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Revision: 1.324
Committed: Mon Apr 12 05:22:37 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.323: +66 -5 lines
Log Message:
freelist management

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 freelist_item *object::freelist;
43 uint32_t object::object_count;
44 uint32_t object::free_count;
45 uint32_t object::create_count;
46 uint32_t object::destroy_count;
47
48 //+GPL
49
50 short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
55 };
56 short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
61 };
62 int freedir[SIZEOFFREE] = {
63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
67 };
68
69 static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74 };
75
76 static void
77 write_uuid (uval64 skip, bool sync)
78 {
79 CALL_BEGIN (2);
80 CALL_ARG_SV (newSVval64 (skip));
81 CALL_ARG_SV (boolSV (sync));
82 CALL_CALL ("cf::write_uuid", G_DISCARD);
83 CALL_END;
84 }
85
86 static void
87 read_uuid ()
88 {
89 char filename[MAX_BUF];
90
91 sprintf (filename, "%s/uuid", settings.localdir);
92
93 seq_next_save = 0;
94
95 FILE *fp;
96
97 if (!(fp = fopen (filename, "r")))
98 {
99 if (errno == ENOENT)
100 {
101 LOG (llevInfo, "RESET uid to 1\n");
102 UUID::cur.seq = 0;
103 write_uuid (UUID_GAP, true);
104 return;
105 }
106
107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
108 _exit (1);
109 }
110
111 char buf [UUID::MAX_LEN];
112 buf[0] = 0;
113 fgets (buf, sizeof (buf), fp);
114
115 if (!UUID::cur.parse (buf))
116 {
117 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
118 _exit (1);
119 }
120
121 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
122
123 write_uuid (UUID_GAP, true);
124 fclose (fp);
125 }
126
127 UUID
128 UUID::gen ()
129 {
130 UUID uid;
131
132 uid.seq = ++cur.seq;
133
134 if (expect_false (cur.seq >= seq_next_save))
135 {
136 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
137 write_uuid (UUID_GAP, false);
138 }
139
140
141 return uid;
142 }
143
144 void
145 UUID::init ()
146 {
147 read_uuid ();
148 }
149
150 bool
151 UUID::parse (const char *s)
152 {
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173 }
174
175 char *
176 UUID::append (char *buf) const
177 {
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205 }
206
207 char *
208 UUID::c_str () const
209 {
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
213 }
214
215 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
216 static bool
217 compare_ob_value_lists_one (const object *wants, const object *has)
218 {
219 /* n-squared behaviour (see kv_get), but I'm hoping both
220 * objects with lists are rare, and lists stay short. If not, use a
221 * different structure or at least keep the lists sorted...
222 */
223
224 /* For each field in wants, */
225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
226 if (has->kv_get (kv->key) != kv->value)
227 return false;
228
229 /* If we get here, every field in wants has a matching field in has. */
230 return true;
231 }
232
233 /* Returns TRUE if ob1 has the same key_values as ob2. */
234 static bool
235 compare_ob_value_lists (const object *ob1, const object *ob2)
236 {
237 /* However, there may be fields in has which aren't partnered in wants,
238 * so we need to run the comparison *twice*. :(
239 */
240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
242 }
243
244 /* Function examines the 2 objects given to it, and returns true if
245 * they can be merged together.
246 *
247 * Note that this function appears a lot longer than the macro it
248 * replaces - this is mostly for clarity - a decent compiler should hopefully
249 * reduce this to the same efficiency.
250 *
251 * Check nrof variable *before* calling can_merge()
252 *
253 * Improvements made with merge: Better checking on potion, and also
254 * check weight
255 */
256 bool object::can_merge_slow (object *ob1, object *ob2)
257 {
258 /* A couple quick sanity checks */
259 if (ob1 == ob2
260 || ob1->type != ob2->type
261 || ob1->value != ob2->value
262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
264 return 0;
265
266 /* Do not merge objects if nrof would overflow, assume nrof
267 * is always 0 .. 2**31-1 */
268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
269 return 0;
270
271 /* If the objects have been identified, set the BEEN_APPLIED flag.
272 * This is to the comparison of the flags below will be OK. We
273 * just can't ignore the been applied or identified flags, as they
274 * are not equal - just if it has been identified, the been_applied
275 * flags lose any meaning.
276 */
277 if (ob1->flag [FLAG_IDENTIFIED])
278 ob1->set_flag (FLAG_BEEN_APPLIED);
279
280 if (ob2->flag [FLAG_IDENTIFIED])
281 ob2->set_flag (FLAG_BEEN_APPLIED);
282
283 if (ob1->arch->archname != ob2->arch->archname
284 || ob1->name != ob2->name
285 || ob1->title != ob2->title
286 || ob1->msg != ob2->msg
287 || ob1->weight != ob2->weight
288 || ob1->attacktype != ob2->attacktype
289 || ob1->magic != ob2->magic
290 || ob1->slaying != ob2->slaying
291 || ob1->skill != ob2->skill
292 || ob1->value != ob2->value
293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
295 || ob1->client_type != ob2->client_type
296 || ob1->material != ob2->material
297 || ob1->lore != ob2->lore
298 || ob1->subtype != ob2->subtype
299 || ob1->move_type != ob2->move_type
300 || ob1->move_block != ob2->move_block
301 || ob1->move_allow != ob2->move_allow
302 || ob1->move_on != ob2->move_on
303 || ob1->move_off != ob2->move_off
304 || ob1->move_slow != ob2->move_slow
305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
308 return 0;
309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
314 return 0;
315
316 /* This is really a spellbook check - we should in general
317 * not merge objects with real inventories, as splitting them
318 * is hard.
319 */
320 if (ob1->inv || ob2->inv)
321 {
322 if (!(ob1->inv && ob2->inv))
323 return 0; /* inventories differ in length */
324
325 if (ob1->inv->below || ob2->inv->below)
326 return 0; /* more than one object in inv */
327
328 if (!object::can_merge (ob1->inv, ob2->inv))
329 return 0; /* inventory objects differ */
330
331 /* inventory ok - still need to check rest of this object to see
332 * if it is valid.
333 */
334 }
335
336 /* Don't merge objects that are applied. With the new 'body' code,
337 * it is possible for most any character to have more than one of
338 * some items equipped, and we don't want those to merge.
339 */
340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
341 return 0;
342
343 /* Note sure why the following is the case - either the object has to
344 * be animated or have a very low speed. Is this an attempted monster
345 * check?
346 */
347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
348 return 0;
349
350 switch (ob1->type)
351 {
352 case SCROLL:
353 if (ob1->level != ob2->level)
354 return 0;
355 break;
356 }
357
358 if (ob1->key_values || ob2->key_values)
359 {
360 /* At least one of these has key_values. */
361 if ((!ob1->key_values) != (!ob2->key_values))
362 return 0; /* One has fields, but the other one doesn't. */
363
364 if (!compare_ob_value_lists (ob1, ob2))
365 return 0;
366 }
367
368 if (ob1->self || ob2->self)
369 {
370 ob1->optimise ();
371 ob2->optimise ();
372
373 if (ob1->self || ob2->self)
374 {
375 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
376 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
377
378 if (k1 != k2)
379 return 0;
380
381 if (k1 == 0)
382 return 1;
383
384 if (!cfperl_can_merge (ob1, ob2))
385 return 0;
386 }
387 }
388
389 /* Everything passes, must be OK. */
390 return 1;
391 }
392
393 // find player who can see this object
394 object *
395 object::visible_to () const
396 {
397 if (client_visible () && !flag [FLAG_REMOVED])
398 {
399 // see if we are in a container of sorts
400 if (env)
401 {
402 // the player inventory itself is always visible
403 if (env->is_player ())
404 return env;
405
406 // else a player could have our env open
407 object *envest = env->outer_env_or_self ();
408
409 // the player itself is always on a map, so we will find him here
410 // even if our inv is in a player.
411 if (envest->is_on_map ())
412 if (object *pl = envest->ms ().player ())
413 if (pl->container_ () == env)
414 return pl;
415 }
416 else
417 {
418 // maybe there is a player standing on the same mapspace
419 // this will catch the case where "this" is a player
420 if (object *pl = ms ().player ())
421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
423 return pl;
424 }
425 }
426
427 return 0;
428 }
429
430 // adjust weight per container type ("of holding")
431 static sint32
432 weight_adjust_for (object *op, sint32 weight)
433 {
434 return op->type == CONTAINER
435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
436 : weight;
437 }
438
439 /*
440 * adjust_weight(object, weight) adds the specified weight to an object,
441 * and also updates how much the environment(s) is/are carrying.
442 */
443 static void
444 adjust_weight (object *op, sint32 weight)
445 {
446 while (op)
447 {
448 // adjust by actual difference to account for rounding errors
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
450 weight = weight_adjust_for (op, op->carrying)
451 - weight_adjust_for (op, op->carrying - weight);
452
453 if (!weight)
454 return;
455
456 op->carrying += weight;
457
458 if (object *pl = op->visible_to ())
459 if (pl != op) // player is handled lazily
460 esrv_update_item (UPD_WEIGHT, pl, op);
461
462 op = op->env;
463 }
464 }
465
466 /*
467 * this is a recursive function which calculates the weight
468 * an object is carrying. It goes through op and figures out how much
469 * containers are carrying, and sums it up.
470 */
471 void
472 object::update_weight ()
473 {
474 sint32 sum = 0;
475
476 for (object *op = inv; op; op = op->below)
477 {
478 if (op->inv)
479 op->update_weight ();
480
481 sum += op->total_weight ();
482 }
483
484 sum = weight_adjust_for (this, sum);
485
486 if (sum != carrying)
487 {
488 carrying = sum;
489
490 if (object *pl = visible_to ())
491 if (pl != this) // player is handled lazily
492 esrv_update_item (UPD_WEIGHT, pl, this);
493 }
494 }
495
496 /*
497 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
498 */
499 char *
500 dump_object (object *op)
501 {
502 if (!op)
503 return strdup ("[NULLOBJ]");
504
505 object_freezer freezer;
506 op->write (freezer);
507 return freezer.as_string ();
508 }
509
510 char *
511 object::as_string ()
512 {
513 return dump_object (this);
514 }
515
516 /*
517 * Returns the object which has the count-variable equal to the argument.
518 * VERRRY slow.
519 */
520 object *
521 find_object (tag_t i)
522 {
523 for_all_objects (op)
524 if (op->count == i)
525 return op;
526
527 return 0;
528 }
529
530 /*
531 * Returns the object which has the uuid equal to the argument.
532 * MOAR VERRRY slow.
533 */
534
535 object *
536 find_object_uuid (UUID i)
537 {
538 for_all_objects (op)
539 if (op->uuid == i)
540 return op;
541
542 return 0;
543 }
544
545 /*
546 * Returns the first object which has a name equal to the argument.
547 * Used only by the patch command, but not all that useful.
548 * Enables features like "patch <name-of-other-player> food 999"
549 */
550 object *
551 find_object_name (const char *str)
552 {
553 shstr_cmp str_ (str);
554
555 if (str_)
556 for_all_objects (op)
557 if (op->name == str_)
558 return op;
559
560 return 0;
561 }
562
563 /*
564 * Sets the owner and sets the skill and exp pointers to owner's current
565 * skill and experience objects.
566 * ACTUALLY NO! investigate! TODO
567 */
568 void
569 object::set_owner (object *owner)
570 {
571 // allow objects which own objects
572 if (owner)
573 while (owner->owner)
574 owner = owner->owner;
575
576 if (flag [FLAG_FREED])
577 {
578 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
579 return;
580 }
581
582 this->owner = owner;
583 }
584
585 /* Zero the key_values on op, decrementing the shared-string
586 * refcounts and freeing the links.
587 */
588 static void
589 free_key_values (object *op)
590 {
591 for (key_value *i = op->key_values; i; )
592 {
593 key_value *next = i->next;
594 delete i;
595
596 i = next;
597 }
598
599 op->key_values = 0;
600 }
601
602 /*
603 * copy_to first frees everything allocated by the dst object,
604 * and then copies the contents of itself into the second
605 * object, allocating what needs to be allocated. Basically, any
606 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
607 * if the first object is freed, the pointers in the new object
608 * will point at garbage.
609 */
610 void
611 object::copy_to (object *dst)
612 {
613 dst->remove ();
614 *(object_copy *)dst = *this;
615 dst->flag [FLAG_REMOVED] = true;
616
617 /* Copy over key_values, if any. */
618 if (key_values)
619 {
620 key_value *tail = 0;
621 dst->key_values = 0;
622
623 for (key_value *i = key_values; i; i = i->next)
624 {
625 key_value *new_link = new key_value;
626
627 new_link->next = 0;
628 new_link->key = i->key;
629 new_link->value = i->value;
630
631 /* Try and be clever here, too. */
632 if (!dst->key_values)
633 {
634 dst->key_values = new_link;
635 tail = new_link;
636 }
637 else
638 {
639 tail->next = new_link;
640 tail = new_link;
641 }
642 }
643 }
644
645 dst->activate ();
646 }
647
648 void
649 object::instantiate ()
650 {
651 if (!uuid.seq) // HACK
652 uuid = UUID::gen ();
653
654 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
655 if (flag [FLAG_RANDOM_SPEED] && speed)
656 speed_left = - speed - rndm (); // TODO animation
657 else
658 speed_left = -1.;
659
660 /* copy the body_info to the body_used - this is only really
661 * need for monsters, but doesn't hurt to do it for everything.
662 * by doing so, when a monster is created, it has good starting
663 * values for the body_used info, so when items are created
664 * for it, they can be properly equipped.
665 */
666 for (int i = NUM_BODY_LOCATIONS; i--; )
667 slot[i].used = slot[i].info;
668
669 attachable::instantiate ();
670 }
671
672 object *
673 object::clone ()
674 {
675 object *neu = create ();
676 copy_to (neu);
677
678 // TODO: unclean state changes, should not be done in clone AND instantiate
679 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
680 neu->speed_left = - neu->speed - rndm (); // TODO animation
681
682 neu->map = map; // not copied by copy_to
683 return neu;
684 }
685
686 /*
687 * If an object with the IS_TURNABLE() flag needs to be turned due
688 * to the closest player being on the other side, this function can
689 * be called to update the face variable, _and_ how it looks on the map.
690 */
691 void
692 update_turn_face (object *op)
693 {
694 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
695 return;
696
697 SET_ANIMATION (op, op->direction);
698 update_object (op, UP_OBJ_FACE);
699 }
700
701 /*
702 * Updates the speed of an object. If the speed changes from 0 to another
703 * value, or vice versa, then add/remove the object from the active list.
704 * This function needs to be called whenever the speed of an object changes.
705 */
706 void
707 object::set_speed (float speed)
708 {
709 this->speed = speed;
710
711 if (has_active_speed ())
712 activate ();
713 else
714 deactivate ();
715 }
716
717 /*
718 * update_object() updates the the map.
719 * It takes into account invisible objects (and represent squares covered
720 * by invisible objects by whatever is below them (unless it's another
721 * invisible object, etc...)
722 * If the object being updated is beneath a player, the look-window
723 * of that player is updated (this might be a suboptimal way of
724 * updating that window, though, since update_object() is called _often_)
725 *
726 * action is a hint of what the caller believes need to be done.
727 * current action are:
728 * UP_OBJ_INSERT: op was inserted
729 * UP_OBJ_REMOVE: op was removed
730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
731 * as that is easier than trying to look at what may have changed.
732 * UP_OBJ_FACE: only the objects face has changed.
733 */
734 void
735 update_object (object *op, int action)
736 {
737 if (!op)
738 {
739 /* this should never happen */
740 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
741 return;
742 }
743
744 if (!op->is_on_map ())
745 {
746 /* Animation is currently handled by client, so nothing
747 * to do in this case.
748 */
749 return;
750 }
751
752 /* make sure the object is within map boundaries */
753 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
754 {
755 LOG (llevError, "update_object() called for object out of map!\n");
756 #ifdef MANY_CORES
757 abort ();
758 #endif
759 return;
760 }
761
762 mapspace &m = op->ms ();
763
764 if (!(m.flags_ & P_UPTODATE))
765 /* nop */;
766 else if (action == UP_OBJ_INSERT)
767 {
768 #if 0
769 // this is likely overkill, TODO: revisit (schmorp)
770 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
771 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
772 || (op->is_player () && !(m.flags_ & P_PLAYER))
773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
774 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
775 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
776 || (m.move_on | op->move_on ) != m.move_on
777 || (m.move_off | op->move_off ) != m.move_off
778 || (m.move_slow | op->move_slow) != m.move_slow
779 /* This isn't perfect, but I don't expect a lot of objects to
780 * have move_allow right now.
781 */
782 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
783 m.invalidate ();
784 #else
785 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
786 m.invalidate ();
787 #endif
788 }
789 /* if the object is being removed, we can't make intelligent
790 * decisions, because remove_ob can't really pass the object
791 * that is being removed.
792 */
793 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
794 m.invalidate ();
795 else if (action == UP_OBJ_FACE)
796 /* Nothing to do for that case */ ;
797 else
798 LOG (llevError, "update_object called with invalid action: %d\n", action);
799
800 if (op->more)
801 update_object (op->more, action);
802 }
803
804 object::object ()
805 {
806 this->set_flag (FLAG_REMOVED);
807
808 //expmul = 1.0; declared const for the time being
809 face = blank_face;
810 material = MATERIAL_NULL;
811 }
812
813 object::~object ()
814 {
815 unlink ();
816
817 free_key_values (this);
818 }
819
820 void object::link ()
821 {
822 assert (!index);//D
823 uuid = UUID::gen ();
824
825 refcnt_inc ();
826 objects.insert (this);
827
828 ++create_count;
829
830 }
831
832 void object::unlink ()
833 {
834 if (!index)
835 return;
836
837 ++destroy_count;
838
839 objects.erase (this);
840 refcnt_dec ();
841 }
842
843 void
844 object::activate ()
845 {
846 /* If already on active list, don't do anything */
847 if (active)
848 return;
849
850 if (has_active_speed ())
851 {
852 if (flag [FLAG_FREED])
853 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
854
855 actives.insert (this);
856 }
857 }
858
859 void
860 object::activate_recursive ()
861 {
862 activate ();
863
864 for (object *op = inv; op; op = op->below)
865 op->activate_recursive ();
866 }
867
868 /* This function removes object 'op' from the list of active
869 * objects.
870 * This should only be used for style maps or other such
871 * reference maps where you don't want an object that isn't
872 * in play chewing up cpu time getting processed.
873 * The reverse of this is to call update_ob_speed, which
874 * will do the right thing based on the speed of the object.
875 */
876 void
877 object::deactivate ()
878 {
879 /* If not on the active list, nothing needs to be done */
880 if (!active)
881 return;
882
883 actives.erase (this);
884 }
885
886 void
887 object::deactivate_recursive ()
888 {
889 for (object *op = inv; op; op = op->below)
890 op->deactivate_recursive ();
891
892 deactivate ();
893 }
894
895 void
896 object::set_flag_inv (int flag, int value)
897 {
898 for (object *op = inv; op; op = op->below)
899 {
900 op->flag [flag] = value;
901 op->set_flag_inv (flag, value);
902 }
903 }
904
905 /*
906 * Remove and free all objects in the inventory of the given object.
907 * object.c ?
908 */
909 void
910 object::destroy_inv (bool drop_to_ground)
911 {
912 // need to check first, because the checks below might segfault
913 // as we might be on an invalid mapspace and crossfire code
914 // is too buggy to ensure that the inventory is empty.
915 // corollary: if you create arrows etc. with stuff in its inventory,
916 // cf will crash below with off-map x and y
917 if (!inv)
918 return;
919
920 /* Only if the space blocks everything do we not process -
921 * if some form of movement is allowed, let objects
922 * drop on that space.
923 */
924 if (!drop_to_ground
925 || !map
926 || map->in_memory != MAP_ACTIVE
927 || map->no_drop
928 || ms ().move_block == MOVE_ALL)
929 {
930 while (inv)
931 inv->destroy ();
932 }
933 else
934 { /* Put objects in inventory onto this space */
935 while (inv)
936 {
937 object *op = inv;
938
939 if (op->flag [FLAG_STARTEQUIP]
940 || op->flag [FLAG_NO_DROP]
941 || op->type == RUNE
942 || op->type == TRAP
943 || op->flag [FLAG_IS_A_TEMPLATE]
944 || op->flag [FLAG_DESTROY_ON_DEATH])
945 op->destroy ();
946 else
947 map->insert (op, x, y);
948 }
949 }
950 }
951
952 /*
953 * Remove and free all objects in the inventory of the given object.
954 * Unlike destroy_inv, this assumes the *this is destroyed as well
955 * well, so we can (and have to!) take shortcuts.
956 */
957 void
958 object::destroy_inv_fast ()
959 {
960 while (object *op = inv)
961 {
962 // remove from object the fast way
963 op->flag [FLAG_REMOVED] = true;
964 op->env = 0;
965 if ((inv = inv->below))
966 inv->above = 0;
967
968 // then destroy
969 op->destroy ();
970 }
971 }
972
973 void
974 object::freelist_free (int count)
975 {
976 while (count-- && freelist)
977 {
978 freelist_item *next = freelist->next;
979 // count is being "destroyed"
980
981 sfree ((char *)freelist, sizeof (object));
982
983 freelist = next;
984 --free_count;
985 }
986 }
987
988 object *
989 object::create ()
990 {
991 object *op;
992
993 if (freelist)
994 {
995 freelist_item li = *freelist;
996 memset (freelist, 0, sizeof (object));
997
998 op = new (freelist) object;
999 op->count = li.count;
1000
1001 freelist = li.next;
1002 --free_count;
1003 }
1004 else
1005 {
1006 void *ni = salloc0<char> (sizeof (object));
1007
1008 op = new(ni) object;
1009
1010 op->count = ++object_count;
1011 }
1012
1013 op->link ();
1014
1015 return op;
1016 }
1017
1018 void
1019 object::do_delete ()
1020 {
1021 uint32_t count = this->count;
1022
1023 this->~object ();
1024
1025 freelist_item *li = (freelist_item *)this;
1026 li->next = freelist;
1027 li->count = count;
1028
1029 freelist = li;
1030 ++free_count;
1031 }
1032
1033 static struct freed_map : maptile
1034 {
1035 freed_map ()
1036 {
1037 path = "<freed objects map>";
1038 name = "/internal/freed_objects_map";
1039 width = 3;
1040 height = 3;
1041 no_drop = 1;
1042 no_reset = 1;
1043
1044 alloc ();
1045 in_memory = MAP_ACTIVE;
1046 }
1047
1048 ~freed_map ()
1049 {
1050 destroy ();
1051 }
1052 } freed_map; // freed objects are moved here to avoid crashes
1053
1054 void
1055 object::do_destroy ()
1056 {
1057 if (flag [FLAG_IS_LINKED])
1058 remove_link ();
1059
1060 if (flag [FLAG_FRIENDLY])
1061 remove_friendly_object (this);
1062
1063 remove ();
1064
1065 attachable::do_destroy ();
1066
1067 deactivate ();
1068 unlink ();
1069
1070 flag [FLAG_FREED] = 1;
1071
1072 // hack to ensure that freed objects still have a valid map
1073 map = &freed_map;
1074 x = 1;
1075 y = 1;
1076
1077 if (more)
1078 {
1079 more->destroy ();
1080 more = 0;
1081 }
1082
1083 head = 0;
1084
1085 // clear those pointers that likely might cause circular references
1086 owner = 0;
1087 enemy = 0;
1088 attacked_by = 0;
1089 current_weapon = 0;
1090 }
1091
1092 void
1093 object::destroy ()
1094 {
1095 if (destroyed ())
1096 return;
1097
1098 if (!is_head () && !head->destroyed ())
1099 {
1100 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1101 head->destroy ();
1102 return;
1103 }
1104
1105 destroy_inv_fast ();
1106
1107 if (is_head ())
1108 if (sound_destroy)
1109 play_sound (sound_destroy);
1110 else if (flag [FLAG_MONSTER])
1111 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1112
1113 attachable::destroy ();
1114 }
1115
1116 /* op->remove ():
1117 * This function removes the object op from the linked list of objects
1118 * which it is currently tied to. When this function is done, the
1119 * object will have no environment. If the object previously had an
1120 * environment, the x and y coordinates will be updated to
1121 * the previous environment.
1122 */
1123 void
1124 object::do_remove ()
1125 {
1126 if (flag [FLAG_REMOVED])
1127 return;
1128
1129 INVOKE_OBJECT (REMOVE, this);
1130
1131 flag [FLAG_REMOVED] = true;
1132
1133 if (more)
1134 more->remove ();
1135
1136 /*
1137 * In this case, the object to be removed is in someones
1138 * inventory.
1139 */
1140 if (env)
1141 {
1142 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1143 if (object *pl = visible_to ())
1144 esrv_del_item (pl->contr, count);
1145 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1146
1147 adjust_weight (env, -total_weight ());
1148
1149 object *pl = in_player ();
1150
1151 /* we set up values so that it could be inserted into
1152 * the map, but we don't actually do that - it is up
1153 * to the caller to decide what we want to do.
1154 */
1155 map = env->map;
1156 x = env->x;
1157 y = env->y;
1158
1159 // make sure cmov optimisation is applicable
1160 *(above ? &above->below : &env->inv) = below;
1161 *(below ? &below->above : &above ) = above; // &above is just a dummy
1162
1163 above = 0;
1164 below = 0;
1165 env = 0;
1166
1167 if (pl && pl->is_player ())
1168 {
1169 if (expect_false (pl->contr->combat_ob == this))
1170 {
1171 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1172 pl->contr->combat_ob = 0;
1173 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1174 }
1175
1176 if (expect_false (pl->contr->ranged_ob == this))
1177 {
1178 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1179 pl->contr->ranged_ob = 0;
1180 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1181 }
1182
1183 pl->contr->queue_stats_update ();
1184
1185 if (expect_false (glow_radius) && pl->is_on_map ())
1186 update_all_los (pl->map, pl->x, pl->y);
1187 }
1188 }
1189 else if (map)
1190 {
1191 map->dirty = true;
1192 mapspace &ms = this->ms ();
1193
1194 if (object *pl = ms.player ())
1195 {
1196 if (is_player ())
1197 {
1198 if (!flag [FLAG_WIZPASS])
1199 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1200
1201 // leaving a spot always closes any open container on the ground
1202 if (container && !container->env)
1203 // this causes spurious floorbox updates, but it ensures
1204 // that the CLOSE event is being sent.
1205 close_container ();
1206
1207 --map->players;
1208 map->touch ();
1209 }
1210 else if (pl->container_ () == this)
1211 {
1212 // removing a container should close it
1213 close_container ();
1214 }
1215 else
1216 esrv_del_item (pl->contr, count);
1217 }
1218
1219 /* link the object above us */
1220 // re-link, make sure compiler can easily use cmove
1221 *(above ? &above->below : &ms.top) = below;
1222 *(below ? &below->above : &ms.bot) = above;
1223
1224 above = 0;
1225 below = 0;
1226
1227 ms.invalidate ();
1228
1229 if (map->in_memory == MAP_SAVING)
1230 return;
1231
1232 int check_walk_off = !flag [FLAG_NO_APPLY];
1233
1234 if (object *pl = ms.player ())
1235 {
1236 if (pl->container_ () == this)
1237 /* If a container that the player is currently using somehow gets
1238 * removed (most likely destroyed), update the player view
1239 * appropriately.
1240 */
1241 pl->close_container ();
1242
1243 //TODO: the floorbox prev/next might need updating
1244 //esrv_del_item (pl->contr, count);
1245 //TODO: update floorbox to preserve ordering
1246 if (pl->contr->ns)
1247 pl->contr->ns->floorbox_update ();
1248 }
1249
1250 if (check_walk_off)
1251 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1252 {
1253 above = tmp->above;
1254
1255 /* No point updating the players look faces if he is the object
1256 * being removed.
1257 */
1258
1259 /* See if object moving off should effect something */
1260 if ((move_type & tmp->move_off)
1261 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1262 move_apply (tmp, this, 0);
1263 }
1264
1265 if (affects_los ())
1266 update_all_los (map, x, y);
1267 }
1268 }
1269
1270 /*
1271 * merge_ob(op,top):
1272 *
1273 * This function goes through all objects below and including top, and
1274 * merges op to the first matching object.
1275 * If top is NULL, it is calculated.
1276 * Returns pointer to object if it succeded in the merge, otherwise NULL
1277 */
1278 object *
1279 merge_ob (object *op, object *top)
1280 {
1281 if (!op->nrof)
1282 return 0;
1283
1284 if (!top)
1285 for (top = op; top && top->above; top = top->above)
1286 ;
1287
1288 for (; top; top = top->below)
1289 if (object::can_merge (op, top))
1290 {
1291 top->nrof += op->nrof;
1292
1293 if (object *pl = top->visible_to ())
1294 esrv_update_item (UPD_NROF, pl, top);
1295
1296 op->weight = 0; // cancel the addition above
1297 op->carrying = 0; // must be 0 already
1298
1299 op->destroy ();
1300
1301 return top;
1302 }
1303
1304 return 0;
1305 }
1306
1307 void
1308 object::expand_tail ()
1309 {
1310 if (more)
1311 return;
1312
1313 object *prev = this;
1314
1315 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1316 {
1317 object *op = at->instance ();
1318
1319 op->name = name;
1320 op->name_pl = name_pl;
1321 op->title = title;
1322
1323 op->head = this;
1324 prev->more = op;
1325
1326 prev = op;
1327 }
1328 }
1329
1330 /*
1331 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1332 * job preparing multi-part monsters.
1333 */
1334 object *
1335 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1336 {
1337 op->remove ();
1338
1339 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1340 {
1341 tmp->x = x + tmp->arch->x;
1342 tmp->y = y + tmp->arch->y;
1343 }
1344
1345 return insert_ob_in_map (op, m, originator, flag);
1346 }
1347
1348 /*
1349 * insert_ob_in_map (op, map, originator, flag):
1350 * This function inserts the object in the two-way linked list
1351 * which represents what is on a map.
1352 * The second argument specifies the map, and the x and y variables
1353 * in the object about to be inserted specifies the position.
1354 *
1355 * originator: Player, monster or other object that caused 'op' to be inserted
1356 * into 'map'. May be NULL.
1357 *
1358 * flag is a bitmask about special things to do (or not do) when this
1359 * function is called. see the object.h file for the INS_ values.
1360 * Passing 0 for flag gives proper default values, so flag really only needs
1361 * to be set if special handling is needed.
1362 *
1363 * Return value:
1364 * new object if 'op' was merged with other object
1365 * NULL if there was an error (destroyed, blocked etc.)
1366 * just 'op' otherwise
1367 */
1368 object *
1369 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1370 {
1371 op->remove ();
1372
1373 if (m == &freed_map)//D TODO: remove soon
1374 {//D
1375 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1376 }//D
1377
1378 /* Ideally, the caller figures this out. However, it complicates a lot
1379 * of areas of callers (eg, anything that uses find_free_spot would now
1380 * need extra work
1381 */
1382 maptile *newmap = m;
1383 if (!xy_normalise (newmap, op->x, op->y))
1384 {
1385 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1386 return 0;
1387 }
1388
1389 if (object *more = op->more)
1390 if (!insert_ob_in_map (more, m, originator, flag))
1391 return 0;
1392
1393 op->flag [FLAG_REMOVED] = false;
1394 op->env = 0;
1395 op->map = newmap;
1396
1397 mapspace &ms = op->ms ();
1398
1399 /* this has to be done after we translate the coordinates.
1400 */
1401 if (op->nrof && !(flag & INS_NO_MERGE))
1402 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1403 if (object::can_merge (op, tmp))
1404 {
1405 // TODO: we actually want to update tmp, not op,
1406 // but some caller surely breaks when we return tmp
1407 // from here :/
1408 op->nrof += tmp->nrof;
1409 tmp->destroy ();
1410 }
1411
1412 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1413 op->clr_flag (FLAG_INV_LOCKED);
1414
1415 if (!op->flag [FLAG_ALIVE])
1416 op->clr_flag (FLAG_NO_STEAL);
1417
1418 if (flag & INS_BELOW_ORIGINATOR)
1419 {
1420 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1421 {
1422 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1423 abort ();
1424 }
1425
1426 if (!originator->is_on_map ())
1427 {
1428 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1429 op->debug_desc (), originator->debug_desc ());
1430 abort ();
1431 }
1432
1433 op->above = originator;
1434 op->below = originator->below;
1435 originator->below = op;
1436
1437 *(op->below ? &op->below->above : &ms.bot) = op;
1438 }
1439 else
1440 {
1441 object *floor = 0;
1442 object *top = ms.top;
1443
1444 /* If there are other objects, then */
1445 if (top)
1446 {
1447 /*
1448 * If there are multiple objects on this space, we do some trickier handling.
1449 * We've already dealt with merging if appropriate.
1450 * Generally, we want to put the new object on top. But if
1451 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1452 * floor, we want to insert above that and no further.
1453 * Also, if there are spell objects on this space, we stop processing
1454 * once we get to them. This reduces the need to traverse over all of
1455 * them when adding another one - this saves quite a bit of cpu time
1456 * when lots of spells are cast in one area. Currently, it is presumed
1457 * that flying non pickable objects are spell objects.
1458 */
1459 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1460 {
1461 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1462 floor = tmp;
1463
1464 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1465 {
1466 /* We insert above top, so we want this object below this */
1467 top = tmp->below;
1468 break;
1469 }
1470
1471 top = tmp;
1472 }
1473
1474 /* We let update_position deal with figuring out what the space
1475 * looks like instead of lots of conditions here.
1476 * makes things faster, and effectively the same result.
1477 */
1478
1479 /* Have object 'fall below' other objects that block view.
1480 * Unless those objects are exits.
1481 * If INS_ON_TOP is used, don't do this processing
1482 * Need to find the object that in fact blocks view, otherwise
1483 * stacking is a bit odd.
1484 */
1485 if (!(flag & INS_ON_TOP)
1486 && ms.flags () & P_BLOCKSVIEW
1487 && (op->face && !faces [op->face].visibility))
1488 {
1489 object *last;
1490
1491 for (last = top; last != floor; last = last->below)
1492 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1493 break;
1494
1495 /* Check to see if we found the object that blocks view,
1496 * and make sure we have a below pointer for it so that
1497 * we can get inserted below this one, which requires we
1498 * set top to the object below us.
1499 */
1500 if (last && last->below && last != floor)
1501 top = last->below;
1502 }
1503 } /* If objects on this space */
1504
1505 if (flag & INS_ABOVE_FLOOR_ONLY)
1506 top = floor;
1507
1508 // insert object above top, or bottom-most if top = 0
1509 if (!top)
1510 {
1511 op->below = 0;
1512 op->above = ms.bot;
1513 ms.bot = op;
1514
1515 *(op->above ? &op->above->below : &ms.top) = op;
1516 }
1517 else
1518 {
1519 op->above = top->above;
1520 top->above = op;
1521
1522 op->below = top;
1523 *(op->above ? &op->above->below : &ms.top) = op;
1524 }
1525 }
1526
1527 if (op->is_player ())
1528 {
1529 op->contr->do_los = 1;
1530 ++op->map->players;
1531 op->map->touch ();
1532 }
1533
1534 op->map->dirty = true;
1535
1536 if (object *pl = ms.player ())
1537 //TODO: the floorbox prev/next might need updating
1538 //esrv_send_item (pl, op);
1539 //TODO: update floorbox to preserve ordering
1540 if (pl->contr->ns)
1541 pl->contr->ns->floorbox_update ();
1542
1543 /* If this object glows, it may affect lighting conditions that are
1544 * visible to others on this map. But update_all_los is really
1545 * an inefficient way to do this, as it means los for all players
1546 * on the map will get recalculated. The players could very well
1547 * be far away from this change and not affected in any way -
1548 * this should get redone to only look for players within range,
1549 * or just updating the P_UPTODATE for spaces within this area
1550 * of effect may be sufficient.
1551 */
1552 if (op->affects_los ())
1553 {
1554 op->ms ().invalidate ();
1555 update_all_los (op->map, op->x, op->y);
1556 }
1557
1558 /* updates flags (blocked, alive, no magic, etc) for this map space */
1559 update_object (op, UP_OBJ_INSERT);
1560
1561 INVOKE_OBJECT (INSERT, op);
1562
1563 /* Don't know if moving this to the end will break anything. However,
1564 * we want to have floorbox_update called before calling this.
1565 *
1566 * check_move_on() must be after this because code called from
1567 * check_move_on() depends on correct map flags (so functions like
1568 * blocked() and wall() work properly), and these flags are updated by
1569 * update_object().
1570 */
1571
1572 /* if this is not the head or flag has been passed, don't check walk on status */
1573 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1574 {
1575 if (check_move_on (op, originator))
1576 return 0;
1577
1578 /* If we are a multi part object, lets work our way through the check
1579 * walk on's.
1580 */
1581 for (object *tmp = op->more; tmp; tmp = tmp->more)
1582 if (check_move_on (tmp, originator))
1583 return 0;
1584 }
1585
1586 return op;
1587 }
1588
1589 /* this function inserts an object in the map, but if it
1590 * finds an object of its own type, it'll remove that one first.
1591 * op is the object to insert it under: supplies x and the map.
1592 */
1593 void
1594 replace_insert_ob_in_map (shstr_tmp archname, object *op)
1595 {
1596 /* first search for itself and remove any old instances */
1597
1598 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1599 if (tmp->arch->archname == archname) /* same archetype */
1600 tmp->destroy ();
1601
1602 object *tmp = archetype::find (archname)->instance ();
1603
1604 tmp->x = op->x;
1605 tmp->y = op->y;
1606
1607 insert_ob_in_map (tmp, op->map, op, 0);
1608 }
1609
1610 object *
1611 object::insert_at (object *where, object *originator, int flags)
1612 {
1613 if (where->env)
1614 return where->env->insert (this);
1615 else
1616 return where->map->insert (this, where->x, where->y, originator, flags);
1617 }
1618
1619 // check whether we can put this into the map, respect max_volume, max_items
1620 bool
1621 object::can_drop_at (maptile *m, int x, int y, object *originator)
1622 {
1623 mapspace &ms = m->at (x, y);
1624
1625 int items = ms.items ();
1626
1627 if (!items // testing !items ensures we can drop at least one item
1628 || (items < m->max_items
1629 && ms.volume () < m->max_volume))
1630 return true;
1631
1632 if (originator && originator->is_player ())
1633 originator->contr->failmsgf (
1634 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1635 query_name ()
1636 );
1637
1638 return false;
1639 }
1640
1641 /*
1642 * decrease(object, number) decreases a specified number from
1643 * the amount of an object. If the amount reaches 0, the object
1644 * is subsequently removed and freed.
1645 *
1646 * Return value: 'op' if something is left, NULL if the amount reached 0
1647 */
1648 bool
1649 object::decrease (sint32 nr)
1650 {
1651 if (!nr)
1652 return true;
1653
1654 nr = min (nr, nrof);
1655
1656 if (nrof > nr)
1657 {
1658 nrof -= nr;
1659 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1660
1661 if (object *pl = visible_to ())
1662 esrv_update_item (UPD_NROF, pl, this);
1663
1664 return true;
1665 }
1666 else
1667 {
1668 destroy ();
1669 return false;
1670 }
1671 }
1672
1673 /*
1674 * split(ob,nr) splits up ob into two parts. The part which
1675 * is returned contains nr objects, and the remaining parts contains
1676 * the rest (or is removed and returned if that number is 0).
1677 * On failure, NULL is returned.
1678 */
1679 object *
1680 object::split (sint32 nr)
1681 {
1682 int have = number_of ();
1683
1684 if (have < nr)
1685 return 0;
1686 else if (have == nr)
1687 {
1688 remove ();
1689 return this;
1690 }
1691 else
1692 {
1693 decrease (nr);
1694
1695 object *op = deep_clone ();
1696 op->nrof = nr;
1697 return op;
1698 }
1699 }
1700
1701 object *
1702 insert_ob_in_ob (object *op, object *where)
1703 {
1704 if (!where)
1705 {
1706 char *dump = dump_object (op);
1707 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1708 free (dump);
1709 return op;
1710 }
1711
1712 if (where->head_ () != where)
1713 {
1714 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1715 where = where->head;
1716 }
1717
1718 return where->insert (op);
1719 }
1720
1721 /*
1722 * env->insert (op)
1723 * This function inserts the object op in the linked list
1724 * inside the object environment.
1725 *
1726 * The function returns now pointer to inserted item, and return value can
1727 * be != op, if items are merged. -Tero
1728 */
1729 object *
1730 object::insert (object *op)
1731 {
1732 if (op->more)
1733 {
1734 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1735 return op;
1736 }
1737
1738 op->remove ();
1739
1740 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1741
1742 if (op->nrof)
1743 for (object *tmp = inv; tmp; tmp = tmp->below)
1744 if (object::can_merge (tmp, op))
1745 {
1746 /* return the original object and remove inserted object
1747 (client needs the original object) */
1748 tmp->nrof += op->nrof;
1749
1750 if (object *pl = tmp->visible_to ())
1751 esrv_update_item (UPD_NROF, pl, tmp);
1752
1753 adjust_weight (this, op->total_weight ());
1754
1755 op->destroy ();
1756 op = tmp;
1757 goto inserted;
1758 }
1759
1760 op->owner = 0; // it's his/hers now. period.
1761 op->map = 0;
1762 op->x = 0;
1763 op->y = 0;
1764
1765 op->above = 0;
1766 op->below = inv;
1767 op->env = this;
1768
1769 if (inv)
1770 inv->above = op;
1771
1772 inv = op;
1773
1774 op->flag [FLAG_REMOVED] = 0;
1775
1776 if (object *pl = op->visible_to ())
1777 esrv_send_item (pl, op);
1778
1779 adjust_weight (this, op->total_weight ());
1780
1781 inserted:
1782 /* reset the light list and los of the players on the map */
1783 if (op->glow_radius && is_on_map ())
1784 {
1785 update_stats ();
1786 update_all_los (map, x, y);
1787 }
1788 else if (is_player ())
1789 // if this is a player's inventory, update stats
1790 contr->queue_stats_update ();
1791
1792 INVOKE_OBJECT (INSERT, this);
1793
1794 return op;
1795 }
1796
1797 /*
1798 * Checks if any objects has a move_type that matches objects
1799 * that effect this object on this space. Call apply() to process
1800 * these events.
1801 *
1802 * Any speed-modification due to SLOW_MOVE() of other present objects
1803 * will affect the speed_left of the object.
1804 *
1805 * originator: Player, monster or other object that caused 'op' to be inserted
1806 * into 'map'. May be NULL.
1807 *
1808 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1809 *
1810 * 4-21-95 added code to check if appropriate skill was readied - this will
1811 * permit faster movement by the player through this terrain. -b.t.
1812 *
1813 * MSW 2001-07-08: Check all objects on space, not just those below
1814 * object being inserted. insert_ob_in_map may not put new objects
1815 * on top.
1816 */
1817 int
1818 check_move_on (object *op, object *originator)
1819 {
1820 if (op->flag [FLAG_NO_APPLY])
1821 return 0;
1822
1823 object *tmp;
1824 maptile *m = op->map;
1825 int x = op->x, y = op->y;
1826
1827 mapspace &ms = m->at (x, y);
1828
1829 ms.update ();
1830
1831 MoveType move_on = ms.move_on;
1832 MoveType move_slow = ms.move_slow;
1833 MoveType move_block = ms.move_block;
1834
1835 /* if nothing on this space will slow op down or be applied,
1836 * no need to do checking below. have to make sure move_type
1837 * is set, as lots of objects don't have it set - we treat that
1838 * as walking.
1839 */
1840 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1841 return 0;
1842
1843 /* This is basically inverse logic of that below - basically,
1844 * if the object can avoid the move on or slow move, they do so,
1845 * but can't do it if the alternate movement they are using is
1846 * blocked. Logic on this seems confusing, but does seem correct.
1847 */
1848 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1849 return 0;
1850
1851 /* The objects have to be checked from top to bottom.
1852 * Hence, we first go to the top:
1853 */
1854 for (object *next, *tmp = ms.top; tmp; tmp = next)
1855 {
1856 next = tmp->below;
1857
1858 if (tmp == op)
1859 continue; /* Can't apply yourself */
1860
1861 /* Check to see if one of the movement types should be slowed down.
1862 * Second check makes sure that the movement types not being slowed
1863 * (~slow_move) is not blocked on this space - just because the
1864 * space doesn't slow down swimming (for example), if you can't actually
1865 * swim on that space, can't use it to avoid the penalty.
1866 */
1867 if (!op->flag [FLAG_WIZPASS])
1868 {
1869 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1870 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1871 {
1872 float diff = tmp->move_slow_penalty * fabs (op->speed);
1873
1874 if (op->is_player ())
1875 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1876 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1877 diff /= 4.0;
1878
1879 op->speed_left -= diff;
1880 }
1881 }
1882
1883 /* Basically same logic as above, except now for actual apply. */
1884 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1885 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1886 {
1887 move_apply (tmp, op, originator);
1888
1889 if (op->destroyed ())
1890 return 1;
1891
1892 /* what the person/creature stepped onto has moved the object
1893 * someplace new. Don't process any further - if we did,
1894 * have a feeling strange problems would result.
1895 */
1896 if (op->map != m || op->x != x || op->y != y)
1897 return 0;
1898 }
1899 }
1900
1901 return 0;
1902 }
1903
1904 /*
1905 * present_arch(arch, map, x, y) searches for any objects with
1906 * a matching archetype at the given map and coordinates.
1907 * The first matching object is returned, or NULL if none.
1908 */
1909 object *
1910 present_arch (const archetype *at, maptile *m, int x, int y)
1911 {
1912 if (!m || out_of_map (m, x, y))
1913 {
1914 LOG (llevError, "Present_arch called outside map.\n");
1915 return NULL;
1916 }
1917
1918 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1919 if (tmp->arch->archname == at->archname)
1920 return tmp;
1921
1922 return NULL;
1923 }
1924
1925 /*
1926 * present(type, map, x, y) searches for any objects with
1927 * a matching type variable at the given map and coordinates.
1928 * The first matching object is returned, or NULL if none.
1929 */
1930 object *
1931 present (unsigned char type, maptile *m, int x, int y)
1932 {
1933 if (out_of_map (m, x, y))
1934 {
1935 LOG (llevError, "Present called outside map.\n");
1936 return NULL;
1937 }
1938
1939 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1940 if (tmp->type == type)
1941 return tmp;
1942
1943 return NULL;
1944 }
1945
1946 /*
1947 * present_in_ob(type, object) searches for any objects with
1948 * a matching type variable in the inventory of the given object.
1949 * The first matching object is returned, or NULL if none.
1950 */
1951 object *
1952 present_in_ob (unsigned char type, const object *op)
1953 {
1954 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1955 if (tmp->type == type)
1956 return tmp;
1957
1958 return NULL;
1959 }
1960
1961 /*
1962 * present_in_ob (type, str, object) searches for any objects with
1963 * a matching type & name variable in the inventory of the given object.
1964 * The first matching object is returned, or NULL if none.
1965 * This is mostly used by spell effect code, so that we only
1966 * have one spell effect at a time.
1967 * type can be used to narrow the search - if type is set,
1968 * the type must also match. -1 can be passed for the type,
1969 * in which case the type does not need to pass.
1970 * str is the string to match against. Note that we match against
1971 * the object name, not the archetype name. this is so that the
1972 * spell code can use one object type (force), but change it's name
1973 * to be unique.
1974 */
1975 object *
1976 present_in_ob_by_name (int type, const char *str, const object *op)
1977 {
1978 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1979 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1980 return tmp;
1981
1982 return 0;
1983 }
1984
1985 /*
1986 * present_arch_in_ob(archetype, object) searches for any objects with
1987 * a matching archetype in the inventory of the given object.
1988 * The first matching object is returned, or NULL if none.
1989 */
1990 object *
1991 present_arch_in_ob (const archetype *at, const object *op)
1992 {
1993 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1994 if (tmp->arch->archname == at->archname)
1995 return tmp;
1996
1997 return NULL;
1998 }
1999
2000 /*
2001 * activate recursively a flag on an object inventory
2002 */
2003 void
2004 flag_inv (object *op, int flag)
2005 {
2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2007 {
2008 tmp->set_flag (flag);
2009 flag_inv (tmp, flag);
2010 }
2011 }
2012
2013 /*
2014 * deactivate recursively a flag on an object inventory
2015 */
2016 void
2017 unflag_inv (object *op, int flag)
2018 {
2019 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2020 {
2021 tmp->clr_flag (flag);
2022 unflag_inv (tmp, flag);
2023 }
2024 }
2025
2026 /*
2027 * find_free_spot(object, map, x, y, start, stop) will search for
2028 * a spot at the given map and coordinates which will be able to contain
2029 * the given object. start and stop specifies how many squares
2030 * to search (see the freearr_x/y[] definition).
2031 * It returns a random choice among the alternatives found.
2032 * start and stop are where to start relative to the free_arr array (1,9
2033 * does all 4 immediate directions). This returns the index into the
2034 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2035 * Note: This function does correctly handle tiled maps, but does not
2036 * inform the caller. However, insert_ob_in_map will update as
2037 * necessary, so the caller shouldn't need to do any special work.
2038 * Note - updated to take an object instead of archetype - this is necessary
2039 * because arch_blocked (now ob_blocked) needs to know the movement type
2040 * to know if the space in question will block the object. We can't use
2041 * the archetype because that isn't correct if the monster has been
2042 * customized, changed states, etc.
2043 */
2044 int
2045 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2046 {
2047 int altern[SIZEOFFREE];
2048 int index = 0, flag;
2049
2050 for (int i = start; i < stop; i++)
2051 {
2052 mapxy pos (m, x, y); pos.move (i);
2053
2054 if (!pos.normalise ())
2055 continue;
2056
2057 mapspace &ms = *pos;
2058
2059 if (ms.flags () & P_IS_ALIVE)
2060 continue;
2061
2062 /* However, often
2063 * ob doesn't have any move type (when used to place exits)
2064 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2065 */
2066 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2067 {
2068 altern [index++] = i;
2069 continue;
2070 }
2071
2072 /* Basically, if we find a wall on a space, we cut down the search size.
2073 * In this way, we won't return spaces that are on another side of a wall.
2074 * This mostly work, but it cuts down the search size in all directions -
2075 * if the space being examined only has a wall to the north and empty
2076 * spaces in all the other directions, this will reduce the search space
2077 * to only the spaces immediately surrounding the target area, and
2078 * won't look 2 spaces south of the target space.
2079 */
2080 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2081 {
2082 stop = maxfree[i];
2083 continue;
2084 }
2085
2086 /* Note it is intentional that we check ob - the movement type of the
2087 * head of the object should correspond for the entire object.
2088 */
2089 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2090 continue;
2091
2092 if (ob->blocked (pos.m, pos.x, pos.y))
2093 continue;
2094
2095 altern [index++] = i;
2096 }
2097
2098 if (!index)
2099 return -1;
2100
2101 return altern [rndm (index)];
2102 }
2103
2104 /*
2105 * find_first_free_spot(archetype, maptile, x, y) works like
2106 * find_free_spot(), but it will search max number of squares.
2107 * But it will return the first available spot, not a random choice.
2108 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2109 */
2110 int
2111 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2112 {
2113 for (int i = 0; i < SIZEOFFREE; i++)
2114 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2115 return i;
2116
2117 return -1;
2118 }
2119
2120 /*
2121 * The function permute(arr, begin, end) randomly reorders the array
2122 * arr[begin..end-1].
2123 * now uses a fisher-yates shuffle, old permute was broken
2124 */
2125 static void
2126 permute (int *arr, int begin, int end)
2127 {
2128 arr += begin;
2129 end -= begin;
2130
2131 while (--end)
2132 swap (arr [end], arr [rndm (end + 1)]);
2133 }
2134
2135 /* new function to make monster searching more efficient, and effective!
2136 * This basically returns a randomized array (in the passed pointer) of
2137 * the spaces to find monsters. In this way, it won't always look for
2138 * monsters to the north first. However, the size of the array passed
2139 * covers all the spaces, so within that size, all the spaces within
2140 * the 3x3 area will be searched, just not in a predictable order.
2141 */
2142 void
2143 get_search_arr (int *search_arr)
2144 {
2145 int i;
2146
2147 for (i = 0; i < SIZEOFFREE; i++)
2148 search_arr[i] = i;
2149
2150 permute (search_arr, 1, SIZEOFFREE1 + 1);
2151 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2152 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2153 }
2154
2155 /*
2156 * find_dir(map, x, y, exclude) will search some close squares in the
2157 * given map at the given coordinates for live objects.
2158 * It will not considered the object given as exclude among possible
2159 * live objects.
2160 * It returns the direction toward the first/closest live object if finds
2161 * any, otherwise 0.
2162 * Perhaps incorrectly, but I'm making the assumption that exclude
2163 * is actually want is going to try and move there. We need this info
2164 * because we have to know what movement the thing looking to move
2165 * there is capable of.
2166 */
2167 int
2168 find_dir (maptile *m, int x, int y, object *exclude)
2169 {
2170 int max = SIZEOFFREE, mflags;
2171 MoveType move_type;
2172
2173 if (exclude && exclude->head_ () != exclude)
2174 {
2175 exclude = exclude->head;
2176 move_type = exclude->move_type;
2177 }
2178 else
2179 {
2180 /* If we don't have anything, presume it can use all movement types. */
2181 move_type = MOVE_ALL;
2182 }
2183
2184 for (int i = 1; i < max; i++)
2185 {
2186 mapxy pos (m, x, y);
2187 pos.move (i);
2188
2189 if (!pos.normalise ())
2190 max = maxfree[i];
2191 else
2192 {
2193 mapspace &ms = *pos;
2194
2195 if ((move_type & ms.move_block) == move_type)
2196 max = maxfree [i];
2197 else if (ms.flags () & P_IS_ALIVE)
2198 {
2199 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2200 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2201 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2202 return freedir [i];
2203 }
2204 }
2205 }
2206
2207 return 0;
2208 }
2209
2210 /*
2211 * distance(object 1, object 2) will return the square of the
2212 * distance between the two given objects.
2213 */
2214 int
2215 distance (const object *ob1, const object *ob2)
2216 {
2217 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2218 }
2219
2220 /*
2221 * find_dir_2(delta-x,delta-y) will return a direction in which
2222 * an object which has subtracted the x and y coordinates of another
2223 * object, needs to travel toward it.
2224 */
2225 int
2226 find_dir_2 (int x, int y)
2227 {
2228 int q;
2229
2230 if (y)
2231 q = x * 100 / y;
2232 else if (x)
2233 q = -300 * x;
2234 else
2235 return 0;
2236
2237 if (y > 0)
2238 {
2239 if (q < -242)
2240 return 3;
2241 if (q < -41)
2242 return 2;
2243 if (q < 41)
2244 return 1;
2245 if (q < 242)
2246 return 8;
2247 return 7;
2248 }
2249
2250 if (q < -242)
2251 return 7;
2252 if (q < -41)
2253 return 6;
2254 if (q < 41)
2255 return 5;
2256 if (q < 242)
2257 return 4;
2258
2259 return 3;
2260 }
2261
2262 /*
2263 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2264 * between two directions (which are expected to be absolute (see absdir())
2265 */
2266 int
2267 dirdiff (int dir1, int dir2)
2268 {
2269 int d;
2270
2271 d = abs (dir1 - dir2);
2272 if (d > 4)
2273 d = 8 - d;
2274
2275 return d;
2276 }
2277
2278 /* peterm:
2279 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2280 * Basically, this is a table of directions, and what directions
2281 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2282 * This basically means that if direction is 15, then it could either go
2283 * direction 4, 14, or 16 to get back to where we are.
2284 * Moved from spell_util.c to object.c with the other related direction
2285 * functions.
2286 */
2287 static const int reduction_dir[SIZEOFFREE][3] = {
2288 {0, 0, 0}, /* 0 */
2289 {0, 0, 0}, /* 1 */
2290 {0, 0, 0}, /* 2 */
2291 {0, 0, 0}, /* 3 */
2292 {0, 0, 0}, /* 4 */
2293 {0, 0, 0}, /* 5 */
2294 {0, 0, 0}, /* 6 */
2295 {0, 0, 0}, /* 7 */
2296 {0, 0, 0}, /* 8 */
2297 {8, 1, 2}, /* 9 */
2298 {1, 2, -1}, /* 10 */
2299 {2, 10, 12}, /* 11 */
2300 {2, 3, -1}, /* 12 */
2301 {2, 3, 4}, /* 13 */
2302 {3, 4, -1}, /* 14 */
2303 {4, 14, 16}, /* 15 */
2304 {5, 4, -1}, /* 16 */
2305 {4, 5, 6}, /* 17 */
2306 {6, 5, -1}, /* 18 */
2307 {6, 20, 18}, /* 19 */
2308 {7, 6, -1}, /* 20 */
2309 {6, 7, 8}, /* 21 */
2310 {7, 8, -1}, /* 22 */
2311 {8, 22, 24}, /* 23 */
2312 {8, 1, -1}, /* 24 */
2313 {24, 9, 10}, /* 25 */
2314 {9, 10, -1}, /* 26 */
2315 {10, 11, -1}, /* 27 */
2316 {27, 11, 29}, /* 28 */
2317 {11, 12, -1}, /* 29 */
2318 {12, 13, -1}, /* 30 */
2319 {12, 13, 14}, /* 31 */
2320 {13, 14, -1}, /* 32 */
2321 {14, 15, -1}, /* 33 */
2322 {33, 15, 35}, /* 34 */
2323 {16, 15, -1}, /* 35 */
2324 {17, 16, -1}, /* 36 */
2325 {18, 17, 16}, /* 37 */
2326 {18, 17, -1}, /* 38 */
2327 {18, 19, -1}, /* 39 */
2328 {41, 19, 39}, /* 40 */
2329 {19, 20, -1}, /* 41 */
2330 {20, 21, -1}, /* 42 */
2331 {20, 21, 22}, /* 43 */
2332 {21, 22, -1}, /* 44 */
2333 {23, 22, -1}, /* 45 */
2334 {45, 47, 23}, /* 46 */
2335 {23, 24, -1}, /* 47 */
2336 {24, 9, -1}
2337 }; /* 48 */
2338
2339 /* Recursive routine to step back and see if we can
2340 * find a path to that monster that we found. If not,
2341 * we don't bother going toward it. Returns 1 if we
2342 * can see a direct way to get it
2343 * Modified to be map tile aware -.MSW
2344 */
2345 int
2346 can_see_monsterP (maptile *m, int x, int y, int dir)
2347 {
2348 sint16 dx, dy;
2349 int mflags;
2350
2351 if (dir < 0)
2352 return 0; /* exit condition: invalid direction */
2353
2354 dx = x + freearr_x[dir];
2355 dy = y + freearr_y[dir];
2356
2357 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2358
2359 /* This functional arguably was incorrect before - it was
2360 * checking for P_WALL - that was basically seeing if
2361 * we could move to the monster - this is being more
2362 * literal on if we can see it. To know if we can actually
2363 * move to the monster, we'd need the monster passed in or
2364 * at least its move type.
2365 */
2366 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2367 return 0;
2368
2369 /* yes, can see. */
2370 if (dir < 9)
2371 return 1;
2372
2373 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2374 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2375 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2376 }
2377
2378 /*
2379 * can_pick(picker, item): finds out if an object is possible to be
2380 * picked up by the picker. Returnes 1 if it can be
2381 * picked up, otherwise 0.
2382 *
2383 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2384 * core dumps if they do.
2385 *
2386 * Add a check so we can't pick up invisible objects (0.93.8)
2387 */
2388 int
2389 can_pick (const object *who, const object *item)
2390 {
2391 return /*who->flag [FLAG_WIZ]|| */
2392 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2393 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2394 }
2395
2396 /*
2397 * create clone from object to another
2398 */
2399 object *
2400 object::deep_clone ()
2401 {
2402 assert (("deep_clone called on non-head object", is_head ()));
2403
2404 object *dst = clone ();
2405
2406 object *prev = dst;
2407 for (object *part = this->more; part; part = part->more)
2408 {
2409 object *tmp = part->clone ();
2410 tmp->head = dst;
2411 prev->more = tmp;
2412 prev = tmp;
2413 }
2414
2415 for (object *item = inv; item; item = item->below)
2416 insert_ob_in_ob (item->deep_clone (), dst);
2417
2418 return dst;
2419 }
2420
2421 /* This returns the first object in who's inventory that
2422 * has the same type and subtype match.
2423 * returns NULL if no match.
2424 */
2425 object *
2426 find_obj_by_type_subtype (const object *who, int type, int subtype)
2427 {
2428 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2429 if (tmp->type == type && tmp->subtype == subtype)
2430 return tmp;
2431
2432 return 0;
2433 }
2434
2435 shstr_tmp
2436 object::kv_get (shstr_tmp key) const
2437 {
2438 for (key_value *kv = key_values; kv; kv = kv->next)
2439 if (kv->key == key)
2440 return kv->value;
2441
2442 return shstr ();
2443 }
2444
2445 void
2446 object::kv_set (shstr_tmp key, shstr_tmp value)
2447 {
2448 for (key_value *kv = key_values; kv; kv = kv->next)
2449 if (kv->key == key)
2450 {
2451 kv->value = value;
2452 return;
2453 }
2454
2455 key_value *kv = new key_value;
2456
2457 kv->next = key_values;
2458 kv->key = key;
2459 kv->value = value;
2460
2461 key_values = kv;
2462 }
2463
2464 void
2465 object::kv_del (shstr_tmp key)
2466 {
2467 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2468 if ((*kvp)->key == key)
2469 {
2470 key_value *kv = *kvp;
2471 *kvp = (*kvp)->next;
2472 delete kv;
2473 return;
2474 }
2475 }
2476
2477 object::depth_iterator::depth_iterator (object *container)
2478 : iterator_base (container)
2479 {
2480 while (item->inv)
2481 item = item->inv;
2482 }
2483
2484 void
2485 object::depth_iterator::next ()
2486 {
2487 if (item->below)
2488 {
2489 item = item->below;
2490
2491 while (item->inv)
2492 item = item->inv;
2493 }
2494 else
2495 item = item->env;
2496 }
2497
2498 const char *
2499 object::flag_desc (char *desc, int len) const
2500 {
2501 char *p = desc;
2502 bool first = true;
2503
2504 *p = 0;
2505
2506 for (int i = 0; i < NUM_FLAGS; i++)
2507 {
2508 if (len <= 10) // magic constant!
2509 {
2510 snprintf (p, len, ",...");
2511 break;
2512 }
2513
2514 if (flag [i])
2515 {
2516 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2517 len -= cnt;
2518 p += cnt;
2519 first = false;
2520 }
2521 }
2522
2523 return desc;
2524 }
2525
2526 // return a suitable string describing an object in enough detail to find it
2527 const char *
2528 object::debug_desc (char *info) const
2529 {
2530 char flagdesc[512];
2531 char info2[256 * 4];
2532 char *p = info;
2533
2534 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2535 count,
2536 uuid.c_str (),
2537 &name,
2538 title ? ",title:\"" : "",
2539 title ? (const char *)title : "",
2540 title ? "\"" : "",
2541 flag_desc (flagdesc, 512), type);
2542
2543 if (!flag[FLAG_REMOVED] && env)
2544 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2545
2546 if (map)
2547 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2548
2549 return info;
2550 }
2551
2552 const char *
2553 object::debug_desc () const
2554 {
2555 static char info[3][256 * 4];
2556 static int info_idx;
2557
2558 return debug_desc (info [++info_idx % 3]);
2559 }
2560
2561 struct region *
2562 object::region () const
2563 {
2564 return map ? map->region (x, y)
2565 : region::default_region ();
2566 }
2567
2568 void
2569 object::open_container (object *new_container)
2570 {
2571 if (container == new_container)
2572 return;
2573
2574 object *old_container = container;
2575
2576 if (old_container)
2577 {
2578 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2579 return;
2580
2581 #if 0
2582 // remove the "Close old_container" object.
2583 if (object *closer = old_container->inv)
2584 if (closer->type == CLOSE_CON)
2585 closer->destroy ();
2586 #endif
2587
2588 // make sure the container is available
2589 esrv_send_item (this, old_container);
2590
2591 old_container->flag [FLAG_APPLIED] = false;
2592 container = 0;
2593
2594 // client needs item update to make it work, client bug requires this to be separate
2595 esrv_update_item (UPD_FLAGS, this, old_container);
2596
2597 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2598 play_sound (sound_find ("chest_close"));
2599 }
2600
2601 if (new_container)
2602 {
2603 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2604 return;
2605
2606 // TODO: this does not seem to serve any purpose anymore?
2607 #if 0
2608 // insert the "Close Container" object.
2609 if (archetype *closer = new_container->other_arch)
2610 {
2611 object *closer = new_container->other_arch->instance ();
2612 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2613 new_container->insert (closer);
2614 }
2615 #endif
2616
2617 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2618
2619 // make sure the container is available, client bug requires this to be separate
2620 esrv_send_item (this, new_container);
2621
2622 new_container->flag [FLAG_APPLIED] = true;
2623 container = new_container;
2624
2625 // client needs flag change
2626 esrv_update_item (UPD_FLAGS, this, new_container);
2627 esrv_send_inventory (this, new_container);
2628 play_sound (sound_find ("chest_open"));
2629 }
2630 // else if (!old_container->env && contr && contr->ns)
2631 // contr->ns->floorbox_reset ();
2632 }
2633
2634 object *
2635 object::force_find (shstr_tmp name)
2636 {
2637 /* cycle through his inventory to look for the MARK we want to
2638 * place
2639 */
2640 for (object *tmp = inv; tmp; tmp = tmp->below)
2641 if (tmp->type == FORCE && tmp->slaying == name)
2642 return splay (tmp);
2643
2644 return 0;
2645 }
2646
2647 //-GPL
2648
2649 void
2650 object::force_set_timer (int duration)
2651 {
2652 this->duration = 1;
2653 this->speed_left = -1.f;
2654
2655 this->set_speed (duration ? 1.f / duration : 0.f);
2656 }
2657
2658 object *
2659 object::force_add (shstr_tmp name, int duration)
2660 {
2661 if (object *force = force_find (name))
2662 force->destroy ();
2663
2664 object *force = get_archetype (FORCE_NAME);
2665
2666 force->slaying = name;
2667 force->force_set_timer (duration);
2668 force->flag [FLAG_APPLIED] = true;
2669
2670 return insert (force);
2671 }
2672
2673 void
2674 object::play_sound (faceidx sound) const
2675 {
2676 if (!sound)
2677 return;
2678
2679 if (is_on_map ())
2680 map->play_sound (sound, x, y);
2681 else if (object *pl = in_player ())
2682 pl->contr->play_sound (sound);
2683 }
2684
2685 void
2686 object::say_msg (const char *msg) const
2687 {
2688 if (is_on_map ())
2689 map->say_msg (msg, x, y);
2690 else if (object *pl = in_player ())
2691 pl->contr->play_sound (sound);
2692 }
2693
2694 void
2695 object::make_noise ()
2696 {
2697 // we do not model noise in the map, so instead put
2698 // a temporary light into the noise source
2699 // could use the map instead, but that's less reliable for our
2700 // goal, which is to make invisibility a bit harder to exploit
2701
2702 // currently only works sensibly for players
2703 if (!is_player ())
2704 return;
2705
2706 // find old force, or create new one
2707 object *force = force_find (shstr_noise_force);
2708
2709 if (force)
2710 force->speed_left = -1.f; // patch old speed up
2711 else
2712 {
2713 force = archetype::get (shstr_noise_force);
2714
2715 force->slaying = shstr_noise_force;
2716 force->stats.food = 1;
2717 force->speed_left = -1.f;
2718
2719 force->set_speed (1.f / 4.f);
2720 force->flag [FLAG_IS_USED_UP] = true;
2721 force->flag [FLAG_APPLIED] = true;
2722
2723 insert (force);
2724 }
2725 }
2726
2727 void object::change_move_type (MoveType mt)
2728 {
2729 if (move_type == mt)
2730 return;
2731
2732 if (is_on_map ())
2733 {
2734 // we are on the map, so handle move_on/off effects
2735 remove ();
2736 move_type = mt;
2737 map->insert (this, x, y, this);
2738 }
2739 else
2740 move_type = mt;
2741 }
2742