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/cvs/deliantra/server/common/object.C
Revision: 1.117
Committed: Thu Jan 18 16:19:34 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.116: +37 -62 lines
Log Message:
- fix a horrendous bug that might have caused all the map corruption
- optimise/modernise some map-insert-related stuff
- fix debug_desc
- remove crypt configury
- minor adjustments/cleanups

File Contents

# User Rev Content
1 elmex 1.1 /*
2 pippijn 1.116 * CrossFire, A Multiplayer game for X-windows
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6     * Copyright (C) 1992 Frank Tore Johansen
7     *
8     * This program is free software; you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation; either version 2 of the License, or
11     * (at your option) any later version.
12     *
13     * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17     *
18     * You should have received a copy of the GNU General Public License
19     * along with this program; if not, write to the Free Software
20     * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21     *
22     * The authors can be reached via e-mail at <crossfire@schmorp.de>
23     */
24 elmex 1.1
25     /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26     sub/add_weight will transcend the environment updating the carrying
27     variable. */
28     #include <global.h>
29 root 1.28 #include <stdio.h>
30     #include <sys/types.h>
31     #include <sys/uio.h>
32 elmex 1.1 #include <object.h>
33     #include <funcpoint.h>
34     #include <loader.h>
35 root 1.28
36 root 1.68 #include <bitset>
37    
38 elmex 1.1 int nrofallocobjects = 0;
39 root 1.39 static UUID uuid;
40     const uint64 UUID_SKIP = 1<<19;
41 elmex 1.1
42 root 1.108 objectvec objects;
43     activevec actives;
44 elmex 1.1
45 root 1.24 short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47     };
48     short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50     };
51     int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
52     48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53     };
54     int freedir[SIZEOFFREE] = {
55     0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57     };
58 elmex 1.1
59 root 1.39 static void
60     write_uuid (void)
61     {
62     char filename1[MAX_BUF], filename2[MAX_BUF];
63    
64     sprintf (filename1, "%s/uuid", settings.localdir);
65     sprintf (filename2, "%s/uuid~", settings.localdir);
66    
67     FILE *fp;
68    
69     if (!(fp = fopen (filename2, "w")))
70     {
71     LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72     return;
73     }
74    
75     fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76     fclose (fp);
77     rename (filename2, filename1);
78     }
79    
80     static void
81     read_uuid (void)
82     {
83     char filename[MAX_BUF];
84    
85     sprintf (filename, "%s/uuid", settings.localdir);
86    
87     FILE *fp;
88    
89     if (!(fp = fopen (filename, "r")))
90     {
91     if (errno == ENOENT)
92     {
93     LOG (llevInfo, "RESET uid to 1\n");
94     uuid.seq = 0;
95     write_uuid ();
96     return;
97     }
98    
99     LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100     _exit (1);
101     }
102    
103     int version;
104     unsigned long long uid;
105     if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106     {
107     LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108     _exit (1);
109     }
110    
111     uuid.seq = uid;
112     write_uuid ();
113 root 1.61 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 root 1.39 fclose (fp);
115     }
116    
117     UUID
118     gen_uuid ()
119     {
120     UUID uid;
121    
122     uid.seq = ++uuid.seq;
123    
124     if (!(uuid.seq & (UUID_SKIP - 1)))
125     write_uuid ();
126    
127     return uid;
128     }
129    
130     void
131     init_uuid ()
132     {
133     read_uuid ();
134     }
135    
136 elmex 1.1 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137 root 1.24 static int
138     compare_ob_value_lists_one (const object *wants, const object *has)
139     {
140     key_value *wants_field;
141    
142     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
143     * objects with lists are rare, and lists stay short. If not, use a
144     * different structure or at least keep the lists sorted...
145     */
146    
147     /* For each field in wants, */
148 root 1.86 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
149 root 1.24 {
150     key_value *has_field;
151    
152     /* Look for a field in has with the same key. */
153     has_field = get_ob_key_link (has, wants_field->key);
154    
155     if (has_field == NULL)
156     {
157     /* No field with that name. */
158     return FALSE;
159     }
160    
161     /* Found the matching field. */
162     if (has_field->value != wants_field->value)
163     {
164     /* Values don't match, so this half of the comparison is false. */
165     return FALSE;
166     }
167    
168     /* If we get here, we found a match. Now for the next field in wants. */
169 elmex 1.1 }
170 root 1.24
171     /* If we get here, every field in wants has a matching field in has. */
172     return TRUE;
173 elmex 1.1 }
174    
175     /* Returns TRUE if ob1 has the same key_values as ob2. */
176 root 1.24 static int
177     compare_ob_value_lists (const object *ob1, const object *ob2)
178     {
179     /* However, there may be fields in has which aren't partnered in wants,
180     * so we need to run the comparison *twice*. :(
181     */
182     return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
183 elmex 1.1 }
184    
185     /* Function examines the 2 objects given to it, and returns true if
186     * they can be merged together.
187     *
188     * Note that this function appears a lot longer than the macro it
189     * replaces - this is mostly for clarity - a decent compiler should hopefully
190     * reduce this to the same efficiency.
191     *
192 root 1.66 * Check nrof variable *before* calling can_merge()
193 elmex 1.1 *
194     * Improvements made with merge: Better checking on potion, and also
195     * check weight
196     */
197 root 1.66 bool object::can_merge_slow (object *ob1, object *ob2)
198 root 1.16 {
199     /* A couple quicksanity checks */
200 root 1.66 if (ob1 == ob2
201     || ob1->type != ob2->type
202     || ob1->speed != ob2->speed
203     || ob1->value != ob2->value
204     || ob1->name != ob2->name)
205 root 1.16 return 0;
206    
207 root 1.66 //TODO: this ain't working well, use nicer and correct overflow check
208 root 1.16 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
209     * value could not be stored in a sint32 (which unfortunately sometimes is
210     * used to store nrof).
211     */
212     if (ob1->nrof + ob2->nrof >= 1UL << 31)
213     return 0;
214    
215     /* If the objects have been identified, set the BEEN_APPLIED flag.
216     * This is to the comparison of the flags below will be OK. We
217     * just can't ignore the been applied or identified flags, as they
218     * are not equal - just if it has been identified, the been_applied
219     * flags lose any meaning.
220     */
221     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223    
224     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 elmex 1.1
227 root 1.80 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
228 root 1.68 || ob1->arch != ob2->arch
229     || ob1->name != ob2->name
230     || ob1->title != ob2->title
231     || ob1->msg != ob2->msg
232     || ob1->weight != ob2->weight
233     || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234     || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235     || ob1->attacktype != ob2->attacktype
236     || ob1->magic != ob2->magic
237     || ob1->slaying != ob2->slaying
238     || ob1->skill != ob2->skill
239     || ob1->value != ob2->value
240     || ob1->animation_id != ob2->animation_id
241     || ob1->client_type != ob2->client_type
242     || ob1->materialname != ob2->materialname
243     || ob1->lore != ob2->lore
244     || ob1->subtype != ob2->subtype
245     || ob1->move_type != ob2->move_type
246     || ob1->move_block != ob2->move_block
247     || ob1->move_allow != ob2->move_allow
248     || ob1->move_on != ob2->move_on
249     || ob1->move_off != ob2->move_off
250     || ob1->move_slow != ob2->move_slow
251     || ob1->move_slow_penalty != ob2->move_slow_penalty)
252 root 1.16 return 0;
253    
254     /* This is really a spellbook check - really, we should
255     * check all objects in the inventory.
256     */
257     if (ob1->inv || ob2->inv)
258     {
259     /* if one object has inventory but the other doesn't, not equiv */
260     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
261 root 1.24 return 0;
262 root 1.16
263     /* Now check to see if the two inventory objects could merge */
264 root 1.66 if (!object::can_merge (ob1->inv, ob2->inv))
265 root 1.24 return 0;
266 root 1.16
267     /* inventory ok - still need to check rest of this object to see
268     * if it is valid.
269     */
270     }
271 elmex 1.1
272 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
273     * it is possible for most any character to have more than one of
274     * some items equipped, and we don't want those to merge.
275     */
276     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
277     return 0;
278 elmex 1.1
279 root 1.16 /* Note sure why the following is the case - either the object has to
280     * be animated or have a very low speed. Is this an attempted monster
281     * check?
282     */
283 elmex 1.97 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
284 root 1.16 return 0;
285 elmex 1.1
286 root 1.16 switch (ob1->type)
287     {
288 root 1.29 case SCROLL:
289     if (ob1->level != ob2->level)
290     return 0;
291     break;
292 root 1.16 }
293 elmex 1.1
294 root 1.16 if (ob1->key_values != NULL || ob2->key_values != NULL)
295     {
296     /* At least one of these has key_values. */
297     if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
298 root 1.24 /* One has fields, but the other one doesn't. */
299     return 0;
300 root 1.16 else if (!compare_ob_value_lists (ob1, ob2))
301 root 1.24 return 0;
302 elmex 1.1 }
303 root 1.16
304     //TODO: generate an event or call into perl for additional checks
305     if (ob1->self || ob2->self)
306     {
307     ob1->optimise ();
308     ob2->optimise ();
309    
310     if (ob1->self || ob2->self)
311 root 1.24 return 0;
312 elmex 1.1 }
313    
314 root 1.16 /* Everything passes, must be OK. */
315     return 1;
316 elmex 1.1 }
317 root 1.24
318 elmex 1.1 /*
319     * sum_weight() is a recursive function which calculates the weight
320     * an object is carrying. It goes through in figures out how much
321     * containers are carrying, and sums it up.
322     */
323 root 1.28 long
324 root 1.24 sum_weight (object *op)
325     {
326 root 1.28 long sum;
327 elmex 1.1 object *inv;
328 root 1.24
329     for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
330     {
331     if (inv->inv)
332     sum_weight (inv);
333     sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334     }
335 root 1.37
336 elmex 1.1 if (op->type == CONTAINER && op->stats.Str)
337 root 1.24 sum = (sum * (100 - op->stats.Str)) / 100;
338 root 1.37
339 root 1.24 if (op->carrying != sum)
340 elmex 1.1 op->carrying = sum;
341 root 1.37
342 elmex 1.1 return sum;
343     }
344    
345     /**
346     * Return the outermost environment object for a given object.
347     */
348    
349 root 1.24 object *
350     object_get_env_recursive (object *op)
351     {
352     while (op->env != NULL)
353     op = op->env;
354     return op;
355 elmex 1.1 }
356    
357     /*
358     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 root 1.11 * Some error messages.
360 elmex 1.1 * The result of the dump is stored in the static global errmsg array.
361     */
362    
363 root 1.53 char *
364 root 1.24 dump_object (object *op)
365     {
366 root 1.53 if (!op)
367     return strdup ("[NULLOBJ]");
368 elmex 1.1
369 root 1.53 object_freezer freezer;
370 root 1.85 save_object (freezer, op, 1);
371 root 1.53 return freezer.as_string ();
372 elmex 1.1 }
373    
374     /*
375     * get_nearest_part(multi-object, object 2) returns the part of the
376     * multi-object 1 which is closest to the second object.
377     * If it's not a multi-object, it is returned.
378     */
379    
380 root 1.24 object *
381     get_nearest_part (object *op, const object *pl)
382     {
383     object *tmp, *closest;
384     int last_dist, i;
385    
386     if (op->more == NULL)
387 elmex 1.1 return op;
388 root 1.24 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
389     if ((i = distance (tmp, pl)) < last_dist)
390     closest = tmp, last_dist = i;
391 elmex 1.1 return closest;
392     }
393    
394     /*
395     * Returns the object which has the count-variable equal to the argument.
396     */
397 root 1.24 object *
398     find_object (tag_t i)
399     {
400 root 1.112 for_all_objects (op)
401     if (op->count == i)
402     return op;
403    
404     return 0;
405 elmex 1.1 }
406    
407     /*
408     * Returns the first object which has a name equal to the argument.
409     * Used only by the patch command, but not all that useful.
410     * Enables features like "patch <name-of-other-player> food 999"
411     */
412 root 1.24 object *
413     find_object_name (const char *str)
414     {
415 root 1.35 shstr_cmp str_ (str);
416 elmex 1.1 object *op;
417 root 1.24
418 root 1.108 for_all_objects (op)
419 root 1.35 if (op->name == str_)
420 elmex 1.1 break;
421 root 1.11
422 elmex 1.1 return op;
423     }
424    
425 root 1.24 void
426     free_all_object_data ()
427 root 1.14 {
428     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429 elmex 1.1 }
430    
431     /*
432     * Sets the owner and sets the skill and exp pointers to owner's current
433     * skill and experience objects.
434     */
435 root 1.24 void
436 root 1.30 object::set_owner (object *owner)
437 elmex 1.1 {
438 root 1.30 if (!owner)
439 root 1.24 return;
440    
441     /* next line added to allow objects which own objects */
442     /* Add a check for ownercounts in here, as I got into an endless loop
443     * with the fireball owning a poison cloud which then owned the
444     * fireball. I believe that was caused by one of the objects getting
445     * freed and then another object replacing it. Since the ownercounts
446     * didn't match, this check is valid and I believe that cause is valid.
447     */
448 root 1.30 while (owner->owner)
449 root 1.24 owner = owner->owner;
450 elmex 1.1
451 root 1.30 this->owner = owner;
452 elmex 1.1 }
453    
454     /* Zero the key_values on op, decrementing the shared-string
455     * refcounts and freeing the links.
456     */
457 root 1.24 static void
458     free_key_values (object *op)
459 root 1.11 {
460 root 1.24 for (key_value *i = op->key_values; i != 0;)
461 root 1.11 {
462     key_value *next = i->next;
463     delete i;
464 root 1.24
465 root 1.11 i = next;
466 elmex 1.1 }
467 root 1.24
468 root 1.11 op->key_values = 0;
469 elmex 1.1 }
470    
471     /*
472 root 1.64 * copy_to first frees everything allocated by the dst object,
473     * and then copies the contents of itself into the second
474 elmex 1.1 * object, allocating what needs to be allocated. Basically, any
475     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476     * if the first object is freed, the pointers in the new object
477     * will point at garbage.
478     */
479 root 1.24 void
480 root 1.64 object::copy_to (object *dst)
481 root 1.11 {
482 root 1.64 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
483     bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484    
485     *(object_copy *)dst = *this;
486 root 1.11
487 root 1.24 if (is_freed)
488 root 1.64 SET_FLAG (dst, FLAG_FREED);
489 root 1.59
490 root 1.24 if (is_removed)
491 root 1.64 SET_FLAG (dst, FLAG_REMOVED);
492 elmex 1.1
493 root 1.64 if (speed < 0)
494     dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 elmex 1.1
496 root 1.11 /* Copy over key_values, if any. */
497 root 1.64 if (key_values)
498 root 1.14 {
499 root 1.23 key_value *tail = 0;
500 root 1.11 key_value *i;
501 elmex 1.1
502 root 1.64 dst->key_values = 0;
503 elmex 1.1
504 root 1.64 for (i = key_values; i; i = i->next)
505 root 1.11 {
506     key_value *new_link = new key_value;
507 root 1.8
508 root 1.24 new_link->next = 0;
509     new_link->key = i->key;
510 root 1.11 new_link->value = i->value;
511    
512     /* Try and be clever here, too. */
513 root 1.64 if (!dst->key_values)
514 root 1.11 {
515 root 1.64 dst->key_values = new_link;
516 root 1.11 tail = new_link;
517 root 1.8 }
518 root 1.11 else
519     {
520     tail->next = new_link;
521     tail = new_link;
522     }
523 root 1.14 }
524     }
525 root 1.2
526 root 1.87 dst->set_speed (dst->speed);
527 elmex 1.1 }
528    
529 root 1.65 object *
530     object::clone ()
531     {
532     object *neu = create ();
533     copy_to (neu);
534     return neu;
535     }
536    
537 elmex 1.1 /*
538     * If an object with the IS_TURNABLE() flag needs to be turned due
539     * to the closest player being on the other side, this function can
540     * be called to update the face variable, _and_ how it looks on the map.
541     */
542 root 1.24 void
543     update_turn_face (object *op)
544     {
545 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
546 root 1.24 return;
547 root 1.96
548 root 1.24 SET_ANIMATION (op, op->direction);
549     update_object (op, UP_OBJ_FACE);
550 elmex 1.1 }
551    
552     /*
553     * Updates the speed of an object. If the speed changes from 0 to another
554     * value, or vice versa, then add/remove the object from the active list.
555     * This function needs to be called whenever the speed of an object changes.
556     */
557 root 1.24 void
558 root 1.87 object::set_speed (float speed)
559 root 1.24 {
560 root 1.87 if (flag [FLAG_FREED] && speed)
561 root 1.24 {
562 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
563     speed = 0;
564 elmex 1.1 }
565 root 1.31
566 root 1.87 this->speed = speed;
567    
568 elmex 1.97 if (has_active_speed ())
569 root 1.98 activate ();
570 root 1.24 else
571 root 1.98 deactivate ();
572 elmex 1.1 }
573    
574     /*
575 root 1.75 * update_object() updates the the map.
576 elmex 1.1 * It takes into account invisible objects (and represent squares covered
577     * by invisible objects by whatever is below them (unless it's another
578     * invisible object, etc...)
579     * If the object being updated is beneath a player, the look-window
580     * of that player is updated (this might be a suboptimal way of
581     * updating that window, though, since update_object() is called _often_)
582     *
583     * action is a hint of what the caller believes need to be done.
584     * current action are:
585     * UP_OBJ_INSERT: op was inserted
586     * UP_OBJ_REMOVE: op was removed
587     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
588     * as that is easier than trying to look at what may have changed.
589     * UP_OBJ_FACE: only the objects face has changed.
590     */
591 root 1.24 void
592     update_object (object *op, int action)
593     {
594     MoveType move_on, move_off, move_block, move_slow;
595    
596     if (op == NULL)
597     {
598     /* this should never happen */
599     LOG (llevDebug, "update_object() called for NULL object.\n");
600     return;
601 elmex 1.1 }
602 root 1.24
603 root 1.75 if (op->env)
604 root 1.24 {
605     /* Animation is currently handled by client, so nothing
606     * to do in this case.
607     */
608     return;
609 elmex 1.1 }
610    
611 root 1.24 /* If the map is saving, don't do anything as everything is
612     * going to get freed anyways.
613     */
614     if (!op->map || op->map->in_memory == MAP_SAVING)
615     return;
616    
617     /* make sure the object is within map boundaries */
618 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 root 1.24 {
620     LOG (llevError, "update_object() called for object out of map!\n");
621 elmex 1.1 #ifdef MANY_CORES
622 root 1.24 abort ();
623 elmex 1.1 #endif
624 root 1.24 return;
625 elmex 1.1 }
626    
627 root 1.76 mapspace &m = op->ms ();
628 elmex 1.1
629 root 1.99 if (!(m.flags_ & P_UPTODATE))
630 root 1.75 /* nop */;
631     else if (action == UP_OBJ_INSERT)
632     {
633     // this is likely overkill, TODO: revisit (schmorp)
634     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
635     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
636     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
637     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
639     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
640     || (m.move_on | op->move_on ) != m.move_on
641     || (m.move_off | op->move_off ) != m.move_off
642     || (m.move_slow | op->move_slow) != m.move_slow
643     /* This isn't perfect, but I don't expect a lot of objects to
644     * to have move_allow right now.
645     */
646     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
647     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
648 root 1.99 m.flags_ = 0;
649 root 1.75 }
650     /* if the object is being removed, we can't make intelligent
651     * decisions, because remove_ob can't really pass the object
652     * that is being removed.
653     */
654 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 root 1.99 m.flags_ = 0;
656 root 1.24 else if (action == UP_OBJ_FACE)
657 root 1.29 /* Nothing to do for that case */ ;
658 root 1.24 else
659 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 elmex 1.1
661 root 1.75 if (op->more)
662 root 1.24 update_object (op->more, action);
663 elmex 1.1 }
664    
665 root 1.21 object::object ()
666     {
667 root 1.22 SET_FLAG (this, FLAG_REMOVED);
668    
669     expmul = 1.0;
670     face = blank_face;
671     }
672    
673     object::~object ()
674     {
675     free_key_values (this);
676     }
677    
678 root 1.112 static int object_count;
679    
680 root 1.24 void object::link ()
681 root 1.22 {
682 root 1.112 assert (!index);//D
683 root 1.41 uuid = gen_uuid ();
684 root 1.112 count = ++object_count;
685 root 1.21
686 root 1.109 refcnt_inc ();
687 root 1.108 objects.insert (this);
688 root 1.21 }
689    
690 root 1.24 void object::unlink ()
691 root 1.21 {
692 root 1.112 assert (index);//D
693 root 1.108 objects.erase (this);
694 root 1.109 refcnt_dec ();
695 root 1.98 }
696    
697 root 1.96 void
698 root 1.98 object::activate ()
699 root 1.96 {
700 root 1.98 /* If already on active list, don't do anything */
701 root 1.108 if (active)
702 root 1.98 return;
703    
704 elmex 1.97 if (has_active_speed ())
705 root 1.108 actives.insert (this);
706 root 1.98 }
707 root 1.96
708 root 1.98 void
709     object::activate_recursive ()
710     {
711     activate ();
712    
713 root 1.104 for (object *op = inv; op; op = op->below)
714 root 1.98 op->activate_recursive ();
715 root 1.96 }
716    
717     /* This function removes object 'op' from the list of active
718     * objects.
719     * This should only be used for style maps or other such
720     * reference maps where you don't want an object that isn't
721     * in play chewing up cpu time getting processed.
722     * The reverse of this is to call update_ob_speed, which
723     * will do the right thing based on the speed of the object.
724     */
725     void
726 root 1.98 object::deactivate ()
727 root 1.96 {
728     /* If not on the active list, nothing needs to be done */
729 root 1.108 if (!active)
730 root 1.96 return;
731    
732 root 1.108 actives.erase (this);
733 root 1.98 }
734 root 1.96
735 root 1.98 void
736     object::deactivate_recursive ()
737     {
738 root 1.104 for (object *op = inv; op; op = op->below)
739 root 1.98 op->deactivate_recursive ();
740    
741     deactivate ();
742 root 1.96 }
743    
744 root 1.106 void
745     object::set_flag_inv (int flag, int value)
746     {
747     for (object *op = inv; op; op = op->below)
748     {
749     op->flag [flag] = value;
750     op->set_flag_inv (flag, value);
751     }
752     }
753    
754 root 1.89 /*
755     * Remove and free all objects in the inventory of the given object.
756     * object.c ?
757     */
758     void
759     object::destroy_inv (bool drop_to_ground)
760     {
761 root 1.94 // need to check first, because the checks below might segfault
762     // as we might be on an invalid mapspace and crossfire code
763     // is too buggy to ensure that the inventory is empty.
764     // corollary: if you create arrows etc. with stuff in tis inventory,
765     // cf will crash below with off-map x and y
766     if (!inv)
767     return;
768    
769 root 1.89 /* Only if the space blocks everything do we not process -
770     * if some form of movement is allowed, let objects
771     * drop on that space.
772     */
773 root 1.92 if (!drop_to_ground
774     || !map
775     || map->in_memory != MAP_IN_MEMORY
776 root 1.95 || ms ().move_block == MOVE_ALL)
777 root 1.89 {
778     while (inv)
779 root 1.92 {
780     inv->destroy_inv (drop_to_ground);
781     inv->destroy ();
782     }
783 root 1.89 }
784     else
785     { /* Put objects in inventory onto this space */
786     while (inv)
787     {
788     object *op = inv;
789    
790     if (op->flag [FLAG_STARTEQUIP]
791     || op->flag [FLAG_NO_DROP]
792     || op->type == RUNE
793     || op->type == TRAP
794 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
795     || op->flag [FLAG_DESTROY_ON_DEATH])
796 root 1.89 op->destroy ();
797     else
798 root 1.93 map->insert (op, x, y);
799 root 1.89 }
800     }
801     }
802    
803 root 1.21 object *object::create ()
804     {
805 root 1.42 object *op = new object;
806 root 1.22 op->link ();
807     return op;
808 root 1.21 }
809 elmex 1.1
810 root 1.82 void
811     object::do_destroy ()
812 root 1.14 {
813 root 1.112 attachable::do_destroy ();
814    
815 root 1.82 if (flag [FLAG_IS_LINKED])
816     remove_button_link (this);
817 root 1.29
818 root 1.82 if (flag [FLAG_FRIENDLY])
819 root 1.32 remove_friendly_object (this);
820    
821 root 1.82 if (!flag [FLAG_REMOVED])
822 root 1.63 remove ();
823 root 1.14
824 root 1.112 destroy_inv (true);
825 root 1.14
826 root 1.112 deactivate ();
827     unlink ();
828 root 1.92
829 root 1.82 flag [FLAG_FREED] = 1;
830 root 1.14
831 root 1.57 // hack to ensure that freed objects still have a valid map
832     {
833     static maptile *freed_map; // freed objects are moved here to avoid crashes
834    
835     if (!freed_map)
836     {
837     freed_map = new maptile;
838    
839     freed_map->name = "/internal/freed_objects_map";
840     freed_map->width = 3;
841     freed_map->height = 3;
842    
843 root 1.96 freed_map->alloc ();
844 root 1.103 freed_map->in_memory = MAP_IN_MEMORY;
845 root 1.57 }
846    
847     map = freed_map;
848     x = 1;
849     y = 1;
850     }
851    
852 root 1.82 head = 0;
853 root 1.88
854     if (more)
855     {
856     more->destroy ();
857     more = 0;
858     }
859 root 1.82
860 root 1.44 // clear those pointers that likely might have circular references to us
861     owner = 0;
862     enemy = 0;
863     attacked_by = 0;
864 root 1.82 }
865    
866     void
867     object::destroy (bool destroy_inventory)
868     {
869     if (destroyed ())
870     return;
871    
872     if (destroy_inventory)
873 root 1.89 destroy_inv (false);
874 root 1.22
875 root 1.82 attachable::destroy ();
876 elmex 1.1 }
877    
878     /*
879     * sub_weight() recursively (outwards) subtracts a number from the
880     * weight of an object (and what is carried by it's environment(s)).
881     */
882 root 1.24 void
883     sub_weight (object *op, signed long weight)
884     {
885     while (op != NULL)
886     {
887     if (op->type == CONTAINER)
888 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
889    
890 root 1.24 op->carrying -= weight;
891     op = op->env;
892 elmex 1.1 }
893     }
894    
895 root 1.63 /* op->remove ():
896 elmex 1.1 * This function removes the object op from the linked list of objects
897     * which it is currently tied to. When this function is done, the
898     * object will have no environment. If the object previously had an
899     * environment, the x and y coordinates will be updated to
900     * the previous environment.
901     * Beware: This function is called from the editor as well!
902     */
903 root 1.24 void
904 root 1.117 object::remove_slow ()
905 root 1.24 {
906 root 1.45 object *tmp, *last = 0;
907     object *otmp;
908 root 1.26
909 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
910 root 1.29 return;
911 root 1.24
912 root 1.59 SET_FLAG (this, FLAG_REMOVED);
913 root 1.82 INVOKE_OBJECT (REMOVE, this);
914 root 1.26
915 root 1.59 if (more)
916     more->remove ();
917 root 1.24
918     /*
919     * In this case, the object to be removed is in someones
920     * inventory.
921     */
922 root 1.59 if (env)
923 root 1.24 {
924 root 1.59 if (nrof)
925     sub_weight (env, weight * nrof);
926 root 1.24 else
927 root 1.59 sub_weight (env, weight + carrying);
928 root 1.24
929     /* NO_FIX_PLAYER is set when a great many changes are being
930     * made to players inventory. If set, avoiding the call
931     * to save cpu time.
932     */
933 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
934 root 1.78 otmp->update_stats ();
935 root 1.24
936 root 1.96 if (above)
937 root 1.59 above->below = below;
938 root 1.24 else
939 root 1.59 env->inv = below;
940 root 1.24
941 root 1.96 if (below)
942 root 1.59 below->above = above;
943 root 1.24
944     /* we set up values so that it could be inserted into
945     * the map, but we don't actually do that - it is up
946     * to the caller to decide what we want to do.
947     */
948 root 1.59 x = env->x, y = env->y;
949     map = env->map;
950     above = 0, below = 0;
951     env = 0;
952     }
953     else if (map)
954     {
955 root 1.96 if (type == PLAYER)
956     {
957     --map->players;
958 root 1.100 map->touch ();
959 root 1.96 }
960    
961 root 1.98 map->dirty = true;
962 root 1.117 mapspace &ms = this->ms ();
963 elmex 1.1
964 root 1.29 /* link the object above us */
965 root 1.59 if (above)
966     above->below = below;
967 root 1.29 else
968 root 1.117 ms.top = below; /* we were top, set new top */
969 root 1.24
970 root 1.29 /* Relink the object below us, if there is one */
971 root 1.59 if (below)
972     below->above = above;
973 root 1.29 else
974     {
975     /* Nothing below, which means we need to relink map object for this space
976     * use translated coordinates in case some oddness with map tiling is
977     * evident
978     */
979 root 1.59 if (GET_MAP_OB (map, x, y) != this)
980 root 1.117 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
981 elmex 1.1
982 root 1.117 ms.bot = above; /* goes on above it. */
983 root 1.8 }
984 root 1.26
985 root 1.59 above = 0;
986     below = 0;
987 root 1.26
988 root 1.59 if (map->in_memory == MAP_SAVING)
989 root 1.29 return;
990 elmex 1.1
991 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
992 elmex 1.1
993 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
994 root 1.24 {
995 root 1.29 /* No point updating the players look faces if he is the object
996     * being removed.
997 root 1.24 */
998 root 1.29
999 root 1.59 if (tmp->type == PLAYER && tmp != this)
1000 root 1.24 {
1001 root 1.29 /* If a container that the player is currently using somehow gets
1002     * removed (most likely destroyed), update the player view
1003     * appropriately.
1004     */
1005 root 1.59 if (tmp->container == this)
1006 root 1.29 {
1007 root 1.82 flag [FLAG_APPLIED] = 0;
1008 root 1.59 tmp->container = 0;
1009 root 1.29 }
1010    
1011 root 1.82 if (tmp->contr->ns)
1012     tmp->contr->ns->floorbox_update ();
1013 root 1.8 }
1014 root 1.26
1015 root 1.96 /* See if object moving off should effect something */
1016 root 1.50 if (check_walk_off
1017 root 1.59 && ((move_type & tmp->move_off)
1018     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1019 root 1.29 {
1020 elmex 1.72 move_apply (tmp, this, 0);
1021 root 1.24
1022 root 1.59 if (destroyed ())
1023 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1024 root 1.8 }
1025    
1026 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1027 root 1.96 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1028 root 1.29 if (tmp->above == tmp)
1029 root 1.59 tmp->above = 0;
1030 root 1.8
1031 root 1.29 last = tmp;
1032     }
1033 root 1.26
1034 root 1.96 /* last == NULL if there are no objects on this space */
1035     //TODO: this makes little sense, why only update the topmost object?
1036 root 1.59 if (!last)
1037 root 1.99 map->at (x, y).flags_ = 0;
1038 root 1.29 else
1039     update_object (last, UP_OBJ_REMOVE);
1040 root 1.26
1041 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1042 root 1.59 update_all_los (map, x, y);
1043 elmex 1.1 }
1044     }
1045    
1046     /*
1047     * merge_ob(op,top):
1048     *
1049     * This function goes through all objects below and including top, and
1050     * merges op to the first matching object.
1051     * If top is NULL, it is calculated.
1052     * Returns pointer to object if it succeded in the merge, otherwise NULL
1053     */
1054 root 1.24 object *
1055     merge_ob (object *op, object *top)
1056     {
1057     if (!op->nrof)
1058 elmex 1.1 return 0;
1059 root 1.29
1060 root 1.82 if (top)
1061     for (top = op; top && top->above; top = top->above)
1062     ;
1063 root 1.29
1064 root 1.82 for (; top; top = top->below)
1065 elmex 1.1 {
1066 root 1.24 if (top == op)
1067     continue;
1068 root 1.66
1069     if (object::can_merge (op, top))
1070 root 1.24 {
1071     top->nrof += op->nrof;
1072    
1073 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1074 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1075 root 1.64 op->destroy ();
1076 root 1.24 return top;
1077     }
1078 elmex 1.1 }
1079 root 1.29
1080 root 1.45 return 0;
1081 elmex 1.1 }
1082    
1083     /*
1084 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1085     * job preparing multi-part monsters.
1086 elmex 1.1 */
1087 root 1.24 object *
1088 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1089 root 1.24 {
1090 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1091 root 1.24 {
1092     tmp->x = x + tmp->arch->clone.x;
1093     tmp->y = y + tmp->arch->clone.y;
1094 elmex 1.1 }
1095 root 1.29
1096 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1097 elmex 1.1 }
1098    
1099     /*
1100     * insert_ob_in_map (op, map, originator, flag):
1101     * This function inserts the object in the two-way linked list
1102     * which represents what is on a map.
1103     * The second argument specifies the map, and the x and y variables
1104     * in the object about to be inserted specifies the position.
1105     *
1106     * originator: Player, monster or other object that caused 'op' to be inserted
1107     * into 'map'. May be NULL.
1108     *
1109     * flag is a bitmask about special things to do (or not do) when this
1110     * function is called. see the object.h file for the INS_ values.
1111     * Passing 0 for flag gives proper default values, so flag really only needs
1112     * to be set if special handling is needed.
1113     *
1114     * Return value:
1115     * new object if 'op' was merged with other object
1116     * NULL if 'op' was destroyed
1117     * just 'op' otherwise
1118     */
1119 root 1.24 object *
1120 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1121 elmex 1.1 {
1122 root 1.25 object *tmp, *top, *floor = NULL;
1123 elmex 1.1
1124 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1125     {
1126     LOG (llevError, "Trying to insert freed object!\n");
1127     return NULL;
1128     }
1129 root 1.25
1130 root 1.117 if (!QUERY_FLAG (op, FLAG_REMOVED))
1131     LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1132    
1133     op->remove ();
1134    
1135 root 1.96 if (!m)
1136 root 1.24 {
1137 root 1.53 char *dump = dump_object (op);
1138     LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1139     free (dump);
1140 root 1.24 return op;
1141 elmex 1.1 }
1142 root 1.25
1143 root 1.24 if (out_of_map (m, op->x, op->y))
1144     {
1145 root 1.53 char *dump = dump_object (op);
1146     LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1147 elmex 1.1 #ifdef MANY_CORES
1148 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1149     * is likely to cause a crash. Better to find out where it is getting
1150     * improperly inserted.
1151     */
1152     abort ();
1153 elmex 1.1 #endif
1154 root 1.53 free (dump);
1155 root 1.24 return op;
1156 elmex 1.1 }
1157 root 1.25
1158 root 1.117 if (object *more = op->more)
1159 root 1.24 {
1160 root 1.117 if (!insert_ob_in_map (more, m, originator, flag))
1161 root 1.24 {
1162     if (!op->head)
1163     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1164 root 1.26
1165 root 1.82 return 0;
1166 root 1.8 }
1167 root 1.24 }
1168 root 1.25
1169 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1170 root 1.8
1171 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1172     * of areas of callers (eg, anything that uses find_free_spot would now
1173     * need extra work
1174     */
1175 root 1.117 if (!xy_normalise (m, op->x, op->y))
1176     return 0;
1177    
1178     op->map = m;
1179     mapspace &ms = op->ms ();
1180 root 1.24
1181     /* this has to be done after we translate the coordinates.
1182     */
1183     if (op->nrof && !(flag & INS_NO_MERGE))
1184 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1185 root 1.66 if (object::can_merge (op, tmp))
1186 root 1.25 {
1187     op->nrof += tmp->nrof;
1188 root 1.64 tmp->destroy ();
1189 root 1.25 }
1190 root 1.24
1191     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1192     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1193 root 1.25
1194 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1195     CLEAR_FLAG (op, FLAG_NO_STEAL);
1196    
1197     if (flag & INS_BELOW_ORIGINATOR)
1198     {
1199     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1200     {
1201     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1202     abort ();
1203     }
1204 root 1.25
1205 root 1.24 op->above = originator;
1206     op->below = originator->below;
1207 root 1.25
1208 root 1.24 if (op->below)
1209     op->below->above = op;
1210     else
1211 root 1.117 ms.bot = op;
1212 root 1.25
1213 root 1.24 /* since *below* originator, no need to update top */
1214     originator->below = op;
1215 elmex 1.1 }
1216 root 1.24 else
1217     {
1218 root 1.117 top = ms.bot;
1219    
1220 root 1.24 /* If there are other objects, then */
1221 root 1.117 if ((!(flag & INS_MAP_LOAD)) && top)
1222 root 1.24 {
1223 root 1.96 object *last = 0;
1224 root 1.24
1225     /*
1226     * If there are multiple objects on this space, we do some trickier handling.
1227     * We've already dealt with merging if appropriate.
1228     * Generally, we want to put the new object on top. But if
1229     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1230     * floor, we want to insert above that and no further.
1231     * Also, if there are spell objects on this space, we stop processing
1232     * once we get to them. This reduces the need to traverse over all of
1233     * them when adding another one - this saves quite a bit of cpu time
1234     * when lots of spells are cast in one area. Currently, it is presumed
1235     * that flying non pickable objects are spell objects.
1236     */
1237 root 1.117 for (top = ms.bot; top; top = top->above)
1238 root 1.24 {
1239     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1240     floor = top;
1241 root 1.26
1242 root 1.24 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1243     {
1244     /* We insert above top, so we want this object below this */
1245     top = top->below;
1246     break;
1247     }
1248 root 1.26
1249 root 1.24 last = top;
1250     }
1251 root 1.26
1252 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1253     top = last;
1254 root 1.8
1255 root 1.24 /* We let update_position deal with figuring out what the space
1256     * looks like instead of lots of conditions here.
1257     * makes things faster, and effectively the same result.
1258     */
1259    
1260     /* Have object 'fall below' other objects that block view.
1261     * Unless those objects are exits, type 66
1262     * If INS_ON_TOP is used, don't do this processing
1263     * Need to find the object that in fact blocks view, otherwise
1264     * stacking is a bit odd.
1265     */
1266 root 1.117 if (!(flag & INS_ON_TOP)
1267     && ms.flags () & P_BLOCKSVIEW
1268     && (op->face && !op->face->visibility))
1269 root 1.24 {
1270     for (last = top; last != floor; last = last->below)
1271     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1272     break;
1273 root 1.117
1274 root 1.24 /* Check to see if we found the object that blocks view,
1275     * and make sure we have a below pointer for it so that
1276     * we can get inserted below this one, which requires we
1277     * set top to the object below us.
1278     */
1279     if (last && last->below && last != floor)
1280     top = last->below;
1281 root 1.8 }
1282 root 1.24 } /* If objects on this space */
1283 root 1.25
1284 root 1.24 if (flag & INS_MAP_LOAD)
1285 root 1.117 top = ms.top;
1286 root 1.25
1287 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1288     top = floor;
1289    
1290     /* Top is the object that our object (op) is going to get inserted above.
1291     */
1292    
1293     /* First object on this space */
1294     if (!top)
1295     {
1296 root 1.117 op->above = ms.bot;
1297 root 1.25
1298 root 1.24 if (op->above)
1299     op->above->below = op;
1300 root 1.25
1301 root 1.96 op->below = 0;
1302 root 1.117 ms.bot = op;
1303 root 1.24 }
1304     else
1305     { /* get inserted into the stack above top */
1306     op->above = top->above;
1307 root 1.25
1308 root 1.24 if (op->above)
1309     op->above->below = op;
1310 root 1.25
1311 root 1.24 op->below = top;
1312     top->above = op;
1313     }
1314 root 1.25
1315 root 1.96 if (!op->above)
1316 root 1.117 ms.top = op;
1317 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1318 root 1.8
1319 root 1.24 if (op->type == PLAYER)
1320 root 1.96 {
1321     op->contr->do_los = 1;
1322     ++op->map->players;
1323 root 1.100 op->map->touch ();
1324 root 1.96 }
1325 root 1.24
1326 root 1.98 op->map->dirty = true;
1327    
1328 root 1.24 /* If we have a floor, we know the player, if any, will be above
1329     * it, so save a few ticks and start from there.
1330     */
1331     if (!(flag & INS_MAP_LOAD))
1332 root 1.117 if (object *pl = ms.player ())
1333 root 1.82 if (pl->contr->ns)
1334     pl->contr->ns->floorbox_update ();
1335 root 1.24
1336     /* If this object glows, it may affect lighting conditions that are
1337     * visible to others on this map. But update_all_los is really
1338     * an inefficient way to do this, as it means los for all players
1339     * on the map will get recalculated. The players could very well
1340     * be far away from this change and not affected in any way -
1341     * this should get redone to only look for players within range,
1342 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1343 root 1.24 * of effect may be sufficient.
1344     */
1345 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1346 root 1.24 update_all_los (op->map, op->x, op->y);
1347    
1348     /* updates flags (blocked, alive, no magic, etc) for this map space */
1349     update_object (op, UP_OBJ_INSERT);
1350    
1351 root 1.82 INVOKE_OBJECT (INSERT, op);
1352    
1353 root 1.24 /* Don't know if moving this to the end will break anything. However,
1354 root 1.70 * we want to have floorbox_update called before calling this.
1355 root 1.24 *
1356     * check_move_on() must be after this because code called from
1357     * check_move_on() depends on correct map flags (so functions like
1358     * blocked() and wall() work properly), and these flags are updated by
1359     * update_object().
1360     */
1361    
1362     /* if this is not the head or flag has been passed, don't check walk on status */
1363     if (!(flag & INS_NO_WALK_ON) && !op->head)
1364     {
1365     if (check_move_on (op, originator))
1366 root 1.82 return 0;
1367 elmex 1.1
1368 root 1.24 /* If we are a multi part object, lets work our way through the check
1369     * walk on's.
1370     */
1371     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1372     if (check_move_on (tmp, originator))
1373 root 1.82 return 0;
1374 elmex 1.1 }
1375 root 1.25
1376 root 1.24 return op;
1377 elmex 1.1 }
1378    
1379     /* this function inserts an object in the map, but if it
1380 root 1.75 * finds an object of its own type, it'll remove that one first.
1381     * op is the object to insert it under: supplies x and the map.
1382 elmex 1.1 */
1383 root 1.24 void
1384     replace_insert_ob_in_map (const char *arch_string, object *op)
1385     {
1386 root 1.75 object *tmp, *tmp1;
1387 elmex 1.1
1388 root 1.24 /* first search for itself and remove any old instances */
1389 elmex 1.1
1390 root 1.104 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1391 root 1.64 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1392     tmp->destroy ();
1393 elmex 1.1
1394 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1395 elmex 1.1
1396 root 1.24 tmp1->x = op->x;
1397     tmp1->y = op->y;
1398     insert_ob_in_map (tmp1, op->map, op, 0);
1399     }
1400 elmex 1.1
1401 root 1.93 object *
1402     object::insert_at (object *where, object *originator, int flags)
1403     {
1404     where->map->insert (this, where->x, where->y, originator, flags);
1405     }
1406    
1407 elmex 1.1 /*
1408     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1409     * is returned contains nr objects, and the remaining parts contains
1410     * the rest (or is removed and freed if that number is 0).
1411     * On failure, NULL is returned, and the reason put into the
1412     * global static errmsg array.
1413     */
1414 root 1.24 object *
1415     get_split_ob (object *orig_ob, uint32 nr)
1416     {
1417 root 1.64 object *newob;
1418     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1419 root 1.24
1420     if (orig_ob->nrof < nr)
1421     {
1422     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1423     return NULL;
1424     }
1425 root 1.29
1426 root 1.24 newob = object_create_clone (orig_ob);
1427 root 1.29
1428 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1429 root 1.63 orig_ob->destroy (1);
1430 root 1.24 else if (!is_removed)
1431     {
1432     if (orig_ob->env != NULL)
1433     sub_weight (orig_ob->env, orig_ob->weight * nr);
1434     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1435     {
1436     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1437     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1438     return NULL;
1439 root 1.8 }
1440 elmex 1.1 }
1441 root 1.29
1442 root 1.24 newob->nrof = nr;
1443 elmex 1.1
1444 root 1.24 return newob;
1445 elmex 1.1 }
1446    
1447     /*
1448     * decrease_ob_nr(object, number) decreases a specified number from
1449     * the amount of an object. If the amount reaches 0, the object
1450     * is subsequently removed and freed.
1451     *
1452     * Return value: 'op' if something is left, NULL if the amount reached 0
1453     */
1454    
1455 root 1.24 object *
1456     decrease_ob_nr (object *op, uint32 i)
1457 elmex 1.1 {
1458 root 1.29 object *tmp;
1459 elmex 1.1
1460 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1461     return op;
1462    
1463     if (i > op->nrof)
1464     i = op->nrof;
1465    
1466     if (QUERY_FLAG (op, FLAG_REMOVED))
1467 root 1.29 op->nrof -= i;
1468 root 1.73 else if (op->env)
1469 root 1.24 {
1470     /* is this object in the players inventory, or sub container
1471     * therein?
1472     */
1473 root 1.74 tmp = op->in_player ();
1474 root 1.24 /* nope. Is this a container the player has opened?
1475     * If so, set tmp to that player.
1476     * IMO, searching through all the players will mostly
1477     * likely be quicker than following op->env to the map,
1478     * and then searching the map for a player.
1479     */
1480     if (!tmp)
1481 root 1.81 for_all_players (pl)
1482     if (pl->ob->container == op->env)
1483     {
1484     tmp = pl->ob;
1485     break;
1486     }
1487 elmex 1.1
1488 root 1.24 if (i < op->nrof)
1489     {
1490     sub_weight (op->env, op->weight * i);
1491     op->nrof -= i;
1492     if (tmp)
1493 root 1.73 esrv_send_item (tmp, op);
1494 root 1.24 }
1495     else
1496     {
1497 root 1.63 op->remove ();
1498 root 1.24 op->nrof = 0;
1499     if (tmp)
1500 root 1.73 esrv_del_item (tmp->contr, op->count);
1501 elmex 1.1 }
1502     }
1503 root 1.24 else
1504 elmex 1.1 {
1505 root 1.29 object *above = op->above;
1506 elmex 1.1
1507 root 1.24 if (i < op->nrof)
1508 root 1.29 op->nrof -= i;
1509 root 1.24 else
1510     {
1511 root 1.63 op->remove ();
1512 root 1.24 op->nrof = 0;
1513     }
1514 root 1.29
1515 root 1.24 /* Since we just removed op, op->above is null */
1516 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1517 root 1.24 if (tmp->type == PLAYER)
1518     {
1519     if (op->nrof)
1520     esrv_send_item (tmp, op);
1521     else
1522     esrv_del_item (tmp->contr, op->count);
1523     }
1524 elmex 1.1 }
1525    
1526 root 1.24 if (op->nrof)
1527 root 1.29 return op;
1528 root 1.24 else
1529     {
1530 root 1.64 op->destroy ();
1531 root 1.73 return 0;
1532 elmex 1.1 }
1533     }
1534    
1535     /*
1536     * add_weight(object, weight) adds the specified weight to an object,
1537     * and also updates how much the environment(s) is/are carrying.
1538     */
1539    
1540 root 1.24 void
1541     add_weight (object *op, signed long weight)
1542     {
1543     while (op != NULL)
1544     {
1545     if (op->type == CONTAINER)
1546 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1547    
1548 root 1.24 op->carrying += weight;
1549     op = op->env;
1550     }
1551 elmex 1.1 }
1552    
1553 root 1.24 object *
1554     insert_ob_in_ob (object *op, object *where)
1555     {
1556 root 1.59 if (!where)
1557 root 1.24 {
1558 root 1.53 char *dump = dump_object (op);
1559     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1560     free (dump);
1561 root 1.24 return op;
1562     }
1563 root 1.29
1564 root 1.24 if (where->head)
1565     {
1566 root 1.59 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1567 root 1.24 where = where->head;
1568     }
1569 root 1.29
1570 root 1.59 return where->insert (op);
1571     }
1572    
1573     /*
1574     * env->insert (op)
1575     * This function inserts the object op in the linked list
1576     * inside the object environment.
1577     *
1578     * The function returns now pointer to inserted item, and return value can
1579     * be != op, if items are merged. -Tero
1580     */
1581    
1582     object *
1583     object::insert (object *op)
1584     {
1585     object *tmp, *otmp;
1586    
1587     if (!QUERY_FLAG (op, FLAG_REMOVED))
1588     op->remove ();
1589    
1590 root 1.24 if (op->more)
1591     {
1592     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1593     return op;
1594     }
1595 root 1.29
1596 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1597     CLEAR_FLAG (op, FLAG_REMOVED);
1598     if (op->nrof)
1599     {
1600 root 1.59 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1601 root 1.66 if (object::can_merge (tmp, op))
1602 root 1.24 {
1603     /* return the original object and remove inserted object
1604     (client needs the original object) */
1605     tmp->nrof += op->nrof;
1606     /* Weight handling gets pretty funky. Since we are adding to
1607     * tmp->nrof, we need to increase the weight.
1608     */
1609 root 1.59 add_weight (this, op->weight * op->nrof);
1610 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1611 root 1.59 op->destroy (); /* free the inserted object */
1612 root 1.24 op = tmp;
1613 root 1.59 op->remove (); /* and fix old object's links */
1614 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1615     break;
1616     }
1617    
1618     /* I assume combined objects have no inventory
1619     * We add the weight - this object could have just been removed
1620     * (if it was possible to merge). calling remove_ob will subtract
1621     * the weight, so we need to add it in again, since we actually do
1622     * the linking below
1623     */
1624 root 1.59 add_weight (this, op->weight * op->nrof);
1625 root 1.24 }
1626     else
1627 root 1.59 add_weight (this, (op->weight + op->carrying));
1628 elmex 1.1
1629 root 1.74 otmp = this->in_player ();
1630 root 1.59 if (otmp && otmp->contr)
1631     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1632 root 1.78 otmp->update_stats ();
1633 elmex 1.1
1634 root 1.74 op->map = 0;
1635 root 1.59 op->env = this;
1636 root 1.74 op->above = 0;
1637     op->below = 0;
1638 root 1.24 op->x = 0, op->y = 0;
1639 elmex 1.1
1640     /* reset the light list and los of the players on the map */
1641 root 1.59 if ((op->glow_radius != 0) && map)
1642 root 1.24 {
1643 elmex 1.1 #ifdef DEBUG_LIGHTS
1644 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1645     #endif /* DEBUG_LIGHTS */
1646 root 1.84 if (map->darkness)
1647 root 1.59 update_all_los (map, x, y);
1648 root 1.24 }
1649 elmex 1.1
1650     /* Client has no idea of ordering so lets not bother ordering it here.
1651     * It sure simplifies this function...
1652     */
1653 root 1.59 if (!inv)
1654     inv = op;
1655 root 1.24 else
1656     {
1657 root 1.59 op->below = inv;
1658 elmex 1.1 op->below->above = op;
1659 root 1.59 inv = op;
1660 root 1.24 }
1661 root 1.59
1662 root 1.82 INVOKE_OBJECT (INSERT, this);
1663    
1664 elmex 1.1 return op;
1665     }
1666    
1667     /*
1668     * Checks if any objects has a move_type that matches objects
1669     * that effect this object on this space. Call apply() to process
1670     * these events.
1671     *
1672     * Any speed-modification due to SLOW_MOVE() of other present objects
1673     * will affect the speed_left of the object.
1674     *
1675     * originator: Player, monster or other object that caused 'op' to be inserted
1676     * into 'map'. May be NULL.
1677     *
1678     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1679     *
1680     * 4-21-95 added code to check if appropriate skill was readied - this will
1681     * permit faster movement by the player through this terrain. -b.t.
1682     *
1683     * MSW 2001-07-08: Check all objects on space, not just those below
1684     * object being inserted. insert_ob_in_map may not put new objects
1685     * on top.
1686     */
1687 root 1.24 int
1688     check_move_on (object *op, object *originator)
1689 elmex 1.1 {
1690 root 1.48 object *tmp;
1691 root 1.49 maptile *m = op->map;
1692 root 1.48 int x = op->x, y = op->y;
1693 root 1.26
1694 root 1.48 MoveType move_on, move_slow, move_block;
1695 root 1.24
1696     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1697     return 0;
1698    
1699     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1700     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1701     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1702    
1703     /* if nothing on this space will slow op down or be applied,
1704     * no need to do checking below. have to make sure move_type
1705     * is set, as lots of objects don't have it set - we treat that
1706     * as walking.
1707     */
1708     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1709     return 0;
1710 elmex 1.1
1711 root 1.24 /* This is basically inverse logic of that below - basically,
1712     * if the object can avoid the move on or slow move, they do so,
1713     * but can't do it if the alternate movement they are using is
1714     * blocked. Logic on this seems confusing, but does seem correct.
1715     */
1716     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1717     return 0;
1718    
1719     /* The objects have to be checked from top to bottom.
1720     * Hence, we first go to the top:
1721     */
1722    
1723 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1724 root 1.24 {
1725     /* Trim the search when we find the first other spell effect
1726     * this helps performance so that if a space has 50 spell objects,
1727     * we don't need to check all of them.
1728     */
1729     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1730     break;
1731     }
1732 root 1.26
1733     for (; tmp; tmp = tmp->below)
1734 root 1.24 {
1735     if (tmp == op)
1736     continue; /* Can't apply yourself */
1737 elmex 1.1
1738 root 1.24 /* Check to see if one of the movement types should be slowed down.
1739     * Second check makes sure that the movement types not being slowed
1740     * (~slow_move) is not blocked on this space - just because the
1741     * space doesn't slow down swimming (for example), if you can't actually
1742     * swim on that space, can't use it to avoid the penalty.
1743     */
1744     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1745     {
1746     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1747     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1748     {
1749 elmex 1.1
1750 root 1.29 float
1751     diff = tmp->move_slow_penalty * FABS (op->speed);
1752 elmex 1.1
1753 root 1.24 if (op->type == PLAYER)
1754 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1755     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1756     diff /= 4.0;
1757    
1758 root 1.24 op->speed_left -= diff;
1759 root 1.8 }
1760     }
1761 elmex 1.1
1762 root 1.24 /* Basically same logic as above, except now for actual apply. */
1763     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1764     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1765     {
1766 elmex 1.72 move_apply (tmp, op, originator);
1767 root 1.24
1768 root 1.48 if (op->destroyed ())
1769 root 1.24 return 1;
1770    
1771     /* what the person/creature stepped onto has moved the object
1772     * someplace new. Don't process any further - if we did,
1773     * have a feeling strange problems would result.
1774     */
1775     if (op->map != m || op->x != x || op->y != y)
1776     return 0;
1777 root 1.8 }
1778 elmex 1.1 }
1779 root 1.26
1780 root 1.24 return 0;
1781 elmex 1.1 }
1782    
1783     /*
1784     * present_arch(arch, map, x, y) searches for any objects with
1785     * a matching archetype at the given map and coordinates.
1786     * The first matching object is returned, or NULL if none.
1787     */
1788 root 1.24 object *
1789 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1790 root 1.24 {
1791 root 1.104 if (!m || out_of_map (m, x, y))
1792 root 1.24 {
1793     LOG (llevError, "Present_arch called outside map.\n");
1794     return NULL;
1795     }
1796 root 1.84
1797 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1798 root 1.24 if (tmp->arch == at)
1799 elmex 1.1 return tmp;
1800 root 1.84
1801 elmex 1.1 return NULL;
1802     }
1803    
1804     /*
1805     * present(type, map, x, y) searches for any objects with
1806     * a matching type variable at the given map and coordinates.
1807     * The first matching object is returned, or NULL if none.
1808     */
1809 root 1.24 object *
1810 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1811 root 1.24 {
1812     if (out_of_map (m, x, y))
1813     {
1814     LOG (llevError, "Present called outside map.\n");
1815     return NULL;
1816     }
1817 root 1.84
1818 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1819 root 1.24 if (tmp->type == type)
1820 elmex 1.1 return tmp;
1821 root 1.84
1822 elmex 1.1 return NULL;
1823     }
1824    
1825     /*
1826     * present_in_ob(type, object) searches for any objects with
1827     * a matching type variable in the inventory of the given object.
1828     * The first matching object is returned, or NULL if none.
1829     */
1830 root 1.24 object *
1831     present_in_ob (unsigned char type, const object *op)
1832     {
1833 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1834 root 1.24 if (tmp->type == type)
1835 elmex 1.1 return tmp;
1836 root 1.84
1837 elmex 1.1 return NULL;
1838     }
1839    
1840     /*
1841     * present_in_ob (type, str, object) searches for any objects with
1842     * a matching type & name variable in the inventory of the given object.
1843     * The first matching object is returned, or NULL if none.
1844     * This is mostly used by spell effect code, so that we only
1845     * have one spell effect at a time.
1846     * type can be used to narrow the search - if type is set,
1847     * the type must also match. -1 can be passed for the type,
1848     * in which case the type does not need to pass.
1849     * str is the string to match against. Note that we match against
1850     * the object name, not the archetype name. this is so that the
1851     * spell code can use one object type (force), but change it's name
1852     * to be unique.
1853     */
1854 root 1.24 object *
1855     present_in_ob_by_name (int type, const char *str, const object *op)
1856     {
1857 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1858 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1859     return tmp;
1860 elmex 1.1
1861 root 1.82 return 0;
1862 elmex 1.1 }
1863    
1864     /*
1865     * present_arch_in_ob(archetype, object) searches for any objects with
1866     * a matching archetype in the inventory of the given object.
1867     * The first matching object is returned, or NULL if none.
1868     */
1869 root 1.24 object *
1870     present_arch_in_ob (const archetype *at, const object *op)
1871     {
1872 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1873 root 1.24 if (tmp->arch == at)
1874 elmex 1.1 return tmp;
1875 root 1.82
1876 elmex 1.1 return NULL;
1877     }
1878    
1879     /*
1880     * activate recursively a flag on an object inventory
1881     */
1882 root 1.24 void
1883     flag_inv (object *op, int flag)
1884     {
1885     if (op->inv)
1886 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1887 root 1.24 {
1888     SET_FLAG (tmp, flag);
1889     flag_inv (tmp, flag);
1890 elmex 1.1 }
1891 root 1.82 }
1892    
1893     /*
1894     * deactivate recursively a flag on an object inventory
1895     */
1896 root 1.24 void
1897     unflag_inv (object *op, int flag)
1898     {
1899     if (op->inv)
1900 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1901 root 1.24 {
1902     CLEAR_FLAG (tmp, flag);
1903     unflag_inv (tmp, flag);
1904 elmex 1.1 }
1905     }
1906    
1907     /*
1908     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1909     * all it's inventory (recursively).
1910     * If checksums are used, a player will get set_cheat called for
1911     * him/her-self and all object carried by a call to this function.
1912     */
1913 root 1.24 void
1914     set_cheat (object *op)
1915     {
1916     SET_FLAG (op, FLAG_WAS_WIZ);
1917     flag_inv (op, FLAG_WAS_WIZ);
1918 elmex 1.1 }
1919    
1920     /*
1921     * find_free_spot(object, map, x, y, start, stop) will search for
1922     * a spot at the given map and coordinates which will be able to contain
1923     * the given object. start and stop specifies how many squares
1924     * to search (see the freearr_x/y[] definition).
1925     * It returns a random choice among the alternatives found.
1926     * start and stop are where to start relative to the free_arr array (1,9
1927     * does all 4 immediate directions). This returns the index into the
1928     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1929     * Note - this only checks to see if there is space for the head of the
1930     * object - if it is a multispace object, this should be called for all
1931     * pieces.
1932     * Note2: This function does correctly handle tiled maps, but does not
1933     * inform the caller. However, insert_ob_in_map will update as
1934     * necessary, so the caller shouldn't need to do any special work.
1935     * Note - updated to take an object instead of archetype - this is necessary
1936     * because arch_blocked (now ob_blocked) needs to know the movement type
1937     * to know if the space in question will block the object. We can't use
1938     * the archetype because that isn't correct if the monster has been
1939     * customized, changed states, etc.
1940     */
1941 root 1.24 int
1942 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1943 root 1.24 {
1944 root 1.82 int index = 0, flag;
1945     int altern[SIZEOFFREE];
1946 root 1.24
1947 root 1.82 for (int i = start; i < stop; i++)
1948 root 1.24 {
1949     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1950     if (!flag)
1951 root 1.82 altern [index++] = i;
1952 root 1.24
1953     /* Basically, if we find a wall on a space, we cut down the search size.
1954     * In this way, we won't return spaces that are on another side of a wall.
1955     * This mostly work, but it cuts down the search size in all directions -
1956     * if the space being examined only has a wall to the north and empty
1957     * spaces in all the other directions, this will reduce the search space
1958     * to only the spaces immediately surrounding the target area, and
1959     * won't look 2 spaces south of the target space.
1960     */
1961 root 1.74 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
1962 root 1.24 stop = maxfree[i];
1963 elmex 1.1 }
1964 root 1.74
1965 root 1.24 if (!index)
1966     return -1;
1967 root 1.74
1968 root 1.24 return altern[RANDOM () % index];
1969 elmex 1.1 }
1970    
1971     /*
1972 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
1973 elmex 1.1 * find_free_spot(), but it will search max number of squares.
1974     * But it will return the first available spot, not a random choice.
1975     * Changed 0.93.2: Have it return -1 if there is no free spot available.
1976     */
1977 root 1.24 int
1978 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
1979 root 1.24 {
1980 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
1981     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
1982     return i;
1983 root 1.24
1984     return -1;
1985 elmex 1.1 }
1986    
1987     /*
1988     * The function permute(arr, begin, end) randomly reorders the array
1989     * arr[begin..end-1].
1990 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
1991 elmex 1.1 */
1992 root 1.24 static void
1993     permute (int *arr, int begin, int end)
1994 elmex 1.1 {
1995 root 1.82 arr += begin;
1996     end -= begin;
1997    
1998     while (--end)
1999     swap (arr [end], arr [RANDOM () % (end + 1)]);
2000 elmex 1.1 }
2001    
2002     /* new function to make monster searching more efficient, and effective!
2003     * This basically returns a randomized array (in the passed pointer) of
2004     * the spaces to find monsters. In this way, it won't always look for
2005     * monsters to the north first. However, the size of the array passed
2006     * covers all the spaces, so within that size, all the spaces within
2007     * the 3x3 area will be searched, just not in a predictable order.
2008     */
2009 root 1.24 void
2010     get_search_arr (int *search_arr)
2011 elmex 1.1 {
2012 root 1.82 int i;
2013 elmex 1.1
2014 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2015 root 1.82 search_arr[i] = i;
2016 elmex 1.1
2017 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2018     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2019     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2020 elmex 1.1 }
2021    
2022     /*
2023     * find_dir(map, x, y, exclude) will search some close squares in the
2024     * given map at the given coordinates for live objects.
2025     * It will not considered the object given as exclude among possible
2026     * live objects.
2027     * It returns the direction toward the first/closest live object if finds
2028     * any, otherwise 0.
2029     * Perhaps incorrectly, but I'm making the assumption that exclude
2030     * is actually want is going to try and move there. We need this info
2031     * because we have to know what movement the thing looking to move
2032     * there is capable of.
2033     */
2034 root 1.24 int
2035 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2036 root 1.24 {
2037 root 1.82 int i, max = SIZEOFFREE, mflags;
2038 root 1.29
2039     sint16 nx, ny;
2040 root 1.82 object *tmp;
2041     maptile *mp;
2042 root 1.29
2043     MoveType blocked, move_type;
2044 root 1.24
2045     if (exclude && exclude->head)
2046     {
2047     exclude = exclude->head;
2048     move_type = exclude->move_type;
2049     }
2050     else
2051     {
2052     /* If we don't have anything, presume it can use all movement types. */
2053     move_type = MOVE_ALL;
2054     }
2055    
2056     for (i = 1; i < max; i++)
2057     {
2058     mp = m;
2059     nx = x + freearr_x[i];
2060     ny = y + freearr_y[i];
2061    
2062     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2063 root 1.75
2064 root 1.24 if (mflags & P_OUT_OF_MAP)
2065 root 1.75 max = maxfree[i];
2066 root 1.24 else
2067     {
2068 root 1.82 mapspace &ms = mp->at (nx, ny);
2069    
2070     blocked = ms.move_block;
2071 root 1.24
2072     if ((move_type & blocked) == move_type)
2073 root 1.75 max = maxfree[i];
2074 root 1.24 else if (mflags & P_IS_ALIVE)
2075     {
2076 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2077 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2078     && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2079 root 1.75 break;
2080    
2081 root 1.24 if (tmp)
2082 root 1.75 return freedir[i];
2083 root 1.8 }
2084     }
2085 elmex 1.1 }
2086 root 1.75
2087 root 1.24 return 0;
2088 elmex 1.1 }
2089    
2090     /*
2091     * distance(object 1, object 2) will return the square of the
2092     * distance between the two given objects.
2093     */
2094 root 1.24 int
2095     distance (const object *ob1, const object *ob2)
2096     {
2097 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2098 elmex 1.1 }
2099    
2100     /*
2101     * find_dir_2(delta-x,delta-y) will return a direction in which
2102     * an object which has subtracted the x and y coordinates of another
2103     * object, needs to travel toward it.
2104     */
2105 root 1.24 int
2106     find_dir_2 (int x, int y)
2107     {
2108 root 1.75 int q;
2109 elmex 1.1
2110 root 1.24 if (y)
2111     q = x * 100 / y;
2112 elmex 1.1 else if (x)
2113 root 1.24 q = -300 * x;
2114 elmex 1.1 else
2115     return 0;
2116    
2117 root 1.24 if (y > 0)
2118     {
2119     if (q < -242)
2120     return 3;
2121     if (q < -41)
2122     return 2;
2123     if (q < 41)
2124     return 1;
2125     if (q < 242)
2126     return 8;
2127     return 7;
2128     }
2129 elmex 1.1
2130     if (q < -242)
2131 root 1.24 return 7;
2132 elmex 1.1 if (q < -41)
2133 root 1.24 return 6;
2134 elmex 1.1 if (q < 41)
2135 root 1.24 return 5;
2136 elmex 1.1 if (q < 242)
2137 root 1.24 return 4;
2138 elmex 1.1
2139 root 1.24 return 3;
2140 elmex 1.1 }
2141    
2142     /*
2143     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2144     * between two directions (which are expected to be absolute (see absdir())
2145     */
2146 root 1.24 int
2147     dirdiff (int dir1, int dir2)
2148     {
2149 root 1.82 int d;
2150 root 1.24
2151     d = abs (dir1 - dir2);
2152     if (d > 4)
2153 elmex 1.1 d = 8 - d;
2154 root 1.82
2155 elmex 1.1 return d;
2156     }
2157    
2158     /* peterm:
2159     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2160     * Basically, this is a table of directions, and what directions
2161     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2162     * This basically means that if direction is 15, then it could either go
2163     * direction 4, 14, or 16 to get back to where we are.
2164     * Moved from spell_util.c to object.c with the other related direction
2165     * functions.
2166     */
2167 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2168 root 1.24 {0, 0, 0}, /* 0 */
2169     {0, 0, 0}, /* 1 */
2170     {0, 0, 0}, /* 2 */
2171     {0, 0, 0}, /* 3 */
2172     {0, 0, 0}, /* 4 */
2173     {0, 0, 0}, /* 5 */
2174     {0, 0, 0}, /* 6 */
2175     {0, 0, 0}, /* 7 */
2176     {0, 0, 0}, /* 8 */
2177     {8, 1, 2}, /* 9 */
2178     {1, 2, -1}, /* 10 */
2179     {2, 10, 12}, /* 11 */
2180     {2, 3, -1}, /* 12 */
2181     {2, 3, 4}, /* 13 */
2182     {3, 4, -1}, /* 14 */
2183     {4, 14, 16}, /* 15 */
2184     {5, 4, -1}, /* 16 */
2185     {4, 5, 6}, /* 17 */
2186     {6, 5, -1}, /* 18 */
2187     {6, 20, 18}, /* 19 */
2188     {7, 6, -1}, /* 20 */
2189     {6, 7, 8}, /* 21 */
2190     {7, 8, -1}, /* 22 */
2191     {8, 22, 24}, /* 23 */
2192     {8, 1, -1}, /* 24 */
2193     {24, 9, 10}, /* 25 */
2194     {9, 10, -1}, /* 26 */
2195     {10, 11, -1}, /* 27 */
2196     {27, 11, 29}, /* 28 */
2197     {11, 12, -1}, /* 29 */
2198     {12, 13, -1}, /* 30 */
2199     {12, 13, 14}, /* 31 */
2200     {13, 14, -1}, /* 32 */
2201     {14, 15, -1}, /* 33 */
2202     {33, 15, 35}, /* 34 */
2203     {16, 15, -1}, /* 35 */
2204     {17, 16, -1}, /* 36 */
2205     {18, 17, 16}, /* 37 */
2206     {18, 17, -1}, /* 38 */
2207     {18, 19, -1}, /* 39 */
2208     {41, 19, 39}, /* 40 */
2209     {19, 20, -1}, /* 41 */
2210     {20, 21, -1}, /* 42 */
2211     {20, 21, 22}, /* 43 */
2212     {21, 22, -1}, /* 44 */
2213     {23, 22, -1}, /* 45 */
2214     {45, 47, 23}, /* 46 */
2215     {23, 24, -1}, /* 47 */
2216     {24, 9, -1}
2217     }; /* 48 */
2218 elmex 1.1
2219     /* Recursive routine to step back and see if we can
2220     * find a path to that monster that we found. If not,
2221     * we don't bother going toward it. Returns 1 if we
2222     * can see a direct way to get it
2223     * Modified to be map tile aware -.MSW
2224     */
2225 root 1.24 int
2226 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2227 root 1.24 {
2228 root 1.29 sint16 dx, dy;
2229 root 1.75 int mflags;
2230 root 1.24
2231     if (dir < 0)
2232     return 0; /* exit condition: invalid direction */
2233    
2234     dx = x + freearr_x[dir];
2235     dy = y + freearr_y[dir];
2236    
2237     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2238    
2239     /* This functional arguably was incorrect before - it was
2240     * checking for P_WALL - that was basically seeing if
2241     * we could move to the monster - this is being more
2242     * literal on if we can see it. To know if we can actually
2243     * move to the monster, we'd need the monster passed in or
2244     * at least its move type.
2245     */
2246     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2247     return 0;
2248    
2249     /* yes, can see. */
2250     if (dir < 9)
2251     return 1;
2252 root 1.75
2253     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2254     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2255     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2256 root 1.24 }
2257    
2258 elmex 1.1 /*
2259     * can_pick(picker, item): finds out if an object is possible to be
2260     * picked up by the picker. Returnes 1 if it can be
2261     * picked up, otherwise 0.
2262     *
2263     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2264     * core dumps if they do.
2265     *
2266     * Add a check so we can't pick up invisible objects (0.93.8)
2267     */
2268    
2269 root 1.24 int
2270     can_pick (const object *who, const object *item)
2271     {
2272     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2273     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2274     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2275 elmex 1.1 }
2276    
2277     /*
2278     * create clone from object to another
2279     */
2280 root 1.24 object *
2281     object_create_clone (object *asrc)
2282     {
2283 root 1.62 object *dst = 0, *tmp, *src, *part, *prev, *item;
2284 elmex 1.1
2285 root 1.24 if (!asrc)
2286 root 1.62 return 0;
2287    
2288 root 1.24 src = asrc;
2289     if (src->head)
2290     src = src->head;
2291    
2292 root 1.62 prev = 0;
2293 root 1.24 for (part = src; part; part = part->more)
2294     {
2295 root 1.65 tmp = part->clone ();
2296 root 1.24 tmp->x -= src->x;
2297     tmp->y -= src->y;
2298 root 1.62
2299 root 1.24 if (!part->head)
2300     {
2301     dst = tmp;
2302 root 1.62 tmp->head = 0;
2303 root 1.24 }
2304     else
2305 root 1.75 tmp->head = dst;
2306 root 1.62
2307     tmp->more = 0;
2308    
2309 root 1.24 if (prev)
2310     prev->more = tmp;
2311 root 1.62
2312 root 1.24 prev = tmp;
2313 elmex 1.1 }
2314 root 1.24
2315     for (item = src->inv; item; item = item->below)
2316 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2317 elmex 1.1
2318 root 1.24 return dst;
2319 elmex 1.1 }
2320    
2321     /* GROS - Creates an object using a string representing its content. */
2322     /* Basically, we save the content of the string to a temp file, then call */
2323     /* load_object on it. I admit it is a highly inefficient way to make things, */
2324     /* but it was simple to make and allows reusing the load_object function. */
2325     /* Remember not to use load_object_str in a time-critical situation. */
2326     /* Also remember that multiparts objects are not supported for now. */
2327 root 1.24 object *
2328     load_object_str (const char *obstr)
2329 elmex 1.1 {
2330 root 1.48 object *op;
2331     char filename[MAX_BUF];
2332 root 1.9
2333 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2334    
2335 root 1.48 FILE *tempfile = fopen (filename, "w");
2336 root 1.24
2337     if (tempfile == NULL)
2338 elmex 1.1 {
2339 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2340     return NULL;
2341 root 1.41 }
2342    
2343 root 1.24 fprintf (tempfile, obstr);
2344     fclose (tempfile);
2345 elmex 1.1
2346 root 1.64 op = object::create ();
2347 elmex 1.1
2348 root 1.29 object_thawer thawer (filename);
2349 root 1.13
2350 root 1.24 if (thawer)
2351     load_object (thawer, op, 0);
2352 root 1.13
2353 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2354     CLEAR_FLAG (op, FLAG_REMOVED);
2355 root 1.9
2356 root 1.24 return op;
2357 elmex 1.1 }
2358    
2359     /* This returns the first object in who's inventory that
2360     * has the same type and subtype match.
2361     * returns NULL if no match.
2362     */
2363 root 1.24 object *
2364     find_obj_by_type_subtype (const object *who, int type, int subtype)
2365 elmex 1.1 {
2366 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2367 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2368     return tmp;
2369 elmex 1.1
2370 root 1.82 return 0;
2371 elmex 1.1 }
2372    
2373     /* If ob has a field named key, return the link from the list,
2374     * otherwise return NULL.
2375     *
2376     * key must be a passed in shared string - otherwise, this won't
2377     * do the desired thing.
2378     */
2379 root 1.24 key_value *
2380     get_ob_key_link (const object *ob, const char *key)
2381     {
2382 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2383 root 1.48 if (link->key == key)
2384     return link;
2385 root 1.24
2386 root 1.82 return 0;
2387 root 1.24 }
2388 elmex 1.1
2389     /*
2390     * Returns the value of op has an extra_field for key, or NULL.
2391     *
2392     * The argument doesn't need to be a shared string.
2393     *
2394     * The returned string is shared.
2395     */
2396 root 1.24 const char *
2397     get_ob_key_value (const object *op, const char *const key)
2398     {
2399 root 1.35 key_value *link;
2400     shstr_cmp canonical_key (key);
2401 root 1.24
2402 root 1.35 if (!canonical_key)
2403 root 1.24 {
2404     /* 1. There being a field named key on any object
2405     * implies there'd be a shared string to find.
2406     * 2. Since there isn't, no object has this field.
2407     * 3. Therefore, *this* object doesn't have this field.
2408     */
2409 root 1.35 return 0;
2410 elmex 1.1 }
2411    
2412 root 1.24 /* This is copied from get_ob_key_link() above -
2413     * only 4 lines, and saves the function call overhead.
2414     */
2415 root 1.35 for (link = op->key_values; link; link = link->next)
2416     if (link->key == canonical_key)
2417     return link->value;
2418    
2419     return 0;
2420 elmex 1.1 }
2421    
2422    
2423     /*
2424     * Updates the canonical_key in op to value.
2425     *
2426     * canonical_key is a shared string (value doesn't have to be).
2427     *
2428     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2429     * keys.
2430     *
2431     * Returns TRUE on success.
2432     */
2433 root 1.24 int
2434     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2435     {
2436 root 1.82 key_value *field = NULL, *last = NULL;
2437 root 1.24
2438     for (field = op->key_values; field != NULL; field = field->next)
2439     {
2440     if (field->key != canonical_key)
2441     {
2442     last = field;
2443     continue;
2444     }
2445    
2446     if (value)
2447     field->value = value;
2448     else
2449     {
2450     /* Basically, if the archetype has this key set,
2451     * we need to store the null value so when we save
2452     * it, we save the empty value so that when we load,
2453     * we get this value back again.
2454     */
2455     if (get_ob_key_link (&op->arch->clone, canonical_key))
2456     field->value = 0;
2457     else
2458     {
2459     if (last)
2460     last->next = field->next;
2461     else
2462     op->key_values = field->next;
2463    
2464 root 1.29 delete field;
2465 root 1.24 }
2466     }
2467     return TRUE;
2468     }
2469     /* IF we get here, key doesn't exist */
2470    
2471     /* No field, we'll have to add it. */
2472    
2473     if (!add_key)
2474 root 1.82 return FALSE;
2475    
2476 root 1.24 /* There isn't any good reason to store a null
2477     * value in the key/value list. If the archetype has
2478     * this key, then we should also have it, so shouldn't
2479     * be here. If user wants to store empty strings,
2480     * should pass in ""
2481     */
2482     if (value == NULL)
2483 elmex 1.1 return TRUE;
2484 root 1.24
2485     field = new key_value;
2486    
2487     field->key = canonical_key;
2488     field->value = value;
2489     /* Usual prepend-addition. */
2490     field->next = op->key_values;
2491     op->key_values = field;
2492    
2493     return TRUE;
2494 elmex 1.1 }
2495    
2496     /*
2497     * Updates the key in op to value.
2498     *
2499     * If add_key is FALSE, this will only update existing keys,
2500     * and not add new ones.
2501     * In general, should be little reason FALSE is ever passed in for add_key
2502     *
2503     * Returns TRUE on success.
2504     */
2505 root 1.24 int
2506     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2507 root 1.11 {
2508 root 1.29 shstr key_ (key);
2509 root 1.24
2510 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2511 elmex 1.1 }
2512 root 1.31
2513 root 1.34 object::depth_iterator::depth_iterator (object *container)
2514     : iterator_base (container)
2515     {
2516     while (item->inv)
2517     item = item->inv;
2518     }
2519    
2520 root 1.31 void
2521 root 1.34 object::depth_iterator::next ()
2522 root 1.31 {
2523 root 1.34 if (item->below)
2524     {
2525     item = item->below;
2526    
2527     while (item->inv)
2528     item = item->inv;
2529     }
2530 root 1.31 else
2531 root 1.34 item = item->env;
2532 root 1.31 }
2533 root 1.34
2534 elmex 1.97
2535     const char *
2536     object::flag_desc (char *desc, int len) const
2537     {
2538     char *p = desc;
2539     bool first = true;
2540    
2541 root 1.101 *p = 0;
2542    
2543 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2544     {
2545     if (len <= 10) // magic constant!
2546     {
2547     snprintf (p, len, ",...");
2548     break;
2549     }
2550    
2551 root 1.101 if (flag [i])
2552 elmex 1.97 {
2553     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2554     len -= cnt;
2555     p += cnt;
2556     first = false;
2557     }
2558     }
2559    
2560     return desc;
2561     }
2562    
2563 root 1.101 // return a suitable string describing an object in enough detail to find it
2564 root 1.36 const char *
2565     object::debug_desc (char *info) const
2566     {
2567 elmex 1.97 char flagdesc[512];
2568     char info2[256 * 4];
2569 root 1.36 char *p = info;
2570    
2571 root 1.117 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2572 elmex 1.97 count, uuid.seq,
2573 root 1.36 &name,
2574 root 1.117 title ? "\",title:\"" : "",
2575 elmex 1.97 title ? (const char *)title : "",
2576     flag_desc (flagdesc, 512), type);
2577 root 1.36
2578     if (env)
2579     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2580    
2581     if (map)
2582 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2583 root 1.36
2584     return info;
2585     }
2586    
2587     const char *
2588     object::debug_desc () const
2589     {
2590 root 1.102 static char info[256 * 4];
2591 root 1.36 return debug_desc (info);
2592     }
2593    
2594 root 1.114 const char *
2595     object::debug_desc2 () const
2596     {
2597     static char info[256 * 4];
2598     return debug_desc (info);
2599     }
2600