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Revision: 1.287
Committed: Sat Oct 3 20:11:12 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.286: +14 -23 lines
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 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 uint32_t mapspace::smellcount = 10000;
38
39 objectvec objects;
40 activevec actives;
41
42 short freearr_x[SIZEOFFREE] = {
43 0,
44 0, 1, 1, 1, 0, -1, -1, -1,
45 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47 };
48 short freearr_y[SIZEOFFREE] = {
49 0,
50 -1, -1, 0, 1, 1, 1, 0, -1,
51 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53 };
54 int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
59 };
60 int freedir[SIZEOFFREE] = {
61 0,
62 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
64 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
65 };
66
67 static void
68 write_uuid (uval64 skip, bool sync)
69 {
70 CALL_BEGIN (2);
71 CALL_ARG_SV (newSVval64 (skip));
72 CALL_ARG_SV (boolSV (sync));
73 CALL_CALL ("cf::write_uuid", G_DISCARD);
74 CALL_END;
75 }
76
77 static void
78 read_uuid (void)
79 {
80 char filename[MAX_BUF];
81
82 sprintf (filename, "%s/uuid", settings.localdir);
83
84 seq_next_save = 0;
85
86 FILE *fp;
87
88 if (!(fp = fopen (filename, "r")))
89 {
90 if (errno == ENOENT)
91 {
92 LOG (llevInfo, "RESET uid to 1\n");
93 UUID::cur.seq = 0;
94 write_uuid (UUID_GAP, true);
95 return;
96 }
97
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1);
100 }
101
102 UUID::BUF buf;
103 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
107 {
108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
109 _exit (1);
110 }
111
112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113
114 write_uuid (UUID_GAP, true);
115 fclose (fp);
116 }
117
118 UUID
119 UUID::gen ()
120 {
121 UUID uid;
122
123 uid.seq = ++cur.seq;
124
125 if (expect_false (cur.seq >= seq_next_save))
126 {
127 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
128 write_uuid (UUID_GAP, false);
129 }
130
131
132 return uid;
133 }
134
135 void
136 UUID::init ()
137 {
138 read_uuid ();
139 }
140
141 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
142 static bool
143 compare_ob_value_lists_one (const object *wants, const object *has)
144 {
145 /* n-squared behaviour (see kv_get), but I'm hoping both
146 * objects with lists are rare, and lists stay short. If not, use a
147 * different structure or at least keep the lists sorted...
148 */
149
150 /* For each field in wants, */
151 for (key_value *kv = wants->key_values; kv; kv = kv->next)
152 if (has->kv_get (kv->key) != kv->value)
153 return false;
154
155 /* If we get here, every field in wants has a matching field in has. */
156 return true;
157 }
158
159 /* Returns TRUE if ob1 has the same key_values as ob2. */
160 static bool
161 compare_ob_value_lists (const object *ob1, const object *ob2)
162 {
163 /* However, there may be fields in has which aren't partnered in wants,
164 * so we need to run the comparison *twice*. :(
165 */
166 return compare_ob_value_lists_one (ob1, ob2)
167 && compare_ob_value_lists_one (ob2, ob1);
168 }
169
170 /* Function examines the 2 objects given to it, and returns true if
171 * they can be merged together.
172 *
173 * Note that this function appears a lot longer than the macro it
174 * replaces - this is mostly for clarity - a decent compiler should hopefully
175 * reduce this to the same efficiency.
176 *
177 * Check nrof variable *before* calling can_merge()
178 *
179 * Improvements made with merge: Better checking on potion, and also
180 * check weight
181 */
182 bool object::can_merge_slow (object *ob1, object *ob2)
183 {
184 /* A couple quicksanity checks */
185 if (ob1 == ob2
186 || ob1->type != ob2->type
187 || ob1->speed != ob2->speed
188 || ob1->value != ob2->value
189 || ob1->name != ob2->name)
190 return 0;
191
192 /* Do not merge objects if nrof would overflow, assume nrof
193 * is always 0 .. 2**31-1 */
194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
195 return 0;
196
197 /* If the objects have been identified, set the BEEN_APPLIED flag.
198 * This is to the comparison of the flags below will be OK. We
199 * just can't ignore the been applied or identified flags, as they
200 * are not equal - just if it has been identified, the been_applied
201 * flags lose any meaning.
202 */
203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
205
206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
208
209 if (ob1->arch->archname != ob2->arch->archname
210 || ob1->name != ob2->name
211 || ob1->title != ob2->title
212 || ob1->msg != ob2->msg
213 || ob1->weight != ob2->weight
214 || ob1->attacktype != ob2->attacktype
215 || ob1->magic != ob2->magic
216 || ob1->slaying != ob2->slaying
217 || ob1->skill != ob2->skill
218 || ob1->value != ob2->value
219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
221 || ob1->client_type != ob2->client_type
222 || ob1->materialname != ob2->materialname
223 || ob1->lore != ob2->lore
224 || ob1->subtype != ob2->subtype
225 || ob1->move_type != ob2->move_type
226 || ob1->move_block != ob2->move_block
227 || ob1->move_allow != ob2->move_allow
228 || ob1->move_on != ob2->move_on
229 || ob1->move_off != ob2->move_off
230 || ob1->move_slow != ob2->move_slow
231 || ob1->move_slow_penalty != ob2->move_slow_penalty
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
234 return 0;
235
236 if ((ob1->flag ^ ob2->flag)
237 .reset (FLAG_INV_LOCKED)
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->is_player ())
330 return env;
331
332 // else a player could have our env open
333 object *envest = env->outer_env_or_self ();
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->activate ();
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->is_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.invalidate ();
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.invalidate ();
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; declared const for the time being
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 {
838 if (flag [FLAG_FREED])
839 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
840
841 actives.insert (this);
842 }
843 }
844
845 void
846 object::activate_recursive ()
847 {
848 activate ();
849
850 for (object *op = inv; op; op = op->below)
851 op->activate_recursive ();
852 }
853
854 /* This function removes object 'op' from the list of active
855 * objects.
856 * This should only be used for style maps or other such
857 * reference maps where you don't want an object that isn't
858 * in play chewing up cpu time getting processed.
859 * The reverse of this is to call update_ob_speed, which
860 * will do the right thing based on the speed of the object.
861 */
862 void
863 object::deactivate ()
864 {
865 /* If not on the active list, nothing needs to be done */
866 if (!active)
867 return;
868
869 actives.erase (this);
870 }
871
872 void
873 object::deactivate_recursive ()
874 {
875 for (object *op = inv; op; op = op->below)
876 op->deactivate_recursive ();
877
878 deactivate ();
879 }
880
881 void
882 object::set_flag_inv (int flag, int value)
883 {
884 for (object *op = inv; op; op = op->below)
885 {
886 op->flag [flag] = value;
887 op->set_flag_inv (flag, value);
888 }
889 }
890
891 /*
892 * Remove and free all objects in the inventory of the given object.
893 * object.c ?
894 */
895 void
896 object::destroy_inv (bool drop_to_ground)
897 {
898 // need to check first, because the checks below might segfault
899 // as we might be on an invalid mapspace and crossfire code
900 // is too buggy to ensure that the inventory is empty.
901 // corollary: if you create arrows etc. with stuff in its inventory,
902 // cf will crash below with off-map x and y
903 if (!inv)
904 return;
905
906 /* Only if the space blocks everything do we not process -
907 * if some form of movement is allowed, let objects
908 * drop on that space.
909 */
910 if (!drop_to_ground
911 || !map
912 || map->in_memory != MAP_ACTIVE
913 || map->no_drop
914 || ms ().move_block == MOVE_ALL)
915 {
916 while (inv)
917 inv->destroy ();
918 }
919 else
920 { /* Put objects in inventory onto this space */
921 while (inv)
922 {
923 object *op = inv;
924
925 if (op->flag [FLAG_STARTEQUIP]
926 || op->flag [FLAG_NO_DROP]
927 || op->type == RUNE
928 || op->type == TRAP
929 || op->flag [FLAG_IS_A_TEMPLATE]
930 || op->flag [FLAG_DESTROY_ON_DEATH])
931 op->destroy ();
932 else
933 map->insert (op, x, y);
934 }
935 }
936 }
937
938 object *object::create ()
939 {
940 object *op = new object;
941 op->link ();
942 return op;
943 }
944
945 static struct freed_map : maptile
946 {
947 freed_map ()
948 {
949 path = "<freed objects map>";
950 name = "/internal/freed_objects_map";
951 width = 3;
952 height = 3;
953 no_drop = 1;
954 no_reset = 1;
955
956 alloc ();
957 in_memory = MAP_ACTIVE;
958 }
959
960 ~freed_map ()
961 {
962 destroy ();
963 }
964 } freed_map; // freed objects are moved here to avoid crashes
965
966 void
967 object::do_destroy ()
968 {
969 if (flag [FLAG_IS_LINKED])
970 remove_link ();
971
972 if (flag [FLAG_FRIENDLY])
973 remove_friendly_object (this);
974
975 remove ();
976
977 attachable::do_destroy ();
978
979 deactivate ();
980 unlink ();
981
982 flag [FLAG_FREED] = 1;
983
984 // hack to ensure that freed objects still have a valid map
985 map = &freed_map;
986 x = 1;
987 y = 1;
988
989 if (more)
990 {
991 more->destroy ();
992 more = 0;
993 }
994
995 head = 0;
996
997 // clear those pointers that likely might cause circular references
998 owner = 0;
999 enemy = 0;
1000 attacked_by = 0;
1001 current_weapon = 0;
1002 }
1003
1004 void
1005 object::destroy ()
1006 {
1007 if (destroyed ())
1008 return;
1009
1010 if (!is_head () && !head->destroyed ())
1011 {
1012 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1013 head->destroy ();
1014 return;
1015 }
1016
1017 destroy_inv (false);
1018
1019 if (is_head ())
1020 if (sound_destroy)
1021 play_sound (sound_destroy);
1022 else if (flag [FLAG_MONSTER])
1023 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1024
1025 attachable::destroy ();
1026 }
1027
1028 /* op->remove ():
1029 * This function removes the object op from the linked list of objects
1030 * which it is currently tied to. When this function is done, the
1031 * object will have no environment. If the object previously had an
1032 * environment, the x and y coordinates will be updated to
1033 * the previous environment.
1034 */
1035 void
1036 object::do_remove ()
1037 {
1038 object *tmp, *last = 0;
1039 object *otmp;
1040
1041 if (flag [FLAG_REMOVED])
1042 return;
1043
1044 INVOKE_OBJECT (REMOVE, this);
1045
1046 flag [FLAG_REMOVED] = true;
1047
1048 if (more)
1049 more->remove ();
1050
1051 /*
1052 * In this case, the object to be removed is in someones
1053 * inventory.
1054 */
1055 if (env)
1056 {
1057 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1058 if (object *pl = visible_to ())
1059 esrv_del_item (pl->contr, count);
1060 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1061
1062 adjust_weight (env, -total_weight ());
1063
1064 object *pl = in_player ();
1065
1066 /* we set up values so that it could be inserted into
1067 * the map, but we don't actually do that - it is up
1068 * to the caller to decide what we want to do.
1069 */
1070 map = env->map;
1071 x = env->x;
1072 y = env->y;
1073
1074 // make sure cmov optimisation is applicable
1075 *(above ? &above->below : &env->inv) = below;
1076 *(below ? &below->above : &above ) = above; // &above is just a dummy
1077
1078 above = 0;
1079 below = 0;
1080 env = 0;
1081
1082 /* NO_FIX_PLAYER is set when a great many changes are being
1083 * made to players inventory. If set, avoiding the call
1084 * to save cpu time.
1085 */
1086 if (pl)
1087 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1088 {
1089 pl->update_stats ();
1090
1091 if (glow_radius && pl->is_on_map ())
1092 update_all_los (pl->map, pl->x, pl->y);
1093 }
1094 }
1095 else if (map)
1096 {
1097 map->dirty = true;
1098 mapspace &ms = this->ms ();
1099
1100 if (object *pl = ms.player ())
1101 {
1102 if (is_player ())
1103 {
1104 if (!flag [FLAG_WIZPASS])
1105 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1106
1107 // leaving a spot always closes any open container on the ground
1108 if (container && !container->env)
1109 // this causes spurious floorbox updates, but it ensures
1110 // that the CLOSE event is being sent.
1111 close_container ();
1112
1113 --map->players;
1114 map->touch ();
1115 }
1116 else if (pl->container == this)
1117 {
1118 // removing a container should close it
1119 close_container ();
1120 }
1121
1122 esrv_del_item (pl->contr, count);
1123 }
1124
1125 /* link the object above us */
1126 // re-link, make sure compiler can easily use cmove
1127 *(above ? &above->below : &ms.top) = below;
1128 *(below ? &below->above : &ms.bot) = above;
1129
1130 above = 0;
1131 below = 0;
1132
1133 ms.invalidate ();
1134
1135 if (map->in_memory == MAP_SAVING)
1136 return;
1137
1138 int check_walk_off = !flag [FLAG_NO_APPLY];
1139
1140 if (object *pl = ms.player ())
1141 {
1142 if (pl->container == this)
1143 /* If a container that the player is currently using somehow gets
1144 * removed (most likely destroyed), update the player view
1145 * appropriately.
1146 */
1147 pl->close_container ();
1148
1149 //TODO: the floorbox prev/next might need updating
1150 //esrv_del_item (pl->contr, count);
1151 //TODO: update floorbox to preserve ordering
1152 if (pl->contr->ns)
1153 pl->contr->ns->floorbox_update ();
1154 }
1155
1156 for (tmp = ms.bot; tmp; tmp = tmp->above)
1157 {
1158 /* No point updating the players look faces if he is the object
1159 * being removed.
1160 */
1161
1162 /* See if object moving off should effect something */
1163 if (check_walk_off
1164 && ((move_type & tmp->move_off)
1165 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1166 {
1167 move_apply (tmp, this, 0);
1168
1169 if (destroyed ())
1170 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1171 }
1172
1173 last = tmp;
1174 }
1175
1176 if (affects_los ())
1177 update_all_los (map, x, y);
1178 }
1179 }
1180
1181 /*
1182 * merge_ob(op,top):
1183 *
1184 * This function goes through all objects below and including top, and
1185 * merges op to the first matching object.
1186 * If top is NULL, it is calculated.
1187 * Returns pointer to object if it succeded in the merge, otherwise NULL
1188 */
1189 object *
1190 merge_ob (object *op, object *top)
1191 {
1192 if (!op->nrof)
1193 return 0;
1194
1195 if (!top)
1196 for (top = op; top && top->above; top = top->above)
1197 ;
1198
1199 for (; top; top = top->below)
1200 if (object::can_merge (op, top))
1201 {
1202 top->nrof += op->nrof;
1203
1204 if (object *pl = top->visible_to ())
1205 esrv_update_item (UPD_NROF, pl, top);
1206
1207 op->weight = 0; // cancel the addition above
1208 op->carrying = 0; // must be 0 already
1209
1210 op->destroy ();
1211
1212 return top;
1213 }
1214
1215 return 0;
1216 }
1217
1218 void
1219 object::expand_tail ()
1220 {
1221 if (more)
1222 return;
1223
1224 object *prev = this;
1225
1226 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1227 {
1228 object *op = arch_to_object (at);
1229
1230 op->name = name;
1231 op->name_pl = name_pl;
1232 op->title = title;
1233
1234 op->head = this;
1235 prev->more = op;
1236
1237 prev = op;
1238 }
1239 }
1240
1241 /*
1242 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1243 * job preparing multi-part monsters.
1244 */
1245 object *
1246 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1247 {
1248 op->remove ();
1249
1250 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1251 {
1252 tmp->x = x + tmp->arch->x;
1253 tmp->y = y + tmp->arch->y;
1254 }
1255
1256 return insert_ob_in_map (op, m, originator, flag);
1257 }
1258
1259 /*
1260 * insert_ob_in_map (op, map, originator, flag):
1261 * This function inserts the object in the two-way linked list
1262 * which represents what is on a map.
1263 * The second argument specifies the map, and the x and y variables
1264 * in the object about to be inserted specifies the position.
1265 *
1266 * originator: Player, monster or other object that caused 'op' to be inserted
1267 * into 'map'. May be NULL.
1268 *
1269 * flag is a bitmask about special things to do (or not do) when this
1270 * function is called. see the object.h file for the INS_ values.
1271 * Passing 0 for flag gives proper default values, so flag really only needs
1272 * to be set if special handling is needed.
1273 *
1274 * Return value:
1275 * new object if 'op' was merged with other object
1276 * NULL if 'op' was destroyed
1277 * just 'op' otherwise
1278 */
1279 object *
1280 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1281 {
1282 op->remove ();
1283
1284 if (m == &freed_map)//D TODO: remove soon
1285 {//D
1286 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1287 }//D
1288
1289 /* Ideally, the caller figures this out. However, it complicates a lot
1290 * of areas of callers (eg, anything that uses find_free_spot would now
1291 * need extra work
1292 */
1293 maptile *newmap = m;
1294 if (!xy_normalise (newmap, op->x, op->y))
1295 {
1296 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1297 return 0;
1298 }
1299
1300 if (object *more = op->more)
1301 if (!insert_ob_in_map (more, m, originator, flag))
1302 return 0;
1303
1304 op->flag [FLAG_REMOVED] = false;
1305 op->env = 0;
1306 op->map = newmap;
1307
1308 mapspace &ms = op->ms ();
1309
1310 /* this has to be done after we translate the coordinates.
1311 */
1312 if (op->nrof && !(flag & INS_NO_MERGE))
1313 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1314 if (object::can_merge (op, tmp))
1315 {
1316 // TODO: we actually want to update tmp, not op,
1317 // but some caller surely breaks when we return tmp
1318 // from here :/
1319 op->nrof += tmp->nrof;
1320 tmp->destroy ();
1321 }
1322
1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1324 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1325
1326 if (!QUERY_FLAG (op, FLAG_ALIVE))
1327 CLEAR_FLAG (op, FLAG_NO_STEAL);
1328
1329 if (flag & INS_BELOW_ORIGINATOR)
1330 {
1331 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1332 {
1333 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1334 abort ();
1335 }
1336
1337 if (!originator->is_on_map ())
1338 {
1339 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1340 op->debug_desc (), originator->debug_desc ());
1341 abort ();
1342 }
1343
1344 op->above = originator;
1345 op->below = originator->below;
1346 originator->below = op;
1347
1348 *(op->below ? &op->below->above : &ms.bot) = op;
1349 }
1350 else
1351 {
1352 object *floor = 0;
1353 object *top = ms.top;
1354
1355 /* If there are other objects, then */
1356 if (top)
1357 {
1358 /*
1359 * If there are multiple objects on this space, we do some trickier handling.
1360 * We've already dealt with merging if appropriate.
1361 * Generally, we want to put the new object on top. But if
1362 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1363 * floor, we want to insert above that and no further.
1364 * Also, if there are spell objects on this space, we stop processing
1365 * once we get to them. This reduces the need to traverse over all of
1366 * them when adding another one - this saves quite a bit of cpu time
1367 * when lots of spells are cast in one area. Currently, it is presumed
1368 * that flying non pickable objects are spell objects.
1369 */
1370 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1371 {
1372 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1373 floor = tmp;
1374
1375 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1376 {
1377 /* We insert above top, so we want this object below this */
1378 top = tmp->below;
1379 break;
1380 }
1381
1382 top = tmp;
1383 }
1384
1385 /* We let update_position deal with figuring out what the space
1386 * looks like instead of lots of conditions here.
1387 * makes things faster, and effectively the same result.
1388 */
1389
1390 /* Have object 'fall below' other objects that block view.
1391 * Unless those objects are exits.
1392 * If INS_ON_TOP is used, don't do this processing
1393 * Need to find the object that in fact blocks view, otherwise
1394 * stacking is a bit odd.
1395 */
1396 if (!(flag & INS_ON_TOP)
1397 && ms.flags () & P_BLOCKSVIEW
1398 && (op->face && !faces [op->face].visibility))
1399 {
1400 object *last;
1401
1402 for (last = top; last != floor; last = last->below)
1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1404 break;
1405
1406 /* Check to see if we found the object that blocks view,
1407 * and make sure we have a below pointer for it so that
1408 * we can get inserted below this one, which requires we
1409 * set top to the object below us.
1410 */
1411 if (last && last->below && last != floor)
1412 top = last->below;
1413 }
1414 } /* If objects on this space */
1415
1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1417 top = floor;
1418
1419 // insert object above top, or bottom-most if top = 0
1420 if (!top)
1421 {
1422 op->below = 0;
1423 op->above = ms.bot;
1424 ms.bot = op;
1425
1426 *(op->above ? &op->above->below : &ms.top) = op;
1427 }
1428 else
1429 {
1430 op->above = top->above;
1431 top->above = op;
1432
1433 op->below = top;
1434 *(op->above ? &op->above->below : &ms.top) = op;
1435 }
1436 }
1437
1438 if (op->is_player ())
1439 {
1440 op->contr->do_los = 1;
1441 ++op->map->players;
1442 op->map->touch ();
1443 }
1444
1445 op->map->dirty = true;
1446
1447 if (object *pl = ms.player ())
1448 //TODO: the floorbox prev/next might need updating
1449 //esrv_send_item (pl, op);
1450 //TODO: update floorbox to preserve ordering
1451 if (pl->contr->ns)
1452 pl->contr->ns->floorbox_update ();
1453
1454 /* If this object glows, it may affect lighting conditions that are
1455 * visible to others on this map. But update_all_los is really
1456 * an inefficient way to do this, as it means los for all players
1457 * on the map will get recalculated. The players could very well
1458 * be far away from this change and not affected in any way -
1459 * this should get redone to only look for players within range,
1460 * or just updating the P_UPTODATE for spaces within this area
1461 * of effect may be sufficient.
1462 */
1463 if (op->affects_los ())
1464 {
1465 op->ms ().invalidate ();
1466 update_all_los (op->map, op->x, op->y);
1467 }
1468
1469 /* updates flags (blocked, alive, no magic, etc) for this map space */
1470 update_object (op, UP_OBJ_INSERT);
1471
1472 INVOKE_OBJECT (INSERT, op);
1473
1474 /* Don't know if moving this to the end will break anything. However,
1475 * we want to have floorbox_update called before calling this.
1476 *
1477 * check_move_on() must be after this because code called from
1478 * check_move_on() depends on correct map flags (so functions like
1479 * blocked() and wall() work properly), and these flags are updated by
1480 * update_object().
1481 */
1482
1483 /* if this is not the head or flag has been passed, don't check walk on status */
1484 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1485 {
1486 if (check_move_on (op, originator))
1487 return 0;
1488
1489 /* If we are a multi part object, lets work our way through the check
1490 * walk on's.
1491 */
1492 for (object *tmp = op->more; tmp; tmp = tmp->more)
1493 if (check_move_on (tmp, originator))
1494 return 0;
1495 }
1496
1497 return op;
1498 }
1499
1500 /* this function inserts an object in the map, but if it
1501 * finds an object of its own type, it'll remove that one first.
1502 * op is the object to insert it under: supplies x and the map.
1503 */
1504 void
1505 replace_insert_ob_in_map (shstr_tmp archname, object *op)
1506 {
1507 /* first search for itself and remove any old instances */
1508
1509 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1510 if (tmp->arch->archname == archname) /* same archetype */
1511 tmp->destroy ();
1512
1513 object *tmp = arch_to_object (archetype::find (archname));
1514
1515 tmp->x = op->x;
1516 tmp->y = op->y;
1517
1518 insert_ob_in_map (tmp, op->map, op, 0);
1519 }
1520
1521 object *
1522 object::insert_at (object *where, object *originator, int flags)
1523 {
1524 if (where->env)
1525 return where->env->insert (this);
1526 else
1527 return where->map->insert (this, where->x, where->y, originator, flags);
1528 }
1529
1530 /*
1531 * decrease(object, number) decreases a specified number from
1532 * the amount of an object. If the amount reaches 0, the object
1533 * is subsequently removed and freed.
1534 *
1535 * Return value: 'op' if something is left, NULL if the amount reached 0
1536 */
1537 bool
1538 object::decrease (sint32 nr)
1539 {
1540 if (!nr)
1541 return true;
1542
1543 nr = min (nr, nrof);
1544
1545 if (nrof > nr)
1546 {
1547 nrof -= nr;
1548 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1549
1550 if (object *pl = visible_to ())
1551 esrv_update_item (UPD_NROF, pl, this);
1552
1553 return true;
1554 }
1555 else
1556 {
1557 destroy ();
1558 return false;
1559 }
1560 }
1561
1562 /*
1563 * split(ob,nr) splits up ob into two parts. The part which
1564 * is returned contains nr objects, and the remaining parts contains
1565 * the rest (or is removed and returned if that number is 0).
1566 * On failure, NULL is returned.
1567 */
1568 object *
1569 object::split (sint32 nr)
1570 {
1571 int have = number_of ();
1572
1573 if (have < nr)
1574 return 0;
1575 else if (have == nr)
1576 {
1577 remove ();
1578 return this;
1579 }
1580 else
1581 {
1582 decrease (nr);
1583
1584 object *op = deep_clone ();
1585 op->nrof = nr;
1586 return op;
1587 }
1588 }
1589
1590 object *
1591 insert_ob_in_ob (object *op, object *where)
1592 {
1593 if (!where)
1594 {
1595 char *dump = dump_object (op);
1596 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1597 free (dump);
1598 return op;
1599 }
1600
1601 if (where->head_ () != where)
1602 {
1603 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1604 where = where->head;
1605 }
1606
1607 return where->insert (op);
1608 }
1609
1610 /*
1611 * env->insert (op)
1612 * This function inserts the object op in the linked list
1613 * inside the object environment.
1614 *
1615 * The function returns now pointer to inserted item, and return value can
1616 * be != op, if items are merged. -Tero
1617 */
1618 object *
1619 object::insert (object *op)
1620 {
1621 if (op->more)
1622 {
1623 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1624 return op;
1625 }
1626
1627 op->remove ();
1628
1629 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1630
1631 if (op->nrof)
1632 for (object *tmp = inv; tmp; tmp = tmp->below)
1633 if (object::can_merge (tmp, op))
1634 {
1635 /* return the original object and remove inserted object
1636 (client needs the original object) */
1637 tmp->nrof += op->nrof;
1638
1639 if (object *pl = tmp->visible_to ())
1640 esrv_update_item (UPD_NROF, pl, tmp);
1641
1642 adjust_weight (this, op->total_weight ());
1643
1644 op->destroy ();
1645 op = tmp;
1646 goto inserted;
1647 }
1648
1649 op->owner = 0; // it's his/hers now. period.
1650 op->map = 0;
1651 op->x = 0;
1652 op->y = 0;
1653
1654 op->above = 0;
1655 op->below = inv;
1656 op->env = this;
1657
1658 if (inv)
1659 inv->above = op;
1660
1661 inv = op;
1662
1663 op->flag [FLAG_REMOVED] = 0;
1664
1665 if (object *pl = op->visible_to ())
1666 esrv_send_item (pl, op);
1667
1668 adjust_weight (this, op->total_weight ());
1669
1670 inserted:
1671 /* reset the light list and los of the players on the map */
1672 if (op->glow_radius && is_on_map ())
1673 {
1674 update_stats ();
1675 update_all_los (map, x, y);
1676 }
1677 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1678 // if this is a player's inventory, update stats
1679 update_stats ();
1680
1681 INVOKE_OBJECT (INSERT, this);
1682
1683 return op;
1684 }
1685
1686 /*
1687 * Checks if any objects has a move_type that matches objects
1688 * that effect this object on this space. Call apply() to process
1689 * these events.
1690 *
1691 * Any speed-modification due to SLOW_MOVE() of other present objects
1692 * will affect the speed_left of the object.
1693 *
1694 * originator: Player, monster or other object that caused 'op' to be inserted
1695 * into 'map'. May be NULL.
1696 *
1697 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1698 *
1699 * 4-21-95 added code to check if appropriate skill was readied - this will
1700 * permit faster movement by the player through this terrain. -b.t.
1701 *
1702 * MSW 2001-07-08: Check all objects on space, not just those below
1703 * object being inserted. insert_ob_in_map may not put new objects
1704 * on top.
1705 */
1706 int
1707 check_move_on (object *op, object *originator)
1708 {
1709 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1710 return 0;
1711
1712 object *tmp;
1713 maptile *m = op->map;
1714 int x = op->x, y = op->y;
1715
1716 mapspace &ms = m->at (x, y);
1717
1718 ms.update ();
1719
1720 MoveType move_on = ms.move_on;
1721 MoveType move_slow = ms.move_slow;
1722 MoveType move_block = ms.move_block;
1723
1724 /* if nothing on this space will slow op down or be applied,
1725 * no need to do checking below. have to make sure move_type
1726 * is set, as lots of objects don't have it set - we treat that
1727 * as walking.
1728 */
1729 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1730 return 0;
1731
1732 /* This is basically inverse logic of that below - basically,
1733 * if the object can avoid the move on or slow move, they do so,
1734 * but can't do it if the alternate movement they are using is
1735 * blocked. Logic on this seems confusing, but does seem correct.
1736 */
1737 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1738 return 0;
1739
1740 /* The objects have to be checked from top to bottom.
1741 * Hence, we first go to the top:
1742 */
1743 for (object *next, *tmp = ms.top; tmp; tmp = next)
1744 {
1745 next = tmp->below;
1746
1747 if (tmp == op)
1748 continue; /* Can't apply yourself */
1749
1750 /* Check to see if one of the movement types should be slowed down.
1751 * Second check makes sure that the movement types not being slowed
1752 * (~slow_move) is not blocked on this space - just because the
1753 * space doesn't slow down swimming (for example), if you can't actually
1754 * swim on that space, can't use it to avoid the penalty.
1755 */
1756 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1757 {
1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1760 {
1761 float diff = tmp->move_slow_penalty * fabs (op->speed);
1762
1763 if (op->is_player ())
1764 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1765 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1766 diff /= 4.0;
1767
1768 op->speed_left -= diff;
1769 }
1770 }
1771
1772 /* Basically same logic as above, except now for actual apply. */
1773 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1774 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1775 {
1776 move_apply (tmp, op, originator);
1777
1778 if (op->destroyed ())
1779 return 1;
1780
1781 /* what the person/creature stepped onto has moved the object
1782 * someplace new. Don't process any further - if we did,
1783 * have a feeling strange problems would result.
1784 */
1785 if (op->map != m || op->x != x || op->y != y)
1786 return 0;
1787 }
1788 }
1789
1790 return 0;
1791 }
1792
1793 /*
1794 * present_arch(arch, map, x, y) searches for any objects with
1795 * a matching archetype at the given map and coordinates.
1796 * The first matching object is returned, or NULL if none.
1797 */
1798 object *
1799 present_arch (const archetype *at, maptile *m, int x, int y)
1800 {
1801 if (!m || out_of_map (m, x, y))
1802 {
1803 LOG (llevError, "Present_arch called outside map.\n");
1804 return NULL;
1805 }
1806
1807 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1808 if (tmp->arch->archname == at->archname)
1809 return tmp;
1810
1811 return NULL;
1812 }
1813
1814 /*
1815 * present(type, map, x, y) searches for any objects with
1816 * a matching type variable at the given map and coordinates.
1817 * The first matching object is returned, or NULL if none.
1818 */
1819 object *
1820 present (unsigned char type, maptile *m, int x, int y)
1821 {
1822 if (out_of_map (m, x, y))
1823 {
1824 LOG (llevError, "Present called outside map.\n");
1825 return NULL;
1826 }
1827
1828 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1829 if (tmp->type == type)
1830 return tmp;
1831
1832 return NULL;
1833 }
1834
1835 /*
1836 * present_in_ob(type, object) searches for any objects with
1837 * a matching type variable in the inventory of the given object.
1838 * The first matching object is returned, or NULL if none.
1839 */
1840 object *
1841 present_in_ob (unsigned char type, const object *op)
1842 {
1843 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1844 if (tmp->type == type)
1845 return tmp;
1846
1847 return NULL;
1848 }
1849
1850 /*
1851 * present_in_ob (type, str, object) searches for any objects with
1852 * a matching type & name variable in the inventory of the given object.
1853 * The first matching object is returned, or NULL if none.
1854 * This is mostly used by spell effect code, so that we only
1855 * have one spell effect at a time.
1856 * type can be used to narrow the search - if type is set,
1857 * the type must also match. -1 can be passed for the type,
1858 * in which case the type does not need to pass.
1859 * str is the string to match against. Note that we match against
1860 * the object name, not the archetype name. this is so that the
1861 * spell code can use one object type (force), but change it's name
1862 * to be unique.
1863 */
1864 object *
1865 present_in_ob_by_name (int type, const char *str, const object *op)
1866 {
1867 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1868 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1869 return tmp;
1870
1871 return 0;
1872 }
1873
1874 /*
1875 * present_arch_in_ob(archetype, object) searches for any objects with
1876 * a matching archetype in the inventory of the given object.
1877 * The first matching object is returned, or NULL if none.
1878 */
1879 object *
1880 present_arch_in_ob (const archetype *at, const object *op)
1881 {
1882 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1883 if (tmp->arch->archname == at->archname)
1884 return tmp;
1885
1886 return NULL;
1887 }
1888
1889 /*
1890 * activate recursively a flag on an object inventory
1891 */
1892 void
1893 flag_inv (object *op, int flag)
1894 {
1895 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1896 {
1897 SET_FLAG (tmp, flag);
1898 flag_inv (tmp, flag);
1899 }
1900 }
1901
1902 /*
1903 * deactivate recursively a flag on an object inventory
1904 */
1905 void
1906 unflag_inv (object *op, int flag)
1907 {
1908 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1909 {
1910 CLEAR_FLAG (tmp, flag);
1911 unflag_inv (tmp, flag);
1912 }
1913 }
1914
1915 /*
1916 * find_free_spot(object, map, x, y, start, stop) will search for
1917 * a spot at the given map and coordinates which will be able to contain
1918 * the given object. start and stop specifies how many squares
1919 * to search (see the freearr_x/y[] definition).
1920 * It returns a random choice among the alternatives found.
1921 * start and stop are where to start relative to the free_arr array (1,9
1922 * does all 4 immediate directions). This returns the index into the
1923 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1924 * Note: This function does correctly handle tiled maps, but does not
1925 * inform the caller. However, insert_ob_in_map will update as
1926 * necessary, so the caller shouldn't need to do any special work.
1927 * Note - updated to take an object instead of archetype - this is necessary
1928 * because arch_blocked (now ob_blocked) needs to know the movement type
1929 * to know if the space in question will block the object. We can't use
1930 * the archetype because that isn't correct if the monster has been
1931 * customized, changed states, etc.
1932 */
1933 int
1934 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1935 {
1936 int altern[SIZEOFFREE];
1937 int index = 0, flag;
1938
1939 for (int i = start; i < stop; i++)
1940 {
1941 mapxy pos (m, x, y); pos.move (i);
1942
1943 if (!pos.normalise ())
1944 continue;
1945
1946 mapspace &ms = *pos;
1947
1948 if (ms.flags () & P_IS_ALIVE)
1949 continue;
1950
1951 /* However, often
1952 * ob doesn't have any move type (when used to place exits)
1953 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1954 */
1955 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1956 {
1957 altern [index++] = i;
1958 continue;
1959 }
1960
1961 /* Basically, if we find a wall on a space, we cut down the search size.
1962 * In this way, we won't return spaces that are on another side of a wall.
1963 * This mostly work, but it cuts down the search size in all directions -
1964 * if the space being examined only has a wall to the north and empty
1965 * spaces in all the other directions, this will reduce the search space
1966 * to only the spaces immediately surrounding the target area, and
1967 * won't look 2 spaces south of the target space.
1968 */
1969 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1970 {
1971 stop = maxfree[i];
1972 continue;
1973 }
1974
1975 /* Note it is intentional that we check ob - the movement type of the
1976 * head of the object should correspond for the entire object.
1977 */
1978 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1979 continue;
1980
1981 if (ob->blocked (pos.m, pos.x, pos.y))
1982 continue;
1983
1984 altern [index++] = i;
1985 }
1986
1987 if (!index)
1988 return -1;
1989
1990 return altern [rndm (index)];
1991 }
1992
1993 /*
1994 * find_first_free_spot(archetype, maptile, x, y) works like
1995 * find_free_spot(), but it will search max number of squares.
1996 * But it will return the first available spot, not a random choice.
1997 * Changed 0.93.2: Have it return -1 if there is no free spot available.
1998 */
1999 int
2000 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2001 {
2002 for (int i = 0; i < SIZEOFFREE; i++)
2003 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2004 return i;
2005
2006 return -1;
2007 }
2008
2009 /*
2010 * The function permute(arr, begin, end) randomly reorders the array
2011 * arr[begin..end-1].
2012 * now uses a fisher-yates shuffle, old permute was broken
2013 */
2014 static void
2015 permute (int *arr, int begin, int end)
2016 {
2017 arr += begin;
2018 end -= begin;
2019
2020 while (--end)
2021 swap (arr [end], arr [rndm (end + 1)]);
2022 }
2023
2024 /* new function to make monster searching more efficient, and effective!
2025 * This basically returns a randomized array (in the passed pointer) of
2026 * the spaces to find monsters. In this way, it won't always look for
2027 * monsters to the north first. However, the size of the array passed
2028 * covers all the spaces, so within that size, all the spaces within
2029 * the 3x3 area will be searched, just not in a predictable order.
2030 */
2031 void
2032 get_search_arr (int *search_arr)
2033 {
2034 int i;
2035
2036 for (i = 0; i < SIZEOFFREE; i++)
2037 search_arr[i] = i;
2038
2039 permute (search_arr, 1, SIZEOFFREE1 + 1);
2040 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2041 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2042 }
2043
2044 /*
2045 * find_dir(map, x, y, exclude) will search some close squares in the
2046 * given map at the given coordinates for live objects.
2047 * It will not considered the object given as exclude among possible
2048 * live objects.
2049 * It returns the direction toward the first/closest live object if finds
2050 * any, otherwise 0.
2051 * Perhaps incorrectly, but I'm making the assumption that exclude
2052 * is actually want is going to try and move there. We need this info
2053 * because we have to know what movement the thing looking to move
2054 * there is capable of.
2055 */
2056 int
2057 find_dir (maptile *m, int x, int y, object *exclude)
2058 {
2059 int max = SIZEOFFREE, mflags;
2060 MoveType move_type;
2061
2062 if (exclude && exclude->head_ () != exclude)
2063 {
2064 exclude = exclude->head;
2065 move_type = exclude->move_type;
2066 }
2067 else
2068 {
2069 /* If we don't have anything, presume it can use all movement types. */
2070 move_type = MOVE_ALL;
2071 }
2072
2073 for (int i = 1; i < max; i++)
2074 {
2075 mapxy pos (m, x, y);
2076 pos.move (i);
2077
2078 if (!pos.normalise ())
2079 max = maxfree[i];
2080 else
2081 {
2082 mapspace &ms = *pos;
2083
2084 if ((move_type & ms.move_block) == move_type)
2085 max = maxfree [i];
2086 else if (ms.flags () & P_IS_ALIVE)
2087 {
2088 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2089 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2090 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2091 return freedir [i];
2092 }
2093 }
2094 }
2095
2096 return 0;
2097 }
2098
2099 /*
2100 * distance(object 1, object 2) will return the square of the
2101 * distance between the two given objects.
2102 */
2103 int
2104 distance (const object *ob1, const object *ob2)
2105 {
2106 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2107 }
2108
2109 /*
2110 * find_dir_2(delta-x,delta-y) will return a direction in which
2111 * an object which has subtracted the x and y coordinates of another
2112 * object, needs to travel toward it.
2113 */
2114 int
2115 find_dir_2 (int x, int y)
2116 {
2117 int q;
2118
2119 if (y)
2120 q = x * 100 / y;
2121 else if (x)
2122 q = -300 * x;
2123 else
2124 return 0;
2125
2126 if (y > 0)
2127 {
2128 if (q < -242)
2129 return 3;
2130 if (q < -41)
2131 return 2;
2132 if (q < 41)
2133 return 1;
2134 if (q < 242)
2135 return 8;
2136 return 7;
2137 }
2138
2139 if (q < -242)
2140 return 7;
2141 if (q < -41)
2142 return 6;
2143 if (q < 41)
2144 return 5;
2145 if (q < 242)
2146 return 4;
2147
2148 return 3;
2149 }
2150
2151 /*
2152 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2153 * between two directions (which are expected to be absolute (see absdir())
2154 */
2155 int
2156 dirdiff (int dir1, int dir2)
2157 {
2158 int d;
2159
2160 d = abs (dir1 - dir2);
2161 if (d > 4)
2162 d = 8 - d;
2163
2164 return d;
2165 }
2166
2167 /* peterm:
2168 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2169 * Basically, this is a table of directions, and what directions
2170 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2171 * This basically means that if direction is 15, then it could either go
2172 * direction 4, 14, or 16 to get back to where we are.
2173 * Moved from spell_util.c to object.c with the other related direction
2174 * functions.
2175 */
2176 const int reduction_dir[SIZEOFFREE][3] = {
2177 {0, 0, 0}, /* 0 */
2178 {0, 0, 0}, /* 1 */
2179 {0, 0, 0}, /* 2 */
2180 {0, 0, 0}, /* 3 */
2181 {0, 0, 0}, /* 4 */
2182 {0, 0, 0}, /* 5 */
2183 {0, 0, 0}, /* 6 */
2184 {0, 0, 0}, /* 7 */
2185 {0, 0, 0}, /* 8 */
2186 {8, 1, 2}, /* 9 */
2187 {1, 2, -1}, /* 10 */
2188 {2, 10, 12}, /* 11 */
2189 {2, 3, -1}, /* 12 */
2190 {2, 3, 4}, /* 13 */
2191 {3, 4, -1}, /* 14 */
2192 {4, 14, 16}, /* 15 */
2193 {5, 4, -1}, /* 16 */
2194 {4, 5, 6}, /* 17 */
2195 {6, 5, -1}, /* 18 */
2196 {6, 20, 18}, /* 19 */
2197 {7, 6, -1}, /* 20 */
2198 {6, 7, 8}, /* 21 */
2199 {7, 8, -1}, /* 22 */
2200 {8, 22, 24}, /* 23 */
2201 {8, 1, -1}, /* 24 */
2202 {24, 9, 10}, /* 25 */
2203 {9, 10, -1}, /* 26 */
2204 {10, 11, -1}, /* 27 */
2205 {27, 11, 29}, /* 28 */
2206 {11, 12, -1}, /* 29 */
2207 {12, 13, -1}, /* 30 */
2208 {12, 13, 14}, /* 31 */
2209 {13, 14, -1}, /* 32 */
2210 {14, 15, -1}, /* 33 */
2211 {33, 15, 35}, /* 34 */
2212 {16, 15, -1}, /* 35 */
2213 {17, 16, -1}, /* 36 */
2214 {18, 17, 16}, /* 37 */
2215 {18, 17, -1}, /* 38 */
2216 {18, 19, -1}, /* 39 */
2217 {41, 19, 39}, /* 40 */
2218 {19, 20, -1}, /* 41 */
2219 {20, 21, -1}, /* 42 */
2220 {20, 21, 22}, /* 43 */
2221 {21, 22, -1}, /* 44 */
2222 {23, 22, -1}, /* 45 */
2223 {45, 47, 23}, /* 46 */
2224 {23, 24, -1}, /* 47 */
2225 {24, 9, -1}
2226 }; /* 48 */
2227
2228 /* Recursive routine to step back and see if we can
2229 * find a path to that monster that we found. If not,
2230 * we don't bother going toward it. Returns 1 if we
2231 * can see a direct way to get it
2232 * Modified to be map tile aware -.MSW
2233 */
2234 int
2235 can_see_monsterP (maptile *m, int x, int y, int dir)
2236 {
2237 sint16 dx, dy;
2238 int mflags;
2239
2240 if (dir < 0)
2241 return 0; /* exit condition: invalid direction */
2242
2243 dx = x + freearr_x[dir];
2244 dy = y + freearr_y[dir];
2245
2246 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2247
2248 /* This functional arguably was incorrect before - it was
2249 * checking for P_WALL - that was basically seeing if
2250 * we could move to the monster - this is being more
2251 * literal on if we can see it. To know if we can actually
2252 * move to the monster, we'd need the monster passed in or
2253 * at least its move type.
2254 */
2255 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2256 return 0;
2257
2258 /* yes, can see. */
2259 if (dir < 9)
2260 return 1;
2261
2262 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2263 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2264 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2265 }
2266
2267 /*
2268 * can_pick(picker, item): finds out if an object is possible to be
2269 * picked up by the picker. Returnes 1 if it can be
2270 * picked up, otherwise 0.
2271 *
2272 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2273 * core dumps if they do.
2274 *
2275 * Add a check so we can't pick up invisible objects (0.93.8)
2276 */
2277 int
2278 can_pick (const object *who, const object *item)
2279 {
2280 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2281 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2282 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2283 }
2284
2285 /*
2286 * create clone from object to another
2287 */
2288 object *
2289 object::deep_clone ()
2290 {
2291 assert (("deep_clone called on non-head object", is_head ()));
2292
2293 object *dst = clone ();
2294
2295 object *prev = dst;
2296 for (object *part = this->more; part; part = part->more)
2297 {
2298 object *tmp = part->clone ();
2299 tmp->head = dst;
2300 prev->more = tmp;
2301 prev = tmp;
2302 }
2303
2304 for (object *item = inv; item; item = item->below)
2305 insert_ob_in_ob (item->deep_clone (), dst);
2306
2307 return dst;
2308 }
2309
2310 /* This returns the first object in who's inventory that
2311 * has the same type and subtype match.
2312 * returns NULL if no match.
2313 */
2314 object *
2315 find_obj_by_type_subtype (const object *who, int type, int subtype)
2316 {
2317 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2318 if (tmp->type == type && tmp->subtype == subtype)
2319 return tmp;
2320
2321 return 0;
2322 }
2323
2324 shstr_tmp
2325 object::kv_get (shstr_tmp key) const
2326 {
2327 for (key_value *kv = key_values; kv; kv = kv->next)
2328 if (kv->key == key)
2329 return kv->value;
2330
2331 return shstr ();
2332 }
2333
2334 void
2335 object::kv_set (shstr_tmp key, shstr_tmp value)
2336 {
2337 for (key_value *kv = key_values; kv; kv = kv->next)
2338 if (kv->key == key)
2339 {
2340 kv->value = value;
2341 return;
2342 }
2343
2344 key_value *kv = new key_value;
2345
2346 kv->next = key_values;
2347 kv->key = key;
2348 kv->value = value;
2349
2350 key_values = kv;
2351 }
2352
2353 void
2354 object::kv_del (shstr_tmp key)
2355 {
2356 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2357 if ((*kvp)->key == key)
2358 {
2359 key_value *kv = *kvp;
2360 *kvp = (*kvp)->next;
2361 delete kv;
2362 return;
2363 }
2364 }
2365
2366 object::depth_iterator::depth_iterator (object *container)
2367 : iterator_base (container)
2368 {
2369 while (item->inv)
2370 item = item->inv;
2371 }
2372
2373 void
2374 object::depth_iterator::next ()
2375 {
2376 if (item->below)
2377 {
2378 item = item->below;
2379
2380 while (item->inv)
2381 item = item->inv;
2382 }
2383 else
2384 item = item->env;
2385 }
2386
2387 const char *
2388 object::flag_desc (char *desc, int len) const
2389 {
2390 char *p = desc;
2391 bool first = true;
2392
2393 *p = 0;
2394
2395 for (int i = 0; i < NUM_FLAGS; i++)
2396 {
2397 if (len <= 10) // magic constant!
2398 {
2399 snprintf (p, len, ",...");
2400 break;
2401 }
2402
2403 if (flag [i])
2404 {
2405 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2406 len -= cnt;
2407 p += cnt;
2408 first = false;
2409 }
2410 }
2411
2412 return desc;
2413 }
2414
2415 // return a suitable string describing an object in enough detail to find it
2416 const char *
2417 object::debug_desc (char *info) const
2418 {
2419 char flagdesc[512];
2420 char info2[256 * 4];
2421 char *p = info;
2422
2423 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2424 count,
2425 uuid.c_str (),
2426 &name,
2427 title ? ",title:\"" : "",
2428 title ? (const char *)title : "",
2429 title ? "\"" : "",
2430 flag_desc (flagdesc, 512), type);
2431
2432 if (!flag[FLAG_REMOVED] && env)
2433 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2434
2435 if (map)
2436 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2437
2438 return info;
2439 }
2440
2441 const char *
2442 object::debug_desc () const
2443 {
2444 static char info[3][256 * 4];
2445 static int info_idx;
2446
2447 return debug_desc (info [++info_idx % 3]);
2448 }
2449
2450 struct region *
2451 object::region () const
2452 {
2453 return map ? map->region (x, y)
2454 : region::default_region ();
2455 }
2456
2457 const materialtype_t *
2458 object::dominant_material () const
2459 {
2460 if (materialtype_t *mt = name_to_material (materialname))
2461 return mt;
2462
2463 return name_to_material (shstr_unknown);
2464 }
2465
2466 void
2467 object::open_container (object *new_container)
2468 {
2469 if (container == new_container)
2470 return;
2471
2472 object *old_container = container;
2473
2474 if (old_container)
2475 {
2476 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2477 return;
2478
2479 #if 0
2480 // remove the "Close old_container" object.
2481 if (object *closer = old_container->inv)
2482 if (closer->type == CLOSE_CON)
2483 closer->destroy ();
2484 #endif
2485
2486 // make sure the container is available
2487 esrv_send_item (this, old_container);
2488
2489 old_container->flag [FLAG_APPLIED] = false;
2490 container = 0;
2491
2492 // client needs item update to make it work, client bug requires this to be separate
2493 esrv_update_item (UPD_FLAGS, this, old_container);
2494
2495 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2496 play_sound (sound_find ("chest_close"));
2497 }
2498
2499 if (new_container)
2500 {
2501 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2502 return;
2503
2504 // TODO: this does not seem to serve any purpose anymore?
2505 #if 0
2506 // insert the "Close Container" object.
2507 if (archetype *closer = new_container->other_arch)
2508 {
2509 object *closer = arch_to_object (new_container->other_arch);
2510 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2511 new_container->insert (closer);
2512 }
2513 #endif
2514
2515 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2516
2517 // make sure the container is available, client bug requires this to be separate
2518 esrv_send_item (this, new_container);
2519
2520 new_container->flag [FLAG_APPLIED] = true;
2521 container = new_container;
2522
2523 // client needs flag change
2524 esrv_update_item (UPD_FLAGS, this, new_container);
2525 esrv_send_inventory (this, new_container);
2526 play_sound (sound_find ("chest_open"));
2527 }
2528 // else if (!old_container->env && contr && contr->ns)
2529 // contr->ns->floorbox_reset ();
2530 }
2531
2532 object *
2533 object::force_find (shstr_tmp name)
2534 {
2535 /* cycle through his inventory to look for the MARK we want to
2536 * place
2537 */
2538 for (object *tmp = inv; tmp; tmp = tmp->below)
2539 if (tmp->type == FORCE && tmp->slaying == name)
2540 return splay (tmp);
2541
2542 return 0;
2543 }
2544
2545 object *
2546 object::force_add (shstr_tmp name, int duration)
2547 {
2548 if (object *force = force_find (name))
2549 force->destroy ();
2550
2551 object *force = get_archetype (FORCE_NAME);
2552
2553 force->slaying = name;
2554 force->stats.food = 1;
2555 force->speed_left = -1.f;
2556
2557 force->set_speed (duration ? 1.f / duration : 0.f);
2558 force->flag [FLAG_IS_USED_UP] = true;
2559 force->flag [FLAG_APPLIED] = true;
2560
2561 return insert (force);
2562 }
2563
2564 void
2565 object::play_sound (faceidx sound) const
2566 {
2567 if (!sound)
2568 return;
2569
2570 if (is_on_map ())
2571 map->play_sound (sound, x, y);
2572 else if (object *pl = in_player ())
2573 pl->contr->play_sound (sound);
2574 }
2575
2576 void
2577 object::say_msg (const char *msg) const
2578 {
2579 if (is_on_map ())
2580 map->say_msg (msg, x, y);
2581 else if (object *pl = in_player ())
2582 pl->contr->play_sound (sound);
2583 }
2584
2585 void
2586 object::make_noise ()
2587 {
2588 // we do not model noise in the map, so instead put
2589 // a temporary light into the noise source
2590 // could use the map instead, but that's less reliable for our
2591 // goal, which is to make invisibility a bit harder to exploit
2592
2593 // currently only works sensibly for players
2594 if (!is_player ())
2595 return;
2596
2597 // find old force, or create new one
2598 object *force = force_find (shstr_noise_force);
2599
2600 if (force)
2601 force->speed_left = -1.f; // patch old speed up
2602 else
2603 {
2604 force = archetype::get (shstr_noise_force);
2605
2606 force->slaying = shstr_noise_force;
2607 force->stats.food = 1;
2608 force->speed_left = -1.f;
2609
2610 force->set_speed (1.f / 4.f);
2611 force->flag [FLAG_IS_USED_UP] = true;
2612 force->flag [FLAG_APPLIED] = true;
2613
2614 insert (force);
2615 }
2616 }
2617