1 |
|
2 |
/* |
3 |
CrossFire, A Multiplayer game for X-windows |
4 |
|
5 |
Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
7 |
|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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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 |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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|
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/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. |
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sub/add_weight will transcend the environment updating the carrying |
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variable. */ |
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#include <global.h> |
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#include <stdio.h> |
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#include <sys/types.h> |
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#include <sys/uio.h> |
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#include <object.h> |
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#include <funcpoint.h> |
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#include <loader.h> |
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|
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int nrofallocobjects = 0; |
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|
38 |
object *objects; /* Pointer to the list of used objects */ |
39 |
object *active_objects; /* List of active objects that need to be processed */ |
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|
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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, |
42 |
0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 |
43 |
}; |
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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, |
45 |
-3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 |
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}; |
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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, |
48 |
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 |
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}; |
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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, |
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1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 |
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}; |
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|
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/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ |
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static int |
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compare_ob_value_lists_one (const object *wants, const object *has) |
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{ |
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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 |
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* objects with lists are rare, and lists stay short. If not, use a |
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* different structure or at least keep the lists sorted... |
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*/ |
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|
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/* For each field in wants, */ |
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for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) |
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{ |
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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); |
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|
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if (has_field == NULL) |
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{ |
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/* No field with that name. */ |
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return FALSE; |
78 |
} |
79 |
|
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/* Found the matching field. */ |
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if (has_field->value != wants_field->value) |
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{ |
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/* Values don't match, so this half of the comparison is false. */ |
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return FALSE; |
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} |
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|
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/* If we get here, we found a match. Now for the next field in wants. */ |
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} |
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|
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/* If we get here, every field in wants has a matching field in has. */ |
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return TRUE; |
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} |
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|
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/* Returns TRUE if ob1 has the same key_values as ob2. */ |
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static int |
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compare_ob_value_lists (const object *ob1, const object *ob2) |
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{ |
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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*. :( |
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*/ |
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return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); |
102 |
} |
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|
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/* Function examines the 2 objects given to it, and returns true if |
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* they can be merged together. |
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* |
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* Note that this function appears a lot longer than the macro it |
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* replaces - this is mostly for clarity - a decent compiler should hopefully |
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* reduce this to the same efficiency. |
110 |
* |
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* Check nrof variable *before* calling CAN_MERGE() |
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* |
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* Improvements made with merge: Better checking on potion, and also |
114 |
* check weight |
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*/ |
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|
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bool object::can_merge (object *ob1, object *ob2) |
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{ |
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/* A couple quicksanity checks */ |
120 |
if ((ob1 == ob2) || (ob1->type != ob2->type)) |
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return 0; |
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|
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if (ob1->speed != ob2->speed) |
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return 0; |
125 |
|
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/* Do not merge objects if nrof would overflow. We use 1UL<<31 since that |
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* value could not be stored in a sint32 (which unfortunately sometimes is |
128 |
* used to store nrof). |
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*/ |
130 |
if (ob1->nrof + ob2->nrof >= 1UL << 31) |
131 |
return 0; |
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|
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/* If the objects have been identified, set the BEEN_APPLIED flag. |
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* This is to the comparison of the flags below will be OK. We |
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* just can't ignore the been applied or identified flags, as they |
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* are not equal - just if it has been identified, the been_applied |
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* flags lose any meaning. |
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*/ |
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if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) |
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SET_FLAG (ob1, FLAG_BEEN_APPLIED); |
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|
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if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) |
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SET_FLAG (ob2, FLAG_BEEN_APPLIED); |
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|
145 |
|
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/* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something |
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* being locked in inventory should prevent merging. |
148 |
* 0x4 in flags3 is CLIENT_SENT |
149 |
*/ |
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if ((ob1->arch != ob2->arch) || |
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(ob1->flags[0] != ob2->flags[0]) || |
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(ob1->flags[1] != ob2->flags[1]) || |
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((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) || |
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((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) || |
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(ob1->name != ob2->name) || |
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(ob1->title != ob2->title) || |
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(ob1->msg != ob2->msg) || |
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(ob1->weight != ob2->weight) || |
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(memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || |
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(memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || |
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(ob1->attacktype != ob2->attacktype) || |
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(ob1->magic != ob2->magic) || |
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(ob1->slaying != ob2->slaying) || |
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(ob1->skill != ob2->skill) || |
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(ob1->value != ob2->value) || |
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(ob1->animation_id != ob2->animation_id) || |
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(ob1->client_type != ob2->client_type) || |
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(ob1->materialname != ob2->materialname) || |
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(ob1->lore != ob2->lore) || |
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(ob1->subtype != ob2->subtype) || |
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(ob1->move_type != ob2->move_type) || |
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(ob1->move_block != ob2->move_block) || |
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(ob1->move_allow != ob2->move_allow) || |
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(ob1->move_on != ob2->move_on) || |
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(ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) |
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return 0; |
177 |
|
178 |
/* This is really a spellbook check - really, we should |
179 |
* check all objects in the inventory. |
180 |
*/ |
181 |
if (ob1->inv || ob2->inv) |
182 |
{ |
183 |
/* if one object has inventory but the other doesn't, not equiv */ |
184 |
if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) |
185 |
return 0; |
186 |
|
187 |
/* Now check to see if the two inventory objects could merge */ |
188 |
if (!CAN_MERGE (ob1->inv, ob2->inv)) |
189 |
return 0; |
190 |
|
191 |
/* inventory ok - still need to check rest of this object to see |
192 |
* if it is valid. |
193 |
*/ |
194 |
} |
195 |
|
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/* Don't merge objects that are applied. With the new 'body' code, |
197 |
* it is possible for most any character to have more than one of |
198 |
* some items equipped, and we don't want those to merge. |
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*/ |
200 |
if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) |
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return 0; |
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|
203 |
/* Note sure why the following is the case - either the object has to |
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* be animated or have a very low speed. Is this an attempted monster |
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* check? |
206 |
*/ |
207 |
if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) |
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return 0; |
209 |
|
210 |
switch (ob1->type) |
211 |
{ |
212 |
case SCROLL: |
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if (ob1->level != ob2->level) |
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return 0; |
215 |
break; |
216 |
} |
217 |
|
218 |
if (ob1->key_values != NULL || ob2->key_values != NULL) |
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{ |
220 |
/* At least one of these has key_values. */ |
221 |
if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) |
222 |
/* One has fields, but the other one doesn't. */ |
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return 0; |
224 |
else if (!compare_ob_value_lists (ob1, ob2)) |
225 |
return 0; |
226 |
} |
227 |
|
228 |
//TODO: generate an event or call into perl for additional checks |
229 |
if (ob1->self || ob2->self) |
230 |
{ |
231 |
ob1->optimise (); |
232 |
ob2->optimise (); |
233 |
|
234 |
if (ob1->self || ob2->self) |
235 |
return 0; |
236 |
} |
237 |
|
238 |
/* Everything passes, must be OK. */ |
239 |
return 1; |
240 |
} |
241 |
|
242 |
/* |
243 |
* sum_weight() is a recursive function which calculates the weight |
244 |
* an object is carrying. It goes through in figures out how much |
245 |
* containers are carrying, and sums it up. |
246 |
*/ |
247 |
long |
248 |
sum_weight (object *op) |
249 |
{ |
250 |
long sum; |
251 |
object *inv; |
252 |
|
253 |
for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) |
254 |
{ |
255 |
if (inv->inv) |
256 |
sum_weight (inv); |
257 |
sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); |
258 |
} |
259 |
if (op->type == CONTAINER && op->stats.Str) |
260 |
sum = (sum * (100 - op->stats.Str)) / 100; |
261 |
if (op->carrying != sum) |
262 |
op->carrying = sum; |
263 |
return sum; |
264 |
} |
265 |
|
266 |
/** |
267 |
* Return the outermost environment object for a given object. |
268 |
*/ |
269 |
|
270 |
object * |
271 |
object_get_env_recursive (object *op) |
272 |
{ |
273 |
while (op->env != NULL) |
274 |
op = op->env; |
275 |
return op; |
276 |
} |
277 |
|
278 |
/* |
279 |
* Eneq(@csd.uu.se): Since we can have items buried in a character we need |
280 |
* a better check. We basically keeping traversing up until we can't |
281 |
* or find a player. |
282 |
*/ |
283 |
|
284 |
object * |
285 |
is_player_inv (object *op) |
286 |
{ |
287 |
for (; op != NULL && op->type != PLAYER; op = op->env) |
288 |
if (op->env == op) |
289 |
op->env = NULL; |
290 |
return op; |
291 |
} |
292 |
|
293 |
/* |
294 |
* Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. |
295 |
* Some error messages. |
296 |
* The result of the dump is stored in the static global errmsg array. |
297 |
*/ |
298 |
|
299 |
void |
300 |
dump_object2 (object *op) |
301 |
{ |
302 |
errmsg[0] = 0; |
303 |
return; |
304 |
//TODO//D#d# |
305 |
#if 0 |
306 |
char *cp; |
307 |
|
308 |
/* object *tmp;*/ |
309 |
|
310 |
if (op->arch != NULL) |
311 |
{ |
312 |
strcat (errmsg, "arch "); |
313 |
strcat (errmsg, op->arch->name ? op->arch->name : "(null)"); |
314 |
strcat (errmsg, "\n"); |
315 |
if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL) |
316 |
strcat (errmsg, cp); |
317 |
# if 0 |
318 |
/* Don't dump player diffs - they are too long, mostly meaningless, and |
319 |
* will overflow the buffer. |
320 |
* Changed so that we don't dump inventory either. This may |
321 |
* also overflow the buffer. |
322 |
*/ |
323 |
if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL) |
324 |
strcat (errmsg, cp); |
325 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
326 |
dump_object2 (tmp); |
327 |
# endif |
328 |
strcat (errmsg, "end\n"); |
329 |
} |
330 |
else |
331 |
{ |
332 |
strcat (errmsg, "Object "); |
333 |
if (op->name == NULL) |
334 |
strcat (errmsg, "(null)"); |
335 |
else |
336 |
strcat (errmsg, op->name); |
337 |
strcat (errmsg, "\n"); |
338 |
# if 0 |
339 |
if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL) |
340 |
strcat (errmsg, cp); |
341 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
342 |
dump_object2 (tmp); |
343 |
# endif |
344 |
strcat (errmsg, "end\n"); |
345 |
} |
346 |
#endif |
347 |
} |
348 |
|
349 |
/* |
350 |
* Dumps an object. Returns output in the static global errmsg array. |
351 |
*/ |
352 |
|
353 |
void |
354 |
dump_object (object *op) |
355 |
{ |
356 |
if (op == NULL) |
357 |
{ |
358 |
strcpy (errmsg, "[NULL pointer]"); |
359 |
return; |
360 |
} |
361 |
errmsg[0] = '\0'; |
362 |
dump_object2 (op); |
363 |
} |
364 |
|
365 |
void |
366 |
dump_all_objects (void) |
367 |
{ |
368 |
object *op; |
369 |
|
370 |
for (op = objects; op != NULL; op = op->next) |
371 |
{ |
372 |
dump_object (op); |
373 |
fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg); |
374 |
} |
375 |
} |
376 |
|
377 |
/* |
378 |
* get_nearest_part(multi-object, object 2) returns the part of the |
379 |
* multi-object 1 which is closest to the second object. |
380 |
* If it's not a multi-object, it is returned. |
381 |
*/ |
382 |
|
383 |
object * |
384 |
get_nearest_part (object *op, const object *pl) |
385 |
{ |
386 |
object *tmp, *closest; |
387 |
int last_dist, i; |
388 |
|
389 |
if (op->more == NULL) |
390 |
return op; |
391 |
for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) |
392 |
if ((i = distance (tmp, pl)) < last_dist) |
393 |
closest = tmp, last_dist = i; |
394 |
return closest; |
395 |
} |
396 |
|
397 |
/* |
398 |
* Returns the object which has the count-variable equal to the argument. |
399 |
*/ |
400 |
|
401 |
object * |
402 |
find_object (tag_t i) |
403 |
{ |
404 |
object *op; |
405 |
|
406 |
for (op = objects; op != NULL; op = op->next) |
407 |
if (op->count == i) |
408 |
break; |
409 |
return op; |
410 |
} |
411 |
|
412 |
/* |
413 |
* Returns the first object which has a name equal to the argument. |
414 |
* Used only by the patch command, but not all that useful. |
415 |
* Enables features like "patch <name-of-other-player> food 999" |
416 |
*/ |
417 |
|
418 |
object * |
419 |
find_object_name (const char *str) |
420 |
{ |
421 |
shstr_cmp str_ (str); |
422 |
object *op; |
423 |
|
424 |
for (op = objects; op != NULL; op = op->next) |
425 |
if (op->name == str_) |
426 |
break; |
427 |
|
428 |
return op; |
429 |
} |
430 |
|
431 |
void |
432 |
free_all_object_data () |
433 |
{ |
434 |
LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); |
435 |
} |
436 |
|
437 |
/* |
438 |
* Returns the object which this object marks as being the owner. |
439 |
* A id-scheme is used to avoid pointing to objects which have been |
440 |
* freed and are now reused. If this is detected, the owner is |
441 |
* set to NULL, and NULL is returned. |
442 |
* Changed 2004-02-12 - if the player is setting at the play again |
443 |
* prompt, he is removed, and we don't want to treat him as an owner of |
444 |
* anything, so check removed flag. I don't expect that this should break |
445 |
* anything - once an object is removed, it is basically dead anyways. |
446 |
*/ |
447 |
object * |
448 |
object::get_owner () |
449 |
{ |
450 |
if (!owner |
451 |
|| QUERY_FLAG (owner, FLAG_FREED) |
452 |
|| QUERY_FLAG (owner, FLAG_REMOVED)) |
453 |
owner = 0; |
454 |
|
455 |
return owner; |
456 |
} |
457 |
|
458 |
/* |
459 |
* Sets the owner and sets the skill and exp pointers to owner's current |
460 |
* skill and experience objects. |
461 |
*/ |
462 |
void |
463 |
object::set_owner (object *owner) |
464 |
{ |
465 |
if (!owner) |
466 |
return; |
467 |
|
468 |
/* next line added to allow objects which own objects */ |
469 |
/* Add a check for ownercounts in here, as I got into an endless loop |
470 |
* with the fireball owning a poison cloud which then owned the |
471 |
* fireball. I believe that was caused by one of the objects getting |
472 |
* freed and then another object replacing it. Since the ownercounts |
473 |
* didn't match, this check is valid and I believe that cause is valid. |
474 |
*/ |
475 |
while (owner->owner) |
476 |
owner = owner->owner; |
477 |
|
478 |
this->owner = owner; |
479 |
} |
480 |
|
481 |
/* Zero the key_values on op, decrementing the shared-string |
482 |
* refcounts and freeing the links. |
483 |
*/ |
484 |
static void |
485 |
free_key_values (object *op) |
486 |
{ |
487 |
for (key_value *i = op->key_values; i != 0;) |
488 |
{ |
489 |
key_value *next = i->next; |
490 |
delete i; |
491 |
|
492 |
i = next; |
493 |
} |
494 |
|
495 |
op->key_values = 0; |
496 |
} |
497 |
|
498 |
void object::clear () |
499 |
{ |
500 |
attachable_base::clear (); |
501 |
|
502 |
free_key_values (this); |
503 |
|
504 |
owner = 0; |
505 |
name = 0; |
506 |
name_pl = 0; |
507 |
title = 0; |
508 |
race = 0; |
509 |
slaying = 0; |
510 |
skill = 0; |
511 |
msg = 0; |
512 |
lore = 0; |
513 |
custom_name = 0; |
514 |
materialname = 0; |
515 |
contr = 0; |
516 |
below = 0; |
517 |
above = 0; |
518 |
inv = 0; |
519 |
container = 0; |
520 |
env = 0; |
521 |
more = 0; |
522 |
head = 0; |
523 |
map = 0; |
524 |
active_next = 0; |
525 |
active_prev = 0; |
526 |
|
527 |
memset (static_cast<object_pod *>(this), 0, sizeof (object_pod)); |
528 |
|
529 |
SET_FLAG (this, FLAG_REMOVED); |
530 |
|
531 |
/* What is not cleared is next, prev, and count */ |
532 |
|
533 |
expmul = 1.0; |
534 |
face = blank_face; |
535 |
attacked_by_count = -1; |
536 |
|
537 |
if (settings.casting_time) |
538 |
casting_time = -1; |
539 |
} |
540 |
|
541 |
void object::clone (object *destination) |
542 |
{ |
543 |
*(object_copy *)destination = *this; |
544 |
*(object_pod *)destination = *this; |
545 |
|
546 |
if (self || cb) |
547 |
INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination)); |
548 |
} |
549 |
|
550 |
/* |
551 |
* copy object first frees everything allocated by the second object, |
552 |
* and then copies the contends of the first object into the second |
553 |
* object, allocating what needs to be allocated. Basically, any |
554 |
* data that is malloc'd needs to be re-malloc/copied. Otherwise, |
555 |
* if the first object is freed, the pointers in the new object |
556 |
* will point at garbage. |
557 |
*/ |
558 |
void |
559 |
copy_object (object *op2, object *op) |
560 |
{ |
561 |
bool is_freed = QUERY_FLAG (op, FLAG_FREED); |
562 |
bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); |
563 |
|
564 |
op2->clone (op); |
565 |
|
566 |
if (is_freed) |
567 |
SET_FLAG (op, FLAG_FREED); |
568 |
if (is_removed) |
569 |
SET_FLAG (op, FLAG_REMOVED); |
570 |
|
571 |
if (op2->speed < 0) |
572 |
op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; |
573 |
|
574 |
/* Copy over key_values, if any. */ |
575 |
if (op2->key_values) |
576 |
{ |
577 |
key_value *tail = 0; |
578 |
key_value *i; |
579 |
|
580 |
op->key_values = 0; |
581 |
|
582 |
for (i = op2->key_values; i; i = i->next) |
583 |
{ |
584 |
key_value *new_link = new key_value; |
585 |
|
586 |
new_link->next = 0; |
587 |
new_link->key = i->key; |
588 |
new_link->value = i->value; |
589 |
|
590 |
/* Try and be clever here, too. */ |
591 |
if (!op->key_values) |
592 |
{ |
593 |
op->key_values = new_link; |
594 |
tail = new_link; |
595 |
} |
596 |
else |
597 |
{ |
598 |
tail->next = new_link; |
599 |
tail = new_link; |
600 |
} |
601 |
} |
602 |
} |
603 |
|
604 |
update_ob_speed (op); |
605 |
} |
606 |
|
607 |
/* |
608 |
* If an object with the IS_TURNABLE() flag needs to be turned due |
609 |
* to the closest player being on the other side, this function can |
610 |
* be called to update the face variable, _and_ how it looks on the map. |
611 |
*/ |
612 |
|
613 |
void |
614 |
update_turn_face (object *op) |
615 |
{ |
616 |
if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) |
617 |
return; |
618 |
SET_ANIMATION (op, op->direction); |
619 |
update_object (op, UP_OBJ_FACE); |
620 |
} |
621 |
|
622 |
/* |
623 |
* Updates the speed of an object. If the speed changes from 0 to another |
624 |
* value, or vice versa, then add/remove the object from the active list. |
625 |
* This function needs to be called whenever the speed of an object changes. |
626 |
*/ |
627 |
void |
628 |
update_ob_speed (object *op) |
629 |
{ |
630 |
extern int arch_init; |
631 |
|
632 |
/* No reason putting the archetypes objects on the speed list, |
633 |
* since they never really need to be updated. |
634 |
*/ |
635 |
|
636 |
if (QUERY_FLAG (op, FLAG_FREED) && op->speed) |
637 |
{ |
638 |
LOG (llevError, "Object %s is freed but has speed.\n", &op->name); |
639 |
#ifdef MANY_CORES |
640 |
abort (); |
641 |
#else |
642 |
op->speed = 0; |
643 |
#endif |
644 |
} |
645 |
|
646 |
if (arch_init) |
647 |
return; |
648 |
|
649 |
if (FABS (op->speed) > MIN_ACTIVE_SPEED) |
650 |
{ |
651 |
/* If already on active list, don't do anything */ |
652 |
if (op->active_next || op->active_prev || op == active_objects) |
653 |
return; |
654 |
|
655 |
/* process_events() expects us to insert the object at the beginning |
656 |
* of the list. */ |
657 |
op->active_next = active_objects; |
658 |
|
659 |
if (op->active_next != NULL) |
660 |
op->active_next->active_prev = op; |
661 |
|
662 |
active_objects = op; |
663 |
} |
664 |
else |
665 |
{ |
666 |
/* If not on the active list, nothing needs to be done */ |
667 |
if (!op->active_next && !op->active_prev && op != active_objects) |
668 |
return; |
669 |
|
670 |
if (op->active_prev == NULL) |
671 |
{ |
672 |
active_objects = op->active_next; |
673 |
|
674 |
if (op->active_next != NULL) |
675 |
op->active_next->active_prev = NULL; |
676 |
} |
677 |
else |
678 |
{ |
679 |
op->active_prev->active_next = op->active_next; |
680 |
|
681 |
if (op->active_next) |
682 |
op->active_next->active_prev = op->active_prev; |
683 |
} |
684 |
|
685 |
op->active_next = NULL; |
686 |
op->active_prev = NULL; |
687 |
} |
688 |
} |
689 |
|
690 |
/* This function removes object 'op' from the list of active |
691 |
* objects. |
692 |
* This should only be used for style maps or other such |
693 |
* reference maps where you don't want an object that isn't |
694 |
* in play chewing up cpu time getting processed. |
695 |
* The reverse of this is to call update_ob_speed, which |
696 |
* will do the right thing based on the speed of the object. |
697 |
*/ |
698 |
void |
699 |
remove_from_active_list (object *op) |
700 |
{ |
701 |
/* If not on the active list, nothing needs to be done */ |
702 |
if (!op->active_next && !op->active_prev && op != active_objects) |
703 |
return; |
704 |
|
705 |
if (op->active_prev == NULL) |
706 |
{ |
707 |
active_objects = op->active_next; |
708 |
if (op->active_next != NULL) |
709 |
op->active_next->active_prev = NULL; |
710 |
} |
711 |
else |
712 |
{ |
713 |
op->active_prev->active_next = op->active_next; |
714 |
if (op->active_next) |
715 |
op->active_next->active_prev = op->active_prev; |
716 |
} |
717 |
op->active_next = NULL; |
718 |
op->active_prev = NULL; |
719 |
} |
720 |
|
721 |
/* |
722 |
* update_object() updates the array which represents the map. |
723 |
* It takes into account invisible objects (and represent squares covered |
724 |
* by invisible objects by whatever is below them (unless it's another |
725 |
* invisible object, etc...) |
726 |
* If the object being updated is beneath a player, the look-window |
727 |
* of that player is updated (this might be a suboptimal way of |
728 |
* updating that window, though, since update_object() is called _often_) |
729 |
* |
730 |
* action is a hint of what the caller believes need to be done. |
731 |
* For example, if the only thing that has changed is the face (due to |
732 |
* an animation), we don't need to call update_position until that actually |
733 |
* comes into view of a player. OTOH, many other things, like addition/removal |
734 |
* of walls or living creatures may need us to update the flags now. |
735 |
* current action are: |
736 |
* UP_OBJ_INSERT: op was inserted |
737 |
* UP_OBJ_REMOVE: op was removed |
738 |
* UP_OBJ_CHANGE: object has somehow changed. In this case, we always update |
739 |
* as that is easier than trying to look at what may have changed. |
740 |
* UP_OBJ_FACE: only the objects face has changed. |
741 |
*/ |
742 |
|
743 |
void |
744 |
update_object (object *op, int action) |
745 |
{ |
746 |
int update_now = 0, flags; |
747 |
MoveType move_on, move_off, move_block, move_slow; |
748 |
|
749 |
if (op == NULL) |
750 |
{ |
751 |
/* this should never happen */ |
752 |
LOG (llevDebug, "update_object() called for NULL object.\n"); |
753 |
return; |
754 |
} |
755 |
|
756 |
if (op->env != NULL) |
757 |
{ |
758 |
/* Animation is currently handled by client, so nothing |
759 |
* to do in this case. |
760 |
*/ |
761 |
return; |
762 |
} |
763 |
|
764 |
/* If the map is saving, don't do anything as everything is |
765 |
* going to get freed anyways. |
766 |
*/ |
767 |
if (!op->map || op->map->in_memory == MAP_SAVING) |
768 |
return; |
769 |
|
770 |
/* make sure the object is within map boundaries */ |
771 |
if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) |
772 |
{ |
773 |
LOG (llevError, "update_object() called for object out of map!\n"); |
774 |
#ifdef MANY_CORES |
775 |
abort (); |
776 |
#endif |
777 |
return; |
778 |
} |
779 |
|
780 |
flags = GET_MAP_FLAGS (op->map, op->x, op->y); |
781 |
SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE); |
782 |
move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); |
783 |
move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); |
784 |
move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); |
785 |
move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y); |
786 |
|
787 |
if (action == UP_OBJ_INSERT) |
788 |
{ |
789 |
if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) |
790 |
update_now = 1; |
791 |
|
792 |
if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) |
793 |
update_now = 1; |
794 |
|
795 |
if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) |
796 |
update_now = 1; |
797 |
|
798 |
if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) |
799 |
update_now = 1; |
800 |
|
801 |
if (op->type == SAFE_GROUND && !(flags & P_SAFE)) |
802 |
update_now = 1; |
803 |
|
804 |
if ((move_on | op->move_on) != move_on) |
805 |
update_now = 1; |
806 |
|
807 |
if ((move_off | op->move_off) != move_off) |
808 |
update_now = 1; |
809 |
|
810 |
/* This isn't perfect, but I don't expect a lot of objects to |
811 |
* to have move_allow right now. |
812 |
*/ |
813 |
if (((move_block | op->move_block) & ~op->move_allow) != move_block) |
814 |
update_now = 1; |
815 |
|
816 |
if ((move_slow | op->move_slow) != move_slow) |
817 |
update_now = 1; |
818 |
} |
819 |
/* if the object is being removed, we can't make intelligent |
820 |
* decisions, because remove_ob can't really pass the object |
821 |
* that is being removed. |
822 |
*/ |
823 |
else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) |
824 |
update_now = 1; |
825 |
else if (action == UP_OBJ_FACE) |
826 |
/* Nothing to do for that case */ ; |
827 |
else |
828 |
LOG (llevError, "update_object called with invalid action: %d\n", action); |
829 |
|
830 |
if (update_now) |
831 |
{ |
832 |
SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); |
833 |
update_position (op->map, op->x, op->y); |
834 |
} |
835 |
|
836 |
if (op->more != NULL) |
837 |
update_object (op->more, action); |
838 |
} |
839 |
|
840 |
static unordered_vector<object *> mortals; |
841 |
static std::vector<object *> freed; |
842 |
|
843 |
void object::free_mortals () |
844 |
{ |
845 |
for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();) |
846 |
if ((*i)->refcnt) |
847 |
++i; // further delay freeing |
848 |
else |
849 |
{ |
850 |
freed.push_back (*i);//D |
851 |
//delete *i; |
852 |
mortals.erase (i); |
853 |
} |
854 |
|
855 |
if (mortals.size() && 0)//D |
856 |
LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D |
857 |
} |
858 |
|
859 |
object::object () |
860 |
{ |
861 |
SET_FLAG (this, FLAG_REMOVED); |
862 |
|
863 |
expmul = 1.0; |
864 |
face = blank_face; |
865 |
attacked_by_count = -1; |
866 |
} |
867 |
|
868 |
object::~object () |
869 |
{ |
870 |
free_key_values (this); |
871 |
} |
872 |
|
873 |
void object::link () |
874 |
{ |
875 |
count = ++ob_count; |
876 |
|
877 |
prev = 0; |
878 |
next = objects; |
879 |
|
880 |
if (objects) |
881 |
objects->prev = this; |
882 |
|
883 |
objects = this; |
884 |
} |
885 |
|
886 |
void object::unlink () |
887 |
{ |
888 |
count = 0; |
889 |
|
890 |
/* Remove this object from the list of used objects */ |
891 |
if (prev) |
892 |
{ |
893 |
prev->next = next; |
894 |
prev = 0; |
895 |
} |
896 |
|
897 |
if (next) |
898 |
{ |
899 |
next->prev = prev; |
900 |
next = 0; |
901 |
} |
902 |
|
903 |
if (this == objects) |
904 |
objects = next; |
905 |
} |
906 |
|
907 |
object *object::create () |
908 |
{ |
909 |
object *op; |
910 |
|
911 |
if (freed.empty ()) |
912 |
op = new object; |
913 |
else |
914 |
{ |
915 |
// highly annoying, but the only way to get it stable right now |
916 |
op = freed.back (); |
917 |
freed.pop_back (); |
918 |
op->~object (); |
919 |
new ((void *) op) object; |
920 |
} |
921 |
|
922 |
op->link (); |
923 |
return op; |
924 |
} |
925 |
|
926 |
/* |
927 |
* free_object() frees everything allocated by an object, removes |
928 |
* it from the list of used objects, and puts it on the list of |
929 |
* free objects. The IS_FREED() flag is set in the object. |
930 |
* The object must have been removed by remove_ob() first for |
931 |
* this function to succeed. |
932 |
* |
933 |
* If free_inventory is set, free inventory as well. Else drop items in |
934 |
* inventory to the ground. |
935 |
*/ |
936 |
void object::free (bool free_inventory) |
937 |
{ |
938 |
if (QUERY_FLAG (this, FLAG_FREED)) |
939 |
return; |
940 |
|
941 |
if (QUERY_FLAG (this, FLAG_FRIENDLY)) |
942 |
remove_friendly_object (this); |
943 |
|
944 |
if (!QUERY_FLAG (this, FLAG_REMOVED)) |
945 |
remove_ob (this); |
946 |
|
947 |
SET_FLAG (this, FLAG_FREED); |
948 |
|
949 |
if (more) |
950 |
{ |
951 |
more->free (free_inventory); |
952 |
more = 0; |
953 |
} |
954 |
|
955 |
if (inv) |
956 |
{ |
957 |
/* Only if the space blocks everything do we not process - |
958 |
* if some form of movement is allowed, let objects |
959 |
* drop on that space. |
960 |
*/ |
961 |
if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) |
962 |
{ |
963 |
object *op = inv; |
964 |
|
965 |
while (op) |
966 |
{ |
967 |
object *tmp = op->below; |
968 |
op->free (free_inventory); |
969 |
op = tmp; |
970 |
} |
971 |
} |
972 |
else |
973 |
{ /* Put objects in inventory onto this space */ |
974 |
object *op = inv; |
975 |
|
976 |
while (op) |
977 |
{ |
978 |
object *tmp = op->below; |
979 |
|
980 |
remove_ob (op); |
981 |
|
982 |
if (QUERY_FLAG (op, FLAG_STARTEQUIP) |
983 |
|| QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) |
984 |
free_object (op); |
985 |
else |
986 |
{ |
987 |
op->x = x; |
988 |
op->y = y; |
989 |
insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */ |
990 |
} |
991 |
|
992 |
op = tmp; |
993 |
} |
994 |
} |
995 |
} |
996 |
|
997 |
owner = 0; |
998 |
|
999 |
/* Remove object from the active list */ |
1000 |
speed = 0; |
1001 |
update_ob_speed (this); |
1002 |
|
1003 |
unlink (); |
1004 |
|
1005 |
mortals.push_back (this); |
1006 |
} |
1007 |
|
1008 |
/* |
1009 |
* sub_weight() recursively (outwards) subtracts a number from the |
1010 |
* weight of an object (and what is carried by it's environment(s)). |
1011 |
*/ |
1012 |
|
1013 |
void |
1014 |
sub_weight (object *op, signed long weight) |
1015 |
{ |
1016 |
while (op != NULL) |
1017 |
{ |
1018 |
if (op->type == CONTAINER) |
1019 |
{ |
1020 |
weight = (signed long) (weight * (100 - op->stats.Str) / 100); |
1021 |
} |
1022 |
op->carrying -= weight; |
1023 |
op = op->env; |
1024 |
} |
1025 |
} |
1026 |
|
1027 |
/* remove_ob(op): |
1028 |
* This function removes the object op from the linked list of objects |
1029 |
* which it is currently tied to. When this function is done, the |
1030 |
* object will have no environment. If the object previously had an |
1031 |
* environment, the x and y coordinates will be updated to |
1032 |
* the previous environment. |
1033 |
* Beware: This function is called from the editor as well! |
1034 |
*/ |
1035 |
|
1036 |
void |
1037 |
remove_ob (object *op) |
1038 |
{ |
1039 |
object * |
1040 |
tmp, * |
1041 |
last = NULL; |
1042 |
object * |
1043 |
otmp; |
1044 |
|
1045 |
tag_t |
1046 |
tag; |
1047 |
int |
1048 |
check_walk_off; |
1049 |
mapstruct * |
1050 |
m; |
1051 |
|
1052 |
sint16 |
1053 |
x, |
1054 |
y; |
1055 |
|
1056 |
if (QUERY_FLAG (op, FLAG_REMOVED)) |
1057 |
return; |
1058 |
|
1059 |
SET_FLAG (op, FLAG_REMOVED); |
1060 |
|
1061 |
if (op->more != NULL) |
1062 |
remove_ob (op->more); |
1063 |
|
1064 |
/* |
1065 |
* In this case, the object to be removed is in someones |
1066 |
* inventory. |
1067 |
*/ |
1068 |
if (op->env != NULL) |
1069 |
{ |
1070 |
if (op->nrof) |
1071 |
sub_weight (op->env, op->weight * op->nrof); |
1072 |
else |
1073 |
sub_weight (op->env, op->weight + op->carrying); |
1074 |
|
1075 |
/* NO_FIX_PLAYER is set when a great many changes are being |
1076 |
* made to players inventory. If set, avoiding the call |
1077 |
* to save cpu time. |
1078 |
*/ |
1079 |
if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) |
1080 |
fix_player (otmp); |
1081 |
|
1082 |
if (op->above != NULL) |
1083 |
op->above->below = op->below; |
1084 |
else |
1085 |
op->env->inv = op->below; |
1086 |
|
1087 |
if (op->below != NULL) |
1088 |
op->below->above = op->above; |
1089 |
|
1090 |
/* we set up values so that it could be inserted into |
1091 |
* the map, but we don't actually do that - it is up |
1092 |
* to the caller to decide what we want to do. |
1093 |
*/ |
1094 |
op->x = op->env->x, op->y = op->env->y; |
1095 |
op->map = op->env->map; |
1096 |
op->above = NULL, op->below = NULL; |
1097 |
op->env = NULL; |
1098 |
} |
1099 |
else if (op->map) |
1100 |
{ |
1101 |
x = op->x; |
1102 |
y = op->y; |
1103 |
m = get_map_from_coord (op->map, &x, &y); |
1104 |
|
1105 |
if (!m) |
1106 |
{ |
1107 |
LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", |
1108 |
op->map->path, op->x, op->y); |
1109 |
/* in old days, we used to set x and y to 0 and continue. |
1110 |
* it seems if we get into this case, something is probablye |
1111 |
* screwed up and should be fixed. |
1112 |
*/ |
1113 |
abort (); |
1114 |
} |
1115 |
|
1116 |
if (op->map != m) |
1117 |
LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", |
1118 |
op->map->path, m->path, op->x, op->y, x, y); |
1119 |
|
1120 |
/* Re did the following section of code - it looks like it had |
1121 |
* lots of logic for things we no longer care about |
1122 |
*/ |
1123 |
|
1124 |
/* link the object above us */ |
1125 |
if (op->above) |
1126 |
op->above->below = op->below; |
1127 |
else |
1128 |
SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ |
1129 |
|
1130 |
/* Relink the object below us, if there is one */ |
1131 |
if (op->below) |
1132 |
op->below->above = op->above; |
1133 |
else |
1134 |
{ |
1135 |
/* Nothing below, which means we need to relink map object for this space |
1136 |
* use translated coordinates in case some oddness with map tiling is |
1137 |
* evident |
1138 |
*/ |
1139 |
if (GET_MAP_OB (m, x, y) != op) |
1140 |
{ |
1141 |
dump_object (op); |
1142 |
LOG (llevError, |
1143 |
"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); |
1144 |
dump_object (GET_MAP_OB (m, x, y)); |
1145 |
LOG (llevError, "%s\n", errmsg); |
1146 |
} |
1147 |
|
1148 |
SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ |
1149 |
} |
1150 |
|
1151 |
op->above = 0; |
1152 |
op->below = 0; |
1153 |
|
1154 |
if (op->map->in_memory == MAP_SAVING) |
1155 |
return; |
1156 |
|
1157 |
tag = op->count; |
1158 |
check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); |
1159 |
|
1160 |
for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1161 |
{ |
1162 |
/* No point updating the players look faces if he is the object |
1163 |
* being removed. |
1164 |
*/ |
1165 |
|
1166 |
if (tmp->type == PLAYER && tmp != op) |
1167 |
{ |
1168 |
/* If a container that the player is currently using somehow gets |
1169 |
* removed (most likely destroyed), update the player view |
1170 |
* appropriately. |
1171 |
*/ |
1172 |
if (tmp->container == op) |
1173 |
{ |
1174 |
CLEAR_FLAG (op, FLAG_APPLIED); |
1175 |
tmp->container = NULL; |
1176 |
} |
1177 |
|
1178 |
tmp->contr->socket.update_look = 1; |
1179 |
} |
1180 |
|
1181 |
/* See if player moving off should effect something */ |
1182 |
if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) |
1183 |
{ |
1184 |
move_apply (tmp, op, NULL); |
1185 |
|
1186 |
if (was_destroyed (op, tag)) |
1187 |
{ |
1188 |
LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); |
1189 |
} |
1190 |
} |
1191 |
|
1192 |
/* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ |
1193 |
|
1194 |
if (tmp->above == tmp) |
1195 |
tmp->above = NULL; |
1196 |
|
1197 |
last = tmp; |
1198 |
} |
1199 |
|
1200 |
/* last == NULL of there are no objects on this space */ |
1201 |
if (last == NULL) |
1202 |
{ |
1203 |
/* set P_NEED_UPDATE, otherwise update_position will complain. In theory, |
1204 |
* we could preserve the flags (GET_MAP_FLAGS), but update_position figures |
1205 |
* those out anyways, and if there are any flags set right now, they won't |
1206 |
* be correct anyways. |
1207 |
*/ |
1208 |
SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE); |
1209 |
update_position (op->map, op->x, op->y); |
1210 |
} |
1211 |
else |
1212 |
update_object (last, UP_OBJ_REMOVE); |
1213 |
|
1214 |
if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) |
1215 |
update_all_los (op->map, op->x, op->y); |
1216 |
} |
1217 |
} |
1218 |
|
1219 |
/* |
1220 |
* merge_ob(op,top): |
1221 |
* |
1222 |
* This function goes through all objects below and including top, and |
1223 |
* merges op to the first matching object. |
1224 |
* If top is NULL, it is calculated. |
1225 |
* Returns pointer to object if it succeded in the merge, otherwise NULL |
1226 |
*/ |
1227 |
|
1228 |
object * |
1229 |
merge_ob (object *op, object *top) |
1230 |
{ |
1231 |
if (!op->nrof) |
1232 |
return 0; |
1233 |
|
1234 |
if (top == NULL) |
1235 |
for (top = op; top != NULL && top->above != NULL; top = top->above); |
1236 |
|
1237 |
for (; top != NULL; top = top->below) |
1238 |
{ |
1239 |
if (top == op) |
1240 |
continue; |
1241 |
if (CAN_MERGE (op, top)) |
1242 |
{ |
1243 |
top->nrof += op->nrof; |
1244 |
|
1245 |
/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ |
1246 |
op->weight = 0; /* Don't want any adjustements now */ |
1247 |
remove_ob (op); |
1248 |
free_object (op); |
1249 |
return top; |
1250 |
} |
1251 |
} |
1252 |
|
1253 |
return NULL; |
1254 |
} |
1255 |
|
1256 |
/* |
1257 |
* same as insert_ob_in_map except it handle separate coordinates and do a clean |
1258 |
* job preparing multi-part monsters |
1259 |
*/ |
1260 |
object * |
1261 |
insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) |
1262 |
{ |
1263 |
object *tmp; |
1264 |
|
1265 |
if (op->head) |
1266 |
op = op->head; |
1267 |
|
1268 |
for (tmp = op; tmp; tmp = tmp->more) |
1269 |
{ |
1270 |
tmp->x = x + tmp->arch->clone.x; |
1271 |
tmp->y = y + tmp->arch->clone.y; |
1272 |
} |
1273 |
|
1274 |
return insert_ob_in_map (op, m, originator, flag); |
1275 |
} |
1276 |
|
1277 |
/* |
1278 |
* insert_ob_in_map (op, map, originator, flag): |
1279 |
* This function inserts the object in the two-way linked list |
1280 |
* which represents what is on a map. |
1281 |
* The second argument specifies the map, and the x and y variables |
1282 |
* in the object about to be inserted specifies the position. |
1283 |
* |
1284 |
* originator: Player, monster or other object that caused 'op' to be inserted |
1285 |
* into 'map'. May be NULL. |
1286 |
* |
1287 |
* flag is a bitmask about special things to do (or not do) when this |
1288 |
* function is called. see the object.h file for the INS_ values. |
1289 |
* Passing 0 for flag gives proper default values, so flag really only needs |
1290 |
* to be set if special handling is needed. |
1291 |
* |
1292 |
* Return value: |
1293 |
* new object if 'op' was merged with other object |
1294 |
* NULL if 'op' was destroyed |
1295 |
* just 'op' otherwise |
1296 |
*/ |
1297 |
|
1298 |
object * |
1299 |
insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) |
1300 |
{ |
1301 |
object *tmp, *top, *floor = NULL; |
1302 |
sint16 x, y; |
1303 |
|
1304 |
if (QUERY_FLAG (op, FLAG_FREED)) |
1305 |
{ |
1306 |
LOG (llevError, "Trying to insert freed object!\n"); |
1307 |
return NULL; |
1308 |
} |
1309 |
|
1310 |
if (m == NULL) |
1311 |
{ |
1312 |
dump_object (op); |
1313 |
LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); |
1314 |
return op; |
1315 |
} |
1316 |
|
1317 |
if (out_of_map (m, op->x, op->y)) |
1318 |
{ |
1319 |
dump_object (op); |
1320 |
LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); |
1321 |
#ifdef MANY_CORES |
1322 |
/* Better to catch this here, as otherwise the next use of this object |
1323 |
* is likely to cause a crash. Better to find out where it is getting |
1324 |
* improperly inserted. |
1325 |
*/ |
1326 |
abort (); |
1327 |
#endif |
1328 |
return op; |
1329 |
} |
1330 |
|
1331 |
if (!QUERY_FLAG (op, FLAG_REMOVED)) |
1332 |
{ |
1333 |
dump_object (op); |
1334 |
LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); |
1335 |
return op; |
1336 |
} |
1337 |
|
1338 |
if (op->more != NULL) |
1339 |
{ |
1340 |
/* The part may be on a different map. */ |
1341 |
|
1342 |
object *more = op->more; |
1343 |
|
1344 |
/* We really need the caller to normalize coordinates - if |
1345 |
* we set the map, that doesn't work if the location is within |
1346 |
* a map and this is straddling an edge. So only if coordinate |
1347 |
* is clear wrong do we normalize it. |
1348 |
*/ |
1349 |
if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) |
1350 |
more->map = get_map_from_coord (m, &more->x, &more->y); |
1351 |
else if (!more->map) |
1352 |
{ |
1353 |
/* For backwards compatibility - when not dealing with tiled maps, |
1354 |
* more->map should always point to the parent. |
1355 |
*/ |
1356 |
more->map = m; |
1357 |
} |
1358 |
|
1359 |
if (insert_ob_in_map (more, more->map, originator, flag) == NULL) |
1360 |
{ |
1361 |
if (!op->head) |
1362 |
LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); |
1363 |
|
1364 |
return NULL; |
1365 |
} |
1366 |
} |
1367 |
|
1368 |
CLEAR_FLAG (op, FLAG_REMOVED); |
1369 |
|
1370 |
/* Ideally, the caller figures this out. However, it complicates a lot |
1371 |
* of areas of callers (eg, anything that uses find_free_spot would now |
1372 |
* need extra work |
1373 |
*/ |
1374 |
op->map = get_map_from_coord (m, &op->x, &op->y); |
1375 |
x = op->x; |
1376 |
y = op->y; |
1377 |
|
1378 |
/* this has to be done after we translate the coordinates. |
1379 |
*/ |
1380 |
if (op->nrof && !(flag & INS_NO_MERGE)) |
1381 |
for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) |
1382 |
if (CAN_MERGE (op, tmp)) |
1383 |
{ |
1384 |
op->nrof += tmp->nrof; |
1385 |
remove_ob (tmp); |
1386 |
free_object (tmp); |
1387 |
} |
1388 |
|
1389 |
CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ |
1390 |
CLEAR_FLAG (op, FLAG_INV_LOCKED); |
1391 |
|
1392 |
if (!QUERY_FLAG (op, FLAG_ALIVE)) |
1393 |
CLEAR_FLAG (op, FLAG_NO_STEAL); |
1394 |
|
1395 |
if (flag & INS_BELOW_ORIGINATOR) |
1396 |
{ |
1397 |
if (originator->map != op->map || originator->x != op->x || originator->y != op->y) |
1398 |
{ |
1399 |
LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); |
1400 |
abort (); |
1401 |
} |
1402 |
|
1403 |
op->above = originator; |
1404 |
op->below = originator->below; |
1405 |
|
1406 |
if (op->below) |
1407 |
op->below->above = op; |
1408 |
else |
1409 |
SET_MAP_OB (op->map, op->x, op->y, op); |
1410 |
|
1411 |
/* since *below* originator, no need to update top */ |
1412 |
originator->below = op; |
1413 |
} |
1414 |
else |
1415 |
{ |
1416 |
/* If there are other objects, then */ |
1417 |
if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) |
1418 |
{ |
1419 |
object *last = NULL; |
1420 |
|
1421 |
/* |
1422 |
* If there are multiple objects on this space, we do some trickier handling. |
1423 |
* We've already dealt with merging if appropriate. |
1424 |
* Generally, we want to put the new object on top. But if |
1425 |
* flag contains INS_ABOVE_FLOOR_ONLY, once we find the last |
1426 |
* floor, we want to insert above that and no further. |
1427 |
* Also, if there are spell objects on this space, we stop processing |
1428 |
* once we get to them. This reduces the need to traverse over all of |
1429 |
* them when adding another one - this saves quite a bit of cpu time |
1430 |
* when lots of spells are cast in one area. Currently, it is presumed |
1431 |
* that flying non pickable objects are spell objects. |
1432 |
*/ |
1433 |
|
1434 |
while (top != NULL) |
1435 |
{ |
1436 |
if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) |
1437 |
floor = top; |
1438 |
|
1439 |
if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) |
1440 |
{ |
1441 |
/* We insert above top, so we want this object below this */ |
1442 |
top = top->below; |
1443 |
break; |
1444 |
} |
1445 |
|
1446 |
last = top; |
1447 |
top = top->above; |
1448 |
} |
1449 |
|
1450 |
/* Don't want top to be NULL, so set it to the last valid object */ |
1451 |
top = last; |
1452 |
|
1453 |
/* We let update_position deal with figuring out what the space |
1454 |
* looks like instead of lots of conditions here. |
1455 |
* makes things faster, and effectively the same result. |
1456 |
*/ |
1457 |
|
1458 |
/* Have object 'fall below' other objects that block view. |
1459 |
* Unless those objects are exits, type 66 |
1460 |
* If INS_ON_TOP is used, don't do this processing |
1461 |
* Need to find the object that in fact blocks view, otherwise |
1462 |
* stacking is a bit odd. |
1463 |
*/ |
1464 |
if (!(flag & INS_ON_TOP) && |
1465 |
(get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) |
1466 |
{ |
1467 |
for (last = top; last != floor; last = last->below) |
1468 |
if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) |
1469 |
break; |
1470 |
/* Check to see if we found the object that blocks view, |
1471 |
* and make sure we have a below pointer for it so that |
1472 |
* we can get inserted below this one, which requires we |
1473 |
* set top to the object below us. |
1474 |
*/ |
1475 |
if (last && last->below && last != floor) |
1476 |
top = last->below; |
1477 |
} |
1478 |
} /* If objects on this space */ |
1479 |
|
1480 |
if (flag & INS_MAP_LOAD) |
1481 |
top = GET_MAP_TOP (op->map, op->x, op->y); |
1482 |
|
1483 |
if (flag & INS_ABOVE_FLOOR_ONLY) |
1484 |
top = floor; |
1485 |
|
1486 |
/* Top is the object that our object (op) is going to get inserted above. |
1487 |
*/ |
1488 |
|
1489 |
/* First object on this space */ |
1490 |
if (!top) |
1491 |
{ |
1492 |
op->above = GET_MAP_OB (op->map, op->x, op->y); |
1493 |
|
1494 |
if (op->above) |
1495 |
op->above->below = op; |
1496 |
|
1497 |
op->below = NULL; |
1498 |
SET_MAP_OB (op->map, op->x, op->y, op); |
1499 |
} |
1500 |
else |
1501 |
{ /* get inserted into the stack above top */ |
1502 |
op->above = top->above; |
1503 |
|
1504 |
if (op->above) |
1505 |
op->above->below = op; |
1506 |
|
1507 |
op->below = top; |
1508 |
top->above = op; |
1509 |
} |
1510 |
|
1511 |
if (op->above == NULL) |
1512 |
SET_MAP_TOP (op->map, op->x, op->y, op); |
1513 |
} /* else not INS_BELOW_ORIGINATOR */ |
1514 |
|
1515 |
if (op->type == PLAYER) |
1516 |
op->contr->do_los = 1; |
1517 |
|
1518 |
/* If we have a floor, we know the player, if any, will be above |
1519 |
* it, so save a few ticks and start from there. |
1520 |
*/ |
1521 |
if (!(flag & INS_MAP_LOAD)) |
1522 |
for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
1523 |
if (tmp->type == PLAYER) |
1524 |
tmp->contr->socket.update_look = 1; |
1525 |
|
1526 |
/* If this object glows, it may affect lighting conditions that are |
1527 |
* visible to others on this map. But update_all_los is really |
1528 |
* an inefficient way to do this, as it means los for all players |
1529 |
* on the map will get recalculated. The players could very well |
1530 |
* be far away from this change and not affected in any way - |
1531 |
* this should get redone to only look for players within range, |
1532 |
* or just updating the P_NEED_UPDATE for spaces within this area |
1533 |
* of effect may be sufficient. |
1534 |
*/ |
1535 |
if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) |
1536 |
update_all_los (op->map, op->x, op->y); |
1537 |
|
1538 |
/* updates flags (blocked, alive, no magic, etc) for this map space */ |
1539 |
update_object (op, UP_OBJ_INSERT); |
1540 |
|
1541 |
/* Don't know if moving this to the end will break anything. However, |
1542 |
* we want to have update_look set above before calling this. |
1543 |
* |
1544 |
* check_move_on() must be after this because code called from |
1545 |
* check_move_on() depends on correct map flags (so functions like |
1546 |
* blocked() and wall() work properly), and these flags are updated by |
1547 |
* update_object(). |
1548 |
*/ |
1549 |
|
1550 |
/* if this is not the head or flag has been passed, don't check walk on status */ |
1551 |
if (!(flag & INS_NO_WALK_ON) && !op->head) |
1552 |
{ |
1553 |
if (check_move_on (op, originator)) |
1554 |
return NULL; |
1555 |
|
1556 |
/* If we are a multi part object, lets work our way through the check |
1557 |
* walk on's. |
1558 |
*/ |
1559 |
for (tmp = op->more; tmp != NULL; tmp = tmp->more) |
1560 |
if (check_move_on (tmp, originator)) |
1561 |
return NULL; |
1562 |
} |
1563 |
|
1564 |
return op; |
1565 |
} |
1566 |
|
1567 |
/* this function inserts an object in the map, but if it |
1568 |
* finds an object of its own type, it'll remove that one first. |
1569 |
* op is the object to insert it under: supplies x and the map. |
1570 |
*/ |
1571 |
void |
1572 |
replace_insert_ob_in_map (const char *arch_string, object *op) |
1573 |
{ |
1574 |
object * |
1575 |
tmp; |
1576 |
object * |
1577 |
tmp1; |
1578 |
|
1579 |
/* first search for itself and remove any old instances */ |
1580 |
|
1581 |
for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
1582 |
{ |
1583 |
if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ |
1584 |
{ |
1585 |
remove_ob (tmp); |
1586 |
free_object (tmp); |
1587 |
} |
1588 |
} |
1589 |
|
1590 |
tmp1 = arch_to_object (find_archetype (arch_string)); |
1591 |
|
1592 |
tmp1->x = op->x; |
1593 |
tmp1->y = op->y; |
1594 |
insert_ob_in_map (tmp1, op->map, op, 0); |
1595 |
} |
1596 |
|
1597 |
/* |
1598 |
* get_split_ob(ob,nr) splits up ob into two parts. The part which |
1599 |
* is returned contains nr objects, and the remaining parts contains |
1600 |
* the rest (or is removed and freed if that number is 0). |
1601 |
* On failure, NULL is returned, and the reason put into the |
1602 |
* global static errmsg array. |
1603 |
*/ |
1604 |
|
1605 |
object * |
1606 |
get_split_ob (object *orig_ob, uint32 nr) |
1607 |
{ |
1608 |
object * |
1609 |
newob; |
1610 |
int |
1611 |
is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); |
1612 |
|
1613 |
if (orig_ob->nrof < nr) |
1614 |
{ |
1615 |
sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); |
1616 |
return NULL; |
1617 |
} |
1618 |
|
1619 |
newob = object_create_clone (orig_ob); |
1620 |
|
1621 |
if ((orig_ob->nrof -= nr) < 1) |
1622 |
{ |
1623 |
if (!is_removed) |
1624 |
remove_ob (orig_ob); |
1625 |
free_object2 (orig_ob, 1); |
1626 |
} |
1627 |
else if (!is_removed) |
1628 |
{ |
1629 |
if (orig_ob->env != NULL) |
1630 |
sub_weight (orig_ob->env, orig_ob->weight * nr); |
1631 |
if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) |
1632 |
{ |
1633 |
strcpy (errmsg, "Tried to split object whose map is not in memory."); |
1634 |
LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); |
1635 |
return NULL; |
1636 |
} |
1637 |
} |
1638 |
|
1639 |
newob->nrof = nr; |
1640 |
|
1641 |
return newob; |
1642 |
} |
1643 |
|
1644 |
/* |
1645 |
* decrease_ob_nr(object, number) decreases a specified number from |
1646 |
* the amount of an object. If the amount reaches 0, the object |
1647 |
* is subsequently removed and freed. |
1648 |
* |
1649 |
* Return value: 'op' if something is left, NULL if the amount reached 0 |
1650 |
*/ |
1651 |
|
1652 |
object * |
1653 |
decrease_ob_nr (object *op, uint32 i) |
1654 |
{ |
1655 |
object *tmp; |
1656 |
player *pl; |
1657 |
|
1658 |
if (i == 0) /* objects with op->nrof require this check */ |
1659 |
return op; |
1660 |
|
1661 |
if (i > op->nrof) |
1662 |
i = op->nrof; |
1663 |
|
1664 |
if (QUERY_FLAG (op, FLAG_REMOVED)) |
1665 |
op->nrof -= i; |
1666 |
else if (op->env != NULL) |
1667 |
{ |
1668 |
/* is this object in the players inventory, or sub container |
1669 |
* therein? |
1670 |
*/ |
1671 |
tmp = is_player_inv (op->env); |
1672 |
/* nope. Is this a container the player has opened? |
1673 |
* If so, set tmp to that player. |
1674 |
* IMO, searching through all the players will mostly |
1675 |
* likely be quicker than following op->env to the map, |
1676 |
* and then searching the map for a player. |
1677 |
*/ |
1678 |
if (!tmp) |
1679 |
{ |
1680 |
for (pl = first_player; pl; pl = pl->next) |
1681 |
if (pl->ob->container == op->env) |
1682 |
break; |
1683 |
if (pl) |
1684 |
tmp = pl->ob; |
1685 |
else |
1686 |
tmp = NULL; |
1687 |
} |
1688 |
|
1689 |
if (i < op->nrof) |
1690 |
{ |
1691 |
sub_weight (op->env, op->weight * i); |
1692 |
op->nrof -= i; |
1693 |
if (tmp) |
1694 |
{ |
1695 |
esrv_send_item (tmp, op); |
1696 |
} |
1697 |
} |
1698 |
else |
1699 |
{ |
1700 |
remove_ob (op); |
1701 |
op->nrof = 0; |
1702 |
if (tmp) |
1703 |
{ |
1704 |
esrv_del_item (tmp->contr, op->count); |
1705 |
} |
1706 |
} |
1707 |
} |
1708 |
else |
1709 |
{ |
1710 |
object *above = op->above; |
1711 |
|
1712 |
if (i < op->nrof) |
1713 |
op->nrof -= i; |
1714 |
else |
1715 |
{ |
1716 |
remove_ob (op); |
1717 |
op->nrof = 0; |
1718 |
} |
1719 |
|
1720 |
/* Since we just removed op, op->above is null */ |
1721 |
for (tmp = above; tmp != NULL; tmp = tmp->above) |
1722 |
if (tmp->type == PLAYER) |
1723 |
{ |
1724 |
if (op->nrof) |
1725 |
esrv_send_item (tmp, op); |
1726 |
else |
1727 |
esrv_del_item (tmp->contr, op->count); |
1728 |
} |
1729 |
} |
1730 |
|
1731 |
if (op->nrof) |
1732 |
return op; |
1733 |
else |
1734 |
{ |
1735 |
free_object (op); |
1736 |
return NULL; |
1737 |
} |
1738 |
} |
1739 |
|
1740 |
/* |
1741 |
* add_weight(object, weight) adds the specified weight to an object, |
1742 |
* and also updates how much the environment(s) is/are carrying. |
1743 |
*/ |
1744 |
|
1745 |
void |
1746 |
add_weight (object *op, signed long weight) |
1747 |
{ |
1748 |
while (op != NULL) |
1749 |
{ |
1750 |
if (op->type == CONTAINER) |
1751 |
weight = (signed long) (weight * (100 - op->stats.Str) / 100); |
1752 |
|
1753 |
op->carrying += weight; |
1754 |
op = op->env; |
1755 |
} |
1756 |
} |
1757 |
|
1758 |
/* |
1759 |
* insert_ob_in_ob(op,environment): |
1760 |
* This function inserts the object op in the linked list |
1761 |
* inside the object environment. |
1762 |
* |
1763 |
* Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter |
1764 |
* the inventory at the last position or next to other objects of the same |
1765 |
* type. |
1766 |
* Frank: Now sorted by type, archetype and magic! |
1767 |
* |
1768 |
* The function returns now pointer to inserted item, and return value can |
1769 |
* be != op, if items are merged. -Tero |
1770 |
*/ |
1771 |
|
1772 |
object * |
1773 |
insert_ob_in_ob (object *op, object *where) |
1774 |
{ |
1775 |
object * |
1776 |
tmp, * |
1777 |
otmp; |
1778 |
|
1779 |
if (!QUERY_FLAG (op, FLAG_REMOVED)) |
1780 |
{ |
1781 |
dump_object (op); |
1782 |
LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg); |
1783 |
return op; |
1784 |
} |
1785 |
|
1786 |
if (where == NULL) |
1787 |
{ |
1788 |
dump_object (op); |
1789 |
LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg); |
1790 |
return op; |
1791 |
} |
1792 |
|
1793 |
if (where->head) |
1794 |
{ |
1795 |
LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); |
1796 |
where = where->head; |
1797 |
} |
1798 |
|
1799 |
if (op->more) |
1800 |
{ |
1801 |
LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); |
1802 |
return op; |
1803 |
} |
1804 |
|
1805 |
CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); |
1806 |
CLEAR_FLAG (op, FLAG_REMOVED); |
1807 |
if (op->nrof) |
1808 |
{ |
1809 |
for (tmp = where->inv; tmp != NULL; tmp = tmp->below) |
1810 |
if (CAN_MERGE (tmp, op)) |
1811 |
{ |
1812 |
/* return the original object and remove inserted object |
1813 |
(client needs the original object) */ |
1814 |
tmp->nrof += op->nrof; |
1815 |
/* Weight handling gets pretty funky. Since we are adding to |
1816 |
* tmp->nrof, we need to increase the weight. |
1817 |
*/ |
1818 |
add_weight (where, op->weight * op->nrof); |
1819 |
SET_FLAG (op, FLAG_REMOVED); |
1820 |
free_object (op); /* free the inserted object */ |
1821 |
op = tmp; |
1822 |
remove_ob (op); /* and fix old object's links */ |
1823 |
CLEAR_FLAG (op, FLAG_REMOVED); |
1824 |
break; |
1825 |
} |
1826 |
|
1827 |
/* I assume combined objects have no inventory |
1828 |
* We add the weight - this object could have just been removed |
1829 |
* (if it was possible to merge). calling remove_ob will subtract |
1830 |
* the weight, so we need to add it in again, since we actually do |
1831 |
* the linking below |
1832 |
*/ |
1833 |
add_weight (where, op->weight * op->nrof); |
1834 |
} |
1835 |
else |
1836 |
add_weight (where, (op->weight + op->carrying)); |
1837 |
|
1838 |
otmp = is_player_inv (where); |
1839 |
if (otmp && otmp->contr != NULL) |
1840 |
{ |
1841 |
if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) |
1842 |
fix_player (otmp); |
1843 |
} |
1844 |
|
1845 |
op->map = NULL; |
1846 |
op->env = where; |
1847 |
op->above = NULL; |
1848 |
op->below = NULL; |
1849 |
op->x = 0, op->y = 0; |
1850 |
|
1851 |
/* reset the light list and los of the players on the map */ |
1852 |
if ((op->glow_radius != 0) && where->map) |
1853 |
{ |
1854 |
#ifdef DEBUG_LIGHTS |
1855 |
LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); |
1856 |
#endif /* DEBUG_LIGHTS */ |
1857 |
if (MAP_DARKNESS (where->map)) |
1858 |
update_all_los (where->map, where->x, where->y); |
1859 |
} |
1860 |
|
1861 |
/* Client has no idea of ordering so lets not bother ordering it here. |
1862 |
* It sure simplifies this function... |
1863 |
*/ |
1864 |
if (where->inv == NULL) |
1865 |
where->inv = op; |
1866 |
else |
1867 |
{ |
1868 |
op->below = where->inv; |
1869 |
op->below->above = op; |
1870 |
where->inv = op; |
1871 |
} |
1872 |
return op; |
1873 |
} |
1874 |
|
1875 |
/* |
1876 |
* Checks if any objects has a move_type that matches objects |
1877 |
* that effect this object on this space. Call apply() to process |
1878 |
* these events. |
1879 |
* |
1880 |
* Any speed-modification due to SLOW_MOVE() of other present objects |
1881 |
* will affect the speed_left of the object. |
1882 |
* |
1883 |
* originator: Player, monster or other object that caused 'op' to be inserted |
1884 |
* into 'map'. May be NULL. |
1885 |
* |
1886 |
* Return value: 1 if 'op' was destroyed, 0 otherwise. |
1887 |
* |
1888 |
* 4-21-95 added code to check if appropriate skill was readied - this will |
1889 |
* permit faster movement by the player through this terrain. -b.t. |
1890 |
* |
1891 |
* MSW 2001-07-08: Check all objects on space, not just those below |
1892 |
* object being inserted. insert_ob_in_map may not put new objects |
1893 |
* on top. |
1894 |
*/ |
1895 |
|
1896 |
int |
1897 |
check_move_on (object *op, object *originator) |
1898 |
{ |
1899 |
object * |
1900 |
tmp; |
1901 |
tag_t |
1902 |
tag; |
1903 |
mapstruct * |
1904 |
m = op->map; |
1905 |
int |
1906 |
x = op->x, y = op->y; |
1907 |
|
1908 |
MoveType |
1909 |
move_on, |
1910 |
move_slow, |
1911 |
move_block; |
1912 |
|
1913 |
if (QUERY_FLAG (op, FLAG_NO_APPLY)) |
1914 |
return 0; |
1915 |
|
1916 |
tag = op->count; |
1917 |
|
1918 |
move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); |
1919 |
move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); |
1920 |
move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); |
1921 |
|
1922 |
/* if nothing on this space will slow op down or be applied, |
1923 |
* no need to do checking below. have to make sure move_type |
1924 |
* is set, as lots of objects don't have it set - we treat that |
1925 |
* as walking. |
1926 |
*/ |
1927 |
if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) |
1928 |
return 0; |
1929 |
|
1930 |
/* This is basically inverse logic of that below - basically, |
1931 |
* if the object can avoid the move on or slow move, they do so, |
1932 |
* but can't do it if the alternate movement they are using is |
1933 |
* blocked. Logic on this seems confusing, but does seem correct. |
1934 |
*/ |
1935 |
if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) |
1936 |
return 0; |
1937 |
|
1938 |
/* The objects have to be checked from top to bottom. |
1939 |
* Hence, we first go to the top: |
1940 |
*/ |
1941 |
|
1942 |
for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) |
1943 |
{ |
1944 |
/* Trim the search when we find the first other spell effect |
1945 |
* this helps performance so that if a space has 50 spell objects, |
1946 |
* we don't need to check all of them. |
1947 |
*/ |
1948 |
if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK)) |
1949 |
break; |
1950 |
} |
1951 |
|
1952 |
for (; tmp; tmp = tmp->below) |
1953 |
{ |
1954 |
if (tmp == op) |
1955 |
continue; /* Can't apply yourself */ |
1956 |
|
1957 |
/* Check to see if one of the movement types should be slowed down. |
1958 |
* Second check makes sure that the movement types not being slowed |
1959 |
* (~slow_move) is not blocked on this space - just because the |
1960 |
* space doesn't slow down swimming (for example), if you can't actually |
1961 |
* swim on that space, can't use it to avoid the penalty. |
1962 |
*/ |
1963 |
if (!QUERY_FLAG (op, FLAG_WIZPASS)) |
1964 |
{ |
1965 |
if ((!op->move_type && tmp->move_slow & MOVE_WALK) || |
1966 |
((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) |
1967 |
{ |
1968 |
|
1969 |
float |
1970 |
diff = tmp->move_slow_penalty * FABS (op->speed); |
1971 |
|
1972 |
if (op->type == PLAYER) |
1973 |
if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || |
1974 |
(QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) |
1975 |
diff /= 4.0; |
1976 |
|
1977 |
op->speed_left -= diff; |
1978 |
} |
1979 |
} |
1980 |
|
1981 |
/* Basically same logic as above, except now for actual apply. */ |
1982 |
if ((!op->move_type && tmp->move_on & MOVE_WALK) || |
1983 |
((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) |
1984 |
{ |
1985 |
move_apply (tmp, op, originator); |
1986 |
|
1987 |
if (was_destroyed (op, tag)) |
1988 |
return 1; |
1989 |
|
1990 |
/* what the person/creature stepped onto has moved the object |
1991 |
* someplace new. Don't process any further - if we did, |
1992 |
* have a feeling strange problems would result. |
1993 |
*/ |
1994 |
if (op->map != m || op->x != x || op->y != y) |
1995 |
return 0; |
1996 |
} |
1997 |
} |
1998 |
|
1999 |
return 0; |
2000 |
} |
2001 |
|
2002 |
/* |
2003 |
* present_arch(arch, map, x, y) searches for any objects with |
2004 |
* a matching archetype at the given map and coordinates. |
2005 |
* The first matching object is returned, or NULL if none. |
2006 |
*/ |
2007 |
|
2008 |
object * |
2009 |
present_arch (const archetype *at, mapstruct *m, int x, int y) |
2010 |
{ |
2011 |
object * |
2012 |
tmp; |
2013 |
|
2014 |
if (m == NULL || out_of_map (m, x, y)) |
2015 |
{ |
2016 |
LOG (llevError, "Present_arch called outside map.\n"); |
2017 |
return NULL; |
2018 |
} |
2019 |
for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
2020 |
if (tmp->arch == at) |
2021 |
return tmp; |
2022 |
return NULL; |
2023 |
} |
2024 |
|
2025 |
/* |
2026 |
* present(type, map, x, y) searches for any objects with |
2027 |
* a matching type variable at the given map and coordinates. |
2028 |
* The first matching object is returned, or NULL if none. |
2029 |
*/ |
2030 |
|
2031 |
object * |
2032 |
present (unsigned char type, mapstruct *m, int x, int y) |
2033 |
{ |
2034 |
object * |
2035 |
tmp; |
2036 |
|
2037 |
if (out_of_map (m, x, y)) |
2038 |
{ |
2039 |
LOG (llevError, "Present called outside map.\n"); |
2040 |
return NULL; |
2041 |
} |
2042 |
for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
2043 |
if (tmp->type == type) |
2044 |
return tmp; |
2045 |
return NULL; |
2046 |
} |
2047 |
|
2048 |
/* |
2049 |
* present_in_ob(type, object) searches for any objects with |
2050 |
* a matching type variable in the inventory of the given object. |
2051 |
* The first matching object is returned, or NULL if none. |
2052 |
*/ |
2053 |
|
2054 |
object * |
2055 |
present_in_ob (unsigned char type, const object *op) |
2056 |
{ |
2057 |
object * |
2058 |
tmp; |
2059 |
|
2060 |
for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2061 |
if (tmp->type == type) |
2062 |
return tmp; |
2063 |
return NULL; |
2064 |
} |
2065 |
|
2066 |
/* |
2067 |
* present_in_ob (type, str, object) searches for any objects with |
2068 |
* a matching type & name variable in the inventory of the given object. |
2069 |
* The first matching object is returned, or NULL if none. |
2070 |
* This is mostly used by spell effect code, so that we only |
2071 |
* have one spell effect at a time. |
2072 |
* type can be used to narrow the search - if type is set, |
2073 |
* the type must also match. -1 can be passed for the type, |
2074 |
* in which case the type does not need to pass. |
2075 |
* str is the string to match against. Note that we match against |
2076 |
* the object name, not the archetype name. this is so that the |
2077 |
* spell code can use one object type (force), but change it's name |
2078 |
* to be unique. |
2079 |
*/ |
2080 |
|
2081 |
object * |
2082 |
present_in_ob_by_name (int type, const char *str, const object *op) |
2083 |
{ |
2084 |
object * |
2085 |
tmp; |
2086 |
|
2087 |
for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2088 |
{ |
2089 |
if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) |
2090 |
return tmp; |
2091 |
} |
2092 |
return NULL; |
2093 |
} |
2094 |
|
2095 |
/* |
2096 |
* present_arch_in_ob(archetype, object) searches for any objects with |
2097 |
* a matching archetype in the inventory of the given object. |
2098 |
* The first matching object is returned, or NULL if none. |
2099 |
*/ |
2100 |
|
2101 |
object * |
2102 |
present_arch_in_ob (const archetype *at, const object *op) |
2103 |
{ |
2104 |
object * |
2105 |
tmp; |
2106 |
|
2107 |
for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2108 |
if (tmp->arch == at) |
2109 |
return tmp; |
2110 |
return NULL; |
2111 |
} |
2112 |
|
2113 |
/* |
2114 |
* activate recursively a flag on an object inventory |
2115 |
*/ |
2116 |
void |
2117 |
flag_inv (object *op, int flag) |
2118 |
{ |
2119 |
object * |
2120 |
tmp; |
2121 |
|
2122 |
if (op->inv) |
2123 |
for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2124 |
{ |
2125 |
SET_FLAG (tmp, flag); |
2126 |
flag_inv (tmp, flag); |
2127 |
} |
2128 |
} /* |
2129 |
* desactivate recursively a flag on an object inventory |
2130 |
*/ |
2131 |
void |
2132 |
unflag_inv (object *op, int flag) |
2133 |
{ |
2134 |
object * |
2135 |
tmp; |
2136 |
|
2137 |
if (op->inv) |
2138 |
for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2139 |
{ |
2140 |
CLEAR_FLAG (tmp, flag); |
2141 |
unflag_inv (tmp, flag); |
2142 |
} |
2143 |
} |
2144 |
|
2145 |
/* |
2146 |
* set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in |
2147 |
* all it's inventory (recursively). |
2148 |
* If checksums are used, a player will get set_cheat called for |
2149 |
* him/her-self and all object carried by a call to this function. |
2150 |
*/ |
2151 |
|
2152 |
void |
2153 |
set_cheat (object *op) |
2154 |
{ |
2155 |
SET_FLAG (op, FLAG_WAS_WIZ); |
2156 |
flag_inv (op, FLAG_WAS_WIZ); |
2157 |
} |
2158 |
|
2159 |
/* |
2160 |
* find_free_spot(object, map, x, y, start, stop) will search for |
2161 |
* a spot at the given map and coordinates which will be able to contain |
2162 |
* the given object. start and stop specifies how many squares |
2163 |
* to search (see the freearr_x/y[] definition). |
2164 |
* It returns a random choice among the alternatives found. |
2165 |
* start and stop are where to start relative to the free_arr array (1,9 |
2166 |
* does all 4 immediate directions). This returns the index into the |
2167 |
* array of the free spot, -1 if no spot available (dir 0 = x,y) |
2168 |
* Note - this only checks to see if there is space for the head of the |
2169 |
* object - if it is a multispace object, this should be called for all |
2170 |
* pieces. |
2171 |
* Note2: This function does correctly handle tiled maps, but does not |
2172 |
* inform the caller. However, insert_ob_in_map will update as |
2173 |
* necessary, so the caller shouldn't need to do any special work. |
2174 |
* Note - updated to take an object instead of archetype - this is necessary |
2175 |
* because arch_blocked (now ob_blocked) needs to know the movement type |
2176 |
* to know if the space in question will block the object. We can't use |
2177 |
* the archetype because that isn't correct if the monster has been |
2178 |
* customized, changed states, etc. |
2179 |
*/ |
2180 |
|
2181 |
int |
2182 |
find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) |
2183 |
{ |
2184 |
int |
2185 |
i, |
2186 |
index = 0, flag; |
2187 |
static int |
2188 |
altern[SIZEOFFREE]; |
2189 |
|
2190 |
for (i = start; i < stop; i++) |
2191 |
{ |
2192 |
flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); |
2193 |
if (!flag) |
2194 |
altern[index++] = i; |
2195 |
|
2196 |
/* Basically, if we find a wall on a space, we cut down the search size. |
2197 |
* In this way, we won't return spaces that are on another side of a wall. |
2198 |
* This mostly work, but it cuts down the search size in all directions - |
2199 |
* if the space being examined only has a wall to the north and empty |
2200 |
* spaces in all the other directions, this will reduce the search space |
2201 |
* to only the spaces immediately surrounding the target area, and |
2202 |
* won't look 2 spaces south of the target space. |
2203 |
*/ |
2204 |
else if ((flag & AB_NO_PASS) && maxfree[i] < stop) |
2205 |
stop = maxfree[i]; |
2206 |
} |
2207 |
if (!index) |
2208 |
return -1; |
2209 |
return altern[RANDOM () % index]; |
2210 |
} |
2211 |
|
2212 |
/* |
2213 |
* find_first_free_spot(archetype, mapstruct, x, y) works like |
2214 |
* find_free_spot(), but it will search max number of squares. |
2215 |
* But it will return the first available spot, not a random choice. |
2216 |
* Changed 0.93.2: Have it return -1 if there is no free spot available. |
2217 |
*/ |
2218 |
|
2219 |
int |
2220 |
find_first_free_spot (const object *ob, mapstruct *m, int x, int y) |
2221 |
{ |
2222 |
int |
2223 |
i; |
2224 |
|
2225 |
for (i = 0; i < SIZEOFFREE; i++) |
2226 |
{ |
2227 |
if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) |
2228 |
return i; |
2229 |
} |
2230 |
return -1; |
2231 |
} |
2232 |
|
2233 |
/* |
2234 |
* The function permute(arr, begin, end) randomly reorders the array |
2235 |
* arr[begin..end-1]. |
2236 |
*/ |
2237 |
static void |
2238 |
permute (int *arr, int begin, int end) |
2239 |
{ |
2240 |
int |
2241 |
i, |
2242 |
j, |
2243 |
tmp, |
2244 |
len; |
2245 |
|
2246 |
len = end - begin; |
2247 |
for (i = begin; i < end; i++) |
2248 |
{ |
2249 |
j = begin + RANDOM () % len; |
2250 |
|
2251 |
tmp = arr[i]; |
2252 |
arr[i] = arr[j]; |
2253 |
arr[j] = tmp; |
2254 |
} |
2255 |
} |
2256 |
|
2257 |
/* new function to make monster searching more efficient, and effective! |
2258 |
* This basically returns a randomized array (in the passed pointer) of |
2259 |
* the spaces to find monsters. In this way, it won't always look for |
2260 |
* monsters to the north first. However, the size of the array passed |
2261 |
* covers all the spaces, so within that size, all the spaces within |
2262 |
* the 3x3 area will be searched, just not in a predictable order. |
2263 |
*/ |
2264 |
void |
2265 |
get_search_arr (int *search_arr) |
2266 |
{ |
2267 |
int |
2268 |
i; |
2269 |
|
2270 |
for (i = 0; i < SIZEOFFREE; i++) |
2271 |
{ |
2272 |
search_arr[i] = i; |
2273 |
} |
2274 |
|
2275 |
permute (search_arr, 1, SIZEOFFREE1 + 1); |
2276 |
permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); |
2277 |
permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); |
2278 |
} |
2279 |
|
2280 |
/* |
2281 |
* find_dir(map, x, y, exclude) will search some close squares in the |
2282 |
* given map at the given coordinates for live objects. |
2283 |
* It will not considered the object given as exclude among possible |
2284 |
* live objects. |
2285 |
* It returns the direction toward the first/closest live object if finds |
2286 |
* any, otherwise 0. |
2287 |
* Perhaps incorrectly, but I'm making the assumption that exclude |
2288 |
* is actually want is going to try and move there. We need this info |
2289 |
* because we have to know what movement the thing looking to move |
2290 |
* there is capable of. |
2291 |
*/ |
2292 |
|
2293 |
int |
2294 |
find_dir (mapstruct *m, int x, int y, object *exclude) |
2295 |
{ |
2296 |
int |
2297 |
i, |
2298 |
max = SIZEOFFREE, mflags; |
2299 |
|
2300 |
sint16 nx, ny; |
2301 |
object * |
2302 |
tmp; |
2303 |
mapstruct * |
2304 |
mp; |
2305 |
|
2306 |
MoveType blocked, move_type; |
2307 |
|
2308 |
if (exclude && exclude->head) |
2309 |
{ |
2310 |
exclude = exclude->head; |
2311 |
move_type = exclude->move_type; |
2312 |
} |
2313 |
else |
2314 |
{ |
2315 |
/* If we don't have anything, presume it can use all movement types. */ |
2316 |
move_type = MOVE_ALL; |
2317 |
} |
2318 |
|
2319 |
for (i = 1; i < max; i++) |
2320 |
{ |
2321 |
mp = m; |
2322 |
nx = x + freearr_x[i]; |
2323 |
ny = y + freearr_y[i]; |
2324 |
|
2325 |
mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); |
2326 |
if (mflags & P_OUT_OF_MAP) |
2327 |
{ |
2328 |
max = maxfree[i]; |
2329 |
} |
2330 |
else |
2331 |
{ |
2332 |
blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); |
2333 |
|
2334 |
if ((move_type & blocked) == move_type) |
2335 |
{ |
2336 |
max = maxfree[i]; |
2337 |
} |
2338 |
else if (mflags & P_IS_ALIVE) |
2339 |
{ |
2340 |
for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) |
2341 |
{ |
2342 |
if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) |
2343 |
{ |
2344 |
break; |
2345 |
} |
2346 |
} |
2347 |
if (tmp) |
2348 |
{ |
2349 |
return freedir[i]; |
2350 |
} |
2351 |
} |
2352 |
} |
2353 |
} |
2354 |
return 0; |
2355 |
} |
2356 |
|
2357 |
/* |
2358 |
* distance(object 1, object 2) will return the square of the |
2359 |
* distance between the two given objects. |
2360 |
*/ |
2361 |
|
2362 |
int |
2363 |
distance (const object *ob1, const object *ob2) |
2364 |
{ |
2365 |
int |
2366 |
i; |
2367 |
|
2368 |
i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); |
2369 |
return i; |
2370 |
} |
2371 |
|
2372 |
/* |
2373 |
* find_dir_2(delta-x,delta-y) will return a direction in which |
2374 |
* an object which has subtracted the x and y coordinates of another |
2375 |
* object, needs to travel toward it. |
2376 |
*/ |
2377 |
|
2378 |
int |
2379 |
find_dir_2 (int x, int y) |
2380 |
{ |
2381 |
int |
2382 |
q; |
2383 |
|
2384 |
if (y) |
2385 |
q = x * 100 / y; |
2386 |
else if (x) |
2387 |
q = -300 * x; |
2388 |
else |
2389 |
return 0; |
2390 |
|
2391 |
if (y > 0) |
2392 |
{ |
2393 |
if (q < -242) |
2394 |
return 3; |
2395 |
if (q < -41) |
2396 |
return 2; |
2397 |
if (q < 41) |
2398 |
return 1; |
2399 |
if (q < 242) |
2400 |
return 8; |
2401 |
return 7; |
2402 |
} |
2403 |
|
2404 |
if (q < -242) |
2405 |
return 7; |
2406 |
if (q < -41) |
2407 |
return 6; |
2408 |
if (q < 41) |
2409 |
return 5; |
2410 |
if (q < 242) |
2411 |
return 4; |
2412 |
|
2413 |
return 3; |
2414 |
} |
2415 |
|
2416 |
/* |
2417 |
* absdir(int): Returns a number between 1 and 8, which represent |
2418 |
* the "absolute" direction of a number (it actually takes care of |
2419 |
* "overflow" in previous calculations of a direction). |
2420 |
*/ |
2421 |
|
2422 |
int |
2423 |
absdir (int d) |
2424 |
{ |
2425 |
while (d < 1) |
2426 |
d += 8; |
2427 |
while (d > 8) |
2428 |
d -= 8; |
2429 |
return d; |
2430 |
} |
2431 |
|
2432 |
/* |
2433 |
* dirdiff(dir1, dir2) returns how many 45-degrees differences there is |
2434 |
* between two directions (which are expected to be absolute (see absdir()) |
2435 |
*/ |
2436 |
|
2437 |
int |
2438 |
dirdiff (int dir1, int dir2) |
2439 |
{ |
2440 |
int |
2441 |
d; |
2442 |
|
2443 |
d = abs (dir1 - dir2); |
2444 |
if (d > 4) |
2445 |
d = 8 - d; |
2446 |
return d; |
2447 |
} |
2448 |
|
2449 |
/* peterm: |
2450 |
* do LOS stuff for ball lightning. Go after the closest VISIBLE monster. |
2451 |
* Basically, this is a table of directions, and what directions |
2452 |
* one could go to go back to us. Eg, entry 15 below is 4, 14, 16. |
2453 |
* This basically means that if direction is 15, then it could either go |
2454 |
* direction 4, 14, or 16 to get back to where we are. |
2455 |
* Moved from spell_util.c to object.c with the other related direction |
2456 |
* functions. |
2457 |
*/ |
2458 |
|
2459 |
int |
2460 |
reduction_dir[SIZEOFFREE][3] = { |
2461 |
{0, 0, 0}, /* 0 */ |
2462 |
{0, 0, 0}, /* 1 */ |
2463 |
{0, 0, 0}, /* 2 */ |
2464 |
{0, 0, 0}, /* 3 */ |
2465 |
{0, 0, 0}, /* 4 */ |
2466 |
{0, 0, 0}, /* 5 */ |
2467 |
{0, 0, 0}, /* 6 */ |
2468 |
{0, 0, 0}, /* 7 */ |
2469 |
{0, 0, 0}, /* 8 */ |
2470 |
{8, 1, 2}, /* 9 */ |
2471 |
{1, 2, -1}, /* 10 */ |
2472 |
{2, 10, 12}, /* 11 */ |
2473 |
{2, 3, -1}, /* 12 */ |
2474 |
{2, 3, 4}, /* 13 */ |
2475 |
{3, 4, -1}, /* 14 */ |
2476 |
{4, 14, 16}, /* 15 */ |
2477 |
{5, 4, -1}, /* 16 */ |
2478 |
{4, 5, 6}, /* 17 */ |
2479 |
{6, 5, -1}, /* 18 */ |
2480 |
{6, 20, 18}, /* 19 */ |
2481 |
{7, 6, -1}, /* 20 */ |
2482 |
{6, 7, 8}, /* 21 */ |
2483 |
{7, 8, -1}, /* 22 */ |
2484 |
{8, 22, 24}, /* 23 */ |
2485 |
{8, 1, -1}, /* 24 */ |
2486 |
{24, 9, 10}, /* 25 */ |
2487 |
{9, 10, -1}, /* 26 */ |
2488 |
{10, 11, -1}, /* 27 */ |
2489 |
{27, 11, 29}, /* 28 */ |
2490 |
{11, 12, -1}, /* 29 */ |
2491 |
{12, 13, -1}, /* 30 */ |
2492 |
{12, 13, 14}, /* 31 */ |
2493 |
{13, 14, -1}, /* 32 */ |
2494 |
{14, 15, -1}, /* 33 */ |
2495 |
{33, 15, 35}, /* 34 */ |
2496 |
{16, 15, -1}, /* 35 */ |
2497 |
{17, 16, -1}, /* 36 */ |
2498 |
{18, 17, 16}, /* 37 */ |
2499 |
{18, 17, -1}, /* 38 */ |
2500 |
{18, 19, -1}, /* 39 */ |
2501 |
{41, 19, 39}, /* 40 */ |
2502 |
{19, 20, -1}, /* 41 */ |
2503 |
{20, 21, -1}, /* 42 */ |
2504 |
{20, 21, 22}, /* 43 */ |
2505 |
{21, 22, -1}, /* 44 */ |
2506 |
{23, 22, -1}, /* 45 */ |
2507 |
{45, 47, 23}, /* 46 */ |
2508 |
{23, 24, -1}, /* 47 */ |
2509 |
{24, 9, -1} |
2510 |
}; /* 48 */ |
2511 |
|
2512 |
/* Recursive routine to step back and see if we can |
2513 |
* find a path to that monster that we found. If not, |
2514 |
* we don't bother going toward it. Returns 1 if we |
2515 |
* can see a direct way to get it |
2516 |
* Modified to be map tile aware -.MSW |
2517 |
*/ |
2518 |
|
2519 |
|
2520 |
int |
2521 |
can_see_monsterP (mapstruct *m, int x, int y, int dir) |
2522 |
{ |
2523 |
sint16 dx, dy; |
2524 |
int |
2525 |
mflags; |
2526 |
|
2527 |
if (dir < 0) |
2528 |
return 0; /* exit condition: invalid direction */ |
2529 |
|
2530 |
dx = x + freearr_x[dir]; |
2531 |
dy = y + freearr_y[dir]; |
2532 |
|
2533 |
mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); |
2534 |
|
2535 |
/* This functional arguably was incorrect before - it was |
2536 |
* checking for P_WALL - that was basically seeing if |
2537 |
* we could move to the monster - this is being more |
2538 |
* literal on if we can see it. To know if we can actually |
2539 |
* move to the monster, we'd need the monster passed in or |
2540 |
* at least its move type. |
2541 |
*/ |
2542 |
if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) |
2543 |
return 0; |
2544 |
|
2545 |
/* yes, can see. */ |
2546 |
if (dir < 9) |
2547 |
return 1; |
2548 |
return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | |
2549 |
can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); |
2550 |
} |
2551 |
|
2552 |
|
2553 |
|
2554 |
/* |
2555 |
* can_pick(picker, item): finds out if an object is possible to be |
2556 |
* picked up by the picker. Returnes 1 if it can be |
2557 |
* picked up, otherwise 0. |
2558 |
* |
2559 |
* Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause |
2560 |
* core dumps if they do. |
2561 |
* |
2562 |
* Add a check so we can't pick up invisible objects (0.93.8) |
2563 |
*/ |
2564 |
|
2565 |
int |
2566 |
can_pick (const object *who, const object *item) |
2567 |
{ |
2568 |
return /*QUERY_FLAG(who,FLAG_WIZ)|| */ |
2569 |
(item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && |
2570 |
!QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); |
2571 |
} |
2572 |
|
2573 |
|
2574 |
/* |
2575 |
* create clone from object to another |
2576 |
*/ |
2577 |
object * |
2578 |
object_create_clone (object *asrc) |
2579 |
{ |
2580 |
object * |
2581 |
dst = NULL, *tmp, *src, *part, *prev, *item; |
2582 |
|
2583 |
if (!asrc) |
2584 |
return NULL; |
2585 |
src = asrc; |
2586 |
if (src->head) |
2587 |
src = src->head; |
2588 |
|
2589 |
prev = NULL; |
2590 |
for (part = src; part; part = part->more) |
2591 |
{ |
2592 |
tmp = get_object (); |
2593 |
copy_object (part, tmp); |
2594 |
tmp->x -= src->x; |
2595 |
tmp->y -= src->y; |
2596 |
if (!part->head) |
2597 |
{ |
2598 |
dst = tmp; |
2599 |
tmp->head = NULL; |
2600 |
} |
2601 |
else |
2602 |
{ |
2603 |
tmp->head = dst; |
2604 |
} |
2605 |
tmp->more = NULL; |
2606 |
if (prev) |
2607 |
prev->more = tmp; |
2608 |
prev = tmp; |
2609 |
} |
2610 |
|
2611 |
/*** copy inventory ***/ |
2612 |
for (item = src->inv; item; item = item->below) |
2613 |
{ |
2614 |
(void) insert_ob_in_ob (object_create_clone (item), dst); |
2615 |
} |
2616 |
|
2617 |
return dst; |
2618 |
} |
2619 |
|
2620 |
/* return true if the object was destroyed, 0 otherwise */ |
2621 |
int |
2622 |
was_destroyed (const object *op, tag_t old_tag) |
2623 |
{ |
2624 |
/* checking for FLAG_FREED isn't necessary, but makes this function more |
2625 |
* robust */ |
2626 |
return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED); |
2627 |
} |
2628 |
|
2629 |
/* GROS - Creates an object using a string representing its content. */ |
2630 |
|
2631 |
/* Basically, we save the content of the string to a temp file, then call */ |
2632 |
|
2633 |
/* load_object on it. I admit it is a highly inefficient way to make things, */ |
2634 |
|
2635 |
/* but it was simple to make and allows reusing the load_object function. */ |
2636 |
|
2637 |
/* Remember not to use load_object_str in a time-critical situation. */ |
2638 |
|
2639 |
/* Also remember that multiparts objects are not supported for now. */ |
2640 |
|
2641 |
object * |
2642 |
load_object_str (const char *obstr) |
2643 |
{ |
2644 |
object * |
2645 |
op; |
2646 |
char |
2647 |
filename[MAX_BUF]; |
2648 |
|
2649 |
sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); |
2650 |
|
2651 |
FILE * |
2652 |
tempfile = fopen (filename, "w"); |
2653 |
|
2654 |
if (tempfile == NULL) |
2655 |
{ |
2656 |
LOG (llevError, "Error - Unable to access load object temp file\n"); |
2657 |
return NULL; |
2658 |
}; |
2659 |
fprintf (tempfile, obstr); |
2660 |
fclose (tempfile); |
2661 |
|
2662 |
op = get_object (); |
2663 |
|
2664 |
object_thawer thawer (filename); |
2665 |
|
2666 |
if (thawer) |
2667 |
load_object (thawer, op, 0); |
2668 |
|
2669 |
LOG (llevDebug, " load str completed, object=%s\n", &op->name); |
2670 |
CLEAR_FLAG (op, FLAG_REMOVED); |
2671 |
|
2672 |
return op; |
2673 |
} |
2674 |
|
2675 |
/* This returns the first object in who's inventory that |
2676 |
* has the same type and subtype match. |
2677 |
* returns NULL if no match. |
2678 |
*/ |
2679 |
object * |
2680 |
find_obj_by_type_subtype (const object *who, int type, int subtype) |
2681 |
{ |
2682 |
object * |
2683 |
tmp; |
2684 |
|
2685 |
for (tmp = who->inv; tmp; tmp = tmp->below) |
2686 |
if (tmp->type == type && tmp->subtype == subtype) |
2687 |
return tmp; |
2688 |
|
2689 |
return NULL; |
2690 |
} |
2691 |
|
2692 |
/* If ob has a field named key, return the link from the list, |
2693 |
* otherwise return NULL. |
2694 |
* |
2695 |
* key must be a passed in shared string - otherwise, this won't |
2696 |
* do the desired thing. |
2697 |
*/ |
2698 |
key_value * |
2699 |
get_ob_key_link (const object *ob, const char *key) |
2700 |
{ |
2701 |
key_value * |
2702 |
link; |
2703 |
|
2704 |
for (link = ob->key_values; link != NULL; link = link->next) |
2705 |
{ |
2706 |
if (link->key == key) |
2707 |
{ |
2708 |
return link; |
2709 |
} |
2710 |
} |
2711 |
|
2712 |
return NULL; |
2713 |
} |
2714 |
|
2715 |
/* |
2716 |
* Returns the value of op has an extra_field for key, or NULL. |
2717 |
* |
2718 |
* The argument doesn't need to be a shared string. |
2719 |
* |
2720 |
* The returned string is shared. |
2721 |
*/ |
2722 |
const char * |
2723 |
get_ob_key_value (const object *op, const char *const key) |
2724 |
{ |
2725 |
key_value *link; |
2726 |
shstr_cmp canonical_key (key); |
2727 |
|
2728 |
if (!canonical_key) |
2729 |
{ |
2730 |
/* 1. There being a field named key on any object |
2731 |
* implies there'd be a shared string to find. |
2732 |
* 2. Since there isn't, no object has this field. |
2733 |
* 3. Therefore, *this* object doesn't have this field. |
2734 |
*/ |
2735 |
return 0; |
2736 |
} |
2737 |
|
2738 |
/* This is copied from get_ob_key_link() above - |
2739 |
* only 4 lines, and saves the function call overhead. |
2740 |
*/ |
2741 |
for (link = op->key_values; link; link = link->next) |
2742 |
if (link->key == canonical_key) |
2743 |
return link->value; |
2744 |
|
2745 |
return 0; |
2746 |
} |
2747 |
|
2748 |
|
2749 |
/* |
2750 |
* Updates the canonical_key in op to value. |
2751 |
* |
2752 |
* canonical_key is a shared string (value doesn't have to be). |
2753 |
* |
2754 |
* Unless add_key is TRUE, it won't add fields, only change the value of existing |
2755 |
* keys. |
2756 |
* |
2757 |
* Returns TRUE on success. |
2758 |
*/ |
2759 |
int |
2760 |
set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) |
2761 |
{ |
2762 |
key_value * |
2763 |
field = NULL, *last = NULL; |
2764 |
|
2765 |
for (field = op->key_values; field != NULL; field = field->next) |
2766 |
{ |
2767 |
if (field->key != canonical_key) |
2768 |
{ |
2769 |
last = field; |
2770 |
continue; |
2771 |
} |
2772 |
|
2773 |
if (value) |
2774 |
field->value = value; |
2775 |
else |
2776 |
{ |
2777 |
/* Basically, if the archetype has this key set, |
2778 |
* we need to store the null value so when we save |
2779 |
* it, we save the empty value so that when we load, |
2780 |
* we get this value back again. |
2781 |
*/ |
2782 |
if (get_ob_key_link (&op->arch->clone, canonical_key)) |
2783 |
field->value = 0; |
2784 |
else |
2785 |
{ |
2786 |
if (last) |
2787 |
last->next = field->next; |
2788 |
else |
2789 |
op->key_values = field->next; |
2790 |
|
2791 |
delete field; |
2792 |
} |
2793 |
} |
2794 |
return TRUE; |
2795 |
} |
2796 |
/* IF we get here, key doesn't exist */ |
2797 |
|
2798 |
/* No field, we'll have to add it. */ |
2799 |
|
2800 |
if (!add_key) |
2801 |
{ |
2802 |
return FALSE; |
2803 |
} |
2804 |
/* There isn't any good reason to store a null |
2805 |
* value in the key/value list. If the archetype has |
2806 |
* this key, then we should also have it, so shouldn't |
2807 |
* be here. If user wants to store empty strings, |
2808 |
* should pass in "" |
2809 |
*/ |
2810 |
if (value == NULL) |
2811 |
return TRUE; |
2812 |
|
2813 |
field = new key_value; |
2814 |
|
2815 |
field->key = canonical_key; |
2816 |
field->value = value; |
2817 |
/* Usual prepend-addition. */ |
2818 |
field->next = op->key_values; |
2819 |
op->key_values = field; |
2820 |
|
2821 |
return TRUE; |
2822 |
} |
2823 |
|
2824 |
/* |
2825 |
* Updates the key in op to value. |
2826 |
* |
2827 |
* If add_key is FALSE, this will only update existing keys, |
2828 |
* and not add new ones. |
2829 |
* In general, should be little reason FALSE is ever passed in for add_key |
2830 |
* |
2831 |
* Returns TRUE on success. |
2832 |
*/ |
2833 |
int |
2834 |
set_ob_key_value (object *op, const char *key, const char *value, int add_key) |
2835 |
{ |
2836 |
shstr key_ (key); |
2837 |
|
2838 |
return set_ob_key_value_s (op, key_, value, add_key); |
2839 |
} |
2840 |
|
2841 |
object::depth_iterator::depth_iterator (object *container) |
2842 |
: iterator_base (container) |
2843 |
{ |
2844 |
while (item->inv) |
2845 |
item = item->inv; |
2846 |
} |
2847 |
|
2848 |
void |
2849 |
object::depth_iterator::next () |
2850 |
{ |
2851 |
if (item->below) |
2852 |
{ |
2853 |
item = item->below; |
2854 |
|
2855 |
while (item->inv) |
2856 |
item = item->inv; |
2857 |
} |
2858 |
else |
2859 |
item = item->env; |
2860 |
} |
2861 |
|
2862 |
// return a suitable string describing an objetc in enough detail to find it |
2863 |
const char * |
2864 |
object::debug_desc (char *info) const |
2865 |
{ |
2866 |
char info2[256 * 3]; |
2867 |
char *p = info; |
2868 |
|
2869 |
p += snprintf (p, 256, "%d=\"%s%s%s\"", |
2870 |
count, |
2871 |
&name, |
2872 |
title ? " " : "", |
2873 |
title ? (const char *)title : ""); |
2874 |
|
2875 |
if (env) |
2876 |
p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); |
2877 |
|
2878 |
if (map) |
2879 |
p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); |
2880 |
|
2881 |
return info; |
2882 |
} |
2883 |
|
2884 |
const char * |
2885 |
object::debug_desc () const |
2886 |
{ |
2887 |
static char info[256 * 3]; |
2888 |
return debug_desc (info); |
2889 |
} |
2890 |
|