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Revision: 1.221
Committed: Thu Apr 24 12:06:01 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.220: +2 -0 lines
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# 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 (client_visible () && !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 if (!pl->container || this == pl->container)
364 return pl;
365 }
366 }
367
368 return 0;
369 }
370
371 // adjust weight per container type ("of holding")
372 static sint32
373 weight_adjust (object *op, sint32 weight)
374 {
375 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight;
378 }
379
380 /*
381 * adjust_weight(object, weight) adds the specified weight to an object,
382 * and also updates how much the environment(s) is/are carrying.
383 */
384 static void
385 adjust_weight (object *op, sint32 weight)
386 {
387 while (op)
388 {
389 weight = weight_adjust (op, weight);
390
391 if (!weight)
392 return;
393
394 op->carrying += weight;
395
396 if (object *pl = op->visible_to ())
397 if (pl != op) // player is handled lazily
398 esrv_update_item (UPD_WEIGHT, pl, op);
399
400 op = op->env;
401 }
402 }
403
404 /*
405 * this is a recursive function which calculates the weight
406 * an object is carrying. It goes through op and figures out how much
407 * containers are carrying, and sums it up.
408 */
409 void
410 object::update_weight ()
411 {
412 sint32 sum = 0;
413
414 for (object *op = inv; op; op = op->below)
415 {
416 if (op->inv)
417 op->update_weight ();
418
419 sum += op->total_weight ();
420 }
421
422 sum = weight_adjust (this, sum);
423
424 if (sum != carrying)
425 {
426 carrying = sum;
427
428 if (object *pl = visible_to ())
429 if (pl != this) // player is handled lazily
430 esrv_update_item (UPD_WEIGHT, pl, this);
431 }
432 }
433
434 /*
435 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
436 */
437 char *
438 dump_object (object *op)
439 {
440 if (!op)
441 return strdup ("[NULLOBJ]");
442
443 object_freezer freezer;
444 op->write (freezer);
445 return freezer.as_string ();
446 }
447
448 /*
449 * get_nearest_part(multi-object, object 2) returns the part of the
450 * multi-object 1 which is closest to the second object.
451 * If it's not a multi-object, it is returned.
452 */
453 object *
454 get_nearest_part (object *op, const object *pl)
455 {
456 object *tmp, *closest;
457 int last_dist, i;
458
459 if (!op->more)
460 return op;
461
462 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
463 tmp;
464 tmp = tmp->more)
465 if ((i = distance (tmp, pl)) < last_dist)
466 closest = tmp, last_dist = i;
467
468 return closest;
469 }
470
471 /*
472 * Returns the object which has the count-variable equal to the argument.
473 * VERRRY slow.
474 */
475 object *
476 find_object (tag_t i)
477 {
478 for_all_objects (op)
479 if (op->count == i)
480 return op;
481
482 return 0;
483 }
484
485 /*
486 * Returns the first object which has a name equal to the argument.
487 * Used only by the patch command, but not all that useful.
488 * Enables features like "patch <name-of-other-player> food 999"
489 */
490 object *
491 find_object_name (const char *str)
492 {
493 shstr_cmp str_ (str);
494 object *op;
495
496 for_all_objects (op)
497 if (op->name == str_)
498 break;
499
500 return op;
501 }
502
503 /*
504 * Sets the owner and sets the skill and exp pointers to owner's current
505 * skill and experience objects.
506 * ACTUALLY NO! investigate! TODO
507 */
508 void
509 object::set_owner (object *owner)
510 {
511 // allow objects which own objects
512 if (owner)
513 while (owner->owner)
514 owner = owner->owner;
515
516 if (flag [FLAG_FREED])
517 {
518 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
519 return;
520 }
521
522 this->owner = owner;
523 }
524
525 int
526 object::slottype () const
527 {
528 if (type == SKILL)
529 {
530 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
531 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
532 }
533 else
534 {
535 if (slot [body_combat].info) return slot_combat;
536 if (slot [body_range ].info) return slot_ranged;
537 }
538
539 return slot_none;
540 }
541
542 bool
543 object::change_weapon (object *ob)
544 {
545 if (current_weapon == ob)
546 return true;
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = false;
550
551 current_weapon = ob;
552 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
553
554 if (chosen_skill)
555 chosen_skill->flag [FLAG_APPLIED] = true;
556
557 update_stats ();
558
559 if (ob)
560 {
561 // now check wether any body locations became invalid, in which case
562 // we cannot apply the weapon at the moment.
563 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
564 if (slot[i].used < 0)
565 {
566 current_weapon = chosen_skill = 0;
567 update_stats ();
568
569 new_draw_info_format (NDI_UNIQUE, 0, this,
570 "You try to balance all your items at once, "
571 "but the %s is just too much for your body. "
572 "[You need to unapply some items first.]", &ob->name);
573 return false;
574 }
575
576 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
577 }
578 else
579 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
580
581 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
582 {
583 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
584 &name, ob->debug_desc ());
585 return false;
586 }
587
588 return true;
589 }
590
591 /* Zero the key_values on op, decrementing the shared-string
592 * refcounts and freeing the links.
593 */
594 static void
595 free_key_values (object *op)
596 {
597 for (key_value *i = op->key_values; i; )
598 {
599 key_value *next = i->next;
600 delete i;
601
602 i = next;
603 }
604
605 op->key_values = 0;
606 }
607
608 object &
609 object::operator =(const object &src)
610 {
611 bool is_freed = flag [FLAG_FREED];
612 bool is_removed = flag [FLAG_REMOVED];
613
614 *(object_copy *)this = src;
615
616 flag [FLAG_FREED] = is_freed;
617 flag [FLAG_REMOVED] = is_removed;
618
619 /* Copy over key_values, if any. */
620 if (src.key_values)
621 {
622 key_value *tail = 0;
623 key_values = 0;
624
625 for (key_value *i = src.key_values; i; i = i->next)
626 {
627 key_value *new_link = new key_value;
628
629 new_link->next = 0;
630 new_link->key = i->key;
631 new_link->value = i->value;
632
633 /* Try and be clever here, too. */
634 if (!key_values)
635 {
636 key_values = new_link;
637 tail = new_link;
638 }
639 else
640 {
641 tail->next = new_link;
642 tail = new_link;
643 }
644 }
645 }
646 }
647
648 /*
649 * copy_to first frees everything allocated by the dst object,
650 * and then copies the contents of itself into the second
651 * object, allocating what needs to be allocated. Basically, any
652 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
653 * if the first object is freed, the pointers in the new object
654 * will point at garbage.
655 */
656 void
657 object::copy_to (object *dst)
658 {
659 *dst = *this;
660
661 if (speed < 0)
662 dst->speed_left -= rndm ();
663
664 dst->set_speed (dst->speed);
665 }
666
667 void
668 object::instantiate ()
669 {
670 if (!uuid.seq) // HACK
671 uuid = UUID::gen ();
672
673 speed_left = -0.1f;
674 /* copy the body_info to the body_used - this is only really
675 * need for monsters, but doesn't hurt to do it for everything.
676 * by doing so, when a monster is created, it has good starting
677 * values for the body_used info, so when items are created
678 * for it, they can be properly equipped.
679 */
680 for (int i = NUM_BODY_LOCATIONS; i--; )
681 slot[i].used = slot[i].info;
682
683 attachable::instantiate ();
684 }
685
686 object *
687 object::clone ()
688 {
689 object *neu = create ();
690 copy_to (neu);
691 return neu;
692 }
693
694 /*
695 * If an object with the IS_TURNABLE() flag needs to be turned due
696 * to the closest player being on the other side, this function can
697 * be called to update the face variable, _and_ how it looks on the map.
698 */
699 void
700 update_turn_face (object *op)
701 {
702 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
703 return;
704
705 SET_ANIMATION (op, op->direction);
706 update_object (op, UP_OBJ_FACE);
707 }
708
709 /*
710 * Updates the speed of an object. If the speed changes from 0 to another
711 * value, or vice versa, then add/remove the object from the active list.
712 * This function needs to be called whenever the speed of an object changes.
713 */
714 void
715 object::set_speed (float speed)
716 {
717 if (flag [FLAG_FREED] && speed)
718 {
719 LOG (llevError, "Object %s is freed but has speed.\n", &name);
720 speed = 0;
721 }
722
723 this->speed = speed;
724
725 if (has_active_speed ())
726 activate ();
727 else
728 deactivate ();
729 }
730
731 /*
732 * update_object() updates the the map.
733 * It takes into account invisible objects (and represent squares covered
734 * by invisible objects by whatever is below them (unless it's another
735 * invisible object, etc...)
736 * If the object being updated is beneath a player, the look-window
737 * of that player is updated (this might be a suboptimal way of
738 * updating that window, though, since update_object() is called _often_)
739 *
740 * action is a hint of what the caller believes need to be done.
741 * current action are:
742 * UP_OBJ_INSERT: op was inserted
743 * UP_OBJ_REMOVE: op was removed
744 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
745 * as that is easier than trying to look at what may have changed.
746 * UP_OBJ_FACE: only the objects face has changed.
747 */
748 void
749 update_object (object *op, int action)
750 {
751 if (op == NULL)
752 {
753 /* this should never happen */
754 LOG (llevDebug, "update_object() called for NULL object.\n");
755 return;
756 }
757
758 if (op->env)
759 {
760 /* Animation is currently handled by client, so nothing
761 * to do in this case.
762 */
763 return;
764 }
765
766 /* If the map is saving, don't do anything as everything is
767 * going to get freed anyways.
768 */
769 if (!op->map || op->map->in_memory == MAP_SAVING)
770 return;
771
772 /* make sure the object is within map boundaries */
773 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
774 {
775 LOG (llevError, "update_object() called for object out of map!\n");
776 #ifdef MANY_CORES
777 abort ();
778 #endif
779 return;
780 }
781
782 mapspace &m = op->ms ();
783
784 if (!(m.flags_ & P_UPTODATE))
785 /* nop */;
786 else if (action == UP_OBJ_INSERT)
787 {
788 // this is likely overkill, TODO: revisit (schmorp)
789 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
790 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
791 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
792 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
793 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
794 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
795 || (m.move_on | op->move_on ) != m.move_on
796 || (m.move_off | op->move_off ) != m.move_off
797 || (m.move_slow | op->move_slow) != m.move_slow
798 /* This isn't perfect, but I don't expect a lot of objects to
799 * to have move_allow right now.
800 */
801 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
802 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
803 m.flags_ = 0;
804 }
805 /* if the object is being removed, we can't make intelligent
806 * decisions, because remove_ob can't really pass the object
807 * that is being removed.
808 */
809 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
810 m.flags_ = 0;
811 else if (action == UP_OBJ_FACE)
812 /* Nothing to do for that case */ ;
813 else
814 LOG (llevError, "update_object called with invalid action: %d\n", action);
815
816 if (op->more)
817 update_object (op->more, action);
818 }
819
820 object::object ()
821 {
822 SET_FLAG (this, FLAG_REMOVED);
823
824 expmul = 1.0;
825 face = blank_face;
826 }
827
828 object::~object ()
829 {
830 unlink ();
831
832 free_key_values (this);
833 }
834
835 static int object_count;
836
837 void object::link ()
838 {
839 assert (!index);//D
840 uuid = UUID::gen ();
841 count = ++object_count;
842
843 refcnt_inc ();
844 objects.insert (this);
845 }
846
847 void object::unlink ()
848 {
849 if (!index)
850 return;
851
852 objects.erase (this);
853 refcnt_dec ();
854 }
855
856 void
857 object::activate ()
858 {
859 /* If already on active list, don't do anything */
860 if (active)
861 return;
862
863 if (has_active_speed ())
864 actives.insert (this);
865 }
866
867 void
868 object::activate_recursive ()
869 {
870 activate ();
871
872 for (object *op = inv; op; op = op->below)
873 op->activate_recursive ();
874 }
875
876 /* This function removes object 'op' from the list of active
877 * objects.
878 * This should only be used for style maps or other such
879 * reference maps where you don't want an object that isn't
880 * in play chewing up cpu time getting processed.
881 * The reverse of this is to call update_ob_speed, which
882 * will do the right thing based on the speed of the object.
883 */
884 void
885 object::deactivate ()
886 {
887 /* If not on the active list, nothing needs to be done */
888 if (!active)
889 return;
890
891 actives.erase (this);
892 }
893
894 void
895 object::deactivate_recursive ()
896 {
897 for (object *op = inv; op; op = op->below)
898 op->deactivate_recursive ();
899
900 deactivate ();
901 }
902
903 void
904 object::set_flag_inv (int flag, int value)
905 {
906 for (object *op = inv; op; op = op->below)
907 {
908 op->flag [flag] = value;
909 op->set_flag_inv (flag, value);
910 }
911 }
912
913 /*
914 * Remove and free all objects in the inventory of the given object.
915 * object.c ?
916 */
917 void
918 object::destroy_inv (bool drop_to_ground)
919 {
920 // need to check first, because the checks below might segfault
921 // as we might be on an invalid mapspace and crossfire code
922 // is too buggy to ensure that the inventory is empty.
923 // corollary: if you create arrows etc. with stuff in its inventory,
924 // cf will crash below with off-map x and y
925 if (!inv)
926 return;
927
928 /* Only if the space blocks everything do we not process -
929 * if some form of movement is allowed, let objects
930 * drop on that space.
931 */
932 if (!drop_to_ground
933 || !map
934 || map->in_memory != MAP_ACTIVE
935 || map->nodrop
936 || ms ().move_block == MOVE_ALL)
937 {
938 while (inv)
939 {
940 inv->destroy_inv (false);
941 inv->destroy ();
942 }
943 }
944 else
945 { /* Put objects in inventory onto this space */
946 while (inv)
947 {
948 object *op = inv;
949
950 if (op->flag [FLAG_STARTEQUIP]
951 || op->flag [FLAG_NO_DROP]
952 || op->type == RUNE
953 || op->type == TRAP
954 || op->flag [FLAG_IS_A_TEMPLATE]
955 || op->flag [FLAG_DESTROY_ON_DEATH])
956 op->destroy (true);
957 else
958 map->insert (op, x, y);
959 }
960 }
961 }
962
963 object *object::create ()
964 {
965 object *op = new object;
966 op->link ();
967 return op;
968 }
969
970 void
971 object::do_destroy ()
972 {
973 if (flag [FLAG_IS_LINKED])
974 remove_button_link (this);
975
976 if (flag [FLAG_FRIENDLY])
977 remove_friendly_object (this);
978
979 remove ();
980
981 attachable::do_destroy ();
982
983 deactivate ();
984 unlink ();
985
986 flag [FLAG_FREED] = 1;
987
988 // hack to ensure that freed objects still have a valid map
989 {
990 static maptile *freed_map; // freed objects are moved here to avoid crashes
991
992 if (!freed_map)
993 {
994 freed_map = new maptile;
995
996 freed_map->path = "<freed objects map>";
997 freed_map->name = "/internal/freed_objects_map";
998 freed_map->width = 3;
999 freed_map->height = 3;
1000 freed_map->nodrop = 1;
1001
1002 freed_map->alloc ();
1003 freed_map->in_memory = MAP_ACTIVE;
1004 }
1005
1006 map = freed_map;
1007 x = 1;
1008 y = 1;
1009 }
1010
1011 if (more)
1012 {
1013 more->destroy ();
1014 more = 0;
1015 }
1016
1017 head = 0;
1018
1019 // clear those pointers that likely might cause circular references
1020 owner = 0;
1021 enemy = 0;
1022 attacked_by = 0;
1023 current_weapon = 0;
1024 }
1025
1026 void
1027 object::destroy (bool destroy_inventory)
1028 {
1029 if (destroyed ())
1030 return;
1031
1032 if (!is_head () && !head->destroyed ())
1033 {
1034 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1035 head->destroy (destroy_inventory);
1036 }
1037
1038 destroy_inv (!destroy_inventory);
1039
1040 if (is_head ())
1041 if (sound_destroy)
1042 play_sound (sound_destroy);
1043 else if (flag [FLAG_MONSTER])
1044 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1045
1046 attachable::destroy ();
1047 }
1048
1049 /* op->remove ():
1050 * This function removes the object op from the linked list of objects
1051 * which it is currently tied to. When this function is done, the
1052 * object will have no environment. If the object previously had an
1053 * environment, the x and y coordinates will be updated to
1054 * the previous environment.
1055 */
1056 void
1057 object::do_remove ()
1058 {
1059 object *tmp, *last = 0;
1060 object *otmp;
1061
1062 if (flag [FLAG_REMOVED])
1063 return;
1064
1065 INVOKE_OBJECT (REMOVE, this);
1066
1067 flag [FLAG_REMOVED] = true;
1068
1069 if (more)
1070 more->remove ();
1071
1072 /*
1073 * In this case, the object to be removed is in someones
1074 * inventory.
1075 */
1076 if (env)
1077 {
1078 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1079 if (object *pl = visible_to ())
1080 esrv_del_item (pl->contr, count);
1081 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1082
1083 adjust_weight (env, -total_weight ());
1084
1085 *(above ? &above->below : &env->inv) = below;
1086
1087 if (below)
1088 below->above = above;
1089
1090 /* we set up values so that it could be inserted into
1091 * the map, but we don't actually do that - it is up
1092 * to the caller to decide what we want to do.
1093 */
1094 map = env->map;
1095 x = env->x;
1096 y = env->y;
1097 above = 0;
1098 below = 0;
1099 env = 0;
1100
1101 /* NO_FIX_PLAYER is set when a great many changes are being
1102 * made to players inventory. If set, avoiding the call
1103 * to save cpu time.
1104 */
1105 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1106 otmp->update_stats ();
1107 }
1108 else if (map)
1109 {
1110 map->dirty = true;
1111 mapspace &ms = this->ms ();
1112
1113 if (object *pl = ms.player ())
1114 {
1115 if (type == PLAYER) // this == pl(!)
1116 {
1117 // leaving a spot always closes any open container on the ground
1118 if (container && !container->env)
1119 // this causes spurious floorbox updates, but it ensures
1120 // that the CLOSE event is being sent.
1121 close_container ();
1122
1123 --map->players;
1124 map->touch ();
1125 }
1126 else if (pl->container == this)
1127 {
1128 // removing a container should close it
1129 close_container ();
1130 }
1131
1132 esrv_del_item (pl->contr, count);
1133 }
1134
1135 /* link the object above us */
1136 if (above)
1137 above->below = below;
1138 else
1139 ms.top = below; /* we were top, set new top */
1140
1141 /* Relink the object below us, if there is one */
1142 if (below)
1143 below->above = above;
1144 else
1145 {
1146 /* Nothing below, which means we need to relink map object for this space
1147 * use translated coordinates in case some oddness with map tiling is
1148 * evident
1149 */
1150 if (GET_MAP_OB (map, x, y) != this)
1151 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 ());
1152
1153 ms.bot = above; /* goes on above it. */
1154 }
1155
1156 above = 0;
1157 below = 0;
1158
1159 if (map->in_memory == MAP_SAVING)
1160 return;
1161
1162 int check_walk_off = !flag [FLAG_NO_APPLY];
1163
1164 if (object *pl = ms.player ())
1165 {
1166 if (pl->container == this)
1167 /* If a container that the player is currently using somehow gets
1168 * removed (most likely destroyed), update the player view
1169 * appropriately.
1170 */
1171 pl->close_container ();
1172
1173 //TODO: the floorbox prev/next might need updating
1174 esrv_del_item (pl->contr, count);
1175 }
1176
1177 for (tmp = ms.bot; tmp; tmp = tmp->above)
1178 {
1179 /* No point updating the players look faces if he is the object
1180 * being removed.
1181 */
1182
1183 /* See if object moving off should effect something */
1184 if (check_walk_off
1185 && ((move_type & tmp->move_off)
1186 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1187 {
1188 move_apply (tmp, this, 0);
1189
1190 if (destroyed ())
1191 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1192 }
1193
1194 last = tmp;
1195 }
1196
1197 /* last == NULL if there are no objects on this space */
1198 //TODO: this makes little sense, why only update the topmost object?
1199 if (!last)
1200 map->at (x, y).flags_ = 0;
1201 else
1202 update_object (last, UP_OBJ_REMOVE);
1203
1204 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1205 update_all_los (map, x, y);
1206 }
1207 }
1208
1209 /*
1210 * merge_ob(op,top):
1211 *
1212 * This function goes through all objects below and including top, and
1213 * merges op to the first matching object.
1214 * If top is NULL, it is calculated.
1215 * Returns pointer to object if it succeded in the merge, otherwise NULL
1216 */
1217 object *
1218 merge_ob (object *op, object *top)
1219 {
1220 if (!op->nrof)
1221 return 0;
1222
1223 if (!top)
1224 for (top = op; top && top->above; top = top->above)
1225 ;
1226
1227 for (; top; top = top->below)
1228 if (object::can_merge (op, top))
1229 {
1230 top->nrof += op->nrof;
1231
1232 if (object *pl = top->visible_to ())
1233 esrv_update_item (UPD_NROF, pl, top);
1234
1235 op->weight = 0; // cancel the addition above
1236 op->carrying = 0; // must be 0 already
1237
1238 op->destroy (1);
1239
1240 return top;
1241 }
1242
1243 return 0;
1244 }
1245
1246 void
1247 object::expand_tail ()
1248 {
1249 if (more)
1250 return;
1251
1252 object *prev = this;
1253
1254 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1255 {
1256 object *op = arch_to_object (at);
1257
1258 op->name = name;
1259 op->name_pl = name_pl;
1260 op->title = title;
1261
1262 op->head = this;
1263 prev->more = op;
1264
1265 prev = op;
1266 }
1267 }
1268
1269 /*
1270 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1271 * job preparing multi-part monsters.
1272 */
1273 object *
1274 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1275 {
1276 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1277 {
1278 tmp->x = x + tmp->arch->x;
1279 tmp->y = y + tmp->arch->y;
1280 }
1281
1282 return insert_ob_in_map (op, m, originator, flag);
1283 }
1284
1285 /*
1286 * insert_ob_in_map (op, map, originator, flag):
1287 * This function inserts the object in the two-way linked list
1288 * which represents what is on a map.
1289 * The second argument specifies the map, and the x and y variables
1290 * in the object about to be inserted specifies the position.
1291 *
1292 * originator: Player, monster or other object that caused 'op' to be inserted
1293 * into 'map'. May be NULL.
1294 *
1295 * flag is a bitmask about special things to do (or not do) when this
1296 * function is called. see the object.h file for the INS_ values.
1297 * Passing 0 for flag gives proper default values, so flag really only needs
1298 * to be set if special handling is needed.
1299 *
1300 * Return value:
1301 * new object if 'op' was merged with other object
1302 * NULL if 'op' was destroyed
1303 * just 'op' otherwise
1304 */
1305 object *
1306 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1307 {
1308 assert (!op->flag [FLAG_FREED]);
1309
1310 op->remove ();
1311
1312 /* Ideally, the caller figures this out. However, it complicates a lot
1313 * of areas of callers (eg, anything that uses find_free_spot would now
1314 * need extra work
1315 */
1316 if (!xy_normalise (m, op->x, op->y))
1317 {
1318 op->destroy (1);
1319 return 0;
1320 }
1321
1322 if (object *more = op->more)
1323 if (!insert_ob_in_map (more, m, originator, flag))
1324 return 0;
1325
1326 CLEAR_FLAG (op, FLAG_REMOVED);
1327
1328 op->map = m;
1329 mapspace &ms = op->ms ();
1330
1331 /* this has to be done after we translate the coordinates.
1332 */
1333 if (op->nrof && !(flag & INS_NO_MERGE))
1334 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1335 if (object::can_merge (op, tmp))
1336 {
1337 // TODO: we atcually want to update tmp, not op,
1338 // but some caller surely breaks when we return tmp
1339 // from here :/
1340 op->nrof += tmp->nrof;
1341 tmp->destroy (1);
1342 }
1343
1344 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1345 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1346
1347 if (!QUERY_FLAG (op, FLAG_ALIVE))
1348 CLEAR_FLAG (op, FLAG_NO_STEAL);
1349
1350 if (flag & INS_BELOW_ORIGINATOR)
1351 {
1352 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1353 {
1354 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1355 abort ();
1356 }
1357
1358 op->above = originator;
1359 op->below = originator->below;
1360
1361 if (op->below)
1362 op->below->above = op;
1363 else
1364 ms.bot = op;
1365
1366 /* since *below* originator, no need to update top */
1367 originator->below = op;
1368 }
1369 else
1370 {
1371 object *top, *floor = NULL;
1372
1373 top = ms.bot;
1374
1375 /* If there are other objects, then */
1376 if (top)
1377 {
1378 object *last = 0;
1379
1380 /*
1381 * If there are multiple objects on this space, we do some trickier handling.
1382 * We've already dealt with merging if appropriate.
1383 * Generally, we want to put the new object on top. But if
1384 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1385 * floor, we want to insert above that and no further.
1386 * Also, if there are spell objects on this space, we stop processing
1387 * once we get to them. This reduces the need to traverse over all of
1388 * them when adding another one - this saves quite a bit of cpu time
1389 * when lots of spells are cast in one area. Currently, it is presumed
1390 * that flying non pickable objects are spell objects.
1391 */
1392 for (top = ms.bot; top; top = top->above)
1393 {
1394 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1395 floor = top;
1396
1397 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1398 {
1399 /* We insert above top, so we want this object below this */
1400 top = top->below;
1401 break;
1402 }
1403
1404 last = top;
1405 }
1406
1407 /* Don't want top to be NULL, so set it to the last valid object */
1408 top = last;
1409
1410 /* We let update_position deal with figuring out what the space
1411 * looks like instead of lots of conditions here.
1412 * makes things faster, and effectively the same result.
1413 */
1414
1415 /* Have object 'fall below' other objects that block view.
1416 * Unless those objects are exits.
1417 * If INS_ON_TOP is used, don't do this processing
1418 * Need to find the object that in fact blocks view, otherwise
1419 * stacking is a bit odd.
1420 */
1421 if (!(flag & INS_ON_TOP)
1422 && ms.flags () & P_BLOCKSVIEW
1423 && (op->face && !faces [op->face].visibility))
1424 {
1425 for (last = top; last != floor; last = last->below)
1426 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1427 break;
1428
1429 /* Check to see if we found the object that blocks view,
1430 * and make sure we have a below pointer for it so that
1431 * we can get inserted below this one, which requires we
1432 * set top to the object below us.
1433 */
1434 if (last && last->below && last != floor)
1435 top = last->below;
1436 }
1437 } /* If objects on this space */
1438
1439 if (flag & INS_ABOVE_FLOOR_ONLY)
1440 top = floor;
1441
1442 /* Top is the object that our object (op) is going to get inserted above.
1443 */
1444
1445 /* First object on this space */
1446 if (!top)
1447 {
1448 op->above = ms.bot;
1449
1450 if (op->above)
1451 op->above->below = op;
1452
1453 op->below = 0;
1454 ms.bot = op;
1455 }
1456 else
1457 { /* get inserted into the stack above top */
1458 op->above = top->above;
1459
1460 if (op->above)
1461 op->above->below = op;
1462
1463 op->below = top;
1464 top->above = op;
1465 }
1466
1467 if (!op->above)
1468 ms.top = op;
1469 } /* else not INS_BELOW_ORIGINATOR */
1470
1471 if (op->type == PLAYER)
1472 {
1473 op->contr->do_los = 1;
1474 ++op->map->players;
1475 op->map->touch ();
1476 }
1477
1478 op->map->dirty = true;
1479
1480 if (object *pl = ms.player ())
1481 //TODO: the floorbox prev/next might need updating
1482 esrv_send_item (pl, op);
1483
1484 /* If this object glows, it may affect lighting conditions that are
1485 * visible to others on this map. But update_all_los is really
1486 * an inefficient way to do this, as it means los for all players
1487 * on the map will get recalculated. The players could very well
1488 * be far away from this change and not affected in any way -
1489 * this should get redone to only look for players within range,
1490 * or just updating the P_UPTODATE for spaces within this area
1491 * of effect may be sufficient.
1492 */
1493 if (op->map->darkness && (op->glow_radius != 0))
1494 update_all_los (op->map, op->x, op->y);
1495
1496 /* updates flags (blocked, alive, no magic, etc) for this map space */
1497 update_object (op, UP_OBJ_INSERT);
1498
1499 INVOKE_OBJECT (INSERT, op);
1500
1501 /* Don't know if moving this to the end will break anything. However,
1502 * we want to have floorbox_update called before calling this.
1503 *
1504 * check_move_on() must be after this because code called from
1505 * check_move_on() depends on correct map flags (so functions like
1506 * blocked() and wall() work properly), and these flags are updated by
1507 * update_object().
1508 */
1509
1510 /* if this is not the head or flag has been passed, don't check walk on status */
1511 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1512 {
1513 if (check_move_on (op, originator))
1514 return 0;
1515
1516 /* If we are a multi part object, lets work our way through the check
1517 * walk on's.
1518 */
1519 for (object *tmp = op->more; tmp; tmp = tmp->more)
1520 if (check_move_on (tmp, originator))
1521 return 0;
1522 }
1523
1524 return op;
1525 }
1526
1527 /* this function inserts an object in the map, but if it
1528 * finds an object of its own type, it'll remove that one first.
1529 * op is the object to insert it under: supplies x and the map.
1530 */
1531 void
1532 replace_insert_ob_in_map (const char *arch_string, object *op)
1533 {
1534 /* first search for itself and remove any old instances */
1535
1536 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1537 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1538 tmp->destroy (1);
1539
1540 object *tmp = arch_to_object (archetype::find (arch_string));
1541
1542 tmp->x = op->x;
1543 tmp->y = op->y;
1544
1545 insert_ob_in_map (tmp, op->map, op, 0);
1546 }
1547
1548 object *
1549 object::insert_at (object *where, object *originator, int flags)
1550 {
1551 if (where->env)
1552 return where->env->insert (this);
1553 else
1554 return where->map->insert (this, where->x, where->y, originator, flags);
1555 }
1556
1557 /*
1558 * decrease(object, number) decreases a specified number from
1559 * the amount of an object. If the amount reaches 0, the object
1560 * is subsequently removed and freed.
1561 *
1562 * Return value: 'op' if something is left, NULL if the amount reached 0
1563 */
1564 bool
1565 object::decrease (sint32 nr)
1566 {
1567 if (!nr)
1568 return true;
1569
1570 nr = min (nr, nrof);
1571
1572 nrof -= nr;
1573
1574 if (nrof)
1575 {
1576 adjust_weight (env, -weight * nr); // carrying == 0
1577
1578 if (object *pl = visible_to ())
1579 esrv_update_item (UPD_NROF, pl, this);
1580
1581 return true;
1582 }
1583 else
1584 {
1585 destroy (1);
1586 return false;
1587 }
1588 }
1589
1590 /*
1591 * split(ob,nr) splits up ob into two parts. The part which
1592 * is returned contains nr objects, and the remaining parts contains
1593 * the rest (or is removed and returned if that number is 0).
1594 * On failure, NULL is returned.
1595 */
1596 object *
1597 object::split (sint32 nr)
1598 {
1599 int have = number_of ();
1600
1601 if (have < nr)
1602 return 0;
1603 else if (have == nr)
1604 {
1605 remove ();
1606 return this;
1607 }
1608 else
1609 {
1610 decrease (nr);
1611
1612 object *op = object_create_clone (this);
1613 op->nrof = nr;
1614 return op;
1615 }
1616 }
1617
1618 object *
1619 insert_ob_in_ob (object *op, object *where)
1620 {
1621 if (!where)
1622 {
1623 char *dump = dump_object (op);
1624 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1625 free (dump);
1626 return op;
1627 }
1628
1629 if (where->head_ () != where)
1630 {
1631 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1632 where = where->head;
1633 }
1634
1635 return where->insert (op);
1636 }
1637
1638 /*
1639 * env->insert (op)
1640 * This function inserts the object op in the linked list
1641 * inside the object environment.
1642 *
1643 * The function returns now pointer to inserted item, and return value can
1644 * be != op, if items are merged. -Tero
1645 */
1646 object *
1647 object::insert (object *op)
1648 {
1649 if (op->more)
1650 {
1651 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1652 return op;
1653 }
1654
1655 op->remove ();
1656
1657 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1658
1659 if (op->nrof)
1660 for (object *tmp = inv; tmp; tmp = tmp->below)
1661 if (object::can_merge (tmp, op))
1662 {
1663 /* return the original object and remove inserted object
1664 (client needs the original object) */
1665 tmp->nrof += op->nrof;
1666
1667 if (object *pl = tmp->visible_to ())
1668 esrv_update_item (UPD_NROF, pl, tmp);
1669
1670 adjust_weight (this, op->total_weight ());
1671
1672 op->destroy (1);
1673 op = tmp;
1674 goto inserted;
1675 }
1676
1677 op->owner = 0; // it's his/hers now. period.
1678 op->map = 0;
1679 op->x = 0;
1680 op->y = 0;
1681
1682 op->above = 0;
1683 op->below = inv;
1684 op->env = this;
1685
1686 if (inv)
1687 inv->above = op;
1688
1689 inv = op;
1690
1691 op->flag [FLAG_REMOVED] = 0;
1692
1693 if (object *pl = op->visible_to ())
1694 esrv_send_item (pl, op);
1695
1696 adjust_weight (this, op->total_weight ());
1697
1698 inserted:
1699 /* reset the light list and los of the players on the map */
1700 if (op->glow_radius && map && map->darkness)
1701 update_all_los (map, x, y);
1702
1703 // if this is a player's inventory, update stats
1704 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1705 update_stats ();
1706
1707 INVOKE_OBJECT (INSERT, this);
1708
1709 return op;
1710 }
1711
1712 /*
1713 * Checks if any objects has a move_type that matches objects
1714 * that effect this object on this space. Call apply() to process
1715 * these events.
1716 *
1717 * Any speed-modification due to SLOW_MOVE() of other present objects
1718 * will affect the speed_left of the object.
1719 *
1720 * originator: Player, monster or other object that caused 'op' to be inserted
1721 * into 'map'. May be NULL.
1722 *
1723 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1724 *
1725 * 4-21-95 added code to check if appropriate skill was readied - this will
1726 * permit faster movement by the player through this terrain. -b.t.
1727 *
1728 * MSW 2001-07-08: Check all objects on space, not just those below
1729 * object being inserted. insert_ob_in_map may not put new objects
1730 * on top.
1731 */
1732 int
1733 check_move_on (object *op, object *originator)
1734 {
1735 object *tmp;
1736 maptile *m = op->map;
1737 int x = op->x, y = op->y;
1738
1739 MoveType move_on, move_slow, move_block;
1740
1741 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1742 return 0;
1743
1744 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1745 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1746 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1747
1748 /* if nothing on this space will slow op down or be applied,
1749 * no need to do checking below. have to make sure move_type
1750 * is set, as lots of objects don't have it set - we treat that
1751 * as walking.
1752 */
1753 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1754 return 0;
1755
1756 /* This is basically inverse logic of that below - basically,
1757 * if the object can avoid the move on or slow move, they do so,
1758 * but can't do it if the alternate movement they are using is
1759 * blocked. Logic on this seems confusing, but does seem correct.
1760 */
1761 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1762 return 0;
1763
1764 /* The objects have to be checked from top to bottom.
1765 * Hence, we first go to the top:
1766 */
1767
1768 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1769 {
1770 /* Trim the search when we find the first other spell effect
1771 * this helps performance so that if a space has 50 spell objects,
1772 * we don't need to check all of them.
1773 */
1774 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1775 break;
1776 }
1777
1778 for (; tmp; tmp = tmp->below)
1779 {
1780 if (tmp == op)
1781 continue; /* Can't apply yourself */
1782
1783 /* Check to see if one of the movement types should be slowed down.
1784 * Second check makes sure that the movement types not being slowed
1785 * (~slow_move) is not blocked on this space - just because the
1786 * space doesn't slow down swimming (for example), if you can't actually
1787 * swim on that space, can't use it to avoid the penalty.
1788 */
1789 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1790 {
1791 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1792 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1793 {
1794
1795 float
1796 diff = tmp->move_slow_penalty * fabs (op->speed);
1797
1798 if (op->type == PLAYER)
1799 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1800 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1801 diff /= 4.0;
1802
1803 op->speed_left -= diff;
1804 }
1805 }
1806
1807 /* Basically same logic as above, except now for actual apply. */
1808 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1809 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1810 {
1811 move_apply (tmp, op, originator);
1812
1813 if (op->destroyed ())
1814 return 1;
1815
1816 /* what the person/creature stepped onto has moved the object
1817 * someplace new. Don't process any further - if we did,
1818 * have a feeling strange problems would result.
1819 */
1820 if (op->map != m || op->x != x || op->y != y)
1821 return 0;
1822 }
1823 }
1824
1825 return 0;
1826 }
1827
1828 /*
1829 * present_arch(arch, map, x, y) searches for any objects with
1830 * a matching archetype at the given map and coordinates.
1831 * The first matching object is returned, or NULL if none.
1832 */
1833 object *
1834 present_arch (const archetype *at, maptile *m, int x, int y)
1835 {
1836 if (!m || out_of_map (m, x, y))
1837 {
1838 LOG (llevError, "Present_arch 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->arch == at)
1844 return tmp;
1845
1846 return NULL;
1847 }
1848
1849 /*
1850 * present(type, map, x, y) searches for any objects with
1851 * a matching type variable at the given map and coordinates.
1852 * The first matching object is returned, or NULL if none.
1853 */
1854 object *
1855 present (unsigned char type, maptile *m, int x, int y)
1856 {
1857 if (out_of_map (m, x, y))
1858 {
1859 LOG (llevError, "Present called outside map.\n");
1860 return NULL;
1861 }
1862
1863 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1864 if (tmp->type == type)
1865 return tmp;
1866
1867 return NULL;
1868 }
1869
1870 /*
1871 * present_in_ob(type, object) searches for any objects with
1872 * a matching type variable in the inventory of the given object.
1873 * The first matching object is returned, or NULL if none.
1874 */
1875 object *
1876 present_in_ob (unsigned char type, const object *op)
1877 {
1878 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1879 if (tmp->type == type)
1880 return tmp;
1881
1882 return NULL;
1883 }
1884
1885 /*
1886 * present_in_ob (type, str, object) searches for any objects with
1887 * a matching type & name variable in the inventory of the given object.
1888 * The first matching object is returned, or NULL if none.
1889 * This is mostly used by spell effect code, so that we only
1890 * have one spell effect at a time.
1891 * type can be used to narrow the search - if type is set,
1892 * the type must also match. -1 can be passed for the type,
1893 * in which case the type does not need to pass.
1894 * str is the string to match against. Note that we match against
1895 * the object name, not the archetype name. this is so that the
1896 * spell code can use one object type (force), but change it's name
1897 * to be unique.
1898 */
1899 object *
1900 present_in_ob_by_name (int type, const char *str, const object *op)
1901 {
1902 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1903 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1904 return tmp;
1905
1906 return 0;
1907 }
1908
1909 /*
1910 * present_arch_in_ob(archetype, object) searches for any objects with
1911 * a matching archetype in the inventory of the given object.
1912 * The first matching object is returned, or NULL if none.
1913 */
1914 object *
1915 present_arch_in_ob (const archetype *at, const object *op)
1916 {
1917 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1918 if (tmp->arch == at)
1919 return tmp;
1920
1921 return NULL;
1922 }
1923
1924 /*
1925 * activate recursively a flag on an object inventory
1926 */
1927 void
1928 flag_inv (object *op, int flag)
1929 {
1930 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1931 {
1932 SET_FLAG (tmp, flag);
1933 flag_inv (tmp, flag);
1934 }
1935 }
1936
1937 /*
1938 * deactivate recursively a flag on an object inventory
1939 */
1940 void
1941 unflag_inv (object *op, int flag)
1942 {
1943 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1944 {
1945 CLEAR_FLAG (tmp, flag);
1946 unflag_inv (tmp, flag);
1947 }
1948 }
1949
1950 /*
1951 * find_free_spot(object, map, x, y, start, stop) will search for
1952 * a spot at the given map and coordinates which will be able to contain
1953 * the given object. start and stop specifies how many squares
1954 * to search (see the freearr_x/y[] definition).
1955 * It returns a random choice among the alternatives found.
1956 * start and stop are where to start relative to the free_arr array (1,9
1957 * does all 4 immediate directions). This returns the index into the
1958 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1959 * Note: This function does correctly handle tiled maps, but does not
1960 * inform the caller. However, insert_ob_in_map will update as
1961 * necessary, so the caller shouldn't need to do any special work.
1962 * Note - updated to take an object instead of archetype - this is necessary
1963 * because arch_blocked (now ob_blocked) needs to know the movement type
1964 * to know if the space in question will block the object. We can't use
1965 * the archetype because that isn't correct if the monster has been
1966 * customized, changed states, etc.
1967 */
1968 int
1969 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1970 {
1971 int altern[SIZEOFFREE];
1972 int index = 0, flag;
1973
1974 for (int i = start; i < stop; i++)
1975 {
1976 mapxy pos (m, x, y); pos.move (i);
1977
1978 if (!pos.normalise ())
1979 continue;
1980
1981 mapspace &ms = *pos;
1982
1983 if (ms.flags () & P_IS_ALIVE)
1984 continue;
1985
1986 /* However, often
1987 * ob doesn't have any move type (when used to place exits)
1988 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1989 */
1990 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1991 {
1992 altern [index++] = i;
1993 continue;
1994 }
1995
1996 /* Basically, if we find a wall on a space, we cut down the search size.
1997 * In this way, we won't return spaces that are on another side of a wall.
1998 * This mostly work, but it cuts down the search size in all directions -
1999 * if the space being examined only has a wall to the north and empty
2000 * spaces in all the other directions, this will reduce the search space
2001 * to only the spaces immediately surrounding the target area, and
2002 * won't look 2 spaces south of the target space.
2003 */
2004 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2005 {
2006 stop = maxfree[i];
2007 continue;
2008 }
2009
2010 /* Note it is intentional that we check ob - the movement type of the
2011 * head of the object should correspond for the entire object.
2012 */
2013 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2014 continue;
2015
2016 if (ob->blocked (m, pos.x, pos.y))
2017 continue;
2018
2019 altern [index++] = i;
2020 }
2021
2022 if (!index)
2023 return -1;
2024
2025 return altern [rndm (index)];
2026 }
2027
2028 /*
2029 * find_first_free_spot(archetype, maptile, x, y) works like
2030 * find_free_spot(), but it will search max number of squares.
2031 * But it will return the first available spot, not a random choice.
2032 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2033 */
2034 int
2035 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2036 {
2037 for (int i = 0; i < SIZEOFFREE; i++)
2038 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2039 return i;
2040
2041 return -1;
2042 }
2043
2044 /*
2045 * The function permute(arr, begin, end) randomly reorders the array
2046 * arr[begin..end-1].
2047 * now uses a fisher-yates shuffle, old permute was broken
2048 */
2049 static void
2050 permute (int *arr, int begin, int end)
2051 {
2052 arr += begin;
2053 end -= begin;
2054
2055 while (--end)
2056 swap (arr [end], arr [rndm (end + 1)]);
2057 }
2058
2059 /* new function to make monster searching more efficient, and effective!
2060 * This basically returns a randomized array (in the passed pointer) of
2061 * the spaces to find monsters. In this way, it won't always look for
2062 * monsters to the north first. However, the size of the array passed
2063 * covers all the spaces, so within that size, all the spaces within
2064 * the 3x3 area will be searched, just not in a predictable order.
2065 */
2066 void
2067 get_search_arr (int *search_arr)
2068 {
2069 int i;
2070
2071 for (i = 0; i < SIZEOFFREE; i++)
2072 search_arr[i] = i;
2073
2074 permute (search_arr, 1, SIZEOFFREE1 + 1);
2075 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2076 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2077 }
2078
2079 /*
2080 * find_dir(map, x, y, exclude) will search some close squares in the
2081 * given map at the given coordinates for live objects.
2082 * It will not considered the object given as exclude among possible
2083 * live objects.
2084 * It returns the direction toward the first/closest live object if finds
2085 * any, otherwise 0.
2086 * Perhaps incorrectly, but I'm making the assumption that exclude
2087 * is actually want is going to try and move there. We need this info
2088 * because we have to know what movement the thing looking to move
2089 * there is capable of.
2090 */
2091 int
2092 find_dir (maptile *m, int x, int y, object *exclude)
2093 {
2094 int i, max = SIZEOFFREE, mflags;
2095
2096 sint16 nx, ny;
2097 object *tmp;
2098 maptile *mp;
2099
2100 MoveType blocked, move_type;
2101
2102 if (exclude && exclude->head_ () != exclude)
2103 {
2104 exclude = exclude->head;
2105 move_type = exclude->move_type;
2106 }
2107 else
2108 {
2109 /* If we don't have anything, presume it can use all movement types. */
2110 move_type = MOVE_ALL;
2111 }
2112
2113 for (i = 1; i < max; i++)
2114 {
2115 mp = m;
2116 nx = x + freearr_x[i];
2117 ny = y + freearr_y[i];
2118
2119 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2120
2121 if (mflags & P_OUT_OF_MAP)
2122 max = maxfree[i];
2123 else
2124 {
2125 mapspace &ms = mp->at (nx, ny);
2126
2127 blocked = ms.move_block;
2128
2129 if ((move_type & blocked) == move_type)
2130 max = maxfree[i];
2131 else if (mflags & P_IS_ALIVE)
2132 {
2133 for (tmp = ms.bot; tmp; tmp = tmp->above)
2134 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2135 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2136 break;
2137
2138 if (tmp)
2139 return freedir[i];
2140 }
2141 }
2142 }
2143
2144 return 0;
2145 }
2146
2147 /*
2148 * distance(object 1, object 2) will return the square of the
2149 * distance between the two given objects.
2150 */
2151 int
2152 distance (const object *ob1, const object *ob2)
2153 {
2154 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2155 }
2156
2157 /*
2158 * find_dir_2(delta-x,delta-y) will return a direction in which
2159 * an object which has subtracted the x and y coordinates of another
2160 * object, needs to travel toward it.
2161 */
2162 int
2163 find_dir_2 (int x, int y)
2164 {
2165 int q;
2166
2167 if (y)
2168 q = x * 100 / y;
2169 else if (x)
2170 q = -300 * x;
2171 else
2172 return 0;
2173
2174 if (y > 0)
2175 {
2176 if (q < -242)
2177 return 3;
2178 if (q < -41)
2179 return 2;
2180 if (q < 41)
2181 return 1;
2182 if (q < 242)
2183 return 8;
2184 return 7;
2185 }
2186
2187 if (q < -242)
2188 return 7;
2189 if (q < -41)
2190 return 6;
2191 if (q < 41)
2192 return 5;
2193 if (q < 242)
2194 return 4;
2195
2196 return 3;
2197 }
2198
2199 /*
2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2201 * between two directions (which are expected to be absolute (see absdir())
2202 */
2203 int
2204 dirdiff (int dir1, int dir2)
2205 {
2206 int d;
2207
2208 d = abs (dir1 - dir2);
2209 if (d > 4)
2210 d = 8 - d;
2211
2212 return d;
2213 }
2214
2215 /* peterm:
2216 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2217 * Basically, this is a table of directions, and what directions
2218 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2219 * This basically means that if direction is 15, then it could either go
2220 * direction 4, 14, or 16 to get back to where we are.
2221 * Moved from spell_util.c to object.c with the other related direction
2222 * functions.
2223 */
2224 int reduction_dir[SIZEOFFREE][3] = {
2225 {0, 0, 0}, /* 0 */
2226 {0, 0, 0}, /* 1 */
2227 {0, 0, 0}, /* 2 */
2228 {0, 0, 0}, /* 3 */
2229 {0, 0, 0}, /* 4 */
2230 {0, 0, 0}, /* 5 */
2231 {0, 0, 0}, /* 6 */
2232 {0, 0, 0}, /* 7 */
2233 {0, 0, 0}, /* 8 */
2234 {8, 1, 2}, /* 9 */
2235 {1, 2, -1}, /* 10 */
2236 {2, 10, 12}, /* 11 */
2237 {2, 3, -1}, /* 12 */
2238 {2, 3, 4}, /* 13 */
2239 {3, 4, -1}, /* 14 */
2240 {4, 14, 16}, /* 15 */
2241 {5, 4, -1}, /* 16 */
2242 {4, 5, 6}, /* 17 */
2243 {6, 5, -1}, /* 18 */
2244 {6, 20, 18}, /* 19 */
2245 {7, 6, -1}, /* 20 */
2246 {6, 7, 8}, /* 21 */
2247 {7, 8, -1}, /* 22 */
2248 {8, 22, 24}, /* 23 */
2249 {8, 1, -1}, /* 24 */
2250 {24, 9, 10}, /* 25 */
2251 {9, 10, -1}, /* 26 */
2252 {10, 11, -1}, /* 27 */
2253 {27, 11, 29}, /* 28 */
2254 {11, 12, -1}, /* 29 */
2255 {12, 13, -1}, /* 30 */
2256 {12, 13, 14}, /* 31 */
2257 {13, 14, -1}, /* 32 */
2258 {14, 15, -1}, /* 33 */
2259 {33, 15, 35}, /* 34 */
2260 {16, 15, -1}, /* 35 */
2261 {17, 16, -1}, /* 36 */
2262 {18, 17, 16}, /* 37 */
2263 {18, 17, -1}, /* 38 */
2264 {18, 19, -1}, /* 39 */
2265 {41, 19, 39}, /* 40 */
2266 {19, 20, -1}, /* 41 */
2267 {20, 21, -1}, /* 42 */
2268 {20, 21, 22}, /* 43 */
2269 {21, 22, -1}, /* 44 */
2270 {23, 22, -1}, /* 45 */
2271 {45, 47, 23}, /* 46 */
2272 {23, 24, -1}, /* 47 */
2273 {24, 9, -1}
2274 }; /* 48 */
2275
2276 /* Recursive routine to step back and see if we can
2277 * find a path to that monster that we found. If not,
2278 * we don't bother going toward it. Returns 1 if we
2279 * can see a direct way to get it
2280 * Modified to be map tile aware -.MSW
2281 */
2282 int
2283 can_see_monsterP (maptile *m, int x, int y, int dir)
2284 {
2285 sint16 dx, dy;
2286 int mflags;
2287
2288 if (dir < 0)
2289 return 0; /* exit condition: invalid direction */
2290
2291 dx = x + freearr_x[dir];
2292 dy = y + freearr_y[dir];
2293
2294 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2295
2296 /* This functional arguably was incorrect before - it was
2297 * checking for P_WALL - that was basically seeing if
2298 * we could move to the monster - this is being more
2299 * literal on if we can see it. To know if we can actually
2300 * move to the monster, we'd need the monster passed in or
2301 * at least its move type.
2302 */
2303 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2304 return 0;
2305
2306 /* yes, can see. */
2307 if (dir < 9)
2308 return 1;
2309
2310 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2311 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2312 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2313 }
2314
2315 /*
2316 * can_pick(picker, item): finds out if an object is possible to be
2317 * picked up by the picker. Returnes 1 if it can be
2318 * picked up, otherwise 0.
2319 *
2320 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2321 * core dumps if they do.
2322 *
2323 * Add a check so we can't pick up invisible objects (0.93.8)
2324 */
2325 int
2326 can_pick (const object *who, const object *item)
2327 {
2328 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2329 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2330 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2331 }
2332
2333 /*
2334 * create clone from object to another
2335 */
2336 object *
2337 object_create_clone (object *asrc)
2338 {
2339 object *dst = 0, *tmp, *src, *prev, *item;
2340
2341 if (!asrc)
2342 return 0;
2343
2344 src = asrc->head_ ();
2345
2346 prev = 0;
2347 for (object *part = src; part; part = part->more)
2348 {
2349 tmp = part->clone ();
2350 tmp->x -= src->x;
2351 tmp->y -= src->y;
2352
2353 if (!part->head)
2354 {
2355 dst = tmp;
2356 tmp->head = 0;
2357 }
2358 else
2359 tmp->head = dst;
2360
2361 tmp->more = 0;
2362
2363 if (prev)
2364 prev->more = tmp;
2365
2366 prev = tmp;
2367 }
2368
2369 for (item = src->inv; item; item = item->below)
2370 insert_ob_in_ob (object_create_clone (item), dst);
2371
2372 return dst;
2373 }
2374
2375 /* This returns the first object in who's inventory that
2376 * has the same type and subtype match.
2377 * returns NULL if no match.
2378 */
2379 object *
2380 find_obj_by_type_subtype (const object *who, int type, int subtype)
2381 {
2382 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2383 if (tmp->type == type && tmp->subtype == subtype)
2384 return tmp;
2385
2386 return 0;
2387 }
2388
2389 /* If ob has a field named key, return the link from the list,
2390 * otherwise return NULL.
2391 *
2392 * key must be a passed in shared string - otherwise, this won't
2393 * do the desired thing.
2394 */
2395 key_value *
2396 get_ob_key_link (const object *ob, const char *key)
2397 {
2398 for (key_value *link = ob->key_values; link; link = link->next)
2399 if (link->key == key)
2400 return link;
2401
2402 return 0;
2403 }
2404
2405 /*
2406 * Returns the value of op has an extra_field for key, or NULL.
2407 *
2408 * The argument doesn't need to be a shared string.
2409 *
2410 * The returned string is shared.
2411 */
2412 const char *
2413 get_ob_key_value (const object *op, const char *const key)
2414 {
2415 key_value *link;
2416 shstr_cmp canonical_key (key);
2417
2418 if (!canonical_key)
2419 {
2420 /* 1. There being a field named key on any object
2421 * implies there'd be a shared string to find.
2422 * 2. Since there isn't, no object has this field.
2423 * 3. Therefore, *this* object doesn't have this field.
2424 */
2425 return 0;
2426 }
2427
2428 /* This is copied from get_ob_key_link() above -
2429 * only 4 lines, and saves the function call overhead.
2430 */
2431 for (link = op->key_values; link; link = link->next)
2432 if (link->key == canonical_key)
2433 return link->value;
2434
2435 return 0;
2436 }
2437
2438 /*
2439 * Updates the canonical_key in op to value.
2440 *
2441 * canonical_key is a shared string (value doesn't have to be).
2442 *
2443 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2444 * keys.
2445 *
2446 * Returns TRUE on success.
2447 */
2448 int
2449 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2450 {
2451 key_value *field = NULL, *last = NULL;
2452
2453 for (field = op->key_values; field != NULL; field = field->next)
2454 {
2455 if (field->key != canonical_key)
2456 {
2457 last = field;
2458 continue;
2459 }
2460
2461 if (value)
2462 field->value = value;
2463 else
2464 {
2465 /* Basically, if the archetype has this key set,
2466 * we need to store the null value so when we save
2467 * it, we save the empty value so that when we load,
2468 * we get this value back again.
2469 */
2470 if (get_ob_key_link (op->arch, canonical_key))
2471 field->value = 0;
2472 else
2473 {
2474 if (last)
2475 last->next = field->next;
2476 else
2477 op->key_values = field->next;
2478
2479 delete field;
2480 }
2481 }
2482 return TRUE;
2483 }
2484 /* IF we get here, key doesn't exist */
2485
2486 /* No field, we'll have to add it. */
2487
2488 if (!add_key)
2489 return FALSE;
2490
2491 /* There isn't any good reason to store a null
2492 * value in the key/value list. If the archetype has
2493 * this key, then we should also have it, so shouldn't
2494 * be here. If user wants to store empty strings,
2495 * should pass in ""
2496 */
2497 if (value == NULL)
2498 return TRUE;
2499
2500 field = new key_value;
2501
2502 field->key = canonical_key;
2503 field->value = value;
2504 /* Usual prepend-addition. */
2505 field->next = op->key_values;
2506 op->key_values = field;
2507
2508 return TRUE;
2509 }
2510
2511 /*
2512 * Updates the key in op to value.
2513 *
2514 * If add_key is FALSE, this will only update existing keys,
2515 * and not add new ones.
2516 * In general, should be little reason FALSE is ever passed in for add_key
2517 *
2518 * Returns TRUE on success.
2519 */
2520 int
2521 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2522 {
2523 shstr key_ (key);
2524
2525 return set_ob_key_value_s (op, key_, value, add_key);
2526 }
2527
2528 object::depth_iterator::depth_iterator (object *container)
2529 : iterator_base (container)
2530 {
2531 while (item->inv)
2532 item = item->inv;
2533 }
2534
2535 void
2536 object::depth_iterator::next ()
2537 {
2538 if (item->below)
2539 {
2540 item = item->below;
2541
2542 while (item->inv)
2543 item = item->inv;
2544 }
2545 else
2546 item = item->env;
2547 }
2548
2549 const char *
2550 object::flag_desc (char *desc, int len) const
2551 {
2552 char *p = desc;
2553 bool first = true;
2554
2555 *p = 0;
2556
2557 for (int i = 0; i < NUM_FLAGS; i++)
2558 {
2559 if (len <= 10) // magic constant!
2560 {
2561 snprintf (p, len, ",...");
2562 break;
2563 }
2564
2565 if (flag [i])
2566 {
2567 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2568 len -= cnt;
2569 p += cnt;
2570 first = false;
2571 }
2572 }
2573
2574 return desc;
2575 }
2576
2577 // return a suitable string describing an object in enough detail to find it
2578 const char *
2579 object::debug_desc (char *info) const
2580 {
2581 char flagdesc[512];
2582 char info2[256 * 4];
2583 char *p = info;
2584
2585 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2586 count,
2587 uuid.c_str (),
2588 &name,
2589 title ? "\",title:\"" : "",
2590 title ? (const char *)title : "",
2591 flag_desc (flagdesc, 512), type);
2592
2593 if (!flag[FLAG_REMOVED] && env)
2594 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2595
2596 if (map)
2597 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2598
2599 return info;
2600 }
2601
2602 const char *
2603 object::debug_desc () const
2604 {
2605 static char info[3][256 * 4];
2606 static int info_idx;
2607
2608 return debug_desc (info [++info_idx % 3]);
2609 }
2610
2611 struct region *
2612 object::region () const
2613 {
2614 return map ? map->region (x, y)
2615 : region::default_region ();
2616 }
2617
2618 const materialtype_t *
2619 object::dominant_material () const
2620 {
2621 if (materialtype_t *mt = name_to_material (materialname))
2622 return mt;
2623
2624 return name_to_material (shstr_unknown);
2625 }
2626
2627 void
2628 object::open_container (object *new_container)
2629 {
2630 if (container == new_container)
2631 return;
2632
2633 object *old_container = container;
2634
2635 if (old_container)
2636 {
2637 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2638 return;
2639
2640 #if 0
2641 // remove the "Close old_container" object.
2642 if (object *closer = old_container->inv)
2643 if (closer->type == CLOSE_CON)
2644 closer->destroy ();
2645 #endif
2646
2647 // make sure the container is available
2648 esrv_send_item (this, old_container);
2649
2650 old_container->flag [FLAG_APPLIED] = false;
2651 container = 0;
2652
2653 // client needs item update to make it work, client bug requires this to be separate
2654 esrv_update_item (UPD_FLAGS, this, old_container);
2655
2656 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2657 play_sound (sound_find ("chest_close"));
2658 }
2659
2660 if (new_container)
2661 {
2662 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2663 return;
2664
2665 // TODO: this does not seem to serve any purpose anymore?
2666 #if 0
2667 // insert the "Close Container" object.
2668 if (archetype *closer = new_container->other_arch)
2669 {
2670 object *closer = arch_to_object (new_container->other_arch);
2671 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2672 new_container->insert (closer);
2673 }
2674 #endif
2675
2676 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2677
2678 // make sure the container is available, client bug requires this to be separate
2679 esrv_send_item (this, new_container);
2680
2681 new_container->flag [FLAG_APPLIED] = true;
2682 container = new_container;
2683
2684 // client needs flag change
2685 esrv_update_item (UPD_FLAGS, this, new_container);
2686 esrv_send_inventory (this, new_container);
2687 play_sound (sound_find ("chest_open"));
2688 }
2689 // else if (!old_container->env && contr && contr->ns)
2690 // contr->ns->floorbox_reset ();
2691 }
2692
2693 object *
2694 object::force_find (const shstr name)
2695 {
2696 /* cycle through his inventory to look for the MARK we want to
2697 * place
2698 */
2699 for (object *tmp = inv; tmp; tmp = tmp->below)
2700 if (tmp->type == FORCE && tmp->slaying == name)
2701 return splay (tmp);
2702
2703 return 0;
2704 }
2705
2706 void
2707 object::force_add (const shstr name, int duration)
2708 {
2709 if (object *force = force_find (name))
2710 force->destroy ();
2711
2712 object *force = get_archetype (FORCE_NAME);
2713
2714 force->slaying = name;
2715 force->stats.food = 1;
2716 force->speed_left = -1.f;
2717
2718 force->set_speed (duration ? 1.f / duration : 0.f);
2719 force->flag [FLAG_IS_USED_UP] = true;
2720 force->flag [FLAG_APPLIED] = true;
2721
2722 insert (force);
2723 }
2724
2725 void
2726 object::play_sound (faceidx sound)
2727 {
2728 if (!sound)
2729 return;
2730
2731 if (flag [FLAG_REMOVED])
2732 return;
2733
2734 if (env)
2735 {
2736 if (object *pl = in_player ())
2737 pl->contr->play_sound (sound);
2738 }
2739 else
2740 map->play_sound (sound, x, y);
2741 }
2742