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Revision: 1.227
Committed: Sat May 3 09:04:17 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.226: +20 -28 lines
Log Message:
do not use the copy constructor and assignment opertaor of object anymore

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