ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
Revision: 1.312
Committed: Sat Mar 20 00:42:08 2010 UTC (14 years, 2 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.311: +15 -0 lines
Log Message:
added find_object_uuid and added uuid to look_at.

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 object which has the uuid equal to the argument.
526 * MOAR VERRRY slow.
527 */
528
529 object *
530 find_object_uuid (UUID i)
531 {
532 for_all_objects (op)
533 if (op->uuid == i)
534 return op;
535
536 return 0;
537 }
538
539 /*
540 * Returns the first object which has a name equal to the argument.
541 * Used only by the patch command, but not all that useful.
542 * Enables features like "patch <name-of-other-player> food 999"
543 */
544 object *
545 find_object_name (const char *str)
546 {
547 shstr_cmp str_ (str);
548
549 if (str_)
550 for_all_objects (op)
551 if (op->name == str_)
552 return op;
553
554 return 0;
555 }
556
557 /*
558 * Sets the owner and sets the skill and exp pointers to owner's current
559 * skill and experience objects.
560 * ACTUALLY NO! investigate! TODO
561 */
562 void
563 object::set_owner (object *owner)
564 {
565 // allow objects which own objects
566 if (owner)
567 while (owner->owner)
568 owner = owner->owner;
569
570 if (flag [FLAG_FREED])
571 {
572 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
573 return;
574 }
575
576 this->owner = owner;
577 }
578
579 int
580 object::slottype () const
581 {
582 if (type == SKILL)
583 {
584 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
585 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
586 }
587 else
588 {
589 if (slot [body_combat].info) return slot_combat;
590 if (slot [body_range ].info) return slot_ranged;
591 }
592
593 return slot_none;
594 }
595
596 bool
597 object::change_weapon (object *ob)
598 {
599 if (current_weapon == ob)
600 return true;
601
602 if (chosen_skill)
603 chosen_skill->flag [FLAG_APPLIED] = false;
604
605 current_weapon = ob;
606 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
607
608 if (chosen_skill)
609 chosen_skill->flag [FLAG_APPLIED] = true;
610
611 update_stats ();
612
613 if (ob)
614 {
615 // now check wether any body locations became invalid, in which case
616 // we cannot apply the weapon at the moment.
617 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
618 if (slot[i].used < 0)
619 {
620 current_weapon = chosen_skill = 0;
621 update_stats ();
622
623 new_draw_info_format (NDI_UNIQUE, 0, this,
624 "You try to balance all your items at once, "
625 "but the %s is just too much for your body. "
626 "[You need to unapply some items first - use the 'body' command to see "
627 "how many items you cna wera on a specific body part.]", &ob->name);
628 return false;
629 }
630
631 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
632 }
633 else
634 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
635
636 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
637 {
638 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
639 &name, ob->debug_desc ());
640 return false;
641 }
642
643 return true;
644 }
645
646 /* Zero the key_values on op, decrementing the shared-string
647 * refcounts and freeing the links.
648 */
649 static void
650 free_key_values (object *op)
651 {
652 for (key_value *i = op->key_values; i; )
653 {
654 key_value *next = i->next;
655 delete i;
656
657 i = next;
658 }
659
660 op->key_values = 0;
661 }
662
663 /*
664 * copy_to first frees everything allocated by the dst object,
665 * and then copies the contents of itself into the second
666 * object, allocating what needs to be allocated. Basically, any
667 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
668 * if the first object is freed, the pointers in the new object
669 * will point at garbage.
670 */
671 void
672 object::copy_to (object *dst)
673 {
674 dst->remove ();
675 *(object_copy *)dst = *this;
676 dst->flag [FLAG_REMOVED] = true;
677
678 /* Copy over key_values, if any. */
679 if (key_values)
680 {
681 key_value *tail = 0;
682 dst->key_values = 0;
683
684 for (key_value *i = key_values; i; i = i->next)
685 {
686 key_value *new_link = new key_value;
687
688 new_link->next = 0;
689 new_link->key = i->key;
690 new_link->value = i->value;
691
692 /* Try and be clever here, too. */
693 if (!dst->key_values)
694 {
695 dst->key_values = new_link;
696 tail = new_link;
697 }
698 else
699 {
700 tail->next = new_link;
701 tail = new_link;
702 }
703 }
704 }
705
706 dst->activate ();
707 }
708
709 void
710 object::instantiate ()
711 {
712 if (!uuid.seq) // HACK
713 uuid = UUID::gen ();
714
715 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
716 if (flag [FLAG_RANDOM_SPEED] && speed)
717 speed_left = - speed - rndm (); // TODO animation
718 else
719 speed_left = -1.;
720
721 /* copy the body_info to the body_used - this is only really
722 * need for monsters, but doesn't hurt to do it for everything.
723 * by doing so, when a monster is created, it has good starting
724 * values for the body_used info, so when items are created
725 * for it, they can be properly equipped.
726 */
727 for (int i = NUM_BODY_LOCATIONS; i--; )
728 slot[i].used = slot[i].info;
729
730 attachable::instantiate ();
731 }
732
733 object *
734 object::clone ()
735 {
736 object *neu = create ();
737 copy_to (neu);
738
739 // TODO: unclean state changes, should not be done in clone AND instantiate
740 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
741 neu->speed_left = - neu->speed - rndm (); // TODO animation
742
743 neu->map = map; // not copied by copy_to
744 return neu;
745 }
746
747 /*
748 * If an object with the IS_TURNABLE() flag needs to be turned due
749 * to the closest player being on the other side, this function can
750 * be called to update the face variable, _and_ how it looks on the map.
751 */
752 void
753 update_turn_face (object *op)
754 {
755 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
756 return;
757
758 SET_ANIMATION (op, op->direction);
759 update_object (op, UP_OBJ_FACE);
760 }
761
762 /*
763 * Updates the speed of an object. If the speed changes from 0 to another
764 * value, or vice versa, then add/remove the object from the active list.
765 * This function needs to be called whenever the speed of an object changes.
766 */
767 void
768 object::set_speed (float speed)
769 {
770 this->speed = speed;
771
772 if (has_active_speed ())
773 activate ();
774 else
775 deactivate ();
776 }
777
778 /*
779 * update_object() updates the the map.
780 * It takes into account invisible objects (and represent squares covered
781 * by invisible objects by whatever is below them (unless it's another
782 * invisible object, etc...)
783 * If the object being updated is beneath a player, the look-window
784 * of that player is updated (this might be a suboptimal way of
785 * updating that window, though, since update_object() is called _often_)
786 *
787 * action is a hint of what the caller believes need to be done.
788 * current action are:
789 * UP_OBJ_INSERT: op was inserted
790 * UP_OBJ_REMOVE: op was removed
791 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
792 * as that is easier than trying to look at what may have changed.
793 * UP_OBJ_FACE: only the objects face has changed.
794 */
795 void
796 update_object (object *op, int action)
797 {
798 if (!op)
799 {
800 /* this should never happen */
801 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
802 return;
803 }
804
805 if (!op->is_on_map ())
806 {
807 /* Animation is currently handled by client, so nothing
808 * to do in this case.
809 */
810 return;
811 }
812
813 /* make sure the object is within map boundaries */
814 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
815 {
816 LOG (llevError, "update_object() called for object out of map!\n");
817 #ifdef MANY_CORES
818 abort ();
819 #endif
820 return;
821 }
822
823 mapspace &m = op->ms ();
824
825 if (!(m.flags_ & P_UPTODATE))
826 /* nop */;
827 else if (action == UP_OBJ_INSERT)
828 {
829 #if 0
830 // this is likely overkill, TODO: revisit (schmorp)
831 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
832 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
833 || (op->is_player () && !(m.flags_ & P_PLAYER))
834 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
835 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
836 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
837 || (m.move_on | op->move_on ) != m.move_on
838 || (m.move_off | op->move_off ) != m.move_off
839 || (m.move_slow | op->move_slow) != m.move_slow
840 /* This isn't perfect, but I don't expect a lot of objects to
841 * have move_allow right now.
842 */
843 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
844 m.invalidate ();
845 #else
846 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
847 m.invalidate ();
848 #endif
849 }
850 /* if the object is being removed, we can't make intelligent
851 * decisions, because remove_ob can't really pass the object
852 * that is being removed.
853 */
854 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
855 m.invalidate ();
856 else if (action == UP_OBJ_FACE)
857 /* Nothing to do for that case */ ;
858 else
859 LOG (llevError, "update_object called with invalid action: %d\n", action);
860
861 if (op->more)
862 update_object (op->more, action);
863 }
864
865 object::object ()
866 {
867 SET_FLAG (this, FLAG_REMOVED);
868
869 //expmul = 1.0; declared const for the time being
870 face = blank_face;
871 material = MATERIAL_NULL;
872 }
873
874 object::~object ()
875 {
876 unlink ();
877
878 free_key_values (this);
879 }
880
881 static int object_count;
882
883 void object::link ()
884 {
885 assert (!index);//D
886 uuid = UUID::gen ();
887 count = ++object_count;
888
889 refcnt_inc ();
890 objects.insert (this);
891 }
892
893 void object::unlink ()
894 {
895 if (!index)
896 return;
897
898 objects.erase (this);
899 refcnt_dec ();
900 }
901
902 void
903 object::activate ()
904 {
905 /* If already on active list, don't do anything */
906 if (active)
907 return;
908
909 if (has_active_speed ())
910 {
911 if (flag [FLAG_FREED])
912 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
913
914 actives.insert (this);
915 }
916 }
917
918 void
919 object::activate_recursive ()
920 {
921 activate ();
922
923 for (object *op = inv; op; op = op->below)
924 op->activate_recursive ();
925 }
926
927 /* This function removes object 'op' from the list of active
928 * objects.
929 * This should only be used for style maps or other such
930 * reference maps where you don't want an object that isn't
931 * in play chewing up cpu time getting processed.
932 * The reverse of this is to call update_ob_speed, which
933 * will do the right thing based on the speed of the object.
934 */
935 void
936 object::deactivate ()
937 {
938 /* If not on the active list, nothing needs to be done */
939 if (!active)
940 return;
941
942 actives.erase (this);
943 }
944
945 void
946 object::deactivate_recursive ()
947 {
948 for (object *op = inv; op; op = op->below)
949 op->deactivate_recursive ();
950
951 deactivate ();
952 }
953
954 void
955 object::set_flag_inv (int flag, int value)
956 {
957 for (object *op = inv; op; op = op->below)
958 {
959 op->flag [flag] = value;
960 op->set_flag_inv (flag, value);
961 }
962 }
963
964 /*
965 * Remove and free all objects in the inventory of the given object.
966 * object.c ?
967 */
968 void
969 object::destroy_inv (bool drop_to_ground)
970 {
971 // need to check first, because the checks below might segfault
972 // as we might be on an invalid mapspace and crossfire code
973 // is too buggy to ensure that the inventory is empty.
974 // corollary: if you create arrows etc. with stuff in its inventory,
975 // cf will crash below with off-map x and y
976 if (!inv)
977 return;
978
979 /* Only if the space blocks everything do we not process -
980 * if some form of movement is allowed, let objects
981 * drop on that space.
982 */
983 if (!drop_to_ground
984 || !map
985 || map->in_memory != MAP_ACTIVE
986 || map->no_drop
987 || ms ().move_block == MOVE_ALL)
988 {
989 while (inv)
990 inv->destroy ();
991 }
992 else
993 { /* Put objects in inventory onto this space */
994 while (inv)
995 {
996 object *op = inv;
997
998 if (op->flag [FLAG_STARTEQUIP]
999 || op->flag [FLAG_NO_DROP]
1000 || op->type == RUNE
1001 || op->type == TRAP
1002 || op->flag [FLAG_IS_A_TEMPLATE]
1003 || op->flag [FLAG_DESTROY_ON_DEATH])
1004 op->destroy ();
1005 else
1006 map->insert (op, x, y);
1007 }
1008 }
1009 }
1010
1011 object *object::create ()
1012 {
1013 object *op = new object;
1014 op->link ();
1015 return op;
1016 }
1017
1018 static struct freed_map : maptile
1019 {
1020 freed_map ()
1021 {
1022 path = "<freed objects map>";
1023 name = "/internal/freed_objects_map";
1024 width = 3;
1025 height = 3;
1026 no_drop = 1;
1027 no_reset = 1;
1028
1029 alloc ();
1030 in_memory = MAP_ACTIVE;
1031 }
1032
1033 ~freed_map ()
1034 {
1035 destroy ();
1036 }
1037 } freed_map; // freed objects are moved here to avoid crashes
1038
1039 void
1040 object::do_destroy ()
1041 {
1042 if (flag [FLAG_IS_LINKED])
1043 remove_link ();
1044
1045 if (flag [FLAG_FRIENDLY])
1046 remove_friendly_object (this);
1047
1048 remove ();
1049
1050 attachable::do_destroy ();
1051
1052 deactivate ();
1053 unlink ();
1054
1055 flag [FLAG_FREED] = 1;
1056
1057 // hack to ensure that freed objects still have a valid map
1058 map = &freed_map;
1059 x = 1;
1060 y = 1;
1061
1062 if (more)
1063 {
1064 more->destroy ();
1065 more = 0;
1066 }
1067
1068 head = 0;
1069
1070 // clear those pointers that likely might cause circular references
1071 owner = 0;
1072 enemy = 0;
1073 attacked_by = 0;
1074 current_weapon = 0;
1075 }
1076
1077 void
1078 object::destroy ()
1079 {
1080 if (destroyed ())
1081 return;
1082
1083 if (!is_head () && !head->destroyed ())
1084 {
1085 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1086 head->destroy ();
1087 return;
1088 }
1089
1090 destroy_inv (false);
1091
1092 if (is_head ())
1093 if (sound_destroy)
1094 play_sound (sound_destroy);
1095 else if (flag [FLAG_MONSTER])
1096 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1097
1098 attachable::destroy ();
1099 }
1100
1101 /* op->remove ():
1102 * This function removes the object op from the linked list of objects
1103 * which it is currently tied to. When this function is done, the
1104 * object will have no environment. If the object previously had an
1105 * environment, the x and y coordinates will be updated to
1106 * the previous environment.
1107 */
1108 void
1109 object::do_remove ()
1110 {
1111 if (flag [FLAG_REMOVED])
1112 return;
1113
1114 INVOKE_OBJECT (REMOVE, this);
1115
1116 flag [FLAG_REMOVED] = true;
1117
1118 if (more)
1119 more->remove ();
1120
1121 /*
1122 * In this case, the object to be removed is in someones
1123 * inventory.
1124 */
1125 if (env)
1126 {
1127 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1128 if (object *pl = visible_to ())
1129 esrv_del_item (pl->contr, count);
1130 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1131
1132 adjust_weight (env, -total_weight ());
1133
1134 object *pl = in_player ();
1135
1136 /* we set up values so that it could be inserted into
1137 * the map, but we don't actually do that - it is up
1138 * to the caller to decide what we want to do.
1139 */
1140 map = env->map;
1141 x = env->x;
1142 y = env->y;
1143
1144 // make sure cmov optimisation is applicable
1145 *(above ? &above->below : &env->inv) = below;
1146 *(below ? &below->above : &above ) = above; // &above is just a dummy
1147
1148 above = 0;
1149 below = 0;
1150 env = 0;
1151
1152 if (pl && pl->is_player ())
1153 {
1154 pl->contr->queue_stats_update ();
1155
1156 if (glow_radius && pl->is_on_map ())
1157 update_all_los (pl->map, pl->x, pl->y);
1158 }
1159 }
1160 else if (map)
1161 {
1162 map->dirty = true;
1163 mapspace &ms = this->ms ();
1164
1165 if (object *pl = ms.player ())
1166 {
1167 if (is_player ())
1168 {
1169 if (!flag [FLAG_WIZPASS])
1170 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1171
1172 // leaving a spot always closes any open container on the ground
1173 if (container && !container->env)
1174 // this causes spurious floorbox updates, but it ensures
1175 // that the CLOSE event is being sent.
1176 close_container ();
1177
1178 --map->players;
1179 map->touch ();
1180 }
1181 else if (pl->container_ () == this)
1182 {
1183 // removing a container should close it
1184 close_container ();
1185 }
1186
1187 esrv_del_item (pl->contr, count);
1188 }
1189
1190 /* link the object above us */
1191 // re-link, make sure compiler can easily use cmove
1192 *(above ? &above->below : &ms.top) = below;
1193 *(below ? &below->above : &ms.bot) = above;
1194
1195 above = 0;
1196 below = 0;
1197
1198 ms.invalidate ();
1199
1200 if (map->in_memory == MAP_SAVING)
1201 return;
1202
1203 int check_walk_off = !flag [FLAG_NO_APPLY];
1204
1205 if (object *pl = ms.player ())
1206 {
1207 if (pl->container_ () == this)
1208 /* If a container that the player is currently using somehow gets
1209 * removed (most likely destroyed), update the player view
1210 * appropriately.
1211 */
1212 pl->close_container ();
1213
1214 //TODO: the floorbox prev/next might need updating
1215 //esrv_del_item (pl->contr, count);
1216 //TODO: update floorbox to preserve ordering
1217 if (pl->contr->ns)
1218 pl->contr->ns->floorbox_update ();
1219 }
1220
1221 if (check_walk_off)
1222 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1223 {
1224 above = tmp->above;
1225
1226 /* No point updating the players look faces if he is the object
1227 * being removed.
1228 */
1229
1230 /* See if object moving off should effect something */
1231 if ((move_type & tmp->move_off)
1232 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1233 move_apply (tmp, this, 0);
1234 }
1235
1236 if (affects_los ())
1237 update_all_los (map, x, y);
1238 }
1239 }
1240
1241 /*
1242 * merge_ob(op,top):
1243 *
1244 * This function goes through all objects below and including top, and
1245 * merges op to the first matching object.
1246 * If top is NULL, it is calculated.
1247 * Returns pointer to object if it succeded in the merge, otherwise NULL
1248 */
1249 object *
1250 merge_ob (object *op, object *top)
1251 {
1252 if (!op->nrof)
1253 return 0;
1254
1255 if (!top)
1256 for (top = op; top && top->above; top = top->above)
1257 ;
1258
1259 for (; top; top = top->below)
1260 if (object::can_merge (op, top))
1261 {
1262 top->nrof += op->nrof;
1263
1264 if (object *pl = top->visible_to ())
1265 esrv_update_item (UPD_NROF, pl, top);
1266
1267 op->weight = 0; // cancel the addition above
1268 op->carrying = 0; // must be 0 already
1269
1270 op->destroy ();
1271
1272 return top;
1273 }
1274
1275 return 0;
1276 }
1277
1278 void
1279 object::expand_tail ()
1280 {
1281 if (more)
1282 return;
1283
1284 object *prev = this;
1285
1286 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1287 {
1288 object *op = at->instance ();
1289
1290 op->name = name;
1291 op->name_pl = name_pl;
1292 op->title = title;
1293
1294 op->head = this;
1295 prev->more = op;
1296
1297 prev = op;
1298 }
1299 }
1300
1301 /*
1302 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1303 * job preparing multi-part monsters.
1304 */
1305 object *
1306 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1307 {
1308 op->remove ();
1309
1310 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1311 {
1312 tmp->x = x + tmp->arch->x;
1313 tmp->y = y + tmp->arch->y;
1314 }
1315
1316 return insert_ob_in_map (op, m, originator, flag);
1317 }
1318
1319 /*
1320 * insert_ob_in_map (op, map, originator, flag):
1321 * This function inserts the object in the two-way linked list
1322 * which represents what is on a map.
1323 * The second argument specifies the map, and the x and y variables
1324 * in the object about to be inserted specifies the position.
1325 *
1326 * originator: Player, monster or other object that caused 'op' to be inserted
1327 * into 'map'. May be NULL.
1328 *
1329 * flag is a bitmask about special things to do (or not do) when this
1330 * function is called. see the object.h file for the INS_ values.
1331 * Passing 0 for flag gives proper default values, so flag really only needs
1332 * to be set if special handling is needed.
1333 *
1334 * Return value:
1335 * new object if 'op' was merged with other object
1336 * NULL if 'op' was destroyed
1337 * just 'op' otherwise
1338 */
1339 object *
1340 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1341 {
1342 op->remove ();
1343
1344 if (m == &freed_map)//D TODO: remove soon
1345 {//D
1346 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1347 }//D
1348
1349 /* Ideally, the caller figures this out. However, it complicates a lot
1350 * of areas of callers (eg, anything that uses find_free_spot would now
1351 * need extra work
1352 */
1353 maptile *newmap = m;
1354 if (!xy_normalise (newmap, op->x, op->y))
1355 {
1356 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1357 return 0;
1358 }
1359
1360 if (object *more = op->more)
1361 if (!insert_ob_in_map (more, m, originator, flag))
1362 return 0;
1363
1364 op->flag [FLAG_REMOVED] = false;
1365 op->env = 0;
1366 op->map = newmap;
1367
1368 mapspace &ms = op->ms ();
1369
1370 /* this has to be done after we translate the coordinates.
1371 */
1372 if (op->nrof && !(flag & INS_NO_MERGE))
1373 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1374 if (object::can_merge (op, tmp))
1375 {
1376 // TODO: we actually want to update tmp, not op,
1377 // but some caller surely breaks when we return tmp
1378 // from here :/
1379 op->nrof += tmp->nrof;
1380 tmp->destroy ();
1381 }
1382
1383 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1384 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1385
1386 if (!QUERY_FLAG (op, FLAG_ALIVE))
1387 CLEAR_FLAG (op, FLAG_NO_STEAL);
1388
1389 if (flag & INS_BELOW_ORIGINATOR)
1390 {
1391 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1392 {
1393 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1394 abort ();
1395 }
1396
1397 if (!originator->is_on_map ())
1398 {
1399 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1400 op->debug_desc (), originator->debug_desc ());
1401 abort ();
1402 }
1403
1404 op->above = originator;
1405 op->below = originator->below;
1406 originator->below = op;
1407
1408 *(op->below ? &op->below->above : &ms.bot) = op;
1409 }
1410 else
1411 {
1412 object *floor = 0;
1413 object *top = ms.top;
1414
1415 /* If there are other objects, then */
1416 if (top)
1417 {
1418 /*
1419 * If there are multiple objects on this space, we do some trickier handling.
1420 * We've already dealt with merging if appropriate.
1421 * Generally, we want to put the new object on top. But if
1422 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1423 * floor, we want to insert above that and no further.
1424 * Also, if there are spell objects on this space, we stop processing
1425 * once we get to them. This reduces the need to traverse over all of
1426 * them when adding another one - this saves quite a bit of cpu time
1427 * when lots of spells are cast in one area. Currently, it is presumed
1428 * that flying non pickable objects are spell objects.
1429 */
1430 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1431 {
1432 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1433 floor = tmp;
1434
1435 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1436 {
1437 /* We insert above top, so we want this object below this */
1438 top = tmp->below;
1439 break;
1440 }
1441
1442 top = tmp;
1443 }
1444
1445 /* We let update_position deal with figuring out what the space
1446 * looks like instead of lots of conditions here.
1447 * makes things faster, and effectively the same result.
1448 */
1449
1450 /* Have object 'fall below' other objects that block view.
1451 * Unless those objects are exits.
1452 * If INS_ON_TOP is used, don't do this processing
1453 * Need to find the object that in fact blocks view, otherwise
1454 * stacking is a bit odd.
1455 */
1456 if (!(flag & INS_ON_TOP)
1457 && ms.flags () & P_BLOCKSVIEW
1458 && (op->face && !faces [op->face].visibility))
1459 {
1460 object *last;
1461
1462 for (last = top; last != floor; last = last->below)
1463 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1464 break;
1465
1466 /* Check to see if we found the object that blocks view,
1467 * and make sure we have a below pointer for it so that
1468 * we can get inserted below this one, which requires we
1469 * set top to the object below us.
1470 */
1471 if (last && last->below && last != floor)
1472 top = last->below;
1473 }
1474 } /* If objects on this space */
1475
1476 if (flag & INS_ABOVE_FLOOR_ONLY)
1477 top = floor;
1478
1479 // insert object above top, or bottom-most if top = 0
1480 if (!top)
1481 {
1482 op->below = 0;
1483 op->above = ms.bot;
1484 ms.bot = op;
1485
1486 *(op->above ? &op->above->below : &ms.top) = op;
1487 }
1488 else
1489 {
1490 op->above = top->above;
1491 top->above = op;
1492
1493 op->below = top;
1494 *(op->above ? &op->above->below : &ms.top) = op;
1495 }
1496 }
1497
1498 if (op->is_player ())
1499 {
1500 op->contr->do_los = 1;
1501 ++op->map->players;
1502 op->map->touch ();
1503 }
1504
1505 op->map->dirty = true;
1506
1507 if (object *pl = ms.player ())
1508 //TODO: the floorbox prev/next might need updating
1509 //esrv_send_item (pl, op);
1510 //TODO: update floorbox to preserve ordering
1511 if (pl->contr->ns)
1512 pl->contr->ns->floorbox_update ();
1513
1514 /* If this object glows, it may affect lighting conditions that are
1515 * visible to others on this map. But update_all_los is really
1516 * an inefficient way to do this, as it means los for all players
1517 * on the map will get recalculated. The players could very well
1518 * be far away from this change and not affected in any way -
1519 * this should get redone to only look for players within range,
1520 * or just updating the P_UPTODATE for spaces within this area
1521 * of effect may be sufficient.
1522 */
1523 if (op->affects_los ())
1524 {
1525 op->ms ().invalidate ();
1526 update_all_los (op->map, op->x, op->y);
1527 }
1528
1529 /* updates flags (blocked, alive, no magic, etc) for this map space */
1530 update_object (op, UP_OBJ_INSERT);
1531
1532 INVOKE_OBJECT (INSERT, op);
1533
1534 /* Don't know if moving this to the end will break anything. However,
1535 * we want to have floorbox_update called before calling this.
1536 *
1537 * check_move_on() must be after this because code called from
1538 * check_move_on() depends on correct map flags (so functions like
1539 * blocked() and wall() work properly), and these flags are updated by
1540 * update_object().
1541 */
1542
1543 /* if this is not the head or flag has been passed, don't check walk on status */
1544 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1545 {
1546 if (check_move_on (op, originator))
1547 return 0;
1548
1549 /* If we are a multi part object, lets work our way through the check
1550 * walk on's.
1551 */
1552 for (object *tmp = op->more; tmp; tmp = tmp->more)
1553 if (check_move_on (tmp, originator))
1554 return 0;
1555 }
1556
1557 return op;
1558 }
1559
1560 /* this function inserts an object in the map, but if it
1561 * finds an object of its own type, it'll remove that one first.
1562 * op is the object to insert it under: supplies x and the map.
1563 */
1564 void
1565 replace_insert_ob_in_map (shstr_tmp archname, object *op)
1566 {
1567 /* first search for itself and remove any old instances */
1568
1569 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1570 if (tmp->arch->archname == archname) /* same archetype */
1571 tmp->destroy ();
1572
1573 object *tmp = archetype::find (archname)->instance ();
1574
1575 tmp->x = op->x;
1576 tmp->y = op->y;
1577
1578 insert_ob_in_map (tmp, op->map, op, 0);
1579 }
1580
1581 object *
1582 object::insert_at (object *where, object *originator, int flags)
1583 {
1584 if (where->env)
1585 return where->env->insert (this);
1586 else
1587 return where->map->insert (this, where->x, where->y, originator, flags);
1588 }
1589
1590 // check whether we can put this into the map, respect max_volume, max_items
1591 bool
1592 object::can_drop_at (maptile *m, int x, int y, object *originator)
1593 {
1594 mapspace &ms = m->at (x, y);
1595
1596 int items = ms.items ();
1597
1598 if (!items // testing !items ensures we can drop at least one item
1599 || (items < m->max_items
1600 && ms.volume () < m->max_volume))
1601 return true;
1602
1603 if (originator && originator->is_player ())
1604 originator->contr->failmsg (format (
1605 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1606 query_name ()
1607 ));
1608
1609 return false;
1610 }
1611
1612 /*
1613 * decrease(object, number) decreases a specified number from
1614 * the amount of an object. If the amount reaches 0, the object
1615 * is subsequently removed and freed.
1616 *
1617 * Return value: 'op' if something is left, NULL if the amount reached 0
1618 */
1619 bool
1620 object::decrease (sint32 nr)
1621 {
1622 if (!nr)
1623 return true;
1624
1625 nr = min (nr, nrof);
1626
1627 if (nrof > nr)
1628 {
1629 nrof -= nr;
1630 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1631
1632 if (object *pl = visible_to ())
1633 esrv_update_item (UPD_NROF, pl, this);
1634
1635 return true;
1636 }
1637 else
1638 {
1639 destroy ();
1640 return false;
1641 }
1642 }
1643
1644 /*
1645 * split(ob,nr) splits up ob into two parts. The part which
1646 * is returned contains nr objects, and the remaining parts contains
1647 * the rest (or is removed and returned if that number is 0).
1648 * On failure, NULL is returned.
1649 */
1650 object *
1651 object::split (sint32 nr)
1652 {
1653 int have = number_of ();
1654
1655 if (have < nr)
1656 return 0;
1657 else if (have == nr)
1658 {
1659 remove ();
1660 return this;
1661 }
1662 else
1663 {
1664 decrease (nr);
1665
1666 object *op = deep_clone ();
1667 op->nrof = nr;
1668 return op;
1669 }
1670 }
1671
1672 object *
1673 insert_ob_in_ob (object *op, object *where)
1674 {
1675 if (!where)
1676 {
1677 char *dump = dump_object (op);
1678 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1679 free (dump);
1680 return op;
1681 }
1682
1683 if (where->head_ () != where)
1684 {
1685 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1686 where = where->head;
1687 }
1688
1689 return where->insert (op);
1690 }
1691
1692 /*
1693 * env->insert (op)
1694 * This function inserts the object op in the linked list
1695 * inside the object environment.
1696 *
1697 * The function returns now pointer to inserted item, and return value can
1698 * be != op, if items are merged. -Tero
1699 */
1700 object *
1701 object::insert (object *op)
1702 {
1703 if (op->more)
1704 {
1705 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1706 return op;
1707 }
1708
1709 op->remove ();
1710
1711 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1712
1713 if (op->nrof)
1714 for (object *tmp = inv; tmp; tmp = tmp->below)
1715 if (object::can_merge (tmp, op))
1716 {
1717 /* return the original object and remove inserted object
1718 (client needs the original object) */
1719 tmp->nrof += op->nrof;
1720
1721 if (object *pl = tmp->visible_to ())
1722 esrv_update_item (UPD_NROF, pl, tmp);
1723
1724 adjust_weight (this, op->total_weight ());
1725
1726 op->destroy ();
1727 op = tmp;
1728 goto inserted;
1729 }
1730
1731 op->owner = 0; // it's his/hers now. period.
1732 op->map = 0;
1733 op->x = 0;
1734 op->y = 0;
1735
1736 op->above = 0;
1737 op->below = inv;
1738 op->env = this;
1739
1740 if (inv)
1741 inv->above = op;
1742
1743 inv = op;
1744
1745 op->flag [FLAG_REMOVED] = 0;
1746
1747 if (object *pl = op->visible_to ())
1748 esrv_send_item (pl, op);
1749
1750 adjust_weight (this, op->total_weight ());
1751
1752 inserted:
1753 /* reset the light list and los of the players on the map */
1754 if (op->glow_radius && is_on_map ())
1755 {
1756 update_stats ();
1757 update_all_los (map, x, y);
1758 }
1759 else if (is_player ())
1760 // if this is a player's inventory, update stats
1761 contr->queue_stats_update ();
1762
1763 INVOKE_OBJECT (INSERT, this);
1764
1765 return op;
1766 }
1767
1768 /*
1769 * Checks if any objects has a move_type that matches objects
1770 * that effect this object on this space. Call apply() to process
1771 * these events.
1772 *
1773 * Any speed-modification due to SLOW_MOVE() of other present objects
1774 * will affect the speed_left of the object.
1775 *
1776 * originator: Player, monster or other object that caused 'op' to be inserted
1777 * into 'map'. May be NULL.
1778 *
1779 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1780 *
1781 * 4-21-95 added code to check if appropriate skill was readied - this will
1782 * permit faster movement by the player through this terrain. -b.t.
1783 *
1784 * MSW 2001-07-08: Check all objects on space, not just those below
1785 * object being inserted. insert_ob_in_map may not put new objects
1786 * on top.
1787 */
1788 int
1789 check_move_on (object *op, object *originator)
1790 {
1791 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1792 return 0;
1793
1794 object *tmp;
1795 maptile *m = op->map;
1796 int x = op->x, y = op->y;
1797
1798 mapspace &ms = m->at (x, y);
1799
1800 ms.update ();
1801
1802 MoveType move_on = ms.move_on;
1803 MoveType move_slow = ms.move_slow;
1804 MoveType move_block = ms.move_block;
1805
1806 /* if nothing on this space will slow op down or be applied,
1807 * no need to do checking below. have to make sure move_type
1808 * is set, as lots of objects don't have it set - we treat that
1809 * as walking.
1810 */
1811 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1812 return 0;
1813
1814 /* This is basically inverse logic of that below - basically,
1815 * if the object can avoid the move on or slow move, they do so,
1816 * but can't do it if the alternate movement they are using is
1817 * blocked. Logic on this seems confusing, but does seem correct.
1818 */
1819 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1820 return 0;
1821
1822 /* The objects have to be checked from top to bottom.
1823 * Hence, we first go to the top:
1824 */
1825 for (object *next, *tmp = ms.top; tmp; tmp = next)
1826 {
1827 next = tmp->below;
1828
1829 if (tmp == op)
1830 continue; /* Can't apply yourself */
1831
1832 /* Check to see if one of the movement types should be slowed down.
1833 * Second check makes sure that the movement types not being slowed
1834 * (~slow_move) is not blocked on this space - just because the
1835 * space doesn't slow down swimming (for example), if you can't actually
1836 * swim on that space, can't use it to avoid the penalty.
1837 */
1838 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1839 {
1840 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1841 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1842 {
1843 float diff = tmp->move_slow_penalty * fabs (op->speed);
1844
1845 if (op->is_player ())
1846 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1847 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1848 diff /= 4.0;
1849
1850 op->speed_left -= diff;
1851 }
1852 }
1853
1854 /* Basically same logic as above, except now for actual apply. */
1855 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1856 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1857 {
1858 move_apply (tmp, op, originator);
1859
1860 if (op->destroyed ())
1861 return 1;
1862
1863 /* what the person/creature stepped onto has moved the object
1864 * someplace new. Don't process any further - if we did,
1865 * have a feeling strange problems would result.
1866 */
1867 if (op->map != m || op->x != x || op->y != y)
1868 return 0;
1869 }
1870 }
1871
1872 return 0;
1873 }
1874
1875 /*
1876 * present_arch(arch, map, x, y) searches for any objects with
1877 * a matching archetype at the given map and coordinates.
1878 * The first matching object is returned, or NULL if none.
1879 */
1880 object *
1881 present_arch (const archetype *at, maptile *m, int x, int y)
1882 {
1883 if (!m || out_of_map (m, x, y))
1884 {
1885 LOG (llevError, "Present_arch called outside map.\n");
1886 return NULL;
1887 }
1888
1889 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1890 if (tmp->arch->archname == at->archname)
1891 return tmp;
1892
1893 return NULL;
1894 }
1895
1896 /*
1897 * present(type, map, x, y) searches for any objects with
1898 * a matching type variable at the given map and coordinates.
1899 * The first matching object is returned, or NULL if none.
1900 */
1901 object *
1902 present (unsigned char type, maptile *m, int x, int y)
1903 {
1904 if (out_of_map (m, x, y))
1905 {
1906 LOG (llevError, "Present called outside map.\n");
1907 return NULL;
1908 }
1909
1910 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1911 if (tmp->type == type)
1912 return tmp;
1913
1914 return NULL;
1915 }
1916
1917 /*
1918 * present_in_ob(type, object) searches for any objects with
1919 * a matching type variable in the inventory of the given object.
1920 * The first matching object is returned, or NULL if none.
1921 */
1922 object *
1923 present_in_ob (unsigned char type, const object *op)
1924 {
1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1926 if (tmp->type == type)
1927 return tmp;
1928
1929 return NULL;
1930 }
1931
1932 /*
1933 * present_in_ob (type, str, object) searches for any objects with
1934 * a matching type & name variable in the inventory of the given object.
1935 * The first matching object is returned, or NULL if none.
1936 * This is mostly used by spell effect code, so that we only
1937 * have one spell effect at a time.
1938 * type can be used to narrow the search - if type is set,
1939 * the type must also match. -1 can be passed for the type,
1940 * in which case the type does not need to pass.
1941 * str is the string to match against. Note that we match against
1942 * the object name, not the archetype name. this is so that the
1943 * spell code can use one object type (force), but change it's name
1944 * to be unique.
1945 */
1946 object *
1947 present_in_ob_by_name (int type, const char *str, const object *op)
1948 {
1949 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1950 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1951 return tmp;
1952
1953 return 0;
1954 }
1955
1956 /*
1957 * present_arch_in_ob(archetype, object) searches for any objects with
1958 * a matching archetype in the inventory of the given object.
1959 * The first matching object is returned, or NULL if none.
1960 */
1961 object *
1962 present_arch_in_ob (const archetype *at, const object *op)
1963 {
1964 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1965 if (tmp->arch->archname == at->archname)
1966 return tmp;
1967
1968 return NULL;
1969 }
1970
1971 /*
1972 * activate recursively a flag on an object inventory
1973 */
1974 void
1975 flag_inv (object *op, int flag)
1976 {
1977 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1978 {
1979 SET_FLAG (tmp, flag);
1980 flag_inv (tmp, flag);
1981 }
1982 }
1983
1984 /*
1985 * deactivate recursively a flag on an object inventory
1986 */
1987 void
1988 unflag_inv (object *op, int flag)
1989 {
1990 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1991 {
1992 CLEAR_FLAG (tmp, flag);
1993 unflag_inv (tmp, flag);
1994 }
1995 }
1996
1997 /*
1998 * find_free_spot(object, map, x, y, start, stop) will search for
1999 * a spot at the given map and coordinates which will be able to contain
2000 * the given object. start and stop specifies how many squares
2001 * to search (see the freearr_x/y[] definition).
2002 * It returns a random choice among the alternatives found.
2003 * start and stop are where to start relative to the free_arr array (1,9
2004 * does all 4 immediate directions). This returns the index into the
2005 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2006 * Note: This function does correctly handle tiled maps, but does not
2007 * inform the caller. However, insert_ob_in_map will update as
2008 * necessary, so the caller shouldn't need to do any special work.
2009 * Note - updated to take an object instead of archetype - this is necessary
2010 * because arch_blocked (now ob_blocked) needs to know the movement type
2011 * to know if the space in question will block the object. We can't use
2012 * the archetype because that isn't correct if the monster has been
2013 * customized, changed states, etc.
2014 */
2015 int
2016 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2017 {
2018 int altern[SIZEOFFREE];
2019 int index = 0, flag;
2020
2021 for (int i = start; i < stop; i++)
2022 {
2023 mapxy pos (m, x, y); pos.move (i);
2024
2025 if (!pos.normalise ())
2026 continue;
2027
2028 mapspace &ms = *pos;
2029
2030 if (ms.flags () & P_IS_ALIVE)
2031 continue;
2032
2033 /* However, often
2034 * ob doesn't have any move type (when used to place exits)
2035 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2036 */
2037 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2038 {
2039 altern [index++] = i;
2040 continue;
2041 }
2042
2043 /* Basically, if we find a wall on a space, we cut down the search size.
2044 * In this way, we won't return spaces that are on another side of a wall.
2045 * This mostly work, but it cuts down the search size in all directions -
2046 * if the space being examined only has a wall to the north and empty
2047 * spaces in all the other directions, this will reduce the search space
2048 * to only the spaces immediately surrounding the target area, and
2049 * won't look 2 spaces south of the target space.
2050 */
2051 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2052 {
2053 stop = maxfree[i];
2054 continue;
2055 }
2056
2057 /* Note it is intentional that we check ob - the movement type of the
2058 * head of the object should correspond for the entire object.
2059 */
2060 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2061 continue;
2062
2063 if (ob->blocked (pos.m, pos.x, pos.y))
2064 continue;
2065
2066 altern [index++] = i;
2067 }
2068
2069 if (!index)
2070 return -1;
2071
2072 return altern [rndm (index)];
2073 }
2074
2075 /*
2076 * find_first_free_spot(archetype, maptile, x, y) works like
2077 * find_free_spot(), but it will search max number of squares.
2078 * But it will return the first available spot, not a random choice.
2079 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2080 */
2081 int
2082 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2083 {
2084 for (int i = 0; i < SIZEOFFREE; i++)
2085 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2086 return i;
2087
2088 return -1;
2089 }
2090
2091 /*
2092 * The function permute(arr, begin, end) randomly reorders the array
2093 * arr[begin..end-1].
2094 * now uses a fisher-yates shuffle, old permute was broken
2095 */
2096 static void
2097 permute (int *arr, int begin, int end)
2098 {
2099 arr += begin;
2100 end -= begin;
2101
2102 while (--end)
2103 swap (arr [end], arr [rndm (end + 1)]);
2104 }
2105
2106 /* new function to make monster searching more efficient, and effective!
2107 * This basically returns a randomized array (in the passed pointer) of
2108 * the spaces to find monsters. In this way, it won't always look for
2109 * monsters to the north first. However, the size of the array passed
2110 * covers all the spaces, so within that size, all the spaces within
2111 * the 3x3 area will be searched, just not in a predictable order.
2112 */
2113 void
2114 get_search_arr (int *search_arr)
2115 {
2116 int i;
2117
2118 for (i = 0; i < SIZEOFFREE; i++)
2119 search_arr[i] = i;
2120
2121 permute (search_arr, 1, SIZEOFFREE1 + 1);
2122 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2123 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2124 }
2125
2126 /*
2127 * find_dir(map, x, y, exclude) will search some close squares in the
2128 * given map at the given coordinates for live objects.
2129 * It will not considered the object given as exclude among possible
2130 * live objects.
2131 * It returns the direction toward the first/closest live object if finds
2132 * any, otherwise 0.
2133 * Perhaps incorrectly, but I'm making the assumption that exclude
2134 * is actually want is going to try and move there. We need this info
2135 * because we have to know what movement the thing looking to move
2136 * there is capable of.
2137 */
2138 int
2139 find_dir (maptile *m, int x, int y, object *exclude)
2140 {
2141 int max = SIZEOFFREE, mflags;
2142 MoveType move_type;
2143
2144 if (exclude && exclude->head_ () != exclude)
2145 {
2146 exclude = exclude->head;
2147 move_type = exclude->move_type;
2148 }
2149 else
2150 {
2151 /* If we don't have anything, presume it can use all movement types. */
2152 move_type = MOVE_ALL;
2153 }
2154
2155 for (int i = 1; i < max; i++)
2156 {
2157 mapxy pos (m, x, y);
2158 pos.move (i);
2159
2160 if (!pos.normalise ())
2161 max = maxfree[i];
2162 else
2163 {
2164 mapspace &ms = *pos;
2165
2166 if ((move_type & ms.move_block) == move_type)
2167 max = maxfree [i];
2168 else if (ms.flags () & P_IS_ALIVE)
2169 {
2170 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2171 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2172 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2173 return freedir [i];
2174 }
2175 }
2176 }
2177
2178 return 0;
2179 }
2180
2181 /*
2182 * distance(object 1, object 2) will return the square of the
2183 * distance between the two given objects.
2184 */
2185 int
2186 distance (const object *ob1, const object *ob2)
2187 {
2188 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2189 }
2190
2191 /*
2192 * find_dir_2(delta-x,delta-y) will return a direction in which
2193 * an object which has subtracted the x and y coordinates of another
2194 * object, needs to travel toward it.
2195 */
2196 int
2197 find_dir_2 (int x, int y)
2198 {
2199 int q;
2200
2201 if (y)
2202 q = x * 100 / y;
2203 else if (x)
2204 q = -300 * x;
2205 else
2206 return 0;
2207
2208 if (y > 0)
2209 {
2210 if (q < -242)
2211 return 3;
2212 if (q < -41)
2213 return 2;
2214 if (q < 41)
2215 return 1;
2216 if (q < 242)
2217 return 8;
2218 return 7;
2219 }
2220
2221 if (q < -242)
2222 return 7;
2223 if (q < -41)
2224 return 6;
2225 if (q < 41)
2226 return 5;
2227 if (q < 242)
2228 return 4;
2229
2230 return 3;
2231 }
2232
2233 /*
2234 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2235 * between two directions (which are expected to be absolute (see absdir())
2236 */
2237 int
2238 dirdiff (int dir1, int dir2)
2239 {
2240 int d;
2241
2242 d = abs (dir1 - dir2);
2243 if (d > 4)
2244 d = 8 - d;
2245
2246 return d;
2247 }
2248
2249 /* peterm:
2250 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2251 * Basically, this is a table of directions, and what directions
2252 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2253 * This basically means that if direction is 15, then it could either go
2254 * direction 4, 14, or 16 to get back to where we are.
2255 * Moved from spell_util.c to object.c with the other related direction
2256 * functions.
2257 */
2258 static const int reduction_dir[SIZEOFFREE][3] = {
2259 {0, 0, 0}, /* 0 */
2260 {0, 0, 0}, /* 1 */
2261 {0, 0, 0}, /* 2 */
2262 {0, 0, 0}, /* 3 */
2263 {0, 0, 0}, /* 4 */
2264 {0, 0, 0}, /* 5 */
2265 {0, 0, 0}, /* 6 */
2266 {0, 0, 0}, /* 7 */
2267 {0, 0, 0}, /* 8 */
2268 {8, 1, 2}, /* 9 */
2269 {1, 2, -1}, /* 10 */
2270 {2, 10, 12}, /* 11 */
2271 {2, 3, -1}, /* 12 */
2272 {2, 3, 4}, /* 13 */
2273 {3, 4, -1}, /* 14 */
2274 {4, 14, 16}, /* 15 */
2275 {5, 4, -1}, /* 16 */
2276 {4, 5, 6}, /* 17 */
2277 {6, 5, -1}, /* 18 */
2278 {6, 20, 18}, /* 19 */
2279 {7, 6, -1}, /* 20 */
2280 {6, 7, 8}, /* 21 */
2281 {7, 8, -1}, /* 22 */
2282 {8, 22, 24}, /* 23 */
2283 {8, 1, -1}, /* 24 */
2284 {24, 9, 10}, /* 25 */
2285 {9, 10, -1}, /* 26 */
2286 {10, 11, -1}, /* 27 */
2287 {27, 11, 29}, /* 28 */
2288 {11, 12, -1}, /* 29 */
2289 {12, 13, -1}, /* 30 */
2290 {12, 13, 14}, /* 31 */
2291 {13, 14, -1}, /* 32 */
2292 {14, 15, -1}, /* 33 */
2293 {33, 15, 35}, /* 34 */
2294 {16, 15, -1}, /* 35 */
2295 {17, 16, -1}, /* 36 */
2296 {18, 17, 16}, /* 37 */
2297 {18, 17, -1}, /* 38 */
2298 {18, 19, -1}, /* 39 */
2299 {41, 19, 39}, /* 40 */
2300 {19, 20, -1}, /* 41 */
2301 {20, 21, -1}, /* 42 */
2302 {20, 21, 22}, /* 43 */
2303 {21, 22, -1}, /* 44 */
2304 {23, 22, -1}, /* 45 */
2305 {45, 47, 23}, /* 46 */
2306 {23, 24, -1}, /* 47 */
2307 {24, 9, -1}
2308 }; /* 48 */
2309
2310 /* Recursive routine to step back and see if we can
2311 * find a path to that monster that we found. If not,
2312 * we don't bother going toward it. Returns 1 if we
2313 * can see a direct way to get it
2314 * Modified to be map tile aware -.MSW
2315 */
2316 int
2317 can_see_monsterP (maptile *m, int x, int y, int dir)
2318 {
2319 sint16 dx, dy;
2320 int mflags;
2321
2322 if (dir < 0)
2323 return 0; /* exit condition: invalid direction */
2324
2325 dx = x + freearr_x[dir];
2326 dy = y + freearr_y[dir];
2327
2328 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2329
2330 /* This functional arguably was incorrect before - it was
2331 * checking for P_WALL - that was basically seeing if
2332 * we could move to the monster - this is being more
2333 * literal on if we can see it. To know if we can actually
2334 * move to the monster, we'd need the monster passed in or
2335 * at least its move type.
2336 */
2337 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2338 return 0;
2339
2340 /* yes, can see. */
2341 if (dir < 9)
2342 return 1;
2343
2344 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2345 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2346 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2347 }
2348
2349 /*
2350 * can_pick(picker, item): finds out if an object is possible to be
2351 * picked up by the picker. Returnes 1 if it can be
2352 * picked up, otherwise 0.
2353 *
2354 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2355 * core dumps if they do.
2356 *
2357 * Add a check so we can't pick up invisible objects (0.93.8)
2358 */
2359 int
2360 can_pick (const object *who, const object *item)
2361 {
2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2364 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2365 }
2366
2367 /*
2368 * create clone from object to another
2369 */
2370 object *
2371 object::deep_clone ()
2372 {
2373 assert (("deep_clone called on non-head object", is_head ()));
2374
2375 object *dst = clone ();
2376
2377 object *prev = dst;
2378 for (object *part = this->more; part; part = part->more)
2379 {
2380 object *tmp = part->clone ();
2381 tmp->head = dst;
2382 prev->more = tmp;
2383 prev = tmp;
2384 }
2385
2386 for (object *item = inv; item; item = item->below)
2387 insert_ob_in_ob (item->deep_clone (), dst);
2388
2389 return dst;
2390 }
2391
2392 /* This returns the first object in who's inventory that
2393 * has the same type and subtype match.
2394 * returns NULL if no match.
2395 */
2396 object *
2397 find_obj_by_type_subtype (const object *who, int type, int subtype)
2398 {
2399 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2400 if (tmp->type == type && tmp->subtype == subtype)
2401 return tmp;
2402
2403 return 0;
2404 }
2405
2406 shstr_tmp
2407 object::kv_get (shstr_tmp key) const
2408 {
2409 for (key_value *kv = key_values; kv; kv = kv->next)
2410 if (kv->key == key)
2411 return kv->value;
2412
2413 return shstr ();
2414 }
2415
2416 void
2417 object::kv_set (shstr_tmp key, shstr_tmp value)
2418 {
2419 for (key_value *kv = key_values; kv; kv = kv->next)
2420 if (kv->key == key)
2421 {
2422 kv->value = value;
2423 return;
2424 }
2425
2426 key_value *kv = new key_value;
2427
2428 kv->next = key_values;
2429 kv->key = key;
2430 kv->value = value;
2431
2432 key_values = kv;
2433 }
2434
2435 void
2436 object::kv_del (shstr_tmp key)
2437 {
2438 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2439 if ((*kvp)->key == key)
2440 {
2441 key_value *kv = *kvp;
2442 *kvp = (*kvp)->next;
2443 delete kv;
2444 return;
2445 }
2446 }
2447
2448 object::depth_iterator::depth_iterator (object *container)
2449 : iterator_base (container)
2450 {
2451 while (item->inv)
2452 item = item->inv;
2453 }
2454
2455 void
2456 object::depth_iterator::next ()
2457 {
2458 if (item->below)
2459 {
2460 item = item->below;
2461
2462 while (item->inv)
2463 item = item->inv;
2464 }
2465 else
2466 item = item->env;
2467 }
2468
2469 const char *
2470 object::flag_desc (char *desc, int len) const
2471 {
2472 char *p = desc;
2473 bool first = true;
2474
2475 *p = 0;
2476
2477 for (int i = 0; i < NUM_FLAGS; i++)
2478 {
2479 if (len <= 10) // magic constant!
2480 {
2481 snprintf (p, len, ",...");
2482 break;
2483 }
2484
2485 if (flag [i])
2486 {
2487 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2488 len -= cnt;
2489 p += cnt;
2490 first = false;
2491 }
2492 }
2493
2494 return desc;
2495 }
2496
2497 // return a suitable string describing an object in enough detail to find it
2498 const char *
2499 object::debug_desc (char *info) const
2500 {
2501 char flagdesc[512];
2502 char info2[256 * 4];
2503 char *p = info;
2504
2505 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2506 count,
2507 uuid.c_str (),
2508 &name,
2509 title ? ",title:\"" : "",
2510 title ? (const char *)title : "",
2511 title ? "\"" : "",
2512 flag_desc (flagdesc, 512), type);
2513
2514 if (!flag[FLAG_REMOVED] && env)
2515 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2516
2517 if (map)
2518 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2519
2520 return info;
2521 }
2522
2523 const char *
2524 object::debug_desc () const
2525 {
2526 static char info[3][256 * 4];
2527 static int info_idx;
2528
2529 return debug_desc (info [++info_idx % 3]);
2530 }
2531
2532 struct region *
2533 object::region () const
2534 {
2535 return map ? map->region (x, y)
2536 : region::default_region ();
2537 }
2538
2539 void
2540 object::open_container (object *new_container)
2541 {
2542 if (container == new_container)
2543 return;
2544
2545 object *old_container = container;
2546
2547 if (old_container)
2548 {
2549 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2550 return;
2551
2552 #if 0
2553 // remove the "Close old_container" object.
2554 if (object *closer = old_container->inv)
2555 if (closer->type == CLOSE_CON)
2556 closer->destroy ();
2557 #endif
2558
2559 // make sure the container is available
2560 esrv_send_item (this, old_container);
2561
2562 old_container->flag [FLAG_APPLIED] = false;
2563 container = 0;
2564
2565 // client needs item update to make it work, client bug requires this to be separate
2566 esrv_update_item (UPD_FLAGS, this, old_container);
2567
2568 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2569 play_sound (sound_find ("chest_close"));
2570 }
2571
2572 if (new_container)
2573 {
2574 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2575 return;
2576
2577 // TODO: this does not seem to serve any purpose anymore?
2578 #if 0
2579 // insert the "Close Container" object.
2580 if (archetype *closer = new_container->other_arch)
2581 {
2582 object *closer = new_container->other_arch->instance ();
2583 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2584 new_container->insert (closer);
2585 }
2586 #endif
2587
2588 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2589
2590 // make sure the container is available, client bug requires this to be separate
2591 esrv_send_item (this, new_container);
2592
2593 new_container->flag [FLAG_APPLIED] = true;
2594 container = new_container;
2595
2596 // client needs flag change
2597 esrv_update_item (UPD_FLAGS, this, new_container);
2598 esrv_send_inventory (this, new_container);
2599 play_sound (sound_find ("chest_open"));
2600 }
2601 // else if (!old_container->env && contr && contr->ns)
2602 // contr->ns->floorbox_reset ();
2603 }
2604
2605 object *
2606 object::force_find (shstr_tmp name)
2607 {
2608 /* cycle through his inventory to look for the MARK we want to
2609 * place
2610 */
2611 for (object *tmp = inv; tmp; tmp = tmp->below)
2612 if (tmp->type == FORCE && tmp->slaying == name)
2613 return splay (tmp);
2614
2615 return 0;
2616 }
2617
2618 //-GPL
2619
2620 void
2621 object::force_set_timer (int duration)
2622 {
2623 this->duration = 1;
2624 this->speed_left = -1.f;
2625
2626 this->set_speed (duration ? 1.f / duration : 0.f);
2627 }
2628
2629 object *
2630 object::force_add (shstr_tmp name, int duration)
2631 {
2632 if (object *force = force_find (name))
2633 force->destroy ();
2634
2635 object *force = get_archetype (FORCE_NAME);
2636
2637 force->slaying = name;
2638 force->force_set_timer (duration);
2639 force->flag [FLAG_APPLIED] = true;
2640
2641 return insert (force);
2642 }
2643
2644 void
2645 object::play_sound (faceidx sound) const
2646 {
2647 if (!sound)
2648 return;
2649
2650 if (is_on_map ())
2651 map->play_sound (sound, x, y);
2652 else if (object *pl = in_player ())
2653 pl->contr->play_sound (sound);
2654 }
2655
2656 void
2657 object::say_msg (const char *msg) const
2658 {
2659 if (is_on_map ())
2660 map->say_msg (msg, x, y);
2661 else if (object *pl = in_player ())
2662 pl->contr->play_sound (sound);
2663 }
2664
2665 void
2666 object::make_noise ()
2667 {
2668 // we do not model noise in the map, so instead put
2669 // a temporary light into the noise source
2670 // could use the map instead, but that's less reliable for our
2671 // goal, which is to make invisibility a bit harder to exploit
2672
2673 // currently only works sensibly for players
2674 if (!is_player ())
2675 return;
2676
2677 // find old force, or create new one
2678 object *force = force_find (shstr_noise_force);
2679
2680 if (force)
2681 force->speed_left = -1.f; // patch old speed up
2682 else
2683 {
2684 force = archetype::get (shstr_noise_force);
2685
2686 force->slaying = shstr_noise_force;
2687 force->stats.food = 1;
2688 force->speed_left = -1.f;
2689
2690 force->set_speed (1.f / 4.f);
2691 force->flag [FLAG_IS_USED_UP] = true;
2692 force->flag [FLAG_APPLIED] = true;
2693
2694 insert (force);
2695 }
2696 }
2697