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Revision: 1.321
Committed: Sat Apr 10 04:54:09 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.320: +2 -2 lines
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# 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 /* Zero the key_values on op, decrementing the shared-string
580 * refcounts and freeing the links.
581 */
582 static void
583 free_key_values (object *op)
584 {
585 for (key_value *i = op->key_values; i; )
586 {
587 key_value *next = i->next;
588 delete i;
589
590 i = next;
591 }
592
593 op->key_values = 0;
594 }
595
596 /*
597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604 void
605 object::copy_to (object *dst)
606 {
607 dst->remove ();
608 *(object_copy *)dst = *this;
609 dst->flag [FLAG_REMOVED] = true;
610
611 /* Copy over key_values, if any. */
612 if (key_values)
613 {
614 key_value *tail = 0;
615 dst->key_values = 0;
616
617 for (key_value *i = key_values; i; i = i->next)
618 {
619 key_value *new_link = new key_value;
620
621 new_link->next = 0;
622 new_link->key = i->key;
623 new_link->value = i->value;
624
625 /* Try and be clever here, too. */
626 if (!dst->key_values)
627 {
628 dst->key_values = new_link;
629 tail = new_link;
630 }
631 else
632 {
633 tail->next = new_link;
634 tail = new_link;
635 }
636 }
637 }
638
639 dst->activate ();
640 }
641
642 void
643 object::instantiate ()
644 {
645 if (!uuid.seq) // HACK
646 uuid = UUID::gen ();
647
648 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
649 if (flag [FLAG_RANDOM_SPEED] && speed)
650 speed_left = - speed - rndm (); // TODO animation
651 else
652 speed_left = -1.;
653
654 /* copy the body_info to the body_used - this is only really
655 * need for monsters, but doesn't hurt to do it for everything.
656 * by doing so, when a monster is created, it has good starting
657 * values for the body_used info, so when items are created
658 * for it, they can be properly equipped.
659 */
660 for (int i = NUM_BODY_LOCATIONS; i--; )
661 slot[i].used = slot[i].info;
662
663 attachable::instantiate ();
664 }
665
666 object *
667 object::clone ()
668 {
669 object *neu = create ();
670 copy_to (neu);
671
672 // TODO: unclean state changes, should not be done in clone AND instantiate
673 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
674 neu->speed_left = - neu->speed - rndm (); // TODO animation
675
676 neu->map = map; // not copied by copy_to
677 return neu;
678 }
679
680 /*
681 * If an object with the IS_TURNABLE() flag needs to be turned due
682 * to the closest player being on the other side, this function can
683 * be called to update the face variable, _and_ how it looks on the map.
684 */
685 void
686 update_turn_face (object *op)
687 {
688 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
689 return;
690
691 SET_ANIMATION (op, op->direction);
692 update_object (op, UP_OBJ_FACE);
693 }
694
695 /*
696 * Updates the speed of an object. If the speed changes from 0 to another
697 * value, or vice versa, then add/remove the object from the active list.
698 * This function needs to be called whenever the speed of an object changes.
699 */
700 void
701 object::set_speed (float speed)
702 {
703 this->speed = speed;
704
705 if (has_active_speed ())
706 activate ();
707 else
708 deactivate ();
709 }
710
711 /*
712 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_)
719 *
720 * action is a hint of what the caller believes need to be done.
721 * current action are:
722 * UP_OBJ_INSERT: op was inserted
723 * UP_OBJ_REMOVE: op was removed
724 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
725 * as that is easier than trying to look at what may have changed.
726 * UP_OBJ_FACE: only the objects face has changed.
727 */
728 void
729 update_object (object *op, int action)
730 {
731 if (!op)
732 {
733 /* this should never happen */
734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
735 return;
736 }
737
738 if (!op->is_on_map ())
739 {
740 /* Animation is currently handled by client, so nothing
741 * to do in this case.
742 */
743 return;
744 }
745
746 /* make sure the object is within map boundaries */
747 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
748 {
749 LOG (llevError, "update_object() called for object out of map!\n");
750 #ifdef MANY_CORES
751 abort ();
752 #endif
753 return;
754 }
755
756 mapspace &m = op->ms ();
757
758 if (!(m.flags_ & P_UPTODATE))
759 /* nop */;
760 else if (action == UP_OBJ_INSERT)
761 {
762 #if 0
763 // this is likely overkill, TODO: revisit (schmorp)
764 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
765 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
766 || (op->is_player () && !(m.flags_ & P_PLAYER))
767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
768 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
769 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
770 || (m.move_on | op->move_on ) != m.move_on
771 || (m.move_off | op->move_off ) != m.move_off
772 || (m.move_slow | op->move_slow) != m.move_slow
773 /* This isn't perfect, but I don't expect a lot of objects to
774 * have move_allow right now.
775 */
776 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
777 m.invalidate ();
778 #else
779 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
780 m.invalidate ();
781 #endif
782 }
783 /* if the object is being removed, we can't make intelligent
784 * decisions, because remove_ob can't really pass the object
785 * that is being removed.
786 */
787 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
788 m.invalidate ();
789 else if (action == UP_OBJ_FACE)
790 /* Nothing to do for that case */ ;
791 else
792 LOG (llevError, "update_object called with invalid action: %d\n", action);
793
794 if (op->more)
795 update_object (op->more, action);
796 }
797
798 object::object ()
799 {
800 SET_FLAG (this, FLAG_REMOVED);
801
802 //expmul = 1.0; declared const for the time being
803 face = blank_face;
804 material = MATERIAL_NULL;
805 }
806
807 object::~object ()
808 {
809 unlink ();
810
811 free_key_values (this);
812 }
813
814 static int object_count;
815
816 void object::link ()
817 {
818 assert (!index);//D
819 uuid = UUID::gen ();
820 count = ++object_count;
821
822 refcnt_inc ();
823 objects.insert (this);
824 }
825
826 void object::unlink ()
827 {
828 if (!index)
829 return;
830
831 objects.erase (this);
832 refcnt_dec ();
833 }
834
835 void
836 object::activate ()
837 {
838 /* If already on active list, don't do anything */
839 if (active)
840 return;
841
842 if (has_active_speed ())
843 {
844 if (flag [FLAG_FREED])
845 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
846
847 actives.insert (this);
848 }
849 }
850
851 void
852 object::activate_recursive ()
853 {
854 activate ();
855
856 for (object *op = inv; op; op = op->below)
857 op->activate_recursive ();
858 }
859
860 /* This function removes object 'op' from the list of active
861 * objects.
862 * This should only be used for style maps or other such
863 * reference maps where you don't want an object that isn't
864 * in play chewing up cpu time getting processed.
865 * The reverse of this is to call update_ob_speed, which
866 * will do the right thing based on the speed of the object.
867 */
868 void
869 object::deactivate ()
870 {
871 /* If not on the active list, nothing needs to be done */
872 if (!active)
873 return;
874
875 actives.erase (this);
876 }
877
878 void
879 object::deactivate_recursive ()
880 {
881 for (object *op = inv; op; op = op->below)
882 op->deactivate_recursive ();
883
884 deactivate ();
885 }
886
887 void
888 object::set_flag_inv (int flag, int value)
889 {
890 for (object *op = inv; op; op = op->below)
891 {
892 op->flag [flag] = value;
893 op->set_flag_inv (flag, value);
894 }
895 }
896
897 /*
898 * Remove and free all objects in the inventory of the given object.
899 * object.c ?
900 */
901 void
902 object::destroy_inv (bool drop_to_ground)
903 {
904 // need to check first, because the checks below might segfault
905 // as we might be on an invalid mapspace and crossfire code
906 // is too buggy to ensure that the inventory is empty.
907 // corollary: if you create arrows etc. with stuff in its inventory,
908 // cf will crash below with off-map x and y
909 if (!inv)
910 return;
911
912 /* Only if the space blocks everything do we not process -
913 * if some form of movement is allowed, let objects
914 * drop on that space.
915 */
916 if (!drop_to_ground
917 || !map
918 || map->in_memory != MAP_ACTIVE
919 || map->no_drop
920 || ms ().move_block == MOVE_ALL)
921 {
922 while (inv)
923 inv->destroy ();
924 }
925 else
926 { /* Put objects in inventory onto this space */
927 while (inv)
928 {
929 object *op = inv;
930
931 if (op->flag [FLAG_STARTEQUIP]
932 || op->flag [FLAG_NO_DROP]
933 || op->type == RUNE
934 || op->type == TRAP
935 || op->flag [FLAG_IS_A_TEMPLATE]
936 || op->flag [FLAG_DESTROY_ON_DEATH])
937 op->destroy ();
938 else
939 map->insert (op, x, y);
940 }
941 }
942 }
943
944 /*
945 * Remove and free all objects in the inventory of the given object.
946 * Unlike destroy_inv, this assumes the *this is destroyed as well
947 * well, so we can (and have to!) take shortcuts.
948 */
949 void
950 object::destroy_inv_fast ()
951 {
952 while (object *op = inv)
953 {
954 // remove from object the fast way
955 op->flag [FLAG_REMOVED] = true;
956 op->env = 0;
957 if ((inv = inv->below))
958 inv->above = 0;
959
960 // then destroy
961 op->destroy ();
962 }
963 }
964
965 object *object::create ()
966 {
967 object *op = new object;
968 op->link ();
969 return op;
970 }
971
972 static struct freed_map : maptile
973 {
974 freed_map ()
975 {
976 path = "<freed objects map>";
977 name = "/internal/freed_objects_map";
978 width = 3;
979 height = 3;
980 no_drop = 1;
981 no_reset = 1;
982
983 alloc ();
984 in_memory = MAP_ACTIVE;
985 }
986
987 ~freed_map ()
988 {
989 destroy ();
990 }
991 } freed_map; // freed objects are moved here to avoid crashes
992
993 void
994 object::do_destroy ()
995 {
996 if (flag [FLAG_IS_LINKED])
997 remove_link ();
998
999 if (flag [FLAG_FRIENDLY])
1000 remove_friendly_object (this);
1001
1002 remove ();
1003
1004 attachable::do_destroy ();
1005
1006 deactivate ();
1007 unlink ();
1008
1009 flag [FLAG_FREED] = 1;
1010
1011 // hack to ensure that freed objects still have a valid map
1012 map = &freed_map;
1013 x = 1;
1014 y = 1;
1015
1016 if (more)
1017 {
1018 more->destroy ();
1019 more = 0;
1020 }
1021
1022 head = 0;
1023
1024 // clear those pointers that likely might cause circular references
1025 owner = 0;
1026 enemy = 0;
1027 attacked_by = 0;
1028 current_weapon = 0;
1029 }
1030
1031 void
1032 object::destroy ()
1033 {
1034 if (destroyed ())
1035 return;
1036
1037 if (!is_head () && !head->destroyed ())
1038 {
1039 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1040 head->destroy ();
1041 return;
1042 }
1043
1044 destroy_inv_fast ();
1045
1046 if (is_head ())
1047 if (sound_destroy)
1048 play_sound (sound_destroy);
1049 else if (flag [FLAG_MONSTER])
1050 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1051
1052 attachable::destroy ();
1053 }
1054
1055 /* op->remove ():
1056 * This function removes the object op from the linked list of objects
1057 * which it is currently tied to. When this function is done, the
1058 * object will have no environment. If the object previously had an
1059 * environment, the x and y coordinates will be updated to
1060 * the previous environment.
1061 */
1062 void
1063 object::do_remove ()
1064 {
1065 if (flag [FLAG_REMOVED])
1066 return;
1067
1068 INVOKE_OBJECT (REMOVE, this);
1069
1070 flag [FLAG_REMOVED] = true;
1071
1072 if (more)
1073 more->remove ();
1074
1075 /*
1076 * In this case, the object to be removed is in someones
1077 * inventory.
1078 */
1079 if (env)
1080 {
1081 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1082 if (object *pl = visible_to ())
1083 esrv_del_item (pl->contr, count);
1084 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1085
1086 adjust_weight (env, -total_weight ());
1087
1088 object *pl = in_player ();
1089
1090 /* we set up values so that it could be inserted into
1091 * the map, but we don't actually do that - it is up
1092 * to the caller to decide what we want to do.
1093 */
1094 map = env->map;
1095 x = env->x;
1096 y = env->y;
1097
1098 // make sure cmov optimisation is applicable
1099 *(above ? &above->below : &env->inv) = below;
1100 *(below ? &below->above : &above ) = above; // &above is just a dummy
1101
1102 above = 0;
1103 below = 0;
1104 env = 0;
1105
1106 if (pl && pl->is_player ())
1107 {
1108 if (expect_false (pl->contr->combat_ob == this))
1109 {
1110 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1111 pl->contr->combat_ob = 0;
1112 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1113 }
1114
1115 if (expect_false (pl->contr->ranged_ob == this))
1116 {
1117 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1118 pl->contr->ranged_ob = 0;
1119 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1120 }
1121
1122 pl->contr->queue_stats_update ();
1123
1124 if (expect_false (glow_radius) && pl->is_on_map ())
1125 update_all_los (pl->map, pl->x, pl->y);
1126 }
1127 }
1128 else if (map)
1129 {
1130 map->dirty = true;
1131 mapspace &ms = this->ms ();
1132
1133 if (object *pl = ms.player ())
1134 {
1135 if (is_player ())
1136 {
1137 if (!flag [FLAG_WIZPASS])
1138 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1139
1140 // leaving a spot always closes any open container on the ground
1141 if (container && !container->env)
1142 // this causes spurious floorbox updates, but it ensures
1143 // that the CLOSE event is being sent.
1144 close_container ();
1145
1146 --map->players;
1147 map->touch ();
1148 }
1149 else if (pl->container_ () == this)
1150 {
1151 // removing a container should close it
1152 close_container ();
1153 }
1154
1155 esrv_del_item (pl->contr, count);
1156 }
1157
1158 /* link the object above us */
1159 // re-link, make sure compiler can easily use cmove
1160 *(above ? &above->below : &ms.top) = below;
1161 *(below ? &below->above : &ms.bot) = above;
1162
1163 above = 0;
1164 below = 0;
1165
1166 ms.invalidate ();
1167
1168 if (map->in_memory == MAP_SAVING)
1169 return;
1170
1171 int check_walk_off = !flag [FLAG_NO_APPLY];
1172
1173 if (object *pl = ms.player ())
1174 {
1175 if (pl->container_ () == this)
1176 /* If a container that the player is currently using somehow gets
1177 * removed (most likely destroyed), update the player view
1178 * appropriately.
1179 */
1180 pl->close_container ();
1181
1182 //TODO: the floorbox prev/next might need updating
1183 //esrv_del_item (pl->contr, count);
1184 //TODO: update floorbox to preserve ordering
1185 if (pl->contr->ns)
1186 pl->contr->ns->floorbox_update ();
1187 }
1188
1189 if (check_walk_off)
1190 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1191 {
1192 above = tmp->above;
1193
1194 /* No point updating the players look faces if he is the object
1195 * being removed.
1196 */
1197
1198 /* See if object moving off should effect something */
1199 if ((move_type & tmp->move_off)
1200 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1201 move_apply (tmp, this, 0);
1202 }
1203
1204 if (affects_los ())
1205 update_all_los (map, x, y);
1206 }
1207 }
1208
1209 /*
1210 * merge_ob(op,top):
1211 *
1212 * This function goes through all objects below and including top, and
1213 * merges op to the first matching object.
1214 * If top is NULL, it is calculated.
1215 * Returns pointer to object if it succeded in the merge, otherwise NULL
1216 */
1217 object *
1218 merge_ob (object *op, object *top)
1219 {
1220 if (!op->nrof)
1221 return 0;
1222
1223 if (!top)
1224 for (top = op; top && top->above; top = top->above)
1225 ;
1226
1227 for (; top; top = top->below)
1228 if (object::can_merge (op, top))
1229 {
1230 top->nrof += op->nrof;
1231
1232 if (object *pl = top->visible_to ())
1233 esrv_update_item (UPD_NROF, pl, top);
1234
1235 op->weight = 0; // cancel the addition above
1236 op->carrying = 0; // must be 0 already
1237
1238 op->destroy ();
1239
1240 return top;
1241 }
1242
1243 return 0;
1244 }
1245
1246 void
1247 object::expand_tail ()
1248 {
1249 if (more)
1250 return;
1251
1252 object *prev = this;
1253
1254 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1255 {
1256 object *op = at->instance ();
1257
1258 op->name = name;
1259 op->name_pl = name_pl;
1260 op->title = title;
1261
1262 op->head = this;
1263 prev->more = op;
1264
1265 prev = op;
1266 }
1267 }
1268
1269 /*
1270 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1271 * job preparing multi-part monsters.
1272 */
1273 object *
1274 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1275 {
1276 op->remove ();
1277
1278 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1279 {
1280 tmp->x = x + tmp->arch->x;
1281 tmp->y = y + tmp->arch->y;
1282 }
1283
1284 return insert_ob_in_map (op, m, originator, flag);
1285 }
1286
1287 /*
1288 * insert_ob_in_map (op, map, originator, flag):
1289 * This function inserts the object in the two-way linked list
1290 * which represents what is on a map.
1291 * The second argument specifies the map, and the x and y variables
1292 * in the object about to be inserted specifies the position.
1293 *
1294 * originator: Player, monster or other object that caused 'op' to be inserted
1295 * into 'map'. May be NULL.
1296 *
1297 * flag is a bitmask about special things to do (or not do) when this
1298 * function is called. see the object.h file for the INS_ values.
1299 * Passing 0 for flag gives proper default values, so flag really only needs
1300 * to be set if special handling is needed.
1301 *
1302 * Return value:
1303 * new object if 'op' was merged with other object
1304 * NULL if there was an error (destroyed, blocked etc.)
1305 * just 'op' otherwise
1306 */
1307 object *
1308 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1309 {
1310 op->remove ();
1311
1312 if (m == &freed_map)//D TODO: remove soon
1313 {//D
1314 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1315 }//D
1316
1317 /* Ideally, the caller figures this out. However, it complicates a lot
1318 * of areas of callers (eg, anything that uses find_free_spot would now
1319 * need extra work
1320 */
1321 maptile *newmap = m;
1322 if (!xy_normalise (newmap, op->x, op->y))
1323 {
1324 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1325 return 0;
1326 }
1327
1328 if (object *more = op->more)
1329 if (!insert_ob_in_map (more, m, originator, flag))
1330 return 0;
1331
1332 op->flag [FLAG_REMOVED] = false;
1333 op->env = 0;
1334 op->map = newmap;
1335
1336 mapspace &ms = op->ms ();
1337
1338 /* this has to be done after we translate the coordinates.
1339 */
1340 if (op->nrof && !(flag & INS_NO_MERGE))
1341 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1342 if (object::can_merge (op, tmp))
1343 {
1344 // TODO: we actually want to update tmp, not op,
1345 // but some caller surely breaks when we return tmp
1346 // from here :/
1347 op->nrof += tmp->nrof;
1348 tmp->destroy ();
1349 }
1350
1351 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1352 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1353
1354 if (!QUERY_FLAG (op, FLAG_ALIVE))
1355 CLEAR_FLAG (op, FLAG_NO_STEAL);
1356
1357 if (flag & INS_BELOW_ORIGINATOR)
1358 {
1359 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1360 {
1361 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1362 abort ();
1363 }
1364
1365 if (!originator->is_on_map ())
1366 {
1367 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1368 op->debug_desc (), originator->debug_desc ());
1369 abort ();
1370 }
1371
1372 op->above = originator;
1373 op->below = originator->below;
1374 originator->below = op;
1375
1376 *(op->below ? &op->below->above : &ms.bot) = op;
1377 }
1378 else
1379 {
1380 object *floor = 0;
1381 object *top = ms.top;
1382
1383 /* If there are other objects, then */
1384 if (top)
1385 {
1386 /*
1387 * If there are multiple objects on this space, we do some trickier handling.
1388 * We've already dealt with merging if appropriate.
1389 * Generally, we want to put the new object on top. But if
1390 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1391 * floor, we want to insert above that and no further.
1392 * Also, if there are spell objects on this space, we stop processing
1393 * once we get to them. This reduces the need to traverse over all of
1394 * them when adding another one - this saves quite a bit of cpu time
1395 * when lots of spells are cast in one area. Currently, it is presumed
1396 * that flying non pickable objects are spell objects.
1397 */
1398 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1399 {
1400 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1401 floor = tmp;
1402
1403 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1404 {
1405 /* We insert above top, so we want this object below this */
1406 top = tmp->below;
1407 break;
1408 }
1409
1410 top = tmp;
1411 }
1412
1413 /* We let update_position deal with figuring out what the space
1414 * looks like instead of lots of conditions here.
1415 * makes things faster, and effectively the same result.
1416 */
1417
1418 /* Have object 'fall below' other objects that block view.
1419 * Unless those objects are exits.
1420 * If INS_ON_TOP is used, don't do this processing
1421 * Need to find the object that in fact blocks view, otherwise
1422 * stacking is a bit odd.
1423 */
1424 if (!(flag & INS_ON_TOP)
1425 && ms.flags () & P_BLOCKSVIEW
1426 && (op->face && !faces [op->face].visibility))
1427 {
1428 object *last;
1429
1430 for (last = top; last != floor; last = last->below)
1431 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1432 break;
1433
1434 /* Check to see if we found the object that blocks view,
1435 * and make sure we have a below pointer for it so that
1436 * we can get inserted below this one, which requires we
1437 * set top to the object below us.
1438 */
1439 if (last && last->below && last != floor)
1440 top = last->below;
1441 }
1442 } /* If objects on this space */
1443
1444 if (flag & INS_ABOVE_FLOOR_ONLY)
1445 top = floor;
1446
1447 // insert object above top, or bottom-most if top = 0
1448 if (!top)
1449 {
1450 op->below = 0;
1451 op->above = ms.bot;
1452 ms.bot = op;
1453
1454 *(op->above ? &op->above->below : &ms.top) = op;
1455 }
1456 else
1457 {
1458 op->above = top->above;
1459 top->above = op;
1460
1461 op->below = top;
1462 *(op->above ? &op->above->below : &ms.top) = op;
1463 }
1464 }
1465
1466 if (op->is_player ())
1467 {
1468 op->contr->do_los = 1;
1469 ++op->map->players;
1470 op->map->touch ();
1471 }
1472
1473 op->map->dirty = true;
1474
1475 if (object *pl = ms.player ())
1476 //TODO: the floorbox prev/next might need updating
1477 //esrv_send_item (pl, op);
1478 //TODO: update floorbox to preserve ordering
1479 if (pl->contr->ns)
1480 pl->contr->ns->floorbox_update ();
1481
1482 /* If this object glows, it may affect lighting conditions that are
1483 * visible to others on this map. But update_all_los is really
1484 * an inefficient way to do this, as it means los for all players
1485 * on the map will get recalculated. The players could very well
1486 * be far away from this change and not affected in any way -
1487 * this should get redone to only look for players within range,
1488 * or just updating the P_UPTODATE for spaces within this area
1489 * of effect may be sufficient.
1490 */
1491 if (op->affects_los ())
1492 {
1493 op->ms ().invalidate ();
1494 update_all_los (op->map, op->x, op->y);
1495 }
1496
1497 /* updates flags (blocked, alive, no magic, etc) for this map space */
1498 update_object (op, UP_OBJ_INSERT);
1499
1500 INVOKE_OBJECT (INSERT, op);
1501
1502 /* Don't know if moving this to the end will break anything. However,
1503 * we want to have floorbox_update called before calling this.
1504 *
1505 * check_move_on() must be after this because code called from
1506 * check_move_on() depends on correct map flags (so functions like
1507 * blocked() and wall() work properly), and these flags are updated by
1508 * update_object().
1509 */
1510
1511 /* if this is not the head or flag has been passed, don't check walk on status */
1512 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1513 {
1514 if (check_move_on (op, originator))
1515 return 0;
1516
1517 /* If we are a multi part object, lets work our way through the check
1518 * walk on's.
1519 */
1520 for (object *tmp = op->more; tmp; tmp = tmp->more)
1521 if (check_move_on (tmp, originator))
1522 return 0;
1523 }
1524
1525 return op;
1526 }
1527
1528 /* this function inserts an object in the map, but if it
1529 * finds an object of its own type, it'll remove that one first.
1530 * op is the object to insert it under: supplies x and the map.
1531 */
1532 void
1533 replace_insert_ob_in_map (shstr_tmp archname, object *op)
1534 {
1535 /* first search for itself and remove any old instances */
1536
1537 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1538 if (tmp->arch->archname == archname) /* same archetype */
1539 tmp->destroy ();
1540
1541 object *tmp = archetype::find (archname)->instance ();
1542
1543 tmp->x = op->x;
1544 tmp->y = op->y;
1545
1546 insert_ob_in_map (tmp, op->map, op, 0);
1547 }
1548
1549 object *
1550 object::insert_at (object *where, object *originator, int flags)
1551 {
1552 if (where->env)
1553 return where->env->insert (this);
1554 else
1555 return where->map->insert (this, where->x, where->y, originator, flags);
1556 }
1557
1558 // check whether we can put this into the map, respect max_volume, max_items
1559 bool
1560 object::can_drop_at (maptile *m, int x, int y, object *originator)
1561 {
1562 mapspace &ms = m->at (x, y);
1563
1564 int items = ms.items ();
1565
1566 if (!items // testing !items ensures we can drop at least one item
1567 || (items < m->max_items
1568 && ms.volume () < m->max_volume))
1569 return true;
1570
1571 if (originator && originator->is_player ())
1572 originator->contr->failmsgf (
1573 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1574 query_name ()
1575 );
1576
1577 return false;
1578 }
1579
1580 /*
1581 * decrease(object, number) decreases a specified number from
1582 * the amount of an object. If the amount reaches 0, the object
1583 * is subsequently removed and freed.
1584 *
1585 * Return value: 'op' if something is left, NULL if the amount reached 0
1586 */
1587 bool
1588 object::decrease (sint32 nr)
1589 {
1590 if (!nr)
1591 return true;
1592
1593 nr = min (nr, nrof);
1594
1595 if (nrof > nr)
1596 {
1597 nrof -= nr;
1598 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1599
1600 if (object *pl = visible_to ())
1601 esrv_update_item (UPD_NROF, pl, this);
1602
1603 return true;
1604 }
1605 else
1606 {
1607 destroy ();
1608 return false;
1609 }
1610 }
1611
1612 /*
1613 * split(ob,nr) splits up ob into two parts. The part which
1614 * is returned contains nr objects, and the remaining parts contains
1615 * the rest (or is removed and returned if that number is 0).
1616 * On failure, NULL is returned.
1617 */
1618 object *
1619 object::split (sint32 nr)
1620 {
1621 int have = number_of ();
1622
1623 if (have < nr)
1624 return 0;
1625 else if (have == nr)
1626 {
1627 remove ();
1628 return this;
1629 }
1630 else
1631 {
1632 decrease (nr);
1633
1634 object *op = deep_clone ();
1635 op->nrof = nr;
1636 return op;
1637 }
1638 }
1639
1640 object *
1641 insert_ob_in_ob (object *op, object *where)
1642 {
1643 if (!where)
1644 {
1645 char *dump = dump_object (op);
1646 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1647 free (dump);
1648 return op;
1649 }
1650
1651 if (where->head_ () != where)
1652 {
1653 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1654 where = where->head;
1655 }
1656
1657 return where->insert (op);
1658 }
1659
1660 /*
1661 * env->insert (op)
1662 * This function inserts the object op in the linked list
1663 * inside the object environment.
1664 *
1665 * The function returns now pointer to inserted item, and return value can
1666 * be != op, if items are merged. -Tero
1667 */
1668 object *
1669 object::insert (object *op)
1670 {
1671 if (op->more)
1672 {
1673 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1674 return op;
1675 }
1676
1677 op->remove ();
1678
1679 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1680
1681 if (op->nrof)
1682 for (object *tmp = inv; tmp; tmp = tmp->below)
1683 if (object::can_merge (tmp, op))
1684 {
1685 /* return the original object and remove inserted object
1686 (client needs the original object) */
1687 tmp->nrof += op->nrof;
1688
1689 if (object *pl = tmp->visible_to ())
1690 esrv_update_item (UPD_NROF, pl, tmp);
1691
1692 adjust_weight (this, op->total_weight ());
1693
1694 op->destroy ();
1695 op = tmp;
1696 goto inserted;
1697 }
1698
1699 op->owner = 0; // it's his/hers now. period.
1700 op->map = 0;
1701 op->x = 0;
1702 op->y = 0;
1703
1704 op->above = 0;
1705 op->below = inv;
1706 op->env = this;
1707
1708 if (inv)
1709 inv->above = op;
1710
1711 inv = op;
1712
1713 op->flag [FLAG_REMOVED] = 0;
1714
1715 if (object *pl = op->visible_to ())
1716 esrv_send_item (pl, op);
1717
1718 adjust_weight (this, op->total_weight ());
1719
1720 inserted:
1721 /* reset the light list and los of the players on the map */
1722 if (op->glow_radius && is_on_map ())
1723 {
1724 update_stats ();
1725 update_all_los (map, x, y);
1726 }
1727 else if (is_player ())
1728 // if this is a player's inventory, update stats
1729 contr->queue_stats_update ();
1730
1731 INVOKE_OBJECT (INSERT, this);
1732
1733 return op;
1734 }
1735
1736 /*
1737 * Checks if any objects has a move_type that matches objects
1738 * that effect this object on this space. Call apply() to process
1739 * these events.
1740 *
1741 * Any speed-modification due to SLOW_MOVE() of other present objects
1742 * will affect the speed_left of the object.
1743 *
1744 * originator: Player, monster or other object that caused 'op' to be inserted
1745 * into 'map'. May be NULL.
1746 *
1747 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1748 *
1749 * 4-21-95 added code to check if appropriate skill was readied - this will
1750 * permit faster movement by the player through this terrain. -b.t.
1751 *
1752 * MSW 2001-07-08: Check all objects on space, not just those below
1753 * object being inserted. insert_ob_in_map may not put new objects
1754 * on top.
1755 */
1756 int
1757 check_move_on (object *op, object *originator)
1758 {
1759 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1760 return 0;
1761
1762 object *tmp;
1763 maptile *m = op->map;
1764 int x = op->x, y = op->y;
1765
1766 mapspace &ms = m->at (x, y);
1767
1768 ms.update ();
1769
1770 MoveType move_on = ms.move_on;
1771 MoveType move_slow = ms.move_slow;
1772 MoveType move_block = ms.move_block;
1773
1774 /* if nothing on this space will slow op down or be applied,
1775 * no need to do checking below. have to make sure move_type
1776 * is set, as lots of objects don't have it set - we treat that
1777 * as walking.
1778 */
1779 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1780 return 0;
1781
1782 /* This is basically inverse logic of that below - basically,
1783 * if the object can avoid the move on or slow move, they do so,
1784 * but can't do it if the alternate movement they are using is
1785 * blocked. Logic on this seems confusing, but does seem correct.
1786 */
1787 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1788 return 0;
1789
1790 /* The objects have to be checked from top to bottom.
1791 * Hence, we first go to the top:
1792 */
1793 for (object *next, *tmp = ms.top; tmp; tmp = next)
1794 {
1795 next = tmp->below;
1796
1797 if (tmp == op)
1798 continue; /* Can't apply yourself */
1799
1800 /* Check to see if one of the movement types should be slowed down.
1801 * Second check makes sure that the movement types not being slowed
1802 * (~slow_move) is not blocked on this space - just because the
1803 * space doesn't slow down swimming (for example), if you can't actually
1804 * swim on that space, can't use it to avoid the penalty.
1805 */
1806 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1807 {
1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1810 {
1811 float diff = tmp->move_slow_penalty * fabs (op->speed);
1812
1813 if (op->is_player ())
1814 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1815 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1816 diff /= 4.0;
1817
1818 op->speed_left -= diff;
1819 }
1820 }
1821
1822 /* Basically same logic as above, except now for actual apply. */
1823 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1824 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1825 {
1826 move_apply (tmp, op, originator);
1827
1828 if (op->destroyed ())
1829 return 1;
1830
1831 /* what the person/creature stepped onto has moved the object
1832 * someplace new. Don't process any further - if we did,
1833 * have a feeling strange problems would result.
1834 */
1835 if (op->map != m || op->x != x || op->y != y)
1836 return 0;
1837 }
1838 }
1839
1840 return 0;
1841 }
1842
1843 /*
1844 * present_arch(arch, map, x, y) searches for any objects with
1845 * a matching archetype at the given map and coordinates.
1846 * The first matching object is returned, or NULL if none.
1847 */
1848 object *
1849 present_arch (const archetype *at, maptile *m, int x, int y)
1850 {
1851 if (!m || out_of_map (m, x, y))
1852 {
1853 LOG (llevError, "Present_arch called outside map.\n");
1854 return NULL;
1855 }
1856
1857 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1858 if (tmp->arch->archname == at->archname)
1859 return tmp;
1860
1861 return NULL;
1862 }
1863
1864 /*
1865 * present(type, map, x, y) searches for any objects with
1866 * a matching type variable at the given map and coordinates.
1867 * The first matching object is returned, or NULL if none.
1868 */
1869 object *
1870 present (unsigned char type, maptile *m, int x, int y)
1871 {
1872 if (out_of_map (m, x, y))
1873 {
1874 LOG (llevError, "Present called outside map.\n");
1875 return NULL;
1876 }
1877
1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1879 if (tmp->type == type)
1880 return tmp;
1881
1882 return NULL;
1883 }
1884
1885 /*
1886 * present_in_ob(type, object) searches for any objects with
1887 * a matching type variable in the inventory of the given object.
1888 * The first matching object is returned, or NULL if none.
1889 */
1890 object *
1891 present_in_ob (unsigned char type, const object *op)
1892 {
1893 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1894 if (tmp->type == type)
1895 return tmp;
1896
1897 return NULL;
1898 }
1899
1900 /*
1901 * present_in_ob (type, str, object) searches for any objects with
1902 * a matching type & name variable in the inventory of the given object.
1903 * The first matching object is returned, or NULL if none.
1904 * This is mostly used by spell effect code, so that we only
1905 * have one spell effect at a time.
1906 * type can be used to narrow the search - if type is set,
1907 * the type must also match. -1 can be passed for the type,
1908 * in which case the type does not need to pass.
1909 * str is the string to match against. Note that we match against
1910 * the object name, not the archetype name. this is so that the
1911 * spell code can use one object type (force), but change it's name
1912 * to be unique.
1913 */
1914 object *
1915 present_in_ob_by_name (int type, const char *str, const object *op)
1916 {
1917 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1918 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1919 return tmp;
1920
1921 return 0;
1922 }
1923
1924 /*
1925 * present_arch_in_ob(archetype, object) searches for any objects with
1926 * a matching archetype in the inventory of the given object.
1927 * The first matching object is returned, or NULL if none.
1928 */
1929 object *
1930 present_arch_in_ob (const archetype *at, const object *op)
1931 {
1932 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1933 if (tmp->arch->archname == at->archname)
1934 return tmp;
1935
1936 return NULL;
1937 }
1938
1939 /*
1940 * activate recursively a flag on an object inventory
1941 */
1942 void
1943 flag_inv (object *op, int flag)
1944 {
1945 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1946 {
1947 SET_FLAG (tmp, flag);
1948 flag_inv (tmp, flag);
1949 }
1950 }
1951
1952 /*
1953 * deactivate recursively a flag on an object inventory
1954 */
1955 void
1956 unflag_inv (object *op, int flag)
1957 {
1958 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1959 {
1960 CLEAR_FLAG (tmp, flag);
1961 unflag_inv (tmp, flag);
1962 }
1963 }
1964
1965 /*
1966 * find_free_spot(object, map, x, y, start, stop) will search for
1967 * a spot at the given map and coordinates which will be able to contain
1968 * the given object. start and stop specifies how many squares
1969 * to search (see the freearr_x/y[] definition).
1970 * It returns a random choice among the alternatives found.
1971 * start and stop are where to start relative to the free_arr array (1,9
1972 * does all 4 immediate directions). This returns the index into the
1973 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1974 * Note: This function does correctly handle tiled maps, but does not
1975 * inform the caller. However, insert_ob_in_map will update as
1976 * necessary, so the caller shouldn't need to do any special work.
1977 * Note - updated to take an object instead of archetype - this is necessary
1978 * because arch_blocked (now ob_blocked) needs to know the movement type
1979 * to know if the space in question will block the object. We can't use
1980 * the archetype because that isn't correct if the monster has been
1981 * customized, changed states, etc.
1982 */
1983 int
1984 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1985 {
1986 int altern[SIZEOFFREE];
1987 int index = 0, flag;
1988
1989 for (int i = start; i < stop; i++)
1990 {
1991 mapxy pos (m, x, y); pos.move (i);
1992
1993 if (!pos.normalise ())
1994 continue;
1995
1996 mapspace &ms = *pos;
1997
1998 if (ms.flags () & P_IS_ALIVE)
1999 continue;
2000
2001 /* However, often
2002 * ob doesn't have any move type (when used to place exits)
2003 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2004 */
2005 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2006 {
2007 altern [index++] = i;
2008 continue;
2009 }
2010
2011 /* Basically, if we find a wall on a space, we cut down the search size.
2012 * In this way, we won't return spaces that are on another side of a wall.
2013 * This mostly work, but it cuts down the search size in all directions -
2014 * if the space being examined only has a wall to the north and empty
2015 * spaces in all the other directions, this will reduce the search space
2016 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space.
2018 */
2019 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2020 {
2021 stop = maxfree[i];
2022 continue;
2023 }
2024
2025 /* Note it is intentional that we check ob - the movement type of the
2026 * head of the object should correspond for the entire object.
2027 */
2028 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2029 continue;
2030
2031 if (ob->blocked (pos.m, pos.x, pos.y))
2032 continue;
2033
2034 altern [index++] = i;
2035 }
2036
2037 if (!index)
2038 return -1;
2039
2040 return altern [rndm (index)];
2041 }
2042
2043 /*
2044 * find_first_free_spot(archetype, maptile, x, y) works like
2045 * find_free_spot(), but it will search max number of squares.
2046 * But it will return the first available spot, not a random choice.
2047 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2048 */
2049 int
2050 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2051 {
2052 for (int i = 0; i < SIZEOFFREE; i++)
2053 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2054 return i;
2055
2056 return -1;
2057 }
2058
2059 /*
2060 * The function permute(arr, begin, end) randomly reorders the array
2061 * arr[begin..end-1].
2062 * now uses a fisher-yates shuffle, old permute was broken
2063 */
2064 static void
2065 permute (int *arr, int begin, int end)
2066 {
2067 arr += begin;
2068 end -= begin;
2069
2070 while (--end)
2071 swap (arr [end], arr [rndm (end + 1)]);
2072 }
2073
2074 /* new function to make monster searching more efficient, and effective!
2075 * This basically returns a randomized array (in the passed pointer) of
2076 * the spaces to find monsters. In this way, it won't always look for
2077 * monsters to the north first. However, the size of the array passed
2078 * covers all the spaces, so within that size, all the spaces within
2079 * the 3x3 area will be searched, just not in a predictable order.
2080 */
2081 void
2082 get_search_arr (int *search_arr)
2083 {
2084 int i;
2085
2086 for (i = 0; i < SIZEOFFREE; i++)
2087 search_arr[i] = i;
2088
2089 permute (search_arr, 1, SIZEOFFREE1 + 1);
2090 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2091 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2092 }
2093
2094 /*
2095 * find_dir(map, x, y, exclude) will search some close squares in the
2096 * given map at the given coordinates for live objects.
2097 * It will not considered the object given as exclude among possible
2098 * live objects.
2099 * It returns the direction toward the first/closest live object if finds
2100 * any, otherwise 0.
2101 * Perhaps incorrectly, but I'm making the assumption that exclude
2102 * is actually want is going to try and move there. We need this info
2103 * because we have to know what movement the thing looking to move
2104 * there is capable of.
2105 */
2106 int
2107 find_dir (maptile *m, int x, int y, object *exclude)
2108 {
2109 int max = SIZEOFFREE, mflags;
2110 MoveType move_type;
2111
2112 if (exclude && exclude->head_ () != exclude)
2113 {
2114 exclude = exclude->head;
2115 move_type = exclude->move_type;
2116 }
2117 else
2118 {
2119 /* If we don't have anything, presume it can use all movement types. */
2120 move_type = MOVE_ALL;
2121 }
2122
2123 for (int i = 1; i < max; i++)
2124 {
2125 mapxy pos (m, x, y);
2126 pos.move (i);
2127
2128 if (!pos.normalise ())
2129 max = maxfree[i];
2130 else
2131 {
2132 mapspace &ms = *pos;
2133
2134 if ((move_type & ms.move_block) == move_type)
2135 max = maxfree [i];
2136 else if (ms.flags () & P_IS_ALIVE)
2137 {
2138 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2139 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2140 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2141 return freedir [i];
2142 }
2143 }
2144 }
2145
2146 return 0;
2147 }
2148
2149 /*
2150 * distance(object 1, object 2) will return the square of the
2151 * distance between the two given objects.
2152 */
2153 int
2154 distance (const object *ob1, const object *ob2)
2155 {
2156 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2157 }
2158
2159 /*
2160 * find_dir_2(delta-x,delta-y) will return a direction in which
2161 * an object which has subtracted the x and y coordinates of another
2162 * object, needs to travel toward it.
2163 */
2164 int
2165 find_dir_2 (int x, int y)
2166 {
2167 int q;
2168
2169 if (y)
2170 q = x * 100 / y;
2171 else if (x)
2172 q = -300 * x;
2173 else
2174 return 0;
2175
2176 if (y > 0)
2177 {
2178 if (q < -242)
2179 return 3;
2180 if (q < -41)
2181 return 2;
2182 if (q < 41)
2183 return 1;
2184 if (q < 242)
2185 return 8;
2186 return 7;
2187 }
2188
2189 if (q < -242)
2190 return 7;
2191 if (q < -41)
2192 return 6;
2193 if (q < 41)
2194 return 5;
2195 if (q < 242)
2196 return 4;
2197
2198 return 3;
2199 }
2200
2201 /*
2202 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2203 * between two directions (which are expected to be absolute (see absdir())
2204 */
2205 int
2206 dirdiff (int dir1, int dir2)
2207 {
2208 int d;
2209
2210 d = abs (dir1 - dir2);
2211 if (d > 4)
2212 d = 8 - d;
2213
2214 return d;
2215 }
2216
2217 /* peterm:
2218 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2219 * Basically, this is a table of directions, and what directions
2220 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2221 * This basically means that if direction is 15, then it could either go
2222 * direction 4, 14, or 16 to get back to where we are.
2223 * Moved from spell_util.c to object.c with the other related direction
2224 * functions.
2225 */
2226 static const int reduction_dir[SIZEOFFREE][3] = {
2227 {0, 0, 0}, /* 0 */
2228 {0, 0, 0}, /* 1 */
2229 {0, 0, 0}, /* 2 */
2230 {0, 0, 0}, /* 3 */
2231 {0, 0, 0}, /* 4 */
2232 {0, 0, 0}, /* 5 */
2233 {0, 0, 0}, /* 6 */
2234 {0, 0, 0}, /* 7 */
2235 {0, 0, 0}, /* 8 */
2236 {8, 1, 2}, /* 9 */
2237 {1, 2, -1}, /* 10 */
2238 {2, 10, 12}, /* 11 */
2239 {2, 3, -1}, /* 12 */
2240 {2, 3, 4}, /* 13 */
2241 {3, 4, -1}, /* 14 */
2242 {4, 14, 16}, /* 15 */
2243 {5, 4, -1}, /* 16 */
2244 {4, 5, 6}, /* 17 */
2245 {6, 5, -1}, /* 18 */
2246 {6, 20, 18}, /* 19 */
2247 {7, 6, -1}, /* 20 */
2248 {6, 7, 8}, /* 21 */
2249 {7, 8, -1}, /* 22 */
2250 {8, 22, 24}, /* 23 */
2251 {8, 1, -1}, /* 24 */
2252 {24, 9, 10}, /* 25 */
2253 {9, 10, -1}, /* 26 */
2254 {10, 11, -1}, /* 27 */
2255 {27, 11, 29}, /* 28 */
2256 {11, 12, -1}, /* 29 */
2257 {12, 13, -1}, /* 30 */
2258 {12, 13, 14}, /* 31 */
2259 {13, 14, -1}, /* 32 */
2260 {14, 15, -1}, /* 33 */
2261 {33, 15, 35}, /* 34 */
2262 {16, 15, -1}, /* 35 */
2263 {17, 16, -1}, /* 36 */
2264 {18, 17, 16}, /* 37 */
2265 {18, 17, -1}, /* 38 */
2266 {18, 19, -1}, /* 39 */
2267 {41, 19, 39}, /* 40 */
2268 {19, 20, -1}, /* 41 */
2269 {20, 21, -1}, /* 42 */
2270 {20, 21, 22}, /* 43 */
2271 {21, 22, -1}, /* 44 */
2272 {23, 22, -1}, /* 45 */
2273 {45, 47, 23}, /* 46 */
2274 {23, 24, -1}, /* 47 */
2275 {24, 9, -1}
2276 }; /* 48 */
2277
2278 /* Recursive routine to step back and see if we can
2279 * find a path to that monster that we found. If not,
2280 * we don't bother going toward it. Returns 1 if we
2281 * can see a direct way to get it
2282 * Modified to be map tile aware -.MSW
2283 */
2284 int
2285 can_see_monsterP (maptile *m, int x, int y, int dir)
2286 {
2287 sint16 dx, dy;
2288 int mflags;
2289
2290 if (dir < 0)
2291 return 0; /* exit condition: invalid direction */
2292
2293 dx = x + freearr_x[dir];
2294 dy = y + freearr_y[dir];
2295
2296 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2297
2298 /* This functional arguably was incorrect before - it was
2299 * checking for P_WALL - that was basically seeing if
2300 * we could move to the monster - this is being more
2301 * literal on if we can see it. To know if we can actually
2302 * move to the monster, we'd need the monster passed in or
2303 * at least its move type.
2304 */
2305 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2306 return 0;
2307
2308 /* yes, can see. */
2309 if (dir < 9)
2310 return 1;
2311
2312 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2313 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2314 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2315 }
2316
2317 /*
2318 * can_pick(picker, item): finds out if an object is possible to be
2319 * picked up by the picker. Returnes 1 if it can be
2320 * picked up, otherwise 0.
2321 *
2322 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2323 * core dumps if they do.
2324 *
2325 * Add a check so we can't pick up invisible objects (0.93.8)
2326 */
2327 int
2328 can_pick (const object *who, const object *item)
2329 {
2330 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2331 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2332 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2333 }
2334
2335 /*
2336 * create clone from object to another
2337 */
2338 object *
2339 object::deep_clone ()
2340 {
2341 assert (("deep_clone called on non-head object", is_head ()));
2342
2343 object *dst = clone ();
2344
2345 object *prev = dst;
2346 for (object *part = this->more; part; part = part->more)
2347 {
2348 object *tmp = part->clone ();
2349 tmp->head = dst;
2350 prev->more = tmp;
2351 prev = tmp;
2352 }
2353
2354 for (object *item = inv; item; item = item->below)
2355 insert_ob_in_ob (item->deep_clone (), dst);
2356
2357 return dst;
2358 }
2359
2360 /* This returns the first object in who's inventory that
2361 * has the same type and subtype match.
2362 * returns NULL if no match.
2363 */
2364 object *
2365 find_obj_by_type_subtype (const object *who, int type, int subtype)
2366 {
2367 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2368 if (tmp->type == type && tmp->subtype == subtype)
2369 return tmp;
2370
2371 return 0;
2372 }
2373
2374 shstr_tmp
2375 object::kv_get (shstr_tmp key) const
2376 {
2377 for (key_value *kv = key_values; kv; kv = kv->next)
2378 if (kv->key == key)
2379 return kv->value;
2380
2381 return shstr ();
2382 }
2383
2384 void
2385 object::kv_set (shstr_tmp key, shstr_tmp value)
2386 {
2387 for (key_value *kv = key_values; kv; kv = kv->next)
2388 if (kv->key == key)
2389 {
2390 kv->value = value;
2391 return;
2392 }
2393
2394 key_value *kv = new key_value;
2395
2396 kv->next = key_values;
2397 kv->key = key;
2398 kv->value = value;
2399
2400 key_values = kv;
2401 }
2402
2403 void
2404 object::kv_del (shstr_tmp key)
2405 {
2406 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2407 if ((*kvp)->key == key)
2408 {
2409 key_value *kv = *kvp;
2410 *kvp = (*kvp)->next;
2411 delete kv;
2412 return;
2413 }
2414 }
2415
2416 object::depth_iterator::depth_iterator (object *container)
2417 : iterator_base (container)
2418 {
2419 while (item->inv)
2420 item = item->inv;
2421 }
2422
2423 void
2424 object::depth_iterator::next ()
2425 {
2426 if (item->below)
2427 {
2428 item = item->below;
2429
2430 while (item->inv)
2431 item = item->inv;
2432 }
2433 else
2434 item = item->env;
2435 }
2436
2437 const char *
2438 object::flag_desc (char *desc, int len) const
2439 {
2440 char *p = desc;
2441 bool first = true;
2442
2443 *p = 0;
2444
2445 for (int i = 0; i < NUM_FLAGS; i++)
2446 {
2447 if (len <= 10) // magic constant!
2448 {
2449 snprintf (p, len, ",...");
2450 break;
2451 }
2452
2453 if (flag [i])
2454 {
2455 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2456 len -= cnt;
2457 p += cnt;
2458 first = false;
2459 }
2460 }
2461
2462 return desc;
2463 }
2464
2465 // return a suitable string describing an object in enough detail to find it
2466 const char *
2467 object::debug_desc (char *info) const
2468 {
2469 char flagdesc[512];
2470 char info2[256 * 4];
2471 char *p = info;
2472
2473 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2474 count,
2475 uuid.c_str (),
2476 &name,
2477 title ? ",title:\"" : "",
2478 title ? (const char *)title : "",
2479 title ? "\"" : "",
2480 flag_desc (flagdesc, 512), type);
2481
2482 if (!flag[FLAG_REMOVED] && env)
2483 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2484
2485 if (map)
2486 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2487
2488 return info;
2489 }
2490
2491 const char *
2492 object::debug_desc () const
2493 {
2494 static char info[3][256 * 4];
2495 static int info_idx;
2496
2497 return debug_desc (info [++info_idx % 3]);
2498 }
2499
2500 struct region *
2501 object::region () const
2502 {
2503 return map ? map->region (x, y)
2504 : region::default_region ();
2505 }
2506
2507 void
2508 object::open_container (object *new_container)
2509 {
2510 if (container == new_container)
2511 return;
2512
2513 object *old_container = container;
2514
2515 if (old_container)
2516 {
2517 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2518 return;
2519
2520 #if 0
2521 // remove the "Close old_container" object.
2522 if (object *closer = old_container->inv)
2523 if (closer->type == CLOSE_CON)
2524 closer->destroy ();
2525 #endif
2526
2527 // make sure the container is available
2528 esrv_send_item (this, old_container);
2529
2530 old_container->flag [FLAG_APPLIED] = false;
2531 container = 0;
2532
2533 // client needs item update to make it work, client bug requires this to be separate
2534 esrv_update_item (UPD_FLAGS, this, old_container);
2535
2536 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2537 play_sound (sound_find ("chest_close"));
2538 }
2539
2540 if (new_container)
2541 {
2542 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2543 return;
2544
2545 // TODO: this does not seem to serve any purpose anymore?
2546 #if 0
2547 // insert the "Close Container" object.
2548 if (archetype *closer = new_container->other_arch)
2549 {
2550 object *closer = new_container->other_arch->instance ();
2551 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2552 new_container->insert (closer);
2553 }
2554 #endif
2555
2556 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2557
2558 // make sure the container is available, client bug requires this to be separate
2559 esrv_send_item (this, new_container);
2560
2561 new_container->flag [FLAG_APPLIED] = true;
2562 container = new_container;
2563
2564 // client needs flag change
2565 esrv_update_item (UPD_FLAGS, this, new_container);
2566 esrv_send_inventory (this, new_container);
2567 play_sound (sound_find ("chest_open"));
2568 }
2569 // else if (!old_container->env && contr && contr->ns)
2570 // contr->ns->floorbox_reset ();
2571 }
2572
2573 object *
2574 object::force_find (shstr_tmp name)
2575 {
2576 /* cycle through his inventory to look for the MARK we want to
2577 * place
2578 */
2579 for (object *tmp = inv; tmp; tmp = tmp->below)
2580 if (tmp->type == FORCE && tmp->slaying == name)
2581 return splay (tmp);
2582
2583 return 0;
2584 }
2585
2586 //-GPL
2587
2588 void
2589 object::force_set_timer (int duration)
2590 {
2591 this->duration = 1;
2592 this->speed_left = -1.f;
2593
2594 this->set_speed (duration ? 1.f / duration : 0.f);
2595 }
2596
2597 object *
2598 object::force_add (shstr_tmp name, int duration)
2599 {
2600 if (object *force = force_find (name))
2601 force->destroy ();
2602
2603 object *force = get_archetype (FORCE_NAME);
2604
2605 force->slaying = name;
2606 force->force_set_timer (duration);
2607 force->flag [FLAG_APPLIED] = true;
2608
2609 return insert (force);
2610 }
2611
2612 void
2613 object::play_sound (faceidx sound) const
2614 {
2615 if (!sound)
2616 return;
2617
2618 if (is_on_map ())
2619 map->play_sound (sound, x, y);
2620 else if (object *pl = in_player ())
2621 pl->contr->play_sound (sound);
2622 }
2623
2624 void
2625 object::say_msg (const char *msg) const
2626 {
2627 if (is_on_map ())
2628 map->say_msg (msg, x, y);
2629 else if (object *pl = in_player ())
2630 pl->contr->play_sound (sound);
2631 }
2632
2633 void
2634 object::make_noise ()
2635 {
2636 // we do not model noise in the map, so instead put
2637 // a temporary light into the noise source
2638 // could use the map instead, but that's less reliable for our
2639 // goal, which is to make invisibility a bit harder to exploit
2640
2641 // currently only works sensibly for players
2642 if (!is_player ())
2643 return;
2644
2645 // find old force, or create new one
2646 object *force = force_find (shstr_noise_force);
2647
2648 if (force)
2649 force->speed_left = -1.f; // patch old speed up
2650 else
2651 {
2652 force = archetype::get (shstr_noise_force);
2653
2654 force->slaying = shstr_noise_force;
2655 force->stats.food = 1;
2656 force->speed_left = -1.f;
2657
2658 force->set_speed (1.f / 4.f);
2659 force->flag [FLAG_IS_USED_UP] = true;
2660 force->flag [FLAG_APPLIED] = true;
2661
2662 insert (force);
2663 }
2664 }
2665
2666 void object::change_move_type (MoveType mt)
2667 {
2668 if (move_type == mt)
2669 return;
2670
2671 if (is_on_map ())
2672 {
2673 // we are on the map, so handle move_on/off effects
2674 remove ();
2675 move_type = mt;
2676 map->insert (this, x, y, this);
2677 }
2678 else
2679 move_type = mt;
2680 }
2681