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Revision: 1.295
Committed: Fri Nov 6 13:03:34 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.294: +9 -8 lines
Log Message:
make effectively static symbols actually static, part 2

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