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/cvs/deliantra/server/common/object.C
Revision: 1.228
Committed: Sat May 3 11:14:50 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.227: +36 -147 lines
Log Message:
kv rewrite

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 /* n-squared behaviour (see kv_get), but I'm hoping both
145 * objects with lists are rare, and lists stay short. If not, use a
146 * different structure or at least keep the lists sorted...
147 */
148
149 /* For each field in wants, */
150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
151 if (has->kv_get (kv->key) != kv->value)
152 return false;
153
154 /* If we get here, every field in wants has a matching field in has. */
155 return true;
156 }
157
158 /* Returns TRUE if ob1 has the same key_values as ob2. */
159 static bool
160 compare_ob_value_lists (const object *ob1, const object *ob2)
161 {
162 /* However, there may be fields in has which aren't partnered in wants,
163 * so we need to run the comparison *twice*. :(
164 */
165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
167 }
168
169 /* Function examines the 2 objects given to it, and returns true if
170 * they can be merged together.
171 *
172 * Note that this function appears a lot longer than the macro it
173 * replaces - this is mostly for clarity - a decent compiler should hopefully
174 * reduce this to the same efficiency.
175 *
176 * Check nrof variable *before* calling can_merge()
177 *
178 * Improvements made with merge: Better checking on potion, and also
179 * check weight
180 */
181 bool object::can_merge_slow (object *ob1, object *ob2)
182 {
183 /* A couple quicksanity checks */
184 if (ob1 == ob2
185 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value
188 || ob1->name != ob2->name)
189 return 0;
190
191 /* Do not merge objects if nrof would overflow. First part checks
192 * for unsigned overflow (2c), second part checks whether the result
193 * would fit into a 32 bit signed int, which is often used to hold
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0;
198
199 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * This is to the comparison of the flags below will be OK. We
201 * just can't ignore the been applied or identified flags, as they
202 * are not equal - just if it has been identified, the been_applied
203 * flags lose any meaning.
204 */
205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210
211 if (ob1->arch->name != ob2->arch->name
212 || ob1->name != ob2->name
213 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id
222 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname
224 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type
227 || ob1->move_block != ob2->move_block
228 || ob1->move_allow != ob2->move_allow
229 || ob1->move_on != ob2->move_on
230 || ob1->move_off != ob2->move_off
231 || ob1->move_slow != ob2->move_slow
232 || ob1->move_slow_penalty != ob2->move_slow_penalty
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0;
236
237 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED)
241 .any ())
242 return 0;
243
244 /* This is really a spellbook check - we should in general
245 * not merge objects with real inventories, as splitting them
246 * is hard.
247 */
248 if (ob1->inv || ob2->inv)
249 {
250 if (!(ob1->inv && ob2->inv))
251 return 0; /* inventories differ in length */
252
253 if (ob1->inv->below || ob2->inv->below)
254 return 0; /* more than one object in inv */
255
256 if (!object::can_merge (ob1->inv, ob2->inv))
257 return 0; /* inventory objects differ */
258
259 /* inventory ok - still need to check rest of this object to see
260 * if it is valid.
261 */
262 }
263
264 /* Don't merge objects that are applied. With the new 'body' code,
265 * it is possible for most any character to have more than one of
266 * some items equipped, and we don't want those to merge.
267 */
268 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
269 return 0;
270
271 /* Note sure why the following is the case - either the object has to
272 * be animated or have a very low speed. Is this an attempted monster
273 * check?
274 */
275 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
276 return 0;
277
278 switch (ob1->type)
279 {
280 case SCROLL:
281 if (ob1->level != ob2->level)
282 return 0;
283 break;
284 }
285
286 if (ob1->key_values || ob2->key_values)
287 {
288 /* At least one of these has key_values. */
289 if ((!ob1->key_values) != (!ob2->key_values))
290 return 0; /* One has fields, but the other one doesn't. */
291
292 if (!compare_ob_value_lists (ob1, ob2))
293 return 0;
294 }
295
296 if (ob1->self || ob2->self)
297 {
298 ob1->optimise ();
299 ob2->optimise ();
300
301 if (ob1->self || ob2->self)
302 {
303 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
304 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
305
306 if (k1 != k2)
307 return 0;
308
309 if (k1 == 0)
310 return 1;
311
312 if (!cfperl_can_merge (ob1, ob2))
313 return 0;
314 }
315 }
316
317 /* Everything passes, must be OK. */
318 return 1;
319 }
320
321 // find player who can see this object
322 object *
323 object::visible_to () const
324 {
325 if (client_visible () && !flag [FLAG_REMOVED])
326 {
327 // see if we are in a container of sorts
328 if (env)
329 {
330 // the player inventory itself is always visible
331 if (env->type == PLAYER)
332 return env;
333
334 // else a player could have our env open
335 object *envest = env->outer_env ();
336
337 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player.
339 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ())
341 if (pl->container == env)
342 return pl;
343 }
344 else
345 {
346 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container)
350 return pl;
351 }
352 }
353
354 return 0;
355 }
356
357 // adjust weight per container type ("of holding")
358 static sint32
359 weight_adjust (object *op, sint32 weight)
360 {
361 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight;
364 }
365
366 /*
367 * adjust_weight(object, weight) adds the specified weight to an object,
368 * and also updates how much the environment(s) is/are carrying.
369 */
370 static void
371 adjust_weight (object *op, sint32 weight)
372 {
373 while (op)
374 {
375 weight = weight_adjust (op, weight);
376
377 if (!weight)
378 return;
379
380 op->carrying += weight;
381
382 if (object *pl = op->visible_to ())
383 if (pl != op) // player is handled lazily
384 esrv_update_item (UPD_WEIGHT, pl, op);
385
386 op = op->env;
387 }
388 }
389
390 /*
391 * this is a recursive function which calculates the weight
392 * an object is carrying. It goes through op and figures out how much
393 * containers are carrying, and sums it up.
394 */
395 void
396 object::update_weight ()
397 {
398 sint32 sum = 0;
399
400 for (object *op = inv; op; op = op->below)
401 {
402 if (op->inv)
403 op->update_weight ();
404
405 sum += op->total_weight ();
406 }
407
408 sum = weight_adjust (this, sum);
409
410 if (sum != carrying)
411 {
412 carrying = sum;
413
414 if (object *pl = visible_to ())
415 if (pl != this) // player is handled lazily
416 esrv_update_item (UPD_WEIGHT, pl, this);
417 }
418 }
419
420 /*
421 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
422 */
423 char *
424 dump_object (object *op)
425 {
426 if (!op)
427 return strdup ("[NULLOBJ]");
428
429 object_freezer freezer;
430 op->write (freezer);
431 return freezer.as_string ();
432 }
433
434 /*
435 * get_nearest_part(multi-object, object 2) returns the part of the
436 * multi-object 1 which is closest to the second object.
437 * If it's not a multi-object, it is returned.
438 */
439 object *
440 get_nearest_part (object *op, const object *pl)
441 {
442 object *tmp, *closest;
443 int last_dist, i;
444
445 if (!op->more)
446 return op;
447
448 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
449 tmp;
450 tmp = tmp->more)
451 if ((i = distance (tmp, pl)) < last_dist)
452 closest = tmp, last_dist = i;
453
454 return closest;
455 }
456
457 /*
458 * Returns the object which has the count-variable equal to the argument.
459 * VERRRY slow.
460 */
461 object *
462 find_object (tag_t i)
463 {
464 for_all_objects (op)
465 if (op->count == i)
466 return op;
467
468 return 0;
469 }
470
471 /*
472 * Returns the first object which has a name equal to the argument.
473 * Used only by the patch command, but not all that useful.
474 * Enables features like "patch <name-of-other-player> food 999"
475 */
476 object *
477 find_object_name (const char *str)
478 {
479 shstr_cmp str_ (str);
480 object *op;
481
482 for_all_objects (op)
483 if (op->name == str_)
484 break;
485
486 return op;
487 }
488
489 /*
490 * Sets the owner and sets the skill and exp pointers to owner's current
491 * skill and experience objects.
492 * ACTUALLY NO! investigate! TODO
493 */
494 void
495 object::set_owner (object *owner)
496 {
497 // allow objects which own objects
498 if (owner)
499 while (owner->owner)
500 owner = owner->owner;
501
502 if (flag [FLAG_FREED])
503 {
504 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
505 return;
506 }
507
508 this->owner = owner;
509 }
510
511 int
512 object::slottype () const
513 {
514 if (type == SKILL)
515 {
516 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
517 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
518 }
519 else
520 {
521 if (slot [body_combat].info) return slot_combat;
522 if (slot [body_range ].info) return slot_ranged;
523 }
524
525 return slot_none;
526 }
527
528 bool
529 object::change_weapon (object *ob)
530 {
531 if (current_weapon == ob)
532 return true;
533
534 if (chosen_skill)
535 chosen_skill->flag [FLAG_APPLIED] = false;
536
537 current_weapon = ob;
538 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
539
540 if (chosen_skill)
541 chosen_skill->flag [FLAG_APPLIED] = true;
542
543 update_stats ();
544
545 if (ob)
546 {
547 // now check wether any body locations became invalid, in which case
548 // we cannot apply the weapon at the moment.
549 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
550 if (slot[i].used < 0)
551 {
552 current_weapon = chosen_skill = 0;
553 update_stats ();
554
555 new_draw_info_format (NDI_UNIQUE, 0, this,
556 "You try to balance all your items at once, "
557 "but the %s is just too much for your body. "
558 "[You need to unapply some items first.]", &ob->name);
559 return false;
560 }
561
562 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
563 }
564 else
565 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
566
567 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
568 {
569 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
570 &name, ob->debug_desc ());
571 return false;
572 }
573
574 return true;
575 }
576
577 /* Zero the key_values on op, decrementing the shared-string
578 * refcounts and freeing the links.
579 */
580 static void
581 free_key_values (object *op)
582 {
583 for (key_value *i = op->key_values; i; )
584 {
585 key_value *next = i->next;
586 delete i;
587
588 i = next;
589 }
590
591 op->key_values = 0;
592 }
593
594 /*
595 * copy_to first frees everything allocated by the dst object,
596 * and then copies the contents of itself into the second
597 * object, allocating what needs to be allocated. Basically, any
598 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
599 * if the first object is freed, the pointers in the new object
600 * will point at garbage.
601 */
602 void
603 object::copy_to (object *dst)
604 {
605 dst->remove ();
606 *(object_copy *)dst = *this;
607 dst->flag [FLAG_REMOVED] = true;
608
609 /* Copy over key_values, if any. */
610 if (key_values)
611 {
612 key_value *tail = 0;
613 dst->key_values = 0;
614
615 for (key_value *i = key_values; i; i = i->next)
616 {
617 key_value *new_link = new key_value;
618
619 new_link->next = 0;
620 new_link->key = i->key;
621 new_link->value = i->value;
622
623 /* Try and be clever here, too. */
624 if (!dst->key_values)
625 {
626 dst->key_values = new_link;
627 tail = new_link;
628 }
629 else
630 {
631 tail->next = new_link;
632 tail = new_link;
633 }
634 }
635 }
636
637 if (speed < 0)
638 dst->speed_left -= rndm ();
639
640 dst->set_speed (dst->speed);
641 }
642
643 void
644 object::instantiate ()
645 {
646 if (!uuid.seq) // HACK
647 uuid = UUID::gen ();
648
649 speed_left = -0.1f;
650 /* copy the body_info to the body_used - this is only really
651 * need for monsters, but doesn't hurt to do it for everything.
652 * by doing so, when a monster is created, it has good starting
653 * values for the body_used info, so when items are created
654 * for it, they can be properly equipped.
655 */
656 for (int i = NUM_BODY_LOCATIONS; i--; )
657 slot[i].used = slot[i].info;
658
659 attachable::instantiate ();
660 }
661
662 object *
663 object::clone ()
664 {
665 object *neu = create ();
666 copy_to (neu);
667 neu->map = map; // not copied by copy_to
668 return neu;
669 }
670
671 /*
672 * If an object with the IS_TURNABLE() flag needs to be turned due
673 * to the closest player being on the other side, this function can
674 * be called to update the face variable, _and_ how it looks on the map.
675 */
676 void
677 update_turn_face (object *op)
678 {
679 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
680 return;
681
682 SET_ANIMATION (op, op->direction);
683 update_object (op, UP_OBJ_FACE);
684 }
685
686 /*
687 * Updates the speed of an object. If the speed changes from 0 to another
688 * value, or vice versa, then add/remove the object from the active list.
689 * This function needs to be called whenever the speed of an object changes.
690 */
691 void
692 object::set_speed (float speed)
693 {
694 if (flag [FLAG_FREED] && speed)
695 {
696 LOG (llevError, "Object %s is freed but has speed.\n", &name);
697 speed = 0;
698 }
699
700 this->speed = speed;
701
702 if (has_active_speed ())
703 activate ();
704 else
705 deactivate ();
706 }
707
708 /*
709 * update_object() updates the the map.
710 * It takes into account invisible objects (and represent squares covered
711 * by invisible objects by whatever is below them (unless it's another
712 * invisible object, etc...)
713 * If the object being updated is beneath a player, the look-window
714 * of that player is updated (this might be a suboptimal way of
715 * updating that window, though, since update_object() is called _often_)
716 *
717 * action is a hint of what the caller believes need to be done.
718 * current action are:
719 * UP_OBJ_INSERT: op was inserted
720 * UP_OBJ_REMOVE: op was removed
721 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
722 * as that is easier than trying to look at what may have changed.
723 * UP_OBJ_FACE: only the objects face has changed.
724 */
725 void
726 update_object (object *op, int action)
727 {
728 if (!op)
729 {
730 /* this should never happen */
731 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
732 return;
733 }
734
735 if (!op->is_on_map ())
736 {
737 /* Animation is currently handled by client, so nothing
738 * to do in this case.
739 */
740 return;
741 }
742
743 /* make sure the object is within map boundaries */
744 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
745 {
746 LOG (llevError, "update_object() called for object out of map!\n");
747 #ifdef MANY_CORES
748 abort ();
749 #endif
750 return;
751 }
752
753 mapspace &m = op->ms ();
754
755 if (!(m.flags_ & P_UPTODATE))
756 /* nop */;
757 else if (action == UP_OBJ_INSERT)
758 {
759 // this is likely overkill, TODO: revisit (schmorp)
760 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
761 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
762 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
763 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
764 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
765 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
766 || (m.move_on | op->move_on ) != m.move_on
767 || (m.move_off | op->move_off ) != m.move_off
768 || (m.move_slow | op->move_slow) != m.move_slow
769 /* This isn't perfect, but I don't expect a lot of objects to
770 * to have move_allow right now.
771 */
772 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
773 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
774 m.flags_ = 0;
775 }
776 /* if the object is being removed, we can't make intelligent
777 * decisions, because remove_ob can't really pass the object
778 * that is being removed.
779 */
780 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
781 m.flags_ = 0;
782 else if (action == UP_OBJ_FACE)
783 /* Nothing to do for that case */ ;
784 else
785 LOG (llevError, "update_object called with invalid action: %d\n", action);
786
787 if (op->more)
788 update_object (op->more, action);
789 }
790
791 object::object ()
792 {
793 SET_FLAG (this, FLAG_REMOVED);
794
795 expmul = 1.0;
796 face = blank_face;
797 }
798
799 object::~object ()
800 {
801 unlink ();
802
803 free_key_values (this);
804 }
805
806 static int object_count;
807
808 void object::link ()
809 {
810 assert (!index);//D
811 uuid = UUID::gen ();
812 count = ++object_count;
813
814 refcnt_inc ();
815 objects.insert (this);
816 }
817
818 void object::unlink ()
819 {
820 if (!index)
821 return;
822
823 objects.erase (this);
824 refcnt_dec ();
825 }
826
827 void
828 object::activate ()
829 {
830 /* If already on active list, don't do anything */
831 if (active)
832 return;
833
834 if (has_active_speed ())
835 actives.insert (this);
836 }
837
838 void
839 object::activate_recursive ()
840 {
841 activate ();
842
843 for (object *op = inv; op; op = op->below)
844 op->activate_recursive ();
845 }
846
847 /* This function removes object 'op' from the list of active
848 * objects.
849 * This should only be used for style maps or other such
850 * reference maps where you don't want an object that isn't
851 * in play chewing up cpu time getting processed.
852 * The reverse of this is to call update_ob_speed, which
853 * will do the right thing based on the speed of the object.
854 */
855 void
856 object::deactivate ()
857 {
858 /* If not on the active list, nothing needs to be done */
859 if (!active)
860 return;
861
862 actives.erase (this);
863 }
864
865 void
866 object::deactivate_recursive ()
867 {
868 for (object *op = inv; op; op = op->below)
869 op->deactivate_recursive ();
870
871 deactivate ();
872 }
873
874 void
875 object::set_flag_inv (int flag, int value)
876 {
877 for (object *op = inv; op; op = op->below)
878 {
879 op->flag [flag] = value;
880 op->set_flag_inv (flag, value);
881 }
882 }
883
884 /*
885 * Remove and free all objects in the inventory of the given object.
886 * object.c ?
887 */
888 void
889 object::destroy_inv (bool drop_to_ground)
890 {
891 // need to check first, because the checks below might segfault
892 // as we might be on an invalid mapspace and crossfire code
893 // is too buggy to ensure that the inventory is empty.
894 // corollary: if you create arrows etc. with stuff in its inventory,
895 // cf will crash below with off-map x and y
896 if (!inv)
897 return;
898
899 /* Only if the space blocks everything do we not process -
900 * if some form of movement is allowed, let objects
901 * drop on that space.
902 */
903 if (!drop_to_ground
904 || !map
905 || map->in_memory != MAP_ACTIVE
906 || map->nodrop
907 || ms ().move_block == MOVE_ALL)
908 {
909 while (inv)
910 {
911 inv->destroy_inv (false);
912 inv->destroy ();
913 }
914 }
915 else
916 { /* Put objects in inventory onto this space */
917 while (inv)
918 {
919 object *op = inv;
920
921 if (op->flag [FLAG_STARTEQUIP]
922 || op->flag [FLAG_NO_DROP]
923 || op->type == RUNE
924 || op->type == TRAP
925 || op->flag [FLAG_IS_A_TEMPLATE]
926 || op->flag [FLAG_DESTROY_ON_DEATH])
927 op->destroy (true);
928 else
929 map->insert (op, x, y);
930 }
931 }
932 }
933
934 object *object::create ()
935 {
936 object *op = new object;
937 op->link ();
938 return op;
939 }
940
941 static struct freed_map : maptile
942 {
943 freed_map ()
944 {
945 path = "<freed objects map>";
946 name = "/internal/freed_objects_map";
947 width = 3;
948 height = 3;
949 nodrop = 1;
950
951 alloc ();
952 in_memory = MAP_ACTIVE;
953 }
954 } freed_map; // freed objects are moved here to avoid crashes
955
956 void
957 object::do_destroy ()
958 {
959 if (flag [FLAG_IS_LINKED])
960 remove_button_link (this);
961
962 if (flag [FLAG_FRIENDLY])
963 remove_friendly_object (this);
964
965 remove ();
966
967 attachable::do_destroy ();
968
969 deactivate ();
970 unlink ();
971
972 flag [FLAG_FREED] = 1;
973
974 // hack to ensure that freed objects still have a valid map
975 map = &freed_map;
976 x = 1;
977 y = 1;
978
979 if (more)
980 {
981 more->destroy ();
982 more = 0;
983 }
984
985 head = 0;
986
987 // clear those pointers that likely might cause circular references
988 owner = 0;
989 enemy = 0;
990 attacked_by = 0;
991 current_weapon = 0;
992 }
993
994 void
995 object::destroy (bool destroy_inventory)
996 {
997 if (destroyed ())
998 return;
999
1000 if (!is_head () && !head->destroyed ())
1001 {
1002 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1003 head->destroy (destroy_inventory);
1004 return;
1005 }
1006
1007 destroy_inv (!destroy_inventory);
1008
1009 if (is_head ())
1010 if (sound_destroy)
1011 play_sound (sound_destroy);
1012 else if (flag [FLAG_MONSTER])
1013 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1014
1015 attachable::destroy ();
1016 }
1017
1018 /* op->remove ():
1019 * This function removes the object op from the linked list of objects
1020 * which it is currently tied to. When this function is done, the
1021 * object will have no environment. If the object previously had an
1022 * environment, the x and y coordinates will be updated to
1023 * the previous environment.
1024 */
1025 void
1026 object::do_remove ()
1027 {
1028 object *tmp, *last = 0;
1029 object *otmp;
1030
1031 if (flag [FLAG_REMOVED])
1032 return;
1033
1034 INVOKE_OBJECT (REMOVE, this);
1035
1036 flag [FLAG_REMOVED] = true;
1037
1038 if (more)
1039 more->remove ();
1040
1041 /*
1042 * In this case, the object to be removed is in someones
1043 * inventory.
1044 */
1045 if (env)
1046 {
1047 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1048 if (object *pl = visible_to ())
1049 esrv_del_item (pl->contr, count);
1050 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1051
1052 adjust_weight (env, -total_weight ());
1053
1054 *(above ? &above->below : &env->inv) = below;
1055
1056 if (below)
1057 below->above = above;
1058
1059 /* we set up values so that it could be inserted into
1060 * the map, but we don't actually do that - it is up
1061 * to the caller to decide what we want to do.
1062 */
1063 map = env->map;
1064 x = env->x;
1065 y = env->y;
1066 above = 0;
1067 below = 0;
1068 env = 0;
1069
1070 /* NO_FIX_PLAYER is set when a great many changes are being
1071 * made to players inventory. If set, avoiding the call
1072 * to save cpu time.
1073 */
1074 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1075 otmp->update_stats ();
1076 }
1077 else if (map)
1078 {
1079 map->dirty = true;
1080 mapspace &ms = this->ms ();
1081
1082 if (object *pl = ms.player ())
1083 {
1084 if (type == PLAYER) // this == pl(!)
1085 {
1086 // leaving a spot always closes any open container on the ground
1087 if (container && !container->env)
1088 // this causes spurious floorbox updates, but it ensures
1089 // that the CLOSE event is being sent.
1090 close_container ();
1091
1092 --map->players;
1093 map->touch ();
1094 }
1095 else if (pl->container == this)
1096 {
1097 // removing a container should close it
1098 close_container ();
1099 }
1100
1101 esrv_del_item (pl->contr, count);
1102 }
1103
1104 /* link the object above us */
1105 if (above)
1106 above->below = below;
1107 else
1108 ms.top = below; /* we were top, set new top */
1109
1110 /* Relink the object below us, if there is one */
1111 if (below)
1112 below->above = above;
1113 else
1114 {
1115 /* Nothing below, which means we need to relink map object for this space
1116 * use translated coordinates in case some oddness with map tiling is
1117 * evident
1118 */
1119 if (GET_MAP_OB (map, x, y) != this)
1120 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 ());
1121
1122 ms.bot = above; /* goes on above it. */
1123 }
1124
1125 above = 0;
1126 below = 0;
1127
1128 if (map->in_memory == MAP_SAVING)
1129 return;
1130
1131 int check_walk_off = !flag [FLAG_NO_APPLY];
1132
1133 if (object *pl = ms.player ())
1134 {
1135 if (pl->container == this)
1136 /* If a container that the player is currently using somehow gets
1137 * removed (most likely destroyed), update the player view
1138 * appropriately.
1139 */
1140 pl->close_container ();
1141
1142 //TODO: the floorbox prev/next might need updating
1143 //esrv_del_item (pl->contr, count);
1144 //TODO: update floorbox to preserve ordering
1145 if (pl->contr->ns)
1146 pl->contr->ns->floorbox_update ();
1147 }
1148
1149 for (tmp = ms.bot; tmp; tmp = tmp->above)
1150 {
1151 /* No point updating the players look faces if he is the object
1152 * being removed.
1153 */
1154
1155 /* See if object moving off should effect something */
1156 if (check_walk_off
1157 && ((move_type & tmp->move_off)
1158 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1159 {
1160 move_apply (tmp, this, 0);
1161
1162 if (destroyed ())
1163 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1164 }
1165
1166 last = tmp;
1167 }
1168
1169 /* last == NULL if there are no objects on this space */
1170 //TODO: this makes little sense, why only update the topmost object?
1171 if (!last)
1172 map->at (x, y).flags_ = 0;
1173 else
1174 update_object (last, UP_OBJ_REMOVE);
1175
1176 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1177 update_all_los (map, x, y);
1178 }
1179 }
1180
1181 /*
1182 * merge_ob(op,top):
1183 *
1184 * This function goes through all objects below and including top, and
1185 * merges op to the first matching object.
1186 * If top is NULL, it is calculated.
1187 * Returns pointer to object if it succeded in the merge, otherwise NULL
1188 */
1189 object *
1190 merge_ob (object *op, object *top)
1191 {
1192 if (!op->nrof)
1193 return 0;
1194
1195 if (!top)
1196 for (top = op; top && top->above; top = top->above)
1197 ;
1198
1199 for (; top; top = top->below)
1200 if (object::can_merge (op, top))
1201 {
1202 top->nrof += op->nrof;
1203
1204 if (object *pl = top->visible_to ())
1205 esrv_update_item (UPD_NROF, pl, top);
1206
1207 op->weight = 0; // cancel the addition above
1208 op->carrying = 0; // must be 0 already
1209
1210 op->destroy (1);
1211
1212 return top;
1213 }
1214
1215 return 0;
1216 }
1217
1218 void
1219 object::expand_tail ()
1220 {
1221 if (more)
1222 return;
1223
1224 object *prev = this;
1225
1226 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1227 {
1228 object *op = arch_to_object (at);
1229
1230 op->name = name;
1231 op->name_pl = name_pl;
1232 op->title = title;
1233
1234 op->head = this;
1235 prev->more = op;
1236
1237 prev = op;
1238 }
1239 }
1240
1241 /*
1242 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1243 * job preparing multi-part monsters.
1244 */
1245 object *
1246 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1247 {
1248 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1249 {
1250 tmp->x = x + tmp->arch->x;
1251 tmp->y = y + tmp->arch->y;
1252 }
1253
1254 return insert_ob_in_map (op, m, originator, flag);
1255 }
1256
1257 /*
1258 * insert_ob_in_map (op, map, originator, flag):
1259 * This function inserts the object in the two-way linked list
1260 * which represents what is on a map.
1261 * The second argument specifies the map, and the x and y variables
1262 * in the object about to be inserted specifies the position.
1263 *
1264 * originator: Player, monster or other object that caused 'op' to be inserted
1265 * into 'map'. May be NULL.
1266 *
1267 * flag is a bitmask about special things to do (or not do) when this
1268 * function is called. see the object.h file for the INS_ values.
1269 * Passing 0 for flag gives proper default values, so flag really only needs
1270 * to be set if special handling is needed.
1271 *
1272 * Return value:
1273 * new object if 'op' was merged with other object
1274 * NULL if 'op' was destroyed
1275 * just 'op' otherwise
1276 */
1277 object *
1278 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1279 {
1280 assert (!op->flag [FLAG_FREED]);
1281
1282 op->remove ();
1283
1284 /* Ideally, the caller figures this out. However, it complicates a lot
1285 * of areas of callers (eg, anything that uses find_free_spot would now
1286 * need extra work
1287 */
1288 if (!xy_normalise (m, op->x, op->y))
1289 {
1290 op->destroy (1);
1291 return 0;
1292 }
1293
1294 if (object *more = op->more)
1295 if (!insert_ob_in_map (more, m, originator, flag))
1296 return 0;
1297
1298 CLEAR_FLAG (op, FLAG_REMOVED);
1299
1300 op->map = m;
1301 mapspace &ms = op->ms ();
1302
1303 /* this has to be done after we translate the coordinates.
1304 */
1305 if (op->nrof && !(flag & INS_NO_MERGE))
1306 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1307 if (object::can_merge (op, tmp))
1308 {
1309 // TODO: we atcually want to update tmp, not op,
1310 // but some caller surely breaks when we return tmp
1311 // from here :/
1312 op->nrof += tmp->nrof;
1313 tmp->destroy (1);
1314 }
1315
1316 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1317 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1318
1319 if (!QUERY_FLAG (op, FLAG_ALIVE))
1320 CLEAR_FLAG (op, FLAG_NO_STEAL);
1321
1322 if (flag & INS_BELOW_ORIGINATOR)
1323 {
1324 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1325 {
1326 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1327 abort ();
1328 }
1329
1330 op->above = originator;
1331 op->below = originator->below;
1332
1333 if (op->below)
1334 op->below->above = op;
1335 else
1336 ms.bot = op;
1337
1338 /* since *below* originator, no need to update top */
1339 originator->below = op;
1340 }
1341 else
1342 {
1343 object *top, *floor = NULL;
1344
1345 top = ms.bot;
1346
1347 /* If there are other objects, then */
1348 if (top)
1349 {
1350 object *last = 0;
1351
1352 /*
1353 * If there are multiple objects on this space, we do some trickier handling.
1354 * We've already dealt with merging if appropriate.
1355 * Generally, we want to put the new object on top. But if
1356 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1357 * floor, we want to insert above that and no further.
1358 * Also, if there are spell objects on this space, we stop processing
1359 * once we get to them. This reduces the need to traverse over all of
1360 * them when adding another one - this saves quite a bit of cpu time
1361 * when lots of spells are cast in one area. Currently, it is presumed
1362 * that flying non pickable objects are spell objects.
1363 */
1364 for (top = ms.bot; top; top = top->above)
1365 {
1366 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1367 floor = top;
1368
1369 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1370 {
1371 /* We insert above top, so we want this object below this */
1372 top = top->below;
1373 break;
1374 }
1375
1376 last = top;
1377 }
1378
1379 /* Don't want top to be NULL, so set it to the last valid object */
1380 top = last;
1381
1382 /* We let update_position deal with figuring out what the space
1383 * looks like instead of lots of conditions here.
1384 * makes things faster, and effectively the same result.
1385 */
1386
1387 /* Have object 'fall below' other objects that block view.
1388 * Unless those objects are exits.
1389 * If INS_ON_TOP is used, don't do this processing
1390 * Need to find the object that in fact blocks view, otherwise
1391 * stacking is a bit odd.
1392 */
1393 if (!(flag & INS_ON_TOP)
1394 && ms.flags () & P_BLOCKSVIEW
1395 && (op->face && !faces [op->face].visibility))
1396 {
1397 for (last = top; last != floor; last = last->below)
1398 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1399 break;
1400
1401 /* Check to see if we found the object that blocks view,
1402 * and make sure we have a below pointer for it so that
1403 * we can get inserted below this one, which requires we
1404 * set top to the object below us.
1405 */
1406 if (last && last->below && last != floor)
1407 top = last->below;
1408 }
1409 } /* If objects on this space */
1410
1411 if (flag & INS_ABOVE_FLOOR_ONLY)
1412 top = floor;
1413
1414 /* Top is the object that our object (op) is going to get inserted above.
1415 */
1416
1417 /* First object on this space */
1418 if (!top)
1419 {
1420 op->above = ms.bot;
1421
1422 if (op->above)
1423 op->above->below = op;
1424
1425 op->below = 0;
1426 ms.bot = op;
1427 }
1428 else
1429 { /* get inserted into the stack above top */
1430 op->above = top->above;
1431
1432 if (op->above)
1433 op->above->below = op;
1434
1435 op->below = top;
1436 top->above = op;
1437 }
1438
1439 if (!op->above)
1440 ms.top = op;
1441 } /* else not INS_BELOW_ORIGINATOR */
1442
1443 if (op->type == PLAYER)
1444 {
1445 op->contr->do_los = 1;
1446 ++op->map->players;
1447 op->map->touch ();
1448 }
1449
1450 op->map->dirty = true;
1451
1452 if (object *pl = ms.player ())
1453 //TODO: the floorbox prev/next might need updating
1454 //esrv_send_item (pl, op);
1455 //TODO: update floorbox to preserve ordering
1456 if (pl->contr->ns)
1457 pl->contr->ns->floorbox_update ();
1458
1459 /* If this object glows, it may affect lighting conditions that are
1460 * visible to others on this map. But update_all_los is really
1461 * an inefficient way to do this, as it means los for all players
1462 * on the map will get recalculated. The players could very well
1463 * be far away from this change and not affected in any way -
1464 * this should get redone to only look for players within range,
1465 * or just updating the P_UPTODATE for spaces within this area
1466 * of effect may be sufficient.
1467 */
1468 if (op->map->darkness && (op->glow_radius != 0))
1469 update_all_los (op->map, op->x, op->y);
1470
1471 /* updates flags (blocked, alive, no magic, etc) for this map space */
1472 update_object (op, UP_OBJ_INSERT);
1473
1474 INVOKE_OBJECT (INSERT, op);
1475
1476 /* Don't know if moving this to the end will break anything. However,
1477 * we want to have floorbox_update called before calling this.
1478 *
1479 * check_move_on() must be after this because code called from
1480 * check_move_on() depends on correct map flags (so functions like
1481 * blocked() and wall() work properly), and these flags are updated by
1482 * update_object().
1483 */
1484
1485 /* if this is not the head or flag has been passed, don't check walk on status */
1486 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1487 {
1488 if (check_move_on (op, originator))
1489 return 0;
1490
1491 /* If we are a multi part object, lets work our way through the check
1492 * walk on's.
1493 */
1494 for (object *tmp = op->more; tmp; tmp = tmp->more)
1495 if (check_move_on (tmp, originator))
1496 return 0;
1497 }
1498
1499 return op;
1500 }
1501
1502 /* this function inserts an object in the map, but if it
1503 * finds an object of its own type, it'll remove that one first.
1504 * op is the object to insert it under: supplies x and the map.
1505 */
1506 void
1507 replace_insert_ob_in_map (const char *arch_string, object *op)
1508 {
1509 /* first search for itself and remove any old instances */
1510
1511 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1512 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1513 tmp->destroy (1);
1514
1515 object *tmp = arch_to_object (archetype::find (arch_string));
1516
1517 tmp->x = op->x;
1518 tmp->y = op->y;
1519
1520 insert_ob_in_map (tmp, op->map, op, 0);
1521 }
1522
1523 object *
1524 object::insert_at (object *where, object *originator, int flags)
1525 {
1526 if (where->env)
1527 return where->env->insert (this);
1528 else
1529 return where->map->insert (this, where->x, where->y, originator, flags);
1530 }
1531
1532 /*
1533 * decrease(object, number) decreases a specified number from
1534 * the amount of an object. If the amount reaches 0, the object
1535 * is subsequently removed and freed.
1536 *
1537 * Return value: 'op' if something is left, NULL if the amount reached 0
1538 */
1539 bool
1540 object::decrease (sint32 nr)
1541 {
1542 if (!nr)
1543 return true;
1544
1545 nr = min (nr, nrof);
1546
1547 nrof -= nr;
1548
1549 if (nrof)
1550 {
1551 adjust_weight (env, -weight * nr); // carrying == 0
1552
1553 if (object *pl = visible_to ())
1554 esrv_update_item (UPD_NROF, pl, this);
1555
1556 return true;
1557 }
1558 else
1559 {
1560 destroy (1);
1561 return false;
1562 }
1563 }
1564
1565 /*
1566 * split(ob,nr) splits up ob into two parts. The part which
1567 * is returned contains nr objects, and the remaining parts contains
1568 * the rest (or is removed and returned if that number is 0).
1569 * On failure, NULL is returned.
1570 */
1571 object *
1572 object::split (sint32 nr)
1573 {
1574 int have = number_of ();
1575
1576 if (have < nr)
1577 return 0;
1578 else if (have == nr)
1579 {
1580 remove ();
1581 return this;
1582 }
1583 else
1584 {
1585 decrease (nr);
1586
1587 object *op = object_create_clone (this);
1588 op->nrof = nr;
1589 return op;
1590 }
1591 }
1592
1593 object *
1594 insert_ob_in_ob (object *op, object *where)
1595 {
1596 if (!where)
1597 {
1598 char *dump = dump_object (op);
1599 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1600 free (dump);
1601 return op;
1602 }
1603
1604 if (where->head_ () != where)
1605 {
1606 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1607 where = where->head;
1608 }
1609
1610 return where->insert (op);
1611 }
1612
1613 /*
1614 * env->insert (op)
1615 * This function inserts the object op in the linked list
1616 * inside the object environment.
1617 *
1618 * The function returns now pointer to inserted item, and return value can
1619 * be != op, if items are merged. -Tero
1620 */
1621 object *
1622 object::insert (object *op)
1623 {
1624 if (op->more)
1625 {
1626 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1627 return op;
1628 }
1629
1630 op->remove ();
1631
1632 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1633
1634 if (op->nrof)
1635 for (object *tmp = inv; tmp; tmp = tmp->below)
1636 if (object::can_merge (tmp, op))
1637 {
1638 /* return the original object and remove inserted object
1639 (client needs the original object) */
1640 tmp->nrof += op->nrof;
1641
1642 if (object *pl = tmp->visible_to ())
1643 esrv_update_item (UPD_NROF, pl, tmp);
1644
1645 adjust_weight (this, op->total_weight ());
1646
1647 op->destroy (1);
1648 op = tmp;
1649 goto inserted;
1650 }
1651
1652 op->owner = 0; // it's his/hers now. period.
1653 op->map = 0;
1654 op->x = 0;
1655 op->y = 0;
1656
1657 op->above = 0;
1658 op->below = inv;
1659 op->env = this;
1660
1661 if (inv)
1662 inv->above = op;
1663
1664 inv = op;
1665
1666 op->flag [FLAG_REMOVED] = 0;
1667
1668 if (object *pl = op->visible_to ())
1669 esrv_send_item (pl, op);
1670
1671 adjust_weight (this, op->total_weight ());
1672
1673 inserted:
1674 /* reset the light list and los of the players on the map */
1675 if (op->glow_radius && map && map->darkness)
1676 update_all_los (map, x, y);
1677
1678 // if this is a player's inventory, update stats
1679 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1680 update_stats ();
1681
1682 INVOKE_OBJECT (INSERT, this);
1683
1684 return op;
1685 }
1686
1687 /*
1688 * Checks if any objects has a move_type that matches objects
1689 * that effect this object on this space. Call apply() to process
1690 * these events.
1691 *
1692 * Any speed-modification due to SLOW_MOVE() of other present objects
1693 * will affect the speed_left of the object.
1694 *
1695 * originator: Player, monster or other object that caused 'op' to be inserted
1696 * into 'map'. May be NULL.
1697 *
1698 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1699 *
1700 * 4-21-95 added code to check if appropriate skill was readied - this will
1701 * permit faster movement by the player through this terrain. -b.t.
1702 *
1703 * MSW 2001-07-08: Check all objects on space, not just those below
1704 * object being inserted. insert_ob_in_map may not put new objects
1705 * on top.
1706 */
1707 int
1708 check_move_on (object *op, object *originator)
1709 {
1710 object *tmp;
1711 maptile *m = op->map;
1712 int x = op->x, y = op->y;
1713
1714 MoveType move_on, move_slow, move_block;
1715
1716 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1717 return 0;
1718
1719 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1720 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1721 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1722
1723 /* if nothing on this space will slow op down or be applied,
1724 * no need to do checking below. have to make sure move_type
1725 * is set, as lots of objects don't have it set - we treat that
1726 * as walking.
1727 */
1728 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1729 return 0;
1730
1731 /* This is basically inverse logic of that below - basically,
1732 * if the object can avoid the move on or slow move, they do so,
1733 * but can't do it if the alternate movement they are using is
1734 * blocked. Logic on this seems confusing, but does seem correct.
1735 */
1736 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1737 return 0;
1738
1739 /* The objects have to be checked from top to bottom.
1740 * Hence, we first go to the top:
1741 */
1742
1743 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1744 {
1745 /* Trim the search when we find the first other spell effect
1746 * this helps performance so that if a space has 50 spell objects,
1747 * we don't need to check all of them.
1748 */
1749 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1750 break;
1751 }
1752
1753 for (; tmp; tmp = tmp->below)
1754 {
1755 if (tmp == op)
1756 continue; /* Can't apply yourself */
1757
1758 /* Check to see if one of the movement types should be slowed down.
1759 * Second check makes sure that the movement types not being slowed
1760 * (~slow_move) is not blocked on this space - just because the
1761 * space doesn't slow down swimming (for example), if you can't actually
1762 * swim on that space, can't use it to avoid the penalty.
1763 */
1764 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1765 {
1766 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1767 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1768 {
1769
1770 float
1771 diff = tmp->move_slow_penalty * fabs (op->speed);
1772
1773 if (op->type == PLAYER)
1774 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1775 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1776 diff /= 4.0;
1777
1778 op->speed_left -= diff;
1779 }
1780 }
1781
1782 /* Basically same logic as above, except now for actual apply. */
1783 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1784 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1785 {
1786 move_apply (tmp, op, originator);
1787
1788 if (op->destroyed ())
1789 return 1;
1790
1791 /* what the person/creature stepped onto has moved the object
1792 * someplace new. Don't process any further - if we did,
1793 * have a feeling strange problems would result.
1794 */
1795 if (op->map != m || op->x != x || op->y != y)
1796 return 0;
1797 }
1798 }
1799
1800 return 0;
1801 }
1802
1803 /*
1804 * present_arch(arch, map, x, y) searches for any objects with
1805 * a matching archetype at the given map and coordinates.
1806 * The first matching object is returned, or NULL if none.
1807 */
1808 object *
1809 present_arch (const archetype *at, maptile *m, int x, int y)
1810 {
1811 if (!m || out_of_map (m, x, y))
1812 {
1813 LOG (llevError, "Present_arch called outside map.\n");
1814 return NULL;
1815 }
1816
1817 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1818 if (tmp->arch == at)
1819 return tmp;
1820
1821 return NULL;
1822 }
1823
1824 /*
1825 * present(type, map, x, y) searches for any objects with
1826 * a matching type variable at the given map and coordinates.
1827 * The first matching object is returned, or NULL if none.
1828 */
1829 object *
1830 present (unsigned char type, maptile *m, int x, int y)
1831 {
1832 if (out_of_map (m, x, y))
1833 {
1834 LOG (llevError, "Present called outside map.\n");
1835 return NULL;
1836 }
1837
1838 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1839 if (tmp->type == type)
1840 return tmp;
1841
1842 return NULL;
1843 }
1844
1845 /*
1846 * present_in_ob(type, object) searches for any objects with
1847 * a matching type variable in the inventory of the given object.
1848 * The first matching object is returned, or NULL if none.
1849 */
1850 object *
1851 present_in_ob (unsigned char type, const object *op)
1852 {
1853 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1854 if (tmp->type == type)
1855 return tmp;
1856
1857 return NULL;
1858 }
1859
1860 /*
1861 * present_in_ob (type, str, object) searches for any objects with
1862 * a matching type & name variable in the inventory of the given object.
1863 * The first matching object is returned, or NULL if none.
1864 * This is mostly used by spell effect code, so that we only
1865 * have one spell effect at a time.
1866 * type can be used to narrow the search - if type is set,
1867 * the type must also match. -1 can be passed for the type,
1868 * in which case the type does not need to pass.
1869 * str is the string to match against. Note that we match against
1870 * the object name, not the archetype name. this is so that the
1871 * spell code can use one object type (force), but change it's name
1872 * to be unique.
1873 */
1874 object *
1875 present_in_ob_by_name (int type, const char *str, const object *op)
1876 {
1877 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1878 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1879 return tmp;
1880
1881 return 0;
1882 }
1883
1884 /*
1885 * present_arch_in_ob(archetype, object) searches for any objects with
1886 * a matching archetype in the inventory of the given object.
1887 * The first matching object is returned, or NULL if none.
1888 */
1889 object *
1890 present_arch_in_ob (const archetype *at, const object *op)
1891 {
1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1893 if (tmp->arch == at)
1894 return tmp;
1895
1896 return NULL;
1897 }
1898
1899 /*
1900 * activate recursively a flag on an object inventory
1901 */
1902 void
1903 flag_inv (object *op, int flag)
1904 {
1905 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1906 {
1907 SET_FLAG (tmp, flag);
1908 flag_inv (tmp, flag);
1909 }
1910 }
1911
1912 /*
1913 * deactivate recursively a flag on an object inventory
1914 */
1915 void
1916 unflag_inv (object *op, int flag)
1917 {
1918 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1919 {
1920 CLEAR_FLAG (tmp, flag);
1921 unflag_inv (tmp, flag);
1922 }
1923 }
1924
1925 /*
1926 * find_free_spot(object, map, x, y, start, stop) will search for
1927 * a spot at the given map and coordinates which will be able to contain
1928 * the given object. start and stop specifies how many squares
1929 * to search (see the freearr_x/y[] definition).
1930 * It returns a random choice among the alternatives found.
1931 * start and stop are where to start relative to the free_arr array (1,9
1932 * does all 4 immediate directions). This returns the index into the
1933 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1934 * Note: This function does correctly handle tiled maps, but does not
1935 * inform the caller. However, insert_ob_in_map will update as
1936 * necessary, so the caller shouldn't need to do any special work.
1937 * Note - updated to take an object instead of archetype - this is necessary
1938 * because arch_blocked (now ob_blocked) needs to know the movement type
1939 * to know if the space in question will block the object. We can't use
1940 * the archetype because that isn't correct if the monster has been
1941 * customized, changed states, etc.
1942 */
1943 int
1944 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1945 {
1946 int altern[SIZEOFFREE];
1947 int index = 0, flag;
1948
1949 for (int i = start; i < stop; i++)
1950 {
1951 mapxy pos (m, x, y); pos.move (i);
1952
1953 if (!pos.normalise ())
1954 continue;
1955
1956 mapspace &ms = *pos;
1957
1958 if (ms.flags () & P_IS_ALIVE)
1959 continue;
1960
1961 /* However, often
1962 * ob doesn't have any move type (when used to place exits)
1963 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1964 */
1965 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1966 {
1967 altern [index++] = i;
1968 continue;
1969 }
1970
1971 /* Basically, if we find a wall on a space, we cut down the search size.
1972 * In this way, we won't return spaces that are on another side of a wall.
1973 * This mostly work, but it cuts down the search size in all directions -
1974 * if the space being examined only has a wall to the north and empty
1975 * spaces in all the other directions, this will reduce the search space
1976 * to only the spaces immediately surrounding the target area, and
1977 * won't look 2 spaces south of the target space.
1978 */
1979 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1980 {
1981 stop = maxfree[i];
1982 continue;
1983 }
1984
1985 /* Note it is intentional that we check ob - the movement type of the
1986 * head of the object should correspond for the entire object.
1987 */
1988 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1989 continue;
1990
1991 if (ob->blocked (m, pos.x, pos.y))
1992 continue;
1993
1994 altern [index++] = i;
1995 }
1996
1997 if (!index)
1998 return -1;
1999
2000 return altern [rndm (index)];
2001 }
2002
2003 /*
2004 * find_first_free_spot(archetype, maptile, x, y) works like
2005 * find_free_spot(), but it will search max number of squares.
2006 * But it will return the first available spot, not a random choice.
2007 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2008 */
2009 int
2010 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2011 {
2012 for (int i = 0; i < SIZEOFFREE; i++)
2013 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2014 return i;
2015
2016 return -1;
2017 }
2018
2019 /*
2020 * The function permute(arr, begin, end) randomly reorders the array
2021 * arr[begin..end-1].
2022 * now uses a fisher-yates shuffle, old permute was broken
2023 */
2024 static void
2025 permute (int *arr, int begin, int end)
2026 {
2027 arr += begin;
2028 end -= begin;
2029
2030 while (--end)
2031 swap (arr [end], arr [rndm (end + 1)]);
2032 }
2033
2034 /* new function to make monster searching more efficient, and effective!
2035 * This basically returns a randomized array (in the passed pointer) of
2036 * the spaces to find monsters. In this way, it won't always look for
2037 * monsters to the north first. However, the size of the array passed
2038 * covers all the spaces, so within that size, all the spaces within
2039 * the 3x3 area will be searched, just not in a predictable order.
2040 */
2041 void
2042 get_search_arr (int *search_arr)
2043 {
2044 int i;
2045
2046 for (i = 0; i < SIZEOFFREE; i++)
2047 search_arr[i] = i;
2048
2049 permute (search_arr, 1, SIZEOFFREE1 + 1);
2050 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2051 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2052 }
2053
2054 /*
2055 * find_dir(map, x, y, exclude) will search some close squares in the
2056 * given map at the given coordinates for live objects.
2057 * It will not considered the object given as exclude among possible
2058 * live objects.
2059 * It returns the direction toward the first/closest live object if finds
2060 * any, otherwise 0.
2061 * Perhaps incorrectly, but I'm making the assumption that exclude
2062 * is actually want is going to try and move there. We need this info
2063 * because we have to know what movement the thing looking to move
2064 * there is capable of.
2065 */
2066 int
2067 find_dir (maptile *m, int x, int y, object *exclude)
2068 {
2069 int i, max = SIZEOFFREE, mflags;
2070
2071 sint16 nx, ny;
2072 object *tmp;
2073 maptile *mp;
2074
2075 MoveType blocked, move_type;
2076
2077 if (exclude && exclude->head_ () != exclude)
2078 {
2079 exclude = exclude->head;
2080 move_type = exclude->move_type;
2081 }
2082 else
2083 {
2084 /* If we don't have anything, presume it can use all movement types. */
2085 move_type = MOVE_ALL;
2086 }
2087
2088 for (i = 1; i < max; i++)
2089 {
2090 mp = m;
2091 nx = x + freearr_x[i];
2092 ny = y + freearr_y[i];
2093
2094 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2095
2096 if (mflags & P_OUT_OF_MAP)
2097 max = maxfree[i];
2098 else
2099 {
2100 mapspace &ms = mp->at (nx, ny);
2101
2102 blocked = ms.move_block;
2103
2104 if ((move_type & blocked) == move_type)
2105 max = maxfree[i];
2106 else if (mflags & P_IS_ALIVE)
2107 {
2108 for (tmp = ms.bot; tmp; tmp = tmp->above)
2109 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2110 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2111 break;
2112
2113 if (tmp)
2114 return freedir[i];
2115 }
2116 }
2117 }
2118
2119 return 0;
2120 }
2121
2122 /*
2123 * distance(object 1, object 2) will return the square of the
2124 * distance between the two given objects.
2125 */
2126 int
2127 distance (const object *ob1, const object *ob2)
2128 {
2129 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2130 }
2131
2132 /*
2133 * find_dir_2(delta-x,delta-y) will return a direction in which
2134 * an object which has subtracted the x and y coordinates of another
2135 * object, needs to travel toward it.
2136 */
2137 int
2138 find_dir_2 (int x, int y)
2139 {
2140 int q;
2141
2142 if (y)
2143 q = x * 100 / y;
2144 else if (x)
2145 q = -300 * x;
2146 else
2147 return 0;
2148
2149 if (y > 0)
2150 {
2151 if (q < -242)
2152 return 3;
2153 if (q < -41)
2154 return 2;
2155 if (q < 41)
2156 return 1;
2157 if (q < 242)
2158 return 8;
2159 return 7;
2160 }
2161
2162 if (q < -242)
2163 return 7;
2164 if (q < -41)
2165 return 6;
2166 if (q < 41)
2167 return 5;
2168 if (q < 242)
2169 return 4;
2170
2171 return 3;
2172 }
2173
2174 /*
2175 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2176 * between two directions (which are expected to be absolute (see absdir())
2177 */
2178 int
2179 dirdiff (int dir1, int dir2)
2180 {
2181 int d;
2182
2183 d = abs (dir1 - dir2);
2184 if (d > 4)
2185 d = 8 - d;
2186
2187 return d;
2188 }
2189
2190 /* peterm:
2191 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2192 * Basically, this is a table of directions, and what directions
2193 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2194 * This basically means that if direction is 15, then it could either go
2195 * direction 4, 14, or 16 to get back to where we are.
2196 * Moved from spell_util.c to object.c with the other related direction
2197 * functions.
2198 */
2199 int reduction_dir[SIZEOFFREE][3] = {
2200 {0, 0, 0}, /* 0 */
2201 {0, 0, 0}, /* 1 */
2202 {0, 0, 0}, /* 2 */
2203 {0, 0, 0}, /* 3 */
2204 {0, 0, 0}, /* 4 */
2205 {0, 0, 0}, /* 5 */
2206 {0, 0, 0}, /* 6 */
2207 {0, 0, 0}, /* 7 */
2208 {0, 0, 0}, /* 8 */
2209 {8, 1, 2}, /* 9 */
2210 {1, 2, -1}, /* 10 */
2211 {2, 10, 12}, /* 11 */
2212 {2, 3, -1}, /* 12 */
2213 {2, 3, 4}, /* 13 */
2214 {3, 4, -1}, /* 14 */
2215 {4, 14, 16}, /* 15 */
2216 {5, 4, -1}, /* 16 */
2217 {4, 5, 6}, /* 17 */
2218 {6, 5, -1}, /* 18 */
2219 {6, 20, 18}, /* 19 */
2220 {7, 6, -1}, /* 20 */
2221 {6, 7, 8}, /* 21 */
2222 {7, 8, -1}, /* 22 */
2223 {8, 22, 24}, /* 23 */
2224 {8, 1, -1}, /* 24 */
2225 {24, 9, 10}, /* 25 */
2226 {9, 10, -1}, /* 26 */
2227 {10, 11, -1}, /* 27 */
2228 {27, 11, 29}, /* 28 */
2229 {11, 12, -1}, /* 29 */
2230 {12, 13, -1}, /* 30 */
2231 {12, 13, 14}, /* 31 */
2232 {13, 14, -1}, /* 32 */
2233 {14, 15, -1}, /* 33 */
2234 {33, 15, 35}, /* 34 */
2235 {16, 15, -1}, /* 35 */
2236 {17, 16, -1}, /* 36 */
2237 {18, 17, 16}, /* 37 */
2238 {18, 17, -1}, /* 38 */
2239 {18, 19, -1}, /* 39 */
2240 {41, 19, 39}, /* 40 */
2241 {19, 20, -1}, /* 41 */
2242 {20, 21, -1}, /* 42 */
2243 {20, 21, 22}, /* 43 */
2244 {21, 22, -1}, /* 44 */
2245 {23, 22, -1}, /* 45 */
2246 {45, 47, 23}, /* 46 */
2247 {23, 24, -1}, /* 47 */
2248 {24, 9, -1}
2249 }; /* 48 */
2250
2251 /* Recursive routine to step back and see if we can
2252 * find a path to that monster that we found. If not,
2253 * we don't bother going toward it. Returns 1 if we
2254 * can see a direct way to get it
2255 * Modified to be map tile aware -.MSW
2256 */
2257 int
2258 can_see_monsterP (maptile *m, int x, int y, int dir)
2259 {
2260 sint16 dx, dy;
2261 int mflags;
2262
2263 if (dir < 0)
2264 return 0; /* exit condition: invalid direction */
2265
2266 dx = x + freearr_x[dir];
2267 dy = y + freearr_y[dir];
2268
2269 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2270
2271 /* This functional arguably was incorrect before - it was
2272 * checking for P_WALL - that was basically seeing if
2273 * we could move to the monster - this is being more
2274 * literal on if we can see it. To know if we can actually
2275 * move to the monster, we'd need the monster passed in or
2276 * at least its move type.
2277 */
2278 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2279 return 0;
2280
2281 /* yes, can see. */
2282 if (dir < 9)
2283 return 1;
2284
2285 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2286 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2287 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2288 }
2289
2290 /*
2291 * can_pick(picker, item): finds out if an object is possible to be
2292 * picked up by the picker. Returnes 1 if it can be
2293 * picked up, otherwise 0.
2294 *
2295 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2296 * core dumps if they do.
2297 *
2298 * Add a check so we can't pick up invisible objects (0.93.8)
2299 */
2300 int
2301 can_pick (const object *who, const object *item)
2302 {
2303 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2304 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2305 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2306 }
2307
2308 /*
2309 * create clone from object to another
2310 */
2311 object *
2312 object_create_clone (object *asrc)
2313 {
2314 object *dst = 0;
2315
2316 if (!asrc)
2317 return 0;
2318
2319 object *src = asrc->head_ ();
2320
2321 object *prev = 0;
2322 for (object *part = src; part; part = part->more)
2323 {
2324 object *tmp = part->clone ();
2325
2326 tmp->x -= src->x;
2327 tmp->y -= src->y;
2328
2329 if (!part->head)
2330 {
2331 dst = tmp;
2332 tmp->head = 0;
2333 }
2334 else
2335 tmp->head = dst;
2336
2337 tmp->more = 0;
2338
2339 if (prev)
2340 prev->more = tmp;
2341
2342 prev = tmp;
2343 }
2344
2345 for (object *item = src->inv; item; item = item->below)
2346 insert_ob_in_ob (object_create_clone (item), dst);
2347
2348 return dst;
2349 }
2350
2351 /* This returns the first object in who's inventory that
2352 * has the same type and subtype match.
2353 * returns NULL if no match.
2354 */
2355 object *
2356 find_obj_by_type_subtype (const object *who, int type, int subtype)
2357 {
2358 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2359 if (tmp->type == type && tmp->subtype == subtype)
2360 return tmp;
2361
2362 return 0;
2363 }
2364
2365 const shstr &
2366 object::kv_get (const shstr &key) const
2367 {
2368 for (key_value *kv = key_values; kv; kv = kv->next)
2369 if (kv->key == key)
2370 return kv->value;
2371
2372 return shstr_null;
2373 }
2374
2375 void
2376 object::kv_set (const shstr &key, const shstr &value)
2377 {
2378 for (key_value *kv = key_values; kv; kv = kv->next)
2379 if (kv->key == key)
2380 {
2381 kv->value = value;
2382 return;
2383 }
2384
2385 key_value *kv = new key_value;
2386
2387 kv->next = key_values;
2388 kv->key = key;
2389 kv->value = value;
2390
2391 key_values = kv;
2392 }
2393
2394 void
2395 object::kv_del (const shstr &key)
2396 {
2397 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2398 if ((*kvp)->key == key)
2399 {
2400 key_value *kv = *kvp;
2401 *kvp = (*kvp)->next;
2402 delete kv;
2403 return;
2404 }
2405 }
2406
2407 object::depth_iterator::depth_iterator (object *container)
2408 : iterator_base (container)
2409 {
2410 while (item->inv)
2411 item = item->inv;
2412 }
2413
2414 void
2415 object::depth_iterator::next ()
2416 {
2417 if (item->below)
2418 {
2419 item = item->below;
2420
2421 while (item->inv)
2422 item = item->inv;
2423 }
2424 else
2425 item = item->env;
2426 }
2427
2428 const char *
2429 object::flag_desc (char *desc, int len) const
2430 {
2431 char *p = desc;
2432 bool first = true;
2433
2434 *p = 0;
2435
2436 for (int i = 0; i < NUM_FLAGS; i++)
2437 {
2438 if (len <= 10) // magic constant!
2439 {
2440 snprintf (p, len, ",...");
2441 break;
2442 }
2443
2444 if (flag [i])
2445 {
2446 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2447 len -= cnt;
2448 p += cnt;
2449 first = false;
2450 }
2451 }
2452
2453 return desc;
2454 }
2455
2456 // return a suitable string describing an object in enough detail to find it
2457 const char *
2458 object::debug_desc (char *info) const
2459 {
2460 char flagdesc[512];
2461 char info2[256 * 4];
2462 char *p = info;
2463
2464 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2465 count,
2466 uuid.c_str (),
2467 &name,
2468 title ? "\",title:\"" : "",
2469 title ? (const char *)title : "",
2470 flag_desc (flagdesc, 512), type);
2471
2472 if (!flag[FLAG_REMOVED] && env)
2473 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2474
2475 if (map)
2476 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2477
2478 return info;
2479 }
2480
2481 const char *
2482 object::debug_desc () const
2483 {
2484 static char info[3][256 * 4];
2485 static int info_idx;
2486
2487 return debug_desc (info [++info_idx % 3]);
2488 }
2489
2490 struct region *
2491 object::region () const
2492 {
2493 return map ? map->region (x, y)
2494 : region::default_region ();
2495 }
2496
2497 const materialtype_t *
2498 object::dominant_material () const
2499 {
2500 if (materialtype_t *mt = name_to_material (materialname))
2501 return mt;
2502
2503 return name_to_material (shstr_unknown);
2504 }
2505
2506 void
2507 object::open_container (object *new_container)
2508 {
2509 if (container == new_container)
2510 return;
2511
2512 object *old_container = container;
2513
2514 if (old_container)
2515 {
2516 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2517 return;
2518
2519 #if 0
2520 // remove the "Close old_container" object.
2521 if (object *closer = old_container->inv)
2522 if (closer->type == CLOSE_CON)
2523 closer->destroy ();
2524 #endif
2525
2526 // make sure the container is available
2527 esrv_send_item (this, old_container);
2528
2529 old_container->flag [FLAG_APPLIED] = false;
2530 container = 0;
2531
2532 // client needs item update to make it work, client bug requires this to be separate
2533 esrv_update_item (UPD_FLAGS, this, old_container);
2534
2535 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2536 play_sound (sound_find ("chest_close"));
2537 }
2538
2539 if (new_container)
2540 {
2541 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2542 return;
2543
2544 // TODO: this does not seem to serve any purpose anymore?
2545 #if 0
2546 // insert the "Close Container" object.
2547 if (archetype *closer = new_container->other_arch)
2548 {
2549 object *closer = arch_to_object (new_container->other_arch);
2550 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2551 new_container->insert (closer);
2552 }
2553 #endif
2554
2555 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2556
2557 // make sure the container is available, client bug requires this to be separate
2558 esrv_send_item (this, new_container);
2559
2560 new_container->flag [FLAG_APPLIED] = true;
2561 container = new_container;
2562
2563 // client needs flag change
2564 esrv_update_item (UPD_FLAGS, this, new_container);
2565 esrv_send_inventory (this, new_container);
2566 play_sound (sound_find ("chest_open"));
2567 }
2568 // else if (!old_container->env && contr && contr->ns)
2569 // contr->ns->floorbox_reset ();
2570 }
2571
2572 object *
2573 object::force_find (const shstr name)
2574 {
2575 /* cycle through his inventory to look for the MARK we want to
2576 * place
2577 */
2578 for (object *tmp = inv; tmp; tmp = tmp->below)
2579 if (tmp->type == FORCE && tmp->slaying == name)
2580 return splay (tmp);
2581
2582 return 0;
2583 }
2584
2585 void
2586 object::force_add (const shstr name, int duration)
2587 {
2588 if (object *force = force_find (name))
2589 force->destroy ();
2590
2591 object *force = get_archetype (FORCE_NAME);
2592
2593 force->slaying = name;
2594 force->stats.food = 1;
2595 force->speed_left = -1.f;
2596
2597 force->set_speed (duration ? 1.f / duration : 0.f);
2598 force->flag [FLAG_IS_USED_UP] = true;
2599 force->flag [FLAG_APPLIED] = true;
2600
2601 insert (force);
2602 }
2603
2604 void
2605 object::play_sound (faceidx sound)
2606 {
2607 if (!sound)
2608 return;
2609
2610 if (flag [FLAG_REMOVED])
2611 return;
2612
2613 if (env)
2614 {
2615 if (object *pl = in_player ())
2616 pl->contr->play_sound (sound);
2617 }
2618 else
2619 map->play_sound (sound, x, y);
2620 }
2621