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Revision: 1.308
Committed: Sun Nov 29 17:26:28 2009 UTC (14 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.307: +4 -4 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 ()
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 dst->activate ();
693 }
694
695 void
696 object::instantiate ()
697 {
698 if (!uuid.seq) // HACK
699 uuid = UUID::gen ();
700
701 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
702 if (flag [FLAG_RANDOM_SPEED] && speed)
703 speed_left = - speed - rndm (); // TODO animation
704 else
705 speed_left = -1.;
706
707 /* copy the body_info to the body_used - this is only really
708 * need for monsters, but doesn't hurt to do it for everything.
709 * by doing so, when a monster is created, it has good starting
710 * values for the body_used info, so when items are created
711 * for it, they can be properly equipped.
712 */
713 for (int i = NUM_BODY_LOCATIONS; i--; )
714 slot[i].used = slot[i].info;
715
716 attachable::instantiate ();
717 }
718
719 object *
720 object::clone ()
721 {
722 object *neu = create ();
723 copy_to (neu);
724
725 // TODO: unclean state changes, should not be done in clone AND instantiate
726 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
727 neu->speed_left = - neu->speed - rndm (); // TODO animation
728
729 neu->map = map; // not copied by copy_to
730 return neu;
731 }
732
733 /*
734 * If an object with the IS_TURNABLE() flag needs to be turned due
735 * to the closest player being on the other side, this function can
736 * be called to update the face variable, _and_ how it looks on the map.
737 */
738 void
739 update_turn_face (object *op)
740 {
741 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
742 return;
743
744 SET_ANIMATION (op, op->direction);
745 update_object (op, UP_OBJ_FACE);
746 }
747
748 /*
749 * Updates the speed of an object. If the speed changes from 0 to another
750 * value, or vice versa, then add/remove the object from the active list.
751 * This function needs to be called whenever the speed of an object changes.
752 */
753 void
754 object::set_speed (float speed)
755 {
756 this->speed = speed;
757
758 if (has_active_speed ())
759 activate ();
760 else
761 deactivate ();
762 }
763
764 /*
765 * update_object() updates the the map.
766 * It takes into account invisible objects (and represent squares covered
767 * by invisible objects by whatever is below them (unless it's another
768 * invisible object, etc...)
769 * If the object being updated is beneath a player, the look-window
770 * of that player is updated (this might be a suboptimal way of
771 * updating that window, though, since update_object() is called _often_)
772 *
773 * action is a hint of what the caller believes need to be done.
774 * current action are:
775 * UP_OBJ_INSERT: op was inserted
776 * UP_OBJ_REMOVE: op was removed
777 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
778 * as that is easier than trying to look at what may have changed.
779 * UP_OBJ_FACE: only the objects face has changed.
780 */
781 void
782 update_object (object *op, int action)
783 {
784 if (!op)
785 {
786 /* this should never happen */
787 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
788 return;
789 }
790
791 if (!op->is_on_map ())
792 {
793 /* Animation is currently handled by client, so nothing
794 * to do in this case.
795 */
796 return;
797 }
798
799 /* make sure the object is within map boundaries */
800 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
801 {
802 LOG (llevError, "update_object() called for object out of map!\n");
803 #ifdef MANY_CORES
804 abort ();
805 #endif
806 return;
807 }
808
809 mapspace &m = op->ms ();
810
811 if (!(m.flags_ & P_UPTODATE))
812 /* nop */;
813 else if (action == UP_OBJ_INSERT)
814 {
815 #if 0
816 // this is likely overkill, TODO: revisit (schmorp)
817 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
818 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
819 || (op->is_player () && !(m.flags_ & P_PLAYER))
820 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
821 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
822 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
823 || (m.move_on | op->move_on ) != m.move_on
824 || (m.move_off | op->move_off ) != m.move_off
825 || (m.move_slow | op->move_slow) != m.move_slow
826 /* This isn't perfect, but I don't expect a lot of objects to
827 * have move_allow right now.
828 */
829 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
830 m.invalidate ();
831 #else
832 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
833 m.invalidate ();
834 #endif
835 }
836 /* if the object is being removed, we can't make intelligent
837 * decisions, because remove_ob can't really pass the object
838 * that is being removed.
839 */
840 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
841 m.invalidate ();
842 else if (action == UP_OBJ_FACE)
843 /* Nothing to do for that case */ ;
844 else
845 LOG (llevError, "update_object called with invalid action: %d\n", action);
846
847 if (op->more)
848 update_object (op->more, action);
849 }
850
851 object::object ()
852 {
853 SET_FLAG (this, FLAG_REMOVED);
854
855 //expmul = 1.0; declared const for the time being
856 face = blank_face;
857 material = MATERIAL_NULL;
858 }
859
860 object::~object ()
861 {
862 unlink ();
863
864 free_key_values (this);
865 }
866
867 static int object_count;
868
869 void object::link ()
870 {
871 assert (!index);//D
872 uuid = UUID::gen ();
873 count = ++object_count;
874
875 refcnt_inc ();
876 objects.insert (this);
877 }
878
879 void object::unlink ()
880 {
881 if (!index)
882 return;
883
884 objects.erase (this);
885 refcnt_dec ();
886 }
887
888 void
889 object::activate ()
890 {
891 /* If already on active list, don't do anything */
892 if (active)
893 return;
894
895 if (has_active_speed ())
896 {
897 if (flag [FLAG_FREED])
898 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
899
900 actives.insert (this);
901 }
902 }
903
904 void
905 object::activate_recursive ()
906 {
907 activate ();
908
909 for (object *op = inv; op; op = op->below)
910 op->activate_recursive ();
911 }
912
913 /* This function removes object 'op' from the list of active
914 * objects.
915 * This should only be used for style maps or other such
916 * reference maps where you don't want an object that isn't
917 * in play chewing up cpu time getting processed.
918 * The reverse of this is to call update_ob_speed, which
919 * will do the right thing based on the speed of the object.
920 */
921 void
922 object::deactivate ()
923 {
924 /* If not on the active list, nothing needs to be done */
925 if (!active)
926 return;
927
928 actives.erase (this);
929 }
930
931 void
932 object::deactivate_recursive ()
933 {
934 for (object *op = inv; op; op = op->below)
935 op->deactivate_recursive ();
936
937 deactivate ();
938 }
939
940 void
941 object::set_flag_inv (int flag, int value)
942 {
943 for (object *op = inv; op; op = op->below)
944 {
945 op->flag [flag] = value;
946 op->set_flag_inv (flag, value);
947 }
948 }
949
950 /*
951 * Remove and free all objects in the inventory of the given object.
952 * object.c ?
953 */
954 void
955 object::destroy_inv (bool drop_to_ground)
956 {
957 // need to check first, because the checks below might segfault
958 // as we might be on an invalid mapspace and crossfire code
959 // is too buggy to ensure that the inventory is empty.
960 // corollary: if you create arrows etc. with stuff in its inventory,
961 // cf will crash below with off-map x and y
962 if (!inv)
963 return;
964
965 /* Only if the space blocks everything do we not process -
966 * if some form of movement is allowed, let objects
967 * drop on that space.
968 */
969 if (!drop_to_ground
970 || !map
971 || map->in_memory != MAP_ACTIVE
972 || map->no_drop
973 || ms ().move_block == MOVE_ALL)
974 {
975 while (inv)
976 inv->destroy ();
977 }
978 else
979 { /* Put objects in inventory onto this space */
980 while (inv)
981 {
982 object *op = inv;
983
984 if (op->flag [FLAG_STARTEQUIP]
985 || op->flag [FLAG_NO_DROP]
986 || op->type == RUNE
987 || op->type == TRAP
988 || op->flag [FLAG_IS_A_TEMPLATE]
989 || op->flag [FLAG_DESTROY_ON_DEATH])
990 op->destroy ();
991 else
992 map->insert (op, x, y);
993 }
994 }
995 }
996
997 object *object::create ()
998 {
999 object *op = new object;
1000 op->link ();
1001 return op;
1002 }
1003
1004 static struct freed_map : maptile
1005 {
1006 freed_map ()
1007 {
1008 path = "<freed objects map>";
1009 name = "/internal/freed_objects_map";
1010 width = 3;
1011 height = 3;
1012 no_drop = 1;
1013 no_reset = 1;
1014
1015 alloc ();
1016 in_memory = MAP_ACTIVE;
1017 }
1018
1019 ~freed_map ()
1020 {
1021 destroy ();
1022 }
1023 } freed_map; // freed objects are moved here to avoid crashes
1024
1025 void
1026 object::do_destroy ()
1027 {
1028 if (flag [FLAG_IS_LINKED])
1029 remove_link ();
1030
1031 if (flag [FLAG_FRIENDLY])
1032 remove_friendly_object (this);
1033
1034 remove ();
1035
1036 attachable::do_destroy ();
1037
1038 deactivate ();
1039 unlink ();
1040
1041 flag [FLAG_FREED] = 1;
1042
1043 // hack to ensure that freed objects still have a valid map
1044 map = &freed_map;
1045 x = 1;
1046 y = 1;
1047
1048 if (more)
1049 {
1050 more->destroy ();
1051 more = 0;
1052 }
1053
1054 head = 0;
1055
1056 // clear those pointers that likely might cause circular references
1057 owner = 0;
1058 enemy = 0;
1059 attacked_by = 0;
1060 current_weapon = 0;
1061 }
1062
1063 void
1064 object::destroy ()
1065 {
1066 if (destroyed ())
1067 return;
1068
1069 if (!is_head () && !head->destroyed ())
1070 {
1071 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1072 head->destroy ();
1073 return;
1074 }
1075
1076 destroy_inv (false);
1077
1078 if (is_head ())
1079 if (sound_destroy)
1080 play_sound (sound_destroy);
1081 else if (flag [FLAG_MONSTER])
1082 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1083
1084 attachable::destroy ();
1085 }
1086
1087 /* op->remove ():
1088 * This function removes the object op from the linked list of objects
1089 * which it is currently tied to. When this function is done, the
1090 * object will have no environment. If the object previously had an
1091 * environment, the x and y coordinates will be updated to
1092 * the previous environment.
1093 */
1094 void
1095 object::do_remove ()
1096 {
1097 if (flag [FLAG_REMOVED])
1098 return;
1099
1100 INVOKE_OBJECT (REMOVE, this);
1101
1102 flag [FLAG_REMOVED] = true;
1103
1104 if (more)
1105 more->remove ();
1106
1107 /*
1108 * In this case, the object to be removed is in someones
1109 * inventory.
1110 */
1111 if (env)
1112 {
1113 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1114 if (object *pl = visible_to ())
1115 esrv_del_item (pl->contr, count);
1116 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1117
1118 adjust_weight (env, -total_weight ());
1119
1120 object *pl = in_player ();
1121
1122 /* we set up values so that it could be inserted into
1123 * the map, but we don't actually do that - it is up
1124 * to the caller to decide what we want to do.
1125 */
1126 map = env->map;
1127 x = env->x;
1128 y = env->y;
1129
1130 // make sure cmov optimisation is applicable
1131 *(above ? &above->below : &env->inv) = below;
1132 *(below ? &below->above : &above ) = above; // &above is just a dummy
1133
1134 above = 0;
1135 below = 0;
1136 env = 0;
1137
1138 if (pl && pl->is_player ())
1139 {
1140 pl->contr->queue_stats_update ();
1141
1142 if (glow_radius && pl->is_on_map ())
1143 update_all_los (pl->map, pl->x, pl->y);
1144 }
1145 }
1146 else if (map)
1147 {
1148 map->dirty = true;
1149 mapspace &ms = this->ms ();
1150
1151 if (object *pl = ms.player ())
1152 {
1153 if (is_player ())
1154 {
1155 if (!flag [FLAG_WIZPASS])
1156 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1157
1158 // leaving a spot always closes any open container on the ground
1159 if (container && !container->env)
1160 // this causes spurious floorbox updates, but it ensures
1161 // that the CLOSE event is being sent.
1162 close_container ();
1163
1164 --map->players;
1165 map->touch ();
1166 }
1167 else if (pl->container_ () == this)
1168 {
1169 // removing a container should close it
1170 close_container ();
1171 }
1172
1173 esrv_del_item (pl->contr, count);
1174 }
1175
1176 /* link the object above us */
1177 // re-link, make sure compiler can easily use cmove
1178 *(above ? &above->below : &ms.top) = below;
1179 *(below ? &below->above : &ms.bot) = above;
1180
1181 above = 0;
1182 below = 0;
1183
1184 ms.invalidate ();
1185
1186 if (map->in_memory == MAP_SAVING)
1187 return;
1188
1189 int check_walk_off = !flag [FLAG_NO_APPLY];
1190
1191 if (object *pl = ms.player ())
1192 {
1193 if (pl->container_ () == this)
1194 /* If a container that the player is currently using somehow gets
1195 * removed (most likely destroyed), update the player view
1196 * appropriately.
1197 */
1198 pl->close_container ();
1199
1200 //TODO: the floorbox prev/next might need updating
1201 //esrv_del_item (pl->contr, count);
1202 //TODO: update floorbox to preserve ordering
1203 if (pl->contr->ns)
1204 pl->contr->ns->floorbox_update ();
1205 }
1206
1207 if (check_walk_off)
1208 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1209 {
1210 above = tmp->above;
1211
1212 /* No point updating the players look faces if he is the object
1213 * being removed.
1214 */
1215
1216 /* See if object moving off should effect something */
1217 if ((move_type & tmp->move_off)
1218 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1219 move_apply (tmp, this, 0);
1220 }
1221
1222 if (affects_los ())
1223 update_all_los (map, x, y);
1224 }
1225 }
1226
1227 /*
1228 * merge_ob(op,top):
1229 *
1230 * This function goes through all objects below and including top, and
1231 * merges op to the first matching object.
1232 * If top is NULL, it is calculated.
1233 * Returns pointer to object if it succeded in the merge, otherwise NULL
1234 */
1235 object *
1236 merge_ob (object *op, object *top)
1237 {
1238 if (!op->nrof)
1239 return 0;
1240
1241 if (!top)
1242 for (top = op; top && top->above; top = top->above)
1243 ;
1244
1245 for (; top; top = top->below)
1246 if (object::can_merge (op, top))
1247 {
1248 top->nrof += op->nrof;
1249
1250 if (object *pl = top->visible_to ())
1251 esrv_update_item (UPD_NROF, pl, top);
1252
1253 op->weight = 0; // cancel the addition above
1254 op->carrying = 0; // must be 0 already
1255
1256 op->destroy ();
1257
1258 return top;
1259 }
1260
1261 return 0;
1262 }
1263
1264 void
1265 object::expand_tail ()
1266 {
1267 if (more)
1268 return;
1269
1270 object *prev = this;
1271
1272 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1273 {
1274 object *op = arch_to_object (at);
1275
1276 op->name = name;
1277 op->name_pl = name_pl;
1278 op->title = title;
1279
1280 op->head = this;
1281 prev->more = op;
1282
1283 prev = op;
1284 }
1285 }
1286
1287 /*
1288 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1289 * job preparing multi-part monsters.
1290 */
1291 object *
1292 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1293 {
1294 op->remove ();
1295
1296 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1297 {
1298 tmp->x = x + tmp->arch->x;
1299 tmp->y = y + tmp->arch->y;
1300 }
1301
1302 return insert_ob_in_map (op, m, originator, flag);
1303 }
1304
1305 /*
1306 * insert_ob_in_map (op, map, originator, flag):
1307 * This function inserts the object in the two-way linked list
1308 * which represents what is on a map.
1309 * The second argument specifies the map, and the x and y variables
1310 * in the object about to be inserted specifies the position.
1311 *
1312 * originator: Player, monster or other object that caused 'op' to be inserted
1313 * into 'map'. May be NULL.
1314 *
1315 * flag is a bitmask about special things to do (or not do) when this
1316 * function is called. see the object.h file for the INS_ values.
1317 * Passing 0 for flag gives proper default values, so flag really only needs
1318 * to be set if special handling is needed.
1319 *
1320 * Return value:
1321 * new object if 'op' was merged with other object
1322 * NULL if 'op' was destroyed
1323 * just 'op' otherwise
1324 */
1325 object *
1326 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1327 {
1328 op->remove ();
1329
1330 if (m == &freed_map)//D TODO: remove soon
1331 {//D
1332 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1333 }//D
1334
1335 /* Ideally, the caller figures this out. However, it complicates a lot
1336 * of areas of callers (eg, anything that uses find_free_spot would now
1337 * need extra work
1338 */
1339 maptile *newmap = m;
1340 if (!xy_normalise (newmap, op->x, op->y))
1341 {
1342 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1343 return 0;
1344 }
1345
1346 if (object *more = op->more)
1347 if (!insert_ob_in_map (more, m, originator, flag))
1348 return 0;
1349
1350 op->flag [FLAG_REMOVED] = false;
1351 op->env = 0;
1352 op->map = newmap;
1353
1354 mapspace &ms = op->ms ();
1355
1356 /* this has to be done after we translate the coordinates.
1357 */
1358 if (op->nrof && !(flag & INS_NO_MERGE))
1359 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1360 if (object::can_merge (op, tmp))
1361 {
1362 // TODO: we actually want to update tmp, not op,
1363 // but some caller surely breaks when we return tmp
1364 // from here :/
1365 op->nrof += tmp->nrof;
1366 tmp->destroy ();
1367 }
1368
1369 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1370 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1371
1372 if (!QUERY_FLAG (op, FLAG_ALIVE))
1373 CLEAR_FLAG (op, FLAG_NO_STEAL);
1374
1375 if (flag & INS_BELOW_ORIGINATOR)
1376 {
1377 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1378 {
1379 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1380 abort ();
1381 }
1382
1383 if (!originator->is_on_map ())
1384 {
1385 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1386 op->debug_desc (), originator->debug_desc ());
1387 abort ();
1388 }
1389
1390 op->above = originator;
1391 op->below = originator->below;
1392 originator->below = op;
1393
1394 *(op->below ? &op->below->above : &ms.bot) = op;
1395 }
1396 else
1397 {
1398 object *floor = 0;
1399 object *top = ms.top;
1400
1401 /* If there are other objects, then */
1402 if (top)
1403 {
1404 /*
1405 * If there are multiple objects on this space, we do some trickier handling.
1406 * We've already dealt with merging if appropriate.
1407 * Generally, we want to put the new object on top. But if
1408 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1409 * floor, we want to insert above that and no further.
1410 * Also, if there are spell objects on this space, we stop processing
1411 * once we get to them. This reduces the need to traverse over all of
1412 * them when adding another one - this saves quite a bit of cpu time
1413 * when lots of spells are cast in one area. Currently, it is presumed
1414 * that flying non pickable objects are spell objects.
1415 */
1416 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1417 {
1418 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1419 floor = tmp;
1420
1421 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1422 {
1423 /* We insert above top, so we want this object below this */
1424 top = tmp->below;
1425 break;
1426 }
1427
1428 top = tmp;
1429 }
1430
1431 /* We let update_position deal with figuring out what the space
1432 * looks like instead of lots of conditions here.
1433 * makes things faster, and effectively the same result.
1434 */
1435
1436 /* Have object 'fall below' other objects that block view.
1437 * Unless those objects are exits.
1438 * If INS_ON_TOP is used, don't do this processing
1439 * Need to find the object that in fact blocks view, otherwise
1440 * stacking is a bit odd.
1441 */
1442 if (!(flag & INS_ON_TOP)
1443 && ms.flags () & P_BLOCKSVIEW
1444 && (op->face && !faces [op->face].visibility))
1445 {
1446 object *last;
1447
1448 for (last = top; last != floor; last = last->below)
1449 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1450 break;
1451
1452 /* Check to see if we found the object that blocks view,
1453 * and make sure we have a below pointer for it so that
1454 * we can get inserted below this one, which requires we
1455 * set top to the object below us.
1456 */
1457 if (last && last->below && last != floor)
1458 top = last->below;
1459 }
1460 } /* If objects on this space */
1461
1462 if (flag & INS_ABOVE_FLOOR_ONLY)
1463 top = floor;
1464
1465 // insert object above top, or bottom-most if top = 0
1466 if (!top)
1467 {
1468 op->below = 0;
1469 op->above = ms.bot;
1470 ms.bot = op;
1471
1472 *(op->above ? &op->above->below : &ms.top) = op;
1473 }
1474 else
1475 {
1476 op->above = top->above;
1477 top->above = op;
1478
1479 op->below = top;
1480 *(op->above ? &op->above->below : &ms.top) = op;
1481 }
1482 }
1483
1484 if (op->is_player ())
1485 {
1486 op->contr->do_los = 1;
1487 ++op->map->players;
1488 op->map->touch ();
1489 }
1490
1491 op->map->dirty = true;
1492
1493 if (object *pl = ms.player ())
1494 //TODO: the floorbox prev/next might need updating
1495 //esrv_send_item (pl, op);
1496 //TODO: update floorbox to preserve ordering
1497 if (pl->contr->ns)
1498 pl->contr->ns->floorbox_update ();
1499
1500 /* If this object glows, it may affect lighting conditions that are
1501 * visible to others on this map. But update_all_los is really
1502 * an inefficient way to do this, as it means los for all players
1503 * on the map will get recalculated. The players could very well
1504 * be far away from this change and not affected in any way -
1505 * this should get redone to only look for players within range,
1506 * or just updating the P_UPTODATE for spaces within this area
1507 * of effect may be sufficient.
1508 */
1509 if (op->affects_los ())
1510 {
1511 op->ms ().invalidate ();
1512 update_all_los (op->map, op->x, op->y);
1513 }
1514
1515 /* updates flags (blocked, alive, no magic, etc) for this map space */
1516 update_object (op, UP_OBJ_INSERT);
1517
1518 INVOKE_OBJECT (INSERT, op);
1519
1520 /* Don't know if moving this to the end will break anything. However,
1521 * we want to have floorbox_update called before calling this.
1522 *
1523 * check_move_on() must be after this because code called from
1524 * check_move_on() depends on correct map flags (so functions like
1525 * blocked() and wall() work properly), and these flags are updated by
1526 * update_object().
1527 */
1528
1529 /* if this is not the head or flag has been passed, don't check walk on status */
1530 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1531 {
1532 if (check_move_on (op, originator))
1533 return 0;
1534
1535 /* If we are a multi part object, lets work our way through the check
1536 * walk on's.
1537 */
1538 for (object *tmp = op->more; tmp; tmp = tmp->more)
1539 if (check_move_on (tmp, originator))
1540 return 0;
1541 }
1542
1543 return op;
1544 }
1545
1546 /* this function inserts an object in the map, but if it
1547 * finds an object of its own type, it'll remove that one first.
1548 * op is the object to insert it under: supplies x and the map.
1549 */
1550 void
1551 replace_insert_ob_in_map (shstr_tmp archname, object *op)
1552 {
1553 /* first search for itself and remove any old instances */
1554
1555 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1556 if (tmp->arch->archname == archname) /* same archetype */
1557 tmp->destroy ();
1558
1559 object *tmp = archetype::find (archname)->instance ();
1560
1561 tmp->x = op->x;
1562 tmp->y = op->y;
1563
1564 insert_ob_in_map (tmp, op->map, op, 0);
1565 }
1566
1567 object *
1568 object::insert_at (object *where, object *originator, int flags)
1569 {
1570 if (where->env)
1571 return where->env->insert (this);
1572 else
1573 return where->map->insert (this, where->x, where->y, originator, flags);
1574 }
1575
1576 // check whether we can put this into the map, respect max_volume, max_items
1577 bool
1578 object::can_drop_at (maptile *m, int x, int y, object *originator)
1579 {
1580 mapspace &ms = m->at (x, y);
1581
1582 int items = ms.items ();
1583
1584 if (!items // testing !items ensures we can drop at least one item
1585 || (items < m->max_items
1586 && ms.volume () < m->max_volume))
1587 return true;
1588
1589 if (originator && originator->is_player ())
1590 originator->contr->failmsg (format (
1591 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1592 query_name ()
1593 ));
1594
1595 return false;
1596 }
1597
1598 /*
1599 * decrease(object, number) decreases a specified number from
1600 * the amount of an object. If the amount reaches 0, the object
1601 * is subsequently removed and freed.
1602 *
1603 * Return value: 'op' if something is left, NULL if the amount reached 0
1604 */
1605 bool
1606 object::decrease (sint32 nr)
1607 {
1608 if (!nr)
1609 return true;
1610
1611 nr = min (nr, nrof);
1612
1613 if (nrof > nr)
1614 {
1615 nrof -= nr;
1616 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1617
1618 if (object *pl = visible_to ())
1619 esrv_update_item (UPD_NROF, pl, this);
1620
1621 return true;
1622 }
1623 else
1624 {
1625 destroy ();
1626 return false;
1627 }
1628 }
1629
1630 /*
1631 * split(ob,nr) splits up ob into two parts. The part which
1632 * is returned contains nr objects, and the remaining parts contains
1633 * the rest (or is removed and returned if that number is 0).
1634 * On failure, NULL is returned.
1635 */
1636 object *
1637 object::split (sint32 nr)
1638 {
1639 int have = number_of ();
1640
1641 if (have < nr)
1642 return 0;
1643 else if (have == nr)
1644 {
1645 remove ();
1646 return this;
1647 }
1648 else
1649 {
1650 decrease (nr);
1651
1652 object *op = deep_clone ();
1653 op->nrof = nr;
1654 return op;
1655 }
1656 }
1657
1658 object *
1659 insert_ob_in_ob (object *op, object *where)
1660 {
1661 if (!where)
1662 {
1663 char *dump = dump_object (op);
1664 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1665 free (dump);
1666 return op;
1667 }
1668
1669 if (where->head_ () != where)
1670 {
1671 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1672 where = where->head;
1673 }
1674
1675 return where->insert (op);
1676 }
1677
1678 /*
1679 * env->insert (op)
1680 * This function inserts the object op in the linked list
1681 * inside the object environment.
1682 *
1683 * The function returns now pointer to inserted item, and return value can
1684 * be != op, if items are merged. -Tero
1685 */
1686 object *
1687 object::insert (object *op)
1688 {
1689 if (op->more)
1690 {
1691 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1692 return op;
1693 }
1694
1695 op->remove ();
1696
1697 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1698
1699 if (op->nrof)
1700 for (object *tmp = inv; tmp; tmp = tmp->below)
1701 if (object::can_merge (tmp, op))
1702 {
1703 /* return the original object and remove inserted object
1704 (client needs the original object) */
1705 tmp->nrof += op->nrof;
1706
1707 if (object *pl = tmp->visible_to ())
1708 esrv_update_item (UPD_NROF, pl, tmp);
1709
1710 adjust_weight (this, op->total_weight ());
1711
1712 op->destroy ();
1713 op = tmp;
1714 goto inserted;
1715 }
1716
1717 op->owner = 0; // it's his/hers now. period.
1718 op->map = 0;
1719 op->x = 0;
1720 op->y = 0;
1721
1722 op->above = 0;
1723 op->below = inv;
1724 op->env = this;
1725
1726 if (inv)
1727 inv->above = op;
1728
1729 inv = op;
1730
1731 op->flag [FLAG_REMOVED] = 0;
1732
1733 if (object *pl = op->visible_to ())
1734 esrv_send_item (pl, op);
1735
1736 adjust_weight (this, op->total_weight ());
1737
1738 inserted:
1739 /* reset the light list and los of the players on the map */
1740 if (op->glow_radius && is_on_map ())
1741 {
1742 update_stats ();
1743 update_all_los (map, x, y);
1744 }
1745 else if (is_player ())
1746 // if this is a player's inventory, update stats
1747 contr->queue_stats_update ();
1748
1749 INVOKE_OBJECT (INSERT, this);
1750
1751 return op;
1752 }
1753
1754 /*
1755 * Checks if any objects has a move_type that matches objects
1756 * that effect this object on this space. Call apply() to process
1757 * these events.
1758 *
1759 * Any speed-modification due to SLOW_MOVE() of other present objects
1760 * will affect the speed_left of the object.
1761 *
1762 * originator: Player, monster or other object that caused 'op' to be inserted
1763 * into 'map'. May be NULL.
1764 *
1765 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1766 *
1767 * 4-21-95 added code to check if appropriate skill was readied - this will
1768 * permit faster movement by the player through this terrain. -b.t.
1769 *
1770 * MSW 2001-07-08: Check all objects on space, not just those below
1771 * object being inserted. insert_ob_in_map may not put new objects
1772 * on top.
1773 */
1774 int
1775 check_move_on (object *op, object *originator)
1776 {
1777 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1778 return 0;
1779
1780 object *tmp;
1781 maptile *m = op->map;
1782 int x = op->x, y = op->y;
1783
1784 mapspace &ms = m->at (x, y);
1785
1786 ms.update ();
1787
1788 MoveType move_on = ms.move_on;
1789 MoveType move_slow = ms.move_slow;
1790 MoveType move_block = ms.move_block;
1791
1792 /* if nothing on this space will slow op down or be applied,
1793 * no need to do checking below. have to make sure move_type
1794 * is set, as lots of objects don't have it set - we treat that
1795 * as walking.
1796 */
1797 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1798 return 0;
1799
1800 /* This is basically inverse logic of that below - basically,
1801 * if the object can avoid the move on or slow move, they do so,
1802 * but can't do it if the alternate movement they are using is
1803 * blocked. Logic on this seems confusing, but does seem correct.
1804 */
1805 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1806 return 0;
1807
1808 /* The objects have to be checked from top to bottom.
1809 * Hence, we first go to the top:
1810 */
1811 for (object *next, *tmp = ms.top; tmp; tmp = next)
1812 {
1813 next = tmp->below;
1814
1815 if (tmp == op)
1816 continue; /* Can't apply yourself */
1817
1818 /* Check to see if one of the movement types should be slowed down.
1819 * Second check makes sure that the movement types not being slowed
1820 * (~slow_move) is not blocked on this space - just because the
1821 * space doesn't slow down swimming (for example), if you can't actually
1822 * swim on that space, can't use it to avoid the penalty.
1823 */
1824 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1825 {
1826 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1827 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1828 {
1829 float diff = tmp->move_slow_penalty * fabs (op->speed);
1830
1831 if (op->is_player ())
1832 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1833 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1834 diff /= 4.0;
1835
1836 op->speed_left -= diff;
1837 }
1838 }
1839
1840 /* Basically same logic as above, except now for actual apply. */
1841 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1842 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1843 {
1844 move_apply (tmp, op, originator);
1845
1846 if (op->destroyed ())
1847 return 1;
1848
1849 /* what the person/creature stepped onto has moved the object
1850 * someplace new. Don't process any further - if we did,
1851 * have a feeling strange problems would result.
1852 */
1853 if (op->map != m || op->x != x || op->y != y)
1854 return 0;
1855 }
1856 }
1857
1858 return 0;
1859 }
1860
1861 /*
1862 * present_arch(arch, map, x, y) searches for any objects with
1863 * a matching archetype at the given map and coordinates.
1864 * The first matching object is returned, or NULL if none.
1865 */
1866 object *
1867 present_arch (const archetype *at, maptile *m, int x, int y)
1868 {
1869 if (!m || out_of_map (m, x, y))
1870 {
1871 LOG (llevError, "Present_arch called outside map.\n");
1872 return NULL;
1873 }
1874
1875 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1876 if (tmp->arch->archname == at->archname)
1877 return tmp;
1878
1879 return NULL;
1880 }
1881
1882 /*
1883 * present(type, map, x, y) searches for any objects with
1884 * a matching type variable at the given map and coordinates.
1885 * The first matching object is returned, or NULL if none.
1886 */
1887 object *
1888 present (unsigned char type, maptile *m, int x, int y)
1889 {
1890 if (out_of_map (m, x, y))
1891 {
1892 LOG (llevError, "Present called outside map.\n");
1893 return NULL;
1894 }
1895
1896 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1897 if (tmp->type == type)
1898 return tmp;
1899
1900 return NULL;
1901 }
1902
1903 /*
1904 * present_in_ob(type, object) searches for any objects with
1905 * a matching type variable in the inventory of the given object.
1906 * The first matching object is returned, or NULL if none.
1907 */
1908 object *
1909 present_in_ob (unsigned char type, const object *op)
1910 {
1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1912 if (tmp->type == type)
1913 return tmp;
1914
1915 return NULL;
1916 }
1917
1918 /*
1919 * present_in_ob (type, str, object) searches for any objects with
1920 * a matching type & name variable in the inventory of the given object.
1921 * The first matching object is returned, or NULL if none.
1922 * This is mostly used by spell effect code, so that we only
1923 * have one spell effect at a time.
1924 * type can be used to narrow the search - if type is set,
1925 * the type must also match. -1 can be passed for the type,
1926 * in which case the type does not need to pass.
1927 * str is the string to match against. Note that we match against
1928 * the object name, not the archetype name. this is so that the
1929 * spell code can use one object type (force), but change it's name
1930 * to be unique.
1931 */
1932 object *
1933 present_in_ob_by_name (int type, const char *str, const object *op)
1934 {
1935 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1936 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1937 return tmp;
1938
1939 return 0;
1940 }
1941
1942 /*
1943 * present_arch_in_ob(archetype, object) searches for any objects with
1944 * a matching archetype in the inventory of the given object.
1945 * The first matching object is returned, or NULL if none.
1946 */
1947 object *
1948 present_arch_in_ob (const archetype *at, const object *op)
1949 {
1950 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1951 if (tmp->arch->archname == at->archname)
1952 return tmp;
1953
1954 return NULL;
1955 }
1956
1957 /*
1958 * activate recursively a flag on an object inventory
1959 */
1960 void
1961 flag_inv (object *op, int flag)
1962 {
1963 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1964 {
1965 SET_FLAG (tmp, flag);
1966 flag_inv (tmp, flag);
1967 }
1968 }
1969
1970 /*
1971 * deactivate recursively a flag on an object inventory
1972 */
1973 void
1974 unflag_inv (object *op, int flag)
1975 {
1976 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1977 {
1978 CLEAR_FLAG (tmp, flag);
1979 unflag_inv (tmp, flag);
1980 }
1981 }
1982
1983 /*
1984 * find_free_spot(object, map, x, y, start, stop) will search for
1985 * a spot at the given map and coordinates which will be able to contain
1986 * the given object. start and stop specifies how many squares
1987 * to search (see the freearr_x/y[] definition).
1988 * It returns a random choice among the alternatives found.
1989 * start and stop are where to start relative to the free_arr array (1,9
1990 * does all 4 immediate directions). This returns the index into the
1991 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1992 * Note: This function does correctly handle tiled maps, but does not
1993 * inform the caller. However, insert_ob_in_map will update as
1994 * necessary, so the caller shouldn't need to do any special work.
1995 * Note - updated to take an object instead of archetype - this is necessary
1996 * because arch_blocked (now ob_blocked) needs to know the movement type
1997 * to know if the space in question will block the object. We can't use
1998 * the archetype because that isn't correct if the monster has been
1999 * customized, changed states, etc.
2000 */
2001 int
2002 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2003 {
2004 int altern[SIZEOFFREE];
2005 int index = 0, flag;
2006
2007 for (int i = start; i < stop; i++)
2008 {
2009 mapxy pos (m, x, y); pos.move (i);
2010
2011 if (!pos.normalise ())
2012 continue;
2013
2014 mapspace &ms = *pos;
2015
2016 if (ms.flags () & P_IS_ALIVE)
2017 continue;
2018
2019 /* However, often
2020 * ob doesn't have any move type (when used to place exits)
2021 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2022 */
2023 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2024 {
2025 altern [index++] = i;
2026 continue;
2027 }
2028
2029 /* Basically, if we find a wall on a space, we cut down the search size.
2030 * In this way, we won't return spaces that are on another side of a wall.
2031 * This mostly work, but it cuts down the search size in all directions -
2032 * if the space being examined only has a wall to the north and empty
2033 * spaces in all the other directions, this will reduce the search space
2034 * to only the spaces immediately surrounding the target area, and
2035 * won't look 2 spaces south of the target space.
2036 */
2037 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2038 {
2039 stop = maxfree[i];
2040 continue;
2041 }
2042
2043 /* Note it is intentional that we check ob - the movement type of the
2044 * head of the object should correspond for the entire object.
2045 */
2046 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2047 continue;
2048
2049 if (ob->blocked (pos.m, pos.x, pos.y))
2050 continue;
2051
2052 altern [index++] = i;
2053 }
2054
2055 if (!index)
2056 return -1;
2057
2058 return altern [rndm (index)];
2059 }
2060
2061 /*
2062 * find_first_free_spot(archetype, maptile, x, y) works like
2063 * find_free_spot(), but it will search max number of squares.
2064 * But it will return the first available spot, not a random choice.
2065 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2066 */
2067 int
2068 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2069 {
2070 for (int i = 0; i < SIZEOFFREE; i++)
2071 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2072 return i;
2073
2074 return -1;
2075 }
2076
2077 /*
2078 * The function permute(arr, begin, end) randomly reorders the array
2079 * arr[begin..end-1].
2080 * now uses a fisher-yates shuffle, old permute was broken
2081 */
2082 static void
2083 permute (int *arr, int begin, int end)
2084 {
2085 arr += begin;
2086 end -= begin;
2087
2088 while (--end)
2089 swap (arr [end], arr [rndm (end + 1)]);
2090 }
2091
2092 /* new function to make monster searching more efficient, and effective!
2093 * This basically returns a randomized array (in the passed pointer) of
2094 * the spaces to find monsters. In this way, it won't always look for
2095 * monsters to the north first. However, the size of the array passed
2096 * covers all the spaces, so within that size, all the spaces within
2097 * the 3x3 area will be searched, just not in a predictable order.
2098 */
2099 void
2100 get_search_arr (int *search_arr)
2101 {
2102 int i;
2103
2104 for (i = 0; i < SIZEOFFREE; i++)
2105 search_arr[i] = i;
2106
2107 permute (search_arr, 1, SIZEOFFREE1 + 1);
2108 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2109 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2110 }
2111
2112 /*
2113 * find_dir(map, x, y, exclude) will search some close squares in the
2114 * given map at the given coordinates for live objects.
2115 * It will not considered the object given as exclude among possible
2116 * live objects.
2117 * It returns the direction toward the first/closest live object if finds
2118 * any, otherwise 0.
2119 * Perhaps incorrectly, but I'm making the assumption that exclude
2120 * is actually want is going to try and move there. We need this info
2121 * because we have to know what movement the thing looking to move
2122 * there is capable of.
2123 */
2124 int
2125 find_dir (maptile *m, int x, int y, object *exclude)
2126 {
2127 int max = SIZEOFFREE, mflags;
2128 MoveType move_type;
2129
2130 if (exclude && exclude->head_ () != exclude)
2131 {
2132 exclude = exclude->head;
2133 move_type = exclude->move_type;
2134 }
2135 else
2136 {
2137 /* If we don't have anything, presume it can use all movement types. */
2138 move_type = MOVE_ALL;
2139 }
2140
2141 for (int i = 1; i < max; i++)
2142 {
2143 mapxy pos (m, x, y);
2144 pos.move (i);
2145
2146 if (!pos.normalise ())
2147 max = maxfree[i];
2148 else
2149 {
2150 mapspace &ms = *pos;
2151
2152 if ((move_type & ms.move_block) == move_type)
2153 max = maxfree [i];
2154 else if (ms.flags () & P_IS_ALIVE)
2155 {
2156 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2157 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2158 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2159 return freedir [i];
2160 }
2161 }
2162 }
2163
2164 return 0;
2165 }
2166
2167 /*
2168 * distance(object 1, object 2) will return the square of the
2169 * distance between the two given objects.
2170 */
2171 int
2172 distance (const object *ob1, const object *ob2)
2173 {
2174 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2175 }
2176
2177 /*
2178 * find_dir_2(delta-x,delta-y) will return a direction in which
2179 * an object which has subtracted the x and y coordinates of another
2180 * object, needs to travel toward it.
2181 */
2182 int
2183 find_dir_2 (int x, int y)
2184 {
2185 int q;
2186
2187 if (y)
2188 q = x * 100 / y;
2189 else if (x)
2190 q = -300 * x;
2191 else
2192 return 0;
2193
2194 if (y > 0)
2195 {
2196 if (q < -242)
2197 return 3;
2198 if (q < -41)
2199 return 2;
2200 if (q < 41)
2201 return 1;
2202 if (q < 242)
2203 return 8;
2204 return 7;
2205 }
2206
2207 if (q < -242)
2208 return 7;
2209 if (q < -41)
2210 return 6;
2211 if (q < 41)
2212 return 5;
2213 if (q < 242)
2214 return 4;
2215
2216 return 3;
2217 }
2218
2219 /*
2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2221 * between two directions (which are expected to be absolute (see absdir())
2222 */
2223 int
2224 dirdiff (int dir1, int dir2)
2225 {
2226 int d;
2227
2228 d = abs (dir1 - dir2);
2229 if (d > 4)
2230 d = 8 - d;
2231
2232 return d;
2233 }
2234
2235 /* peterm:
2236 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2237 * Basically, this is a table of directions, and what directions
2238 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2239 * This basically means that if direction is 15, then it could either go
2240 * direction 4, 14, or 16 to get back to where we are.
2241 * Moved from spell_util.c to object.c with the other related direction
2242 * functions.
2243 */
2244 static const int reduction_dir[SIZEOFFREE][3] = {
2245 {0, 0, 0}, /* 0 */
2246 {0, 0, 0}, /* 1 */
2247 {0, 0, 0}, /* 2 */
2248 {0, 0, 0}, /* 3 */
2249 {0, 0, 0}, /* 4 */
2250 {0, 0, 0}, /* 5 */
2251 {0, 0, 0}, /* 6 */
2252 {0, 0, 0}, /* 7 */
2253 {0, 0, 0}, /* 8 */
2254 {8, 1, 2}, /* 9 */
2255 {1, 2, -1}, /* 10 */
2256 {2, 10, 12}, /* 11 */
2257 {2, 3, -1}, /* 12 */
2258 {2, 3, 4}, /* 13 */
2259 {3, 4, -1}, /* 14 */
2260 {4, 14, 16}, /* 15 */
2261 {5, 4, -1}, /* 16 */
2262 {4, 5, 6}, /* 17 */
2263 {6, 5, -1}, /* 18 */
2264 {6, 20, 18}, /* 19 */
2265 {7, 6, -1}, /* 20 */
2266 {6, 7, 8}, /* 21 */
2267 {7, 8, -1}, /* 22 */
2268 {8, 22, 24}, /* 23 */
2269 {8, 1, -1}, /* 24 */
2270 {24, 9, 10}, /* 25 */
2271 {9, 10, -1}, /* 26 */
2272 {10, 11, -1}, /* 27 */
2273 {27, 11, 29}, /* 28 */
2274 {11, 12, -1}, /* 29 */
2275 {12, 13, -1}, /* 30 */
2276 {12, 13, 14}, /* 31 */
2277 {13, 14, -1}, /* 32 */
2278 {14, 15, -1}, /* 33 */
2279 {33, 15, 35}, /* 34 */
2280 {16, 15, -1}, /* 35 */
2281 {17, 16, -1}, /* 36 */
2282 {18, 17, 16}, /* 37 */
2283 {18, 17, -1}, /* 38 */
2284 {18, 19, -1}, /* 39 */
2285 {41, 19, 39}, /* 40 */
2286 {19, 20, -1}, /* 41 */
2287 {20, 21, -1}, /* 42 */
2288 {20, 21, 22}, /* 43 */
2289 {21, 22, -1}, /* 44 */
2290 {23, 22, -1}, /* 45 */
2291 {45, 47, 23}, /* 46 */
2292 {23, 24, -1}, /* 47 */
2293 {24, 9, -1}
2294 }; /* 48 */
2295
2296 /* Recursive routine to step back and see if we can
2297 * find a path to that monster that we found. If not,
2298 * we don't bother going toward it. Returns 1 if we
2299 * can see a direct way to get it
2300 * Modified to be map tile aware -.MSW
2301 */
2302 int
2303 can_see_monsterP (maptile *m, int x, int y, int dir)
2304 {
2305 sint16 dx, dy;
2306 int mflags;
2307
2308 if (dir < 0)
2309 return 0; /* exit condition: invalid direction */
2310
2311 dx = x + freearr_x[dir];
2312 dy = y + freearr_y[dir];
2313
2314 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2315
2316 /* This functional arguably was incorrect before - it was
2317 * checking for P_WALL - that was basically seeing if
2318 * we could move to the monster - this is being more
2319 * literal on if we can see it. To know if we can actually
2320 * move to the monster, we'd need the monster passed in or
2321 * at least its move type.
2322 */
2323 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2324 return 0;
2325
2326 /* yes, can see. */
2327 if (dir < 9)
2328 return 1;
2329
2330 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2331 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2332 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2333 }
2334
2335 /*
2336 * can_pick(picker, item): finds out if an object is possible to be
2337 * picked up by the picker. Returnes 1 if it can be
2338 * picked up, otherwise 0.
2339 *
2340 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2341 * core dumps if they do.
2342 *
2343 * Add a check so we can't pick up invisible objects (0.93.8)
2344 */
2345 int
2346 can_pick (const object *who, const object *item)
2347 {
2348 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2349 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2350 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2351 }
2352
2353 /*
2354 * create clone from object to another
2355 */
2356 object *
2357 object::deep_clone ()
2358 {
2359 assert (("deep_clone called on non-head object", is_head ()));
2360
2361 object *dst = clone ();
2362
2363 object *prev = dst;
2364 for (object *part = this->more; part; part = part->more)
2365 {
2366 object *tmp = part->clone ();
2367 tmp->head = dst;
2368 prev->more = tmp;
2369 prev = tmp;
2370 }
2371
2372 for (object *item = inv; item; item = item->below)
2373 insert_ob_in_ob (item->deep_clone (), dst);
2374
2375 return dst;
2376 }
2377
2378 /* This returns the first object in who's inventory that
2379 * has the same type and subtype match.
2380 * returns NULL if no match.
2381 */
2382 object *
2383 find_obj_by_type_subtype (const object *who, int type, int subtype)
2384 {
2385 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2386 if (tmp->type == type && tmp->subtype == subtype)
2387 return tmp;
2388
2389 return 0;
2390 }
2391
2392 shstr_tmp
2393 object::kv_get (shstr_tmp key) const
2394 {
2395 for (key_value *kv = key_values; kv; kv = kv->next)
2396 if (kv->key == key)
2397 return kv->value;
2398
2399 return shstr ();
2400 }
2401
2402 void
2403 object::kv_set (shstr_tmp key, shstr_tmp value)
2404 {
2405 for (key_value *kv = key_values; kv; kv = kv->next)
2406 if (kv->key == key)
2407 {
2408 kv->value = value;
2409 return;
2410 }
2411
2412 key_value *kv = new key_value;
2413
2414 kv->next = key_values;
2415 kv->key = key;
2416 kv->value = value;
2417
2418 key_values = kv;
2419 }
2420
2421 void
2422 object::kv_del (shstr_tmp key)
2423 {
2424 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2425 if ((*kvp)->key == key)
2426 {
2427 key_value *kv = *kvp;
2428 *kvp = (*kvp)->next;
2429 delete kv;
2430 return;
2431 }
2432 }
2433
2434 object::depth_iterator::depth_iterator (object *container)
2435 : iterator_base (container)
2436 {
2437 while (item->inv)
2438 item = item->inv;
2439 }
2440
2441 void
2442 object::depth_iterator::next ()
2443 {
2444 if (item->below)
2445 {
2446 item = item->below;
2447
2448 while (item->inv)
2449 item = item->inv;
2450 }
2451 else
2452 item = item->env;
2453 }
2454
2455 const char *
2456 object::flag_desc (char *desc, int len) const
2457 {
2458 char *p = desc;
2459 bool first = true;
2460
2461 *p = 0;
2462
2463 for (int i = 0; i < NUM_FLAGS; i++)
2464 {
2465 if (len <= 10) // magic constant!
2466 {
2467 snprintf (p, len, ",...");
2468 break;
2469 }
2470
2471 if (flag [i])
2472 {
2473 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2474 len -= cnt;
2475 p += cnt;
2476 first = false;
2477 }
2478 }
2479
2480 return desc;
2481 }
2482
2483 // return a suitable string describing an object in enough detail to find it
2484 const char *
2485 object::debug_desc (char *info) const
2486 {
2487 char flagdesc[512];
2488 char info2[256 * 4];
2489 char *p = info;
2490
2491 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2492 count,
2493 uuid.c_str (),
2494 &name,
2495 title ? ",title:\"" : "",
2496 title ? (const char *)title : "",
2497 title ? "\"" : "",
2498 flag_desc (flagdesc, 512), type);
2499
2500 if (!flag[FLAG_REMOVED] && env)
2501 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2502
2503 if (map)
2504 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2505
2506 return info;
2507 }
2508
2509 const char *
2510 object::debug_desc () const
2511 {
2512 static char info[3][256 * 4];
2513 static int info_idx;
2514
2515 return debug_desc (info [++info_idx % 3]);
2516 }
2517
2518 struct region *
2519 object::region () const
2520 {
2521 return map ? map->region (x, y)
2522 : region::default_region ();
2523 }
2524
2525 void
2526 object::open_container (object *new_container)
2527 {
2528 if (container == new_container)
2529 return;
2530
2531 object *old_container = container;
2532
2533 if (old_container)
2534 {
2535 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2536 return;
2537
2538 #if 0
2539 // remove the "Close old_container" object.
2540 if (object *closer = old_container->inv)
2541 if (closer->type == CLOSE_CON)
2542 closer->destroy ();
2543 #endif
2544
2545 // make sure the container is available
2546 esrv_send_item (this, old_container);
2547
2548 old_container->flag [FLAG_APPLIED] = false;
2549 container = 0;
2550
2551 // client needs item update to make it work, client bug requires this to be separate
2552 esrv_update_item (UPD_FLAGS, this, old_container);
2553
2554 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2555 play_sound (sound_find ("chest_close"));
2556 }
2557
2558 if (new_container)
2559 {
2560 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2561 return;
2562
2563 // TODO: this does not seem to serve any purpose anymore?
2564 #if 0
2565 // insert the "Close Container" object.
2566 if (archetype *closer = new_container->other_arch)
2567 {
2568 object *closer = arch_to_object (new_container->other_arch);
2569 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2570 new_container->insert (closer);
2571 }
2572 #endif
2573
2574 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2575
2576 // make sure the container is available, client bug requires this to be separate
2577 esrv_send_item (this, new_container);
2578
2579 new_container->flag [FLAG_APPLIED] = true;
2580 container = new_container;
2581
2582 // client needs flag change
2583 esrv_update_item (UPD_FLAGS, this, new_container);
2584 esrv_send_inventory (this, new_container);
2585 play_sound (sound_find ("chest_open"));
2586 }
2587 // else if (!old_container->env && contr && contr->ns)
2588 // contr->ns->floorbox_reset ();
2589 }
2590
2591 object *
2592 object::force_find (shstr_tmp name)
2593 {
2594 /* cycle through his inventory to look for the MARK we want to
2595 * place
2596 */
2597 for (object *tmp = inv; tmp; tmp = tmp->below)
2598 if (tmp->type == FORCE && tmp->slaying == name)
2599 return splay (tmp);
2600
2601 return 0;
2602 }
2603
2604 //-GPL
2605
2606 void
2607 object::force_set_timer (int duration)
2608 {
2609 this->duration = 1;
2610 this->speed_left = -1.f;
2611
2612 this->set_speed (duration ? 1.f / duration : 0.f);
2613 }
2614
2615 object *
2616 object::force_add (shstr_tmp name, int duration)
2617 {
2618 if (object *force = force_find (name))
2619 force->destroy ();
2620
2621 object *force = get_archetype (FORCE_NAME);
2622
2623 force->slaying = name;
2624 force->force_set_timer (duration);
2625 force->flag [FLAG_APPLIED] = true;
2626
2627 return insert (force);
2628 }
2629
2630 void
2631 object::play_sound (faceidx sound) const
2632 {
2633 if (!sound)
2634 return;
2635
2636 if (is_on_map ())
2637 map->play_sound (sound, x, y);
2638 else if (object *pl = in_player ())
2639 pl->contr->play_sound (sound);
2640 }
2641
2642 void
2643 object::say_msg (const char *msg) const
2644 {
2645 if (is_on_map ())
2646 map->say_msg (msg, x, y);
2647 else if (object *pl = in_player ())
2648 pl->contr->play_sound (sound);
2649 }
2650
2651 void
2652 object::make_noise ()
2653 {
2654 // we do not model noise in the map, so instead put
2655 // a temporary light into the noise source
2656 // could use the map instead, but that's less reliable for our
2657 // goal, which is to make invisibility a bit harder to exploit
2658
2659 // currently only works sensibly for players
2660 if (!is_player ())
2661 return;
2662
2663 // find old force, or create new one
2664 object *force = force_find (shstr_noise_force);
2665
2666 if (force)
2667 force->speed_left = -1.f; // patch old speed up
2668 else
2669 {
2670 force = archetype::get (shstr_noise_force);
2671
2672 force->slaying = shstr_noise_force;
2673 force->stats.food = 1;
2674 force->speed_left = -1.f;
2675
2676 force->set_speed (1.f / 4.f);
2677 force->flag [FLAG_IS_USED_UP] = true;
2678 force->flag [FLAG_APPLIED] = true;
2679
2680 insert (force);
2681 }
2682 }
2683