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Revision: 1.249
Committed: Tue Jul 15 20:41:58 2008 UTC (15 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.248: +1 -1 lines
Log Message:
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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 /* 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 && pl->contr->ns && !pl->contr->ns->update_look)
351 || this == pl->container)
352 return pl;
353 }
354 }
355
356 return 0;
357 }
358
359 // adjust weight per container type ("of holding")
360 static sint32
361 weight_adjust_for (object *op, sint32 weight)
362 {
363 return op->type == CONTAINER
364 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
365 : weight;
366 }
367
368 /*
369 * adjust_weight(object, weight) adds the specified weight to an object,
370 * and also updates how much the environment(s) is/are carrying.
371 */
372 static void
373 adjust_weight (object *op, sint32 weight)
374 {
375 while (op)
376 {
377 // adjust by actual difference to account for rounding errors
378 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
379 weight = weight_adjust_for (op, op->carrying)
380 - weight_adjust_for (op, op->carrying - weight);
381
382 if (!weight)
383 return;
384
385 op->carrying += weight;
386
387 if (object *pl = op->visible_to ())
388 if (pl != op) // player is handled lazily
389 esrv_update_item (UPD_WEIGHT, pl, op);
390
391 op = op->env;
392 }
393 }
394
395 /*
396 * this is a recursive function which calculates the weight
397 * an object is carrying. It goes through op and figures out how much
398 * containers are carrying, and sums it up.
399 */
400 void
401 object::update_weight ()
402 {
403 sint32 sum = 0;
404
405 for (object *op = inv; op; op = op->below)
406 {
407 if (op->inv)
408 op->update_weight ();
409
410 sum += op->total_weight ();
411 }
412
413 sum = weight_adjust_for (this, sum);
414
415 if (sum != carrying)
416 {
417 carrying = sum;
418
419 if (object *pl = visible_to ())
420 if (pl != this) // player is handled lazily
421 esrv_update_item (UPD_WEIGHT, pl, this);
422 }
423 }
424
425 /*
426 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
427 */
428 char *
429 dump_object (object *op)
430 {
431 if (!op)
432 return strdup ("[NULLOBJ]");
433
434 object_freezer freezer;
435 op->write (freezer);
436 return freezer.as_string ();
437 }
438
439 /*
440 * get_nearest_part(multi-object, object 2) returns the part of the
441 * multi-object 1 which is closest to the second object.
442 * If it's not a multi-object, it is returned.
443 */
444 object *
445 get_nearest_part (object *op, const object *pl)
446 {
447 object *tmp, *closest;
448 int last_dist, i;
449
450 if (!op->more)
451 return op;
452
453 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
454 tmp;
455 tmp = tmp->more)
456 if ((i = distance (tmp, pl)) < last_dist)
457 closest = tmp, last_dist = i;
458
459 return closest;
460 }
461
462 /*
463 * Returns the object which has the count-variable equal to the argument.
464 * VERRRY slow.
465 */
466 object *
467 find_object (tag_t i)
468 {
469 for_all_objects (op)
470 if (op->count == i)
471 return op;
472
473 return 0;
474 }
475
476 /*
477 * Returns the first object which has a name equal to the argument.
478 * Used only by the patch command, but not all that useful.
479 * Enables features like "patch <name-of-other-player> food 999"
480 */
481 object *
482 find_object_name (const char *str)
483 {
484 shstr_cmp str_ (str);
485
486 if (str_)
487 for_all_objects (op)
488 if (op->name == str_)
489 return op;
490
491 return 0;
492 }
493
494 /*
495 * Sets the owner and sets the skill and exp pointers to owner's current
496 * skill and experience objects.
497 * ACTUALLY NO! investigate! TODO
498 */
499 void
500 object::set_owner (object *owner)
501 {
502 // allow objects which own objects
503 if (owner)
504 while (owner->owner)
505 owner = owner->owner;
506
507 if (flag [FLAG_FREED])
508 {
509 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
510 return;
511 }
512
513 this->owner = owner;
514 }
515
516 int
517 object::slottype () const
518 {
519 if (type == SKILL)
520 {
521 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
522 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
523 }
524 else
525 {
526 if (slot [body_combat].info) return slot_combat;
527 if (slot [body_range ].info) return slot_ranged;
528 }
529
530 return slot_none;
531 }
532
533 bool
534 object::change_weapon (object *ob)
535 {
536 if (current_weapon == ob)
537 return true;
538
539 if (chosen_skill)
540 chosen_skill->flag [FLAG_APPLIED] = false;
541
542 current_weapon = ob;
543 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
544
545 if (chosen_skill)
546 chosen_skill->flag [FLAG_APPLIED] = true;
547
548 update_stats ();
549
550 if (ob)
551 {
552 // now check wether any body locations became invalid, in which case
553 // we cannot apply the weapon at the moment.
554 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
555 if (slot[i].used < 0)
556 {
557 current_weapon = chosen_skill = 0;
558 update_stats ();
559
560 new_draw_info_format (NDI_UNIQUE, 0, this,
561 "You try to balance all your items at once, "
562 "but the %s is just too much for your body. "
563 "[You need to unapply some items first.]", &ob->name);
564 return false;
565 }
566
567 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
568 }
569 else
570 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
571
572 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
573 {
574 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
575 &name, ob->debug_desc ());
576 return false;
577 }
578
579 return true;
580 }
581
582 /* Zero the key_values on op, decrementing the shared-string
583 * refcounts and freeing the links.
584 */
585 static void
586 free_key_values (object *op)
587 {
588 for (key_value *i = op->key_values; i; )
589 {
590 key_value *next = i->next;
591 delete i;
592
593 i = next;
594 }
595
596 op->key_values = 0;
597 }
598
599 /*
600 * copy_to first frees everything allocated by the dst object,
601 * and then copies the contents of itself into the second
602 * object, allocating what needs to be allocated. Basically, any
603 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
604 * if the first object is freed, the pointers in the new object
605 * will point at garbage.
606 */
607 void
608 object::copy_to (object *dst)
609 {
610 dst->remove ();
611 *(object_copy *)dst = *this;
612 dst->flag [FLAG_REMOVED] = true;
613
614 /* Copy over key_values, if any. */
615 if (key_values)
616 {
617 key_value *tail = 0;
618 dst->key_values = 0;
619
620 for (key_value *i = key_values; i; i = i->next)
621 {
622 key_value *new_link = new key_value;
623
624 new_link->next = 0;
625 new_link->key = i->key;
626 new_link->value = i->value;
627
628 /* Try and be clever here, too. */
629 if (!dst->key_values)
630 {
631 dst->key_values = new_link;
632 tail = new_link;
633 }
634 else
635 {
636 tail->next = new_link;
637 tail = new_link;
638 }
639 }
640 }
641
642 if (speed < 0)
643 dst->speed_left -= rndm ();
644
645 dst->set_speed (dst->speed);
646 }
647
648 void
649 object::instantiate ()
650 {
651 if (!uuid.seq) // HACK
652 uuid = UUID::gen ();
653
654 speed_left = -0.1f;
655 /* copy the body_info to the body_used - this is only really
656 * need for monsters, but doesn't hurt to do it for everything.
657 * by doing so, when a monster is created, it has good starting
658 * values for the body_used info, so when items are created
659 * for it, they can be properly equipped.
660 */
661 for (int i = NUM_BODY_LOCATIONS; i--; )
662 slot[i].used = slot[i].info;
663
664 attachable::instantiate ();
665 }
666
667 object *
668 object::clone ()
669 {
670 object *neu = create ();
671 copy_to (neu);
672 neu->map = map; // not copied by copy_to
673 return neu;
674 }
675
676 /*
677 * If an object with the IS_TURNABLE() flag needs to be turned due
678 * to the closest player being on the other side, this function can
679 * be called to update the face variable, _and_ how it looks on the map.
680 */
681 void
682 update_turn_face (object *op)
683 {
684 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
685 return;
686
687 SET_ANIMATION (op, op->direction);
688 update_object (op, UP_OBJ_FACE);
689 }
690
691 /*
692 * Updates the speed of an object. If the speed changes from 0 to another
693 * value, or vice versa, then add/remove the object from the active list.
694 * This function needs to be called whenever the speed of an object changes.
695 */
696 void
697 object::set_speed (float speed)
698 {
699 if (flag [FLAG_FREED] && speed)
700 {
701 LOG (llevError, "Object %s is freed but has speed.\n", &name);
702 speed = 0;
703 }
704
705 this->speed = speed;
706
707 if (has_active_speed ())
708 activate ();
709 else
710 deactivate ();
711 }
712
713 /*
714 * update_object() updates the the map.
715 * It takes into account invisible objects (and represent squares covered
716 * by invisible objects by whatever is below them (unless it's another
717 * invisible object, etc...)
718 * If the object being updated is beneath a player, the look-window
719 * of that player is updated (this might be a suboptimal way of
720 * updating that window, though, since update_object() is called _often_)
721 *
722 * action is a hint of what the caller believes need to be done.
723 * current action are:
724 * UP_OBJ_INSERT: op was inserted
725 * UP_OBJ_REMOVE: op was removed
726 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
727 * as that is easier than trying to look at what may have changed.
728 * UP_OBJ_FACE: only the objects face has changed.
729 */
730 void
731 update_object (object *op, int action)
732 {
733 if (!op)
734 {
735 /* this should never happen */
736 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
737 return;
738 }
739
740 if (!op->is_on_map ())
741 {
742 /* Animation is currently handled by client, so nothing
743 * to do in this case.
744 */
745 return;
746 }
747
748 /* make sure the object is within map boundaries */
749 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
750 {
751 LOG (llevError, "update_object() called for object out of map!\n");
752 #ifdef MANY_CORES
753 abort ();
754 #endif
755 return;
756 }
757
758 mapspace &m = op->ms ();
759
760 if (!(m.flags_ & P_UPTODATE))
761 /* nop */;
762 else if (action == UP_OBJ_INSERT)
763 {
764 // this is likely overkill, TODO: revisit (schmorp)
765 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
766 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
767 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
768 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
769 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
770 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
771 || (m.move_on | op->move_on ) != m.move_on
772 || (m.move_off | op->move_off ) != m.move_off
773 || (m.move_slow | op->move_slow) != m.move_slow
774 /* This isn't perfect, but I don't expect a lot of objects to
775 * to have move_allow right now.
776 */
777 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
778 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
779 m.flags_ = 0;
780 }
781 /* if the object is being removed, we can't make intelligent
782 * decisions, because remove_ob can't really pass the object
783 * that is being removed.
784 */
785 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
786 m.flags_ = 0;
787 else if (action == UP_OBJ_FACE)
788 /* Nothing to do for that case */ ;
789 else
790 LOG (llevError, "update_object called with invalid action: %d\n", action);
791
792 if (op->more)
793 update_object (op->more, action);
794 }
795
796 object::object ()
797 {
798 SET_FLAG (this, FLAG_REMOVED);
799
800 expmul = 1.0;
801 face = blank_face;
802 }
803
804 object::~object ()
805 {
806 unlink ();
807
808 free_key_values (this);
809 }
810
811 static int object_count;
812
813 void object::link ()
814 {
815 assert (!index);//D
816 uuid = UUID::gen ();
817 count = ++object_count;
818
819 refcnt_inc ();
820 objects.insert (this);
821 }
822
823 void object::unlink ()
824 {
825 if (!index)
826 return;
827
828 objects.erase (this);
829 refcnt_dec ();
830 }
831
832 void
833 object::activate ()
834 {
835 /* If already on active list, don't do anything */
836 if (active)
837 return;
838
839 if (has_active_speed ())
840 actives.insert (this);
841 }
842
843 void
844 object::activate_recursive ()
845 {
846 activate ();
847
848 for (object *op = inv; op; op = op->below)
849 op->activate_recursive ();
850 }
851
852 /* This function removes object 'op' from the list of active
853 * objects.
854 * This should only be used for style maps or other such
855 * reference maps where you don't want an object that isn't
856 * in play chewing up cpu time getting processed.
857 * The reverse of this is to call update_ob_speed, which
858 * will do the right thing based on the speed of the object.
859 */
860 void
861 object::deactivate ()
862 {
863 /* If not on the active list, nothing needs to be done */
864 if (!active)
865 return;
866
867 actives.erase (this);
868 }
869
870 void
871 object::deactivate_recursive ()
872 {
873 for (object *op = inv; op; op = op->below)
874 op->deactivate_recursive ();
875
876 deactivate ();
877 }
878
879 void
880 object::set_flag_inv (int flag, int value)
881 {
882 for (object *op = inv; op; op = op->below)
883 {
884 op->flag [flag] = value;
885 op->set_flag_inv (flag, value);
886 }
887 }
888
889 /*
890 * Remove and free all objects in the inventory of the given object.
891 * object.c ?
892 */
893 void
894 object::destroy_inv (bool drop_to_ground)
895 {
896 // need to check first, because the checks below might segfault
897 // as we might be on an invalid mapspace and crossfire code
898 // is too buggy to ensure that the inventory is empty.
899 // corollary: if you create arrows etc. with stuff in its inventory,
900 // cf will crash below with off-map x and y
901 if (!inv)
902 return;
903
904 /* Only if the space blocks everything do we not process -
905 * if some form of movement is allowed, let objects
906 * drop on that space.
907 */
908 if (!drop_to_ground
909 || !map
910 || map->in_memory != MAP_ACTIVE
911 || map->no_drop
912 || ms ().move_block == MOVE_ALL)
913 {
914 while (inv)
915 {
916 inv->destroy_inv (false);
917 inv->destroy ();
918 }
919 }
920 else
921 { /* Put objects in inventory onto this space */
922 while (inv)
923 {
924 object *op = inv;
925
926 if (op->flag [FLAG_STARTEQUIP]
927 || op->flag [FLAG_NO_DROP]
928 || op->type == RUNE
929 || op->type == TRAP
930 || op->flag [FLAG_IS_A_TEMPLATE]
931 || op->flag [FLAG_DESTROY_ON_DEATH])
932 op->destroy (true);
933 else
934 map->insert (op, x, y);
935 }
936 }
937 }
938
939 object *object::create ()
940 {
941 object *op = new object;
942 op->link ();
943 return op;
944 }
945
946 static struct freed_map : maptile
947 {
948 freed_map ()
949 {
950 path = "<freed objects map>";
951 name = "/internal/freed_objects_map";
952 width = 3;
953 height = 3;
954 no_drop = 1;
955 no_reset = 1;
956
957 alloc ();
958 in_memory = MAP_ACTIVE;
959 }
960
961 ~freed_map ()
962 {
963 destroy ();
964 }
965 } freed_map; // freed objects are moved here to avoid crashes
966
967 void
968 object::do_destroy ()
969 {
970 if (flag [FLAG_IS_LINKED])
971 remove_button_link (this);
972
973 if (flag [FLAG_FRIENDLY])
974 remove_friendly_object (this);
975
976 remove ();
977
978 attachable::do_destroy ();
979
980 deactivate ();
981 unlink ();
982
983 flag [FLAG_FREED] = 1;
984
985 // hack to ensure that freed objects still have a valid map
986 map = &freed_map;
987 x = 1;
988 y = 1;
989
990 if (more)
991 {
992 more->destroy ();
993 more = 0;
994 }
995
996 head = 0;
997
998 // clear those pointers that likely might cause circular references
999 owner = 0;
1000 enemy = 0;
1001 attacked_by = 0;
1002 current_weapon = 0;
1003 }
1004
1005 void
1006 object::destroy (bool destroy_inventory)
1007 {
1008 if (destroyed ())
1009 return;
1010
1011 if (!is_head () && !head->destroyed ())
1012 {
1013 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1014 head->destroy (destroy_inventory);
1015 return;
1016 }
1017
1018 destroy_inv (!destroy_inventory);
1019
1020 if (is_head ())
1021 if (sound_destroy)
1022 play_sound (sound_destroy);
1023 else if (flag [FLAG_MONSTER])
1024 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1025
1026 attachable::destroy ();
1027 }
1028
1029 /* op->remove ():
1030 * This function removes the object op from the linked list of objects
1031 * which it is currently tied to. When this function is done, the
1032 * object will have no environment. If the object previously had an
1033 * environment, the x and y coordinates will be updated to
1034 * the previous environment.
1035 */
1036 void
1037 object::do_remove ()
1038 {
1039 object *tmp, *last = 0;
1040 object *otmp;
1041
1042 if (flag [FLAG_REMOVED])
1043 return;
1044
1045 INVOKE_OBJECT (REMOVE, this);
1046
1047 flag [FLAG_REMOVED] = true;
1048
1049 if (more)
1050 more->remove ();
1051
1052 /*
1053 * In this case, the object to be removed is in someones
1054 * inventory.
1055 */
1056 if (env)
1057 {
1058 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1059 if (object *pl = visible_to ())
1060 esrv_del_item (pl->contr, count);
1061 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1062
1063 adjust_weight (env, -total_weight ());
1064
1065 /* we set up values so that it could be inserted into
1066 * the map, but we don't actually do that - it is up
1067 * to the caller to decide what we want to do.
1068 */
1069 map = env->map;
1070 x = env->x;
1071 y = env->y;
1072
1073 // make sure cmov optimisation is applicable
1074 *(above ? &above->below : &env->inv) = below;
1075 *(below ? &below->above : &above ) = above; // &above is just a dummy
1076
1077 above = 0;
1078 below = 0;
1079 env = 0;
1080
1081 /* NO_FIX_PLAYER is set when a great many changes are being
1082 * made to players inventory. If set, avoiding the call
1083 * to save cpu time.
1084 */
1085 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1086 otmp->update_stats ();
1087 }
1088 else if (map)
1089 {
1090 map->dirty = true;
1091 mapspace &ms = this->ms ();
1092
1093 if (object *pl = ms.player ())
1094 {
1095 if (type == PLAYER) // this == pl(!)
1096 {
1097 // leaving a spot always closes any open container on the ground
1098 if (container && !container->env)
1099 // this causes spurious floorbox updates, but it ensures
1100 // that the CLOSE event is being sent.
1101 close_container ();
1102
1103 --map->players;
1104 map->touch ();
1105 }
1106 else if (pl->container == this)
1107 {
1108 // removing a container should close it
1109 close_container ();
1110 }
1111
1112 esrv_del_item (pl->contr, count);
1113 }
1114
1115 /* link the object above us */
1116 // re-link, make sure compiler can easily use cmove
1117 *(above ? &above->below : &ms.top) = below;
1118 *(below ? &below->above : &ms.bot) = above;
1119
1120 above = 0;
1121 below = 0;
1122
1123 if (map->in_memory == MAP_SAVING)
1124 return;
1125
1126 int check_walk_off = !flag [FLAG_NO_APPLY];
1127
1128 if (object *pl = ms.player ())
1129 {
1130 if (pl->container == this)
1131 /* If a container that the player is currently using somehow gets
1132 * removed (most likely destroyed), update the player view
1133 * appropriately.
1134 */
1135 pl->close_container ();
1136
1137 //TODO: the floorbox prev/next might need updating
1138 //esrv_del_item (pl->contr, count);
1139 //TODO: update floorbox to preserve ordering
1140 if (pl->contr->ns)
1141 pl->contr->ns->floorbox_update ();
1142 }
1143
1144 for (tmp = ms.bot; tmp; tmp = tmp->above)
1145 {
1146 /* No point updating the players look faces if he is the object
1147 * being removed.
1148 */
1149
1150 /* See if object moving off should effect something */
1151 if (check_walk_off
1152 && ((move_type & tmp->move_off)
1153 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1154 {
1155 move_apply (tmp, this, 0);
1156
1157 if (destroyed ())
1158 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1159 }
1160
1161 last = tmp;
1162 }
1163
1164 /* last == NULL if there are no objects on this space */
1165 //TODO: this makes little sense, why only update the topmost object?
1166 if (!last)
1167 map->at (x, y).flags_ = 0;
1168 else
1169 update_object (last, UP_OBJ_REMOVE);
1170
1171 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1172 update_all_los (map, x, y);
1173 }
1174 }
1175
1176 /*
1177 * merge_ob(op,top):
1178 *
1179 * This function goes through all objects below and including top, and
1180 * merges op to the first matching object.
1181 * If top is NULL, it is calculated.
1182 * Returns pointer to object if it succeded in the merge, otherwise NULL
1183 */
1184 object *
1185 merge_ob (object *op, object *top)
1186 {
1187 if (!op->nrof)
1188 return 0;
1189
1190 if (!top)
1191 for (top = op; top && top->above; top = top->above)
1192 ;
1193
1194 for (; top; top = top->below)
1195 if (object::can_merge (op, top))
1196 {
1197 top->nrof += op->nrof;
1198
1199 if (object *pl = top->visible_to ())
1200 esrv_update_item (UPD_NROF, pl, top);
1201
1202 op->weight = 0; // cancel the addition above
1203 op->carrying = 0; // must be 0 already
1204
1205 op->destroy (1);
1206
1207 return top;
1208 }
1209
1210 return 0;
1211 }
1212
1213 void
1214 object::expand_tail ()
1215 {
1216 if (more)
1217 return;
1218
1219 object *prev = this;
1220
1221 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1222 {
1223 object *op = arch_to_object (at);
1224
1225 op->name = name;
1226 op->name_pl = name_pl;
1227 op->title = title;
1228
1229 op->head = this;
1230 prev->more = op;
1231
1232 prev = op;
1233 }
1234 }
1235
1236 /*
1237 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1238 * job preparing multi-part monsters.
1239 */
1240 object *
1241 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1242 {
1243 op->remove ();
1244
1245 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1246 {
1247 tmp->x = x + tmp->arch->x;
1248 tmp->y = y + tmp->arch->y;
1249 }
1250
1251 return insert_ob_in_map (op, m, originator, flag);
1252 }
1253
1254 /*
1255 * insert_ob_in_map (op, map, originator, flag):
1256 * This function inserts the object in the two-way linked list
1257 * which represents what is on a map.
1258 * The second argument specifies the map, and the x and y variables
1259 * in the object about to be inserted specifies the position.
1260 *
1261 * originator: Player, monster or other object that caused 'op' to be inserted
1262 * into 'map'. May be NULL.
1263 *
1264 * flag is a bitmask about special things to do (or not do) when this
1265 * function is called. see the object.h file for the INS_ values.
1266 * Passing 0 for flag gives proper default values, so flag really only needs
1267 * to be set if special handling is needed.
1268 *
1269 * Return value:
1270 * new object if 'op' was merged with other object
1271 * NULL if 'op' was destroyed
1272 * just 'op' otherwise
1273 */
1274 object *
1275 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1276 {
1277 if (op->is_on_map ())
1278 {
1279 LOG (llevError, "insert_ob_in_map called for object already on map");
1280 abort ();
1281 }
1282
1283 if (op->env)
1284 {
1285 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1286 op->remove ();
1287 }
1288
1289 if (op->face && !face_info (op->face))//D TODO: remove soon
1290 {//D
1291 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1292 op->face = 1;//D
1293 }//D
1294
1295 /* Ideally, the caller figures this out. However, it complicates a lot
1296 * of areas of callers (eg, anything that uses find_free_spot would now
1297 * need extra work
1298 */
1299 if (!xy_normalise (m, op->x, op->y))
1300 {
1301 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1302 return 0;
1303 }
1304
1305 if (object *more = op->more)
1306 if (!insert_ob_in_map (more, m, originator, flag))
1307 return 0;
1308
1309 CLEAR_FLAG (op, FLAG_REMOVED);
1310
1311 op->map = m;
1312 mapspace &ms = op->ms ();
1313
1314 /* this has to be done after we translate the coordinates.
1315 */
1316 if (op->nrof && !(flag & INS_NO_MERGE))
1317 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1318 if (object::can_merge (op, tmp))
1319 {
1320 // TODO: we actually want to update tmp, not op,
1321 // but some caller surely breaks when we return tmp
1322 // from here :/
1323 op->nrof += tmp->nrof;
1324 tmp->destroy (1);
1325 }
1326
1327 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1328 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1329
1330 if (!QUERY_FLAG (op, FLAG_ALIVE))
1331 CLEAR_FLAG (op, FLAG_NO_STEAL);
1332
1333 if (flag & INS_BELOW_ORIGINATOR)
1334 {
1335 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1336 {
1337 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1338 abort ();
1339 }
1340
1341 if (!originator->is_on_map ())
1342 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1343 op->debug_desc (), originator->debug_desc ());
1344
1345 op->above = originator;
1346 op->below = originator->below;
1347 originator->below = op;
1348
1349 *(op->below ? &op->below->above : &ms.bot) = op;
1350 }
1351 else
1352 {
1353 object *floor = 0;
1354 object *top = ms.top;
1355
1356 /* If there are other objects, then */
1357 if (top)
1358 {
1359 /*
1360 * If there are multiple objects on this space, we do some trickier handling.
1361 * We've already dealt with merging if appropriate.
1362 * Generally, we want to put the new object on top. But if
1363 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1364 * floor, we want to insert above that and no further.
1365 * Also, if there are spell objects on this space, we stop processing
1366 * once we get to them. This reduces the need to traverse over all of
1367 * them when adding another one - this saves quite a bit of cpu time
1368 * when lots of spells are cast in one area. Currently, it is presumed
1369 * that flying non pickable objects are spell objects.
1370 */
1371 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1372 {
1373 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1374 floor = tmp;
1375
1376 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1377 {
1378 /* We insert above top, so we want this object below this */
1379 top = tmp->below;
1380 break;
1381 }
1382
1383 top = tmp;
1384 }
1385
1386 /* We let update_position deal with figuring out what the space
1387 * looks like instead of lots of conditions here.
1388 * makes things faster, and effectively the same result.
1389 */
1390
1391 /* Have object 'fall below' other objects that block view.
1392 * Unless those objects are exits.
1393 * If INS_ON_TOP is used, don't do this processing
1394 * Need to find the object that in fact blocks view, otherwise
1395 * stacking is a bit odd.
1396 */
1397 if (!(flag & INS_ON_TOP)
1398 && ms.flags () & P_BLOCKSVIEW
1399 && (op->face && !faces [op->face].visibility))
1400 {
1401 object *last;
1402
1403 for (last = top; last != floor; last = last->below)
1404 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1405 break;
1406
1407 /* Check to see if we found the object that blocks view,
1408 * and make sure we have a below pointer for it so that
1409 * we can get inserted below this one, which requires we
1410 * set top to the object below us.
1411 */
1412 if (last && last->below && last != floor)
1413 top = last->below;
1414 }
1415 } /* If objects on this space */
1416
1417 if (flag & INS_ABOVE_FLOOR_ONLY)
1418 top = floor;
1419
1420 // insert object above top, or bottom-most if top = 0
1421 if (!top)
1422 {
1423 op->below = 0;
1424 op->above = ms.bot;
1425 ms.bot = op;
1426
1427 *(op->above ? &op->above->below : &ms.top) = op;
1428 }
1429 else
1430 {
1431 op->above = top->above;
1432 top->above = op;
1433
1434 op->below = top;
1435 *(op->above ? &op->above->below : &ms.top) = op;
1436 }
1437 }
1438
1439 if (op->type == PLAYER)
1440 {
1441 op->contr->do_los = 1;
1442 ++op->map->players;
1443 op->map->touch ();
1444 }
1445
1446 op->map->dirty = true;
1447
1448 if (object *pl = ms.player ())
1449 //TODO: the floorbox prev/next might need updating
1450 //esrv_send_item (pl, op);
1451 //TODO: update floorbox to preserve ordering
1452 if (pl->contr->ns)
1453 pl->contr->ns->floorbox_update ();
1454
1455 /* If this object glows, it may affect lighting conditions that are
1456 * visible to others on this map. But update_all_los is really
1457 * an inefficient way to do this, as it means los for all players
1458 * on the map will get recalculated. The players could very well
1459 * be far away from this change and not affected in any way -
1460 * this should get redone to only look for players within range,
1461 * or just updating the P_UPTODATE for spaces within this area
1462 * of effect may be sufficient.
1463 */
1464 if (op->map->darkness && (op->glow_radius != 0))
1465 update_all_los (op->map, op->x, op->y);
1466
1467 /* updates flags (blocked, alive, no magic, etc) for this map space */
1468 update_object (op, UP_OBJ_INSERT);
1469
1470 INVOKE_OBJECT (INSERT, op);
1471
1472 /* Don't know if moving this to the end will break anything. However,
1473 * we want to have floorbox_update called before calling this.
1474 *
1475 * check_move_on() must be after this because code called from
1476 * check_move_on() depends on correct map flags (so functions like
1477 * blocked() and wall() work properly), and these flags are updated by
1478 * update_object().
1479 */
1480
1481 /* if this is not the head or flag has been passed, don't check walk on status */
1482 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1483 {
1484 if (check_move_on (op, originator))
1485 return 0;
1486
1487 /* If we are a multi part object, lets work our way through the check
1488 * walk on's.
1489 */
1490 for (object *tmp = op->more; tmp; tmp = tmp->more)
1491 if (check_move_on (tmp, originator))
1492 return 0;
1493 }
1494
1495 return op;
1496 }
1497
1498 /* this function inserts an object in the map, but if it
1499 * finds an object of its own type, it'll remove that one first.
1500 * op is the object to insert it under: supplies x and the map.
1501 */
1502 void
1503 replace_insert_ob_in_map (const char *arch_string, object *op)
1504 {
1505 /* first search for itself and remove any old instances */
1506
1507 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1508 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1509 tmp->destroy (1);
1510
1511 object *tmp = arch_to_object (archetype::find (arch_string));
1512
1513 tmp->x = op->x;
1514 tmp->y = op->y;
1515
1516 insert_ob_in_map (tmp, op->map, op, 0);
1517 }
1518
1519 object *
1520 object::insert_at (object *where, object *originator, int flags)
1521 {
1522 if (where->env)
1523 return where->env->insert (this);
1524 else
1525 return where->map->insert (this, where->x, where->y, originator, flags);
1526 }
1527
1528 /*
1529 * decrease(object, number) decreases a specified number from
1530 * the amount of an object. If the amount reaches 0, the object
1531 * is subsequently removed and freed.
1532 *
1533 * Return value: 'op' if something is left, NULL if the amount reached 0
1534 */
1535 bool
1536 object::decrease (sint32 nr)
1537 {
1538 if (!nr)
1539 return true;
1540
1541 nr = min (nr, nrof);
1542
1543 nrof -= nr;
1544
1545 if (nrof)
1546 {
1547 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1548
1549 if (object *pl = visible_to ())
1550 esrv_update_item (UPD_NROF, pl, this);
1551
1552 return true;
1553 }
1554 else
1555 {
1556 destroy ();
1557 return false;
1558 }
1559 }
1560
1561 /*
1562 * split(ob,nr) splits up ob into two parts. The part which
1563 * is returned contains nr objects, and the remaining parts contains
1564 * the rest (or is removed and returned if that number is 0).
1565 * On failure, NULL is returned.
1566 */
1567 object *
1568 object::split (sint32 nr)
1569 {
1570 int have = number_of ();
1571
1572 if (have < nr)
1573 return 0;
1574 else if (have == nr)
1575 {
1576 remove ();
1577 return this;
1578 }
1579 else
1580 {
1581 decrease (nr);
1582
1583 object *op = deep_clone ();
1584 op->nrof = nr;
1585 return op;
1586 }
1587 }
1588
1589 object *
1590 insert_ob_in_ob (object *op, object *where)
1591 {
1592 if (!where)
1593 {
1594 char *dump = dump_object (op);
1595 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1596 free (dump);
1597 return op;
1598 }
1599
1600 if (where->head_ () != where)
1601 {
1602 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1603 where = where->head;
1604 }
1605
1606 return where->insert (op);
1607 }
1608
1609 /*
1610 * env->insert (op)
1611 * This function inserts the object op in the linked list
1612 * inside the object environment.
1613 *
1614 * The function returns now pointer to inserted item, and return value can
1615 * be != op, if items are merged. -Tero
1616 */
1617 object *
1618 object::insert (object *op)
1619 {
1620 if (op->more)
1621 {
1622 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1623 return op;
1624 }
1625
1626 op->remove ();
1627
1628 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1629
1630 if (op->nrof)
1631 for (object *tmp = inv; tmp; tmp = tmp->below)
1632 if (object::can_merge (tmp, op))
1633 {
1634 /* return the original object and remove inserted object
1635 (client needs the original object) */
1636 tmp->nrof += op->nrof;
1637
1638 if (object *pl = tmp->visible_to ())
1639 esrv_update_item (UPD_NROF, pl, tmp);
1640
1641 adjust_weight (this, op->total_weight ());
1642
1643 op->destroy (1);
1644 op = tmp;
1645 goto inserted;
1646 }
1647
1648 op->owner = 0; // it's his/hers now. period.
1649 op->map = 0;
1650 op->x = 0;
1651 op->y = 0;
1652
1653 op->above = 0;
1654 op->below = inv;
1655 op->env = this;
1656
1657 if (inv)
1658 inv->above = op;
1659
1660 inv = op;
1661
1662 op->flag [FLAG_REMOVED] = 0;
1663
1664 if (object *pl = op->visible_to ())
1665 esrv_send_item (pl, op);
1666
1667 adjust_weight (this, op->total_weight ());
1668
1669 inserted:
1670 /* reset the light list and los of the players on the map */
1671 if (op->glow_radius && map && map->darkness)
1672 update_all_los (map, x, y);
1673
1674 // if this is a player's inventory, update stats
1675 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1676 update_stats ();
1677
1678 INVOKE_OBJECT (INSERT, this);
1679
1680 return op;
1681 }
1682
1683 /*
1684 * Checks if any objects has a move_type that matches objects
1685 * that effect this object on this space. Call apply() to process
1686 * these events.
1687 *
1688 * Any speed-modification due to SLOW_MOVE() of other present objects
1689 * will affect the speed_left of the object.
1690 *
1691 * originator: Player, monster or other object that caused 'op' to be inserted
1692 * into 'map'. May be NULL.
1693 *
1694 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1695 *
1696 * 4-21-95 added code to check if appropriate skill was readied - this will
1697 * permit faster movement by the player through this terrain. -b.t.
1698 *
1699 * MSW 2001-07-08: Check all objects on space, not just those below
1700 * object being inserted. insert_ob_in_map may not put new objects
1701 * on top.
1702 */
1703 int
1704 check_move_on (object *op, object *originator)
1705 {
1706 object *tmp;
1707 maptile *m = op->map;
1708 int x = op->x, y = op->y;
1709
1710 MoveType move_on, move_slow, move_block;
1711
1712 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1713 return 0;
1714
1715 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1716 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1717 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1718
1719 /* if nothing on this space will slow op down or be applied,
1720 * no need to do checking below. have to make sure move_type
1721 * is set, as lots of objects don't have it set - we treat that
1722 * as walking.
1723 */
1724 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1725 return 0;
1726
1727 /* This is basically inverse logic of that below - basically,
1728 * if the object can avoid the move on or slow move, they do so,
1729 * but can't do it if the alternate movement they are using is
1730 * blocked. Logic on this seems confusing, but does seem correct.
1731 */
1732 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1733 return 0;
1734
1735 /* The objects have to be checked from top to bottom.
1736 * Hence, we first go to the top:
1737 */
1738
1739 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1740 {
1741 /* Trim the search when we find the first other spell effect
1742 * this helps performance so that if a space has 50 spell objects,
1743 * we don't need to check all of them.
1744 */
1745 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1746 break;
1747 }
1748
1749 for (; tmp; tmp = tmp->below)
1750 {
1751 if (tmp == op)
1752 continue; /* Can't apply yourself */
1753
1754 /* Check to see if one of the movement types should be slowed down.
1755 * Second check makes sure that the movement types not being slowed
1756 * (~slow_move) is not blocked on this space - just because the
1757 * space doesn't slow down swimming (for example), if you can't actually
1758 * swim on that space, can't use it to avoid the penalty.
1759 */
1760 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1761 {
1762 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1763 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1764 {
1765
1766 float
1767 diff = tmp->move_slow_penalty * fabs (op->speed);
1768
1769 if (op->type == PLAYER)
1770 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1771 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1772 diff /= 4.0;
1773
1774 op->speed_left -= diff;
1775 }
1776 }
1777
1778 /* Basically same logic as above, except now for actual apply. */
1779 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1780 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1781 {
1782 move_apply (tmp, op, originator);
1783
1784 if (op->destroyed ())
1785 return 1;
1786
1787 /* what the person/creature stepped onto has moved the object
1788 * someplace new. Don't process any further - if we did,
1789 * have a feeling strange problems would result.
1790 */
1791 if (op->map != m || op->x != x || op->y != y)
1792 return 0;
1793 }
1794 }
1795
1796 return 0;
1797 }
1798
1799 /*
1800 * present_arch(arch, map, x, y) searches for any objects with
1801 * a matching archetype at the given map and coordinates.
1802 * The first matching object is returned, or NULL if none.
1803 */
1804 object *
1805 present_arch (const archetype *at, maptile *m, int x, int y)
1806 {
1807 if (!m || out_of_map (m, x, y))
1808 {
1809 LOG (llevError, "Present_arch called outside map.\n");
1810 return NULL;
1811 }
1812
1813 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1814 if (tmp->arch->archname == at->archname)
1815 return tmp;
1816
1817 return NULL;
1818 }
1819
1820 /*
1821 * present(type, map, x, y) searches for any objects with
1822 * a matching type variable at the given map and coordinates.
1823 * The first matching object is returned, or NULL if none.
1824 */
1825 object *
1826 present (unsigned char type, maptile *m, int x, int y)
1827 {
1828 if (out_of_map (m, x, y))
1829 {
1830 LOG (llevError, "Present called outside map.\n");
1831 return NULL;
1832 }
1833
1834 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1835 if (tmp->type == type)
1836 return tmp;
1837
1838 return NULL;
1839 }
1840
1841 /*
1842 * present_in_ob(type, object) searches for any objects with
1843 * a matching type variable in the inventory of the given object.
1844 * The first matching object is returned, or NULL if none.
1845 */
1846 object *
1847 present_in_ob (unsigned char type, const object *op)
1848 {
1849 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1850 if (tmp->type == type)
1851 return tmp;
1852
1853 return NULL;
1854 }
1855
1856 /*
1857 * present_in_ob (type, str, object) searches for any objects with
1858 * a matching type & name variable in the inventory of the given object.
1859 * The first matching object is returned, or NULL if none.
1860 * This is mostly used by spell effect code, so that we only
1861 * have one spell effect at a time.
1862 * type can be used to narrow the search - if type is set,
1863 * the type must also match. -1 can be passed for the type,
1864 * in which case the type does not need to pass.
1865 * str is the string to match against. Note that we match against
1866 * the object name, not the archetype name. this is so that the
1867 * spell code can use one object type (force), but change it's name
1868 * to be unique.
1869 */
1870 object *
1871 present_in_ob_by_name (int type, const char *str, const object *op)
1872 {
1873 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1874 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1875 return tmp;
1876
1877 return 0;
1878 }
1879
1880 /*
1881 * present_arch_in_ob(archetype, object) searches for any objects with
1882 * a matching archetype in the inventory of the given object.
1883 * The first matching object is returned, or NULL if none.
1884 */
1885 object *
1886 present_arch_in_ob (const archetype *at, const object *op)
1887 {
1888 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1889 if (tmp->arch->archname == at->archname)
1890 return tmp;
1891
1892 return NULL;
1893 }
1894
1895 /*
1896 * activate recursively a flag on an object inventory
1897 */
1898 void
1899 flag_inv (object *op, int flag)
1900 {
1901 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1902 {
1903 SET_FLAG (tmp, flag);
1904 flag_inv (tmp, flag);
1905 }
1906 }
1907
1908 /*
1909 * deactivate recursively a flag on an object inventory
1910 */
1911 void
1912 unflag_inv (object *op, int flag)
1913 {
1914 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1915 {
1916 CLEAR_FLAG (tmp, flag);
1917 unflag_inv (tmp, flag);
1918 }
1919 }
1920
1921 /*
1922 * find_free_spot(object, map, x, y, start, stop) will search for
1923 * a spot at the given map and coordinates which will be able to contain
1924 * the given object. start and stop specifies how many squares
1925 * to search (see the freearr_x/y[] definition).
1926 * It returns a random choice among the alternatives found.
1927 * start and stop are where to start relative to the free_arr array (1,9
1928 * does all 4 immediate directions). This returns the index into the
1929 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1930 * Note: This function does correctly handle tiled maps, but does not
1931 * inform the caller. However, insert_ob_in_map will update as
1932 * necessary, so the caller shouldn't need to do any special work.
1933 * Note - updated to take an object instead of archetype - this is necessary
1934 * because arch_blocked (now ob_blocked) needs to know the movement type
1935 * to know if the space in question will block the object. We can't use
1936 * the archetype because that isn't correct if the monster has been
1937 * customized, changed states, etc.
1938 */
1939 int
1940 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1941 {
1942 int altern[SIZEOFFREE];
1943 int index = 0, flag;
1944
1945 for (int i = start; i < stop; i++)
1946 {
1947 mapxy pos (m, x, y); pos.move (i);
1948
1949 if (!pos.normalise ())
1950 continue;
1951
1952 mapspace &ms = *pos;
1953
1954 if (ms.flags () & P_IS_ALIVE)
1955 continue;
1956
1957 /* However, often
1958 * ob doesn't have any move type (when used to place exits)
1959 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1960 */
1961 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1962 {
1963 altern [index++] = i;
1964 continue;
1965 }
1966
1967 /* Basically, if we find a wall on a space, we cut down the search size.
1968 * In this way, we won't return spaces that are on another side of a wall.
1969 * This mostly work, but it cuts down the search size in all directions -
1970 * if the space being examined only has a wall to the north and empty
1971 * spaces in all the other directions, this will reduce the search space
1972 * to only the spaces immediately surrounding the target area, and
1973 * won't look 2 spaces south of the target space.
1974 */
1975 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1976 {
1977 stop = maxfree[i];
1978 continue;
1979 }
1980
1981 /* Note it is intentional that we check ob - the movement type of the
1982 * head of the object should correspond for the entire object.
1983 */
1984 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1985 continue;
1986
1987 if (ob->blocked (m, pos.x, pos.y))
1988 continue;
1989
1990 altern [index++] = i;
1991 }
1992
1993 if (!index)
1994 return -1;
1995
1996 return altern [rndm (index)];
1997 }
1998
1999 /*
2000 * find_first_free_spot(archetype, maptile, x, y) works like
2001 * find_free_spot(), but it will search max number of squares.
2002 * But it will return the first available spot, not a random choice.
2003 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2004 */
2005 int
2006 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2007 {
2008 for (int i = 0; i < SIZEOFFREE; i++)
2009 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2010 return i;
2011
2012 return -1;
2013 }
2014
2015 /*
2016 * The function permute(arr, begin, end) randomly reorders the array
2017 * arr[begin..end-1].
2018 * now uses a fisher-yates shuffle, old permute was broken
2019 */
2020 static void
2021 permute (int *arr, int begin, int end)
2022 {
2023 arr += begin;
2024 end -= begin;
2025
2026 while (--end)
2027 swap (arr [end], arr [rndm (end + 1)]);
2028 }
2029
2030 /* new function to make monster searching more efficient, and effective!
2031 * This basically returns a randomized array (in the passed pointer) of
2032 * the spaces to find monsters. In this way, it won't always look for
2033 * monsters to the north first. However, the size of the array passed
2034 * covers all the spaces, so within that size, all the spaces within
2035 * the 3x3 area will be searched, just not in a predictable order.
2036 */
2037 void
2038 get_search_arr (int *search_arr)
2039 {
2040 int i;
2041
2042 for (i = 0; i < SIZEOFFREE; i++)
2043 search_arr[i] = i;
2044
2045 permute (search_arr, 1, SIZEOFFREE1 + 1);
2046 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2047 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2048 }
2049
2050 /*
2051 * find_dir(map, x, y, exclude) will search some close squares in the
2052 * given map at the given coordinates for live objects.
2053 * It will not considered the object given as exclude among possible
2054 * live objects.
2055 * It returns the direction toward the first/closest live object if finds
2056 * any, otherwise 0.
2057 * Perhaps incorrectly, but I'm making the assumption that exclude
2058 * is actually want is going to try and move there. We need this info
2059 * because we have to know what movement the thing looking to move
2060 * there is capable of.
2061 */
2062 int
2063 find_dir (maptile *m, int x, int y, object *exclude)
2064 {
2065 int i, max = SIZEOFFREE, mflags;
2066
2067 sint16 nx, ny;
2068 object *tmp;
2069 maptile *mp;
2070
2071 MoveType blocked, move_type;
2072
2073 if (exclude && exclude->head_ () != exclude)
2074 {
2075 exclude = exclude->head;
2076 move_type = exclude->move_type;
2077 }
2078 else
2079 {
2080 /* If we don't have anything, presume it can use all movement types. */
2081 move_type = MOVE_ALL;
2082 }
2083
2084 for (i = 1; i < max; i++)
2085 {
2086 mp = m;
2087 nx = x + freearr_x[i];
2088 ny = y + freearr_y[i];
2089
2090 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2091
2092 if (mflags & P_OUT_OF_MAP)
2093 max = maxfree[i];
2094 else
2095 {
2096 mapspace &ms = mp->at (nx, ny);
2097
2098 blocked = ms.move_block;
2099
2100 if ((move_type & blocked) == move_type)
2101 max = maxfree[i];
2102 else if (mflags & P_IS_ALIVE)
2103 {
2104 for (tmp = ms.bot; tmp; tmp = tmp->above)
2105 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2106 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2107 break;
2108
2109 if (tmp)
2110 return freedir[i];
2111 }
2112 }
2113 }
2114
2115 return 0;
2116 }
2117
2118 /*
2119 * distance(object 1, object 2) will return the square of the
2120 * distance between the two given objects.
2121 */
2122 int
2123 distance (const object *ob1, const object *ob2)
2124 {
2125 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2126 }
2127
2128 /*
2129 * find_dir_2(delta-x,delta-y) will return a direction in which
2130 * an object which has subtracted the x and y coordinates of another
2131 * object, needs to travel toward it.
2132 */
2133 int
2134 find_dir_2 (int x, int y)
2135 {
2136 int q;
2137
2138 if (y)
2139 q = x * 100 / y;
2140 else if (x)
2141 q = -300 * x;
2142 else
2143 return 0;
2144
2145 if (y > 0)
2146 {
2147 if (q < -242)
2148 return 3;
2149 if (q < -41)
2150 return 2;
2151 if (q < 41)
2152 return 1;
2153 if (q < 242)
2154 return 8;
2155 return 7;
2156 }
2157
2158 if (q < -242)
2159 return 7;
2160 if (q < -41)
2161 return 6;
2162 if (q < 41)
2163 return 5;
2164 if (q < 242)
2165 return 4;
2166
2167 return 3;
2168 }
2169
2170 /*
2171 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2172 * between two directions (which are expected to be absolute (see absdir())
2173 */
2174 int
2175 dirdiff (int dir1, int dir2)
2176 {
2177 int d;
2178
2179 d = abs (dir1 - dir2);
2180 if (d > 4)
2181 d = 8 - d;
2182
2183 return d;
2184 }
2185
2186 /* peterm:
2187 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2188 * Basically, this is a table of directions, and what directions
2189 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2190 * This basically means that if direction is 15, then it could either go
2191 * direction 4, 14, or 16 to get back to where we are.
2192 * Moved from spell_util.c to object.c with the other related direction
2193 * functions.
2194 */
2195 int reduction_dir[SIZEOFFREE][3] = {
2196 {0, 0, 0}, /* 0 */
2197 {0, 0, 0}, /* 1 */
2198 {0, 0, 0}, /* 2 */
2199 {0, 0, 0}, /* 3 */
2200 {0, 0, 0}, /* 4 */
2201 {0, 0, 0}, /* 5 */
2202 {0, 0, 0}, /* 6 */
2203 {0, 0, 0}, /* 7 */
2204 {0, 0, 0}, /* 8 */
2205 {8, 1, 2}, /* 9 */
2206 {1, 2, -1}, /* 10 */
2207 {2, 10, 12}, /* 11 */
2208 {2, 3, -1}, /* 12 */
2209 {2, 3, 4}, /* 13 */
2210 {3, 4, -1}, /* 14 */
2211 {4, 14, 16}, /* 15 */
2212 {5, 4, -1}, /* 16 */
2213 {4, 5, 6}, /* 17 */
2214 {6, 5, -1}, /* 18 */
2215 {6, 20, 18}, /* 19 */
2216 {7, 6, -1}, /* 20 */
2217 {6, 7, 8}, /* 21 */
2218 {7, 8, -1}, /* 22 */
2219 {8, 22, 24}, /* 23 */
2220 {8, 1, -1}, /* 24 */
2221 {24, 9, 10}, /* 25 */
2222 {9, 10, -1}, /* 26 */
2223 {10, 11, -1}, /* 27 */
2224 {27, 11, 29}, /* 28 */
2225 {11, 12, -1}, /* 29 */
2226 {12, 13, -1}, /* 30 */
2227 {12, 13, 14}, /* 31 */
2228 {13, 14, -1}, /* 32 */
2229 {14, 15, -1}, /* 33 */
2230 {33, 15, 35}, /* 34 */
2231 {16, 15, -1}, /* 35 */
2232 {17, 16, -1}, /* 36 */
2233 {18, 17, 16}, /* 37 */
2234 {18, 17, -1}, /* 38 */
2235 {18, 19, -1}, /* 39 */
2236 {41, 19, 39}, /* 40 */
2237 {19, 20, -1}, /* 41 */
2238 {20, 21, -1}, /* 42 */
2239 {20, 21, 22}, /* 43 */
2240 {21, 22, -1}, /* 44 */
2241 {23, 22, -1}, /* 45 */
2242 {45, 47, 23}, /* 46 */
2243 {23, 24, -1}, /* 47 */
2244 {24, 9, -1}
2245 }; /* 48 */
2246
2247 /* Recursive routine to step back and see if we can
2248 * find a path to that monster that we found. If not,
2249 * we don't bother going toward it. Returns 1 if we
2250 * can see a direct way to get it
2251 * Modified to be map tile aware -.MSW
2252 */
2253 int
2254 can_see_monsterP (maptile *m, int x, int y, int dir)
2255 {
2256 sint16 dx, dy;
2257 int mflags;
2258
2259 if (dir < 0)
2260 return 0; /* exit condition: invalid direction */
2261
2262 dx = x + freearr_x[dir];
2263 dy = y + freearr_y[dir];
2264
2265 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2266
2267 /* This functional arguably was incorrect before - it was
2268 * checking for P_WALL - that was basically seeing if
2269 * we could move to the monster - this is being more
2270 * literal on if we can see it. To know if we can actually
2271 * move to the monster, we'd need the monster passed in or
2272 * at least its move type.
2273 */
2274 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2275 return 0;
2276
2277 /* yes, can see. */
2278 if (dir < 9)
2279 return 1;
2280
2281 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2282 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2283 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2284 }
2285
2286 /*
2287 * can_pick(picker, item): finds out if an object is possible to be
2288 * picked up by the picker. Returnes 1 if it can be
2289 * picked up, otherwise 0.
2290 *
2291 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2292 * core dumps if they do.
2293 *
2294 * Add a check so we can't pick up invisible objects (0.93.8)
2295 */
2296 int
2297 can_pick (const object *who, const object *item)
2298 {
2299 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2300 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2301 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2302 }
2303
2304 /*
2305 * create clone from object to another
2306 */
2307 object *
2308 object::deep_clone ()
2309 {
2310 assert (("deep_clone called on non-head object", is_head ()));
2311
2312 object *dst = clone ();
2313
2314 object *prev = dst;
2315 for (object *part = this->more; part; part = part->more)
2316 {
2317 object *tmp = part->clone ();
2318 tmp->head = dst;
2319 prev->more = tmp;
2320 prev = tmp;
2321 }
2322
2323 for (object *item = inv; item; item = item->below)
2324 insert_ob_in_ob (item->deep_clone (), dst);
2325
2326 return dst;
2327 }
2328
2329 /* This returns the first object in who's inventory that
2330 * has the same type and subtype match.
2331 * returns NULL if no match.
2332 */
2333 object *
2334 find_obj_by_type_subtype (const object *who, int type, int subtype)
2335 {
2336 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2337 if (tmp->type == type && tmp->subtype == subtype)
2338 return tmp;
2339
2340 return 0;
2341 }
2342
2343 const shstr &
2344 object::kv_get (const shstr &key) const
2345 {
2346 for (key_value *kv = key_values; kv; kv = kv->next)
2347 if (kv->key == key)
2348 return kv->value;
2349
2350 return shstr_null;
2351 }
2352
2353 void
2354 object::kv_set (const shstr &key, const shstr &value)
2355 {
2356 for (key_value *kv = key_values; kv; kv = kv->next)
2357 if (kv->key == key)
2358 {
2359 kv->value = value;
2360 return;
2361 }
2362
2363 key_value *kv = new key_value;
2364
2365 kv->next = key_values;
2366 kv->key = key;
2367 kv->value = value;
2368
2369 key_values = kv;
2370 }
2371
2372 void
2373 object::kv_del (const shstr &key)
2374 {
2375 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2376 if ((*kvp)->key == key)
2377 {
2378 key_value *kv = *kvp;
2379 *kvp = (*kvp)->next;
2380 delete kv;
2381 return;
2382 }
2383 }
2384
2385 object::depth_iterator::depth_iterator (object *container)
2386 : iterator_base (container)
2387 {
2388 while (item->inv)
2389 item = item->inv;
2390 }
2391
2392 void
2393 object::depth_iterator::next ()
2394 {
2395 if (item->below)
2396 {
2397 item = item->below;
2398
2399 while (item->inv)
2400 item = item->inv;
2401 }
2402 else
2403 item = item->env;
2404 }
2405
2406 const char *
2407 object::flag_desc (char *desc, int len) const
2408 {
2409 char *p = desc;
2410 bool first = true;
2411
2412 *p = 0;
2413
2414 for (int i = 0; i < NUM_FLAGS; i++)
2415 {
2416 if (len <= 10) // magic constant!
2417 {
2418 snprintf (p, len, ",...");
2419 break;
2420 }
2421
2422 if (flag [i])
2423 {
2424 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2425 len -= cnt;
2426 p += cnt;
2427 first = false;
2428 }
2429 }
2430
2431 return desc;
2432 }
2433
2434 // return a suitable string describing an object in enough detail to find it
2435 const char *
2436 object::debug_desc (char *info) const
2437 {
2438 char flagdesc[512];
2439 char info2[256 * 4];
2440 char *p = info;
2441
2442 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2443 count,
2444 uuid.c_str (),
2445 &name,
2446 title ? ",title:\"" : "",
2447 title ? (const char *)title : "",
2448 title ? "\"" : "",
2449 flag_desc (flagdesc, 512), type);
2450
2451 if (!flag[FLAG_REMOVED] && env)
2452 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2453
2454 if (map)
2455 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2456
2457 return info;
2458 }
2459
2460 const char *
2461 object::debug_desc () const
2462 {
2463 static char info[3][256 * 4];
2464 static int info_idx;
2465
2466 return debug_desc (info [++info_idx % 3]);
2467 }
2468
2469 struct region *
2470 object::region () const
2471 {
2472 return map ? map->region (x, y)
2473 : region::default_region ();
2474 }
2475
2476 const materialtype_t *
2477 object::dominant_material () const
2478 {
2479 if (materialtype_t *mt = name_to_material (materialname))
2480 return mt;
2481
2482 return name_to_material (shstr_unknown);
2483 }
2484
2485 void
2486 object::open_container (object *new_container)
2487 {
2488 if (container == new_container)
2489 return;
2490
2491 object *old_container = container;
2492
2493 if (old_container)
2494 {
2495 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2496 return;
2497
2498 #if 0
2499 // remove the "Close old_container" object.
2500 if (object *closer = old_container->inv)
2501 if (closer->type == CLOSE_CON)
2502 closer->destroy ();
2503 #endif
2504
2505 // make sure the container is available
2506 esrv_send_item (this, old_container);
2507
2508 old_container->flag [FLAG_APPLIED] = false;
2509 container = 0;
2510
2511 // client needs item update to make it work, client bug requires this to be separate
2512 esrv_update_item (UPD_FLAGS, this, old_container);
2513
2514 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2515 play_sound (sound_find ("chest_close"));
2516 }
2517
2518 if (new_container)
2519 {
2520 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2521 return;
2522
2523 // TODO: this does not seem to serve any purpose anymore?
2524 #if 0
2525 // insert the "Close Container" object.
2526 if (archetype *closer = new_container->other_arch)
2527 {
2528 object *closer = arch_to_object (new_container->other_arch);
2529 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2530 new_container->insert (closer);
2531 }
2532 #endif
2533
2534 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2535
2536 // make sure the container is available, client bug requires this to be separate
2537 esrv_send_item (this, new_container);
2538
2539 new_container->flag [FLAG_APPLIED] = true;
2540 container = new_container;
2541
2542 // client needs flag change
2543 esrv_update_item (UPD_FLAGS, this, new_container);
2544 esrv_send_inventory (this, new_container);
2545 play_sound (sound_find ("chest_open"));
2546 }
2547 // else if (!old_container->env && contr && contr->ns)
2548 // contr->ns->floorbox_reset ();
2549 }
2550
2551 object *
2552 object::force_find (const shstr name)
2553 {
2554 /* cycle through his inventory to look for the MARK we want to
2555 * place
2556 */
2557 for (object *tmp = inv; tmp; tmp = tmp->below)
2558 if (tmp->type == FORCE && tmp->slaying == name)
2559 return splay (tmp);
2560
2561 return 0;
2562 }
2563
2564 void
2565 object::force_add (const shstr name, int duration)
2566 {
2567 if (object *force = force_find (name))
2568 force->destroy ();
2569
2570 object *force = get_archetype (FORCE_NAME);
2571
2572 force->slaying = name;
2573 force->stats.food = 1;
2574 force->speed_left = -1.f;
2575
2576 force->set_speed (duration ? 1.f / duration : 0.f);
2577 force->flag [FLAG_IS_USED_UP] = true;
2578 force->flag [FLAG_APPLIED] = true;
2579
2580 insert (force);
2581 }
2582
2583 void
2584 object::play_sound (faceidx sound)
2585 {
2586 if (!sound)
2587 return;
2588
2589 if (flag [FLAG_REMOVED])
2590 return;
2591
2592 if (env)
2593 {
2594 if (object *pl = in_player ())
2595 pl->contr->play_sound (sound);
2596 }
2597 else
2598 map->play_sound (sound, x, y);
2599 }
2600