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Revision: 1.363
Committed: Sun Jan 29 02:47:04 2017 UTC (7 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.362: +13 -13 lines
Log Message:
remove eol whitespace

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 /* Not 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 weight_t
452 weight_adjust_for (object *op, weight_t weight)
453 {
454 if (op->type == CONTAINER)
455 weight -= weight * op->stats.Str / 100;
456
457 return weight;
458 }
459
460 /*
461 * subtracts, then adds, the specified weight to an object,
462 * and also updates how much the environment(s) is/are carrying.
463 */
464 static void
465 adjust_weight (object *op, weight_t sub, weight_t add)
466 {
467 while (op)
468 {
469 weight_t carrying = (weight_t)op->carrying
470 - weight_adjust_for (op, sub)
471 + weight_adjust_for (op, add);
472
473 sub = op->carrying;
474 op->carrying = carrying;
475 add = op->carrying;
476
477 if (object *pl = op->visible_to ())
478 if (pl != op) // player is handled lazily
479 esrv_update_item (UPD_WEIGHT, pl, op);
480
481 op = op->env;
482 }
483 }
484
485 /*
486 * this is a recursive function which calculates the weight
487 * an object is carrying. It goes through op and figures out how much
488 * containers are carrying, and sums it up.
489 */
490 void
491 object::update_weight ()
492 {
493 weight_t sum = 0;
494
495 for (object *op = inv; op; op = op->below)
496 {
497 op->update_weight ();
498
499 sum += weight_adjust_for (this, op->total_weight ());
500 }
501
502 if (sum != carrying)
503 {
504 if (carrying != sum && carrying)//D
505 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
506 (long long)sum, (long long)carrying, debug_desc ());
507
508 carrying = sum;
509
510 if (object *pl = visible_to ())
511 if (pl != this) // player is handled lazily
512 esrv_update_item (UPD_WEIGHT, pl, this);
513 }
514 }
515
516 /*
517 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
518 */
519 char *
520 dump_object (object *op)
521 {
522 if (!op)
523 return strdup ("[NULLOBJ]");
524
525 object_freezer freezer;
526 op->write (freezer);
527 return freezer.as_string ();
528 }
529
530 char *
531 object::as_string ()
532 {
533 return dump_object (this);
534 }
535
536 /*
537 * Returns the object which has the count-variable equal to the argument.
538 * VERRRY slow.
539 */
540 object *
541 find_object (tag_t i)
542 {
543 for_all_objects (op)
544 if (op->count == i)
545 return op;
546
547 return 0;
548 }
549
550 /*
551 * Returns the object which has the uuid equal to the argument.
552 * MOAR VERRRY slow.
553 */
554
555 object *
556 find_object_uuid (UUID i)
557 {
558 for_all_objects (op)
559 if (op->uuid == i)
560 return op;
561
562 return 0;
563 }
564
565 /*
566 * Returns the first object which has a name equal to the argument.
567 * Used only by the patch command, but not all that useful.
568 * Enables features like "patch <name-of-other-player> food 999"
569 */
570 object *
571 find_object_name (const char *str)
572 {
573 shstr_cmp str_ (str);
574
575 if (str_)
576 for_all_objects (op)
577 if (op->name == str_)
578 return op;
579
580 return 0;
581 }
582
583 /*
584 * Sets the owner and sets the skill and exp pointers to owner's current
585 * skill and experience objects.
586 * ACTUALLY NO! investigate! TODO
587 */
588 void
589 object::set_owner (object *owner)
590 {
591 // allow objects which own objects
592 if (owner)
593 while (owner->owner)
594 owner = owner->owner;
595
596 if (flag [FLAG_FREED])
597 {
598 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
599 return;
600 }
601
602 this->owner = owner;
603 }
604
605 /*
606 * copy_to first frees everything allocated by the dst object,
607 * and then copies the contents of itself into the second
608 * object, allocating what needs to be allocated. Basically, any
609 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
610 * if the first object is freed, the pointers in the new object
611 * will point at garbage.
612 */
613 void
614 object::copy_to (object *dst)
615 {
616 dst->remove ();
617 *(object_copy *)dst = *this;
618
619 // maybe move to object_copy?
620 dst->kv = kv;
621
622 dst->flag [FLAG_REMOVED] = true;
623 dst->activate ();
624 }
625
626 void
627 object::instantiate ()
628 {
629 if (!uuid.seq) // HACK
630 uuid = UUID::gen ();
631
632 // TODO: unclean state changes, should not be done in copy_to AND instantiate
633 if (flag [FLAG_RANDOM_SPEED] && speed)
634 speed_left = - speed - rndm (); // TODO animation
635 else
636 speed_left = -1.;
637
638 /* copy the body_info to the body_used - this is only really
639 * need for monsters, but doesn't hurt to do it for everything.
640 * by doing so, when a monster is created, it has good starting
641 * values for the body_used info, so when items are created
642 * for it, they can be properly equipped.
643 */
644 for (int i = NUM_BODY_LOCATIONS; i--; )
645 slot[i].used = slot[i].info;
646
647 attachable::instantiate ();
648 }
649
650 object *
651 object::clone ()
652 {
653 object *neu = create ();
654 copy_to (neu);
655
656 // TODO: unclean state changes, should not be done in clone AND instantiate
657 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
658 neu->speed_left = - neu->speed - rndm (); // TODO animation
659
660 neu->map = map; // not copied by copy_to
661 return neu;
662 }
663
664 /*
665 * If an object with the IS_TURNABLE() flag needs to be turned due
666 * to the closest player being on the other side, this function can
667 * be called to update the face variable, _and_ how it looks on the map.
668 */
669 void
670 update_turn_face (object *op)
671 {
672 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
673 return;
674
675 SET_ANIMATION (op, op->direction);
676 update_object (op, UP_OBJ_FACE);
677 }
678
679 /*
680 * Updates the speed of an object. If the speed changes from 0 to another
681 * value, or vice versa, then add/remove the object from the active list.
682 * This function needs to be called whenever the speed of an object changes.
683 */
684 void
685 object::set_speed (float speed)
686 {
687 this->speed = speed;
688
689 if (has_active_speed ())
690 activate ();
691 else
692 deactivate ();
693 }
694
695 /*
696 * update_object() updates the the map.
697 * It takes into account invisible objects (and represent squares covered
698 * by invisible objects by whatever is below them (unless it's another
699 * invisible object, etc...)
700 * If the object being updated is beneath a player, the look-window
701 * of that player is updated (this might be a suboptimal way of
702 * updating that window, though, since update_object() is called _often_)
703 *
704 * action is a hint of what the caller believes need to be done.
705 * current action are:
706 * UP_OBJ_INSERT: op was inserted
707 * UP_OBJ_REMOVE: op was removed
708 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
709 * as that is easier than trying to look at what may have changed.
710 * UP_OBJ_FACE: only the objects face has changed.
711 */
712 void
713 update_object (object *op, int action)
714 {
715 if (!op)
716 {
717 /* this should never happen */
718 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
719 return;
720 }
721
722 if (!op->is_on_map ())
723 {
724 /* Animation is currently handled by client, so nothing
725 * to do in this case.
726 */
727 return;
728 }
729
730 /* make sure the object is within map boundaries */
731 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
732 {
733 LOG (llevError, "update_object() called for object out of map!\n");
734 #ifdef MANY_CORES
735 abort ();
736 #endif
737 return;
738 }
739
740 mapspace &m = op->ms ();
741
742 if (!(m.flags_ & P_UPTODATE))
743 m.update_up (); // nothing to do except copy up
744 else if (action == UP_OBJ_INSERT)
745 {
746 #if 0
747 // this is likely overkill, TODO: revisit (schmorp)
748 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
749 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
750 || (op->is_player () && !(m.flags_ & P_PLAYER))
751 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
752 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
753 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
754 || (m.move_on | op->move_on ) != m.move_on
755 || (m.move_off | op->move_off ) != m.move_off
756 || (m.move_slow | op->move_slow) != m.move_slow
757 /* This isn't perfect, but I don't expect a lot of objects to
758 * have move_allow right now.
759 */
760 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
761 m.invalidate ();
762 #else
763 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
764 m.invalidate ();
765 #endif
766 }
767 /* if the object is being removed, we can't make intelligent
768 * decisions, because remove_ob can't really pass the object
769 * that is being removed.
770 */
771 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
772 m.invalidate ();
773 else if (action == UP_OBJ_FACE)
774 m.update_up (); // nothing to do for that case, except copy up
775 else
776 LOG (llevError, "update_object called with invalid action: %d\n", action);
777
778 if (op->more)
779 update_object (op->more, action);
780 }
781
782 object::object ()
783 {
784 this->set_flag (FLAG_REMOVED);
785
786 //expmul = 1.0; declared const for the time being
787 face = blank_face;
788 material = MATERIAL_NULL;
789 }
790
791 object::~object ()
792 {
793 unlink ();
794
795 kv.clear ();
796 }
797
798 void object::link ()
799 {
800 assert (!index);//D
801 uuid = UUID::gen ();
802
803 refcnt_inc ();
804 objects.insert (this);
805
806 ++create_count;
807
808 }
809
810 void object::unlink ()
811 {
812 if (!index)
813 return;
814
815 ++destroy_count;
816
817 objects.erase (this);
818 refcnt_dec ();
819 }
820
821 void
822 object::activate ()
823 {
824 /* If already on active list, don't do anything */
825 if (active)
826 return;
827
828 if (has_active_speed ())
829 {
830 if (flag [FLAG_FREED])
831 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
832
833 actives.insert (this);
834 }
835 }
836
837 void
838 object::activate_recursive ()
839 {
840 activate ();
841
842 for (object *op = inv; op; op = op->below)
843 op->activate_recursive ();
844 }
845
846 /* This function removes object 'op' from the list of active
847 * objects.
848 * This should only be used for style maps or other such
849 * reference maps where you don't want an object that isn't
850 * in play chewing up cpu time getting processed.
851 * The reverse of this is to call update_ob_speed, which
852 * will do the right thing based on the speed of the object.
853 */
854 void
855 object::deactivate ()
856 {
857 /* If not on the active list, nothing needs to be done */
858 if (!active)
859 return;
860
861 actives.erase (this);
862 }
863
864 void
865 object::deactivate_recursive ()
866 {
867 for (object *op = inv; op; op = op->below)
868 op->deactivate_recursive ();
869
870 deactivate ();
871 }
872
873 void
874 object::set_flag_inv (int flag, int value)
875 {
876 for (object *op = inv; op; op = op->below)
877 {
878 op->flag [flag] = value;
879 op->set_flag_inv (flag, value);
880 }
881 }
882
883 /*
884 * Remove and free all objects in the inventory of the given object.
885 * object.c ?
886 */
887 void
888 object::destroy_inv (bool drop_to_ground)
889 {
890 // need to check first, because the checks below might segfault
891 // as we might be on an invalid mapspace and crossfire code
892 // is too buggy to ensure that the inventory is empty.
893 // corollary: if you create arrows etc. with stuff in its inventory,
894 // cf will crash below with off-map x and y
895 if (!inv)
896 return;
897
898 /* Only if the space blocks everything do we not process -
899 * if some form of movement is allowed, let objects
900 * drop on that space.
901 */
902 if (!drop_to_ground
903 || !map
904 || !map->linkable ()
905 || map->no_drop
906 || ms ().move_block == MOVE_ALL)
907 {
908 while (inv)
909 inv->destroy ();
910 }
911 else
912 { /* Put objects in inventory onto this space */
913 while (inv)
914 {
915 object *op = inv;
916
917 if (op->flag [FLAG_STARTEQUIP]
918 || op->flag [FLAG_NO_DROP]
919 || op->type == RUNE
920 || op->type == TRAP
921 || op->flag [FLAG_IS_A_TEMPLATE]
922 || op->flag [FLAG_DESTROY_ON_DEATH])
923 op->destroy ();
924 else
925 map->insert (op, x, y);
926 }
927 }
928 }
929
930 /*
931 * Remove and free all objects in the inventory of the given object.
932 * Unlike destroy_inv, this assumes the *this is destroyed as well
933 * well, so we can (and have to!) take shortcuts.
934 */
935 void
936 object::destroy_inv_fast ()
937 {
938 while (object *op = inv)
939 {
940 // remove from object the fast way
941 op->flag [FLAG_REMOVED] = true;
942 op->env = 0;
943 if ((inv = inv->below))
944 inv->above = 0;
945
946 // then destroy
947 op->destroy ();
948 }
949 }
950
951 void
952 object::freelist_free (int count)
953 {
954 while (count-- && freelist)
955 {
956 freelist_item *next = freelist->next;
957 // count is being "destroyed"
958
959 sfree ((char *)freelist, sizeof (object));
960
961 freelist = next;
962 --free_count;
963 }
964 }
965
966 object *
967 object::create ()
968 {
969 object *op;
970
971 if (freelist)
972 {
973 freelist_item li = *freelist;
974 memset (freelist, 0, sizeof (object));
975
976 op = new (freelist) object;
977 op->count = li.count;
978
979 freelist = li.next;
980 --free_count;
981 }
982 else
983 {
984 void *ni = salloc0<char> (sizeof (object));
985
986 op = new(ni) object;
987
988 op->count = ++object_count;
989 }
990
991 op->link ();
992
993 return op;
994 }
995
996 void
997 object::do_delete ()
998 {
999 uint32_t count = this->count;
1000
1001 this->~object ();
1002
1003 freelist_item *li = (freelist_item *)this;
1004 li->next = freelist;
1005 li->count = count;
1006
1007 freelist = li;
1008 ++free_count;
1009 }
1010
1011 void
1012 object::do_destroy ()
1013 {
1014 if (flag [FLAG_IS_LINKED])
1015 remove_link ();
1016
1017 if (flag [FLAG_FRIENDLY])
1018 remove_friendly_object (this);
1019
1020 remove ();
1021
1022 attachable::do_destroy ();
1023
1024 deactivate ();
1025 unlink ();
1026
1027 flag [FLAG_FREED] = 1;
1028
1029 // hack to ensure that freed objects still have a valid map
1030 map = &freed_map;
1031 x = 1;
1032 y = 1;
1033
1034 if (more)
1035 {
1036 more->destroy ();
1037 more = 0;
1038 }
1039
1040 head = 0;
1041
1042 // clear those pointers that likely might cause circular references
1043 owner = 0;
1044 enemy = 0;
1045 attacked_by = 0;
1046 current_weapon = 0;
1047 }
1048
1049 void
1050 object::destroy ()
1051 {
1052 if (destroyed ())
1053 return;
1054
1055 if (!is_head () && !head->destroyed ())
1056 {
1057 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1058 head->destroy ();
1059 return;
1060 }
1061
1062 destroy_inv_fast ();
1063
1064 if (is_head ())
1065 if (sound_destroy)
1066 play_sound (sound_destroy);
1067 else if (flag [FLAG_MONSTER])
1068 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1069
1070 attachable::destroy ();
1071 }
1072
1073 /* op->remove ():
1074 * This function removes the object op from the linked list of objects
1075 * which it is currently tied to. When this function is done, the
1076 * object will have no environment. If the object previously had an
1077 * environment, the x and y coordinates will be updated to
1078 * the previous environment.
1079 */
1080 void
1081 object::do_remove ()
1082 {
1083 if (flag [FLAG_REMOVED])
1084 return;
1085
1086 INVOKE_OBJECT (REMOVE, this);
1087
1088 flag [FLAG_REMOVED] = true;
1089
1090 if (more)
1091 more->remove ();
1092
1093 /*
1094 * In this case, the object to be removed is in someones
1095 * inventory.
1096 */
1097 if (env)
1098 {
1099 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1100 if (object *pl = visible_to ())
1101 esrv_del_item (pl->contr, count);
1102 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1103
1104 adjust_weight (env, total_weight (), 0);
1105
1106 object *pl = in_player ();
1107
1108 /* we set up values so that it could be inserted into
1109 * the map, but we don't actually do that - it is up
1110 * to the caller to decide what we want to do.
1111 */
1112 map = env->map;
1113 x = env->x;
1114 y = env->y;
1115
1116 // make sure cmov optimisation is applicable
1117 *(above ? &above->below : &env->inv) = below;
1118 *(below ? &below->above : &above ) = above; // &above is just a dummy
1119
1120 above = 0;
1121 below = 0;
1122 env = 0;
1123
1124 if (pl && pl->is_player ())
1125 {
1126 if (expect_false (pl->contr->combat_ob == this))
1127 {
1128 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1129 pl->contr->combat_ob = 0;
1130 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1131 }
1132
1133 if (expect_false (pl->contr->ranged_ob == this))
1134 {
1135 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1136 pl->contr->ranged_ob = 0;
1137 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1138 }
1139
1140 pl->contr->queue_stats_update ();
1141
1142 if (expect_false (glow_radius) && pl->is_on_map ())
1143 update_all_los (pl->map, pl->x, pl->y);
1144 }
1145 }
1146 else if (map)
1147 {
1148 map->dirty = true;
1149 mapspace &ms = this->ms ();
1150
1151 if (object *pl = ms.player ())
1152 {
1153 if (is_player ())
1154 {
1155 if (!flag [FLAG_WIZPASS])
1156 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1157
1158 // leaving a spot always closes any open container on the ground
1159 if (container && !container->env)
1160 // this causes spurious floorbox updates, but it ensures
1161 // that the CLOSE event is being sent.
1162 close_container ();
1163
1164 --map->players;
1165 map->touch ();
1166 }
1167 else if (pl->container_ () == this)
1168 {
1169 // removing a container should close it
1170 close_container ();
1171 }
1172 else
1173 esrv_del_item (pl->contr, count);
1174 }
1175
1176 /* link the object above us */
1177 // re-link, make sure compiler can easily use cmove
1178 *(above ? &above->below : &ms.top) = below;
1179 *(below ? &below->above : &ms.bot) = above;
1180
1181 above = 0;
1182 below = 0;
1183
1184 ms.invalidate ();
1185
1186 int check_walk_off = !flag [FLAG_NO_APPLY];
1187
1188 if (object *pl = ms.player ())
1189 {
1190 if (pl->container_ () == this)
1191 /* If a container that the player is currently using somehow gets
1192 * removed (most likely destroyed), update the player view
1193 * appropriately.
1194 */
1195 pl->close_container ();
1196
1197 //TODO: the floorbox prev/next might need updating
1198 //esrv_del_item (pl->contr, count);
1199 //TODO: update floorbox to preserve ordering
1200 if (pl->contr->ns)
1201 pl->contr->ns->floorbox_update ();
1202 }
1203
1204 if (check_walk_off)
1205 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1206 {
1207 above = tmp->above;
1208
1209 /* No point updating the players look faces if he is the object
1210 * being removed.
1211 */
1212
1213 /* See if object moving off should effect something */
1214 if ((move_type & tmp->move_off)
1215 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1216 move_apply (tmp, this, 0);
1217 }
1218
1219 if (affects_los ())
1220 update_all_los (map, x, y);
1221 }
1222 }
1223
1224 /*
1225 * merge_ob(op,top):
1226 *
1227 * This function goes through all objects below and including top, and
1228 * merges op to the first matching object.
1229 * If top is NULL, it is calculated.
1230 * Returns pointer to object if it succeded in the merge, otherwise NULL
1231 */
1232 object *
1233 merge_ob (object *op, object *top)
1234 {
1235 if (!op->nrof)
1236 return 0;
1237
1238 if (!top)
1239 for (top = op; top && top->above; top = top->above)
1240 ;
1241
1242 for (; top; top = top->below)
1243 if (object::can_merge (op, top))
1244 {
1245 top->nrof += op->nrof;
1246
1247 if (object *pl = top->visible_to ())
1248 esrv_update_item (UPD_NROF, pl, top);
1249
1250 op->weight = 0; // cancel the addition above
1251 op->carrying = 0; // must be 0 already
1252
1253 op->destroy ();
1254
1255 return top;
1256 }
1257
1258 return 0;
1259 }
1260
1261 void
1262 object::expand_tail ()
1263 {
1264 if (more)
1265 return;
1266
1267 object *prev = this;
1268
1269 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1270 {
1271 object *op = at->instance ();
1272
1273 op->name = name;
1274 op->name_pl = name_pl;
1275 op->title = title;
1276
1277 op->head = this;
1278 prev->more = op;
1279
1280 prev = op;
1281 }
1282 }
1283
1284 /*
1285 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1286 * job preparing multi-part monsters.
1287 */
1288 object *
1289 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1290 {
1291 op->remove ();
1292
1293 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1294 {
1295 tmp->x = x + tmp->arch->x;
1296 tmp->y = y + tmp->arch->y;
1297 }
1298
1299 return insert_ob_in_map (op, m, originator, flag);
1300 }
1301
1302 /*
1303 * insert_ob_in_map (op, map, originator, flag):
1304 * This function inserts the object in the two-way linked list
1305 * which represents what is on a map.
1306 * The second argument specifies the map, and the x and y variables
1307 * in the object about to be inserted specifies the position.
1308 *
1309 * originator: Player, monster or other object that caused 'op' to be inserted
1310 * into 'map'. May be NULL.
1311 *
1312 * flag is a bitmask about special things to do (or not do) when this
1313 * function is called. see the object.h file for the INS_ values.
1314 * Passing 0 for flag gives proper default values, so flag really only needs
1315 * to be set if special handling is needed.
1316 *
1317 * Return value:
1318 * new object if 'op' was merged with other object
1319 * NULL if there was an error (destroyed, blocked etc.)
1320 * just 'op' otherwise
1321 */
1322 object *
1323 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1324 {
1325 op->remove ();
1326
1327 if (m == &freed_map)//D TODO: remove soon
1328 {//D
1329 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1330 }//D
1331
1332 /* Ideally, the caller figures this out. However, it complicates a lot
1333 * of areas of callers (eg, anything that uses find_free_spot would now
1334 * need extra work
1335 */
1336 maptile *newmap = m;
1337 if (!xy_normalise (newmap, op->x, op->y))
1338 {
1339 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1340 return 0;
1341 }
1342
1343 if (object *more = op->more)
1344 if (!insert_ob_in_map (more, m, originator, flag))
1345 return 0;
1346
1347 op->flag [FLAG_REMOVED] = false;
1348 op->env = 0;
1349 op->map = newmap;
1350
1351 mapspace &ms = op->ms ();
1352
1353 /* this has to be done after we translate the coordinates.
1354 */
1355 if (op->nrof && !(flag & INS_NO_MERGE))
1356 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1357 if (object::can_merge (op, tmp))
1358 {
1359 // TODO: we actually want to update tmp, not op,
1360 // but some caller surely breaks when we return tmp
1361 // from here :/
1362 op->nrof += tmp->nrof;
1363 tmp->destroy ();
1364 }
1365
1366 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1367 op->clr_flag (FLAG_INV_LOCKED);
1368
1369 if (!op->flag [FLAG_ALIVE])
1370 op->clr_flag (FLAG_NO_STEAL);
1371
1372 if (flag & INS_BELOW_ORIGINATOR)
1373 {
1374 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1375 {
1376 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1377 abort ();
1378 }
1379
1380 if (!originator->is_on_map ())
1381 {
1382 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1383 op->debug_desc (), originator->debug_desc ());
1384 abort ();
1385 }
1386
1387 op->above = originator;
1388 op->below = originator->below;
1389 originator->below = op;
1390
1391 *(op->below ? &op->below->above : &ms.bot) = op;
1392 }
1393 else
1394 {
1395 object *floor = 0;
1396 object *top = ms.top;
1397
1398 /* If there are other objects, then */
1399 if (top)
1400 {
1401 /*
1402 * If there are multiple objects on this space, we do some trickier handling.
1403 * We've already dealt with merging if appropriate.
1404 * Generally, we want to put the new object on top. But if
1405 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1406 * floor, we want to insert above that and no further.
1407 * Also, if there are spell objects on this space, we stop processing
1408 * once we get to them. This reduces the need to traverse over all of
1409 * them when adding another one - this saves quite a bit of cpu time
1410 * when lots of spells are cast in one area. Currently, it is presumed
1411 * that flying non pickable objects are spell objects.
1412 */
1413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1414 {
1415 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1416 floor = tmp;
1417
1418 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1419 {
1420 /* We insert above top, so we want this object below this */
1421 top = tmp->below;
1422 break;
1423 }
1424
1425 top = tmp;
1426 }
1427
1428 /* We let update_position deal with figuring out what the space
1429 * looks like instead of lots of conditions here.
1430 * makes things faster, and effectively the same result.
1431 */
1432
1433 /* Have object 'fall below' other objects that block view.
1434 * Unless those objects are exits.
1435 * If INS_ON_TOP is used, don't do this processing
1436 * Need to find the object that in fact blocks view, otherwise
1437 * stacking is a bit odd.
1438 */
1439 if (!(flag & INS_ON_TOP)
1440 && ms.flags () & P_BLOCKSVIEW
1441 && (op->face && !faces [op->face].visibility))
1442 {
1443 object *last;
1444
1445 for (last = top; last != floor; last = last->below)
1446 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1447 break;
1448
1449 /* Check to see if we found the object that blocks view,
1450 * and make sure we have a below pointer for it so that
1451 * we can get inserted below this one, which requires we
1452 * set top to the object below us.
1453 */
1454 if (last && last->below && last != floor)
1455 top = last->below;
1456 }
1457 } /* If objects on this space */
1458
1459 if (flag & INS_ABOVE_FLOOR_ONLY)
1460 top = floor;
1461
1462 // insert object above top, or bottom-most if top = 0
1463 if (!top)
1464 {
1465 op->below = 0;
1466 op->above = ms.bot;
1467 ms.bot = op;
1468
1469 *(op->above ? &op->above->below : &ms.top) = op;
1470 }
1471 else
1472 {
1473 op->above = top->above;
1474 top->above = op;
1475
1476 op->below = top;
1477 *(op->above ? &op->above->below : &ms.top) = op;
1478 }
1479 }
1480
1481 if (op->is_player ())
1482 {
1483 op->contr->do_los = 1;
1484 ++op->map->players;
1485 op->map->touch ();
1486 }
1487
1488 op->map->dirty = true;
1489
1490 if (object *pl = ms.player ())
1491 //TODO: the floorbox prev/next might need updating
1492 //esrv_send_item (pl, op);
1493 //TODO: update floorbox to preserve ordering
1494 if (pl->contr->ns)
1495 pl->contr->ns->floorbox_update ();
1496
1497 /* If this object glows, it may affect lighting conditions that are
1498 * visible to others on this map. But update_all_los is really
1499 * an inefficient way to do this, as it means los for all players
1500 * on the map will get recalculated. The players could very well
1501 * be far away from this change and not affected in any way -
1502 * this should get redone to only look for players within range,
1503 * or just updating the P_UPTODATE for spaces within this area
1504 * of effect may be sufficient.
1505 */
1506 if (op->affects_los ())
1507 {
1508 op->ms ().invalidate ();
1509 update_all_los (op->map, op->x, op->y);
1510 }
1511
1512 /* updates flags (blocked, alive, no magic, etc) for this map space */
1513 update_object (op, UP_OBJ_INSERT);
1514
1515 INVOKE_OBJECT (INSERT, op);
1516
1517 /* Don't know if moving this to the end will break anything. However,
1518 * we want to have floorbox_update called before calling this.
1519 *
1520 * check_move_on() must be after this because code called from
1521 * check_move_on() depends on correct map flags (so functions like
1522 * blocked() and wall() work properly), and these flags are updated by
1523 * update_object().
1524 */
1525
1526 /* if this is not the head or flag has been passed, don't check walk on status */
1527 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1528 {
1529 if (check_move_on (op, originator, flag))
1530 return 0;
1531
1532 /* If we are a multi part object, let's work our way through the check
1533 * walk on's.
1534 */
1535 for (object *tmp = op->more; tmp; tmp = tmp->more)
1536 if (check_move_on (tmp, originator, flag))
1537 return 0;
1538 }
1539
1540 return op;
1541 }
1542
1543 /* this function inserts an object in the map, but if it
1544 * finds an object of its own type, it'll remove that one first.
1545 * op is the object to insert it under: supplies x and the map.
1546 */
1547 void
1548 replace_insert_ob_in_map (shstr_tmp archname, object *op)
1549 {
1550 /* first search for itself and remove any old instances */
1551
1552 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1553 if (tmp->arch->archname == archname) /* same archetype */
1554 tmp->destroy ();
1555
1556 object *tmp = archetype::find (archname)->instance ();
1557
1558 tmp->x = op->x;
1559 tmp->y = op->y;
1560
1561 insert_ob_in_map (tmp, op->map, op, 0);
1562 }
1563
1564 object *
1565 object::insert_at (object *where, object *originator, int flags)
1566 {
1567 if (where->env)
1568 return where->env->insert (this);
1569 else
1570 return where->map->insert (this, where->x, where->y, originator, flags);
1571 }
1572
1573 // check whether we can put this into the map, respect max_volume, max_items
1574 bool
1575 object::can_drop_at (maptile *m, int x, int y, object *originator)
1576 {
1577 mapspace &ms = m->at (x, y);
1578
1579 int items = ms.items ();
1580
1581 if (!items // testing !items ensures we can drop at least one item
1582 || (items < m->max_items
1583 && ms.volume () < m->max_volume))
1584 return true;
1585
1586 if (originator)
1587 originator->failmsgf (
1588 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1589 query_name ()
1590 );
1591
1592 return false;
1593 }
1594
1595 /*
1596 * decrease(object, number) decreases a specified number from
1597 * the amount of an object. If the amount reaches 0, the object
1598 * is subsequently removed and freed.
1599 *
1600 * Return value: 'op' if something is left, NULL if the amount reached 0
1601 */
1602 bool
1603 object::decrease (sint32 nr)
1604 {
1605 if (!nr)
1606 return true;
1607
1608 nr = min (nr, nrof);
1609
1610 if (nrof > nr)
1611 {
1612 weight_t oweight = total_weight ();
1613
1614 nrof -= nr;
1615
1616 if (object *pl = visible_to ())
1617 esrv_update_item (UPD_NROF, pl, this);
1618
1619 adjust_weight (env, oweight, total_weight ());
1620
1621 return true;
1622 }
1623 else
1624 {
1625 destroy ();
1626 return false;
1627 }
1628 }
1629
1630 /*
1631 * split(ob,nr) splits up ob into two parts. The part which
1632 * is returned contains nr objects, and the remaining parts contains
1633 * the rest (or is removed and returned if that number is 0).
1634 * On failure, NULL is returned.
1635 */
1636 object *
1637 object::split (sint32 nr)
1638 {
1639 int have = number_of ();
1640
1641 if (have < nr)
1642 return 0;
1643 else if (have == nr)
1644 {
1645 remove ();
1646 return this;
1647 }
1648 else
1649 {
1650 decrease (nr);
1651
1652 object *op = deep_clone ();
1653 op->nrof = nr;
1654 return op;
1655 }
1656 }
1657
1658 object *
1659 insert_ob_in_ob (object *op, object *where)
1660 {
1661 if (!where)
1662 {
1663 char *dump = dump_object (op);
1664 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1665 free (dump);
1666 return op;
1667 }
1668
1669 if (where->head_ () != where)
1670 {
1671 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1672 where = where->head;
1673 }
1674
1675 return where->insert (op);
1676 }
1677
1678 /*
1679 * env->insert (op)
1680 * This function inserts the object op in the linked list
1681 * inside the object environment.
1682 *
1683 * The function returns now pointer to inserted item, and return value can
1684 * be != op, if items are merged. -Tero
1685 */
1686 object *
1687 object::insert (object *op)
1688 {
1689 if (op->more)
1690 {
1691 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1692 return op;
1693 }
1694
1695 op->remove ();
1696
1697 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1698
1699 if (op->nrof)
1700 for (object *tmp = inv; tmp; tmp = tmp->below)
1701 if (object::can_merge (tmp, op))
1702 {
1703 /* return the original object and remove inserted object
1704 (client prefers the original object) */
1705
1706 // carrying must be 0 for mergable objects
1707 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1708
1709 tmp->nrof += op->nrof;
1710
1711 if (object *pl = tmp->visible_to ())
1712 esrv_update_item (UPD_NROF, pl, tmp);
1713
1714 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1715
1716 op->destroy ();
1717 op = tmp;
1718 goto inserted;
1719 }
1720
1721 op->owner = 0; // it's his/hers now. period.
1722 op->map = 0;
1723 op->x = 0;
1724 op->y = 0;
1725
1726 op->above = 0;
1727 op->below = inv;
1728 op->env = this;
1729
1730 if (inv)
1731 inv->above = op;
1732
1733 inv = op;
1734
1735 op->flag [FLAG_REMOVED] = 0;
1736
1737 if (object *pl = op->visible_to ())
1738 esrv_send_item (pl, op);
1739
1740 adjust_weight (this, 0, op->total_weight ());
1741
1742 inserted:
1743 /* reset the light list and los of the players on the map */
1744 if (op->glow_radius && is_on_map ())
1745 {
1746 update_stats ();
1747 update_all_los (map, x, y);
1748 }
1749 else if (is_player ())
1750 // if this is a player's inventory, update stats
1751 contr->queue_stats_update ();
1752
1753 INVOKE_OBJECT (INSERT, this);
1754
1755 return op;
1756 }
1757
1758 /*
1759 * Checks if any objects has a move_type that matches objects
1760 * that effect this object on this space. Call apply() to process
1761 * these events.
1762 *
1763 * Any speed-modification due to SLOW_MOVE() of other present objects
1764 * will affect the speed_left of the object.
1765 *
1766 * originator: Player, monster or other object that caused 'op' to be inserted
1767 * into 'map'. May be NULL.
1768 *
1769 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1770 *
1771 * 4-21-95 added code to check if appropriate skill was readied - this will
1772 * permit faster movement by the player through this terrain. -b.t.
1773 *
1774 * MSW 2001-07-08: Check all objects on space, not just those below
1775 * object being inserted. insert_ob_in_map may not put new objects
1776 * on top.
1777 */
1778 int
1779 check_move_on (object *op, object *originator, int flags)
1780 {
1781 if (op->flag [FLAG_NO_APPLY])
1782 return 0;
1783
1784 object *tmp;
1785 maptile *m = op->map;
1786 int x = op->x, y = op->y;
1787
1788 mapspace &ms = m->at (x, y);
1789
1790 ms.update ();
1791
1792 MoveType move_on = ms.move_on;
1793 MoveType move_slow = ms.move_slow;
1794 MoveType move_block = ms.move_block;
1795
1796 /* if nothing on this space will slow op down or be applied,
1797 * no need to do checking below. have to make sure move_type
1798 * is set, as lots of objects don't have it set - we treat that
1799 * as walking.
1800 */
1801 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1802 return 0;
1803
1804 /* This is basically inverse logic of that below - basically,
1805 * if the object can avoid the move on or slow move, they do so,
1806 * but can't do it if the alternate movement they are using is
1807 * blocked. Logic on this seems confusing, but does seem correct.
1808 */
1809 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1810 return 0;
1811
1812 /* The objects have to be checked from top to bottom.
1813 * Hence, we first go to the top:
1814 */
1815 for (object *next, *tmp = ms.top; tmp; tmp = next)
1816 {
1817 next = tmp->below;
1818
1819 if (tmp == op)
1820 continue; /* Can't apply yourself */
1821
1822 /* Check to see if one of the movement types should be slowed down.
1823 * Second check makes sure that the movement types not being slowed
1824 * (~slow_move) is not blocked on this space - just because the
1825 * space doesn't slow down swimming (for example), if you can't actually
1826 * swim on that space, can't use it to avoid the penalty.
1827 */
1828 if (!op->flag [FLAG_WIZPASS])
1829 {
1830 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1831 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1832 {
1833 float diff = tmp->move_slow_penalty * fabs (op->speed);
1834
1835 if (op->is_player ())
1836 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1837 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1838 diff /= 4.0;
1839
1840 op->speed_left -= diff;
1841 }
1842 }
1843
1844 /* Basically same logic as above, except now for actual apply. */
1845 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1846 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1847 {
1848 if ((flags & INS_NO_AUTO_EXIT)
1849 && (tmp->type == EXIT || tmp->type == TELEPORTER
1850 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1851 continue;
1852
1853 move_apply (tmp, op, originator);
1854
1855 if (op->destroyed ())
1856 return 1;
1857
1858 /* what the person/creature stepped onto has moved the object
1859 * someplace new. Don't process any further - if we did,
1860 * have a feeling strange problems would result.
1861 */
1862 if (op->map != m || op->x != x || op->y != y)
1863 return 0;
1864 }
1865 }
1866
1867 return 0;
1868 }
1869
1870 /*
1871 * present_arch(arch, map, x, y) searches for any objects with
1872 * a matching archetype at the given map and coordinates.
1873 * The first matching object is returned, or NULL if none.
1874 */
1875 object *
1876 present_arch (const archetype *at, maptile *m, int x, int y)
1877 {
1878 if (!m || out_of_map (m, x, y))
1879 {
1880 LOG (llevError, "Present_arch called outside map.\n");
1881 return NULL;
1882 }
1883
1884 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1885 if (tmp->arch->archname == at->archname)
1886 return tmp;
1887
1888 return NULL;
1889 }
1890
1891 /*
1892 * present(type, map, x, y) searches for any objects with
1893 * a matching type variable at the given map and coordinates.
1894 * The first matching object is returned, or NULL if none.
1895 */
1896 object *
1897 present (unsigned char type, maptile *m, int x, int y)
1898 {
1899 if (out_of_map (m, x, y))
1900 {
1901 LOG (llevError, "Present called outside map.\n");
1902 return NULL;
1903 }
1904
1905 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1906 if (tmp->type == type)
1907 return tmp;
1908
1909 return NULL;
1910 }
1911
1912 /*
1913 * present_in_ob(type, object) searches for any objects with
1914 * a matching type variable in the inventory of the given object.
1915 * The first matching object is returned, or NULL if none.
1916 */
1917 object *
1918 present_in_ob (unsigned char type, const object *op)
1919 {
1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1921 if (tmp->type == type)
1922 return tmp;
1923
1924 return NULL;
1925 }
1926
1927 /*
1928 * present_in_ob (type, str, object) searches for any objects with
1929 * a matching type & name variable in the inventory of the given object.
1930 * The first matching object is returned, or NULL if none.
1931 * This is mostly used by spell effect code, so that we only
1932 * have one spell effect at a time.
1933 * type can be used to narrow the search - if type is set,
1934 * the type must also match. -1 can be passed for the type,
1935 * in which case the type does not need to pass.
1936 * str is the string to match against. Note that we match against
1937 * the object name, not the archetype name. this is so that the
1938 * spell code can use one object type (force), but change it's name
1939 * to be unique.
1940 */
1941 object *
1942 present_in_ob_by_name (int type, const char *str, const object *op)
1943 {
1944 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1945 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1946 return tmp;
1947
1948 return 0;
1949 }
1950
1951 /*
1952 * present_arch_in_ob(archetype, object) searches for any objects with
1953 * a matching archetype in the inventory of the given object.
1954 * The first matching object is returned, or NULL if none.
1955 */
1956 object *
1957 present_arch_in_ob (const archetype *at, const object *op)
1958 {
1959 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1960 if (tmp->arch->archname == at->archname)
1961 return tmp;
1962
1963 return NULL;
1964 }
1965
1966 /*
1967 * activate recursively a flag on an object inventory
1968 */
1969 void
1970 flag_inv (object *op, int flag)
1971 {
1972 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1973 {
1974 tmp->set_flag (flag);
1975 flag_inv (tmp, flag);
1976 }
1977 }
1978
1979 /*
1980 * deactivate recursively a flag on an object inventory
1981 */
1982 void
1983 unflag_inv (object *op, int flag)
1984 {
1985 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1986 {
1987 tmp->clr_flag (flag);
1988 unflag_inv (tmp, flag);
1989 }
1990 }
1991
1992 /*
1993 * find_free_spot(object, map, x, y, start, stop) will search for
1994 * a spot at the given map and coordinates which will be able to contain
1995 * the given object. start and stop specifies how many squares
1996 * to search (see the freearr_x/y[] definition).
1997 * It returns a random choice among the alternatives found.
1998 * start and stop are where to start relative to the free_arr array (1,9
1999 * does all 4 immediate directions). This returns the index into the
2000 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2001 * Note: This function does correctly handle tiled maps, but does not
2002 * inform the caller. However, insert_ob_in_map will update as
2003 * necessary, so the caller shouldn't need to do any special work.
2004 * Note - updated to take an object instead of archetype - this is necessary
2005 * because arch_blocked (now ob_blocked) needs to know the movement type
2006 * to know if the space in question will block the object. We can't use
2007 * the archetype because that isn't correct if the monster has been
2008 * customized, changed states, etc.
2009 */
2010 int
2011 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2012 {
2013 int altern[SIZEOFFREE];
2014 int index = 0;
2015
2016 for (int i = start; i < stop; i++)
2017 {
2018 mapxy pos (m, x, y); pos.move (i);
2019
2020 if (!pos.normalise ())
2021 continue;
2022
2023 mapspace &ms = *pos;
2024
2025 if (ms.flags () & P_IS_ALIVE)
2026 continue;
2027
2028 /* However, often
2029 * ob doesn't have any move type (when used to place exits)
2030 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2031 */
2032 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2033 {
2034 altern [index++] = i;
2035 continue;
2036 }
2037
2038 /* Basically, if we find a wall on a space, we cut down the search size.
2039 * In this way, we won't return spaces that are on another side of a wall.
2040 * This mostly work, but it cuts down the search size in all directions -
2041 * if the space being examined only has a wall to the north and empty
2042 * spaces in all the other directions, this will reduce the search space
2043 * to only the spaces immediately surrounding the target area, and
2044 * won't look 2 spaces south of the target space.
2045 */
2046 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2047 {
2048 stop = maxfree[i];
2049 continue;
2050 }
2051
2052 /* Note it is intentional that we check ob - the movement type of the
2053 * head of the object should correspond for the entire object.
2054 */
2055 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2056 continue;
2057
2058 if (ob->blocked (pos.m, pos.x, pos.y))
2059 continue;
2060
2061 altern [index++] = i;
2062 }
2063
2064 if (!index)
2065 return -1;
2066
2067 return altern [rndm (index)];
2068 }
2069
2070 /*
2071 * find_first_free_spot(archetype, maptile, x, y) works like
2072 * find_free_spot(), but it will search max number of squares.
2073 * But it will return the first available spot, not a random choice.
2074 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2075 */
2076 int
2077 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2078 {
2079 for (int i = 0; i < SIZEOFFREE; i++)
2080 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2081 return i;
2082
2083 return -1;
2084 }
2085
2086 /*
2087 * The function permute(arr, begin, end) randomly reorders the array
2088 * arr[begin..end-1].
2089 * now uses a fisher-yates shuffle, old permute was broken
2090 */
2091 static void
2092 permute (int *arr, int begin, int end)
2093 {
2094 arr += begin;
2095 end -= begin;
2096
2097 while (--end)
2098 swap (arr [end], arr [rndm (end + 1)]);
2099 }
2100
2101 /* new function to make monster searching more efficient, and effective!
2102 * This basically returns a randomized array (in the passed pointer) of
2103 * the spaces to find monsters. In this way, it won't always look for
2104 * monsters to the north first. However, the size of the array passed
2105 * covers all the spaces, so within that size, all the spaces within
2106 * the 3x3 area will be searched, just not in a predictable order.
2107 */
2108 void
2109 get_search_arr (int *search_arr)
2110 {
2111 int i;
2112
2113 for (i = 0; i < SIZEOFFREE; i++)
2114 search_arr[i] = i;
2115
2116 permute (search_arr, 1, SIZEOFFREE1 + 1);
2117 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2118 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2119 }
2120
2121 /*
2122 * find_dir(map, x, y, exclude) will search some close squares in the
2123 * given map at the given coordinates for live objects.
2124 * It will not considered the object given as exclude among possible
2125 * live objects.
2126 * It returns the direction toward the first/closest live object if finds
2127 * any, otherwise 0.
2128 * Perhaps incorrectly, but I'm making the assumption that exclude
2129 * is actually want is going to try and move there. We need this info
2130 * because we have to know what movement the thing looking to move
2131 * there is capable of.
2132 */
2133 int
2134 find_dir (maptile *m, int x, int y, object *exclude)
2135 {
2136 int max = SIZEOFFREE;
2137 MoveType move_type;
2138
2139 if (exclude && exclude->head_ () != exclude)
2140 {
2141 exclude = exclude->head;
2142 move_type = exclude->move_type;
2143 }
2144 else
2145 {
2146 /* If we don't have anything, presume it can use all movement types. */
2147 move_type = MOVE_ALL;
2148 }
2149
2150 for (int i = 1; i < max; i++)
2151 {
2152 mapxy pos (m, x, y);
2153 pos.move (i);
2154
2155 if (!pos.normalise ())
2156 max = maxfree[i];
2157 else
2158 {
2159 mapspace &ms = *pos;
2160
2161 if ((move_type & ms.move_block) == move_type)
2162 max = maxfree [i];
2163 else if (ms.flags () & P_IS_ALIVE)
2164 {
2165 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2166 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2167 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2168 return freedir [i];
2169 }
2170 }
2171 }
2172
2173 return 0;
2174 }
2175
2176 /*
2177 * distance(object 1, object 2) will return the square of the
2178 * distance between the two given objects.
2179 */
2180 int
2181 distance (const object *ob1, const object *ob2)
2182 {
2183 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2184 }
2185
2186 /*
2187 * find_dir_2(delta-x,delta-y) will return a direction value
2188 * for running into direct [dx, dy].
2189 * (the opposite of crossfire's find_dir_2!)
2190 */
2191 int
2192 find_dir_2 (int x, int y)
2193 {
2194 #if 1 // new algorithm
2195 // this works by putting x, y into 16 sectors, which
2196 // are not equal sized, but are a better approximation
2197 // then the old algorithm, and then using a mapping
2198 // table to map it into a direction value.
2199 // basically, it maps these comparisons to each bit
2200 // bit #3: x < 0
2201 // bit #2: y < 0
2202 // bit #1: x > y
2203 // bit #0: x > 2y
2204
2205 static const uint8 dir[16] = {
2206 4, 5, 4, 3,
2207 2, 1, 2, 3,
2208 6, 5, 6, 7,
2209 8, 1, 8, 7,
2210 };
2211 int sector = 0;
2212
2213 // this is a bit ugly, but more likely to result in branchless code
2214 sector |= x < 0 ? 8 : 0;
2215 x = x < 0 ? -x : x; // abs
2216
2217 sector |= y < 0 ? 4 : 0;
2218 y = y < 0 ? -y : y; // abs
2219
2220 if (x > y)
2221 {
2222 sector |= 2;
2223
2224 if (x > y * 2)
2225 sector |= 1;
2226 }
2227 else
2228 {
2229 if (y > x * 2)
2230 sector |= 1;
2231 else if (!y)
2232 return 0; // x == 0 here
2233 }
2234
2235 return dir [sector];
2236 #else // old algorithm
2237 int q;
2238
2239 if (y)
2240 q = 128 * x / y;
2241 else if (x)
2242 q = -512 * x; // to make it > 309
2243 else
2244 return 0;
2245
2246 if (y > 0)
2247 {
2248 if (q < -309) return 7;
2249 if (q < -52) return 6;
2250 if (q < 52) return 5;
2251 if (q < 309) return 4;
2252
2253 return 3;
2254 }
2255 else
2256 {
2257 if (q < -309) return 3;
2258 if (q < -52) return 2;
2259 if (q < 52) return 1;
2260 if (q < 309) return 8;
2261
2262 return 7;
2263 }
2264 #endif
2265 }
2266
2267 /*
2268 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2269 * between two directions (which are expected to be absolute (see absdir())
2270 */
2271 int
2272 dirdiff (int dir1, int dir2)
2273 {
2274 int d = abs (dir1 - dir2);
2275
2276 return d > 4 ? 8 - d : d;
2277 }
2278
2279 /* peterm:
2280 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2281 * Basically, this is a table of directions, and what directions
2282 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2283 * This basically means that if direction is 15, then it could either go
2284 * direction 4, 14, or 16 to get back to where we are.
2285 * Moved from spell_util.c to object.c with the other related direction
2286 * functions.
2287 */
2288 static const int reduction_dir[SIZEOFFREE][3] = {
2289 {0, 0, 0}, /* 0 */
2290 {0, 0, 0}, /* 1 */
2291 {0, 0, 0}, /* 2 */
2292 {0, 0, 0}, /* 3 */
2293 {0, 0, 0}, /* 4 */
2294 {0, 0, 0}, /* 5 */
2295 {0, 0, 0}, /* 6 */
2296 {0, 0, 0}, /* 7 */
2297 {0, 0, 0}, /* 8 */
2298 {8, 1, 2}, /* 9 */
2299 {1, 2, -1}, /* 10 */
2300 {2, 10, 12}, /* 11 */
2301 {2, 3, -1}, /* 12 */
2302 {2, 3, 4}, /* 13 */
2303 {3, 4, -1}, /* 14 */
2304 {4, 14, 16}, /* 15 */
2305 {5, 4, -1}, /* 16 */
2306 {4, 5, 6}, /* 17 */
2307 {6, 5, -1}, /* 18 */
2308 {6, 20, 18}, /* 19 */
2309 {7, 6, -1}, /* 20 */
2310 {6, 7, 8}, /* 21 */
2311 {7, 8, -1}, /* 22 */
2312 {8, 22, 24}, /* 23 */
2313 {8, 1, -1}, /* 24 */
2314 {24, 9, 10}, /* 25 */
2315 {9, 10, -1}, /* 26 */
2316 {10, 11, -1}, /* 27 */
2317 {27, 11, 29}, /* 28 */
2318 {11, 12, -1}, /* 29 */
2319 {12, 13, -1}, /* 30 */
2320 {12, 13, 14}, /* 31 */
2321 {13, 14, -1}, /* 32 */
2322 {14, 15, -1}, /* 33 */
2323 {33, 15, 35}, /* 34 */
2324 {16, 15, -1}, /* 35 */
2325 {17, 16, -1}, /* 36 */
2326 {18, 17, 16}, /* 37 */
2327 {18, 17, -1}, /* 38 */
2328 {18, 19, -1}, /* 39 */
2329 {41, 19, 39}, /* 40 */
2330 {19, 20, -1}, /* 41 */
2331 {20, 21, -1}, /* 42 */
2332 {20, 21, 22}, /* 43 */
2333 {21, 22, -1}, /* 44 */
2334 {23, 22, -1}, /* 45 */
2335 {45, 47, 23}, /* 46 */
2336 {23, 24, -1}, /* 47 */
2337 {24, 9, -1}
2338 }; /* 48 */
2339
2340 /* Recursive routine to step back and see if we can
2341 * find a path to that monster that we found. If not,
2342 * we don't bother going toward it. Returns 1 if we
2343 * can see a direct way to get it
2344 * Modified to be map tile aware -.MSW
2345 */
2346 int
2347 can_see_monsterP (maptile *m, int x, int y, int dir)
2348 {
2349 sint16 dx, dy;
2350 int mflags;
2351
2352 if (dir < 0)
2353 return 0; /* exit condition: invalid direction */
2354
2355 dx = x + freearr_x[dir];
2356 dy = y + freearr_y[dir];
2357
2358 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2359
2360 /* This functional arguably was incorrect before - it was
2361 * checking for P_WALL - that was basically seeing if
2362 * we could move to the monster - this is being more
2363 * literal on if we can see it. To know if we can actually
2364 * move to the monster, we'd need the monster passed in or
2365 * at least its move type.
2366 */
2367 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2368 return 0;
2369
2370 /* yes, can see. */
2371 if (dir < 9)
2372 return 1;
2373
2374 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2375 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2376 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2377 }
2378
2379 /*
2380 * can_pick(picker, item): finds out if an object is possible to be
2381 * picked up by the picker. Returnes 1 if it can be
2382 * picked up, otherwise 0.
2383 *
2384 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2385 * core dumps if they do.
2386 *
2387 * Add a check so we can't pick up invisible objects (0.93.8)
2388 */
2389 int
2390 can_pick (const object *who, const object *item)
2391 {
2392 return /*who->flag [FLAG_WIZ]|| */
2393 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2394 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2395 }
2396
2397 //-GPL
2398
2399 /*
2400 * create clone from object to another
2401 */
2402 object *
2403 object::deep_clone ()
2404 {
2405 assert (("deep_clone called on non-head object", is_head ()));
2406
2407 object *dst = clone ();
2408
2409 object *prev = dst;
2410 for (object *part = this->more; part; part = part->more)
2411 {
2412 object *tmp = part->clone ();
2413 tmp->head = dst;
2414 prev->more = tmp;
2415 prev = tmp;
2416 }
2417
2418 for (object *item = inv; item; item = item->below)
2419 insert_ob_in_ob (item->deep_clone (), dst);
2420
2421 return dst;
2422 }
2423
2424 /* This returns the first object in who's inventory that
2425 * has the same type and subtype match.
2426 * returns NULL if no match.
2427 */
2428 object *
2429 find_obj_by_type_subtype (const object *who, int type, int subtype)
2430 {
2431 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2432 if (tmp->type == type && tmp->subtype == subtype)
2433 return tmp;
2434
2435 return 0;
2436 }
2437
2438 /* Zero the key_values on op, decrementing the shared-string
2439 * refcounts and freeing the links.
2440 */
2441 void
2442 key_values::clear ()
2443 {
2444 for (key_value *kvp = first; kvp; )
2445 {
2446 key_value *next = kvp->next;
2447 delete kvp;
2448 kvp = next;
2449 }
2450
2451 first = 0;
2452 }
2453
2454 shstr_tmp
2455 key_values::get (shstr_tmp key) const
2456 {
2457 for (key_value *kv = first; kv; kv = kv->next)
2458 if (kv->key == key)
2459 return kv->value;
2460
2461 return shstr ();
2462 }
2463
2464 void
2465 key_values::add (shstr_tmp key, shstr_tmp value)
2466 {
2467 key_value *kv = new key_value;
2468
2469 kv->next = first;
2470 kv->key = key;
2471 kv->value = value;
2472
2473 first = kv;
2474 }
2475
2476 void
2477 key_values::set (shstr_tmp key, shstr_tmp value)
2478 {
2479 for (key_value *kv = first; kv; kv = kv->next)
2480 if (kv->key == key)
2481 {
2482 kv->value = value;
2483 return;
2484 }
2485
2486 add (key, value);
2487 }
2488
2489 void
2490 key_values::del (shstr_tmp key)
2491 {
2492 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2493 if ((*kvp)->key == key)
2494 {
2495 key_value *kv = *kvp;
2496 *kvp = (*kvp)->next;
2497 delete kv;
2498 return;
2499 }
2500 }
2501
2502 void
2503 key_values::reverse ()
2504 {
2505 key_value *prev = 0;
2506 key_value *head = first;
2507
2508 while (head)
2509 {
2510 key_value *node = head;
2511 head = head->next;
2512 node->next = prev;
2513 prev = node;
2514 }
2515
2516 first = prev;
2517 }
2518
2519 key_values &
2520 key_values::operator =(const key_values &kv)
2521 {
2522 clear ();
2523
2524 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2525 add (kvp->key, kvp->value);
2526
2527 reverse ();
2528 }
2529
2530 object::depth_iterator::depth_iterator (object *container)
2531 : iterator_base (container)
2532 {
2533 while (item->inv)
2534 item = item->inv;
2535 }
2536
2537 void
2538 object::depth_iterator::next ()
2539 {
2540 if (item->below)
2541 {
2542 item = item->below;
2543
2544 while (item->inv)
2545 item = item->inv;
2546 }
2547 else
2548 item = item->env;
2549 }
2550
2551 const char *
2552 object::flag_desc (char *desc, int len) const
2553 {
2554 char *p = desc;
2555 bool first = true;
2556
2557 *p = 0;
2558
2559 for (int i = 0; i < NUM_FLAGS; i++)
2560 {
2561 if (len <= 10) // magic constant!
2562 {
2563 snprintf (p, len, ",...");
2564 break;
2565 }
2566
2567 if (flag [i])
2568 {
2569 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2570 len -= cnt;
2571 p += cnt;
2572 first = false;
2573 }
2574 }
2575
2576 return desc;
2577 }
2578
2579 // return a suitable string describing an object in enough detail to find it
2580 const char *
2581 object::debug_desc (char *info) const
2582 {
2583 char flagdesc[512];
2584 char info2[256 * 4];
2585 char *p = info;
2586
2587 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2588 count,
2589 uuid.c_str (),
2590 &name,
2591 title ? ",title:\"" : "",
2592 title ? (const char *)title : "",
2593 title ? "\"" : "",
2594 flag_desc (flagdesc, 512), type);
2595
2596 if (!flag[FLAG_REMOVED] && env)
2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2598
2599 if (map)
2600 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2601
2602 return info;
2603 }
2604
2605 const char *
2606 object::debug_desc () const
2607 {
2608 static char info[3][256 * 4];
2609 static int info_idx;
2610
2611 return debug_desc (info [++info_idx % 3]);
2612 }
2613
2614 struct region *
2615 object::region () const
2616 {
2617 return map ? map->region (x, y)
2618 : region::default_region ();
2619 }
2620
2621 //+GPL
2622
2623 void
2624 object::open_container (object *new_container)
2625 {
2626 if (container == new_container)
2627 return;
2628
2629 object *old_container = container;
2630
2631 if (old_container)
2632 {
2633 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2634 return;
2635
2636 #if 0
2637 // remove the "Close old_container" object.
2638 if (object *closer = old_container->inv)
2639 if (closer->type == CLOSE_CON)
2640 closer->destroy ();
2641 #endif
2642
2643 // make sure the container is available
2644 esrv_send_item (this, old_container);
2645
2646 old_container->flag [FLAG_APPLIED] = false;
2647 container = 0;
2648
2649 // client needs item update to make it work, client bug requires this to be separate
2650 esrv_update_item (UPD_FLAGS, this, old_container);
2651
2652 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2653 play_sound (sound_find ("chest_close"));
2654 }
2655
2656 if (new_container)
2657 {
2658 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2659 return;
2660
2661 // TODO: this does not seem to serve any purpose anymore?
2662 #if 0
2663 // insert the "Close Container" object.
2664 if (archetype *closer = new_container->other_arch)
2665 {
2666 object *closer = new_container->other_arch->instance ();
2667 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2668 new_container->insert (closer);
2669 }
2670 #endif
2671
2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2673
2674 // make sure the container is available, client bug requires this to be separate
2675 esrv_send_item (this, new_container);
2676
2677 new_container->flag [FLAG_APPLIED] = true;
2678 container = new_container;
2679
2680 // client needs flag change
2681 esrv_update_item (UPD_FLAGS, this, new_container);
2682 esrv_send_inventory (this, new_container);
2683 play_sound (sound_find ("chest_open"));
2684 }
2685 // else if (!old_container->env && contr && contr->ns)
2686 // contr->ns->floorbox_reset ();
2687 }
2688
2689 //-GPL
2690
2691 // prefetch some flat area around the player
2692 static void
2693 prefetch_surrounding_area (object *op, maptile *map, int range)
2694 {
2695 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2696 op->x - range , op->y - range ,
2697 op->x + range + 1, op->y + range + 1);
2698 rect->m;
2699 ++rect)
2700 {
2701 rect->m->touch ();
2702 rect->m->activate ();
2703 }
2704 }
2705
2706 // prefetch a generous area around the player, also up and down
2707 void
2708 object::prefetch_surrounding_maps ()
2709 {
2710 prefetch_surrounding_area (this, map, 40);
2711
2712 if (maptile *m = map->tile_available (TILE_DOWN))
2713 prefetch_surrounding_area (this, m, 20);
2714
2715 if (maptile *m = map->tile_available (TILE_UP))
2716 prefetch_surrounding_area (this, m, 20);
2717 }
2718
2719 //+GPL
2720
2721 object *
2722 object::force_find (shstr_tmp name)
2723 {
2724 /* cycle through his inventory to look for the MARK we want to
2725 * place
2726 */
2727 for (object *tmp = inv; tmp; tmp = tmp->below)
2728 if (tmp->type == FORCE && tmp->slaying == name)
2729 return splay (tmp);
2730
2731 return 0;
2732 }
2733
2734 void
2735 object::force_set_timer (int duration)
2736 {
2737 this->duration = 1;
2738 this->speed_left = -1.f;
2739
2740 this->set_speed (duration ? 1.f / duration : 0.f);
2741 }
2742
2743 object *
2744 object::force_add (shstr_tmp name, int duration)
2745 {
2746 if (object *force = force_find (name))
2747 force->destroy ();
2748
2749 object *force = archetype::get (FORCE_NAME);
2750
2751 force->slaying = name;
2752 force->force_set_timer (duration);
2753 force->flag [FLAG_APPLIED] = true;
2754
2755 return insert (force);
2756 }
2757
2758 void
2759 object::play_sound (faceidx sound) const
2760 {
2761 if (!sound)
2762 return;
2763
2764 if (is_on_map ())
2765 map->play_sound (sound, x, y);
2766 else if (object *pl = in_player ())
2767 pl->contr->play_sound (sound);
2768 }
2769
2770 void
2771 object::say_msg (const char *msg) const
2772 {
2773 if (is_on_map ())
2774 map->say_msg (msg, x, y);
2775 else if (object *pl = in_player ())
2776 pl->contr->play_sound (sound);
2777 }
2778
2779 void
2780 object::make_noise ()
2781 {
2782 // we do not model noise in the map, so instead put
2783 // a temporary light into the noise source
2784 // could use the map instead, but that's less reliable for our
2785 // goal, which is to make invisibility a bit harder to exploit
2786
2787 // currently only works sensibly for players
2788 if (!is_player ())
2789 return;
2790
2791 // find old force, or create new one
2792 object *force = force_find (shstr_noise_force);
2793
2794 if (force)
2795 force->speed_left = -1.f; // patch old speed up
2796 else
2797 {
2798 force = archetype::get (shstr_noise_force);
2799
2800 force->slaying = shstr_noise_force;
2801 force->stats.food = 1;
2802 force->speed_left = -1.f;
2803
2804 force->set_speed (1.f / 4.f);
2805 force->flag [FLAG_IS_USED_UP] = true;
2806 force->flag [FLAG_APPLIED] = true;
2807
2808 insert (force);
2809 }
2810 }
2811
2812 void object::change_move_type (MoveType mt)
2813 {
2814 if (move_type == mt)
2815 return;
2816
2817 if (is_on_map ())
2818 {
2819 // we are on the map, so handle move_on/off effects
2820 remove ();
2821 move_type = mt;
2822 map->insert (this, x, y, this);
2823 }
2824 else
2825 move_type = mt;
2826 }
2827
2828 /* object should be a player.
2829 * we return the object the player has marked with the 'mark' command
2830 * below. If no match is found (or object has changed), we return
2831 * NULL. We leave it up to the calling function to print messages if
2832 * nothing is found.
2833 */
2834 object *
2835 object::mark () const
2836 {
2837 if (contr && contr->mark && contr->mark->env == this)
2838 return contr->mark;
2839 else
2840 return 0;
2841 }
2842
2843 // put marked object first in the inventory
2844 // this is used by identify-like spells so players can influence
2845 // the order a bit.
2846 void
2847 object::splay_marked ()
2848 {
2849 if (object *marked = mark ())
2850 splay (marked);
2851 }
2852