ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
Revision: 1.339
Committed: Fri Jul 2 17:39:23 2010 UTC (13 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.338: +2 -2 lines
Log Message:
force unapply when curesed items are removed

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 const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93 };
94
95 static void
96 write_uuid (uval64 skip, bool sync)
97 {
98 CALL_BEGIN (2);
99 CALL_ARG_SV (newSVval64 (skip));
100 CALL_ARG_SV (boolSV (sync));
101 CALL_CALL ("cf::write_uuid", G_DISCARD);
102 CALL_END;
103 }
104
105 static void
106 read_uuid ()
107 {
108 char filename[MAX_BUF];
109
110 sprintf (filename, "%s/uuid", settings.localdir);
111
112 seq_next_save = 0;
113
114 FILE *fp;
115
116 if (!(fp = fopen (filename, "r")))
117 {
118 if (errno == ENOENT)
119 {
120 LOG (llevInfo, "RESET uid to 1\n");
121 UUID::cur.seq = 0;
122 write_uuid (UUID_GAP, true);
123 return;
124 }
125
126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
127 _exit (1);
128 }
129
130 char buf [UUID::MAX_LEN];
131 buf[0] = 0;
132 fgets (buf, sizeof (buf), fp);
133
134 if (!UUID::cur.parse (buf))
135 {
136 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
137 _exit (1);
138 }
139
140 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
141
142 write_uuid (UUID_GAP, true);
143 fclose (fp);
144 }
145
146 UUID
147 UUID::gen ()
148 {
149 UUID uid;
150
151 uid.seq = ++cur.seq;
152
153 if (expect_false (cur.seq >= seq_next_save))
154 {
155 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
156 write_uuid (UUID_GAP, false);
157 }
158
159
160 return uid;
161 }
162
163 void
164 UUID::init ()
165 {
166 read_uuid ();
167 }
168
169 bool
170 UUID::parse (const char *s)
171 {
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192 }
193
194 char *
195 UUID::append (char *buf) const
196 {
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224 }
225
226 char *
227 UUID::c_str () const
228 {
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
232 }
233
234 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
235 static bool
236 compare_ob_value_lists_one (const object *wants, const object *has)
237 {
238 /* n-squared behaviour (see kv_get), but I'm hoping both
239 * objects with lists are rare, and lists stay short. If not, use a
240 * different structure or at least keep the lists sorted...
241 */
242
243 /* For each field in wants, */
244 for (key_value *kv = wants->key_values; kv; kv = kv->next)
245 if (has->kv_get (kv->key) != kv->value)
246 return false;
247
248 /* If we get here, every field in wants has a matching field in has. */
249 return true;
250 }
251
252 /* Returns TRUE if ob1 has the same key_values as ob2. */
253 static bool
254 compare_ob_value_lists (const object *ob1, const object *ob2)
255 {
256 /* However, there may be fields in has which aren't partnered in wants,
257 * so we need to run the comparison *twice*. :(
258 */
259 return compare_ob_value_lists_one (ob1, ob2)
260 && compare_ob_value_lists_one (ob2, ob1);
261 }
262
263 /* Function examines the 2 objects given to it, and returns true if
264 * they can be merged together.
265 *
266 * Note that this function appears a lot longer than the macro it
267 * replaces - this is mostly for clarity - a decent compiler should hopefully
268 * reduce this to the same efficiency.
269 *
270 * Check nrof variable *before* calling can_merge()
271 *
272 * Improvements made with merge: Better checking on potion, and also
273 * check weight
274 */
275 bool object::can_merge_slow (object *ob1, object *ob2)
276 {
277 /* A couple quick sanity checks */
278 if (ob1 == ob2
279 || ob1->type != ob2->type
280 || ob1->value != ob2->value
281 || ob1->name != ob2->name
282 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
283 return 0;
284
285 /* Do not merge objects if nrof would overflow, assume nrof
286 * is always 0 .. 2**31-1 */
287 if (ob1->nrof > 0x7fffffff - ob2->nrof)
288 return 0;
289
290 /* If the objects have been identified, set the BEEN_APPLIED flag.
291 * This is to the comparison of the flags below will be OK. We
292 * just can't ignore the been applied or identified flags, as they
293 * are not equal - just if it has been identified, the been_applied
294 * flags lose any meaning.
295 */
296 if (ob1->flag [FLAG_IDENTIFIED])
297 ob1->set_flag (FLAG_BEEN_APPLIED);
298
299 if (ob2->flag [FLAG_IDENTIFIED])
300 ob2->set_flag (FLAG_BEEN_APPLIED);
301
302 if (ob1->arch->archname != ob2->arch->archname
303 || ob1->name != ob2->name
304 || ob1->title != ob2->title
305 || ob1->msg != ob2->msg
306 || ob1->weight != ob2->weight
307 || ob1->attacktype != ob2->attacktype
308 || ob1->magic != ob2->magic
309 || ob1->slaying != ob2->slaying
310 || ob1->skill != ob2->skill
311 || ob1->value != ob2->value
312 || ob1->animation_id != ob2->animation_id
313 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
314 || ob1->client_type != ob2->client_type
315 || ob1->material != ob2->material
316 || ob1->lore != ob2->lore
317 || ob1->subtype != ob2->subtype
318 || ob1->move_type != ob2->move_type
319 || ob1->move_block != ob2->move_block
320 || ob1->move_allow != ob2->move_allow
321 || ob1->move_on != ob2->move_on
322 || ob1->move_off != ob2->move_off
323 || ob1->move_slow != ob2->move_slow
324 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
325 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
326 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
327 return 0;
328
329 if ((ob1->flag ^ ob2->flag)
330 .reset (FLAG_INV_LOCKED)
331 .reset (FLAG_REMOVED)
332 .any ())
333 return 0;
334
335 /* This is really a spellbook check - we should in general
336 * not merge objects with real inventories, as splitting them
337 * is hard.
338 */
339 if (ob1->inv || ob2->inv)
340 {
341 if (!(ob1->inv && ob2->inv))
342 return 0; /* inventories differ in length */
343
344 if (ob1->inv->below || ob2->inv->below)
345 return 0; /* more than one object in inv */
346
347 if (!object::can_merge (ob1->inv, ob2->inv))
348 return 0; /* inventory objects differ */
349
350 /* inventory ok - still need to check rest of this object to see
351 * if it is valid.
352 */
353 }
354
355 /* Don't merge objects that are applied. With the new 'body' code,
356 * it is possible for most any character to have more than one of
357 * some items equipped, and we don't want those to merge.
358 */
359 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
360 return 0;
361
362 /* Note sure why the following is the case - either the object has to
363 * be animated or have a very low speed. Is this an attempted monster
364 * check?
365 */
366 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
367 return 0;
368
369 switch (ob1->type)
370 {
371 case SCROLL:
372 if (ob1->level != ob2->level)
373 return 0;
374 break;
375 }
376
377 if (ob1->key_values || ob2->key_values)
378 {
379 /* At least one of these has key_values. */
380 if ((!ob1->key_values) != (!ob2->key_values))
381 return 0; /* One has fields, but the other one doesn't. */
382
383 if (!compare_ob_value_lists (ob1, ob2))
384 return 0;
385 }
386
387 if (ob1->self || ob2->self)
388 {
389 ob1->optimise ();
390 ob2->optimise ();
391
392 if (ob1->self || ob2->self)
393 {
394 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
395 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
396
397 if (k1 != k2)
398 return 0;
399
400 if (k1 == 0)
401 return 1;
402
403 if (!cfperl_can_merge (ob1, ob2))
404 return 0;
405 }
406 }
407
408 /* Everything passes, must be OK. */
409 return 1;
410 }
411
412 // find player who can see this object
413 object *
414 object::visible_to () const
415 {
416 if (client_visible () && !flag [FLAG_REMOVED])
417 {
418 // see if we are in a container of sorts
419 if (env)
420 {
421 // the player inventory itself is always visible
422 if (env->is_player ())
423 return env;
424
425 // else a player could have our env open
426 object *envest = env->outer_env_or_self ();
427
428 // the player itself is always on a map, so we will find him here
429 // even if our inv is in a player.
430 if (envest->is_on_map ())
431 if (object *pl = envest->ms ().player ())
432 if (pl->container_ () == env)
433 return pl;
434 }
435 else
436 {
437 // maybe there is a player standing on the same mapspace
438 // this will catch the case where "this" is a player
439 if (object *pl = ms ().player ())
440 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
441 || pl->container_ () == this)
442 return pl;
443 }
444 }
445
446 return 0;
447 }
448
449 // adjust weight per container type ("of holding")
450 static uint32
451 weight_adjust_for (object *op, uint32 weight)
452 {
453 return op->type == CONTAINER
454 ? weight - weight * op->stats.Str / 100
455 : weight;
456 }
457
458 /*
459 * subtracts, then adds, the specified weight to an object,
460 * and also updates how much the environment(s) is/are carrying.
461 */
462 static void
463 adjust_weight (object *op, sint32 sub, sint32 add)
464 {
465 while (op)
466 {
467 sint32 ocarrying = op->carrying;
468
469 op->carrying -= weight_adjust_for (op, sub);
470 op->carrying += weight_adjust_for (op, add);
471
472 if (object *pl = op->visible_to ())
473 if (pl != op) // player is handled lazily
474 esrv_update_item (UPD_WEIGHT, pl, op);
475
476 sub = ocarrying;
477 add = op->carrying;
478
479 op = op->env;
480 }
481 }
482
483 /*
484 * this is a recursive function which calculates the weight
485 * an object is carrying. It goes through op and figures out how much
486 * containers are carrying, and sums it up.
487 */
488 void
489 object::update_weight ()
490 {
491 sint32 sum = 0;
492
493 for (object *op = inv; op; op = op->below)
494 {
495 op->update_weight ();
496
497 sum += weight_adjust_for (this, op->total_weight ());
498 }
499
500 if (sum != carrying)
501 {
502 if (carrying != sum && carrying)//D
503 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
504 (long long)sum, (long long)carrying, debug_desc ());
505
506 carrying = sum;
507
508 if (object *pl = visible_to ())
509 if (pl != this) // player is handled lazily
510 esrv_update_item (UPD_WEIGHT, pl, this);
511 }
512 }
513
514 /*
515 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
516 */
517 char *
518 dump_object (object *op)
519 {
520 if (!op)
521 return strdup ("[NULLOBJ]");
522
523 object_freezer freezer;
524 op->write (freezer);
525 return freezer.as_string ();
526 }
527
528 char *
529 object::as_string ()
530 {
531 return dump_object (this);
532 }
533
534 /*
535 * Returns the object which has the count-variable equal to the argument.
536 * VERRRY slow.
537 */
538 object *
539 find_object (tag_t i)
540 {
541 for_all_objects (op)
542 if (op->count == i)
543 return op;
544
545 return 0;
546 }
547
548 /*
549 * Returns the object which has the uuid equal to the argument.
550 * MOAR VERRRY slow.
551 */
552
553 object *
554 find_object_uuid (UUID i)
555 {
556 for_all_objects (op)
557 if (op->uuid == i)
558 return op;
559
560 return 0;
561 }
562
563 /*
564 * Returns the first object which has a name equal to the argument.
565 * Used only by the patch command, but not all that useful.
566 * Enables features like "patch <name-of-other-player> food 999"
567 */
568 object *
569 find_object_name (const char *str)
570 {
571 shstr_cmp str_ (str);
572
573 if (str_)
574 for_all_objects (op)
575 if (op->name == str_)
576 return op;
577
578 return 0;
579 }
580
581 /*
582 * Sets the owner and sets the skill and exp pointers to owner's current
583 * skill and experience objects.
584 * ACTUALLY NO! investigate! TODO
585 */
586 void
587 object::set_owner (object *owner)
588 {
589 // allow objects which own objects
590 if (owner)
591 while (owner->owner)
592 owner = owner->owner;
593
594 if (flag [FLAG_FREED])
595 {
596 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
597 return;
598 }
599
600 this->owner = owner;
601 }
602
603 /* Zero the key_values on op, decrementing the shared-string
604 * refcounts and freeing the links.
605 */
606 static void
607 free_key_values (object *op)
608 {
609 for (key_value *i = op->key_values; i; )
610 {
611 key_value *next = i->next;
612 delete i;
613
614 i = next;
615 }
616
617 op->key_values = 0;
618 }
619
620 /*
621 * copy_to first frees everything allocated by the dst object,
622 * and then copies the contents of itself into the second
623 * object, allocating what needs to be allocated. Basically, any
624 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
625 * if the first object is freed, the pointers in the new object
626 * will point at garbage.
627 */
628 void
629 object::copy_to (object *dst)
630 {
631 dst->remove ();
632 *(object_copy *)dst = *this;
633 dst->flag [FLAG_REMOVED] = true;
634
635 /* Copy over key_values, if any. */
636 if (key_values)
637 {
638 key_value *tail = 0;
639 dst->key_values = 0;
640
641 for (key_value *i = key_values; i; i = i->next)
642 {
643 key_value *new_link = new key_value;
644
645 new_link->next = 0;
646 new_link->key = i->key;
647 new_link->value = i->value;
648
649 /* Try and be clever here, too. */
650 if (!dst->key_values)
651 {
652 dst->key_values = new_link;
653 tail = new_link;
654 }
655 else
656 {
657 tail->next = new_link;
658 tail = new_link;
659 }
660 }
661 }
662
663 dst->activate ();
664 }
665
666 void
667 object::instantiate ()
668 {
669 if (!uuid.seq) // HACK
670 uuid = UUID::gen ();
671
672 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
673 if (flag [FLAG_RANDOM_SPEED] && speed)
674 speed_left = - speed - rndm (); // TODO animation
675 else
676 speed_left = -1.;
677
678 /* copy the body_info to the body_used - this is only really
679 * need for monsters, but doesn't hurt to do it for everything.
680 * by doing so, when a monster is created, it has good starting
681 * values for the body_used info, so when items are created
682 * for it, they can be properly equipped.
683 */
684 for (int i = NUM_BODY_LOCATIONS; i--; )
685 slot[i].used = slot[i].info;
686
687 attachable::instantiate ();
688 }
689
690 object *
691 object::clone ()
692 {
693 object *neu = create ();
694 copy_to (neu);
695
696 // TODO: unclean state changes, should not be done in clone AND instantiate
697 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
698 neu->speed_left = - neu->speed - rndm (); // TODO animation
699
700 neu->map = map; // not copied by copy_to
701 return neu;
702 }
703
704 /*
705 * If an object with the IS_TURNABLE() flag needs to be turned due
706 * to the closest player being on the other side, this function can
707 * be called to update the face variable, _and_ how it looks on the map.
708 */
709 void
710 update_turn_face (object *op)
711 {
712 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
713 return;
714
715 SET_ANIMATION (op, op->direction);
716 update_object (op, UP_OBJ_FACE);
717 }
718
719 /*
720 * Updates the speed of an object. If the speed changes from 0 to another
721 * value, or vice versa, then add/remove the object from the active list.
722 * This function needs to be called whenever the speed of an object changes.
723 */
724 void
725 object::set_speed (float speed)
726 {
727 this->speed = speed;
728
729 if (has_active_speed ())
730 activate ();
731 else
732 deactivate ();
733 }
734
735 /*
736 * update_object() updates the the map.
737 * It takes into account invisible objects (and represent squares covered
738 * by invisible objects by whatever is below them (unless it's another
739 * invisible object, etc...)
740 * If the object being updated is beneath a player, the look-window
741 * of that player is updated (this might be a suboptimal way of
742 * updating that window, though, since update_object() is called _often_)
743 *
744 * action is a hint of what the caller believes need to be done.
745 * current action are:
746 * UP_OBJ_INSERT: op was inserted
747 * UP_OBJ_REMOVE: op was removed
748 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
749 * as that is easier than trying to look at what may have changed.
750 * UP_OBJ_FACE: only the objects face has changed.
751 */
752 void
753 update_object (object *op, int action)
754 {
755 if (!op)
756 {
757 /* this should never happen */
758 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
759 return;
760 }
761
762 if (!op->is_on_map ())
763 {
764 /* Animation is currently handled by client, so nothing
765 * to do in this case.
766 */
767 return;
768 }
769
770 /* make sure the object is within map boundaries */
771 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
772 {
773 LOG (llevError, "update_object() called for object out of map!\n");
774 #ifdef MANY_CORES
775 abort ();
776 #endif
777 return;
778 }
779
780 mapspace &m = op->ms ();
781
782 if (!(m.flags_ & P_UPTODATE))
783 /* nop */;
784 else if (action == UP_OBJ_INSERT)
785 {
786 #if 0
787 // this is likely overkill, TODO: revisit (schmorp)
788 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
789 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
790 || (op->is_player () && !(m.flags_ & P_PLAYER))
791 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
792 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
793 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
794 || (m.move_on | op->move_on ) != m.move_on
795 || (m.move_off | op->move_off ) != m.move_off
796 || (m.move_slow | op->move_slow) != m.move_slow
797 /* This isn't perfect, but I don't expect a lot of objects to
798 * have move_allow right now.
799 */
800 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
801 m.invalidate ();
802 #else
803 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
804 m.invalidate ();
805 #endif
806 }
807 /* if the object is being removed, we can't make intelligent
808 * decisions, because remove_ob can't really pass the object
809 * that is being removed.
810 */
811 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
812 m.invalidate ();
813 else if (action == UP_OBJ_FACE)
814 /* Nothing to do for that case */ ;
815 else
816 LOG (llevError, "update_object called with invalid action: %d\n", action);
817
818 if (op->more)
819 update_object (op->more, action);
820 }
821
822 object::object ()
823 {
824 this->set_flag (FLAG_REMOVED);
825
826 //expmul = 1.0; declared const for the time being
827 face = blank_face;
828 material = MATERIAL_NULL;
829 }
830
831 object::~object ()
832 {
833 unlink ();
834
835 free_key_values (this);
836 }
837
838 void object::link ()
839 {
840 assert (!index);//D
841 uuid = UUID::gen ();
842
843 refcnt_inc ();
844 objects.insert (this);
845
846 ++create_count;
847
848 }
849
850 void object::unlink ()
851 {
852 if (!index)
853 return;
854
855 ++destroy_count;
856
857 objects.erase (this);
858 refcnt_dec ();
859 }
860
861 void
862 object::activate ()
863 {
864 /* If already on active list, don't do anything */
865 if (active)
866 return;
867
868 if (has_active_speed ())
869 {
870 if (flag [FLAG_FREED])
871 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
872
873 actives.insert (this);
874 }
875 }
876
877 void
878 object::activate_recursive ()
879 {
880 activate ();
881
882 for (object *op = inv; op; op = op->below)
883 op->activate_recursive ();
884 }
885
886 /* This function removes object 'op' from the list of active
887 * objects.
888 * This should only be used for style maps or other such
889 * reference maps where you don't want an object that isn't
890 * in play chewing up cpu time getting processed.
891 * The reverse of this is to call update_ob_speed, which
892 * will do the right thing based on the speed of the object.
893 */
894 void
895 object::deactivate ()
896 {
897 /* If not on the active list, nothing needs to be done */
898 if (!active)
899 return;
900
901 actives.erase (this);
902 }
903
904 void
905 object::deactivate_recursive ()
906 {
907 for (object *op = inv; op; op = op->below)
908 op->deactivate_recursive ();
909
910 deactivate ();
911 }
912
913 void
914 object::set_flag_inv (int flag, int value)
915 {
916 for (object *op = inv; op; op = op->below)
917 {
918 op->flag [flag] = value;
919 op->set_flag_inv (flag, value);
920 }
921 }
922
923 /*
924 * Remove and free all objects in the inventory of the given object.
925 * object.c ?
926 */
927 void
928 object::destroy_inv (bool drop_to_ground)
929 {
930 // need to check first, because the checks below might segfault
931 // as we might be on an invalid mapspace and crossfire code
932 // is too buggy to ensure that the inventory is empty.
933 // corollary: if you create arrows etc. with stuff in its inventory,
934 // cf will crash below with off-map x and y
935 if (!inv)
936 return;
937
938 /* Only if the space blocks everything do we not process -
939 * if some form of movement is allowed, let objects
940 * drop on that space.
941 */
942 if (!drop_to_ground
943 || !map
944 || map->in_memory != MAP_ACTIVE
945 || map->no_drop
946 || ms ().move_block == MOVE_ALL)
947 {
948 while (inv)
949 inv->destroy ();
950 }
951 else
952 { /* Put objects in inventory onto this space */
953 while (inv)
954 {
955 object *op = inv;
956
957 if (op->flag [FLAG_STARTEQUIP]
958 || op->flag [FLAG_NO_DROP]
959 || op->type == RUNE
960 || op->type == TRAP
961 || op->flag [FLAG_IS_A_TEMPLATE]
962 || op->flag [FLAG_DESTROY_ON_DEATH])
963 op->destroy ();
964 else
965 map->insert (op, x, y);
966 }
967 }
968 }
969
970 /*
971 * Remove and free all objects in the inventory of the given object.
972 * Unlike destroy_inv, this assumes the *this is destroyed as well
973 * well, so we can (and have to!) take shortcuts.
974 */
975 void
976 object::destroy_inv_fast ()
977 {
978 while (object *op = inv)
979 {
980 // remove from object the fast way
981 op->flag [FLAG_REMOVED] = true;
982 op->env = 0;
983 if ((inv = inv->below))
984 inv->above = 0;
985
986 // then destroy
987 op->destroy ();
988 }
989 }
990
991 void
992 object::freelist_free (int count)
993 {
994 while (count-- && freelist)
995 {
996 freelist_item *next = freelist->next;
997 // count is being "destroyed"
998
999 sfree ((char *)freelist, sizeof (object));
1000
1001 freelist = next;
1002 --free_count;
1003 }
1004 }
1005
1006 object *
1007 object::create ()
1008 {
1009 object *op;
1010
1011 if (freelist)
1012 {
1013 freelist_item li = *freelist;
1014 memset (freelist, 0, sizeof (object));
1015
1016 op = new (freelist) object;
1017 op->count = li.count;
1018
1019 freelist = li.next;
1020 --free_count;
1021 }
1022 else
1023 {
1024 void *ni = salloc0<char> (sizeof (object));
1025
1026 op = new(ni) object;
1027
1028 op->count = ++object_count;
1029 }
1030
1031 op->link ();
1032
1033 return op;
1034 }
1035
1036 void
1037 object::do_delete ()
1038 {
1039 uint32_t count = this->count;
1040
1041 this->~object ();
1042
1043 freelist_item *li = (freelist_item *)this;
1044 li->next = freelist;
1045 li->count = count;
1046
1047 freelist = li;
1048 ++free_count;
1049 }
1050
1051 static struct freed_map : maptile
1052 {
1053 freed_map ()
1054 : maptile (3, 3)
1055 {
1056 path = "<freed objects map>";
1057 name = "/internal/freed_objects_map";
1058 no_drop = 1;
1059 no_reset = 1;
1060
1061 in_memory = MAP_ACTIVE;
1062 }
1063
1064 ~freed_map ()
1065 {
1066 destroy ();
1067 }
1068 } freed_map; // freed objects are moved here to avoid crashes
1069
1070 void
1071 object::do_destroy ()
1072 {
1073 if (flag [FLAG_IS_LINKED])
1074 remove_link ();
1075
1076 if (flag [FLAG_FRIENDLY])
1077 remove_friendly_object (this);
1078
1079 remove ();
1080
1081 attachable::do_destroy ();
1082
1083 deactivate ();
1084 unlink ();
1085
1086 flag [FLAG_FREED] = 1;
1087
1088 // hack to ensure that freed objects still have a valid map
1089 map = &freed_map;
1090 x = 1;
1091 y = 1;
1092
1093 if (more)
1094 {
1095 more->destroy ();
1096 more = 0;
1097 }
1098
1099 head = 0;
1100
1101 // clear those pointers that likely might cause circular references
1102 owner = 0;
1103 enemy = 0;
1104 attacked_by = 0;
1105 current_weapon = 0;
1106 }
1107
1108 void
1109 object::destroy ()
1110 {
1111 if (destroyed ())
1112 return;
1113
1114 if (!is_head () && !head->destroyed ())
1115 {
1116 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1117 head->destroy ();
1118 return;
1119 }
1120
1121 destroy_inv_fast ();
1122
1123 if (is_head ())
1124 if (sound_destroy)
1125 play_sound (sound_destroy);
1126 else if (flag [FLAG_MONSTER])
1127 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1128
1129 attachable::destroy ();
1130 }
1131
1132 /* op->remove ():
1133 * This function removes the object op from the linked list of objects
1134 * which it is currently tied to. When this function is done, the
1135 * object will have no environment. If the object previously had an
1136 * environment, the x and y coordinates will be updated to
1137 * the previous environment.
1138 */
1139 void
1140 object::do_remove ()
1141 {
1142 if (flag [FLAG_REMOVED])
1143 return;
1144
1145 INVOKE_OBJECT (REMOVE, this);
1146
1147 flag [FLAG_REMOVED] = true;
1148
1149 if (more)
1150 more->remove ();
1151
1152 /*
1153 * In this case, the object to be removed is in someones
1154 * inventory.
1155 */
1156 if (env)
1157 {
1158 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1159 if (object *pl = visible_to ())
1160 esrv_del_item (pl->contr, count);
1161 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1162
1163 adjust_weight (env, total_weight (), 0);
1164
1165 object *pl = in_player ();
1166
1167 /* we set up values so that it could be inserted into
1168 * the map, but we don't actually do that - it is up
1169 * to the caller to decide what we want to do.
1170 */
1171 map = env->map;
1172 x = env->x;
1173 y = env->y;
1174
1175 // make sure cmov optimisation is applicable
1176 *(above ? &above->below : &env->inv) = below;
1177 *(below ? &below->above : &above ) = above; // &above is just a dummy
1178
1179 above = 0;
1180 below = 0;
1181 env = 0;
1182
1183 if (pl && pl->is_player ())
1184 {
1185 if (expect_false (pl->contr->combat_ob == this))
1186 {
1187 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1188 pl->contr->combat_ob = 0;
1189 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1190 }
1191
1192 if (expect_false (pl->contr->ranged_ob == this))
1193 {
1194 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1195 pl->contr->ranged_ob = 0;
1196 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1197 }
1198
1199 pl->contr->queue_stats_update ();
1200
1201 if (expect_false (glow_radius) && pl->is_on_map ())
1202 update_all_los (pl->map, pl->x, pl->y);
1203 }
1204 }
1205 else if (map)
1206 {
1207 map->dirty = true;
1208 mapspace &ms = this->ms ();
1209
1210 if (object *pl = ms.player ())
1211 {
1212 if (is_player ())
1213 {
1214 if (!flag [FLAG_WIZPASS])
1215 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1216
1217 // leaving a spot always closes any open container on the ground
1218 if (container && !container->env)
1219 // this causes spurious floorbox updates, but it ensures
1220 // that the CLOSE event is being sent.
1221 close_container ();
1222
1223 --map->players;
1224 map->touch ();
1225 }
1226 else if (pl->container_ () == this)
1227 {
1228 // removing a container should close it
1229 close_container ();
1230 }
1231 else
1232 esrv_del_item (pl->contr, count);
1233 }
1234
1235 /* link the object above us */
1236 // re-link, make sure compiler can easily use cmove
1237 *(above ? &above->below : &ms.top) = below;
1238 *(below ? &below->above : &ms.bot) = above;
1239
1240 above = 0;
1241 below = 0;
1242
1243 ms.invalidate ();
1244
1245 if (map->in_memory == MAP_SAVING)
1246 return;
1247
1248 int check_walk_off = !flag [FLAG_NO_APPLY];
1249
1250 if (object *pl = ms.player ())
1251 {
1252 if (pl->container_ () == this)
1253 /* If a container that the player is currently using somehow gets
1254 * removed (most likely destroyed), update the player view
1255 * appropriately.
1256 */
1257 pl->close_container ();
1258
1259 //TODO: the floorbox prev/next might need updating
1260 //esrv_del_item (pl->contr, count);
1261 //TODO: update floorbox to preserve ordering
1262 if (pl->contr->ns)
1263 pl->contr->ns->floorbox_update ();
1264 }
1265
1266 if (check_walk_off)
1267 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1268 {
1269 above = tmp->above;
1270
1271 /* No point updating the players look faces if he is the object
1272 * being removed.
1273 */
1274
1275 /* See if object moving off should effect something */
1276 if ((move_type & tmp->move_off)
1277 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1278 move_apply (tmp, this, 0);
1279 }
1280
1281 if (affects_los ())
1282 update_all_los (map, x, y);
1283 }
1284 }
1285
1286 /*
1287 * merge_ob(op,top):
1288 *
1289 * This function goes through all objects below and including top, and
1290 * merges op to the first matching object.
1291 * If top is NULL, it is calculated.
1292 * Returns pointer to object if it succeded in the merge, otherwise NULL
1293 */
1294 object *
1295 merge_ob (object *op, object *top)
1296 {
1297 if (!op->nrof)
1298 return 0;
1299
1300 if (!top)
1301 for (top = op; top && top->above; top = top->above)
1302 ;
1303
1304 for (; top; top = top->below)
1305 if (object::can_merge (op, top))
1306 {
1307 top->nrof += op->nrof;
1308
1309 if (object *pl = top->visible_to ())
1310 esrv_update_item (UPD_NROF, pl, top);
1311
1312 op->weight = 0; // cancel the addition above
1313 op->carrying = 0; // must be 0 already
1314
1315 op->destroy ();
1316
1317 return top;
1318 }
1319
1320 return 0;
1321 }
1322
1323 void
1324 object::expand_tail ()
1325 {
1326 if (more)
1327 return;
1328
1329 object *prev = this;
1330
1331 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1332 {
1333 object *op = at->instance ();
1334
1335 op->name = name;
1336 op->name_pl = name_pl;
1337 op->title = title;
1338
1339 op->head = this;
1340 prev->more = op;
1341
1342 prev = op;
1343 }
1344 }
1345
1346 /*
1347 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1348 * job preparing multi-part monsters.
1349 */
1350 object *
1351 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1352 {
1353 op->remove ();
1354
1355 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1356 {
1357 tmp->x = x + tmp->arch->x;
1358 tmp->y = y + tmp->arch->y;
1359 }
1360
1361 return insert_ob_in_map (op, m, originator, flag);
1362 }
1363
1364 /*
1365 * insert_ob_in_map (op, map, originator, flag):
1366 * This function inserts the object in the two-way linked list
1367 * which represents what is on a map.
1368 * The second argument specifies the map, and the x and y variables
1369 * in the object about to be inserted specifies the position.
1370 *
1371 * originator: Player, monster or other object that caused 'op' to be inserted
1372 * into 'map'. May be NULL.
1373 *
1374 * flag is a bitmask about special things to do (or not do) when this
1375 * function is called. see the object.h file for the INS_ values.
1376 * Passing 0 for flag gives proper default values, so flag really only needs
1377 * to be set if special handling is needed.
1378 *
1379 * Return value:
1380 * new object if 'op' was merged with other object
1381 * NULL if there was an error (destroyed, blocked etc.)
1382 * just 'op' otherwise
1383 */
1384 object *
1385 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1386 {
1387 op->remove ();
1388
1389 if (m == &freed_map)//D TODO: remove soon
1390 {//D
1391 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1392 }//D
1393
1394 /* Ideally, the caller figures this out. However, it complicates a lot
1395 * of areas of callers (eg, anything that uses find_free_spot would now
1396 * need extra work
1397 */
1398 maptile *newmap = m;
1399 if (!xy_normalise (newmap, op->x, op->y))
1400 {
1401 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1402 return 0;
1403 }
1404
1405 if (object *more = op->more)
1406 if (!insert_ob_in_map (more, m, originator, flag))
1407 return 0;
1408
1409 op->flag [FLAG_REMOVED] = false;
1410 op->env = 0;
1411 op->map = newmap;
1412
1413 mapspace &ms = op->ms ();
1414
1415 /* this has to be done after we translate the coordinates.
1416 */
1417 if (op->nrof && !(flag & INS_NO_MERGE))
1418 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1419 if (object::can_merge (op, tmp))
1420 {
1421 // TODO: we actually want to update tmp, not op,
1422 // but some caller surely breaks when we return tmp
1423 // from here :/
1424 op->nrof += tmp->nrof;
1425 tmp->destroy ();
1426 }
1427
1428 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1429 op->clr_flag (FLAG_INV_LOCKED);
1430
1431 if (!op->flag [FLAG_ALIVE])
1432 op->clr_flag (FLAG_NO_STEAL);
1433
1434 if (flag & INS_BELOW_ORIGINATOR)
1435 {
1436 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1437 {
1438 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1439 abort ();
1440 }
1441
1442 if (!originator->is_on_map ())
1443 {
1444 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1445 op->debug_desc (), originator->debug_desc ());
1446 abort ();
1447 }
1448
1449 op->above = originator;
1450 op->below = originator->below;
1451 originator->below = op;
1452
1453 *(op->below ? &op->below->above : &ms.bot) = op;
1454 }
1455 else
1456 {
1457 object *floor = 0;
1458 object *top = ms.top;
1459
1460 /* If there are other objects, then */
1461 if (top)
1462 {
1463 /*
1464 * If there are multiple objects on this space, we do some trickier handling.
1465 * We've already dealt with merging if appropriate.
1466 * Generally, we want to put the new object on top. But if
1467 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1468 * floor, we want to insert above that and no further.
1469 * Also, if there are spell objects on this space, we stop processing
1470 * once we get to them. This reduces the need to traverse over all of
1471 * them when adding another one - this saves quite a bit of cpu time
1472 * when lots of spells are cast in one area. Currently, it is presumed
1473 * that flying non pickable objects are spell objects.
1474 */
1475 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1476 {
1477 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1478 floor = tmp;
1479
1480 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1481 {
1482 /* We insert above top, so we want this object below this */
1483 top = tmp->below;
1484 break;
1485 }
1486
1487 top = tmp;
1488 }
1489
1490 /* We let update_position deal with figuring out what the space
1491 * looks like instead of lots of conditions here.
1492 * makes things faster, and effectively the same result.
1493 */
1494
1495 /* Have object 'fall below' other objects that block view.
1496 * Unless those objects are exits.
1497 * If INS_ON_TOP is used, don't do this processing
1498 * Need to find the object that in fact blocks view, otherwise
1499 * stacking is a bit odd.
1500 */
1501 if (!(flag & INS_ON_TOP)
1502 && ms.flags () & P_BLOCKSVIEW
1503 && (op->face && !faces [op->face].visibility))
1504 {
1505 object *last;
1506
1507 for (last = top; last != floor; last = last->below)
1508 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1509 break;
1510
1511 /* Check to see if we found the object that blocks view,
1512 * and make sure we have a below pointer for it so that
1513 * we can get inserted below this one, which requires we
1514 * set top to the object below us.
1515 */
1516 if (last && last->below && last != floor)
1517 top = last->below;
1518 }
1519 } /* If objects on this space */
1520
1521 if (flag & INS_ABOVE_FLOOR_ONLY)
1522 top = floor;
1523
1524 // insert object above top, or bottom-most if top = 0
1525 if (!top)
1526 {
1527 op->below = 0;
1528 op->above = ms.bot;
1529 ms.bot = op;
1530
1531 *(op->above ? &op->above->below : &ms.top) = op;
1532 }
1533 else
1534 {
1535 op->above = top->above;
1536 top->above = op;
1537
1538 op->below = top;
1539 *(op->above ? &op->above->below : &ms.top) = op;
1540 }
1541 }
1542
1543 if (op->is_player ())
1544 {
1545 op->contr->do_los = 1;
1546 ++op->map->players;
1547 op->map->touch ();
1548 }
1549
1550 op->map->dirty = true;
1551
1552 if (object *pl = ms.player ())
1553 //TODO: the floorbox prev/next might need updating
1554 //esrv_send_item (pl, op);
1555 //TODO: update floorbox to preserve ordering
1556 if (pl->contr->ns)
1557 pl->contr->ns->floorbox_update ();
1558
1559 /* If this object glows, it may affect lighting conditions that are
1560 * visible to others on this map. But update_all_los is really
1561 * an inefficient way to do this, as it means los for all players
1562 * on the map will get recalculated. The players could very well
1563 * be far away from this change and not affected in any way -
1564 * this should get redone to only look for players within range,
1565 * or just updating the P_UPTODATE for spaces within this area
1566 * of effect may be sufficient.
1567 */
1568 if (op->affects_los ())
1569 {
1570 op->ms ().invalidate ();
1571 update_all_los (op->map, op->x, op->y);
1572 }
1573
1574 /* updates flags (blocked, alive, no magic, etc) for this map space */
1575 update_object (op, UP_OBJ_INSERT);
1576
1577 INVOKE_OBJECT (INSERT, op);
1578
1579 /* Don't know if moving this to the end will break anything. However,
1580 * we want to have floorbox_update called before calling this.
1581 *
1582 * check_move_on() must be after this because code called from
1583 * check_move_on() depends on correct map flags (so functions like
1584 * blocked() and wall() work properly), and these flags are updated by
1585 * update_object().
1586 */
1587
1588 /* if this is not the head or flag has been passed, don't check walk on status */
1589 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1590 {
1591 if (check_move_on (op, originator, flag))
1592 return 0;
1593
1594 /* If we are a multi part object, let's work our way through the check
1595 * walk on's.
1596 */
1597 for (object *tmp = op->more; tmp; tmp = tmp->more)
1598 if (check_move_on (tmp, originator, flag))
1599 return 0;
1600 }
1601
1602 return op;
1603 }
1604
1605 /* this function inserts an object in the map, but if it
1606 * finds an object of its own type, it'll remove that one first.
1607 * op is the object to insert it under: supplies x and the map.
1608 */
1609 void
1610 replace_insert_ob_in_map (shstr_tmp archname, object *op)
1611 {
1612 /* first search for itself and remove any old instances */
1613
1614 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1615 if (tmp->arch->archname == archname) /* same archetype */
1616 tmp->destroy ();
1617
1618 object *tmp = archetype::find (archname)->instance ();
1619
1620 tmp->x = op->x;
1621 tmp->y = op->y;
1622
1623 insert_ob_in_map (tmp, op->map, op, 0);
1624 }
1625
1626 object *
1627 object::insert_at (object *where, object *originator, int flags)
1628 {
1629 if (where->env)
1630 return where->env->insert (this);
1631 else
1632 return where->map->insert (this, where->x, where->y, originator, flags);
1633 }
1634
1635 // check whether we can put this into the map, respect max_volume, max_items
1636 bool
1637 object::can_drop_at (maptile *m, int x, int y, object *originator)
1638 {
1639 mapspace &ms = m->at (x, y);
1640
1641 int items = ms.items ();
1642
1643 if (!items // testing !items ensures we can drop at least one item
1644 || (items < m->max_items
1645 && ms.volume () < m->max_volume))
1646 return true;
1647
1648 if (originator && originator->is_player ())
1649 originator->contr->failmsgf (
1650 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1651 query_name ()
1652 );
1653
1654 return false;
1655 }
1656
1657 /*
1658 * decrease(object, number) decreases a specified number from
1659 * the amount of an object. If the amount reaches 0, the object
1660 * is subsequently removed and freed.
1661 *
1662 * Return value: 'op' if something is left, NULL if the amount reached 0
1663 */
1664 bool
1665 object::decrease (sint32 nr)
1666 {
1667 if (!nr)
1668 return true;
1669
1670 nr = min (nr, nrof);
1671
1672 if (nrof > nr)
1673 {
1674 sint64 oweight = total_weight ();
1675
1676 nrof -= nr;
1677
1678 if (object *pl = visible_to ())
1679 esrv_update_item (UPD_NROF, pl, this);
1680
1681 adjust_weight (env, oweight, total_weight ());
1682
1683 return true;
1684 }
1685 else
1686 {
1687 destroy ();
1688 return false;
1689 }
1690 }
1691
1692 /*
1693 * split(ob,nr) splits up ob into two parts. The part which
1694 * is returned contains nr objects, and the remaining parts contains
1695 * the rest (or is removed and returned if that number is 0).
1696 * On failure, NULL is returned.
1697 */
1698 object *
1699 object::split (sint32 nr)
1700 {
1701 int have = number_of ();
1702
1703 if (have < nr)
1704 return 0;
1705 else if (have == nr)
1706 {
1707 remove ();
1708 return this;
1709 }
1710 else
1711 {
1712 decrease (nr);
1713
1714 object *op = deep_clone ();
1715 op->nrof = nr;
1716 return op;
1717 }
1718 }
1719
1720 object *
1721 insert_ob_in_ob (object *op, object *where)
1722 {
1723 if (!where)
1724 {
1725 char *dump = dump_object (op);
1726 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1727 free (dump);
1728 return op;
1729 }
1730
1731 if (where->head_ () != where)
1732 {
1733 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1734 where = where->head;
1735 }
1736
1737 return where->insert (op);
1738 }
1739
1740 /*
1741 * env->insert (op)
1742 * This function inserts the object op in the linked list
1743 * inside the object environment.
1744 *
1745 * The function returns now pointer to inserted item, and return value can
1746 * be != op, if items are merged. -Tero
1747 */
1748 object *
1749 object::insert (object *op)
1750 {
1751 if (op->more)
1752 {
1753 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1754 return op;
1755 }
1756
1757 op->remove ();
1758
1759 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1760
1761 if (op->nrof)
1762 for (object *tmp = inv; tmp; tmp = tmp->below)
1763 if (object::can_merge (tmp, op))
1764 {
1765 /* return the original object and remove inserted object
1766 (client prefers the original object) */
1767
1768 // carring must be 0 for mergable objects
1769 sint64 oweight = tmp->weight * tmp->nrof;
1770
1771 tmp->nrof += op->nrof;
1772
1773 if (object *pl = tmp->visible_to ())
1774 esrv_update_item (UPD_NROF, pl, tmp);
1775
1776 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1777
1778 op->destroy ();
1779 op = tmp;
1780 goto inserted;
1781 }
1782
1783 op->owner = 0; // it's his/hers now. period.
1784 op->map = 0;
1785 op->x = 0;
1786 op->y = 0;
1787
1788 op->above = 0;
1789 op->below = inv;
1790 op->env = this;
1791
1792 if (inv)
1793 inv->above = op;
1794
1795 inv = op;
1796
1797 op->flag [FLAG_REMOVED] = 0;
1798
1799 if (object *pl = op->visible_to ())
1800 esrv_send_item (pl, op);
1801
1802 adjust_weight (this, 0, op->total_weight ());
1803
1804 inserted:
1805 /* reset the light list and los of the players on the map */
1806 if (op->glow_radius && is_on_map ())
1807 {
1808 update_stats ();
1809 update_all_los (map, x, y);
1810 }
1811 else if (is_player ())
1812 // if this is a player's inventory, update stats
1813 contr->queue_stats_update ();
1814
1815 INVOKE_OBJECT (INSERT, this);
1816
1817 return op;
1818 }
1819
1820 /*
1821 * Checks if any objects has a move_type that matches objects
1822 * that effect this object on this space. Call apply() to process
1823 * these events.
1824 *
1825 * Any speed-modification due to SLOW_MOVE() of other present objects
1826 * will affect the speed_left of the object.
1827 *
1828 * originator: Player, monster or other object that caused 'op' to be inserted
1829 * into 'map'. May be NULL.
1830 *
1831 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1832 *
1833 * 4-21-95 added code to check if appropriate skill was readied - this will
1834 * permit faster movement by the player through this terrain. -b.t.
1835 *
1836 * MSW 2001-07-08: Check all objects on space, not just those below
1837 * object being inserted. insert_ob_in_map may not put new objects
1838 * on top.
1839 */
1840 int
1841 check_move_on (object *op, object *originator, int flags)
1842 {
1843 if (op->flag [FLAG_NO_APPLY])
1844 return 0;
1845
1846 object *tmp;
1847 maptile *m = op->map;
1848 int x = op->x, y = op->y;
1849
1850 mapspace &ms = m->at (x, y);
1851
1852 ms.update ();
1853
1854 MoveType move_on = ms.move_on;
1855 MoveType move_slow = ms.move_slow;
1856 MoveType move_block = ms.move_block;
1857
1858 /* if nothing on this space will slow op down or be applied,
1859 * no need to do checking below. have to make sure move_type
1860 * is set, as lots of objects don't have it set - we treat that
1861 * as walking.
1862 */
1863 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1864 return 0;
1865
1866 /* This is basically inverse logic of that below - basically,
1867 * if the object can avoid the move on or slow move, they do so,
1868 * but can't do it if the alternate movement they are using is
1869 * blocked. Logic on this seems confusing, but does seem correct.
1870 */
1871 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1872 return 0;
1873
1874 /* The objects have to be checked from top to bottom.
1875 * Hence, we first go to the top:
1876 */
1877 for (object *next, *tmp = ms.top; tmp; tmp = next)
1878 {
1879 next = tmp->below;
1880
1881 if (tmp == op)
1882 continue; /* Can't apply yourself */
1883
1884 /* Check to see if one of the movement types should be slowed down.
1885 * Second check makes sure that the movement types not being slowed
1886 * (~slow_move) is not blocked on this space - just because the
1887 * space doesn't slow down swimming (for example), if you can't actually
1888 * swim on that space, can't use it to avoid the penalty.
1889 */
1890 if (!op->flag [FLAG_WIZPASS])
1891 {
1892 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1893 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1894 {
1895 float diff = tmp->move_slow_penalty * fabs (op->speed);
1896
1897 if (op->is_player ())
1898 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1899 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1900 diff /= 4.0;
1901
1902 op->speed_left -= diff;
1903 }
1904 }
1905
1906 /* Basically same logic as above, except now for actual apply. */
1907 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1908 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1909 {
1910 if ((flags & INS_NO_AUTO_EXIT)
1911 && (tmp->type == EXIT || tmp->type == TELEPORTER
1912 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1913 continue;
1914
1915 move_apply (tmp, op, originator);
1916
1917 if (op->destroyed ())
1918 return 1;
1919
1920 /* what the person/creature stepped onto has moved the object
1921 * someplace new. Don't process any further - if we did,
1922 * have a feeling strange problems would result.
1923 */
1924 if (op->map != m || op->x != x || op->y != y)
1925 return 0;
1926 }
1927 }
1928
1929 return 0;
1930 }
1931
1932 /*
1933 * present_arch(arch, map, x, y) searches for any objects with
1934 * a matching archetype at the given map and coordinates.
1935 * The first matching object is returned, or NULL if none.
1936 */
1937 object *
1938 present_arch (const archetype *at, maptile *m, int x, int y)
1939 {
1940 if (!m || out_of_map (m, x, y))
1941 {
1942 LOG (llevError, "Present_arch called outside map.\n");
1943 return NULL;
1944 }
1945
1946 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1947 if (tmp->arch->archname == at->archname)
1948 return tmp;
1949
1950 return NULL;
1951 }
1952
1953 /*
1954 * present(type, map, x, y) searches for any objects with
1955 * a matching type variable at the given map and coordinates.
1956 * The first matching object is returned, or NULL if none.
1957 */
1958 object *
1959 present (unsigned char type, maptile *m, int x, int y)
1960 {
1961 if (out_of_map (m, x, y))
1962 {
1963 LOG (llevError, "Present called outside map.\n");
1964 return NULL;
1965 }
1966
1967 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1968 if (tmp->type == type)
1969 return tmp;
1970
1971 return NULL;
1972 }
1973
1974 /*
1975 * present_in_ob(type, object) searches for any objects with
1976 * a matching type variable in the inventory of the given object.
1977 * The first matching object is returned, or NULL if none.
1978 */
1979 object *
1980 present_in_ob (unsigned char type, const object *op)
1981 {
1982 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1983 if (tmp->type == type)
1984 return tmp;
1985
1986 return NULL;
1987 }
1988
1989 /*
1990 * present_in_ob (type, str, object) searches for any objects with
1991 * a matching type & name variable in the inventory of the given object.
1992 * The first matching object is returned, or NULL if none.
1993 * This is mostly used by spell effect code, so that we only
1994 * have one spell effect at a time.
1995 * type can be used to narrow the search - if type is set,
1996 * the type must also match. -1 can be passed for the type,
1997 * in which case the type does not need to pass.
1998 * str is the string to match against. Note that we match against
1999 * the object name, not the archetype name. this is so that the
2000 * spell code can use one object type (force), but change it's name
2001 * to be unique.
2002 */
2003 object *
2004 present_in_ob_by_name (int type, const char *str, const object *op)
2005 {
2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2007 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2008 return tmp;
2009
2010 return 0;
2011 }
2012
2013 /*
2014 * present_arch_in_ob(archetype, object) searches for any objects with
2015 * a matching archetype in the inventory of the given object.
2016 * The first matching object is returned, or NULL if none.
2017 */
2018 object *
2019 present_arch_in_ob (const archetype *at, const object *op)
2020 {
2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2022 if (tmp->arch->archname == at->archname)
2023 return tmp;
2024
2025 return NULL;
2026 }
2027
2028 /*
2029 * activate recursively a flag on an object inventory
2030 */
2031 void
2032 flag_inv (object *op, int flag)
2033 {
2034 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2035 {
2036 tmp->set_flag (flag);
2037 flag_inv (tmp, flag);
2038 }
2039 }
2040
2041 /*
2042 * deactivate recursively a flag on an object inventory
2043 */
2044 void
2045 unflag_inv (object *op, int flag)
2046 {
2047 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2048 {
2049 tmp->clr_flag (flag);
2050 unflag_inv (tmp, flag);
2051 }
2052 }
2053
2054 /*
2055 * find_free_spot(object, map, x, y, start, stop) will search for
2056 * a spot at the given map and coordinates which will be able to contain
2057 * the given object. start and stop specifies how many squares
2058 * to search (see the freearr_x/y[] definition).
2059 * It returns a random choice among the alternatives found.
2060 * start and stop are where to start relative to the free_arr array (1,9
2061 * does all 4 immediate directions). This returns the index into the
2062 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2063 * Note: This function does correctly handle tiled maps, but does not
2064 * inform the caller. However, insert_ob_in_map will update as
2065 * necessary, so the caller shouldn't need to do any special work.
2066 * Note - updated to take an object instead of archetype - this is necessary
2067 * because arch_blocked (now ob_blocked) needs to know the movement type
2068 * to know if the space in question will block the object. We can't use
2069 * the archetype because that isn't correct if the monster has been
2070 * customized, changed states, etc.
2071 */
2072 int
2073 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2074 {
2075 int altern[SIZEOFFREE];
2076 int index = 0, flag;
2077
2078 for (int i = start; i < stop; i++)
2079 {
2080 mapxy pos (m, x, y); pos.move (i);
2081
2082 if (!pos.normalise ())
2083 continue;
2084
2085 mapspace &ms = *pos;
2086
2087 if (ms.flags () & P_IS_ALIVE)
2088 continue;
2089
2090 /* However, often
2091 * ob doesn't have any move type (when used to place exits)
2092 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2093 */
2094 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2095 {
2096 altern [index++] = i;
2097 continue;
2098 }
2099
2100 /* Basically, if we find a wall on a space, we cut down the search size.
2101 * In this way, we won't return spaces that are on another side of a wall.
2102 * This mostly work, but it cuts down the search size in all directions -
2103 * if the space being examined only has a wall to the north and empty
2104 * spaces in all the other directions, this will reduce the search space
2105 * to only the spaces immediately surrounding the target area, and
2106 * won't look 2 spaces south of the target space.
2107 */
2108 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2109 {
2110 stop = maxfree[i];
2111 continue;
2112 }
2113
2114 /* Note it is intentional that we check ob - the movement type of the
2115 * head of the object should correspond for the entire object.
2116 */
2117 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2118 continue;
2119
2120 if (ob->blocked (pos.m, pos.x, pos.y))
2121 continue;
2122
2123 altern [index++] = i;
2124 }
2125
2126 if (!index)
2127 return -1;
2128
2129 return altern [rndm (index)];
2130 }
2131
2132 /*
2133 * find_first_free_spot(archetype, maptile, x, y) works like
2134 * find_free_spot(), but it will search max number of squares.
2135 * But it will return the first available spot, not a random choice.
2136 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2137 */
2138 int
2139 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2140 {
2141 for (int i = 0; i < SIZEOFFREE; i++)
2142 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2143 return i;
2144
2145 return -1;
2146 }
2147
2148 /*
2149 * The function permute(arr, begin, end) randomly reorders the array
2150 * arr[begin..end-1].
2151 * now uses a fisher-yates shuffle, old permute was broken
2152 */
2153 static void
2154 permute (int *arr, int begin, int end)
2155 {
2156 arr += begin;
2157 end -= begin;
2158
2159 while (--end)
2160 swap (arr [end], arr [rndm (end + 1)]);
2161 }
2162
2163 /* new function to make monster searching more efficient, and effective!
2164 * This basically returns a randomized array (in the passed pointer) of
2165 * the spaces to find monsters. In this way, it won't always look for
2166 * monsters to the north first. However, the size of the array passed
2167 * covers all the spaces, so within that size, all the spaces within
2168 * the 3x3 area will be searched, just not in a predictable order.
2169 */
2170 void
2171 get_search_arr (int *search_arr)
2172 {
2173 int i;
2174
2175 for (i = 0; i < SIZEOFFREE; i++)
2176 search_arr[i] = i;
2177
2178 permute (search_arr, 1, SIZEOFFREE1 + 1);
2179 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2180 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2181 }
2182
2183 /*
2184 * find_dir(map, x, y, exclude) will search some close squares in the
2185 * given map at the given coordinates for live objects.
2186 * It will not considered the object given as exclude among possible
2187 * live objects.
2188 * It returns the direction toward the first/closest live object if finds
2189 * any, otherwise 0.
2190 * Perhaps incorrectly, but I'm making the assumption that exclude
2191 * is actually want is going to try and move there. We need this info
2192 * because we have to know what movement the thing looking to move
2193 * there is capable of.
2194 */
2195 int
2196 find_dir (maptile *m, int x, int y, object *exclude)
2197 {
2198 int max = SIZEOFFREE, mflags;
2199 MoveType move_type;
2200
2201 if (exclude && exclude->head_ () != exclude)
2202 {
2203 exclude = exclude->head;
2204 move_type = exclude->move_type;
2205 }
2206 else
2207 {
2208 /* If we don't have anything, presume it can use all movement types. */
2209 move_type = MOVE_ALL;
2210 }
2211
2212 for (int i = 1; i < max; i++)
2213 {
2214 mapxy pos (m, x, y);
2215 pos.move (i);
2216
2217 if (!pos.normalise ())
2218 max = maxfree[i];
2219 else
2220 {
2221 mapspace &ms = *pos;
2222
2223 if ((move_type & ms.move_block) == move_type)
2224 max = maxfree [i];
2225 else if (ms.flags () & P_IS_ALIVE)
2226 {
2227 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2228 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2229 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2230 return freedir [i];
2231 }
2232 }
2233 }
2234
2235 return 0;
2236 }
2237
2238 /*
2239 * distance(object 1, object 2) will return the square of the
2240 * distance between the two given objects.
2241 */
2242 int
2243 distance (const object *ob1, const object *ob2)
2244 {
2245 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2246 }
2247
2248 /*
2249 * find_dir_2(delta-x,delta-y) will return a direction value
2250 * for running into direct [dx, dy].
2251 * (the opposite of crossfire's find_dir_2!)
2252 */
2253 int
2254 find_dir_2 (int x, int y)
2255 {
2256 #if 1 // new algorithm
2257 // this works by putting x, y into 16 sectors, which
2258 // are not equal sized, but are a better approximation
2259 // then the old algorithm, and then using a mapping
2260 // table to map it into a direction value.
2261 // basically, it maps these comparisons to each bit
2262 // bit #3: x < 0
2263 // bit #2: y < 0
2264 // bit #1: x > y
2265 // bit #0: x > 2y
2266
2267 static const uint8 dir[16] = {
2268 4, 5, 4, 3,
2269 2, 1, 2, 3,
2270 6, 5, 6, 7,
2271 8, 1, 8, 7,
2272 };
2273 int sector = 0;
2274
2275 // this is a bit ugly, but more likely to result in branchless code
2276 sector |= x < 0 ? 8 : 0;
2277 x = x < 0 ? -x : x; // abs
2278
2279 sector |= y < 0 ? 4 : 0;
2280 y = y < 0 ? -y : y; // abs
2281
2282 if (x > y)
2283 {
2284 sector |= 2;
2285
2286 if (x > y * 2)
2287 sector |= 1;
2288 }
2289 else
2290 {
2291 if (y > x * 2)
2292 sector |= 1;
2293 else if (!y)
2294 return 0; // x == 0 here
2295 }
2296
2297 return dir [sector];
2298 #else // old algorithm
2299 int q;
2300
2301 if (y)
2302 q = 128 * x / y;
2303 else if (x)
2304 q = -512 * x; // to make it > 309
2305 else
2306 return 0;
2307
2308 if (y > 0)
2309 {
2310 if (q < -309) return 7;
2311 if (q < -52) return 6;
2312 if (q < 52) return 5;
2313 if (q < 309) return 4;
2314
2315 return 3;
2316 }
2317 else
2318 {
2319 if (q < -309) return 3;
2320 if (q < -52) return 2;
2321 if (q < 52) return 1;
2322 if (q < 309) return 8;
2323
2324 return 7;
2325 }
2326 #endif
2327 }
2328
2329 /*
2330 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2331 * between two directions (which are expected to be absolute (see absdir())
2332 */
2333 int
2334 dirdiff (int dir1, int dir2)
2335 {
2336 int d = abs (dir1 - dir2);
2337
2338 return d > 4 ? 8 - d : d;
2339 }
2340
2341 /* peterm:
2342 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2343 * Basically, this is a table of directions, and what directions
2344 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2345 * This basically means that if direction is 15, then it could either go
2346 * direction 4, 14, or 16 to get back to where we are.
2347 * Moved from spell_util.c to object.c with the other related direction
2348 * functions.
2349 */
2350 static const int reduction_dir[SIZEOFFREE][3] = {
2351 {0, 0, 0}, /* 0 */
2352 {0, 0, 0}, /* 1 */
2353 {0, 0, 0}, /* 2 */
2354 {0, 0, 0}, /* 3 */
2355 {0, 0, 0}, /* 4 */
2356 {0, 0, 0}, /* 5 */
2357 {0, 0, 0}, /* 6 */
2358 {0, 0, 0}, /* 7 */
2359 {0, 0, 0}, /* 8 */
2360 {8, 1, 2}, /* 9 */
2361 {1, 2, -1}, /* 10 */
2362 {2, 10, 12}, /* 11 */
2363 {2, 3, -1}, /* 12 */
2364 {2, 3, 4}, /* 13 */
2365 {3, 4, -1}, /* 14 */
2366 {4, 14, 16}, /* 15 */
2367 {5, 4, -1}, /* 16 */
2368 {4, 5, 6}, /* 17 */
2369 {6, 5, -1}, /* 18 */
2370 {6, 20, 18}, /* 19 */
2371 {7, 6, -1}, /* 20 */
2372 {6, 7, 8}, /* 21 */
2373 {7, 8, -1}, /* 22 */
2374 {8, 22, 24}, /* 23 */
2375 {8, 1, -1}, /* 24 */
2376 {24, 9, 10}, /* 25 */
2377 {9, 10, -1}, /* 26 */
2378 {10, 11, -1}, /* 27 */
2379 {27, 11, 29}, /* 28 */
2380 {11, 12, -1}, /* 29 */
2381 {12, 13, -1}, /* 30 */
2382 {12, 13, 14}, /* 31 */
2383 {13, 14, -1}, /* 32 */
2384 {14, 15, -1}, /* 33 */
2385 {33, 15, 35}, /* 34 */
2386 {16, 15, -1}, /* 35 */
2387 {17, 16, -1}, /* 36 */
2388 {18, 17, 16}, /* 37 */
2389 {18, 17, -1}, /* 38 */
2390 {18, 19, -1}, /* 39 */
2391 {41, 19, 39}, /* 40 */
2392 {19, 20, -1}, /* 41 */
2393 {20, 21, -1}, /* 42 */
2394 {20, 21, 22}, /* 43 */
2395 {21, 22, -1}, /* 44 */
2396 {23, 22, -1}, /* 45 */
2397 {45, 47, 23}, /* 46 */
2398 {23, 24, -1}, /* 47 */
2399 {24, 9, -1}
2400 }; /* 48 */
2401
2402 /* Recursive routine to step back and see if we can
2403 * find a path to that monster that we found. If not,
2404 * we don't bother going toward it. Returns 1 if we
2405 * can see a direct way to get it
2406 * Modified to be map tile aware -.MSW
2407 */
2408 int
2409 can_see_monsterP (maptile *m, int x, int y, int dir)
2410 {
2411 sint16 dx, dy;
2412 int mflags;
2413
2414 if (dir < 0)
2415 return 0; /* exit condition: invalid direction */
2416
2417 dx = x + freearr_x[dir];
2418 dy = y + freearr_y[dir];
2419
2420 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2421
2422 /* This functional arguably was incorrect before - it was
2423 * checking for P_WALL - that was basically seeing if
2424 * we could move to the monster - this is being more
2425 * literal on if we can see it. To know if we can actually
2426 * move to the monster, we'd need the monster passed in or
2427 * at least its move type.
2428 */
2429 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2430 return 0;
2431
2432 /* yes, can see. */
2433 if (dir < 9)
2434 return 1;
2435
2436 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2437 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2438 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2439 }
2440
2441 /*
2442 * can_pick(picker, item): finds out if an object is possible to be
2443 * picked up by the picker. Returnes 1 if it can be
2444 * picked up, otherwise 0.
2445 *
2446 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2447 * core dumps if they do.
2448 *
2449 * Add a check so we can't pick up invisible objects (0.93.8)
2450 */
2451 int
2452 can_pick (const object *who, const object *item)
2453 {
2454 return /*who->flag [FLAG_WIZ]|| */
2455 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2456 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2457 }
2458
2459 /*
2460 * create clone from object to another
2461 */
2462 object *
2463 object::deep_clone ()
2464 {
2465 assert (("deep_clone called on non-head object", is_head ()));
2466
2467 object *dst = clone ();
2468
2469 object *prev = dst;
2470 for (object *part = this->more; part; part = part->more)
2471 {
2472 object *tmp = part->clone ();
2473 tmp->head = dst;
2474 prev->more = tmp;
2475 prev = tmp;
2476 }
2477
2478 for (object *item = inv; item; item = item->below)
2479 insert_ob_in_ob (item->deep_clone (), dst);
2480
2481 return dst;
2482 }
2483
2484 /* This returns the first object in who's inventory that
2485 * has the same type and subtype match.
2486 * returns NULL if no match.
2487 */
2488 object *
2489 find_obj_by_type_subtype (const object *who, int type, int subtype)
2490 {
2491 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2492 if (tmp->type == type && tmp->subtype == subtype)
2493 return tmp;
2494
2495 return 0;
2496 }
2497
2498 shstr_tmp
2499 object::kv_get (shstr_tmp key) const
2500 {
2501 for (key_value *kv = key_values; kv; kv = kv->next)
2502 if (kv->key == key)
2503 return kv->value;
2504
2505 return shstr ();
2506 }
2507
2508 void
2509 object::kv_set (shstr_tmp key, shstr_tmp value)
2510 {
2511 for (key_value *kv = key_values; kv; kv = kv->next)
2512 if (kv->key == key)
2513 {
2514 kv->value = value;
2515 return;
2516 }
2517
2518 key_value *kv = new key_value;
2519
2520 kv->next = key_values;
2521 kv->key = key;
2522 kv->value = value;
2523
2524 key_values = kv;
2525 }
2526
2527 void
2528 object::kv_del (shstr_tmp key)
2529 {
2530 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2531 if ((*kvp)->key == key)
2532 {
2533 key_value *kv = *kvp;
2534 *kvp = (*kvp)->next;
2535 delete kv;
2536 return;
2537 }
2538 }
2539
2540 object::depth_iterator::depth_iterator (object *container)
2541 : iterator_base (container)
2542 {
2543 while (item->inv)
2544 item = item->inv;
2545 }
2546
2547 void
2548 object::depth_iterator::next ()
2549 {
2550 if (item->below)
2551 {
2552 item = item->below;
2553
2554 while (item->inv)
2555 item = item->inv;
2556 }
2557 else
2558 item = item->env;
2559 }
2560
2561 const char *
2562 object::flag_desc (char *desc, int len) const
2563 {
2564 char *p = desc;
2565 bool first = true;
2566
2567 *p = 0;
2568
2569 for (int i = 0; i < NUM_FLAGS; i++)
2570 {
2571 if (len <= 10) // magic constant!
2572 {
2573 snprintf (p, len, ",...");
2574 break;
2575 }
2576
2577 if (flag [i])
2578 {
2579 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2580 len -= cnt;
2581 p += cnt;
2582 first = false;
2583 }
2584 }
2585
2586 return desc;
2587 }
2588
2589 // return a suitable string describing an object in enough detail to find it
2590 const char *
2591 object::debug_desc (char *info) const
2592 {
2593 char flagdesc[512];
2594 char info2[256 * 4];
2595 char *p = info;
2596
2597 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2598 count,
2599 uuid.c_str (),
2600 &name,
2601 title ? ",title:\"" : "",
2602 title ? (const char *)title : "",
2603 title ? "\"" : "",
2604 flag_desc (flagdesc, 512), type);
2605
2606 if (!flag[FLAG_REMOVED] && env)
2607 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2608
2609 if (map)
2610 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2611
2612 return info;
2613 }
2614
2615 const char *
2616 object::debug_desc () const
2617 {
2618 static char info[3][256 * 4];
2619 static int info_idx;
2620
2621 return debug_desc (info [++info_idx % 3]);
2622 }
2623
2624 struct region *
2625 object::region () const
2626 {
2627 return map ? map->region (x, y)
2628 : region::default_region ();
2629 }
2630
2631 void
2632 object::open_container (object *new_container)
2633 {
2634 if (container == new_container)
2635 return;
2636
2637 object *old_container = container;
2638
2639 if (old_container)
2640 {
2641 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2642 return;
2643
2644 #if 0
2645 // remove the "Close old_container" object.
2646 if (object *closer = old_container->inv)
2647 if (closer->type == CLOSE_CON)
2648 closer->destroy ();
2649 #endif
2650
2651 // make sure the container is available
2652 esrv_send_item (this, old_container);
2653
2654 old_container->flag [FLAG_APPLIED] = false;
2655 container = 0;
2656
2657 // client needs item update to make it work, client bug requires this to be separate
2658 esrv_update_item (UPD_FLAGS, this, old_container);
2659
2660 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2661 play_sound (sound_find ("chest_close"));
2662 }
2663
2664 if (new_container)
2665 {
2666 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2667 return;
2668
2669 // TODO: this does not seem to serve any purpose anymore?
2670 #if 0
2671 // insert the "Close Container" object.
2672 if (archetype *closer = new_container->other_arch)
2673 {
2674 object *closer = new_container->other_arch->instance ();
2675 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2676 new_container->insert (closer);
2677 }
2678 #endif
2679
2680 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2681
2682 // make sure the container is available, client bug requires this to be separate
2683 esrv_send_item (this, new_container);
2684
2685 new_container->flag [FLAG_APPLIED] = true;
2686 container = new_container;
2687
2688 // client needs flag change
2689 esrv_update_item (UPD_FLAGS, this, new_container);
2690 esrv_send_inventory (this, new_container);
2691 play_sound (sound_find ("chest_open"));
2692 }
2693 // else if (!old_container->env && contr && contr->ns)
2694 // contr->ns->floorbox_reset ();
2695 }
2696
2697 object *
2698 object::force_find (shstr_tmp name)
2699 {
2700 /* cycle through his inventory to look for the MARK we want to
2701 * place
2702 */
2703 for (object *tmp = inv; tmp; tmp = tmp->below)
2704 if (tmp->type == FORCE && tmp->slaying == name)
2705 return splay (tmp);
2706
2707 return 0;
2708 }
2709
2710 //-GPL
2711
2712 void
2713 object::force_set_timer (int duration)
2714 {
2715 this->duration = 1;
2716 this->speed_left = -1.f;
2717
2718 this->set_speed (duration ? 1.f / duration : 0.f);
2719 }
2720
2721 object *
2722 object::force_add (shstr_tmp name, int duration)
2723 {
2724 if (object *force = force_find (name))
2725 force->destroy ();
2726
2727 object *force = get_archetype (FORCE_NAME);
2728
2729 force->slaying = name;
2730 force->force_set_timer (duration);
2731 force->flag [FLAG_APPLIED] = true;
2732
2733 return insert (force);
2734 }
2735
2736 void
2737 object::play_sound (faceidx sound) const
2738 {
2739 if (!sound)
2740 return;
2741
2742 if (is_on_map ())
2743 map->play_sound (sound, x, y);
2744 else if (object *pl = in_player ())
2745 pl->contr->play_sound (sound);
2746 }
2747
2748 void
2749 object::say_msg (const char *msg) const
2750 {
2751 if (is_on_map ())
2752 map->say_msg (msg, x, y);
2753 else if (object *pl = in_player ())
2754 pl->contr->play_sound (sound);
2755 }
2756
2757 void
2758 object::make_noise ()
2759 {
2760 // we do not model noise in the map, so instead put
2761 // a temporary light into the noise source
2762 // could use the map instead, but that's less reliable for our
2763 // goal, which is to make invisibility a bit harder to exploit
2764
2765 // currently only works sensibly for players
2766 if (!is_player ())
2767 return;
2768
2769 // find old force, or create new one
2770 object *force = force_find (shstr_noise_force);
2771
2772 if (force)
2773 force->speed_left = -1.f; // patch old speed up
2774 else
2775 {
2776 force = archetype::get (shstr_noise_force);
2777
2778 force->slaying = shstr_noise_force;
2779 force->stats.food = 1;
2780 force->speed_left = -1.f;
2781
2782 force->set_speed (1.f / 4.f);
2783 force->flag [FLAG_IS_USED_UP] = true;
2784 force->flag [FLAG_APPLIED] = true;
2785
2786 insert (force);
2787 }
2788 }
2789
2790 void object::change_move_type (MoveType mt)
2791 {
2792 if (move_type == mt)
2793 return;
2794
2795 if (is_on_map ())
2796 {
2797 // we are on the map, so handle move_on/off effects
2798 remove ();
2799 move_type = mt;
2800 map->insert (this, x, y, this);
2801 }
2802 else
2803 move_type = mt;
2804 }
2805
2806 /* object should be a player.
2807 * we return the object the player has marked with the 'mark' command
2808 * below. If no match is found (or object has changed), we return
2809 * NULL. We leave it up to the calling function to print messages if
2810 * nothing is found.
2811 */
2812 object *
2813 object::mark () const
2814 {
2815 if (contr && contr->mark && contr->mark->env == this)
2816 return contr->mark;
2817 else
2818 return 0;
2819 }
2820