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Revision: 1.350
Committed: Sun May 8 12:40:41 2011 UTC (13 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.349: +5 -1 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 m.update_up (); // nothing to do except copy up
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 m.update_up (); // nothing to do for that case, except copy up
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->linkable ()
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 // special "grave" map used to store all removed objects
1011 // till they can be destroyed - saves a lot of checks in the rest
1012 // of the code
1013 static struct freed_map
1014 : maptile
1015 {
1016 freed_map ()
1017 : maptile (3, 3)
1018 {
1019 path = "<freed objects map>";
1020 name = "/internal/freed_objects_map";
1021 no_drop = 1;
1022 no_reset = 1;
1023
1024 state = MAP_ACTIVE;
1025 }
1026
1027 ~freed_map ()
1028 {
1029 destroy ();
1030 }
1031 } freed_map; // freed objects are moved here to avoid crashes
1032
1033 void
1034 object::do_destroy ()
1035 {
1036 if (flag [FLAG_IS_LINKED])
1037 remove_link ();
1038
1039 if (flag [FLAG_FRIENDLY])
1040 remove_friendly_object (this);
1041
1042 remove ();
1043
1044 attachable::do_destroy ();
1045
1046 deactivate ();
1047 unlink ();
1048
1049 flag [FLAG_FREED] = 1;
1050
1051 // hack to ensure that freed objects still have a valid map
1052 map = &freed_map;
1053 x = 1;
1054 y = 1;
1055
1056 if (more)
1057 {
1058 more->destroy ();
1059 more = 0;
1060 }
1061
1062 head = 0;
1063
1064 // clear those pointers that likely might cause circular references
1065 owner = 0;
1066 enemy = 0;
1067 attacked_by = 0;
1068 current_weapon = 0;
1069 }
1070
1071 void
1072 object::destroy ()
1073 {
1074 if (destroyed ())
1075 return;
1076
1077 if (!is_head () && !head->destroyed ())
1078 {
1079 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1080 head->destroy ();
1081 return;
1082 }
1083
1084 destroy_inv_fast ();
1085
1086 if (is_head ())
1087 if (sound_destroy)
1088 play_sound (sound_destroy);
1089 else if (flag [FLAG_MONSTER])
1090 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1091
1092 attachable::destroy ();
1093 }
1094
1095 /* op->remove ():
1096 * This function removes the object op from the linked list of objects
1097 * which it is currently tied to. When this function is done, the
1098 * object will have no environment. If the object previously had an
1099 * environment, the x and y coordinates will be updated to
1100 * the previous environment.
1101 */
1102 void
1103 object::do_remove ()
1104 {
1105 if (flag [FLAG_REMOVED])
1106 return;
1107
1108 INVOKE_OBJECT (REMOVE, this);
1109
1110 flag [FLAG_REMOVED] = true;
1111
1112 if (more)
1113 more->remove ();
1114
1115 /*
1116 * In this case, the object to be removed is in someones
1117 * inventory.
1118 */
1119 if (env)
1120 {
1121 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1122 if (object *pl = visible_to ())
1123 esrv_del_item (pl->contr, count);
1124 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1125
1126 adjust_weight (env, total_weight (), 0);
1127
1128 object *pl = in_player ();
1129
1130 /* we set up values so that it could be inserted into
1131 * the map, but we don't actually do that - it is up
1132 * to the caller to decide what we want to do.
1133 */
1134 map = env->map;
1135 x = env->x;
1136 y = env->y;
1137
1138 // make sure cmov optimisation is applicable
1139 *(above ? &above->below : &env->inv) = below;
1140 *(below ? &below->above : &above ) = above; // &above is just a dummy
1141
1142 above = 0;
1143 below = 0;
1144 env = 0;
1145
1146 if (pl && pl->is_player ())
1147 {
1148 if (expect_false (pl->contr->combat_ob == this))
1149 {
1150 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1151 pl->contr->combat_ob = 0;
1152 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1153 }
1154
1155 if (expect_false (pl->contr->ranged_ob == this))
1156 {
1157 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1158 pl->contr->ranged_ob = 0;
1159 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1160 }
1161
1162 pl->contr->queue_stats_update ();
1163
1164 if (expect_false (glow_radius) && pl->is_on_map ())
1165 update_all_los (pl->map, pl->x, pl->y);
1166 }
1167 }
1168 else if (map)
1169 {
1170 map->dirty = true;
1171 mapspace &ms = this->ms ();
1172
1173 if (object *pl = ms.player ())
1174 {
1175 if (is_player ())
1176 {
1177 if (!flag [FLAG_WIZPASS])
1178 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1179
1180 // leaving a spot always closes any open container on the ground
1181 if (container && !container->env)
1182 // this causes spurious floorbox updates, but it ensures
1183 // that the CLOSE event is being sent.
1184 close_container ();
1185
1186 --map->players;
1187 map->touch ();
1188 }
1189 else if (pl->container_ () == this)
1190 {
1191 // removing a container should close it
1192 close_container ();
1193 }
1194 else
1195 esrv_del_item (pl->contr, count);
1196 }
1197
1198 /* link the object above us */
1199 // re-link, make sure compiler can easily use cmove
1200 *(above ? &above->below : &ms.top) = below;
1201 *(below ? &below->above : &ms.bot) = above;
1202
1203 above = 0;
1204 below = 0;
1205
1206 ms.invalidate ();
1207
1208 int check_walk_off = !flag [FLAG_NO_APPLY];
1209
1210 if (object *pl = ms.player ())
1211 {
1212 if (pl->container_ () == this)
1213 /* If a container that the player is currently using somehow gets
1214 * removed (most likely destroyed), update the player view
1215 * appropriately.
1216 */
1217 pl->close_container ();
1218
1219 //TODO: the floorbox prev/next might need updating
1220 //esrv_del_item (pl->contr, count);
1221 //TODO: update floorbox to preserve ordering
1222 if (pl->contr->ns)
1223 pl->contr->ns->floorbox_update ();
1224 }
1225
1226 if (check_walk_off)
1227 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1228 {
1229 above = tmp->above;
1230
1231 /* No point updating the players look faces if he is the object
1232 * being removed.
1233 */
1234
1235 /* See if object moving off should effect something */
1236 if ((move_type & tmp->move_off)
1237 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1238 move_apply (tmp, this, 0);
1239 }
1240
1241 if (affects_los ())
1242 update_all_los (map, x, y);
1243 }
1244 }
1245
1246 /*
1247 * merge_ob(op,top):
1248 *
1249 * This function goes through all objects below and including top, and
1250 * merges op to the first matching object.
1251 * If top is NULL, it is calculated.
1252 * Returns pointer to object if it succeded in the merge, otherwise NULL
1253 */
1254 object *
1255 merge_ob (object *op, object *top)
1256 {
1257 if (!op->nrof)
1258 return 0;
1259
1260 if (!top)
1261 for (top = op; top && top->above; top = top->above)
1262 ;
1263
1264 for (; top; top = top->below)
1265 if (object::can_merge (op, top))
1266 {
1267 top->nrof += op->nrof;
1268
1269 if (object *pl = top->visible_to ())
1270 esrv_update_item (UPD_NROF, pl, top);
1271
1272 op->weight = 0; // cancel the addition above
1273 op->carrying = 0; // must be 0 already
1274
1275 op->destroy ();
1276
1277 return top;
1278 }
1279
1280 return 0;
1281 }
1282
1283 void
1284 object::expand_tail ()
1285 {
1286 if (more)
1287 return;
1288
1289 object *prev = this;
1290
1291 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1292 {
1293 object *op = at->instance ();
1294
1295 op->name = name;
1296 op->name_pl = name_pl;
1297 op->title = title;
1298
1299 op->head = this;
1300 prev->more = op;
1301
1302 prev = op;
1303 }
1304 }
1305
1306 /*
1307 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1308 * job preparing multi-part monsters.
1309 */
1310 object *
1311 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1312 {
1313 op->remove ();
1314
1315 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1316 {
1317 tmp->x = x + tmp->arch->x;
1318 tmp->y = y + tmp->arch->y;
1319 }
1320
1321 return insert_ob_in_map (op, m, originator, flag);
1322 }
1323
1324 /*
1325 * insert_ob_in_map (op, map, originator, flag):
1326 * This function inserts the object in the two-way linked list
1327 * which represents what is on a map.
1328 * The second argument specifies the map, and the x and y variables
1329 * in the object about to be inserted specifies the position.
1330 *
1331 * originator: Player, monster or other object that caused 'op' to be inserted
1332 * into 'map'. May be NULL.
1333 *
1334 * flag is a bitmask about special things to do (or not do) when this
1335 * function is called. see the object.h file for the INS_ values.
1336 * Passing 0 for flag gives proper default values, so flag really only needs
1337 * to be set if special handling is needed.
1338 *
1339 * Return value:
1340 * new object if 'op' was merged with other object
1341 * NULL if there was an error (destroyed, blocked etc.)
1342 * just 'op' otherwise
1343 */
1344 object *
1345 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1346 {
1347 op->remove ();
1348
1349 if (m == &freed_map)//D TODO: remove soon
1350 {//D
1351 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1352 }//D
1353
1354 /* Ideally, the caller figures this out. However, it complicates a lot
1355 * of areas of callers (eg, anything that uses find_free_spot would now
1356 * need extra work
1357 */
1358 maptile *newmap = m;
1359 if (!xy_normalise (newmap, op->x, op->y))
1360 {
1361 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1362 return 0;
1363 }
1364
1365 if (object *more = op->more)
1366 if (!insert_ob_in_map (more, m, originator, flag))
1367 return 0;
1368
1369 op->flag [FLAG_REMOVED] = false;
1370 op->env = 0;
1371 op->map = newmap;
1372
1373 mapspace &ms = op->ms ();
1374
1375 /* this has to be done after we translate the coordinates.
1376 */
1377 if (op->nrof && !(flag & INS_NO_MERGE))
1378 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1379 if (object::can_merge (op, tmp))
1380 {
1381 // TODO: we actually want to update tmp, not op,
1382 // but some caller surely breaks when we return tmp
1383 // from here :/
1384 op->nrof += tmp->nrof;
1385 tmp->destroy ();
1386 }
1387
1388 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1389 op->clr_flag (FLAG_INV_LOCKED);
1390
1391 if (!op->flag [FLAG_ALIVE])
1392 op->clr_flag (FLAG_NO_STEAL);
1393
1394 if (flag & INS_BELOW_ORIGINATOR)
1395 {
1396 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1397 {
1398 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1399 abort ();
1400 }
1401
1402 if (!originator->is_on_map ())
1403 {
1404 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1405 op->debug_desc (), originator->debug_desc ());
1406 abort ();
1407 }
1408
1409 op->above = originator;
1410 op->below = originator->below;
1411 originator->below = op;
1412
1413 *(op->below ? &op->below->above : &ms.bot) = op;
1414 }
1415 else
1416 {
1417 object *floor = 0;
1418 object *top = ms.top;
1419
1420 /* If there are other objects, then */
1421 if (top)
1422 {
1423 /*
1424 * If there are multiple objects on this space, we do some trickier handling.
1425 * We've already dealt with merging if appropriate.
1426 * Generally, we want to put the new object on top. But if
1427 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1428 * floor, we want to insert above that and no further.
1429 * Also, if there are spell objects on this space, we stop processing
1430 * once we get to them. This reduces the need to traverse over all of
1431 * them when adding another one - this saves quite a bit of cpu time
1432 * when lots of spells are cast in one area. Currently, it is presumed
1433 * that flying non pickable objects are spell objects.
1434 */
1435 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1436 {
1437 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1438 floor = tmp;
1439
1440 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1441 {
1442 /* We insert above top, so we want this object below this */
1443 top = tmp->below;
1444 break;
1445 }
1446
1447 top = tmp;
1448 }
1449
1450 /* We let update_position deal with figuring out what the space
1451 * looks like instead of lots of conditions here.
1452 * makes things faster, and effectively the same result.
1453 */
1454
1455 /* Have object 'fall below' other objects that block view.
1456 * Unless those objects are exits.
1457 * If INS_ON_TOP is used, don't do this processing
1458 * Need to find the object that in fact blocks view, otherwise
1459 * stacking is a bit odd.
1460 */
1461 if (!(flag & INS_ON_TOP)
1462 && ms.flags () & P_BLOCKSVIEW
1463 && (op->face && !faces [op->face].visibility))
1464 {
1465 object *last;
1466
1467 for (last = top; last != floor; last = last->below)
1468 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1469 break;
1470
1471 /* Check to see if we found the object that blocks view,
1472 * and make sure we have a below pointer for it so that
1473 * we can get inserted below this one, which requires we
1474 * set top to the object below us.
1475 */
1476 if (last && last->below && last != floor)
1477 top = last->below;
1478 }
1479 } /* If objects on this space */
1480
1481 if (flag & INS_ABOVE_FLOOR_ONLY)
1482 top = floor;
1483
1484 // insert object above top, or bottom-most if top = 0
1485 if (!top)
1486 {
1487 op->below = 0;
1488 op->above = ms.bot;
1489 ms.bot = op;
1490
1491 *(op->above ? &op->above->below : &ms.top) = op;
1492 }
1493 else
1494 {
1495 op->above = top->above;
1496 top->above = op;
1497
1498 op->below = top;
1499 *(op->above ? &op->above->below : &ms.top) = op;
1500 }
1501 }
1502
1503 if (op->is_player ())
1504 {
1505 op->contr->do_los = 1;
1506 ++op->map->players;
1507 op->map->touch ();
1508 }
1509
1510 op->map->dirty = true;
1511
1512 if (object *pl = ms.player ())
1513 //TODO: the floorbox prev/next might need updating
1514 //esrv_send_item (pl, op);
1515 //TODO: update floorbox to preserve ordering
1516 if (pl->contr->ns)
1517 pl->contr->ns->floorbox_update ();
1518
1519 /* If this object glows, it may affect lighting conditions that are
1520 * visible to others on this map. But update_all_los is really
1521 * an inefficient way to do this, as it means los for all players
1522 * on the map will get recalculated. The players could very well
1523 * be far away from this change and not affected in any way -
1524 * this should get redone to only look for players within range,
1525 * or just updating the P_UPTODATE for spaces within this area
1526 * of effect may be sufficient.
1527 */
1528 if (op->affects_los ())
1529 {
1530 op->ms ().invalidate ();
1531 update_all_los (op->map, op->x, op->y);
1532 }
1533
1534 /* updates flags (blocked, alive, no magic, etc) for this map space */
1535 update_object (op, UP_OBJ_INSERT);
1536
1537 INVOKE_OBJECT (INSERT, op);
1538
1539 /* Don't know if moving this to the end will break anything. However,
1540 * we want to have floorbox_update called before calling this.
1541 *
1542 * check_move_on() must be after this because code called from
1543 * check_move_on() depends on correct map flags (so functions like
1544 * blocked() and wall() work properly), and these flags are updated by
1545 * update_object().
1546 */
1547
1548 /* if this is not the head or flag has been passed, don't check walk on status */
1549 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1550 {
1551 if (check_move_on (op, originator, flag))
1552 return 0;
1553
1554 /* If we are a multi part object, let's work our way through the check
1555 * walk on's.
1556 */
1557 for (object *tmp = op->more; tmp; tmp = tmp->more)
1558 if (check_move_on (tmp, originator, flag))
1559 return 0;
1560 }
1561
1562 return op;
1563 }
1564
1565 /* this function inserts an object in the map, but if it
1566 * finds an object of its own type, it'll remove that one first.
1567 * op is the object to insert it under: supplies x and the map.
1568 */
1569 void
1570 replace_insert_ob_in_map (shstr_tmp archname, object *op)
1571 {
1572 /* first search for itself and remove any old instances */
1573
1574 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1575 if (tmp->arch->archname == archname) /* same archetype */
1576 tmp->destroy ();
1577
1578 object *tmp = archetype::find (archname)->instance ();
1579
1580 tmp->x = op->x;
1581 tmp->y = op->y;
1582
1583 insert_ob_in_map (tmp, op->map, op, 0);
1584 }
1585
1586 object *
1587 object::insert_at (object *where, object *originator, int flags)
1588 {
1589 if (where->env)
1590 return where->env->insert (this);
1591 else
1592 return where->map->insert (this, where->x, where->y, originator, flags);
1593 }
1594
1595 // check whether we can put this into the map, respect max_volume, max_items
1596 bool
1597 object::can_drop_at (maptile *m, int x, int y, object *originator)
1598 {
1599 mapspace &ms = m->at (x, y);
1600
1601 int items = ms.items ();
1602
1603 if (!items // testing !items ensures we can drop at least one item
1604 || (items < m->max_items
1605 && ms.volume () < m->max_volume))
1606 return true;
1607
1608 if (originator && originator->is_player ())
1609 originator->contr->failmsgf (
1610 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1611 query_name ()
1612 );
1613
1614 return false;
1615 }
1616
1617 /*
1618 * decrease(object, number) decreases a specified number from
1619 * the amount of an object. If the amount reaches 0, the object
1620 * is subsequently removed and freed.
1621 *
1622 * Return value: 'op' if something is left, NULL if the amount reached 0
1623 */
1624 bool
1625 object::decrease (sint32 nr)
1626 {
1627 if (!nr)
1628 return true;
1629
1630 nr = min (nr, nrof);
1631
1632 if (nrof > nr)
1633 {
1634 sint64 oweight = total_weight ();
1635
1636 nrof -= nr;
1637
1638 if (object *pl = visible_to ())
1639 esrv_update_item (UPD_NROF, pl, this);
1640
1641 adjust_weight (env, oweight, total_weight ());
1642
1643 return true;
1644 }
1645 else
1646 {
1647 destroy ();
1648 return false;
1649 }
1650 }
1651
1652 /*
1653 * split(ob,nr) splits up ob into two parts. The part which
1654 * is returned contains nr objects, and the remaining parts contains
1655 * the rest (or is removed and returned if that number is 0).
1656 * On failure, NULL is returned.
1657 */
1658 object *
1659 object::split (sint32 nr)
1660 {
1661 int have = number_of ();
1662
1663 if (have < nr)
1664 return 0;
1665 else if (have == nr)
1666 {
1667 remove ();
1668 return this;
1669 }
1670 else
1671 {
1672 decrease (nr);
1673
1674 object *op = deep_clone ();
1675 op->nrof = nr;
1676 return op;
1677 }
1678 }
1679
1680 object *
1681 insert_ob_in_ob (object *op, object *where)
1682 {
1683 if (!where)
1684 {
1685 char *dump = dump_object (op);
1686 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1687 free (dump);
1688 return op;
1689 }
1690
1691 if (where->head_ () != where)
1692 {
1693 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1694 where = where->head;
1695 }
1696
1697 return where->insert (op);
1698 }
1699
1700 /*
1701 * env->insert (op)
1702 * This function inserts the object op in the linked list
1703 * inside the object environment.
1704 *
1705 * The function returns now pointer to inserted item, and return value can
1706 * be != op, if items are merged. -Tero
1707 */
1708 object *
1709 object::insert (object *op)
1710 {
1711 if (op->more)
1712 {
1713 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1714 return op;
1715 }
1716
1717 op->remove ();
1718
1719 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1720
1721 if (op->nrof)
1722 for (object *tmp = inv; tmp; tmp = tmp->below)
1723 if (object::can_merge (tmp, op))
1724 {
1725 /* return the original object and remove inserted object
1726 (client prefers the original object) */
1727
1728 // carring must be 0 for mergable objects
1729 sint64 oweight = tmp->weight * tmp->nrof;
1730
1731 tmp->nrof += op->nrof;
1732
1733 if (object *pl = tmp->visible_to ())
1734 esrv_update_item (UPD_NROF, pl, tmp);
1735
1736 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1737
1738 op->destroy ();
1739 op = tmp;
1740 goto inserted;
1741 }
1742
1743 op->owner = 0; // it's his/hers now. period.
1744 op->map = 0;
1745 op->x = 0;
1746 op->y = 0;
1747
1748 op->above = 0;
1749 op->below = inv;
1750 op->env = this;
1751
1752 if (inv)
1753 inv->above = op;
1754
1755 inv = op;
1756
1757 op->flag [FLAG_REMOVED] = 0;
1758
1759 if (object *pl = op->visible_to ())
1760 esrv_send_item (pl, op);
1761
1762 adjust_weight (this, 0, op->total_weight ());
1763
1764 inserted:
1765 /* reset the light list and los of the players on the map */
1766 if (op->glow_radius && is_on_map ())
1767 {
1768 update_stats ();
1769 update_all_los (map, x, y);
1770 }
1771 else if (is_player ())
1772 // if this is a player's inventory, update stats
1773 contr->queue_stats_update ();
1774
1775 INVOKE_OBJECT (INSERT, this);
1776
1777 return op;
1778 }
1779
1780 /*
1781 * Checks if any objects has a move_type that matches objects
1782 * that effect this object on this space. Call apply() to process
1783 * these events.
1784 *
1785 * Any speed-modification due to SLOW_MOVE() of other present objects
1786 * will affect the speed_left of the object.
1787 *
1788 * originator: Player, monster or other object that caused 'op' to be inserted
1789 * into 'map'. May be NULL.
1790 *
1791 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1792 *
1793 * 4-21-95 added code to check if appropriate skill was readied - this will
1794 * permit faster movement by the player through this terrain. -b.t.
1795 *
1796 * MSW 2001-07-08: Check all objects on space, not just those below
1797 * object being inserted. insert_ob_in_map may not put new objects
1798 * on top.
1799 */
1800 int
1801 check_move_on (object *op, object *originator, int flags)
1802 {
1803 if (op->flag [FLAG_NO_APPLY])
1804 return 0;
1805
1806 object *tmp;
1807 maptile *m = op->map;
1808 int x = op->x, y = op->y;
1809
1810 mapspace &ms = m->at (x, y);
1811
1812 ms.update ();
1813
1814 MoveType move_on = ms.move_on;
1815 MoveType move_slow = ms.move_slow;
1816 MoveType move_block = ms.move_block;
1817
1818 /* if nothing on this space will slow op down or be applied,
1819 * no need to do checking below. have to make sure move_type
1820 * is set, as lots of objects don't have it set - we treat that
1821 * as walking.
1822 */
1823 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1824 return 0;
1825
1826 /* This is basically inverse logic of that below - basically,
1827 * if the object can avoid the move on or slow move, they do so,
1828 * but can't do it if the alternate movement they are using is
1829 * blocked. Logic on this seems confusing, but does seem correct.
1830 */
1831 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1832 return 0;
1833
1834 /* The objects have to be checked from top to bottom.
1835 * Hence, we first go to the top:
1836 */
1837 for (object *next, *tmp = ms.top; tmp; tmp = next)
1838 {
1839 next = tmp->below;
1840
1841 if (tmp == op)
1842 continue; /* Can't apply yourself */
1843
1844 /* Check to see if one of the movement types should be slowed down.
1845 * Second check makes sure that the movement types not being slowed
1846 * (~slow_move) is not blocked on this space - just because the
1847 * space doesn't slow down swimming (for example), if you can't actually
1848 * swim on that space, can't use it to avoid the penalty.
1849 */
1850 if (!op->flag [FLAG_WIZPASS])
1851 {
1852 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1853 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1854 {
1855 float diff = tmp->move_slow_penalty * fabs (op->speed);
1856
1857 if (op->is_player ())
1858 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1859 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1860 diff /= 4.0;
1861
1862 op->speed_left -= diff;
1863 }
1864 }
1865
1866 /* Basically same logic as above, except now for actual apply. */
1867 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1868 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1869 {
1870 if ((flags & INS_NO_AUTO_EXIT)
1871 && (tmp->type == EXIT || tmp->type == TELEPORTER
1872 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1873 continue;
1874
1875 move_apply (tmp, op, originator);
1876
1877 if (op->destroyed ())
1878 return 1;
1879
1880 /* what the person/creature stepped onto has moved the object
1881 * someplace new. Don't process any further - if we did,
1882 * have a feeling strange problems would result.
1883 */
1884 if (op->map != m || op->x != x || op->y != y)
1885 return 0;
1886 }
1887 }
1888
1889 return 0;
1890 }
1891
1892 /*
1893 * present_arch(arch, map, x, y) searches for any objects with
1894 * a matching archetype at the given map and coordinates.
1895 * The first matching object is returned, or NULL if none.
1896 */
1897 object *
1898 present_arch (const archetype *at, maptile *m, int x, int y)
1899 {
1900 if (!m || out_of_map (m, x, y))
1901 {
1902 LOG (llevError, "Present_arch called outside map.\n");
1903 return NULL;
1904 }
1905
1906 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1907 if (tmp->arch->archname == at->archname)
1908 return tmp;
1909
1910 return NULL;
1911 }
1912
1913 /*
1914 * present(type, map, x, y) searches for any objects with
1915 * a matching type variable at the given map and coordinates.
1916 * The first matching object is returned, or NULL if none.
1917 */
1918 object *
1919 present (unsigned char type, maptile *m, int x, int y)
1920 {
1921 if (out_of_map (m, x, y))
1922 {
1923 LOG (llevError, "Present called outside map.\n");
1924 return NULL;
1925 }
1926
1927 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1928 if (tmp->type == type)
1929 return tmp;
1930
1931 return NULL;
1932 }
1933
1934 /*
1935 * present_in_ob(type, object) searches for any objects with
1936 * a matching type variable in the inventory of the given object.
1937 * The first matching object is returned, or NULL if none.
1938 */
1939 object *
1940 present_in_ob (unsigned char type, const object *op)
1941 {
1942 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1943 if (tmp->type == type)
1944 return tmp;
1945
1946 return NULL;
1947 }
1948
1949 /*
1950 * present_in_ob (type, str, object) searches for any objects with
1951 * a matching type & name variable in the inventory of the given object.
1952 * The first matching object is returned, or NULL if none.
1953 * This is mostly used by spell effect code, so that we only
1954 * have one spell effect at a time.
1955 * type can be used to narrow the search - if type is set,
1956 * the type must also match. -1 can be passed for the type,
1957 * in which case the type does not need to pass.
1958 * str is the string to match against. Note that we match against
1959 * the object name, not the archetype name. this is so that the
1960 * spell code can use one object type (force), but change it's name
1961 * to be unique.
1962 */
1963 object *
1964 present_in_ob_by_name (int type, const char *str, const object *op)
1965 {
1966 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1967 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1968 return tmp;
1969
1970 return 0;
1971 }
1972
1973 /*
1974 * present_arch_in_ob(archetype, object) searches for any objects with
1975 * a matching archetype in the inventory of the given object.
1976 * The first matching object is returned, or NULL if none.
1977 */
1978 object *
1979 present_arch_in_ob (const archetype *at, const object *op)
1980 {
1981 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1982 if (tmp->arch->archname == at->archname)
1983 return tmp;
1984
1985 return NULL;
1986 }
1987
1988 /*
1989 * activate recursively a flag on an object inventory
1990 */
1991 void
1992 flag_inv (object *op, int flag)
1993 {
1994 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1995 {
1996 tmp->set_flag (flag);
1997 flag_inv (tmp, flag);
1998 }
1999 }
2000
2001 /*
2002 * deactivate recursively a flag on an object inventory
2003 */
2004 void
2005 unflag_inv (object *op, int flag)
2006 {
2007 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2008 {
2009 tmp->clr_flag (flag);
2010 unflag_inv (tmp, flag);
2011 }
2012 }
2013
2014 /*
2015 * find_free_spot(object, map, x, y, start, stop) will search for
2016 * a spot at the given map and coordinates which will be able to contain
2017 * the given object. start and stop specifies how many squares
2018 * to search (see the freearr_x/y[] definition).
2019 * It returns a random choice among the alternatives found.
2020 * start and stop are where to start relative to the free_arr array (1,9
2021 * does all 4 immediate directions). This returns the index into the
2022 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2023 * Note: This function does correctly handle tiled maps, but does not
2024 * inform the caller. However, insert_ob_in_map will update as
2025 * necessary, so the caller shouldn't need to do any special work.
2026 * Note - updated to take an object instead of archetype - this is necessary
2027 * because arch_blocked (now ob_blocked) needs to know the movement type
2028 * to know if the space in question will block the object. We can't use
2029 * the archetype because that isn't correct if the monster has been
2030 * customized, changed states, etc.
2031 */
2032 int
2033 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2034 {
2035 int altern[SIZEOFFREE];
2036 int index = 0, flag;
2037
2038 for (int i = start; i < stop; i++)
2039 {
2040 mapxy pos (m, x, y); pos.move (i);
2041
2042 if (!pos.normalise ())
2043 continue;
2044
2045 mapspace &ms = *pos;
2046
2047 if (ms.flags () & P_IS_ALIVE)
2048 continue;
2049
2050 /* However, often
2051 * ob doesn't have any move type (when used to place exits)
2052 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2053 */
2054 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2055 {
2056 altern [index++] = i;
2057 continue;
2058 }
2059
2060 /* Basically, if we find a wall on a space, we cut down the search size.
2061 * In this way, we won't return spaces that are on another side of a wall.
2062 * This mostly work, but it cuts down the search size in all directions -
2063 * if the space being examined only has a wall to the north and empty
2064 * spaces in all the other directions, this will reduce the search space
2065 * to only the spaces immediately surrounding the target area, and
2066 * won't look 2 spaces south of the target space.
2067 */
2068 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2069 {
2070 stop = maxfree[i];
2071 continue;
2072 }
2073
2074 /* Note it is intentional that we check ob - the movement type of the
2075 * head of the object should correspond for the entire object.
2076 */
2077 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2078 continue;
2079
2080 if (ob->blocked (pos.m, pos.x, pos.y))
2081 continue;
2082
2083 altern [index++] = i;
2084 }
2085
2086 if (!index)
2087 return -1;
2088
2089 return altern [rndm (index)];
2090 }
2091
2092 /*
2093 * find_first_free_spot(archetype, maptile, x, y) works like
2094 * find_free_spot(), but it will search max number of squares.
2095 * But it will return the first available spot, not a random choice.
2096 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2097 */
2098 int
2099 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2100 {
2101 for (int i = 0; i < SIZEOFFREE; i++)
2102 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2103 return i;
2104
2105 return -1;
2106 }
2107
2108 /*
2109 * The function permute(arr, begin, end) randomly reorders the array
2110 * arr[begin..end-1].
2111 * now uses a fisher-yates shuffle, old permute was broken
2112 */
2113 static void
2114 permute (int *arr, int begin, int end)
2115 {
2116 arr += begin;
2117 end -= begin;
2118
2119 while (--end)
2120 swap (arr [end], arr [rndm (end + 1)]);
2121 }
2122
2123 /* new function to make monster searching more efficient, and effective!
2124 * This basically returns a randomized array (in the passed pointer) of
2125 * the spaces to find monsters. In this way, it won't always look for
2126 * monsters to the north first. However, the size of the array passed
2127 * covers all the spaces, so within that size, all the spaces within
2128 * the 3x3 area will be searched, just not in a predictable order.
2129 */
2130 void
2131 get_search_arr (int *search_arr)
2132 {
2133 int i;
2134
2135 for (i = 0; i < SIZEOFFREE; i++)
2136 search_arr[i] = i;
2137
2138 permute (search_arr, 1, SIZEOFFREE1 + 1);
2139 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2140 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2141 }
2142
2143 /*
2144 * find_dir(map, x, y, exclude) will search some close squares in the
2145 * given map at the given coordinates for live objects.
2146 * It will not considered the object given as exclude among possible
2147 * live objects.
2148 * It returns the direction toward the first/closest live object if finds
2149 * any, otherwise 0.
2150 * Perhaps incorrectly, but I'm making the assumption that exclude
2151 * is actually want is going to try and move there. We need this info
2152 * because we have to know what movement the thing looking to move
2153 * there is capable of.
2154 */
2155 int
2156 find_dir (maptile *m, int x, int y, object *exclude)
2157 {
2158 int max = SIZEOFFREE, mflags;
2159 MoveType move_type;
2160
2161 if (exclude && exclude->head_ () != exclude)
2162 {
2163 exclude = exclude->head;
2164 move_type = exclude->move_type;
2165 }
2166 else
2167 {
2168 /* If we don't have anything, presume it can use all movement types. */
2169 move_type = MOVE_ALL;
2170 }
2171
2172 for (int i = 1; i < max; i++)
2173 {
2174 mapxy pos (m, x, y);
2175 pos.move (i);
2176
2177 if (!pos.normalise ())
2178 max = maxfree[i];
2179 else
2180 {
2181 mapspace &ms = *pos;
2182
2183 if ((move_type & ms.move_block) == move_type)
2184 max = maxfree [i];
2185 else if (ms.flags () & P_IS_ALIVE)
2186 {
2187 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2188 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2189 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2190 return freedir [i];
2191 }
2192 }
2193 }
2194
2195 return 0;
2196 }
2197
2198 /*
2199 * distance(object 1, object 2) will return the square of the
2200 * distance between the two given objects.
2201 */
2202 int
2203 distance (const object *ob1, const object *ob2)
2204 {
2205 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2206 }
2207
2208 /*
2209 * find_dir_2(delta-x,delta-y) will return a direction value
2210 * for running into direct [dx, dy].
2211 * (the opposite of crossfire's find_dir_2!)
2212 */
2213 int
2214 find_dir_2 (int x, int y)
2215 {
2216 #if 1 // new algorithm
2217 // this works by putting x, y into 16 sectors, which
2218 // are not equal sized, but are a better approximation
2219 // then the old algorithm, and then using a mapping
2220 // table to map it into a direction value.
2221 // basically, it maps these comparisons to each bit
2222 // bit #3: x < 0
2223 // bit #2: y < 0
2224 // bit #1: x > y
2225 // bit #0: x > 2y
2226
2227 static const uint8 dir[16] = {
2228 4, 5, 4, 3,
2229 2, 1, 2, 3,
2230 6, 5, 6, 7,
2231 8, 1, 8, 7,
2232 };
2233 int sector = 0;
2234
2235 // this is a bit ugly, but more likely to result in branchless code
2236 sector |= x < 0 ? 8 : 0;
2237 x = x < 0 ? -x : x; // abs
2238
2239 sector |= y < 0 ? 4 : 0;
2240 y = y < 0 ? -y : y; // abs
2241
2242 if (x > y)
2243 {
2244 sector |= 2;
2245
2246 if (x > y * 2)
2247 sector |= 1;
2248 }
2249 else
2250 {
2251 if (y > x * 2)
2252 sector |= 1;
2253 else if (!y)
2254 return 0; // x == 0 here
2255 }
2256
2257 return dir [sector];
2258 #else // old algorithm
2259 int q;
2260
2261 if (y)
2262 q = 128 * x / y;
2263 else if (x)
2264 q = -512 * x; // to make it > 309
2265 else
2266 return 0;
2267
2268 if (y > 0)
2269 {
2270 if (q < -309) return 7;
2271 if (q < -52) return 6;
2272 if (q < 52) return 5;
2273 if (q < 309) return 4;
2274
2275 return 3;
2276 }
2277 else
2278 {
2279 if (q < -309) return 3;
2280 if (q < -52) return 2;
2281 if (q < 52) return 1;
2282 if (q < 309) return 8;
2283
2284 return 7;
2285 }
2286 #endif
2287 }
2288
2289 /*
2290 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2291 * between two directions (which are expected to be absolute (see absdir())
2292 */
2293 int
2294 dirdiff (int dir1, int dir2)
2295 {
2296 int d = abs (dir1 - dir2);
2297
2298 return d > 4 ? 8 - d : d;
2299 }
2300
2301 /* peterm:
2302 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2303 * Basically, this is a table of directions, and what directions
2304 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2305 * This basically means that if direction is 15, then it could either go
2306 * direction 4, 14, or 16 to get back to where we are.
2307 * Moved from spell_util.c to object.c with the other related direction
2308 * functions.
2309 */
2310 static const int reduction_dir[SIZEOFFREE][3] = {
2311 {0, 0, 0}, /* 0 */
2312 {0, 0, 0}, /* 1 */
2313 {0, 0, 0}, /* 2 */
2314 {0, 0, 0}, /* 3 */
2315 {0, 0, 0}, /* 4 */
2316 {0, 0, 0}, /* 5 */
2317 {0, 0, 0}, /* 6 */
2318 {0, 0, 0}, /* 7 */
2319 {0, 0, 0}, /* 8 */
2320 {8, 1, 2}, /* 9 */
2321 {1, 2, -1}, /* 10 */
2322 {2, 10, 12}, /* 11 */
2323 {2, 3, -1}, /* 12 */
2324 {2, 3, 4}, /* 13 */
2325 {3, 4, -1}, /* 14 */
2326 {4, 14, 16}, /* 15 */
2327 {5, 4, -1}, /* 16 */
2328 {4, 5, 6}, /* 17 */
2329 {6, 5, -1}, /* 18 */
2330 {6, 20, 18}, /* 19 */
2331 {7, 6, -1}, /* 20 */
2332 {6, 7, 8}, /* 21 */
2333 {7, 8, -1}, /* 22 */
2334 {8, 22, 24}, /* 23 */
2335 {8, 1, -1}, /* 24 */
2336 {24, 9, 10}, /* 25 */
2337 {9, 10, -1}, /* 26 */
2338 {10, 11, -1}, /* 27 */
2339 {27, 11, 29}, /* 28 */
2340 {11, 12, -1}, /* 29 */
2341 {12, 13, -1}, /* 30 */
2342 {12, 13, 14}, /* 31 */
2343 {13, 14, -1}, /* 32 */
2344 {14, 15, -1}, /* 33 */
2345 {33, 15, 35}, /* 34 */
2346 {16, 15, -1}, /* 35 */
2347 {17, 16, -1}, /* 36 */
2348 {18, 17, 16}, /* 37 */
2349 {18, 17, -1}, /* 38 */
2350 {18, 19, -1}, /* 39 */
2351 {41, 19, 39}, /* 40 */
2352 {19, 20, -1}, /* 41 */
2353 {20, 21, -1}, /* 42 */
2354 {20, 21, 22}, /* 43 */
2355 {21, 22, -1}, /* 44 */
2356 {23, 22, -1}, /* 45 */
2357 {45, 47, 23}, /* 46 */
2358 {23, 24, -1}, /* 47 */
2359 {24, 9, -1}
2360 }; /* 48 */
2361
2362 /* Recursive routine to step back and see if we can
2363 * find a path to that monster that we found. If not,
2364 * we don't bother going toward it. Returns 1 if we
2365 * can see a direct way to get it
2366 * Modified to be map tile aware -.MSW
2367 */
2368 int
2369 can_see_monsterP (maptile *m, int x, int y, int dir)
2370 {
2371 sint16 dx, dy;
2372 int mflags;
2373
2374 if (dir < 0)
2375 return 0; /* exit condition: invalid direction */
2376
2377 dx = x + freearr_x[dir];
2378 dy = y + freearr_y[dir];
2379
2380 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2381
2382 /* This functional arguably was incorrect before - it was
2383 * checking for P_WALL - that was basically seeing if
2384 * we could move to the monster - this is being more
2385 * literal on if we can see it. To know if we can actually
2386 * move to the monster, we'd need the monster passed in or
2387 * at least its move type.
2388 */
2389 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2390 return 0;
2391
2392 /* yes, can see. */
2393 if (dir < 9)
2394 return 1;
2395
2396 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2397 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2398 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2399 }
2400
2401 /*
2402 * can_pick(picker, item): finds out if an object is possible to be
2403 * picked up by the picker. Returnes 1 if it can be
2404 * picked up, otherwise 0.
2405 *
2406 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2407 * core dumps if they do.
2408 *
2409 * Add a check so we can't pick up invisible objects (0.93.8)
2410 */
2411 int
2412 can_pick (const object *who, const object *item)
2413 {
2414 return /*who->flag [FLAG_WIZ]|| */
2415 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2416 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2417 }
2418
2419 //-GPL
2420
2421 /*
2422 * create clone from object to another
2423 */
2424 object *
2425 object::deep_clone ()
2426 {
2427 assert (("deep_clone called on non-head object", is_head ()));
2428
2429 object *dst = clone ();
2430
2431 object *prev = dst;
2432 for (object *part = this->more; part; part = part->more)
2433 {
2434 object *tmp = part->clone ();
2435 tmp->head = dst;
2436 prev->more = tmp;
2437 prev = tmp;
2438 }
2439
2440 for (object *item = inv; item; item = item->below)
2441 insert_ob_in_ob (item->deep_clone (), dst);
2442
2443 return dst;
2444 }
2445
2446 /* This returns the first object in who's inventory that
2447 * has the same type and subtype match.
2448 * returns NULL if no match.
2449 */
2450 object *
2451 find_obj_by_type_subtype (const object *who, int type, int subtype)
2452 {
2453 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2454 if (tmp->type == type && tmp->subtype == subtype)
2455 return tmp;
2456
2457 return 0;
2458 }
2459
2460 /* Zero the key_values on op, decrementing the shared-string
2461 * refcounts and freeing the links.
2462 */
2463 void
2464 key_values::clear ()
2465 {
2466 for (key_value *kvp = first; kvp; )
2467 {
2468 key_value *next = kvp->next;
2469 delete kvp;
2470 kvp = next;
2471 }
2472
2473 first = 0;
2474 }
2475
2476 shstr_tmp
2477 key_values::get (shstr_tmp key) const
2478 {
2479 for (key_value *kv = first; kv; kv = kv->next)
2480 if (kv->key == key)
2481 return kv->value;
2482
2483 return shstr ();
2484 }
2485
2486 void
2487 key_values::add (shstr_tmp key, shstr_tmp value)
2488 {
2489 key_value *kv = new key_value;
2490
2491 kv->next = first;
2492 kv->key = key;
2493 kv->value = value;
2494
2495 first = kv;
2496 }
2497
2498 void
2499 key_values::set (shstr_tmp key, shstr_tmp value)
2500 {
2501 for (key_value *kv = first; kv; kv = kv->next)
2502 if (kv->key == key)
2503 {
2504 kv->value = value;
2505 return;
2506 }
2507
2508 add (key, value);
2509 }
2510
2511 void
2512 key_values::del (shstr_tmp key)
2513 {
2514 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2515 if ((*kvp)->key == key)
2516 {
2517 key_value *kv = *kvp;
2518 *kvp = (*kvp)->next;
2519 delete kv;
2520 return;
2521 }
2522 }
2523
2524 void
2525 key_values::reverse ()
2526 {
2527 key_value *prev = 0;
2528 key_value *head = first;
2529
2530 while (head)
2531 {
2532 key_value *node = head;
2533 head = head->next;
2534 node->next = prev;
2535 prev = node;
2536 }
2537
2538 first = prev;
2539 }
2540
2541 key_values &
2542 key_values::operator =(const key_values &kv)
2543 {
2544 clear ();
2545
2546 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2547 add (kvp->key, kvp->value);
2548
2549 reverse ();
2550 }
2551
2552 object::depth_iterator::depth_iterator (object *container)
2553 : iterator_base (container)
2554 {
2555 while (item->inv)
2556 item = item->inv;
2557 }
2558
2559 void
2560 object::depth_iterator::next ()
2561 {
2562 if (item->below)
2563 {
2564 item = item->below;
2565
2566 while (item->inv)
2567 item = item->inv;
2568 }
2569 else
2570 item = item->env;
2571 }
2572
2573 const char *
2574 object::flag_desc (char *desc, int len) const
2575 {
2576 char *p = desc;
2577 bool first = true;
2578
2579 *p = 0;
2580
2581 for (int i = 0; i < NUM_FLAGS; i++)
2582 {
2583 if (len <= 10) // magic constant!
2584 {
2585 snprintf (p, len, ",...");
2586 break;
2587 }
2588
2589 if (flag [i])
2590 {
2591 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2592 len -= cnt;
2593 p += cnt;
2594 first = false;
2595 }
2596 }
2597
2598 return desc;
2599 }
2600
2601 // return a suitable string describing an object in enough detail to find it
2602 const char *
2603 object::debug_desc (char *info) const
2604 {
2605 char flagdesc[512];
2606 char info2[256 * 4];
2607 char *p = info;
2608
2609 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2610 count,
2611 uuid.c_str (),
2612 &name,
2613 title ? ",title:\"" : "",
2614 title ? (const char *)title : "",
2615 title ? "\"" : "",
2616 flag_desc (flagdesc, 512), type);
2617
2618 if (!flag[FLAG_REMOVED] && env)
2619 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2620
2621 if (map)
2622 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2623
2624 return info;
2625 }
2626
2627 const char *
2628 object::debug_desc () const
2629 {
2630 static char info[3][256 * 4];
2631 static int info_idx;
2632
2633 return debug_desc (info [++info_idx % 3]);
2634 }
2635
2636 struct region *
2637 object::region () const
2638 {
2639 return map ? map->region (x, y)
2640 : region::default_region ();
2641 }
2642
2643 //+GPL
2644
2645 void
2646 object::open_container (object *new_container)
2647 {
2648 if (container == new_container)
2649 return;
2650
2651 object *old_container = container;
2652
2653 if (old_container)
2654 {
2655 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2656 return;
2657
2658 #if 0
2659 // remove the "Close old_container" object.
2660 if (object *closer = old_container->inv)
2661 if (closer->type == CLOSE_CON)
2662 closer->destroy ();
2663 #endif
2664
2665 // make sure the container is available
2666 esrv_send_item (this, old_container);
2667
2668 old_container->flag [FLAG_APPLIED] = false;
2669 container = 0;
2670
2671 // client needs item update to make it work, client bug requires this to be separate
2672 esrv_update_item (UPD_FLAGS, this, old_container);
2673
2674 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2675 play_sound (sound_find ("chest_close"));
2676 }
2677
2678 if (new_container)
2679 {
2680 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2681 return;
2682
2683 // TODO: this does not seem to serve any purpose anymore?
2684 #if 0
2685 // insert the "Close Container" object.
2686 if (archetype *closer = new_container->other_arch)
2687 {
2688 object *closer = new_container->other_arch->instance ();
2689 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2690 new_container->insert (closer);
2691 }
2692 #endif
2693
2694 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2695
2696 // make sure the container is available, client bug requires this to be separate
2697 esrv_send_item (this, new_container);
2698
2699 new_container->flag [FLAG_APPLIED] = true;
2700 container = new_container;
2701
2702 // client needs flag change
2703 esrv_update_item (UPD_FLAGS, this, new_container);
2704 esrv_send_inventory (this, new_container);
2705 play_sound (sound_find ("chest_open"));
2706 }
2707 // else if (!old_container->env && contr && contr->ns)
2708 // contr->ns->floorbox_reset ();
2709 }
2710
2711 //-GPL
2712
2713 // prefetch some flat area around the player
2714 static void
2715 prefetch_surrounding_area (object *op, maptile *map, int range)
2716 {
2717 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2718 op->x - range , op->y - range ,
2719 op->x + range + 1, op->y + range + 1);
2720 rect->m;
2721 ++rect)
2722 {
2723 rect->m->touch ();
2724 rect->m->activate ();
2725 }
2726 }
2727
2728 // prefetch a generous area around the player, also up and down
2729 void
2730 object::prefetch_surrounding_maps ()
2731 {
2732 prefetch_surrounding_area (this, map, 40);
2733
2734 if (maptile *m = map->tile_available (TILE_DOWN))
2735 prefetch_surrounding_area (this, m, 20);
2736
2737 if (maptile *m = map->tile_available (TILE_UP))
2738 prefetch_surrounding_area (this, m, 20);
2739 }
2740
2741 //+GPL
2742
2743 object *
2744 object::force_find (shstr_tmp name)
2745 {
2746 /* cycle through his inventory to look for the MARK we want to
2747 * place
2748 */
2749 for (object *tmp = inv; tmp; tmp = tmp->below)
2750 if (tmp->type == FORCE && tmp->slaying == name)
2751 return splay (tmp);
2752
2753 return 0;
2754 }
2755
2756 void
2757 object::force_set_timer (int duration)
2758 {
2759 this->duration = 1;
2760 this->speed_left = -1.f;
2761
2762 this->set_speed (duration ? 1.f / duration : 0.f);
2763 }
2764
2765 object *
2766 object::force_add (shstr_tmp name, int duration)
2767 {
2768 if (object *force = force_find (name))
2769 force->destroy ();
2770
2771 object *force = archetype::get (FORCE_NAME);
2772
2773 force->slaying = name;
2774 force->force_set_timer (duration);
2775 force->flag [FLAG_APPLIED] = true;
2776
2777 return insert (force);
2778 }
2779
2780 void
2781 object::play_sound (faceidx sound) const
2782 {
2783 if (!sound)
2784 return;
2785
2786 if (is_on_map ())
2787 map->play_sound (sound, x, y);
2788 else if (object *pl = in_player ())
2789 pl->contr->play_sound (sound);
2790 }
2791
2792 void
2793 object::say_msg (const char *msg) const
2794 {
2795 if (is_on_map ())
2796 map->say_msg (msg, x, y);
2797 else if (object *pl = in_player ())
2798 pl->contr->play_sound (sound);
2799 }
2800
2801 void
2802 object::make_noise ()
2803 {
2804 // we do not model noise in the map, so instead put
2805 // a temporary light into the noise source
2806 // could use the map instead, but that's less reliable for our
2807 // goal, which is to make invisibility a bit harder to exploit
2808
2809 // currently only works sensibly for players
2810 if (!is_player ())
2811 return;
2812
2813 // find old force, or create new one
2814 object *force = force_find (shstr_noise_force);
2815
2816 if (force)
2817 force->speed_left = -1.f; // patch old speed up
2818 else
2819 {
2820 force = archetype::get (shstr_noise_force);
2821
2822 force->slaying = shstr_noise_force;
2823 force->stats.food = 1;
2824 force->speed_left = -1.f;
2825
2826 force->set_speed (1.f / 4.f);
2827 force->flag [FLAG_IS_USED_UP] = true;
2828 force->flag [FLAG_APPLIED] = true;
2829
2830 insert (force);
2831 }
2832 }
2833
2834 void object::change_move_type (MoveType mt)
2835 {
2836 if (move_type == mt)
2837 return;
2838
2839 if (is_on_map ())
2840 {
2841 // we are on the map, so handle move_on/off effects
2842 remove ();
2843 move_type = mt;
2844 map->insert (this, x, y, this);
2845 }
2846 else
2847 move_type = mt;
2848 }
2849
2850 /* object should be a player.
2851 * we return the object the player has marked with the 'mark' command
2852 * below. If no match is found (or object has changed), we return
2853 * NULL. We leave it up to the calling function to print messages if
2854 * nothing is found.
2855 */
2856 object *
2857 object::mark () const
2858 {
2859 if (contr && contr->mark && contr->mark->env == this)
2860 return contr->mark;
2861 else
2862 return 0;
2863 }
2864
2865 // put marked object first in the inventory
2866 // this is used by identify-like spells so players can influence
2867 // the order a bit.
2868 void
2869 object::splay_marked ()
2870 {
2871 if (object *marked = mark ())
2872 splay (marked);
2873 }
2874