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Revision: 1.366
Committed: Sat Nov 17 23:40:00 2018 UTC (5 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.365: +1 -0 lines
Log Message:
copyright update 2018

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
24 */
25
26 #include <global.h>
27 #include <stdio.h>
28 #include <sys/types.h>
29 #include <sys/uio.h>
30 #include <object.h>
31 #include <sproto.h>
32
33 #include <bitset>
34
35 UUID UUID::cur;
36 static uint64_t seq_next_save;
37 static const uint64 UUID_GAP = 1<<19;
38 uint32_t mapspace::smellcount = 10000;
39
40 objectvec objects;
41 activevec actives;
42
43 freelist_item *object::freelist;
44 uint32_t object::object_count;
45 uint32_t object::free_count;
46 uint32_t object::create_count;
47 uint32_t object::destroy_count;
48
49 //+GPL
50
51 int freearr_x[SIZEOFFREE] = {
52 0,
53 0, 1, 1, 1, 0, -1, -1, -1,
54 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
55 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
56 };
57 int freearr_y[SIZEOFFREE] = {
58 0,
59 -1, -1, 0, 1, 1, 1, 0, -1,
60 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
61 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
62 };
63 int freedir[SIZEOFFREE] = {
64 0,
65 1, 2, 3, 4, 5, 6, 7, 8,
66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
68 };
69
70 static int maxfree[SIZEOFFREE] = {
71 0,
72 9, 10, 13, 14, 17, 18, 21, 22,
73 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
74 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
75 };
76
77 const char *wall_suffix[16] = {
78 "0",
79 "1_3",
80 "1_4",
81 "2_1_2",
82 "1_2",
83 "2_2_4",
84 "2_2_1",
85 "3_1",
86 "1_1",
87 "2_2_3",
88 "2_2_2",
89 "3_3",
90 "2_1_1",
91 "3_4",
92 "3_2",
93 "4"
94 };
95
96 static void
97 write_uuid (uval64 skip, bool sync)
98 {
99 CALL_BEGIN (2);
100 CALL_ARG_SV (newSVval64 (skip));
101 CALL_ARG_SV (boolSV (sync));
102 CALL_CALL ("cf::write_uuid", G_DISCARD);
103 CALL_END;
104 }
105
106 static void
107 read_uuid ()
108 {
109 char filename[MAX_BUF];
110
111 sprintf (filename, "%s/uuid", settings.localdir);
112
113 seq_next_save = 0;
114
115 FILE *fp;
116
117 if (!(fp = fopen (filename, "r")))
118 {
119 if (errno == ENOENT)
120 {
121 LOG (llevInfo, "RESET uid to 1\n");
122 UUID::cur.seq = 0;
123 write_uuid (UUID_GAP, true);
124 return;
125 }
126
127 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
128 _exit (1);
129 }
130
131 char buf [UUID::MAX_LEN];
132 buf[0] = 0;
133 fgets (buf, sizeof (buf), fp);
134
135 if (!UUID::cur.parse (buf))
136 {
137 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
138 _exit (1);
139 }
140
141 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
142
143 write_uuid (UUID_GAP, true);
144 fclose (fp);
145 }
146
147 UUID
148 UUID::gen ()
149 {
150 UUID uid;
151
152 uid.seq = ++cur.seq;
153
154 if (expect_false (cur.seq >= seq_next_save))
155 {
156 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
157 write_uuid (UUID_GAP, false);
158 }
159
160
161 return uid;
162 }
163
164 void
165 UUID::init ()
166 {
167 read_uuid ();
168 }
169
170 bool
171 UUID::parse (const char *s)
172 {
173 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
174 return false;
175
176 seq = 0;
177
178 while (*s != '>')
179 {
180 if (*s < '0')
181 return false;
182
183 // this gives nice branchless code with gcc
184 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
185 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
186
187 seq = (seq << 4) | digit;
188
189 ++s;
190 }
191
192 return true;
193 }
194
195 char *
196 UUID::append (char *buf) const
197 {
198 *buf++ = '<';
199 *buf++ = '1';
200 *buf++ = '.';
201
202 uint64_t seq = this->seq;
203 const int bits = 64;
204 char nz = 0;
205 static const char tohex [] = "0123456789abcdef";
206
207 // assert (len >= 3 + bits / 4 + 1 + 1);
208 for (int i = bits / 4; --i; )
209 {
210 uint8_t digit = seq >> (bits - 4);
211
212 *buf = tohex [digit];
213 nz |= digit;
214 buf += nz ? 1 : 0;
215 seq <<= 4;
216 }
217
218 // last digit is special - always emit
219 uint8_t digit = seq >> (bits - 4);
220 *buf++ = tohex [digit];
221
222 *buf++ = '>';
223
224 return buf;
225 }
226
227 char *
228 UUID::c_str () const
229 {
230 static char buf [MAX_LEN];
231 *append (buf) = 0;
232 return buf;
233 }
234
235 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
236 static bool
237 compare_ob_value_lists_one (const object *wants, const object *has)
238 {
239 /* n-squared behaviour (see kv.get), but I'm hoping both
240 * objects with lists are rare, and lists stay short. If not, use a
241 * different structure or at least keep the lists sorted...
242 */
243
244 /* For each field in wants, */
245 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
246 if (has->kv.get (kv->key) != kv->value)
247 return false;
248
249 /* If we get here, every field in wants has a matching field in has. */
250 return true;
251 }
252
253 /* Returns TRUE if ob1 has the same key_values as ob2. */
254 static bool
255 compare_ob_value_lists (const object *ob1, const object *ob2)
256 {
257 /* However, there may be fields in has which aren't partnered in wants,
258 * so we need to run the comparison *twice*. :(
259 */
260 return compare_ob_value_lists_one (ob1, ob2)
261 && compare_ob_value_lists_one (ob2, ob1);
262 }
263
264 /* Function examines the 2 objects given to it, and returns true if
265 * they can be merged together.
266 *
267 * Note that this function appears a lot longer than the macro it
268 * replaces - this is mostly for clarity - a decent compiler should hopefully
269 * reduce this to the same efficiency.
270 *
271 * Check nrof variable *before* calling can_merge()
272 *
273 * Improvements made with merge: Better checking on potion, and also
274 * check weight
275 */
276 bool object::can_merge_slow (object *ob1, object *ob2)
277 {
278 /* A couple quick sanity checks */
279 if (ob1 == ob2
280 || ob1->type != ob2->type
281 || ob1->value != ob2->value
282 || ob1->name != ob2->name
283 || ob1->custom_name != ob2->custom_name
284 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
285 return 0;
286
287 /* Do not merge objects if nrof would overflow, assume nrof
288 * is always 0 .. 2**31-1 */
289 if (ob1->nrof > 0x7fffffff - ob2->nrof)
290 return 0;
291
292 /* If the objects have been identified, set the BEEN_APPLIED flag.
293 * This is to the comparison of the flags below will be OK. We
294 * just can't ignore the been applied or identified flags, as they
295 * are not equal - just if it has been identified, the been_applied
296 * flags lose any meaning.
297 */
298 if (ob1->flag [FLAG_IDENTIFIED])
299 ob1->set_flag (FLAG_BEEN_APPLIED);
300
301 if (ob2->flag [FLAG_IDENTIFIED])
302 ob2->set_flag (FLAG_BEEN_APPLIED);
303
304 if (ob1->arch->archname != ob2->arch->archname
305 || ob1->name != ob2->name
306 || ob1->title != ob2->title
307 || ob1->msg != ob2->msg
308 || ob1->weight != ob2->weight
309 || ob1->attacktype != ob2->attacktype
310 || ob1->magic != ob2->magic
311 || ob1->slaying != ob2->slaying
312 || ob1->skill != ob2->skill
313 || ob1->value != ob2->value
314 || ob1->animation_id != ob2->animation_id
315 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
316 || ob1->client_type != ob2->client_type
317 || ob1->material != ob2->material
318 || ob1->lore != ob2->lore
319 || ob1->subtype != ob2->subtype
320 || ob1->move_type != ob2->move_type
321 || ob1->move_block != ob2->move_block
322 || ob1->move_allow != ob2->move_allow
323 || ob1->move_on != ob2->move_on
324 || ob1->move_off != ob2->move_off
325 || ob1->move_slow != ob2->move_slow
326 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
327 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
328 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
329 return 0;
330
331 if ((ob1->flag ^ ob2->flag)
332 .reset (FLAG_INV_LOCKED)
333 .reset (FLAG_REMOVED)
334 .any ())
335 return 0;
336
337 /* This is really a spellbook check - we should in general
338 * not merge objects with real inventories, as splitting them
339 * is hard.
340 */
341 if (ob1->inv || ob2->inv)
342 {
343 if (!(ob1->inv && ob2->inv))
344 return 0; /* inventories differ in length */
345
346 if (ob1->inv->below || ob2->inv->below)
347 return 0; /* more than one object in inv */
348
349 if (!object::can_merge (ob1->inv, ob2->inv))
350 return 0; /* inventory objects differ */
351
352 /* inventory ok - still need to check rest of this object to see
353 * if it is valid.
354 */
355 }
356
357 /* Don't merge objects that are applied. With the new 'body' code,
358 * it is possible for most any character to have more than one of
359 * some items equipped, and we don't want those to merge.
360 */
361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
362 return 0;
363
364 /* Not sure why the following is the case - either the object has to
365 * be animated or have a very low speed. Is this an attempted monster
366 * check?
367 */
368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
369 return 0;
370
371 switch (ob1->type)
372 {
373 case SCROLL:
374 if (ob1->level != ob2->level)
375 return 0;
376 break;
377 }
378
379 if (!ob1->kv.empty () || !ob2->kv.empty ())
380 {
381 /* At least one of these has key_values. */
382 if (ob1->kv.empty () != ob2->kv.empty ())
383 return 0; /* One has fields, but the other one doesn't. */
384
385 if (!compare_ob_value_lists (ob1, ob2))
386 return 0;
387 }
388
389 if (ob1->self || ob2->self)
390 {
391 ob1->optimise ();
392 ob2->optimise ();
393
394 if (ob1->self || ob2->self)
395 {
396 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
397 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
398
399 if (k1 != k2)
400 return 0;
401
402 if (k1 == 0)
403 return 1;
404
405 if (!cfperl_can_merge (ob1, ob2))
406 return 0;
407 }
408 }
409
410 /* Everything passes, must be OK. */
411 return 1;
412 }
413
414 // find player who can see this object
415 object *
416 object::visible_to () const
417 {
418 if (client_visible () && !flag [FLAG_REMOVED])
419 {
420 // see if we are in a container of sorts
421 if (env)
422 {
423 // the player inventory itself is always visible
424 if (env->is_player ())
425 return env;
426
427 // else a player could have our env open
428 object *envest = env->outer_env_or_self ();
429
430 // the player itself is always on a map, so we will find him here
431 // even if our inv is in a player.
432 if (envest->is_on_map ())
433 if (object *pl = envest->ms ().player ())
434 if (pl->container_ () == env)
435 return pl;
436 }
437 else
438 {
439 // maybe there is a player standing on the same mapspace
440 // this will catch the case where "this" is a player
441 if (object *pl = ms ().player ())
442 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
443 || pl->container_ () == this)
444 return pl;
445 }
446 }
447
448 return 0;
449 }
450
451 // adjust weight per container type ("of holding")
452 static weight_t
453 weight_adjust_for (object *op, weight_t weight)
454 {
455 if (op->type == CONTAINER)
456 weight -= weight * op->stats.Str / 100;
457
458 return weight;
459 }
460
461 /*
462 * subtracts, then adds, the specified weight to an object,
463 * and also updates how much the environment(s) is/are carrying.
464 */
465 static void
466 adjust_weight (object *op, weight_t sub, weight_t add)
467 {
468 while (op)
469 {
470 weight_t carrying = (weight_t)op->carrying
471 - weight_adjust_for (op, sub)
472 + weight_adjust_for (op, add);
473
474 sub = op->carrying;
475 op->carrying = carrying;
476 add = op->carrying;
477
478 if (object *pl = op->visible_to ())
479 if (pl != op) // player is handled lazily
480 esrv_update_item (UPD_WEIGHT, pl, op);
481
482 op = op->env;
483 }
484 }
485
486 /*
487 * this is a recursive function which calculates the weight
488 * an object is carrying. It goes through op and figures out how much
489 * containers are carrying, and sums it up.
490 */
491 void
492 object::update_weight ()
493 {
494 weight_t sum = 0;
495
496 for (object *op = inv; op; op = op->below)
497 {
498 op->update_weight ();
499
500 sum += weight_adjust_for (this, op->total_weight ());
501 }
502
503 if (sum != carrying)
504 {
505 if (carrying != sum && carrying)//D
506 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
507 (long long)sum, (long long)carrying, debug_desc ());
508
509 carrying = sum;
510
511 if (object *pl = visible_to ())
512 if (pl != this) // player is handled lazily
513 esrv_update_item (UPD_WEIGHT, pl, this);
514 }
515 }
516
517 /*
518 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
519 */
520 char *
521 dump_object (object *op)
522 {
523 if (!op)
524 return strdup ("[NULLOBJ]");
525
526 object_freezer freezer;
527 op->write (freezer);
528 return freezer.as_string ();
529 }
530
531 char *
532 object::as_string ()
533 {
534 return dump_object (this);
535 }
536
537 /*
538 * Returns the object which has the count-variable equal to the argument.
539 * VERRRY slow.
540 */
541 object *
542 find_object (tag_t i)
543 {
544 for_all_objects (op)
545 if (op->count == i)
546 return op;
547
548 return 0;
549 }
550
551 /*
552 * Returns the object which has the uuid equal to the argument.
553 * MOAR VERRRY slow.
554 */
555
556 object *
557 find_object_uuid (UUID i)
558 {
559 for_all_objects (op)
560 if (op->uuid == i)
561 return op;
562
563 return 0;
564 }
565
566 /*
567 * Returns the first object which has a name equal to the argument.
568 * Used only by the patch command, but not all that useful.
569 * Enables features like "patch <name-of-other-player> food 999"
570 */
571 object *
572 find_object_name (const char *str)
573 {
574 shstr_cmp str_ (str);
575
576 if (str_)
577 for_all_objects (op)
578 if (op->name == str_)
579 return op;
580
581 return 0;
582 }
583
584 /*
585 * Sets the owner and sets the skill and exp pointers to owner's current
586 * skill and experience objects.
587 * ACTUALLY NO! investigate! TODO
588 */
589 void
590 object::set_owner (object *owner)
591 {
592 // allow objects which own objects
593 if (owner)
594 while (owner->owner)
595 owner = owner->owner;
596
597 if (flag [FLAG_FREED])
598 {
599 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
600 return;
601 }
602
603 this->owner = owner;
604 }
605
606 /*
607 * copy_to first frees everything allocated by the dst object,
608 * and then copies the contents of itself into the second
609 * object, allocating what needs to be allocated. Basically, any
610 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
611 * if the first object is freed, the pointers in the new object
612 * will point at garbage.
613 */
614 void
615 object::copy_to (object *dst)
616 {
617 dst->remove ();
618 *(object_copy *)dst = *this;
619
620 // maybe move to object_copy?
621 dst->kv = kv;
622
623 dst->flag [FLAG_REMOVED] = true;
624 dst->activate ();
625 }
626
627 void
628 object::instantiate ()
629 {
630 if (!uuid.seq) // HACK
631 uuid = UUID::gen ();
632
633 // TODO: unclean state changes, should not be done in copy_to AND instantiate
634 if (flag [FLAG_RANDOM_SPEED] && speed)
635 speed_left = - speed - rndm (); // TODO animation
636 else
637 speed_left = -1.;
638
639 /* copy the body_info to the body_used - this is only really
640 * need for monsters, but doesn't hurt to do it for everything.
641 * by doing so, when a monster is created, it has good starting
642 * values for the body_used info, so when items are created
643 * for it, they can be properly equipped.
644 */
645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
646 slot[i].used = slot[i].info;
647
648 attachable::instantiate ();
649 }
650
651 object *
652 object::clone ()
653 {
654 object *neu = create ();
655 copy_to (neu);
656
657 // TODO: unclean state changes, should not be done in clone AND instantiate
658 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
659 neu->speed_left = - neu->speed - rndm (); // TODO animation
660
661 neu->map = map; // not copied by copy_to
662 return neu;
663 }
664
665 /*
666 * If an object with the IS_TURNABLE() flag needs to be turned due
667 * to the closest player being on the other side, this function can
668 * be called to update the face variable, _and_ how it looks on the map.
669 */
670 void
671 update_turn_face (object *op)
672 {
673 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
674 return;
675
676 SET_ANIMATION (op, op->direction);
677 update_object (op, UP_OBJ_FACE);
678 }
679
680 /*
681 * Updates the speed of an object. If the speed changes from 0 to another
682 * value, or vice versa, then add/remove the object from the active list.
683 * This function needs to be called whenever the speed of an object changes.
684 */
685 void
686 object::set_speed (float speed)
687 {
688 this->speed = speed;
689
690 if (has_active_speed ())
691 activate ();
692 else
693 deactivate ();
694 }
695
696 /*
697 * update_object() updates the the map.
698 * It takes into account invisible objects (and represent squares covered
699 * by invisible objects by whatever is below them (unless it's another
700 * invisible object, etc...)
701 * If the object being updated is beneath a player, the look-window
702 * of that player is updated (this might be a suboptimal way of
703 * updating that window, though, since update_object() is called _often_)
704 *
705 * action is a hint of what the caller believes need to be done.
706 * current action are:
707 * UP_OBJ_INSERT: op was inserted
708 * UP_OBJ_REMOVE: op was removed
709 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
710 * as that is easier than trying to look at what may have changed.
711 * UP_OBJ_FACE: only the objects face has changed.
712 */
713 void
714 update_object (object *op, int action)
715 {
716 if (!op)
717 {
718 /* this should never happen */
719 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
720 return;
721 }
722
723 if (!op->is_on_map ())
724 {
725 /* Animation is currently handled by client, so nothing
726 * to do in this case.
727 */
728 return;
729 }
730
731 /* make sure the object is within map boundaries */
732 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
733 {
734 LOG (llevError, "update_object() called for object out of map!\n");
735 #ifdef MANY_CORES
736 abort ();
737 #endif
738 return;
739 }
740
741 mapspace &m = op->ms ();
742
743 if (!(m.flags_ & P_UPTODATE))
744 m.update_up (); // nothing to do except copy up
745 else if (action == UP_OBJ_INSERT)
746 {
747 #if 0
748 // this is likely overkill, TODO: revisit (schmorp)
749 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
750 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
751 || (op->is_player () && !(m.flags_ & P_PLAYER))
752 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
753 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
754 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
755 || (m.move_on | op->move_on ) != m.move_on
756 || (m.move_off | op->move_off ) != m.move_off
757 || (m.move_slow | op->move_slow) != m.move_slow
758 /* This isn't perfect, but I don't expect a lot of objects to
759 * have move_allow right now.
760 */
761 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
762 m.invalidate ();
763 #else
764 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
765 m.invalidate ();
766 #endif
767 }
768 /* if the object is being removed, we can't make intelligent
769 * decisions, because remove_ob can't really pass the object
770 * that is being removed.
771 */
772 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
773 m.invalidate ();
774 else if (action == UP_OBJ_FACE)
775 m.update_up (); // nothing to do for that case, except copy up
776 else
777 LOG (llevError, "update_object called with invalid action: %d\n", action);
778
779 if (op->more)
780 update_object (op->more, action);
781 }
782
783 object::object ()
784 {
785 this->set_flag (FLAG_REMOVED);
786
787 //expmul = 1.0; declared const for the time being
788 face = blank_face;
789 material = MATERIAL_NULL;
790 }
791
792 object::~object ()
793 {
794 unlink ();
795
796 kv.clear ();
797 }
798
799 void object::link ()
800 {
801 assert (!index);//D
802 uuid = UUID::gen ();
803
804 refcnt_inc ();
805 objects.insert (this);
806
807 ++create_count;
808
809 }
810
811 void object::unlink ()
812 {
813 if (!index)
814 return;
815
816 ++destroy_count;
817
818 objects.erase (this);
819 refcnt_dec ();
820 }
821
822 void
823 object::activate ()
824 {
825 /* If already on active list, don't do anything */
826 if (active)
827 return;
828
829 if (has_active_speed ())
830 {
831 if (flag [FLAG_FREED])
832 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
833
834 actives.insert (this);
835 }
836 }
837
838 void
839 object::activate_recursive ()
840 {
841 activate ();
842
843 for (object *op = inv; op; op = op->below)
844 op->activate_recursive ();
845 }
846
847 /* This function removes object 'op' from the list of active
848 * objects.
849 * This should only be used for style maps or other such
850 * reference maps where you don't want an object that isn't
851 * in play chewing up cpu time getting processed.
852 * The reverse of this is to call update_ob_speed, which
853 * will do the right thing based on the speed of the object.
854 */
855 void
856 object::deactivate ()
857 {
858 /* If not on the active list, nothing needs to be done */
859 if (!active)
860 return;
861
862 actives.erase (this);
863 }
864
865 void
866 object::deactivate_recursive ()
867 {
868 for (object *op = inv; op; op = op->below)
869 op->deactivate_recursive ();
870
871 deactivate ();
872 }
873
874 void
875 object::set_flag_inv (int flag, int value)
876 {
877 for (object *op = inv; op; op = op->below)
878 {
879 op->flag [flag] = value;
880 op->set_flag_inv (flag, value);
881 }
882 }
883
884 /*
885 * Remove and free all objects in the inventory of the given object.
886 * object.c ?
887 */
888 void
889 object::destroy_inv (bool drop_to_ground)
890 {
891 // need to check first, because the checks below might segfault
892 // as we might be on an invalid mapspace and crossfire code
893 // is too buggy to ensure that the inventory is empty.
894 // corollary: if you create arrows etc. with stuff in its inventory,
895 // cf will crash below with off-map x and y
896 if (!inv)
897 return;
898
899 /* Only if the space blocks everything do we not process -
900 * if some form of movement is allowed, let objects
901 * drop on that space.
902 */
903 if (!drop_to_ground
904 || !map
905 || !map->linkable ()
906 || map->no_drop
907 || ms ().move_block == MOVE_ALL)
908 {
909 while (inv)
910 inv->destroy ();
911 }
912 else
913 { /* Put objects in inventory onto this space */
914 while (inv)
915 {
916 object *op = inv;
917
918 if (op->flag [FLAG_STARTEQUIP]
919 || op->flag [FLAG_NO_DROP]
920 || op->type == RUNE
921 || op->type == TRAP
922 || op->flag [FLAG_IS_A_TEMPLATE]
923 || op->flag [FLAG_DESTROY_ON_DEATH])
924 op->destroy ();
925 else
926 map->insert (op, x, y);
927 }
928 }
929 }
930
931 /*
932 * Remove and free all objects in the inventory of the given object.
933 * Unlike destroy_inv, this assumes the *this is destroyed as well
934 * well, so we can (and have to!) take shortcuts.
935 */
936 void
937 object::destroy_inv_fast ()
938 {
939 while (object *op = inv)
940 {
941 // remove from object the fast way
942 op->flag [FLAG_REMOVED] = true;
943 op->env = 0;
944 if ((inv = inv->below))
945 inv->above = 0;
946
947 // then destroy
948 op->destroy ();
949 }
950 }
951
952 void
953 object::freelist_free (int count)
954 {
955 while (count-- && freelist)
956 {
957 freelist_item *next = freelist->next;
958 // count is being "destroyed"
959
960 sfree ((char *)freelist, sizeof (object));
961
962 freelist = next;
963 --free_count;
964 }
965 }
966
967 object *
968 object::create ()
969 {
970 object *op;
971
972 if (freelist)
973 {
974 freelist_item li = *freelist;
975 memset (freelist, 0, sizeof (object));
976
977 op = new (freelist) object;
978 op->count = li.count;
979
980 freelist = li.next;
981 --free_count;
982 }
983 else
984 {
985 void *ni = salloc0<char> (sizeof (object));
986
987 op = new(ni) object;
988
989 op->count = ++object_count;
990 }
991
992 op->link ();
993
994 return op;
995 }
996
997 void
998 object::do_delete ()
999 {
1000 uint32_t count = this->count;
1001
1002 this->~object ();
1003
1004 freelist_item *li = (freelist_item *)this;
1005 li->next = freelist;
1006 li->count = count;
1007
1008 freelist = li;
1009 ++free_count;
1010 }
1011
1012 void
1013 object::do_destroy ()
1014 {
1015 if (flag [FLAG_IS_LINKED])
1016 remove_link ();
1017
1018 if (flag [FLAG_FRIENDLY])
1019 remove_friendly_object (this);
1020
1021 remove ();
1022
1023 attachable::do_destroy ();
1024
1025 deactivate ();
1026 unlink ();
1027
1028 flag [FLAG_FREED] = 1;
1029
1030 // hack to ensure that freed objects still have a valid map
1031 map = &freed_map;
1032 x = 1;
1033 y = 1;
1034
1035 if (more)
1036 {
1037 more->destroy ();
1038 more = 0;
1039 }
1040
1041 head = 0;
1042
1043 // clear those pointers that likely might cause circular references
1044 owner = 0;
1045 enemy = 0;
1046 attacked_by = 0;
1047 current_weapon = 0;
1048 }
1049
1050 void
1051 object::destroy ()
1052 {
1053 if (destroyed ())
1054 return;
1055
1056 if (!is_head () && !head->destroyed ())
1057 {
1058 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1059 head->destroy ();
1060 return;
1061 }
1062
1063 destroy_inv_fast ();
1064
1065 if (is_head ())
1066 if (sound_destroy)
1067 play_sound (sound_destroy);
1068 else if (flag [FLAG_MONSTER])
1069 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1070
1071 attachable::destroy ();
1072 }
1073
1074 /* op->remove ():
1075 * This function removes the object op from the linked list of objects
1076 * which it is currently tied to. When this function is done, the
1077 * object will have no environment. If the object previously had an
1078 * environment, the x and y coordinates will be updated to
1079 * the previous environment.
1080 */
1081 void
1082 object::do_remove ()
1083 {
1084 if (flag [FLAG_REMOVED])
1085 return;
1086
1087 INVOKE_OBJECT (REMOVE, this);
1088
1089 flag [FLAG_REMOVED] = true;
1090
1091 if (more)
1092 more->remove ();
1093
1094 /*
1095 * In this case, the object to be removed is in someones
1096 * inventory.
1097 */
1098 if (env)
1099 {
1100 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1101 if (object *pl = visible_to ())
1102 esrv_del_item (pl->contr, count);
1103 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1104
1105 adjust_weight (env, total_weight (), 0);
1106
1107 object *pl = in_player ();
1108
1109 /* we set up values so that it could be inserted into
1110 * the map, but we don't actually do that - it is up
1111 * to the caller to decide what we want to do.
1112 */
1113 map = env->map;
1114 x = env->x;
1115 y = env->y;
1116
1117 // make sure cmov optimisation is applicable
1118 *(above ? &above->below : &env->inv) = below;
1119 *(below ? &below->above : &above ) = above; // &above is just a dummy
1120
1121 above = 0;
1122 below = 0;
1123 env = 0;
1124
1125 if (pl && pl->is_player ())
1126 {
1127 if (expect_false (pl->contr->combat_ob == this))
1128 {
1129 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1130 pl->contr->combat_ob = 0;
1131 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1132 }
1133
1134 if (expect_false (pl->contr->ranged_ob == this))
1135 {
1136 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1137 pl->contr->ranged_ob = 0;
1138 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1139 }
1140
1141 pl->contr->queue_stats_update ();
1142
1143 if (expect_false (glow_radius) && pl->is_on_map ())
1144 update_all_los (pl->map, pl->x, pl->y);
1145 }
1146 }
1147 else if (map)
1148 {
1149 map->dirty = true;
1150 mapspace &ms = this->ms ();
1151
1152 if (object *pl = ms.player ())
1153 {
1154 if (is_player ())
1155 {
1156 if (!flag [FLAG_WIZPASS])
1157 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1158
1159 // leaving a spot always closes any open container on the ground
1160 if (container && !container->env)
1161 // this causes spurious floorbox updates, but it ensures
1162 // that the CLOSE event is being sent.
1163 close_container ();
1164
1165 --map->players;
1166 map->touch ();
1167 }
1168 else if (pl->container_ () == this)
1169 {
1170 // removing a container should close it
1171 close_container ();
1172 }
1173 else
1174 esrv_del_item (pl->contr, count);
1175 }
1176
1177 /* link the object above us */
1178 // re-link, make sure compiler can easily use cmove
1179 *(above ? &above->below : &ms.top) = below;
1180 *(below ? &below->above : &ms.bot) = above;
1181
1182 above = 0;
1183 below = 0;
1184
1185 ms.invalidate ();
1186
1187 int check_walk_off = !flag [FLAG_NO_APPLY];
1188
1189 if (object *pl = ms.player ())
1190 {
1191 if (pl->container_ () == this)
1192 /* If a container that the player is currently using somehow gets
1193 * removed (most likely destroyed), update the player view
1194 * appropriately.
1195 */
1196 pl->close_container ();
1197
1198 //TODO: the floorbox prev/next might need updating
1199 //esrv_del_item (pl->contr, count);
1200 //TODO: update floorbox to preserve ordering
1201 if (pl->contr->ns)
1202 pl->contr->ns->floorbox_update ();
1203 }
1204
1205 if (check_walk_off)
1206 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1207 {
1208 above = tmp->above;
1209
1210 /* No point updating the players look faces if he is the object
1211 * being removed.
1212 */
1213
1214 /* See if object moving off should effect something */
1215 if ((move_type & tmp->move_off)
1216 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1217 move_apply (tmp, this, 0);
1218 }
1219
1220 if (affects_los ())
1221 update_all_los (map, x, y);
1222 }
1223 }
1224
1225 /*
1226 * merge_ob(op,top):
1227 *
1228 * This function goes through all objects below and including top, and
1229 * merges op to the first matching object.
1230 * If top is NULL, it is calculated.
1231 * Returns pointer to object if it succeded in the merge, otherwise NULL
1232 */
1233 object *
1234 merge_ob (object *op, object *top)
1235 {
1236 if (!op->nrof)
1237 return 0;
1238
1239 if (!top)
1240 for (top = op; top && top->above; top = top->above)
1241 ;
1242
1243 for (; top; top = top->below)
1244 if (object::can_merge (op, top))
1245 {
1246 top->nrof += op->nrof;
1247
1248 if (object *pl = top->visible_to ())
1249 esrv_update_item (UPD_NROF, pl, top);
1250
1251 op->weight = 0; // cancel the addition above
1252 op->carrying = 0; // must be 0 already
1253
1254 op->destroy ();
1255
1256 return top;
1257 }
1258
1259 return 0;
1260 }
1261
1262 void
1263 object::expand_tail ()
1264 {
1265 if (more)
1266 return;
1267
1268 object *prev = this;
1269
1270 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1271 {
1272 object *op = at->instance ();
1273
1274 op->name = name;
1275 op->name_pl = name_pl;
1276 op->title = title;
1277
1278 op->head = this;
1279 prev->more = op;
1280
1281 prev = op;
1282 }
1283 }
1284
1285 /*
1286 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1287 * job preparing multi-part monsters.
1288 */
1289 object *
1290 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1291 {
1292 op->remove ();
1293
1294 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1295 {
1296 tmp->x = x + tmp->arch->x;
1297 tmp->y = y + tmp->arch->y;
1298 }
1299
1300 return insert_ob_in_map (op, m, originator, flag);
1301 }
1302
1303 /*
1304 * insert_ob_in_map (op, map, originator, flag):
1305 * This function inserts the object in the two-way linked list
1306 * which represents what is on a map.
1307 * The second argument specifies the map, and the x and y variables
1308 * in the object about to be inserted specifies the position.
1309 *
1310 * originator: Player, monster or other object that caused 'op' to be inserted
1311 * into 'map'. May be NULL.
1312 *
1313 * flag is a bitmask about special things to do (or not do) when this
1314 * function is called. see the object.h file for the INS_ values.
1315 * Passing 0 for flag gives proper default values, so flag really only needs
1316 * to be set if special handling is needed.
1317 *
1318 * Return value:
1319 * new object if 'op' was merged with other object
1320 * NULL if there was an error (destroyed, blocked etc.)
1321 * just 'op' otherwise
1322 */
1323 object *
1324 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1325 {
1326 op->remove ();
1327
1328 if (m == &freed_map)//D TODO: remove soon
1329 {//D
1330 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1331 }//D
1332
1333 /* Ideally, the caller figures this out. However, it complicates a lot
1334 * of areas of callers (eg, anything that uses find_free_spot would now
1335 * need extra work
1336 */
1337 maptile *newmap = m;
1338 if (!xy_normalise (newmap, op->x, op->y))
1339 {
1340 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1341 return 0;
1342 }
1343
1344 if (object *more = op->more)
1345 if (!insert_ob_in_map (more, m, originator, flag))
1346 return 0;
1347
1348 op->flag [FLAG_REMOVED] = false;
1349 op->env = 0;
1350 op->map = newmap;
1351
1352 mapspace &ms = op->ms ();
1353
1354 /* this has to be done after we translate the coordinates.
1355 */
1356 if (op->nrof && !(flag & INS_NO_MERGE))
1357 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1358 if (object::can_merge (op, tmp))
1359 {
1360 // TODO: we actually want to update tmp, not op,
1361 // but some caller surely breaks when we return tmp
1362 // from here :/
1363 op->nrof += tmp->nrof;
1364 tmp->destroy ();
1365 }
1366
1367 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1368 op->clr_flag (FLAG_INV_LOCKED);
1369
1370 if (!op->flag [FLAG_ALIVE])
1371 op->clr_flag (FLAG_NO_STEAL);
1372
1373 if (flag & INS_BELOW_ORIGINATOR)
1374 {
1375 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1376 {
1377 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1378 abort ();
1379 }
1380
1381 if (!originator->is_on_map ())
1382 {
1383 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1384 op->debug_desc (), originator->debug_desc ());
1385 abort ();
1386 }
1387
1388 op->above = originator;
1389 op->below = originator->below;
1390 originator->below = op;
1391
1392 *(op->below ? &op->below->above : &ms.bot) = op;
1393 }
1394 else
1395 {
1396 object *floor = 0;
1397 object *top = ms.top;
1398
1399 /* If there are other objects, then */
1400 if (top)
1401 {
1402 /*
1403 * If there are multiple objects on this space, we do some trickier handling.
1404 * We've already dealt with merging if appropriate.
1405 * Generally, we want to put the new object on top. But if
1406 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1407 * floor, we want to insert above that and no further.
1408 * Also, if there are spell objects on this space, we stop processing
1409 * once we get to them. This reduces the need to traverse over all of
1410 * them when adding another one - this saves quite a bit of cpu time
1411 * when lots of spells are cast in one area. Currently, it is presumed
1412 * that flying non pickable objects are spell objects.
1413 */
1414 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1415 {
1416 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1417 floor = tmp;
1418
1419 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1420 {
1421 /* We insert above top, so we want this object below this */
1422 top = tmp->below;
1423 break;
1424 }
1425
1426 top = tmp;
1427 }
1428
1429 /* We let update_position deal with figuring out what the space
1430 * looks like instead of lots of conditions here.
1431 * makes things faster, and effectively the same result.
1432 */
1433
1434 /* Have object 'fall below' other objects that block view.
1435 * Unless those objects are exits.
1436 * If INS_ON_TOP is used, don't do this processing
1437 * Need to find the object that in fact blocks view, otherwise
1438 * stacking is a bit odd.
1439 */
1440 if (!(flag & INS_ON_TOP)
1441 && ms.flags () & P_BLOCKSVIEW
1442 && (op->face && !faces [op->face].visibility))
1443 {
1444 object *last;
1445
1446 for (last = top; last != floor; last = last->below)
1447 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1448 break;
1449
1450 /* Check to see if we found the object that blocks view,
1451 * and make sure we have a below pointer for it so that
1452 * we can get inserted below this one, which requires we
1453 * set top to the object below us.
1454 */
1455 if (last && last->below && last != floor)
1456 top = last->below;
1457 }
1458 } /* If objects on this space */
1459
1460 if (flag & INS_ABOVE_FLOOR_ONLY)
1461 top = floor;
1462
1463 // insert object above top, or bottom-most if top = 0
1464 if (!top)
1465 {
1466 op->below = 0;
1467 op->above = ms.bot;
1468 ms.bot = op;
1469
1470 *(op->above ? &op->above->below : &ms.top) = op;
1471 }
1472 else
1473 {
1474 op->above = top->above;
1475 top->above = op;
1476
1477 op->below = top;
1478 *(op->above ? &op->above->below : &ms.top) = op;
1479 }
1480 }
1481
1482 if (op->is_player ())
1483 {
1484 op->contr->do_los = 1;
1485 ++op->map->players;
1486 op->map->touch ();
1487 }
1488
1489 op->map->dirty = true;
1490
1491 if (object *pl = ms.player ())
1492 //TODO: the floorbox prev/next might need updating
1493 //esrv_send_item (pl, op);
1494 //TODO: update floorbox to preserve ordering
1495 if (pl->contr->ns)
1496 pl->contr->ns->floorbox_update ();
1497
1498 /* If this object glows, it may affect lighting conditions that are
1499 * visible to others on this map. But update_all_los is really
1500 * an inefficient way to do this, as it means los for all players
1501 * on the map will get recalculated. The players could very well
1502 * be far away from this change and not affected in any way -
1503 * this should get redone to only look for players within range,
1504 * or just updating the P_UPTODATE for spaces within this area
1505 * of effect may be sufficient.
1506 */
1507 if (op->affects_los ())
1508 {
1509 op->ms ().invalidate ();
1510 update_all_los (op->map, op->x, op->y);
1511 }
1512
1513 /* updates flags (blocked, alive, no magic, etc) for this map space */
1514 update_object (op, UP_OBJ_INSERT);
1515
1516 INVOKE_OBJECT (INSERT, op);
1517
1518 /* Don't know if moving this to the end will break anything. However,
1519 * we want to have floorbox_update called before calling this.
1520 *
1521 * check_move_on() must be after this because code called from
1522 * check_move_on() depends on correct map flags (so functions like
1523 * blocked() and wall() work properly), and these flags are updated by
1524 * update_object().
1525 */
1526
1527 /* if this is not the head or flag has been passed, don't check walk on status */
1528 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1529 {
1530 if (check_move_on (op, originator, flag))
1531 return 0;
1532
1533 /* If we are a multi part object, let's work our way through the check
1534 * walk on's.
1535 */
1536 for (object *tmp = op->more; tmp; tmp = tmp->more)
1537 if (check_move_on (tmp, originator, flag))
1538 return 0;
1539 }
1540
1541 return op;
1542 }
1543
1544 /* this function inserts an object in the map, but if it
1545 * finds an object of its own type, it'll remove that one first.
1546 * op is the object to insert it under: supplies x and the map.
1547 */
1548 void
1549 replace_insert_ob_in_map (shstr_tmp archname, object *op)
1550 {
1551 /* first search for itself and remove any old instances */
1552
1553 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1554 if (tmp->arch->archname == archname) /* same archetype */
1555 tmp->destroy ();
1556
1557 object *tmp = archetype::find (archname)->instance ();
1558
1559 tmp->x = op->x;
1560 tmp->y = op->y;
1561
1562 insert_ob_in_map (tmp, op->map, op, 0);
1563 }
1564
1565 object *
1566 object::insert_at (object *where, object *originator, int flags)
1567 {
1568 if (where->env)
1569 return where->env->insert (this);
1570 else
1571 return where->map->insert (this, where->x, where->y, originator, flags);
1572 }
1573
1574 // check whether we can put this into the map, respect max_volume, max_items
1575 bool
1576 object::can_drop_at (maptile *m, int x, int y, object *originator)
1577 {
1578 mapspace &ms = m->at (x, y);
1579
1580 int items = ms.items ();
1581
1582 if (!items // testing !items ensures we can drop at least one item
1583 || (items < m->max_items
1584 && ms.volume () < m->max_volume))
1585 return true;
1586
1587 if (originator)
1588 originator->failmsgf (
1589 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1590 query_name ()
1591 );
1592
1593 return false;
1594 }
1595
1596 /*
1597 * decrease(object, number) decreases a specified number from
1598 * the amount of an object. If the amount reaches 0, the object
1599 * is subsequently removed and freed.
1600 *
1601 * Return value: 'op' if something is left, NULL if the amount reached 0
1602 */
1603 bool
1604 object::decrease (sint32 nr)
1605 {
1606 if (!nr)
1607 return true;
1608
1609 nr = min (nr, nrof);
1610
1611 if (nrof > nr)
1612 {
1613 weight_t oweight = total_weight ();
1614
1615 nrof -= nr;
1616
1617 if (object *pl = visible_to ())
1618 esrv_update_item (UPD_NROF, pl, this);
1619
1620 adjust_weight (env, oweight, total_weight ());
1621
1622 return true;
1623 }
1624 else
1625 {
1626 destroy ();
1627 return false;
1628 }
1629 }
1630
1631 /*
1632 * split(ob,nr) splits up ob into two parts. The part which
1633 * is returned contains nr objects, and the remaining parts contains
1634 * the rest (or is removed and returned if that number is 0).
1635 * On failure, NULL is returned.
1636 */
1637 object *
1638 object::split (sint32 nr)
1639 {
1640 int have = number_of ();
1641
1642 if (have < nr)
1643 return 0;
1644 else if (have == nr)
1645 {
1646 remove ();
1647 return this;
1648 }
1649 else
1650 {
1651 decrease (nr);
1652
1653 object *op = deep_clone ();
1654 op->nrof = nr;
1655 return op;
1656 }
1657 }
1658
1659 object *
1660 insert_ob_in_ob (object *op, object *where)
1661 {
1662 if (!where)
1663 {
1664 char *dump = dump_object (op);
1665 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1666 free (dump);
1667 return op;
1668 }
1669
1670 if (where->head_ () != where)
1671 {
1672 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1673 where = where->head;
1674 }
1675
1676 return where->insert (op);
1677 }
1678
1679 /*
1680 * env->insert (op)
1681 * This function inserts the object op in the linked list
1682 * inside the object environment.
1683 *
1684 * The function returns now pointer to inserted item, and return value can
1685 * be != op, if items are merged. -Tero
1686 */
1687 object *
1688 object::insert (object *op)
1689 {
1690 if (op->more)
1691 {
1692 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1693 return op;
1694 }
1695
1696 op->remove ();
1697
1698 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1699
1700 if (op->nrof)
1701 for (object *tmp = inv; tmp; tmp = tmp->below)
1702 if (object::can_merge (tmp, op))
1703 {
1704 /* return the original object and remove inserted object
1705 (client prefers the original object) */
1706
1707 // carrying must be 0 for mergable objects
1708 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1709
1710 tmp->nrof += op->nrof;
1711
1712 if (object *pl = tmp->visible_to ())
1713 esrv_update_item (UPD_NROF, pl, tmp);
1714
1715 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1716
1717 op->destroy ();
1718 op = tmp;
1719 goto inserted;
1720 }
1721
1722 op->owner = 0; // it's his/hers now. period.
1723 op->map = 0;
1724 op->x = 0;
1725 op->y = 0;
1726
1727 op->above = 0;
1728 op->below = inv;
1729 op->env = this;
1730
1731 if (inv)
1732 inv->above = op;
1733
1734 inv = op;
1735
1736 op->flag [FLAG_REMOVED] = 0;
1737
1738 if (object *pl = op->visible_to ())
1739 esrv_send_item (pl, op);
1740
1741 adjust_weight (this, 0, op->total_weight ());
1742
1743 inserted:
1744 /* reset the light list and los of the players on the map */
1745 if (op->glow_radius && is_on_map ())
1746 {
1747 update_stats ();
1748 update_all_los (map, x, y);
1749 }
1750 else if (is_player ())
1751 // if this is a player's inventory, update stats
1752 contr->queue_stats_update ();
1753
1754 INVOKE_OBJECT (INSERT, this);
1755
1756 return op;
1757 }
1758
1759 /*
1760 * Checks if any objects has a move_type that matches objects
1761 * that effect this object on this space. Call apply() to process
1762 * these events.
1763 *
1764 * Any speed-modification due to SLOW_MOVE() of other present objects
1765 * will affect the speed_left of the object.
1766 *
1767 * originator: Player, monster or other object that caused 'op' to be inserted
1768 * into 'map'. May be NULL.
1769 *
1770 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1771 *
1772 * 4-21-95 added code to check if appropriate skill was readied - this will
1773 * permit faster movement by the player through this terrain. -b.t.
1774 *
1775 * MSW 2001-07-08: Check all objects on space, not just those below
1776 * object being inserted. insert_ob_in_map may not put new objects
1777 * on top.
1778 */
1779 int
1780 check_move_on (object *op, object *originator, int flags)
1781 {
1782 if (op->flag [FLAG_NO_APPLY])
1783 return 0;
1784
1785 object *tmp;
1786 maptile *m = op->map;
1787 int x = op->x, y = op->y;
1788
1789 mapspace &ms = m->at (x, y);
1790
1791 ms.update ();
1792
1793 MoveType move_on = ms.move_on;
1794 MoveType move_slow = ms.move_slow;
1795 MoveType move_block = ms.move_block;
1796
1797 /* if nothing on this space will slow op down or be applied,
1798 * no need to do checking below. have to make sure move_type
1799 * is set, as lots of objects don't have it set - we treat that
1800 * as walking.
1801 */
1802 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1803 return 0;
1804
1805 /* This is basically inverse logic of that below - basically,
1806 * if the object can avoid the move on or slow move, they do so,
1807 * but can't do it if the alternate movement they are using is
1808 * blocked. Logic on this seems confusing, but does seem correct.
1809 */
1810 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1811 return 0;
1812
1813 /* The objects have to be checked from top to bottom.
1814 * Hence, we first go to the top:
1815 */
1816 for (object *next, *tmp = ms.top; tmp; tmp = next)
1817 {
1818 next = tmp->below;
1819
1820 if (tmp == op)
1821 continue; /* Can't apply yourself */
1822
1823 /* Check to see if one of the movement types should be slowed down.
1824 * Second check makes sure that the movement types not being slowed
1825 * (~slow_move) is not blocked on this space - just because the
1826 * space doesn't slow down swimming (for example), if you can't actually
1827 * swim on that space, can't use it to avoid the penalty.
1828 */
1829 if (!op->flag [FLAG_WIZPASS])
1830 {
1831 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1832 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1833 {
1834 float diff = tmp->move_slow_penalty * fabs (op->speed);
1835
1836 if (op->is_player ())
1837 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1838 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1839 diff /= 4.0;
1840
1841 op->speed_left -= diff;
1842 }
1843 }
1844
1845 /* Basically same logic as above, except now for actual apply. */
1846 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1847 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1848 {
1849 if ((flags & INS_NO_AUTO_EXIT)
1850 && (tmp->type == EXIT || tmp->type == TELEPORTER
1851 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1852 continue;
1853
1854 move_apply (tmp, op, originator);
1855
1856 if (op->destroyed ())
1857 return 1;
1858
1859 /* what the person/creature stepped onto has moved the object
1860 * someplace new. Don't process any further - if we did,
1861 * have a feeling strange problems would result.
1862 */
1863 if (op->map != m || op->x != x || op->y != y)
1864 return 0;
1865 }
1866 }
1867
1868 return 0;
1869 }
1870
1871 /*
1872 * present_arch(arch, map, x, y) searches for any objects with
1873 * a matching archetype at the given map and coordinates.
1874 * The first matching object is returned, or NULL if none.
1875 */
1876 object *
1877 present_arch (const archetype *at, maptile *m, int x, int y)
1878 {
1879 if (!m || out_of_map (m, x, y))
1880 {
1881 LOG (llevError, "Present_arch called outside map.\n");
1882 return NULL;
1883 }
1884
1885 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1886 if (tmp->arch->archname == at->archname)
1887 return tmp;
1888
1889 return NULL;
1890 }
1891
1892 /*
1893 * present(type, map, x, y) searches for any objects with
1894 * a matching type variable at the given map and coordinates.
1895 * The first matching object is returned, or NULL if none.
1896 */
1897 object *
1898 present (unsigned char type, maptile *m, int x, int y)
1899 {
1900 if (out_of_map (m, x, y))
1901 {
1902 LOG (llevError, "Present called outside map.\n");
1903 return NULL;
1904 }
1905
1906 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1907 if (tmp->type == type)
1908 return tmp;
1909
1910 return NULL;
1911 }
1912
1913 /*
1914 * present_in_ob(type, object) searches for any objects with
1915 * a matching type variable in the inventory of the given object.
1916 * The first matching object is returned, or NULL if none.
1917 */
1918 object *
1919 present_in_ob (unsigned char type, const object *op)
1920 {
1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1922 if (tmp->type == type)
1923 return tmp;
1924
1925 return NULL;
1926 }
1927
1928 /*
1929 * present_in_ob (type, str, object) searches for any objects with
1930 * a matching type & name variable in the inventory of the given object.
1931 * The first matching object is returned, or NULL if none.
1932 * This is mostly used by spell effect code, so that we only
1933 * have one spell effect at a time.
1934 * type can be used to narrow the search - if type is set,
1935 * the type must also match. -1 can be passed for the type,
1936 * in which case the type does not need to pass.
1937 * str is the string to match against. Note that we match against
1938 * the object name, not the archetype name. this is so that the
1939 * spell code can use one object type (force), but change it's name
1940 * to be unique.
1941 */
1942 object *
1943 present_in_ob_by_name (int type, const char *str, const object *op)
1944 {
1945 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1946 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1947 return tmp;
1948
1949 return 0;
1950 }
1951
1952 /*
1953 * present_arch_in_ob(archetype, object) searches for any objects with
1954 * a matching archetype in the inventory of the given object.
1955 * The first matching object is returned, or NULL if none.
1956 */
1957 object *
1958 present_arch_in_ob (const archetype *at, const object *op)
1959 {
1960 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1961 if (tmp->arch->archname == at->archname)
1962 return tmp;
1963
1964 return NULL;
1965 }
1966
1967 /*
1968 * activate recursively a flag on an object inventory
1969 */
1970 void
1971 flag_inv (object *op, int flag)
1972 {
1973 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1974 {
1975 tmp->set_flag (flag);
1976 flag_inv (tmp, flag);
1977 }
1978 }
1979
1980 /*
1981 * deactivate recursively a flag on an object inventory
1982 */
1983 void
1984 unflag_inv (object *op, int flag)
1985 {
1986 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1987 {
1988 tmp->clr_flag (flag);
1989 unflag_inv (tmp, flag);
1990 }
1991 }
1992
1993 /*
1994 * find_free_spot(object, map, x, y, start, stop) will search for
1995 * a spot at the given map and coordinates which will be able to contain
1996 * the given object. start and stop specifies how many squares
1997 * to search (see the freearr_x/y[] definition).
1998 * It returns a random choice among the alternatives found.
1999 * start and stop are where to start relative to the free_arr array (1,9
2000 * does all 4 immediate directions). This returns the index into the
2001 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2002 * Note: This function does correctly handle tiled maps, but does not
2003 * inform the caller. However, insert_ob_in_map will update as
2004 * necessary, so the caller shouldn't need to do any special work.
2005 * Note - updated to take an object instead of archetype - this is necessary
2006 * because arch_blocked (now ob_blocked) needs to know the movement type
2007 * to know if the space in question will block the object. We can't use
2008 * the archetype because that isn't correct if the monster has been
2009 * customized, changed states, etc.
2010 */
2011 int
2012 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2013 {
2014 int altern[SIZEOFFREE];
2015 int index = 0;
2016
2017 for (int i = start; i < stop; i++)
2018 {
2019 mapxy pos (m, x, y); pos.move (i);
2020
2021 if (!pos.normalise ())
2022 continue;
2023
2024 mapspace &ms = *pos;
2025
2026 if (ms.flags () & P_IS_ALIVE)
2027 continue;
2028
2029 /* However, often
2030 * ob doesn't have any move type (when used to place exits)
2031 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2032 */
2033 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2034 {
2035 altern [index++] = i;
2036 continue;
2037 }
2038
2039 /* Basically, if we find a wall on a space, we cut down the search size.
2040 * In this way, we won't return spaces that are on another side of a wall.
2041 * This mostly work, but it cuts down the search size in all directions -
2042 * if the space being examined only has a wall to the north and empty
2043 * spaces in all the other directions, this will reduce the search space
2044 * to only the spaces immediately surrounding the target area, and
2045 * won't look 2 spaces south of the target space.
2046 */
2047 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2048 {
2049 stop = maxfree[i];
2050 continue;
2051 }
2052
2053 /* Note it is intentional that we check ob - the movement type of the
2054 * head of the object should correspond for the entire object.
2055 */
2056 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2057 continue;
2058
2059 if (ob->blocked (pos.m, pos.x, pos.y))
2060 continue;
2061
2062 altern [index++] = i;
2063 }
2064
2065 if (!index)
2066 return -1;
2067
2068 return altern [rndm (index)];
2069 }
2070
2071 /*
2072 * find_first_free_spot(archetype, maptile, x, y) works like
2073 * find_free_spot(), but it will search max number of squares.
2074 * But it will return the first available spot, not a random choice.
2075 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2076 */
2077 int
2078 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2079 {
2080 for (int i = 0; i < SIZEOFFREE; i++)
2081 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2082 return i;
2083
2084 return -1;
2085 }
2086
2087 /*
2088 * The function permute(arr, begin, end) randomly reorders the array
2089 * arr[begin..end-1].
2090 * now uses a fisher-yates shuffle, old permute was broken
2091 */
2092 static void
2093 permute (int *arr, int begin, int end)
2094 {
2095 arr += begin;
2096 end -= begin;
2097
2098 while (--end)
2099 swap (arr [end], arr [rndm (end + 1)]);
2100 }
2101
2102 /* new function to make monster searching more efficient, and effective!
2103 * This basically returns a randomized array (in the passed pointer) of
2104 * the spaces to find monsters. In this way, it won't always look for
2105 * monsters to the north first. However, the size of the array passed
2106 * covers all the spaces, so within that size, all the spaces within
2107 * the 3x3 area will be searched, just not in a predictable order.
2108 */
2109 void
2110 get_search_arr (int *search_arr)
2111 {
2112 int i;
2113
2114 for (i = 0; i < SIZEOFFREE; i++)
2115 search_arr[i] = i;
2116
2117 permute (search_arr, 1, SIZEOFFREE1 + 1);
2118 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2119 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2120 }
2121
2122 /*
2123 * find_dir(map, x, y, exclude) will search some close squares in the
2124 * given map at the given coordinates for live objects.
2125 * It will not considered the object given as exclude among possible
2126 * live objects.
2127 * It returns the direction toward the first/closest live object if finds
2128 * any, otherwise 0.
2129 * Perhaps incorrectly, but I'm making the assumption that exclude
2130 * is actually want is going to try and move there. We need this info
2131 * because we have to know what movement the thing looking to move
2132 * there is capable of.
2133 */
2134 int
2135 find_dir (maptile *m, int x, int y, object *exclude)
2136 {
2137 int max = SIZEOFFREE;
2138 MoveType move_type;
2139
2140 if (exclude && exclude->head_ () != exclude)
2141 {
2142 exclude = exclude->head;
2143 move_type = exclude->move_type;
2144 }
2145 else
2146 {
2147 /* If we don't have anything, presume it can use all movement types. */
2148 move_type = MOVE_ALL;
2149 }
2150
2151 for (int i = 1; i < max; i++)
2152 {
2153 mapxy pos (m, x, y);
2154 pos.move (i);
2155
2156 if (!pos.normalise ())
2157 max = maxfree[i];
2158 else
2159 {
2160 mapspace &ms = *pos;
2161
2162 if ((move_type & ms.move_block) == move_type)
2163 max = maxfree [i];
2164 else if (ms.flags () & P_IS_ALIVE)
2165 {
2166 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2167 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2169 return freedir [i];
2170 }
2171 }
2172 }
2173
2174 return 0;
2175 }
2176
2177 /*
2178 * distance(object 1, object 2) will return the square of the
2179 * distance between the two given objects.
2180 */
2181 int
2182 distance (const object *ob1, const object *ob2)
2183 {
2184 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2185 }
2186
2187 /*
2188 * find_dir_2(delta-x,delta-y) will return a direction value
2189 * for running into direct [dx, dy].
2190 * (the opposite of crossfire's find_dir_2!)
2191 */
2192 int
2193 find_dir_2 (int x, int y)
2194 {
2195 #if 1 // new algorithm
2196 // this works by putting x, y into 16 sectors, which
2197 // are not equal sized, but are a better approximation
2198 // then the old algorithm, and then using a mapping
2199 // table to map it into a direction value.
2200 // basically, it maps these comparisons to each bit
2201 // bit #3: x < 0
2202 // bit #2: y < 0
2203 // bit #1: x > y
2204 // bit #0: x > 2y
2205
2206 static const uint8 dir[16] = {
2207 4, 5, 4, 3,
2208 2, 1, 2, 3,
2209 6, 5, 6, 7,
2210 8, 1, 8, 7,
2211 };
2212 int sector = 0;
2213
2214 // this is a bit ugly, but more likely to result in branchless code
2215 sector |= x < 0 ? 8 : 0;
2216 x = x < 0 ? -x : x; // abs
2217
2218 sector |= y < 0 ? 4 : 0;
2219 y = y < 0 ? -y : y; // abs
2220
2221 if (x > y)
2222 {
2223 sector |= 2;
2224
2225 if (x > y * 2)
2226 sector |= 1;
2227 }
2228 else
2229 {
2230 if (y > x * 2)
2231 sector |= 1;
2232 else if (!y)
2233 return 0; // x == 0 here
2234 }
2235
2236 return dir [sector];
2237 #else // old algorithm
2238 int q;
2239
2240 if (y)
2241 q = 128 * x / y;
2242 else if (x)
2243 q = -512 * x; // to make it > 309
2244 else
2245 return 0;
2246
2247 if (y > 0)
2248 {
2249 if (q < -309) return 7;
2250 if (q < -52) return 6;
2251 if (q < 52) return 5;
2252 if (q < 309) return 4;
2253
2254 return 3;
2255 }
2256 else
2257 {
2258 if (q < -309) return 3;
2259 if (q < -52) return 2;
2260 if (q < 52) return 1;
2261 if (q < 309) return 8;
2262
2263 return 7;
2264 }
2265 #endif
2266 }
2267
2268 /*
2269 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2270 * between two directions (which are expected to be absolute (see absdir())
2271 */
2272 int
2273 dirdiff (int dir1, int dir2)
2274 {
2275 int d = abs (dir1 - dir2);
2276
2277 return d > 4 ? 8 - d : d;
2278 }
2279
2280 /* peterm:
2281 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2282 * Basically, this is a table of directions, and what directions
2283 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2284 * This basically means that if direction is 15, then it could either go
2285 * direction 4, 14, or 16 to get back to where we are.
2286 * Moved from spell_util.c to object.c with the other related direction
2287 * functions.
2288 */
2289 static const int reduction_dir[SIZEOFFREE][3] = {
2290 {0, 0, 0}, /* 0 */
2291 {0, 0, 0}, /* 1 */
2292 {0, 0, 0}, /* 2 */
2293 {0, 0, 0}, /* 3 */
2294 {0, 0, 0}, /* 4 */
2295 {0, 0, 0}, /* 5 */
2296 {0, 0, 0}, /* 6 */
2297 {0, 0, 0}, /* 7 */
2298 {0, 0, 0}, /* 8 */
2299 {8, 1, 2}, /* 9 */
2300 {1, 2, -1}, /* 10 */
2301 {2, 10, 12}, /* 11 */
2302 {2, 3, -1}, /* 12 */
2303 {2, 3, 4}, /* 13 */
2304 {3, 4, -1}, /* 14 */
2305 {4, 14, 16}, /* 15 */
2306 {5, 4, -1}, /* 16 */
2307 {4, 5, 6}, /* 17 */
2308 {6, 5, -1}, /* 18 */
2309 {6, 20, 18}, /* 19 */
2310 {7, 6, -1}, /* 20 */
2311 {6, 7, 8}, /* 21 */
2312 {7, 8, -1}, /* 22 */
2313 {8, 22, 24}, /* 23 */
2314 {8, 1, -1}, /* 24 */
2315 {24, 9, 10}, /* 25 */
2316 {9, 10, -1}, /* 26 */
2317 {10, 11, -1}, /* 27 */
2318 {27, 11, 29}, /* 28 */
2319 {11, 12, -1}, /* 29 */
2320 {12, 13, -1}, /* 30 */
2321 {12, 13, 14}, /* 31 */
2322 {13, 14, -1}, /* 32 */
2323 {14, 15, -1}, /* 33 */
2324 {33, 15, 35}, /* 34 */
2325 {16, 15, -1}, /* 35 */
2326 {17, 16, -1}, /* 36 */
2327 {18, 17, 16}, /* 37 */
2328 {18, 17, -1}, /* 38 */
2329 {18, 19, -1}, /* 39 */
2330 {41, 19, 39}, /* 40 */
2331 {19, 20, -1}, /* 41 */
2332 {20, 21, -1}, /* 42 */
2333 {20, 21, 22}, /* 43 */
2334 {21, 22, -1}, /* 44 */
2335 {23, 22, -1}, /* 45 */
2336 {45, 47, 23}, /* 46 */
2337 {23, 24, -1}, /* 47 */
2338 {24, 9, -1}
2339 }; /* 48 */
2340
2341 /* Recursive routine to step back and see if we can
2342 * find a path to that monster that we found. If not,
2343 * we don't bother going toward it. Returns 1 if we
2344 * can see a direct way to get it
2345 * Modified to be map tile aware -.MSW
2346 */
2347 int
2348 can_see_monsterP (maptile *m, int x, int y, int dir)
2349 {
2350 sint16 dx, dy;
2351 int mflags;
2352
2353 if (dir < 0)
2354 return 0; /* exit condition: invalid direction */
2355
2356 dx = x + DIRX (dir);
2357 dy = y + DIRY (dir);
2358
2359 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2360
2361 /* This functional arguably was incorrect before - it was
2362 * checking for P_WALL - that was basically seeing if
2363 * we could move to the monster - this is being more
2364 * literal on if we can see it. To know if we can actually
2365 * move to the monster, we'd need the monster passed in or
2366 * at least its move type.
2367 */
2368 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2369 return 0;
2370
2371 /* yes, can see. */
2372 if (dir < 9)
2373 return 1;
2374
2375 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2376 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2377 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2378 }
2379
2380 /*
2381 * can_pick(picker, item): finds out if an object is possible to be
2382 * picked up by the picker. Returnes 1 if it can be
2383 * picked up, otherwise 0.
2384 *
2385 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2386 * core dumps if they do.
2387 *
2388 * Add a check so we can't pick up invisible objects (0.93.8)
2389 */
2390 int
2391 can_pick (const object *who, const object *item)
2392 {
2393 return /*who->flag [FLAG_WIZ]|| */
2394 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2395 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2396 }
2397
2398 //-GPL
2399
2400 /*
2401 * create clone from object to another
2402 */
2403 object *
2404 object::deep_clone ()
2405 {
2406 assert (("deep_clone called on non-head object", is_head ()));
2407
2408 object *dst = clone ();
2409
2410 object *prev = dst;
2411 for (object *part = this->more; part; part = part->more)
2412 {
2413 object *tmp = part->clone ();
2414 tmp->head = dst;
2415 prev->more = tmp;
2416 prev = tmp;
2417 }
2418
2419 for (object *item = inv; item; item = item->below)
2420 insert_ob_in_ob (item->deep_clone (), dst);
2421
2422 return dst;
2423 }
2424
2425 /* This returns the first object in who's inventory that
2426 * has the same type and subtype match.
2427 * returns NULL if no match.
2428 */
2429 object *
2430 find_obj_by_type_subtype (const object *who, int type, int subtype)
2431 {
2432 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2433 if (tmp->type == type && tmp->subtype == subtype)
2434 return tmp;
2435
2436 return 0;
2437 }
2438
2439 /* Zero the key_values on op, decrementing the shared-string
2440 * refcounts and freeing the links.
2441 */
2442 void
2443 key_values::clear ()
2444 {
2445 for (key_value *kvp = first; kvp; )
2446 {
2447 key_value *next = kvp->next;
2448 delete kvp;
2449 kvp = next;
2450 }
2451
2452 first = 0;
2453 }
2454
2455 shstr_tmp
2456 key_values::get (shstr_tmp key) const
2457 {
2458 for (key_value *kv = first; kv; kv = kv->next)
2459 if (kv->key == key)
2460 return kv->value;
2461
2462 return shstr ();
2463 }
2464
2465 void
2466 key_values::add (shstr_tmp key, shstr_tmp value)
2467 {
2468 key_value *kv = new key_value;
2469
2470 kv->next = first;
2471 kv->key = key;
2472 kv->value = value;
2473
2474 first = kv;
2475 }
2476
2477 void
2478 key_values::set (shstr_tmp key, shstr_tmp value)
2479 {
2480 for (key_value *kv = first; kv; kv = kv->next)
2481 if (kv->key == key)
2482 {
2483 kv->value = value;
2484 return;
2485 }
2486
2487 add (key, value);
2488 }
2489
2490 void
2491 key_values::del (shstr_tmp key)
2492 {
2493 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2494 if ((*kvp)->key == key)
2495 {
2496 key_value *kv = *kvp;
2497 *kvp = (*kvp)->next;
2498 delete kv;
2499 return;
2500 }
2501 }
2502
2503 void
2504 key_values::reverse ()
2505 {
2506 key_value *prev = 0;
2507 key_value *head = first;
2508
2509 while (head)
2510 {
2511 key_value *node = head;
2512 head = head->next;
2513 node->next = prev;
2514 prev = node;
2515 }
2516
2517 first = prev;
2518 }
2519
2520 key_values &
2521 key_values::operator =(const key_values &kv)
2522 {
2523 clear ();
2524
2525 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2526 add (kvp->key, kvp->value);
2527
2528 reverse ();
2529 }
2530
2531 object::depth_iterator::depth_iterator (object *container)
2532 : iterator_base (container)
2533 {
2534 while (item->inv)
2535 item = item->inv;
2536 }
2537
2538 void
2539 object::depth_iterator::next ()
2540 {
2541 if (item->below)
2542 {
2543 item = item->below;
2544
2545 while (item->inv)
2546 item = item->inv;
2547 }
2548 else
2549 item = item->env;
2550 }
2551
2552 const char *
2553 object::flag_desc (char *desc, int len) const
2554 {
2555 char *p = desc;
2556 bool first = true;
2557
2558 *p = 0;
2559
2560 for (int i = 0; i < NUM_FLAGS; i++)
2561 {
2562 if (len <= 10) // magic constant!
2563 {
2564 snprintf (p, len, ",...");
2565 break;
2566 }
2567
2568 if (flag [i])
2569 {
2570 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2571 len -= cnt;
2572 p += cnt;
2573 first = false;
2574 }
2575 }
2576
2577 return desc;
2578 }
2579
2580 // return a suitable string describing an object in enough detail to find it
2581 const char *
2582 object::debug_desc (char *info) const
2583 {
2584 char flagdesc[512];
2585 char info2[256 * 4];
2586 char *p = info;
2587
2588 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2589 count,
2590 uuid.c_str (),
2591 &name,
2592 title ? ",title:\"" : "",
2593 title ? (const char *)title : "",
2594 title ? "\"" : "",
2595 flag_desc (flagdesc, 512), type);
2596
2597 if (!flag[FLAG_REMOVED] && env)
2598 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2599
2600 if (map)
2601 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2602
2603 return info;
2604 }
2605
2606 const char *
2607 object::debug_desc () const
2608 {
2609 static char info[3][256 * 4];
2610 static int info_idx;
2611
2612 return debug_desc (info [++info_idx % 3]);
2613 }
2614
2615 struct region *
2616 object::region () const
2617 {
2618 return map ? map->region (x, y)
2619 : region::default_region ();
2620 }
2621
2622 //+GPL
2623
2624 void
2625 object::open_container (object *new_container)
2626 {
2627 if (container == new_container)
2628 return;
2629
2630 object *old_container = container;
2631
2632 if (old_container)
2633 {
2634 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2635 return;
2636
2637 #if 0
2638 // remove the "Close old_container" object.
2639 if (object *closer = old_container->inv)
2640 if (closer->type == CLOSE_CON)
2641 closer->destroy ();
2642 #endif
2643
2644 // make sure the container is available
2645 esrv_send_item (this, old_container);
2646
2647 old_container->flag [FLAG_APPLIED] = false;
2648 container = 0;
2649
2650 // client needs item update to make it work, client bug requires this to be separate
2651 esrv_update_item (UPD_FLAGS, this, old_container);
2652
2653 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2654 play_sound (sound_find ("chest_close"));
2655 }
2656
2657 if (new_container)
2658 {
2659 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2660 return;
2661
2662 // TODO: this does not seem to serve any purpose anymore?
2663 #if 0
2664 // insert the "Close Container" object.
2665 if (archetype *closer = new_container->other_arch)
2666 {
2667 object *closer = new_container->other_arch->instance ();
2668 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2669 new_container->insert (closer);
2670 }
2671 #endif
2672
2673 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2674
2675 // make sure the container is available, client bug requires this to be separate
2676 esrv_send_item (this, new_container);
2677
2678 new_container->flag [FLAG_APPLIED] = true;
2679 container = new_container;
2680
2681 // client needs flag change
2682 esrv_update_item (UPD_FLAGS, this, new_container);
2683 esrv_send_inventory (this, new_container);
2684 play_sound (sound_find ("chest_open"));
2685 }
2686 // else if (!old_container->env && contr && contr->ns)
2687 // contr->ns->floorbox_reset ();
2688 }
2689
2690 //-GPL
2691
2692 // prefetch some flat area around the player
2693 static void
2694 prefetch_surrounding_area (object *op, maptile *map, int range)
2695 {
2696 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2697 op->x - range , op->y - range ,
2698 op->x + range + 1, op->y + range + 1);
2699 rect->m;
2700 ++rect)
2701 {
2702 rect->m->touch ();
2703 rect->m->activate ();
2704 }
2705 }
2706
2707 // prefetch a generous area around the player, also up and down
2708 void
2709 object::prefetch_surrounding_maps ()
2710 {
2711 prefetch_surrounding_area (this, map, 40);
2712
2713 if (maptile *m = map->tile_available (TILE_DOWN))
2714 prefetch_surrounding_area (this, m, 20);
2715
2716 if (maptile *m = map->tile_available (TILE_UP))
2717 prefetch_surrounding_area (this, m, 20);
2718 }
2719
2720 //+GPL
2721
2722 object *
2723 object::force_find (shstr_tmp name)
2724 {
2725 /* cycle through his inventory to look for the MARK we want to
2726 * place
2727 */
2728 for (object *tmp = inv; tmp; tmp = tmp->below)
2729 if (tmp->type == FORCE && tmp->slaying == name)
2730 return splay (tmp);
2731
2732 return 0;
2733 }
2734
2735 void
2736 object::force_set_timer (int duration)
2737 {
2738 this->duration = 1;
2739 this->speed_left = -1.f;
2740
2741 this->set_speed (duration ? 1.f / duration : 0.f);
2742 }
2743
2744 object *
2745 object::force_add (shstr_tmp name, int duration)
2746 {
2747 if (object *force = force_find (name))
2748 force->destroy ();
2749
2750 object *force = archetype::get (FORCE_NAME);
2751
2752 force->slaying = name;
2753 force->force_set_timer (duration);
2754 force->flag [FLAG_APPLIED] = true;
2755
2756 return insert (force);
2757 }
2758
2759 void
2760 object::play_sound (faceidx sound) const
2761 {
2762 if (!sound)
2763 return;
2764
2765 if (is_on_map ())
2766 map->play_sound (sound, x, y);
2767 else if (object *pl = in_player ())
2768 pl->contr->play_sound (sound);
2769 }
2770
2771 void
2772 object::say_msg (const char *msg) const
2773 {
2774 if (is_on_map ())
2775 map->say_msg (msg, x, y);
2776 else if (object *pl = in_player ())
2777 pl->contr->play_sound (sound);
2778 }
2779
2780 void
2781 object::make_noise ()
2782 {
2783 // we do not model noise in the map, so instead put
2784 // a temporary light into the noise source
2785 // could use the map instead, but that's less reliable for our
2786 // goal, which is to make invisibility a bit harder to exploit
2787
2788 // currently only works sensibly for players
2789 if (!is_player ())
2790 return;
2791
2792 // find old force, or create new one
2793 object *force = force_find (shstr_noise_force);
2794
2795 if (force)
2796 force->speed_left = -1.f; // patch old speed up
2797 else
2798 {
2799 force = archetype::get (shstr_noise_force);
2800
2801 force->slaying = shstr_noise_force;
2802 force->stats.food = 1;
2803 force->speed_left = -1.f;
2804
2805 force->set_speed (1.f / 4.f);
2806 force->flag [FLAG_IS_USED_UP] = true;
2807 force->flag [FLAG_APPLIED] = true;
2808
2809 insert (force);
2810 }
2811 }
2812
2813 void object::change_move_type (MoveType mt)
2814 {
2815 if (move_type == mt)
2816 return;
2817
2818 if (is_on_map ())
2819 {
2820 // we are on the map, so handle move_on/off effects
2821 remove ();
2822 move_type = mt;
2823 map->insert (this, x, y, this);
2824 }
2825 else
2826 move_type = mt;
2827 }
2828
2829 /* object should be a player.
2830 * we return the object the player has marked with the 'mark' command
2831 * below. If no match is found (or object has changed), we return
2832 * NULL. We leave it up to the calling function to print messages if
2833 * nothing is found.
2834 */
2835 object *
2836 object::mark () const
2837 {
2838 if (contr && contr->mark && contr->mark->env == this)
2839 return contr->mark;
2840 else
2841 return 0;
2842 }
2843
2844 // put marked object first in the inventory
2845 // this is used by identify-like spells so players can influence
2846 // the order a bit.
2847 void
2848 object::splay_marked ()
2849 {
2850 if (object *marked = mark ())
2851 splay (marked);
2852 }
2853