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Revision: 1.106
Committed: Wed Jan 3 20:08:04 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.105: +10 -0 lines
Log Message:
- new untested set_flag_inv method to change a flag on all inv objects
- do ot satop running when switching maps
- fixed speed_left assymentry in handle_newcs_player
- do not immediately handle running commands when calling handle_command,
  as it could have deactivated the object.

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 void
784 object::set_flag_inv (int flag, int value)
785 {
786 for (object *op = inv; op; op = op->below)
787 {
788 op->flag [flag] = value;
789 op->set_flag_inv (flag, value);
790 }
791 }
792
793 /*
794 * Remove and free all objects in the inventory of the given object.
795 * object.c ?
796 */
797 void
798 object::destroy_inv (bool drop_to_ground)
799 {
800 // need to check first, because the checks below might segfault
801 // as we might be on an invalid mapspace and crossfire code
802 // is too buggy to ensure that the inventory is empty.
803 // corollary: if you create arrows etc. with stuff in tis inventory,
804 // cf will crash below with off-map x and y
805 if (!inv)
806 return;
807
808 /* Only if the space blocks everything do we not process -
809 * if some form of movement is allowed, let objects
810 * drop on that space.
811 */
812 if (!drop_to_ground
813 || !map
814 || map->in_memory != MAP_IN_MEMORY
815 || ms ().move_block == MOVE_ALL)
816 {
817 while (inv)
818 {
819 inv->destroy_inv (drop_to_ground);
820 inv->destroy ();
821 }
822 }
823 else
824 { /* Put objects in inventory onto this space */
825 while (inv)
826 {
827 object *op = inv;
828
829 if (op->flag [FLAG_STARTEQUIP]
830 || op->flag [FLAG_NO_DROP]
831 || op->type == RUNE
832 || op->type == TRAP
833 || op->flag [FLAG_IS_A_TEMPLATE])
834 op->destroy ();
835 else
836 map->insert (op, x, y);
837 }
838 }
839 }
840
841 object *object::create ()
842 {
843 object *op = new object;
844 op->link ();
845 return op;
846 }
847
848 void
849 object::do_destroy ()
850 {
851 if (flag [FLAG_IS_LINKED])
852 remove_button_link (this);
853
854 if (flag [FLAG_FRIENDLY])
855 remove_friendly_object (this);
856
857 if (!flag [FLAG_REMOVED])
858 remove ();
859
860 if (flag [FLAG_FREED])
861 return;
862
863 set_speed (0);
864
865 flag [FLAG_FREED] = 1;
866
867 attachable::do_destroy ();
868
869 destroy_inv (true);
870 unlink ();
871
872 // hack to ensure that freed objects still have a valid map
873 {
874 static maptile *freed_map; // freed objects are moved here to avoid crashes
875
876 if (!freed_map)
877 {
878 freed_map = new maptile;
879
880 freed_map->name = "/internal/freed_objects_map";
881 freed_map->width = 3;
882 freed_map->height = 3;
883
884 freed_map->alloc ();
885 freed_map->in_memory = MAP_IN_MEMORY;
886 }
887
888 map = freed_map;
889 x = 1;
890 y = 1;
891 }
892
893 head = 0;
894
895 if (more)
896 {
897 more->destroy ();
898 more = 0;
899 }
900
901 // clear those pointers that likely might have circular references to us
902 owner = 0;
903 enemy = 0;
904 attacked_by = 0;
905
906 // only relevant for players(?), but make sure of it anyways
907 contr = 0;
908 }
909
910 void
911 object::destroy (bool destroy_inventory)
912 {
913 if (destroyed ())
914 return;
915
916 if (destroy_inventory)
917 destroy_inv (false);
918
919 attachable::destroy ();
920 }
921
922 /*
923 * sub_weight() recursively (outwards) subtracts a number from the
924 * weight of an object (and what is carried by it's environment(s)).
925 */
926 void
927 sub_weight (object *op, signed long weight)
928 {
929 while (op != NULL)
930 {
931 if (op->type == CONTAINER)
932 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
933
934 op->carrying -= weight;
935 op = op->env;
936 }
937 }
938
939 /* op->remove ():
940 * This function removes the object op from the linked list of objects
941 * which it is currently tied to. When this function is done, the
942 * object will have no environment. If the object previously had an
943 * environment, the x and y coordinates will be updated to
944 * the previous environment.
945 * Beware: This function is called from the editor as well!
946 */
947 void
948 object::remove ()
949 {
950 object *tmp, *last = 0;
951 object *otmp;
952
953 if (QUERY_FLAG (this, FLAG_REMOVED))
954 return;
955
956 SET_FLAG (this, FLAG_REMOVED);
957 INVOKE_OBJECT (REMOVE, this);
958
959 if (more)
960 more->remove ();
961
962 /*
963 * In this case, the object to be removed is in someones
964 * inventory.
965 */
966 if (env)
967 {
968 if (nrof)
969 sub_weight (env, weight * nrof);
970 else
971 sub_weight (env, weight + carrying);
972
973 /* NO_FIX_PLAYER is set when a great many changes are being
974 * made to players inventory. If set, avoiding the call
975 * to save cpu time.
976 */
977 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
978 otmp->update_stats ();
979
980 if (above)
981 above->below = below;
982 else
983 env->inv = below;
984
985 if (below)
986 below->above = above;
987
988 /* we set up values so that it could be inserted into
989 * the map, but we don't actually do that - it is up
990 * to the caller to decide what we want to do.
991 */
992 x = env->x, y = env->y;
993 map = env->map;
994 above = 0, below = 0;
995 env = 0;
996 }
997 else if (map)
998 {
999 if (type == PLAYER)
1000 {
1001 --map->players;
1002 map->touch ();
1003 }
1004
1005 map->dirty = true;
1006
1007 /* link the object above us */
1008 if (above)
1009 above->below = below;
1010 else
1011 map->at (x, y).top = below; /* we were top, set new top */
1012
1013 /* Relink the object below us, if there is one */
1014 if (below)
1015 below->above = above;
1016 else
1017 {
1018 /* Nothing below, which means we need to relink map object for this space
1019 * use translated coordinates in case some oddness with map tiling is
1020 * evident
1021 */
1022 if (GET_MAP_OB (map, x, y) != this)
1023 {
1024 char *dump = dump_object (this);
1025 LOG (llevError,
1026 "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);
1027 free (dump);
1028 dump = dump_object (GET_MAP_OB (map, x, y));
1029 LOG (llevError, "%s\n", dump);
1030 free (dump);
1031 }
1032
1033 map->at (x, y).bot = above; /* goes on above it. */
1034 }
1035
1036 above = 0;
1037 below = 0;
1038
1039 if (map->in_memory == MAP_SAVING)
1040 return;
1041
1042 int check_walk_off = !flag [FLAG_NO_APPLY];
1043
1044 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1045 {
1046 /* No point updating the players look faces if he is the object
1047 * being removed.
1048 */
1049
1050 if (tmp->type == PLAYER && tmp != this)
1051 {
1052 /* If a container that the player is currently using somehow gets
1053 * removed (most likely destroyed), update the player view
1054 * appropriately.
1055 */
1056 if (tmp->container == this)
1057 {
1058 flag [FLAG_APPLIED] = 0;
1059 tmp->container = 0;
1060 }
1061
1062 if (tmp->contr->ns)
1063 tmp->contr->ns->floorbox_update ();
1064 }
1065
1066 /* See if object moving off should effect something */
1067 if (check_walk_off
1068 && ((move_type & tmp->move_off)
1069 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1070 {
1071 move_apply (tmp, this, 0);
1072
1073 if (destroyed ())
1074 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1075 }
1076
1077 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1078 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1079 if (tmp->above == tmp)
1080 tmp->above = 0;
1081
1082 last = tmp;
1083 }
1084
1085 /* last == NULL if there are no objects on this space */
1086 //TODO: this makes little sense, why only update the topmost object?
1087 if (!last)
1088 map->at (x, y).flags_ = 0;
1089 else
1090 update_object (last, UP_OBJ_REMOVE);
1091
1092 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1093 update_all_los (map, x, y);
1094 }
1095 }
1096
1097 /*
1098 * merge_ob(op,top):
1099 *
1100 * This function goes through all objects below and including top, and
1101 * merges op to the first matching object.
1102 * If top is NULL, it is calculated.
1103 * Returns pointer to object if it succeded in the merge, otherwise NULL
1104 */
1105 object *
1106 merge_ob (object *op, object *top)
1107 {
1108 if (!op->nrof)
1109 return 0;
1110
1111 if (top)
1112 for (top = op; top && top->above; top = top->above)
1113 ;
1114
1115 for (; top; top = top->below)
1116 {
1117 if (top == op)
1118 continue;
1119
1120 if (object::can_merge (op, top))
1121 {
1122 top->nrof += op->nrof;
1123
1124 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1125 op->weight = 0; /* Don't want any adjustements now */
1126 op->destroy ();
1127 return top;
1128 }
1129 }
1130
1131 return 0;
1132 }
1133
1134 /*
1135 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1136 * job preparing multi-part monsters
1137 */
1138 object *
1139 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1140 {
1141 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1142 {
1143 tmp->x = x + tmp->arch->clone.x;
1144 tmp->y = y + tmp->arch->clone.y;
1145 }
1146
1147 return insert_ob_in_map (op, m, originator, flag);
1148 }
1149
1150 /*
1151 * insert_ob_in_map (op, map, originator, flag):
1152 * This function inserts the object in the two-way linked list
1153 * which represents what is on a map.
1154 * The second argument specifies the map, and the x and y variables
1155 * in the object about to be inserted specifies the position.
1156 *
1157 * originator: Player, monster or other object that caused 'op' to be inserted
1158 * into 'map'. May be NULL.
1159 *
1160 * flag is a bitmask about special things to do (or not do) when this
1161 * function is called. see the object.h file for the INS_ values.
1162 * Passing 0 for flag gives proper default values, so flag really only needs
1163 * to be set if special handling is needed.
1164 *
1165 * Return value:
1166 * new object if 'op' was merged with other object
1167 * NULL if 'op' was destroyed
1168 * just 'op' otherwise
1169 */
1170 object *
1171 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1172 {
1173 object *tmp, *top, *floor = NULL;
1174 sint16 x, y;
1175
1176 if (QUERY_FLAG (op, FLAG_FREED))
1177 {
1178 LOG (llevError, "Trying to insert freed object!\n");
1179 return NULL;
1180 }
1181
1182 if (!m)
1183 {
1184 char *dump = dump_object (op);
1185 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1186 free (dump);
1187 return op;
1188 }
1189
1190 if (out_of_map (m, op->x, op->y))
1191 {
1192 char *dump = dump_object (op);
1193 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1194 #ifdef MANY_CORES
1195 /* Better to catch this here, as otherwise the next use of this object
1196 * is likely to cause a crash. Better to find out where it is getting
1197 * improperly inserted.
1198 */
1199 abort ();
1200 #endif
1201 free (dump);
1202 return op;
1203 }
1204
1205 if (!QUERY_FLAG (op, FLAG_REMOVED))
1206 {
1207 char *dump = dump_object (op);
1208 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1209 free (dump);
1210 return op;
1211 }
1212
1213 if (op->more)
1214 {
1215 /* The part may be on a different map. */
1216
1217 object *more = op->more;
1218
1219 /* We really need the caller to normalise coordinates - if
1220 * we set the map, that doesn't work if the location is within
1221 * a map and this is straddling an edge. So only if coordinate
1222 * is clear wrong do we normalise it.
1223 */
1224 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1225 more->map = get_map_from_coord (m, &more->x, &more->y);
1226 else if (!more->map)
1227 {
1228 /* For backwards compatibility - when not dealing with tiled maps,
1229 * more->map should always point to the parent.
1230 */
1231 more->map = m;
1232 }
1233
1234 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1235 {
1236 if (!op->head)
1237 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1238
1239 return 0;
1240 }
1241 }
1242
1243 CLEAR_FLAG (op, FLAG_REMOVED);
1244
1245 /* Ideally, the caller figures this out. However, it complicates a lot
1246 * of areas of callers (eg, anything that uses find_free_spot would now
1247 * need extra work
1248 */
1249 op->map = get_map_from_coord (m, &op->x, &op->y);
1250 x = op->x;
1251 y = op->y;
1252
1253 /* this has to be done after we translate the coordinates.
1254 */
1255 if (op->nrof && !(flag & INS_NO_MERGE))
1256 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1257 if (object::can_merge (op, tmp))
1258 {
1259 op->nrof += tmp->nrof;
1260 tmp->destroy ();
1261 }
1262
1263 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1264 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1265
1266 if (!QUERY_FLAG (op, FLAG_ALIVE))
1267 CLEAR_FLAG (op, FLAG_NO_STEAL);
1268
1269 if (flag & INS_BELOW_ORIGINATOR)
1270 {
1271 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1272 {
1273 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1274 abort ();
1275 }
1276
1277 op->above = originator;
1278 op->below = originator->below;
1279
1280 if (op->below)
1281 op->below->above = op;
1282 else
1283 op->ms ().bot = op;
1284
1285 /* since *below* originator, no need to update top */
1286 originator->below = op;
1287 }
1288 else
1289 {
1290 /* If there are other objects, then */
1291 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1292 {
1293 object *last = 0;
1294
1295 /*
1296 * If there are multiple objects on this space, we do some trickier handling.
1297 * We've already dealt with merging if appropriate.
1298 * Generally, we want to put the new object on top. But if
1299 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1300 * floor, we want to insert above that and no further.
1301 * Also, if there are spell objects on this space, we stop processing
1302 * once we get to them. This reduces the need to traverse over all of
1303 * them when adding another one - this saves quite a bit of cpu time
1304 * when lots of spells are cast in one area. Currently, it is presumed
1305 * that flying non pickable objects are spell objects.
1306 */
1307 while (top)
1308 {
1309 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1310 floor = top;
1311
1312 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1313 {
1314 /* We insert above top, so we want this object below this */
1315 top = top->below;
1316 break;
1317 }
1318
1319 last = top;
1320 top = top->above;
1321 }
1322
1323 /* Don't want top to be NULL, so set it to the last valid object */
1324 top = last;
1325
1326 /* We let update_position deal with figuring out what the space
1327 * looks like instead of lots of conditions here.
1328 * makes things faster, and effectively the same result.
1329 */
1330
1331 /* Have object 'fall below' other objects that block view.
1332 * Unless those objects are exits, type 66
1333 * If INS_ON_TOP is used, don't do this processing
1334 * Need to find the object that in fact blocks view, otherwise
1335 * stacking is a bit odd.
1336 */
1337 if (!(flag & INS_ON_TOP) &&
1338 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1339 {
1340 for (last = top; last != floor; last = last->below)
1341 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1342 break;
1343 /* Check to see if we found the object that blocks view,
1344 * and make sure we have a below pointer for it so that
1345 * we can get inserted below this one, which requires we
1346 * set top to the object below us.
1347 */
1348 if (last && last->below && last != floor)
1349 top = last->below;
1350 }
1351 } /* If objects on this space */
1352
1353 if (flag & INS_MAP_LOAD)
1354 top = GET_MAP_TOP (op->map, op->x, op->y);
1355
1356 if (flag & INS_ABOVE_FLOOR_ONLY)
1357 top = floor;
1358
1359 /* Top is the object that our object (op) is going to get inserted above.
1360 */
1361
1362 /* First object on this space */
1363 if (!top)
1364 {
1365 op->above = GET_MAP_OB (op->map, op->x, op->y);
1366
1367 if (op->above)
1368 op->above->below = op;
1369
1370 op->below = 0;
1371 op->ms ().bot = op;
1372 }
1373 else
1374 { /* get inserted into the stack above top */
1375 op->above = top->above;
1376
1377 if (op->above)
1378 op->above->below = op;
1379
1380 op->below = top;
1381 top->above = op;
1382 }
1383
1384 if (!op->above)
1385 op->ms ().top = op;
1386 } /* else not INS_BELOW_ORIGINATOR */
1387
1388 if (op->type == PLAYER)
1389 {
1390 op->contr->do_los = 1;
1391 ++op->map->players;
1392 op->map->touch ();
1393 }
1394
1395 op->map->dirty = true;
1396
1397 /* If we have a floor, we know the player, if any, will be above
1398 * it, so save a few ticks and start from there.
1399 */
1400 if (!(flag & INS_MAP_LOAD))
1401 if (object *pl = op->ms ().player ())
1402 if (pl->contr->ns)
1403 pl->contr->ns->floorbox_update ();
1404
1405 /* If this object glows, it may affect lighting conditions that are
1406 * visible to others on this map. But update_all_los is really
1407 * an inefficient way to do this, as it means los for all players
1408 * on the map will get recalculated. The players could very well
1409 * be far away from this change and not affected in any way -
1410 * this should get redone to only look for players within range,
1411 * or just updating the P_UPTODATE for spaces within this area
1412 * of effect may be sufficient.
1413 */
1414 if (op->map->darkness && (op->glow_radius != 0))
1415 update_all_los (op->map, op->x, op->y);
1416
1417 /* updates flags (blocked, alive, no magic, etc) for this map space */
1418 update_object (op, UP_OBJ_INSERT);
1419
1420 INVOKE_OBJECT (INSERT, op);
1421
1422 /* Don't know if moving this to the end will break anything. However,
1423 * we want to have floorbox_update called before calling this.
1424 *
1425 * check_move_on() must be after this because code called from
1426 * check_move_on() depends on correct map flags (so functions like
1427 * blocked() and wall() work properly), and these flags are updated by
1428 * update_object().
1429 */
1430
1431 /* if this is not the head or flag has been passed, don't check walk on status */
1432 if (!(flag & INS_NO_WALK_ON) && !op->head)
1433 {
1434 if (check_move_on (op, originator))
1435 return 0;
1436
1437 /* If we are a multi part object, lets work our way through the check
1438 * walk on's.
1439 */
1440 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1441 if (check_move_on (tmp, originator))
1442 return 0;
1443 }
1444
1445 return op;
1446 }
1447
1448 /* this function inserts an object in the map, but if it
1449 * finds an object of its own type, it'll remove that one first.
1450 * op is the object to insert it under: supplies x and the map.
1451 */
1452 void
1453 replace_insert_ob_in_map (const char *arch_string, object *op)
1454 {
1455 object *tmp, *tmp1;
1456
1457 /* first search for itself and remove any old instances */
1458
1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1460 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1461 tmp->destroy ();
1462
1463 tmp1 = arch_to_object (archetype::find (arch_string));
1464
1465 tmp1->x = op->x;
1466 tmp1->y = op->y;
1467 insert_ob_in_map (tmp1, op->map, op, 0);
1468 }
1469
1470 object *
1471 object::insert_at (object *where, object *originator, int flags)
1472 {
1473 where->map->insert (this, where->x, where->y, originator, flags);
1474 }
1475
1476 /*
1477 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1478 * is returned contains nr objects, and the remaining parts contains
1479 * the rest (or is removed and freed if that number is 0).
1480 * On failure, NULL is returned, and the reason put into the
1481 * global static errmsg array.
1482 */
1483 object *
1484 get_split_ob (object *orig_ob, uint32 nr)
1485 {
1486 object *newob;
1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1488
1489 if (orig_ob->nrof < nr)
1490 {
1491 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1492 return NULL;
1493 }
1494
1495 newob = object_create_clone (orig_ob);
1496
1497 if ((orig_ob->nrof -= nr) < 1)
1498 orig_ob->destroy (1);
1499 else if (!is_removed)
1500 {
1501 if (orig_ob->env != NULL)
1502 sub_weight (orig_ob->env, orig_ob->weight * nr);
1503 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1504 {
1505 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1506 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1507 return NULL;
1508 }
1509 }
1510
1511 newob->nrof = nr;
1512
1513 return newob;
1514 }
1515
1516 /*
1517 * decrease_ob_nr(object, number) decreases a specified number from
1518 * the amount of an object. If the amount reaches 0, the object
1519 * is subsequently removed and freed.
1520 *
1521 * Return value: 'op' if something is left, NULL if the amount reached 0
1522 */
1523
1524 object *
1525 decrease_ob_nr (object *op, uint32 i)
1526 {
1527 object *tmp;
1528
1529 if (i == 0) /* objects with op->nrof require this check */
1530 return op;
1531
1532 if (i > op->nrof)
1533 i = op->nrof;
1534
1535 if (QUERY_FLAG (op, FLAG_REMOVED))
1536 op->nrof -= i;
1537 else if (op->env)
1538 {
1539 /* is this object in the players inventory, or sub container
1540 * therein?
1541 */
1542 tmp = op->in_player ();
1543 /* nope. Is this a container the player has opened?
1544 * If so, set tmp to that player.
1545 * IMO, searching through all the players will mostly
1546 * likely be quicker than following op->env to the map,
1547 * and then searching the map for a player.
1548 */
1549 if (!tmp)
1550 for_all_players (pl)
1551 if (pl->ob->container == op->env)
1552 {
1553 tmp = pl->ob;
1554 break;
1555 }
1556
1557 if (i < op->nrof)
1558 {
1559 sub_weight (op->env, op->weight * i);
1560 op->nrof -= i;
1561 if (tmp)
1562 esrv_send_item (tmp, op);
1563 }
1564 else
1565 {
1566 op->remove ();
1567 op->nrof = 0;
1568 if (tmp)
1569 esrv_del_item (tmp->contr, op->count);
1570 }
1571 }
1572 else
1573 {
1574 object *above = op->above;
1575
1576 if (i < op->nrof)
1577 op->nrof -= i;
1578 else
1579 {
1580 op->remove ();
1581 op->nrof = 0;
1582 }
1583
1584 /* Since we just removed op, op->above is null */
1585 for (tmp = above; tmp; tmp = tmp->above)
1586 if (tmp->type == PLAYER)
1587 {
1588 if (op->nrof)
1589 esrv_send_item (tmp, op);
1590 else
1591 esrv_del_item (tmp->contr, op->count);
1592 }
1593 }
1594
1595 if (op->nrof)
1596 return op;
1597 else
1598 {
1599 op->destroy ();
1600 return 0;
1601 }
1602 }
1603
1604 /*
1605 * add_weight(object, weight) adds the specified weight to an object,
1606 * and also updates how much the environment(s) is/are carrying.
1607 */
1608
1609 void
1610 add_weight (object *op, signed long weight)
1611 {
1612 while (op != NULL)
1613 {
1614 if (op->type == CONTAINER)
1615 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1616
1617 op->carrying += weight;
1618 op = op->env;
1619 }
1620 }
1621
1622 object *
1623 insert_ob_in_ob (object *op, object *where)
1624 {
1625 if (!where)
1626 {
1627 char *dump = dump_object (op);
1628 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1629 free (dump);
1630 return op;
1631 }
1632
1633 if (where->head)
1634 {
1635 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1636 where = where->head;
1637 }
1638
1639 return where->insert (op);
1640 }
1641
1642 /*
1643 * env->insert (op)
1644 * This function inserts the object op in the linked list
1645 * inside the object environment.
1646 *
1647 * The function returns now pointer to inserted item, and return value can
1648 * be != op, if items are merged. -Tero
1649 */
1650
1651 object *
1652 object::insert (object *op)
1653 {
1654 object *tmp, *otmp;
1655
1656 if (!QUERY_FLAG (op, FLAG_REMOVED))
1657 op->remove ();
1658
1659 if (op->more)
1660 {
1661 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1662 return op;
1663 }
1664
1665 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1666 CLEAR_FLAG (op, FLAG_REMOVED);
1667 if (op->nrof)
1668 {
1669 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1670 if (object::can_merge (tmp, op))
1671 {
1672 /* return the original object and remove inserted object
1673 (client needs the original object) */
1674 tmp->nrof += op->nrof;
1675 /* Weight handling gets pretty funky. Since we are adding to
1676 * tmp->nrof, we need to increase the weight.
1677 */
1678 add_weight (this, op->weight * op->nrof);
1679 SET_FLAG (op, FLAG_REMOVED);
1680 op->destroy (); /* free the inserted object */
1681 op = tmp;
1682 op->remove (); /* and fix old object's links */
1683 CLEAR_FLAG (op, FLAG_REMOVED);
1684 break;
1685 }
1686
1687 /* I assume combined objects have no inventory
1688 * We add the weight - this object could have just been removed
1689 * (if it was possible to merge). calling remove_ob will subtract
1690 * the weight, so we need to add it in again, since we actually do
1691 * the linking below
1692 */
1693 add_weight (this, op->weight * op->nrof);
1694 }
1695 else
1696 add_weight (this, (op->weight + op->carrying));
1697
1698 otmp = this->in_player ();
1699 if (otmp && otmp->contr)
1700 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1701 otmp->update_stats ();
1702
1703 op->map = 0;
1704 op->env = this;
1705 op->above = 0;
1706 op->below = 0;
1707 op->x = 0, op->y = 0;
1708
1709 /* reset the light list and los of the players on the map */
1710 if ((op->glow_radius != 0) && map)
1711 {
1712 #ifdef DEBUG_LIGHTS
1713 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1714 #endif /* DEBUG_LIGHTS */
1715 if (map->darkness)
1716 update_all_los (map, x, y);
1717 }
1718
1719 /* Client has no idea of ordering so lets not bother ordering it here.
1720 * It sure simplifies this function...
1721 */
1722 if (!inv)
1723 inv = op;
1724 else
1725 {
1726 op->below = inv;
1727 op->below->above = op;
1728 inv = op;
1729 }
1730
1731 INVOKE_OBJECT (INSERT, this);
1732
1733 return op;
1734 }
1735
1736 /*
1737 * Checks if any objects has a move_type that matches objects
1738 * that effect this object on this space. Call apply() to process
1739 * these events.
1740 *
1741 * Any speed-modification due to SLOW_MOVE() of other present objects
1742 * will affect the speed_left of the object.
1743 *
1744 * originator: Player, monster or other object that caused 'op' to be inserted
1745 * into 'map'. May be NULL.
1746 *
1747 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1748 *
1749 * 4-21-95 added code to check if appropriate skill was readied - this will
1750 * permit faster movement by the player through this terrain. -b.t.
1751 *
1752 * MSW 2001-07-08: Check all objects on space, not just those below
1753 * object being inserted. insert_ob_in_map may not put new objects
1754 * on top.
1755 */
1756 int
1757 check_move_on (object *op, object *originator)
1758 {
1759 object *tmp;
1760 maptile *m = op->map;
1761 int x = op->x, y = op->y;
1762
1763 MoveType move_on, move_slow, move_block;
1764
1765 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1766 return 0;
1767
1768 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1769 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1770 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1771
1772 /* if nothing on this space will slow op down or be applied,
1773 * no need to do checking below. have to make sure move_type
1774 * is set, as lots of objects don't have it set - we treat that
1775 * as walking.
1776 */
1777 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1778 return 0;
1779
1780 /* This is basically inverse logic of that below - basically,
1781 * if the object can avoid the move on or slow move, they do so,
1782 * but can't do it if the alternate movement they are using is
1783 * blocked. Logic on this seems confusing, but does seem correct.
1784 */
1785 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1786 return 0;
1787
1788 /* The objects have to be checked from top to bottom.
1789 * Hence, we first go to the top:
1790 */
1791
1792 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1793 {
1794 /* Trim the search when we find the first other spell effect
1795 * this helps performance so that if a space has 50 spell objects,
1796 * we don't need to check all of them.
1797 */
1798 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1799 break;
1800 }
1801
1802 for (; tmp; tmp = tmp->below)
1803 {
1804 if (tmp == op)
1805 continue; /* Can't apply yourself */
1806
1807 /* Check to see if one of the movement types should be slowed down.
1808 * Second check makes sure that the movement types not being slowed
1809 * (~slow_move) is not blocked on this space - just because the
1810 * space doesn't slow down swimming (for example), if you can't actually
1811 * swim on that space, can't use it to avoid the penalty.
1812 */
1813 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1814 {
1815 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1816 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1817 {
1818
1819 float
1820 diff = tmp->move_slow_penalty * FABS (op->speed);
1821
1822 if (op->type == PLAYER)
1823 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1824 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1825 diff /= 4.0;
1826
1827 op->speed_left -= diff;
1828 }
1829 }
1830
1831 /* Basically same logic as above, except now for actual apply. */
1832 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1833 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1834 {
1835 move_apply (tmp, op, originator);
1836
1837 if (op->destroyed ())
1838 return 1;
1839
1840 /* what the person/creature stepped onto has moved the object
1841 * someplace new. Don't process any further - if we did,
1842 * have a feeling strange problems would result.
1843 */
1844 if (op->map != m || op->x != x || op->y != y)
1845 return 0;
1846 }
1847 }
1848
1849 return 0;
1850 }
1851
1852 /*
1853 * present_arch(arch, map, x, y) searches for any objects with
1854 * a matching archetype at the given map and coordinates.
1855 * The first matching object is returned, or NULL if none.
1856 */
1857 object *
1858 present_arch (const archetype *at, maptile *m, int x, int y)
1859 {
1860 if (!m || out_of_map (m, x, y))
1861 {
1862 LOG (llevError, "Present_arch called outside map.\n");
1863 return NULL;
1864 }
1865
1866 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1867 if (tmp->arch == at)
1868 return tmp;
1869
1870 return NULL;
1871 }
1872
1873 /*
1874 * present(type, map, x, y) searches for any objects with
1875 * a matching type variable at the given map and coordinates.
1876 * The first matching object is returned, or NULL if none.
1877 */
1878 object *
1879 present (unsigned char type, maptile *m, int x, int y)
1880 {
1881 if (out_of_map (m, x, y))
1882 {
1883 LOG (llevError, "Present called outside map.\n");
1884 return NULL;
1885 }
1886
1887 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1888 if (tmp->type == type)
1889 return tmp;
1890
1891 return NULL;
1892 }
1893
1894 /*
1895 * present_in_ob(type, object) searches for any objects with
1896 * a matching type variable in the inventory of the given object.
1897 * The first matching object is returned, or NULL if none.
1898 */
1899 object *
1900 present_in_ob (unsigned char type, const object *op)
1901 {
1902 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1903 if (tmp->type == type)
1904 return tmp;
1905
1906 return NULL;
1907 }
1908
1909 /*
1910 * present_in_ob (type, str, object) searches for any objects with
1911 * a matching type & name variable in the inventory of the given object.
1912 * The first matching object is returned, or NULL if none.
1913 * This is mostly used by spell effect code, so that we only
1914 * have one spell effect at a time.
1915 * type can be used to narrow the search - if type is set,
1916 * the type must also match. -1 can be passed for the type,
1917 * in which case the type does not need to pass.
1918 * str is the string to match against. Note that we match against
1919 * the object name, not the archetype name. this is so that the
1920 * spell code can use one object type (force), but change it's name
1921 * to be unique.
1922 */
1923 object *
1924 present_in_ob_by_name (int type, const char *str, const object *op)
1925 {
1926 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1927 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1928 return tmp;
1929
1930 return 0;
1931 }
1932
1933 /*
1934 * present_arch_in_ob(archetype, object) searches for any objects with
1935 * a matching archetype in the inventory of the given object.
1936 * The first matching object is returned, or NULL if none.
1937 */
1938 object *
1939 present_arch_in_ob (const archetype *at, const object *op)
1940 {
1941 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1942 if (tmp->arch == at)
1943 return tmp;
1944
1945 return NULL;
1946 }
1947
1948 /*
1949 * activate recursively a flag on an object inventory
1950 */
1951 void
1952 flag_inv (object *op, int flag)
1953 {
1954 if (op->inv)
1955 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1956 {
1957 SET_FLAG (tmp, flag);
1958 flag_inv (tmp, flag);
1959 }
1960 }
1961
1962 /*
1963 * deactivate recursively a flag on an object inventory
1964 */
1965 void
1966 unflag_inv (object *op, int flag)
1967 {
1968 if (op->inv)
1969 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1970 {
1971 CLEAR_FLAG (tmp, flag);
1972 unflag_inv (tmp, flag);
1973 }
1974 }
1975
1976 /*
1977 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1978 * all it's inventory (recursively).
1979 * If checksums are used, a player will get set_cheat called for
1980 * him/her-self and all object carried by a call to this function.
1981 */
1982 void
1983 set_cheat (object *op)
1984 {
1985 SET_FLAG (op, FLAG_WAS_WIZ);
1986 flag_inv (op, FLAG_WAS_WIZ);
1987 }
1988
1989 /*
1990 * find_free_spot(object, map, x, y, start, stop) will search for
1991 * a spot at the given map and coordinates which will be able to contain
1992 * the given object. start and stop specifies how many squares
1993 * to search (see the freearr_x/y[] definition).
1994 * It returns a random choice among the alternatives found.
1995 * start and stop are where to start relative to the free_arr array (1,9
1996 * does all 4 immediate directions). This returns the index into the
1997 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1998 * Note - this only checks to see if there is space for the head of the
1999 * object - if it is a multispace object, this should be called for all
2000 * pieces.
2001 * Note2: This function does correctly handle tiled maps, but does not
2002 * inform the caller. However, insert_ob_in_map will update as
2003 * necessary, so the caller shouldn't need to do any special work.
2004 * Note - updated to take an object instead of archetype - this is necessary
2005 * because arch_blocked (now ob_blocked) needs to know the movement type
2006 * to know if the space in question will block the object. We can't use
2007 * the archetype because that isn't correct if the monster has been
2008 * customized, changed states, etc.
2009 */
2010 int
2011 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2012 {
2013 int index = 0, flag;
2014 int altern[SIZEOFFREE];
2015
2016 for (int i = start; i < stop; i++)
2017 {
2018 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2019 if (!flag)
2020 altern [index++] = i;
2021
2022 /* Basically, if we find a wall on a space, we cut down the search size.
2023 * In this way, we won't return spaces that are on another side of a wall.
2024 * This mostly work, but it cuts down the search size in all directions -
2025 * if the space being examined only has a wall to the north and empty
2026 * spaces in all the other directions, this will reduce the search space
2027 * to only the spaces immediately surrounding the target area, and
2028 * won't look 2 spaces south of the target space.
2029 */
2030 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2031 stop = maxfree[i];
2032 }
2033
2034 if (!index)
2035 return -1;
2036
2037 return altern[RANDOM () % index];
2038 }
2039
2040 /*
2041 * find_first_free_spot(archetype, maptile, x, y) works like
2042 * find_free_spot(), but it will search max number of squares.
2043 * But it will return the first available spot, not a random choice.
2044 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2045 */
2046 int
2047 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2048 {
2049 for (int i = 0; i < SIZEOFFREE; i++)
2050 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2051 return i;
2052
2053 return -1;
2054 }
2055
2056 /*
2057 * The function permute(arr, begin, end) randomly reorders the array
2058 * arr[begin..end-1].
2059 * now uses a fisher-yates shuffle, old permute was broken
2060 */
2061 static void
2062 permute (int *arr, int begin, int end)
2063 {
2064 arr += begin;
2065 end -= begin;
2066
2067 while (--end)
2068 swap (arr [end], arr [RANDOM () % (end + 1)]);
2069 }
2070
2071 /* new function to make monster searching more efficient, and effective!
2072 * This basically returns a randomized array (in the passed pointer) of
2073 * the spaces to find monsters. In this way, it won't always look for
2074 * monsters to the north first. However, the size of the array passed
2075 * covers all the spaces, so within that size, all the spaces within
2076 * the 3x3 area will be searched, just not in a predictable order.
2077 */
2078 void
2079 get_search_arr (int *search_arr)
2080 {
2081 int i;
2082
2083 for (i = 0; i < SIZEOFFREE; i++)
2084 search_arr[i] = i;
2085
2086 permute (search_arr, 1, SIZEOFFREE1 + 1);
2087 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2088 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2089 }
2090
2091 /*
2092 * find_dir(map, x, y, exclude) will search some close squares in the
2093 * given map at the given coordinates for live objects.
2094 * It will not considered the object given as exclude among possible
2095 * live objects.
2096 * It returns the direction toward the first/closest live object if finds
2097 * any, otherwise 0.
2098 * Perhaps incorrectly, but I'm making the assumption that exclude
2099 * is actually want is going to try and move there. We need this info
2100 * because we have to know what movement the thing looking to move
2101 * there is capable of.
2102 */
2103 int
2104 find_dir (maptile *m, int x, int y, object *exclude)
2105 {
2106 int i, max = SIZEOFFREE, mflags;
2107
2108 sint16 nx, ny;
2109 object *tmp;
2110 maptile *mp;
2111
2112 MoveType blocked, move_type;
2113
2114 if (exclude && exclude->head)
2115 {
2116 exclude = exclude->head;
2117 move_type = exclude->move_type;
2118 }
2119 else
2120 {
2121 /* If we don't have anything, presume it can use all movement types. */
2122 move_type = MOVE_ALL;
2123 }
2124
2125 for (i = 1; i < max; i++)
2126 {
2127 mp = m;
2128 nx = x + freearr_x[i];
2129 ny = y + freearr_y[i];
2130
2131 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2132
2133 if (mflags & P_OUT_OF_MAP)
2134 max = maxfree[i];
2135 else
2136 {
2137 mapspace &ms = mp->at (nx, ny);
2138
2139 blocked = ms.move_block;
2140
2141 if ((move_type & blocked) == move_type)
2142 max = maxfree[i];
2143 else if (mflags & P_IS_ALIVE)
2144 {
2145 for (tmp = ms.bot; tmp; tmp = tmp->above)
2146 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2147 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2148 break;
2149
2150 if (tmp)
2151 return freedir[i];
2152 }
2153 }
2154 }
2155
2156 return 0;
2157 }
2158
2159 /*
2160 * distance(object 1, object 2) will return the square of the
2161 * distance between the two given objects.
2162 */
2163 int
2164 distance (const object *ob1, const object *ob2)
2165 {
2166 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2167 }
2168
2169 /*
2170 * find_dir_2(delta-x,delta-y) will return a direction in which
2171 * an object which has subtracted the x and y coordinates of another
2172 * object, needs to travel toward it.
2173 */
2174 int
2175 find_dir_2 (int x, int y)
2176 {
2177 int q;
2178
2179 if (y)
2180 q = x * 100 / y;
2181 else if (x)
2182 q = -300 * x;
2183 else
2184 return 0;
2185
2186 if (y > 0)
2187 {
2188 if (q < -242)
2189 return 3;
2190 if (q < -41)
2191 return 2;
2192 if (q < 41)
2193 return 1;
2194 if (q < 242)
2195 return 8;
2196 return 7;
2197 }
2198
2199 if (q < -242)
2200 return 7;
2201 if (q < -41)
2202 return 6;
2203 if (q < 41)
2204 return 5;
2205 if (q < 242)
2206 return 4;
2207
2208 return 3;
2209 }
2210
2211 /*
2212 * absdir(int): Returns a number between 1 and 8, which represent
2213 * the "absolute" direction of a number (it actually takes care of
2214 * "overflow" in previous calculations of a direction).
2215 */
2216
2217 int
2218 absdir (int d)
2219 {
2220 while (d < 1)
2221 d += 8;
2222
2223 while (d > 8)
2224 d -= 8;
2225
2226 return d;
2227 }
2228
2229 /*
2230 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2231 * between two directions (which are expected to be absolute (see absdir())
2232 */
2233
2234 int
2235 dirdiff (int dir1, int dir2)
2236 {
2237 int d;
2238
2239 d = abs (dir1 - dir2);
2240 if (d > 4)
2241 d = 8 - d;
2242
2243 return d;
2244 }
2245
2246 /* peterm:
2247 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2248 * Basically, this is a table of directions, and what directions
2249 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2250 * This basically means that if direction is 15, then it could either go
2251 * direction 4, 14, or 16 to get back to where we are.
2252 * Moved from spell_util.c to object.c with the other related direction
2253 * functions.
2254 */
2255 int reduction_dir[SIZEOFFREE][3] = {
2256 {0, 0, 0}, /* 0 */
2257 {0, 0, 0}, /* 1 */
2258 {0, 0, 0}, /* 2 */
2259 {0, 0, 0}, /* 3 */
2260 {0, 0, 0}, /* 4 */
2261 {0, 0, 0}, /* 5 */
2262 {0, 0, 0}, /* 6 */
2263 {0, 0, 0}, /* 7 */
2264 {0, 0, 0}, /* 8 */
2265 {8, 1, 2}, /* 9 */
2266 {1, 2, -1}, /* 10 */
2267 {2, 10, 12}, /* 11 */
2268 {2, 3, -1}, /* 12 */
2269 {2, 3, 4}, /* 13 */
2270 {3, 4, -1}, /* 14 */
2271 {4, 14, 16}, /* 15 */
2272 {5, 4, -1}, /* 16 */
2273 {4, 5, 6}, /* 17 */
2274 {6, 5, -1}, /* 18 */
2275 {6, 20, 18}, /* 19 */
2276 {7, 6, -1}, /* 20 */
2277 {6, 7, 8}, /* 21 */
2278 {7, 8, -1}, /* 22 */
2279 {8, 22, 24}, /* 23 */
2280 {8, 1, -1}, /* 24 */
2281 {24, 9, 10}, /* 25 */
2282 {9, 10, -1}, /* 26 */
2283 {10, 11, -1}, /* 27 */
2284 {27, 11, 29}, /* 28 */
2285 {11, 12, -1}, /* 29 */
2286 {12, 13, -1}, /* 30 */
2287 {12, 13, 14}, /* 31 */
2288 {13, 14, -1}, /* 32 */
2289 {14, 15, -1}, /* 33 */
2290 {33, 15, 35}, /* 34 */
2291 {16, 15, -1}, /* 35 */
2292 {17, 16, -1}, /* 36 */
2293 {18, 17, 16}, /* 37 */
2294 {18, 17, -1}, /* 38 */
2295 {18, 19, -1}, /* 39 */
2296 {41, 19, 39}, /* 40 */
2297 {19, 20, -1}, /* 41 */
2298 {20, 21, -1}, /* 42 */
2299 {20, 21, 22}, /* 43 */
2300 {21, 22, -1}, /* 44 */
2301 {23, 22, -1}, /* 45 */
2302 {45, 47, 23}, /* 46 */
2303 {23, 24, -1}, /* 47 */
2304 {24, 9, -1}
2305 }; /* 48 */
2306
2307 /* Recursive routine to step back and see if we can
2308 * find a path to that monster that we found. If not,
2309 * we don't bother going toward it. Returns 1 if we
2310 * can see a direct way to get it
2311 * Modified to be map tile aware -.MSW
2312 */
2313 int
2314 can_see_monsterP (maptile *m, int x, int y, int dir)
2315 {
2316 sint16 dx, dy;
2317 int mflags;
2318
2319 if (dir < 0)
2320 return 0; /* exit condition: invalid direction */
2321
2322 dx = x + freearr_x[dir];
2323 dy = y + freearr_y[dir];
2324
2325 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2326
2327 /* This functional arguably was incorrect before - it was
2328 * checking for P_WALL - that was basically seeing if
2329 * we could move to the monster - this is being more
2330 * literal on if we can see it. To know if we can actually
2331 * move to the monster, we'd need the monster passed in or
2332 * at least its move type.
2333 */
2334 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2335 return 0;
2336
2337 /* yes, can see. */
2338 if (dir < 9)
2339 return 1;
2340
2341 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2342 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2343 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2344 }
2345
2346 /*
2347 * can_pick(picker, item): finds out if an object is possible to be
2348 * picked up by the picker. Returnes 1 if it can be
2349 * picked up, otherwise 0.
2350 *
2351 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2352 * core dumps if they do.
2353 *
2354 * Add a check so we can't pick up invisible objects (0.93.8)
2355 */
2356
2357 int
2358 can_pick (const object *who, const object *item)
2359 {
2360 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2361 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2362 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2363 }
2364
2365 /*
2366 * create clone from object to another
2367 */
2368 object *
2369 object_create_clone (object *asrc)
2370 {
2371 object *dst = 0, *tmp, *src, *part, *prev, *item;
2372
2373 if (!asrc)
2374 return 0;
2375
2376 src = asrc;
2377 if (src->head)
2378 src = src->head;
2379
2380 prev = 0;
2381 for (part = src; part; part = part->more)
2382 {
2383 tmp = part->clone ();
2384 tmp->x -= src->x;
2385 tmp->y -= src->y;
2386
2387 if (!part->head)
2388 {
2389 dst = tmp;
2390 tmp->head = 0;
2391 }
2392 else
2393 tmp->head = dst;
2394
2395 tmp->more = 0;
2396
2397 if (prev)
2398 prev->more = tmp;
2399
2400 prev = tmp;
2401 }
2402
2403 for (item = src->inv; item; item = item->below)
2404 insert_ob_in_ob (object_create_clone (item), dst);
2405
2406 return dst;
2407 }
2408
2409 /* GROS - Creates an object using a string representing its content. */
2410 /* Basically, we save the content of the string to a temp file, then call */
2411 /* load_object on it. I admit it is a highly inefficient way to make things, */
2412 /* but it was simple to make and allows reusing the load_object function. */
2413 /* Remember not to use load_object_str in a time-critical situation. */
2414 /* Also remember that multiparts objects are not supported for now. */
2415 object *
2416 load_object_str (const char *obstr)
2417 {
2418 object *op;
2419 char filename[MAX_BUF];
2420
2421 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2422
2423 FILE *tempfile = fopen (filename, "w");
2424
2425 if (tempfile == NULL)
2426 {
2427 LOG (llevError, "Error - Unable to access load object temp file\n");
2428 return NULL;
2429 }
2430
2431 fprintf (tempfile, obstr);
2432 fclose (tempfile);
2433
2434 op = object::create ();
2435
2436 object_thawer thawer (filename);
2437
2438 if (thawer)
2439 load_object (thawer, op, 0);
2440
2441 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2442 CLEAR_FLAG (op, FLAG_REMOVED);
2443
2444 return op;
2445 }
2446
2447 /* This returns the first object in who's inventory that
2448 * has the same type and subtype match.
2449 * returns NULL if no match.
2450 */
2451 object *
2452 find_obj_by_type_subtype (const object *who, int type, int subtype)
2453 {
2454 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2455 if (tmp->type == type && tmp->subtype == subtype)
2456 return tmp;
2457
2458 return 0;
2459 }
2460
2461 /* If ob has a field named key, return the link from the list,
2462 * otherwise return NULL.
2463 *
2464 * key must be a passed in shared string - otherwise, this won't
2465 * do the desired thing.
2466 */
2467 key_value *
2468 get_ob_key_link (const object *ob, const char *key)
2469 {
2470 for (key_value *link = ob->key_values; link; link = link->next)
2471 if (link->key == key)
2472 return link;
2473
2474 return 0;
2475 }
2476
2477 /*
2478 * Returns the value of op has an extra_field for key, or NULL.
2479 *
2480 * The argument doesn't need to be a shared string.
2481 *
2482 * The returned string is shared.
2483 */
2484 const char *
2485 get_ob_key_value (const object *op, const char *const key)
2486 {
2487 key_value *link;
2488 shstr_cmp canonical_key (key);
2489
2490 if (!canonical_key)
2491 {
2492 /* 1. There being a field named key on any object
2493 * implies there'd be a shared string to find.
2494 * 2. Since there isn't, no object has this field.
2495 * 3. Therefore, *this* object doesn't have this field.
2496 */
2497 return 0;
2498 }
2499
2500 /* This is copied from get_ob_key_link() above -
2501 * only 4 lines, and saves the function call overhead.
2502 */
2503 for (link = op->key_values; link; link = link->next)
2504 if (link->key == canonical_key)
2505 return link->value;
2506
2507 return 0;
2508 }
2509
2510
2511 /*
2512 * Updates the canonical_key in op to value.
2513 *
2514 * canonical_key is a shared string (value doesn't have to be).
2515 *
2516 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2517 * keys.
2518 *
2519 * Returns TRUE on success.
2520 */
2521 int
2522 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2523 {
2524 key_value *field = NULL, *last = NULL;
2525
2526 for (field = op->key_values; field != NULL; field = field->next)
2527 {
2528 if (field->key != canonical_key)
2529 {
2530 last = field;
2531 continue;
2532 }
2533
2534 if (value)
2535 field->value = value;
2536 else
2537 {
2538 /* Basically, if the archetype has this key set,
2539 * we need to store the null value so when we save
2540 * it, we save the empty value so that when we load,
2541 * we get this value back again.
2542 */
2543 if (get_ob_key_link (&op->arch->clone, canonical_key))
2544 field->value = 0;
2545 else
2546 {
2547 if (last)
2548 last->next = field->next;
2549 else
2550 op->key_values = field->next;
2551
2552 delete field;
2553 }
2554 }
2555 return TRUE;
2556 }
2557 /* IF we get here, key doesn't exist */
2558
2559 /* No field, we'll have to add it. */
2560
2561 if (!add_key)
2562 return FALSE;
2563
2564 /* There isn't any good reason to store a null
2565 * value in the key/value list. If the archetype has
2566 * this key, then we should also have it, so shouldn't
2567 * be here. If user wants to store empty strings,
2568 * should pass in ""
2569 */
2570 if (value == NULL)
2571 return TRUE;
2572
2573 field = new key_value;
2574
2575 field->key = canonical_key;
2576 field->value = value;
2577 /* Usual prepend-addition. */
2578 field->next = op->key_values;
2579 op->key_values = field;
2580
2581 return TRUE;
2582 }
2583
2584 /*
2585 * Updates the key in op to value.
2586 *
2587 * If add_key is FALSE, this will only update existing keys,
2588 * and not add new ones.
2589 * In general, should be little reason FALSE is ever passed in for add_key
2590 *
2591 * Returns TRUE on success.
2592 */
2593 int
2594 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2595 {
2596 shstr key_ (key);
2597
2598 return set_ob_key_value_s (op, key_, value, add_key);
2599 }
2600
2601 object::depth_iterator::depth_iterator (object *container)
2602 : iterator_base (container)
2603 {
2604 while (item->inv)
2605 item = item->inv;
2606 }
2607
2608 void
2609 object::depth_iterator::next ()
2610 {
2611 if (item->below)
2612 {
2613 item = item->below;
2614
2615 while (item->inv)
2616 item = item->inv;
2617 }
2618 else
2619 item = item->env;
2620 }
2621
2622
2623 const char *
2624 object::flag_desc (char *desc, int len) const
2625 {
2626 char *p = desc;
2627 bool first = true;
2628
2629 *p = 0;
2630
2631 for (int i = 0; i < NUM_FLAGS; i++)
2632 {
2633 if (len <= 10) // magic constant!
2634 {
2635 snprintf (p, len, ",...");
2636 break;
2637 }
2638
2639 if (flag [i])
2640 {
2641 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2642 len -= cnt;
2643 p += cnt;
2644 first = false;
2645 }
2646 }
2647
2648 return desc;
2649 }
2650
2651 // return a suitable string describing an object in enough detail to find it
2652 const char *
2653 object::debug_desc (char *info) const
2654 {
2655 char flagdesc[512];
2656 char info2[256 * 4];
2657 char *p = info;
2658
2659 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2660 count, uuid.seq,
2661 &name,
2662 title ? "\",title:" : "",
2663 title ? (const char *)title : "",
2664 flag_desc (flagdesc, 512), type);
2665
2666 if (env)
2667 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2668
2669 if (map)
2670 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2671
2672 return info;
2673 }
2674
2675 const char *
2676 object::debug_desc () const
2677 {
2678 static char info[256 * 4];
2679 return debug_desc (info);
2680 }
2681