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/cvs/deliantra/server/common/object.C
Revision: 1.21
Committed: Sat Sep 9 21:48:28 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.20: +77 -80 lines
Log Message:
fix a few ugly pod-constructs on non-pod objects, and a few newly introduced bugs

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_object_c =
3 root 1.21 * "$Id: object.C,v 1.20 2006-09-08 18:26:22 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     /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
61     static int compare_ob_value_lists_one(const object * wants, const object * has) {
62     key_value * wants_field;
63    
64     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
65     * objects with lists are rare, and lists stay short. If not, use a
66     * different structure or at least keep the lists sorted...
67     */
68    
69     /* For each field in wants, */
70     for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) {
71     key_value * has_field;
72    
73     /* Look for a field in has with the same key. */
74     has_field = get_ob_key_link(has, wants_field->key);
75    
76     if (has_field == NULL) {
77     /* No field with that name. */
78     return FALSE;
79     }
80    
81     /* Found the matching field. */
82     if (has_field->value != wants_field->value) {
83     /* Values don't match, so this half of the comparison is false. */
84     return FALSE;
85     }
86    
87     /* If we get here, we found a match. Now for the next field in wants. */
88     }
89    
90     /* If we get here, every field in wants has a matching field in has. */
91     return TRUE;
92     }
93    
94     /* Returns TRUE if ob1 has the same key_values as ob2. */
95     static int compare_ob_value_lists(const object * ob1, const object * ob2) {
96     /* However, there may be fields in has which aren't partnered in wants,
97     * so we need to run the comparison *twice*. :(
98     */
99     return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1);
100     }
101    
102     /* Function examines the 2 objects given to it, and returns true if
103     * they can be merged together.
104     *
105     * Note that this function appears a lot longer than the macro it
106     * replaces - this is mostly for clarity - a decent compiler should hopefully
107     * reduce this to the same efficiency.
108     *
109     * Check nrof variable *before* calling CAN_MERGE()
110     *
111     * Improvements made with merge: Better checking on potion, and also
112     * check weight
113     */
114    
115 root 1.16 bool
116     object::can_merge (object *ob1, object *ob2)
117     {
118     /* A couple quicksanity checks */
119     if ((ob1 == ob2) || (ob1->type != ob2->type))
120     return 0;
121    
122     if (ob1->speed != ob2->speed)
123     return 0;
124    
125     /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
126     * value could not be stored in a sint32 (which unfortunately sometimes is
127     * used to store nrof).
128     */
129     if (ob1->nrof + ob2->nrof >= 1UL << 31)
130     return 0;
131    
132     /* If the objects have been identified, set the BEEN_APPLIED flag.
133     * This is to the comparison of the flags below will be OK. We
134     * just can't ignore the been applied or identified flags, as they
135     * are not equal - just if it has been identified, the been_applied
136     * flags lose any meaning.
137     */
138     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
139     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
140    
141     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
142     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
143 elmex 1.1
144    
145 root 1.16 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
146     * being locked in inventory should prevent merging.
147     * 0x4 in flags3 is CLIENT_SENT
148     */
149     if ((ob1->arch != ob2->arch) ||
150     (ob1->flags[0] != ob2->flags[0]) ||
151     (ob1->flags[1] != ob2->flags[1]) ||
152     ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
153     ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
154     (ob1->name != ob2->name) ||
155     (ob1->title != ob2->title) ||
156     (ob1->msg != ob2->msg) ||
157     (ob1->weight != ob2->weight) ||
158     (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
159     (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
160     (ob1->attacktype != ob2->attacktype) ||
161     (ob1->magic != ob2->magic) ||
162     (ob1->slaying != ob2->slaying) ||
163     (ob1->skill != ob2->skill) ||
164     (ob1->value != ob2->value) ||
165     (ob1->animation_id != ob2->animation_id) ||
166     (ob1->client_type != ob2->client_type) ||
167     (ob1->materialname != ob2->materialname) ||
168     (ob1->lore != ob2->lore) ||
169     (ob1->subtype != ob2->subtype) ||
170     (ob1->move_type != ob2->move_type) ||
171     (ob1->move_block != ob2->move_block) ||
172     (ob1->move_allow != ob2->move_allow) ||
173     (ob1->move_on != ob2->move_on) ||
174     (ob1->move_off != ob2->move_off) ||
175     (ob1->move_slow != ob2->move_slow) ||
176     (ob1->move_slow_penalty != ob2->move_slow_penalty))
177     return 0;
178    
179     /* This is really a spellbook check - really, we should
180     * check all objects in the inventory.
181     */
182     if (ob1->inv || ob2->inv)
183     {
184     /* if one object has inventory but the other doesn't, not equiv */
185     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186     return 0;
187    
188     /* Now check to see if the two inventory objects could merge */
189     if (!CAN_MERGE (ob1->inv, ob2->inv))
190     return 0;
191    
192     /* inventory ok - still need to check rest of this object to see
193     * if it is valid.
194     */
195     }
196 elmex 1.1
197 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
198     * it is possible for most any character to have more than one of
199     * some items equipped, and we don't want those to merge.
200     */
201     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
202     return 0;
203 elmex 1.1
204 root 1.16 /* Note sure why the following is the case - either the object has to
205     * be animated or have a very low speed. Is this an attempted monster
206     * check?
207     */
208     if (!QUERY_FLAG (ob1, FLAG_ANIMATE)
209     && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210     return 0;
211 elmex 1.1
212 root 1.16 switch (ob1->type)
213     {
214     case SCROLL:
215     if (ob1->level != ob2->level)
216     return 0;
217     break;
218     }
219 elmex 1.1
220 root 1.16 if (ob1->key_values != NULL || ob2->key_values != NULL)
221     {
222     /* At least one of these has key_values. */
223     if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
224     /* One has fields, but the other one doesn't. */
225     return 0;
226     else if (!compare_ob_value_lists (ob1, ob2))
227     return 0;
228 elmex 1.1 }
229 root 1.16
230     //TODO: generate an event or call into perl for additional checks
231     if (ob1->self || ob2->self)
232     {
233     ob1->optimise ();
234     ob2->optimise ();
235    
236     if (ob1->self || ob2->self)
237     return 0;
238 elmex 1.1 }
239    
240 root 1.16 /* Everything passes, must be OK. */
241     return 1;
242 elmex 1.1 }
243     /*
244     * sum_weight() is a recursive function which calculates the weight
245     * an object is carrying. It goes through in figures out how much
246     * containers are carrying, and sums it up.
247     */
248     signed long sum_weight(object *op) {
249     signed long sum;
250     object *inv;
251     for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) {
252     if (inv->inv)
253 root 1.8 sum_weight(inv);
254 elmex 1.1 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
255     }
256     if (op->type == CONTAINER && op->stats.Str)
257     sum = (sum * (100 - op->stats.Str))/100;
258     if(op->carrying != sum)
259     op->carrying = sum;
260     return sum;
261     }
262    
263     /**
264     * Return the outermost environment object for a given object.
265     */
266    
267     object *object_get_env_recursive (object *op) {
268     while (op->env != NULL)
269     op = op->env;
270     return op;
271     }
272    
273     /*
274     * Eneq(@csd.uu.se): Since we can have items buried in a character we need
275     * a better check. We basically keeping traversing up until we can't
276     * or find a player.
277     */
278    
279     object *is_player_inv (object *op) {
280     for (;op!=NULL&&op->type!=PLAYER; op=op->env)
281     if (op->env==op)
282 root 1.8 op->env = NULL;
283 elmex 1.1 return op;
284     }
285    
286     /*
287     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
288 root 1.11 * Some error messages.
289 elmex 1.1 * The result of the dump is stored in the static global errmsg array.
290     */
291    
292     void dump_object2(object *op) {
293 root 1.10 errmsg[0] = 0;
294     return;
295     //TODO//D#d#
296     #if 0
297 elmex 1.1 char *cp;
298     /* object *tmp;*/
299    
300     if(op->arch!=NULL) {
301     strcat(errmsg,"arch ");
302     strcat(errmsg,op->arch->name?op->arch->name:"(null)");
303     strcat(errmsg,"\n");
304     if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
305 root 1.8 strcat(errmsg,cp);
306 elmex 1.1 #if 0
307     /* Don't dump player diffs - they are too long, mostly meaningless, and
308     * will overflow the buffer.
309     * Changed so that we don't dump inventory either. This may
310     * also overflow the buffer.
311     */
312     if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
313     strcat(errmsg,cp);
314     for (tmp=op->inv; tmp; tmp=tmp->below)
315     dump_object2(tmp);
316     #endif
317     strcat(errmsg,"end\n");
318     } else {
319     strcat(errmsg,"Object ");
320     if (op->name==NULL) strcat(errmsg, "(null)");
321     else strcat(errmsg,op->name);
322     strcat(errmsg,"\n");
323     #if 0
324     if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
325     strcat(errmsg,cp);
326     for (tmp=op->inv; tmp; tmp=tmp->below)
327     dump_object2(tmp);
328     #endif
329     strcat(errmsg,"end\n");
330     }
331 root 1.10 #endif
332 elmex 1.1 }
333    
334     /*
335     * Dumps an object. Returns output in the static global errmsg array.
336     */
337    
338     void dump_object(object *op) {
339     if(op==NULL) {
340     strcpy(errmsg,"[NULL pointer]");
341     return;
342     }
343     errmsg[0]='\0';
344     dump_object2(op);
345     }
346    
347     void dump_all_objects(void) {
348     object *op;
349     for(op=objects;op!=NULL;op=op->next) {
350     dump_object(op);
351     fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
352     }
353     }
354    
355     /*
356     * get_nearest_part(multi-object, object 2) returns the part of the
357     * multi-object 1 which is closest to the second object.
358     * If it's not a multi-object, it is returned.
359     */
360    
361     object *get_nearest_part(object *op, const object *pl) {
362     object *tmp,*closest;
363     int last_dist,i;
364     if(op->more==NULL)
365     return op;
366     for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more)
367     if((i=distance(tmp,pl))<last_dist)
368     closest=tmp,last_dist=i;
369     return closest;
370     }
371    
372     /*
373     * Returns the object which has the count-variable equal to the argument.
374     */
375    
376     object *find_object(tag_t i) {
377     object *op;
378     for(op=objects;op!=NULL;op=op->next)
379     if(op->count==i)
380     break;
381     return op;
382     }
383    
384     /*
385     * Returns the first object which has a name equal to the argument.
386     * Used only by the patch command, but not all that useful.
387     * Enables features like "patch <name-of-other-player> food 999"
388     */
389    
390     object *find_object_name(const char *str) {
391 root 1.11 const char *name = shstr::find (str);
392 elmex 1.1 object *op;
393     for(op=objects;op!=NULL;op=op->next)
394 root 1.11 if(&op->name == name)
395 elmex 1.1 break;
396 root 1.11
397 elmex 1.1 return op;
398     }
399    
400 root 1.14 void free_all_object_data ()
401     {
402     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
403 elmex 1.1 }
404    
405     /*
406     * Returns the object which this object marks as being the owner.
407     * A id-scheme is used to avoid pointing to objects which have been
408     * freed and are now reused. If this is detected, the owner is
409     * set to NULL, and NULL is returned.
410     * Changed 2004-02-12 - if the player is setting at the play again
411     * prompt, he is removed, and we don't want to treat him as an owner of
412     * anything, so check removed flag. I don't expect that this should break
413     * anything - once an object is removed, it is basically dead anyways.
414     */
415    
416     object *get_owner(object *op) {
417     if(op->owner==NULL)
418 root 1.8 return NULL;
419 elmex 1.1
420     if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
421 root 1.8 op->owner->count==op->ownercount)
422     return op->owner;
423 elmex 1.1
424     op->owner=NULL;
425     op->ownercount=0;
426     return NULL;
427     }
428    
429     void clear_owner(object *op)
430     {
431     if (!op) return;
432    
433     if (op->owner && op->ownercount == op->owner->count)
434 root 1.8 op->owner->refcount--;
435 elmex 1.1
436     op->owner = NULL;
437     op->ownercount = 0;
438     }
439    
440     /*
441     * Sets the owner and sets the skill and exp pointers to owner's current
442     * skill and experience objects.
443     */
444     void set_owner (object *op, object *owner)
445     {
446     if(owner==NULL||op==NULL)
447 root 1.8 return;
448 elmex 1.1
449     /* next line added to allow objects which own objects */
450     /* Add a check for ownercounts in here, as I got into an endless loop
451     * with the fireball owning a poison cloud which then owned the
452     * fireball. I believe that was caused by one of the objects getting
453     * freed and then another object replacing it. Since the ownercounts
454     * didn't match, this check is valid and I believe that cause is valid.
455     */
456     while (owner->owner && owner!=owner->owner &&
457 root 1.8 owner->ownercount==owner->owner->count) owner=owner->owner;
458 elmex 1.1
459     /* IF the owner still has an owner, we did not resolve to a final owner.
460     * so lets not add to that.
461     */
462     if (owner->owner) return;
463    
464     op->owner=owner;
465    
466     op->ownercount=owner->count;
467     owner->refcount++;
468    
469     }
470    
471     /* Set the owner to clone's current owner and set the skill and experience
472     * objects to clone's objects (typically those objects that where the owner's
473     * current skill and experience objects at the time when clone's owner was
474     * set - not the owner's current skill and experience objects).
475     *
476     * Use this function if player created an object (e.g. fire bullet, swarm
477     * spell), and this object creates further objects whose kills should be
478     * accounted for the player's original skill, even if player has changed
479     * skills meanwhile.
480     */
481     void copy_owner (object *op, object *clone)
482     {
483     object *owner = get_owner (clone);
484     if (owner == NULL) {
485 root 1.8 /* players don't have owners - they own themselves. Update
486     * as appropriate.
487     */
488     if (clone->type == PLAYER) owner=clone;
489     else return;
490 elmex 1.1 }
491     set_owner(op, owner);
492    
493     }
494    
495     /* Zero the key_values on op, decrementing the shared-string
496     * refcounts and freeing the links.
497     */
498 root 1.11 static void free_key_values(object * op)
499     {
500     for (key_value *i = op->key_values; i != 0; )
501     {
502     key_value *next = i->next;
503     delete i;
504     i = next;
505 elmex 1.1 }
506 root 1.11
507     op->key_values = 0;
508 elmex 1.1 }
509    
510 root 1.14 void object::clear ()
511     {
512     attachable_base::clear ();
513    
514     free_key_values (this);
515    
516     name = 0;
517     name_pl = 0;
518     title = 0;
519     race = 0;
520     slaying = 0;
521     skill = 0;
522     msg = 0;
523     lore = 0;
524     custom_name = 0;
525     materialname = 0;
526    
527     memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528    
529     SET_FLAG (this, FLAG_REMOVED);
530     }
531    
532     void object::clone (object *destination)
533     {
534     *(object_copy *)destination = *(object_copy *)this;
535     *(object_pod *)destination = *(object_pod *)this;
536    
537     if (self || cb)
538     INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539     }
540    
541 elmex 1.1 /*
542     * clear_object() frees everything allocated by an object, and also
543     * clears all variables and flags to default settings.
544     */
545    
546 root 1.14 void clear_object (object *op)
547 root 1.11 {
548     op->clear ();
549 root 1.2
550 root 1.11 op->contr = NULL;
551     op->below = NULL;
552     op->above = NULL;
553     op->inv = NULL;
554     op->container=NULL;
555     op->env=NULL;
556     op->more=NULL;
557     op->head=NULL;
558     op->map=NULL;
559     op->refcount=0;
560     op->active_next = NULL;
561     op->active_prev = NULL;
562     /* What is not cleared is next, prev, and count */
563 elmex 1.1
564 root 1.14 op->expmul = 1.0;
565 root 1.11 op->face = blank_face;
566 root 1.14 op->attacked_by_count = -1;
567 elmex 1.1
568 root 1.11 if (settings.casting_time)
569     op->casting_time = -1;
570 elmex 1.1 }
571    
572     /*
573     * copy object first frees everything allocated by the second object,
574     * and then copies the contends of the first object into the second
575     * object, allocating what needs to be allocated. Basically, any
576     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
577     * if the first object is freed, the pointers in the new object
578     * will point at garbage.
579     */
580    
581 root 1.14 void copy_object (object *op2, object *op)
582 root 1.11 {
583 root 1.14 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
584     bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
585 root 1.11
586     op2->clone (op);
587    
588 root 1.14 if (is_freed) SET_FLAG (op, FLAG_FREED);
589     if (is_removed) SET_FLAG (op, FLAG_REMOVED);
590 elmex 1.1
591 root 1.11 if (op2->speed < 0)
592     op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
593 elmex 1.1
594 root 1.11 /* Copy over key_values, if any. */
595 root 1.14 if (op2->key_values != NULL)
596     {
597 root 1.11 key_value *tail = NULL;
598     key_value *i;
599 elmex 1.1
600 root 1.11 op->key_values = NULL;
601 elmex 1.1
602 root 1.11 for (i = op2->key_values; i != NULL; i = i->next)
603     {
604     key_value *new_link = new key_value;
605 root 1.8
606 root 1.11 new_link->next = NULL;
607     new_link->key = i->key;
608     new_link->value = i->value;
609    
610     /* Try and be clever here, too. */
611     if (op->key_values == NULL)
612     {
613     op->key_values = new_link;
614     tail = new_link;
615 root 1.8 }
616 root 1.11 else
617     {
618     tail->next = new_link;
619     tail = new_link;
620     }
621 root 1.14 }
622     }
623 root 1.2
624 root 1.11 update_ob_speed (op);
625 elmex 1.1 }
626    
627     /*
628     * If an object with the IS_TURNABLE() flag needs to be turned due
629     * to the closest player being on the other side, this function can
630     * be called to update the face variable, _and_ how it looks on the map.
631     */
632    
633     void update_turn_face(object *op) {
634     if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL)
635 root 1.8 return;
636 elmex 1.1 SET_ANIMATION(op, op->direction);
637     update_object(op,UP_OBJ_FACE);
638     }
639    
640     /*
641     * Updates the speed of an object. If the speed changes from 0 to another
642     * value, or vice versa, then add/remove the object from the active list.
643     * This function needs to be called whenever the speed of an object changes.
644     */
645    
646     void update_ob_speed(object *op) {
647     extern int arch_init;
648    
649     /* No reason putting the archetypes objects on the speed list,
650     * since they never really need to be updated.
651     */
652    
653     if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
654 root 1.11 LOG(llevError,"Object %s is freed but has speed.\n", &op->name);
655 elmex 1.1 #ifdef MANY_CORES
656 root 1.8 abort();
657 elmex 1.1 #else
658 root 1.8 op->speed = 0;
659 elmex 1.1 #endif
660     }
661     if (arch_init) {
662 root 1.8 return;
663 elmex 1.1 }
664     if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
665 root 1.8 /* If already on active list, don't do anything */
666     if (op->active_next || op->active_prev || op==active_objects)
667     return;
668 elmex 1.1
669     /* process_events() expects us to insert the object at the beginning
670     * of the list. */
671 root 1.8 op->active_next = active_objects;
672     if (op->active_next!=NULL)
673     op->active_next->active_prev = op;
674     active_objects = op;
675 elmex 1.1 }
676     else {
677 root 1.8 /* If not on the active list, nothing needs to be done */
678     if (!op->active_next && !op->active_prev && op!=active_objects)
679     return;
680    
681     if (op->active_prev==NULL) {
682     active_objects = op->active_next;
683     if (op->active_next!=NULL)
684     op->active_next->active_prev = NULL;
685     }
686     else {
687     op->active_prev->active_next = op->active_next;
688     if (op->active_next)
689     op->active_next->active_prev = op->active_prev;
690     }
691     op->active_next = NULL;
692     op->active_prev = NULL;
693 elmex 1.1 }
694     }
695    
696     /* This function removes object 'op' from the list of active
697     * objects.
698     * This should only be used for style maps or other such
699     * reference maps where you don't want an object that isn't
700     * in play chewing up cpu time getting processed.
701     * The reverse of this is to call update_ob_speed, which
702     * will do the right thing based on the speed of the object.
703     */
704     void remove_from_active_list(object *op)
705     {
706     /* If not on the active list, nothing needs to be done */
707     if (!op->active_next && !op->active_prev && op!=active_objects)
708 root 1.8 return;
709 elmex 1.1
710     if (op->active_prev==NULL) {
711 root 1.8 active_objects = op->active_next;
712     if (op->active_next!=NULL)
713     op->active_next->active_prev = NULL;
714 elmex 1.1 }
715     else {
716 root 1.8 op->active_prev->active_next = op->active_next;
717     if (op->active_next)
718     op->active_next->active_prev = op->active_prev;
719 elmex 1.1 }
720     op->active_next = NULL;
721     op->active_prev = NULL;
722     }
723    
724     /*
725     * update_object() updates the array which represents the map.
726     * It takes into account invisible objects (and represent squares covered
727     * by invisible objects by whatever is below them (unless it's another
728     * invisible object, etc...)
729     * If the object being updated is beneath a player, the look-window
730     * of that player is updated (this might be a suboptimal way of
731     * updating that window, though, since update_object() is called _often_)
732     *
733     * action is a hint of what the caller believes need to be done.
734     * For example, if the only thing that has changed is the face (due to
735     * an animation), we don't need to call update_position until that actually
736     * comes into view of a player. OTOH, many other things, like addition/removal
737     * of walls or living creatures may need us to update the flags now.
738     * current action are:
739     * UP_OBJ_INSERT: op was inserted
740     * UP_OBJ_REMOVE: op was removed
741     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742     * as that is easier than trying to look at what may have changed.
743     * UP_OBJ_FACE: only the objects face has changed.
744     */
745    
746     void update_object(object *op, int action) {
747     int update_now=0, flags;
748 root 1.11 MoveType move_on, move_off, move_block, move_slow;
749 elmex 1.1
750     if (op == NULL) {
751     /* this should never happen */
752     LOG(llevDebug,"update_object() called for NULL object.\n");
753 root 1.8 return;
754 elmex 1.1 }
755    
756     if(op->env!=NULL) {
757 root 1.8 /* Animation is currently handled by client, so nothing
758     * to do in this case.
759     */
760     return;
761 elmex 1.1 }
762    
763     /* If the map is saving, don't do anything as everything is
764     * going to get freed anyways.
765     */
766     if (!op->map || op->map->in_memory == MAP_SAVING) return;
767    
768     /* make sure the object is within map boundaries */
769     if (op->x < 0 || op->x >= MAP_WIDTH(op->map) ||
770 root 1.8 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) {
771 elmex 1.1 LOG(llevError,"update_object() called for object out of map!\n");
772     #ifdef MANY_CORES
773 root 1.8 abort();
774 elmex 1.1 #endif
775 root 1.8 return;
776 elmex 1.1 }
777    
778     flags = GET_MAP_FLAGS(op->map, op->x, op->y);
779     SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
780     move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
781     move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
782     move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
783     move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
784    
785     if (action == UP_OBJ_INSERT) {
786     if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
787     update_now=1;
788    
789     if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
790     update_now=1;
791    
792     if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
793     update_now=1;
794    
795     if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796     update_now=1;
797    
798 root 1.20 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799     update_now=1;
800    
801 root 1.8 if ((move_on | op->move_on) != move_on) update_now=1;
802 root 1.20
803 root 1.8 if ((move_off | op->move_off) != move_off) update_now=1;
804 root 1.20
805 root 1.8 /* This isn't perfect, but I don't expect a lot of objects to
806     * to have move_allow right now.
807     */
808     if (((move_block | op->move_block) & ~op->move_allow) != move_block)
809     update_now=1;
810 root 1.20
811     if ((move_slow | op->move_slow) != move_slow)
812     update_now=1;
813 elmex 1.1 }
814     /* if the object is being removed, we can't make intelligent
815     * decisions, because remove_ob can't really pass the object
816     * that is being removed.
817     */
818     else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) {
819 root 1.8 update_now=1;
820 elmex 1.1 } else if (action == UP_OBJ_FACE) {
821 root 1.8 /* Nothing to do for that case */
822 elmex 1.1 }
823     else {
824 root 1.8 LOG(llevError,"update_object called with invalid action: %d\n", action);
825 elmex 1.1 }
826    
827     if (update_now) {
828     SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
829     update_position(op->map, op->x, op->y);
830     }
831    
832     if(op->more!=NULL)
833 root 1.8 update_object(op->more, action);
834 elmex 1.1 }
835    
836 root 1.21 static std::vector<object *> mortals;
837    
838     void object::free_mortals ()
839     {
840     for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i)
841     delete *i;
842    
843     mortals.clear ();
844     }
845    
846     object::object ()
847     {
848     count = ++ob_count;
849    
850     prev = 0;
851     next = objects;
852    
853     if (objects)
854     objects->prev = this;
855    
856     objects = this;
857    
858     SET_FLAG (this, FLAG_REMOVED);
859    
860     expmul = 1.0;
861     face = blank_face;
862     attacked_by_count = -1;
863     }
864    
865     object::~object ()
866     {
867     }
868    
869     object *object::create ()
870     {
871     return new object;
872     }
873 elmex 1.1
874     /*
875     * free_object() frees everything allocated by an object, removes
876     * it from the list of used objects, and puts it on the list of
877     * free objects. The IS_FREED() flag is set in the object.
878     * The object must have been removed by remove_ob() first for
879     * this function to succeed.
880     *
881     * If free_inventory is set, free inventory as well. Else drop items in
882     * inventory to the ground.
883     */
884 root 1.14 void
885 root 1.21 object::free (bool free_inventory)
886 root 1.14 {
887 root 1.21 if (!QUERY_FLAG (this, FLAG_REMOVED))
888 root 1.14 {
889     LOG (llevDebug, "Free object called with non removed object\n");
890 root 1.21 dump_object (this);
891 elmex 1.1 #ifdef MANY_CORES
892 root 1.14 abort ();
893 elmex 1.1 #endif
894     }
895 root 1.14
896 root 1.21 if (QUERY_FLAG (this, FLAG_FRIENDLY))
897 root 1.14 {
898     LOG (llevMonster, "Warning: tried to free friendly object.\n");
899 root 1.21 remove_friendly_object (this);
900 elmex 1.1 }
901 root 1.14
902 root 1.21 if (QUERY_FLAG (this, FLAG_FREED))
903 root 1.14 {
904 root 1.21 dump_object (this);
905 root 1.14 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
906     return;
907 elmex 1.1 }
908 root 1.14
909 root 1.21 if (more)
910 root 1.14 {
911 root 1.21 more->free (free_inventory);
912     more = 0;
913 elmex 1.1 }
914    
915 root 1.21 if (inv)
916 root 1.14 {
917     /* Only if the space blocks everything do we not process -
918 root 1.17 * if some form of movement is allowed, let objects
919 root 1.14 * drop on that space.
920     */
921 root 1.21 if (free_inventory || !map
922     || map->in_memory != MAP_IN_MEMORY
923     || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
924 root 1.14 {
925 root 1.21 object *op = inv;
926 root 1.14
927 root 1.21 while (op)
928 root 1.14 {
929 root 1.21 object *tmp = op->below;
930 root 1.14 remove_ob (op);
931 root 1.21 op->free (free_inventory);
932 root 1.14 op = tmp;
933     }
934     }
935     else
936     { /* Put objects in inventory onto this space */
937 root 1.21 object *op = inv;
938 root 1.14
939 root 1.21 while (op)
940 root 1.14 {
941 root 1.21 object *tmp = op->below;
942 root 1.14 remove_ob (op);
943    
944     if (QUERY_FLAG (op, FLAG_STARTEQUIP)
945     || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
946     || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
947     free_object (op);
948     else
949     {
950 root 1.21 op->x = x;
951     op->y = y;
952     insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
953 root 1.14 }
954    
955     op = tmp;
956     }
957     }
958     }
959    
960     /* Remove object from the active list */
961 root 1.21 speed = 0;
962     update_ob_speed (this);
963 elmex 1.1
964 root 1.21 SET_FLAG (this, FLAG_FREED);
965 root 1.11
966 root 1.21 mortalise ();
967     }
968 root 1.11
969 root 1.21 void
970     object::mortalise ()
971     {
972     count = 0;
973 elmex 1.1
974 root 1.21 /* Remove this object from the list of used objects */
975     if (prev) prev->next = next;
976     if (next) next->prev = prev;
977     if (this == objects) objects = next;
978 elmex 1.1
979 root 1.21 free_key_values (this);
980 elmex 1.1
981 root 1.21 mortals.push_back (this);
982 elmex 1.1 }
983    
984     /*
985     * sub_weight() recursively (outwards) subtracts a number from the
986     * weight of an object (and what is carried by it's environment(s)).
987     */
988    
989     void sub_weight (object *op, signed long weight) {
990     while (op != NULL) {
991     if (op->type == CONTAINER) {
992     weight=(signed long)(weight*(100-op->stats.Str)/100);
993     }
994     op->carrying-=weight;
995     op = op->env;
996     }
997     }
998    
999     /* remove_ob(op):
1000     * This function removes the object op from the linked list of objects
1001     * which it is currently tied to. When this function is done, the
1002     * object will have no environment. If the object previously had an
1003     * environment, the x and y coordinates will be updated to
1004     * the previous environment.
1005     * Beware: This function is called from the editor as well!
1006     */
1007    
1008     void remove_ob(object *op) {
1009     object *tmp,*last=NULL;
1010     object *otmp;
1011     tag_t tag;
1012     int check_walk_off;
1013     mapstruct *m;
1014     sint16 x,y;
1015    
1016    
1017     if(QUERY_FLAG(op,FLAG_REMOVED)) {
1018 root 1.8 dump_object(op);
1019     LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1020 elmex 1.1
1021 root 1.8 /* Changed it to always dump core in this case. As has been learned
1022     * in the past, trying to recover from errors almost always
1023     * make things worse, and this is a real error here - something
1024     * that should not happen.
1025     * Yes, if this was a mission critical app, trying to do something
1026     * to recover may make sense, but that is because failure of the app
1027     * may have other disastrous problems. Cf runs out of a script
1028     * so is easily enough restarted without any real problems.
1029     * MSW 2001-07-01
1030     */
1031     abort();
1032 elmex 1.1 }
1033     if(op->more!=NULL)
1034 root 1.8 remove_ob(op->more);
1035 elmex 1.1
1036     SET_FLAG(op, FLAG_REMOVED);
1037    
1038     /*
1039     * In this case, the object to be removed is in someones
1040     * inventory.
1041     */
1042     if(op->env!=NULL) {
1043 root 1.8 if(op->nrof)
1044     sub_weight(op->env, op->weight*op->nrof);
1045     else
1046     sub_weight(op->env, op->weight+op->carrying);
1047    
1048     /* NO_FIX_PLAYER is set when a great many changes are being
1049     * made to players inventory. If set, avoiding the call
1050     * to save cpu time.
1051     */
1052     if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1053     !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1054     fix_player(otmp);
1055    
1056     if(op->above!=NULL)
1057     op->above->below=op->below;
1058     else
1059     op->env->inv=op->below;
1060    
1061     if(op->below!=NULL)
1062     op->below->above=op->above;
1063    
1064     /* we set up values so that it could be inserted into
1065     * the map, but we don't actually do that - it is up
1066     * to the caller to decide what we want to do.
1067     */
1068     op->x=op->env->x,op->y=op->env->y;
1069     op->map=op->env->map;
1070     op->above=NULL,op->below=NULL;
1071     op->env=NULL;
1072     return;
1073 elmex 1.1 }
1074    
1075     /* If we get here, we are removing it from a map */
1076     if (op->map == NULL) return;
1077    
1078     x = op->x;
1079     y = op->y;
1080     m = get_map_from_coord(op->map, &x, &y);
1081    
1082     if (!m) {
1083 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",
1084     op->map->path, op->x, op->y);
1085     /* in old days, we used to set x and y to 0 and continue.
1086     * it seems if we get into this case, something is probablye
1087     * screwed up and should be fixed.
1088     */
1089     abort();
1090 elmex 1.1 }
1091     if (op->map != m) {
1092 root 1.8 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1093     op->map->path, m->path, op->x, op->y, x, y);
1094 elmex 1.1 }
1095    
1096     /* Re did the following section of code - it looks like it had
1097     * lots of logic for things we no longer care about
1098     */
1099    
1100     /* link the object above us */
1101     if (op->above)
1102 root 1.8 op->above->below=op->below;
1103 elmex 1.1 else
1104 root 1.8 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1105 elmex 1.1
1106     /* Relink the object below us, if there is one */
1107     if(op->below) {
1108 root 1.8 op->below->above=op->above;
1109 elmex 1.1 } else {
1110 root 1.8 /* Nothing below, which means we need to relink map object for this space
1111     * use translated coordinates in case some oddness with map tiling is
1112     * evident
1113     */
1114     if(GET_MAP_OB(m,x,y)!=op) {
1115     dump_object(op);
1116     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);
1117     dump_object(GET_MAP_OB(m,x,y));
1118     LOG(llevError,"%s\n",errmsg);
1119     }
1120     SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1121 elmex 1.1 }
1122     op->above=NULL;
1123     op->below=NULL;
1124    
1125     if (op->map->in_memory == MAP_SAVING)
1126 root 1.8 return;
1127 elmex 1.1
1128     tag = op->count;
1129     check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1130     for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1131 root 1.8 /* No point updating the players look faces if he is the object
1132     * being removed.
1133     */
1134    
1135     if(tmp->type==PLAYER && tmp!=op) {
1136     /* If a container that the player is currently using somehow gets
1137     * removed (most likely destroyed), update the player view
1138     * appropriately.
1139     */
1140     if (tmp->container==op) {
1141     CLEAR_FLAG(op, FLAG_APPLIED);
1142     tmp->container=NULL;
1143     }
1144     tmp->contr->socket.update_look=1;
1145     }
1146     /* See if player moving off should effect something */
1147     if (check_walk_off && ((op->move_type & tmp->move_off) &&
1148     (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1149    
1150     move_apply(tmp, op, NULL);
1151     if (was_destroyed (op, tag)) {
1152     LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1153 root 1.11 "leaving object\n", &tmp->name, &tmp->arch->name);
1154 root 1.8 }
1155     }
1156    
1157     /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1158    
1159     if(tmp->above == tmp)
1160     tmp->above = NULL;
1161     last=tmp;
1162 elmex 1.1 }
1163     /* last == NULL of there are no objects on this space */
1164     if (last==NULL) {
1165 root 1.8 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1166     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1167     * those out anyways, and if there are any flags set right now, they won't
1168     * be correct anyways.
1169     */
1170     SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1171     update_position(op->map, op->x, op->y);
1172 elmex 1.1 }
1173     else
1174 root 1.8 update_object(last, UP_OBJ_REMOVE);
1175 elmex 1.1
1176     if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1177 root 1.8 update_all_los(op->map, op->x, op->y);
1178 elmex 1.1
1179     }
1180    
1181     /*
1182     * merge_ob(op,top):
1183     *
1184     * This function goes through all objects below and including top, and
1185     * merges op to the first matching object.
1186     * If top is NULL, it is calculated.
1187     * Returns pointer to object if it succeded in the merge, otherwise NULL
1188     */
1189    
1190     object *merge_ob(object *op, object *top) {
1191     if(!op->nrof)
1192     return 0;
1193     if(top==NULL)
1194     for(top=op;top!=NULL&&top->above!=NULL;top=top->above);
1195     for(;top!=NULL;top=top->below) {
1196     if(top==op)
1197     continue;
1198     if (CAN_MERGE(op,top))
1199     {
1200     top->nrof+=op->nrof;
1201     /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1202     op->weight = 0; /* Don't want any adjustements now */
1203     remove_ob(op);
1204     free_object(op);
1205     return top;
1206     }
1207     }
1208     return NULL;
1209     }
1210    
1211     /*
1212     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1213     * job preparing multi-part monsters
1214     */
1215     object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){
1216     object* tmp;
1217     if (op->head)
1218     op=op->head;
1219     for (tmp=op;tmp;tmp=tmp->more){
1220     tmp->x=x+tmp->arch->clone.x;
1221     tmp->y=y+tmp->arch->clone.y;
1222     }
1223     return insert_ob_in_map (op, m, originator, flag);
1224     }
1225    
1226     /*
1227     * insert_ob_in_map (op, map, originator, flag):
1228     * This function inserts the object in the two-way linked list
1229     * which represents what is on a map.
1230     * The second argument specifies the map, and the x and y variables
1231     * in the object about to be inserted specifies the position.
1232     *
1233     * originator: Player, monster or other object that caused 'op' to be inserted
1234     * into 'map'. May be NULL.
1235     *
1236     * flag is a bitmask about special things to do (or not do) when this
1237     * function is called. see the object.h file for the INS_ values.
1238     * Passing 0 for flag gives proper default values, so flag really only needs
1239     * to be set if special handling is needed.
1240     *
1241     * Return value:
1242     * new object if 'op' was merged with other object
1243     * NULL if 'op' was destroyed
1244     * just 'op' otherwise
1245     */
1246    
1247     object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1248     {
1249     object *tmp, *top, *floor=NULL;
1250     sint16 x,y;
1251    
1252     if (QUERY_FLAG (op, FLAG_FREED)) {
1253 root 1.8 LOG (llevError, "Trying to insert freed object!\n");
1254     return NULL;
1255 elmex 1.1 }
1256     if(m==NULL) {
1257 root 1.8 dump_object(op);
1258     LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1259     return op;
1260 elmex 1.1 }
1261     if(out_of_map(m,op->x,op->y)) {
1262 root 1.8 dump_object(op);
1263     LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1264 elmex 1.1 #ifdef MANY_CORES
1265 root 1.8 /* Better to catch this here, as otherwise the next use of this object
1266     * is likely to cause a crash. Better to find out where it is getting
1267     * improperly inserted.
1268     */
1269     abort();
1270 elmex 1.1 #endif
1271 root 1.8 return op;
1272 elmex 1.1 }
1273     if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1274 root 1.8 dump_object(op);
1275     LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1276     return op;
1277 elmex 1.1 }
1278     if(op->more!=NULL) {
1279 root 1.8 /* The part may be on a different map. */
1280 elmex 1.1
1281 root 1.8 object *more = op->more;
1282 elmex 1.1
1283 root 1.8 /* We really need the caller to normalize coordinates - if
1284     * we set the map, that doesn't work if the location is within
1285     * a map and this is straddling an edge. So only if coordinate
1286     * is clear wrong do we normalize it.
1287     */
1288     if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1289     more->map = get_map_from_coord(m, &more->x, &more->y);
1290     } else if (!more->map) {
1291     /* For backwards compatibility - when not dealing with tiled maps,
1292     * more->map should always point to the parent.
1293     */
1294     more->map = m;
1295     }
1296    
1297     if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1298     if ( ! op->head)
1299     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1300     return NULL;
1301     }
1302 elmex 1.1 }
1303     CLEAR_FLAG(op,FLAG_REMOVED);
1304    
1305     /* Ideally, the caller figures this out. However, it complicates a lot
1306     * of areas of callers (eg, anything that uses find_free_spot would now
1307     * need extra work
1308     */
1309     op->map=get_map_from_coord(m, &op->x, &op->y);
1310     x = op->x;
1311     y = op->y;
1312    
1313     /* this has to be done after we translate the coordinates.
1314     */
1315     if(op->nrof && !(flag & INS_NO_MERGE)) {
1316 root 1.8 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1317     if (CAN_MERGE(op,tmp)) {
1318     op->nrof+=tmp->nrof;
1319     remove_ob(tmp);
1320     free_object(tmp);
1321     }
1322 elmex 1.1 }
1323    
1324     CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325     CLEAR_FLAG(op, FLAG_INV_LOCKED);
1326     if (!QUERY_FLAG(op, FLAG_ALIVE))
1327 root 1.8 CLEAR_FLAG(op, FLAG_NO_STEAL);
1328 elmex 1.1
1329     if (flag & INS_BELOW_ORIGINATOR) {
1330 root 1.8 if (originator->map != op->map || originator->x != op->x ||
1331     originator->y != op->y) {
1332     LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1333     abort();
1334     }
1335     op->above = originator;
1336     op->below = originator->below;
1337     if (op->below) op->below->above = op;
1338     else SET_MAP_OB(op->map, op->x, op->y, op);
1339     /* since *below* originator, no need to update top */
1340     originator->below = op;
1341 elmex 1.1 } else {
1342 root 1.8 /* If there are other objects, then */
1343     if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1344     object *last=NULL;
1345     /*
1346     * If there are multiple objects on this space, we do some trickier handling.
1347     * We've already dealt with merging if appropriate.
1348     * Generally, we want to put the new object on top. But if
1349     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1350     * floor, we want to insert above that and no further.
1351     * Also, if there are spell objects on this space, we stop processing
1352     * once we get to them. This reduces the need to traverse over all of
1353     * them when adding another one - this saves quite a bit of cpu time
1354     * when lots of spells are cast in one area. Currently, it is presumed
1355     * that flying non pickable objects are spell objects.
1356     */
1357    
1358     while (top != NULL) {
1359     if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1360     QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1361     if (QUERY_FLAG(top, FLAG_NO_PICK)
1362 elmex 1.1 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1363     && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1364     {
1365     /* We insert above top, so we want this object below this */
1366     top=top->below;
1367     break;
1368     }
1369 root 1.8 last = top;
1370     top = top->above;
1371     }
1372     /* Don't want top to be NULL, so set it to the last valid object */
1373     top = last;
1374    
1375     /* We let update_position deal with figuring out what the space
1376     * looks like instead of lots of conditions here.
1377     * makes things faster, and effectively the same result.
1378     */
1379 elmex 1.1
1380 root 1.8 /* Have object 'fall below' other objects that block view.
1381 root 1.11 * Unless those objects are exits, type 66
1382 root 1.8 * If INS_ON_TOP is used, don't do this processing
1383     * Need to find the object that in fact blocks view, otherwise
1384     * stacking is a bit odd.
1385     */
1386     if (!(flag & INS_ON_TOP) &&
1387     (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1388     (op->face && !op->face->visibility)) {
1389     for (last=top; last != floor; last=last->below)
1390 root 1.11 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1391 root 1.8 /* Check to see if we found the object that blocks view,
1392     * and make sure we have a below pointer for it so that
1393     * we can get inserted below this one, which requires we
1394     * set top to the object below us.
1395     */
1396     if (last && last->below && last != floor) top=last->below;
1397     }
1398     } /* If objects on this space */
1399     if (flag & INS_MAP_LOAD)
1400     top = GET_MAP_TOP(op->map,op->x,op->y);
1401     if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1402    
1403     /* Top is the object that our object (op) is going to get inserted above.
1404     */
1405    
1406     /* First object on this space */
1407     if (!top) {
1408     op->above = GET_MAP_OB(op->map, op->x, op->y);
1409     if (op->above) op->above->below = op;
1410     op->below = NULL;
1411     SET_MAP_OB(op->map, op->x, op->y, op);
1412     } else { /* get inserted into the stack above top */
1413     op->above = top->above;
1414     if (op->above) op->above->below = op;
1415     op->below = top;
1416     top->above = op;
1417     }
1418     if (op->above==NULL)
1419     SET_MAP_TOP(op->map,op->x, op->y, op);
1420 elmex 1.1 } /* else not INS_BELOW_ORIGINATOR */
1421    
1422     if(op->type==PLAYER)
1423 root 1.8 op->contr->do_los=1;
1424 elmex 1.1
1425     /* If we have a floor, we know the player, if any, will be above
1426     * it, so save a few ticks and start from there.
1427     */
1428     if (!(flag & INS_MAP_LOAD))
1429 root 1.11 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1430 root 1.8 if (tmp->type == PLAYER)
1431 root 1.11 tmp->contr->socket.update_look=1;
1432     }
1433 elmex 1.1
1434     /* If this object glows, it may affect lighting conditions that are
1435     * visible to others on this map. But update_all_los is really
1436     * an inefficient way to do this, as it means los for all players
1437     * on the map will get recalculated. The players could very well
1438     * be far away from this change and not affected in any way -
1439     * this should get redone to only look for players within range,
1440     * or just updating the P_NEED_UPDATE for spaces within this area
1441     * of effect may be sufficient.
1442     */
1443     if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1444 root 1.8 update_all_los(op->map, op->x, op->y);
1445 elmex 1.1
1446    
1447     /* updates flags (blocked, alive, no magic, etc) for this map space */
1448     update_object(op,UP_OBJ_INSERT);
1449    
1450    
1451     /* Don't know if moving this to the end will break anything. However,
1452     * we want to have update_look set above before calling this.
1453     *
1454     * check_move_on() must be after this because code called from
1455     * check_move_on() depends on correct map flags (so functions like
1456     * blocked() and wall() work properly), and these flags are updated by
1457     * update_object().
1458     */
1459    
1460     /* if this is not the head or flag has been passed, don't check walk on status */
1461    
1462     if (!(flag & INS_NO_WALK_ON) && !op->head) {
1463     if (check_move_on(op, originator))
1464 root 1.8 return NULL;
1465 elmex 1.1
1466     /* If we are a multi part object, lets work our way through the check
1467     * walk on's.
1468     */
1469     for (tmp=op->more; tmp!=NULL; tmp=tmp->more)
1470     if (check_move_on (tmp, originator))
1471 root 1.8 return NULL;
1472 elmex 1.1 }
1473     return op;
1474     }
1475    
1476     /* this function inserts an object in the map, but if it
1477     * finds an object of its own type, it'll remove that one first.
1478     * op is the object to insert it under: supplies x and the map.
1479     */
1480     void replace_insert_ob_in_map(const char *arch_string, object *op) {
1481     object *tmp;
1482     object *tmp1;
1483    
1484     /* first search for itself and remove any old instances */
1485    
1486     for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) {
1487 root 1.8 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ {
1488     remove_ob(tmp);
1489     free_object(tmp);
1490     }
1491 elmex 1.1 }
1492    
1493     tmp1=arch_to_object(find_archetype(arch_string));
1494    
1495    
1496     tmp1->x = op->x; tmp1->y = op->y;
1497     insert_ob_in_map(tmp1,op->map,op,0);
1498     }
1499    
1500     /*
1501     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1502     * is returned contains nr objects, and the remaining parts contains
1503     * the rest (or is removed and freed if that number is 0).
1504     * On failure, NULL is returned, and the reason put into the
1505     * global static errmsg array.
1506     */
1507    
1508     object *get_split_ob(object *orig_ob, uint32 nr) {
1509     object *newob;
1510     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1511    
1512     if(orig_ob->nrof<nr) {
1513 root 1.8 sprintf(errmsg,"There are only %d %ss.",
1514 root 1.11 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name);
1515 root 1.8 return NULL;
1516 elmex 1.1 }
1517     newob = object_create_clone(orig_ob);
1518     if((orig_ob->nrof-=nr)<1) {
1519 root 1.8 if ( ! is_removed)
1520 elmex 1.1 remove_ob(orig_ob);
1521 root 1.8 free_object2(orig_ob, 1);
1522 elmex 1.1 }
1523     else if ( ! is_removed) {
1524 root 1.8 if(orig_ob->env!=NULL)
1525     sub_weight (orig_ob->env,orig_ob->weight*nr);
1526     if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1527     strcpy(errmsg, "Tried to split object whose map is not in memory.");
1528     LOG(llevDebug,
1529     "Error, Tried to split object whose map is not in memory.\n");
1530     return NULL;
1531     }
1532 elmex 1.1 }
1533     newob->nrof=nr;
1534    
1535     return newob;
1536     }
1537    
1538     /*
1539     * decrease_ob_nr(object, number) decreases a specified number from
1540     * the amount of an object. If the amount reaches 0, the object
1541     * is subsequently removed and freed.
1542     *
1543     * Return value: 'op' if something is left, NULL if the amount reached 0
1544     */
1545    
1546     object *decrease_ob_nr (object *op, uint32 i)
1547     {
1548     object *tmp;
1549     player *pl;
1550    
1551     if (i == 0) /* objects with op->nrof require this check */
1552     return op;
1553    
1554     if (i > op->nrof)
1555     i = op->nrof;
1556    
1557     if (QUERY_FLAG (op, FLAG_REMOVED))
1558     {
1559     op->nrof -= i;
1560     }
1561     else if (op->env != NULL)
1562     {
1563 root 1.8 /* is this object in the players inventory, or sub container
1564     * therein?
1565     */
1566 elmex 1.1 tmp = is_player_inv (op->env);
1567 root 1.8 /* nope. Is this a container the player has opened?
1568     * If so, set tmp to that player.
1569     * IMO, searching through all the players will mostly
1570     * likely be quicker than following op->env to the map,
1571     * and then searching the map for a player.
1572     */
1573     if (!tmp) {
1574     for (pl=first_player; pl; pl=pl->next)
1575     if (pl->ob->container == op->env) break;
1576     if (pl) tmp=pl->ob;
1577     else tmp=NULL;
1578     }
1579 elmex 1.1
1580     if (i < op->nrof) {
1581     sub_weight (op->env, op->weight * i);
1582     op->nrof -= i;
1583     if (tmp) {
1584     esrv_send_item(tmp, op);
1585     }
1586     } else {
1587     remove_ob (op);
1588     op->nrof = 0;
1589     if (tmp) {
1590     esrv_del_item(tmp->contr, op->count);
1591     }
1592     }
1593     }
1594     else
1595     {
1596 root 1.8 object *above = op->above;
1597 elmex 1.1
1598     if (i < op->nrof) {
1599     op->nrof -= i;
1600     } else {
1601     remove_ob (op);
1602     op->nrof = 0;
1603     }
1604 root 1.8 /* Since we just removed op, op->above is null */
1605 elmex 1.1 for (tmp = above; tmp != NULL; tmp = tmp->above)
1606     if (tmp->type == PLAYER) {
1607     if (op->nrof)
1608     esrv_send_item(tmp, op);
1609     else
1610     esrv_del_item(tmp->contr, op->count);
1611     }
1612     }
1613    
1614     if (op->nrof) {
1615     return op;
1616     } else {
1617     free_object (op);
1618     return NULL;
1619     }
1620     }
1621    
1622     /*
1623     * add_weight(object, weight) adds the specified weight to an object,
1624     * and also updates how much the environment(s) is/are carrying.
1625     */
1626    
1627     void add_weight (object *op, signed long weight) {
1628     while (op!=NULL) {
1629     if (op->type == CONTAINER) {
1630     weight=(signed long)(weight*(100-op->stats.Str)/100);
1631     }
1632     op->carrying+=weight;
1633     op=op->env;
1634     }
1635     }
1636    
1637     /*
1638     * insert_ob_in_ob(op,environment):
1639     * This function inserts the object op in the linked list
1640     * inside the object environment.
1641     *
1642     * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1643     * the inventory at the last position or next to other objects of the same
1644     * type.
1645     * Frank: Now sorted by type, archetype and magic!
1646     *
1647     * The function returns now pointer to inserted item, and return value can
1648     * be != op, if items are merged. -Tero
1649     */
1650    
1651     object *insert_ob_in_ob(object *op,object *where) {
1652     object *tmp, *otmp;
1653    
1654     if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1655     dump_object(op);
1656     LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1657     return op;
1658     }
1659     if(where==NULL) {
1660     dump_object(op);
1661     LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1662     return op;
1663     }
1664     if (where->head) {
1665     LOG(llevDebug,
1666 root 1.8 "Warning: Tried to insert object wrong part of multipart object.\n");
1667 elmex 1.1 where = where->head;
1668     }
1669     if (op->more) {
1670     LOG(llevError, "Tried to insert multipart object %s (%d)\n",
1671 root 1.11 &op->name, op->count);
1672 elmex 1.1 return op;
1673     }
1674     CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL);
1675     CLEAR_FLAG(op, FLAG_REMOVED);
1676     if(op->nrof) {
1677     for(tmp=where->inv;tmp!=NULL;tmp=tmp->below)
1678     if ( CAN_MERGE(tmp,op) ) {
1679 root 1.8 /* return the original object and remove inserted object
1680 elmex 1.1 (client needs the original object) */
1681     tmp->nrof += op->nrof;
1682 root 1.8 /* Weight handling gets pretty funky. Since we are adding to
1683     * tmp->nrof, we need to increase the weight.
1684     */
1685     add_weight (where, op->weight*op->nrof);
1686 elmex 1.1 SET_FLAG(op, FLAG_REMOVED);
1687     free_object(op); /* free the inserted object */
1688     op = tmp;
1689     remove_ob (op); /* and fix old object's links */
1690     CLEAR_FLAG(op, FLAG_REMOVED);
1691 root 1.8 break;
1692 elmex 1.1 }
1693    
1694     /* I assume combined objects have no inventory
1695     * We add the weight - this object could have just been removed
1696     * (if it was possible to merge). calling remove_ob will subtract
1697     * the weight, so we need to add it in again, since we actually do
1698     * the linking below
1699     */
1700     add_weight (where, op->weight*op->nrof);
1701     } else
1702     add_weight (where, (op->weight+op->carrying));
1703    
1704     otmp=is_player_inv(where);
1705     if (otmp&&otmp->contr!=NULL) {
1706     if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1707     fix_player(otmp);
1708     }
1709    
1710     op->map=NULL;
1711     op->env=where;
1712     op->above=NULL;
1713     op->below=NULL;
1714     op->x=0,op->y=0;
1715    
1716     /* reset the light list and los of the players on the map */
1717     if((op->glow_radius!=0)&&where->map)
1718     {
1719     #ifdef DEBUG_LIGHTS
1720     LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1721 root 1.8 op->name);
1722 elmex 1.1 #endif /* DEBUG_LIGHTS */
1723     if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1724     }
1725    
1726     /* Client has no idea of ordering so lets not bother ordering it here.
1727     * It sure simplifies this function...
1728     */
1729     if (where->inv==NULL)
1730     where->inv=op;
1731     else {
1732     op->below = where->inv;
1733     op->below->above = op;
1734     where->inv = op;
1735     }
1736     return op;
1737     }
1738    
1739     /*
1740     * Checks if any objects has a move_type that matches objects
1741     * that effect this object on this space. Call apply() to process
1742     * these events.
1743     *
1744     * Any speed-modification due to SLOW_MOVE() of other present objects
1745     * will affect the speed_left of the object.
1746     *
1747     * originator: Player, monster or other object that caused 'op' to be inserted
1748     * into 'map'. May be NULL.
1749     *
1750     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1751     *
1752     * 4-21-95 added code to check if appropriate skill was readied - this will
1753     * permit faster movement by the player through this terrain. -b.t.
1754     *
1755     * MSW 2001-07-08: Check all objects on space, not just those below
1756     * object being inserted. insert_ob_in_map may not put new objects
1757     * on top.
1758     */
1759    
1760     int check_move_on (object *op, object *originator)
1761     {
1762     object *tmp;
1763     tag_t tag;
1764     mapstruct *m=op->map;
1765     int x=op->x, y=op->y;
1766 root 1.11 MoveType move_on, move_slow, move_block;
1767 elmex 1.1
1768     if(QUERY_FLAG(op,FLAG_NO_APPLY))
1769 root 1.8 return 0;
1770 elmex 1.1
1771     tag = op->count;
1772    
1773     move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1774     move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1775     move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1776    
1777     /* if nothing on this space will slow op down or be applied,
1778     * no need to do checking below. have to make sure move_type
1779     * is set, as lots of objects don't have it set - we treat that
1780     * as walking.
1781     */
1782     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1783 root 1.8 return 0;
1784 elmex 1.1
1785     /* This is basically inverse logic of that below - basically,
1786     * if the object can avoid the move on or slow move, they do so,
1787     * but can't do it if the alternate movement they are using is
1788     * blocked. Logic on this seems confusing, but does seem correct.
1789     */
1790     if ((op->move_type & ~move_on & ~move_block) != 0 &&
1791 root 1.8 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
1792 elmex 1.1
1793     /* The objects have to be checked from top to bottom.
1794     * Hence, we first go to the top:
1795     */
1796    
1797     for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
1798 root 1.8 tmp->above!=NULL; tmp=tmp->above) {
1799     /* Trim the search when we find the first other spell effect
1800     * this helps performance so that if a space has 50 spell objects,
1801     * we don't need to check all of them.
1802     */
1803     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
1804 elmex 1.1 }
1805     for(;tmp!=NULL; tmp=tmp->below) {
1806 root 1.8 if (tmp == op) continue; /* Can't apply yourself */
1807    
1808     /* Check to see if one of the movement types should be slowed down.
1809     * Second check makes sure that the movement types not being slowed
1810     * (~slow_move) is not blocked on this space - just because the
1811     * space doesn't slow down swimming (for example), if you can't actually
1812     * swim on that space, can't use it to avoid the penalty.
1813     */
1814     if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
1815     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1816     ((op->move_type & tmp->move_slow) &&
1817     (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
1818    
1819     float diff;
1820    
1821     diff = tmp->move_slow_penalty*FABS(op->speed);
1822     if (op->type == PLAYER) {
1823     if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
1824     (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
1825     diff /= 4.0;
1826     }
1827     }
1828     op->speed_left -= diff;
1829     }
1830     }
1831 elmex 1.1
1832 root 1.8 /* Basically same logic as above, except now for actual apply. */
1833     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1834     ((op->move_type & tmp->move_on) &&
1835     (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
1836 elmex 1.1
1837 root 1.8 move_apply(tmp, op, originator);
1838 elmex 1.1 if (was_destroyed (op, tag))
1839 root 1.8 return 1;
1840 elmex 1.1
1841 root 1.8 /* what the person/creature stepped onto has moved the object
1842     * someplace new. Don't process any further - if we did,
1843     * have a feeling strange problems would result.
1844     */
1845     if (op->map != m || op->x != x || op->y != y) return 0;
1846     }
1847 elmex 1.1 }
1848     return 0;
1849     }
1850    
1851     /*
1852     * present_arch(arch, map, x, y) searches for any objects with
1853     * a matching archetype at the given map and coordinates.
1854     * The first matching object is returned, or NULL if none.
1855     */
1856    
1857     object *present_arch(const archetype *at, mapstruct *m, int x, int y) {
1858     object *tmp;
1859     if(m==NULL || out_of_map(m,x,y)) {
1860     LOG(llevError,"Present_arch called outside map.\n");
1861     return NULL;
1862     }
1863     for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above)
1864     if(tmp->arch == at)
1865     return tmp;
1866     return NULL;
1867     }
1868    
1869     /*
1870     * present(type, map, x, y) searches for any objects with
1871     * a matching type variable at the given map and coordinates.
1872     * The first matching object is returned, or NULL if none.
1873     */
1874    
1875     object *present(unsigned char type,mapstruct *m, int x,int y) {
1876     object *tmp;
1877     if(out_of_map(m,x,y)) {
1878     LOG(llevError,"Present called outside map.\n");
1879     return NULL;
1880     }
1881     for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above)
1882     if(tmp->type==type)
1883     return tmp;
1884     return NULL;
1885     }
1886    
1887     /*
1888     * present_in_ob(type, object) searches for any objects with
1889     * a matching type variable in the inventory of the given object.
1890     * The first matching object is returned, or NULL if none.
1891     */
1892    
1893     object *present_in_ob(unsigned char type, const object *op) {
1894     object *tmp;
1895     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
1896     if(tmp->type==type)
1897     return tmp;
1898     return NULL;
1899     }
1900    
1901     /*
1902     * present_in_ob (type, str, object) searches for any objects with
1903     * a matching type & name variable in the inventory of the given object.
1904     * The first matching object is returned, or NULL if none.
1905     * This is mostly used by spell effect code, so that we only
1906     * have one spell effect at a time.
1907     * type can be used to narrow the search - if type is set,
1908     * the type must also match. -1 can be passed for the type,
1909     * in which case the type does not need to pass.
1910     * str is the string to match against. Note that we match against
1911     * the object name, not the archetype name. this is so that the
1912     * spell code can use one object type (force), but change it's name
1913     * to be unique.
1914     */
1915    
1916     object *present_in_ob_by_name(int type, const char *str, const object *op) {
1917     object *tmp;
1918    
1919     for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
1920 root 1.8 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name)))
1921     return tmp;
1922 elmex 1.1 }
1923     return NULL;
1924     }
1925    
1926     /*
1927     * present_arch_in_ob(archetype, object) searches for any objects with
1928     * a matching archetype in the inventory of the given object.
1929     * The first matching object is returned, or NULL if none.
1930     */
1931    
1932     object *present_arch_in_ob(const archetype *at, const object *op) {
1933     object *tmp;
1934     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
1935     if( tmp->arch == at)
1936     return tmp;
1937     return NULL;
1938     }
1939    
1940     /*
1941     * activate recursively a flag on an object inventory
1942     */
1943     void flag_inv(object*op, int flag){
1944     object *tmp;
1945     if(op->inv)
1946     for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
1947     SET_FLAG(tmp, flag);
1948     flag_inv(tmp,flag);
1949     }
1950     }/*
1951     * desactivate recursively a flag on an object inventory
1952     */
1953     void unflag_inv(object*op, int flag){
1954     object *tmp;
1955     if(op->inv)
1956     for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
1957     CLEAR_FLAG(tmp, flag);
1958     unflag_inv(tmp,flag);
1959     }
1960     }
1961    
1962     /*
1963     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1964     * all it's inventory (recursively).
1965     * If checksums are used, a player will get set_cheat called for
1966     * him/her-self and all object carried by a call to this function.
1967     */
1968    
1969     void set_cheat(object *op) {
1970     SET_FLAG(op, FLAG_WAS_WIZ);
1971     flag_inv(op, FLAG_WAS_WIZ);
1972     }
1973    
1974     /*
1975     * find_free_spot(object, map, x, y, start, stop) will search for
1976     * a spot at the given map and coordinates which will be able to contain
1977     * the given object. start and stop specifies how many squares
1978     * to search (see the freearr_x/y[] definition).
1979     * It returns a random choice among the alternatives found.
1980     * start and stop are where to start relative to the free_arr array (1,9
1981     * does all 4 immediate directions). This returns the index into the
1982     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1983     * Note - this only checks to see if there is space for the head of the
1984     * object - if it is a multispace object, this should be called for all
1985     * pieces.
1986     * Note2: This function does correctly handle tiled maps, but does not
1987     * inform the caller. However, insert_ob_in_map will update as
1988     * necessary, so the caller shouldn't need to do any special work.
1989     * Note - updated to take an object instead of archetype - this is necessary
1990     * because arch_blocked (now ob_blocked) needs to know the movement type
1991     * to know if the space in question will block the object. We can't use
1992     * the archetype because that isn't correct if the monster has been
1993     * customized, changed states, etc.
1994     */
1995    
1996     int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) {
1997     int i,index=0, flag;
1998     static int altern[SIZEOFFREE];
1999    
2000     for(i=start;i<stop;i++) {
2001 root 1.8 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]);
2002     if(!flag)
2003     altern[index++]=i;
2004    
2005     /* Basically, if we find a wall on a space, we cut down the search size.
2006     * In this way, we won't return spaces that are on another side of a wall.
2007     * This mostly work, but it cuts down the search size in all directions -
2008     * if the space being examined only has a wall to the north and empty
2009     * spaces in all the other directions, this will reduce the search space
2010     * to only the spaces immediately surrounding the target area, and
2011     * won't look 2 spaces south of the target space.
2012     */
2013     else if ((flag & AB_NO_PASS) && maxfree[i]<stop)
2014     stop=maxfree[i];
2015 elmex 1.1 }
2016     if(!index) return -1;
2017     return altern[RANDOM()%index];
2018     }
2019    
2020     /*
2021     * find_first_free_spot(archetype, mapstruct, x, y) works like
2022     * find_free_spot(), but it will search max number of squares.
2023     * But it will return the first available spot, not a random choice.
2024     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2025     */
2026    
2027     int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) {
2028     int i;
2029     for(i=0;i<SIZEOFFREE;i++) {
2030 root 1.8 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]))
2031     return i;
2032 elmex 1.1 }
2033     return -1;
2034     }
2035    
2036     /*
2037     * The function permute(arr, begin, end) randomly reorders the array
2038     * arr[begin..end-1].
2039     */
2040     static void permute(int *arr, int begin, int end)
2041     {
2042     int i, j, tmp, len;
2043    
2044     len = end-begin;
2045     for(i = begin; i < end; i++)
2046     {
2047 root 1.8 j = begin+RANDOM()%len;
2048 elmex 1.1
2049 root 1.8 tmp = arr[i];
2050     arr[i] = arr[j];
2051     arr[j] = tmp;
2052 elmex 1.1 }
2053     }
2054    
2055     /* new function to make monster searching more efficient, and effective!
2056     * This basically returns a randomized array (in the passed pointer) of
2057     * the spaces to find monsters. In this way, it won't always look for
2058     * monsters to the north first. However, the size of the array passed
2059     * covers all the spaces, so within that size, all the spaces within
2060     * the 3x3 area will be searched, just not in a predictable order.
2061     */
2062     void get_search_arr(int *search_arr)
2063     {
2064     int i;
2065    
2066     for(i = 0; i < SIZEOFFREE; i++)
2067     {
2068 root 1.8 search_arr[i] = i;
2069 elmex 1.1 }
2070    
2071     permute(search_arr, 1, SIZEOFFREE1+1);
2072     permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1);
2073     permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE);
2074     }
2075    
2076     /*
2077     * find_dir(map, x, y, exclude) will search some close squares in the
2078     * given map at the given coordinates for live objects.
2079     * It will not considered the object given as exclude among possible
2080     * live objects.
2081     * It returns the direction toward the first/closest live object if finds
2082     * any, otherwise 0.
2083     * Perhaps incorrectly, but I'm making the assumption that exclude
2084     * is actually want is going to try and move there. We need this info
2085     * because we have to know what movement the thing looking to move
2086     * there is capable of.
2087     */
2088    
2089     int find_dir(mapstruct *m, int x, int y, object *exclude) {
2090     int i,max=SIZEOFFREE, mflags;
2091     sint16 nx, ny;
2092     object *tmp;
2093     mapstruct *mp;
2094 root 1.11 MoveType blocked, move_type;
2095 elmex 1.1
2096     if (exclude && exclude->head) {
2097 root 1.8 exclude = exclude->head;
2098     move_type = exclude->move_type;
2099 elmex 1.1 } else {
2100 root 1.8 /* If we don't have anything, presume it can use all movement types. */
2101     move_type=MOVE_ALL;
2102 elmex 1.1 }
2103    
2104     for(i=1;i<max;i++) {
2105 root 1.8 mp = m;
2106     nx = x + freearr_x[i];
2107     ny = y + freearr_y[i];
2108    
2109     mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
2110     if (mflags & P_OUT_OF_MAP) {
2111     max = maxfree[i];
2112     } else {
2113     blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2114    
2115     if ((move_type & blocked) == move_type) {
2116     max=maxfree[i];
2117     } else if (mflags & P_IS_ALIVE) {
2118     for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) {
2119     if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) &&
2120     (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2121     break;
2122     }
2123     }
2124     if(tmp) {
2125     return freedir[i];
2126     }
2127     }
2128     }
2129 elmex 1.1 }
2130     return 0;
2131     }
2132    
2133     /*
2134     * distance(object 1, object 2) will return the square of the
2135     * distance between the two given objects.
2136     */
2137    
2138     int distance(const object *ob1, const object *ob2) {
2139     int i;
2140     i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+
2141     (ob1->y - ob2->y)*(ob1->y - ob2->y);
2142     return i;
2143     }
2144    
2145     /*
2146     * find_dir_2(delta-x,delta-y) will return a direction in which
2147     * an object which has subtracted the x and y coordinates of another
2148     * object, needs to travel toward it.
2149     */
2150    
2151     int find_dir_2(int x, int y) {
2152     int q;
2153    
2154     if(y)
2155     q=x*100/y;
2156     else if (x)
2157     q= -300*x;
2158     else
2159     return 0;
2160    
2161     if(y>0) {
2162     if(q < -242)
2163     return 3 ;
2164     if (q < -41)
2165     return 2 ;
2166     if (q < 41)
2167     return 1 ;
2168     if (q < 242)
2169     return 8 ;
2170     return 7 ;
2171     }
2172    
2173     if (q < -242)
2174     return 7 ;
2175     if (q < -41)
2176     return 6 ;
2177     if (q < 41)
2178     return 5 ;
2179     if (q < 242)
2180     return 4 ;
2181    
2182     return 3 ;
2183     }
2184    
2185     /*
2186     * absdir(int): Returns a number between 1 and 8, which represent
2187     * the "absolute" direction of a number (it actually takes care of
2188     * "overflow" in previous calculations of a direction).
2189     */
2190    
2191     int absdir(int d) {
2192     while(d<1) d+=8;
2193     while(d>8) d-=8;
2194     return d;
2195     }
2196    
2197     /*
2198     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2199     * between two directions (which are expected to be absolute (see absdir())
2200     */
2201    
2202     int dirdiff(int dir1, int dir2) {
2203     int d;
2204     d = abs(dir1 - dir2);
2205     if(d>4)
2206     d = 8 - d;
2207     return d;
2208     }
2209    
2210     /* peterm:
2211     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2212     * Basically, this is a table of directions, and what directions
2213     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2214     * This basically means that if direction is 15, then it could either go
2215     * direction 4, 14, or 16 to get back to where we are.
2216     * Moved from spell_util.c to object.c with the other related direction
2217     * functions.
2218     */
2219    
2220     int reduction_dir[SIZEOFFREE][3] = {
2221     {0,0,0}, /* 0 */
2222     {0,0,0}, /* 1 */
2223     {0,0,0}, /* 2 */
2224     {0,0,0}, /* 3 */
2225     {0,0,0}, /* 4 */
2226     {0,0,0}, /* 5 */
2227     {0,0,0}, /* 6 */
2228     {0,0,0}, /* 7 */
2229     {0,0,0}, /* 8 */
2230     {8,1,2}, /* 9 */
2231     {1,2,-1}, /* 10 */
2232     {2,10,12}, /* 11 */
2233     {2,3,-1}, /* 12 */
2234     {2,3,4}, /* 13 */
2235     {3,4,-1}, /* 14 */
2236     {4,14,16}, /* 15 */
2237     {5,4,-1}, /* 16 */
2238     {4,5,6}, /* 17 */
2239     {6,5,-1}, /* 18 */
2240     {6,20,18}, /* 19 */
2241     {7,6,-1}, /* 20 */
2242     {6,7,8}, /* 21 */
2243     {7,8,-1}, /* 22 */
2244     {8,22,24}, /* 23 */
2245     {8,1,-1}, /* 24 */
2246     {24,9,10}, /* 25 */
2247     {9,10,-1}, /* 26 */
2248     {10,11,-1}, /* 27 */
2249     {27,11,29}, /* 28 */
2250     {11,12,-1}, /* 29 */
2251     {12,13,-1}, /* 30 */
2252     {12,13,14}, /* 31 */
2253     {13,14,-1}, /* 32 */
2254     {14,15,-1}, /* 33 */
2255     {33,15,35}, /* 34 */
2256     {16,15,-1}, /* 35 */
2257     {17,16,-1}, /* 36 */
2258     {18,17,16}, /* 37 */
2259     {18,17,-1}, /* 38 */
2260     {18,19,-1}, /* 39 */
2261     {41,19,39}, /* 40 */
2262     {19,20,-1}, /* 41 */
2263     {20,21,-1}, /* 42 */
2264     {20,21,22}, /* 43 */
2265     {21,22,-1}, /* 44 */
2266     {23,22,-1}, /* 45 */
2267     {45,47,23}, /* 46 */
2268     {23,24,-1}, /* 47 */
2269     {24,9,-1}}; /* 48 */
2270    
2271     /* Recursive routine to step back and see if we can
2272     * find a path to that monster that we found. If not,
2273     * we don't bother going toward it. Returns 1 if we
2274     * can see a direct way to get it
2275     * Modified to be map tile aware -.MSW
2276     */
2277    
2278    
2279     int can_see_monsterP(mapstruct *m, int x, int y,int dir) {
2280     sint16 dx, dy;
2281     int mflags;
2282    
2283     if(dir<0) return 0; /* exit condition: invalid direction */
2284    
2285     dx = x + freearr_x[dir];
2286     dy = y + freearr_y[dir];
2287    
2288     mflags = get_map_flags(m, &m, dx, dy, &dx, &dy);
2289    
2290     /* This functional arguably was incorrect before - it was
2291     * checking for P_WALL - that was basically seeing if
2292     * we could move to the monster - this is being more
2293     * literal on if we can see it. To know if we can actually
2294     * move to the monster, we'd need the monster passed in or
2295     * at least its move type.
2296     */
2297     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0;
2298    
2299     /* yes, can see. */
2300     if(dir < 9) return 1;
2301     return can_see_monsterP(m, x, y, reduction_dir[dir][0]) |
2302 root 1.8 can_see_monsterP(m,x,y, reduction_dir[dir][1]) |
2303     can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2304 elmex 1.1 }
2305    
2306    
2307 root 1.8
2308 elmex 1.1 /*
2309     * can_pick(picker, item): finds out if an object is possible to be
2310     * picked up by the picker. Returnes 1 if it can be
2311     * picked up, otherwise 0.
2312     *
2313     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2314     * core dumps if they do.
2315     *
2316     * Add a check so we can't pick up invisible objects (0.93.8)
2317     */
2318    
2319     int can_pick(const object *who, const object *item) {
2320     return /*QUERY_FLAG(who,FLAG_WIZ)||*/
2321     (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&&
2322 root 1.8 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible &&
2323 elmex 1.1 (who->type==PLAYER||item->weight<who->weight/3));
2324     }
2325    
2326    
2327     /*
2328     * create clone from object to another
2329     */
2330     object *object_create_clone (object *asrc) {
2331     object *dst = NULL,*tmp,*src,*part,*prev, *item;
2332    
2333     if(!asrc) return NULL;
2334     src = asrc;
2335     if(src->head)
2336     src = src->head;
2337    
2338     prev = NULL;
2339     for(part = src; part; part = part->more) {
2340     tmp = get_object();
2341     copy_object(part,tmp);
2342     tmp->x -= src->x;
2343     tmp->y -= src->y;
2344     if(!part->head) {
2345     dst = tmp;
2346     tmp->head = NULL;
2347     } else {
2348     tmp->head = dst;
2349     }
2350     tmp->more = NULL;
2351     if(prev)
2352     prev->more = tmp;
2353     prev = tmp;
2354     }
2355     /*** copy inventory ***/
2356     for(item = src->inv; item; item = item->below) {
2357 root 1.8 (void) insert_ob_in_ob(object_create_clone(item),dst);
2358 elmex 1.1 }
2359    
2360     return dst;
2361     }
2362    
2363     /* return true if the object was destroyed, 0 otherwise */
2364     int was_destroyed (const object *op, tag_t old_tag)
2365     {
2366     /* checking for FLAG_FREED isn't necessary, but makes this function more
2367     * robust */
2368     return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2369     }
2370    
2371     /* GROS - Creates an object using a string representing its content. */
2372     /* Basically, we save the content of the string to a temp file, then call */
2373     /* load_object on it. I admit it is a highly inefficient way to make things, */
2374     /* but it was simple to make and allows reusing the load_object function. */
2375     /* Remember not to use load_object_str in a time-critical situation. */
2376     /* Also remember that multiparts objects are not supported for now. */
2377    
2378     object* load_object_str(const char *obstr)
2379     {
2380     object *op;
2381     char filename[MAX_BUF];
2382     sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2383 root 1.9
2384     FILE *tempfile=fopen(filename,"w");
2385 elmex 1.1 if (tempfile == NULL)
2386     {
2387     LOG(llevError,"Error - Unable to access load object temp file\n");
2388     return NULL;
2389     };
2390     fprintf(tempfile,obstr);
2391     fclose(tempfile);
2392    
2393     op=get_object();
2394    
2395 root 1.9 object_thawer thawer (filename);
2396 root 1.13
2397 root 1.9 if (thawer)
2398 root 1.13 load_object(thawer,op,0);
2399    
2400 root 1.11 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2401 elmex 1.1 CLEAR_FLAG(op,FLAG_REMOVED);
2402 root 1.9
2403 elmex 1.1 return op;
2404     }
2405    
2406     /* This returns the first object in who's inventory that
2407     * has the same type and subtype match.
2408     * returns NULL if no match.
2409     */
2410     object *find_obj_by_type_subtype(const object *who, int type, int subtype)
2411     {
2412     object *tmp;
2413    
2414     for (tmp=who->inv; tmp; tmp=tmp->below)
2415 root 1.8 if (tmp->type == type && tmp->subtype == subtype) return tmp;
2416 elmex 1.1
2417     return NULL;
2418     }
2419    
2420     /* If ob has a field named key, return the link from the list,
2421     * otherwise return NULL.
2422     *
2423     * key must be a passed in shared string - otherwise, this won't
2424     * do the desired thing.
2425     */
2426     key_value * get_ob_key_link(const object * ob, const char * key) {
2427     key_value * link;
2428    
2429     for (link = ob->key_values; link != NULL; link = link->next) {
2430     if (link->key == key) {
2431     return link;
2432     }
2433     }
2434    
2435     return NULL;
2436     }
2437    
2438     /*
2439     * Returns the value of op has an extra_field for key, or NULL.
2440     *
2441     * The argument doesn't need to be a shared string.
2442     *
2443     * The returned string is shared.
2444     */
2445     const char * get_ob_key_value(const object * op, const char * const key) {
2446     key_value * link;
2447     const char * canonical_key;
2448    
2449 root 1.11 canonical_key = shstr::find (key);
2450 elmex 1.1
2451     if (canonical_key == NULL) {
2452     /* 1. There being a field named key on any object
2453     * implies there'd be a shared string to find.
2454     * 2. Since there isn't, no object has this field.
2455     * 3. Therefore, *this* object doesn't have this field.
2456     */
2457     return NULL;
2458     }
2459    
2460     /* This is copied from get_ob_key_link() above -
2461     * only 4 lines, and saves the function call overhead.
2462     */
2463     for (link = op->key_values; link != NULL; link = link->next) {
2464     if (link->key == canonical_key) {
2465     return link->value;
2466     }
2467     }
2468     return NULL;
2469     }
2470    
2471    
2472     /*
2473     * Updates the canonical_key in op to value.
2474     *
2475     * canonical_key is a shared string (value doesn't have to be).
2476     *
2477     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2478     * keys.
2479     *
2480     * Returns TRUE on success.
2481     */
2482 root 1.11 int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) {
2483 elmex 1.1 key_value * field = NULL, *last=NULL;
2484    
2485     for (field=op->key_values; field != NULL; field=field->next) {
2486 root 1.8 if (field->key != canonical_key) {
2487     last = field;
2488     continue;
2489     }
2490    
2491     if (value)
2492 root 1.11 field->value = value;
2493 root 1.8 else {
2494     /* Basically, if the archetype has this key set,
2495     * we need to store the null value so when we save
2496     * it, we save the empty value so that when we load,
2497     * we get this value back again.
2498     */
2499 root 1.11 if (get_ob_key_link (&op->arch->clone, canonical_key))
2500     field->value = 0;
2501     else
2502     {
2503 root 1.8 if (last) last->next = field->next;
2504     else op->key_values = field->next;
2505 root 1.11
2506     delete field;
2507     }
2508 root 1.8 }
2509 elmex 1.1 return TRUE;
2510     }
2511     /* IF we get here, key doesn't exist */
2512    
2513     /* No field, we'll have to add it. */
2514    
2515     if (!add_key) {
2516     return FALSE;
2517     }
2518     /* There isn't any good reason to store a null
2519     * value in the key/value list. If the archetype has
2520     * this key, then we should also have it, so shouldn't
2521     * be here. If user wants to store empty strings,
2522     * should pass in ""
2523     */
2524     if (value == NULL) return TRUE;
2525    
2526 root 1.11 field = new key_value;
2527 elmex 1.1
2528 root 1.11 field->key = canonical_key;
2529     field->value = value;
2530 elmex 1.1 /* Usual prepend-addition. */
2531     field->next = op->key_values;
2532     op->key_values = field;
2533    
2534     return TRUE;
2535     }
2536    
2537     /*
2538     * Updates the key in op to value.
2539     *
2540     * If add_key is FALSE, this will only update existing keys,
2541     * and not add new ones.
2542     * In general, should be little reason FALSE is ever passed in for add_key
2543     *
2544     * Returns TRUE on success.
2545     */
2546 root 1.11 int set_ob_key_value(object * op, const char *key, const char * value, int add_key)
2547     {
2548     shstr key_ (key);
2549     return set_ob_key_value_s (op, key_, value, add_key);
2550 elmex 1.1 }