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Revision: 1.326
Committed: Thu Apr 15 00:56:40 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.325: +4 -0 lines
Log Message:
trace more weight stuff

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 if (carrying != sum)//D
489 LOG (llevDebug, "updating weight got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
492 carrying = sum;
493
494 if (object *pl = visible_to ())
495 if (pl != this) // player is handled lazily
496 esrv_update_item (UPD_WEIGHT, pl, this);
497 }
498 }
499
500 /*
501 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
502 */
503 char *
504 dump_object (object *op)
505 {
506 if (!op)
507 return strdup ("[NULLOBJ]");
508
509 object_freezer freezer;
510 op->write (freezer);
511 return freezer.as_string ();
512 }
513
514 char *
515 object::as_string ()
516 {
517 return dump_object (this);
518 }
519
520 /*
521 * Returns the object which has the count-variable equal to the argument.
522 * VERRRY slow.
523 */
524 object *
525 find_object (tag_t i)
526 {
527 for_all_objects (op)
528 if (op->count == i)
529 return op;
530
531 return 0;
532 }
533
534 /*
535 * Returns the object which has the uuid equal to the argument.
536 * MOAR VERRRY slow.
537 */
538
539 object *
540 find_object_uuid (UUID i)
541 {
542 for_all_objects (op)
543 if (op->uuid == i)
544 return op;
545
546 return 0;
547 }
548
549 /*
550 * Returns the first object which has a name equal to the argument.
551 * Used only by the patch command, but not all that useful.
552 * Enables features like "patch <name-of-other-player> food 999"
553 */
554 object *
555 find_object_name (const char *str)
556 {
557 shstr_cmp str_ (str);
558
559 if (str_)
560 for_all_objects (op)
561 if (op->name == str_)
562 return op;
563
564 return 0;
565 }
566
567 /*
568 * Sets the owner and sets the skill and exp pointers to owner's current
569 * skill and experience objects.
570 * ACTUALLY NO! investigate! TODO
571 */
572 void
573 object::set_owner (object *owner)
574 {
575 // allow objects which own objects
576 if (owner)
577 while (owner->owner)
578 owner = owner->owner;
579
580 if (flag [FLAG_FREED])
581 {
582 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
583 return;
584 }
585
586 this->owner = owner;
587 }
588
589 /* Zero the key_values on op, decrementing the shared-string
590 * refcounts and freeing the links.
591 */
592 static void
593 free_key_values (object *op)
594 {
595 for (key_value *i = op->key_values; i; )
596 {
597 key_value *next = i->next;
598 delete i;
599
600 i = next;
601 }
602
603 op->key_values = 0;
604 }
605
606 /*
607 * copy_to first frees everything allocated by the dst object,
608 * and then copies the contents of itself into the second
609 * object, allocating what needs to be allocated. Basically, any
610 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
611 * if the first object is freed, the pointers in the new object
612 * will point at garbage.
613 */
614 void
615 object::copy_to (object *dst)
616 {
617 dst->remove ();
618 *(object_copy *)dst = *this;
619 dst->flag [FLAG_REMOVED] = true;
620
621 /* Copy over key_values, if any. */
622 if (key_values)
623 {
624 key_value *tail = 0;
625 dst->key_values = 0;
626
627 for (key_value *i = key_values; i; i = i->next)
628 {
629 key_value *new_link = new key_value;
630
631 new_link->next = 0;
632 new_link->key = i->key;
633 new_link->value = i->value;
634
635 /* Try and be clever here, too. */
636 if (!dst->key_values)
637 {
638 dst->key_values = new_link;
639 tail = new_link;
640 }
641 else
642 {
643 tail->next = new_link;
644 tail = new_link;
645 }
646 }
647 }
648
649 dst->activate ();
650 }
651
652 void
653 object::instantiate ()
654 {
655 if (!uuid.seq) // HACK
656 uuid = UUID::gen ();
657
658 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
659 if (flag [FLAG_RANDOM_SPEED] && speed)
660 speed_left = - speed - rndm (); // TODO animation
661 else
662 speed_left = -1.;
663
664 /* copy the body_info to the body_used - this is only really
665 * need for monsters, but doesn't hurt to do it for everything.
666 * by doing so, when a monster is created, it has good starting
667 * values for the body_used info, so when items are created
668 * for it, they can be properly equipped.
669 */
670 for (int i = NUM_BODY_LOCATIONS; i--; )
671 slot[i].used = slot[i].info;
672
673 attachable::instantiate ();
674 }
675
676 object *
677 object::clone ()
678 {
679 object *neu = create ();
680 copy_to (neu);
681
682 // TODO: unclean state changes, should not be done in clone AND instantiate
683 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
684 neu->speed_left = - neu->speed - rndm (); // TODO animation
685
686 neu->map = map; // not copied by copy_to
687 return neu;
688 }
689
690 /*
691 * If an object with the IS_TURNABLE() flag needs to be turned due
692 * to the closest player being on the other side, this function can
693 * be called to update the face variable, _and_ how it looks on the map.
694 */
695 void
696 update_turn_face (object *op)
697 {
698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
699 return;
700
701 SET_ANIMATION (op, op->direction);
702 update_object (op, UP_OBJ_FACE);
703 }
704
705 /*
706 * Updates the speed of an object. If the speed changes from 0 to another
707 * value, or vice versa, then add/remove the object from the active list.
708 * This function needs to be called whenever the speed of an object changes.
709 */
710 void
711 object::set_speed (float speed)
712 {
713 this->speed = speed;
714
715 if (has_active_speed ())
716 activate ();
717 else
718 deactivate ();
719 }
720
721 /*
722 * update_object() updates the the map.
723 * It takes into account invisible objects (and represent squares covered
724 * by invisible objects by whatever is below them (unless it's another
725 * invisible object, etc...)
726 * If the object being updated is beneath a player, the look-window
727 * of that player is updated (this might be a suboptimal way of
728 * updating that window, though, since update_object() is called _often_)
729 *
730 * action is a hint of what the caller believes need to be done.
731 * current action are:
732 * UP_OBJ_INSERT: op was inserted
733 * UP_OBJ_REMOVE: op was removed
734 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
735 * as that is easier than trying to look at what may have changed.
736 * UP_OBJ_FACE: only the objects face has changed.
737 */
738 void
739 update_object (object *op, int action)
740 {
741 if (!op)
742 {
743 /* this should never happen */
744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
745 return;
746 }
747
748 if (!op->is_on_map ())
749 {
750 /* Animation is currently handled by client, so nothing
751 * to do in this case.
752 */
753 return;
754 }
755
756 /* make sure the object is within map boundaries */
757 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
758 {
759 LOG (llevError, "update_object() called for object out of map!\n");
760 #ifdef MANY_CORES
761 abort ();
762 #endif
763 return;
764 }
765
766 mapspace &m = op->ms ();
767
768 if (!(m.flags_ & P_UPTODATE))
769 /* nop */;
770 else if (action == UP_OBJ_INSERT)
771 {
772 #if 0
773 // this is likely overkill, TODO: revisit (schmorp)
774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
776 || (op->is_player () && !(m.flags_ & P_PLAYER))
777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
780 || (m.move_on | op->move_on ) != m.move_on
781 || (m.move_off | op->move_off ) != m.move_off
782 || (m.move_slow | op->move_slow) != m.move_slow
783 /* This isn't perfect, but I don't expect a lot of objects to
784 * have move_allow right now.
785 */
786 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
787 m.invalidate ();
788 #else
789 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
790 m.invalidate ();
791 #endif
792 }
793 /* if the object is being removed, we can't make intelligent
794 * decisions, because remove_ob can't really pass the object
795 * that is being removed.
796 */
797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
798 m.invalidate ();
799 else if (action == UP_OBJ_FACE)
800 /* Nothing to do for that case */ ;
801 else
802 LOG (llevError, "update_object called with invalid action: %d\n", action);
803
804 if (op->more)
805 update_object (op->more, action);
806 }
807
808 object::object ()
809 {
810 this->set_flag (FLAG_REMOVED);
811
812 //expmul = 1.0; declared const for the time being
813 face = blank_face;
814 material = MATERIAL_NULL;
815 }
816
817 object::~object ()
818 {
819 unlink ();
820
821 free_key_values (this);
822 }
823
824 void object::link ()
825 {
826 assert (!index);//D
827 uuid = UUID::gen ();
828
829 refcnt_inc ();
830 objects.insert (this);
831
832 ++create_count;
833
834 }
835
836 void object::unlink ()
837 {
838 if (!index)
839 return;
840
841 ++destroy_count;
842
843 objects.erase (this);
844 refcnt_dec ();
845 }
846
847 void
848 object::activate ()
849 {
850 /* If already on active list, don't do anything */
851 if (active)
852 return;
853
854 if (has_active_speed ())
855 {
856 if (flag [FLAG_FREED])
857 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
858
859 actives.insert (this);
860 }
861 }
862
863 void
864 object::activate_recursive ()
865 {
866 activate ();
867
868 for (object *op = inv; op; op = op->below)
869 op->activate_recursive ();
870 }
871
872 /* This function removes object 'op' from the list of active
873 * objects.
874 * This should only be used for style maps or other such
875 * reference maps where you don't want an object that isn't
876 * in play chewing up cpu time getting processed.
877 * The reverse of this is to call update_ob_speed, which
878 * will do the right thing based on the speed of the object.
879 */
880 void
881 object::deactivate ()
882 {
883 /* If not on the active list, nothing needs to be done */
884 if (!active)
885 return;
886
887 actives.erase (this);
888 }
889
890 void
891 object::deactivate_recursive ()
892 {
893 for (object *op = inv; op; op = op->below)
894 op->deactivate_recursive ();
895
896 deactivate ();
897 }
898
899 void
900 object::set_flag_inv (int flag, int value)
901 {
902 for (object *op = inv; op; op = op->below)
903 {
904 op->flag [flag] = value;
905 op->set_flag_inv (flag, value);
906 }
907 }
908
909 /*
910 * Remove and free all objects in the inventory of the given object.
911 * object.c ?
912 */
913 void
914 object::destroy_inv (bool drop_to_ground)
915 {
916 // need to check first, because the checks below might segfault
917 // as we might be on an invalid mapspace and crossfire code
918 // is too buggy to ensure that the inventory is empty.
919 // corollary: if you create arrows etc. with stuff in its inventory,
920 // cf will crash below with off-map x and y
921 if (!inv)
922 return;
923
924 /* Only if the space blocks everything do we not process -
925 * if some form of movement is allowed, let objects
926 * drop on that space.
927 */
928 if (!drop_to_ground
929 || !map
930 || map->in_memory != MAP_ACTIVE
931 || map->no_drop
932 || ms ().move_block == MOVE_ALL)
933 {
934 while (inv)
935 inv->destroy ();
936 }
937 else
938 { /* Put objects in inventory onto this space */
939 while (inv)
940 {
941 object *op = inv;
942
943 if (op->flag [FLAG_STARTEQUIP]
944 || op->flag [FLAG_NO_DROP]
945 || op->type == RUNE
946 || op->type == TRAP
947 || op->flag [FLAG_IS_A_TEMPLATE]
948 || op->flag [FLAG_DESTROY_ON_DEATH])
949 op->destroy ();
950 else
951 map->insert (op, x, y);
952 }
953 }
954 }
955
956 /*
957 * Remove and free all objects in the inventory of the given object.
958 * Unlike destroy_inv, this assumes the *this is destroyed as well
959 * well, so we can (and have to!) take shortcuts.
960 */
961 void
962 object::destroy_inv_fast ()
963 {
964 while (object *op = inv)
965 {
966 // remove from object the fast way
967 op->flag [FLAG_REMOVED] = true;
968 op->env = 0;
969 if ((inv = inv->below))
970 inv->above = 0;
971
972 // then destroy
973 op->destroy ();
974 }
975 }
976
977 void
978 object::freelist_free (int count)
979 {
980 while (count-- && freelist)
981 {
982 freelist_item *next = freelist->next;
983 // count is being "destroyed"
984
985 sfree ((char *)freelist, sizeof (object));
986
987 freelist = next;
988 --free_count;
989 }
990 }
991
992 object *
993 object::create ()
994 {
995 object *op;
996
997 if (freelist)
998 {
999 freelist_item li = *freelist;
1000 memset (freelist, 0, sizeof (object));
1001
1002 op = new (freelist) object;
1003 op->count = li.count;
1004
1005 freelist = li.next;
1006 --free_count;
1007 }
1008 else
1009 {
1010 void *ni = salloc0<char> (sizeof (object));
1011
1012 op = new(ni) object;
1013
1014 op->count = ++object_count;
1015 }
1016
1017 op->link ();
1018
1019 return op;
1020 }
1021
1022 void
1023 object::do_delete ()
1024 {
1025 uint32_t count = this->count;
1026
1027 this->~object ();
1028
1029 freelist_item *li = (freelist_item *)this;
1030 li->next = freelist;
1031 li->count = count;
1032
1033 freelist = li;
1034 ++free_count;
1035 }
1036
1037 static struct freed_map : maptile
1038 {
1039 freed_map ()
1040 {
1041 path = "<freed objects map>";
1042 name = "/internal/freed_objects_map";
1043 width = 3;
1044 height = 3;
1045 no_drop = 1;
1046 no_reset = 1;
1047
1048 alloc ();
1049 in_memory = MAP_ACTIVE;
1050 }
1051
1052 ~freed_map ()
1053 {
1054 destroy ();
1055 }
1056 } freed_map; // freed objects are moved here to avoid crashes
1057
1058 void
1059 object::do_destroy ()
1060 {
1061 if (flag [FLAG_IS_LINKED])
1062 remove_link ();
1063
1064 if (flag [FLAG_FRIENDLY])
1065 remove_friendly_object (this);
1066
1067 remove ();
1068
1069 attachable::do_destroy ();
1070
1071 deactivate ();
1072 unlink ();
1073
1074 flag [FLAG_FREED] = 1;
1075
1076 // hack to ensure that freed objects still have a valid map
1077 map = &freed_map;
1078 x = 1;
1079 y = 1;
1080
1081 if (more)
1082 {
1083 more->destroy ();
1084 more = 0;
1085 }
1086
1087 head = 0;
1088
1089 // clear those pointers that likely might cause circular references
1090 owner = 0;
1091 enemy = 0;
1092 attacked_by = 0;
1093 current_weapon = 0;
1094 }
1095
1096 void
1097 object::destroy ()
1098 {
1099 if (destroyed ())
1100 return;
1101
1102 if (!is_head () && !head->destroyed ())
1103 {
1104 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1105 head->destroy ();
1106 return;
1107 }
1108
1109 destroy_inv_fast ();
1110
1111 if (is_head ())
1112 if (sound_destroy)
1113 play_sound (sound_destroy);
1114 else if (flag [FLAG_MONSTER])
1115 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1116
1117 attachable::destroy ();
1118 }
1119
1120 /* op->remove ():
1121 * This function removes the object op from the linked list of objects
1122 * which it is currently tied to. When this function is done, the
1123 * object will have no environment. If the object previously had an
1124 * environment, the x and y coordinates will be updated to
1125 * the previous environment.
1126 */
1127 void
1128 object::do_remove ()
1129 {
1130 if (flag [FLAG_REMOVED])
1131 return;
1132
1133 INVOKE_OBJECT (REMOVE, this);
1134
1135 flag [FLAG_REMOVED] = true;
1136
1137 if (more)
1138 more->remove ();
1139
1140 /*
1141 * In this case, the object to be removed is in someones
1142 * inventory.
1143 */
1144 if (env)
1145 {
1146 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1147 if (object *pl = visible_to ())
1148 esrv_del_item (pl->contr, count);
1149 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1150
1151 adjust_weight (env, -total_weight ());
1152
1153 object *pl = in_player ();
1154
1155 /* we set up values so that it could be inserted into
1156 * the map, but we don't actually do that - it is up
1157 * to the caller to decide what we want to do.
1158 */
1159 map = env->map;
1160 x = env->x;
1161 y = env->y;
1162
1163 // make sure cmov optimisation is applicable
1164 *(above ? &above->below : &env->inv) = below;
1165 *(below ? &below->above : &above ) = above; // &above is just a dummy
1166
1167 above = 0;
1168 below = 0;
1169 env = 0;
1170
1171 if (pl && pl->is_player ())
1172 {
1173 if (expect_false (pl->contr->combat_ob == this))
1174 {
1175 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1176 pl->contr->combat_ob = 0;
1177 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1178 }
1179
1180 if (expect_false (pl->contr->ranged_ob == this))
1181 {
1182 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1183 pl->contr->ranged_ob = 0;
1184 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1185 }
1186
1187 pl->contr->queue_stats_update ();
1188
1189 if (expect_false (glow_radius) && pl->is_on_map ())
1190 update_all_los (pl->map, pl->x, pl->y);
1191 }
1192 }
1193 else if (map)
1194 {
1195 map->dirty = true;
1196 mapspace &ms = this->ms ();
1197
1198 if (object *pl = ms.player ())
1199 {
1200 if (is_player ())
1201 {
1202 if (!flag [FLAG_WIZPASS])
1203 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1204
1205 // leaving a spot always closes any open container on the ground
1206 if (container && !container->env)
1207 // this causes spurious floorbox updates, but it ensures
1208 // that the CLOSE event is being sent.
1209 close_container ();
1210
1211 --map->players;
1212 map->touch ();
1213 }
1214 else if (pl->container_ () == this)
1215 {
1216 // removing a container should close it
1217 close_container ();
1218 }
1219 else
1220 esrv_del_item (pl->contr, count);
1221 }
1222
1223 /* link the object above us */
1224 // re-link, make sure compiler can easily use cmove
1225 *(above ? &above->below : &ms.top) = below;
1226 *(below ? &below->above : &ms.bot) = above;
1227
1228 above = 0;
1229 below = 0;
1230
1231 ms.invalidate ();
1232
1233 if (map->in_memory == MAP_SAVING)
1234 return;
1235
1236 int check_walk_off = !flag [FLAG_NO_APPLY];
1237
1238 if (object *pl = ms.player ())
1239 {
1240 if (pl->container_ () == this)
1241 /* If a container that the player is currently using somehow gets
1242 * removed (most likely destroyed), update the player view
1243 * appropriately.
1244 */
1245 pl->close_container ();
1246
1247 //TODO: the floorbox prev/next might need updating
1248 //esrv_del_item (pl->contr, count);
1249 //TODO: update floorbox to preserve ordering
1250 if (pl->contr->ns)
1251 pl->contr->ns->floorbox_update ();
1252 }
1253
1254 if (check_walk_off)
1255 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1256 {
1257 above = tmp->above;
1258
1259 /* No point updating the players look faces if he is the object
1260 * being removed.
1261 */
1262
1263 /* See if object moving off should effect something */
1264 if ((move_type & tmp->move_off)
1265 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1266 move_apply (tmp, this, 0);
1267 }
1268
1269 if (affects_los ())
1270 update_all_los (map, x, y);
1271 }
1272 }
1273
1274 /*
1275 * merge_ob(op,top):
1276 *
1277 * This function goes through all objects below and including top, and
1278 * merges op to the first matching object.
1279 * If top is NULL, it is calculated.
1280 * Returns pointer to object if it succeded in the merge, otherwise NULL
1281 */
1282 object *
1283 merge_ob (object *op, object *top)
1284 {
1285 if (!op->nrof)
1286 return 0;
1287
1288 if (!top)
1289 for (top = op; top && top->above; top = top->above)
1290 ;
1291
1292 for (; top; top = top->below)
1293 if (object::can_merge (op, top))
1294 {
1295 top->nrof += op->nrof;
1296
1297 if (object *pl = top->visible_to ())
1298 esrv_update_item (UPD_NROF, pl, top);
1299
1300 op->weight = 0; // cancel the addition above
1301 op->carrying = 0; // must be 0 already
1302
1303 op->destroy ();
1304
1305 return top;
1306 }
1307
1308 return 0;
1309 }
1310
1311 void
1312 object::expand_tail ()
1313 {
1314 if (more)
1315 return;
1316
1317 object *prev = this;
1318
1319 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1320 {
1321 object *op = at->instance ();
1322
1323 op->name = name;
1324 op->name_pl = name_pl;
1325 op->title = title;
1326
1327 op->head = this;
1328 prev->more = op;
1329
1330 prev = op;
1331 }
1332 }
1333
1334 /*
1335 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1336 * job preparing multi-part monsters.
1337 */
1338 object *
1339 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1340 {
1341 op->remove ();
1342
1343 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1344 {
1345 tmp->x = x + tmp->arch->x;
1346 tmp->y = y + tmp->arch->y;
1347 }
1348
1349 return insert_ob_in_map (op, m, originator, flag);
1350 }
1351
1352 /*
1353 * insert_ob_in_map (op, map, originator, flag):
1354 * This function inserts the object in the two-way linked list
1355 * which represents what is on a map.
1356 * The second argument specifies the map, and the x and y variables
1357 * in the object about to be inserted specifies the position.
1358 *
1359 * originator: Player, monster or other object that caused 'op' to be inserted
1360 * into 'map'. May be NULL.
1361 *
1362 * flag is a bitmask about special things to do (or not do) when this
1363 * function is called. see the object.h file for the INS_ values.
1364 * Passing 0 for flag gives proper default values, so flag really only needs
1365 * to be set if special handling is needed.
1366 *
1367 * Return value:
1368 * new object if 'op' was merged with other object
1369 * NULL if there was an error (destroyed, blocked etc.)
1370 * just 'op' otherwise
1371 */
1372 object *
1373 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1374 {
1375 op->remove ();
1376
1377 if (m == &freed_map)//D TODO: remove soon
1378 {//D
1379 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1380 }//D
1381
1382 /* Ideally, the caller figures this out. However, it complicates a lot
1383 * of areas of callers (eg, anything that uses find_free_spot would now
1384 * need extra work
1385 */
1386 maptile *newmap = m;
1387 if (!xy_normalise (newmap, op->x, op->y))
1388 {
1389 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1390 return 0;
1391 }
1392
1393 if (object *more = op->more)
1394 if (!insert_ob_in_map (more, m, originator, flag))
1395 return 0;
1396
1397 op->flag [FLAG_REMOVED] = false;
1398 op->env = 0;
1399 op->map = newmap;
1400
1401 mapspace &ms = op->ms ();
1402
1403 /* this has to be done after we translate the coordinates.
1404 */
1405 if (op->nrof && !(flag & INS_NO_MERGE))
1406 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1407 if (object::can_merge (op, tmp))
1408 {
1409 // TODO: we actually want to update tmp, not op,
1410 // but some caller surely breaks when we return tmp
1411 // from here :/
1412 op->nrof += tmp->nrof;
1413 tmp->destroy ();
1414 }
1415
1416 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1417 op->clr_flag (FLAG_INV_LOCKED);
1418
1419 if (!op->flag [FLAG_ALIVE])
1420 op->clr_flag (FLAG_NO_STEAL);
1421
1422 if (flag & INS_BELOW_ORIGINATOR)
1423 {
1424 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1425 {
1426 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1427 abort ();
1428 }
1429
1430 if (!originator->is_on_map ())
1431 {
1432 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1433 op->debug_desc (), originator->debug_desc ());
1434 abort ();
1435 }
1436
1437 op->above = originator;
1438 op->below = originator->below;
1439 originator->below = op;
1440
1441 *(op->below ? &op->below->above : &ms.bot) = op;
1442 }
1443 else
1444 {
1445 object *floor = 0;
1446 object *top = ms.top;
1447
1448 /* If there are other objects, then */
1449 if (top)
1450 {
1451 /*
1452 * If there are multiple objects on this space, we do some trickier handling.
1453 * We've already dealt with merging if appropriate.
1454 * Generally, we want to put the new object on top. But if
1455 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1456 * floor, we want to insert above that and no further.
1457 * Also, if there are spell objects on this space, we stop processing
1458 * once we get to them. This reduces the need to traverse over all of
1459 * them when adding another one - this saves quite a bit of cpu time
1460 * when lots of spells are cast in one area. Currently, it is presumed
1461 * that flying non pickable objects are spell objects.
1462 */
1463 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1464 {
1465 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1466 floor = tmp;
1467
1468 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1469 {
1470 /* We insert above top, so we want this object below this */
1471 top = tmp->below;
1472 break;
1473 }
1474
1475 top = tmp;
1476 }
1477
1478 /* We let update_position deal with figuring out what the space
1479 * looks like instead of lots of conditions here.
1480 * makes things faster, and effectively the same result.
1481 */
1482
1483 /* Have object 'fall below' other objects that block view.
1484 * Unless those objects are exits.
1485 * If INS_ON_TOP is used, don't do this processing
1486 * Need to find the object that in fact blocks view, otherwise
1487 * stacking is a bit odd.
1488 */
1489 if (!(flag & INS_ON_TOP)
1490 && ms.flags () & P_BLOCKSVIEW
1491 && (op->face && !faces [op->face].visibility))
1492 {
1493 object *last;
1494
1495 for (last = top; last != floor; last = last->below)
1496 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1497 break;
1498
1499 /* Check to see if we found the object that blocks view,
1500 * and make sure we have a below pointer for it so that
1501 * we can get inserted below this one, which requires we
1502 * set top to the object below us.
1503 */
1504 if (last && last->below && last != floor)
1505 top = last->below;
1506 }
1507 } /* If objects on this space */
1508
1509 if (flag & INS_ABOVE_FLOOR_ONLY)
1510 top = floor;
1511
1512 // insert object above top, or bottom-most if top = 0
1513 if (!top)
1514 {
1515 op->below = 0;
1516 op->above = ms.bot;
1517 ms.bot = op;
1518
1519 *(op->above ? &op->above->below : &ms.top) = op;
1520 }
1521 else
1522 {
1523 op->above = top->above;
1524 top->above = op;
1525
1526 op->below = top;
1527 *(op->above ? &op->above->below : &ms.top) = op;
1528 }
1529 }
1530
1531 if (op->is_player ())
1532 {
1533 op->contr->do_los = 1;
1534 ++op->map->players;
1535 op->map->touch ();
1536 }
1537
1538 op->map->dirty = true;
1539
1540 if (object *pl = ms.player ())
1541 //TODO: the floorbox prev/next might need updating
1542 //esrv_send_item (pl, op);
1543 //TODO: update floorbox to preserve ordering
1544 if (pl->contr->ns)
1545 pl->contr->ns->floorbox_update ();
1546
1547 /* If this object glows, it may affect lighting conditions that are
1548 * visible to others on this map. But update_all_los is really
1549 * an inefficient way to do this, as it means los for all players
1550 * on the map will get recalculated. The players could very well
1551 * be far away from this change and not affected in any way -
1552 * this should get redone to only look for players within range,
1553 * or just updating the P_UPTODATE for spaces within this area
1554 * of effect may be sufficient.
1555 */
1556 if (op->affects_los ())
1557 {
1558 op->ms ().invalidate ();
1559 update_all_los (op->map, op->x, op->y);
1560 }
1561
1562 /* updates flags (blocked, alive, no magic, etc) for this map space */
1563 update_object (op, UP_OBJ_INSERT);
1564
1565 INVOKE_OBJECT (INSERT, op);
1566
1567 /* Don't know if moving this to the end will break anything. However,
1568 * we want to have floorbox_update called before calling this.
1569 *
1570 * check_move_on() must be after this because code called from
1571 * check_move_on() depends on correct map flags (so functions like
1572 * blocked() and wall() work properly), and these flags are updated by
1573 * update_object().
1574 */
1575
1576 /* if this is not the head or flag has been passed, don't check walk on status */
1577 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1578 {
1579 if (check_move_on (op, originator))
1580 return 0;
1581
1582 /* If we are a multi part object, lets work our way through the check
1583 * walk on's.
1584 */
1585 for (object *tmp = op->more; tmp; tmp = tmp->more)
1586 if (check_move_on (tmp, originator))
1587 return 0;
1588 }
1589
1590 return op;
1591 }
1592
1593 /* this function inserts an object in the map, but if it
1594 * finds an object of its own type, it'll remove that one first.
1595 * op is the object to insert it under: supplies x and the map.
1596 */
1597 void
1598 replace_insert_ob_in_map (shstr_tmp archname, object *op)
1599 {
1600 /* first search for itself and remove any old instances */
1601
1602 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1603 if (tmp->arch->archname == archname) /* same archetype */
1604 tmp->destroy ();
1605
1606 object *tmp = archetype::find (archname)->instance ();
1607
1608 tmp->x = op->x;
1609 tmp->y = op->y;
1610
1611 insert_ob_in_map (tmp, op->map, op, 0);
1612 }
1613
1614 object *
1615 object::insert_at (object *where, object *originator, int flags)
1616 {
1617 if (where->env)
1618 return where->env->insert (this);
1619 else
1620 return where->map->insert (this, where->x, where->y, originator, flags);
1621 }
1622
1623 // check whether we can put this into the map, respect max_volume, max_items
1624 bool
1625 object::can_drop_at (maptile *m, int x, int y, object *originator)
1626 {
1627 mapspace &ms = m->at (x, y);
1628
1629 int items = ms.items ();
1630
1631 if (!items // testing !items ensures we can drop at least one item
1632 || (items < m->max_items
1633 && ms.volume () < m->max_volume))
1634 return true;
1635
1636 if (originator && originator->is_player ())
1637 originator->contr->failmsgf (
1638 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1639 query_name ()
1640 );
1641
1642 return false;
1643 }
1644
1645 /*
1646 * decrease(object, number) decreases a specified number from
1647 * the amount of an object. If the amount reaches 0, the object
1648 * is subsequently removed and freed.
1649 *
1650 * Return value: 'op' if something is left, NULL if the amount reached 0
1651 */
1652 bool
1653 object::decrease (sint32 nr)
1654 {
1655 if (!nr)
1656 return true;
1657
1658 nr = min (nr, nrof);
1659
1660 if (nrof > nr)
1661 {
1662 nrof -= nr;
1663 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1664
1665 if (object *pl = visible_to ())
1666 esrv_update_item (UPD_NROF, pl, this);
1667
1668 return true;
1669 }
1670 else
1671 {
1672 destroy ();
1673 return false;
1674 }
1675 }
1676
1677 /*
1678 * split(ob,nr) splits up ob into two parts. The part which
1679 * is returned contains nr objects, and the remaining parts contains
1680 * the rest (or is removed and returned if that number is 0).
1681 * On failure, NULL is returned.
1682 */
1683 object *
1684 object::split (sint32 nr)
1685 {
1686 int have = number_of ();
1687
1688 if (have < nr)
1689 return 0;
1690 else if (have == nr)
1691 {
1692 remove ();
1693 return this;
1694 }
1695 else
1696 {
1697 decrease (nr);
1698
1699 object *op = deep_clone ();
1700 op->nrof = nr;
1701 return op;
1702 }
1703 }
1704
1705 object *
1706 insert_ob_in_ob (object *op, object *where)
1707 {
1708 if (!where)
1709 {
1710 char *dump = dump_object (op);
1711 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1712 free (dump);
1713 return op;
1714 }
1715
1716 if (where->head_ () != where)
1717 {
1718 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1719 where = where->head;
1720 }
1721
1722 return where->insert (op);
1723 }
1724
1725 /*
1726 * env->insert (op)
1727 * This function inserts the object op in the linked list
1728 * inside the object environment.
1729 *
1730 * The function returns now pointer to inserted item, and return value can
1731 * be != op, if items are merged. -Tero
1732 */
1733 object *
1734 object::insert (object *op)
1735 {
1736 if (op->more)
1737 {
1738 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1739 return op;
1740 }
1741
1742 op->remove ();
1743
1744 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1745
1746 if (op->nrof)
1747 for (object *tmp = inv; tmp; tmp = tmp->below)
1748 if (object::can_merge (tmp, op))
1749 {
1750 /* return the original object and remove inserted object
1751 (client needs the original object) */
1752 tmp->nrof += op->nrof;
1753
1754 if (object *pl = tmp->visible_to ())
1755 esrv_update_item (UPD_NROF, pl, tmp);
1756
1757 adjust_weight (this, op->total_weight ());
1758
1759 op->destroy ();
1760 op = tmp;
1761 goto inserted;
1762 }
1763
1764 op->owner = 0; // it's his/hers now. period.
1765 op->map = 0;
1766 op->x = 0;
1767 op->y = 0;
1768
1769 op->above = 0;
1770 op->below = inv;
1771 op->env = this;
1772
1773 if (inv)
1774 inv->above = op;
1775
1776 inv = op;
1777
1778 op->flag [FLAG_REMOVED] = 0;
1779
1780 if (object *pl = op->visible_to ())
1781 esrv_send_item (pl, op);
1782
1783 adjust_weight (this, op->total_weight ());
1784
1785 inserted:
1786 /* reset the light list and los of the players on the map */
1787 if (op->glow_radius && is_on_map ())
1788 {
1789 update_stats ();
1790 update_all_los (map, x, y);
1791 }
1792 else if (is_player ())
1793 // if this is a player's inventory, update stats
1794 contr->queue_stats_update ();
1795
1796 INVOKE_OBJECT (INSERT, this);
1797
1798 return op;
1799 }
1800
1801 /*
1802 * Checks if any objects has a move_type that matches objects
1803 * that effect this object on this space. Call apply() to process
1804 * these events.
1805 *
1806 * Any speed-modification due to SLOW_MOVE() of other present objects
1807 * will affect the speed_left of the object.
1808 *
1809 * originator: Player, monster or other object that caused 'op' to be inserted
1810 * into 'map'. May be NULL.
1811 *
1812 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1813 *
1814 * 4-21-95 added code to check if appropriate skill was readied - this will
1815 * permit faster movement by the player through this terrain. -b.t.
1816 *
1817 * MSW 2001-07-08: Check all objects on space, not just those below
1818 * object being inserted. insert_ob_in_map may not put new objects
1819 * on top.
1820 */
1821 int
1822 check_move_on (object *op, object *originator)
1823 {
1824 if (op->flag [FLAG_NO_APPLY])
1825 return 0;
1826
1827 object *tmp;
1828 maptile *m = op->map;
1829 int x = op->x, y = op->y;
1830
1831 mapspace &ms = m->at (x, y);
1832
1833 ms.update ();
1834
1835 MoveType move_on = ms.move_on;
1836 MoveType move_slow = ms.move_slow;
1837 MoveType move_block = ms.move_block;
1838
1839 /* if nothing on this space will slow op down or be applied,
1840 * no need to do checking below. have to make sure move_type
1841 * is set, as lots of objects don't have it set - we treat that
1842 * as walking.
1843 */
1844 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1845 return 0;
1846
1847 /* This is basically inverse logic of that below - basically,
1848 * if the object can avoid the move on or slow move, they do so,
1849 * but can't do it if the alternate movement they are using is
1850 * blocked. Logic on this seems confusing, but does seem correct.
1851 */
1852 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1853 return 0;
1854
1855 /* The objects have to be checked from top to bottom.
1856 * Hence, we first go to the top:
1857 */
1858 for (object *next, *tmp = ms.top; tmp; tmp = next)
1859 {
1860 next = tmp->below;
1861
1862 if (tmp == op)
1863 continue; /* Can't apply yourself */
1864
1865 /* Check to see if one of the movement types should be slowed down.
1866 * Second check makes sure that the movement types not being slowed
1867 * (~slow_move) is not blocked on this space - just because the
1868 * space doesn't slow down swimming (for example), if you can't actually
1869 * swim on that space, can't use it to avoid the penalty.
1870 */
1871 if (!op->flag [FLAG_WIZPASS])
1872 {
1873 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1874 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1875 {
1876 float diff = tmp->move_slow_penalty * fabs (op->speed);
1877
1878 if (op->is_player ())
1879 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1880 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1881 diff /= 4.0;
1882
1883 op->speed_left -= diff;
1884 }
1885 }
1886
1887 /* Basically same logic as above, except now for actual apply. */
1888 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1889 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1890 {
1891 move_apply (tmp, op, originator);
1892
1893 if (op->destroyed ())
1894 return 1;
1895
1896 /* what the person/creature stepped onto has moved the object
1897 * someplace new. Don't process any further - if we did,
1898 * have a feeling strange problems would result.
1899 */
1900 if (op->map != m || op->x != x || op->y != y)
1901 return 0;
1902 }
1903 }
1904
1905 return 0;
1906 }
1907
1908 /*
1909 * present_arch(arch, map, x, y) searches for any objects with
1910 * a matching archetype at the given map and coordinates.
1911 * The first matching object is returned, or NULL if none.
1912 */
1913 object *
1914 present_arch (const archetype *at, maptile *m, int x, int y)
1915 {
1916 if (!m || out_of_map (m, x, y))
1917 {
1918 LOG (llevError, "Present_arch called outside map.\n");
1919 return NULL;
1920 }
1921
1922 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1923 if (tmp->arch->archname == at->archname)
1924 return tmp;
1925
1926 return NULL;
1927 }
1928
1929 /*
1930 * present(type, map, x, y) searches for any objects with
1931 * a matching type variable at the given map and coordinates.
1932 * The first matching object is returned, or NULL if none.
1933 */
1934 object *
1935 present (unsigned char type, maptile *m, int x, int y)
1936 {
1937 if (out_of_map (m, x, y))
1938 {
1939 LOG (llevError, "Present called outside map.\n");
1940 return NULL;
1941 }
1942
1943 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1944 if (tmp->type == type)
1945 return tmp;
1946
1947 return NULL;
1948 }
1949
1950 /*
1951 * present_in_ob(type, object) searches for any objects with
1952 * a matching type variable in the inventory of the given object.
1953 * The first matching object is returned, or NULL if none.
1954 */
1955 object *
1956 present_in_ob (unsigned char type, const object *op)
1957 {
1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1959 if (tmp->type == type)
1960 return tmp;
1961
1962 return NULL;
1963 }
1964
1965 /*
1966 * present_in_ob (type, str, object) searches for any objects with
1967 * a matching type & name variable in the inventory of the given object.
1968 * The first matching object is returned, or NULL if none.
1969 * This is mostly used by spell effect code, so that we only
1970 * have one spell effect at a time.
1971 * type can be used to narrow the search - if type is set,
1972 * the type must also match. -1 can be passed for the type,
1973 * in which case the type does not need to pass.
1974 * str is the string to match against. Note that we match against
1975 * the object name, not the archetype name. this is so that the
1976 * spell code can use one object type (force), but change it's name
1977 * to be unique.
1978 */
1979 object *
1980 present_in_ob_by_name (int type, const char *str, const object *op)
1981 {
1982 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1983 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1984 return tmp;
1985
1986 return 0;
1987 }
1988
1989 /*
1990 * present_arch_in_ob(archetype, object) searches for any objects with
1991 * a matching archetype in the inventory of the given object.
1992 * The first matching object is returned, or NULL if none.
1993 */
1994 object *
1995 present_arch_in_ob (const archetype *at, const object *op)
1996 {
1997 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1998 if (tmp->arch->archname == at->archname)
1999 return tmp;
2000
2001 return NULL;
2002 }
2003
2004 /*
2005 * activate recursively a flag on an object inventory
2006 */
2007 void
2008 flag_inv (object *op, int flag)
2009 {
2010 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2011 {
2012 tmp->set_flag (flag);
2013 flag_inv (tmp, flag);
2014 }
2015 }
2016
2017 /*
2018 * deactivate recursively a flag on an object inventory
2019 */
2020 void
2021 unflag_inv (object *op, int flag)
2022 {
2023 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2024 {
2025 tmp->clr_flag (flag);
2026 unflag_inv (tmp, flag);
2027 }
2028 }
2029
2030 /*
2031 * find_free_spot(object, map, x, y, start, stop) will search for
2032 * a spot at the given map and coordinates which will be able to contain
2033 * the given object. start and stop specifies how many squares
2034 * to search (see the freearr_x/y[] definition).
2035 * It returns a random choice among the alternatives found.
2036 * start and stop are where to start relative to the free_arr array (1,9
2037 * does all 4 immediate directions). This returns the index into the
2038 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2039 * Note: This function does correctly handle tiled maps, but does not
2040 * inform the caller. However, insert_ob_in_map will update as
2041 * necessary, so the caller shouldn't need to do any special work.
2042 * Note - updated to take an object instead of archetype - this is necessary
2043 * because arch_blocked (now ob_blocked) needs to know the movement type
2044 * to know if the space in question will block the object. We can't use
2045 * the archetype because that isn't correct if the monster has been
2046 * customized, changed states, etc.
2047 */
2048 int
2049 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2050 {
2051 int altern[SIZEOFFREE];
2052 int index = 0, flag;
2053
2054 for (int i = start; i < stop; i++)
2055 {
2056 mapxy pos (m, x, y); pos.move (i);
2057
2058 if (!pos.normalise ())
2059 continue;
2060
2061 mapspace &ms = *pos;
2062
2063 if (ms.flags () & P_IS_ALIVE)
2064 continue;
2065
2066 /* However, often
2067 * ob doesn't have any move type (when used to place exits)
2068 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2069 */
2070 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2071 {
2072 altern [index++] = i;
2073 continue;
2074 }
2075
2076 /* Basically, if we find a wall on a space, we cut down the search size.
2077 * In this way, we won't return spaces that are on another side of a wall.
2078 * This mostly work, but it cuts down the search size in all directions -
2079 * if the space being examined only has a wall to the north and empty
2080 * spaces in all the other directions, this will reduce the search space
2081 * to only the spaces immediately surrounding the target area, and
2082 * won't look 2 spaces south of the target space.
2083 */
2084 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2085 {
2086 stop = maxfree[i];
2087 continue;
2088 }
2089
2090 /* Note it is intentional that we check ob - the movement type of the
2091 * head of the object should correspond for the entire object.
2092 */
2093 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2094 continue;
2095
2096 if (ob->blocked (pos.m, pos.x, pos.y))
2097 continue;
2098
2099 altern [index++] = i;
2100 }
2101
2102 if (!index)
2103 return -1;
2104
2105 return altern [rndm (index)];
2106 }
2107
2108 /*
2109 * find_first_free_spot(archetype, maptile, x, y) works like
2110 * find_free_spot(), but it will search max number of squares.
2111 * But it will return the first available spot, not a random choice.
2112 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2113 */
2114 int
2115 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2116 {
2117 for (int i = 0; i < SIZEOFFREE; i++)
2118 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2119 return i;
2120
2121 return -1;
2122 }
2123
2124 /*
2125 * The function permute(arr, begin, end) randomly reorders the array
2126 * arr[begin..end-1].
2127 * now uses a fisher-yates shuffle, old permute was broken
2128 */
2129 static void
2130 permute (int *arr, int begin, int end)
2131 {
2132 arr += begin;
2133 end -= begin;
2134
2135 while (--end)
2136 swap (arr [end], arr [rndm (end + 1)]);
2137 }
2138
2139 /* new function to make monster searching more efficient, and effective!
2140 * This basically returns a randomized array (in the passed pointer) of
2141 * the spaces to find monsters. In this way, it won't always look for
2142 * monsters to the north first. However, the size of the array passed
2143 * covers all the spaces, so within that size, all the spaces within
2144 * the 3x3 area will be searched, just not in a predictable order.
2145 */
2146 void
2147 get_search_arr (int *search_arr)
2148 {
2149 int i;
2150
2151 for (i = 0; i < SIZEOFFREE; i++)
2152 search_arr[i] = i;
2153
2154 permute (search_arr, 1, SIZEOFFREE1 + 1);
2155 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2156 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2157 }
2158
2159 /*
2160 * find_dir(map, x, y, exclude) will search some close squares in the
2161 * given map at the given coordinates for live objects.
2162 * It will not considered the object given as exclude among possible
2163 * live objects.
2164 * It returns the direction toward the first/closest live object if finds
2165 * any, otherwise 0.
2166 * Perhaps incorrectly, but I'm making the assumption that exclude
2167 * is actually want is going to try and move there. We need this info
2168 * because we have to know what movement the thing looking to move
2169 * there is capable of.
2170 */
2171 int
2172 find_dir (maptile *m, int x, int y, object *exclude)
2173 {
2174 int max = SIZEOFFREE, mflags;
2175 MoveType move_type;
2176
2177 if (exclude && exclude->head_ () != exclude)
2178 {
2179 exclude = exclude->head;
2180 move_type = exclude->move_type;
2181 }
2182 else
2183 {
2184 /* If we don't have anything, presume it can use all movement types. */
2185 move_type = MOVE_ALL;
2186 }
2187
2188 for (int i = 1; i < max; i++)
2189 {
2190 mapxy pos (m, x, y);
2191 pos.move (i);
2192
2193 if (!pos.normalise ())
2194 max = maxfree[i];
2195 else
2196 {
2197 mapspace &ms = *pos;
2198
2199 if ((move_type & ms.move_block) == move_type)
2200 max = maxfree [i];
2201 else if (ms.flags () & P_IS_ALIVE)
2202 {
2203 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2204 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2205 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2206 return freedir [i];
2207 }
2208 }
2209 }
2210
2211 return 0;
2212 }
2213
2214 /*
2215 * distance(object 1, object 2) will return the square of the
2216 * distance between the two given objects.
2217 */
2218 int
2219 distance (const object *ob1, const object *ob2)
2220 {
2221 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2222 }
2223
2224 /*
2225 * find_dir_2(delta-x,delta-y) will return a direction in which
2226 * an object which has subtracted the x and y coordinates of another
2227 * object, needs to travel toward it.
2228 */
2229 int
2230 find_dir_2 (int x, int y)
2231 {
2232 int q;
2233
2234 if (y)
2235 q = x * 100 / y;
2236 else if (x)
2237 q = -300 * x;
2238 else
2239 return 0;
2240
2241 if (y > 0)
2242 {
2243 if (q < -242)
2244 return 3;
2245 if (q < -41)
2246 return 2;
2247 if (q < 41)
2248 return 1;
2249 if (q < 242)
2250 return 8;
2251 return 7;
2252 }
2253
2254 if (q < -242)
2255 return 7;
2256 if (q < -41)
2257 return 6;
2258 if (q < 41)
2259 return 5;
2260 if (q < 242)
2261 return 4;
2262
2263 return 3;
2264 }
2265
2266 /*
2267 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2268 * between two directions (which are expected to be absolute (see absdir())
2269 */
2270 int
2271 dirdiff (int dir1, int dir2)
2272 {
2273 int d;
2274
2275 d = abs (dir1 - dir2);
2276 if (d > 4)
2277 d = 8 - d;
2278
2279 return d;
2280 }
2281
2282 /* peterm:
2283 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2284 * Basically, this is a table of directions, and what directions
2285 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2286 * This basically means that if direction is 15, then it could either go
2287 * direction 4, 14, or 16 to get back to where we are.
2288 * Moved from spell_util.c to object.c with the other related direction
2289 * functions.
2290 */
2291 static const int reduction_dir[SIZEOFFREE][3] = {
2292 {0, 0, 0}, /* 0 */
2293 {0, 0, 0}, /* 1 */
2294 {0, 0, 0}, /* 2 */
2295 {0, 0, 0}, /* 3 */
2296 {0, 0, 0}, /* 4 */
2297 {0, 0, 0}, /* 5 */
2298 {0, 0, 0}, /* 6 */
2299 {0, 0, 0}, /* 7 */
2300 {0, 0, 0}, /* 8 */
2301 {8, 1, 2}, /* 9 */
2302 {1, 2, -1}, /* 10 */
2303 {2, 10, 12}, /* 11 */
2304 {2, 3, -1}, /* 12 */
2305 {2, 3, 4}, /* 13 */
2306 {3, 4, -1}, /* 14 */
2307 {4, 14, 16}, /* 15 */
2308 {5, 4, -1}, /* 16 */
2309 {4, 5, 6}, /* 17 */
2310 {6, 5, -1}, /* 18 */
2311 {6, 20, 18}, /* 19 */
2312 {7, 6, -1}, /* 20 */
2313 {6, 7, 8}, /* 21 */
2314 {7, 8, -1}, /* 22 */
2315 {8, 22, 24}, /* 23 */
2316 {8, 1, -1}, /* 24 */
2317 {24, 9, 10}, /* 25 */
2318 {9, 10, -1}, /* 26 */
2319 {10, 11, -1}, /* 27 */
2320 {27, 11, 29}, /* 28 */
2321 {11, 12, -1}, /* 29 */
2322 {12, 13, -1}, /* 30 */
2323 {12, 13, 14}, /* 31 */
2324 {13, 14, -1}, /* 32 */
2325 {14, 15, -1}, /* 33 */
2326 {33, 15, 35}, /* 34 */
2327 {16, 15, -1}, /* 35 */
2328 {17, 16, -1}, /* 36 */
2329 {18, 17, 16}, /* 37 */
2330 {18, 17, -1}, /* 38 */
2331 {18, 19, -1}, /* 39 */
2332 {41, 19, 39}, /* 40 */
2333 {19, 20, -1}, /* 41 */
2334 {20, 21, -1}, /* 42 */
2335 {20, 21, 22}, /* 43 */
2336 {21, 22, -1}, /* 44 */
2337 {23, 22, -1}, /* 45 */
2338 {45, 47, 23}, /* 46 */
2339 {23, 24, -1}, /* 47 */
2340 {24, 9, -1}
2341 }; /* 48 */
2342
2343 /* Recursive routine to step back and see if we can
2344 * find a path to that monster that we found. If not,
2345 * we don't bother going toward it. Returns 1 if we
2346 * can see a direct way to get it
2347 * Modified to be map tile aware -.MSW
2348 */
2349 int
2350 can_see_monsterP (maptile *m, int x, int y, int dir)
2351 {
2352 sint16 dx, dy;
2353 int mflags;
2354
2355 if (dir < 0)
2356 return 0; /* exit condition: invalid direction */
2357
2358 dx = x + freearr_x[dir];
2359 dy = y + freearr_y[dir];
2360
2361 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2362
2363 /* This functional arguably was incorrect before - it was
2364 * checking for P_WALL - that was basically seeing if
2365 * we could move to the monster - this is being more
2366 * literal on if we can see it. To know if we can actually
2367 * move to the monster, we'd need the monster passed in or
2368 * at least its move type.
2369 */
2370 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2371 return 0;
2372
2373 /* yes, can see. */
2374 if (dir < 9)
2375 return 1;
2376
2377 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2378 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2379 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2380 }
2381
2382 /*
2383 * can_pick(picker, item): finds out if an object is possible to be
2384 * picked up by the picker. Returnes 1 if it can be
2385 * picked up, otherwise 0.
2386 *
2387 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2388 * core dumps if they do.
2389 *
2390 * Add a check so we can't pick up invisible objects (0.93.8)
2391 */
2392 int
2393 can_pick (const object *who, const object *item)
2394 {
2395 return /*who->flag [FLAG_WIZ]|| */
2396 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2397 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2398 }
2399
2400 /*
2401 * create clone from object to another
2402 */
2403 object *
2404 object::deep_clone ()
2405 {
2406 assert (("deep_clone called on non-head object", is_head ()));
2407
2408 object *dst = clone ();
2409
2410 object *prev = dst;
2411 for (object *part = this->more; part; part = part->more)
2412 {
2413 object *tmp = part->clone ();
2414 tmp->head = dst;
2415 prev->more = tmp;
2416 prev = tmp;
2417 }
2418
2419 for (object *item = inv; item; item = item->below)
2420 insert_ob_in_ob (item->deep_clone (), dst);
2421
2422 return dst;
2423 }
2424
2425 /* This returns the first object in who's inventory that
2426 * has the same type and subtype match.
2427 * returns NULL if no match.
2428 */
2429 object *
2430 find_obj_by_type_subtype (const object *who, int type, int subtype)
2431 {
2432 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2433 if (tmp->type == type && tmp->subtype == subtype)
2434 return tmp;
2435
2436 return 0;
2437 }
2438
2439 shstr_tmp
2440 object::kv_get (shstr_tmp key) const
2441 {
2442 for (key_value *kv = key_values; kv; kv = kv->next)
2443 if (kv->key == key)
2444 return kv->value;
2445
2446 return shstr ();
2447 }
2448
2449 void
2450 object::kv_set (shstr_tmp key, shstr_tmp value)
2451 {
2452 for (key_value *kv = key_values; kv; kv = kv->next)
2453 if (kv->key == key)
2454 {
2455 kv->value = value;
2456 return;
2457 }
2458
2459 key_value *kv = new key_value;
2460
2461 kv->next = key_values;
2462 kv->key = key;
2463 kv->value = value;
2464
2465 key_values = kv;
2466 }
2467
2468 void
2469 object::kv_del (shstr_tmp key)
2470 {
2471 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2472 if ((*kvp)->key == key)
2473 {
2474 key_value *kv = *kvp;
2475 *kvp = (*kvp)->next;
2476 delete kv;
2477 return;
2478 }
2479 }
2480
2481 object::depth_iterator::depth_iterator (object *container)
2482 : iterator_base (container)
2483 {
2484 while (item->inv)
2485 item = item->inv;
2486 }
2487
2488 void
2489 object::depth_iterator::next ()
2490 {
2491 if (item->below)
2492 {
2493 item = item->below;
2494
2495 while (item->inv)
2496 item = item->inv;
2497 }
2498 else
2499 item = item->env;
2500 }
2501
2502 const char *
2503 object::flag_desc (char *desc, int len) const
2504 {
2505 char *p = desc;
2506 bool first = true;
2507
2508 *p = 0;
2509
2510 for (int i = 0; i < NUM_FLAGS; i++)
2511 {
2512 if (len <= 10) // magic constant!
2513 {
2514 snprintf (p, len, ",...");
2515 break;
2516 }
2517
2518 if (flag [i])
2519 {
2520 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2521 len -= cnt;
2522 p += cnt;
2523 first = false;
2524 }
2525 }
2526
2527 return desc;
2528 }
2529
2530 // return a suitable string describing an object in enough detail to find it
2531 const char *
2532 object::debug_desc (char *info) const
2533 {
2534 char flagdesc[512];
2535 char info2[256 * 4];
2536 char *p = info;
2537
2538 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2539 count,
2540 uuid.c_str (),
2541 &name,
2542 title ? ",title:\"" : "",
2543 title ? (const char *)title : "",
2544 title ? "\"" : "",
2545 flag_desc (flagdesc, 512), type);
2546
2547 if (!flag[FLAG_REMOVED] && env)
2548 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2549
2550 if (map)
2551 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2552
2553 return info;
2554 }
2555
2556 const char *
2557 object::debug_desc () const
2558 {
2559 static char info[3][256 * 4];
2560 static int info_idx;
2561
2562 return debug_desc (info [++info_idx % 3]);
2563 }
2564
2565 struct region *
2566 object::region () const
2567 {
2568 return map ? map->region (x, y)
2569 : region::default_region ();
2570 }
2571
2572 void
2573 object::open_container (object *new_container)
2574 {
2575 if (container == new_container)
2576 return;
2577
2578 object *old_container = container;
2579
2580 if (old_container)
2581 {
2582 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2583 return;
2584
2585 #if 0
2586 // remove the "Close old_container" object.
2587 if (object *closer = old_container->inv)
2588 if (closer->type == CLOSE_CON)
2589 closer->destroy ();
2590 #endif
2591
2592 // make sure the container is available
2593 esrv_send_item (this, old_container);
2594
2595 old_container->flag [FLAG_APPLIED] = false;
2596 container = 0;
2597
2598 // client needs item update to make it work, client bug requires this to be separate
2599 esrv_update_item (UPD_FLAGS, this, old_container);
2600
2601 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2602 play_sound (sound_find ("chest_close"));
2603 }
2604
2605 if (new_container)
2606 {
2607 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2608 return;
2609
2610 // TODO: this does not seem to serve any purpose anymore?
2611 #if 0
2612 // insert the "Close Container" object.
2613 if (archetype *closer = new_container->other_arch)
2614 {
2615 object *closer = new_container->other_arch->instance ();
2616 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2617 new_container->insert (closer);
2618 }
2619 #endif
2620
2621 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2622
2623 // make sure the container is available, client bug requires this to be separate
2624 esrv_send_item (this, new_container);
2625
2626 new_container->flag [FLAG_APPLIED] = true;
2627 container = new_container;
2628
2629 // client needs flag change
2630 esrv_update_item (UPD_FLAGS, this, new_container);
2631 esrv_send_inventory (this, new_container);
2632 play_sound (sound_find ("chest_open"));
2633 }
2634 // else if (!old_container->env && contr && contr->ns)
2635 // contr->ns->floorbox_reset ();
2636 }
2637
2638 object *
2639 object::force_find (shstr_tmp name)
2640 {
2641 /* cycle through his inventory to look for the MARK we want to
2642 * place
2643 */
2644 for (object *tmp = inv; tmp; tmp = tmp->below)
2645 if (tmp->type == FORCE && tmp->slaying == name)
2646 return splay (tmp);
2647
2648 return 0;
2649 }
2650
2651 //-GPL
2652
2653 void
2654 object::force_set_timer (int duration)
2655 {
2656 this->duration = 1;
2657 this->speed_left = -1.f;
2658
2659 this->set_speed (duration ? 1.f / duration : 0.f);
2660 }
2661
2662 object *
2663 object::force_add (shstr_tmp name, int duration)
2664 {
2665 if (object *force = force_find (name))
2666 force->destroy ();
2667
2668 object *force = get_archetype (FORCE_NAME);
2669
2670 force->slaying = name;
2671 force->force_set_timer (duration);
2672 force->flag [FLAG_APPLIED] = true;
2673
2674 return insert (force);
2675 }
2676
2677 void
2678 object::play_sound (faceidx sound) const
2679 {
2680 if (!sound)
2681 return;
2682
2683 if (is_on_map ())
2684 map->play_sound (sound, x, y);
2685 else if (object *pl = in_player ())
2686 pl->contr->play_sound (sound);
2687 }
2688
2689 void
2690 object::say_msg (const char *msg) const
2691 {
2692 if (is_on_map ())
2693 map->say_msg (msg, x, y);
2694 else if (object *pl = in_player ())
2695 pl->contr->play_sound (sound);
2696 }
2697
2698 void
2699 object::make_noise ()
2700 {
2701 // we do not model noise in the map, so instead put
2702 // a temporary light into the noise source
2703 // could use the map instead, but that's less reliable for our
2704 // goal, which is to make invisibility a bit harder to exploit
2705
2706 // currently only works sensibly for players
2707 if (!is_player ())
2708 return;
2709
2710 // find old force, or create new one
2711 object *force = force_find (shstr_noise_force);
2712
2713 if (force)
2714 force->speed_left = -1.f; // patch old speed up
2715 else
2716 {
2717 force = archetype::get (shstr_noise_force);
2718
2719 force->slaying = shstr_noise_force;
2720 force->stats.food = 1;
2721 force->speed_left = -1.f;
2722
2723 force->set_speed (1.f / 4.f);
2724 force->flag [FLAG_IS_USED_UP] = true;
2725 force->flag [FLAG_APPLIED] = true;
2726
2727 insert (force);
2728 }
2729 }
2730
2731 void object::change_move_type (MoveType mt)
2732 {
2733 if (move_type == mt)
2734 return;
2735
2736 if (is_on_map ())
2737 {
2738 // we are on the map, so handle move_on/off effects
2739 remove ();
2740 move_type = mt;
2741 map->insert (this, x, y, this);
2742 }
2743 else
2744 move_type = mt;
2745 }
2746
2747 /* object should be a player.
2748 * we return the object the player has marked with the 'mark' command
2749 * below. If no match is found (or object has changed), we return
2750 * NULL. We leave it up to the calling function to print messages if
2751 * nothing is found.
2752 */
2753 object *
2754 object::mark () const
2755 {
2756 if (contr && contr->mark && contr->mark->env == this)
2757 return contr->mark;
2758 else
2759 return 0;
2760 }
2761