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Revision: 1.226
Committed: Sat May 3 08:50:30 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.225: +8 -2 lines
Log Message:
make full floorbox updates on insert/emove to preserve ordering

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 neu->map = map; // not copied by copy_to
690 return neu;
691 }
692
693 /*
694 * If an object with the IS_TURNABLE() flag needs to be turned due
695 * to the closest player being on the other side, this function can
696 * be called to update the face variable, _and_ how it looks on the map.
697 */
698 void
699 update_turn_face (object *op)
700 {
701 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
702 return;
703
704 SET_ANIMATION (op, op->direction);
705 update_object (op, UP_OBJ_FACE);
706 }
707
708 /*
709 * Updates the speed of an object. If the speed changes from 0 to another
710 * value, or vice versa, then add/remove the object from the active list.
711 * This function needs to be called whenever the speed of an object changes.
712 */
713 void
714 object::set_speed (float speed)
715 {
716 if (flag [FLAG_FREED] && speed)
717 {
718 LOG (llevError, "Object %s is freed but has speed.\n", &name);
719 speed = 0;
720 }
721
722 this->speed = speed;
723
724 if (has_active_speed ())
725 activate ();
726 else
727 deactivate ();
728 }
729
730 /*
731 * update_object() updates the the map.
732 * It takes into account invisible objects (and represent squares covered
733 * by invisible objects by whatever is below them (unless it's another
734 * invisible object, etc...)
735 * If the object being updated is beneath a player, the look-window
736 * of that player is updated (this might be a suboptimal way of
737 * updating that window, though, since update_object() is called _often_)
738 *
739 * action is a hint of what the caller believes need to be done.
740 * current action are:
741 * UP_OBJ_INSERT: op was inserted
742 * UP_OBJ_REMOVE: op was removed
743 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
744 * as that is easier than trying to look at what may have changed.
745 * UP_OBJ_FACE: only the objects face has changed.
746 */
747 void
748 update_object (object *op, int action)
749 {
750 if (!op)
751 {
752 /* this should never happen */
753 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
754 return;
755 }
756
757 if (!op->is_on_map ())
758 {
759 /* Animation is currently handled by client, so nothing
760 * to do in this case.
761 */
762 return;
763 }
764
765 /* make sure the object is within map boundaries */
766 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
767 {
768 LOG (llevError, "update_object() called for object out of map!\n");
769 #ifdef MANY_CORES
770 abort ();
771 #endif
772 return;
773 }
774
775 mapspace &m = op->ms ();
776
777 if (!(m.flags_ & P_UPTODATE))
778 /* nop */;
779 else if (action == UP_OBJ_INSERT)
780 {
781 // this is likely overkill, TODO: revisit (schmorp)
782 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
783 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
784 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
785 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
786 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
787 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
788 || (m.move_on | op->move_on ) != m.move_on
789 || (m.move_off | op->move_off ) != m.move_off
790 || (m.move_slow | op->move_slow) != m.move_slow
791 /* This isn't perfect, but I don't expect a lot of objects to
792 * to have move_allow right now.
793 */
794 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
795 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
796 m.flags_ = 0;
797 }
798 /* if the object is being removed, we can't make intelligent
799 * decisions, because remove_ob can't really pass the object
800 * that is being removed.
801 */
802 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
803 m.flags_ = 0;
804 else if (action == UP_OBJ_FACE)
805 /* Nothing to do for that case */ ;
806 else
807 LOG (llevError, "update_object called with invalid action: %d\n", action);
808
809 if (op->more)
810 update_object (op->more, action);
811 }
812
813 object::object ()
814 {
815 SET_FLAG (this, FLAG_REMOVED);
816
817 expmul = 1.0;
818 face = blank_face;
819 }
820
821 object::~object ()
822 {
823 unlink ();
824
825 free_key_values (this);
826 }
827
828 static int object_count;
829
830 void object::link ()
831 {
832 assert (!index);//D
833 uuid = UUID::gen ();
834 count = ++object_count;
835
836 refcnt_inc ();
837 objects.insert (this);
838 }
839
840 void object::unlink ()
841 {
842 if (!index)
843 return;
844
845 objects.erase (this);
846 refcnt_dec ();
847 }
848
849 void
850 object::activate ()
851 {
852 /* If already on active list, don't do anything */
853 if (active)
854 return;
855
856 if (has_active_speed ())
857 actives.insert (this);
858 }
859
860 void
861 object::activate_recursive ()
862 {
863 activate ();
864
865 for (object *op = inv; op; op = op->below)
866 op->activate_recursive ();
867 }
868
869 /* This function removes object 'op' from the list of active
870 * objects.
871 * This should only be used for style maps or other such
872 * reference maps where you don't want an object that isn't
873 * in play chewing up cpu time getting processed.
874 * The reverse of this is to call update_ob_speed, which
875 * will do the right thing based on the speed of the object.
876 */
877 void
878 object::deactivate ()
879 {
880 /* If not on the active list, nothing needs to be done */
881 if (!active)
882 return;
883
884 actives.erase (this);
885 }
886
887 void
888 object::deactivate_recursive ()
889 {
890 for (object *op = inv; op; op = op->below)
891 op->deactivate_recursive ();
892
893 deactivate ();
894 }
895
896 void
897 object::set_flag_inv (int flag, int value)
898 {
899 for (object *op = inv; op; op = op->below)
900 {
901 op->flag [flag] = value;
902 op->set_flag_inv (flag, value);
903 }
904 }
905
906 /*
907 * Remove and free all objects in the inventory of the given object.
908 * object.c ?
909 */
910 void
911 object::destroy_inv (bool drop_to_ground)
912 {
913 // need to check first, because the checks below might segfault
914 // as we might be on an invalid mapspace and crossfire code
915 // is too buggy to ensure that the inventory is empty.
916 // corollary: if you create arrows etc. with stuff in its inventory,
917 // cf will crash below with off-map x and y
918 if (!inv)
919 return;
920
921 /* Only if the space blocks everything do we not process -
922 * if some form of movement is allowed, let objects
923 * drop on that space.
924 */
925 if (!drop_to_ground
926 || !map
927 || map->in_memory != MAP_ACTIVE
928 || map->nodrop
929 || ms ().move_block == MOVE_ALL)
930 {
931 while (inv)
932 {
933 inv->destroy_inv (false);
934 inv->destroy ();
935 }
936 }
937 else
938 { /* Put objects in inventory onto this space */
939 while (inv)
940 {
941 object *op = inv;
942
943 if (op->flag [FLAG_STARTEQUIP]
944 || op->flag [FLAG_NO_DROP]
945 || op->type == RUNE
946 || op->type == TRAP
947 || op->flag [FLAG_IS_A_TEMPLATE]
948 || op->flag [FLAG_DESTROY_ON_DEATH])
949 op->destroy (true);
950 else
951 map->insert (op, x, y);
952 }
953 }
954 }
955
956 object *object::create ()
957 {
958 object *op = new object;
959 op->link ();
960 return op;
961 }
962
963 static struct freed_map : maptile
964 {
965 freed_map ()
966 {
967 path = "<freed objects map>";
968 name = "/internal/freed_objects_map";
969 width = 3;
970 height = 3;
971 nodrop = 1;
972
973 alloc ();
974 in_memory = MAP_ACTIVE;
975 }
976 } freed_map; // freed objects are moved here to avoid crashes
977
978 void
979 object::do_destroy ()
980 {
981 if (flag [FLAG_IS_LINKED])
982 remove_button_link (this);
983
984 if (flag [FLAG_FRIENDLY])
985 remove_friendly_object (this);
986
987 remove ();
988
989 attachable::do_destroy ();
990
991 deactivate ();
992 unlink ();
993
994 flag [FLAG_FREED] = 1;
995
996 // hack to ensure that freed objects still have a valid map
997 map = &freed_map;
998 x = 1;
999 y = 1;
1000
1001 if (more)
1002 {
1003 more->destroy ();
1004 more = 0;
1005 }
1006
1007 head = 0;
1008
1009 // clear those pointers that likely might cause circular references
1010 owner = 0;
1011 enemy = 0;
1012 attacked_by = 0;
1013 current_weapon = 0;
1014 }
1015
1016 void
1017 object::destroy (bool destroy_inventory)
1018 {
1019 if (destroyed ())
1020 return;
1021
1022 if (!is_head () && !head->destroyed ())
1023 {
1024 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1025 head->destroy (destroy_inventory);
1026 return;
1027 }
1028
1029 destroy_inv (!destroy_inventory);
1030
1031 if (is_head ())
1032 if (sound_destroy)
1033 play_sound (sound_destroy);
1034 else if (flag [FLAG_MONSTER])
1035 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1036
1037 attachable::destroy ();
1038 }
1039
1040 /* op->remove ():
1041 * This function removes the object op from the linked list of objects
1042 * which it is currently tied to. When this function is done, the
1043 * object will have no environment. If the object previously had an
1044 * environment, the x and y coordinates will be updated to
1045 * the previous environment.
1046 */
1047 void
1048 object::do_remove ()
1049 {
1050 object *tmp, *last = 0;
1051 object *otmp;
1052
1053 if (flag [FLAG_REMOVED])
1054 return;
1055
1056 INVOKE_OBJECT (REMOVE, this);
1057
1058 flag [FLAG_REMOVED] = true;
1059
1060 if (more)
1061 more->remove ();
1062
1063 /*
1064 * In this case, the object to be removed is in someones
1065 * inventory.
1066 */
1067 if (env)
1068 {
1069 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1070 if (object *pl = visible_to ())
1071 esrv_del_item (pl->contr, count);
1072 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1073
1074 adjust_weight (env, -total_weight ());
1075
1076 *(above ? &above->below : &env->inv) = below;
1077
1078 if (below)
1079 below->above = above;
1080
1081 /* we set up values so that it could be inserted into
1082 * the map, but we don't actually do that - it is up
1083 * to the caller to decide what we want to do.
1084 */
1085 map = env->map;
1086 x = env->x;
1087 y = env->y;
1088 above = 0;
1089 below = 0;
1090 env = 0;
1091
1092 /* NO_FIX_PLAYER is set when a great many changes are being
1093 * made to players inventory. If set, avoiding the call
1094 * to save cpu time.
1095 */
1096 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1097 otmp->update_stats ();
1098 }
1099 else if (map)
1100 {
1101 map->dirty = true;
1102 mapspace &ms = this->ms ();
1103
1104 if (object *pl = ms.player ())
1105 {
1106 if (type == PLAYER) // this == pl(!)
1107 {
1108 // leaving a spot always closes any open container on the ground
1109 if (container && !container->env)
1110 // this causes spurious floorbox updates, but it ensures
1111 // that the CLOSE event is being sent.
1112 close_container ();
1113
1114 --map->players;
1115 map->touch ();
1116 }
1117 else if (pl->container == this)
1118 {
1119 // removing a container should close it
1120 close_container ();
1121 }
1122
1123 esrv_del_item (pl->contr, count);
1124 }
1125
1126 /* link the object above us */
1127 if (above)
1128 above->below = below;
1129 else
1130 ms.top = below; /* we were top, set new top */
1131
1132 /* Relink the object below us, if there is one */
1133 if (below)
1134 below->above = above;
1135 else
1136 {
1137 /* Nothing below, which means we need to relink map object for this space
1138 * use translated coordinates in case some oddness with map tiling is
1139 * evident
1140 */
1141 if (GET_MAP_OB (map, x, y) != this)
1142 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 ());
1143
1144 ms.bot = above; /* goes on above it. */
1145 }
1146
1147 above = 0;
1148 below = 0;
1149
1150 if (map->in_memory == MAP_SAVING)
1151 return;
1152
1153 int check_walk_off = !flag [FLAG_NO_APPLY];
1154
1155 if (object *pl = ms.player ())
1156 {
1157 if (pl->container == this)
1158 /* If a container that the player is currently using somehow gets
1159 * removed (most likely destroyed), update the player view
1160 * appropriately.
1161 */
1162 pl->close_container ();
1163
1164 //TODO: the floorbox prev/next might need updating
1165 //esrv_del_item (pl->contr, count);
1166 //TODO: update floorbox to preserve ordering
1167 if (pl->contr->ns)
1168 pl->contr->ns->floorbox_update ();
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 //TODO: update floorbox to preserve ordering
1478 if (pl->contr->ns)
1479 pl->contr->ns->floorbox_update ();
1480
1481 /* If this object glows, it may affect lighting conditions that are
1482 * visible to others on this map. But update_all_los is really
1483 * an inefficient way to do this, as it means los for all players
1484 * on the map will get recalculated. The players could very well
1485 * be far away from this change and not affected in any way -
1486 * this should get redone to only look for players within range,
1487 * or just updating the P_UPTODATE for spaces within this area
1488 * of effect may be sufficient.
1489 */
1490 if (op->map->darkness && (op->glow_radius != 0))
1491 update_all_los (op->map, op->x, op->y);
1492
1493 /* updates flags (blocked, alive, no magic, etc) for this map space */
1494 update_object (op, UP_OBJ_INSERT);
1495
1496 INVOKE_OBJECT (INSERT, op);
1497
1498 /* Don't know if moving this to the end will break anything. However,
1499 * we want to have floorbox_update called before calling this.
1500 *
1501 * check_move_on() must be after this because code called from
1502 * check_move_on() depends on correct map flags (so functions like
1503 * blocked() and wall() work properly), and these flags are updated by
1504 * update_object().
1505 */
1506
1507 /* if this is not the head or flag has been passed, don't check walk on status */
1508 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1509 {
1510 if (check_move_on (op, originator))
1511 return 0;
1512
1513 /* If we are a multi part object, lets work our way through the check
1514 * walk on's.
1515 */
1516 for (object *tmp = op->more; tmp; tmp = tmp->more)
1517 if (check_move_on (tmp, originator))
1518 return 0;
1519 }
1520
1521 return op;
1522 }
1523
1524 /* this function inserts an object in the map, but if it
1525 * finds an object of its own type, it'll remove that one first.
1526 * op is the object to insert it under: supplies x and the map.
1527 */
1528 void
1529 replace_insert_ob_in_map (const char *arch_string, object *op)
1530 {
1531 /* first search for itself and remove any old instances */
1532
1533 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1534 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1535 tmp->destroy (1);
1536
1537 object *tmp = arch_to_object (archetype::find (arch_string));
1538
1539 tmp->x = op->x;
1540 tmp->y = op->y;
1541
1542 insert_ob_in_map (tmp, op->map, op, 0);
1543 }
1544
1545 object *
1546 object::insert_at (object *where, object *originator, int flags)
1547 {
1548 if (where->env)
1549 return where->env->insert (this);
1550 else
1551 return where->map->insert (this, where->x, where->y, originator, flags);
1552 }
1553
1554 /*
1555 * decrease(object, number) decreases a specified number from
1556 * the amount of an object. If the amount reaches 0, the object
1557 * is subsequently removed and freed.
1558 *
1559 * Return value: 'op' if something is left, NULL if the amount reached 0
1560 */
1561 bool
1562 object::decrease (sint32 nr)
1563 {
1564 if (!nr)
1565 return true;
1566
1567 nr = min (nr, nrof);
1568
1569 nrof -= nr;
1570
1571 if (nrof)
1572 {
1573 adjust_weight (env, -weight * nr); // carrying == 0
1574
1575 if (object *pl = visible_to ())
1576 esrv_update_item (UPD_NROF, pl, this);
1577
1578 return true;
1579 }
1580 else
1581 {
1582 destroy (1);
1583 return false;
1584 }
1585 }
1586
1587 /*
1588 * split(ob,nr) splits up ob into two parts. The part which
1589 * is returned contains nr objects, and the remaining parts contains
1590 * the rest (or is removed and returned if that number is 0).
1591 * On failure, NULL is returned.
1592 */
1593 object *
1594 object::split (sint32 nr)
1595 {
1596 int have = number_of ();
1597
1598 if (have < nr)
1599 return 0;
1600 else if (have == nr)
1601 {
1602 remove ();
1603 return this;
1604 }
1605 else
1606 {
1607 decrease (nr);
1608
1609 object *op = object_create_clone (this);
1610 op->nrof = nr;
1611 return op;
1612 }
1613 }
1614
1615 object *
1616 insert_ob_in_ob (object *op, object *where)
1617 {
1618 if (!where)
1619 {
1620 char *dump = dump_object (op);
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump);
1623 return op;
1624 }
1625
1626 if (where->head_ () != where)
1627 {
1628 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head;
1630 }
1631
1632 return where->insert (op);
1633 }
1634
1635 /*
1636 * env->insert (op)
1637 * This function inserts the object op in the linked list
1638 * inside the object environment.
1639 *
1640 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero
1642 */
1643 object *
1644 object::insert (object *op)
1645 {
1646 if (op->more)
1647 {
1648 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1649 return op;
1650 }
1651
1652 op->remove ();
1653
1654 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1655
1656 if (op->nrof)
1657 for (object *tmp = inv; tmp; tmp = tmp->below)
1658 if (object::can_merge (tmp, op))
1659 {
1660 /* return the original object and remove inserted object
1661 (client needs the original object) */
1662 tmp->nrof += op->nrof;
1663
1664 if (object *pl = tmp->visible_to ())
1665 esrv_update_item (UPD_NROF, pl, tmp);
1666
1667 adjust_weight (this, op->total_weight ());
1668
1669 op->destroy (1);
1670 op = tmp;
1671 goto inserted;
1672 }
1673
1674 op->owner = 0; // it's his/hers now. period.
1675 op->map = 0;
1676 op->x = 0;
1677 op->y = 0;
1678
1679 op->above = 0;
1680 op->below = inv;
1681 op->env = this;
1682
1683 if (inv)
1684 inv->above = op;
1685
1686 inv = op;
1687
1688 op->flag [FLAG_REMOVED] = 0;
1689
1690 if (object *pl = op->visible_to ())
1691 esrv_send_item (pl, op);
1692
1693 adjust_weight (this, op->total_weight ());
1694
1695 inserted:
1696 /* reset the light list and los of the players on the map */
1697 if (op->glow_radius && map && map->darkness)
1698 update_all_los (map, x, y);
1699
1700 // if this is a player's inventory, update stats
1701 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1702 update_stats ();
1703
1704 INVOKE_OBJECT (INSERT, this);
1705
1706 return op;
1707 }
1708
1709 /*
1710 * Checks if any objects has a move_type that matches objects
1711 * that effect this object on this space. Call apply() to process
1712 * these events.
1713 *
1714 * Any speed-modification due to SLOW_MOVE() of other present objects
1715 * will affect the speed_left of the object.
1716 *
1717 * originator: Player, monster or other object that caused 'op' to be inserted
1718 * into 'map'. May be NULL.
1719 *
1720 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1721 *
1722 * 4-21-95 added code to check if appropriate skill was readied - this will
1723 * permit faster movement by the player through this terrain. -b.t.
1724 *
1725 * MSW 2001-07-08: Check all objects on space, not just those below
1726 * object being inserted. insert_ob_in_map may not put new objects
1727 * on top.
1728 */
1729 int
1730 check_move_on (object *op, object *originator)
1731 {
1732 object *tmp;
1733 maptile *m = op->map;
1734 int x = op->x, y = op->y;
1735
1736 MoveType move_on, move_slow, move_block;
1737
1738 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1739 return 0;
1740
1741 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1742 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1743 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1744
1745 /* if nothing on this space will slow op down or be applied,
1746 * no need to do checking below. have to make sure move_type
1747 * is set, as lots of objects don't have it set - we treat that
1748 * as walking.
1749 */
1750 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1751 return 0;
1752
1753 /* This is basically inverse logic of that below - basically,
1754 * if the object can avoid the move on or slow move, they do so,
1755 * but can't do it if the alternate movement they are using is
1756 * blocked. Logic on this seems confusing, but does seem correct.
1757 */
1758 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1759 return 0;
1760
1761 /* The objects have to be checked from top to bottom.
1762 * Hence, we first go to the top:
1763 */
1764
1765 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1766 {
1767 /* Trim the search when we find the first other spell effect
1768 * this helps performance so that if a space has 50 spell objects,
1769 * we don't need to check all of them.
1770 */
1771 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1772 break;
1773 }
1774
1775 for (; tmp; tmp = tmp->below)
1776 {
1777 if (tmp == op)
1778 continue; /* Can't apply yourself */
1779
1780 /* Check to see if one of the movement types should be slowed down.
1781 * Second check makes sure that the movement types not being slowed
1782 * (~slow_move) is not blocked on this space - just because the
1783 * space doesn't slow down swimming (for example), if you can't actually
1784 * swim on that space, can't use it to avoid the penalty.
1785 */
1786 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1787 {
1788 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1789 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1790 {
1791
1792 float
1793 diff = tmp->move_slow_penalty * fabs (op->speed);
1794
1795 if (op->type == PLAYER)
1796 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1797 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1798 diff /= 4.0;
1799
1800 op->speed_left -= diff;
1801 }
1802 }
1803
1804 /* Basically same logic as above, except now for actual apply. */
1805 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1806 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1807 {
1808 move_apply (tmp, op, originator);
1809
1810 if (op->destroyed ())
1811 return 1;
1812
1813 /* what the person/creature stepped onto has moved the object
1814 * someplace new. Don't process any further - if we did,
1815 * have a feeling strange problems would result.
1816 */
1817 if (op->map != m || op->x != x || op->y != y)
1818 return 0;
1819 }
1820 }
1821
1822 return 0;
1823 }
1824
1825 /*
1826 * present_arch(arch, map, x, y) searches for any objects with
1827 * a matching archetype at the given map and coordinates.
1828 * The first matching object is returned, or NULL if none.
1829 */
1830 object *
1831 present_arch (const archetype *at, maptile *m, int x, int y)
1832 {
1833 if (!m || out_of_map (m, x, y))
1834 {
1835 LOG (llevError, "Present_arch called outside map.\n");
1836 return NULL;
1837 }
1838
1839 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1840 if (tmp->arch == at)
1841 return tmp;
1842
1843 return NULL;
1844 }
1845
1846 /*
1847 * present(type, map, x, y) searches for any objects with
1848 * a matching type variable at the given map and coordinates.
1849 * The first matching object is returned, or NULL if none.
1850 */
1851 object *
1852 present (unsigned char type, maptile *m, int x, int y)
1853 {
1854 if (out_of_map (m, x, y))
1855 {
1856 LOG (llevError, "Present called outside map.\n");
1857 return NULL;
1858 }
1859
1860 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1861 if (tmp->type == type)
1862 return tmp;
1863
1864 return NULL;
1865 }
1866
1867 /*
1868 * present_in_ob(type, object) searches for any objects with
1869 * a matching type variable in the inventory of the given object.
1870 * The first matching object is returned, or NULL if none.
1871 */
1872 object *
1873 present_in_ob (unsigned char type, const object *op)
1874 {
1875 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1876 if (tmp->type == type)
1877 return tmp;
1878
1879 return NULL;
1880 }
1881
1882 /*
1883 * present_in_ob (type, str, object) searches for any objects with
1884 * a matching type & name variable in the inventory of the given object.
1885 * The first matching object is returned, or NULL if none.
1886 * This is mostly used by spell effect code, so that we only
1887 * have one spell effect at a time.
1888 * type can be used to narrow the search - if type is set,
1889 * the type must also match. -1 can be passed for the type,
1890 * in which case the type does not need to pass.
1891 * str is the string to match against. Note that we match against
1892 * the object name, not the archetype name. this is so that the
1893 * spell code can use one object type (force), but change it's name
1894 * to be unique.
1895 */
1896 object *
1897 present_in_ob_by_name (int type, const char *str, const object *op)
1898 {
1899 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1900 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1901 return tmp;
1902
1903 return 0;
1904 }
1905
1906 /*
1907 * present_arch_in_ob(archetype, object) searches for any objects with
1908 * a matching archetype in the inventory of the given object.
1909 * The first matching object is returned, or NULL if none.
1910 */
1911 object *
1912 present_arch_in_ob (const archetype *at, const object *op)
1913 {
1914 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1915 if (tmp->arch == at)
1916 return tmp;
1917
1918 return NULL;
1919 }
1920
1921 /*
1922 * activate recursively a flag on an object inventory
1923 */
1924 void
1925 flag_inv (object *op, int flag)
1926 {
1927 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1928 {
1929 SET_FLAG (tmp, flag);
1930 flag_inv (tmp, flag);
1931 }
1932 }
1933
1934 /*
1935 * deactivate recursively a flag on an object inventory
1936 */
1937 void
1938 unflag_inv (object *op, int flag)
1939 {
1940 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1941 {
1942 CLEAR_FLAG (tmp, flag);
1943 unflag_inv (tmp, flag);
1944 }
1945 }
1946
1947 /*
1948 * find_free_spot(object, map, x, y, start, stop) will search for
1949 * a spot at the given map and coordinates which will be able to contain
1950 * the given object. start and stop specifies how many squares
1951 * to search (see the freearr_x/y[] definition).
1952 * It returns a random choice among the alternatives found.
1953 * start and stop are where to start relative to the free_arr array (1,9
1954 * does all 4 immediate directions). This returns the index into the
1955 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1956 * Note: This function does correctly handle tiled maps, but does not
1957 * inform the caller. However, insert_ob_in_map will update as
1958 * necessary, so the caller shouldn't need to do any special work.
1959 * Note - updated to take an object instead of archetype - this is necessary
1960 * because arch_blocked (now ob_blocked) needs to know the movement type
1961 * to know if the space in question will block the object. We can't use
1962 * the archetype because that isn't correct if the monster has been
1963 * customized, changed states, etc.
1964 */
1965 int
1966 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1967 {
1968 int altern[SIZEOFFREE];
1969 int index = 0, flag;
1970
1971 for (int i = start; i < stop; i++)
1972 {
1973 mapxy pos (m, x, y); pos.move (i);
1974
1975 if (!pos.normalise ())
1976 continue;
1977
1978 mapspace &ms = *pos;
1979
1980 if (ms.flags () & P_IS_ALIVE)
1981 continue;
1982
1983 /* However, often
1984 * ob doesn't have any move type (when used to place exits)
1985 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1986 */
1987 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1988 {
1989 altern [index++] = i;
1990 continue;
1991 }
1992
1993 /* Basically, if we find a wall on a space, we cut down the search size.
1994 * In this way, we won't return spaces that are on another side of a wall.
1995 * This mostly work, but it cuts down the search size in all directions -
1996 * if the space being examined only has a wall to the north and empty
1997 * spaces in all the other directions, this will reduce the search space
1998 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space.
2000 */
2001 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2002 {
2003 stop = maxfree[i];
2004 continue;
2005 }
2006
2007 /* Note it is intentional that we check ob - the movement type of the
2008 * head of the object should correspond for the entire object.
2009 */
2010 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2011 continue;
2012
2013 if (ob->blocked (m, pos.x, pos.y))
2014 continue;
2015
2016 altern [index++] = i;
2017 }
2018
2019 if (!index)
2020 return -1;
2021
2022 return altern [rndm (index)];
2023 }
2024
2025 /*
2026 * find_first_free_spot(archetype, maptile, x, y) works like
2027 * find_free_spot(), but it will search max number of squares.
2028 * But it will return the first available spot, not a random choice.
2029 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2030 */
2031 int
2032 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2033 {
2034 for (int i = 0; i < SIZEOFFREE; i++)
2035 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2036 return i;
2037
2038 return -1;
2039 }
2040
2041 /*
2042 * The function permute(arr, begin, end) randomly reorders the array
2043 * arr[begin..end-1].
2044 * now uses a fisher-yates shuffle, old permute was broken
2045 */
2046 static void
2047 permute (int *arr, int begin, int end)
2048 {
2049 arr += begin;
2050 end -= begin;
2051
2052 while (--end)
2053 swap (arr [end], arr [rndm (end + 1)]);
2054 }
2055
2056 /* new function to make monster searching more efficient, and effective!
2057 * This basically returns a randomized array (in the passed pointer) of
2058 * the spaces to find monsters. In this way, it won't always look for
2059 * monsters to the north first. However, the size of the array passed
2060 * covers all the spaces, so within that size, all the spaces within
2061 * the 3x3 area will be searched, just not in a predictable order.
2062 */
2063 void
2064 get_search_arr (int *search_arr)
2065 {
2066 int i;
2067
2068 for (i = 0; i < SIZEOFFREE; i++)
2069 search_arr[i] = i;
2070
2071 permute (search_arr, 1, SIZEOFFREE1 + 1);
2072 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2073 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2074 }
2075
2076 /*
2077 * find_dir(map, x, y, exclude) will search some close squares in the
2078 * given map at the given coordinates for live objects.
2079 * It will not considered the object given as exclude among possible
2080 * live objects.
2081 * It returns the direction toward the first/closest live object if finds
2082 * any, otherwise 0.
2083 * Perhaps incorrectly, but I'm making the assumption that exclude
2084 * is actually want is going to try and move there. We need this info
2085 * because we have to know what movement the thing looking to move
2086 * there is capable of.
2087 */
2088 int
2089 find_dir (maptile *m, int x, int y, object *exclude)
2090 {
2091 int i, max = SIZEOFFREE, mflags;
2092
2093 sint16 nx, ny;
2094 object *tmp;
2095 maptile *mp;
2096
2097 MoveType blocked, move_type;
2098
2099 if (exclude && exclude->head_ () != exclude)
2100 {
2101 exclude = exclude->head;
2102 move_type = exclude->move_type;
2103 }
2104 else
2105 {
2106 /* If we don't have anything, presume it can use all movement types. */
2107 move_type = MOVE_ALL;
2108 }
2109
2110 for (i = 1; i < max; i++)
2111 {
2112 mp = m;
2113 nx = x + freearr_x[i];
2114 ny = y + freearr_y[i];
2115
2116 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2117
2118 if (mflags & P_OUT_OF_MAP)
2119 max = maxfree[i];
2120 else
2121 {
2122 mapspace &ms = mp->at (nx, ny);
2123
2124 blocked = ms.move_block;
2125
2126 if ((move_type & blocked) == move_type)
2127 max = maxfree[i];
2128 else if (mflags & P_IS_ALIVE)
2129 {
2130 for (tmp = ms.bot; tmp; tmp = tmp->above)
2131 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2132 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2133 break;
2134
2135 if (tmp)
2136 return freedir[i];
2137 }
2138 }
2139 }
2140
2141 return 0;
2142 }
2143
2144 /*
2145 * distance(object 1, object 2) will return the square of the
2146 * distance between the two given objects.
2147 */
2148 int
2149 distance (const object *ob1, const object *ob2)
2150 {
2151 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2152 }
2153
2154 /*
2155 * find_dir_2(delta-x,delta-y) will return a direction in which
2156 * an object which has subtracted the x and y coordinates of another
2157 * object, needs to travel toward it.
2158 */
2159 int
2160 find_dir_2 (int x, int y)
2161 {
2162 int q;
2163
2164 if (y)
2165 q = x * 100 / y;
2166 else if (x)
2167 q = -300 * x;
2168 else
2169 return 0;
2170
2171 if (y > 0)
2172 {
2173 if (q < -242)
2174 return 3;
2175 if (q < -41)
2176 return 2;
2177 if (q < 41)
2178 return 1;
2179 if (q < 242)
2180 return 8;
2181 return 7;
2182 }
2183
2184 if (q < -242)
2185 return 7;
2186 if (q < -41)
2187 return 6;
2188 if (q < 41)
2189 return 5;
2190 if (q < 242)
2191 return 4;
2192
2193 return 3;
2194 }
2195
2196 /*
2197 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2198 * between two directions (which are expected to be absolute (see absdir())
2199 */
2200 int
2201 dirdiff (int dir1, int dir2)
2202 {
2203 int d;
2204
2205 d = abs (dir1 - dir2);
2206 if (d > 4)
2207 d = 8 - d;
2208
2209 return d;
2210 }
2211
2212 /* peterm:
2213 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2214 * Basically, this is a table of directions, and what directions
2215 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2216 * This basically means that if direction is 15, then it could either go
2217 * direction 4, 14, or 16 to get back to where we are.
2218 * Moved from spell_util.c to object.c with the other related direction
2219 * functions.
2220 */
2221 int reduction_dir[SIZEOFFREE][3] = {
2222 {0, 0, 0}, /* 0 */
2223 {0, 0, 0}, /* 1 */
2224 {0, 0, 0}, /* 2 */
2225 {0, 0, 0}, /* 3 */
2226 {0, 0, 0}, /* 4 */
2227 {0, 0, 0}, /* 5 */
2228 {0, 0, 0}, /* 6 */
2229 {0, 0, 0}, /* 7 */
2230 {0, 0, 0}, /* 8 */
2231 {8, 1, 2}, /* 9 */
2232 {1, 2, -1}, /* 10 */
2233 {2, 10, 12}, /* 11 */
2234 {2, 3, -1}, /* 12 */
2235 {2, 3, 4}, /* 13 */
2236 {3, 4, -1}, /* 14 */
2237 {4, 14, 16}, /* 15 */
2238 {5, 4, -1}, /* 16 */
2239 {4, 5, 6}, /* 17 */
2240 {6, 5, -1}, /* 18 */
2241 {6, 20, 18}, /* 19 */
2242 {7, 6, -1}, /* 20 */
2243 {6, 7, 8}, /* 21 */
2244 {7, 8, -1}, /* 22 */
2245 {8, 22, 24}, /* 23 */
2246 {8, 1, -1}, /* 24 */
2247 {24, 9, 10}, /* 25 */
2248 {9, 10, -1}, /* 26 */
2249 {10, 11, -1}, /* 27 */
2250 {27, 11, 29}, /* 28 */
2251 {11, 12, -1}, /* 29 */
2252 {12, 13, -1}, /* 30 */
2253 {12, 13, 14}, /* 31 */
2254 {13, 14, -1}, /* 32 */
2255 {14, 15, -1}, /* 33 */
2256 {33, 15, 35}, /* 34 */
2257 {16, 15, -1}, /* 35 */
2258 {17, 16, -1}, /* 36 */
2259 {18, 17, 16}, /* 37 */
2260 {18, 17, -1}, /* 38 */
2261 {18, 19, -1}, /* 39 */
2262 {41, 19, 39}, /* 40 */
2263 {19, 20, -1}, /* 41 */
2264 {20, 21, -1}, /* 42 */
2265 {20, 21, 22}, /* 43 */
2266 {21, 22, -1}, /* 44 */
2267 {23, 22, -1}, /* 45 */
2268 {45, 47, 23}, /* 46 */
2269 {23, 24, -1}, /* 47 */
2270 {24, 9, -1}
2271 }; /* 48 */
2272
2273 /* Recursive routine to step back and see if we can
2274 * find a path to that monster that we found. If not,
2275 * we don't bother going toward it. Returns 1 if we
2276 * can see a direct way to get it
2277 * Modified to be map tile aware -.MSW
2278 */
2279 int
2280 can_see_monsterP (maptile *m, int x, int y, int dir)
2281 {
2282 sint16 dx, dy;
2283 int mflags;
2284
2285 if (dir < 0)
2286 return 0; /* exit condition: invalid direction */
2287
2288 dx = x + freearr_x[dir];
2289 dy = y + freearr_y[dir];
2290
2291 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2292
2293 /* This functional arguably was incorrect before - it was
2294 * checking for P_WALL - that was basically seeing if
2295 * we could move to the monster - this is being more
2296 * literal on if we can see it. To know if we can actually
2297 * move to the monster, we'd need the monster passed in or
2298 * at least its move type.
2299 */
2300 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2301 return 0;
2302
2303 /* yes, can see. */
2304 if (dir < 9)
2305 return 1;
2306
2307 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2308 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2309 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2310 }
2311
2312 /*
2313 * can_pick(picker, item): finds out if an object is possible to be
2314 * picked up by the picker. Returnes 1 if it can be
2315 * picked up, otherwise 0.
2316 *
2317 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2318 * core dumps if they do.
2319 *
2320 * Add a check so we can't pick up invisible objects (0.93.8)
2321 */
2322 int
2323 can_pick (const object *who, const object *item)
2324 {
2325 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2326 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2327 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2328 }
2329
2330 /*
2331 * create clone from object to another
2332 */
2333 object *
2334 object_create_clone (object *asrc)
2335 {
2336 object *dst = 0;
2337
2338 if (!asrc)
2339 return 0;
2340
2341 object *src = asrc->head_ ();
2342
2343 object *prev = 0;
2344 for (object *part = src; part; part = part->more)
2345 {
2346 object *tmp = part->clone ();
2347
2348 tmp->x -= src->x;
2349 tmp->y -= src->y;
2350
2351 if (!part->head)
2352 {
2353 dst = tmp;
2354 tmp->head = 0;
2355 }
2356 else
2357 tmp->head = dst;
2358
2359 tmp->more = 0;
2360
2361 if (prev)
2362 prev->more = tmp;
2363
2364 prev = tmp;
2365 }
2366
2367 for (object *item = src->inv; item; item = item->below)
2368 insert_ob_in_ob (object_create_clone (item), dst);
2369
2370 return dst;
2371 }
2372
2373 /* This returns the first object in who's inventory that
2374 * has the same type and subtype match.
2375 * returns NULL if no match.
2376 */
2377 object *
2378 find_obj_by_type_subtype (const object *who, int type, int subtype)
2379 {
2380 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2381 if (tmp->type == type && tmp->subtype == subtype)
2382 return tmp;
2383
2384 return 0;
2385 }
2386
2387 /* If ob has a field named key, return the link from the list,
2388 * otherwise return NULL.
2389 *
2390 * key must be a passed in shared string - otherwise, this won't
2391 * do the desired thing.
2392 */
2393 key_value *
2394 get_ob_key_link (const object *ob, const char *key)
2395 {
2396 for (key_value *link = ob->key_values; link; link = link->next)
2397 if (link->key == key)
2398 return link;
2399
2400 return 0;
2401 }
2402
2403 /*
2404 * Returns the value of op has an extra_field for key, or NULL.
2405 *
2406 * The argument doesn't need to be a shared string.
2407 *
2408 * The returned string is shared.
2409 */
2410 const char *
2411 get_ob_key_value (const object *op, const char *const key)
2412 {
2413 key_value *link;
2414 shstr_cmp canonical_key (key);
2415
2416 if (!canonical_key)
2417 {
2418 /* 1. There being a field named key on any object
2419 * implies there'd be a shared string to find.
2420 * 2. Since there isn't, no object has this field.
2421 * 3. Therefore, *this* object doesn't have this field.
2422 */
2423 return 0;
2424 }
2425
2426 /* This is copied from get_ob_key_link() above -
2427 * only 4 lines, and saves the function call overhead.
2428 */
2429 for (link = op->key_values; link; link = link->next)
2430 if (link->key == canonical_key)
2431 return link->value;
2432
2433 return 0;
2434 }
2435
2436 /*
2437 * Updates the canonical_key in op to value.
2438 *
2439 * canonical_key is a shared string (value doesn't have to be).
2440 *
2441 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2442 * keys.
2443 *
2444 * Returns TRUE on success.
2445 */
2446 int
2447 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2448 {
2449 key_value *field = NULL, *last = NULL;
2450
2451 for (field = op->key_values; field != NULL; field = field->next)
2452 {
2453 if (field->key != canonical_key)
2454 {
2455 last = field;
2456 continue;
2457 }
2458
2459 if (value)
2460 field->value = value;
2461 else
2462 {
2463 /* Basically, if the archetype has this key set,
2464 * we need to store the null value so when we save
2465 * it, we save the empty value so that when we load,
2466 * we get this value back again.
2467 */
2468 if (get_ob_key_link (op->arch, canonical_key))
2469 field->value = 0;
2470 else
2471 {
2472 if (last)
2473 last->next = field->next;
2474 else
2475 op->key_values = field->next;
2476
2477 delete field;
2478 }
2479 }
2480 return TRUE;
2481 }
2482 /* IF we get here, key doesn't exist */
2483
2484 /* No field, we'll have to add it. */
2485
2486 if (!add_key)
2487 return FALSE;
2488
2489 /* There isn't any good reason to store a null
2490 * value in the key/value list. If the archetype has
2491 * this key, then we should also have it, so shouldn't
2492 * be here. If user wants to store empty strings,
2493 * should pass in ""
2494 */
2495 if (value == NULL)
2496 return TRUE;
2497
2498 field = new key_value;
2499
2500 field->key = canonical_key;
2501 field->value = value;
2502 /* Usual prepend-addition. */
2503 field->next = op->key_values;
2504 op->key_values = field;
2505
2506 return TRUE;
2507 }
2508
2509 /*
2510 * Updates the key in op to value.
2511 *
2512 * If add_key is FALSE, this will only update existing keys,
2513 * and not add new ones.
2514 * In general, should be little reason FALSE is ever passed in for add_key
2515 *
2516 * Returns TRUE on success.
2517 */
2518 int
2519 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2520 {
2521 shstr key_ (key);
2522
2523 return set_ob_key_value_s (op, key_, value, add_key);
2524 }
2525
2526 object::depth_iterator::depth_iterator (object *container)
2527 : iterator_base (container)
2528 {
2529 while (item->inv)
2530 item = item->inv;
2531 }
2532
2533 void
2534 object::depth_iterator::next ()
2535 {
2536 if (item->below)
2537 {
2538 item = item->below;
2539
2540 while (item->inv)
2541 item = item->inv;
2542 }
2543 else
2544 item = item->env;
2545 }
2546
2547 const char *
2548 object::flag_desc (char *desc, int len) const
2549 {
2550 char *p = desc;
2551 bool first = true;
2552
2553 *p = 0;
2554
2555 for (int i = 0; i < NUM_FLAGS; i++)
2556 {
2557 if (len <= 10) // magic constant!
2558 {
2559 snprintf (p, len, ",...");
2560 break;
2561 }
2562
2563 if (flag [i])
2564 {
2565 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2566 len -= cnt;
2567 p += cnt;
2568 first = false;
2569 }
2570 }
2571
2572 return desc;
2573 }
2574
2575 // return a suitable string describing an object in enough detail to find it
2576 const char *
2577 object::debug_desc (char *info) const
2578 {
2579 char flagdesc[512];
2580 char info2[256 * 4];
2581 char *p = info;
2582
2583 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2584 count,
2585 uuid.c_str (),
2586 &name,
2587 title ? "\",title:\"" : "",
2588 title ? (const char *)title : "",
2589 flag_desc (flagdesc, 512), type);
2590
2591 if (!flag[FLAG_REMOVED] && env)
2592 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2593
2594 if (map)
2595 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2596
2597 return info;
2598 }
2599
2600 const char *
2601 object::debug_desc () const
2602 {
2603 static char info[3][256 * 4];
2604 static int info_idx;
2605
2606 return debug_desc (info [++info_idx % 3]);
2607 }
2608
2609 struct region *
2610 object::region () const
2611 {
2612 return map ? map->region (x, y)
2613 : region::default_region ();
2614 }
2615
2616 const materialtype_t *
2617 object::dominant_material () const
2618 {
2619 if (materialtype_t *mt = name_to_material (materialname))
2620 return mt;
2621
2622 return name_to_material (shstr_unknown);
2623 }
2624
2625 void
2626 object::open_container (object *new_container)
2627 {
2628 if (container == new_container)
2629 return;
2630
2631 object *old_container = container;
2632
2633 if (old_container)
2634 {
2635 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2636 return;
2637
2638 #if 0
2639 // remove the "Close old_container" object.
2640 if (object *closer = old_container->inv)
2641 if (closer->type == CLOSE_CON)
2642 closer->destroy ();
2643 #endif
2644
2645 // make sure the container is available
2646 esrv_send_item (this, old_container);
2647
2648 old_container->flag [FLAG_APPLIED] = false;
2649 container = 0;
2650
2651 // client needs item update to make it work, client bug requires this to be separate
2652 esrv_update_item (UPD_FLAGS, this, old_container);
2653
2654 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2655 play_sound (sound_find ("chest_close"));
2656 }
2657
2658 if (new_container)
2659 {
2660 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2661 return;
2662
2663 // TODO: this does not seem to serve any purpose anymore?
2664 #if 0
2665 // insert the "Close Container" object.
2666 if (archetype *closer = new_container->other_arch)
2667 {
2668 object *closer = arch_to_object (new_container->other_arch);
2669 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2670 new_container->insert (closer);
2671 }
2672 #endif
2673
2674 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2675
2676 // make sure the container is available, client bug requires this to be separate
2677 esrv_send_item (this, new_container);
2678
2679 new_container->flag [FLAG_APPLIED] = true;
2680 container = new_container;
2681
2682 // client needs flag change
2683 esrv_update_item (UPD_FLAGS, this, new_container);
2684 esrv_send_inventory (this, new_container);
2685 play_sound (sound_find ("chest_open"));
2686 }
2687 // else if (!old_container->env && contr && contr->ns)
2688 // contr->ns->floorbox_reset ();
2689 }
2690
2691 object *
2692 object::force_find (const shstr name)
2693 {
2694 /* cycle through his inventory to look for the MARK we want to
2695 * place
2696 */
2697 for (object *tmp = inv; tmp; tmp = tmp->below)
2698 if (tmp->type == FORCE && tmp->slaying == name)
2699 return splay (tmp);
2700
2701 return 0;
2702 }
2703
2704 void
2705 object::force_add (const shstr name, int duration)
2706 {
2707 if (object *force = force_find (name))
2708 force->destroy ();
2709
2710 object *force = get_archetype (FORCE_NAME);
2711
2712 force->slaying = name;
2713 force->stats.food = 1;
2714 force->speed_left = -1.f;
2715
2716 force->set_speed (duration ? 1.f / duration : 0.f);
2717 force->flag [FLAG_IS_USED_UP] = true;
2718 force->flag [FLAG_APPLIED] = true;
2719
2720 insert (force);
2721 }
2722
2723 void
2724 object::play_sound (faceidx sound)
2725 {
2726 if (!sound)
2727 return;
2728
2729 if (flag [FLAG_REMOVED])
2730 return;
2731
2732 if (env)
2733 {
2734 if (object *pl = in_player ())
2735 pl->contr->play_sound (sound);
2736 }
2737 else
2738 map->play_sound (sound, x, y);
2739 }
2740