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Revision: 1.20
Committed: Fri Sep 8 18:26:22 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.19: +9 -2 lines
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# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_object_c =
3 root 1.20 * "$Id: object.C,v 1.19 2006-09-08 17:14:07 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 1.20 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
822     update_now=1;
823    
824 root 1.8 if ((move_on | op->move_on) != move_on) update_now=1;
825 root 1.20
826 root 1.8 if ((move_off | op->move_off) != move_off) update_now=1;
827 root 1.20
828 root 1.8 /* This isn't perfect, but I don't expect a lot of objects to
829     * to have move_allow right now.
830     */
831     if (((move_block | op->move_block) & ~op->move_allow) != move_block)
832     update_now=1;
833 root 1.20
834     if ((move_slow | op->move_slow) != move_slow)
835     update_now=1;
836 elmex 1.1 }
837     /* if the object is being removed, we can't make intelligent
838     * decisions, because remove_ob can't really pass the object
839     * that is being removed.
840     */
841     else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) {
842 root 1.8 update_now=1;
843 elmex 1.1 } else if (action == UP_OBJ_FACE) {
844 root 1.8 /* Nothing to do for that case */
845 elmex 1.1 }
846     else {
847 root 1.8 LOG(llevError,"update_object called with invalid action: %d\n", action);
848 elmex 1.1 }
849    
850     if (update_now) {
851     SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
852     update_position(op->map, op->x, op->y);
853     }
854    
855     if(op->more!=NULL)
856 root 1.8 update_object(op->more, action);
857 elmex 1.1 }
858    
859    
860     /*
861     * free_object() frees everything allocated by an object, removes
862     * it from the list of used objects, and puts it on the list of
863     * free objects. The IS_FREED() flag is set in the object.
864     * The object must have been removed by remove_ob() first for
865     * this function to succeed.
866     *
867     * If free_inventory is set, free inventory as well. Else drop items in
868     * inventory to the ground.
869     */
870    
871 root 1.14 void
872     free_object (object * ob)
873     {
874     free_object2 (ob, 0);
875 elmex 1.1 }
876    
877 root 1.14 void
878     free_object2 (object * ob, int free_inventory)
879     {
880     object *tmp, *op;
881 elmex 1.1
882 root 1.14 if (!QUERY_FLAG (ob, FLAG_REMOVED))
883     {
884     LOG (llevDebug, "Free object called with non removed object\n");
885     dump_object (ob);
886 elmex 1.1 #ifdef MANY_CORES
887 root 1.14 abort ();
888 elmex 1.1 #endif
889     }
890 root 1.14
891     if (QUERY_FLAG (ob, FLAG_FRIENDLY))
892     {
893     LOG (llevMonster, "Warning: tried to free friendly object.\n");
894     remove_friendly_object (ob);
895 elmex 1.1 }
896 root 1.14
897     if (QUERY_FLAG (ob, FLAG_FREED))
898     {
899     dump_object (ob);
900     LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
901     return;
902 elmex 1.1 }
903 root 1.14
904     if (ob->more != NULL)
905     {
906     free_object2 (ob->more, free_inventory);
907     ob->more = NULL;
908 elmex 1.1 }
909    
910 root 1.14 if (ob->inv)
911     {
912     /* Only if the space blocks everything do we not process -
913 root 1.17 * if some form of movement is allowed, let objects
914 root 1.14 * drop on that space.
915     */
916     if (free_inventory || ob->map == NULL
917     || ob->map->in_memory != MAP_IN_MEMORY
918     || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
919     {
920     op = ob->inv;
921    
922     while (op != NULL)
923     {
924     tmp = op->below;
925     remove_ob (op);
926     free_object2 (op, free_inventory);
927     op = tmp;
928     }
929     }
930     else
931     { /* Put objects in inventory onto this space */
932     op = ob->inv;
933    
934     while (op != NULL)
935     {
936     tmp = op->below;
937     remove_ob (op);
938    
939     if (QUERY_FLAG (op, FLAG_STARTEQUIP)
940     || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
941     || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
942     free_object (op);
943     else
944     {
945     op->x = ob->x;
946     op->y = ob->y;
947     insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
948     }
949    
950     op = tmp;
951     }
952     }
953     }
954    
955     /* Remove object from the active list */
956     ob->speed = 0;
957     update_ob_speed (ob);
958 elmex 1.1
959 root 1.14 SET_FLAG (ob, FLAG_FREED);
960     ob->count = 0;
961 root 1.11
962 root 1.14 /* Remove this object from the list of used objects */
963     if (ob->prev == NULL)
964     {
965     objects = ob->next;
966 root 1.11
967 root 1.14 if (objects != NULL)
968     objects->prev = NULL;
969     }
970     else
971     {
972     ob->prev->next = ob->next;
973 elmex 1.1
974 root 1.14 if (ob->next != NULL)
975     ob->next->prev = ob->prev;
976     }
977 elmex 1.1
978 root 1.14 free_key_values (ob);
979 elmex 1.1
980 root 1.14 /* Now link it with the free_objects list: */
981     ob->prev = 0;
982     ob->next = 0;
983 elmex 1.1
984 root 1.14 delete ob;
985 elmex 1.1 }
986    
987     /*
988     * sub_weight() recursively (outwards) subtracts a number from the
989     * weight of an object (and what is carried by it's environment(s)).
990     */
991    
992     void sub_weight (object *op, signed long weight) {
993     while (op != NULL) {
994     if (op->type == CONTAINER) {
995     weight=(signed long)(weight*(100-op->stats.Str)/100);
996     }
997     op->carrying-=weight;
998     op = op->env;
999     }
1000     }
1001    
1002     /* remove_ob(op):
1003     * This function removes the object op from the linked list of objects
1004     * which it is currently tied to. When this function is done, the
1005     * object will have no environment. If the object previously had an
1006     * environment, the x and y coordinates will be updated to
1007     * the previous environment.
1008     * Beware: This function is called from the editor as well!
1009     */
1010    
1011     void remove_ob(object *op) {
1012     object *tmp,*last=NULL;
1013     object *otmp;
1014     tag_t tag;
1015     int check_walk_off;
1016     mapstruct *m;
1017     sint16 x,y;
1018    
1019    
1020     if(QUERY_FLAG(op,FLAG_REMOVED)) {
1021 root 1.8 dump_object(op);
1022     LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1023 elmex 1.1
1024 root 1.8 /* Changed it to always dump core in this case. As has been learned
1025     * in the past, trying to recover from errors almost always
1026     * make things worse, and this is a real error here - something
1027     * that should not happen.
1028     * Yes, if this was a mission critical app, trying to do something
1029     * to recover may make sense, but that is because failure of the app
1030     * may have other disastrous problems. Cf runs out of a script
1031     * so is easily enough restarted without any real problems.
1032     * MSW 2001-07-01
1033     */
1034     abort();
1035 elmex 1.1 }
1036     if(op->more!=NULL)
1037 root 1.8 remove_ob(op->more);
1038 elmex 1.1
1039     SET_FLAG(op, FLAG_REMOVED);
1040    
1041     /*
1042     * In this case, the object to be removed is in someones
1043     * inventory.
1044     */
1045     if(op->env!=NULL) {
1046 root 1.8 if(op->nrof)
1047     sub_weight(op->env, op->weight*op->nrof);
1048     else
1049     sub_weight(op->env, op->weight+op->carrying);
1050    
1051     /* NO_FIX_PLAYER is set when a great many changes are being
1052     * made to players inventory. If set, avoiding the call
1053     * to save cpu time.
1054     */
1055     if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1056     !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1057     fix_player(otmp);
1058    
1059     if(op->above!=NULL)
1060     op->above->below=op->below;
1061     else
1062     op->env->inv=op->below;
1063    
1064     if(op->below!=NULL)
1065     op->below->above=op->above;
1066    
1067     /* we set up values so that it could be inserted into
1068     * the map, but we don't actually do that - it is up
1069     * to the caller to decide what we want to do.
1070     */
1071     op->x=op->env->x,op->y=op->env->y;
1072     op->map=op->env->map;
1073     op->above=NULL,op->below=NULL;
1074     op->env=NULL;
1075     return;
1076 elmex 1.1 }
1077    
1078     /* If we get here, we are removing it from a map */
1079     if (op->map == NULL) return;
1080    
1081     x = op->x;
1082     y = op->y;
1083     m = get_map_from_coord(op->map, &x, &y);
1084    
1085     if (!m) {
1086 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",
1087     op->map->path, op->x, op->y);
1088     /* in old days, we used to set x and y to 0 and continue.
1089     * it seems if we get into this case, something is probablye
1090     * screwed up and should be fixed.
1091     */
1092     abort();
1093 elmex 1.1 }
1094     if (op->map != m) {
1095 root 1.8 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1096     op->map->path, m->path, op->x, op->y, x, y);
1097 elmex 1.1 }
1098    
1099     /* Re did the following section of code - it looks like it had
1100     * lots of logic for things we no longer care about
1101     */
1102    
1103     /* link the object above us */
1104     if (op->above)
1105 root 1.8 op->above->below=op->below;
1106 elmex 1.1 else
1107 root 1.8 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1108 elmex 1.1
1109     /* Relink the object below us, if there is one */
1110     if(op->below) {
1111 root 1.8 op->below->above=op->above;
1112 elmex 1.1 } else {
1113 root 1.8 /* Nothing below, which means we need to relink map object for this space
1114     * use translated coordinates in case some oddness with map tiling is
1115     * evident
1116     */
1117     if(GET_MAP_OB(m,x,y)!=op) {
1118     dump_object(op);
1119     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);
1120     dump_object(GET_MAP_OB(m,x,y));
1121     LOG(llevError,"%s\n",errmsg);
1122     }
1123     SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1124 elmex 1.1 }
1125     op->above=NULL;
1126     op->below=NULL;
1127    
1128     if (op->map->in_memory == MAP_SAVING)
1129 root 1.8 return;
1130 elmex 1.1
1131     tag = op->count;
1132     check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1133     for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1134 root 1.8 /* No point updating the players look faces if he is the object
1135     * being removed.
1136     */
1137    
1138     if(tmp->type==PLAYER && tmp!=op) {
1139     /* If a container that the player is currently using somehow gets
1140     * removed (most likely destroyed), update the player view
1141     * appropriately.
1142     */
1143     if (tmp->container==op) {
1144     CLEAR_FLAG(op, FLAG_APPLIED);
1145     tmp->container=NULL;
1146     }
1147     tmp->contr->socket.update_look=1;
1148     }
1149     /* See if player moving off should effect something */
1150     if (check_walk_off && ((op->move_type & tmp->move_off) &&
1151     (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1152    
1153     move_apply(tmp, op, NULL);
1154     if (was_destroyed (op, tag)) {
1155     LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1156 root 1.11 "leaving object\n", &tmp->name, &tmp->arch->name);
1157 root 1.8 }
1158     }
1159    
1160     /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1161    
1162     if(tmp->above == tmp)
1163     tmp->above = NULL;
1164     last=tmp;
1165 elmex 1.1 }
1166     /* last == NULL of there are no objects on this space */
1167     if (last==NULL) {
1168 root 1.8 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1169     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1170     * those out anyways, and if there are any flags set right now, they won't
1171     * be correct anyways.
1172     */
1173     SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1174     update_position(op->map, op->x, op->y);
1175 elmex 1.1 }
1176     else
1177 root 1.8 update_object(last, UP_OBJ_REMOVE);
1178 elmex 1.1
1179     if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1180 root 1.8 update_all_los(op->map, op->x, op->y);
1181 elmex 1.1
1182     }
1183    
1184     /*
1185     * merge_ob(op,top):
1186     *
1187     * This function goes through all objects below and including top, and
1188     * merges op to the first matching object.
1189     * If top is NULL, it is calculated.
1190     * Returns pointer to object if it succeded in the merge, otherwise NULL
1191     */
1192    
1193     object *merge_ob(object *op, object *top) {
1194     if(!op->nrof)
1195     return 0;
1196     if(top==NULL)
1197     for(top=op;top!=NULL&&top->above!=NULL;top=top->above);
1198     for(;top!=NULL;top=top->below) {
1199     if(top==op)
1200     continue;
1201     if (CAN_MERGE(op,top))
1202     {
1203     top->nrof+=op->nrof;
1204     /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1205     op->weight = 0; /* Don't want any adjustements now */
1206     remove_ob(op);
1207     free_object(op);
1208     return top;
1209     }
1210     }
1211     return NULL;
1212     }
1213    
1214     /*
1215     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1216     * job preparing multi-part monsters
1217     */
1218     object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){
1219     object* tmp;
1220     if (op->head)
1221     op=op->head;
1222     for (tmp=op;tmp;tmp=tmp->more){
1223     tmp->x=x+tmp->arch->clone.x;
1224     tmp->y=y+tmp->arch->clone.y;
1225     }
1226     return insert_ob_in_map (op, m, originator, flag);
1227     }
1228    
1229     /*
1230     * insert_ob_in_map (op, map, originator, flag):
1231     * This function inserts the object in the two-way linked list
1232     * which represents what is on a map.
1233     * The second argument specifies the map, and the x and y variables
1234     * in the object about to be inserted specifies the position.
1235     *
1236     * originator: Player, monster or other object that caused 'op' to be inserted
1237     * into 'map'. May be NULL.
1238     *
1239     * flag is a bitmask about special things to do (or not do) when this
1240     * function is called. see the object.h file for the INS_ values.
1241     * Passing 0 for flag gives proper default values, so flag really only needs
1242     * to be set if special handling is needed.
1243     *
1244     * Return value:
1245     * new object if 'op' was merged with other object
1246     * NULL if 'op' was destroyed
1247     * just 'op' otherwise
1248     */
1249    
1250     object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1251     {
1252     object *tmp, *top, *floor=NULL;
1253     sint16 x,y;
1254    
1255     if (QUERY_FLAG (op, FLAG_FREED)) {
1256 root 1.8 LOG (llevError, "Trying to insert freed object!\n");
1257     return NULL;
1258 elmex 1.1 }
1259     if(m==NULL) {
1260 root 1.8 dump_object(op);
1261     LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1262     return op;
1263 elmex 1.1 }
1264     if(out_of_map(m,op->x,op->y)) {
1265 root 1.8 dump_object(op);
1266     LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1267 elmex 1.1 #ifdef MANY_CORES
1268 root 1.8 /* Better to catch this here, as otherwise the next use of this object
1269     * is likely to cause a crash. Better to find out where it is getting
1270     * improperly inserted.
1271     */
1272     abort();
1273 elmex 1.1 #endif
1274 root 1.8 return op;
1275 elmex 1.1 }
1276     if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1277 root 1.8 dump_object(op);
1278     LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1279     return op;
1280 elmex 1.1 }
1281     if(op->more!=NULL) {
1282 root 1.8 /* The part may be on a different map. */
1283 elmex 1.1
1284 root 1.8 object *more = op->more;
1285 elmex 1.1
1286 root 1.8 /* We really need the caller to normalize coordinates - if
1287     * we set the map, that doesn't work if the location is within
1288     * a map and this is straddling an edge. So only if coordinate
1289     * is clear wrong do we normalize it.
1290     */
1291     if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1292     more->map = get_map_from_coord(m, &more->x, &more->y);
1293     } else if (!more->map) {
1294     /* For backwards compatibility - when not dealing with tiled maps,
1295     * more->map should always point to the parent.
1296     */
1297     more->map = m;
1298     }
1299    
1300     if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1301     if ( ! op->head)
1302     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1303     return NULL;
1304     }
1305 elmex 1.1 }
1306     CLEAR_FLAG(op,FLAG_REMOVED);
1307    
1308     /* Ideally, the caller figures this out. However, it complicates a lot
1309     * of areas of callers (eg, anything that uses find_free_spot would now
1310     * need extra work
1311     */
1312     op->map=get_map_from_coord(m, &op->x, &op->y);
1313     x = op->x;
1314     y = op->y;
1315    
1316     /* this has to be done after we translate the coordinates.
1317     */
1318     if(op->nrof && !(flag & INS_NO_MERGE)) {
1319 root 1.8 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1320     if (CAN_MERGE(op,tmp)) {
1321     op->nrof+=tmp->nrof;
1322     remove_ob(tmp);
1323     free_object(tmp);
1324     }
1325 elmex 1.1 }
1326    
1327     CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1328     CLEAR_FLAG(op, FLAG_INV_LOCKED);
1329     if (!QUERY_FLAG(op, FLAG_ALIVE))
1330 root 1.8 CLEAR_FLAG(op, FLAG_NO_STEAL);
1331 elmex 1.1
1332     if (flag & INS_BELOW_ORIGINATOR) {
1333 root 1.8 if (originator->map != op->map || originator->x != op->x ||
1334     originator->y != op->y) {
1335     LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1336     abort();
1337     }
1338     op->above = originator;
1339     op->below = originator->below;
1340     if (op->below) op->below->above = op;
1341     else SET_MAP_OB(op->map, op->x, op->y, op);
1342     /* since *below* originator, no need to update top */
1343     originator->below = op;
1344 elmex 1.1 } else {
1345 root 1.8 /* If there are other objects, then */
1346     if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1347     object *last=NULL;
1348     /*
1349     * If there are multiple objects on this space, we do some trickier handling.
1350     * We've already dealt with merging if appropriate.
1351     * Generally, we want to put the new object on top. But if
1352     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1353     * floor, we want to insert above that and no further.
1354     * Also, if there are spell objects on this space, we stop processing
1355     * once we get to them. This reduces the need to traverse over all of
1356     * them when adding another one - this saves quite a bit of cpu time
1357     * when lots of spells are cast in one area. Currently, it is presumed
1358     * that flying non pickable objects are spell objects.
1359     */
1360    
1361     while (top != NULL) {
1362     if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1363     QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1364     if (QUERY_FLAG(top, FLAG_NO_PICK)
1365 elmex 1.1 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1366     && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1367     {
1368     /* We insert above top, so we want this object below this */
1369     top=top->below;
1370     break;
1371     }
1372 root 1.8 last = top;
1373     top = top->above;
1374     }
1375     /* Don't want top to be NULL, so set it to the last valid object */
1376     top = last;
1377    
1378     /* We let update_position deal with figuring out what the space
1379     * looks like instead of lots of conditions here.
1380     * makes things faster, and effectively the same result.
1381     */
1382 elmex 1.1
1383 root 1.8 /* Have object 'fall below' other objects that block view.
1384 root 1.11 * Unless those objects are exits, type 66
1385 root 1.8 * If INS_ON_TOP is used, don't do this processing
1386     * Need to find the object that in fact blocks view, otherwise
1387     * stacking is a bit odd.
1388     */
1389     if (!(flag & INS_ON_TOP) &&
1390     (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1391     (op->face && !op->face->visibility)) {
1392     for (last=top; last != floor; last=last->below)
1393 root 1.11 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1394 root 1.8 /* Check to see if we found the object that blocks view,
1395     * and make sure we have a below pointer for it so that
1396     * we can get inserted below this one, which requires we
1397     * set top to the object below us.
1398     */
1399     if (last && last->below && last != floor) top=last->below;
1400     }
1401     } /* If objects on this space */
1402     if (flag & INS_MAP_LOAD)
1403     top = GET_MAP_TOP(op->map,op->x,op->y);
1404     if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1405    
1406     /* Top is the object that our object (op) is going to get inserted above.
1407     */
1408    
1409     /* First object on this space */
1410     if (!top) {
1411     op->above = GET_MAP_OB(op->map, op->x, op->y);
1412     if (op->above) op->above->below = op;
1413     op->below = NULL;
1414     SET_MAP_OB(op->map, op->x, op->y, op);
1415     } else { /* get inserted into the stack above top */
1416     op->above = top->above;
1417     if (op->above) op->above->below = op;
1418     op->below = top;
1419     top->above = op;
1420     }
1421     if (op->above==NULL)
1422     SET_MAP_TOP(op->map,op->x, op->y, op);
1423 elmex 1.1 } /* else not INS_BELOW_ORIGINATOR */
1424    
1425     if(op->type==PLAYER)
1426 root 1.8 op->contr->do_los=1;
1427 elmex 1.1
1428     /* If we have a floor, we know the player, if any, will be above
1429     * it, so save a few ticks and start from there.
1430     */
1431     if (!(flag & INS_MAP_LOAD))
1432 root 1.11 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1433 root 1.8 if (tmp->type == PLAYER)
1434 root 1.11 tmp->contr->socket.update_look=1;
1435     }
1436 elmex 1.1
1437     /* If this object glows, it may affect lighting conditions that are
1438     * visible to others on this map. But update_all_los is really
1439     * an inefficient way to do this, as it means los for all players
1440     * on the map will get recalculated. The players could very well
1441     * be far away from this change and not affected in any way -
1442     * this should get redone to only look for players within range,
1443     * or just updating the P_NEED_UPDATE for spaces within this area
1444     * of effect may be sufficient.
1445     */
1446     if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1447 root 1.8 update_all_los(op->map, op->x, op->y);
1448 elmex 1.1
1449    
1450     /* updates flags (blocked, alive, no magic, etc) for this map space */
1451     update_object(op,UP_OBJ_INSERT);
1452    
1453    
1454     /* Don't know if moving this to the end will break anything. However,
1455     * we want to have update_look set above before calling this.
1456     *
1457     * check_move_on() must be after this because code called from
1458     * check_move_on() depends on correct map flags (so functions like
1459     * blocked() and wall() work properly), and these flags are updated by
1460     * update_object().
1461     */
1462    
1463     /* if this is not the head or flag has been passed, don't check walk on status */
1464    
1465     if (!(flag & INS_NO_WALK_ON) && !op->head) {
1466     if (check_move_on(op, originator))
1467 root 1.8 return NULL;
1468 elmex 1.1
1469     /* If we are a multi part object, lets work our way through the check
1470     * walk on's.
1471     */
1472     for (tmp=op->more; tmp!=NULL; tmp=tmp->more)
1473     if (check_move_on (tmp, originator))
1474 root 1.8 return NULL;
1475 elmex 1.1 }
1476     return op;
1477     }
1478    
1479     /* this function inserts an object in the map, but if it
1480     * finds an object of its own type, it'll remove that one first.
1481     * op is the object to insert it under: supplies x and the map.
1482     */
1483     void replace_insert_ob_in_map(const char *arch_string, object *op) {
1484     object *tmp;
1485     object *tmp1;
1486    
1487     /* first search for itself and remove any old instances */
1488    
1489     for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) {
1490 root 1.8 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ {
1491     remove_ob(tmp);
1492     free_object(tmp);
1493     }
1494 elmex 1.1 }
1495    
1496     tmp1=arch_to_object(find_archetype(arch_string));
1497    
1498    
1499     tmp1->x = op->x; tmp1->y = op->y;
1500     insert_ob_in_map(tmp1,op->map,op,0);
1501     }
1502    
1503     /*
1504     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1505     * is returned contains nr objects, and the remaining parts contains
1506     * the rest (or is removed and freed if that number is 0).
1507     * On failure, NULL is returned, and the reason put into the
1508     * global static errmsg array.
1509     */
1510    
1511     object *get_split_ob(object *orig_ob, uint32 nr) {
1512     object *newob;
1513     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1514    
1515     if(orig_ob->nrof<nr) {
1516 root 1.8 sprintf(errmsg,"There are only %d %ss.",
1517 root 1.11 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name);
1518 root 1.8 return NULL;
1519 elmex 1.1 }
1520     newob = object_create_clone(orig_ob);
1521     if((orig_ob->nrof-=nr)<1) {
1522 root 1.8 if ( ! is_removed)
1523 elmex 1.1 remove_ob(orig_ob);
1524 root 1.8 free_object2(orig_ob, 1);
1525 elmex 1.1 }
1526     else if ( ! is_removed) {
1527 root 1.8 if(orig_ob->env!=NULL)
1528     sub_weight (orig_ob->env,orig_ob->weight*nr);
1529     if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1530     strcpy(errmsg, "Tried to split object whose map is not in memory.");
1531     LOG(llevDebug,
1532     "Error, Tried to split object whose map is not in memory.\n");
1533     return NULL;
1534     }
1535 elmex 1.1 }
1536     newob->nrof=nr;
1537    
1538     return newob;
1539     }
1540    
1541     /*
1542     * decrease_ob_nr(object, number) decreases a specified number from
1543     * the amount of an object. If the amount reaches 0, the object
1544     * is subsequently removed and freed.
1545     *
1546     * Return value: 'op' if something is left, NULL if the amount reached 0
1547     */
1548    
1549     object *decrease_ob_nr (object *op, uint32 i)
1550     {
1551     object *tmp;
1552     player *pl;
1553    
1554     if (i == 0) /* objects with op->nrof require this check */
1555     return op;
1556    
1557     if (i > op->nrof)
1558     i = op->nrof;
1559    
1560     if (QUERY_FLAG (op, FLAG_REMOVED))
1561     {
1562     op->nrof -= i;
1563     }
1564     else if (op->env != NULL)
1565     {
1566 root 1.8 /* is this object in the players inventory, or sub container
1567     * therein?
1568     */
1569 elmex 1.1 tmp = is_player_inv (op->env);
1570 root 1.8 /* nope. Is this a container the player has opened?
1571     * If so, set tmp to that player.
1572     * IMO, searching through all the players will mostly
1573     * likely be quicker than following op->env to the map,
1574     * and then searching the map for a player.
1575     */
1576     if (!tmp) {
1577     for (pl=first_player; pl; pl=pl->next)
1578     if (pl->ob->container == op->env) break;
1579     if (pl) tmp=pl->ob;
1580     else tmp=NULL;
1581     }
1582 elmex 1.1
1583     if (i < op->nrof) {
1584     sub_weight (op->env, op->weight * i);
1585     op->nrof -= i;
1586     if (tmp) {
1587     esrv_send_item(tmp, op);
1588     }
1589     } else {
1590     remove_ob (op);
1591     op->nrof = 0;
1592     if (tmp) {
1593     esrv_del_item(tmp->contr, op->count);
1594     }
1595     }
1596     }
1597     else
1598     {
1599 root 1.8 object *above = op->above;
1600 elmex 1.1
1601     if (i < op->nrof) {
1602     op->nrof -= i;
1603     } else {
1604     remove_ob (op);
1605     op->nrof = 0;
1606     }
1607 root 1.8 /* Since we just removed op, op->above is null */
1608 elmex 1.1 for (tmp = above; tmp != NULL; tmp = tmp->above)
1609     if (tmp->type == PLAYER) {
1610     if (op->nrof)
1611     esrv_send_item(tmp, op);
1612     else
1613     esrv_del_item(tmp->contr, op->count);
1614     }
1615     }
1616    
1617     if (op->nrof) {
1618     return op;
1619     } else {
1620     free_object (op);
1621     return NULL;
1622     }
1623     }
1624    
1625     /*
1626     * add_weight(object, weight) adds the specified weight to an object,
1627     * and also updates how much the environment(s) is/are carrying.
1628     */
1629    
1630     void add_weight (object *op, signed long weight) {
1631     while (op!=NULL) {
1632     if (op->type == CONTAINER) {
1633     weight=(signed long)(weight*(100-op->stats.Str)/100);
1634     }
1635     op->carrying+=weight;
1636     op=op->env;
1637     }
1638     }
1639    
1640     /*
1641     * insert_ob_in_ob(op,environment):
1642     * This function inserts the object op in the linked list
1643     * inside the object environment.
1644     *
1645     * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1646     * the inventory at the last position or next to other objects of the same
1647     * type.
1648     * Frank: Now sorted by type, archetype and magic!
1649     *
1650     * The function returns now pointer to inserted item, and return value can
1651     * be != op, if items are merged. -Tero
1652     */
1653    
1654     object *insert_ob_in_ob(object *op,object *where) {
1655     object *tmp, *otmp;
1656    
1657     if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1658     dump_object(op);
1659     LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1660     return op;
1661     }
1662     if(where==NULL) {
1663     dump_object(op);
1664     LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1665     return op;
1666     }
1667     if (where->head) {
1668     LOG(llevDebug,
1669 root 1.8 "Warning: Tried to insert object wrong part of multipart object.\n");
1670 elmex 1.1 where = where->head;
1671     }
1672     if (op->more) {
1673     LOG(llevError, "Tried to insert multipart object %s (%d)\n",
1674 root 1.11 &op->name, op->count);
1675 elmex 1.1 return op;
1676     }
1677     CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL);
1678     CLEAR_FLAG(op, FLAG_REMOVED);
1679     if(op->nrof) {
1680     for(tmp=where->inv;tmp!=NULL;tmp=tmp->below)
1681     if ( CAN_MERGE(tmp,op) ) {
1682 root 1.8 /* return the original object and remove inserted object
1683 elmex 1.1 (client needs the original object) */
1684     tmp->nrof += op->nrof;
1685 root 1.8 /* Weight handling gets pretty funky. Since we are adding to
1686     * tmp->nrof, we need to increase the weight.
1687     */
1688     add_weight (where, op->weight*op->nrof);
1689 elmex 1.1 SET_FLAG(op, FLAG_REMOVED);
1690     free_object(op); /* free the inserted object */
1691     op = tmp;
1692     remove_ob (op); /* and fix old object's links */
1693     CLEAR_FLAG(op, FLAG_REMOVED);
1694 root 1.8 break;
1695 elmex 1.1 }
1696    
1697     /* I assume combined objects have no inventory
1698     * We add the weight - this object could have just been removed
1699     * (if it was possible to merge). calling remove_ob will subtract
1700     * the weight, so we need to add it in again, since we actually do
1701     * the linking below
1702     */
1703     add_weight (where, op->weight*op->nrof);
1704     } else
1705     add_weight (where, (op->weight+op->carrying));
1706    
1707     otmp=is_player_inv(where);
1708     if (otmp&&otmp->contr!=NULL) {
1709     if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1710     fix_player(otmp);
1711     }
1712    
1713     op->map=NULL;
1714     op->env=where;
1715     op->above=NULL;
1716     op->below=NULL;
1717     op->x=0,op->y=0;
1718    
1719     /* reset the light list and los of the players on the map */
1720     if((op->glow_radius!=0)&&where->map)
1721     {
1722     #ifdef DEBUG_LIGHTS
1723     LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1724 root 1.8 op->name);
1725 elmex 1.1 #endif /* DEBUG_LIGHTS */
1726     if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1727     }
1728    
1729     /* Client has no idea of ordering so lets not bother ordering it here.
1730     * It sure simplifies this function...
1731     */
1732     if (where->inv==NULL)
1733     where->inv=op;
1734     else {
1735     op->below = where->inv;
1736     op->below->above = op;
1737     where->inv = op;
1738     }
1739     return op;
1740     }
1741    
1742     /*
1743     * Checks if any objects has a move_type that matches objects
1744     * that effect this object on this space. Call apply() to process
1745     * these events.
1746     *
1747     * Any speed-modification due to SLOW_MOVE() of other present objects
1748     * will affect the speed_left of the object.
1749     *
1750     * originator: Player, monster or other object that caused 'op' to be inserted
1751     * into 'map'. May be NULL.
1752     *
1753     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1754     *
1755     * 4-21-95 added code to check if appropriate skill was readied - this will
1756     * permit faster movement by the player through this terrain. -b.t.
1757     *
1758     * MSW 2001-07-08: Check all objects on space, not just those below
1759     * object being inserted. insert_ob_in_map may not put new objects
1760     * on top.
1761     */
1762    
1763     int check_move_on (object *op, object *originator)
1764     {
1765     object *tmp;
1766     tag_t tag;
1767     mapstruct *m=op->map;
1768     int x=op->x, y=op->y;
1769 root 1.11 MoveType move_on, move_slow, move_block;
1770 elmex 1.1
1771     if(QUERY_FLAG(op,FLAG_NO_APPLY))
1772 root 1.8 return 0;
1773 elmex 1.1
1774     tag = op->count;
1775    
1776     move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1777     move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1778     move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1779    
1780     /* if nothing on this space will slow op down or be applied,
1781     * no need to do checking below. have to make sure move_type
1782     * is set, as lots of objects don't have it set - we treat that
1783     * as walking.
1784     */
1785     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1786 root 1.8 return 0;
1787 elmex 1.1
1788     /* This is basically inverse logic of that below - basically,
1789     * if the object can avoid the move on or slow move, they do so,
1790     * but can't do it if the alternate movement they are using is
1791     * blocked. Logic on this seems confusing, but does seem correct.
1792     */
1793     if ((op->move_type & ~move_on & ~move_block) != 0 &&
1794 root 1.8 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
1795 elmex 1.1
1796     /* The objects have to be checked from top to bottom.
1797     * Hence, we first go to the top:
1798     */
1799    
1800     for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
1801 root 1.8 tmp->above!=NULL; tmp=tmp->above) {
1802     /* Trim the search when we find the first other spell effect
1803     * this helps performance so that if a space has 50 spell objects,
1804     * we don't need to check all of them.
1805     */
1806     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
1807 elmex 1.1 }
1808     for(;tmp!=NULL; tmp=tmp->below) {
1809 root 1.8 if (tmp == op) continue; /* Can't apply yourself */
1810    
1811     /* Check to see if one of the movement types should be slowed down.
1812     * Second check makes sure that the movement types not being slowed
1813     * (~slow_move) is not blocked on this space - just because the
1814     * space doesn't slow down swimming (for example), if you can't actually
1815     * swim on that space, can't use it to avoid the penalty.
1816     */
1817     if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
1818     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1819     ((op->move_type & tmp->move_slow) &&
1820     (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
1821    
1822     float diff;
1823    
1824     diff = tmp->move_slow_penalty*FABS(op->speed);
1825     if (op->type == PLAYER) {
1826     if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
1827     (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
1828     diff /= 4.0;
1829     }
1830     }
1831     op->speed_left -= diff;
1832     }
1833     }
1834 elmex 1.1
1835 root 1.8 /* Basically same logic as above, except now for actual apply. */
1836     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1837     ((op->move_type & tmp->move_on) &&
1838     (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
1839 elmex 1.1
1840 root 1.8 move_apply(tmp, op, originator);
1841 elmex 1.1 if (was_destroyed (op, tag))
1842 root 1.8 return 1;
1843 elmex 1.1
1844 root 1.8 /* what the person/creature stepped onto has moved the object
1845     * someplace new. Don't process any further - if we did,
1846     * have a feeling strange problems would result.
1847     */
1848     if (op->map != m || op->x != x || op->y != y) return 0;
1849     }
1850 elmex 1.1 }
1851     return 0;
1852     }
1853    
1854     /*
1855     * present_arch(arch, map, x, y) searches for any objects with
1856     * a matching archetype at the given map and coordinates.
1857     * The first matching object is returned, or NULL if none.
1858     */
1859    
1860     object *present_arch(const archetype *at, mapstruct *m, int x, int y) {
1861     object *tmp;
1862     if(m==NULL || out_of_map(m,x,y)) {
1863     LOG(llevError,"Present_arch called outside map.\n");
1864     return NULL;
1865     }
1866     for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above)
1867     if(tmp->arch == at)
1868     return tmp;
1869     return NULL;
1870     }
1871    
1872     /*
1873     * present(type, map, x, y) searches for any objects with
1874     * a matching type variable at the given map and coordinates.
1875     * The first matching object is returned, or NULL if none.
1876     */
1877    
1878     object *present(unsigned char type,mapstruct *m, int x,int y) {
1879     object *tmp;
1880     if(out_of_map(m,x,y)) {
1881     LOG(llevError,"Present called outside map.\n");
1882     return NULL;
1883     }
1884     for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above)
1885     if(tmp->type==type)
1886     return tmp;
1887     return NULL;
1888     }
1889    
1890     /*
1891     * present_in_ob(type, object) searches for any objects with
1892     * a matching type variable in the inventory of the given object.
1893     * The first matching object is returned, or NULL if none.
1894     */
1895    
1896     object *present_in_ob(unsigned char type, const object *op) {
1897     object *tmp;
1898     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
1899     if(tmp->type==type)
1900     return tmp;
1901     return NULL;
1902     }
1903    
1904     /*
1905     * present_in_ob (type, str, object) searches for any objects with
1906     * a matching type & name variable in the inventory of the given object.
1907     * The first matching object is returned, or NULL if none.
1908     * This is mostly used by spell effect code, so that we only
1909     * have one spell effect at a time.
1910     * type can be used to narrow the search - if type is set,
1911     * the type must also match. -1 can be passed for the type,
1912     * in which case the type does not need to pass.
1913     * str is the string to match against. Note that we match against
1914     * the object name, not the archetype name. this is so that the
1915     * spell code can use one object type (force), but change it's name
1916     * to be unique.
1917     */
1918    
1919     object *present_in_ob_by_name(int type, const char *str, const object *op) {
1920     object *tmp;
1921    
1922     for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
1923 root 1.8 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name)))
1924     return tmp;
1925 elmex 1.1 }
1926     return NULL;
1927     }
1928    
1929     /*
1930     * present_arch_in_ob(archetype, object) searches for any objects with
1931     * a matching archetype in the inventory of the given object.
1932     * The first matching object is returned, or NULL if none.
1933     */
1934    
1935     object *present_arch_in_ob(const archetype *at, const object *op) {
1936     object *tmp;
1937     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
1938     if( tmp->arch == at)
1939     return tmp;
1940     return NULL;
1941     }
1942    
1943     /*
1944     * activate recursively a flag on an object inventory
1945     */
1946     void flag_inv(object*op, int flag){
1947     object *tmp;
1948     if(op->inv)
1949     for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
1950     SET_FLAG(tmp, flag);
1951     flag_inv(tmp,flag);
1952     }
1953     }/*
1954     * desactivate recursively a flag on an object inventory
1955     */
1956     void unflag_inv(object*op, int flag){
1957     object *tmp;
1958     if(op->inv)
1959     for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
1960     CLEAR_FLAG(tmp, flag);
1961     unflag_inv(tmp,flag);
1962     }
1963     }
1964    
1965     /*
1966     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1967     * all it's inventory (recursively).
1968     * If checksums are used, a player will get set_cheat called for
1969     * him/her-self and all object carried by a call to this function.
1970     */
1971    
1972     void set_cheat(object *op) {
1973     SET_FLAG(op, FLAG_WAS_WIZ);
1974     flag_inv(op, FLAG_WAS_WIZ);
1975     }
1976    
1977     /*
1978     * find_free_spot(object, map, x, y, start, stop) will search for
1979     * a spot at the given map and coordinates which will be able to contain
1980     * the given object. start and stop specifies how many squares
1981     * to search (see the freearr_x/y[] definition).
1982     * It returns a random choice among the alternatives found.
1983     * start and stop are where to start relative to the free_arr array (1,9
1984     * does all 4 immediate directions). This returns the index into the
1985     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1986     * Note - this only checks to see if there is space for the head of the
1987     * object - if it is a multispace object, this should be called for all
1988     * pieces.
1989     * Note2: This function does correctly handle tiled maps, but does not
1990     * inform the caller. However, insert_ob_in_map will update as
1991     * necessary, so the caller shouldn't need to do any special work.
1992     * Note - updated to take an object instead of archetype - this is necessary
1993     * because arch_blocked (now ob_blocked) needs to know the movement type
1994     * to know if the space in question will block the object. We can't use
1995     * the archetype because that isn't correct if the monster has been
1996     * customized, changed states, etc.
1997     */
1998    
1999     int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) {
2000     int i,index=0, flag;
2001     static int altern[SIZEOFFREE];
2002    
2003     for(i=start;i<stop;i++) {
2004 root 1.8 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]);
2005     if(!flag)
2006     altern[index++]=i;
2007    
2008     /* Basically, if we find a wall on a space, we cut down the search size.
2009     * In this way, we won't return spaces that are on another side of a wall.
2010     * This mostly work, but it cuts down the search size in all directions -
2011     * if the space being examined only has a wall to the north and empty
2012     * spaces in all the other directions, this will reduce the search space
2013     * to only the spaces immediately surrounding the target area, and
2014     * won't look 2 spaces south of the target space.
2015     */
2016     else if ((flag & AB_NO_PASS) && maxfree[i]<stop)
2017     stop=maxfree[i];
2018 elmex 1.1 }
2019     if(!index) return -1;
2020     return altern[RANDOM()%index];
2021     }
2022    
2023     /*
2024     * find_first_free_spot(archetype, mapstruct, x, y) works like
2025     * find_free_spot(), but it will search max number of squares.
2026     * But it will return the first available spot, not a random choice.
2027     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2028     */
2029    
2030     int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) {
2031     int i;
2032     for(i=0;i<SIZEOFFREE;i++) {
2033 root 1.8 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]))
2034     return i;
2035 elmex 1.1 }
2036     return -1;
2037     }
2038    
2039     /*
2040     * The function permute(arr, begin, end) randomly reorders the array
2041     * arr[begin..end-1].
2042     */
2043     static void permute(int *arr, int begin, int end)
2044     {
2045     int i, j, tmp, len;
2046    
2047     len = end-begin;
2048     for(i = begin; i < end; i++)
2049     {
2050 root 1.8 j = begin+RANDOM()%len;
2051 elmex 1.1
2052 root 1.8 tmp = arr[i];
2053     arr[i] = arr[j];
2054     arr[j] = tmp;
2055 elmex 1.1 }
2056     }
2057    
2058     /* new function to make monster searching more efficient, and effective!
2059     * This basically returns a randomized array (in the passed pointer) of
2060     * the spaces to find monsters. In this way, it won't always look for
2061     * monsters to the north first. However, the size of the array passed
2062     * covers all the spaces, so within that size, all the spaces within
2063     * the 3x3 area will be searched, just not in a predictable order.
2064     */
2065     void get_search_arr(int *search_arr)
2066     {
2067     int i;
2068    
2069     for(i = 0; i < SIZEOFFREE; i++)
2070     {
2071 root 1.8 search_arr[i] = i;
2072 elmex 1.1 }
2073    
2074     permute(search_arr, 1, SIZEOFFREE1+1);
2075     permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1);
2076     permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE);
2077     }
2078    
2079     /*
2080     * find_dir(map, x, y, exclude) will search some close squares in the
2081     * given map at the given coordinates for live objects.
2082     * It will not considered the object given as exclude among possible
2083     * live objects.
2084     * It returns the direction toward the first/closest live object if finds
2085     * any, otherwise 0.
2086     * Perhaps incorrectly, but I'm making the assumption that exclude
2087     * is actually want is going to try and move there. We need this info
2088     * because we have to know what movement the thing looking to move
2089     * there is capable of.
2090     */
2091    
2092     int find_dir(mapstruct *m, int x, int y, object *exclude) {
2093     int i,max=SIZEOFFREE, mflags;
2094     sint16 nx, ny;
2095     object *tmp;
2096     mapstruct *mp;
2097 root 1.11 MoveType blocked, move_type;
2098 elmex 1.1
2099     if (exclude && exclude->head) {
2100 root 1.8 exclude = exclude->head;
2101     move_type = exclude->move_type;
2102 elmex 1.1 } else {
2103 root 1.8 /* If we don't have anything, presume it can use all movement types. */
2104     move_type=MOVE_ALL;
2105 elmex 1.1 }
2106    
2107     for(i=1;i<max;i++) {
2108 root 1.8 mp = m;
2109     nx = x + freearr_x[i];
2110     ny = y + freearr_y[i];
2111    
2112     mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
2113     if (mflags & P_OUT_OF_MAP) {
2114     max = maxfree[i];
2115     } else {
2116     blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2117    
2118     if ((move_type & blocked) == move_type) {
2119     max=maxfree[i];
2120     } else if (mflags & P_IS_ALIVE) {
2121     for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) {
2122     if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) &&
2123     (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2124     break;
2125     }
2126     }
2127     if(tmp) {
2128     return freedir[i];
2129     }
2130     }
2131     }
2132 elmex 1.1 }
2133     return 0;
2134     }
2135    
2136     /*
2137     * distance(object 1, object 2) will return the square of the
2138     * distance between the two given objects.
2139     */
2140    
2141     int distance(const object *ob1, const object *ob2) {
2142     int i;
2143     i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+
2144     (ob1->y - ob2->y)*(ob1->y - ob2->y);
2145     return i;
2146     }
2147    
2148     /*
2149     * find_dir_2(delta-x,delta-y) will return a direction in which
2150     * an object which has subtracted the x and y coordinates of another
2151     * object, needs to travel toward it.
2152     */
2153    
2154     int find_dir_2(int x, int y) {
2155     int q;
2156    
2157     if(y)
2158     q=x*100/y;
2159     else if (x)
2160     q= -300*x;
2161     else
2162     return 0;
2163    
2164     if(y>0) {
2165     if(q < -242)
2166     return 3 ;
2167     if (q < -41)
2168     return 2 ;
2169     if (q < 41)
2170     return 1 ;
2171     if (q < 242)
2172     return 8 ;
2173     return 7 ;
2174     }
2175    
2176     if (q < -242)
2177     return 7 ;
2178     if (q < -41)
2179     return 6 ;
2180     if (q < 41)
2181     return 5 ;
2182     if (q < 242)
2183     return 4 ;
2184    
2185     return 3 ;
2186     }
2187    
2188     /*
2189     * absdir(int): Returns a number between 1 and 8, which represent
2190     * the "absolute" direction of a number (it actually takes care of
2191     * "overflow" in previous calculations of a direction).
2192     */
2193    
2194     int absdir(int d) {
2195     while(d<1) d+=8;
2196     while(d>8) d-=8;
2197     return d;
2198     }
2199    
2200     /*
2201     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202     * between two directions (which are expected to be absolute (see absdir())
2203     */
2204    
2205     int dirdiff(int dir1, int dir2) {
2206     int d;
2207     d = abs(dir1 - dir2);
2208     if(d>4)
2209     d = 8 - d;
2210     return d;
2211     }
2212    
2213     /* peterm:
2214     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2215     * Basically, this is a table of directions, and what directions
2216     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2217     * This basically means that if direction is 15, then it could either go
2218     * direction 4, 14, or 16 to get back to where we are.
2219     * Moved from spell_util.c to object.c with the other related direction
2220     * functions.
2221     */
2222    
2223     int reduction_dir[SIZEOFFREE][3] = {
2224     {0,0,0}, /* 0 */
2225     {0,0,0}, /* 1 */
2226     {0,0,0}, /* 2 */
2227     {0,0,0}, /* 3 */
2228     {0,0,0}, /* 4 */
2229     {0,0,0}, /* 5 */
2230     {0,0,0}, /* 6 */
2231     {0,0,0}, /* 7 */
2232     {0,0,0}, /* 8 */
2233     {8,1,2}, /* 9 */
2234     {1,2,-1}, /* 10 */
2235     {2,10,12}, /* 11 */
2236     {2,3,-1}, /* 12 */
2237     {2,3,4}, /* 13 */
2238     {3,4,-1}, /* 14 */
2239     {4,14,16}, /* 15 */
2240     {5,4,-1}, /* 16 */
2241     {4,5,6}, /* 17 */
2242     {6,5,-1}, /* 18 */
2243     {6,20,18}, /* 19 */
2244     {7,6,-1}, /* 20 */
2245     {6,7,8}, /* 21 */
2246     {7,8,-1}, /* 22 */
2247     {8,22,24}, /* 23 */
2248     {8,1,-1}, /* 24 */
2249     {24,9,10}, /* 25 */
2250     {9,10,-1}, /* 26 */
2251     {10,11,-1}, /* 27 */
2252     {27,11,29}, /* 28 */
2253     {11,12,-1}, /* 29 */
2254     {12,13,-1}, /* 30 */
2255     {12,13,14}, /* 31 */
2256     {13,14,-1}, /* 32 */
2257     {14,15,-1}, /* 33 */
2258     {33,15,35}, /* 34 */
2259     {16,15,-1}, /* 35 */
2260     {17,16,-1}, /* 36 */
2261     {18,17,16}, /* 37 */
2262     {18,17,-1}, /* 38 */
2263     {18,19,-1}, /* 39 */
2264     {41,19,39}, /* 40 */
2265     {19,20,-1}, /* 41 */
2266     {20,21,-1}, /* 42 */
2267     {20,21,22}, /* 43 */
2268     {21,22,-1}, /* 44 */
2269     {23,22,-1}, /* 45 */
2270     {45,47,23}, /* 46 */
2271     {23,24,-1}, /* 47 */
2272     {24,9,-1}}; /* 48 */
2273    
2274     /* Recursive routine to step back and see if we can
2275     * find a path to that monster that we found. If not,
2276     * we don't bother going toward it. Returns 1 if we
2277     * can see a direct way to get it
2278     * Modified to be map tile aware -.MSW
2279     */
2280    
2281    
2282     int can_see_monsterP(mapstruct *m, int x, int y,int dir) {
2283     sint16 dx, dy;
2284     int mflags;
2285    
2286     if(dir<0) return 0; /* exit condition: invalid direction */
2287    
2288     dx = x + freearr_x[dir];
2289     dy = y + freearr_y[dir];
2290    
2291     mflags = get_map_flags(m, &m, dx, dy, &dx, &dy);
2292    
2293     /* This functional arguably was incorrect before - it was
2294     * checking for P_WALL - that was basically seeing if
2295     * we could move to the monster - this is being more
2296     * literal on if we can see it. To know if we can actually
2297     * move to the monster, we'd need the monster passed in or
2298     * at least its move type.
2299     */
2300     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0;
2301    
2302     /* yes, can see. */
2303     if(dir < 9) return 1;
2304     return can_see_monsterP(m, x, y, reduction_dir[dir][0]) |
2305 root 1.8 can_see_monsterP(m,x,y, reduction_dir[dir][1]) |
2306     can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2307 elmex 1.1 }
2308    
2309    
2310 root 1.8
2311 elmex 1.1 /*
2312     * can_pick(picker, item): finds out if an object is possible to be
2313     * picked up by the picker. Returnes 1 if it can be
2314     * picked up, otherwise 0.
2315     *
2316     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2317     * core dumps if they do.
2318     *
2319     * Add a check so we can't pick up invisible objects (0.93.8)
2320     */
2321    
2322     int can_pick(const object *who, const object *item) {
2323     return /*QUERY_FLAG(who,FLAG_WIZ)||*/
2324     (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&&
2325 root 1.8 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible &&
2326 elmex 1.1 (who->type==PLAYER||item->weight<who->weight/3));
2327     }
2328    
2329    
2330     /*
2331     * create clone from object to another
2332     */
2333     object *object_create_clone (object *asrc) {
2334     object *dst = NULL,*tmp,*src,*part,*prev, *item;
2335    
2336     if(!asrc) return NULL;
2337     src = asrc;
2338     if(src->head)
2339     src = src->head;
2340    
2341     prev = NULL;
2342     for(part = src; part; part = part->more) {
2343     tmp = get_object();
2344     copy_object(part,tmp);
2345     tmp->x -= src->x;
2346     tmp->y -= src->y;
2347     if(!part->head) {
2348     dst = tmp;
2349     tmp->head = NULL;
2350     } else {
2351     tmp->head = dst;
2352     }
2353     tmp->more = NULL;
2354     if(prev)
2355     prev->more = tmp;
2356     prev = tmp;
2357     }
2358     /*** copy inventory ***/
2359     for(item = src->inv; item; item = item->below) {
2360 root 1.8 (void) insert_ob_in_ob(object_create_clone(item),dst);
2361 elmex 1.1 }
2362    
2363     return dst;
2364     }
2365    
2366     /* return true if the object was destroyed, 0 otherwise */
2367     int was_destroyed (const object *op, tag_t old_tag)
2368     {
2369     /* checking for FLAG_FREED isn't necessary, but makes this function more
2370     * robust */
2371     return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2372     }
2373    
2374     /* GROS - Creates an object using a string representing its content. */
2375     /* Basically, we save the content of the string to a temp file, then call */
2376     /* load_object on it. I admit it is a highly inefficient way to make things, */
2377     /* but it was simple to make and allows reusing the load_object function. */
2378     /* Remember not to use load_object_str in a time-critical situation. */
2379     /* Also remember that multiparts objects are not supported for now. */
2380    
2381     object* load_object_str(const char *obstr)
2382     {
2383     object *op;
2384     char filename[MAX_BUF];
2385     sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2386 root 1.9
2387     FILE *tempfile=fopen(filename,"w");
2388 elmex 1.1 if (tempfile == NULL)
2389     {
2390     LOG(llevError,"Error - Unable to access load object temp file\n");
2391     return NULL;
2392     };
2393     fprintf(tempfile,obstr);
2394     fclose(tempfile);
2395    
2396     op=get_object();
2397    
2398 root 1.9 object_thawer thawer (filename);
2399 root 1.13
2400 root 1.9 if (thawer)
2401 root 1.13 load_object(thawer,op,0);
2402    
2403 root 1.11 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2404 elmex 1.1 CLEAR_FLAG(op,FLAG_REMOVED);
2405 root 1.9
2406 elmex 1.1 return op;
2407     }
2408    
2409     /* This returns the first object in who's inventory that
2410     * has the same type and subtype match.
2411     * returns NULL if no match.
2412     */
2413     object *find_obj_by_type_subtype(const object *who, int type, int subtype)
2414     {
2415     object *tmp;
2416    
2417     for (tmp=who->inv; tmp; tmp=tmp->below)
2418 root 1.8 if (tmp->type == type && tmp->subtype == subtype) return tmp;
2419 elmex 1.1
2420     return NULL;
2421     }
2422    
2423     /* If ob has a field named key, return the link from the list,
2424     * otherwise return NULL.
2425     *
2426     * key must be a passed in shared string - otherwise, this won't
2427     * do the desired thing.
2428     */
2429     key_value * get_ob_key_link(const object * ob, const char * key) {
2430     key_value * link;
2431    
2432     for (link = ob->key_values; link != NULL; link = link->next) {
2433     if (link->key == key) {
2434     return link;
2435     }
2436     }
2437    
2438     return NULL;
2439     }
2440    
2441     /*
2442     * Returns the value of op has an extra_field for key, or NULL.
2443     *
2444     * The argument doesn't need to be a shared string.
2445     *
2446     * The returned string is shared.
2447     */
2448     const char * get_ob_key_value(const object * op, const char * const key) {
2449     key_value * link;
2450     const char * canonical_key;
2451    
2452 root 1.11 canonical_key = shstr::find (key);
2453 elmex 1.1
2454     if (canonical_key == NULL) {
2455     /* 1. There being a field named key on any object
2456     * implies there'd be a shared string to find.
2457     * 2. Since there isn't, no object has this field.
2458     * 3. Therefore, *this* object doesn't have this field.
2459     */
2460     return NULL;
2461     }
2462    
2463     /* This is copied from get_ob_key_link() above -
2464     * only 4 lines, and saves the function call overhead.
2465     */
2466     for (link = op->key_values; link != NULL; link = link->next) {
2467     if (link->key == canonical_key) {
2468     return link->value;
2469     }
2470     }
2471     return NULL;
2472     }
2473    
2474    
2475     /*
2476     * Updates the canonical_key in op to value.
2477     *
2478     * canonical_key is a shared string (value doesn't have to be).
2479     *
2480     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2481     * keys.
2482     *
2483     * Returns TRUE on success.
2484     */
2485 root 1.11 int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) {
2486 elmex 1.1 key_value * field = NULL, *last=NULL;
2487    
2488     for (field=op->key_values; field != NULL; field=field->next) {
2489 root 1.8 if (field->key != canonical_key) {
2490     last = field;
2491     continue;
2492     }
2493    
2494     if (value)
2495 root 1.11 field->value = value;
2496 root 1.8 else {
2497     /* Basically, if the archetype has this key set,
2498     * we need to store the null value so when we save
2499     * it, we save the empty value so that when we load,
2500     * we get this value back again.
2501     */
2502 root 1.11 if (get_ob_key_link (&op->arch->clone, canonical_key))
2503     field->value = 0;
2504     else
2505     {
2506 root 1.8 if (last) last->next = field->next;
2507     else op->key_values = field->next;
2508 root 1.11
2509     delete field;
2510     }
2511 root 1.8 }
2512 elmex 1.1 return TRUE;
2513     }
2514     /* IF we get here, key doesn't exist */
2515    
2516     /* No field, we'll have to add it. */
2517    
2518     if (!add_key) {
2519     return FALSE;
2520     }
2521     /* There isn't any good reason to store a null
2522     * value in the key/value list. If the archetype has
2523     * this key, then we should also have it, so shouldn't
2524     * be here. If user wants to store empty strings,
2525     * should pass in ""
2526     */
2527     if (value == NULL) return TRUE;
2528    
2529 root 1.11 field = new key_value;
2530 elmex 1.1
2531 root 1.11 field->key = canonical_key;
2532     field->value = value;
2533 elmex 1.1 /* Usual prepend-addition. */
2534     field->next = op->key_values;
2535     op->key_values = field;
2536    
2537     return TRUE;
2538     }
2539    
2540     /*
2541     * Updates the key in op to value.
2542     *
2543     * If add_key is FALSE, this will only update existing keys,
2544     * and not add new ones.
2545     * In general, should be little reason FALSE is ever passed in for add_key
2546     *
2547     * Returns TRUE on success.
2548     */
2549 root 1.11 int set_ob_key_value(object * op, const char *key, const char * value, int add_key)
2550     {
2551     shstr key_ (key);
2552     return set_ob_key_value_s (op, key_, value, add_key);
2553 elmex 1.1 }