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Revision: 1.243
Committed: Sat May 17 00:17:02 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.242: +11 -6 lines
Log Message:
many bugfixes

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 // some objects are unmergable
192 if (!ob1->nrof || !ob2->nrof)
193 return 0;
194
195 /* Do not merge objects if nrof would overflow. First part checks
196 * for unsigned overflow (2c), second part checks whether the result
197 * would fit into a 32 bit signed int, which is often used to hold
198 * nrof values.
199 */
200 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
201 return 0;
202
203 /* If the objects have been identified, set the BEEN_APPLIED flag.
204 * This is to the comparison of the flags below will be OK. We
205 * just can't ignore the been applied or identified flags, as they
206 * are not equal - just if it has been identified, the been_applied
207 * flags lose any meaning.
208 */
209 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
210 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
211
212 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
213 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
214
215 if (ob1->arch->archname != ob2->arch->archname
216 || ob1->name != ob2->name
217 || ob1->title != ob2->title
218 || ob1->msg != ob2->msg
219 || ob1->weight != ob2->weight
220 || ob1->attacktype != ob2->attacktype
221 || ob1->magic != ob2->magic
222 || ob1->slaying != ob2->slaying
223 || ob1->skill != ob2->skill
224 || ob1->value != ob2->value
225 || ob1->animation_id != ob2->animation_id
226 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
227 || ob1->client_type != ob2->client_type
228 || ob1->materialname != ob2->materialname
229 || ob1->lore != ob2->lore
230 || ob1->subtype != ob2->subtype
231 || ob1->move_type != ob2->move_type
232 || ob1->move_block != ob2->move_block
233 || ob1->move_allow != ob2->move_allow
234 || ob1->move_on != ob2->move_on
235 || ob1->move_off != ob2->move_off
236 || ob1->move_slow != ob2->move_slow
237 || ob1->move_slow_penalty != ob2->move_slow_penalty
238 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
240 return 0;
241
242 if ((ob1->flag ^ ob2->flag)
243 .reset (FLAG_INV_LOCKED)
244 .reset (FLAG_CLIENT_SENT)
245 .reset (FLAG_REMOVED)
246 .any ())
247 return 0;
248
249 /* This is really a spellbook check - we should in general
250 * not merge objects with real inventories, as splitting them
251 * is hard.
252 */
253 if (ob1->inv || ob2->inv)
254 {
255 if (!(ob1->inv && ob2->inv))
256 return 0; /* inventories differ in length */
257
258 if (ob1->inv->below || ob2->inv->below)
259 return 0; /* more than one object in inv */
260
261 if (!object::can_merge (ob1->inv, ob2->inv))
262 return 0; /* inventory objects differ */
263
264 /* inventory ok - still need to check rest of this object to see
265 * if it is valid.
266 */
267 }
268
269 /* Don't merge objects that are applied. With the new 'body' code,
270 * it is possible for most any character to have more than one of
271 * some items equipped, and we don't want those to merge.
272 */
273 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
274 return 0;
275
276 /* Note sure why the following is the case - either the object has to
277 * be animated or have a very low speed. Is this an attempted monster
278 * check?
279 */
280 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
281 return 0;
282
283 switch (ob1->type)
284 {
285 case SCROLL:
286 if (ob1->level != ob2->level)
287 return 0;
288 break;
289 }
290
291 if (ob1->key_values || ob2->key_values)
292 {
293 /* At least one of these has key_values. */
294 if ((!ob1->key_values) != (!ob2->key_values))
295 return 0; /* One has fields, but the other one doesn't. */
296
297 if (!compare_ob_value_lists (ob1, ob2))
298 return 0;
299 }
300
301 if (ob1->self || ob2->self)
302 {
303 ob1->optimise ();
304 ob2->optimise ();
305
306 if (ob1->self || ob2->self)
307 {
308 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
309 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
310
311 if (k1 != k2)
312 return 0;
313
314 if (k1 == 0)
315 return 1;
316
317 if (!cfperl_can_merge (ob1, ob2))
318 return 0;
319 }
320 }
321
322 /* Everything passes, must be OK. */
323 return 1;
324 }
325
326 // find player who can see this object
327 object *
328 object::visible_to () const
329 {
330 if (client_visible () && !flag [FLAG_REMOVED])
331 {
332 // see if we are in a container of sorts
333 if (env)
334 {
335 // the player inventory itself is always visible
336 if (env->type == PLAYER)
337 return env;
338
339 // else a player could have our env open
340 object *envest = env->outer_env ();
341
342 // the player itself is always on a map, so we will find him here
343 // even if our inv is in a player.
344 if (envest->is_on_map ())
345 if (object *pl = envest->ms ().player ())
346 if (pl->container == env)
347 return pl;
348 }
349 else
350 {
351 // maybe there is a player standing on the same mapspace
352 // this will catch the case where "this" is a player
353 if (object *pl = ms ().player ())
354 if (!pl->container || this == pl->container)
355 return pl;
356 }
357 }
358
359 return 0;
360 }
361
362 // adjust weight per container type ("of holding")
363 static sint32
364 weight_adjust_for (object *op, sint32 weight)
365 {
366 return op->type == CONTAINER
367 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
368 : weight;
369 }
370
371 /*
372 * adjust_weight(object, weight) adds the specified weight to an object,
373 * and also updates how much the environment(s) is/are carrying.
374 */
375 static void
376 adjust_weight (object *op, sint32 weight)
377 {
378 while (op)
379 {
380 // adjust by actual difference to account for rounding errors
381 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
382 weight = weight_adjust_for (op, op->carrying)
383 - weight_adjust_for (op, op->carrying - weight);
384
385 if (!weight)
386 return;
387
388 op->carrying += weight;
389
390 if (object *pl = op->visible_to ())
391 if (pl != op) // player is handled lazily
392 esrv_update_item (UPD_WEIGHT, pl, op);
393
394 op = op->env;
395 }
396 }
397
398 /*
399 * this is a recursive function which calculates the weight
400 * an object is carrying. It goes through op and figures out how much
401 * containers are carrying, and sums it up.
402 */
403 void
404 object::update_weight ()
405 {
406 sint32 sum = 0;
407
408 for (object *op = inv; op; op = op->below)
409 {
410 if (op->inv)
411 op->update_weight ();
412
413 sum += op->total_weight ();
414 }
415
416 sum = weight_adjust_for (this, sum);
417
418 if (sum != carrying)
419 {
420 carrying = sum;
421
422 if (object *pl = visible_to ())
423 if (pl != this) // player is handled lazily
424 esrv_update_item (UPD_WEIGHT, pl, this);
425 }
426 }
427
428 /*
429 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
430 */
431 char *
432 dump_object (object *op)
433 {
434 if (!op)
435 return strdup ("[NULLOBJ]");
436
437 object_freezer freezer;
438 op->write (freezer);
439 return freezer.as_string ();
440 }
441
442 /*
443 * get_nearest_part(multi-object, object 2) returns the part of the
444 * multi-object 1 which is closest to the second object.
445 * If it's not a multi-object, it is returned.
446 */
447 object *
448 get_nearest_part (object *op, const object *pl)
449 {
450 object *tmp, *closest;
451 int last_dist, i;
452
453 if (!op->more)
454 return op;
455
456 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
457 tmp;
458 tmp = tmp->more)
459 if ((i = distance (tmp, pl)) < last_dist)
460 closest = tmp, last_dist = i;
461
462 return closest;
463 }
464
465 /*
466 * Returns the object which has the count-variable equal to the argument.
467 * VERRRY slow.
468 */
469 object *
470 find_object (tag_t i)
471 {
472 for_all_objects (op)
473 if (op->count == i)
474 return op;
475
476 return 0;
477 }
478
479 /*
480 * Returns the first object which has a name equal to the argument.
481 * Used only by the patch command, but not all that useful.
482 * Enables features like "patch <name-of-other-player> food 999"
483 */
484 object *
485 find_object_name (const char *str)
486 {
487 shstr_cmp str_ (str);
488
489 if (str_)
490 for_all_objects (op)
491 if (op->name == str_)
492 return op;
493
494 return 0;
495 }
496
497 /*
498 * Sets the owner and sets the skill and exp pointers to owner's current
499 * skill and experience objects.
500 * ACTUALLY NO! investigate! TODO
501 */
502 void
503 object::set_owner (object *owner)
504 {
505 // allow objects which own objects
506 if (owner)
507 while (owner->owner)
508 owner = owner->owner;
509
510 if (flag [FLAG_FREED])
511 {
512 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
513 return;
514 }
515
516 this->owner = owner;
517 }
518
519 int
520 object::slottype () const
521 {
522 if (type == SKILL)
523 {
524 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
525 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
526 }
527 else
528 {
529 if (slot [body_combat].info) return slot_combat;
530 if (slot [body_range ].info) return slot_ranged;
531 }
532
533 return slot_none;
534 }
535
536 bool
537 object::change_weapon (object *ob)
538 {
539 if (current_weapon == ob)
540 return true;
541
542 if (chosen_skill)
543 chosen_skill->flag [FLAG_APPLIED] = false;
544
545 current_weapon = ob;
546 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = true;
550
551 update_stats ();
552
553 if (ob)
554 {
555 // now check wether any body locations became invalid, in which case
556 // we cannot apply the weapon at the moment.
557 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
558 if (slot[i].used < 0)
559 {
560 current_weapon = chosen_skill = 0;
561 update_stats ();
562
563 new_draw_info_format (NDI_UNIQUE, 0, this,
564 "You try to balance all your items at once, "
565 "but the %s is just too much for your body. "
566 "[You need to unapply some items first.]", &ob->name);
567 return false;
568 }
569
570 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
571 }
572 else
573 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
574
575 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
576 {
577 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
578 &name, ob->debug_desc ());
579 return false;
580 }
581
582 return true;
583 }
584
585 /* Zero the key_values on op, decrementing the shared-string
586 * refcounts and freeing the links.
587 */
588 static void
589 free_key_values (object *op)
590 {
591 for (key_value *i = op->key_values; i; )
592 {
593 key_value *next = i->next;
594 delete i;
595
596 i = next;
597 }
598
599 op->key_values = 0;
600 }
601
602 /*
603 * copy_to first frees everything allocated by the dst object,
604 * and then copies the contents of itself into the second
605 * object, allocating what needs to be allocated. Basically, any
606 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
607 * if the first object is freed, the pointers in the new object
608 * will point at garbage.
609 */
610 void
611 object::copy_to (object *dst)
612 {
613 dst->remove ();
614 *(object_copy *)dst = *this;
615 dst->flag [FLAG_REMOVED] = true;
616
617 /* Copy over key_values, if any. */
618 if (key_values)
619 {
620 key_value *tail = 0;
621 dst->key_values = 0;
622
623 for (key_value *i = key_values; i; i = i->next)
624 {
625 key_value *new_link = new key_value;
626
627 new_link->next = 0;
628 new_link->key = i->key;
629 new_link->value = i->value;
630
631 /* Try and be clever here, too. */
632 if (!dst->key_values)
633 {
634 dst->key_values = new_link;
635 tail = new_link;
636 }
637 else
638 {
639 tail->next = new_link;
640 tail = new_link;
641 }
642 }
643 }
644
645 if (speed < 0)
646 dst->speed_left -= rndm ();
647
648 dst->set_speed (dst->speed);
649 }
650
651 void
652 object::instantiate ()
653 {
654 if (!uuid.seq) // HACK
655 uuid = UUID::gen ();
656
657 speed_left = -0.1f;
658 /* copy the body_info to the body_used - this is only really
659 * need for monsters, but doesn't hurt to do it for everything.
660 * by doing so, when a monster is created, it has good starting
661 * values for the body_used info, so when items are created
662 * for it, they can be properly equipped.
663 */
664 for (int i = NUM_BODY_LOCATIONS; i--; )
665 slot[i].used = slot[i].info;
666
667 attachable::instantiate ();
668 }
669
670 object *
671 object::clone ()
672 {
673 object *neu = create ();
674 copy_to (neu);
675 neu->map = map; // not copied by copy_to
676 return neu;
677 }
678
679 /*
680 * If an object with the IS_TURNABLE() flag needs to be turned due
681 * to the closest player being on the other side, this function can
682 * be called to update the face variable, _and_ how it looks on the map.
683 */
684 void
685 update_turn_face (object *op)
686 {
687 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
688 return;
689
690 SET_ANIMATION (op, op->direction);
691 update_object (op, UP_OBJ_FACE);
692 }
693
694 /*
695 * Updates the speed of an object. If the speed changes from 0 to another
696 * value, or vice versa, then add/remove the object from the active list.
697 * This function needs to be called whenever the speed of an object changes.
698 */
699 void
700 object::set_speed (float speed)
701 {
702 if (flag [FLAG_FREED] && speed)
703 {
704 LOG (llevError, "Object %s is freed but has speed.\n", &name);
705 speed = 0;
706 }
707
708 this->speed = speed;
709
710 if (has_active_speed ())
711 activate ();
712 else
713 deactivate ();
714 }
715
716 /*
717 * update_object() updates the the map.
718 * It takes into account invisible objects (and represent squares covered
719 * by invisible objects by whatever is below them (unless it's another
720 * invisible object, etc...)
721 * If the object being updated is beneath a player, the look-window
722 * of that player is updated (this might be a suboptimal way of
723 * updating that window, though, since update_object() is called _often_)
724 *
725 * action is a hint of what the caller believes need to be done.
726 * current action are:
727 * UP_OBJ_INSERT: op was inserted
728 * UP_OBJ_REMOVE: op was removed
729 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
730 * as that is easier than trying to look at what may have changed.
731 * UP_OBJ_FACE: only the objects face has changed.
732 */
733 void
734 update_object (object *op, int action)
735 {
736 if (!op)
737 {
738 /* this should never happen */
739 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
740 return;
741 }
742
743 if (!op->is_on_map ())
744 {
745 /* Animation is currently handled by client, so nothing
746 * to do in this case.
747 */
748 return;
749 }
750
751 /* make sure the object is within map boundaries */
752 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
753 {
754 LOG (llevError, "update_object() called for object out of map!\n");
755 #ifdef MANY_CORES
756 abort ();
757 #endif
758 return;
759 }
760
761 mapspace &m = op->ms ();
762
763 if (!(m.flags_ & P_UPTODATE))
764 /* nop */;
765 else if (action == UP_OBJ_INSERT)
766 {
767 // this is likely overkill, TODO: revisit (schmorp)
768 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
769 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
770 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
771 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
772 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
773 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
774 || (m.move_on | op->move_on ) != m.move_on
775 || (m.move_off | op->move_off ) != m.move_off
776 || (m.move_slow | op->move_slow) != m.move_slow
777 /* This isn't perfect, but I don't expect a lot of objects to
778 * to have move_allow right now.
779 */
780 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
781 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
782 m.flags_ = 0;
783 }
784 /* if the object is being removed, we can't make intelligent
785 * decisions, because remove_ob can't really pass the object
786 * that is being removed.
787 */
788 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
789 m.flags_ = 0;
790 else if (action == UP_OBJ_FACE)
791 /* Nothing to do for that case */ ;
792 else
793 LOG (llevError, "update_object called with invalid action: %d\n", action);
794
795 if (op->more)
796 update_object (op->more, action);
797 }
798
799 object::object ()
800 {
801 SET_FLAG (this, FLAG_REMOVED);
802
803 expmul = 1.0;
804 face = blank_face;
805 }
806
807 object::~object ()
808 {
809 unlink ();
810
811 free_key_values (this);
812 }
813
814 static int object_count;
815
816 void object::link ()
817 {
818 assert (!index);//D
819 uuid = UUID::gen ();
820 count = ++object_count;
821
822 refcnt_inc ();
823 objects.insert (this);
824 }
825
826 void object::unlink ()
827 {
828 if (!index)
829 return;
830
831 objects.erase (this);
832 refcnt_dec ();
833 }
834
835 void
836 object::activate ()
837 {
838 /* If already on active list, don't do anything */
839 if (active)
840 return;
841
842 if (has_active_speed ())
843 actives.insert (this);
844 }
845
846 void
847 object::activate_recursive ()
848 {
849 activate ();
850
851 for (object *op = inv; op; op = op->below)
852 op->activate_recursive ();
853 }
854
855 /* This function removes object 'op' from the list of active
856 * objects.
857 * This should only be used for style maps or other such
858 * reference maps where you don't want an object that isn't
859 * in play chewing up cpu time getting processed.
860 * The reverse of this is to call update_ob_speed, which
861 * will do the right thing based on the speed of the object.
862 */
863 void
864 object::deactivate ()
865 {
866 /* If not on the active list, nothing needs to be done */
867 if (!active)
868 return;
869
870 actives.erase (this);
871 }
872
873 void
874 object::deactivate_recursive ()
875 {
876 for (object *op = inv; op; op = op->below)
877 op->deactivate_recursive ();
878
879 deactivate ();
880 }
881
882 void
883 object::set_flag_inv (int flag, int value)
884 {
885 for (object *op = inv; op; op = op->below)
886 {
887 op->flag [flag] = value;
888 op->set_flag_inv (flag, value);
889 }
890 }
891
892 /*
893 * Remove and free all objects in the inventory of the given object.
894 * object.c ?
895 */
896 void
897 object::destroy_inv (bool drop_to_ground)
898 {
899 // need to check first, because the checks below might segfault
900 // as we might be on an invalid mapspace and crossfire code
901 // is too buggy to ensure that the inventory is empty.
902 // corollary: if you create arrows etc. with stuff in its inventory,
903 // cf will crash below with off-map x and y
904 if (!inv)
905 return;
906
907 /* Only if the space blocks everything do we not process -
908 * if some form of movement is allowed, let objects
909 * drop on that space.
910 */
911 if (!drop_to_ground
912 || !map
913 || map->in_memory != MAP_ACTIVE
914 || map->no_drop
915 || ms ().move_block == MOVE_ALL)
916 {
917 while (inv)
918 {
919 inv->destroy_inv (false);
920 inv->destroy ();
921 }
922 }
923 else
924 { /* Put objects in inventory onto this space */
925 while (inv)
926 {
927 object *op = inv;
928
929 if (op->flag [FLAG_STARTEQUIP]
930 || op->flag [FLAG_NO_DROP]
931 || op->type == RUNE
932 || op->type == TRAP
933 || op->flag [FLAG_IS_A_TEMPLATE]
934 || op->flag [FLAG_DESTROY_ON_DEATH])
935 op->destroy (true);
936 else
937 map->insert (op, x, y);
938 }
939 }
940 }
941
942 object *object::create ()
943 {
944 object *op = new object;
945 op->link ();
946 return op;
947 }
948
949 static struct freed_map : maptile
950 {
951 freed_map ()
952 {
953 path = "<freed objects map>";
954 name = "/internal/freed_objects_map";
955 width = 3;
956 height = 3;
957 no_drop = 1;
958 no_reset = 1;
959
960 alloc ();
961 in_memory = MAP_ACTIVE;
962 }
963
964 ~freed_map ()
965 {
966 destroy ();
967 }
968 } freed_map; // freed objects are moved here to avoid crashes
969
970 void
971 object::do_destroy ()
972 {
973 if (flag [FLAG_IS_LINKED])
974 remove_button_link (this);
975
976 if (flag [FLAG_FRIENDLY])
977 remove_friendly_object (this);
978
979 remove ();
980
981 attachable::do_destroy ();
982
983 deactivate ();
984 unlink ();
985
986 flag [FLAG_FREED] = 1;
987
988 // hack to ensure that freed objects still have a valid map
989 map = &freed_map;
990 x = 1;
991 y = 1;
992
993 if (more)
994 {
995 more->destroy ();
996 more = 0;
997 }
998
999 head = 0;
1000
1001 // clear those pointers that likely might cause circular references
1002 owner = 0;
1003 enemy = 0;
1004 attacked_by = 0;
1005 current_weapon = 0;
1006 }
1007
1008 void
1009 object::destroy (bool destroy_inventory)
1010 {
1011 if (destroyed ())
1012 return;
1013
1014 if (!is_head () && !head->destroyed ())
1015 {
1016 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1017 head->destroy (destroy_inventory);
1018 return;
1019 }
1020
1021 destroy_inv (!destroy_inventory);
1022
1023 if (is_head ())
1024 if (sound_destroy)
1025 play_sound (sound_destroy);
1026 else if (flag [FLAG_MONSTER])
1027 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1028
1029 attachable::destroy ();
1030 }
1031
1032 /* op->remove ():
1033 * This function removes the object op from the linked list of objects
1034 * which it is currently tied to. When this function is done, the
1035 * object will have no environment. If the object previously had an
1036 * environment, the x and y coordinates will be updated to
1037 * the previous environment.
1038 */
1039 void
1040 object::do_remove ()
1041 {
1042 object *tmp, *last = 0;
1043 object *otmp;
1044
1045 if (flag [FLAG_REMOVED])
1046 return;
1047
1048 INVOKE_OBJECT (REMOVE, this);
1049
1050 flag [FLAG_REMOVED] = true;
1051
1052 if (more)
1053 more->remove ();
1054
1055 /*
1056 * In this case, the object to be removed is in someones
1057 * inventory.
1058 */
1059 if (env)
1060 {
1061 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1062 if (object *pl = visible_to ())
1063 esrv_del_item (pl->contr, count);
1064 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1065
1066 adjust_weight (env, -total_weight ());
1067
1068 /* we set up values so that it could be inserted into
1069 * the map, but we don't actually do that - it is up
1070 * to the caller to decide what we want to do.
1071 */
1072 map = env->map;
1073 x = env->x;
1074 y = env->y;
1075
1076 // make sure cmov optimisation is applicable
1077 *(above ? &above->below : &env->inv) = below;
1078 *(below ? &below->above : &above ) = above; // &above is just a dummy
1079
1080 above = 0;
1081 below = 0;
1082 env = 0;
1083
1084 /* NO_FIX_PLAYER is set when a great many changes are being
1085 * made to players inventory. If set, avoiding the call
1086 * to save cpu time.
1087 */
1088 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1089 otmp->update_stats ();
1090 }
1091 else if (map)
1092 {
1093 map->dirty = true;
1094 mapspace &ms = this->ms ();
1095
1096 if (object *pl = ms.player ())
1097 {
1098 if (type == PLAYER) // this == pl(!)
1099 {
1100 // leaving a spot always closes any open container on the ground
1101 if (container && !container->env)
1102 // this causes spurious floorbox updates, but it ensures
1103 // that the CLOSE event is being sent.
1104 close_container ();
1105
1106 --map->players;
1107 map->touch ();
1108 }
1109 else if (pl->container == this)
1110 {
1111 // removing a container should close it
1112 close_container ();
1113 }
1114
1115 esrv_del_item (pl->contr, count);
1116 }
1117
1118 /* link the object above us */
1119 // re-link, make sure compiler can easily use cmove
1120 *(above ? &above->below : &ms.top) = below;
1121 *(below ? &below->above : &ms.bot) = above;
1122
1123 above = 0;
1124 below = 0;
1125
1126 if (map->in_memory == MAP_SAVING)
1127 return;
1128
1129 int check_walk_off = !flag [FLAG_NO_APPLY];
1130
1131 if (object *pl = ms.player ())
1132 {
1133 if (pl->container == this)
1134 /* If a container that the player is currently using somehow gets
1135 * removed (most likely destroyed), update the player view
1136 * appropriately.
1137 */
1138 pl->close_container ();
1139
1140 //TODO: the floorbox prev/next might need updating
1141 //esrv_del_item (pl->contr, count);
1142 //TODO: update floorbox to preserve ordering
1143 if (pl->contr->ns)
1144 pl->contr->ns->floorbox_update ();
1145 }
1146
1147 for (tmp = ms.bot; tmp; tmp = tmp->above)
1148 {
1149 /* No point updating the players look faces if he is the object
1150 * being removed.
1151 */
1152
1153 /* See if object moving off should effect something */
1154 if (check_walk_off
1155 && ((move_type & tmp->move_off)
1156 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1157 {
1158 move_apply (tmp, this, 0);
1159
1160 if (destroyed ())
1161 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1162 }
1163
1164 last = tmp;
1165 }
1166
1167 /* last == NULL if there are no objects on this space */
1168 //TODO: this makes little sense, why only update the topmost object?
1169 if (!last)
1170 map->at (x, y).flags_ = 0;
1171 else
1172 update_object (last, UP_OBJ_REMOVE);
1173
1174 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1175 update_all_los (map, x, y);
1176 }
1177 }
1178
1179 /*
1180 * merge_ob(op,top):
1181 *
1182 * This function goes through all objects below and including top, and
1183 * merges op to the first matching object.
1184 * If top is NULL, it is calculated.
1185 * Returns pointer to object if it succeded in the merge, otherwise NULL
1186 */
1187 object *
1188 merge_ob (object *op, object *top)
1189 {
1190 if (!op->nrof)
1191 return 0;
1192
1193 if (!top)
1194 for (top = op; top && top->above; top = top->above)
1195 ;
1196
1197 for (; top; top = top->below)
1198 if (object::can_merge (op, top))
1199 {
1200 top->nrof += op->nrof;
1201
1202 if (object *pl = top->visible_to ())
1203 esrv_update_item (UPD_NROF, pl, top);
1204
1205 op->weight = 0; // cancel the addition above
1206 op->carrying = 0; // must be 0 already
1207
1208 op->destroy (1);
1209
1210 return top;
1211 }
1212
1213 return 0;
1214 }
1215
1216 void
1217 object::expand_tail ()
1218 {
1219 if (more)
1220 return;
1221
1222 object *prev = this;
1223
1224 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1225 {
1226 object *op = arch_to_object (at);
1227
1228 op->name = name;
1229 op->name_pl = name_pl;
1230 op->title = title;
1231
1232 op->head = this;
1233 prev->more = op;
1234
1235 prev = op;
1236 }
1237 }
1238
1239 /*
1240 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1241 * job preparing multi-part monsters.
1242 */
1243 object *
1244 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1245 {
1246 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1247 {
1248 tmp->x = x + tmp->arch->x;
1249 tmp->y = y + tmp->arch->y;
1250 }
1251
1252 return insert_ob_in_map (op, m, originator, flag);
1253 }
1254
1255 /*
1256 * insert_ob_in_map (op, map, originator, flag):
1257 * This function inserts the object in the two-way linked list
1258 * which represents what is on a map.
1259 * The second argument specifies the map, and the x and y variables
1260 * in the object about to be inserted specifies the position.
1261 *
1262 * originator: Player, monster or other object that caused 'op' to be inserted
1263 * into 'map'. May be NULL.
1264 *
1265 * flag is a bitmask about special things to do (or not do) when this
1266 * function is called. see the object.h file for the INS_ values.
1267 * Passing 0 for flag gives proper default values, so flag really only needs
1268 * to be set if special handling is needed.
1269 *
1270 * Return value:
1271 * new object if 'op' was merged with other object
1272 * NULL if 'op' was destroyed
1273 * just 'op' otherwise
1274 */
1275 object *
1276 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1277 {
1278 op->remove ();
1279
1280 /* Ideally, the caller figures this out. However, it complicates a lot
1281 * of areas of callers (eg, anything that uses find_free_spot would now
1282 * need extra work
1283 */
1284 if (!xy_normalise (m, op->x, op->y))
1285 {
1286 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1287 return 0;
1288 }
1289
1290 if (object *more = op->more)
1291 if (!insert_ob_in_map (more, m, originator, flag))
1292 return 0;
1293
1294 CLEAR_FLAG (op, FLAG_REMOVED);
1295
1296 op->map = m;
1297 mapspace &ms = op->ms ();
1298
1299 /* this has to be done after we translate the coordinates.
1300 */
1301 if (op->nrof && !(flag & INS_NO_MERGE))
1302 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1303 if (object::can_merge (op, tmp))
1304 {
1305 // TODO: we actually want to update tmp, not op,
1306 // but some caller surely breaks when we return tmp
1307 // from here :/
1308 op->nrof += tmp->nrof;
1309 tmp->destroy (1);
1310 }
1311
1312 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1313 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1314
1315 if (!QUERY_FLAG (op, FLAG_ALIVE))
1316 CLEAR_FLAG (op, FLAG_NO_STEAL);
1317
1318 if (flag & INS_BELOW_ORIGINATOR)
1319 {
1320 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1321 {
1322 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1323 abort ();
1324 }
1325
1326 if (!originator->is_on_map ())
1327 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1328 op->debug_desc (), originator->debug_desc ());
1329
1330 op->above = originator;
1331 op->below = originator->below;
1332 originator->below = op;
1333
1334 *(op->below ? &op->below->above : &ms.bot) = op;
1335 }
1336 else
1337 {
1338 object *floor = 0;
1339 object *top = ms.top;
1340
1341 /* If there are other objects, then */
1342 if (top)
1343 {
1344 /*
1345 * If there are multiple objects on this space, we do some trickier handling.
1346 * We've already dealt with merging if appropriate.
1347 * Generally, we want to put the new object on top. But if
1348 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1349 * floor, we want to insert above that and no further.
1350 * Also, if there are spell objects on this space, we stop processing
1351 * once we get to them. This reduces the need to traverse over all of
1352 * them when adding another one - this saves quite a bit of cpu time
1353 * when lots of spells are cast in one area. Currently, it is presumed
1354 * that flying non pickable objects are spell objects.
1355 */
1356 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1357 {
1358 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1359 floor = tmp;
1360
1361 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1362 {
1363 /* We insert above top, so we want this object below this */
1364 top = tmp->below;
1365 break;
1366 }
1367
1368 top = tmp;
1369 }
1370
1371 /* We let update_position deal with figuring out what the space
1372 * looks like instead of lots of conditions here.
1373 * makes things faster, and effectively the same result.
1374 */
1375
1376 /* Have object 'fall below' other objects that block view.
1377 * Unless those objects are exits.
1378 * If INS_ON_TOP is used, don't do this processing
1379 * Need to find the object that in fact blocks view, otherwise
1380 * stacking is a bit odd.
1381 */
1382 if (!(flag & INS_ON_TOP)
1383 && ms.flags () & P_BLOCKSVIEW
1384 && (op->face && !faces [op->face].visibility))
1385 {
1386 object *last;
1387
1388 for (last = top; last != floor; last = last->below)
1389 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1390 break;
1391
1392 /* Check to see if we found the object that blocks view,
1393 * and make sure we have a below pointer for it so that
1394 * we can get inserted below this one, which requires we
1395 * set top to the object below us.
1396 */
1397 if (last && last->below && last != floor)
1398 top = last->below;
1399 }
1400 } /* If objects on this space */
1401
1402 if (flag & INS_ABOVE_FLOOR_ONLY)
1403 top = floor;
1404
1405 // insert object above top, or bottom-most if top = 0
1406 if (!top)
1407 {
1408 op->below = 0;
1409 op->above = ms.bot;
1410 ms.bot = op;
1411
1412 *(op->above ? &op->above->below : &ms.top) = op;
1413 }
1414 else
1415 {
1416 op->above = top->above;
1417 top->above = op;
1418
1419 op->below = top;
1420 *(op->above ? &op->above->below : &ms.top) = op;
1421 }
1422 }
1423
1424 if (op->type == PLAYER)
1425 {
1426 op->contr->do_los = 1;
1427 ++op->map->players;
1428 op->map->touch ();
1429 }
1430
1431 op->map->dirty = true;
1432
1433 if (object *pl = ms.player ())
1434 //TODO: the floorbox prev/next might need updating
1435 //esrv_send_item (pl, op);
1436 //TODO: update floorbox to preserve ordering
1437 if (pl->contr->ns)
1438 pl->contr->ns->floorbox_update ();
1439
1440 /* If this object glows, it may affect lighting conditions that are
1441 * visible to others on this map. But update_all_los is really
1442 * an inefficient way to do this, as it means los for all players
1443 * on the map will get recalculated. The players could very well
1444 * be far away from this change and not affected in any way -
1445 * this should get redone to only look for players within range,
1446 * or just updating the P_UPTODATE for spaces within this area
1447 * of effect may be sufficient.
1448 */
1449 if (op->map->darkness && (op->glow_radius != 0))
1450 update_all_los (op->map, op->x, op->y);
1451
1452 /* updates flags (blocked, alive, no magic, etc) for this map space */
1453 update_object (op, UP_OBJ_INSERT);
1454
1455 INVOKE_OBJECT (INSERT, op);
1456
1457 /* Don't know if moving this to the end will break anything. However,
1458 * we want to have floorbox_update called before calling this.
1459 *
1460 * check_move_on() must be after this because code called from
1461 * check_move_on() depends on correct map flags (so functions like
1462 * blocked() and wall() work properly), and these flags are updated by
1463 * update_object().
1464 */
1465
1466 /* if this is not the head or flag has been passed, don't check walk on status */
1467 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1468 {
1469 if (check_move_on (op, originator))
1470 return 0;
1471
1472 /* If we are a multi part object, lets work our way through the check
1473 * walk on's.
1474 */
1475 for (object *tmp = op->more; tmp; tmp = tmp->more)
1476 if (check_move_on (tmp, originator))
1477 return 0;
1478 }
1479
1480 return op;
1481 }
1482
1483 /* this function inserts an object in the map, but if it
1484 * finds an object of its own type, it'll remove that one first.
1485 * op is the object to insert it under: supplies x and the map.
1486 */
1487 void
1488 replace_insert_ob_in_map (const char *arch_string, object *op)
1489 {
1490 /* first search for itself and remove any old instances */
1491
1492 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1493 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1494 tmp->destroy (1);
1495
1496 object *tmp = arch_to_object (archetype::find (arch_string));
1497
1498 tmp->x = op->x;
1499 tmp->y = op->y;
1500
1501 insert_ob_in_map (tmp, op->map, op, 0);
1502 }
1503
1504 object *
1505 object::insert_at (object *where, object *originator, int flags)
1506 {
1507 if (where->env)
1508 return where->env->insert (this);
1509 else
1510 return where->map->insert (this, where->x, where->y, originator, flags);
1511 }
1512
1513 /*
1514 * decrease(object, number) decreases a specified number from
1515 * the amount of an object. If the amount reaches 0, the object
1516 * is subsequently removed and freed.
1517 *
1518 * Return value: 'op' if something is left, NULL if the amount reached 0
1519 */
1520 bool
1521 object::decrease (sint32 nr)
1522 {
1523 if (!nr)
1524 return true;
1525
1526 nr = min (nr, nrof);
1527
1528 nrof -= nr;
1529
1530 if (nrof)
1531 {
1532 adjust_weight (env, -weight * nr); // carrying == 0
1533
1534 if (object *pl = visible_to ())
1535 esrv_update_item (UPD_NROF, pl, this);
1536
1537 return true;
1538 }
1539 else
1540 {
1541 destroy (1);
1542 return false;
1543 }
1544 }
1545
1546 /*
1547 * split(ob,nr) splits up ob into two parts. The part which
1548 * is returned contains nr objects, and the remaining parts contains
1549 * the rest (or is removed and returned if that number is 0).
1550 * On failure, NULL is returned.
1551 */
1552 object *
1553 object::split (sint32 nr)
1554 {
1555 int have = number_of ();
1556
1557 if (have < nr)
1558 return 0;
1559 else if (have == nr)
1560 {
1561 remove ();
1562 return this;
1563 }
1564 else
1565 {
1566 decrease (nr);
1567
1568 object *op = deep_clone ();
1569 op->nrof = nr;
1570 return op;
1571 }
1572 }
1573
1574 object *
1575 insert_ob_in_ob (object *op, object *where)
1576 {
1577 if (!where)
1578 {
1579 char *dump = dump_object (op);
1580 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1581 free (dump);
1582 return op;
1583 }
1584
1585 if (where->head_ () != where)
1586 {
1587 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1588 where = where->head;
1589 }
1590
1591 return where->insert (op);
1592 }
1593
1594 /*
1595 * env->insert (op)
1596 * This function inserts the object op in the linked list
1597 * inside the object environment.
1598 *
1599 * The function returns now pointer to inserted item, and return value can
1600 * be != op, if items are merged. -Tero
1601 */
1602 object *
1603 object::insert (object *op)
1604 {
1605 if (op->more)
1606 {
1607 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1608 return op;
1609 }
1610
1611 op->remove ();
1612
1613 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1614
1615 if (op->nrof)
1616 for (object *tmp = inv; tmp; tmp = tmp->below)
1617 if (object::can_merge (tmp, op))
1618 {
1619 /* return the original object and remove inserted object
1620 (client needs the original object) */
1621 tmp->nrof += op->nrof;
1622
1623 if (object *pl = tmp->visible_to ())
1624 esrv_update_item (UPD_NROF, pl, tmp);
1625
1626 adjust_weight (this, op->total_weight ());
1627
1628 op->destroy (1);
1629 op = tmp;
1630 goto inserted;
1631 }
1632
1633 op->owner = 0; // it's his/hers now. period.
1634 op->map = 0;
1635 op->x = 0;
1636 op->y = 0;
1637
1638 op->above = 0;
1639 op->below = inv;
1640 op->env = this;
1641
1642 if (inv)
1643 inv->above = op;
1644
1645 inv = op;
1646
1647 op->flag [FLAG_REMOVED] = 0;
1648
1649 if (object *pl = op->visible_to ())
1650 esrv_send_item (pl, op);
1651
1652 adjust_weight (this, op->total_weight ());
1653
1654 inserted:
1655 /* reset the light list and los of the players on the map */
1656 if (op->glow_radius && map && map->darkness)
1657 update_all_los (map, x, y);
1658
1659 // if this is a player's inventory, update stats
1660 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1661 update_stats ();
1662
1663 INVOKE_OBJECT (INSERT, this);
1664
1665 return op;
1666 }
1667
1668 /*
1669 * Checks if any objects has a move_type that matches objects
1670 * that effect this object on this space. Call apply() to process
1671 * these events.
1672 *
1673 * Any speed-modification due to SLOW_MOVE() of other present objects
1674 * will affect the speed_left of the object.
1675 *
1676 * originator: Player, monster or other object that caused 'op' to be inserted
1677 * into 'map'. May be NULL.
1678 *
1679 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1680 *
1681 * 4-21-95 added code to check if appropriate skill was readied - this will
1682 * permit faster movement by the player through this terrain. -b.t.
1683 *
1684 * MSW 2001-07-08: Check all objects on space, not just those below
1685 * object being inserted. insert_ob_in_map may not put new objects
1686 * on top.
1687 */
1688 int
1689 check_move_on (object *op, object *originator)
1690 {
1691 object *tmp;
1692 maptile *m = op->map;
1693 int x = op->x, y = op->y;
1694
1695 MoveType move_on, move_slow, move_block;
1696
1697 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1698 return 0;
1699
1700 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1701 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1702 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1703
1704 /* if nothing on this space will slow op down or be applied,
1705 * no need to do checking below. have to make sure move_type
1706 * is set, as lots of objects don't have it set - we treat that
1707 * as walking.
1708 */
1709 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1710 return 0;
1711
1712 /* This is basically inverse logic of that below - basically,
1713 * if the object can avoid the move on or slow move, they do so,
1714 * but can't do it if the alternate movement they are using is
1715 * blocked. Logic on this seems confusing, but does seem correct.
1716 */
1717 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1718 return 0;
1719
1720 /* The objects have to be checked from top to bottom.
1721 * Hence, we first go to the top:
1722 */
1723
1724 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1725 {
1726 /* Trim the search when we find the first other spell effect
1727 * this helps performance so that if a space has 50 spell objects,
1728 * we don't need to check all of them.
1729 */
1730 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1731 break;
1732 }
1733
1734 for (; tmp; tmp = tmp->below)
1735 {
1736 if (tmp == op)
1737 continue; /* Can't apply yourself */
1738
1739 /* Check to see if one of the movement types should be slowed down.
1740 * Second check makes sure that the movement types not being slowed
1741 * (~slow_move) is not blocked on this space - just because the
1742 * space doesn't slow down swimming (for example), if you can't actually
1743 * swim on that space, can't use it to avoid the penalty.
1744 */
1745 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1746 {
1747 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1748 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1749 {
1750
1751 float
1752 diff = tmp->move_slow_penalty * fabs (op->speed);
1753
1754 if (op->type == PLAYER)
1755 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1756 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1757 diff /= 4.0;
1758
1759 op->speed_left -= diff;
1760 }
1761 }
1762
1763 /* Basically same logic as above, except now for actual apply. */
1764 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1765 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1766 {
1767 move_apply (tmp, op, originator);
1768
1769 if (op->destroyed ())
1770 return 1;
1771
1772 /* what the person/creature stepped onto has moved the object
1773 * someplace new. Don't process any further - if we did,
1774 * have a feeling strange problems would result.
1775 */
1776 if (op->map != m || op->x != x || op->y != y)
1777 return 0;
1778 }
1779 }
1780
1781 return 0;
1782 }
1783
1784 /*
1785 * present_arch(arch, map, x, y) searches for any objects with
1786 * a matching archetype at the given map and coordinates.
1787 * The first matching object is returned, or NULL if none.
1788 */
1789 object *
1790 present_arch (const archetype *at, maptile *m, int x, int y)
1791 {
1792 if (!m || out_of_map (m, x, y))
1793 {
1794 LOG (llevError, "Present_arch called outside map.\n");
1795 return NULL;
1796 }
1797
1798 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1799 if (tmp->arch->archname == at->archname)
1800 return tmp;
1801
1802 return NULL;
1803 }
1804
1805 /*
1806 * present(type, map, x, y) searches for any objects with
1807 * a matching type variable at the given map and coordinates.
1808 * The first matching object is returned, or NULL if none.
1809 */
1810 object *
1811 present (unsigned char type, maptile *m, int x, int y)
1812 {
1813 if (out_of_map (m, x, y))
1814 {
1815 LOG (llevError, "Present called outside map.\n");
1816 return NULL;
1817 }
1818
1819 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1820 if (tmp->type == type)
1821 return tmp;
1822
1823 return NULL;
1824 }
1825
1826 /*
1827 * present_in_ob(type, object) searches for any objects with
1828 * a matching type variable in the inventory of the given object.
1829 * The first matching object is returned, or NULL if none.
1830 */
1831 object *
1832 present_in_ob (unsigned char type, const object *op)
1833 {
1834 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1835 if (tmp->type == type)
1836 return tmp;
1837
1838 return NULL;
1839 }
1840
1841 /*
1842 * present_in_ob (type, str, object) searches for any objects with
1843 * a matching type & name variable in the inventory of the given object.
1844 * The first matching object is returned, or NULL if none.
1845 * This is mostly used by spell effect code, so that we only
1846 * have one spell effect at a time.
1847 * type can be used to narrow the search - if type is set,
1848 * the type must also match. -1 can be passed for the type,
1849 * in which case the type does not need to pass.
1850 * str is the string to match against. Note that we match against
1851 * the object name, not the archetype name. this is so that the
1852 * spell code can use one object type (force), but change it's name
1853 * to be unique.
1854 */
1855 object *
1856 present_in_ob_by_name (int type, const char *str, const object *op)
1857 {
1858 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1859 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1860 return tmp;
1861
1862 return 0;
1863 }
1864
1865 /*
1866 * present_arch_in_ob(archetype, object) searches for any objects with
1867 * a matching archetype in the inventory of the given object.
1868 * The first matching object is returned, or NULL if none.
1869 */
1870 object *
1871 present_arch_in_ob (const archetype *at, const object *op)
1872 {
1873 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1874 if (tmp->arch->archname == at->archname)
1875 return tmp;
1876
1877 return NULL;
1878 }
1879
1880 /*
1881 * activate recursively a flag on an object inventory
1882 */
1883 void
1884 flag_inv (object *op, int flag)
1885 {
1886 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1887 {
1888 SET_FLAG (tmp, flag);
1889 flag_inv (tmp, flag);
1890 }
1891 }
1892
1893 /*
1894 * deactivate recursively a flag on an object inventory
1895 */
1896 void
1897 unflag_inv (object *op, int flag)
1898 {
1899 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1900 {
1901 CLEAR_FLAG (tmp, flag);
1902 unflag_inv (tmp, flag);
1903 }
1904 }
1905
1906 /*
1907 * find_free_spot(object, map, x, y, start, stop) will search for
1908 * a spot at the given map and coordinates which will be able to contain
1909 * the given object. start and stop specifies how many squares
1910 * to search (see the freearr_x/y[] definition).
1911 * It returns a random choice among the alternatives found.
1912 * start and stop are where to start relative to the free_arr array (1,9
1913 * does all 4 immediate directions). This returns the index into the
1914 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1915 * Note: This function does correctly handle tiled maps, but does not
1916 * inform the caller. However, insert_ob_in_map will update as
1917 * necessary, so the caller shouldn't need to do any special work.
1918 * Note - updated to take an object instead of archetype - this is necessary
1919 * because arch_blocked (now ob_blocked) needs to know the movement type
1920 * to know if the space in question will block the object. We can't use
1921 * the archetype because that isn't correct if the monster has been
1922 * customized, changed states, etc.
1923 */
1924 int
1925 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1926 {
1927 int altern[SIZEOFFREE];
1928 int index = 0, flag;
1929
1930 for (int i = start; i < stop; i++)
1931 {
1932 mapxy pos (m, x, y); pos.move (i);
1933
1934 if (!pos.normalise ())
1935 continue;
1936
1937 mapspace &ms = *pos;
1938
1939 if (ms.flags () & P_IS_ALIVE)
1940 continue;
1941
1942 /* However, often
1943 * ob doesn't have any move type (when used to place exits)
1944 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1945 */
1946 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1947 {
1948 altern [index++] = i;
1949 continue;
1950 }
1951
1952 /* Basically, if we find a wall on a space, we cut down the search size.
1953 * In this way, we won't return spaces that are on another side of a wall.
1954 * This mostly work, but it cuts down the search size in all directions -
1955 * if the space being examined only has a wall to the north and empty
1956 * spaces in all the other directions, this will reduce the search space
1957 * to only the spaces immediately surrounding the target area, and
1958 * won't look 2 spaces south of the target space.
1959 */
1960 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1961 {
1962 stop = maxfree[i];
1963 continue;
1964 }
1965
1966 /* Note it is intentional that we check ob - the movement type of the
1967 * head of the object should correspond for the entire object.
1968 */
1969 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1970 continue;
1971
1972 if (ob->blocked (m, pos.x, pos.y))
1973 continue;
1974
1975 altern [index++] = i;
1976 }
1977
1978 if (!index)
1979 return -1;
1980
1981 return altern [rndm (index)];
1982 }
1983
1984 /*
1985 * find_first_free_spot(archetype, maptile, x, y) works like
1986 * find_free_spot(), but it will search max number of squares.
1987 * But it will return the first available spot, not a random choice.
1988 * Changed 0.93.2: Have it return -1 if there is no free spot available.
1989 */
1990 int
1991 find_first_free_spot (const object *ob, maptile *m, int x, int y)
1992 {
1993 for (int i = 0; i < SIZEOFFREE; i++)
1994 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
1995 return i;
1996
1997 return -1;
1998 }
1999
2000 /*
2001 * The function permute(arr, begin, end) randomly reorders the array
2002 * arr[begin..end-1].
2003 * now uses a fisher-yates shuffle, old permute was broken
2004 */
2005 static void
2006 permute (int *arr, int begin, int end)
2007 {
2008 arr += begin;
2009 end -= begin;
2010
2011 while (--end)
2012 swap (arr [end], arr [rndm (end + 1)]);
2013 }
2014
2015 /* new function to make monster searching more efficient, and effective!
2016 * This basically returns a randomized array (in the passed pointer) of
2017 * the spaces to find monsters. In this way, it won't always look for
2018 * monsters to the north first. However, the size of the array passed
2019 * covers all the spaces, so within that size, all the spaces within
2020 * the 3x3 area will be searched, just not in a predictable order.
2021 */
2022 void
2023 get_search_arr (int *search_arr)
2024 {
2025 int i;
2026
2027 for (i = 0; i < SIZEOFFREE; i++)
2028 search_arr[i] = i;
2029
2030 permute (search_arr, 1, SIZEOFFREE1 + 1);
2031 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2032 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2033 }
2034
2035 /*
2036 * find_dir(map, x, y, exclude) will search some close squares in the
2037 * given map at the given coordinates for live objects.
2038 * It will not considered the object given as exclude among possible
2039 * live objects.
2040 * It returns the direction toward the first/closest live object if finds
2041 * any, otherwise 0.
2042 * Perhaps incorrectly, but I'm making the assumption that exclude
2043 * is actually want is going to try and move there. We need this info
2044 * because we have to know what movement the thing looking to move
2045 * there is capable of.
2046 */
2047 int
2048 find_dir (maptile *m, int x, int y, object *exclude)
2049 {
2050 int i, max = SIZEOFFREE, mflags;
2051
2052 sint16 nx, ny;
2053 object *tmp;
2054 maptile *mp;
2055
2056 MoveType blocked, move_type;
2057
2058 if (exclude && exclude->head_ () != exclude)
2059 {
2060 exclude = exclude->head;
2061 move_type = exclude->move_type;
2062 }
2063 else
2064 {
2065 /* If we don't have anything, presume it can use all movement types. */
2066 move_type = MOVE_ALL;
2067 }
2068
2069 for (i = 1; i < max; i++)
2070 {
2071 mp = m;
2072 nx = x + freearr_x[i];
2073 ny = y + freearr_y[i];
2074
2075 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2076
2077 if (mflags & P_OUT_OF_MAP)
2078 max = maxfree[i];
2079 else
2080 {
2081 mapspace &ms = mp->at (nx, ny);
2082
2083 blocked = ms.move_block;
2084
2085 if ((move_type & blocked) == move_type)
2086 max = maxfree[i];
2087 else if (mflags & P_IS_ALIVE)
2088 {
2089 for (tmp = ms.bot; tmp; tmp = tmp->above)
2090 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2091 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2092 break;
2093
2094 if (tmp)
2095 return freedir[i];
2096 }
2097 }
2098 }
2099
2100 return 0;
2101 }
2102
2103 /*
2104 * distance(object 1, object 2) will return the square of the
2105 * distance between the two given objects.
2106 */
2107 int
2108 distance (const object *ob1, const object *ob2)
2109 {
2110 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2111 }
2112
2113 /*
2114 * find_dir_2(delta-x,delta-y) will return a direction in which
2115 * an object which has subtracted the x and y coordinates of another
2116 * object, needs to travel toward it.
2117 */
2118 int
2119 find_dir_2 (int x, int y)
2120 {
2121 int q;
2122
2123 if (y)
2124 q = x * 100 / y;
2125 else if (x)
2126 q = -300 * x;
2127 else
2128 return 0;
2129
2130 if (y > 0)
2131 {
2132 if (q < -242)
2133 return 3;
2134 if (q < -41)
2135 return 2;
2136 if (q < 41)
2137 return 1;
2138 if (q < 242)
2139 return 8;
2140 return 7;
2141 }
2142
2143 if (q < -242)
2144 return 7;
2145 if (q < -41)
2146 return 6;
2147 if (q < 41)
2148 return 5;
2149 if (q < 242)
2150 return 4;
2151
2152 return 3;
2153 }
2154
2155 /*
2156 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2157 * between two directions (which are expected to be absolute (see absdir())
2158 */
2159 int
2160 dirdiff (int dir1, int dir2)
2161 {
2162 int d;
2163
2164 d = abs (dir1 - dir2);
2165 if (d > 4)
2166 d = 8 - d;
2167
2168 return d;
2169 }
2170
2171 /* peterm:
2172 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2173 * Basically, this is a table of directions, and what directions
2174 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2175 * This basically means that if direction is 15, then it could either go
2176 * direction 4, 14, or 16 to get back to where we are.
2177 * Moved from spell_util.c to object.c with the other related direction
2178 * functions.
2179 */
2180 int reduction_dir[SIZEOFFREE][3] = {
2181 {0, 0, 0}, /* 0 */
2182 {0, 0, 0}, /* 1 */
2183 {0, 0, 0}, /* 2 */
2184 {0, 0, 0}, /* 3 */
2185 {0, 0, 0}, /* 4 */
2186 {0, 0, 0}, /* 5 */
2187 {0, 0, 0}, /* 6 */
2188 {0, 0, 0}, /* 7 */
2189 {0, 0, 0}, /* 8 */
2190 {8, 1, 2}, /* 9 */
2191 {1, 2, -1}, /* 10 */
2192 {2, 10, 12}, /* 11 */
2193 {2, 3, -1}, /* 12 */
2194 {2, 3, 4}, /* 13 */
2195 {3, 4, -1}, /* 14 */
2196 {4, 14, 16}, /* 15 */
2197 {5, 4, -1}, /* 16 */
2198 {4, 5, 6}, /* 17 */
2199 {6, 5, -1}, /* 18 */
2200 {6, 20, 18}, /* 19 */
2201 {7, 6, -1}, /* 20 */
2202 {6, 7, 8}, /* 21 */
2203 {7, 8, -1}, /* 22 */
2204 {8, 22, 24}, /* 23 */
2205 {8, 1, -1}, /* 24 */
2206 {24, 9, 10}, /* 25 */
2207 {9, 10, -1}, /* 26 */
2208 {10, 11, -1}, /* 27 */
2209 {27, 11, 29}, /* 28 */
2210 {11, 12, -1}, /* 29 */
2211 {12, 13, -1}, /* 30 */
2212 {12, 13, 14}, /* 31 */
2213 {13, 14, -1}, /* 32 */
2214 {14, 15, -1}, /* 33 */
2215 {33, 15, 35}, /* 34 */
2216 {16, 15, -1}, /* 35 */
2217 {17, 16, -1}, /* 36 */
2218 {18, 17, 16}, /* 37 */
2219 {18, 17, -1}, /* 38 */
2220 {18, 19, -1}, /* 39 */
2221 {41, 19, 39}, /* 40 */
2222 {19, 20, -1}, /* 41 */
2223 {20, 21, -1}, /* 42 */
2224 {20, 21, 22}, /* 43 */
2225 {21, 22, -1}, /* 44 */
2226 {23, 22, -1}, /* 45 */
2227 {45, 47, 23}, /* 46 */
2228 {23, 24, -1}, /* 47 */
2229 {24, 9, -1}
2230 }; /* 48 */
2231
2232 /* Recursive routine to step back and see if we can
2233 * find a path to that monster that we found. If not,
2234 * we don't bother going toward it. Returns 1 if we
2235 * can see a direct way to get it
2236 * Modified to be map tile aware -.MSW
2237 */
2238 int
2239 can_see_monsterP (maptile *m, int x, int y, int dir)
2240 {
2241 sint16 dx, dy;
2242 int mflags;
2243
2244 if (dir < 0)
2245 return 0; /* exit condition: invalid direction */
2246
2247 dx = x + freearr_x[dir];
2248 dy = y + freearr_y[dir];
2249
2250 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2251
2252 /* This functional arguably was incorrect before - it was
2253 * checking for P_WALL - that was basically seeing if
2254 * we could move to the monster - this is being more
2255 * literal on if we can see it. To know if we can actually
2256 * move to the monster, we'd need the monster passed in or
2257 * at least its move type.
2258 */
2259 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2260 return 0;
2261
2262 /* yes, can see. */
2263 if (dir < 9)
2264 return 1;
2265
2266 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2267 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2268 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2269 }
2270
2271 /*
2272 * can_pick(picker, item): finds out if an object is possible to be
2273 * picked up by the picker. Returnes 1 if it can be
2274 * picked up, otherwise 0.
2275 *
2276 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2277 * core dumps if they do.
2278 *
2279 * Add a check so we can't pick up invisible objects (0.93.8)
2280 */
2281 int
2282 can_pick (const object *who, const object *item)
2283 {
2284 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2285 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2286 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2287 }
2288
2289 /*
2290 * create clone from object to another
2291 */
2292 object *
2293 object::deep_clone ()
2294 {
2295 assert (("deep_clone called on non-head object", is_head ()));
2296
2297 object *dst = clone ();
2298
2299 object *prev = dst;
2300 for (object *part = this->more; part; part = part->more)
2301 {
2302 object *tmp = part->clone ();
2303 tmp->head = dst;
2304 prev->more = tmp;
2305 prev = tmp;
2306 }
2307
2308 for (object *item = inv; item; item = item->below)
2309 insert_ob_in_ob (item->deep_clone (), dst);
2310
2311 return dst;
2312 }
2313
2314 /* This returns the first object in who's inventory that
2315 * has the same type and subtype match.
2316 * returns NULL if no match.
2317 */
2318 object *
2319 find_obj_by_type_subtype (const object *who, int type, int subtype)
2320 {
2321 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2322 if (tmp->type == type && tmp->subtype == subtype)
2323 return tmp;
2324
2325 return 0;
2326 }
2327
2328 const shstr &
2329 object::kv_get (const shstr &key) const
2330 {
2331 for (key_value *kv = key_values; kv; kv = kv->next)
2332 if (kv->key == key)
2333 return kv->value;
2334
2335 return shstr_null;
2336 }
2337
2338 void
2339 object::kv_set (const shstr &key, const shstr &value)
2340 {
2341 for (key_value *kv = key_values; kv; kv = kv->next)
2342 if (kv->key == key)
2343 {
2344 kv->value = value;
2345 return;
2346 }
2347
2348 key_value *kv = new key_value;
2349
2350 kv->next = key_values;
2351 kv->key = key;
2352 kv->value = value;
2353
2354 key_values = kv;
2355 }
2356
2357 void
2358 object::kv_del (const shstr &key)
2359 {
2360 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2361 if ((*kvp)->key == key)
2362 {
2363 key_value *kv = *kvp;
2364 *kvp = (*kvp)->next;
2365 delete kv;
2366 return;
2367 }
2368 }
2369
2370 object::depth_iterator::depth_iterator (object *container)
2371 : iterator_base (container)
2372 {
2373 while (item->inv)
2374 item = item->inv;
2375 }
2376
2377 void
2378 object::depth_iterator::next ()
2379 {
2380 if (item->below)
2381 {
2382 item = item->below;
2383
2384 while (item->inv)
2385 item = item->inv;
2386 }
2387 else
2388 item = item->env;
2389 }
2390
2391 const char *
2392 object::flag_desc (char *desc, int len) const
2393 {
2394 char *p = desc;
2395 bool first = true;
2396
2397 *p = 0;
2398
2399 for (int i = 0; i < NUM_FLAGS; i++)
2400 {
2401 if (len <= 10) // magic constant!
2402 {
2403 snprintf (p, len, ",...");
2404 break;
2405 }
2406
2407 if (flag [i])
2408 {
2409 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2410 len -= cnt;
2411 p += cnt;
2412 first = false;
2413 }
2414 }
2415
2416 return desc;
2417 }
2418
2419 // return a suitable string describing an object in enough detail to find it
2420 const char *
2421 object::debug_desc (char *info) const
2422 {
2423 char flagdesc[512];
2424 char info2[256 * 4];
2425 char *p = info;
2426
2427 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2428 count,
2429 uuid.c_str (),
2430 &name,
2431 title ? ",title:\"" : "",
2432 title ? (const char *)title : "",
2433 title ? "\"" : "",
2434 flag_desc (flagdesc, 512), type);
2435
2436 if (!flag[FLAG_REMOVED] && env)
2437 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2438
2439 if (map)
2440 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2441
2442 return info;
2443 }
2444
2445 const char *
2446 object::debug_desc () const
2447 {
2448 static char info[3][256 * 4];
2449 static int info_idx;
2450
2451 return debug_desc (info [++info_idx % 3]);
2452 }
2453
2454 struct region *
2455 object::region () const
2456 {
2457 return map ? map->region (x, y)
2458 : region::default_region ();
2459 }
2460
2461 const materialtype_t *
2462 object::dominant_material () const
2463 {
2464 if (materialtype_t *mt = name_to_material (materialname))
2465 return mt;
2466
2467 return name_to_material (shstr_unknown);
2468 }
2469
2470 void
2471 object::open_container (object *new_container)
2472 {
2473 if (container == new_container)
2474 return;
2475
2476 object *old_container = container;
2477
2478 if (old_container)
2479 {
2480 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2481 return;
2482
2483 #if 0
2484 // remove the "Close old_container" object.
2485 if (object *closer = old_container->inv)
2486 if (closer->type == CLOSE_CON)
2487 closer->destroy ();
2488 #endif
2489
2490 // make sure the container is available
2491 esrv_send_item (this, old_container);
2492
2493 old_container->flag [FLAG_APPLIED] = false;
2494 container = 0;
2495
2496 // client needs item update to make it work, client bug requires this to be separate
2497 esrv_update_item (UPD_FLAGS, this, old_container);
2498
2499 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2500 play_sound (sound_find ("chest_close"));
2501 }
2502
2503 if (new_container)
2504 {
2505 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2506 return;
2507
2508 // TODO: this does not seem to serve any purpose anymore?
2509 #if 0
2510 // insert the "Close Container" object.
2511 if (archetype *closer = new_container->other_arch)
2512 {
2513 object *closer = arch_to_object (new_container->other_arch);
2514 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2515 new_container->insert (closer);
2516 }
2517 #endif
2518
2519 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2520
2521 // make sure the container is available, client bug requires this to be separate
2522 esrv_send_item (this, new_container);
2523
2524 new_container->flag [FLAG_APPLIED] = true;
2525 container = new_container;
2526
2527 // client needs flag change
2528 esrv_update_item (UPD_FLAGS, this, new_container);
2529 esrv_send_inventory (this, new_container);
2530 play_sound (sound_find ("chest_open"));
2531 }
2532 // else if (!old_container->env && contr && contr->ns)
2533 // contr->ns->floorbox_reset ();
2534 }
2535
2536 object *
2537 object::force_find (const shstr name)
2538 {
2539 /* cycle through his inventory to look for the MARK we want to
2540 * place
2541 */
2542 for (object *tmp = inv; tmp; tmp = tmp->below)
2543 if (tmp->type == FORCE && tmp->slaying == name)
2544 return splay (tmp);
2545
2546 return 0;
2547 }
2548
2549 void
2550 object::force_add (const shstr name, int duration)
2551 {
2552 if (object *force = force_find (name))
2553 force->destroy ();
2554
2555 object *force = get_archetype (FORCE_NAME);
2556
2557 force->slaying = name;
2558 force->stats.food = 1;
2559 force->speed_left = -1.f;
2560
2561 force->set_speed (duration ? 1.f / duration : 0.f);
2562 force->flag [FLAG_IS_USED_UP] = true;
2563 force->flag [FLAG_APPLIED] = true;
2564
2565 insert (force);
2566 }
2567
2568 void
2569 object::play_sound (faceidx sound)
2570 {
2571 if (!sound)
2572 return;
2573
2574 if (flag [FLAG_REMOVED])
2575 return;
2576
2577 if (env)
2578 {
2579 if (object *pl = in_player ())
2580 pl->contr->play_sound (sound);
2581 }
2582 else
2583 map->play_sound (sound, x, y);
2584 }
2585