ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
Revision: 1.318
Committed: Sat Apr 3 02:27:24 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.317: +0 -32 lines
Log Message:
interim check-in

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