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Revision: 1.104
Committed: Tue Jan 2 21:13:21 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.103: +7 -7 lines
Log Message:
activate_recursive etc. was using op->above, not op->below, so was not recursive at all

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24 /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27 #include <global.h>
28 #include <stdio.h>
29 #include <sys/types.h>
30 #include <sys/uio.h>
31 #include <object.h>
32 #include <funcpoint.h>
33 #include <loader.h>
34
35 #include <bitset>
36
37 int nrofallocobjects = 0;
38 static UUID uuid;
39 const uint64 UUID_SKIP = 1<<19;
40
41 object *active_objects; /* List of active objects that need to be processed */
42
43 short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45 };
46 short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48 };
49 int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51 };
52 int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55 };
56
57 static void
58 write_uuid (void)
59 {
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76 }
77
78 static void
79 read_uuid (void)
80 {
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113 }
114
115 UUID
116 gen_uuid ()
117 {
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126 }
127
128 void
129 init_uuid ()
130 {
131 read_uuid ();
132 }
133
134 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135 static int
136 compare_ob_value_lists_one (const object *wants, const object *has)
137 {
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted...
143 */
144
145 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 {
148 key_value *has_field;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168
169 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE;
171 }
172
173 /* Returns TRUE if ob1 has the same key_values as ob2. */
174 static int
175 compare_ob_value_lists (const object *ob1, const object *ob2)
176 {
177 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :(
179 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
181 }
182
183 /* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together.
185 *
186 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency.
189 *
190 * Check nrof variable *before* calling can_merge()
191 *
192 * Improvements made with merge: Better checking on potion, and also
193 * check weight
194 */
195 bool object::can_merge_slow (object *ob1, object *ob2)
196 {
197 /* A couple quicksanity checks */
198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
203 return 0;
204
205 //TODO: this ain't working well, use nicer and correct overflow check
206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
207 * value could not be stored in a sint32 (which unfortunately sometimes is
208 * used to store nrof).
209 */
210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
211 return 0;
212
213 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning.
218 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224
225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
226 || ob1->arch != ob2->arch
227 || ob1->name != ob2->name
228 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
233 || ob1->attacktype != ob2->attacktype
234 || ob1->magic != ob2->magic
235 || ob1->slaying != ob2->slaying
236 || ob1->skill != ob2->skill
237 || ob1->value != ob2->value
238 || ob1->animation_id != ob2->animation_id
239 || ob1->client_type != ob2->client_type
240 || ob1->materialname != ob2->materialname
241 || ob1->lore != ob2->lore
242 || ob1->subtype != ob2->subtype
243 || ob1->move_type != ob2->move_type
244 || ob1->move_block != ob2->move_block
245 || ob1->move_allow != ob2->move_allow
246 || ob1->move_on != ob2->move_on
247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
250 return 0;
251
252 /* This is really a spellbook check - really, we should
253 * check all objects in the inventory.
254 */
255 if (ob1->inv || ob2->inv)
256 {
257 /* if one object has inventory but the other doesn't, not equiv */
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
259 return 0;
260
261 /* Now check to see if the two inventory objects could merge */
262 if (!object::can_merge (ob1->inv, ob2->inv))
263 return 0;
264
265 /* inventory ok - still need to check rest of this object to see
266 * if it is valid.
267 */
268 }
269
270 /* Don't merge objects that are applied. With the new 'body' code,
271 * it is possible for most any character to have more than one of
272 * some items equipped, and we don't want those to merge.
273 */
274 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
275 return 0;
276
277 /* Note sure why the following is the case - either the object has to
278 * be animated or have a very low speed. Is this an attempted monster
279 * check?
280 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
282 return 0;
283
284 switch (ob1->type)
285 {
286 case SCROLL:
287 if (ob1->level != ob2->level)
288 return 0;
289 break;
290 }
291
292 if (ob1->key_values != NULL || ob2->key_values != NULL)
293 {
294 /* At least one of these has key_values. */
295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
296 /* One has fields, but the other one doesn't. */
297 return 0;
298 else if (!compare_ob_value_lists (ob1, ob2))
299 return 0;
300 }
301
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self)
304 {
305 ob1->optimise ();
306 ob2->optimise ();
307
308 if (ob1->self || ob2->self)
309 return 0;
310 }
311
312 /* Everything passes, must be OK. */
313 return 1;
314 }
315
316 /*
317 * sum_weight() is a recursive function which calculates the weight
318 * an object is carrying. It goes through in figures out how much
319 * containers are carrying, and sums it up.
320 */
321 long
322 sum_weight (object *op)
323 {
324 long sum;
325 object *inv;
326
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
328 {
329 if (inv->inv)
330 sum_weight (inv);
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
332 }
333
334 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100;
336
337 if (op->carrying != sum)
338 op->carrying = sum;
339
340 return sum;
341 }
342
343 /**
344 * Return the outermost environment object for a given object.
345 */
346
347 object *
348 object_get_env_recursive (object *op)
349 {
350 while (op->env != NULL)
351 op = op->env;
352 return op;
353 }
354
355 /*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array.
359 */
360
361 char *
362 dump_object (object *op)
363 {
364 if (!op)
365 return strdup ("[NULLOBJ]");
366
367 object_freezer freezer;
368 save_object (freezer, op, 1);
369 return freezer.as_string ();
370 }
371
372 /*
373 * get_nearest_part(multi-object, object 2) returns the part of the
374 * multi-object 1 which is closest to the second object.
375 * If it's not a multi-object, it is returned.
376 */
377
378 object *
379 get_nearest_part (object *op, const object *pl)
380 {
381 object *tmp, *closest;
382 int last_dist, i;
383
384 if (op->more == NULL)
385 return op;
386 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
387 if ((i = distance (tmp, pl)) < last_dist)
388 closest = tmp, last_dist = i;
389 return closest;
390 }
391
392 /*
393 * Returns the object which has the count-variable equal to the argument.
394 */
395
396 object *
397 find_object (tag_t i)
398 {
399 for (object *op = object::first; op; op = op->next)
400 if (op->count == i)
401 return op;
402
403 return 0;
404 }
405
406 /*
407 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999"
410 */
411
412 object *
413 find_object_name (const char *str)
414 {
415 shstr_cmp str_ (str);
416 object *op;
417
418 for (op = object::first; op != NULL; op = op->next)
419 if (op->name == str_)
420 break;
421
422 return op;
423 }
424
425 void
426 free_all_object_data ()
427 {
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429 }
430
431 /*
432 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects.
434 */
435 void
436 object::set_owner (object *owner)
437 {
438 if (!owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner)
449 owner = owner->owner;
450
451 this->owner = owner;
452 }
453
454 /* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links.
456 */
457 static void
458 free_key_values (object *op)
459 {
460 for (key_value *i = op->key_values; i != 0;)
461 {
462 key_value *next = i->next;
463 delete i;
464
465 i = next;
466 }
467
468 op->key_values = 0;
469 }
470
471 /*
472 * copy_to first frees everything allocated by the dst object,
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479 void
480 object::copy_to (object *dst)
481 {
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this;
486
487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495
496 /* Copy over key_values, if any. */
497 if (key_values)
498 {
499 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0;
503
504 for (i = key_values; i; i = i->next)
505 {
506 key_value *new_link = new key_value;
507
508 new_link->next = 0;
509 new_link->key = i->key;
510 new_link->value = i->value;
511
512 /* Try and be clever here, too. */
513 if (!dst->key_values)
514 {
515 dst->key_values = new_link;
516 tail = new_link;
517 }
518 else
519 {
520 tail->next = new_link;
521 tail = new_link;
522 }
523 }
524 }
525
526 dst->set_speed (dst->speed);
527 }
528
529 object *
530 object::clone ()
531 {
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
535 }
536
537 /*
538 * If an object with the IS_TURNABLE() flag needs to be turned due
539 * to the closest player being on the other side, this function can
540 * be called to update the face variable, _and_ how it looks on the map.
541 */
542 void
543 update_turn_face (object *op)
544 {
545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
546 return;
547
548 SET_ANIMATION (op, op->direction);
549 update_object (op, UP_OBJ_FACE);
550 }
551
552 /*
553 * Updates the speed of an object. If the speed changes from 0 to another
554 * value, or vice versa, then add/remove the object from the active list.
555 * This function needs to be called whenever the speed of an object changes.
556 */
557 void
558 object::set_speed (float speed)
559 {
560 if (flag [FLAG_FREED] && speed)
561 {
562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
563 speed = 0;
564 }
565
566 this->speed = speed;
567
568 if (has_active_speed ())
569 activate ();
570 else
571 deactivate ();
572 }
573
574 /*
575 * update_object() updates the the map.
576 * It takes into account invisible objects (and represent squares covered
577 * by invisible objects by whatever is below them (unless it's another
578 * invisible object, etc...)
579 * If the object being updated is beneath a player, the look-window
580 * of that player is updated (this might be a suboptimal way of
581 * updating that window, though, since update_object() is called _often_)
582 *
583 * action is a hint of what the caller believes need to be done.
584 * current action are:
585 * UP_OBJ_INSERT: op was inserted
586 * UP_OBJ_REMOVE: op was removed
587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
588 * as that is easier than trying to look at what may have changed.
589 * UP_OBJ_FACE: only the objects face has changed.
590 */
591 void
592 update_object (object *op, int action)
593 {
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL)
597 {
598 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return;
601 }
602
603 if (op->env)
604 {
605 /* Animation is currently handled by client, so nothing
606 * to do in this case.
607 */
608 return;
609 }
610
611 /* If the map is saving, don't do anything as everything is
612 * going to get freed anyways.
613 */
614 if (!op->map || op->map->in_memory == MAP_SAVING)
615 return;
616
617 /* make sure the object is within map boundaries */
618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 {
620 LOG (llevError, "update_object() called for object out of map!\n");
621 #ifdef MANY_CORES
622 abort ();
623 #endif
624 return;
625 }
626
627 mapspace &m = op->ms ();
628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
631 else if (action == UP_OBJ_INSERT)
632 {
633 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
640 || (m.move_on | op->move_on ) != m.move_on
641 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow
643 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now.
645 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
648 m.flags_ = 0;
649 }
650 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object
652 * that is being removed.
653 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = 0;
656 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ;
658 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action);
660
661 if (op->more)
662 update_object (op->more, action);
663 }
664
665 object *object::first;
666
667 object::object ()
668 {
669 SET_FLAG (this, FLAG_REMOVED);
670
671 expmul = 1.0;
672 face = blank_face;
673 }
674
675 object::~object ()
676 {
677 free_key_values (this);
678 }
679
680 void object::link ()
681 {
682 count = ++ob_count;
683 uuid = gen_uuid ();
684
685 prev = 0;
686 next = object::first;
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692 }
693
694 void object::unlink ()
695 {
696 if (this == object::first)
697 object::first = next;
698
699 /* Remove this object from the list of used objects */
700 if (prev) prev->next = next;
701 if (next) next->prev = prev;
702
703 prev = 0;
704 next = 0;
705 }
706
707 bool
708 object::active () const
709 {
710 return active_next || active_prev || this == active_objects;
711 }
712
713 void
714 object::activate ()
715 {
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731 }
732
733 void
734 object::activate_recursive ()
735 {
736 activate ();
737
738 for (object *op = inv; op; op = op->below)
739 op->activate_recursive ();
740 }
741
742 /* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750 void
751 object::deactivate ()
752 {
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772 }
773
774 void
775 object::deactivate_recursive ()
776 {
777 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive ();
779
780 deactivate ();
781 }
782
783 /*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787 void
788 object::destroy_inv (bool drop_to_ground)
789 {
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
801 */
802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
818
819 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE
822 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE])
824 op->destroy ();
825 else
826 map->insert (op, x, y);
827 }
828 }
829 }
830
831 object *object::create ()
832 {
833 object *op = new object;
834 op->link ();
835 return op;
836 }
837
838 void
839 object::do_destroy ()
840 {
841 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this);
843
844 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this);
846
847 if (!flag [FLAG_REMOVED])
848 remove ();
849
850 if (flag [FLAG_FREED])
851 return;
852
853 set_speed (0);
854
855 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->alloc ();
875 freed_map->in_memory = MAP_IN_MEMORY;
876 }
877
878 map = freed_map;
879 x = 1;
880 y = 1;
881 }
882
883 head = 0;
884
885 if (more)
886 {
887 more->destroy ();
888 more = 0;
889 }
890
891 // clear those pointers that likely might have circular references to us
892 owner = 0;
893 enemy = 0;
894 attacked_by = 0;
895
896 // only relevant for players(?), but make sure of it anyways
897 contr = 0;
898 }
899
900 void
901 object::destroy (bool destroy_inventory)
902 {
903 if (destroyed ())
904 return;
905
906 if (destroy_inventory)
907 destroy_inv (false);
908
909 attachable::destroy ();
910 }
911
912 /*
913 * sub_weight() recursively (outwards) subtracts a number from the
914 * weight of an object (and what is carried by it's environment(s)).
915 */
916 void
917 sub_weight (object *op, signed long weight)
918 {
919 while (op != NULL)
920 {
921 if (op->type == CONTAINER)
922 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
923
924 op->carrying -= weight;
925 op = op->env;
926 }
927 }
928
929 /* op->remove ():
930 * This function removes the object op from the linked list of objects
931 * which it is currently tied to. When this function is done, the
932 * object will have no environment. If the object previously had an
933 * environment, the x and y coordinates will be updated to
934 * the previous environment.
935 * Beware: This function is called from the editor as well!
936 */
937 void
938 object::remove ()
939 {
940 object *tmp, *last = 0;
941 object *otmp;
942
943 if (QUERY_FLAG (this, FLAG_REMOVED))
944 return;
945
946 SET_FLAG (this, FLAG_REMOVED);
947 INVOKE_OBJECT (REMOVE, this);
948
949 if (more)
950 more->remove ();
951
952 /*
953 * In this case, the object to be removed is in someones
954 * inventory.
955 */
956 if (env)
957 {
958 if (nrof)
959 sub_weight (env, weight * nrof);
960 else
961 sub_weight (env, weight + carrying);
962
963 /* NO_FIX_PLAYER is set when a great many changes are being
964 * made to players inventory. If set, avoiding the call
965 * to save cpu time.
966 */
967 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
968 otmp->update_stats ();
969
970 if (above)
971 above->below = below;
972 else
973 env->inv = below;
974
975 if (below)
976 below->above = above;
977
978 /* we set up values so that it could be inserted into
979 * the map, but we don't actually do that - it is up
980 * to the caller to decide what we want to do.
981 */
982 x = env->x, y = env->y;
983 map = env->map;
984 above = 0, below = 0;
985 env = 0;
986 }
987 else if (map)
988 {
989 if (type == PLAYER)
990 {
991 --map->players;
992 map->touch ();
993 }
994
995 map->dirty = true;
996
997 /* link the object above us */
998 if (above)
999 above->below = below;
1000 else
1001 map->at (x, y).top = below; /* we were top, set new top */
1002
1003 /* Relink the object below us, if there is one */
1004 if (below)
1005 below->above = above;
1006 else
1007 {
1008 /* Nothing below, which means we need to relink map object for this space
1009 * use translated coordinates in case some oddness with map tiling is
1010 * evident
1011 */
1012 if (GET_MAP_OB (map, x, y) != this)
1013 {
1014 char *dump = dump_object (this);
1015 LOG (llevError,
1016 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1017 free (dump);
1018 dump = dump_object (GET_MAP_OB (map, x, y));
1019 LOG (llevError, "%s\n", dump);
1020 free (dump);
1021 }
1022
1023 map->at (x, y).bot = above; /* goes on above it. */
1024 }
1025
1026 above = 0;
1027 below = 0;
1028
1029 if (map->in_memory == MAP_SAVING)
1030 return;
1031
1032 int check_walk_off = !flag [FLAG_NO_APPLY];
1033
1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1035 {
1036 /* No point updating the players look faces if he is the object
1037 * being removed.
1038 */
1039
1040 if (tmp->type == PLAYER && tmp != this)
1041 {
1042 /* If a container that the player is currently using somehow gets
1043 * removed (most likely destroyed), update the player view
1044 * appropriately.
1045 */
1046 if (tmp->container == this)
1047 {
1048 flag [FLAG_APPLIED] = 0;
1049 tmp->container = 0;
1050 }
1051
1052 if (tmp->contr->ns)
1053 tmp->contr->ns->floorbox_update ();
1054 }
1055
1056 /* See if object moving off should effect something */
1057 if (check_walk_off
1058 && ((move_type & tmp->move_off)
1059 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1060 {
1061 move_apply (tmp, this, 0);
1062
1063 if (destroyed ())
1064 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1065 }
1066
1067 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1068 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1069 if (tmp->above == tmp)
1070 tmp->above = 0;
1071
1072 last = tmp;
1073 }
1074
1075 /* last == NULL if there are no objects on this space */
1076 //TODO: this makes little sense, why only update the topmost object?
1077 if (!last)
1078 map->at (x, y).flags_ = 0;
1079 else
1080 update_object (last, UP_OBJ_REMOVE);
1081
1082 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1083 update_all_los (map, x, y);
1084 }
1085 }
1086
1087 /*
1088 * merge_ob(op,top):
1089 *
1090 * This function goes through all objects below and including top, and
1091 * merges op to the first matching object.
1092 * If top is NULL, it is calculated.
1093 * Returns pointer to object if it succeded in the merge, otherwise NULL
1094 */
1095 object *
1096 merge_ob (object *op, object *top)
1097 {
1098 if (!op->nrof)
1099 return 0;
1100
1101 if (top)
1102 for (top = op; top && top->above; top = top->above)
1103 ;
1104
1105 for (; top; top = top->below)
1106 {
1107 if (top == op)
1108 continue;
1109
1110 if (object::can_merge (op, top))
1111 {
1112 top->nrof += op->nrof;
1113
1114 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1115 op->weight = 0; /* Don't want any adjustements now */
1116 op->destroy ();
1117 return top;
1118 }
1119 }
1120
1121 return 0;
1122 }
1123
1124 /*
1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1126 * job preparing multi-part monsters
1127 */
1128 object *
1129 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1130 {
1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1132 {
1133 tmp->x = x + tmp->arch->clone.x;
1134 tmp->y = y + tmp->arch->clone.y;
1135 }
1136
1137 return insert_ob_in_map (op, m, originator, flag);
1138 }
1139
1140 /*
1141 * insert_ob_in_map (op, map, originator, flag):
1142 * This function inserts the object in the two-way linked list
1143 * which represents what is on a map.
1144 * The second argument specifies the map, and the x and y variables
1145 * in the object about to be inserted specifies the position.
1146 *
1147 * originator: Player, monster or other object that caused 'op' to be inserted
1148 * into 'map'. May be NULL.
1149 *
1150 * flag is a bitmask about special things to do (or not do) when this
1151 * function is called. see the object.h file for the INS_ values.
1152 * Passing 0 for flag gives proper default values, so flag really only needs
1153 * to be set if special handling is needed.
1154 *
1155 * Return value:
1156 * new object if 'op' was merged with other object
1157 * NULL if 'op' was destroyed
1158 * just 'op' otherwise
1159 */
1160 object *
1161 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1162 {
1163 object *tmp, *top, *floor = NULL;
1164 sint16 x, y;
1165
1166 if (QUERY_FLAG (op, FLAG_FREED))
1167 {
1168 LOG (llevError, "Trying to insert freed object!\n");
1169 return NULL;
1170 }
1171
1172 if (!m)
1173 {
1174 char *dump = dump_object (op);
1175 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1176 free (dump);
1177 return op;
1178 }
1179
1180 if (out_of_map (m, op->x, op->y))
1181 {
1182 char *dump = dump_object (op);
1183 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1184 #ifdef MANY_CORES
1185 /* Better to catch this here, as otherwise the next use of this object
1186 * is likely to cause a crash. Better to find out where it is getting
1187 * improperly inserted.
1188 */
1189 abort ();
1190 #endif
1191 free (dump);
1192 return op;
1193 }
1194
1195 if (!QUERY_FLAG (op, FLAG_REMOVED))
1196 {
1197 char *dump = dump_object (op);
1198 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1199 free (dump);
1200 return op;
1201 }
1202
1203 if (op->more)
1204 {
1205 /* The part may be on a different map. */
1206
1207 object *more = op->more;
1208
1209 /* We really need the caller to normalize coordinates - if
1210 * we set the map, that doesn't work if the location is within
1211 * a map and this is straddling an edge. So only if coordinate
1212 * is clear wrong do we normalize it.
1213 */
1214 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1215 more->map = get_map_from_coord (m, &more->x, &more->y);
1216 else if (!more->map)
1217 {
1218 /* For backwards compatibility - when not dealing with tiled maps,
1219 * more->map should always point to the parent.
1220 */
1221 more->map = m;
1222 }
1223
1224 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1225 {
1226 if (!op->head)
1227 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1228
1229 return 0;
1230 }
1231 }
1232
1233 CLEAR_FLAG (op, FLAG_REMOVED);
1234
1235 /* Ideally, the caller figures this out. However, it complicates a lot
1236 * of areas of callers (eg, anything that uses find_free_spot would now
1237 * need extra work
1238 */
1239 op->map = get_map_from_coord (m, &op->x, &op->y);
1240 x = op->x;
1241 y = op->y;
1242
1243 /* this has to be done after we translate the coordinates.
1244 */
1245 if (op->nrof && !(flag & INS_NO_MERGE))
1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1247 if (object::can_merge (op, tmp))
1248 {
1249 op->nrof += tmp->nrof;
1250 tmp->destroy ();
1251 }
1252
1253 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1254 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1255
1256 if (!QUERY_FLAG (op, FLAG_ALIVE))
1257 CLEAR_FLAG (op, FLAG_NO_STEAL);
1258
1259 if (flag & INS_BELOW_ORIGINATOR)
1260 {
1261 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1262 {
1263 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1264 abort ();
1265 }
1266
1267 op->above = originator;
1268 op->below = originator->below;
1269
1270 if (op->below)
1271 op->below->above = op;
1272 else
1273 op->ms ().bot = op;
1274
1275 /* since *below* originator, no need to update top */
1276 originator->below = op;
1277 }
1278 else
1279 {
1280 /* If there are other objects, then */
1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1282 {
1283 object *last = 0;
1284
1285 /*
1286 * If there are multiple objects on this space, we do some trickier handling.
1287 * We've already dealt with merging if appropriate.
1288 * Generally, we want to put the new object on top. But if
1289 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1290 * floor, we want to insert above that and no further.
1291 * Also, if there are spell objects on this space, we stop processing
1292 * once we get to them. This reduces the need to traverse over all of
1293 * them when adding another one - this saves quite a bit of cpu time
1294 * when lots of spells are cast in one area. Currently, it is presumed
1295 * that flying non pickable objects are spell objects.
1296 */
1297 while (top)
1298 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1300 floor = top;
1301
1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1303 {
1304 /* We insert above top, so we want this object below this */
1305 top = top->below;
1306 break;
1307 }
1308
1309 last = top;
1310 top = top->above;
1311 }
1312
1313 /* Don't want top to be NULL, so set it to the last valid object */
1314 top = last;
1315
1316 /* We let update_position deal with figuring out what the space
1317 * looks like instead of lots of conditions here.
1318 * makes things faster, and effectively the same result.
1319 */
1320
1321 /* Have object 'fall below' other objects that block view.
1322 * Unless those objects are exits, type 66
1323 * If INS_ON_TOP is used, don't do this processing
1324 * Need to find the object that in fact blocks view, otherwise
1325 * stacking is a bit odd.
1326 */
1327 if (!(flag & INS_ON_TOP) &&
1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1329 {
1330 for (last = top; last != floor; last = last->below)
1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1332 break;
1333 /* Check to see if we found the object that blocks view,
1334 * and make sure we have a below pointer for it so that
1335 * we can get inserted below this one, which requires we
1336 * set top to the object below us.
1337 */
1338 if (last && last->below && last != floor)
1339 top = last->below;
1340 }
1341 } /* If objects on this space */
1342
1343 if (flag & INS_MAP_LOAD)
1344 top = GET_MAP_TOP (op->map, op->x, op->y);
1345
1346 if (flag & INS_ABOVE_FLOOR_ONLY)
1347 top = floor;
1348
1349 /* Top is the object that our object (op) is going to get inserted above.
1350 */
1351
1352 /* First object on this space */
1353 if (!top)
1354 {
1355 op->above = GET_MAP_OB (op->map, op->x, op->y);
1356
1357 if (op->above)
1358 op->above->below = op;
1359
1360 op->below = 0;
1361 op->ms ().bot = op;
1362 }
1363 else
1364 { /* get inserted into the stack above top */
1365 op->above = top->above;
1366
1367 if (op->above)
1368 op->above->below = op;
1369
1370 op->below = top;
1371 top->above = op;
1372 }
1373
1374 if (!op->above)
1375 op->ms ().top = op;
1376 } /* else not INS_BELOW_ORIGINATOR */
1377
1378 if (op->type == PLAYER)
1379 {
1380 op->contr->do_los = 1;
1381 ++op->map->players;
1382 op->map->touch ();
1383 }
1384
1385 op->map->dirty = true;
1386
1387 /* If we have a floor, we know the player, if any, will be above
1388 * it, so save a few ticks and start from there.
1389 */
1390 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ())
1392 if (pl->contr->ns)
1393 pl->contr->ns->floorbox_update ();
1394
1395 /* If this object glows, it may affect lighting conditions that are
1396 * visible to others on this map. But update_all_los is really
1397 * an inefficient way to do this, as it means los for all players
1398 * on the map will get recalculated. The players could very well
1399 * be far away from this change and not affected in any way -
1400 * this should get redone to only look for players within range,
1401 * or just updating the P_UPTODATE for spaces within this area
1402 * of effect may be sufficient.
1403 */
1404 if (op->map->darkness && (op->glow_radius != 0))
1405 update_all_los (op->map, op->x, op->y);
1406
1407 /* updates flags (blocked, alive, no magic, etc) for this map space */
1408 update_object (op, UP_OBJ_INSERT);
1409
1410 INVOKE_OBJECT (INSERT, op);
1411
1412 /* Don't know if moving this to the end will break anything. However,
1413 * we want to have floorbox_update called before calling this.
1414 *
1415 * check_move_on() must be after this because code called from
1416 * check_move_on() depends on correct map flags (so functions like
1417 * blocked() and wall() work properly), and these flags are updated by
1418 * update_object().
1419 */
1420
1421 /* if this is not the head or flag has been passed, don't check walk on status */
1422 if (!(flag & INS_NO_WALK_ON) && !op->head)
1423 {
1424 if (check_move_on (op, originator))
1425 return 0;
1426
1427 /* If we are a multi part object, lets work our way through the check
1428 * walk on's.
1429 */
1430 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1431 if (check_move_on (tmp, originator))
1432 return 0;
1433 }
1434
1435 return op;
1436 }
1437
1438 /* this function inserts an object in the map, but if it
1439 * finds an object of its own type, it'll remove that one first.
1440 * op is the object to insert it under: supplies x and the map.
1441 */
1442 void
1443 replace_insert_ob_in_map (const char *arch_string, object *op)
1444 {
1445 object *tmp, *tmp1;
1446
1447 /* first search for itself and remove any old instances */
1448
1449 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1450 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1451 tmp->destroy ();
1452
1453 tmp1 = arch_to_object (archetype::find (arch_string));
1454
1455 tmp1->x = op->x;
1456 tmp1->y = op->y;
1457 insert_ob_in_map (tmp1, op->map, op, 0);
1458 }
1459
1460 object *
1461 object::insert_at (object *where, object *originator, int flags)
1462 {
1463 where->map->insert (this, where->x, where->y, originator, flags);
1464 }
1465
1466 /*
1467 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1468 * is returned contains nr objects, and the remaining parts contains
1469 * the rest (or is removed and freed if that number is 0).
1470 * On failure, NULL is returned, and the reason put into the
1471 * global static errmsg array.
1472 */
1473 object *
1474 get_split_ob (object *orig_ob, uint32 nr)
1475 {
1476 object *newob;
1477 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1478
1479 if (orig_ob->nrof < nr)
1480 {
1481 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1482 return NULL;
1483 }
1484
1485 newob = object_create_clone (orig_ob);
1486
1487 if ((orig_ob->nrof -= nr) < 1)
1488 orig_ob->destroy (1);
1489 else if (!is_removed)
1490 {
1491 if (orig_ob->env != NULL)
1492 sub_weight (orig_ob->env, orig_ob->weight * nr);
1493 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1494 {
1495 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1496 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1497 return NULL;
1498 }
1499 }
1500
1501 newob->nrof = nr;
1502
1503 return newob;
1504 }
1505
1506 /*
1507 * decrease_ob_nr(object, number) decreases a specified number from
1508 * the amount of an object. If the amount reaches 0, the object
1509 * is subsequently removed and freed.
1510 *
1511 * Return value: 'op' if something is left, NULL if the amount reached 0
1512 */
1513
1514 object *
1515 decrease_ob_nr (object *op, uint32 i)
1516 {
1517 object *tmp;
1518
1519 if (i == 0) /* objects with op->nrof require this check */
1520 return op;
1521
1522 if (i > op->nrof)
1523 i = op->nrof;
1524
1525 if (QUERY_FLAG (op, FLAG_REMOVED))
1526 op->nrof -= i;
1527 else if (op->env)
1528 {
1529 /* is this object in the players inventory, or sub container
1530 * therein?
1531 */
1532 tmp = op->in_player ();
1533 /* nope. Is this a container the player has opened?
1534 * If so, set tmp to that player.
1535 * IMO, searching through all the players will mostly
1536 * likely be quicker than following op->env to the map,
1537 * and then searching the map for a player.
1538 */
1539 if (!tmp)
1540 for_all_players (pl)
1541 if (pl->ob->container == op->env)
1542 {
1543 tmp = pl->ob;
1544 break;
1545 }
1546
1547 if (i < op->nrof)
1548 {
1549 sub_weight (op->env, op->weight * i);
1550 op->nrof -= i;
1551 if (tmp)
1552 esrv_send_item (tmp, op);
1553 }
1554 else
1555 {
1556 op->remove ();
1557 op->nrof = 0;
1558 if (tmp)
1559 esrv_del_item (tmp->contr, op->count);
1560 }
1561 }
1562 else
1563 {
1564 object *above = op->above;
1565
1566 if (i < op->nrof)
1567 op->nrof -= i;
1568 else
1569 {
1570 op->remove ();
1571 op->nrof = 0;
1572 }
1573
1574 /* Since we just removed op, op->above is null */
1575 for (tmp = above; tmp; tmp = tmp->above)
1576 if (tmp->type == PLAYER)
1577 {
1578 if (op->nrof)
1579 esrv_send_item (tmp, op);
1580 else
1581 esrv_del_item (tmp->contr, op->count);
1582 }
1583 }
1584
1585 if (op->nrof)
1586 return op;
1587 else
1588 {
1589 op->destroy ();
1590 return 0;
1591 }
1592 }
1593
1594 /*
1595 * add_weight(object, weight) adds the specified weight to an object,
1596 * and also updates how much the environment(s) is/are carrying.
1597 */
1598
1599 void
1600 add_weight (object *op, signed long weight)
1601 {
1602 while (op != NULL)
1603 {
1604 if (op->type == CONTAINER)
1605 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1606
1607 op->carrying += weight;
1608 op = op->env;
1609 }
1610 }
1611
1612 object *
1613 insert_ob_in_ob (object *op, object *where)
1614 {
1615 if (!where)
1616 {
1617 char *dump = dump_object (op);
1618 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1619 free (dump);
1620 return op;
1621 }
1622
1623 if (where->head)
1624 {
1625 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1626 where = where->head;
1627 }
1628
1629 return where->insert (op);
1630 }
1631
1632 /*
1633 * env->insert (op)
1634 * This function inserts the object op in the linked list
1635 * inside the object environment.
1636 *
1637 * The function returns now pointer to inserted item, and return value can
1638 * be != op, if items are merged. -Tero
1639 */
1640
1641 object *
1642 object::insert (object *op)
1643 {
1644 object *tmp, *otmp;
1645
1646 if (!QUERY_FLAG (op, FLAG_REMOVED))
1647 op->remove ();
1648
1649 if (op->more)
1650 {
1651 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1652 return op;
1653 }
1654
1655 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1656 CLEAR_FLAG (op, FLAG_REMOVED);
1657 if (op->nrof)
1658 {
1659 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1660 if (object::can_merge (tmp, op))
1661 {
1662 /* return the original object and remove inserted object
1663 (client needs the original object) */
1664 tmp->nrof += op->nrof;
1665 /* Weight handling gets pretty funky. Since we are adding to
1666 * tmp->nrof, we need to increase the weight.
1667 */
1668 add_weight (this, op->weight * op->nrof);
1669 SET_FLAG (op, FLAG_REMOVED);
1670 op->destroy (); /* free the inserted object */
1671 op = tmp;
1672 op->remove (); /* and fix old object's links */
1673 CLEAR_FLAG (op, FLAG_REMOVED);
1674 break;
1675 }
1676
1677 /* I assume combined objects have no inventory
1678 * We add the weight - this object could have just been removed
1679 * (if it was possible to merge). calling remove_ob will subtract
1680 * the weight, so we need to add it in again, since we actually do
1681 * the linking below
1682 */
1683 add_weight (this, op->weight * op->nrof);
1684 }
1685 else
1686 add_weight (this, (op->weight + op->carrying));
1687
1688 otmp = this->in_player ();
1689 if (otmp && otmp->contr)
1690 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1691 otmp->update_stats ();
1692
1693 op->map = 0;
1694 op->env = this;
1695 op->above = 0;
1696 op->below = 0;
1697 op->x = 0, op->y = 0;
1698
1699 /* reset the light list and los of the players on the map */
1700 if ((op->glow_radius != 0) && map)
1701 {
1702 #ifdef DEBUG_LIGHTS
1703 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1704 #endif /* DEBUG_LIGHTS */
1705 if (map->darkness)
1706 update_all_los (map, x, y);
1707 }
1708
1709 /* Client has no idea of ordering so lets not bother ordering it here.
1710 * It sure simplifies this function...
1711 */
1712 if (!inv)
1713 inv = op;
1714 else
1715 {
1716 op->below = inv;
1717 op->below->above = op;
1718 inv = op;
1719 }
1720
1721 INVOKE_OBJECT (INSERT, this);
1722
1723 return op;
1724 }
1725
1726 /*
1727 * Checks if any objects has a move_type that matches objects
1728 * that effect this object on this space. Call apply() to process
1729 * these events.
1730 *
1731 * Any speed-modification due to SLOW_MOVE() of other present objects
1732 * will affect the speed_left of the object.
1733 *
1734 * originator: Player, monster or other object that caused 'op' to be inserted
1735 * into 'map'. May be NULL.
1736 *
1737 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1738 *
1739 * 4-21-95 added code to check if appropriate skill was readied - this will
1740 * permit faster movement by the player through this terrain. -b.t.
1741 *
1742 * MSW 2001-07-08: Check all objects on space, not just those below
1743 * object being inserted. insert_ob_in_map may not put new objects
1744 * on top.
1745 */
1746 int
1747 check_move_on (object *op, object *originator)
1748 {
1749 object *tmp;
1750 maptile *m = op->map;
1751 int x = op->x, y = op->y;
1752
1753 MoveType move_on, move_slow, move_block;
1754
1755 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1756 return 0;
1757
1758 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1759 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1760 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1761
1762 /* if nothing on this space will slow op down or be applied,
1763 * no need to do checking below. have to make sure move_type
1764 * is set, as lots of objects don't have it set - we treat that
1765 * as walking.
1766 */
1767 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1768 return 0;
1769
1770 /* This is basically inverse logic of that below - basically,
1771 * if the object can avoid the move on or slow move, they do so,
1772 * but can't do it if the alternate movement they are using is
1773 * blocked. Logic on this seems confusing, but does seem correct.
1774 */
1775 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1776 return 0;
1777
1778 /* The objects have to be checked from top to bottom.
1779 * Hence, we first go to the top:
1780 */
1781
1782 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1783 {
1784 /* Trim the search when we find the first other spell effect
1785 * this helps performance so that if a space has 50 spell objects,
1786 * we don't need to check all of them.
1787 */
1788 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1789 break;
1790 }
1791
1792 for (; tmp; tmp = tmp->below)
1793 {
1794 if (tmp == op)
1795 continue; /* Can't apply yourself */
1796
1797 /* Check to see if one of the movement types should be slowed down.
1798 * Second check makes sure that the movement types not being slowed
1799 * (~slow_move) is not blocked on this space - just because the
1800 * space doesn't slow down swimming (for example), if you can't actually
1801 * swim on that space, can't use it to avoid the penalty.
1802 */
1803 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1804 {
1805 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1806 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1807 {
1808
1809 float
1810 diff = tmp->move_slow_penalty * FABS (op->speed);
1811
1812 if (op->type == PLAYER)
1813 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1814 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1815 diff /= 4.0;
1816
1817 op->speed_left -= diff;
1818 }
1819 }
1820
1821 /* Basically same logic as above, except now for actual apply. */
1822 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1823 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1824 {
1825 move_apply (tmp, op, originator);
1826
1827 if (op->destroyed ())
1828 return 1;
1829
1830 /* what the person/creature stepped onto has moved the object
1831 * someplace new. Don't process any further - if we did,
1832 * have a feeling strange problems would result.
1833 */
1834 if (op->map != m || op->x != x || op->y != y)
1835 return 0;
1836 }
1837 }
1838
1839 return 0;
1840 }
1841
1842 /*
1843 * present_arch(arch, map, x, y) searches for any objects with
1844 * a matching archetype at the given map and coordinates.
1845 * The first matching object is returned, or NULL if none.
1846 */
1847 object *
1848 present_arch (const archetype *at, maptile *m, int x, int y)
1849 {
1850 if (!m || out_of_map (m, x, y))
1851 {
1852 LOG (llevError, "Present_arch called outside map.\n");
1853 return NULL;
1854 }
1855
1856 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1857 if (tmp->arch == at)
1858 return tmp;
1859
1860 return NULL;
1861 }
1862
1863 /*
1864 * present(type, map, x, y) searches for any objects with
1865 * a matching type variable at the given map and coordinates.
1866 * The first matching object is returned, or NULL if none.
1867 */
1868 object *
1869 present (unsigned char type, maptile *m, int x, int y)
1870 {
1871 if (out_of_map (m, x, y))
1872 {
1873 LOG (llevError, "Present called outside map.\n");
1874 return NULL;
1875 }
1876
1877 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1878 if (tmp->type == type)
1879 return tmp;
1880
1881 return NULL;
1882 }
1883
1884 /*
1885 * present_in_ob(type, object) searches for any objects with
1886 * a matching type variable in the inventory of the given object.
1887 * The first matching object is returned, or NULL if none.
1888 */
1889 object *
1890 present_in_ob (unsigned char type, const object *op)
1891 {
1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1893 if (tmp->type == type)
1894 return tmp;
1895
1896 return NULL;
1897 }
1898
1899 /*
1900 * present_in_ob (type, str, object) searches for any objects with
1901 * a matching type & name variable in the inventory of the given object.
1902 * The first matching object is returned, or NULL if none.
1903 * This is mostly used by spell effect code, so that we only
1904 * have one spell effect at a time.
1905 * type can be used to narrow the search - if type is set,
1906 * the type must also match. -1 can be passed for the type,
1907 * in which case the type does not need to pass.
1908 * str is the string to match against. Note that we match against
1909 * the object name, not the archetype name. this is so that the
1910 * spell code can use one object type (force), but change it's name
1911 * to be unique.
1912 */
1913 object *
1914 present_in_ob_by_name (int type, const char *str, const object *op)
1915 {
1916 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1917 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1918 return tmp;
1919
1920 return 0;
1921 }
1922
1923 /*
1924 * present_arch_in_ob(archetype, object) searches for any objects with
1925 * a matching archetype in the inventory of the given object.
1926 * The first matching object is returned, or NULL if none.
1927 */
1928 object *
1929 present_arch_in_ob (const archetype *at, const object *op)
1930 {
1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1932 if (tmp->arch == at)
1933 return tmp;
1934
1935 return NULL;
1936 }
1937
1938 /*
1939 * activate recursively a flag on an object inventory
1940 */
1941 void
1942 flag_inv (object *op, int flag)
1943 {
1944 if (op->inv)
1945 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1946 {
1947 SET_FLAG (tmp, flag);
1948 flag_inv (tmp, flag);
1949 }
1950 }
1951
1952 /*
1953 * deactivate recursively a flag on an object inventory
1954 */
1955 void
1956 unflag_inv (object *op, int flag)
1957 {
1958 if (op->inv)
1959 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1960 {
1961 CLEAR_FLAG (tmp, flag);
1962 unflag_inv (tmp, flag);
1963 }
1964 }
1965
1966 /*
1967 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1968 * all it's inventory (recursively).
1969 * If checksums are used, a player will get set_cheat called for
1970 * him/her-self and all object carried by a call to this function.
1971 */
1972 void
1973 set_cheat (object *op)
1974 {
1975 SET_FLAG (op, FLAG_WAS_WIZ);
1976 flag_inv (op, FLAG_WAS_WIZ);
1977 }
1978
1979 /*
1980 * find_free_spot(object, map, x, y, start, stop) will search for
1981 * a spot at the given map and coordinates which will be able to contain
1982 * the given object. start and stop specifies how many squares
1983 * to search (see the freearr_x/y[] definition).
1984 * It returns a random choice among the alternatives found.
1985 * start and stop are where to start relative to the free_arr array (1,9
1986 * does all 4 immediate directions). This returns the index into the
1987 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1988 * Note - this only checks to see if there is space for the head of the
1989 * object - if it is a multispace object, this should be called for all
1990 * pieces.
1991 * Note2: This function does correctly handle tiled maps, but does not
1992 * inform the caller. However, insert_ob_in_map will update as
1993 * necessary, so the caller shouldn't need to do any special work.
1994 * Note - updated to take an object instead of archetype - this is necessary
1995 * because arch_blocked (now ob_blocked) needs to know the movement type
1996 * to know if the space in question will block the object. We can't use
1997 * the archetype because that isn't correct if the monster has been
1998 * customized, changed states, etc.
1999 */
2000 int
2001 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2002 {
2003 int index = 0, flag;
2004 int altern[SIZEOFFREE];
2005
2006 for (int i = start; i < stop; i++)
2007 {
2008 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2009 if (!flag)
2010 altern [index++] = i;
2011
2012 /* Basically, if we find a wall on a space, we cut down the search size.
2013 * In this way, we won't return spaces that are on another side of a wall.
2014 * This mostly work, but it cuts down the search size in all directions -
2015 * if the space being examined only has a wall to the north and empty
2016 * spaces in all the other directions, this will reduce the search space
2017 * to only the spaces immediately surrounding the target area, and
2018 * won't look 2 spaces south of the target space.
2019 */
2020 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2021 stop = maxfree[i];
2022 }
2023
2024 if (!index)
2025 return -1;
2026
2027 return altern[RANDOM () % index];
2028 }
2029
2030 /*
2031 * find_first_free_spot(archetype, maptile, x, y) works like
2032 * find_free_spot(), but it will search max number of squares.
2033 * But it will return the first available spot, not a random choice.
2034 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2035 */
2036 int
2037 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2038 {
2039 for (int i = 0; i < SIZEOFFREE; i++)
2040 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2041 return i;
2042
2043 return -1;
2044 }
2045
2046 /*
2047 * The function permute(arr, begin, end) randomly reorders the array
2048 * arr[begin..end-1].
2049 * now uses a fisher-yates shuffle, old permute was broken
2050 */
2051 static void
2052 permute (int *arr, int begin, int end)
2053 {
2054 arr += begin;
2055 end -= begin;
2056
2057 while (--end)
2058 swap (arr [end], arr [RANDOM () % (end + 1)]);
2059 }
2060
2061 /* new function to make monster searching more efficient, and effective!
2062 * This basically returns a randomized array (in the passed pointer) of
2063 * the spaces to find monsters. In this way, it won't always look for
2064 * monsters to the north first. However, the size of the array passed
2065 * covers all the spaces, so within that size, all the spaces within
2066 * the 3x3 area will be searched, just not in a predictable order.
2067 */
2068 void
2069 get_search_arr (int *search_arr)
2070 {
2071 int i;
2072
2073 for (i = 0; i < SIZEOFFREE; i++)
2074 search_arr[i] = i;
2075
2076 permute (search_arr, 1, SIZEOFFREE1 + 1);
2077 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2078 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2079 }
2080
2081 /*
2082 * find_dir(map, x, y, exclude) will search some close squares in the
2083 * given map at the given coordinates for live objects.
2084 * It will not considered the object given as exclude among possible
2085 * live objects.
2086 * It returns the direction toward the first/closest live object if finds
2087 * any, otherwise 0.
2088 * Perhaps incorrectly, but I'm making the assumption that exclude
2089 * is actually want is going to try and move there. We need this info
2090 * because we have to know what movement the thing looking to move
2091 * there is capable of.
2092 */
2093 int
2094 find_dir (maptile *m, int x, int y, object *exclude)
2095 {
2096 int i, max = SIZEOFFREE, mflags;
2097
2098 sint16 nx, ny;
2099 object *tmp;
2100 maptile *mp;
2101
2102 MoveType blocked, move_type;
2103
2104 if (exclude && exclude->head)
2105 {
2106 exclude = exclude->head;
2107 move_type = exclude->move_type;
2108 }
2109 else
2110 {
2111 /* If we don't have anything, presume it can use all movement types. */
2112 move_type = MOVE_ALL;
2113 }
2114
2115 for (i = 1; i < max; i++)
2116 {
2117 mp = m;
2118 nx = x + freearr_x[i];
2119 ny = y + freearr_y[i];
2120
2121 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2122
2123 if (mflags & P_OUT_OF_MAP)
2124 max = maxfree[i];
2125 else
2126 {
2127 mapspace &ms = mp->at (nx, ny);
2128
2129 blocked = ms.move_block;
2130
2131 if ((move_type & blocked) == move_type)
2132 max = maxfree[i];
2133 else if (mflags & P_IS_ALIVE)
2134 {
2135 for (tmp = ms.bot; tmp; tmp = tmp->above)
2136 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2137 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2138 break;
2139
2140 if (tmp)
2141 return freedir[i];
2142 }
2143 }
2144 }
2145
2146 return 0;
2147 }
2148
2149 /*
2150 * distance(object 1, object 2) will return the square of the
2151 * distance between the two given objects.
2152 */
2153 int
2154 distance (const object *ob1, const object *ob2)
2155 {
2156 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2157 }
2158
2159 /*
2160 * find_dir_2(delta-x,delta-y) will return a direction in which
2161 * an object which has subtracted the x and y coordinates of another
2162 * object, needs to travel toward it.
2163 */
2164 int
2165 find_dir_2 (int x, int y)
2166 {
2167 int q;
2168
2169 if (y)
2170 q = x * 100 / y;
2171 else if (x)
2172 q = -300 * x;
2173 else
2174 return 0;
2175
2176 if (y > 0)
2177 {
2178 if (q < -242)
2179 return 3;
2180 if (q < -41)
2181 return 2;
2182 if (q < 41)
2183 return 1;
2184 if (q < 242)
2185 return 8;
2186 return 7;
2187 }
2188
2189 if (q < -242)
2190 return 7;
2191 if (q < -41)
2192 return 6;
2193 if (q < 41)
2194 return 5;
2195 if (q < 242)
2196 return 4;
2197
2198 return 3;
2199 }
2200
2201 /*
2202 * absdir(int): Returns a number between 1 and 8, which represent
2203 * the "absolute" direction of a number (it actually takes care of
2204 * "overflow" in previous calculations of a direction).
2205 */
2206
2207 int
2208 absdir (int d)
2209 {
2210 while (d < 1)
2211 d += 8;
2212
2213 while (d > 8)
2214 d -= 8;
2215
2216 return d;
2217 }
2218
2219 /*
2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2221 * between two directions (which are expected to be absolute (see absdir())
2222 */
2223
2224 int
2225 dirdiff (int dir1, int dir2)
2226 {
2227 int d;
2228
2229 d = abs (dir1 - dir2);
2230 if (d > 4)
2231 d = 8 - d;
2232
2233 return d;
2234 }
2235
2236 /* peterm:
2237 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2238 * Basically, this is a table of directions, and what directions
2239 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2240 * This basically means that if direction is 15, then it could either go
2241 * direction 4, 14, or 16 to get back to where we are.
2242 * Moved from spell_util.c to object.c with the other related direction
2243 * functions.
2244 */
2245 int reduction_dir[SIZEOFFREE][3] = {
2246 {0, 0, 0}, /* 0 */
2247 {0, 0, 0}, /* 1 */
2248 {0, 0, 0}, /* 2 */
2249 {0, 0, 0}, /* 3 */
2250 {0, 0, 0}, /* 4 */
2251 {0, 0, 0}, /* 5 */
2252 {0, 0, 0}, /* 6 */
2253 {0, 0, 0}, /* 7 */
2254 {0, 0, 0}, /* 8 */
2255 {8, 1, 2}, /* 9 */
2256 {1, 2, -1}, /* 10 */
2257 {2, 10, 12}, /* 11 */
2258 {2, 3, -1}, /* 12 */
2259 {2, 3, 4}, /* 13 */
2260 {3, 4, -1}, /* 14 */
2261 {4, 14, 16}, /* 15 */
2262 {5, 4, -1}, /* 16 */
2263 {4, 5, 6}, /* 17 */
2264 {6, 5, -1}, /* 18 */
2265 {6, 20, 18}, /* 19 */
2266 {7, 6, -1}, /* 20 */
2267 {6, 7, 8}, /* 21 */
2268 {7, 8, -1}, /* 22 */
2269 {8, 22, 24}, /* 23 */
2270 {8, 1, -1}, /* 24 */
2271 {24, 9, 10}, /* 25 */
2272 {9, 10, -1}, /* 26 */
2273 {10, 11, -1}, /* 27 */
2274 {27, 11, 29}, /* 28 */
2275 {11, 12, -1}, /* 29 */
2276 {12, 13, -1}, /* 30 */
2277 {12, 13, 14}, /* 31 */
2278 {13, 14, -1}, /* 32 */
2279 {14, 15, -1}, /* 33 */
2280 {33, 15, 35}, /* 34 */
2281 {16, 15, -1}, /* 35 */
2282 {17, 16, -1}, /* 36 */
2283 {18, 17, 16}, /* 37 */
2284 {18, 17, -1}, /* 38 */
2285 {18, 19, -1}, /* 39 */
2286 {41, 19, 39}, /* 40 */
2287 {19, 20, -1}, /* 41 */
2288 {20, 21, -1}, /* 42 */
2289 {20, 21, 22}, /* 43 */
2290 {21, 22, -1}, /* 44 */
2291 {23, 22, -1}, /* 45 */
2292 {45, 47, 23}, /* 46 */
2293 {23, 24, -1}, /* 47 */
2294 {24, 9, -1}
2295 }; /* 48 */
2296
2297 /* Recursive routine to step back and see if we can
2298 * find a path to that monster that we found. If not,
2299 * we don't bother going toward it. Returns 1 if we
2300 * can see a direct way to get it
2301 * Modified to be map tile aware -.MSW
2302 */
2303 int
2304 can_see_monsterP (maptile *m, int x, int y, int dir)
2305 {
2306 sint16 dx, dy;
2307 int mflags;
2308
2309 if (dir < 0)
2310 return 0; /* exit condition: invalid direction */
2311
2312 dx = x + freearr_x[dir];
2313 dy = y + freearr_y[dir];
2314
2315 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2316
2317 /* This functional arguably was incorrect before - it was
2318 * checking for P_WALL - that was basically seeing if
2319 * we could move to the monster - this is being more
2320 * literal on if we can see it. To know if we can actually
2321 * move to the monster, we'd need the monster passed in or
2322 * at least its move type.
2323 */
2324 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2325 return 0;
2326
2327 /* yes, can see. */
2328 if (dir < 9)
2329 return 1;
2330
2331 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2332 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2333 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2334 }
2335
2336 /*
2337 * can_pick(picker, item): finds out if an object is possible to be
2338 * picked up by the picker. Returnes 1 if it can be
2339 * picked up, otherwise 0.
2340 *
2341 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2342 * core dumps if they do.
2343 *
2344 * Add a check so we can't pick up invisible objects (0.93.8)
2345 */
2346
2347 int
2348 can_pick (const object *who, const object *item)
2349 {
2350 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2351 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2352 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2353 }
2354
2355 /*
2356 * create clone from object to another
2357 */
2358 object *
2359 object_create_clone (object *asrc)
2360 {
2361 object *dst = 0, *tmp, *src, *part, *prev, *item;
2362
2363 if (!asrc)
2364 return 0;
2365
2366 src = asrc;
2367 if (src->head)
2368 src = src->head;
2369
2370 prev = 0;
2371 for (part = src; part; part = part->more)
2372 {
2373 tmp = part->clone ();
2374 tmp->x -= src->x;
2375 tmp->y -= src->y;
2376
2377 if (!part->head)
2378 {
2379 dst = tmp;
2380 tmp->head = 0;
2381 }
2382 else
2383 tmp->head = dst;
2384
2385 tmp->more = 0;
2386
2387 if (prev)
2388 prev->more = tmp;
2389
2390 prev = tmp;
2391 }
2392
2393 for (item = src->inv; item; item = item->below)
2394 insert_ob_in_ob (object_create_clone (item), dst);
2395
2396 return dst;
2397 }
2398
2399 /* GROS - Creates an object using a string representing its content. */
2400 /* Basically, we save the content of the string to a temp file, then call */
2401 /* load_object on it. I admit it is a highly inefficient way to make things, */
2402 /* but it was simple to make and allows reusing the load_object function. */
2403 /* Remember not to use load_object_str in a time-critical situation. */
2404 /* Also remember that multiparts objects are not supported for now. */
2405 object *
2406 load_object_str (const char *obstr)
2407 {
2408 object *op;
2409 char filename[MAX_BUF];
2410
2411 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2412
2413 FILE *tempfile = fopen (filename, "w");
2414
2415 if (tempfile == NULL)
2416 {
2417 LOG (llevError, "Error - Unable to access load object temp file\n");
2418 return NULL;
2419 }
2420
2421 fprintf (tempfile, obstr);
2422 fclose (tempfile);
2423
2424 op = object::create ();
2425
2426 object_thawer thawer (filename);
2427
2428 if (thawer)
2429 load_object (thawer, op, 0);
2430
2431 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2432 CLEAR_FLAG (op, FLAG_REMOVED);
2433
2434 return op;
2435 }
2436
2437 /* This returns the first object in who's inventory that
2438 * has the same type and subtype match.
2439 * returns NULL if no match.
2440 */
2441 object *
2442 find_obj_by_type_subtype (const object *who, int type, int subtype)
2443 {
2444 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2445 if (tmp->type == type && tmp->subtype == subtype)
2446 return tmp;
2447
2448 return 0;
2449 }
2450
2451 /* If ob has a field named key, return the link from the list,
2452 * otherwise return NULL.
2453 *
2454 * key must be a passed in shared string - otherwise, this won't
2455 * do the desired thing.
2456 */
2457 key_value *
2458 get_ob_key_link (const object *ob, const char *key)
2459 {
2460 for (key_value *link = ob->key_values; link; link = link->next)
2461 if (link->key == key)
2462 return link;
2463
2464 return 0;
2465 }
2466
2467 /*
2468 * Returns the value of op has an extra_field for key, or NULL.
2469 *
2470 * The argument doesn't need to be a shared string.
2471 *
2472 * The returned string is shared.
2473 */
2474 const char *
2475 get_ob_key_value (const object *op, const char *const key)
2476 {
2477 key_value *link;
2478 shstr_cmp canonical_key (key);
2479
2480 if (!canonical_key)
2481 {
2482 /* 1. There being a field named key on any object
2483 * implies there'd be a shared string to find.
2484 * 2. Since there isn't, no object has this field.
2485 * 3. Therefore, *this* object doesn't have this field.
2486 */
2487 return 0;
2488 }
2489
2490 /* This is copied from get_ob_key_link() above -
2491 * only 4 lines, and saves the function call overhead.
2492 */
2493 for (link = op->key_values; link; link = link->next)
2494 if (link->key == canonical_key)
2495 return link->value;
2496
2497 return 0;
2498 }
2499
2500
2501 /*
2502 * Updates the canonical_key in op to value.
2503 *
2504 * canonical_key is a shared string (value doesn't have to be).
2505 *
2506 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2507 * keys.
2508 *
2509 * Returns TRUE on success.
2510 */
2511 int
2512 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2513 {
2514 key_value *field = NULL, *last = NULL;
2515
2516 for (field = op->key_values; field != NULL; field = field->next)
2517 {
2518 if (field->key != canonical_key)
2519 {
2520 last = field;
2521 continue;
2522 }
2523
2524 if (value)
2525 field->value = value;
2526 else
2527 {
2528 /* Basically, if the archetype has this key set,
2529 * we need to store the null value so when we save
2530 * it, we save the empty value so that when we load,
2531 * we get this value back again.
2532 */
2533 if (get_ob_key_link (&op->arch->clone, canonical_key))
2534 field->value = 0;
2535 else
2536 {
2537 if (last)
2538 last->next = field->next;
2539 else
2540 op->key_values = field->next;
2541
2542 delete field;
2543 }
2544 }
2545 return TRUE;
2546 }
2547 /* IF we get here, key doesn't exist */
2548
2549 /* No field, we'll have to add it. */
2550
2551 if (!add_key)
2552 return FALSE;
2553
2554 /* There isn't any good reason to store a null
2555 * value in the key/value list. If the archetype has
2556 * this key, then we should also have it, so shouldn't
2557 * be here. If user wants to store empty strings,
2558 * should pass in ""
2559 */
2560 if (value == NULL)
2561 return TRUE;
2562
2563 field = new key_value;
2564
2565 field->key = canonical_key;
2566 field->value = value;
2567 /* Usual prepend-addition. */
2568 field->next = op->key_values;
2569 op->key_values = field;
2570
2571 return TRUE;
2572 }
2573
2574 /*
2575 * Updates the key in op to value.
2576 *
2577 * If add_key is FALSE, this will only update existing keys,
2578 * and not add new ones.
2579 * In general, should be little reason FALSE is ever passed in for add_key
2580 *
2581 * Returns TRUE on success.
2582 */
2583 int
2584 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2585 {
2586 shstr key_ (key);
2587
2588 return set_ob_key_value_s (op, key_, value, add_key);
2589 }
2590
2591 object::depth_iterator::depth_iterator (object *container)
2592 : iterator_base (container)
2593 {
2594 while (item->inv)
2595 item = item->inv;
2596 }
2597
2598 void
2599 object::depth_iterator::next ()
2600 {
2601 if (item->below)
2602 {
2603 item = item->below;
2604
2605 while (item->inv)
2606 item = item->inv;
2607 }
2608 else
2609 item = item->env;
2610 }
2611
2612
2613 const char *
2614 object::flag_desc (char *desc, int len) const
2615 {
2616 char *p = desc;
2617 bool first = true;
2618
2619 *p = 0;
2620
2621 for (int i = 0; i < NUM_FLAGS; i++)
2622 {
2623 if (len <= 10) // magic constant!
2624 {
2625 snprintf (p, len, ",...");
2626 break;
2627 }
2628
2629 if (flag [i])
2630 {
2631 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2632 len -= cnt;
2633 p += cnt;
2634 first = false;
2635 }
2636 }
2637
2638 return desc;
2639 }
2640
2641 // return a suitable string describing an object in enough detail to find it
2642 const char *
2643 object::debug_desc (char *info) const
2644 {
2645 char flagdesc[512];
2646 char info2[256 * 4];
2647 char *p = info;
2648
2649 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2650 count, uuid.seq,
2651 &name,
2652 title ? "\",title:" : "",
2653 title ? (const char *)title : "",
2654 flag_desc (flagdesc, 512), type);
2655
2656 if (env)
2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2658
2659 if (map)
2660 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2661
2662 return info;
2663 }
2664
2665 const char *
2666 object::debug_desc () const
2667 {
2668 static char info[256 * 4];
2669 return debug_desc (info);
2670 }
2671