ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
Revision: 1.224
Committed: Fri May 2 20:16:24 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.223: +8 -9 lines
Log Message:
- get rid of the only use of object_copy as an instantiated type,
  saves gobs of code (~4kb) in change_abil, is probably way faster
  and removes some very ugly code.
- this->remove in operator =, as x/y gets overwritten

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 remove ();
612
613 *(object_copy *)this = src;
614
615 flag [FLAG_REMOVED] = true;
616
617 /* Copy over key_values, if any. */
618 if (src.key_values)
619 {
620 key_value *tail = 0;
621 key_values = 0;
622
623 for (key_value *i = src.key_values; i; i = i->next)
624 {
625 key_value *new_link = new key_value;
626
627 new_link->next = 0;
628 new_link->key = i->key;
629 new_link->value = i->value;
630
631 /* Try and be clever here, too. */
632 if (!key_values)
633 {
634 key_values = new_link;
635 tail = new_link;
636 }
637 else
638 {
639 tail->next = new_link;
640 tail = new_link;
641 }
642 }
643 }
644 }
645
646 /*
647 * copy_to first frees everything allocated by the dst object,
648 * and then copies the contents of itself into the second
649 * object, allocating what needs to be allocated. Basically, any
650 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
651 * if the first object is freed, the pointers in the new object
652 * will point at garbage.
653 */
654 void
655 object::copy_to (object *dst)
656 {
657 *dst = *this;
658
659 if (speed < 0)
660 dst->speed_left -= rndm ();
661
662 dst->set_speed (dst->speed);
663 }
664
665 void
666 object::instantiate ()
667 {
668 if (!uuid.seq) // HACK
669 uuid = UUID::gen ();
670
671 speed_left = -0.1f;
672 /* copy the body_info to the body_used - this is only really
673 * need for monsters, but doesn't hurt to do it for everything.
674 * by doing so, when a monster is created, it has good starting
675 * values for the body_used info, so when items are created
676 * for it, they can be properly equipped.
677 */
678 for (int i = NUM_BODY_LOCATIONS; i--; )
679 slot[i].used = slot[i].info;
680
681 attachable::instantiate ();
682 }
683
684 object *
685 object::clone ()
686 {
687 object *neu = create ();
688 copy_to (neu);
689 return neu;
690 }
691
692 /*
693 * If an object with the IS_TURNABLE() flag needs to be turned due
694 * to the closest player being on the other side, this function can
695 * be called to update the face variable, _and_ how it looks on the map.
696 */
697 void
698 update_turn_face (object *op)
699 {
700 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
701 return;
702
703 SET_ANIMATION (op, op->direction);
704 update_object (op, UP_OBJ_FACE);
705 }
706
707 /*
708 * Updates the speed of an object. If the speed changes from 0 to another
709 * value, or vice versa, then add/remove the object from the active list.
710 * This function needs to be called whenever the speed of an object changes.
711 */
712 void
713 object::set_speed (float speed)
714 {
715 if (flag [FLAG_FREED] && speed)
716 {
717 LOG (llevError, "Object %s is freed but has speed.\n", &name);
718 speed = 0;
719 }
720
721 this->speed = speed;
722
723 if (has_active_speed ())
724 activate ();
725 else
726 deactivate ();
727 }
728
729 /*
730 * update_object() updates the the map.
731 * It takes into account invisible objects (and represent squares covered
732 * by invisible objects by whatever is below them (unless it's another
733 * invisible object, etc...)
734 * If the object being updated is beneath a player, the look-window
735 * of that player is updated (this might be a suboptimal way of
736 * updating that window, though, since update_object() is called _often_)
737 *
738 * action is a hint of what the caller believes need to be done.
739 * current action are:
740 * UP_OBJ_INSERT: op was inserted
741 * UP_OBJ_REMOVE: op was removed
742 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
743 * as that is easier than trying to look at what may have changed.
744 * UP_OBJ_FACE: only the objects face has changed.
745 */
746 void
747 update_object (object *op, int action)
748 {
749 if (!op)
750 {
751 /* this should never happen */
752 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
753 return;
754 }
755
756 if (!op->is_on_map ())
757 {
758 /* Animation is currently handled by client, so nothing
759 * to do in this case.
760 */
761 return;
762 }
763
764 /* make sure the object is within map boundaries */
765 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
766 {
767 LOG (llevError, "update_object() called for object out of map!\n");
768 #ifdef MANY_CORES
769 abort ();
770 #endif
771 return;
772 }
773
774 mapspace &m = op->ms ();
775
776 if (!(m.flags_ & P_UPTODATE))
777 /* nop */;
778 else if (action == UP_OBJ_INSERT)
779 {
780 // this is likely overkill, TODO: revisit (schmorp)
781 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
782 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
784 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
785 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
786 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
787 || (m.move_on | op->move_on ) != m.move_on
788 || (m.move_off | op->move_off ) != m.move_off
789 || (m.move_slow | op->move_slow) != m.move_slow
790 /* This isn't perfect, but I don't expect a lot of objects to
791 * to have move_allow right now.
792 */
793 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
794 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
795 m.flags_ = 0;
796 }
797 /* if the object is being removed, we can't make intelligent
798 * decisions, because remove_ob can't really pass the object
799 * that is being removed.
800 */
801 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
802 m.flags_ = 0;
803 else if (action == UP_OBJ_FACE)
804 /* Nothing to do for that case */ ;
805 else
806 LOG (llevError, "update_object called with invalid action: %d\n", action);
807
808 if (op->more)
809 update_object (op->more, action);
810 }
811
812 object::object ()
813 {
814 SET_FLAG (this, FLAG_REMOVED);
815
816 expmul = 1.0;
817 face = blank_face;
818 }
819
820 object::~object ()
821 {
822 unlink ();
823
824 free_key_values (this);
825 }
826
827 static int object_count;
828
829 void object::link ()
830 {
831 assert (!index);//D
832 uuid = UUID::gen ();
833 count = ++object_count;
834
835 refcnt_inc ();
836 objects.insert (this);
837 }
838
839 void object::unlink ()
840 {
841 if (!index)
842 return;
843
844 objects.erase (this);
845 refcnt_dec ();
846 }
847
848 void
849 object::activate ()
850 {
851 /* If already on active list, don't do anything */
852 if (active)
853 return;
854
855 if (has_active_speed ())
856 actives.insert (this);
857 }
858
859 void
860 object::activate_recursive ()
861 {
862 activate ();
863
864 for (object *op = inv; op; op = op->below)
865 op->activate_recursive ();
866 }
867
868 /* This function removes object 'op' from the list of active
869 * objects.
870 * This should only be used for style maps or other such
871 * reference maps where you don't want an object that isn't
872 * in play chewing up cpu time getting processed.
873 * The reverse of this is to call update_ob_speed, which
874 * will do the right thing based on the speed of the object.
875 */
876 void
877 object::deactivate ()
878 {
879 /* If not on the active list, nothing needs to be done */
880 if (!active)
881 return;
882
883 actives.erase (this);
884 }
885
886 void
887 object::deactivate_recursive ()
888 {
889 for (object *op = inv; op; op = op->below)
890 op->deactivate_recursive ();
891
892 deactivate ();
893 }
894
895 void
896 object::set_flag_inv (int flag, int value)
897 {
898 for (object *op = inv; op; op = op->below)
899 {
900 op->flag [flag] = value;
901 op->set_flag_inv (flag, value);
902 }
903 }
904
905 /*
906 * Remove and free all objects in the inventory of the given object.
907 * object.c ?
908 */
909 void
910 object::destroy_inv (bool drop_to_ground)
911 {
912 // need to check first, because the checks below might segfault
913 // as we might be on an invalid mapspace and crossfire code
914 // is too buggy to ensure that the inventory is empty.
915 // corollary: if you create arrows etc. with stuff in its inventory,
916 // cf will crash below with off-map x and y
917 if (!inv)
918 return;
919
920 /* Only if the space blocks everything do we not process -
921 * if some form of movement is allowed, let objects
922 * drop on that space.
923 */
924 if (!drop_to_ground
925 || !map
926 || map->in_memory != MAP_ACTIVE
927 || map->nodrop
928 || ms ().move_block == MOVE_ALL)
929 {
930 while (inv)
931 {
932 inv->destroy_inv (false);
933 inv->destroy ();
934 }
935 }
936 else
937 { /* Put objects in inventory onto this space */
938 while (inv)
939 {
940 object *op = inv;
941
942 if (op->flag [FLAG_STARTEQUIP]
943 || op->flag [FLAG_NO_DROP]
944 || op->type == RUNE
945 || op->type == TRAP
946 || op->flag [FLAG_IS_A_TEMPLATE]
947 || op->flag [FLAG_DESTROY_ON_DEATH])
948 op->destroy (true);
949 else
950 map->insert (op, x, y);
951 }
952 }
953 }
954
955 object *object::create ()
956 {
957 object *op = new object;
958 op->link ();
959 return op;
960 }
961
962 static struct freed_map : maptile
963 {
964 freed_map ()
965 {
966 path = "<freed objects map>";
967 name = "/internal/freed_objects_map";
968 width = 3;
969 height = 3;
970 nodrop = 1;
971
972 alloc ();
973 in_memory = MAP_ACTIVE;
974 }
975 } freed_map; // freed objects are moved here to avoid crashes
976
977 void
978 object::do_destroy ()
979 {
980 if (flag [FLAG_IS_LINKED])
981 remove_button_link (this);
982
983 if (flag [FLAG_FRIENDLY])
984 remove_friendly_object (this);
985
986 remove ();
987
988 attachable::do_destroy ();
989
990 deactivate ();
991 unlink ();
992
993 flag [FLAG_FREED] = 1;
994
995 // hack to ensure that freed objects still have a valid map
996 map = &freed_map;
997 x = 1;
998 y = 1;
999
1000 if (more)
1001 {
1002 more->destroy ();
1003 more = 0;
1004 }
1005
1006 head = 0;
1007
1008 // clear those pointers that likely might cause circular references
1009 owner = 0;
1010 enemy = 0;
1011 attacked_by = 0;
1012 current_weapon = 0;
1013 }
1014
1015 void
1016 object::destroy (bool destroy_inventory)
1017 {
1018 if (destroyed ())
1019 return;
1020
1021 if (!is_head () && !head->destroyed ())
1022 {
1023 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1024 head->destroy (destroy_inventory);
1025 return;
1026 }
1027
1028 destroy_inv (!destroy_inventory);
1029
1030 if (is_head ())
1031 if (sound_destroy)
1032 play_sound (sound_destroy);
1033 else if (flag [FLAG_MONSTER])
1034 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1035
1036 attachable::destroy ();
1037 }
1038
1039 /* op->remove ():
1040 * This function removes the object op from the linked list of objects
1041 * which it is currently tied to. When this function is done, the
1042 * object will have no environment. If the object previously had an
1043 * environment, the x and y coordinates will be updated to
1044 * the previous environment.
1045 */
1046 void
1047 object::do_remove ()
1048 {
1049 object *tmp, *last = 0;
1050 object *otmp;
1051
1052 if (flag [FLAG_REMOVED])
1053 return;
1054
1055 INVOKE_OBJECT (REMOVE, this);
1056
1057 flag [FLAG_REMOVED] = true;
1058
1059 if (more)
1060 more->remove ();
1061
1062 /*
1063 * In this case, the object to be removed is in someones
1064 * inventory.
1065 */
1066 if (env)
1067 {
1068 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1069 if (object *pl = visible_to ())
1070 esrv_del_item (pl->contr, count);
1071 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1072
1073 adjust_weight (env, -total_weight ());
1074
1075 *(above ? &above->below : &env->inv) = below;
1076
1077 if (below)
1078 below->above = above;
1079
1080 /* we set up values so that it could be inserted into
1081 * the map, but we don't actually do that - it is up
1082 * to the caller to decide what we want to do.
1083 */
1084 map = env->map;
1085 x = env->x;
1086 y = env->y;
1087 above = 0;
1088 below = 0;
1089 env = 0;
1090
1091 /* NO_FIX_PLAYER is set when a great many changes are being
1092 * made to players inventory. If set, avoiding the call
1093 * to save cpu time.
1094 */
1095 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1096 otmp->update_stats ();
1097 }
1098 else if (map)
1099 {
1100 map->dirty = true;
1101 mapspace &ms = this->ms ();
1102
1103 if (object *pl = ms.player ())
1104 {
1105 if (type == PLAYER) // this == pl(!)
1106 {
1107 // leaving a spot always closes any open container on the ground
1108 if (container && !container->env)
1109 // this causes spurious floorbox updates, but it ensures
1110 // that the CLOSE event is being sent.
1111 close_container ();
1112
1113 --map->players;
1114 map->touch ();
1115 }
1116 else if (pl->container == this)
1117 {
1118 // removing a container should close it
1119 close_container ();
1120 }
1121
1122 esrv_del_item (pl->contr, count);
1123 }
1124
1125 /* link the object above us */
1126 if (above)
1127 above->below = below;
1128 else
1129 ms.top = below; /* we were top, set new top */
1130
1131 /* Relink the object below us, if there is one */
1132 if (below)
1133 below->above = above;
1134 else
1135 {
1136 /* Nothing below, which means we need to relink map object for this space
1137 * use translated coordinates in case some oddness with map tiling is
1138 * evident
1139 */
1140 if (GET_MAP_OB (map, x, y) != this)
1141 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 ());
1142
1143 ms.bot = above; /* goes on above it. */
1144 }
1145
1146 above = 0;
1147 below = 0;
1148
1149 if (map->in_memory == MAP_SAVING)
1150 return;
1151
1152 int check_walk_off = !flag [FLAG_NO_APPLY];
1153
1154 if (object *pl = ms.player ())
1155 {
1156 if (pl->container == this)
1157 /* If a container that the player is currently using somehow gets
1158 * removed (most likely destroyed), update the player view
1159 * appropriately.
1160 */
1161 pl->close_container ();
1162
1163 //TODO: the floorbox prev/next might need updating
1164 esrv_del_item (pl->contr, count);
1165 }
1166
1167 for (tmp = ms.bot; tmp; tmp = tmp->above)
1168 {
1169 /* No point updating the players look faces if he is the object
1170 * being removed.
1171 */
1172
1173 /* See if object moving off should effect something */
1174 if (check_walk_off
1175 && ((move_type & tmp->move_off)
1176 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1177 {
1178 move_apply (tmp, this, 0);
1179
1180 if (destroyed ())
1181 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1182 }
1183
1184 last = tmp;
1185 }
1186
1187 /* last == NULL if there are no objects on this space */
1188 //TODO: this makes little sense, why only update the topmost object?
1189 if (!last)
1190 map->at (x, y).flags_ = 0;
1191 else
1192 update_object (last, UP_OBJ_REMOVE);
1193
1194 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1195 update_all_los (map, x, y);
1196 }
1197 }
1198
1199 /*
1200 * merge_ob(op,top):
1201 *
1202 * This function goes through all objects below and including top, and
1203 * merges op to the first matching object.
1204 * If top is NULL, it is calculated.
1205 * Returns pointer to object if it succeded in the merge, otherwise NULL
1206 */
1207 object *
1208 merge_ob (object *op, object *top)
1209 {
1210 if (!op->nrof)
1211 return 0;
1212
1213 if (!top)
1214 for (top = op; top && top->above; top = top->above)
1215 ;
1216
1217 for (; top; top = top->below)
1218 if (object::can_merge (op, top))
1219 {
1220 top->nrof += op->nrof;
1221
1222 if (object *pl = top->visible_to ())
1223 esrv_update_item (UPD_NROF, pl, top);
1224
1225 op->weight = 0; // cancel the addition above
1226 op->carrying = 0; // must be 0 already
1227
1228 op->destroy (1);
1229
1230 return top;
1231 }
1232
1233 return 0;
1234 }
1235
1236 void
1237 object::expand_tail ()
1238 {
1239 if (more)
1240 return;
1241
1242 object *prev = this;
1243
1244 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1245 {
1246 object *op = arch_to_object (at);
1247
1248 op->name = name;
1249 op->name_pl = name_pl;
1250 op->title = title;
1251
1252 op->head = this;
1253 prev->more = op;
1254
1255 prev = op;
1256 }
1257 }
1258
1259 /*
1260 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1261 * job preparing multi-part monsters.
1262 */
1263 object *
1264 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1265 {
1266 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1267 {
1268 tmp->x = x + tmp->arch->x;
1269 tmp->y = y + tmp->arch->y;
1270 }
1271
1272 return insert_ob_in_map (op, m, originator, flag);
1273 }
1274
1275 /*
1276 * insert_ob_in_map (op, map, originator, flag):
1277 * This function inserts the object in the two-way linked list
1278 * which represents what is on a map.
1279 * The second argument specifies the map, and the x and y variables
1280 * in the object about to be inserted specifies the position.
1281 *
1282 * originator: Player, monster or other object that caused 'op' to be inserted
1283 * into 'map'. May be NULL.
1284 *
1285 * flag is a bitmask about special things to do (or not do) when this
1286 * function is called. see the object.h file for the INS_ values.
1287 * Passing 0 for flag gives proper default values, so flag really only needs
1288 * to be set if special handling is needed.
1289 *
1290 * Return value:
1291 * new object if 'op' was merged with other object
1292 * NULL if 'op' was destroyed
1293 * just 'op' otherwise
1294 */
1295 object *
1296 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1297 {
1298 assert (!op->flag [FLAG_FREED]);
1299
1300 op->remove ();
1301
1302 /* Ideally, the caller figures this out. However, it complicates a lot
1303 * of areas of callers (eg, anything that uses find_free_spot would now
1304 * need extra work
1305 */
1306 if (!xy_normalise (m, op->x, op->y))
1307 {
1308 op->destroy (1);
1309 return 0;
1310 }
1311
1312 if (object *more = op->more)
1313 if (!insert_ob_in_map (more, m, originator, flag))
1314 return 0;
1315
1316 CLEAR_FLAG (op, FLAG_REMOVED);
1317
1318 op->map = m;
1319 mapspace &ms = op->ms ();
1320
1321 /* this has to be done after we translate the coordinates.
1322 */
1323 if (op->nrof && !(flag & INS_NO_MERGE))
1324 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1325 if (object::can_merge (op, tmp))
1326 {
1327 // TODO: we atcually want to update tmp, not op,
1328 // but some caller surely breaks when we return tmp
1329 // from here :/
1330 op->nrof += tmp->nrof;
1331 tmp->destroy (1);
1332 }
1333
1334 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1335 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1336
1337 if (!QUERY_FLAG (op, FLAG_ALIVE))
1338 CLEAR_FLAG (op, FLAG_NO_STEAL);
1339
1340 if (flag & INS_BELOW_ORIGINATOR)
1341 {
1342 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1343 {
1344 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1345 abort ();
1346 }
1347
1348 op->above = originator;
1349 op->below = originator->below;
1350
1351 if (op->below)
1352 op->below->above = op;
1353 else
1354 ms.bot = op;
1355
1356 /* since *below* originator, no need to update top */
1357 originator->below = op;
1358 }
1359 else
1360 {
1361 object *top, *floor = NULL;
1362
1363 top = ms.bot;
1364
1365 /* If there are other objects, then */
1366 if (top)
1367 {
1368 object *last = 0;
1369
1370 /*
1371 * If there are multiple objects on this space, we do some trickier handling.
1372 * We've already dealt with merging if appropriate.
1373 * Generally, we want to put the new object on top. But if
1374 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1375 * floor, we want to insert above that and no further.
1376 * Also, if there are spell objects on this space, we stop processing
1377 * once we get to them. This reduces the need to traverse over all of
1378 * them when adding another one - this saves quite a bit of cpu time
1379 * when lots of spells are cast in one area. Currently, it is presumed
1380 * that flying non pickable objects are spell objects.
1381 */
1382 for (top = ms.bot; top; top = top->above)
1383 {
1384 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1385 floor = top;
1386
1387 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1388 {
1389 /* We insert above top, so we want this object below this */
1390 top = top->below;
1391 break;
1392 }
1393
1394 last = top;
1395 }
1396
1397 /* Don't want top to be NULL, so set it to the last valid object */
1398 top = last;
1399
1400 /* We let update_position deal with figuring out what the space
1401 * looks like instead of lots of conditions here.
1402 * makes things faster, and effectively the same result.
1403 */
1404
1405 /* Have object 'fall below' other objects that block view.
1406 * Unless those objects are exits.
1407 * If INS_ON_TOP is used, don't do this processing
1408 * Need to find the object that in fact blocks view, otherwise
1409 * stacking is a bit odd.
1410 */
1411 if (!(flag & INS_ON_TOP)
1412 && ms.flags () & P_BLOCKSVIEW
1413 && (op->face && !faces [op->face].visibility))
1414 {
1415 for (last = top; last != floor; last = last->below)
1416 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1417 break;
1418
1419 /* Check to see if we found the object that blocks view,
1420 * and make sure we have a below pointer for it so that
1421 * we can get inserted below this one, which requires we
1422 * set top to the object below us.
1423 */
1424 if (last && last->below && last != floor)
1425 top = last->below;
1426 }
1427 } /* If objects on this space */
1428
1429 if (flag & INS_ABOVE_FLOOR_ONLY)
1430 top = floor;
1431
1432 /* Top is the object that our object (op) is going to get inserted above.
1433 */
1434
1435 /* First object on this space */
1436 if (!top)
1437 {
1438 op->above = ms.bot;
1439
1440 if (op->above)
1441 op->above->below = op;
1442
1443 op->below = 0;
1444 ms.bot = op;
1445 }
1446 else
1447 { /* get inserted into the stack above top */
1448 op->above = top->above;
1449
1450 if (op->above)
1451 op->above->below = op;
1452
1453 op->below = top;
1454 top->above = op;
1455 }
1456
1457 if (!op->above)
1458 ms.top = op;
1459 } /* else not INS_BELOW_ORIGINATOR */
1460
1461 if (op->type == PLAYER)
1462 {
1463 op->contr->do_los = 1;
1464 ++op->map->players;
1465 op->map->touch ();
1466 }
1467
1468 op->map->dirty = true;
1469
1470 if (object *pl = ms.player ())
1471 //TODO: the floorbox prev/next might need updating
1472 esrv_send_item (pl, op);
1473
1474 /* If this object glows, it may affect lighting conditions that are
1475 * visible to others on this map. But update_all_los is really
1476 * an inefficient way to do this, as it means los for all players
1477 * on the map will get recalculated. The players could very well
1478 * be far away from this change and not affected in any way -
1479 * this should get redone to only look for players within range,
1480 * or just updating the P_UPTODATE for spaces within this area
1481 * of effect may be sufficient.
1482 */
1483 if (op->map->darkness && (op->glow_radius != 0))
1484 update_all_los (op->map, op->x, op->y);
1485
1486 /* updates flags (blocked, alive, no magic, etc) for this map space */
1487 update_object (op, UP_OBJ_INSERT);
1488
1489 INVOKE_OBJECT (INSERT, op);
1490
1491 /* Don't know if moving this to the end will break anything. However,
1492 * we want to have floorbox_update called before calling this.
1493 *
1494 * check_move_on() must be after this because code called from
1495 * check_move_on() depends on correct map flags (so functions like
1496 * blocked() and wall() work properly), and these flags are updated by
1497 * update_object().
1498 */
1499
1500 /* if this is not the head or flag has been passed, don't check walk on status */
1501 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1502 {
1503 if (check_move_on (op, originator))
1504 return 0;
1505
1506 /* If we are a multi part object, lets work our way through the check
1507 * walk on's.
1508 */
1509 for (object *tmp = op->more; tmp; tmp = tmp->more)
1510 if (check_move_on (tmp, originator))
1511 return 0;
1512 }
1513
1514 return op;
1515 }
1516
1517 /* this function inserts an object in the map, but if it
1518 * finds an object of its own type, it'll remove that one first.
1519 * op is the object to insert it under: supplies x and the map.
1520 */
1521 void
1522 replace_insert_ob_in_map (const char *arch_string, object *op)
1523 {
1524 /* first search for itself and remove any old instances */
1525
1526 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1527 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1528 tmp->destroy (1);
1529
1530 object *tmp = arch_to_object (archetype::find (arch_string));
1531
1532 tmp->x = op->x;
1533 tmp->y = op->y;
1534
1535 insert_ob_in_map (tmp, op->map, op, 0);
1536 }
1537
1538 object *
1539 object::insert_at (object *where, object *originator, int flags)
1540 {
1541 if (where->env)
1542 return where->env->insert (this);
1543 else
1544 return where->map->insert (this, where->x, where->y, originator, flags);
1545 }
1546
1547 /*
1548 * decrease(object, number) decreases a specified number from
1549 * the amount of an object. If the amount reaches 0, the object
1550 * is subsequently removed and freed.
1551 *
1552 * Return value: 'op' if something is left, NULL if the amount reached 0
1553 */
1554 bool
1555 object::decrease (sint32 nr)
1556 {
1557 if (!nr)
1558 return true;
1559
1560 nr = min (nr, nrof);
1561
1562 nrof -= nr;
1563
1564 if (nrof)
1565 {
1566 adjust_weight (env, -weight * nr); // carrying == 0
1567
1568 if (object *pl = visible_to ())
1569 esrv_update_item (UPD_NROF, pl, this);
1570
1571 return true;
1572 }
1573 else
1574 {
1575 destroy (1);
1576 return false;
1577 }
1578 }
1579
1580 /*
1581 * split(ob,nr) splits up ob into two parts. The part which
1582 * is returned contains nr objects, and the remaining parts contains
1583 * the rest (or is removed and returned if that number is 0).
1584 * On failure, NULL is returned.
1585 */
1586 object *
1587 object::split (sint32 nr)
1588 {
1589 int have = number_of ();
1590
1591 if (have < nr)
1592 return 0;
1593 else if (have == nr)
1594 {
1595 remove ();
1596 return this;
1597 }
1598 else
1599 {
1600 decrease (nr);
1601
1602 object *op = object_create_clone (this);
1603 op->nrof = nr;
1604 return op;
1605 }
1606 }
1607
1608 object *
1609 insert_ob_in_ob (object *op, object *where)
1610 {
1611 if (!where)
1612 {
1613 char *dump = dump_object (op);
1614 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1615 free (dump);
1616 return op;
1617 }
1618
1619 if (where->head_ () != where)
1620 {
1621 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1622 where = where->head;
1623 }
1624
1625 return where->insert (op);
1626 }
1627
1628 /*
1629 * env->insert (op)
1630 * This function inserts the object op in the linked list
1631 * inside the object environment.
1632 *
1633 * The function returns now pointer to inserted item, and return value can
1634 * be != op, if items are merged. -Tero
1635 */
1636 object *
1637 object::insert (object *op)
1638 {
1639 if (op->more)
1640 {
1641 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1642 return op;
1643 }
1644
1645 op->remove ();
1646
1647 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1648
1649 if (op->nrof)
1650 for (object *tmp = inv; tmp; tmp = tmp->below)
1651 if (object::can_merge (tmp, op))
1652 {
1653 /* return the original object and remove inserted object
1654 (client needs the original object) */
1655 tmp->nrof += op->nrof;
1656
1657 if (object *pl = tmp->visible_to ())
1658 esrv_update_item (UPD_NROF, pl, tmp);
1659
1660 adjust_weight (this, op->total_weight ());
1661
1662 op->destroy (1);
1663 op = tmp;
1664 goto inserted;
1665 }
1666
1667 op->owner = 0; // it's his/hers now. period.
1668 op->map = 0;
1669 op->x = 0;
1670 op->y = 0;
1671
1672 op->above = 0;
1673 op->below = inv;
1674 op->env = this;
1675
1676 if (inv)
1677 inv->above = op;
1678
1679 inv = op;
1680
1681 op->flag [FLAG_REMOVED] = 0;
1682
1683 if (object *pl = op->visible_to ())
1684 esrv_send_item (pl, op);
1685
1686 adjust_weight (this, op->total_weight ());
1687
1688 inserted:
1689 /* reset the light list and los of the players on the map */
1690 if (op->glow_radius && map && map->darkness)
1691 update_all_los (map, x, y);
1692
1693 // if this is a player's inventory, update stats
1694 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1695 update_stats ();
1696
1697 INVOKE_OBJECT (INSERT, this);
1698
1699 return op;
1700 }
1701
1702 /*
1703 * Checks if any objects has a move_type that matches objects
1704 * that effect this object on this space. Call apply() to process
1705 * these events.
1706 *
1707 * Any speed-modification due to SLOW_MOVE() of other present objects
1708 * will affect the speed_left of the object.
1709 *
1710 * originator: Player, monster or other object that caused 'op' to be inserted
1711 * into 'map'. May be NULL.
1712 *
1713 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1714 *
1715 * 4-21-95 added code to check if appropriate skill was readied - this will
1716 * permit faster movement by the player through this terrain. -b.t.
1717 *
1718 * MSW 2001-07-08: Check all objects on space, not just those below
1719 * object being inserted. insert_ob_in_map may not put new objects
1720 * on top.
1721 */
1722 int
1723 check_move_on (object *op, object *originator)
1724 {
1725 object *tmp;
1726 maptile *m = op->map;
1727 int x = op->x, y = op->y;
1728
1729 MoveType move_on, move_slow, move_block;
1730
1731 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1732 return 0;
1733
1734 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1735 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1736 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1737
1738 /* if nothing on this space will slow op down or be applied,
1739 * no need to do checking below. have to make sure move_type
1740 * is set, as lots of objects don't have it set - we treat that
1741 * as walking.
1742 */
1743 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1744 return 0;
1745
1746 /* This is basically inverse logic of that below - basically,
1747 * if the object can avoid the move on or slow move, they do so,
1748 * but can't do it if the alternate movement they are using is
1749 * blocked. Logic on this seems confusing, but does seem correct.
1750 */
1751 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1752 return 0;
1753
1754 /* The objects have to be checked from top to bottom.
1755 * Hence, we first go to the top:
1756 */
1757
1758 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1759 {
1760 /* Trim the search when we find the first other spell effect
1761 * this helps performance so that if a space has 50 spell objects,
1762 * we don't need to check all of them.
1763 */
1764 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1765 break;
1766 }
1767
1768 for (; tmp; tmp = tmp->below)
1769 {
1770 if (tmp == op)
1771 continue; /* Can't apply yourself */
1772
1773 /* Check to see if one of the movement types should be slowed down.
1774 * Second check makes sure that the movement types not being slowed
1775 * (~slow_move) is not blocked on this space - just because the
1776 * space doesn't slow down swimming (for example), if you can't actually
1777 * swim on that space, can't use it to avoid the penalty.
1778 */
1779 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1780 {
1781 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1782 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1783 {
1784
1785 float
1786 diff = tmp->move_slow_penalty * fabs (op->speed);
1787
1788 if (op->type == PLAYER)
1789 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1790 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1791 diff /= 4.0;
1792
1793 op->speed_left -= diff;
1794 }
1795 }
1796
1797 /* Basically same logic as above, except now for actual apply. */
1798 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1799 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1800 {
1801 move_apply (tmp, op, originator);
1802
1803 if (op->destroyed ())
1804 return 1;
1805
1806 /* what the person/creature stepped onto has moved the object
1807 * someplace new. Don't process any further - if we did,
1808 * have a feeling strange problems would result.
1809 */
1810 if (op->map != m || op->x != x || op->y != y)
1811 return 0;
1812 }
1813 }
1814
1815 return 0;
1816 }
1817
1818 /*
1819 * present_arch(arch, map, x, y) searches for any objects with
1820 * a matching archetype at the given map and coordinates.
1821 * The first matching object is returned, or NULL if none.
1822 */
1823 object *
1824 present_arch (const archetype *at, maptile *m, int x, int y)
1825 {
1826 if (!m || out_of_map (m, x, y))
1827 {
1828 LOG (llevError, "Present_arch called outside map.\n");
1829 return NULL;
1830 }
1831
1832 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1833 if (tmp->arch == at)
1834 return tmp;
1835
1836 return NULL;
1837 }
1838
1839 /*
1840 * present(type, map, x, y) searches for any objects with
1841 * a matching type variable at the given map and coordinates.
1842 * The first matching object is returned, or NULL if none.
1843 */
1844 object *
1845 present (unsigned char type, maptile *m, int x, int y)
1846 {
1847 if (out_of_map (m, x, y))
1848 {
1849 LOG (llevError, "Present called outside map.\n");
1850 return NULL;
1851 }
1852
1853 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1854 if (tmp->type == type)
1855 return tmp;
1856
1857 return NULL;
1858 }
1859
1860 /*
1861 * present_in_ob(type, object) searches for any objects with
1862 * a matching type variable in the inventory of the given object.
1863 * The first matching object is returned, or NULL if none.
1864 */
1865 object *
1866 present_in_ob (unsigned char type, const object *op)
1867 {
1868 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1869 if (tmp->type == type)
1870 return tmp;
1871
1872 return NULL;
1873 }
1874
1875 /*
1876 * present_in_ob (type, str, object) searches for any objects with
1877 * a matching type & name variable in the inventory of the given object.
1878 * The first matching object is returned, or NULL if none.
1879 * This is mostly used by spell effect code, so that we only
1880 * have one spell effect at a time.
1881 * type can be used to narrow the search - if type is set,
1882 * the type must also match. -1 can be passed for the type,
1883 * in which case the type does not need to pass.
1884 * str is the string to match against. Note that we match against
1885 * the object name, not the archetype name. this is so that the
1886 * spell code can use one object type (force), but change it's name
1887 * to be unique.
1888 */
1889 object *
1890 present_in_ob_by_name (int type, const char *str, const object *op)
1891 {
1892 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1893 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1894 return tmp;
1895
1896 return 0;
1897 }
1898
1899 /*
1900 * present_arch_in_ob(archetype, object) searches for any objects with
1901 * a matching archetype in the inventory of the given object.
1902 * The first matching object is returned, or NULL if none.
1903 */
1904 object *
1905 present_arch_in_ob (const archetype *at, const object *op)
1906 {
1907 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1908 if (tmp->arch == at)
1909 return tmp;
1910
1911 return NULL;
1912 }
1913
1914 /*
1915 * activate recursively a flag on an object inventory
1916 */
1917 void
1918 flag_inv (object *op, int flag)
1919 {
1920 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1921 {
1922 SET_FLAG (tmp, flag);
1923 flag_inv (tmp, flag);
1924 }
1925 }
1926
1927 /*
1928 * deactivate recursively a flag on an object inventory
1929 */
1930 void
1931 unflag_inv (object *op, int flag)
1932 {
1933 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1934 {
1935 CLEAR_FLAG (tmp, flag);
1936 unflag_inv (tmp, flag);
1937 }
1938 }
1939
1940 /*
1941 * find_free_spot(object, map, x, y, start, stop) will search for
1942 * a spot at the given map and coordinates which will be able to contain
1943 * the given object. start and stop specifies how many squares
1944 * to search (see the freearr_x/y[] definition).
1945 * It returns a random choice among the alternatives found.
1946 * start and stop are where to start relative to the free_arr array (1,9
1947 * does all 4 immediate directions). This returns the index into the
1948 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1949 * Note: This function does correctly handle tiled maps, but does not
1950 * inform the caller. However, insert_ob_in_map will update as
1951 * necessary, so the caller shouldn't need to do any special work.
1952 * Note - updated to take an object instead of archetype - this is necessary
1953 * because arch_blocked (now ob_blocked) needs to know the movement type
1954 * to know if the space in question will block the object. We can't use
1955 * the archetype because that isn't correct if the monster has been
1956 * customized, changed states, etc.
1957 */
1958 int
1959 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1960 {
1961 int altern[SIZEOFFREE];
1962 int index = 0, flag;
1963
1964 for (int i = start; i < stop; i++)
1965 {
1966 mapxy pos (m, x, y); pos.move (i);
1967
1968 if (!pos.normalise ())
1969 continue;
1970
1971 mapspace &ms = *pos;
1972
1973 if (ms.flags () & P_IS_ALIVE)
1974 continue;
1975
1976 /* However, often
1977 * ob doesn't have any move type (when used to place exits)
1978 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1979 */
1980 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1981 {
1982 altern [index++] = i;
1983 continue;
1984 }
1985
1986 /* Basically, if we find a wall on a space, we cut down the search size.
1987 * In this way, we won't return spaces that are on another side of a wall.
1988 * This mostly work, but it cuts down the search size in all directions -
1989 * if the space being examined only has a wall to the north and empty
1990 * spaces in all the other directions, this will reduce the search space
1991 * to only the spaces immediately surrounding the target area, and
1992 * won't look 2 spaces south of the target space.
1993 */
1994 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1995 {
1996 stop = maxfree[i];
1997 continue;
1998 }
1999
2000 /* Note it is intentional that we check ob - the movement type of the
2001 * head of the object should correspond for the entire object.
2002 */
2003 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2004 continue;
2005
2006 if (ob->blocked (m, pos.x, pos.y))
2007 continue;
2008
2009 altern [index++] = i;
2010 }
2011
2012 if (!index)
2013 return -1;
2014
2015 return altern [rndm (index)];
2016 }
2017
2018 /*
2019 * find_first_free_spot(archetype, maptile, x, y) works like
2020 * find_free_spot(), but it will search max number of squares.
2021 * But it will return the first available spot, not a random choice.
2022 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2023 */
2024 int
2025 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2026 {
2027 for (int i = 0; i < SIZEOFFREE; i++)
2028 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2029 return i;
2030
2031 return -1;
2032 }
2033
2034 /*
2035 * The function permute(arr, begin, end) randomly reorders the array
2036 * arr[begin..end-1].
2037 * now uses a fisher-yates shuffle, old permute was broken
2038 */
2039 static void
2040 permute (int *arr, int begin, int end)
2041 {
2042 arr += begin;
2043 end -= begin;
2044
2045 while (--end)
2046 swap (arr [end], arr [rndm (end + 1)]);
2047 }
2048
2049 /* new function to make monster searching more efficient, and effective!
2050 * This basically returns a randomized array (in the passed pointer) of
2051 * the spaces to find monsters. In this way, it won't always look for
2052 * monsters to the north first. However, the size of the array passed
2053 * covers all the spaces, so within that size, all the spaces within
2054 * the 3x3 area will be searched, just not in a predictable order.
2055 */
2056 void
2057 get_search_arr (int *search_arr)
2058 {
2059 int i;
2060
2061 for (i = 0; i < SIZEOFFREE; i++)
2062 search_arr[i] = i;
2063
2064 permute (search_arr, 1, SIZEOFFREE1 + 1);
2065 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2066 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2067 }
2068
2069 /*
2070 * find_dir(map, x, y, exclude) will search some close squares in the
2071 * given map at the given coordinates for live objects.
2072 * It will not considered the object given as exclude among possible
2073 * live objects.
2074 * It returns the direction toward the first/closest live object if finds
2075 * any, otherwise 0.
2076 * Perhaps incorrectly, but I'm making the assumption that exclude
2077 * is actually want is going to try and move there. We need this info
2078 * because we have to know what movement the thing looking to move
2079 * there is capable of.
2080 */
2081 int
2082 find_dir (maptile *m, int x, int y, object *exclude)
2083 {
2084 int i, max = SIZEOFFREE, mflags;
2085
2086 sint16 nx, ny;
2087 object *tmp;
2088 maptile *mp;
2089
2090 MoveType blocked, move_type;
2091
2092 if (exclude && exclude->head_ () != exclude)
2093 {
2094 exclude = exclude->head;
2095 move_type = exclude->move_type;
2096 }
2097 else
2098 {
2099 /* If we don't have anything, presume it can use all movement types. */
2100 move_type = MOVE_ALL;
2101 }
2102
2103 for (i = 1; i < max; i++)
2104 {
2105 mp = m;
2106 nx = x + freearr_x[i];
2107 ny = y + freearr_y[i];
2108
2109 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2110
2111 if (mflags & P_OUT_OF_MAP)
2112 max = maxfree[i];
2113 else
2114 {
2115 mapspace &ms = mp->at (nx, ny);
2116
2117 blocked = ms.move_block;
2118
2119 if ((move_type & blocked) == move_type)
2120 max = maxfree[i];
2121 else if (mflags & P_IS_ALIVE)
2122 {
2123 for (tmp = ms.bot; tmp; tmp = tmp->above)
2124 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2125 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2126 break;
2127
2128 if (tmp)
2129 return freedir[i];
2130 }
2131 }
2132 }
2133
2134 return 0;
2135 }
2136
2137 /*
2138 * distance(object 1, object 2) will return the square of the
2139 * distance between the two given objects.
2140 */
2141 int
2142 distance (const object *ob1, const object *ob2)
2143 {
2144 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2145 }
2146
2147 /*
2148 * find_dir_2(delta-x,delta-y) will return a direction in which
2149 * an object which has subtracted the x and y coordinates of another
2150 * object, needs to travel toward it.
2151 */
2152 int
2153 find_dir_2 (int x, int y)
2154 {
2155 int q;
2156
2157 if (y)
2158 q = x * 100 / y;
2159 else if (x)
2160 q = -300 * x;
2161 else
2162 return 0;
2163
2164 if (y > 0)
2165 {
2166 if (q < -242)
2167 return 3;
2168 if (q < -41)
2169 return 2;
2170 if (q < 41)
2171 return 1;
2172 if (q < 242)
2173 return 8;
2174 return 7;
2175 }
2176
2177 if (q < -242)
2178 return 7;
2179 if (q < -41)
2180 return 6;
2181 if (q < 41)
2182 return 5;
2183 if (q < 242)
2184 return 4;
2185
2186 return 3;
2187 }
2188
2189 /*
2190 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2191 * between two directions (which are expected to be absolute (see absdir())
2192 */
2193 int
2194 dirdiff (int dir1, int dir2)
2195 {
2196 int d;
2197
2198 d = abs (dir1 - dir2);
2199 if (d > 4)
2200 d = 8 - d;
2201
2202 return d;
2203 }
2204
2205 /* peterm:
2206 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2207 * Basically, this is a table of directions, and what directions
2208 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2209 * This basically means that if direction is 15, then it could either go
2210 * direction 4, 14, or 16 to get back to where we are.
2211 * Moved from spell_util.c to object.c with the other related direction
2212 * functions.
2213 */
2214 int reduction_dir[SIZEOFFREE][3] = {
2215 {0, 0, 0}, /* 0 */
2216 {0, 0, 0}, /* 1 */
2217 {0, 0, 0}, /* 2 */
2218 {0, 0, 0}, /* 3 */
2219 {0, 0, 0}, /* 4 */
2220 {0, 0, 0}, /* 5 */
2221 {0, 0, 0}, /* 6 */
2222 {0, 0, 0}, /* 7 */
2223 {0, 0, 0}, /* 8 */
2224 {8, 1, 2}, /* 9 */
2225 {1, 2, -1}, /* 10 */
2226 {2, 10, 12}, /* 11 */
2227 {2, 3, -1}, /* 12 */
2228 {2, 3, 4}, /* 13 */
2229 {3, 4, -1}, /* 14 */
2230 {4, 14, 16}, /* 15 */
2231 {5, 4, -1}, /* 16 */
2232 {4, 5, 6}, /* 17 */
2233 {6, 5, -1}, /* 18 */
2234 {6, 20, 18}, /* 19 */
2235 {7, 6, -1}, /* 20 */
2236 {6, 7, 8}, /* 21 */
2237 {7, 8, -1}, /* 22 */
2238 {8, 22, 24}, /* 23 */
2239 {8, 1, -1}, /* 24 */
2240 {24, 9, 10}, /* 25 */
2241 {9, 10, -1}, /* 26 */
2242 {10, 11, -1}, /* 27 */
2243 {27, 11, 29}, /* 28 */
2244 {11, 12, -1}, /* 29 */
2245 {12, 13, -1}, /* 30 */
2246 {12, 13, 14}, /* 31 */
2247 {13, 14, -1}, /* 32 */
2248 {14, 15, -1}, /* 33 */
2249 {33, 15, 35}, /* 34 */
2250 {16, 15, -1}, /* 35 */
2251 {17, 16, -1}, /* 36 */
2252 {18, 17, 16}, /* 37 */
2253 {18, 17, -1}, /* 38 */
2254 {18, 19, -1}, /* 39 */
2255 {41, 19, 39}, /* 40 */
2256 {19, 20, -1}, /* 41 */
2257 {20, 21, -1}, /* 42 */
2258 {20, 21, 22}, /* 43 */
2259 {21, 22, -1}, /* 44 */
2260 {23, 22, -1}, /* 45 */
2261 {45, 47, 23}, /* 46 */
2262 {23, 24, -1}, /* 47 */
2263 {24, 9, -1}
2264 }; /* 48 */
2265
2266 /* Recursive routine to step back and see if we can
2267 * find a path to that monster that we found. If not,
2268 * we don't bother going toward it. Returns 1 if we
2269 * can see a direct way to get it
2270 * Modified to be map tile aware -.MSW
2271 */
2272 int
2273 can_see_monsterP (maptile *m, int x, int y, int dir)
2274 {
2275 sint16 dx, dy;
2276 int mflags;
2277
2278 if (dir < 0)
2279 return 0; /* exit condition: invalid direction */
2280
2281 dx = x + freearr_x[dir];
2282 dy = y + freearr_y[dir];
2283
2284 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2285
2286 /* This functional arguably was incorrect before - it was
2287 * checking for P_WALL - that was basically seeing if
2288 * we could move to the monster - this is being more
2289 * literal on if we can see it. To know if we can actually
2290 * move to the monster, we'd need the monster passed in or
2291 * at least its move type.
2292 */
2293 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2294 return 0;
2295
2296 /* yes, can see. */
2297 if (dir < 9)
2298 return 1;
2299
2300 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2301 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2302 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2303 }
2304
2305 /*
2306 * can_pick(picker, item): finds out if an object is possible to be
2307 * picked up by the picker. Returnes 1 if it can be
2308 * picked up, otherwise 0.
2309 *
2310 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2311 * core dumps if they do.
2312 *
2313 * Add a check so we can't pick up invisible objects (0.93.8)
2314 */
2315 int
2316 can_pick (const object *who, const object *item)
2317 {
2318 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2319 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2320 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2321 }
2322
2323 /*
2324 * create clone from object to another
2325 */
2326 object *
2327 object_create_clone (object *asrc)
2328 {
2329 object *dst = 0;
2330
2331 if (!asrc)
2332 return 0;
2333
2334 object *src = asrc->head_ ();
2335
2336 object *prev = 0;
2337 for (object *part = src; part; part = part->more)
2338 {
2339 object *tmp = part->clone ();
2340
2341 tmp->x -= src->x;
2342 tmp->y -= src->y;
2343
2344 if (!part->head)
2345 {
2346 dst = tmp;
2347 tmp->head = 0;
2348 }
2349 else
2350 tmp->head = dst;
2351
2352 tmp->more = 0;
2353
2354 if (prev)
2355 prev->more = tmp;
2356
2357 prev = tmp;
2358 }
2359
2360 for (object *item = src->inv; item; item = item->below)
2361 insert_ob_in_ob (object_create_clone (item), dst);
2362
2363 return dst;
2364 }
2365
2366 /* This returns the first object in who's inventory that
2367 * has the same type and subtype match.
2368 * returns NULL if no match.
2369 */
2370 object *
2371 find_obj_by_type_subtype (const object *who, int type, int subtype)
2372 {
2373 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2374 if (tmp->type == type && tmp->subtype == subtype)
2375 return tmp;
2376
2377 return 0;
2378 }
2379
2380 /* If ob has a field named key, return the link from the list,
2381 * otherwise return NULL.
2382 *
2383 * key must be a passed in shared string - otherwise, this won't
2384 * do the desired thing.
2385 */
2386 key_value *
2387 get_ob_key_link (const object *ob, const char *key)
2388 {
2389 for (key_value *link = ob->key_values; link; link = link->next)
2390 if (link->key == key)
2391 return link;
2392
2393 return 0;
2394 }
2395
2396 /*
2397 * Returns the value of op has an extra_field for key, or NULL.
2398 *
2399 * The argument doesn't need to be a shared string.
2400 *
2401 * The returned string is shared.
2402 */
2403 const char *
2404 get_ob_key_value (const object *op, const char *const key)
2405 {
2406 key_value *link;
2407 shstr_cmp canonical_key (key);
2408
2409 if (!canonical_key)
2410 {
2411 /* 1. There being a field named key on any object
2412 * implies there'd be a shared string to find.
2413 * 2. Since there isn't, no object has this field.
2414 * 3. Therefore, *this* object doesn't have this field.
2415 */
2416 return 0;
2417 }
2418
2419 /* This is copied from get_ob_key_link() above -
2420 * only 4 lines, and saves the function call overhead.
2421 */
2422 for (link = op->key_values; link; link = link->next)
2423 if (link->key == canonical_key)
2424 return link->value;
2425
2426 return 0;
2427 }
2428
2429 /*
2430 * Updates the canonical_key in op to value.
2431 *
2432 * canonical_key is a shared string (value doesn't have to be).
2433 *
2434 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2435 * keys.
2436 *
2437 * Returns TRUE on success.
2438 */
2439 int
2440 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2441 {
2442 key_value *field = NULL, *last = NULL;
2443
2444 for (field = op->key_values; field != NULL; field = field->next)
2445 {
2446 if (field->key != canonical_key)
2447 {
2448 last = field;
2449 continue;
2450 }
2451
2452 if (value)
2453 field->value = value;
2454 else
2455 {
2456 /* Basically, if the archetype has this key set,
2457 * we need to store the null value so when we save
2458 * it, we save the empty value so that when we load,
2459 * we get this value back again.
2460 */
2461 if (get_ob_key_link (op->arch, canonical_key))
2462 field->value = 0;
2463 else
2464 {
2465 if (last)
2466 last->next = field->next;
2467 else
2468 op->key_values = field->next;
2469
2470 delete field;
2471 }
2472 }
2473 return TRUE;
2474 }
2475 /* IF we get here, key doesn't exist */
2476
2477 /* No field, we'll have to add it. */
2478
2479 if (!add_key)
2480 return FALSE;
2481
2482 /* There isn't any good reason to store a null
2483 * value in the key/value list. If the archetype has
2484 * this key, then we should also have it, so shouldn't
2485 * be here. If user wants to store empty strings,
2486 * should pass in ""
2487 */
2488 if (value == NULL)
2489 return TRUE;
2490
2491 field = new key_value;
2492
2493 field->key = canonical_key;
2494 field->value = value;
2495 /* Usual prepend-addition. */
2496 field->next = op->key_values;
2497 op->key_values = field;
2498
2499 return TRUE;
2500 }
2501
2502 /*
2503 * Updates the key in op to value.
2504 *
2505 * If add_key is FALSE, this will only update existing keys,
2506 * and not add new ones.
2507 * In general, should be little reason FALSE is ever passed in for add_key
2508 *
2509 * Returns TRUE on success.
2510 */
2511 int
2512 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2513 {
2514 shstr key_ (key);
2515
2516 return set_ob_key_value_s (op, key_, value, add_key);
2517 }
2518
2519 object::depth_iterator::depth_iterator (object *container)
2520 : iterator_base (container)
2521 {
2522 while (item->inv)
2523 item = item->inv;
2524 }
2525
2526 void
2527 object::depth_iterator::next ()
2528 {
2529 if (item->below)
2530 {
2531 item = item->below;
2532
2533 while (item->inv)
2534 item = item->inv;
2535 }
2536 else
2537 item = item->env;
2538 }
2539
2540 const char *
2541 object::flag_desc (char *desc, int len) const
2542 {
2543 char *p = desc;
2544 bool first = true;
2545
2546 *p = 0;
2547
2548 for (int i = 0; i < NUM_FLAGS; i++)
2549 {
2550 if (len <= 10) // magic constant!
2551 {
2552 snprintf (p, len, ",...");
2553 break;
2554 }
2555
2556 if (flag [i])
2557 {
2558 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2559 len -= cnt;
2560 p += cnt;
2561 first = false;
2562 }
2563 }
2564
2565 return desc;
2566 }
2567
2568 // return a suitable string describing an object in enough detail to find it
2569 const char *
2570 object::debug_desc (char *info) const
2571 {
2572 char flagdesc[512];
2573 char info2[256 * 4];
2574 char *p = info;
2575
2576 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2577 count,
2578 uuid.c_str (),
2579 &name,
2580 title ? "\",title:\"" : "",
2581 title ? (const char *)title : "",
2582 flag_desc (flagdesc, 512), type);
2583
2584 if (!flag[FLAG_REMOVED] && env)
2585 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2586
2587 if (map)
2588 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2589
2590 return info;
2591 }
2592
2593 const char *
2594 object::debug_desc () const
2595 {
2596 static char info[3][256 * 4];
2597 static int info_idx;
2598
2599 return debug_desc (info [++info_idx % 3]);
2600 }
2601
2602 struct region *
2603 object::region () const
2604 {
2605 return map ? map->region (x, y)
2606 : region::default_region ();
2607 }
2608
2609 const materialtype_t *
2610 object::dominant_material () const
2611 {
2612 if (materialtype_t *mt = name_to_material (materialname))
2613 return mt;
2614
2615 return name_to_material (shstr_unknown);
2616 }
2617
2618 void
2619 object::open_container (object *new_container)
2620 {
2621 if (container == new_container)
2622 return;
2623
2624 object *old_container = container;
2625
2626 if (old_container)
2627 {
2628 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2629 return;
2630
2631 #if 0
2632 // remove the "Close old_container" object.
2633 if (object *closer = old_container->inv)
2634 if (closer->type == CLOSE_CON)
2635 closer->destroy ();
2636 #endif
2637
2638 // make sure the container is available
2639 esrv_send_item (this, old_container);
2640
2641 old_container->flag [FLAG_APPLIED] = false;
2642 container = 0;
2643
2644 // client needs item update to make it work, client bug requires this to be separate
2645 esrv_update_item (UPD_FLAGS, this, old_container);
2646
2647 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2648 play_sound (sound_find ("chest_close"));
2649 }
2650
2651 if (new_container)
2652 {
2653 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2654 return;
2655
2656 // TODO: this does not seem to serve any purpose anymore?
2657 #if 0
2658 // insert the "Close Container" object.
2659 if (archetype *closer = new_container->other_arch)
2660 {
2661 object *closer = arch_to_object (new_container->other_arch);
2662 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2663 new_container->insert (closer);
2664 }
2665 #endif
2666
2667 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2668
2669 // make sure the container is available, client bug requires this to be separate
2670 esrv_send_item (this, new_container);
2671
2672 new_container->flag [FLAG_APPLIED] = true;
2673 container = new_container;
2674
2675 // client needs flag change
2676 esrv_update_item (UPD_FLAGS, this, new_container);
2677 esrv_send_inventory (this, new_container);
2678 play_sound (sound_find ("chest_open"));
2679 }
2680 // else if (!old_container->env && contr && contr->ns)
2681 // contr->ns->floorbox_reset ();
2682 }
2683
2684 object *
2685 object::force_find (const shstr name)
2686 {
2687 /* cycle through his inventory to look for the MARK we want to
2688 * place
2689 */
2690 for (object *tmp = inv; tmp; tmp = tmp->below)
2691 if (tmp->type == FORCE && tmp->slaying == name)
2692 return splay (tmp);
2693
2694 return 0;
2695 }
2696
2697 void
2698 object::force_add (const shstr name, int duration)
2699 {
2700 if (object *force = force_find (name))
2701 force->destroy ();
2702
2703 object *force = get_archetype (FORCE_NAME);
2704
2705 force->slaying = name;
2706 force->stats.food = 1;
2707 force->speed_left = -1.f;
2708
2709 force->set_speed (duration ? 1.f / duration : 0.f);
2710 force->flag [FLAG_IS_USED_UP] = true;
2711 force->flag [FLAG_APPLIED] = true;
2712
2713 insert (force);
2714 }
2715
2716 void
2717 object::play_sound (faceidx sound)
2718 {
2719 if (!sound)
2720 return;
2721
2722 if (flag [FLAG_REMOVED])
2723 return;
2724
2725 if (env)
2726 {
2727 if (object *pl = in_player ())
2728 pl->contr->play_sound (sound);
2729 }
2730 else
2731 map->play_sound (sound, x, y);
2732 }
2733