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Revision: 1.246
Committed: Thu May 22 15:37:44 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_55, rel-2_56
Changes since 1.245: +0 -4 lines
Log Message:
sigh

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <global.h>
25 #include <stdio.h>
26 #include <sys/types.h>
27 #include <sys/uio.h>
28 #include <object.h>
29 #include <sproto.h>
30 #include <loader.h>
31
32 #include <bitset>
33
34 UUID UUID::cur;
35 static uint64_t seq_next_save;
36 static const uint64 UUID_GAP = 1<<19;
37
38 objectvec objects;
39 activevec actives;
40
41 short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
46 };
47 short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52 };
53 int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58 };
59 int freedir[SIZEOFFREE] = {
60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64 };
65
66 static void
67 write_uuid (uval64 skip, bool sync)
68 {
69 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip));
71 CALL_ARG_SV (boolSV (sync));
72 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END;
74 }
75
76 static void
77 read_uuid (void)
78 {
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 UUID::cur.seq = 0;
93 write_uuid (UUID_GAP, true);
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 UUID::BUF buf;
102 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
106 {
107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1);
109 }
110
111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112
113 write_uuid (UUID_GAP, true);
114 fclose (fp);
115 }
116
117 UUID
118 UUID::gen ()
119 {
120 UUID uid;
121
122 uid.seq = ++cur.seq;
123
124 if (expect_false (cur.seq >= seq_next_save))
125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
130
131 return uid;
132 }
133
134 void
135 UUID::init ()
136 {
137 read_uuid ();
138 }
139
140 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141 static bool
142 compare_ob_value_lists_one (const object *wants, const object *has)
143 {
144 /* n-squared behaviour (see kv_get), but I'm hoping both
145 * objects with lists are rare, and lists stay short. If not, use a
146 * different structure or at least keep the lists sorted...
147 */
148
149 /* For each field in wants, */
150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
151 if (has->kv_get (kv->key) != kv->value)
152 return false;
153
154 /* If we get here, every field in wants has a matching field in has. */
155 return true;
156 }
157
158 /* Returns TRUE if ob1 has the same key_values as ob2. */
159 static bool
160 compare_ob_value_lists (const object *ob1, const object *ob2)
161 {
162 /* However, there may be fields in has which aren't partnered in wants,
163 * so we need to run the comparison *twice*. :(
164 */
165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
167 }
168
169 /* Function examines the 2 objects given to it, and returns true if
170 * they can be merged together.
171 *
172 * Note that this function appears a lot longer than the macro it
173 * replaces - this is mostly for clarity - a decent compiler should hopefully
174 * reduce this to the same efficiency.
175 *
176 * Check nrof variable *before* calling can_merge()
177 *
178 * Improvements made with merge: Better checking on potion, and also
179 * check weight
180 */
181 bool object::can_merge_slow (object *ob1, object *ob2)
182 {
183 /* A couple quicksanity checks */
184 if (ob1 == ob2
185 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value
188 || ob1->name != ob2->name)
189 return 0;
190
191 /* Do not merge objects if nrof would overflow. First part checks
192 * for unsigned overflow (2c), second part checks whether the result
193 * would fit into a 32 bit signed int, which is often used to hold
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0;
198
199 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * This is to the comparison of the flags below will be OK. We
201 * just can't ignore the been applied or identified flags, as they
202 * are not equal - just if it has been identified, the been_applied
203 * flags lose any meaning.
204 */
205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210
211 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name
213 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id
222 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
223 || ob1->client_type != ob2->client_type
224 || ob1->materialname != ob2->materialname
225 || ob1->lore != ob2->lore
226 || ob1->subtype != ob2->subtype
227 || ob1->move_type != ob2->move_type
228 || ob1->move_block != ob2->move_block
229 || ob1->move_allow != ob2->move_allow
230 || ob1->move_on != ob2->move_on
231 || ob1->move_off != ob2->move_off
232 || ob1->move_slow != ob2->move_slow
233 || ob1->move_slow_penalty != ob2->move_slow_penalty
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
236 return 0;
237
238 if ((ob1->flag ^ ob2->flag)
239 .reset (FLAG_INV_LOCKED)
240 .reset (FLAG_CLIENT_SENT)
241 .reset (FLAG_REMOVED)
242 .any ())
243 return 0;
244
245 /* This is really a spellbook check - we should in general
246 * not merge objects with real inventories, as splitting them
247 * is hard.
248 */
249 if (ob1->inv || ob2->inv)
250 {
251 if (!(ob1->inv && ob2->inv))
252 return 0; /* inventories differ in length */
253
254 if (ob1->inv->below || ob2->inv->below)
255 return 0; /* more than one object in inv */
256
257 if (!object::can_merge (ob1->inv, ob2->inv))
258 return 0; /* inventory objects differ */
259
260 /* inventory ok - still need to check rest of this object to see
261 * if it is valid.
262 */
263 }
264
265 /* Don't merge objects that are applied. With the new 'body' code,
266 * it is possible for most any character to have more than one of
267 * some items equipped, and we don't want those to merge.
268 */
269 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
270 return 0;
271
272 /* Note sure why the following is the case - either the object has to
273 * be animated or have a very low speed. Is this an attempted monster
274 * check?
275 */
276 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
277 return 0;
278
279 switch (ob1->type)
280 {
281 case SCROLL:
282 if (ob1->level != ob2->level)
283 return 0;
284 break;
285 }
286
287 if (ob1->key_values || ob2->key_values)
288 {
289 /* At least one of these has key_values. */
290 if ((!ob1->key_values) != (!ob2->key_values))
291 return 0; /* One has fields, but the other one doesn't. */
292
293 if (!compare_ob_value_lists (ob1, ob2))
294 return 0;
295 }
296
297 if (ob1->self || ob2->self)
298 {
299 ob1->optimise ();
300 ob2->optimise ();
301
302 if (ob1->self || ob2->self)
303 {
304 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
305 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
306
307 if (k1 != k2)
308 return 0;
309
310 if (k1 == 0)
311 return 1;
312
313 if (!cfperl_can_merge (ob1, ob2))
314 return 0;
315 }
316 }
317
318 /* Everything passes, must be OK. */
319 return 1;
320 }
321
322 // find player who can see this object
323 object *
324 object::visible_to () const
325 {
326 if (client_visible () && !flag [FLAG_REMOVED])
327 {
328 // see if we are in a container of sorts
329 if (env)
330 {
331 // the player inventory itself is always visible
332 if (env->type == PLAYER)
333 return env;
334
335 // else a player could have our env open
336 object *envest = env->outer_env ();
337
338 // the player itself is always on a map, so we will find him here
339 // even if our inv is in a player.
340 if (envest->is_on_map ())
341 if (object *pl = envest->ms ().player ())
342 if (pl->container == env)
343 return pl;
344 }
345 else
346 {
347 // maybe there is a player standing on the same mapspace
348 // this will catch the case where "this" is a player
349 if (object *pl = ms ().player ())
350 if (!pl->container || this == pl->container)
351 return pl;
352 }
353 }
354
355 return 0;
356 }
357
358 // adjust weight per container type ("of holding")
359 static sint32
360 weight_adjust_for (object *op, sint32 weight)
361 {
362 return op->type == CONTAINER
363 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
364 : weight;
365 }
366
367 /*
368 * adjust_weight(object, weight) adds the specified weight to an object,
369 * and also updates how much the environment(s) is/are carrying.
370 */
371 static void
372 adjust_weight (object *op, sint32 weight)
373 {
374 while (op)
375 {
376 // adjust by actual difference to account for rounding errors
377 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
378 weight = weight_adjust_for (op, op->carrying)
379 - weight_adjust_for (op, op->carrying - weight);
380
381 if (!weight)
382 return;
383
384 op->carrying += weight;
385
386 if (object *pl = op->visible_to ())
387 if (pl != op) // player is handled lazily
388 esrv_update_item (UPD_WEIGHT, pl, op);
389
390 op = op->env;
391 }
392 }
393
394 /*
395 * this is a recursive function which calculates the weight
396 * an object is carrying. It goes through op and figures out how much
397 * containers are carrying, and sums it up.
398 */
399 void
400 object::update_weight ()
401 {
402 sint32 sum = 0;
403
404 for (object *op = inv; op; op = op->below)
405 {
406 if (op->inv)
407 op->update_weight ();
408
409 sum += op->total_weight ();
410 }
411
412 sum = weight_adjust_for (this, sum);
413
414 if (sum != carrying)
415 {
416 carrying = sum;
417
418 if (object *pl = visible_to ())
419 if (pl != this) // player is handled lazily
420 esrv_update_item (UPD_WEIGHT, pl, this);
421 }
422 }
423
424 /*
425 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
426 */
427 char *
428 dump_object (object *op)
429 {
430 if (!op)
431 return strdup ("[NULLOBJ]");
432
433 object_freezer freezer;
434 op->write (freezer);
435 return freezer.as_string ();
436 }
437
438 /*
439 * get_nearest_part(multi-object, object 2) returns the part of the
440 * multi-object 1 which is closest to the second object.
441 * If it's not a multi-object, it is returned.
442 */
443 object *
444 get_nearest_part (object *op, const object *pl)
445 {
446 object *tmp, *closest;
447 int last_dist, i;
448
449 if (!op->more)
450 return op;
451
452 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
453 tmp;
454 tmp = tmp->more)
455 if ((i = distance (tmp, pl)) < last_dist)
456 closest = tmp, last_dist = i;
457
458 return closest;
459 }
460
461 /*
462 * Returns the object which has the count-variable equal to the argument.
463 * VERRRY slow.
464 */
465 object *
466 find_object (tag_t i)
467 {
468 for_all_objects (op)
469 if (op->count == i)
470 return op;
471
472 return 0;
473 }
474
475 /*
476 * Returns the first object which has a name equal to the argument.
477 * Used only by the patch command, but not all that useful.
478 * Enables features like "patch <name-of-other-player> food 999"
479 */
480 object *
481 find_object_name (const char *str)
482 {
483 shstr_cmp str_ (str);
484
485 if (str_)
486 for_all_objects (op)
487 if (op->name == str_)
488 return op;
489
490 return 0;
491 }
492
493 /*
494 * Sets the owner and sets the skill and exp pointers to owner's current
495 * skill and experience objects.
496 * ACTUALLY NO! investigate! TODO
497 */
498 void
499 object::set_owner (object *owner)
500 {
501 // allow objects which own objects
502 if (owner)
503 while (owner->owner)
504 owner = owner->owner;
505
506 if (flag [FLAG_FREED])
507 {
508 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
509 return;
510 }
511
512 this->owner = owner;
513 }
514
515 int
516 object::slottype () const
517 {
518 if (type == SKILL)
519 {
520 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
521 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
522 }
523 else
524 {
525 if (slot [body_combat].info) return slot_combat;
526 if (slot [body_range ].info) return slot_ranged;
527 }
528
529 return slot_none;
530 }
531
532 bool
533 object::change_weapon (object *ob)
534 {
535 if (current_weapon == ob)
536 return true;
537
538 if (chosen_skill)
539 chosen_skill->flag [FLAG_APPLIED] = false;
540
541 current_weapon = ob;
542 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
543
544 if (chosen_skill)
545 chosen_skill->flag [FLAG_APPLIED] = true;
546
547 update_stats ();
548
549 if (ob)
550 {
551 // now check wether any body locations became invalid, in which case
552 // we cannot apply the weapon at the moment.
553 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
554 if (slot[i].used < 0)
555 {
556 current_weapon = chosen_skill = 0;
557 update_stats ();
558
559 new_draw_info_format (NDI_UNIQUE, 0, this,
560 "You try to balance all your items at once, "
561 "but the %s is just too much for your body. "
562 "[You need to unapply some items first.]", &ob->name);
563 return false;
564 }
565
566 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
567 }
568 else
569 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
570
571 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
572 {
573 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
574 &name, ob->debug_desc ());
575 return false;
576 }
577
578 return true;
579 }
580
581 /* Zero the key_values on op, decrementing the shared-string
582 * refcounts and freeing the links.
583 */
584 static void
585 free_key_values (object *op)
586 {
587 for (key_value *i = op->key_values; i; )
588 {
589 key_value *next = i->next;
590 delete i;
591
592 i = next;
593 }
594
595 op->key_values = 0;
596 }
597
598 /*
599 * copy_to first frees everything allocated by the dst object,
600 * and then copies the contents of itself into the second
601 * object, allocating what needs to be allocated. Basically, any
602 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
603 * if the first object is freed, the pointers in the new object
604 * will point at garbage.
605 */
606 void
607 object::copy_to (object *dst)
608 {
609 dst->remove ();
610 *(object_copy *)dst = *this;
611 dst->flag [FLAG_REMOVED] = true;
612
613 /* Copy over key_values, if any. */
614 if (key_values)
615 {
616 key_value *tail = 0;
617 dst->key_values = 0;
618
619 for (key_value *i = key_values; i; i = i->next)
620 {
621 key_value *new_link = new key_value;
622
623 new_link->next = 0;
624 new_link->key = i->key;
625 new_link->value = i->value;
626
627 /* Try and be clever here, too. */
628 if (!dst->key_values)
629 {
630 dst->key_values = new_link;
631 tail = new_link;
632 }
633 else
634 {
635 tail->next = new_link;
636 tail = new_link;
637 }
638 }
639 }
640
641 if (speed < 0)
642 dst->speed_left -= rndm ();
643
644 dst->set_speed (dst->speed);
645 }
646
647 void
648 object::instantiate ()
649 {
650 if (!uuid.seq) // HACK
651 uuid = UUID::gen ();
652
653 speed_left = -0.1f;
654 /* copy the body_info to the body_used - this is only really
655 * need for monsters, but doesn't hurt to do it for everything.
656 * by doing so, when a monster is created, it has good starting
657 * values for the body_used info, so when items are created
658 * for it, they can be properly equipped.
659 */
660 for (int i = NUM_BODY_LOCATIONS; i--; )
661 slot[i].used = slot[i].info;
662
663 attachable::instantiate ();
664 }
665
666 object *
667 object::clone ()
668 {
669 object *neu = create ();
670 copy_to (neu);
671 neu->map = map; // not copied by copy_to
672 return neu;
673 }
674
675 /*
676 * If an object with the IS_TURNABLE() flag needs to be turned due
677 * to the closest player being on the other side, this function can
678 * be called to update the face variable, _and_ how it looks on the map.
679 */
680 void
681 update_turn_face (object *op)
682 {
683 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
684 return;
685
686 SET_ANIMATION (op, op->direction);
687 update_object (op, UP_OBJ_FACE);
688 }
689
690 /*
691 * Updates the speed of an object. If the speed changes from 0 to another
692 * value, or vice versa, then add/remove the object from the active list.
693 * This function needs to be called whenever the speed of an object changes.
694 */
695 void
696 object::set_speed (float speed)
697 {
698 if (flag [FLAG_FREED] && speed)
699 {
700 LOG (llevError, "Object %s is freed but has speed.\n", &name);
701 speed = 0;
702 }
703
704 this->speed = speed;
705
706 if (has_active_speed ())
707 activate ();
708 else
709 deactivate ();
710 }
711
712 /*
713 * update_object() updates the the map.
714 * It takes into account invisible objects (and represent squares covered
715 * by invisible objects by whatever is below them (unless it's another
716 * invisible object, etc...)
717 * If the object being updated is beneath a player, the look-window
718 * of that player is updated (this might be a suboptimal way of
719 * updating that window, though, since update_object() is called _often_)
720 *
721 * action is a hint of what the caller believes need to be done.
722 * current action are:
723 * UP_OBJ_INSERT: op was inserted
724 * UP_OBJ_REMOVE: op was removed
725 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
726 * as that is easier than trying to look at what may have changed.
727 * UP_OBJ_FACE: only the objects face has changed.
728 */
729 void
730 update_object (object *op, int action)
731 {
732 if (!op)
733 {
734 /* this should never happen */
735 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
736 return;
737 }
738
739 if (!op->is_on_map ())
740 {
741 /* Animation is currently handled by client, so nothing
742 * to do in this case.
743 */
744 return;
745 }
746
747 /* make sure the object is within map boundaries */
748 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
749 {
750 LOG (llevError, "update_object() called for object out of map!\n");
751 #ifdef MANY_CORES
752 abort ();
753 #endif
754 return;
755 }
756
757 mapspace &m = op->ms ();
758
759 if (!(m.flags_ & P_UPTODATE))
760 /* nop */;
761 else if (action == UP_OBJ_INSERT)
762 {
763 // this is likely overkill, TODO: revisit (schmorp)
764 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
765 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
766 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
768 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
769 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
770 || (m.move_on | op->move_on ) != m.move_on
771 || (m.move_off | op->move_off ) != m.move_off
772 || (m.move_slow | op->move_slow) != m.move_slow
773 /* This isn't perfect, but I don't expect a lot of objects to
774 * to have move_allow right now.
775 */
776 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
777 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
778 m.flags_ = 0;
779 }
780 /* if the object is being removed, we can't make intelligent
781 * decisions, because remove_ob can't really pass the object
782 * that is being removed.
783 */
784 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
785 m.flags_ = 0;
786 else if (action == UP_OBJ_FACE)
787 /* Nothing to do for that case */ ;
788 else
789 LOG (llevError, "update_object called with invalid action: %d\n", action);
790
791 if (op->more)
792 update_object (op->more, action);
793 }
794
795 object::object ()
796 {
797 SET_FLAG (this, FLAG_REMOVED);
798
799 expmul = 1.0;
800 face = blank_face;
801 }
802
803 object::~object ()
804 {
805 unlink ();
806
807 free_key_values (this);
808 }
809
810 static int object_count;
811
812 void object::link ()
813 {
814 assert (!index);//D
815 uuid = UUID::gen ();
816 count = ++object_count;
817
818 refcnt_inc ();
819 objects.insert (this);
820 }
821
822 void object::unlink ()
823 {
824 if (!index)
825 return;
826
827 objects.erase (this);
828 refcnt_dec ();
829 }
830
831 void
832 object::activate ()
833 {
834 /* If already on active list, don't do anything */
835 if (active)
836 return;
837
838 if (has_active_speed ())
839 actives.insert (this);
840 }
841
842 void
843 object::activate_recursive ()
844 {
845 activate ();
846
847 for (object *op = inv; op; op = op->below)
848 op->activate_recursive ();
849 }
850
851 /* This function removes object 'op' from the list of active
852 * objects.
853 * This should only be used for style maps or other such
854 * reference maps where you don't want an object that isn't
855 * in play chewing up cpu time getting processed.
856 * The reverse of this is to call update_ob_speed, which
857 * will do the right thing based on the speed of the object.
858 */
859 void
860 object::deactivate ()
861 {
862 /* If not on the active list, nothing needs to be done */
863 if (!active)
864 return;
865
866 actives.erase (this);
867 }
868
869 void
870 object::deactivate_recursive ()
871 {
872 for (object *op = inv; op; op = op->below)
873 op->deactivate_recursive ();
874
875 deactivate ();
876 }
877
878 void
879 object::set_flag_inv (int flag, int value)
880 {
881 for (object *op = inv; op; op = op->below)
882 {
883 op->flag [flag] = value;
884 op->set_flag_inv (flag, value);
885 }
886 }
887
888 /*
889 * Remove and free all objects in the inventory of the given object.
890 * object.c ?
891 */
892 void
893 object::destroy_inv (bool drop_to_ground)
894 {
895 // need to check first, because the checks below might segfault
896 // as we might be on an invalid mapspace and crossfire code
897 // is too buggy to ensure that the inventory is empty.
898 // corollary: if you create arrows etc. with stuff in its inventory,
899 // cf will crash below with off-map x and y
900 if (!inv)
901 return;
902
903 /* Only if the space blocks everything do we not process -
904 * if some form of movement is allowed, let objects
905 * drop on that space.
906 */
907 if (!drop_to_ground
908 || !map
909 || map->in_memory != MAP_ACTIVE
910 || map->no_drop
911 || ms ().move_block == MOVE_ALL)
912 {
913 while (inv)
914 {
915 inv->destroy_inv (false);
916 inv->destroy ();
917 }
918 }
919 else
920 { /* Put objects in inventory onto this space */
921 while (inv)
922 {
923 object *op = inv;
924
925 if (op->flag [FLAG_STARTEQUIP]
926 || op->flag [FLAG_NO_DROP]
927 || op->type == RUNE
928 || op->type == TRAP
929 || op->flag [FLAG_IS_A_TEMPLATE]
930 || op->flag [FLAG_DESTROY_ON_DEATH])
931 op->destroy (true);
932 else
933 map->insert (op, x, y);
934 }
935 }
936 }
937
938 object *object::create ()
939 {
940 object *op = new object;
941 op->link ();
942 return op;
943 }
944
945 static struct freed_map : maptile
946 {
947 freed_map ()
948 {
949 path = "<freed objects map>";
950 name = "/internal/freed_objects_map";
951 width = 3;
952 height = 3;
953 no_drop = 1;
954 no_reset = 1;
955
956 alloc ();
957 in_memory = MAP_ACTIVE;
958 }
959
960 ~freed_map ()
961 {
962 destroy ();
963 }
964 } freed_map; // freed objects are moved here to avoid crashes
965
966 void
967 object::do_destroy ()
968 {
969 if (flag [FLAG_IS_LINKED])
970 remove_button_link (this);
971
972 if (flag [FLAG_FRIENDLY])
973 remove_friendly_object (this);
974
975 remove ();
976
977 attachable::do_destroy ();
978
979 deactivate ();
980 unlink ();
981
982 flag [FLAG_FREED] = 1;
983
984 // hack to ensure that freed objects still have a valid map
985 map = &freed_map;
986 x = 1;
987 y = 1;
988
989 if (more)
990 {
991 more->destroy ();
992 more = 0;
993 }
994
995 head = 0;
996
997 // clear those pointers that likely might cause circular references
998 owner = 0;
999 enemy = 0;
1000 attacked_by = 0;
1001 current_weapon = 0;
1002 }
1003
1004 void
1005 object::destroy (bool destroy_inventory)
1006 {
1007 if (destroyed ())
1008 return;
1009
1010 if (!is_head () && !head->destroyed ())
1011 {
1012 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1013 head->destroy (destroy_inventory);
1014 return;
1015 }
1016
1017 destroy_inv (!destroy_inventory);
1018
1019 if (is_head ())
1020 if (sound_destroy)
1021 play_sound (sound_destroy);
1022 else if (flag [FLAG_MONSTER])
1023 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1024
1025 attachable::destroy ();
1026 }
1027
1028 /* op->remove ():
1029 * This function removes the object op from the linked list of objects
1030 * which it is currently tied to. When this function is done, the
1031 * object will have no environment. If the object previously had an
1032 * environment, the x and y coordinates will be updated to
1033 * the previous environment.
1034 */
1035 void
1036 object::do_remove ()
1037 {
1038 object *tmp, *last = 0;
1039 object *otmp;
1040
1041 if (flag [FLAG_REMOVED])
1042 return;
1043
1044 INVOKE_OBJECT (REMOVE, this);
1045
1046 flag [FLAG_REMOVED] = true;
1047
1048 if (more)
1049 more->remove ();
1050
1051 /*
1052 * In this case, the object to be removed is in someones
1053 * inventory.
1054 */
1055 if (env)
1056 {
1057 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1058 if (object *pl = visible_to ())
1059 esrv_del_item (pl->contr, count);
1060 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1061
1062 adjust_weight (env, -total_weight ());
1063
1064 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do.
1067 */
1068 map = env->map;
1069 x = env->x;
1070 y = env->y;
1071
1072 // make sure cmov optimisation is applicable
1073 *(above ? &above->below : &env->inv) = below;
1074 *(below ? &below->above : &above ) = above; // &above is just a dummy
1075
1076 above = 0;
1077 below = 0;
1078 env = 0;
1079
1080 /* NO_FIX_PLAYER is set when a great many changes are being
1081 * made to players inventory. If set, avoiding the call
1082 * to save cpu time.
1083 */
1084 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1085 otmp->update_stats ();
1086 }
1087 else if (map)
1088 {
1089 map->dirty = true;
1090 mapspace &ms = this->ms ();
1091
1092 if (object *pl = ms.player ())
1093 {
1094 if (type == PLAYER) // this == pl(!)
1095 {
1096 // leaving a spot always closes any open container on the ground
1097 if (container && !container->env)
1098 // this causes spurious floorbox updates, but it ensures
1099 // that the CLOSE event is being sent.
1100 close_container ();
1101
1102 --map->players;
1103 map->touch ();
1104 }
1105 else if (pl->container == this)
1106 {
1107 // removing a container should close it
1108 close_container ();
1109 }
1110
1111 esrv_del_item (pl->contr, count);
1112 }
1113
1114 /* link the object above us */
1115 // re-link, make sure compiler can easily use cmove
1116 *(above ? &above->below : &ms.top) = below;
1117 *(below ? &below->above : &ms.bot) = above;
1118
1119 above = 0;
1120 below = 0;
1121
1122 if (map->in_memory == MAP_SAVING)
1123 return;
1124
1125 int check_walk_off = !flag [FLAG_NO_APPLY];
1126
1127 if (object *pl = ms.player ())
1128 {
1129 if (pl->container == this)
1130 /* If a container that the player is currently using somehow gets
1131 * removed (most likely destroyed), update the player view
1132 * appropriately.
1133 */
1134 pl->close_container ();
1135
1136 //TODO: the floorbox prev/next might need updating
1137 //esrv_del_item (pl->contr, count);
1138 //TODO: update floorbox to preserve ordering
1139 if (pl->contr->ns)
1140 pl->contr->ns->floorbox_update ();
1141 }
1142
1143 for (tmp = ms.bot; tmp; tmp = tmp->above)
1144 {
1145 /* No point updating the players look faces if he is the object
1146 * being removed.
1147 */
1148
1149 /* See if object moving off should effect something */
1150 if (check_walk_off
1151 && ((move_type & tmp->move_off)
1152 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1153 {
1154 move_apply (tmp, this, 0);
1155
1156 if (destroyed ())
1157 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1158 }
1159
1160 last = tmp;
1161 }
1162
1163 /* last == NULL if there are no objects on this space */
1164 //TODO: this makes little sense, why only update the topmost object?
1165 if (!last)
1166 map->at (x, y).flags_ = 0;
1167 else
1168 update_object (last, UP_OBJ_REMOVE);
1169
1170 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1171 update_all_los (map, x, y);
1172 }
1173 }
1174
1175 /*
1176 * merge_ob(op,top):
1177 *
1178 * This function goes through all objects below and including top, and
1179 * merges op to the first matching object.
1180 * If top is NULL, it is calculated.
1181 * Returns pointer to object if it succeded in the merge, otherwise NULL
1182 */
1183 object *
1184 merge_ob (object *op, object *top)
1185 {
1186 if (!op->nrof)
1187 return 0;
1188
1189 if (!top)
1190 for (top = op; top && top->above; top = top->above)
1191 ;
1192
1193 for (; top; top = top->below)
1194 if (object::can_merge (op, top))
1195 {
1196 top->nrof += op->nrof;
1197
1198 if (object *pl = top->visible_to ())
1199 esrv_update_item (UPD_NROF, pl, top);
1200
1201 op->weight = 0; // cancel the addition above
1202 op->carrying = 0; // must be 0 already
1203
1204 op->destroy (1);
1205
1206 return top;
1207 }
1208
1209 return 0;
1210 }
1211
1212 void
1213 object::expand_tail ()
1214 {
1215 if (more)
1216 return;
1217
1218 object *prev = this;
1219
1220 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1221 {
1222 object *op = arch_to_object (at);
1223
1224 op->name = name;
1225 op->name_pl = name_pl;
1226 op->title = title;
1227
1228 op->head = this;
1229 prev->more = op;
1230
1231 prev = op;
1232 }
1233 }
1234
1235 /*
1236 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1237 * job preparing multi-part monsters.
1238 */
1239 object *
1240 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1241 {
1242 op->remove ();
1243
1244 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1245 {
1246 tmp->x = x + tmp->arch->x;
1247 tmp->y = y + tmp->arch->y;
1248 }
1249
1250 return insert_ob_in_map (op, m, originator, flag);
1251 }
1252
1253 /*
1254 * insert_ob_in_map (op, map, originator, flag):
1255 * This function inserts the object in the two-way linked list
1256 * which represents what is on a map.
1257 * The second argument specifies the map, and the x and y variables
1258 * in the object about to be inserted specifies the position.
1259 *
1260 * originator: Player, monster or other object that caused 'op' to be inserted
1261 * into 'map'. May be NULL.
1262 *
1263 * flag is a bitmask about special things to do (or not do) when this
1264 * function is called. see the object.h file for the INS_ values.
1265 * Passing 0 for flag gives proper default values, so flag really only needs
1266 * to be set if special handling is needed.
1267 *
1268 * Return value:
1269 * new object if 'op' was merged with other object
1270 * NULL if 'op' was destroyed
1271 * just 'op' otherwise
1272 */
1273 object *
1274 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1275 {
1276 if (op->is_on_map ())
1277 {
1278 LOG (llevError, "insert_ob_in_map called for object already on map");
1279 abort ();
1280 }
1281
1282 if (op->env)
1283 {
1284 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1285 op->remove ();
1286 }
1287
1288 if (op->face && !face_info (op->face))//D TODO: remove soon
1289 {//D
1290 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1291 op->face = 1;//D
1292 }//D
1293
1294 /* Ideally, the caller figures this out. However, it complicates a lot
1295 * of areas of callers (eg, anything that uses find_free_spot would now
1296 * need extra work
1297 */
1298 if (!xy_normalise (m, op->x, op->y))
1299 {
1300 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1301 return 0;
1302 }
1303
1304 if (object *more = op->more)
1305 if (!insert_ob_in_map (more, m, originator, flag))
1306 return 0;
1307
1308 CLEAR_FLAG (op, FLAG_REMOVED);
1309
1310 op->map = m;
1311 mapspace &ms = op->ms ();
1312
1313 /* this has to be done after we translate the coordinates.
1314 */
1315 if (op->nrof && !(flag & INS_NO_MERGE))
1316 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1317 if (object::can_merge (op, tmp))
1318 {
1319 // TODO: we actually want to update tmp, not op,
1320 // but some caller surely breaks when we return tmp
1321 // from here :/
1322 op->nrof += tmp->nrof;
1323 tmp->destroy (1);
1324 }
1325
1326 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1327 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1328
1329 if (!QUERY_FLAG (op, FLAG_ALIVE))
1330 CLEAR_FLAG (op, FLAG_NO_STEAL);
1331
1332 if (flag & INS_BELOW_ORIGINATOR)
1333 {
1334 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1335 {
1336 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1337 abort ();
1338 }
1339
1340 if (!originator->is_on_map ())
1341 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1342 op->debug_desc (), originator->debug_desc ());
1343
1344 op->above = originator;
1345 op->below = originator->below;
1346 originator->below = op;
1347
1348 *(op->below ? &op->below->above : &ms.bot) = op;
1349 }
1350 else
1351 {
1352 object *floor = 0;
1353 object *top = ms.top;
1354
1355 /* If there are other objects, then */
1356 if (top)
1357 {
1358 /*
1359 * If there are multiple objects on this space, we do some trickier handling.
1360 * We've already dealt with merging if appropriate.
1361 * Generally, we want to put the new object on top. But if
1362 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1363 * floor, we want to insert above that and no further.
1364 * Also, if there are spell objects on this space, we stop processing
1365 * once we get to them. This reduces the need to traverse over all of
1366 * them when adding another one - this saves quite a bit of cpu time
1367 * when lots of spells are cast in one area. Currently, it is presumed
1368 * that flying non pickable objects are spell objects.
1369 */
1370 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1371 {
1372 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1373 floor = tmp;
1374
1375 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1376 {
1377 /* We insert above top, so we want this object below this */
1378 top = tmp->below;
1379 break;
1380 }
1381
1382 top = tmp;
1383 }
1384
1385 /* We let update_position deal with figuring out what the space
1386 * looks like instead of lots of conditions here.
1387 * makes things faster, and effectively the same result.
1388 */
1389
1390 /* Have object 'fall below' other objects that block view.
1391 * Unless those objects are exits.
1392 * If INS_ON_TOP is used, don't do this processing
1393 * Need to find the object that in fact blocks view, otherwise
1394 * stacking is a bit odd.
1395 */
1396 if (!(flag & INS_ON_TOP)
1397 && ms.flags () & P_BLOCKSVIEW
1398 && (op->face && !faces [op->face].visibility))
1399 {
1400 object *last;
1401
1402 for (last = top; last != floor; last = last->below)
1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1404 break;
1405
1406 /* Check to see if we found the object that blocks view,
1407 * and make sure we have a below pointer for it so that
1408 * we can get inserted below this one, which requires we
1409 * set top to the object below us.
1410 */
1411 if (last && last->below && last != floor)
1412 top = last->below;
1413 }
1414 } /* If objects on this space */
1415
1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1417 top = floor;
1418
1419 // insert object above top, or bottom-most if top = 0
1420 if (!top)
1421 {
1422 op->below = 0;
1423 op->above = ms.bot;
1424 ms.bot = op;
1425
1426 *(op->above ? &op->above->below : &ms.top) = op;
1427 }
1428 else
1429 {
1430 op->above = top->above;
1431 top->above = op;
1432
1433 op->below = top;
1434 *(op->above ? &op->above->below : &ms.top) = op;
1435 }
1436 }
1437
1438 if (op->type == PLAYER)
1439 {
1440 op->contr->do_los = 1;
1441 ++op->map->players;
1442 op->map->touch ();
1443 }
1444
1445 op->map->dirty = true;
1446
1447 if (object *pl = ms.player ())
1448 //TODO: the floorbox prev/next might need updating
1449 //esrv_send_item (pl, op);
1450 //TODO: update floorbox to preserve ordering
1451 if (pl->contr->ns)
1452 pl->contr->ns->floorbox_update ();
1453
1454 /* If this object glows, it may affect lighting conditions that are
1455 * visible to others on this map. But update_all_los is really
1456 * an inefficient way to do this, as it means los for all players
1457 * on the map will get recalculated. The players could very well
1458 * be far away from this change and not affected in any way -
1459 * this should get redone to only look for players within range,
1460 * or just updating the P_UPTODATE for spaces within this area
1461 * of effect may be sufficient.
1462 */
1463 if (op->map->darkness && (op->glow_radius != 0))
1464 update_all_los (op->map, op->x, op->y);
1465
1466 /* updates flags (blocked, alive, no magic, etc) for this map space */
1467 update_object (op, UP_OBJ_INSERT);
1468
1469 INVOKE_OBJECT (INSERT, op);
1470
1471 /* Don't know if moving this to the end will break anything. However,
1472 * we want to have floorbox_update called before calling this.
1473 *
1474 * check_move_on() must be after this because code called from
1475 * check_move_on() depends on correct map flags (so functions like
1476 * blocked() and wall() work properly), and these flags are updated by
1477 * update_object().
1478 */
1479
1480 /* if this is not the head or flag has been passed, don't check walk on status */
1481 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1482 {
1483 if (check_move_on (op, originator))
1484 return 0;
1485
1486 /* If we are a multi part object, lets work our way through the check
1487 * walk on's.
1488 */
1489 for (object *tmp = op->more; tmp; tmp = tmp->more)
1490 if (check_move_on (tmp, originator))
1491 return 0;
1492 }
1493
1494 return op;
1495 }
1496
1497 /* this function inserts an object in the map, but if it
1498 * finds an object of its own type, it'll remove that one first.
1499 * op is the object to insert it under: supplies x and the map.
1500 */
1501 void
1502 replace_insert_ob_in_map (const char *arch_string, object *op)
1503 {
1504 /* first search for itself and remove any old instances */
1505
1506 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1507 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1508 tmp->destroy (1);
1509
1510 object *tmp = arch_to_object (archetype::find (arch_string));
1511
1512 tmp->x = op->x;
1513 tmp->y = op->y;
1514
1515 insert_ob_in_map (tmp, op->map, op, 0);
1516 }
1517
1518 object *
1519 object::insert_at (object *where, object *originator, int flags)
1520 {
1521 if (where->env)
1522 return where->env->insert (this);
1523 else
1524 return where->map->insert (this, where->x, where->y, originator, flags);
1525 }
1526
1527 /*
1528 * decrease(object, number) decreases a specified number from
1529 * the amount of an object. If the amount reaches 0, the object
1530 * is subsequently removed and freed.
1531 *
1532 * Return value: 'op' if something is left, NULL if the amount reached 0
1533 */
1534 bool
1535 object::decrease (sint32 nr)
1536 {
1537 if (!nr)
1538 return true;
1539
1540 nr = min (nr, nrof);
1541
1542 nrof -= nr;
1543
1544 if (nrof)
1545 {
1546 adjust_weight (env, -weight * nr); // carrying == 0
1547
1548 if (object *pl = visible_to ())
1549 esrv_update_item (UPD_NROF, pl, this);
1550
1551 return true;
1552 }
1553 else
1554 {
1555 destroy (1);
1556 return false;
1557 }
1558 }
1559
1560 /*
1561 * split(ob,nr) splits up ob into two parts. The part which
1562 * is returned contains nr objects, and the remaining parts contains
1563 * the rest (or is removed and returned if that number is 0).
1564 * On failure, NULL is returned.
1565 */
1566 object *
1567 object::split (sint32 nr)
1568 {
1569 int have = number_of ();
1570
1571 if (have < nr)
1572 return 0;
1573 else if (have == nr)
1574 {
1575 remove ();
1576 return this;
1577 }
1578 else
1579 {
1580 decrease (nr);
1581
1582 object *op = deep_clone ();
1583 op->nrof = nr;
1584 return op;
1585 }
1586 }
1587
1588 object *
1589 insert_ob_in_ob (object *op, object *where)
1590 {
1591 if (!where)
1592 {
1593 char *dump = dump_object (op);
1594 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1595 free (dump);
1596 return op;
1597 }
1598
1599 if (where->head_ () != where)
1600 {
1601 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1602 where = where->head;
1603 }
1604
1605 return where->insert (op);
1606 }
1607
1608 /*
1609 * env->insert (op)
1610 * This function inserts the object op in the linked list
1611 * inside the object environment.
1612 *
1613 * The function returns now pointer to inserted item, and return value can
1614 * be != op, if items are merged. -Tero
1615 */
1616 object *
1617 object::insert (object *op)
1618 {
1619 if (op->more)
1620 {
1621 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1622 return op;
1623 }
1624
1625 op->remove ();
1626
1627 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1628
1629 if (op->nrof)
1630 for (object *tmp = inv; tmp; tmp = tmp->below)
1631 if (object::can_merge (tmp, op))
1632 {
1633 /* return the original object and remove inserted object
1634 (client needs the original object) */
1635 tmp->nrof += op->nrof;
1636
1637 if (object *pl = tmp->visible_to ())
1638 esrv_update_item (UPD_NROF, pl, tmp);
1639
1640 adjust_weight (this, op->total_weight ());
1641
1642 op->destroy (1);
1643 op = tmp;
1644 goto inserted;
1645 }
1646
1647 op->owner = 0; // it's his/hers now. period.
1648 op->map = 0;
1649 op->x = 0;
1650 op->y = 0;
1651
1652 op->above = 0;
1653 op->below = inv;
1654 op->env = this;
1655
1656 if (inv)
1657 inv->above = op;
1658
1659 inv = op;
1660
1661 op->flag [FLAG_REMOVED] = 0;
1662
1663 if (object *pl = op->visible_to ())
1664 esrv_send_item (pl, op);
1665
1666 adjust_weight (this, op->total_weight ());
1667
1668 inserted:
1669 /* reset the light list and los of the players on the map */
1670 if (op->glow_radius && map && map->darkness)
1671 update_all_los (map, x, y);
1672
1673 // if this is a player's inventory, update stats
1674 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1675 update_stats ();
1676
1677 INVOKE_OBJECT (INSERT, this);
1678
1679 return op;
1680 }
1681
1682 /*
1683 * Checks if any objects has a move_type that matches objects
1684 * that effect this object on this space. Call apply() to process
1685 * these events.
1686 *
1687 * Any speed-modification due to SLOW_MOVE() of other present objects
1688 * will affect the speed_left of the object.
1689 *
1690 * originator: Player, monster or other object that caused 'op' to be inserted
1691 * into 'map'. May be NULL.
1692 *
1693 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1694 *
1695 * 4-21-95 added code to check if appropriate skill was readied - this will
1696 * permit faster movement by the player through this terrain. -b.t.
1697 *
1698 * MSW 2001-07-08: Check all objects on space, not just those below
1699 * object being inserted. insert_ob_in_map may not put new objects
1700 * on top.
1701 */
1702 int
1703 check_move_on (object *op, object *originator)
1704 {
1705 object *tmp;
1706 maptile *m = op->map;
1707 int x = op->x, y = op->y;
1708
1709 MoveType move_on, move_slow, move_block;
1710
1711 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1712 return 0;
1713
1714 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1715 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1716 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1717
1718 /* if nothing on this space will slow op down or be applied,
1719 * no need to do checking below. have to make sure move_type
1720 * is set, as lots of objects don't have it set - we treat that
1721 * as walking.
1722 */
1723 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1724 return 0;
1725
1726 /* This is basically inverse logic of that below - basically,
1727 * if the object can avoid the move on or slow move, they do so,
1728 * but can't do it if the alternate movement they are using is
1729 * blocked. Logic on this seems confusing, but does seem correct.
1730 */
1731 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1732 return 0;
1733
1734 /* The objects have to be checked from top to bottom.
1735 * Hence, we first go to the top:
1736 */
1737
1738 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1739 {
1740 /* Trim the search when we find the first other spell effect
1741 * this helps performance so that if a space has 50 spell objects,
1742 * we don't need to check all of them.
1743 */
1744 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1745 break;
1746 }
1747
1748 for (; tmp; tmp = tmp->below)
1749 {
1750 if (tmp == op)
1751 continue; /* Can't apply yourself */
1752
1753 /* Check to see if one of the movement types should be slowed down.
1754 * Second check makes sure that the movement types not being slowed
1755 * (~slow_move) is not blocked on this space - just because the
1756 * space doesn't slow down swimming (for example), if you can't actually
1757 * swim on that space, can't use it to avoid the penalty.
1758 */
1759 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1760 {
1761 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1762 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1763 {
1764
1765 float
1766 diff = tmp->move_slow_penalty * fabs (op->speed);
1767
1768 if (op->type == PLAYER)
1769 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1770 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1771 diff /= 4.0;
1772
1773 op->speed_left -= diff;
1774 }
1775 }
1776
1777 /* Basically same logic as above, except now for actual apply. */
1778 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1779 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1780 {
1781 move_apply (tmp, op, originator);
1782
1783 if (op->destroyed ())
1784 return 1;
1785
1786 /* what the person/creature stepped onto has moved the object
1787 * someplace new. Don't process any further - if we did,
1788 * have a feeling strange problems would result.
1789 */
1790 if (op->map != m || op->x != x || op->y != y)
1791 return 0;
1792 }
1793 }
1794
1795 return 0;
1796 }
1797
1798 /*
1799 * present_arch(arch, map, x, y) searches for any objects with
1800 * a matching archetype at the given map and coordinates.
1801 * The first matching object is returned, or NULL if none.
1802 */
1803 object *
1804 present_arch (const archetype *at, maptile *m, int x, int y)
1805 {
1806 if (!m || out_of_map (m, x, y))
1807 {
1808 LOG (llevError, "Present_arch called outside map.\n");
1809 return NULL;
1810 }
1811
1812 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1813 if (tmp->arch->archname == at->archname)
1814 return tmp;
1815
1816 return NULL;
1817 }
1818
1819 /*
1820 * present(type, map, x, y) searches for any objects with
1821 * a matching type variable at the given map and coordinates.
1822 * The first matching object is returned, or NULL if none.
1823 */
1824 object *
1825 present (unsigned char type, maptile *m, int x, int y)
1826 {
1827 if (out_of_map (m, x, y))
1828 {
1829 LOG (llevError, "Present called outside map.\n");
1830 return NULL;
1831 }
1832
1833 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1834 if (tmp->type == type)
1835 return tmp;
1836
1837 return NULL;
1838 }
1839
1840 /*
1841 * present_in_ob(type, object) searches for any objects with
1842 * a matching type variable in the inventory of the given object.
1843 * The first matching object is returned, or NULL if none.
1844 */
1845 object *
1846 present_in_ob (unsigned char type, const object *op)
1847 {
1848 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1849 if (tmp->type == type)
1850 return tmp;
1851
1852 return NULL;
1853 }
1854
1855 /*
1856 * present_in_ob (type, str, object) searches for any objects with
1857 * a matching type & name variable in the inventory of the given object.
1858 * The first matching object is returned, or NULL if none.
1859 * This is mostly used by spell effect code, so that we only
1860 * have one spell effect at a time.
1861 * type can be used to narrow the search - if type is set,
1862 * the type must also match. -1 can be passed for the type,
1863 * in which case the type does not need to pass.
1864 * str is the string to match against. Note that we match against
1865 * the object name, not the archetype name. this is so that the
1866 * spell code can use one object type (force), but change it's name
1867 * to be unique.
1868 */
1869 object *
1870 present_in_ob_by_name (int type, const char *str, const object *op)
1871 {
1872 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1873 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1874 return tmp;
1875
1876 return 0;
1877 }
1878
1879 /*
1880 * present_arch_in_ob(archetype, object) searches for any objects with
1881 * a matching archetype in the inventory of the given object.
1882 * The first matching object is returned, or NULL if none.
1883 */
1884 object *
1885 present_arch_in_ob (const archetype *at, const object *op)
1886 {
1887 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1888 if (tmp->arch->archname == at->archname)
1889 return tmp;
1890
1891 return NULL;
1892 }
1893
1894 /*
1895 * activate recursively a flag on an object inventory
1896 */
1897 void
1898 flag_inv (object *op, int flag)
1899 {
1900 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1901 {
1902 SET_FLAG (tmp, flag);
1903 flag_inv (tmp, flag);
1904 }
1905 }
1906
1907 /*
1908 * deactivate recursively a flag on an object inventory
1909 */
1910 void
1911 unflag_inv (object *op, int flag)
1912 {
1913 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1914 {
1915 CLEAR_FLAG (tmp, flag);
1916 unflag_inv (tmp, flag);
1917 }
1918 }
1919
1920 /*
1921 * find_free_spot(object, map, x, y, start, stop) will search for
1922 * a spot at the given map and coordinates which will be able to contain
1923 * the given object. start and stop specifies how many squares
1924 * to search (see the freearr_x/y[] definition).
1925 * It returns a random choice among the alternatives found.
1926 * start and stop are where to start relative to the free_arr array (1,9
1927 * does all 4 immediate directions). This returns the index into the
1928 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1929 * Note: This function does correctly handle tiled maps, but does not
1930 * inform the caller. However, insert_ob_in_map will update as
1931 * necessary, so the caller shouldn't need to do any special work.
1932 * Note - updated to take an object instead of archetype - this is necessary
1933 * because arch_blocked (now ob_blocked) needs to know the movement type
1934 * to know if the space in question will block the object. We can't use
1935 * the archetype because that isn't correct if the monster has been
1936 * customized, changed states, etc.
1937 */
1938 int
1939 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1940 {
1941 int altern[SIZEOFFREE];
1942 int index = 0, flag;
1943
1944 for (int i = start; i < stop; i++)
1945 {
1946 mapxy pos (m, x, y); pos.move (i);
1947
1948 if (!pos.normalise ())
1949 continue;
1950
1951 mapspace &ms = *pos;
1952
1953 if (ms.flags () & P_IS_ALIVE)
1954 continue;
1955
1956 /* However, often
1957 * ob doesn't have any move type (when used to place exits)
1958 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1959 */
1960 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1961 {
1962 altern [index++] = i;
1963 continue;
1964 }
1965
1966 /* Basically, if we find a wall on a space, we cut down the search size.
1967 * In this way, we won't return spaces that are on another side of a wall.
1968 * This mostly work, but it cuts down the search size in all directions -
1969 * if the space being examined only has a wall to the north and empty
1970 * spaces in all the other directions, this will reduce the search space
1971 * to only the spaces immediately surrounding the target area, and
1972 * won't look 2 spaces south of the target space.
1973 */
1974 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1975 {
1976 stop = maxfree[i];
1977 continue;
1978 }
1979
1980 /* Note it is intentional that we check ob - the movement type of the
1981 * head of the object should correspond for the entire object.
1982 */
1983 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1984 continue;
1985
1986 if (ob->blocked (m, pos.x, pos.y))
1987 continue;
1988
1989 altern [index++] = i;
1990 }
1991
1992 if (!index)
1993 return -1;
1994
1995 return altern [rndm (index)];
1996 }
1997
1998 /*
1999 * find_first_free_spot(archetype, maptile, x, y) works like
2000 * find_free_spot(), but it will search max number of squares.
2001 * But it will return the first available spot, not a random choice.
2002 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2003 */
2004 int
2005 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2006 {
2007 for (int i = 0; i < SIZEOFFREE; i++)
2008 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2009 return i;
2010
2011 return -1;
2012 }
2013
2014 /*
2015 * The function permute(arr, begin, end) randomly reorders the array
2016 * arr[begin..end-1].
2017 * now uses a fisher-yates shuffle, old permute was broken
2018 */
2019 static void
2020 permute (int *arr, int begin, int end)
2021 {
2022 arr += begin;
2023 end -= begin;
2024
2025 while (--end)
2026 swap (arr [end], arr [rndm (end + 1)]);
2027 }
2028
2029 /* new function to make monster searching more efficient, and effective!
2030 * This basically returns a randomized array (in the passed pointer) of
2031 * the spaces to find monsters. In this way, it won't always look for
2032 * monsters to the north first. However, the size of the array passed
2033 * covers all the spaces, so within that size, all the spaces within
2034 * the 3x3 area will be searched, just not in a predictable order.
2035 */
2036 void
2037 get_search_arr (int *search_arr)
2038 {
2039 int i;
2040
2041 for (i = 0; i < SIZEOFFREE; i++)
2042 search_arr[i] = i;
2043
2044 permute (search_arr, 1, SIZEOFFREE1 + 1);
2045 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2046 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2047 }
2048
2049 /*
2050 * find_dir(map, x, y, exclude) will search some close squares in the
2051 * given map at the given coordinates for live objects.
2052 * It will not considered the object given as exclude among possible
2053 * live objects.
2054 * It returns the direction toward the first/closest live object if finds
2055 * any, otherwise 0.
2056 * Perhaps incorrectly, but I'm making the assumption that exclude
2057 * is actually want is going to try and move there. We need this info
2058 * because we have to know what movement the thing looking to move
2059 * there is capable of.
2060 */
2061 int
2062 find_dir (maptile *m, int x, int y, object *exclude)
2063 {
2064 int i, max = SIZEOFFREE, mflags;
2065
2066 sint16 nx, ny;
2067 object *tmp;
2068 maptile *mp;
2069
2070 MoveType blocked, move_type;
2071
2072 if (exclude && exclude->head_ () != exclude)
2073 {
2074 exclude = exclude->head;
2075 move_type = exclude->move_type;
2076 }
2077 else
2078 {
2079 /* If we don't have anything, presume it can use all movement types. */
2080 move_type = MOVE_ALL;
2081 }
2082
2083 for (i = 1; i < max; i++)
2084 {
2085 mp = m;
2086 nx = x + freearr_x[i];
2087 ny = y + freearr_y[i];
2088
2089 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2090
2091 if (mflags & P_OUT_OF_MAP)
2092 max = maxfree[i];
2093 else
2094 {
2095 mapspace &ms = mp->at (nx, ny);
2096
2097 blocked = ms.move_block;
2098
2099 if ((move_type & blocked) == move_type)
2100 max = maxfree[i];
2101 else if (mflags & P_IS_ALIVE)
2102 {
2103 for (tmp = ms.bot; tmp; tmp = tmp->above)
2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2105 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2106 break;
2107
2108 if (tmp)
2109 return freedir[i];
2110 }
2111 }
2112 }
2113
2114 return 0;
2115 }
2116
2117 /*
2118 * distance(object 1, object 2) will return the square of the
2119 * distance between the two given objects.
2120 */
2121 int
2122 distance (const object *ob1, const object *ob2)
2123 {
2124 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2125 }
2126
2127 /*
2128 * find_dir_2(delta-x,delta-y) will return a direction in which
2129 * an object which has subtracted the x and y coordinates of another
2130 * object, needs to travel toward it.
2131 */
2132 int
2133 find_dir_2 (int x, int y)
2134 {
2135 int q;
2136
2137 if (y)
2138 q = x * 100 / y;
2139 else if (x)
2140 q = -300 * x;
2141 else
2142 return 0;
2143
2144 if (y > 0)
2145 {
2146 if (q < -242)
2147 return 3;
2148 if (q < -41)
2149 return 2;
2150 if (q < 41)
2151 return 1;
2152 if (q < 242)
2153 return 8;
2154 return 7;
2155 }
2156
2157 if (q < -242)
2158 return 7;
2159 if (q < -41)
2160 return 6;
2161 if (q < 41)
2162 return 5;
2163 if (q < 242)
2164 return 4;
2165
2166 return 3;
2167 }
2168
2169 /*
2170 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2171 * between two directions (which are expected to be absolute (see absdir())
2172 */
2173 int
2174 dirdiff (int dir1, int dir2)
2175 {
2176 int d;
2177
2178 d = abs (dir1 - dir2);
2179 if (d > 4)
2180 d = 8 - d;
2181
2182 return d;
2183 }
2184
2185 /* peterm:
2186 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2187 * Basically, this is a table of directions, and what directions
2188 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2189 * This basically means that if direction is 15, then it could either go
2190 * direction 4, 14, or 16 to get back to where we are.
2191 * Moved from spell_util.c to object.c with the other related direction
2192 * functions.
2193 */
2194 int reduction_dir[SIZEOFFREE][3] = {
2195 {0, 0, 0}, /* 0 */
2196 {0, 0, 0}, /* 1 */
2197 {0, 0, 0}, /* 2 */
2198 {0, 0, 0}, /* 3 */
2199 {0, 0, 0}, /* 4 */
2200 {0, 0, 0}, /* 5 */
2201 {0, 0, 0}, /* 6 */
2202 {0, 0, 0}, /* 7 */
2203 {0, 0, 0}, /* 8 */
2204 {8, 1, 2}, /* 9 */
2205 {1, 2, -1}, /* 10 */
2206 {2, 10, 12}, /* 11 */
2207 {2, 3, -1}, /* 12 */
2208 {2, 3, 4}, /* 13 */
2209 {3, 4, -1}, /* 14 */
2210 {4, 14, 16}, /* 15 */
2211 {5, 4, -1}, /* 16 */
2212 {4, 5, 6}, /* 17 */
2213 {6, 5, -1}, /* 18 */
2214 {6, 20, 18}, /* 19 */
2215 {7, 6, -1}, /* 20 */
2216 {6, 7, 8}, /* 21 */
2217 {7, 8, -1}, /* 22 */
2218 {8, 22, 24}, /* 23 */
2219 {8, 1, -1}, /* 24 */
2220 {24, 9, 10}, /* 25 */
2221 {9, 10, -1}, /* 26 */
2222 {10, 11, -1}, /* 27 */
2223 {27, 11, 29}, /* 28 */
2224 {11, 12, -1}, /* 29 */
2225 {12, 13, -1}, /* 30 */
2226 {12, 13, 14}, /* 31 */
2227 {13, 14, -1}, /* 32 */
2228 {14, 15, -1}, /* 33 */
2229 {33, 15, 35}, /* 34 */
2230 {16, 15, -1}, /* 35 */
2231 {17, 16, -1}, /* 36 */
2232 {18, 17, 16}, /* 37 */
2233 {18, 17, -1}, /* 38 */
2234 {18, 19, -1}, /* 39 */
2235 {41, 19, 39}, /* 40 */
2236 {19, 20, -1}, /* 41 */
2237 {20, 21, -1}, /* 42 */
2238 {20, 21, 22}, /* 43 */
2239 {21, 22, -1}, /* 44 */
2240 {23, 22, -1}, /* 45 */
2241 {45, 47, 23}, /* 46 */
2242 {23, 24, -1}, /* 47 */
2243 {24, 9, -1}
2244 }; /* 48 */
2245
2246 /* Recursive routine to step back and see if we can
2247 * find a path to that monster that we found. If not,
2248 * we don't bother going toward it. Returns 1 if we
2249 * can see a direct way to get it
2250 * Modified to be map tile aware -.MSW
2251 */
2252 int
2253 can_see_monsterP (maptile *m, int x, int y, int dir)
2254 {
2255 sint16 dx, dy;
2256 int mflags;
2257
2258 if (dir < 0)
2259 return 0; /* exit condition: invalid direction */
2260
2261 dx = x + freearr_x[dir];
2262 dy = y + freearr_y[dir];
2263
2264 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2265
2266 /* This functional arguably was incorrect before - it was
2267 * checking for P_WALL - that was basically seeing if
2268 * we could move to the monster - this is being more
2269 * literal on if we can see it. To know if we can actually
2270 * move to the monster, we'd need the monster passed in or
2271 * at least its move type.
2272 */
2273 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2274 return 0;
2275
2276 /* yes, can see. */
2277 if (dir < 9)
2278 return 1;
2279
2280 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2281 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2282 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2283 }
2284
2285 /*
2286 * can_pick(picker, item): finds out if an object is possible to be
2287 * picked up by the picker. Returnes 1 if it can be
2288 * picked up, otherwise 0.
2289 *
2290 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2291 * core dumps if they do.
2292 *
2293 * Add a check so we can't pick up invisible objects (0.93.8)
2294 */
2295 int
2296 can_pick (const object *who, const object *item)
2297 {
2298 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2299 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2300 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2301 }
2302
2303 /*
2304 * create clone from object to another
2305 */
2306 object *
2307 object::deep_clone ()
2308 {
2309 assert (("deep_clone called on non-head object", is_head ()));
2310
2311 object *dst = clone ();
2312
2313 object *prev = dst;
2314 for (object *part = this->more; part; part = part->more)
2315 {
2316 object *tmp = part->clone ();
2317 tmp->head = dst;
2318 prev->more = tmp;
2319 prev = tmp;
2320 }
2321
2322 for (object *item = inv; item; item = item->below)
2323 insert_ob_in_ob (item->deep_clone (), dst);
2324
2325 return dst;
2326 }
2327
2328 /* This returns the first object in who's inventory that
2329 * has the same type and subtype match.
2330 * returns NULL if no match.
2331 */
2332 object *
2333 find_obj_by_type_subtype (const object *who, int type, int subtype)
2334 {
2335 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2336 if (tmp->type == type && tmp->subtype == subtype)
2337 return tmp;
2338
2339 return 0;
2340 }
2341
2342 const shstr &
2343 object::kv_get (const shstr &key) const
2344 {
2345 for (key_value *kv = key_values; kv; kv = kv->next)
2346 if (kv->key == key)
2347 return kv->value;
2348
2349 return shstr_null;
2350 }
2351
2352 void
2353 object::kv_set (const shstr &key, const shstr &value)
2354 {
2355 for (key_value *kv = key_values; kv; kv = kv->next)
2356 if (kv->key == key)
2357 {
2358 kv->value = value;
2359 return;
2360 }
2361
2362 key_value *kv = new key_value;
2363
2364 kv->next = key_values;
2365 kv->key = key;
2366 kv->value = value;
2367
2368 key_values = kv;
2369 }
2370
2371 void
2372 object::kv_del (const shstr &key)
2373 {
2374 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2375 if ((*kvp)->key == key)
2376 {
2377 key_value *kv = *kvp;
2378 *kvp = (*kvp)->next;
2379 delete kv;
2380 return;
2381 }
2382 }
2383
2384 object::depth_iterator::depth_iterator (object *container)
2385 : iterator_base (container)
2386 {
2387 while (item->inv)
2388 item = item->inv;
2389 }
2390
2391 void
2392 object::depth_iterator::next ()
2393 {
2394 if (item->below)
2395 {
2396 item = item->below;
2397
2398 while (item->inv)
2399 item = item->inv;
2400 }
2401 else
2402 item = item->env;
2403 }
2404
2405 const char *
2406 object::flag_desc (char *desc, int len) const
2407 {
2408 char *p = desc;
2409 bool first = true;
2410
2411 *p = 0;
2412
2413 for (int i = 0; i < NUM_FLAGS; i++)
2414 {
2415 if (len <= 10) // magic constant!
2416 {
2417 snprintf (p, len, ",...");
2418 break;
2419 }
2420
2421 if (flag [i])
2422 {
2423 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2424 len -= cnt;
2425 p += cnt;
2426 first = false;
2427 }
2428 }
2429
2430 return desc;
2431 }
2432
2433 // return a suitable string describing an object in enough detail to find it
2434 const char *
2435 object::debug_desc (char *info) const
2436 {
2437 char flagdesc[512];
2438 char info2[256 * 4];
2439 char *p = info;
2440
2441 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2442 count,
2443 uuid.c_str (),
2444 &name,
2445 title ? ",title:\"" : "",
2446 title ? (const char *)title : "",
2447 title ? "\"" : "",
2448 flag_desc (flagdesc, 512), type);
2449
2450 if (!flag[FLAG_REMOVED] && env)
2451 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2452
2453 if (map)
2454 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2455
2456 return info;
2457 }
2458
2459 const char *
2460 object::debug_desc () const
2461 {
2462 static char info[3][256 * 4];
2463 static int info_idx;
2464
2465 return debug_desc (info [++info_idx % 3]);
2466 }
2467
2468 struct region *
2469 object::region () const
2470 {
2471 return map ? map->region (x, y)
2472 : region::default_region ();
2473 }
2474
2475 const materialtype_t *
2476 object::dominant_material () const
2477 {
2478 if (materialtype_t *mt = name_to_material (materialname))
2479 return mt;
2480
2481 return name_to_material (shstr_unknown);
2482 }
2483
2484 void
2485 object::open_container (object *new_container)
2486 {
2487 if (container == new_container)
2488 return;
2489
2490 object *old_container = container;
2491
2492 if (old_container)
2493 {
2494 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2495 return;
2496
2497 #if 0
2498 // remove the "Close old_container" object.
2499 if (object *closer = old_container->inv)
2500 if (closer->type == CLOSE_CON)
2501 closer->destroy ();
2502 #endif
2503
2504 // make sure the container is available
2505 esrv_send_item (this, old_container);
2506
2507 old_container->flag [FLAG_APPLIED] = false;
2508 container = 0;
2509
2510 // client needs item update to make it work, client bug requires this to be separate
2511 esrv_update_item (UPD_FLAGS, this, old_container);
2512
2513 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2514 play_sound (sound_find ("chest_close"));
2515 }
2516
2517 if (new_container)
2518 {
2519 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2520 return;
2521
2522 // TODO: this does not seem to serve any purpose anymore?
2523 #if 0
2524 // insert the "Close Container" object.
2525 if (archetype *closer = new_container->other_arch)
2526 {
2527 object *closer = arch_to_object (new_container->other_arch);
2528 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2529 new_container->insert (closer);
2530 }
2531 #endif
2532
2533 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2534
2535 // make sure the container is available, client bug requires this to be separate
2536 esrv_send_item (this, new_container);
2537
2538 new_container->flag [FLAG_APPLIED] = true;
2539 container = new_container;
2540
2541 // client needs flag change
2542 esrv_update_item (UPD_FLAGS, this, new_container);
2543 esrv_send_inventory (this, new_container);
2544 play_sound (sound_find ("chest_open"));
2545 }
2546 // else if (!old_container->env && contr && contr->ns)
2547 // contr->ns->floorbox_reset ();
2548 }
2549
2550 object *
2551 object::force_find (const shstr name)
2552 {
2553 /* cycle through his inventory to look for the MARK we want to
2554 * place
2555 */
2556 for (object *tmp = inv; tmp; tmp = tmp->below)
2557 if (tmp->type == FORCE && tmp->slaying == name)
2558 return splay (tmp);
2559
2560 return 0;
2561 }
2562
2563 void
2564 object::force_add (const shstr name, int duration)
2565 {
2566 if (object *force = force_find (name))
2567 force->destroy ();
2568
2569 object *force = get_archetype (FORCE_NAME);
2570
2571 force->slaying = name;
2572 force->stats.food = 1;
2573 force->speed_left = -1.f;
2574
2575 force->set_speed (duration ? 1.f / duration : 0.f);
2576 force->flag [FLAG_IS_USED_UP] = true;
2577 force->flag [FLAG_APPLIED] = true;
2578
2579 insert (force);
2580 }
2581
2582 void
2583 object::play_sound (faceidx sound)
2584 {
2585 if (!sound)
2586 return;
2587
2588 if (flag [FLAG_REMOVED])
2589 return;
2590
2591 if (env)
2592 {
2593 if (object *pl = in_player ())
2594 pl->contr->play_sound (sound);
2595 }
2596 else
2597 map->play_sound (sound, x, y);
2598 }
2599