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Revision: 1.299
Committed: Sun Nov 8 20:55:39 2009 UTC (14 years, 6 months ago) by root
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Branch: MAIN
Changes since 1.298: +23 -0 lines
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <global.h>
26 #include <stdio.h>
27 #include <sys/types.h>
28 #include <sys/uio.h>
29 #include <object.h>
30 #include <sproto.h>
31 #include <loader.h>
32
33 #include <bitset>
34
35 UUID UUID::cur;
36 static uint64_t seq_next_save;
37 static const uint64 UUID_GAP = 1<<19;
38 uint32_t mapspace::smellcount = 10000;
39
40 objectvec objects;
41 activevec actives;
42
43 //+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 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
1509 bool
1510 object::can_drop_at (maptile *m, int x, int y, object *originator)
1511 {
1512 mapspace &ms = m->at (x, y);
1513
1514 int items = ms.items ();
1515
1516 if (!items // testing !items ensures we can drop at least one item
1517 || (items < m->max_items
1518 && ms.volume () < m->max_volume
1519 && nrof <= m->max_nrof))
1520 return true;
1521
1522 if (originator && originator->is_player ())
1523 originator->contr->failmsg (format (
1524 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1525 query_name ()
1526 ));
1527
1528 return false;
1529 }
1530
1531 /*
1532 * decrease(object, number) decreases a specified number from
1533 * the amount of an object. If the amount reaches 0, the object
1534 * is subsequently removed and freed.
1535 *
1536 * Return value: 'op' if something is left, NULL if the amount reached 0
1537 */
1538 bool
1539 object::decrease (sint32 nr)
1540 {
1541 if (!nr)
1542 return true;
1543
1544 nr = min (nr, nrof);
1545
1546 if (nrof > nr)
1547 {
1548 nrof -= nr;
1549 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1550
1551 if (object *pl = visible_to ())
1552 esrv_update_item (UPD_NROF, pl, this);
1553
1554 return true;
1555 }
1556 else
1557 {
1558 destroy ();
1559 return false;
1560 }
1561 }
1562
1563 /*
1564 * split(ob,nr) splits up ob into two parts. The part which
1565 * is returned contains nr objects, and the remaining parts contains
1566 * the rest (or is removed and returned if that number is 0).
1567 * On failure, NULL is returned.
1568 */
1569 object *
1570 object::split (sint32 nr)
1571 {
1572 int have = number_of ();
1573
1574 if (have < nr)
1575 return 0;
1576 else if (have == nr)
1577 {
1578 remove ();
1579 return this;
1580 }
1581 else
1582 {
1583 decrease (nr);
1584
1585 object *op = deep_clone ();
1586 op->nrof = nr;
1587 return op;
1588 }
1589 }
1590
1591 object *
1592 insert_ob_in_ob (object *op, object *where)
1593 {
1594 if (!where)
1595 {
1596 char *dump = dump_object (op);
1597 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1598 free (dump);
1599 return op;
1600 }
1601
1602 if (where->head_ () != where)
1603 {
1604 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1605 where = where->head;
1606 }
1607
1608 return where->insert (op);
1609 }
1610
1611 /*
1612 * env->insert (op)
1613 * This function inserts the object op in the linked list
1614 * inside the object environment.
1615 *
1616 * The function returns now pointer to inserted item, and return value can
1617 * be != op, if items are merged. -Tero
1618 */
1619 object *
1620 object::insert (object *op)
1621 {
1622 if (op->more)
1623 {
1624 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1625 return op;
1626 }
1627
1628 op->remove ();
1629
1630 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1631
1632 if (op->nrof)
1633 for (object *tmp = inv; tmp; tmp = tmp->below)
1634 if (object::can_merge (tmp, op))
1635 {
1636 /* return the original object and remove inserted object
1637 (client needs the original object) */
1638 tmp->nrof += op->nrof;
1639
1640 if (object *pl = tmp->visible_to ())
1641 esrv_update_item (UPD_NROF, pl, tmp);
1642
1643 adjust_weight (this, op->total_weight ());
1644
1645 op->destroy ();
1646 op = tmp;
1647 goto inserted;
1648 }
1649
1650 op->owner = 0; // it's his/hers now. period.
1651 op->map = 0;
1652 op->x = 0;
1653 op->y = 0;
1654
1655 op->above = 0;
1656 op->below = inv;
1657 op->env = this;
1658
1659 if (inv)
1660 inv->above = op;
1661
1662 inv = op;
1663
1664 op->flag [FLAG_REMOVED] = 0;
1665
1666 if (object *pl = op->visible_to ())
1667 esrv_send_item (pl, op);
1668
1669 adjust_weight (this, op->total_weight ());
1670
1671 inserted:
1672 /* reset the light list and los of the players on the map */
1673 if (op->glow_radius && is_on_map ())
1674 {
1675 update_stats ();
1676 update_all_los (map, x, y);
1677 }
1678 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1679 // if this is a player's inventory, update stats
1680 update_stats ();
1681
1682 INVOKE_OBJECT (INSERT, this);
1683
1684 return op;
1685 }
1686
1687 /*
1688 * Checks if any objects has a move_type that matches objects
1689 * that effect this object on this space. Call apply() to process
1690 * these events.
1691 *
1692 * Any speed-modification due to SLOW_MOVE() of other present objects
1693 * will affect the speed_left of the object.
1694 *
1695 * originator: Player, monster or other object that caused 'op' to be inserted
1696 * into 'map'. May be NULL.
1697 *
1698 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1699 *
1700 * 4-21-95 added code to check if appropriate skill was readied - this will
1701 * permit faster movement by the player through this terrain. -b.t.
1702 *
1703 * MSW 2001-07-08: Check all objects on space, not just those below
1704 * object being inserted. insert_ob_in_map may not put new objects
1705 * on top.
1706 */
1707 int
1708 check_move_on (object *op, object *originator)
1709 {
1710 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1711 return 0;
1712
1713 object *tmp;
1714 maptile *m = op->map;
1715 int x = op->x, y = op->y;
1716
1717 mapspace &ms = m->at (x, y);
1718
1719 ms.update ();
1720
1721 MoveType move_on = ms.move_on;
1722 MoveType move_slow = ms.move_slow;
1723 MoveType move_block = ms.move_block;
1724
1725 /* if nothing on this space will slow op down or be applied,
1726 * no need to do checking below. have to make sure move_type
1727 * is set, as lots of objects don't have it set - we treat that
1728 * as walking.
1729 */
1730 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1731 return 0;
1732
1733 /* This is basically inverse logic of that below - basically,
1734 * if the object can avoid the move on or slow move, they do so,
1735 * but can't do it if the alternate movement they are using is
1736 * blocked. Logic on this seems confusing, but does seem correct.
1737 */
1738 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1739 return 0;
1740
1741 /* The objects have to be checked from top to bottom.
1742 * Hence, we first go to the top:
1743 */
1744 for (object *next, *tmp = ms.top; tmp; tmp = next)
1745 {
1746 next = tmp->below;
1747
1748 if (tmp == op)
1749 continue; /* Can't apply yourself */
1750
1751 /* Check to see if one of the movement types should be slowed down.
1752 * Second check makes sure that the movement types not being slowed
1753 * (~slow_move) is not blocked on this space - just because the
1754 * space doesn't slow down swimming (for example), if you can't actually
1755 * swim on that space, can't use it to avoid the penalty.
1756 */
1757 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1758 {
1759 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1760 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1761 {
1762 float diff = tmp->move_slow_penalty * fabs (op->speed);
1763
1764 if (op->is_player ())
1765 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1766 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1767 diff /= 4.0;
1768
1769 op->speed_left -= diff;
1770 }
1771 }
1772
1773 /* Basically same logic as above, except now for actual apply. */
1774 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1775 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1776 {
1777 move_apply (tmp, op, originator);
1778
1779 if (op->destroyed ())
1780 return 1;
1781
1782 /* what the person/creature stepped onto has moved the object
1783 * someplace new. Don't process any further - if we did,
1784 * have a feeling strange problems would result.
1785 */
1786 if (op->map != m || op->x != x || op->y != y)
1787 return 0;
1788 }
1789 }
1790
1791 return 0;
1792 }
1793
1794 /*
1795 * present_arch(arch, map, x, y) searches for any objects with
1796 * a matching archetype at the given map and coordinates.
1797 * The first matching object is returned, or NULL if none.
1798 */
1799 object *
1800 present_arch (const archetype *at, maptile *m, int x, int y)
1801 {
1802 if (!m || out_of_map (m, x, y))
1803 {
1804 LOG (llevError, "Present_arch 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->arch->archname == at->archname)
1810 return tmp;
1811
1812 return NULL;
1813 }
1814
1815 /*
1816 * present(type, map, x, y) searches for any objects with
1817 * a matching type variable at the given map and coordinates.
1818 * The first matching object is returned, or NULL if none.
1819 */
1820 object *
1821 present (unsigned char type, maptile *m, int x, int y)
1822 {
1823 if (out_of_map (m, x, y))
1824 {
1825 LOG (llevError, "Present called outside map.\n");
1826 return NULL;
1827 }
1828
1829 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1830 if (tmp->type == type)
1831 return tmp;
1832
1833 return NULL;
1834 }
1835
1836 /*
1837 * present_in_ob(type, object) searches for any objects with
1838 * a matching type variable in the inventory of the given object.
1839 * The first matching object is returned, or NULL if none.
1840 */
1841 object *
1842 present_in_ob (unsigned char type, const object *op)
1843 {
1844 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1845 if (tmp->type == type)
1846 return tmp;
1847
1848 return NULL;
1849 }
1850
1851 /*
1852 * present_in_ob (type, str, object) searches for any objects with
1853 * a matching type & name variable in the inventory of the given object.
1854 * The first matching object is returned, or NULL if none.
1855 * This is mostly used by spell effect code, so that we only
1856 * have one spell effect at a time.
1857 * type can be used to narrow the search - if type is set,
1858 * the type must also match. -1 can be passed for the type,
1859 * in which case the type does not need to pass.
1860 * str is the string to match against. Note that we match against
1861 * the object name, not the archetype name. this is so that the
1862 * spell code can use one object type (force), but change it's name
1863 * to be unique.
1864 */
1865 object *
1866 present_in_ob_by_name (int type, const char *str, const object *op)
1867 {
1868 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1869 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1870 return tmp;
1871
1872 return 0;
1873 }
1874
1875 /*
1876 * present_arch_in_ob(archetype, object) searches for any objects with
1877 * a matching archetype in the inventory of the given object.
1878 * The first matching object is returned, or NULL if none.
1879 */
1880 object *
1881 present_arch_in_ob (const archetype *at, const object *op)
1882 {
1883 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1884 if (tmp->arch->archname == at->archname)
1885 return tmp;
1886
1887 return NULL;
1888 }
1889
1890 /*
1891 * activate recursively a flag on an object inventory
1892 */
1893 void
1894 flag_inv (object *op, int flag)
1895 {
1896 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1897 {
1898 SET_FLAG (tmp, flag);
1899 flag_inv (tmp, flag);
1900 }
1901 }
1902
1903 /*
1904 * deactivate recursively a flag on an object inventory
1905 */
1906 void
1907 unflag_inv (object *op, int flag)
1908 {
1909 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1910 {
1911 CLEAR_FLAG (tmp, flag);
1912 unflag_inv (tmp, flag);
1913 }
1914 }
1915
1916 /*
1917 * find_free_spot(object, map, x, y, start, stop) will search for
1918 * a spot at the given map and coordinates which will be able to contain
1919 * the given object. start and stop specifies how many squares
1920 * to search (see the freearr_x/y[] definition).
1921 * It returns a random choice among the alternatives found.
1922 * start and stop are where to start relative to the free_arr array (1,9
1923 * does all 4 immediate directions). This returns the index into the
1924 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1925 * Note: This function does correctly handle tiled maps, but does not
1926 * inform the caller. However, insert_ob_in_map will update as
1927 * necessary, so the caller shouldn't need to do any special work.
1928 * Note - updated to take an object instead of archetype - this is necessary
1929 * because arch_blocked (now ob_blocked) needs to know the movement type
1930 * to know if the space in question will block the object. We can't use
1931 * the archetype because that isn't correct if the monster has been
1932 * customized, changed states, etc.
1933 */
1934 int
1935 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1936 {
1937 int altern[SIZEOFFREE];
1938 int index = 0, flag;
1939
1940 for (int i = start; i < stop; i++)
1941 {
1942 mapxy pos (m, x, y); pos.move (i);
1943
1944 if (!pos.normalise ())
1945 continue;
1946
1947 mapspace &ms = *pos;
1948
1949 if (ms.flags () & P_IS_ALIVE)
1950 continue;
1951
1952 /* However, often
1953 * ob doesn't have any move type (when used to place exits)
1954 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1955 */
1956 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1957 {
1958 altern [index++] = i;
1959 continue;
1960 }
1961
1962 /* Basically, if we find a wall on a space, we cut down the search size.
1963 * In this way, we won't return spaces that are on another side of a wall.
1964 * This mostly work, but it cuts down the search size in all directions -
1965 * if the space being examined only has a wall to the north and empty
1966 * spaces in all the other directions, this will reduce the search space
1967 * to only the spaces immediately surrounding the target area, and
1968 * won't look 2 spaces south of the target space.
1969 */
1970 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1971 {
1972 stop = maxfree[i];
1973 continue;
1974 }
1975
1976 /* Note it is intentional that we check ob - the movement type of the
1977 * head of the object should correspond for the entire object.
1978 */
1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1980 continue;
1981
1982 if (ob->blocked (pos.m, pos.x, pos.y))
1983 continue;
1984
1985 altern [index++] = i;
1986 }
1987
1988 if (!index)
1989 return -1;
1990
1991 return altern [rndm (index)];
1992 }
1993
1994 /*
1995 * find_first_free_spot(archetype, maptile, x, y) works like
1996 * find_free_spot(), but it will search max number of squares.
1997 * But it will return the first available spot, not a random choice.
1998 * Changed 0.93.2: Have it return -1 if there is no free spot available.
1999 */
2000 int
2001 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2002 {
2003 for (int i = 0; i < SIZEOFFREE; i++)
2004 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2005 return i;
2006
2007 return -1;
2008 }
2009
2010 /*
2011 * The function permute(arr, begin, end) randomly reorders the array
2012 * arr[begin..end-1].
2013 * now uses a fisher-yates shuffle, old permute was broken
2014 */
2015 static void
2016 permute (int *arr, int begin, int end)
2017 {
2018 arr += begin;
2019 end -= begin;
2020
2021 while (--end)
2022 swap (arr [end], arr [rndm (end + 1)]);
2023 }
2024
2025 /* new function to make monster searching more efficient, and effective!
2026 * This basically returns a randomized array (in the passed pointer) of
2027 * the spaces to find monsters. In this way, it won't always look for
2028 * monsters to the north first. However, the size of the array passed
2029 * covers all the spaces, so within that size, all the spaces within
2030 * the 3x3 area will be searched, just not in a predictable order.
2031 */
2032 void
2033 get_search_arr (int *search_arr)
2034 {
2035 int i;
2036
2037 for (i = 0; i < SIZEOFFREE; i++)
2038 search_arr[i] = i;
2039
2040 permute (search_arr, 1, SIZEOFFREE1 + 1);
2041 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2042 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2043 }
2044
2045 /*
2046 * find_dir(map, x, y, exclude) will search some close squares in the
2047 * given map at the given coordinates for live objects.
2048 * It will not considered the object given as exclude among possible
2049 * live objects.
2050 * It returns the direction toward the first/closest live object if finds
2051 * any, otherwise 0.
2052 * Perhaps incorrectly, but I'm making the assumption that exclude
2053 * is actually want is going to try and move there. We need this info
2054 * because we have to know what movement the thing looking to move
2055 * there is capable of.
2056 */
2057 int
2058 find_dir (maptile *m, int x, int y, object *exclude)
2059 {
2060 int max = SIZEOFFREE, mflags;
2061 MoveType move_type;
2062
2063 if (exclude && exclude->head_ () != exclude)
2064 {
2065 exclude = exclude->head;
2066 move_type = exclude->move_type;
2067 }
2068 else
2069 {
2070 /* If we don't have anything, presume it can use all movement types. */
2071 move_type = MOVE_ALL;
2072 }
2073
2074 for (int i = 1; i < max; i++)
2075 {
2076 mapxy pos (m, x, y);
2077 pos.move (i);
2078
2079 if (!pos.normalise ())
2080 max = maxfree[i];
2081 else
2082 {
2083 mapspace &ms = *pos;
2084
2085 if ((move_type & ms.move_block) == move_type)
2086 max = maxfree [i];
2087 else if (ms.flags () & P_IS_ALIVE)
2088 {
2089 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2090 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2091 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2092 return freedir [i];
2093 }
2094 }
2095 }
2096
2097 return 0;
2098 }
2099
2100 /*
2101 * distance(object 1, object 2) will return the square of the
2102 * distance between the two given objects.
2103 */
2104 int
2105 distance (const object *ob1, const object *ob2)
2106 {
2107 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2108 }
2109
2110 /*
2111 * find_dir_2(delta-x,delta-y) will return a direction in which
2112 * an object which has subtracted the x and y coordinates of another
2113 * object, needs to travel toward it.
2114 */
2115 int
2116 find_dir_2 (int x, int y)
2117 {
2118 int q;
2119
2120 if (y)
2121 q = x * 100 / y;
2122 else if (x)
2123 q = -300 * x;
2124 else
2125 return 0;
2126
2127 if (y > 0)
2128 {
2129 if (q < -242)
2130 return 3;
2131 if (q < -41)
2132 return 2;
2133 if (q < 41)
2134 return 1;
2135 if (q < 242)
2136 return 8;
2137 return 7;
2138 }
2139
2140 if (q < -242)
2141 return 7;
2142 if (q < -41)
2143 return 6;
2144 if (q < 41)
2145 return 5;
2146 if (q < 242)
2147 return 4;
2148
2149 return 3;
2150 }
2151
2152 /*
2153 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2154 * between two directions (which are expected to be absolute (see absdir())
2155 */
2156 int
2157 dirdiff (int dir1, int dir2)
2158 {
2159 int d;
2160
2161 d = abs (dir1 - dir2);
2162 if (d > 4)
2163 d = 8 - d;
2164
2165 return d;
2166 }
2167
2168 /* peterm:
2169 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2170 * Basically, this is a table of directions, and what directions
2171 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2172 * This basically means that if direction is 15, then it could either go
2173 * direction 4, 14, or 16 to get back to where we are.
2174 * Moved from spell_util.c to object.c with the other related direction
2175 * functions.
2176 */
2177 static const int reduction_dir[SIZEOFFREE][3] = {
2178 {0, 0, 0}, /* 0 */
2179 {0, 0, 0}, /* 1 */
2180 {0, 0, 0}, /* 2 */
2181 {0, 0, 0}, /* 3 */
2182 {0, 0, 0}, /* 4 */
2183 {0, 0, 0}, /* 5 */
2184 {0, 0, 0}, /* 6 */
2185 {0, 0, 0}, /* 7 */
2186 {0, 0, 0}, /* 8 */
2187 {8, 1, 2}, /* 9 */
2188 {1, 2, -1}, /* 10 */
2189 {2, 10, 12}, /* 11 */
2190 {2, 3, -1}, /* 12 */
2191 {2, 3, 4}, /* 13 */
2192 {3, 4, -1}, /* 14 */
2193 {4, 14, 16}, /* 15 */
2194 {5, 4, -1}, /* 16 */
2195 {4, 5, 6}, /* 17 */
2196 {6, 5, -1}, /* 18 */
2197 {6, 20, 18}, /* 19 */
2198 {7, 6, -1}, /* 20 */
2199 {6, 7, 8}, /* 21 */
2200 {7, 8, -1}, /* 22 */
2201 {8, 22, 24}, /* 23 */
2202 {8, 1, -1}, /* 24 */
2203 {24, 9, 10}, /* 25 */
2204 {9, 10, -1}, /* 26 */
2205 {10, 11, -1}, /* 27 */
2206 {27, 11, 29}, /* 28 */
2207 {11, 12, -1}, /* 29 */
2208 {12, 13, -1}, /* 30 */
2209 {12, 13, 14}, /* 31 */
2210 {13, 14, -1}, /* 32 */
2211 {14, 15, -1}, /* 33 */
2212 {33, 15, 35}, /* 34 */
2213 {16, 15, -1}, /* 35 */
2214 {17, 16, -1}, /* 36 */
2215 {18, 17, 16}, /* 37 */
2216 {18, 17, -1}, /* 38 */
2217 {18, 19, -1}, /* 39 */
2218 {41, 19, 39}, /* 40 */
2219 {19, 20, -1}, /* 41 */
2220 {20, 21, -1}, /* 42 */
2221 {20, 21, 22}, /* 43 */
2222 {21, 22, -1}, /* 44 */
2223 {23, 22, -1}, /* 45 */
2224 {45, 47, 23}, /* 46 */
2225 {23, 24, -1}, /* 47 */
2226 {24, 9, -1}
2227 }; /* 48 */
2228
2229 /* Recursive routine to step back and see if we can
2230 * find a path to that monster that we found. If not,
2231 * we don't bother going toward it. Returns 1 if we
2232 * can see a direct way to get it
2233 * Modified to be map tile aware -.MSW
2234 */
2235 int
2236 can_see_monsterP (maptile *m, int x, int y, int dir)
2237 {
2238 sint16 dx, dy;
2239 int mflags;
2240
2241 if (dir < 0)
2242 return 0; /* exit condition: invalid direction */
2243
2244 dx = x + freearr_x[dir];
2245 dy = y + freearr_y[dir];
2246
2247 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2248
2249 /* This functional arguably was incorrect before - it was
2250 * checking for P_WALL - that was basically seeing if
2251 * we could move to the monster - this is being more
2252 * literal on if we can see it. To know if we can actually
2253 * move to the monster, we'd need the monster passed in or
2254 * at least its move type.
2255 */
2256 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2257 return 0;
2258
2259 /* yes, can see. */
2260 if (dir < 9)
2261 return 1;
2262
2263 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2264 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2265 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2266 }
2267
2268 /*
2269 * can_pick(picker, item): finds out if an object is possible to be
2270 * picked up by the picker. Returnes 1 if it can be
2271 * picked up, otherwise 0.
2272 *
2273 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2274 * core dumps if they do.
2275 *
2276 * Add a check so we can't pick up invisible objects (0.93.8)
2277 */
2278 int
2279 can_pick (const object *who, const object *item)
2280 {
2281 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2282 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2283 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2284 }
2285
2286 /*
2287 * create clone from object to another
2288 */
2289 object *
2290 object::deep_clone ()
2291 {
2292 assert (("deep_clone called on non-head object", is_head ()));
2293
2294 object *dst = clone ();
2295
2296 object *prev = dst;
2297 for (object *part = this->more; part; part = part->more)
2298 {
2299 object *tmp = part->clone ();
2300 tmp->head = dst;
2301 prev->more = tmp;
2302 prev = tmp;
2303 }
2304
2305 for (object *item = inv; item; item = item->below)
2306 insert_ob_in_ob (item->deep_clone (), dst);
2307
2308 return dst;
2309 }
2310
2311 /* This returns the first object in who's inventory that
2312 * has the same type and subtype match.
2313 * returns NULL if no match.
2314 */
2315 object *
2316 find_obj_by_type_subtype (const object *who, int type, int subtype)
2317 {
2318 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2319 if (tmp->type == type && tmp->subtype == subtype)
2320 return tmp;
2321
2322 return 0;
2323 }
2324
2325 shstr_tmp
2326 object::kv_get (shstr_tmp key) const
2327 {
2328 for (key_value *kv = key_values; kv; kv = kv->next)
2329 if (kv->key == key)
2330 return kv->value;
2331
2332 return shstr ();
2333 }
2334
2335 void
2336 object::kv_set (shstr_tmp key, shstr_tmp value)
2337 {
2338 for (key_value *kv = key_values; kv; kv = kv->next)
2339 if (kv->key == key)
2340 {
2341 kv->value = value;
2342 return;
2343 }
2344
2345 key_value *kv = new key_value;
2346
2347 kv->next = key_values;
2348 kv->key = key;
2349 kv->value = value;
2350
2351 key_values = kv;
2352 }
2353
2354 void
2355 object::kv_del (shstr_tmp key)
2356 {
2357 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2358 if ((*kvp)->key == key)
2359 {
2360 key_value *kv = *kvp;
2361 *kvp = (*kvp)->next;
2362 delete kv;
2363 return;
2364 }
2365 }
2366
2367 object::depth_iterator::depth_iterator (object *container)
2368 : iterator_base (container)
2369 {
2370 while (item->inv)
2371 item = item->inv;
2372 }
2373
2374 void
2375 object::depth_iterator::next ()
2376 {
2377 if (item->below)
2378 {
2379 item = item->below;
2380
2381 while (item->inv)
2382 item = item->inv;
2383 }
2384 else
2385 item = item->env;
2386 }
2387
2388 const char *
2389 object::flag_desc (char *desc, int len) const
2390 {
2391 char *p = desc;
2392 bool first = true;
2393
2394 *p = 0;
2395
2396 for (int i = 0; i < NUM_FLAGS; i++)
2397 {
2398 if (len <= 10) // magic constant!
2399 {
2400 snprintf (p, len, ",...");
2401 break;
2402 }
2403
2404 if (flag [i])
2405 {
2406 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2407 len -= cnt;
2408 p += cnt;
2409 first = false;
2410 }
2411 }
2412
2413 return desc;
2414 }
2415
2416 // return a suitable string describing an object in enough detail to find it
2417 const char *
2418 object::debug_desc (char *info) const
2419 {
2420 char flagdesc[512];
2421 char info2[256 * 4];
2422 char *p = info;
2423
2424 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2425 count,
2426 uuid.c_str (),
2427 &name,
2428 title ? ",title:\"" : "",
2429 title ? (const char *)title : "",
2430 title ? "\"" : "",
2431 flag_desc (flagdesc, 512), type);
2432
2433 if (!flag[FLAG_REMOVED] && env)
2434 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2435
2436 if (map)
2437 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2438
2439 return info;
2440 }
2441
2442 const char *
2443 object::debug_desc () const
2444 {
2445 static char info[3][256 * 4];
2446 static int info_idx;
2447
2448 return debug_desc (info [++info_idx % 3]);
2449 }
2450
2451 struct region *
2452 object::region () const
2453 {
2454 return map ? map->region (x, y)
2455 : region::default_region ();
2456 }
2457
2458 const materialtype_t *
2459 object::dominant_material () const
2460 {
2461 if (materialtype_t *mt = name_to_material (materialname))
2462 return mt;
2463
2464 return name_to_material (shstr_unknown);
2465 }
2466
2467 void
2468 object::open_container (object *new_container)
2469 {
2470 if (container == new_container)
2471 return;
2472
2473 object *old_container = container;
2474
2475 if (old_container)
2476 {
2477 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2478 return;
2479
2480 #if 0
2481 // remove the "Close old_container" object.
2482 if (object *closer = old_container->inv)
2483 if (closer->type == CLOSE_CON)
2484 closer->destroy ();
2485 #endif
2486
2487 // make sure the container is available
2488 esrv_send_item (this, old_container);
2489
2490 old_container->flag [FLAG_APPLIED] = false;
2491 container = 0;
2492
2493 // client needs item update to make it work, client bug requires this to be separate
2494 esrv_update_item (UPD_FLAGS, this, old_container);
2495
2496 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2497 play_sound (sound_find ("chest_close"));
2498 }
2499
2500 if (new_container)
2501 {
2502 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2503 return;
2504
2505 // TODO: this does not seem to serve any purpose anymore?
2506 #if 0
2507 // insert the "Close Container" object.
2508 if (archetype *closer = new_container->other_arch)
2509 {
2510 object *closer = arch_to_object (new_container->other_arch);
2511 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2512 new_container->insert (closer);
2513 }
2514 #endif
2515
2516 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2517
2518 // make sure the container is available, client bug requires this to be separate
2519 esrv_send_item (this, new_container);
2520
2521 new_container->flag [FLAG_APPLIED] = true;
2522 container = new_container;
2523
2524 // client needs flag change
2525 esrv_update_item (UPD_FLAGS, this, new_container);
2526 esrv_send_inventory (this, new_container);
2527 play_sound (sound_find ("chest_open"));
2528 }
2529 // else if (!old_container->env && contr && contr->ns)
2530 // contr->ns->floorbox_reset ();
2531 }
2532
2533 object *
2534 object::force_find (shstr_tmp name)
2535 {
2536 /* cycle through his inventory to look for the MARK we want to
2537 * place
2538 */
2539 for (object *tmp = inv; tmp; tmp = tmp->below)
2540 if (tmp->type == FORCE && tmp->slaying == name)
2541 return splay (tmp);
2542
2543 return 0;
2544 }
2545
2546 //-GPL
2547
2548 void
2549 object::force_set_timer (int duration)
2550 {
2551 this->duration = 1;
2552 this->speed_left = -1.f;
2553
2554 this->set_speed (duration ? 1.f / duration : 0.f);
2555 }
2556
2557 object *
2558 object::force_add (shstr_tmp name, int duration)
2559 {
2560 if (object *force = force_find (name))
2561 force->destroy ();
2562
2563 object *force = get_archetype (FORCE_NAME);
2564
2565 force->slaying = name;
2566 force->force_set_timer (duration);
2567 force->flag [FLAG_APPLIED] = true;
2568
2569 return insert (force);
2570 }
2571
2572 void
2573 object::play_sound (faceidx sound) const
2574 {
2575 if (!sound)
2576 return;
2577
2578 if (is_on_map ())
2579 map->play_sound (sound, x, y);
2580 else if (object *pl = in_player ())
2581 pl->contr->play_sound (sound);
2582 }
2583
2584 void
2585 object::say_msg (const char *msg) const
2586 {
2587 if (is_on_map ())
2588 map->say_msg (msg, x, y);
2589 else if (object *pl = in_player ())
2590 pl->contr->play_sound (sound);
2591 }
2592
2593 void
2594 object::make_noise ()
2595 {
2596 // we do not model noise in the map, so instead put
2597 // a temporary light into the noise source
2598 // could use the map instead, but that's less reliable for our
2599 // goal, which is to make invisibility a bit harder to exploit
2600
2601 // currently only works sensibly for players
2602 if (!is_player ())
2603 return;
2604
2605 // find old force, or create new one
2606 object *force = force_find (shstr_noise_force);
2607
2608 if (force)
2609 force->speed_left = -1.f; // patch old speed up
2610 else
2611 {
2612 force = archetype::get (shstr_noise_force);
2613
2614 force->slaying = shstr_noise_force;
2615 force->stats.food = 1;
2616 force->speed_left = -1.f;
2617
2618 force->set_speed (1.f / 4.f);
2619 force->flag [FLAG_IS_USED_UP] = true;
2620 force->flag [FLAG_APPLIED] = true;
2621
2622 insert (force);
2623 }
2624 }
2625