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Revision: 1.296
Committed: Fri Nov 6 13:31:47 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_90
Changes since 1.295: +0 -23 lines
Log Message:
remove or document dead code

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