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Revision: 1.250
Committed: Wed Jul 16 14:29:40 2008 UTC (15 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.249: +1 -4 lines
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File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <global.h>
25 #include <stdio.h>
26 #include <sys/types.h>
27 #include <sys/uio.h>
28 #include <object.h>
29 #include <sproto.h>
30 #include <loader.h>
31
32 #include <bitset>
33
34 UUID UUID::cur;
35 static uint64_t seq_next_save;
36 static const uint64 UUID_GAP = 1<<19;
37
38 objectvec objects;
39 activevec actives;
40
41 short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
46 };
47 short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52 };
53 int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58 };
59 int freedir[SIZEOFFREE] = {
60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64 };
65
66 static void
67 write_uuid (uval64 skip, bool sync)
68 {
69 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip));
71 CALL_ARG_SV (boolSV (sync));
72 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END;
74 }
75
76 static void
77 read_uuid (void)
78 {
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 UUID::cur.seq = 0;
93 write_uuid (UUID_GAP, true);
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 UUID::BUF buf;
102 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
106 {
107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1);
109 }
110
111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112
113 write_uuid (UUID_GAP, true);
114 fclose (fp);
115 }
116
117 UUID
118 UUID::gen ()
119 {
120 UUID uid;
121
122 uid.seq = ++cur.seq;
123
124 if (expect_false (cur.seq >= seq_next_save))
125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
130
131 return uid;
132 }
133
134 void
135 UUID::init ()
136 {
137 read_uuid ();
138 }
139
140 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141 static bool
142 compare_ob_value_lists_one (const object *wants, const object *has)
143 {
144 /* n-squared behaviour (see kv_get), but I'm hoping both
145 * objects with lists are rare, and lists stay short. If not, use a
146 * different structure or at least keep the lists sorted...
147 */
148
149 /* For each field in wants, */
150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
151 if (has->kv_get (kv->key) != kv->value)
152 return false;
153
154 /* If we get here, every field in wants has a matching field in has. */
155 return true;
156 }
157
158 /* Returns TRUE if ob1 has the same key_values as ob2. */
159 static bool
160 compare_ob_value_lists (const object *ob1, const object *ob2)
161 {
162 /* However, there may be fields in has which aren't partnered in wants,
163 * so we need to run the comparison *twice*. :(
164 */
165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
167 }
168
169 /* Function examines the 2 objects given to it, and returns true if
170 * they can be merged together.
171 *
172 * Note that this function appears a lot longer than the macro it
173 * replaces - this is mostly for clarity - a decent compiler should hopefully
174 * reduce this to the same efficiency.
175 *
176 * Check nrof variable *before* calling can_merge()
177 *
178 * Improvements made with merge: Better checking on potion, and also
179 * check weight
180 */
181 bool object::can_merge_slow (object *ob1, object *ob2)
182 {
183 /* A couple quicksanity checks */
184 if (ob1 == ob2
185 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value
188 || ob1->name != ob2->name)
189 return 0;
190
191 /* 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 inv->destroy (true);
916 }
917 else
918 { /* Put objects in inventory onto this space */
919 while (inv)
920 {
921 object *op = inv;
922
923 if (op->flag [FLAG_STARTEQUIP]
924 || op->flag [FLAG_NO_DROP]
925 || op->type == RUNE
926 || op->type == TRAP
927 || op->flag [FLAG_IS_A_TEMPLATE]
928 || op->flag [FLAG_DESTROY_ON_DEATH])
929 op->destroy (true);
930 else
931 map->insert (op, x, y);
932 }
933 }
934 }
935
936 object *object::create ()
937 {
938 object *op = new object;
939 op->link ();
940 return op;
941 }
942
943 static struct freed_map : maptile
944 {
945 freed_map ()
946 {
947 path = "<freed objects map>";
948 name = "/internal/freed_objects_map";
949 width = 3;
950 height = 3;
951 no_drop = 1;
952 no_reset = 1;
953
954 alloc ();
955 in_memory = MAP_ACTIVE;
956 }
957
958 ~freed_map ()
959 {
960 destroy ();
961 }
962 } freed_map; // freed objects are moved here to avoid crashes
963
964 void
965 object::do_destroy ()
966 {
967 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this);
969
970 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this);
972
973 remove ();
974
975 attachable::do_destroy ();
976
977 deactivate ();
978 unlink ();
979
980 flag [FLAG_FREED] = 1;
981
982 // hack to ensure that freed objects still have a valid map
983 map = &freed_map;
984 x = 1;
985 y = 1;
986
987 if (more)
988 {
989 more->destroy ();
990 more = 0;
991 }
992
993 head = 0;
994
995 // clear those pointers that likely might cause circular references
996 owner = 0;
997 enemy = 0;
998 attacked_by = 0;
999 current_weapon = 0;
1000 }
1001
1002 void
1003 object::destroy (bool destroy_inventory)
1004 {
1005 if (destroyed ())
1006 return;
1007
1008 if (!is_head () && !head->destroyed ())
1009 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory);
1012 return;
1013 }
1014
1015 destroy_inv (!destroy_inventory);
1016
1017 if (is_head ())
1018 if (sound_destroy)
1019 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER])
1021 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1022
1023 attachable::destroy ();
1024 }
1025
1026 /* op->remove ():
1027 * This function removes the object op from the linked list of objects
1028 * which it is currently tied to. When this function is done, the
1029 * object will have no environment. If the object previously had an
1030 * environment, the x and y coordinates will be updated to
1031 * the previous environment.
1032 */
1033 void
1034 object::do_remove ()
1035 {
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED])
1040 return;
1041
1042 INVOKE_OBJECT (REMOVE, this);
1043
1044 flag [FLAG_REMOVED] = true;
1045
1046 if (more)
1047 more->remove ();
1048
1049 /*
1050 * In this case, the object to be removed is in someones
1051 * inventory.
1052 */
1053 if (env)
1054 {
1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1056 if (object *pl = visible_to ())
1057 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059
1060 adjust_weight (env, -total_weight ());
1061
1062 /* we set up values so that it could be inserted into
1063 * the map, but we don't actually do that - it is up
1064 * to the caller to decide what we want to do.
1065 */
1066 map = env->map;
1067 x = env->x;
1068 y = env->y;
1069
1070 // make sure cmov optimisation is applicable
1071 *(above ? &above->below : &env->inv) = below;
1072 *(below ? &below->above : &above ) = above; // &above is just a dummy
1073
1074 above = 0;
1075 below = 0;
1076 env = 0;
1077
1078 /* NO_FIX_PLAYER is set when a great many changes are being
1079 * made to players inventory. If set, avoiding the call
1080 * to save cpu time.
1081 */
1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1083 otmp->update_stats ();
1084 }
1085 else if (map)
1086 {
1087 map->dirty = true;
1088 mapspace &ms = this->ms ();
1089
1090 if (object *pl = ms.player ())
1091 {
1092 if (type == PLAYER) // this == pl(!)
1093 {
1094 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent.
1098 close_container ();
1099
1100 --map->players;
1101 map->touch ();
1102 }
1103 else if (pl->container == this)
1104 {
1105 // removing a container should close it
1106 close_container ();
1107 }
1108
1109 esrv_del_item (pl->contr, count);
1110 }
1111
1112 /* link the object above us */
1113 // re-link, make sure compiler can easily use cmove
1114 *(above ? &above->below : &ms.top) = below;
1115 *(below ? &below->above : &ms.bot) = above;
1116
1117 above = 0;
1118 below = 0;
1119
1120 if (map->in_memory == MAP_SAVING)
1121 return;
1122
1123 int check_walk_off = !flag [FLAG_NO_APPLY];
1124
1125 if (object *pl = ms.player ())
1126 {
1127 if (pl->container == this)
1128 /* If a container that the player is currently using somehow gets
1129 * removed (most likely destroyed), update the player view
1130 * appropriately.
1131 */
1132 pl->close_container ();
1133
1134 //TODO: the floorbox prev/next might need updating
1135 //esrv_del_item (pl->contr, count);
1136 //TODO: update floorbox to preserve ordering
1137 if (pl->contr->ns)
1138 pl->contr->ns->floorbox_update ();
1139 }
1140
1141 for (tmp = ms.bot; tmp; tmp = tmp->above)
1142 {
1143 /* No point updating the players look faces if he is the object
1144 * being removed.
1145 */
1146
1147 /* See if object moving off should effect something */
1148 if (check_walk_off
1149 && ((move_type & tmp->move_off)
1150 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1151 {
1152 move_apply (tmp, this, 0);
1153
1154 if (destroyed ())
1155 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1156 }
1157
1158 last = tmp;
1159 }
1160
1161 /* last == NULL if there are no objects on this space */
1162 //TODO: this makes little sense, why only update the topmost object?
1163 if (!last)
1164 map->at (x, y).flags_ = 0;
1165 else
1166 update_object (last, UP_OBJ_REMOVE);
1167
1168 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1169 update_all_los (map, x, y);
1170 }
1171 }
1172
1173 /*
1174 * merge_ob(op,top):
1175 *
1176 * This function goes through all objects below and including top, and
1177 * merges op to the first matching object.
1178 * If top is NULL, it is calculated.
1179 * Returns pointer to object if it succeded in the merge, otherwise NULL
1180 */
1181 object *
1182 merge_ob (object *op, object *top)
1183 {
1184 if (!op->nrof)
1185 return 0;
1186
1187 if (!top)
1188 for (top = op; top && top->above; top = top->above)
1189 ;
1190
1191 for (; top; top = top->below)
1192 if (object::can_merge (op, top))
1193 {
1194 top->nrof += op->nrof;
1195
1196 if (object *pl = top->visible_to ())
1197 esrv_update_item (UPD_NROF, pl, top);
1198
1199 op->weight = 0; // cancel the addition above
1200 op->carrying = 0; // must be 0 already
1201
1202 op->destroy (1);
1203
1204 return top;
1205 }
1206
1207 return 0;
1208 }
1209
1210 void
1211 object::expand_tail ()
1212 {
1213 if (more)
1214 return;
1215
1216 object *prev = this;
1217
1218 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1219 {
1220 object *op = arch_to_object (at);
1221
1222 op->name = name;
1223 op->name_pl = name_pl;
1224 op->title = title;
1225
1226 op->head = this;
1227 prev->more = op;
1228
1229 prev = op;
1230 }
1231 }
1232
1233 /*
1234 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1235 * job preparing multi-part monsters.
1236 */
1237 object *
1238 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1239 {
1240 op->remove ();
1241
1242 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1243 {
1244 tmp->x = x + tmp->arch->x;
1245 tmp->y = y + tmp->arch->y;
1246 }
1247
1248 return insert_ob_in_map (op, m, originator, flag);
1249 }
1250
1251 /*
1252 * insert_ob_in_map (op, map, originator, flag):
1253 * This function inserts the object in the two-way linked list
1254 * which represents what is on a map.
1255 * The second argument specifies the map, and the x and y variables
1256 * in the object about to be inserted specifies the position.
1257 *
1258 * originator: Player, monster or other object that caused 'op' to be inserted
1259 * into 'map'. May be NULL.
1260 *
1261 * flag is a bitmask about special things to do (or not do) when this
1262 * function is called. see the object.h file for the INS_ values.
1263 * Passing 0 for flag gives proper default values, so flag really only needs
1264 * to be set if special handling is needed.
1265 *
1266 * Return value:
1267 * new object if 'op' was merged with other object
1268 * NULL if 'op' was destroyed
1269 * just 'op' otherwise
1270 */
1271 object *
1272 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1273 {
1274 if (op->is_on_map ())
1275 {
1276 LOG (llevError, "insert_ob_in_map called for object already on map");
1277 abort ();
1278 }
1279
1280 if (op->env)
1281 {
1282 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1283 op->remove ();
1284 }
1285
1286 if (op->face && !face_info (op->face))//D TODO: remove soon
1287 {//D
1288 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1289 op->face = 1;//D
1290 }//D
1291
1292 /* Ideally, the caller figures this out. However, it complicates a lot
1293 * of areas of callers (eg, anything that uses find_free_spot would now
1294 * need extra work
1295 */
1296 if (!xy_normalise (m, op->x, op->y))
1297 {
1298 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1299 return 0;
1300 }
1301
1302 if (object *more = op->more)
1303 if (!insert_ob_in_map (more, m, originator, flag))
1304 return 0;
1305
1306 CLEAR_FLAG (op, FLAG_REMOVED);
1307
1308 op->map = m;
1309 mapspace &ms = op->ms ();
1310
1311 /* this has to be done after we translate the coordinates.
1312 */
1313 if (op->nrof && !(flag & INS_NO_MERGE))
1314 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1315 if (object::can_merge (op, tmp))
1316 {
1317 // TODO: we actually want to update tmp, not op,
1318 // but some caller surely breaks when we return tmp
1319 // from here :/
1320 op->nrof += tmp->nrof;
1321 tmp->destroy (1);
1322 }
1323
1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1326
1327 if (!QUERY_FLAG (op, FLAG_ALIVE))
1328 CLEAR_FLAG (op, FLAG_NO_STEAL);
1329
1330 if (flag & INS_BELOW_ORIGINATOR)
1331 {
1332 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1333 {
1334 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort ();
1336 }
1337
1338 if (!originator->is_on_map ())
1339 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1340 op->debug_desc (), originator->debug_desc ());
1341
1342 op->above = originator;
1343 op->below = originator->below;
1344 originator->below = op;
1345
1346 *(op->below ? &op->below->above : &ms.bot) = op;
1347 }
1348 else
1349 {
1350 object *floor = 0;
1351 object *top = ms.top;
1352
1353 /* If there are other objects, then */
1354 if (top)
1355 {
1356 /*
1357 * If there are multiple objects on this space, we do some trickier handling.
1358 * We've already dealt with merging if appropriate.
1359 * Generally, we want to put the new object on top. But if
1360 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1361 * floor, we want to insert above that and no further.
1362 * Also, if there are spell objects on this space, we stop processing
1363 * once we get to them. This reduces the need to traverse over all of
1364 * them when adding another one - this saves quite a bit of cpu time
1365 * when lots of spells are cast in one area. Currently, it is presumed
1366 * that flying non pickable objects are spell objects.
1367 */
1368 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1369 {
1370 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1371 floor = tmp;
1372
1373 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1374 {
1375 /* We insert above top, so we want this object below this */
1376 top = tmp->below;
1377 break;
1378 }
1379
1380 top = tmp;
1381 }
1382
1383 /* We let update_position deal with figuring out what the space
1384 * looks like instead of lots of conditions here.
1385 * makes things faster, and effectively the same result.
1386 */
1387
1388 /* Have object 'fall below' other objects that block view.
1389 * Unless those objects are exits.
1390 * If INS_ON_TOP is used, don't do this processing
1391 * Need to find the object that in fact blocks view, otherwise
1392 * stacking is a bit odd.
1393 */
1394 if (!(flag & INS_ON_TOP)
1395 && ms.flags () & P_BLOCKSVIEW
1396 && (op->face && !faces [op->face].visibility))
1397 {
1398 object *last;
1399
1400 for (last = top; last != floor; last = last->below)
1401 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1402 break;
1403
1404 /* Check to see if we found the object that blocks view,
1405 * and make sure we have a below pointer for it so that
1406 * we can get inserted below this one, which requires we
1407 * set top to the object below us.
1408 */
1409 if (last && last->below && last != floor)
1410 top = last->below;
1411 }
1412 } /* If objects on this space */
1413
1414 if (flag & INS_ABOVE_FLOOR_ONLY)
1415 top = floor;
1416
1417 // insert object above top, or bottom-most if top = 0
1418 if (!top)
1419 {
1420 op->below = 0;
1421 op->above = ms.bot;
1422 ms.bot = op;
1423
1424 *(op->above ? &op->above->below : &ms.top) = op;
1425 }
1426 else
1427 {
1428 op->above = top->above;
1429 top->above = op;
1430
1431 op->below = top;
1432 *(op->above ? &op->above->below : &ms.top) = op;
1433 }
1434 }
1435
1436 if (op->type == PLAYER)
1437 {
1438 op->contr->do_los = 1;
1439 ++op->map->players;
1440 op->map->touch ();
1441 }
1442
1443 op->map->dirty = true;
1444
1445 if (object *pl = ms.player ())
1446 //TODO: the floorbox prev/next might need updating
1447 //esrv_send_item (pl, op);
1448 //TODO: update floorbox to preserve ordering
1449 if (pl->contr->ns)
1450 pl->contr->ns->floorbox_update ();
1451
1452 /* If this object glows, it may affect lighting conditions that are
1453 * visible to others on this map. But update_all_los is really
1454 * an inefficient way to do this, as it means los for all players
1455 * on the map will get recalculated. The players could very well
1456 * be far away from this change and not affected in any way -
1457 * this should get redone to only look for players within range,
1458 * or just updating the P_UPTODATE for spaces within this area
1459 * of effect may be sufficient.
1460 */
1461 if (op->map->darkness && (op->glow_radius != 0))
1462 update_all_los (op->map, op->x, op->y);
1463
1464 /* updates flags (blocked, alive, no magic, etc) for this map space */
1465 update_object (op, UP_OBJ_INSERT);
1466
1467 INVOKE_OBJECT (INSERT, op);
1468
1469 /* Don't know if moving this to the end will break anything. However,
1470 * we want to have floorbox_update called before calling this.
1471 *
1472 * check_move_on() must be after this because code called from
1473 * check_move_on() depends on correct map flags (so functions like
1474 * blocked() and wall() work properly), and these flags are updated by
1475 * update_object().
1476 */
1477
1478 /* if this is not the head or flag has been passed, don't check walk on status */
1479 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1480 {
1481 if (check_move_on (op, originator))
1482 return 0;
1483
1484 /* If we are a multi part object, lets work our way through the check
1485 * walk on's.
1486 */
1487 for (object *tmp = op->more; tmp; tmp = tmp->more)
1488 if (check_move_on (tmp, originator))
1489 return 0;
1490 }
1491
1492 return op;
1493 }
1494
1495 /* this function inserts an object in the map, but if it
1496 * finds an object of its own type, it'll remove that one first.
1497 * op is the object to insert it under: supplies x and the map.
1498 */
1499 void
1500 replace_insert_ob_in_map (const char *arch_string, object *op)
1501 {
1502 /* first search for itself and remove any old instances */
1503
1504 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1505 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1506 tmp->destroy (1);
1507
1508 object *tmp = arch_to_object (archetype::find (arch_string));
1509
1510 tmp->x = op->x;
1511 tmp->y = op->y;
1512
1513 insert_ob_in_map (tmp, op->map, op, 0);
1514 }
1515
1516 object *
1517 object::insert_at (object *where, object *originator, int flags)
1518 {
1519 if (where->env)
1520 return where->env->insert (this);
1521 else
1522 return where->map->insert (this, where->x, where->y, originator, flags);
1523 }
1524
1525 /*
1526 * decrease(object, number) decreases a specified number from
1527 * the amount of an object. If the amount reaches 0, the object
1528 * is subsequently removed and freed.
1529 *
1530 * Return value: 'op' if something is left, NULL if the amount reached 0
1531 */
1532 bool
1533 object::decrease (sint32 nr)
1534 {
1535 if (!nr)
1536 return true;
1537
1538 nr = min (nr, nrof);
1539
1540 nrof -= nr;
1541
1542 if (nrof)
1543 {
1544 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1545
1546 if (object *pl = visible_to ())
1547 esrv_update_item (UPD_NROF, pl, this);
1548
1549 return true;
1550 }
1551 else
1552 {
1553 destroy ();
1554 return false;
1555 }
1556 }
1557
1558 /*
1559 * split(ob,nr) splits up ob into two parts. The part which
1560 * is returned contains nr objects, and the remaining parts contains
1561 * the rest (or is removed and returned if that number is 0).
1562 * On failure, NULL is returned.
1563 */
1564 object *
1565 object::split (sint32 nr)
1566 {
1567 int have = number_of ();
1568
1569 if (have < nr)
1570 return 0;
1571 else if (have == nr)
1572 {
1573 remove ();
1574 return this;
1575 }
1576 else
1577 {
1578 decrease (nr);
1579
1580 object *op = deep_clone ();
1581 op->nrof = nr;
1582 return op;
1583 }
1584 }
1585
1586 object *
1587 insert_ob_in_ob (object *op, object *where)
1588 {
1589 if (!where)
1590 {
1591 char *dump = dump_object (op);
1592 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1593 free (dump);
1594 return op;
1595 }
1596
1597 if (where->head_ () != where)
1598 {
1599 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1600 where = where->head;
1601 }
1602
1603 return where->insert (op);
1604 }
1605
1606 /*
1607 * env->insert (op)
1608 * This function inserts the object op in the linked list
1609 * inside the object environment.
1610 *
1611 * The function returns now pointer to inserted item, and return value can
1612 * be != op, if items are merged. -Tero
1613 */
1614 object *
1615 object::insert (object *op)
1616 {
1617 if (op->more)
1618 {
1619 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1620 return op;
1621 }
1622
1623 op->remove ();
1624
1625 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1626
1627 if (op->nrof)
1628 for (object *tmp = inv; tmp; tmp = tmp->below)
1629 if (object::can_merge (tmp, op))
1630 {
1631 /* return the original object and remove inserted object
1632 (client needs the original object) */
1633 tmp->nrof += op->nrof;
1634
1635 if (object *pl = tmp->visible_to ())
1636 esrv_update_item (UPD_NROF, pl, tmp);
1637
1638 adjust_weight (this, op->total_weight ());
1639
1640 op->destroy (1);
1641 op = tmp;
1642 goto inserted;
1643 }
1644
1645 op->owner = 0; // it's his/hers now. period.
1646 op->map = 0;
1647 op->x = 0;
1648 op->y = 0;
1649
1650 op->above = 0;
1651 op->below = inv;
1652 op->env = this;
1653
1654 if (inv)
1655 inv->above = op;
1656
1657 inv = op;
1658
1659 op->flag [FLAG_REMOVED] = 0;
1660
1661 if (object *pl = op->visible_to ())
1662 esrv_send_item (pl, op);
1663
1664 adjust_weight (this, op->total_weight ());
1665
1666 inserted:
1667 /* reset the light list and los of the players on the map */
1668 if (op->glow_radius && map && map->darkness)
1669 update_all_los (map, x, y);
1670
1671 // if this is a player's inventory, update stats
1672 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1673 update_stats ();
1674
1675 INVOKE_OBJECT (INSERT, this);
1676
1677 return op;
1678 }
1679
1680 /*
1681 * Checks if any objects has a move_type that matches objects
1682 * that effect this object on this space. Call apply() to process
1683 * these events.
1684 *
1685 * Any speed-modification due to SLOW_MOVE() of other present objects
1686 * will affect the speed_left of the object.
1687 *
1688 * originator: Player, monster or other object that caused 'op' to be inserted
1689 * into 'map'. May be NULL.
1690 *
1691 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1692 *
1693 * 4-21-95 added code to check if appropriate skill was readied - this will
1694 * permit faster movement by the player through this terrain. -b.t.
1695 *
1696 * MSW 2001-07-08: Check all objects on space, not just those below
1697 * object being inserted. insert_ob_in_map may not put new objects
1698 * on top.
1699 */
1700 int
1701 check_move_on (object *op, object *originator)
1702 {
1703 object *tmp;
1704 maptile *m = op->map;
1705 int x = op->x, y = op->y;
1706
1707 MoveType move_on, move_slow, move_block;
1708
1709 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1710 return 0;
1711
1712 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1713 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1714 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1715
1716 /* if nothing on this space will slow op down or be applied,
1717 * no need to do checking below. have to make sure move_type
1718 * is set, as lots of objects don't have it set - we treat that
1719 * as walking.
1720 */
1721 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1722 return 0;
1723
1724 /* This is basically inverse logic of that below - basically,
1725 * if the object can avoid the move on or slow move, they do so,
1726 * but can't do it if the alternate movement they are using is
1727 * blocked. Logic on this seems confusing, but does seem correct.
1728 */
1729 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1730 return 0;
1731
1732 /* The objects have to be checked from top to bottom.
1733 * Hence, we first go to the top:
1734 */
1735
1736 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1737 {
1738 /* Trim the search when we find the first other spell effect
1739 * this helps performance so that if a space has 50 spell objects,
1740 * we don't need to check all of them.
1741 */
1742 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1743 break;
1744 }
1745
1746 for (; tmp; tmp = tmp->below)
1747 {
1748 if (tmp == op)
1749 continue; /* Can't apply yourself */
1750
1751 /* Check to see if one of the movement types should be slowed down.
1752 * Second check makes sure that the movement types not being slowed
1753 * (~slow_move) is not blocked on this space - just because the
1754 * space doesn't slow down swimming (for example), if you can't actually
1755 * swim on that space, can't use it to avoid the penalty.
1756 */
1757 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1758 {
1759 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1760 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1761 {
1762
1763 float
1764 diff = tmp->move_slow_penalty * fabs (op->speed);
1765
1766 if (op->type == PLAYER)
1767 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1768 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1769 diff /= 4.0;
1770
1771 op->speed_left -= diff;
1772 }
1773 }
1774
1775 /* Basically same logic as above, except now for actual apply. */
1776 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1777 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1778 {
1779 move_apply (tmp, op, originator);
1780
1781 if (op->destroyed ())
1782 return 1;
1783
1784 /* what the person/creature stepped onto has moved the object
1785 * someplace new. Don't process any further - if we did,
1786 * have a feeling strange problems would result.
1787 */
1788 if (op->map != m || op->x != x || op->y != y)
1789 return 0;
1790 }
1791 }
1792
1793 return 0;
1794 }
1795
1796 /*
1797 * present_arch(arch, map, x, y) searches for any objects with
1798 * a matching archetype at the given map and coordinates.
1799 * The first matching object is returned, or NULL if none.
1800 */
1801 object *
1802 present_arch (const archetype *at, maptile *m, int x, int y)
1803 {
1804 if (!m || out_of_map (m, x, y))
1805 {
1806 LOG (llevError, "Present_arch called outside map.\n");
1807 return NULL;
1808 }
1809
1810 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1811 if (tmp->arch->archname == at->archname)
1812 return tmp;
1813
1814 return NULL;
1815 }
1816
1817 /*
1818 * present(type, map, x, y) searches for any objects with
1819 * a matching type variable at the given map and coordinates.
1820 * The first matching object is returned, or NULL if none.
1821 */
1822 object *
1823 present (unsigned char type, maptile *m, int x, int y)
1824 {
1825 if (out_of_map (m, x, y))
1826 {
1827 LOG (llevError, "Present called outside map.\n");
1828 return NULL;
1829 }
1830
1831 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1832 if (tmp->type == type)
1833 return tmp;
1834
1835 return NULL;
1836 }
1837
1838 /*
1839 * present_in_ob(type, object) searches for any objects with
1840 * a matching type variable in the inventory of the given object.
1841 * The first matching object is returned, or NULL if none.
1842 */
1843 object *
1844 present_in_ob (unsigned char type, const object *op)
1845 {
1846 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1847 if (tmp->type == type)
1848 return tmp;
1849
1850 return NULL;
1851 }
1852
1853 /*
1854 * present_in_ob (type, str, object) searches for any objects with
1855 * a matching type & name variable in the inventory of the given object.
1856 * The first matching object is returned, or NULL if none.
1857 * This is mostly used by spell effect code, so that we only
1858 * have one spell effect at a time.
1859 * type can be used to narrow the search - if type is set,
1860 * the type must also match. -1 can be passed for the type,
1861 * in which case the type does not need to pass.
1862 * str is the string to match against. Note that we match against
1863 * the object name, not the archetype name. this is so that the
1864 * spell code can use one object type (force), but change it's name
1865 * to be unique.
1866 */
1867 object *
1868 present_in_ob_by_name (int type, const char *str, const object *op)
1869 {
1870 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1871 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1872 return tmp;
1873
1874 return 0;
1875 }
1876
1877 /*
1878 * present_arch_in_ob(archetype, object) searches for any objects with
1879 * a matching archetype in the inventory of the given object.
1880 * The first matching object is returned, or NULL if none.
1881 */
1882 object *
1883 present_arch_in_ob (const archetype *at, const object *op)
1884 {
1885 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1886 if (tmp->arch->archname == at->archname)
1887 return tmp;
1888
1889 return NULL;
1890 }
1891
1892 /*
1893 * activate recursively a flag on an object inventory
1894 */
1895 void
1896 flag_inv (object *op, int flag)
1897 {
1898 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1899 {
1900 SET_FLAG (tmp, flag);
1901 flag_inv (tmp, flag);
1902 }
1903 }
1904
1905 /*
1906 * deactivate recursively a flag on an object inventory
1907 */
1908 void
1909 unflag_inv (object *op, int flag)
1910 {
1911 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1912 {
1913 CLEAR_FLAG (tmp, flag);
1914 unflag_inv (tmp, flag);
1915 }
1916 }
1917
1918 /*
1919 * find_free_spot(object, map, x, y, start, stop) will search for
1920 * a spot at the given map and coordinates which will be able to contain
1921 * the given object. start and stop specifies how many squares
1922 * to search (see the freearr_x/y[] definition).
1923 * It returns a random choice among the alternatives found.
1924 * start and stop are where to start relative to the free_arr array (1,9
1925 * does all 4 immediate directions). This returns the index into the
1926 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1927 * Note: This function does correctly handle tiled maps, but does not
1928 * inform the caller. However, insert_ob_in_map will update as
1929 * necessary, so the caller shouldn't need to do any special work.
1930 * Note - updated to take an object instead of archetype - this is necessary
1931 * because arch_blocked (now ob_blocked) needs to know the movement type
1932 * to know if the space in question will block the object. We can't use
1933 * the archetype because that isn't correct if the monster has been
1934 * customized, changed states, etc.
1935 */
1936 int
1937 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1938 {
1939 int altern[SIZEOFFREE];
1940 int index = 0, flag;
1941
1942 for (int i = start; i < stop; i++)
1943 {
1944 mapxy pos (m, x, y); pos.move (i);
1945
1946 if (!pos.normalise ())
1947 continue;
1948
1949 mapspace &ms = *pos;
1950
1951 if (ms.flags () & P_IS_ALIVE)
1952 continue;
1953
1954 /* However, often
1955 * ob doesn't have any move type (when used to place exits)
1956 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1957 */
1958 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1959 {
1960 altern [index++] = i;
1961 continue;
1962 }
1963
1964 /* Basically, if we find a wall on a space, we cut down the search size.
1965 * In this way, we won't return spaces that are on another side of a wall.
1966 * This mostly work, but it cuts down the search size in all directions -
1967 * if the space being examined only has a wall to the north and empty
1968 * spaces in all the other directions, this will reduce the search space
1969 * to only the spaces immediately surrounding the target area, and
1970 * won't look 2 spaces south of the target space.
1971 */
1972 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1973 {
1974 stop = maxfree[i];
1975 continue;
1976 }
1977
1978 /* Note it is intentional that we check ob - the movement type of the
1979 * head of the object should correspond for the entire object.
1980 */
1981 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1982 continue;
1983
1984 if (ob->blocked (m, pos.x, pos.y))
1985 continue;
1986
1987 altern [index++] = i;
1988 }
1989
1990 if (!index)
1991 return -1;
1992
1993 return altern [rndm (index)];
1994 }
1995
1996 /*
1997 * find_first_free_spot(archetype, maptile, x, y) works like
1998 * find_free_spot(), but it will search max number of squares.
1999 * But it will return the first available spot, not a random choice.
2000 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2001 */
2002 int
2003 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2004 {
2005 for (int i = 0; i < SIZEOFFREE; i++)
2006 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2007 return i;
2008
2009 return -1;
2010 }
2011
2012 /*
2013 * The function permute(arr, begin, end) randomly reorders the array
2014 * arr[begin..end-1].
2015 * now uses a fisher-yates shuffle, old permute was broken
2016 */
2017 static void
2018 permute (int *arr, int begin, int end)
2019 {
2020 arr += begin;
2021 end -= begin;
2022
2023 while (--end)
2024 swap (arr [end], arr [rndm (end + 1)]);
2025 }
2026
2027 /* new function to make monster searching more efficient, and effective!
2028 * This basically returns a randomized array (in the passed pointer) of
2029 * the spaces to find monsters. In this way, it won't always look for
2030 * monsters to the north first. However, the size of the array passed
2031 * covers all the spaces, so within that size, all the spaces within
2032 * the 3x3 area will be searched, just not in a predictable order.
2033 */
2034 void
2035 get_search_arr (int *search_arr)
2036 {
2037 int i;
2038
2039 for (i = 0; i < SIZEOFFREE; i++)
2040 search_arr[i] = i;
2041
2042 permute (search_arr, 1, SIZEOFFREE1 + 1);
2043 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2044 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2045 }
2046
2047 /*
2048 * find_dir(map, x, y, exclude) will search some close squares in the
2049 * given map at the given coordinates for live objects.
2050 * It will not considered the object given as exclude among possible
2051 * live objects.
2052 * It returns the direction toward the first/closest live object if finds
2053 * any, otherwise 0.
2054 * Perhaps incorrectly, but I'm making the assumption that exclude
2055 * is actually want is going to try and move there. We need this info
2056 * because we have to know what movement the thing looking to move
2057 * there is capable of.
2058 */
2059 int
2060 find_dir (maptile *m, int x, int y, object *exclude)
2061 {
2062 int i, max = SIZEOFFREE, mflags;
2063
2064 sint16 nx, ny;
2065 object *tmp;
2066 maptile *mp;
2067
2068 MoveType blocked, move_type;
2069
2070 if (exclude && exclude->head_ () != exclude)
2071 {
2072 exclude = exclude->head;
2073 move_type = exclude->move_type;
2074 }
2075 else
2076 {
2077 /* If we don't have anything, presume it can use all movement types. */
2078 move_type = MOVE_ALL;
2079 }
2080
2081 for (i = 1; i < max; i++)
2082 {
2083 mp = m;
2084 nx = x + freearr_x[i];
2085 ny = y + freearr_y[i];
2086
2087 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2088
2089 if (mflags & P_OUT_OF_MAP)
2090 max = maxfree[i];
2091 else
2092 {
2093 mapspace &ms = mp->at (nx, ny);
2094
2095 blocked = ms.move_block;
2096
2097 if ((move_type & blocked) == move_type)
2098 max = maxfree[i];
2099 else if (mflags & P_IS_ALIVE)
2100 {
2101 for (tmp = ms.bot; tmp; tmp = tmp->above)
2102 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2103 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2104 break;
2105
2106 if (tmp)
2107 return freedir[i];
2108 }
2109 }
2110 }
2111
2112 return 0;
2113 }
2114
2115 /*
2116 * distance(object 1, object 2) will return the square of the
2117 * distance between the two given objects.
2118 */
2119 int
2120 distance (const object *ob1, const object *ob2)
2121 {
2122 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2123 }
2124
2125 /*
2126 * find_dir_2(delta-x,delta-y) will return a direction in which
2127 * an object which has subtracted the x and y coordinates of another
2128 * object, needs to travel toward it.
2129 */
2130 int
2131 find_dir_2 (int x, int y)
2132 {
2133 int q;
2134
2135 if (y)
2136 q = x * 100 / y;
2137 else if (x)
2138 q = -300 * x;
2139 else
2140 return 0;
2141
2142 if (y > 0)
2143 {
2144 if (q < -242)
2145 return 3;
2146 if (q < -41)
2147 return 2;
2148 if (q < 41)
2149 return 1;
2150 if (q < 242)
2151 return 8;
2152 return 7;
2153 }
2154
2155 if (q < -242)
2156 return 7;
2157 if (q < -41)
2158 return 6;
2159 if (q < 41)
2160 return 5;
2161 if (q < 242)
2162 return 4;
2163
2164 return 3;
2165 }
2166
2167 /*
2168 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2169 * between two directions (which are expected to be absolute (see absdir())
2170 */
2171 int
2172 dirdiff (int dir1, int dir2)
2173 {
2174 int d;
2175
2176 d = abs (dir1 - dir2);
2177 if (d > 4)
2178 d = 8 - d;
2179
2180 return d;
2181 }
2182
2183 /* peterm:
2184 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2185 * Basically, this is a table of directions, and what directions
2186 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2187 * This basically means that if direction is 15, then it could either go
2188 * direction 4, 14, or 16 to get back to where we are.
2189 * Moved from spell_util.c to object.c with the other related direction
2190 * functions.
2191 */
2192 int reduction_dir[SIZEOFFREE][3] = {
2193 {0, 0, 0}, /* 0 */
2194 {0, 0, 0}, /* 1 */
2195 {0, 0, 0}, /* 2 */
2196 {0, 0, 0}, /* 3 */
2197 {0, 0, 0}, /* 4 */
2198 {0, 0, 0}, /* 5 */
2199 {0, 0, 0}, /* 6 */
2200 {0, 0, 0}, /* 7 */
2201 {0, 0, 0}, /* 8 */
2202 {8, 1, 2}, /* 9 */
2203 {1, 2, -1}, /* 10 */
2204 {2, 10, 12}, /* 11 */
2205 {2, 3, -1}, /* 12 */
2206 {2, 3, 4}, /* 13 */
2207 {3, 4, -1}, /* 14 */
2208 {4, 14, 16}, /* 15 */
2209 {5, 4, -1}, /* 16 */
2210 {4, 5, 6}, /* 17 */
2211 {6, 5, -1}, /* 18 */
2212 {6, 20, 18}, /* 19 */
2213 {7, 6, -1}, /* 20 */
2214 {6, 7, 8}, /* 21 */
2215 {7, 8, -1}, /* 22 */
2216 {8, 22, 24}, /* 23 */
2217 {8, 1, -1}, /* 24 */
2218 {24, 9, 10}, /* 25 */
2219 {9, 10, -1}, /* 26 */
2220 {10, 11, -1}, /* 27 */
2221 {27, 11, 29}, /* 28 */
2222 {11, 12, -1}, /* 29 */
2223 {12, 13, -1}, /* 30 */
2224 {12, 13, 14}, /* 31 */
2225 {13, 14, -1}, /* 32 */
2226 {14, 15, -1}, /* 33 */
2227 {33, 15, 35}, /* 34 */
2228 {16, 15, -1}, /* 35 */
2229 {17, 16, -1}, /* 36 */
2230 {18, 17, 16}, /* 37 */
2231 {18, 17, -1}, /* 38 */
2232 {18, 19, -1}, /* 39 */
2233 {41, 19, 39}, /* 40 */
2234 {19, 20, -1}, /* 41 */
2235 {20, 21, -1}, /* 42 */
2236 {20, 21, 22}, /* 43 */
2237 {21, 22, -1}, /* 44 */
2238 {23, 22, -1}, /* 45 */
2239 {45, 47, 23}, /* 46 */
2240 {23, 24, -1}, /* 47 */
2241 {24, 9, -1}
2242 }; /* 48 */
2243
2244 /* Recursive routine to step back and see if we can
2245 * find a path to that monster that we found. If not,
2246 * we don't bother going toward it. Returns 1 if we
2247 * can see a direct way to get it
2248 * Modified to be map tile aware -.MSW
2249 */
2250 int
2251 can_see_monsterP (maptile *m, int x, int y, int dir)
2252 {
2253 sint16 dx, dy;
2254 int mflags;
2255
2256 if (dir < 0)
2257 return 0; /* exit condition: invalid direction */
2258
2259 dx = x + freearr_x[dir];
2260 dy = y + freearr_y[dir];
2261
2262 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2263
2264 /* This functional arguably was incorrect before - it was
2265 * checking for P_WALL - that was basically seeing if
2266 * we could move to the monster - this is being more
2267 * literal on if we can see it. To know if we can actually
2268 * move to the monster, we'd need the monster passed in or
2269 * at least its move type.
2270 */
2271 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2272 return 0;
2273
2274 /* yes, can see. */
2275 if (dir < 9)
2276 return 1;
2277
2278 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2279 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2280 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2281 }
2282
2283 /*
2284 * can_pick(picker, item): finds out if an object is possible to be
2285 * picked up by the picker. Returnes 1 if it can be
2286 * picked up, otherwise 0.
2287 *
2288 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2289 * core dumps if they do.
2290 *
2291 * Add a check so we can't pick up invisible objects (0.93.8)
2292 */
2293 int
2294 can_pick (const object *who, const object *item)
2295 {
2296 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2297 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2298 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2299 }
2300
2301 /*
2302 * create clone from object to another
2303 */
2304 object *
2305 object::deep_clone ()
2306 {
2307 assert (("deep_clone called on non-head object", is_head ()));
2308
2309 object *dst = clone ();
2310
2311 object *prev = dst;
2312 for (object *part = this->more; part; part = part->more)
2313 {
2314 object *tmp = part->clone ();
2315 tmp->head = dst;
2316 prev->more = tmp;
2317 prev = tmp;
2318 }
2319
2320 for (object *item = inv; item; item = item->below)
2321 insert_ob_in_ob (item->deep_clone (), dst);
2322
2323 return dst;
2324 }
2325
2326 /* This returns the first object in who's inventory that
2327 * has the same type and subtype match.
2328 * returns NULL if no match.
2329 */
2330 object *
2331 find_obj_by_type_subtype (const object *who, int type, int subtype)
2332 {
2333 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2334 if (tmp->type == type && tmp->subtype == subtype)
2335 return tmp;
2336
2337 return 0;
2338 }
2339
2340 const shstr &
2341 object::kv_get (const shstr &key) const
2342 {
2343 for (key_value *kv = key_values; kv; kv = kv->next)
2344 if (kv->key == key)
2345 return kv->value;
2346
2347 return shstr_null;
2348 }
2349
2350 void
2351 object::kv_set (const shstr &key, const shstr &value)
2352 {
2353 for (key_value *kv = key_values; kv; kv = kv->next)
2354 if (kv->key == key)
2355 {
2356 kv->value = value;
2357 return;
2358 }
2359
2360 key_value *kv = new key_value;
2361
2362 kv->next = key_values;
2363 kv->key = key;
2364 kv->value = value;
2365
2366 key_values = kv;
2367 }
2368
2369 void
2370 object::kv_del (const shstr &key)
2371 {
2372 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2373 if ((*kvp)->key == key)
2374 {
2375 key_value *kv = *kvp;
2376 *kvp = (*kvp)->next;
2377 delete kv;
2378 return;
2379 }
2380 }
2381
2382 object::depth_iterator::depth_iterator (object *container)
2383 : iterator_base (container)
2384 {
2385 while (item->inv)
2386 item = item->inv;
2387 }
2388
2389 void
2390 object::depth_iterator::next ()
2391 {
2392 if (item->below)
2393 {
2394 item = item->below;
2395
2396 while (item->inv)
2397 item = item->inv;
2398 }
2399 else
2400 item = item->env;
2401 }
2402
2403 const char *
2404 object::flag_desc (char *desc, int len) const
2405 {
2406 char *p = desc;
2407 bool first = true;
2408
2409 *p = 0;
2410
2411 for (int i = 0; i < NUM_FLAGS; i++)
2412 {
2413 if (len <= 10) // magic constant!
2414 {
2415 snprintf (p, len, ",...");
2416 break;
2417 }
2418
2419 if (flag [i])
2420 {
2421 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2422 len -= cnt;
2423 p += cnt;
2424 first = false;
2425 }
2426 }
2427
2428 return desc;
2429 }
2430
2431 // return a suitable string describing an object in enough detail to find it
2432 const char *
2433 object::debug_desc (char *info) const
2434 {
2435 char flagdesc[512];
2436 char info2[256 * 4];
2437 char *p = info;
2438
2439 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2440 count,
2441 uuid.c_str (),
2442 &name,
2443 title ? ",title:\"" : "",
2444 title ? (const char *)title : "",
2445 title ? "\"" : "",
2446 flag_desc (flagdesc, 512), type);
2447
2448 if (!flag[FLAG_REMOVED] && env)
2449 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2450
2451 if (map)
2452 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2453
2454 return info;
2455 }
2456
2457 const char *
2458 object::debug_desc () const
2459 {
2460 static char info[3][256 * 4];
2461 static int info_idx;
2462
2463 return debug_desc (info [++info_idx % 3]);
2464 }
2465
2466 struct region *
2467 object::region () const
2468 {
2469 return map ? map->region (x, y)
2470 : region::default_region ();
2471 }
2472
2473 const materialtype_t *
2474 object::dominant_material () const
2475 {
2476 if (materialtype_t *mt = name_to_material (materialname))
2477 return mt;
2478
2479 return name_to_material (shstr_unknown);
2480 }
2481
2482 void
2483 object::open_container (object *new_container)
2484 {
2485 if (container == new_container)
2486 return;
2487
2488 object *old_container = container;
2489
2490 if (old_container)
2491 {
2492 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2493 return;
2494
2495 #if 0
2496 // remove the "Close old_container" object.
2497 if (object *closer = old_container->inv)
2498 if (closer->type == CLOSE_CON)
2499 closer->destroy ();
2500 #endif
2501
2502 // make sure the container is available
2503 esrv_send_item (this, old_container);
2504
2505 old_container->flag [FLAG_APPLIED] = false;
2506 container = 0;
2507
2508 // client needs item update to make it work, client bug requires this to be separate
2509 esrv_update_item (UPD_FLAGS, this, old_container);
2510
2511 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2512 play_sound (sound_find ("chest_close"));
2513 }
2514
2515 if (new_container)
2516 {
2517 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2518 return;
2519
2520 // TODO: this does not seem to serve any purpose anymore?
2521 #if 0
2522 // insert the "Close Container" object.
2523 if (archetype *closer = new_container->other_arch)
2524 {
2525 object *closer = arch_to_object (new_container->other_arch);
2526 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2527 new_container->insert (closer);
2528 }
2529 #endif
2530
2531 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2532
2533 // make sure the container is available, client bug requires this to be separate
2534 esrv_send_item (this, new_container);
2535
2536 new_container->flag [FLAG_APPLIED] = true;
2537 container = new_container;
2538
2539 // client needs flag change
2540 esrv_update_item (UPD_FLAGS, this, new_container);
2541 esrv_send_inventory (this, new_container);
2542 play_sound (sound_find ("chest_open"));
2543 }
2544 // else if (!old_container->env && contr && contr->ns)
2545 // contr->ns->floorbox_reset ();
2546 }
2547
2548 object *
2549 object::force_find (const shstr name)
2550 {
2551 /* cycle through his inventory to look for the MARK we want to
2552 * place
2553 */
2554 for (object *tmp = inv; tmp; tmp = tmp->below)
2555 if (tmp->type == FORCE && tmp->slaying == name)
2556 return splay (tmp);
2557
2558 return 0;
2559 }
2560
2561 void
2562 object::force_add (const shstr name, int duration)
2563 {
2564 if (object *force = force_find (name))
2565 force->destroy ();
2566
2567 object *force = get_archetype (FORCE_NAME);
2568
2569 force->slaying = name;
2570 force->stats.food = 1;
2571 force->speed_left = -1.f;
2572
2573 force->set_speed (duration ? 1.f / duration : 0.f);
2574 force->flag [FLAG_IS_USED_UP] = true;
2575 force->flag [FLAG_APPLIED] = true;
2576
2577 insert (force);
2578 }
2579
2580 void
2581 object::play_sound (faceidx sound)
2582 {
2583 if (!sound)
2584 return;
2585
2586 if (flag [FLAG_REMOVED])
2587 return;
2588
2589 if (env)
2590 {
2591 if (object *pl = in_player ())
2592 pl->contr->play_sound (sound);
2593 }
2594 else
2595 map->play_sound (sound, x, y);
2596 }
2597