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Revision: 1.292
Committed: Mon Oct 19 21:48:49 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.291: +5 -5 lines
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <global.h>
26 #include <stdio.h>
27 #include <sys/types.h>
28 #include <sys/uio.h>
29 #include <object.h>
30 #include <sproto.h>
31 #include <loader.h>
32
33 #include <bitset>
34
35 UUID UUID::cur;
36 static uint64_t seq_next_save;
37 static const uint64 UUID_GAP = 1<<19;
38 uint32_t mapspace::smellcount = 10000;
39
40 objectvec objects;
41 activevec actives;
42
43 short freearr_x[SIZEOFFREE] = {
44 0,
45 0, 1, 1, 1, 0, -1, -1, -1,
46 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
48 };
49 short freearr_y[SIZEOFFREE] = {
50 0,
51 -1, -1, 0, 1, 1, 1, 0, -1,
52 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
53 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
54 };
55 int maxfree[SIZEOFFREE] = {
56 0,
57 9, 10, 13, 14, 17, 18, 21, 22,
58 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
59 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
60 };
61 int freedir[SIZEOFFREE] = {
62 0,
63 1, 2, 3, 4, 5, 6, 7, 8,
64 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
65 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
66 };
67
68 static void
69 write_uuid (uval64 skip, bool sync)
70 {
71 CALL_BEGIN (2);
72 CALL_ARG_SV (newSVval64 (skip));
73 CALL_ARG_SV (boolSV (sync));
74 CALL_CALL ("cf::write_uuid", G_DISCARD);
75 CALL_END;
76 }
77
78 static void
79 read_uuid (void)
80 {
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 seq_next_save = 0;
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 UUID::cur.seq = 0;
95 write_uuid (UUID_GAP, true);
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 UUID::BUF buf;
104 buf[0] = 0;
105 fgets (buf, sizeof (buf), fp);
106
107 if (!UUID::cur.parse (buf))
108 {
109 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
110 _exit (1);
111 }
112
113 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
114
115 write_uuid (UUID_GAP, true);
116 fclose (fp);
117 }
118
119 UUID
120 UUID::gen ()
121 {
122 UUID uid;
123
124 uid.seq = ++cur.seq;
125
126 if (expect_false (cur.seq >= seq_next_save))
127 {
128 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
129 write_uuid (UUID_GAP, false);
130 }
131
132
133 return uid;
134 }
135
136 void
137 UUID::init ()
138 {
139 read_uuid ();
140 }
141
142 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
143 static bool
144 compare_ob_value_lists_one (const object *wants, const object *has)
145 {
146 /* n-squared behaviour (see kv_get), but I'm hoping both
147 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted...
149 */
150
151 /* For each field in wants, */
152 for (key_value *kv = wants->key_values; kv; kv = kv->next)
153 if (has->kv_get (kv->key) != kv->value)
154 return false;
155
156 /* If we get here, every field in wants has a matching field in has. */
157 return true;
158 }
159
160 /* Returns TRUE if ob1 has the same key_values as ob2. */
161 static bool
162 compare_ob_value_lists (const object *ob1, const object *ob2)
163 {
164 /* However, there may be fields in has which aren't partnered in wants,
165 * so we need to run the comparison *twice*. :(
166 */
167 return compare_ob_value_lists_one (ob1, ob2)
168 && compare_ob_value_lists_one (ob2, ob1);
169 }
170
171 /* Function examines the 2 objects given to it, and returns true if
172 * they can be merged together.
173 *
174 * Note that this function appears a lot longer than the macro it
175 * replaces - this is mostly for clarity - a decent compiler should hopefully
176 * reduce this to the same efficiency.
177 *
178 * Check nrof variable *before* calling can_merge()
179 *
180 * Improvements made with merge: Better checking on potion, and also
181 * check weight
182 */
183 bool object::can_merge_slow (object *ob1, object *ob2)
184 {
185 /* A couple quicksanity checks */
186 if (ob1 == ob2
187 || ob1->type != ob2->type
188 || ob1->speed != ob2->speed
189 || ob1->value != ob2->value
190 || ob1->name != ob2->name)
191 return 0;
192
193 /* Do not merge objects if nrof would overflow, assume nrof
194 * is always 0 .. 2**31-1 */
195 if (ob1->nrof > 0x7fffffff - ob2->nrof)
196 return 0;
197
198 /* If the objects have been identified, set the BEEN_APPLIED flag.
199 * This is to the comparison of the flags below will be OK. We
200 * just can't ignore the been applied or identified flags, as they
201 * are not equal - just if it has been identified, the been_applied
202 * flags lose any meaning.
203 */
204 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
205 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
206
207 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
208 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
209
210 if (ob1->arch->archname != ob2->arch->archname
211 || ob1->name != ob2->name
212 || ob1->title != ob2->title
213 || ob1->msg != ob2->msg
214 || ob1->weight != ob2->weight
215 || ob1->attacktype != ob2->attacktype
216 || ob1->magic != ob2->magic
217 || ob1->slaying != ob2->slaying
218 || ob1->skill != ob2->skill
219 || ob1->value != ob2->value
220 || ob1->animation_id != ob2->animation_id
221 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
222 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname
224 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type
227 || ob1->move_block != ob2->move_block
228 || ob1->move_allow != ob2->move_allow
229 || ob1->move_on != ob2->move_on
230 || ob1->move_off != ob2->move_off
231 || ob1->move_slow != ob2->move_slow
232 || ob1->move_slow_penalty != ob2->move_slow_penalty
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0;
236
237 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_REMOVED)
240 .any ())
241 return 0;
242
243 /* This is really a spellbook check - we should in general
244 * not merge objects with real inventories, as splitting them
245 * is hard.
246 */
247 if (ob1->inv || ob2->inv)
248 {
249 if (!(ob1->inv && ob2->inv))
250 return 0; /* inventories differ in length */
251
252 if (ob1->inv->below || ob2->inv->below)
253 return 0; /* more than one object in inv */
254
255 if (!object::can_merge (ob1->inv, ob2->inv))
256 return 0; /* inventory objects differ */
257
258 /* inventory ok - still need to check rest of this object to see
259 * if it is valid.
260 */
261 }
262
263 /* Don't merge objects that are applied. With the new 'body' code,
264 * it is possible for most any character to have more than one of
265 * some items equipped, and we don't want those to merge.
266 */
267 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
268 return 0;
269
270 /* Note sure why the following is the case - either the object has to
271 * be animated or have a very low speed. Is this an attempted monster
272 * check?
273 */
274 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
275 return 0;
276
277 switch (ob1->type)
278 {
279 case SCROLL:
280 if (ob1->level != ob2->level)
281 return 0;
282 break;
283 }
284
285 if (ob1->key_values || ob2->key_values)
286 {
287 /* At least one of these has key_values. */
288 if ((!ob1->key_values) != (!ob2->key_values))
289 return 0; /* One has fields, but the other one doesn't. */
290
291 if (!compare_ob_value_lists (ob1, ob2))
292 return 0;
293 }
294
295 if (ob1->self || ob2->self)
296 {
297 ob1->optimise ();
298 ob2->optimise ();
299
300 if (ob1->self || ob2->self)
301 {
302 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
303 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
304
305 if (k1 != k2)
306 return 0;
307
308 if (k1 == 0)
309 return 1;
310
311 if (!cfperl_can_merge (ob1, ob2))
312 return 0;
313 }
314 }
315
316 /* Everything passes, must be OK. */
317 return 1;
318 }
319
320 // find player who can see this object
321 object *
322 object::visible_to () const
323 {
324 if (client_visible () && !flag [FLAG_REMOVED])
325 {
326 // see if we are in a container of sorts
327 if (env)
328 {
329 // the player inventory itself is always visible
330 if (env->is_player ())
331 return env;
332
333 // else a player could have our env open
334 object *envest = env->outer_env_or_self ();
335
336 // the player itself is always on a map, so we will find him here
337 // even if our inv is in a player.
338 if (envest->is_on_map ())
339 if (object *pl = envest->ms ().player ())
340 if (pl->container_ () == env)
341 return pl;
342 }
343 else
344 {
345 // maybe there is a player standing on the same mapspace
346 // this will catch the case where "this" is a player
347 if (object *pl = ms ().player ())
348 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
349 || pl->container_ () == this)
350 return pl;
351 }
352 }
353
354 return 0;
355 }
356
357 // adjust weight per container type ("of holding")
358 static sint32
359 weight_adjust_for (object *op, sint32 weight)
360 {
361 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight;
364 }
365
366 /*
367 * adjust_weight(object, weight) adds the specified weight to an object,
368 * and also updates how much the environment(s) is/are carrying.
369 */
370 static void
371 adjust_weight (object *op, sint32 weight)
372 {
373 while (op)
374 {
375 // adjust by actual difference to account for rounding errors
376 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
377 weight = weight_adjust_for (op, op->carrying)
378 - weight_adjust_for (op, op->carrying - weight);
379
380 if (!weight)
381 return;
382
383 op->carrying += weight;
384
385 if (object *pl = op->visible_to ())
386 if (pl != op) // player is handled lazily
387 esrv_update_item (UPD_WEIGHT, pl, op);
388
389 op = op->env;
390 }
391 }
392
393 /*
394 * this is a recursive function which calculates the weight
395 * an object is carrying. It goes through op and figures out how much
396 * containers are carrying, and sums it up.
397 */
398 void
399 object::update_weight ()
400 {
401 sint32 sum = 0;
402
403 for (object *op = inv; op; op = op->below)
404 {
405 if (op->inv)
406 op->update_weight ();
407
408 sum += op->total_weight ();
409 }
410
411 sum = weight_adjust_for (this, sum);
412
413 if (sum != carrying)
414 {
415 carrying = sum;
416
417 if (object *pl = visible_to ())
418 if (pl != this) // player is handled lazily
419 esrv_update_item (UPD_WEIGHT, pl, this);
420 }
421 }
422
423 /*
424 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
425 */
426 char *
427 dump_object (object *op)
428 {
429 if (!op)
430 return strdup ("[NULLOBJ]");
431
432 object_freezer freezer;
433 op->write (freezer);
434 return freezer.as_string ();
435 }
436
437 char *
438 object::as_string ()
439 {
440 return dump_object (this);
441 }
442
443 /*
444 * get_nearest_part(multi-object, object 2) returns the part of the
445 * multi-object 1 which is closest to the second object.
446 * If it's not a multi-object, it is returned.
447 */
448 object *
449 get_nearest_part (object *op, const object *pl)
450 {
451 object *tmp, *closest;
452 int last_dist, i;
453
454 if (!op->more)
455 return op;
456
457 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
458 tmp;
459 tmp = tmp->more)
460 if ((i = distance (tmp, pl)) < last_dist)
461 closest = tmp, last_dist = i;
462
463 return closest;
464 }
465
466 /*
467 * Returns the object which has the count-variable equal to the argument.
468 * VERRRY slow.
469 */
470 object *
471 find_object (tag_t i)
472 {
473 for_all_objects (op)
474 if (op->count == i)
475 return op;
476
477 return 0;
478 }
479
480 /*
481 * Returns the first object which has a name equal to the argument.
482 * Used only by the patch command, but not all that useful.
483 * Enables features like "patch <name-of-other-player> food 999"
484 */
485 object *
486 find_object_name (const char *str)
487 {
488 shstr_cmp str_ (str);
489
490 if (str_)
491 for_all_objects (op)
492 if (op->name == str_)
493 return op;
494
495 return 0;
496 }
497
498 /*
499 * Sets the owner and sets the skill and exp pointers to owner's current
500 * skill and experience objects.
501 * ACTUALLY NO! investigate! TODO
502 */
503 void
504 object::set_owner (object *owner)
505 {
506 // allow objects which own objects
507 if (owner)
508 while (owner->owner)
509 owner = owner->owner;
510
511 if (flag [FLAG_FREED])
512 {
513 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
514 return;
515 }
516
517 this->owner = owner;
518 }
519
520 int
521 object::slottype () const
522 {
523 if (type == SKILL)
524 {
525 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
526 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
527 }
528 else
529 {
530 if (slot [body_combat].info) return slot_combat;
531 if (slot [body_range ].info) return slot_ranged;
532 }
533
534 return slot_none;
535 }
536
537 bool
538 object::change_weapon (object *ob)
539 {
540 if (current_weapon == ob)
541 return true;
542
543 if (chosen_skill)
544 chosen_skill->flag [FLAG_APPLIED] = false;
545
546 current_weapon = ob;
547 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
548
549 if (chosen_skill)
550 chosen_skill->flag [FLAG_APPLIED] = true;
551
552 update_stats ();
553
554 if (ob)
555 {
556 // now check wether any body locations became invalid, in which case
557 // we cannot apply the weapon at the moment.
558 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
559 if (slot[i].used < 0)
560 {
561 current_weapon = chosen_skill = 0;
562 update_stats ();
563
564 new_draw_info_format (NDI_UNIQUE, 0, this,
565 "You try to balance all your items at once, "
566 "but the %s is just too much for your body. "
567 "[You need to unapply some items first - use the 'body' command to see "
568 "how many items you cna wera on a specific body part.]", &ob->name);
569 return false;
570 }
571
572 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
573 }
574 else
575 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
576
577 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
578 {
579 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
580 &name, ob->debug_desc ());
581 return false;
582 }
583
584 return true;
585 }
586
587 /* Zero the key_values on op, decrementing the shared-string
588 * refcounts and freeing the links.
589 */
590 static void
591 free_key_values (object *op)
592 {
593 for (key_value *i = op->key_values; i; )
594 {
595 key_value *next = i->next;
596 delete i;
597
598 i = next;
599 }
600
601 op->key_values = 0;
602 }
603
604 /*
605 * copy_to first frees everything allocated by the dst object,
606 * and then copies the contents of itself into the second
607 * object, allocating what needs to be allocated. Basically, any
608 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
609 * if the first object is freed, the pointers in the new object
610 * will point at garbage.
611 */
612 void
613 object::copy_to (object *dst)
614 {
615 dst->remove ();
616 *(object_copy *)dst = *this;
617 dst->flag [FLAG_REMOVED] = true;
618
619 /* Copy over key_values, if any. */
620 if (key_values)
621 {
622 key_value *tail = 0;
623 dst->key_values = 0;
624
625 for (key_value *i = key_values; i; i = i->next)
626 {
627 key_value *new_link = new key_value;
628
629 new_link->next = 0;
630 new_link->key = i->key;
631 new_link->value = i->value;
632
633 /* Try and be clever here, too. */
634 if (!dst->key_values)
635 {
636 dst->key_values = new_link;
637 tail = new_link;
638 }
639 else
640 {
641 tail->next = new_link;
642 tail = new_link;
643 }
644 }
645 }
646
647 if (speed < 0)
648 dst->speed_left -= rndm ();
649
650 dst->activate ();
651 }
652
653 void
654 object::instantiate ()
655 {
656 if (!uuid.seq) // HACK
657 uuid = UUID::gen ();
658
659 speed_left = -0.1f;
660 /* copy the body_info to the body_used - this is only really
661 * need for monsters, but doesn't hurt to do it for everything.
662 * by doing so, when a monster is created, it has good starting
663 * values for the body_used info, so when items are created
664 * for it, they can be properly equipped.
665 */
666 for (int i = NUM_BODY_LOCATIONS; i--; )
667 slot[i].used = slot[i].info;
668
669 attachable::instantiate ();
670 }
671
672 object *
673 object::clone ()
674 {
675 object *neu = create ();
676 copy_to (neu);
677 neu->map = map; // not copied by copy_to
678 return neu;
679 }
680
681 /*
682 * If an object with the IS_TURNABLE() flag needs to be turned due
683 * to the closest player being on the other side, this function can
684 * be called to update the face variable, _and_ how it looks on the map.
685 */
686 void
687 update_turn_face (object *op)
688 {
689 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
690 return;
691
692 SET_ANIMATION (op, op->direction);
693 update_object (op, UP_OBJ_FACE);
694 }
695
696 /*
697 * Updates the speed of an object. If the speed changes from 0 to another
698 * value, or vice versa, then add/remove the object from the active list.
699 * This function needs to be called whenever the speed of an object changes.
700 */
701 void
702 object::set_speed (float speed)
703 {
704 if (flag [FLAG_FREED] && speed)
705 {
706 LOG (llevError, "Object %s is freed but has speed.\n", &name);
707 speed = 0;
708 }
709
710 this->speed = speed;
711
712 if (has_active_speed ())
713 activate ();
714 else
715 deactivate ();
716 }
717
718 /*
719 * update_object() updates the the map.
720 * It takes into account invisible objects (and represent squares covered
721 * by invisible objects by whatever is below them (unless it's another
722 * invisible object, etc...)
723 * If the object being updated is beneath a player, the look-window
724 * of that player is updated (this might be a suboptimal way of
725 * updating that window, though, since update_object() is called _often_)
726 *
727 * action is a hint of what the caller believes need to be done.
728 * current action are:
729 * UP_OBJ_INSERT: op was inserted
730 * UP_OBJ_REMOVE: op was removed
731 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
732 * as that is easier than trying to look at what may have changed.
733 * UP_OBJ_FACE: only the objects face has changed.
734 */
735 void
736 update_object (object *op, int action)
737 {
738 if (!op)
739 {
740 /* this should never happen */
741 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
742 return;
743 }
744
745 if (!op->is_on_map ())
746 {
747 /* Animation is currently handled by client, so nothing
748 * to do in this case.
749 */
750 return;
751 }
752
753 /* make sure the object is within map boundaries */
754 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
755 {
756 LOG (llevError, "update_object() called for object out of map!\n");
757 #ifdef MANY_CORES
758 abort ();
759 #endif
760 return;
761 }
762
763 mapspace &m = op->ms ();
764
765 if (!(m.flags_ & P_UPTODATE))
766 /* nop */;
767 else if (action == UP_OBJ_INSERT)
768 {
769 // this is likely overkill, TODO: revisit (schmorp)
770 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
771 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
772 || (op->is_player () && !(m.flags_ & P_PLAYER))
773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
774 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
775 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
776 || (m.move_on | op->move_on ) != m.move_on
777 || (m.move_off | op->move_off ) != m.move_off
778 || (m.move_slow | op->move_slow) != m.move_slow
779 /* This isn't perfect, but I don't expect a lot of objects to
780 * have move_allow right now.
781 */
782 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
783 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
784 m.invalidate ();
785 }
786 /* if the object is being removed, we can't make intelligent
787 * decisions, because remove_ob can't really pass the object
788 * that is being removed.
789 */
790 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
791 m.invalidate ();
792 else if (action == UP_OBJ_FACE)
793 /* Nothing to do for that case */ ;
794 else
795 LOG (llevError, "update_object called with invalid action: %d\n", action);
796
797 if (op->more)
798 update_object (op->more, action);
799 }
800
801 object::object ()
802 {
803 SET_FLAG (this, FLAG_REMOVED);
804
805 //expmul = 1.0; declared const for the time being
806 face = blank_face;
807 }
808
809 object::~object ()
810 {
811 unlink ();
812
813 free_key_values (this);
814 }
815
816 static int object_count;
817
818 void object::link ()
819 {
820 assert (!index);//D
821 uuid = UUID::gen ();
822 count = ++object_count;
823
824 refcnt_inc ();
825 objects.insert (this);
826 }
827
828 void object::unlink ()
829 {
830 if (!index)
831 return;
832
833 objects.erase (this);
834 refcnt_dec ();
835 }
836
837 void
838 object::activate ()
839 {
840 /* If already on active list, don't do anything */
841 if (active)
842 return;
843
844 if (has_active_speed ())
845 {
846 if (flag [FLAG_FREED])
847 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
848
849 actives.insert (this);
850 }
851 }
852
853 void
854 object::activate_recursive ()
855 {
856 activate ();
857
858 for (object *op = inv; op; op = op->below)
859 op->activate_recursive ();
860 }
861
862 /* This function removes object 'op' from the list of active
863 * objects.
864 * This should only be used for style maps or other such
865 * reference maps where you don't want an object that isn't
866 * in play chewing up cpu time getting processed.
867 * The reverse of this is to call update_ob_speed, which
868 * will do the right thing based on the speed of the object.
869 */
870 void
871 object::deactivate ()
872 {
873 /* If not on the active list, nothing needs to be done */
874 if (!active)
875 return;
876
877 actives.erase (this);
878 }
879
880 void
881 object::deactivate_recursive ()
882 {
883 for (object *op = inv; op; op = op->below)
884 op->deactivate_recursive ();
885
886 deactivate ();
887 }
888
889 void
890 object::set_flag_inv (int flag, int value)
891 {
892 for (object *op = inv; op; op = op->below)
893 {
894 op->flag [flag] = value;
895 op->set_flag_inv (flag, value);
896 }
897 }
898
899 /*
900 * Remove and free all objects in the inventory of the given object.
901 * object.c ?
902 */
903 void
904 object::destroy_inv (bool drop_to_ground)
905 {
906 // need to check first, because the checks below might segfault
907 // as we might be on an invalid mapspace and crossfire code
908 // is too buggy to ensure that the inventory is empty.
909 // corollary: if you create arrows etc. with stuff in its inventory,
910 // cf will crash below with off-map x and y
911 if (!inv)
912 return;
913
914 /* Only if the space blocks everything do we not process -
915 * if some form of movement is allowed, let objects
916 * drop on that space.
917 */
918 if (!drop_to_ground
919 || !map
920 || map->in_memory != MAP_ACTIVE
921 || map->no_drop
922 || ms ().move_block == MOVE_ALL)
923 {
924 while (inv)
925 inv->destroy ();
926 }
927 else
928 { /* Put objects in inventory onto this space */
929 while (inv)
930 {
931 object *op = inv;
932
933 if (op->flag [FLAG_STARTEQUIP]
934 || op->flag [FLAG_NO_DROP]
935 || op->type == RUNE
936 || op->type == TRAP
937 || op->flag [FLAG_IS_A_TEMPLATE]
938 || op->flag [FLAG_DESTROY_ON_DEATH])
939 op->destroy ();
940 else
941 map->insert (op, x, y);
942 }
943 }
944 }
945
946 object *object::create ()
947 {
948 object *op = new object;
949 op->link ();
950 return op;
951 }
952
953 static struct freed_map : maptile
954 {
955 freed_map ()
956 {
957 path = "<freed objects map>";
958 name = "/internal/freed_objects_map";
959 width = 3;
960 height = 3;
961 no_drop = 1;
962 no_reset = 1;
963
964 alloc ();
965 in_memory = MAP_ACTIVE;
966 }
967
968 ~freed_map ()
969 {
970 destroy ();
971 }
972 } freed_map; // freed objects are moved here to avoid crashes
973
974 void
975 object::do_destroy ()
976 {
977 if (flag [FLAG_IS_LINKED])
978 remove_link ();
979
980 if (flag [FLAG_FRIENDLY])
981 remove_friendly_object (this);
982
983 remove ();
984
985 attachable::do_destroy ();
986
987 deactivate ();
988 unlink ();
989
990 flag [FLAG_FREED] = 1;
991
992 // hack to ensure that freed objects still have a valid map
993 map = &freed_map;
994 x = 1;
995 y = 1;
996
997 if (more)
998 {
999 more->destroy ();
1000 more = 0;
1001 }
1002
1003 head = 0;
1004
1005 // clear those pointers that likely might cause circular references
1006 owner = 0;
1007 enemy = 0;
1008 attacked_by = 0;
1009 current_weapon = 0;
1010 }
1011
1012 void
1013 object::destroy ()
1014 {
1015 if (destroyed ())
1016 return;
1017
1018 if (!is_head () && !head->destroyed ())
1019 {
1020 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1021 head->destroy ();
1022 return;
1023 }
1024
1025 destroy_inv (false);
1026
1027 if (is_head ())
1028 if (sound_destroy)
1029 play_sound (sound_destroy);
1030 else if (flag [FLAG_MONSTER])
1031 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1032
1033 attachable::destroy ();
1034 }
1035
1036 /* op->remove ():
1037 * This function removes the object op from the linked list of objects
1038 * which it is currently tied to. When this function is done, the
1039 * object will have no environment. If the object previously had an
1040 * environment, the x and y coordinates will be updated to
1041 * the previous environment.
1042 */
1043 void
1044 object::do_remove ()
1045 {
1046 object *tmp, *last = 0;
1047 object *otmp;
1048
1049 if (flag [FLAG_REMOVED])
1050 return;
1051
1052 INVOKE_OBJECT (REMOVE, this);
1053
1054 flag [FLAG_REMOVED] = true;
1055
1056 if (more)
1057 more->remove ();
1058
1059 /*
1060 * In this case, the object to be removed is in someones
1061 * inventory.
1062 */
1063 if (env)
1064 {
1065 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1066 if (object *pl = visible_to ())
1067 esrv_del_item (pl->contr, count);
1068 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1069
1070 adjust_weight (env, -total_weight ());
1071
1072 object *pl = in_player ();
1073
1074 /* we set up values so that it could be inserted into
1075 * the map, but we don't actually do that - it is up
1076 * to the caller to decide what we want to do.
1077 */
1078 map = env->map;
1079 x = env->x;
1080 y = env->y;
1081
1082 // make sure cmov optimisation is applicable
1083 *(above ? &above->below : &env->inv) = below;
1084 *(below ? &below->above : &above ) = above; // &above is just a dummy
1085
1086 above = 0;
1087 below = 0;
1088 env = 0;
1089
1090 /* NO_FIX_PLAYER is set when a great many changes are being
1091 * made to players inventory. If set, avoiding the call
1092 * to save cpu time.
1093 */
1094 if (pl)
1095 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1096 {
1097 pl->update_stats ();
1098
1099 if (glow_radius && pl->is_on_map ())
1100 update_all_los (pl->map, pl->x, pl->y);
1101 }
1102 }
1103 else if (map)
1104 {
1105 map->dirty = true;
1106 mapspace &ms = this->ms ();
1107
1108 if (object *pl = ms.player ())
1109 {
1110 if (is_player ())
1111 {
1112 if (!flag [FLAG_WIZPASS])
1113 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1114
1115 // leaving a spot always closes any open container on the ground
1116 if (container && !container->env)
1117 // this causes spurious floorbox updates, but it ensures
1118 // that the CLOSE event is being sent.
1119 close_container ();
1120
1121 --map->players;
1122 map->touch ();
1123 }
1124 else if (pl->container_ () == this)
1125 {
1126 // removing a container should close it
1127 close_container ();
1128 }
1129
1130 esrv_del_item (pl->contr, count);
1131 }
1132
1133 /* link the object above us */
1134 // re-link, make sure compiler can easily use cmove
1135 *(above ? &above->below : &ms.top) = below;
1136 *(below ? &below->above : &ms.bot) = above;
1137
1138 above = 0;
1139 below = 0;
1140
1141 ms.invalidate ();
1142
1143 if (map->in_memory == MAP_SAVING)
1144 return;
1145
1146 int check_walk_off = !flag [FLAG_NO_APPLY];
1147
1148 if (object *pl = ms.player ())
1149 {
1150 if (pl->container_ () == this)
1151 /* If a container that the player is currently using somehow gets
1152 * removed (most likely destroyed), update the player view
1153 * appropriately.
1154 */
1155 pl->close_container ();
1156
1157 //TODO: the floorbox prev/next might need updating
1158 //esrv_del_item (pl->contr, count);
1159 //TODO: update floorbox to preserve ordering
1160 if (pl->contr->ns)
1161 pl->contr->ns->floorbox_update ();
1162 }
1163
1164 for (tmp = ms.bot; tmp; tmp = tmp->above)
1165 {
1166 /* No point updating the players look faces if he is the object
1167 * being removed.
1168 */
1169
1170 /* See if object moving off should effect something */
1171 if (check_walk_off
1172 && ((move_type & tmp->move_off)
1173 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1174 {
1175 move_apply (tmp, this, 0);
1176
1177 if (destroyed ())
1178 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1179 }
1180
1181 last = tmp;
1182 }
1183
1184 if (affects_los ())
1185 update_all_los (map, x, y);
1186 }
1187 }
1188
1189 /*
1190 * merge_ob(op,top):
1191 *
1192 * This function goes through all objects below and including top, and
1193 * merges op to the first matching object.
1194 * If top is NULL, it is calculated.
1195 * Returns pointer to object if it succeded in the merge, otherwise NULL
1196 */
1197 object *
1198 merge_ob (object *op, object *top)
1199 {
1200 if (!op->nrof)
1201 return 0;
1202
1203 if (!top)
1204 for (top = op; top && top->above; top = top->above)
1205 ;
1206
1207 for (; top; top = top->below)
1208 if (object::can_merge (op, top))
1209 {
1210 top->nrof += op->nrof;
1211
1212 if (object *pl = top->visible_to ())
1213 esrv_update_item (UPD_NROF, pl, top);
1214
1215 op->weight = 0; // cancel the addition above
1216 op->carrying = 0; // must be 0 already
1217
1218 op->destroy ();
1219
1220 return top;
1221 }
1222
1223 return 0;
1224 }
1225
1226 void
1227 object::expand_tail ()
1228 {
1229 if (more)
1230 return;
1231
1232 object *prev = this;
1233
1234 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1235 {
1236 object *op = arch_to_object (at);
1237
1238 op->name = name;
1239 op->name_pl = name_pl;
1240 op->title = title;
1241
1242 op->head = this;
1243 prev->more = op;
1244
1245 prev = op;
1246 }
1247 }
1248
1249 /*
1250 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1251 * job preparing multi-part monsters.
1252 */
1253 object *
1254 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1255 {
1256 op->remove ();
1257
1258 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1259 {
1260 tmp->x = x + tmp->arch->x;
1261 tmp->y = y + tmp->arch->y;
1262 }
1263
1264 return insert_ob_in_map (op, m, originator, flag);
1265 }
1266
1267 /*
1268 * insert_ob_in_map (op, map, originator, flag):
1269 * This function inserts the object in the two-way linked list
1270 * which represents what is on a map.
1271 * The second argument specifies the map, and the x and y variables
1272 * in the object about to be inserted specifies the position.
1273 *
1274 * originator: Player, monster or other object that caused 'op' to be inserted
1275 * into 'map'. May be NULL.
1276 *
1277 * flag is a bitmask about special things to do (or not do) when this
1278 * function is called. see the object.h file for the INS_ values.
1279 * Passing 0 for flag gives proper default values, so flag really only needs
1280 * to be set if special handling is needed.
1281 *
1282 * Return value:
1283 * new object if 'op' was merged with other object
1284 * NULL if 'op' was destroyed
1285 * just 'op' otherwise
1286 */
1287 object *
1288 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1289 {
1290 op->remove ();
1291
1292 if (m == &freed_map)//D TODO: remove soon
1293 {//D
1294 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1295 }//D
1296
1297 /* Ideally, the caller figures this out. However, it complicates a lot
1298 * of areas of callers (eg, anything that uses find_free_spot would now
1299 * need extra work
1300 */
1301 maptile *newmap = m;
1302 if (!xy_normalise (newmap, op->x, op->y))
1303 {
1304 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1305 return 0;
1306 }
1307
1308 if (object *more = op->more)
1309 if (!insert_ob_in_map (more, m, originator, flag))
1310 return 0;
1311
1312 op->flag [FLAG_REMOVED] = false;
1313 op->env = 0;
1314 op->map = newmap;
1315
1316 mapspace &ms = op->ms ();
1317
1318 /* this has to be done after we translate the coordinates.
1319 */
1320 if (op->nrof && !(flag & INS_NO_MERGE))
1321 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1322 if (object::can_merge (op, tmp))
1323 {
1324 // TODO: we actually want to update tmp, not op,
1325 // but some caller surely breaks when we return tmp
1326 // from here :/
1327 op->nrof += tmp->nrof;
1328 tmp->destroy ();
1329 }
1330
1331 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1332 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1333
1334 if (!QUERY_FLAG (op, FLAG_ALIVE))
1335 CLEAR_FLAG (op, FLAG_NO_STEAL);
1336
1337 if (flag & INS_BELOW_ORIGINATOR)
1338 {
1339 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1340 {
1341 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1342 abort ();
1343 }
1344
1345 if (!originator->is_on_map ())
1346 {
1347 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1348 op->debug_desc (), originator->debug_desc ());
1349 abort ();
1350 }
1351
1352 op->above = originator;
1353 op->below = originator->below;
1354 originator->below = op;
1355
1356 *(op->below ? &op->below->above : &ms.bot) = op;
1357 }
1358 else
1359 {
1360 object *floor = 0;
1361 object *top = ms.top;
1362
1363 /* If there are other objects, then */
1364 if (top)
1365 {
1366 /*
1367 * If there are multiple objects on this space, we do some trickier handling.
1368 * We've already dealt with merging if appropriate.
1369 * Generally, we want to put the new object on top. But if
1370 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1371 * floor, we want to insert above that and no further.
1372 * Also, if there are spell objects on this space, we stop processing
1373 * once we get to them. This reduces the need to traverse over all of
1374 * them when adding another one - this saves quite a bit of cpu time
1375 * when lots of spells are cast in one area. Currently, it is presumed
1376 * that flying non pickable objects are spell objects.
1377 */
1378 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1379 {
1380 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1381 floor = tmp;
1382
1383 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1384 {
1385 /* We insert above top, so we want this object below this */
1386 top = tmp->below;
1387 break;
1388 }
1389
1390 top = tmp;
1391 }
1392
1393 /* We let update_position deal with figuring out what the space
1394 * looks like instead of lots of conditions here.
1395 * makes things faster, and effectively the same result.
1396 */
1397
1398 /* Have object 'fall below' other objects that block view.
1399 * Unless those objects are exits.
1400 * If INS_ON_TOP is used, don't do this processing
1401 * Need to find the object that in fact blocks view, otherwise
1402 * stacking is a bit odd.
1403 */
1404 if (!(flag & INS_ON_TOP)
1405 && ms.flags () & P_BLOCKSVIEW
1406 && (op->face && !faces [op->face].visibility))
1407 {
1408 object *last;
1409
1410 for (last = top; last != floor; last = last->below)
1411 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1412 break;
1413
1414 /* Check to see if we found the object that blocks view,
1415 * and make sure we have a below pointer for it so that
1416 * we can get inserted below this one, which requires we
1417 * set top to the object below us.
1418 */
1419 if (last && last->below && last != floor)
1420 top = last->below;
1421 }
1422 } /* If objects on this space */
1423
1424 if (flag & INS_ABOVE_FLOOR_ONLY)
1425 top = floor;
1426
1427 // insert object above top, or bottom-most if top = 0
1428 if (!top)
1429 {
1430 op->below = 0;
1431 op->above = ms.bot;
1432 ms.bot = op;
1433
1434 *(op->above ? &op->above->below : &ms.top) = op;
1435 }
1436 else
1437 {
1438 op->above = top->above;
1439 top->above = op;
1440
1441 op->below = top;
1442 *(op->above ? &op->above->below : &ms.top) = op;
1443 }
1444 }
1445
1446 if (op->is_player ())
1447 {
1448 op->contr->do_los = 1;
1449 ++op->map->players;
1450 op->map->touch ();
1451 }
1452
1453 op->map->dirty = true;
1454
1455 if (object *pl = ms.player ())
1456 //TODO: the floorbox prev/next might need updating
1457 //esrv_send_item (pl, op);
1458 //TODO: update floorbox to preserve ordering
1459 if (pl->contr->ns)
1460 pl->contr->ns->floorbox_update ();
1461
1462 /* If this object glows, it may affect lighting conditions that are
1463 * visible to others on this map. But update_all_los is really
1464 * an inefficient way to do this, as it means los for all players
1465 * on the map will get recalculated. The players could very well
1466 * be far away from this change and not affected in any way -
1467 * this should get redone to only look for players within range,
1468 * or just updating the P_UPTODATE for spaces within this area
1469 * of effect may be sufficient.
1470 */
1471 if (op->affects_los ())
1472 {
1473 op->ms ().invalidate ();
1474 update_all_los (op->map, op->x, op->y);
1475 }
1476
1477 /* updates flags (blocked, alive, no magic, etc) for this map space */
1478 update_object (op, UP_OBJ_INSERT);
1479
1480 INVOKE_OBJECT (INSERT, op);
1481
1482 /* Don't know if moving this to the end will break anything. However,
1483 * we want to have floorbox_update called before calling this.
1484 *
1485 * check_move_on() must be after this because code called from
1486 * check_move_on() depends on correct map flags (so functions like
1487 * blocked() and wall() work properly), and these flags are updated by
1488 * update_object().
1489 */
1490
1491 /* if this is not the head or flag has been passed, don't check walk on status */
1492 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1493 {
1494 if (check_move_on (op, originator))
1495 return 0;
1496
1497 /* If we are a multi part object, lets work our way through the check
1498 * walk on's.
1499 */
1500 for (object *tmp = op->more; tmp; tmp = tmp->more)
1501 if (check_move_on (tmp, originator))
1502 return 0;
1503 }
1504
1505 return op;
1506 }
1507
1508 /* this function inserts an object in the map, but if it
1509 * finds an object of its own type, it'll remove that one first.
1510 * op is the object to insert it under: supplies x and the map.
1511 */
1512 void
1513 replace_insert_ob_in_map (shstr_tmp archname, object *op)
1514 {
1515 /* first search for itself and remove any old instances */
1516
1517 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1518 if (tmp->arch->archname == archname) /* same archetype */
1519 tmp->destroy ();
1520
1521 object *tmp = arch_to_object (archetype::find (archname));
1522
1523 tmp->x = op->x;
1524 tmp->y = op->y;
1525
1526 insert_ob_in_map (tmp, op->map, op, 0);
1527 }
1528
1529 object *
1530 object::insert_at (object *where, object *originator, int flags)
1531 {
1532 if (where->env)
1533 return where->env->insert (this);
1534 else
1535 return where->map->insert (this, where->x, where->y, originator, flags);
1536 }
1537
1538 /*
1539 * decrease(object, number) decreases a specified number from
1540 * the amount of an object. If the amount reaches 0, the object
1541 * is subsequently removed and freed.
1542 *
1543 * Return value: 'op' if something is left, NULL if the amount reached 0
1544 */
1545 bool
1546 object::decrease (sint32 nr)
1547 {
1548 if (!nr)
1549 return true;
1550
1551 nr = min (nr, nrof);
1552
1553 if (nrof > nr)
1554 {
1555 nrof -= nr;
1556 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1557
1558 if (object *pl = visible_to ())
1559 esrv_update_item (UPD_NROF, pl, this);
1560
1561 return true;
1562 }
1563 else
1564 {
1565 destroy ();
1566 return false;
1567 }
1568 }
1569
1570 /*
1571 * split(ob,nr) splits up ob into two parts. The part which
1572 * is returned contains nr objects, and the remaining parts contains
1573 * the rest (or is removed and returned if that number is 0).
1574 * On failure, NULL is returned.
1575 */
1576 object *
1577 object::split (sint32 nr)
1578 {
1579 int have = number_of ();
1580
1581 if (have < nr)
1582 return 0;
1583 else if (have == nr)
1584 {
1585 remove ();
1586 return this;
1587 }
1588 else
1589 {
1590 decrease (nr);
1591
1592 object *op = deep_clone ();
1593 op->nrof = nr;
1594 return op;
1595 }
1596 }
1597
1598 object *
1599 insert_ob_in_ob (object *op, object *where)
1600 {
1601 if (!where)
1602 {
1603 char *dump = dump_object (op);
1604 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1605 free (dump);
1606 return op;
1607 }
1608
1609 if (where->head_ () != where)
1610 {
1611 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1612 where = where->head;
1613 }
1614
1615 return where->insert (op);
1616 }
1617
1618 /*
1619 * env->insert (op)
1620 * This function inserts the object op in the linked list
1621 * inside the object environment.
1622 *
1623 * The function returns now pointer to inserted item, and return value can
1624 * be != op, if items are merged. -Tero
1625 */
1626 object *
1627 object::insert (object *op)
1628 {
1629 if (op->more)
1630 {
1631 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1632 return op;
1633 }
1634
1635 op->remove ();
1636
1637 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1638
1639 if (op->nrof)
1640 for (object *tmp = inv; tmp; tmp = tmp->below)
1641 if (object::can_merge (tmp, op))
1642 {
1643 /* return the original object and remove inserted object
1644 (client needs the original object) */
1645 tmp->nrof += op->nrof;
1646
1647 if (object *pl = tmp->visible_to ())
1648 esrv_update_item (UPD_NROF, pl, tmp);
1649
1650 adjust_weight (this, op->total_weight ());
1651
1652 op->destroy ();
1653 op = tmp;
1654 goto inserted;
1655 }
1656
1657 op->owner = 0; // it's his/hers now. period.
1658 op->map = 0;
1659 op->x = 0;
1660 op->y = 0;
1661
1662 op->above = 0;
1663 op->below = inv;
1664 op->env = this;
1665
1666 if (inv)
1667 inv->above = op;
1668
1669 inv = op;
1670
1671 op->flag [FLAG_REMOVED] = 0;
1672
1673 if (object *pl = op->visible_to ())
1674 esrv_send_item (pl, op);
1675
1676 adjust_weight (this, op->total_weight ());
1677
1678 inserted:
1679 /* reset the light list and los of the players on the map */
1680 if (op->glow_radius && is_on_map ())
1681 {
1682 update_stats ();
1683 update_all_los (map, x, y);
1684 }
1685 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1686 // if this is a player's inventory, update stats
1687 update_stats ();
1688
1689 INVOKE_OBJECT (INSERT, this);
1690
1691 return op;
1692 }
1693
1694 /*
1695 * Checks if any objects has a move_type that matches objects
1696 * that effect this object on this space. Call apply() to process
1697 * these events.
1698 *
1699 * Any speed-modification due to SLOW_MOVE() of other present objects
1700 * will affect the speed_left of the object.
1701 *
1702 * originator: Player, monster or other object that caused 'op' to be inserted
1703 * into 'map'. May be NULL.
1704 *
1705 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1706 *
1707 * 4-21-95 added code to check if appropriate skill was readied - this will
1708 * permit faster movement by the player through this terrain. -b.t.
1709 *
1710 * MSW 2001-07-08: Check all objects on space, not just those below
1711 * object being inserted. insert_ob_in_map may not put new objects
1712 * on top.
1713 */
1714 int
1715 check_move_on (object *op, object *originator)
1716 {
1717 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1718 return 0;
1719
1720 object *tmp;
1721 maptile *m = op->map;
1722 int x = op->x, y = op->y;
1723
1724 mapspace &ms = m->at (x, y);
1725
1726 ms.update ();
1727
1728 MoveType move_on = ms.move_on;
1729 MoveType move_slow = ms.move_slow;
1730 MoveType move_block = ms.move_block;
1731
1732 /* if nothing on this space will slow op down or be applied,
1733 * no need to do checking below. have to make sure move_type
1734 * is set, as lots of objects don't have it set - we treat that
1735 * as walking.
1736 */
1737 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1738 return 0;
1739
1740 /* This is basically inverse logic of that below - basically,
1741 * if the object can avoid the move on or slow move, they do so,
1742 * but can't do it if the alternate movement they are using is
1743 * blocked. Logic on this seems confusing, but does seem correct.
1744 */
1745 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1746 return 0;
1747
1748 /* The objects have to be checked from top to bottom.
1749 * Hence, we first go to the top:
1750 */
1751 for (object *next, *tmp = ms.top; tmp; tmp = next)
1752 {
1753 next = tmp->below;
1754
1755 if (tmp == op)
1756 continue; /* Can't apply yourself */
1757
1758 /* Check to see if one of the movement types should be slowed down.
1759 * Second check makes sure that the movement types not being slowed
1760 * (~slow_move) is not blocked on this space - just because the
1761 * space doesn't slow down swimming (for example), if you can't actually
1762 * swim on that space, can't use it to avoid the penalty.
1763 */
1764 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1765 {
1766 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1767 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1768 {
1769 float diff = tmp->move_slow_penalty * fabs (op->speed);
1770
1771 if (op->is_player ())
1772 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1773 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1774 diff /= 4.0;
1775
1776 op->speed_left -= diff;
1777 }
1778 }
1779
1780 /* Basically same logic as above, except now for actual apply. */
1781 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1782 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1783 {
1784 move_apply (tmp, op, originator);
1785
1786 if (op->destroyed ())
1787 return 1;
1788
1789 /* what the person/creature stepped onto has moved the object
1790 * someplace new. Don't process any further - if we did,
1791 * have a feeling strange problems would result.
1792 */
1793 if (op->map != m || op->x != x || op->y != y)
1794 return 0;
1795 }
1796 }
1797
1798 return 0;
1799 }
1800
1801 /*
1802 * present_arch(arch, map, x, y) searches for any objects with
1803 * a matching archetype at the given map and coordinates.
1804 * The first matching object is returned, or NULL if none.
1805 */
1806 object *
1807 present_arch (const archetype *at, maptile *m, int x, int y)
1808 {
1809 if (!m || out_of_map (m, x, y))
1810 {
1811 LOG (llevError, "Present_arch called outside map.\n");
1812 return NULL;
1813 }
1814
1815 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1816 if (tmp->arch->archname == at->archname)
1817 return tmp;
1818
1819 return NULL;
1820 }
1821
1822 /*
1823 * present(type, map, x, y) searches for any objects with
1824 * a matching type variable at the given map and coordinates.
1825 * The first matching object is returned, or NULL if none.
1826 */
1827 object *
1828 present (unsigned char type, maptile *m, int x, int y)
1829 {
1830 if (out_of_map (m, x, y))
1831 {
1832 LOG (llevError, "Present called outside map.\n");
1833 return NULL;
1834 }
1835
1836 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1837 if (tmp->type == type)
1838 return tmp;
1839
1840 return NULL;
1841 }
1842
1843 /*
1844 * present_in_ob(type, object) searches for any objects with
1845 * a matching type variable in the inventory of the given object.
1846 * The first matching object is returned, or NULL if none.
1847 */
1848 object *
1849 present_in_ob (unsigned char type, const object *op)
1850 {
1851 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1852 if (tmp->type == type)
1853 return tmp;
1854
1855 return NULL;
1856 }
1857
1858 /*
1859 * present_in_ob (type, str, object) searches for any objects with
1860 * a matching type & name variable in the inventory of the given object.
1861 * The first matching object is returned, or NULL if none.
1862 * This is mostly used by spell effect code, so that we only
1863 * have one spell effect at a time.
1864 * type can be used to narrow the search - if type is set,
1865 * the type must also match. -1 can be passed for the type,
1866 * in which case the type does not need to pass.
1867 * str is the string to match against. Note that we match against
1868 * the object name, not the archetype name. this is so that the
1869 * spell code can use one object type (force), but change it's name
1870 * to be unique.
1871 */
1872 object *
1873 present_in_ob_by_name (int type, const char *str, const object *op)
1874 {
1875 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1876 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1877 return tmp;
1878
1879 return 0;
1880 }
1881
1882 /*
1883 * present_arch_in_ob(archetype, object) searches for any objects with
1884 * a matching archetype in the inventory of the given object.
1885 * The first matching object is returned, or NULL if none.
1886 */
1887 object *
1888 present_arch_in_ob (const archetype *at, const object *op)
1889 {
1890 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1891 if (tmp->arch->archname == at->archname)
1892 return tmp;
1893
1894 return NULL;
1895 }
1896
1897 /*
1898 * activate recursively a flag on an object inventory
1899 */
1900 void
1901 flag_inv (object *op, int flag)
1902 {
1903 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1904 {
1905 SET_FLAG (tmp, flag);
1906 flag_inv (tmp, flag);
1907 }
1908 }
1909
1910 /*
1911 * deactivate recursively a flag on an object inventory
1912 */
1913 void
1914 unflag_inv (object *op, int flag)
1915 {
1916 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1917 {
1918 CLEAR_FLAG (tmp, flag);
1919 unflag_inv (tmp, flag);
1920 }
1921 }
1922
1923 /*
1924 * find_free_spot(object, map, x, y, start, stop) will search for
1925 * a spot at the given map and coordinates which will be able to contain
1926 * the given object. start and stop specifies how many squares
1927 * to search (see the freearr_x/y[] definition).
1928 * It returns a random choice among the alternatives found.
1929 * start and stop are where to start relative to the free_arr array (1,9
1930 * does all 4 immediate directions). This returns the index into the
1931 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1932 * Note: This function does correctly handle tiled maps, but does not
1933 * inform the caller. However, insert_ob_in_map will update as
1934 * necessary, so the caller shouldn't need to do any special work.
1935 * Note - updated to take an object instead of archetype - this is necessary
1936 * because arch_blocked (now ob_blocked) needs to know the movement type
1937 * to know if the space in question will block the object. We can't use
1938 * the archetype because that isn't correct if the monster has been
1939 * customized, changed states, etc.
1940 */
1941 int
1942 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1943 {
1944 int altern[SIZEOFFREE];
1945 int index = 0, flag;
1946
1947 for (int i = start; i < stop; i++)
1948 {
1949 mapxy pos (m, x, y); pos.move (i);
1950
1951 if (!pos.normalise ())
1952 continue;
1953
1954 mapspace &ms = *pos;
1955
1956 if (ms.flags () & P_IS_ALIVE)
1957 continue;
1958
1959 /* However, often
1960 * ob doesn't have any move type (when used to place exits)
1961 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1962 */
1963 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1964 {
1965 altern [index++] = i;
1966 continue;
1967 }
1968
1969 /* Basically, if we find a wall on a space, we cut down the search size.
1970 * In this way, we won't return spaces that are on another side of a wall.
1971 * This mostly work, but it cuts down the search size in all directions -
1972 * if the space being examined only has a wall to the north and empty
1973 * spaces in all the other directions, this will reduce the search space
1974 * to only the spaces immediately surrounding the target area, and
1975 * won't look 2 spaces south of the target space.
1976 */
1977 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1978 {
1979 stop = maxfree[i];
1980 continue;
1981 }
1982
1983 /* Note it is intentional that we check ob - the movement type of the
1984 * head of the object should correspond for the entire object.
1985 */
1986 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1987 continue;
1988
1989 if (ob->blocked (pos.m, pos.x, pos.y))
1990 continue;
1991
1992 altern [index++] = i;
1993 }
1994
1995 if (!index)
1996 return -1;
1997
1998 return altern [rndm (index)];
1999 }
2000
2001 /*
2002 * find_first_free_spot(archetype, maptile, x, y) works like
2003 * find_free_spot(), but it will search max number of squares.
2004 * But it will return the first available spot, not a random choice.
2005 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2006 */
2007 int
2008 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2009 {
2010 for (int i = 0; i < SIZEOFFREE; i++)
2011 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2012 return i;
2013
2014 return -1;
2015 }
2016
2017 /*
2018 * The function permute(arr, begin, end) randomly reorders the array
2019 * arr[begin..end-1].
2020 * now uses a fisher-yates shuffle, old permute was broken
2021 */
2022 static void
2023 permute (int *arr, int begin, int end)
2024 {
2025 arr += begin;
2026 end -= begin;
2027
2028 while (--end)
2029 swap (arr [end], arr [rndm (end + 1)]);
2030 }
2031
2032 /* new function to make monster searching more efficient, and effective!
2033 * This basically returns a randomized array (in the passed pointer) of
2034 * the spaces to find monsters. In this way, it won't always look for
2035 * monsters to the north first. However, the size of the array passed
2036 * covers all the spaces, so within that size, all the spaces within
2037 * the 3x3 area will be searched, just not in a predictable order.
2038 */
2039 void
2040 get_search_arr (int *search_arr)
2041 {
2042 int i;
2043
2044 for (i = 0; i < SIZEOFFREE; i++)
2045 search_arr[i] = i;
2046
2047 permute (search_arr, 1, SIZEOFFREE1 + 1);
2048 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2049 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2050 }
2051
2052 /*
2053 * find_dir(map, x, y, exclude) will search some close squares in the
2054 * given map at the given coordinates for live objects.
2055 * It will not considered the object given as exclude among possible
2056 * live objects.
2057 * It returns the direction toward the first/closest live object if finds
2058 * any, otherwise 0.
2059 * Perhaps incorrectly, but I'm making the assumption that exclude
2060 * is actually want is going to try and move there. We need this info
2061 * because we have to know what movement the thing looking to move
2062 * there is capable of.
2063 */
2064 int
2065 find_dir (maptile *m, int x, int y, object *exclude)
2066 {
2067 int max = SIZEOFFREE, mflags;
2068 MoveType move_type;
2069
2070 if (exclude && exclude->head_ () != exclude)
2071 {
2072 exclude = exclude->head;
2073 move_type = exclude->move_type;
2074 }
2075 else
2076 {
2077 /* If we don't have anything, presume it can use all movement types. */
2078 move_type = MOVE_ALL;
2079 }
2080
2081 for (int i = 1; i < max; i++)
2082 {
2083 mapxy pos (m, x, y);
2084 pos.move (i);
2085
2086 if (!pos.normalise ())
2087 max = maxfree[i];
2088 else
2089 {
2090 mapspace &ms = *pos;
2091
2092 if ((move_type & ms.move_block) == move_type)
2093 max = maxfree [i];
2094 else if (ms.flags () & P_IS_ALIVE)
2095 {
2096 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2097 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2098 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2099 return freedir [i];
2100 }
2101 }
2102 }
2103
2104 return 0;
2105 }
2106
2107 /*
2108 * distance(object 1, object 2) will return the square of the
2109 * distance between the two given objects.
2110 */
2111 int
2112 distance (const object *ob1, const object *ob2)
2113 {
2114 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2115 }
2116
2117 /*
2118 * find_dir_2(delta-x,delta-y) will return a direction in which
2119 * an object which has subtracted the x and y coordinates of another
2120 * object, needs to travel toward it.
2121 */
2122 int
2123 find_dir_2 (int x, int y)
2124 {
2125 int q;
2126
2127 if (y)
2128 q = x * 100 / y;
2129 else if (x)
2130 q = -300 * x;
2131 else
2132 return 0;
2133
2134 if (y > 0)
2135 {
2136 if (q < -242)
2137 return 3;
2138 if (q < -41)
2139 return 2;
2140 if (q < 41)
2141 return 1;
2142 if (q < 242)
2143 return 8;
2144 return 7;
2145 }
2146
2147 if (q < -242)
2148 return 7;
2149 if (q < -41)
2150 return 6;
2151 if (q < 41)
2152 return 5;
2153 if (q < 242)
2154 return 4;
2155
2156 return 3;
2157 }
2158
2159 /*
2160 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2161 * between two directions (which are expected to be absolute (see absdir())
2162 */
2163 int
2164 dirdiff (int dir1, int dir2)
2165 {
2166 int d;
2167
2168 d = abs (dir1 - dir2);
2169 if (d > 4)
2170 d = 8 - d;
2171
2172 return d;
2173 }
2174
2175 /* peterm:
2176 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2177 * Basically, this is a table of directions, and what directions
2178 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2179 * This basically means that if direction is 15, then it could either go
2180 * direction 4, 14, or 16 to get back to where we are.
2181 * Moved from spell_util.c to object.c with the other related direction
2182 * functions.
2183 */
2184 const int reduction_dir[SIZEOFFREE][3] = {
2185 {0, 0, 0}, /* 0 */
2186 {0, 0, 0}, /* 1 */
2187 {0, 0, 0}, /* 2 */
2188 {0, 0, 0}, /* 3 */
2189 {0, 0, 0}, /* 4 */
2190 {0, 0, 0}, /* 5 */
2191 {0, 0, 0}, /* 6 */
2192 {0, 0, 0}, /* 7 */
2193 {0, 0, 0}, /* 8 */
2194 {8, 1, 2}, /* 9 */
2195 {1, 2, -1}, /* 10 */
2196 {2, 10, 12}, /* 11 */
2197 {2, 3, -1}, /* 12 */
2198 {2, 3, 4}, /* 13 */
2199 {3, 4, -1}, /* 14 */
2200 {4, 14, 16}, /* 15 */
2201 {5, 4, -1}, /* 16 */
2202 {4, 5, 6}, /* 17 */
2203 {6, 5, -1}, /* 18 */
2204 {6, 20, 18}, /* 19 */
2205 {7, 6, -1}, /* 20 */
2206 {6, 7, 8}, /* 21 */
2207 {7, 8, -1}, /* 22 */
2208 {8, 22, 24}, /* 23 */
2209 {8, 1, -1}, /* 24 */
2210 {24, 9, 10}, /* 25 */
2211 {9, 10, -1}, /* 26 */
2212 {10, 11, -1}, /* 27 */
2213 {27, 11, 29}, /* 28 */
2214 {11, 12, -1}, /* 29 */
2215 {12, 13, -1}, /* 30 */
2216 {12, 13, 14}, /* 31 */
2217 {13, 14, -1}, /* 32 */
2218 {14, 15, -1}, /* 33 */
2219 {33, 15, 35}, /* 34 */
2220 {16, 15, -1}, /* 35 */
2221 {17, 16, -1}, /* 36 */
2222 {18, 17, 16}, /* 37 */
2223 {18, 17, -1}, /* 38 */
2224 {18, 19, -1}, /* 39 */
2225 {41, 19, 39}, /* 40 */
2226 {19, 20, -1}, /* 41 */
2227 {20, 21, -1}, /* 42 */
2228 {20, 21, 22}, /* 43 */
2229 {21, 22, -1}, /* 44 */
2230 {23, 22, -1}, /* 45 */
2231 {45, 47, 23}, /* 46 */
2232 {23, 24, -1}, /* 47 */
2233 {24, 9, -1}
2234 }; /* 48 */
2235
2236 /* Recursive routine to step back and see if we can
2237 * find a path to that monster that we found. If not,
2238 * we don't bother going toward it. Returns 1 if we
2239 * can see a direct way to get it
2240 * Modified to be map tile aware -.MSW
2241 */
2242 int
2243 can_see_monsterP (maptile *m, int x, int y, int dir)
2244 {
2245 sint16 dx, dy;
2246 int mflags;
2247
2248 if (dir < 0)
2249 return 0; /* exit condition: invalid direction */
2250
2251 dx = x + freearr_x[dir];
2252 dy = y + freearr_y[dir];
2253
2254 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2255
2256 /* This functional arguably was incorrect before - it was
2257 * checking for P_WALL - that was basically seeing if
2258 * we could move to the monster - this is being more
2259 * literal on if we can see it. To know if we can actually
2260 * move to the monster, we'd need the monster passed in or
2261 * at least its move type.
2262 */
2263 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2264 return 0;
2265
2266 /* yes, can see. */
2267 if (dir < 9)
2268 return 1;
2269
2270 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2271 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2272 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2273 }
2274
2275 /*
2276 * can_pick(picker, item): finds out if an object is possible to be
2277 * picked up by the picker. Returnes 1 if it can be
2278 * picked up, otherwise 0.
2279 *
2280 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2281 * core dumps if they do.
2282 *
2283 * Add a check so we can't pick up invisible objects (0.93.8)
2284 */
2285 int
2286 can_pick (const object *who, const object *item)
2287 {
2288 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2289 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2290 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2291 }
2292
2293 /*
2294 * create clone from object to another
2295 */
2296 object *
2297 object::deep_clone ()
2298 {
2299 assert (("deep_clone called on non-head object", is_head ()));
2300
2301 object *dst = clone ();
2302
2303 object *prev = dst;
2304 for (object *part = this->more; part; part = part->more)
2305 {
2306 object *tmp = part->clone ();
2307 tmp->head = dst;
2308 prev->more = tmp;
2309 prev = tmp;
2310 }
2311
2312 for (object *item = inv; item; item = item->below)
2313 insert_ob_in_ob (item->deep_clone (), dst);
2314
2315 return dst;
2316 }
2317
2318 /* This returns the first object in who's inventory that
2319 * has the same type and subtype match.
2320 * returns NULL if no match.
2321 */
2322 object *
2323 find_obj_by_type_subtype (const object *who, int type, int subtype)
2324 {
2325 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2326 if (tmp->type == type && tmp->subtype == subtype)
2327 return tmp;
2328
2329 return 0;
2330 }
2331
2332 shstr_tmp
2333 object::kv_get (shstr_tmp key) const
2334 {
2335 for (key_value *kv = key_values; kv; kv = kv->next)
2336 if (kv->key == key)
2337 return kv->value;
2338
2339 return shstr ();
2340 }
2341
2342 void
2343 object::kv_set (shstr_tmp key, shstr_tmp value)
2344 {
2345 for (key_value *kv = key_values; kv; kv = kv->next)
2346 if (kv->key == key)
2347 {
2348 kv->value = value;
2349 return;
2350 }
2351
2352 key_value *kv = new key_value;
2353
2354 kv->next = key_values;
2355 kv->key = key;
2356 kv->value = value;
2357
2358 key_values = kv;
2359 }
2360
2361 void
2362 object::kv_del (shstr_tmp key)
2363 {
2364 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2365 if ((*kvp)->key == key)
2366 {
2367 key_value *kv = *kvp;
2368 *kvp = (*kvp)->next;
2369 delete kv;
2370 return;
2371 }
2372 }
2373
2374 object::depth_iterator::depth_iterator (object *container)
2375 : iterator_base (container)
2376 {
2377 while (item->inv)
2378 item = item->inv;
2379 }
2380
2381 void
2382 object::depth_iterator::next ()
2383 {
2384 if (item->below)
2385 {
2386 item = item->below;
2387
2388 while (item->inv)
2389 item = item->inv;
2390 }
2391 else
2392 item = item->env;
2393 }
2394
2395 const char *
2396 object::flag_desc (char *desc, int len) const
2397 {
2398 char *p = desc;
2399 bool first = true;
2400
2401 *p = 0;
2402
2403 for (int i = 0; i < NUM_FLAGS; i++)
2404 {
2405 if (len <= 10) // magic constant!
2406 {
2407 snprintf (p, len, ",...");
2408 break;
2409 }
2410
2411 if (flag [i])
2412 {
2413 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2414 len -= cnt;
2415 p += cnt;
2416 first = false;
2417 }
2418 }
2419
2420 return desc;
2421 }
2422
2423 // return a suitable string describing an object in enough detail to find it
2424 const char *
2425 object::debug_desc (char *info) const
2426 {
2427 char flagdesc[512];
2428 char info2[256 * 4];
2429 char *p = info;
2430
2431 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2432 count,
2433 uuid.c_str (),
2434 &name,
2435 title ? ",title:\"" : "",
2436 title ? (const char *)title : "",
2437 title ? "\"" : "",
2438 flag_desc (flagdesc, 512), type);
2439
2440 if (!flag[FLAG_REMOVED] && env)
2441 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2442
2443 if (map)
2444 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2445
2446 return info;
2447 }
2448
2449 const char *
2450 object::debug_desc () const
2451 {
2452 static char info[3][256 * 4];
2453 static int info_idx;
2454
2455 return debug_desc (info [++info_idx % 3]);
2456 }
2457
2458 struct region *
2459 object::region () const
2460 {
2461 return map ? map->region (x, y)
2462 : region::default_region ();
2463 }
2464
2465 const materialtype_t *
2466 object::dominant_material () const
2467 {
2468 if (materialtype_t *mt = name_to_material (materialname))
2469 return mt;
2470
2471 return name_to_material (shstr_unknown);
2472 }
2473
2474 void
2475 object::open_container (object *new_container)
2476 {
2477 if (container == new_container)
2478 return;
2479
2480 object *old_container = container;
2481
2482 if (old_container)
2483 {
2484 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2485 return;
2486
2487 #if 0
2488 // remove the "Close old_container" object.
2489 if (object *closer = old_container->inv)
2490 if (closer->type == CLOSE_CON)
2491 closer->destroy ();
2492 #endif
2493
2494 // make sure the container is available
2495 esrv_send_item (this, old_container);
2496
2497 old_container->flag [FLAG_APPLIED] = false;
2498 container = 0;
2499
2500 // client needs item update to make it work, client bug requires this to be separate
2501 esrv_update_item (UPD_FLAGS, this, old_container);
2502
2503 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2504 play_sound (sound_find ("chest_close"));
2505 }
2506
2507 if (new_container)
2508 {
2509 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2510 return;
2511
2512 // TODO: this does not seem to serve any purpose anymore?
2513 #if 0
2514 // insert the "Close Container" object.
2515 if (archetype *closer = new_container->other_arch)
2516 {
2517 object *closer = arch_to_object (new_container->other_arch);
2518 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2519 new_container->insert (closer);
2520 }
2521 #endif
2522
2523 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2524
2525 // make sure the container is available, client bug requires this to be separate
2526 esrv_send_item (this, new_container);
2527
2528 new_container->flag [FLAG_APPLIED] = true;
2529 container = new_container;
2530
2531 // client needs flag change
2532 esrv_update_item (UPD_FLAGS, this, new_container);
2533 esrv_send_inventory (this, new_container);
2534 play_sound (sound_find ("chest_open"));
2535 }
2536 // else if (!old_container->env && contr && contr->ns)
2537 // contr->ns->floorbox_reset ();
2538 }
2539
2540 object *
2541 object::force_find (shstr_tmp name)
2542 {
2543 /* cycle through his inventory to look for the MARK we want to
2544 * place
2545 */
2546 for (object *tmp = inv; tmp; tmp = tmp->below)
2547 if (tmp->type == FORCE && tmp->slaying == name)
2548 return splay (tmp);
2549
2550 return 0;
2551 }
2552
2553 void
2554 object::force_set_timer (int duration)
2555 {
2556 this->duration = 1;
2557 this->speed_left = -1.f;
2558
2559 this->set_speed (duration ? 1.f / duration : 0.f);
2560 }
2561
2562 object *
2563 object::force_add (shstr_tmp name, int duration)
2564 {
2565 if (object *force = force_find (name))
2566 force->destroy ();
2567
2568 object *force = get_archetype (FORCE_NAME);
2569
2570 force->slaying = name;
2571
2572 force->force_set_timer (duration);
2573
2574 force->flag [FLAG_APPLIED] = true;
2575
2576 return insert (force);
2577 }
2578
2579 void
2580 object::play_sound (faceidx sound) const
2581 {
2582 if (!sound)
2583 return;
2584
2585 if (is_on_map ())
2586 map->play_sound (sound, x, y);
2587 else if (object *pl = in_player ())
2588 pl->contr->play_sound (sound);
2589 }
2590
2591 void
2592 object::say_msg (const char *msg) const
2593 {
2594 if (is_on_map ())
2595 map->say_msg (msg, x, y);
2596 else if (object *pl = in_player ())
2597 pl->contr->play_sound (sound);
2598 }
2599
2600 void
2601 object::make_noise ()
2602 {
2603 // we do not model noise in the map, so instead put
2604 // a temporary light into the noise source
2605 // could use the map instead, but that's less reliable for our
2606 // goal, which is to make invisibility a bit harder to exploit
2607
2608 // currently only works sensibly for players
2609 if (!is_player ())
2610 return;
2611
2612 // find old force, or create new one
2613 object *force = force_find (shstr_noise_force);
2614
2615 if (force)
2616 force->speed_left = -1.f; // patch old speed up
2617 else
2618 {
2619 force = archetype::get (shstr_noise_force);
2620
2621 force->slaying = shstr_noise_force;
2622 force->stats.food = 1;
2623 force->speed_left = -1.f;
2624
2625 force->set_speed (1.f / 4.f);
2626 force->flag [FLAG_IS_USED_UP] = true;
2627 force->flag [FLAG_APPLIED] = true;
2628
2629 insert (force);
2630 }
2631 }
2632