ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
Revision: 1.288
Committed: Sat Oct 3 22:36:08 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.287: +2 -1 lines
Log Message:
*** empty log message ***

File Contents

# 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 - use the 'body' command to see "
561 "how many items you cna wera on a specific body part.]", &ob->name);
562 return false;
563 }
564
565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 }
567 else
568 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
569
570 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
571 {
572 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
573 &name, ob->debug_desc ());
574 return false;
575 }
576
577 return true;
578 }
579
580 /* Zero the key_values on op, decrementing the shared-string
581 * refcounts and freeing the links.
582 */
583 static void
584 free_key_values (object *op)
585 {
586 for (key_value *i = op->key_values; i; )
587 {
588 key_value *next = i->next;
589 delete i;
590
591 i = next;
592 }
593
594 op->key_values = 0;
595 }
596
597 /*
598 * copy_to first frees everything allocated by the dst object,
599 * and then copies the contents of itself into the second
600 * object, allocating what needs to be allocated. Basically, any
601 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
602 * if the first object is freed, the pointers in the new object
603 * will point at garbage.
604 */
605 void
606 object::copy_to (object *dst)
607 {
608 dst->remove ();
609 *(object_copy *)dst = *this;
610 dst->flag [FLAG_REMOVED] = true;
611
612 /* Copy over key_values, if any. */
613 if (key_values)
614 {
615 key_value *tail = 0;
616 dst->key_values = 0;
617
618 for (key_value *i = key_values; i; i = i->next)
619 {
620 key_value *new_link = new key_value;
621
622 new_link->next = 0;
623 new_link->key = i->key;
624 new_link->value = i->value;
625
626 /* Try and be clever here, too. */
627 if (!dst->key_values)
628 {
629 dst->key_values = new_link;
630 tail = new_link;
631 }
632 else
633 {
634 tail->next = new_link;
635 tail = new_link;
636 }
637 }
638 }
639
640 if (speed < 0)
641 dst->speed_left -= rndm ();
642
643 dst->activate ();
644 }
645
646 void
647 object::instantiate ()
648 {
649 if (!uuid.seq) // HACK
650 uuid = UUID::gen ();
651
652 speed_left = -0.1f;
653 /* copy the body_info to the body_used - this is only really
654 * need for monsters, but doesn't hurt to do it for everything.
655 * by doing so, when a monster is created, it has good starting
656 * values for the body_used info, so when items are created
657 * for it, they can be properly equipped.
658 */
659 for (int i = NUM_BODY_LOCATIONS; i--; )
660 slot[i].used = slot[i].info;
661
662 attachable::instantiate ();
663 }
664
665 object *
666 object::clone ()
667 {
668 object *neu = create ();
669 copy_to (neu);
670 neu->map = map; // not copied by copy_to
671 return neu;
672 }
673
674 /*
675 * If an object with the IS_TURNABLE() flag needs to be turned due
676 * to the closest player being on the other side, this function can
677 * be called to update the face variable, _and_ how it looks on the map.
678 */
679 void
680 update_turn_face (object *op)
681 {
682 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
683 return;
684
685 SET_ANIMATION (op, op->direction);
686 update_object (op, UP_OBJ_FACE);
687 }
688
689 /*
690 * Updates the speed of an object. If the speed changes from 0 to another
691 * value, or vice versa, then add/remove the object from the active list.
692 * This function needs to be called whenever the speed of an object changes.
693 */
694 void
695 object::set_speed (float speed)
696 {
697 if (flag [FLAG_FREED] && speed)
698 {
699 LOG (llevError, "Object %s is freed but has speed.\n", &name);
700 speed = 0;
701 }
702
703 this->speed = speed;
704
705 if (has_active_speed ())
706 activate ();
707 else
708 deactivate ();
709 }
710
711 /*
712 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_)
719 *
720 * action is a hint of what the caller believes need to be done.
721 * current action are:
722 * UP_OBJ_INSERT: op was inserted
723 * UP_OBJ_REMOVE: op was removed
724 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
725 * as that is easier than trying to look at what may have changed.
726 * UP_OBJ_FACE: only the objects face has changed.
727 */
728 void
729 update_object (object *op, int action)
730 {
731 if (!op)
732 {
733 /* this should never happen */
734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
735 return;
736 }
737
738 if (!op->is_on_map ())
739 {
740 /* Animation is currently handled by client, so nothing
741 * to do in this case.
742 */
743 return;
744 }
745
746 /* make sure the object is within map boundaries */
747 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
748 {
749 LOG (llevError, "update_object() called for object out of map!\n");
750 #ifdef MANY_CORES
751 abort ();
752 #endif
753 return;
754 }
755
756 mapspace &m = op->ms ();
757
758 if (!(m.flags_ & P_UPTODATE))
759 /* nop */;
760 else if (action == UP_OBJ_INSERT)
761 {
762 // this is likely overkill, TODO: revisit (schmorp)
763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
765 || (op->is_player () && !(m.flags_ & P_PLAYER))
766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
769 || (m.move_on | op->move_on ) != m.move_on
770 || (m.move_off | op->move_off ) != m.move_off
771 || (m.move_slow | op->move_slow) != m.move_slow
772 /* This isn't perfect, but I don't expect a lot of objects to
773 * have move_allow right now.
774 */
775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
777 m.invalidate ();
778 }
779 /* if the object is being removed, we can't make intelligent
780 * decisions, because remove_ob can't really pass the object
781 * that is being removed.
782 */
783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
784 m.invalidate ();
785 else if (action == UP_OBJ_FACE)
786 /* Nothing to do for that case */ ;
787 else
788 LOG (llevError, "update_object called with invalid action: %d\n", action);
789
790 if (op->more)
791 update_object (op->more, action);
792 }
793
794 object::object ()
795 {
796 SET_FLAG (this, FLAG_REMOVED);
797
798 //expmul = 1.0; declared const for the time being
799 face = blank_face;
800 }
801
802 object::~object ()
803 {
804 unlink ();
805
806 free_key_values (this);
807 }
808
809 static int object_count;
810
811 void object::link ()
812 {
813 assert (!index);//D
814 uuid = UUID::gen ();
815 count = ++object_count;
816
817 refcnt_inc ();
818 objects.insert (this);
819 }
820
821 void object::unlink ()
822 {
823 if (!index)
824 return;
825
826 objects.erase (this);
827 refcnt_dec ();
828 }
829
830 void
831 object::activate ()
832 {
833 /* If already on active list, don't do anything */
834 if (active)
835 return;
836
837 if (has_active_speed ())
838 {
839 if (flag [FLAG_FREED])
840 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
841
842 actives.insert (this);
843 }
844 }
845
846 void
847 object::activate_recursive ()
848 {
849 activate ();
850
851 for (object *op = inv; op; op = op->below)
852 op->activate_recursive ();
853 }
854
855 /* This function removes object 'op' from the list of active
856 * objects.
857 * This should only be used for style maps or other such
858 * reference maps where you don't want an object that isn't
859 * in play chewing up cpu time getting processed.
860 * The reverse of this is to call update_ob_speed, which
861 * will do the right thing based on the speed of the object.
862 */
863 void
864 object::deactivate ()
865 {
866 /* If not on the active list, nothing needs to be done */
867 if (!active)
868 return;
869
870 actives.erase (this);
871 }
872
873 void
874 object::deactivate_recursive ()
875 {
876 for (object *op = inv; op; op = op->below)
877 op->deactivate_recursive ();
878
879 deactivate ();
880 }
881
882 void
883 object::set_flag_inv (int flag, int value)
884 {
885 for (object *op = inv; op; op = op->below)
886 {
887 op->flag [flag] = value;
888 op->set_flag_inv (flag, value);
889 }
890 }
891
892 /*
893 * Remove and free all objects in the inventory of the given object.
894 * object.c ?
895 */
896 void
897 object::destroy_inv (bool drop_to_ground)
898 {
899 // need to check first, because the checks below might segfault
900 // as we might be on an invalid mapspace and crossfire code
901 // is too buggy to ensure that the inventory is empty.
902 // corollary: if you create arrows etc. with stuff in its inventory,
903 // cf will crash below with off-map x and y
904 if (!inv)
905 return;
906
907 /* Only if the space blocks everything do we not process -
908 * if some form of movement is allowed, let objects
909 * drop on that space.
910 */
911 if (!drop_to_ground
912 || !map
913 || map->in_memory != MAP_ACTIVE
914 || map->no_drop
915 || ms ().move_block == MOVE_ALL)
916 {
917 while (inv)
918 inv->destroy ();
919 }
920 else
921 { /* Put objects in inventory onto this space */
922 while (inv)
923 {
924 object *op = inv;
925
926 if (op->flag [FLAG_STARTEQUIP]
927 || op->flag [FLAG_NO_DROP]
928 || op->type == RUNE
929 || op->type == TRAP
930 || op->flag [FLAG_IS_A_TEMPLATE]
931 || op->flag [FLAG_DESTROY_ON_DEATH])
932 op->destroy ();
933 else
934 map->insert (op, x, y);
935 }
936 }
937 }
938
939 object *object::create ()
940 {
941 object *op = new object;
942 op->link ();
943 return op;
944 }
945
946 static struct freed_map : maptile
947 {
948 freed_map ()
949 {
950 path = "<freed objects map>";
951 name = "/internal/freed_objects_map";
952 width = 3;
953 height = 3;
954 no_drop = 1;
955 no_reset = 1;
956
957 alloc ();
958 in_memory = MAP_ACTIVE;
959 }
960
961 ~freed_map ()
962 {
963 destroy ();
964 }
965 } freed_map; // freed objects are moved here to avoid crashes
966
967 void
968 object::do_destroy ()
969 {
970 if (flag [FLAG_IS_LINKED])
971 remove_link ();
972
973 if (flag [FLAG_FRIENDLY])
974 remove_friendly_object (this);
975
976 remove ();
977
978 attachable::do_destroy ();
979
980 deactivate ();
981 unlink ();
982
983 flag [FLAG_FREED] = 1;
984
985 // hack to ensure that freed objects still have a valid map
986 map = &freed_map;
987 x = 1;
988 y = 1;
989
990 if (more)
991 {
992 more->destroy ();
993 more = 0;
994 }
995
996 head = 0;
997
998 // clear those pointers that likely might cause circular references
999 owner = 0;
1000 enemy = 0;
1001 attacked_by = 0;
1002 current_weapon = 0;
1003 }
1004
1005 void
1006 object::destroy ()
1007 {
1008 if (destroyed ())
1009 return;
1010
1011 if (!is_head () && !head->destroyed ())
1012 {
1013 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1014 head->destroy ();
1015 return;
1016 }
1017
1018 destroy_inv (false);
1019
1020 if (is_head ())
1021 if (sound_destroy)
1022 play_sound (sound_destroy);
1023 else if (flag [FLAG_MONSTER])
1024 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1025
1026 attachable::destroy ();
1027 }
1028
1029 /* op->remove ():
1030 * This function removes the object op from the linked list of objects
1031 * which it is currently tied to. When this function is done, the
1032 * object will have no environment. If the object previously had an
1033 * environment, the x and y coordinates will be updated to
1034 * the previous environment.
1035 */
1036 void
1037 object::do_remove ()
1038 {
1039 object *tmp, *last = 0;
1040 object *otmp;
1041
1042 if (flag [FLAG_REMOVED])
1043 return;
1044
1045 INVOKE_OBJECT (REMOVE, this);
1046
1047 flag [FLAG_REMOVED] = true;
1048
1049 if (more)
1050 more->remove ();
1051
1052 /*
1053 * In this case, the object to be removed is in someones
1054 * inventory.
1055 */
1056 if (env)
1057 {
1058 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1059 if (object *pl = visible_to ())
1060 esrv_del_item (pl->contr, count);
1061 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1062
1063 adjust_weight (env, -total_weight ());
1064
1065 object *pl = in_player ();
1066
1067 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do.
1070 */
1071 map = env->map;
1072 x = env->x;
1073 y = env->y;
1074
1075 // make sure cmov optimisation is applicable
1076 *(above ? &above->below : &env->inv) = below;
1077 *(below ? &below->above : &above ) = above; // &above is just a dummy
1078
1079 above = 0;
1080 below = 0;
1081 env = 0;
1082
1083 /* NO_FIX_PLAYER is set when a great many changes are being
1084 * made to players inventory. If set, avoiding the call
1085 * to save cpu time.
1086 */
1087 if (pl)
1088 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1089 {
1090 pl->update_stats ();
1091
1092 if (glow_radius && pl->is_on_map ())
1093 update_all_los (pl->map, pl->x, pl->y);
1094 }
1095 }
1096 else if (map)
1097 {
1098 map->dirty = true;
1099 mapspace &ms = this->ms ();
1100
1101 if (object *pl = ms.player ())
1102 {
1103 if (is_player ())
1104 {
1105 if (!flag [FLAG_WIZPASS])
1106 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1107
1108 // leaving a spot always closes any open container on the ground
1109 if (container && !container->env)
1110 // this causes spurious floorbox updates, but it ensures
1111 // that the CLOSE event is being sent.
1112 close_container ();
1113
1114 --map->players;
1115 map->touch ();
1116 }
1117 else if (pl->container == this)
1118 {
1119 // removing a container should close it
1120 close_container ();
1121 }
1122
1123 esrv_del_item (pl->contr, count);
1124 }
1125
1126 /* link the object above us */
1127 // re-link, make sure compiler can easily use cmove
1128 *(above ? &above->below : &ms.top) = below;
1129 *(below ? &below->above : &ms.bot) = above;
1130
1131 above = 0;
1132 below = 0;
1133
1134 ms.invalidate ();
1135
1136 if (map->in_memory == MAP_SAVING)
1137 return;
1138
1139 int check_walk_off = !flag [FLAG_NO_APPLY];
1140
1141 if (object *pl = ms.player ())
1142 {
1143 if (pl->container == this)
1144 /* If a container that the player is currently using somehow gets
1145 * removed (most likely destroyed), update the player view
1146 * appropriately.
1147 */
1148 pl->close_container ();
1149
1150 //TODO: the floorbox prev/next might need updating
1151 //esrv_del_item (pl->contr, count);
1152 //TODO: update floorbox to preserve ordering
1153 if (pl->contr->ns)
1154 pl->contr->ns->floorbox_update ();
1155 }
1156
1157 for (tmp = ms.bot; tmp; tmp = tmp->above)
1158 {
1159 /* No point updating the players look faces if he is the object
1160 * being removed.
1161 */
1162
1163 /* See if object moving off should effect something */
1164 if (check_walk_off
1165 && ((move_type & tmp->move_off)
1166 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1167 {
1168 move_apply (tmp, this, 0);
1169
1170 if (destroyed ())
1171 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1172 }
1173
1174 last = tmp;
1175 }
1176
1177 if (affects_los ())
1178 update_all_los (map, x, y);
1179 }
1180 }
1181
1182 /*
1183 * merge_ob(op,top):
1184 *
1185 * This function goes through all objects below and including top, and
1186 * merges op to the first matching object.
1187 * If top is NULL, it is calculated.
1188 * Returns pointer to object if it succeded in the merge, otherwise NULL
1189 */
1190 object *
1191 merge_ob (object *op, object *top)
1192 {
1193 if (!op->nrof)
1194 return 0;
1195
1196 if (!top)
1197 for (top = op; top && top->above; top = top->above)
1198 ;
1199
1200 for (; top; top = top->below)
1201 if (object::can_merge (op, top))
1202 {
1203 top->nrof += op->nrof;
1204
1205 if (object *pl = top->visible_to ())
1206 esrv_update_item (UPD_NROF, pl, top);
1207
1208 op->weight = 0; // cancel the addition above
1209 op->carrying = 0; // must be 0 already
1210
1211 op->destroy ();
1212
1213 return top;
1214 }
1215
1216 return 0;
1217 }
1218
1219 void
1220 object::expand_tail ()
1221 {
1222 if (more)
1223 return;
1224
1225 object *prev = this;
1226
1227 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1228 {
1229 object *op = arch_to_object (at);
1230
1231 op->name = name;
1232 op->name_pl = name_pl;
1233 op->title = title;
1234
1235 op->head = this;
1236 prev->more = op;
1237
1238 prev = op;
1239 }
1240 }
1241
1242 /*
1243 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1244 * job preparing multi-part monsters.
1245 */
1246 object *
1247 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1248 {
1249 op->remove ();
1250
1251 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1252 {
1253 tmp->x = x + tmp->arch->x;
1254 tmp->y = y + tmp->arch->y;
1255 }
1256
1257 return insert_ob_in_map (op, m, originator, flag);
1258 }
1259
1260 /*
1261 * insert_ob_in_map (op, map, originator, flag):
1262 * This function inserts the object in the two-way linked list
1263 * which represents what is on a map.
1264 * The second argument specifies the map, and the x and y variables
1265 * in the object about to be inserted specifies the position.
1266 *
1267 * originator: Player, monster or other object that caused 'op' to be inserted
1268 * into 'map'. May be NULL.
1269 *
1270 * flag is a bitmask about special things to do (or not do) when this
1271 * function is called. see the object.h file for the INS_ values.
1272 * Passing 0 for flag gives proper default values, so flag really only needs
1273 * to be set if special handling is needed.
1274 *
1275 * Return value:
1276 * new object if 'op' was merged with other object
1277 * NULL if 'op' was destroyed
1278 * just 'op' otherwise
1279 */
1280 object *
1281 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1282 {
1283 op->remove ();
1284
1285 if (m == &freed_map)//D TODO: remove soon
1286 {//D
1287 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1288 }//D
1289
1290 /* Ideally, the caller figures this out. However, it complicates a lot
1291 * of areas of callers (eg, anything that uses find_free_spot would now
1292 * need extra work
1293 */
1294 maptile *newmap = m;
1295 if (!xy_normalise (newmap, op->x, op->y))
1296 {
1297 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1298 return 0;
1299 }
1300
1301 if (object *more = op->more)
1302 if (!insert_ob_in_map (more, m, originator, flag))
1303 return 0;
1304
1305 op->flag [FLAG_REMOVED] = false;
1306 op->env = 0;
1307 op->map = newmap;
1308
1309 mapspace &ms = op->ms ();
1310
1311 /* this has to be done after we translate the coordinates.
1312 */
1313 if (op->nrof && !(flag & INS_NO_MERGE))
1314 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1315 if (object::can_merge (op, tmp))
1316 {
1317 // TODO: we actually want to update tmp, not op,
1318 // but some caller surely breaks when we return tmp
1319 // from here :/
1320 op->nrof += tmp->nrof;
1321 tmp->destroy ();
1322 }
1323
1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1326
1327 if (!QUERY_FLAG (op, FLAG_ALIVE))
1328 CLEAR_FLAG (op, FLAG_NO_STEAL);
1329
1330 if (flag & INS_BELOW_ORIGINATOR)
1331 {
1332 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1333 {
1334 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort ();
1336 }
1337
1338 if (!originator->is_on_map ())
1339 {
1340 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1341 op->debug_desc (), originator->debug_desc ());
1342 abort ();
1343 }
1344
1345 op->above = originator;
1346 op->below = originator->below;
1347 originator->below = op;
1348
1349 *(op->below ? &op->below->above : &ms.bot) = op;
1350 }
1351 else
1352 {
1353 object *floor = 0;
1354 object *top = ms.top;
1355
1356 /* If there are other objects, then */
1357 if (top)
1358 {
1359 /*
1360 * If there are multiple objects on this space, we do some trickier handling.
1361 * We've already dealt with merging if appropriate.
1362 * Generally, we want to put the new object on top. But if
1363 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1364 * floor, we want to insert above that and no further.
1365 * Also, if there are spell objects on this space, we stop processing
1366 * once we get to them. This reduces the need to traverse over all of
1367 * them when adding another one - this saves quite a bit of cpu time
1368 * when lots of spells are cast in one area. Currently, it is presumed
1369 * that flying non pickable objects are spell objects.
1370 */
1371 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1372 {
1373 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1374 floor = tmp;
1375
1376 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1377 {
1378 /* We insert above top, so we want this object below this */
1379 top = tmp->below;
1380 break;
1381 }
1382
1383 top = tmp;
1384 }
1385
1386 /* We let update_position deal with figuring out what the space
1387 * looks like instead of lots of conditions here.
1388 * makes things faster, and effectively the same result.
1389 */
1390
1391 /* Have object 'fall below' other objects that block view.
1392 * Unless those objects are exits.
1393 * If INS_ON_TOP is used, don't do this processing
1394 * Need to find the object that in fact blocks view, otherwise
1395 * stacking is a bit odd.
1396 */
1397 if (!(flag & INS_ON_TOP)
1398 && ms.flags () & P_BLOCKSVIEW
1399 && (op->face && !faces [op->face].visibility))
1400 {
1401 object *last;
1402
1403 for (last = top; last != floor; last = last->below)
1404 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1405 break;
1406
1407 /* Check to see if we found the object that blocks view,
1408 * and make sure we have a below pointer for it so that
1409 * we can get inserted below this one, which requires we
1410 * set top to the object below us.
1411 */
1412 if (last && last->below && last != floor)
1413 top = last->below;
1414 }
1415 } /* If objects on this space */
1416
1417 if (flag & INS_ABOVE_FLOOR_ONLY)
1418 top = floor;
1419
1420 // insert object above top, or bottom-most if top = 0
1421 if (!top)
1422 {
1423 op->below = 0;
1424 op->above = ms.bot;
1425 ms.bot = op;
1426
1427 *(op->above ? &op->above->below : &ms.top) = op;
1428 }
1429 else
1430 {
1431 op->above = top->above;
1432 top->above = op;
1433
1434 op->below = top;
1435 *(op->above ? &op->above->below : &ms.top) = op;
1436 }
1437 }
1438
1439 if (op->is_player ())
1440 {
1441 op->contr->do_los = 1;
1442 ++op->map->players;
1443 op->map->touch ();
1444 }
1445
1446 op->map->dirty = true;
1447
1448 if (object *pl = ms.player ())
1449 //TODO: the floorbox prev/next might need updating
1450 //esrv_send_item (pl, op);
1451 //TODO: update floorbox to preserve ordering
1452 if (pl->contr->ns)
1453 pl->contr->ns->floorbox_update ();
1454
1455 /* If this object glows, it may affect lighting conditions that are
1456 * visible to others on this map. But update_all_los is really
1457 * an inefficient way to do this, as it means los for all players
1458 * on the map will get recalculated. The players could very well
1459 * be far away from this change and not affected in any way -
1460 * this should get redone to only look for players within range,
1461 * or just updating the P_UPTODATE for spaces within this area
1462 * of effect may be sufficient.
1463 */
1464 if (op->affects_los ())
1465 {
1466 op->ms ().invalidate ();
1467 update_all_los (op->map, op->x, op->y);
1468 }
1469
1470 /* updates flags (blocked, alive, no magic, etc) for this map space */
1471 update_object (op, UP_OBJ_INSERT);
1472
1473 INVOKE_OBJECT (INSERT, op);
1474
1475 /* Don't know if moving this to the end will break anything. However,
1476 * we want to have floorbox_update called before calling this.
1477 *
1478 * check_move_on() must be after this because code called from
1479 * check_move_on() depends on correct map flags (so functions like
1480 * blocked() and wall() work properly), and these flags are updated by
1481 * update_object().
1482 */
1483
1484 /* if this is not the head or flag has been passed, don't check walk on status */
1485 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1486 {
1487 if (check_move_on (op, originator))
1488 return 0;
1489
1490 /* If we are a multi part object, lets work our way through the check
1491 * walk on's.
1492 */
1493 for (object *tmp = op->more; tmp; tmp = tmp->more)
1494 if (check_move_on (tmp, originator))
1495 return 0;
1496 }
1497
1498 return op;
1499 }
1500
1501 /* this function inserts an object in the map, but if it
1502 * finds an object of its own type, it'll remove that one first.
1503 * op is the object to insert it under: supplies x and the map.
1504 */
1505 void
1506 replace_insert_ob_in_map (shstr_tmp archname, object *op)
1507 {
1508 /* first search for itself and remove any old instances */
1509
1510 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1511 if (tmp->arch->archname == archname) /* same archetype */
1512 tmp->destroy ();
1513
1514 object *tmp = arch_to_object (archetype::find (archname));
1515
1516 tmp->x = op->x;
1517 tmp->y = op->y;
1518
1519 insert_ob_in_map (tmp, op->map, op, 0);
1520 }
1521
1522 object *
1523 object::insert_at (object *where, object *originator, int flags)
1524 {
1525 if (where->env)
1526 return where->env->insert (this);
1527 else
1528 return where->map->insert (this, where->x, where->y, originator, flags);
1529 }
1530
1531 /*
1532 * decrease(object, number) decreases a specified number from
1533 * the amount of an object. If the amount reaches 0, the object
1534 * is subsequently removed and freed.
1535 *
1536 * Return value: 'op' if something is left, NULL if the amount reached 0
1537 */
1538 bool
1539 object::decrease (sint32 nr)
1540 {
1541 if (!nr)
1542 return true;
1543
1544 nr = min (nr, nrof);
1545
1546 if (nrof > nr)
1547 {
1548 nrof -= nr;
1549 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1550
1551 if (object *pl = visible_to ())
1552 esrv_update_item (UPD_NROF, pl, this);
1553
1554 return true;
1555 }
1556 else
1557 {
1558 destroy ();
1559 return false;
1560 }
1561 }
1562
1563 /*
1564 * split(ob,nr) splits up ob into two parts. The part which
1565 * is returned contains nr objects, and the remaining parts contains
1566 * the rest (or is removed and returned if that number is 0).
1567 * On failure, NULL is returned.
1568 */
1569 object *
1570 object::split (sint32 nr)
1571 {
1572 int have = number_of ();
1573
1574 if (have < nr)
1575 return 0;
1576 else if (have == nr)
1577 {
1578 remove ();
1579 return this;
1580 }
1581 else
1582 {
1583 decrease (nr);
1584
1585 object *op = deep_clone ();
1586 op->nrof = nr;
1587 return op;
1588 }
1589 }
1590
1591 object *
1592 insert_ob_in_ob (object *op, object *where)
1593 {
1594 if (!where)
1595 {
1596 char *dump = dump_object (op);
1597 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1598 free (dump);
1599 return op;
1600 }
1601
1602 if (where->head_ () != where)
1603 {
1604 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1605 where = where->head;
1606 }
1607
1608 return where->insert (op);
1609 }
1610
1611 /*
1612 * env->insert (op)
1613 * This function inserts the object op in the linked list
1614 * inside the object environment.
1615 *
1616 * The function returns now pointer to inserted item, and return value can
1617 * be != op, if items are merged. -Tero
1618 */
1619 object *
1620 object::insert (object *op)
1621 {
1622 if (op->more)
1623 {
1624 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1625 return op;
1626 }
1627
1628 op->remove ();
1629
1630 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1631
1632 if (op->nrof)
1633 for (object *tmp = inv; tmp; tmp = tmp->below)
1634 if (object::can_merge (tmp, op))
1635 {
1636 /* return the original object and remove inserted object
1637 (client needs the original object) */
1638 tmp->nrof += op->nrof;
1639
1640 if (object *pl = tmp->visible_to ())
1641 esrv_update_item (UPD_NROF, pl, tmp);
1642
1643 adjust_weight (this, op->total_weight ());
1644
1645 op->destroy ();
1646 op = tmp;
1647 goto inserted;
1648 }
1649
1650 op->owner = 0; // it's his/hers now. period.
1651 op->map = 0;
1652 op->x = 0;
1653 op->y = 0;
1654
1655 op->above = 0;
1656 op->below = inv;
1657 op->env = this;
1658
1659 if (inv)
1660 inv->above = op;
1661
1662 inv = op;
1663
1664 op->flag [FLAG_REMOVED] = 0;
1665
1666 if (object *pl = op->visible_to ())
1667 esrv_send_item (pl, op);
1668
1669 adjust_weight (this, op->total_weight ());
1670
1671 inserted:
1672 /* reset the light list and los of the players on the map */
1673 if (op->glow_radius && is_on_map ())
1674 {
1675 update_stats ();
1676 update_all_los (map, x, y);
1677 }
1678 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1679 // if this is a player's inventory, update stats
1680 update_stats ();
1681
1682 INVOKE_OBJECT (INSERT, this);
1683
1684 return op;
1685 }
1686
1687 /*
1688 * Checks if any objects has a move_type that matches objects
1689 * that effect this object on this space. Call apply() to process
1690 * these events.
1691 *
1692 * Any speed-modification due to SLOW_MOVE() of other present objects
1693 * will affect the speed_left of the object.
1694 *
1695 * originator: Player, monster or other object that caused 'op' to be inserted
1696 * into 'map'. May be NULL.
1697 *
1698 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1699 *
1700 * 4-21-95 added code to check if appropriate skill was readied - this will
1701 * permit faster movement by the player through this terrain. -b.t.
1702 *
1703 * MSW 2001-07-08: Check all objects on space, not just those below
1704 * object being inserted. insert_ob_in_map may not put new objects
1705 * on top.
1706 */
1707 int
1708 check_move_on (object *op, object *originator)
1709 {
1710 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1711 return 0;
1712
1713 object *tmp;
1714 maptile *m = op->map;
1715 int x = op->x, y = op->y;
1716
1717 mapspace &ms = m->at (x, y);
1718
1719 ms.update ();
1720
1721 MoveType move_on = ms.move_on;
1722 MoveType move_slow = ms.move_slow;
1723 MoveType move_block = ms.move_block;
1724
1725 /* if nothing on this space will slow op down or be applied,
1726 * no need to do checking below. have to make sure move_type
1727 * is set, as lots of objects don't have it set - we treat that
1728 * as walking.
1729 */
1730 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1731 return 0;
1732
1733 /* This is basically inverse logic of that below - basically,
1734 * if the object can avoid the move on or slow move, they do so,
1735 * but can't do it if the alternate movement they are using is
1736 * blocked. Logic on this seems confusing, but does seem correct.
1737 */
1738 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1739 return 0;
1740
1741 /* The objects have to be checked from top to bottom.
1742 * Hence, we first go to the top:
1743 */
1744 for (object *next, *tmp = ms.top; tmp; tmp = next)
1745 {
1746 next = tmp->below;
1747
1748 if (tmp == op)
1749 continue; /* Can't apply yourself */
1750
1751 /* Check to see if one of the movement types should be slowed down.
1752 * Second check makes sure that the movement types not being slowed
1753 * (~slow_move) is not blocked on this space - just because the
1754 * space doesn't slow down swimming (for example), if you can't actually
1755 * swim on that space, can't use it to avoid the penalty.
1756 */
1757 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1758 {
1759 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1760 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1761 {
1762 float diff = tmp->move_slow_penalty * fabs (op->speed);
1763
1764 if (op->is_player ())
1765 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1766 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1767 diff /= 4.0;
1768
1769 op->speed_left -= diff;
1770 }
1771 }
1772
1773 /* Basically same logic as above, except now for actual apply. */
1774 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1775 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1776 {
1777 move_apply (tmp, op, originator);
1778
1779 if (op->destroyed ())
1780 return 1;
1781
1782 /* what the person/creature stepped onto has moved the object
1783 * someplace new. Don't process any further - if we did,
1784 * have a feeling strange problems would result.
1785 */
1786 if (op->map != m || op->x != x || op->y != y)
1787 return 0;
1788 }
1789 }
1790
1791 return 0;
1792 }
1793
1794 /*
1795 * present_arch(arch, map, x, y) searches for any objects with
1796 * a matching archetype at the given map and coordinates.
1797 * The first matching object is returned, or NULL if none.
1798 */
1799 object *
1800 present_arch (const archetype *at, maptile *m, int x, int y)
1801 {
1802 if (!m || out_of_map (m, x, y))
1803 {
1804 LOG (llevError, "Present_arch called outside map.\n");
1805 return NULL;
1806 }
1807
1808 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1809 if (tmp->arch->archname == at->archname)
1810 return tmp;
1811
1812 return NULL;
1813 }
1814
1815 /*
1816 * present(type, map, x, y) searches for any objects with
1817 * a matching type variable at the given map and coordinates.
1818 * The first matching object is returned, or NULL if none.
1819 */
1820 object *
1821 present (unsigned char type, maptile *m, int x, int y)
1822 {
1823 if (out_of_map (m, x, y))
1824 {
1825 LOG (llevError, "Present called outside map.\n");
1826 return NULL;
1827 }
1828
1829 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1830 if (tmp->type == type)
1831 return tmp;
1832
1833 return NULL;
1834 }
1835
1836 /*
1837 * present_in_ob(type, object) searches for any objects with
1838 * a matching type variable in the inventory of the given object.
1839 * The first matching object is returned, or NULL if none.
1840 */
1841 object *
1842 present_in_ob (unsigned char type, const object *op)
1843 {
1844 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1845 if (tmp->type == type)
1846 return tmp;
1847
1848 return NULL;
1849 }
1850
1851 /*
1852 * present_in_ob (type, str, object) searches for any objects with
1853 * a matching type & name variable in the inventory of the given object.
1854 * The first matching object is returned, or NULL if none.
1855 * This is mostly used by spell effect code, so that we only
1856 * have one spell effect at a time.
1857 * type can be used to narrow the search - if type is set,
1858 * the type must also match. -1 can be passed for the type,
1859 * in which case the type does not need to pass.
1860 * str is the string to match against. Note that we match against
1861 * the object name, not the archetype name. this is so that the
1862 * spell code can use one object type (force), but change it's name
1863 * to be unique.
1864 */
1865 object *
1866 present_in_ob_by_name (int type, const char *str, const object *op)
1867 {
1868 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1869 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1870 return tmp;
1871
1872 return 0;
1873 }
1874
1875 /*
1876 * present_arch_in_ob(archetype, object) searches for any objects with
1877 * a matching archetype in the inventory of the given object.
1878 * The first matching object is returned, or NULL if none.
1879 */
1880 object *
1881 present_arch_in_ob (const archetype *at, const object *op)
1882 {
1883 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1884 if (tmp->arch->archname == at->archname)
1885 return tmp;
1886
1887 return NULL;
1888 }
1889
1890 /*
1891 * activate recursively a flag on an object inventory
1892 */
1893 void
1894 flag_inv (object *op, int flag)
1895 {
1896 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1897 {
1898 SET_FLAG (tmp, flag);
1899 flag_inv (tmp, flag);
1900 }
1901 }
1902
1903 /*
1904 * deactivate recursively a flag on an object inventory
1905 */
1906 void
1907 unflag_inv (object *op, int flag)
1908 {
1909 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1910 {
1911 CLEAR_FLAG (tmp, flag);
1912 unflag_inv (tmp, flag);
1913 }
1914 }
1915
1916 /*
1917 * find_free_spot(object, map, x, y, start, stop) will search for
1918 * a spot at the given map and coordinates which will be able to contain
1919 * the given object. start and stop specifies how many squares
1920 * to search (see the freearr_x/y[] definition).
1921 * It returns a random choice among the alternatives found.
1922 * start and stop are where to start relative to the free_arr array (1,9
1923 * does all 4 immediate directions). This returns the index into the
1924 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1925 * Note: This function does correctly handle tiled maps, but does not
1926 * inform the caller. However, insert_ob_in_map will update as
1927 * necessary, so the caller shouldn't need to do any special work.
1928 * Note - updated to take an object instead of archetype - this is necessary
1929 * because arch_blocked (now ob_blocked) needs to know the movement type
1930 * to know if the space in question will block the object. We can't use
1931 * the archetype because that isn't correct if the monster has been
1932 * customized, changed states, etc.
1933 */
1934 int
1935 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1936 {
1937 int altern[SIZEOFFREE];
1938 int index = 0, flag;
1939
1940 for (int i = start; i < stop; i++)
1941 {
1942 mapxy pos (m, x, y); pos.move (i);
1943
1944 if (!pos.normalise ())
1945 continue;
1946
1947 mapspace &ms = *pos;
1948
1949 if (ms.flags () & P_IS_ALIVE)
1950 continue;
1951
1952 /* However, often
1953 * ob doesn't have any move type (when used to place exits)
1954 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1955 */
1956 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1957 {
1958 altern [index++] = i;
1959 continue;
1960 }
1961
1962 /* Basically, if we find a wall on a space, we cut down the search size.
1963 * In this way, we won't return spaces that are on another side of a wall.
1964 * This mostly work, but it cuts down the search size in all directions -
1965 * if the space being examined only has a wall to the north and empty
1966 * spaces in all the other directions, this will reduce the search space
1967 * to only the spaces immediately surrounding the target area, and
1968 * won't look 2 spaces south of the target space.
1969 */
1970 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1971 {
1972 stop = maxfree[i];
1973 continue;
1974 }
1975
1976 /* Note it is intentional that we check ob - the movement type of the
1977 * head of the object should correspond for the entire object.
1978 */
1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1980 continue;
1981
1982 if (ob->blocked (pos.m, pos.x, pos.y))
1983 continue;
1984
1985 altern [index++] = i;
1986 }
1987
1988 if (!index)
1989 return -1;
1990
1991 return altern [rndm (index)];
1992 }
1993
1994 /*
1995 * find_first_free_spot(archetype, maptile, x, y) works like
1996 * find_free_spot(), but it will search max number of squares.
1997 * But it will return the first available spot, not a random choice.
1998 * Changed 0.93.2: Have it return -1 if there is no free spot available.
1999 */
2000 int
2001 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2002 {
2003 for (int i = 0; i < SIZEOFFREE; i++)
2004 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2005 return i;
2006
2007 return -1;
2008 }
2009
2010 /*
2011 * The function permute(arr, begin, end) randomly reorders the array
2012 * arr[begin..end-1].
2013 * now uses a fisher-yates shuffle, old permute was broken
2014 */
2015 static void
2016 permute (int *arr, int begin, int end)
2017 {
2018 arr += begin;
2019 end -= begin;
2020
2021 while (--end)
2022 swap (arr [end], arr [rndm (end + 1)]);
2023 }
2024
2025 /* new function to make monster searching more efficient, and effective!
2026 * This basically returns a randomized array (in the passed pointer) of
2027 * the spaces to find monsters. In this way, it won't always look for
2028 * monsters to the north first. However, the size of the array passed
2029 * covers all the spaces, so within that size, all the spaces within
2030 * the 3x3 area will be searched, just not in a predictable order.
2031 */
2032 void
2033 get_search_arr (int *search_arr)
2034 {
2035 int i;
2036
2037 for (i = 0; i < SIZEOFFREE; i++)
2038 search_arr[i] = i;
2039
2040 permute (search_arr, 1, SIZEOFFREE1 + 1);
2041 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2042 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2043 }
2044
2045 /*
2046 * find_dir(map, x, y, exclude) will search some close squares in the
2047 * given map at the given coordinates for live objects.
2048 * It will not considered the object given as exclude among possible
2049 * live objects.
2050 * It returns the direction toward the first/closest live object if finds
2051 * any, otherwise 0.
2052 * Perhaps incorrectly, but I'm making the assumption that exclude
2053 * is actually want is going to try and move there. We need this info
2054 * because we have to know what movement the thing looking to move
2055 * there is capable of.
2056 */
2057 int
2058 find_dir (maptile *m, int x, int y, object *exclude)
2059 {
2060 int max = SIZEOFFREE, mflags;
2061 MoveType 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 (int i = 1; i < max; i++)
2075 {
2076 mapxy pos (m, x, y);
2077 pos.move (i);
2078
2079 if (!pos.normalise ())
2080 max = maxfree[i];
2081 else
2082 {
2083 mapspace &ms = *pos;
2084
2085 if ((move_type & ms.move_block) == move_type)
2086 max = maxfree [i];
2087 else if (ms.flags () & P_IS_ALIVE)
2088 {
2089 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2090 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2091 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2092 return freedir [i];
2093 }
2094 }
2095 }
2096
2097 return 0;
2098 }
2099
2100 /*
2101 * distance(object 1, object 2) will return the square of the
2102 * distance between the two given objects.
2103 */
2104 int
2105 distance (const object *ob1, const object *ob2)
2106 {
2107 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2108 }
2109
2110 /*
2111 * find_dir_2(delta-x,delta-y) will return a direction in which
2112 * an object which has subtracted the x and y coordinates of another
2113 * object, needs to travel toward it.
2114 */
2115 int
2116 find_dir_2 (int x, int y)
2117 {
2118 int q;
2119
2120 if (y)
2121 q = x * 100 / y;
2122 else if (x)
2123 q = -300 * x;
2124 else
2125 return 0;
2126
2127 if (y > 0)
2128 {
2129 if (q < -242)
2130 return 3;
2131 if (q < -41)
2132 return 2;
2133 if (q < 41)
2134 return 1;
2135 if (q < 242)
2136 return 8;
2137 return 7;
2138 }
2139
2140 if (q < -242)
2141 return 7;
2142 if (q < -41)
2143 return 6;
2144 if (q < 41)
2145 return 5;
2146 if (q < 242)
2147 return 4;
2148
2149 return 3;
2150 }
2151
2152 /*
2153 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2154 * between two directions (which are expected to be absolute (see absdir())
2155 */
2156 int
2157 dirdiff (int dir1, int dir2)
2158 {
2159 int d;
2160
2161 d = abs (dir1 - dir2);
2162 if (d > 4)
2163 d = 8 - d;
2164
2165 return d;
2166 }
2167
2168 /* peterm:
2169 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2170 * Basically, this is a table of directions, and what directions
2171 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2172 * This basically means that if direction is 15, then it could either go
2173 * direction 4, 14, or 16 to get back to where we are.
2174 * Moved from spell_util.c to object.c with the other related direction
2175 * functions.
2176 */
2177 const int reduction_dir[SIZEOFFREE][3] = {
2178 {0, 0, 0}, /* 0 */
2179 {0, 0, 0}, /* 1 */
2180 {0, 0, 0}, /* 2 */
2181 {0, 0, 0}, /* 3 */
2182 {0, 0, 0}, /* 4 */
2183 {0, 0, 0}, /* 5 */
2184 {0, 0, 0}, /* 6 */
2185 {0, 0, 0}, /* 7 */
2186 {0, 0, 0}, /* 8 */
2187 {8, 1, 2}, /* 9 */
2188 {1, 2, -1}, /* 10 */
2189 {2, 10, 12}, /* 11 */
2190 {2, 3, -1}, /* 12 */
2191 {2, 3, 4}, /* 13 */
2192 {3, 4, -1}, /* 14 */
2193 {4, 14, 16}, /* 15 */
2194 {5, 4, -1}, /* 16 */
2195 {4, 5, 6}, /* 17 */
2196 {6, 5, -1}, /* 18 */
2197 {6, 20, 18}, /* 19 */
2198 {7, 6, -1}, /* 20 */
2199 {6, 7, 8}, /* 21 */
2200 {7, 8, -1}, /* 22 */
2201 {8, 22, 24}, /* 23 */
2202 {8, 1, -1}, /* 24 */
2203 {24, 9, 10}, /* 25 */
2204 {9, 10, -1}, /* 26 */
2205 {10, 11, -1}, /* 27 */
2206 {27, 11, 29}, /* 28 */
2207 {11, 12, -1}, /* 29 */
2208 {12, 13, -1}, /* 30 */
2209 {12, 13, 14}, /* 31 */
2210 {13, 14, -1}, /* 32 */
2211 {14, 15, -1}, /* 33 */
2212 {33, 15, 35}, /* 34 */
2213 {16, 15, -1}, /* 35 */
2214 {17, 16, -1}, /* 36 */
2215 {18, 17, 16}, /* 37 */
2216 {18, 17, -1}, /* 38 */
2217 {18, 19, -1}, /* 39 */
2218 {41, 19, 39}, /* 40 */
2219 {19, 20, -1}, /* 41 */
2220 {20, 21, -1}, /* 42 */
2221 {20, 21, 22}, /* 43 */
2222 {21, 22, -1}, /* 44 */
2223 {23, 22, -1}, /* 45 */
2224 {45, 47, 23}, /* 46 */
2225 {23, 24, -1}, /* 47 */
2226 {24, 9, -1}
2227 }; /* 48 */
2228
2229 /* Recursive routine to step back and see if we can
2230 * find a path to that monster that we found. If not,
2231 * we don't bother going toward it. Returns 1 if we
2232 * can see a direct way to get it
2233 * Modified to be map tile aware -.MSW
2234 */
2235 int
2236 can_see_monsterP (maptile *m, int x, int y, int dir)
2237 {
2238 sint16 dx, dy;
2239 int mflags;
2240
2241 if (dir < 0)
2242 return 0; /* exit condition: invalid direction */
2243
2244 dx = x + freearr_x[dir];
2245 dy = y + freearr_y[dir];
2246
2247 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2248
2249 /* This functional arguably was incorrect before - it was
2250 * checking for P_WALL - that was basically seeing if
2251 * we could move to the monster - this is being more
2252 * literal on if we can see it. To know if we can actually
2253 * move to the monster, we'd need the monster passed in or
2254 * at least its move type.
2255 */
2256 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2257 return 0;
2258
2259 /* yes, can see. */
2260 if (dir < 9)
2261 return 1;
2262
2263 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2264 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2265 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2266 }
2267
2268 /*
2269 * can_pick(picker, item): finds out if an object is possible to be
2270 * picked up by the picker. Returnes 1 if it can be
2271 * picked up, otherwise 0.
2272 *
2273 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2274 * core dumps if they do.
2275 *
2276 * Add a check so we can't pick up invisible objects (0.93.8)
2277 */
2278 int
2279 can_pick (const object *who, const object *item)
2280 {
2281 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2282 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2283 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2284 }
2285
2286 /*
2287 * create clone from object to another
2288 */
2289 object *
2290 object::deep_clone ()
2291 {
2292 assert (("deep_clone called on non-head object", is_head ()));
2293
2294 object *dst = clone ();
2295
2296 object *prev = dst;
2297 for (object *part = this->more; part; part = part->more)
2298 {
2299 object *tmp = part->clone ();
2300 tmp->head = dst;
2301 prev->more = tmp;
2302 prev = tmp;
2303 }
2304
2305 for (object *item = inv; item; item = item->below)
2306 insert_ob_in_ob (item->deep_clone (), dst);
2307
2308 return dst;
2309 }
2310
2311 /* This returns the first object in who's inventory that
2312 * has the same type and subtype match.
2313 * returns NULL if no match.
2314 */
2315 object *
2316 find_obj_by_type_subtype (const object *who, int type, int subtype)
2317 {
2318 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2319 if (tmp->type == type && tmp->subtype == subtype)
2320 return tmp;
2321
2322 return 0;
2323 }
2324
2325 shstr_tmp
2326 object::kv_get (shstr_tmp key) const
2327 {
2328 for (key_value *kv = key_values; kv; kv = kv->next)
2329 if (kv->key == key)
2330 return kv->value;
2331
2332 return shstr ();
2333 }
2334
2335 void
2336 object::kv_set (shstr_tmp key, shstr_tmp value)
2337 {
2338 for (key_value *kv = key_values; kv; kv = kv->next)
2339 if (kv->key == key)
2340 {
2341 kv->value = value;
2342 return;
2343 }
2344
2345 key_value *kv = new key_value;
2346
2347 kv->next = key_values;
2348 kv->key = key;
2349 kv->value = value;
2350
2351 key_values = kv;
2352 }
2353
2354 void
2355 object::kv_del (shstr_tmp key)
2356 {
2357 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2358 if ((*kvp)->key == key)
2359 {
2360 key_value *kv = *kvp;
2361 *kvp = (*kvp)->next;
2362 delete kv;
2363 return;
2364 }
2365 }
2366
2367 object::depth_iterator::depth_iterator (object *container)
2368 : iterator_base (container)
2369 {
2370 while (item->inv)
2371 item = item->inv;
2372 }
2373
2374 void
2375 object::depth_iterator::next ()
2376 {
2377 if (item->below)
2378 {
2379 item = item->below;
2380
2381 while (item->inv)
2382 item = item->inv;
2383 }
2384 else
2385 item = item->env;
2386 }
2387
2388 const char *
2389 object::flag_desc (char *desc, int len) const
2390 {
2391 char *p = desc;
2392 bool first = true;
2393
2394 *p = 0;
2395
2396 for (int i = 0; i < NUM_FLAGS; i++)
2397 {
2398 if (len <= 10) // magic constant!
2399 {
2400 snprintf (p, len, ",...");
2401 break;
2402 }
2403
2404 if (flag [i])
2405 {
2406 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2407 len -= cnt;
2408 p += cnt;
2409 first = false;
2410 }
2411 }
2412
2413 return desc;
2414 }
2415
2416 // return a suitable string describing an object in enough detail to find it
2417 const char *
2418 object::debug_desc (char *info) const
2419 {
2420 char flagdesc[512];
2421 char info2[256 * 4];
2422 char *p = info;
2423
2424 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2425 count,
2426 uuid.c_str (),
2427 &name,
2428 title ? ",title:\"" : "",
2429 title ? (const char *)title : "",
2430 title ? "\"" : "",
2431 flag_desc (flagdesc, 512), type);
2432
2433 if (!flag[FLAG_REMOVED] && env)
2434 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2435
2436 if (map)
2437 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2438
2439 return info;
2440 }
2441
2442 const char *
2443 object::debug_desc () const
2444 {
2445 static char info[3][256 * 4];
2446 static int info_idx;
2447
2448 return debug_desc (info [++info_idx % 3]);
2449 }
2450
2451 struct region *
2452 object::region () const
2453 {
2454 return map ? map->region (x, y)
2455 : region::default_region ();
2456 }
2457
2458 const materialtype_t *
2459 object::dominant_material () const
2460 {
2461 if (materialtype_t *mt = name_to_material (materialname))
2462 return mt;
2463
2464 return name_to_material (shstr_unknown);
2465 }
2466
2467 void
2468 object::open_container (object *new_container)
2469 {
2470 if (container == new_container)
2471 return;
2472
2473 object *old_container = container;
2474
2475 if (old_container)
2476 {
2477 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2478 return;
2479
2480 #if 0
2481 // remove the "Close old_container" object.
2482 if (object *closer = old_container->inv)
2483 if (closer->type == CLOSE_CON)
2484 closer->destroy ();
2485 #endif
2486
2487 // make sure the container is available
2488 esrv_send_item (this, old_container);
2489
2490 old_container->flag [FLAG_APPLIED] = false;
2491 container = 0;
2492
2493 // client needs item update to make it work, client bug requires this to be separate
2494 esrv_update_item (UPD_FLAGS, this, old_container);
2495
2496 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2497 play_sound (sound_find ("chest_close"));
2498 }
2499
2500 if (new_container)
2501 {
2502 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2503 return;
2504
2505 // TODO: this does not seem to serve any purpose anymore?
2506 #if 0
2507 // insert the "Close Container" object.
2508 if (archetype *closer = new_container->other_arch)
2509 {
2510 object *closer = arch_to_object (new_container->other_arch);
2511 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2512 new_container->insert (closer);
2513 }
2514 #endif
2515
2516 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2517
2518 // make sure the container is available, client bug requires this to be separate
2519 esrv_send_item (this, new_container);
2520
2521 new_container->flag [FLAG_APPLIED] = true;
2522 container = new_container;
2523
2524 // client needs flag change
2525 esrv_update_item (UPD_FLAGS, this, new_container);
2526 esrv_send_inventory (this, new_container);
2527 play_sound (sound_find ("chest_open"));
2528 }
2529 // else if (!old_container->env && contr && contr->ns)
2530 // contr->ns->floorbox_reset ();
2531 }
2532
2533 object *
2534 object::force_find (shstr_tmp name)
2535 {
2536 /* cycle through his inventory to look for the MARK we want to
2537 * place
2538 */
2539 for (object *tmp = inv; tmp; tmp = tmp->below)
2540 if (tmp->type == FORCE && tmp->slaying == name)
2541 return splay (tmp);
2542
2543 return 0;
2544 }
2545
2546 object *
2547 object::force_add (shstr_tmp name, int duration)
2548 {
2549 if (object *force = force_find (name))
2550 force->destroy ();
2551
2552 object *force = get_archetype (FORCE_NAME);
2553
2554 force->slaying = name;
2555 force->stats.food = 1;
2556 force->speed_left = -1.f;
2557
2558 force->set_speed (duration ? 1.f / duration : 0.f);
2559 force->flag [FLAG_IS_USED_UP] = true;
2560 force->flag [FLAG_APPLIED] = true;
2561
2562 return insert (force);
2563 }
2564
2565 void
2566 object::play_sound (faceidx sound) const
2567 {
2568 if (!sound)
2569 return;
2570
2571 if (is_on_map ())
2572 map->play_sound (sound, x, y);
2573 else if (object *pl = in_player ())
2574 pl->contr->play_sound (sound);
2575 }
2576
2577 void
2578 object::say_msg (const char *msg) const
2579 {
2580 if (is_on_map ())
2581 map->say_msg (msg, x, y);
2582 else if (object *pl = in_player ())
2583 pl->contr->play_sound (sound);
2584 }
2585
2586 void
2587 object::make_noise ()
2588 {
2589 // we do not model noise in the map, so instead put
2590 // a temporary light into the noise source
2591 // could use the map instead, but that's less reliable for our
2592 // goal, which is to make invisibility a bit harder to exploit
2593
2594 // currently only works sensibly for players
2595 if (!is_player ())
2596 return;
2597
2598 // find old force, or create new one
2599 object *force = force_find (shstr_noise_force);
2600
2601 if (force)
2602 force->speed_left = -1.f; // patch old speed up
2603 else
2604 {
2605 force = archetype::get (shstr_noise_force);
2606
2607 force->slaying = shstr_noise_force;
2608 force->stats.food = 1;
2609 force->speed_left = -1.f;
2610
2611 force->set_speed (1.f / 4.f);
2612 force->flag [FLAG_IS_USED_UP] = true;
2613 force->flag [FLAG_APPLIED] = true;
2614
2615 insert (force);
2616 }
2617 }
2618