1 |
/* |
2 |
* static char *rcsid_object_c = |
3 |
* "$Id: object.C,v 1.19 2006-09-08 17:14:07 root Exp $"; |
4 |
*/ |
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 |
|
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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 |
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GNU General Public License for more details. |
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|
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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 |
*/ |
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|
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 */ |
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#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> |
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int nrofallocobjects = 0; |
43 |
|
44 |
object *objects; /* Pointer to the list of used objects */ |
45 |
object *active_objects; /* List of active objects that need to be processed */ |
46 |
|
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]= { |
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0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, |
58 |
1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; |
59 |
|
60 |
|
61 |
/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ |
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static int compare_ob_value_lists_one(const object * wants, const object * has) { |
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key_value * wants_field; |
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|
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/* n-squared behaviour (see get_ob_key_link()), but I'm hoping both |
66 |
* objects with lists are rare, and lists stay short. If not, use a |
67 |
* different structure or at least keep the lists sorted... |
68 |
*/ |
69 |
|
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/* For each field in wants, */ |
71 |
for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { |
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key_value * has_field; |
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|
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/* Look for a field in has with the same key. */ |
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has_field = get_ob_key_link(has, wants_field->key); |
76 |
|
77 |
if (has_field == NULL) { |
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/* No field with that name. */ |
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return FALSE; |
80 |
} |
81 |
|
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/* Found the matching field. */ |
83 |
if (has_field->value != wants_field->value) { |
84 |
/* Values don't match, so this half of the comparison is false. */ |
85 |
return FALSE; |
86 |
} |
87 |
|
88 |
/* If we get here, we found a match. Now for the next field in wants. */ |
89 |
} |
90 |
|
91 |
/* If we get here, every field in wants has a matching field in has. */ |
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return TRUE; |
93 |
} |
94 |
|
95 |
/* Returns TRUE if ob1 has the same key_values as ob2. */ |
96 |
static int compare_ob_value_lists(const object * ob1, const object * ob2) { |
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/* However, there may be fields in has which aren't partnered in wants, |
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* so we need to run the comparison *twice*. :( |
99 |
*/ |
100 |
return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); |
101 |
} |
102 |
|
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/* Function examines the 2 objects given to it, and returns true if |
104 |
* they can be merged together. |
105 |
* |
106 |
* Note that this function appears a lot longer than the macro it |
107 |
* replaces - this is mostly for clarity - a decent compiler should hopefully |
108 |
* reduce this to the same efficiency. |
109 |
* |
110 |
* Check nrof variable *before* calling CAN_MERGE() |
111 |
* |
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* Improvements made with merge: Better checking on potion, and also |
113 |
* check weight |
114 |
*/ |
115 |
|
116 |
bool |
117 |
object::can_merge (object *ob1, object *ob2) |
118 |
{ |
119 |
/* A couple quicksanity checks */ |
120 |
if ((ob1 == ob2) || (ob1->type != ob2->type)) |
121 |
return 0; |
122 |
|
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if (ob1->speed != ob2->speed) |
124 |
return 0; |
125 |
|
126 |
/* Do not merge objects if nrof would overflow. We use 1UL<<31 since that |
127 |
* value could not be stored in a sint32 (which unfortunately sometimes is |
128 |
* used to store nrof). |
129 |
*/ |
130 |
if (ob1->nrof + ob2->nrof >= 1UL << 31) |
131 |
return 0; |
132 |
|
133 |
/* If the objects have been identified, set the BEEN_APPLIED flag. |
134 |
* This is to the comparison of the flags below will be OK. We |
135 |
* just can't ignore the been applied or identified flags, as they |
136 |
* are not equal - just if it has been identified, the been_applied |
137 |
* flags lose any meaning. |
138 |
*/ |
139 |
if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) |
140 |
SET_FLAG (ob1, FLAG_BEEN_APPLIED); |
141 |
|
142 |
if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) |
143 |
SET_FLAG (ob2, FLAG_BEEN_APPLIED); |
144 |
|
145 |
|
146 |
/* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something |
147 |
* being locked in inventory should prevent merging. |
148 |
* 0x4 in flags3 is CLIENT_SENT |
149 |
*/ |
150 |
if ((ob1->arch != ob2->arch) || |
151 |
(ob1->flags[0] != ob2->flags[0]) || |
152 |
(ob1->flags[1] != ob2->flags[1]) || |
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((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) || |
154 |
((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) || |
155 |
(ob1->name != ob2->name) || |
156 |
(ob1->title != ob2->title) || |
157 |
(ob1->msg != ob2->msg) || |
158 |
(ob1->weight != ob2->weight) || |
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(memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || |
160 |
(memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || |
161 |
(ob1->attacktype != ob2->attacktype) || |
162 |
(ob1->magic != ob2->magic) || |
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(ob1->slaying != ob2->slaying) || |
164 |
(ob1->skill != ob2->skill) || |
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(ob1->value != ob2->value) || |
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(ob1->animation_id != ob2->animation_id) || |
167 |
(ob1->client_type != ob2->client_type) || |
168 |
(ob1->materialname != ob2->materialname) || |
169 |
(ob1->lore != ob2->lore) || |
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(ob1->subtype != ob2->subtype) || |
171 |
(ob1->move_type != ob2->move_type) || |
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(ob1->move_block != ob2->move_block) || |
173 |
(ob1->move_allow != ob2->move_allow) || |
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(ob1->move_on != ob2->move_on) || |
175 |
(ob1->move_off != ob2->move_off) || |
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(ob1->move_slow != ob2->move_slow) || |
177 |
(ob1->move_slow_penalty != ob2->move_slow_penalty)) |
178 |
return 0; |
179 |
|
180 |
/* This is really a spellbook check - really, we should |
181 |
* check all objects in the inventory. |
182 |
*/ |
183 |
if (ob1->inv || ob2->inv) |
184 |
{ |
185 |
/* if one object has inventory but the other doesn't, not equiv */ |
186 |
if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) |
187 |
return 0; |
188 |
|
189 |
/* Now check to see if the two inventory objects could merge */ |
190 |
if (!CAN_MERGE (ob1->inv, ob2->inv)) |
191 |
return 0; |
192 |
|
193 |
/* inventory ok - still need to check rest of this object to see |
194 |
* if it is valid. |
195 |
*/ |
196 |
} |
197 |
|
198 |
/* Don't merge objects that are applied. With the new 'body' code, |
199 |
* it is possible for most any character to have more than one of |
200 |
* some items equipped, and we don't want those to merge. |
201 |
*/ |
202 |
if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) |
203 |
return 0; |
204 |
|
205 |
/* Note sure why the following is the case - either the object has to |
206 |
* be animated or have a very low speed. Is this an attempted monster |
207 |
* check? |
208 |
*/ |
209 |
if (!QUERY_FLAG (ob1, FLAG_ANIMATE) |
210 |
&& FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) |
211 |
return 0; |
212 |
|
213 |
switch (ob1->type) |
214 |
{ |
215 |
case SCROLL: |
216 |
if (ob1->level != ob2->level) |
217 |
return 0; |
218 |
break; |
219 |
} |
220 |
|
221 |
if (ob1->key_values != NULL || ob2->key_values != NULL) |
222 |
{ |
223 |
/* At least one of these has key_values. */ |
224 |
if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) |
225 |
/* One has fields, but the other one doesn't. */ |
226 |
return 0; |
227 |
else if (!compare_ob_value_lists (ob1, ob2)) |
228 |
return 0; |
229 |
} |
230 |
|
231 |
//TODO: generate an event or call into perl for additional checks |
232 |
if (ob1->self || ob2->self) |
233 |
{ |
234 |
ob1->optimise (); |
235 |
ob2->optimise (); |
236 |
|
237 |
if (ob1->self || ob2->self) |
238 |
return 0; |
239 |
} |
240 |
|
241 |
/* Everything passes, must be OK. */ |
242 |
return 1; |
243 |
} |
244 |
/* |
245 |
* sum_weight() is a recursive function which calculates the weight |
246 |
* an object is carrying. It goes through in figures out how much |
247 |
* containers are carrying, and sums it up. |
248 |
*/ |
249 |
signed long sum_weight(object *op) { |
250 |
signed long sum; |
251 |
object *inv; |
252 |
for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { |
253 |
if (inv->inv) |
254 |
sum_weight(inv); |
255 |
sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); |
256 |
} |
257 |
if (op->type == CONTAINER && op->stats.Str) |
258 |
sum = (sum * (100 - op->stats.Str))/100; |
259 |
if(op->carrying != sum) |
260 |
op->carrying = sum; |
261 |
return sum; |
262 |
} |
263 |
|
264 |
/** |
265 |
* Return the outermost environment object for a given object. |
266 |
*/ |
267 |
|
268 |
object *object_get_env_recursive (object *op) { |
269 |
while (op->env != NULL) |
270 |
op = op->env; |
271 |
return op; |
272 |
} |
273 |
|
274 |
/* |
275 |
* Eneq(@csd.uu.se): Since we can have items buried in a character we need |
276 |
* a better check. We basically keeping traversing up until we can't |
277 |
* or find a player. |
278 |
*/ |
279 |
|
280 |
object *is_player_inv (object *op) { |
281 |
for (;op!=NULL&&op->type!=PLAYER; op=op->env) |
282 |
if (op->env==op) |
283 |
op->env = NULL; |
284 |
return op; |
285 |
} |
286 |
|
287 |
/* |
288 |
* Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. |
289 |
* Some error messages. |
290 |
* The result of the dump is stored in the static global errmsg array. |
291 |
*/ |
292 |
|
293 |
void dump_object2(object *op) { |
294 |
errmsg[0] = 0; |
295 |
return; |
296 |
//TODO//D#d# |
297 |
#if 0 |
298 |
char *cp; |
299 |
/* object *tmp;*/ |
300 |
|
301 |
if(op->arch!=NULL) { |
302 |
strcat(errmsg,"arch "); |
303 |
strcat(errmsg,op->arch->name?op->arch->name:"(null)"); |
304 |
strcat(errmsg,"\n"); |
305 |
if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) |
306 |
strcat(errmsg,cp); |
307 |
#if 0 |
308 |
/* Don't dump player diffs - they are too long, mostly meaningless, and |
309 |
* will overflow the buffer. |
310 |
* Changed so that we don't dump inventory either. This may |
311 |
* also overflow the buffer. |
312 |
*/ |
313 |
if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) |
314 |
strcat(errmsg,cp); |
315 |
for (tmp=op->inv; tmp; tmp=tmp->below) |
316 |
dump_object2(tmp); |
317 |
#endif |
318 |
strcat(errmsg,"end\n"); |
319 |
} else { |
320 |
strcat(errmsg,"Object "); |
321 |
if (op->name==NULL) strcat(errmsg, "(null)"); |
322 |
else strcat(errmsg,op->name); |
323 |
strcat(errmsg,"\n"); |
324 |
#if 0 |
325 |
if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) |
326 |
strcat(errmsg,cp); |
327 |
for (tmp=op->inv; tmp; tmp=tmp->below) |
328 |
dump_object2(tmp); |
329 |
#endif |
330 |
strcat(errmsg,"end\n"); |
331 |
} |
332 |
#endif |
333 |
} |
334 |
|
335 |
/* |
336 |
* Dumps an object. Returns output in the static global errmsg array. |
337 |
*/ |
338 |
|
339 |
void dump_object(object *op) { |
340 |
if(op==NULL) { |
341 |
strcpy(errmsg,"[NULL pointer]"); |
342 |
return; |
343 |
} |
344 |
errmsg[0]='\0'; |
345 |
dump_object2(op); |
346 |
} |
347 |
|
348 |
void dump_all_objects(void) { |
349 |
object *op; |
350 |
for(op=objects;op!=NULL;op=op->next) { |
351 |
dump_object(op); |
352 |
fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); |
353 |
} |
354 |
} |
355 |
|
356 |
/* |
357 |
* get_nearest_part(multi-object, object 2) returns the part of the |
358 |
* multi-object 1 which is closest to the second object. |
359 |
* If it's not a multi-object, it is returned. |
360 |
*/ |
361 |
|
362 |
object *get_nearest_part(object *op, const object *pl) { |
363 |
object *tmp,*closest; |
364 |
int last_dist,i; |
365 |
if(op->more==NULL) |
366 |
return op; |
367 |
for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) |
368 |
if((i=distance(tmp,pl))<last_dist) |
369 |
closest=tmp,last_dist=i; |
370 |
return closest; |
371 |
} |
372 |
|
373 |
/* |
374 |
* Returns the object which has the count-variable equal to the argument. |
375 |
*/ |
376 |
|
377 |
object *find_object(tag_t i) { |
378 |
object *op; |
379 |
for(op=objects;op!=NULL;op=op->next) |
380 |
if(op->count==i) |
381 |
break; |
382 |
return op; |
383 |
} |
384 |
|
385 |
/* |
386 |
* Returns the first object which has a name equal to the argument. |
387 |
* Used only by the patch command, but not all that useful. |
388 |
* Enables features like "patch <name-of-other-player> food 999" |
389 |
*/ |
390 |
|
391 |
object *find_object_name(const char *str) { |
392 |
const char *name = shstr::find (str); |
393 |
object *op; |
394 |
for(op=objects;op!=NULL;op=op->next) |
395 |
if(&op->name == name) |
396 |
break; |
397 |
|
398 |
return op; |
399 |
} |
400 |
|
401 |
void free_all_object_data () |
402 |
{ |
403 |
LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); |
404 |
} |
405 |
|
406 |
/* |
407 |
* Returns the object which this object marks as being the owner. |
408 |
* A id-scheme is used to avoid pointing to objects which have been |
409 |
* freed and are now reused. If this is detected, the owner is |
410 |
* set to NULL, and NULL is returned. |
411 |
* Changed 2004-02-12 - if the player is setting at the play again |
412 |
* prompt, he is removed, and we don't want to treat him as an owner of |
413 |
* anything, so check removed flag. I don't expect that this should break |
414 |
* anything - once an object is removed, it is basically dead anyways. |
415 |
*/ |
416 |
|
417 |
object *get_owner(object *op) { |
418 |
if(op->owner==NULL) |
419 |
return NULL; |
420 |
|
421 |
if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) && |
422 |
op->owner->count==op->ownercount) |
423 |
return op->owner; |
424 |
|
425 |
op->owner=NULL; |
426 |
op->ownercount=0; |
427 |
return NULL; |
428 |
} |
429 |
|
430 |
void clear_owner(object *op) |
431 |
{ |
432 |
if (!op) return; |
433 |
|
434 |
if (op->owner && op->ownercount == op->owner->count) |
435 |
op->owner->refcount--; |
436 |
|
437 |
op->owner = NULL; |
438 |
op->ownercount = 0; |
439 |
} |
440 |
|
441 |
/* |
442 |
* Sets the owner and sets the skill and exp pointers to owner's current |
443 |
* skill and experience objects. |
444 |
*/ |
445 |
void set_owner (object *op, object *owner) |
446 |
{ |
447 |
if(owner==NULL||op==NULL) |
448 |
return; |
449 |
|
450 |
/* next line added to allow objects which own objects */ |
451 |
/* Add a check for ownercounts in here, as I got into an endless loop |
452 |
* with the fireball owning a poison cloud which then owned the |
453 |
* fireball. I believe that was caused by one of the objects getting |
454 |
* freed and then another object replacing it. Since the ownercounts |
455 |
* didn't match, this check is valid and I believe that cause is valid. |
456 |
*/ |
457 |
while (owner->owner && owner!=owner->owner && |
458 |
owner->ownercount==owner->owner->count) owner=owner->owner; |
459 |
|
460 |
/* IF the owner still has an owner, we did not resolve to a final owner. |
461 |
* so lets not add to that. |
462 |
*/ |
463 |
if (owner->owner) return; |
464 |
|
465 |
op->owner=owner; |
466 |
|
467 |
op->ownercount=owner->count; |
468 |
owner->refcount++; |
469 |
|
470 |
} |
471 |
|
472 |
/* Set the owner to clone's current owner and set the skill and experience |
473 |
* objects to clone's objects (typically those objects that where the owner's |
474 |
* current skill and experience objects at the time when clone's owner was |
475 |
* set - not the owner's current skill and experience objects). |
476 |
* |
477 |
* Use this function if player created an object (e.g. fire bullet, swarm |
478 |
* spell), and this object creates further objects whose kills should be |
479 |
* accounted for the player's original skill, even if player has changed |
480 |
* skills meanwhile. |
481 |
*/ |
482 |
void copy_owner (object *op, object *clone) |
483 |
{ |
484 |
object *owner = get_owner (clone); |
485 |
if (owner == NULL) { |
486 |
/* players don't have owners - they own themselves. Update |
487 |
* as appropriate. |
488 |
*/ |
489 |
if (clone->type == PLAYER) owner=clone; |
490 |
else return; |
491 |
} |
492 |
set_owner(op, owner); |
493 |
|
494 |
} |
495 |
|
496 |
/* Zero the key_values on op, decrementing the shared-string |
497 |
* refcounts and freeing the links. |
498 |
*/ |
499 |
static void free_key_values(object * op) |
500 |
{ |
501 |
for (key_value *i = op->key_values; i != 0; ) |
502 |
{ |
503 |
key_value *next = i->next; |
504 |
delete i; |
505 |
i = next; |
506 |
} |
507 |
|
508 |
op->key_values = 0; |
509 |
} |
510 |
|
511 |
void object::clear () |
512 |
{ |
513 |
attachable_base::clear (); |
514 |
|
515 |
free_key_values (this); |
516 |
|
517 |
name = 0; |
518 |
name_pl = 0; |
519 |
title = 0; |
520 |
race = 0; |
521 |
slaying = 0; |
522 |
skill = 0; |
523 |
msg = 0; |
524 |
lore = 0; |
525 |
custom_name = 0; |
526 |
materialname = 0; |
527 |
|
528 |
memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); |
529 |
|
530 |
SET_FLAG (this, FLAG_REMOVED); |
531 |
} |
532 |
|
533 |
void object::clone (object *destination) |
534 |
{ |
535 |
*(object_copy *)destination = *(object_copy *)this; |
536 |
*(object_pod *)destination = *(object_pod *)this; |
537 |
|
538 |
if (self || cb) |
539 |
INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); |
540 |
} |
541 |
|
542 |
/* |
543 |
* clear_object() frees everything allocated by an object, and also |
544 |
* clears all variables and flags to default settings. |
545 |
*/ |
546 |
|
547 |
void clear_object (object *op) |
548 |
{ |
549 |
op->clear (); |
550 |
|
551 |
op->contr = NULL; |
552 |
op->below = NULL; |
553 |
op->above = NULL; |
554 |
op->inv = NULL; |
555 |
op->container=NULL; |
556 |
op->env=NULL; |
557 |
op->more=NULL; |
558 |
op->head=NULL; |
559 |
op->map=NULL; |
560 |
op->refcount=0; |
561 |
op->active_next = NULL; |
562 |
op->active_prev = NULL; |
563 |
/* What is not cleared is next, prev, and count */ |
564 |
|
565 |
op->expmul = 1.0; |
566 |
op->face = blank_face; |
567 |
op->attacked_by_count = -1; |
568 |
|
569 |
if (settings.casting_time) |
570 |
op->casting_time = -1; |
571 |
} |
572 |
|
573 |
/* |
574 |
* copy object first frees everything allocated by the second object, |
575 |
* and then copies the contends of the first object into the second |
576 |
* object, allocating what needs to be allocated. Basically, any |
577 |
* data that is malloc'd needs to be re-malloc/copied. Otherwise, |
578 |
* if the first object is freed, the pointers in the new object |
579 |
* will point at garbage. |
580 |
*/ |
581 |
|
582 |
void copy_object (object *op2, object *op) |
583 |
{ |
584 |
bool is_freed = QUERY_FLAG (op, FLAG_FREED); |
585 |
bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); |
586 |
|
587 |
op2->clone (op); |
588 |
|
589 |
if (is_freed) SET_FLAG (op, FLAG_FREED); |
590 |
if (is_removed) SET_FLAG (op, FLAG_REMOVED); |
591 |
|
592 |
if (op2->speed < 0) |
593 |
op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; |
594 |
|
595 |
/* Copy over key_values, if any. */ |
596 |
if (op2->key_values != NULL) |
597 |
{ |
598 |
key_value *tail = NULL; |
599 |
key_value *i; |
600 |
|
601 |
op->key_values = NULL; |
602 |
|
603 |
for (i = op2->key_values; i != NULL; i = i->next) |
604 |
{ |
605 |
key_value *new_link = new key_value; |
606 |
|
607 |
new_link->next = NULL; |
608 |
new_link->key = i->key; |
609 |
new_link->value = i->value; |
610 |
|
611 |
/* Try and be clever here, too. */ |
612 |
if (op->key_values == NULL) |
613 |
{ |
614 |
op->key_values = new_link; |
615 |
tail = new_link; |
616 |
} |
617 |
else |
618 |
{ |
619 |
tail->next = new_link; |
620 |
tail = new_link; |
621 |
} |
622 |
} |
623 |
} |
624 |
|
625 |
update_ob_speed (op); |
626 |
} |
627 |
|
628 |
object::object () |
629 |
{ |
630 |
count = ++ob_count; |
631 |
|
632 |
next = objects; |
633 |
|
634 |
if (objects) |
635 |
objects->prev = this; |
636 |
|
637 |
objects = this; |
638 |
|
639 |
SET_FLAG (this, FLAG_REMOVED); |
640 |
|
641 |
expmul = 1.0; |
642 |
face = blank_face; |
643 |
attacked_by_count = -1; |
644 |
} |
645 |
|
646 |
object::~object () |
647 |
{ |
648 |
} |
649 |
|
650 |
/* |
651 |
* If an object with the IS_TURNABLE() flag needs to be turned due |
652 |
* to the closest player being on the other side, this function can |
653 |
* be called to update the face variable, _and_ how it looks on the map. |
654 |
*/ |
655 |
|
656 |
void update_turn_face(object *op) { |
657 |
if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) |
658 |
return; |
659 |
SET_ANIMATION(op, op->direction); |
660 |
update_object(op,UP_OBJ_FACE); |
661 |
} |
662 |
|
663 |
/* |
664 |
* Updates the speed of an object. If the speed changes from 0 to another |
665 |
* value, or vice versa, then add/remove the object from the active list. |
666 |
* This function needs to be called whenever the speed of an object changes. |
667 |
*/ |
668 |
|
669 |
void update_ob_speed(object *op) { |
670 |
extern int arch_init; |
671 |
|
672 |
/* No reason putting the archetypes objects on the speed list, |
673 |
* since they never really need to be updated. |
674 |
*/ |
675 |
|
676 |
if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { |
677 |
LOG(llevError,"Object %s is freed but has speed.\n", &op->name); |
678 |
#ifdef MANY_CORES |
679 |
abort(); |
680 |
#else |
681 |
op->speed = 0; |
682 |
#endif |
683 |
} |
684 |
if (arch_init) { |
685 |
return; |
686 |
} |
687 |
if (FABS(op->speed)>MIN_ACTIVE_SPEED) { |
688 |
/* If already on active list, don't do anything */ |
689 |
if (op->active_next || op->active_prev || op==active_objects) |
690 |
return; |
691 |
|
692 |
/* process_events() expects us to insert the object at the beginning |
693 |
* of the list. */ |
694 |
op->active_next = active_objects; |
695 |
if (op->active_next!=NULL) |
696 |
op->active_next->active_prev = op; |
697 |
active_objects = op; |
698 |
} |
699 |
else { |
700 |
/* If not on the active list, nothing needs to be done */ |
701 |
if (!op->active_next && !op->active_prev && op!=active_objects) |
702 |
return; |
703 |
|
704 |
if (op->active_prev==NULL) { |
705 |
active_objects = op->active_next; |
706 |
if (op->active_next!=NULL) |
707 |
op->active_next->active_prev = NULL; |
708 |
} |
709 |
else { |
710 |
op->active_prev->active_next = op->active_next; |
711 |
if (op->active_next) |
712 |
op->active_next->active_prev = op->active_prev; |
713 |
} |
714 |
op->active_next = NULL; |
715 |
op->active_prev = NULL; |
716 |
} |
717 |
} |
718 |
|
719 |
/* This function removes object 'op' from the list of active |
720 |
* objects. |
721 |
* This should only be used for style maps or other such |
722 |
* reference maps where you don't want an object that isn't |
723 |
* in play chewing up cpu time getting processed. |
724 |
* The reverse of this is to call update_ob_speed, which |
725 |
* will do the right thing based on the speed of the object. |
726 |
*/ |
727 |
void remove_from_active_list(object *op) |
728 |
{ |
729 |
/* If not on the active list, nothing needs to be done */ |
730 |
if (!op->active_next && !op->active_prev && op!=active_objects) |
731 |
return; |
732 |
|
733 |
if (op->active_prev==NULL) { |
734 |
active_objects = op->active_next; |
735 |
if (op->active_next!=NULL) |
736 |
op->active_next->active_prev = NULL; |
737 |
} |
738 |
else { |
739 |
op->active_prev->active_next = op->active_next; |
740 |
if (op->active_next) |
741 |
op->active_next->active_prev = op->active_prev; |
742 |
} |
743 |
op->active_next = NULL; |
744 |
op->active_prev = NULL; |
745 |
} |
746 |
|
747 |
/* |
748 |
* update_object() updates the array which represents the map. |
749 |
* It takes into account invisible objects (and represent squares covered |
750 |
* by invisible objects by whatever is below them (unless it's another |
751 |
* invisible object, etc...) |
752 |
* If the object being updated is beneath a player, the look-window |
753 |
* of that player is updated (this might be a suboptimal way of |
754 |
* updating that window, though, since update_object() is called _often_) |
755 |
* |
756 |
* action is a hint of what the caller believes need to be done. |
757 |
* For example, if the only thing that has changed is the face (due to |
758 |
* an animation), we don't need to call update_position until that actually |
759 |
* comes into view of a player. OTOH, many other things, like addition/removal |
760 |
* of walls or living creatures may need us to update the flags now. |
761 |
* current action are: |
762 |
* UP_OBJ_INSERT: op was inserted |
763 |
* UP_OBJ_REMOVE: op was removed |
764 |
* UP_OBJ_CHANGE: object has somehow changed. In this case, we always update |
765 |
* as that is easier than trying to look at what may have changed. |
766 |
* UP_OBJ_FACE: only the objects face has changed. |
767 |
*/ |
768 |
|
769 |
void update_object(object *op, int action) { |
770 |
int update_now=0, flags; |
771 |
MoveType move_on, move_off, move_block, move_slow; |
772 |
|
773 |
if (op == NULL) { |
774 |
/* this should never happen */ |
775 |
LOG(llevDebug,"update_object() called for NULL object.\n"); |
776 |
return; |
777 |
} |
778 |
|
779 |
if(op->env!=NULL) { |
780 |
/* Animation is currently handled by client, so nothing |
781 |
* to do in this case. |
782 |
*/ |
783 |
return; |
784 |
} |
785 |
|
786 |
/* If the map is saving, don't do anything as everything is |
787 |
* going to get freed anyways. |
788 |
*/ |
789 |
if (!op->map || op->map->in_memory == MAP_SAVING) return; |
790 |
|
791 |
/* make sure the object is within map boundaries */ |
792 |
if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || |
793 |
op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { |
794 |
LOG(llevError,"update_object() called for object out of map!\n"); |
795 |
#ifdef MANY_CORES |
796 |
abort(); |
797 |
#endif |
798 |
return; |
799 |
} |
800 |
|
801 |
flags = GET_MAP_FLAGS(op->map, op->x, op->y); |
802 |
SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); |
803 |
move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); |
804 |
move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); |
805 |
move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); |
806 |
move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); |
807 |
|
808 |
if (action == UP_OBJ_INSERT) { |
809 |
if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) |
810 |
update_now=1; |
811 |
|
812 |
if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) |
813 |
update_now=1; |
814 |
|
815 |
if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) |
816 |
update_now=1; |
817 |
|
818 |
if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) |
819 |
update_now=1; |
820 |
|
821 |
if (op->type == SAFE_GROUND && !(flags & P_SAFE)) |
822 |
update_now=1; |
823 |
|
824 |
if ((move_on | op->move_on) != move_on) update_now=1; |
825 |
|
826 |
if ((move_off | op->move_off) != move_off) update_now=1; |
827 |
|
828 |
/* This isn't perfect, but I don't expect a lot of objects to |
829 |
* to have move_allow right now. |
830 |
*/ |
831 |
if (((move_block | op->move_block) & ~op->move_allow) != move_block) |
832 |
update_now=1; |
833 |
|
834 |
if ((move_slow | op->move_slow) != move_slow) |
835 |
update_now=1; |
836 |
} |
837 |
/* if the object is being removed, we can't make intelligent |
838 |
* decisions, because remove_ob can't really pass the object |
839 |
* that is being removed. |
840 |
*/ |
841 |
else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { |
842 |
update_now=1; |
843 |
} else if (action == UP_OBJ_FACE) { |
844 |
/* Nothing to do for that case */ |
845 |
} |
846 |
else { |
847 |
LOG(llevError,"update_object called with invalid action: %d\n", action); |
848 |
} |
849 |
|
850 |
if (update_now) { |
851 |
SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); |
852 |
update_position(op->map, op->x, op->y); |
853 |
} |
854 |
|
855 |
if(op->more!=NULL) |
856 |
update_object(op->more, action); |
857 |
} |
858 |
|
859 |
|
860 |
/* |
861 |
* free_object() frees everything allocated by an object, removes |
862 |
* it from the list of used objects, and puts it on the list of |
863 |
* free objects. The IS_FREED() flag is set in the object. |
864 |
* The object must have been removed by remove_ob() first for |
865 |
* this function to succeed. |
866 |
* |
867 |
* If free_inventory is set, free inventory as well. Else drop items in |
868 |
* inventory to the ground. |
869 |
*/ |
870 |
|
871 |
void |
872 |
free_object (object * ob) |
873 |
{ |
874 |
free_object2 (ob, 0); |
875 |
} |
876 |
|
877 |
void |
878 |
free_object2 (object * ob, int free_inventory) |
879 |
{ |
880 |
object *tmp, *op; |
881 |
|
882 |
if (!QUERY_FLAG (ob, FLAG_REMOVED)) |
883 |
{ |
884 |
LOG (llevDebug, "Free object called with non removed object\n"); |
885 |
dump_object (ob); |
886 |
#ifdef MANY_CORES |
887 |
abort (); |
888 |
#endif |
889 |
} |
890 |
|
891 |
if (QUERY_FLAG (ob, FLAG_FRIENDLY)) |
892 |
{ |
893 |
LOG (llevMonster, "Warning: tried to free friendly object.\n"); |
894 |
remove_friendly_object (ob); |
895 |
} |
896 |
|
897 |
if (QUERY_FLAG (ob, FLAG_FREED)) |
898 |
{ |
899 |
dump_object (ob); |
900 |
LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); |
901 |
return; |
902 |
} |
903 |
|
904 |
if (ob->more != NULL) |
905 |
{ |
906 |
free_object2 (ob->more, free_inventory); |
907 |
ob->more = NULL; |
908 |
} |
909 |
|
910 |
if (ob->inv) |
911 |
{ |
912 |
/* Only if the space blocks everything do we not process - |
913 |
* if some form of movement is allowed, let objects |
914 |
* drop on that space. |
915 |
*/ |
916 |
if (free_inventory || ob->map == NULL |
917 |
|| ob->map->in_memory != MAP_IN_MEMORY |
918 |
|| (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) |
919 |
{ |
920 |
op = ob->inv; |
921 |
|
922 |
while (op != NULL) |
923 |
{ |
924 |
tmp = op->below; |
925 |
remove_ob (op); |
926 |
free_object2 (op, free_inventory); |
927 |
op = tmp; |
928 |
} |
929 |
} |
930 |
else |
931 |
{ /* Put objects in inventory onto this space */ |
932 |
op = ob->inv; |
933 |
|
934 |
while (op != NULL) |
935 |
{ |
936 |
tmp = op->below; |
937 |
remove_ob (op); |
938 |
|
939 |
if (QUERY_FLAG (op, FLAG_STARTEQUIP) |
940 |
|| QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE |
941 |
|| op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) |
942 |
free_object (op); |
943 |
else |
944 |
{ |
945 |
op->x = ob->x; |
946 |
op->y = ob->y; |
947 |
insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ |
948 |
} |
949 |
|
950 |
op = tmp; |
951 |
} |
952 |
} |
953 |
} |
954 |
|
955 |
/* Remove object from the active list */ |
956 |
ob->speed = 0; |
957 |
update_ob_speed (ob); |
958 |
|
959 |
SET_FLAG (ob, FLAG_FREED); |
960 |
ob->count = 0; |
961 |
|
962 |
/* Remove this object from the list of used objects */ |
963 |
if (ob->prev == NULL) |
964 |
{ |
965 |
objects = ob->next; |
966 |
|
967 |
if (objects != NULL) |
968 |
objects->prev = NULL; |
969 |
} |
970 |
else |
971 |
{ |
972 |
ob->prev->next = ob->next; |
973 |
|
974 |
if (ob->next != NULL) |
975 |
ob->next->prev = ob->prev; |
976 |
} |
977 |
|
978 |
free_key_values (ob); |
979 |
|
980 |
/* Now link it with the free_objects list: */ |
981 |
ob->prev = 0; |
982 |
ob->next = 0; |
983 |
|
984 |
delete ob; |
985 |
} |
986 |
|
987 |
/* |
988 |
* sub_weight() recursively (outwards) subtracts a number from the |
989 |
* weight of an object (and what is carried by it's environment(s)). |
990 |
*/ |
991 |
|
992 |
void sub_weight (object *op, signed long weight) { |
993 |
while (op != NULL) { |
994 |
if (op->type == CONTAINER) { |
995 |
weight=(signed long)(weight*(100-op->stats.Str)/100); |
996 |
} |
997 |
op->carrying-=weight; |
998 |
op = op->env; |
999 |
} |
1000 |
} |
1001 |
|
1002 |
/* remove_ob(op): |
1003 |
* This function removes the object op from the linked list of objects |
1004 |
* which it is currently tied to. When this function is done, the |
1005 |
* object will have no environment. If the object previously had an |
1006 |
* environment, the x and y coordinates will be updated to |
1007 |
* the previous environment. |
1008 |
* Beware: This function is called from the editor as well! |
1009 |
*/ |
1010 |
|
1011 |
void remove_ob(object *op) { |
1012 |
object *tmp,*last=NULL; |
1013 |
object *otmp; |
1014 |
tag_t tag; |
1015 |
int check_walk_off; |
1016 |
mapstruct *m; |
1017 |
sint16 x,y; |
1018 |
|
1019 |
|
1020 |
if(QUERY_FLAG(op,FLAG_REMOVED)) { |
1021 |
dump_object(op); |
1022 |
LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg); |
1023 |
|
1024 |
/* Changed it to always dump core in this case. As has been learned |
1025 |
* in the past, trying to recover from errors almost always |
1026 |
* make things worse, and this is a real error here - something |
1027 |
* that should not happen. |
1028 |
* Yes, if this was a mission critical app, trying to do something |
1029 |
* to recover may make sense, but that is because failure of the app |
1030 |
* may have other disastrous problems. Cf runs out of a script |
1031 |
* so is easily enough restarted without any real problems. |
1032 |
* MSW 2001-07-01 |
1033 |
*/ |
1034 |
abort(); |
1035 |
} |
1036 |
if(op->more!=NULL) |
1037 |
remove_ob(op->more); |
1038 |
|
1039 |
SET_FLAG(op, FLAG_REMOVED); |
1040 |
|
1041 |
/* |
1042 |
* In this case, the object to be removed is in someones |
1043 |
* inventory. |
1044 |
*/ |
1045 |
if(op->env!=NULL) { |
1046 |
if(op->nrof) |
1047 |
sub_weight(op->env, op->weight*op->nrof); |
1048 |
else |
1049 |
sub_weight(op->env, op->weight+op->carrying); |
1050 |
|
1051 |
/* NO_FIX_PLAYER is set when a great many changes are being |
1052 |
* made to players inventory. If set, avoiding the call |
1053 |
* to save cpu time. |
1054 |
*/ |
1055 |
if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && |
1056 |
!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) |
1057 |
fix_player(otmp); |
1058 |
|
1059 |
if(op->above!=NULL) |
1060 |
op->above->below=op->below; |
1061 |
else |
1062 |
op->env->inv=op->below; |
1063 |
|
1064 |
if(op->below!=NULL) |
1065 |
op->below->above=op->above; |
1066 |
|
1067 |
/* we set up values so that it could be inserted into |
1068 |
* the map, but we don't actually do that - it is up |
1069 |
* to the caller to decide what we want to do. |
1070 |
*/ |
1071 |
op->x=op->env->x,op->y=op->env->y; |
1072 |
op->map=op->env->map; |
1073 |
op->above=NULL,op->below=NULL; |
1074 |
op->env=NULL; |
1075 |
return; |
1076 |
} |
1077 |
|
1078 |
/* If we get here, we are removing it from a map */ |
1079 |
if (op->map == NULL) return; |
1080 |
|
1081 |
x = op->x; |
1082 |
y = op->y; |
1083 |
m = get_map_from_coord(op->map, &x, &y); |
1084 |
|
1085 |
if (!m) { |
1086 |
LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", |
1087 |
op->map->path, op->x, op->y); |
1088 |
/* in old days, we used to set x and y to 0 and continue. |
1089 |
* it seems if we get into this case, something is probablye |
1090 |
* screwed up and should be fixed. |
1091 |
*/ |
1092 |
abort(); |
1093 |
} |
1094 |
if (op->map != m) { |
1095 |
LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", |
1096 |
op->map->path, m->path, op->x, op->y, x, y); |
1097 |
} |
1098 |
|
1099 |
/* Re did the following section of code - it looks like it had |
1100 |
* lots of logic for things we no longer care about |
1101 |
*/ |
1102 |
|
1103 |
/* link the object above us */ |
1104 |
if (op->above) |
1105 |
op->above->below=op->below; |
1106 |
else |
1107 |
SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ |
1108 |
|
1109 |
/* Relink the object below us, if there is one */ |
1110 |
if(op->below) { |
1111 |
op->below->above=op->above; |
1112 |
} else { |
1113 |
/* Nothing below, which means we need to relink map object for this space |
1114 |
* use translated coordinates in case some oddness with map tiling is |
1115 |
* evident |
1116 |
*/ |
1117 |
if(GET_MAP_OB(m,x,y)!=op) { |
1118 |
dump_object(op); |
1119 |
LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); |
1120 |
dump_object(GET_MAP_OB(m,x,y)); |
1121 |
LOG(llevError,"%s\n",errmsg); |
1122 |
} |
1123 |
SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ |
1124 |
} |
1125 |
op->above=NULL; |
1126 |
op->below=NULL; |
1127 |
|
1128 |
if (op->map->in_memory == MAP_SAVING) |
1129 |
return; |
1130 |
|
1131 |
tag = op->count; |
1132 |
check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); |
1133 |
for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { |
1134 |
/* No point updating the players look faces if he is the object |
1135 |
* being removed. |
1136 |
*/ |
1137 |
|
1138 |
if(tmp->type==PLAYER && tmp!=op) { |
1139 |
/* If a container that the player is currently using somehow gets |
1140 |
* removed (most likely destroyed), update the player view |
1141 |
* appropriately. |
1142 |
*/ |
1143 |
if (tmp->container==op) { |
1144 |
CLEAR_FLAG(op, FLAG_APPLIED); |
1145 |
tmp->container=NULL; |
1146 |
} |
1147 |
tmp->contr->socket.update_look=1; |
1148 |
} |
1149 |
/* See if player moving off should effect something */ |
1150 |
if (check_walk_off && ((op->move_type & tmp->move_off) && |
1151 |
(op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { |
1152 |
|
1153 |
move_apply(tmp, op, NULL); |
1154 |
if (was_destroyed (op, tag)) { |
1155 |
LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " |
1156 |
"leaving object\n", &tmp->name, &tmp->arch->name); |
1157 |
} |
1158 |
} |
1159 |
|
1160 |
/* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ |
1161 |
|
1162 |
if(tmp->above == tmp) |
1163 |
tmp->above = NULL; |
1164 |
last=tmp; |
1165 |
} |
1166 |
/* last == NULL of there are no objects on this space */ |
1167 |
if (last==NULL) { |
1168 |
/* set P_NEED_UPDATE, otherwise update_position will complain. In theory, |
1169 |
* we could preserve the flags (GET_MAP_FLAGS), but update_position figures |
1170 |
* those out anyways, and if there are any flags set right now, they won't |
1171 |
* be correct anyways. |
1172 |
*/ |
1173 |
SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); |
1174 |
update_position(op->map, op->x, op->y); |
1175 |
} |
1176 |
else |
1177 |
update_object(last, UP_OBJ_REMOVE); |
1178 |
|
1179 |
if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) |
1180 |
update_all_los(op->map, op->x, op->y); |
1181 |
|
1182 |
} |
1183 |
|
1184 |
/* |
1185 |
* merge_ob(op,top): |
1186 |
* |
1187 |
* This function goes through all objects below and including top, and |
1188 |
* merges op to the first matching object. |
1189 |
* If top is NULL, it is calculated. |
1190 |
* Returns pointer to object if it succeded in the merge, otherwise NULL |
1191 |
*/ |
1192 |
|
1193 |
object *merge_ob(object *op, object *top) { |
1194 |
if(!op->nrof) |
1195 |
return 0; |
1196 |
if(top==NULL) |
1197 |
for(top=op;top!=NULL&&top->above!=NULL;top=top->above); |
1198 |
for(;top!=NULL;top=top->below) { |
1199 |
if(top==op) |
1200 |
continue; |
1201 |
if (CAN_MERGE(op,top)) |
1202 |
{ |
1203 |
top->nrof+=op->nrof; |
1204 |
/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ |
1205 |
op->weight = 0; /* Don't want any adjustements now */ |
1206 |
remove_ob(op); |
1207 |
free_object(op); |
1208 |
return top; |
1209 |
} |
1210 |
} |
1211 |
return NULL; |
1212 |
} |
1213 |
|
1214 |
/* |
1215 |
* same as insert_ob_in_map except it handle separate coordinates and do a clean |
1216 |
* job preparing multi-part monsters |
1217 |
*/ |
1218 |
object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ |
1219 |
object* tmp; |
1220 |
if (op->head) |
1221 |
op=op->head; |
1222 |
for (tmp=op;tmp;tmp=tmp->more){ |
1223 |
tmp->x=x+tmp->arch->clone.x; |
1224 |
tmp->y=y+tmp->arch->clone.y; |
1225 |
} |
1226 |
return insert_ob_in_map (op, m, originator, flag); |
1227 |
} |
1228 |
|
1229 |
/* |
1230 |
* insert_ob_in_map (op, map, originator, flag): |
1231 |
* This function inserts the object in the two-way linked list |
1232 |
* which represents what is on a map. |
1233 |
* The second argument specifies the map, and the x and y variables |
1234 |
* in the object about to be inserted specifies the position. |
1235 |
* |
1236 |
* originator: Player, monster or other object that caused 'op' to be inserted |
1237 |
* into 'map'. May be NULL. |
1238 |
* |
1239 |
* flag is a bitmask about special things to do (or not do) when this |
1240 |
* function is called. see the object.h file for the INS_ values. |
1241 |
* Passing 0 for flag gives proper default values, so flag really only needs |
1242 |
* to be set if special handling is needed. |
1243 |
* |
1244 |
* Return value: |
1245 |
* new object if 'op' was merged with other object |
1246 |
* NULL if 'op' was destroyed |
1247 |
* just 'op' otherwise |
1248 |
*/ |
1249 |
|
1250 |
object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) |
1251 |
{ |
1252 |
object *tmp, *top, *floor=NULL; |
1253 |
sint16 x,y; |
1254 |
|
1255 |
if (QUERY_FLAG (op, FLAG_FREED)) { |
1256 |
LOG (llevError, "Trying to insert freed object!\n"); |
1257 |
return NULL; |
1258 |
} |
1259 |
if(m==NULL) { |
1260 |
dump_object(op); |
1261 |
LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); |
1262 |
return op; |
1263 |
} |
1264 |
if(out_of_map(m,op->x,op->y)) { |
1265 |
dump_object(op); |
1266 |
LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); |
1267 |
#ifdef MANY_CORES |
1268 |
/* Better to catch this here, as otherwise the next use of this object |
1269 |
* is likely to cause a crash. Better to find out where it is getting |
1270 |
* improperly inserted. |
1271 |
*/ |
1272 |
abort(); |
1273 |
#endif |
1274 |
return op; |
1275 |
} |
1276 |
if(!QUERY_FLAG(op,FLAG_REMOVED)) { |
1277 |
dump_object(op); |
1278 |
LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); |
1279 |
return op; |
1280 |
} |
1281 |
if(op->more!=NULL) { |
1282 |
/* The part may be on a different map. */ |
1283 |
|
1284 |
object *more = op->more; |
1285 |
|
1286 |
/* We really need the caller to normalize coordinates - if |
1287 |
* we set the map, that doesn't work if the location is within |
1288 |
* a map and this is straddling an edge. So only if coordinate |
1289 |
* is clear wrong do we normalize it. |
1290 |
*/ |
1291 |
if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { |
1292 |
more->map = get_map_from_coord(m, &more->x, &more->y); |
1293 |
} else if (!more->map) { |
1294 |
/* For backwards compatibility - when not dealing with tiled maps, |
1295 |
* more->map should always point to the parent. |
1296 |
*/ |
1297 |
more->map = m; |
1298 |
} |
1299 |
|
1300 |
if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { |
1301 |
if ( ! op->head) |
1302 |
LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); |
1303 |
return NULL; |
1304 |
} |
1305 |
} |
1306 |
CLEAR_FLAG(op,FLAG_REMOVED); |
1307 |
|
1308 |
/* Ideally, the caller figures this out. However, it complicates a lot |
1309 |
* of areas of callers (eg, anything that uses find_free_spot would now |
1310 |
* need extra work |
1311 |
*/ |
1312 |
op->map=get_map_from_coord(m, &op->x, &op->y); |
1313 |
x = op->x; |
1314 |
y = op->y; |
1315 |
|
1316 |
/* this has to be done after we translate the coordinates. |
1317 |
*/ |
1318 |
if(op->nrof && !(flag & INS_NO_MERGE)) { |
1319 |
for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) |
1320 |
if (CAN_MERGE(op,tmp)) { |
1321 |
op->nrof+=tmp->nrof; |
1322 |
remove_ob(tmp); |
1323 |
free_object(tmp); |
1324 |
} |
1325 |
} |
1326 |
|
1327 |
CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ |
1328 |
CLEAR_FLAG(op, FLAG_INV_LOCKED); |
1329 |
if (!QUERY_FLAG(op, FLAG_ALIVE)) |
1330 |
CLEAR_FLAG(op, FLAG_NO_STEAL); |
1331 |
|
1332 |
if (flag & INS_BELOW_ORIGINATOR) { |
1333 |
if (originator->map != op->map || originator->x != op->x || |
1334 |
originator->y != op->y) { |
1335 |
LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); |
1336 |
abort(); |
1337 |
} |
1338 |
op->above = originator; |
1339 |
op->below = originator->below; |
1340 |
if (op->below) op->below->above = op; |
1341 |
else SET_MAP_OB(op->map, op->x, op->y, op); |
1342 |
/* since *below* originator, no need to update top */ |
1343 |
originator->below = op; |
1344 |
} else { |
1345 |
/* If there are other objects, then */ |
1346 |
if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { |
1347 |
object *last=NULL; |
1348 |
/* |
1349 |
* If there are multiple objects on this space, we do some trickier handling. |
1350 |
* We've already dealt with merging if appropriate. |
1351 |
* Generally, we want to put the new object on top. But if |
1352 |
* flag contains INS_ABOVE_FLOOR_ONLY, once we find the last |
1353 |
* floor, we want to insert above that and no further. |
1354 |
* Also, if there are spell objects on this space, we stop processing |
1355 |
* once we get to them. This reduces the need to traverse over all of |
1356 |
* them when adding another one - this saves quite a bit of cpu time |
1357 |
* when lots of spells are cast in one area. Currently, it is presumed |
1358 |
* that flying non pickable objects are spell objects. |
1359 |
*/ |
1360 |
|
1361 |
while (top != NULL) { |
1362 |
if (QUERY_FLAG(top, FLAG_IS_FLOOR) || |
1363 |
QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; |
1364 |
if (QUERY_FLAG(top, FLAG_NO_PICK) |
1365 |
&& (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH)) |
1366 |
&& !QUERY_FLAG(top, FLAG_IS_FLOOR)) |
1367 |
{ |
1368 |
/* We insert above top, so we want this object below this */ |
1369 |
top=top->below; |
1370 |
break; |
1371 |
} |
1372 |
last = top; |
1373 |
top = top->above; |
1374 |
} |
1375 |
/* Don't want top to be NULL, so set it to the last valid object */ |
1376 |
top = last; |
1377 |
|
1378 |
/* We let update_position deal with figuring out what the space |
1379 |
* looks like instead of lots of conditions here. |
1380 |
* makes things faster, and effectively the same result. |
1381 |
*/ |
1382 |
|
1383 |
/* Have object 'fall below' other objects that block view. |
1384 |
* Unless those objects are exits, type 66 |
1385 |
* If INS_ON_TOP is used, don't do this processing |
1386 |
* Need to find the object that in fact blocks view, otherwise |
1387 |
* stacking is a bit odd. |
1388 |
*/ |
1389 |
if (!(flag & INS_ON_TOP) && |
1390 |
(get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && |
1391 |
(op->face && !op->face->visibility)) { |
1392 |
for (last=top; last != floor; last=last->below) |
1393 |
if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; |
1394 |
/* Check to see if we found the object that blocks view, |
1395 |
* and make sure we have a below pointer for it so that |
1396 |
* we can get inserted below this one, which requires we |
1397 |
* set top to the object below us. |
1398 |
*/ |
1399 |
if (last && last->below && last != floor) top=last->below; |
1400 |
} |
1401 |
} /* If objects on this space */ |
1402 |
if (flag & INS_MAP_LOAD) |
1403 |
top = GET_MAP_TOP(op->map,op->x,op->y); |
1404 |
if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; |
1405 |
|
1406 |
/* Top is the object that our object (op) is going to get inserted above. |
1407 |
*/ |
1408 |
|
1409 |
/* First object on this space */ |
1410 |
if (!top) { |
1411 |
op->above = GET_MAP_OB(op->map, op->x, op->y); |
1412 |
if (op->above) op->above->below = op; |
1413 |
op->below = NULL; |
1414 |
SET_MAP_OB(op->map, op->x, op->y, op); |
1415 |
} else { /* get inserted into the stack above top */ |
1416 |
op->above = top->above; |
1417 |
if (op->above) op->above->below = op; |
1418 |
op->below = top; |
1419 |
top->above = op; |
1420 |
} |
1421 |
if (op->above==NULL) |
1422 |
SET_MAP_TOP(op->map,op->x, op->y, op); |
1423 |
} /* else not INS_BELOW_ORIGINATOR */ |
1424 |
|
1425 |
if(op->type==PLAYER) |
1426 |
op->contr->do_los=1; |
1427 |
|
1428 |
/* If we have a floor, we know the player, if any, will be above |
1429 |
* it, so save a few ticks and start from there. |
1430 |
*/ |
1431 |
if (!(flag & INS_MAP_LOAD)) |
1432 |
for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { |
1433 |
if (tmp->type == PLAYER) |
1434 |
tmp->contr->socket.update_look=1; |
1435 |
} |
1436 |
|
1437 |
/* If this object glows, it may affect lighting conditions that are |
1438 |
* visible to others on this map. But update_all_los is really |
1439 |
* an inefficient way to do this, as it means los for all players |
1440 |
* on the map will get recalculated. The players could very well |
1441 |
* be far away from this change and not affected in any way - |
1442 |
* this should get redone to only look for players within range, |
1443 |
* or just updating the P_NEED_UPDATE for spaces within this area |
1444 |
* of effect may be sufficient. |
1445 |
*/ |
1446 |
if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) |
1447 |
update_all_los(op->map, op->x, op->y); |
1448 |
|
1449 |
|
1450 |
/* updates flags (blocked, alive, no magic, etc) for this map space */ |
1451 |
update_object(op,UP_OBJ_INSERT); |
1452 |
|
1453 |
|
1454 |
/* Don't know if moving this to the end will break anything. However, |
1455 |
* we want to have update_look set above before calling this. |
1456 |
* |
1457 |
* check_move_on() must be after this because code called from |
1458 |
* check_move_on() depends on correct map flags (so functions like |
1459 |
* blocked() and wall() work properly), and these flags are updated by |
1460 |
* update_object(). |
1461 |
*/ |
1462 |
|
1463 |
/* if this is not the head or flag has been passed, don't check walk on status */ |
1464 |
|
1465 |
if (!(flag & INS_NO_WALK_ON) && !op->head) { |
1466 |
if (check_move_on(op, originator)) |
1467 |
return NULL; |
1468 |
|
1469 |
/* If we are a multi part object, lets work our way through the check |
1470 |
* walk on's. |
1471 |
*/ |
1472 |
for (tmp=op->more; tmp!=NULL; tmp=tmp->more) |
1473 |
if (check_move_on (tmp, originator)) |
1474 |
return NULL; |
1475 |
} |
1476 |
return op; |
1477 |
} |
1478 |
|
1479 |
/* this function inserts an object in the map, but if it |
1480 |
* finds an object of its own type, it'll remove that one first. |
1481 |
* op is the object to insert it under: supplies x and the map. |
1482 |
*/ |
1483 |
void replace_insert_ob_in_map(const char *arch_string, object *op) { |
1484 |
object *tmp; |
1485 |
object *tmp1; |
1486 |
|
1487 |
/* first search for itself and remove any old instances */ |
1488 |
|
1489 |
for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { |
1490 |
if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { |
1491 |
remove_ob(tmp); |
1492 |
free_object(tmp); |
1493 |
} |
1494 |
} |
1495 |
|
1496 |
tmp1=arch_to_object(find_archetype(arch_string)); |
1497 |
|
1498 |
|
1499 |
tmp1->x = op->x; tmp1->y = op->y; |
1500 |
insert_ob_in_map(tmp1,op->map,op,0); |
1501 |
} |
1502 |
|
1503 |
/* |
1504 |
* get_split_ob(ob,nr) splits up ob into two parts. The part which |
1505 |
* is returned contains nr objects, and the remaining parts contains |
1506 |
* the rest (or is removed and freed if that number is 0). |
1507 |
* On failure, NULL is returned, and the reason put into the |
1508 |
* global static errmsg array. |
1509 |
*/ |
1510 |
|
1511 |
object *get_split_ob(object *orig_ob, uint32 nr) { |
1512 |
object *newob; |
1513 |
int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); |
1514 |
|
1515 |
if(orig_ob->nrof<nr) { |
1516 |
sprintf(errmsg,"There are only %d %ss.", |
1517 |
orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); |
1518 |
return NULL; |
1519 |
} |
1520 |
newob = object_create_clone(orig_ob); |
1521 |
if((orig_ob->nrof-=nr)<1) { |
1522 |
if ( ! is_removed) |
1523 |
remove_ob(orig_ob); |
1524 |
free_object2(orig_ob, 1); |
1525 |
} |
1526 |
else if ( ! is_removed) { |
1527 |
if(orig_ob->env!=NULL) |
1528 |
sub_weight (orig_ob->env,orig_ob->weight*nr); |
1529 |
if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { |
1530 |
strcpy(errmsg, "Tried to split object whose map is not in memory."); |
1531 |
LOG(llevDebug, |
1532 |
"Error, Tried to split object whose map is not in memory.\n"); |
1533 |
return NULL; |
1534 |
} |
1535 |
} |
1536 |
newob->nrof=nr; |
1537 |
|
1538 |
return newob; |
1539 |
} |
1540 |
|
1541 |
/* |
1542 |
* decrease_ob_nr(object, number) decreases a specified number from |
1543 |
* the amount of an object. If the amount reaches 0, the object |
1544 |
* is subsequently removed and freed. |
1545 |
* |
1546 |
* Return value: 'op' if something is left, NULL if the amount reached 0 |
1547 |
*/ |
1548 |
|
1549 |
object *decrease_ob_nr (object *op, uint32 i) |
1550 |
{ |
1551 |
object *tmp; |
1552 |
player *pl; |
1553 |
|
1554 |
if (i == 0) /* objects with op->nrof require this check */ |
1555 |
return op; |
1556 |
|
1557 |
if (i > op->nrof) |
1558 |
i = op->nrof; |
1559 |
|
1560 |
if (QUERY_FLAG (op, FLAG_REMOVED)) |
1561 |
{ |
1562 |
op->nrof -= i; |
1563 |
} |
1564 |
else if (op->env != NULL) |
1565 |
{ |
1566 |
/* is this object in the players inventory, or sub container |
1567 |
* therein? |
1568 |
*/ |
1569 |
tmp = is_player_inv (op->env); |
1570 |
/* nope. Is this a container the player has opened? |
1571 |
* If so, set tmp to that player. |
1572 |
* IMO, searching through all the players will mostly |
1573 |
* likely be quicker than following op->env to the map, |
1574 |
* and then searching the map for a player. |
1575 |
*/ |
1576 |
if (!tmp) { |
1577 |
for (pl=first_player; pl; pl=pl->next) |
1578 |
if (pl->ob->container == op->env) break; |
1579 |
if (pl) tmp=pl->ob; |
1580 |
else tmp=NULL; |
1581 |
} |
1582 |
|
1583 |
if (i < op->nrof) { |
1584 |
sub_weight (op->env, op->weight * i); |
1585 |
op->nrof -= i; |
1586 |
if (tmp) { |
1587 |
esrv_send_item(tmp, op); |
1588 |
} |
1589 |
} else { |
1590 |
remove_ob (op); |
1591 |
op->nrof = 0; |
1592 |
if (tmp) { |
1593 |
esrv_del_item(tmp->contr, op->count); |
1594 |
} |
1595 |
} |
1596 |
} |
1597 |
else |
1598 |
{ |
1599 |
object *above = op->above; |
1600 |
|
1601 |
if (i < op->nrof) { |
1602 |
op->nrof -= i; |
1603 |
} else { |
1604 |
remove_ob (op); |
1605 |
op->nrof = 0; |
1606 |
} |
1607 |
/* Since we just removed op, op->above is null */ |
1608 |
for (tmp = above; tmp != NULL; tmp = tmp->above) |
1609 |
if (tmp->type == PLAYER) { |
1610 |
if (op->nrof) |
1611 |
esrv_send_item(tmp, op); |
1612 |
else |
1613 |
esrv_del_item(tmp->contr, op->count); |
1614 |
} |
1615 |
} |
1616 |
|
1617 |
if (op->nrof) { |
1618 |
return op; |
1619 |
} else { |
1620 |
free_object (op); |
1621 |
return NULL; |
1622 |
} |
1623 |
} |
1624 |
|
1625 |
/* |
1626 |
* add_weight(object, weight) adds the specified weight to an object, |
1627 |
* and also updates how much the environment(s) is/are carrying. |
1628 |
*/ |
1629 |
|
1630 |
void add_weight (object *op, signed long weight) { |
1631 |
while (op!=NULL) { |
1632 |
if (op->type == CONTAINER) { |
1633 |
weight=(signed long)(weight*(100-op->stats.Str)/100); |
1634 |
} |
1635 |
op->carrying+=weight; |
1636 |
op=op->env; |
1637 |
} |
1638 |
} |
1639 |
|
1640 |
/* |
1641 |
* insert_ob_in_ob(op,environment): |
1642 |
* This function inserts the object op in the linked list |
1643 |
* inside the object environment. |
1644 |
* |
1645 |
* Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter |
1646 |
* the inventory at the last position or next to other objects of the same |
1647 |
* type. |
1648 |
* Frank: Now sorted by type, archetype and magic! |
1649 |
* |
1650 |
* The function returns now pointer to inserted item, and return value can |
1651 |
* be != op, if items are merged. -Tero |
1652 |
*/ |
1653 |
|
1654 |
object *insert_ob_in_ob(object *op,object *where) { |
1655 |
object *tmp, *otmp; |
1656 |
|
1657 |
if(!QUERY_FLAG(op,FLAG_REMOVED)) { |
1658 |
dump_object(op); |
1659 |
LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); |
1660 |
return op; |
1661 |
} |
1662 |
if(where==NULL) { |
1663 |
dump_object(op); |
1664 |
LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); |
1665 |
return op; |
1666 |
} |
1667 |
if (where->head) { |
1668 |
LOG(llevDebug, |
1669 |
"Warning: Tried to insert object wrong part of multipart object.\n"); |
1670 |
where = where->head; |
1671 |
} |
1672 |
if (op->more) { |
1673 |
LOG(llevError, "Tried to insert multipart object %s (%d)\n", |
1674 |
&op->name, op->count); |
1675 |
return op; |
1676 |
} |
1677 |
CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); |
1678 |
CLEAR_FLAG(op, FLAG_REMOVED); |
1679 |
if(op->nrof) { |
1680 |
for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) |
1681 |
if ( CAN_MERGE(tmp,op) ) { |
1682 |
/* return the original object and remove inserted object |
1683 |
(client needs the original object) */ |
1684 |
tmp->nrof += op->nrof; |
1685 |
/* Weight handling gets pretty funky. Since we are adding to |
1686 |
* tmp->nrof, we need to increase the weight. |
1687 |
*/ |
1688 |
add_weight (where, op->weight*op->nrof); |
1689 |
SET_FLAG(op, FLAG_REMOVED); |
1690 |
free_object(op); /* free the inserted object */ |
1691 |
op = tmp; |
1692 |
remove_ob (op); /* and fix old object's links */ |
1693 |
CLEAR_FLAG(op, FLAG_REMOVED); |
1694 |
break; |
1695 |
} |
1696 |
|
1697 |
/* I assume combined objects have no inventory |
1698 |
* We add the weight - this object could have just been removed |
1699 |
* (if it was possible to merge). calling remove_ob will subtract |
1700 |
* the weight, so we need to add it in again, since we actually do |
1701 |
* the linking below |
1702 |
*/ |
1703 |
add_weight (where, op->weight*op->nrof); |
1704 |
} else |
1705 |
add_weight (where, (op->weight+op->carrying)); |
1706 |
|
1707 |
otmp=is_player_inv(where); |
1708 |
if (otmp&&otmp->contr!=NULL) { |
1709 |
if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) |
1710 |
fix_player(otmp); |
1711 |
} |
1712 |
|
1713 |
op->map=NULL; |
1714 |
op->env=where; |
1715 |
op->above=NULL; |
1716 |
op->below=NULL; |
1717 |
op->x=0,op->y=0; |
1718 |
|
1719 |
/* reset the light list and los of the players on the map */ |
1720 |
if((op->glow_radius!=0)&&where->map) |
1721 |
{ |
1722 |
#ifdef DEBUG_LIGHTS |
1723 |
LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", |
1724 |
op->name); |
1725 |
#endif /* DEBUG_LIGHTS */ |
1726 |
if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); |
1727 |
} |
1728 |
|
1729 |
/* Client has no idea of ordering so lets not bother ordering it here. |
1730 |
* It sure simplifies this function... |
1731 |
*/ |
1732 |
if (where->inv==NULL) |
1733 |
where->inv=op; |
1734 |
else { |
1735 |
op->below = where->inv; |
1736 |
op->below->above = op; |
1737 |
where->inv = op; |
1738 |
} |
1739 |
return op; |
1740 |
} |
1741 |
|
1742 |
/* |
1743 |
* Checks if any objects has a move_type that matches objects |
1744 |
* that effect this object on this space. Call apply() to process |
1745 |
* these events. |
1746 |
* |
1747 |
* Any speed-modification due to SLOW_MOVE() of other present objects |
1748 |
* will affect the speed_left of the object. |
1749 |
* |
1750 |
* originator: Player, monster or other object that caused 'op' to be inserted |
1751 |
* into 'map'. May be NULL. |
1752 |
* |
1753 |
* Return value: 1 if 'op' was destroyed, 0 otherwise. |
1754 |
* |
1755 |
* 4-21-95 added code to check if appropriate skill was readied - this will |
1756 |
* permit faster movement by the player through this terrain. -b.t. |
1757 |
* |
1758 |
* MSW 2001-07-08: Check all objects on space, not just those below |
1759 |
* object being inserted. insert_ob_in_map may not put new objects |
1760 |
* on top. |
1761 |
*/ |
1762 |
|
1763 |
int check_move_on (object *op, object *originator) |
1764 |
{ |
1765 |
object *tmp; |
1766 |
tag_t tag; |
1767 |
mapstruct *m=op->map; |
1768 |
int x=op->x, y=op->y; |
1769 |
MoveType move_on, move_slow, move_block; |
1770 |
|
1771 |
if(QUERY_FLAG(op,FLAG_NO_APPLY)) |
1772 |
return 0; |
1773 |
|
1774 |
tag = op->count; |
1775 |
|
1776 |
move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); |
1777 |
move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); |
1778 |
move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); |
1779 |
|
1780 |
/* if nothing on this space will slow op down or be applied, |
1781 |
* no need to do checking below. have to make sure move_type |
1782 |
* is set, as lots of objects don't have it set - we treat that |
1783 |
* as walking. |
1784 |
*/ |
1785 |
if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) |
1786 |
return 0; |
1787 |
|
1788 |
/* This is basically inverse logic of that below - basically, |
1789 |
* if the object can avoid the move on or slow move, they do so, |
1790 |
* but can't do it if the alternate movement they are using is |
1791 |
* blocked. Logic on this seems confusing, but does seem correct. |
1792 |
*/ |
1793 |
if ((op->move_type & ~move_on & ~move_block) != 0 && |
1794 |
(op->move_type & ~move_slow & ~move_block) != 0) return 0; |
1795 |
|
1796 |
/* The objects have to be checked from top to bottom. |
1797 |
* Hence, we first go to the top: |
1798 |
*/ |
1799 |
|
1800 |
for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && |
1801 |
tmp->above!=NULL; tmp=tmp->above) { |
1802 |
/* Trim the search when we find the first other spell effect |
1803 |
* this helps performance so that if a space has 50 spell objects, |
1804 |
* we don't need to check all of them. |
1805 |
*/ |
1806 |
if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; |
1807 |
} |
1808 |
for(;tmp!=NULL; tmp=tmp->below) { |
1809 |
if (tmp == op) continue; /* Can't apply yourself */ |
1810 |
|
1811 |
/* Check to see if one of the movement types should be slowed down. |
1812 |
* Second check makes sure that the movement types not being slowed |
1813 |
* (~slow_move) is not blocked on this space - just because the |
1814 |
* space doesn't slow down swimming (for example), if you can't actually |
1815 |
* swim on that space, can't use it to avoid the penalty. |
1816 |
*/ |
1817 |
if (!QUERY_FLAG(op, FLAG_WIZPASS)) { |
1818 |
if ((!op->move_type && tmp->move_slow & MOVE_WALK) || |
1819 |
((op->move_type & tmp->move_slow) && |
1820 |
(op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { |
1821 |
|
1822 |
float diff; |
1823 |
|
1824 |
diff = tmp->move_slow_penalty*FABS(op->speed); |
1825 |
if (op->type == PLAYER) { |
1826 |
if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || |
1827 |
(QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { |
1828 |
diff /= 4.0; |
1829 |
} |
1830 |
} |
1831 |
op->speed_left -= diff; |
1832 |
} |
1833 |
} |
1834 |
|
1835 |
/* Basically same logic as above, except now for actual apply. */ |
1836 |
if ((!op->move_type && tmp->move_on & MOVE_WALK) || |
1837 |
((op->move_type & tmp->move_on) && |
1838 |
(op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { |
1839 |
|
1840 |
move_apply(tmp, op, originator); |
1841 |
if (was_destroyed (op, tag)) |
1842 |
return 1; |
1843 |
|
1844 |
/* what the person/creature stepped onto has moved the object |
1845 |
* someplace new. Don't process any further - if we did, |
1846 |
* have a feeling strange problems would result. |
1847 |
*/ |
1848 |
if (op->map != m || op->x != x || op->y != y) return 0; |
1849 |
} |
1850 |
} |
1851 |
return 0; |
1852 |
} |
1853 |
|
1854 |
/* |
1855 |
* present_arch(arch, map, x, y) searches for any objects with |
1856 |
* a matching archetype at the given map and coordinates. |
1857 |
* The first matching object is returned, or NULL if none. |
1858 |
*/ |
1859 |
|
1860 |
object *present_arch(const archetype *at, mapstruct *m, int x, int y) { |
1861 |
object *tmp; |
1862 |
if(m==NULL || out_of_map(m,x,y)) { |
1863 |
LOG(llevError,"Present_arch called outside map.\n"); |
1864 |
return NULL; |
1865 |
} |
1866 |
for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) |
1867 |
if(tmp->arch == at) |
1868 |
return tmp; |
1869 |
return NULL; |
1870 |
} |
1871 |
|
1872 |
/* |
1873 |
* present(type, map, x, y) searches for any objects with |
1874 |
* a matching type variable at the given map and coordinates. |
1875 |
* The first matching object is returned, or NULL if none. |
1876 |
*/ |
1877 |
|
1878 |
object *present(unsigned char type,mapstruct *m, int x,int y) { |
1879 |
object *tmp; |
1880 |
if(out_of_map(m,x,y)) { |
1881 |
LOG(llevError,"Present called outside map.\n"); |
1882 |
return NULL; |
1883 |
} |
1884 |
for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) |
1885 |
if(tmp->type==type) |
1886 |
return tmp; |
1887 |
return NULL; |
1888 |
} |
1889 |
|
1890 |
/* |
1891 |
* present_in_ob(type, object) searches for any objects with |
1892 |
* a matching type variable in the inventory of the given object. |
1893 |
* The first matching object is returned, or NULL if none. |
1894 |
*/ |
1895 |
|
1896 |
object *present_in_ob(unsigned char type, const object *op) { |
1897 |
object *tmp; |
1898 |
for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) |
1899 |
if(tmp->type==type) |
1900 |
return tmp; |
1901 |
return NULL; |
1902 |
} |
1903 |
|
1904 |
/* |
1905 |
* present_in_ob (type, str, object) searches for any objects with |
1906 |
* a matching type & name variable in the inventory of the given object. |
1907 |
* The first matching object is returned, or NULL if none. |
1908 |
* This is mostly used by spell effect code, so that we only |
1909 |
* have one spell effect at a time. |
1910 |
* type can be used to narrow the search - if type is set, |
1911 |
* the type must also match. -1 can be passed for the type, |
1912 |
* in which case the type does not need to pass. |
1913 |
* str is the string to match against. Note that we match against |
1914 |
* the object name, not the archetype name. this is so that the |
1915 |
* spell code can use one object type (force), but change it's name |
1916 |
* to be unique. |
1917 |
*/ |
1918 |
|
1919 |
object *present_in_ob_by_name(int type, const char *str, const object *op) { |
1920 |
object *tmp; |
1921 |
|
1922 |
for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { |
1923 |
if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) |
1924 |
return tmp; |
1925 |
} |
1926 |
return NULL; |
1927 |
} |
1928 |
|
1929 |
/* |
1930 |
* present_arch_in_ob(archetype, object) searches for any objects with |
1931 |
* a matching archetype in the inventory of the given object. |
1932 |
* The first matching object is returned, or NULL if none. |
1933 |
*/ |
1934 |
|
1935 |
object *present_arch_in_ob(const archetype *at, const object *op) { |
1936 |
object *tmp; |
1937 |
for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) |
1938 |
if( tmp->arch == at) |
1939 |
return tmp; |
1940 |
return NULL; |
1941 |
} |
1942 |
|
1943 |
/* |
1944 |
* activate recursively a flag on an object inventory |
1945 |
*/ |
1946 |
void flag_inv(object*op, int flag){ |
1947 |
object *tmp; |
1948 |
if(op->inv) |
1949 |
for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ |
1950 |
SET_FLAG(tmp, flag); |
1951 |
flag_inv(tmp,flag); |
1952 |
} |
1953 |
}/* |
1954 |
* desactivate recursively a flag on an object inventory |
1955 |
*/ |
1956 |
void unflag_inv(object*op, int flag){ |
1957 |
object *tmp; |
1958 |
if(op->inv) |
1959 |
for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ |
1960 |
CLEAR_FLAG(tmp, flag); |
1961 |
unflag_inv(tmp,flag); |
1962 |
} |
1963 |
} |
1964 |
|
1965 |
/* |
1966 |
* set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in |
1967 |
* all it's inventory (recursively). |
1968 |
* If checksums are used, a player will get set_cheat called for |
1969 |
* him/her-self and all object carried by a call to this function. |
1970 |
*/ |
1971 |
|
1972 |
void set_cheat(object *op) { |
1973 |
SET_FLAG(op, FLAG_WAS_WIZ); |
1974 |
flag_inv(op, FLAG_WAS_WIZ); |
1975 |
} |
1976 |
|
1977 |
/* |
1978 |
* find_free_spot(object, map, x, y, start, stop) will search for |
1979 |
* a spot at the given map and coordinates which will be able to contain |
1980 |
* the given object. start and stop specifies how many squares |
1981 |
* to search (see the freearr_x/y[] definition). |
1982 |
* It returns a random choice among the alternatives found. |
1983 |
* start and stop are where to start relative to the free_arr array (1,9 |
1984 |
* does all 4 immediate directions). This returns the index into the |
1985 |
* array of the free spot, -1 if no spot available (dir 0 = x,y) |
1986 |
* Note - this only checks to see if there is space for the head of the |
1987 |
* object - if it is a multispace object, this should be called for all |
1988 |
* pieces. |
1989 |
* Note2: This function does correctly handle tiled maps, but does not |
1990 |
* inform the caller. However, insert_ob_in_map will update as |
1991 |
* necessary, so the caller shouldn't need to do any special work. |
1992 |
* Note - updated to take an object instead of archetype - this is necessary |
1993 |
* because arch_blocked (now ob_blocked) needs to know the movement type |
1994 |
* to know if the space in question will block the object. We can't use |
1995 |
* the archetype because that isn't correct if the monster has been |
1996 |
* customized, changed states, etc. |
1997 |
*/ |
1998 |
|
1999 |
int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { |
2000 |
int i,index=0, flag; |
2001 |
static int altern[SIZEOFFREE]; |
2002 |
|
2003 |
for(i=start;i<stop;i++) { |
2004 |
flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); |
2005 |
if(!flag) |
2006 |
altern[index++]=i; |
2007 |
|
2008 |
/* Basically, if we find a wall on a space, we cut down the search size. |
2009 |
* In this way, we won't return spaces that are on another side of a wall. |
2010 |
* This mostly work, but it cuts down the search size in all directions - |
2011 |
* if the space being examined only has a wall to the north and empty |
2012 |
* spaces in all the other directions, this will reduce the search space |
2013 |
* to only the spaces immediately surrounding the target area, and |
2014 |
* won't look 2 spaces south of the target space. |
2015 |
*/ |
2016 |
else if ((flag & AB_NO_PASS) && maxfree[i]<stop) |
2017 |
stop=maxfree[i]; |
2018 |
} |
2019 |
if(!index) return -1; |
2020 |
return altern[RANDOM()%index]; |
2021 |
} |
2022 |
|
2023 |
/* |
2024 |
* find_first_free_spot(archetype, mapstruct, x, y) works like |
2025 |
* find_free_spot(), but it will search max number of squares. |
2026 |
* But it will return the first available spot, not a random choice. |
2027 |
* Changed 0.93.2: Have it return -1 if there is no free spot available. |
2028 |
*/ |
2029 |
|
2030 |
int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { |
2031 |
int i; |
2032 |
for(i=0;i<SIZEOFFREE;i++) { |
2033 |
if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) |
2034 |
return i; |
2035 |
} |
2036 |
return -1; |
2037 |
} |
2038 |
|
2039 |
/* |
2040 |
* The function permute(arr, begin, end) randomly reorders the array |
2041 |
* arr[begin..end-1]. |
2042 |
*/ |
2043 |
static void permute(int *arr, int begin, int end) |
2044 |
{ |
2045 |
int i, j, tmp, len; |
2046 |
|
2047 |
len = end-begin; |
2048 |
for(i = begin; i < end; i++) |
2049 |
{ |
2050 |
j = begin+RANDOM()%len; |
2051 |
|
2052 |
tmp = arr[i]; |
2053 |
arr[i] = arr[j]; |
2054 |
arr[j] = tmp; |
2055 |
} |
2056 |
} |
2057 |
|
2058 |
/* new function to make monster searching more efficient, and effective! |
2059 |
* This basically returns a randomized array (in the passed pointer) of |
2060 |
* the spaces to find monsters. In this way, it won't always look for |
2061 |
* monsters to the north first. However, the size of the array passed |
2062 |
* covers all the spaces, so within that size, all the spaces within |
2063 |
* the 3x3 area will be searched, just not in a predictable order. |
2064 |
*/ |
2065 |
void get_search_arr(int *search_arr) |
2066 |
{ |
2067 |
int i; |
2068 |
|
2069 |
for(i = 0; i < SIZEOFFREE; i++) |
2070 |
{ |
2071 |
search_arr[i] = i; |
2072 |
} |
2073 |
|
2074 |
permute(search_arr, 1, SIZEOFFREE1+1); |
2075 |
permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); |
2076 |
permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); |
2077 |
} |
2078 |
|
2079 |
/* |
2080 |
* find_dir(map, x, y, exclude) will search some close squares in the |
2081 |
* given map at the given coordinates for live objects. |
2082 |
* It will not considered the object given as exclude among possible |
2083 |
* live objects. |
2084 |
* It returns the direction toward the first/closest live object if finds |
2085 |
* any, otherwise 0. |
2086 |
* Perhaps incorrectly, but I'm making the assumption that exclude |
2087 |
* is actually want is going to try and move there. We need this info |
2088 |
* because we have to know what movement the thing looking to move |
2089 |
* there is capable of. |
2090 |
*/ |
2091 |
|
2092 |
int find_dir(mapstruct *m, int x, int y, object *exclude) { |
2093 |
int i,max=SIZEOFFREE, mflags; |
2094 |
sint16 nx, ny; |
2095 |
object *tmp; |
2096 |
mapstruct *mp; |
2097 |
MoveType blocked, move_type; |
2098 |
|
2099 |
if (exclude && exclude->head) { |
2100 |
exclude = exclude->head; |
2101 |
move_type = exclude->move_type; |
2102 |
} else { |
2103 |
/* If we don't have anything, presume it can use all movement types. */ |
2104 |
move_type=MOVE_ALL; |
2105 |
} |
2106 |
|
2107 |
for(i=1;i<max;i++) { |
2108 |
mp = m; |
2109 |
nx = x + freearr_x[i]; |
2110 |
ny = y + freearr_y[i]; |
2111 |
|
2112 |
mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); |
2113 |
if (mflags & P_OUT_OF_MAP) { |
2114 |
max = maxfree[i]; |
2115 |
} else { |
2116 |
blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); |
2117 |
|
2118 |
if ((move_type & blocked) == move_type) { |
2119 |
max=maxfree[i]; |
2120 |
} else if (mflags & P_IS_ALIVE) { |
2121 |
for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { |
2122 |
if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && |
2123 |
(tmp != exclude ||(tmp->head && tmp->head != exclude))) { |
2124 |
break; |
2125 |
} |
2126 |
} |
2127 |
if(tmp) { |
2128 |
return freedir[i]; |
2129 |
} |
2130 |
} |
2131 |
} |
2132 |
} |
2133 |
return 0; |
2134 |
} |
2135 |
|
2136 |
/* |
2137 |
* distance(object 1, object 2) will return the square of the |
2138 |
* distance between the two given objects. |
2139 |
*/ |
2140 |
|
2141 |
int distance(const object *ob1, const object *ob2) { |
2142 |
int i; |
2143 |
i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ |
2144 |
(ob1->y - ob2->y)*(ob1->y - ob2->y); |
2145 |
return i; |
2146 |
} |
2147 |
|
2148 |
/* |
2149 |
* find_dir_2(delta-x,delta-y) will return a direction in which |
2150 |
* an object which has subtracted the x and y coordinates of another |
2151 |
* object, needs to travel toward it. |
2152 |
*/ |
2153 |
|
2154 |
int find_dir_2(int x, int y) { |
2155 |
int q; |
2156 |
|
2157 |
if(y) |
2158 |
q=x*100/y; |
2159 |
else if (x) |
2160 |
q= -300*x; |
2161 |
else |
2162 |
return 0; |
2163 |
|
2164 |
if(y>0) { |
2165 |
if(q < -242) |
2166 |
return 3 ; |
2167 |
if (q < -41) |
2168 |
return 2 ; |
2169 |
if (q < 41) |
2170 |
return 1 ; |
2171 |
if (q < 242) |
2172 |
return 8 ; |
2173 |
return 7 ; |
2174 |
} |
2175 |
|
2176 |
if (q < -242) |
2177 |
return 7 ; |
2178 |
if (q < -41) |
2179 |
return 6 ; |
2180 |
if (q < 41) |
2181 |
return 5 ; |
2182 |
if (q < 242) |
2183 |
return 4 ; |
2184 |
|
2185 |
return 3 ; |
2186 |
} |
2187 |
|
2188 |
/* |
2189 |
* absdir(int): Returns a number between 1 and 8, which represent |
2190 |
* the "absolute" direction of a number (it actually takes care of |
2191 |
* "overflow" in previous calculations of a direction). |
2192 |
*/ |
2193 |
|
2194 |
int absdir(int d) { |
2195 |
while(d<1) d+=8; |
2196 |
while(d>8) d-=8; |
2197 |
return d; |
2198 |
} |
2199 |
|
2200 |
/* |
2201 |
* dirdiff(dir1, dir2) returns how many 45-degrees differences there is |
2202 |
* between two directions (which are expected to be absolute (see absdir()) |
2203 |
*/ |
2204 |
|
2205 |
int dirdiff(int dir1, int dir2) { |
2206 |
int d; |
2207 |
d = abs(dir1 - dir2); |
2208 |
if(d>4) |
2209 |
d = 8 - d; |
2210 |
return d; |
2211 |
} |
2212 |
|
2213 |
/* peterm: |
2214 |
* do LOS stuff for ball lightning. Go after the closest VISIBLE monster. |
2215 |
* Basically, this is a table of directions, and what directions |
2216 |
* one could go to go back to us. Eg, entry 15 below is 4, 14, 16. |
2217 |
* This basically means that if direction is 15, then it could either go |
2218 |
* direction 4, 14, or 16 to get back to where we are. |
2219 |
* Moved from spell_util.c to object.c with the other related direction |
2220 |
* functions. |
2221 |
*/ |
2222 |
|
2223 |
int reduction_dir[SIZEOFFREE][3] = { |
2224 |
{0,0,0}, /* 0 */ |
2225 |
{0,0,0}, /* 1 */ |
2226 |
{0,0,0}, /* 2 */ |
2227 |
{0,0,0}, /* 3 */ |
2228 |
{0,0,0}, /* 4 */ |
2229 |
{0,0,0}, /* 5 */ |
2230 |
{0,0,0}, /* 6 */ |
2231 |
{0,0,0}, /* 7 */ |
2232 |
{0,0,0}, /* 8 */ |
2233 |
{8,1,2}, /* 9 */ |
2234 |
{1,2,-1}, /* 10 */ |
2235 |
{2,10,12}, /* 11 */ |
2236 |
{2,3,-1}, /* 12 */ |
2237 |
{2,3,4}, /* 13 */ |
2238 |
{3,4,-1}, /* 14 */ |
2239 |
{4,14,16}, /* 15 */ |
2240 |
{5,4,-1}, /* 16 */ |
2241 |
{4,5,6}, /* 17 */ |
2242 |
{6,5,-1}, /* 18 */ |
2243 |
{6,20,18}, /* 19 */ |
2244 |
{7,6,-1}, /* 20 */ |
2245 |
{6,7,8}, /* 21 */ |
2246 |
{7,8,-1}, /* 22 */ |
2247 |
{8,22,24}, /* 23 */ |
2248 |
{8,1,-1}, /* 24 */ |
2249 |
{24,9,10}, /* 25 */ |
2250 |
{9,10,-1}, /* 26 */ |
2251 |
{10,11,-1}, /* 27 */ |
2252 |
{27,11,29}, /* 28 */ |
2253 |
{11,12,-1}, /* 29 */ |
2254 |
{12,13,-1}, /* 30 */ |
2255 |
{12,13,14}, /* 31 */ |
2256 |
{13,14,-1}, /* 32 */ |
2257 |
{14,15,-1}, /* 33 */ |
2258 |
{33,15,35}, /* 34 */ |
2259 |
{16,15,-1}, /* 35 */ |
2260 |
{17,16,-1}, /* 36 */ |
2261 |
{18,17,16}, /* 37 */ |
2262 |
{18,17,-1}, /* 38 */ |
2263 |
{18,19,-1}, /* 39 */ |
2264 |
{41,19,39}, /* 40 */ |
2265 |
{19,20,-1}, /* 41 */ |
2266 |
{20,21,-1}, /* 42 */ |
2267 |
{20,21,22}, /* 43 */ |
2268 |
{21,22,-1}, /* 44 */ |
2269 |
{23,22,-1}, /* 45 */ |
2270 |
{45,47,23}, /* 46 */ |
2271 |
{23,24,-1}, /* 47 */ |
2272 |
{24,9,-1}}; /* 48 */ |
2273 |
|
2274 |
/* Recursive routine to step back and see if we can |
2275 |
* find a path to that monster that we found. If not, |
2276 |
* we don't bother going toward it. Returns 1 if we |
2277 |
* can see a direct way to get it |
2278 |
* Modified to be map tile aware -.MSW |
2279 |
*/ |
2280 |
|
2281 |
|
2282 |
int can_see_monsterP(mapstruct *m, int x, int y,int dir) { |
2283 |
sint16 dx, dy; |
2284 |
int mflags; |
2285 |
|
2286 |
if(dir<0) return 0; /* exit condition: invalid direction */ |
2287 |
|
2288 |
dx = x + freearr_x[dir]; |
2289 |
dy = y + freearr_y[dir]; |
2290 |
|
2291 |
mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); |
2292 |
|
2293 |
/* This functional arguably was incorrect before - it was |
2294 |
* checking for P_WALL - that was basically seeing if |
2295 |
* we could move to the monster - this is being more |
2296 |
* literal on if we can see it. To know if we can actually |
2297 |
* move to the monster, we'd need the monster passed in or |
2298 |
* at least its move type. |
2299 |
*/ |
2300 |
if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; |
2301 |
|
2302 |
/* yes, can see. */ |
2303 |
if(dir < 9) return 1; |
2304 |
return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | |
2305 |
can_see_monsterP(m,x,y, reduction_dir[dir][1]) | |
2306 |
can_see_monsterP(m,x,y, reduction_dir[dir][2]); |
2307 |
} |
2308 |
|
2309 |
|
2310 |
|
2311 |
/* |
2312 |
* can_pick(picker, item): finds out if an object is possible to be |
2313 |
* picked up by the picker. Returnes 1 if it can be |
2314 |
* picked up, otherwise 0. |
2315 |
* |
2316 |
* Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause |
2317 |
* core dumps if they do. |
2318 |
* |
2319 |
* Add a check so we can't pick up invisible objects (0.93.8) |
2320 |
*/ |
2321 |
|
2322 |
int can_pick(const object *who, const object *item) { |
2323 |
return /*QUERY_FLAG(who,FLAG_WIZ)||*/ |
2324 |
(item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& |
2325 |
!QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && |
2326 |
(who->type==PLAYER||item->weight<who->weight/3)); |
2327 |
} |
2328 |
|
2329 |
|
2330 |
/* |
2331 |
* create clone from object to another |
2332 |
*/ |
2333 |
object *object_create_clone (object *asrc) { |
2334 |
object *dst = NULL,*tmp,*src,*part,*prev, *item; |
2335 |
|
2336 |
if(!asrc) return NULL; |
2337 |
src = asrc; |
2338 |
if(src->head) |
2339 |
src = src->head; |
2340 |
|
2341 |
prev = NULL; |
2342 |
for(part = src; part; part = part->more) { |
2343 |
tmp = get_object(); |
2344 |
copy_object(part,tmp); |
2345 |
tmp->x -= src->x; |
2346 |
tmp->y -= src->y; |
2347 |
if(!part->head) { |
2348 |
dst = tmp; |
2349 |
tmp->head = NULL; |
2350 |
} else { |
2351 |
tmp->head = dst; |
2352 |
} |
2353 |
tmp->more = NULL; |
2354 |
if(prev) |
2355 |
prev->more = tmp; |
2356 |
prev = tmp; |
2357 |
} |
2358 |
/*** copy inventory ***/ |
2359 |
for(item = src->inv; item; item = item->below) { |
2360 |
(void) insert_ob_in_ob(object_create_clone(item),dst); |
2361 |
} |
2362 |
|
2363 |
return dst; |
2364 |
} |
2365 |
|
2366 |
/* return true if the object was destroyed, 0 otherwise */ |
2367 |
int was_destroyed (const object *op, tag_t old_tag) |
2368 |
{ |
2369 |
/* checking for FLAG_FREED isn't necessary, but makes this function more |
2370 |
* robust */ |
2371 |
return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED); |
2372 |
} |
2373 |
|
2374 |
/* GROS - Creates an object using a string representing its content. */ |
2375 |
/* Basically, we save the content of the string to a temp file, then call */ |
2376 |
/* load_object on it. I admit it is a highly inefficient way to make things, */ |
2377 |
/* but it was simple to make and allows reusing the load_object function. */ |
2378 |
/* Remember not to use load_object_str in a time-critical situation. */ |
2379 |
/* Also remember that multiparts objects are not supported for now. */ |
2380 |
|
2381 |
object* load_object_str(const char *obstr) |
2382 |
{ |
2383 |
object *op; |
2384 |
char filename[MAX_BUF]; |
2385 |
sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); |
2386 |
|
2387 |
FILE *tempfile=fopen(filename,"w"); |
2388 |
if (tempfile == NULL) |
2389 |
{ |
2390 |
LOG(llevError,"Error - Unable to access load object temp file\n"); |
2391 |
return NULL; |
2392 |
}; |
2393 |
fprintf(tempfile,obstr); |
2394 |
fclose(tempfile); |
2395 |
|
2396 |
op=get_object(); |
2397 |
|
2398 |
object_thawer thawer (filename); |
2399 |
|
2400 |
if (thawer) |
2401 |
load_object(thawer,op,0); |
2402 |
|
2403 |
LOG(llevDebug," load str completed, object=%s\n", &op->name); |
2404 |
CLEAR_FLAG(op,FLAG_REMOVED); |
2405 |
|
2406 |
return op; |
2407 |
} |
2408 |
|
2409 |
/* This returns the first object in who's inventory that |
2410 |
* has the same type and subtype match. |
2411 |
* returns NULL if no match. |
2412 |
*/ |
2413 |
object *find_obj_by_type_subtype(const object *who, int type, int subtype) |
2414 |
{ |
2415 |
object *tmp; |
2416 |
|
2417 |
for (tmp=who->inv; tmp; tmp=tmp->below) |
2418 |
if (tmp->type == type && tmp->subtype == subtype) return tmp; |
2419 |
|
2420 |
return NULL; |
2421 |
} |
2422 |
|
2423 |
/* If ob has a field named key, return the link from the list, |
2424 |
* otherwise return NULL. |
2425 |
* |
2426 |
* key must be a passed in shared string - otherwise, this won't |
2427 |
* do the desired thing. |
2428 |
*/ |
2429 |
key_value * get_ob_key_link(const object * ob, const char * key) { |
2430 |
key_value * link; |
2431 |
|
2432 |
for (link = ob->key_values; link != NULL; link = link->next) { |
2433 |
if (link->key == key) { |
2434 |
return link; |
2435 |
} |
2436 |
} |
2437 |
|
2438 |
return NULL; |
2439 |
} |
2440 |
|
2441 |
/* |
2442 |
* Returns the value of op has an extra_field for key, or NULL. |
2443 |
* |
2444 |
* The argument doesn't need to be a shared string. |
2445 |
* |
2446 |
* The returned string is shared. |
2447 |
*/ |
2448 |
const char * get_ob_key_value(const object * op, const char * const key) { |
2449 |
key_value * link; |
2450 |
const char * canonical_key; |
2451 |
|
2452 |
canonical_key = shstr::find (key); |
2453 |
|
2454 |
if (canonical_key == NULL) { |
2455 |
/* 1. There being a field named key on any object |
2456 |
* implies there'd be a shared string to find. |
2457 |
* 2. Since there isn't, no object has this field. |
2458 |
* 3. Therefore, *this* object doesn't have this field. |
2459 |
*/ |
2460 |
return NULL; |
2461 |
} |
2462 |
|
2463 |
/* This is copied from get_ob_key_link() above - |
2464 |
* only 4 lines, and saves the function call overhead. |
2465 |
*/ |
2466 |
for (link = op->key_values; link != NULL; link = link->next) { |
2467 |
if (link->key == canonical_key) { |
2468 |
return link->value; |
2469 |
} |
2470 |
} |
2471 |
return NULL; |
2472 |
} |
2473 |
|
2474 |
|
2475 |
/* |
2476 |
* Updates the canonical_key in op to value. |
2477 |
* |
2478 |
* canonical_key is a shared string (value doesn't have to be). |
2479 |
* |
2480 |
* Unless add_key is TRUE, it won't add fields, only change the value of existing |
2481 |
* keys. |
2482 |
* |
2483 |
* Returns TRUE on success. |
2484 |
*/ |
2485 |
int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { |
2486 |
key_value * field = NULL, *last=NULL; |
2487 |
|
2488 |
for (field=op->key_values; field != NULL; field=field->next) { |
2489 |
if (field->key != canonical_key) { |
2490 |
last = field; |
2491 |
continue; |
2492 |
} |
2493 |
|
2494 |
if (value) |
2495 |
field->value = value; |
2496 |
else { |
2497 |
/* Basically, if the archetype has this key set, |
2498 |
* we need to store the null value so when we save |
2499 |
* it, we save the empty value so that when we load, |
2500 |
* we get this value back again. |
2501 |
*/ |
2502 |
if (get_ob_key_link (&op->arch->clone, canonical_key)) |
2503 |
field->value = 0; |
2504 |
else |
2505 |
{ |
2506 |
if (last) last->next = field->next; |
2507 |
else op->key_values = field->next; |
2508 |
|
2509 |
delete field; |
2510 |
} |
2511 |
} |
2512 |
return TRUE; |
2513 |
} |
2514 |
/* IF we get here, key doesn't exist */ |
2515 |
|
2516 |
/* No field, we'll have to add it. */ |
2517 |
|
2518 |
if (!add_key) { |
2519 |
return FALSE; |
2520 |
} |
2521 |
/* There isn't any good reason to store a null |
2522 |
* value in the key/value list. If the archetype has |
2523 |
* this key, then we should also have it, so shouldn't |
2524 |
* be here. If user wants to store empty strings, |
2525 |
* should pass in "" |
2526 |
*/ |
2527 |
if (value == NULL) return TRUE; |
2528 |
|
2529 |
field = new key_value; |
2530 |
|
2531 |
field->key = canonical_key; |
2532 |
field->value = value; |
2533 |
/* Usual prepend-addition. */ |
2534 |
field->next = op->key_values; |
2535 |
op->key_values = field; |
2536 |
|
2537 |
return TRUE; |
2538 |
} |
2539 |
|
2540 |
/* |
2541 |
* Updates the key in op to value. |
2542 |
* |
2543 |
* If add_key is FALSE, this will only update existing keys, |
2544 |
* and not add new ones. |
2545 |
* In general, should be little reason FALSE is ever passed in for add_key |
2546 |
* |
2547 |
* Returns TRUE on success. |
2548 |
*/ |
2549 |
int set_ob_key_value(object * op, const char *key, const char * value, int add_key) |
2550 |
{ |
2551 |
shstr key_ (key); |
2552 |
return set_ob_key_value_s (op, key_, value, add_key); |
2553 |
} |