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Revision: 1.257
Committed: Tue Sep 16 16:03:02 2008 UTC (15 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_71
Changes since 1.256: +2 -1 lines
Log Message:
instrument login problem

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