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Revision: 1.107
Committed: Sat Jan 6 14:42:29 2007 UTC (17 years, 4 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.106: +1 -0 lines
Log Message:
added some copyrights

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen
7
8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
12
13 This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
17
18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25 /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28 #include <global.h>
29 #include <stdio.h>
30 #include <sys/types.h>
31 #include <sys/uio.h>
32 #include <object.h>
33 #include <funcpoint.h>
34 #include <loader.h>
35
36 #include <bitset>
37
38 int nrofallocobjects = 0;
39 static UUID uuid;
40 const uint64 UUID_SKIP = 1<<19;
41
42 object *active_objects; /* List of active objects that need to be processed */
43
44 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,
45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
46 };
47 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,
48 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
49 };
50 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,
51 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
52 };
53 int freedir[SIZEOFFREE] = {
54 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,
55 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
56 };
57
58 static void
59 write_uuid (void)
60 {
61 char filename1[MAX_BUF], filename2[MAX_BUF];
62
63 sprintf (filename1, "%s/uuid", settings.localdir);
64 sprintf (filename2, "%s/uuid~", settings.localdir);
65
66 FILE *fp;
67
68 if (!(fp = fopen (filename2, "w")))
69 {
70 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
71 return;
72 }
73
74 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
75 fclose (fp);
76 rename (filename2, filename1);
77 }
78
79 static void
80 read_uuid (void)
81 {
82 char filename[MAX_BUF];
83
84 sprintf (filename, "%s/uuid", settings.localdir);
85
86 FILE *fp;
87
88 if (!(fp = fopen (filename, "r")))
89 {
90 if (errno == ENOENT)
91 {
92 LOG (llevInfo, "RESET uid to 1\n");
93 uuid.seq = 0;
94 write_uuid ();
95 return;
96 }
97
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1);
100 }
101
102 int version;
103 unsigned long long uid;
104 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
105 {
106 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
107 _exit (1);
108 }
109
110 uuid.seq = uid;
111 write_uuid ();
112 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
113 fclose (fp);
114 }
115
116 UUID
117 gen_uuid ()
118 {
119 UUID uid;
120
121 uid.seq = ++uuid.seq;
122
123 if (!(uuid.seq & (UUID_SKIP - 1)))
124 write_uuid ();
125
126 return uid;
127 }
128
129 void
130 init_uuid ()
131 {
132 read_uuid ();
133 }
134
135 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
136 static int
137 compare_ob_value_lists_one (const object *wants, const object *has)
138 {
139 key_value *wants_field;
140
141 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
142 * objects with lists are rare, and lists stay short. If not, use a
143 * different structure or at least keep the lists sorted...
144 */
145
146 /* For each field in wants, */
147 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
148 {
149 key_value *has_field;
150
151 /* Look for a field in has with the same key. */
152 has_field = get_ob_key_link (has, wants_field->key);
153
154 if (has_field == NULL)
155 {
156 /* No field with that name. */
157 return FALSE;
158 }
159
160 /* Found the matching field. */
161 if (has_field->value != wants_field->value)
162 {
163 /* Values don't match, so this half of the comparison is false. */
164 return FALSE;
165 }
166
167 /* If we get here, we found a match. Now for the next field in wants. */
168 }
169
170 /* If we get here, every field in wants has a matching field in has. */
171 return TRUE;
172 }
173
174 /* Returns TRUE if ob1 has the same key_values as ob2. */
175 static int
176 compare_ob_value_lists (const object *ob1, const object *ob2)
177 {
178 /* However, there may be fields in has which aren't partnered in wants,
179 * so we need to run the comparison *twice*. :(
180 */
181 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
182 }
183
184 /* Function examines the 2 objects given to it, and returns true if
185 * they can be merged together.
186 *
187 * Note that this function appears a lot longer than the macro it
188 * replaces - this is mostly for clarity - a decent compiler should hopefully
189 * reduce this to the same efficiency.
190 *
191 * Check nrof variable *before* calling can_merge()
192 *
193 * Improvements made with merge: Better checking on potion, and also
194 * check weight
195 */
196 bool object::can_merge_slow (object *ob1, object *ob2)
197 {
198 /* A couple quicksanity checks */
199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
204 return 0;
205
206 //TODO: this ain't working well, use nicer and correct overflow check
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
208 * value could not be stored in a sint32 (which unfortunately sometimes is
209 * used to store nrof).
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0;
213
214 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning.
219 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name
229 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id
240 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname
242 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
251 return 0;
252
253 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory.
255 */
256 if (ob1->inv || ob2->inv)
257 {
258 /* if one object has inventory but the other doesn't, not equiv */
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
260 return 0;
261
262 /* Now check to see if the two inventory objects could merge */
263 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0;
265
266 /* inventory ok - still need to check rest of this object to see
267 * if it is valid.
268 */
269 }
270
271 /* Don't merge objects that are applied. With the new 'body' code,
272 * it is possible for most any character to have more than one of
273 * some items equipped, and we don't want those to merge.
274 */
275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
276 return 0;
277
278 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster
280 * check?
281 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0;
284
285 switch (ob1->type)
286 {
287 case SCROLL:
288 if (ob1->level != ob2->level)
289 return 0;
290 break;
291 }
292
293 if (ob1->key_values != NULL || ob2->key_values != NULL)
294 {
295 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
297 /* One has fields, but the other one doesn't. */
298 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
305 {
306 ob1->optimise ();
307 ob2->optimise ();
308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
313 /* Everything passes, must be OK. */
314 return 1;
315 }
316
317 /*
318 * sum_weight() is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much
320 * containers are carrying, and sums it up.
321 */
322 long
323 sum_weight (object *op)
324 {
325 long sum;
326 object *inv;
327
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
330 if (inv->inv)
331 sum_weight (inv);
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 }
334
335 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100;
337
338 if (op->carrying != sum)
339 op->carrying = sum;
340
341 return sum;
342 }
343
344 /**
345 * Return the outermost environment object for a given object.
346 */
347
348 object *
349 object_get_env_recursive (object *op)
350 {
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354 }
355
356 /*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array.
360 */
361
362 char *
363 dump_object (object *op)
364 {
365 if (!op)
366 return strdup ("[NULLOBJ]");
367
368 object_freezer freezer;
369 save_object (freezer, op, 1);
370 return freezer.as_string ();
371 }
372
373 /*
374 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned.
377 */
378
379 object *
380 get_nearest_part (object *op, const object *pl)
381 {
382 object *tmp, *closest;
383 int last_dist, i;
384
385 if (op->more == NULL)
386 return op;
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i;
390 return closest;
391 }
392
393 /*
394 * Returns the object which has the count-variable equal to the argument.
395 */
396
397 object *
398 find_object (tag_t i)
399 {
400 for (object *op = object::first; op; op = op->next)
401 if (op->count == i)
402 return op;
403
404 return 0;
405 }
406
407 /*
408 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999"
411 */
412
413 object *
414 find_object_name (const char *str)
415 {
416 shstr_cmp str_ (str);
417 object *op;
418
419 for (op = object::first; op != NULL; op = op->next)
420 if (op->name == str_)
421 break;
422
423 return op;
424 }
425
426 void
427 free_all_object_data ()
428 {
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430 }
431
432 /*
433 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects.
435 */
436 void
437 object::set_owner (object *owner)
438 {
439 if (!owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner)
450 owner = owner->owner;
451
452 this->owner = owner;
453 }
454
455 /* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links.
457 */
458 static void
459 free_key_values (object *op)
460 {
461 for (key_value *i = op->key_values; i != 0;)
462 {
463 key_value *next = i->next;
464 delete i;
465
466 i = next;
467 }
468
469 op->key_values = 0;
470 }
471
472 /*
473 * copy_to first frees everything allocated by the dst object,
474 * and then copies the contents of itself into the second
475 * object, allocating what needs to be allocated. Basically, any
476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
477 * if the first object is freed, the pointers in the new object
478 * will point at garbage.
479 */
480 void
481 object::copy_to (object *dst)
482 {
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485
486 *(object_copy *)dst = *this;
487
488 if (is_freed)
489 SET_FLAG (dst, FLAG_FREED);
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496
497 /* Copy over key_values, if any. */
498 if (key_values)
499 {
500 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0;
504
505 for (i = key_values; i; i = i->next)
506 {
507 key_value *new_link = new key_value;
508
509 new_link->next = 0;
510 new_link->key = i->key;
511 new_link->value = i->value;
512
513 /* Try and be clever here, too. */
514 if (!dst->key_values)
515 {
516 dst->key_values = new_link;
517 tail = new_link;
518 }
519 else
520 {
521 tail->next = new_link;
522 tail = new_link;
523 }
524 }
525 }
526
527 dst->set_speed (dst->speed);
528 }
529
530 object *
531 object::clone ()
532 {
533 object *neu = create ();
534 copy_to (neu);
535 return neu;
536 }
537
538 /*
539 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map.
542 */
543 void
544 update_turn_face (object *op)
545 {
546 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
547 return;
548
549 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE);
551 }
552
553 /*
554 * Updates the speed of an object. If the speed changes from 0 to another
555 * value, or vice versa, then add/remove the object from the active list.
556 * This function needs to be called whenever the speed of an object changes.
557 */
558 void
559 object::set_speed (float speed)
560 {
561 if (flag [FLAG_FREED] && speed)
562 {
563 LOG (llevError, "Object %s is freed but has speed.\n", &name);
564 speed = 0;
565 }
566
567 this->speed = speed;
568
569 if (has_active_speed ())
570 activate ();
571 else
572 deactivate ();
573 }
574
575 /*
576 * update_object() updates the the map.
577 * It takes into account invisible objects (and represent squares covered
578 * by invisible objects by whatever is below them (unless it's another
579 * invisible object, etc...)
580 * If the object being updated is beneath a player, the look-window
581 * of that player is updated (this might be a suboptimal way of
582 * updating that window, though, since update_object() is called _often_)
583 *
584 * action is a hint of what the caller believes need to be done.
585 * current action are:
586 * UP_OBJ_INSERT: op was inserted
587 * UP_OBJ_REMOVE: op was removed
588 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
589 * as that is easier than trying to look at what may have changed.
590 * UP_OBJ_FACE: only the objects face has changed.
591 */
592 void
593 update_object (object *op, int action)
594 {
595 MoveType move_on, move_off, move_block, move_slow;
596
597 if (op == NULL)
598 {
599 /* this should never happen */
600 LOG (llevDebug, "update_object() called for NULL object.\n");
601 return;
602 }
603
604 if (op->env)
605 {
606 /* Animation is currently handled by client, so nothing
607 * to do in this case.
608 */
609 return;
610 }
611
612 /* If the map is saving, don't do anything as everything is
613 * going to get freed anyways.
614 */
615 if (!op->map || op->map->in_memory == MAP_SAVING)
616 return;
617
618 /* make sure the object is within map boundaries */
619 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
620 {
621 LOG (llevError, "update_object() called for object out of map!\n");
622 #ifdef MANY_CORES
623 abort ();
624 #endif
625 return;
626 }
627
628 mapspace &m = op->ms ();
629
630 if (!(m.flags_ & P_UPTODATE))
631 /* nop */;
632 else if (action == UP_OBJ_INSERT)
633 {
634 // this is likely overkill, TODO: revisit (schmorp)
635 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
636 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
637 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
638 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
639 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
640 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
641 || (m.move_on | op->move_on ) != m.move_on
642 || (m.move_off | op->move_off ) != m.move_off
643 || (m.move_slow | op->move_slow) != m.move_slow
644 /* This isn't perfect, but I don't expect a lot of objects to
645 * to have move_allow right now.
646 */
647 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
648 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
649 m.flags_ = 0;
650 }
651 /* if the object is being removed, we can't make intelligent
652 * decisions, because remove_ob can't really pass the object
653 * that is being removed.
654 */
655 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
656 m.flags_ = 0;
657 else if (action == UP_OBJ_FACE)
658 /* Nothing to do for that case */ ;
659 else
660 LOG (llevError, "update_object called with invalid action: %d\n", action);
661
662 if (op->more)
663 update_object (op->more, action);
664 }
665
666 object *object::first;
667
668 object::object ()
669 {
670 SET_FLAG (this, FLAG_REMOVED);
671
672 expmul = 1.0;
673 face = blank_face;
674 }
675
676 object::~object ()
677 {
678 free_key_values (this);
679 }
680
681 void object::link ()
682 {
683 count = ++ob_count;
684 uuid = gen_uuid ();
685
686 prev = 0;
687 next = object::first;
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693 }
694
695 void object::unlink ()
696 {
697 if (this == object::first)
698 object::first = next;
699
700 /* Remove this object from the list of used objects */
701 if (prev) prev->next = next;
702 if (next) next->prev = prev;
703
704 prev = 0;
705 next = 0;
706 }
707
708 bool
709 object::active () const
710 {
711 return active_next || active_prev || this == active_objects;
712 }
713
714 void
715 object::activate ()
716 {
717 /* If already on active list, don't do anything */
718 if (active ())
719 return;
720
721 if (has_active_speed ())
722 {
723 /* process_events() expects us to insert the object at the beginning
724 * of the list. */
725 active_next = active_objects;
726
727 if (active_next)
728 active_next->active_prev = this;
729
730 active_objects = this;
731 }
732 }
733
734 void
735 object::activate_recursive ()
736 {
737 activate ();
738
739 for (object *op = inv; op; op = op->below)
740 op->activate_recursive ();
741 }
742
743 /* This function removes object 'op' from the list of active
744 * objects.
745 * This should only be used for style maps or other such
746 * reference maps where you don't want an object that isn't
747 * in play chewing up cpu time getting processed.
748 * The reverse of this is to call update_ob_speed, which
749 * will do the right thing based on the speed of the object.
750 */
751 void
752 object::deactivate ()
753 {
754 /* If not on the active list, nothing needs to be done */
755 if (!active ())
756 return;
757
758 if (active_prev == 0)
759 {
760 active_objects = active_next;
761 if (active_next)
762 active_next->active_prev = 0;
763 }
764 else
765 {
766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
770
771 active_next = 0;
772 active_prev = 0;
773 }
774
775 void
776 object::deactivate_recursive ()
777 {
778 for (object *op = inv; op; op = op->below)
779 op->deactivate_recursive ();
780
781 deactivate ();
782 }
783
784 void
785 object::set_flag_inv (int flag, int value)
786 {
787 for (object *op = inv; op; op = op->below)
788 {
789 op->flag [flag] = value;
790 op->set_flag_inv (flag, value);
791 }
792 }
793
794 /*
795 * Remove and free all objects in the inventory of the given object.
796 * object.c ?
797 */
798 void
799 object::destroy_inv (bool drop_to_ground)
800 {
801 // need to check first, because the checks below might segfault
802 // as we might be on an invalid mapspace and crossfire code
803 // is too buggy to ensure that the inventory is empty.
804 // corollary: if you create arrows etc. with stuff in tis inventory,
805 // cf will crash below with off-map x and y
806 if (!inv)
807 return;
808
809 /* Only if the space blocks everything do we not process -
810 * if some form of movement is allowed, let objects
811 * drop on that space.
812 */
813 if (!drop_to_ground
814 || !map
815 || map->in_memory != MAP_IN_MEMORY
816 || ms ().move_block == MOVE_ALL)
817 {
818 while (inv)
819 {
820 inv->destroy_inv (drop_to_ground);
821 inv->destroy ();
822 }
823 }
824 else
825 { /* Put objects in inventory onto this space */
826 while (inv)
827 {
828 object *op = inv;
829
830 if (op->flag [FLAG_STARTEQUIP]
831 || op->flag [FLAG_NO_DROP]
832 || op->type == RUNE
833 || op->type == TRAP
834 || op->flag [FLAG_IS_A_TEMPLATE])
835 op->destroy ();
836 else
837 map->insert (op, x, y);
838 }
839 }
840 }
841
842 object *object::create ()
843 {
844 object *op = new object;
845 op->link ();
846 return op;
847 }
848
849 void
850 object::do_destroy ()
851 {
852 if (flag [FLAG_IS_LINKED])
853 remove_button_link (this);
854
855 if (flag [FLAG_FRIENDLY])
856 remove_friendly_object (this);
857
858 if (!flag [FLAG_REMOVED])
859 remove ();
860
861 if (flag [FLAG_FREED])
862 return;
863
864 set_speed (0);
865
866 flag [FLAG_FREED] = 1;
867
868 attachable::do_destroy ();
869
870 destroy_inv (true);
871 unlink ();
872
873 // hack to ensure that freed objects still have a valid map
874 {
875 static maptile *freed_map; // freed objects are moved here to avoid crashes
876
877 if (!freed_map)
878 {
879 freed_map = new maptile;
880
881 freed_map->name = "/internal/freed_objects_map";
882 freed_map->width = 3;
883 freed_map->height = 3;
884
885 freed_map->alloc ();
886 freed_map->in_memory = MAP_IN_MEMORY;
887 }
888
889 map = freed_map;
890 x = 1;
891 y = 1;
892 }
893
894 head = 0;
895
896 if (more)
897 {
898 more->destroy ();
899 more = 0;
900 }
901
902 // clear those pointers that likely might have circular references to us
903 owner = 0;
904 enemy = 0;
905 attacked_by = 0;
906
907 // only relevant for players(?), but make sure of it anyways
908 contr = 0;
909 }
910
911 void
912 object::destroy (bool destroy_inventory)
913 {
914 if (destroyed ())
915 return;
916
917 if (destroy_inventory)
918 destroy_inv (false);
919
920 attachable::destroy ();
921 }
922
923 /*
924 * sub_weight() recursively (outwards) subtracts a number from the
925 * weight of an object (and what is carried by it's environment(s)).
926 */
927 void
928 sub_weight (object *op, signed long weight)
929 {
930 while (op != NULL)
931 {
932 if (op->type == CONTAINER)
933 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
934
935 op->carrying -= weight;
936 op = op->env;
937 }
938 }
939
940 /* op->remove ():
941 * This function removes the object op from the linked list of objects
942 * which it is currently tied to. When this function is done, the
943 * object will have no environment. If the object previously had an
944 * environment, the x and y coordinates will be updated to
945 * the previous environment.
946 * Beware: This function is called from the editor as well!
947 */
948 void
949 object::remove ()
950 {
951 object *tmp, *last = 0;
952 object *otmp;
953
954 if (QUERY_FLAG (this, FLAG_REMOVED))
955 return;
956
957 SET_FLAG (this, FLAG_REMOVED);
958 INVOKE_OBJECT (REMOVE, this);
959
960 if (more)
961 more->remove ();
962
963 /*
964 * In this case, the object to be removed is in someones
965 * inventory.
966 */
967 if (env)
968 {
969 if (nrof)
970 sub_weight (env, weight * nrof);
971 else
972 sub_weight (env, weight + carrying);
973
974 /* NO_FIX_PLAYER is set when a great many changes are being
975 * made to players inventory. If set, avoiding the call
976 * to save cpu time.
977 */
978 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
979 otmp->update_stats ();
980
981 if (above)
982 above->below = below;
983 else
984 env->inv = below;
985
986 if (below)
987 below->above = above;
988
989 /* we set up values so that it could be inserted into
990 * the map, but we don't actually do that - it is up
991 * to the caller to decide what we want to do.
992 */
993 x = env->x, y = env->y;
994 map = env->map;
995 above = 0, below = 0;
996 env = 0;
997 }
998 else if (map)
999 {
1000 if (type == PLAYER)
1001 {
1002 --map->players;
1003 map->touch ();
1004 }
1005
1006 map->dirty = true;
1007
1008 /* link the object above us */
1009 if (above)
1010 above->below = below;
1011 else
1012 map->at (x, y).top = below; /* we were top, set new top */
1013
1014 /* Relink the object below us, if there is one */
1015 if (below)
1016 below->above = above;
1017 else
1018 {
1019 /* Nothing below, which means we need to relink map object for this space
1020 * use translated coordinates in case some oddness with map tiling is
1021 * evident
1022 */
1023 if (GET_MAP_OB (map, x, y) != this)
1024 {
1025 char *dump = dump_object (this);
1026 LOG (llevError,
1027 "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);
1028 free (dump);
1029 dump = dump_object (GET_MAP_OB (map, x, y));
1030 LOG (llevError, "%s\n", dump);
1031 free (dump);
1032 }
1033
1034 map->at (x, y).bot = above; /* goes on above it. */
1035 }
1036
1037 above = 0;
1038 below = 0;
1039
1040 if (map->in_memory == MAP_SAVING)
1041 return;
1042
1043 int check_walk_off = !flag [FLAG_NO_APPLY];
1044
1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1046 {
1047 /* No point updating the players look faces if he is the object
1048 * being removed.
1049 */
1050
1051 if (tmp->type == PLAYER && tmp != this)
1052 {
1053 /* If a container that the player is currently using somehow gets
1054 * removed (most likely destroyed), update the player view
1055 * appropriately.
1056 */
1057 if (tmp->container == this)
1058 {
1059 flag [FLAG_APPLIED] = 0;
1060 tmp->container = 0;
1061 }
1062
1063 if (tmp->contr->ns)
1064 tmp->contr->ns->floorbox_update ();
1065 }
1066
1067 /* See if object moving off should effect something */
1068 if (check_walk_off
1069 && ((move_type & tmp->move_off)
1070 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1071 {
1072 move_apply (tmp, this, 0);
1073
1074 if (destroyed ())
1075 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1076 }
1077
1078 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1079 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1080 if (tmp->above == tmp)
1081 tmp->above = 0;
1082
1083 last = tmp;
1084 }
1085
1086 /* last == NULL if there are no objects on this space */
1087 //TODO: this makes little sense, why only update the topmost object?
1088 if (!last)
1089 map->at (x, y).flags_ = 0;
1090 else
1091 update_object (last, UP_OBJ_REMOVE);
1092
1093 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1094 update_all_los (map, x, y);
1095 }
1096 }
1097
1098 /*
1099 * merge_ob(op,top):
1100 *
1101 * This function goes through all objects below and including top, and
1102 * merges op to the first matching object.
1103 * If top is NULL, it is calculated.
1104 * Returns pointer to object if it succeded in the merge, otherwise NULL
1105 */
1106 object *
1107 merge_ob (object *op, object *top)
1108 {
1109 if (!op->nrof)
1110 return 0;
1111
1112 if (top)
1113 for (top = op; top && top->above; top = top->above)
1114 ;
1115
1116 for (; top; top = top->below)
1117 {
1118 if (top == op)
1119 continue;
1120
1121 if (object::can_merge (op, top))
1122 {
1123 top->nrof += op->nrof;
1124
1125 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1126 op->weight = 0; /* Don't want any adjustements now */
1127 op->destroy ();
1128 return top;
1129 }
1130 }
1131
1132 return 0;
1133 }
1134
1135 /*
1136 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1137 * job preparing multi-part monsters
1138 */
1139 object *
1140 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1141 {
1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1143 {
1144 tmp->x = x + tmp->arch->clone.x;
1145 tmp->y = y + tmp->arch->clone.y;
1146 }
1147
1148 return insert_ob_in_map (op, m, originator, flag);
1149 }
1150
1151 /*
1152 * insert_ob_in_map (op, map, originator, flag):
1153 * This function inserts the object in the two-way linked list
1154 * which represents what is on a map.
1155 * The second argument specifies the map, and the x and y variables
1156 * in the object about to be inserted specifies the position.
1157 *
1158 * originator: Player, monster or other object that caused 'op' to be inserted
1159 * into 'map'. May be NULL.
1160 *
1161 * flag is a bitmask about special things to do (or not do) when this
1162 * function is called. see the object.h file for the INS_ values.
1163 * Passing 0 for flag gives proper default values, so flag really only needs
1164 * to be set if special handling is needed.
1165 *
1166 * Return value:
1167 * new object if 'op' was merged with other object
1168 * NULL if 'op' was destroyed
1169 * just 'op' otherwise
1170 */
1171 object *
1172 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1173 {
1174 object *tmp, *top, *floor = NULL;
1175 sint16 x, y;
1176
1177 if (QUERY_FLAG (op, FLAG_FREED))
1178 {
1179 LOG (llevError, "Trying to insert freed object!\n");
1180 return NULL;
1181 }
1182
1183 if (!m)
1184 {
1185 char *dump = dump_object (op);
1186 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1187 free (dump);
1188 return op;
1189 }
1190
1191 if (out_of_map (m, op->x, op->y))
1192 {
1193 char *dump = dump_object (op);
1194 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1195 #ifdef MANY_CORES
1196 /* Better to catch this here, as otherwise the next use of this object
1197 * is likely to cause a crash. Better to find out where it is getting
1198 * improperly inserted.
1199 */
1200 abort ();
1201 #endif
1202 free (dump);
1203 return op;
1204 }
1205
1206 if (!QUERY_FLAG (op, FLAG_REMOVED))
1207 {
1208 char *dump = dump_object (op);
1209 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1210 free (dump);
1211 return op;
1212 }
1213
1214 if (op->more)
1215 {
1216 /* The part may be on a different map. */
1217
1218 object *more = op->more;
1219
1220 /* We really need the caller to normalise coordinates - if
1221 * we set the map, that doesn't work if the location is within
1222 * a map and this is straddling an edge. So only if coordinate
1223 * is clear wrong do we normalise it.
1224 */
1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1227 else if (!more->map)
1228 {
1229 /* For backwards compatibility - when not dealing with tiled maps,
1230 * more->map should always point to the parent.
1231 */
1232 more->map = m;
1233 }
1234
1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1236 {
1237 if (!op->head)
1238 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1239
1240 return 0;
1241 }
1242 }
1243
1244 CLEAR_FLAG (op, FLAG_REMOVED);
1245
1246 /* Ideally, the caller figures this out. However, it complicates a lot
1247 * of areas of callers (eg, anything that uses find_free_spot would now
1248 * need extra work
1249 */
1250 op->map = get_map_from_coord (m, &op->x, &op->y);
1251 x = op->x;
1252 y = op->y;
1253
1254 /* this has to be done after we translate the coordinates.
1255 */
1256 if (op->nrof && !(flag & INS_NO_MERGE))
1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1258 if (object::can_merge (op, tmp))
1259 {
1260 op->nrof += tmp->nrof;
1261 tmp->destroy ();
1262 }
1263
1264 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1265 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1266
1267 if (!QUERY_FLAG (op, FLAG_ALIVE))
1268 CLEAR_FLAG (op, FLAG_NO_STEAL);
1269
1270 if (flag & INS_BELOW_ORIGINATOR)
1271 {
1272 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1273 {
1274 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1275 abort ();
1276 }
1277
1278 op->above = originator;
1279 op->below = originator->below;
1280
1281 if (op->below)
1282 op->below->above = op;
1283 else
1284 op->ms ().bot = op;
1285
1286 /* since *below* originator, no need to update top */
1287 originator->below = op;
1288 }
1289 else
1290 {
1291 /* If there are other objects, then */
1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1293 {
1294 object *last = 0;
1295
1296 /*
1297 * If there are multiple objects on this space, we do some trickier handling.
1298 * We've already dealt with merging if appropriate.
1299 * Generally, we want to put the new object on top. But if
1300 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1301 * floor, we want to insert above that and no further.
1302 * Also, if there are spell objects on this space, we stop processing
1303 * once we get to them. This reduces the need to traverse over all of
1304 * them when adding another one - this saves quite a bit of cpu time
1305 * when lots of spells are cast in one area. Currently, it is presumed
1306 * that flying non pickable objects are spell objects.
1307 */
1308 while (top)
1309 {
1310 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1311 floor = top;
1312
1313 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1314 {
1315 /* We insert above top, so we want this object below this */
1316 top = top->below;
1317 break;
1318 }
1319
1320 last = top;
1321 top = top->above;
1322 }
1323
1324 /* Don't want top to be NULL, so set it to the last valid object */
1325 top = last;
1326
1327 /* We let update_position deal with figuring out what the space
1328 * looks like instead of lots of conditions here.
1329 * makes things faster, and effectively the same result.
1330 */
1331
1332 /* Have object 'fall below' other objects that block view.
1333 * Unless those objects are exits, type 66
1334 * If INS_ON_TOP is used, don't do this processing
1335 * Need to find the object that in fact blocks view, otherwise
1336 * stacking is a bit odd.
1337 */
1338 if (!(flag & INS_ON_TOP) &&
1339 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1340 {
1341 for (last = top; last != floor; last = last->below)
1342 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1343 break;
1344 /* Check to see if we found the object that blocks view,
1345 * and make sure we have a below pointer for it so that
1346 * we can get inserted below this one, which requires we
1347 * set top to the object below us.
1348 */
1349 if (last && last->below && last != floor)
1350 top = last->below;
1351 }
1352 } /* If objects on this space */
1353
1354 if (flag & INS_MAP_LOAD)
1355 top = GET_MAP_TOP (op->map, op->x, op->y);
1356
1357 if (flag & INS_ABOVE_FLOOR_ONLY)
1358 top = floor;
1359
1360 /* Top is the object that our object (op) is going to get inserted above.
1361 */
1362
1363 /* First object on this space */
1364 if (!top)
1365 {
1366 op->above = GET_MAP_OB (op->map, op->x, op->y);
1367
1368 if (op->above)
1369 op->above->below = op;
1370
1371 op->below = 0;
1372 op->ms ().bot = op;
1373 }
1374 else
1375 { /* get inserted into the stack above top */
1376 op->above = top->above;
1377
1378 if (op->above)
1379 op->above->below = op;
1380
1381 op->below = top;
1382 top->above = op;
1383 }
1384
1385 if (!op->above)
1386 op->ms ().top = op;
1387 } /* else not INS_BELOW_ORIGINATOR */
1388
1389 if (op->type == PLAYER)
1390 {
1391 op->contr->do_los = 1;
1392 ++op->map->players;
1393 op->map->touch ();
1394 }
1395
1396 op->map->dirty = true;
1397
1398 /* If we have a floor, we know the player, if any, will be above
1399 * it, so save a few ticks and start from there.
1400 */
1401 if (!(flag & INS_MAP_LOAD))
1402 if (object *pl = op->ms ().player ())
1403 if (pl->contr->ns)
1404 pl->contr->ns->floorbox_update ();
1405
1406 /* If this object glows, it may affect lighting conditions that are
1407 * visible to others on this map. But update_all_los is really
1408 * an inefficient way to do this, as it means los for all players
1409 * on the map will get recalculated. The players could very well
1410 * be far away from this change and not affected in any way -
1411 * this should get redone to only look for players within range,
1412 * or just updating the P_UPTODATE for spaces within this area
1413 * of effect may be sufficient.
1414 */
1415 if (op->map->darkness && (op->glow_radius != 0))
1416 update_all_los (op->map, op->x, op->y);
1417
1418 /* updates flags (blocked, alive, no magic, etc) for this map space */
1419 update_object (op, UP_OBJ_INSERT);
1420
1421 INVOKE_OBJECT (INSERT, op);
1422
1423 /* Don't know if moving this to the end will break anything. However,
1424 * we want to have floorbox_update called before calling this.
1425 *
1426 * check_move_on() must be after this because code called from
1427 * check_move_on() depends on correct map flags (so functions like
1428 * blocked() and wall() work properly), and these flags are updated by
1429 * update_object().
1430 */
1431
1432 /* if this is not the head or flag has been passed, don't check walk on status */
1433 if (!(flag & INS_NO_WALK_ON) && !op->head)
1434 {
1435 if (check_move_on (op, originator))
1436 return 0;
1437
1438 /* If we are a multi part object, lets work our way through the check
1439 * walk on's.
1440 */
1441 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1442 if (check_move_on (tmp, originator))
1443 return 0;
1444 }
1445
1446 return op;
1447 }
1448
1449 /* this function inserts an object in the map, but if it
1450 * finds an object of its own type, it'll remove that one first.
1451 * op is the object to insert it under: supplies x and the map.
1452 */
1453 void
1454 replace_insert_ob_in_map (const char *arch_string, object *op)
1455 {
1456 object *tmp, *tmp1;
1457
1458 /* first search for itself and remove any old instances */
1459
1460 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1462 tmp->destroy ();
1463
1464 tmp1 = arch_to_object (archetype::find (arch_string));
1465
1466 tmp1->x = op->x;
1467 tmp1->y = op->y;
1468 insert_ob_in_map (tmp1, op->map, op, 0);
1469 }
1470
1471 object *
1472 object::insert_at (object *where, object *originator, int flags)
1473 {
1474 where->map->insert (this, where->x, where->y, originator, flags);
1475 }
1476
1477 /*
1478 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1479 * is returned contains nr objects, and the remaining parts contains
1480 * the rest (or is removed and freed if that number is 0).
1481 * On failure, NULL is returned, and the reason put into the
1482 * global static errmsg array.
1483 */
1484 object *
1485 get_split_ob (object *orig_ob, uint32 nr)
1486 {
1487 object *newob;
1488 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1489
1490 if (orig_ob->nrof < nr)
1491 {
1492 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1493 return NULL;
1494 }
1495
1496 newob = object_create_clone (orig_ob);
1497
1498 if ((orig_ob->nrof -= nr) < 1)
1499 orig_ob->destroy (1);
1500 else if (!is_removed)
1501 {
1502 if (orig_ob->env != NULL)
1503 sub_weight (orig_ob->env, orig_ob->weight * nr);
1504 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1505 {
1506 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1507 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1508 return NULL;
1509 }
1510 }
1511
1512 newob->nrof = nr;
1513
1514 return newob;
1515 }
1516
1517 /*
1518 * decrease_ob_nr(object, number) decreases a specified number from
1519 * the amount of an object. If the amount reaches 0, the object
1520 * is subsequently removed and freed.
1521 *
1522 * Return value: 'op' if something is left, NULL if the amount reached 0
1523 */
1524
1525 object *
1526 decrease_ob_nr (object *op, uint32 i)
1527 {
1528 object *tmp;
1529
1530 if (i == 0) /* objects with op->nrof require this check */
1531 return op;
1532
1533 if (i > op->nrof)
1534 i = op->nrof;
1535
1536 if (QUERY_FLAG (op, FLAG_REMOVED))
1537 op->nrof -= i;
1538 else if (op->env)
1539 {
1540 /* is this object in the players inventory, or sub container
1541 * therein?
1542 */
1543 tmp = op->in_player ();
1544 /* nope. Is this a container the player has opened?
1545 * If so, set tmp to that player.
1546 * IMO, searching through all the players will mostly
1547 * likely be quicker than following op->env to the map,
1548 * and then searching the map for a player.
1549 */
1550 if (!tmp)
1551 for_all_players (pl)
1552 if (pl->ob->container == op->env)
1553 {
1554 tmp = pl->ob;
1555 break;
1556 }
1557
1558 if (i < op->nrof)
1559 {
1560 sub_weight (op->env, op->weight * i);
1561 op->nrof -= i;
1562 if (tmp)
1563 esrv_send_item (tmp, op);
1564 }
1565 else
1566 {
1567 op->remove ();
1568 op->nrof = 0;
1569 if (tmp)
1570 esrv_del_item (tmp->contr, op->count);
1571 }
1572 }
1573 else
1574 {
1575 object *above = op->above;
1576
1577 if (i < op->nrof)
1578 op->nrof -= i;
1579 else
1580 {
1581 op->remove ();
1582 op->nrof = 0;
1583 }
1584
1585 /* Since we just removed op, op->above is null */
1586 for (tmp = above; tmp; tmp = tmp->above)
1587 if (tmp->type == PLAYER)
1588 {
1589 if (op->nrof)
1590 esrv_send_item (tmp, op);
1591 else
1592 esrv_del_item (tmp->contr, op->count);
1593 }
1594 }
1595
1596 if (op->nrof)
1597 return op;
1598 else
1599 {
1600 op->destroy ();
1601 return 0;
1602 }
1603 }
1604
1605 /*
1606 * add_weight(object, weight) adds the specified weight to an object,
1607 * and also updates how much the environment(s) is/are carrying.
1608 */
1609
1610 void
1611 add_weight (object *op, signed long weight)
1612 {
1613 while (op != NULL)
1614 {
1615 if (op->type == CONTAINER)
1616 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1617
1618 op->carrying += weight;
1619 op = op->env;
1620 }
1621 }
1622
1623 object *
1624 insert_ob_in_ob (object *op, object *where)
1625 {
1626 if (!where)
1627 {
1628 char *dump = dump_object (op);
1629 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1630 free (dump);
1631 return op;
1632 }
1633
1634 if (where->head)
1635 {
1636 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1637 where = where->head;
1638 }
1639
1640 return where->insert (op);
1641 }
1642
1643 /*
1644 * env->insert (op)
1645 * This function inserts the object op in the linked list
1646 * inside the object environment.
1647 *
1648 * The function returns now pointer to inserted item, and return value can
1649 * be != op, if items are merged. -Tero
1650 */
1651
1652 object *
1653 object::insert (object *op)
1654 {
1655 object *tmp, *otmp;
1656
1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1658 op->remove ();
1659
1660 if (op->more)
1661 {
1662 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1663 return op;
1664 }
1665
1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1667 CLEAR_FLAG (op, FLAG_REMOVED);
1668 if (op->nrof)
1669 {
1670 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1671 if (object::can_merge (tmp, op))
1672 {
1673 /* return the original object and remove inserted object
1674 (client needs the original object) */
1675 tmp->nrof += op->nrof;
1676 /* Weight handling gets pretty funky. Since we are adding to
1677 * tmp->nrof, we need to increase the weight.
1678 */
1679 add_weight (this, op->weight * op->nrof);
1680 SET_FLAG (op, FLAG_REMOVED);
1681 op->destroy (); /* free the inserted object */
1682 op = tmp;
1683 op->remove (); /* and fix old object's links */
1684 CLEAR_FLAG (op, FLAG_REMOVED);
1685 break;
1686 }
1687
1688 /* I assume combined objects have no inventory
1689 * We add the weight - this object could have just been removed
1690 * (if it was possible to merge). calling remove_ob will subtract
1691 * the weight, so we need to add it in again, since we actually do
1692 * the linking below
1693 */
1694 add_weight (this, op->weight * op->nrof);
1695 }
1696 else
1697 add_weight (this, (op->weight + op->carrying));
1698
1699 otmp = this->in_player ();
1700 if (otmp && otmp->contr)
1701 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1702 otmp->update_stats ();
1703
1704 op->map = 0;
1705 op->env = this;
1706 op->above = 0;
1707 op->below = 0;
1708 op->x = 0, op->y = 0;
1709
1710 /* reset the light list and los of the players on the map */
1711 if ((op->glow_radius != 0) && map)
1712 {
1713 #ifdef DEBUG_LIGHTS
1714 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1715 #endif /* DEBUG_LIGHTS */
1716 if (map->darkness)
1717 update_all_los (map, x, y);
1718 }
1719
1720 /* Client has no idea of ordering so lets not bother ordering it here.
1721 * It sure simplifies this function...
1722 */
1723 if (!inv)
1724 inv = op;
1725 else
1726 {
1727 op->below = inv;
1728 op->below->above = op;
1729 inv = op;
1730 }
1731
1732 INVOKE_OBJECT (INSERT, this);
1733
1734 return op;
1735 }
1736
1737 /*
1738 * Checks if any objects has a move_type that matches objects
1739 * that effect this object on this space. Call apply() to process
1740 * these events.
1741 *
1742 * Any speed-modification due to SLOW_MOVE() of other present objects
1743 * will affect the speed_left of the object.
1744 *
1745 * originator: Player, monster or other object that caused 'op' to be inserted
1746 * into 'map'. May be NULL.
1747 *
1748 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1749 *
1750 * 4-21-95 added code to check if appropriate skill was readied - this will
1751 * permit faster movement by the player through this terrain. -b.t.
1752 *
1753 * MSW 2001-07-08: Check all objects on space, not just those below
1754 * object being inserted. insert_ob_in_map may not put new objects
1755 * on top.
1756 */
1757 int
1758 check_move_on (object *op, object *originator)
1759 {
1760 object *tmp;
1761 maptile *m = op->map;
1762 int x = op->x, y = op->y;
1763
1764 MoveType move_on, move_slow, move_block;
1765
1766 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1767 return 0;
1768
1769 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1770 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1771 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1772
1773 /* if nothing on this space will slow op down or be applied,
1774 * no need to do checking below. have to make sure move_type
1775 * is set, as lots of objects don't have it set - we treat that
1776 * as walking.
1777 */
1778 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1779 return 0;
1780
1781 /* This is basically inverse logic of that below - basically,
1782 * if the object can avoid the move on or slow move, they do so,
1783 * but can't do it if the alternate movement they are using is
1784 * blocked. Logic on this seems confusing, but does seem correct.
1785 */
1786 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1787 return 0;
1788
1789 /* The objects have to be checked from top to bottom.
1790 * Hence, we first go to the top:
1791 */
1792
1793 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1794 {
1795 /* Trim the search when we find the first other spell effect
1796 * this helps performance so that if a space has 50 spell objects,
1797 * we don't need to check all of them.
1798 */
1799 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1800 break;
1801 }
1802
1803 for (; tmp; tmp = tmp->below)
1804 {
1805 if (tmp == op)
1806 continue; /* Can't apply yourself */
1807
1808 /* Check to see if one of the movement types should be slowed down.
1809 * Second check makes sure that the movement types not being slowed
1810 * (~slow_move) is not blocked on this space - just because the
1811 * space doesn't slow down swimming (for example), if you can't actually
1812 * swim on that space, can't use it to avoid the penalty.
1813 */
1814 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1815 {
1816 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1817 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1818 {
1819
1820 float
1821 diff = tmp->move_slow_penalty * FABS (op->speed);
1822
1823 if (op->type == PLAYER)
1824 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1825 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1826 diff /= 4.0;
1827
1828 op->speed_left -= diff;
1829 }
1830 }
1831
1832 /* Basically same logic as above, except now for actual apply. */
1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1834 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1835 {
1836 move_apply (tmp, op, originator);
1837
1838 if (op->destroyed ())
1839 return 1;
1840
1841 /* what the person/creature stepped onto has moved the object
1842 * someplace new. Don't process any further - if we did,
1843 * have a feeling strange problems would result.
1844 */
1845 if (op->map != m || op->x != x || op->y != y)
1846 return 0;
1847 }
1848 }
1849
1850 return 0;
1851 }
1852
1853 /*
1854 * present_arch(arch, map, x, y) searches for any objects with
1855 * a matching archetype at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none.
1857 */
1858 object *
1859 present_arch (const archetype *at, maptile *m, int x, int y)
1860 {
1861 if (!m || out_of_map (m, x, y))
1862 {
1863 LOG (llevError, "Present_arch called outside map.\n");
1864 return NULL;
1865 }
1866
1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1868 if (tmp->arch == at)
1869 return tmp;
1870
1871 return NULL;
1872 }
1873
1874 /*
1875 * present(type, map, x, y) searches for any objects with
1876 * a matching type variable at the given map and coordinates.
1877 * The first matching object is returned, or NULL if none.
1878 */
1879 object *
1880 present (unsigned char type, maptile *m, int x, int y)
1881 {
1882 if (out_of_map (m, x, y))
1883 {
1884 LOG (llevError, "Present called outside map.\n");
1885 return NULL;
1886 }
1887
1888 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1889 if (tmp->type == type)
1890 return tmp;
1891
1892 return NULL;
1893 }
1894
1895 /*
1896 * present_in_ob(type, object) searches for any objects with
1897 * a matching type variable in the inventory of the given object.
1898 * The first matching object is returned, or NULL if none.
1899 */
1900 object *
1901 present_in_ob (unsigned char type, const object *op)
1902 {
1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1904 if (tmp->type == type)
1905 return tmp;
1906
1907 return NULL;
1908 }
1909
1910 /*
1911 * present_in_ob (type, str, object) searches for any objects with
1912 * a matching type & name variable in the inventory of the given object.
1913 * The first matching object is returned, or NULL if none.
1914 * This is mostly used by spell effect code, so that we only
1915 * have one spell effect at a time.
1916 * type can be used to narrow the search - if type is set,
1917 * the type must also match. -1 can be passed for the type,
1918 * in which case the type does not need to pass.
1919 * str is the string to match against. Note that we match against
1920 * the object name, not the archetype name. this is so that the
1921 * spell code can use one object type (force), but change it's name
1922 * to be unique.
1923 */
1924 object *
1925 present_in_ob_by_name (int type, const char *str, const object *op)
1926 {
1927 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1928 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1929 return tmp;
1930
1931 return 0;
1932 }
1933
1934 /*
1935 * present_arch_in_ob(archetype, object) searches for any objects with
1936 * a matching archetype in the inventory of the given object.
1937 * The first matching object is returned, or NULL if none.
1938 */
1939 object *
1940 present_arch_in_ob (const archetype *at, const object *op)
1941 {
1942 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1943 if (tmp->arch == at)
1944 return tmp;
1945
1946 return NULL;
1947 }
1948
1949 /*
1950 * activate recursively a flag on an object inventory
1951 */
1952 void
1953 flag_inv (object *op, int flag)
1954 {
1955 if (op->inv)
1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1957 {
1958 SET_FLAG (tmp, flag);
1959 flag_inv (tmp, flag);
1960 }
1961 }
1962
1963 /*
1964 * deactivate recursively a flag on an object inventory
1965 */
1966 void
1967 unflag_inv (object *op, int flag)
1968 {
1969 if (op->inv)
1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1971 {
1972 CLEAR_FLAG (tmp, flag);
1973 unflag_inv (tmp, flag);
1974 }
1975 }
1976
1977 /*
1978 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1979 * all it's inventory (recursively).
1980 * If checksums are used, a player will get set_cheat called for
1981 * him/her-self and all object carried by a call to this function.
1982 */
1983 void
1984 set_cheat (object *op)
1985 {
1986 SET_FLAG (op, FLAG_WAS_WIZ);
1987 flag_inv (op, FLAG_WAS_WIZ);
1988 }
1989
1990 /*
1991 * find_free_spot(object, map, x, y, start, stop) will search for
1992 * a spot at the given map and coordinates which will be able to contain
1993 * the given object. start and stop specifies how many squares
1994 * to search (see the freearr_x/y[] definition).
1995 * It returns a random choice among the alternatives found.
1996 * start and stop are where to start relative to the free_arr array (1,9
1997 * does all 4 immediate directions). This returns the index into the
1998 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1999 * Note - this only checks to see if there is space for the head of the
2000 * object - if it is a multispace object, this should be called for all
2001 * pieces.
2002 * Note2: This function does correctly handle tiled maps, but does not
2003 * inform the caller. However, insert_ob_in_map will update as
2004 * necessary, so the caller shouldn't need to do any special work.
2005 * Note - updated to take an object instead of archetype - this is necessary
2006 * because arch_blocked (now ob_blocked) needs to know the movement type
2007 * to know if the space in question will block the object. We can't use
2008 * the archetype because that isn't correct if the monster has been
2009 * customized, changed states, etc.
2010 */
2011 int
2012 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2013 {
2014 int index = 0, flag;
2015 int altern[SIZEOFFREE];
2016
2017 for (int i = start; i < stop; i++)
2018 {
2019 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2020 if (!flag)
2021 altern [index++] = i;
2022
2023 /* Basically, if we find a wall on a space, we cut down the search size.
2024 * In this way, we won't return spaces that are on another side of a wall.
2025 * This mostly work, but it cuts down the search size in all directions -
2026 * if the space being examined only has a wall to the north and empty
2027 * spaces in all the other directions, this will reduce the search space
2028 * to only the spaces immediately surrounding the target area, and
2029 * won't look 2 spaces south of the target space.
2030 */
2031 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2032 stop = maxfree[i];
2033 }
2034
2035 if (!index)
2036 return -1;
2037
2038 return altern[RANDOM () % index];
2039 }
2040
2041 /*
2042 * find_first_free_spot(archetype, maptile, x, y) works like
2043 * find_free_spot(), but it will search max number of squares.
2044 * But it will return the first available spot, not a random choice.
2045 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2046 */
2047 int
2048 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2049 {
2050 for (int i = 0; i < SIZEOFFREE; i++)
2051 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2052 return i;
2053
2054 return -1;
2055 }
2056
2057 /*
2058 * The function permute(arr, begin, end) randomly reorders the array
2059 * arr[begin..end-1].
2060 * now uses a fisher-yates shuffle, old permute was broken
2061 */
2062 static void
2063 permute (int *arr, int begin, int end)
2064 {
2065 arr += begin;
2066 end -= begin;
2067
2068 while (--end)
2069 swap (arr [end], arr [RANDOM () % (end + 1)]);
2070 }
2071
2072 /* new function to make monster searching more efficient, and effective!
2073 * This basically returns a randomized array (in the passed pointer) of
2074 * the spaces to find monsters. In this way, it won't always look for
2075 * monsters to the north first. However, the size of the array passed
2076 * covers all the spaces, so within that size, all the spaces within
2077 * the 3x3 area will be searched, just not in a predictable order.
2078 */
2079 void
2080 get_search_arr (int *search_arr)
2081 {
2082 int i;
2083
2084 for (i = 0; i < SIZEOFFREE; i++)
2085 search_arr[i] = i;
2086
2087 permute (search_arr, 1, SIZEOFFREE1 + 1);
2088 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2089 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2090 }
2091
2092 /*
2093 * find_dir(map, x, y, exclude) will search some close squares in the
2094 * given map at the given coordinates for live objects.
2095 * It will not considered the object given as exclude among possible
2096 * live objects.
2097 * It returns the direction toward the first/closest live object if finds
2098 * any, otherwise 0.
2099 * Perhaps incorrectly, but I'm making the assumption that exclude
2100 * is actually want is going to try and move there. We need this info
2101 * because we have to know what movement the thing looking to move
2102 * there is capable of.
2103 */
2104 int
2105 find_dir (maptile *m, int x, int y, object *exclude)
2106 {
2107 int i, max = SIZEOFFREE, mflags;
2108
2109 sint16 nx, ny;
2110 object *tmp;
2111 maptile *mp;
2112
2113 MoveType blocked, move_type;
2114
2115 if (exclude && exclude->head)
2116 {
2117 exclude = exclude->head;
2118 move_type = exclude->move_type;
2119 }
2120 else
2121 {
2122 /* If we don't have anything, presume it can use all movement types. */
2123 move_type = MOVE_ALL;
2124 }
2125
2126 for (i = 1; i < max; i++)
2127 {
2128 mp = m;
2129 nx = x + freearr_x[i];
2130 ny = y + freearr_y[i];
2131
2132 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2133
2134 if (mflags & P_OUT_OF_MAP)
2135 max = maxfree[i];
2136 else
2137 {
2138 mapspace &ms = mp->at (nx, ny);
2139
2140 blocked = ms.move_block;
2141
2142 if ((move_type & blocked) == move_type)
2143 max = maxfree[i];
2144 else if (mflags & P_IS_ALIVE)
2145 {
2146 for (tmp = ms.bot; tmp; tmp = tmp->above)
2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2148 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2149 break;
2150
2151 if (tmp)
2152 return freedir[i];
2153 }
2154 }
2155 }
2156
2157 return 0;
2158 }
2159
2160 /*
2161 * distance(object 1, object 2) will return the square of the
2162 * distance between the two given objects.
2163 */
2164 int
2165 distance (const object *ob1, const object *ob2)
2166 {
2167 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2168 }
2169
2170 /*
2171 * find_dir_2(delta-x,delta-y) will return a direction in which
2172 * an object which has subtracted the x and y coordinates of another
2173 * object, needs to travel toward it.
2174 */
2175 int
2176 find_dir_2 (int x, int y)
2177 {
2178 int q;
2179
2180 if (y)
2181 q = x * 100 / y;
2182 else if (x)
2183 q = -300 * x;
2184 else
2185 return 0;
2186
2187 if (y > 0)
2188 {
2189 if (q < -242)
2190 return 3;
2191 if (q < -41)
2192 return 2;
2193 if (q < 41)
2194 return 1;
2195 if (q < 242)
2196 return 8;
2197 return 7;
2198 }
2199
2200 if (q < -242)
2201 return 7;
2202 if (q < -41)
2203 return 6;
2204 if (q < 41)
2205 return 5;
2206 if (q < 242)
2207 return 4;
2208
2209 return 3;
2210 }
2211
2212 /*
2213 * absdir(int): Returns a number between 1 and 8, which represent
2214 * the "absolute" direction of a number (it actually takes care of
2215 * "overflow" in previous calculations of a direction).
2216 */
2217
2218 int
2219 absdir (int d)
2220 {
2221 while (d < 1)
2222 d += 8;
2223
2224 while (d > 8)
2225 d -= 8;
2226
2227 return d;
2228 }
2229
2230 /*
2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2232 * between two directions (which are expected to be absolute (see absdir())
2233 */
2234
2235 int
2236 dirdiff (int dir1, int dir2)
2237 {
2238 int d;
2239
2240 d = abs (dir1 - dir2);
2241 if (d > 4)
2242 d = 8 - d;
2243
2244 return d;
2245 }
2246
2247 /* peterm:
2248 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2249 * Basically, this is a table of directions, and what directions
2250 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2251 * This basically means that if direction is 15, then it could either go
2252 * direction 4, 14, or 16 to get back to where we are.
2253 * Moved from spell_util.c to object.c with the other related direction
2254 * functions.
2255 */
2256 int reduction_dir[SIZEOFFREE][3] = {
2257 {0, 0, 0}, /* 0 */
2258 {0, 0, 0}, /* 1 */
2259 {0, 0, 0}, /* 2 */
2260 {0, 0, 0}, /* 3 */
2261 {0, 0, 0}, /* 4 */
2262 {0, 0, 0}, /* 5 */
2263 {0, 0, 0}, /* 6 */
2264 {0, 0, 0}, /* 7 */
2265 {0, 0, 0}, /* 8 */
2266 {8, 1, 2}, /* 9 */
2267 {1, 2, -1}, /* 10 */
2268 {2, 10, 12}, /* 11 */
2269 {2, 3, -1}, /* 12 */
2270 {2, 3, 4}, /* 13 */
2271 {3, 4, -1}, /* 14 */
2272 {4, 14, 16}, /* 15 */
2273 {5, 4, -1}, /* 16 */
2274 {4, 5, 6}, /* 17 */
2275 {6, 5, -1}, /* 18 */
2276 {6, 20, 18}, /* 19 */
2277 {7, 6, -1}, /* 20 */
2278 {6, 7, 8}, /* 21 */
2279 {7, 8, -1}, /* 22 */
2280 {8, 22, 24}, /* 23 */
2281 {8, 1, -1}, /* 24 */
2282 {24, 9, 10}, /* 25 */
2283 {9, 10, -1}, /* 26 */
2284 {10, 11, -1}, /* 27 */
2285 {27, 11, 29}, /* 28 */
2286 {11, 12, -1}, /* 29 */
2287 {12, 13, -1}, /* 30 */
2288 {12, 13, 14}, /* 31 */
2289 {13, 14, -1}, /* 32 */
2290 {14, 15, -1}, /* 33 */
2291 {33, 15, 35}, /* 34 */
2292 {16, 15, -1}, /* 35 */
2293 {17, 16, -1}, /* 36 */
2294 {18, 17, 16}, /* 37 */
2295 {18, 17, -1}, /* 38 */
2296 {18, 19, -1}, /* 39 */
2297 {41, 19, 39}, /* 40 */
2298 {19, 20, -1}, /* 41 */
2299 {20, 21, -1}, /* 42 */
2300 {20, 21, 22}, /* 43 */
2301 {21, 22, -1}, /* 44 */
2302 {23, 22, -1}, /* 45 */
2303 {45, 47, 23}, /* 46 */
2304 {23, 24, -1}, /* 47 */
2305 {24, 9, -1}
2306 }; /* 48 */
2307
2308 /* Recursive routine to step back and see if we can
2309 * find a path to that monster that we found. If not,
2310 * we don't bother going toward it. Returns 1 if we
2311 * can see a direct way to get it
2312 * Modified to be map tile aware -.MSW
2313 */
2314 int
2315 can_see_monsterP (maptile *m, int x, int y, int dir)
2316 {
2317 sint16 dx, dy;
2318 int mflags;
2319
2320 if (dir < 0)
2321 return 0; /* exit condition: invalid direction */
2322
2323 dx = x + freearr_x[dir];
2324 dy = y + freearr_y[dir];
2325
2326 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2327
2328 /* This functional arguably was incorrect before - it was
2329 * checking for P_WALL - that was basically seeing if
2330 * we could move to the monster - this is being more
2331 * literal on if we can see it. To know if we can actually
2332 * move to the monster, we'd need the monster passed in or
2333 * at least its move type.
2334 */
2335 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2336 return 0;
2337
2338 /* yes, can see. */
2339 if (dir < 9)
2340 return 1;
2341
2342 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2343 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2344 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2345 }
2346
2347 /*
2348 * can_pick(picker, item): finds out if an object is possible to be
2349 * picked up by the picker. Returnes 1 if it can be
2350 * picked up, otherwise 0.
2351 *
2352 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2353 * core dumps if they do.
2354 *
2355 * Add a check so we can't pick up invisible objects (0.93.8)
2356 */
2357
2358 int
2359 can_pick (const object *who, const object *item)
2360 {
2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2363 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2364 }
2365
2366 /*
2367 * create clone from object to another
2368 */
2369 object *
2370 object_create_clone (object *asrc)
2371 {
2372 object *dst = 0, *tmp, *src, *part, *prev, *item;
2373
2374 if (!asrc)
2375 return 0;
2376
2377 src = asrc;
2378 if (src->head)
2379 src = src->head;
2380
2381 prev = 0;
2382 for (part = src; part; part = part->more)
2383 {
2384 tmp = part->clone ();
2385 tmp->x -= src->x;
2386 tmp->y -= src->y;
2387
2388 if (!part->head)
2389 {
2390 dst = tmp;
2391 tmp->head = 0;
2392 }
2393 else
2394 tmp->head = dst;
2395
2396 tmp->more = 0;
2397
2398 if (prev)
2399 prev->more = tmp;
2400
2401 prev = tmp;
2402 }
2403
2404 for (item = src->inv; item; item = item->below)
2405 insert_ob_in_ob (object_create_clone (item), dst);
2406
2407 return dst;
2408 }
2409
2410 /* GROS - Creates an object using a string representing its content. */
2411 /* Basically, we save the content of the string to a temp file, then call */
2412 /* load_object on it. I admit it is a highly inefficient way to make things, */
2413 /* but it was simple to make and allows reusing the load_object function. */
2414 /* Remember not to use load_object_str in a time-critical situation. */
2415 /* Also remember that multiparts objects are not supported for now. */
2416 object *
2417 load_object_str (const char *obstr)
2418 {
2419 object *op;
2420 char filename[MAX_BUF];
2421
2422 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2423
2424 FILE *tempfile = fopen (filename, "w");
2425
2426 if (tempfile == NULL)
2427 {
2428 LOG (llevError, "Error - Unable to access load object temp file\n");
2429 return NULL;
2430 }
2431
2432 fprintf (tempfile, obstr);
2433 fclose (tempfile);
2434
2435 op = object::create ();
2436
2437 object_thawer thawer (filename);
2438
2439 if (thawer)
2440 load_object (thawer, op, 0);
2441
2442 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2443 CLEAR_FLAG (op, FLAG_REMOVED);
2444
2445 return op;
2446 }
2447
2448 /* This returns the first object in who's inventory that
2449 * has the same type and subtype match.
2450 * returns NULL if no match.
2451 */
2452 object *
2453 find_obj_by_type_subtype (const object *who, int type, int subtype)
2454 {
2455 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2456 if (tmp->type == type && tmp->subtype == subtype)
2457 return tmp;
2458
2459 return 0;
2460 }
2461
2462 /* If ob has a field named key, return the link from the list,
2463 * otherwise return NULL.
2464 *
2465 * key must be a passed in shared string - otherwise, this won't
2466 * do the desired thing.
2467 */
2468 key_value *
2469 get_ob_key_link (const object *ob, const char *key)
2470 {
2471 for (key_value *link = ob->key_values; link; link = link->next)
2472 if (link->key == key)
2473 return link;
2474
2475 return 0;
2476 }
2477
2478 /*
2479 * Returns the value of op has an extra_field for key, or NULL.
2480 *
2481 * The argument doesn't need to be a shared string.
2482 *
2483 * The returned string is shared.
2484 */
2485 const char *
2486 get_ob_key_value (const object *op, const char *const key)
2487 {
2488 key_value *link;
2489 shstr_cmp canonical_key (key);
2490
2491 if (!canonical_key)
2492 {
2493 /* 1. There being a field named key on any object
2494 * implies there'd be a shared string to find.
2495 * 2. Since there isn't, no object has this field.
2496 * 3. Therefore, *this* object doesn't have this field.
2497 */
2498 return 0;
2499 }
2500
2501 /* This is copied from get_ob_key_link() above -
2502 * only 4 lines, and saves the function call overhead.
2503 */
2504 for (link = op->key_values; link; link = link->next)
2505 if (link->key == canonical_key)
2506 return link->value;
2507
2508 return 0;
2509 }
2510
2511
2512 /*
2513 * Updates the canonical_key in op to value.
2514 *
2515 * canonical_key is a shared string (value doesn't have to be).
2516 *
2517 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2518 * keys.
2519 *
2520 * Returns TRUE on success.
2521 */
2522 int
2523 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2524 {
2525 key_value *field = NULL, *last = NULL;
2526
2527 for (field = op->key_values; field != NULL; field = field->next)
2528 {
2529 if (field->key != canonical_key)
2530 {
2531 last = field;
2532 continue;
2533 }
2534
2535 if (value)
2536 field->value = value;
2537 else
2538 {
2539 /* Basically, if the archetype has this key set,
2540 * we need to store the null value so when we save
2541 * it, we save the empty value so that when we load,
2542 * we get this value back again.
2543 */
2544 if (get_ob_key_link (&op->arch->clone, canonical_key))
2545 field->value = 0;
2546 else
2547 {
2548 if (last)
2549 last->next = field->next;
2550 else
2551 op->key_values = field->next;
2552
2553 delete field;
2554 }
2555 }
2556 return TRUE;
2557 }
2558 /* IF we get here, key doesn't exist */
2559
2560 /* No field, we'll have to add it. */
2561
2562 if (!add_key)
2563 return FALSE;
2564
2565 /* There isn't any good reason to store a null
2566 * value in the key/value list. If the archetype has
2567 * this key, then we should also have it, so shouldn't
2568 * be here. If user wants to store empty strings,
2569 * should pass in ""
2570 */
2571 if (value == NULL)
2572 return TRUE;
2573
2574 field = new key_value;
2575
2576 field->key = canonical_key;
2577 field->value = value;
2578 /* Usual prepend-addition. */
2579 field->next = op->key_values;
2580 op->key_values = field;
2581
2582 return TRUE;
2583 }
2584
2585 /*
2586 * Updates the key in op to value.
2587 *
2588 * If add_key is FALSE, this will only update existing keys,
2589 * and not add new ones.
2590 * In general, should be little reason FALSE is ever passed in for add_key
2591 *
2592 * Returns TRUE on success.
2593 */
2594 int
2595 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2596 {
2597 shstr key_ (key);
2598
2599 return set_ob_key_value_s (op, key_, value, add_key);
2600 }
2601
2602 object::depth_iterator::depth_iterator (object *container)
2603 : iterator_base (container)
2604 {
2605 while (item->inv)
2606 item = item->inv;
2607 }
2608
2609 void
2610 object::depth_iterator::next ()
2611 {
2612 if (item->below)
2613 {
2614 item = item->below;
2615
2616 while (item->inv)
2617 item = item->inv;
2618 }
2619 else
2620 item = item->env;
2621 }
2622
2623
2624 const char *
2625 object::flag_desc (char *desc, int len) const
2626 {
2627 char *p = desc;
2628 bool first = true;
2629
2630 *p = 0;
2631
2632 for (int i = 0; i < NUM_FLAGS; i++)
2633 {
2634 if (len <= 10) // magic constant!
2635 {
2636 snprintf (p, len, ",...");
2637 break;
2638 }
2639
2640 if (flag [i])
2641 {
2642 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2643 len -= cnt;
2644 p += cnt;
2645 first = false;
2646 }
2647 }
2648
2649 return desc;
2650 }
2651
2652 // return a suitable string describing an object in enough detail to find it
2653 const char *
2654 object::debug_desc (char *info) const
2655 {
2656 char flagdesc[512];
2657 char info2[256 * 4];
2658 char *p = info;
2659
2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2661 count, uuid.seq,
2662 &name,
2663 title ? "\",title:" : "",
2664 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type);
2666
2667 if (env)
2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2669
2670 if (map)
2671 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2672
2673 return info;
2674 }
2675
2676 const char *
2677 object::debug_desc () const
2678 {
2679 static char info[256 * 4];
2680 return debug_desc (info);
2681 }
2682