype in the inventory of the given object.
1893 * The first matching object is returned, or NULL if none.
1894 */
1895 object *
1896 present_arch_in_ob (const archetype *at, const object *op)
1897 {
1898 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1899 if (tmp->arch == at)
1900 return tmp;
1901
1902 return NULL;
1903 }
1904
1905 /*
1906 * activate recursively a flag on an object inventory
1907 */
1908 void
1909 flag_inv (object *op, int flag)
1910 {
1911 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1912 {
1913 SET_FLAG (tmp, flag);
1914 flag_inv (tmp, flag);
1915 }
1916 }
1917
1918 /*
1919 * deactivate recursively a flag on an object inventory
1920 */
1921 void
1922 unflag_inv (object *op, int flag)
1923 {
1924 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1925 {
1926 CLEAR_FLAG (tmp, flag);
1927 unflag_inv (tmp, flag);
1928 }
1929 }
1930
1931 /*
1932 * find_free_spot(object, map, x, y, start, stop) will search for
1933 * a spot at the given map and coordinates which will be able to contain
1934 * the given object. start and stop specifies how many squares
1935 * to search (see the freearr_x/y[] definition).
1936 * It returns a random choice among the alternatives found.
1937 * start and stop are where to start relative to the free_arr array (1,9
1938 * does all 4 immediate directions). This returns the index into the
1939 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1940 * Note: This function does correctly handle tiled maps, but does not
1941 * inform the caller. However, insert_ob_in_map will update as
1942 * necessary, so the caller shouldn't need to do any special work.
1943 * Note - updated to take an object instead of archetype - this is necessary
1944 * because arch_blocked (now ob_blocked) needs to know the movement type
1945 * to know if the space in question will block the object. We can't use
1946 * the archetype because that isn't correct if the monster has been
1947 * customized, changed states, etc.
1948 */
1949 int
1950 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1951 {
1952 int altern[SIZEOFFREE];
1953 int index = 0, flag;
1954
1955 for (int i = start; i < stop; i++)
1956 {
1957 mapxy pos (m, x, y); pos.move (i);
1958
1959 if (!pos.normalise ())
1960 continue;
1961
1962 mapspace &ms = *pos;
1963
1964 if (ms.flags () & P_IS_ALIVE)
1965 continue;
1966
1967 /* However, often
1968 * ob doesn't have any move type (when used to place exits)
1969 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1970 */
1971 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1972 {
1973 altern [index++] = i;
1974 continue;
1975 }
1976
1977 /* Basically, if we find a wall on a space, we cut down the search size.
1978 * In this way, we won't return spaces that are on another side of a wall.
1979 * This mostly work, but it cuts down the search size in all directions -
1980 * if the space being examined only has a wall to the north and empty
1981 * spaces in all the other directions, this will reduce the search space
1982 * to only the spaces immediately surrounding the target area, and
1983 * won't look 2 spaces south of the target space.
1984 */
1985 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1986 {
1987 stop = maxfree[i];
1988 continue;
1989 }
1990
1991 /* Note it is intentional that we check ob - the movement type of the
1992 * head of the object should correspond for the entire object.
1993 */
1994 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1995 continue;
1996
1997 if (ob->blocked (m, pos.x, pos.y))
1998 continue;
1999
2000 altern [index++] = i;
2001 }
2002
2003 if (!index)
2004 return -1;
2005
2006 return altern [rndm (index)];
2007 }
2008
2009 /*
2010 * find_first_free_spot(archetype, maptile, x, y) works like
2011 * find_free_spot(), but it will search max number of squares.
2012 * But it will return the first available spot, not a random choice.
2013 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2014 */
2015 int
2016 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2017 {
2018 for (int i = 0; i < SIZEOFFREE; i++)
2019 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2020 return i;
2021
2022 return -1;
2023 }
2024
2025 /*
2026 * The function permute(arr, begin, end) randomly reorders the array
2027 * arr[begin..end-1].
2028 * now uses a fisher-yates shuffle, old permute was broken
2029 */
2030 static void
2031 permute (int *arr, int begin, int end)
2032 {
2033 arr += begin;
2034 end -= begin;
2035
2036 while (--end)
2037 swap (arr [end], arr [rndm (end + 1)]);
2038 }
2039
2040 /* new function to make monster searching more efficient, and effective!
2041 * This basically returns a randomized array (in the passed pointer) of
2042 * the spaces to find monsters. In this way, it won't always look for
2043 * monsters to the north first. However, the size of the array passed
2044 * covers all the spaces, so within that size, all the spaces within
2045 * the 3x3 area will be searched, just not in a predictable order.
2046 */
2047 void
2048 get_search_arr (int *search_arr)
2049 {
2050 int i;
2051
2052 for (i = 0; i < SIZEOFFREE; i++)
2053 search_arr[i] = i;
2054
2055 permute (search_arr, 1, SIZEOFFREE1 + 1);
2056 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2057 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2058 }
2059
2060 /*
2061 * find_dir(map, x, y, exclude) will search some close squares in the
2062 * given map at the given coordinates for live objects.
2063 * It will not considered the object given as exclude among possible
2064 * live objects.
2065 * It returns the direction toward the first/closest live object if finds
2066 * any, otherwise 0.
2067 * Perhaps incorrectly, but I'm making the assumption that exclude
2068 * is actually want is going to try and move there. We need this info
2069 * because we have to know what movement the thing looking to move
2070 * there is capable of.
2071 */
2072 int
2073 find_dir (maptile *m, int x, int y, object *exclude)
2074 {
2075 int i, max = SIZEOFFREE, mflags;
2076
2077 sint16 nx, ny;
2078 object *tmp;
2079 maptile *mp;
2080
2081 MoveType blocked, move_type;
2082
2083 if (exclude && exclude->head_ () != exclude)
2084 {
2085 exclude = exclude->head;
2086 move_type = exclude->move_type;
2087 }
2088 else
2089 {
2090 /* If we don't have anything, presume it can use all movement types. */
2091 move_type = MOVE_ALL;
2092 }
2093
2094 for (i = 1; i < max; i++)
2095 {
2096 mp = m;
2097 nx = x + freearr_x[i];
2098 ny = y + freearr_y[i];
2099
2100 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2101
2102 if (mflags & P_OUT_OF_MAP)
2103 max = maxfree[i];
2104 else
2105 {
2106 mapspace &ms = mp->at (nx, ny);
2107
2108 blocked = ms.move_block;
2109
2110 if ((move_type & blocked) == move_type)
2111 max = maxfree[i];
2112 else if (mflags & P_IS_ALIVE)
2113 {
2114 for (tmp = ms.bot; tmp; tmp = tmp->above)
2115 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2116 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2117 break;
2118
2119 if (tmp)
2120 return freedir[i];
2121 }
2122 }
2123 }
2124
2125 return 0;
2126 }
2127
2128 /*
2129 * distance(object 1, object 2) will return the square of the
2130 * distance between the two given objects.
2131 */
2132 int
2133 distance (const object *ob1, const object *ob2)
2134 {
2135 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2136 }
2137
2138 /*
2139 * find_dir_2(delta-x,delta-y) will return a direction in which
2140 * an object which has subtracted the x and y coordinates of another
2141 * object, needs to travel toward it.
2142 */
2143 int
2144 find_dir_2 (int x, int y)
2145 {
2146 int q;
2147
2148 if (y)
2149 q = x * 100 / y;
2150 else if (x)
2151 q = -300 * x;
2152 else
2153 return 0;
2154
2155 if (y > 0)
2156 {
2157 if (q < -242)
2158 return 3;
2159 if (q < -41)
2160 return 2;
2161 if (q < 41)
2162 return 1;
2163 if (q < 242)
2164 return 8;
2165 return 7;
2166 }
2167
2168 if (q < -242)
2169 return 7;
2170 if (q < -41)
2171 return 6;
2172 if (q < 41)
2173 return 5;
2174 if (q < 242)
2175 return 4;
2176
2177 return 3;
2178 }
2179
2180 /*
2181 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2182 * between two directions (which are expected to be absolute (see absdir())
2183 */
2184 int
2185 dirdiff (int dir1, int dir2)
2186 {
2187 int d;
2188
2189 d = abs (dir1 - dir2);
2190 if (d > 4)
2191 d = 8 - d;
2192
2193 return d;
2194 }
2195
2196 /* peterm:
2197 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2198 * Basically, this is a table of directions, and what directions
2199 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2200 * This basically means that if direction is 15, then it could either go
2201 * direction 4, 14, or 16 to get back to where we are.
2202 * Moved from spell_util.c to object.c with the other related direction
2203 * functions.
2204 */
2205 int reduction_dir[SIZEOFFREE][3] = {
2206 {0, 0, 0}, /* 0 */
2207 {0, 0, 0}, /* 1 */
2208 {0, 0, 0}, /* 2 */
2209 {0, 0, 0}, /* 3 */
2210 {0, 0, 0}, /* 4 */
2211 {0, 0, 0}, /* 5 */
2212 {0, 0, 0}, /* 6 */
2213 {0, 0, 0}, /* 7 */
2214 {0, 0, 0}, /* 8 */
2215 {8, 1, 2}, /* 9 */
2216 {1, 2, -1}, /* 10 */
2217 {2, 10, 12}, /* 11 */
2218 {2, 3, -1}, /* 12 */
2219 {2, 3, 4}, /* 13 */
2220 {3, 4, -1}, /* 14 */
2221 {4, 14, 16}, /* 15 */
2222 {5, 4, -1}, /* 16 */
2223 {4, 5, 6}, /* 17 */
2224 {6, 5, -1}, /* 18 */
2225 {6, 20, 18}, /* 19 */
2226 {7, 6, -1}, /* 20 */
2227 {6, 7, 8}, /* 21 */
2228 {7, 8, -1}, /* 22 */
2229 {8, 22, 24}, /* 23 */
2230 {8, 1, -1}, /* 24 */
2231 {24, 9, 10}, /* 25 */
2232 {9, 10, -1}, /* 26 */
2233 {10, 11, -1}, /* 27 */
2234 {27, 11, 29}, /* 28 */
2235 {11, 12, -1}, /* 29 */
2236 {12, 13, -1}, /* 30 */
2237 {12, 13, 14}, /* 31 */
2238 {13, 14, -1}, /* 32 */
2239 {14, 15, -1}, /* 33 */
2240 {33, 15, 35}, /* 34 */
2241 {16, 15, -1}, /* 35 */
2242 {17, 16, -1}, /* 36 */
2243 {18, 17, 16}, /* 37 */
2244 {18, 17, -1}, /* 38 */
2245 {18, 19, -1}, /* 39 */
2246 {41, 19, 39}, /* 40 */
2247 {19, 20, -1}, /* 41 */
2248 {20, 21, -1}, /* 42 */
2249 {20, 21, 22}, /* 43 */
2250 {21, 22, -1}, /* 44 */
2251 {23, 22, -1}, /* 45 */
2252 {45, 47, 23}, /* 46 */
2253 {23, 24, -1}, /* 47 */
2254 {24, 9, -1}
2255 }; /* 48 */
2256
2257 /* Recursive routine to step back and see if we can
2258 * find a path to that monster that we found. If not,
2259 * we don't bother going toward it. Returns 1 if we
2260 * can see a direct way to get it
2261 * Modified to be map tile aware -.MSW
2262 */
2263 int
2264 can_see_monsterP (maptile *m, int x, int y, int dir)
2265 {
2266 sint16 dx, dy;
2267 int mflags;
2268
2269 if (dir < 0)
2270 return 0; /* exit condition: invalid direction */
2271
2272 dx = x + freearr_x[dir];
2273 dy = y + freearr_y[dir];
2274
2275 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2276
2277 /* This functional arguably was incorrect before - it was
2278 * checking for P_WALL - that was basically seeing if
2279 * we could move to the monster - this is being more
2280 * literal on if we can see it. To know if we can actually
2281 * move to the monster, we'd need the monster passed in or
2282 * at least its move type.
2283 */
2284 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2285 return 0;
2286
2287 /* yes, can see. */
2288 if (dir < 9)
2289 return 1;
2290
2291 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2292 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2293 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2294 }
2295
2296 /*
2297 * can_pick(picker, item): finds out if an object is possible to be
2298 * picked up by the picker. Returnes 1 if it can be
2299 * picked up, otherwise 0.
2300 *
2301 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2302 * core dumps if they do.
2303 *
2304 * Add a check so we can't pick up invisible objects (0.93.8)
2305 */
2306 int
2307 can_pick (const object *who, const object *item)
2308 {
2309 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2310 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2311 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2312 }
2313
2314 /*
2315 * create clone from object to another
2316 */
2317 object *
2318 object_create_clone (object *asrc)
2319 {
2320 object *dst = 0, *tmp, *src, *prev, *item;
2321
2322 if (!asrc)
2323 return 0;
2324
2325 src = asrc->head_ ();
2326
2327 prev = 0;
2328 for (object *part = src; part; part = part->more)
2329 {
2330 tmp = part->clone ();
2331 tmp->x -= src->x;
2332 tmp->y -= src->y;
2333
2334 if (!part->head)
2335 {
2336 dst = tmp;
2337 tmp->head = 0;
2338 }
2339 else
2340 tmp->head = dst;
2341
2342 tmp->more = 0;
2343
2344 if (prev)
2345 prev->more = tmp;
2346
2347 prev = tmp;
2348 }
2349
2350 for (item = src->inv; item; item = item->below)
2351 insert_ob_in_ob (object_create_clone (item), dst);
2352
2353 return dst;
2354 }
2355
2356 /* This returns the first object in who's inventory that
2357 * has the same type and subtype match.
2358 * returns NULL if no match.
2359 */
2360 object *
2361 find_obj_by_type_subtype (const object *who, int type, int subtype)
2362 {
2363 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2364 if (tmp->type == type && tmp->subtype == subtype)
2365 return tmp;
2366
2367 return 0;
2368 }
2369
2370 /* If ob has a field named key, return the link from the list,
2371 * otherwise return NULL.
2372 *
2373 * key must be a passed in shared string - otherwise, this won't
2374 * do the desired thing.
2375 */
2376 key_value *
2377 get_ob_key_link (const object *ob, const char *key)
2378 {
2379 for (key_value *link = ob->key_values; link; link = link->next)
2380 if (link->key == key)
2381 return link;
2382
2383 return 0;
2384 }
2385
2386 /*
2387 * Returns the value of op has an extra_field for key, or NULL.
2388 *
2389 * The argument doesn't need to be a shared string.
2390 *
2391 * The returned string is shared.
2392 */
2393 const char *
2394 get_ob_key_value (const object *op, const char *const key)
2395 {
2396 key_value *link;
2397 shstr_cmp canonical_key (key);
2398
2399 if (!canonical_key)
2400 {
2401 /* 1. There being a field named key on any object
2402 * implies there'd be a shared string to find.
2403 * 2. Since there isn't, no object has this field.
2404 * 3. Therefore, *this* object doesn't have this field.
2405 */
2406 return 0;
2407 }
2408
2409 /* This is copied from get_ob_key_link() above -
2410 * only 4 lines, and saves the function call overhead.
2411 */
2412 for (link = op->key_values; link; link = link->next)
2413 if (link->key == canonical_key)
2414 return link->value;
2415
2416 return 0;
2417 }
2418
2419 /*
2420 * Updates the canonical_key in op to value.
2421 *
2422 * canonical_key is a shared string (value doesn't have to be).
2423 *
2424 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2425 * keys.
2426 *
2427 * Returns TRUE on success.
2428 */
2429 int
2430 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2431 {
2432 key_value *field = NULL, *last = NULL;
2433
2434 for (field = op->key_values; field != NULL; field = field->next)
2435 {
2436 if (field->key != canonical_key)
2437 {
2438 last = field;
2439 continue;
2440 }
2441
2442 if (value)
2443 field->value = value;
2444 else
2445 {
2446 /* Basically, if the archetype has this key set,
2447 * we need to store the null value so when we save
2448 * it, we save the empty value so that when we load,
2449 * we get this value back again.
2450 */
2451 if (get_ob_key_link (op->arch, canonical_key))
2452 field->value = 0;
2453 else
2454 {
2455 if (last)
2456 last->next = field->next;
2457 else
2458 op->key_values = field->next;
2459
2460 delete field;
2461 }
2462 }
2463 return TRUE;
2464 }
2465 /* IF we get here, key doesn't exist */
2466
2467 /* No field, we'll have to add it. */
2468
2469 if (!add_key)
2470 return FALSE;
2471
2472 /* There isn't any good reason to store a null
2473 * value in the key/value list. If the archetype has
2474 * this key, then we should also have it, so shouldn't
2475 * be here. If user wants to store empty strings,
2476 * should pass in ""
2477 */
2478 if (value == NULL)
2479 return TRUE;
2480
2481 field = new key_value;
2482
2483 field->key = canonical_key;
2484 field->value = value;
2485 /* Usual prepend-addition. */
2486 field->next = op->key_values;
2487 op->key_values = field;
2488
2489 return TRUE;
2490 }
2491
2492 /*
2493 * Updates the key in op to value.
2494 *
2495 * If add_key is FALSE, this will only update existing keys,
2496 * and not add new ones.
2497 * In general, should be little reason FALSE is ever passed in for add_key
2498 *
2499 * Returns TRUE on success.
2500 */
2501 int
2502 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2503 {
2504 shstr key_ (key);
2505
2506 return set_ob_key_value_s (op, key_, value, add_key);
2507 }
2508
2509 object::depth_iterator::depth_iterator (object *container)
2510 : iterator_base (container)
2511 {
2512 while (item->inv)
2513 item = item->inv;
2514 }
2515
2516 void
2517 object::depth_iterator::next ()
2518 {
2519 if (item->below)
2520 {
2521 item = item->below;
2522
2523 while (item->inv)
2524 item = item->inv;
2525 }
2526 else
2527 item = item->env;
2528 }
2529
2530 const char *
2531 object::flag_desc (char *desc, int len) const
2532 {
2533 char *p = desc;
2534 bool first = true;
2535
2536 *p = 0;
2537
2538 for (int i = 0; i < NUM_FLAGS; i++)
2539 {
2540 if (len <= 10) // magic constant!
2541 {
2542 snprintf (p, len, ",...");
2543 break;
2544 }
2545
2546 if (flag [i])
2547 {
2548 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2549 len -= cnt;
2550 p += cnt;
2551 first = false;
2552 }
2553 }
2554
2555 return desc;
2556 }
2557
2558 // return a suitable string describing an object in enough detail to find it
2559 const char *
2560 object::debug_desc (char *info) const
2561 {
2562 char flagdesc[512];
2563 char info2[256 * 4];
2564 char *p = info;
2565
2566 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2567 count,
2568 uuid.c_str (),
2569 &name,
2570 title ? "\",title:\"" : "",
2571 title ? (const char *)title : "",
2572 flag_desc (flagdesc, 512), type);
2573
2574 if (!flag[FLAG_REMOVED] && env)
2575 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2576
2577 if (map)
2578 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2579
2580 return info;
2581 }
2582
2583 const char *
2584 object::debug_desc () const
2585 {
2586 static char info[3][256 * 4];
2587 static int info_idx;
2588
2589 return debug_desc (info [++info_idx % 3]);
2590 }
2591
2592 struct region *
2593 object::region () const
2594 {
2595 return map ? map->region (x, y)
2596 : region::default_region ();
2597 }
2598
2599 const materialtype_t *
2600 object::dominant_material () const
2601 {
2602 if (materialtype_t *mt = name_to_material (materialname))
2603 return mt;
2604
2605 return name_to_material (shstr_unknown);
2606 }
2607
2608 void
2609 object::open_container (object *new_container)
2610 {
2611 if (container == new_container)
2612 return;
2613
2614 if (object *old_container = container)
2615 {
2616 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2617 return;
2618
2619 #if 0
2620 // remove the "Close old_container" object.
2621 if (object *closer = old_container->inv)
2622 if (closer->type == CLOSE_CON)
2623 closer->destroy ();
2624 #endif
2625
2626 old_container->flag [FLAG_APPLIED] = false;
2627 container = 0;
2628
2629 esrv_update_item (UPD_FLAGS, this, old_container);
2630 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2631 play_sound (sound_find ("chest_close"));
2632 }
2633
2634 if (new_container)
2635 {
2636 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2637 return;
2638
2639 // TODO: this does not seem to serve any purpose anymore?
2640 #if 0
2641 // insert the "Close Container" object.
2642 if (archetype *closer = new_container->other_arch)
2643 {
2644 object *closer = arch_to_object (new_container->other_arch);
2645 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2646 new_container->insert (closer);
2647 }
2648 #endif
2649
2650 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2651
2652 new_container->flag [FLAG_APPLIED] = true;
2653 container = new_container;
2654
2655 esrv_update_item (UPD_FLAGS, this, new_container);
2656 esrv_send_inventory (this, new_container);
2657 play_sound (sound_find ("chest_open"));
2658 }
2659 }
2660
2661 object *
2662 object::force_find (const shstr name)
2663 {
2664 /* cycle through his inventory to look for the MARK we want to
2665 * place
2666 */
2667 for (object *tmp = inv; tmp; tmp = tmp->below)
2668 if (tmp->type == FORCE && tmp->slaying == name)
2669 return splay (tmp);
2670
2671 return 0;
2672 }
2673
2674 void
2675 object::force_add (const shstr name, int duration)
2676 {
2677 if (object *force = force_find (name))
2678 force->destroy ();
2679
2680 object *force = get_archetype (FORCE_NAME);
2681
2682 force->slaying = name;
2683 force->stats.food = 1;
2684 force->speed_left = -1.f;
2685
2686 force->set_speed (duration ? 1.f / duration : 0.f);
2687 force->flag [FLAG_IS_USED_UP] = true;
2688 force->flag [FLAG_APPLIED] = true;
2689
2690 insert (force);
2691 }
2692
2693 void
2694 object::play_sound (faceidx sound)
2695 {
2696 if (!sound)
2697 return;
2698
2699 if (flag [FLAG_REMOVED])
2700 return;
2701
2702 if (env)
2703 {
2704 if (object *pl = in_player ())
2705 pl->contr->play_sound (sound);
2706 }
2707 else
2708 map->play_sound (sound, x, y);
2709 }
2710