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Revision: 1.242
Committed: Wed May 7 21:00:02 2008 UTC (16 years ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_54
Changes since 1.241: +3 -2 lines
Log Message:
fixed mismatched '"'

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->no_drop
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 no_drop = 1;
953 no_reset = 1;
954
955 alloc ();
956 in_memory = MAP_ACTIVE;
957 }
958
959 ~freed_map ()
960 {
961 destroy ();
962 }
963 } freed_map; // freed objects are moved here to avoid crashes
964
965 void
966 object::do_destroy ()
967 {
968 if (flag [FLAG_IS_LINKED])
969 remove_button_link (this);
970
971 if (flag [FLAG_FRIENDLY])
972 remove_friendly_object (this);
973
974 remove ();
975
976 attachable::do_destroy ();
977
978 deactivate ();
979 unlink ();
980
981 flag [FLAG_FREED] = 1;
982
983 // hack to ensure that freed objects still have a valid map
984 map = &freed_map;
985 x = 1;
986 y = 1;
987
988 if (more)
989 {
990 more->destroy ();
991 more = 0;
992 }
993
994 head = 0;
995
996 // clear those pointers that likely might cause circular references
997 owner = 0;
998 enemy = 0;
999 attacked_by = 0;
1000 current_weapon = 0;
1001 }
1002
1003 void
1004 object::destroy (bool destroy_inventory)
1005 {
1006 if (destroyed ())
1007 return;
1008
1009 if (!is_head () && !head->destroyed ())
1010 {
1011 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1012 head->destroy (destroy_inventory);
1013 return;
1014 }
1015
1016 destroy_inv (!destroy_inventory);
1017
1018 if (is_head ())
1019 if (sound_destroy)
1020 play_sound (sound_destroy);
1021 else if (flag [FLAG_MONSTER])
1022 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1023
1024 attachable::destroy ();
1025 }
1026
1027 /* op->remove ():
1028 * This function removes the object op from the linked list of objects
1029 * which it is currently tied to. When this function is done, the
1030 * object will have no environment. If the object previously had an
1031 * environment, the x and y coordinates will be updated to
1032 * the previous environment.
1033 */
1034 void
1035 object::do_remove ()
1036 {
1037 object *tmp, *last = 0;
1038 object *otmp;
1039
1040 if (flag [FLAG_REMOVED])
1041 return;
1042
1043 INVOKE_OBJECT (REMOVE, this);
1044
1045 flag [FLAG_REMOVED] = true;
1046
1047 if (more)
1048 more->remove ();
1049
1050 /*
1051 * In this case, the object to be removed is in someones
1052 * inventory.
1053 */
1054 if (env)
1055 {
1056 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1057 if (object *pl = visible_to ())
1058 esrv_del_item (pl->contr, count);
1059 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1060
1061 adjust_weight (env, -total_weight ());
1062
1063 /* we set up values so that it could be inserted into
1064 * the map, but we don't actually do that - it is up
1065 * to the caller to decide what we want to do.
1066 */
1067 map = env->map;
1068 x = env->x;
1069 y = env->y;
1070
1071 // make sure cmov optimisation is applicable
1072 *(above ? &above->below : &env->inv) = below;
1073 *(below ? &below->above : &above ) = above; // &above is just a dummy
1074
1075 above = 0;
1076 below = 0;
1077 env = 0;
1078
1079 /* NO_FIX_PLAYER is set when a great many changes are being
1080 * made to players inventory. If set, avoiding the call
1081 * to save cpu time.
1082 */
1083 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1084 otmp->update_stats ();
1085 }
1086 else if (map)
1087 {
1088 map->dirty = true;
1089 mapspace &ms = this->ms ();
1090
1091 if (object *pl = ms.player ())
1092 {
1093 if (type == PLAYER) // this == pl(!)
1094 {
1095 // leaving a spot always closes any open container on the ground
1096 if (container && !container->env)
1097 // this causes spurious floorbox updates, but it ensures
1098 // that the CLOSE event is being sent.
1099 close_container ();
1100
1101 --map->players;
1102 map->touch ();
1103 }
1104 else if (pl->container == this)
1105 {
1106 // removing a container should close it
1107 close_container ();
1108 }
1109
1110 esrv_del_item (pl->contr, count);
1111 }
1112
1113 /* link the object above us */
1114 // re-link, make sure compiler can easily use cmove
1115 *(above ? &above->below : &ms.top) = below;
1116 *(below ? &below->above : &ms.bot) = above;
1117
1118 above = 0;
1119 below = 0;
1120
1121 if (map->in_memory == MAP_SAVING)
1122 return;
1123
1124 int check_walk_off = !flag [FLAG_NO_APPLY];
1125
1126 if (object *pl = ms.player ())
1127 {
1128 if (pl->container == this)
1129 /* If a container that the player is currently using somehow gets
1130 * removed (most likely destroyed), update the player view
1131 * appropriately.
1132 */
1133 pl->close_container ();
1134
1135 //TODO: the floorbox prev/next might need updating
1136 //esrv_del_item (pl->contr, count);
1137 //TODO: update floorbox to preserve ordering
1138 if (pl->contr->ns)
1139 pl->contr->ns->floorbox_update ();
1140 }
1141
1142 for (tmp = ms.bot; tmp; tmp = tmp->above)
1143 {
1144 /* No point updating the players look faces if he is the object
1145 * being removed.
1146 */
1147
1148 /* See if object moving off should effect something */
1149 if (check_walk_off
1150 && ((move_type & tmp->move_off)
1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1152 {
1153 move_apply (tmp, this, 0);
1154
1155 if (destroyed ())
1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1157 }
1158
1159 last = tmp;
1160 }
1161
1162 /* last == NULL if there are no objects on this space */
1163 //TODO: this makes little sense, why only update the topmost object?
1164 if (!last)
1165 map->at (x, y).flags_ = 0;
1166 else
1167 update_object (last, UP_OBJ_REMOVE);
1168
1169 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1170 update_all_los (map, x, y);
1171 }
1172 }
1173
1174 /*
1175 * merge_ob(op,top):
1176 *
1177 * This function goes through all objects below and including top, and
1178 * merges op to the first matching object.
1179 * If top is NULL, it is calculated.
1180 * Returns pointer to object if it succeded in the merge, otherwise NULL
1181 */
1182 object *
1183 merge_ob (object *op, object *top)
1184 {
1185 if (!op->nrof)
1186 return 0;
1187
1188 if (!top)
1189 for (top = op; top && top->above; top = top->above)
1190 ;
1191
1192 for (; top; top = top->below)
1193 if (object::can_merge (op, top))
1194 {
1195 top->nrof += op->nrof;
1196
1197 if (object *pl = top->visible_to ())
1198 esrv_update_item (UPD_NROF, pl, top);
1199
1200 op->weight = 0; // cancel the addition above
1201 op->carrying = 0; // must be 0 already
1202
1203 op->destroy (1);
1204
1205 return top;
1206 }
1207
1208 return 0;
1209 }
1210
1211 void
1212 object::expand_tail ()
1213 {
1214 if (more)
1215 return;
1216
1217 object *prev = this;
1218
1219 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1220 {
1221 object *op = arch_to_object (at);
1222
1223 op->name = name;
1224 op->name_pl = name_pl;
1225 op->title = title;
1226
1227 op->head = this;
1228 prev->more = op;
1229
1230 prev = op;
1231 }
1232 }
1233
1234 /*
1235 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1236 * job preparing multi-part monsters.
1237 */
1238 object *
1239 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1240 {
1241 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1242 {
1243 tmp->x = x + tmp->arch->x;
1244 tmp->y = y + tmp->arch->y;
1245 }
1246
1247 return insert_ob_in_map (op, m, originator, flag);
1248 }
1249
1250 /*
1251 * insert_ob_in_map (op, map, originator, flag):
1252 * This function inserts the object in the two-way linked list
1253 * which represents what is on a map.
1254 * The second argument specifies the map, and the x and y variables
1255 * in the object about to be inserted specifies the position.
1256 *
1257 * originator: Player, monster or other object that caused 'op' to be inserted
1258 * into 'map'. May be NULL.
1259 *
1260 * flag is a bitmask about special things to do (or not do) when this
1261 * function is called. see the object.h file for the INS_ values.
1262 * Passing 0 for flag gives proper default values, so flag really only needs
1263 * to be set if special handling is needed.
1264 *
1265 * Return value:
1266 * new object if 'op' was merged with other object
1267 * NULL if 'op' was destroyed
1268 * just 'op' otherwise
1269 */
1270 object *
1271 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1272 {
1273 op->remove ();
1274
1275 /* Ideally, the caller figures this out. However, it complicates a lot
1276 * of areas of callers (eg, anything that uses find_free_spot would now
1277 * need extra work
1278 */
1279 if (!xy_normalise (m, op->x, op->y))
1280 {
1281 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1282 return 0;
1283 }
1284
1285 if (object *more = op->more)
1286 if (!insert_ob_in_map (more, m, originator, flag))
1287 return 0;
1288
1289 CLEAR_FLAG (op, FLAG_REMOVED);
1290
1291 op->map = m;
1292 mapspace &ms = op->ms ();
1293
1294 /* this has to be done after we translate the coordinates.
1295 */
1296 if (op->nrof && !(flag & INS_NO_MERGE))
1297 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1298 if (object::can_merge (op, tmp))
1299 {
1300 // TODO: we actually want to update tmp, not op,
1301 // but some caller surely breaks when we return tmp
1302 // from here :/
1303 op->nrof += tmp->nrof;
1304 tmp->destroy (1);
1305 }
1306
1307 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1308 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1309
1310 if (!QUERY_FLAG (op, FLAG_ALIVE))
1311 CLEAR_FLAG (op, FLAG_NO_STEAL);
1312
1313 if (flag & INS_BELOW_ORIGINATOR)
1314 {
1315 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1316 {
1317 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1318 abort ();
1319 }
1320
1321 if (!originator->is_on_map ())
1322 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1323 op->debug_desc (), originator->debug_desc ());
1324
1325 op->above = originator;
1326 op->below = originator->below;
1327 originator->below = op;
1328
1329 *(op->below ? &op->below->above : &ms.bot) = op;
1330 }
1331 else
1332 {
1333 object *floor = 0;
1334 object *top = ms.top;
1335
1336 /* If there are other objects, then */
1337 if (top)
1338 {
1339 /*
1340 * If there are multiple objects on this space, we do some trickier handling.
1341 * We've already dealt with merging if appropriate.
1342 * Generally, we want to put the new object on top. But if
1343 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1344 * floor, we want to insert above that and no further.
1345 * Also, if there are spell objects on this space, we stop processing
1346 * once we get to them. This reduces the need to traverse over all of
1347 * them when adding another one - this saves quite a bit of cpu time
1348 * when lots of spells are cast in one area. Currently, it is presumed
1349 * that flying non pickable objects are spell objects.
1350 */
1351 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1352 {
1353 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1354 floor = tmp;
1355
1356 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1357 {
1358 /* We insert above top, so we want this object below this */
1359 top = tmp->below;
1360 break;
1361 }
1362
1363 top = tmp;
1364 }
1365
1366 /* We let update_position deal with figuring out what the space
1367 * looks like instead of lots of conditions here.
1368 * makes things faster, and effectively the same result.
1369 */
1370
1371 /* Have object 'fall below' other objects that block view.
1372 * Unless those objects are exits.
1373 * If INS_ON_TOP is used, don't do this processing
1374 * Need to find the object that in fact blocks view, otherwise
1375 * stacking is a bit odd.
1376 */
1377 if (!(flag & INS_ON_TOP)
1378 && ms.flags () & P_BLOCKSVIEW
1379 && (op->face && !faces [op->face].visibility))
1380 {
1381 object *last;
1382
1383 for (last = top; last != floor; last = last->below)
1384 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1385 break;
1386
1387 /* Check to see if we found the object that blocks view,
1388 * and make sure we have a below pointer for it so that
1389 * we can get inserted below this one, which requires we
1390 * set top to the object below us.
1391 */
1392 if (last && last->below && last != floor)
1393 top = last->below;
1394 }
1395 } /* If objects on this space */
1396
1397 if (flag & INS_ABOVE_FLOOR_ONLY)
1398 top = floor;
1399
1400 // insert object above top, or bottom-most if top = 0
1401 if (!top)
1402 {
1403 op->below = 0;
1404 op->above = ms.bot;
1405 ms.bot = op;
1406
1407 *(op->above ? &op->above->below : &ms.top) = op;
1408 }
1409 else
1410 {
1411 op->above = top->above;
1412 top->above = op;
1413
1414 op->below = top;
1415 *(op->above ? &op->above->below : &ms.top) = op;
1416 }
1417 }
1418
1419 if (op->type == PLAYER)
1420 {
1421 op->contr->do_los = 1;
1422 ++op->map->players;
1423 op->map->touch ();
1424 }
1425
1426 op->map->dirty = true;
1427
1428 if (object *pl = ms.player ())
1429 //TODO: the floorbox prev/next might need updating
1430 //esrv_send_item (pl, op);
1431 //TODO: update floorbox to preserve ordering
1432 if (pl->contr->ns)
1433 pl->contr->ns->floorbox_update ();
1434
1435 /* If this object glows, it may affect lighting conditions that are
1436 * visible to others on this map. But update_all_los is really
1437 * an inefficient way to do this, as it means los for all players
1438 * on the map will get recalculated. The players could very well
1439 * be far away from this change and not affected in any way -
1440 * this should get redone to only look for players within range,
1441 * or just updating the P_UPTODATE for spaces within this area
1442 * of effect may be sufficient.
1443 */
1444 if (op->map->darkness && (op->glow_radius != 0))
1445 update_all_los (op->map, op->x, op->y);
1446
1447 /* updates flags (blocked, alive, no magic, etc) for this map space */
1448 update_object (op, UP_OBJ_INSERT);
1449
1450 INVOKE_OBJECT (INSERT, op);
1451
1452 /* Don't know if moving this to the end will break anything. However,
1453 * we want to have floorbox_update called before calling this.
1454 *
1455 * check_move_on() must be after this because code called from
1456 * check_move_on() depends on correct map flags (so functions like
1457 * blocked() and wall() work properly), and these flags are updated by
1458 * update_object().
1459 */
1460
1461 /* if this is not the head or flag has been passed, don't check walk on status */
1462 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1463 {
1464 if (check_move_on (op, originator))
1465 return 0;
1466
1467 /* If we are a multi part object, lets work our way through the check
1468 * walk on's.
1469 */
1470 for (object *tmp = op->more; tmp; tmp = tmp->more)
1471 if (check_move_on (tmp, originator))
1472 return 0;
1473 }
1474
1475 return op;
1476 }
1477
1478 /* this function inserts an object in the map, but if it
1479 * finds an object of its own type, it'll remove that one first.
1480 * op is the object to insert it under: supplies x and the map.
1481 */
1482 void
1483 replace_insert_ob_in_map (const char *arch_string, object *op)
1484 {
1485 /* first search for itself and remove any old instances */
1486
1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1489 tmp->destroy (1);
1490
1491 object *tmp = arch_to_object (archetype::find (arch_string));
1492
1493 tmp->x = op->x;
1494 tmp->y = op->y;
1495
1496 insert_ob_in_map (tmp, op->map, op, 0);
1497 }
1498
1499 object *
1500 object::insert_at (object *where, object *originator, int flags)
1501 {
1502 if (where->env)
1503 return where->env->insert (this);
1504 else
1505 return where->map->insert (this, where->x, where->y, originator, flags);
1506 }
1507
1508 /*
1509 * decrease(object, number) decreases a specified number from
1510 * the amount of an object. If the amount reaches 0, the object
1511 * is subsequently removed and freed.
1512 *
1513 * Return value: 'op' if something is left, NULL if the amount reached 0
1514 */
1515 bool
1516 object::decrease (sint32 nr)
1517 {
1518 if (!nr)
1519 return true;
1520
1521 nr = min (nr, nrof);
1522
1523 nrof -= nr;
1524
1525 if (nrof)
1526 {
1527 adjust_weight (env, -weight * nr); // carrying == 0
1528
1529 if (object *pl = visible_to ())
1530 esrv_update_item (UPD_NROF, pl, this);
1531
1532 return true;
1533 }
1534 else
1535 {
1536 destroy (1);
1537 return false;
1538 }
1539 }
1540
1541 /*
1542 * split(ob,nr) splits up ob into two parts. The part which
1543 * is returned contains nr objects, and the remaining parts contains
1544 * the rest (or is removed and returned if that number is 0).
1545 * On failure, NULL is returned.
1546 */
1547 object *
1548 object::split (sint32 nr)
1549 {
1550 int have = number_of ();
1551
1552 if (have < nr)
1553 return 0;
1554 else if (have == nr)
1555 {
1556 remove ();
1557 return this;
1558 }
1559 else
1560 {
1561 decrease (nr);
1562
1563 object *op = deep_clone ();
1564 op->nrof = nr;
1565 return op;
1566 }
1567 }
1568
1569 object *
1570 insert_ob_in_ob (object *op, object *where)
1571 {
1572 if (!where)
1573 {
1574 char *dump = dump_object (op);
1575 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1576 free (dump);
1577 return op;
1578 }
1579
1580 if (where->head_ () != where)
1581 {
1582 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1583 where = where->head;
1584 }
1585
1586 return where->insert (op);
1587 }
1588
1589 /*
1590 * env->insert (op)
1591 * This function inserts the object op in the linked list
1592 * inside the object environment.
1593 *
1594 * The function returns now pointer to inserted item, and return value can
1595 * be != op, if items are merged. -Tero
1596 */
1597 object *
1598 object::insert (object *op)
1599 {
1600 if (op->more)
1601 {
1602 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1603 return op;
1604 }
1605
1606 op->remove ();
1607
1608 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1609
1610 if (op->nrof)
1611 for (object *tmp = inv; tmp; tmp = tmp->below)
1612 if (object::can_merge (tmp, op))
1613 {
1614 /* return the original object and remove inserted object
1615 (client needs the original object) */
1616 tmp->nrof += op->nrof;
1617
1618 if (object *pl = tmp->visible_to ())
1619 esrv_update_item (UPD_NROF, pl, tmp);
1620
1621 adjust_weight (this, op->total_weight ());
1622
1623 op->destroy (1);
1624 op = tmp;
1625 goto inserted;
1626 }
1627
1628 op->owner = 0; // it's his/hers now. period.
1629 op->map = 0;
1630 op->x = 0;
1631 op->y = 0;
1632
1633 op->above = 0;
1634 op->below = inv;
1635 op->env = this;
1636
1637 if (inv)
1638 inv->above = op;
1639
1640 inv = op;
1641
1642 op->flag [FLAG_REMOVED] = 0;
1643
1644 if (object *pl = op->visible_to ())
1645 esrv_send_item (pl, op);
1646
1647 adjust_weight (this, op->total_weight ());
1648
1649 inserted:
1650 /* reset the light list and los of the players on the map */
1651 if (op->glow_radius && map && map->darkness)
1652 update_all_los (map, x, y);
1653
1654 // if this is a player's inventory, update stats
1655 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1656 update_stats ();
1657
1658 INVOKE_OBJECT (INSERT, this);
1659
1660 return op;
1661 }
1662
1663 /*
1664 * Checks if any objects has a move_type that matches objects
1665 * that effect this object on this space. Call apply() to process
1666 * these events.
1667 *
1668 * Any speed-modification due to SLOW_MOVE() of other present objects
1669 * will affect the speed_left of the object.
1670 *
1671 * originator: Player, monster or other object that caused 'op' to be inserted
1672 * into 'map'. May be NULL.
1673 *
1674 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1675 *
1676 * 4-21-95 added code to check if appropriate skill was readied - this will
1677 * permit faster movement by the player through this terrain. -b.t.
1678 *
1679 * MSW 2001-07-08: Check all objects on space, not just those below
1680 * object being inserted. insert_ob_in_map may not put new objects
1681 * on top.
1682 */
1683 int
1684 check_move_on (object *op, object *originator)
1685 {
1686 object *tmp;
1687 maptile *m = op->map;
1688 int x = op->x, y = op->y;
1689
1690 MoveType move_on, move_slow, move_block;
1691
1692 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1693 return 0;
1694
1695 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1696 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1697 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1698
1699 /* if nothing on this space will slow op down or be applied,
1700 * no need to do checking below. have to make sure move_type
1701 * is set, as lots of objects don't have it set - we treat that
1702 * as walking.
1703 */
1704 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1705 return 0;
1706
1707 /* This is basically inverse logic of that below - basically,
1708 * if the object can avoid the move on or slow move, they do so,
1709 * but can't do it if the alternate movement they are using is
1710 * blocked. Logic on this seems confusing, but does seem correct.
1711 */
1712 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1713 return 0;
1714
1715 /* The objects have to be checked from top to bottom.
1716 * Hence, we first go to the top:
1717 */
1718
1719 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1720 {
1721 /* Trim the search when we find the first other spell effect
1722 * this helps performance so that if a space has 50 spell objects,
1723 * we don't need to check all of them.
1724 */
1725 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1726 break;
1727 }
1728
1729 for (; tmp; tmp = tmp->below)
1730 {
1731 if (tmp == op)
1732 continue; /* Can't apply yourself */
1733
1734 /* Check to see if one of the movement types should be slowed down.
1735 * Second check makes sure that the movement types not being slowed
1736 * (~slow_move) is not blocked on this space - just because the
1737 * space doesn't slow down swimming (for example), if you can't actually
1738 * swim on that space, can't use it to avoid the penalty.
1739 */
1740 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1741 {
1742 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1743 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1744 {
1745
1746 float
1747 diff = tmp->move_slow_penalty * fabs (op->speed);
1748
1749 if (op->type == PLAYER)
1750 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1751 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1752 diff /= 4.0;
1753
1754 op->speed_left -= diff;
1755 }
1756 }
1757
1758 /* Basically same logic as above, except now for actual apply. */
1759 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1760 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1761 {
1762 move_apply (tmp, op, originator);
1763
1764 if (op->destroyed ())
1765 return 1;
1766
1767 /* what the person/creature stepped onto has moved the object
1768 * someplace new. Don't process any further - if we did,
1769 * have a feeling strange problems would result.
1770 */
1771 if (op->map != m || op->x != x || op->y != y)
1772 return 0;
1773 }
1774 }
1775
1776 return 0;
1777 }
1778
1779 /*
1780 * present_arch(arch, map, x, y) searches for any objects with
1781 * a matching archetype at the given map and coordinates.
1782 * The first matching object is returned, or NULL if none.
1783 */
1784 object *
1785 present_arch (const archetype *at, maptile *m, int x, int y)
1786 {
1787 if (!m || out_of_map (m, x, y))
1788 {
1789 LOG (llevError, "Present_arch called outside map.\n");
1790 return NULL;
1791 }
1792
1793 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1794 if (tmp->arch->archname == at->archname)
1795 return tmp;
1796
1797 return NULL;
1798 }
1799
1800 /*
1801 * present(type, map, x, y) searches for any objects with
1802 * a matching type variable at the given map and coordinates.
1803 * The first matching object is returned, or NULL if none.
1804 */
1805 object *
1806 present (unsigned char type, maptile *m, int x, int y)
1807 {
1808 if (out_of_map (m, x, y))
1809 {
1810 LOG (llevError, "Present called outside map.\n");
1811 return NULL;
1812 }
1813
1814 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1815 if (tmp->type == type)
1816 return tmp;
1817
1818 return NULL;
1819 }
1820
1821 /*
1822 * present_in_ob(type, object) searches for any objects with
1823 * a matching type variable in the inventory of the given object.
1824 * The first matching object is returned, or NULL if none.
1825 */
1826 object *
1827 present_in_ob (unsigned char type, const object *op)
1828 {
1829 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1830 if (tmp->type == type)
1831 return tmp;
1832
1833 return NULL;
1834 }
1835
1836 /*
1837 * present_in_ob (type, str, object) searches for any objects with
1838 * a matching type & name variable in the inventory of the given object.
1839 * The first matching object is returned, or NULL if none.
1840 * This is mostly used by spell effect code, so that we only
1841 * have one spell effect at a time.
1842 * type can be used to narrow the search - if type is set,
1843 * the type must also match. -1 can be passed for the type,
1844 * in which case the type does not need to pass.
1845 * str is the string to match against. Note that we match against
1846 * the object name, not the archetype name. this is so that the
1847 * spell code can use one object type (force), but change it's name
1848 * to be unique.
1849 */
1850 object *
1851 present_in_ob_by_name (int type, const char *str, const object *op)
1852 {
1853 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1854 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1855 return tmp;
1856
1857 return 0;
1858 }
1859
1860 /*
1861 * present_arch_in_ob(archetype, object) searches for any objects with
1862 * a matching archetype in the inventory of the given object.
1863 * The first matching object is returned, or NULL if none.
1864 */
1865 object *
1866 present_arch_in_ob (const archetype *at, const object *op)
1867 {
1868 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1869 if (tmp->arch->archname == at->archname)
1870 return tmp;
1871
1872 return NULL;
1873 }
1874
1875 /*
1876 * activate recursively a flag on an object inventory
1877 */
1878 void
1879 flag_inv (object *op, int flag)
1880 {
1881 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1882 {
1883 SET_FLAG (tmp, flag);
1884 flag_inv (tmp, flag);
1885 }
1886 }
1887
1888 /*
1889 * deactivate recursively a flag on an object inventory
1890 */
1891 void
1892 unflag_inv (object *op, int flag)
1893 {
1894 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1895 {
1896 CLEAR_FLAG (tmp, flag);
1897 unflag_inv (tmp, flag);
1898 }
1899 }
1900
1901 /*
1902 * find_free_spot(object, map, x, y, start, stop) will search for
1903 * a spot at the given map and coordinates which will be able to contain
1904 * the given object. start and stop specifies how many squares
1905 * to search (see the freearr_x/y[] definition).
1906 * It returns a random choice among the alternatives found.
1907 * start and stop are where to start relative to the free_arr array (1,9
1908 * does all 4 immediate directions). This returns the index into the
1909 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1910 * Note: This function does correctly handle tiled maps, but does not
1911 * inform the caller. However, insert_ob_in_map will update as
1912 * necessary, so the caller shouldn't need to do any special work.
1913 * Note - updated to take an object instead of archetype - this is necessary
1914 * because arch_blocked (now ob_blocked) needs to know the movement type
1915 * to know if the space in question will block the object. We can't use
1916 * the archetype because that isn't correct if the monster has been
1917 * customized, changed states, etc.
1918 */
1919 int
1920 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1921 {
1922 int altern[SIZEOFFREE];
1923 int index = 0, flag;
1924
1925 for (int i = start; i < stop; i++)
1926 {
1927 mapxy pos (m, x, y); pos.move (i);
1928
1929 if (!pos.normalise ())
1930 continue;
1931
1932 mapspace &ms = *pos;
1933
1934 if (ms.flags () & P_IS_ALIVE)
1935 continue;
1936
1937 /* However, often
1938 * ob doesn't have any move type (when used to place exits)
1939 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1940 */
1941 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1942 {
1943 altern [index++] = i;
1944 continue;
1945 }
1946
1947 /* Basically, if we find a wall on a space, we cut down the search size.
1948 * In this way, we won't return spaces that are on another side of a wall.
1949 * This mostly work, but it cuts down the search size in all directions -
1950 * if the space being examined only has a wall to the north and empty
1951 * spaces in all the other directions, this will reduce the search space
1952 * to only the spaces immediately surrounding the target area, and
1953 * won't look 2 spaces south of the target space.
1954 */
1955 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1956 {
1957 stop = maxfree[i];
1958 continue;
1959 }
1960
1961 /* Note it is intentional that we check ob - the movement type of the
1962 * head of the object should correspond for the entire object.
1963 */
1964 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1965 continue;
1966
1967 if (ob->blocked (m, pos.x, pos.y))
1968 continue;
1969
1970 altern [index++] = i;
1971 }
1972
1973 if (!index)
1974 return -1;
1975
1976 return altern [rndm (index)];
1977 }
1978
1979 /*
1980 * find_first_free_spot(archetype, maptile, x, y) works like
1981 * find_free_spot(), but it will search max number of squares.
1982 * But it will return the first available spot, not a random choice.
1983 * Changed 0.93.2: Have it return -1 if there is no free spot available.
1984 */
1985 int
1986 find_first_free_spot (const object *ob, maptile *m, int x, int y)
1987 {
1988 for (int i = 0; i < SIZEOFFREE; i++)
1989 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
1990 return i;
1991
1992 return -1;
1993 }
1994
1995 /*
1996 * The function permute(arr, begin, end) randomly reorders the array
1997 * arr[begin..end-1].
1998 * now uses a fisher-yates shuffle, old permute was broken
1999 */
2000 static void
2001 permute (int *arr, int begin, int end)
2002 {
2003 arr += begin;
2004 end -= begin;
2005
2006 while (--end)
2007 swap (arr [end], arr [rndm (end + 1)]);
2008 }
2009
2010 /* new function to make monster searching more efficient, and effective!
2011 * This basically returns a randomized array (in the passed pointer) of
2012 * the spaces to find monsters. In this way, it won't always look for
2013 * monsters to the north first. However, the size of the array passed
2014 * covers all the spaces, so within that size, all the spaces within
2015 * the 3x3 area will be searched, just not in a predictable order.
2016 */
2017 void
2018 get_search_arr (int *search_arr)
2019 {
2020 int i;
2021
2022 for (i = 0; i < SIZEOFFREE; i++)
2023 search_arr[i] = i;
2024
2025 permute (search_arr, 1, SIZEOFFREE1 + 1);
2026 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2027 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2028 }
2029
2030 /*
2031 * find_dir(map, x, y, exclude) will search some close squares in the
2032 * given map at the given coordinates for live objects.
2033 * It will not considered the object given as exclude among possible
2034 * live objects.
2035 * It returns the direction toward the first/closest live object if finds
2036 * any, otherwise 0.
2037 * Perhaps incorrectly, but I'm making the assumption that exclude
2038 * is actually want is going to try and move there. We need this info
2039 * because we have to know what movement the thing looking to move
2040 * there is capable of.
2041 */
2042 int
2043 find_dir (maptile *m, int x, int y, object *exclude)
2044 {
2045 int i, max = SIZEOFFREE, mflags;
2046
2047 sint16 nx, ny;
2048 object *tmp;
2049 maptile *mp;
2050
2051 MoveType blocked, move_type;
2052
2053 if (exclude && exclude->head_ () != exclude)
2054 {
2055 exclude = exclude->head;
2056 move_type = exclude->move_type;
2057 }
2058 else
2059 {
2060 /* If we don't have anything, presume it can use all movement types. */
2061 move_type = MOVE_ALL;
2062 }
2063
2064 for (i = 1; i < max; i++)
2065 {
2066 mp = m;
2067 nx = x + freearr_x[i];
2068 ny = y + freearr_y[i];
2069
2070 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2071
2072 if (mflags & P_OUT_OF_MAP)
2073 max = maxfree[i];
2074 else
2075 {
2076 mapspace &ms = mp->at (nx, ny);
2077
2078 blocked = ms.move_block;
2079
2080 if ((move_type & blocked) == move_type)
2081 max = maxfree[i];
2082 else if (mflags & P_IS_ALIVE)
2083 {
2084 for (tmp = ms.bot; tmp; tmp = tmp->above)
2085 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2086 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2087 break;
2088
2089 if (tmp)
2090 return freedir[i];
2091 }
2092 }
2093 }
2094
2095 return 0;
2096 }
2097
2098 /*
2099 * distance(object 1, object 2) will return the square of the
2100 * distance between the two given objects.
2101 */
2102 int
2103 distance (const object *ob1, const object *ob2)
2104 {
2105 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2106 }
2107
2108 /*
2109 * find_dir_2(delta-x,delta-y) will return a direction in which
2110 * an object which has subtracted the x and y coordinates of another
2111 * object, needs to travel toward it.
2112 */
2113 int
2114 find_dir_2 (int x, int y)
2115 {
2116 int q;
2117
2118 if (y)
2119 q = x * 100 / y;
2120 else if (x)
2121 q = -300 * x;
2122 else
2123 return 0;
2124
2125 if (y > 0)
2126 {
2127 if (q < -242)
2128 return 3;
2129 if (q < -41)
2130 return 2;
2131 if (q < 41)
2132 return 1;
2133 if (q < 242)
2134 return 8;
2135 return 7;
2136 }
2137
2138 if (q < -242)
2139 return 7;
2140 if (q < -41)
2141 return 6;
2142 if (q < 41)
2143 return 5;
2144 if (q < 242)
2145 return 4;
2146
2147 return 3;
2148 }
2149
2150 /*
2151 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2152 * between two directions (which are expected to be absolute (see absdir())
2153 */
2154 int
2155 dirdiff (int dir1, int dir2)
2156 {
2157 int d;
2158
2159 d = abs (dir1 - dir2);
2160 if (d > 4)
2161 d = 8 - d;
2162
2163 return d;
2164 }
2165
2166 /* peterm:
2167 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2168 * Basically, this is a table of directions, and what directions
2169 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2170 * This basically means that if direction is 15, then it could either go
2171 * direction 4, 14, or 16 to get back to where we are.
2172 * Moved from spell_util.c to object.c with the other related direction
2173 * functions.
2174 */
2175 int reduction_dir[SIZEOFFREE][3] = {
2176 {0, 0, 0}, /* 0 */
2177 {0, 0, 0}, /* 1 */
2178 {0, 0, 0}, /* 2 */
2179 {0, 0, 0}, /* 3 */
2180 {0, 0, 0}, /* 4 */
2181 {0, 0, 0}, /* 5 */
2182 {0, 0, 0}, /* 6 */
2183 {0, 0, 0}, /* 7 */
2184 {0, 0, 0}, /* 8 */
2185 {8, 1, 2}, /* 9 */
2186 {1, 2, -1}, /* 10 */
2187 {2, 10, 12}, /* 11 */
2188 {2, 3, -1}, /* 12 */
2189 {2, 3, 4}, /* 13 */
2190 {3, 4, -1}, /* 14 */
2191 {4, 14, 16}, /* 15 */
2192 {5, 4, -1}, /* 16 */
2193 {4, 5, 6}, /* 17 */
2194 {6, 5, -1}, /* 18 */
2195 {6, 20, 18}, /* 19 */
2196 {7, 6, -1}, /* 20 */
2197 {6, 7, 8}, /* 21 */
2198 {7, 8, -1}, /* 22 */
2199 {8, 22, 24}, /* 23 */
2200 {8, 1, -1}, /* 24 */
2201 {24, 9, 10}, /* 25 */
2202 {9, 10, -1}, /* 26 */
2203 {10, 11, -1}, /* 27 */
2204 {27, 11, 29}, /* 28 */
2205 {11, 12, -1}, /* 29 */
2206 {12, 13, -1}, /* 30 */
2207 {12, 13, 14}, /* 31 */
2208 {13, 14, -1}, /* 32 */
2209 {14, 15, -1}, /* 33 */
2210 {33, 15, 35}, /* 34 */
2211 {16, 15, -1}, /* 35 */
2212 {17, 16, -1}, /* 36 */
2213 {18, 17, 16}, /* 37 */
2214 {18, 17, -1}, /* 38 */
2215 {18, 19, -1}, /* 39 */
2216 {41, 19, 39}, /* 40 */
2217 {19, 20, -1}, /* 41 */
2218 {20, 21, -1}, /* 42 */
2219 {20, 21, 22}, /* 43 */
2220 {21, 22, -1}, /* 44 */
2221 {23, 22, -1}, /* 45 */
2222 {45, 47, 23}, /* 46 */
2223 {23, 24, -1}, /* 47 */
2224 {24, 9, -1}
2225 }; /* 48 */
2226
2227 /* Recursive routine to step back and see if we can
2228 * find a path to that monster that we found. If not,
2229 * we don't bother going toward it. Returns 1 if we
2230 * can see a direct way to get it
2231 * Modified to be map tile aware -.MSW
2232 */
2233 int
2234 can_see_monsterP (maptile *m, int x, int y, int dir)
2235 {
2236 sint16 dx, dy;
2237 int mflags;
2238
2239 if (dir < 0)
2240 return 0; /* exit condition: invalid direction */
2241
2242 dx = x + freearr_x[dir];
2243 dy = y + freearr_y[dir];
2244
2245 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2246
2247 /* This functional arguably was incorrect before - it was
2248 * checking for P_WALL - that was basically seeing if
2249 * we could move to the monster - this is being more
2250 * literal on if we can see it. To know if we can actually
2251 * move to the monster, we'd need the monster passed in or
2252 * at least its move type.
2253 */
2254 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2255 return 0;
2256
2257 /* yes, can see. */
2258 if (dir < 9)
2259 return 1;
2260
2261 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2262 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2263 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2264 }
2265
2266 /*
2267 * can_pick(picker, item): finds out if an object is possible to be
2268 * picked up by the picker. Returnes 1 if it can be
2269 * picked up, otherwise 0.
2270 *
2271 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2272 * core dumps if they do.
2273 *
2274 * Add a check so we can't pick up invisible objects (0.93.8)
2275 */
2276 int
2277 can_pick (const object *who, const object *item)
2278 {
2279 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2280 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2281 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2282 }
2283
2284 /*
2285 * create clone from object to another
2286 */
2287 object *
2288 object::deep_clone ()
2289 {
2290 assert (("deep_clone called on non-head object", is_head ()));
2291
2292 object *dst = clone ();
2293
2294 object *prev = dst;
2295 for (object *part = this->more; part; part = part->more)
2296 {
2297 object *tmp = part->clone ();
2298 tmp->head = dst;
2299 prev->more = tmp;
2300 prev = tmp;
2301 }
2302
2303 for (object *item = inv; item; item = item->below)
2304 insert_ob_in_ob (item->deep_clone (), dst);
2305
2306 return dst;
2307 }
2308
2309 /* This returns the first object in who's inventory that
2310 * has the same type and subtype match.
2311 * returns NULL if no match.
2312 */
2313 object *
2314 find_obj_by_type_subtype (const object *who, int type, int subtype)
2315 {
2316 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2317 if (tmp->type == type && tmp->subtype == subtype)
2318 return tmp;
2319
2320 return 0;
2321 }
2322
2323 const shstr &
2324 object::kv_get (const shstr &key) const
2325 {
2326 for (key_value *kv = key_values; kv; kv = kv->next)
2327 if (kv->key == key)
2328 return kv->value;
2329
2330 return shstr_null;
2331 }
2332
2333 void
2334 object::kv_set (const shstr &key, const shstr &value)
2335 {
2336 for (key_value *kv = key_values; kv; kv = kv->next)
2337 if (kv->key == key)
2338 {
2339 kv->value = value;
2340 return;
2341 }
2342
2343 key_value *kv = new key_value;
2344
2345 kv->next = key_values;
2346 kv->key = key;
2347 kv->value = value;
2348
2349 key_values = kv;
2350 }
2351
2352 void
2353 object::kv_del (const shstr &key)
2354 {
2355 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2356 if ((*kvp)->key == key)
2357 {
2358 key_value *kv = *kvp;
2359 *kvp = (*kvp)->next;
2360 delete kv;
2361 return;
2362 }
2363 }
2364
2365 object::depth_iterator::depth_iterator (object *container)
2366 : iterator_base (container)
2367 {
2368 while (item->inv)
2369 item = item->inv;
2370 }
2371
2372 void
2373 object::depth_iterator::next ()
2374 {
2375 if (item->below)
2376 {
2377 item = item->below;
2378
2379 while (item->inv)
2380 item = item->inv;
2381 }
2382 else
2383 item = item->env;
2384 }
2385
2386 const char *
2387 object::flag_desc (char *desc, int len) const
2388 {
2389 char *p = desc;
2390 bool first = true;
2391
2392 *p = 0;
2393
2394 for (int i = 0; i < NUM_FLAGS; i++)
2395 {
2396 if (len <= 10) // magic constant!
2397 {
2398 snprintf (p, len, ",...");
2399 break;
2400 }
2401
2402 if (flag [i])
2403 {
2404 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2405 len -= cnt;
2406 p += cnt;
2407 first = false;
2408 }
2409 }
2410
2411 return desc;
2412 }
2413
2414 // return a suitable string describing an object in enough detail to find it
2415 const char *
2416 object::debug_desc (char *info) const
2417 {
2418 char flagdesc[512];
2419 char info2[256 * 4];
2420 char *p = info;
2421
2422 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2423 count,
2424 uuid.c_str (),
2425 &name,
2426 title ? ",title:\"" : "",
2427 title ? (const char *)title : "",
2428 title ? "\"" : "",
2429 flag_desc (flagdesc, 512), type);
2430
2431 if (!flag[FLAG_REMOVED] && env)
2432 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2433
2434 if (map)
2435 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2436
2437 return info;
2438 }
2439
2440 const char *
2441 object::debug_desc () const
2442 {
2443 static char info[3][256 * 4];
2444 static int info_idx;
2445
2446 return debug_desc (info [++info_idx % 3]);
2447 }
2448
2449 struct region *
2450 object::region () const
2451 {
2452 return map ? map->region (x, y)
2453 : region::default_region ();
2454 }
2455
2456 const materialtype_t *
2457 object::dominant_material () const
2458 {
2459 if (materialtype_t *mt = name_to_material (materialname))
2460 return mt;
2461
2462 return name_to_material (shstr_unknown);
2463 }
2464
2465 void
2466 object::open_container (object *new_container)
2467 {
2468 if (container == new_container)
2469 return;
2470
2471 object *old_container = container;
2472
2473 if (old_container)
2474 {
2475 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2476 return;
2477
2478 #if 0
2479 // remove the "Close old_container" object.
2480 if (object *closer = old_container->inv)
2481 if (closer->type == CLOSE_CON)
2482 closer->destroy ();
2483 #endif
2484
2485 // make sure the container is available
2486 esrv_send_item (this, old_container);
2487
2488 old_container->flag [FLAG_APPLIED] = false;
2489 container = 0;
2490
2491 // client needs item update to make it work, client bug requires this to be separate
2492 esrv_update_item (UPD_FLAGS, this, old_container);
2493
2494 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2495 play_sound (sound_find ("chest_close"));
2496 }
2497
2498 if (new_container)
2499 {
2500 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2501 return;
2502
2503 // TODO: this does not seem to serve any purpose anymore?
2504 #if 0
2505 // insert the "Close Container" object.
2506 if (archetype *closer = new_container->other_arch)
2507 {
2508 object *closer = arch_to_object (new_container->other_arch);
2509 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2510 new_container->insert (closer);
2511 }
2512 #endif
2513
2514 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2515
2516 // make sure the container is available, client bug requires this to be separate
2517 esrv_send_item (this, new_container);
2518
2519 new_container->flag [FLAG_APPLIED] = true;
2520 container = new_container;
2521
2522 // client needs flag change
2523 esrv_update_item (UPD_FLAGS, this, new_container);
2524 esrv_send_inventory (this, new_container);
2525 play_sound (sound_find ("chest_open"));
2526 }
2527 // else if (!old_container->env && contr && contr->ns)
2528 // contr->ns->floorbox_reset ();
2529 }
2530
2531 object *
2532 object::force_find (const shstr name)
2533 {
2534 /* cycle through his inventory to look for the MARK we want to
2535 * place
2536 */
2537 for (object *tmp = inv; tmp; tmp = tmp->below)
2538 if (tmp->type == FORCE && tmp->slaying == name)
2539 return splay (tmp);
2540
2541 return 0;
2542 }
2543
2544 void
2545 object::force_add (const shstr name, int duration)
2546 {
2547 if (object *force = force_find (name))
2548 force->destroy ();
2549
2550 object *force = get_archetype (FORCE_NAME);
2551
2552 force->slaying = name;
2553 force->stats.food = 1;
2554 force->speed_left = -1.f;
2555
2556 force->set_speed (duration ? 1.f / duration : 0.f);
2557 force->flag [FLAG_IS_USED_UP] = true;
2558 force->flag [FLAG_APPLIED] = true;
2559
2560 insert (force);
2561 }
2562
2563 void
2564 object::play_sound (faceidx sound)
2565 {
2566 if (!sound)
2567 return;
2568
2569 if (flag [FLAG_REMOVED])
2570 return;
2571
2572 if (env)
2573 {
2574 if (object *pl = in_player ())
2575 pl->contr->play_sound (sound);
2576 }
2577 else
2578 map->play_sound (sound, x, y);
2579 }
2580