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Revision: 1.317
Committed: Fri Apr 2 03:41:24 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.316: +31 -38 lines
Log Message:
preliminary check-in with dbeugging code

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 (current_weapon && current_weapon->flag [FLAG_APPLIED])
603 {
604 manual_apply (this, current_weapon, AP_UNAPPLY);
605
606 if (current_weapon && !current_weapon->flag [FLAG_APPLIED])//D
607 LOG (llevError, "FATAL: did not clear current_weapon (%s)\n", current_weapon->debug_desc ());
608
609 if (current_weapon && current_weapon->flag [FLAG_APPLIED])
610 return false;
611 }
612
613 current_weapon = 0;
614
615 if (ob && !ob->flag [FLAG_APPLIED])
616 {
617 manual_apply (this, ob, AP_APPLY);
618
619 if (ob->flag [FLAG_APPLIED])
620 current_weapon = ob;
621 else
622 return false;
623 }
624
625 return true;
626 }
627
628 /* Zero the key_values on op, decrementing the shared-string
629 * refcounts and freeing the links.
630 */
631 static void
632 free_key_values (object *op)
633 {
634 for (key_value *i = op->key_values; i; )
635 {
636 key_value *next = i->next;
637 delete i;
638
639 i = next;
640 }
641
642 op->key_values = 0;
643 }
644
645 /*
646 * copy_to first frees everything allocated by the dst object,
647 * and then copies the contents of itself into the second
648 * object, allocating what needs to be allocated. Basically, any
649 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
650 * if the first object is freed, the pointers in the new object
651 * will point at garbage.
652 */
653 void
654 object::copy_to (object *dst)
655 {
656 dst->remove ();
657 *(object_copy *)dst = *this;
658 dst->flag [FLAG_REMOVED] = true;
659
660 /* Copy over key_values, if any. */
661 if (key_values)
662 {
663 key_value *tail = 0;
664 dst->key_values = 0;
665
666 for (key_value *i = key_values; i; i = i->next)
667 {
668 key_value *new_link = new key_value;
669
670 new_link->next = 0;
671 new_link->key = i->key;
672 new_link->value = i->value;
673
674 /* Try and be clever here, too. */
675 if (!dst->key_values)
676 {
677 dst->key_values = new_link;
678 tail = new_link;
679 }
680 else
681 {
682 tail->next = new_link;
683 tail = new_link;
684 }
685 }
686 }
687
688 dst->activate ();
689 }
690
691 void
692 object::instantiate ()
693 {
694 if (!uuid.seq) // HACK
695 uuid = UUID::gen ();
696
697 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
698 if (flag [FLAG_RANDOM_SPEED] && speed)
699 speed_left = - speed - rndm (); // TODO animation
700 else
701 speed_left = -1.;
702
703 /* copy the body_info to the body_used - this is only really
704 * need for monsters, but doesn't hurt to do it for everything.
705 * by doing so, when a monster is created, it has good starting
706 * values for the body_used info, so when items are created
707 * for it, they can be properly equipped.
708 */
709 for (int i = NUM_BODY_LOCATIONS; i--; )
710 slot[i].used = slot[i].info;
711
712 attachable::instantiate ();
713 }
714
715 object *
716 object::clone ()
717 {
718 object *neu = create ();
719 copy_to (neu);
720
721 // TODO: unclean state changes, should not be done in clone AND instantiate
722 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
723 neu->speed_left = - neu->speed - rndm (); // TODO animation
724
725 neu->map = map; // not copied by copy_to
726 return neu;
727 }
728
729 /*
730 * If an object with the IS_TURNABLE() flag needs to be turned due
731 * to the closest player being on the other side, this function can
732 * be called to update the face variable, _and_ how it looks on the map.
733 */
734 void
735 update_turn_face (object *op)
736 {
737 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
738 return;
739
740 SET_ANIMATION (op, op->direction);
741 update_object (op, UP_OBJ_FACE);
742 }
743
744 /*
745 * Updates the speed of an object. If the speed changes from 0 to another
746 * value, or vice versa, then add/remove the object from the active list.
747 * This function needs to be called whenever the speed of an object changes.
748 */
749 void
750 object::set_speed (float speed)
751 {
752 this->speed = speed;
753
754 if (has_active_speed ())
755 activate ();
756 else
757 deactivate ();
758 }
759
760 /*
761 * update_object() updates the the map.
762 * It takes into account invisible objects (and represent squares covered
763 * by invisible objects by whatever is below them (unless it's another
764 * invisible object, etc...)
765 * If the object being updated is beneath a player, the look-window
766 * of that player is updated (this might be a suboptimal way of
767 * updating that window, though, since update_object() is called _often_)
768 *
769 * action is a hint of what the caller believes need to be done.
770 * current action are:
771 * UP_OBJ_INSERT: op was inserted
772 * UP_OBJ_REMOVE: op was removed
773 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
774 * as that is easier than trying to look at what may have changed.
775 * UP_OBJ_FACE: only the objects face has changed.
776 */
777 void
778 update_object (object *op, int action)
779 {
780 if (!op)
781 {
782 /* this should never happen */
783 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
784 return;
785 }
786
787 if (!op->is_on_map ())
788 {
789 /* Animation is currently handled by client, so nothing
790 * to do in this case.
791 */
792 return;
793 }
794
795 /* make sure the object is within map boundaries */
796 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
797 {
798 LOG (llevError, "update_object() called for object out of map!\n");
799 #ifdef MANY_CORES
800 abort ();
801 #endif
802 return;
803 }
804
805 mapspace &m = op->ms ();
806
807 if (!(m.flags_ & P_UPTODATE))
808 /* nop */;
809 else if (action == UP_OBJ_INSERT)
810 {
811 #if 0
812 // this is likely overkill, TODO: revisit (schmorp)
813 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
814 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
815 || (op->is_player () && !(m.flags_ & P_PLAYER))
816 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
817 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
818 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
819 || (m.move_on | op->move_on ) != m.move_on
820 || (m.move_off | op->move_off ) != m.move_off
821 || (m.move_slow | op->move_slow) != m.move_slow
822 /* This isn't perfect, but I don't expect a lot of objects to
823 * have move_allow right now.
824 */
825 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
826 m.invalidate ();
827 #else
828 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
829 m.invalidate ();
830 #endif
831 }
832 /* if the object is being removed, we can't make intelligent
833 * decisions, because remove_ob can't really pass the object
834 * that is being removed.
835 */
836 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
837 m.invalidate ();
838 else if (action == UP_OBJ_FACE)
839 /* Nothing to do for that case */ ;
840 else
841 LOG (llevError, "update_object called with invalid action: %d\n", action);
842
843 if (op->more)
844 update_object (op->more, action);
845 }
846
847 object::object ()
848 {
849 SET_FLAG (this, FLAG_REMOVED);
850
851 //expmul = 1.0; declared const for the time being
852 face = blank_face;
853 material = MATERIAL_NULL;
854 }
855
856 object::~object ()
857 {
858 unlink ();
859
860 free_key_values (this);
861 }
862
863 static int object_count;
864
865 void object::link ()
866 {
867 assert (!index);//D
868 uuid = UUID::gen ();
869 count = ++object_count;
870
871 refcnt_inc ();
872 objects.insert (this);
873 }
874
875 void object::unlink ()
876 {
877 if (!index)
878 return;
879
880 objects.erase (this);
881 refcnt_dec ();
882 }
883
884 void
885 object::activate ()
886 {
887 /* If already on active list, don't do anything */
888 if (active)
889 return;
890
891 if (has_active_speed ())
892 {
893 if (flag [FLAG_FREED])
894 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
895
896 actives.insert (this);
897 }
898 }
899
900 void
901 object::activate_recursive ()
902 {
903 activate ();
904
905 for (object *op = inv; op; op = op->below)
906 op->activate_recursive ();
907 }
908
909 /* This function removes object 'op' from the list of active
910 * objects.
911 * This should only be used for style maps or other such
912 * reference maps where you don't want an object that isn't
913 * in play chewing up cpu time getting processed.
914 * The reverse of this is to call update_ob_speed, which
915 * will do the right thing based on the speed of the object.
916 */
917 void
918 object::deactivate ()
919 {
920 /* If not on the active list, nothing needs to be done */
921 if (!active)
922 return;
923
924 actives.erase (this);
925 }
926
927 void
928 object::deactivate_recursive ()
929 {
930 for (object *op = inv; op; op = op->below)
931 op->deactivate_recursive ();
932
933 deactivate ();
934 }
935
936 void
937 object::set_flag_inv (int flag, int value)
938 {
939 for (object *op = inv; op; op = op->below)
940 {
941 op->flag [flag] = value;
942 op->set_flag_inv (flag, value);
943 }
944 }
945
946 /*
947 * Remove and free all objects in the inventory of the given object.
948 * object.c ?
949 */
950 void
951 object::destroy_inv (bool drop_to_ground)
952 {
953 // need to check first, because the checks below might segfault
954 // as we might be on an invalid mapspace and crossfire code
955 // is too buggy to ensure that the inventory is empty.
956 // corollary: if you create arrows etc. with stuff in its inventory,
957 // cf will crash below with off-map x and y
958 if (!inv)
959 return;
960
961 /* Only if the space blocks everything do we not process -
962 * if some form of movement is allowed, let objects
963 * drop on that space.
964 */
965 if (!drop_to_ground
966 || !map
967 || map->in_memory != MAP_ACTIVE
968 || map->no_drop
969 || ms ().move_block == MOVE_ALL)
970 {
971 while (inv)
972 inv->destroy ();
973 }
974 else
975 { /* Put objects in inventory onto this space */
976 while (inv)
977 {
978 object *op = inv;
979
980 if (op->flag [FLAG_STARTEQUIP]
981 || op->flag [FLAG_NO_DROP]
982 || op->type == RUNE
983 || op->type == TRAP
984 || op->flag [FLAG_IS_A_TEMPLATE]
985 || op->flag [FLAG_DESTROY_ON_DEATH])
986 op->destroy ();
987 else
988 map->insert (op, x, y);
989 }
990 }
991 }
992
993 object *object::create ()
994 {
995 object *op = new object;
996 op->link ();
997 return op;
998 }
999
1000 static struct freed_map : maptile
1001 {
1002 freed_map ()
1003 {
1004 path = "<freed objects map>";
1005 name = "/internal/freed_objects_map";
1006 width = 3;
1007 height = 3;
1008 no_drop = 1;
1009 no_reset = 1;
1010
1011 alloc ();
1012 in_memory = MAP_ACTIVE;
1013 }
1014
1015 ~freed_map ()
1016 {
1017 destroy ();
1018 }
1019 } freed_map; // freed objects are moved here to avoid crashes
1020
1021 void
1022 object::do_destroy ()
1023 {
1024 if (flag [FLAG_IS_LINKED])
1025 remove_link ();
1026
1027 if (flag [FLAG_FRIENDLY])
1028 remove_friendly_object (this);
1029
1030 remove ();
1031
1032 attachable::do_destroy ();
1033
1034 deactivate ();
1035 unlink ();
1036
1037 flag [FLAG_FREED] = 1;
1038
1039 // hack to ensure that freed objects still have a valid map
1040 map = &freed_map;
1041 x = 1;
1042 y = 1;
1043
1044 if (more)
1045 {
1046 more->destroy ();
1047 more = 0;
1048 }
1049
1050 head = 0;
1051
1052 // clear those pointers that likely might cause circular references
1053 owner = 0;
1054 enemy = 0;
1055 attacked_by = 0;
1056 current_weapon = 0;
1057 }
1058
1059 void
1060 object::destroy ()
1061 {
1062 if (destroyed ())
1063 return;
1064
1065 if (!is_head () && !head->destroyed ())
1066 {
1067 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1068 head->destroy ();
1069 return;
1070 }
1071
1072 destroy_inv (false);
1073
1074 if (is_head ())
1075 if (sound_destroy)
1076 play_sound (sound_destroy);
1077 else if (flag [FLAG_MONSTER])
1078 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1079
1080 attachable::destroy ();
1081 }
1082
1083 /* op->remove ():
1084 * This function removes the object op from the linked list of objects
1085 * which it is currently tied to. When this function is done, the
1086 * object will have no environment. If the object previously had an
1087 * environment, the x and y coordinates will be updated to
1088 * the previous environment.
1089 */
1090 void
1091 object::do_remove ()
1092 {
1093 if (flag [FLAG_REMOVED])
1094 return;
1095
1096 INVOKE_OBJECT (REMOVE, this);
1097
1098 flag [FLAG_REMOVED] = true;
1099
1100 if (more)
1101 more->remove ();
1102
1103 /*
1104 * In this case, the object to be removed is in someones
1105 * inventory.
1106 */
1107 if (env)
1108 {
1109 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1110 if (object *pl = visible_to ())
1111 esrv_del_item (pl->contr, count);
1112 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1113
1114 adjust_weight (env, -total_weight ());
1115
1116 object *pl = in_player ();
1117
1118 /* we set up values so that it could be inserted into
1119 * the map, but we don't actually do that - it is up
1120 * to the caller to decide what we want to do.
1121 */
1122 map = env->map;
1123 x = env->x;
1124 y = env->y;
1125
1126 // make sure cmov optimisation is applicable
1127 *(above ? &above->below : &env->inv) = below;
1128 *(below ? &below->above : &above ) = above; // &above is just a dummy
1129
1130 above = 0;
1131 below = 0;
1132 env = 0;
1133
1134 if (pl && pl->is_player ())
1135 {
1136 if (expect_false (pl->contr->combat_ob == this))
1137 {
1138 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1139 pl->contr->combat_ob = 0;
1140 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1141 }
1142
1143 if (expect_false (pl->contr->ranged_ob == this))
1144 {
1145 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1146 pl->contr->ranged_ob = 0;
1147 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1148 }
1149
1150 pl->contr->queue_stats_update ();
1151
1152 if (expect_false (glow_radius) && pl->is_on_map ())
1153 update_all_los (pl->map, pl->x, pl->y);
1154 }
1155 }
1156 else if (map)
1157 {
1158 map->dirty = true;
1159 mapspace &ms = this->ms ();
1160
1161 if (object *pl = ms.player ())
1162 {
1163 if (is_player ())
1164 {
1165 if (!flag [FLAG_WIZPASS])
1166 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1167
1168 // leaving a spot always closes any open container on the ground
1169 if (container && !container->env)
1170 // this causes spurious floorbox updates, but it ensures
1171 // that the CLOSE event is being sent.
1172 close_container ();
1173
1174 --map->players;
1175 map->touch ();
1176 }
1177 else if (pl->container_ () == this)
1178 {
1179 // removing a container should close it
1180 close_container ();
1181 }
1182
1183 esrv_del_item (pl->contr, count);
1184 }
1185
1186 /* link the object above us */
1187 // re-link, make sure compiler can easily use cmove
1188 *(above ? &above->below : &ms.top) = below;
1189 *(below ? &below->above : &ms.bot) = above;
1190
1191 above = 0;
1192 below = 0;
1193
1194 ms.invalidate ();
1195
1196 if (map->in_memory == MAP_SAVING)
1197 return;
1198
1199 int check_walk_off = !flag [FLAG_NO_APPLY];
1200
1201 if (object *pl = ms.player ())
1202 {
1203 if (pl->container_ () == this)
1204 /* If a container that the player is currently using somehow gets
1205 * removed (most likely destroyed), update the player view
1206 * appropriately.
1207 */
1208 pl->close_container ();
1209
1210 //TODO: the floorbox prev/next might need updating
1211 //esrv_del_item (pl->contr, count);
1212 //TODO: update floorbox to preserve ordering
1213 if (pl->contr->ns)
1214 pl->contr->ns->floorbox_update ();
1215 }
1216
1217 if (check_walk_off)
1218 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1219 {
1220 above = tmp->above;
1221
1222 /* No point updating the players look faces if he is the object
1223 * being removed.
1224 */
1225
1226 /* See if object moving off should effect something */
1227 if ((move_type & tmp->move_off)
1228 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1229 move_apply (tmp, this, 0);
1230 }
1231
1232 if (affects_los ())
1233 update_all_los (map, x, y);
1234 }
1235 }
1236
1237 /*
1238 * merge_ob(op,top):
1239 *
1240 * This function goes through all objects below and including top, and
1241 * merges op to the first matching object.
1242 * If top is NULL, it is calculated.
1243 * Returns pointer to object if it succeded in the merge, otherwise NULL
1244 */
1245 object *
1246 merge_ob (object *op, object *top)
1247 {
1248 if (!op->nrof)
1249 return 0;
1250
1251 if (!top)
1252 for (top = op; top && top->above; top = top->above)
1253 ;
1254
1255 for (; top; top = top->below)
1256 if (object::can_merge (op, top))
1257 {
1258 top->nrof += op->nrof;
1259
1260 if (object *pl = top->visible_to ())
1261 esrv_update_item (UPD_NROF, pl, top);
1262
1263 op->weight = 0; // cancel the addition above
1264 op->carrying = 0; // must be 0 already
1265
1266 op->destroy ();
1267
1268 return top;
1269 }
1270
1271 return 0;
1272 }
1273
1274 void
1275 object::expand_tail ()
1276 {
1277 if (more)
1278 return;
1279
1280 object *prev = this;
1281
1282 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1283 {
1284 object *op = at->instance ();
1285
1286 op->name = name;
1287 op->name_pl = name_pl;
1288 op->title = title;
1289
1290 op->head = this;
1291 prev->more = op;
1292
1293 prev = op;
1294 }
1295 }
1296
1297 /*
1298 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1299 * job preparing multi-part monsters.
1300 */
1301 object *
1302 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1303 {
1304 op->remove ();
1305
1306 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1307 {
1308 tmp->x = x + tmp->arch->x;
1309 tmp->y = y + tmp->arch->y;
1310 }
1311
1312 return insert_ob_in_map (op, m, originator, flag);
1313 }
1314
1315 /*
1316 * insert_ob_in_map (op, map, originator, flag):
1317 * This function inserts the object in the two-way linked list
1318 * which represents what is on a map.
1319 * The second argument specifies the map, and the x and y variables
1320 * in the object about to be inserted specifies the position.
1321 *
1322 * originator: Player, monster or other object that caused 'op' to be inserted
1323 * into 'map'. May be NULL.
1324 *
1325 * flag is a bitmask about special things to do (or not do) when this
1326 * function is called. see the object.h file for the INS_ values.
1327 * Passing 0 for flag gives proper default values, so flag really only needs
1328 * to be set if special handling is needed.
1329 *
1330 * Return value:
1331 * new object if 'op' was merged with other object
1332 * NULL if there was an error (destroyed, blocked etc.)
1333 * just 'op' otherwise
1334 */
1335 object *
1336 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1337 {
1338 op->remove ();
1339
1340 if (m == &freed_map)//D TODO: remove soon
1341 {//D
1342 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1343 }//D
1344
1345 /* Ideally, the caller figures this out. However, it complicates a lot
1346 * of areas of callers (eg, anything that uses find_free_spot would now
1347 * need extra work
1348 */
1349 maptile *newmap = m;
1350 if (!xy_normalise (newmap, op->x, op->y))
1351 {
1352 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1353 return 0;
1354 }
1355
1356 if (object *more = op->more)
1357 if (!insert_ob_in_map (more, m, originator, flag))
1358 return 0;
1359
1360 op->flag [FLAG_REMOVED] = false;
1361 op->env = 0;
1362 op->map = newmap;
1363
1364 mapspace &ms = op->ms ();
1365
1366 /* this has to be done after we translate the coordinates.
1367 */
1368 if (op->nrof && !(flag & INS_NO_MERGE))
1369 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1370 if (object::can_merge (op, tmp))
1371 {
1372 // TODO: we actually want to update tmp, not op,
1373 // but some caller surely breaks when we return tmp
1374 // from here :/
1375 op->nrof += tmp->nrof;
1376 tmp->destroy ();
1377 }
1378
1379 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1380 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1381
1382 if (!QUERY_FLAG (op, FLAG_ALIVE))
1383 CLEAR_FLAG (op, FLAG_NO_STEAL);
1384
1385 if (flag & INS_BELOW_ORIGINATOR)
1386 {
1387 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1388 {
1389 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1390 abort ();
1391 }
1392
1393 if (!originator->is_on_map ())
1394 {
1395 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1396 op->debug_desc (), originator->debug_desc ());
1397 abort ();
1398 }
1399
1400 op->above = originator;
1401 op->below = originator->below;
1402 originator->below = op;
1403
1404 *(op->below ? &op->below->above : &ms.bot) = op;
1405 }
1406 else
1407 {
1408 object *floor = 0;
1409 object *top = ms.top;
1410
1411 /* If there are other objects, then */
1412 if (top)
1413 {
1414 /*
1415 * If there are multiple objects on this space, we do some trickier handling.
1416 * We've already dealt with merging if appropriate.
1417 * Generally, we want to put the new object on top. But if
1418 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1419 * floor, we want to insert above that and no further.
1420 * Also, if there are spell objects on this space, we stop processing
1421 * once we get to them. This reduces the need to traverse over all of
1422 * them when adding another one - this saves quite a bit of cpu time
1423 * when lots of spells are cast in one area. Currently, it is presumed
1424 * that flying non pickable objects are spell objects.
1425 */
1426 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1427 {
1428 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1429 floor = tmp;
1430
1431 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1432 {
1433 /* We insert above top, so we want this object below this */
1434 top = tmp->below;
1435 break;
1436 }
1437
1438 top = tmp;
1439 }
1440
1441 /* We let update_position deal with figuring out what the space
1442 * looks like instead of lots of conditions here.
1443 * makes things faster, and effectively the same result.
1444 */
1445
1446 /* Have object 'fall below' other objects that block view.
1447 * Unless those objects are exits.
1448 * If INS_ON_TOP is used, don't do this processing
1449 * Need to find the object that in fact blocks view, otherwise
1450 * stacking is a bit odd.
1451 */
1452 if (!(flag & INS_ON_TOP)
1453 && ms.flags () & P_BLOCKSVIEW
1454 && (op->face && !faces [op->face].visibility))
1455 {
1456 object *last;
1457
1458 for (last = top; last != floor; last = last->below)
1459 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1460 break;
1461
1462 /* Check to see if we found the object that blocks view,
1463 * and make sure we have a below pointer for it so that
1464 * we can get inserted below this one, which requires we
1465 * set top to the object below us.
1466 */
1467 if (last && last->below && last != floor)
1468 top = last->below;
1469 }
1470 } /* If objects on this space */
1471
1472 if (flag & INS_ABOVE_FLOOR_ONLY)
1473 top = floor;
1474
1475 // insert object above top, or bottom-most if top = 0
1476 if (!top)
1477 {
1478 op->below = 0;
1479 op->above = ms.bot;
1480 ms.bot = op;
1481
1482 *(op->above ? &op->above->below : &ms.top) = op;
1483 }
1484 else
1485 {
1486 op->above = top->above;
1487 top->above = op;
1488
1489 op->below = top;
1490 *(op->above ? &op->above->below : &ms.top) = op;
1491 }
1492 }
1493
1494 if (op->is_player ())
1495 {
1496 op->contr->do_los = 1;
1497 ++op->map->players;
1498 op->map->touch ();
1499 }
1500
1501 op->map->dirty = true;
1502
1503 if (object *pl = ms.player ())
1504 //TODO: the floorbox prev/next might need updating
1505 //esrv_send_item (pl, op);
1506 //TODO: update floorbox to preserve ordering
1507 if (pl->contr->ns)
1508 pl->contr->ns->floorbox_update ();
1509
1510 /* If this object glows, it may affect lighting conditions that are
1511 * visible to others on this map. But update_all_los is really
1512 * an inefficient way to do this, as it means los for all players
1513 * on the map will get recalculated. The players could very well
1514 * be far away from this change and not affected in any way -
1515 * this should get redone to only look for players within range,
1516 * or just updating the P_UPTODATE for spaces within this area
1517 * of effect may be sufficient.
1518 */
1519 if (op->affects_los ())
1520 {
1521 op->ms ().invalidate ();
1522 update_all_los (op->map, op->x, op->y);
1523 }
1524
1525 /* updates flags (blocked, alive, no magic, etc) for this map space */
1526 update_object (op, UP_OBJ_INSERT);
1527
1528 INVOKE_OBJECT (INSERT, op);
1529
1530 /* Don't know if moving this to the end will break anything. However,
1531 * we want to have floorbox_update called before calling this.
1532 *
1533 * check_move_on() must be after this because code called from
1534 * check_move_on() depends on correct map flags (so functions like
1535 * blocked() and wall() work properly), and these flags are updated by
1536 * update_object().
1537 */
1538
1539 /* if this is not the head or flag has been passed, don't check walk on status */
1540 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1541 {
1542 if (check_move_on (op, originator))
1543 return 0;
1544
1545 /* If we are a multi part object, lets work our way through the check
1546 * walk on's.
1547 */
1548 for (object *tmp = op->more; tmp; tmp = tmp->more)
1549 if (check_move_on (tmp, originator))
1550 return 0;
1551 }
1552
1553 return op;
1554 }
1555
1556 /* this function inserts an object in the map, but if it
1557 * finds an object of its own type, it'll remove that one first.
1558 * op is the object to insert it under: supplies x and the map.
1559 */
1560 void
1561 replace_insert_ob_in_map (shstr_tmp archname, object *op)
1562 {
1563 /* first search for itself and remove any old instances */
1564
1565 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1566 if (tmp->arch->archname == archname) /* same archetype */
1567 tmp->destroy ();
1568
1569 object *tmp = archetype::find (archname)->instance ();
1570
1571 tmp->x = op->x;
1572 tmp->y = op->y;
1573
1574 insert_ob_in_map (tmp, op->map, op, 0);
1575 }
1576
1577 object *
1578 object::insert_at (object *where, object *originator, int flags)
1579 {
1580 if (where->env)
1581 return where->env->insert (this);
1582 else
1583 return where->map->insert (this, where->x, where->y, originator, flags);
1584 }
1585
1586 // check whether we can put this into the map, respect max_volume, max_items
1587 bool
1588 object::can_drop_at (maptile *m, int x, int y, object *originator)
1589 {
1590 mapspace &ms = m->at (x, y);
1591
1592 int items = ms.items ();
1593
1594 if (!items // testing !items ensures we can drop at least one item
1595 || (items < m->max_items
1596 && ms.volume () < m->max_volume))
1597 return true;
1598
1599 if (originator && originator->is_player ())
1600 originator->contr->failmsg (format (
1601 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1602 query_name ()
1603 ));
1604
1605 return false;
1606 }
1607
1608 /*
1609 * decrease(object, number) decreases a specified number from
1610 * the amount of an object. If the amount reaches 0, the object
1611 * is subsequently removed and freed.
1612 *
1613 * Return value: 'op' if something is left, NULL if the amount reached 0
1614 */
1615 bool
1616 object::decrease (sint32 nr)
1617 {
1618 if (!nr)
1619 return true;
1620
1621 nr = min (nr, nrof);
1622
1623 if (nrof > nr)
1624 {
1625 nrof -= nr;
1626 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1627
1628 if (object *pl = visible_to ())
1629 esrv_update_item (UPD_NROF, pl, this);
1630
1631 return true;
1632 }
1633 else
1634 {
1635 destroy ();
1636 return false;
1637 }
1638 }
1639
1640 /*
1641 * split(ob,nr) splits up ob into two parts. The part which
1642 * is returned contains nr objects, and the remaining parts contains
1643 * the rest (or is removed and returned if that number is 0).
1644 * On failure, NULL is returned.
1645 */
1646 object *
1647 object::split (sint32 nr)
1648 {
1649 int have = number_of ();
1650
1651 if (have < nr)
1652 return 0;
1653 else if (have == nr)
1654 {
1655 remove ();
1656 return this;
1657 }
1658 else
1659 {
1660 decrease (nr);
1661
1662 object *op = deep_clone ();
1663 op->nrof = nr;
1664 return op;
1665 }
1666 }
1667
1668 object *
1669 insert_ob_in_ob (object *op, object *where)
1670 {
1671 if (!where)
1672 {
1673 char *dump = dump_object (op);
1674 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1675 free (dump);
1676 return op;
1677 }
1678
1679 if (where->head_ () != where)
1680 {
1681 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1682 where = where->head;
1683 }
1684
1685 return where->insert (op);
1686 }
1687
1688 /*
1689 * env->insert (op)
1690 * This function inserts the object op in the linked list
1691 * inside the object environment.
1692 *
1693 * The function returns now pointer to inserted item, and return value can
1694 * be != op, if items are merged. -Tero
1695 */
1696 object *
1697 object::insert (object *op)
1698 {
1699 if (op->more)
1700 {
1701 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1702 return op;
1703 }
1704
1705 op->remove ();
1706
1707 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1708
1709 if (op->nrof)
1710 for (object *tmp = inv; tmp; tmp = tmp->below)
1711 if (object::can_merge (tmp, op))
1712 {
1713 /* return the original object and remove inserted object
1714 (client needs the original object) */
1715 tmp->nrof += op->nrof;
1716
1717 if (object *pl = tmp->visible_to ())
1718 esrv_update_item (UPD_NROF, pl, tmp);
1719
1720 adjust_weight (this, op->total_weight ());
1721
1722 op->destroy ();
1723 op = tmp;
1724 goto inserted;
1725 }
1726
1727 op->owner = 0; // it's his/hers now. period.
1728 op->map = 0;
1729 op->x = 0;
1730 op->y = 0;
1731
1732 op->above = 0;
1733 op->below = inv;
1734 op->env = this;
1735
1736 if (inv)
1737 inv->above = op;
1738
1739 inv = op;
1740
1741 op->flag [FLAG_REMOVED] = 0;
1742
1743 if (object *pl = op->visible_to ())
1744 esrv_send_item (pl, op);
1745
1746 adjust_weight (this, op->total_weight ());
1747
1748 inserted:
1749 /* reset the light list and los of the players on the map */
1750 if (op->glow_radius && is_on_map ())
1751 {
1752 update_stats ();
1753 update_all_los (map, x, y);
1754 }
1755 else if (is_player ())
1756 // if this is a player's inventory, update stats
1757 contr->queue_stats_update ();
1758
1759 INVOKE_OBJECT (INSERT, this);
1760
1761 return op;
1762 }
1763
1764 /*
1765 * Checks if any objects has a move_type that matches objects
1766 * that effect this object on this space. Call apply() to process
1767 * these events.
1768 *
1769 * Any speed-modification due to SLOW_MOVE() of other present objects
1770 * will affect the speed_left of the object.
1771 *
1772 * originator: Player, monster or other object that caused 'op' to be inserted
1773 * into 'map'. May be NULL.
1774 *
1775 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1776 *
1777 * 4-21-95 added code to check if appropriate skill was readied - this will
1778 * permit faster movement by the player through this terrain. -b.t.
1779 *
1780 * MSW 2001-07-08: Check all objects on space, not just those below
1781 * object being inserted. insert_ob_in_map may not put new objects
1782 * on top.
1783 */
1784 int
1785 check_move_on (object *op, object *originator)
1786 {
1787 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1788 return 0;
1789
1790 object *tmp;
1791 maptile *m = op->map;
1792 int x = op->x, y = op->y;
1793
1794 mapspace &ms = m->at (x, y);
1795
1796 ms.update ();
1797
1798 MoveType move_on = ms.move_on;
1799 MoveType move_slow = ms.move_slow;
1800 MoveType move_block = ms.move_block;
1801
1802 /* if nothing on this space will slow op down or be applied,
1803 * no need to do checking below. have to make sure move_type
1804 * is set, as lots of objects don't have it set - we treat that
1805 * as walking.
1806 */
1807 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1808 return 0;
1809
1810 /* This is basically inverse logic of that below - basically,
1811 * if the object can avoid the move on or slow move, they do so,
1812 * but can't do it if the alternate movement they are using is
1813 * blocked. Logic on this seems confusing, but does seem correct.
1814 */
1815 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1816 return 0;
1817
1818 /* The objects have to be checked from top to bottom.
1819 * Hence, we first go to the top:
1820 */
1821 for (object *next, *tmp = ms.top; tmp; tmp = next)
1822 {
1823 next = tmp->below;
1824
1825 if (tmp == op)
1826 continue; /* Can't apply yourself */
1827
1828 /* Check to see if one of the movement types should be slowed down.
1829 * Second check makes sure that the movement types not being slowed
1830 * (~slow_move) is not blocked on this space - just because the
1831 * space doesn't slow down swimming (for example), if you can't actually
1832 * swim on that space, can't use it to avoid the penalty.
1833 */
1834 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1835 {
1836 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1837 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1838 {
1839 float diff = tmp->move_slow_penalty * fabs (op->speed);
1840
1841 if (op->is_player ())
1842 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1843 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1844 diff /= 4.0;
1845
1846 op->speed_left -= diff;
1847 }
1848 }
1849
1850 /* Basically same logic as above, except now for actual apply. */
1851 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1852 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1853 {
1854 move_apply (tmp, op, originator);
1855
1856 if (op->destroyed ())
1857 return 1;
1858
1859 /* what the person/creature stepped onto has moved the object
1860 * someplace new. Don't process any further - if we did,
1861 * have a feeling strange problems would result.
1862 */
1863 if (op->map != m || op->x != x || op->y != y)
1864 return 0;
1865 }
1866 }
1867
1868 return 0;
1869 }
1870
1871 /*
1872 * present_arch(arch, map, x, y) searches for any objects with
1873 * a matching archetype at the given map and coordinates.
1874 * The first matching object is returned, or NULL if none.
1875 */
1876 object *
1877 present_arch (const archetype *at, maptile *m, int x, int y)
1878 {
1879 if (!m || out_of_map (m, x, y))
1880 {
1881 LOG (llevError, "Present_arch called outside map.\n");
1882 return NULL;
1883 }
1884
1885 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1886 if (tmp->arch->archname == at->archname)
1887 return tmp;
1888
1889 return NULL;
1890 }
1891
1892 /*
1893 * present(type, map, x, y) searches for any objects with
1894 * a matching type variable at the given map and coordinates.
1895 * The first matching object is returned, or NULL if none.
1896 */
1897 object *
1898 present (unsigned char type, maptile *m, int x, int y)
1899 {
1900 if (out_of_map (m, x, y))
1901 {
1902 LOG (llevError, "Present called outside map.\n");
1903 return NULL;
1904 }
1905
1906 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1907 if (tmp->type == type)
1908 return tmp;
1909
1910 return NULL;
1911 }
1912
1913 /*
1914 * present_in_ob(type, object) searches for any objects with
1915 * a matching type variable in the inventory of the given object.
1916 * The first matching object is returned, or NULL if none.
1917 */
1918 object *
1919 present_in_ob (unsigned char type, const object *op)
1920 {
1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1922 if (tmp->type == type)
1923 return tmp;
1924
1925 return NULL;
1926 }
1927
1928 /*
1929 * present_in_ob (type, str, object) searches for any objects with
1930 * a matching type & name variable in the inventory of the given object.
1931 * The first matching object is returned, or NULL if none.
1932 * This is mostly used by spell effect code, so that we only
1933 * have one spell effect at a time.
1934 * type can be used to narrow the search - if type is set,
1935 * the type must also match. -1 can be passed for the type,
1936 * in which case the type does not need to pass.
1937 * str is the string to match against. Note that we match against
1938 * the object name, not the archetype name. this is so that the
1939 * spell code can use one object type (force), but change it's name
1940 * to be unique.
1941 */
1942 object *
1943 present_in_ob_by_name (int type, const char *str, const object *op)
1944 {
1945 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1946 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1947 return tmp;
1948
1949 return 0;
1950 }
1951
1952 /*
1953 * present_arch_in_ob(archetype, object) searches for any objects with
1954 * a matching archetype in the inventory of the given object.
1955 * The first matching object is returned, or NULL if none.
1956 */
1957 object *
1958 present_arch_in_ob (const archetype *at, const object *op)
1959 {
1960 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1961 if (tmp->arch->archname == at->archname)
1962 return tmp;
1963
1964 return NULL;
1965 }
1966
1967 /*
1968 * activate recursively a flag on an object inventory
1969 */
1970 void
1971 flag_inv (object *op, int flag)
1972 {
1973 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1974 {
1975 SET_FLAG (tmp, flag);
1976 flag_inv (tmp, flag);
1977 }
1978 }
1979
1980 /*
1981 * deactivate recursively a flag on an object inventory
1982 */
1983 void
1984 unflag_inv (object *op, int flag)
1985 {
1986 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1987 {
1988 CLEAR_FLAG (tmp, flag);
1989 unflag_inv (tmp, flag);
1990 }
1991 }
1992
1993 /*
1994 * find_free_spot(object, map, x, y, start, stop) will search for
1995 * a spot at the given map and coordinates which will be able to contain
1996 * the given object. start and stop specifies how many squares
1997 * to search (see the freearr_x/y[] definition).
1998 * It returns a random choice among the alternatives found.
1999 * start and stop are where to start relative to the free_arr array (1,9
2000 * does all 4 immediate directions). This returns the index into the
2001 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2002 * Note: This function does correctly handle tiled maps, but does not
2003 * inform the caller. However, insert_ob_in_map will update as
2004 * necessary, so the caller shouldn't need to do any special work.
2005 * Note - updated to take an object instead of archetype - this is necessary
2006 * because arch_blocked (now ob_blocked) needs to know the movement type
2007 * to know if the space in question will block the object. We can't use
2008 * the archetype because that isn't correct if the monster has been
2009 * customized, changed states, etc.
2010 */
2011 int
2012 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2013 {
2014 int altern[SIZEOFFREE];
2015 int index = 0, flag;
2016
2017 for (int i = start; i < stop; i++)
2018 {
2019 mapxy pos (m, x, y); pos.move (i);
2020
2021 if (!pos.normalise ())
2022 continue;
2023
2024 mapspace &ms = *pos;
2025
2026 if (ms.flags () & P_IS_ALIVE)
2027 continue;
2028
2029 /* However, often
2030 * ob doesn't have any move type (when used to place exits)
2031 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2032 */
2033 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2034 {
2035 altern [index++] = i;
2036 continue;
2037 }
2038
2039 /* Basically, if we find a wall on a space, we cut down the search size.
2040 * In this way, we won't return spaces that are on another side of a wall.
2041 * This mostly work, but it cuts down the search size in all directions -
2042 * if the space being examined only has a wall to the north and empty
2043 * spaces in all the other directions, this will reduce the search space
2044 * to only the spaces immediately surrounding the target area, and
2045 * won't look 2 spaces south of the target space.
2046 */
2047 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2048 {
2049 stop = maxfree[i];
2050 continue;
2051 }
2052
2053 /* Note it is intentional that we check ob - the movement type of the
2054 * head of the object should correspond for the entire object.
2055 */
2056 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2057 continue;
2058
2059 if (ob->blocked (pos.m, pos.x, pos.y))
2060 continue;
2061
2062 altern [index++] = i;
2063 }
2064
2065 if (!index)
2066 return -1;
2067
2068 return altern [rndm (index)];
2069 }
2070
2071 /*
2072 * find_first_free_spot(archetype, maptile, x, y) works like
2073 * find_free_spot(), but it will search max number of squares.
2074 * But it will return the first available spot, not a random choice.
2075 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2076 */
2077 int
2078 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2079 {
2080 for (int i = 0; i < SIZEOFFREE; i++)
2081 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2082 return i;
2083
2084 return -1;
2085 }
2086
2087 /*
2088 * The function permute(arr, begin, end) randomly reorders the array
2089 * arr[begin..end-1].
2090 * now uses a fisher-yates shuffle, old permute was broken
2091 */
2092 static void
2093 permute (int *arr, int begin, int end)
2094 {
2095 arr += begin;
2096 end -= begin;
2097
2098 while (--end)
2099 swap (arr [end], arr [rndm (end + 1)]);
2100 }
2101
2102 /* new function to make monster searching more efficient, and effective!
2103 * This basically returns a randomized array (in the passed pointer) of
2104 * the spaces to find monsters. In this way, it won't always look for
2105 * monsters to the north first. However, the size of the array passed
2106 * covers all the spaces, so within that size, all the spaces within
2107 * the 3x3 area will be searched, just not in a predictable order.
2108 */
2109 void
2110 get_search_arr (int *search_arr)
2111 {
2112 int i;
2113
2114 for (i = 0; i < SIZEOFFREE; i++)
2115 search_arr[i] = i;
2116
2117 permute (search_arr, 1, SIZEOFFREE1 + 1);
2118 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2119 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2120 }
2121
2122 /*
2123 * find_dir(map, x, y, exclude) will search some close squares in the
2124 * given map at the given coordinates for live objects.
2125 * It will not considered the object given as exclude among possible
2126 * live objects.
2127 * It returns the direction toward the first/closest live object if finds
2128 * any, otherwise 0.
2129 * Perhaps incorrectly, but I'm making the assumption that exclude
2130 * is actually want is going to try and move there. We need this info
2131 * because we have to know what movement the thing looking to move
2132 * there is capable of.
2133 */
2134 int
2135 find_dir (maptile *m, int x, int y, object *exclude)
2136 {
2137 int max = SIZEOFFREE, mflags;
2138 MoveType move_type;
2139
2140 if (exclude && exclude->head_ () != exclude)
2141 {
2142 exclude = exclude->head;
2143 move_type = exclude->move_type;
2144 }
2145 else
2146 {
2147 /* If we don't have anything, presume it can use all movement types. */
2148 move_type = MOVE_ALL;
2149 }
2150
2151 for (int i = 1; i < max; i++)
2152 {
2153 mapxy pos (m, x, y);
2154 pos.move (i);
2155
2156 if (!pos.normalise ())
2157 max = maxfree[i];
2158 else
2159 {
2160 mapspace &ms = *pos;
2161
2162 if ((move_type & ms.move_block) == move_type)
2163 max = maxfree [i];
2164 else if (ms.flags () & P_IS_ALIVE)
2165 {
2166 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2167 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2169 return freedir [i];
2170 }
2171 }
2172 }
2173
2174 return 0;
2175 }
2176
2177 /*
2178 * distance(object 1, object 2) will return the square of the
2179 * distance between the two given objects.
2180 */
2181 int
2182 distance (const object *ob1, const object *ob2)
2183 {
2184 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2185 }
2186
2187 /*
2188 * find_dir_2(delta-x,delta-y) will return a direction in which
2189 * an object which has subtracted the x and y coordinates of another
2190 * object, needs to travel toward it.
2191 */
2192 int
2193 find_dir_2 (int x, int y)
2194 {
2195 int q;
2196
2197 if (y)
2198 q = x * 100 / y;
2199 else if (x)
2200 q = -300 * x;
2201 else
2202 return 0;
2203
2204 if (y > 0)
2205 {
2206 if (q < -242)
2207 return 3;
2208 if (q < -41)
2209 return 2;
2210 if (q < 41)
2211 return 1;
2212 if (q < 242)
2213 return 8;
2214 return 7;
2215 }
2216
2217 if (q < -242)
2218 return 7;
2219 if (q < -41)
2220 return 6;
2221 if (q < 41)
2222 return 5;
2223 if (q < 242)
2224 return 4;
2225
2226 return 3;
2227 }
2228
2229 /*
2230 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2231 * between two directions (which are expected to be absolute (see absdir())
2232 */
2233 int
2234 dirdiff (int dir1, int dir2)
2235 {
2236 int d;
2237
2238 d = abs (dir1 - dir2);
2239 if (d > 4)
2240 d = 8 - d;
2241
2242 return d;
2243 }
2244
2245 /* peterm:
2246 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2247 * Basically, this is a table of directions, and what directions
2248 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2249 * This basically means that if direction is 15, then it could either go
2250 * direction 4, 14, or 16 to get back to where we are.
2251 * Moved from spell_util.c to object.c with the other related direction
2252 * functions.
2253 */
2254 static const int reduction_dir[SIZEOFFREE][3] = {
2255 {0, 0, 0}, /* 0 */
2256 {0, 0, 0}, /* 1 */
2257 {0, 0, 0}, /* 2 */
2258 {0, 0, 0}, /* 3 */
2259 {0, 0, 0}, /* 4 */
2260 {0, 0, 0}, /* 5 */
2261 {0, 0, 0}, /* 6 */
2262 {0, 0, 0}, /* 7 */
2263 {0, 0, 0}, /* 8 */
2264 {8, 1, 2}, /* 9 */
2265 {1, 2, -1}, /* 10 */
2266 {2, 10, 12}, /* 11 */
2267 {2, 3, -1}, /* 12 */
2268 {2, 3, 4}, /* 13 */
2269 {3, 4, -1}, /* 14 */
2270 {4, 14, 16}, /* 15 */
2271 {5, 4, -1}, /* 16 */
2272 {4, 5, 6}, /* 17 */
2273 {6, 5, -1}, /* 18 */
2274 {6, 20, 18}, /* 19 */
2275 {7, 6, -1}, /* 20 */
2276 {6, 7, 8}, /* 21 */
2277 {7, 8, -1}, /* 22 */
2278 {8, 22, 24}, /* 23 */
2279 {8, 1, -1}, /* 24 */
2280 {24, 9, 10}, /* 25 */
2281 {9, 10, -1}, /* 26 */
2282 {10, 11, -1}, /* 27 */
2283 {27, 11, 29}, /* 28 */
2284 {11, 12, -1}, /* 29 */
2285 {12, 13, -1}, /* 30 */
2286 {12, 13, 14}, /* 31 */
2287 {13, 14, -1}, /* 32 */
2288 {14, 15, -1}, /* 33 */
2289 {33, 15, 35}, /* 34 */
2290 {16, 15, -1}, /* 35 */
2291 {17, 16, -1}, /* 36 */
2292 {18, 17, 16}, /* 37 */
2293 {18, 17, -1}, /* 38 */
2294 {18, 19, -1}, /* 39 */
2295 {41, 19, 39}, /* 40 */
2296 {19, 20, -1}, /* 41 */
2297 {20, 21, -1}, /* 42 */
2298 {20, 21, 22}, /* 43 */
2299 {21, 22, -1}, /* 44 */
2300 {23, 22, -1}, /* 45 */
2301 {45, 47, 23}, /* 46 */
2302 {23, 24, -1}, /* 47 */
2303 {24, 9, -1}
2304 }; /* 48 */
2305
2306 /* Recursive routine to step back and see if we can
2307 * find a path to that monster that we found. If not,
2308 * we don't bother going toward it. Returns 1 if we
2309 * can see a direct way to get it
2310 * Modified to be map tile aware -.MSW
2311 */
2312 int
2313 can_see_monsterP (maptile *m, int x, int y, int dir)
2314 {
2315 sint16 dx, dy;
2316 int mflags;
2317
2318 if (dir < 0)
2319 return 0; /* exit condition: invalid direction */
2320
2321 dx = x + freearr_x[dir];
2322 dy = y + freearr_y[dir];
2323
2324 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2325
2326 /* This functional arguably was incorrect before - it was
2327 * checking for P_WALL - that was basically seeing if
2328 * we could move to the monster - this is being more
2329 * literal on if we can see it. To know if we can actually
2330 * move to the monster, we'd need the monster passed in or
2331 * at least its move type.
2332 */
2333 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2334 return 0;
2335
2336 /* yes, can see. */
2337 if (dir < 9)
2338 return 1;
2339
2340 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2341 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2342 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2343 }
2344
2345 /*
2346 * can_pick(picker, item): finds out if an object is possible to be
2347 * picked up by the picker. Returnes 1 if it can be
2348 * picked up, otherwise 0.
2349 *
2350 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2351 * core dumps if they do.
2352 *
2353 * Add a check so we can't pick up invisible objects (0.93.8)
2354 */
2355 int
2356 can_pick (const object *who, const object *item)
2357 {
2358 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2359 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2360 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2361 }
2362
2363 /*
2364 * create clone from object to another
2365 */
2366 object *
2367 object::deep_clone ()
2368 {
2369 assert (("deep_clone called on non-head object", is_head ()));
2370
2371 object *dst = clone ();
2372
2373 object *prev = dst;
2374 for (object *part = this->more; part; part = part->more)
2375 {
2376 object *tmp = part->clone ();
2377 tmp->head = dst;
2378 prev->more = tmp;
2379 prev = tmp;
2380 }
2381
2382 for (object *item = inv; item; item = item->below)
2383 insert_ob_in_ob (item->deep_clone (), dst);
2384
2385 return dst;
2386 }
2387
2388 /* This returns the first object in who's inventory that
2389 * has the same type and subtype match.
2390 * returns NULL if no match.
2391 */
2392 object *
2393 find_obj_by_type_subtype (const object *who, int type, int subtype)
2394 {
2395 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2396 if (tmp->type == type && tmp->subtype == subtype)
2397 return tmp;
2398
2399 return 0;
2400 }
2401
2402 shstr_tmp
2403 object::kv_get (shstr_tmp key) const
2404 {
2405 for (key_value *kv = key_values; kv; kv = kv->next)
2406 if (kv->key == key)
2407 return kv->value;
2408
2409 return shstr ();
2410 }
2411
2412 void
2413 object::kv_set (shstr_tmp key, shstr_tmp value)
2414 {
2415 for (key_value *kv = key_values; kv; kv = kv->next)
2416 if (kv->key == key)
2417 {
2418 kv->value = value;
2419 return;
2420 }
2421
2422 key_value *kv = new key_value;
2423
2424 kv->next = key_values;
2425 kv->key = key;
2426 kv->value = value;
2427
2428 key_values = kv;
2429 }
2430
2431 void
2432 object::kv_del (shstr_tmp key)
2433 {
2434 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2435 if ((*kvp)->key == key)
2436 {
2437 key_value *kv = *kvp;
2438 *kvp = (*kvp)->next;
2439 delete kv;
2440 return;
2441 }
2442 }
2443
2444 object::depth_iterator::depth_iterator (object *container)
2445 : iterator_base (container)
2446 {
2447 while (item->inv)
2448 item = item->inv;
2449 }
2450
2451 void
2452 object::depth_iterator::next ()
2453 {
2454 if (item->below)
2455 {
2456 item = item->below;
2457
2458 while (item->inv)
2459 item = item->inv;
2460 }
2461 else
2462 item = item->env;
2463 }
2464
2465 const char *
2466 object::flag_desc (char *desc, int len) const
2467 {
2468 char *p = desc;
2469 bool first = true;
2470
2471 *p = 0;
2472
2473 for (int i = 0; i < NUM_FLAGS; i++)
2474 {
2475 if (len <= 10) // magic constant!
2476 {
2477 snprintf (p, len, ",...");
2478 break;
2479 }
2480
2481 if (flag [i])
2482 {
2483 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2484 len -= cnt;
2485 p += cnt;
2486 first = false;
2487 }
2488 }
2489
2490 return desc;
2491 }
2492
2493 // return a suitable string describing an object in enough detail to find it
2494 const char *
2495 object::debug_desc (char *info) const
2496 {
2497 char flagdesc[512];
2498 char info2[256 * 4];
2499 char *p = info;
2500
2501 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2502 count,
2503 uuid.c_str (),
2504 &name,
2505 title ? ",title:\"" : "",
2506 title ? (const char *)title : "",
2507 title ? "\"" : "",
2508 flag_desc (flagdesc, 512), type);
2509
2510 if (!flag[FLAG_REMOVED] && env)
2511 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2512
2513 if (map)
2514 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2515
2516 return info;
2517 }
2518
2519 const char *
2520 object::debug_desc () const
2521 {
2522 static char info[3][256 * 4];
2523 static int info_idx;
2524
2525 return debug_desc (info [++info_idx % 3]);
2526 }
2527
2528 struct region *
2529 object::region () const
2530 {
2531 return map ? map->region (x, y)
2532 : region::default_region ();
2533 }
2534
2535 void
2536 object::open_container (object *new_container)
2537 {
2538 if (container == new_container)
2539 return;
2540
2541 object *old_container = container;
2542
2543 if (old_container)
2544 {
2545 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2546 return;
2547
2548 #if 0
2549 // remove the "Close old_container" object.
2550 if (object *closer = old_container->inv)
2551 if (closer->type == CLOSE_CON)
2552 closer->destroy ();
2553 #endif
2554
2555 // make sure the container is available
2556 esrv_send_item (this, old_container);
2557
2558 old_container->flag [FLAG_APPLIED] = false;
2559 container = 0;
2560
2561 // client needs item update to make it work, client bug requires this to be separate
2562 esrv_update_item (UPD_FLAGS, this, old_container);
2563
2564 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2565 play_sound (sound_find ("chest_close"));
2566 }
2567
2568 if (new_container)
2569 {
2570 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2571 return;
2572
2573 // TODO: this does not seem to serve any purpose anymore?
2574 #if 0
2575 // insert the "Close Container" object.
2576 if (archetype *closer = new_container->other_arch)
2577 {
2578 object *closer = new_container->other_arch->instance ();
2579 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2580 new_container->insert (closer);
2581 }
2582 #endif
2583
2584 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2585
2586 // make sure the container is available, client bug requires this to be separate
2587 esrv_send_item (this, new_container);
2588
2589 new_container->flag [FLAG_APPLIED] = true;
2590 container = new_container;
2591
2592 // client needs flag change
2593 esrv_update_item (UPD_FLAGS, this, new_container);
2594 esrv_send_inventory (this, new_container);
2595 play_sound (sound_find ("chest_open"));
2596 }
2597 // else if (!old_container->env && contr && contr->ns)
2598 // contr->ns->floorbox_reset ();
2599 }
2600
2601 object *
2602 object::force_find (shstr_tmp name)
2603 {
2604 /* cycle through his inventory to look for the MARK we want to
2605 * place
2606 */
2607 for (object *tmp = inv; tmp; tmp = tmp->below)
2608 if (tmp->type == FORCE && tmp->slaying == name)
2609 return splay (tmp);
2610
2611 return 0;
2612 }
2613
2614 //-GPL
2615
2616 void
2617 object::force_set_timer (int duration)
2618 {
2619 this->duration = 1;
2620 this->speed_left = -1.f;
2621
2622 this->set_speed (duration ? 1.f / duration : 0.f);
2623 }
2624
2625 object *
2626 object::force_add (shstr_tmp name, int duration)
2627 {
2628 if (object *force = force_find (name))
2629 force->destroy ();
2630
2631 object *force = get_archetype (FORCE_NAME);
2632
2633 force->slaying = name;
2634 force->force_set_timer (duration);
2635 force->flag [FLAG_APPLIED] = true;
2636
2637 return insert (force);
2638 }
2639
2640 void
2641 object::play_sound (faceidx sound) const
2642 {
2643 if (!sound)
2644 return;
2645
2646 if (is_on_map ())
2647 map->play_sound (sound, x, y);
2648 else if (object *pl = in_player ())
2649 pl->contr->play_sound (sound);
2650 }
2651
2652 void
2653 object::say_msg (const char *msg) const
2654 {
2655 if (is_on_map ())
2656 map->say_msg (msg, x, y);
2657 else if (object *pl = in_player ())
2658 pl->contr->play_sound (sound);
2659 }
2660
2661 void
2662 object::make_noise ()
2663 {
2664 // we do not model noise in the map, so instead put
2665 // a temporary light into the noise source
2666 // could use the map instead, but that's less reliable for our
2667 // goal, which is to make invisibility a bit harder to exploit
2668
2669 // currently only works sensibly for players
2670 if (!is_player ())
2671 return;
2672
2673 // find old force, or create new one
2674 object *force = force_find (shstr_noise_force);
2675
2676 if (force)
2677 force->speed_left = -1.f; // patch old speed up
2678 else
2679 {
2680 force = archetype::get (shstr_noise_force);
2681
2682 force->slaying = shstr_noise_force;
2683 force->stats.food = 1;
2684 force->speed_left = -1.f;
2685
2686 force->set_speed (1.f / 4.f);
2687 force->flag [FLAG_IS_USED_UP] = true;
2688 force->flag [FLAG_APPLIED] = true;
2689
2690 insert (force);
2691 }
2692 }
2693
2694 void object::change_move_type (MoveType mt)
2695 {
2696 if (move_type == mt)
2697 return;
2698
2699 if (is_on_map ())
2700 {
2701 // we are on the map, so handle move_on/off effects
2702 remove ();
2703 move_type = mt;
2704 map->insert (this, x, y, this);
2705 }
2706 else
2707 move_type = mt;
2708 }
2709