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Revision: 1.245
Committed: Sun May 18 19:53:07 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.244: +6 -0 lines
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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 op->remove ();
1247
1248 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1249 {
1250 tmp->x = x + tmp->arch->x;
1251 tmp->y = y + tmp->arch->y;
1252 }
1253
1254 return insert_ob_in_map (op, m, originator, flag);
1255 }
1256
1257 /*
1258 * insert_ob_in_map (op, map, originator, flag):
1259 * This function inserts the object in the two-way linked list
1260 * which represents what is on a map.
1261 * The second argument specifies the map, and the x and y variables
1262 * in the object about to be inserted specifies the position.
1263 *
1264 * originator: Player, monster or other object that caused 'op' to be inserted
1265 * into 'map'. May be NULL.
1266 *
1267 * flag is a bitmask about special things to do (or not do) when this
1268 * function is called. see the object.h file for the INS_ values.
1269 * Passing 0 for flag gives proper default values, so flag really only needs
1270 * to be set if special handling is needed.
1271 *
1272 * Return value:
1273 * new object if 'op' was merged with other object
1274 * NULL if 'op' was destroyed
1275 * just 'op' otherwise
1276 */
1277 object *
1278 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1279 {
1280 if (op->is_on_map ())
1281 {
1282 LOG (llevError, "insert_ob_in_map called for object already on map");
1283 abort ();
1284 }
1285
1286 if (op->env)
1287 {
1288 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1289 op->remove ();
1290 }
1291
1292 if (op->face && !face_info (op->face))//D TODO: remove soon
1293 {//D
1294 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1295 op->face = 1;//D
1296 }//D
1297
1298 /* Ideally, the caller figures this out. However, it complicates a lot
1299 * of areas of callers (eg, anything that uses find_free_spot would now
1300 * need extra work
1301 */
1302 if (!xy_normalise (m, op->x, op->y))
1303 {
1304 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1305 return 0;
1306 }
1307
1308 if (object *more = op->more)
1309 if (!insert_ob_in_map (more, m, originator, flag))
1310 return 0;
1311
1312 CLEAR_FLAG (op, FLAG_REMOVED);
1313
1314 op->map = m;
1315 mapspace &ms = op->ms ();
1316
1317 /* this has to be done after we translate the coordinates.
1318 */
1319 if (op->nrof && !(flag & INS_NO_MERGE))
1320 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1321 if (object::can_merge (op, tmp))
1322 {
1323 // TODO: we actually want to update tmp, not op,
1324 // but some caller surely breaks when we return tmp
1325 // from here :/
1326 op->nrof += tmp->nrof;
1327 tmp->destroy (1);
1328 }
1329
1330 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1331 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1332
1333 if (!QUERY_FLAG (op, FLAG_ALIVE))
1334 CLEAR_FLAG (op, FLAG_NO_STEAL);
1335
1336 if (flag & INS_BELOW_ORIGINATOR)
1337 {
1338 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1339 {
1340 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1341 abort ();
1342 }
1343
1344 if (!originator->is_on_map ())
1345 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1346 op->debug_desc (), originator->debug_desc ());
1347
1348 op->above = originator;
1349 op->below = originator->below;
1350 originator->below = op;
1351
1352 *(op->below ? &op->below->above : &ms.bot) = op;
1353 }
1354 else
1355 {
1356 object *floor = 0;
1357 object *top = ms.top;
1358
1359 /* If there are other objects, then */
1360 if (top)
1361 {
1362 /*
1363 * If there are multiple objects on this space, we do some trickier handling.
1364 * We've already dealt with merging if appropriate.
1365 * Generally, we want to put the new object on top. But if
1366 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1367 * floor, we want to insert above that and no further.
1368 * Also, if there are spell objects on this space, we stop processing
1369 * once we get to them. This reduces the need to traverse over all of
1370 * them when adding another one - this saves quite a bit of cpu time
1371 * when lots of spells are cast in one area. Currently, it is presumed
1372 * that flying non pickable objects are spell objects.
1373 */
1374 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1375 {
1376 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1377 floor = tmp;
1378
1379 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1380 {
1381 /* We insert above top, so we want this object below this */
1382 top = tmp->below;
1383 break;
1384 }
1385
1386 top = tmp;
1387 }
1388
1389 /* We let update_position deal with figuring out what the space
1390 * looks like instead of lots of conditions here.
1391 * makes things faster, and effectively the same result.
1392 */
1393
1394 /* Have object 'fall below' other objects that block view.
1395 * Unless those objects are exits.
1396 * If INS_ON_TOP is used, don't do this processing
1397 * Need to find the object that in fact blocks view, otherwise
1398 * stacking is a bit odd.
1399 */
1400 if (!(flag & INS_ON_TOP)
1401 && ms.flags () & P_BLOCKSVIEW
1402 && (op->face && !faces [op->face].visibility))
1403 {
1404 object *last;
1405
1406 for (last = top; last != floor; last = last->below)
1407 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1408 break;
1409
1410 /* Check to see if we found the object that blocks view,
1411 * and make sure we have a below pointer for it so that
1412 * we can get inserted below this one, which requires we
1413 * set top to the object below us.
1414 */
1415 if (last && last->below && last != floor)
1416 top = last->below;
1417 }
1418 } /* If objects on this space */
1419
1420 if (flag & INS_ABOVE_FLOOR_ONLY)
1421 top = floor;
1422
1423 // insert object above top, or bottom-most if top = 0
1424 if (!top)
1425 {
1426 op->below = 0;
1427 op->above = ms.bot;
1428 ms.bot = op;
1429
1430 *(op->above ? &op->above->below : &ms.top) = op;
1431 }
1432 else
1433 {
1434 op->above = top->above;
1435 top->above = op;
1436
1437 op->below = top;
1438 *(op->above ? &op->above->below : &ms.top) = op;
1439 }
1440 }
1441
1442 if (op->type == PLAYER)
1443 {
1444 op->contr->do_los = 1;
1445 ++op->map->players;
1446 op->map->touch ();
1447 }
1448
1449 op->map->dirty = true;
1450
1451 if (object *pl = ms.player ())
1452 //TODO: the floorbox prev/next might need updating
1453 //esrv_send_item (pl, op);
1454 //TODO: update floorbox to preserve ordering
1455 if (pl->contr->ns)
1456 pl->contr->ns->floorbox_update ();
1457
1458 /* If this object glows, it may affect lighting conditions that are
1459 * visible to others on this map. But update_all_los is really
1460 * an inefficient way to do this, as it means los for all players
1461 * on the map will get recalculated. The players could very well
1462 * be far away from this change and not affected in any way -
1463 * this should get redone to only look for players within range,
1464 * or just updating the P_UPTODATE for spaces within this area
1465 * of effect may be sufficient.
1466 */
1467 if (op->map->darkness && (op->glow_radius != 0))
1468 update_all_los (op->map, op->x, op->y);
1469
1470 /* updates flags (blocked, alive, no magic, etc) for this map space */
1471 update_object (op, UP_OBJ_INSERT);
1472
1473 INVOKE_OBJECT (INSERT, op);
1474
1475 /* Don't know if moving this to the end will break anything. However,
1476 * we want to have floorbox_update called before calling this.
1477 *
1478 * check_move_on() must be after this because code called from
1479 * check_move_on() depends on correct map flags (so functions like
1480 * blocked() and wall() work properly), and these flags are updated by
1481 * update_object().
1482 */
1483
1484 /* if this is not the head or flag has been passed, don't check walk on status */
1485 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1486 {
1487 if (check_move_on (op, originator))
1488 return 0;
1489
1490 /* If we are a multi part object, lets work our way through the check
1491 * walk on's.
1492 */
1493 for (object *tmp = op->more; tmp; tmp = tmp->more)
1494 if (check_move_on (tmp, originator))
1495 return 0;
1496 }
1497
1498 return op;
1499 }
1500
1501 /* this function inserts an object in the map, but if it
1502 * finds an object of its own type, it'll remove that one first.
1503 * op is the object to insert it under: supplies x and the map.
1504 */
1505 void
1506 replace_insert_ob_in_map (const char *arch_string, object *op)
1507 {
1508 /* first search for itself and remove any old instances */
1509
1510 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1511 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1512 tmp->destroy (1);
1513
1514 object *tmp = arch_to_object (archetype::find (arch_string));
1515
1516 tmp->x = op->x;
1517 tmp->y = op->y;
1518
1519 insert_ob_in_map (tmp, op->map, op, 0);
1520 }
1521
1522 object *
1523 object::insert_at (object *where, object *originator, int flags)
1524 {
1525 if (where->env)
1526 return where->env->insert (this);
1527 else
1528 return where->map->insert (this, where->x, where->y, originator, flags);
1529 }
1530
1531 /*
1532 * decrease(object, number) decreases a specified number from
1533 * the amount of an object. If the amount reaches 0, the object
1534 * is subsequently removed and freed.
1535 *
1536 * Return value: 'op' if something is left, NULL if the amount reached 0
1537 */
1538 bool
1539 object::decrease (sint32 nr)
1540 {
1541 if (!nr)
1542 return true;
1543
1544 nr = min (nr, nrof);
1545
1546 nrof -= nr;
1547
1548 if (nrof)
1549 {
1550 adjust_weight (env, -weight * nr); // carrying == 0
1551
1552 if (object *pl = visible_to ())
1553 esrv_update_item (UPD_NROF, pl, this);
1554
1555 return true;
1556 }
1557 else
1558 {
1559 destroy (1);
1560 return false;
1561 }
1562 }
1563
1564 /*
1565 * split(ob,nr) splits up ob into two parts. The part which
1566 * is returned contains nr objects, and the remaining parts contains
1567 * the rest (or is removed and returned if that number is 0).
1568 * On failure, NULL is returned.
1569 */
1570 object *
1571 object::split (sint32 nr)
1572 {
1573 int have = number_of ();
1574
1575 if (have < nr)
1576 return 0;
1577 else if (have == nr)
1578 {
1579 remove ();
1580 return this;
1581 }
1582 else
1583 {
1584 decrease (nr);
1585
1586 object *op = deep_clone ();
1587 op->nrof = nr;
1588 return op;
1589 }
1590 }
1591
1592 object *
1593 insert_ob_in_ob (object *op, object *where)
1594 {
1595 if (!where)
1596 {
1597 char *dump = dump_object (op);
1598 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1599 free (dump);
1600 return op;
1601 }
1602
1603 if (where->head_ () != where)
1604 {
1605 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1606 where = where->head;
1607 }
1608
1609 return where->insert (op);
1610 }
1611
1612 /*
1613 * env->insert (op)
1614 * This function inserts the object op in the linked list
1615 * inside the object environment.
1616 *
1617 * The function returns now pointer to inserted item, and return value can
1618 * be != op, if items are merged. -Tero
1619 */
1620 object *
1621 object::insert (object *op)
1622 {
1623 if (op->more)
1624 {
1625 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1626 return op;
1627 }
1628
1629 op->remove ();
1630
1631 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1632
1633 if (op->nrof)
1634 for (object *tmp = inv; tmp; tmp = tmp->below)
1635 if (object::can_merge (tmp, op))
1636 {
1637 /* return the original object and remove inserted object
1638 (client needs the original object) */
1639 tmp->nrof += op->nrof;
1640
1641 if (object *pl = tmp->visible_to ())
1642 esrv_update_item (UPD_NROF, pl, tmp);
1643
1644 adjust_weight (this, op->total_weight ());
1645
1646 op->destroy (1);
1647 op = tmp;
1648 goto inserted;
1649 }
1650
1651 op->owner = 0; // it's his/hers now. period.
1652 op->map = 0;
1653 op->x = 0;
1654 op->y = 0;
1655
1656 op->above = 0;
1657 op->below = inv;
1658 op->env = this;
1659
1660 if (inv)
1661 inv->above = op;
1662
1663 inv = op;
1664
1665 op->flag [FLAG_REMOVED] = 0;
1666
1667 if (object *pl = op->visible_to ())
1668 esrv_send_item (pl, op);
1669
1670 adjust_weight (this, op->total_weight ());
1671
1672 inserted:
1673 /* reset the light list and los of the players on the map */
1674 if (op->glow_radius && map && map->darkness)
1675 update_all_los (map, x, y);
1676
1677 // if this is a player's inventory, update stats
1678 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1679 update_stats ();
1680
1681 INVOKE_OBJECT (INSERT, this);
1682
1683 return op;
1684 }
1685
1686 /*
1687 * Checks if any objects has a move_type that matches objects
1688 * that effect this object on this space. Call apply() to process
1689 * these events.
1690 *
1691 * Any speed-modification due to SLOW_MOVE() of other present objects
1692 * will affect the speed_left of the object.
1693 *
1694 * originator: Player, monster or other object that caused 'op' to be inserted
1695 * into 'map'. May be NULL.
1696 *
1697 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1698 *
1699 * 4-21-95 added code to check if appropriate skill was readied - this will
1700 * permit faster movement by the player through this terrain. -b.t.
1701 *
1702 * MSW 2001-07-08: Check all objects on space, not just those below
1703 * object being inserted. insert_ob_in_map may not put new objects
1704 * on top.
1705 */
1706 int
1707 check_move_on (object *op, object *originator)
1708 {
1709 object *tmp;
1710 maptile *m = op->map;
1711 int x = op->x, y = op->y;
1712
1713 MoveType move_on, move_slow, move_block;
1714
1715 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1716 return 0;
1717
1718 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1719 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1720 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1721
1722 /* if nothing on this space will slow op down or be applied,
1723 * no need to do checking below. have to make sure move_type
1724 * is set, as lots of objects don't have it set - we treat that
1725 * as walking.
1726 */
1727 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1728 return 0;
1729
1730 /* This is basically inverse logic of that below - basically,
1731 * if the object can avoid the move on or slow move, they do so,
1732 * but can't do it if the alternate movement they are using is
1733 * blocked. Logic on this seems confusing, but does seem correct.
1734 */
1735 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1736 return 0;
1737
1738 /* The objects have to be checked from top to bottom.
1739 * Hence, we first go to the top:
1740 */
1741
1742 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1743 {
1744 /* Trim the search when we find the first other spell effect
1745 * this helps performance so that if a space has 50 spell objects,
1746 * we don't need to check all of them.
1747 */
1748 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1749 break;
1750 }
1751
1752 for (; tmp; tmp = tmp->below)
1753 {
1754 if (tmp == op)
1755 continue; /* Can't apply yourself */
1756
1757 /* Check to see if one of the movement types should be slowed down.
1758 * Second check makes sure that the movement types not being slowed
1759 * (~slow_move) is not blocked on this space - just because the
1760 * space doesn't slow down swimming (for example), if you can't actually
1761 * swim on that space, can't use it to avoid the penalty.
1762 */
1763 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1764 {
1765 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1766 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1767 {
1768
1769 float
1770 diff = tmp->move_slow_penalty * fabs (op->speed);
1771
1772 if (op->type == PLAYER)
1773 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1774 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1775 diff /= 4.0;
1776
1777 op->speed_left -= diff;
1778 }
1779 }
1780
1781 /* Basically same logic as above, except now for actual apply. */
1782 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1783 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1784 {
1785 move_apply (tmp, op, originator);
1786
1787 if (op->destroyed ())
1788 return 1;
1789
1790 /* what the person/creature stepped onto has moved the object
1791 * someplace new. Don't process any further - if we did,
1792 * have a feeling strange problems would result.
1793 */
1794 if (op->map != m || op->x != x || op->y != y)
1795 return 0;
1796 }
1797 }
1798
1799 return 0;
1800 }
1801
1802 /*
1803 * present_arch(arch, map, x, y) searches for any objects with
1804 * a matching archetype at the given map and coordinates.
1805 * The first matching object is returned, or NULL if none.
1806 */
1807 object *
1808 present_arch (const archetype *at, maptile *m, int x, int y)
1809 {
1810 if (!m || out_of_map (m, x, y))
1811 {
1812 LOG (llevError, "Present_arch called outside map.\n");
1813 return NULL;
1814 }
1815
1816 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1817 if (tmp->arch->archname == at->archname)
1818 return tmp;
1819
1820 return NULL;
1821 }
1822
1823 /*
1824 * present(type, map, x, y) searches for any objects with
1825 * a matching type variable at the given map and coordinates.
1826 * The first matching object is returned, or NULL if none.
1827 */
1828 object *
1829 present (unsigned char type, maptile *m, int x, int y)
1830 {
1831 if (out_of_map (m, x, y))
1832 {
1833 LOG (llevError, "Present called outside map.\n");
1834 return NULL;
1835 }
1836
1837 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1838 if (tmp->type == type)
1839 return tmp;
1840
1841 return NULL;
1842 }
1843
1844 /*
1845 * present_in_ob(type, object) searches for any objects with
1846 * a matching type variable in the inventory of the given object.
1847 * The first matching object is returned, or NULL if none.
1848 */
1849 object *
1850 present_in_ob (unsigned char type, const object *op)
1851 {
1852 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1853 if (tmp->type == type)
1854 return tmp;
1855
1856 return NULL;
1857 }
1858
1859 /*
1860 * present_in_ob (type, str, object) searches for any objects with
1861 * a matching type & name variable in the inventory of the given object.
1862 * The first matching object is returned, or NULL if none.
1863 * This is mostly used by spell effect code, so that we only
1864 * have one spell effect at a time.
1865 * type can be used to narrow the search - if type is set,
1866 * the type must also match. -1 can be passed for the type,
1867 * in which case the type does not need to pass.
1868 * str is the string to match against. Note that we match against
1869 * the object name, not the archetype name. this is so that the
1870 * spell code can use one object type (force), but change it's name
1871 * to be unique.
1872 */
1873 object *
1874 present_in_ob_by_name (int type, const char *str, const object *op)
1875 {
1876 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1877 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1878 return tmp;
1879
1880 return 0;
1881 }
1882
1883 /*
1884 * present_arch_in_ob(archetype, object) searches for any objects with
1885 * a matching archetype in the inventory of the given object.
1886 * The first matching object is returned, or NULL if none.
1887 */
1888 object *
1889 present_arch_in_ob (const archetype *at, const object *op)
1890 {
1891 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1892 if (tmp->arch->archname == at->archname)
1893 return tmp;
1894
1895 return NULL;
1896 }
1897
1898 /*
1899 * activate recursively a flag on an object inventory
1900 */
1901 void
1902 flag_inv (object *op, int flag)
1903 {
1904 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1905 {
1906 SET_FLAG (tmp, flag);
1907 flag_inv (tmp, flag);
1908 }
1909 }
1910
1911 /*
1912 * deactivate recursively a flag on an object inventory
1913 */
1914 void
1915 unflag_inv (object *op, int flag)
1916 {
1917 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1918 {
1919 CLEAR_FLAG (tmp, flag);
1920 unflag_inv (tmp, flag);
1921 }
1922 }
1923
1924 /*
1925 * find_free_spot(object, map, x, y, start, stop) will search for
1926 * a spot at the given map and coordinates which will be able to contain
1927 * the given object. start and stop specifies how many squares
1928 * to search (see the freearr_x/y[] definition).
1929 * It returns a random choice among the alternatives found.
1930 * start and stop are where to start relative to the free_arr array (1,9
1931 * does all 4 immediate directions). This returns the index into the
1932 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1933 * Note: This function does correctly handle tiled maps, but does not
1934 * inform the caller. However, insert_ob_in_map will update as
1935 * necessary, so the caller shouldn't need to do any special work.
1936 * Note - updated to take an object instead of archetype - this is necessary
1937 * because arch_blocked (now ob_blocked) needs to know the movement type
1938 * to know if the space in question will block the object. We can't use
1939 * the archetype because that isn't correct if the monster has been
1940 * customized, changed states, etc.
1941 */
1942 int
1943 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1944 {
1945 int altern[SIZEOFFREE];
1946 int index = 0, flag;
1947
1948 for (int i = start; i < stop; i++)
1949 {
1950 mapxy pos (m, x, y); pos.move (i);
1951
1952 if (!pos.normalise ())
1953 continue;
1954
1955 mapspace &ms = *pos;
1956
1957 if (ms.flags () & P_IS_ALIVE)
1958 continue;
1959
1960 /* However, often
1961 * ob doesn't have any move type (when used to place exits)
1962 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1963 */
1964 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1965 {
1966 altern [index++] = i;
1967 continue;
1968 }
1969
1970 /* Basically, if we find a wall on a space, we cut down the search size.
1971 * In this way, we won't return spaces that are on another side of a wall.
1972 * This mostly work, but it cuts down the search size in all directions -
1973 * if the space being examined only has a wall to the north and empty
1974 * spaces in all the other directions, this will reduce the search space
1975 * to only the spaces immediately surrounding the target area, and
1976 * won't look 2 spaces south of the target space.
1977 */
1978 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1979 {
1980 stop = maxfree[i];
1981 continue;
1982 }
1983
1984 /* Note it is intentional that we check ob - the movement type of the
1985 * head of the object should correspond for the entire object.
1986 */
1987 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1988 continue;
1989
1990 if (ob->blocked (m, pos.x, pos.y))
1991 continue;
1992
1993 altern [index++] = i;
1994 }
1995
1996 if (!index)
1997 return -1;
1998
1999 return altern [rndm (index)];
2000 }
2001
2002 /*
2003 * find_first_free_spot(archetype, maptile, x, y) works like
2004 * find_free_spot(), but it will search max number of squares.
2005 * But it will return the first available spot, not a random choice.
2006 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2007 */
2008 int
2009 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2010 {
2011 for (int i = 0; i < SIZEOFFREE; i++)
2012 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2013 return i;
2014
2015 return -1;
2016 }
2017
2018 /*
2019 * The function permute(arr, begin, end) randomly reorders the array
2020 * arr[begin..end-1].
2021 * now uses a fisher-yates shuffle, old permute was broken
2022 */
2023 static void
2024 permute (int *arr, int begin, int end)
2025 {
2026 arr += begin;
2027 end -= begin;
2028
2029 while (--end)
2030 swap (arr [end], arr [rndm (end + 1)]);
2031 }
2032
2033 /* new function to make monster searching more efficient, and effective!
2034 * This basically returns a randomized array (in the passed pointer) of
2035 * the spaces to find monsters. In this way, it won't always look for
2036 * monsters to the north first. However, the size of the array passed
2037 * covers all the spaces, so within that size, all the spaces within
2038 * the 3x3 area will be searched, just not in a predictable order.
2039 */
2040 void
2041 get_search_arr (int *search_arr)
2042 {
2043 int i;
2044
2045 for (i = 0; i < SIZEOFFREE; i++)
2046 search_arr[i] = i;
2047
2048 permute (search_arr, 1, SIZEOFFREE1 + 1);
2049 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2050 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2051 }
2052
2053 /*
2054 * find_dir(map, x, y, exclude) will search some close squares in the
2055 * given map at the given coordinates for live objects.
2056 * It will not considered the object given as exclude among possible
2057 * live objects.
2058 * It returns the direction toward the first/closest live object if finds
2059 * any, otherwise 0.
2060 * Perhaps incorrectly, but I'm making the assumption that exclude
2061 * is actually want is going to try and move there. We need this info
2062 * because we have to know what movement the thing looking to move
2063 * there is capable of.
2064 */
2065 int
2066 find_dir (maptile *m, int x, int y, object *exclude)
2067 {
2068 int i, max = SIZEOFFREE, mflags;
2069
2070 sint16 nx, ny;
2071 object *tmp;
2072 maptile *mp;
2073
2074 MoveType blocked, move_type;
2075
2076 if (exclude && exclude->head_ () != exclude)
2077 {
2078 exclude = exclude->head;
2079 move_type = exclude->move_type;
2080 }
2081 else
2082 {
2083 /* If we don't have anything, presume it can use all movement types. */
2084 move_type = MOVE_ALL;
2085 }
2086
2087 for (i = 1; i < max; i++)
2088 {
2089 mp = m;
2090 nx = x + freearr_x[i];
2091 ny = y + freearr_y[i];
2092
2093 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2094
2095 if (mflags & P_OUT_OF_MAP)
2096 max = maxfree[i];
2097 else
2098 {
2099 mapspace &ms = mp->at (nx, ny);
2100
2101 blocked = ms.move_block;
2102
2103 if ((move_type & blocked) == move_type)
2104 max = maxfree[i];
2105 else if (mflags & P_IS_ALIVE)
2106 {
2107 for (tmp = ms.bot; tmp; tmp = tmp->above)
2108 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2109 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2110 break;
2111
2112 if (tmp)
2113 return freedir[i];
2114 }
2115 }
2116 }
2117
2118 return 0;
2119 }
2120
2121 /*
2122 * distance(object 1, object 2) will return the square of the
2123 * distance between the two given objects.
2124 */
2125 int
2126 distance (const object *ob1, const object *ob2)
2127 {
2128 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2129 }
2130
2131 /*
2132 * find_dir_2(delta-x,delta-y) will return a direction in which
2133 * an object which has subtracted the x and y coordinates of another
2134 * object, needs to travel toward it.
2135 */
2136 int
2137 find_dir_2 (int x, int y)
2138 {
2139 int q;
2140
2141 if (y)
2142 q = x * 100 / y;
2143 else if (x)
2144 q = -300 * x;
2145 else
2146 return 0;
2147
2148 if (y > 0)
2149 {
2150 if (q < -242)
2151 return 3;
2152 if (q < -41)
2153 return 2;
2154 if (q < 41)
2155 return 1;
2156 if (q < 242)
2157 return 8;
2158 return 7;
2159 }
2160
2161 if (q < -242)
2162 return 7;
2163 if (q < -41)
2164 return 6;
2165 if (q < 41)
2166 return 5;
2167 if (q < 242)
2168 return 4;
2169
2170 return 3;
2171 }
2172
2173 /*
2174 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2175 * between two directions (which are expected to be absolute (see absdir())
2176 */
2177 int
2178 dirdiff (int dir1, int dir2)
2179 {
2180 int d;
2181
2182 d = abs (dir1 - dir2);
2183 if (d > 4)
2184 d = 8 - d;
2185
2186 return d;
2187 }
2188
2189 /* peterm:
2190 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2191 * Basically, this is a table of directions, and what directions
2192 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2193 * This basically means that if direction is 15, then it could either go
2194 * direction 4, 14, or 16 to get back to where we are.
2195 * Moved from spell_util.c to object.c with the other related direction
2196 * functions.
2197 */
2198 int reduction_dir[SIZEOFFREE][3] = {
2199 {0, 0, 0}, /* 0 */
2200 {0, 0, 0}, /* 1 */
2201 {0, 0, 0}, /* 2 */
2202 {0, 0, 0}, /* 3 */
2203 {0, 0, 0}, /* 4 */
2204 {0, 0, 0}, /* 5 */
2205 {0, 0, 0}, /* 6 */
2206 {0, 0, 0}, /* 7 */
2207 {0, 0, 0}, /* 8 */
2208 {8, 1, 2}, /* 9 */
2209 {1, 2, -1}, /* 10 */
2210 {2, 10, 12}, /* 11 */
2211 {2, 3, -1}, /* 12 */
2212 {2, 3, 4}, /* 13 */
2213 {3, 4, -1}, /* 14 */
2214 {4, 14, 16}, /* 15 */
2215 {5, 4, -1}, /* 16 */
2216 {4, 5, 6}, /* 17 */
2217 {6, 5, -1}, /* 18 */
2218 {6, 20, 18}, /* 19 */
2219 {7, 6, -1}, /* 20 */
2220 {6, 7, 8}, /* 21 */
2221 {7, 8, -1}, /* 22 */
2222 {8, 22, 24}, /* 23 */
2223 {8, 1, -1}, /* 24 */
2224 {24, 9, 10}, /* 25 */
2225 {9, 10, -1}, /* 26 */
2226 {10, 11, -1}, /* 27 */
2227 {27, 11, 29}, /* 28 */
2228 {11, 12, -1}, /* 29 */
2229 {12, 13, -1}, /* 30 */
2230 {12, 13, 14}, /* 31 */
2231 {13, 14, -1}, /* 32 */
2232 {14, 15, -1}, /* 33 */
2233 {33, 15, 35}, /* 34 */
2234 {16, 15, -1}, /* 35 */
2235 {17, 16, -1}, /* 36 */
2236 {18, 17, 16}, /* 37 */
2237 {18, 17, -1}, /* 38 */
2238 {18, 19, -1}, /* 39 */
2239 {41, 19, 39}, /* 40 */
2240 {19, 20, -1}, /* 41 */
2241 {20, 21, -1}, /* 42 */
2242 {20, 21, 22}, /* 43 */
2243 {21, 22, -1}, /* 44 */
2244 {23, 22, -1}, /* 45 */
2245 {45, 47, 23}, /* 46 */
2246 {23, 24, -1}, /* 47 */
2247 {24, 9, -1}
2248 }; /* 48 */
2249
2250 /* Recursive routine to step back and see if we can
2251 * find a path to that monster that we found. If not,
2252 * we don't bother going toward it. Returns 1 if we
2253 * can see a direct way to get it
2254 * Modified to be map tile aware -.MSW
2255 */
2256 int
2257 can_see_monsterP (maptile *m, int x, int y, int dir)
2258 {
2259 sint16 dx, dy;
2260 int mflags;
2261
2262 if (dir < 0)
2263 return 0; /* exit condition: invalid direction */
2264
2265 dx = x + freearr_x[dir];
2266 dy = y + freearr_y[dir];
2267
2268 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2269
2270 /* This functional arguably was incorrect before - it was
2271 * checking for P_WALL - that was basically seeing if
2272 * we could move to the monster - this is being more
2273 * literal on if we can see it. To know if we can actually
2274 * move to the monster, we'd need the monster passed in or
2275 * at least its move type.
2276 */
2277 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2278 return 0;
2279
2280 /* yes, can see. */
2281 if (dir < 9)
2282 return 1;
2283
2284 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2285 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2286 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2287 }
2288
2289 /*
2290 * can_pick(picker, item): finds out if an object is possible to be
2291 * picked up by the picker. Returnes 1 if it can be
2292 * picked up, otherwise 0.
2293 *
2294 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2295 * core dumps if they do.
2296 *
2297 * Add a check so we can't pick up invisible objects (0.93.8)
2298 */
2299 int
2300 can_pick (const object *who, const object *item)
2301 {
2302 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2303 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2304 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2305 }
2306
2307 /*
2308 * create clone from object to another
2309 */
2310 object *
2311 object::deep_clone ()
2312 {
2313 assert (("deep_clone called on non-head object", is_head ()));
2314
2315 object *dst = clone ();
2316
2317 object *prev = dst;
2318 for (object *part = this->more; part; part = part->more)
2319 {
2320 object *tmp = part->clone ();
2321 tmp->head = dst;
2322 prev->more = tmp;
2323 prev = tmp;
2324 }
2325
2326 for (object *item = inv; item; item = item->below)
2327 insert_ob_in_ob (item->deep_clone (), dst);
2328
2329 return dst;
2330 }
2331
2332 /* This returns the first object in who's inventory that
2333 * has the same type and subtype match.
2334 * returns NULL if no match.
2335 */
2336 object *
2337 find_obj_by_type_subtype (const object *who, int type, int subtype)
2338 {
2339 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2340 if (tmp->type == type && tmp->subtype == subtype)
2341 return tmp;
2342
2343 return 0;
2344 }
2345
2346 const shstr &
2347 object::kv_get (const shstr &key) const
2348 {
2349 for (key_value *kv = key_values; kv; kv = kv->next)
2350 if (kv->key == key)
2351 return kv->value;
2352
2353 return shstr_null;
2354 }
2355
2356 void
2357 object::kv_set (const shstr &key, const shstr &value)
2358 {
2359 for (key_value *kv = key_values; kv; kv = kv->next)
2360 if (kv->key == key)
2361 {
2362 kv->value = value;
2363 return;
2364 }
2365
2366 key_value *kv = new key_value;
2367
2368 kv->next = key_values;
2369 kv->key = key;
2370 kv->value = value;
2371
2372 key_values = kv;
2373 }
2374
2375 void
2376 object::kv_del (const shstr &key)
2377 {
2378 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2379 if ((*kvp)->key == key)
2380 {
2381 key_value *kv = *kvp;
2382 *kvp = (*kvp)->next;
2383 delete kv;
2384 return;
2385 }
2386 }
2387
2388 object::depth_iterator::depth_iterator (object *container)
2389 : iterator_base (container)
2390 {
2391 while (item->inv)
2392 item = item->inv;
2393 }
2394
2395 void
2396 object::depth_iterator::next ()
2397 {
2398 if (item->below)
2399 {
2400 item = item->below;
2401
2402 while (item->inv)
2403 item = item->inv;
2404 }
2405 else
2406 item = item->env;
2407 }
2408
2409 const char *
2410 object::flag_desc (char *desc, int len) const
2411 {
2412 char *p = desc;
2413 bool first = true;
2414
2415 *p = 0;
2416
2417 for (int i = 0; i < NUM_FLAGS; i++)
2418 {
2419 if (len <= 10) // magic constant!
2420 {
2421 snprintf (p, len, ",...");
2422 break;
2423 }
2424
2425 if (flag [i])
2426 {
2427 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2428 len -= cnt;
2429 p += cnt;
2430 first = false;
2431 }
2432 }
2433
2434 return desc;
2435 }
2436
2437 // return a suitable string describing an object in enough detail to find it
2438 const char *
2439 object::debug_desc (char *info) const
2440 {
2441 char flagdesc[512];
2442 char info2[256 * 4];
2443 char *p = info;
2444
2445 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2446 count,
2447 uuid.c_str (),
2448 &name,
2449 title ? ",title:\"" : "",
2450 title ? (const char *)title : "",
2451 title ? "\"" : "",
2452 flag_desc (flagdesc, 512), type);
2453
2454 if (!flag[FLAG_REMOVED] && env)
2455 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2456
2457 if (map)
2458 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2459
2460 return info;
2461 }
2462
2463 const char *
2464 object::debug_desc () const
2465 {
2466 static char info[3][256 * 4];
2467 static int info_idx;
2468
2469 return debug_desc (info [++info_idx % 3]);
2470 }
2471
2472 struct region *
2473 object::region () const
2474 {
2475 return map ? map->region (x, y)
2476 : region::default_region ();
2477 }
2478
2479 const materialtype_t *
2480 object::dominant_material () const
2481 {
2482 if (materialtype_t *mt = name_to_material (materialname))
2483 return mt;
2484
2485 return name_to_material (shstr_unknown);
2486 }
2487
2488 void
2489 object::open_container (object *new_container)
2490 {
2491 if (container == new_container)
2492 return;
2493
2494 object *old_container = container;
2495
2496 if (old_container)
2497 {
2498 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2499 return;
2500
2501 #if 0
2502 // remove the "Close old_container" object.
2503 if (object *closer = old_container->inv)
2504 if (closer->type == CLOSE_CON)
2505 closer->destroy ();
2506 #endif
2507
2508 // make sure the container is available
2509 esrv_send_item (this, old_container);
2510
2511 old_container->flag [FLAG_APPLIED] = false;
2512 container = 0;
2513
2514 // client needs item update to make it work, client bug requires this to be separate
2515 esrv_update_item (UPD_FLAGS, this, old_container);
2516
2517 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2518 play_sound (sound_find ("chest_close"));
2519 }
2520
2521 if (new_container)
2522 {
2523 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2524 return;
2525
2526 // TODO: this does not seem to serve any purpose anymore?
2527 #if 0
2528 // insert the "Close Container" object.
2529 if (archetype *closer = new_container->other_arch)
2530 {
2531 object *closer = arch_to_object (new_container->other_arch);
2532 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2533 new_container->insert (closer);
2534 }
2535 #endif
2536
2537 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2538
2539 // make sure the container is available, client bug requires this to be separate
2540 esrv_send_item (this, new_container);
2541
2542 new_container->flag [FLAG_APPLIED] = true;
2543 container = new_container;
2544
2545 // client needs flag change
2546 esrv_update_item (UPD_FLAGS, this, new_container);
2547 esrv_send_inventory (this, new_container);
2548 play_sound (sound_find ("chest_open"));
2549 }
2550 // else if (!old_container->env && contr && contr->ns)
2551 // contr->ns->floorbox_reset ();
2552 }
2553
2554 object *
2555 object::force_find (const shstr name)
2556 {
2557 /* cycle through his inventory to look for the MARK we want to
2558 * place
2559 */
2560 for (object *tmp = inv; tmp; tmp = tmp->below)
2561 if (tmp->type == FORCE && tmp->slaying == name)
2562 return splay (tmp);
2563
2564 return 0;
2565 }
2566
2567 void
2568 object::force_add (const shstr name, int duration)
2569 {
2570 if (object *force = force_find (name))
2571 force->destroy ();
2572
2573 object *force = get_archetype (FORCE_NAME);
2574
2575 force->slaying = name;
2576 force->stats.food = 1;
2577 force->speed_left = -1.f;
2578
2579 force->set_speed (duration ? 1.f / duration : 0.f);
2580 force->flag [FLAG_IS_USED_UP] = true;
2581 force->flag [FLAG_APPLIED] = true;
2582
2583 insert (force);
2584 }
2585
2586 void
2587 object::play_sound (faceidx sound)
2588 {
2589 if (!sound)
2590 return;
2591
2592 if (flag [FLAG_REMOVED])
2593 return;
2594
2595 if (env)
2596 {
2597 if (object *pl = in_player ())
2598 pl->contr->play_sound (sound);
2599 }
2600 else
2601 map->play_sound (sound, x, y);
2602 }
2603