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Revision: 1.345
Committed: Sun May 1 16:58:15 2011 UTC (13 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.344: +2 -2 lines
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 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->kv.first; 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->kv.empty () || !ob2->kv.empty ())
379 {
380 /* At least one of these has key_values. */
381 if (ob1->kv.empty () != ob2->kv.empty ())
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 /*
605 * copy_to first frees everything allocated by the dst object,
606 * and then copies the contents of itself into the second
607 * object, allocating what needs to be allocated. Basically, any
608 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
609 * if the first object is freed, the pointers in the new object
610 * will point at garbage.
611 */
612 void
613 object::copy_to (object *dst)
614 {
615 dst->remove ();
616 *(object_copy *)dst = *this;
617
618 // maybe move to object_copy?
619 dst->kv = kv;
620
621 dst->flag [FLAG_REMOVED] = true;
622 dst->activate ();
623 }
624
625 void
626 object::instantiate ()
627 {
628 if (!uuid.seq) // HACK
629 uuid = UUID::gen ();
630
631 // TODO: unclean state changes, should not be done in copy_to AND instantiate
632 if (flag [FLAG_RANDOM_SPEED] && speed)
633 speed_left = - speed - rndm (); // TODO animation
634 else
635 speed_left = -1.;
636
637 /* copy the body_info to the body_used - this is only really
638 * need for monsters, but doesn't hurt to do it for everything.
639 * by doing so, when a monster is created, it has good starting
640 * values for the body_used info, so when items are created
641 * for it, they can be properly equipped.
642 */
643 for (int i = NUM_BODY_LOCATIONS; i--; )
644 slot[i].used = slot[i].info;
645
646 attachable::instantiate ();
647 }
648
649 object *
650 object::clone ()
651 {
652 object *neu = create ();
653 copy_to (neu);
654
655 // TODO: unclean state changes, should not be done in clone AND instantiate
656 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
657 neu->speed_left = - neu->speed - rndm (); // TODO animation
658
659 neu->map = map; // not copied by copy_to
660 return neu;
661 }
662
663 /*
664 * If an object with the IS_TURNABLE() flag needs to be turned due
665 * to the closest player being on the other side, this function can
666 * be called to update the face variable, _and_ how it looks on the map.
667 */
668 void
669 update_turn_face (object *op)
670 {
671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
672 return;
673
674 SET_ANIMATION (op, op->direction);
675 update_object (op, UP_OBJ_FACE);
676 }
677
678 /*
679 * Updates the speed of an object. If the speed changes from 0 to another
680 * value, or vice versa, then add/remove the object from the active list.
681 * This function needs to be called whenever the speed of an object changes.
682 */
683 void
684 object::set_speed (float speed)
685 {
686 this->speed = speed;
687
688 if (has_active_speed ())
689 activate ();
690 else
691 deactivate ();
692 }
693
694 /*
695 * update_object() updates the the map.
696 * It takes into account invisible objects (and represent squares covered
697 * by invisible objects by whatever is below them (unless it's another
698 * invisible object, etc...)
699 * If the object being updated is beneath a player, the look-window
700 * of that player is updated (this might be a suboptimal way of
701 * updating that window, though, since update_object() is called _often_)
702 *
703 * action is a hint of what the caller believes need to be done.
704 * current action are:
705 * UP_OBJ_INSERT: op was inserted
706 * UP_OBJ_REMOVE: op was removed
707 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
708 * as that is easier than trying to look at what may have changed.
709 * UP_OBJ_FACE: only the objects face has changed.
710 */
711 void
712 update_object (object *op, int action)
713 {
714 if (!op)
715 {
716 /* this should never happen */
717 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
718 return;
719 }
720
721 if (!op->is_on_map ())
722 {
723 /* Animation is currently handled by client, so nothing
724 * to do in this case.
725 */
726 return;
727 }
728
729 /* make sure the object is within map boundaries */
730 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
731 {
732 LOG (llevError, "update_object() called for object out of map!\n");
733 #ifdef MANY_CORES
734 abort ();
735 #endif
736 return;
737 }
738
739 mapspace &m = op->ms ();
740
741 if (!(m.flags_ & P_UPTODATE))
742 /* nop */;
743 else if (action == UP_OBJ_INSERT)
744 {
745 #if 0
746 // this is likely overkill, TODO: revisit (schmorp)
747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
749 || (op->is_player () && !(m.flags_ & P_PLAYER))
750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
753 || (m.move_on | op->move_on ) != m.move_on
754 || (m.move_off | op->move_off ) != m.move_off
755 || (m.move_slow | op->move_slow) != m.move_slow
756 /* This isn't perfect, but I don't expect a lot of objects to
757 * have move_allow right now.
758 */
759 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
760 m.invalidate ();
761 #else
762 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
763 m.invalidate ();
764 #endif
765 }
766 /* if the object is being removed, we can't make intelligent
767 * decisions, because remove_ob can't really pass the object
768 * that is being removed.
769 */
770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
771 m.invalidate ();
772 else if (action == UP_OBJ_FACE)
773 /* Nothing to do for that case */ ;
774 else
775 LOG (llevError, "update_object called with invalid action: %d\n", action);
776
777 if (op->more)
778 update_object (op->more, action);
779 }
780
781 object::object ()
782 {
783 this->set_flag (FLAG_REMOVED);
784
785 //expmul = 1.0; declared const for the time being
786 face = blank_face;
787 material = MATERIAL_NULL;
788 }
789
790 object::~object ()
791 {
792 unlink ();
793
794 kv.clear ();
795 }
796
797 void object::link ()
798 {
799 assert (!index);//D
800 uuid = UUID::gen ();
801
802 refcnt_inc ();
803 objects.insert (this);
804
805 ++create_count;
806
807 }
808
809 void object::unlink ()
810 {
811 if (!index)
812 return;
813
814 ++destroy_count;
815
816 objects.erase (this);
817 refcnt_dec ();
818 }
819
820 void
821 object::activate ()
822 {
823 /* If already on active list, don't do anything */
824 if (active)
825 return;
826
827 if (has_active_speed ())
828 {
829 if (flag [FLAG_FREED])
830 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
831
832 actives.insert (this);
833 }
834 }
835
836 void
837 object::activate_recursive ()
838 {
839 activate ();
840
841 for (object *op = inv; op; op = op->below)
842 op->activate_recursive ();
843 }
844
845 /* This function removes object 'op' from the list of active
846 * objects.
847 * This should only be used for style maps or other such
848 * reference maps where you don't want an object that isn't
849 * in play chewing up cpu time getting processed.
850 * The reverse of this is to call update_ob_speed, which
851 * will do the right thing based on the speed of the object.
852 */
853 void
854 object::deactivate ()
855 {
856 /* If not on the active list, nothing needs to be done */
857 if (!active)
858 return;
859
860 actives.erase (this);
861 }
862
863 void
864 object::deactivate_recursive ()
865 {
866 for (object *op = inv; op; op = op->below)
867 op->deactivate_recursive ();
868
869 deactivate ();
870 }
871
872 void
873 object::set_flag_inv (int flag, int value)
874 {
875 for (object *op = inv; op; op = op->below)
876 {
877 op->flag [flag] = value;
878 op->set_flag_inv (flag, value);
879 }
880 }
881
882 /*
883 * Remove and free all objects in the inventory of the given object.
884 * object.c ?
885 */
886 void
887 object::destroy_inv (bool drop_to_ground)
888 {
889 // need to check first, because the checks below might segfault
890 // as we might be on an invalid mapspace and crossfire code
891 // is too buggy to ensure that the inventory is empty.
892 // corollary: if you create arrows etc. with stuff in its inventory,
893 // cf will crash below with off-map x and y
894 if (!inv)
895 return;
896
897 /* Only if the space blocks everything do we not process -
898 * if some form of movement is allowed, let objects
899 * drop on that space.
900 */
901 if (!drop_to_ground
902 || !map
903 || map->in_memory != MAP_ACTIVE
904 || map->no_drop
905 || ms ().move_block == MOVE_ALL)
906 {
907 while (inv)
908 inv->destroy ();
909 }
910 else
911 { /* Put objects in inventory onto this space */
912 while (inv)
913 {
914 object *op = inv;
915
916 if (op->flag [FLAG_STARTEQUIP]
917 || op->flag [FLAG_NO_DROP]
918 || op->type == RUNE
919 || op->type == TRAP
920 || op->flag [FLAG_IS_A_TEMPLATE]
921 || op->flag [FLAG_DESTROY_ON_DEATH])
922 op->destroy ();
923 else
924 map->insert (op, x, y);
925 }
926 }
927 }
928
929 /*
930 * Remove and free all objects in the inventory of the given object.
931 * Unlike destroy_inv, this assumes the *this is destroyed as well
932 * well, so we can (and have to!) take shortcuts.
933 */
934 void
935 object::destroy_inv_fast ()
936 {
937 while (object *op = inv)
938 {
939 // remove from object the fast way
940 op->flag [FLAG_REMOVED] = true;
941 op->env = 0;
942 if ((inv = inv->below))
943 inv->above = 0;
944
945 // then destroy
946 op->destroy ();
947 }
948 }
949
950 void
951 object::freelist_free (int count)
952 {
953 while (count-- && freelist)
954 {
955 freelist_item *next = freelist->next;
956 // count is being "destroyed"
957
958 sfree ((char *)freelist, sizeof (object));
959
960 freelist = next;
961 --free_count;
962 }
963 }
964
965 object *
966 object::create ()
967 {
968 object *op;
969
970 if (freelist)
971 {
972 freelist_item li = *freelist;
973 memset (freelist, 0, sizeof (object));
974
975 op = new (freelist) object;
976 op->count = li.count;
977
978 freelist = li.next;
979 --free_count;
980 }
981 else
982 {
983 void *ni = salloc0<char> (sizeof (object));
984
985 op = new(ni) object;
986
987 op->count = ++object_count;
988 }
989
990 op->link ();
991
992 return op;
993 }
994
995 void
996 object::do_delete ()
997 {
998 uint32_t count = this->count;
999
1000 this->~object ();
1001
1002 freelist_item *li = (freelist_item *)this;
1003 li->next = freelist;
1004 li->count = count;
1005
1006 freelist = li;
1007 ++free_count;
1008 }
1009
1010 static struct freed_map : maptile
1011 {
1012 freed_map ()
1013 : maptile (3, 3)
1014 {
1015 path = "<freed objects map>";
1016 name = "/internal/freed_objects_map";
1017 no_drop = 1;
1018 no_reset = 1;
1019
1020 in_memory = MAP_ACTIVE;
1021 }
1022
1023 ~freed_map ()
1024 {
1025 destroy ();
1026 }
1027 } freed_map; // freed objects are moved here to avoid crashes
1028
1029 void
1030 object::do_destroy ()
1031 {
1032 if (flag [FLAG_IS_LINKED])
1033 remove_link ();
1034
1035 if (flag [FLAG_FRIENDLY])
1036 remove_friendly_object (this);
1037
1038 remove ();
1039
1040 attachable::do_destroy ();
1041
1042 deactivate ();
1043 unlink ();
1044
1045 flag [FLAG_FREED] = 1;
1046
1047 // hack to ensure that freed objects still have a valid map
1048 map = &freed_map;
1049 x = 1;
1050 y = 1;
1051
1052 if (more)
1053 {
1054 more->destroy ();
1055 more = 0;
1056 }
1057
1058 head = 0;
1059
1060 // clear those pointers that likely might cause circular references
1061 owner = 0;
1062 enemy = 0;
1063 attacked_by = 0;
1064 current_weapon = 0;
1065 }
1066
1067 void
1068 object::destroy ()
1069 {
1070 if (destroyed ())
1071 return;
1072
1073 if (!is_head () && !head->destroyed ())
1074 {
1075 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1076 head->destroy ();
1077 return;
1078 }
1079
1080 destroy_inv_fast ();
1081
1082 if (is_head ())
1083 if (sound_destroy)
1084 play_sound (sound_destroy);
1085 else if (flag [FLAG_MONSTER])
1086 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1087
1088 attachable::destroy ();
1089 }
1090
1091 /* op->remove ():
1092 * This function removes the object op from the linked list of objects
1093 * which it is currently tied to. When this function is done, the
1094 * object will have no environment. If the object previously had an
1095 * environment, the x and y coordinates will be updated to
1096 * the previous environment.
1097 */
1098 void
1099 object::do_remove ()
1100 {
1101 if (flag [FLAG_REMOVED])
1102 return;
1103
1104 INVOKE_OBJECT (REMOVE, this);
1105
1106 flag [FLAG_REMOVED] = true;
1107
1108 if (more)
1109 more->remove ();
1110
1111 /*
1112 * In this case, the object to be removed is in someones
1113 * inventory.
1114 */
1115 if (env)
1116 {
1117 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1118 if (object *pl = visible_to ())
1119 esrv_del_item (pl->contr, count);
1120 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1121
1122 adjust_weight (env, total_weight (), 0);
1123
1124 object *pl = in_player ();
1125
1126 /* we set up values so that it could be inserted into
1127 * the map, but we don't actually do that - it is up
1128 * to the caller to decide what we want to do.
1129 */
1130 map = env->map;
1131 x = env->x;
1132 y = env->y;
1133
1134 // make sure cmov optimisation is applicable
1135 *(above ? &above->below : &env->inv) = below;
1136 *(below ? &below->above : &above ) = above; // &above is just a dummy
1137
1138 above = 0;
1139 below = 0;
1140 env = 0;
1141
1142 if (pl && pl->is_player ())
1143 {
1144 if (expect_false (pl->contr->combat_ob == this))
1145 {
1146 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->combat_ob = 0;
1148 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1149 }
1150
1151 if (expect_false (pl->contr->ranged_ob == this))
1152 {
1153 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1154 pl->contr->ranged_ob = 0;
1155 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1156 }
1157
1158 pl->contr->queue_stats_update ();
1159
1160 if (expect_false (glow_radius) && pl->is_on_map ())
1161 update_all_los (pl->map, pl->x, pl->y);
1162 }
1163 }
1164 else if (map)
1165 {
1166 map->dirty = true;
1167 mapspace &ms = this->ms ();
1168
1169 if (object *pl = ms.player ())
1170 {
1171 if (is_player ())
1172 {
1173 if (!flag [FLAG_WIZPASS])
1174 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1175
1176 // leaving a spot always closes any open container on the ground
1177 if (container && !container->env)
1178 // this causes spurious floorbox updates, but it ensures
1179 // that the CLOSE event is being sent.
1180 close_container ();
1181
1182 --map->players;
1183 map->touch ();
1184 }
1185 else if (pl->container_ () == this)
1186 {
1187 // removing a container should close it
1188 close_container ();
1189 }
1190 else
1191 esrv_del_item (pl->contr, count);
1192 }
1193
1194 /* link the object above us */
1195 // re-link, make sure compiler can easily use cmove
1196 *(above ? &above->below : &ms.top) = below;
1197 *(below ? &below->above : &ms.bot) = above;
1198
1199 above = 0;
1200 below = 0;
1201
1202 ms.invalidate ();
1203
1204 if (map->in_memory == MAP_SAVING)
1205 return;
1206
1207 int check_walk_off = !flag [FLAG_NO_APPLY];
1208
1209 if (object *pl = ms.player ())
1210 {
1211 if (pl->container_ () == this)
1212 /* If a container that the player is currently using somehow gets
1213 * removed (most likely destroyed), update the player view
1214 * appropriately.
1215 */
1216 pl->close_container ();
1217
1218 //TODO: the floorbox prev/next might need updating
1219 //esrv_del_item (pl->contr, count);
1220 //TODO: update floorbox to preserve ordering
1221 if (pl->contr->ns)
1222 pl->contr->ns->floorbox_update ();
1223 }
1224
1225 if (check_walk_off)
1226 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1227 {
1228 above = tmp->above;
1229
1230 /* No point updating the players look faces if he is the object
1231 * being removed.
1232 */
1233
1234 /* See if object moving off should effect something */
1235 if ((move_type & tmp->move_off)
1236 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1237 move_apply (tmp, this, 0);
1238 }
1239
1240 if (affects_los ())
1241 update_all_los (map, x, y);
1242 }
1243 }
1244
1245 /*
1246 * merge_ob(op,top):
1247 *
1248 * This function goes through all objects below and including top, and
1249 * merges op to the first matching object.
1250 * If top is NULL, it is calculated.
1251 * Returns pointer to object if it succeded in the merge, otherwise NULL
1252 */
1253 object *
1254 merge_ob (object *op, object *top)
1255 {
1256 if (!op->nrof)
1257 return 0;
1258
1259 if (!top)
1260 for (top = op; top && top->above; top = top->above)
1261 ;
1262
1263 for (; top; top = top->below)
1264 if (object::can_merge (op, top))
1265 {
1266 top->nrof += op->nrof;
1267
1268 if (object *pl = top->visible_to ())
1269 esrv_update_item (UPD_NROF, pl, top);
1270
1271 op->weight = 0; // cancel the addition above
1272 op->carrying = 0; // must be 0 already
1273
1274 op->destroy ();
1275
1276 return top;
1277 }
1278
1279 return 0;
1280 }
1281
1282 void
1283 object::expand_tail ()
1284 {
1285 if (more)
1286 return;
1287
1288 object *prev = this;
1289
1290 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1291 {
1292 object *op = at->instance ();
1293
1294 op->name = name;
1295 op->name_pl = name_pl;
1296 op->title = title;
1297
1298 op->head = this;
1299 prev->more = op;
1300
1301 prev = op;
1302 }
1303 }
1304
1305 /*
1306 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1307 * job preparing multi-part monsters.
1308 */
1309 object *
1310 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1311 {
1312 op->remove ();
1313
1314 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1315 {
1316 tmp->x = x + tmp->arch->x;
1317 tmp->y = y + tmp->arch->y;
1318 }
1319
1320 return insert_ob_in_map (op, m, originator, flag);
1321 }
1322
1323 /*
1324 * insert_ob_in_map (op, map, originator, flag):
1325 * This function inserts the object in the two-way linked list
1326 * which represents what is on a map.
1327 * The second argument specifies the map, and the x and y variables
1328 * in the object about to be inserted specifies the position.
1329 *
1330 * originator: Player, monster or other object that caused 'op' to be inserted
1331 * into 'map'. May be NULL.
1332 *
1333 * flag is a bitmask about special things to do (or not do) when this
1334 * function is called. see the object.h file for the INS_ values.
1335 * Passing 0 for flag gives proper default values, so flag really only needs
1336 * to be set if special handling is needed.
1337 *
1338 * Return value:
1339 * new object if 'op' was merged with other object
1340 * NULL if there was an error (destroyed, blocked etc.)
1341 * just 'op' otherwise
1342 */
1343 object *
1344 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1345 {
1346 op->remove ();
1347
1348 if (m == &freed_map)//D TODO: remove soon
1349 {//D
1350 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1351 }//D
1352
1353 /* Ideally, the caller figures this out. However, it complicates a lot
1354 * of areas of callers (eg, anything that uses find_free_spot would now
1355 * need extra work
1356 */
1357 maptile *newmap = m;
1358 if (!xy_normalise (newmap, op->x, op->y))
1359 {
1360 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1361 return 0;
1362 }
1363
1364 if (object *more = op->more)
1365 if (!insert_ob_in_map (more, m, originator, flag))
1366 return 0;
1367
1368 op->flag [FLAG_REMOVED] = false;
1369 op->env = 0;
1370 op->map = newmap;
1371
1372 mapspace &ms = op->ms ();
1373
1374 /* this has to be done after we translate the coordinates.
1375 */
1376 if (op->nrof && !(flag & INS_NO_MERGE))
1377 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1378 if (object::can_merge (op, tmp))
1379 {
1380 // TODO: we actually want to update tmp, not op,
1381 // but some caller surely breaks when we return tmp
1382 // from here :/
1383 op->nrof += tmp->nrof;
1384 tmp->destroy ();
1385 }
1386
1387 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1388 op->clr_flag (FLAG_INV_LOCKED);
1389
1390 if (!op->flag [FLAG_ALIVE])
1391 op->clr_flag (FLAG_NO_STEAL);
1392
1393 if (flag & INS_BELOW_ORIGINATOR)
1394 {
1395 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1396 {
1397 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1398 abort ();
1399 }
1400
1401 if (!originator->is_on_map ())
1402 {
1403 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1404 op->debug_desc (), originator->debug_desc ());
1405 abort ();
1406 }
1407
1408 op->above = originator;
1409 op->below = originator->below;
1410 originator->below = op;
1411
1412 *(op->below ? &op->below->above : &ms.bot) = op;
1413 }
1414 else
1415 {
1416 object *floor = 0;
1417 object *top = ms.top;
1418
1419 /* If there are other objects, then */
1420 if (top)
1421 {
1422 /*
1423 * If there are multiple objects on this space, we do some trickier handling.
1424 * We've already dealt with merging if appropriate.
1425 * Generally, we want to put the new object on top. But if
1426 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1427 * floor, we want to insert above that and no further.
1428 * Also, if there are spell objects on this space, we stop processing
1429 * once we get to them. This reduces the need to traverse over all of
1430 * them when adding another one - this saves quite a bit of cpu time
1431 * when lots of spells are cast in one area. Currently, it is presumed
1432 * that flying non pickable objects are spell objects.
1433 */
1434 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1435 {
1436 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1437 floor = tmp;
1438
1439 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1440 {
1441 /* We insert above top, so we want this object below this */
1442 top = tmp->below;
1443 break;
1444 }
1445
1446 top = tmp;
1447 }
1448
1449 /* We let update_position deal with figuring out what the space
1450 * looks like instead of lots of conditions here.
1451 * makes things faster, and effectively the same result.
1452 */
1453
1454 /* Have object 'fall below' other objects that block view.
1455 * Unless those objects are exits.
1456 * If INS_ON_TOP is used, don't do this processing
1457 * Need to find the object that in fact blocks view, otherwise
1458 * stacking is a bit odd.
1459 */
1460 if (!(flag & INS_ON_TOP)
1461 && ms.flags () & P_BLOCKSVIEW
1462 && (op->face && !faces [op->face].visibility))
1463 {
1464 object *last;
1465
1466 for (last = top; last != floor; last = last->below)
1467 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1468 break;
1469
1470 /* Check to see if we found the object that blocks view,
1471 * and make sure we have a below pointer for it so that
1472 * we can get inserted below this one, which requires we
1473 * set top to the object below us.
1474 */
1475 if (last && last->below && last != floor)
1476 top = last->below;
1477 }
1478 } /* If objects on this space */
1479
1480 if (flag & INS_ABOVE_FLOOR_ONLY)
1481 top = floor;
1482
1483 // insert object above top, or bottom-most if top = 0
1484 if (!top)
1485 {
1486 op->below = 0;
1487 op->above = ms.bot;
1488 ms.bot = op;
1489
1490 *(op->above ? &op->above->below : &ms.top) = op;
1491 }
1492 else
1493 {
1494 op->above = top->above;
1495 top->above = op;
1496
1497 op->below = top;
1498 *(op->above ? &op->above->below : &ms.top) = op;
1499 }
1500 }
1501
1502 if (op->is_player ())
1503 {
1504 op->contr->do_los = 1;
1505 ++op->map->players;
1506 op->map->touch ();
1507 }
1508
1509 op->map->dirty = true;
1510
1511 if (object *pl = ms.player ())
1512 //TODO: the floorbox prev/next might need updating
1513 //esrv_send_item (pl, op);
1514 //TODO: update floorbox to preserve ordering
1515 if (pl->contr->ns)
1516 pl->contr->ns->floorbox_update ();
1517
1518 /* If this object glows, it may affect lighting conditions that are
1519 * visible to others on this map. But update_all_los is really
1520 * an inefficient way to do this, as it means los for all players
1521 * on the map will get recalculated. The players could very well
1522 * be far away from this change and not affected in any way -
1523 * this should get redone to only look for players within range,
1524 * or just updating the P_UPTODATE for spaces within this area
1525 * of effect may be sufficient.
1526 */
1527 if (op->affects_los ())
1528 {
1529 op->ms ().invalidate ();
1530 update_all_los (op->map, op->x, op->y);
1531 }
1532
1533 /* updates flags (blocked, alive, no magic, etc) for this map space */
1534 update_object (op, UP_OBJ_INSERT);
1535
1536 INVOKE_OBJECT (INSERT, op);
1537
1538 /* Don't know if moving this to the end will break anything. However,
1539 * we want to have floorbox_update called before calling this.
1540 *
1541 * check_move_on() must be after this because code called from
1542 * check_move_on() depends on correct map flags (so functions like
1543 * blocked() and wall() work properly), and these flags are updated by
1544 * update_object().
1545 */
1546
1547 /* if this is not the head or flag has been passed, don't check walk on status */
1548 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1549 {
1550 if (check_move_on (op, originator, flag))
1551 return 0;
1552
1553 /* If we are a multi part object, let's work our way through the check
1554 * walk on's.
1555 */
1556 for (object *tmp = op->more; tmp; tmp = tmp->more)
1557 if (check_move_on (tmp, originator, flag))
1558 return 0;
1559 }
1560
1561 return op;
1562 }
1563
1564 /* this function inserts an object in the map, but if it
1565 * finds an object of its own type, it'll remove that one first.
1566 * op is the object to insert it under: supplies x and the map.
1567 */
1568 void
1569 replace_insert_ob_in_map (shstr_tmp archname, object *op)
1570 {
1571 /* first search for itself and remove any old instances */
1572
1573 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1574 if (tmp->arch->archname == archname) /* same archetype */
1575 tmp->destroy ();
1576
1577 object *tmp = archetype::find (archname)->instance ();
1578
1579 tmp->x = op->x;
1580 tmp->y = op->y;
1581
1582 insert_ob_in_map (tmp, op->map, op, 0);
1583 }
1584
1585 object *
1586 object::insert_at (object *where, object *originator, int flags)
1587 {
1588 if (where->env)
1589 return where->env->insert (this);
1590 else
1591 return where->map->insert (this, where->x, where->y, originator, flags);
1592 }
1593
1594 // check whether we can put this into the map, respect max_volume, max_items
1595 bool
1596 object::can_drop_at (maptile *m, int x, int y, object *originator)
1597 {
1598 mapspace &ms = m->at (x, y);
1599
1600 int items = ms.items ();
1601
1602 if (!items // testing !items ensures we can drop at least one item
1603 || (items < m->max_items
1604 && ms.volume () < m->max_volume))
1605 return true;
1606
1607 if (originator && originator->is_player ())
1608 originator->contr->failmsgf (
1609 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1610 query_name ()
1611 );
1612
1613 return false;
1614 }
1615
1616 /*
1617 * decrease(object, number) decreases a specified number from
1618 * the amount of an object. If the amount reaches 0, the object
1619 * is subsequently removed and freed.
1620 *
1621 * Return value: 'op' if something is left, NULL if the amount reached 0
1622 */
1623 bool
1624 object::decrease (sint32 nr)
1625 {
1626 if (!nr)
1627 return true;
1628
1629 nr = min (nr, nrof);
1630
1631 if (nrof > nr)
1632 {
1633 sint64 oweight = total_weight ();
1634
1635 nrof -= nr;
1636
1637 if (object *pl = visible_to ())
1638 esrv_update_item (UPD_NROF, pl, this);
1639
1640 adjust_weight (env, oweight, total_weight ());
1641
1642 return true;
1643 }
1644 else
1645 {
1646 destroy ();
1647 return false;
1648 }
1649 }
1650
1651 /*
1652 * split(ob,nr) splits up ob into two parts. The part which
1653 * is returned contains nr objects, and the remaining parts contains
1654 * the rest (or is removed and returned if that number is 0).
1655 * On failure, NULL is returned.
1656 */
1657 object *
1658 object::split (sint32 nr)
1659 {
1660 int have = number_of ();
1661
1662 if (have < nr)
1663 return 0;
1664 else if (have == nr)
1665 {
1666 remove ();
1667 return this;
1668 }
1669 else
1670 {
1671 decrease (nr);
1672
1673 object *op = deep_clone ();
1674 op->nrof = nr;
1675 return op;
1676 }
1677 }
1678
1679 object *
1680 insert_ob_in_ob (object *op, object *where)
1681 {
1682 if (!where)
1683 {
1684 char *dump = dump_object (op);
1685 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1686 free (dump);
1687 return op;
1688 }
1689
1690 if (where->head_ () != where)
1691 {
1692 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1693 where = where->head;
1694 }
1695
1696 return where->insert (op);
1697 }
1698
1699 /*
1700 * env->insert (op)
1701 * This function inserts the object op in the linked list
1702 * inside the object environment.
1703 *
1704 * The function returns now pointer to inserted item, and return value can
1705 * be != op, if items are merged. -Tero
1706 */
1707 object *
1708 object::insert (object *op)
1709 {
1710 if (op->more)
1711 {
1712 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1713 return op;
1714 }
1715
1716 op->remove ();
1717
1718 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1719
1720 if (op->nrof)
1721 for (object *tmp = inv; tmp; tmp = tmp->below)
1722 if (object::can_merge (tmp, op))
1723 {
1724 /* return the original object and remove inserted object
1725 (client prefers the original object) */
1726
1727 // carring must be 0 for mergable objects
1728 sint64 oweight = tmp->weight * tmp->nrof;
1729
1730 tmp->nrof += op->nrof;
1731
1732 if (object *pl = tmp->visible_to ())
1733 esrv_update_item (UPD_NROF, pl, tmp);
1734
1735 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1736
1737 op->destroy ();
1738 op = tmp;
1739 goto inserted;
1740 }
1741
1742 op->owner = 0; // it's his/hers now. period.
1743 op->map = 0;
1744 op->x = 0;
1745 op->y = 0;
1746
1747 op->above = 0;
1748 op->below = inv;
1749 op->env = this;
1750
1751 if (inv)
1752 inv->above = op;
1753
1754 inv = op;
1755
1756 op->flag [FLAG_REMOVED] = 0;
1757
1758 if (object *pl = op->visible_to ())
1759 esrv_send_item (pl, op);
1760
1761 adjust_weight (this, 0, op->total_weight ());
1762
1763 inserted:
1764 /* reset the light list and los of the players on the map */
1765 if (op->glow_radius && is_on_map ())
1766 {
1767 update_stats ();
1768 update_all_los (map, x, y);
1769 }
1770 else if (is_player ())
1771 // if this is a player's inventory, update stats
1772 contr->queue_stats_update ();
1773
1774 INVOKE_OBJECT (INSERT, this);
1775
1776 return op;
1777 }
1778
1779 /*
1780 * Checks if any objects has a move_type that matches objects
1781 * that effect this object on this space. Call apply() to process
1782 * these events.
1783 *
1784 * Any speed-modification due to SLOW_MOVE() of other present objects
1785 * will affect the speed_left of the object.
1786 *
1787 * originator: Player, monster or other object that caused 'op' to be inserted
1788 * into 'map'. May be NULL.
1789 *
1790 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1791 *
1792 * 4-21-95 added code to check if appropriate skill was readied - this will
1793 * permit faster movement by the player through this terrain. -b.t.
1794 *
1795 * MSW 2001-07-08: Check all objects on space, not just those below
1796 * object being inserted. insert_ob_in_map may not put new objects
1797 * on top.
1798 */
1799 int
1800 check_move_on (object *op, object *originator, int flags)
1801 {
1802 if (op->flag [FLAG_NO_APPLY])
1803 return 0;
1804
1805 object *tmp;
1806 maptile *m = op->map;
1807 int x = op->x, y = op->y;
1808
1809 mapspace &ms = m->at (x, y);
1810
1811 ms.update ();
1812
1813 MoveType move_on = ms.move_on;
1814 MoveType move_slow = ms.move_slow;
1815 MoveType move_block = ms.move_block;
1816
1817 /* if nothing on this space will slow op down or be applied,
1818 * no need to do checking below. have to make sure move_type
1819 * is set, as lots of objects don't have it set - we treat that
1820 * as walking.
1821 */
1822 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1823 return 0;
1824
1825 /* This is basically inverse logic of that below - basically,
1826 * if the object can avoid the move on or slow move, they do so,
1827 * but can't do it if the alternate movement they are using is
1828 * blocked. Logic on this seems confusing, but does seem correct.
1829 */
1830 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1831 return 0;
1832
1833 /* The objects have to be checked from top to bottom.
1834 * Hence, we first go to the top:
1835 */
1836 for (object *next, *tmp = ms.top; tmp; tmp = next)
1837 {
1838 next = tmp->below;
1839
1840 if (tmp == op)
1841 continue; /* Can't apply yourself */
1842
1843 /* Check to see if one of the movement types should be slowed down.
1844 * Second check makes sure that the movement types not being slowed
1845 * (~slow_move) is not blocked on this space - just because the
1846 * space doesn't slow down swimming (for example), if you can't actually
1847 * swim on that space, can't use it to avoid the penalty.
1848 */
1849 if (!op->flag [FLAG_WIZPASS])
1850 {
1851 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1852 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1853 {
1854 float diff = tmp->move_slow_penalty * fabs (op->speed);
1855
1856 if (op->is_player ())
1857 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1858 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1859 diff /= 4.0;
1860
1861 op->speed_left -= diff;
1862 }
1863 }
1864
1865 /* Basically same logic as above, except now for actual apply. */
1866 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1867 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1868 {
1869 if ((flags & INS_NO_AUTO_EXIT)
1870 && (tmp->type == EXIT || tmp->type == TELEPORTER
1871 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1872 continue;
1873
1874 move_apply (tmp, op, originator);
1875
1876 if (op->destroyed ())
1877 return 1;
1878
1879 /* what the person/creature stepped onto has moved the object
1880 * someplace new. Don't process any further - if we did,
1881 * have a feeling strange problems would result.
1882 */
1883 if (op->map != m || op->x != x || op->y != y)
1884 return 0;
1885 }
1886 }
1887
1888 return 0;
1889 }
1890
1891 /*
1892 * present_arch(arch, map, x, y) searches for any objects with
1893 * a matching archetype at the given map and coordinates.
1894 * The first matching object is returned, or NULL if none.
1895 */
1896 object *
1897 present_arch (const archetype *at, maptile *m, int x, int y)
1898 {
1899 if (!m || out_of_map (m, x, y))
1900 {
1901 LOG (llevError, "Present_arch called outside map.\n");
1902 return NULL;
1903 }
1904
1905 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1906 if (tmp->arch->archname == at->archname)
1907 return tmp;
1908
1909 return NULL;
1910 }
1911
1912 /*
1913 * present(type, map, x, y) searches for any objects with
1914 * a matching type variable at the given map and coordinates.
1915 * The first matching object is returned, or NULL if none.
1916 */
1917 object *
1918 present (unsigned char type, maptile *m, int x, int y)
1919 {
1920 if (out_of_map (m, x, y))
1921 {
1922 LOG (llevError, "Present called outside map.\n");
1923 return NULL;
1924 }
1925
1926 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1927 if (tmp->type == type)
1928 return tmp;
1929
1930 return NULL;
1931 }
1932
1933 /*
1934 * present_in_ob(type, object) searches for any objects with
1935 * a matching type variable in the inventory of the given object.
1936 * The first matching object is returned, or NULL if none.
1937 */
1938 object *
1939 present_in_ob (unsigned char type, const object *op)
1940 {
1941 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1942 if (tmp->type == type)
1943 return tmp;
1944
1945 return NULL;
1946 }
1947
1948 /*
1949 * present_in_ob (type, str, object) searches for any objects with
1950 * a matching type & name variable in the inventory of the given object.
1951 * The first matching object is returned, or NULL if none.
1952 * This is mostly used by spell effect code, so that we only
1953 * have one spell effect at a time.
1954 * type can be used to narrow the search - if type is set,
1955 * the type must also match. -1 can be passed for the type,
1956 * in which case the type does not need to pass.
1957 * str is the string to match against. Note that we match against
1958 * the object name, not the archetype name. this is so that the
1959 * spell code can use one object type (force), but change it's name
1960 * to be unique.
1961 */
1962 object *
1963 present_in_ob_by_name (int type, const char *str, const object *op)
1964 {
1965 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1966 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1967 return tmp;
1968
1969 return 0;
1970 }
1971
1972 /*
1973 * present_arch_in_ob(archetype, object) searches for any objects with
1974 * a matching archetype in the inventory of the given object.
1975 * The first matching object is returned, or NULL if none.
1976 */
1977 object *
1978 present_arch_in_ob (const archetype *at, const object *op)
1979 {
1980 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1981 if (tmp->arch->archname == at->archname)
1982 return tmp;
1983
1984 return NULL;
1985 }
1986
1987 /*
1988 * activate recursively a flag on an object inventory
1989 */
1990 void
1991 flag_inv (object *op, int flag)
1992 {
1993 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1994 {
1995 tmp->set_flag (flag);
1996 flag_inv (tmp, flag);
1997 }
1998 }
1999
2000 /*
2001 * deactivate recursively a flag on an object inventory
2002 */
2003 void
2004 unflag_inv (object *op, int flag)
2005 {
2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2007 {
2008 tmp->clr_flag (flag);
2009 unflag_inv (tmp, flag);
2010 }
2011 }
2012
2013 /*
2014 * find_free_spot(object, map, x, y, start, stop) will search for
2015 * a spot at the given map and coordinates which will be able to contain
2016 * the given object. start and stop specifies how many squares
2017 * to search (see the freearr_x/y[] definition).
2018 * It returns a random choice among the alternatives found.
2019 * start and stop are where to start relative to the free_arr array (1,9
2020 * does all 4 immediate directions). This returns the index into the
2021 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2022 * Note: This function does correctly handle tiled maps, but does not
2023 * inform the caller. However, insert_ob_in_map will update as
2024 * necessary, so the caller shouldn't need to do any special work.
2025 * Note - updated to take an object instead of archetype - this is necessary
2026 * because arch_blocked (now ob_blocked) needs to know the movement type
2027 * to know if the space in question will block the object. We can't use
2028 * the archetype because that isn't correct if the monster has been
2029 * customized, changed states, etc.
2030 */
2031 int
2032 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2033 {
2034 int altern[SIZEOFFREE];
2035 int index = 0, flag;
2036
2037 for (int i = start; i < stop; i++)
2038 {
2039 mapxy pos (m, x, y); pos.move (i);
2040
2041 if (!pos.normalise ())
2042 continue;
2043
2044 mapspace &ms = *pos;
2045
2046 if (ms.flags () & P_IS_ALIVE)
2047 continue;
2048
2049 /* However, often
2050 * ob doesn't have any move type (when used to place exits)
2051 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2052 */
2053 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2054 {
2055 altern [index++] = i;
2056 continue;
2057 }
2058
2059 /* Basically, if we find a wall on a space, we cut down the search size.
2060 * In this way, we won't return spaces that are on another side of a wall.
2061 * This mostly work, but it cuts down the search size in all directions -
2062 * if the space being examined only has a wall to the north and empty
2063 * spaces in all the other directions, this will reduce the search space
2064 * to only the spaces immediately surrounding the target area, and
2065 * won't look 2 spaces south of the target space.
2066 */
2067 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2068 {
2069 stop = maxfree[i];
2070 continue;
2071 }
2072
2073 /* Note it is intentional that we check ob - the movement type of the
2074 * head of the object should correspond for the entire object.
2075 */
2076 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2077 continue;
2078
2079 if (ob->blocked (pos.m, pos.x, pos.y))
2080 continue;
2081
2082 altern [index++] = i;
2083 }
2084
2085 if (!index)
2086 return -1;
2087
2088 return altern [rndm (index)];
2089 }
2090
2091 /*
2092 * find_first_free_spot(archetype, maptile, x, y) works like
2093 * find_free_spot(), but it will search max number of squares.
2094 * But it will return the first available spot, not a random choice.
2095 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2096 */
2097 int
2098 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2099 {
2100 for (int i = 0; i < SIZEOFFREE; i++)
2101 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2102 return i;
2103
2104 return -1;
2105 }
2106
2107 /*
2108 * The function permute(arr, begin, end) randomly reorders the array
2109 * arr[begin..end-1].
2110 * now uses a fisher-yates shuffle, old permute was broken
2111 */
2112 static void
2113 permute (int *arr, int begin, int end)
2114 {
2115 arr += begin;
2116 end -= begin;
2117
2118 while (--end)
2119 swap (arr [end], arr [rndm (end + 1)]);
2120 }
2121
2122 /* new function to make monster searching more efficient, and effective!
2123 * This basically returns a randomized array (in the passed pointer) of
2124 * the spaces to find monsters. In this way, it won't always look for
2125 * monsters to the north first. However, the size of the array passed
2126 * covers all the spaces, so within that size, all the spaces within
2127 * the 3x3 area will be searched, just not in a predictable order.
2128 */
2129 void
2130 get_search_arr (int *search_arr)
2131 {
2132 int i;
2133
2134 for (i = 0; i < SIZEOFFREE; i++)
2135 search_arr[i] = i;
2136
2137 permute (search_arr, 1, SIZEOFFREE1 + 1);
2138 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2139 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2140 }
2141
2142 /*
2143 * find_dir(map, x, y, exclude) will search some close squares in the
2144 * given map at the given coordinates for live objects.
2145 * It will not considered the object given as exclude among possible
2146 * live objects.
2147 * It returns the direction toward the first/closest live object if finds
2148 * any, otherwise 0.
2149 * Perhaps incorrectly, but I'm making the assumption that exclude
2150 * is actually want is going to try and move there. We need this info
2151 * because we have to know what movement the thing looking to move
2152 * there is capable of.
2153 */
2154 int
2155 find_dir (maptile *m, int x, int y, object *exclude)
2156 {
2157 int max = SIZEOFFREE, mflags;
2158 MoveType move_type;
2159
2160 if (exclude && exclude->head_ () != exclude)
2161 {
2162 exclude = exclude->head;
2163 move_type = exclude->move_type;
2164 }
2165 else
2166 {
2167 /* If we don't have anything, presume it can use all movement types. */
2168 move_type = MOVE_ALL;
2169 }
2170
2171 for (int i = 1; i < max; i++)
2172 {
2173 mapxy pos (m, x, y);
2174 pos.move (i);
2175
2176 if (!pos.normalise ())
2177 max = maxfree[i];
2178 else
2179 {
2180 mapspace &ms = *pos;
2181
2182 if ((move_type & ms.move_block) == move_type)
2183 max = maxfree [i];
2184 else if (ms.flags () & P_IS_ALIVE)
2185 {
2186 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2187 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2188 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2189 return freedir [i];
2190 }
2191 }
2192 }
2193
2194 return 0;
2195 }
2196
2197 /*
2198 * distance(object 1, object 2) will return the square of the
2199 * distance between the two given objects.
2200 */
2201 int
2202 distance (const object *ob1, const object *ob2)
2203 {
2204 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2205 }
2206
2207 /*
2208 * find_dir_2(delta-x,delta-y) will return a direction value
2209 * for running into direct [dx, dy].
2210 * (the opposite of crossfire's find_dir_2!)
2211 */
2212 int
2213 find_dir_2 (int x, int y)
2214 {
2215 #if 1 // new algorithm
2216 // this works by putting x, y into 16 sectors, which
2217 // are not equal sized, but are a better approximation
2218 // then the old algorithm, and then using a mapping
2219 // table to map it into a direction value.
2220 // basically, it maps these comparisons to each bit
2221 // bit #3: x < 0
2222 // bit #2: y < 0
2223 // bit #1: x > y
2224 // bit #0: x > 2y
2225
2226 static const uint8 dir[16] = {
2227 4, 5, 4, 3,
2228 2, 1, 2, 3,
2229 6, 5, 6, 7,
2230 8, 1, 8, 7,
2231 };
2232 int sector = 0;
2233
2234 // this is a bit ugly, but more likely to result in branchless code
2235 sector |= x < 0 ? 8 : 0;
2236 x = x < 0 ? -x : x; // abs
2237
2238 sector |= y < 0 ? 4 : 0;
2239 y = y < 0 ? -y : y; // abs
2240
2241 if (x > y)
2242 {
2243 sector |= 2;
2244
2245 if (x > y * 2)
2246 sector |= 1;
2247 }
2248 else
2249 {
2250 if (y > x * 2)
2251 sector |= 1;
2252 else if (!y)
2253 return 0; // x == 0 here
2254 }
2255
2256 return dir [sector];
2257 #else // old algorithm
2258 int q;
2259
2260 if (y)
2261 q = 128 * x / y;
2262 else if (x)
2263 q = -512 * x; // to make it > 309
2264 else
2265 return 0;
2266
2267 if (y > 0)
2268 {
2269 if (q < -309) return 7;
2270 if (q < -52) return 6;
2271 if (q < 52) return 5;
2272 if (q < 309) return 4;
2273
2274 return 3;
2275 }
2276 else
2277 {
2278 if (q < -309) return 3;
2279 if (q < -52) return 2;
2280 if (q < 52) return 1;
2281 if (q < 309) return 8;
2282
2283 return 7;
2284 }
2285 #endif
2286 }
2287
2288 /*
2289 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2290 * between two directions (which are expected to be absolute (see absdir())
2291 */
2292 int
2293 dirdiff (int dir1, int dir2)
2294 {
2295 int d = abs (dir1 - dir2);
2296
2297 return d > 4 ? 8 - d : d;
2298 }
2299
2300 /* peterm:
2301 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2302 * Basically, this is a table of directions, and what directions
2303 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2304 * This basically means that if direction is 15, then it could either go
2305 * direction 4, 14, or 16 to get back to where we are.
2306 * Moved from spell_util.c to object.c with the other related direction
2307 * functions.
2308 */
2309 static const int reduction_dir[SIZEOFFREE][3] = {
2310 {0, 0, 0}, /* 0 */
2311 {0, 0, 0}, /* 1 */
2312 {0, 0, 0}, /* 2 */
2313 {0, 0, 0}, /* 3 */
2314 {0, 0, 0}, /* 4 */
2315 {0, 0, 0}, /* 5 */
2316 {0, 0, 0}, /* 6 */
2317 {0, 0, 0}, /* 7 */
2318 {0, 0, 0}, /* 8 */
2319 {8, 1, 2}, /* 9 */
2320 {1, 2, -1}, /* 10 */
2321 {2, 10, 12}, /* 11 */
2322 {2, 3, -1}, /* 12 */
2323 {2, 3, 4}, /* 13 */
2324 {3, 4, -1}, /* 14 */
2325 {4, 14, 16}, /* 15 */
2326 {5, 4, -1}, /* 16 */
2327 {4, 5, 6}, /* 17 */
2328 {6, 5, -1}, /* 18 */
2329 {6, 20, 18}, /* 19 */
2330 {7, 6, -1}, /* 20 */
2331 {6, 7, 8}, /* 21 */
2332 {7, 8, -1}, /* 22 */
2333 {8, 22, 24}, /* 23 */
2334 {8, 1, -1}, /* 24 */
2335 {24, 9, 10}, /* 25 */
2336 {9, 10, -1}, /* 26 */
2337 {10, 11, -1}, /* 27 */
2338 {27, 11, 29}, /* 28 */
2339 {11, 12, -1}, /* 29 */
2340 {12, 13, -1}, /* 30 */
2341 {12, 13, 14}, /* 31 */
2342 {13, 14, -1}, /* 32 */
2343 {14, 15, -1}, /* 33 */
2344 {33, 15, 35}, /* 34 */
2345 {16, 15, -1}, /* 35 */
2346 {17, 16, -1}, /* 36 */
2347 {18, 17, 16}, /* 37 */
2348 {18, 17, -1}, /* 38 */
2349 {18, 19, -1}, /* 39 */
2350 {41, 19, 39}, /* 40 */
2351 {19, 20, -1}, /* 41 */
2352 {20, 21, -1}, /* 42 */
2353 {20, 21, 22}, /* 43 */
2354 {21, 22, -1}, /* 44 */
2355 {23, 22, -1}, /* 45 */
2356 {45, 47, 23}, /* 46 */
2357 {23, 24, -1}, /* 47 */
2358 {24, 9, -1}
2359 }; /* 48 */
2360
2361 /* Recursive routine to step back and see if we can
2362 * find a path to that monster that we found. If not,
2363 * we don't bother going toward it. Returns 1 if we
2364 * can see a direct way to get it
2365 * Modified to be map tile aware -.MSW
2366 */
2367 int
2368 can_see_monsterP (maptile *m, int x, int y, int dir)
2369 {
2370 sint16 dx, dy;
2371 int mflags;
2372
2373 if (dir < 0)
2374 return 0; /* exit condition: invalid direction */
2375
2376 dx = x + freearr_x[dir];
2377 dy = y + freearr_y[dir];
2378
2379 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2380
2381 /* This functional arguably was incorrect before - it was
2382 * checking for P_WALL - that was basically seeing if
2383 * we could move to the monster - this is being more
2384 * literal on if we can see it. To know if we can actually
2385 * move to the monster, we'd need the monster passed in or
2386 * at least its move type.
2387 */
2388 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2389 return 0;
2390
2391 /* yes, can see. */
2392 if (dir < 9)
2393 return 1;
2394
2395 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2396 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2397 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2398 }
2399
2400 /*
2401 * can_pick(picker, item): finds out if an object is possible to be
2402 * picked up by the picker. Returnes 1 if it can be
2403 * picked up, otherwise 0.
2404 *
2405 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2406 * core dumps if they do.
2407 *
2408 * Add a check so we can't pick up invisible objects (0.93.8)
2409 */
2410 int
2411 can_pick (const object *who, const object *item)
2412 {
2413 return /*who->flag [FLAG_WIZ]|| */
2414 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2415 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2416 }
2417
2418 /*
2419 * create clone from object to another
2420 */
2421 object *
2422 object::deep_clone ()
2423 {
2424 assert (("deep_clone called on non-head object", is_head ()));
2425
2426 object *dst = clone ();
2427
2428 object *prev = dst;
2429 for (object *part = this->more; part; part = part->more)
2430 {
2431 object *tmp = part->clone ();
2432 tmp->head = dst;
2433 prev->more = tmp;
2434 prev = tmp;
2435 }
2436
2437 for (object *item = inv; item; item = item->below)
2438 insert_ob_in_ob (item->deep_clone (), dst);
2439
2440 return dst;
2441 }
2442
2443 /* This returns the first object in who's inventory that
2444 * has the same type and subtype match.
2445 * returns NULL if no match.
2446 */
2447 object *
2448 find_obj_by_type_subtype (const object *who, int type, int subtype)
2449 {
2450 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2451 if (tmp->type == type && tmp->subtype == subtype)
2452 return tmp;
2453
2454 return 0;
2455 }
2456
2457 /* Zero the key_values on op, decrementing the shared-string
2458 * refcounts and freeing the links.
2459 */
2460 void
2461 key_values::clear ()
2462 {
2463 for (key_value *kvp = first; kvp; )
2464 {
2465 key_value *next = kvp->next;
2466 delete kvp;
2467 kvp = next;
2468 }
2469
2470 first = 0;
2471 }
2472
2473 shstr_tmp
2474 key_values::get (shstr_tmp key) const
2475 {
2476 for (key_value *kv = first; kv; kv = kv->next)
2477 if (kv->key == key)
2478 return kv->value;
2479
2480 return shstr ();
2481 }
2482
2483 void
2484 key_values::add (shstr_tmp key, shstr_tmp value)
2485 {
2486 key_value *kv = new key_value;
2487
2488 kv->next = first;
2489 kv->key = key;
2490 kv->value = value;
2491
2492 first = kv;
2493 }
2494
2495 void
2496 key_values::set (shstr_tmp key, shstr_tmp value)
2497 {
2498 for (key_value *kv = first; kv; kv = kv->next)
2499 if (kv->key == key)
2500 {
2501 kv->value = value;
2502 return;
2503 }
2504
2505 add (key, value);
2506 }
2507
2508 void
2509 key_values::del (shstr_tmp key)
2510 {
2511 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2512 if ((*kvp)->key == key)
2513 {
2514 key_value *kv = *kvp;
2515 *kvp = (*kvp)->next;
2516 delete kv;
2517 return;
2518 }
2519 }
2520
2521 void
2522 key_values::reverse ()
2523 {
2524 key_value *prev = 0;
2525 key_value *head = first;
2526
2527 while (head)
2528 {
2529 key_value *node = head;
2530 head = head->next;
2531 node->next = prev;
2532 prev = node;
2533 }
2534
2535 first = prev;
2536 }
2537
2538 key_values &
2539 key_values::operator =(const key_values &kv)
2540 {
2541 clear ();
2542
2543 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2544 add (kvp->key, kvp->value);
2545
2546 reverse ();
2547 }
2548
2549 object::depth_iterator::depth_iterator (object *container)
2550 : iterator_base (container)
2551 {
2552 while (item->inv)
2553 item = item->inv;
2554 }
2555
2556 void
2557 object::depth_iterator::next ()
2558 {
2559 if (item->below)
2560 {
2561 item = item->below;
2562
2563 while (item->inv)
2564 item = item->inv;
2565 }
2566 else
2567 item = item->env;
2568 }
2569
2570 const char *
2571 object::flag_desc (char *desc, int len) const
2572 {
2573 char *p = desc;
2574 bool first = true;
2575
2576 *p = 0;
2577
2578 for (int i = 0; i < NUM_FLAGS; i++)
2579 {
2580 if (len <= 10) // magic constant!
2581 {
2582 snprintf (p, len, ",...");
2583 break;
2584 }
2585
2586 if (flag [i])
2587 {
2588 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2589 len -= cnt;
2590 p += cnt;
2591 first = false;
2592 }
2593 }
2594
2595 return desc;
2596 }
2597
2598 // return a suitable string describing an object in enough detail to find it
2599 const char *
2600 object::debug_desc (char *info) const
2601 {
2602 char flagdesc[512];
2603 char info2[256 * 4];
2604 char *p = info;
2605
2606 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2607 count,
2608 uuid.c_str (),
2609 &name,
2610 title ? ",title:\"" : "",
2611 title ? (const char *)title : "",
2612 title ? "\"" : "",
2613 flag_desc (flagdesc, 512), type);
2614
2615 if (!flag[FLAG_REMOVED] && env)
2616 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2617
2618 if (map)
2619 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2620
2621 return info;
2622 }
2623
2624 const char *
2625 object::debug_desc () const
2626 {
2627 static char info[3][256 * 4];
2628 static int info_idx;
2629
2630 return debug_desc (info [++info_idx % 3]);
2631 }
2632
2633 struct region *
2634 object::region () const
2635 {
2636 return map ? map->region (x, y)
2637 : region::default_region ();
2638 }
2639
2640 void
2641 object::open_container (object *new_container)
2642 {
2643 if (container == new_container)
2644 return;
2645
2646 object *old_container = container;
2647
2648 if (old_container)
2649 {
2650 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2651 return;
2652
2653 #if 0
2654 // remove the "Close old_container" object.
2655 if (object *closer = old_container->inv)
2656 if (closer->type == CLOSE_CON)
2657 closer->destroy ();
2658 #endif
2659
2660 // make sure the container is available
2661 esrv_send_item (this, old_container);
2662
2663 old_container->flag [FLAG_APPLIED] = false;
2664 container = 0;
2665
2666 // client needs item update to make it work, client bug requires this to be separate
2667 esrv_update_item (UPD_FLAGS, this, old_container);
2668
2669 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2670 play_sound (sound_find ("chest_close"));
2671 }
2672
2673 if (new_container)
2674 {
2675 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2676 return;
2677
2678 // TODO: this does not seem to serve any purpose anymore?
2679 #if 0
2680 // insert the "Close Container" object.
2681 if (archetype *closer = new_container->other_arch)
2682 {
2683 object *closer = new_container->other_arch->instance ();
2684 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2685 new_container->insert (closer);
2686 }
2687 #endif
2688
2689 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2690
2691 // make sure the container is available, client bug requires this to be separate
2692 esrv_send_item (this, new_container);
2693
2694 new_container->flag [FLAG_APPLIED] = true;
2695 container = new_container;
2696
2697 // client needs flag change
2698 esrv_update_item (UPD_FLAGS, this, new_container);
2699 esrv_send_inventory (this, new_container);
2700 play_sound (sound_find ("chest_open"));
2701 }
2702 // else if (!old_container->env && contr && contr->ns)
2703 // contr->ns->floorbox_reset ();
2704 }
2705
2706 object *
2707 object::force_find (shstr_tmp name)
2708 {
2709 /* cycle through his inventory to look for the MARK we want to
2710 * place
2711 */
2712 for (object *tmp = inv; tmp; tmp = tmp->below)
2713 if (tmp->type == FORCE && tmp->slaying == name)
2714 return splay (tmp);
2715
2716 return 0;
2717 }
2718
2719 //-GPL
2720
2721 void
2722 object::force_set_timer (int duration)
2723 {
2724 this->duration = 1;
2725 this->speed_left = -1.f;
2726
2727 this->set_speed (duration ? 1.f / duration : 0.f);
2728 }
2729
2730 object *
2731 object::force_add (shstr_tmp name, int duration)
2732 {
2733 if (object *force = force_find (name))
2734 force->destroy ();
2735
2736 object *force = archetype::get (FORCE_NAME);
2737
2738 force->slaying = name;
2739 force->force_set_timer (duration);
2740 force->flag [FLAG_APPLIED] = true;
2741
2742 return insert (force);
2743 }
2744
2745 void
2746 object::play_sound (faceidx sound) const
2747 {
2748 if (!sound)
2749 return;
2750
2751 if (is_on_map ())
2752 map->play_sound (sound, x, y);
2753 else if (object *pl = in_player ())
2754 pl->contr->play_sound (sound);
2755 }
2756
2757 void
2758 object::say_msg (const char *msg) const
2759 {
2760 if (is_on_map ())
2761 map->say_msg (msg, x, y);
2762 else if (object *pl = in_player ())
2763 pl->contr->play_sound (sound);
2764 }
2765
2766 void
2767 object::make_noise ()
2768 {
2769 // we do not model noise in the map, so instead put
2770 // a temporary light into the noise source
2771 // could use the map instead, but that's less reliable for our
2772 // goal, which is to make invisibility a bit harder to exploit
2773
2774 // currently only works sensibly for players
2775 if (!is_player ())
2776 return;
2777
2778 // find old force, or create new one
2779 object *force = force_find (shstr_noise_force);
2780
2781 if (force)
2782 force->speed_left = -1.f; // patch old speed up
2783 else
2784 {
2785 force = archetype::get (shstr_noise_force);
2786
2787 force->slaying = shstr_noise_force;
2788 force->stats.food = 1;
2789 force->speed_left = -1.f;
2790
2791 force->set_speed (1.f / 4.f);
2792 force->flag [FLAG_IS_USED_UP] = true;
2793 force->flag [FLAG_APPLIED] = true;
2794
2795 insert (force);
2796 }
2797 }
2798
2799 void object::change_move_type (MoveType mt)
2800 {
2801 if (move_type == mt)
2802 return;
2803
2804 if (is_on_map ())
2805 {
2806 // we are on the map, so handle move_on/off effects
2807 remove ();
2808 move_type = mt;
2809 map->insert (this, x, y, this);
2810 }
2811 else
2812 move_type = mt;
2813 }
2814
2815 /* object should be a player.
2816 * we return the object the player has marked with the 'mark' command
2817 * below. If no match is found (or object has changed), we return
2818 * NULL. We leave it up to the calling function to print messages if
2819 * nothing is found.
2820 */
2821 object *
2822 object::mark () const
2823 {
2824 if (contr && contr->mark && contr->mark->env == this)
2825 return contr->mark;
2826 else
2827 return 0;
2828 }
2829
2830 // put marked object first in the inventory
2831 // this is used by identify-like spells so players can influence
2832 // the order a bit.
2833 void
2834 object::splay_marked ()
2835 {
2836 if (object *marked = mark ())
2837 splay (marked);
2838 }
2839