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Revision: 1.254
Committed: Sun Aug 31 01:17:11 2008 UTC (15 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.253: +3 -6 lines
Log Message:
fix merge bug

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, assume nrof
192 * is always 0 .. 2**31-1 */
193 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 return 0;
195
196 /* If the objects have been identified, set the BEEN_APPLIED flag.
197 * This is to the comparison of the flags below will be OK. We
198 * just can't ignore the been applied or identified flags, as they
199 * are not equal - just if it has been identified, the been_applied
200 * flags lose any meaning.
201 */
202 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
203 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
204
205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
206 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
207
208 if (ob1->arch->archname != ob2->arch->archname
209 || ob1->name != ob2->name
210 || ob1->title != ob2->title
211 || ob1->msg != ob2->msg
212 || ob1->weight != ob2->weight
213 || ob1->attacktype != ob2->attacktype
214 || ob1->magic != ob2->magic
215 || ob1->slaying != ob2->slaying
216 || ob1->skill != ob2->skill
217 || ob1->value != ob2->value
218 || ob1->animation_id != ob2->animation_id
219 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
220 || ob1->client_type != ob2->client_type
221 || ob1->materialname != ob2->materialname
222 || ob1->lore != ob2->lore
223 || ob1->subtype != ob2->subtype
224 || ob1->move_type != ob2->move_type
225 || ob1->move_block != ob2->move_block
226 || ob1->move_allow != ob2->move_allow
227 || ob1->move_on != ob2->move_on
228 || ob1->move_off != ob2->move_off
229 || ob1->move_slow != ob2->move_slow
230 || ob1->move_slow_penalty != ob2->move_slow_penalty
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
233 return 0;
234
235 if ((ob1->flag ^ ob2->flag)
236 .reset (FLAG_INV_LOCKED)
237 .reset (FLAG_CLIENT_SENT)
238 .reset (FLAG_REMOVED)
239 .any ())
240 return 0;
241
242 /* This is really a spellbook check - we should in general
243 * not merge objects with real inventories, as splitting them
244 * is hard.
245 */
246 if (ob1->inv || ob2->inv)
247 {
248 if (!(ob1->inv && ob2->inv))
249 return 0; /* inventories differ in length */
250
251 if (ob1->inv->below || ob2->inv->below)
252 return 0; /* more than one object in inv */
253
254 if (!object::can_merge (ob1->inv, ob2->inv))
255 return 0; /* inventory objects differ */
256
257 /* inventory ok - still need to check rest of this object to see
258 * if it is valid.
259 */
260 }
261
262 /* Don't merge objects that are applied. With the new 'body' code,
263 * it is possible for most any character to have more than one of
264 * some items equipped, and we don't want those to merge.
265 */
266 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
267 return 0;
268
269 /* Note sure why the following is the case - either the object has to
270 * be animated or have a very low speed. Is this an attempted monster
271 * check?
272 */
273 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
274 return 0;
275
276 switch (ob1->type)
277 {
278 case SCROLL:
279 if (ob1->level != ob2->level)
280 return 0;
281 break;
282 }
283
284 if (ob1->key_values || ob2->key_values)
285 {
286 /* At least one of these has key_values. */
287 if ((!ob1->key_values) != (!ob2->key_values))
288 return 0; /* One has fields, but the other one doesn't. */
289
290 if (!compare_ob_value_lists (ob1, ob2))
291 return 0;
292 }
293
294 if (ob1->self || ob2->self)
295 {
296 ob1->optimise ();
297 ob2->optimise ();
298
299 if (ob1->self || ob2->self)
300 {
301 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
302 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
303
304 if (k1 != k2)
305 return 0;
306
307 if (k1 == 0)
308 return 1;
309
310 if (!cfperl_can_merge (ob1, ob2))
311 return 0;
312 }
313 }
314
315 /* Everything passes, must be OK. */
316 return 1;
317 }
318
319 // find player who can see this object
320 object *
321 object::visible_to () const
322 {
323 if (client_visible () && !flag [FLAG_REMOVED])
324 {
325 // see if we are in a container of sorts
326 if (env)
327 {
328 // the player inventory itself is always visible
329 if (env->type == PLAYER)
330 return env;
331
332 // else a player could have our env open
333 object *envest = env->outer_env ();
334
335 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player.
337 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ())
339 if (pl->container == env)
340 return pl;
341 }
342 else
343 {
344 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
349 return pl;
350 }
351 }
352
353 return 0;
354 }
355
356 // adjust weight per container type ("of holding")
357 static sint32
358 weight_adjust_for (object *op, sint32 weight)
359 {
360 return op->type == CONTAINER
361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
362 : weight;
363 }
364
365 /*
366 * adjust_weight(object, weight) adds the specified weight to an object,
367 * and also updates how much the environment(s) is/are carrying.
368 */
369 static void
370 adjust_weight (object *op, sint32 weight)
371 {
372 while (op)
373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
378
379 if (!weight)
380 return;
381
382 op->carrying += weight;
383
384 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op);
387
388 op = op->env;
389 }
390 }
391
392 /*
393 * this is a recursive function which calculates the weight
394 * an object is carrying. It goes through op and figures out how much
395 * containers are carrying, and sums it up.
396 */
397 void
398 object::update_weight ()
399 {
400 sint32 sum = 0;
401
402 for (object *op = inv; op; op = op->below)
403 {
404 if (op->inv)
405 op->update_weight ();
406
407 sum += op->total_weight ();
408 }
409
410 sum = weight_adjust_for (this, sum);
411
412 if (sum != carrying)
413 {
414 carrying = sum;
415
416 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily
418 esrv_update_item (UPD_WEIGHT, pl, this);
419 }
420 }
421
422 /*
423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
424 */
425 char *
426 dump_object (object *op)
427 {
428 if (!op)
429 return strdup ("[NULLOBJ]");
430
431 object_freezer freezer;
432 op->write (freezer);
433 return freezer.as_string ();
434 }
435
436 /*
437 * get_nearest_part(multi-object, object 2) returns the part of the
438 * multi-object 1 which is closest to the second object.
439 * If it's not a multi-object, it is returned.
440 */
441 object *
442 get_nearest_part (object *op, const object *pl)
443 {
444 object *tmp, *closest;
445 int last_dist, i;
446
447 if (!op->more)
448 return op;
449
450 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
451 tmp;
452 tmp = tmp->more)
453 if ((i = distance (tmp, pl)) < last_dist)
454 closest = tmp, last_dist = i;
455
456 return closest;
457 }
458
459 /*
460 * Returns the object which has the count-variable equal to the argument.
461 * VERRRY slow.
462 */
463 object *
464 find_object (tag_t i)
465 {
466 for_all_objects (op)
467 if (op->count == i)
468 return op;
469
470 return 0;
471 }
472
473 /*
474 * Returns the first object which has a name equal to the argument.
475 * Used only by the patch command, but not all that useful.
476 * Enables features like "patch <name-of-other-player> food 999"
477 */
478 object *
479 find_object_name (const char *str)
480 {
481 shstr_cmp str_ (str);
482
483 if (str_)
484 for_all_objects (op)
485 if (op->name == str_)
486 return op;
487
488 return 0;
489 }
490
491 /*
492 * Sets the owner and sets the skill and exp pointers to owner's current
493 * skill and experience objects.
494 * ACTUALLY NO! investigate! TODO
495 */
496 void
497 object::set_owner (object *owner)
498 {
499 // allow objects which own objects
500 if (owner)
501 while (owner->owner)
502 owner = owner->owner;
503
504 if (flag [FLAG_FREED])
505 {
506 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
507 return;
508 }
509
510 this->owner = owner;
511 }
512
513 int
514 object::slottype () const
515 {
516 if (type == SKILL)
517 {
518 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
519 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
520 }
521 else
522 {
523 if (slot [body_combat].info) return slot_combat;
524 if (slot [body_range ].info) return slot_ranged;
525 }
526
527 return slot_none;
528 }
529
530 bool
531 object::change_weapon (object *ob)
532 {
533 if (current_weapon == ob)
534 return true;
535
536 if (chosen_skill)
537 chosen_skill->flag [FLAG_APPLIED] = false;
538
539 current_weapon = ob;
540 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
541
542 if (chosen_skill)
543 chosen_skill->flag [FLAG_APPLIED] = true;
544
545 update_stats ();
546
547 if (ob)
548 {
549 // now check wether any body locations became invalid, in which case
550 // we cannot apply the weapon at the moment.
551 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
552 if (slot[i].used < 0)
553 {
554 current_weapon = chosen_skill = 0;
555 update_stats ();
556
557 new_draw_info_format (NDI_UNIQUE, 0, this,
558 "You try to balance all your items at once, "
559 "but the %s is just too much for your body. "
560 "[You need to unapply some items first.]", &ob->name);
561 return false;
562 }
563
564 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
565 }
566 else
567 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
568
569 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
570 {
571 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
572 &name, ob->debug_desc ());
573 return false;
574 }
575
576 return true;
577 }
578
579 /* Zero the key_values on op, decrementing the shared-string
580 * refcounts and freeing the links.
581 */
582 static void
583 free_key_values (object *op)
584 {
585 for (key_value *i = op->key_values; i; )
586 {
587 key_value *next = i->next;
588 delete i;
589
590 i = next;
591 }
592
593 op->key_values = 0;
594 }
595
596 /*
597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604 void
605 object::copy_to (object *dst)
606 {
607 dst->remove ();
608 *(object_copy *)dst = *this;
609 dst->flag [FLAG_REMOVED] = true;
610
611 /* Copy over key_values, if any. */
612 if (key_values)
613 {
614 key_value *tail = 0;
615 dst->key_values = 0;
616
617 for (key_value *i = key_values; i; i = i->next)
618 {
619 key_value *new_link = new key_value;
620
621 new_link->next = 0;
622 new_link->key = i->key;
623 new_link->value = i->value;
624
625 /* Try and be clever here, too. */
626 if (!dst->key_values)
627 {
628 dst->key_values = new_link;
629 tail = new_link;
630 }
631 else
632 {
633 tail->next = new_link;
634 tail = new_link;
635 }
636 }
637 }
638
639 if (speed < 0)
640 dst->speed_left -= rndm ();
641
642 dst->set_speed (dst->speed);
643 }
644
645 void
646 object::instantiate ()
647 {
648 if (!uuid.seq) // HACK
649 uuid = UUID::gen ();
650
651 speed_left = -0.1f;
652 /* copy the body_info to the body_used - this is only really
653 * need for monsters, but doesn't hurt to do it for everything.
654 * by doing so, when a monster is created, it has good starting
655 * values for the body_used info, so when items are created
656 * for it, they can be properly equipped.
657 */
658 for (int i = NUM_BODY_LOCATIONS; i--; )
659 slot[i].used = slot[i].info;
660
661 attachable::instantiate ();
662 }
663
664 object *
665 object::clone ()
666 {
667 object *neu = create ();
668 copy_to (neu);
669 neu->map = map; // not copied by copy_to
670 return neu;
671 }
672
673 /*
674 * If an object with the IS_TURNABLE() flag needs to be turned due
675 * to the closest player being on the other side, this function can
676 * be called to update the face variable, _and_ how it looks on the map.
677 */
678 void
679 update_turn_face (object *op)
680 {
681 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
682 return;
683
684 SET_ANIMATION (op, op->direction);
685 update_object (op, UP_OBJ_FACE);
686 }
687
688 /*
689 * Updates the speed of an object. If the speed changes from 0 to another
690 * value, or vice versa, then add/remove the object from the active list.
691 * This function needs to be called whenever the speed of an object changes.
692 */
693 void
694 object::set_speed (float speed)
695 {
696 if (flag [FLAG_FREED] && speed)
697 {
698 LOG (llevError, "Object %s is freed but has speed.\n", &name);
699 speed = 0;
700 }
701
702 this->speed = speed;
703
704 if (has_active_speed ())
705 activate ();
706 else
707 deactivate ();
708 }
709
710 /*
711 * update_object() updates the the map.
712 * It takes into account invisible objects (and represent squares covered
713 * by invisible objects by whatever is below them (unless it's another
714 * invisible object, etc...)
715 * If the object being updated is beneath a player, the look-window
716 * of that player is updated (this might be a suboptimal way of
717 * updating that window, though, since update_object() is called _often_)
718 *
719 * action is a hint of what the caller believes need to be done.
720 * current action are:
721 * UP_OBJ_INSERT: op was inserted
722 * UP_OBJ_REMOVE: op was removed
723 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
724 * as that is easier than trying to look at what may have changed.
725 * UP_OBJ_FACE: only the objects face has changed.
726 */
727 void
728 update_object (object *op, int action)
729 {
730 if (!op)
731 {
732 /* this should never happen */
733 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
734 return;
735 }
736
737 if (!op->is_on_map ())
738 {
739 /* Animation is currently handled by client, so nothing
740 * to do in this case.
741 */
742 return;
743 }
744
745 /* make sure the object is within map boundaries */
746 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
747 {
748 LOG (llevError, "update_object() called for object out of map!\n");
749 #ifdef MANY_CORES
750 abort ();
751 #endif
752 return;
753 }
754
755 mapspace &m = op->ms ();
756
757 if (!(m.flags_ & P_UPTODATE))
758 /* nop */;
759 else if (action == UP_OBJ_INSERT)
760 {
761 // this is likely overkill, TODO: revisit (schmorp)
762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
764 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
768 || (m.move_on | op->move_on ) != m.move_on
769 || (m.move_off | op->move_off ) != m.move_off
770 || (m.move_slow | op->move_slow) != m.move_slow
771 /* This isn't perfect, but I don't expect a lot of objects to
772 * have move_allow right now.
773 */
774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
776 m.flags_ = 0;
777 }
778 /* if the object is being removed, we can't make intelligent
779 * decisions, because remove_ob can't really pass the object
780 * that is being removed.
781 */
782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
783 m.flags_ = 0;
784 else if (action == UP_OBJ_FACE)
785 /* Nothing to do for that case */ ;
786 else
787 LOG (llevError, "update_object called with invalid action: %d\n", action);
788
789 if (op->more)
790 update_object (op->more, action);
791 }
792
793 object::object ()
794 {
795 SET_FLAG (this, FLAG_REMOVED);
796
797 expmul = 1.0;
798 face = blank_face;
799 }
800
801 object::~object ()
802 {
803 unlink ();
804
805 free_key_values (this);
806 }
807
808 static int object_count;
809
810 void object::link ()
811 {
812 assert (!index);//D
813 uuid = UUID::gen ();
814 count = ++object_count;
815
816 refcnt_inc ();
817 objects.insert (this);
818 }
819
820 void object::unlink ()
821 {
822 if (!index)
823 return;
824
825 objects.erase (this);
826 refcnt_dec ();
827 }
828
829 void
830 object::activate ()
831 {
832 /* If already on active list, don't do anything */
833 if (active)
834 return;
835
836 if (has_active_speed ())
837 actives.insert (this);
838 }
839
840 void
841 object::activate_recursive ()
842 {
843 activate ();
844
845 for (object *op = inv; op; op = op->below)
846 op->activate_recursive ();
847 }
848
849 /* This function removes object 'op' from the list of active
850 * objects.
851 * This should only be used for style maps or other such
852 * reference maps where you don't want an object that isn't
853 * in play chewing up cpu time getting processed.
854 * The reverse of this is to call update_ob_speed, which
855 * will do the right thing based on the speed of the object.
856 */
857 void
858 object::deactivate ()
859 {
860 /* If not on the active list, nothing needs to be done */
861 if (!active)
862 return;
863
864 actives.erase (this);
865 }
866
867 void
868 object::deactivate_recursive ()
869 {
870 for (object *op = inv; op; op = op->below)
871 op->deactivate_recursive ();
872
873 deactivate ();
874 }
875
876 void
877 object::set_flag_inv (int flag, int value)
878 {
879 for (object *op = inv; op; op = op->below)
880 {
881 op->flag [flag] = value;
882 op->set_flag_inv (flag, value);
883 }
884 }
885
886 /*
887 * Remove and free all objects in the inventory of the given object.
888 * object.c ?
889 */
890 void
891 object::destroy_inv (bool drop_to_ground)
892 {
893 // need to check first, because the checks below might segfault
894 // as we might be on an invalid mapspace and crossfire code
895 // is too buggy to ensure that the inventory is empty.
896 // corollary: if you create arrows etc. with stuff in its inventory,
897 // cf will crash below with off-map x and y
898 if (!inv)
899 return;
900
901 /* Only if the space blocks everything do we not process -
902 * if some form of movement is allowed, let objects
903 * drop on that space.
904 */
905 if (!drop_to_ground
906 || !map
907 || map->in_memory != MAP_ACTIVE
908 || map->no_drop
909 || ms ().move_block == MOVE_ALL)
910 {
911 while (inv)
912 inv->destroy (true);
913 }
914 else
915 { /* Put objects in inventory onto this space */
916 while (inv)
917 {
918 object *op = inv;
919
920 if (op->flag [FLAG_STARTEQUIP]
921 || op->flag [FLAG_NO_DROP]
922 || op->type == RUNE
923 || op->type == TRAP
924 || op->flag [FLAG_IS_A_TEMPLATE]
925 || op->flag [FLAG_DESTROY_ON_DEATH])
926 op->destroy (true);
927 else
928 map->insert (op, x, y);
929 }
930 }
931 }
932
933 object *object::create ()
934 {
935 object *op = new object;
936 op->link ();
937 return op;
938 }
939
940 static struct freed_map : maptile
941 {
942 freed_map ()
943 {
944 path = "<freed objects map>";
945 name = "/internal/freed_objects_map";
946 width = 3;
947 height = 3;
948 no_drop = 1;
949 no_reset = 1;
950
951 alloc ();
952 in_memory = MAP_ACTIVE;
953 }
954
955 ~freed_map ()
956 {
957 destroy ();
958 }
959 } freed_map; // freed objects are moved here to avoid crashes
960
961 void
962 object::do_destroy ()
963 {
964 if (flag [FLAG_IS_LINKED])
965 remove_button_link (this);
966
967 if (flag [FLAG_FRIENDLY])
968 remove_friendly_object (this);
969
970 remove ();
971
972 attachable::do_destroy ();
973
974 deactivate ();
975 unlink ();
976
977 flag [FLAG_FREED] = 1;
978
979 // hack to ensure that freed objects still have a valid map
980 map = &freed_map;
981 x = 1;
982 y = 1;
983
984 if (more)
985 {
986 more->destroy ();
987 more = 0;
988 }
989
990 head = 0;
991
992 // clear those pointers that likely might cause circular references
993 owner = 0;
994 enemy = 0;
995 attacked_by = 0;
996 current_weapon = 0;
997 }
998
999 void
1000 object::destroy (bool destroy_inventory)
1001 {
1002 if (destroyed ())
1003 return;
1004
1005 if (!is_head () && !head->destroyed ())
1006 {
1007 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1008 head->destroy (destroy_inventory);
1009 return;
1010 }
1011
1012 destroy_inv (!destroy_inventory);
1013
1014 if (is_head ())
1015 if (sound_destroy)
1016 play_sound (sound_destroy);
1017 else if (flag [FLAG_MONSTER])
1018 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1019
1020 attachable::destroy ();
1021 }
1022
1023 /* op->remove ():
1024 * This function removes the object op from the linked list of objects
1025 * which it is currently tied to. When this function is done, the
1026 * object will have no environment. If the object previously had an
1027 * environment, the x and y coordinates will be updated to
1028 * the previous environment.
1029 */
1030 void
1031 object::do_remove ()
1032 {
1033 object *tmp, *last = 0;
1034 object *otmp;
1035
1036 if (flag [FLAG_REMOVED])
1037 return;
1038
1039 INVOKE_OBJECT (REMOVE, this);
1040
1041 flag [FLAG_REMOVED] = true;
1042
1043 if (more)
1044 more->remove ();
1045
1046 /*
1047 * In this case, the object to be removed is in someones
1048 * inventory.
1049 */
1050 if (env)
1051 {
1052 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1053 if (object *pl = visible_to ())
1054 esrv_del_item (pl->contr, count);
1055 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1056
1057 adjust_weight (env, -total_weight ());
1058
1059 /* we set up values so that it could be inserted into
1060 * the map, but we don't actually do that - it is up
1061 * to the caller to decide what we want to do.
1062 */
1063 map = env->map;
1064 x = env->x;
1065 y = env->y;
1066
1067 // make sure cmov optimisation is applicable
1068 *(above ? &above->below : &env->inv) = below;
1069 *(below ? &below->above : &above ) = above; // &above is just a dummy
1070
1071 above = 0;
1072 below = 0;
1073 env = 0;
1074
1075 /* NO_FIX_PLAYER is set when a great many changes are being
1076 * made to players inventory. If set, avoiding the call
1077 * to save cpu time.
1078 */
1079 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1080 otmp->update_stats ();
1081 }
1082 else if (map)
1083 {
1084 map->dirty = true;
1085 mapspace &ms = this->ms ();
1086
1087 if (object *pl = ms.player ())
1088 {
1089 if (type == PLAYER) // this == pl(!)
1090 {
1091 // leaving a spot always closes any open container on the ground
1092 if (container && !container->env)
1093 // this causes spurious floorbox updates, but it ensures
1094 // that the CLOSE event is being sent.
1095 close_container ();
1096
1097 --map->players;
1098 map->touch ();
1099 }
1100 else if (pl->container == this)
1101 {
1102 // removing a container should close it
1103 close_container ();
1104 }
1105
1106 esrv_del_item (pl->contr, count);
1107 }
1108
1109 /* link the object above us */
1110 // re-link, make sure compiler can easily use cmove
1111 *(above ? &above->below : &ms.top) = below;
1112 *(below ? &below->above : &ms.bot) = above;
1113
1114 above = 0;
1115 below = 0;
1116
1117 ms.flags_ = 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 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1161 update_all_los (map, x, y);
1162 }
1163 }
1164
1165 /*
1166 * merge_ob(op,top):
1167 *
1168 * This function goes through all objects below and including top, and
1169 * merges op to the first matching object.
1170 * If top is NULL, it is calculated.
1171 * Returns pointer to object if it succeded in the merge, otherwise NULL
1172 */
1173 object *
1174 merge_ob (object *op, object *top)
1175 {
1176 if (!op->nrof)
1177 return 0;
1178
1179 if (!top)
1180 for (top = op; top && top->above; top = top->above)
1181 ;
1182
1183 for (; top; top = top->below)
1184 if (object::can_merge (op, top))
1185 {
1186 top->nrof += op->nrof;
1187
1188 if (object *pl = top->visible_to ())
1189 esrv_update_item (UPD_NROF, pl, top);
1190
1191 op->weight = 0; // cancel the addition above
1192 op->carrying = 0; // must be 0 already
1193
1194 op->destroy (1);
1195
1196 return top;
1197 }
1198
1199 return 0;
1200 }
1201
1202 void
1203 object::expand_tail ()
1204 {
1205 if (more)
1206 return;
1207
1208 object *prev = this;
1209
1210 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1211 {
1212 object *op = arch_to_object (at);
1213
1214 op->name = name;
1215 op->name_pl = name_pl;
1216 op->title = title;
1217
1218 op->head = this;
1219 prev->more = op;
1220
1221 prev = op;
1222 }
1223 }
1224
1225 /*
1226 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1227 * job preparing multi-part monsters.
1228 */
1229 object *
1230 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1231 {
1232 op->remove ();
1233
1234 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1235 {
1236 tmp->x = x + tmp->arch->x;
1237 tmp->y = y + tmp->arch->y;
1238 }
1239
1240 return insert_ob_in_map (op, m, originator, flag);
1241 }
1242
1243 /*
1244 * insert_ob_in_map (op, map, originator, flag):
1245 * This function inserts the object in the two-way linked list
1246 * which represents what is on a map.
1247 * The second argument specifies the map, and the x and y variables
1248 * in the object about to be inserted specifies the position.
1249 *
1250 * originator: Player, monster or other object that caused 'op' to be inserted
1251 * into 'map'. May be NULL.
1252 *
1253 * flag is a bitmask about special things to do (or not do) when this
1254 * function is called. see the object.h file for the INS_ values.
1255 * Passing 0 for flag gives proper default values, so flag really only needs
1256 * to be set if special handling is needed.
1257 *
1258 * Return value:
1259 * new object if 'op' was merged with other object
1260 * NULL if 'op' was destroyed
1261 * just 'op' otherwise
1262 */
1263 object *
1264 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1265 {
1266 if (op->is_on_map ())
1267 {
1268 LOG (llevError, "insert_ob_in_map called for object already on map");
1269 abort ();
1270 }
1271
1272 if (op->env)
1273 {
1274 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1275 op->remove ();
1276 }
1277
1278 if (op->face && !face_info (op->face))//D TODO: remove soon
1279 {//D
1280 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1281 op->face = 1;//D
1282 }//D
1283
1284 /* Ideally, the caller figures this out. However, it complicates a lot
1285 * of areas of callers (eg, anything that uses find_free_spot would now
1286 * need extra work
1287 */
1288 if (!xy_normalise (m, op->x, op->y))
1289 {
1290 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1291 return 0;
1292 }
1293
1294 if (object *more = op->more)
1295 if (!insert_ob_in_map (more, m, originator, flag))
1296 return 0;
1297
1298 CLEAR_FLAG (op, FLAG_REMOVED);
1299
1300 op->map = m;
1301 mapspace &ms = op->ms ();
1302
1303 /* this has to be done after we translate the coordinates.
1304 */
1305 if (op->nrof && !(flag & INS_NO_MERGE))
1306 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1307 if (object::can_merge (op, tmp))
1308 {
1309 // TODO: we actually want to update tmp, not op,
1310 // but some caller surely breaks when we return tmp
1311 // from here :/
1312 op->nrof += tmp->nrof;
1313 tmp->destroy (1);
1314 }
1315
1316 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1317 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1318
1319 if (!QUERY_FLAG (op, FLAG_ALIVE))
1320 CLEAR_FLAG (op, FLAG_NO_STEAL);
1321
1322 if (flag & INS_BELOW_ORIGINATOR)
1323 {
1324 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1325 {
1326 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1327 abort ();
1328 }
1329
1330 if (!originator->is_on_map ())
1331 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1332 op->debug_desc (), originator->debug_desc ());
1333
1334 op->above = originator;
1335 op->below = originator->below;
1336 originator->below = op;
1337
1338 *(op->below ? &op->below->above : &ms.bot) = op;
1339 }
1340 else
1341 {
1342 object *floor = 0;
1343 object *top = ms.top;
1344
1345 /* If there are other objects, then */
1346 if (top)
1347 {
1348 /*
1349 * If there are multiple objects on this space, we do some trickier handling.
1350 * We've already dealt with merging if appropriate.
1351 * Generally, we want to put the new object on top. But if
1352 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1353 * floor, we want to insert above that and no further.
1354 * Also, if there are spell objects on this space, we stop processing
1355 * once we get to them. This reduces the need to traverse over all of
1356 * them when adding another one - this saves quite a bit of cpu time
1357 * when lots of spells are cast in one area. Currently, it is presumed
1358 * that flying non pickable objects are spell objects.
1359 */
1360 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1361 {
1362 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1363 floor = tmp;
1364
1365 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1366 {
1367 /* We insert above top, so we want this object below this */
1368 top = tmp->below;
1369 break;
1370 }
1371
1372 top = tmp;
1373 }
1374
1375 /* We let update_position deal with figuring out what the space
1376 * looks like instead of lots of conditions here.
1377 * makes things faster, and effectively the same result.
1378 */
1379
1380 /* Have object 'fall below' other objects that block view.
1381 * Unless those objects are exits.
1382 * If INS_ON_TOP is used, don't do this processing
1383 * Need to find the object that in fact blocks view, otherwise
1384 * stacking is a bit odd.
1385 */
1386 if (!(flag & INS_ON_TOP)
1387 && ms.flags () & P_BLOCKSVIEW
1388 && (op->face && !faces [op->face].visibility))
1389 {
1390 object *last;
1391
1392 for (last = top; last != floor; last = last->below)
1393 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1394 break;
1395
1396 /* Check to see if we found the object that blocks view,
1397 * and make sure we have a below pointer for it so that
1398 * we can get inserted below this one, which requires we
1399 * set top to the object below us.
1400 */
1401 if (last && last->below && last != floor)
1402 top = last->below;
1403 }
1404 } /* If objects on this space */
1405
1406 if (flag & INS_ABOVE_FLOOR_ONLY)
1407 top = floor;
1408
1409 // insert object above top, or bottom-most if top = 0
1410 if (!top)
1411 {
1412 op->below = 0;
1413 op->above = ms.bot;
1414 ms.bot = op;
1415
1416 *(op->above ? &op->above->below : &ms.top) = op;
1417 }
1418 else
1419 {
1420 op->above = top->above;
1421 top->above = op;
1422
1423 op->below = top;
1424 *(op->above ? &op->above->below : &ms.top) = op;
1425 }
1426 }
1427
1428 if (op->type == PLAYER)
1429 {
1430 op->contr->do_los = 1;
1431 ++op->map->players;
1432 op->map->touch ();
1433 }
1434
1435 op->map->dirty = true;
1436
1437 if (object *pl = ms.player ())
1438 //TODO: the floorbox prev/next might need updating
1439 //esrv_send_item (pl, op);
1440 //TODO: update floorbox to preserve ordering
1441 if (pl->contr->ns)
1442 pl->contr->ns->floorbox_update ();
1443
1444 /* If this object glows, it may affect lighting conditions that are
1445 * visible to others on this map. But update_all_los is really
1446 * an inefficient way to do this, as it means los for all players
1447 * on the map will get recalculated. The players could very well
1448 * be far away from this change and not affected in any way -
1449 * this should get redone to only look for players within range,
1450 * or just updating the P_UPTODATE for spaces within this area
1451 * of effect may be sufficient.
1452 */
1453 if (op->map->darkness && (op->glow_radius != 0))
1454 update_all_los (op->map, op->x, op->y);
1455
1456 /* updates flags (blocked, alive, no magic, etc) for this map space */
1457 update_object (op, UP_OBJ_INSERT);
1458
1459 INVOKE_OBJECT (INSERT, op);
1460
1461 /* Don't know if moving this to the end will break anything. However,
1462 * we want to have floorbox_update called before calling this.
1463 *
1464 * check_move_on() must be after this because code called from
1465 * check_move_on() depends on correct map flags (so functions like
1466 * blocked() and wall() work properly), and these flags are updated by
1467 * update_object().
1468 */
1469
1470 /* if this is not the head or flag has been passed, don't check walk on status */
1471 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1472 {
1473 if (check_move_on (op, originator))
1474 return 0;
1475
1476 /* If we are a multi part object, lets work our way through the check
1477 * walk on's.
1478 */
1479 for (object *tmp = op->more; tmp; tmp = tmp->more)
1480 if (check_move_on (tmp, originator))
1481 return 0;
1482 }
1483
1484 return op;
1485 }
1486
1487 /* this function inserts an object in the map, but if it
1488 * finds an object of its own type, it'll remove that one first.
1489 * op is the object to insert it under: supplies x and the map.
1490 */
1491 void
1492 replace_insert_ob_in_map (const char *arch_string, object *op)
1493 {
1494 /* first search for itself and remove any old instances */
1495
1496 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1497 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1498 tmp->destroy (1);
1499
1500 object *tmp = arch_to_object (archetype::find (arch_string));
1501
1502 tmp->x = op->x;
1503 tmp->y = op->y;
1504
1505 insert_ob_in_map (tmp, op->map, op, 0);
1506 }
1507
1508 object *
1509 object::insert_at (object *where, object *originator, int flags)
1510 {
1511 if (where->env)
1512 return where->env->insert (this);
1513 else
1514 return where->map->insert (this, where->x, where->y, originator, flags);
1515 }
1516
1517 /*
1518 * decrease(object, number) decreases a specified number from
1519 * the amount of an object. If the amount reaches 0, the object
1520 * is subsequently removed and freed.
1521 *
1522 * Return value: 'op' if something is left, NULL if the amount reached 0
1523 */
1524 bool
1525 object::decrease (sint32 nr)
1526 {
1527 if (!nr)
1528 return true;
1529
1530 nr = min (nr, nrof);
1531
1532 if (nrof > nr)
1533 {
1534 nrof -= nr;
1535 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1536
1537 if (object *pl = visible_to ())
1538 esrv_update_item (UPD_NROF, pl, this);
1539
1540 return true;
1541 }
1542 else
1543 {
1544 destroy ();
1545 return false;
1546 }
1547 }
1548
1549 /*
1550 * split(ob,nr) splits up ob into two parts. The part which
1551 * is returned contains nr objects, and the remaining parts contains
1552 * the rest (or is removed and returned if that number is 0).
1553 * On failure, NULL is returned.
1554 */
1555 object *
1556 object::split (sint32 nr)
1557 {
1558 int have = number_of ();
1559
1560 if (have < nr)
1561 return 0;
1562 else if (have == nr)
1563 {
1564 remove ();
1565 return this;
1566 }
1567 else
1568 {
1569 decrease (nr);
1570
1571 object *op = deep_clone ();
1572 op->nrof = nr;
1573 return op;
1574 }
1575 }
1576
1577 object *
1578 insert_ob_in_ob (object *op, object *where)
1579 {
1580 if (!where)
1581 {
1582 char *dump = dump_object (op);
1583 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1584 free (dump);
1585 return op;
1586 }
1587
1588 if (where->head_ () != where)
1589 {
1590 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1591 where = where->head;
1592 }
1593
1594 return where->insert (op);
1595 }
1596
1597 /*
1598 * env->insert (op)
1599 * This function inserts the object op in the linked list
1600 * inside the object environment.
1601 *
1602 * The function returns now pointer to inserted item, and return value can
1603 * be != op, if items are merged. -Tero
1604 */
1605 object *
1606 object::insert (object *op)
1607 {
1608 if (op->more)
1609 {
1610 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1611 return op;
1612 }
1613
1614 op->remove ();
1615
1616 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1617
1618 if (op->nrof)
1619 for (object *tmp = inv; tmp; tmp = tmp->below)
1620 if (object::can_merge (tmp, op))
1621 {
1622 /* return the original object and remove inserted object
1623 (client needs the original object) */
1624 tmp->nrof += op->nrof;
1625
1626 if (object *pl = tmp->visible_to ())
1627 esrv_update_item (UPD_NROF, pl, tmp);
1628
1629 adjust_weight (this, op->total_weight ());
1630
1631 op->destroy (1);
1632 op = tmp;
1633 goto inserted;
1634 }
1635
1636 op->owner = 0; // it's his/hers now. period.
1637 op->map = 0;
1638 op->x = 0;
1639 op->y = 0;
1640
1641 op->above = 0;
1642 op->below = inv;
1643 op->env = this;
1644
1645 if (inv)
1646 inv->above = op;
1647
1648 inv = op;
1649
1650 op->flag [FLAG_REMOVED] = 0;
1651
1652 if (object *pl = op->visible_to ())
1653 esrv_send_item (pl, op);
1654
1655 adjust_weight (this, op->total_weight ());
1656
1657 inserted:
1658 /* reset the light list and los of the players on the map */
1659 if (op->glow_radius && map && map->darkness)
1660 update_all_los (map, x, y);
1661
1662 // if this is a player's inventory, update stats
1663 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1664 update_stats ();
1665
1666 INVOKE_OBJECT (INSERT, this);
1667
1668 return op;
1669 }
1670
1671 /*
1672 * Checks if any objects has a move_type that matches objects
1673 * that effect this object on this space. Call apply() to process
1674 * these events.
1675 *
1676 * Any speed-modification due to SLOW_MOVE() of other present objects
1677 * will affect the speed_left of the object.
1678 *
1679 * originator: Player, monster or other object that caused 'op' to be inserted
1680 * into 'map'. May be NULL.
1681 *
1682 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1683 *
1684 * 4-21-95 added code to check if appropriate skill was readied - this will
1685 * permit faster movement by the player through this terrain. -b.t.
1686 *
1687 * MSW 2001-07-08: Check all objects on space, not just those below
1688 * object being inserted. insert_ob_in_map may not put new objects
1689 * on top.
1690 */
1691 int
1692 check_move_on (object *op, object *originator)
1693 {
1694 object *tmp;
1695 maptile *m = op->map;
1696 int x = op->x, y = op->y;
1697
1698 MoveType move_on, move_slow, move_block;
1699
1700 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1701 return 0;
1702
1703 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1704 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1705 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1706
1707 /* if nothing on this space will slow op down or be applied,
1708 * no need to do checking below. have to make sure move_type
1709 * is set, as lots of objects don't have it set - we treat that
1710 * as walking.
1711 */
1712 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1713 return 0;
1714
1715 /* This is basically inverse logic of that below - basically,
1716 * if the object can avoid the move on or slow move, they do so,
1717 * but can't do it if the alternate movement they are using is
1718 * blocked. Logic on this seems confusing, but does seem correct.
1719 */
1720 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1721 return 0;
1722
1723 /* The objects have to be checked from top to bottom.
1724 * Hence, we first go to the top:
1725 */
1726
1727 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1728 {
1729 /* Trim the search when we find the first other spell effect
1730 * this helps performance so that if a space has 50 spell objects,
1731 * we don't need to check all of them.
1732 */
1733 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1734 break;
1735 }
1736
1737 for (; tmp; tmp = tmp->below)
1738 {
1739 if (tmp == op)
1740 continue; /* Can't apply yourself */
1741
1742 /* Check to see if one of the movement types should be slowed down.
1743 * Second check makes sure that the movement types not being slowed
1744 * (~slow_move) is not blocked on this space - just because the
1745 * space doesn't slow down swimming (for example), if you can't actually
1746 * swim on that space, can't use it to avoid the penalty.
1747 */
1748 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1749 {
1750 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1751 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1752 {
1753
1754 float
1755 diff = tmp->move_slow_penalty * fabs (op->speed);
1756
1757 if (op->type == PLAYER)
1758 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1759 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1760 diff /= 4.0;
1761
1762 op->speed_left -= diff;
1763 }
1764 }
1765
1766 /* Basically same logic as above, except now for actual apply. */
1767 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1768 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1769 {
1770 move_apply (tmp, op, originator);
1771
1772 if (op->destroyed ())
1773 return 1;
1774
1775 /* what the person/creature stepped onto has moved the object
1776 * someplace new. Don't process any further - if we did,
1777 * have a feeling strange problems would result.
1778 */
1779 if (op->map != m || op->x != x || op->y != y)
1780 return 0;
1781 }
1782 }
1783
1784 return 0;
1785 }
1786
1787 /*
1788 * present_arch(arch, map, x, y) searches for any objects with
1789 * a matching archetype at the given map and coordinates.
1790 * The first matching object is returned, or NULL if none.
1791 */
1792 object *
1793 present_arch (const archetype *at, maptile *m, int x, int y)
1794 {
1795 if (!m || out_of_map (m, x, y))
1796 {
1797 LOG (llevError, "Present_arch called outside map.\n");
1798 return NULL;
1799 }
1800
1801 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1802 if (tmp->arch->archname == at->archname)
1803 return tmp;
1804
1805 return NULL;
1806 }
1807
1808 /*
1809 * present(type, map, x, y) searches for any objects with
1810 * a matching type variable at the given map and coordinates.
1811 * The first matching object is returned, or NULL if none.
1812 */
1813 object *
1814 present (unsigned char type, maptile *m, int x, int y)
1815 {
1816 if (out_of_map (m, x, y))
1817 {
1818 LOG (llevError, "Present called outside map.\n");
1819 return NULL;
1820 }
1821
1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1823 if (tmp->type == type)
1824 return tmp;
1825
1826 return NULL;
1827 }
1828
1829 /*
1830 * present_in_ob(type, object) searches for any objects with
1831 * a matching type variable in the inventory of the given object.
1832 * The first matching object is returned, or NULL if none.
1833 */
1834 object *
1835 present_in_ob (unsigned char type, const object *op)
1836 {
1837 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1838 if (tmp->type == type)
1839 return tmp;
1840
1841 return NULL;
1842 }
1843
1844 /*
1845 * present_in_ob (type, str, object) searches for any objects with
1846 * a matching type & name variable in the inventory of the given object.
1847 * The first matching object is returned, or NULL if none.
1848 * This is mostly used by spell effect code, so that we only
1849 * have one spell effect at a time.
1850 * type can be used to narrow the search - if type is set,
1851 * the type must also match. -1 can be passed for the type,
1852 * in which case the type does not need to pass.
1853 * str is the string to match against. Note that we match against
1854 * the object name, not the archetype name. this is so that the
1855 * spell code can use one object type (force), but change it's name
1856 * to be unique.
1857 */
1858 object *
1859 present_in_ob_by_name (int type, const char *str, const object *op)
1860 {
1861 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1862 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1863 return tmp;
1864
1865 return 0;
1866 }
1867
1868 /*
1869 * present_arch_in_ob(archetype, object) searches for any objects with
1870 * a matching archetype in the inventory of the given object.
1871 * The first matching object is returned, or NULL if none.
1872 */
1873 object *
1874 present_arch_in_ob (const archetype *at, const object *op)
1875 {
1876 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1877 if (tmp->arch->archname == at->archname)
1878 return tmp;
1879
1880 return NULL;
1881 }
1882
1883 /*
1884 * activate recursively a flag on an object inventory
1885 */
1886 void
1887 flag_inv (object *op, int flag)
1888 {
1889 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1890 {
1891 SET_FLAG (tmp, flag);
1892 flag_inv (tmp, flag);
1893 }
1894 }
1895
1896 /*
1897 * deactivate recursively a flag on an object inventory
1898 */
1899 void
1900 unflag_inv (object *op, int flag)
1901 {
1902 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1903 {
1904 CLEAR_FLAG (tmp, flag);
1905 unflag_inv (tmp, flag);
1906 }
1907 }
1908
1909 /*
1910 * find_free_spot(object, map, x, y, start, stop) will search for
1911 * a spot at the given map and coordinates which will be able to contain
1912 * the given object. start and stop specifies how many squares
1913 * to search (see the freearr_x/y[] definition).
1914 * It returns a random choice among the alternatives found.
1915 * start and stop are where to start relative to the free_arr array (1,9
1916 * does all 4 immediate directions). This returns the index into the
1917 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1918 * Note: This function does correctly handle tiled maps, but does not
1919 * inform the caller. However, insert_ob_in_map will update as
1920 * necessary, so the caller shouldn't need to do any special work.
1921 * Note - updated to take an object instead of archetype - this is necessary
1922 * because arch_blocked (now ob_blocked) needs to know the movement type
1923 * to know if the space in question will block the object. We can't use
1924 * the archetype because that isn't correct if the monster has been
1925 * customized, changed states, etc.
1926 */
1927 int
1928 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1929 {
1930 int altern[SIZEOFFREE];
1931 int index = 0, flag;
1932
1933 for (int i = start; i < stop; i++)
1934 {
1935 mapxy pos (m, x, y); pos.move (i);
1936
1937 if (!pos.normalise ())
1938 continue;
1939
1940 mapspace &ms = *pos;
1941
1942 if (ms.flags () & P_IS_ALIVE)
1943 continue;
1944
1945 /* However, often
1946 * ob doesn't have any move type (when used to place exits)
1947 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1948 */
1949 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1950 {
1951 altern [index++] = i;
1952 continue;
1953 }
1954
1955 /* Basically, if we find a wall on a space, we cut down the search size.
1956 * In this way, we won't return spaces that are on another side of a wall.
1957 * This mostly work, but it cuts down the search size in all directions -
1958 * if the space being examined only has a wall to the north and empty
1959 * spaces in all the other directions, this will reduce the search space
1960 * to only the spaces immediately surrounding the target area, and
1961 * won't look 2 spaces south of the target space.
1962 */
1963 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1964 {
1965 stop = maxfree[i];
1966 continue;
1967 }
1968
1969 /* Note it is intentional that we check ob - the movement type of the
1970 * head of the object should correspond for the entire object.
1971 */
1972 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1973 continue;
1974
1975 if (ob->blocked (m, pos.x, pos.y))
1976 continue;
1977
1978 altern [index++] = i;
1979 }
1980
1981 if (!index)
1982 return -1;
1983
1984 return altern [rndm (index)];
1985 }
1986
1987 /*
1988 * find_first_free_spot(archetype, maptile, x, y) works like
1989 * find_free_spot(), but it will search max number of squares.
1990 * But it will return the first available spot, not a random choice.
1991 * Changed 0.93.2: Have it return -1 if there is no free spot available.
1992 */
1993 int
1994 find_first_free_spot (const object *ob, maptile *m, int x, int y)
1995 {
1996 for (int i = 0; i < SIZEOFFREE; i++)
1997 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
1998 return i;
1999
2000 return -1;
2001 }
2002
2003 /*
2004 * The function permute(arr, begin, end) randomly reorders the array
2005 * arr[begin..end-1].
2006 * now uses a fisher-yates shuffle, old permute was broken
2007 */
2008 static void
2009 permute (int *arr, int begin, int end)
2010 {
2011 arr += begin;
2012 end -= begin;
2013
2014 while (--end)
2015 swap (arr [end], arr [rndm (end + 1)]);
2016 }
2017
2018 /* new function to make monster searching more efficient, and effective!
2019 * This basically returns a randomized array (in the passed pointer) of
2020 * the spaces to find monsters. In this way, it won't always look for
2021 * monsters to the north first. However, the size of the array passed
2022 * covers all the spaces, so within that size, all the spaces within
2023 * the 3x3 area will be searched, just not in a predictable order.
2024 */
2025 void
2026 get_search_arr (int *search_arr)
2027 {
2028 int i;
2029
2030 for (i = 0; i < SIZEOFFREE; i++)
2031 search_arr[i] = i;
2032
2033 permute (search_arr, 1, SIZEOFFREE1 + 1);
2034 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2035 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2036 }
2037
2038 /*
2039 * find_dir(map, x, y, exclude) will search some close squares in the
2040 * given map at the given coordinates for live objects.
2041 * It will not considered the object given as exclude among possible
2042 * live objects.
2043 * It returns the direction toward the first/closest live object if finds
2044 * any, otherwise 0.
2045 * Perhaps incorrectly, but I'm making the assumption that exclude
2046 * is actually want is going to try and move there. We need this info
2047 * because we have to know what movement the thing looking to move
2048 * there is capable of.
2049 */
2050 int
2051 find_dir (maptile *m, int x, int y, object *exclude)
2052 {
2053 int i, max = SIZEOFFREE, mflags;
2054
2055 sint16 nx, ny;
2056 object *tmp;
2057 maptile *mp;
2058
2059 MoveType blocked, move_type;
2060
2061 if (exclude && exclude->head_ () != exclude)
2062 {
2063 exclude = exclude->head;
2064 move_type = exclude->move_type;
2065 }
2066 else
2067 {
2068 /* If we don't have anything, presume it can use all movement types. */
2069 move_type = MOVE_ALL;
2070 }
2071
2072 for (i = 1; i < max; i++)
2073 {
2074 mp = m;
2075 nx = x + freearr_x[i];
2076 ny = y + freearr_y[i];
2077
2078 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2079
2080 if (mflags & P_OUT_OF_MAP)
2081 max = maxfree[i];
2082 else
2083 {
2084 mapspace &ms = mp->at (nx, ny);
2085
2086 blocked = ms.move_block;
2087
2088 if ((move_type & blocked) == move_type)
2089 max = maxfree[i];
2090 else if (mflags & P_IS_ALIVE)
2091 {
2092 for (tmp = ms.bot; tmp; tmp = tmp->above)
2093 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2094 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2095 break;
2096
2097 if (tmp)
2098 return freedir[i];
2099 }
2100 }
2101 }
2102
2103 return 0;
2104 }
2105
2106 /*
2107 * distance(object 1, object 2) will return the square of the
2108 * distance between the two given objects.
2109 */
2110 int
2111 distance (const object *ob1, const object *ob2)
2112 {
2113 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2114 }
2115
2116 /*
2117 * find_dir_2(delta-x,delta-y) will return a direction in which
2118 * an object which has subtracted the x and y coordinates of another
2119 * object, needs to travel toward it.
2120 */
2121 int
2122 find_dir_2 (int x, int y)
2123 {
2124 int q;
2125
2126 if (y)
2127 q = x * 100 / y;
2128 else if (x)
2129 q = -300 * x;
2130 else
2131 return 0;
2132
2133 if (y > 0)
2134 {
2135 if (q < -242)
2136 return 3;
2137 if (q < -41)
2138 return 2;
2139 if (q < 41)
2140 return 1;
2141 if (q < 242)
2142 return 8;
2143 return 7;
2144 }
2145
2146 if (q < -242)
2147 return 7;
2148 if (q < -41)
2149 return 6;
2150 if (q < 41)
2151 return 5;
2152 if (q < 242)
2153 return 4;
2154
2155 return 3;
2156 }
2157
2158 /*
2159 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2160 * between two directions (which are expected to be absolute (see absdir())
2161 */
2162 int
2163 dirdiff (int dir1, int dir2)
2164 {
2165 int d;
2166
2167 d = abs (dir1 - dir2);
2168 if (d > 4)
2169 d = 8 - d;
2170
2171 return d;
2172 }
2173
2174 /* peterm:
2175 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2176 * Basically, this is a table of directions, and what directions
2177 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2178 * This basically means that if direction is 15, then it could either go
2179 * direction 4, 14, or 16 to get back to where we are.
2180 * Moved from spell_util.c to object.c with the other related direction
2181 * functions.
2182 */
2183 int reduction_dir[SIZEOFFREE][3] = {
2184 {0, 0, 0}, /* 0 */
2185 {0, 0, 0}, /* 1 */
2186 {0, 0, 0}, /* 2 */
2187 {0, 0, 0}, /* 3 */
2188 {0, 0, 0}, /* 4 */
2189 {0, 0, 0}, /* 5 */
2190 {0, 0, 0}, /* 6 */
2191 {0, 0, 0}, /* 7 */
2192 {0, 0, 0}, /* 8 */
2193 {8, 1, 2}, /* 9 */
2194 {1, 2, -1}, /* 10 */
2195 {2, 10, 12}, /* 11 */
2196 {2, 3, -1}, /* 12 */
2197 {2, 3, 4}, /* 13 */
2198 {3, 4, -1}, /* 14 */
2199 {4, 14, 16}, /* 15 */
2200 {5, 4, -1}, /* 16 */
2201 {4, 5, 6}, /* 17 */
2202 {6, 5, -1}, /* 18 */
2203 {6, 20, 18}, /* 19 */
2204 {7, 6, -1}, /* 20 */
2205 {6, 7, 8}, /* 21 */
2206 {7, 8, -1}, /* 22 */
2207 {8, 22, 24}, /* 23 */
2208 {8, 1, -1}, /* 24 */
2209 {24, 9, 10}, /* 25 */
2210 {9, 10, -1}, /* 26 */
2211 {10, 11, -1}, /* 27 */
2212 {27, 11, 29}, /* 28 */
2213 {11, 12, -1}, /* 29 */
2214 {12, 13, -1}, /* 30 */
2215 {12, 13, 14}, /* 31 */
2216 {13, 14, -1}, /* 32 */
2217 {14, 15, -1}, /* 33 */
2218 {33, 15, 35}, /* 34 */
2219 {16, 15, -1}, /* 35 */
2220 {17, 16, -1}, /* 36 */
2221 {18, 17, 16}, /* 37 */
2222 {18, 17, -1}, /* 38 */
2223 {18, 19, -1}, /* 39 */
2224 {41, 19, 39}, /* 40 */
2225 {19, 20, -1}, /* 41 */
2226 {20, 21, -1}, /* 42 */
2227 {20, 21, 22}, /* 43 */
2228 {21, 22, -1}, /* 44 */
2229 {23, 22, -1}, /* 45 */
2230 {45, 47, 23}, /* 46 */
2231 {23, 24, -1}, /* 47 */
2232 {24, 9, -1}
2233 }; /* 48 */
2234
2235 /* Recursive routine to step back and see if we can
2236 * find a path to that monster that we found. If not,
2237 * we don't bother going toward it. Returns 1 if we
2238 * can see a direct way to get it
2239 * Modified to be map tile aware -.MSW
2240 */
2241 int
2242 can_see_monsterP (maptile *m, int x, int y, int dir)
2243 {
2244 sint16 dx, dy;
2245 int mflags;
2246
2247 if (dir < 0)
2248 return 0; /* exit condition: invalid direction */
2249
2250 dx = x + freearr_x[dir];
2251 dy = y + freearr_y[dir];
2252
2253 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2254
2255 /* This functional arguably was incorrect before - it was
2256 * checking for P_WALL - that was basically seeing if
2257 * we could move to the monster - this is being more
2258 * literal on if we can see it. To know if we can actually
2259 * move to the monster, we'd need the monster passed in or
2260 * at least its move type.
2261 */
2262 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2263 return 0;
2264
2265 /* yes, can see. */
2266 if (dir < 9)
2267 return 1;
2268
2269 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2270 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2271 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2272 }
2273
2274 /*
2275 * can_pick(picker, item): finds out if an object is possible to be
2276 * picked up by the picker. Returnes 1 if it can be
2277 * picked up, otherwise 0.
2278 *
2279 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2280 * core dumps if they do.
2281 *
2282 * Add a check so we can't pick up invisible objects (0.93.8)
2283 */
2284 int
2285 can_pick (const object *who, const object *item)
2286 {
2287 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2288 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2289 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2290 }
2291
2292 /*
2293 * create clone from object to another
2294 */
2295 object *
2296 object::deep_clone ()
2297 {
2298 assert (("deep_clone called on non-head object", is_head ()));
2299
2300 object *dst = clone ();
2301
2302 object *prev = dst;
2303 for (object *part = this->more; part; part = part->more)
2304 {
2305 object *tmp = part->clone ();
2306 tmp->head = dst;
2307 prev->more = tmp;
2308 prev = tmp;
2309 }
2310
2311 for (object *item = inv; item; item = item->below)
2312 insert_ob_in_ob (item->deep_clone (), dst);
2313
2314 return dst;
2315 }
2316
2317 /* This returns the first object in who's inventory that
2318 * has the same type and subtype match.
2319 * returns NULL if no match.
2320 */
2321 object *
2322 find_obj_by_type_subtype (const object *who, int type, int subtype)
2323 {
2324 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2325 if (tmp->type == type && tmp->subtype == subtype)
2326 return tmp;
2327
2328 return 0;
2329 }
2330
2331 const shstr &
2332 object::kv_get (const shstr &key) const
2333 {
2334 for (key_value *kv = key_values; kv; kv = kv->next)
2335 if (kv->key == key)
2336 return kv->value;
2337
2338 return shstr_null;
2339 }
2340
2341 void
2342 object::kv_set (const shstr &key, const shstr &value)
2343 {
2344 for (key_value *kv = key_values; kv; kv = kv->next)
2345 if (kv->key == key)
2346 {
2347 kv->value = value;
2348 return;
2349 }
2350
2351 key_value *kv = new key_value;
2352
2353 kv->next = key_values;
2354 kv->key = key;
2355 kv->value = value;
2356
2357 key_values = kv;
2358 }
2359
2360 void
2361 object::kv_del (const shstr &key)
2362 {
2363 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2364 if ((*kvp)->key == key)
2365 {
2366 key_value *kv = *kvp;
2367 *kvp = (*kvp)->next;
2368 delete kv;
2369 return;
2370 }
2371 }
2372
2373 object::depth_iterator::depth_iterator (object *container)
2374 : iterator_base (container)
2375 {
2376 while (item->inv)
2377 item = item->inv;
2378 }
2379
2380 void
2381 object::depth_iterator::next ()
2382 {
2383 if (item->below)
2384 {
2385 item = item->below;
2386
2387 while (item->inv)
2388 item = item->inv;
2389 }
2390 else
2391 item = item->env;
2392 }
2393
2394 const char *
2395 object::flag_desc (char *desc, int len) const
2396 {
2397 char *p = desc;
2398 bool first = true;
2399
2400 *p = 0;
2401
2402 for (int i = 0; i < NUM_FLAGS; i++)
2403 {
2404 if (len <= 10) // magic constant!
2405 {
2406 snprintf (p, len, ",...");
2407 break;
2408 }
2409
2410 if (flag [i])
2411 {
2412 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2413 len -= cnt;
2414 p += cnt;
2415 first = false;
2416 }
2417 }
2418
2419 return desc;
2420 }
2421
2422 // return a suitable string describing an object in enough detail to find it
2423 const char *
2424 object::debug_desc (char *info) const
2425 {
2426 char flagdesc[512];
2427 char info2[256 * 4];
2428 char *p = info;
2429
2430 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2431 count,
2432 uuid.c_str (),
2433 &name,
2434 title ? ",title:\"" : "",
2435 title ? (const char *)title : "",
2436 title ? "\"" : "",
2437 flag_desc (flagdesc, 512), type);
2438
2439 if (!flag[FLAG_REMOVED] && env)
2440 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2441
2442 if (map)
2443 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2444
2445 return info;
2446 }
2447
2448 const char *
2449 object::debug_desc () const
2450 {
2451 static char info[3][256 * 4];
2452 static int info_idx;
2453
2454 return debug_desc (info [++info_idx % 3]);
2455 }
2456
2457 struct region *
2458 object::region () const
2459 {
2460 return map ? map->region (x, y)
2461 : region::default_region ();
2462 }
2463
2464 const materialtype_t *
2465 object::dominant_material () const
2466 {
2467 if (materialtype_t *mt = name_to_material (materialname))
2468 return mt;
2469
2470 return name_to_material (shstr_unknown);
2471 }
2472
2473 void
2474 object::open_container (object *new_container)
2475 {
2476 if (container == new_container)
2477 return;
2478
2479 object *old_container = container;
2480
2481 if (old_container)
2482 {
2483 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2484 return;
2485
2486 #if 0
2487 // remove the "Close old_container" object.
2488 if (object *closer = old_container->inv)
2489 if (closer->type == CLOSE_CON)
2490 closer->destroy ();
2491 #endif
2492
2493 // make sure the container is available
2494 esrv_send_item (this, old_container);
2495
2496 old_container->flag [FLAG_APPLIED] = false;
2497 container = 0;
2498
2499 // client needs item update to make it work, client bug requires this to be separate
2500 esrv_update_item (UPD_FLAGS, this, old_container);
2501
2502 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2503 play_sound (sound_find ("chest_close"));
2504 }
2505
2506 if (new_container)
2507 {
2508 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2509 return;
2510
2511 // TODO: this does not seem to serve any purpose anymore?
2512 #if 0
2513 // insert the "Close Container" object.
2514 if (archetype *closer = new_container->other_arch)
2515 {
2516 object *closer = arch_to_object (new_container->other_arch);
2517 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2518 new_container->insert (closer);
2519 }
2520 #endif
2521
2522 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2523
2524 // make sure the container is available, client bug requires this to be separate
2525 esrv_send_item (this, new_container);
2526
2527 new_container->flag [FLAG_APPLIED] = true;
2528 container = new_container;
2529
2530 // client needs flag change
2531 esrv_update_item (UPD_FLAGS, this, new_container);
2532 esrv_send_inventory (this, new_container);
2533 play_sound (sound_find ("chest_open"));
2534 }
2535 // else if (!old_container->env && contr && contr->ns)
2536 // contr->ns->floorbox_reset ();
2537 }
2538
2539 object *
2540 object::force_find (const shstr name)
2541 {
2542 /* cycle through his inventory to look for the MARK we want to
2543 * place
2544 */
2545 for (object *tmp = inv; tmp; tmp = tmp->below)
2546 if (tmp->type == FORCE && tmp->slaying == name)
2547 return splay (tmp);
2548
2549 return 0;
2550 }
2551
2552 void
2553 object::force_add (const shstr name, int duration)
2554 {
2555 if (object *force = force_find (name))
2556 force->destroy ();
2557
2558 object *force = get_archetype (FORCE_NAME);
2559
2560 force->slaying = name;
2561 force->stats.food = 1;
2562 force->speed_left = -1.f;
2563
2564 force->set_speed (duration ? 1.f / duration : 0.f);
2565 force->flag [FLAG_IS_USED_UP] = true;
2566 force->flag [FLAG_APPLIED] = true;
2567
2568 insert (force);
2569 }
2570
2571 void
2572 object::play_sound (faceidx sound)
2573 {
2574 if (!sound)
2575 return;
2576
2577 if (flag [FLAG_REMOVED])
2578 return;
2579
2580 if (env)
2581 {
2582 if (object *pl = in_player ())
2583 pl->contr->play_sound (sound);
2584 }
2585 else
2586 map->play_sound (sound, x, y);
2587 }
2588