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Revision: 1.222
Committed: Wed Apr 30 05:06:36 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.221: +3 -9 lines
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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 (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)
752 {
753 /* this should never happen */
754 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
755 return;
756 }
757
758 if (!op->is_on_map ())
759 {
760 /* Animation is currently handled by client, so nothing
761 * to do in this case.
762 */
763 return;
764 }
765
766 /* make sure the object is within map boundaries */
767 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
768 {
769 LOG (llevError, "update_object() called for object out of map!\n");
770 #ifdef MANY_CORES
771 abort ();
772 #endif
773 return;
774 }
775
776 mapspace &m = op->ms ();
777
778 if (!(m.flags_ & P_UPTODATE))
779 /* nop */;
780 else if (action == UP_OBJ_INSERT)
781 {
782 // this is likely overkill, TODO: revisit (schmorp)
783 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
784 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
786 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
787 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
788 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
789 || (m.move_on | op->move_on ) != m.move_on
790 || (m.move_off | op->move_off ) != m.move_off
791 || (m.move_slow | op->move_slow) != m.move_slow
792 /* This isn't perfect, but I don't expect a lot of objects to
793 * to have move_allow right now.
794 */
795 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
796 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
797 m.flags_ = 0;
798 }
799 /* if the object is being removed, we can't make intelligent
800 * decisions, because remove_ob can't really pass the object
801 * that is being removed.
802 */
803 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
804 m.flags_ = 0;
805 else if (action == UP_OBJ_FACE)
806 /* Nothing to do for that case */ ;
807 else
808 LOG (llevError, "update_object called with invalid action: %d\n", action);
809
810 if (op->more)
811 update_object (op->more, action);
812 }
813
814 object::object ()
815 {
816 SET_FLAG (this, FLAG_REMOVED);
817
818 expmul = 1.0;
819 face = blank_face;
820 }
821
822 object::~object ()
823 {
824 unlink ();
825
826 free_key_values (this);
827 }
828
829 static int object_count;
830
831 void object::link ()
832 {
833 assert (!index);//D
834 uuid = UUID::gen ();
835 count = ++object_count;
836
837 refcnt_inc ();
838 objects.insert (this);
839 }
840
841 void object::unlink ()
842 {
843 if (!index)
844 return;
845
846 objects.erase (this);
847 refcnt_dec ();
848 }
849
850 void
851 object::activate ()
852 {
853 /* If already on active list, don't do anything */
854 if (active)
855 return;
856
857 if (has_active_speed ())
858 actives.insert (this);
859 }
860
861 void
862 object::activate_recursive ()
863 {
864 activate ();
865
866 for (object *op = inv; op; op = op->below)
867 op->activate_recursive ();
868 }
869
870 /* This function removes object 'op' from the list of active
871 * objects.
872 * This should only be used for style maps or other such
873 * reference maps where you don't want an object that isn't
874 * in play chewing up cpu time getting processed.
875 * The reverse of this is to call update_ob_speed, which
876 * will do the right thing based on the speed of the object.
877 */
878 void
879 object::deactivate ()
880 {
881 /* If not on the active list, nothing needs to be done */
882 if (!active)
883 return;
884
885 actives.erase (this);
886 }
887
888 void
889 object::deactivate_recursive ()
890 {
891 for (object *op = inv; op; op = op->below)
892 op->deactivate_recursive ();
893
894 deactivate ();
895 }
896
897 void
898 object::set_flag_inv (int flag, int value)
899 {
900 for (object *op = inv; op; op = op->below)
901 {
902 op->flag [flag] = value;
903 op->set_flag_inv (flag, value);
904 }
905 }
906
907 /*
908 * Remove and free all objects in the inventory of the given object.
909 * object.c ?
910 */
911 void
912 object::destroy_inv (bool drop_to_ground)
913 {
914 // need to check first, because the checks below might segfault
915 // as we might be on an invalid mapspace and crossfire code
916 // is too buggy to ensure that the inventory is empty.
917 // corollary: if you create arrows etc. with stuff in its inventory,
918 // cf will crash below with off-map x and y
919 if (!inv)
920 return;
921
922 /* Only if the space blocks everything do we not process -
923 * if some form of movement is allowed, let objects
924 * drop on that space.
925 */
926 if (!drop_to_ground
927 || !map
928 || map->in_memory != MAP_ACTIVE
929 || map->nodrop
930 || ms ().move_block == MOVE_ALL)
931 {
932 while (inv)
933 {
934 inv->destroy_inv (false);
935 inv->destroy ();
936 }
937 }
938 else
939 { /* Put objects in inventory onto this space */
940 while (inv)
941 {
942 object *op = inv;
943
944 if (op->flag [FLAG_STARTEQUIP]
945 || op->flag [FLAG_NO_DROP]
946 || op->type == RUNE
947 || op->type == TRAP
948 || op->flag [FLAG_IS_A_TEMPLATE]
949 || op->flag [FLAG_DESTROY_ON_DEATH])
950 op->destroy (true);
951 else
952 map->insert (op, x, y);
953 }
954 }
955 }
956
957 object *object::create ()
958 {
959 object *op = new object;
960 op->link ();
961 return op;
962 }
963
964 void
965 object::do_destroy ()
966 {
967 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this);
969
970 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this);
972
973 remove ();
974
975 attachable::do_destroy ();
976
977 deactivate ();
978 unlink ();
979
980 flag [FLAG_FREED] = 1;
981
982 // hack to ensure that freed objects still have a valid map
983 {
984 static maptile *freed_map; // freed objects are moved here to avoid crashes
985
986 if (!freed_map)
987 {
988 freed_map = new maptile;
989
990 freed_map->path = "<freed objects map>";
991 freed_map->name = "/internal/freed_objects_map";
992 freed_map->width = 3;
993 freed_map->height = 3;
994 freed_map->nodrop = 1;
995
996 freed_map->alloc ();
997 freed_map->in_memory = MAP_ACTIVE;
998 }
999
1000 map = freed_map;
1001 x = 1;
1002 y = 1;
1003 }
1004
1005 if (more)
1006 {
1007 more->destroy ();
1008 more = 0;
1009 }
1010
1011 head = 0;
1012
1013 // clear those pointers that likely might cause circular references
1014 owner = 0;
1015 enemy = 0;
1016 attacked_by = 0;
1017 current_weapon = 0;
1018 }
1019
1020 void
1021 object::destroy (bool destroy_inventory)
1022 {
1023 if (destroyed ())
1024 return;
1025
1026 if (!is_head () && !head->destroyed ())
1027 {
1028 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1029 head->destroy (destroy_inventory);
1030 }
1031
1032 destroy_inv (!destroy_inventory);
1033
1034 if (is_head ())
1035 if (sound_destroy)
1036 play_sound (sound_destroy);
1037 else if (flag [FLAG_MONSTER])
1038 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1039
1040 attachable::destroy ();
1041 }
1042
1043 /* op->remove ():
1044 * This function removes the object op from the linked list of objects
1045 * which it is currently tied to. When this function is done, the
1046 * object will have no environment. If the object previously had an
1047 * environment, the x and y coordinates will be updated to
1048 * the previous environment.
1049 */
1050 void
1051 object::do_remove ()
1052 {
1053 object *tmp, *last = 0;
1054 object *otmp;
1055
1056 if (flag [FLAG_REMOVED])
1057 return;
1058
1059 INVOKE_OBJECT (REMOVE, this);
1060
1061 flag [FLAG_REMOVED] = true;
1062
1063 if (more)
1064 more->remove ();
1065
1066 /*
1067 * In this case, the object to be removed is in someones
1068 * inventory.
1069 */
1070 if (env)
1071 {
1072 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1073 if (object *pl = visible_to ())
1074 esrv_del_item (pl->contr, count);
1075 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1076
1077 adjust_weight (env, -total_weight ());
1078
1079 *(above ? &above->below : &env->inv) = below;
1080
1081 if (below)
1082 below->above = above;
1083
1084 /* we set up values so that it could be inserted into
1085 * the map, but we don't actually do that - it is up
1086 * to the caller to decide what we want to do.
1087 */
1088 map = env->map;
1089 x = env->x;
1090 y = env->y;
1091 above = 0;
1092 below = 0;
1093 env = 0;
1094
1095 /* NO_FIX_PLAYER is set when a great many changes are being
1096 * made to players inventory. If set, avoiding the call
1097 * to save cpu time.
1098 */
1099 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1100 otmp->update_stats ();
1101 }
1102 else if (map)
1103 {
1104 map->dirty = true;
1105 mapspace &ms = this->ms ();
1106
1107 if (object *pl = ms.player ())
1108 {
1109 if (type == PLAYER) // this == pl(!)
1110 {
1111 // leaving a spot always closes any open container on the ground
1112 if (container && !container->env)
1113 // this causes spurious floorbox updates, but it ensures
1114 // that the CLOSE event is being sent.
1115 close_container ();
1116
1117 --map->players;
1118 map->touch ();
1119 }
1120 else if (pl->container == this)
1121 {
1122 // removing a container should close it
1123 close_container ();
1124 }
1125
1126 esrv_del_item (pl->contr, count);
1127 }
1128
1129 /* link the object above us */
1130 if (above)
1131 above->below = below;
1132 else
1133 ms.top = below; /* we were top, set new top */
1134
1135 /* Relink the object below us, if there is one */
1136 if (below)
1137 below->above = above;
1138 else
1139 {
1140 /* Nothing below, which means we need to relink map object for this space
1141 * use translated coordinates in case some oddness with map tiling is
1142 * evident
1143 */
1144 if (GET_MAP_OB (map, x, y) != this)
1145 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 ());
1146
1147 ms.bot = above; /* goes on above it. */
1148 }
1149
1150 above = 0;
1151 below = 0;
1152
1153 if (map->in_memory == MAP_SAVING)
1154 return;
1155
1156 int check_walk_off = !flag [FLAG_NO_APPLY];
1157
1158 if (object *pl = ms.player ())
1159 {
1160 if (pl->container == this)
1161 /* If a container that the player is currently using somehow gets
1162 * removed (most likely destroyed), update the player view
1163 * appropriately.
1164 */
1165 pl->close_container ();
1166
1167 //TODO: the floorbox prev/next might need updating
1168 esrv_del_item (pl->contr, count);
1169 }
1170
1171 for (tmp = ms.bot; tmp; tmp = tmp->above)
1172 {
1173 /* No point updating the players look faces if he is the object
1174 * being removed.
1175 */
1176
1177 /* See if object moving off should effect something */
1178 if (check_walk_off
1179 && ((move_type & tmp->move_off)
1180 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1181 {
1182 move_apply (tmp, this, 0);
1183
1184 if (destroyed ())
1185 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1186 }
1187
1188 last = tmp;
1189 }
1190
1191 /* last == NULL if there are no objects on this space */
1192 //TODO: this makes little sense, why only update the topmost object?
1193 if (!last)
1194 map->at (x, y).flags_ = 0;
1195 else
1196 update_object (last, UP_OBJ_REMOVE);
1197
1198 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1199 update_all_los (map, x, y);
1200 }
1201 }
1202
1203 /*
1204 * merge_ob(op,top):
1205 *
1206 * This function goes through all objects below and including top, and
1207 * merges op to the first matching object.
1208 * If top is NULL, it is calculated.
1209 * Returns pointer to object if it succeded in the merge, otherwise NULL
1210 */
1211 object *
1212 merge_ob (object *op, object *top)
1213 {
1214 if (!op->nrof)
1215 return 0;
1216
1217 if (!top)
1218 for (top = op; top && top->above; top = top->above)
1219 ;
1220
1221 for (; top; top = top->below)
1222 if (object::can_merge (op, top))
1223 {
1224 top->nrof += op->nrof;
1225
1226 if (object *pl = top->visible_to ())
1227 esrv_update_item (UPD_NROF, pl, top);
1228
1229 op->weight = 0; // cancel the addition above
1230 op->carrying = 0; // must be 0 already
1231
1232 op->destroy (1);
1233
1234 return top;
1235 }
1236
1237 return 0;
1238 }
1239
1240 void
1241 object::expand_tail ()
1242 {
1243 if (more)
1244 return;
1245
1246 object *prev = this;
1247
1248 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1249 {
1250 object *op = arch_to_object (at);
1251
1252 op->name = name;
1253 op->name_pl = name_pl;
1254 op->title = title;
1255
1256 op->head = this;
1257 prev->more = op;
1258
1259 prev = op;
1260 }
1261 }
1262
1263 /*
1264 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1265 * job preparing multi-part monsters.
1266 */
1267 object *
1268 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1269 {
1270 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1271 {
1272 tmp->x = x + tmp->arch->x;
1273 tmp->y = y + tmp->arch->y;
1274 }
1275
1276 return insert_ob_in_map (op, m, originator, flag);
1277 }
1278
1279 /*
1280 * insert_ob_in_map (op, map, originator, flag):
1281 * This function inserts the object in the two-way linked list
1282 * which represents what is on a map.
1283 * The second argument specifies the map, and the x and y variables
1284 * in the object about to be inserted specifies the position.
1285 *
1286 * originator: Player, monster or other object that caused 'op' to be inserted
1287 * into 'map'. May be NULL.
1288 *
1289 * flag is a bitmask about special things to do (or not do) when this
1290 * function is called. see the object.h file for the INS_ values.
1291 * Passing 0 for flag gives proper default values, so flag really only needs
1292 * to be set if special handling is needed.
1293 *
1294 * Return value:
1295 * new object if 'op' was merged with other object
1296 * NULL if 'op' was destroyed
1297 * just 'op' otherwise
1298 */
1299 object *
1300 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1301 {
1302 assert (!op->flag [FLAG_FREED]);
1303
1304 op->remove ();
1305
1306 /* Ideally, the caller figures this out. However, it complicates a lot
1307 * of areas of callers (eg, anything that uses find_free_spot would now
1308 * need extra work
1309 */
1310 if (!xy_normalise (m, op->x, op->y))
1311 {
1312 op->destroy (1);
1313 return 0;
1314 }
1315
1316 if (object *more = op->more)
1317 if (!insert_ob_in_map (more, m, originator, flag))
1318 return 0;
1319
1320 CLEAR_FLAG (op, FLAG_REMOVED);
1321
1322 op->map = m;
1323 mapspace &ms = op->ms ();
1324
1325 /* this has to be done after we translate the coordinates.
1326 */
1327 if (op->nrof && !(flag & INS_NO_MERGE))
1328 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1329 if (object::can_merge (op, tmp))
1330 {
1331 // TODO: we atcually want to update tmp, not op,
1332 // but some caller surely breaks when we return tmp
1333 // from here :/
1334 op->nrof += tmp->nrof;
1335 tmp->destroy (1);
1336 }
1337
1338 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1339 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1340
1341 if (!QUERY_FLAG (op, FLAG_ALIVE))
1342 CLEAR_FLAG (op, FLAG_NO_STEAL);
1343
1344 if (flag & INS_BELOW_ORIGINATOR)
1345 {
1346 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1347 {
1348 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1349 abort ();
1350 }
1351
1352 op->above = originator;
1353 op->below = originator->below;
1354
1355 if (op->below)
1356 op->below->above = op;
1357 else
1358 ms.bot = op;
1359
1360 /* since *below* originator, no need to update top */
1361 originator->below = op;
1362 }
1363 else
1364 {
1365 object *top, *floor = NULL;
1366
1367 top = ms.bot;
1368
1369 /* If there are other objects, then */
1370 if (top)
1371 {
1372 object *last = 0;
1373
1374 /*
1375 * If there are multiple objects on this space, we do some trickier handling.
1376 * We've already dealt with merging if appropriate.
1377 * Generally, we want to put the new object on top. But if
1378 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1379 * floor, we want to insert above that and no further.
1380 * Also, if there are spell objects on this space, we stop processing
1381 * once we get to them. This reduces the need to traverse over all of
1382 * them when adding another one - this saves quite a bit of cpu time
1383 * when lots of spells are cast in one area. Currently, it is presumed
1384 * that flying non pickable objects are spell objects.
1385 */
1386 for (top = ms.bot; top; top = top->above)
1387 {
1388 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1389 floor = top;
1390
1391 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1392 {
1393 /* We insert above top, so we want this object below this */
1394 top = top->below;
1395 break;
1396 }
1397
1398 last = top;
1399 }
1400
1401 /* Don't want top to be NULL, so set it to the last valid object */
1402 top = last;
1403
1404 /* We let update_position deal with figuring out what the space
1405 * looks like instead of lots of conditions here.
1406 * makes things faster, and effectively the same result.
1407 */
1408
1409 /* Have object 'fall below' other objects that block view.
1410 * Unless those objects are exits.
1411 * If INS_ON_TOP is used, don't do this processing
1412 * Need to find the object that in fact blocks view, otherwise
1413 * stacking is a bit odd.
1414 */
1415 if (!(flag & INS_ON_TOP)
1416 && ms.flags () & P_BLOCKSVIEW
1417 && (op->face && !faces [op->face].visibility))
1418 {
1419 for (last = top; last != floor; last = last->below)
1420 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1421 break;
1422
1423 /* Check to see if we found the object that blocks view,
1424 * and make sure we have a below pointer for it so that
1425 * we can get inserted below this one, which requires we
1426 * set top to the object below us.
1427 */
1428 if (last && last->below && last != floor)
1429 top = last->below;
1430 }
1431 } /* If objects on this space */
1432
1433 if (flag & INS_ABOVE_FLOOR_ONLY)
1434 top = floor;
1435
1436 /* Top is the object that our object (op) is going to get inserted above.
1437 */
1438
1439 /* First object on this space */
1440 if (!top)
1441 {
1442 op->above = ms.bot;
1443
1444 if (op->above)
1445 op->above->below = op;
1446
1447 op->below = 0;
1448 ms.bot = op;
1449 }
1450 else
1451 { /* get inserted into the stack above top */
1452 op->above = top->above;
1453
1454 if (op->above)
1455 op->above->below = op;
1456
1457 op->below = top;
1458 top->above = op;
1459 }
1460
1461 if (!op->above)
1462 ms.top = op;
1463 } /* else not INS_BELOW_ORIGINATOR */
1464
1465 if (op->type == PLAYER)
1466 {
1467 op->contr->do_los = 1;
1468 ++op->map->players;
1469 op->map->touch ();
1470 }
1471
1472 op->map->dirty = true;
1473
1474 if (object *pl = ms.player ())
1475 //TODO: the floorbox prev/next might need updating
1476 esrv_send_item (pl, op);
1477
1478 /* If this object glows, it may affect lighting conditions that are
1479 * visible to others on this map. But update_all_los is really
1480 * an inefficient way to do this, as it means los for all players
1481 * on the map will get recalculated. The players could very well
1482 * be far away from this change and not affected in any way -
1483 * this should get redone to only look for players within range,
1484 * or just updating the P_UPTODATE for spaces within this area
1485 * of effect may be sufficient.
1486 */
1487 if (op->map->darkness && (op->glow_radius != 0))
1488 update_all_los (op->map, op->x, op->y);
1489
1490 /* updates flags (blocked, alive, no magic, etc) for this map space */
1491 update_object (op, UP_OBJ_INSERT);
1492
1493 INVOKE_OBJECT (INSERT, op);
1494
1495 /* Don't know if moving this to the end will break anything. However,
1496 * we want to have floorbox_update called before calling this.
1497 *
1498 * check_move_on() must be after this because code called from
1499 * check_move_on() depends on correct map flags (so functions like
1500 * blocked() and wall() work properly), and these flags are updated by
1501 * update_object().
1502 */
1503
1504 /* if this is not the head or flag has been passed, don't check walk on status */
1505 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1506 {
1507 if (check_move_on (op, originator))
1508 return 0;
1509
1510 /* If we are a multi part object, lets work our way through the check
1511 * walk on's.
1512 */
1513 for (object *tmp = op->more; tmp; tmp = tmp->more)
1514 if (check_move_on (tmp, originator))
1515 return 0;
1516 }
1517
1518 return op;
1519 }
1520
1521 /* this function inserts an object in the map, but if it
1522 * finds an object of its own type, it'll remove that one first.
1523 * op is the object to insert it under: supplies x and the map.
1524 */
1525 void
1526 replace_insert_ob_in_map (const char *arch_string, object *op)
1527 {
1528 /* first search for itself and remove any old instances */
1529
1530 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1531 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1532 tmp->destroy (1);
1533
1534 object *tmp = arch_to_object (archetype::find (arch_string));
1535
1536 tmp->x = op->x;
1537 tmp->y = op->y;
1538
1539 insert_ob_in_map (tmp, op->map, op, 0);
1540 }
1541
1542 object *
1543 object::insert_at (object *where, object *originator, int flags)
1544 {
1545 if (where->env)
1546 return where->env->insert (this);
1547 else
1548 return where->map->insert (this, where->x, where->y, originator, flags);
1549 }
1550
1551 /*
1552 * decrease(object, number) decreases a specified number from
1553 * the amount of an object. If the amount reaches 0, the object
1554 * is subsequently removed and freed.
1555 *
1556 * Return value: 'op' if something is left, NULL if the amount reached 0
1557 */
1558 bool
1559 object::decrease (sint32 nr)
1560 {
1561 if (!nr)
1562 return true;
1563
1564 nr = min (nr, nrof);
1565
1566 nrof -= nr;
1567
1568 if (nrof)
1569 {
1570 adjust_weight (env, -weight * nr); // carrying == 0
1571
1572 if (object *pl = visible_to ())
1573 esrv_update_item (UPD_NROF, pl, this);
1574
1575 return true;
1576 }
1577 else
1578 {
1579 destroy (1);
1580 return false;
1581 }
1582 }
1583
1584 /*
1585 * split(ob,nr) splits up ob into two parts. The part which
1586 * is returned contains nr objects, and the remaining parts contains
1587 * the rest (or is removed and returned if that number is 0).
1588 * On failure, NULL is returned.
1589 */
1590 object *
1591 object::split (sint32 nr)
1592 {
1593 int have = number_of ();
1594
1595 if (have < nr)
1596 return 0;
1597 else if (have == nr)
1598 {
1599 remove ();
1600 return this;
1601 }
1602 else
1603 {
1604 decrease (nr);
1605
1606 object *op = object_create_clone (this);
1607 op->nrof = nr;
1608 return op;
1609 }
1610 }
1611
1612 object *
1613 insert_ob_in_ob (object *op, object *where)
1614 {
1615 if (!where)
1616 {
1617 char *dump = dump_object (op);
1618 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1619 free (dump);
1620 return op;
1621 }
1622
1623 if (where->head_ () != where)
1624 {
1625 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1626 where = where->head;
1627 }
1628
1629 return where->insert (op);
1630 }
1631
1632 /*
1633 * env->insert (op)
1634 * This function inserts the object op in the linked list
1635 * inside the object environment.
1636 *
1637 * The function returns now pointer to inserted item, and return value can
1638 * be != op, if items are merged. -Tero
1639 */
1640 object *
1641 object::insert (object *op)
1642 {
1643 if (op->more)
1644 {
1645 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1646 return op;
1647 }
1648
1649 op->remove ();
1650
1651 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1652
1653 if (op->nrof)
1654 for (object *tmp = inv; tmp; tmp = tmp->below)
1655 if (object::can_merge (tmp, op))
1656 {
1657 /* return the original object and remove inserted object
1658 (client needs the original object) */
1659 tmp->nrof += op->nrof;
1660
1661 if (object *pl = tmp->visible_to ())
1662 esrv_update_item (UPD_NROF, pl, tmp);
1663
1664 adjust_weight (this, op->total_weight ());
1665
1666 op->destroy (1);
1667 op = tmp;
1668 goto inserted;
1669 }
1670
1671 op->owner = 0; // it's his/hers now. period.
1672 op->map = 0;
1673 op->x = 0;
1674 op->y = 0;
1675
1676 op->above = 0;
1677 op->below = inv;
1678 op->env = this;
1679
1680 if (inv)
1681 inv->above = op;
1682
1683 inv = op;
1684
1685 op->flag [FLAG_REMOVED] = 0;
1686
1687 if (object *pl = op->visible_to ())
1688 esrv_send_item (pl, op);
1689
1690 adjust_weight (this, op->total_weight ());
1691
1692 inserted:
1693 /* reset the light list and los of the players on the map */
1694 if (op->glow_radius && map && map->darkness)
1695 update_all_los (map, x, y);
1696
1697 // if this is a player's inventory, update stats
1698 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1699 update_stats ();
1700
1701 INVOKE_OBJECT (INSERT, this);
1702
1703 return op;
1704 }
1705
1706 /*
1707 * Checks if any objects has a move_type that matches objects
1708 * that effect this object on this space. Call apply() to process
1709 * these events.
1710 *
1711 * Any speed-modification due to SLOW_MOVE() of other present objects
1712 * will affect the speed_left of the object.
1713 *
1714 * originator: Player, monster or other object that caused 'op' to be inserted
1715 * into 'map'. May be NULL.
1716 *
1717 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1718 *
1719 * 4-21-95 added code to check if appropriate skill was readied - this will
1720 * permit faster movement by the player through this terrain. -b.t.
1721 *
1722 * MSW 2001-07-08: Check all objects on space, not just those below
1723 * object being inserted. insert_ob_in_map may not put new objects
1724 * on top.
1725 */
1726 int
1727 check_move_on (object *op, object *originator)
1728 {
1729 object *tmp;
1730 maptile *m = op->map;
1731 int x = op->x, y = op->y;
1732
1733 MoveType move_on, move_slow, move_block;
1734
1735 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1736 return 0;
1737
1738 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1739 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1740 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1741
1742 /* if nothing on this space will slow op down or be applied,
1743 * no need to do checking below. have to make sure move_type
1744 * is set, as lots of objects don't have it set - we treat that
1745 * as walking.
1746 */
1747 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1748 return 0;
1749
1750 /* This is basically inverse logic of that below - basically,
1751 * if the object can avoid the move on or slow move, they do so,
1752 * but can't do it if the alternate movement they are using is
1753 * blocked. Logic on this seems confusing, but does seem correct.
1754 */
1755 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1756 return 0;
1757
1758 /* The objects have to be checked from top to bottom.
1759 * Hence, we first go to the top:
1760 */
1761
1762 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1763 {
1764 /* Trim the search when we find the first other spell effect
1765 * this helps performance so that if a space has 50 spell objects,
1766 * we don't need to check all of them.
1767 */
1768 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1769 break;
1770 }
1771
1772 for (; tmp; tmp = tmp->below)
1773 {
1774 if (tmp == op)
1775 continue; /* Can't apply yourself */
1776
1777 /* Check to see if one of the movement types should be slowed down.
1778 * Second check makes sure that the movement types not being slowed
1779 * (~slow_move) is not blocked on this space - just because the
1780 * space doesn't slow down swimming (for example), if you can't actually
1781 * swim on that space, can't use it to avoid the penalty.
1782 */
1783 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1784 {
1785 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1786 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1787 {
1788
1789 float
1790 diff = tmp->move_slow_penalty * fabs (op->speed);
1791
1792 if (op->type == PLAYER)
1793 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1794 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1795 diff /= 4.0;
1796
1797 op->speed_left -= diff;
1798 }
1799 }
1800
1801 /* Basically same logic as above, except now for actual apply. */
1802 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1803 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1804 {
1805 move_apply (tmp, op, originator);
1806
1807 if (op->destroyed ())
1808 return 1;
1809
1810 /* what the person/creature stepped onto has moved the object
1811 * someplace new. Don't process any further - if we did,
1812 * have a feeling strange problems would result.
1813 */
1814 if (op->map != m || op->x != x || op->y != y)
1815 return 0;
1816 }
1817 }
1818
1819 return 0;
1820 }
1821
1822 /*
1823 * present_arch(arch, map, x, y) searches for any objects with
1824 * a matching archetype at the given map and coordinates.
1825 * The first matching object is returned, or NULL if none.
1826 */
1827 object *
1828 present_arch (const archetype *at, maptile *m, int x, int y)
1829 {
1830 if (!m || out_of_map (m, x, y))
1831 {
1832 LOG (llevError, "Present_arch called outside map.\n");
1833 return NULL;
1834 }
1835
1836 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1837 if (tmp->arch == at)
1838 return tmp;
1839
1840 return NULL;
1841 }
1842
1843 /*
1844 * present(type, map, x, y) searches for any objects with
1845 * a matching type variable at the given map and coordinates.
1846 * The first matching object is returned, or NULL if none.
1847 */
1848 object *
1849 present (unsigned char type, maptile *m, int x, int y)
1850 {
1851 if (out_of_map (m, x, y))
1852 {
1853 LOG (llevError, "Present called outside map.\n");
1854 return NULL;
1855 }
1856
1857 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1858 if (tmp->type == type)
1859 return tmp;
1860
1861 return NULL;
1862 }
1863
1864 /*
1865 * present_in_ob(type, object) searches for any objects with
1866 * a matching type variable in the inventory of the given object.
1867 * The first matching object is returned, or NULL if none.
1868 */
1869 object *
1870 present_in_ob (unsigned char type, const object *op)
1871 {
1872 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1873 if (tmp->type == type)
1874 return tmp;
1875
1876 return NULL;
1877 }
1878
1879 /*
1880 * present_in_ob (type, str, object) searches for any objects with
1881 * a matching type & name variable in the inventory of the given object.
1882 * The first matching object is returned, or NULL if none.
1883 * This is mostly used by spell effect code, so that we only
1884 * have one spell effect at a time.
1885 * type can be used to narrow the search - if type is set,
1886 * the type must also match. -1 can be passed for the type,
1887 * in which case the type does not need to pass.
1888 * str is the string to match against. Note that we match against
1889 * the object name, not the archetype name. this is so that the
1890 * spell code can use one object type (force), but change it's name
1891 * to be unique.
1892 */
1893 object *
1894 present_in_ob_by_name (int type, const char *str, const object *op)
1895 {
1896 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1897 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1898 return tmp;
1899
1900 return 0;
1901 }
1902
1903 /*
1904 * present_arch_in_ob(archetype, object) searches for any objects with
1905 * a matching archetype in the inventory of the given object.
1906 * The first matching object is returned, or NULL if none.
1907 */
1908 object *
1909 present_arch_in_ob (const archetype *at, const object *op)
1910 {
1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1912 if (tmp->arch == at)
1913 return tmp;
1914
1915 return NULL;
1916 }
1917
1918 /*
1919 * activate recursively a flag on an object inventory
1920 */
1921 void
1922 flag_inv (object *op, int flag)
1923 {
1924 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1925 {
1926 SET_FLAG (tmp, flag);
1927 flag_inv (tmp, flag);
1928 }
1929 }
1930
1931 /*
1932 * deactivate recursively a flag on an object inventory
1933 */
1934 void
1935 unflag_inv (object *op, int flag)
1936 {
1937 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1938 {
1939 CLEAR_FLAG (tmp, flag);
1940 unflag_inv (tmp, flag);
1941 }
1942 }
1943
1944 /*
1945 * find_free_spot(object, map, x, y, start, stop) will search for
1946 * a spot at the given map and coordinates which will be able to contain
1947 * the given object. start and stop specifies how many squares
1948 * to search (see the freearr_x/y[] definition).
1949 * It returns a random choice among the alternatives found.
1950 * start and stop are where to start relative to the free_arr array (1,9
1951 * does all 4 immediate directions). This returns the index into the
1952 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1953 * Note: This function does correctly handle tiled maps, but does not
1954 * inform the caller. However, insert_ob_in_map will update as
1955 * necessary, so the caller shouldn't need to do any special work.
1956 * Note - updated to take an object instead of archetype - this is necessary
1957 * because arch_blocked (now ob_blocked) needs to know the movement type
1958 * to know if the space in question will block the object. We can't use
1959 * the archetype because that isn't correct if the monster has been
1960 * customized, changed states, etc.
1961 */
1962 int
1963 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1964 {
1965 int altern[SIZEOFFREE];
1966 int index = 0, flag;
1967
1968 for (int i = start; i < stop; i++)
1969 {
1970 mapxy pos (m, x, y); pos.move (i);
1971
1972 if (!pos.normalise ())
1973 continue;
1974
1975 mapspace &ms = *pos;
1976
1977 if (ms.flags () & P_IS_ALIVE)
1978 continue;
1979
1980 /* However, often
1981 * ob doesn't have any move type (when used to place exits)
1982 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1983 */
1984 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1985 {
1986 altern [index++] = i;
1987 continue;
1988 }
1989
1990 /* Basically, if we find a wall on a space, we cut down the search size.
1991 * In this way, we won't return spaces that are on another side of a wall.
1992 * This mostly work, but it cuts down the search size in all directions -
1993 * if the space being examined only has a wall to the north and empty
1994 * spaces in all the other directions, this will reduce the search space
1995 * to only the spaces immediately surrounding the target area, and
1996 * won't look 2 spaces south of the target space.
1997 */
1998 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1999 {
2000 stop = maxfree[i];
2001 continue;
2002 }
2003
2004 /* Note it is intentional that we check ob - the movement type of the
2005 * head of the object should correspond for the entire object.
2006 */
2007 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2008 continue;
2009
2010 if (ob->blocked (m, pos.x, pos.y))
2011 continue;
2012
2013 altern [index++] = i;
2014 }
2015
2016 if (!index)
2017 return -1;
2018
2019 return altern [rndm (index)];
2020 }
2021
2022 /*
2023 * find_first_free_spot(archetype, maptile, x, y) works like
2024 * find_free_spot(), but it will search max number of squares.
2025 * But it will return the first available spot, not a random choice.
2026 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2027 */
2028 int
2029 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2030 {
2031 for (int i = 0; i < SIZEOFFREE; i++)
2032 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2033 return i;
2034
2035 return -1;
2036 }
2037
2038 /*
2039 * The function permute(arr, begin, end) randomly reorders the array
2040 * arr[begin..end-1].
2041 * now uses a fisher-yates shuffle, old permute was broken
2042 */
2043 static void
2044 permute (int *arr, int begin, int end)
2045 {
2046 arr += begin;
2047 end -= begin;
2048
2049 while (--end)
2050 swap (arr [end], arr [rndm (end + 1)]);
2051 }
2052
2053 /* new function to make monster searching more efficient, and effective!
2054 * This basically returns a randomized array (in the passed pointer) of
2055 * the spaces to find monsters. In this way, it won't always look for
2056 * monsters to the north first. However, the size of the array passed
2057 * covers all the spaces, so within that size, all the spaces within
2058 * the 3x3 area will be searched, just not in a predictable order.
2059 */
2060 void
2061 get_search_arr (int *search_arr)
2062 {
2063 int i;
2064
2065 for (i = 0; i < SIZEOFFREE; i++)
2066 search_arr[i] = i;
2067
2068 permute (search_arr, 1, SIZEOFFREE1 + 1);
2069 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2070 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2071 }
2072
2073 /*
2074 * find_dir(map, x, y, exclude) will search some close squares in the
2075 * given map at the given coordinates for live objects.
2076 * It will not considered the object given as exclude among possible
2077 * live objects.
2078 * It returns the direction toward the first/closest live object if finds
2079 * any, otherwise 0.
2080 * Perhaps incorrectly, but I'm making the assumption that exclude
2081 * is actually want is going to try and move there. We need this info
2082 * because we have to know what movement the thing looking to move
2083 * there is capable of.
2084 */
2085 int
2086 find_dir (maptile *m, int x, int y, object *exclude)
2087 {
2088 int i, max = SIZEOFFREE, mflags;
2089
2090 sint16 nx, ny;
2091 object *tmp;
2092 maptile *mp;
2093
2094 MoveType blocked, move_type;
2095
2096 if (exclude && exclude->head_ () != exclude)
2097 {
2098 exclude = exclude->head;
2099 move_type = exclude->move_type;
2100 }
2101 else
2102 {
2103 /* If we don't have anything, presume it can use all movement types. */
2104 move_type = MOVE_ALL;
2105 }
2106
2107 for (i = 1; i < max; i++)
2108 {
2109 mp = m;
2110 nx = x + freearr_x[i];
2111 ny = y + freearr_y[i];
2112
2113 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2114
2115 if (mflags & P_OUT_OF_MAP)
2116 max = maxfree[i];
2117 else
2118 {
2119 mapspace &ms = mp->at (nx, ny);
2120
2121 blocked = ms.move_block;
2122
2123 if ((move_type & blocked) == move_type)
2124 max = maxfree[i];
2125 else if (mflags & P_IS_ALIVE)
2126 {
2127 for (tmp = ms.bot; tmp; tmp = tmp->above)
2128 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2129 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2130 break;
2131
2132 if (tmp)
2133 return freedir[i];
2134 }
2135 }
2136 }
2137
2138 return 0;
2139 }
2140
2141 /*
2142 * distance(object 1, object 2) will return the square of the
2143 * distance between the two given objects.
2144 */
2145 int
2146 distance (const object *ob1, const object *ob2)
2147 {
2148 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2149 }
2150
2151 /*
2152 * find_dir_2(delta-x,delta-y) will return a direction in which
2153 * an object which has subtracted the x and y coordinates of another
2154 * object, needs to travel toward it.
2155 */
2156 int
2157 find_dir_2 (int x, int y)
2158 {
2159 int q;
2160
2161 if (y)
2162 q = x * 100 / y;
2163 else if (x)
2164 q = -300 * x;
2165 else
2166 return 0;
2167
2168 if (y > 0)
2169 {
2170 if (q < -242)
2171 return 3;
2172 if (q < -41)
2173 return 2;
2174 if (q < 41)
2175 return 1;
2176 if (q < 242)
2177 return 8;
2178 return 7;
2179 }
2180
2181 if (q < -242)
2182 return 7;
2183 if (q < -41)
2184 return 6;
2185 if (q < 41)
2186 return 5;
2187 if (q < 242)
2188 return 4;
2189
2190 return 3;
2191 }
2192
2193 /*
2194 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2195 * between two directions (which are expected to be absolute (see absdir())
2196 */
2197 int
2198 dirdiff (int dir1, int dir2)
2199 {
2200 int d;
2201
2202 d = abs (dir1 - dir2);
2203 if (d > 4)
2204 d = 8 - d;
2205
2206 return d;
2207 }
2208
2209 /* peterm:
2210 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2211 * Basically, this is a table of directions, and what directions
2212 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2213 * This basically means that if direction is 15, then it could either go
2214 * direction 4, 14, or 16 to get back to where we are.
2215 * Moved from spell_util.c to object.c with the other related direction
2216 * functions.
2217 */
2218 int reduction_dir[SIZEOFFREE][3] = {
2219 {0, 0, 0}, /* 0 */
2220 {0, 0, 0}, /* 1 */
2221 {0, 0, 0}, /* 2 */
2222 {0, 0, 0}, /* 3 */
2223 {0, 0, 0}, /* 4 */
2224 {0, 0, 0}, /* 5 */
2225 {0, 0, 0}, /* 6 */
2226 {0, 0, 0}, /* 7 */
2227 {0, 0, 0}, /* 8 */
2228 {8, 1, 2}, /* 9 */
2229 {1, 2, -1}, /* 10 */
2230 {2, 10, 12}, /* 11 */
2231 {2, 3, -1}, /* 12 */
2232 {2, 3, 4}, /* 13 */
2233 {3, 4, -1}, /* 14 */
2234 {4, 14, 16}, /* 15 */
2235 {5, 4, -1}, /* 16 */
2236 {4, 5, 6}, /* 17 */
2237 {6, 5, -1}, /* 18 */
2238 {6, 20, 18}, /* 19 */
2239 {7, 6, -1}, /* 20 */
2240 {6, 7, 8}, /* 21 */
2241 {7, 8, -1}, /* 22 */
2242 {8, 22, 24}, /* 23 */
2243 {8, 1, -1}, /* 24 */
2244 {24, 9, 10}, /* 25 */
2245 {9, 10, -1}, /* 26 */
2246 {10, 11, -1}, /* 27 */
2247 {27, 11, 29}, /* 28 */
2248 {11, 12, -1}, /* 29 */
2249 {12, 13, -1}, /* 30 */
2250 {12, 13, 14}, /* 31 */
2251 {13, 14, -1}, /* 32 */
2252 {14, 15, -1}, /* 33 */
2253 {33, 15, 35}, /* 34 */
2254 {16, 15, -1}, /* 35 */
2255 {17, 16, -1}, /* 36 */
2256 {18, 17, 16}, /* 37 */
2257 {18, 17, -1}, /* 38 */
2258 {18, 19, -1}, /* 39 */
2259 {41, 19, 39}, /* 40 */
2260 {19, 20, -1}, /* 41 */
2261 {20, 21, -1}, /* 42 */
2262 {20, 21, 22}, /* 43 */
2263 {21, 22, -1}, /* 44 */
2264 {23, 22, -1}, /* 45 */
2265 {45, 47, 23}, /* 46 */
2266 {23, 24, -1}, /* 47 */
2267 {24, 9, -1}
2268 }; /* 48 */
2269
2270 /* Recursive routine to step back and see if we can
2271 * find a path to that monster that we found. If not,
2272 * we don't bother going toward it. Returns 1 if we
2273 * can see a direct way to get it
2274 * Modified to be map tile aware -.MSW
2275 */
2276 int
2277 can_see_monsterP (maptile *m, int x, int y, int dir)
2278 {
2279 sint16 dx, dy;
2280 int mflags;
2281
2282 if (dir < 0)
2283 return 0; /* exit condition: invalid direction */
2284
2285 dx = x + freearr_x[dir];
2286 dy = y + freearr_y[dir];
2287
2288 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2289
2290 /* This functional arguably was incorrect before - it was
2291 * checking for P_WALL - that was basically seeing if
2292 * we could move to the monster - this is being more
2293 * literal on if we can see it. To know if we can actually
2294 * move to the monster, we'd need the monster passed in or
2295 * at least its move type.
2296 */
2297 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2298 return 0;
2299
2300 /* yes, can see. */
2301 if (dir < 9)
2302 return 1;
2303
2304 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2305 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2306 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2307 }
2308
2309 /*
2310 * can_pick(picker, item): finds out if an object is possible to be
2311 * picked up by the picker. Returnes 1 if it can be
2312 * picked up, otherwise 0.
2313 *
2314 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2315 * core dumps if they do.
2316 *
2317 * Add a check so we can't pick up invisible objects (0.93.8)
2318 */
2319 int
2320 can_pick (const object *who, const object *item)
2321 {
2322 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2323 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2324 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2325 }
2326
2327 /*
2328 * create clone from object to another
2329 */
2330 object *
2331 object_create_clone (object *asrc)
2332 {
2333 object *dst = 0, *tmp, *src, *prev, *item;
2334
2335 if (!asrc)
2336 return 0;
2337
2338 src = asrc->head_ ();
2339
2340 prev = 0;
2341 for (object *part = src; part; part = part->more)
2342 {
2343 tmp = part->clone ();
2344 tmp->x -= src->x;
2345 tmp->y -= src->y;
2346
2347 if (!part->head)
2348 {
2349 dst = tmp;
2350 tmp->head = 0;
2351 }
2352 else
2353 tmp->head = dst;
2354
2355 tmp->more = 0;
2356
2357 if (prev)
2358 prev->more = tmp;
2359
2360 prev = tmp;
2361 }
2362
2363 for (item = src->inv; item; item = item->below)
2364 insert_ob_in_ob (object_create_clone (item), dst);
2365
2366 return dst;
2367 }
2368
2369 /* This returns the first object in who's inventory that
2370 * has the same type and subtype match.
2371 * returns NULL if no match.
2372 */
2373 object *
2374 find_obj_by_type_subtype (const object *who, int type, int subtype)
2375 {
2376 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2377 if (tmp->type == type && tmp->subtype == subtype)
2378 return tmp;
2379
2380 return 0;
2381 }
2382
2383 /* If ob has a field named key, return the link from the list,
2384 * otherwise return NULL.
2385 *
2386 * key must be a passed in shared string - otherwise, this won't
2387 * do the desired thing.
2388 */
2389 key_value *
2390 get_ob_key_link (const object *ob, const char *key)
2391 {
2392 for (key_value *link = ob->key_values; link; link = link->next)
2393 if (link->key == key)
2394 return link;
2395
2396 return 0;
2397 }
2398
2399 /*
2400 * Returns the value of op has an extra_field for key, or NULL.
2401 *
2402 * The argument doesn't need to be a shared string.
2403 *
2404 * The returned string is shared.
2405 */
2406 const char *
2407 get_ob_key_value (const object *op, const char *const key)
2408 {
2409 key_value *link;
2410 shstr_cmp canonical_key (key);
2411
2412 if (!canonical_key)
2413 {
2414 /* 1. There being a field named key on any object
2415 * implies there'd be a shared string to find.
2416 * 2. Since there isn't, no object has this field.
2417 * 3. Therefore, *this* object doesn't have this field.
2418 */
2419 return 0;
2420 }
2421
2422 /* This is copied from get_ob_key_link() above -
2423 * only 4 lines, and saves the function call overhead.
2424 */
2425 for (link = op->key_values; link; link = link->next)
2426 if (link->key == canonical_key)
2427 return link->value;
2428
2429 return 0;
2430 }
2431
2432 /*
2433 * Updates the canonical_key in op to value.
2434 *
2435 * canonical_key is a shared string (value doesn't have to be).
2436 *
2437 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2438 * keys.
2439 *
2440 * Returns TRUE on success.
2441 */
2442 int
2443 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2444 {
2445 key_value *field = NULL, *last = NULL;
2446
2447 for (field = op->key_values; field != NULL; field = field->next)
2448 {
2449 if (field->key != canonical_key)
2450 {
2451 last = field;
2452 continue;
2453 }
2454
2455 if (value)
2456 field->value = value;
2457 else
2458 {
2459 /* Basically, if the archetype has this key set,
2460 * we need to store the null value so when we save
2461 * it, we save the empty value so that when we load,
2462 * we get this value back again.
2463 */
2464 if (get_ob_key_link (op->arch, canonical_key))
2465 field->value = 0;
2466 else
2467 {
2468 if (last)
2469 last->next = field->next;
2470 else
2471 op->key_values = field->next;
2472
2473 delete field;
2474 }
2475 }
2476 return TRUE;
2477 }
2478 /* IF we get here, key doesn't exist */
2479
2480 /* No field, we'll have to add it. */
2481
2482 if (!add_key)
2483 return FALSE;
2484
2485 /* There isn't any good reason to store a null
2486 * value in the key/value list. If the archetype has
2487 * this key, then we should also have it, so shouldn't
2488 * be here. If user wants to store empty strings,
2489 * should pass in ""
2490 */
2491 if (value == NULL)
2492 return TRUE;
2493
2494 field = new key_value;
2495
2496 field->key = canonical_key;
2497 field->value = value;
2498 /* Usual prepend-addition. */
2499 field->next = op->key_values;
2500 op->key_values = field;
2501
2502 return TRUE;
2503 }
2504
2505 /*
2506 * Updates the key in op to value.
2507 *
2508 * If add_key is FALSE, this will only update existing keys,
2509 * and not add new ones.
2510 * In general, should be little reason FALSE is ever passed in for add_key
2511 *
2512 * Returns TRUE on success.
2513 */
2514 int
2515 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2516 {
2517 shstr key_ (key);
2518
2519 return set_ob_key_value_s (op, key_, value, add_key);
2520 }
2521
2522 object::depth_iterator::depth_iterator (object *container)
2523 : iterator_base (container)
2524 {
2525 while (item->inv)
2526 item = item->inv;
2527 }
2528
2529 void
2530 object::depth_iterator::next ()
2531 {
2532 if (item->below)
2533 {
2534 item = item->below;
2535
2536 while (item->inv)
2537 item = item->inv;
2538 }
2539 else
2540 item = item->env;
2541 }
2542
2543 const char *
2544 object::flag_desc (char *desc, int len) const
2545 {
2546 char *p = desc;
2547 bool first = true;
2548
2549 *p = 0;
2550
2551 for (int i = 0; i < NUM_FLAGS; i++)
2552 {
2553 if (len <= 10) // magic constant!
2554 {
2555 snprintf (p, len, ",...");
2556 break;
2557 }
2558
2559 if (flag [i])
2560 {
2561 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2562 len -= cnt;
2563 p += cnt;
2564 first = false;
2565 }
2566 }
2567
2568 return desc;
2569 }
2570
2571 // return a suitable string describing an object in enough detail to find it
2572 const char *
2573 object::debug_desc (char *info) const
2574 {
2575 char flagdesc[512];
2576 char info2[256 * 4];
2577 char *p = info;
2578
2579 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2580 count,
2581 uuid.c_str (),
2582 &name,
2583 title ? "\",title:\"" : "",
2584 title ? (const char *)title : "",
2585 flag_desc (flagdesc, 512), type);
2586
2587 if (!flag[FLAG_REMOVED] && env)
2588 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2589
2590 if (map)
2591 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2592
2593 return info;
2594 }
2595
2596 const char *
2597 object::debug_desc () const
2598 {
2599 static char info[3][256 * 4];
2600 static int info_idx;
2601
2602 return debug_desc (info [++info_idx % 3]);
2603 }
2604
2605 struct region *
2606 object::region () const
2607 {
2608 return map ? map->region (x, y)
2609 : region::default_region ();
2610 }
2611
2612 const materialtype_t *
2613 object::dominant_material () const
2614 {
2615 if (materialtype_t *mt = name_to_material (materialname))
2616 return mt;
2617
2618 return name_to_material (shstr_unknown);
2619 }
2620
2621 void
2622 object::open_container (object *new_container)
2623 {
2624 if (container == new_container)
2625 return;
2626
2627 object *old_container = container;
2628
2629 if (old_container)
2630 {
2631 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2632 return;
2633
2634 #if 0
2635 // remove the "Close old_container" object.
2636 if (object *closer = old_container->inv)
2637 if (closer->type == CLOSE_CON)
2638 closer->destroy ();
2639 #endif
2640
2641 // make sure the container is available
2642 esrv_send_item (this, old_container);
2643
2644 old_container->flag [FLAG_APPLIED] = false;
2645 container = 0;
2646
2647 // client needs item update to make it work, client bug requires this to be separate
2648 esrv_update_item (UPD_FLAGS, this, old_container);
2649
2650 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2651 play_sound (sound_find ("chest_close"));
2652 }
2653
2654 if (new_container)
2655 {
2656 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2657 return;
2658
2659 // TODO: this does not seem to serve any purpose anymore?
2660 #if 0
2661 // insert the "Close Container" object.
2662 if (archetype *closer = new_container->other_arch)
2663 {
2664 object *closer = arch_to_object (new_container->other_arch);
2665 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2666 new_container->insert (closer);
2667 }
2668 #endif
2669
2670 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2671
2672 // make sure the container is available, client bug requires this to be separate
2673 esrv_send_item (this, new_container);
2674
2675 new_container->flag [FLAG_APPLIED] = true;
2676 container = new_container;
2677
2678 // client needs flag change
2679 esrv_update_item (UPD_FLAGS, this, new_container);
2680 esrv_send_inventory (this, new_container);
2681 play_sound (sound_find ("chest_open"));
2682 }
2683 // else if (!old_container->env && contr && contr->ns)
2684 // contr->ns->floorbox_reset ();
2685 }
2686
2687 object *
2688 object::force_find (const shstr name)
2689 {
2690 /* cycle through his inventory to look for the MARK we want to
2691 * place
2692 */
2693 for (object *tmp = inv; tmp; tmp = tmp->below)
2694 if (tmp->type == FORCE && tmp->slaying == name)
2695 return splay (tmp);
2696
2697 return 0;
2698 }
2699
2700 void
2701 object::force_add (const shstr name, int duration)
2702 {
2703 if (object *force = force_find (name))
2704 force->destroy ();
2705
2706 object *force = get_archetype (FORCE_NAME);
2707
2708 force->slaying = name;
2709 force->stats.food = 1;
2710 force->speed_left = -1.f;
2711
2712 force->set_speed (duration ? 1.f / duration : 0.f);
2713 force->flag [FLAG_IS_USED_UP] = true;
2714 force->flag [FLAG_APPLIED] = true;
2715
2716 insert (force);
2717 }
2718
2719 void
2720 object::play_sound (faceidx sound)
2721 {
2722 if (!sound)
2723 return;
2724
2725 if (flag [FLAG_REMOVED])
2726 return;
2727
2728 if (env)
2729 {
2730 if (object *pl = in_player ())
2731 pl->contr->play_sound (sound);
2732 }
2733 else
2734 map->play_sound (sound, x, y);
2735 }
2736