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Revision: 1.294
Committed: Thu Nov 5 15:43:21 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.293: +5 -3 lines
Log Message:
mark gpl sections, common/

File Contents

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