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Revision: 1.19
Committed: Fri Sep 8 17:14:07 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.18: +13 -19 lines
Log Message:
genaccess, take two

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_object_c =
3 root 1.19 * "$Id: object.C,v 1.18 2006-09-08 16:51:42 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 root 1.19 object::object ()
629 root 1.11 {
630 root 1.19 count = ++ob_count;
631 root 1.14
632 root 1.19 next = objects;
633 elmex 1.1
634 root 1.14 if (objects)
635 root 1.19 objects->prev = this;
636 elmex 1.1
637 root 1.19 objects = this;
638 root 1.11
639 root 1.19 SET_FLAG (this, FLAG_REMOVED);
640 root 1.11
641 root 1.19 expmul = 1.0;
642     face = blank_face;
643     attacked_by_count = -1;
644     }
645 root 1.15
646 root 1.19 object::~object ()
647     {
648 elmex 1.1 }
649    
650     /*
651     * If an object with the IS_TURNABLE() flag needs to be turned due
652     * to the closest player being on the other side, this function can
653     * be called to update the face variable, _and_ how it looks on the map.
654     */
655    
656     void update_turn_face(object *op) {
657     if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL)
658 root 1.8 return;
659 elmex 1.1 SET_ANIMATION(op, op->direction);
660     update_object(op,UP_OBJ_FACE);
661     }
662    
663     /*
664     * Updates the speed of an object. If the speed changes from 0 to another
665     * value, or vice versa, then add/remove the object from the active list.
666     * This function needs to be called whenever the speed of an object changes.
667     */
668    
669     void update_ob_speed(object *op) {
670     extern int arch_init;
671    
672     /* No reason putting the archetypes objects on the speed list,
673     * since they never really need to be updated.
674     */
675    
676     if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
677 root 1.11 LOG(llevError,"Object %s is freed but has speed.\n", &op->name);
678 elmex 1.1 #ifdef MANY_CORES
679 root 1.8 abort();
680 elmex 1.1 #else
681 root 1.8 op->speed = 0;
682 elmex 1.1 #endif
683     }
684     if (arch_init) {
685 root 1.8 return;
686 elmex 1.1 }
687     if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
688 root 1.8 /* If already on active list, don't do anything */
689     if (op->active_next || op->active_prev || op==active_objects)
690     return;
691 elmex 1.1
692     /* process_events() expects us to insert the object at the beginning
693     * of the list. */
694 root 1.8 op->active_next = active_objects;
695     if (op->active_next!=NULL)
696     op->active_next->active_prev = op;
697     active_objects = op;
698 elmex 1.1 }
699     else {
700 root 1.8 /* If not on the active list, nothing needs to be done */
701     if (!op->active_next && !op->active_prev && op!=active_objects)
702     return;
703    
704     if (op->active_prev==NULL) {
705     active_objects = op->active_next;
706     if (op->active_next!=NULL)
707     op->active_next->active_prev = NULL;
708     }
709     else {
710     op->active_prev->active_next = op->active_next;
711     if (op->active_next)
712     op->active_next->active_prev = op->active_prev;
713     }
714     op->active_next = NULL;
715     op->active_prev = NULL;
716 elmex 1.1 }
717     }
718    
719     /* This function removes object 'op' from the list of active
720     * objects.
721     * This should only be used for style maps or other such
722     * reference maps where you don't want an object that isn't
723     * in play chewing up cpu time getting processed.
724     * The reverse of this is to call update_ob_speed, which
725     * will do the right thing based on the speed of the object.
726     */
727     void remove_from_active_list(object *op)
728     {
729     /* If not on the active list, nothing needs to be done */
730     if (!op->active_next && !op->active_prev && op!=active_objects)
731 root 1.8 return;
732 elmex 1.1
733     if (op->active_prev==NULL) {
734 root 1.8 active_objects = op->active_next;
735     if (op->active_next!=NULL)
736     op->active_next->active_prev = NULL;
737 elmex 1.1 }
738     else {
739 root 1.8 op->active_prev->active_next = op->active_next;
740     if (op->active_next)
741     op->active_next->active_prev = op->active_prev;
742 elmex 1.1 }
743     op->active_next = NULL;
744     op->active_prev = NULL;
745     }
746    
747     /*
748     * update_object() updates the array which represents the map.
749     * It takes into account invisible objects (and represent squares covered
750     * by invisible objects by whatever is below them (unless it's another
751     * invisible object, etc...)
752     * If the object being updated is beneath a player, the look-window
753     * of that player is updated (this might be a suboptimal way of
754     * updating that window, though, since update_object() is called _often_)
755     *
756     * action is a hint of what the caller believes need to be done.
757     * For example, if the only thing that has changed is the face (due to
758     * an animation), we don't need to call update_position until that actually
759     * comes into view of a player. OTOH, many other things, like addition/removal
760     * of walls or living creatures may need us to update the flags now.
761     * current action are:
762     * UP_OBJ_INSERT: op was inserted
763     * UP_OBJ_REMOVE: op was removed
764     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
765     * as that is easier than trying to look at what may have changed.
766     * UP_OBJ_FACE: only the objects face has changed.
767     */
768    
769     void update_object(object *op, int action) {
770     int update_now=0, flags;
771 root 1.11 MoveType move_on, move_off, move_block, move_slow;
772 elmex 1.1
773     if (op == NULL) {
774     /* this should never happen */
775     LOG(llevDebug,"update_object() called for NULL object.\n");
776 root 1.8 return;
777 elmex 1.1 }
778    
779     if(op->env!=NULL) {
780 root 1.8 /* Animation is currently handled by client, so nothing
781     * to do in this case.
782     */
783     return;
784 elmex 1.1 }
785    
786     /* If the map is saving, don't do anything as everything is
787     * going to get freed anyways.
788     */
789     if (!op->map || op->map->in_memory == MAP_SAVING) return;
790    
791     /* make sure the object is within map boundaries */
792     if (op->x < 0 || op->x >= MAP_WIDTH(op->map) ||
793 root 1.8 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) {
794 elmex 1.1 LOG(llevError,"update_object() called for object out of map!\n");
795     #ifdef MANY_CORES
796 root 1.8 abort();
797 elmex 1.1 #endif
798 root 1.8 return;
799 elmex 1.1 }
800    
801     flags = GET_MAP_FLAGS(op->map, op->x, op->y);
802     SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
803     move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
804     move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
805     move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
806     move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
807    
808     if (action == UP_OBJ_INSERT) {
809     if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
810     update_now=1;
811    
812     if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
813     update_now=1;
814    
815     if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
816     update_now=1;
817    
818     if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
819     update_now=1;
820    
821 root 1.8 if ((move_on | op->move_on) != move_on) update_now=1;
822     if ((move_off | op->move_off) != move_off) update_now=1;
823     /* This isn't perfect, but I don't expect a lot of objects to
824     * to have move_allow right now.
825     */
826     if (((move_block | op->move_block) & ~op->move_allow) != move_block)
827     update_now=1;
828     if ((move_slow | op->move_slow) != move_slow) update_now=1;
829 elmex 1.1 }
830     /* if the object is being removed, we can't make intelligent
831     * decisions, because remove_ob can't really pass the object
832     * that is being removed.
833     */
834     else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) {
835 root 1.8 update_now=1;
836 elmex 1.1 } else if (action == UP_OBJ_FACE) {
837 root 1.8 /* Nothing to do for that case */
838 elmex 1.1 }
839     else {
840 root 1.8 LOG(llevError,"update_object called with invalid action: %d\n", action);
841 elmex 1.1 }
842    
843     if (update_now) {
844     SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
845     update_position(op->map, op->x, op->y);
846     }
847    
848     if(op->more!=NULL)
849 root 1.8 update_object(op->more, action);
850 elmex 1.1 }
851    
852    
853     /*
854     * free_object() frees everything allocated by an object, removes
855     * it from the list of used objects, and puts it on the list of
856     * free objects. The IS_FREED() flag is set in the object.
857     * The object must have been removed by remove_ob() first for
858     * this function to succeed.
859     *
860     * If free_inventory is set, free inventory as well. Else drop items in
861     * inventory to the ground.
862     */
863    
864 root 1.14 void
865     free_object (object * ob)
866     {
867     free_object2 (ob, 0);
868 elmex 1.1 }
869    
870 root 1.14 void
871     free_object2 (object * ob, int free_inventory)
872     {
873     object *tmp, *op;
874 elmex 1.1
875 root 1.14 if (!QUERY_FLAG (ob, FLAG_REMOVED))
876     {
877     LOG (llevDebug, "Free object called with non removed object\n");
878     dump_object (ob);
879 elmex 1.1 #ifdef MANY_CORES
880 root 1.14 abort ();
881 elmex 1.1 #endif
882     }
883 root 1.14
884     if (QUERY_FLAG (ob, FLAG_FRIENDLY))
885     {
886     LOG (llevMonster, "Warning: tried to free friendly object.\n");
887     remove_friendly_object (ob);
888 elmex 1.1 }
889 root 1.14
890     if (QUERY_FLAG (ob, FLAG_FREED))
891     {
892     dump_object (ob);
893     LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
894     return;
895 elmex 1.1 }
896 root 1.14
897     if (ob->more != NULL)
898     {
899     free_object2 (ob->more, free_inventory);
900     ob->more = NULL;
901 elmex 1.1 }
902    
903 root 1.14 if (ob->inv)
904     {
905     /* Only if the space blocks everything do we not process -
906 root 1.17 * if some form of movement is allowed, let objects
907 root 1.14 * drop on that space.
908     */
909     if (free_inventory || ob->map == NULL
910     || ob->map->in_memory != MAP_IN_MEMORY
911     || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
912     {
913     op = ob->inv;
914    
915     while (op != NULL)
916     {
917     tmp = op->below;
918     remove_ob (op);
919     free_object2 (op, free_inventory);
920     op = tmp;
921     }
922     }
923     else
924     { /* Put objects in inventory onto this space */
925     op = ob->inv;
926    
927     while (op != NULL)
928     {
929     tmp = op->below;
930     remove_ob (op);
931    
932     if (QUERY_FLAG (op, FLAG_STARTEQUIP)
933     || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
934     || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
935     free_object (op);
936     else
937     {
938     op->x = ob->x;
939     op->y = ob->y;
940     insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
941     }
942    
943     op = tmp;
944     }
945     }
946     }
947    
948     /* Remove object from the active list */
949     ob->speed = 0;
950     update_ob_speed (ob);
951 elmex 1.1
952 root 1.14 SET_FLAG (ob, FLAG_FREED);
953     ob->count = 0;
954 root 1.11
955 root 1.14 /* Remove this object from the list of used objects */
956     if (ob->prev == NULL)
957     {
958     objects = ob->next;
959 root 1.11
960 root 1.14 if (objects != NULL)
961     objects->prev = NULL;
962     }
963     else
964     {
965     ob->prev->next = ob->next;
966 elmex 1.1
967 root 1.14 if (ob->next != NULL)
968     ob->next->prev = ob->prev;
969     }
970 elmex 1.1
971 root 1.14 free_key_values (ob);
972 elmex 1.1
973 root 1.14 /* Now link it with the free_objects list: */
974     ob->prev = 0;
975     ob->next = 0;
976 elmex 1.1
977 root 1.14 delete ob;
978 elmex 1.1 }
979    
980     /*
981     * sub_weight() recursively (outwards) subtracts a number from the
982     * weight of an object (and what is carried by it's environment(s)).
983     */
984    
985     void sub_weight (object *op, signed long weight) {
986     while (op != NULL) {
987     if (op->type == CONTAINER) {
988     weight=(signed long)(weight*(100-op->stats.Str)/100);
989     }
990     op->carrying-=weight;
991     op = op->env;
992     }
993     }
994    
995     /* remove_ob(op):
996     * This function removes the object op from the linked list of objects
997     * which it is currently tied to. When this function is done, the
998     * object will have no environment. If the object previously had an
999     * environment, the x and y coordinates will be updated to
1000     * the previous environment.
1001     * Beware: This function is called from the editor as well!
1002     */
1003    
1004     void remove_ob(object *op) {
1005     object *tmp,*last=NULL;
1006     object *otmp;
1007     tag_t tag;
1008     int check_walk_off;
1009     mapstruct *m;
1010     sint16 x,y;
1011    
1012    
1013     if(QUERY_FLAG(op,FLAG_REMOVED)) {
1014 root 1.8 dump_object(op);
1015     LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1016 elmex 1.1
1017 root 1.8 /* Changed it to always dump core in this case. As has been learned
1018     * in the past, trying to recover from errors almost always
1019     * make things worse, and this is a real error here - something
1020     * that should not happen.
1021     * Yes, if this was a mission critical app, trying to do something
1022     * to recover may make sense, but that is because failure of the app
1023     * may have other disastrous problems. Cf runs out of a script
1024     * so is easily enough restarted without any real problems.
1025     * MSW 2001-07-01
1026     */
1027     abort();
1028 elmex 1.1 }
1029     if(op->more!=NULL)
1030 root 1.8 remove_ob(op->more);
1031 elmex 1.1
1032     SET_FLAG(op, FLAG_REMOVED);
1033    
1034     /*
1035     * In this case, the object to be removed is in someones
1036     * inventory.
1037     */
1038     if(op->env!=NULL) {
1039 root 1.8 if(op->nrof)
1040     sub_weight(op->env, op->weight*op->nrof);
1041     else
1042     sub_weight(op->env, op->weight+op->carrying);
1043    
1044     /* NO_FIX_PLAYER is set when a great many changes are being
1045     * made to players inventory. If set, avoiding the call
1046     * to save cpu time.
1047     */
1048     if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1049     !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1050     fix_player(otmp);
1051    
1052     if(op->above!=NULL)
1053     op->above->below=op->below;
1054     else
1055     op->env->inv=op->below;
1056    
1057     if(op->below!=NULL)
1058     op->below->above=op->above;
1059    
1060     /* we set up values so that it could be inserted into
1061     * the map, but we don't actually do that - it is up
1062     * to the caller to decide what we want to do.
1063     */
1064     op->x=op->env->x,op->y=op->env->y;
1065     op->map=op->env->map;
1066     op->above=NULL,op->below=NULL;
1067     op->env=NULL;
1068     return;
1069 elmex 1.1 }
1070    
1071     /* If we get here, we are removing it from a map */
1072     if (op->map == NULL) return;
1073    
1074     x = op->x;
1075     y = op->y;
1076     m = get_map_from_coord(op->map, &x, &y);
1077    
1078     if (!m) {
1079 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",
1080     op->map->path, op->x, op->y);
1081     /* in old days, we used to set x and y to 0 and continue.
1082     * it seems if we get into this case, something is probablye
1083     * screwed up and should be fixed.
1084     */
1085     abort();
1086 elmex 1.1 }
1087     if (op->map != m) {
1088 root 1.8 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1089     op->map->path, m->path, op->x, op->y, x, y);
1090 elmex 1.1 }
1091    
1092     /* Re did the following section of code - it looks like it had
1093     * lots of logic for things we no longer care about
1094     */
1095    
1096     /* link the object above us */
1097     if (op->above)
1098 root 1.8 op->above->below=op->below;
1099 elmex 1.1 else
1100 root 1.8 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1101 elmex 1.1
1102     /* Relink the object below us, if there is one */
1103     if(op->below) {
1104 root 1.8 op->below->above=op->above;
1105 elmex 1.1 } else {
1106 root 1.8 /* Nothing below, which means we need to relink map object for this space
1107     * use translated coordinates in case some oddness with map tiling is
1108     * evident
1109     */
1110     if(GET_MAP_OB(m,x,y)!=op) {
1111     dump_object(op);
1112     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);
1113     dump_object(GET_MAP_OB(m,x,y));
1114     LOG(llevError,"%s\n",errmsg);
1115     }
1116     SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1117 elmex 1.1 }
1118     op->above=NULL;
1119     op->below=NULL;
1120    
1121     if (op->map->in_memory == MAP_SAVING)
1122 root 1.8 return;
1123 elmex 1.1
1124     tag = op->count;
1125     check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1126     for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1127 root 1.8 /* No point updating the players look faces if he is the object
1128     * being removed.
1129     */
1130    
1131     if(tmp->type==PLAYER && tmp!=op) {
1132     /* If a container that the player is currently using somehow gets
1133     * removed (most likely destroyed), update the player view
1134     * appropriately.
1135     */
1136     if (tmp->container==op) {
1137     CLEAR_FLAG(op, FLAG_APPLIED);
1138     tmp->container=NULL;
1139     }
1140     tmp->contr->socket.update_look=1;
1141     }
1142     /* See if player moving off should effect something */
1143     if (check_walk_off && ((op->move_type & tmp->move_off) &&
1144     (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1145    
1146     move_apply(tmp, op, NULL);
1147     if (was_destroyed (op, tag)) {
1148     LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1149 root 1.11 "leaving object\n", &tmp->name, &tmp->arch->name);
1150 root 1.8 }
1151     }
1152    
1153     /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1154    
1155     if(tmp->above == tmp)
1156     tmp->above = NULL;
1157     last=tmp;
1158 elmex 1.1 }
1159     /* last == NULL of there are no objects on this space */
1160     if (last==NULL) {
1161 root 1.8 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1162     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1163     * those out anyways, and if there are any flags set right now, they won't
1164     * be correct anyways.
1165     */
1166     SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1167     update_position(op->map, op->x, op->y);
1168 elmex 1.1 }
1169     else
1170 root 1.8 update_object(last, UP_OBJ_REMOVE);
1171 elmex 1.1
1172     if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1173 root 1.8 update_all_los(op->map, op->x, op->y);
1174 elmex 1.1
1175     }
1176    
1177     /*
1178     * merge_ob(op,top):
1179     *
1180     * This function goes through all objects below and including top, and
1181     * merges op to the first matching object.
1182     * If top is NULL, it is calculated.
1183     * Returns pointer to object if it succeded in the merge, otherwise NULL
1184     */
1185    
1186     object *merge_ob(object *op, object *top) {
1187     if(!op->nrof)
1188     return 0;
1189     if(top==NULL)
1190     for(top=op;top!=NULL&&top->above!=NULL;top=top->above);
1191     for(;top!=NULL;top=top->below) {
1192     if(top==op)
1193     continue;
1194     if (CAN_MERGE(op,top))
1195     {
1196     top->nrof+=op->nrof;
1197     /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1198     op->weight = 0; /* Don't want any adjustements now */
1199     remove_ob(op);
1200     free_object(op);
1201     return top;
1202     }
1203     }
1204     return NULL;
1205     }
1206    
1207     /*
1208     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1209     * job preparing multi-part monsters
1210     */
1211     object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){
1212     object* tmp;
1213     if (op->head)
1214     op=op->head;
1215     for (tmp=op;tmp;tmp=tmp->more){
1216     tmp->x=x+tmp->arch->clone.x;
1217     tmp->y=y+tmp->arch->clone.y;
1218     }
1219     return insert_ob_in_map (op, m, originator, flag);
1220     }
1221    
1222     /*
1223     * insert_ob_in_map (op, map, originator, flag):
1224     * This function inserts the object in the two-way linked list
1225     * which represents what is on a map.
1226     * The second argument specifies the map, and the x and y variables
1227     * in the object about to be inserted specifies the position.
1228     *
1229     * originator: Player, monster or other object that caused 'op' to be inserted
1230     * into 'map'. May be NULL.
1231     *
1232     * flag is a bitmask about special things to do (or not do) when this
1233     * function is called. see the object.h file for the INS_ values.
1234     * Passing 0 for flag gives proper default values, so flag really only needs
1235     * to be set if special handling is needed.
1236     *
1237     * Return value:
1238     * new object if 'op' was merged with other object
1239     * NULL if 'op' was destroyed
1240     * just 'op' otherwise
1241     */
1242    
1243     object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1244     {
1245     object *tmp, *top, *floor=NULL;
1246     sint16 x,y;
1247    
1248     if (QUERY_FLAG (op, FLAG_FREED)) {
1249 root 1.8 LOG (llevError, "Trying to insert freed object!\n");
1250     return NULL;
1251 elmex 1.1 }
1252     if(m==NULL) {
1253 root 1.8 dump_object(op);
1254     LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1255     return op;
1256 elmex 1.1 }
1257     if(out_of_map(m,op->x,op->y)) {
1258 root 1.8 dump_object(op);
1259     LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1260 elmex 1.1 #ifdef MANY_CORES
1261 root 1.8 /* Better to catch this here, as otherwise the next use of this object
1262     * is likely to cause a crash. Better to find out where it is getting
1263     * improperly inserted.
1264     */
1265     abort();
1266 elmex 1.1 #endif
1267 root 1.8 return op;
1268 elmex 1.1 }
1269     if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1270 root 1.8 dump_object(op);
1271     LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1272     return op;
1273 elmex 1.1 }
1274     if(op->more!=NULL) {
1275 root 1.8 /* The part may be on a different map. */
1276 elmex 1.1
1277 root 1.8 object *more = op->more;
1278 elmex 1.1
1279 root 1.8 /* We really need the caller to normalize coordinates - if
1280     * we set the map, that doesn't work if the location is within
1281     * a map and this is straddling an edge. So only if coordinate
1282     * is clear wrong do we normalize it.
1283     */
1284     if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1285     more->map = get_map_from_coord(m, &more->x, &more->y);
1286     } else if (!more->map) {
1287     /* For backwards compatibility - when not dealing with tiled maps,
1288     * more->map should always point to the parent.
1289     */
1290     more->map = m;
1291     }
1292    
1293     if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1294     if ( ! op->head)
1295     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1296     return NULL;
1297     }
1298 elmex 1.1 }
1299     CLEAR_FLAG(op,FLAG_REMOVED);
1300    
1301     /* Ideally, the caller figures this out. However, it complicates a lot
1302     * of areas of callers (eg, anything that uses find_free_spot would now
1303     * need extra work
1304     */
1305     op->map=get_map_from_coord(m, &op->x, &op->y);
1306     x = op->x;
1307     y = op->y;
1308    
1309     /* this has to be done after we translate the coordinates.
1310     */
1311     if(op->nrof && !(flag & INS_NO_MERGE)) {
1312 root 1.8 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1313     if (CAN_MERGE(op,tmp)) {
1314     op->nrof+=tmp->nrof;
1315     remove_ob(tmp);
1316     free_object(tmp);
1317     }
1318 elmex 1.1 }
1319    
1320     CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1321     CLEAR_FLAG(op, FLAG_INV_LOCKED);
1322     if (!QUERY_FLAG(op, FLAG_ALIVE))
1323 root 1.8 CLEAR_FLAG(op, FLAG_NO_STEAL);
1324 elmex 1.1
1325     if (flag & INS_BELOW_ORIGINATOR) {
1326 root 1.8 if (originator->map != op->map || originator->x != op->x ||
1327     originator->y != op->y) {
1328     LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1329     abort();
1330     }
1331     op->above = originator;
1332     op->below = originator->below;
1333     if (op->below) op->below->above = op;
1334     else SET_MAP_OB(op->map, op->x, op->y, op);
1335     /* since *below* originator, no need to update top */
1336     originator->below = op;
1337 elmex 1.1 } else {
1338 root 1.8 /* If there are other objects, then */
1339     if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1340     object *last=NULL;
1341     /*
1342     * If there are multiple objects on this space, we do some trickier handling.
1343     * We've already dealt with merging if appropriate.
1344     * Generally, we want to put the new object on top. But if
1345     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1346     * floor, we want to insert above that and no further.
1347     * Also, if there are spell objects on this space, we stop processing
1348     * once we get to them. This reduces the need to traverse over all of
1349     * them when adding another one - this saves quite a bit of cpu time
1350     * when lots of spells are cast in one area. Currently, it is presumed
1351     * that flying non pickable objects are spell objects.
1352     */
1353    
1354     while (top != NULL) {
1355     if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1356     QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1357     if (QUERY_FLAG(top, FLAG_NO_PICK)
1358 elmex 1.1 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1359     && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1360     {
1361     /* We insert above top, so we want this object below this */
1362     top=top->below;
1363     break;
1364     }
1365 root 1.8 last = top;
1366     top = top->above;
1367     }
1368     /* Don't want top to be NULL, so set it to the last valid object */
1369     top = last;
1370    
1371     /* We let update_position deal with figuring out what the space
1372     * looks like instead of lots of conditions here.
1373     * makes things faster, and effectively the same result.
1374     */
1375 elmex 1.1
1376 root 1.8 /* Have object 'fall below' other objects that block view.
1377 root 1.11 * Unless those objects are exits, type 66
1378 root 1.8 * If INS_ON_TOP is used, don't do this processing
1379     * Need to find the object that in fact blocks view, otherwise
1380     * stacking is a bit odd.
1381     */
1382     if (!(flag & INS_ON_TOP) &&
1383     (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1384     (op->face && !op->face->visibility)) {
1385     for (last=top; last != floor; last=last->below)
1386 root 1.11 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1387 root 1.8 /* Check to see if we found the object that blocks view,
1388     * and make sure we have a below pointer for it so that
1389     * we can get inserted below this one, which requires we
1390     * set top to the object below us.
1391     */
1392     if (last && last->below && last != floor) top=last->below;
1393     }
1394     } /* If objects on this space */
1395     if (flag & INS_MAP_LOAD)
1396     top = GET_MAP_TOP(op->map,op->x,op->y);
1397     if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1398    
1399     /* Top is the object that our object (op) is going to get inserted above.
1400     */
1401    
1402     /* First object on this space */
1403     if (!top) {
1404     op->above = GET_MAP_OB(op->map, op->x, op->y);
1405     if (op->above) op->above->below = op;
1406     op->below = NULL;
1407     SET_MAP_OB(op->map, op->x, op->y, op);
1408     } else { /* get inserted into the stack above top */
1409     op->above = top->above;
1410     if (op->above) op->above->below = op;
1411     op->below = top;
1412     top->above = op;
1413     }
1414     if (op->above==NULL)
1415     SET_MAP_TOP(op->map,op->x, op->y, op);
1416 elmex 1.1 } /* else not INS_BELOW_ORIGINATOR */
1417    
1418     if(op->type==PLAYER)
1419 root 1.8 op->contr->do_los=1;
1420 elmex 1.1
1421     /* If we have a floor, we know the player, if any, will be above
1422     * it, so save a few ticks and start from there.
1423     */
1424     if (!(flag & INS_MAP_LOAD))
1425 root 1.11 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1426 root 1.8 if (tmp->type == PLAYER)
1427 root 1.11 tmp->contr->socket.update_look=1;
1428     }
1429 elmex 1.1
1430     /* If this object glows, it may affect lighting conditions that are
1431     * visible to others on this map. But update_all_los is really
1432     * an inefficient way to do this, as it means los for all players
1433     * on the map will get recalculated. The players could very well
1434     * be far away from this change and not affected in any way -
1435     * this should get redone to only look for players within range,
1436     * or just updating the P_NEED_UPDATE for spaces within this area
1437     * of effect may be sufficient.
1438     */
1439     if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1440 root 1.8 update_all_los(op->map, op->x, op->y);
1441 elmex 1.1
1442    
1443     /* updates flags (blocked, alive, no magic, etc) for this map space */
1444     update_object(op,UP_OBJ_INSERT);
1445    
1446    
1447     /* Don't know if moving this to the end will break anything. However,
1448     * we want to have update_look set above before calling this.
1449     *
1450     * check_move_on() must be after this because code called from
1451     * check_move_on() depends on correct map flags (so functions like
1452     * blocked() and wall() work properly), and these flags are updated by
1453     * update_object().
1454     */
1455    
1456     /* if this is not the head or flag has been passed, don't check walk on status */
1457    
1458     if (!(flag & INS_NO_WALK_ON) && !op->head) {
1459     if (check_move_on(op, originator))
1460 root 1.8 return NULL;
1461 elmex 1.1
1462     /* If we are a multi part object, lets work our way through the check
1463     * walk on's.
1464     */
1465     for (tmp=op->more; tmp!=NULL; tmp=tmp->more)
1466     if (check_move_on (tmp, originator))
1467 root 1.8 return NULL;
1468 elmex 1.1 }
1469     return op;
1470     }
1471    
1472     /* this function inserts an object in the map, but if it
1473     * finds an object of its own type, it'll remove that one first.
1474     * op is the object to insert it under: supplies x and the map.
1475     */
1476     void replace_insert_ob_in_map(const char *arch_string, object *op) {
1477     object *tmp;
1478     object *tmp1;
1479    
1480     /* first search for itself and remove any old instances */
1481    
1482     for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) {
1483 root 1.8 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ {
1484     remove_ob(tmp);
1485     free_object(tmp);
1486     }
1487 elmex 1.1 }
1488    
1489     tmp1=arch_to_object(find_archetype(arch_string));
1490    
1491    
1492     tmp1->x = op->x; tmp1->y = op->y;
1493     insert_ob_in_map(tmp1,op->map,op,0);
1494     }
1495    
1496     /*
1497     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1498     * is returned contains nr objects, and the remaining parts contains
1499     * the rest (or is removed and freed if that number is 0).
1500     * On failure, NULL is returned, and the reason put into the
1501     * global static errmsg array.
1502     */
1503    
1504     object *get_split_ob(object *orig_ob, uint32 nr) {
1505     object *newob;
1506     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1507    
1508     if(orig_ob->nrof<nr) {
1509 root 1.8 sprintf(errmsg,"There are only %d %ss.",
1510 root 1.11 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name);
1511 root 1.8 return NULL;
1512 elmex 1.1 }
1513     newob = object_create_clone(orig_ob);
1514     if((orig_ob->nrof-=nr)<1) {
1515 root 1.8 if ( ! is_removed)
1516 elmex 1.1 remove_ob(orig_ob);
1517 root 1.8 free_object2(orig_ob, 1);
1518 elmex 1.1 }
1519     else if ( ! is_removed) {
1520 root 1.8 if(orig_ob->env!=NULL)
1521     sub_weight (orig_ob->env,orig_ob->weight*nr);
1522     if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1523     strcpy(errmsg, "Tried to split object whose map is not in memory.");
1524     LOG(llevDebug,
1525     "Error, Tried to split object whose map is not in memory.\n");
1526     return NULL;
1527     }
1528 elmex 1.1 }
1529     newob->nrof=nr;
1530    
1531     return newob;
1532     }
1533    
1534     /*
1535     * decrease_ob_nr(object, number) decreases a specified number from
1536     * the amount of an object. If the amount reaches 0, the object
1537     * is subsequently removed and freed.
1538     *
1539     * Return value: 'op' if something is left, NULL if the amount reached 0
1540     */
1541    
1542     object *decrease_ob_nr (object *op, uint32 i)
1543     {
1544     object *tmp;
1545     player *pl;
1546    
1547     if (i == 0) /* objects with op->nrof require this check */
1548     return op;
1549    
1550     if (i > op->nrof)
1551     i = op->nrof;
1552    
1553     if (QUERY_FLAG (op, FLAG_REMOVED))
1554     {
1555     op->nrof -= i;
1556     }
1557     else if (op->env != NULL)
1558     {
1559 root 1.8 /* is this object in the players inventory, or sub container
1560     * therein?
1561     */
1562 elmex 1.1 tmp = is_player_inv (op->env);
1563 root 1.8 /* nope. Is this a container the player has opened?
1564     * If so, set tmp to that player.
1565     * IMO, searching through all the players will mostly
1566     * likely be quicker than following op->env to the map,
1567     * and then searching the map for a player.
1568     */
1569     if (!tmp) {
1570     for (pl=first_player; pl; pl=pl->next)
1571     if (pl->ob->container == op->env) break;
1572     if (pl) tmp=pl->ob;
1573     else tmp=NULL;
1574     }
1575 elmex 1.1
1576     if (i < op->nrof) {
1577     sub_weight (op->env, op->weight * i);
1578     op->nrof -= i;
1579     if (tmp) {
1580     esrv_send_item(tmp, op);
1581     }
1582     } else {
1583     remove_ob (op);
1584     op->nrof = 0;
1585     if (tmp) {
1586     esrv_del_item(tmp->contr, op->count);
1587     }
1588     }
1589     }
1590     else
1591     {
1592 root 1.8 object *above = op->above;
1593 elmex 1.1
1594     if (i < op->nrof) {
1595     op->nrof -= i;
1596     } else {
1597     remove_ob (op);
1598     op->nrof = 0;
1599     }
1600 root 1.8 /* Since we just removed op, op->above is null */
1601 elmex 1.1 for (tmp = above; tmp != NULL; tmp = tmp->above)
1602     if (tmp->type == PLAYER) {
1603     if (op->nrof)
1604     esrv_send_item(tmp, op);
1605     else
1606     esrv_del_item(tmp->contr, op->count);
1607     }
1608     }
1609    
1610     if (op->nrof) {
1611     return op;
1612     } else {
1613     free_object (op);
1614     return NULL;
1615     }
1616     }
1617    
1618     /*
1619     * add_weight(object, weight) adds the specified weight to an object,
1620     * and also updates how much the environment(s) is/are carrying.
1621     */
1622    
1623     void add_weight (object *op, signed long weight) {
1624     while (op!=NULL) {
1625     if (op->type == CONTAINER) {
1626     weight=(signed long)(weight*(100-op->stats.Str)/100);
1627     }
1628     op->carrying+=weight;
1629     op=op->env;
1630     }
1631     }
1632    
1633     /*
1634     * insert_ob_in_ob(op,environment):
1635     * This function inserts the object op in the linked list
1636     * inside the object environment.
1637     *
1638     * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1639     * the inventory at the last position or next to other objects of the same
1640     * type.
1641     * Frank: Now sorted by type, archetype and magic!
1642     *
1643     * The function returns now pointer to inserted item, and return value can
1644     * be != op, if items are merged. -Tero
1645     */
1646    
1647     object *insert_ob_in_ob(object *op,object *where) {
1648     object *tmp, *otmp;
1649    
1650     if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1651     dump_object(op);
1652     LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1653     return op;
1654     }
1655     if(where==NULL) {
1656     dump_object(op);
1657     LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1658     return op;
1659     }
1660     if (where->head) {
1661     LOG(llevDebug,
1662 root 1.8 "Warning: Tried to insert object wrong part of multipart object.\n");
1663 elmex 1.1 where = where->head;
1664     }
1665     if (op->more) {
1666     LOG(llevError, "Tried to insert multipart object %s (%d)\n",
1667 root 1.11 &op->name, op->count);
1668 elmex 1.1 return op;
1669     }
1670     CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL);
1671     CLEAR_FLAG(op, FLAG_REMOVED);
1672     if(op->nrof) {
1673     for(tmp=where->inv;tmp!=NULL;tmp=tmp->below)
1674     if ( CAN_MERGE(tmp,op) ) {
1675 root 1.8 /* return the original object and remove inserted object
1676 elmex 1.1 (client needs the original object) */
1677     tmp->nrof += op->nrof;
1678 root 1.8 /* Weight handling gets pretty funky. Since we are adding to
1679     * tmp->nrof, we need to increase the weight.
1680     */
1681     add_weight (where, op->weight*op->nrof);
1682 elmex 1.1 SET_FLAG(op, FLAG_REMOVED);
1683     free_object(op); /* free the inserted object */
1684     op = tmp;
1685     remove_ob (op); /* and fix old object's links */
1686     CLEAR_FLAG(op, FLAG_REMOVED);
1687 root 1.8 break;
1688 elmex 1.1 }
1689    
1690     /* I assume combined objects have no inventory
1691     * We add the weight - this object could have just been removed
1692     * (if it was possible to merge). calling remove_ob will subtract
1693     * the weight, so we need to add it in again, since we actually do
1694     * the linking below
1695     */
1696     add_weight (where, op->weight*op->nrof);
1697     } else
1698     add_weight (where, (op->weight+op->carrying));
1699    
1700     otmp=is_player_inv(where);
1701     if (otmp&&otmp->contr!=NULL) {
1702     if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1703     fix_player(otmp);
1704     }
1705    
1706     op->map=NULL;
1707     op->env=where;
1708     op->above=NULL;
1709     op->below=NULL;
1710     op->x=0,op->y=0;
1711    
1712     /* reset the light list and los of the players on the map */
1713     if((op->glow_radius!=0)&&where->map)
1714     {
1715     #ifdef DEBUG_LIGHTS
1716     LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1717 root 1.8 op->name);
1718 elmex 1.1 #endif /* DEBUG_LIGHTS */
1719     if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1720     }
1721    
1722     /* Client has no idea of ordering so lets not bother ordering it here.
1723     * It sure simplifies this function...
1724     */
1725     if (where->inv==NULL)
1726     where->inv=op;
1727     else {
1728     op->below = where->inv;
1729     op->below->above = op;
1730     where->inv = op;
1731     }
1732     return op;
1733     }
1734    
1735     /*
1736     * Checks if any objects has a move_type that matches objects
1737     * that effect this object on this space. Call apply() to process
1738     * these events.
1739     *
1740     * Any speed-modification due to SLOW_MOVE() of other present objects
1741     * will affect the speed_left of the object.
1742     *
1743     * originator: Player, monster or other object that caused 'op' to be inserted
1744     * into 'map'. May be NULL.
1745     *
1746     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1747     *
1748     * 4-21-95 added code to check if appropriate skill was readied - this will
1749     * permit faster movement by the player through this terrain. -b.t.
1750     *
1751     * MSW 2001-07-08: Check all objects on space, not just those below
1752     * object being inserted. insert_ob_in_map may not put new objects
1753     * on top.
1754     */
1755    
1756     int check_move_on (object *op, object *originator)
1757     {
1758     object *tmp;
1759     tag_t tag;
1760     mapstruct *m=op->map;
1761     int x=op->x, y=op->y;
1762 root 1.11 MoveType move_on, move_slow, move_block;
1763 elmex 1.1
1764     if(QUERY_FLAG(op,FLAG_NO_APPLY))
1765 root 1.8 return 0;
1766 elmex 1.1
1767     tag = op->count;
1768    
1769     move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1770     move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1771     move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1772    
1773     /* if nothing on this space will slow op down or be applied,
1774     * no need to do checking below. have to make sure move_type
1775     * is set, as lots of objects don't have it set - we treat that
1776     * as walking.
1777     */
1778     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1779 root 1.8 return 0;
1780 elmex 1.1
1781     /* This is basically inverse logic of that below - basically,
1782     * if the object can avoid the move on or slow move, they do so,
1783     * but can't do it if the alternate movement they are using is
1784     * blocked. Logic on this seems confusing, but does seem correct.
1785     */
1786     if ((op->move_type & ~move_on & ~move_block) != 0 &&
1787 root 1.8 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
1788 elmex 1.1
1789     /* The objects have to be checked from top to bottom.
1790     * Hence, we first go to the top:
1791     */
1792    
1793     for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
1794 root 1.8 tmp->above!=NULL; tmp=tmp->above) {
1795     /* Trim the search when we find the first other spell effect
1796     * this helps performance so that if a space has 50 spell objects,
1797     * we don't need to check all of them.
1798     */
1799     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
1800 elmex 1.1 }
1801     for(;tmp!=NULL; tmp=tmp->below) {
1802 root 1.8 if (tmp == op) continue; /* Can't apply yourself */
1803    
1804     /* Check to see if one of the movement types should be slowed down.
1805     * Second check makes sure that the movement types not being slowed
1806     * (~slow_move) is not blocked on this space - just because the
1807     * space doesn't slow down swimming (for example), if you can't actually
1808     * swim on that space, can't use it to avoid the penalty.
1809     */
1810     if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
1811     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1812     ((op->move_type & tmp->move_slow) &&
1813     (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
1814    
1815     float diff;
1816    
1817     diff = tmp->move_slow_penalty*FABS(op->speed);
1818     if (op->type == PLAYER) {
1819     if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
1820     (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
1821     diff /= 4.0;
1822     }
1823     }
1824     op->speed_left -= diff;
1825     }
1826     }
1827 elmex 1.1
1828 root 1.8 /* Basically same logic as above, except now for actual apply. */
1829     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1830     ((op->move_type & tmp->move_on) &&
1831     (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
1832 elmex 1.1
1833 root 1.8 move_apply(tmp, op, originator);
1834 elmex 1.1 if (was_destroyed (op, tag))
1835 root 1.8 return 1;
1836 elmex 1.1
1837 root 1.8 /* what the person/creature stepped onto has moved the object
1838     * someplace new. Don't process any further - if we did,
1839     * have a feeling strange problems would result.
1840     */
1841     if (op->map != m || op->x != x || op->y != y) return 0;
1842     }
1843 elmex 1.1 }
1844     return 0;
1845     }
1846    
1847     /*
1848     * present_arch(arch, map, x, y) searches for any objects with
1849     * a matching archetype at the given map and coordinates.
1850     * The first matching object is returned, or NULL if none.
1851     */
1852    
1853     object *present_arch(const archetype *at, mapstruct *m, int x, int y) {
1854     object *tmp;
1855     if(m==NULL || out_of_map(m,x,y)) {
1856     LOG(llevError,"Present_arch called outside map.\n");
1857     return NULL;
1858     }
1859     for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above)
1860     if(tmp->arch == at)
1861     return tmp;
1862     return NULL;
1863     }
1864    
1865     /*
1866     * present(type, map, x, y) searches for any objects with
1867     * a matching type variable at the given map and coordinates.
1868     * The first matching object is returned, or NULL if none.
1869     */
1870    
1871     object *present(unsigned char type,mapstruct *m, int x,int y) {
1872     object *tmp;
1873     if(out_of_map(m,x,y)) {
1874     LOG(llevError,"Present called outside map.\n");
1875     return NULL;
1876     }
1877     for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above)
1878     if(tmp->type==type)
1879     return tmp;
1880     return NULL;
1881     }
1882    
1883     /*
1884     * present_in_ob(type, object) searches for any objects with
1885     * a matching type variable in the inventory of the given object.
1886     * The first matching object is returned, or NULL if none.
1887     */
1888    
1889     object *present_in_ob(unsigned char type, const object *op) {
1890     object *tmp;
1891     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
1892     if(tmp->type==type)
1893     return tmp;
1894     return NULL;
1895     }
1896    
1897     /*
1898     * present_in_ob (type, str, object) searches for any objects with
1899     * a matching type & name variable in the inventory of the given object.
1900     * The first matching object is returned, or NULL if none.
1901     * This is mostly used by spell effect code, so that we only
1902     * have one spell effect at a time.
1903     * type can be used to narrow the search - if type is set,
1904     * the type must also match. -1 can be passed for the type,
1905     * in which case the type does not need to pass.
1906     * str is the string to match against. Note that we match against
1907     * the object name, not the archetype name. this is so that the
1908     * spell code can use one object type (force), but change it's name
1909     * to be unique.
1910     */
1911    
1912     object *present_in_ob_by_name(int type, const char *str, const object *op) {
1913     object *tmp;
1914    
1915     for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
1916 root 1.8 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name)))
1917     return tmp;
1918 elmex 1.1 }
1919     return NULL;
1920     }
1921    
1922     /*
1923     * present_arch_in_ob(archetype, object) searches for any objects with
1924     * a matching archetype in the inventory of the given object.
1925     * The first matching object is returned, or NULL if none.
1926     */
1927    
1928     object *present_arch_in_ob(const archetype *at, const object *op) {
1929     object *tmp;
1930     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
1931     if( tmp->arch == at)
1932     return tmp;
1933     return NULL;
1934     }
1935    
1936     /*
1937     * activate recursively a flag on an object inventory
1938     */
1939     void flag_inv(object*op, int flag){
1940     object *tmp;
1941     if(op->inv)
1942     for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
1943     SET_FLAG(tmp, flag);
1944     flag_inv(tmp,flag);
1945     }
1946     }/*
1947     * desactivate recursively a flag on an object inventory
1948     */
1949     void unflag_inv(object*op, int flag){
1950     object *tmp;
1951     if(op->inv)
1952     for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
1953     CLEAR_FLAG(tmp, flag);
1954     unflag_inv(tmp,flag);
1955     }
1956     }
1957    
1958     /*
1959     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1960     * all it's inventory (recursively).
1961     * If checksums are used, a player will get set_cheat called for
1962     * him/her-self and all object carried by a call to this function.
1963     */
1964    
1965     void set_cheat(object *op) {
1966     SET_FLAG(op, FLAG_WAS_WIZ);
1967     flag_inv(op, FLAG_WAS_WIZ);
1968     }
1969    
1970     /*
1971     * find_free_spot(object, map, x, y, start, stop) will search for
1972     * a spot at the given map and coordinates which will be able to contain
1973     * the given object. start and stop specifies how many squares
1974     * to search (see the freearr_x/y[] definition).
1975     * It returns a random choice among the alternatives found.
1976     * start and stop are where to start relative to the free_arr array (1,9
1977     * does all 4 immediate directions). This returns the index into the
1978     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1979     * Note - this only checks to see if there is space for the head of the
1980     * object - if it is a multispace object, this should be called for all
1981     * pieces.
1982     * Note2: This function does correctly handle tiled maps, but does not
1983     * inform the caller. However, insert_ob_in_map will update as
1984     * necessary, so the caller shouldn't need to do any special work.
1985     * Note - updated to take an object instead of archetype - this is necessary
1986     * because arch_blocked (now ob_blocked) needs to know the movement type
1987     * to know if the space in question will block the object. We can't use
1988     * the archetype because that isn't correct if the monster has been
1989     * customized, changed states, etc.
1990     */
1991    
1992     int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) {
1993     int i,index=0, flag;
1994     static int altern[SIZEOFFREE];
1995    
1996     for(i=start;i<stop;i++) {
1997 root 1.8 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]);
1998     if(!flag)
1999     altern[index++]=i;
2000    
2001     /* Basically, if we find a wall on a space, we cut down the search size.
2002     * In this way, we won't return spaces that are on another side of a wall.
2003     * This mostly work, but it cuts down the search size in all directions -
2004     * if the space being examined only has a wall to the north and empty
2005     * spaces in all the other directions, this will reduce the search space
2006     * to only the spaces immediately surrounding the target area, and
2007     * won't look 2 spaces south of the target space.
2008     */
2009     else if ((flag & AB_NO_PASS) && maxfree[i]<stop)
2010     stop=maxfree[i];
2011 elmex 1.1 }
2012     if(!index) return -1;
2013     return altern[RANDOM()%index];
2014     }
2015    
2016     /*
2017     * find_first_free_spot(archetype, mapstruct, x, y) works like
2018     * find_free_spot(), but it will search max number of squares.
2019     * But it will return the first available spot, not a random choice.
2020     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2021     */
2022    
2023     int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) {
2024     int i;
2025     for(i=0;i<SIZEOFFREE;i++) {
2026 root 1.8 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]))
2027     return i;
2028 elmex 1.1 }
2029     return -1;
2030     }
2031    
2032     /*
2033     * The function permute(arr, begin, end) randomly reorders the array
2034     * arr[begin..end-1].
2035     */
2036     static void permute(int *arr, int begin, int end)
2037     {
2038     int i, j, tmp, len;
2039    
2040     len = end-begin;
2041     for(i = begin; i < end; i++)
2042     {
2043 root 1.8 j = begin+RANDOM()%len;
2044 elmex 1.1
2045 root 1.8 tmp = arr[i];
2046     arr[i] = arr[j];
2047     arr[j] = tmp;
2048 elmex 1.1 }
2049     }
2050    
2051     /* new function to make monster searching more efficient, and effective!
2052     * This basically returns a randomized array (in the passed pointer) of
2053     * the spaces to find monsters. In this way, it won't always look for
2054     * monsters to the north first. However, the size of the array passed
2055     * covers all the spaces, so within that size, all the spaces within
2056     * the 3x3 area will be searched, just not in a predictable order.
2057     */
2058     void get_search_arr(int *search_arr)
2059     {
2060     int i;
2061    
2062     for(i = 0; i < SIZEOFFREE; i++)
2063     {
2064 root 1.8 search_arr[i] = i;
2065 elmex 1.1 }
2066    
2067     permute(search_arr, 1, SIZEOFFREE1+1);
2068     permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1);
2069     permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE);
2070     }
2071    
2072     /*
2073     * find_dir(map, x, y, exclude) will search some close squares in the
2074     * given map at the given coordinates for live objects.
2075     * It will not considered the object given as exclude among possible
2076     * live objects.
2077     * It returns the direction toward the first/closest live object if finds
2078     * any, otherwise 0.
2079     * Perhaps incorrectly, but I'm making the assumption that exclude
2080     * is actually want is going to try and move there. We need this info
2081     * because we have to know what movement the thing looking to move
2082     * there is capable of.
2083     */
2084    
2085     int find_dir(mapstruct *m, int x, int y, object *exclude) {
2086     int i,max=SIZEOFFREE, mflags;
2087     sint16 nx, ny;
2088     object *tmp;
2089     mapstruct *mp;
2090 root 1.11 MoveType blocked, move_type;
2091 elmex 1.1
2092     if (exclude && exclude->head) {
2093 root 1.8 exclude = exclude->head;
2094     move_type = exclude->move_type;
2095 elmex 1.1 } else {
2096 root 1.8 /* If we don't have anything, presume it can use all movement types. */
2097     move_type=MOVE_ALL;
2098 elmex 1.1 }
2099    
2100     for(i=1;i<max;i++) {
2101 root 1.8 mp = m;
2102     nx = x + freearr_x[i];
2103     ny = y + freearr_y[i];
2104    
2105     mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
2106     if (mflags & P_OUT_OF_MAP) {
2107     max = maxfree[i];
2108     } else {
2109     blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2110    
2111     if ((move_type & blocked) == move_type) {
2112     max=maxfree[i];
2113     } else if (mflags & P_IS_ALIVE) {
2114     for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) {
2115     if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) &&
2116     (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2117     break;
2118     }
2119     }
2120     if(tmp) {
2121     return freedir[i];
2122     }
2123     }
2124     }
2125 elmex 1.1 }
2126     return 0;
2127     }
2128    
2129     /*
2130     * distance(object 1, object 2) will return the square of the
2131     * distance between the two given objects.
2132     */
2133    
2134     int distance(const object *ob1, const object *ob2) {
2135     int i;
2136     i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+
2137     (ob1->y - ob2->y)*(ob1->y - ob2->y);
2138     return i;
2139     }
2140    
2141     /*
2142     * find_dir_2(delta-x,delta-y) will return a direction in which
2143     * an object which has subtracted the x and y coordinates of another
2144     * object, needs to travel toward it.
2145     */
2146    
2147     int find_dir_2(int x, int y) {
2148     int q;
2149    
2150     if(y)
2151     q=x*100/y;
2152     else if (x)
2153     q= -300*x;
2154     else
2155     return 0;
2156    
2157     if(y>0) {
2158     if(q < -242)
2159     return 3 ;
2160     if (q < -41)
2161     return 2 ;
2162     if (q < 41)
2163     return 1 ;
2164     if (q < 242)
2165     return 8 ;
2166     return 7 ;
2167     }
2168    
2169     if (q < -242)
2170     return 7 ;
2171     if (q < -41)
2172     return 6 ;
2173     if (q < 41)
2174     return 5 ;
2175     if (q < 242)
2176     return 4 ;
2177    
2178     return 3 ;
2179     }
2180    
2181     /*
2182     * absdir(int): Returns a number between 1 and 8, which represent
2183     * the "absolute" direction of a number (it actually takes care of
2184     * "overflow" in previous calculations of a direction).
2185     */
2186    
2187     int absdir(int d) {
2188     while(d<1) d+=8;
2189     while(d>8) d-=8;
2190     return d;
2191     }
2192    
2193     /*
2194     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2195     * between two directions (which are expected to be absolute (see absdir())
2196     */
2197    
2198     int dirdiff(int dir1, int dir2) {
2199     int d;
2200     d = abs(dir1 - dir2);
2201     if(d>4)
2202     d = 8 - d;
2203     return d;
2204     }
2205    
2206     /* peterm:
2207     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2208     * Basically, this is a table of directions, and what directions
2209     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2210     * This basically means that if direction is 15, then it could either go
2211     * direction 4, 14, or 16 to get back to where we are.
2212     * Moved from spell_util.c to object.c with the other related direction
2213     * functions.
2214     */
2215    
2216     int reduction_dir[SIZEOFFREE][3] = {
2217     {0,0,0}, /* 0 */
2218     {0,0,0}, /* 1 */
2219     {0,0,0}, /* 2 */
2220     {0,0,0}, /* 3 */
2221     {0,0,0}, /* 4 */
2222     {0,0,0}, /* 5 */
2223     {0,0,0}, /* 6 */
2224     {0,0,0}, /* 7 */
2225     {0,0,0}, /* 8 */
2226     {8,1,2}, /* 9 */
2227     {1,2,-1}, /* 10 */
2228     {2,10,12}, /* 11 */
2229     {2,3,-1}, /* 12 */
2230     {2,3,4}, /* 13 */
2231     {3,4,-1}, /* 14 */
2232     {4,14,16}, /* 15 */
2233     {5,4,-1}, /* 16 */
2234     {4,5,6}, /* 17 */
2235     {6,5,-1}, /* 18 */
2236     {6,20,18}, /* 19 */
2237     {7,6,-1}, /* 20 */
2238     {6,7,8}, /* 21 */
2239     {7,8,-1}, /* 22 */
2240     {8,22,24}, /* 23 */
2241     {8,1,-1}, /* 24 */
2242     {24,9,10}, /* 25 */
2243     {9,10,-1}, /* 26 */
2244     {10,11,-1}, /* 27 */
2245     {27,11,29}, /* 28 */
2246     {11,12,-1}, /* 29 */
2247     {12,13,-1}, /* 30 */
2248     {12,13,14}, /* 31 */
2249     {13,14,-1}, /* 32 */
2250     {14,15,-1}, /* 33 */
2251     {33,15,35}, /* 34 */
2252     {16,15,-1}, /* 35 */
2253     {17,16,-1}, /* 36 */
2254     {18,17,16}, /* 37 */
2255     {18,17,-1}, /* 38 */
2256     {18,19,-1}, /* 39 */
2257     {41,19,39}, /* 40 */
2258     {19,20,-1}, /* 41 */
2259     {20,21,-1}, /* 42 */
2260     {20,21,22}, /* 43 */
2261     {21,22,-1}, /* 44 */
2262     {23,22,-1}, /* 45 */
2263     {45,47,23}, /* 46 */
2264     {23,24,-1}, /* 47 */
2265     {24,9,-1}}; /* 48 */
2266    
2267     /* Recursive routine to step back and see if we can
2268     * find a path to that monster that we found. If not,
2269     * we don't bother going toward it. Returns 1 if we
2270     * can see a direct way to get it
2271     * Modified to be map tile aware -.MSW
2272     */
2273    
2274    
2275     int can_see_monsterP(mapstruct *m, int x, int y,int dir) {
2276     sint16 dx, dy;
2277     int mflags;
2278    
2279     if(dir<0) return 0; /* exit condition: invalid direction */
2280    
2281     dx = x + freearr_x[dir];
2282     dy = y + freearr_y[dir];
2283    
2284     mflags = get_map_flags(m, &m, dx, dy, &dx, &dy);
2285    
2286     /* This functional arguably was incorrect before - it was
2287     * checking for P_WALL - that was basically seeing if
2288     * we could move to the monster - this is being more
2289     * literal on if we can see it. To know if we can actually
2290     * move to the monster, we'd need the monster passed in or
2291     * at least its move type.
2292     */
2293     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0;
2294    
2295     /* yes, can see. */
2296     if(dir < 9) return 1;
2297     return can_see_monsterP(m, x, y, reduction_dir[dir][0]) |
2298 root 1.8 can_see_monsterP(m,x,y, reduction_dir[dir][1]) |
2299     can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2300 elmex 1.1 }
2301    
2302    
2303 root 1.8
2304 elmex 1.1 /*
2305     * can_pick(picker, item): finds out if an object is possible to be
2306     * picked up by the picker. Returnes 1 if it can be
2307     * picked up, otherwise 0.
2308     *
2309     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2310     * core dumps if they do.
2311     *
2312     * Add a check so we can't pick up invisible objects (0.93.8)
2313     */
2314    
2315     int can_pick(const object *who, const object *item) {
2316     return /*QUERY_FLAG(who,FLAG_WIZ)||*/
2317     (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&&
2318 root 1.8 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible &&
2319 elmex 1.1 (who->type==PLAYER||item->weight<who->weight/3));
2320     }
2321    
2322    
2323     /*
2324     * create clone from object to another
2325     */
2326     object *object_create_clone (object *asrc) {
2327     object *dst = NULL,*tmp,*src,*part,*prev, *item;
2328    
2329     if(!asrc) return NULL;
2330     src = asrc;
2331     if(src->head)
2332     src = src->head;
2333    
2334     prev = NULL;
2335     for(part = src; part; part = part->more) {
2336     tmp = get_object();
2337     copy_object(part,tmp);
2338     tmp->x -= src->x;
2339     tmp->y -= src->y;
2340     if(!part->head) {
2341     dst = tmp;
2342     tmp->head = NULL;
2343     } else {
2344     tmp->head = dst;
2345     }
2346     tmp->more = NULL;
2347     if(prev)
2348     prev->more = tmp;
2349     prev = tmp;
2350     }
2351     /*** copy inventory ***/
2352     for(item = src->inv; item; item = item->below) {
2353 root 1.8 (void) insert_ob_in_ob(object_create_clone(item),dst);
2354 elmex 1.1 }
2355    
2356     return dst;
2357     }
2358    
2359     /* return true if the object was destroyed, 0 otherwise */
2360     int was_destroyed (const object *op, tag_t old_tag)
2361     {
2362     /* checking for FLAG_FREED isn't necessary, but makes this function more
2363     * robust */
2364     return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2365     }
2366    
2367     /* GROS - Creates an object using a string representing its content. */
2368     /* Basically, we save the content of the string to a temp file, then call */
2369     /* load_object on it. I admit it is a highly inefficient way to make things, */
2370     /* but it was simple to make and allows reusing the load_object function. */
2371     /* Remember not to use load_object_str in a time-critical situation. */
2372     /* Also remember that multiparts objects are not supported for now. */
2373    
2374     object* load_object_str(const char *obstr)
2375     {
2376     object *op;
2377     char filename[MAX_BUF];
2378     sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2379 root 1.9
2380     FILE *tempfile=fopen(filename,"w");
2381 elmex 1.1 if (tempfile == NULL)
2382     {
2383     LOG(llevError,"Error - Unable to access load object temp file\n");
2384     return NULL;
2385     };
2386     fprintf(tempfile,obstr);
2387     fclose(tempfile);
2388    
2389     op=get_object();
2390    
2391 root 1.9 object_thawer thawer (filename);
2392 root 1.13
2393 root 1.9 if (thawer)
2394 root 1.13 load_object(thawer,op,0);
2395    
2396 root 1.11 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2397 elmex 1.1 CLEAR_FLAG(op,FLAG_REMOVED);
2398 root 1.9
2399 elmex 1.1 return op;
2400     }
2401    
2402     /* This returns the first object in who's inventory that
2403     * has the same type and subtype match.
2404     * returns NULL if no match.
2405     */
2406     object *find_obj_by_type_subtype(const object *who, int type, int subtype)
2407     {
2408     object *tmp;
2409    
2410     for (tmp=who->inv; tmp; tmp=tmp->below)
2411 root 1.8 if (tmp->type == type && tmp->subtype == subtype) return tmp;
2412 elmex 1.1
2413     return NULL;
2414     }
2415    
2416     /* If ob has a field named key, return the link from the list,
2417     * otherwise return NULL.
2418     *
2419     * key must be a passed in shared string - otherwise, this won't
2420     * do the desired thing.
2421     */
2422     key_value * get_ob_key_link(const object * ob, const char * key) {
2423     key_value * link;
2424    
2425     for (link = ob->key_values; link != NULL; link = link->next) {
2426     if (link->key == key) {
2427     return link;
2428     }
2429     }
2430    
2431     return NULL;
2432     }
2433    
2434     /*
2435     * Returns the value of op has an extra_field for key, or NULL.
2436     *
2437     * The argument doesn't need to be a shared string.
2438     *
2439     * The returned string is shared.
2440     */
2441     const char * get_ob_key_value(const object * op, const char * const key) {
2442     key_value * link;
2443     const char * canonical_key;
2444    
2445 root 1.11 canonical_key = shstr::find (key);
2446 elmex 1.1
2447     if (canonical_key == NULL) {
2448     /* 1. There being a field named key on any object
2449     * implies there'd be a shared string to find.
2450     * 2. Since there isn't, no object has this field.
2451     * 3. Therefore, *this* object doesn't have this field.
2452     */
2453     return NULL;
2454     }
2455    
2456     /* This is copied from get_ob_key_link() above -
2457     * only 4 lines, and saves the function call overhead.
2458     */
2459     for (link = op->key_values; link != NULL; link = link->next) {
2460     if (link->key == canonical_key) {
2461     return link->value;
2462     }
2463     }
2464     return NULL;
2465     }
2466    
2467    
2468     /*
2469     * Updates the canonical_key in op to value.
2470     *
2471     * canonical_key is a shared string (value doesn't have to be).
2472     *
2473     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2474     * keys.
2475     *
2476     * Returns TRUE on success.
2477     */
2478 root 1.11 int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) {
2479 elmex 1.1 key_value * field = NULL, *last=NULL;
2480    
2481     for (field=op->key_values; field != NULL; field=field->next) {
2482 root 1.8 if (field->key != canonical_key) {
2483     last = field;
2484     continue;
2485     }
2486    
2487     if (value)
2488 root 1.11 field->value = value;
2489 root 1.8 else {
2490     /* Basically, if the archetype has this key set,
2491     * we need to store the null value so when we save
2492     * it, we save the empty value so that when we load,
2493     * we get this value back again.
2494     */
2495 root 1.11 if (get_ob_key_link (&op->arch->clone, canonical_key))
2496     field->value = 0;
2497     else
2498     {
2499 root 1.8 if (last) last->next = field->next;
2500     else op->key_values = field->next;
2501 root 1.11
2502     delete field;
2503     }
2504 root 1.8 }
2505 elmex 1.1 return TRUE;
2506     }
2507     /* IF we get here, key doesn't exist */
2508    
2509     /* No field, we'll have to add it. */
2510    
2511     if (!add_key) {
2512     return FALSE;
2513     }
2514     /* There isn't any good reason to store a null
2515     * value in the key/value list. If the archetype has
2516     * this key, then we should also have it, so shouldn't
2517     * be here. If user wants to store empty strings,
2518     * should pass in ""
2519     */
2520     if (value == NULL) return TRUE;
2521    
2522 root 1.11 field = new key_value;
2523 elmex 1.1
2524 root 1.11 field->key = canonical_key;
2525     field->value = value;
2526 elmex 1.1 /* Usual prepend-addition. */
2527     field->next = op->key_values;
2528     op->key_values = field;
2529    
2530     return TRUE;
2531     }
2532    
2533     /*
2534     * Updates the key in op to value.
2535     *
2536     * If add_key is FALSE, this will only update existing keys,
2537     * and not add new ones.
2538     * In general, should be little reason FALSE is ever passed in for add_key
2539     *
2540     * Returns TRUE on success.
2541     */
2542 root 1.11 int set_ob_key_value(object * op, const char *key, const char * value, int add_key)
2543     {
2544     shstr key_ (key);
2545     return set_ob_key_value_s (op, key_, value, add_key);
2546 elmex 1.1 }