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Revision: 1.297
Committed: Sat Nov 7 18:30:05 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.296: +7 -9 lines
Log Message:
lots of cleanups

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