/* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team * Copyright (©) 1992,2007 Frank Tore Johansen * * Deliantra is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * * The authors can be reached via e-mail to */ #include #include #include #include #include #include #include #include UUID UUID::cur; static uint64_t seq_next_save; static const uint64 UUID_GAP = 1<<19; uint32_t mapspace::smellcount = 10000; objectvec objects; activevec actives; short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 }; short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 }; int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 }; int freedir[SIZEOFFREE] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 }; static void write_uuid (uval64 skip, bool sync) { CALL_BEGIN (2); CALL_ARG_SV (newSVval64 (skip)); CALL_ARG_SV (boolSV (sync)); CALL_CALL ("cf::write_uuid", G_DISCARD); CALL_END; } static void read_uuid (void) { char filename[MAX_BUF]; sprintf (filename, "%s/uuid", settings.localdir); seq_next_save = 0; FILE *fp; if (!(fp = fopen (filename, "r"))) { if (errno == ENOENT) { LOG (llevInfo, "RESET uid to 1\n"); UUID::cur.seq = 0; write_uuid (UUID_GAP, true); return; } LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); _exit (1); } UUID::BUF buf; buf[0] = 0; fgets (buf, sizeof (buf), fp); if (!UUID::cur.parse (buf)) { LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf); _exit (1); } LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ()); write_uuid (UUID_GAP, true); fclose (fp); } UUID UUID::gen () { UUID uid; uid.seq = ++cur.seq; if (expect_false (cur.seq >= seq_next_save)) { seq_next_save = UUID::cur.seq + (UUID_GAP >> 1); write_uuid (UUID_GAP, false); } return uid; } void UUID::init () { read_uuid (); } /* Returns TRUE if every key_values in wants has a partner with the same value in has. */ static bool compare_ob_value_lists_one (const object *wants, const object *has) { /* n-squared behaviour (see kv_get), but I'm hoping both * objects with lists are rare, and lists stay short. If not, use a * different structure or at least keep the lists sorted... */ /* For each field in wants, */ for (key_value *kv = wants->key_values; kv; kv = kv->next) if (has->kv_get (kv->key) != kv->value) return false; /* If we get here, every field in wants has a matching field in has. */ return true; } /* Returns TRUE if ob1 has the same key_values as ob2. */ static bool compare_ob_value_lists (const object *ob1, const object *ob2) { /* However, there may be fields in has which aren't partnered in wants, * so we need to run the comparison *twice*. :( */ return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); } /* Function examines the 2 objects given to it, and returns true if * they can be merged together. * * Note that this function appears a lot longer than the macro it * replaces - this is mostly for clarity - a decent compiler should hopefully * reduce this to the same efficiency. * * Check nrof variable *before* calling can_merge() * * Improvements made with merge: Better checking on potion, and also * check weight */ bool object::can_merge_slow (object *ob1, object *ob2) { /* A couple quicksanity checks */ if (ob1 == ob2 || ob1->type != ob2->type || ob1->speed != ob2->speed || ob1->value != ob2->value || ob1->name != ob2->name) return 0; /* Do not merge objects if nrof would overflow, assume nrof * is always 0 .. 2**31-1 */ if (ob1->nrof > 0x7fffffff - ob2->nrof) return 0; /* If the objects have been identified, set the BEEN_APPLIED flag. * This is to the comparison of the flags below will be OK. We * just can't ignore the been applied or identified flags, as they * are not equal - just if it has been identified, the been_applied * flags lose any meaning. */ if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) SET_FLAG (ob1, FLAG_BEEN_APPLIED); if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) SET_FLAG (ob2, FLAG_BEEN_APPLIED); if (ob1->arch->archname != ob2->arch->archname || ob1->name != ob2->name || ob1->title != ob2->title || ob1->msg != ob2->msg || ob1->weight != ob2->weight || ob1->attacktype != ob2->attacktype || ob1->magic != ob2->magic || ob1->slaying != ob2->slaying || ob1->skill != ob2->skill || ob1->value != ob2->value || ob1->animation_id != ob2->animation_id || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other || ob1->client_type != ob2->client_type || ob1->materialname != ob2->materialname || ob1->lore != ob2->lore || ob1->subtype != ob2->subtype || ob1->move_type != ob2->move_type || ob1->move_block != ob2->move_block || ob1->move_allow != ob2->move_allow || ob1->move_on != ob2->move_on || ob1->move_off != ob2->move_off || ob1->move_slow != ob2->move_slow || ob1->move_slow_penalty != ob2->move_slow_penalty || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) return 0; if ((ob1->flag ^ ob2->flag) .reset (FLAG_INV_LOCKED) .reset (FLAG_REMOVED) .any ()) return 0; /* This is really a spellbook check - we should in general * not merge objects with real inventories, as splitting them * is hard. */ if (ob1->inv || ob2->inv) { if (!(ob1->inv && ob2->inv)) return 0; /* inventories differ in length */ if (ob1->inv->below || ob2->inv->below) return 0; /* more than one object in inv */ if (!object::can_merge (ob1->inv, ob2->inv)) return 0; /* inventory objects differ */ /* inventory ok - still need to check rest of this object to see * if it is valid. */ } /* Don't merge objects that are applied. With the new 'body' code, * it is possible for most any character to have more than one of * some items equipped, and we don't want those to merge. */ if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) return 0; /* Note sure why the following is the case - either the object has to * be animated or have a very low speed. Is this an attempted monster * check? */ if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) return 0; switch (ob1->type) { case SCROLL: if (ob1->level != ob2->level) return 0; break; } if (ob1->key_values || ob2->key_values) { /* At least one of these has key_values. */ if ((!ob1->key_values) != (!ob2->key_values)) return 0; /* One has fields, but the other one doesn't. */ if (!compare_ob_value_lists (ob1, ob2)) return 0; } if (ob1->self || ob2->self) { ob1->optimise (); ob2->optimise (); if (ob1->self || ob2->self) { int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; if (k1 != k2) return 0; if (k1 == 0) return 1; if (!cfperl_can_merge (ob1, ob2)) return 0; } } /* Everything passes, must be OK. */ return 1; } // find player who can see this object object * object::visible_to () const { if (client_visible () && !flag [FLAG_REMOVED]) { // see if we are in a container of sorts if (env) { // the player inventory itself is always visible if (env->is_player ()) return env; // else a player could have our env open object *envest = env->outer_env_or_self (); // the player itself is always on a map, so we will find him here // even if our inv is in a player. if (envest->is_on_map ()) if (object *pl = envest->ms ().player ()) if (pl->container == env) return pl; } else { // maybe there is a player standing on the same mapspace // this will catch the case where "this" is a player if (object *pl = ms ().player ()) if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) || this == pl->container) return pl; } } return 0; } // adjust weight per container type ("of holding") static sint32 weight_adjust_for (object *op, sint32 weight) { return op->type == CONTAINER ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) : weight; } /* * adjust_weight(object, weight) adds the specified weight to an object, * and also updates how much the environment(s) is/are carrying. */ static void adjust_weight (object *op, sint32 weight) { while (op) { // adjust by actual difference to account for rounding errors // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct weight = weight_adjust_for (op, op->carrying) - weight_adjust_for (op, op->carrying - weight); if (!weight) return; op->carrying += weight; if (object *pl = op->visible_to ()) if (pl != op) // player is handled lazily esrv_update_item (UPD_WEIGHT, pl, op); op = op->env; } } /* * this is a recursive function which calculates the weight * an object is carrying. It goes through op and figures out how much * containers are carrying, and sums it up. */ void object::update_weight () { sint32 sum = 0; for (object *op = inv; op; op = op->below) { if (op->inv) op->update_weight (); sum += op->total_weight (); } sum = weight_adjust_for (this, sum); if (sum != carrying) { carrying = sum; if (object *pl = visible_to ()) if (pl != this) // player is handled lazily esrv_update_item (UPD_WEIGHT, pl, this); } } /* * Used by: Server DM commands: dumpbelow, dump. Some error messages. */ char * dump_object (object *op) { if (!op) return strdup ("[NULLOBJ]"); object_freezer freezer; op->write (freezer); return freezer.as_string (); } char * object::as_string () { return dump_object (this); } /* * get_nearest_part(multi-object, object 2) returns the part of the * multi-object 1 which is closest to the second object. * If it's not a multi-object, it is returned. */ object * get_nearest_part (object *op, const object *pl) { object *tmp, *closest; int last_dist, i; if (!op->more) return op; for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp; tmp = tmp->more) if ((i = distance (tmp, pl)) < last_dist) closest = tmp, last_dist = i; return closest; } /* * Returns the object which has the count-variable equal to the argument. * VERRRY slow. */ object * find_object (tag_t i) { for_all_objects (op) if (op->count == i) return op; return 0; } /* * Returns the first object which has a name equal to the argument. * Used only by the patch command, but not all that useful. * Enables features like "patch food 999" */ object * find_object_name (const char *str) { shstr_cmp str_ (str); if (str_) for_all_objects (op) if (op->name == str_) return op; return 0; } /* * Sets the owner and sets the skill and exp pointers to owner's current * skill and experience objects. * ACTUALLY NO! investigate! TODO */ void object::set_owner (object *owner) { // allow objects which own objects if (owner) while (owner->owner) owner = owner->owner; if (flag [FLAG_FREED]) { LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); return; } this->owner = owner; } int object::slottype () const { if (type == SKILL) { if (IS_COMBAT_SKILL (subtype)) return slot_combat; if (IS_RANGED_SKILL (subtype)) return slot_ranged; } else { if (slot [body_combat].info) return slot_combat; if (slot [body_range ].info) return slot_ranged; } return slot_none; } bool object::change_weapon (object *ob) { if (current_weapon == ob) return true; if (chosen_skill) chosen_skill->flag [FLAG_APPLIED] = false; current_weapon = ob; chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill); if (chosen_skill) chosen_skill->flag [FLAG_APPLIED] = true; update_stats (); if (ob) { // now check wether any body locations became invalid, in which case // we cannot apply the weapon at the moment. for (int i = 0; i < NUM_BODY_LOCATIONS; ++i) if (slot[i].used < 0) { current_weapon = chosen_skill = 0; update_stats (); new_draw_info_format (NDI_UNIQUE, 0, this, "You try to balance all your items at once, " "but the %s is just too much for your body. " "[You need to unapply some items first - use the 'body' command to see " "how many items you cna wera on a specific body part.]", &ob->name); return false; } //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); } else ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons."); if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL) { LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s", &name, ob->debug_desc ()); return false; } return true; } /* Zero the key_values on op, decrementing the shared-string * refcounts and freeing the links. */ static void free_key_values (object *op) { for (key_value *i = op->key_values; i; ) { key_value *next = i->next; delete i; i = next; } op->key_values = 0; } /* * copy_to first frees everything allocated by the dst object, * and then copies the contents of itself into the second * object, allocating what needs to be allocated. Basically, any * data that is malloc'd needs to be re-malloc/copied. Otherwise, * if the first object is freed, the pointers in the new object * will point at garbage. */ void object::copy_to (object *dst) { dst->remove (); *(object_copy *)dst = *this; dst->flag [FLAG_REMOVED] = true; /* Copy over key_values, if any. */ if (key_values) { key_value *tail = 0; dst->key_values = 0; for (key_value *i = key_values; i; i = i->next) { key_value *new_link = new key_value; new_link->next = 0; new_link->key = i->key; new_link->value = i->value; /* Try and be clever here, too. */ if (!dst->key_values) { dst->key_values = new_link; tail = new_link; } else { tail->next = new_link; tail = new_link; } } } if (speed < 0) dst->speed_left -= rndm (); dst->activate (); } void object::instantiate () { if (!uuid.seq) // HACK uuid = UUID::gen (); speed_left = -0.1f; /* copy the body_info to the body_used - this is only really * need for monsters, but doesn't hurt to do it for everything. * by doing so, when a monster is created, it has good starting * values for the body_used info, so when items are created * for it, they can be properly equipped. */ for (int i = NUM_BODY_LOCATIONS; i--; ) slot[i].used = slot[i].info; attachable::instantiate (); } object * object::clone () { object *neu = create (); copy_to (neu); neu->map = map; // not copied by copy_to return neu; } /* * If an object with the IS_TURNABLE() flag needs to be turned due * to the closest player being on the other side, this function can * be called to update the face variable, _and_ how it looks on the map. */ void update_turn_face (object *op) { if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) return; SET_ANIMATION (op, op->direction); update_object (op, UP_OBJ_FACE); } /* * Updates the speed of an object. If the speed changes from 0 to another * value, or vice versa, then add/remove the object from the active list. * This function needs to be called whenever the speed of an object changes. */ void object::set_speed (float speed) { if (flag [FLAG_FREED] && speed) { LOG (llevError, "Object %s is freed but has speed.\n", &name); speed = 0; } this->speed = speed; if (has_active_speed ()) activate (); else deactivate (); } /* * update_object() updates the the map. * It takes into account invisible objects (and represent squares covered * by invisible objects by whatever is below them (unless it's another * invisible object, etc...) * If the object being updated is beneath a player, the look-window * of that player is updated (this might be a suboptimal way of * updating that window, though, since update_object() is called _often_) * * action is a hint of what the caller believes need to be done. * current action are: * UP_OBJ_INSERT: op was inserted * UP_OBJ_REMOVE: op was removed * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update * as that is easier than trying to look at what may have changed. * UP_OBJ_FACE: only the objects face has changed. */ void update_object (object *op, int action) { if (!op) { /* this should never happen */ LOG (llevError | logBacktrace, "update_object() called for NULL object.\n"); return; } if (!op->is_on_map ()) { /* Animation is currently handled by client, so nothing * to do in this case. */ return; } /* make sure the object is within map boundaries */ if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) { LOG (llevError, "update_object() called for object out of map!\n"); #ifdef MANY_CORES abort (); #endif return; } mapspace &m = op->ms (); if (!(m.flags_ & P_UPTODATE)) /* nop */; else if (action == UP_OBJ_INSERT) { // this is likely overkill, TODO: revisit (schmorp) if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) || (op->is_player () && !(m.flags_ & P_PLAYER)) || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) || (m.move_on | op->move_on ) != m.move_on || (m.move_off | op->move_off ) != m.move_off || (m.move_slow | op->move_slow) != m.move_slow /* This isn't perfect, but I don't expect a lot of objects to * have move_allow right now. */ || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) m.invalidate (); } /* if the object is being removed, we can't make intelligent * decisions, because remove_ob can't really pass the object * that is being removed. */ else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) m.invalidate (); else if (action == UP_OBJ_FACE) /* Nothing to do for that case */ ; else LOG (llevError, "update_object called with invalid action: %d\n", action); if (op->more) update_object (op->more, action); } object::object () { SET_FLAG (this, FLAG_REMOVED); //expmul = 1.0; declared const for the time being face = blank_face; } object::~object () { unlink (); free_key_values (this); } static int object_count; void object::link () { assert (!index);//D uuid = UUID::gen (); count = ++object_count; refcnt_inc (); objects.insert (this); } void object::unlink () { if (!index) return; objects.erase (this); refcnt_dec (); } void object::activate () { /* If already on active list, don't do anything */ if (active) return; if (has_active_speed ()) { if (flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D actives.insert (this); } } void object::activate_recursive () { activate (); for (object *op = inv; op; op = op->below) op->activate_recursive (); } /* This function removes object 'op' from the list of active * objects. * This should only be used for style maps or other such * reference maps where you don't want an object that isn't * in play chewing up cpu time getting processed. * The reverse of this is to call update_ob_speed, which * will do the right thing based on the speed of the object. */ void object::deactivate () { /* If not on the active list, nothing needs to be done */ if (!active) return; actives.erase (this); } void object::deactivate_recursive () { for (object *op = inv; op; op = op->below) op->deactivate_recursive (); deactivate (); } void object::set_flag_inv (int flag, int value) { for (object *op = inv; op; op = op->below) { op->flag [flag] = value; op->set_flag_inv (flag, value); } } /* * Remove and free all objects in the inventory of the given object. * object.c ? */ void object::destroy_inv (bool drop_to_ground) { // need to check first, because the checks below might segfault // as we might be on an invalid mapspace and crossfire code // is too buggy to ensure that the inventory is empty. // corollary: if you create arrows etc. with stuff in its inventory, // cf will crash below with off-map x and y if (!inv) return; /* Only if the space blocks everything do we not process - * if some form of movement is allowed, let objects * drop on that space. */ if (!drop_to_ground || !map || map->in_memory != MAP_ACTIVE || map->no_drop || ms ().move_block == MOVE_ALL) { while (inv) inv->destroy (); } else { /* Put objects in inventory onto this space */ while (inv) { object *op = inv; if (op->flag [FLAG_STARTEQUIP] || op->flag [FLAG_NO_DROP] || op->type == RUNE || op->type == TRAP || op->flag [FLAG_IS_A_TEMPLATE] || op->flag [FLAG_DESTROY_ON_DEATH]) op->destroy (); else map->insert (op, x, y); } } } object *object::create () { object *op = new object; op->link (); return op; } static struct freed_map : maptile { freed_map () { path = ""; name = "/internal/freed_objects_map"; width = 3; height = 3; no_drop = 1; no_reset = 1; alloc (); in_memory = MAP_ACTIVE; } ~freed_map () { destroy (); } } freed_map; // freed objects are moved here to avoid crashes void object::do_destroy () { if (flag [FLAG_IS_LINKED]) remove_link (); if (flag [FLAG_FRIENDLY]) remove_friendly_object (this); remove (); attachable::do_destroy (); deactivate (); unlink (); flag [FLAG_FREED] = 1; // hack to ensure that freed objects still have a valid map map = &freed_map; x = 1; y = 1; if (more) { more->destroy (); more = 0; } head = 0; // clear those pointers that likely might cause circular references owner = 0; enemy = 0; attacked_by = 0; current_weapon = 0; } void object::destroy () { if (destroyed ()) return; if (!is_head () && !head->destroyed ()) { LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); head->destroy (); return; } destroy_inv (false); if (is_head ()) if (sound_destroy) play_sound (sound_destroy); else if (flag [FLAG_MONSTER]) play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism attachable::destroy (); } /* op->remove (): * This function removes the object op from the linked list of objects * which it is currently tied to. When this function is done, the * object will have no environment. If the object previously had an * environment, the x and y coordinates will be updated to * the previous environment. */ void object::do_remove () { object *tmp, *last = 0; object *otmp; if (flag [FLAG_REMOVED]) return; INVOKE_OBJECT (REMOVE, this); flag [FLAG_REMOVED] = true; if (more) more->remove (); /* * In this case, the object to be removed is in someones * inventory. */ if (env) { flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed if (object *pl = visible_to ()) esrv_del_item (pl->contr, count); flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed adjust_weight (env, -total_weight ()); object *pl = in_player (); /* we set up values so that it could be inserted into * the map, but we don't actually do that - it is up * to the caller to decide what we want to do. */ map = env->map; x = env->x; y = env->y; // make sure cmov optimisation is applicable *(above ? &above->below : &env->inv) = below; *(below ? &below->above : &above ) = above; // &above is just a dummy above = 0; below = 0; env = 0; /* NO_FIX_PLAYER is set when a great many changes are being * made to players inventory. If set, avoiding the call * to save cpu time. */ if (pl) if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER))) { pl->update_stats (); if (glow_radius && pl->is_on_map ()) update_all_los (pl->map, pl->x, pl->y); } } else if (map) { map->dirty = true; mapspace &ms = this->ms (); if (object *pl = ms.player ()) { if (is_player ()) { if (!flag [FLAG_WIZPASS]) ms.smell = ++mapspace::smellcount; // remember the smell of the player // leaving a spot always closes any open container on the ground if (container && !container->env) // this causes spurious floorbox updates, but it ensures // that the CLOSE event is being sent. close_container (); --map->players; map->touch (); } else if (pl->container == this) { // removing a container should close it close_container (); } esrv_del_item (pl->contr, count); } /* link the object above us */ // re-link, make sure compiler can easily use cmove *(above ? &above->below : &ms.top) = below; *(below ? &below->above : &ms.bot) = above; above = 0; below = 0; ms.invalidate (); if (map->in_memory == MAP_SAVING) return; int check_walk_off = !flag [FLAG_NO_APPLY]; if (object *pl = ms.player ()) { if (pl->container == this) /* If a container that the player is currently using somehow gets * removed (most likely destroyed), update the player view * appropriately. */ pl->close_container (); //TODO: the floorbox prev/next might need updating //esrv_del_item (pl->contr, count); //TODO: update floorbox to preserve ordering if (pl->contr->ns) pl->contr->ns->floorbox_update (); } for (tmp = ms.bot; tmp; tmp = tmp->above) { /* No point updating the players look faces if he is the object * being removed. */ /* See if object moving off should effect something */ if (check_walk_off && ((move_type & tmp->move_off) && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) { move_apply (tmp, this, 0); if (destroyed ()) LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); } last = tmp; } if (affects_los ()) update_all_los (map, x, y); } } /* * merge_ob(op,top): * * This function goes through all objects below and including top, and * merges op to the first matching object. * If top is NULL, it is calculated. * Returns pointer to object if it succeded in the merge, otherwise NULL */ object * merge_ob (object *op, object *top) { if (!op->nrof) return 0; if (!top) for (top = op; top && top->above; top = top->above) ; for (; top; top = top->below) if (object::can_merge (op, top)) { top->nrof += op->nrof; if (object *pl = top->visible_to ()) esrv_update_item (UPD_NROF, pl, top); op->weight = 0; // cancel the addition above op->carrying = 0; // must be 0 already op->destroy (); return top; } return 0; } void object::expand_tail () { if (more) return; object *prev = this; for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) { object *op = arch_to_object (at); op->name = name; op->name_pl = name_pl; op->title = title; op->head = this; prev->more = op; prev = op; } } /* * same as insert_ob_in_map except it handles separate coordinates and does a clean * job preparing multi-part monsters. */ object * insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) { op->remove (); for (object *tmp = op->head_ (); tmp; tmp = tmp->more) { tmp->x = x + tmp->arch->x; tmp->y = y + tmp->arch->y; } return insert_ob_in_map (op, m, originator, flag); } /* * insert_ob_in_map (op, map, originator, flag): * This function inserts the object in the two-way linked list * which represents what is on a map. * The second argument specifies the map, and the x and y variables * in the object about to be inserted specifies the position. * * originator: Player, monster or other object that caused 'op' to be inserted * into 'map'. May be NULL. * * flag is a bitmask about special things to do (or not do) when this * function is called. see the object.h file for the INS_ values. * Passing 0 for flag gives proper default values, so flag really only needs * to be set if special handling is needed. * * Return value: * new object if 'op' was merged with other object * NULL if 'op' was destroyed * just 'op' otherwise */ object * insert_ob_in_map (object *op, maptile *m, object *originator, int flag) { op->remove (); if (m == &freed_map)//D TODO: remove soon {//D LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D }//D /* Ideally, the caller figures this out. However, it complicates a lot * of areas of callers (eg, anything that uses find_free_spot would now * need extra work */ maptile *newmap = m; if (!xy_normalise (newmap, op->x, op->y)) { op->head_ ()->destroy ();// remove head_ once all tail object destroyers found return 0; } if (object *more = op->more) if (!insert_ob_in_map (more, m, originator, flag)) return 0; op->flag [FLAG_REMOVED] = false; op->env = 0; op->map = newmap; mapspace &ms = op->ms (); /* this has to be done after we translate the coordinates. */ if (op->nrof && !(flag & INS_NO_MERGE)) for (object *tmp = ms.bot; tmp; tmp = tmp->above) if (object::can_merge (op, tmp)) { // TODO: we actually want to update tmp, not op, // but some caller surely breaks when we return tmp // from here :/ op->nrof += tmp->nrof; tmp->destroy (); } CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ CLEAR_FLAG (op, FLAG_INV_LOCKED); if (!QUERY_FLAG (op, FLAG_ALIVE)) CLEAR_FLAG (op, FLAG_NO_STEAL); if (flag & INS_BELOW_ORIGINATOR) { if (originator->map != op->map || originator->x != op->x || originator->y != op->y) { LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); abort (); } if (!originator->is_on_map ()) { LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", op->debug_desc (), originator->debug_desc ()); abort (); } op->above = originator; op->below = originator->below; originator->below = op; *(op->below ? &op->below->above : &ms.bot) = op; } else { object *floor = 0; object *top = ms.top; /* If there are other objects, then */ if (top) { /* * If there are multiple objects on this space, we do some trickier handling. * We've already dealt with merging if appropriate. * Generally, we want to put the new object on top. But if * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last * floor, we want to insert above that and no further. * Also, if there are spell objects on this space, we stop processing * once we get to them. This reduces the need to traverse over all of * them when adding another one - this saves quite a bit of cpu time * when lots of spells are cast in one area. Currently, it is presumed * that flying non pickable objects are spell objects. */ for (object *tmp = ms.bot; tmp; tmp = tmp->above) { if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) floor = tmp; if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { /* We insert above top, so we want this object below this */ top = tmp->below; break; } top = tmp; } /* We let update_position deal with figuring out what the space * looks like instead of lots of conditions here. * makes things faster, and effectively the same result. */ /* Have object 'fall below' other objects that block view. * Unless those objects are exits. * If INS_ON_TOP is used, don't do this processing * Need to find the object that in fact blocks view, otherwise * stacking is a bit odd. */ if (!(flag & INS_ON_TOP) && ms.flags () & P_BLOCKSVIEW && (op->face && !faces [op->face].visibility)) { object *last; for (last = top; last != floor; last = last->below) if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) break; /* Check to see if we found the object that blocks view, * and make sure we have a below pointer for it so that * we can get inserted below this one, which requires we * set top to the object below us. */ if (last && last->below && last != floor) top = last->below; } } /* If objects on this space */ if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; // insert object above top, or bottom-most if top = 0 if (!top) { op->below = 0; op->above = ms.bot; ms.bot = op; *(op->above ? &op->above->below : &ms.top) = op; } else { op->above = top->above; top->above = op; op->below = top; *(op->above ? &op->above->below : &ms.top) = op; } } if (op->is_player ()) { op->contr->do_los = 1; ++op->map->players; op->map->touch (); } op->map->dirty = true; if (object *pl = ms.player ()) //TODO: the floorbox prev/next might need updating //esrv_send_item (pl, op); //TODO: update floorbox to preserve ordering if (pl->contr->ns) pl->contr->ns->floorbox_update (); /* If this object glows, it may affect lighting conditions that are * visible to others on this map. But update_all_los is really * an inefficient way to do this, as it means los for all players * on the map will get recalculated. The players could very well * be far away from this change and not affected in any way - * this should get redone to only look for players within range, * or just updating the P_UPTODATE for spaces within this area * of effect may be sufficient. */ if (op->affects_los ()) { op->ms ().invalidate (); update_all_los (op->map, op->x, op->y); } /* updates flags (blocked, alive, no magic, etc) for this map space */ update_object (op, UP_OBJ_INSERT); INVOKE_OBJECT (INSERT, op); /* Don't know if moving this to the end will break anything. However, * we want to have floorbox_update called before calling this. * * check_move_on() must be after this because code called from * check_move_on() depends on correct map flags (so functions like * blocked() and wall() work properly), and these flags are updated by * update_object(). */ /* if this is not the head or flag has been passed, don't check walk on status */ if (!(flag & INS_NO_WALK_ON) && op->is_head ()) { if (check_move_on (op, originator)) return 0; /* If we are a multi part object, lets work our way through the check * walk on's. */ for (object *tmp = op->more; tmp; tmp = tmp->more) if (check_move_on (tmp, originator)) return 0; } return op; } /* this function inserts an object in the map, but if it * finds an object of its own type, it'll remove that one first. * op is the object to insert it under: supplies x and the map. */ void replace_insert_ob_in_map (shstr_tmp archname, object *op) { /* first search for itself and remove any old instances */ for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) if (tmp->arch->archname == archname) /* same archetype */ tmp->destroy (); object *tmp = arch_to_object (archetype::find (archname)); tmp->x = op->x; tmp->y = op->y; insert_ob_in_map (tmp, op->map, op, 0); } object * object::insert_at (object *where, object *originator, int flags) { if (where->env) return where->env->insert (this); else return where->map->insert (this, where->x, where->y, originator, flags); } /* * decrease(object, number) decreases a specified number from * the amount of an object. If the amount reaches 0, the object * is subsequently removed and freed. * * Return value: 'op' if something is left, NULL if the amount reached 0 */ bool object::decrease (sint32 nr) { if (!nr) return true; nr = min (nr, nrof); if (nrof > nr) { nrof -= nr; adjust_weight (env, -weight * max (1, nr)); // carrying == 0 if (object *pl = visible_to ()) esrv_update_item (UPD_NROF, pl, this); return true; } else { destroy (); return false; } } /* * split(ob,nr) splits up ob into two parts. The part which * is returned contains nr objects, and the remaining parts contains * the rest (or is removed and returned if that number is 0). * On failure, NULL is returned. */ object * object::split (sint32 nr) { int have = number_of (); if (have < nr) return 0; else if (have == nr) { remove (); return this; } else { decrease (nr); object *op = deep_clone (); op->nrof = nr; return op; } } object * insert_ob_in_ob (object *op, object *where) { if (!where) { char *dump = dump_object (op); LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); free (dump); return op; } if (where->head_ () != where) { LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n"); where = where->head; } return where->insert (op); } /* * env->insert (op) * This function inserts the object op in the linked list * inside the object environment. * * The function returns now pointer to inserted item, and return value can * be != op, if items are merged. -Tero */ object * object::insert (object *op) { if (op->more) { LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); return op; } op->remove (); op->flag [FLAG_OBJ_ORIGINAL] = 0; if (op->nrof) for (object *tmp = inv; tmp; tmp = tmp->below) if (object::can_merge (tmp, op)) { /* return the original object and remove inserted object (client needs the original object) */ tmp->nrof += op->nrof; if (object *pl = tmp->visible_to ()) esrv_update_item (UPD_NROF, pl, tmp); adjust_weight (this, op->total_weight ()); op->destroy (); op = tmp; goto inserted; } op->owner = 0; // it's his/hers now. period. op->map = 0; op->x = 0; op->y = 0; op->above = 0; op->below = inv; op->env = this; if (inv) inv->above = op; inv = op; op->flag [FLAG_REMOVED] = 0; if (object *pl = op->visible_to ()) esrv_send_item (pl, op); adjust_weight (this, op->total_weight ()); inserted: /* reset the light list and los of the players on the map */ if (op->glow_radius && is_on_map ()) { update_stats (); update_all_los (map, x, y); } else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) // if this is a player's inventory, update stats update_stats (); INVOKE_OBJECT (INSERT, this); return op; } /* * Checks if any objects has a move_type that matches objects * that effect this object on this space. Call apply() to process * these events. * * Any speed-modification due to SLOW_MOVE() of other present objects * will affect the speed_left of the object. * * originator: Player, monster or other object that caused 'op' to be inserted * into 'map'. May be NULL. * * Return value: 1 if 'op' was destroyed, 0 otherwise. * * 4-21-95 added code to check if appropriate skill was readied - this will * permit faster movement by the player through this terrain. -b.t. * * MSW 2001-07-08: Check all objects on space, not just those below * object being inserted. insert_ob_in_map may not put new objects * on top. */ int check_move_on (object *op, object *originator) { if (QUERY_FLAG (op, FLAG_NO_APPLY)) return 0; object *tmp; maptile *m = op->map; int x = op->x, y = op->y; mapspace &ms = m->at (x, y); ms.update (); MoveType move_on = ms.move_on; MoveType move_slow = ms.move_slow; MoveType move_block = ms.move_block; /* if nothing on this space will slow op down or be applied, * no need to do checking below. have to make sure move_type * is set, as lots of objects don't have it set - we treat that * as walking. */ if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) return 0; /* This is basically inverse logic of that below - basically, * if the object can avoid the move on or slow move, they do so, * but can't do it if the alternate movement they are using is * blocked. Logic on this seems confusing, but does seem correct. */ if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) return 0; /* The objects have to be checked from top to bottom. * Hence, we first go to the top: */ for (object *next, *tmp = ms.top; tmp; tmp = next) { next = tmp->below; if (tmp == op) continue; /* Can't apply yourself */ /* Check to see if one of the movement types should be slowed down. * Second check makes sure that the movement types not being slowed * (~slow_move) is not blocked on this space - just because the * space doesn't slow down swimming (for example), if you can't actually * swim on that space, can't use it to avoid the penalty. */ if (!QUERY_FLAG (op, FLAG_WIZPASS)) { if ((!op->move_type && tmp->move_slow & MOVE_WALK) || ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { float diff = tmp->move_slow_penalty * fabs (op->speed); if (op->is_player ()) if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) || (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN))) diff /= 4.0; op->speed_left -= diff; } } /* Basically same logic as above, except now for actual apply. */ if ((!op->move_type && tmp->move_on & MOVE_WALK) || ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) { move_apply (tmp, op, originator); if (op->destroyed ()) return 1; /* what the person/creature stepped onto has moved the object * someplace new. Don't process any further - if we did, * have a feeling strange problems would result. */ if (op->map != m || op->x != x || op->y != y) return 0; } } return 0; } /* * present_arch(arch, map, x, y) searches for any objects with * a matching archetype at the given map and coordinates. * The first matching object is returned, or NULL if none. */ object * present_arch (const archetype *at, maptile *m, int x, int y) { if (!m || out_of_map (m, x, y)) { LOG (llevError, "Present_arch called outside map.\n"); return NULL; } for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) if (tmp->arch->archname == at->archname) return tmp; return NULL; } /* * present(type, map, x, y) searches for any objects with * a matching type variable at the given map and coordinates. * The first matching object is returned, or NULL if none. */ object * present (unsigned char type, maptile *m, int x, int y) { if (out_of_map (m, x, y)) { LOG (llevError, "Present called outside map.\n"); return NULL; } for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) if (tmp->type == type) return tmp; return NULL; } /* * present_in_ob(type, object) searches for any objects with * a matching type variable in the inventory of the given object. * The first matching object is returned, or NULL if none. */ object * present_in_ob (unsigned char type, const object *op) { for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) if (tmp->type == type) return tmp; return NULL; } /* * present_in_ob (type, str, object) searches for any objects with * a matching type & name variable in the inventory of the given object. * The first matching object is returned, or NULL if none. * This is mostly used by spell effect code, so that we only * have one spell effect at a time. * type can be used to narrow the search - if type is set, * the type must also match. -1 can be passed for the type, * in which case the type does not need to pass. * str is the string to match against. Note that we match against * the object name, not the archetype name. this is so that the * spell code can use one object type (force), but change it's name * to be unique. */ object * present_in_ob_by_name (int type, const char *str, const object *op) { for (object *tmp = op->inv; tmp; tmp = tmp->below) if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) return tmp; return 0; } /* * present_arch_in_ob(archetype, object) searches for any objects with * a matching archetype in the inventory of the given object. * The first matching object is returned, or NULL if none. */ object * present_arch_in_ob (const archetype *at, const object *op) { for (object *tmp = op->inv; tmp; tmp = tmp->below) if (tmp->arch->archname == at->archname) return tmp; return NULL; } /* * activate recursively a flag on an object inventory */ void flag_inv (object *op, int flag) { for (object *tmp = op->inv; tmp; tmp = tmp->below) { SET_FLAG (tmp, flag); flag_inv (tmp, flag); } } /* * deactivate recursively a flag on an object inventory */ void unflag_inv (object *op, int flag) { for (object *tmp = op->inv; tmp; tmp = tmp->below) { CLEAR_FLAG (tmp, flag); unflag_inv (tmp, flag); } } /* * find_free_spot(object, map, x, y, start, stop) will search for * a spot at the given map and coordinates which will be able to contain * the given object. start and stop specifies how many squares * to search (see the freearr_x/y[] definition). * It returns a random choice among the alternatives found. * start and stop are where to start relative to the free_arr array (1,9 * does all 4 immediate directions). This returns the index into the * array of the free spot, -1 if no spot available (dir 0 = x,y) * Note: This function does correctly handle tiled maps, but does not * inform the caller. However, insert_ob_in_map will update as * necessary, so the caller shouldn't need to do any special work. * Note - updated to take an object instead of archetype - this is necessary * because arch_blocked (now ob_blocked) needs to know the movement type * to know if the space in question will block the object. We can't use * the archetype because that isn't correct if the monster has been * customized, changed states, etc. */ int find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) { int altern[SIZEOFFREE]; int index = 0, flag; for (int i = start; i < stop; i++) { mapxy pos (m, x, y); pos.move (i); if (!pos.normalise ()) continue; mapspace &ms = *pos; if (ms.flags () & P_IS_ALIVE) continue; /* However, often * ob doesn't have any move type (when used to place exits) * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. */ if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL) { altern [index++] = i; continue; } /* Basically, if we find a wall on a space, we cut down the search size. * In this way, we won't return spaces that are on another side of a wall. * This mostly work, but it cuts down the search size in all directions - * if the space being examined only has a wall to the north and empty * spaces in all the other directions, this will reduce the search space * to only the spaces immediately surrounding the target area, and * won't look 2 spaces south of the target space. */ if (ms.move_block == MOVE_ALL && maxfree[i] < stop) { stop = maxfree[i]; continue; } /* Note it is intentional that we check ob - the movement type of the * head of the object should correspond for the entire object. */ if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) continue; if (ob->blocked (pos.m, pos.x, pos.y)) continue; altern [index++] = i; } if (!index) return -1; return altern [rndm (index)]; } /* * find_first_free_spot(archetype, maptile, x, y) works like * find_free_spot(), but it will search max number of squares. * But it will return the first available spot, not a random choice. * Changed 0.93.2: Have it return -1 if there is no free spot available. */ int find_first_free_spot (const object *ob, maptile *m, int x, int y) { for (int i = 0; i < SIZEOFFREE; i++) if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i])) return i; return -1; } /* * The function permute(arr, begin, end) randomly reorders the array * arr[begin..end-1]. * now uses a fisher-yates shuffle, old permute was broken */ static void permute (int *arr, int begin, int end) { arr += begin; end -= begin; while (--end) swap (arr [end], arr [rndm (end + 1)]); } /* new function to make monster searching more efficient, and effective! * This basically returns a randomized array (in the passed pointer) of * the spaces to find monsters. In this way, it won't always look for * monsters to the north first. However, the size of the array passed * covers all the spaces, so within that size, all the spaces within * the 3x3 area will be searched, just not in a predictable order. */ void get_search_arr (int *search_arr) { int i; for (i = 0; i < SIZEOFFREE; i++) search_arr[i] = i; permute (search_arr, 1, SIZEOFFREE1 + 1); permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); } /* * find_dir(map, x, y, exclude) will search some close squares in the * given map at the given coordinates for live objects. * It will not considered the object given as exclude among possible * live objects. * It returns the direction toward the first/closest live object if finds * any, otherwise 0. * Perhaps incorrectly, but I'm making the assumption that exclude * is actually want is going to try and move there. We need this info * because we have to know what movement the thing looking to move * there is capable of. */ int find_dir (maptile *m, int x, int y, object *exclude) { int max = SIZEOFFREE, mflags; MoveType move_type; if (exclude && exclude->head_ () != exclude) { exclude = exclude->head; move_type = exclude->move_type; } else { /* If we don't have anything, presume it can use all movement types. */ move_type = MOVE_ALL; } for (int i = 1; i < max; i++) { mapxy pos (m, x, y); pos.move (i); if (!pos.normalise ()) max = maxfree[i]; else { mapspace &ms = *pos; if ((move_type & ms.move_block) == move_type) max = maxfree [i]; else if (ms.flags () & P_IS_ALIVE) { for (object *tmp = ms.bot; tmp; tmp = tmp->above) if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ()) && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) return freedir [i]; } } } return 0; } /* * distance(object 1, object 2) will return the square of the * distance between the two given objects. */ int distance (const object *ob1, const object *ob2) { return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); } /* * find_dir_2(delta-x,delta-y) will return a direction in which * an object which has subtracted the x and y coordinates of another * object, needs to travel toward it. */ int find_dir_2 (int x, int y) { int q; if (y) q = x * 100 / y; else if (x) q = -300 * x; else return 0; if (y > 0) { if (q < -242) return 3; if (q < -41) return 2; if (q < 41) return 1; if (q < 242) return 8; return 7; } if (q < -242) return 7; if (q < -41) return 6; if (q < 41) return 5; if (q < 242) return 4; return 3; } /* * dirdiff(dir1, dir2) returns how many 45-degrees differences there is * between two directions (which are expected to be absolute (see absdir()) */ int dirdiff (int dir1, int dir2) { int d; d = abs (dir1 - dir2); if (d > 4) d = 8 - d; return d; } /* peterm: * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. * Basically, this is a table of directions, and what directions * one could go to go back to us. Eg, entry 15 below is 4, 14, 16. * This basically means that if direction is 15, then it could either go * direction 4, 14, or 16 to get back to where we are. * Moved from spell_util.c to object.c with the other related direction * functions. */ const int reduction_dir[SIZEOFFREE][3] = { {0, 0, 0}, /* 0 */ {0, 0, 0}, /* 1 */ {0, 0, 0}, /* 2 */ {0, 0, 0}, /* 3 */ {0, 0, 0}, /* 4 */ {0, 0, 0}, /* 5 */ {0, 0, 0}, /* 6 */ {0, 0, 0}, /* 7 */ {0, 0, 0}, /* 8 */ {8, 1, 2}, /* 9 */ {1, 2, -1}, /* 10 */ {2, 10, 12}, /* 11 */ {2, 3, -1}, /* 12 */ {2, 3, 4}, /* 13 */ {3, 4, -1}, /* 14 */ {4, 14, 16}, /* 15 */ {5, 4, -1}, /* 16 */ {4, 5, 6}, /* 17 */ {6, 5, -1}, /* 18 */ {6, 20, 18}, /* 19 */ {7, 6, -1}, /* 20 */ {6, 7, 8}, /* 21 */ {7, 8, -1}, /* 22 */ {8, 22, 24}, /* 23 */ {8, 1, -1}, /* 24 */ {24, 9, 10}, /* 25 */ {9, 10, -1}, /* 26 */ {10, 11, -1}, /* 27 */ {27, 11, 29}, /* 28 */ {11, 12, -1}, /* 29 */ {12, 13, -1}, /* 30 */ {12, 13, 14}, /* 31 */ {13, 14, -1}, /* 32 */ {14, 15, -1}, /* 33 */ {33, 15, 35}, /* 34 */ {16, 15, -1}, /* 35 */ {17, 16, -1}, /* 36 */ {18, 17, 16}, /* 37 */ {18, 17, -1}, /* 38 */ {18, 19, -1}, /* 39 */ {41, 19, 39}, /* 40 */ {19, 20, -1}, /* 41 */ {20, 21, -1}, /* 42 */ {20, 21, 22}, /* 43 */ {21, 22, -1}, /* 44 */ {23, 22, -1}, /* 45 */ {45, 47, 23}, /* 46 */ {23, 24, -1}, /* 47 */ {24, 9, -1} }; /* 48 */ /* Recursive routine to step back and see if we can * find a path to that monster that we found. If not, * we don't bother going toward it. Returns 1 if we * can see a direct way to get it * Modified to be map tile aware -.MSW */ int can_see_monsterP (maptile *m, int x, int y, int dir) { sint16 dx, dy; int mflags; if (dir < 0) return 0; /* exit condition: invalid direction */ dx = x + freearr_x[dir]; dy = y + freearr_y[dir]; mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); /* This functional arguably was incorrect before - it was * checking for P_WALL - that was basically seeing if * we could move to the monster - this is being more * literal on if we can see it. To know if we can actually * move to the monster, we'd need the monster passed in or * at least its move type. */ if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; /* yes, can see. */ if (dir < 9) return 1; return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); } /* * can_pick(picker, item): finds out if an object is possible to be * picked up by the picker. Returnes 1 if it can be * picked up, otherwise 0. * * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause * core dumps if they do. * * Add a check so we can't pick up invisible objects (0.93.8) */ int can_pick (const object *who, const object *item) { return /*QUERY_FLAG(who,FLAG_WIZ)|| */ (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); } /* * create clone from object to another */ object * object::deep_clone () { assert (("deep_clone called on non-head object", is_head ())); object *dst = clone (); object *prev = dst; for (object *part = this->more; part; part = part->more) { object *tmp = part->clone (); tmp->head = dst; prev->more = tmp; prev = tmp; } for (object *item = inv; item; item = item->below) insert_ob_in_ob (item->deep_clone (), dst); return dst; } /* This returns the first object in who's inventory that * has the same type and subtype match. * returns NULL if no match. */ object * find_obj_by_type_subtype (const object *who, int type, int subtype) { for (object *tmp = who->inv; tmp; tmp = tmp->below) if (tmp->type == type && tmp->subtype == subtype) return tmp; return 0; } shstr_tmp object::kv_get (shstr_tmp key) const { for (key_value *kv = key_values; kv; kv = kv->next) if (kv->key == key) return kv->value; return shstr (); } void object::kv_set (shstr_tmp key, shstr_tmp value) { for (key_value *kv = key_values; kv; kv = kv->next) if (kv->key == key) { kv->value = value; return; } key_value *kv = new key_value; kv->next = key_values; kv->key = key; kv->value = value; key_values = kv; } void object::kv_del (shstr_tmp key) { for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) if ((*kvp)->key == key) { key_value *kv = *kvp; *kvp = (*kvp)->next; delete kv; return; } } object::depth_iterator::depth_iterator (object *container) : iterator_base (container) { while (item->inv) item = item->inv; } void object::depth_iterator::next () { if (item->below) { item = item->below; while (item->inv) item = item->inv; } else item = item->env; } const char * object::flag_desc (char *desc, int len) const { char *p = desc; bool first = true; *p = 0; for (int i = 0; i < NUM_FLAGS; i++) { if (len <= 10) // magic constant! { snprintf (p, len, ",..."); break; } if (flag [i]) { int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); len -= cnt; p += cnt; first = false; } } return desc; } // return a suitable string describing an object in enough detail to find it const char * object::debug_desc (char *info) const { char flagdesc[512]; char info2[256 * 4]; char *p = info; p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}", count, uuid.c_str (), &name, title ? ",title:\"" : "", title ? (const char *)title : "", title ? "\"" : "", flag_desc (flagdesc, 512), type); if (!flag[FLAG_REMOVED] && env) p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); if (map) p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); return info; } const char * object::debug_desc () const { static char info[3][256 * 4]; static int info_idx; return debug_desc (info [++info_idx % 3]); } struct region * object::region () const { return map ? map->region (x, y) : region::default_region (); } const materialtype_t * object::dominant_material () const { if (materialtype_t *mt = name_to_material (materialname)) return mt; return name_to_material (shstr_unknown); } void object::open_container (object *new_container) { if (container == new_container) return; object *old_container = container; if (old_container) { if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) return; #if 0 // remove the "Close old_container" object. if (object *closer = old_container->inv) if (closer->type == CLOSE_CON) closer->destroy (); #endif // make sure the container is available esrv_send_item (this, old_container); old_container->flag [FLAG_APPLIED] = false; container = 0; // client needs item update to make it work, client bug requires this to be separate esrv_update_item (UPD_FLAGS, this, old_container); new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ()); play_sound (sound_find ("chest_close")); } if (new_container) { if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) return; // TODO: this does not seem to serve any purpose anymore? #if 0 // insert the "Close Container" object. if (archetype *closer = new_container->other_arch) { object *closer = arch_to_object (new_container->other_arch); closer->flag [FLAG_NO_MAP_SAVE] = 1; new_container->insert (closer); } #endif new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ()); // make sure the container is available, client bug requires this to be separate esrv_send_item (this, new_container); new_container->flag [FLAG_APPLIED] = true; container = new_container; // client needs flag change esrv_update_item (UPD_FLAGS, this, new_container); esrv_send_inventory (this, new_container); play_sound (sound_find ("chest_open")); } // else if (!old_container->env && contr && contr->ns) // contr->ns->floorbox_reset (); } object * object::force_find (shstr_tmp name) { /* cycle through his inventory to look for the MARK we want to * place */ for (object *tmp = inv; tmp; tmp = tmp->below) if (tmp->type == FORCE && tmp->slaying == name) return splay (tmp); return 0; } void object::force_set_timer (int duration) { this->duration = 1; this->speed_left = -1.f; this->set_speed (duration ? 1.f / duration : 0.f); } object * object::force_add (shstr_tmp name, int duration) { if (object *force = force_find (name)) force->destroy (); object *force = get_archetype (FORCE_NAME); force->slaying = name; force->force_set_timer (duration); force->flag [FLAG_APPLIED] = true; return insert (force); } void object::play_sound (faceidx sound) const { if (!sound) return; if (is_on_map ()) map->play_sound (sound, x, y); else if (object *pl = in_player ()) pl->contr->play_sound (sound); } void object::say_msg (const char *msg) const { if (is_on_map ()) map->say_msg (msg, x, y); else if (object *pl = in_player ()) pl->contr->play_sound (sound); } void object::make_noise () { // we do not model noise in the map, so instead put // a temporary light into the noise source // could use the map instead, but that's less reliable for our // goal, which is to make invisibility a bit harder to exploit // currently only works sensibly for players if (!is_player ()) return; // find old force, or create new one object *force = force_find (shstr_noise_force); if (force) force->speed_left = -1.f; // patch old speed up else { force = archetype::get (shstr_noise_force); force->slaying = shstr_noise_force; force->stats.food = 1; force->speed_left = -1.f; force->set_speed (1.f / 4.f); force->flag [FLAG_IS_USED_UP] = true; force->flag [FLAG_APPLIED] = true; insert (force); } }