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Revision: 1.304
Committed: Tue Nov 10 16:29:20 2009 UTC (14 years, 6 months ago) by root
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Branch: MAIN
Changes since 1.303: +1 -1 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 char buf [UUID::MAX_LEN];
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 bool
146 UUID::parse (const char *s)
147 {
148 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
149 return false;
150
151 seq = 0;
152
153 while (*s != '>')
154 {
155 if (*s < '0')
156 return false;
157
158 // this gives nice branchless code with gcc
159 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
160 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
161
162 seq = (seq << 4) | digit;
163
164 ++s;
165 }
166
167 return true;
168 }
169
170 char *
171 UUID::append (char *buf) const
172 {
173 *buf++ = '<';
174 *buf++ = '1';
175 *buf++ = '.';
176
177 uint64_t seq = this->seq;
178 const int bits = 64;
179 char nz = 0;
180 static const char tohex [] = "0123456789abcdef";
181
182 // assert (len >= 3 + bits / 4 + 1 + 1);
183 for (int i = bits / 4; --i; )
184 {
185 uint8_t digit = seq >> (bits - 4);
186
187 *buf = tohex [digit];
188 nz |= digit;
189 buf += nz ? 1 : 0;
190 seq <<= 4;
191 }
192
193 // last digit is special - always emit
194 uint8_t digit = seq >> (bits - 4);
195 *buf++ = tohex [digit];
196
197 *buf++ = '>';
198
199 return buf;
200 }
201
202 char *
203 UUID::c_str () const
204 {
205 static char buf [MAX_LEN];
206 *append (buf) = 0;
207 return buf;
208 }
209
210 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
211 static bool
212 compare_ob_value_lists_one (const object *wants, const object *has)
213 {
214 /* n-squared behaviour (see kv_get), but I'm hoping both
215 * objects with lists are rare, and lists stay short. If not, use a
216 * different structure or at least keep the lists sorted...
217 */
218
219 /* For each field in wants, */
220 for (key_value *kv = wants->key_values; kv; kv = kv->next)
221 if (has->kv_get (kv->key) != kv->value)
222 return false;
223
224 /* If we get here, every field in wants has a matching field in has. */
225 return true;
226 }
227
228 /* Returns TRUE if ob1 has the same key_values as ob2. */
229 static bool
230 compare_ob_value_lists (const object *ob1, const object *ob2)
231 {
232 /* However, there may be fields in has which aren't partnered in wants,
233 * so we need to run the comparison *twice*. :(
234 */
235 return compare_ob_value_lists_one (ob1, ob2)
236 && compare_ob_value_lists_one (ob2, ob1);
237 }
238
239 /* Function examines the 2 objects given to it, and returns true if
240 * they can be merged together.
241 *
242 * Note that this function appears a lot longer than the macro it
243 * replaces - this is mostly for clarity - a decent compiler should hopefully
244 * reduce this to the same efficiency.
245 *
246 * Check nrof variable *before* calling can_merge()
247 *
248 * Improvements made with merge: Better checking on potion, and also
249 * check weight
250 */
251 bool object::can_merge_slow (object *ob1, object *ob2)
252 {
253 /* A couple quicksanity checks */
254 if (ob1 == ob2
255 || ob1->type != ob2->type
256 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED
257 || ob1->value != ob2->value
258 || ob1->name != ob2->name)
259 return 0;
260
261 /* Do not merge objects if nrof would overflow, assume nrof
262 * is always 0 .. 2**31-1 */
263 if (ob1->nrof > 0x7fffffff - ob2->nrof)
264 return 0;
265
266 /* If the objects have been identified, set the BEEN_APPLIED flag.
267 * This is to the comparison of the flags below will be OK. We
268 * just can't ignore the been applied or identified flags, as they
269 * are not equal - just if it has been identified, the been_applied
270 * flags lose any meaning.
271 */
272 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
273 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
274
275 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
276 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
277
278 if (ob1->arch->archname != ob2->arch->archname
279 || ob1->name != ob2->name
280 || ob1->title != ob2->title
281 || ob1->msg != ob2->msg
282 || ob1->weight != ob2->weight
283 || ob1->attacktype != ob2->attacktype
284 || ob1->magic != ob2->magic
285 || ob1->slaying != ob2->slaying
286 || ob1->skill != ob2->skill
287 || ob1->value != ob2->value
288 || ob1->animation_id != ob2->animation_id
289 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
290 || ob1->client_type != ob2->client_type
291 || ob1->material != ob2->material
292 || ob1->lore != ob2->lore
293 || ob1->subtype != ob2->subtype
294 || ob1->move_type != ob2->move_type
295 || ob1->move_block != ob2->move_block
296 || ob1->move_allow != ob2->move_allow
297 || ob1->move_on != ob2->move_on
298 || ob1->move_off != ob2->move_off
299 || ob1->move_slow != ob2->move_slow
300 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
301 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
302 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
303 return 0;
304
305 if ((ob1->flag ^ ob2->flag)
306 .reset (FLAG_INV_LOCKED)
307 .reset (FLAG_REMOVED)
308 .any ())
309 return 0;
310
311 /* This is really a spellbook check - we should in general
312 * not merge objects with real inventories, as splitting them
313 * is hard.
314 */
315 if (ob1->inv || ob2->inv)
316 {
317 if (!(ob1->inv && ob2->inv))
318 return 0; /* inventories differ in length */
319
320 if (ob1->inv->below || ob2->inv->below)
321 return 0; /* more than one object in inv */
322
323 if (!object::can_merge (ob1->inv, ob2->inv))
324 return 0; /* inventory objects differ */
325
326 /* inventory ok - still need to check rest of this object to see
327 * if it is valid.
328 */
329 }
330
331 /* Don't merge objects that are applied. With the new 'body' code,
332 * it is possible for most any character to have more than one of
333 * some items equipped, and we don't want those to merge.
334 */
335 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
336 return 0;
337
338 /* Note sure why the following is the case - either the object has to
339 * be animated or have a very low speed. Is this an attempted monster
340 * check?
341 */
342 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
343 return 0;
344
345 switch (ob1->type)
346 {
347 case SCROLL:
348 if (ob1->level != ob2->level)
349 return 0;
350 break;
351 }
352
353 if (ob1->key_values || ob2->key_values)
354 {
355 /* At least one of these has key_values. */
356 if ((!ob1->key_values) != (!ob2->key_values))
357 return 0; /* One has fields, but the other one doesn't. */
358
359 if (!compare_ob_value_lists (ob1, ob2))
360 return 0;
361 }
362
363 if (ob1->self || ob2->self)
364 {
365 ob1->optimise ();
366 ob2->optimise ();
367
368 if (ob1->self || ob2->self)
369 {
370 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
371 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
372
373 if (k1 != k2)
374 return 0;
375
376 if (k1 == 0)
377 return 1;
378
379 if (!cfperl_can_merge (ob1, ob2))
380 return 0;
381 }
382 }
383
384 /* Everything passes, must be OK. */
385 return 1;
386 }
387
388 // find player who can see this object
389 object *
390 object::visible_to () const
391 {
392 if (client_visible () && !flag [FLAG_REMOVED])
393 {
394 // see if we are in a container of sorts
395 if (env)
396 {
397 // the player inventory itself is always visible
398 if (env->is_player ())
399 return env;
400
401 // else a player could have our env open
402 object *envest = env->outer_env_or_self ();
403
404 // the player itself is always on a map, so we will find him here
405 // even if our inv is in a player.
406 if (envest->is_on_map ())
407 if (object *pl = envest->ms ().player ())
408 if (pl->container_ () == env)
409 return pl;
410 }
411 else
412 {
413 // maybe there is a player standing on the same mapspace
414 // this will catch the case where "this" is a player
415 if (object *pl = ms ().player ())
416 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
417 || pl->container_ () == this)
418 return pl;
419 }
420 }
421
422 return 0;
423 }
424
425 // adjust weight per container type ("of holding")
426 static sint32
427 weight_adjust_for (object *op, sint32 weight)
428 {
429 return op->type == CONTAINER
430 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
431 : weight;
432 }
433
434 /*
435 * adjust_weight(object, weight) adds the specified weight to an object,
436 * and also updates how much the environment(s) is/are carrying.
437 */
438 static void
439 adjust_weight (object *op, sint32 weight)
440 {
441 while (op)
442 {
443 // adjust by actual difference to account for rounding errors
444 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
445 weight = weight_adjust_for (op, op->carrying)
446 - weight_adjust_for (op, op->carrying - weight);
447
448 if (!weight)
449 return;
450
451 op->carrying += weight;
452
453 if (object *pl = op->visible_to ())
454 if (pl != op) // player is handled lazily
455 esrv_update_item (UPD_WEIGHT, pl, op);
456
457 op = op->env;
458 }
459 }
460
461 /*
462 * this is a recursive function which calculates the weight
463 * an object is carrying. It goes through op and figures out how much
464 * containers are carrying, and sums it up.
465 */
466 void
467 object::update_weight ()
468 {
469 sint32 sum = 0;
470
471 for (object *op = inv; op; op = op->below)
472 {
473 if (op->inv)
474 op->update_weight ();
475
476 sum += op->total_weight ();
477 }
478
479 sum = weight_adjust_for (this, sum);
480
481 if (sum != carrying)
482 {
483 carrying = sum;
484
485 if (object *pl = visible_to ())
486 if (pl != this) // player is handled lazily
487 esrv_update_item (UPD_WEIGHT, pl, this);
488 }
489 }
490
491 /*
492 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
493 */
494 char *
495 dump_object (object *op)
496 {
497 if (!op)
498 return strdup ("[NULLOBJ]");
499
500 object_freezer freezer;
501 op->write (freezer);
502 return freezer.as_string ();
503 }
504
505 char *
506 object::as_string ()
507 {
508 return dump_object (this);
509 }
510
511 /*
512 * Returns the object which has the count-variable equal to the argument.
513 * VERRRY slow.
514 */
515 object *
516 find_object (tag_t i)
517 {
518 for_all_objects (op)
519 if (op->count == i)
520 return op;
521
522 return 0;
523 }
524
525 /*
526 * Returns the first object which has a name equal to the argument.
527 * Used only by the patch command, but not all that useful.
528 * Enables features like "patch <name-of-other-player> food 999"
529 */
530 object *
531 find_object_name (const char *str)
532 {
533 shstr_cmp str_ (str);
534
535 if (str_)
536 for_all_objects (op)
537 if (op->name == str_)
538 return op;
539
540 return 0;
541 }
542
543 /*
544 * Sets the owner and sets the skill and exp pointers to owner's current
545 * skill and experience objects.
546 * ACTUALLY NO! investigate! TODO
547 */
548 void
549 object::set_owner (object *owner)
550 {
551 // allow objects which own objects
552 if (owner)
553 while (owner->owner)
554 owner = owner->owner;
555
556 if (flag [FLAG_FREED])
557 {
558 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
559 return;
560 }
561
562 this->owner = owner;
563 }
564
565 int
566 object::slottype () const
567 {
568 if (type == SKILL)
569 {
570 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
571 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
572 }
573 else
574 {
575 if (slot [body_combat].info) return slot_combat;
576 if (slot [body_range ].info) return slot_ranged;
577 }
578
579 return slot_none;
580 }
581
582 bool
583 object::change_weapon (object *ob)
584 {
585 if (current_weapon == ob)
586 return true;
587
588 if (chosen_skill)
589 chosen_skill->flag [FLAG_APPLIED] = false;
590
591 current_weapon = ob;
592 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
593
594 if (chosen_skill)
595 chosen_skill->flag [FLAG_APPLIED] = true;
596
597 update_stats ();
598
599 if (ob)
600 {
601 // now check wether any body locations became invalid, in which case
602 // we cannot apply the weapon at the moment.
603 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
604 if (slot[i].used < 0)
605 {
606 current_weapon = chosen_skill = 0;
607 update_stats ();
608
609 new_draw_info_format (NDI_UNIQUE, 0, this,
610 "You try to balance all your items at once, "
611 "but the %s is just too much for your body. "
612 "[You need to unapply some items first - use the 'body' command to see "
613 "how many items you cna wera on a specific body part.]", &ob->name);
614 return false;
615 }
616
617 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
618 }
619 else
620 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
621
622 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
623 {
624 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
625 &name, ob->debug_desc ());
626 return false;
627 }
628
629 return true;
630 }
631
632 /* Zero the key_values on op, decrementing the shared-string
633 * refcounts and freeing the links.
634 */
635 static void
636 free_key_values (object *op)
637 {
638 for (key_value *i = op->key_values; i; )
639 {
640 key_value *next = i->next;
641 delete i;
642
643 i = next;
644 }
645
646 op->key_values = 0;
647 }
648
649 /*
650 * copy_to first frees everything allocated by the dst object,
651 * and then copies the contents of itself into the second
652 * object, allocating what needs to be allocated. Basically, any
653 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
654 * if the first object is freed, the pointers in the new object
655 * will point at garbage.
656 */
657 void
658 object::copy_to (object *dst)
659 {
660 dst->remove ();
661 *(object_copy *)dst = *this;
662 dst->flag [FLAG_REMOVED] = true;
663
664 /* Copy over key_values, if any. */
665 if (key_values)
666 {
667 key_value *tail = 0;
668 dst->key_values = 0;
669
670 for (key_value *i = key_values; i; i = i->next)
671 {
672 key_value *new_link = new key_value;
673
674 new_link->next = 0;
675 new_link->key = i->key;
676 new_link->value = i->value;
677
678 /* Try and be clever here, too. */
679 if (!dst->key_values)
680 {
681 dst->key_values = new_link;
682 tail = new_link;
683 }
684 else
685 {
686 tail->next = new_link;
687 tail = new_link;
688 }
689 }
690 }
691
692 if (speed < 0)
693 dst->speed_left -= rndm ();
694
695 dst->activate ();
696 }
697
698 void
699 object::instantiate ()
700 {
701 if (!uuid.seq) // HACK
702 uuid = UUID::gen ();
703
704 speed_left = -0.1f;
705 /* copy the body_info to the body_used - this is only really
706 * need for monsters, but doesn't hurt to do it for everything.
707 * by doing so, when a monster is created, it has good starting
708 * values for the body_used info, so when items are created
709 * for it, they can be properly equipped.
710 */
711 for (int i = NUM_BODY_LOCATIONS; i--; )
712 slot[i].used = slot[i].info;
713
714 attachable::instantiate ();
715 }
716
717 object *
718 object::clone ()
719 {
720 object *neu = create ();
721 copy_to (neu);
722 neu->map = map; // not copied by copy_to
723 return neu;
724 }
725
726 /*
727 * If an object with the IS_TURNABLE() flag needs to be turned due
728 * to the closest player being on the other side, this function can
729 * be called to update the face variable, _and_ how it looks on the map.
730 */
731 void
732 update_turn_face (object *op)
733 {
734 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
735 return;
736
737 SET_ANIMATION (op, op->direction);
738 update_object (op, UP_OBJ_FACE);
739 }
740
741 /*
742 * Updates the speed of an object. If the speed changes from 0 to another
743 * value, or vice versa, then add/remove the object from the active list.
744 * This function needs to be called whenever the speed of an object changes.
745 */
746 void
747 object::set_speed (float speed)
748 {
749 this->speed = speed;
750
751 if (has_active_speed ())
752 activate ();
753 else
754 deactivate ();
755 }
756
757 /*
758 * update_object() updates the the map.
759 * It takes into account invisible objects (and represent squares covered
760 * by invisible objects by whatever is below them (unless it's another
761 * invisible object, etc...)
762 * If the object being updated is beneath a player, the look-window
763 * of that player is updated (this might be a suboptimal way of
764 * updating that window, though, since update_object() is called _often_)
765 *
766 * action is a hint of what the caller believes need to be done.
767 * current action are:
768 * UP_OBJ_INSERT: op was inserted
769 * UP_OBJ_REMOVE: op was removed
770 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
771 * as that is easier than trying to look at what may have changed.
772 * UP_OBJ_FACE: only the objects face has changed.
773 */
774 void
775 update_object (object *op, int action)
776 {
777 if (!op)
778 {
779 /* this should never happen */
780 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
781 return;
782 }
783
784 if (!op->is_on_map ())
785 {
786 /* Animation is currently handled by client, so nothing
787 * to do in this case.
788 */
789 return;
790 }
791
792 /* make sure the object is within map boundaries */
793 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
794 {
795 LOG (llevError, "update_object() called for object out of map!\n");
796 #ifdef MANY_CORES
797 abort ();
798 #endif
799 return;
800 }
801
802 mapspace &m = op->ms ();
803
804 if (!(m.flags_ & P_UPTODATE))
805 /* nop */;
806 else if (action == UP_OBJ_INSERT)
807 {
808 #if 0
809 // this is likely overkill, TODO: revisit (schmorp)
810 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
811 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
812 || (op->is_player () && !(m.flags_ & P_PLAYER))
813 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
814 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
815 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
816 || (m.move_on | op->move_on ) != m.move_on
817 || (m.move_off | op->move_off ) != m.move_off
818 || (m.move_slow | op->move_slow) != m.move_slow
819 /* This isn't perfect, but I don't expect a lot of objects to
820 * have move_allow right now.
821 */
822 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
823 m.invalidate ();
824 #else
825 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
826 m.invalidate ();
827 #endif
828 }
829 /* if the object is being removed, we can't make intelligent
830 * decisions, because remove_ob can't really pass the object
831 * that is being removed.
832 */
833 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
834 m.invalidate ();
835 else if (action == UP_OBJ_FACE)
836 /* Nothing to do for that case */ ;
837 else
838 LOG (llevError, "update_object called with invalid action: %d\n", action);
839
840 if (op->more)
841 update_object (op->more, action);
842 }
843
844 object::object ()
845 {
846 SET_FLAG (this, FLAG_REMOVED);
847
848 //expmul = 1.0; declared const for the time being
849 face = blank_face;
850 material = MATERIAL_NULL;
851 }
852
853 object::~object ()
854 {
855 unlink ();
856
857 free_key_values (this);
858 }
859
860 static int object_count;
861
862 void object::link ()
863 {
864 assert (!index);//D
865 uuid = UUID::gen ();
866 count = ++object_count;
867
868 refcnt_inc ();
869 objects.insert (this);
870 }
871
872 void object::unlink ()
873 {
874 if (!index)
875 return;
876
877 objects.erase (this);
878 refcnt_dec ();
879 }
880
881 void
882 object::activate ()
883 {
884 /* If already on active list, don't do anything */
885 if (active)
886 return;
887
888 if (has_active_speed ())
889 {
890 if (flag [FLAG_FREED])
891 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
892
893 actives.insert (this);
894 }
895 }
896
897 void
898 object::activate_recursive ()
899 {
900 activate ();
901
902 for (object *op = inv; op; op = op->below)
903 op->activate_recursive ();
904 }
905
906 /* This function removes object 'op' from the list of active
907 * objects.
908 * This should only be used for style maps or other such
909 * reference maps where you don't want an object that isn't
910 * in play chewing up cpu time getting processed.
911 * The reverse of this is to call update_ob_speed, which
912 * will do the right thing based on the speed of the object.
913 */
914 void
915 object::deactivate ()
916 {
917 /* If not on the active list, nothing needs to be done */
918 if (!active)
919 return;
920
921 actives.erase (this);
922 }
923
924 void
925 object::deactivate_recursive ()
926 {
927 for (object *op = inv; op; op = op->below)
928 op->deactivate_recursive ();
929
930 deactivate ();
931 }
932
933 void
934 object::set_flag_inv (int flag, int value)
935 {
936 for (object *op = inv; op; op = op->below)
937 {
938 op->flag [flag] = value;
939 op->set_flag_inv (flag, value);
940 }
941 }
942
943 /*
944 * Remove and free all objects in the inventory of the given object.
945 * object.c ?
946 */
947 void
948 object::destroy_inv (bool drop_to_ground)
949 {
950 // need to check first, because the checks below might segfault
951 // as we might be on an invalid mapspace and crossfire code
952 // is too buggy to ensure that the inventory is empty.
953 // corollary: if you create arrows etc. with stuff in its inventory,
954 // cf will crash below with off-map x and y
955 if (!inv)
956 return;
957
958 /* Only if the space blocks everything do we not process -
959 * if some form of movement is allowed, let objects
960 * drop on that space.
961 */
962 if (!drop_to_ground
963 || !map
964 || map->in_memory != MAP_ACTIVE
965 || map->no_drop
966 || ms ().move_block == MOVE_ALL)
967 {
968 while (inv)
969 inv->destroy ();
970 }
971 else
972 { /* Put objects in inventory onto this space */
973 while (inv)
974 {
975 object *op = inv;
976
977 if (op->flag [FLAG_STARTEQUIP]
978 || op->flag [FLAG_NO_DROP]
979 || op->type == RUNE
980 || op->type == TRAP
981 || op->flag [FLAG_IS_A_TEMPLATE]
982 || op->flag [FLAG_DESTROY_ON_DEATH])
983 op->destroy ();
984 else
985 map->insert (op, x, y);
986 }
987 }
988 }
989
990 object *object::create ()
991 {
992 object *op = new object;
993 op->link ();
994 return op;
995 }
996
997 static struct freed_map : maptile
998 {
999 freed_map ()
1000 {
1001 path = "<freed objects map>";
1002 name = "/internal/freed_objects_map";
1003 width = 3;
1004 height = 3;
1005 no_drop = 1;
1006 no_reset = 1;
1007
1008 alloc ();
1009 in_memory = MAP_ACTIVE;
1010 }
1011
1012 ~freed_map ()
1013 {
1014 destroy ();
1015 }
1016 } freed_map; // freed objects are moved here to avoid crashes
1017
1018 void
1019 object::do_destroy ()
1020 {
1021 if (flag [FLAG_IS_LINKED])
1022 remove_link ();
1023
1024 if (flag [FLAG_FRIENDLY])
1025 remove_friendly_object (this);
1026
1027 remove ();
1028
1029 attachable::do_destroy ();
1030
1031 deactivate ();
1032 unlink ();
1033
1034 flag [FLAG_FREED] = 1;
1035
1036 // hack to ensure that freed objects still have a valid map
1037 map = &freed_map;
1038 x = 1;
1039 y = 1;
1040
1041 if (more)
1042 {
1043 more->destroy ();
1044 more = 0;
1045 }
1046
1047 head = 0;
1048
1049 // clear those pointers that likely might cause circular references
1050 owner = 0;
1051 enemy = 0;
1052 attacked_by = 0;
1053 current_weapon = 0;
1054 }
1055
1056 void
1057 object::destroy ()
1058 {
1059 if (destroyed ())
1060 return;
1061
1062 if (!is_head () && !head->destroyed ())
1063 {
1064 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1065 head->destroy ();
1066 return;
1067 }
1068
1069 destroy_inv (false);
1070
1071 if (is_head ())
1072 if (sound_destroy)
1073 play_sound (sound_destroy);
1074 else if (flag [FLAG_MONSTER])
1075 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1076
1077 attachable::destroy ();
1078 }
1079
1080 /* op->remove ():
1081 * This function removes the object op from the linked list of objects
1082 * which it is currently tied to. When this function is done, the
1083 * object will have no environment. If the object previously had an
1084 * environment, the x and y coordinates will be updated to
1085 * the previous environment.
1086 */
1087 void
1088 object::do_remove ()
1089 {
1090 if (flag [FLAG_REMOVED])
1091 return;
1092
1093 INVOKE_OBJECT (REMOVE, this);
1094
1095 flag [FLAG_REMOVED] = true;
1096
1097 if (more)
1098 more->remove ();
1099
1100 /*
1101 * In this case, the object to be removed is in someones
1102 * inventory.
1103 */
1104 if (env)
1105 {
1106 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1107 if (object *pl = visible_to ())
1108 esrv_del_item (pl->contr, count);
1109 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1110
1111 adjust_weight (env, -total_weight ());
1112
1113 object *pl = in_player ();
1114
1115 /* we set up values so that it could be inserted into
1116 * the map, but we don't actually do that - it is up
1117 * to the caller to decide what we want to do.
1118 */
1119 map = env->map;
1120 x = env->x;
1121 y = env->y;
1122
1123 // make sure cmov optimisation is applicable
1124 *(above ? &above->below : &env->inv) = below;
1125 *(below ? &below->above : &above ) = above; // &above is just a dummy
1126
1127 above = 0;
1128 below = 0;
1129 env = 0;
1130
1131 /* NO_FIX_PLAYER is set when a great many changes are being
1132 * made to players inventory. If set, avoiding the call
1133 * to save cpu time.
1134 */
1135 if (pl)
1136 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1137 {
1138 pl->update_stats ();
1139
1140 if (glow_radius && pl->is_on_map ())
1141 update_all_los (pl->map, pl->x, pl->y);
1142 }
1143 }
1144 else if (map)
1145 {
1146 map->dirty = true;
1147 mapspace &ms = this->ms ();
1148
1149 if (object *pl = ms.player ())
1150 {
1151 if (is_player ())
1152 {
1153 if (!flag [FLAG_WIZPASS])
1154 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1155
1156 // leaving a spot always closes any open container on the ground
1157 if (container && !container->env)
1158 // this causes spurious floorbox updates, but it ensures
1159 // that the CLOSE event is being sent.
1160 close_container ();
1161
1162 --map->players;
1163 map->touch ();
1164 }
1165 else if (pl->container_ () == this)
1166 {
1167 // removing a container should close it
1168 close_container ();
1169 }
1170
1171 esrv_del_item (pl->contr, count);
1172 }
1173
1174 /* link the object above us */
1175 // re-link, make sure compiler can easily use cmove
1176 *(above ? &above->below : &ms.top) = below;
1177 *(below ? &below->above : &ms.bot) = above;
1178
1179 above = 0;
1180 below = 0;
1181
1182 ms.invalidate ();
1183
1184 if (map->in_memory == MAP_SAVING)
1185 return;
1186
1187 int check_walk_off = !flag [FLAG_NO_APPLY];
1188
1189 if (object *pl = ms.player ())
1190 {
1191 if (pl->container_ () == this)
1192 /* If a container that the player is currently using somehow gets
1193 * removed (most likely destroyed), update the player view
1194 * appropriately.
1195 */
1196 pl->close_container ();
1197
1198 //TODO: the floorbox prev/next might need updating
1199 //esrv_del_item (pl->contr, count);
1200 //TODO: update floorbox to preserve ordering
1201 if (pl->contr->ns)
1202 pl->contr->ns->floorbox_update ();
1203 }
1204
1205 if (check_walk_off)
1206 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1207 {
1208 above = tmp->above;
1209
1210 /* No point updating the players look faces if he is the object
1211 * being removed.
1212 */
1213
1214 /* See if object moving off should effect something */
1215 if ((move_type & tmp->move_off)
1216 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1217 move_apply (tmp, this, 0);
1218 }
1219
1220 if (affects_los ())
1221 update_all_los (map, x, y);
1222 }
1223 }
1224
1225 /*
1226 * merge_ob(op,top):
1227 *
1228 * This function goes through all objects below and including top, and
1229 * merges op to the first matching object.
1230 * If top is NULL, it is calculated.
1231 * Returns pointer to object if it succeded in the merge, otherwise NULL
1232 */
1233 object *
1234 merge_ob (object *op, object *top)
1235 {
1236 if (!op->nrof)
1237 return 0;
1238
1239 if (!top)
1240 for (top = op; top && top->above; top = top->above)
1241 ;
1242
1243 for (; top; top = top->below)
1244 if (object::can_merge (op, top))
1245 {
1246 top->nrof += op->nrof;
1247
1248 if (object *pl = top->visible_to ())
1249 esrv_update_item (UPD_NROF, pl, top);
1250
1251 op->weight = 0; // cancel the addition above
1252 op->carrying = 0; // must be 0 already
1253
1254 op->destroy ();
1255
1256 return top;
1257 }
1258
1259 return 0;
1260 }
1261
1262 void
1263 object::expand_tail ()
1264 {
1265 if (more)
1266 return;
1267
1268 object *prev = this;
1269
1270 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1271 {
1272 object *op = arch_to_object (at);
1273
1274 op->name = name;
1275 op->name_pl = name_pl;
1276 op->title = title;
1277
1278 op->head = this;
1279 prev->more = op;
1280
1281 prev = op;
1282 }
1283 }
1284
1285 /*
1286 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1287 * job preparing multi-part monsters.
1288 */
1289 object *
1290 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1291 {
1292 op->remove ();
1293
1294 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1295 {
1296 tmp->x = x + tmp->arch->x;
1297 tmp->y = y + tmp->arch->y;
1298 }
1299
1300 return insert_ob_in_map (op, m, originator, flag);
1301 }
1302
1303 /*
1304 * insert_ob_in_map (op, map, originator, flag):
1305 * This function inserts the object in the two-way linked list
1306 * which represents what is on a map.
1307 * The second argument specifies the map, and the x and y variables
1308 * in the object about to be inserted specifies the position.
1309 *
1310 * originator: Player, monster or other object that caused 'op' to be inserted
1311 * into 'map'. May be NULL.
1312 *
1313 * flag is a bitmask about special things to do (or not do) when this
1314 * function is called. see the object.h file for the INS_ values.
1315 * Passing 0 for flag gives proper default values, so flag really only needs
1316 * to be set if special handling is needed.
1317 *
1318 * Return value:
1319 * new object if 'op' was merged with other object
1320 * NULL if 'op' was destroyed
1321 * just 'op' otherwise
1322 */
1323 object *
1324 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1325 {
1326 op->remove ();
1327
1328 if (m == &freed_map)//D TODO: remove soon
1329 {//D
1330 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1331 }//D
1332
1333 /* Ideally, the caller figures this out. However, it complicates a lot
1334 * of areas of callers (eg, anything that uses find_free_spot would now
1335 * need extra work
1336 */
1337 maptile *newmap = m;
1338 if (!xy_normalise (newmap, op->x, op->y))
1339 {
1340 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1341 return 0;
1342 }
1343
1344 if (object *more = op->more)
1345 if (!insert_ob_in_map (more, m, originator, flag))
1346 return 0;
1347
1348 op->flag [FLAG_REMOVED] = false;
1349 op->env = 0;
1350 op->map = newmap;
1351
1352 mapspace &ms = op->ms ();
1353
1354 /* this has to be done after we translate the coordinates.
1355 */
1356 if (op->nrof && !(flag & INS_NO_MERGE))
1357 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1358 if (object::can_merge (op, tmp))
1359 {
1360 // TODO: we actually want to update tmp, not op,
1361 // but some caller surely breaks when we return tmp
1362 // from here :/
1363 op->nrof += tmp->nrof;
1364 tmp->destroy ();
1365 }
1366
1367 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1368 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1369
1370 if (!QUERY_FLAG (op, FLAG_ALIVE))
1371 CLEAR_FLAG (op, FLAG_NO_STEAL);
1372
1373 if (flag & INS_BELOW_ORIGINATOR)
1374 {
1375 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1376 {
1377 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1378 abort ();
1379 }
1380
1381 if (!originator->is_on_map ())
1382 {
1383 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1384 op->debug_desc (), originator->debug_desc ());
1385 abort ();
1386 }
1387
1388 op->above = originator;
1389 op->below = originator->below;
1390 originator->below = op;
1391
1392 *(op->below ? &op->below->above : &ms.bot) = op;
1393 }
1394 else
1395 {
1396 object *floor = 0;
1397 object *top = ms.top;
1398
1399 /* If there are other objects, then */
1400 if (top)
1401 {
1402 /*
1403 * If there are multiple objects on this space, we do some trickier handling.
1404 * We've already dealt with merging if appropriate.
1405 * Generally, we want to put the new object on top. But if
1406 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1407 * floor, we want to insert above that and no further.
1408 * Also, if there are spell objects on this space, we stop processing
1409 * once we get to them. This reduces the need to traverse over all of
1410 * them when adding another one - this saves quite a bit of cpu time
1411 * when lots of spells are cast in one area. Currently, it is presumed
1412 * that flying non pickable objects are spell objects.
1413 */
1414 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1415 {
1416 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1417 floor = tmp;
1418
1419 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1420 {
1421 /* We insert above top, so we want this object below this */
1422 top = tmp->below;
1423 break;
1424 }
1425
1426 top = tmp;
1427 }
1428
1429 /* We let update_position deal with figuring out what the space
1430 * looks like instead of lots of conditions here.
1431 * makes things faster, and effectively the same result.
1432 */
1433
1434 /* Have object 'fall below' other objects that block view.
1435 * Unless those objects are exits.
1436 * If INS_ON_TOP is used, don't do this processing
1437 * Need to find the object that in fact blocks view, otherwise
1438 * stacking is a bit odd.
1439 */
1440 if (!(flag & INS_ON_TOP)
1441 && ms.flags () & P_BLOCKSVIEW
1442 && (op->face && !faces [op->face].visibility))
1443 {
1444 object *last;
1445
1446 for (last = top; last != floor; last = last->below)
1447 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1448 break;
1449
1450 /* Check to see if we found the object that blocks view,
1451 * and make sure we have a below pointer for it so that
1452 * we can get inserted below this one, which requires we
1453 * set top to the object below us.
1454 */
1455 if (last && last->below && last != floor)
1456 top = last->below;
1457 }
1458 } /* If objects on this space */
1459
1460 if (flag & INS_ABOVE_FLOOR_ONLY)
1461 top = floor;
1462
1463 // insert object above top, or bottom-most if top = 0
1464 if (!top)
1465 {
1466 op->below = 0;
1467 op->above = ms.bot;
1468 ms.bot = op;
1469
1470 *(op->above ? &op->above->below : &ms.top) = op;
1471 }
1472 else
1473 {
1474 op->above = top->above;
1475 top->above = op;
1476
1477 op->below = top;
1478 *(op->above ? &op->above->below : &ms.top) = op;
1479 }
1480 }
1481
1482 if (op->is_player ())
1483 {
1484 op->contr->do_los = 1;
1485 ++op->map->players;
1486 op->map->touch ();
1487 }
1488
1489 op->map->dirty = true;
1490
1491 if (object *pl = ms.player ())
1492 //TODO: the floorbox prev/next might need updating
1493 //esrv_send_item (pl, op);
1494 //TODO: update floorbox to preserve ordering
1495 if (pl->contr->ns)
1496 pl->contr->ns->floorbox_update ();
1497
1498 /* If this object glows, it may affect lighting conditions that are
1499 * visible to others on this map. But update_all_los is really
1500 * an inefficient way to do this, as it means los for all players
1501 * on the map will get recalculated. The players could very well
1502 * be far away from this change and not affected in any way -
1503 * this should get redone to only look for players within range,
1504 * or just updating the P_UPTODATE for spaces within this area
1505 * of effect may be sufficient.
1506 */
1507 if (op->affects_los ())
1508 {
1509 op->ms ().invalidate ();
1510 update_all_los (op->map, op->x, op->y);
1511 }
1512
1513 /* updates flags (blocked, alive, no magic, etc) for this map space */
1514 update_object (op, UP_OBJ_INSERT);
1515
1516 INVOKE_OBJECT (INSERT, op);
1517
1518 /* Don't know if moving this to the end will break anything. However,
1519 * we want to have floorbox_update called before calling this.
1520 *
1521 * check_move_on() must be after this because code called from
1522 * check_move_on() depends on correct map flags (so functions like
1523 * blocked() and wall() work properly), and these flags are updated by
1524 * update_object().
1525 */
1526
1527 /* if this is not the head or flag has been passed, don't check walk on status */
1528 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1529 {
1530 if (check_move_on (op, originator))
1531 return 0;
1532
1533 /* If we are a multi part object, lets work our way through the check
1534 * walk on's.
1535 */
1536 for (object *tmp = op->more; tmp; tmp = tmp->more)
1537 if (check_move_on (tmp, originator))
1538 return 0;
1539 }
1540
1541 return op;
1542 }
1543
1544 /* this function inserts an object in the map, but if it
1545 * finds an object of its own type, it'll remove that one first.
1546 * op is the object to insert it under: supplies x and the map.
1547 */
1548 void
1549 replace_insert_ob_in_map (shstr_tmp archname, object *op)
1550 {
1551 /* first search for itself and remove any old instances */
1552
1553 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1554 if (tmp->arch->archname == archname) /* same archetype */
1555 tmp->destroy ();
1556
1557 object *tmp = arch_to_object (archetype::find (archname));
1558
1559 tmp->x = op->x;
1560 tmp->y = op->y;
1561
1562 insert_ob_in_map (tmp, op->map, op, 0);
1563 }
1564
1565 object *
1566 object::insert_at (object *where, object *originator, int flags)
1567 {
1568 if (where->env)
1569 return where->env->insert (this);
1570 else
1571 return where->map->insert (this, where->x, where->y, originator, flags);
1572 }
1573
1574 // check whether we can put this into the map, respect max_volume, max_items
1575 bool
1576 object::can_drop_at (maptile *m, int x, int y, object *originator)
1577 {
1578 mapspace &ms = m->at (x, y);
1579
1580 int items = ms.items ();
1581
1582 if (!items // testing !items ensures we can drop at least one item
1583 || (items < m->max_items
1584 && ms.volume () < m->max_volume))
1585 return true;
1586
1587 if (originator && originator->is_player ())
1588 originator->contr->failmsg (format (
1589 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1590 query_name ()
1591 ));
1592
1593 return false;
1594 }
1595
1596 /*
1597 * decrease(object, number) decreases a specified number from
1598 * the amount of an object. If the amount reaches 0, the object
1599 * is subsequently removed and freed.
1600 *
1601 * Return value: 'op' if something is left, NULL if the amount reached 0
1602 */
1603 bool
1604 object::decrease (sint32 nr)
1605 {
1606 if (!nr)
1607 return true;
1608
1609 nr = min (nr, nrof);
1610
1611 if (nrof > nr)
1612 {
1613 nrof -= nr;
1614 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1615
1616 if (object *pl = visible_to ())
1617 esrv_update_item (UPD_NROF, pl, this);
1618
1619 return true;
1620 }
1621 else
1622 {
1623 destroy ();
1624 return false;
1625 }
1626 }
1627
1628 /*
1629 * split(ob,nr) splits up ob into two parts. The part which
1630 * is returned contains nr objects, and the remaining parts contains
1631 * the rest (or is removed and returned if that number is 0).
1632 * On failure, NULL is returned.
1633 */
1634 object *
1635 object::split (sint32 nr)
1636 {
1637 int have = number_of ();
1638
1639 if (have < nr)
1640 return 0;
1641 else if (have == nr)
1642 {
1643 remove ();
1644 return this;
1645 }
1646 else
1647 {
1648 decrease (nr);
1649
1650 object *op = deep_clone ();
1651 op->nrof = nr;
1652 return op;
1653 }
1654 }
1655
1656 object *
1657 insert_ob_in_ob (object *op, object *where)
1658 {
1659 if (!where)
1660 {
1661 char *dump = dump_object (op);
1662 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1663 free (dump);
1664 return op;
1665 }
1666
1667 if (where->head_ () != where)
1668 {
1669 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1670 where = where->head;
1671 }
1672
1673 return where->insert (op);
1674 }
1675
1676 /*
1677 * env->insert (op)
1678 * This function inserts the object op in the linked list
1679 * inside the object environment.
1680 *
1681 * The function returns now pointer to inserted item, and return value can
1682 * be != op, if items are merged. -Tero
1683 */
1684 object *
1685 object::insert (object *op)
1686 {
1687 if (op->more)
1688 {
1689 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1690 return op;
1691 }
1692
1693 op->remove ();
1694
1695 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1696
1697 if (op->nrof)
1698 for (object *tmp = inv; tmp; tmp = tmp->below)
1699 if (object::can_merge (tmp, op))
1700 {
1701 /* return the original object and remove inserted object
1702 (client needs the original object) */
1703 tmp->nrof += op->nrof;
1704
1705 if (object *pl = tmp->visible_to ())
1706 esrv_update_item (UPD_NROF, pl, tmp);
1707
1708 adjust_weight (this, op->total_weight ());
1709
1710 op->destroy ();
1711 op = tmp;
1712 goto inserted;
1713 }
1714
1715 op->owner = 0; // it's his/hers now. period.
1716 op->map = 0;
1717 op->x = 0;
1718 op->y = 0;
1719
1720 op->above = 0;
1721 op->below = inv;
1722 op->env = this;
1723
1724 if (inv)
1725 inv->above = op;
1726
1727 inv = op;
1728
1729 op->flag [FLAG_REMOVED] = 0;
1730
1731 if (object *pl = op->visible_to ())
1732 esrv_send_item (pl, op);
1733
1734 adjust_weight (this, op->total_weight ());
1735
1736 inserted:
1737 /* reset the light list and los of the players on the map */
1738 if (op->glow_radius && is_on_map ())
1739 {
1740 update_stats ();
1741 update_all_los (map, x, y);
1742 }
1743 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1744 // if this is a player's inventory, update stats
1745 update_stats ();
1746
1747 INVOKE_OBJECT (INSERT, this);
1748
1749 return op;
1750 }
1751
1752 /*
1753 * Checks if any objects has a move_type that matches objects
1754 * that effect this object on this space. Call apply() to process
1755 * these events.
1756 *
1757 * Any speed-modification due to SLOW_MOVE() of other present objects
1758 * will affect the speed_left of the object.
1759 *
1760 * originator: Player, monster or other object that caused 'op' to be inserted
1761 * into 'map'. May be NULL.
1762 *
1763 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1764 *
1765 * 4-21-95 added code to check if appropriate skill was readied - this will
1766 * permit faster movement by the player through this terrain. -b.t.
1767 *
1768 * MSW 2001-07-08: Check all objects on space, not just those below
1769 * object being inserted. insert_ob_in_map may not put new objects
1770 * on top.
1771 */
1772 int
1773 check_move_on (object *op, object *originator)
1774 {
1775 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1776 return 0;
1777
1778 object *tmp;
1779 maptile *m = op->map;
1780 int x = op->x, y = op->y;
1781
1782 mapspace &ms = m->at (x, y);
1783
1784 ms.update ();
1785
1786 MoveType move_on = ms.move_on;
1787 MoveType move_slow = ms.move_slow;
1788 MoveType move_block = ms.move_block;
1789
1790 /* if nothing on this space will slow op down or be applied,
1791 * no need to do checking below. have to make sure move_type
1792 * is set, as lots of objects don't have it set - we treat that
1793 * as walking.
1794 */
1795 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1796 return 0;
1797
1798 /* This is basically inverse logic of that below - basically,
1799 * if the object can avoid the move on or slow move, they do so,
1800 * but can't do it if the alternate movement they are using is
1801 * blocked. Logic on this seems confusing, but does seem correct.
1802 */
1803 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1804 return 0;
1805
1806 /* The objects have to be checked from top to bottom.
1807 * Hence, we first go to the top:
1808 */
1809 for (object *next, *tmp = ms.top; tmp; tmp = next)
1810 {
1811 next = tmp->below;
1812
1813 if (tmp == op)
1814 continue; /* Can't apply yourself */
1815
1816 /* Check to see if one of the movement types should be slowed down.
1817 * Second check makes sure that the movement types not being slowed
1818 * (~slow_move) is not blocked on this space - just because the
1819 * space doesn't slow down swimming (for example), if you can't actually
1820 * swim on that space, can't use it to avoid the penalty.
1821 */
1822 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1823 {
1824 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1825 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1826 {
1827 float diff = tmp->move_slow_penalty * fabs (op->speed);
1828
1829 if (op->is_player ())
1830 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1831 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1832 diff /= 4.0;
1833
1834 op->speed_left -= diff;
1835 }
1836 }
1837
1838 /* Basically same logic as above, except now for actual apply. */
1839 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1840 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1841 {
1842 move_apply (tmp, op, originator);
1843
1844 if (op->destroyed ())
1845 return 1;
1846
1847 /* what the person/creature stepped onto has moved the object
1848 * someplace new. Don't process any further - if we did,
1849 * have a feeling strange problems would result.
1850 */
1851 if (op->map != m || op->x != x || op->y != y)
1852 return 0;
1853 }
1854 }
1855
1856 return 0;
1857 }
1858
1859 /*
1860 * present_arch(arch, map, x, y) searches for any objects with
1861 * a matching archetype at the given map and coordinates.
1862 * The first matching object is returned, or NULL if none.
1863 */
1864 object *
1865 present_arch (const archetype *at, maptile *m, int x, int y)
1866 {
1867 if (!m || out_of_map (m, x, y))
1868 {
1869 LOG (llevError, "Present_arch called outside map.\n");
1870 return NULL;
1871 }
1872
1873 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1874 if (tmp->arch->archname == at->archname)
1875 return tmp;
1876
1877 return NULL;
1878 }
1879
1880 /*
1881 * present(type, map, x, y) searches for any objects with
1882 * a matching type variable at the given map and coordinates.
1883 * The first matching object is returned, or NULL if none.
1884 */
1885 object *
1886 present (unsigned char type, maptile *m, int x, int y)
1887 {
1888 if (out_of_map (m, x, y))
1889 {
1890 LOG (llevError, "Present called outside map.\n");
1891 return NULL;
1892 }
1893
1894 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1895 if (tmp->type == type)
1896 return tmp;
1897
1898 return NULL;
1899 }
1900
1901 /*
1902 * present_in_ob(type, object) searches for any objects with
1903 * a matching type variable in the inventory of the given object.
1904 * The first matching object is returned, or NULL if none.
1905 */
1906 object *
1907 present_in_ob (unsigned char type, const object *op)
1908 {
1909 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1910 if (tmp->type == type)
1911 return tmp;
1912
1913 return NULL;
1914 }
1915
1916 /*
1917 * present_in_ob (type, str, object) searches for any objects with
1918 * a matching type & name variable in the inventory of the given object.
1919 * The first matching object is returned, or NULL if none.
1920 * This is mostly used by spell effect code, so that we only
1921 * have one spell effect at a time.
1922 * type can be used to narrow the search - if type is set,
1923 * the type must also match. -1 can be passed for the type,
1924 * in which case the type does not need to pass.
1925 * str is the string to match against. Note that we match against
1926 * the object name, not the archetype name. this is so that the
1927 * spell code can use one object type (force), but change it's name
1928 * to be unique.
1929 */
1930 object *
1931 present_in_ob_by_name (int type, const char *str, const object *op)
1932 {
1933 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1934 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1935 return tmp;
1936
1937 return 0;
1938 }
1939
1940 /*
1941 * present_arch_in_ob(archetype, object) searches for any objects with
1942 * a matching archetype in the inventory of the given object.
1943 * The first matching object is returned, or NULL if none.
1944 */
1945 object *
1946 present_arch_in_ob (const archetype *at, const object *op)
1947 {
1948 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1949 if (tmp->arch->archname == at->archname)
1950 return tmp;
1951
1952 return NULL;
1953 }
1954
1955 /*
1956 * activate recursively a flag on an object inventory
1957 */
1958 void
1959 flag_inv (object *op, int flag)
1960 {
1961 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1962 {
1963 SET_FLAG (tmp, flag);
1964 flag_inv (tmp, flag);
1965 }
1966 }
1967
1968 /*
1969 * deactivate recursively a flag on an object inventory
1970 */
1971 void
1972 unflag_inv (object *op, int flag)
1973 {
1974 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1975 {
1976 CLEAR_FLAG (tmp, flag);
1977 unflag_inv (tmp, flag);
1978 }
1979 }
1980
1981 /*
1982 * find_free_spot(object, map, x, y, start, stop) will search for
1983 * a spot at the given map and coordinates which will be able to contain
1984 * the given object. start and stop specifies how many squares
1985 * to search (see the freearr_x/y[] definition).
1986 * It returns a random choice among the alternatives found.
1987 * start and stop are where to start relative to the free_arr array (1,9
1988 * does all 4 immediate directions). This returns the index into the
1989 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1990 * Note: This function does correctly handle tiled maps, but does not
1991 * inform the caller. However, insert_ob_in_map will update as
1992 * necessary, so the caller shouldn't need to do any special work.
1993 * Note - updated to take an object instead of archetype - this is necessary
1994 * because arch_blocked (now ob_blocked) needs to know the movement type
1995 * to know if the space in question will block the object. We can't use
1996 * the archetype because that isn't correct if the monster has been
1997 * customized, changed states, etc.
1998 */
1999 int
2000 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2001 {
2002 int altern[SIZEOFFREE];
2003 int index = 0, flag;
2004
2005 for (int i = start; i < stop; i++)
2006 {
2007 mapxy pos (m, x, y); pos.move (i);
2008
2009 if (!pos.normalise ())
2010 continue;
2011
2012 mapspace &ms = *pos;
2013
2014 if (ms.flags () & P_IS_ALIVE)
2015 continue;
2016
2017 /* However, often
2018 * ob doesn't have any move type (when used to place exits)
2019 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2020 */
2021 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2022 {
2023 altern [index++] = i;
2024 continue;
2025 }
2026
2027 /* Basically, if we find a wall on a space, we cut down the search size.
2028 * In this way, we won't return spaces that are on another side of a wall.
2029 * This mostly work, but it cuts down the search size in all directions -
2030 * if the space being examined only has a wall to the north and empty
2031 * spaces in all the other directions, this will reduce the search space
2032 * to only the spaces immediately surrounding the target area, and
2033 * won't look 2 spaces south of the target space.
2034 */
2035 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2036 {
2037 stop = maxfree[i];
2038 continue;
2039 }
2040
2041 /* Note it is intentional that we check ob - the movement type of the
2042 * head of the object should correspond for the entire object.
2043 */
2044 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2045 continue;
2046
2047 if (ob->blocked (pos.m, pos.x, pos.y))
2048 continue;
2049
2050 altern [index++] = i;
2051 }
2052
2053 if (!index)
2054 return -1;
2055
2056 return altern [rndm (index)];
2057 }
2058
2059 /*
2060 * find_first_free_spot(archetype, maptile, x, y) works like
2061 * find_free_spot(), but it will search max number of squares.
2062 * But it will return the first available spot, not a random choice.
2063 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2064 */
2065 int
2066 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2067 {
2068 for (int i = 0; i < SIZEOFFREE; i++)
2069 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2070 return i;
2071
2072 return -1;
2073 }
2074
2075 /*
2076 * The function permute(arr, begin, end) randomly reorders the array
2077 * arr[begin..end-1].
2078 * now uses a fisher-yates shuffle, old permute was broken
2079 */
2080 static void
2081 permute (int *arr, int begin, int end)
2082 {
2083 arr += begin;
2084 end -= begin;
2085
2086 while (--end)
2087 swap (arr [end], arr [rndm (end + 1)]);
2088 }
2089
2090 /* new function to make monster searching more efficient, and effective!
2091 * This basically returns a randomized array (in the passed pointer) of
2092 * the spaces to find monsters. In this way, it won't always look for
2093 * monsters to the north first. However, the size of the array passed
2094 * covers all the spaces, so within that size, all the spaces within
2095 * the 3x3 area will be searched, just not in a predictable order.
2096 */
2097 void
2098 get_search_arr (int *search_arr)
2099 {
2100 int i;
2101
2102 for (i = 0; i < SIZEOFFREE; i++)
2103 search_arr[i] = i;
2104
2105 permute (search_arr, 1, SIZEOFFREE1 + 1);
2106 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2107 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2108 }
2109
2110 /*
2111 * find_dir(map, x, y, exclude) will search some close squares in the
2112 * given map at the given coordinates for live objects.
2113 * It will not considered the object given as exclude among possible
2114 * live objects.
2115 * It returns the direction toward the first/closest live object if finds
2116 * any, otherwise 0.
2117 * Perhaps incorrectly, but I'm making the assumption that exclude
2118 * is actually want is going to try and move there. We need this info
2119 * because we have to know what movement the thing looking to move
2120 * there is capable of.
2121 */
2122 int
2123 find_dir (maptile *m, int x, int y, object *exclude)
2124 {
2125 int max = SIZEOFFREE, mflags;
2126 MoveType move_type;
2127
2128 if (exclude && exclude->head_ () != exclude)
2129 {
2130 exclude = exclude->head;
2131 move_type = exclude->move_type;
2132 }
2133 else
2134 {
2135 /* If we don't have anything, presume it can use all movement types. */
2136 move_type = MOVE_ALL;
2137 }
2138
2139 for (int i = 1; i < max; i++)
2140 {
2141 mapxy pos (m, x, y);
2142 pos.move (i);
2143
2144 if (!pos.normalise ())
2145 max = maxfree[i];
2146 else
2147 {
2148 mapspace &ms = *pos;
2149
2150 if ((move_type & ms.move_block) == move_type)
2151 max = maxfree [i];
2152 else if (ms.flags () & P_IS_ALIVE)
2153 {
2154 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2155 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2156 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2157 return freedir [i];
2158 }
2159 }
2160 }
2161
2162 return 0;
2163 }
2164
2165 /*
2166 * distance(object 1, object 2) will return the square of the
2167 * distance between the two given objects.
2168 */
2169 int
2170 distance (const object *ob1, const object *ob2)
2171 {
2172 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2173 }
2174
2175 /*
2176 * find_dir_2(delta-x,delta-y) will return a direction in which
2177 * an object which has subtracted the x and y coordinates of another
2178 * object, needs to travel toward it.
2179 */
2180 int
2181 find_dir_2 (int x, int y)
2182 {
2183 int q;
2184
2185 if (y)
2186 q = x * 100 / y;
2187 else if (x)
2188 q = -300 * x;
2189 else
2190 return 0;
2191
2192 if (y > 0)
2193 {
2194 if (q < -242)
2195 return 3;
2196 if (q < -41)
2197 return 2;
2198 if (q < 41)
2199 return 1;
2200 if (q < 242)
2201 return 8;
2202 return 7;
2203 }
2204
2205 if (q < -242)
2206 return 7;
2207 if (q < -41)
2208 return 6;
2209 if (q < 41)
2210 return 5;
2211 if (q < 242)
2212 return 4;
2213
2214 return 3;
2215 }
2216
2217 /*
2218 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2219 * between two directions (which are expected to be absolute (see absdir())
2220 */
2221 int
2222 dirdiff (int dir1, int dir2)
2223 {
2224 int d;
2225
2226 d = abs (dir1 - dir2);
2227 if (d > 4)
2228 d = 8 - d;
2229
2230 return d;
2231 }
2232
2233 /* peterm:
2234 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2235 * Basically, this is a table of directions, and what directions
2236 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2237 * This basically means that if direction is 15, then it could either go
2238 * direction 4, 14, or 16 to get back to where we are.
2239 * Moved from spell_util.c to object.c with the other related direction
2240 * functions.
2241 */
2242 static const int reduction_dir[SIZEOFFREE][3] = {
2243 {0, 0, 0}, /* 0 */
2244 {0, 0, 0}, /* 1 */
2245 {0, 0, 0}, /* 2 */
2246 {0, 0, 0}, /* 3 */
2247 {0, 0, 0}, /* 4 */
2248 {0, 0, 0}, /* 5 */
2249 {0, 0, 0}, /* 6 */
2250 {0, 0, 0}, /* 7 */
2251 {0, 0, 0}, /* 8 */
2252 {8, 1, 2}, /* 9 */
2253 {1, 2, -1}, /* 10 */
2254 {2, 10, 12}, /* 11 */
2255 {2, 3, -1}, /* 12 */
2256 {2, 3, 4}, /* 13 */
2257 {3, 4, -1}, /* 14 */
2258 {4, 14, 16}, /* 15 */
2259 {5, 4, -1}, /* 16 */
2260 {4, 5, 6}, /* 17 */
2261 {6, 5, -1}, /* 18 */
2262 {6, 20, 18}, /* 19 */
2263 {7, 6, -1}, /* 20 */
2264 {6, 7, 8}, /* 21 */
2265 {7, 8, -1}, /* 22 */
2266 {8, 22, 24}, /* 23 */
2267 {8, 1, -1}, /* 24 */
2268 {24, 9, 10}, /* 25 */
2269 {9, 10, -1}, /* 26 */
2270 {10, 11, -1}, /* 27 */
2271 {27, 11, 29}, /* 28 */
2272 {11, 12, -1}, /* 29 */
2273 {12, 13, -1}, /* 30 */
2274 {12, 13, 14}, /* 31 */
2275 {13, 14, -1}, /* 32 */
2276 {14, 15, -1}, /* 33 */
2277 {33, 15, 35}, /* 34 */
2278 {16, 15, -1}, /* 35 */
2279 {17, 16, -1}, /* 36 */
2280 {18, 17, 16}, /* 37 */
2281 {18, 17, -1}, /* 38 */
2282 {18, 19, -1}, /* 39 */
2283 {41, 19, 39}, /* 40 */
2284 {19, 20, -1}, /* 41 */
2285 {20, 21, -1}, /* 42 */
2286 {20, 21, 22}, /* 43 */
2287 {21, 22, -1}, /* 44 */
2288 {23, 22, -1}, /* 45 */
2289 {45, 47, 23}, /* 46 */
2290 {23, 24, -1}, /* 47 */
2291 {24, 9, -1}
2292 }; /* 48 */
2293
2294 /* Recursive routine to step back and see if we can
2295 * find a path to that monster that we found. If not,
2296 * we don't bother going toward it. Returns 1 if we
2297 * can see a direct way to get it
2298 * Modified to be map tile aware -.MSW
2299 */
2300 int
2301 can_see_monsterP (maptile *m, int x, int y, int dir)
2302 {
2303 sint16 dx, dy;
2304 int mflags;
2305
2306 if (dir < 0)
2307 return 0; /* exit condition: invalid direction */
2308
2309 dx = x + freearr_x[dir];
2310 dy = y + freearr_y[dir];
2311
2312 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2313
2314 /* This functional arguably was incorrect before - it was
2315 * checking for P_WALL - that was basically seeing if
2316 * we could move to the monster - this is being more
2317 * literal on if we can see it. To know if we can actually
2318 * move to the monster, we'd need the monster passed in or
2319 * at least its move type.
2320 */
2321 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2322 return 0;
2323
2324 /* yes, can see. */
2325 if (dir < 9)
2326 return 1;
2327
2328 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2329 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2330 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2331 }
2332
2333 /*
2334 * can_pick(picker, item): finds out if an object is possible to be
2335 * picked up by the picker. Returnes 1 if it can be
2336 * picked up, otherwise 0.
2337 *
2338 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2339 * core dumps if they do.
2340 *
2341 * Add a check so we can't pick up invisible objects (0.93.8)
2342 */
2343 int
2344 can_pick (const object *who, const object *item)
2345 {
2346 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2347 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2348 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2349 }
2350
2351 /*
2352 * create clone from object to another
2353 */
2354 object *
2355 object::deep_clone ()
2356 {
2357 assert (("deep_clone called on non-head object", is_head ()));
2358
2359 object *dst = clone ();
2360
2361 object *prev = dst;
2362 for (object *part = this->more; part; part = part->more)
2363 {
2364 object *tmp = part->clone ();
2365 tmp->head = dst;
2366 prev->more = tmp;
2367 prev = tmp;
2368 }
2369
2370 for (object *item = inv; item; item = item->below)
2371 insert_ob_in_ob (item->deep_clone (), dst);
2372
2373 return dst;
2374 }
2375
2376 /* This returns the first object in who's inventory that
2377 * has the same type and subtype match.
2378 * returns NULL if no match.
2379 */
2380 object *
2381 find_obj_by_type_subtype (const object *who, int type, int subtype)
2382 {
2383 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2384 if (tmp->type == type && tmp->subtype == subtype)
2385 return tmp;
2386
2387 return 0;
2388 }
2389
2390 shstr_tmp
2391 object::kv_get (shstr_tmp key) const
2392 {
2393 for (key_value *kv = key_values; kv; kv = kv->next)
2394 if (kv->key == key)
2395 return kv->value;
2396
2397 return shstr ();
2398 }
2399
2400 void
2401 object::kv_set (shstr_tmp key, shstr_tmp value)
2402 {
2403 for (key_value *kv = key_values; kv; kv = kv->next)
2404 if (kv->key == key)
2405 {
2406 kv->value = value;
2407 return;
2408 }
2409
2410 key_value *kv = new key_value;
2411
2412 kv->next = key_values;
2413 kv->key = key;
2414 kv->value = value;
2415
2416 key_values = kv;
2417 }
2418
2419 void
2420 object::kv_del (shstr_tmp key)
2421 {
2422 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2423 if ((*kvp)->key == key)
2424 {
2425 key_value *kv = *kvp;
2426 *kvp = (*kvp)->next;
2427 delete kv;
2428 return;
2429 }
2430 }
2431
2432 object::depth_iterator::depth_iterator (object *container)
2433 : iterator_base (container)
2434 {
2435 while (item->inv)
2436 item = item->inv;
2437 }
2438
2439 void
2440 object::depth_iterator::next ()
2441 {
2442 if (item->below)
2443 {
2444 item = item->below;
2445
2446 while (item->inv)
2447 item = item->inv;
2448 }
2449 else
2450 item = item->env;
2451 }
2452
2453 const char *
2454 object::flag_desc (char *desc, int len) const
2455 {
2456 char *p = desc;
2457 bool first = true;
2458
2459 *p = 0;
2460
2461 for (int i = 0; i < NUM_FLAGS; i++)
2462 {
2463 if (len <= 10) // magic constant!
2464 {
2465 snprintf (p, len, ",...");
2466 break;
2467 }
2468
2469 if (flag [i])
2470 {
2471 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2472 len -= cnt;
2473 p += cnt;
2474 first = false;
2475 }
2476 }
2477
2478 return desc;
2479 }
2480
2481 // return a suitable string describing an object in enough detail to find it
2482 const char *
2483 object::debug_desc (char *info) const
2484 {
2485 char flagdesc[512];
2486 char info2[256 * 4];
2487 char *p = info;
2488
2489 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2490 count,
2491 uuid.c_str (),
2492 &name,
2493 title ? ",title:\"" : "",
2494 title ? (const char *)title : "",
2495 title ? "\"" : "",
2496 flag_desc (flagdesc, 512), type);
2497
2498 if (!flag[FLAG_REMOVED] && env)
2499 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2500
2501 if (map)
2502 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2503
2504 return info;
2505 }
2506
2507 const char *
2508 object::debug_desc () const
2509 {
2510 static char info[3][256 * 4];
2511 static int info_idx;
2512
2513 return debug_desc (info [++info_idx % 3]);
2514 }
2515
2516 struct region *
2517 object::region () const
2518 {
2519 return map ? map->region (x, y)
2520 : region::default_region ();
2521 }
2522
2523 void
2524 object::open_container (object *new_container)
2525 {
2526 if (container == new_container)
2527 return;
2528
2529 object *old_container = container;
2530
2531 if (old_container)
2532 {
2533 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2534 return;
2535
2536 #if 0
2537 // remove the "Close old_container" object.
2538 if (object *closer = old_container->inv)
2539 if (closer->type == CLOSE_CON)
2540 closer->destroy ();
2541 #endif
2542
2543 // make sure the container is available
2544 esrv_send_item (this, old_container);
2545
2546 old_container->flag [FLAG_APPLIED] = false;
2547 container = 0;
2548
2549 // client needs item update to make it work, client bug requires this to be separate
2550 esrv_update_item (UPD_FLAGS, this, old_container);
2551
2552 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2553 play_sound (sound_find ("chest_close"));
2554 }
2555
2556 if (new_container)
2557 {
2558 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2559 return;
2560
2561 // TODO: this does not seem to serve any purpose anymore?
2562 #if 0
2563 // insert the "Close Container" object.
2564 if (archetype *closer = new_container->other_arch)
2565 {
2566 object *closer = arch_to_object (new_container->other_arch);
2567 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2568 new_container->insert (closer);
2569 }
2570 #endif
2571
2572 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2573
2574 // make sure the container is available, client bug requires this to be separate
2575 esrv_send_item (this, new_container);
2576
2577 new_container->flag [FLAG_APPLIED] = true;
2578 container = new_container;
2579
2580 // client needs flag change
2581 esrv_update_item (UPD_FLAGS, this, new_container);
2582 esrv_send_inventory (this, new_container);
2583 play_sound (sound_find ("chest_open"));
2584 }
2585 // else if (!old_container->env && contr && contr->ns)
2586 // contr->ns->floorbox_reset ();
2587 }
2588
2589 object *
2590 object::force_find (shstr_tmp name)
2591 {
2592 /* cycle through his inventory to look for the MARK we want to
2593 * place
2594 */
2595 for (object *tmp = inv; tmp; tmp = tmp->below)
2596 if (tmp->type == FORCE && tmp->slaying == name)
2597 return splay (tmp);
2598
2599 return 0;
2600 }
2601
2602 //-GPL
2603
2604 void
2605 object::force_set_timer (int duration)
2606 {
2607 this->duration = 1;
2608 this->speed_left = -1.f;
2609
2610 this->set_speed (duration ? 1.f / duration : 0.f);
2611 }
2612
2613 object *
2614 object::force_add (shstr_tmp name, int duration)
2615 {
2616 if (object *force = force_find (name))
2617 force->destroy ();
2618
2619 object *force = get_archetype (FORCE_NAME);
2620
2621 force->slaying = name;
2622 force->force_set_timer (duration);
2623 force->flag [FLAG_APPLIED] = true;
2624
2625 return insert (force);
2626 }
2627
2628 void
2629 object::play_sound (faceidx sound) const
2630 {
2631 if (!sound)
2632 return;
2633
2634 if (is_on_map ())
2635 map->play_sound (sound, x, y);
2636 else if (object *pl = in_player ())
2637 pl->contr->play_sound (sound);
2638 }
2639
2640 void
2641 object::say_msg (const char *msg) const
2642 {
2643 if (is_on_map ())
2644 map->say_msg (msg, x, y);
2645 else if (object *pl = in_player ())
2646 pl->contr->play_sound (sound);
2647 }
2648
2649 void
2650 object::make_noise ()
2651 {
2652 // we do not model noise in the map, so instead put
2653 // a temporary light into the noise source
2654 // could use the map instead, but that's less reliable for our
2655 // goal, which is to make invisibility a bit harder to exploit
2656
2657 // currently only works sensibly for players
2658 if (!is_player ())
2659 return;
2660
2661 // find old force, or create new one
2662 object *force = force_find (shstr_noise_force);
2663
2664 if (force)
2665 force->speed_left = -1.f; // patch old speed up
2666 else
2667 {
2668 force = archetype::get (shstr_noise_force);
2669
2670 force->slaying = shstr_noise_force;
2671 force->stats.food = 1;
2672 force->speed_left = -1.f;
2673
2674 force->set_speed (1.f / 4.f);
2675 force->flag [FLAG_IS_USED_UP] = true;
2676 force->flag [FLAG_APPLIED] = true;
2677
2678 insert (force);
2679 }
2680 }
2681