ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
Revision: 1.343
Committed: Sat Apr 23 04:56:46 2011 UTC (13 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.342: +1 -1 lines
Log Message:
update copyright to 2011

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 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 || ob1->custom_name != ob2->custom_name
283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
284 return 0;
285
286 /* Do not merge objects if nrof would overflow, assume nrof
287 * is always 0 .. 2**31-1 */
288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
289 return 0;
290
291 /* If the objects have been identified, set the BEEN_APPLIED flag.
292 * This is to the comparison of the flags below will be OK. We
293 * just can't ignore the been applied or identified flags, as they
294 * are not equal - just if it has been identified, the been_applied
295 * flags lose any meaning.
296 */
297 if (ob1->flag [FLAG_IDENTIFIED])
298 ob1->set_flag (FLAG_BEEN_APPLIED);
299
300 if (ob2->flag [FLAG_IDENTIFIED])
301 ob2->set_flag (FLAG_BEEN_APPLIED);
302
303 if (ob1->arch->archname != ob2->arch->archname
304 || ob1->name != ob2->name
305 || ob1->title != ob2->title
306 || ob1->msg != ob2->msg
307 || ob1->weight != ob2->weight
308 || ob1->attacktype != ob2->attacktype
309 || ob1->magic != ob2->magic
310 || ob1->slaying != ob2->slaying
311 || ob1->skill != ob2->skill
312 || ob1->value != ob2->value
313 || ob1->animation_id != ob2->animation_id
314 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
315 || ob1->client_type != ob2->client_type
316 || ob1->material != ob2->material
317 || ob1->lore != ob2->lore
318 || ob1->subtype != ob2->subtype
319 || ob1->move_type != ob2->move_type
320 || ob1->move_block != ob2->move_block
321 || ob1->move_allow != ob2->move_allow
322 || ob1->move_on != ob2->move_on
323 || ob1->move_off != ob2->move_off
324 || ob1->move_slow != ob2->move_slow
325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
328 return 0;
329
330 if ((ob1->flag ^ ob2->flag)
331 .reset (FLAG_INV_LOCKED)
332 .reset (FLAG_REMOVED)
333 .any ())
334 return 0;
335
336 /* This is really a spellbook check - we should in general
337 * not merge objects with real inventories, as splitting them
338 * is hard.
339 */
340 if (ob1->inv || ob2->inv)
341 {
342 if (!(ob1->inv && ob2->inv))
343 return 0; /* inventories differ in length */
344
345 if (ob1->inv->below || ob2->inv->below)
346 return 0; /* more than one object in inv */
347
348 if (!object::can_merge (ob1->inv, ob2->inv))
349 return 0; /* inventory objects differ */
350
351 /* inventory ok - still need to check rest of this object to see
352 * if it is valid.
353 */
354 }
355
356 /* Don't merge objects that are applied. With the new 'body' code,
357 * it is possible for most any character to have more than one of
358 * some items equipped, and we don't want those to merge.
359 */
360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
361 return 0;
362
363 /* Note sure why the following is the case - either the object has to
364 * be animated or have a very low speed. Is this an attempted monster
365 * check?
366 */
367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
368 return 0;
369
370 switch (ob1->type)
371 {
372 case SCROLL:
373 if (ob1->level != ob2->level)
374 return 0;
375 break;
376 }
377
378 if (ob1->key_values || ob2->key_values)
379 {
380 /* At least one of these has key_values. */
381 if ((!ob1->key_values) != (!ob2->key_values))
382 return 0; /* One has fields, but the other one doesn't. */
383
384 if (!compare_ob_value_lists (ob1, ob2))
385 return 0;
386 }
387
388 if (ob1->self || ob2->self)
389 {
390 ob1->optimise ();
391 ob2->optimise ();
392
393 if (ob1->self || ob2->self)
394 {
395 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
396 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
397
398 if (k1 != k2)
399 return 0;
400
401 if (k1 == 0)
402 return 1;
403
404 if (!cfperl_can_merge (ob1, ob2))
405 return 0;
406 }
407 }
408
409 /* Everything passes, must be OK. */
410 return 1;
411 }
412
413 // find player who can see this object
414 object *
415 object::visible_to () const
416 {
417 if (client_visible () && !flag [FLAG_REMOVED])
418 {
419 // see if we are in a container of sorts
420 if (env)
421 {
422 // the player inventory itself is always visible
423 if (env->is_player ())
424 return env;
425
426 // else a player could have our env open
427 object *envest = env->outer_env_or_self ();
428
429 // the player itself is always on a map, so we will find him here
430 // even if our inv is in a player.
431 if (envest->is_on_map ())
432 if (object *pl = envest->ms ().player ())
433 if (pl->container_ () == env)
434 return pl;
435 }
436 else
437 {
438 // maybe there is a player standing on the same mapspace
439 // this will catch the case where "this" is a player
440 if (object *pl = ms ().player ())
441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
442 || pl->container_ () == this)
443 return pl;
444 }
445 }
446
447 return 0;
448 }
449
450 // adjust weight per container type ("of holding")
451 static uint32
452 weight_adjust_for (object *op, uint32 weight)
453 {
454 return op->type == CONTAINER
455 ? weight - weight * op->stats.Str / 100
456 : weight;
457 }
458
459 /*
460 * subtracts, then adds, the specified weight to an object,
461 * and also updates how much the environment(s) is/are carrying.
462 */
463 static void
464 adjust_weight (object *op, sint32 sub, sint32 add)
465 {
466 while (op)
467 {
468 sint32 ocarrying = op->carrying;
469
470 op->carrying -= weight_adjust_for (op, sub);
471 op->carrying += weight_adjust_for (op, add);
472
473 if (object *pl = op->visible_to ())
474 if (pl != op) // player is handled lazily
475 esrv_update_item (UPD_WEIGHT, pl, op);
476
477 sub = ocarrying;
478 add = op->carrying;
479
480 op = op->env;
481 }
482 }
483
484 /*
485 * this is a recursive function which calculates the weight
486 * an object is carrying. It goes through op and figures out how much
487 * containers are carrying, and sums it up.
488 */
489 void
490 object::update_weight ()
491 {
492 sint32 sum = 0;
493
494 for (object *op = inv; op; op = op->below)
495 {
496 op->update_weight ();
497
498 sum += weight_adjust_for (this, op->total_weight ());
499 }
500
501 if (sum != carrying)
502 {
503 if (carrying != sum && carrying)//D
504 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
505 (long long)sum, (long long)carrying, debug_desc ());
506
507 carrying = sum;
508
509 if (object *pl = visible_to ())
510 if (pl != this) // player is handled lazily
511 esrv_update_item (UPD_WEIGHT, pl, this);
512 }
513 }
514
515 /*
516 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
517 */
518 char *
519 dump_object (object *op)
520 {
521 if (!op)
522 return strdup ("[NULLOBJ]");
523
524 object_freezer freezer;
525 op->write (freezer);
526 return freezer.as_string ();
527 }
528
529 char *
530 object::as_string ()
531 {
532 return dump_object (this);
533 }
534
535 /*
536 * Returns the object which has the count-variable equal to the argument.
537 * VERRRY slow.
538 */
539 object *
540 find_object (tag_t i)
541 {
542 for_all_objects (op)
543 if (op->count == i)
544 return op;
545
546 return 0;
547 }
548
549 /*
550 * Returns the object which has the uuid equal to the argument.
551 * MOAR VERRRY slow.
552 */
553
554 object *
555 find_object_uuid (UUID i)
556 {
557 for_all_objects (op)
558 if (op->uuid == i)
559 return op;
560
561 return 0;
562 }
563
564 /*
565 * Returns the first object which has a name equal to the argument.
566 * Used only by the patch command, but not all that useful.
567 * Enables features like "patch <name-of-other-player> food 999"
568 */
569 object *
570 find_object_name (const char *str)
571 {
572 shstr_cmp str_ (str);
573
574 if (str_)
575 for_all_objects (op)
576 if (op->name == str_)
577 return op;
578
579 return 0;
580 }
581
582 /*
583 * Sets the owner and sets the skill and exp pointers to owner's current
584 * skill and experience objects.
585 * ACTUALLY NO! investigate! TODO
586 */
587 void
588 object::set_owner (object *owner)
589 {
590 // allow objects which own objects
591 if (owner)
592 while (owner->owner)
593 owner = owner->owner;
594
595 if (flag [FLAG_FREED])
596 {
597 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
598 return;
599 }
600
601 this->owner = owner;
602 }
603
604 /* Zero the key_values on op, decrementing the shared-string
605 * refcounts and freeing the links.
606 */
607 static void
608 free_key_values (object *op)
609 {
610 for (key_value *i = op->key_values; i; )
611 {
612 key_value *next = i->next;
613 delete i;
614
615 i = next;
616 }
617
618 op->key_values = 0;
619 }
620
621 /*
622 * copy_to first frees everything allocated by the dst object,
623 * and then copies the contents of itself into the second
624 * object, allocating what needs to be allocated. Basically, any
625 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
626 * if the first object is freed, the pointers in the new object
627 * will point at garbage.
628 */
629 void
630 object::copy_to (object *dst)
631 {
632 dst->remove ();
633 *(object_copy *)dst = *this;
634 dst->flag [FLAG_REMOVED] = true;
635
636 /* Copy over key_values, if any. */
637 if (key_values)
638 {
639 key_value *tail = 0;
640 dst->key_values = 0;
641
642 for (key_value *i = key_values; i; i = i->next)
643 {
644 key_value *new_link = new key_value;
645
646 new_link->next = 0;
647 new_link->key = i->key;
648 new_link->value = i->value;
649
650 /* Try and be clever here, too. */
651 if (!dst->key_values)
652 {
653 dst->key_values = new_link;
654 tail = new_link;
655 }
656 else
657 {
658 tail->next = new_link;
659 tail = new_link;
660 }
661 }
662 }
663
664 dst->activate ();
665 }
666
667 void
668 object::instantiate ()
669 {
670 if (!uuid.seq) // HACK
671 uuid = UUID::gen ();
672
673 // TODO: unclean state changes, should not be done in copy_to AND instantiate
674 if (flag [FLAG_RANDOM_SPEED] && speed)
675 speed_left = - speed - rndm (); // TODO animation
676 else
677 speed_left = -1.;
678
679 /* copy the body_info to the body_used - this is only really
680 * need for monsters, but doesn't hurt to do it for everything.
681 * by doing so, when a monster is created, it has good starting
682 * values for the body_used info, so when items are created
683 * for it, they can be properly equipped.
684 */
685 for (int i = NUM_BODY_LOCATIONS; i--; )
686 slot[i].used = slot[i].info;
687
688 attachable::instantiate ();
689 }
690
691 object *
692 object::clone ()
693 {
694 object *neu = create ();
695 copy_to (neu);
696
697 // TODO: unclean state changes, should not be done in clone AND instantiate
698 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
699 neu->speed_left = - neu->speed - rndm (); // TODO animation
700
701 neu->map = map; // not copied by copy_to
702 return neu;
703 }
704
705 /*
706 * If an object with the IS_TURNABLE() flag needs to be turned due
707 * to the closest player being on the other side, this function can
708 * be called to update the face variable, _and_ how it looks on the map.
709 */
710 void
711 update_turn_face (object *op)
712 {
713 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
714 return;
715
716 SET_ANIMATION (op, op->direction);
717 update_object (op, UP_OBJ_FACE);
718 }
719
720 /*
721 * Updates the speed of an object. If the speed changes from 0 to another
722 * value, or vice versa, then add/remove the object from the active list.
723 * This function needs to be called whenever the speed of an object changes.
724 */
725 void
726 object::set_speed (float speed)
727 {
728 this->speed = speed;
729
730 if (has_active_speed ())
731 activate ();
732 else
733 deactivate ();
734 }
735
736 /*
737 * update_object() updates the the map.
738 * It takes into account invisible objects (and represent squares covered
739 * by invisible objects by whatever is below them (unless it's another
740 * invisible object, etc...)
741 * If the object being updated is beneath a player, the look-window
742 * of that player is updated (this might be a suboptimal way of
743 * updating that window, though, since update_object() is called _often_)
744 *
745 * action is a hint of what the caller believes need to be done.
746 * current action are:
747 * UP_OBJ_INSERT: op was inserted
748 * UP_OBJ_REMOVE: op was removed
749 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
750 * as that is easier than trying to look at what may have changed.
751 * UP_OBJ_FACE: only the objects face has changed.
752 */
753 void
754 update_object (object *op, int action)
755 {
756 if (!op)
757 {
758 /* this should never happen */
759 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
760 return;
761 }
762
763 if (!op->is_on_map ())
764 {
765 /* Animation is currently handled by client, so nothing
766 * to do in this case.
767 */
768 return;
769 }
770
771 /* make sure the object is within map boundaries */
772 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
773 {
774 LOG (llevError, "update_object() called for object out of map!\n");
775 #ifdef MANY_CORES
776 abort ();
777 #endif
778 return;
779 }
780
781 mapspace &m = op->ms ();
782
783 if (!(m.flags_ & P_UPTODATE))
784 /* nop */;
785 else if (action == UP_OBJ_INSERT)
786 {
787 #if 0
788 // this is likely overkill, TODO: revisit (schmorp)
789 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
790 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
791 || (op->is_player () && !(m.flags_ & P_PLAYER))
792 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
793 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
794 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
795 || (m.move_on | op->move_on ) != m.move_on
796 || (m.move_off | op->move_off ) != m.move_off
797 || (m.move_slow | op->move_slow) != m.move_slow
798 /* This isn't perfect, but I don't expect a lot of objects to
799 * have move_allow right now.
800 */
801 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
802 m.invalidate ();
803 #else
804 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
805 m.invalidate ();
806 #endif
807 }
808 /* if the object is being removed, we can't make intelligent
809 * decisions, because remove_ob can't really pass the object
810 * that is being removed.
811 */
812 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
813 m.invalidate ();
814 else if (action == UP_OBJ_FACE)
815 /* Nothing to do for that case */ ;
816 else
817 LOG (llevError, "update_object called with invalid action: %d\n", action);
818
819 if (op->more)
820 update_object (op->more, action);
821 }
822
823 object::object ()
824 {
825 this->set_flag (FLAG_REMOVED);
826
827 //expmul = 1.0; declared const for the time being
828 face = blank_face;
829 material = MATERIAL_NULL;
830 }
831
832 object::~object ()
833 {
834 unlink ();
835
836 free_key_values (this);
837 }
838
839 void object::link ()
840 {
841 assert (!index);//D
842 uuid = UUID::gen ();
843
844 refcnt_inc ();
845 objects.insert (this);
846
847 ++create_count;
848
849 }
850
851 void object::unlink ()
852 {
853 if (!index)
854 return;
855
856 ++destroy_count;
857
858 objects.erase (this);
859 refcnt_dec ();
860 }
861
862 void
863 object::activate ()
864 {
865 /* If already on active list, don't do anything */
866 if (active)
867 return;
868
869 if (has_active_speed ())
870 {
871 if (flag [FLAG_FREED])
872 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
873
874 actives.insert (this);
875 }
876 }
877
878 void
879 object::activate_recursive ()
880 {
881 activate ();
882
883 for (object *op = inv; op; op = op->below)
884 op->activate_recursive ();
885 }
886
887 /* This function removes object 'op' from the list of active
888 * objects.
889 * This should only be used for style maps or other such
890 * reference maps where you don't want an object that isn't
891 * in play chewing up cpu time getting processed.
892 * The reverse of this is to call update_ob_speed, which
893 * will do the right thing based on the speed of the object.
894 */
895 void
896 object::deactivate ()
897 {
898 /* If not on the active list, nothing needs to be done */
899 if (!active)
900 return;
901
902 actives.erase (this);
903 }
904
905 void
906 object::deactivate_recursive ()
907 {
908 for (object *op = inv; op; op = op->below)
909 op->deactivate_recursive ();
910
911 deactivate ();
912 }
913
914 void
915 object::set_flag_inv (int flag, int value)
916 {
917 for (object *op = inv; op; op = op->below)
918 {
919 op->flag [flag] = value;
920 op->set_flag_inv (flag, value);
921 }
922 }
923
924 /*
925 * Remove and free all objects in the inventory of the given object.
926 * object.c ?
927 */
928 void
929 object::destroy_inv (bool drop_to_ground)
930 {
931 // need to check first, because the checks below might segfault
932 // as we might be on an invalid mapspace and crossfire code
933 // is too buggy to ensure that the inventory is empty.
934 // corollary: if you create arrows etc. with stuff in its inventory,
935 // cf will crash below with off-map x and y
936 if (!inv)
937 return;
938
939 /* Only if the space blocks everything do we not process -
940 * if some form of movement is allowed, let objects
941 * drop on that space.
942 */
943 if (!drop_to_ground
944 || !map
945 || map->in_memory != MAP_ACTIVE
946 || map->no_drop
947 || ms ().move_block == MOVE_ALL)
948 {
949 while (inv)
950 inv->destroy ();
951 }
952 else
953 { /* Put objects in inventory onto this space */
954 while (inv)
955 {
956 object *op = inv;
957
958 if (op->flag [FLAG_STARTEQUIP]
959 || op->flag [FLAG_NO_DROP]
960 || op->type == RUNE
961 || op->type == TRAP
962 || op->flag [FLAG_IS_A_TEMPLATE]
963 || op->flag [FLAG_DESTROY_ON_DEATH])
964 op->destroy ();
965 else
966 map->insert (op, x, y);
967 }
968 }
969 }
970
971 /*
972 * Remove and free all objects in the inventory of the given object.
973 * Unlike destroy_inv, this assumes the *this is destroyed as well
974 * well, so we can (and have to!) take shortcuts.
975 */
976 void
977 object::destroy_inv_fast ()
978 {
979 while (object *op = inv)
980 {
981 // remove from object the fast way
982 op->flag [FLAG_REMOVED] = true;
983 op->env = 0;
984 if ((inv = inv->below))
985 inv->above = 0;
986
987 // then destroy
988 op->destroy ();
989 }
990 }
991
992 void
993 object::freelist_free (int count)
994 {
995 while (count-- && freelist)
996 {
997 freelist_item *next = freelist->next;
998 // count is being "destroyed"
999
1000 sfree ((char *)freelist, sizeof (object));
1001
1002 freelist = next;
1003 --free_count;
1004 }
1005 }
1006
1007 object *
1008 object::create ()
1009 {
1010 object *op;
1011
1012 if (freelist)
1013 {
1014 freelist_item li = *freelist;
1015 memset (freelist, 0, sizeof (object));
1016
1017 op = new (freelist) object;
1018 op->count = li.count;
1019
1020 freelist = li.next;
1021 --free_count;
1022 }
1023 else
1024 {
1025 void *ni = salloc0<char> (sizeof (object));
1026
1027 op = new(ni) object;
1028
1029 op->count = ++object_count;
1030 }
1031
1032 op->link ();
1033
1034 return op;
1035 }
1036
1037 void
1038 object::do_delete ()
1039 {
1040 uint32_t count = this->count;
1041
1042 this->~object ();
1043
1044 freelist_item *li = (freelist_item *)this;
1045 li->next = freelist;
1046 li->count = count;
1047
1048 freelist = li;
1049 ++free_count;
1050 }
1051
1052 static struct freed_map : maptile
1053 {
1054 freed_map ()
1055 : maptile (3, 3)
1056 {
1057 path = "<freed objects map>";
1058 name = "/internal/freed_objects_map";
1059 no_drop = 1;
1060 no_reset = 1;
1061
1062 in_memory = MAP_ACTIVE;
1063 }
1064
1065 ~freed_map ()
1066 {
1067 destroy ();
1068 }
1069 } freed_map; // freed objects are moved here to avoid crashes
1070
1071 void
1072 object::do_destroy ()
1073 {
1074 if (flag [FLAG_IS_LINKED])
1075 remove_link ();
1076
1077 if (flag [FLAG_FRIENDLY])
1078 remove_friendly_object (this);
1079
1080 remove ();
1081
1082 attachable::do_destroy ();
1083
1084 deactivate ();
1085 unlink ();
1086
1087 flag [FLAG_FREED] = 1;
1088
1089 // hack to ensure that freed objects still have a valid map
1090 map = &freed_map;
1091 x = 1;
1092 y = 1;
1093
1094 if (more)
1095 {
1096 more->destroy ();
1097 more = 0;
1098 }
1099
1100 head = 0;
1101
1102 // clear those pointers that likely might cause circular references
1103 owner = 0;
1104 enemy = 0;
1105 attacked_by = 0;
1106 current_weapon = 0;
1107 }
1108
1109 void
1110 object::destroy ()
1111 {
1112 if (destroyed ())
1113 return;
1114
1115 if (!is_head () && !head->destroyed ())
1116 {
1117 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1118 head->destroy ();
1119 return;
1120 }
1121
1122 destroy_inv_fast ();
1123
1124 if (is_head ())
1125 if (sound_destroy)
1126 play_sound (sound_destroy);
1127 else if (flag [FLAG_MONSTER])
1128 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1129
1130 attachable::destroy ();
1131 }
1132
1133 /* op->remove ():
1134 * This function removes the object op from the linked list of objects
1135 * which it is currently tied to. When this function is done, the
1136 * object will have no environment. If the object previously had an
1137 * environment, the x and y coordinates will be updated to
1138 * the previous environment.
1139 */
1140 void
1141 object::do_remove ()
1142 {
1143 if (flag [FLAG_REMOVED])
1144 return;
1145
1146 INVOKE_OBJECT (REMOVE, this);
1147
1148 flag [FLAG_REMOVED] = true;
1149
1150 if (more)
1151 more->remove ();
1152
1153 /*
1154 * In this case, the object to be removed is in someones
1155 * inventory.
1156 */
1157 if (env)
1158 {
1159 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1160 if (object *pl = visible_to ())
1161 esrv_del_item (pl->contr, count);
1162 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1163
1164 adjust_weight (env, total_weight (), 0);
1165
1166 object *pl = in_player ();
1167
1168 /* we set up values so that it could be inserted into
1169 * the map, but we don't actually do that - it is up
1170 * to the caller to decide what we want to do.
1171 */
1172 map = env->map;
1173 x = env->x;
1174 y = env->y;
1175
1176 // make sure cmov optimisation is applicable
1177 *(above ? &above->below : &env->inv) = below;
1178 *(below ? &below->above : &above ) = above; // &above is just a dummy
1179
1180 above = 0;
1181 below = 0;
1182 env = 0;
1183
1184 if (pl && pl->is_player ())
1185 {
1186 if (expect_false (pl->contr->combat_ob == this))
1187 {
1188 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1189 pl->contr->combat_ob = 0;
1190 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1191 }
1192
1193 if (expect_false (pl->contr->ranged_ob == this))
1194 {
1195 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1196 pl->contr->ranged_ob = 0;
1197 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1198 }
1199
1200 pl->contr->queue_stats_update ();
1201
1202 if (expect_false (glow_radius) && pl->is_on_map ())
1203 update_all_los (pl->map, pl->x, pl->y);
1204 }
1205 }
1206 else if (map)
1207 {
1208 map->dirty = true;
1209 mapspace &ms = this->ms ();
1210
1211 if (object *pl = ms.player ())
1212 {
1213 if (is_player ())
1214 {
1215 if (!flag [FLAG_WIZPASS])
1216 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1217
1218 // leaving a spot always closes any open container on the ground
1219 if (container && !container->env)
1220 // this causes spurious floorbox updates, but it ensures
1221 // that the CLOSE event is being sent.
1222 close_container ();
1223
1224 --map->players;
1225 map->touch ();
1226 }
1227 else if (pl->container_ () == this)
1228 {
1229 // removing a container should close it
1230 close_container ();
1231 }
1232 else
1233 esrv_del_item (pl->contr, count);
1234 }
1235
1236 /* link the object above us */
1237 // re-link, make sure compiler can easily use cmove
1238 *(above ? &above->below : &ms.top) = below;
1239 *(below ? &below->above : &ms.bot) = above;
1240
1241 above = 0;
1242 below = 0;
1243
1244 ms.invalidate ();
1245
1246 if (map->in_memory == MAP_SAVING)
1247 return;
1248
1249 int check_walk_off = !flag [FLAG_NO_APPLY];
1250
1251 if (object *pl = ms.player ())
1252 {
1253 if (pl->container_ () == this)
1254 /* If a container that the player is currently using somehow gets
1255 * removed (most likely destroyed), update the player view
1256 * appropriately.
1257 */
1258 pl->close_container ();
1259
1260 //TODO: the floorbox prev/next might need updating
1261 //esrv_del_item (pl->contr, count);
1262 //TODO: update floorbox to preserve ordering
1263 if (pl->contr->ns)
1264 pl->contr->ns->floorbox_update ();
1265 }
1266
1267 if (check_walk_off)
1268 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1269 {
1270 above = tmp->above;
1271
1272 /* No point updating the players look faces if he is the object
1273 * being removed.
1274 */
1275
1276 /* See if object moving off should effect something */
1277 if ((move_type & tmp->move_off)
1278 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1279 move_apply (tmp, this, 0);
1280 }
1281
1282 if (affects_los ())
1283 update_all_los (map, x, y);
1284 }
1285 }
1286
1287 /*
1288 * merge_ob(op,top):
1289 *
1290 * This function goes through all objects below and including top, and
1291 * merges op to the first matching object.
1292 * If top is NULL, it is calculated.
1293 * Returns pointer to object if it succeded in the merge, otherwise NULL
1294 */
1295 object *
1296 merge_ob (object *op, object *top)
1297 {
1298 if (!op->nrof)
1299 return 0;
1300
1301 if (!top)
1302 for (top = op; top && top->above; top = top->above)
1303 ;
1304
1305 for (; top; top = top->below)
1306 if (object::can_merge (op, top))
1307 {
1308 top->nrof += op->nrof;
1309
1310 if (object *pl = top->visible_to ())
1311 esrv_update_item (UPD_NROF, pl, top);
1312
1313 op->weight = 0; // cancel the addition above
1314 op->carrying = 0; // must be 0 already
1315
1316 op->destroy ();
1317
1318 return top;
1319 }
1320
1321 return 0;
1322 }
1323
1324 void
1325 object::expand_tail ()
1326 {
1327 if (more)
1328 return;
1329
1330 object *prev = this;
1331
1332 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1333 {
1334 object *op = at->instance ();
1335
1336 op->name = name;
1337 op->name_pl = name_pl;
1338 op->title = title;
1339
1340 op->head = this;
1341 prev->more = op;
1342
1343 prev = op;
1344 }
1345 }
1346
1347 /*
1348 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1349 * job preparing multi-part monsters.
1350 */
1351 object *
1352 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1353 {
1354 op->remove ();
1355
1356 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1357 {
1358 tmp->x = x + tmp->arch->x;
1359 tmp->y = y + tmp->arch->y;
1360 }
1361
1362 return insert_ob_in_map (op, m, originator, flag);
1363 }
1364
1365 /*
1366 * insert_ob_in_map (op, map, originator, flag):
1367 * This function inserts the object in the two-way linked list
1368 * which represents what is on a map.
1369 * The second argument specifies the map, and the x and y variables
1370 * in the object about to be inserted specifies the position.
1371 *
1372 * originator: Player, monster or other object that caused 'op' to be inserted
1373 * into 'map'. May be NULL.
1374 *
1375 * flag is a bitmask about special things to do (or not do) when this
1376 * function is called. see the object.h file for the INS_ values.
1377 * Passing 0 for flag gives proper default values, so flag really only needs
1378 * to be set if special handling is needed.
1379 *
1380 * Return value:
1381 * new object if 'op' was merged with other object
1382 * NULL if there was an error (destroyed, blocked etc.)
1383 * just 'op' otherwise
1384 */
1385 object *
1386 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1387 {
1388 op->remove ();
1389
1390 if (m == &freed_map)//D TODO: remove soon
1391 {//D
1392 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1393 }//D
1394
1395 /* Ideally, the caller figures this out. However, it complicates a lot
1396 * of areas of callers (eg, anything that uses find_free_spot would now
1397 * need extra work
1398 */
1399 maptile *newmap = m;
1400 if (!xy_normalise (newmap, op->x, op->y))
1401 {
1402 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1403 return 0;
1404 }
1405
1406 if (object *more = op->more)
1407 if (!insert_ob_in_map (more, m, originator, flag))
1408 return 0;
1409
1410 op->flag [FLAG_REMOVED] = false;
1411 op->env = 0;
1412 op->map = newmap;
1413
1414 mapspace &ms = op->ms ();
1415
1416 /* this has to be done after we translate the coordinates.
1417 */
1418 if (op->nrof && !(flag & INS_NO_MERGE))
1419 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1420 if (object::can_merge (op, tmp))
1421 {
1422 // TODO: we actually want to update tmp, not op,
1423 // but some caller surely breaks when we return tmp
1424 // from here :/
1425 op->nrof += tmp->nrof;
1426 tmp->destroy ();
1427 }
1428
1429 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1430 op->clr_flag (FLAG_INV_LOCKED);
1431
1432 if (!op->flag [FLAG_ALIVE])
1433 op->clr_flag (FLAG_NO_STEAL);
1434
1435 if (flag & INS_BELOW_ORIGINATOR)
1436 {
1437 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1438 {
1439 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1440 abort ();
1441 }
1442
1443 if (!originator->is_on_map ())
1444 {
1445 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1446 op->debug_desc (), originator->debug_desc ());
1447 abort ();
1448 }
1449
1450 op->above = originator;
1451 op->below = originator->below;
1452 originator->below = op;
1453
1454 *(op->below ? &op->below->above : &ms.bot) = op;
1455 }
1456 else
1457 {
1458 object *floor = 0;
1459 object *top = ms.top;
1460
1461 /* If there are other objects, then */
1462 if (top)
1463 {
1464 /*
1465 * If there are multiple objects on this space, we do some trickier handling.
1466 * We've already dealt with merging if appropriate.
1467 * Generally, we want to put the new object on top. But if
1468 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1469 * floor, we want to insert above that and no further.
1470 * Also, if there are spell objects on this space, we stop processing
1471 * once we get to them. This reduces the need to traverse over all of
1472 * them when adding another one - this saves quite a bit of cpu time
1473 * when lots of spells are cast in one area. Currently, it is presumed
1474 * that flying non pickable objects are spell objects.
1475 */
1476 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1477 {
1478 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1479 floor = tmp;
1480
1481 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1482 {
1483 /* We insert above top, so we want this object below this */
1484 top = tmp->below;
1485 break;
1486 }
1487
1488 top = tmp;
1489 }
1490
1491 /* We let update_position deal with figuring out what the space
1492 * looks like instead of lots of conditions here.
1493 * makes things faster, and effectively the same result.
1494 */
1495
1496 /* Have object 'fall below' other objects that block view.
1497 * Unless those objects are exits.
1498 * If INS_ON_TOP is used, don't do this processing
1499 * Need to find the object that in fact blocks view, otherwise
1500 * stacking is a bit odd.
1501 */
1502 if (!(flag & INS_ON_TOP)
1503 && ms.flags () & P_BLOCKSVIEW
1504 && (op->face && !faces [op->face].visibility))
1505 {
1506 object *last;
1507
1508 for (last = top; last != floor; last = last->below)
1509 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1510 break;
1511
1512 /* Check to see if we found the object that blocks view,
1513 * and make sure we have a below pointer for it so that
1514 * we can get inserted below this one, which requires we
1515 * set top to the object below us.
1516 */
1517 if (last && last->below && last != floor)
1518 top = last->below;
1519 }
1520 } /* If objects on this space */
1521
1522 if (flag & INS_ABOVE_FLOOR_ONLY)
1523 top = floor;
1524
1525 // insert object above top, or bottom-most if top = 0
1526 if (!top)
1527 {
1528 op->below = 0;
1529 op->above = ms.bot;
1530 ms.bot = op;
1531
1532 *(op->above ? &op->above->below : &ms.top) = op;
1533 }
1534 else
1535 {
1536 op->above = top->above;
1537 top->above = op;
1538
1539 op->below = top;
1540 *(op->above ? &op->above->below : &ms.top) = op;
1541 }
1542 }
1543
1544 if (op->is_player ())
1545 {
1546 op->contr->do_los = 1;
1547 ++op->map->players;
1548 op->map->touch ();
1549 }
1550
1551 op->map->dirty = true;
1552
1553 if (object *pl = ms.player ())
1554 //TODO: the floorbox prev/next might need updating
1555 //esrv_send_item (pl, op);
1556 //TODO: update floorbox to preserve ordering
1557 if (pl->contr->ns)
1558 pl->contr->ns->floorbox_update ();
1559
1560 /* If this object glows, it may affect lighting conditions that are
1561 * visible to others on this map. But update_all_los is really
1562 * an inefficient way to do this, as it means los for all players
1563 * on the map will get recalculated. The players could very well
1564 * be far away from this change and not affected in any way -
1565 * this should get redone to only look for players within range,
1566 * or just updating the P_UPTODATE for spaces within this area
1567 * of effect may be sufficient.
1568 */
1569 if (op->affects_los ())
1570 {
1571 op->ms ().invalidate ();
1572 update_all_los (op->map, op->x, op->y);
1573 }
1574
1575 /* updates flags (blocked, alive, no magic, etc) for this map space */
1576 update_object (op, UP_OBJ_INSERT);
1577
1578 INVOKE_OBJECT (INSERT, op);
1579
1580 /* Don't know if moving this to the end will break anything. However,
1581 * we want to have floorbox_update called before calling this.
1582 *
1583 * check_move_on() must be after this because code called from
1584 * check_move_on() depends on correct map flags (so functions like
1585 * blocked() and wall() work properly), and these flags are updated by
1586 * update_object().
1587 */
1588
1589 /* if this is not the head or flag has been passed, don't check walk on status */
1590 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1591 {
1592 if (check_move_on (op, originator, flag))
1593 return 0;
1594
1595 /* If we are a multi part object, let's work our way through the check
1596 * walk on's.
1597 */
1598 for (object *tmp = op->more; tmp; tmp = tmp->more)
1599 if (check_move_on (tmp, originator, flag))
1600 return 0;
1601 }
1602
1603 return op;
1604 }
1605
1606 /* this function inserts an object in the map, but if it
1607 * finds an object of its own type, it'll remove that one first.
1608 * op is the object to insert it under: supplies x and the map.
1609 */
1610 void
1611 replace_insert_ob_in_map (shstr_tmp archname, object *op)
1612 {
1613 /* first search for itself and remove any old instances */
1614
1615 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1616 if (tmp->arch->archname == archname) /* same archetype */
1617 tmp->destroy ();
1618
1619 object *tmp = archetype::find (archname)->instance ();
1620
1621 tmp->x = op->x;
1622 tmp->y = op->y;
1623
1624 insert_ob_in_map (tmp, op->map, op, 0);
1625 }
1626
1627 object *
1628 object::insert_at (object *where, object *originator, int flags)
1629 {
1630 if (where->env)
1631 return where->env->insert (this);
1632 else
1633 return where->map->insert (this, where->x, where->y, originator, flags);
1634 }
1635
1636 // check whether we can put this into the map, respect max_volume, max_items
1637 bool
1638 object::can_drop_at (maptile *m, int x, int y, object *originator)
1639 {
1640 mapspace &ms = m->at (x, y);
1641
1642 int items = ms.items ();
1643
1644 if (!items // testing !items ensures we can drop at least one item
1645 || (items < m->max_items
1646 && ms.volume () < m->max_volume))
1647 return true;
1648
1649 if (originator && originator->is_player ())
1650 originator->contr->failmsgf (
1651 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1652 query_name ()
1653 );
1654
1655 return false;
1656 }
1657
1658 /*
1659 * decrease(object, number) decreases a specified number from
1660 * the amount of an object. If the amount reaches 0, the object
1661 * is subsequently removed and freed.
1662 *
1663 * Return value: 'op' if something is left, NULL if the amount reached 0
1664 */
1665 bool
1666 object::decrease (sint32 nr)
1667 {
1668 if (!nr)
1669 return true;
1670
1671 nr = min (nr, nrof);
1672
1673 if (nrof > nr)
1674 {
1675 sint64 oweight = total_weight ();
1676
1677 nrof -= nr;
1678
1679 if (object *pl = visible_to ())
1680 esrv_update_item (UPD_NROF, pl, this);
1681
1682 adjust_weight (env, oweight, total_weight ());
1683
1684 return true;
1685 }
1686 else
1687 {
1688 destroy ();
1689 return false;
1690 }
1691 }
1692
1693 /*
1694 * split(ob,nr) splits up ob into two parts. The part which
1695 * is returned contains nr objects, and the remaining parts contains
1696 * the rest (or is removed and returned if that number is 0).
1697 * On failure, NULL is returned.
1698 */
1699 object *
1700 object::split (sint32 nr)
1701 {
1702 int have = number_of ();
1703
1704 if (have < nr)
1705 return 0;
1706 else if (have == nr)
1707 {
1708 remove ();
1709 return this;
1710 }
1711 else
1712 {
1713 decrease (nr);
1714
1715 object *op = deep_clone ();
1716 op->nrof = nr;
1717 return op;
1718 }
1719 }
1720
1721 object *
1722 insert_ob_in_ob (object *op, object *where)
1723 {
1724 if (!where)
1725 {
1726 char *dump = dump_object (op);
1727 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1728 free (dump);
1729 return op;
1730 }
1731
1732 if (where->head_ () != where)
1733 {
1734 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1735 where = where->head;
1736 }
1737
1738 return where->insert (op);
1739 }
1740
1741 /*
1742 * env->insert (op)
1743 * This function inserts the object op in the linked list
1744 * inside the object environment.
1745 *
1746 * The function returns now pointer to inserted item, and return value can
1747 * be != op, if items are merged. -Tero
1748 */
1749 object *
1750 object::insert (object *op)
1751 {
1752 if (op->more)
1753 {
1754 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1755 return op;
1756 }
1757
1758 op->remove ();
1759
1760 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1761
1762 if (op->nrof)
1763 for (object *tmp = inv; tmp; tmp = tmp->below)
1764 if (object::can_merge (tmp, op))
1765 {
1766 /* return the original object and remove inserted object
1767 (client prefers the original object) */
1768
1769 // carring must be 0 for mergable objects
1770 sint64 oweight = tmp->weight * tmp->nrof;
1771
1772 tmp->nrof += op->nrof;
1773
1774 if (object *pl = tmp->visible_to ())
1775 esrv_update_item (UPD_NROF, pl, tmp);
1776
1777 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1778
1779 op->destroy ();
1780 op = tmp;
1781 goto inserted;
1782 }
1783
1784 op->owner = 0; // it's his/hers now. period.
1785 op->map = 0;
1786 op->x = 0;
1787 op->y = 0;
1788
1789 op->above = 0;
1790 op->below = inv;
1791 op->env = this;
1792
1793 if (inv)
1794 inv->above = op;
1795
1796 inv = op;
1797
1798 op->flag [FLAG_REMOVED] = 0;
1799
1800 if (object *pl = op->visible_to ())
1801 esrv_send_item (pl, op);
1802
1803 adjust_weight (this, 0, op->total_weight ());
1804
1805 inserted:
1806 /* reset the light list and los of the players on the map */
1807 if (op->glow_radius && is_on_map ())
1808 {
1809 update_stats ();
1810 update_all_los (map, x, y);
1811 }
1812 else if (is_player ())
1813 // if this is a player's inventory, update stats
1814 contr->queue_stats_update ();
1815
1816 INVOKE_OBJECT (INSERT, this);
1817
1818 return op;
1819 }
1820
1821 /*
1822 * Checks if any objects has a move_type that matches objects
1823 * that effect this object on this space. Call apply() to process
1824 * these events.
1825 *
1826 * Any speed-modification due to SLOW_MOVE() of other present objects
1827 * will affect the speed_left of the object.
1828 *
1829 * originator: Player, monster or other object that caused 'op' to be inserted
1830 * into 'map'. May be NULL.
1831 *
1832 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1833 *
1834 * 4-21-95 added code to check if appropriate skill was readied - this will
1835 * permit faster movement by the player through this terrain. -b.t.
1836 *
1837 * MSW 2001-07-08: Check all objects on space, not just those below
1838 * object being inserted. insert_ob_in_map may not put new objects
1839 * on top.
1840 */
1841 int
1842 check_move_on (object *op, object *originator, int flags)
1843 {
1844 if (op->flag [FLAG_NO_APPLY])
1845 return 0;
1846
1847 object *tmp;
1848 maptile *m = op->map;
1849 int x = op->x, y = op->y;
1850
1851 mapspace &ms = m->at (x, y);
1852
1853 ms.update ();
1854
1855 MoveType move_on = ms.move_on;
1856 MoveType move_slow = ms.move_slow;
1857 MoveType move_block = ms.move_block;
1858
1859 /* if nothing on this space will slow op down or be applied,
1860 * no need to do checking below. have to make sure move_type
1861 * is set, as lots of objects don't have it set - we treat that
1862 * as walking.
1863 */
1864 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1865 return 0;
1866
1867 /* This is basically inverse logic of that below - basically,
1868 * if the object can avoid the move on or slow move, they do so,
1869 * but can't do it if the alternate movement they are using is
1870 * blocked. Logic on this seems confusing, but does seem correct.
1871 */
1872 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1873 return 0;
1874
1875 /* The objects have to be checked from top to bottom.
1876 * Hence, we first go to the top:
1877 */
1878 for (object *next, *tmp = ms.top; tmp; tmp = next)
1879 {
1880 next = tmp->below;
1881
1882 if (tmp == op)
1883 continue; /* Can't apply yourself */
1884
1885 /* Check to see if one of the movement types should be slowed down.
1886 * Second check makes sure that the movement types not being slowed
1887 * (~slow_move) is not blocked on this space - just because the
1888 * space doesn't slow down swimming (for example), if you can't actually
1889 * swim on that space, can't use it to avoid the penalty.
1890 */
1891 if (!op->flag [FLAG_WIZPASS])
1892 {
1893 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1894 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1895 {
1896 float diff = tmp->move_slow_penalty * fabs (op->speed);
1897
1898 if (op->is_player ())
1899 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1900 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1901 diff /= 4.0;
1902
1903 op->speed_left -= diff;
1904 }
1905 }
1906
1907 /* Basically same logic as above, except now for actual apply. */
1908 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1909 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1910 {
1911 if ((flags & INS_NO_AUTO_EXIT)
1912 && (tmp->type == EXIT || tmp->type == TELEPORTER
1913 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1914 continue;
1915
1916 move_apply (tmp, op, originator);
1917
1918 if (op->destroyed ())
1919 return 1;
1920
1921 /* what the person/creature stepped onto has moved the object
1922 * someplace new. Don't process any further - if we did,
1923 * have a feeling strange problems would result.
1924 */
1925 if (op->map != m || op->x != x || op->y != y)
1926 return 0;
1927 }
1928 }
1929
1930 return 0;
1931 }
1932
1933 /*
1934 * present_arch(arch, map, x, y) searches for any objects with
1935 * a matching archetype at the given map and coordinates.
1936 * The first matching object is returned, or NULL if none.
1937 */
1938 object *
1939 present_arch (const archetype *at, maptile *m, int x, int y)
1940 {
1941 if (!m || out_of_map (m, x, y))
1942 {
1943 LOG (llevError, "Present_arch called outside map.\n");
1944 return NULL;
1945 }
1946
1947 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1948 if (tmp->arch->archname == at->archname)
1949 return tmp;
1950
1951 return NULL;
1952 }
1953
1954 /*
1955 * present(type, map, x, y) searches for any objects with
1956 * a matching type variable at the given map and coordinates.
1957 * The first matching object is returned, or NULL if none.
1958 */
1959 object *
1960 present (unsigned char type, maptile *m, int x, int y)
1961 {
1962 if (out_of_map (m, x, y))
1963 {
1964 LOG (llevError, "Present called outside map.\n");
1965 return NULL;
1966 }
1967
1968 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1969 if (tmp->type == type)
1970 return tmp;
1971
1972 return NULL;
1973 }
1974
1975 /*
1976 * present_in_ob(type, object) searches for any objects with
1977 * a matching type variable in the inventory of the given object.
1978 * The first matching object is returned, or NULL if none.
1979 */
1980 object *
1981 present_in_ob (unsigned char type, const object *op)
1982 {
1983 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1984 if (tmp->type == type)
1985 return tmp;
1986
1987 return NULL;
1988 }
1989
1990 /*
1991 * present_in_ob (type, str, object) searches for any objects with
1992 * a matching type & name variable in the inventory of the given object.
1993 * The first matching object is returned, or NULL if none.
1994 * This is mostly used by spell effect code, so that we only
1995 * have one spell effect at a time.
1996 * type can be used to narrow the search - if type is set,
1997 * the type must also match. -1 can be passed for the type,
1998 * in which case the type does not need to pass.
1999 * str is the string to match against. Note that we match against
2000 * the object name, not the archetype name. this is so that the
2001 * spell code can use one object type (force), but change it's name
2002 * to be unique.
2003 */
2004 object *
2005 present_in_ob_by_name (int type, const char *str, const object *op)
2006 {
2007 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2008 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2009 return tmp;
2010
2011 return 0;
2012 }
2013
2014 /*
2015 * present_arch_in_ob(archetype, object) searches for any objects with
2016 * a matching archetype in the inventory of the given object.
2017 * The first matching object is returned, or NULL if none.
2018 */
2019 object *
2020 present_arch_in_ob (const archetype *at, const object *op)
2021 {
2022 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2023 if (tmp->arch->archname == at->archname)
2024 return tmp;
2025
2026 return NULL;
2027 }
2028
2029 /*
2030 * activate recursively a flag on an object inventory
2031 */
2032 void
2033 flag_inv (object *op, int flag)
2034 {
2035 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2036 {
2037 tmp->set_flag (flag);
2038 flag_inv (tmp, flag);
2039 }
2040 }
2041
2042 /*
2043 * deactivate recursively a flag on an object inventory
2044 */
2045 void
2046 unflag_inv (object *op, int flag)
2047 {
2048 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2049 {
2050 tmp->clr_flag (flag);
2051 unflag_inv (tmp, flag);
2052 }
2053 }
2054
2055 /*
2056 * find_free_spot(object, map, x, y, start, stop) will search for
2057 * a spot at the given map and coordinates which will be able to contain
2058 * the given object. start and stop specifies how many squares
2059 * to search (see the freearr_x/y[] definition).
2060 * It returns a random choice among the alternatives found.
2061 * start and stop are where to start relative to the free_arr array (1,9
2062 * does all 4 immediate directions). This returns the index into the
2063 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2064 * Note: This function does correctly handle tiled maps, but does not
2065 * inform the caller. However, insert_ob_in_map will update as
2066 * necessary, so the caller shouldn't need to do any special work.
2067 * Note - updated to take an object instead of archetype - this is necessary
2068 * because arch_blocked (now ob_blocked) needs to know the movement type
2069 * to know if the space in question will block the object. We can't use
2070 * the archetype because that isn't correct if the monster has been
2071 * customized, changed states, etc.
2072 */
2073 int
2074 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2075 {
2076 int altern[SIZEOFFREE];
2077 int index = 0, flag;
2078
2079 for (int i = start; i < stop; i++)
2080 {
2081 mapxy pos (m, x, y); pos.move (i);
2082
2083 if (!pos.normalise ())
2084 continue;
2085
2086 mapspace &ms = *pos;
2087
2088 if (ms.flags () & P_IS_ALIVE)
2089 continue;
2090
2091 /* However, often
2092 * ob doesn't have any move type (when used to place exits)
2093 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2094 */
2095 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2096 {
2097 altern [index++] = i;
2098 continue;
2099 }
2100
2101 /* Basically, if we find a wall on a space, we cut down the search size.
2102 * In this way, we won't return spaces that are on another side of a wall.
2103 * This mostly work, but it cuts down the search size in all directions -
2104 * if the space being examined only has a wall to the north and empty
2105 * spaces in all the other directions, this will reduce the search space
2106 * to only the spaces immediately surrounding the target area, and
2107 * won't look 2 spaces south of the target space.
2108 */
2109 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2110 {
2111 stop = maxfree[i];
2112 continue;
2113 }
2114
2115 /* Note it is intentional that we check ob - the movement type of the
2116 * head of the object should correspond for the entire object.
2117 */
2118 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2119 continue;
2120
2121 if (ob->blocked (pos.m, pos.x, pos.y))
2122 continue;
2123
2124 altern [index++] = i;
2125 }
2126
2127 if (!index)
2128 return -1;
2129
2130 return altern [rndm (index)];
2131 }
2132
2133 /*
2134 * find_first_free_spot(archetype, maptile, x, y) works like
2135 * find_free_spot(), but it will search max number of squares.
2136 * But it will return the first available spot, not a random choice.
2137 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2138 */
2139 int
2140 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2141 {
2142 for (int i = 0; i < SIZEOFFREE; i++)
2143 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2144 return i;
2145
2146 return -1;
2147 }
2148
2149 /*
2150 * The function permute(arr, begin, end) randomly reorders the array
2151 * arr[begin..end-1].
2152 * now uses a fisher-yates shuffle, old permute was broken
2153 */
2154 static void
2155 permute (int *arr, int begin, int end)
2156 {
2157 arr += begin;
2158 end -= begin;
2159
2160 while (--end)
2161 swap (arr [end], arr [rndm (end + 1)]);
2162 }
2163
2164 /* new function to make monster searching more efficient, and effective!
2165 * This basically returns a randomized array (in the passed pointer) of
2166 * the spaces to find monsters. In this way, it won't always look for
2167 * monsters to the north first. However, the size of the array passed
2168 * covers all the spaces, so within that size, all the spaces within
2169 * the 3x3 area will be searched, just not in a predictable order.
2170 */
2171 void
2172 get_search_arr (int *search_arr)
2173 {
2174 int i;
2175
2176 for (i = 0; i < SIZEOFFREE; i++)
2177 search_arr[i] = i;
2178
2179 permute (search_arr, 1, SIZEOFFREE1 + 1);
2180 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2181 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2182 }
2183
2184 /*
2185 * find_dir(map, x, y, exclude) will search some close squares in the
2186 * given map at the given coordinates for live objects.
2187 * It will not considered the object given as exclude among possible
2188 * live objects.
2189 * It returns the direction toward the first/closest live object if finds
2190 * any, otherwise 0.
2191 * Perhaps incorrectly, but I'm making the assumption that exclude
2192 * is actually want is going to try and move there. We need this info
2193 * because we have to know what movement the thing looking to move
2194 * there is capable of.
2195 */
2196 int
2197 find_dir (maptile *m, int x, int y, object *exclude)
2198 {
2199 int max = SIZEOFFREE, mflags;
2200 MoveType move_type;
2201
2202 if (exclude && exclude->head_ () != exclude)
2203 {
2204 exclude = exclude->head;
2205 move_type = exclude->move_type;
2206 }
2207 else
2208 {
2209 /* If we don't have anything, presume it can use all movement types. */
2210 move_type = MOVE_ALL;
2211 }
2212
2213 for (int i = 1; i < max; i++)
2214 {
2215 mapxy pos (m, x, y);
2216 pos.move (i);
2217
2218 if (!pos.normalise ())
2219 max = maxfree[i];
2220 else
2221 {
2222 mapspace &ms = *pos;
2223
2224 if ((move_type & ms.move_block) == move_type)
2225 max = maxfree [i];
2226 else if (ms.flags () & P_IS_ALIVE)
2227 {
2228 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2229 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2230 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2231 return freedir [i];
2232 }
2233 }
2234 }
2235
2236 return 0;
2237 }
2238
2239 /*
2240 * distance(object 1, object 2) will return the square of the
2241 * distance between the two given objects.
2242 */
2243 int
2244 distance (const object *ob1, const object *ob2)
2245 {
2246 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2247 }
2248
2249 /*
2250 * find_dir_2(delta-x,delta-y) will return a direction value
2251 * for running into direct [dx, dy].
2252 * (the opposite of crossfire's find_dir_2!)
2253 */
2254 int
2255 find_dir_2 (int x, int y)
2256 {
2257 #if 1 // new algorithm
2258 // this works by putting x, y into 16 sectors, which
2259 // are not equal sized, but are a better approximation
2260 // then the old algorithm, and then using a mapping
2261 // table to map it into a direction value.
2262 // basically, it maps these comparisons to each bit
2263 // bit #3: x < 0
2264 // bit #2: y < 0
2265 // bit #1: x > y
2266 // bit #0: x > 2y
2267
2268 static const uint8 dir[16] = {
2269 4, 5, 4, 3,
2270 2, 1, 2, 3,
2271 6, 5, 6, 7,
2272 8, 1, 8, 7,
2273 };
2274 int sector = 0;
2275
2276 // this is a bit ugly, but more likely to result in branchless code
2277 sector |= x < 0 ? 8 : 0;
2278 x = x < 0 ? -x : x; // abs
2279
2280 sector |= y < 0 ? 4 : 0;
2281 y = y < 0 ? -y : y; // abs
2282
2283 if (x > y)
2284 {
2285 sector |= 2;
2286
2287 if (x > y * 2)
2288 sector |= 1;
2289 }
2290 else
2291 {
2292 if (y > x * 2)
2293 sector |= 1;
2294 else if (!y)
2295 return 0; // x == 0 here
2296 }
2297
2298 return dir [sector];
2299 #else // old algorithm
2300 int q;
2301
2302 if (y)
2303 q = 128 * x / y;
2304 else if (x)
2305 q = -512 * x; // to make it > 309
2306 else
2307 return 0;
2308
2309 if (y > 0)
2310 {
2311 if (q < -309) return 7;
2312 if (q < -52) return 6;
2313 if (q < 52) return 5;
2314 if (q < 309) return 4;
2315
2316 return 3;
2317 }
2318 else
2319 {
2320 if (q < -309) return 3;
2321 if (q < -52) return 2;
2322 if (q < 52) return 1;
2323 if (q < 309) return 8;
2324
2325 return 7;
2326 }
2327 #endif
2328 }
2329
2330 /*
2331 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2332 * between two directions (which are expected to be absolute (see absdir())
2333 */
2334 int
2335 dirdiff (int dir1, int dir2)
2336 {
2337 int d = abs (dir1 - dir2);
2338
2339 return d > 4 ? 8 - d : d;
2340 }
2341
2342 /* peterm:
2343 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2344 * Basically, this is a table of directions, and what directions
2345 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2346 * This basically means that if direction is 15, then it could either go
2347 * direction 4, 14, or 16 to get back to where we are.
2348 * Moved from spell_util.c to object.c with the other related direction
2349 * functions.
2350 */
2351 static const int reduction_dir[SIZEOFFREE][3] = {
2352 {0, 0, 0}, /* 0 */
2353 {0, 0, 0}, /* 1 */
2354 {0, 0, 0}, /* 2 */
2355 {0, 0, 0}, /* 3 */
2356 {0, 0, 0}, /* 4 */
2357 {0, 0, 0}, /* 5 */
2358 {0, 0, 0}, /* 6 */
2359 {0, 0, 0}, /* 7 */
2360 {0, 0, 0}, /* 8 */
2361 {8, 1, 2}, /* 9 */
2362 {1, 2, -1}, /* 10 */
2363 {2, 10, 12}, /* 11 */
2364 {2, 3, -1}, /* 12 */
2365 {2, 3, 4}, /* 13 */
2366 {3, 4, -1}, /* 14 */
2367 {4, 14, 16}, /* 15 */
2368 {5, 4, -1}, /* 16 */
2369 {4, 5, 6}, /* 17 */
2370 {6, 5, -1}, /* 18 */
2371 {6, 20, 18}, /* 19 */
2372 {7, 6, -1}, /* 20 */
2373 {6, 7, 8}, /* 21 */
2374 {7, 8, -1}, /* 22 */
2375 {8, 22, 24}, /* 23 */
2376 {8, 1, -1}, /* 24 */
2377 {24, 9, 10}, /* 25 */
2378 {9, 10, -1}, /* 26 */
2379 {10, 11, -1}, /* 27 */
2380 {27, 11, 29}, /* 28 */
2381 {11, 12, -1}, /* 29 */
2382 {12, 13, -1}, /* 30 */
2383 {12, 13, 14}, /* 31 */
2384 {13, 14, -1}, /* 32 */
2385 {14, 15, -1}, /* 33 */
2386 {33, 15, 35}, /* 34 */
2387 {16, 15, -1}, /* 35 */
2388 {17, 16, -1}, /* 36 */
2389 {18, 17, 16}, /* 37 */
2390 {18, 17, -1}, /* 38 */
2391 {18, 19, -1}, /* 39 */
2392 {41, 19, 39}, /* 40 */
2393 {19, 20, -1}, /* 41 */
2394 {20, 21, -1}, /* 42 */
2395 {20, 21, 22}, /* 43 */
2396 {21, 22, -1}, /* 44 */
2397 {23, 22, -1}, /* 45 */
2398 {45, 47, 23}, /* 46 */
2399 {23, 24, -1}, /* 47 */
2400 {24, 9, -1}
2401 }; /* 48 */
2402
2403 /* Recursive routine to step back and see if we can
2404 * find a path to that monster that we found. If not,
2405 * we don't bother going toward it. Returns 1 if we
2406 * can see a direct way to get it
2407 * Modified to be map tile aware -.MSW
2408 */
2409 int
2410 can_see_monsterP (maptile *m, int x, int y, int dir)
2411 {
2412 sint16 dx, dy;
2413 int mflags;
2414
2415 if (dir < 0)
2416 return 0; /* exit condition: invalid direction */
2417
2418 dx = x + freearr_x[dir];
2419 dy = y + freearr_y[dir];
2420
2421 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2422
2423 /* This functional arguably was incorrect before - it was
2424 * checking for P_WALL - that was basically seeing if
2425 * we could move to the monster - this is being more
2426 * literal on if we can see it. To know if we can actually
2427 * move to the monster, we'd need the monster passed in or
2428 * at least its move type.
2429 */
2430 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2431 return 0;
2432
2433 /* yes, can see. */
2434 if (dir < 9)
2435 return 1;
2436
2437 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2438 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2439 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2440 }
2441
2442 /*
2443 * can_pick(picker, item): finds out if an object is possible to be
2444 * picked up by the picker. Returnes 1 if it can be
2445 * picked up, otherwise 0.
2446 *
2447 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2448 * core dumps if they do.
2449 *
2450 * Add a check so we can't pick up invisible objects (0.93.8)
2451 */
2452 int
2453 can_pick (const object *who, const object *item)
2454 {
2455 return /*who->flag [FLAG_WIZ]|| */
2456 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2457 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2458 }
2459
2460 /*
2461 * create clone from object to another
2462 */
2463 object *
2464 object::deep_clone ()
2465 {
2466 assert (("deep_clone called on non-head object", is_head ()));
2467
2468 object *dst = clone ();
2469
2470 object *prev = dst;
2471 for (object *part = this->more; part; part = part->more)
2472 {
2473 object *tmp = part->clone ();
2474 tmp->head = dst;
2475 prev->more = tmp;
2476 prev = tmp;
2477 }
2478
2479 for (object *item = inv; item; item = item->below)
2480 insert_ob_in_ob (item->deep_clone (), dst);
2481
2482 return dst;
2483 }
2484
2485 /* This returns the first object in who's inventory that
2486 * has the same type and subtype match.
2487 * returns NULL if no match.
2488 */
2489 object *
2490 find_obj_by_type_subtype (const object *who, int type, int subtype)
2491 {
2492 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2493 if (tmp->type == type && tmp->subtype == subtype)
2494 return tmp;
2495
2496 return 0;
2497 }
2498
2499 shstr_tmp
2500 object::kv_get (shstr_tmp key) const
2501 {
2502 for (key_value *kv = key_values; kv; kv = kv->next)
2503 if (kv->key == key)
2504 return kv->value;
2505
2506 return shstr ();
2507 }
2508
2509 void
2510 object::kv_set (shstr_tmp key, shstr_tmp value)
2511 {
2512 for (key_value *kv = key_values; kv; kv = kv->next)
2513 if (kv->key == key)
2514 {
2515 kv->value = value;
2516 return;
2517 }
2518
2519 key_value *kv = new key_value;
2520
2521 kv->next = key_values;
2522 kv->key = key;
2523 kv->value = value;
2524
2525 key_values = kv;
2526 }
2527
2528 void
2529 object::kv_del (shstr_tmp key)
2530 {
2531 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2532 if ((*kvp)->key == key)
2533 {
2534 key_value *kv = *kvp;
2535 *kvp = (*kvp)->next;
2536 delete kv;
2537 return;
2538 }
2539 }
2540
2541 object::depth_iterator::depth_iterator (object *container)
2542 : iterator_base (container)
2543 {
2544 while (item->inv)
2545 item = item->inv;
2546 }
2547
2548 void
2549 object::depth_iterator::next ()
2550 {
2551 if (item->below)
2552 {
2553 item = item->below;
2554
2555 while (item->inv)
2556 item = item->inv;
2557 }
2558 else
2559 item = item->env;
2560 }
2561
2562 const char *
2563 object::flag_desc (char *desc, int len) const
2564 {
2565 char *p = desc;
2566 bool first = true;
2567
2568 *p = 0;
2569
2570 for (int i = 0; i < NUM_FLAGS; i++)
2571 {
2572 if (len <= 10) // magic constant!
2573 {
2574 snprintf (p, len, ",...");
2575 break;
2576 }
2577
2578 if (flag [i])
2579 {
2580 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2581 len -= cnt;
2582 p += cnt;
2583 first = false;
2584 }
2585 }
2586
2587 return desc;
2588 }
2589
2590 // return a suitable string describing an object in enough detail to find it
2591 const char *
2592 object::debug_desc (char *info) const
2593 {
2594 char flagdesc[512];
2595 char info2[256 * 4];
2596 char *p = info;
2597
2598 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2599 count,
2600 uuid.c_str (),
2601 &name,
2602 title ? ",title:\"" : "",
2603 title ? (const char *)title : "",
2604 title ? "\"" : "",
2605 flag_desc (flagdesc, 512), type);
2606
2607 if (!flag[FLAG_REMOVED] && env)
2608 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2609
2610 if (map)
2611 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2612
2613 return info;
2614 }
2615
2616 const char *
2617 object::debug_desc () const
2618 {
2619 static char info[3][256 * 4];
2620 static int info_idx;
2621
2622 return debug_desc (info [++info_idx % 3]);
2623 }
2624
2625 struct region *
2626 object::region () const
2627 {
2628 return map ? map->region (x, y)
2629 : region::default_region ();
2630 }
2631
2632 void
2633 object::open_container (object *new_container)
2634 {
2635 if (container == new_container)
2636 return;
2637
2638 object *old_container = container;
2639
2640 if (old_container)
2641 {
2642 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2643 return;
2644
2645 #if 0
2646 // remove the "Close old_container" object.
2647 if (object *closer = old_container->inv)
2648 if (closer->type == CLOSE_CON)
2649 closer->destroy ();
2650 #endif
2651
2652 // make sure the container is available
2653 esrv_send_item (this, old_container);
2654
2655 old_container->flag [FLAG_APPLIED] = false;
2656 container = 0;
2657
2658 // client needs item update to make it work, client bug requires this to be separate
2659 esrv_update_item (UPD_FLAGS, this, old_container);
2660
2661 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2662 play_sound (sound_find ("chest_close"));
2663 }
2664
2665 if (new_container)
2666 {
2667 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2668 return;
2669
2670 // TODO: this does not seem to serve any purpose anymore?
2671 #if 0
2672 // insert the "Close Container" object.
2673 if (archetype *closer = new_container->other_arch)
2674 {
2675 object *closer = new_container->other_arch->instance ();
2676 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2677 new_container->insert (closer);
2678 }
2679 #endif
2680
2681 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2682
2683 // make sure the container is available, client bug requires this to be separate
2684 esrv_send_item (this, new_container);
2685
2686 new_container->flag [FLAG_APPLIED] = true;
2687 container = new_container;
2688
2689 // client needs flag change
2690 esrv_update_item (UPD_FLAGS, this, new_container);
2691 esrv_send_inventory (this, new_container);
2692 play_sound (sound_find ("chest_open"));
2693 }
2694 // else if (!old_container->env && contr && contr->ns)
2695 // contr->ns->floorbox_reset ();
2696 }
2697
2698 object *
2699 object::force_find (shstr_tmp name)
2700 {
2701 /* cycle through his inventory to look for the MARK we want to
2702 * place
2703 */
2704 for (object *tmp = inv; tmp; tmp = tmp->below)
2705 if (tmp->type == FORCE && tmp->slaying == name)
2706 return splay (tmp);
2707
2708 return 0;
2709 }
2710
2711 //-GPL
2712
2713 void
2714 object::force_set_timer (int duration)
2715 {
2716 this->duration = 1;
2717 this->speed_left = -1.f;
2718
2719 this->set_speed (duration ? 1.f / duration : 0.f);
2720 }
2721
2722 object *
2723 object::force_add (shstr_tmp name, int duration)
2724 {
2725 if (object *force = force_find (name))
2726 force->destroy ();
2727
2728 object *force = get_archetype (FORCE_NAME);
2729
2730 force->slaying = name;
2731 force->force_set_timer (duration);
2732 force->flag [FLAG_APPLIED] = true;
2733
2734 return insert (force);
2735 }
2736
2737 void
2738 object::play_sound (faceidx sound) const
2739 {
2740 if (!sound)
2741 return;
2742
2743 if (is_on_map ())
2744 map->play_sound (sound, x, y);
2745 else if (object *pl = in_player ())
2746 pl->contr->play_sound (sound);
2747 }
2748
2749 void
2750 object::say_msg (const char *msg) const
2751 {
2752 if (is_on_map ())
2753 map->say_msg (msg, x, y);
2754 else if (object *pl = in_player ())
2755 pl->contr->play_sound (sound);
2756 }
2757
2758 void
2759 object::make_noise ()
2760 {
2761 // we do not model noise in the map, so instead put
2762 // a temporary light into the noise source
2763 // could use the map instead, but that's less reliable for our
2764 // goal, which is to make invisibility a bit harder to exploit
2765
2766 // currently only works sensibly for players
2767 if (!is_player ())
2768 return;
2769
2770 // find old force, or create new one
2771 object *force = force_find (shstr_noise_force);
2772
2773 if (force)
2774 force->speed_left = -1.f; // patch old speed up
2775 else
2776 {
2777 force = archetype::get (shstr_noise_force);
2778
2779 force->slaying = shstr_noise_force;
2780 force->stats.food = 1;
2781 force->speed_left = -1.f;
2782
2783 force->set_speed (1.f / 4.f);
2784 force->flag [FLAG_IS_USED_UP] = true;
2785 force->flag [FLAG_APPLIED] = true;
2786
2787 insert (force);
2788 }
2789 }
2790
2791 void object::change_move_type (MoveType mt)
2792 {
2793 if (move_type == mt)
2794 return;
2795
2796 if (is_on_map ())
2797 {
2798 // we are on the map, so handle move_on/off effects
2799 remove ();
2800 move_type = mt;
2801 map->insert (this, x, y, this);
2802 }
2803 else
2804 move_type = mt;
2805 }
2806
2807 /* object should be a player.
2808 * we return the object the player has marked with the 'mark' command
2809 * below. If no match is found (or object has changed), we return
2810 * NULL. We leave it up to the calling function to print messages if
2811 * nothing is found.
2812 */
2813 object *
2814 object::mark () const
2815 {
2816 if (contr && contr->mark && contr->mark->env == this)
2817 return contr->mark;
2818 else
2819 return 0;
2820 }
2821
2822 // put marked object first in the inventory
2823 // this is used by identify-like spells so players can influence
2824 // the order a bit.
2825 void
2826 object::splay_marked ()
2827 {
2828 if (object *marked = mark ())
2829 splay (marked);
2830 }
2831