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/cvs/deliantra/server/common/object.C
Revision: 1.15
Committed: Mon Sep 4 13:55:54 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.14: +5 -1 lines
Log Message:
fix, uhm, bug. da.

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_object_c =
3 root 1.15 * "$Id: object.C,v 1.14 2006-09-04 11:07:59 root Exp $";
4 elmex 1.1 */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29     /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30     sub/add_weight will transcend the environment updating the carrying
31     variable. */
32     #include <global.h>
33     #ifndef WIN32 /* ---win32 exclude headers */
34     #include <stdio.h>
35     #include <sys/types.h>
36     #include <sys/uio.h>
37     #endif /* win32 */
38     #include <object.h>
39     #include <funcpoint.h>
40     #include <skills.h>
41     #include <loader.h>
42     int nrofallocobjects = 0;
43    
44 root 1.14 object *objects; /* Pointer to the list of used objects */
45 root 1.11 object *active_objects; /* List of active objects that need to be processed */
46 elmex 1.1
47     short freearr_x[SIZEOFFREE]=
48     {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,
49     0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1};
50     short freearr_y[SIZEOFFREE]=
51     {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,
52     -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3};
53     int maxfree[SIZEOFFREE]=
54     {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45,
55     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};
56     int freedir[SIZEOFFREE]= {
57     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,
58     1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8};
59    
60    
61     /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
62     static int compare_ob_value_lists_one(const object * wants, const object * has) {
63     key_value * wants_field;
64    
65     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66     * objects with lists are rare, and lists stay short. If not, use a
67     * different structure or at least keep the lists sorted...
68     */
69    
70     /* For each field in wants, */
71     for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) {
72     key_value * has_field;
73    
74     /* Look for a field in has with the same key. */
75     has_field = get_ob_key_link(has, wants_field->key);
76    
77     if (has_field == NULL) {
78     /* No field with that name. */
79     return FALSE;
80     }
81    
82     /* Found the matching field. */
83     if (has_field->value != wants_field->value) {
84     /* Values don't match, so this half of the comparison is false. */
85     return FALSE;
86     }
87    
88     /* If we get here, we found a match. Now for the next field in wants. */
89     }
90    
91     /* If we get here, every field in wants has a matching field in has. */
92     return TRUE;
93     }
94    
95     /* Returns TRUE if ob1 has the same key_values as ob2. */
96     static int compare_ob_value_lists(const object * ob1, const object * ob2) {
97     /* However, there may be fields in has which aren't partnered in wants,
98     * so we need to run the comparison *twice*. :(
99     */
100     return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1);
101     }
102    
103     /* Function examines the 2 objects given to it, and returns true if
104     * they can be merged together.
105     *
106     * Note that this function appears a lot longer than the macro it
107     * replaces - this is mostly for clarity - a decent compiler should hopefully
108     * reduce this to the same efficiency.
109     *
110     * Check nrof variable *before* calling CAN_MERGE()
111     *
112     * Improvements made with merge: Better checking on potion, and also
113     * check weight
114     */
115    
116     int CAN_MERGE(object *ob1, object *ob2) {
117    
118     /* A couple quicksanity checks */
119     if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0;
120    
121     if (ob1->speed != ob2->speed) return 0;
122     /* Note sure why the following is the case - either the object has to
123     * be animated or have a very low speed. Is this an attempted monster
124     * check?
125     */
126     if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
127 root 1.8 return 0;
128 elmex 1.1
129     /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
130     * value could not be stored in a sint32 (which unfortunately sometimes is
131     * used to store nrof).
132     */
133     if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 root 1.8 return 0;
135 elmex 1.1
136     /* This is really a spellbook check - really, we should
137     * check all objects in the inventory.
138     */
139     if (ob1->inv || ob2->inv) {
140 root 1.8 /* if one object has inventory but the other doesn't, not equiv */
141     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
142 elmex 1.1
143 root 1.8 /* Now check to see if the two inventory objects could merge */
144     if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
145 elmex 1.1
146 root 1.8 /* inventory ok - still need to check rest of this object to see
147     * if it is valid.
148     */
149 elmex 1.1 }
150    
151     /* If the objects have been identified, set the BEEN_APPLIED flag.
152     * This is to the comparison of the flags below will be OK. We
153     * just can't ignore the been applied or identified flags, as they
154     * are not equal - just if it has been identified, the been_applied
155     * flags lose any meaning.
156     */
157     if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
158 root 1.8 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
159 elmex 1.1
160     if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
161 root 1.8 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
162 elmex 1.1
163    
164     /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
165     * being locked in inventory should prevent merging.
166     * 0x4 in flags3 is CLIENT_SENT
167     */
168     if ((ob1->arch != ob2->arch) ||
169 root 1.8 (ob1->flags[0] != ob2->flags[0]) ||
170     (ob1->flags[1] != ob2->flags[1]) ||
171     ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
172     ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
173     (ob1->name != ob2->name) ||
174     (ob1->title != ob2->title) ||
175     (ob1->msg != ob2->msg) ||
176     (ob1->weight != ob2->weight) ||
177     (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
178     (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
179     (ob1->attacktype != ob2->attacktype) ||
180     (ob1->magic != ob2->magic) ||
181     (ob1->slaying != ob2->slaying) ||
182     (ob1->skill != ob2->skill) ||
183     (ob1->value != ob2->value) ||
184     (ob1->animation_id != ob2->animation_id) ||
185     (ob1->client_type != ob2->client_type) ||
186     (ob1->materialname != ob2->materialname) ||
187     (ob1->lore != ob2->lore) ||
188     (ob1->subtype != ob2->subtype) ||
189     (ob1->move_type != ob2->move_type) ||
190     (ob1->move_block != ob2->move_block) ||
191     (ob1->move_allow != ob2->move_allow) ||
192     (ob1->move_on != ob2->move_on) ||
193     (ob1->move_off != ob2->move_off) ||
194     (ob1->move_slow != ob2->move_slow) ||
195     (ob1->move_slow_penalty != ob2->move_slow_penalty)
196     )
197     return 0;
198 elmex 1.1
199     /* Don't merge objects that are applied. With the new 'body' code,
200     * it is possible for most any character to have more than one of
201     * some items equipped, and we don't want those to merge.
202     */
203     if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED))
204 root 1.8 return 0;
205 elmex 1.1
206     switch (ob1->type) {
207 root 1.8 case SCROLL:
208     if (ob1->level != ob2->level) return 0;
209     break;
210 elmex 1.1
211     }
212     if (ob1->key_values != NULL || ob2->key_values != NULL) {
213     /* At least one of these has key_values. */
214     if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
215     /* One has fields, but the other one doesn't. */
216     return 0;
217     } else if (!compare_ob_value_lists(ob1, ob2)) {
218     return 0;
219     }
220     }
221    
222     /* Everything passes, must be OK. */
223     return 1;
224     }
225    
226     /*
227     * sum_weight() is a recursive function which calculates the weight
228     * an object is carrying. It goes through in figures out how much
229     * containers are carrying, and sums it up.
230     */
231     signed long sum_weight(object *op) {
232     signed long sum;
233     object *inv;
234     for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) {
235     if (inv->inv)
236 root 1.8 sum_weight(inv);
237 elmex 1.1 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
238     }
239     if (op->type == CONTAINER && op->stats.Str)
240     sum = (sum * (100 - op->stats.Str))/100;
241     if(op->carrying != sum)
242     op->carrying = sum;
243     return sum;
244     }
245    
246     /**
247     * Return the outermost environment object for a given object.
248     */
249    
250     object *object_get_env_recursive (object *op) {
251     while (op->env != NULL)
252     op = op->env;
253     return op;
254     }
255    
256     /*
257     * Eneq(@csd.uu.se): Since we can have items buried in a character we need
258     * a better check. We basically keeping traversing up until we can't
259     * or find a player.
260     */
261    
262     object *is_player_inv (object *op) {
263     for (;op!=NULL&&op->type!=PLAYER; op=op->env)
264     if (op->env==op)
265 root 1.8 op->env = NULL;
266 elmex 1.1 return op;
267     }
268    
269     /*
270     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 root 1.11 * Some error messages.
272 elmex 1.1 * The result of the dump is stored in the static global errmsg array.
273     */
274    
275     void dump_object2(object *op) {
276 root 1.10 errmsg[0] = 0;
277     return;
278     //TODO//D#d#
279     #if 0
280 elmex 1.1 char *cp;
281     /* object *tmp;*/
282    
283     if(op->arch!=NULL) {
284     strcat(errmsg,"arch ");
285     strcat(errmsg,op->arch->name?op->arch->name:"(null)");
286     strcat(errmsg,"\n");
287     if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
288 root 1.8 strcat(errmsg,cp);
289 elmex 1.1 #if 0
290     /* Don't dump player diffs - they are too long, mostly meaningless, and
291     * will overflow the buffer.
292     * Changed so that we don't dump inventory either. This may
293     * also overflow the buffer.
294     */
295     if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296     strcat(errmsg,cp);
297     for (tmp=op->inv; tmp; tmp=tmp->below)
298     dump_object2(tmp);
299     #endif
300     strcat(errmsg,"end\n");
301     } else {
302     strcat(errmsg,"Object ");
303     if (op->name==NULL) strcat(errmsg, "(null)");
304     else strcat(errmsg,op->name);
305     strcat(errmsg,"\n");
306     #if 0
307     if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
308     strcat(errmsg,cp);
309     for (tmp=op->inv; tmp; tmp=tmp->below)
310     dump_object2(tmp);
311     #endif
312     strcat(errmsg,"end\n");
313     }
314 root 1.10 #endif
315 elmex 1.1 }
316    
317     /*
318     * Dumps an object. Returns output in the static global errmsg array.
319     */
320    
321     void dump_object(object *op) {
322     if(op==NULL) {
323     strcpy(errmsg,"[NULL pointer]");
324     return;
325     }
326     errmsg[0]='\0';
327     dump_object2(op);
328     }
329    
330     void dump_all_objects(void) {
331     object *op;
332     for(op=objects;op!=NULL;op=op->next) {
333     dump_object(op);
334     fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
335     }
336     }
337    
338     /*
339     * get_nearest_part(multi-object, object 2) returns the part of the
340     * multi-object 1 which is closest to the second object.
341     * If it's not a multi-object, it is returned.
342     */
343    
344     object *get_nearest_part(object *op, const object *pl) {
345     object *tmp,*closest;
346     int last_dist,i;
347     if(op->more==NULL)
348     return op;
349     for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more)
350     if((i=distance(tmp,pl))<last_dist)
351     closest=tmp,last_dist=i;
352     return closest;
353     }
354    
355     /*
356     * Returns the object which has the count-variable equal to the argument.
357     */
358    
359     object *find_object(tag_t i) {
360     object *op;
361     for(op=objects;op!=NULL;op=op->next)
362     if(op->count==i)
363     break;
364     return op;
365     }
366    
367     /*
368     * Returns the first object which has a name equal to the argument.
369     * Used only by the patch command, but not all that useful.
370     * Enables features like "patch <name-of-other-player> food 999"
371     */
372    
373     object *find_object_name(const char *str) {
374 root 1.11 const char *name = shstr::find (str);
375 elmex 1.1 object *op;
376     for(op=objects;op!=NULL;op=op->next)
377 root 1.11 if(&op->name == name)
378 elmex 1.1 break;
379 root 1.11
380 elmex 1.1 return op;
381     }
382    
383 root 1.14 void free_all_object_data ()
384     {
385     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
386 elmex 1.1 }
387    
388     /*
389     * Returns the object which this object marks as being the owner.
390     * A id-scheme is used to avoid pointing to objects which have been
391     * freed and are now reused. If this is detected, the owner is
392     * set to NULL, and NULL is returned.
393     * Changed 2004-02-12 - if the player is setting at the play again
394     * prompt, he is removed, and we don't want to treat him as an owner of
395     * anything, so check removed flag. I don't expect that this should break
396     * anything - once an object is removed, it is basically dead anyways.
397     */
398    
399     object *get_owner(object *op) {
400     if(op->owner==NULL)
401 root 1.8 return NULL;
402 elmex 1.1
403     if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
404 root 1.8 op->owner->count==op->ownercount)
405     return op->owner;
406 elmex 1.1
407     op->owner=NULL;
408     op->ownercount=0;
409     return NULL;
410     }
411    
412     void clear_owner(object *op)
413     {
414     if (!op) return;
415    
416     if (op->owner && op->ownercount == op->owner->count)
417 root 1.8 op->owner->refcount--;
418 elmex 1.1
419     op->owner = NULL;
420     op->ownercount = 0;
421     }
422    
423     /*
424     * Sets the owner and sets the skill and exp pointers to owner's current
425     * skill and experience objects.
426     */
427     void set_owner (object *op, object *owner)
428     {
429     if(owner==NULL||op==NULL)
430 root 1.8 return;
431 elmex 1.1
432     /* next line added to allow objects which own objects */
433     /* Add a check for ownercounts in here, as I got into an endless loop
434     * with the fireball owning a poison cloud which then owned the
435     * fireball. I believe that was caused by one of the objects getting
436     * freed and then another object replacing it. Since the ownercounts
437     * didn't match, this check is valid and I believe that cause is valid.
438     */
439     while (owner->owner && owner!=owner->owner &&
440 root 1.8 owner->ownercount==owner->owner->count) owner=owner->owner;
441 elmex 1.1
442     /* IF the owner still has an owner, we did not resolve to a final owner.
443     * so lets not add to that.
444     */
445     if (owner->owner) return;
446    
447     op->owner=owner;
448    
449     op->ownercount=owner->count;
450     owner->refcount++;
451    
452     }
453    
454     /* Set the owner to clone's current owner and set the skill and experience
455     * objects to clone's objects (typically those objects that where the owner's
456     * current skill and experience objects at the time when clone's owner was
457     * set - not the owner's current skill and experience objects).
458     *
459     * Use this function if player created an object (e.g. fire bullet, swarm
460     * spell), and this object creates further objects whose kills should be
461     * accounted for the player's original skill, even if player has changed
462     * skills meanwhile.
463     */
464     void copy_owner (object *op, object *clone)
465     {
466     object *owner = get_owner (clone);
467     if (owner == NULL) {
468 root 1.8 /* players don't have owners - they own themselves. Update
469     * as appropriate.
470     */
471     if (clone->type == PLAYER) owner=clone;
472     else return;
473 elmex 1.1 }
474     set_owner(op, owner);
475    
476     }
477    
478     /* Zero the key_values on op, decrementing the shared-string
479     * refcounts and freeing the links.
480     */
481 root 1.11 static void free_key_values(object * op)
482     {
483     for (key_value *i = op->key_values; i != 0; )
484     {
485     key_value *next = i->next;
486     delete i;
487     i = next;
488 elmex 1.1 }
489 root 1.11
490     op->key_values = 0;
491 elmex 1.1 }
492    
493 root 1.14 void object::clear ()
494     {
495     attachable_base::clear ();
496    
497     free_key_values (this);
498    
499     name = 0;
500     name_pl = 0;
501     title = 0;
502     race = 0;
503     slaying = 0;
504     skill = 0;
505     msg = 0;
506     lore = 0;
507     custom_name = 0;
508     materialname = 0;
509    
510     memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511    
512     SET_FLAG (this, FLAG_REMOVED);
513     }
514    
515     void object::clone (object *destination)
516     {
517     *(object_copy *)destination = *(object_copy *)this;
518     *(object_pod *)destination = *(object_pod *)this;
519    
520     if (self || cb)
521     INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
522     }
523    
524 elmex 1.1 /*
525     * clear_object() frees everything allocated by an object, and also
526     * clears all variables and flags to default settings.
527     */
528    
529 root 1.14 void clear_object (object *op)
530 root 1.11 {
531     op->clear ();
532 root 1.2
533 root 1.11 op->contr = NULL;
534     op->below = NULL;
535     op->above = NULL;
536     op->inv = NULL;
537     op->container=NULL;
538     op->env=NULL;
539     op->more=NULL;
540     op->head=NULL;
541     op->map=NULL;
542     op->refcount=0;
543     op->active_next = NULL;
544     op->active_prev = NULL;
545     /* What is not cleared is next, prev, and count */
546 elmex 1.1
547 root 1.14 op->expmul = 1.0;
548 root 1.11 op->face = blank_face;
549 root 1.14 op->attacked_by_count = -1;
550 elmex 1.1
551 root 1.11 if (settings.casting_time)
552     op->casting_time = -1;
553 elmex 1.1 }
554    
555     /*
556     * copy object first frees everything allocated by the second object,
557     * and then copies the contends of the first object into the second
558     * object, allocating what needs to be allocated. Basically, any
559     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
560     * if the first object is freed, the pointers in the new object
561     * will point at garbage.
562     */
563    
564 root 1.14 void copy_object (object *op2, object *op)
565 root 1.11 {
566 root 1.14 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
567     bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
568 root 1.11
569     op2->clone (op);
570    
571 root 1.14 if (is_freed) SET_FLAG (op, FLAG_FREED);
572     if (is_removed) SET_FLAG (op, FLAG_REMOVED);
573 elmex 1.1
574 root 1.11 if (op2->speed < 0)
575     op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
576 elmex 1.1
577 root 1.11 /* Copy over key_values, if any. */
578 root 1.14 if (op2->key_values != NULL)
579     {
580 root 1.11 key_value *tail = NULL;
581     key_value *i;
582 elmex 1.1
583 root 1.11 op->key_values = NULL;
584 elmex 1.1
585 root 1.11 for (i = op2->key_values; i != NULL; i = i->next)
586     {
587     key_value *new_link = new key_value;
588 root 1.8
589 root 1.11 new_link->next = NULL;
590     new_link->key = i->key;
591     new_link->value = i->value;
592    
593     /* Try and be clever here, too. */
594     if (op->key_values == NULL)
595     {
596     op->key_values = new_link;
597     tail = new_link;
598 root 1.8 }
599 root 1.11 else
600     {
601     tail->next = new_link;
602     tail = new_link;
603     }
604 root 1.14 }
605     }
606 root 1.2
607 root 1.11 update_ob_speed (op);
608 elmex 1.1 }
609    
610     /*
611     * get_object() grabs an object from the list of unused objects, makes
612     * sure it is initialised, and returns it.
613     * If there are no free objects, expand_objects() is called to get more.
614     */
615    
616 root 1.14 object *get_object ()
617 root 1.11 {
618 root 1.14 object *op = new object;
619    
620     op->count = ++ob_count;
621    
622     op->active_next = 0;
623     op->active_prev = 0;
624    
625     op->next = objects;
626     op->prev = 0;
627 elmex 1.1
628 root 1.14 if (objects)
629     objects->prev = op;
630 elmex 1.1
631 root 1.14 objects = op;
632 root 1.11
633 root 1.14 SET_FLAG (op, FLAG_REMOVED);
634 root 1.11
635 root 1.15 op->expmul = 1.0;
636     op->face = blank_face;
637     op->attacked_by_count = -1;
638    
639 elmex 1.1 return op;
640     }
641    
642     /*
643     * If an object with the IS_TURNABLE() flag needs to be turned due
644     * to the closest player being on the other side, this function can
645     * be called to update the face variable, _and_ how it looks on the map.
646     */
647    
648     void update_turn_face(object *op) {
649     if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL)
650 root 1.8 return;
651 elmex 1.1 SET_ANIMATION(op, op->direction);
652     update_object(op,UP_OBJ_FACE);
653     }
654    
655     /*
656     * Updates the speed of an object. If the speed changes from 0 to another
657     * value, or vice versa, then add/remove the object from the active list.
658     * This function needs to be called whenever the speed of an object changes.
659     */
660    
661     void update_ob_speed(object *op) {
662     extern int arch_init;
663    
664     /* No reason putting the archetypes objects on the speed list,
665     * since they never really need to be updated.
666     */
667    
668     if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
669 root 1.11 LOG(llevError,"Object %s is freed but has speed.\n", &op->name);
670 elmex 1.1 #ifdef MANY_CORES
671 root 1.8 abort();
672 elmex 1.1 #else
673 root 1.8 op->speed = 0;
674 elmex 1.1 #endif
675     }
676     if (arch_init) {
677 root 1.8 return;
678 elmex 1.1 }
679     if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
680 root 1.8 /* If already on active list, don't do anything */
681     if (op->active_next || op->active_prev || op==active_objects)
682     return;
683 elmex 1.1
684     /* process_events() expects us to insert the object at the beginning
685     * of the list. */
686 root 1.8 op->active_next = active_objects;
687     if (op->active_next!=NULL)
688     op->active_next->active_prev = op;
689     active_objects = op;
690 elmex 1.1 }
691     else {
692 root 1.8 /* If not on the active list, nothing needs to be done */
693     if (!op->active_next && !op->active_prev && op!=active_objects)
694     return;
695    
696     if (op->active_prev==NULL) {
697     active_objects = op->active_next;
698     if (op->active_next!=NULL)
699     op->active_next->active_prev = NULL;
700     }
701     else {
702     op->active_prev->active_next = op->active_next;
703     if (op->active_next)
704     op->active_next->active_prev = op->active_prev;
705     }
706     op->active_next = NULL;
707     op->active_prev = NULL;
708 elmex 1.1 }
709     }
710    
711     /* This function removes object 'op' from the list of active
712     * objects.
713     * This should only be used for style maps or other such
714     * reference maps where you don't want an object that isn't
715     * in play chewing up cpu time getting processed.
716     * The reverse of this is to call update_ob_speed, which
717     * will do the right thing based on the speed of the object.
718     */
719     void remove_from_active_list(object *op)
720     {
721     /* If not on the active list, nothing needs to be done */
722     if (!op->active_next && !op->active_prev && op!=active_objects)
723 root 1.8 return;
724 elmex 1.1
725     if (op->active_prev==NULL) {
726 root 1.8 active_objects = op->active_next;
727     if (op->active_next!=NULL)
728     op->active_next->active_prev = NULL;
729 elmex 1.1 }
730     else {
731 root 1.8 op->active_prev->active_next = op->active_next;
732     if (op->active_next)
733     op->active_next->active_prev = op->active_prev;
734 elmex 1.1 }
735     op->active_next = NULL;
736     op->active_prev = NULL;
737     }
738    
739     /*
740     * update_object() updates the array which represents the map.
741     * It takes into account invisible objects (and represent squares covered
742     * by invisible objects by whatever is below them (unless it's another
743     * invisible object, etc...)
744     * If the object being updated is beneath a player, the look-window
745     * of that player is updated (this might be a suboptimal way of
746     * updating that window, though, since update_object() is called _often_)
747     *
748     * action is a hint of what the caller believes need to be done.
749     * For example, if the only thing that has changed is the face (due to
750     * an animation), we don't need to call update_position until that actually
751     * comes into view of a player. OTOH, many other things, like addition/removal
752     * of walls or living creatures may need us to update the flags now.
753     * current action are:
754     * UP_OBJ_INSERT: op was inserted
755     * UP_OBJ_REMOVE: op was removed
756     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
757     * as that is easier than trying to look at what may have changed.
758     * UP_OBJ_FACE: only the objects face has changed.
759     */
760    
761     void update_object(object *op, int action) {
762     int update_now=0, flags;
763 root 1.11 MoveType move_on, move_off, move_block, move_slow;
764 elmex 1.1
765     if (op == NULL) {
766     /* this should never happen */
767     LOG(llevDebug,"update_object() called for NULL object.\n");
768 root 1.8 return;
769 elmex 1.1 }
770    
771     if(op->env!=NULL) {
772 root 1.8 /* Animation is currently handled by client, so nothing
773     * to do in this case.
774     */
775     return;
776 elmex 1.1 }
777    
778     /* If the map is saving, don't do anything as everything is
779     * going to get freed anyways.
780     */
781     if (!op->map || op->map->in_memory == MAP_SAVING) return;
782    
783     /* make sure the object is within map boundaries */
784     if (op->x < 0 || op->x >= MAP_WIDTH(op->map) ||
785 root 1.8 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) {
786 elmex 1.1 LOG(llevError,"update_object() called for object out of map!\n");
787     #ifdef MANY_CORES
788 root 1.8 abort();
789 elmex 1.1 #endif
790 root 1.8 return;
791 elmex 1.1 }
792    
793     flags = GET_MAP_FLAGS(op->map, op->x, op->y);
794     SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
795     move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
796     move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
797     move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
798     move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
799    
800     if (action == UP_OBJ_INSERT) {
801     if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
802     update_now=1;
803    
804     if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
805     update_now=1;
806    
807     if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
808     update_now=1;
809    
810     if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
811     update_now=1;
812    
813 root 1.8 if ((move_on | op->move_on) != move_on) update_now=1;
814     if ((move_off | op->move_off) != move_off) update_now=1;
815     /* This isn't perfect, but I don't expect a lot of objects to
816     * to have move_allow right now.
817     */
818     if (((move_block | op->move_block) & ~op->move_allow) != move_block)
819     update_now=1;
820     if ((move_slow | op->move_slow) != move_slow) update_now=1;
821 elmex 1.1 }
822     /* if the object is being removed, we can't make intelligent
823     * decisions, because remove_ob can't really pass the object
824     * that is being removed.
825     */
826     else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) {
827 root 1.8 update_now=1;
828 elmex 1.1 } else if (action == UP_OBJ_FACE) {
829 root 1.8 /* Nothing to do for that case */
830 elmex 1.1 }
831     else {
832 root 1.8 LOG(llevError,"update_object called with invalid action: %d\n", action);
833 elmex 1.1 }
834    
835     if (update_now) {
836     SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
837     update_position(op->map, op->x, op->y);
838     }
839    
840     if(op->more!=NULL)
841 root 1.8 update_object(op->more, action);
842 elmex 1.1 }
843    
844    
845     /*
846     * free_object() frees everything allocated by an object, removes
847     * it from the list of used objects, and puts it on the list of
848     * free objects. The IS_FREED() flag is set in the object.
849     * The object must have been removed by remove_ob() first for
850     * this function to succeed.
851     *
852     * If free_inventory is set, free inventory as well. Else drop items in
853     * inventory to the ground.
854     */
855    
856 root 1.14 void
857     free_object (object * ob)
858     {
859     free_object2 (ob, 0);
860 elmex 1.1 }
861    
862 root 1.14 void
863     free_object2 (object * ob, int free_inventory)
864     {
865     object *tmp, *op;
866 elmex 1.1
867 root 1.14 if (!QUERY_FLAG (ob, FLAG_REMOVED))
868     {
869     LOG (llevDebug, "Free object called with non removed object\n");
870     dump_object (ob);
871 elmex 1.1 #ifdef MANY_CORES
872 root 1.14 abort ();
873 elmex 1.1 #endif
874     }
875 root 1.14
876     if (QUERY_FLAG (ob, FLAG_FRIENDLY))
877     {
878     LOG (llevMonster, "Warning: tried to free friendly object.\n");
879     remove_friendly_object (ob);
880 elmex 1.1 }
881 root 1.14
882     if (QUERY_FLAG (ob, FLAG_FREED))
883     {
884     dump_object (ob);
885     LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
886     return;
887 elmex 1.1 }
888 root 1.14
889     if (ob->more != NULL)
890     {
891     free_object2 (ob->more, free_inventory);
892     ob->more = NULL;
893 elmex 1.1 }
894    
895 root 1.14 if (ob->inv)
896     {
897     /* Only if the space blocks everything do we not process -
898     * if some form of movemnt is allowed, let objects
899     * drop on that space.
900     */
901     if (free_inventory || ob->map == NULL
902     || ob->map->in_memory != MAP_IN_MEMORY
903     || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
904     {
905     op = ob->inv;
906    
907     while (op != NULL)
908     {
909     tmp = op->below;
910     remove_ob (op);
911     free_object2 (op, free_inventory);
912     op = tmp;
913     }
914     }
915     else
916     { /* Put objects in inventory onto this space */
917     op = ob->inv;
918    
919     while (op != NULL)
920     {
921     tmp = op->below;
922     remove_ob (op);
923    
924     if (QUERY_FLAG (op, FLAG_STARTEQUIP)
925     || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
926     || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
927     free_object (op);
928     else
929     {
930     op->x = ob->x;
931     op->y = ob->y;
932     insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
933     }
934    
935     op = tmp;
936     }
937     }
938     }
939    
940     /* Remove object from the active list */
941     ob->speed = 0;
942     update_ob_speed (ob);
943 elmex 1.1
944 root 1.14 SET_FLAG (ob, FLAG_FREED);
945     ob->count = 0;
946 root 1.11
947 root 1.14 /* Remove this object from the list of used objects */
948     if (ob->prev == NULL)
949     {
950     objects = ob->next;
951 root 1.11
952 root 1.14 if (objects != NULL)
953     objects->prev = NULL;
954     }
955     else
956     {
957     ob->prev->next = ob->next;
958 elmex 1.1
959 root 1.14 if (ob->next != NULL)
960     ob->next->prev = ob->prev;
961     }
962 elmex 1.1
963 root 1.14 free_key_values (ob);
964 elmex 1.1
965 root 1.14 /* Now link it with the free_objects list: */
966     ob->prev = 0;
967     ob->next = 0;
968 elmex 1.1
969 root 1.14 delete ob;
970 elmex 1.1 }
971    
972     /*
973     * sub_weight() recursively (outwards) subtracts a number from the
974     * weight of an object (and what is carried by it's environment(s)).
975     */
976    
977     void sub_weight (object *op, signed long weight) {
978     while (op != NULL) {
979     if (op->type == CONTAINER) {
980     weight=(signed long)(weight*(100-op->stats.Str)/100);
981     }
982     op->carrying-=weight;
983     op = op->env;
984     }
985     }
986    
987     /* remove_ob(op):
988     * This function removes the object op from the linked list of objects
989     * which it is currently tied to. When this function is done, the
990     * object will have no environment. If the object previously had an
991     * environment, the x and y coordinates will be updated to
992     * the previous environment.
993     * Beware: This function is called from the editor as well!
994     */
995    
996     void remove_ob(object *op) {
997     object *tmp,*last=NULL;
998     object *otmp;
999     tag_t tag;
1000     int check_walk_off;
1001     mapstruct *m;
1002     sint16 x,y;
1003    
1004    
1005     if(QUERY_FLAG(op,FLAG_REMOVED)) {
1006 root 1.8 dump_object(op);
1007     LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1008 elmex 1.1
1009 root 1.8 /* Changed it to always dump core in this case. As has been learned
1010     * in the past, trying to recover from errors almost always
1011     * make things worse, and this is a real error here - something
1012     * that should not happen.
1013     * Yes, if this was a mission critical app, trying to do something
1014     * to recover may make sense, but that is because failure of the app
1015     * may have other disastrous problems. Cf runs out of a script
1016     * so is easily enough restarted without any real problems.
1017     * MSW 2001-07-01
1018     */
1019     abort();
1020 elmex 1.1 }
1021     if(op->more!=NULL)
1022 root 1.8 remove_ob(op->more);
1023 elmex 1.1
1024     SET_FLAG(op, FLAG_REMOVED);
1025    
1026     /*
1027     * In this case, the object to be removed is in someones
1028     * inventory.
1029     */
1030     if(op->env!=NULL) {
1031 root 1.8 if(op->nrof)
1032     sub_weight(op->env, op->weight*op->nrof);
1033     else
1034     sub_weight(op->env, op->weight+op->carrying);
1035    
1036     /* NO_FIX_PLAYER is set when a great many changes are being
1037     * made to players inventory. If set, avoiding the call
1038     * to save cpu time.
1039     */
1040     if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1041     !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1042     fix_player(otmp);
1043    
1044     if(op->above!=NULL)
1045     op->above->below=op->below;
1046     else
1047     op->env->inv=op->below;
1048    
1049     if(op->below!=NULL)
1050     op->below->above=op->above;
1051    
1052     /* we set up values so that it could be inserted into
1053     * the map, but we don't actually do that - it is up
1054     * to the caller to decide what we want to do.
1055     */
1056     op->x=op->env->x,op->y=op->env->y;
1057     op->map=op->env->map;
1058     op->above=NULL,op->below=NULL;
1059     op->env=NULL;
1060     return;
1061 elmex 1.1 }
1062    
1063     /* If we get here, we are removing it from a map */
1064     if (op->map == NULL) return;
1065    
1066     x = op->x;
1067     y = op->y;
1068     m = get_map_from_coord(op->map, &x, &y);
1069    
1070     if (!m) {
1071 root 1.8 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1072     op->map->path, op->x, op->y);
1073     /* in old days, we used to set x and y to 0 and continue.
1074     * it seems if we get into this case, something is probablye
1075     * screwed up and should be fixed.
1076     */
1077     abort();
1078 elmex 1.1 }
1079     if (op->map != m) {
1080 root 1.8 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1081     op->map->path, m->path, op->x, op->y, x, y);
1082 elmex 1.1 }
1083    
1084     /* Re did the following section of code - it looks like it had
1085     * lots of logic for things we no longer care about
1086     */
1087    
1088     /* link the object above us */
1089     if (op->above)
1090 root 1.8 op->above->below=op->below;
1091 elmex 1.1 else
1092 root 1.8 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1093 elmex 1.1
1094     /* Relink the object below us, if there is one */
1095     if(op->below) {
1096 root 1.8 op->below->above=op->above;
1097 elmex 1.1 } else {
1098 root 1.8 /* Nothing below, which means we need to relink map object for this space
1099     * use translated coordinates in case some oddness with map tiling is
1100     * evident
1101     */
1102     if(GET_MAP_OB(m,x,y)!=op) {
1103     dump_object(op);
1104     LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1105     dump_object(GET_MAP_OB(m,x,y));
1106     LOG(llevError,"%s\n",errmsg);
1107     }
1108     SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1109 elmex 1.1 }
1110     op->above=NULL;
1111     op->below=NULL;
1112    
1113     if (op->map->in_memory == MAP_SAVING)
1114 root 1.8 return;
1115 elmex 1.1
1116     tag = op->count;
1117     check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1118     for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1119 root 1.8 /* No point updating the players look faces if he is the object
1120     * being removed.
1121     */
1122    
1123     if(tmp->type==PLAYER && tmp!=op) {
1124     /* If a container that the player is currently using somehow gets
1125     * removed (most likely destroyed), update the player view
1126     * appropriately.
1127     */
1128     if (tmp->container==op) {
1129     CLEAR_FLAG(op, FLAG_APPLIED);
1130     tmp->container=NULL;
1131     }
1132     tmp->contr->socket.update_look=1;
1133     }
1134     /* See if player moving off should effect something */
1135     if (check_walk_off && ((op->move_type & tmp->move_off) &&
1136     (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1137    
1138     move_apply(tmp, op, NULL);
1139     if (was_destroyed (op, tag)) {
1140     LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1141 root 1.11 "leaving object\n", &tmp->name, &tmp->arch->name);
1142 root 1.8 }
1143     }
1144    
1145     /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1146    
1147     if(tmp->above == tmp)
1148     tmp->above = NULL;
1149     last=tmp;
1150 elmex 1.1 }
1151     /* last == NULL of there are no objects on this space */
1152     if (last==NULL) {
1153 root 1.8 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1154     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1155     * those out anyways, and if there are any flags set right now, they won't
1156     * be correct anyways.
1157     */
1158     SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1159     update_position(op->map, op->x, op->y);
1160 elmex 1.1 }
1161     else
1162 root 1.8 update_object(last, UP_OBJ_REMOVE);
1163 elmex 1.1
1164     if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1165 root 1.8 update_all_los(op->map, op->x, op->y);
1166 elmex 1.1
1167     }
1168    
1169     /*
1170     * merge_ob(op,top):
1171     *
1172     * This function goes through all objects below and including top, and
1173     * merges op to the first matching object.
1174     * If top is NULL, it is calculated.
1175     * Returns pointer to object if it succeded in the merge, otherwise NULL
1176     */
1177    
1178     object *merge_ob(object *op, object *top) {
1179     if(!op->nrof)
1180     return 0;
1181     if(top==NULL)
1182     for(top=op;top!=NULL&&top->above!=NULL;top=top->above);
1183     for(;top!=NULL;top=top->below) {
1184     if(top==op)
1185     continue;
1186     if (CAN_MERGE(op,top))
1187     {
1188     top->nrof+=op->nrof;
1189     /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1190     op->weight = 0; /* Don't want any adjustements now */
1191     remove_ob(op);
1192     free_object(op);
1193     return top;
1194     }
1195     }
1196     return NULL;
1197     }
1198    
1199     /*
1200     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1201     * job preparing multi-part monsters
1202     */
1203     object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){
1204     object* tmp;
1205     if (op->head)
1206     op=op->head;
1207     for (tmp=op;tmp;tmp=tmp->more){
1208     tmp->x=x+tmp->arch->clone.x;
1209     tmp->y=y+tmp->arch->clone.y;
1210     }
1211     return insert_ob_in_map (op, m, originator, flag);
1212     }
1213    
1214     /*
1215     * insert_ob_in_map (op, map, originator, flag):
1216     * This function inserts the object in the two-way linked list
1217     * which represents what is on a map.
1218     * The second argument specifies the map, and the x and y variables
1219     * in the object about to be inserted specifies the position.
1220     *
1221     * originator: Player, monster or other object that caused 'op' to be inserted
1222     * into 'map'. May be NULL.
1223     *
1224     * flag is a bitmask about special things to do (or not do) when this
1225     * function is called. see the object.h file for the INS_ values.
1226     * Passing 0 for flag gives proper default values, so flag really only needs
1227     * to be set if special handling is needed.
1228     *
1229     * Return value:
1230     * new object if 'op' was merged with other object
1231     * NULL if 'op' was destroyed
1232     * just 'op' otherwise
1233     */
1234    
1235     object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1236     {
1237     object *tmp, *top, *floor=NULL;
1238     sint16 x,y;
1239    
1240     if (QUERY_FLAG (op, FLAG_FREED)) {
1241 root 1.8 LOG (llevError, "Trying to insert freed object!\n");
1242     return NULL;
1243 elmex 1.1 }
1244     if(m==NULL) {
1245 root 1.8 dump_object(op);
1246     LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1247     return op;
1248 elmex 1.1 }
1249     if(out_of_map(m,op->x,op->y)) {
1250 root 1.8 dump_object(op);
1251     LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1252 elmex 1.1 #ifdef MANY_CORES
1253 root 1.8 /* Better to catch this here, as otherwise the next use of this object
1254     * is likely to cause a crash. Better to find out where it is getting
1255     * improperly inserted.
1256     */
1257     abort();
1258 elmex 1.1 #endif
1259 root 1.8 return op;
1260 elmex 1.1 }
1261     if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1262 root 1.8 dump_object(op);
1263     LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1264     return op;
1265 elmex 1.1 }
1266     if(op->more!=NULL) {
1267 root 1.8 /* The part may be on a different map. */
1268 elmex 1.1
1269 root 1.8 object *more = op->more;
1270 elmex 1.1
1271 root 1.8 /* We really need the caller to normalize coordinates - if
1272     * we set the map, that doesn't work if the location is within
1273     * a map and this is straddling an edge. So only if coordinate
1274     * is clear wrong do we normalize it.
1275     */
1276     if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1277     more->map = get_map_from_coord(m, &more->x, &more->y);
1278     } else if (!more->map) {
1279     /* For backwards compatibility - when not dealing with tiled maps,
1280     * more->map should always point to the parent.
1281     */
1282     more->map = m;
1283     }
1284    
1285     if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1286     if ( ! op->head)
1287     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1288     return NULL;
1289     }
1290 elmex 1.1 }
1291     CLEAR_FLAG(op,FLAG_REMOVED);
1292    
1293     /* Ideally, the caller figures this out. However, it complicates a lot
1294     * of areas of callers (eg, anything that uses find_free_spot would now
1295     * need extra work
1296     */
1297     op->map=get_map_from_coord(m, &op->x, &op->y);
1298     x = op->x;
1299     y = op->y;
1300    
1301     /* this has to be done after we translate the coordinates.
1302     */
1303     if(op->nrof && !(flag & INS_NO_MERGE)) {
1304 root 1.8 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1305     if (CAN_MERGE(op,tmp)) {
1306     op->nrof+=tmp->nrof;
1307     remove_ob(tmp);
1308     free_object(tmp);
1309     }
1310 elmex 1.1 }
1311    
1312     CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1313     CLEAR_FLAG(op, FLAG_INV_LOCKED);
1314     if (!QUERY_FLAG(op, FLAG_ALIVE))
1315 root 1.8 CLEAR_FLAG(op, FLAG_NO_STEAL);
1316 elmex 1.1
1317     if (flag & INS_BELOW_ORIGINATOR) {
1318 root 1.8 if (originator->map != op->map || originator->x != op->x ||
1319     originator->y != op->y) {
1320     LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1321     abort();
1322     }
1323     op->above = originator;
1324     op->below = originator->below;
1325     if (op->below) op->below->above = op;
1326     else SET_MAP_OB(op->map, op->x, op->y, op);
1327     /* since *below* originator, no need to update top */
1328     originator->below = op;
1329 elmex 1.1 } else {
1330 root 1.8 /* If there are other objects, then */
1331     if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1332     object *last=NULL;
1333     /*
1334     * If there are multiple objects on this space, we do some trickier handling.
1335     * We've already dealt with merging if appropriate.
1336     * Generally, we want to put the new object on top. But if
1337     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1338     * floor, we want to insert above that and no further.
1339     * Also, if there are spell objects on this space, we stop processing
1340     * once we get to them. This reduces the need to traverse over all of
1341     * them when adding another one - this saves quite a bit of cpu time
1342     * when lots of spells are cast in one area. Currently, it is presumed
1343     * that flying non pickable objects are spell objects.
1344     */
1345    
1346     while (top != NULL) {
1347     if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1348     QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1349     if (QUERY_FLAG(top, FLAG_NO_PICK)
1350 elmex 1.1 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1351     && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1352     {
1353     /* We insert above top, so we want this object below this */
1354     top=top->below;
1355     break;
1356     }
1357 root 1.8 last = top;
1358     top = top->above;
1359     }
1360     /* Don't want top to be NULL, so set it to the last valid object */
1361     top = last;
1362    
1363     /* We let update_position deal with figuring out what the space
1364     * looks like instead of lots of conditions here.
1365     * makes things faster, and effectively the same result.
1366     */
1367 elmex 1.1
1368 root 1.8 /* Have object 'fall below' other objects that block view.
1369 root 1.11 * Unless those objects are exits, type 66
1370 root 1.8 * If INS_ON_TOP is used, don't do this processing
1371     * Need to find the object that in fact blocks view, otherwise
1372     * stacking is a bit odd.
1373     */
1374     if (!(flag & INS_ON_TOP) &&
1375     (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1376     (op->face && !op->face->visibility)) {
1377     for (last=top; last != floor; last=last->below)
1378 root 1.11 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1379 root 1.8 /* Check to see if we found the object that blocks view,
1380     * and make sure we have a below pointer for it so that
1381     * we can get inserted below this one, which requires we
1382     * set top to the object below us.
1383     */
1384     if (last && last->below && last != floor) top=last->below;
1385     }
1386     } /* If objects on this space */
1387     if (flag & INS_MAP_LOAD)
1388     top = GET_MAP_TOP(op->map,op->x,op->y);
1389     if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1390    
1391     /* Top is the object that our object (op) is going to get inserted above.
1392     */
1393    
1394     /* First object on this space */
1395     if (!top) {
1396     op->above = GET_MAP_OB(op->map, op->x, op->y);
1397     if (op->above) op->above->below = op;
1398     op->below = NULL;
1399     SET_MAP_OB(op->map, op->x, op->y, op);
1400     } else { /* get inserted into the stack above top */
1401     op->above = top->above;
1402     if (op->above) op->above->below = op;
1403     op->below = top;
1404     top->above = op;
1405     }
1406     if (op->above==NULL)
1407     SET_MAP_TOP(op->map,op->x, op->y, op);
1408 elmex 1.1 } /* else not INS_BELOW_ORIGINATOR */
1409    
1410     if(op->type==PLAYER)
1411 root 1.8 op->contr->do_los=1;
1412 elmex 1.1
1413     /* If we have a floor, we know the player, if any, will be above
1414     * it, so save a few ticks and start from there.
1415     */
1416     if (!(flag & INS_MAP_LOAD))
1417 root 1.11 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1418 root 1.8 if (tmp->type == PLAYER)
1419 root 1.11 tmp->contr->socket.update_look=1;
1420     }
1421 elmex 1.1
1422     /* If this object glows, it may affect lighting conditions that are
1423     * visible to others on this map. But update_all_los is really
1424     * an inefficient way to do this, as it means los for all players
1425     * on the map will get recalculated. The players could very well
1426     * be far away from this change and not affected in any way -
1427     * this should get redone to only look for players within range,
1428     * or just updating the P_NEED_UPDATE for spaces within this area
1429     * of effect may be sufficient.
1430     */
1431     if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1432 root 1.8 update_all_los(op->map, op->x, op->y);
1433 elmex 1.1
1434    
1435     /* updates flags (blocked, alive, no magic, etc) for this map space */
1436     update_object(op,UP_OBJ_INSERT);
1437    
1438    
1439     /* Don't know if moving this to the end will break anything. However,
1440     * we want to have update_look set above before calling this.
1441     *
1442     * check_move_on() must be after this because code called from
1443     * check_move_on() depends on correct map flags (so functions like
1444     * blocked() and wall() work properly), and these flags are updated by
1445     * update_object().
1446     */
1447    
1448     /* if this is not the head or flag has been passed, don't check walk on status */
1449    
1450     if (!(flag & INS_NO_WALK_ON) && !op->head) {
1451     if (check_move_on(op, originator))
1452 root 1.8 return NULL;
1453 elmex 1.1
1454     /* If we are a multi part object, lets work our way through the check
1455     * walk on's.
1456     */
1457     for (tmp=op->more; tmp!=NULL; tmp=tmp->more)
1458     if (check_move_on (tmp, originator))
1459 root 1.8 return NULL;
1460 elmex 1.1 }
1461     return op;
1462     }
1463    
1464     /* this function inserts an object in the map, but if it
1465     * finds an object of its own type, it'll remove that one first.
1466     * op is the object to insert it under: supplies x and the map.
1467     */
1468     void replace_insert_ob_in_map(const char *arch_string, object *op) {
1469     object *tmp;
1470     object *tmp1;
1471    
1472     /* first search for itself and remove any old instances */
1473    
1474     for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) {
1475 root 1.8 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ {
1476     remove_ob(tmp);
1477     free_object(tmp);
1478     }
1479 elmex 1.1 }
1480    
1481     tmp1=arch_to_object(find_archetype(arch_string));
1482    
1483    
1484     tmp1->x = op->x; tmp1->y = op->y;
1485     insert_ob_in_map(tmp1,op->map,op,0);
1486     }
1487    
1488     /*
1489     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1490     * is returned contains nr objects, and the remaining parts contains
1491     * the rest (or is removed and freed if that number is 0).
1492     * On failure, NULL is returned, and the reason put into the
1493     * global static errmsg array.
1494     */
1495    
1496     object *get_split_ob(object *orig_ob, uint32 nr) {
1497     object *newob;
1498     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1499    
1500     if(orig_ob->nrof<nr) {
1501 root 1.8 sprintf(errmsg,"There are only %d %ss.",
1502 root 1.11 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name);
1503 root 1.8 return NULL;
1504 elmex 1.1 }
1505     newob = object_create_clone(orig_ob);
1506     if((orig_ob->nrof-=nr)<1) {
1507 root 1.8 if ( ! is_removed)
1508 elmex 1.1 remove_ob(orig_ob);
1509 root 1.8 free_object2(orig_ob, 1);
1510 elmex 1.1 }
1511     else if ( ! is_removed) {
1512 root 1.8 if(orig_ob->env!=NULL)
1513     sub_weight (orig_ob->env,orig_ob->weight*nr);
1514     if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1515     strcpy(errmsg, "Tried to split object whose map is not in memory.");
1516     LOG(llevDebug,
1517     "Error, Tried to split object whose map is not in memory.\n");
1518     return NULL;
1519     }
1520 elmex 1.1 }
1521     newob->nrof=nr;
1522    
1523     return newob;
1524     }
1525    
1526     /*
1527     * decrease_ob_nr(object, number) decreases a specified number from
1528     * the amount of an object. If the amount reaches 0, the object
1529     * is subsequently removed and freed.
1530     *
1531     * Return value: 'op' if something is left, NULL if the amount reached 0
1532     */
1533    
1534     object *decrease_ob_nr (object *op, uint32 i)
1535     {
1536     object *tmp;
1537     player *pl;
1538    
1539     if (i == 0) /* objects with op->nrof require this check */
1540     return op;
1541    
1542     if (i > op->nrof)
1543     i = op->nrof;
1544    
1545     if (QUERY_FLAG (op, FLAG_REMOVED))
1546     {
1547     op->nrof -= i;
1548     }
1549     else if (op->env != NULL)
1550     {
1551 root 1.8 /* is this object in the players inventory, or sub container
1552     * therein?
1553     */
1554 elmex 1.1 tmp = is_player_inv (op->env);
1555 root 1.8 /* nope. Is this a container the player has opened?
1556     * If so, set tmp to that player.
1557     * IMO, searching through all the players will mostly
1558     * likely be quicker than following op->env to the map,
1559     * and then searching the map for a player.
1560     */
1561     if (!tmp) {
1562     for (pl=first_player; pl; pl=pl->next)
1563     if (pl->ob->container == op->env) break;
1564     if (pl) tmp=pl->ob;
1565     else tmp=NULL;
1566     }
1567 elmex 1.1
1568     if (i < op->nrof) {
1569     sub_weight (op->env, op->weight * i);
1570     op->nrof -= i;
1571     if (tmp) {
1572     esrv_send_item(tmp, op);
1573     }
1574     } else {
1575     remove_ob (op);
1576     op->nrof = 0;
1577     if (tmp) {
1578     esrv_del_item(tmp->contr, op->count);
1579     }
1580     }
1581     }
1582     else
1583     {
1584 root 1.8 object *above = op->above;
1585 elmex 1.1
1586     if (i < op->nrof) {
1587     op->nrof -= i;
1588     } else {
1589     remove_ob (op);
1590     op->nrof = 0;
1591     }
1592 root 1.8 /* Since we just removed op, op->above is null */
1593 elmex 1.1 for (tmp = above; tmp != NULL; tmp = tmp->above)
1594     if (tmp->type == PLAYER) {
1595     if (op->nrof)
1596     esrv_send_item(tmp, op);
1597     else
1598     esrv_del_item(tmp->contr, op->count);
1599     }
1600     }
1601    
1602     if (op->nrof) {
1603     return op;
1604     } else {
1605     free_object (op);
1606     return NULL;
1607     }
1608     }
1609    
1610     /*
1611     * add_weight(object, weight) adds the specified weight to an object,
1612     * and also updates how much the environment(s) is/are carrying.
1613     */
1614    
1615     void add_weight (object *op, signed long weight) {
1616     while (op!=NULL) {
1617     if (op->type == CONTAINER) {
1618     weight=(signed long)(weight*(100-op->stats.Str)/100);
1619     }
1620     op->carrying+=weight;
1621     op=op->env;
1622     }
1623     }
1624    
1625     /*
1626     * insert_ob_in_ob(op,environment):
1627     * This function inserts the object op in the linked list
1628     * inside the object environment.
1629     *
1630     * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1631     * the inventory at the last position or next to other objects of the same
1632     * type.
1633     * Frank: Now sorted by type, archetype and magic!
1634     *
1635     * The function returns now pointer to inserted item, and return value can
1636     * be != op, if items are merged. -Tero
1637     */
1638    
1639     object *insert_ob_in_ob(object *op,object *where) {
1640     object *tmp, *otmp;
1641    
1642     if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1643     dump_object(op);
1644     LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1645     return op;
1646     }
1647     if(where==NULL) {
1648     dump_object(op);
1649     LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1650     return op;
1651     }
1652     if (where->head) {
1653     LOG(llevDebug,
1654 root 1.8 "Warning: Tried to insert object wrong part of multipart object.\n");
1655 elmex 1.1 where = where->head;
1656     }
1657     if (op->more) {
1658     LOG(llevError, "Tried to insert multipart object %s (%d)\n",
1659 root 1.11 &op->name, op->count);
1660 elmex 1.1 return op;
1661     }
1662     CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL);
1663     CLEAR_FLAG(op, FLAG_REMOVED);
1664     if(op->nrof) {
1665     for(tmp=where->inv;tmp!=NULL;tmp=tmp->below)
1666     if ( CAN_MERGE(tmp,op) ) {
1667 root 1.8 /* return the original object and remove inserted object
1668 elmex 1.1 (client needs the original object) */
1669     tmp->nrof += op->nrof;
1670 root 1.8 /* Weight handling gets pretty funky. Since we are adding to
1671     * tmp->nrof, we need to increase the weight.
1672     */
1673     add_weight (where, op->weight*op->nrof);
1674 elmex 1.1 SET_FLAG(op, FLAG_REMOVED);
1675     free_object(op); /* free the inserted object */
1676     op = tmp;
1677     remove_ob (op); /* and fix old object's links */
1678     CLEAR_FLAG(op, FLAG_REMOVED);
1679 root 1.8 break;
1680 elmex 1.1 }
1681    
1682     /* I assume combined objects have no inventory
1683     * We add the weight - this object could have just been removed
1684     * (if it was possible to merge). calling remove_ob will subtract
1685     * the weight, so we need to add it in again, since we actually do
1686     * the linking below
1687     */
1688     add_weight (where, op->weight*op->nrof);
1689     } else
1690     add_weight (where, (op->weight+op->carrying));
1691    
1692     otmp=is_player_inv(where);
1693     if (otmp&&otmp->contr!=NULL) {
1694     if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1695     fix_player(otmp);
1696     }
1697    
1698     op->map=NULL;
1699     op->env=where;
1700     op->above=NULL;
1701     op->below=NULL;
1702     op->x=0,op->y=0;
1703    
1704     /* reset the light list and los of the players on the map */
1705     if((op->glow_radius!=0)&&where->map)
1706     {
1707     #ifdef DEBUG_LIGHTS
1708     LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1709 root 1.8 op->name);
1710 elmex 1.1 #endif /* DEBUG_LIGHTS */
1711     if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1712     }
1713    
1714     /* Client has no idea of ordering so lets not bother ordering it here.
1715     * It sure simplifies this function...
1716     */
1717     if (where->inv==NULL)
1718     where->inv=op;
1719     else {
1720     op->below = where->inv;
1721     op->below->above = op;
1722     where->inv = op;
1723     }
1724     return op;
1725     }
1726    
1727     /*
1728     * Checks if any objects has a move_type that matches objects
1729     * that effect this object on this space. Call apply() to process
1730     * these events.
1731     *
1732     * Any speed-modification due to SLOW_MOVE() of other present objects
1733     * will affect the speed_left of the object.
1734     *
1735     * originator: Player, monster or other object that caused 'op' to be inserted
1736     * into 'map'. May be NULL.
1737     *
1738     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1739     *
1740     * 4-21-95 added code to check if appropriate skill was readied - this will
1741     * permit faster movement by the player through this terrain. -b.t.
1742     *
1743     * MSW 2001-07-08: Check all objects on space, not just those below
1744     * object being inserted. insert_ob_in_map may not put new objects
1745     * on top.
1746     */
1747    
1748     int check_move_on (object *op, object *originator)
1749     {
1750     object *tmp;
1751     tag_t tag;
1752     mapstruct *m=op->map;
1753     int x=op->x, y=op->y;
1754 root 1.11 MoveType move_on, move_slow, move_block;
1755 elmex 1.1
1756     if(QUERY_FLAG(op,FLAG_NO_APPLY))
1757 root 1.8 return 0;
1758 elmex 1.1
1759     tag = op->count;
1760    
1761     move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1762     move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1763     move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1764    
1765     /* if nothing on this space will slow op down or be applied,
1766     * no need to do checking below. have to make sure move_type
1767     * is set, as lots of objects don't have it set - we treat that
1768     * as walking.
1769     */
1770     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1771 root 1.8 return 0;
1772 elmex 1.1
1773     /* This is basically inverse logic of that below - basically,
1774     * if the object can avoid the move on or slow move, they do so,
1775     * but can't do it if the alternate movement they are using is
1776     * blocked. Logic on this seems confusing, but does seem correct.
1777     */
1778     if ((op->move_type & ~move_on & ~move_block) != 0 &&
1779 root 1.8 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
1780 elmex 1.1
1781     /* The objects have to be checked from top to bottom.
1782     * Hence, we first go to the top:
1783     */
1784    
1785     for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
1786 root 1.8 tmp->above!=NULL; tmp=tmp->above) {
1787     /* Trim the search when we find the first other spell effect
1788     * this helps performance so that if a space has 50 spell objects,
1789     * we don't need to check all of them.
1790     */
1791     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
1792 elmex 1.1 }
1793     for(;tmp!=NULL; tmp=tmp->below) {
1794 root 1.8 if (tmp == op) continue; /* Can't apply yourself */
1795    
1796     /* Check to see if one of the movement types should be slowed down.
1797     * Second check makes sure that the movement types not being slowed
1798     * (~slow_move) is not blocked on this space - just because the
1799     * space doesn't slow down swimming (for example), if you can't actually
1800     * swim on that space, can't use it to avoid the penalty.
1801     */
1802     if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
1803     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1804     ((op->move_type & tmp->move_slow) &&
1805     (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
1806    
1807     float diff;
1808    
1809     diff = tmp->move_slow_penalty*FABS(op->speed);
1810     if (op->type == PLAYER) {
1811     if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
1812     (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
1813     diff /= 4.0;
1814     }
1815     }
1816     op->speed_left -= diff;
1817     }
1818     }
1819 elmex 1.1
1820 root 1.8 /* Basically same logic as above, except now for actual apply. */
1821     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1822     ((op->move_type & tmp->move_on) &&
1823     (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
1824 elmex 1.1
1825 root 1.8 move_apply(tmp, op, originator);
1826 elmex 1.1 if (was_destroyed (op, tag))
1827 root 1.8 return 1;
1828 elmex 1.1
1829 root 1.8 /* what the person/creature stepped onto has moved the object
1830     * someplace new. Don't process any further - if we did,
1831     * have a feeling strange problems would result.
1832     */
1833     if (op->map != m || op->x != x || op->y != y) return 0;
1834     }
1835 elmex 1.1 }
1836     return 0;
1837     }
1838    
1839     /*
1840     * present_arch(arch, map, x, y) searches for any objects with
1841     * a matching archetype at the given map and coordinates.
1842     * The first matching object is returned, or NULL if none.
1843     */
1844    
1845     object *present_arch(const archetype *at, mapstruct *m, int x, int y) {
1846     object *tmp;
1847     if(m==NULL || out_of_map(m,x,y)) {
1848     LOG(llevError,"Present_arch called outside map.\n");
1849     return NULL;
1850     }
1851     for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above)
1852     if(tmp->arch == at)
1853     return tmp;
1854     return NULL;
1855     }
1856    
1857     /*
1858     * present(type, map, x, y) searches for any objects with
1859     * a matching type variable at the given map and coordinates.
1860     * The first matching object is returned, or NULL if none.
1861     */
1862    
1863     object *present(unsigned char type,mapstruct *m, int x,int y) {
1864     object *tmp;
1865     if(out_of_map(m,x,y)) {
1866     LOG(llevError,"Present called outside map.\n");
1867     return NULL;
1868     }
1869     for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above)
1870     if(tmp->type==type)
1871     return tmp;
1872     return NULL;
1873     }
1874    
1875     /*
1876     * present_in_ob(type, object) searches for any objects with
1877     * a matching type variable in the inventory of the given object.
1878     * The first matching object is returned, or NULL if none.
1879     */
1880    
1881     object *present_in_ob(unsigned char type, const object *op) {
1882     object *tmp;
1883     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
1884     if(tmp->type==type)
1885     return tmp;
1886     return NULL;
1887     }
1888    
1889     /*
1890     * present_in_ob (type, str, object) searches for any objects with
1891     * a matching type & name variable in the inventory of the given object.
1892     * The first matching object is returned, or NULL if none.
1893     * This is mostly used by spell effect code, so that we only
1894     * have one spell effect at a time.
1895     * type can be used to narrow the search - if type is set,
1896     * the type must also match. -1 can be passed for the type,
1897     * in which case the type does not need to pass.
1898     * str is the string to match against. Note that we match against
1899     * the object name, not the archetype name. this is so that the
1900     * spell code can use one object type (force), but change it's name
1901     * to be unique.
1902     */
1903    
1904     object *present_in_ob_by_name(int type, const char *str, const object *op) {
1905     object *tmp;
1906    
1907     for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
1908 root 1.8 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name)))
1909     return tmp;
1910 elmex 1.1 }
1911     return NULL;
1912     }
1913    
1914     /*
1915     * present_arch_in_ob(archetype, object) searches for any objects with
1916     * a matching archetype in the inventory of the given object.
1917     * The first matching object is returned, or NULL if none.
1918     */
1919    
1920     object *present_arch_in_ob(const archetype *at, const object *op) {
1921     object *tmp;
1922     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
1923     if( tmp->arch == at)
1924     return tmp;
1925     return NULL;
1926     }
1927    
1928     /*
1929     * activate recursively a flag on an object inventory
1930     */
1931     void flag_inv(object*op, int flag){
1932     object *tmp;
1933     if(op->inv)
1934     for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
1935     SET_FLAG(tmp, flag);
1936     flag_inv(tmp,flag);
1937     }
1938     }/*
1939     * desactivate recursively a flag on an object inventory
1940     */
1941     void unflag_inv(object*op, int flag){
1942     object *tmp;
1943     if(op->inv)
1944     for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
1945     CLEAR_FLAG(tmp, flag);
1946     unflag_inv(tmp,flag);
1947     }
1948     }
1949    
1950     /*
1951     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1952     * all it's inventory (recursively).
1953     * If checksums are used, a player will get set_cheat called for
1954     * him/her-self and all object carried by a call to this function.
1955     */
1956    
1957     void set_cheat(object *op) {
1958     SET_FLAG(op, FLAG_WAS_WIZ);
1959     flag_inv(op, FLAG_WAS_WIZ);
1960     }
1961    
1962     /*
1963     * find_free_spot(object, map, x, y, start, stop) will search for
1964     * a spot at the given map and coordinates which will be able to contain
1965     * the given object. start and stop specifies how many squares
1966     * to search (see the freearr_x/y[] definition).
1967     * It returns a random choice among the alternatives found.
1968     * start and stop are where to start relative to the free_arr array (1,9
1969     * does all 4 immediate directions). This returns the index into the
1970     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1971     * Note - this only checks to see if there is space for the head of the
1972     * object - if it is a multispace object, this should be called for all
1973     * pieces.
1974     * Note2: This function does correctly handle tiled maps, but does not
1975     * inform the caller. However, insert_ob_in_map will update as
1976     * necessary, so the caller shouldn't need to do any special work.
1977     * Note - updated to take an object instead of archetype - this is necessary
1978     * because arch_blocked (now ob_blocked) needs to know the movement type
1979     * to know if the space in question will block the object. We can't use
1980     * the archetype because that isn't correct if the monster has been
1981     * customized, changed states, etc.
1982     */
1983    
1984     int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) {
1985     int i,index=0, flag;
1986     static int altern[SIZEOFFREE];
1987    
1988     for(i=start;i<stop;i++) {
1989 root 1.8 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]);
1990     if(!flag)
1991     altern[index++]=i;
1992    
1993     /* Basically, if we find a wall on a space, we cut down the search size.
1994     * In this way, we won't return spaces that are on another side of a wall.
1995     * This mostly work, but it cuts down the search size in all directions -
1996     * if the space being examined only has a wall to the north and empty
1997     * spaces in all the other directions, this will reduce the search space
1998     * to only the spaces immediately surrounding the target area, and
1999     * won't look 2 spaces south of the target space.
2000     */
2001     else if ((flag & AB_NO_PASS) && maxfree[i]<stop)
2002     stop=maxfree[i];
2003 elmex 1.1 }
2004     if(!index) return -1;
2005     return altern[RANDOM()%index];
2006     }
2007    
2008     /*
2009     * find_first_free_spot(archetype, mapstruct, x, y) works like
2010     * find_free_spot(), but it will search max number of squares.
2011     * But it will return the first available spot, not a random choice.
2012     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2013     */
2014    
2015     int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) {
2016     int i;
2017     for(i=0;i<SIZEOFFREE;i++) {
2018 root 1.8 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]))
2019     return i;
2020 elmex 1.1 }
2021     return -1;
2022     }
2023    
2024     /*
2025     * The function permute(arr, begin, end) randomly reorders the array
2026     * arr[begin..end-1].
2027     */
2028     static void permute(int *arr, int begin, int end)
2029     {
2030     int i, j, tmp, len;
2031    
2032     len = end-begin;
2033     for(i = begin; i < end; i++)
2034     {
2035 root 1.8 j = begin+RANDOM()%len;
2036 elmex 1.1
2037 root 1.8 tmp = arr[i];
2038     arr[i] = arr[j];
2039     arr[j] = tmp;
2040 elmex 1.1 }
2041     }
2042    
2043     /* new function to make monster searching more efficient, and effective!
2044     * This basically returns a randomized array (in the passed pointer) of
2045     * the spaces to find monsters. In this way, it won't always look for
2046     * monsters to the north first. However, the size of the array passed
2047     * covers all the spaces, so within that size, all the spaces within
2048     * the 3x3 area will be searched, just not in a predictable order.
2049     */
2050     void get_search_arr(int *search_arr)
2051     {
2052     int i;
2053    
2054     for(i = 0; i < SIZEOFFREE; i++)
2055     {
2056 root 1.8 search_arr[i] = i;
2057 elmex 1.1 }
2058    
2059     permute(search_arr, 1, SIZEOFFREE1+1);
2060     permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1);
2061     permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE);
2062     }
2063    
2064     /*
2065     * find_dir(map, x, y, exclude) will search some close squares in the
2066     * given map at the given coordinates for live objects.
2067     * It will not considered the object given as exclude among possible
2068     * live objects.
2069     * It returns the direction toward the first/closest live object if finds
2070     * any, otherwise 0.
2071     * Perhaps incorrectly, but I'm making the assumption that exclude
2072     * is actually want is going to try and move there. We need this info
2073     * because we have to know what movement the thing looking to move
2074     * there is capable of.
2075     */
2076    
2077     int find_dir(mapstruct *m, int x, int y, object *exclude) {
2078     int i,max=SIZEOFFREE, mflags;
2079     sint16 nx, ny;
2080     object *tmp;
2081     mapstruct *mp;
2082 root 1.11 MoveType blocked, move_type;
2083 elmex 1.1
2084     if (exclude && exclude->head) {
2085 root 1.8 exclude = exclude->head;
2086     move_type = exclude->move_type;
2087 elmex 1.1 } else {
2088 root 1.8 /* If we don't have anything, presume it can use all movement types. */
2089     move_type=MOVE_ALL;
2090 elmex 1.1 }
2091    
2092     for(i=1;i<max;i++) {
2093 root 1.8 mp = m;
2094     nx = x + freearr_x[i];
2095     ny = y + freearr_y[i];
2096    
2097     mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
2098     if (mflags & P_OUT_OF_MAP) {
2099     max = maxfree[i];
2100     } else {
2101     blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2102    
2103     if ((move_type & blocked) == move_type) {
2104     max=maxfree[i];
2105     } else if (mflags & P_IS_ALIVE) {
2106     for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) {
2107     if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) &&
2108     (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2109     break;
2110     }
2111     }
2112     if(tmp) {
2113     return freedir[i];
2114     }
2115     }
2116     }
2117 elmex 1.1 }
2118     return 0;
2119     }
2120    
2121     /*
2122     * distance(object 1, object 2) will return the square of the
2123     * distance between the two given objects.
2124     */
2125    
2126     int distance(const object *ob1, const object *ob2) {
2127     int i;
2128     i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+
2129     (ob1->y - ob2->y)*(ob1->y - ob2->y);
2130     return i;
2131     }
2132    
2133     /*
2134     * find_dir_2(delta-x,delta-y) will return a direction in which
2135     * an object which has subtracted the x and y coordinates of another
2136     * object, needs to travel toward it.
2137     */
2138    
2139     int find_dir_2(int x, int y) {
2140     int q;
2141    
2142     if(y)
2143     q=x*100/y;
2144     else if (x)
2145     q= -300*x;
2146     else
2147     return 0;
2148    
2149     if(y>0) {
2150     if(q < -242)
2151     return 3 ;
2152     if (q < -41)
2153     return 2 ;
2154     if (q < 41)
2155     return 1 ;
2156     if (q < 242)
2157     return 8 ;
2158     return 7 ;
2159     }
2160    
2161     if (q < -242)
2162     return 7 ;
2163     if (q < -41)
2164     return 6 ;
2165     if (q < 41)
2166     return 5 ;
2167     if (q < 242)
2168     return 4 ;
2169    
2170     return 3 ;
2171     }
2172    
2173     /*
2174     * absdir(int): Returns a number between 1 and 8, which represent
2175     * the "absolute" direction of a number (it actually takes care of
2176     * "overflow" in previous calculations of a direction).
2177     */
2178    
2179     int absdir(int d) {
2180     while(d<1) d+=8;
2181     while(d>8) d-=8;
2182     return d;
2183     }
2184    
2185     /*
2186     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187     * between two directions (which are expected to be absolute (see absdir())
2188     */
2189    
2190     int dirdiff(int dir1, int dir2) {
2191     int d;
2192     d = abs(dir1 - dir2);
2193     if(d>4)
2194     d = 8 - d;
2195     return d;
2196     }
2197    
2198     /* peterm:
2199     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2200     * Basically, this is a table of directions, and what directions
2201     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2202     * This basically means that if direction is 15, then it could either go
2203     * direction 4, 14, or 16 to get back to where we are.
2204     * Moved from spell_util.c to object.c with the other related direction
2205     * functions.
2206     */
2207    
2208     int reduction_dir[SIZEOFFREE][3] = {
2209     {0,0,0}, /* 0 */
2210     {0,0,0}, /* 1 */
2211     {0,0,0}, /* 2 */
2212     {0,0,0}, /* 3 */
2213     {0,0,0}, /* 4 */
2214     {0,0,0}, /* 5 */
2215     {0,0,0}, /* 6 */
2216     {0,0,0}, /* 7 */
2217     {0,0,0}, /* 8 */
2218     {8,1,2}, /* 9 */
2219     {1,2,-1}, /* 10 */
2220     {2,10,12}, /* 11 */
2221     {2,3,-1}, /* 12 */
2222     {2,3,4}, /* 13 */
2223     {3,4,-1}, /* 14 */
2224     {4,14,16}, /* 15 */
2225     {5,4,-1}, /* 16 */
2226     {4,5,6}, /* 17 */
2227     {6,5,-1}, /* 18 */
2228     {6,20,18}, /* 19 */
2229     {7,6,-1}, /* 20 */
2230     {6,7,8}, /* 21 */
2231     {7,8,-1}, /* 22 */
2232     {8,22,24}, /* 23 */
2233     {8,1,-1}, /* 24 */
2234     {24,9,10}, /* 25 */
2235     {9,10,-1}, /* 26 */
2236     {10,11,-1}, /* 27 */
2237     {27,11,29}, /* 28 */
2238     {11,12,-1}, /* 29 */
2239     {12,13,-1}, /* 30 */
2240     {12,13,14}, /* 31 */
2241     {13,14,-1}, /* 32 */
2242     {14,15,-1}, /* 33 */
2243     {33,15,35}, /* 34 */
2244     {16,15,-1}, /* 35 */
2245     {17,16,-1}, /* 36 */
2246     {18,17,16}, /* 37 */
2247     {18,17,-1}, /* 38 */
2248     {18,19,-1}, /* 39 */
2249     {41,19,39}, /* 40 */
2250     {19,20,-1}, /* 41 */
2251     {20,21,-1}, /* 42 */
2252     {20,21,22}, /* 43 */
2253     {21,22,-1}, /* 44 */
2254     {23,22,-1}, /* 45 */
2255     {45,47,23}, /* 46 */
2256     {23,24,-1}, /* 47 */
2257     {24,9,-1}}; /* 48 */
2258    
2259     /* Recursive routine to step back and see if we can
2260     * find a path to that monster that we found. If not,
2261     * we don't bother going toward it. Returns 1 if we
2262     * can see a direct way to get it
2263     * Modified to be map tile aware -.MSW
2264     */
2265    
2266    
2267     int can_see_monsterP(mapstruct *m, int x, int y,int dir) {
2268     sint16 dx, dy;
2269     int mflags;
2270    
2271     if(dir<0) return 0; /* exit condition: invalid direction */
2272    
2273     dx = x + freearr_x[dir];
2274     dy = y + freearr_y[dir];
2275    
2276     mflags = get_map_flags(m, &m, dx, dy, &dx, &dy);
2277    
2278     /* This functional arguably was incorrect before - it was
2279     * checking for P_WALL - that was basically seeing if
2280     * we could move to the monster - this is being more
2281     * literal on if we can see it. To know if we can actually
2282     * move to the monster, we'd need the monster passed in or
2283     * at least its move type.
2284     */
2285     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0;
2286    
2287     /* yes, can see. */
2288     if(dir < 9) return 1;
2289     return can_see_monsterP(m, x, y, reduction_dir[dir][0]) |
2290 root 1.8 can_see_monsterP(m,x,y, reduction_dir[dir][1]) |
2291     can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2292 elmex 1.1 }
2293    
2294    
2295 root 1.8
2296 elmex 1.1 /*
2297     * can_pick(picker, item): finds out if an object is possible to be
2298     * picked up by the picker. Returnes 1 if it can be
2299     * picked up, otherwise 0.
2300     *
2301     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2302     * core dumps if they do.
2303     *
2304     * Add a check so we can't pick up invisible objects (0.93.8)
2305     */
2306    
2307     int can_pick(const object *who, const object *item) {
2308     return /*QUERY_FLAG(who,FLAG_WIZ)||*/
2309     (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&&
2310 root 1.8 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible &&
2311 elmex 1.1 (who->type==PLAYER||item->weight<who->weight/3));
2312     }
2313    
2314    
2315     /*
2316     * create clone from object to another
2317     */
2318     object *object_create_clone (object *asrc) {
2319     object *dst = NULL,*tmp,*src,*part,*prev, *item;
2320    
2321     if(!asrc) return NULL;
2322     src = asrc;
2323     if(src->head)
2324     src = src->head;
2325    
2326     prev = NULL;
2327     for(part = src; part; part = part->more) {
2328     tmp = get_object();
2329     copy_object(part,tmp);
2330     tmp->x -= src->x;
2331     tmp->y -= src->y;
2332     if(!part->head) {
2333     dst = tmp;
2334     tmp->head = NULL;
2335     } else {
2336     tmp->head = dst;
2337     }
2338     tmp->more = NULL;
2339     if(prev)
2340     prev->more = tmp;
2341     prev = tmp;
2342     }
2343     /*** copy inventory ***/
2344     for(item = src->inv; item; item = item->below) {
2345 root 1.8 (void) insert_ob_in_ob(object_create_clone(item),dst);
2346 elmex 1.1 }
2347    
2348     return dst;
2349     }
2350    
2351     /* return true if the object was destroyed, 0 otherwise */
2352     int was_destroyed (const object *op, tag_t old_tag)
2353     {
2354     /* checking for FLAG_FREED isn't necessary, but makes this function more
2355     * robust */
2356     return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2357     }
2358    
2359     /* GROS - Creates an object using a string representing its content. */
2360     /* Basically, we save the content of the string to a temp file, then call */
2361     /* load_object on it. I admit it is a highly inefficient way to make things, */
2362     /* but it was simple to make and allows reusing the load_object function. */
2363     /* Remember not to use load_object_str in a time-critical situation. */
2364     /* Also remember that multiparts objects are not supported for now. */
2365    
2366     object* load_object_str(const char *obstr)
2367     {
2368     object *op;
2369     char filename[MAX_BUF];
2370     sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2371 root 1.9
2372     FILE *tempfile=fopen(filename,"w");
2373 elmex 1.1 if (tempfile == NULL)
2374     {
2375     LOG(llevError,"Error - Unable to access load object temp file\n");
2376     return NULL;
2377     };
2378     fprintf(tempfile,obstr);
2379     fclose(tempfile);
2380    
2381     op=get_object();
2382    
2383 root 1.9 object_thawer thawer (filename);
2384 root 1.13
2385 root 1.9 if (thawer)
2386 root 1.13 load_object(thawer,op,0);
2387    
2388 root 1.11 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2389 elmex 1.1 CLEAR_FLAG(op,FLAG_REMOVED);
2390 root 1.9
2391 elmex 1.1 return op;
2392     }
2393    
2394     /* This returns the first object in who's inventory that
2395     * has the same type and subtype match.
2396     * returns NULL if no match.
2397     */
2398     object *find_obj_by_type_subtype(const object *who, int type, int subtype)
2399     {
2400     object *tmp;
2401    
2402     for (tmp=who->inv; tmp; tmp=tmp->below)
2403 root 1.8 if (tmp->type == type && tmp->subtype == subtype) return tmp;
2404 elmex 1.1
2405     return NULL;
2406     }
2407    
2408     /* If ob has a field named key, return the link from the list,
2409     * otherwise return NULL.
2410     *
2411     * key must be a passed in shared string - otherwise, this won't
2412     * do the desired thing.
2413     */
2414     key_value * get_ob_key_link(const object * ob, const char * key) {
2415     key_value * link;
2416    
2417     for (link = ob->key_values; link != NULL; link = link->next) {
2418     if (link->key == key) {
2419     return link;
2420     }
2421     }
2422    
2423     return NULL;
2424     }
2425    
2426     /*
2427     * Returns the value of op has an extra_field for key, or NULL.
2428     *
2429     * The argument doesn't need to be a shared string.
2430     *
2431     * The returned string is shared.
2432     */
2433     const char * get_ob_key_value(const object * op, const char * const key) {
2434     key_value * link;
2435     const char * canonical_key;
2436    
2437 root 1.11 canonical_key = shstr::find (key);
2438 elmex 1.1
2439     if (canonical_key == NULL) {
2440     /* 1. There being a field named key on any object
2441     * implies there'd be a shared string to find.
2442     * 2. Since there isn't, no object has this field.
2443     * 3. Therefore, *this* object doesn't have this field.
2444     */
2445     return NULL;
2446     }
2447    
2448     /* This is copied from get_ob_key_link() above -
2449     * only 4 lines, and saves the function call overhead.
2450     */
2451     for (link = op->key_values; link != NULL; link = link->next) {
2452     if (link->key == canonical_key) {
2453     return link->value;
2454     }
2455     }
2456     return NULL;
2457     }
2458    
2459    
2460     /*
2461     * Updates the canonical_key in op to value.
2462     *
2463     * canonical_key is a shared string (value doesn't have to be).
2464     *
2465     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2466     * keys.
2467     *
2468     * Returns TRUE on success.
2469     */
2470 root 1.11 int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) {
2471 elmex 1.1 key_value * field = NULL, *last=NULL;
2472    
2473     for (field=op->key_values; field != NULL; field=field->next) {
2474 root 1.8 if (field->key != canonical_key) {
2475     last = field;
2476     continue;
2477     }
2478    
2479     if (value)
2480 root 1.11 field->value = value;
2481 root 1.8 else {
2482     /* Basically, if the archetype has this key set,
2483     * we need to store the null value so when we save
2484     * it, we save the empty value so that when we load,
2485     * we get this value back again.
2486     */
2487 root 1.11 if (get_ob_key_link (&op->arch->clone, canonical_key))
2488     field->value = 0;
2489     else
2490     {
2491 root 1.8 if (last) last->next = field->next;
2492     else op->key_values = field->next;
2493 root 1.11
2494     delete field;
2495     }
2496 root 1.8 }
2497 elmex 1.1 return TRUE;
2498     }
2499     /* IF we get here, key doesn't exist */
2500    
2501     /* No field, we'll have to add it. */
2502    
2503     if (!add_key) {
2504     return FALSE;
2505     }
2506     /* There isn't any good reason to store a null
2507     * value in the key/value list. If the archetype has
2508     * this key, then we should also have it, so shouldn't
2509     * be here. If user wants to store empty strings,
2510     * should pass in ""
2511     */
2512     if (value == NULL) return TRUE;
2513    
2514 root 1.11 field = new key_value;
2515 elmex 1.1
2516 root 1.11 field->key = canonical_key;
2517     field->value = value;
2518 elmex 1.1 /* Usual prepend-addition. */
2519     field->next = op->key_values;
2520     op->key_values = field;
2521    
2522     return TRUE;
2523     }
2524    
2525     /*
2526     * Updates the key in op to value.
2527     *
2528     * If add_key is FALSE, this will only update existing keys,
2529     * and not add new ones.
2530     * In general, should be little reason FALSE is ever passed in for add_key
2531     *
2532     * Returns TRUE on success.
2533     */
2534 root 1.11 int set_ob_key_value(object * op, const char *key, const char * value, int add_key)
2535     {
2536     shstr key_ (key);
2537     return set_ob_key_value_s (op, key_, value, add_key);
2538 elmex 1.1 }