ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
Revision: 1.316
Committed: Sun Mar 28 02:53:46 2010 UTC (14 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.315: +4 -1 lines
Log Message:
hrmpf

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 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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 if (chosen_skill)
621 chosen_skill->flag [FLAG_APPLIED] = false;
622
623 current_weapon = chosen_skill = 0;
624 update_stats ();
625
626 new_draw_info_format (NDI_UNIQUE, 0, this,
627 "You try to balance all your items at once, "
628 "but the %s is just too much for your body. "
629 "[You need to unapply some items first - use the 'body' command to see "
630 "how many items you can wear on a specific body part.]", &ob->name);
631 return false;
632 }
633
634 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
635 }
636 else
637 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
638
639 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
640 {
641 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
642 &name, ob->debug_desc ());
643 return false;
644 }
645
646 return true;
647 }
648
649 /* Zero the key_values on op, decrementing the shared-string
650 * refcounts and freeing the links.
651 */
652 static void
653 free_key_values (object *op)
654 {
655 for (key_value *i = op->key_values; i; )
656 {
657 key_value *next = i->next;
658 delete i;
659
660 i = next;
661 }
662
663 op->key_values = 0;
664 }
665
666 /*
667 * copy_to first frees everything allocated by the dst object,
668 * and then copies the contents of itself into the second
669 * object, allocating what needs to be allocated. Basically, any
670 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
671 * if the first object is freed, the pointers in the new object
672 * will point at garbage.
673 */
674 void
675 object::copy_to (object *dst)
676 {
677 dst->remove ();
678 *(object_copy *)dst = *this;
679 dst->flag [FLAG_REMOVED] = true;
680
681 /* Copy over key_values, if any. */
682 if (key_values)
683 {
684 key_value *tail = 0;
685 dst->key_values = 0;
686
687 for (key_value *i = key_values; i; i = i->next)
688 {
689 key_value *new_link = new key_value;
690
691 new_link->next = 0;
692 new_link->key = i->key;
693 new_link->value = i->value;
694
695 /* Try and be clever here, too. */
696 if (!dst->key_values)
697 {
698 dst->key_values = new_link;
699 tail = new_link;
700 }
701 else
702 {
703 tail->next = new_link;
704 tail = new_link;
705 }
706 }
707 }
708
709 dst->activate ();
710 }
711
712 void
713 object::instantiate ()
714 {
715 if (!uuid.seq) // HACK
716 uuid = UUID::gen ();
717
718 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
719 if (flag [FLAG_RANDOM_SPEED] && speed)
720 speed_left = - speed - rndm (); // TODO animation
721 else
722 speed_left = -1.;
723
724 /* copy the body_info to the body_used - this is only really
725 * need for monsters, but doesn't hurt to do it for everything.
726 * by doing so, when a monster is created, it has good starting
727 * values for the body_used info, so when items are created
728 * for it, they can be properly equipped.
729 */
730 for (int i = NUM_BODY_LOCATIONS; i--; )
731 slot[i].used = slot[i].info;
732
733 attachable::instantiate ();
734 }
735
736 object *
737 object::clone ()
738 {
739 object *neu = create ();
740 copy_to (neu);
741
742 // TODO: unclean state changes, should not be done in clone AND instantiate
743 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
744 neu->speed_left = - neu->speed - rndm (); // TODO animation
745
746 neu->map = map; // not copied by copy_to
747 return neu;
748 }
749
750 /*
751 * If an object with the IS_TURNABLE() flag needs to be turned due
752 * to the closest player being on the other side, this function can
753 * be called to update the face variable, _and_ how it looks on the map.
754 */
755 void
756 update_turn_face (object *op)
757 {
758 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
759 return;
760
761 SET_ANIMATION (op, op->direction);
762 update_object (op, UP_OBJ_FACE);
763 }
764
765 /*
766 * Updates the speed of an object. If the speed changes from 0 to another
767 * value, or vice versa, then add/remove the object from the active list.
768 * This function needs to be called whenever the speed of an object changes.
769 */
770 void
771 object::set_speed (float speed)
772 {
773 this->speed = speed;
774
775 if (has_active_speed ())
776 activate ();
777 else
778 deactivate ();
779 }
780
781 /*
782 * update_object() updates the the map.
783 * It takes into account invisible objects (and represent squares covered
784 * by invisible objects by whatever is below them (unless it's another
785 * invisible object, etc...)
786 * If the object being updated is beneath a player, the look-window
787 * of that player is updated (this might be a suboptimal way of
788 * updating that window, though, since update_object() is called _often_)
789 *
790 * action is a hint of what the caller believes need to be done.
791 * current action are:
792 * UP_OBJ_INSERT: op was inserted
793 * UP_OBJ_REMOVE: op was removed
794 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
795 * as that is easier than trying to look at what may have changed.
796 * UP_OBJ_FACE: only the objects face has changed.
797 */
798 void
799 update_object (object *op, int action)
800 {
801 if (!op)
802 {
803 /* this should never happen */
804 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
805 return;
806 }
807
808 if (!op->is_on_map ())
809 {
810 /* Animation is currently handled by client, so nothing
811 * to do in this case.
812 */
813 return;
814 }
815
816 /* make sure the object is within map boundaries */
817 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
818 {
819 LOG (llevError, "update_object() called for object out of map!\n");
820 #ifdef MANY_CORES
821 abort ();
822 #endif
823 return;
824 }
825
826 mapspace &m = op->ms ();
827
828 if (!(m.flags_ & P_UPTODATE))
829 /* nop */;
830 else if (action == UP_OBJ_INSERT)
831 {
832 #if 0
833 // this is likely overkill, TODO: revisit (schmorp)
834 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
835 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
836 || (op->is_player () && !(m.flags_ & P_PLAYER))
837 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
838 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
839 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
840 || (m.move_on | op->move_on ) != m.move_on
841 || (m.move_off | op->move_off ) != m.move_off
842 || (m.move_slow | op->move_slow) != m.move_slow
843 /* This isn't perfect, but I don't expect a lot of objects to
844 * have move_allow right now.
845 */
846 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
847 m.invalidate ();
848 #else
849 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
850 m.invalidate ();
851 #endif
852 }
853 /* if the object is being removed, we can't make intelligent
854 * decisions, because remove_ob can't really pass the object
855 * that is being removed.
856 */
857 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
858 m.invalidate ();
859 else if (action == UP_OBJ_FACE)
860 /* Nothing to do for that case */ ;
861 else
862 LOG (llevError, "update_object called with invalid action: %d\n", action);
863
864 if (op->more)
865 update_object (op->more, action);
866 }
867
868 object::object ()
869 {
870 SET_FLAG (this, FLAG_REMOVED);
871
872 //expmul = 1.0; declared const for the time being
873 face = blank_face;
874 material = MATERIAL_NULL;
875 }
876
877 object::~object ()
878 {
879 unlink ();
880
881 free_key_values (this);
882 }
883
884 static int object_count;
885
886 void object::link ()
887 {
888 assert (!index);//D
889 uuid = UUID::gen ();
890 count = ++object_count;
891
892 refcnt_inc ();
893 objects.insert (this);
894 }
895
896 void object::unlink ()
897 {
898 if (!index)
899 return;
900
901 objects.erase (this);
902 refcnt_dec ();
903 }
904
905 void
906 object::activate ()
907 {
908 /* If already on active list, don't do anything */
909 if (active)
910 return;
911
912 if (has_active_speed ())
913 {
914 if (flag [FLAG_FREED])
915 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
916
917 actives.insert (this);
918 }
919 }
920
921 void
922 object::activate_recursive ()
923 {
924 activate ();
925
926 for (object *op = inv; op; op = op->below)
927 op->activate_recursive ();
928 }
929
930 /* This function removes object 'op' from the list of active
931 * objects.
932 * This should only be used for style maps or other such
933 * reference maps where you don't want an object that isn't
934 * in play chewing up cpu time getting processed.
935 * The reverse of this is to call update_ob_speed, which
936 * will do the right thing based on the speed of the object.
937 */
938 void
939 object::deactivate ()
940 {
941 /* If not on the active list, nothing needs to be done */
942 if (!active)
943 return;
944
945 actives.erase (this);
946 }
947
948 void
949 object::deactivate_recursive ()
950 {
951 for (object *op = inv; op; op = op->below)
952 op->deactivate_recursive ();
953
954 deactivate ();
955 }
956
957 void
958 object::set_flag_inv (int flag, int value)
959 {
960 for (object *op = inv; op; op = op->below)
961 {
962 op->flag [flag] = value;
963 op->set_flag_inv (flag, value);
964 }
965 }
966
967 /*
968 * Remove and free all objects in the inventory of the given object.
969 * object.c ?
970 */
971 void
972 object::destroy_inv (bool drop_to_ground)
973 {
974 // need to check first, because the checks below might segfault
975 // as we might be on an invalid mapspace and crossfire code
976 // is too buggy to ensure that the inventory is empty.
977 // corollary: if you create arrows etc. with stuff in its inventory,
978 // cf will crash below with off-map x and y
979 if (!inv)
980 return;
981
982 /* Only if the space blocks everything do we not process -
983 * if some form of movement is allowed, let objects
984 * drop on that space.
985 */
986 if (!drop_to_ground
987 || !map
988 || map->in_memory != MAP_ACTIVE
989 || map->no_drop
990 || ms ().move_block == MOVE_ALL)
991 {
992 while (inv)
993 inv->destroy ();
994 }
995 else
996 { /* Put objects in inventory onto this space */
997 while (inv)
998 {
999 object *op = inv;
1000
1001 if (op->flag [FLAG_STARTEQUIP]
1002 || op->flag [FLAG_NO_DROP]
1003 || op->type == RUNE
1004 || op->type == TRAP
1005 || op->flag [FLAG_IS_A_TEMPLATE]
1006 || op->flag [FLAG_DESTROY_ON_DEATH])
1007 op->destroy ();
1008 else
1009 map->insert (op, x, y);
1010 }
1011 }
1012 }
1013
1014 object *object::create ()
1015 {
1016 object *op = new object;
1017 op->link ();
1018 return op;
1019 }
1020
1021 static struct freed_map : maptile
1022 {
1023 freed_map ()
1024 {
1025 path = "<freed objects map>";
1026 name = "/internal/freed_objects_map";
1027 width = 3;
1028 height = 3;
1029 no_drop = 1;
1030 no_reset = 1;
1031
1032 alloc ();
1033 in_memory = MAP_ACTIVE;
1034 }
1035
1036 ~freed_map ()
1037 {
1038 destroy ();
1039 }
1040 } freed_map; // freed objects are moved here to avoid crashes
1041
1042 void
1043 object::do_destroy ()
1044 {
1045 if (flag [FLAG_IS_LINKED])
1046 remove_link ();
1047
1048 if (flag [FLAG_FRIENDLY])
1049 remove_friendly_object (this);
1050
1051 remove ();
1052
1053 attachable::do_destroy ();
1054
1055 deactivate ();
1056 unlink ();
1057
1058 flag [FLAG_FREED] = 1;
1059
1060 // hack to ensure that freed objects still have a valid map
1061 map = &freed_map;
1062 x = 1;
1063 y = 1;
1064
1065 if (more)
1066 {
1067 more->destroy ();
1068 more = 0;
1069 }
1070
1071 head = 0;
1072
1073 // clear those pointers that likely might cause circular references
1074 owner = 0;
1075 enemy = 0;
1076 attacked_by = 0;
1077 current_weapon = 0;
1078 }
1079
1080 void
1081 object::destroy ()
1082 {
1083 if (destroyed ())
1084 return;
1085
1086 if (!is_head () && !head->destroyed ())
1087 {
1088 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1089 head->destroy ();
1090 return;
1091 }
1092
1093 destroy_inv (false);
1094
1095 if (is_head ())
1096 if (sound_destroy)
1097 play_sound (sound_destroy);
1098 else if (flag [FLAG_MONSTER])
1099 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1100
1101 attachable::destroy ();
1102 }
1103
1104 /* op->remove ():
1105 * This function removes the object op from the linked list of objects
1106 * which it is currently tied to. When this function is done, the
1107 * object will have no environment. If the object previously had an
1108 * environment, the x and y coordinates will be updated to
1109 * the previous environment.
1110 */
1111 void
1112 object::do_remove ()
1113 {
1114 if (flag [FLAG_REMOVED])
1115 return;
1116
1117 INVOKE_OBJECT (REMOVE, this);
1118
1119 flag [FLAG_REMOVED] = true;
1120
1121 if (more)
1122 more->remove ();
1123
1124 /*
1125 * In this case, the object to be removed is in someones
1126 * inventory.
1127 */
1128 if (env)
1129 {
1130 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1131 if (object *pl = visible_to ())
1132 esrv_del_item (pl->contr, count);
1133 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1134
1135 adjust_weight (env, -total_weight ());
1136
1137 object *pl = in_player ();
1138
1139 /* we set up values so that it could be inserted into
1140 * the map, but we don't actually do that - it is up
1141 * to the caller to decide what we want to do.
1142 */
1143 map = env->map;
1144 x = env->x;
1145 y = env->y;
1146
1147 // make sure cmov optimisation is applicable
1148 *(above ? &above->below : &env->inv) = below;
1149 *(below ? &below->above : &above ) = above; // &above is just a dummy
1150
1151 above = 0;
1152 below = 0;
1153 env = 0;
1154
1155 if (pl && pl->is_player ())
1156 {
1157 pl->contr->queue_stats_update ();
1158
1159 if (glow_radius && pl->is_on_map ())
1160 update_all_los (pl->map, pl->x, pl->y);
1161 }
1162 }
1163 else if (map)
1164 {
1165 map->dirty = true;
1166 mapspace &ms = this->ms ();
1167
1168 if (object *pl = ms.player ())
1169 {
1170 if (is_player ())
1171 {
1172 if (!flag [FLAG_WIZPASS])
1173 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1174
1175 // leaving a spot always closes any open container on the ground
1176 if (container && !container->env)
1177 // this causes spurious floorbox updates, but it ensures
1178 // that the CLOSE event is being sent.
1179 close_container ();
1180
1181 --map->players;
1182 map->touch ();
1183 }
1184 else if (pl->container_ () == this)
1185 {
1186 // removing a container should close it
1187 close_container ();
1188 }
1189
1190 esrv_del_item (pl->contr, count);
1191 }
1192
1193 /* link the object above us */
1194 // re-link, make sure compiler can easily use cmove
1195 *(above ? &above->below : &ms.top) = below;
1196 *(below ? &below->above : &ms.bot) = above;
1197
1198 above = 0;
1199 below = 0;
1200
1201 ms.invalidate ();
1202
1203 if (map->in_memory == MAP_SAVING)
1204 return;
1205
1206 int check_walk_off = !flag [FLAG_NO_APPLY];
1207
1208 if (object *pl = ms.player ())
1209 {
1210 if (pl->container_ () == this)
1211 /* If a container that the player is currently using somehow gets
1212 * removed (most likely destroyed), update the player view
1213 * appropriately.
1214 */
1215 pl->close_container ();
1216
1217 //TODO: the floorbox prev/next might need updating
1218 //esrv_del_item (pl->contr, count);
1219 //TODO: update floorbox to preserve ordering
1220 if (pl->contr->ns)
1221 pl->contr->ns->floorbox_update ();
1222 }
1223
1224 if (check_walk_off)
1225 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1226 {
1227 above = tmp->above;
1228
1229 /* No point updating the players look faces if he is the object
1230 * being removed.
1231 */
1232
1233 /* See if object moving off should effect something */
1234 if ((move_type & tmp->move_off)
1235 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1236 move_apply (tmp, this, 0);
1237 }
1238
1239 if (affects_los ())
1240 update_all_los (map, x, y);
1241 }
1242 }
1243
1244 /*
1245 * merge_ob(op,top):
1246 *
1247 * This function goes through all objects below and including top, and
1248 * merges op to the first matching object.
1249 * If top is NULL, it is calculated.
1250 * Returns pointer to object if it succeded in the merge, otherwise NULL
1251 */
1252 object *
1253 merge_ob (object *op, object *top)
1254 {
1255 if (!op->nrof)
1256 return 0;
1257
1258 if (!top)
1259 for (top = op; top && top->above; top = top->above)
1260 ;
1261
1262 for (; top; top = top->below)
1263 if (object::can_merge (op, top))
1264 {
1265 top->nrof += op->nrof;
1266
1267 if (object *pl = top->visible_to ())
1268 esrv_update_item (UPD_NROF, pl, top);
1269
1270 op->weight = 0; // cancel the addition above
1271 op->carrying = 0; // must be 0 already
1272
1273 op->destroy ();
1274
1275 return top;
1276 }
1277
1278 return 0;
1279 }
1280
1281 void
1282 object::expand_tail ()
1283 {
1284 if (more)
1285 return;
1286
1287 object *prev = this;
1288
1289 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1290 {
1291 object *op = at->instance ();
1292
1293 op->name = name;
1294 op->name_pl = name_pl;
1295 op->title = title;
1296
1297 op->head = this;
1298 prev->more = op;
1299
1300 prev = op;
1301 }
1302 }
1303
1304 /*
1305 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1306 * job preparing multi-part monsters.
1307 */
1308 object *
1309 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1310 {
1311 op->remove ();
1312
1313 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1314 {
1315 tmp->x = x + tmp->arch->x;
1316 tmp->y = y + tmp->arch->y;
1317 }
1318
1319 return insert_ob_in_map (op, m, originator, flag);
1320 }
1321
1322 /*
1323 * insert_ob_in_map (op, map, originator, flag):
1324 * This function inserts the object in the two-way linked list
1325 * which represents what is on a map.
1326 * The second argument specifies the map, and the x and y variables
1327 * in the object about to be inserted specifies the position.
1328 *
1329 * originator: Player, monster or other object that caused 'op' to be inserted
1330 * into 'map'. May be NULL.
1331 *
1332 * flag is a bitmask about special things to do (or not do) when this
1333 * function is called. see the object.h file for the INS_ values.
1334 * Passing 0 for flag gives proper default values, so flag really only needs
1335 * to be set if special handling is needed.
1336 *
1337 * Return value:
1338 * new object if 'op' was merged with other object
1339 * NULL if there was an error (destroyed, blocked etc.)
1340 * just 'op' otherwise
1341 */
1342 object *
1343 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1344 {
1345 op->remove ();
1346
1347 if (m == &freed_map)//D TODO: remove soon
1348 {//D
1349 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1350 }//D
1351
1352 /* Ideally, the caller figures this out. However, it complicates a lot
1353 * of areas of callers (eg, anything that uses find_free_spot would now
1354 * need extra work
1355 */
1356 maptile *newmap = m;
1357 if (!xy_normalise (newmap, op->x, op->y))
1358 {
1359 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1360 return 0;
1361 }
1362
1363 if (object *more = op->more)
1364 if (!insert_ob_in_map (more, m, originator, flag))
1365 return 0;
1366
1367 op->flag [FLAG_REMOVED] = false;
1368 op->env = 0;
1369 op->map = newmap;
1370
1371 mapspace &ms = op->ms ();
1372
1373 /* this has to be done after we translate the coordinates.
1374 */
1375 if (op->nrof && !(flag & INS_NO_MERGE))
1376 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1377 if (object::can_merge (op, tmp))
1378 {
1379 // TODO: we actually want to update tmp, not op,
1380 // but some caller surely breaks when we return tmp
1381 // from here :/
1382 op->nrof += tmp->nrof;
1383 tmp->destroy ();
1384 }
1385
1386 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1387 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1388
1389 if (!QUERY_FLAG (op, FLAG_ALIVE))
1390 CLEAR_FLAG (op, FLAG_NO_STEAL);
1391
1392 if (flag & INS_BELOW_ORIGINATOR)
1393 {
1394 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1395 {
1396 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1397 abort ();
1398 }
1399
1400 if (!originator->is_on_map ())
1401 {
1402 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1403 op->debug_desc (), originator->debug_desc ());
1404 abort ();
1405 }
1406
1407 op->above = originator;
1408 op->below = originator->below;
1409 originator->below = op;
1410
1411 *(op->below ? &op->below->above : &ms.bot) = op;
1412 }
1413 else
1414 {
1415 object *floor = 0;
1416 object *top = ms.top;
1417
1418 /* If there are other objects, then */
1419 if (top)
1420 {
1421 /*
1422 * If there are multiple objects on this space, we do some trickier handling.
1423 * We've already dealt with merging if appropriate.
1424 * Generally, we want to put the new object on top. But if
1425 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1426 * floor, we want to insert above that and no further.
1427 * Also, if there are spell objects on this space, we stop processing
1428 * once we get to them. This reduces the need to traverse over all of
1429 * them when adding another one - this saves quite a bit of cpu time
1430 * when lots of spells are cast in one area. Currently, it is presumed
1431 * that flying non pickable objects are spell objects.
1432 */
1433 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1434 {
1435 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1436 floor = tmp;
1437
1438 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1439 {
1440 /* We insert above top, so we want this object below this */
1441 top = tmp->below;
1442 break;
1443 }
1444
1445 top = tmp;
1446 }
1447
1448 /* We let update_position deal with figuring out what the space
1449 * looks like instead of lots of conditions here.
1450 * makes things faster, and effectively the same result.
1451 */
1452
1453 /* Have object 'fall below' other objects that block view.
1454 * Unless those objects are exits.
1455 * If INS_ON_TOP is used, don't do this processing
1456 * Need to find the object that in fact blocks view, otherwise
1457 * stacking is a bit odd.
1458 */
1459 if (!(flag & INS_ON_TOP)
1460 && ms.flags () & P_BLOCKSVIEW
1461 && (op->face && !faces [op->face].visibility))
1462 {
1463 object *last;
1464
1465 for (last = top; last != floor; last = last->below)
1466 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1467 break;
1468
1469 /* Check to see if we found the object that blocks view,
1470 * and make sure we have a below pointer for it so that
1471 * we can get inserted below this one, which requires we
1472 * set top to the object below us.
1473 */
1474 if (last && last->below && last != floor)
1475 top = last->below;
1476 }
1477 } /* If objects on this space */
1478
1479 if (flag & INS_ABOVE_FLOOR_ONLY)
1480 top = floor;
1481
1482 // insert object above top, or bottom-most if top = 0
1483 if (!top)
1484 {
1485 op->below = 0;
1486 op->above = ms.bot;
1487 ms.bot = op;
1488
1489 *(op->above ? &op->above->below : &ms.top) = op;
1490 }
1491 else
1492 {
1493 op->above = top->above;
1494 top->above = op;
1495
1496 op->below = top;
1497 *(op->above ? &op->above->below : &ms.top) = op;
1498 }
1499 }
1500
1501 if (op->is_player ())
1502 {
1503 op->contr->do_los = 1;
1504 ++op->map->players;
1505 op->map->touch ();
1506 }
1507
1508 op->map->dirty = true;
1509
1510 if (object *pl = ms.player ())
1511 //TODO: the floorbox prev/next might need updating
1512 //esrv_send_item (pl, op);
1513 //TODO: update floorbox to preserve ordering
1514 if (pl->contr->ns)
1515 pl->contr->ns->floorbox_update ();
1516
1517 /* If this object glows, it may affect lighting conditions that are
1518 * visible to others on this map. But update_all_los is really
1519 * an inefficient way to do this, as it means los for all players
1520 * on the map will get recalculated. The players could very well
1521 * be far away from this change and not affected in any way -
1522 * this should get redone to only look for players within range,
1523 * or just updating the P_UPTODATE for spaces within this area
1524 * of effect may be sufficient.
1525 */
1526 if (op->affects_los ())
1527 {
1528 op->ms ().invalidate ();
1529 update_all_los (op->map, op->x, op->y);
1530 }
1531
1532 /* updates flags (blocked, alive, no magic, etc) for this map space */
1533 update_object (op, UP_OBJ_INSERT);
1534
1535 INVOKE_OBJECT (INSERT, op);
1536
1537 /* Don't know if moving this to the end will break anything. However,
1538 * we want to have floorbox_update called before calling this.
1539 *
1540 * check_move_on() must be after this because code called from
1541 * check_move_on() depends on correct map flags (so functions like
1542 * blocked() and wall() work properly), and these flags are updated by
1543 * update_object().
1544 */
1545
1546 /* if this is not the head or flag has been passed, don't check walk on status */
1547 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1548 {
1549 if (check_move_on (op, originator))
1550 return 0;
1551
1552 /* If we are a multi part object, lets work our way through the check
1553 * walk on's.
1554 */
1555 for (object *tmp = op->more; tmp; tmp = tmp->more)
1556 if (check_move_on (tmp, originator))
1557 return 0;
1558 }
1559
1560 return op;
1561 }
1562
1563 /* this function inserts an object in the map, but if it
1564 * finds an object of its own type, it'll remove that one first.
1565 * op is the object to insert it under: supplies x and the map.
1566 */
1567 void
1568 replace_insert_ob_in_map (shstr_tmp archname, object *op)
1569 {
1570 /* first search for itself and remove any old instances */
1571
1572 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1573 if (tmp->arch->archname == archname) /* same archetype */
1574 tmp->destroy ();
1575
1576 object *tmp = archetype::find (archname)->instance ();
1577
1578 tmp->x = op->x;
1579 tmp->y = op->y;
1580
1581 insert_ob_in_map (tmp, op->map, op, 0);
1582 }
1583
1584 object *
1585 object::insert_at (object *where, object *originator, int flags)
1586 {
1587 if (where->env)
1588 return where->env->insert (this);
1589 else
1590 return where->map->insert (this, where->x, where->y, originator, flags);
1591 }
1592
1593 // check whether we can put this into the map, respect max_volume, max_items
1594 bool
1595 object::can_drop_at (maptile *m, int x, int y, object *originator)
1596 {
1597 mapspace &ms = m->at (x, y);
1598
1599 int items = ms.items ();
1600
1601 if (!items // testing !items ensures we can drop at least one item
1602 || (items < m->max_items
1603 && ms.volume () < m->max_volume))
1604 return true;
1605
1606 if (originator && originator->is_player ())
1607 originator->contr->failmsg (format (
1608 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1609 query_name ()
1610 ));
1611
1612 return false;
1613 }
1614
1615 /*
1616 * decrease(object, number) decreases a specified number from
1617 * the amount of an object. If the amount reaches 0, the object
1618 * is subsequently removed and freed.
1619 *
1620 * Return value: 'op' if something is left, NULL if the amount reached 0
1621 */
1622 bool
1623 object::decrease (sint32 nr)
1624 {
1625 if (!nr)
1626 return true;
1627
1628 nr = min (nr, nrof);
1629
1630 if (nrof > nr)
1631 {
1632 nrof -= nr;
1633 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1634
1635 if (object *pl = visible_to ())
1636 esrv_update_item (UPD_NROF, pl, this);
1637
1638 return true;
1639 }
1640 else
1641 {
1642 destroy ();
1643 return false;
1644 }
1645 }
1646
1647 /*
1648 * split(ob,nr) splits up ob into two parts. The part which
1649 * is returned contains nr objects, and the remaining parts contains
1650 * the rest (or is removed and returned if that number is 0).
1651 * On failure, NULL is returned.
1652 */
1653 object *
1654 object::split (sint32 nr)
1655 {
1656 int have = number_of ();
1657
1658 if (have < nr)
1659 return 0;
1660 else if (have == nr)
1661 {
1662 remove ();
1663 return this;
1664 }
1665 else
1666 {
1667 decrease (nr);
1668
1669 object *op = deep_clone ();
1670 op->nrof = nr;
1671 return op;
1672 }
1673 }
1674
1675 object *
1676 insert_ob_in_ob (object *op, object *where)
1677 {
1678 if (!where)
1679 {
1680 char *dump = dump_object (op);
1681 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1682 free (dump);
1683 return op;
1684 }
1685
1686 if (where->head_ () != where)
1687 {
1688 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1689 where = where->head;
1690 }
1691
1692 return where->insert (op);
1693 }
1694
1695 /*
1696 * env->insert (op)
1697 * This function inserts the object op in the linked list
1698 * inside the object environment.
1699 *
1700 * The function returns now pointer to inserted item, and return value can
1701 * be != op, if items are merged. -Tero
1702 */
1703 object *
1704 object::insert (object *op)
1705 {
1706 if (op->more)
1707 {
1708 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1709 return op;
1710 }
1711
1712 op->remove ();
1713
1714 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1715
1716 if (op->nrof)
1717 for (object *tmp = inv; tmp; tmp = tmp->below)
1718 if (object::can_merge (tmp, op))
1719 {
1720 /* return the original object and remove inserted object
1721 (client needs the original object) */
1722 tmp->nrof += op->nrof;
1723
1724 if (object *pl = tmp->visible_to ())
1725 esrv_update_item (UPD_NROF, pl, tmp);
1726
1727 adjust_weight (this, op->total_weight ());
1728
1729 op->destroy ();
1730 op = tmp;
1731 goto inserted;
1732 }
1733
1734 op->owner = 0; // it's his/hers now. period.
1735 op->map = 0;
1736 op->x = 0;
1737 op->y = 0;
1738
1739 op->above = 0;
1740 op->below = inv;
1741 op->env = this;
1742
1743 if (inv)
1744 inv->above = op;
1745
1746 inv = op;
1747
1748 op->flag [FLAG_REMOVED] = 0;
1749
1750 if (object *pl = op->visible_to ())
1751 esrv_send_item (pl, op);
1752
1753 adjust_weight (this, op->total_weight ());
1754
1755 inserted:
1756 /* reset the light list and los of the players on the map */
1757 if (op->glow_radius && is_on_map ())
1758 {
1759 update_stats ();
1760 update_all_los (map, x, y);
1761 }
1762 else if (is_player ())
1763 // if this is a player's inventory, update stats
1764 contr->queue_stats_update ();
1765
1766 INVOKE_OBJECT (INSERT, this);
1767
1768 return op;
1769 }
1770
1771 /*
1772 * Checks if any objects has a move_type that matches objects
1773 * that effect this object on this space. Call apply() to process
1774 * these events.
1775 *
1776 * Any speed-modification due to SLOW_MOVE() of other present objects
1777 * will affect the speed_left of the object.
1778 *
1779 * originator: Player, monster or other object that caused 'op' to be inserted
1780 * into 'map'. May be NULL.
1781 *
1782 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1783 *
1784 * 4-21-95 added code to check if appropriate skill was readied - this will
1785 * permit faster movement by the player through this terrain. -b.t.
1786 *
1787 * MSW 2001-07-08: Check all objects on space, not just those below
1788 * object being inserted. insert_ob_in_map may not put new objects
1789 * on top.
1790 */
1791 int
1792 check_move_on (object *op, object *originator)
1793 {
1794 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1795 return 0;
1796
1797 object *tmp;
1798 maptile *m = op->map;
1799 int x = op->x, y = op->y;
1800
1801 mapspace &ms = m->at (x, y);
1802
1803 ms.update ();
1804
1805 MoveType move_on = ms.move_on;
1806 MoveType move_slow = ms.move_slow;
1807 MoveType move_block = ms.move_block;
1808
1809 /* if nothing on this space will slow op down or be applied,
1810 * no need to do checking below. have to make sure move_type
1811 * is set, as lots of objects don't have it set - we treat that
1812 * as walking.
1813 */
1814 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1815 return 0;
1816
1817 /* This is basically inverse logic of that below - basically,
1818 * if the object can avoid the move on or slow move, they do so,
1819 * but can't do it if the alternate movement they are using is
1820 * blocked. Logic on this seems confusing, but does seem correct.
1821 */
1822 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1823 return 0;
1824
1825 /* The objects have to be checked from top to bottom.
1826 * Hence, we first go to the top:
1827 */
1828 for (object *next, *tmp = ms.top; tmp; tmp = next)
1829 {
1830 next = tmp->below;
1831
1832 if (tmp == op)
1833 continue; /* Can't apply yourself */
1834
1835 /* Check to see if one of the movement types should be slowed down.
1836 * Second check makes sure that the movement types not being slowed
1837 * (~slow_move) is not blocked on this space - just because the
1838 * space doesn't slow down swimming (for example), if you can't actually
1839 * swim on that space, can't use it to avoid the penalty.
1840 */
1841 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1842 {
1843 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1844 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1845 {
1846 float diff = tmp->move_slow_penalty * fabs (op->speed);
1847
1848 if (op->is_player ())
1849 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1850 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1851 diff /= 4.0;
1852
1853 op->speed_left -= diff;
1854 }
1855 }
1856
1857 /* Basically same logic as above, except now for actual apply. */
1858 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1859 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1860 {
1861 move_apply (tmp, op, originator);
1862
1863 if (op->destroyed ())
1864 return 1;
1865
1866 /* what the person/creature stepped onto has moved the object
1867 * someplace new. Don't process any further - if we did,
1868 * have a feeling strange problems would result.
1869 */
1870 if (op->map != m || op->x != x || op->y != y)
1871 return 0;
1872 }
1873 }
1874
1875 return 0;
1876 }
1877
1878 /*
1879 * present_arch(arch, map, x, y) searches for any objects with
1880 * a matching archetype at the given map and coordinates.
1881 * The first matching object is returned, or NULL if none.
1882 */
1883 object *
1884 present_arch (const archetype *at, maptile *m, int x, int y)
1885 {
1886 if (!m || out_of_map (m, x, y))
1887 {
1888 LOG (llevError, "Present_arch called outside map.\n");
1889 return NULL;
1890 }
1891
1892 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1893 if (tmp->arch->archname == at->archname)
1894 return tmp;
1895
1896 return NULL;
1897 }
1898
1899 /*
1900 * present(type, map, x, y) searches for any objects with
1901 * a matching type variable at the given map and coordinates.
1902 * The first matching object is returned, or NULL if none.
1903 */
1904 object *
1905 present (unsigned char type, maptile *m, int x, int y)
1906 {
1907 if (out_of_map (m, x, y))
1908 {
1909 LOG (llevError, "Present called outside map.\n");
1910 return NULL;
1911 }
1912
1913 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1914 if (tmp->type == type)
1915 return tmp;
1916
1917 return NULL;
1918 }
1919
1920 /*
1921 * present_in_ob(type, object) searches for any objects with
1922 * a matching type variable in the inventory of the given object.
1923 * The first matching object is returned, or NULL if none.
1924 */
1925 object *
1926 present_in_ob (unsigned char type, const object *op)
1927 {
1928 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1929 if (tmp->type == type)
1930 return tmp;
1931
1932 return NULL;
1933 }
1934
1935 /*
1936 * present_in_ob (type, str, object) searches for any objects with
1937 * a matching type & name variable in the inventory of the given object.
1938 * The first matching object is returned, or NULL if none.
1939 * This is mostly used by spell effect code, so that we only
1940 * have one spell effect at a time.
1941 * type can be used to narrow the search - if type is set,
1942 * the type must also match. -1 can be passed for the type,
1943 * in which case the type does not need to pass.
1944 * str is the string to match against. Note that we match against
1945 * the object name, not the archetype name. this is so that the
1946 * spell code can use one object type (force), but change it's name
1947 * to be unique.
1948 */
1949 object *
1950 present_in_ob_by_name (int type, const char *str, const object *op)
1951 {
1952 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1953 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1954 return tmp;
1955
1956 return 0;
1957 }
1958
1959 /*
1960 * present_arch_in_ob(archetype, object) searches for any objects with
1961 * a matching archetype in the inventory of the given object.
1962 * The first matching object is returned, or NULL if none.
1963 */
1964 object *
1965 present_arch_in_ob (const archetype *at, const object *op)
1966 {
1967 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1968 if (tmp->arch->archname == at->archname)
1969 return tmp;
1970
1971 return NULL;
1972 }
1973
1974 /*
1975 * activate recursively a flag on an object inventory
1976 */
1977 void
1978 flag_inv (object *op, int flag)
1979 {
1980 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1981 {
1982 SET_FLAG (tmp, flag);
1983 flag_inv (tmp, flag);
1984 }
1985 }
1986
1987 /*
1988 * deactivate recursively a flag on an object inventory
1989 */
1990 void
1991 unflag_inv (object *op, int flag)
1992 {
1993 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1994 {
1995 CLEAR_FLAG (tmp, flag);
1996 unflag_inv (tmp, flag);
1997 }
1998 }
1999
2000 /*
2001 * find_free_spot(object, map, x, y, start, stop) will search for
2002 * a spot at the given map and coordinates which will be able to contain
2003 * the given object. start and stop specifies how many squares
2004 * to search (see the freearr_x/y[] definition).
2005 * It returns a random choice among the alternatives found.
2006 * start and stop are where to start relative to the free_arr array (1,9
2007 * does all 4 immediate directions). This returns the index into the
2008 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2009 * Note: This function does correctly handle tiled maps, but does not
2010 * inform the caller. However, insert_ob_in_map will update as
2011 * necessary, so the caller shouldn't need to do any special work.
2012 * Note - updated to take an object instead of archetype - this is necessary
2013 * because arch_blocked (now ob_blocked) needs to know the movement type
2014 * to know if the space in question will block the object. We can't use
2015 * the archetype because that isn't correct if the monster has been
2016 * customized, changed states, etc.
2017 */
2018 int
2019 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2020 {
2021 int altern[SIZEOFFREE];
2022 int index = 0, flag;
2023
2024 for (int i = start; i < stop; i++)
2025 {
2026 mapxy pos (m, x, y); pos.move (i);
2027
2028 if (!pos.normalise ())
2029 continue;
2030
2031 mapspace &ms = *pos;
2032
2033 if (ms.flags () & P_IS_ALIVE)
2034 continue;
2035
2036 /* However, often
2037 * ob doesn't have any move type (when used to place exits)
2038 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2039 */
2040 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2041 {
2042 altern [index++] = i;
2043 continue;
2044 }
2045
2046 /* Basically, if we find a wall on a space, we cut down the search size.
2047 * In this way, we won't return spaces that are on another side of a wall.
2048 * This mostly work, but it cuts down the search size in all directions -
2049 * if the space being examined only has a wall to the north and empty
2050 * spaces in all the other directions, this will reduce the search space
2051 * to only the spaces immediately surrounding the target area, and
2052 * won't look 2 spaces south of the target space.
2053 */
2054 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2055 {
2056 stop = maxfree[i];
2057 continue;
2058 }
2059
2060 /* Note it is intentional that we check ob - the movement type of the
2061 * head of the object should correspond for the entire object.
2062 */
2063 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2064 continue;
2065
2066 if (ob->blocked (pos.m, pos.x, pos.y))
2067 continue;
2068
2069 altern [index++] = i;
2070 }
2071
2072 if (!index)
2073 return -1;
2074
2075 return altern [rndm (index)];
2076 }
2077
2078 /*
2079 * find_first_free_spot(archetype, maptile, x, y) works like
2080 * find_free_spot(), but it will search max number of squares.
2081 * But it will return the first available spot, not a random choice.
2082 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2083 */
2084 int
2085 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2086 {
2087 for (int i = 0; i < SIZEOFFREE; i++)
2088 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2089 return i;
2090
2091 return -1;
2092 }
2093
2094 /*
2095 * The function permute(arr, begin, end) randomly reorders the array
2096 * arr[begin..end-1].
2097 * now uses a fisher-yates shuffle, old permute was broken
2098 */
2099 static void
2100 permute (int *arr, int begin, int end)
2101 {
2102 arr += begin;
2103 end -= begin;
2104
2105 while (--end)
2106 swap (arr [end], arr [rndm (end + 1)]);
2107 }
2108
2109 /* new function to make monster searching more efficient, and effective!
2110 * This basically returns a randomized array (in the passed pointer) of
2111 * the spaces to find monsters. In this way, it won't always look for
2112 * monsters to the north first. However, the size of the array passed
2113 * covers all the spaces, so within that size, all the spaces within
2114 * the 3x3 area will be searched, just not in a predictable order.
2115 */
2116 void
2117 get_search_arr (int *search_arr)
2118 {
2119 int i;
2120
2121 for (i = 0; i < SIZEOFFREE; i++)
2122 search_arr[i] = i;
2123
2124 permute (search_arr, 1, SIZEOFFREE1 + 1);
2125 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2126 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2127 }
2128
2129 /*
2130 * find_dir(map, x, y, exclude) will search some close squares in the
2131 * given map at the given coordinates for live objects.
2132 * It will not considered the object given as exclude among possible
2133 * live objects.
2134 * It returns the direction toward the first/closest live object if finds
2135 * any, otherwise 0.
2136 * Perhaps incorrectly, but I'm making the assumption that exclude
2137 * is actually want is going to try and move there. We need this info
2138 * because we have to know what movement the thing looking to move
2139 * there is capable of.
2140 */
2141 int
2142 find_dir (maptile *m, int x, int y, object *exclude)
2143 {
2144 int max = SIZEOFFREE, mflags;
2145 MoveType move_type;
2146
2147 if (exclude && exclude->head_ () != exclude)
2148 {
2149 exclude = exclude->head;
2150 move_type = exclude->move_type;
2151 }
2152 else
2153 {
2154 /* If we don't have anything, presume it can use all movement types. */
2155 move_type = MOVE_ALL;
2156 }
2157
2158 for (int i = 1; i < max; i++)
2159 {
2160 mapxy pos (m, x, y);
2161 pos.move (i);
2162
2163 if (!pos.normalise ())
2164 max = maxfree[i];
2165 else
2166 {
2167 mapspace &ms = *pos;
2168
2169 if ((move_type & ms.move_block) == move_type)
2170 max = maxfree [i];
2171 else if (ms.flags () & P_IS_ALIVE)
2172 {
2173 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2174 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2175 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2176 return freedir [i];
2177 }
2178 }
2179 }
2180
2181 return 0;
2182 }
2183
2184 /*
2185 * distance(object 1, object 2) will return the square of the
2186 * distance between the two given objects.
2187 */
2188 int
2189 distance (const object *ob1, const object *ob2)
2190 {
2191 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2192 }
2193
2194 /*
2195 * find_dir_2(delta-x,delta-y) will return a direction in which
2196 * an object which has subtracted the x and y coordinates of another
2197 * object, needs to travel toward it.
2198 */
2199 int
2200 find_dir_2 (int x, int y)
2201 {
2202 int q;
2203
2204 if (y)
2205 q = x * 100 / y;
2206 else if (x)
2207 q = -300 * x;
2208 else
2209 return 0;
2210
2211 if (y > 0)
2212 {
2213 if (q < -242)
2214 return 3;
2215 if (q < -41)
2216 return 2;
2217 if (q < 41)
2218 return 1;
2219 if (q < 242)
2220 return 8;
2221 return 7;
2222 }
2223
2224 if (q < -242)
2225 return 7;
2226 if (q < -41)
2227 return 6;
2228 if (q < 41)
2229 return 5;
2230 if (q < 242)
2231 return 4;
2232
2233 return 3;
2234 }
2235
2236 /*
2237 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2238 * between two directions (which are expected to be absolute (see absdir())
2239 */
2240 int
2241 dirdiff (int dir1, int dir2)
2242 {
2243 int d;
2244
2245 d = abs (dir1 - dir2);
2246 if (d > 4)
2247 d = 8 - d;
2248
2249 return d;
2250 }
2251
2252 /* peterm:
2253 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2254 * Basically, this is a table of directions, and what directions
2255 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2256 * This basically means that if direction is 15, then it could either go
2257 * direction 4, 14, or 16 to get back to where we are.
2258 * Moved from spell_util.c to object.c with the other related direction
2259 * functions.
2260 */
2261 static const int reduction_dir[SIZEOFFREE][3] = {
2262 {0, 0, 0}, /* 0 */
2263 {0, 0, 0}, /* 1 */
2264 {0, 0, 0}, /* 2 */
2265 {0, 0, 0}, /* 3 */
2266 {0, 0, 0}, /* 4 */
2267 {0, 0, 0}, /* 5 */
2268 {0, 0, 0}, /* 6 */
2269 {0, 0, 0}, /* 7 */
2270 {0, 0, 0}, /* 8 */
2271 {8, 1, 2}, /* 9 */
2272 {1, 2, -1}, /* 10 */
2273 {2, 10, 12}, /* 11 */
2274 {2, 3, -1}, /* 12 */
2275 {2, 3, 4}, /* 13 */
2276 {3, 4, -1}, /* 14 */
2277 {4, 14, 16}, /* 15 */
2278 {5, 4, -1}, /* 16 */
2279 {4, 5, 6}, /* 17 */
2280 {6, 5, -1}, /* 18 */
2281 {6, 20, 18}, /* 19 */
2282 {7, 6, -1}, /* 20 */
2283 {6, 7, 8}, /* 21 */
2284 {7, 8, -1}, /* 22 */
2285 {8, 22, 24}, /* 23 */
2286 {8, 1, -1}, /* 24 */
2287 {24, 9, 10}, /* 25 */
2288 {9, 10, -1}, /* 26 */
2289 {10, 11, -1}, /* 27 */
2290 {27, 11, 29}, /* 28 */
2291 {11, 12, -1}, /* 29 */
2292 {12, 13, -1}, /* 30 */
2293 {12, 13, 14}, /* 31 */
2294 {13, 14, -1}, /* 32 */
2295 {14, 15, -1}, /* 33 */
2296 {33, 15, 35}, /* 34 */
2297 {16, 15, -1}, /* 35 */
2298 {17, 16, -1}, /* 36 */
2299 {18, 17, 16}, /* 37 */
2300 {18, 17, -1}, /* 38 */
2301 {18, 19, -1}, /* 39 */
2302 {41, 19, 39}, /* 40 */
2303 {19, 20, -1}, /* 41 */
2304 {20, 21, -1}, /* 42 */
2305 {20, 21, 22}, /* 43 */
2306 {21, 22, -1}, /* 44 */
2307 {23, 22, -1}, /* 45 */
2308 {45, 47, 23}, /* 46 */
2309 {23, 24, -1}, /* 47 */
2310 {24, 9, -1}
2311 }; /* 48 */
2312
2313 /* Recursive routine to step back and see if we can
2314 * find a path to that monster that we found. If not,
2315 * we don't bother going toward it. Returns 1 if we
2316 * can see a direct way to get it
2317 * Modified to be map tile aware -.MSW
2318 */
2319 int
2320 can_see_monsterP (maptile *m, int x, int y, int dir)
2321 {
2322 sint16 dx, dy;
2323 int mflags;
2324
2325 if (dir < 0)
2326 return 0; /* exit condition: invalid direction */
2327
2328 dx = x + freearr_x[dir];
2329 dy = y + freearr_y[dir];
2330
2331 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2332
2333 /* This functional arguably was incorrect before - it was
2334 * checking for P_WALL - that was basically seeing if
2335 * we could move to the monster - this is being more
2336 * literal on if we can see it. To know if we can actually
2337 * move to the monster, we'd need the monster passed in or
2338 * at least its move type.
2339 */
2340 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2341 return 0;
2342
2343 /* yes, can see. */
2344 if (dir < 9)
2345 return 1;
2346
2347 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2348 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2349 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2350 }
2351
2352 /*
2353 * can_pick(picker, item): finds out if an object is possible to be
2354 * picked up by the picker. Returnes 1 if it can be
2355 * picked up, otherwise 0.
2356 *
2357 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2358 * core dumps if they do.
2359 *
2360 * Add a check so we can't pick up invisible objects (0.93.8)
2361 */
2362 int
2363 can_pick (const object *who, const object *item)
2364 {
2365 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2366 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2367 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2368 }
2369
2370 /*
2371 * create clone from object to another
2372 */
2373 object *
2374 object::deep_clone ()
2375 {
2376 assert (("deep_clone called on non-head object", is_head ()));
2377
2378 object *dst = clone ();
2379
2380 object *prev = dst;
2381 for (object *part = this->more; part; part = part->more)
2382 {
2383 object *tmp = part->clone ();
2384 tmp->head = dst;
2385 prev->more = tmp;
2386 prev = tmp;
2387 }
2388
2389 for (object *item = inv; item; item = item->below)
2390 insert_ob_in_ob (item->deep_clone (), dst);
2391
2392 return dst;
2393 }
2394
2395 /* This returns the first object in who's inventory that
2396 * has the same type and subtype match.
2397 * returns NULL if no match.
2398 */
2399 object *
2400 find_obj_by_type_subtype (const object *who, int type, int subtype)
2401 {
2402 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2403 if (tmp->type == type && tmp->subtype == subtype)
2404 return tmp;
2405
2406 return 0;
2407 }
2408
2409 shstr_tmp
2410 object::kv_get (shstr_tmp key) const
2411 {
2412 for (key_value *kv = key_values; kv; kv = kv->next)
2413 if (kv->key == key)
2414 return kv->value;
2415
2416 return shstr ();
2417 }
2418
2419 void
2420 object::kv_set (shstr_tmp key, shstr_tmp value)
2421 {
2422 for (key_value *kv = key_values; kv; kv = kv->next)
2423 if (kv->key == key)
2424 {
2425 kv->value = value;
2426 return;
2427 }
2428
2429 key_value *kv = new key_value;
2430
2431 kv->next = key_values;
2432 kv->key = key;
2433 kv->value = value;
2434
2435 key_values = kv;
2436 }
2437
2438 void
2439 object::kv_del (shstr_tmp key)
2440 {
2441 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2442 if ((*kvp)->key == key)
2443 {
2444 key_value *kv = *kvp;
2445 *kvp = (*kvp)->next;
2446 delete kv;
2447 return;
2448 }
2449 }
2450
2451 object::depth_iterator::depth_iterator (object *container)
2452 : iterator_base (container)
2453 {
2454 while (item->inv)
2455 item = item->inv;
2456 }
2457
2458 void
2459 object::depth_iterator::next ()
2460 {
2461 if (item->below)
2462 {
2463 item = item->below;
2464
2465 while (item->inv)
2466 item = item->inv;
2467 }
2468 else
2469 item = item->env;
2470 }
2471
2472 const char *
2473 object::flag_desc (char *desc, int len) const
2474 {
2475 char *p = desc;
2476 bool first = true;
2477
2478 *p = 0;
2479
2480 for (int i = 0; i < NUM_FLAGS; i++)
2481 {
2482 if (len <= 10) // magic constant!
2483 {
2484 snprintf (p, len, ",...");
2485 break;
2486 }
2487
2488 if (flag [i])
2489 {
2490 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2491 len -= cnt;
2492 p += cnt;
2493 first = false;
2494 }
2495 }
2496
2497 return desc;
2498 }
2499
2500 // return a suitable string describing an object in enough detail to find it
2501 const char *
2502 object::debug_desc (char *info) const
2503 {
2504 char flagdesc[512];
2505 char info2[256 * 4];
2506 char *p = info;
2507
2508 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2509 count,
2510 uuid.c_str (),
2511 &name,
2512 title ? ",title:\"" : "",
2513 title ? (const char *)title : "",
2514 title ? "\"" : "",
2515 flag_desc (flagdesc, 512), type);
2516
2517 if (!flag[FLAG_REMOVED] && env)
2518 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2519
2520 if (map)
2521 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2522
2523 return info;
2524 }
2525
2526 const char *
2527 object::debug_desc () const
2528 {
2529 static char info[3][256 * 4];
2530 static int info_idx;
2531
2532 return debug_desc (info [++info_idx % 3]);
2533 }
2534
2535 struct region *
2536 object::region () const
2537 {
2538 return map ? map->region (x, y)
2539 : region::default_region ();
2540 }
2541
2542 void
2543 object::open_container (object *new_container)
2544 {
2545 if (container == new_container)
2546 return;
2547
2548 object *old_container = container;
2549
2550 if (old_container)
2551 {
2552 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2553 return;
2554
2555 #if 0
2556 // remove the "Close old_container" object.
2557 if (object *closer = old_container->inv)
2558 if (closer->type == CLOSE_CON)
2559 closer->destroy ();
2560 #endif
2561
2562 // make sure the container is available
2563 esrv_send_item (this, old_container);
2564
2565 old_container->flag [FLAG_APPLIED] = false;
2566 container = 0;
2567
2568 // client needs item update to make it work, client bug requires this to be separate
2569 esrv_update_item (UPD_FLAGS, this, old_container);
2570
2571 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2572 play_sound (sound_find ("chest_close"));
2573 }
2574
2575 if (new_container)
2576 {
2577 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2578 return;
2579
2580 // TODO: this does not seem to serve any purpose anymore?
2581 #if 0
2582 // insert the "Close Container" object.
2583 if (archetype *closer = new_container->other_arch)
2584 {
2585 object *closer = new_container->other_arch->instance ();
2586 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2587 new_container->insert (closer);
2588 }
2589 #endif
2590
2591 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2592
2593 // make sure the container is available, client bug requires this to be separate
2594 esrv_send_item (this, new_container);
2595
2596 new_container->flag [FLAG_APPLIED] = true;
2597 container = new_container;
2598
2599 // client needs flag change
2600 esrv_update_item (UPD_FLAGS, this, new_container);
2601 esrv_send_inventory (this, new_container);
2602 play_sound (sound_find ("chest_open"));
2603 }
2604 // else if (!old_container->env && contr && contr->ns)
2605 // contr->ns->floorbox_reset ();
2606 }
2607
2608 object *
2609 object::force_find (shstr_tmp name)
2610 {
2611 /* cycle through his inventory to look for the MARK we want to
2612 * place
2613 */
2614 for (object *tmp = inv; tmp; tmp = tmp->below)
2615 if (tmp->type == FORCE && tmp->slaying == name)
2616 return splay (tmp);
2617
2618 return 0;
2619 }
2620
2621 //-GPL
2622
2623 void
2624 object::force_set_timer (int duration)
2625 {
2626 this->duration = 1;
2627 this->speed_left = -1.f;
2628
2629 this->set_speed (duration ? 1.f / duration : 0.f);
2630 }
2631
2632 object *
2633 object::force_add (shstr_tmp name, int duration)
2634 {
2635 if (object *force = force_find (name))
2636 force->destroy ();
2637
2638 object *force = get_archetype (FORCE_NAME);
2639
2640 force->slaying = name;
2641 force->force_set_timer (duration);
2642 force->flag [FLAG_APPLIED] = true;
2643
2644 return insert (force);
2645 }
2646
2647 void
2648 object::play_sound (faceidx sound) const
2649 {
2650 if (!sound)
2651 return;
2652
2653 if (is_on_map ())
2654 map->play_sound (sound, x, y);
2655 else if (object *pl = in_player ())
2656 pl->contr->play_sound (sound);
2657 }
2658
2659 void
2660 object::say_msg (const char *msg) const
2661 {
2662 if (is_on_map ())
2663 map->say_msg (msg, x, y);
2664 else if (object *pl = in_player ())
2665 pl->contr->play_sound (sound);
2666 }
2667
2668 void
2669 object::make_noise ()
2670 {
2671 // we do not model noise in the map, so instead put
2672 // a temporary light into the noise source
2673 // could use the map instead, but that's less reliable for our
2674 // goal, which is to make invisibility a bit harder to exploit
2675
2676 // currently only works sensibly for players
2677 if (!is_player ())
2678 return;
2679
2680 // find old force, or create new one
2681 object *force = force_find (shstr_noise_force);
2682
2683 if (force)
2684 force->speed_left = -1.f; // patch old speed up
2685 else
2686 {
2687 force = archetype::get (shstr_noise_force);
2688
2689 force->slaying = shstr_noise_force;
2690 force->stats.food = 1;
2691 force->speed_left = -1.f;
2692
2693 force->set_speed (1.f / 4.f);
2694 force->flag [FLAG_IS_USED_UP] = true;
2695 force->flag [FLAG_APPLIED] = true;
2696
2697 insert (force);
2698 }
2699 }
2700
2701 void object::change_move_type (MoveType mt)
2702 {
2703 if (move_type == mt)
2704 return;
2705
2706 if (is_on_map ())
2707 {
2708 // we are on the map, so handle move_on/off effects
2709 remove ();
2710 move_type = mt;
2711 map->insert (this, x, y, this);
2712 }
2713 else
2714 move_type = mt;
2715 }
2716