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Revision: 1.97
Committed: Sat Dec 30 21:07:46 2006 UTC (17 years, 5 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.96: +53 -46 lines
Log Message:
fixed the problem where objects with speed=0 were on the active object list.
extended debug_desc a bit. implemented object::has_active_speed ().

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24 /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27 #include <global.h>
28 #include <stdio.h>
29 #include <sys/types.h>
30 #include <sys/uio.h>
31 #include <object.h>
32 #include <funcpoint.h>
33 #include <loader.h>
34
35 #include <bitset>
36
37 int nrofallocobjects = 0;
38 static UUID uuid;
39 const uint64 UUID_SKIP = 1<<19;
40
41 object *active_objects; /* List of active objects that need to be processed */
42
43 short freearr_x[SIZEOFFREE] = { 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,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45 };
46 short freearr_y[SIZEOFFREE] = { 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,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48 };
49 int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
50 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
51 };
52 int freedir[SIZEOFFREE] = {
53 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,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55 };
56
57 static void
58 write_uuid (void)
59 {
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76 }
77
78 static void
79 read_uuid (void)
80 {
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113 }
114
115 UUID
116 gen_uuid ()
117 {
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126 }
127
128 void
129 init_uuid ()
130 {
131 read_uuid ();
132 }
133
134 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135 static int
136 compare_ob_value_lists_one (const object *wants, const object *has)
137 {
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted...
143 */
144
145 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 {
148 key_value *has_field;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168
169 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE;
171 }
172
173 /* Returns TRUE if ob1 has the same key_values as ob2. */
174 static int
175 compare_ob_value_lists (const object *ob1, const object *ob2)
176 {
177 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :(
179 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
181 }
182
183 /* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together.
185 *
186 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency.
189 *
190 * Check nrof variable *before* calling can_merge()
191 *
192 * Improvements made with merge: Better checking on potion, and also
193 * check weight
194 */
195 bool object::can_merge_slow (object *ob1, object *ob2)
196 {
197 /* A couple quicksanity checks */
198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
203 return 0;
204
205 //TODO: this ain't working well, use nicer and correct overflow check
206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
207 * value could not be stored in a sint32 (which unfortunately sometimes is
208 * used to store nrof).
209 */
210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
211 return 0;
212
213 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning.
218 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224
225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
226 || ob1->arch != ob2->arch
227 || ob1->name != ob2->name
228 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
233 || ob1->attacktype != ob2->attacktype
234 || ob1->magic != ob2->magic
235 || ob1->slaying != ob2->slaying
236 || ob1->skill != ob2->skill
237 || ob1->value != ob2->value
238 || ob1->animation_id != ob2->animation_id
239 || ob1->client_type != ob2->client_type
240 || ob1->materialname != ob2->materialname
241 || ob1->lore != ob2->lore
242 || ob1->subtype != ob2->subtype
243 || ob1->move_type != ob2->move_type
244 || ob1->move_block != ob2->move_block
245 || ob1->move_allow != ob2->move_allow
246 || ob1->move_on != ob2->move_on
247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
250 return 0;
251
252 /* This is really a spellbook check - really, we should
253 * check all objects in the inventory.
254 */
255 if (ob1->inv || ob2->inv)
256 {
257 /* if one object has inventory but the other doesn't, not equiv */
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
259 return 0;
260
261 /* Now check to see if the two inventory objects could merge */
262 if (!object::can_merge (ob1->inv, ob2->inv))
263 return 0;
264
265 /* inventory ok - still need to check rest of this object to see
266 * if it is valid.
267 */
268 }
269
270 /* Don't merge objects that are applied. With the new 'body' code,
271 * it is possible for most any character to have more than one of
272 * some items equipped, and we don't want those to merge.
273 */
274 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
275 return 0;
276
277 /* Note sure why the following is the case - either the object has to
278 * be animated or have a very low speed. Is this an attempted monster
279 * check?
280 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
282 return 0;
283
284 switch (ob1->type)
285 {
286 case SCROLL:
287 if (ob1->level != ob2->level)
288 return 0;
289 break;
290 }
291
292 if (ob1->key_values != NULL || ob2->key_values != NULL)
293 {
294 /* At least one of these has key_values. */
295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
296 /* One has fields, but the other one doesn't. */
297 return 0;
298 else if (!compare_ob_value_lists (ob1, ob2))
299 return 0;
300 }
301
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self)
304 {
305 ob1->optimise ();
306 ob2->optimise ();
307
308 if (ob1->self || ob2->self)
309 return 0;
310 }
311
312 /* Everything passes, must be OK. */
313 return 1;
314 }
315
316 /*
317 * sum_weight() is a recursive function which calculates the weight
318 * an object is carrying. It goes through in figures out how much
319 * containers are carrying, and sums it up.
320 */
321 long
322 sum_weight (object *op)
323 {
324 long sum;
325 object *inv;
326
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
328 {
329 if (inv->inv)
330 sum_weight (inv);
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
332 }
333
334 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100;
336
337 if (op->carrying != sum)
338 op->carrying = sum;
339
340 return sum;
341 }
342
343 /**
344 * Return the outermost environment object for a given object.
345 */
346
347 object *
348 object_get_env_recursive (object *op)
349 {
350 while (op->env != NULL)
351 op = op->env;
352 return op;
353 }
354
355 /*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array.
359 */
360
361 char *
362 dump_object (object *op)
363 {
364 if (!op)
365 return strdup ("[NULLOBJ]");
366
367 object_freezer freezer;
368 save_object (freezer, op, 1);
369 return freezer.as_string ();
370 }
371
372 /*
373 * get_nearest_part(multi-object, object 2) returns the part of the
374 * multi-object 1 which is closest to the second object.
375 * If it's not a multi-object, it is returned.
376 */
377
378 object *
379 get_nearest_part (object *op, const object *pl)
380 {
381 object *tmp, *closest;
382 int last_dist, i;
383
384 if (op->more == NULL)
385 return op;
386 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
387 if ((i = distance (tmp, pl)) < last_dist)
388 closest = tmp, last_dist = i;
389 return closest;
390 }
391
392 /*
393 * Returns the object which has the count-variable equal to the argument.
394 */
395
396 object *
397 find_object (tag_t i)
398 {
399 for (object *op = object::first; op; op = op->next)
400 if (op->count == i)
401 return op;
402
403 return 0;
404 }
405
406 /*
407 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999"
410 */
411
412 object *
413 find_object_name (const char *str)
414 {
415 shstr_cmp str_ (str);
416 object *op;
417
418 for (op = object::first; op != NULL; op = op->next)
419 if (op->name == str_)
420 break;
421
422 return op;
423 }
424
425 void
426 free_all_object_data ()
427 {
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429 }
430
431 /*
432 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects.
434 */
435 void
436 object::set_owner (object *owner)
437 {
438 if (!owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner)
449 owner = owner->owner;
450
451 this->owner = owner;
452 }
453
454 /* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links.
456 */
457 static void
458 free_key_values (object *op)
459 {
460 for (key_value *i = op->key_values; i != 0;)
461 {
462 key_value *next = i->next;
463 delete i;
464
465 i = next;
466 }
467
468 op->key_values = 0;
469 }
470
471 /*
472 * copy_to first frees everything allocated by the dst object,
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479 void
480 object::copy_to (object *dst)
481 {
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this;
486
487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495
496 /* Copy over key_values, if any. */
497 if (key_values)
498 {
499 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0;
503
504 for (i = key_values; i; i = i->next)
505 {
506 key_value *new_link = new key_value;
507
508 new_link->next = 0;
509 new_link->key = i->key;
510 new_link->value = i->value;
511
512 /* Try and be clever here, too. */
513 if (!dst->key_values)
514 {
515 dst->key_values = new_link;
516 tail = new_link;
517 }
518 else
519 {
520 tail->next = new_link;
521 tail = new_link;
522 }
523 }
524 }
525
526 dst->set_speed (dst->speed);
527 }
528
529 object *
530 object::clone ()
531 {
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
535 }
536
537 /*
538 * If an object with the IS_TURNABLE() flag needs to be turned due
539 * to the closest player being on the other side, this function can
540 * be called to update the face variable, _and_ how it looks on the map.
541 */
542 void
543 update_turn_face (object *op)
544 {
545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
546 return;
547
548 SET_ANIMATION (op, op->direction);
549 update_object (op, UP_OBJ_FACE);
550 }
551
552 /*
553 * Updates the speed of an object. If the speed changes from 0 to another
554 * value, or vice versa, then add/remove the object from the active list.
555 * This function needs to be called whenever the speed of an object changes.
556 */
557 void
558 object::set_speed (float speed)
559 {
560 if (flag [FLAG_FREED] && speed)
561 {
562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
563 speed = 0;
564 }
565
566 this->speed = speed;
567
568 if (has_active_speed ())
569 activate (false);
570 else
571 deactivate (false);
572 }
573
574 /*
575 * update_object() updates the the map.
576 * It takes into account invisible objects (and represent squares covered
577 * by invisible objects by whatever is below them (unless it's another
578 * invisible object, etc...)
579 * If the object being updated is beneath a player, the look-window
580 * of that player is updated (this might be a suboptimal way of
581 * updating that window, though, since update_object() is called _often_)
582 *
583 * action is a hint of what the caller believes need to be done.
584 * current action are:
585 * UP_OBJ_INSERT: op was inserted
586 * UP_OBJ_REMOVE: op was removed
587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
588 * as that is easier than trying to look at what may have changed.
589 * UP_OBJ_FACE: only the objects face has changed.
590 */
591 void
592 update_object (object *op, int action)
593 {
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL)
597 {
598 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return;
601 }
602
603 if (op->env)
604 {
605 /* Animation is currently handled by client, so nothing
606 * to do in this case.
607 */
608 return;
609 }
610
611 /* If the map is saving, don't do anything as everything is
612 * going to get freed anyways.
613 */
614 if (!op->map || op->map->in_memory == MAP_SAVING)
615 return;
616
617 /* make sure the object is within map boundaries */
618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 {
620 LOG (llevError, "update_object() called for object out of map!\n");
621 #ifdef MANY_CORES
622 abort ();
623 #endif
624 return;
625 }
626
627 mapspace &m = op->ms ();
628
629 if (m.flags_ & P_NEED_UPDATE)
630 /* nop */;
631 else if (action == UP_OBJ_INSERT)
632 {
633 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
640 || (m.move_on | op->move_on ) != m.move_on
641 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow
643 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now.
645 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
648 m.flags_ = P_NEED_UPDATE;
649 }
650 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object
652 * that is being removed.
653 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = P_NEED_UPDATE;
656 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ;
658 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action);
660
661 if (op->more)
662 update_object (op->more, action);
663 }
664
665 object::vector object::objects; // not yet used
666 object *object::first;
667
668 object::object ()
669 {
670 SET_FLAG (this, FLAG_REMOVED);
671
672 expmul = 1.0;
673 face = blank_face;
674 }
675
676 object::~object ()
677 {
678 free_key_values (this);
679 }
680
681 void object::link ()
682 {
683 count = ++ob_count;
684 uuid = gen_uuid ();
685
686 prev = 0;
687 next = object::first;
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693 }
694
695 void object::unlink ()
696 {
697 if (this == object::first)
698 object::first = next;
699
700 /* Remove this object from the list of used objects */
701 if (prev) prev->next = next;
702 if (next) next->prev = prev;
703
704 prev = 0;
705 next = 0;
706 }
707
708 void
709 object::activate (bool recursive)
710 {
711 if (has_active_speed ())
712 {
713 /* If already on active list, don't do anything */
714 if (active_next || active_prev || this == active_objects)
715 return;
716
717 /* process_events() expects us to insert the object at the beginning
718 * of the list. */
719 active_next = active_objects;
720
721 if (active_next)
722 active_next->active_prev = this;
723
724 active_objects = this;
725 }
726
727 if (recursive)
728 for (object *op = inv; op; op = op->above)
729 op->activate (1);
730 }
731
732 /* This function removes object 'op' from the list of active
733 * objects.
734 * This should only be used for style maps or other such
735 * reference maps where you don't want an object that isn't
736 * in play chewing up cpu time getting processed.
737 * The reverse of this is to call update_ob_speed, which
738 * will do the right thing based on the speed of the object.
739 */
740 void
741 object::deactivate (bool recursive)
742 {
743 /* If not on the active list, nothing needs to be done */
744 if (!active_next && !active_prev && this != active_objects)
745 return;
746
747 if (active_prev == 0)
748 {
749 active_objects = active_next;
750 if (active_next)
751 active_next->active_prev = 0;
752 }
753 else
754 {
755 active_prev->active_next = active_next;
756 if (active_next)
757 active_next->active_prev = active_prev;
758 }
759
760 active_next = 0;
761 active_prev = 0;
762
763 if (recursive)
764 for (object *op = inv; op; op = op->above)
765 op->deactivate (1);
766 }
767
768 /*
769 * Remove and free all objects in the inventory of the given object.
770 * object.c ?
771 */
772 void
773 object::destroy_inv (bool drop_to_ground)
774 {
775 // need to check first, because the checks below might segfault
776 // as we might be on an invalid mapspace and crossfire code
777 // is too buggy to ensure that the inventory is empty.
778 // corollary: if you create arrows etc. with stuff in tis inventory,
779 // cf will crash below with off-map x and y
780 if (!inv)
781 return;
782
783 /* Only if the space blocks everything do we not process -
784 * if some form of movement is allowed, let objects
785 * drop on that space.
786 */
787 if (!drop_to_ground
788 || !map
789 || map->in_memory != MAP_IN_MEMORY
790 || ms ().move_block == MOVE_ALL)
791 {
792 while (inv)
793 {
794 inv->destroy_inv (drop_to_ground);
795 inv->destroy ();
796 }
797 }
798 else
799 { /* Put objects in inventory onto this space */
800 while (inv)
801 {
802 object *op = inv;
803
804 if (op->flag [FLAG_STARTEQUIP]
805 || op->flag [FLAG_NO_DROP]
806 || op->type == RUNE
807 || op->type == TRAP
808 || op->flag [FLAG_IS_A_TEMPLATE])
809 op->destroy ();
810 else
811 map->insert (op, x, y);
812 }
813 }
814 }
815
816 object *object::create ()
817 {
818 object *op = new object;
819 op->link ();
820 return op;
821 }
822
823 void
824 object::do_destroy ()
825 {
826 if (flag [FLAG_IS_LINKED])
827 remove_button_link (this);
828
829 if (flag [FLAG_FRIENDLY])
830 remove_friendly_object (this);
831
832 if (!flag [FLAG_REMOVED])
833 remove ();
834
835 if (flag [FLAG_FREED])
836 return;
837
838 set_speed (0);
839
840 flag [FLAG_FREED] = 1;
841
842 attachable::do_destroy ();
843
844 destroy_inv (true);
845 unlink ();
846
847 // hack to ensure that freed objects still have a valid map
848 {
849 static maptile *freed_map; // freed objects are moved here to avoid crashes
850
851 if (!freed_map)
852 {
853 freed_map = new maptile;
854
855 freed_map->name = "/internal/freed_objects_map";
856 freed_map->width = 3;
857 freed_map->height = 3;
858
859 freed_map->alloc ();
860 }
861
862 map = freed_map;
863 x = 1;
864 y = 1;
865 }
866
867 head = 0;
868
869 if (more)
870 {
871 more->destroy ();
872 more = 0;
873 }
874
875 // clear those pointers that likely might have circular references to us
876 owner = 0;
877 enemy = 0;
878 attacked_by = 0;
879
880 // only relevant for players(?), but make sure of it anyways
881 contr = 0;
882 }
883
884 void
885 object::destroy (bool destroy_inventory)
886 {
887 if (destroyed ())
888 return;
889
890 if (destroy_inventory)
891 destroy_inv (false);
892
893 attachable::destroy ();
894 }
895
896 /*
897 * sub_weight() recursively (outwards) subtracts a number from the
898 * weight of an object (and what is carried by it's environment(s)).
899 */
900 void
901 sub_weight (object *op, signed long weight)
902 {
903 while (op != NULL)
904 {
905 if (op->type == CONTAINER)
906 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
907
908 op->carrying -= weight;
909 op = op->env;
910 }
911 }
912
913 /* op->remove ():
914 * This function removes the object op from the linked list of objects
915 * which it is currently tied to. When this function is done, the
916 * object will have no environment. If the object previously had an
917 * environment, the x and y coordinates will be updated to
918 * the previous environment.
919 * Beware: This function is called from the editor as well!
920 */
921 void
922 object::remove ()
923 {
924 object *tmp, *last = 0;
925 object *otmp;
926
927 if (QUERY_FLAG (this, FLAG_REMOVED))
928 return;
929
930 SET_FLAG (this, FLAG_REMOVED);
931 INVOKE_OBJECT (REMOVE, this);
932
933 if (more)
934 more->remove ();
935
936 /*
937 * In this case, the object to be removed is in someones
938 * inventory.
939 */
940 if (env)
941 {
942 if (nrof)
943 sub_weight (env, weight * nrof);
944 else
945 sub_weight (env, weight + carrying);
946
947 /* NO_FIX_PLAYER is set when a great many changes are being
948 * made to players inventory. If set, avoiding the call
949 * to save cpu time.
950 */
951 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
952 otmp->update_stats ();
953
954 if (above)
955 above->below = below;
956 else
957 env->inv = below;
958
959 if (below)
960 below->above = above;
961
962 /* we set up values so that it could be inserted into
963 * the map, but we don't actually do that - it is up
964 * to the caller to decide what we want to do.
965 */
966 x = env->x, y = env->y;
967 map = env->map;
968 above = 0, below = 0;
969 env = 0;
970 }
971 else if (map)
972 {
973 if (type == PLAYER)
974 {
975 --map->players;
976 map->last_access = runtime;
977 }
978
979
980 /* link the object above us */
981 if (above)
982 above->below = below;
983 else
984 map->at (x, y).top = below; /* we were top, set new top */
985
986 /* Relink the object below us, if there is one */
987 if (below)
988 below->above = above;
989 else
990 {
991 /* Nothing below, which means we need to relink map object for this space
992 * use translated coordinates in case some oddness with map tiling is
993 * evident
994 */
995 if (GET_MAP_OB (map, x, y) != this)
996 {
997 char *dump = dump_object (this);
998 LOG (llevError,
999 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1000 free (dump);
1001 dump = dump_object (GET_MAP_OB (map, x, y));
1002 LOG (llevError, "%s\n", dump);
1003 free (dump);
1004 }
1005
1006 map->at (x, y).bot = above; /* goes on above it. */
1007 }
1008
1009 above = 0;
1010 below = 0;
1011
1012 if (map->in_memory == MAP_SAVING)
1013 return;
1014
1015 int check_walk_off = !flag [FLAG_NO_APPLY];
1016
1017 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1018 {
1019 /* No point updating the players look faces if he is the object
1020 * being removed.
1021 */
1022
1023 if (tmp->type == PLAYER && tmp != this)
1024 {
1025 /* If a container that the player is currently using somehow gets
1026 * removed (most likely destroyed), update the player view
1027 * appropriately.
1028 */
1029 if (tmp->container == this)
1030 {
1031 flag [FLAG_APPLIED] = 0;
1032 tmp->container = 0;
1033 }
1034
1035 if (tmp->contr->ns)
1036 tmp->contr->ns->floorbox_update ();
1037 }
1038
1039 /* See if object moving off should effect something */
1040 if (check_walk_off
1041 && ((move_type & tmp->move_off)
1042 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1043 {
1044 move_apply (tmp, this, 0);
1045
1046 if (destroyed ())
1047 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1048 }
1049
1050 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1051 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1052 if (tmp->above == tmp)
1053 tmp->above = 0;
1054
1055 last = tmp;
1056 }
1057
1058 /* last == NULL if there are no objects on this space */
1059 //TODO: this makes little sense, why only update the topmost object?
1060 if (!last)
1061 map->at (x, y).flags_ = P_NEED_UPDATE;
1062 else
1063 update_object (last, UP_OBJ_REMOVE);
1064
1065 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1066 update_all_los (map, x, y);
1067 }
1068 }
1069
1070 /*
1071 * merge_ob(op,top):
1072 *
1073 * This function goes through all objects below and including top, and
1074 * merges op to the first matching object.
1075 * If top is NULL, it is calculated.
1076 * Returns pointer to object if it succeded in the merge, otherwise NULL
1077 */
1078 object *
1079 merge_ob (object *op, object *top)
1080 {
1081 if (!op->nrof)
1082 return 0;
1083
1084 if (top)
1085 for (top = op; top && top->above; top = top->above)
1086 ;
1087
1088 for (; top; top = top->below)
1089 {
1090 if (top == op)
1091 continue;
1092
1093 if (object::can_merge (op, top))
1094 {
1095 top->nrof += op->nrof;
1096
1097 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1098 op->weight = 0; /* Don't want any adjustements now */
1099 op->destroy ();
1100 return top;
1101 }
1102 }
1103
1104 return 0;
1105 }
1106
1107 /*
1108 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1109 * job preparing multi-part monsters
1110 */
1111 object *
1112 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1113 {
1114 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1115 {
1116 tmp->x = x + tmp->arch->clone.x;
1117 tmp->y = y + tmp->arch->clone.y;
1118 }
1119
1120 return insert_ob_in_map (op, m, originator, flag);
1121 }
1122
1123 /*
1124 * insert_ob_in_map (op, map, originator, flag):
1125 * This function inserts the object in the two-way linked list
1126 * which represents what is on a map.
1127 * The second argument specifies the map, and the x and y variables
1128 * in the object about to be inserted specifies the position.
1129 *
1130 * originator: Player, monster or other object that caused 'op' to be inserted
1131 * into 'map'. May be NULL.
1132 *
1133 * flag is a bitmask about special things to do (or not do) when this
1134 * function is called. see the object.h file for the INS_ values.
1135 * Passing 0 for flag gives proper default values, so flag really only needs
1136 * to be set if special handling is needed.
1137 *
1138 * Return value:
1139 * new object if 'op' was merged with other object
1140 * NULL if 'op' was destroyed
1141 * just 'op' otherwise
1142 */
1143 object *
1144 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1145 {
1146 object *tmp, *top, *floor = NULL;
1147 sint16 x, y;
1148
1149 if (QUERY_FLAG (op, FLAG_FREED))
1150 {
1151 LOG (llevError, "Trying to insert freed object!\n");
1152 return NULL;
1153 }
1154
1155 if (!m)
1156 {
1157 char *dump = dump_object (op);
1158 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1159 free (dump);
1160 return op;
1161 }
1162
1163 if (out_of_map (m, op->x, op->y))
1164 {
1165 char *dump = dump_object (op);
1166 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1167 #ifdef MANY_CORES
1168 /* Better to catch this here, as otherwise the next use of this object
1169 * is likely to cause a crash. Better to find out where it is getting
1170 * improperly inserted.
1171 */
1172 abort ();
1173 #endif
1174 free (dump);
1175 return op;
1176 }
1177
1178 if (!QUERY_FLAG (op, FLAG_REMOVED))
1179 {
1180 char *dump = dump_object (op);
1181 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1182 free (dump);
1183 return op;
1184 }
1185
1186 if (op->more)
1187 {
1188 /* The part may be on a different map. */
1189
1190 object *more = op->more;
1191
1192 /* We really need the caller to normalize coordinates - if
1193 * we set the map, that doesn't work if the location is within
1194 * a map and this is straddling an edge. So only if coordinate
1195 * is clear wrong do we normalize it.
1196 */
1197 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1198 more->map = get_map_from_coord (m, &more->x, &more->y);
1199 else if (!more->map)
1200 {
1201 /* For backwards compatibility - when not dealing with tiled maps,
1202 * more->map should always point to the parent.
1203 */
1204 more->map = m;
1205 }
1206
1207 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1208 {
1209 if (!op->head)
1210 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1211
1212 return 0;
1213 }
1214 }
1215
1216 CLEAR_FLAG (op, FLAG_REMOVED);
1217
1218 /* Ideally, the caller figures this out. However, it complicates a lot
1219 * of areas of callers (eg, anything that uses find_free_spot would now
1220 * need extra work
1221 */
1222 op->map = get_map_from_coord (m, &op->x, &op->y);
1223 x = op->x;
1224 y = op->y;
1225
1226 /* this has to be done after we translate the coordinates.
1227 */
1228 if (op->nrof && !(flag & INS_NO_MERGE))
1229 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1230 if (object::can_merge (op, tmp))
1231 {
1232 op->nrof += tmp->nrof;
1233 tmp->destroy ();
1234 }
1235
1236 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1237 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1238
1239 if (!QUERY_FLAG (op, FLAG_ALIVE))
1240 CLEAR_FLAG (op, FLAG_NO_STEAL);
1241
1242 if (flag & INS_BELOW_ORIGINATOR)
1243 {
1244 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1245 {
1246 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1247 abort ();
1248 }
1249
1250 op->above = originator;
1251 op->below = originator->below;
1252
1253 if (op->below)
1254 op->below->above = op;
1255 else
1256 op->ms ().bot = op;
1257
1258 /* since *below* originator, no need to update top */
1259 originator->below = op;
1260 }
1261 else
1262 {
1263 /* If there are other objects, then */
1264 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1265 {
1266 object *last = 0;
1267
1268 /*
1269 * If there are multiple objects on this space, we do some trickier handling.
1270 * We've already dealt with merging if appropriate.
1271 * Generally, we want to put the new object on top. But if
1272 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1273 * floor, we want to insert above that and no further.
1274 * Also, if there are spell objects on this space, we stop processing
1275 * once we get to them. This reduces the need to traverse over all of
1276 * them when adding another one - this saves quite a bit of cpu time
1277 * when lots of spells are cast in one area. Currently, it is presumed
1278 * that flying non pickable objects are spell objects.
1279 */
1280 while (top)
1281 {
1282 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1283 floor = top;
1284
1285 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1286 {
1287 /* We insert above top, so we want this object below this */
1288 top = top->below;
1289 break;
1290 }
1291
1292 last = top;
1293 top = top->above;
1294 }
1295
1296 /* Don't want top to be NULL, so set it to the last valid object */
1297 top = last;
1298
1299 /* We let update_position deal with figuring out what the space
1300 * looks like instead of lots of conditions here.
1301 * makes things faster, and effectively the same result.
1302 */
1303
1304 /* Have object 'fall below' other objects that block view.
1305 * Unless those objects are exits, type 66
1306 * If INS_ON_TOP is used, don't do this processing
1307 * Need to find the object that in fact blocks view, otherwise
1308 * stacking is a bit odd.
1309 */
1310 if (!(flag & INS_ON_TOP) &&
1311 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1312 {
1313 for (last = top; last != floor; last = last->below)
1314 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1315 break;
1316 /* Check to see if we found the object that blocks view,
1317 * and make sure we have a below pointer for it so that
1318 * we can get inserted below this one, which requires we
1319 * set top to the object below us.
1320 */
1321 if (last && last->below && last != floor)
1322 top = last->below;
1323 }
1324 } /* If objects on this space */
1325
1326 if (flag & INS_MAP_LOAD)
1327 top = GET_MAP_TOP (op->map, op->x, op->y);
1328
1329 if (flag & INS_ABOVE_FLOOR_ONLY)
1330 top = floor;
1331
1332 /* Top is the object that our object (op) is going to get inserted above.
1333 */
1334
1335 /* First object on this space */
1336 if (!top)
1337 {
1338 op->above = GET_MAP_OB (op->map, op->x, op->y);
1339
1340 if (op->above)
1341 op->above->below = op;
1342
1343 op->below = 0;
1344 op->ms ().bot = op;
1345 }
1346 else
1347 { /* get inserted into the stack above top */
1348 op->above = top->above;
1349
1350 if (op->above)
1351 op->above->below = op;
1352
1353 op->below = top;
1354 top->above = op;
1355 }
1356
1357 if (!op->above)
1358 op->ms ().top = op;
1359 } /* else not INS_BELOW_ORIGINATOR */
1360
1361 if (op->type == PLAYER)
1362 {
1363 op->contr->do_los = 1;
1364 ++op->map->players;
1365 op->map->last_access = runtime;
1366 }
1367
1368 /* If we have a floor, we know the player, if any, will be above
1369 * it, so save a few ticks and start from there.
1370 */
1371 if (!(flag & INS_MAP_LOAD))
1372 if (object *pl = op->ms ().player ())
1373 if (pl->contr->ns)
1374 pl->contr->ns->floorbox_update ();
1375
1376 /* If this object glows, it may affect lighting conditions that are
1377 * visible to others on this map. But update_all_los is really
1378 * an inefficient way to do this, as it means los for all players
1379 * on the map will get recalculated. The players could very well
1380 * be far away from this change and not affected in any way -
1381 * this should get redone to only look for players within range,
1382 * or just updating the P_NEED_UPDATE for spaces within this area
1383 * of effect may be sufficient.
1384 */
1385 if (op->map->darkness && (op->glow_radius != 0))
1386 update_all_los (op->map, op->x, op->y);
1387
1388 /* updates flags (blocked, alive, no magic, etc) for this map space */
1389 update_object (op, UP_OBJ_INSERT);
1390
1391 INVOKE_OBJECT (INSERT, op);
1392
1393 /* Don't know if moving this to the end will break anything. However,
1394 * we want to have floorbox_update called before calling this.
1395 *
1396 * check_move_on() must be after this because code called from
1397 * check_move_on() depends on correct map flags (so functions like
1398 * blocked() and wall() work properly), and these flags are updated by
1399 * update_object().
1400 */
1401
1402 /* if this is not the head or flag has been passed, don't check walk on status */
1403 if (!(flag & INS_NO_WALK_ON) && !op->head)
1404 {
1405 if (check_move_on (op, originator))
1406 return 0;
1407
1408 /* If we are a multi part object, lets work our way through the check
1409 * walk on's.
1410 */
1411 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1412 if (check_move_on (tmp, originator))
1413 return 0;
1414 }
1415
1416 return op;
1417 }
1418
1419 /* this function inserts an object in the map, but if it
1420 * finds an object of its own type, it'll remove that one first.
1421 * op is the object to insert it under: supplies x and the map.
1422 */
1423 void
1424 replace_insert_ob_in_map (const char *arch_string, object *op)
1425 {
1426 object *tmp, *tmp1;
1427
1428 /* first search for itself and remove any old instances */
1429
1430 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1432 tmp->destroy ();
1433
1434 tmp1 = arch_to_object (archetype::find (arch_string));
1435
1436 tmp1->x = op->x;
1437 tmp1->y = op->y;
1438 insert_ob_in_map (tmp1, op->map, op, 0);
1439 }
1440
1441 object *
1442 object::insert_at (object *where, object *originator, int flags)
1443 {
1444 where->map->insert (this, where->x, where->y, originator, flags);
1445 }
1446
1447 /*
1448 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1449 * is returned contains nr objects, and the remaining parts contains
1450 * the rest (or is removed and freed if that number is 0).
1451 * On failure, NULL is returned, and the reason put into the
1452 * global static errmsg array.
1453 */
1454 object *
1455 get_split_ob (object *orig_ob, uint32 nr)
1456 {
1457 object *newob;
1458 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1459
1460 if (orig_ob->nrof < nr)
1461 {
1462 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1463 return NULL;
1464 }
1465
1466 newob = object_create_clone (orig_ob);
1467
1468 if ((orig_ob->nrof -= nr) < 1)
1469 orig_ob->destroy (1);
1470 else if (!is_removed)
1471 {
1472 if (orig_ob->env != NULL)
1473 sub_weight (orig_ob->env, orig_ob->weight * nr);
1474 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1475 {
1476 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1477 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1478 return NULL;
1479 }
1480 }
1481
1482 newob->nrof = nr;
1483
1484 return newob;
1485 }
1486
1487 /*
1488 * decrease_ob_nr(object, number) decreases a specified number from
1489 * the amount of an object. If the amount reaches 0, the object
1490 * is subsequently removed and freed.
1491 *
1492 * Return value: 'op' if something is left, NULL if the amount reached 0
1493 */
1494
1495 object *
1496 decrease_ob_nr (object *op, uint32 i)
1497 {
1498 object *tmp;
1499
1500 if (i == 0) /* objects with op->nrof require this check */
1501 return op;
1502
1503 if (i > op->nrof)
1504 i = op->nrof;
1505
1506 if (QUERY_FLAG (op, FLAG_REMOVED))
1507 op->nrof -= i;
1508 else if (op->env)
1509 {
1510 /* is this object in the players inventory, or sub container
1511 * therein?
1512 */
1513 tmp = op->in_player ();
1514 /* nope. Is this a container the player has opened?
1515 * If so, set tmp to that player.
1516 * IMO, searching through all the players will mostly
1517 * likely be quicker than following op->env to the map,
1518 * and then searching the map for a player.
1519 */
1520 if (!tmp)
1521 for_all_players (pl)
1522 if (pl->ob->container == op->env)
1523 {
1524 tmp = pl->ob;
1525 break;
1526 }
1527
1528 if (i < op->nrof)
1529 {
1530 sub_weight (op->env, op->weight * i);
1531 op->nrof -= i;
1532 if (tmp)
1533 esrv_send_item (tmp, op);
1534 }
1535 else
1536 {
1537 op->remove ();
1538 op->nrof = 0;
1539 if (tmp)
1540 esrv_del_item (tmp->contr, op->count);
1541 }
1542 }
1543 else
1544 {
1545 object *above = op->above;
1546
1547 if (i < op->nrof)
1548 op->nrof -= i;
1549 else
1550 {
1551 op->remove ();
1552 op->nrof = 0;
1553 }
1554
1555 /* Since we just removed op, op->above is null */
1556 for (tmp = above; tmp; tmp = tmp->above)
1557 if (tmp->type == PLAYER)
1558 {
1559 if (op->nrof)
1560 esrv_send_item (tmp, op);
1561 else
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1564 }
1565
1566 if (op->nrof)
1567 return op;
1568 else
1569 {
1570 op->destroy ();
1571 return 0;
1572 }
1573 }
1574
1575 /*
1576 * add_weight(object, weight) adds the specified weight to an object,
1577 * and also updates how much the environment(s) is/are carrying.
1578 */
1579
1580 void
1581 add_weight (object *op, signed long weight)
1582 {
1583 while (op != NULL)
1584 {
1585 if (op->type == CONTAINER)
1586 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1587
1588 op->carrying += weight;
1589 op = op->env;
1590 }
1591 }
1592
1593 object *
1594 insert_ob_in_ob (object *op, object *where)
1595 {
1596 if (!where)
1597 {
1598 char *dump = dump_object (op);
1599 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1600 free (dump);
1601 return op;
1602 }
1603
1604 if (where->head)
1605 {
1606 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1607 where = where->head;
1608 }
1609
1610 return where->insert (op);
1611 }
1612
1613 /*
1614 * env->insert (op)
1615 * This function inserts the object op in the linked list
1616 * inside the object environment.
1617 *
1618 * The function returns now pointer to inserted item, and return value can
1619 * be != op, if items are merged. -Tero
1620 */
1621
1622 object *
1623 object::insert (object *op)
1624 {
1625 object *tmp, *otmp;
1626
1627 if (!QUERY_FLAG (op, FLAG_REMOVED))
1628 op->remove ();
1629
1630 if (op->more)
1631 {
1632 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1633 return op;
1634 }
1635
1636 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1637 CLEAR_FLAG (op, FLAG_REMOVED);
1638 if (op->nrof)
1639 {
1640 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1641 if (object::can_merge (tmp, op))
1642 {
1643 /* return the original object and remove inserted object
1644 (client needs the original object) */
1645 tmp->nrof += op->nrof;
1646 /* Weight handling gets pretty funky. Since we are adding to
1647 * tmp->nrof, we need to increase the weight.
1648 */
1649 add_weight (this, op->weight * op->nrof);
1650 SET_FLAG (op, FLAG_REMOVED);
1651 op->destroy (); /* free the inserted object */
1652 op = tmp;
1653 op->remove (); /* and fix old object's links */
1654 CLEAR_FLAG (op, FLAG_REMOVED);
1655 break;
1656 }
1657
1658 /* I assume combined objects have no inventory
1659 * We add the weight - this object could have just been removed
1660 * (if it was possible to merge). calling remove_ob will subtract
1661 * the weight, so we need to add it in again, since we actually do
1662 * the linking below
1663 */
1664 add_weight (this, op->weight * op->nrof);
1665 }
1666 else
1667 add_weight (this, (op->weight + op->carrying));
1668
1669 otmp = this->in_player ();
1670 if (otmp && otmp->contr)
1671 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1672 otmp->update_stats ();
1673
1674 op->map = 0;
1675 op->env = this;
1676 op->above = 0;
1677 op->below = 0;
1678 op->x = 0, op->y = 0;
1679
1680 /* reset the light list and los of the players on the map */
1681 if ((op->glow_radius != 0) && map)
1682 {
1683 #ifdef DEBUG_LIGHTS
1684 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1685 #endif /* DEBUG_LIGHTS */
1686 if (map->darkness)
1687 update_all_los (map, x, y);
1688 }
1689
1690 /* Client has no idea of ordering so lets not bother ordering it here.
1691 * It sure simplifies this function...
1692 */
1693 if (!inv)
1694 inv = op;
1695 else
1696 {
1697 op->below = inv;
1698 op->below->above = op;
1699 inv = op;
1700 }
1701
1702 INVOKE_OBJECT (INSERT, this);
1703
1704 return op;
1705 }
1706
1707 /*
1708 * Checks if any objects has a move_type that matches objects
1709 * that effect this object on this space. Call apply() to process
1710 * these events.
1711 *
1712 * Any speed-modification due to SLOW_MOVE() of other present objects
1713 * will affect the speed_left of the object.
1714 *
1715 * originator: Player, monster or other object that caused 'op' to be inserted
1716 * into 'map'. May be NULL.
1717 *
1718 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1719 *
1720 * 4-21-95 added code to check if appropriate skill was readied - this will
1721 * permit faster movement by the player through this terrain. -b.t.
1722 *
1723 * MSW 2001-07-08: Check all objects on space, not just those below
1724 * object being inserted. insert_ob_in_map may not put new objects
1725 * on top.
1726 */
1727 int
1728 check_move_on (object *op, object *originator)
1729 {
1730 object *tmp;
1731 maptile *m = op->map;
1732 int x = op->x, y = op->y;
1733
1734 MoveType move_on, move_slow, move_block;
1735
1736 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1737 return 0;
1738
1739 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1740 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1741 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1742
1743 /* if nothing on this space will slow op down or be applied,
1744 * no need to do checking below. have to make sure move_type
1745 * is set, as lots of objects don't have it set - we treat that
1746 * as walking.
1747 */
1748 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1749 return 0;
1750
1751 /* This is basically inverse logic of that below - basically,
1752 * if the object can avoid the move on or slow move, they do so,
1753 * but can't do it if the alternate movement they are using is
1754 * blocked. Logic on this seems confusing, but does seem correct.
1755 */
1756 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1757 return 0;
1758
1759 /* The objects have to be checked from top to bottom.
1760 * Hence, we first go to the top:
1761 */
1762
1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1764 {
1765 /* Trim the search when we find the first other spell effect
1766 * this helps performance so that if a space has 50 spell objects,
1767 * we don't need to check all of them.
1768 */
1769 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1770 break;
1771 }
1772
1773 for (; tmp; tmp = tmp->below)
1774 {
1775 if (tmp == op)
1776 continue; /* Can't apply yourself */
1777
1778 /* Check to see if one of the movement types should be slowed down.
1779 * Second check makes sure that the movement types not being slowed
1780 * (~slow_move) is not blocked on this space - just because the
1781 * space doesn't slow down swimming (for example), if you can't actually
1782 * swim on that space, can't use it to avoid the penalty.
1783 */
1784 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1785 {
1786 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1787 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1788 {
1789
1790 float
1791 diff = tmp->move_slow_penalty * FABS (op->speed);
1792
1793 if (op->type == PLAYER)
1794 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1795 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1796 diff /= 4.0;
1797
1798 op->speed_left -= diff;
1799 }
1800 }
1801
1802 /* Basically same logic as above, except now for actual apply. */
1803 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1804 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1805 {
1806 move_apply (tmp, op, originator);
1807
1808 if (op->destroyed ())
1809 return 1;
1810
1811 /* what the person/creature stepped onto has moved the object
1812 * someplace new. Don't process any further - if we did,
1813 * have a feeling strange problems would result.
1814 */
1815 if (op->map != m || op->x != x || op->y != y)
1816 return 0;
1817 }
1818 }
1819
1820 return 0;
1821 }
1822
1823 /*
1824 * present_arch(arch, map, x, y) searches for any objects with
1825 * a matching archetype at the given map and coordinates.
1826 * The first matching object is returned, or NULL if none.
1827 */
1828 object *
1829 present_arch (const archetype *at, maptile *m, int x, int y)
1830 {
1831 if (m == NULL || out_of_map (m, x, y))
1832 {
1833 LOG (llevError, "Present_arch called outside map.\n");
1834 return NULL;
1835 }
1836
1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1838 if (tmp->arch == at)
1839 return tmp;
1840
1841 return NULL;
1842 }
1843
1844 /*
1845 * present(type, map, x, y) searches for any objects with
1846 * a matching type variable at the given map and coordinates.
1847 * The first matching object is returned, or NULL if none.
1848 */
1849 object *
1850 present (unsigned char type, maptile *m, int x, int y)
1851 {
1852 if (out_of_map (m, x, y))
1853 {
1854 LOG (llevError, "Present called outside map.\n");
1855 return NULL;
1856 }
1857
1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1859 if (tmp->type == type)
1860 return tmp;
1861
1862 return NULL;
1863 }
1864
1865 /*
1866 * present_in_ob(type, object) searches for any objects with
1867 * a matching type variable in the inventory of the given object.
1868 * The first matching object is returned, or NULL if none.
1869 */
1870 object *
1871 present_in_ob (unsigned char type, const object *op)
1872 {
1873 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1874 if (tmp->type == type)
1875 return tmp;
1876
1877 return NULL;
1878 }
1879
1880 /*
1881 * present_in_ob (type, str, object) searches for any objects with
1882 * a matching type & name variable in the inventory of the given object.
1883 * The first matching object is returned, or NULL if none.
1884 * This is mostly used by spell effect code, so that we only
1885 * have one spell effect at a time.
1886 * type can be used to narrow the search - if type is set,
1887 * the type must also match. -1 can be passed for the type,
1888 * in which case the type does not need to pass.
1889 * str is the string to match against. Note that we match against
1890 * the object name, not the archetype name. this is so that the
1891 * spell code can use one object type (force), but change it's name
1892 * to be unique.
1893 */
1894 object *
1895 present_in_ob_by_name (int type, const char *str, const object *op)
1896 {
1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1898 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1899 return tmp;
1900
1901 return 0;
1902 }
1903
1904 /*
1905 * present_arch_in_ob(archetype, object) searches for any objects with
1906 * a matching archetype in the inventory of the given object.
1907 * The first matching object is returned, or NULL if none.
1908 */
1909 object *
1910 present_arch_in_ob (const archetype *at, const object *op)
1911 {
1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1913 if (tmp->arch == at)
1914 return tmp;
1915
1916 return NULL;
1917 }
1918
1919 /*
1920 * activate recursively a flag on an object inventory
1921 */
1922 void
1923 flag_inv (object *op, int flag)
1924 {
1925 if (op->inv)
1926 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1927 {
1928 SET_FLAG (tmp, flag);
1929 flag_inv (tmp, flag);
1930 }
1931 }
1932
1933 /*
1934 * deactivate recursively a flag on an object inventory
1935 */
1936 void
1937 unflag_inv (object *op, int flag)
1938 {
1939 if (op->inv)
1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1941 {
1942 CLEAR_FLAG (tmp, flag);
1943 unflag_inv (tmp, flag);
1944 }
1945 }
1946
1947 /*
1948 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1949 * all it's inventory (recursively).
1950 * If checksums are used, a player will get set_cheat called for
1951 * him/her-self and all object carried by a call to this function.
1952 */
1953 void
1954 set_cheat (object *op)
1955 {
1956 SET_FLAG (op, FLAG_WAS_WIZ);
1957 flag_inv (op, FLAG_WAS_WIZ);
1958 }
1959
1960 /*
1961 * find_free_spot(object, map, x, y, start, stop) will search for
1962 * a spot at the given map and coordinates which will be able to contain
1963 * the given object. start and stop specifies how many squares
1964 * to search (see the freearr_x/y[] definition).
1965 * It returns a random choice among the alternatives found.
1966 * start and stop are where to start relative to the free_arr array (1,9
1967 * does all 4 immediate directions). This returns the index into the
1968 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1969 * Note - this only checks to see if there is space for the head of the
1970 * object - if it is a multispace object, this should be called for all
1971 * pieces.
1972 * Note2: This function does correctly handle tiled maps, but does not
1973 * inform the caller. However, insert_ob_in_map will update as
1974 * necessary, so the caller shouldn't need to do any special work.
1975 * Note - updated to take an object instead of archetype - this is necessary
1976 * because arch_blocked (now ob_blocked) needs to know the movement type
1977 * to know if the space in question will block the object. We can't use
1978 * the archetype because that isn't correct if the monster has been
1979 * customized, changed states, etc.
1980 */
1981 int
1982 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1983 {
1984 int index = 0, flag;
1985 int altern[SIZEOFFREE];
1986
1987 for (int i = start; i < stop; i++)
1988 {
1989 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1990 if (!flag)
1991 altern [index++] = i;
1992
1993 /* Basically, if we find a wall on a space, we cut down the search size.
1994 * In this way, we won't return spaces that are on another side of a wall.
1995 * This mostly work, but it cuts down the search size in all directions -
1996 * if the space being examined only has a wall to the north and empty
1997 * spaces in all the other directions, this will reduce the search space
1998 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space.
2000 */
2001 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2002 stop = maxfree[i];
2003 }
2004
2005 if (!index)
2006 return -1;
2007
2008 return altern[RANDOM () % index];
2009 }
2010
2011 /*
2012 * find_first_free_spot(archetype, maptile, x, y) works like
2013 * find_free_spot(), but it will search max number of squares.
2014 * But it will return the first available spot, not a random choice.
2015 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2016 */
2017 int
2018 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2019 {
2020 for (int i = 0; i < SIZEOFFREE; i++)
2021 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2022 return i;
2023
2024 return -1;
2025 }
2026
2027 /*
2028 * The function permute(arr, begin, end) randomly reorders the array
2029 * arr[begin..end-1].
2030 * now uses a fisher-yates shuffle, old permute was broken
2031 */
2032 static void
2033 permute (int *arr, int begin, int end)
2034 {
2035 arr += begin;
2036 end -= begin;
2037
2038 while (--end)
2039 swap (arr [end], arr [RANDOM () % (end + 1)]);
2040 }
2041
2042 /* new function to make monster searching more efficient, and effective!
2043 * This basically returns a randomized array (in the passed pointer) of
2044 * the spaces to find monsters. In this way, it won't always look for
2045 * monsters to the north first. However, the size of the array passed
2046 * covers all the spaces, so within that size, all the spaces within
2047 * the 3x3 area will be searched, just not in a predictable order.
2048 */
2049 void
2050 get_search_arr (int *search_arr)
2051 {
2052 int i;
2053
2054 for (i = 0; i < SIZEOFFREE; i++)
2055 search_arr[i] = i;
2056
2057 permute (search_arr, 1, SIZEOFFREE1 + 1);
2058 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2059 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2060 }
2061
2062 /*
2063 * find_dir(map, x, y, exclude) will search some close squares in the
2064 * given map at the given coordinates for live objects.
2065 * It will not considered the object given as exclude among possible
2066 * live objects.
2067 * It returns the direction toward the first/closest live object if finds
2068 * any, otherwise 0.
2069 * Perhaps incorrectly, but I'm making the assumption that exclude
2070 * is actually want is going to try and move there. We need this info
2071 * because we have to know what movement the thing looking to move
2072 * there is capable of.
2073 */
2074 int
2075 find_dir (maptile *m, int x, int y, object *exclude)
2076 {
2077 int i, max = SIZEOFFREE, mflags;
2078
2079 sint16 nx, ny;
2080 object *tmp;
2081 maptile *mp;
2082
2083 MoveType blocked, move_type;
2084
2085 if (exclude && exclude->head)
2086 {
2087 exclude = exclude->head;
2088 move_type = exclude->move_type;
2089 }
2090 else
2091 {
2092 /* If we don't have anything, presume it can use all movement types. */
2093 move_type = MOVE_ALL;
2094 }
2095
2096 for (i = 1; i < max; i++)
2097 {
2098 mp = m;
2099 nx = x + freearr_x[i];
2100 ny = y + freearr_y[i];
2101
2102 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2103
2104 if (mflags & P_OUT_OF_MAP)
2105 max = maxfree[i];
2106 else
2107 {
2108 mapspace &ms = mp->at (nx, ny);
2109
2110 blocked = ms.move_block;
2111
2112 if ((move_type & blocked) == move_type)
2113 max = maxfree[i];
2114 else if (mflags & P_IS_ALIVE)
2115 {
2116 for (tmp = ms.bot; tmp; tmp = tmp->above)
2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2118 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2119 break;
2120
2121 if (tmp)
2122 return freedir[i];
2123 }
2124 }
2125 }
2126
2127 return 0;
2128 }
2129
2130 /*
2131 * distance(object 1, object 2) will return the square of the
2132 * distance between the two given objects.
2133 */
2134 int
2135 distance (const object *ob1, const object *ob2)
2136 {
2137 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2138 }
2139
2140 /*
2141 * find_dir_2(delta-x,delta-y) will return a direction in which
2142 * an object which has subtracted the x and y coordinates of another
2143 * object, needs to travel toward it.
2144 */
2145 int
2146 find_dir_2 (int x, int y)
2147 {
2148 int q;
2149
2150 if (y)
2151 q = x * 100 / y;
2152 else if (x)
2153 q = -300 * x;
2154 else
2155 return 0;
2156
2157 if (y > 0)
2158 {
2159 if (q < -242)
2160 return 3;
2161 if (q < -41)
2162 return 2;
2163 if (q < 41)
2164 return 1;
2165 if (q < 242)
2166 return 8;
2167 return 7;
2168 }
2169
2170 if (q < -242)
2171 return 7;
2172 if (q < -41)
2173 return 6;
2174 if (q < 41)
2175 return 5;
2176 if (q < 242)
2177 return 4;
2178
2179 return 3;
2180 }
2181
2182 /*
2183 * absdir(int): Returns a number between 1 and 8, which represent
2184 * the "absolute" direction of a number (it actually takes care of
2185 * "overflow" in previous calculations of a direction).
2186 */
2187
2188 int
2189 absdir (int d)
2190 {
2191 while (d < 1)
2192 d += 8;
2193
2194 while (d > 8)
2195 d -= 8;
2196
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
2206 dirdiff (int dir1, int dir2)
2207 {
2208 int d;
2209
2210 d = abs (dir1 - dir2);
2211 if (d > 4)
2212 d = 8 - d;
2213
2214 return d;
2215 }
2216
2217 /* peterm:
2218 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2219 * Basically, this is a table of directions, and what directions
2220 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2221 * This basically means that if direction is 15, then it could either go
2222 * direction 4, 14, or 16 to get back to where we are.
2223 * Moved from spell_util.c to object.c with the other related direction
2224 * functions.
2225 */
2226 int reduction_dir[SIZEOFFREE][3] = {
2227 {0, 0, 0}, /* 0 */
2228 {0, 0, 0}, /* 1 */
2229 {0, 0, 0}, /* 2 */
2230 {0, 0, 0}, /* 3 */
2231 {0, 0, 0}, /* 4 */
2232 {0, 0, 0}, /* 5 */
2233 {0, 0, 0}, /* 6 */
2234 {0, 0, 0}, /* 7 */
2235 {0, 0, 0}, /* 8 */
2236 {8, 1, 2}, /* 9 */
2237 {1, 2, -1}, /* 10 */
2238 {2, 10, 12}, /* 11 */
2239 {2, 3, -1}, /* 12 */
2240 {2, 3, 4}, /* 13 */
2241 {3, 4, -1}, /* 14 */
2242 {4, 14, 16}, /* 15 */
2243 {5, 4, -1}, /* 16 */
2244 {4, 5, 6}, /* 17 */
2245 {6, 5, -1}, /* 18 */
2246 {6, 20, 18}, /* 19 */
2247 {7, 6, -1}, /* 20 */
2248 {6, 7, 8}, /* 21 */
2249 {7, 8, -1}, /* 22 */
2250 {8, 22, 24}, /* 23 */
2251 {8, 1, -1}, /* 24 */
2252 {24, 9, 10}, /* 25 */
2253 {9, 10, -1}, /* 26 */
2254 {10, 11, -1}, /* 27 */
2255 {27, 11, 29}, /* 28 */
2256 {11, 12, -1}, /* 29 */
2257 {12, 13, -1}, /* 30 */
2258 {12, 13, 14}, /* 31 */
2259 {13, 14, -1}, /* 32 */
2260 {14, 15, -1}, /* 33 */
2261 {33, 15, 35}, /* 34 */
2262 {16, 15, -1}, /* 35 */
2263 {17, 16, -1}, /* 36 */
2264 {18, 17, 16}, /* 37 */
2265 {18, 17, -1}, /* 38 */
2266 {18, 19, -1}, /* 39 */
2267 {41, 19, 39}, /* 40 */
2268 {19, 20, -1}, /* 41 */
2269 {20, 21, -1}, /* 42 */
2270 {20, 21, 22}, /* 43 */
2271 {21, 22, -1}, /* 44 */
2272 {23, 22, -1}, /* 45 */
2273 {45, 47, 23}, /* 46 */
2274 {23, 24, -1}, /* 47 */
2275 {24, 9, -1}
2276 }; /* 48 */
2277
2278 /* Recursive routine to step back and see if we can
2279 * find a path to that monster that we found. If not,
2280 * we don't bother going toward it. Returns 1 if we
2281 * can see a direct way to get it
2282 * Modified to be map tile aware -.MSW
2283 */
2284 int
2285 can_see_monsterP (maptile *m, int x, int y, int dir)
2286 {
2287 sint16 dx, dy;
2288 int mflags;
2289
2290 if (dir < 0)
2291 return 0; /* exit condition: invalid direction */
2292
2293 dx = x + freearr_x[dir];
2294 dy = y + freearr_y[dir];
2295
2296 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2297
2298 /* This functional arguably was incorrect before - it was
2299 * checking for P_WALL - that was basically seeing if
2300 * we could move to the monster - this is being more
2301 * literal on if we can see it. To know if we can actually
2302 * move to the monster, we'd need the monster passed in or
2303 * at least its move type.
2304 */
2305 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2306 return 0;
2307
2308 /* yes, can see. */
2309 if (dir < 9)
2310 return 1;
2311
2312 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2313 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2314 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2315 }
2316
2317 /*
2318 * can_pick(picker, item): finds out if an object is possible to be
2319 * picked up by the picker. Returnes 1 if it can be
2320 * picked up, otherwise 0.
2321 *
2322 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2323 * core dumps if they do.
2324 *
2325 * Add a check so we can't pick up invisible objects (0.93.8)
2326 */
2327
2328 int
2329 can_pick (const object *who, const object *item)
2330 {
2331 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2332 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2333 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2334 }
2335
2336 /*
2337 * create clone from object to another
2338 */
2339 object *
2340 object_create_clone (object *asrc)
2341 {
2342 object *dst = 0, *tmp, *src, *part, *prev, *item;
2343
2344 if (!asrc)
2345 return 0;
2346
2347 src = asrc;
2348 if (src->head)
2349 src = src->head;
2350
2351 prev = 0;
2352 for (part = src; part; part = part->more)
2353 {
2354 tmp = part->clone ();
2355 tmp->x -= src->x;
2356 tmp->y -= src->y;
2357
2358 if (!part->head)
2359 {
2360 dst = tmp;
2361 tmp->head = 0;
2362 }
2363 else
2364 tmp->head = dst;
2365
2366 tmp->more = 0;
2367
2368 if (prev)
2369 prev->more = tmp;
2370
2371 prev = tmp;
2372 }
2373
2374 for (item = src->inv; item; item = item->below)
2375 insert_ob_in_ob (object_create_clone (item), dst);
2376
2377 return dst;
2378 }
2379
2380 /* GROS - Creates an object using a string representing its content. */
2381 /* Basically, we save the content of the string to a temp file, then call */
2382 /* load_object on it. I admit it is a highly inefficient way to make things, */
2383 /* but it was simple to make and allows reusing the load_object function. */
2384 /* Remember not to use load_object_str in a time-critical situation. */
2385 /* Also remember that multiparts objects are not supported for now. */
2386 object *
2387 load_object_str (const char *obstr)
2388 {
2389 object *op;
2390 char filename[MAX_BUF];
2391
2392 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2393
2394 FILE *tempfile = fopen (filename, "w");
2395
2396 if (tempfile == NULL)
2397 {
2398 LOG (llevError, "Error - Unable to access load object temp file\n");
2399 return NULL;
2400 }
2401
2402 fprintf (tempfile, obstr);
2403 fclose (tempfile);
2404
2405 op = object::create ();
2406
2407 object_thawer thawer (filename);
2408
2409 if (thawer)
2410 load_object (thawer, op, 0);
2411
2412 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2413 CLEAR_FLAG (op, FLAG_REMOVED);
2414
2415 return op;
2416 }
2417
2418 /* This returns the first object in who's inventory that
2419 * has the same type and subtype match.
2420 * returns NULL if no match.
2421 */
2422 object *
2423 find_obj_by_type_subtype (const object *who, int type, int subtype)
2424 {
2425 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2426 if (tmp->type == type && tmp->subtype == subtype)
2427 return tmp;
2428
2429 return 0;
2430 }
2431
2432 /* If ob has a field named key, return the link from the list,
2433 * otherwise return NULL.
2434 *
2435 * key must be a passed in shared string - otherwise, this won't
2436 * do the desired thing.
2437 */
2438 key_value *
2439 get_ob_key_link (const object *ob, const char *key)
2440 {
2441 for (key_value *link = ob->key_values; link; link = link->next)
2442 if (link->key == key)
2443 return link;
2444
2445 return 0;
2446 }
2447
2448 /*
2449 * Returns the value of op has an extra_field for key, or NULL.
2450 *
2451 * The argument doesn't need to be a shared string.
2452 *
2453 * The returned string is shared.
2454 */
2455 const char *
2456 get_ob_key_value (const object *op, const char *const key)
2457 {
2458 key_value *link;
2459 shstr_cmp canonical_key (key);
2460
2461 if (!canonical_key)
2462 {
2463 /* 1. There being a field named key on any object
2464 * implies there'd be a shared string to find.
2465 * 2. Since there isn't, no object has this field.
2466 * 3. Therefore, *this* object doesn't have this field.
2467 */
2468 return 0;
2469 }
2470
2471 /* This is copied from get_ob_key_link() above -
2472 * only 4 lines, and saves the function call overhead.
2473 */
2474 for (link = op->key_values; link; link = link->next)
2475 if (link->key == canonical_key)
2476 return link->value;
2477
2478 return 0;
2479 }
2480
2481
2482 /*
2483 * Updates the canonical_key in op to value.
2484 *
2485 * canonical_key is a shared string (value doesn't have to be).
2486 *
2487 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2488 * keys.
2489 *
2490 * Returns TRUE on success.
2491 */
2492 int
2493 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2494 {
2495 key_value *field = NULL, *last = NULL;
2496
2497 for (field = op->key_values; field != NULL; field = field->next)
2498 {
2499 if (field->key != canonical_key)
2500 {
2501 last = field;
2502 continue;
2503 }
2504
2505 if (value)
2506 field->value = value;
2507 else
2508 {
2509 /* Basically, if the archetype has this key set,
2510 * we need to store the null value so when we save
2511 * it, we save the empty value so that when we load,
2512 * we get this value back again.
2513 */
2514 if (get_ob_key_link (&op->arch->clone, canonical_key))
2515 field->value = 0;
2516 else
2517 {
2518 if (last)
2519 last->next = field->next;
2520 else
2521 op->key_values = field->next;
2522
2523 delete field;
2524 }
2525 }
2526 return TRUE;
2527 }
2528 /* IF we get here, key doesn't exist */
2529
2530 /* No field, we'll have to add it. */
2531
2532 if (!add_key)
2533 return FALSE;
2534
2535 /* There isn't any good reason to store a null
2536 * value in the key/value list. If the archetype has
2537 * this key, then we should also have it, so shouldn't
2538 * be here. If user wants to store empty strings,
2539 * should pass in ""
2540 */
2541 if (value == NULL)
2542 return TRUE;
2543
2544 field = new key_value;
2545
2546 field->key = canonical_key;
2547 field->value = value;
2548 /* Usual prepend-addition. */
2549 field->next = op->key_values;
2550 op->key_values = field;
2551
2552 return TRUE;
2553 }
2554
2555 /*
2556 * Updates the key in op to value.
2557 *
2558 * If add_key is FALSE, this will only update existing keys,
2559 * and not add new ones.
2560 * In general, should be little reason FALSE is ever passed in for add_key
2561 *
2562 * Returns TRUE on success.
2563 */
2564 int
2565 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2566 {
2567 shstr key_ (key);
2568
2569 return set_ob_key_value_s (op, key_, value, add_key);
2570 }
2571
2572 object::depth_iterator::depth_iterator (object *container)
2573 : iterator_base (container)
2574 {
2575 while (item->inv)
2576 item = item->inv;
2577 }
2578
2579 void
2580 object::depth_iterator::next ()
2581 {
2582 if (item->below)
2583 {
2584 item = item->below;
2585
2586 while (item->inv)
2587 item = item->inv;
2588 }
2589 else
2590 item = item->env;
2591 }
2592
2593
2594 const char *
2595 object::flag_desc (char *desc, int len) const
2596 {
2597 char *p = desc;
2598 bool first = true;
2599
2600 for (int i = 0; i < NUM_FLAGS; i++)
2601 {
2602 if (len <= 10) // magic constant!
2603 {
2604 snprintf (p, len, ",...");
2605 break;
2606 }
2607
2608 if (flag[i])
2609 {
2610 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2611 len -= cnt;
2612 p += cnt;
2613 first = false;
2614 }
2615 }
2616
2617 return desc;
2618 }
2619
2620 // return a suitable string describing an objetc in enough detail to find it
2621 const char *
2622 object::debug_desc (char *info) const
2623 {
2624 char flagdesc[512];
2625 char info2[256 * 4];
2626 char *p = info;
2627
2628 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2629 count, uuid.seq,
2630 &name,
2631 title ? "\",title:" : "",
2632 title ? (const char *)title : "",
2633 flag_desc (flagdesc, 512), type);
2634
2635 if (env)
2636 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2637
2638 if (map)
2639 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2640
2641 return info;
2642 }
2643
2644 const char *
2645 object::debug_desc () const
2646 {
2647 static char info[256 * 3];
2648 return debug_desc (info);
2649 }
2650