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Revision: 1.368
Committed: Wed Dec 5 19:03:26 2018 UTC (5 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.367: +6 -4 lines
Log Message:
some bugfixes

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 (ecb_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 // update the anhimation frame of an object, but only if it has an animation
666 // assigned and the frame number if within the animation.
667 void object::update_anim_frame (int frame)
668 {
669 if (ecb_expect_false (!has_anim () || frame >= anim_frames ()))
670 return;
671
672 set_anim_frame (frame);
673 update_object (this, UP_OBJ_FACE);
674 }
675
676 /*
677 * If an object with the IS_TURNABLE() flag needs to be turned due
678 * to the closest player being on the other side, this function can
679 * be called to update the face variable, _and_ how it looks on the map.
680 */
681 void
682 update_turn_face (object *op)
683 {
684 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
685 return;
686
687 op->update_anim_frame (op->direction);
688 }
689
690 /*
691 * Updates the speed of an object. If the speed changes from 0 to another
692 * value, or vice versa, then add/remove the object from the active list.
693 * This function needs to be called whenever the speed of an object changes.
694 */
695 void
696 object::set_speed (float speed)
697 {
698 this->speed = speed;
699
700 if (has_active_speed ())
701 activate ();
702 else
703 deactivate ();
704 }
705
706 /*
707 * update_object() updates the map.
708 * It takes into account invisible objects (and represent squares covered
709 * by invisible objects by whatever is below them (unless it's another
710 * invisible object, etc...)
711 * If the object being updated is beneath a player, the look-window
712 * of that player is updated (this might be a suboptimal way of
713 * updating that window, though, since update_object() is called _often_)
714 *
715 * action is a hint of what the caller believes need to be done.
716 * current action are:
717 * UP_OBJ_INSERT: op was inserted
718 * UP_OBJ_REMOVE: op was removed
719 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
720 * as that is easier than trying to look at what may have changed.
721 * UP_OBJ_FACE: only the objects face has changed.
722 */
723 void
724 update_object (object *op, int action)
725 {
726 if (!op)
727 {
728 /* this should never happen */
729 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
730 return;
731 }
732
733 if (!op->is_on_map ())
734 {
735 /* Animation is currently handled by client, so nothing
736 * to do in this case.
737 */
738 return;
739 }
740
741 /* make sure the object is within map boundaries */
742 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
743 {
744 LOG (llevError, "update_object() called for object out of map!\n");
745 #ifdef MANY_CORES
746 abort ();
747 #endif
748 return;
749 }
750
751 mapspace &m = op->ms ();
752
753 if (!(m.flags_ & P_UPTODATE))
754 m.update_up (); // nothing to do except copy up
755 else if (action == UP_OBJ_INSERT)
756 {
757 #if 0
758 // this is likely overkill, TODO: revisit (schmorp)
759 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
760 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
761 || (op->is_player () && !(m.flags_ & P_PLAYER))
762 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
763 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
764 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
765 || (m.move_on | op->move_on ) != m.move_on
766 || (m.move_off | op->move_off ) != m.move_off
767 || (m.move_slow | op->move_slow) != m.move_slow
768 /* This isn't perfect, but I don't expect a lot of objects to
769 * have move_allow right now.
770 */
771 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
772 m.invalidate ();
773 #else
774 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
775 m.invalidate ();
776 #endif
777 }
778 /* if the object is being removed, we can't make intelligent
779 * decisions, because remove_ob can't really pass the object
780 * that is being removed.
781 */
782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
783 m.invalidate ();
784 else if (action == UP_OBJ_FACE)
785 m.update_up (); // nothing to do for that case, except copy up
786 else
787 LOG (llevError, "update_object called with invalid action: %d\n", action);
788
789 if (op->more)
790 update_object (op->more, action);
791 }
792
793 object::object ()
794 {
795 this->set_flag (FLAG_REMOVED);
796
797 //expmul = 1.0; declared const for the time being
798 face = blank_face;
799 material = MATERIAL_NULL;
800 }
801
802 object::~object ()
803 {
804 unlink ();
805
806 kv.clear ();
807 }
808
809 void object::link ()
810 {
811 assert (!index);//D
812 uuid = UUID::gen ();
813
814 refcnt_inc ();
815 objects.insert (this);
816
817 ++create_count;
818
819 }
820
821 void object::unlink ()
822 {
823 if (!index)
824 return;
825
826 ++destroy_count;
827
828 objects.erase (this);
829 refcnt_dec ();
830 }
831
832 void
833 object::activate ()
834 {
835 /* If already on active list, don't do anything */
836 if (active)
837 return;
838
839 if (has_active_speed ())
840 {
841 if (flag [FLAG_FREED])
842 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
843
844 actives.insert (this);
845 }
846 }
847
848 void
849 object::activate_recursive ()
850 {
851 activate ();
852
853 for (object *op = inv; op; op = op->below)
854 op->activate_recursive ();
855 }
856
857 /* This function removes object 'op' from the list of active
858 * objects.
859 * This should only be used for style maps or other such
860 * reference maps where you don't want an object that isn't
861 * in play chewing up cpu time getting processed.
862 * The reverse of this is to call update_ob_speed, which
863 * will do the right thing based on the speed of the object.
864 */
865 void
866 object::deactivate ()
867 {
868 /* If not on the active list, nothing needs to be done */
869 if (!active)
870 return;
871
872 actives.erase (this);
873 }
874
875 void
876 object::deactivate_recursive ()
877 {
878 for (object *op = inv; op; op = op->below)
879 op->deactivate_recursive ();
880
881 deactivate ();
882 }
883
884 void
885 object::set_flag_inv (int flag, int value)
886 {
887 for (object *op = inv; op; op = op->below)
888 {
889 op->flag [flag] = value;
890 op->set_flag_inv (flag, value);
891 }
892 }
893
894 /*
895 * Remove and free all objects in the inventory of the given object.
896 * object.c ?
897 */
898 void
899 object::destroy_inv (bool drop_to_ground)
900 {
901 // need to check first, because the checks below might segfault
902 // as we might be on an invalid mapspace and crossfire code
903 // is too buggy to ensure that the inventory is empty.
904 // corollary: if you create arrows etc. with stuff in its inventory,
905 // cf will crash below with off-map x and y
906 if (!inv)
907 return;
908
909 /* Only if the space blocks everything do we not process -
910 * if some form of movement is allowed, let objects
911 * drop on that space.
912 */
913 if (!drop_to_ground
914 || !map
915 || !map->linkable ()
916 || map->no_drop
917 || ms ().move_block == MOVE_ALL)
918 {
919 while (inv)
920 inv->destroy ();
921 }
922 else
923 { /* Put objects in inventory onto this space */
924 while (inv)
925 {
926 object *op = inv;
927
928 if (op->flag [FLAG_STARTEQUIP]
929 || op->flag [FLAG_NO_DROP]
930 || op->type == RUNE
931 || op->type == TRAP
932 || op->flag [FLAG_IS_A_TEMPLATE]
933 || op->flag [FLAG_DESTROY_ON_DEATH])
934 op->destroy ();
935 else
936 map->insert (op, x, y);
937 }
938 }
939 }
940
941 /*
942 * Remove and free all objects in the inventory of the given object.
943 * Unlike destroy_inv, this assumes the *this is destroyed as well
944 * well, so we can (and have to!) take shortcuts.
945 */
946 void
947 object::destroy_inv_fast ()
948 {
949 while (object *op = inv)
950 {
951 // remove from object the fast way
952 op->flag [FLAG_REMOVED] = true;
953 op->env = 0;
954 if ((inv = inv->below))
955 inv->above = 0;
956
957 // then destroy
958 op->destroy ();
959 }
960 }
961
962 void
963 object::freelist_free (int count)
964 {
965 while (count-- && freelist)
966 {
967 freelist_item *next = freelist->next;
968 // count is being "destroyed"
969
970 sfree ((char *)freelist, sizeof (object));
971
972 freelist = next;
973 --free_count;
974 }
975 }
976
977 object *
978 object::create ()
979 {
980 object *op;
981
982 if (freelist)
983 {
984 freelist_item li = *freelist;
985 memset (freelist, 0, sizeof (object));
986
987 op = new (freelist) object;
988 op->count = li.count;
989
990 freelist = li.next;
991 --free_count;
992 }
993 else
994 {
995 void *ni = salloc0<char> (sizeof (object));
996
997 op = new(ni) object;
998
999 op->count = ++object_count;
1000 }
1001
1002 op->link ();
1003
1004 return op;
1005 }
1006
1007 void
1008 object::do_delete ()
1009 {
1010 uint32_t count = this->count;
1011
1012 this->~object ();
1013
1014 freelist_item *li = (freelist_item *)this;
1015 li->next = freelist;
1016 li->count = count;
1017
1018 freelist = li;
1019 ++free_count;
1020 }
1021
1022 void
1023 object::do_destroy ()
1024 {
1025 if (flag [FLAG_IS_LINKED])
1026 remove_link ();
1027
1028 if (flag [FLAG_FRIENDLY])
1029 remove_friendly_object (this);
1030
1031 remove ();
1032
1033 attachable::do_destroy ();
1034
1035 deactivate ();
1036 unlink ();
1037
1038 flag [FLAG_FREED] = 1;
1039
1040 // hack to ensure that freed objects still have a valid map
1041 map = &freed_map;
1042 x = 1;
1043 y = 1;
1044
1045 if (more)
1046 {
1047 more->destroy ();
1048 more = 0;
1049 }
1050
1051 head = 0;
1052
1053 // clear those pointers that likely might cause circular references
1054 owner = 0;
1055 enemy = 0;
1056 attacked_by = 0;
1057 current_weapon = 0;
1058 }
1059
1060 void
1061 object::destroy ()
1062 {
1063 if (destroyed ())
1064 return;
1065
1066 if (!is_head () && !head->destroyed ())
1067 {
1068 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1069 head->destroy ();
1070 return;
1071 }
1072
1073 destroy_inv_fast ();
1074
1075 if (is_head ())
1076 if (sound_destroy)
1077 play_sound (sound_destroy);
1078 else if (flag [FLAG_MONSTER])
1079 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1080
1081 attachable::destroy ();
1082 }
1083
1084 /* op->remove ():
1085 * This function removes the object op from the linked list of objects
1086 * which it is currently tied to. When this function is done, the
1087 * object will have no environment. If the object previously had an
1088 * environment, the x and y coordinates will be updated to
1089 * the previous environment.
1090 */
1091 void
1092 object::do_remove ()
1093 {
1094 if (flag [FLAG_REMOVED])
1095 return;
1096
1097 INVOKE_OBJECT (REMOVE, this);
1098
1099 flag [FLAG_REMOVED] = true;
1100
1101 if (more)
1102 more->remove ();
1103
1104 /*
1105 * In this case, the object to be removed is in someones
1106 * inventory.
1107 */
1108 if (env)
1109 {
1110 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1111 if (object *pl = visible_to ())
1112 esrv_del_item (pl->contr, count);
1113 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1114
1115 adjust_weight (env, total_weight (), 0);
1116
1117 object *pl = in_player ();
1118
1119 /* we set up values so that it could be inserted into
1120 * the map, but we don't actually do that - it is up
1121 * to the caller to decide what we want to do.
1122 */
1123 map = env->map;
1124 x = env->x;
1125 y = env->y;
1126
1127 // make sure cmov optimisation is applicable
1128 *(above ? &above->below : &env->inv) = below;
1129 *(below ? &below->above : &above ) = above; // &above is just a dummy
1130
1131 above = 0;
1132 below = 0;
1133 env = 0;
1134
1135 if (pl && pl->is_player ())
1136 {
1137 if (ecb_expect_false (pl->contr->combat_ob == this))
1138 {
1139 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1140 pl->contr->combat_ob = 0;
1141 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1142 }
1143
1144 if (ecb_expect_false (pl->contr->ranged_ob == this))
1145 {
1146 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->ranged_ob = 0;
1148 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1149 }
1150
1151 pl->contr->queue_stats_update ();
1152
1153 if (ecb_expect_false (glow_radius) && pl->is_on_map ())
1154 update_all_los (pl->map, pl->x, pl->y);
1155 }
1156 }
1157 else if (map)
1158 {
1159 map->dirty = true;
1160 mapspace &ms = this->ms ();
1161
1162 if (object *pl = ms.player ())
1163 {
1164 if (is_player ())
1165 {
1166 if (!flag [FLAG_WIZPASS])
1167 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1168
1169 // leaving a spot always closes any open container on the ground
1170 if (container && !container->env)
1171 // this causes spurious floorbox updates, but it ensures
1172 // that the CLOSE event is being sent.
1173 close_container ();
1174
1175 --map->players;
1176 map->touch ();
1177 }
1178 else if (pl->container_ () == this)
1179 {
1180 // removing a container should close it
1181 close_container ();
1182 }
1183 else
1184 esrv_del_item (pl->contr, count);
1185 }
1186
1187 /* link the object above us */
1188 // re-link, make sure compiler can easily use cmove
1189 *(above ? &above->below : &ms.top) = below;
1190 *(below ? &below->above : &ms.bot) = above;
1191
1192 above = 0;
1193 below = 0;
1194
1195 ms.invalidate ();
1196
1197 int check_walk_off = !flag [FLAG_NO_APPLY];
1198
1199 if (object *pl = ms.player ())
1200 {
1201 if (pl->container_ () == this)
1202 /* If a container that the player is currently using somehow gets
1203 * removed (most likely destroyed), update the player view
1204 * appropriately.
1205 */
1206 pl->close_container ();
1207
1208 //TODO: the floorbox prev/next might need updating
1209 //esrv_del_item (pl->contr, count);
1210 //TODO: update floorbox to preserve ordering
1211 if (pl->contr->ns)
1212 pl->contr->ns->floorbox_update ();
1213 }
1214
1215 if (check_walk_off)
1216 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1217 {
1218 above = tmp->above;
1219
1220 /* No point updating the players look faces if he is the object
1221 * being removed.
1222 */
1223
1224 /* See if object moving off should effect something */
1225 if ((move_type & tmp->move_off)
1226 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1227 move_apply (tmp, this, 0);
1228 }
1229
1230 if (affects_los ())
1231 update_all_los (map, x, y);
1232 }
1233 }
1234
1235 /*
1236 * merge_ob(op,top):
1237 *
1238 * This function goes through all objects below and including top, and
1239 * merges op to the first matching object.
1240 * If top is NULL, it is calculated.
1241 * Returns pointer to object if it succeded in the merge, otherwise NULL
1242 */
1243 object *
1244 merge_ob (object *op, object *top)
1245 {
1246 if (!op->nrof)
1247 return 0;
1248
1249 if (!top)
1250 for (top = op; top && top->above; top = top->above)
1251 ;
1252
1253 for (; top; top = top->below)
1254 if (object::can_merge (op, top))
1255 {
1256 top->nrof += op->nrof;
1257
1258 if (object *pl = top->visible_to ())
1259 esrv_update_item (UPD_NROF, pl, top);
1260
1261 op->weight = 0; // cancel the addition above
1262 op->carrying = 0; // must be 0 already
1263
1264 op->destroy ();
1265
1266 return top;
1267 }
1268
1269 return 0;
1270 }
1271
1272 void
1273 object::expand_tail ()
1274 {
1275 if (more)
1276 return;
1277
1278 object *prev = this;
1279
1280 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1281 {
1282 object *op = at->instance ();
1283
1284 op->name = name;
1285 op->name_pl = name_pl;
1286 op->title = title;
1287
1288 op->head = this;
1289 prev->more = op;
1290
1291 prev = op;
1292 }
1293 }
1294
1295 /*
1296 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1297 * job preparing multi-part monsters.
1298 */
1299 object *
1300 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1301 {
1302 op->remove ();
1303
1304 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1305 {
1306 tmp->x = x + tmp->arch->x;
1307 tmp->y = y + tmp->arch->y;
1308 }
1309
1310 return insert_ob_in_map (op, m, originator, flag);
1311 }
1312
1313 /*
1314 * insert_ob_in_map (op, map, originator, flag):
1315 * This function inserts the object in the two-way linked list
1316 * which represents what is on a map.
1317 * The second argument specifies the map, and the x and y variables
1318 * in the object about to be inserted specifies the position.
1319 *
1320 * originator: Player, monster or other object that caused 'op' to be inserted
1321 * into 'map'. May be NULL.
1322 *
1323 * flag is a bitmask about special things to do (or not do) when this
1324 * function is called. see the object.h file for the INS_ values.
1325 * Passing 0 for flag gives proper default values, so flag really only needs
1326 * to be set if special handling is needed.
1327 *
1328 * Return value:
1329 * new object if 'op' was merged with other object
1330 * NULL if there was an error (destroyed, blocked etc.)
1331 * just 'op' otherwise
1332 */
1333 object *
1334 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1335 {
1336 op->remove ();
1337
1338 if (m == &freed_map)//D TODO: remove soon
1339 {//D
1340 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1341 }//D
1342
1343 /* Ideally, the caller figures this out. However, it complicates a lot
1344 * of areas of callers (eg, anything that uses find_free_spot would now
1345 * need extra work
1346 */
1347 maptile *newmap = m;
1348 if (!xy_normalise (newmap, op->x, op->y))
1349 {
1350 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1351 return 0;
1352 }
1353
1354 if (object *more = op->more)
1355 if (!insert_ob_in_map (more, m, originator, flag))
1356 return 0;
1357
1358 op->flag [FLAG_REMOVED] = false;
1359 op->env = 0;
1360 op->map = newmap;
1361
1362 mapspace &ms = op->ms ();
1363
1364 /* this has to be done after we translate the coordinates.
1365 */
1366 if (op->nrof && !(flag & INS_NO_MERGE))
1367 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1368 if (object::can_merge (op, tmp))
1369 {
1370 // TODO: we actually want to update tmp, not op,
1371 // but some caller surely breaks when we return tmp
1372 // from here :/
1373 op->nrof += tmp->nrof;
1374 tmp->destroy ();
1375 }
1376
1377 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1378 op->clr_flag (FLAG_INV_LOCKED);
1379
1380 if (!op->flag [FLAG_ALIVE])
1381 op->clr_flag (FLAG_NO_STEAL);
1382
1383 if (flag & INS_BELOW_ORIGINATOR)
1384 {
1385 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1386 {
1387 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1388 abort ();
1389 }
1390
1391 if (!originator->is_on_map ())
1392 {
1393 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1394 op->debug_desc (), originator->debug_desc ());
1395 abort ();
1396 }
1397
1398 op->above = originator;
1399 op->below = originator->below;
1400 originator->below = op;
1401
1402 *(op->below ? &op->below->above : &ms.bot) = op;
1403 }
1404 else
1405 {
1406 object *floor = 0;
1407 object *top = ms.top;
1408
1409 /* If there are other objects, then */
1410 if (top)
1411 {
1412 /*
1413 * If there are multiple objects on this space, we do some trickier handling.
1414 * We've already dealt with merging if appropriate.
1415 * Generally, we want to put the new object on top. But if
1416 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1417 * floor, we want to insert above that and no further.
1418 * Also, if there are spell objects on this space, we stop processing
1419 * once we get to them. This reduces the need to traverse over all of
1420 * them when adding another one - this saves quite a bit of cpu time
1421 * when lots of spells are cast in one area. Currently, it is presumed
1422 * that flying non pickable objects are spell objects.
1423 */
1424 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1425 {
1426 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1427 floor = tmp;
1428
1429 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1430 {
1431 /* We insert above top, so we want this object below this */
1432 top = tmp->below;
1433 break;
1434 }
1435
1436 top = tmp;
1437 }
1438
1439 /* We let update_position deal with figuring out what the space
1440 * looks like instead of lots of conditions here.
1441 * makes things faster, and effectively the same result.
1442 */
1443
1444 /* Have object 'fall below' other objects that block view.
1445 * Unless those objects are exits.
1446 * If INS_ON_TOP is used, don't do this processing
1447 * Need to find the object that in fact blocks view, otherwise
1448 * stacking is a bit odd.
1449 */
1450 if (!(flag & INS_ON_TOP)
1451 && ms.flags () & P_BLOCKSVIEW
1452 && (op->face && !faces [op->face].visibility))
1453 {
1454 object *last;
1455
1456 for (last = top; last != floor; last = last->below)
1457 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1458 break;
1459
1460 /* Check to see if we found the object that blocks view,
1461 * and make sure we have a below pointer for it so that
1462 * we can get inserted below this one, which requires we
1463 * set top to the object below us.
1464 */
1465 if (last && last->below && last != floor)
1466 top = last->below;
1467 }
1468 } /* If objects on this space */
1469
1470 if (flag & INS_ABOVE_FLOOR_ONLY)
1471 top = floor;
1472
1473 // insert object above top, or bottom-most if top = 0
1474 if (!top)
1475 {
1476 op->below = 0;
1477 op->above = ms.bot;
1478 ms.bot = op;
1479
1480 *(op->above ? &op->above->below : &ms.top) = op;
1481 }
1482 else
1483 {
1484 op->above = top->above;
1485 top->above = op;
1486
1487 op->below = top;
1488 *(op->above ? &op->above->below : &ms.top) = op;
1489 }
1490 }
1491
1492 if (op->is_player ())
1493 {
1494 op->contr->do_los = 1;
1495 ++op->map->players;
1496 op->map->touch ();
1497 }
1498
1499 op->map->dirty = true;
1500
1501 if (object *pl = ms.player ())
1502 //TODO: the floorbox prev/next might need updating
1503 //esrv_send_item (pl, op);
1504 //TODO: update floorbox to preserve ordering
1505 if (pl->contr->ns)
1506 pl->contr->ns->floorbox_update ();
1507
1508 /* If this object glows, it may affect lighting conditions that are
1509 * visible to others on this map. But update_all_los is really
1510 * an inefficient way to do this, as it means los for all players
1511 * on the map will get recalculated. The players could very well
1512 * be far away from this change and not affected in any way -
1513 * this should get redone to only look for players within range,
1514 * or just updating the P_UPTODATE for spaces within this area
1515 * of effect may be sufficient.
1516 */
1517 if (op->affects_los ())
1518 {
1519 op->ms ().invalidate ();
1520 update_all_los (op->map, op->x, op->y);
1521 }
1522
1523 /* updates flags (blocked, alive, no magic, etc) for this map space */
1524 update_object (op, UP_OBJ_INSERT);
1525
1526 INVOKE_OBJECT (INSERT, op);
1527
1528 /* Don't know if moving this to the end will break anything. However,
1529 * we want to have floorbox_update called before calling this.
1530 *
1531 * check_move_on() must be after this because code called from
1532 * check_move_on() depends on correct map flags (so functions like
1533 * blocked() and wall() work properly), and these flags are updated by
1534 * update_object().
1535 */
1536
1537 /* if this is not the head or flag has been passed, don't check walk on status */
1538 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1539 {
1540 if (check_move_on (op, originator, flag))
1541 return 0;
1542
1543 /* If we are a multi part object, let's work our way through the check
1544 * walk on's.
1545 */
1546 for (object *tmp = op->more; tmp; tmp = tmp->more)
1547 if (check_move_on (tmp, originator, flag))
1548 return 0;
1549 }
1550
1551 return op;
1552 }
1553
1554 /* this function inserts an object in the map, but if it
1555 * finds an object of its own type, it'll remove that one first.
1556 * op is the object to insert it under: supplies x and the map.
1557 */
1558 void
1559 replace_insert_ob_in_map (shstr_tmp archname, object *op)
1560 {
1561 /* first search for itself and remove any old instances */
1562
1563 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1564 if (tmp->arch->archname == archname) /* same archetype */
1565 tmp->destroy ();
1566
1567 object *tmp = archetype::find (archname)->instance ();
1568
1569 tmp->x = op->x;
1570 tmp->y = op->y;
1571
1572 insert_ob_in_map (tmp, op->map, op, 0);
1573 }
1574
1575 object *
1576 object::insert_at (object *where, object *originator, int flags)
1577 {
1578 if (where->env)
1579 return where->env->insert (this);
1580 else
1581 return where->map->insert (this, where->x, where->y, originator, flags);
1582 }
1583
1584 // check whether we can put this into the map, respect max_volume, max_items
1585 bool
1586 object::can_drop_at (maptile *m, int x, int y, object *originator)
1587 {
1588 mapspace &ms = m->at (x, y);
1589
1590 int items = ms.items ();
1591
1592 if (!items // testing !items ensures we can drop at least one item
1593 || (items < m->max_items
1594 && ms.volume () < m->max_volume))
1595 return true;
1596
1597 if (originator)
1598 originator->failmsgf (
1599 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1600 query_name ()
1601 );
1602
1603 return false;
1604 }
1605
1606 /*
1607 * decrease(object, number) decreases a specified number from
1608 * the amount of an object. If the amount reaches 0, the object
1609 * is subsequently removed and freed.
1610 *
1611 * Return value: 'op' if something is left, NULL if the amount reached 0
1612 */
1613 bool
1614 object::decrease (sint32 nr)
1615 {
1616 if (!nr)
1617 return true;
1618
1619 nr = min (nr, nrof);
1620
1621 if (nrof > nr)
1622 {
1623 weight_t oweight = total_weight ();
1624
1625 nrof -= nr;
1626
1627 if (object *pl = visible_to ())
1628 esrv_update_item (UPD_NROF, pl, this);
1629
1630 adjust_weight (env, oweight, total_weight ());
1631
1632 return true;
1633 }
1634 else
1635 {
1636 destroy ();
1637 return false;
1638 }
1639 }
1640
1641 /*
1642 * split(ob,nr) splits up ob into two parts. The part which
1643 * is returned contains nr objects, and the remaining parts contains
1644 * the rest (or is removed and returned if that number is 0).
1645 * On failure, NULL is returned.
1646 */
1647 object *
1648 object::split (sint32 nr)
1649 {
1650 int have = number_of ();
1651
1652 if (have < nr)
1653 return 0;
1654 else if (have == nr)
1655 {
1656 remove ();
1657 return this;
1658 }
1659 else
1660 {
1661 decrease (nr);
1662
1663 object *op = deep_clone ();
1664 op->nrof = nr;
1665 return op;
1666 }
1667 }
1668
1669 object *
1670 insert_ob_in_ob (object *op, object *where)
1671 {
1672 if (!where)
1673 {
1674 char *dump = dump_object (op);
1675 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1676 free (dump);
1677 return op;
1678 }
1679
1680 if (where->head_ () != where)
1681 {
1682 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1683 where = where->head;
1684 }
1685
1686 return where->insert (op);
1687 }
1688
1689 /*
1690 * env->insert (op)
1691 * This function inserts the object op in the linked list
1692 * inside the object environment.
1693 *
1694 * The function returns now pointer to inserted item, and return value can
1695 * be != op, if items are merged. -Tero
1696 */
1697 object *
1698 object::insert (object *op)
1699 {
1700 if (op->more)
1701 {
1702 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1703 return op;
1704 }
1705
1706 op->remove ();
1707
1708 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1709
1710 if (op->nrof)
1711 for (object *tmp = inv; tmp; tmp = tmp->below)
1712 if (object::can_merge (tmp, op))
1713 {
1714 /* return the original object and remove inserted object
1715 (client prefers the original object) */
1716
1717 // carrying must be 0 for mergable objects
1718 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1719
1720 tmp->nrof += op->nrof;
1721
1722 if (object *pl = tmp->visible_to ())
1723 esrv_update_item (UPD_NROF, pl, tmp);
1724
1725 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1726
1727 op->destroy ();
1728 op = tmp;
1729 goto inserted;
1730 }
1731
1732 op->owner = 0; // it's his/hers now. period.
1733 op->map = 0;
1734 op->x = 0;
1735 op->y = 0;
1736
1737 op->above = 0;
1738 op->below = inv;
1739 op->env = this;
1740
1741 if (inv)
1742 inv->above = op;
1743
1744 inv = op;
1745
1746 op->flag [FLAG_REMOVED] = 0;
1747
1748 if (object *pl = op->visible_to ())
1749 esrv_send_item (pl, op);
1750
1751 adjust_weight (this, 0, op->total_weight ());
1752
1753 inserted:
1754 /* reset the light list and los of the players on the map */
1755 if (op->glow_radius && is_on_map ())
1756 {
1757 update_stats ();
1758 update_all_los (map, x, y);
1759 }
1760 else if (is_player ())
1761 // if this is a player's inventory, update stats
1762 contr->queue_stats_update ();
1763
1764 INVOKE_OBJECT (INSERT, this);
1765
1766 return op;
1767 }
1768
1769 /*
1770 * Checks if any objects has a move_type that matches objects
1771 * that effect this object on this space. Call apply() to process
1772 * these events.
1773 *
1774 * Any speed-modification due to SLOW_MOVE() of other present objects
1775 * will affect the speed_left of the object.
1776 *
1777 * originator: Player, monster or other object that caused 'op' to be inserted
1778 * into 'map'. May be NULL.
1779 *
1780 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1781 *
1782 * 4-21-95 added code to check if appropriate skill was readied - this will
1783 * permit faster movement by the player through this terrain. -b.t.
1784 *
1785 * MSW 2001-07-08: Check all objects on space, not just those below
1786 * object being inserted. insert_ob_in_map may not put new objects
1787 * on top.
1788 */
1789 int
1790 check_move_on (object *op, object *originator, int flags)
1791 {
1792 if (op->flag [FLAG_NO_APPLY])
1793 return 0;
1794
1795 object *tmp;
1796 maptile *m = op->map;
1797 int x = op->x, y = op->y;
1798
1799 mapspace &ms = m->at (x, y);
1800
1801 ms.update ();
1802
1803 MoveType move_on = ms.move_on;
1804 MoveType move_slow = ms.move_slow;
1805 MoveType move_block = ms.move_block;
1806
1807 /* if nothing on this space will slow op down or be applied,
1808 * no need to do checking below. have to make sure move_type
1809 * is set, as lots of objects don't have it set - we treat that
1810 * as walking.
1811 */
1812 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1813 return 0;
1814
1815 /* This is basically inverse logic of that below - basically,
1816 * if the object can avoid the move on or slow move, they do so,
1817 * but can't do it if the alternate movement they are using is
1818 * blocked. Logic on this seems confusing, but does seem correct.
1819 */
1820 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1821 return 0;
1822
1823 /* The objects have to be checked from top to bottom.
1824 * Hence, we first go to the top:
1825 */
1826 for (object *next, *tmp = ms.top; tmp; tmp = next)
1827 {
1828 next = tmp->below;
1829
1830 if (tmp == op)
1831 continue; /* Can't apply yourself */
1832
1833 /* Check to see if one of the movement types should be slowed down.
1834 * Second check makes sure that the movement types not being slowed
1835 * (~slow_move) is not blocked on this space - just because the
1836 * space doesn't slow down swimming (for example), if you can't actually
1837 * swim on that space, can't use it to avoid the penalty.
1838 */
1839 if (!op->flag [FLAG_WIZPASS])
1840 {
1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1842 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1843 {
1844 float diff = tmp->move_slow_penalty * fabs (op->speed);
1845
1846 if (op->is_player ())
1847 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1848 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1849 diff /= 4.0;
1850
1851 op->speed_left -= diff;
1852 }
1853 }
1854
1855 /* Basically same logic as above, except now for actual apply. */
1856 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1857 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1858 {
1859 if ((flags & INS_NO_AUTO_EXIT)
1860 && (tmp->type == EXIT || tmp->type == TELEPORTER
1861 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1862 continue;
1863
1864 move_apply (tmp, op, originator);
1865
1866 if (op->destroyed ())
1867 return 1;
1868
1869 /* what the person/creature stepped onto has moved the object
1870 * someplace new. Don't process any further - if we did,
1871 * have a feeling strange problems would result.
1872 */
1873 if (op->map != m || op->x != x || op->y != y)
1874 return 0;
1875 }
1876 }
1877
1878 return 0;
1879 }
1880
1881 /*
1882 * present_arch(arch, map, x, y) searches for any objects with
1883 * a matching archetype at the given map and coordinates.
1884 * The first matching object is returned, or NULL if none.
1885 */
1886 object *
1887 present_arch (const archetype *at, maptile *m, int x, int y)
1888 {
1889 if (!m || out_of_map (m, x, y))
1890 {
1891 LOG (llevError, "Present_arch called outside map.\n");
1892 return NULL;
1893 }
1894
1895 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1896 if (tmp->arch->archname == at->archname)
1897 return tmp;
1898
1899 return NULL;
1900 }
1901
1902 /*
1903 * present(type, map, x, y) searches for any objects with
1904 * a matching type variable at the given map and coordinates.
1905 * The first matching object is returned, or NULL if none.
1906 */
1907 object *
1908 present (unsigned char type, maptile *m, int x, int y)
1909 {
1910 if (out_of_map (m, x, y))
1911 {
1912 LOG (llevError, "Present called outside map.\n");
1913 return NULL;
1914 }
1915
1916 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1917 if (tmp->type == type)
1918 return tmp;
1919
1920 return NULL;
1921 }
1922
1923 /*
1924 * present_in_ob(type, object) searches for any objects with
1925 * a matching type variable in the inventory of the given object.
1926 * The first matching object is returned, or NULL if none.
1927 */
1928 object *
1929 present_in_ob (unsigned char type, const object *op)
1930 {
1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1932 if (tmp->type == type)
1933 return tmp;
1934
1935 return NULL;
1936 }
1937
1938 /*
1939 * present_in_ob (type, str, object) searches for any objects with
1940 * a matching type & name variable in the inventory of the given object.
1941 * The first matching object is returned, or NULL if none.
1942 * This is mostly used by spell effect code, so that we only
1943 * have one spell effect at a time.
1944 * type can be used to narrow the search - if type is set,
1945 * the type must also match. -1 can be passed for the type,
1946 * in which case the type does not need to pass.
1947 * str is the string to match against. Note that we match against
1948 * the object name, not the archetype name. this is so that the
1949 * spell code can use one object type (force), but change it's name
1950 * to be unique.
1951 */
1952 object *
1953 present_in_ob_by_name (int type, const char *str, const object *op)
1954 {
1955 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1956 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1957 return tmp;
1958
1959 return 0;
1960 }
1961
1962 /*
1963 * present_arch_in_ob(archetype, object) searches for any objects with
1964 * a matching archetype in the inventory of the given object.
1965 * The first matching object is returned, or NULL if none.
1966 */
1967 object *
1968 present_arch_in_ob (const archetype *at, const object *op)
1969 {
1970 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1971 if (tmp->arch->archname == at->archname)
1972 return tmp;
1973
1974 return NULL;
1975 }
1976
1977 /*
1978 * activate recursively a flag on an object inventory
1979 */
1980 void
1981 flag_inv (object *op, int flag)
1982 {
1983 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1984 {
1985 tmp->set_flag (flag);
1986 flag_inv (tmp, flag);
1987 }
1988 }
1989
1990 /*
1991 * deactivate recursively a flag on an object inventory
1992 */
1993 void
1994 unflag_inv (object *op, int flag)
1995 {
1996 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1997 {
1998 tmp->clr_flag (flag);
1999 unflag_inv (tmp, flag);
2000 }
2001 }
2002
2003 /*
2004 * find_free_spot(object, map, x, y, start, stop) will search for
2005 * a spot at the given map and coordinates which will be able to contain
2006 * the given object. start and stop specifies how many squares
2007 * to search (see the freearr_x/y[] definition).
2008 * It returns a random choice among the alternatives found.
2009 * start and stop are where to start relative to the free_arr array (1,9
2010 * does all 4 immediate directions). This returns the index into the
2011 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2012 * Note: This function does correctly handle tiled maps, but does not
2013 * inform the caller. However, insert_ob_in_map will update as
2014 * necessary, so the caller shouldn't need to do any special work.
2015 * Note - updated to take an object instead of archetype - this is necessary
2016 * because arch_blocked (now ob_blocked) needs to know the movement type
2017 * to know if the space in question will block the object. We can't use
2018 * the archetype because that isn't correct if the monster has been
2019 * customized, changed states, etc.
2020 */
2021 int
2022 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2023 {
2024 int altern[SIZEOFFREE];
2025 int index = 0;
2026
2027 for (int i = start; i < stop; i++)
2028 {
2029 mapxy pos (m, x, y); pos.move (i);
2030
2031 if (!pos.normalise ())
2032 continue;
2033
2034 mapspace &ms = *pos;
2035
2036 if (ms.flags () & P_IS_ALIVE)
2037 continue;
2038
2039 /* However, often
2040 * ob doesn't have any move type (when used to place exits)
2041 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2042 */
2043 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2044 {
2045 altern [index++] = i;
2046 continue;
2047 }
2048
2049 /* Basically, if we find a wall on a space, we cut down the search size.
2050 * In this way, we won't return spaces that are on another side of a wall.
2051 * This mostly work, but it cuts down the search size in all directions -
2052 * if the space being examined only has a wall to the north and empty
2053 * spaces in all the other directions, this will reduce the search space
2054 * to only the spaces immediately surrounding the target area, and
2055 * won't look 2 spaces south of the target space.
2056 */
2057 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2058 {
2059 stop = maxfree[i];
2060 continue;
2061 }
2062
2063 /* Note it is intentional that we check ob - the movement type of the
2064 * head of the object should correspond for the entire object.
2065 */
2066 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2067 continue;
2068
2069 if (ob->blocked (pos.m, pos.x, pos.y))
2070 continue;
2071
2072 altern [index++] = i;
2073 }
2074
2075 if (!index)
2076 return -1;
2077
2078 return altern [rndm (index)];
2079 }
2080
2081 /*
2082 * find_first_free_spot(archetype, maptile, x, y) works like
2083 * find_free_spot(), but it will search max number of squares.
2084 * But it will return the first available spot, not a random choice.
2085 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2086 */
2087 int
2088 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2089 {
2090 for (int i = 0; i < SIZEOFFREE; i++)
2091 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2092 return i;
2093
2094 return -1;
2095 }
2096
2097 /*
2098 * The function permute(arr, begin, end) randomly reorders the array
2099 * arr[begin..end-1].
2100 * now uses a fisher-yates shuffle, old permute was broken
2101 */
2102 static void
2103 permute (int *arr, int begin, int end)
2104 {
2105 arr += begin;
2106 end -= begin;
2107
2108 while (--end)
2109 swap (arr [end], arr [rndm (end + 1)]);
2110 }
2111
2112 /* new function to make monster searching more efficient, and effective!
2113 * This basically returns a randomized array (in the passed pointer) of
2114 * the spaces to find monsters. In this way, it won't always look for
2115 * monsters to the north first. However, the size of the array passed
2116 * covers all the spaces, so within that size, all the spaces within
2117 * the 3x3 area will be searched, just not in a predictable order.
2118 */
2119 void
2120 get_search_arr (int *search_arr)
2121 {
2122 int i;
2123
2124 for (i = 0; i < SIZEOFFREE; i++)
2125 search_arr[i] = i;
2126
2127 permute (search_arr, 1, SIZEOFFREE1 + 1);
2128 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2129 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2130 }
2131
2132 /*
2133 * find_dir(map, x, y, exclude) will search some close squares in the
2134 * given map at the given coordinates for live objects.
2135 * It will not considered the object given as exclude among possible
2136 * live objects.
2137 * It returns the direction toward the first/closest live object if finds
2138 * any, otherwise 0.
2139 * Perhaps incorrectly, but I'm making the assumption that exclude
2140 * is actually want is going to try and move there. We need this info
2141 * because we have to know what movement the thing looking to move
2142 * there is capable of.
2143 */
2144 int
2145 find_dir (maptile *m, int x, int y, object *exclude)
2146 {
2147 int max = SIZEOFFREE;
2148 MoveType move_type;
2149
2150 if (exclude && exclude->head_ () != exclude)
2151 {
2152 exclude = exclude->head;
2153 move_type = exclude->move_type;
2154 }
2155 else
2156 {
2157 /* If we don't have anything, presume it can use all movement types. */
2158 move_type = MOVE_ALL;
2159 }
2160
2161 for (int i = 1; i < max; i++)
2162 {
2163 mapxy pos (m, x, y);
2164 pos.move (i);
2165
2166 if (!pos.normalise ())
2167 max = maxfree[i];
2168 else
2169 {
2170 mapspace &ms = *pos;
2171
2172 if ((move_type & ms.move_block) == move_type)
2173 max = maxfree [i];
2174 else if (ms.flags () & P_IS_ALIVE)
2175 {
2176 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2177 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2178 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2179 return freedir [i];
2180 }
2181 }
2182 }
2183
2184 return 0;
2185 }
2186
2187 /*
2188 * distance(object 1, object 2) will return the square of the
2189 * distance between the two given objects.
2190 */
2191 int
2192 distance (const object *ob1, const object *ob2)
2193 {
2194 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2195 }
2196
2197 /*
2198 * find_dir_2(delta-x,delta-y) will return a direction value
2199 * for running into direct [dx, dy].
2200 * (the opposite of crossfire's find_dir_2!)
2201 */
2202 int
2203 find_dir_2 (int x, int y)
2204 {
2205 #if 1 // new algorithm
2206 // this works by putting x, y into 16 sectors, which
2207 // are not equal sized, but are a better approximation
2208 // then the old algorithm, and then using a mapping
2209 // table to map it into a direction value.
2210 // basically, it maps these comparisons to each bit
2211 // bit #3: x < 0
2212 // bit #2: y < 0
2213 // bit #1: x > y
2214 // bit #0: x > 2y
2215
2216 static const uint8 dir[16] = {
2217 4, 5, 4, 3,
2218 2, 1, 2, 3,
2219 6, 5, 6, 7,
2220 8, 1, 8, 7,
2221 };
2222 int sector = 0;
2223
2224 // this is a bit ugly, but more likely to result in branchless code
2225 sector |= x < 0 ? 8 : 0;
2226 x = x < 0 ? -x : x; // abs
2227
2228 sector |= y < 0 ? 4 : 0;
2229 y = y < 0 ? -y : y; // abs
2230
2231 if (x > y)
2232 {
2233 sector |= 2;
2234
2235 if (x > y * 2)
2236 sector |= 1;
2237 }
2238 else
2239 {
2240 if (y > x * 2)
2241 sector |= 1;
2242 else if (!y)
2243 return 0; // x == 0 here
2244 }
2245
2246 return dir [sector];
2247 #else // old algorithm
2248 int q;
2249
2250 if (y)
2251 q = 128 * x / y;
2252 else if (x)
2253 q = -512 * x; // to make it > 309
2254 else
2255 return 0;
2256
2257 if (y > 0)
2258 {
2259 if (q < -309) return 7;
2260 if (q < -52) return 6;
2261 if (q < 52) return 5;
2262 if (q < 309) return 4;
2263
2264 return 3;
2265 }
2266 else
2267 {
2268 if (q < -309) return 3;
2269 if (q < -52) return 2;
2270 if (q < 52) return 1;
2271 if (q < 309) return 8;
2272
2273 return 7;
2274 }
2275 #endif
2276 }
2277
2278 /*
2279 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2280 * between two directions (which are expected to be absolute (see absdir())
2281 */
2282 int
2283 dirdiff (int dir1, int dir2)
2284 {
2285 int d = abs (dir1 - dir2);
2286
2287 return d > 4 ? 8 - d : d;
2288 }
2289
2290 /* peterm:
2291 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2292 * Basically, this is a table of directions, and what directions
2293 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2294 * This basically means that if direction is 15, then it could either go
2295 * direction 4, 14, or 16 to get back to where we are.
2296 * Moved from spell_util.c to object.c with the other related direction
2297 * functions.
2298 */
2299 static const int reduction_dir[SIZEOFFREE][3] = {
2300 {0, 0, 0}, /* 0 */
2301 {0, 0, 0}, /* 1 */
2302 {0, 0, 0}, /* 2 */
2303 {0, 0, 0}, /* 3 */
2304 {0, 0, 0}, /* 4 */
2305 {0, 0, 0}, /* 5 */
2306 {0, 0, 0}, /* 6 */
2307 {0, 0, 0}, /* 7 */
2308 {0, 0, 0}, /* 8 */
2309 {8, 1, 2}, /* 9 */
2310 {1, 2, -1}, /* 10 */
2311 {2, 10, 12}, /* 11 */
2312 {2, 3, -1}, /* 12 */
2313 {2, 3, 4}, /* 13 */
2314 {3, 4, -1}, /* 14 */
2315 {4, 14, 16}, /* 15 */
2316 {5, 4, -1}, /* 16 */
2317 {4, 5, 6}, /* 17 */
2318 {6, 5, -1}, /* 18 */
2319 {6, 20, 18}, /* 19 */
2320 {7, 6, -1}, /* 20 */
2321 {6, 7, 8}, /* 21 */
2322 {7, 8, -1}, /* 22 */
2323 {8, 22, 24}, /* 23 */
2324 {8, 1, -1}, /* 24 */
2325 {24, 9, 10}, /* 25 */
2326 {9, 10, -1}, /* 26 */
2327 {10, 11, -1}, /* 27 */
2328 {27, 11, 29}, /* 28 */
2329 {11, 12, -1}, /* 29 */
2330 {12, 13, -1}, /* 30 */
2331 {12, 13, 14}, /* 31 */
2332 {13, 14, -1}, /* 32 */
2333 {14, 15, -1}, /* 33 */
2334 {33, 15, 35}, /* 34 */
2335 {16, 15, -1}, /* 35 */
2336 {17, 16, -1}, /* 36 */
2337 {18, 17, 16}, /* 37 */
2338 {18, 17, -1}, /* 38 */
2339 {18, 19, -1}, /* 39 */
2340 {41, 19, 39}, /* 40 */
2341 {19, 20, -1}, /* 41 */
2342 {20, 21, -1}, /* 42 */
2343 {20, 21, 22}, /* 43 */
2344 {21, 22, -1}, /* 44 */
2345 {23, 22, -1}, /* 45 */
2346 {45, 47, 23}, /* 46 */
2347 {23, 24, -1}, /* 47 */
2348 {24, 9, -1}
2349 }; /* 48 */
2350
2351 /* Recursive routine to step back and see if we can
2352 * find a path to that monster that we found. If not,
2353 * we don't bother going toward it. Returns 1 if we
2354 * can see a direct way to get it
2355 * Modified to be map tile aware -.MSW
2356 */
2357 int
2358 can_see_monsterP (maptile *m, int x, int y, int dir)
2359 {
2360 sint16 dx, dy;
2361 int mflags;
2362
2363 if (dir < 0)
2364 return 0; /* exit condition: invalid direction */
2365
2366 dx = x + DIRX (dir);
2367 dy = y + DIRY (dir);
2368
2369 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2370
2371 /* This functional arguably was incorrect before - it was
2372 * checking for P_WALL - that was basically seeing if
2373 * we could move to the monster - this is being more
2374 * literal on if we can see it. To know if we can actually
2375 * move to the monster, we'd need the monster passed in or
2376 * at least its move type.
2377 */
2378 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2379 return 0;
2380
2381 /* yes, can see. */
2382 if (dir < 9)
2383 return 1;
2384
2385 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2386 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2387 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2388 }
2389
2390 /*
2391 * can_pick(picker, item): finds out if an object is possible to be
2392 * picked up by the picker. Returnes 1 if it can be
2393 * picked up, otherwise 0.
2394 *
2395 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2396 * core dumps if they do.
2397 *
2398 * Add a check so we can't pick up invisible objects (0.93.8)
2399 */
2400 int
2401 can_pick (const object *who, const object *item)
2402 {
2403 return /*who->flag [FLAG_WIZ]|| */
2404 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2405 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2406 }
2407
2408 //-GPL
2409
2410 /*
2411 * create clone from object to another
2412 */
2413 object *
2414 object::deep_clone ()
2415 {
2416 assert (("deep_clone called on non-head object", is_head ()));
2417
2418 object *dst = clone ();
2419
2420 object *prev = dst;
2421 for (object *part = this->more; part; part = part->more)
2422 {
2423 object *tmp = part->clone ();
2424 tmp->head = dst;
2425 prev->more = tmp;
2426 prev = tmp;
2427 }
2428
2429 for (object *item = inv; item; item = item->below)
2430 insert_ob_in_ob (item->deep_clone (), dst);
2431
2432 return dst;
2433 }
2434
2435 /* This returns the first object in who's inventory that
2436 * has the same type and subtype match.
2437 * returns NULL if no match.
2438 */
2439 object *
2440 find_obj_by_type_subtype (const object *who, int type, int subtype)
2441 {
2442 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2443 if (tmp->type == type && tmp->subtype == subtype)
2444 return tmp;
2445
2446 return 0;
2447 }
2448
2449 /* Zero the key_values on op, decrementing the shared-string
2450 * refcounts and freeing the links.
2451 */
2452 void
2453 key_values::clear ()
2454 {
2455 for (key_value *kvp = first; kvp; )
2456 {
2457 key_value *next = kvp->next;
2458 delete kvp;
2459 kvp = next;
2460 }
2461
2462 first = 0;
2463 }
2464
2465 shstr_tmp
2466 key_values::get (shstr_tmp key) const
2467 {
2468 for (key_value *kv = first; kv; kv = kv->next)
2469 if (kv->key == key)
2470 return kv->value;
2471
2472 return shstr ();
2473 }
2474
2475 void
2476 key_values::add (shstr_tmp key, shstr_tmp value)
2477 {
2478 key_value *kv = new key_value;
2479
2480 kv->next = first;
2481 kv->key = key;
2482 kv->value = value;
2483
2484 first = kv;
2485 }
2486
2487 void
2488 key_values::set (shstr_tmp key, shstr_tmp value)
2489 {
2490 for (key_value *kv = first; kv; kv = kv->next)
2491 if (kv->key == key)
2492 {
2493 kv->value = value;
2494 return;
2495 }
2496
2497 add (key, value);
2498 }
2499
2500 void
2501 key_values::del (shstr_tmp key)
2502 {
2503 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2504 if ((*kvp)->key == key)
2505 {
2506 key_value *kv = *kvp;
2507 *kvp = (*kvp)->next;
2508 delete kv;
2509 return;
2510 }
2511 }
2512
2513 void
2514 key_values::reverse ()
2515 {
2516 key_value *prev = 0;
2517 key_value *head = first;
2518
2519 while (head)
2520 {
2521 key_value *node = head;
2522 head = head->next;
2523 node->next = prev;
2524 prev = node;
2525 }
2526
2527 first = prev;
2528 }
2529
2530 key_values &
2531 key_values::operator =(const key_values &kv)
2532 {
2533 clear ();
2534
2535 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2536 add (kvp->key, kvp->value);
2537
2538 reverse ();
2539
2540 return *this;
2541 }
2542
2543 object::depth_iterator::depth_iterator (object *container)
2544 : iterator_base (container)
2545 {
2546 while (item->inv)
2547 item = item->inv;
2548 }
2549
2550 void
2551 object::depth_iterator::next ()
2552 {
2553 if (item->below)
2554 {
2555 item = item->below;
2556
2557 while (item->inv)
2558 item = item->inv;
2559 }
2560 else
2561 item = item->env;
2562 }
2563
2564 const char *
2565 object::flag_desc (char *desc, int len) const
2566 {
2567 char *p = desc;
2568 bool first = true;
2569
2570 *p = 0;
2571
2572 for (int i = 0; i < NUM_FLAGS; i++)
2573 {
2574 if (len <= 10) // magic constant!
2575 {
2576 snprintf (p, len, ",...");
2577 break;
2578 }
2579
2580 if (flag [i])
2581 {
2582 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2583 len -= cnt;
2584 p += cnt;
2585 first = false;
2586 }
2587 }
2588
2589 return desc;
2590 }
2591
2592 // return a suitable string describing an object in enough detail to find it
2593 const char *
2594 object::debug_desc (char *info) const
2595 {
2596 char flagdesc[512];
2597 char info2[256 * 4];
2598 char *p = info;
2599
2600 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2601 count,
2602 uuid.c_str (),
2603 &name,
2604 title ? ",title:\"" : "",
2605 title ? (const char *)title : "",
2606 title ? "\"" : "",
2607 flag_desc (flagdesc, 512), type);
2608
2609 if (!flag[FLAG_REMOVED] && env)
2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2611
2612 if (map)
2613 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2614
2615 return info;
2616 }
2617
2618 const char *
2619 object::debug_desc () const
2620 {
2621 static char info[3][256 * 4];
2622 static int info_idx;
2623
2624 return debug_desc (info [++info_idx % 3]);
2625 }
2626
2627 struct region *
2628 object::region () const
2629 {
2630 return map ? map->region (x, y)
2631 : region::default_region ();
2632 }
2633
2634 //+GPL
2635
2636 void
2637 object::open_container (object *new_container)
2638 {
2639 if (container == new_container)
2640 return;
2641
2642 object *old_container = container;
2643
2644 if (old_container)
2645 {
2646 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2647 return;
2648
2649 #if 0
2650 // remove the "Close old_container" object.
2651 if (object *closer = old_container->inv)
2652 if (closer->type == CLOSE_CON)
2653 closer->destroy ();
2654 #endif
2655
2656 // make sure the container is available
2657 esrv_send_item (this, old_container);
2658
2659 old_container->flag [FLAG_APPLIED] = false;
2660 container = 0;
2661
2662 // client needs item update to make it work, client bug requires this to be separate
2663 esrv_update_item (UPD_FLAGS, this, old_container);
2664
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2666 play_sound (sound_find ("chest_close"));
2667 }
2668
2669 if (new_container)
2670 {
2671 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2672 return;
2673
2674 // TODO: this does not seem to serve any purpose anymore?
2675 #if 0
2676 // insert the "Close Container" object.
2677 if (archetype *closer = new_container->other_arch)
2678 {
2679 object *closer = new_container->other_arch->instance ();
2680 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2681 new_container->insert (closer);
2682 }
2683 #endif
2684
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2686
2687 // make sure the container is available, client bug requires this to be separate
2688 esrv_send_item (this, new_container);
2689
2690 new_container->flag [FLAG_APPLIED] = true;
2691 container = new_container;
2692
2693 // client needs flag change
2694 esrv_update_item (UPD_FLAGS, this, new_container);
2695 esrv_send_inventory (this, new_container);
2696 play_sound (sound_find ("chest_open"));
2697 }
2698 // else if (!old_container->env && contr && contr->ns)
2699 // contr->ns->floorbox_reset ();
2700 }
2701
2702 //-GPL
2703
2704 // prefetch some flat area around the player
2705 static void
2706 prefetch_surrounding_area (object *op, maptile *map, int range)
2707 {
2708 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2709 op->x - range , op->y - range ,
2710 op->x + range + 1, op->y + range + 1);
2711 rect->m;
2712 ++rect)
2713 {
2714 rect->m->touch ();
2715 rect->m->activate ();
2716 }
2717 }
2718
2719 // prefetch a generous area around the player, also up and down
2720 void
2721 object::prefetch_surrounding_maps ()
2722 {
2723 prefetch_surrounding_area (this, map, 40);
2724
2725 if (maptile *m = map->tile_available (TILE_DOWN))
2726 prefetch_surrounding_area (this, m, 20);
2727
2728 if (maptile *m = map->tile_available (TILE_UP))
2729 prefetch_surrounding_area (this, m, 20);
2730 }
2731
2732 //+GPL
2733
2734 object *
2735 object::force_find (shstr_tmp name)
2736 {
2737 /* cycle through his inventory to look for the MARK we want to
2738 * place
2739 */
2740 for (object *tmp = inv; tmp; tmp = tmp->below)
2741 if (tmp->type == FORCE && tmp->slaying == name)
2742 return splay (tmp);
2743
2744 return 0;
2745 }
2746
2747 void
2748 object::force_set_timer (int duration)
2749 {
2750 this->duration = 1;
2751 this->speed_left = -1.f;
2752
2753 this->set_speed (duration ? 1.f / duration : 0.f);
2754 }
2755
2756 object *
2757 object::force_add (shstr_tmp name, int duration)
2758 {
2759 if (object *force = force_find (name))
2760 force->destroy ();
2761
2762 object *force = archetype::get (FORCE_NAME);
2763
2764 force->slaying = name;
2765 force->force_set_timer (duration);
2766 force->flag [FLAG_APPLIED] = true;
2767
2768 return insert (force);
2769 }
2770
2771 void
2772 object::play_sound (faceidx sound) const
2773 {
2774 if (!sound)
2775 return;
2776
2777 if (is_on_map ())
2778 map->play_sound (sound, x, y);
2779 else if (object *pl = in_player ())
2780 pl->contr->play_sound (sound);
2781 }
2782
2783 void
2784 object::say_msg (const char *msg) const
2785 {
2786 if (is_on_map ())
2787 map->say_msg (msg, x, y);
2788 else if (object *pl = in_player ())
2789 pl->contr->play_sound (sound);
2790 }
2791
2792 void
2793 object::make_noise ()
2794 {
2795 // we do not model noise in the map, so instead put
2796 // a temporary light into the noise source
2797 // could use the map instead, but that's less reliable for our
2798 // goal, which is to make invisibility a bit harder to exploit
2799
2800 // currently only works sensibly for players
2801 if (!is_player ())
2802 return;
2803
2804 // find old force, or create new one
2805 object *force = force_find (shstr_noise_force);
2806
2807 if (force)
2808 force->speed_left = -1.f; // patch old speed up
2809 else
2810 {
2811 force = archetype::get (shstr_noise_force);
2812
2813 force->slaying = shstr_noise_force;
2814 force->stats.food = 1;
2815 force->speed_left = -1.f;
2816
2817 force->set_speed (1.f / 4.f);
2818 force->flag [FLAG_IS_USED_UP] = true;
2819 force->flag [FLAG_APPLIED] = true;
2820
2821 insert (force);
2822 }
2823 }
2824
2825 void object::change_move_type (MoveType mt)
2826 {
2827 if (move_type == mt)
2828 return;
2829
2830 if (is_on_map ())
2831 {
2832 // we are on the map, so handle move_on/off effects
2833 remove ();
2834 move_type = mt;
2835 map->insert (this, x, y, this);
2836 }
2837 else
2838 move_type = mt;
2839 }
2840
2841 /* object should be a player.
2842 * we return the object the player has marked with the 'mark' command
2843 * below. If no match is found (or object has changed), we return
2844 * NULL. We leave it up to the calling function to print messages if
2845 * nothing is found.
2846 */
2847 object *
2848 object::mark () const
2849 {
2850 if (contr && contr->mark && contr->mark->env == this)
2851 return contr->mark;
2852 else
2853 return 0;
2854 }
2855
2856 // put marked object first in the inventory
2857 // this is used by identify-like spells so players can influence
2858 // the order a bit.
2859 void
2860 object::splay_marked ()
2861 {
2862 if (object *marked = mark ())
2863 splay (marked);
2864 }
2865