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Revision: 1.252
Committed: Mon Aug 11 23:23:41 2008 UTC (15 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.251: +1 -2 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 == SAFE_GROUND && !(m.flags_ & P_SAFE))
768 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
769 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
770 || (m.move_on | op->move_on ) != m.move_on
771 || (m.move_off | op->move_off ) != m.move_off
772 || (m.move_slow | op->move_slow) != m.move_slow
773 /* This isn't perfect, but I don't expect a lot of objects to
774 * have move_allow right now.
775 */
776 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
777 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
778 m.flags_ = 0;
779 }
780 /* if the object is being removed, we can't make intelligent
781 * decisions, because remove_ob can't really pass the object
782 * that is being removed.
783 */
784 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
785 m.flags_ = 0;
786 else if (action == UP_OBJ_FACE)
787 /* Nothing to do for that case */ ;
788 else
789 LOG (llevError, "update_object called with invalid action: %d\n", action);
790
791 if (op->more)
792 update_object (op->more, action);
793 }
794
795 object::object ()
796 {
797 SET_FLAG (this, FLAG_REMOVED);
798
799 expmul = 1.0;
800 face = blank_face;
801 }
802
803 object::~object ()
804 {
805 unlink ();
806
807 free_key_values (this);
808 }
809
810 static int object_count;
811
812 void object::link ()
813 {
814 assert (!index);//D
815 uuid = UUID::gen ();
816 count = ++object_count;
817
818 refcnt_inc ();
819 objects.insert (this);
820 }
821
822 void object::unlink ()
823 {
824 if (!index)
825 return;
826
827 objects.erase (this);
828 refcnt_dec ();
829 }
830
831 void
832 object::activate ()
833 {
834 /* If already on active list, don't do anything */
835 if (active)
836 return;
837
838 if (has_active_speed ())
839 actives.insert (this);
840 }
841
842 void
843 object::activate_recursive ()
844 {
845 activate ();
846
847 for (object *op = inv; op; op = op->below)
848 op->activate_recursive ();
849 }
850
851 /* This function removes object 'op' from the list of active
852 * objects.
853 * This should only be used for style maps or other such
854 * reference maps where you don't want an object that isn't
855 * in play chewing up cpu time getting processed.
856 * The reverse of this is to call update_ob_speed, which
857 * will do the right thing based on the speed of the object.
858 */
859 void
860 object::deactivate ()
861 {
862 /* If not on the active list, nothing needs to be done */
863 if (!active)
864 return;
865
866 actives.erase (this);
867 }
868
869 void
870 object::deactivate_recursive ()
871 {
872 for (object *op = inv; op; op = op->below)
873 op->deactivate_recursive ();
874
875 deactivate ();
876 }
877
878 void
879 object::set_flag_inv (int flag, int value)
880 {
881 for (object *op = inv; op; op = op->below)
882 {
883 op->flag [flag] = value;
884 op->set_flag_inv (flag, value);
885 }
886 }
887
888 /*
889 * Remove and free all objects in the inventory of the given object.
890 * object.c ?
891 */
892 void
893 object::destroy_inv (bool drop_to_ground)
894 {
895 // need to check first, because the checks below might segfault
896 // as we might be on an invalid mapspace and crossfire code
897 // is too buggy to ensure that the inventory is empty.
898 // corollary: if you create arrows etc. with stuff in its inventory,
899 // cf will crash below with off-map x and y
900 if (!inv)
901 return;
902
903 /* Only if the space blocks everything do we not process -
904 * if some form of movement is allowed, let objects
905 * drop on that space.
906 */
907 if (!drop_to_ground
908 || !map
909 || map->in_memory != MAP_ACTIVE
910 || map->no_drop
911 || ms ().move_block == MOVE_ALL)
912 {
913 while (inv)
914 inv->destroy (true);
915 }
916 else
917 { /* Put objects in inventory onto this space */
918 while (inv)
919 {
920 object *op = inv;
921
922 if (op->flag [FLAG_STARTEQUIP]
923 || op->flag [FLAG_NO_DROP]
924 || op->type == RUNE
925 || op->type == TRAP
926 || op->flag [FLAG_IS_A_TEMPLATE]
927 || op->flag [FLAG_DESTROY_ON_DEATH])
928 op->destroy (true);
929 else
930 map->insert (op, x, y);
931 }
932 }
933 }
934
935 object *object::create ()
936 {
937 object *op = new object;
938 op->link ();
939 return op;
940 }
941
942 static struct freed_map : maptile
943 {
944 freed_map ()
945 {
946 path = "<freed objects map>";
947 name = "/internal/freed_objects_map";
948 width = 3;
949 height = 3;
950 no_drop = 1;
951 no_reset = 1;
952
953 alloc ();
954 in_memory = MAP_ACTIVE;
955 }
956
957 ~freed_map ()
958 {
959 destroy ();
960 }
961 } freed_map; // freed objects are moved here to avoid crashes
962
963 void
964 object::do_destroy ()
965 {
966 if (flag [FLAG_IS_LINKED])
967 remove_button_link (this);
968
969 if (flag [FLAG_FRIENDLY])
970 remove_friendly_object (this);
971
972 remove ();
973
974 attachable::do_destroy ();
975
976 deactivate ();
977 unlink ();
978
979 flag [FLAG_FREED] = 1;
980
981 // hack to ensure that freed objects still have a valid map
982 map = &freed_map;
983 x = 1;
984 y = 1;
985
986 if (more)
987 {
988 more->destroy ();
989 more = 0;
990 }
991
992 head = 0;
993
994 // clear those pointers that likely might cause circular references
995 owner = 0;
996 enemy = 0;
997 attacked_by = 0;
998 current_weapon = 0;
999 }
1000
1001 void
1002 object::destroy (bool destroy_inventory)
1003 {
1004 if (destroyed ())
1005 return;
1006
1007 if (!is_head () && !head->destroyed ())
1008 {
1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010 head->destroy (destroy_inventory);
1011 return;
1012 }
1013
1014 destroy_inv (!destroy_inventory);
1015
1016 if (is_head ())
1017 if (sound_destroy)
1018 play_sound (sound_destroy);
1019 else if (flag [FLAG_MONSTER])
1020 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1021
1022 attachable::destroy ();
1023 }
1024
1025 /* op->remove ():
1026 * This function removes the object op from the linked list of objects
1027 * which it is currently tied to. When this function is done, the
1028 * object will have no environment. If the object previously had an
1029 * environment, the x and y coordinates will be updated to
1030 * the previous environment.
1031 */
1032 void
1033 object::do_remove ()
1034 {
1035 object *tmp, *last = 0;
1036 object *otmp;
1037
1038 if (flag [FLAG_REMOVED])
1039 return;
1040
1041 INVOKE_OBJECT (REMOVE, this);
1042
1043 flag [FLAG_REMOVED] = true;
1044
1045 if (more)
1046 more->remove ();
1047
1048 /*
1049 * In this case, the object to be removed is in someones
1050 * inventory.
1051 */
1052 if (env)
1053 {
1054 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1055 if (object *pl = visible_to ())
1056 esrv_del_item (pl->contr, count);
1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058
1059 adjust_weight (env, -total_weight ());
1060
1061 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do.
1064 */
1065 map = env->map;
1066 x = env->x;
1067 y = env->y;
1068
1069 // make sure cmov optimisation is applicable
1070 *(above ? &above->below : &env->inv) = below;
1071 *(below ? &below->above : &above ) = above; // &above is just a dummy
1072
1073 above = 0;
1074 below = 0;
1075 env = 0;
1076
1077 /* NO_FIX_PLAYER is set when a great many changes are being
1078 * made to players inventory. If set, avoiding the call
1079 * to save cpu time.
1080 */
1081 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1082 otmp->update_stats ();
1083 }
1084 else if (map)
1085 {
1086 map->dirty = true;
1087 mapspace &ms = this->ms ();
1088
1089 if (object *pl = ms.player ())
1090 {
1091 if (type == PLAYER) // this == pl(!)
1092 {
1093 // leaving a spot always closes any open container on the ground
1094 if (container && !container->env)
1095 // this causes spurious floorbox updates, but it ensures
1096 // that the CLOSE event is being sent.
1097 close_container ();
1098
1099 --map->players;
1100 map->touch ();
1101 }
1102 else if (pl->container == this)
1103 {
1104 // removing a container should close it
1105 close_container ();
1106 }
1107
1108 esrv_del_item (pl->contr, count);
1109 }
1110
1111 /* link the object above us */
1112 // re-link, make sure compiler can easily use cmove
1113 *(above ? &above->below : &ms.top) = below;
1114 *(below ? &below->above : &ms.bot) = above;
1115
1116 above = 0;
1117 below = 0;
1118
1119 if (map->in_memory == MAP_SAVING)
1120 return;
1121
1122 int check_walk_off = !flag [FLAG_NO_APPLY];
1123
1124 if (object *pl = ms.player ())
1125 {
1126 if (pl->container == this)
1127 /* If a container that the player is currently using somehow gets
1128 * removed (most likely destroyed), update the player view
1129 * appropriately.
1130 */
1131 pl->close_container ();
1132
1133 //TODO: the floorbox prev/next might need updating
1134 //esrv_del_item (pl->contr, count);
1135 //TODO: update floorbox to preserve ordering
1136 if (pl->contr->ns)
1137 pl->contr->ns->floorbox_update ();
1138 }
1139
1140 for (tmp = ms.bot; tmp; tmp = tmp->above)
1141 {
1142 /* No point updating the players look faces if he is the object
1143 * being removed.
1144 */
1145
1146 /* See if object moving off should effect something */
1147 if (check_walk_off
1148 && ((move_type & tmp->move_off)
1149 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1150 {
1151 move_apply (tmp, this, 0);
1152
1153 if (destroyed ())
1154 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1155 }
1156
1157 last = tmp;
1158 }
1159
1160 /* last == NULL if there are no objects on this space */
1161 //TODO: this makes little sense, why only update the topmost object?
1162 if (!last)
1163 map->at (x, y).flags_ = 0;
1164 else
1165 update_object (last, UP_OBJ_REMOVE);
1166
1167 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1168 update_all_los (map, x, y);
1169 }
1170 }
1171
1172 /*
1173 * merge_ob(op,top):
1174 *
1175 * This function goes through all objects below and including top, and
1176 * merges op to the first matching object.
1177 * If top is NULL, it is calculated.
1178 * Returns pointer to object if it succeded in the merge, otherwise NULL
1179 */
1180 object *
1181 merge_ob (object *op, object *top)
1182 {
1183 if (!op->nrof)
1184 return 0;
1185
1186 if (!top)
1187 for (top = op; top && top->above; top = top->above)
1188 ;
1189
1190 for (; top; top = top->below)
1191 if (object::can_merge (op, top))
1192 {
1193 top->nrof += op->nrof;
1194
1195 if (object *pl = top->visible_to ())
1196 esrv_update_item (UPD_NROF, pl, top);
1197
1198 op->weight = 0; // cancel the addition above
1199 op->carrying = 0; // must be 0 already
1200
1201 op->destroy (1);
1202
1203 return top;
1204 }
1205
1206 return 0;
1207 }
1208
1209 void
1210 object::expand_tail ()
1211 {
1212 if (more)
1213 return;
1214
1215 object *prev = this;
1216
1217 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1218 {
1219 object *op = arch_to_object (at);
1220
1221 op->name = name;
1222 op->name_pl = name_pl;
1223 op->title = title;
1224
1225 op->head = this;
1226 prev->more = op;
1227
1228 prev = op;
1229 }
1230 }
1231
1232 /*
1233 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1234 * job preparing multi-part monsters.
1235 */
1236 object *
1237 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1238 {
1239 op->remove ();
1240
1241 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1242 {
1243 tmp->x = x + tmp->arch->x;
1244 tmp->y = y + tmp->arch->y;
1245 }
1246
1247 return insert_ob_in_map (op, m, originator, flag);
1248 }
1249
1250 /*
1251 * insert_ob_in_map (op, map, originator, flag):
1252 * This function inserts the object in the two-way linked list
1253 * which represents what is on a map.
1254 * The second argument specifies the map, and the x and y variables
1255 * in the object about to be inserted specifies the position.
1256 *
1257 * originator: Player, monster or other object that caused 'op' to be inserted
1258 * into 'map'. May be NULL.
1259 *
1260 * flag is a bitmask about special things to do (or not do) when this
1261 * function is called. see the object.h file for the INS_ values.
1262 * Passing 0 for flag gives proper default values, so flag really only needs
1263 * to be set if special handling is needed.
1264 *
1265 * Return value:
1266 * new object if 'op' was merged with other object
1267 * NULL if 'op' was destroyed
1268 * just 'op' otherwise
1269 */
1270 object *
1271 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1272 {
1273 if (op->is_on_map ())
1274 {
1275 LOG (llevError, "insert_ob_in_map called for object already on map");
1276 abort ();
1277 }
1278
1279 if (op->env)
1280 {
1281 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1282 op->remove ();
1283 }
1284
1285 if (op->face && !face_info (op->face))//D TODO: remove soon
1286 {//D
1287 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1288 op->face = 1;//D
1289 }//D
1290
1291 /* Ideally, the caller figures this out. However, it complicates a lot
1292 * of areas of callers (eg, anything that uses find_free_spot would now
1293 * need extra work
1294 */
1295 if (!xy_normalise (m, op->x, op->y))
1296 {
1297 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1298 return 0;
1299 }
1300
1301 if (object *more = op->more)
1302 if (!insert_ob_in_map (more, m, originator, flag))
1303 return 0;
1304
1305 CLEAR_FLAG (op, FLAG_REMOVED);
1306
1307 op->map = m;
1308 mapspace &ms = op->ms ();
1309
1310 /* this has to be done after we translate the coordinates.
1311 */
1312 if (op->nrof && !(flag & INS_NO_MERGE))
1313 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1314 if (object::can_merge (op, tmp))
1315 {
1316 // TODO: we actually want to update tmp, not op,
1317 // but some caller surely breaks when we return tmp
1318 // from here :/
1319 op->nrof += tmp->nrof;
1320 tmp->destroy (1);
1321 }
1322
1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1324 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1325
1326 if (!QUERY_FLAG (op, FLAG_ALIVE))
1327 CLEAR_FLAG (op, FLAG_NO_STEAL);
1328
1329 if (flag & INS_BELOW_ORIGINATOR)
1330 {
1331 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1332 {
1333 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1334 abort ();
1335 }
1336
1337 if (!originator->is_on_map ())
1338 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1339 op->debug_desc (), originator->debug_desc ());
1340
1341 op->above = originator;
1342 op->below = originator->below;
1343 originator->below = op;
1344
1345 *(op->below ? &op->below->above : &ms.bot) = op;
1346 }
1347 else
1348 {
1349 object *floor = 0;
1350 object *top = ms.top;
1351
1352 /* If there are other objects, then */
1353 if (top)
1354 {
1355 /*
1356 * If there are multiple objects on this space, we do some trickier handling.
1357 * We've already dealt with merging if appropriate.
1358 * Generally, we want to put the new object on top. But if
1359 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1360 * floor, we want to insert above that and no further.
1361 * Also, if there are spell objects on this space, we stop processing
1362 * once we get to them. This reduces the need to traverse over all of
1363 * them when adding another one - this saves quite a bit of cpu time
1364 * when lots of spells are cast in one area. Currently, it is presumed
1365 * that flying non pickable objects are spell objects.
1366 */
1367 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1368 {
1369 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1370 floor = tmp;
1371
1372 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1373 {
1374 /* We insert above top, so we want this object below this */
1375 top = tmp->below;
1376 break;
1377 }
1378
1379 top = tmp;
1380 }
1381
1382 /* We let update_position deal with figuring out what the space
1383 * looks like instead of lots of conditions here.
1384 * makes things faster, and effectively the same result.
1385 */
1386
1387 /* Have object 'fall below' other objects that block view.
1388 * Unless those objects are exits.
1389 * If INS_ON_TOP is used, don't do this processing
1390 * Need to find the object that in fact blocks view, otherwise
1391 * stacking is a bit odd.
1392 */
1393 if (!(flag & INS_ON_TOP)
1394 && ms.flags () & P_BLOCKSVIEW
1395 && (op->face && !faces [op->face].visibility))
1396 {
1397 object *last;
1398
1399 for (last = top; last != floor; last = last->below)
1400 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1401 break;
1402
1403 /* Check to see if we found the object that blocks view,
1404 * and make sure we have a below pointer for it so that
1405 * we can get inserted below this one, which requires we
1406 * set top to the object below us.
1407 */
1408 if (last && last->below && last != floor)
1409 top = last->below;
1410 }
1411 } /* If objects on this space */
1412
1413 if (flag & INS_ABOVE_FLOOR_ONLY)
1414 top = floor;
1415
1416 // insert object above top, or bottom-most if top = 0
1417 if (!top)
1418 {
1419 op->below = 0;
1420 op->above = ms.bot;
1421 ms.bot = op;
1422
1423 *(op->above ? &op->above->below : &ms.top) = op;
1424 }
1425 else
1426 {
1427 op->above = top->above;
1428 top->above = op;
1429
1430 op->below = top;
1431 *(op->above ? &op->above->below : &ms.top) = op;
1432 }
1433 }
1434
1435 if (op->type == PLAYER)
1436 {
1437 op->contr->do_los = 1;
1438 ++op->map->players;
1439 op->map->touch ();
1440 }
1441
1442 op->map->dirty = true;
1443
1444 if (object *pl = ms.player ())
1445 //TODO: the floorbox prev/next might need updating
1446 //esrv_send_item (pl, op);
1447 //TODO: update floorbox to preserve ordering
1448 if (pl->contr->ns)
1449 pl->contr->ns->floorbox_update ();
1450
1451 /* If this object glows, it may affect lighting conditions that are
1452 * visible to others on this map. But update_all_los is really
1453 * an inefficient way to do this, as it means los for all players
1454 * on the map will get recalculated. The players could very well
1455 * be far away from this change and not affected in any way -
1456 * this should get redone to only look for players within range,
1457 * or just updating the P_UPTODATE for spaces within this area
1458 * of effect may be sufficient.
1459 */
1460 if (op->map->darkness && (op->glow_radius != 0))
1461 update_all_los (op->map, op->x, op->y);
1462
1463 /* updates flags (blocked, alive, no magic, etc) for this map space */
1464 update_object (op, UP_OBJ_INSERT);
1465
1466 INVOKE_OBJECT (INSERT, op);
1467
1468 /* Don't know if moving this to the end will break anything. However,
1469 * we want to have floorbox_update called before calling this.
1470 *
1471 * check_move_on() must be after this because code called from
1472 * check_move_on() depends on correct map flags (so functions like
1473 * blocked() and wall() work properly), and these flags are updated by
1474 * update_object().
1475 */
1476
1477 /* if this is not the head or flag has been passed, don't check walk on status */
1478 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1479 {
1480 if (check_move_on (op, originator))
1481 return 0;
1482
1483 /* If we are a multi part object, lets work our way through the check
1484 * walk on's.
1485 */
1486 for (object *tmp = op->more; tmp; tmp = tmp->more)
1487 if (check_move_on (tmp, originator))
1488 return 0;
1489 }
1490
1491 return op;
1492 }
1493
1494 /* this function inserts an object in the map, but if it
1495 * finds an object of its own type, it'll remove that one first.
1496 * op is the object to insert it under: supplies x and the map.
1497 */
1498 void
1499 replace_insert_ob_in_map (const char *arch_string, object *op)
1500 {
1501 /* first search for itself and remove any old instances */
1502
1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1504 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1505 tmp->destroy (1);
1506
1507 object *tmp = arch_to_object (archetype::find (arch_string));
1508
1509 tmp->x = op->x;
1510 tmp->y = op->y;
1511
1512 insert_ob_in_map (tmp, op->map, op, 0);
1513 }
1514
1515 object *
1516 object::insert_at (object *where, object *originator, int flags)
1517 {
1518 if (where->env)
1519 return where->env->insert (this);
1520 else
1521 return where->map->insert (this, where->x, where->y, originator, flags);
1522 }
1523
1524 /*
1525 * decrease(object, number) decreases a specified number from
1526 * the amount of an object. If the amount reaches 0, the object
1527 * is subsequently removed and freed.
1528 *
1529 * Return value: 'op' if something is left, NULL if the amount reached 0
1530 */
1531 bool
1532 object::decrease (sint32 nr)
1533 {
1534 if (!nr)
1535 return true;
1536
1537 nr = min (nr, nrof);
1538
1539 if (nrof > nr)
1540 {
1541 nrof -= nr;
1542 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1543
1544 if (object *pl = visible_to ())
1545 esrv_update_item (UPD_NROF, pl, this);
1546
1547 return true;
1548 }
1549 else
1550 {
1551 destroy ();
1552 return false;
1553 }
1554 }
1555
1556 /*
1557 * split(ob,nr) splits up ob into two parts. The part which
1558 * is returned contains nr objects, and the remaining parts contains
1559 * the rest (or is removed and returned if that number is 0).
1560 * On failure, NULL is returned.
1561 */
1562 object *
1563 object::split (sint32 nr)
1564 {
1565 int have = number_of ();
1566
1567 if (have < nr)
1568 return 0;
1569 else if (have == nr)
1570 {
1571 remove ();
1572 return this;
1573 }
1574 else
1575 {
1576 decrease (nr);
1577
1578 object *op = deep_clone ();
1579 op->nrof = nr;
1580 return op;
1581 }
1582 }
1583
1584 object *
1585 insert_ob_in_ob (object *op, object *where)
1586 {
1587 if (!where)
1588 {
1589 char *dump = dump_object (op);
1590 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1591 free (dump);
1592 return op;
1593 }
1594
1595 if (where->head_ () != where)
1596 {
1597 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1598 where = where->head;
1599 }
1600
1601 return where->insert (op);
1602 }
1603
1604 /*
1605 * env->insert (op)
1606 * This function inserts the object op in the linked list
1607 * inside the object environment.
1608 *
1609 * The function returns now pointer to inserted item, and return value can
1610 * be != op, if items are merged. -Tero
1611 */
1612 object *
1613 object::insert (object *op)
1614 {
1615 if (op->more)
1616 {
1617 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1618 return op;
1619 }
1620
1621 op->remove ();
1622
1623 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1624
1625 if (op->nrof)
1626 for (object *tmp = inv; tmp; tmp = tmp->below)
1627 if (object::can_merge (tmp, op))
1628 {
1629 /* return the original object and remove inserted object
1630 (client needs the original object) */
1631 tmp->nrof += op->nrof;
1632
1633 if (object *pl = tmp->visible_to ())
1634 esrv_update_item (UPD_NROF, pl, tmp);
1635
1636 adjust_weight (this, op->total_weight ());
1637
1638 op->destroy (1);
1639 op = tmp;
1640 goto inserted;
1641 }
1642
1643 op->owner = 0; // it's his/hers now. period.
1644 op->map = 0;
1645 op->x = 0;
1646 op->y = 0;
1647
1648 op->above = 0;
1649 op->below = inv;
1650 op->env = this;
1651
1652 if (inv)
1653 inv->above = op;
1654
1655 inv = op;
1656
1657 op->flag [FLAG_REMOVED] = 0;
1658
1659 if (object *pl = op->visible_to ())
1660 esrv_send_item (pl, op);
1661
1662 adjust_weight (this, op->total_weight ());
1663
1664 inserted:
1665 /* reset the light list and los of the players on the map */
1666 if (op->glow_radius && map && map->darkness)
1667 update_all_los (map, x, y);
1668
1669 // if this is a player's inventory, update stats
1670 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1671 update_stats ();
1672
1673 INVOKE_OBJECT (INSERT, this);
1674
1675 return op;
1676 }
1677
1678 /*
1679 * Checks if any objects has a move_type that matches objects
1680 * that effect this object on this space. Call apply() to process
1681 * these events.
1682 *
1683 * Any speed-modification due to SLOW_MOVE() of other present objects
1684 * will affect the speed_left of the object.
1685 *
1686 * originator: Player, monster or other object that caused 'op' to be inserted
1687 * into 'map'. May be NULL.
1688 *
1689 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1690 *
1691 * 4-21-95 added code to check if appropriate skill was readied - this will
1692 * permit faster movement by the player through this terrain. -b.t.
1693 *
1694 * MSW 2001-07-08: Check all objects on space, not just those below
1695 * object being inserted. insert_ob_in_map may not put new objects
1696 * on top.
1697 */
1698 int
1699 check_move_on (object *op, object *originator)
1700 {
1701 object *tmp;
1702 maptile *m = op->map;
1703 int x = op->x, y = op->y;
1704
1705 MoveType move_on, move_slow, move_block;
1706
1707 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1708 return 0;
1709
1710 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1711 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1712 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1713
1714 /* if nothing on this space will slow op down or be applied,
1715 * no need to do checking below. have to make sure move_type
1716 * is set, as lots of objects don't have it set - we treat that
1717 * as walking.
1718 */
1719 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1720 return 0;
1721
1722 /* This is basically inverse logic of that below - basically,
1723 * if the object can avoid the move on or slow move, they do so,
1724 * but can't do it if the alternate movement they are using is
1725 * blocked. Logic on this seems confusing, but does seem correct.
1726 */
1727 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1728 return 0;
1729
1730 /* The objects have to be checked from top to bottom.
1731 * Hence, we first go to the top:
1732 */
1733
1734 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1735 {
1736 /* Trim the search when we find the first other spell effect
1737 * this helps performance so that if a space has 50 spell objects,
1738 * we don't need to check all of them.
1739 */
1740 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1741 break;
1742 }
1743
1744 for (; tmp; tmp = tmp->below)
1745 {
1746 if (tmp == op)
1747 continue; /* Can't apply yourself */
1748
1749 /* Check to see if one of the movement types should be slowed down.
1750 * Second check makes sure that the movement types not being slowed
1751 * (~slow_move) is not blocked on this space - just because the
1752 * space doesn't slow down swimming (for example), if you can't actually
1753 * swim on that space, can't use it to avoid the penalty.
1754 */
1755 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1756 {
1757 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1758 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1759 {
1760
1761 float
1762 diff = tmp->move_slow_penalty * fabs (op->speed);
1763
1764 if (op->type == PLAYER)
1765 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1766 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1767 diff /= 4.0;
1768
1769 op->speed_left -= diff;
1770 }
1771 }
1772
1773 /* Basically same logic as above, except now for actual apply. */
1774 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1775 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1776 {
1777 move_apply (tmp, op, originator);
1778
1779 if (op->destroyed ())
1780 return 1;
1781
1782 /* what the person/creature stepped onto has moved the object
1783 * someplace new. Don't process any further - if we did,
1784 * have a feeling strange problems would result.
1785 */
1786 if (op->map != m || op->x != x || op->y != y)
1787 return 0;
1788 }
1789 }
1790
1791 return 0;
1792 }
1793
1794 /*
1795 * present_arch(arch, map, x, y) searches for any objects with
1796 * a matching archetype at the given map and coordinates.
1797 * The first matching object is returned, or NULL if none.
1798 */
1799 object *
1800 present_arch (const archetype *at, maptile *m, int x, int y)
1801 {
1802 if (!m || out_of_map (m, x, y))
1803 {
1804 LOG (llevError, "Present_arch called outside map.\n");
1805 return NULL;
1806 }
1807
1808 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1809 if (tmp->arch->archname == at->archname)
1810 return tmp;
1811
1812 return NULL;
1813 }
1814
1815 /*
1816 * present(type, map, x, y) searches for any objects with
1817 * a matching type variable at the given map and coordinates.
1818 * The first matching object is returned, or NULL if none.
1819 */
1820 object *
1821 present (unsigned char type, maptile *m, int x, int y)
1822 {
1823 if (out_of_map (m, x, y))
1824 {
1825 LOG (llevError, "Present called outside map.\n");
1826 return NULL;
1827 }
1828
1829 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1830 if (tmp->type == type)
1831 return tmp;
1832
1833 return NULL;
1834 }
1835
1836 /*
1837 * present_in_ob(type, object) searches for any objects with
1838 * a matching type variable in the inventory of the given object.
1839 * The first matching object is returned, or NULL if none.
1840 */
1841 object *
1842 present_in_ob (unsigned char type, const object *op)
1843 {
1844 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1845 if (tmp->type == type)
1846 return tmp;
1847
1848 return NULL;
1849 }
1850
1851 /*
1852 * present_in_ob (type, str, object) searches for any objects with
1853 * a matching type & name variable in the inventory of the given object.
1854 * The first matching object is returned, or NULL if none.
1855 * This is mostly used by spell effect code, so that we only
1856 * have one spell effect at a time.
1857 * type can be used to narrow the search - if type is set,
1858 * the type must also match. -1 can be passed for the type,
1859 * in which case the type does not need to pass.
1860 * str is the string to match against. Note that we match against
1861 * the object name, not the archetype name. this is so that the
1862 * spell code can use one object type (force), but change it's name
1863 * to be unique.
1864 */
1865 object *
1866 present_in_ob_by_name (int type, const char *str, const object *op)
1867 {
1868 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1869 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1870 return tmp;
1871
1872 return 0;
1873 }
1874
1875 /*
1876 * present_arch_in_ob(archetype, object) searches for any objects with
1877 * a matching archetype in the inventory of the given object.
1878 * The first matching object is returned, or NULL if none.
1879 */
1880 object *
1881 present_arch_in_ob (const archetype *at, const object *op)
1882 {
1883 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1884 if (tmp->arch->archname == at->archname)
1885 return tmp;
1886
1887 return NULL;
1888 }
1889
1890 /*
1891 * activate recursively a flag on an object inventory
1892 */
1893 void
1894 flag_inv (object *op, int flag)
1895 {
1896 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1897 {
1898 SET_FLAG (tmp, flag);
1899 flag_inv (tmp, flag);
1900 }
1901 }
1902
1903 /*
1904 * deactivate recursively a flag on an object inventory
1905 */
1906 void
1907 unflag_inv (object *op, int flag)
1908 {
1909 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1910 {
1911 CLEAR_FLAG (tmp, flag);
1912 unflag_inv (tmp, flag);
1913 }
1914 }
1915
1916 /*
1917 * find_free_spot(object, map, x, y, start, stop) will search for
1918 * a spot at the given map and coordinates which will be able to contain
1919 * the given object. start and stop specifies how many squares
1920 * to search (see the freearr_x/y[] definition).
1921 * It returns a random choice among the alternatives found.
1922 * start and stop are where to start relative to the free_arr array (1,9
1923 * does all 4 immediate directions). This returns the index into the
1924 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1925 * Note: This function does correctly handle tiled maps, but does not
1926 * inform the caller. However, insert_ob_in_map will update as
1927 * necessary, so the caller shouldn't need to do any special work.
1928 * Note - updated to take an object instead of archetype - this is necessary
1929 * because arch_blocked (now ob_blocked) needs to know the movement type
1930 * to know if the space in question will block the object. We can't use
1931 * the archetype because that isn't correct if the monster has been
1932 * customized, changed states, etc.
1933 */
1934 int
1935 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1936 {
1937 int altern[SIZEOFFREE];
1938 int index = 0, flag;
1939
1940 for (int i = start; i < stop; i++)
1941 {
1942 mapxy pos (m, x, y); pos.move (i);
1943
1944 if (!pos.normalise ())
1945 continue;
1946
1947 mapspace &ms = *pos;
1948
1949 if (ms.flags () & P_IS_ALIVE)
1950 continue;
1951
1952 /* However, often
1953 * ob doesn't have any move type (when used to place exits)
1954 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1955 */
1956 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1957 {
1958 altern [index++] = i;
1959 continue;
1960 }
1961
1962 /* Basically, if we find a wall on a space, we cut down the search size.
1963 * In this way, we won't return spaces that are on another side of a wall.
1964 * This mostly work, but it cuts down the search size in all directions -
1965 * if the space being examined only has a wall to the north and empty
1966 * spaces in all the other directions, this will reduce the search space
1967 * to only the spaces immediately surrounding the target area, and
1968 * won't look 2 spaces south of the target space.
1969 */
1970 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1971 {
1972 stop = maxfree[i];
1973 continue;
1974 }
1975
1976 /* Note it is intentional that we check ob - the movement type of the
1977 * head of the object should correspond for the entire object.
1978 */
1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1980 continue;
1981
1982 if (ob->blocked (m, pos.x, pos.y))
1983 continue;
1984
1985 altern [index++] = i;
1986 }
1987
1988 if (!index)
1989 return -1;
1990
1991 return altern [rndm (index)];
1992 }
1993
1994 /*
1995 * find_first_free_spot(archetype, maptile, x, y) works like
1996 * find_free_spot(), but it will search max number of squares.
1997 * But it will return the first available spot, not a random choice.
1998 * Changed 0.93.2: Have it return -1 if there is no free spot available.
1999 */
2000 int
2001 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2002 {
2003 for (int i = 0; i < SIZEOFFREE; i++)
2004 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2005 return i;
2006
2007 return -1;
2008 }
2009
2010 /*
2011 * The function permute(arr, begin, end) randomly reorders the array
2012 * arr[begin..end-1].
2013 * now uses a fisher-yates shuffle, old permute was broken
2014 */
2015 static void
2016 permute (int *arr, int begin, int end)
2017 {
2018 arr += begin;
2019 end -= begin;
2020
2021 while (--end)
2022 swap (arr [end], arr [rndm (end + 1)]);
2023 }
2024
2025 /* new function to make monster searching more efficient, and effective!
2026 * This basically returns a randomized array (in the passed pointer) of
2027 * the spaces to find monsters. In this way, it won't always look for
2028 * monsters to the north first. However, the size of the array passed
2029 * covers all the spaces, so within that size, all the spaces within
2030 * the 3x3 area will be searched, just not in a predictable order.
2031 */
2032 void
2033 get_search_arr (int *search_arr)
2034 {
2035 int i;
2036
2037 for (i = 0; i < SIZEOFFREE; i++)
2038 search_arr[i] = i;
2039
2040 permute (search_arr, 1, SIZEOFFREE1 + 1);
2041 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2042 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2043 }
2044
2045 /*
2046 * find_dir(map, x, y, exclude) will search some close squares in the
2047 * given map at the given coordinates for live objects.
2048 * It will not considered the object given as exclude among possible
2049 * live objects.
2050 * It returns the direction toward the first/closest live object if finds
2051 * any, otherwise 0.
2052 * Perhaps incorrectly, but I'm making the assumption that exclude
2053 * is actually want is going to try and move there. We need this info
2054 * because we have to know what movement the thing looking to move
2055 * there is capable of.
2056 */
2057 int
2058 find_dir (maptile *m, int x, int y, object *exclude)
2059 {
2060 int i, max = SIZEOFFREE, mflags;
2061
2062 sint16 nx, ny;
2063 object *tmp;
2064 maptile *mp;
2065
2066 MoveType blocked, move_type;
2067
2068 if (exclude && exclude->head_ () != exclude)
2069 {
2070 exclude = exclude->head;
2071 move_type = exclude->move_type;
2072 }
2073 else
2074 {
2075 /* If we don't have anything, presume it can use all movement types. */
2076 move_type = MOVE_ALL;
2077 }
2078
2079 for (i = 1; i < max; i++)
2080 {
2081 mp = m;
2082 nx = x + freearr_x[i];
2083 ny = y + freearr_y[i];
2084
2085 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2086
2087 if (mflags & P_OUT_OF_MAP)
2088 max = maxfree[i];
2089 else
2090 {
2091 mapspace &ms = mp->at (nx, ny);
2092
2093 blocked = ms.move_block;
2094
2095 if ((move_type & blocked) == move_type)
2096 max = maxfree[i];
2097 else if (mflags & P_IS_ALIVE)
2098 {
2099 for (tmp = ms.bot; tmp; tmp = tmp->above)
2100 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2101 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2102 break;
2103
2104 if (tmp)
2105 return freedir[i];
2106 }
2107 }
2108 }
2109
2110 return 0;
2111 }
2112
2113 /*
2114 * distance(object 1, object 2) will return the square of the
2115 * distance between the two given objects.
2116 */
2117 int
2118 distance (const object *ob1, const object *ob2)
2119 {
2120 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2121 }
2122
2123 /*
2124 * find_dir_2(delta-x,delta-y) will return a direction in which
2125 * an object which has subtracted the x and y coordinates of another
2126 * object, needs to travel toward it.
2127 */
2128 int
2129 find_dir_2 (int x, int y)
2130 {
2131 int q;
2132
2133 if (y)
2134 q = x * 100 / y;
2135 else if (x)
2136 q = -300 * x;
2137 else
2138 return 0;
2139
2140 if (y > 0)
2141 {
2142 if (q < -242)
2143 return 3;
2144 if (q < -41)
2145 return 2;
2146 if (q < 41)
2147 return 1;
2148 if (q < 242)
2149 return 8;
2150 return 7;
2151 }
2152
2153 if (q < -242)
2154 return 7;
2155 if (q < -41)
2156 return 6;
2157 if (q < 41)
2158 return 5;
2159 if (q < 242)
2160 return 4;
2161
2162 return 3;
2163 }
2164
2165 /*
2166 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2167 * between two directions (which are expected to be absolute (see absdir())
2168 */
2169 int
2170 dirdiff (int dir1, int dir2)
2171 {
2172 int d;
2173
2174 d = abs (dir1 - dir2);
2175 if (d > 4)
2176 d = 8 - d;
2177
2178 return d;
2179 }
2180
2181 /* peterm:
2182 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2183 * Basically, this is a table of directions, and what directions
2184 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2185 * This basically means that if direction is 15, then it could either go
2186 * direction 4, 14, or 16 to get back to where we are.
2187 * Moved from spell_util.c to object.c with the other related direction
2188 * functions.
2189 */
2190 int reduction_dir[SIZEOFFREE][3] = {
2191 {0, 0, 0}, /* 0 */
2192 {0, 0, 0}, /* 1 */
2193 {0, 0, 0}, /* 2 */
2194 {0, 0, 0}, /* 3 */
2195 {0, 0, 0}, /* 4 */
2196 {0, 0, 0}, /* 5 */
2197 {0, 0, 0}, /* 6 */
2198 {0, 0, 0}, /* 7 */
2199 {0, 0, 0}, /* 8 */
2200 {8, 1, 2}, /* 9 */
2201 {1, 2, -1}, /* 10 */
2202 {2, 10, 12}, /* 11 */
2203 {2, 3, -1}, /* 12 */
2204 {2, 3, 4}, /* 13 */
2205 {3, 4, -1}, /* 14 */
2206 {4, 14, 16}, /* 15 */
2207 {5, 4, -1}, /* 16 */
2208 {4, 5, 6}, /* 17 */
2209 {6, 5, -1}, /* 18 */
2210 {6, 20, 18}, /* 19 */
2211 {7, 6, -1}, /* 20 */
2212 {6, 7, 8}, /* 21 */
2213 {7, 8, -1}, /* 22 */
2214 {8, 22, 24}, /* 23 */
2215 {8, 1, -1}, /* 24 */
2216 {24, 9, 10}, /* 25 */
2217 {9, 10, -1}, /* 26 */
2218 {10, 11, -1}, /* 27 */
2219 {27, 11, 29}, /* 28 */
2220 {11, 12, -1}, /* 29 */
2221 {12, 13, -1}, /* 30 */
2222 {12, 13, 14}, /* 31 */
2223 {13, 14, -1}, /* 32 */
2224 {14, 15, -1}, /* 33 */
2225 {33, 15, 35}, /* 34 */
2226 {16, 15, -1}, /* 35 */
2227 {17, 16, -1}, /* 36 */
2228 {18, 17, 16}, /* 37 */
2229 {18, 17, -1}, /* 38 */
2230 {18, 19, -1}, /* 39 */
2231 {41, 19, 39}, /* 40 */
2232 {19, 20, -1}, /* 41 */
2233 {20, 21, -1}, /* 42 */
2234 {20, 21, 22}, /* 43 */
2235 {21, 22, -1}, /* 44 */
2236 {23, 22, -1}, /* 45 */
2237 {45, 47, 23}, /* 46 */
2238 {23, 24, -1}, /* 47 */
2239 {24, 9, -1}
2240 }; /* 48 */
2241
2242 /* Recursive routine to step back and see if we can
2243 * find a path to that monster that we found. If not,
2244 * we don't bother going toward it. Returns 1 if we
2245 * can see a direct way to get it
2246 * Modified to be map tile aware -.MSW
2247 */
2248 int
2249 can_see_monsterP (maptile *m, int x, int y, int dir)
2250 {
2251 sint16 dx, dy;
2252 int mflags;
2253
2254 if (dir < 0)
2255 return 0; /* exit condition: invalid direction */
2256
2257 dx = x + freearr_x[dir];
2258 dy = y + freearr_y[dir];
2259
2260 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2261
2262 /* This functional arguably was incorrect before - it was
2263 * checking for P_WALL - that was basically seeing if
2264 * we could move to the monster - this is being more
2265 * literal on if we can see it. To know if we can actually
2266 * move to the monster, we'd need the monster passed in or
2267 * at least its move type.
2268 */
2269 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2270 return 0;
2271
2272 /* yes, can see. */
2273 if (dir < 9)
2274 return 1;
2275
2276 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2277 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2278 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2279 }
2280
2281 /*
2282 * can_pick(picker, item): finds out if an object is possible to be
2283 * picked up by the picker. Returnes 1 if it can be
2284 * picked up, otherwise 0.
2285 *
2286 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2287 * core dumps if they do.
2288 *
2289 * Add a check so we can't pick up invisible objects (0.93.8)
2290 */
2291 int
2292 can_pick (const object *who, const object *item)
2293 {
2294 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2295 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2296 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2297 }
2298
2299 /*
2300 * create clone from object to another
2301 */
2302 object *
2303 object::deep_clone ()
2304 {
2305 assert (("deep_clone called on non-head object", is_head ()));
2306
2307 object *dst = clone ();
2308
2309 object *prev = dst;
2310 for (object *part = this->more; part; part = part->more)
2311 {
2312 object *tmp = part->clone ();
2313 tmp->head = dst;
2314 prev->more = tmp;
2315 prev = tmp;
2316 }
2317
2318 for (object *item = inv; item; item = item->below)
2319 insert_ob_in_ob (item->deep_clone (), dst);
2320
2321 return dst;
2322 }
2323
2324 /* This returns the first object in who's inventory that
2325 * has the same type and subtype match.
2326 * returns NULL if no match.
2327 */
2328 object *
2329 find_obj_by_type_subtype (const object *who, int type, int subtype)
2330 {
2331 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2332 if (tmp->type == type && tmp->subtype == subtype)
2333 return tmp;
2334
2335 return 0;
2336 }
2337
2338 const shstr &
2339 object::kv_get (const shstr &key) const
2340 {
2341 for (key_value *kv = key_values; kv; kv = kv->next)
2342 if (kv->key == key)
2343 return kv->value;
2344
2345 return shstr_null;
2346 }
2347
2348 void
2349 object::kv_set (const shstr &key, const shstr &value)
2350 {
2351 for (key_value *kv = key_values; kv; kv = kv->next)
2352 if (kv->key == key)
2353 {
2354 kv->value = value;
2355 return;
2356 }
2357
2358 key_value *kv = new key_value;
2359
2360 kv->next = key_values;
2361 kv->key = key;
2362 kv->value = value;
2363
2364 key_values = kv;
2365 }
2366
2367 void
2368 object::kv_del (const shstr &key)
2369 {
2370 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2371 if ((*kvp)->key == key)
2372 {
2373 key_value *kv = *kvp;
2374 *kvp = (*kvp)->next;
2375 delete kv;
2376 return;
2377 }
2378 }
2379
2380 object::depth_iterator::depth_iterator (object *container)
2381 : iterator_base (container)
2382 {
2383 while (item->inv)
2384 item = item->inv;
2385 }
2386
2387 void
2388 object::depth_iterator::next ()
2389 {
2390 if (item->below)
2391 {
2392 item = item->below;
2393
2394 while (item->inv)
2395 item = item->inv;
2396 }
2397 else
2398 item = item->env;
2399 }
2400
2401 const char *
2402 object::flag_desc (char *desc, int len) const
2403 {
2404 char *p = desc;
2405 bool first = true;
2406
2407 *p = 0;
2408
2409 for (int i = 0; i < NUM_FLAGS; i++)
2410 {
2411 if (len <= 10) // magic constant!
2412 {
2413 snprintf (p, len, ",...");
2414 break;
2415 }
2416
2417 if (flag [i])
2418 {
2419 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2420 len -= cnt;
2421 p += cnt;
2422 first = false;
2423 }
2424 }
2425
2426 return desc;
2427 }
2428
2429 // return a suitable string describing an object in enough detail to find it
2430 const char *
2431 object::debug_desc (char *info) const
2432 {
2433 char flagdesc[512];
2434 char info2[256 * 4];
2435 char *p = info;
2436
2437 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2438 count,
2439 uuid.c_str (),
2440 &name,
2441 title ? ",title:\"" : "",
2442 title ? (const char *)title : "",
2443 title ? "\"" : "",
2444 flag_desc (flagdesc, 512), type);
2445
2446 if (!flag[FLAG_REMOVED] && env)
2447 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2448
2449 if (map)
2450 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2451
2452 return info;
2453 }
2454
2455 const char *
2456 object::debug_desc () const
2457 {
2458 static char info[3][256 * 4];
2459 static int info_idx;
2460
2461 return debug_desc (info [++info_idx % 3]);
2462 }
2463
2464 struct region *
2465 object::region () const
2466 {
2467 return map ? map->region (x, y)
2468 : region::default_region ();
2469 }
2470
2471 const materialtype_t *
2472 object::dominant_material () const
2473 {
2474 if (materialtype_t *mt = name_to_material (materialname))
2475 return mt;
2476
2477 return name_to_material (shstr_unknown);
2478 }
2479
2480 void
2481 object::open_container (object *new_container)
2482 {
2483 if (container == new_container)
2484 return;
2485
2486 object *old_container = container;
2487
2488 if (old_container)
2489 {
2490 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2491 return;
2492
2493 #if 0
2494 // remove the "Close old_container" object.
2495 if (object *closer = old_container->inv)
2496 if (closer->type == CLOSE_CON)
2497 closer->destroy ();
2498 #endif
2499
2500 // make sure the container is available
2501 esrv_send_item (this, old_container);
2502
2503 old_container->flag [FLAG_APPLIED] = false;
2504 container = 0;
2505
2506 // client needs item update to make it work, client bug requires this to be separate
2507 esrv_update_item (UPD_FLAGS, this, old_container);
2508
2509 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2510 play_sound (sound_find ("chest_close"));
2511 }
2512
2513 if (new_container)
2514 {
2515 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2516 return;
2517
2518 // TODO: this does not seem to serve any purpose anymore?
2519 #if 0
2520 // insert the "Close Container" object.
2521 if (archetype *closer = new_container->other_arch)
2522 {
2523 object *closer = arch_to_object (new_container->other_arch);
2524 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2525 new_container->insert (closer);
2526 }
2527 #endif
2528
2529 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2530
2531 // make sure the container is available, client bug requires this to be separate
2532 esrv_send_item (this, new_container);
2533
2534 new_container->flag [FLAG_APPLIED] = true;
2535 container = new_container;
2536
2537 // client needs flag change
2538 esrv_update_item (UPD_FLAGS, this, new_container);
2539 esrv_send_inventory (this, new_container);
2540 play_sound (sound_find ("chest_open"));
2541 }
2542 // else if (!old_container->env && contr && contr->ns)
2543 // contr->ns->floorbox_reset ();
2544 }
2545
2546 object *
2547 object::force_find (const shstr name)
2548 {
2549 /* cycle through his inventory to look for the MARK we want to
2550 * place
2551 */
2552 for (object *tmp = inv; tmp; tmp = tmp->below)
2553 if (tmp->type == FORCE && tmp->slaying == name)
2554 return splay (tmp);
2555
2556 return 0;
2557 }
2558
2559 void
2560 object::force_add (const shstr name, int duration)
2561 {
2562 if (object *force = force_find (name))
2563 force->destroy ();
2564
2565 object *force = get_archetype (FORCE_NAME);
2566
2567 force->slaying = name;
2568 force->stats.food = 1;
2569 force->speed_left = -1.f;
2570
2571 force->set_speed (duration ? 1.f / duration : 0.f);
2572 force->flag [FLAG_IS_USED_UP] = true;
2573 force->flag [FLAG_APPLIED] = true;
2574
2575 insert (force);
2576 }
2577
2578 void
2579 object::play_sound (faceidx sound)
2580 {
2581 if (!sound)
2582 return;
2583
2584 if (flag [FLAG_REMOVED])
2585 return;
2586
2587 if (env)
2588 {
2589 if (object *pl = in_player ())
2590 pl->contr->play_sound (sound);
2591 }
2592 else
2593 map->play_sound (sound, x, y);
2594 }
2595