ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
Revision: 1.353
Committed: Fri Jan 27 22:00:39 2012 UTC (12 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.352: +2 -2 lines
Log Message:
remove unused variables, kernel_panic

File Contents

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