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Revision: 1.237
Committed: Tue May 6 21:04:37 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.236: +29 -47 lines
Log Message:
rewrite remove/insert linking functions, hopefully faster and more correct

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_for (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 // adjust by actual difference to account for rounding errors
376 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
377 weight = weight_adjust_for (op, op->carrying)
378 - weight_adjust_for (op, op->carrying - weight);
379
380 if (!weight)
381 return;
382
383 op->carrying += weight;
384
385 if (object *pl = op->visible_to ())
386 if (pl != op) // player is handled lazily
387 esrv_update_item (UPD_WEIGHT, pl, op);
388
389 op = op->env;
390 }
391 }
392
393 /*
394 * this is a recursive function which calculates the weight
395 * an object is carrying. It goes through op and figures out how much
396 * containers are carrying, and sums it up.
397 */
398 void
399 object::update_weight ()
400 {
401 sint32 sum = 0;
402
403 for (object *op = inv; op; op = op->below)
404 {
405 if (op->inv)
406 op->update_weight ();
407
408 sum += op->total_weight ();
409 }
410
411 sum = weight_adjust_for (this, sum);
412
413 if (sum != carrying)
414 {
415 carrying = sum;
416
417 if (object *pl = visible_to ())
418 if (pl != this) // player is handled lazily
419 esrv_update_item (UPD_WEIGHT, pl, this);
420 }
421 }
422
423 /*
424 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
425 */
426 char *
427 dump_object (object *op)
428 {
429 if (!op)
430 return strdup ("[NULLOBJ]");
431
432 object_freezer freezer;
433 op->write (freezer);
434 return freezer.as_string ();
435 }
436
437 /*
438 * get_nearest_part(multi-object, object 2) returns the part of the
439 * multi-object 1 which is closest to the second object.
440 * If it's not a multi-object, it is returned.
441 */
442 object *
443 get_nearest_part (object *op, const object *pl)
444 {
445 object *tmp, *closest;
446 int last_dist, i;
447
448 if (!op->more)
449 return op;
450
451 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
452 tmp;
453 tmp = tmp->more)
454 if ((i = distance (tmp, pl)) < last_dist)
455 closest = tmp, last_dist = i;
456
457 return closest;
458 }
459
460 /*
461 * Returns the object which has the count-variable equal to the argument.
462 * VERRRY slow.
463 */
464 object *
465 find_object (tag_t i)
466 {
467 for_all_objects (op)
468 if (op->count == i)
469 return op;
470
471 return 0;
472 }
473
474 /*
475 * Returns the first object which has a name equal to the argument.
476 * Used only by the patch command, but not all that useful.
477 * Enables features like "patch <name-of-other-player> food 999"
478 */
479 object *
480 find_object_name (const char *str)
481 {
482 shstr_cmp str_ (str);
483 object *op;
484
485 for_all_objects (op)
486 if (op->name == str_)
487 break;
488
489 return op;
490 }
491
492 /*
493 * Sets the owner and sets the skill and exp pointers to owner's current
494 * skill and experience objects.
495 * ACTUALLY NO! investigate! TODO
496 */
497 void
498 object::set_owner (object *owner)
499 {
500 // allow objects which own objects
501 if (owner)
502 while (owner->owner)
503 owner = owner->owner;
504
505 if (flag [FLAG_FREED])
506 {
507 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
508 return;
509 }
510
511 this->owner = owner;
512 }
513
514 int
515 object::slottype () const
516 {
517 if (type == SKILL)
518 {
519 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
520 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
521 }
522 else
523 {
524 if (slot [body_combat].info) return slot_combat;
525 if (slot [body_range ].info) return slot_ranged;
526 }
527
528 return slot_none;
529 }
530
531 bool
532 object::change_weapon (object *ob)
533 {
534 if (current_weapon == ob)
535 return true;
536
537 if (chosen_skill)
538 chosen_skill->flag [FLAG_APPLIED] = false;
539
540 current_weapon = ob;
541 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
542
543 if (chosen_skill)
544 chosen_skill->flag [FLAG_APPLIED] = true;
545
546 update_stats ();
547
548 if (ob)
549 {
550 // now check wether any body locations became invalid, in which case
551 // we cannot apply the weapon at the moment.
552 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
553 if (slot[i].used < 0)
554 {
555 current_weapon = chosen_skill = 0;
556 update_stats ();
557
558 new_draw_info_format (NDI_UNIQUE, 0, this,
559 "You try to balance all your items at once, "
560 "but the %s is just too much for your body. "
561 "[You need to unapply some items first.]", &ob->name);
562 return false;
563 }
564
565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 }
567 else
568 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
569
570 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
571 {
572 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
573 &name, ob->debug_desc ());
574 return false;
575 }
576
577 return true;
578 }
579
580 /* Zero the key_values on op, decrementing the shared-string
581 * refcounts and freeing the links.
582 */
583 static void
584 free_key_values (object *op)
585 {
586 for (key_value *i = op->key_values; i; )
587 {
588 key_value *next = i->next;
589 delete i;
590
591 i = next;
592 }
593
594 op->key_values = 0;
595 }
596
597 /*
598 * copy_to first frees everything allocated by the dst object,
599 * and then copies the contents of itself into the second
600 * object, allocating what needs to be allocated. Basically, any
601 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
602 * if the first object is freed, the pointers in the new object
603 * will point at garbage.
604 */
605 void
606 object::copy_to (object *dst)
607 {
608 dst->remove ();
609 *(object_copy *)dst = *this;
610 dst->flag [FLAG_REMOVED] = true;
611
612 /* Copy over key_values, if any. */
613 if (key_values)
614 {
615 key_value *tail = 0;
616 dst->key_values = 0;
617
618 for (key_value *i = key_values; i; i = i->next)
619 {
620 key_value *new_link = new key_value;
621
622 new_link->next = 0;
623 new_link->key = i->key;
624 new_link->value = i->value;
625
626 /* Try and be clever here, too. */
627 if (!dst->key_values)
628 {
629 dst->key_values = new_link;
630 tail = new_link;
631 }
632 else
633 {
634 tail->next = new_link;
635 tail = new_link;
636 }
637 }
638 }
639
640 if (speed < 0)
641 dst->speed_left -= rndm ();
642
643 dst->set_speed (dst->speed);
644 }
645
646 void
647 object::instantiate ()
648 {
649 if (!uuid.seq) // HACK
650 uuid = UUID::gen ();
651
652 speed_left = -0.1f;
653 /* copy the body_info to the body_used - this is only really
654 * need for monsters, but doesn't hurt to do it for everything.
655 * by doing so, when a monster is created, it has good starting
656 * values for the body_used info, so when items are created
657 * for it, they can be properly equipped.
658 */
659 for (int i = NUM_BODY_LOCATIONS; i--; )
660 slot[i].used = slot[i].info;
661
662 attachable::instantiate ();
663 }
664
665 object *
666 object::clone ()
667 {
668 object *neu = create ();
669 copy_to (neu);
670 neu->map = map; // not copied by copy_to
671 return neu;
672 }
673
674 /*
675 * If an object with the IS_TURNABLE() flag needs to be turned due
676 * to the closest player being on the other side, this function can
677 * be called to update the face variable, _and_ how it looks on the map.
678 */
679 void
680 update_turn_face (object *op)
681 {
682 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
683 return;
684
685 SET_ANIMATION (op, op->direction);
686 update_object (op, UP_OBJ_FACE);
687 }
688
689 /*
690 * Updates the speed of an object. If the speed changes from 0 to another
691 * value, or vice versa, then add/remove the object from the active list.
692 * This function needs to be called whenever the speed of an object changes.
693 */
694 void
695 object::set_speed (float speed)
696 {
697 if (flag [FLAG_FREED] && speed)
698 {
699 LOG (llevError, "Object %s is freed but has speed.\n", &name);
700 speed = 0;
701 }
702
703 this->speed = speed;
704
705 if (has_active_speed ())
706 activate ();
707 else
708 deactivate ();
709 }
710
711 /*
712 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_)
719 *
720 * action is a hint of what the caller believes need to be done.
721 * current action are:
722 * UP_OBJ_INSERT: op was inserted
723 * UP_OBJ_REMOVE: op was removed
724 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
725 * as that is easier than trying to look at what may have changed.
726 * UP_OBJ_FACE: only the objects face has changed.
727 */
728 void
729 update_object (object *op, int action)
730 {
731 if (!op)
732 {
733 /* this should never happen */
734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
735 return;
736 }
737
738 if (!op->is_on_map ())
739 {
740 /* Animation is currently handled by client, so nothing
741 * to do in this case.
742 */
743 return;
744 }
745
746 /* make sure the object is within map boundaries */
747 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
748 {
749 LOG (llevError, "update_object() called for object out of map!\n");
750 #ifdef MANY_CORES
751 abort ();
752 #endif
753 return;
754 }
755
756 mapspace &m = op->ms ();
757
758 if (!(m.flags_ & P_UPTODATE))
759 /* nop */;
760 else if (action == UP_OBJ_INSERT)
761 {
762 // this is likely overkill, TODO: revisit (schmorp)
763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
765 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
769 || (m.move_on | op->move_on ) != m.move_on
770 || (m.move_off | op->move_off ) != m.move_off
771 || (m.move_slow | op->move_slow) != m.move_slow
772 /* This isn't perfect, but I don't expect a lot of objects to
773 * to have move_allow right now.
774 */
775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
777 m.flags_ = 0;
778 }
779 /* if the object is being removed, we can't make intelligent
780 * decisions, because remove_ob can't really pass the object
781 * that is being removed.
782 */
783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
784 m.flags_ = 0;
785 else if (action == UP_OBJ_FACE)
786 /* Nothing to do for that case */ ;
787 else
788 LOG (llevError, "update_object called with invalid action: %d\n", action);
789
790 if (op->more)
791 update_object (op->more, action);
792 }
793
794 object::object ()
795 {
796 SET_FLAG (this, FLAG_REMOVED);
797
798 expmul = 1.0;
799 face = blank_face;
800 }
801
802 object::~object ()
803 {
804 unlink ();
805
806 free_key_values (this);
807 }
808
809 static int object_count;
810
811 void object::link ()
812 {
813 assert (!index);//D
814 uuid = UUID::gen ();
815 count = ++object_count;
816
817 refcnt_inc ();
818 objects.insert (this);
819 }
820
821 void object::unlink ()
822 {
823 if (!index)
824 return;
825
826 objects.erase (this);
827 refcnt_dec ();
828 }
829
830 void
831 object::activate ()
832 {
833 /* If already on active list, don't do anything */
834 if (active)
835 return;
836
837 if (has_active_speed ())
838 actives.insert (this);
839 }
840
841 void
842 object::activate_recursive ()
843 {
844 activate ();
845
846 for (object *op = inv; op; op = op->below)
847 op->activate_recursive ();
848 }
849
850 /* This function removes object 'op' from the list of active
851 * objects.
852 * This should only be used for style maps or other such
853 * reference maps where you don't want an object that isn't
854 * in play chewing up cpu time getting processed.
855 * The reverse of this is to call update_ob_speed, which
856 * will do the right thing based on the speed of the object.
857 */
858 void
859 object::deactivate ()
860 {
861 /* If not on the active list, nothing needs to be done */
862 if (!active)
863 return;
864
865 actives.erase (this);
866 }
867
868 void
869 object::deactivate_recursive ()
870 {
871 for (object *op = inv; op; op = op->below)
872 op->deactivate_recursive ();
873
874 deactivate ();
875 }
876
877 void
878 object::set_flag_inv (int flag, int value)
879 {
880 for (object *op = inv; op; op = op->below)
881 {
882 op->flag [flag] = value;
883 op->set_flag_inv (flag, value);
884 }
885 }
886
887 /*
888 * Remove and free all objects in the inventory of the given object.
889 * object.c ?
890 */
891 void
892 object::destroy_inv (bool drop_to_ground)
893 {
894 // need to check first, because the checks below might segfault
895 // as we might be on an invalid mapspace and crossfire code
896 // is too buggy to ensure that the inventory is empty.
897 // corollary: if you create arrows etc. with stuff in its inventory,
898 // cf will crash below with off-map x and y
899 if (!inv)
900 return;
901
902 /* Only if the space blocks everything do we not process -
903 * if some form of movement is allowed, let objects
904 * drop on that space.
905 */
906 if (!drop_to_ground
907 || !map
908 || map->in_memory != MAP_ACTIVE
909 || map->nodrop
910 || ms ().move_block == MOVE_ALL)
911 {
912 while (inv)
913 {
914 inv->destroy_inv (false);
915 inv->destroy ();
916 }
917 }
918 else
919 { /* Put objects in inventory onto this space */
920 while (inv)
921 {
922 object *op = inv;
923
924 if (op->flag [FLAG_STARTEQUIP]
925 || op->flag [FLAG_NO_DROP]
926 || op->type == RUNE
927 || op->type == TRAP
928 || op->flag [FLAG_IS_A_TEMPLATE]
929 || op->flag [FLAG_DESTROY_ON_DEATH])
930 op->destroy (true);
931 else
932 map->insert (op, x, y);
933 }
934 }
935 }
936
937 object *object::create ()
938 {
939 object *op = new object;
940 op->link ();
941 return op;
942 }
943
944 static struct freed_map : maptile
945 {
946 freed_map ()
947 {
948 path = "<freed objects map>";
949 name = "/internal/freed_objects_map";
950 width = 3;
951 height = 3;
952 nodrop = 1;
953
954 alloc ();
955 in_memory = MAP_ACTIVE;
956 }
957
958 ~freed_map ()
959 {
960 destroy ();
961 }
962 } freed_map; // freed objects are moved here to avoid crashes
963
964 void
965 object::do_destroy ()
966 {
967 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this);
969
970 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this);
972
973 remove ();
974
975 attachable::do_destroy ();
976
977 deactivate ();
978 unlink ();
979
980 flag [FLAG_FREED] = 1;
981
982 // hack to ensure that freed objects still have a valid map
983 map = &freed_map;
984 x = 1;
985 y = 1;
986
987 if (more)
988 {
989 more->destroy ();
990 more = 0;
991 }
992
993 head = 0;
994
995 // clear those pointers that likely might cause circular references
996 owner = 0;
997 enemy = 0;
998 attacked_by = 0;
999 current_weapon = 0;
1000 }
1001
1002 void
1003 object::destroy (bool destroy_inventory)
1004 {
1005 if (destroyed ())
1006 return;
1007
1008 if (!is_head () && !head->destroyed ())
1009 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory);
1012 return;
1013 }
1014
1015 destroy_inv (!destroy_inventory);
1016
1017 if (is_head ())
1018 if (sound_destroy)
1019 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER])
1021 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1022
1023 attachable::destroy ();
1024 }
1025
1026 /* op->remove ():
1027 * This function removes the object op from the linked list of objects
1028 * which it is currently tied to. When this function is done, the
1029 * object will have no environment. If the object previously had an
1030 * environment, the x and y coordinates will be updated to
1031 * the previous environment.
1032 */
1033 void
1034 object::do_remove ()
1035 {
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED])
1040 return;
1041
1042 INVOKE_OBJECT (REMOVE, this);
1043
1044 flag [FLAG_REMOVED] = true;
1045
1046 if (more)
1047 more->remove ();
1048
1049 /*
1050 * In this case, the object to be removed is in someones
1051 * inventory.
1052 */
1053 if (env)
1054 {
1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1056 if (object *pl = visible_to ())
1057 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059
1060 adjust_weight (env, -total_weight ());
1061
1062 /* we set up values so that it could be inserted into
1063 * the map, but we don't actually do that - it is up
1064 * to the caller to decide what we want to do.
1065 */
1066 map = env->map;
1067 x = env->x;
1068 y = env->y;
1069
1070 // make sure cmov optimisation is applicable
1071 *(above ? &above->below : &env->inv) = below;
1072 *(below ? &below->above : &above ) = above; // &above is just a dummy
1073
1074 above = 0;
1075 below = 0;
1076 env = 0;
1077
1078 /* NO_FIX_PLAYER is set when a great many changes are being
1079 * made to players inventory. If set, avoiding the call
1080 * to save cpu time.
1081 */
1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1083 otmp->update_stats ();
1084 }
1085 else if (map)
1086 {
1087 map->dirty = true;
1088 mapspace &ms = this->ms ();
1089
1090 if (object *pl = ms.player ())
1091 {
1092 if (type == PLAYER) // this == pl(!)
1093 {
1094 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent.
1098 close_container ();
1099
1100 --map->players;
1101 map->touch ();
1102 }
1103 else if (pl->container == this)
1104 {
1105 // removing a container should close it
1106 close_container ();
1107 }
1108
1109 esrv_del_item (pl->contr, count);
1110 }
1111
1112 /* link the object above us */
1113 // re-link, make sure compiler can easily use cmove
1114 *(above ? &above->below : &ms.top) = below;
1115 *(below ? &below->above : &ms.bot) = above;
1116
1117 above = 0;
1118 below = 0;
1119
1120 if (map->in_memory == MAP_SAVING)
1121 return;
1122
1123 int check_walk_off = !flag [FLAG_NO_APPLY];
1124
1125 if (object *pl = ms.player ())
1126 {
1127 if (pl->container == this)
1128 /* If a container that the player is currently using somehow gets
1129 * removed (most likely destroyed), update the player view
1130 * appropriately.
1131 */
1132 pl->close_container ();
1133
1134 //TODO: the floorbox prev/next might need updating
1135 //esrv_del_item (pl->contr, count);
1136 //TODO: update floorbox to preserve ordering
1137 if (pl->contr->ns)
1138 pl->contr->ns->floorbox_update ();
1139 }
1140
1141 for (tmp = ms.bot; tmp; tmp = tmp->above)
1142 {
1143 /* No point updating the players look faces if he is the object
1144 * being removed.
1145 */
1146
1147 /* See if object moving off should effect something */
1148 if (check_walk_off
1149 && ((move_type & tmp->move_off)
1150 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1151 {
1152 move_apply (tmp, this, 0);
1153
1154 if (destroyed ())
1155 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1156 }
1157
1158 last = tmp;
1159 }
1160
1161 /* last == NULL if there are no objects on this space */
1162 //TODO: this makes little sense, why only update the topmost object?
1163 if (!last)
1164 map->at (x, y).flags_ = 0;
1165 else
1166 update_object (last, UP_OBJ_REMOVE);
1167
1168 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1169 update_all_los (map, x, y);
1170 }
1171 }
1172
1173 /*
1174 * merge_ob(op,top):
1175 *
1176 * This function goes through all objects below and including top, and
1177 * merges op to the first matching object.
1178 * If top is NULL, it is calculated.
1179 * Returns pointer to object if it succeded in the merge, otherwise NULL
1180 */
1181 object *
1182 merge_ob (object *op, object *top)
1183 {
1184 if (!op->nrof)
1185 return 0;
1186
1187 if (!top)
1188 for (top = op; top && top->above; top = top->above)
1189 ;
1190
1191 for (; top; top = top->below)
1192 if (object::can_merge (op, top))
1193 {
1194 top->nrof += op->nrof;
1195
1196 if (object *pl = top->visible_to ())
1197 esrv_update_item (UPD_NROF, pl, top);
1198
1199 op->weight = 0; // cancel the addition above
1200 op->carrying = 0; // must be 0 already
1201
1202 op->destroy (1);
1203
1204 return top;
1205 }
1206
1207 return 0;
1208 }
1209
1210 void
1211 object::expand_tail ()
1212 {
1213 if (more)
1214 return;
1215
1216 object *prev = this;
1217
1218 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1219 {
1220 object *op = arch_to_object (at);
1221
1222 op->name = name;
1223 op->name_pl = name_pl;
1224 op->title = title;
1225
1226 op->head = this;
1227 prev->more = op;
1228
1229 prev = op;
1230 }
1231 }
1232
1233 /*
1234 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1235 * job preparing multi-part monsters.
1236 */
1237 object *
1238 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1239 {
1240 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1241 {
1242 tmp->x = x + tmp->arch->x;
1243 tmp->y = y + tmp->arch->y;
1244 }
1245
1246 return insert_ob_in_map (op, m, originator, flag);
1247 }
1248
1249 /*
1250 * insert_ob_in_map (op, map, originator, flag):
1251 * This function inserts the object in the two-way linked list
1252 * which represents what is on a map.
1253 * The second argument specifies the map, and the x and y variables
1254 * in the object about to be inserted specifies the position.
1255 *
1256 * originator: Player, monster or other object that caused 'op' to be inserted
1257 * into 'map'. May be NULL.
1258 *
1259 * flag is a bitmask about special things to do (or not do) when this
1260 * function is called. see the object.h file for the INS_ values.
1261 * Passing 0 for flag gives proper default values, so flag really only needs
1262 * to be set if special handling is needed.
1263 *
1264 * Return value:
1265 * new object if 'op' was merged with other object
1266 * NULL if 'op' was destroyed
1267 * just 'op' otherwise
1268 */
1269 object *
1270 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1271 {
1272 op->remove ();
1273
1274 /* Ideally, the caller figures this out. However, it complicates a lot
1275 * of areas of callers (eg, anything that uses find_free_spot would now
1276 * need extra work
1277 */
1278 if (!xy_normalise (m, op->x, op->y))
1279 {
1280 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1281 return 0;
1282 }
1283
1284 if (object *more = op->more)
1285 if (!insert_ob_in_map (more, m, originator, flag))
1286 return 0;
1287
1288 CLEAR_FLAG (op, FLAG_REMOVED);
1289
1290 op->map = m;
1291 mapspace &ms = op->ms ();
1292
1293 /* this has to be done after we translate the coordinates.
1294 */
1295 if (op->nrof && !(flag & INS_NO_MERGE))
1296 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1297 if (object::can_merge (op, tmp))
1298 {
1299 // TODO: we actually want to update tmp, not op,
1300 // but some caller surely breaks when we return tmp
1301 // from here :/
1302 op->nrof += tmp->nrof;
1303 tmp->destroy (1);
1304 }
1305
1306 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1307 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1308
1309 if (!QUERY_FLAG (op, FLAG_ALIVE))
1310 CLEAR_FLAG (op, FLAG_NO_STEAL);
1311
1312 if (flag & INS_BELOW_ORIGINATOR)
1313 {
1314 if (originator->map != op->map || originator->x != op->x || originator->y != op->y || !originator->is_on_map ())
1315 {
1316 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1317 abort ();
1318 }
1319
1320 op->above = originator;
1321 op->below = originator->below;
1322 originator->below = op;
1323
1324 *(op->below ? &op->below->above : &ms.bot) = op;
1325 }
1326 else
1327 {
1328 object *floor = 0;
1329 object *top = ms.top;
1330
1331 /* If there are other objects, then */
1332 if (top)
1333 {
1334 /*
1335 * If there are multiple objects on this space, we do some trickier handling.
1336 * We've already dealt with merging if appropriate.
1337 * Generally, we want to put the new object on top. But if
1338 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1339 * floor, we want to insert above that and no further.
1340 * Also, if there are spell objects on this space, we stop processing
1341 * once we get to them. This reduces the need to traverse over all of
1342 * them when adding another one - this saves quite a bit of cpu time
1343 * when lots of spells are cast in one area. Currently, it is presumed
1344 * that flying non pickable objects are spell objects.
1345 */
1346 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1347 {
1348 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1349 floor = tmp;
1350
1351 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1352 {
1353 /* We insert above top, so we want this object below this */
1354 top = tmp->below;
1355 break;
1356 }
1357
1358 top = tmp;
1359 }
1360
1361 /* We let update_position deal with figuring out what the space
1362 * looks like instead of lots of conditions here.
1363 * makes things faster, and effectively the same result.
1364 */
1365
1366 /* Have object 'fall below' other objects that block view.
1367 * Unless those objects are exits.
1368 * If INS_ON_TOP is used, don't do this processing
1369 * Need to find the object that in fact blocks view, otherwise
1370 * stacking is a bit odd.
1371 */
1372 if (!(flag & INS_ON_TOP)
1373 && ms.flags () & P_BLOCKSVIEW
1374 && (op->face && !faces [op->face].visibility))
1375 {
1376 object *last;
1377
1378 for (last = top; last != floor; last = last->below)
1379 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1380 break;
1381
1382 /* Check to see if we found the object that blocks view,
1383 * and make sure we have a below pointer for it so that
1384 * we can get inserted below this one, which requires we
1385 * set top to the object below us.
1386 */
1387 if (last && last->below && last != floor)
1388 top = last->below;
1389 }
1390 } /* If objects on this space */
1391
1392 if (flag & INS_ABOVE_FLOOR_ONLY)
1393 top = floor;
1394
1395 /* Top is the object that our object (op) is going to get inserted above.
1396 */
1397
1398 /* no top found, insert on top */
1399 if (!top)
1400 {
1401 op->above = 0;
1402 op->below = ms.top;
1403 ms.top = op;
1404
1405 *(op->below ? &op->below->above : &ms.bot) = op;
1406 }
1407 else
1408 { /* get inserted into the stack above top */
1409 op->above = top->above;
1410 top->above = op;
1411
1412 op->below = top;
1413 *(op->above ? &op->above->below : &ms.top) = op;
1414 }
1415 } /* else not INS_BELOW_ORIGINATOR */
1416
1417 if (op->type == PLAYER)
1418 {
1419 op->contr->do_los = 1;
1420 ++op->map->players;
1421 op->map->touch ();
1422 }
1423
1424 op->map->dirty = true;
1425
1426 if (object *pl = ms.player ())
1427 //TODO: the floorbox prev/next might need updating
1428 //esrv_send_item (pl, op);
1429 //TODO: update floorbox to preserve ordering
1430 if (pl->contr->ns)
1431 pl->contr->ns->floorbox_update ();
1432
1433 /* If this object glows, it may affect lighting conditions that are
1434 * visible to others on this map. But update_all_los is really
1435 * an inefficient way to do this, as it means los for all players
1436 * on the map will get recalculated. The players could very well
1437 * be far away from this change and not affected in any way -
1438 * this should get redone to only look for players within range,
1439 * or just updating the P_UPTODATE for spaces within this area
1440 * of effect may be sufficient.
1441 */
1442 if (op->map->darkness && (op->glow_radius != 0))
1443 update_all_los (op->map, op->x, op->y);
1444
1445 /* updates flags (blocked, alive, no magic, etc) for this map space */
1446 update_object (op, UP_OBJ_INSERT);
1447
1448 INVOKE_OBJECT (INSERT, op);
1449
1450 /* Don't know if moving this to the end will break anything. However,
1451 * we want to have floorbox_update called before calling this.
1452 *
1453 * check_move_on() must be after this because code called from
1454 * check_move_on() depends on correct map flags (so functions like
1455 * blocked() and wall() work properly), and these flags are updated by
1456 * update_object().
1457 */
1458
1459 /* if this is not the head or flag has been passed, don't check walk on status */
1460 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1461 {
1462 if (check_move_on (op, originator))
1463 return 0;
1464
1465 /* If we are a multi part object, lets work our way through the check
1466 * walk on's.
1467 */
1468 for (object *tmp = op->more; tmp; tmp = tmp->more)
1469 if (check_move_on (tmp, originator))
1470 return 0;
1471 }
1472
1473 return op;
1474 }
1475
1476 /* this function inserts an object in the map, but if it
1477 * finds an object of its own type, it'll remove that one first.
1478 * op is the object to insert it under: supplies x and the map.
1479 */
1480 void
1481 replace_insert_ob_in_map (const char *arch_string, object *op)
1482 {
1483 /* first search for itself and remove any old instances */
1484
1485 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1486 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1487 tmp->destroy (1);
1488
1489 object *tmp = arch_to_object (archetype::find (arch_string));
1490
1491 tmp->x = op->x;
1492 tmp->y = op->y;
1493
1494 insert_ob_in_map (tmp, op->map, op, 0);
1495 }
1496
1497 object *
1498 object::insert_at (object *where, object *originator, int flags)
1499 {
1500 if (where->env)
1501 return where->env->insert (this);
1502 else
1503 return where->map->insert (this, where->x, where->y, originator, flags);
1504 }
1505
1506 /*
1507 * decrease(object, number) decreases a specified number from
1508 * the amount of an object. If the amount reaches 0, the object
1509 * is subsequently removed and freed.
1510 *
1511 * Return value: 'op' if something is left, NULL if the amount reached 0
1512 */
1513 bool
1514 object::decrease (sint32 nr)
1515 {
1516 if (!nr)
1517 return true;
1518
1519 nr = min (nr, nrof);
1520
1521 nrof -= nr;
1522
1523 if (nrof)
1524 {
1525 adjust_weight (env, -weight * nr); // carrying == 0
1526
1527 if (object *pl = visible_to ())
1528 esrv_update_item (UPD_NROF, pl, this);
1529
1530 return true;
1531 }
1532 else
1533 {
1534 destroy (1);
1535 return false;
1536 }
1537 }
1538
1539 /*
1540 * split(ob,nr) splits up ob into two parts. The part which
1541 * is returned contains nr objects, and the remaining parts contains
1542 * the rest (or is removed and returned if that number is 0).
1543 * On failure, NULL is returned.
1544 */
1545 object *
1546 object::split (sint32 nr)
1547 {
1548 int have = number_of ();
1549
1550 if (have < nr)
1551 return 0;
1552 else if (have == nr)
1553 {
1554 remove ();
1555 return this;
1556 }
1557 else
1558 {
1559 decrease (nr);
1560
1561 object *op = deep_clone ();
1562 op->nrof = nr;
1563 return op;
1564 }
1565 }
1566
1567 object *
1568 insert_ob_in_ob (object *op, object *where)
1569 {
1570 if (!where)
1571 {
1572 char *dump = dump_object (op);
1573 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1574 free (dump);
1575 return op;
1576 }
1577
1578 if (where->head_ () != where)
1579 {
1580 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1581 where = where->head;
1582 }
1583
1584 return where->insert (op);
1585 }
1586
1587 /*
1588 * env->insert (op)
1589 * This function inserts the object op in the linked list
1590 * inside the object environment.
1591 *
1592 * The function returns now pointer to inserted item, and return value can
1593 * be != op, if items are merged. -Tero
1594 */
1595 object *
1596 object::insert (object *op)
1597 {
1598 if (op->more)
1599 {
1600 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1601 return op;
1602 }
1603
1604 op->remove ();
1605
1606 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1607
1608 if (op->nrof)
1609 for (object *tmp = inv; tmp; tmp = tmp->below)
1610 if (object::can_merge (tmp, op))
1611 {
1612 /* return the original object and remove inserted object
1613 (client needs the original object) */
1614 tmp->nrof += op->nrof;
1615
1616 if (object *pl = tmp->visible_to ())
1617 esrv_update_item (UPD_NROF, pl, tmp);
1618
1619 adjust_weight (this, op->total_weight ());
1620
1621 op->destroy (1);
1622 op = tmp;
1623 goto inserted;
1624 }
1625
1626 op->owner = 0; // it's his/hers now. period.
1627 op->map = 0;
1628 op->x = 0;
1629 op->y = 0;
1630
1631 op->above = 0;
1632 op->below = inv;
1633 op->env = this;
1634
1635 if (inv)
1636 inv->above = op;
1637
1638 inv = op;
1639
1640 op->flag [FLAG_REMOVED] = 0;
1641
1642 if (object *pl = op->visible_to ())
1643 esrv_send_item (pl, op);
1644
1645 adjust_weight (this, op->total_weight ());
1646
1647 inserted:
1648 /* reset the light list and los of the players on the map */
1649 if (op->glow_radius && map && map->darkness)
1650 update_all_los (map, x, y);
1651
1652 // if this is a player's inventory, update stats
1653 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1654 update_stats ();
1655
1656 INVOKE_OBJECT (INSERT, this);
1657
1658 return op;
1659 }
1660
1661 /*
1662 * Checks if any objects has a move_type that matches objects
1663 * that effect this object on this space. Call apply() to process
1664 * these events.
1665 *
1666 * Any speed-modification due to SLOW_MOVE() of other present objects
1667 * will affect the speed_left of the object.
1668 *
1669 * originator: Player, monster or other object that caused 'op' to be inserted
1670 * into 'map'. May be NULL.
1671 *
1672 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1673 *
1674 * 4-21-95 added code to check if appropriate skill was readied - this will
1675 * permit faster movement by the player through this terrain. -b.t.
1676 *
1677 * MSW 2001-07-08: Check all objects on space, not just those below
1678 * object being inserted. insert_ob_in_map may not put new objects
1679 * on top.
1680 */
1681 int
1682 check_move_on (object *op, object *originator)
1683 {
1684 object *tmp;
1685 maptile *m = op->map;
1686 int x = op->x, y = op->y;
1687
1688 MoveType move_on, move_slow, move_block;
1689
1690 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1691 return 0;
1692
1693 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1694 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1695 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1696
1697 /* if nothing on this space will slow op down or be applied,
1698 * no need to do checking below. have to make sure move_type
1699 * is set, as lots of objects don't have it set - we treat that
1700 * as walking.
1701 */
1702 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1703 return 0;
1704
1705 /* This is basically inverse logic of that below - basically,
1706 * if the object can avoid the move on or slow move, they do so,
1707 * but can't do it if the alternate movement they are using is
1708 * blocked. Logic on this seems confusing, but does seem correct.
1709 */
1710 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1711 return 0;
1712
1713 /* The objects have to be checked from top to bottom.
1714 * Hence, we first go to the top:
1715 */
1716
1717 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1718 {
1719 /* Trim the search when we find the first other spell effect
1720 * this helps performance so that if a space has 50 spell objects,
1721 * we don't need to check all of them.
1722 */
1723 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1724 break;
1725 }
1726
1727 for (; tmp; tmp = tmp->below)
1728 {
1729 if (tmp == op)
1730 continue; /* Can't apply yourself */
1731
1732 /* Check to see if one of the movement types should be slowed down.
1733 * Second check makes sure that the movement types not being slowed
1734 * (~slow_move) is not blocked on this space - just because the
1735 * space doesn't slow down swimming (for example), if you can't actually
1736 * swim on that space, can't use it to avoid the penalty.
1737 */
1738 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1739 {
1740 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1741 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1742 {
1743
1744 float
1745 diff = tmp->move_slow_penalty * fabs (op->speed);
1746
1747 if (op->type == PLAYER)
1748 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1749 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1750 diff /= 4.0;
1751
1752 op->speed_left -= diff;
1753 }
1754 }
1755
1756 /* Basically same logic as above, except now for actual apply. */
1757 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1758 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1759 {
1760 move_apply (tmp, op, originator);
1761
1762 if (op->destroyed ())
1763 return 1;
1764
1765 /* what the person/creature stepped onto has moved the object
1766 * someplace new. Don't process any further - if we did,
1767 * have a feeling strange problems would result.
1768 */
1769 if (op->map != m || op->x != x || op->y != y)
1770 return 0;
1771 }
1772 }
1773
1774 return 0;
1775 }
1776
1777 /*
1778 * present_arch(arch, map, x, y) searches for any objects with
1779 * a matching archetype at the given map and coordinates.
1780 * The first matching object is returned, or NULL if none.
1781 */
1782 object *
1783 present_arch (const archetype *at, maptile *m, int x, int y)
1784 {
1785 if (!m || out_of_map (m, x, y))
1786 {
1787 LOG (llevError, "Present_arch called outside map.\n");
1788 return NULL;
1789 }
1790
1791 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1792 if (tmp->arch->archname == at->archname)
1793 return tmp;
1794
1795 return NULL;
1796 }
1797
1798 /*
1799 * present(type, map, x, y) searches for any objects with
1800 * a matching type variable at the given map and coordinates.
1801 * The first matching object is returned, or NULL if none.
1802 */
1803 object *
1804 present (unsigned char type, maptile *m, int x, int y)
1805 {
1806 if (out_of_map (m, x, y))
1807 {
1808 LOG (llevError, "Present called outside map.\n");
1809 return NULL;
1810 }
1811
1812 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1813 if (tmp->type == type)
1814 return tmp;
1815
1816 return NULL;
1817 }
1818
1819 /*
1820 * present_in_ob(type, object) searches for any objects with
1821 * a matching type variable in the inventory of the given object.
1822 * The first matching object is returned, or NULL if none.
1823 */
1824 object *
1825 present_in_ob (unsigned char type, const object *op)
1826 {
1827 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1828 if (tmp->type == type)
1829 return tmp;
1830
1831 return NULL;
1832 }
1833
1834 /*
1835 * present_in_ob (type, str, object) searches for any objects with
1836 * a matching type & name variable in the inventory of the given object.
1837 * The first matching object is returned, or NULL if none.
1838 * This is mostly used by spell effect code, so that we only
1839 * have one spell effect at a time.
1840 * type can be used to narrow the search - if type is set,
1841 * the type must also match. -1 can be passed for the type,
1842 * in which case the type does not need to pass.
1843 * str is the string to match against. Note that we match against
1844 * the object name, not the archetype name. this is so that the
1845 * spell code can use one object type (force), but change it's name
1846 * to be unique.
1847 */
1848 object *
1849 present_in_ob_by_name (int type, const char *str, const object *op)
1850 {
1851 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1852 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1853 return tmp;
1854
1855 return 0;
1856 }
1857
1858 /*
1859 * present_arch_in_ob(archetype, object) searches for any objects with
1860 * a matching archetype in the inventory of the given object.
1861 * The first matching object is returned, or NULL if none.
1862 */
1863 object *
1864 present_arch_in_ob (const archetype *at, const object *op)
1865 {
1866 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1867 if (tmp->arch->archname == at->archname)
1868 return tmp;
1869
1870 return NULL;
1871 }
1872
1873 /*
1874 * activate recursively a flag on an object inventory
1875 */
1876 void
1877 flag_inv (object *op, int flag)
1878 {
1879 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1880 {
1881 SET_FLAG (tmp, flag);
1882 flag_inv (tmp, flag);
1883 }
1884 }
1885
1886 /*
1887 * deactivate recursively a flag on an object inventory
1888 */
1889 void
1890 unflag_inv (object *op, int flag)
1891 {
1892 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1893 {
1894 CLEAR_FLAG (tmp, flag);
1895 unflag_inv (tmp, flag);
1896 }
1897 }
1898
1899 /*
1900 * find_free_spot(object, map, x, y, start, stop) will search for
1901 * a spot at the given map and coordinates which will be able to contain
1902 * the given object. start and stop specifies how many squares
1903 * to search (see the freearr_x/y[] definition).
1904 * It returns a random choice among the alternatives found.
1905 * start and stop are where to start relative to the free_arr array (1,9
1906 * does all 4 immediate directions). This returns the index into the
1907 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1908 * Note: This function does correctly handle tiled maps, but does not
1909 * inform the caller. However, insert_ob_in_map will update as
1910 * necessary, so the caller shouldn't need to do any special work.
1911 * Note - updated to take an object instead of archetype - this is necessary
1912 * because arch_blocked (now ob_blocked) needs to know the movement type
1913 * to know if the space in question will block the object. We can't use
1914 * the archetype because that isn't correct if the monster has been
1915 * customized, changed states, etc.
1916 */
1917 int
1918 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1919 {
1920 int altern[SIZEOFFREE];
1921 int index = 0, flag;
1922
1923 for (int i = start; i < stop; i++)
1924 {
1925 mapxy pos (m, x, y); pos.move (i);
1926
1927 if (!pos.normalise ())
1928 continue;
1929
1930 mapspace &ms = *pos;
1931
1932 if (ms.flags () & P_IS_ALIVE)
1933 continue;
1934
1935 /* However, often
1936 * ob doesn't have any move type (when used to place exits)
1937 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1938 */
1939 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1940 {
1941 altern [index++] = i;
1942 continue;
1943 }
1944
1945 /* Basically, if we find a wall on a space, we cut down the search size.
1946 * In this way, we won't return spaces that are on another side of a wall.
1947 * This mostly work, but it cuts down the search size in all directions -
1948 * if the space being examined only has a wall to the north and empty
1949 * spaces in all the other directions, this will reduce the search space
1950 * to only the spaces immediately surrounding the target area, and
1951 * won't look 2 spaces south of the target space.
1952 */
1953 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1954 {
1955 stop = maxfree[i];
1956 continue;
1957 }
1958
1959 /* Note it is intentional that we check ob - the movement type of the
1960 * head of the object should correspond for the entire object.
1961 */
1962 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1963 continue;
1964
1965 if (ob->blocked (m, pos.x, pos.y))
1966 continue;
1967
1968 altern [index++] = i;
1969 }
1970
1971 if (!index)
1972 return -1;
1973
1974 return altern [rndm (index)];
1975 }
1976
1977 /*
1978 * find_first_free_spot(archetype, maptile, x, y) works like
1979 * find_free_spot(), but it will search max number of squares.
1980 * But it will return the first available spot, not a random choice.
1981 * Changed 0.93.2: Have it return -1 if there is no free spot available.
1982 */
1983 int
1984 find_first_free_spot (const object *ob, maptile *m, int x, int y)
1985 {
1986 for (int i = 0; i < SIZEOFFREE; i++)
1987 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
1988 return i;
1989
1990 return -1;
1991 }
1992
1993 /*
1994 * The function permute(arr, begin, end) randomly reorders the array
1995 * arr[begin..end-1].
1996 * now uses a fisher-yates shuffle, old permute was broken
1997 */
1998 static void
1999 permute (int *arr, int begin, int end)
2000 {
2001 arr += begin;
2002 end -= begin;
2003
2004 while (--end)
2005 swap (arr [end], arr [rndm (end + 1)]);
2006 }
2007
2008 /* new function to make monster searching more efficient, and effective!
2009 * This basically returns a randomized array (in the passed pointer) of
2010 * the spaces to find monsters. In this way, it won't always look for
2011 * monsters to the north first. However, the size of the array passed
2012 * covers all the spaces, so within that size, all the spaces within
2013 * the 3x3 area will be searched, just not in a predictable order.
2014 */
2015 void
2016 get_search_arr (int *search_arr)
2017 {
2018 int i;
2019
2020 for (i = 0; i < SIZEOFFREE; i++)
2021 search_arr[i] = i;
2022
2023 permute (search_arr, 1, SIZEOFFREE1 + 1);
2024 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2025 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2026 }
2027
2028 /*
2029 * find_dir(map, x, y, exclude) will search some close squares in the
2030 * given map at the given coordinates for live objects.
2031 * It will not considered the object given as exclude among possible
2032 * live objects.
2033 * It returns the direction toward the first/closest live object if finds
2034 * any, otherwise 0.
2035 * Perhaps incorrectly, but I'm making the assumption that exclude
2036 * is actually want is going to try and move there. We need this info
2037 * because we have to know what movement the thing looking to move
2038 * there is capable of.
2039 */
2040 int
2041 find_dir (maptile *m, int x, int y, object *exclude)
2042 {
2043 int i, max = SIZEOFFREE, mflags;
2044
2045 sint16 nx, ny;
2046 object *tmp;
2047 maptile *mp;
2048
2049 MoveType blocked, move_type;
2050
2051 if (exclude && exclude->head_ () != exclude)
2052 {
2053 exclude = exclude->head;
2054 move_type = exclude->move_type;
2055 }
2056 else
2057 {
2058 /* If we don't have anything, presume it can use all movement types. */
2059 move_type = MOVE_ALL;
2060 }
2061
2062 for (i = 1; i < max; i++)
2063 {
2064 mp = m;
2065 nx = x + freearr_x[i];
2066 ny = y + freearr_y[i];
2067
2068 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2069
2070 if (mflags & P_OUT_OF_MAP)
2071 max = maxfree[i];
2072 else
2073 {
2074 mapspace &ms = mp->at (nx, ny);
2075
2076 blocked = ms.move_block;
2077
2078 if ((move_type & blocked) == move_type)
2079 max = maxfree[i];
2080 else if (mflags & P_IS_ALIVE)
2081 {
2082 for (tmp = ms.bot; tmp; tmp = tmp->above)
2083 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2084 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2085 break;
2086
2087 if (tmp)
2088 return freedir[i];
2089 }
2090 }
2091 }
2092
2093 return 0;
2094 }
2095
2096 /*
2097 * distance(object 1, object 2) will return the square of the
2098 * distance between the two given objects.
2099 */
2100 int
2101 distance (const object *ob1, const object *ob2)
2102 {
2103 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2104 }
2105
2106 /*
2107 * find_dir_2(delta-x,delta-y) will return a direction in which
2108 * an object which has subtracted the x and y coordinates of another
2109 * object, needs to travel toward it.
2110 */
2111 int
2112 find_dir_2 (int x, int y)
2113 {
2114 int q;
2115
2116 if (y)
2117 q = x * 100 / y;
2118 else if (x)
2119 q = -300 * x;
2120 else
2121 return 0;
2122
2123 if (y > 0)
2124 {
2125 if (q < -242)
2126 return 3;
2127 if (q < -41)
2128 return 2;
2129 if (q < 41)
2130 return 1;
2131 if (q < 242)
2132 return 8;
2133 return 7;
2134 }
2135
2136 if (q < -242)
2137 return 7;
2138 if (q < -41)
2139 return 6;
2140 if (q < 41)
2141 return 5;
2142 if (q < 242)
2143 return 4;
2144
2145 return 3;
2146 }
2147
2148 /*
2149 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2150 * between two directions (which are expected to be absolute (see absdir())
2151 */
2152 int
2153 dirdiff (int dir1, int dir2)
2154 {
2155 int d;
2156
2157 d = abs (dir1 - dir2);
2158 if (d > 4)
2159 d = 8 - d;
2160
2161 return d;
2162 }
2163
2164 /* peterm:
2165 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2166 * Basically, this is a table of directions, and what directions
2167 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2168 * This basically means that if direction is 15, then it could either go
2169 * direction 4, 14, or 16 to get back to where we are.
2170 * Moved from spell_util.c to object.c with the other related direction
2171 * functions.
2172 */
2173 int reduction_dir[SIZEOFFREE][3] = {
2174 {0, 0, 0}, /* 0 */
2175 {0, 0, 0}, /* 1 */
2176 {0, 0, 0}, /* 2 */
2177 {0, 0, 0}, /* 3 */
2178 {0, 0, 0}, /* 4 */
2179 {0, 0, 0}, /* 5 */
2180 {0, 0, 0}, /* 6 */
2181 {0, 0, 0}, /* 7 */
2182 {0, 0, 0}, /* 8 */
2183 {8, 1, 2}, /* 9 */
2184 {1, 2, -1}, /* 10 */
2185 {2, 10, 12}, /* 11 */
2186 {2, 3, -1}, /* 12 */
2187 {2, 3, 4}, /* 13 */
2188 {3, 4, -1}, /* 14 */
2189 {4, 14, 16}, /* 15 */
2190 {5, 4, -1}, /* 16 */
2191 {4, 5, 6}, /* 17 */
2192 {6, 5, -1}, /* 18 */
2193 {6, 20, 18}, /* 19 */
2194 {7, 6, -1}, /* 20 */
2195 {6, 7, 8}, /* 21 */
2196 {7, 8, -1}, /* 22 */
2197 {8, 22, 24}, /* 23 */
2198 {8, 1, -1}, /* 24 */
2199 {24, 9, 10}, /* 25 */
2200 {9, 10, -1}, /* 26 */
2201 {10, 11, -1}, /* 27 */
2202 {27, 11, 29}, /* 28 */
2203 {11, 12, -1}, /* 29 */
2204 {12, 13, -1}, /* 30 */
2205 {12, 13, 14}, /* 31 */
2206 {13, 14, -1}, /* 32 */
2207 {14, 15, -1}, /* 33 */
2208 {33, 15, 35}, /* 34 */
2209 {16, 15, -1}, /* 35 */
2210 {17, 16, -1}, /* 36 */
2211 {18, 17, 16}, /* 37 */
2212 {18, 17, -1}, /* 38 */
2213 {18, 19, -1}, /* 39 */
2214 {41, 19, 39}, /* 40 */
2215 {19, 20, -1}, /* 41 */
2216 {20, 21, -1}, /* 42 */
2217 {20, 21, 22}, /* 43 */
2218 {21, 22, -1}, /* 44 */
2219 {23, 22, -1}, /* 45 */
2220 {45, 47, 23}, /* 46 */
2221 {23, 24, -1}, /* 47 */
2222 {24, 9, -1}
2223 }; /* 48 */
2224
2225 /* Recursive routine to step back and see if we can
2226 * find a path to that monster that we found. If not,
2227 * we don't bother going toward it. Returns 1 if we
2228 * can see a direct way to get it
2229 * Modified to be map tile aware -.MSW
2230 */
2231 int
2232 can_see_monsterP (maptile *m, int x, int y, int dir)
2233 {
2234 sint16 dx, dy;
2235 int mflags;
2236
2237 if (dir < 0)
2238 return 0; /* exit condition: invalid direction */
2239
2240 dx = x + freearr_x[dir];
2241 dy = y + freearr_y[dir];
2242
2243 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2244
2245 /* This functional arguably was incorrect before - it was
2246 * checking for P_WALL - that was basically seeing if
2247 * we could move to the monster - this is being more
2248 * literal on if we can see it. To know if we can actually
2249 * move to the monster, we'd need the monster passed in or
2250 * at least its move type.
2251 */
2252 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2253 return 0;
2254
2255 /* yes, can see. */
2256 if (dir < 9)
2257 return 1;
2258
2259 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2260 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2261 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2262 }
2263
2264 /*
2265 * can_pick(picker, item): finds out if an object is possible to be
2266 * picked up by the picker. Returnes 1 if it can be
2267 * picked up, otherwise 0.
2268 *
2269 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2270 * core dumps if they do.
2271 *
2272 * Add a check so we can't pick up invisible objects (0.93.8)
2273 */
2274 int
2275 can_pick (const object *who, const object *item)
2276 {
2277 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2278 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2279 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2280 }
2281
2282 /*
2283 * create clone from object to another
2284 */
2285 object *
2286 object::deep_clone ()
2287 {
2288 assert (("deep_clone called on non-head object", is_head ()));
2289
2290 object *dst = clone ();
2291
2292 object *prev = dst;
2293 for (object *part = this->more; part; part = part->more)
2294 {
2295 object *tmp = part->clone ();
2296 tmp->head = dst;
2297 prev->more = tmp;
2298 prev = tmp;
2299 }
2300
2301 for (object *item = inv; item; item = item->below)
2302 insert_ob_in_ob (item->deep_clone (), dst);
2303
2304 return dst;
2305 }
2306
2307 /* This returns the first object in who's inventory that
2308 * has the same type and subtype match.
2309 * returns NULL if no match.
2310 */
2311 object *
2312 find_obj_by_type_subtype (const object *who, int type, int subtype)
2313 {
2314 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2315 if (tmp->type == type && tmp->subtype == subtype)
2316 return tmp;
2317
2318 return 0;
2319 }
2320
2321 const shstr &
2322 object::kv_get (const shstr &key) const
2323 {
2324 for (key_value *kv = key_values; kv; kv = kv->next)
2325 if (kv->key == key)
2326 return kv->value;
2327
2328 return shstr_null;
2329 }
2330
2331 void
2332 object::kv_set (const shstr &key, const shstr &value)
2333 {
2334 for (key_value *kv = key_values; kv; kv = kv->next)
2335 if (kv->key == key)
2336 {
2337 kv->value = value;
2338 return;
2339 }
2340
2341 key_value *kv = new key_value;
2342
2343 kv->next = key_values;
2344 kv->key = key;
2345 kv->value = value;
2346
2347 key_values = kv;
2348 }
2349
2350 void
2351 object::kv_del (const shstr &key)
2352 {
2353 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2354 if ((*kvp)->key == key)
2355 {
2356 key_value *kv = *kvp;
2357 *kvp = (*kvp)->next;
2358 delete kv;
2359 return;
2360 }
2361 }
2362
2363 object::depth_iterator::depth_iterator (object *container)
2364 : iterator_base (container)
2365 {
2366 while (item->inv)
2367 item = item->inv;
2368 }
2369
2370 void
2371 object::depth_iterator::next ()
2372 {
2373 if (item->below)
2374 {
2375 item = item->below;
2376
2377 while (item->inv)
2378 item = item->inv;
2379 }
2380 else
2381 item = item->env;
2382 }
2383
2384 const char *
2385 object::flag_desc (char *desc, int len) const
2386 {
2387 char *p = desc;
2388 bool first = true;
2389
2390 *p = 0;
2391
2392 for (int i = 0; i < NUM_FLAGS; i++)
2393 {
2394 if (len <= 10) // magic constant!
2395 {
2396 snprintf (p, len, ",...");
2397 break;
2398 }
2399
2400 if (flag [i])
2401 {
2402 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2403 len -= cnt;
2404 p += cnt;
2405 first = false;
2406 }
2407 }
2408
2409 return desc;
2410 }
2411
2412 // return a suitable string describing an object in enough detail to find it
2413 const char *
2414 object::debug_desc (char *info) const
2415 {
2416 char flagdesc[512];
2417 char info2[256 * 4];
2418 char *p = info;
2419
2420 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2421 count,
2422 uuid.c_str (),
2423 &name,
2424 title ? "\",title:\"" : "",
2425 title ? (const char *)title : "",
2426 flag_desc (flagdesc, 512), type);
2427
2428 if (!flag[FLAG_REMOVED] && env)
2429 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2430
2431 if (map)
2432 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2433
2434 return info;
2435 }
2436
2437 const char *
2438 object::debug_desc () const
2439 {
2440 static char info[3][256 * 4];
2441 static int info_idx;
2442
2443 return debug_desc (info [++info_idx % 3]);
2444 }
2445
2446 struct region *
2447 object::region () const
2448 {
2449 return map ? map->region (x, y)
2450 : region::default_region ();
2451 }
2452
2453 const materialtype_t *
2454 object::dominant_material () const
2455 {
2456 if (materialtype_t *mt = name_to_material (materialname))
2457 return mt;
2458
2459 return name_to_material (shstr_unknown);
2460 }
2461
2462 void
2463 object::open_container (object *new_container)
2464 {
2465 if (container == new_container)
2466 return;
2467
2468 object *old_container = container;
2469
2470 if (old_container)
2471 {
2472 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2473 return;
2474
2475 #if 0
2476 // remove the "Close old_container" object.
2477 if (object *closer = old_container->inv)
2478 if (closer->type == CLOSE_CON)
2479 closer->destroy ();
2480 #endif
2481
2482 // make sure the container is available
2483 esrv_send_item (this, old_container);
2484
2485 old_container->flag [FLAG_APPLIED] = false;
2486 container = 0;
2487
2488 // client needs item update to make it work, client bug requires this to be separate
2489 esrv_update_item (UPD_FLAGS, this, old_container);
2490
2491 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2492 play_sound (sound_find ("chest_close"));
2493 }
2494
2495 if (new_container)
2496 {
2497 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2498 return;
2499
2500 // TODO: this does not seem to serve any purpose anymore?
2501 #if 0
2502 // insert the "Close Container" object.
2503 if (archetype *closer = new_container->other_arch)
2504 {
2505 object *closer = arch_to_object (new_container->other_arch);
2506 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2507 new_container->insert (closer);
2508 }
2509 #endif
2510
2511 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2512
2513 // make sure the container is available, client bug requires this to be separate
2514 esrv_send_item (this, new_container);
2515
2516 new_container->flag [FLAG_APPLIED] = true;
2517 container = new_container;
2518
2519 // client needs flag change
2520 esrv_update_item (UPD_FLAGS, this, new_container);
2521 esrv_send_inventory (this, new_container);
2522 play_sound (sound_find ("chest_open"));
2523 }
2524 // else if (!old_container->env && contr && contr->ns)
2525 // contr->ns->floorbox_reset ();
2526 }
2527
2528 object *
2529 object::force_find (const shstr name)
2530 {
2531 /* cycle through his inventory to look for the MARK we want to
2532 * place
2533 */
2534 for (object *tmp = inv; tmp; tmp = tmp->below)
2535 if (tmp->type == FORCE && tmp->slaying == name)
2536 return splay (tmp);
2537
2538 return 0;
2539 }
2540
2541 void
2542 object::force_add (const shstr name, int duration)
2543 {
2544 if (object *force = force_find (name))
2545 force->destroy ();
2546
2547 object *force = get_archetype (FORCE_NAME);
2548
2549 force->slaying = name;
2550 force->stats.food = 1;
2551 force->speed_left = -1.f;
2552
2553 force->set_speed (duration ? 1.f / duration : 0.f);
2554 force->flag [FLAG_IS_USED_UP] = true;
2555 force->flag [FLAG_APPLIED] = true;
2556
2557 insert (force);
2558 }
2559
2560 void
2561 object::play_sound (faceidx sound)
2562 {
2563 if (!sound)
2564 return;
2565
2566 if (flag [FLAG_REMOVED])
2567 return;
2568
2569 if (env)
2570 {
2571 if (object *pl = in_player ())
2572 pl->contr->play_sound (sound);
2573 }
2574 else
2575 map->play_sound (sound, x, y);
2576 }
2577