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Revision: 1.311
Committed: Sat Jan 16 13:41:37 2010 UTC (14 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_93
Changes since 1.310: +1 -2 lines
Log Message:
more utf8 marking

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 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
32 #include <bitset>
33
34 UUID UUID::cur;
35 static uint64_t seq_next_save;
36 static const uint64 UUID_GAP = 1<<19;
37 uint32_t mapspace::smellcount = 10000;
38
39 objectvec objects;
40 activevec actives;
41
42 //+GPL
43
44 short freearr_x[SIZEOFFREE] = {
45 0,
46 0, 1, 1, 1, 0, -1, -1, -1,
47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
49 };
50 short freearr_y[SIZEOFFREE] = {
51 0,
52 -1, -1, 0, 1, 1, 1, 0, -1,
53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
55 };
56 int freedir[SIZEOFFREE] = {
57 0,
58 1, 2, 3, 4, 5, 6, 7, 8,
59 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
60 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
61 };
62
63 static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68 };
69
70 static void
71 write_uuid (uval64 skip, bool sync)
72 {
73 CALL_BEGIN (2);
74 CALL_ARG_SV (newSVval64 (skip));
75 CALL_ARG_SV (boolSV (sync));
76 CALL_CALL ("cf::write_uuid", G_DISCARD);
77 CALL_END;
78 }
79
80 static void
81 read_uuid ()
82 {
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
88
89 FILE *fp;
90
91 if (!(fp = fopen (filename, "r")))
92 {
93 if (errno == ENOENT)
94 {
95 LOG (llevInfo, "RESET uid to 1\n");
96 UUID::cur.seq = 0;
97 write_uuid (UUID_GAP, true);
98 return;
99 }
100
101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
102 _exit (1);
103 }
104
105 char buf [UUID::MAX_LEN];
106 buf[0] = 0;
107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
110 {
111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
112 _exit (1);
113 }
114
115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
116
117 write_uuid (UUID_GAP, true);
118 fclose (fp);
119 }
120
121 UUID
122 UUID::gen ()
123 {
124 UUID uid;
125
126 uid.seq = ++cur.seq;
127
128 if (expect_false (cur.seq >= seq_next_save))
129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
134
135 return uid;
136 }
137
138 void
139 UUID::init ()
140 {
141 read_uuid ();
142 }
143
144 bool
145 UUID::parse (const char *s)
146 {
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167 }
168
169 char *
170 UUID::append (char *buf) const
171 {
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199 }
200
201 char *
202 UUID::c_str () const
203 {
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
207 }
208
209 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
210 static bool
211 compare_ob_value_lists_one (const object *wants, const object *has)
212 {
213 /* n-squared behaviour (see kv_get), but I'm hoping both
214 * objects with lists are rare, and lists stay short. If not, use a
215 * different structure or at least keep the lists sorted...
216 */
217
218 /* For each field in wants, */
219 for (key_value *kv = wants->key_values; kv; kv = kv->next)
220 if (has->kv_get (kv->key) != kv->value)
221 return false;
222
223 /* If we get here, every field in wants has a matching field in has. */
224 return true;
225 }
226
227 /* Returns TRUE if ob1 has the same key_values as ob2. */
228 static bool
229 compare_ob_value_lists (const object *ob1, const object *ob2)
230 {
231 /* However, there may be fields in has which aren't partnered in wants,
232 * so we need to run the comparison *twice*. :(
233 */
234 return compare_ob_value_lists_one (ob1, ob2)
235 && compare_ob_value_lists_one (ob2, ob1);
236 }
237
238 /* Function examines the 2 objects given to it, and returns true if
239 * they can be merged together.
240 *
241 * Note that this function appears a lot longer than the macro it
242 * replaces - this is mostly for clarity - a decent compiler should hopefully
243 * reduce this to the same efficiency.
244 *
245 * Check nrof variable *before* calling can_merge()
246 *
247 * Improvements made with merge: Better checking on potion, and also
248 * check weight
249 */
250 bool object::can_merge_slow (object *ob1, object *ob2)
251 {
252 /* A couple quick sanity checks */
253 if (ob1 == ob2
254 || ob1->type != ob2->type
255 || ob1->value != ob2->value
256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
258 return 0;
259
260 /* Do not merge objects if nrof would overflow, assume nrof
261 * is always 0 .. 2**31-1 */
262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
263 return 0;
264
265 /* If the objects have been identified, set the BEEN_APPLIED flag.
266 * This is to the comparison of the flags below will be OK. We
267 * just can't ignore the been applied or identified flags, as they
268 * are not equal - just if it has been identified, the been_applied
269 * flags lose any meaning.
270 */
271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
273
274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
276
277 if (ob1->arch->archname != ob2->arch->archname
278 || ob1->name != ob2->name
279 || ob1->title != ob2->title
280 || ob1->msg != ob2->msg
281 || ob1->weight != ob2->weight
282 || ob1->attacktype != ob2->attacktype
283 || ob1->magic != ob2->magic
284 || ob1->slaying != ob2->slaying
285 || ob1->skill != ob2->skill
286 || ob1->value != ob2->value
287 || ob1->animation_id != ob2->animation_id
288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
289 || ob1->client_type != ob2->client_type
290 || ob1->material != ob2->material
291 || ob1->lore != ob2->lore
292 || ob1->subtype != ob2->subtype
293 || ob1->move_type != ob2->move_type
294 || ob1->move_block != ob2->move_block
295 || ob1->move_allow != ob2->move_allow
296 || ob1->move_on != ob2->move_on
297 || ob1->move_off != ob2->move_off
298 || ob1->move_slow != ob2->move_slow
299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
302 return 0;
303
304 if ((ob1->flag ^ ob2->flag)
305 .reset (FLAG_INV_LOCKED)
306 .reset (FLAG_REMOVED)
307 .any ())
308 return 0;
309
310 /* This is really a spellbook check - we should in general
311 * not merge objects with real inventories, as splitting them
312 * is hard.
313 */
314 if (ob1->inv || ob2->inv)
315 {
316 if (!(ob1->inv && ob2->inv))
317 return 0; /* inventories differ in length */
318
319 if (ob1->inv->below || ob2->inv->below)
320 return 0; /* more than one object in inv */
321
322 if (!object::can_merge (ob1->inv, ob2->inv))
323 return 0; /* inventory objects differ */
324
325 /* inventory ok - still need to check rest of this object to see
326 * if it is valid.
327 */
328 }
329
330 /* Don't merge objects that are applied. With the new 'body' code,
331 * it is possible for most any character to have more than one of
332 * some items equipped, and we don't want those to merge.
333 */
334 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
335 return 0;
336
337 /* Note sure why the following is the case - either the object has to
338 * be animated or have a very low speed. Is this an attempted monster
339 * check?
340 */
341 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
342 return 0;
343
344 switch (ob1->type)
345 {
346 case SCROLL:
347 if (ob1->level != ob2->level)
348 return 0;
349 break;
350 }
351
352 if (ob1->key_values || ob2->key_values)
353 {
354 /* At least one of these has key_values. */
355 if ((!ob1->key_values) != (!ob2->key_values))
356 return 0; /* One has fields, but the other one doesn't. */
357
358 if (!compare_ob_value_lists (ob1, ob2))
359 return 0;
360 }
361
362 if (ob1->self || ob2->self)
363 {
364 ob1->optimise ();
365 ob2->optimise ();
366
367 if (ob1->self || ob2->self)
368 {
369 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
370 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
371
372 if (k1 != k2)
373 return 0;
374
375 if (k1 == 0)
376 return 1;
377
378 if (!cfperl_can_merge (ob1, ob2))
379 return 0;
380 }
381 }
382
383 /* Everything passes, must be OK. */
384 return 1;
385 }
386
387 // find player who can see this object
388 object *
389 object::visible_to () const
390 {
391 if (client_visible () && !flag [FLAG_REMOVED])
392 {
393 // see if we are in a container of sorts
394 if (env)
395 {
396 // the player inventory itself is always visible
397 if (env->is_player ())
398 return env;
399
400 // else a player could have our env open
401 object *envest = env->outer_env_or_self ();
402
403 // the player itself is always on a map, so we will find him here
404 // even if our inv is in a player.
405 if (envest->is_on_map ())
406 if (object *pl = envest->ms ().player ())
407 if (pl->container_ () == env)
408 return pl;
409 }
410 else
411 {
412 // maybe there is a player standing on the same mapspace
413 // this will catch the case where "this" is a player
414 if (object *pl = ms ().player ())
415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
416 || pl->container_ () == this)
417 return pl;
418 }
419 }
420
421 return 0;
422 }
423
424 // adjust weight per container type ("of holding")
425 static sint32
426 weight_adjust_for (object *op, sint32 weight)
427 {
428 return op->type == CONTAINER
429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
430 : weight;
431 }
432
433 /*
434 * adjust_weight(object, weight) adds the specified weight to an object,
435 * and also updates how much the environment(s) is/are carrying.
436 */
437 static void
438 adjust_weight (object *op, sint32 weight)
439 {
440 while (op)
441 {
442 // adjust by actual difference to account for rounding errors
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
446
447 if (!weight)
448 return;
449
450 op->carrying += weight;
451
452 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily
454 esrv_update_item (UPD_WEIGHT, pl, op);
455
456 op = op->env;
457 }
458 }
459
460 /*
461 * this is a recursive function which calculates the weight
462 * an object is carrying. It goes through op and figures out how much
463 * containers are carrying, and sums it up.
464 */
465 void
466 object::update_weight ()
467 {
468 sint32 sum = 0;
469
470 for (object *op = inv; op; op = op->below)
471 {
472 if (op->inv)
473 op->update_weight ();
474
475 sum += op->total_weight ();
476 }
477
478 sum = weight_adjust_for (this, sum);
479
480 if (sum != carrying)
481 {
482 carrying = sum;
483
484 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this);
487 }
488 }
489
490 /*
491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
492 */
493 char *
494 dump_object (object *op)
495 {
496 if (!op)
497 return strdup ("[NULLOBJ]");
498
499 object_freezer freezer;
500 op->write (freezer);
501 return freezer.as_string ();
502 }
503
504 char *
505 object::as_string ()
506 {
507 return dump_object (this);
508 }
509
510 /*
511 * Returns the object which has the count-variable equal to the argument.
512 * VERRRY slow.
513 */
514 object *
515 find_object (tag_t i)
516 {
517 for_all_objects (op)
518 if (op->count == i)
519 return op;
520
521 return 0;
522 }
523
524 /*
525 * Returns the first object which has a name equal to the argument.
526 * Used only by the patch command, but not all that useful.
527 * Enables features like "patch <name-of-other-player> food 999"
528 */
529 object *
530 find_object_name (const char *str)
531 {
532 shstr_cmp str_ (str);
533
534 if (str_)
535 for_all_objects (op)
536 if (op->name == str_)
537 return op;
538
539 return 0;
540 }
541
542 /*
543 * Sets the owner and sets the skill and exp pointers to owner's current
544 * skill and experience objects.
545 * ACTUALLY NO! investigate! TODO
546 */
547 void
548 object::set_owner (object *owner)
549 {
550 // allow objects which own objects
551 if (owner)
552 while (owner->owner)
553 owner = owner->owner;
554
555 if (flag [FLAG_FREED])
556 {
557 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
558 return;
559 }
560
561 this->owner = owner;
562 }
563
564 int
565 object::slottype () const
566 {
567 if (type == SKILL)
568 {
569 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
570 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
571 }
572 else
573 {
574 if (slot [body_combat].info) return slot_combat;
575 if (slot [body_range ].info) return slot_ranged;
576 }
577
578 return slot_none;
579 }
580
581 bool
582 object::change_weapon (object *ob)
583 {
584 if (current_weapon == ob)
585 return true;
586
587 if (chosen_skill)
588 chosen_skill->flag [FLAG_APPLIED] = false;
589
590 current_weapon = ob;
591 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
592
593 if (chosen_skill)
594 chosen_skill->flag [FLAG_APPLIED] = true;
595
596 update_stats ();
597
598 if (ob)
599 {
600 // now check wether any body locations became invalid, in which case
601 // we cannot apply the weapon at the moment.
602 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
603 if (slot[i].used < 0)
604 {
605 current_weapon = chosen_skill = 0;
606 update_stats ();
607
608 new_draw_info_format (NDI_UNIQUE, 0, this,
609 "You try to balance all your items at once, "
610 "but the %s is just too much for your body. "
611 "[You need to unapply some items first - use the 'body' command to see "
612 "how many items you cna wera on a specific body part.]", &ob->name);
613 return false;
614 }
615
616 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
617 }
618 else
619 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
620
621 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
622 {
623 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
624 &name, ob->debug_desc ());
625 return false;
626 }
627
628 return true;
629 }
630
631 /* Zero the key_values on op, decrementing the shared-string
632 * refcounts and freeing the links.
633 */
634 static void
635 free_key_values (object *op)
636 {
637 for (key_value *i = op->key_values; i; )
638 {
639 key_value *next = i->next;
640 delete i;
641
642 i = next;
643 }
644
645 op->key_values = 0;
646 }
647
648 /*
649 * copy_to first frees everything allocated by the dst object,
650 * and then copies the contents of itself into the second
651 * object, allocating what needs to be allocated. Basically, any
652 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
653 * if the first object is freed, the pointers in the new object
654 * will point at garbage.
655 */
656 void
657 object::copy_to (object *dst)
658 {
659 dst->remove ();
660 *(object_copy *)dst = *this;
661 dst->flag [FLAG_REMOVED] = true;
662
663 /* Copy over key_values, if any. */
664 if (key_values)
665 {
666 key_value *tail = 0;
667 dst->key_values = 0;
668
669 for (key_value *i = key_values; i; i = i->next)
670 {
671 key_value *new_link = new key_value;
672
673 new_link->next = 0;
674 new_link->key = i->key;
675 new_link->value = i->value;
676
677 /* Try and be clever here, too. */
678 if (!dst->key_values)
679 {
680 dst->key_values = new_link;
681 tail = new_link;
682 }
683 else
684 {
685 tail->next = new_link;
686 tail = new_link;
687 }
688 }
689 }
690
691 dst->activate ();
692 }
693
694 void
695 object::instantiate ()
696 {
697 if (!uuid.seq) // HACK
698 uuid = UUID::gen ();
699
700 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
701 if (flag [FLAG_RANDOM_SPEED] && speed)
702 speed_left = - speed - rndm (); // TODO animation
703 else
704 speed_left = -1.;
705
706 /* copy the body_info to the body_used - this is only really
707 * need for monsters, but doesn't hurt to do it for everything.
708 * by doing so, when a monster is created, it has good starting
709 * values for the body_used info, so when items are created
710 * for it, they can be properly equipped.
711 */
712 for (int i = NUM_BODY_LOCATIONS; i--; )
713 slot[i].used = slot[i].info;
714
715 attachable::instantiate ();
716 }
717
718 object *
719 object::clone ()
720 {
721 object *neu = create ();
722 copy_to (neu);
723
724 // TODO: unclean state changes, should not be done in clone AND instantiate
725 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
726 neu->speed_left = - neu->speed - rndm (); // TODO animation
727
728 neu->map = map; // not copied by copy_to
729 return neu;
730 }
731
732 /*
733 * If an object with the IS_TURNABLE() flag needs to be turned due
734 * to the closest player being on the other side, this function can
735 * be called to update the face variable, _and_ how it looks on the map.
736 */
737 void
738 update_turn_face (object *op)
739 {
740 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
741 return;
742
743 SET_ANIMATION (op, op->direction);
744 update_object (op, UP_OBJ_FACE);
745 }
746
747 /*
748 * Updates the speed of an object. If the speed changes from 0 to another
749 * value, or vice versa, then add/remove the object from the active list.
750 * This function needs to be called whenever the speed of an object changes.
751 */
752 void
753 object::set_speed (float speed)
754 {
755 this->speed = speed;
756
757 if (has_active_speed ())
758 activate ();
759 else
760 deactivate ();
761 }
762
763 /*
764 * update_object() updates the the map.
765 * It takes into account invisible objects (and represent squares covered
766 * by invisible objects by whatever is below them (unless it's another
767 * invisible object, etc...)
768 * If the object being updated is beneath a player, the look-window
769 * of that player is updated (this might be a suboptimal way of
770 * updating that window, though, since update_object() is called _often_)
771 *
772 * action is a hint of what the caller believes need to be done.
773 * current action are:
774 * UP_OBJ_INSERT: op was inserted
775 * UP_OBJ_REMOVE: op was removed
776 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
777 * as that is easier than trying to look at what may have changed.
778 * UP_OBJ_FACE: only the objects face has changed.
779 */
780 void
781 update_object (object *op, int action)
782 {
783 if (!op)
784 {
785 /* this should never happen */
786 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
787 return;
788 }
789
790 if (!op->is_on_map ())
791 {
792 /* Animation is currently handled by client, so nothing
793 * to do in this case.
794 */
795 return;
796 }
797
798 /* make sure the object is within map boundaries */
799 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
800 {
801 LOG (llevError, "update_object() called for object out of map!\n");
802 #ifdef MANY_CORES
803 abort ();
804 #endif
805 return;
806 }
807
808 mapspace &m = op->ms ();
809
810 if (!(m.flags_ & P_UPTODATE))
811 /* nop */;
812 else if (action == UP_OBJ_INSERT)
813 {
814 #if 0
815 // this is likely overkill, TODO: revisit (schmorp)
816 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
817 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
818 || (op->is_player () && !(m.flags_ & P_PLAYER))
819 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
820 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
821 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
822 || (m.move_on | op->move_on ) != m.move_on
823 || (m.move_off | op->move_off ) != m.move_off
824 || (m.move_slow | op->move_slow) != m.move_slow
825 /* This isn't perfect, but I don't expect a lot of objects to
826 * have move_allow right now.
827 */
828 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
829 m.invalidate ();
830 #else
831 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
832 m.invalidate ();
833 #endif
834 }
835 /* if the object is being removed, we can't make intelligent
836 * decisions, because remove_ob can't really pass the object
837 * that is being removed.
838 */
839 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
840 m.invalidate ();
841 else if (action == UP_OBJ_FACE)
842 /* Nothing to do for that case */ ;
843 else
844 LOG (llevError, "update_object called with invalid action: %d\n", action);
845
846 if (op->more)
847 update_object (op->more, action);
848 }
849
850 object::object ()
851 {
852 SET_FLAG (this, FLAG_REMOVED);
853
854 //expmul = 1.0; declared const for the time being
855 face = blank_face;
856 material = MATERIAL_NULL;
857 }
858
859 object::~object ()
860 {
861 unlink ();
862
863 free_key_values (this);
864 }
865
866 static int object_count;
867
868 void object::link ()
869 {
870 assert (!index);//D
871 uuid = UUID::gen ();
872 count = ++object_count;
873
874 refcnt_inc ();
875 objects.insert (this);
876 }
877
878 void object::unlink ()
879 {
880 if (!index)
881 return;
882
883 objects.erase (this);
884 refcnt_dec ();
885 }
886
887 void
888 object::activate ()
889 {
890 /* If already on active list, don't do anything */
891 if (active)
892 return;
893
894 if (has_active_speed ())
895 {
896 if (flag [FLAG_FREED])
897 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
898
899 actives.insert (this);
900 }
901 }
902
903 void
904 object::activate_recursive ()
905 {
906 activate ();
907
908 for (object *op = inv; op; op = op->below)
909 op->activate_recursive ();
910 }
911
912 /* This function removes object 'op' from the list of active
913 * objects.
914 * This should only be used for style maps or other such
915 * reference maps where you don't want an object that isn't
916 * in play chewing up cpu time getting processed.
917 * The reverse of this is to call update_ob_speed, which
918 * will do the right thing based on the speed of the object.
919 */
920 void
921 object::deactivate ()
922 {
923 /* If not on the active list, nothing needs to be done */
924 if (!active)
925 return;
926
927 actives.erase (this);
928 }
929
930 void
931 object::deactivate_recursive ()
932 {
933 for (object *op = inv; op; op = op->below)
934 op->deactivate_recursive ();
935
936 deactivate ();
937 }
938
939 void
940 object::set_flag_inv (int flag, int value)
941 {
942 for (object *op = inv; op; op = op->below)
943 {
944 op->flag [flag] = value;
945 op->set_flag_inv (flag, value);
946 }
947 }
948
949 /*
950 * Remove and free all objects in the inventory of the given object.
951 * object.c ?
952 */
953 void
954 object::destroy_inv (bool drop_to_ground)
955 {
956 // need to check first, because the checks below might segfault
957 // as we might be on an invalid mapspace and crossfire code
958 // is too buggy to ensure that the inventory is empty.
959 // corollary: if you create arrows etc. with stuff in its inventory,
960 // cf will crash below with off-map x and y
961 if (!inv)
962 return;
963
964 /* Only if the space blocks everything do we not process -
965 * if some form of movement is allowed, let objects
966 * drop on that space.
967 */
968 if (!drop_to_ground
969 || !map
970 || map->in_memory != MAP_ACTIVE
971 || map->no_drop
972 || ms ().move_block == MOVE_ALL)
973 {
974 while (inv)
975 inv->destroy ();
976 }
977 else
978 { /* Put objects in inventory onto this space */
979 while (inv)
980 {
981 object *op = inv;
982
983 if (op->flag [FLAG_STARTEQUIP]
984 || op->flag [FLAG_NO_DROP]
985 || op->type == RUNE
986 || op->type == TRAP
987 || op->flag [FLAG_IS_A_TEMPLATE]
988 || op->flag [FLAG_DESTROY_ON_DEATH])
989 op->destroy ();
990 else
991 map->insert (op, x, y);
992 }
993 }
994 }
995
996 object *object::create ()
997 {
998 object *op = new object;
999 op->link ();
1000 return op;
1001 }
1002
1003 static struct freed_map : maptile
1004 {
1005 freed_map ()
1006 {
1007 path = "<freed objects map>";
1008 name = "/internal/freed_objects_map";
1009 width = 3;
1010 height = 3;
1011 no_drop = 1;
1012 no_reset = 1;
1013
1014 alloc ();
1015 in_memory = MAP_ACTIVE;
1016 }
1017
1018 ~freed_map ()
1019 {
1020 destroy ();
1021 }
1022 } freed_map; // freed objects are moved here to avoid crashes
1023
1024 void
1025 object::do_destroy ()
1026 {
1027 if (flag [FLAG_IS_LINKED])
1028 remove_link ();
1029
1030 if (flag [FLAG_FRIENDLY])
1031 remove_friendly_object (this);
1032
1033 remove ();
1034
1035 attachable::do_destroy ();
1036
1037 deactivate ();
1038 unlink ();
1039
1040 flag [FLAG_FREED] = 1;
1041
1042 // hack to ensure that freed objects still have a valid map
1043 map = &freed_map;
1044 x = 1;
1045 y = 1;
1046
1047 if (more)
1048 {
1049 more->destroy ();
1050 more = 0;
1051 }
1052
1053 head = 0;
1054
1055 // clear those pointers that likely might cause circular references
1056 owner = 0;
1057 enemy = 0;
1058 attacked_by = 0;
1059 current_weapon = 0;
1060 }
1061
1062 void
1063 object::destroy ()
1064 {
1065 if (destroyed ())
1066 return;
1067
1068 if (!is_head () && !head->destroyed ())
1069 {
1070 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1071 head->destroy ();
1072 return;
1073 }
1074
1075 destroy_inv (false);
1076
1077 if (is_head ())
1078 if (sound_destroy)
1079 play_sound (sound_destroy);
1080 else if (flag [FLAG_MONSTER])
1081 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1082
1083 attachable::destroy ();
1084 }
1085
1086 /* op->remove ():
1087 * This function removes the object op from the linked list of objects
1088 * which it is currently tied to. When this function is done, the
1089 * object will have no environment. If the object previously had an
1090 * environment, the x and y coordinates will be updated to
1091 * the previous environment.
1092 */
1093 void
1094 object::do_remove ()
1095 {
1096 if (flag [FLAG_REMOVED])
1097 return;
1098
1099 INVOKE_OBJECT (REMOVE, this);
1100
1101 flag [FLAG_REMOVED] = true;
1102
1103 if (more)
1104 more->remove ();
1105
1106 /*
1107 * In this case, the object to be removed is in someones
1108 * inventory.
1109 */
1110 if (env)
1111 {
1112 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1113 if (object *pl = visible_to ())
1114 esrv_del_item (pl->contr, count);
1115 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1116
1117 adjust_weight (env, -total_weight ());
1118
1119 object *pl = in_player ();
1120
1121 /* we set up values so that it could be inserted into
1122 * the map, but we don't actually do that - it is up
1123 * to the caller to decide what we want to do.
1124 */
1125 map = env->map;
1126 x = env->x;
1127 y = env->y;
1128
1129 // make sure cmov optimisation is applicable
1130 *(above ? &above->below : &env->inv) = below;
1131 *(below ? &below->above : &above ) = above; // &above is just a dummy
1132
1133 above = 0;
1134 below = 0;
1135 env = 0;
1136
1137 if (pl && pl->is_player ())
1138 {
1139 pl->contr->queue_stats_update ();
1140
1141 if (glow_radius && pl->is_on_map ())
1142 update_all_los (pl->map, pl->x, pl->y);
1143 }
1144 }
1145 else if (map)
1146 {
1147 map->dirty = true;
1148 mapspace &ms = this->ms ();
1149
1150 if (object *pl = ms.player ())
1151 {
1152 if (is_player ())
1153 {
1154 if (!flag [FLAG_WIZPASS])
1155 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1156
1157 // leaving a spot always closes any open container on the ground
1158 if (container && !container->env)
1159 // this causes spurious floorbox updates, but it ensures
1160 // that the CLOSE event is being sent.
1161 close_container ();
1162
1163 --map->players;
1164 map->touch ();
1165 }
1166 else if (pl->container_ () == this)
1167 {
1168 // removing a container should close it
1169 close_container ();
1170 }
1171
1172 esrv_del_item (pl->contr, count);
1173 }
1174
1175 /* link the object above us */
1176 // re-link, make sure compiler can easily use cmove
1177 *(above ? &above->below : &ms.top) = below;
1178 *(below ? &below->above : &ms.bot) = above;
1179
1180 above = 0;
1181 below = 0;
1182
1183 ms.invalidate ();
1184
1185 if (map->in_memory == MAP_SAVING)
1186 return;
1187
1188 int check_walk_off = !flag [FLAG_NO_APPLY];
1189
1190 if (object *pl = ms.player ())
1191 {
1192 if (pl->container_ () == this)
1193 /* If a container that the player is currently using somehow gets
1194 * removed (most likely destroyed), update the player view
1195 * appropriately.
1196 */
1197 pl->close_container ();
1198
1199 //TODO: the floorbox prev/next might need updating
1200 //esrv_del_item (pl->contr, count);
1201 //TODO: update floorbox to preserve ordering
1202 if (pl->contr->ns)
1203 pl->contr->ns->floorbox_update ();
1204 }
1205
1206 if (check_walk_off)
1207 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1208 {
1209 above = tmp->above;
1210
1211 /* No point updating the players look faces if he is the object
1212 * being removed.
1213 */
1214
1215 /* See if object moving off should effect something */
1216 if ((move_type & tmp->move_off)
1217 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1218 move_apply (tmp, this, 0);
1219 }
1220
1221 if (affects_los ())
1222 update_all_los (map, x, y);
1223 }
1224 }
1225
1226 /*
1227 * merge_ob(op,top):
1228 *
1229 * This function goes through all objects below and including top, and
1230 * merges op to the first matching object.
1231 * If top is NULL, it is calculated.
1232 * Returns pointer to object if it succeded in the merge, otherwise NULL
1233 */
1234 object *
1235 merge_ob (object *op, object *top)
1236 {
1237 if (!op->nrof)
1238 return 0;
1239
1240 if (!top)
1241 for (top = op; top && top->above; top = top->above)
1242 ;
1243
1244 for (; top; top = top->below)
1245 if (object::can_merge (op, top))
1246 {
1247 top->nrof += op->nrof;
1248
1249 if (object *pl = top->visible_to ())
1250 esrv_update_item (UPD_NROF, pl, top);
1251
1252 op->weight = 0; // cancel the addition above
1253 op->carrying = 0; // must be 0 already
1254
1255 op->destroy ();
1256
1257 return top;
1258 }
1259
1260 return 0;
1261 }
1262
1263 void
1264 object::expand_tail ()
1265 {
1266 if (more)
1267 return;
1268
1269 object *prev = this;
1270
1271 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1272 {
1273 object *op = at->instance ();
1274
1275 op->name = name;
1276 op->name_pl = name_pl;
1277 op->title = title;
1278
1279 op->head = this;
1280 prev->more = op;
1281
1282 prev = op;
1283 }
1284 }
1285
1286 /*
1287 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1288 * job preparing multi-part monsters.
1289 */
1290 object *
1291 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1292 {
1293 op->remove ();
1294
1295 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1296 {
1297 tmp->x = x + tmp->arch->x;
1298 tmp->y = y + tmp->arch->y;
1299 }
1300
1301 return insert_ob_in_map (op, m, originator, flag);
1302 }
1303
1304 /*
1305 * insert_ob_in_map (op, map, originator, flag):
1306 * This function inserts the object in the two-way linked list
1307 * which represents what is on a map.
1308 * The second argument specifies the map, and the x and y variables
1309 * in the object about to be inserted specifies the position.
1310 *
1311 * originator: Player, monster or other object that caused 'op' to be inserted
1312 * into 'map'. May be NULL.
1313 *
1314 * flag is a bitmask about special things to do (or not do) when this
1315 * function is called. see the object.h file for the INS_ values.
1316 * Passing 0 for flag gives proper default values, so flag really only needs
1317 * to be set if special handling is needed.
1318 *
1319 * Return value:
1320 * new object if 'op' was merged with other object
1321 * NULL if 'op' was destroyed
1322 * just 'op' otherwise
1323 */
1324 object *
1325 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1326 {
1327 op->remove ();
1328
1329 if (m == &freed_map)//D TODO: remove soon
1330 {//D
1331 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1332 }//D
1333
1334 /* Ideally, the caller figures this out. However, it complicates a lot
1335 * of areas of callers (eg, anything that uses find_free_spot would now
1336 * need extra work
1337 */
1338 maptile *newmap = m;
1339 if (!xy_normalise (newmap, op->x, op->y))
1340 {
1341 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1342 return 0;
1343 }
1344
1345 if (object *more = op->more)
1346 if (!insert_ob_in_map (more, m, originator, flag))
1347 return 0;
1348
1349 op->flag [FLAG_REMOVED] = false;
1350 op->env = 0;
1351 op->map = newmap;
1352
1353 mapspace &ms = op->ms ();
1354
1355 /* this has to be done after we translate the coordinates.
1356 */
1357 if (op->nrof && !(flag & INS_NO_MERGE))
1358 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1359 if (object::can_merge (op, tmp))
1360 {
1361 // TODO: we actually want to update tmp, not op,
1362 // but some caller surely breaks when we return tmp
1363 // from here :/
1364 op->nrof += tmp->nrof;
1365 tmp->destroy ();
1366 }
1367
1368 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1369 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1370
1371 if (!QUERY_FLAG (op, FLAG_ALIVE))
1372 CLEAR_FLAG (op, FLAG_NO_STEAL);
1373
1374 if (flag & INS_BELOW_ORIGINATOR)
1375 {
1376 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1377 {
1378 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1379 abort ();
1380 }
1381
1382 if (!originator->is_on_map ())
1383 {
1384 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1385 op->debug_desc (), originator->debug_desc ());
1386 abort ();
1387 }
1388
1389 op->above = originator;
1390 op->below = originator->below;
1391 originator->below = op;
1392
1393 *(op->below ? &op->below->above : &ms.bot) = op;
1394 }
1395 else
1396 {
1397 object *floor = 0;
1398 object *top = ms.top;
1399
1400 /* If there are other objects, then */
1401 if (top)
1402 {
1403 /*
1404 * If there are multiple objects on this space, we do some trickier handling.
1405 * We've already dealt with merging if appropriate.
1406 * Generally, we want to put the new object on top. But if
1407 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1408 * floor, we want to insert above that and no further.
1409 * Also, if there are spell objects on this space, we stop processing
1410 * once we get to them. This reduces the need to traverse over all of
1411 * them when adding another one - this saves quite a bit of cpu time
1412 * when lots of spells are cast in one area. Currently, it is presumed
1413 * that flying non pickable objects are spell objects.
1414 */
1415 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1416 {
1417 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1418 floor = tmp;
1419
1420 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1421 {
1422 /* We insert above top, so we want this object below this */
1423 top = tmp->below;
1424 break;
1425 }
1426
1427 top = tmp;
1428 }
1429
1430 /* We let update_position deal with figuring out what the space
1431 * looks like instead of lots of conditions here.
1432 * makes things faster, and effectively the same result.
1433 */
1434
1435 /* Have object 'fall below' other objects that block view.
1436 * Unless those objects are exits.
1437 * If INS_ON_TOP is used, don't do this processing
1438 * Need to find the object that in fact blocks view, otherwise
1439 * stacking is a bit odd.
1440 */
1441 if (!(flag & INS_ON_TOP)
1442 && ms.flags () & P_BLOCKSVIEW
1443 && (op->face && !faces [op->face].visibility))
1444 {
1445 object *last;
1446
1447 for (last = top; last != floor; last = last->below)
1448 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1449 break;
1450
1451 /* Check to see if we found the object that blocks view,
1452 * and make sure we have a below pointer for it so that
1453 * we can get inserted below this one, which requires we
1454 * set top to the object below us.
1455 */
1456 if (last && last->below && last != floor)
1457 top = last->below;
1458 }
1459 } /* If objects on this space */
1460
1461 if (flag & INS_ABOVE_FLOOR_ONLY)
1462 top = floor;
1463
1464 // insert object above top, or bottom-most if top = 0
1465 if (!top)
1466 {
1467 op->below = 0;
1468 op->above = ms.bot;
1469 ms.bot = op;
1470
1471 *(op->above ? &op->above->below : &ms.top) = op;
1472 }
1473 else
1474 {
1475 op->above = top->above;
1476 top->above = op;
1477
1478 op->below = top;
1479 *(op->above ? &op->above->below : &ms.top) = op;
1480 }
1481 }
1482
1483 if (op->is_player ())
1484 {
1485 op->contr->do_los = 1;
1486 ++op->map->players;
1487 op->map->touch ();
1488 }
1489
1490 op->map->dirty = true;
1491
1492 if (object *pl = ms.player ())
1493 //TODO: the floorbox prev/next might need updating
1494 //esrv_send_item (pl, op);
1495 //TODO: update floorbox to preserve ordering
1496 if (pl->contr->ns)
1497 pl->contr->ns->floorbox_update ();
1498
1499 /* If this object glows, it may affect lighting conditions that are
1500 * visible to others on this map. But update_all_los is really
1501 * an inefficient way to do this, as it means los for all players
1502 * on the map will get recalculated. The players could very well
1503 * be far away from this change and not affected in any way -
1504 * this should get redone to only look for players within range,
1505 * or just updating the P_UPTODATE for spaces within this area
1506 * of effect may be sufficient.
1507 */
1508 if (op->affects_los ())
1509 {
1510 op->ms ().invalidate ();
1511 update_all_los (op->map, op->x, op->y);
1512 }
1513
1514 /* updates flags (blocked, alive, no magic, etc) for this map space */
1515 update_object (op, UP_OBJ_INSERT);
1516
1517 INVOKE_OBJECT (INSERT, op);
1518
1519 /* Don't know if moving this to the end will break anything. However,
1520 * we want to have floorbox_update called before calling this.
1521 *
1522 * check_move_on() must be after this because code called from
1523 * check_move_on() depends on correct map flags (so functions like
1524 * blocked() and wall() work properly), and these flags are updated by
1525 * update_object().
1526 */
1527
1528 /* if this is not the head or flag has been passed, don't check walk on status */
1529 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1530 {
1531 if (check_move_on (op, originator))
1532 return 0;
1533
1534 /* If we are a multi part object, lets work our way through the check
1535 * walk on's.
1536 */
1537 for (object *tmp = op->more; tmp; tmp = tmp->more)
1538 if (check_move_on (tmp, originator))
1539 return 0;
1540 }
1541
1542 return op;
1543 }
1544
1545 /* this function inserts an object in the map, but if it
1546 * finds an object of its own type, it'll remove that one first.
1547 * op is the object to insert it under: supplies x and the map.
1548 */
1549 void
1550 replace_insert_ob_in_map (shstr_tmp archname, object *op)
1551 {
1552 /* first search for itself and remove any old instances */
1553
1554 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1555 if (tmp->arch->archname == archname) /* same archetype */
1556 tmp->destroy ();
1557
1558 object *tmp = archetype::find (archname)->instance ();
1559
1560 tmp->x = op->x;
1561 tmp->y = op->y;
1562
1563 insert_ob_in_map (tmp, op->map, op, 0);
1564 }
1565
1566 object *
1567 object::insert_at (object *where, object *originator, int flags)
1568 {
1569 if (where->env)
1570 return where->env->insert (this);
1571 else
1572 return where->map->insert (this, where->x, where->y, originator, flags);
1573 }
1574
1575 // check whether we can put this into the map, respect max_volume, max_items
1576 bool
1577 object::can_drop_at (maptile *m, int x, int y, object *originator)
1578 {
1579 mapspace &ms = m->at (x, y);
1580
1581 int items = ms.items ();
1582
1583 if (!items // testing !items ensures we can drop at least one item
1584 || (items < m->max_items
1585 && ms.volume () < m->max_volume))
1586 return true;
1587
1588 if (originator && originator->is_player ())
1589 originator->contr->failmsg (format (
1590 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1591 query_name ()
1592 ));
1593
1594 return false;
1595 }
1596
1597 /*
1598 * decrease(object, number) decreases a specified number from
1599 * the amount of an object. If the amount reaches 0, the object
1600 * is subsequently removed and freed.
1601 *
1602 * Return value: 'op' if something is left, NULL if the amount reached 0
1603 */
1604 bool
1605 object::decrease (sint32 nr)
1606 {
1607 if (!nr)
1608 return true;
1609
1610 nr = min (nr, nrof);
1611
1612 if (nrof > nr)
1613 {
1614 nrof -= nr;
1615 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1616
1617 if (object *pl = visible_to ())
1618 esrv_update_item (UPD_NROF, pl, this);
1619
1620 return true;
1621 }
1622 else
1623 {
1624 destroy ();
1625 return false;
1626 }
1627 }
1628
1629 /*
1630 * split(ob,nr) splits up ob into two parts. The part which
1631 * is returned contains nr objects, and the remaining parts contains
1632 * the rest (or is removed and returned if that number is 0).
1633 * On failure, NULL is returned.
1634 */
1635 object *
1636 object::split (sint32 nr)
1637 {
1638 int have = number_of ();
1639
1640 if (have < nr)
1641 return 0;
1642 else if (have == nr)
1643 {
1644 remove ();
1645 return this;
1646 }
1647 else
1648 {
1649 decrease (nr);
1650
1651 object *op = deep_clone ();
1652 op->nrof = nr;
1653 return op;
1654 }
1655 }
1656
1657 object *
1658 insert_ob_in_ob (object *op, object *where)
1659 {
1660 if (!where)
1661 {
1662 char *dump = dump_object (op);
1663 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1664 free (dump);
1665 return op;
1666 }
1667
1668 if (where->head_ () != where)
1669 {
1670 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1671 where = where->head;
1672 }
1673
1674 return where->insert (op);
1675 }
1676
1677 /*
1678 * env->insert (op)
1679 * This function inserts the object op in the linked list
1680 * inside the object environment.
1681 *
1682 * The function returns now pointer to inserted item, and return value can
1683 * be != op, if items are merged. -Tero
1684 */
1685 object *
1686 object::insert (object *op)
1687 {
1688 if (op->more)
1689 {
1690 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1691 return op;
1692 }
1693
1694 op->remove ();
1695
1696 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1697
1698 if (op->nrof)
1699 for (object *tmp = inv; tmp; tmp = tmp->below)
1700 if (object::can_merge (tmp, op))
1701 {
1702 /* return the original object and remove inserted object
1703 (client needs the original object) */
1704 tmp->nrof += op->nrof;
1705
1706 if (object *pl = tmp->visible_to ())
1707 esrv_update_item (UPD_NROF, pl, tmp);
1708
1709 adjust_weight (this, op->total_weight ());
1710
1711 op->destroy ();
1712 op = tmp;
1713 goto inserted;
1714 }
1715
1716 op->owner = 0; // it's his/hers now. period.
1717 op->map = 0;
1718 op->x = 0;
1719 op->y = 0;
1720
1721 op->above = 0;
1722 op->below = inv;
1723 op->env = this;
1724
1725 if (inv)
1726 inv->above = op;
1727
1728 inv = op;
1729
1730 op->flag [FLAG_REMOVED] = 0;
1731
1732 if (object *pl = op->visible_to ())
1733 esrv_send_item (pl, op);
1734
1735 adjust_weight (this, op->total_weight ());
1736
1737 inserted:
1738 /* reset the light list and los of the players on the map */
1739 if (op->glow_radius && is_on_map ())
1740 {
1741 update_stats ();
1742 update_all_los (map, x, y);
1743 }
1744 else if (is_player ())
1745 // if this is a player's inventory, update stats
1746 contr->queue_stats_update ();
1747
1748 INVOKE_OBJECT (INSERT, this);
1749
1750 return op;
1751 }
1752
1753 /*
1754 * Checks if any objects has a move_type that matches objects
1755 * that effect this object on this space. Call apply() to process
1756 * these events.
1757 *
1758 * Any speed-modification due to SLOW_MOVE() of other present objects
1759 * will affect the speed_left of the object.
1760 *
1761 * originator: Player, monster or other object that caused 'op' to be inserted
1762 * into 'map'. May be NULL.
1763 *
1764 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1765 *
1766 * 4-21-95 added code to check if appropriate skill was readied - this will
1767 * permit faster movement by the player through this terrain. -b.t.
1768 *
1769 * MSW 2001-07-08: Check all objects on space, not just those below
1770 * object being inserted. insert_ob_in_map may not put new objects
1771 * on top.
1772 */
1773 int
1774 check_move_on (object *op, object *originator)
1775 {
1776 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1777 return 0;
1778
1779 object *tmp;
1780 maptile *m = op->map;
1781 int x = op->x, y = op->y;
1782
1783 mapspace &ms = m->at (x, y);
1784
1785 ms.update ();
1786
1787 MoveType move_on = ms.move_on;
1788 MoveType move_slow = ms.move_slow;
1789 MoveType move_block = ms.move_block;
1790
1791 /* if nothing on this space will slow op down or be applied,
1792 * no need to do checking below. have to make sure move_type
1793 * is set, as lots of objects don't have it set - we treat that
1794 * as walking.
1795 */
1796 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1797 return 0;
1798
1799 /* This is basically inverse logic of that below - basically,
1800 * if the object can avoid the move on or slow move, they do so,
1801 * but can't do it if the alternate movement they are using is
1802 * blocked. Logic on this seems confusing, but does seem correct.
1803 */
1804 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1805 return 0;
1806
1807 /* The objects have to be checked from top to bottom.
1808 * Hence, we first go to the top:
1809 */
1810 for (object *next, *tmp = ms.top; tmp; tmp = next)
1811 {
1812 next = tmp->below;
1813
1814 if (tmp == op)
1815 continue; /* Can't apply yourself */
1816
1817 /* Check to see if one of the movement types should be slowed down.
1818 * Second check makes sure that the movement types not being slowed
1819 * (~slow_move) is not blocked on this space - just because the
1820 * space doesn't slow down swimming (for example), if you can't actually
1821 * swim on that space, can't use it to avoid the penalty.
1822 */
1823 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1824 {
1825 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1826 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1827 {
1828 float diff = tmp->move_slow_penalty * fabs (op->speed);
1829
1830 if (op->is_player ())
1831 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1832 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1833 diff /= 4.0;
1834
1835 op->speed_left -= diff;
1836 }
1837 }
1838
1839 /* Basically same logic as above, except now for actual apply. */
1840 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1841 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1842 {
1843 move_apply (tmp, op, originator);
1844
1845 if (op->destroyed ())
1846 return 1;
1847
1848 /* what the person/creature stepped onto has moved the object
1849 * someplace new. Don't process any further - if we did,
1850 * have a feeling strange problems would result.
1851 */
1852 if (op->map != m || op->x != x || op->y != y)
1853 return 0;
1854 }
1855 }
1856
1857 return 0;
1858 }
1859
1860 /*
1861 * present_arch(arch, map, x, y) searches for any objects with
1862 * a matching archetype at the given map and coordinates.
1863 * The first matching object is returned, or NULL if none.
1864 */
1865 object *
1866 present_arch (const archetype *at, maptile *m, int x, int y)
1867 {
1868 if (!m || out_of_map (m, x, y))
1869 {
1870 LOG (llevError, "Present_arch called outside map.\n");
1871 return NULL;
1872 }
1873
1874 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1875 if (tmp->arch->archname == at->archname)
1876 return tmp;
1877
1878 return NULL;
1879 }
1880
1881 /*
1882 * present(type, map, x, y) searches for any objects with
1883 * a matching type variable at the given map and coordinates.
1884 * The first matching object is returned, or NULL if none.
1885 */
1886 object *
1887 present (unsigned char type, maptile *m, int x, int y)
1888 {
1889 if (out_of_map (m, x, y))
1890 {
1891 LOG (llevError, "Present called outside map.\n");
1892 return NULL;
1893 }
1894
1895 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1896 if (tmp->type == type)
1897 return tmp;
1898
1899 return NULL;
1900 }
1901
1902 /*
1903 * present_in_ob(type, object) searches for any objects with
1904 * a matching type variable in the inventory of the given object.
1905 * The first matching object is returned, or NULL if none.
1906 */
1907 object *
1908 present_in_ob (unsigned char type, const object *op)
1909 {
1910 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1911 if (tmp->type == type)
1912 return tmp;
1913
1914 return NULL;
1915 }
1916
1917 /*
1918 * present_in_ob (type, str, object) searches for any objects with
1919 * a matching type & name variable in the inventory of the given object.
1920 * The first matching object is returned, or NULL if none.
1921 * This is mostly used by spell effect code, so that we only
1922 * have one spell effect at a time.
1923 * type can be used to narrow the search - if type is set,
1924 * the type must also match. -1 can be passed for the type,
1925 * in which case the type does not need to pass.
1926 * str is the string to match against. Note that we match against
1927 * the object name, not the archetype name. this is so that the
1928 * spell code can use one object type (force), but change it's name
1929 * to be unique.
1930 */
1931 object *
1932 present_in_ob_by_name (int type, const char *str, const object *op)
1933 {
1934 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1935 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1936 return tmp;
1937
1938 return 0;
1939 }
1940
1941 /*
1942 * present_arch_in_ob(archetype, object) searches for any objects with
1943 * a matching archetype in the inventory of the given object.
1944 * The first matching object is returned, or NULL if none.
1945 */
1946 object *
1947 present_arch_in_ob (const archetype *at, const object *op)
1948 {
1949 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1950 if (tmp->arch->archname == at->archname)
1951 return tmp;
1952
1953 return NULL;
1954 }
1955
1956 /*
1957 * activate recursively a flag on an object inventory
1958 */
1959 void
1960 flag_inv (object *op, int flag)
1961 {
1962 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1963 {
1964 SET_FLAG (tmp, flag);
1965 flag_inv (tmp, flag);
1966 }
1967 }
1968
1969 /*
1970 * deactivate recursively a flag on an object inventory
1971 */
1972 void
1973 unflag_inv (object *op, int flag)
1974 {
1975 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1976 {
1977 CLEAR_FLAG (tmp, flag);
1978 unflag_inv (tmp, flag);
1979 }
1980 }
1981
1982 /*
1983 * find_free_spot(object, map, x, y, start, stop) will search for
1984 * a spot at the given map and coordinates which will be able to contain
1985 * the given object. start and stop specifies how many squares
1986 * to search (see the freearr_x/y[] definition).
1987 * It returns a random choice among the alternatives found.
1988 * start and stop are where to start relative to the free_arr array (1,9
1989 * does all 4 immediate directions). This returns the index into the
1990 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1991 * Note: This function does correctly handle tiled maps, but does not
1992 * inform the caller. However, insert_ob_in_map will update as
1993 * necessary, so the caller shouldn't need to do any special work.
1994 * Note - updated to take an object instead of archetype - this is necessary
1995 * because arch_blocked (now ob_blocked) needs to know the movement type
1996 * to know if the space in question will block the object. We can't use
1997 * the archetype because that isn't correct if the monster has been
1998 * customized, changed states, etc.
1999 */
2000 int
2001 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2002 {
2003 int altern[SIZEOFFREE];
2004 int index = 0, flag;
2005
2006 for (int i = start; i < stop; i++)
2007 {
2008 mapxy pos (m, x, y); pos.move (i);
2009
2010 if (!pos.normalise ())
2011 continue;
2012
2013 mapspace &ms = *pos;
2014
2015 if (ms.flags () & P_IS_ALIVE)
2016 continue;
2017
2018 /* However, often
2019 * ob doesn't have any move type (when used to place exits)
2020 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2021 */
2022 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2023 {
2024 altern [index++] = i;
2025 continue;
2026 }
2027
2028 /* Basically, if we find a wall on a space, we cut down the search size.
2029 * In this way, we won't return spaces that are on another side of a wall.
2030 * This mostly work, but it cuts down the search size in all directions -
2031 * if the space being examined only has a wall to the north and empty
2032 * spaces in all the other directions, this will reduce the search space
2033 * to only the spaces immediately surrounding the target area, and
2034 * won't look 2 spaces south of the target space.
2035 */
2036 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2037 {
2038 stop = maxfree[i];
2039 continue;
2040 }
2041
2042 /* Note it is intentional that we check ob - the movement type of the
2043 * head of the object should correspond for the entire object.
2044 */
2045 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2046 continue;
2047
2048 if (ob->blocked (pos.m, pos.x, pos.y))
2049 continue;
2050
2051 altern [index++] = i;
2052 }
2053
2054 if (!index)
2055 return -1;
2056
2057 return altern [rndm (index)];
2058 }
2059
2060 /*
2061 * find_first_free_spot(archetype, maptile, x, y) works like
2062 * find_free_spot(), but it will search max number of squares.
2063 * But it will return the first available spot, not a random choice.
2064 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2065 */
2066 int
2067 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2068 {
2069 for (int i = 0; i < SIZEOFFREE; i++)
2070 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2071 return i;
2072
2073 return -1;
2074 }
2075
2076 /*
2077 * The function permute(arr, begin, end) randomly reorders the array
2078 * arr[begin..end-1].
2079 * now uses a fisher-yates shuffle, old permute was broken
2080 */
2081 static void
2082 permute (int *arr, int begin, int end)
2083 {
2084 arr += begin;
2085 end -= begin;
2086
2087 while (--end)
2088 swap (arr [end], arr [rndm (end + 1)]);
2089 }
2090
2091 /* new function to make monster searching more efficient, and effective!
2092 * This basically returns a randomized array (in the passed pointer) of
2093 * the spaces to find monsters. In this way, it won't always look for
2094 * monsters to the north first. However, the size of the array passed
2095 * covers all the spaces, so within that size, all the spaces within
2096 * the 3x3 area will be searched, just not in a predictable order.
2097 */
2098 void
2099 get_search_arr (int *search_arr)
2100 {
2101 int i;
2102
2103 for (i = 0; i < SIZEOFFREE; i++)
2104 search_arr[i] = i;
2105
2106 permute (search_arr, 1, SIZEOFFREE1 + 1);
2107 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2108 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2109 }
2110
2111 /*
2112 * find_dir(map, x, y, exclude) will search some close squares in the
2113 * given map at the given coordinates for live objects.
2114 * It will not considered the object given as exclude among possible
2115 * live objects.
2116 * It returns the direction toward the first/closest live object if finds
2117 * any, otherwise 0.
2118 * Perhaps incorrectly, but I'm making the assumption that exclude
2119 * is actually want is going to try and move there. We need this info
2120 * because we have to know what movement the thing looking to move
2121 * there is capable of.
2122 */
2123 int
2124 find_dir (maptile *m, int x, int y, object *exclude)
2125 {
2126 int max = SIZEOFFREE, mflags;
2127 MoveType move_type;
2128
2129 if (exclude && exclude->head_ () != exclude)
2130 {
2131 exclude = exclude->head;
2132 move_type = exclude->move_type;
2133 }
2134 else
2135 {
2136 /* If we don't have anything, presume it can use all movement types. */
2137 move_type = MOVE_ALL;
2138 }
2139
2140 for (int i = 1; i < max; i++)
2141 {
2142 mapxy pos (m, x, y);
2143 pos.move (i);
2144
2145 if (!pos.normalise ())
2146 max = maxfree[i];
2147 else
2148 {
2149 mapspace &ms = *pos;
2150
2151 if ((move_type & ms.move_block) == move_type)
2152 max = maxfree [i];
2153 else if (ms.flags () & P_IS_ALIVE)
2154 {
2155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2156 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2157 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2158 return freedir [i];
2159 }
2160 }
2161 }
2162
2163 return 0;
2164 }
2165
2166 /*
2167 * distance(object 1, object 2) will return the square of the
2168 * distance between the two given objects.
2169 */
2170 int
2171 distance (const object *ob1, const object *ob2)
2172 {
2173 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2174 }
2175
2176 /*
2177 * find_dir_2(delta-x,delta-y) will return a direction in which
2178 * an object which has subtracted the x and y coordinates of another
2179 * object, needs to travel toward it.
2180 */
2181 int
2182 find_dir_2 (int x, int y)
2183 {
2184 int q;
2185
2186 if (y)
2187 q = x * 100 / y;
2188 else if (x)
2189 q = -300 * x;
2190 else
2191 return 0;
2192
2193 if (y > 0)
2194 {
2195 if (q < -242)
2196 return 3;
2197 if (q < -41)
2198 return 2;
2199 if (q < 41)
2200 return 1;
2201 if (q < 242)
2202 return 8;
2203 return 7;
2204 }
2205
2206 if (q < -242)
2207 return 7;
2208 if (q < -41)
2209 return 6;
2210 if (q < 41)
2211 return 5;
2212 if (q < 242)
2213 return 4;
2214
2215 return 3;
2216 }
2217
2218 /*
2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2220 * between two directions (which are expected to be absolute (see absdir())
2221 */
2222 int
2223 dirdiff (int dir1, int dir2)
2224 {
2225 int d;
2226
2227 d = abs (dir1 - dir2);
2228 if (d > 4)
2229 d = 8 - d;
2230
2231 return d;
2232 }
2233
2234 /* peterm:
2235 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2236 * Basically, this is a table of directions, and what directions
2237 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2238 * This basically means that if direction is 15, then it could either go
2239 * direction 4, 14, or 16 to get back to where we are.
2240 * Moved from spell_util.c to object.c with the other related direction
2241 * functions.
2242 */
2243 static const int reduction_dir[SIZEOFFREE][3] = {
2244 {0, 0, 0}, /* 0 */
2245 {0, 0, 0}, /* 1 */
2246 {0, 0, 0}, /* 2 */
2247 {0, 0, 0}, /* 3 */
2248 {0, 0, 0}, /* 4 */
2249 {0, 0, 0}, /* 5 */
2250 {0, 0, 0}, /* 6 */
2251 {0, 0, 0}, /* 7 */
2252 {0, 0, 0}, /* 8 */
2253 {8, 1, 2}, /* 9 */
2254 {1, 2, -1}, /* 10 */
2255 {2, 10, 12}, /* 11 */
2256 {2, 3, -1}, /* 12 */
2257 {2, 3, 4}, /* 13 */
2258 {3, 4, -1}, /* 14 */
2259 {4, 14, 16}, /* 15 */
2260 {5, 4, -1}, /* 16 */
2261 {4, 5, 6}, /* 17 */
2262 {6, 5, -1}, /* 18 */
2263 {6, 20, 18}, /* 19 */
2264 {7, 6, -1}, /* 20 */
2265 {6, 7, 8}, /* 21 */
2266 {7, 8, -1}, /* 22 */
2267 {8, 22, 24}, /* 23 */
2268 {8, 1, -1}, /* 24 */
2269 {24, 9, 10}, /* 25 */
2270 {9, 10, -1}, /* 26 */
2271 {10, 11, -1}, /* 27 */
2272 {27, 11, 29}, /* 28 */
2273 {11, 12, -1}, /* 29 */
2274 {12, 13, -1}, /* 30 */
2275 {12, 13, 14}, /* 31 */
2276 {13, 14, -1}, /* 32 */
2277 {14, 15, -1}, /* 33 */
2278 {33, 15, 35}, /* 34 */
2279 {16, 15, -1}, /* 35 */
2280 {17, 16, -1}, /* 36 */
2281 {18, 17, 16}, /* 37 */
2282 {18, 17, -1}, /* 38 */
2283 {18, 19, -1}, /* 39 */
2284 {41, 19, 39}, /* 40 */
2285 {19, 20, -1}, /* 41 */
2286 {20, 21, -1}, /* 42 */
2287 {20, 21, 22}, /* 43 */
2288 {21, 22, -1}, /* 44 */
2289 {23, 22, -1}, /* 45 */
2290 {45, 47, 23}, /* 46 */
2291 {23, 24, -1}, /* 47 */
2292 {24, 9, -1}
2293 }; /* 48 */
2294
2295 /* Recursive routine to step back and see if we can
2296 * find a path to that monster that we found. If not,
2297 * we don't bother going toward it. Returns 1 if we
2298 * can see a direct way to get it
2299 * Modified to be map tile aware -.MSW
2300 */
2301 int
2302 can_see_monsterP (maptile *m, int x, int y, int dir)
2303 {
2304 sint16 dx, dy;
2305 int mflags;
2306
2307 if (dir < 0)
2308 return 0; /* exit condition: invalid direction */
2309
2310 dx = x + freearr_x[dir];
2311 dy = y + freearr_y[dir];
2312
2313 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2314
2315 /* This functional arguably was incorrect before - it was
2316 * checking for P_WALL - that was basically seeing if
2317 * we could move to the monster - this is being more
2318 * literal on if we can see it. To know if we can actually
2319 * move to the monster, we'd need the monster passed in or
2320 * at least its move type.
2321 */
2322 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2323 return 0;
2324
2325 /* yes, can see. */
2326 if (dir < 9)
2327 return 1;
2328
2329 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2330 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2331 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2332 }
2333
2334 /*
2335 * can_pick(picker, item): finds out if an object is possible to be
2336 * picked up by the picker. Returnes 1 if it can be
2337 * picked up, otherwise 0.
2338 *
2339 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2340 * core dumps if they do.
2341 *
2342 * Add a check so we can't pick up invisible objects (0.93.8)
2343 */
2344 int
2345 can_pick (const object *who, const object *item)
2346 {
2347 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2348 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2349 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2350 }
2351
2352 /*
2353 * create clone from object to another
2354 */
2355 object *
2356 object::deep_clone ()
2357 {
2358 assert (("deep_clone called on non-head object", is_head ()));
2359
2360 object *dst = clone ();
2361
2362 object *prev = dst;
2363 for (object *part = this->more; part; part = part->more)
2364 {
2365 object *tmp = part->clone ();
2366 tmp->head = dst;
2367 prev->more = tmp;
2368 prev = tmp;
2369 }
2370
2371 for (object *item = inv; item; item = item->below)
2372 insert_ob_in_ob (item->deep_clone (), dst);
2373
2374 return dst;
2375 }
2376
2377 /* This returns the first object in who's inventory that
2378 * has the same type and subtype match.
2379 * returns NULL if no match.
2380 */
2381 object *
2382 find_obj_by_type_subtype (const object *who, int type, int subtype)
2383 {
2384 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2385 if (tmp->type == type && tmp->subtype == subtype)
2386 return tmp;
2387
2388 return 0;
2389 }
2390
2391 shstr_tmp
2392 object::kv_get (shstr_tmp key) const
2393 {
2394 for (key_value *kv = key_values; kv; kv = kv->next)
2395 if (kv->key == key)
2396 return kv->value;
2397
2398 return shstr ();
2399 }
2400
2401 void
2402 object::kv_set (shstr_tmp key, shstr_tmp value)
2403 {
2404 for (key_value *kv = key_values; kv; kv = kv->next)
2405 if (kv->key == key)
2406 {
2407 kv->value = value;
2408 return;
2409 }
2410
2411 key_value *kv = new key_value;
2412
2413 kv->next = key_values;
2414 kv->key = key;
2415 kv->value = value;
2416
2417 key_values = kv;
2418 }
2419
2420 void
2421 object::kv_del (shstr_tmp key)
2422 {
2423 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2424 if ((*kvp)->key == key)
2425 {
2426 key_value *kv = *kvp;
2427 *kvp = (*kvp)->next;
2428 delete kv;
2429 return;
2430 }
2431 }
2432
2433 object::depth_iterator::depth_iterator (object *container)
2434 : iterator_base (container)
2435 {
2436 while (item->inv)
2437 item = item->inv;
2438 }
2439
2440 void
2441 object::depth_iterator::next ()
2442 {
2443 if (item->below)
2444 {
2445 item = item->below;
2446
2447 while (item->inv)
2448 item = item->inv;
2449 }
2450 else
2451 item = item->env;
2452 }
2453
2454 const char *
2455 object::flag_desc (char *desc, int len) const
2456 {
2457 char *p = desc;
2458 bool first = true;
2459
2460 *p = 0;
2461
2462 for (int i = 0; i < NUM_FLAGS; i++)
2463 {
2464 if (len <= 10) // magic constant!
2465 {
2466 snprintf (p, len, ",...");
2467 break;
2468 }
2469
2470 if (flag [i])
2471 {
2472 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2473 len -= cnt;
2474 p += cnt;
2475 first = false;
2476 }
2477 }
2478
2479 return desc;
2480 }
2481
2482 // return a suitable string describing an object in enough detail to find it
2483 const char *
2484 object::debug_desc (char *info) const
2485 {
2486 char flagdesc[512];
2487 char info2[256 * 4];
2488 char *p = info;
2489
2490 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2491 count,
2492 uuid.c_str (),
2493 &name,
2494 title ? ",title:\"" : "",
2495 title ? (const char *)title : "",
2496 title ? "\"" : "",
2497 flag_desc (flagdesc, 512), type);
2498
2499 if (!flag[FLAG_REMOVED] && env)
2500 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2501
2502 if (map)
2503 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2504
2505 return info;
2506 }
2507
2508 const char *
2509 object::debug_desc () const
2510 {
2511 static char info[3][256 * 4];
2512 static int info_idx;
2513
2514 return debug_desc (info [++info_idx % 3]);
2515 }
2516
2517 struct region *
2518 object::region () const
2519 {
2520 return map ? map->region (x, y)
2521 : region::default_region ();
2522 }
2523
2524 void
2525 object::open_container (object *new_container)
2526 {
2527 if (container == new_container)
2528 return;
2529
2530 object *old_container = container;
2531
2532 if (old_container)
2533 {
2534 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2535 return;
2536
2537 #if 0
2538 // remove the "Close old_container" object.
2539 if (object *closer = old_container->inv)
2540 if (closer->type == CLOSE_CON)
2541 closer->destroy ();
2542 #endif
2543
2544 // make sure the container is available
2545 esrv_send_item (this, old_container);
2546
2547 old_container->flag [FLAG_APPLIED] = false;
2548 container = 0;
2549
2550 // client needs item update to make it work, client bug requires this to be separate
2551 esrv_update_item (UPD_FLAGS, this, old_container);
2552
2553 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2554 play_sound (sound_find ("chest_close"));
2555 }
2556
2557 if (new_container)
2558 {
2559 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2560 return;
2561
2562 // TODO: this does not seem to serve any purpose anymore?
2563 #if 0
2564 // insert the "Close Container" object.
2565 if (archetype *closer = new_container->other_arch)
2566 {
2567 object *closer = new_container->other_arch->instance ();
2568 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2569 new_container->insert (closer);
2570 }
2571 #endif
2572
2573 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2574
2575 // make sure the container is available, client bug requires this to be separate
2576 esrv_send_item (this, new_container);
2577
2578 new_container->flag [FLAG_APPLIED] = true;
2579 container = new_container;
2580
2581 // client needs flag change
2582 esrv_update_item (UPD_FLAGS, this, new_container);
2583 esrv_send_inventory (this, new_container);
2584 play_sound (sound_find ("chest_open"));
2585 }
2586 // else if (!old_container->env && contr && contr->ns)
2587 // contr->ns->floorbox_reset ();
2588 }
2589
2590 object *
2591 object::force_find (shstr_tmp name)
2592 {
2593 /* cycle through his inventory to look for the MARK we want to
2594 * place
2595 */
2596 for (object *tmp = inv; tmp; tmp = tmp->below)
2597 if (tmp->type == FORCE && tmp->slaying == name)
2598 return splay (tmp);
2599
2600 return 0;
2601 }
2602
2603 //-GPL
2604
2605 void
2606 object::force_set_timer (int duration)
2607 {
2608 this->duration = 1;
2609 this->speed_left = -1.f;
2610
2611 this->set_speed (duration ? 1.f / duration : 0.f);
2612 }
2613
2614 object *
2615 object::force_add (shstr_tmp name, int duration)
2616 {
2617 if (object *force = force_find (name))
2618 force->destroy ();
2619
2620 object *force = get_archetype (FORCE_NAME);
2621
2622 force->slaying = name;
2623 force->force_set_timer (duration);
2624 force->flag [FLAG_APPLIED] = true;
2625
2626 return insert (force);
2627 }
2628
2629 void
2630 object::play_sound (faceidx sound) const
2631 {
2632 if (!sound)
2633 return;
2634
2635 if (is_on_map ())
2636 map->play_sound (sound, x, y);
2637 else if (object *pl = in_player ())
2638 pl->contr->play_sound (sound);
2639 }
2640
2641 void
2642 object::say_msg (const char *msg) const
2643 {
2644 if (is_on_map ())
2645 map->say_msg (msg, x, y);
2646 else if (object *pl = in_player ())
2647 pl->contr->play_sound (sound);
2648 }
2649
2650 void
2651 object::make_noise ()
2652 {
2653 // we do not model noise in the map, so instead put
2654 // a temporary light into the noise source
2655 // could use the map instead, but that's less reliable for our
2656 // goal, which is to make invisibility a bit harder to exploit
2657
2658 // currently only works sensibly for players
2659 if (!is_player ())
2660 return;
2661
2662 // find old force, or create new one
2663 object *force = force_find (shstr_noise_force);
2664
2665 if (force)
2666 force->speed_left = -1.f; // patch old speed up
2667 else
2668 {
2669 force = archetype::get (shstr_noise_force);
2670
2671 force->slaying = shstr_noise_force;
2672 force->stats.food = 1;
2673 force->speed_left = -1.f;
2674
2675 force->set_speed (1.f / 4.f);
2676 force->flag [FLAG_IS_USED_UP] = true;
2677 force->flag [FLAG_APPLIED] = true;
2678
2679 insert (force);
2680 }
2681 }
2682