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Revision: 1.16
Committed: Mon Sep 4 16:46:32 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.15: +119 -101 lines
Log Message:
major map loading speedups

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_object_c =
3 root 1.16 * "$Id: object.C,v 1.15 2006-09-04 13:55:54 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 root 1.16 bool
117     object::can_merge (object *ob1, object *ob2)
118     {
119     /* A couple quicksanity checks */
120     if ((ob1 == ob2) || (ob1->type != ob2->type))
121     return 0;
122    
123     if (ob1->speed != ob2->speed)
124     return 0;
125    
126     /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127     * value could not be stored in a sint32 (which unfortunately sometimes is
128     * used to store nrof).
129     */
130     if (ob1->nrof + ob2->nrof >= 1UL << 31)
131     return 0;
132    
133     /* If the objects have been identified, set the BEEN_APPLIED flag.
134     * This is to the comparison of the flags below will be OK. We
135     * just can't ignore the been applied or identified flags, as they
136     * are not equal - just if it has been identified, the been_applied
137     * flags lose any meaning.
138     */
139     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
140     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141    
142     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 elmex 1.1
145    
146 root 1.16 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
147     * being locked in inventory should prevent merging.
148     * 0x4 in flags3 is CLIENT_SENT
149     */
150     if ((ob1->arch != ob2->arch) ||
151     (ob1->flags[0] != ob2->flags[0]) ||
152     (ob1->flags[1] != ob2->flags[1]) ||
153     ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154     ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155     (ob1->name != ob2->name) ||
156     (ob1->title != ob2->title) ||
157     (ob1->msg != ob2->msg) ||
158     (ob1->weight != ob2->weight) ||
159     (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
160     (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
161     (ob1->attacktype != ob2->attacktype) ||
162     (ob1->magic != ob2->magic) ||
163     (ob1->slaying != ob2->slaying) ||
164     (ob1->skill != ob2->skill) ||
165     (ob1->value != ob2->value) ||
166     (ob1->animation_id != ob2->animation_id) ||
167     (ob1->client_type != ob2->client_type) ||
168     (ob1->materialname != ob2->materialname) ||
169     (ob1->lore != ob2->lore) ||
170     (ob1->subtype != ob2->subtype) ||
171     (ob1->move_type != ob2->move_type) ||
172     (ob1->move_block != ob2->move_block) ||
173     (ob1->move_allow != ob2->move_allow) ||
174     (ob1->move_on != ob2->move_on) ||
175     (ob1->move_off != ob2->move_off) ||
176     (ob1->move_slow != ob2->move_slow) ||
177     (ob1->move_slow_penalty != ob2->move_slow_penalty))
178     return 0;
179    
180     /* This is really a spellbook check - really, we should
181     * check all objects in the inventory.
182     */
183     if (ob1->inv || ob2->inv)
184     {
185     /* if one object has inventory but the other doesn't, not equiv */
186     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187     return 0;
188    
189     /* Now check to see if the two inventory objects could merge */
190     if (!CAN_MERGE (ob1->inv, ob2->inv))
191     return 0;
192    
193     /* inventory ok - still need to check rest of this object to see
194     * if it is valid.
195     */
196     }
197 elmex 1.1
198 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
199     * it is possible for most any character to have more than one of
200     * some items equipped, and we don't want those to merge.
201     */
202     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
203     return 0;
204 elmex 1.1
205 root 1.16 /* Note sure why the following is the case - either the object has to
206     * be animated or have a very low speed. Is this an attempted monster
207     * check?
208     */
209     if (!QUERY_FLAG (ob1, FLAG_ANIMATE)
210     && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211     return 0;
212 elmex 1.1
213 root 1.16 switch (ob1->type)
214     {
215     case SCROLL:
216     if (ob1->level != ob2->level)
217     return 0;
218     break;
219     }
220 elmex 1.1
221 root 1.16 if (ob1->key_values != NULL || ob2->key_values != NULL)
222     {
223     /* At least one of these has key_values. */
224     if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225     /* One has fields, but the other one doesn't. */
226     return 0;
227     else if (!compare_ob_value_lists (ob1, ob2))
228     return 0;
229 elmex 1.1 }
230 root 1.16
231     //TODO: generate an event or call into perl for additional checks
232     if (ob1->self || ob2->self)
233     {
234     ob1->optimise ();
235     ob2->optimise ();
236    
237     if (ob1->self || ob2->self)
238     return 0;
239 elmex 1.1 }
240    
241 root 1.16 /* Everything passes, must be OK. */
242     return 1;
243 elmex 1.1 }
244     /*
245     * sum_weight() is a recursive function which calculates the weight
246     * an object is carrying. It goes through in figures out how much
247     * containers are carrying, and sums it up.
248     */
249     signed long sum_weight(object *op) {
250     signed long sum;
251     object *inv;
252     for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) {
253     if (inv->inv)
254 root 1.8 sum_weight(inv);
255 elmex 1.1 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256     }
257     if (op->type == CONTAINER && op->stats.Str)
258     sum = (sum * (100 - op->stats.Str))/100;
259     if(op->carrying != sum)
260     op->carrying = sum;
261     return sum;
262     }
263    
264     /**
265     * Return the outermost environment object for a given object.
266     */
267    
268     object *object_get_env_recursive (object *op) {
269     while (op->env != NULL)
270     op = op->env;
271     return op;
272     }
273    
274     /*
275     * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276     * a better check. We basically keeping traversing up until we can't
277     * or find a player.
278     */
279    
280     object *is_player_inv (object *op) {
281     for (;op!=NULL&&op->type!=PLAYER; op=op->env)
282     if (op->env==op)
283 root 1.8 op->env = NULL;
284 elmex 1.1 return op;
285     }
286    
287     /*
288     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 root 1.11 * Some error messages.
290 elmex 1.1 * The result of the dump is stored in the static global errmsg array.
291     */
292    
293     void dump_object2(object *op) {
294 root 1.10 errmsg[0] = 0;
295     return;
296     //TODO//D#d#
297     #if 0
298 elmex 1.1 char *cp;
299     /* object *tmp;*/
300    
301     if(op->arch!=NULL) {
302     strcat(errmsg,"arch ");
303     strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304     strcat(errmsg,"\n");
305     if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 root 1.8 strcat(errmsg,cp);
307 elmex 1.1 #if 0
308     /* Don't dump player diffs - they are too long, mostly meaningless, and
309     * will overflow the buffer.
310     * Changed so that we don't dump inventory either. This may
311     * also overflow the buffer.
312     */
313     if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314     strcat(errmsg,cp);
315     for (tmp=op->inv; tmp; tmp=tmp->below)
316     dump_object2(tmp);
317     #endif
318     strcat(errmsg,"end\n");
319     } else {
320     strcat(errmsg,"Object ");
321     if (op->name==NULL) strcat(errmsg, "(null)");
322     else strcat(errmsg,op->name);
323     strcat(errmsg,"\n");
324     #if 0
325     if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326     strcat(errmsg,cp);
327     for (tmp=op->inv; tmp; tmp=tmp->below)
328     dump_object2(tmp);
329     #endif
330     strcat(errmsg,"end\n");
331     }
332 root 1.10 #endif
333 elmex 1.1 }
334    
335     /*
336     * Dumps an object. Returns output in the static global errmsg array.
337     */
338    
339     void dump_object(object *op) {
340     if(op==NULL) {
341     strcpy(errmsg,"[NULL pointer]");
342     return;
343     }
344     errmsg[0]='\0';
345     dump_object2(op);
346     }
347    
348     void dump_all_objects(void) {
349     object *op;
350     for(op=objects;op!=NULL;op=op->next) {
351     dump_object(op);
352     fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353     }
354     }
355    
356     /*
357     * get_nearest_part(multi-object, object 2) returns the part of the
358     * multi-object 1 which is closest to the second object.
359     * If it's not a multi-object, it is returned.
360     */
361    
362     object *get_nearest_part(object *op, const object *pl) {
363     object *tmp,*closest;
364     int last_dist,i;
365     if(op->more==NULL)
366     return op;
367     for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more)
368     if((i=distance(tmp,pl))<last_dist)
369     closest=tmp,last_dist=i;
370     return closest;
371     }
372    
373     /*
374     * Returns the object which has the count-variable equal to the argument.
375     */
376    
377     object *find_object(tag_t i) {
378     object *op;
379     for(op=objects;op!=NULL;op=op->next)
380     if(op->count==i)
381     break;
382     return op;
383     }
384    
385     /*
386     * Returns the first object which has a name equal to the argument.
387     * Used only by the patch command, but not all that useful.
388     * Enables features like "patch <name-of-other-player> food 999"
389     */
390    
391     object *find_object_name(const char *str) {
392 root 1.11 const char *name = shstr::find (str);
393 elmex 1.1 object *op;
394     for(op=objects;op!=NULL;op=op->next)
395 root 1.11 if(&op->name == name)
396 elmex 1.1 break;
397 root 1.11
398 elmex 1.1 return op;
399     }
400    
401 root 1.14 void free_all_object_data ()
402     {
403     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404 elmex 1.1 }
405    
406     /*
407     * Returns the object which this object marks as being the owner.
408     * A id-scheme is used to avoid pointing to objects which have been
409     * freed and are now reused. If this is detected, the owner is
410     * set to NULL, and NULL is returned.
411     * Changed 2004-02-12 - if the player is setting at the play again
412     * prompt, he is removed, and we don't want to treat him as an owner of
413     * anything, so check removed flag. I don't expect that this should break
414     * anything - once an object is removed, it is basically dead anyways.
415     */
416    
417     object *get_owner(object *op) {
418     if(op->owner==NULL)
419 root 1.8 return NULL;
420 elmex 1.1
421     if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 root 1.8 op->owner->count==op->ownercount)
423     return op->owner;
424 elmex 1.1
425     op->owner=NULL;
426     op->ownercount=0;
427     return NULL;
428     }
429    
430     void clear_owner(object *op)
431     {
432     if (!op) return;
433    
434     if (op->owner && op->ownercount == op->owner->count)
435 root 1.8 op->owner->refcount--;
436 elmex 1.1
437     op->owner = NULL;
438     op->ownercount = 0;
439     }
440    
441     /*
442     * Sets the owner and sets the skill and exp pointers to owner's current
443     * skill and experience objects.
444     */
445     void set_owner (object *op, object *owner)
446     {
447     if(owner==NULL||op==NULL)
448 root 1.8 return;
449 elmex 1.1
450     /* next line added to allow objects which own objects */
451     /* Add a check for ownercounts in here, as I got into an endless loop
452     * with the fireball owning a poison cloud which then owned the
453     * fireball. I believe that was caused by one of the objects getting
454     * freed and then another object replacing it. Since the ownercounts
455     * didn't match, this check is valid and I believe that cause is valid.
456     */
457     while (owner->owner && owner!=owner->owner &&
458 root 1.8 owner->ownercount==owner->owner->count) owner=owner->owner;
459 elmex 1.1
460     /* IF the owner still has an owner, we did not resolve to a final owner.
461     * so lets not add to that.
462     */
463     if (owner->owner) return;
464    
465     op->owner=owner;
466    
467     op->ownercount=owner->count;
468     owner->refcount++;
469    
470     }
471    
472     /* Set the owner to clone's current owner and set the skill and experience
473     * objects to clone's objects (typically those objects that where the owner's
474     * current skill and experience objects at the time when clone's owner was
475     * set - not the owner's current skill and experience objects).
476     *
477     * Use this function if player created an object (e.g. fire bullet, swarm
478     * spell), and this object creates further objects whose kills should be
479     * accounted for the player's original skill, even if player has changed
480     * skills meanwhile.
481     */
482     void copy_owner (object *op, object *clone)
483     {
484     object *owner = get_owner (clone);
485     if (owner == NULL) {
486 root 1.8 /* players don't have owners - they own themselves. Update
487     * as appropriate.
488     */
489     if (clone->type == PLAYER) owner=clone;
490     else return;
491 elmex 1.1 }
492     set_owner(op, owner);
493    
494     }
495    
496     /* Zero the key_values on op, decrementing the shared-string
497     * refcounts and freeing the links.
498     */
499 root 1.11 static void free_key_values(object * op)
500     {
501     for (key_value *i = op->key_values; i != 0; )
502     {
503     key_value *next = i->next;
504     delete i;
505     i = next;
506 elmex 1.1 }
507 root 1.11
508     op->key_values = 0;
509 elmex 1.1 }
510    
511 root 1.14 void object::clear ()
512     {
513     attachable_base::clear ();
514    
515     free_key_values (this);
516    
517     name = 0;
518     name_pl = 0;
519     title = 0;
520     race = 0;
521     slaying = 0;
522     skill = 0;
523     msg = 0;
524     lore = 0;
525     custom_name = 0;
526     materialname = 0;
527    
528     memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529    
530     SET_FLAG (this, FLAG_REMOVED);
531     }
532    
533     void object::clone (object *destination)
534     {
535     *(object_copy *)destination = *(object_copy *)this;
536     *(object_pod *)destination = *(object_pod *)this;
537    
538     if (self || cb)
539     INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540     }
541    
542 elmex 1.1 /*
543     * clear_object() frees everything allocated by an object, and also
544     * clears all variables and flags to default settings.
545     */
546    
547 root 1.14 void clear_object (object *op)
548 root 1.11 {
549     op->clear ();
550 root 1.2
551 root 1.11 op->contr = NULL;
552     op->below = NULL;
553     op->above = NULL;
554     op->inv = NULL;
555     op->container=NULL;
556     op->env=NULL;
557     op->more=NULL;
558     op->head=NULL;
559     op->map=NULL;
560     op->refcount=0;
561     op->active_next = NULL;
562     op->active_prev = NULL;
563     /* What is not cleared is next, prev, and count */
564 elmex 1.1
565 root 1.14 op->expmul = 1.0;
566 root 1.11 op->face = blank_face;
567 root 1.14 op->attacked_by_count = -1;
568 elmex 1.1
569 root 1.11 if (settings.casting_time)
570     op->casting_time = -1;
571 elmex 1.1 }
572    
573     /*
574     * copy object first frees everything allocated by the second object,
575     * and then copies the contends of the first object into the second
576     * object, allocating what needs to be allocated. Basically, any
577     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578     * if the first object is freed, the pointers in the new object
579     * will point at garbage.
580     */
581    
582 root 1.14 void copy_object (object *op2, object *op)
583 root 1.11 {
584 root 1.14 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
585     bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
586 root 1.11
587     op2->clone (op);
588    
589 root 1.14 if (is_freed) SET_FLAG (op, FLAG_FREED);
590     if (is_removed) SET_FLAG (op, FLAG_REMOVED);
591 elmex 1.1
592 root 1.11 if (op2->speed < 0)
593     op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
594 elmex 1.1
595 root 1.11 /* Copy over key_values, if any. */
596 root 1.14 if (op2->key_values != NULL)
597     {
598 root 1.11 key_value *tail = NULL;
599     key_value *i;
600 elmex 1.1
601 root 1.11 op->key_values = NULL;
602 elmex 1.1
603 root 1.11 for (i = op2->key_values; i != NULL; i = i->next)
604     {
605     key_value *new_link = new key_value;
606 root 1.8
607 root 1.11 new_link->next = NULL;
608     new_link->key = i->key;
609     new_link->value = i->value;
610    
611     /* Try and be clever here, too. */
612     if (op->key_values == NULL)
613     {
614     op->key_values = new_link;
615     tail = new_link;
616 root 1.8 }
617 root 1.11 else
618     {
619     tail->next = new_link;
620     tail = new_link;
621     }
622 root 1.14 }
623     }
624 root 1.2
625 root 1.11 update_ob_speed (op);
626 elmex 1.1 }
627    
628     /*
629     * get_object() grabs an object from the list of unused objects, makes
630     * sure it is initialised, and returns it.
631     * If there are no free objects, expand_objects() is called to get more.
632     */
633    
634 root 1.14 object *get_object ()
635 root 1.11 {
636 root 1.14 object *op = new object;
637    
638     op->count = ++ob_count;
639    
640     op->active_next = 0;
641     op->active_prev = 0;
642    
643     op->next = objects;
644     op->prev = 0;
645 elmex 1.1
646 root 1.14 if (objects)
647     objects->prev = op;
648 elmex 1.1
649 root 1.14 objects = op;
650 root 1.11
651 root 1.14 SET_FLAG (op, FLAG_REMOVED);
652 root 1.11
653 root 1.15 op->expmul = 1.0;
654     op->face = blank_face;
655     op->attacked_by_count = -1;
656    
657 elmex 1.1 return op;
658     }
659    
660     /*
661     * If an object with the IS_TURNABLE() flag needs to be turned due
662     * to the closest player being on the other side, this function can
663     * be called to update the face variable, _and_ how it looks on the map.
664     */
665    
666     void update_turn_face(object *op) {
667     if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL)
668 root 1.8 return;
669 elmex 1.1 SET_ANIMATION(op, op->direction);
670     update_object(op,UP_OBJ_FACE);
671     }
672    
673     /*
674     * Updates the speed of an object. If the speed changes from 0 to another
675     * value, or vice versa, then add/remove the object from the active list.
676     * This function needs to be called whenever the speed of an object changes.
677     */
678    
679     void update_ob_speed(object *op) {
680     extern int arch_init;
681    
682     /* No reason putting the archetypes objects on the speed list,
683     * since they never really need to be updated.
684     */
685    
686     if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
687 root 1.11 LOG(llevError,"Object %s is freed but has speed.\n", &op->name);
688 elmex 1.1 #ifdef MANY_CORES
689 root 1.8 abort();
690 elmex 1.1 #else
691 root 1.8 op->speed = 0;
692 elmex 1.1 #endif
693     }
694     if (arch_init) {
695 root 1.8 return;
696 elmex 1.1 }
697     if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
698 root 1.8 /* If already on active list, don't do anything */
699     if (op->active_next || op->active_prev || op==active_objects)
700     return;
701 elmex 1.1
702     /* process_events() expects us to insert the object at the beginning
703     * of the list. */
704 root 1.8 op->active_next = active_objects;
705     if (op->active_next!=NULL)
706     op->active_next->active_prev = op;
707     active_objects = op;
708 elmex 1.1 }
709     else {
710 root 1.8 /* If not on the active list, nothing needs to be done */
711     if (!op->active_next && !op->active_prev && op!=active_objects)
712     return;
713    
714     if (op->active_prev==NULL) {
715     active_objects = op->active_next;
716     if (op->active_next!=NULL)
717     op->active_next->active_prev = NULL;
718     }
719     else {
720     op->active_prev->active_next = op->active_next;
721     if (op->active_next)
722     op->active_next->active_prev = op->active_prev;
723     }
724     op->active_next = NULL;
725     op->active_prev = NULL;
726 elmex 1.1 }
727     }
728    
729     /* This function removes object 'op' from the list of active
730     * objects.
731     * This should only be used for style maps or other such
732     * reference maps where you don't want an object that isn't
733     * in play chewing up cpu time getting processed.
734     * The reverse of this is to call update_ob_speed, which
735     * will do the right thing based on the speed of the object.
736     */
737     void remove_from_active_list(object *op)
738     {
739     /* If not on the active list, nothing needs to be done */
740     if (!op->active_next && !op->active_prev && op!=active_objects)
741 root 1.8 return;
742 elmex 1.1
743     if (op->active_prev==NULL) {
744 root 1.8 active_objects = op->active_next;
745     if (op->active_next!=NULL)
746     op->active_next->active_prev = NULL;
747 elmex 1.1 }
748     else {
749 root 1.8 op->active_prev->active_next = op->active_next;
750     if (op->active_next)
751     op->active_next->active_prev = op->active_prev;
752 elmex 1.1 }
753     op->active_next = NULL;
754     op->active_prev = NULL;
755     }
756    
757     /*
758     * update_object() updates the array which represents the map.
759     * It takes into account invisible objects (and represent squares covered
760     * by invisible objects by whatever is below them (unless it's another
761     * invisible object, etc...)
762     * If the object being updated is beneath a player, the look-window
763     * of that player is updated (this might be a suboptimal way of
764     * updating that window, though, since update_object() is called _often_)
765     *
766     * action is a hint of what the caller believes need to be done.
767     * For example, if the only thing that has changed is the face (due to
768     * an animation), we don't need to call update_position until that actually
769     * comes into view of a player. OTOH, many other things, like addition/removal
770     * of walls or living creatures may need us to update the flags now.
771     * current action are:
772     * UP_OBJ_INSERT: op was inserted
773     * UP_OBJ_REMOVE: op was removed
774     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
775     * as that is easier than trying to look at what may have changed.
776     * UP_OBJ_FACE: only the objects face has changed.
777     */
778    
779     void update_object(object *op, int action) {
780     int update_now=0, flags;
781 root 1.11 MoveType move_on, move_off, move_block, move_slow;
782 elmex 1.1
783     if (op == NULL) {
784     /* this should never happen */
785     LOG(llevDebug,"update_object() called for NULL object.\n");
786 root 1.8 return;
787 elmex 1.1 }
788    
789     if(op->env!=NULL) {
790 root 1.8 /* Animation is currently handled by client, so nothing
791     * to do in this case.
792     */
793     return;
794 elmex 1.1 }
795    
796     /* If the map is saving, don't do anything as everything is
797     * going to get freed anyways.
798     */
799     if (!op->map || op->map->in_memory == MAP_SAVING) return;
800    
801     /* make sure the object is within map boundaries */
802     if (op->x < 0 || op->x >= MAP_WIDTH(op->map) ||
803 root 1.8 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) {
804 elmex 1.1 LOG(llevError,"update_object() called for object out of map!\n");
805     #ifdef MANY_CORES
806 root 1.8 abort();
807 elmex 1.1 #endif
808 root 1.8 return;
809 elmex 1.1 }
810    
811     flags = GET_MAP_FLAGS(op->map, op->x, op->y);
812     SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
813     move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
814     move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
815     move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
816     move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
817    
818     if (action == UP_OBJ_INSERT) {
819     if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
820     update_now=1;
821    
822     if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
823     update_now=1;
824    
825     if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
826     update_now=1;
827    
828     if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
829     update_now=1;
830    
831 root 1.8 if ((move_on | op->move_on) != move_on) update_now=1;
832     if ((move_off | op->move_off) != move_off) update_now=1;
833     /* This isn't perfect, but I don't expect a lot of objects to
834     * to have move_allow right now.
835     */
836     if (((move_block | op->move_block) & ~op->move_allow) != move_block)
837     update_now=1;
838     if ((move_slow | op->move_slow) != move_slow) update_now=1;
839 elmex 1.1 }
840     /* if the object is being removed, we can't make intelligent
841     * decisions, because remove_ob can't really pass the object
842     * that is being removed.
843     */
844     else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) {
845 root 1.8 update_now=1;
846 elmex 1.1 } else if (action == UP_OBJ_FACE) {
847 root 1.8 /* Nothing to do for that case */
848 elmex 1.1 }
849     else {
850 root 1.8 LOG(llevError,"update_object called with invalid action: %d\n", action);
851 elmex 1.1 }
852    
853     if (update_now) {
854     SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
855     update_position(op->map, op->x, op->y);
856     }
857    
858     if(op->more!=NULL)
859 root 1.8 update_object(op->more, action);
860 elmex 1.1 }
861    
862    
863     /*
864     * free_object() frees everything allocated by an object, removes
865     * it from the list of used objects, and puts it on the list of
866     * free objects. The IS_FREED() flag is set in the object.
867     * The object must have been removed by remove_ob() first for
868     * this function to succeed.
869     *
870     * If free_inventory is set, free inventory as well. Else drop items in
871     * inventory to the ground.
872     */
873    
874 root 1.14 void
875     free_object (object * ob)
876     {
877     free_object2 (ob, 0);
878 elmex 1.1 }
879    
880 root 1.14 void
881     free_object2 (object * ob, int free_inventory)
882     {
883     object *tmp, *op;
884 elmex 1.1
885 root 1.14 if (!QUERY_FLAG (ob, FLAG_REMOVED))
886     {
887     LOG (llevDebug, "Free object called with non removed object\n");
888     dump_object (ob);
889 elmex 1.1 #ifdef MANY_CORES
890 root 1.14 abort ();
891 elmex 1.1 #endif
892     }
893 root 1.14
894     if (QUERY_FLAG (ob, FLAG_FRIENDLY))
895     {
896     LOG (llevMonster, "Warning: tried to free friendly object.\n");
897     remove_friendly_object (ob);
898 elmex 1.1 }
899 root 1.14
900     if (QUERY_FLAG (ob, FLAG_FREED))
901     {
902     dump_object (ob);
903     LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
904     return;
905 elmex 1.1 }
906 root 1.14
907     if (ob->more != NULL)
908     {
909     free_object2 (ob->more, free_inventory);
910     ob->more = NULL;
911 elmex 1.1 }
912    
913 root 1.14 if (ob->inv)
914     {
915     /* Only if the space blocks everything do we not process -
916     * if some form of movemnt is allowed, let objects
917     * drop on that space.
918     */
919     if (free_inventory || ob->map == NULL
920     || ob->map->in_memory != MAP_IN_MEMORY
921     || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
922     {
923     op = ob->inv;
924    
925     while (op != NULL)
926     {
927     tmp = op->below;
928     remove_ob (op);
929     free_object2 (op, free_inventory);
930     op = tmp;
931     }
932     }
933     else
934     { /* Put objects in inventory onto this space */
935     op = ob->inv;
936    
937     while (op != NULL)
938     {
939     tmp = op->below;
940     remove_ob (op);
941    
942     if (QUERY_FLAG (op, FLAG_STARTEQUIP)
943     || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
944     || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
945     free_object (op);
946     else
947     {
948     op->x = ob->x;
949     op->y = ob->y;
950     insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
951     }
952    
953     op = tmp;
954     }
955     }
956     }
957    
958     /* Remove object from the active list */
959     ob->speed = 0;
960     update_ob_speed (ob);
961 elmex 1.1
962 root 1.14 SET_FLAG (ob, FLAG_FREED);
963     ob->count = 0;
964 root 1.11
965 root 1.14 /* Remove this object from the list of used objects */
966     if (ob->prev == NULL)
967     {
968     objects = ob->next;
969 root 1.11
970 root 1.14 if (objects != NULL)
971     objects->prev = NULL;
972     }
973     else
974     {
975     ob->prev->next = ob->next;
976 elmex 1.1
977 root 1.14 if (ob->next != NULL)
978     ob->next->prev = ob->prev;
979     }
980 elmex 1.1
981 root 1.14 free_key_values (ob);
982 elmex 1.1
983 root 1.14 /* Now link it with the free_objects list: */
984     ob->prev = 0;
985     ob->next = 0;
986 elmex 1.1
987 root 1.14 delete ob;
988 elmex 1.1 }
989    
990     /*
991     * sub_weight() recursively (outwards) subtracts a number from the
992     * weight of an object (and what is carried by it's environment(s)).
993     */
994    
995     void sub_weight (object *op, signed long weight) {
996     while (op != NULL) {
997     if (op->type == CONTAINER) {
998     weight=(signed long)(weight*(100-op->stats.Str)/100);
999     }
1000     op->carrying-=weight;
1001     op = op->env;
1002     }
1003     }
1004    
1005     /* remove_ob(op):
1006     * This function removes the object op from the linked list of objects
1007     * which it is currently tied to. When this function is done, the
1008     * object will have no environment. If the object previously had an
1009     * environment, the x and y coordinates will be updated to
1010     * the previous environment.
1011     * Beware: This function is called from the editor as well!
1012     */
1013    
1014     void remove_ob(object *op) {
1015     object *tmp,*last=NULL;
1016     object *otmp;
1017     tag_t tag;
1018     int check_walk_off;
1019     mapstruct *m;
1020     sint16 x,y;
1021    
1022    
1023     if(QUERY_FLAG(op,FLAG_REMOVED)) {
1024 root 1.8 dump_object(op);
1025     LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1026 elmex 1.1
1027 root 1.8 /* Changed it to always dump core in this case. As has been learned
1028     * in the past, trying to recover from errors almost always
1029     * make things worse, and this is a real error here - something
1030     * that should not happen.
1031     * Yes, if this was a mission critical app, trying to do something
1032     * to recover may make sense, but that is because failure of the app
1033     * may have other disastrous problems. Cf runs out of a script
1034     * so is easily enough restarted without any real problems.
1035     * MSW 2001-07-01
1036     */
1037     abort();
1038 elmex 1.1 }
1039     if(op->more!=NULL)
1040 root 1.8 remove_ob(op->more);
1041 elmex 1.1
1042     SET_FLAG(op, FLAG_REMOVED);
1043    
1044     /*
1045     * In this case, the object to be removed is in someones
1046     * inventory.
1047     */
1048     if(op->env!=NULL) {
1049 root 1.8 if(op->nrof)
1050     sub_weight(op->env, op->weight*op->nrof);
1051     else
1052     sub_weight(op->env, op->weight+op->carrying);
1053    
1054     /* NO_FIX_PLAYER is set when a great many changes are being
1055     * made to players inventory. If set, avoiding the call
1056     * to save cpu time.
1057     */
1058     if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1059     !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1060     fix_player(otmp);
1061    
1062     if(op->above!=NULL)
1063     op->above->below=op->below;
1064     else
1065     op->env->inv=op->below;
1066    
1067     if(op->below!=NULL)
1068     op->below->above=op->above;
1069    
1070     /* we set up values so that it could be inserted into
1071     * the map, but we don't actually do that - it is up
1072     * to the caller to decide what we want to do.
1073     */
1074     op->x=op->env->x,op->y=op->env->y;
1075     op->map=op->env->map;
1076     op->above=NULL,op->below=NULL;
1077     op->env=NULL;
1078     return;
1079 elmex 1.1 }
1080    
1081     /* If we get here, we are removing it from a map */
1082     if (op->map == NULL) return;
1083    
1084     x = op->x;
1085     y = op->y;
1086     m = get_map_from_coord(op->map, &x, &y);
1087    
1088     if (!m) {
1089 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",
1090     op->map->path, op->x, op->y);
1091     /* in old days, we used to set x and y to 0 and continue.
1092     * it seems if we get into this case, something is probablye
1093     * screwed up and should be fixed.
1094     */
1095     abort();
1096 elmex 1.1 }
1097     if (op->map != m) {
1098 root 1.8 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1099     op->map->path, m->path, op->x, op->y, x, y);
1100 elmex 1.1 }
1101    
1102     /* Re did the following section of code - it looks like it had
1103     * lots of logic for things we no longer care about
1104     */
1105    
1106     /* link the object above us */
1107     if (op->above)
1108 root 1.8 op->above->below=op->below;
1109 elmex 1.1 else
1110 root 1.8 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1111 elmex 1.1
1112     /* Relink the object below us, if there is one */
1113     if(op->below) {
1114 root 1.8 op->below->above=op->above;
1115 elmex 1.1 } else {
1116 root 1.8 /* Nothing below, which means we need to relink map object for this space
1117     * use translated coordinates in case some oddness with map tiling is
1118     * evident
1119     */
1120     if(GET_MAP_OB(m,x,y)!=op) {
1121     dump_object(op);
1122     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);
1123     dump_object(GET_MAP_OB(m,x,y));
1124     LOG(llevError,"%s\n",errmsg);
1125     }
1126     SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1127 elmex 1.1 }
1128     op->above=NULL;
1129     op->below=NULL;
1130    
1131     if (op->map->in_memory == MAP_SAVING)
1132 root 1.8 return;
1133 elmex 1.1
1134     tag = op->count;
1135     check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1136     for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1137 root 1.8 /* No point updating the players look faces if he is the object
1138     * being removed.
1139     */
1140    
1141     if(tmp->type==PLAYER && tmp!=op) {
1142     /* If a container that the player is currently using somehow gets
1143     * removed (most likely destroyed), update the player view
1144     * appropriately.
1145     */
1146     if (tmp->container==op) {
1147     CLEAR_FLAG(op, FLAG_APPLIED);
1148     tmp->container=NULL;
1149     }
1150     tmp->contr->socket.update_look=1;
1151     }
1152     /* See if player moving off should effect something */
1153     if (check_walk_off && ((op->move_type & tmp->move_off) &&
1154     (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1155    
1156     move_apply(tmp, op, NULL);
1157     if (was_destroyed (op, tag)) {
1158     LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1159 root 1.11 "leaving object\n", &tmp->name, &tmp->arch->name);
1160 root 1.8 }
1161     }
1162    
1163     /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1164    
1165     if(tmp->above == tmp)
1166     tmp->above = NULL;
1167     last=tmp;
1168 elmex 1.1 }
1169     /* last == NULL of there are no objects on this space */
1170     if (last==NULL) {
1171 root 1.8 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1172     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1173     * those out anyways, and if there are any flags set right now, they won't
1174     * be correct anyways.
1175     */
1176     SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1177     update_position(op->map, op->x, op->y);
1178 elmex 1.1 }
1179     else
1180 root 1.8 update_object(last, UP_OBJ_REMOVE);
1181 elmex 1.1
1182     if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1183 root 1.8 update_all_los(op->map, op->x, op->y);
1184 elmex 1.1
1185     }
1186    
1187     /*
1188     * merge_ob(op,top):
1189     *
1190     * This function goes through all objects below and including top, and
1191     * merges op to the first matching object.
1192     * If top is NULL, it is calculated.
1193     * Returns pointer to object if it succeded in the merge, otherwise NULL
1194     */
1195    
1196     object *merge_ob(object *op, object *top) {
1197     if(!op->nrof)
1198     return 0;
1199     if(top==NULL)
1200     for(top=op;top!=NULL&&top->above!=NULL;top=top->above);
1201     for(;top!=NULL;top=top->below) {
1202     if(top==op)
1203     continue;
1204     if (CAN_MERGE(op,top))
1205     {
1206     top->nrof+=op->nrof;
1207     /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1208     op->weight = 0; /* Don't want any adjustements now */
1209     remove_ob(op);
1210     free_object(op);
1211     return top;
1212     }
1213     }
1214     return NULL;
1215     }
1216    
1217     /*
1218     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1219     * job preparing multi-part monsters
1220     */
1221     object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){
1222     object* tmp;
1223     if (op->head)
1224     op=op->head;
1225     for (tmp=op;tmp;tmp=tmp->more){
1226     tmp->x=x+tmp->arch->clone.x;
1227     tmp->y=y+tmp->arch->clone.y;
1228     }
1229     return insert_ob_in_map (op, m, originator, flag);
1230     }
1231    
1232     /*
1233     * insert_ob_in_map (op, map, originator, flag):
1234     * This function inserts the object in the two-way linked list
1235     * which represents what is on a map.
1236     * The second argument specifies the map, and the x and y variables
1237     * in the object about to be inserted specifies the position.
1238     *
1239     * originator: Player, monster or other object that caused 'op' to be inserted
1240     * into 'map'. May be NULL.
1241     *
1242     * flag is a bitmask about special things to do (or not do) when this
1243     * function is called. see the object.h file for the INS_ values.
1244     * Passing 0 for flag gives proper default values, so flag really only needs
1245     * to be set if special handling is needed.
1246     *
1247     * Return value:
1248     * new object if 'op' was merged with other object
1249     * NULL if 'op' was destroyed
1250     * just 'op' otherwise
1251     */
1252    
1253     object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1254     {
1255     object *tmp, *top, *floor=NULL;
1256     sint16 x,y;
1257    
1258     if (QUERY_FLAG (op, FLAG_FREED)) {
1259 root 1.8 LOG (llevError, "Trying to insert freed object!\n");
1260     return NULL;
1261 elmex 1.1 }
1262     if(m==NULL) {
1263 root 1.8 dump_object(op);
1264     LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1265     return op;
1266 elmex 1.1 }
1267     if(out_of_map(m,op->x,op->y)) {
1268 root 1.8 dump_object(op);
1269     LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1270 elmex 1.1 #ifdef MANY_CORES
1271 root 1.8 /* Better to catch this here, as otherwise the next use of this object
1272     * is likely to cause a crash. Better to find out where it is getting
1273     * improperly inserted.
1274     */
1275     abort();
1276 elmex 1.1 #endif
1277 root 1.8 return op;
1278 elmex 1.1 }
1279     if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1280 root 1.8 dump_object(op);
1281     LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1282     return op;
1283 elmex 1.1 }
1284     if(op->more!=NULL) {
1285 root 1.8 /* The part may be on a different map. */
1286 elmex 1.1
1287 root 1.8 object *more = op->more;
1288 elmex 1.1
1289 root 1.8 /* We really need the caller to normalize coordinates - if
1290     * we set the map, that doesn't work if the location is within
1291     * a map and this is straddling an edge. So only if coordinate
1292     * is clear wrong do we normalize it.
1293     */
1294     if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1295     more->map = get_map_from_coord(m, &more->x, &more->y);
1296     } else if (!more->map) {
1297     /* For backwards compatibility - when not dealing with tiled maps,
1298     * more->map should always point to the parent.
1299     */
1300     more->map = m;
1301     }
1302    
1303     if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1304     if ( ! op->head)
1305     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1306     return NULL;
1307     }
1308 elmex 1.1 }
1309     CLEAR_FLAG(op,FLAG_REMOVED);
1310    
1311     /* Ideally, the caller figures this out. However, it complicates a lot
1312     * of areas of callers (eg, anything that uses find_free_spot would now
1313     * need extra work
1314     */
1315     op->map=get_map_from_coord(m, &op->x, &op->y);
1316     x = op->x;
1317     y = op->y;
1318    
1319     /* this has to be done after we translate the coordinates.
1320     */
1321     if(op->nrof && !(flag & INS_NO_MERGE)) {
1322 root 1.8 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1323     if (CAN_MERGE(op,tmp)) {
1324     op->nrof+=tmp->nrof;
1325     remove_ob(tmp);
1326     free_object(tmp);
1327     }
1328 elmex 1.1 }
1329    
1330     CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1331     CLEAR_FLAG(op, FLAG_INV_LOCKED);
1332     if (!QUERY_FLAG(op, FLAG_ALIVE))
1333 root 1.8 CLEAR_FLAG(op, FLAG_NO_STEAL);
1334 elmex 1.1
1335     if (flag & INS_BELOW_ORIGINATOR) {
1336 root 1.8 if (originator->map != op->map || originator->x != op->x ||
1337     originator->y != op->y) {
1338     LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1339     abort();
1340     }
1341     op->above = originator;
1342     op->below = originator->below;
1343     if (op->below) op->below->above = op;
1344     else SET_MAP_OB(op->map, op->x, op->y, op);
1345     /* since *below* originator, no need to update top */
1346     originator->below = op;
1347 elmex 1.1 } else {
1348 root 1.8 /* If there are other objects, then */
1349     if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1350     object *last=NULL;
1351     /*
1352     * If there are multiple objects on this space, we do some trickier handling.
1353     * We've already dealt with merging if appropriate.
1354     * Generally, we want to put the new object on top. But if
1355     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1356     * floor, we want to insert above that and no further.
1357     * Also, if there are spell objects on this space, we stop processing
1358     * once we get to them. This reduces the need to traverse over all of
1359     * them when adding another one - this saves quite a bit of cpu time
1360     * when lots of spells are cast in one area. Currently, it is presumed
1361     * that flying non pickable objects are spell objects.
1362     */
1363    
1364     while (top != NULL) {
1365     if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1366     QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1367     if (QUERY_FLAG(top, FLAG_NO_PICK)
1368 elmex 1.1 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1369     && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1370     {
1371     /* We insert above top, so we want this object below this */
1372     top=top->below;
1373     break;
1374     }
1375 root 1.8 last = top;
1376     top = top->above;
1377     }
1378     /* Don't want top to be NULL, so set it to the last valid object */
1379     top = last;
1380    
1381     /* We let update_position deal with figuring out what the space
1382     * looks like instead of lots of conditions here.
1383     * makes things faster, and effectively the same result.
1384     */
1385 elmex 1.1
1386 root 1.8 /* Have object 'fall below' other objects that block view.
1387 root 1.11 * Unless those objects are exits, type 66
1388 root 1.8 * If INS_ON_TOP is used, don't do this processing
1389     * Need to find the object that in fact blocks view, otherwise
1390     * stacking is a bit odd.
1391     */
1392     if (!(flag & INS_ON_TOP) &&
1393     (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1394     (op->face && !op->face->visibility)) {
1395     for (last=top; last != floor; last=last->below)
1396 root 1.11 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1397 root 1.8 /* Check to see if we found the object that blocks view,
1398     * and make sure we have a below pointer for it so that
1399     * we can get inserted below this one, which requires we
1400     * set top to the object below us.
1401     */
1402     if (last && last->below && last != floor) top=last->below;
1403     }
1404     } /* If objects on this space */
1405     if (flag & INS_MAP_LOAD)
1406     top = GET_MAP_TOP(op->map,op->x,op->y);
1407     if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1408    
1409     /* Top is the object that our object (op) is going to get inserted above.
1410     */
1411    
1412     /* First object on this space */
1413     if (!top) {
1414     op->above = GET_MAP_OB(op->map, op->x, op->y);
1415     if (op->above) op->above->below = op;
1416     op->below = NULL;
1417     SET_MAP_OB(op->map, op->x, op->y, op);
1418     } else { /* get inserted into the stack above top */
1419     op->above = top->above;
1420     if (op->above) op->above->below = op;
1421     op->below = top;
1422     top->above = op;
1423     }
1424     if (op->above==NULL)
1425     SET_MAP_TOP(op->map,op->x, op->y, op);
1426 elmex 1.1 } /* else not INS_BELOW_ORIGINATOR */
1427    
1428     if(op->type==PLAYER)
1429 root 1.8 op->contr->do_los=1;
1430 elmex 1.1
1431     /* If we have a floor, we know the player, if any, will be above
1432     * it, so save a few ticks and start from there.
1433     */
1434     if (!(flag & INS_MAP_LOAD))
1435 root 1.11 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1436 root 1.8 if (tmp->type == PLAYER)
1437 root 1.11 tmp->contr->socket.update_look=1;
1438     }
1439 elmex 1.1
1440     /* If this object glows, it may affect lighting conditions that are
1441     * visible to others on this map. But update_all_los is really
1442     * an inefficient way to do this, as it means los for all players
1443     * on the map will get recalculated. The players could very well
1444     * be far away from this change and not affected in any way -
1445     * this should get redone to only look for players within range,
1446     * or just updating the P_NEED_UPDATE for spaces within this area
1447     * of effect may be sufficient.
1448     */
1449     if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1450 root 1.8 update_all_los(op->map, op->x, op->y);
1451 elmex 1.1
1452    
1453     /* updates flags (blocked, alive, no magic, etc) for this map space */
1454     update_object(op,UP_OBJ_INSERT);
1455    
1456    
1457     /* Don't know if moving this to the end will break anything. However,
1458     * we want to have update_look set above before calling this.
1459     *
1460     * check_move_on() must be after this because code called from
1461     * check_move_on() depends on correct map flags (so functions like
1462     * blocked() and wall() work properly), and these flags are updated by
1463     * update_object().
1464     */
1465    
1466     /* if this is not the head or flag has been passed, don't check walk on status */
1467    
1468     if (!(flag & INS_NO_WALK_ON) && !op->head) {
1469     if (check_move_on(op, originator))
1470 root 1.8 return NULL;
1471 elmex 1.1
1472     /* If we are a multi part object, lets work our way through the check
1473     * walk on's.
1474     */
1475     for (tmp=op->more; tmp!=NULL; tmp=tmp->more)
1476     if (check_move_on (tmp, originator))
1477 root 1.8 return NULL;
1478 elmex 1.1 }
1479     return op;
1480     }
1481    
1482     /* this function inserts an object in the map, but if it
1483     * finds an object of its own type, it'll remove that one first.
1484     * op is the object to insert it under: supplies x and the map.
1485     */
1486     void replace_insert_ob_in_map(const char *arch_string, object *op) {
1487     object *tmp;
1488     object *tmp1;
1489    
1490     /* first search for itself and remove any old instances */
1491    
1492     for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) {
1493 root 1.8 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ {
1494     remove_ob(tmp);
1495     free_object(tmp);
1496     }
1497 elmex 1.1 }
1498    
1499     tmp1=arch_to_object(find_archetype(arch_string));
1500    
1501    
1502     tmp1->x = op->x; tmp1->y = op->y;
1503     insert_ob_in_map(tmp1,op->map,op,0);
1504     }
1505    
1506     /*
1507     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1508     * is returned contains nr objects, and the remaining parts contains
1509     * the rest (or is removed and freed if that number is 0).
1510     * On failure, NULL is returned, and the reason put into the
1511     * global static errmsg array.
1512     */
1513    
1514     object *get_split_ob(object *orig_ob, uint32 nr) {
1515     object *newob;
1516     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1517    
1518     if(orig_ob->nrof<nr) {
1519 root 1.8 sprintf(errmsg,"There are only %d %ss.",
1520 root 1.11 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name);
1521 root 1.8 return NULL;
1522 elmex 1.1 }
1523     newob = object_create_clone(orig_ob);
1524     if((orig_ob->nrof-=nr)<1) {
1525 root 1.8 if ( ! is_removed)
1526 elmex 1.1 remove_ob(orig_ob);
1527 root 1.8 free_object2(orig_ob, 1);
1528 elmex 1.1 }
1529     else if ( ! is_removed) {
1530 root 1.8 if(orig_ob->env!=NULL)
1531     sub_weight (orig_ob->env,orig_ob->weight*nr);
1532     if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1533     strcpy(errmsg, "Tried to split object whose map is not in memory.");
1534     LOG(llevDebug,
1535     "Error, Tried to split object whose map is not in memory.\n");
1536     return NULL;
1537     }
1538 elmex 1.1 }
1539     newob->nrof=nr;
1540    
1541     return newob;
1542     }
1543    
1544     /*
1545     * decrease_ob_nr(object, number) decreases a specified number from
1546     * the amount of an object. If the amount reaches 0, the object
1547     * is subsequently removed and freed.
1548     *
1549     * Return value: 'op' if something is left, NULL if the amount reached 0
1550     */
1551    
1552     object *decrease_ob_nr (object *op, uint32 i)
1553     {
1554     object *tmp;
1555     player *pl;
1556    
1557     if (i == 0) /* objects with op->nrof require this check */
1558     return op;
1559    
1560     if (i > op->nrof)
1561     i = op->nrof;
1562    
1563     if (QUERY_FLAG (op, FLAG_REMOVED))
1564     {
1565     op->nrof -= i;
1566     }
1567     else if (op->env != NULL)
1568     {
1569 root 1.8 /* is this object in the players inventory, or sub container
1570     * therein?
1571     */
1572 elmex 1.1 tmp = is_player_inv (op->env);
1573 root 1.8 /* nope. Is this a container the player has opened?
1574     * If so, set tmp to that player.
1575     * IMO, searching through all the players will mostly
1576     * likely be quicker than following op->env to the map,
1577     * and then searching the map for a player.
1578     */
1579     if (!tmp) {
1580     for (pl=first_player; pl; pl=pl->next)
1581     if (pl->ob->container == op->env) break;
1582     if (pl) tmp=pl->ob;
1583     else tmp=NULL;
1584     }
1585 elmex 1.1
1586     if (i < op->nrof) {
1587     sub_weight (op->env, op->weight * i);
1588     op->nrof -= i;
1589     if (tmp) {
1590     esrv_send_item(tmp, op);
1591     }
1592     } else {
1593     remove_ob (op);
1594     op->nrof = 0;
1595     if (tmp) {
1596     esrv_del_item(tmp->contr, op->count);
1597     }
1598     }
1599     }
1600     else
1601     {
1602 root 1.8 object *above = op->above;
1603 elmex 1.1
1604     if (i < op->nrof) {
1605     op->nrof -= i;
1606     } else {
1607     remove_ob (op);
1608     op->nrof = 0;
1609     }
1610 root 1.8 /* Since we just removed op, op->above is null */
1611 elmex 1.1 for (tmp = above; tmp != NULL; tmp = tmp->above)
1612     if (tmp->type == PLAYER) {
1613     if (op->nrof)
1614     esrv_send_item(tmp, op);
1615     else
1616     esrv_del_item(tmp->contr, op->count);
1617     }
1618     }
1619    
1620     if (op->nrof) {
1621     return op;
1622     } else {
1623     free_object (op);
1624     return NULL;
1625     }
1626     }
1627    
1628     /*
1629     * add_weight(object, weight) adds the specified weight to an object,
1630     * and also updates how much the environment(s) is/are carrying.
1631     */
1632    
1633     void add_weight (object *op, signed long weight) {
1634     while (op!=NULL) {
1635     if (op->type == CONTAINER) {
1636     weight=(signed long)(weight*(100-op->stats.Str)/100);
1637     }
1638     op->carrying+=weight;
1639     op=op->env;
1640     }
1641     }
1642    
1643     /*
1644     * insert_ob_in_ob(op,environment):
1645     * This function inserts the object op in the linked list
1646     * inside the object environment.
1647     *
1648     * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1649     * the inventory at the last position or next to other objects of the same
1650     * type.
1651     * Frank: Now sorted by type, archetype and magic!
1652     *
1653     * The function returns now pointer to inserted item, and return value can
1654     * be != op, if items are merged. -Tero
1655     */
1656    
1657     object *insert_ob_in_ob(object *op,object *where) {
1658     object *tmp, *otmp;
1659    
1660     if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1661     dump_object(op);
1662     LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1663     return op;
1664     }
1665     if(where==NULL) {
1666     dump_object(op);
1667     LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1668     return op;
1669     }
1670     if (where->head) {
1671     LOG(llevDebug,
1672 root 1.8 "Warning: Tried to insert object wrong part of multipart object.\n");
1673 elmex 1.1 where = where->head;
1674     }
1675     if (op->more) {
1676     LOG(llevError, "Tried to insert multipart object %s (%d)\n",
1677 root 1.11 &op->name, op->count);
1678 elmex 1.1 return op;
1679     }
1680     CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL);
1681     CLEAR_FLAG(op, FLAG_REMOVED);
1682     if(op->nrof) {
1683     for(tmp=where->inv;tmp!=NULL;tmp=tmp->below)
1684     if ( CAN_MERGE(tmp,op) ) {
1685 root 1.8 /* return the original object and remove inserted object
1686 elmex 1.1 (client needs the original object) */
1687     tmp->nrof += op->nrof;
1688 root 1.8 /* Weight handling gets pretty funky. Since we are adding to
1689     * tmp->nrof, we need to increase the weight.
1690     */
1691     add_weight (where, op->weight*op->nrof);
1692 elmex 1.1 SET_FLAG(op, FLAG_REMOVED);
1693     free_object(op); /* free the inserted object */
1694     op = tmp;
1695     remove_ob (op); /* and fix old object's links */
1696     CLEAR_FLAG(op, FLAG_REMOVED);
1697 root 1.8 break;
1698 elmex 1.1 }
1699    
1700     /* I assume combined objects have no inventory
1701     * We add the weight - this object could have just been removed
1702     * (if it was possible to merge). calling remove_ob will subtract
1703     * the weight, so we need to add it in again, since we actually do
1704     * the linking below
1705     */
1706     add_weight (where, op->weight*op->nrof);
1707     } else
1708     add_weight (where, (op->weight+op->carrying));
1709    
1710     otmp=is_player_inv(where);
1711     if (otmp&&otmp->contr!=NULL) {
1712     if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1713     fix_player(otmp);
1714     }
1715    
1716     op->map=NULL;
1717     op->env=where;
1718     op->above=NULL;
1719     op->below=NULL;
1720     op->x=0,op->y=0;
1721    
1722     /* reset the light list and los of the players on the map */
1723     if((op->glow_radius!=0)&&where->map)
1724     {
1725     #ifdef DEBUG_LIGHTS
1726     LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1727 root 1.8 op->name);
1728 elmex 1.1 #endif /* DEBUG_LIGHTS */
1729     if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1730     }
1731    
1732     /* Client has no idea of ordering so lets not bother ordering it here.
1733     * It sure simplifies this function...
1734     */
1735     if (where->inv==NULL)
1736     where->inv=op;
1737     else {
1738     op->below = where->inv;
1739     op->below->above = op;
1740     where->inv = op;
1741     }
1742     return op;
1743     }
1744    
1745     /*
1746     * Checks if any objects has a move_type that matches objects
1747     * that effect this object on this space. Call apply() to process
1748     * these events.
1749     *
1750     * Any speed-modification due to SLOW_MOVE() of other present objects
1751     * will affect the speed_left of the object.
1752     *
1753     * originator: Player, monster or other object that caused 'op' to be inserted
1754     * into 'map'. May be NULL.
1755     *
1756     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1757     *
1758     * 4-21-95 added code to check if appropriate skill was readied - this will
1759     * permit faster movement by the player through this terrain. -b.t.
1760     *
1761     * MSW 2001-07-08: Check all objects on space, not just those below
1762     * object being inserted. insert_ob_in_map may not put new objects
1763     * on top.
1764     */
1765    
1766     int check_move_on (object *op, object *originator)
1767     {
1768     object *tmp;
1769     tag_t tag;
1770     mapstruct *m=op->map;
1771     int x=op->x, y=op->y;
1772 root 1.11 MoveType move_on, move_slow, move_block;
1773 elmex 1.1
1774     if(QUERY_FLAG(op,FLAG_NO_APPLY))
1775 root 1.8 return 0;
1776 elmex 1.1
1777     tag = op->count;
1778    
1779     move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1780     move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1781     move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1782    
1783     /* if nothing on this space will slow op down or be applied,
1784     * no need to do checking below. have to make sure move_type
1785     * is set, as lots of objects don't have it set - we treat that
1786     * as walking.
1787     */
1788     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1789 root 1.8 return 0;
1790 elmex 1.1
1791     /* This is basically inverse logic of that below - basically,
1792     * if the object can avoid the move on or slow move, they do so,
1793     * but can't do it if the alternate movement they are using is
1794     * blocked. Logic on this seems confusing, but does seem correct.
1795     */
1796     if ((op->move_type & ~move_on & ~move_block) != 0 &&
1797 root 1.8 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
1798 elmex 1.1
1799     /* The objects have to be checked from top to bottom.
1800     * Hence, we first go to the top:
1801     */
1802    
1803     for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
1804 root 1.8 tmp->above!=NULL; tmp=tmp->above) {
1805     /* Trim the search when we find the first other spell effect
1806     * this helps performance so that if a space has 50 spell objects,
1807     * we don't need to check all of them.
1808     */
1809     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
1810 elmex 1.1 }
1811     for(;tmp!=NULL; tmp=tmp->below) {
1812 root 1.8 if (tmp == op) continue; /* Can't apply yourself */
1813    
1814     /* Check to see if one of the movement types should be slowed down.
1815     * Second check makes sure that the movement types not being slowed
1816     * (~slow_move) is not blocked on this space - just because the
1817     * space doesn't slow down swimming (for example), if you can't actually
1818     * swim on that space, can't use it to avoid the penalty.
1819     */
1820     if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
1821     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1822     ((op->move_type & tmp->move_slow) &&
1823     (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
1824    
1825     float diff;
1826    
1827     diff = tmp->move_slow_penalty*FABS(op->speed);
1828     if (op->type == PLAYER) {
1829     if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
1830     (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
1831     diff /= 4.0;
1832     }
1833     }
1834     op->speed_left -= diff;
1835     }
1836     }
1837 elmex 1.1
1838 root 1.8 /* Basically same logic as above, except now for actual apply. */
1839     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1840     ((op->move_type & tmp->move_on) &&
1841     (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
1842 elmex 1.1
1843 root 1.8 move_apply(tmp, op, originator);
1844 elmex 1.1 if (was_destroyed (op, tag))
1845 root 1.8 return 1;
1846 elmex 1.1
1847 root 1.8 /* what the person/creature stepped onto has moved the object
1848     * someplace new. Don't process any further - if we did,
1849     * have a feeling strange problems would result.
1850     */
1851     if (op->map != m || op->x != x || op->y != y) return 0;
1852     }
1853 elmex 1.1 }
1854     return 0;
1855     }
1856    
1857     /*
1858     * present_arch(arch, map, x, y) searches for any objects with
1859     * a matching archetype at the given map and coordinates.
1860     * The first matching object is returned, or NULL if none.
1861     */
1862    
1863     object *present_arch(const archetype *at, mapstruct *m, int x, int y) {
1864     object *tmp;
1865     if(m==NULL || out_of_map(m,x,y)) {
1866     LOG(llevError,"Present_arch 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->arch == at)
1871     return tmp;
1872     return NULL;
1873     }
1874    
1875     /*
1876     * present(type, map, x, y) searches for any objects with
1877     * a matching type variable at the given map and coordinates.
1878     * The first matching object is returned, or NULL if none.
1879     */
1880    
1881     object *present(unsigned char type,mapstruct *m, int x,int y) {
1882     object *tmp;
1883     if(out_of_map(m,x,y)) {
1884     LOG(llevError,"Present called outside map.\n");
1885     return NULL;
1886     }
1887     for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above)
1888     if(tmp->type==type)
1889     return tmp;
1890     return NULL;
1891     }
1892    
1893     /*
1894     * present_in_ob(type, object) searches for any objects with
1895     * a matching type variable in the inventory of the given object.
1896     * The first matching object is returned, or NULL if none.
1897     */
1898    
1899     object *present_in_ob(unsigned char type, const object *op) {
1900     object *tmp;
1901     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
1902     if(tmp->type==type)
1903     return tmp;
1904     return NULL;
1905     }
1906    
1907     /*
1908     * present_in_ob (type, str, object) searches for any objects with
1909     * a matching type & name variable in the inventory of the given object.
1910     * The first matching object is returned, or NULL if none.
1911     * This is mostly used by spell effect code, so that we only
1912     * have one spell effect at a time.
1913     * type can be used to narrow the search - if type is set,
1914     * the type must also match. -1 can be passed for the type,
1915     * in which case the type does not need to pass.
1916     * str is the string to match against. Note that we match against
1917     * the object name, not the archetype name. this is so that the
1918     * spell code can use one object type (force), but change it's name
1919     * to be unique.
1920     */
1921    
1922     object *present_in_ob_by_name(int type, const char *str, const object *op) {
1923     object *tmp;
1924    
1925     for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
1926 root 1.8 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name)))
1927     return tmp;
1928 elmex 1.1 }
1929     return NULL;
1930     }
1931    
1932     /*
1933     * present_arch_in_ob(archetype, object) searches for any objects with
1934     * a matching archetype in the inventory of the given object.
1935     * The first matching object is returned, or NULL if none.
1936     */
1937    
1938     object *present_arch_in_ob(const archetype *at, const object *op) {
1939     object *tmp;
1940     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
1941     if( tmp->arch == at)
1942     return tmp;
1943     return NULL;
1944     }
1945    
1946     /*
1947     * activate recursively a flag on an object inventory
1948     */
1949     void flag_inv(object*op, int flag){
1950     object *tmp;
1951     if(op->inv)
1952     for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
1953     SET_FLAG(tmp, flag);
1954     flag_inv(tmp,flag);
1955     }
1956     }/*
1957     * desactivate recursively a flag on an object inventory
1958     */
1959     void unflag_inv(object*op, int flag){
1960     object *tmp;
1961     if(op->inv)
1962     for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
1963     CLEAR_FLAG(tmp, flag);
1964     unflag_inv(tmp,flag);
1965     }
1966     }
1967    
1968     /*
1969     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1970     * all it's inventory (recursively).
1971     * If checksums are used, a player will get set_cheat called for
1972     * him/her-self and all object carried by a call to this function.
1973     */
1974    
1975     void set_cheat(object *op) {
1976     SET_FLAG(op, FLAG_WAS_WIZ);
1977     flag_inv(op, FLAG_WAS_WIZ);
1978     }
1979    
1980     /*
1981     * find_free_spot(object, map, x, y, start, stop) will search for
1982     * a spot at the given map and coordinates which will be able to contain
1983     * the given object. start and stop specifies how many squares
1984     * to search (see the freearr_x/y[] definition).
1985     * It returns a random choice among the alternatives found.
1986     * start and stop are where to start relative to the free_arr array (1,9
1987     * does all 4 immediate directions). This returns the index into the
1988     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1989     * Note - this only checks to see if there is space for the head of the
1990     * object - if it is a multispace object, this should be called for all
1991     * pieces.
1992     * Note2: This function does correctly handle tiled maps, but does not
1993     * inform the caller. However, insert_ob_in_map will update as
1994     * necessary, so the caller shouldn't need to do any special work.
1995     * Note - updated to take an object instead of archetype - this is necessary
1996     * because arch_blocked (now ob_blocked) needs to know the movement type
1997     * to know if the space in question will block the object. We can't use
1998     * the archetype because that isn't correct if the monster has been
1999     * customized, changed states, etc.
2000     */
2001    
2002     int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) {
2003     int i,index=0, flag;
2004     static int altern[SIZEOFFREE];
2005    
2006     for(i=start;i<stop;i++) {
2007 root 1.8 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]);
2008     if(!flag)
2009     altern[index++]=i;
2010    
2011     /* Basically, if we find a wall on a space, we cut down the search size.
2012     * In this way, we won't return spaces that are on another side of a wall.
2013     * This mostly work, but it cuts down the search size in all directions -
2014     * if the space being examined only has a wall to the north and empty
2015     * spaces in all the other directions, this will reduce the search space
2016     * to only the spaces immediately surrounding the target area, and
2017     * won't look 2 spaces south of the target space.
2018     */
2019     else if ((flag & AB_NO_PASS) && maxfree[i]<stop)
2020     stop=maxfree[i];
2021 elmex 1.1 }
2022     if(!index) return -1;
2023     return altern[RANDOM()%index];
2024     }
2025    
2026     /*
2027     * find_first_free_spot(archetype, mapstruct, x, y) works like
2028     * find_free_spot(), but it will search max number of squares.
2029     * But it will return the first available spot, not a random choice.
2030     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2031     */
2032    
2033     int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) {
2034     int i;
2035     for(i=0;i<SIZEOFFREE;i++) {
2036 root 1.8 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]))
2037     return i;
2038 elmex 1.1 }
2039     return -1;
2040     }
2041    
2042     /*
2043     * The function permute(arr, begin, end) randomly reorders the array
2044     * arr[begin..end-1].
2045     */
2046     static void permute(int *arr, int begin, int end)
2047     {
2048     int i, j, tmp, len;
2049    
2050     len = end-begin;
2051     for(i = begin; i < end; i++)
2052     {
2053 root 1.8 j = begin+RANDOM()%len;
2054 elmex 1.1
2055 root 1.8 tmp = arr[i];
2056     arr[i] = arr[j];
2057     arr[j] = tmp;
2058 elmex 1.1 }
2059     }
2060    
2061     /* new function to make monster searching more efficient, and effective!
2062     * This basically returns a randomized array (in the passed pointer) of
2063     * the spaces to find monsters. In this way, it won't always look for
2064     * monsters to the north first. However, the size of the array passed
2065     * covers all the spaces, so within that size, all the spaces within
2066     * the 3x3 area will be searched, just not in a predictable order.
2067     */
2068     void get_search_arr(int *search_arr)
2069     {
2070     int i;
2071    
2072     for(i = 0; i < SIZEOFFREE; i++)
2073     {
2074 root 1.8 search_arr[i] = i;
2075 elmex 1.1 }
2076    
2077     permute(search_arr, 1, SIZEOFFREE1+1);
2078     permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1);
2079     permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE);
2080     }
2081    
2082     /*
2083     * find_dir(map, x, y, exclude) will search some close squares in the
2084     * given map at the given coordinates for live objects.
2085     * It will not considered the object given as exclude among possible
2086     * live objects.
2087     * It returns the direction toward the first/closest live object if finds
2088     * any, otherwise 0.
2089     * Perhaps incorrectly, but I'm making the assumption that exclude
2090     * is actually want is going to try and move there. We need this info
2091     * because we have to know what movement the thing looking to move
2092     * there is capable of.
2093     */
2094    
2095     int find_dir(mapstruct *m, int x, int y, object *exclude) {
2096     int i,max=SIZEOFFREE, mflags;
2097     sint16 nx, ny;
2098     object *tmp;
2099     mapstruct *mp;
2100 root 1.11 MoveType blocked, move_type;
2101 elmex 1.1
2102     if (exclude && exclude->head) {
2103 root 1.8 exclude = exclude->head;
2104     move_type = exclude->move_type;
2105 elmex 1.1 } else {
2106 root 1.8 /* If we don't have anything, presume it can use all movement types. */
2107     move_type=MOVE_ALL;
2108 elmex 1.1 }
2109    
2110     for(i=1;i<max;i++) {
2111 root 1.8 mp = m;
2112     nx = x + freearr_x[i];
2113     ny = y + freearr_y[i];
2114    
2115     mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
2116     if (mflags & P_OUT_OF_MAP) {
2117     max = maxfree[i];
2118     } else {
2119     blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2120    
2121     if ((move_type & blocked) == move_type) {
2122     max=maxfree[i];
2123     } else if (mflags & P_IS_ALIVE) {
2124     for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) {
2125     if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) &&
2126     (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2127     break;
2128     }
2129     }
2130     if(tmp) {
2131     return freedir[i];
2132     }
2133     }
2134     }
2135 elmex 1.1 }
2136     return 0;
2137     }
2138    
2139     /*
2140     * distance(object 1, object 2) will return the square of the
2141     * distance between the two given objects.
2142     */
2143    
2144     int distance(const object *ob1, const object *ob2) {
2145     int i;
2146     i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+
2147     (ob1->y - ob2->y)*(ob1->y - ob2->y);
2148     return i;
2149     }
2150    
2151     /*
2152     * find_dir_2(delta-x,delta-y) will return a direction in which
2153     * an object which has subtracted the x and y coordinates of another
2154     * object, needs to travel toward it.
2155     */
2156    
2157     int find_dir_2(int x, int y) {
2158     int q;
2159    
2160     if(y)
2161     q=x*100/y;
2162     else if (x)
2163     q= -300*x;
2164     else
2165     return 0;
2166    
2167     if(y>0) {
2168     if(q < -242)
2169     return 3 ;
2170     if (q < -41)
2171     return 2 ;
2172     if (q < 41)
2173     return 1 ;
2174     if (q < 242)
2175     return 8 ;
2176     return 7 ;
2177     }
2178    
2179     if (q < -242)
2180     return 7 ;
2181     if (q < -41)
2182     return 6 ;
2183     if (q < 41)
2184     return 5 ;
2185     if (q < 242)
2186     return 4 ;
2187    
2188     return 3 ;
2189     }
2190    
2191     /*
2192     * absdir(int): Returns a number between 1 and 8, which represent
2193     * the "absolute" direction of a number (it actually takes care of
2194     * "overflow" in previous calculations of a direction).
2195     */
2196    
2197     int absdir(int d) {
2198     while(d<1) d+=8;
2199     while(d>8) d-=8;
2200     return d;
2201     }
2202    
2203     /*
2204     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2205     * between two directions (which are expected to be absolute (see absdir())
2206     */
2207    
2208     int dirdiff(int dir1, int dir2) {
2209     int d;
2210     d = abs(dir1 - dir2);
2211     if(d>4)
2212     d = 8 - d;
2213     return d;
2214     }
2215    
2216     /* peterm:
2217     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2218     * Basically, this is a table of directions, and what directions
2219     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2220     * This basically means that if direction is 15, then it could either go
2221     * direction 4, 14, or 16 to get back to where we are.
2222     * Moved from spell_util.c to object.c with the other related direction
2223     * functions.
2224     */
2225    
2226     int reduction_dir[SIZEOFFREE][3] = {
2227     {0,0,0}, /* 0 */
2228     {0,0,0}, /* 1 */
2229     {0,0,0}, /* 2 */
2230     {0,0,0}, /* 3 */
2231     {0,0,0}, /* 4 */
2232     {0,0,0}, /* 5 */
2233     {0,0,0}, /* 6 */
2234     {0,0,0}, /* 7 */
2235     {0,0,0}, /* 8 */
2236     {8,1,2}, /* 9 */
2237     {1,2,-1}, /* 10 */
2238     {2,10,12}, /* 11 */
2239     {2,3,-1}, /* 12 */
2240     {2,3,4}, /* 13 */
2241     {3,4,-1}, /* 14 */
2242     {4,14,16}, /* 15 */
2243     {5,4,-1}, /* 16 */
2244     {4,5,6}, /* 17 */
2245     {6,5,-1}, /* 18 */
2246     {6,20,18}, /* 19 */
2247     {7,6,-1}, /* 20 */
2248     {6,7,8}, /* 21 */
2249     {7,8,-1}, /* 22 */
2250     {8,22,24}, /* 23 */
2251     {8,1,-1}, /* 24 */
2252     {24,9,10}, /* 25 */
2253     {9,10,-1}, /* 26 */
2254     {10,11,-1}, /* 27 */
2255     {27,11,29}, /* 28 */
2256     {11,12,-1}, /* 29 */
2257     {12,13,-1}, /* 30 */
2258     {12,13,14}, /* 31 */
2259     {13,14,-1}, /* 32 */
2260     {14,15,-1}, /* 33 */
2261     {33,15,35}, /* 34 */
2262     {16,15,-1}, /* 35 */
2263     {17,16,-1}, /* 36 */
2264     {18,17,16}, /* 37 */
2265     {18,17,-1}, /* 38 */
2266     {18,19,-1}, /* 39 */
2267     {41,19,39}, /* 40 */
2268     {19,20,-1}, /* 41 */
2269     {20,21,-1}, /* 42 */
2270     {20,21,22}, /* 43 */
2271     {21,22,-1}, /* 44 */
2272     {23,22,-1}, /* 45 */
2273     {45,47,23}, /* 46 */
2274     {23,24,-1}, /* 47 */
2275     {24,9,-1}}; /* 48 */
2276    
2277     /* Recursive routine to step back and see if we can
2278     * find a path to that monster that we found. If not,
2279     * we don't bother going toward it. Returns 1 if we
2280     * can see a direct way to get it
2281     * Modified to be map tile aware -.MSW
2282     */
2283    
2284    
2285     int can_see_monsterP(mapstruct *m, int x, int y,int dir) {
2286     sint16 dx, dy;
2287     int mflags;
2288    
2289     if(dir<0) return 0; /* exit condition: invalid direction */
2290    
2291     dx = x + freearr_x[dir];
2292     dy = y + freearr_y[dir];
2293    
2294     mflags = get_map_flags(m, &m, dx, dy, &dx, &dy);
2295    
2296     /* This functional arguably was incorrect before - it was
2297     * checking for P_WALL - that was basically seeing if
2298     * we could move to the monster - this is being more
2299     * literal on if we can see it. To know if we can actually
2300     * move to the monster, we'd need the monster passed in or
2301     * at least its move type.
2302     */
2303     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0;
2304    
2305     /* yes, can see. */
2306     if(dir < 9) return 1;
2307     return can_see_monsterP(m, x, y, reduction_dir[dir][0]) |
2308 root 1.8 can_see_monsterP(m,x,y, reduction_dir[dir][1]) |
2309     can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2310 elmex 1.1 }
2311    
2312    
2313 root 1.8
2314 elmex 1.1 /*
2315     * can_pick(picker, item): finds out if an object is possible to be
2316     * picked up by the picker. Returnes 1 if it can be
2317     * picked up, otherwise 0.
2318     *
2319     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2320     * core dumps if they do.
2321     *
2322     * Add a check so we can't pick up invisible objects (0.93.8)
2323     */
2324    
2325     int can_pick(const object *who, const object *item) {
2326     return /*QUERY_FLAG(who,FLAG_WIZ)||*/
2327     (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&&
2328 root 1.8 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible &&
2329 elmex 1.1 (who->type==PLAYER||item->weight<who->weight/3));
2330     }
2331    
2332    
2333     /*
2334     * create clone from object to another
2335     */
2336     object *object_create_clone (object *asrc) {
2337     object *dst = NULL,*tmp,*src,*part,*prev, *item;
2338    
2339     if(!asrc) return NULL;
2340     src = asrc;
2341     if(src->head)
2342     src = src->head;
2343    
2344     prev = NULL;
2345     for(part = src; part; part = part->more) {
2346     tmp = get_object();
2347     copy_object(part,tmp);
2348     tmp->x -= src->x;
2349     tmp->y -= src->y;
2350     if(!part->head) {
2351     dst = tmp;
2352     tmp->head = NULL;
2353     } else {
2354     tmp->head = dst;
2355     }
2356     tmp->more = NULL;
2357     if(prev)
2358     prev->more = tmp;
2359     prev = tmp;
2360     }
2361     /*** copy inventory ***/
2362     for(item = src->inv; item; item = item->below) {
2363 root 1.8 (void) insert_ob_in_ob(object_create_clone(item),dst);
2364 elmex 1.1 }
2365    
2366     return dst;
2367     }
2368    
2369     /* return true if the object was destroyed, 0 otherwise */
2370     int was_destroyed (const object *op, tag_t old_tag)
2371     {
2372     /* checking for FLAG_FREED isn't necessary, but makes this function more
2373     * robust */
2374     return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2375     }
2376    
2377     /* GROS - Creates an object using a string representing its content. */
2378     /* Basically, we save the content of the string to a temp file, then call */
2379     /* load_object on it. I admit it is a highly inefficient way to make things, */
2380     /* but it was simple to make and allows reusing the load_object function. */
2381     /* Remember not to use load_object_str in a time-critical situation. */
2382     /* Also remember that multiparts objects are not supported for now. */
2383    
2384     object* load_object_str(const char *obstr)
2385     {
2386     object *op;
2387     char filename[MAX_BUF];
2388     sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2389 root 1.9
2390     FILE *tempfile=fopen(filename,"w");
2391 elmex 1.1 if (tempfile == NULL)
2392     {
2393     LOG(llevError,"Error - Unable to access load object temp file\n");
2394     return NULL;
2395     };
2396     fprintf(tempfile,obstr);
2397     fclose(tempfile);
2398    
2399     op=get_object();
2400    
2401 root 1.9 object_thawer thawer (filename);
2402 root 1.13
2403 root 1.9 if (thawer)
2404 root 1.13 load_object(thawer,op,0);
2405    
2406 root 1.11 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2407 elmex 1.1 CLEAR_FLAG(op,FLAG_REMOVED);
2408 root 1.9
2409 elmex 1.1 return op;
2410     }
2411    
2412     /* This returns the first object in who's inventory that
2413     * has the same type and subtype match.
2414     * returns NULL if no match.
2415     */
2416     object *find_obj_by_type_subtype(const object *who, int type, int subtype)
2417     {
2418     object *tmp;
2419    
2420     for (tmp=who->inv; tmp; tmp=tmp->below)
2421 root 1.8 if (tmp->type == type && tmp->subtype == subtype) return tmp;
2422 elmex 1.1
2423     return NULL;
2424     }
2425    
2426     /* If ob has a field named key, return the link from the list,
2427     * otherwise return NULL.
2428     *
2429     * key must be a passed in shared string - otherwise, this won't
2430     * do the desired thing.
2431     */
2432     key_value * get_ob_key_link(const object * ob, const char * key) {
2433     key_value * link;
2434    
2435     for (link = ob->key_values; link != NULL; link = link->next) {
2436     if (link->key == key) {
2437     return link;
2438     }
2439     }
2440    
2441     return NULL;
2442     }
2443    
2444     /*
2445     * Returns the value of op has an extra_field for key, or NULL.
2446     *
2447     * The argument doesn't need to be a shared string.
2448     *
2449     * The returned string is shared.
2450     */
2451     const char * get_ob_key_value(const object * op, const char * const key) {
2452     key_value * link;
2453     const char * canonical_key;
2454    
2455 root 1.11 canonical_key = shstr::find (key);
2456 elmex 1.1
2457     if (canonical_key == NULL) {
2458     /* 1. There being a field named key on any object
2459     * implies there'd be a shared string to find.
2460     * 2. Since there isn't, no object has this field.
2461     * 3. Therefore, *this* object doesn't have this field.
2462     */
2463     return NULL;
2464     }
2465    
2466     /* This is copied from get_ob_key_link() above -
2467     * only 4 lines, and saves the function call overhead.
2468     */
2469     for (link = op->key_values; link != NULL; link = link->next) {
2470     if (link->key == canonical_key) {
2471     return link->value;
2472     }
2473     }
2474     return NULL;
2475     }
2476    
2477    
2478     /*
2479     * Updates the canonical_key in op to value.
2480     *
2481     * canonical_key is a shared string (value doesn't have to be).
2482     *
2483     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2484     * keys.
2485     *
2486     * Returns TRUE on success.
2487     */
2488 root 1.11 int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) {
2489 elmex 1.1 key_value * field = NULL, *last=NULL;
2490    
2491     for (field=op->key_values; field != NULL; field=field->next) {
2492 root 1.8 if (field->key != canonical_key) {
2493     last = field;
2494     continue;
2495     }
2496    
2497     if (value)
2498 root 1.11 field->value = value;
2499 root 1.8 else {
2500     /* Basically, if the archetype has this key set,
2501     * we need to store the null value so when we save
2502     * it, we save the empty value so that when we load,
2503     * we get this value back again.
2504     */
2505 root 1.11 if (get_ob_key_link (&op->arch->clone, canonical_key))
2506     field->value = 0;
2507     else
2508     {
2509 root 1.8 if (last) last->next = field->next;
2510     else op->key_values = field->next;
2511 root 1.11
2512     delete field;
2513     }
2514 root 1.8 }
2515 elmex 1.1 return TRUE;
2516     }
2517     /* IF we get here, key doesn't exist */
2518    
2519     /* No field, we'll have to add it. */
2520    
2521     if (!add_key) {
2522     return FALSE;
2523     }
2524     /* There isn't any good reason to store a null
2525     * value in the key/value list. If the archetype has
2526     * this key, then we should also have it, so shouldn't
2527     * be here. If user wants to store empty strings,
2528     * should pass in ""
2529     */
2530     if (value == NULL) return TRUE;
2531    
2532 root 1.11 field = new key_value;
2533 elmex 1.1
2534 root 1.11 field->key = canonical_key;
2535     field->value = value;
2536 elmex 1.1 /* Usual prepend-addition. */
2537     field->next = op->key_values;
2538     op->key_values = field;
2539    
2540     return TRUE;
2541     }
2542    
2543     /*
2544     * Updates the key in op to value.
2545     *
2546     * If add_key is FALSE, this will only update existing keys,
2547     * and not add new ones.
2548     * In general, should be little reason FALSE is ever passed in for add_key
2549     *
2550     * Returns TRUE on success.
2551     */
2552 root 1.11 int set_ob_key_value(object * op, const char *key, const char * value, int add_key)
2553     {
2554     shstr key_ (key);
2555     return set_ob_key_value_s (op, key_, value, add_key);
2556 elmex 1.1 }