ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
Revision: 1.11
Committed: Sun Sep 3 00:18:40 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.10: +158 -282 lines
Log Message:
THIS CODE WILL NOT COMPILE
use the STABLE tag instead.

- major changes in object lifetime and memory management
- replaced manual refcounting by shstr class
- removed quest system
- many optimisations
- major changes

File Contents

# Content
1 /*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.10 2006-08-31 17:54:14 root Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29 /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying
31 variable. */
32 #include <global.h>
33 #ifndef WIN32 /* ---win32 exclude headers */
34 #include <stdio.h>
35 #include <sys/types.h>
36 #include <sys/uio.h>
37 #endif /* win32 */
38 #include <object.h>
39 #include <funcpoint.h>
40 #include <skills.h>
41 #include <loader.h>
42 #ifdef MEMORY_DEBUG
43 int nroffreeobjects = 0;
44 int nrofallocobjects = 0;
45 #undef OBJ_EXPAND
46 #define OBJ_EXPAND 1
47 #else
48 object objarray[STARTMAX]; /* All objects, allocated this way at first */
49 int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50 int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51 #endif
52
53 object *objects; /* Pointer to the list of used objects */
54 object *free_objects; /* Pointer to the list of unused objects */
55 object *active_objects; /* List of active objects that need to be processed */
56
57 short freearr_x[SIZEOFFREE]=
58 {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,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1};
60 short freearr_y[SIZEOFFREE]=
61 {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,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3};
63 int maxfree[SIZEOFFREE]=
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45,
65 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};
66 int freedir[SIZEOFFREE]= {
67 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,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8};
69
70
71 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
72 static int compare_ob_value_lists_one(const object * wants, const object * has) {
73 key_value * wants_field;
74
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted...
78 */
79
80 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) {
82 key_value * has_field;
83
84 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key);
86
87 if (has_field == NULL) {
88 /* No field with that name. */
89 return FALSE;
90 }
91
92 /* Found the matching field. */
93 if (has_field->value != wants_field->value) {
94 /* Values don't match, so this half of the comparison is false. */
95 return FALSE;
96 }
97
98 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100
101 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE;
103 }
104
105 /* Returns TRUE if ob1 has the same key_values as ob2. */
106 static int compare_ob_value_lists(const object * ob1, const object * ob2) {
107 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :(
109 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1);
111 }
112
113 /* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together.
115 *
116 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency.
119 *
120 * Check nrof variable *before* calling CAN_MERGE()
121 *
122 * Improvements made with merge: Better checking on potion, and also
123 * check weight
124 */
125
126 int CAN_MERGE(object *ob1, object *ob2) {
127
128 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0;
130
131 if (ob1->speed != ob2->speed) return 0;
132 /* Note sure why the following is the case - either the object has to
133 * be animated or have a very low speed. Is this an attempted monster
134 * check?
135 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
137 return 0;
138
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
140 * value could not be stored in a sint32 (which unfortunately sometimes is
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0;
145
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see
157 * if it is valid.
158 */
159 }
160
161 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0;
208
209 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge.
212 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED))
214 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) {
228 return 0;
229 }
230 }
231
232 /* Everything passes, must be OK. */
233 return 1;
234 }
235
236 /*
237 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up.
240 */
241 signed long sum_weight(object *op) {
242 signed long sum;
243 object *inv;
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) {
245 if (inv->inv)
246 sum_weight(inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 }
249 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100;
251 if(op->carrying != sum)
252 op->carrying = sum;
253 return sum;
254 }
255
256 /**
257 * Return the outermost environment object for a given object.
258 */
259
260 object *object_get_env_recursive (object *op) {
261 while (op->env != NULL)
262 op = op->env;
263 return op;
264 }
265
266 /*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't
269 * or find a player.
270 */
271
272 object *is_player_inv (object *op) {
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274 if (op->env==op)
275 op->env = NULL;
276 return op;
277 }
278
279 /*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array.
283 */
284
285 void dump_object2(object *op) {
286 errmsg[0] = 0;
287 return;
288 //TODO//D#d#
289 #if 0
290 char *cp;
291 /* object *tmp;*/
292
293 if(op->arch!=NULL) {
294 strcat(errmsg,"arch ");
295 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
296 strcat(errmsg,"\n");
297 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
298 strcat(errmsg,cp);
299 #if 0
300 /* Don't dump player diffs - they are too long, mostly meaningless, and
301 * will overflow the buffer.
302 * Changed so that we don't dump inventory either. This may
303 * also overflow the buffer.
304 */
305 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307 for (tmp=op->inv; tmp; tmp=tmp->below)
308 dump_object2(tmp);
309 #endif
310 strcat(errmsg,"end\n");
311 } else {
312 strcat(errmsg,"Object ");
313 if (op->name==NULL) strcat(errmsg, "(null)");
314 else strcat(errmsg,op->name);
315 strcat(errmsg,"\n");
316 #if 0
317 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
318 strcat(errmsg,cp);
319 for (tmp=op->inv; tmp; tmp=tmp->below)
320 dump_object2(tmp);
321 #endif
322 strcat(errmsg,"end\n");
323 }
324 #endif
325 }
326
327 /*
328 * Dumps an object. Returns output in the static global errmsg array.
329 */
330
331 void dump_object(object *op) {
332 if(op==NULL) {
333 strcpy(errmsg,"[NULL pointer]");
334 return;
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338 }
339
340 void dump_all_objects(void) {
341 object *op;
342 for(op=objects;op!=NULL;op=op->next) {
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346 }
347
348 /*
349 * get_nearest_part(multi-object, object 2) returns the part of the
350 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned.
352 */
353
354 object *get_nearest_part(object *op, const object *pl) {
355 object *tmp,*closest;
356 int last_dist,i;
357 if(op->more==NULL)
358 return op;
359 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more)
360 if((i=distance(tmp,pl))<last_dist)
361 closest=tmp,last_dist=i;
362 return closest;
363 }
364
365 /*
366 * Returns the object which has the count-variable equal to the argument.
367 */
368
369 object *find_object(tag_t i) {
370 object *op;
371 for(op=objects;op!=NULL;op=op->next)
372 if(op->count==i)
373 break;
374 return op;
375 }
376
377 /*
378 * Returns the first object which has a name equal to the argument.
379 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999"
381 */
382
383 object *find_object_name(const char *str) {
384 const char *name = shstr::find (str);
385 object *op;
386 for(op=objects;op!=NULL;op=op->next)
387 if(&op->name == name)
388 break;
389
390 return op;
391 }
392
393 void free_all_object_data(void) {
394 #ifdef MEMORY_DEBUG
395 object *op, *next;
396
397 for (op=free_objects; op!=NULL; ) {
398 next=op->next;
399 free(op);
400 nrofallocobjects--;
401 nroffreeobjects--;
402 op=next;
403 }
404 #endif
405 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
406 nrofallocobjects, nroffreeobjects,STARTMAX);
407 }
408
409 /*
410 * Returns the object which this object marks as being the owner.
411 * A id-scheme is used to avoid pointing to objects which have been
412 * freed and are now reused. If this is detected, the owner is
413 * set to NULL, and NULL is returned.
414 * Changed 2004-02-12 - if the player is setting at the play again
415 * prompt, he is removed, and we don't want to treat him as an owner of
416 * anything, so check removed flag. I don't expect that this should break
417 * anything - once an object is removed, it is basically dead anyways.
418 */
419
420 object *get_owner(object *op) {
421 if(op->owner==NULL)
422 return NULL;
423
424 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
425 op->owner->count==op->ownercount)
426 return op->owner;
427
428 op->owner=NULL;
429 op->ownercount=0;
430 return NULL;
431 }
432
433 void clear_owner(object *op)
434 {
435 if (!op) return;
436
437 if (op->owner && op->ownercount == op->owner->count)
438 op->owner->refcount--;
439
440 op->owner = NULL;
441 op->ownercount = 0;
442 }
443
444
445
446 /*
447 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects.
449 */
450 void set_owner (object *op, object *owner)
451 {
452 if(owner==NULL||op==NULL)
453 return;
454
455 /* next line added to allow objects which own objects */
456 /* Add a check for ownercounts in here, as I got into an endless loop
457 * with the fireball owning a poison cloud which then owned the
458 * fireball. I believe that was caused by one of the objects getting
459 * freed and then another object replacing it. Since the ownercounts
460 * didn't match, this check is valid and I believe that cause is valid.
461 */
462 while (owner->owner && owner!=owner->owner &&
463 owner->ownercount==owner->owner->count) owner=owner->owner;
464
465 /* IF the owner still has an owner, we did not resolve to a final owner.
466 * so lets not add to that.
467 */
468 if (owner->owner) return;
469
470 op->owner=owner;
471
472 op->ownercount=owner->count;
473 owner->refcount++;
474
475 }
476
477 /* Set the owner to clone's current owner and set the skill and experience
478 * objects to clone's objects (typically those objects that where the owner's
479 * current skill and experience objects at the time when clone's owner was
480 * set - not the owner's current skill and experience objects).
481 *
482 * Use this function if player created an object (e.g. fire bullet, swarm
483 * spell), and this object creates further objects whose kills should be
484 * accounted for the player's original skill, even if player has changed
485 * skills meanwhile.
486 */
487 void copy_owner (object *op, object *clone)
488 {
489 object *owner = get_owner (clone);
490 if (owner == NULL) {
491 /* players don't have owners - they own themselves. Update
492 * as appropriate.
493 */
494 if (clone->type == PLAYER) owner=clone;
495 else return;
496 }
497 set_owner(op, owner);
498
499 }
500
501 /*
502 * Resets vital variables in an object
503 */
504
505 void reset_object(object *op) {
506
507 op->name = NULL;
508 op->name_pl = NULL;
509 op->title = NULL;
510 op->race = NULL;
511 op->slaying = NULL;
512 op->skill = NULL;
513 op->msg = NULL;
514 op->materialname = NULL;
515 op->lore = NULL;
516 clear_object(op);
517 }
518
519 /* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links.
521 */
522 static void free_key_values(object * op)
523 {
524 for (key_value *i = op->key_values; i != 0; )
525 {
526 key_value *next = i->next;
527 delete i;
528 i = next;
529 }
530
531 op->key_values = 0;
532 }
533
534 /*
535 * clear_object() frees everything allocated by an object, and also
536 * clears all variables and flags to default settings.
537 */
538
539 void clear_object(object *op)
540 {
541 op->clear ();
542
543 free_key_values (op);
544
545 /* the memset will clear all these values for us, but we need
546 * to reduce the refcount on them.
547 */
548 op->name = 0;
549 op->name_pl = 0;
550 op->title = 0;
551 op->race = 0;
552 op->slaying = 0;
553 op->skill = 0;
554 op->msg = 0;
555 op->lore = 0;
556 op->materialname = 0;
557
558 memset((void*)op, 0, sizeof (object_special));
559 /* Below here, we clear things that are not done by the memset,
560 * or set default values that are not zero.
561 */
562 /* This is more or less true */
563 SET_FLAG (op, FLAG_REMOVED);
564
565 op->contr = NULL;
566 op->below = NULL;
567 op->above = NULL;
568 op->inv = NULL;
569 op->container=NULL;
570 op->env=NULL;
571 op->more=NULL;
572 op->head=NULL;
573 op->map=NULL;
574 op->refcount=0;
575 op->active_next = NULL;
576 op->active_prev = NULL;
577 /* What is not cleared is next, prev, and count */
578
579 op->expmul=1.0;
580 op->face = blank_face;
581 op->attacked_by_count = (tag_t) -1;
582
583 if (settings.casting_time)
584 op->casting_time = -1;
585 }
586
587 /*
588 * copy object first frees everything allocated by the second object,
589 * and then copies the contends of the first object into the second
590 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
592 * if the first object is freed, the pointers in the new object
593 * will point at garbage.
594 */
595
596 void copy_object(object *op2, object *op)
597 {
598 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
599
600 op->clear ();
601
602 free_key_values (op);
603
604 *(object_special *)op = *(object_special *)op2;
605 op2->clone (op);
606
607 if (is_freed) SET_FLAG(op,FLAG_FREED);
608 if (is_removed) SET_FLAG(op,FLAG_REMOVED);
609
610 if (op2->speed < 0)
611 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
612
613 /* Copy over key_values, if any. */
614 if (op2->key_values != NULL) {
615 key_value *tail = NULL;
616 key_value *i;
617
618 op->key_values = NULL;
619
620 for (i = op2->key_values; i != NULL; i = i->next)
621 {
622 key_value *new_link = new key_value;
623
624 new_link->next = NULL;
625 new_link->key = i->key;
626 new_link->value = i->value;
627
628 /* Try and be clever here, too. */
629 if (op->key_values == NULL)
630 {
631 op->key_values = new_link;
632 tail = new_link;
633 }
634 else
635 {
636 tail->next = new_link;
637 tail = new_link;
638 }
639 }
640 }
641
642 update_ob_speed (op);
643 }
644
645 /*
646 * expand_objects() allocates more objects for the list of unused objects.
647 * It is called from get_object() if the unused list is empty.
648 */
649
650 void expand_objects(void) {
651 int i;
652 object *obj;
653 obj = new object [OBJ_EXPAND];
654
655 free_objects=obj;
656 obj[0].prev=NULL;
657 obj[0].next= &obj[1],
658 SET_FLAG(&(obj[0]), FLAG_REMOVED);
659 SET_FLAG(&(obj[0]), FLAG_FREED);
660
661 for(i=1;i<OBJ_EXPAND-1;i++) {
662 obj[i].next= &obj[i+1],
663 obj[i].prev= &obj[i-1],
664 SET_FLAG(&(obj[i]), FLAG_REMOVED);
665 SET_FLAG(&(obj[i]), FLAG_FREED);
666 }
667 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
668 obj[OBJ_EXPAND-1].next=NULL,
669 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
670 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
671
672 nrofallocobjects += OBJ_EXPAND;
673 nroffreeobjects += OBJ_EXPAND;
674 }
675
676 /*
677 * get_object() grabs an object from the list of unused objects, makes
678 * sure it is initialised, and returns it.
679 * If there are no free objects, expand_objects() is called to get more.
680 */
681
682 object *get_object(void)
683 {
684 object *op;
685
686 if(free_objects==NULL)
687 expand_objects();
688
689 op = free_objects;
690
691 if (!QUERY_FLAG (op, FLAG_FREED))
692 LOG(llevError,"Fatal: Getting busy object.\n");
693
694 free_objects = op->next;
695
696 if (free_objects != NULL)
697 free_objects->prev = NULL;
698
699 op->count= ++ob_count;
700 op->name=NULL;
701 op->name_pl=NULL;
702 op->title=NULL;
703 op->race=NULL;
704 op->slaying=NULL;
705 op->skill = NULL;
706 op->lore=NULL;
707 op->msg=NULL;
708 op->materialname=NULL;
709 op->next=objects;
710 op->prev=NULL;
711 op->active_next = NULL;
712 op->active_prev = NULL;
713 if(objects!=NULL)
714 objects->prev=op;
715 objects=op;
716 clear_object(op);
717 SET_FLAG(op,FLAG_REMOVED);
718 nroffreeobjects--;
719 return op;
720 }
721
722 /*
723 * If an object with the IS_TURNABLE() flag needs to be turned due
724 * to the closest player being on the other side, this function can
725 * be called to update the face variable, _and_ how it looks on the map.
726 */
727
728 void update_turn_face(object *op) {
729 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL)
730 return;
731 SET_ANIMATION(op, op->direction);
732 update_object(op,UP_OBJ_FACE);
733 }
734
735 /*
736 * Updates the speed of an object. If the speed changes from 0 to another
737 * value, or vice versa, then add/remove the object from the active list.
738 * This function needs to be called whenever the speed of an object changes.
739 */
740
741 void update_ob_speed(object *op) {
742 extern int arch_init;
743
744 /* No reason putting the archetypes objects on the speed list,
745 * since they never really need to be updated.
746 */
747
748 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
749 LOG(llevError,"Object %s is freed but has speed.\n", &op->name);
750 #ifdef MANY_CORES
751 abort();
752 #else
753 op->speed = 0;
754 #endif
755 }
756 if (arch_init) {
757 return;
758 }
759 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
760 /* If already on active list, don't do anything */
761 if (op->active_next || op->active_prev || op==active_objects)
762 return;
763
764 /* process_events() expects us to insert the object at the beginning
765 * of the list. */
766 op->active_next = active_objects;
767 if (op->active_next!=NULL)
768 op->active_next->active_prev = op;
769 active_objects = op;
770 }
771 else {
772 /* If not on the active list, nothing needs to be done */
773 if (!op->active_next && !op->active_prev && op!=active_objects)
774 return;
775
776 if (op->active_prev==NULL) {
777 active_objects = op->active_next;
778 if (op->active_next!=NULL)
779 op->active_next->active_prev = NULL;
780 }
781 else {
782 op->active_prev->active_next = op->active_next;
783 if (op->active_next)
784 op->active_next->active_prev = op->active_prev;
785 }
786 op->active_next = NULL;
787 op->active_prev = NULL;
788 }
789 }
790
791 /* This function removes object 'op' from the list of active
792 * objects.
793 * This should only be used for style maps or other such
794 * reference maps where you don't want an object that isn't
795 * in play chewing up cpu time getting processed.
796 * The reverse of this is to call update_ob_speed, which
797 * will do the right thing based on the speed of the object.
798 */
799 void remove_from_active_list(object *op)
800 {
801 /* If not on the active list, nothing needs to be done */
802 if (!op->active_next && !op->active_prev && op!=active_objects)
803 return;
804
805 if (op->active_prev==NULL) {
806 active_objects = op->active_next;
807 if (op->active_next!=NULL)
808 op->active_next->active_prev = NULL;
809 }
810 else {
811 op->active_prev->active_next = op->active_next;
812 if (op->active_next)
813 op->active_next->active_prev = op->active_prev;
814 }
815 op->active_next = NULL;
816 op->active_prev = NULL;
817 }
818
819 /*
820 * update_object() updates the array which represents the map.
821 * It takes into account invisible objects (and represent squares covered
822 * by invisible objects by whatever is below them (unless it's another
823 * invisible object, etc...)
824 * If the object being updated is beneath a player, the look-window
825 * of that player is updated (this might be a suboptimal way of
826 * updating that window, though, since update_object() is called _often_)
827 *
828 * action is a hint of what the caller believes need to be done.
829 * For example, if the only thing that has changed is the face (due to
830 * an animation), we don't need to call update_position until that actually
831 * comes into view of a player. OTOH, many other things, like addition/removal
832 * of walls or living creatures may need us to update the flags now.
833 * current action are:
834 * UP_OBJ_INSERT: op was inserted
835 * UP_OBJ_REMOVE: op was removed
836 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
837 * as that is easier than trying to look at what may have changed.
838 * UP_OBJ_FACE: only the objects face has changed.
839 */
840
841 void update_object(object *op, int action) {
842 int update_now=0, flags;
843 MoveType move_on, move_off, move_block, move_slow;
844
845 if (op == NULL) {
846 /* this should never happen */
847 LOG(llevDebug,"update_object() called for NULL object.\n");
848 return;
849 }
850
851 if(op->env!=NULL) {
852 /* Animation is currently handled by client, so nothing
853 * to do in this case.
854 */
855 return;
856 }
857
858 /* If the map is saving, don't do anything as everything is
859 * going to get freed anyways.
860 */
861 if (!op->map || op->map->in_memory == MAP_SAVING) return;
862
863 /* make sure the object is within map boundaries */
864 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) ||
865 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) {
866 LOG(llevError,"update_object() called for object out of map!\n");
867 #ifdef MANY_CORES
868 abort();
869 #endif
870 return;
871 }
872
873 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
874 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
875 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
876 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
877 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
878 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
879
880 if (action == UP_OBJ_INSERT) {
881 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
882 update_now=1;
883
884 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
885 update_now=1;
886
887 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
888 update_now=1;
889
890 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
891 update_now=1;
892
893 if ((move_on | op->move_on) != move_on) update_now=1;
894 if ((move_off | op->move_off) != move_off) update_now=1;
895 /* This isn't perfect, but I don't expect a lot of objects to
896 * to have move_allow right now.
897 */
898 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
899 update_now=1;
900 if ((move_slow | op->move_slow) != move_slow) update_now=1;
901 }
902 /* if the object is being removed, we can't make intelligent
903 * decisions, because remove_ob can't really pass the object
904 * that is being removed.
905 */
906 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) {
907 update_now=1;
908 } else if (action == UP_OBJ_FACE) {
909 /* Nothing to do for that case */
910 }
911 else {
912 LOG(llevError,"update_object called with invalid action: %d\n", action);
913 }
914
915 if (update_now) {
916 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
917 update_position(op->map, op->x, op->y);
918 }
919
920 if(op->more!=NULL)
921 update_object(op->more, action);
922 }
923
924
925 /*
926 * free_object() frees everything allocated by an object, removes
927 * it from the list of used objects, and puts it on the list of
928 * free objects. The IS_FREED() flag is set in the object.
929 * The object must have been removed by remove_ob() first for
930 * this function to succeed.
931 *
932 * If free_inventory is set, free inventory as well. Else drop items in
933 * inventory to the ground.
934 */
935
936 void free_object(object *ob) {
937 free_object2(ob, 0);
938 }
939 void free_object2(object *ob, int free_inventory) {
940 object *tmp,*op;
941
942 ob->clear ();
943
944 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
945 LOG(llevDebug,"Free object called with non removed object\n");
946 dump_object(ob);
947 #ifdef MANY_CORES
948 abort();
949 #endif
950 }
951 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
952 LOG(llevMonster,"Warning: tried to free friendly object.\n");
953 remove_friendly_object(ob);
954 }
955 if(QUERY_FLAG(ob,FLAG_FREED)) {
956 dump_object(ob);
957 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
958 return;
959 }
960 if(ob->more!=NULL) {
961 free_object2(ob->more, free_inventory);
962 ob->more=NULL;
963 }
964 if (ob->inv) {
965 /* Only if the space blocks everything do we not process -
966 * if some form of movemnt is allowed, let objects
967 * drop on that space.
968 */
969 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY ||
970 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
971 {
972 op=ob->inv;
973 while(op!=NULL) {
974 tmp=op->below;
975 remove_ob(op);
976 free_object2(op, free_inventory);
977 op=tmp;
978 }
979 }
980 else { /* Put objects in inventory onto this space */
981 op=ob->inv;
982 while(op!=NULL) {
983 tmp=op->below;
984 remove_ob(op);
985 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
986 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
987 free_object(op);
988 else {
989 op->x=ob->x;
990 op->y=ob->y;
991 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
992 }
993 op=tmp;
994 }
995 }
996 }
997 /* Remove object from the active list */
998 ob->speed = 0;
999 update_ob_speed(ob);
1000
1001 SET_FLAG(ob, FLAG_FREED);
1002 ob->count = 0;
1003
1004 /* Remove this object from the list of used objects */
1005 if(ob->prev==NULL) {
1006 objects=ob->next;
1007 if(objects!=NULL)
1008 objects->prev=NULL;
1009 }
1010 else {
1011 ob->prev->next=ob->next;
1012 if(ob->next!=NULL)
1013 ob->next->prev=ob->prev;
1014 }
1015
1016 ob->name = 0;
1017 ob->name_pl = 0;
1018 ob->title = 0;
1019 ob->race = 0;
1020 ob->slaying = 0;
1021 ob->skill = 0;
1022 ob->lore = 0;
1023 ob->msg = 0;
1024 ob->materialname = 0;
1025
1026 free_key_values (ob);
1027
1028 /* Now link it with the free_objects list: */
1029 ob->prev=NULL;
1030 ob->next=free_objects;
1031
1032 if(free_objects!=NULL)
1033 free_objects->prev=ob;
1034
1035 free_objects=ob;
1036 nroffreeobjects++;
1037 }
1038
1039 /*
1040 * count_free() returns the number of objects on the list of free objects.
1041 */
1042
1043 int count_free ()
1044 {
1045 int i=0;
1046 object *tmp=free_objects;
1047 while(tmp!=NULL)
1048 tmp=tmp->next, i++;
1049 return i;
1050 }
1051
1052 /*
1053 * count_used() returns the number of objects on the list of used objects.
1054 */
1055
1056 int count_used()
1057 {
1058 int i=0;
1059 object *tmp=objects;
1060 while(tmp!=NULL)
1061 tmp=tmp->next, i++;
1062 return i;
1063 }
1064
1065 /*
1066 * count_active() returns the number of objects on the list of active objects.
1067 */
1068
1069 int count_active()
1070 {
1071 int i=0;
1072 object *tmp=active_objects;
1073 while(tmp!=NULL)
1074 tmp=tmp->active_next, i++;
1075 return i;
1076 }
1077
1078 /*
1079 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)).
1081 */
1082
1083 void sub_weight (object *op, signed long weight) {
1084 while (op != NULL) {
1085 if (op->type == CONTAINER) {
1086 weight=(signed long)(weight*(100-op->stats.Str)/100);
1087 }
1088 op->carrying-=weight;
1089 op = op->env;
1090 }
1091 }
1092
1093 /* remove_ob(op):
1094 * This function removes the object op from the linked list of objects
1095 * which it is currently tied to. When this function is done, the
1096 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to
1098 * the previous environment.
1099 * Beware: This function is called from the editor as well!
1100 */
1101
1102 void remove_ob(object *op) {
1103 object *tmp,*last=NULL;
1104 object *otmp;
1105 tag_t tag;
1106 int check_walk_off;
1107 mapstruct *m;
1108 sint16 x,y;
1109
1110
1111 if(QUERY_FLAG(op,FLAG_REMOVED)) {
1112 dump_object(op);
1113 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1114
1115 /* Changed it to always dump core in this case. As has been learned
1116 * in the past, trying to recover from errors almost always
1117 * make things worse, and this is a real error here - something
1118 * that should not happen.
1119 * Yes, if this was a mission critical app, trying to do something
1120 * to recover may make sense, but that is because failure of the app
1121 * may have other disastrous problems. Cf runs out of a script
1122 * so is easily enough restarted without any real problems.
1123 * MSW 2001-07-01
1124 */
1125 abort();
1126 }
1127 if(op->more!=NULL)
1128 remove_ob(op->more);
1129
1130 SET_FLAG(op, FLAG_REMOVED);
1131
1132 /*
1133 * In this case, the object to be removed is in someones
1134 * inventory.
1135 */
1136 if(op->env!=NULL) {
1137 if(op->nrof)
1138 sub_weight(op->env, op->weight*op->nrof);
1139 else
1140 sub_weight(op->env, op->weight+op->carrying);
1141
1142 /* NO_FIX_PLAYER is set when a great many changes are being
1143 * made to players inventory. If set, avoiding the call
1144 * to save cpu time.
1145 */
1146 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1147 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1148 fix_player(otmp);
1149
1150 if(op->above!=NULL)
1151 op->above->below=op->below;
1152 else
1153 op->env->inv=op->below;
1154
1155 if(op->below!=NULL)
1156 op->below->above=op->above;
1157
1158 /* we set up values so that it could be inserted into
1159 * the map, but we don't actually do that - it is up
1160 * to the caller to decide what we want to do.
1161 */
1162 op->x=op->env->x,op->y=op->env->y;
1163 op->ox=op->x,op->oy=op->y;
1164 op->map=op->env->map;
1165 op->above=NULL,op->below=NULL;
1166 op->env=NULL;
1167 return;
1168 }
1169
1170 /* If we get here, we are removing it from a map */
1171 if (op->map == NULL) return;
1172
1173 x = op->x;
1174 y = op->y;
1175 m = get_map_from_coord(op->map, &x, &y);
1176
1177 if (!m) {
1178 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1179 op->map->path, op->x, op->y);
1180 /* in old days, we used to set x and y to 0 and continue.
1181 * it seems if we get into this case, something is probablye
1182 * screwed up and should be fixed.
1183 */
1184 abort();
1185 }
1186 if (op->map != m) {
1187 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1188 op->map->path, m->path, op->x, op->y, x, y);
1189 }
1190
1191 /* Re did the following section of code - it looks like it had
1192 * lots of logic for things we no longer care about
1193 */
1194
1195 /* link the object above us */
1196 if (op->above)
1197 op->above->below=op->below;
1198 else
1199 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1200
1201 /* Relink the object below us, if there is one */
1202 if(op->below) {
1203 op->below->above=op->above;
1204 } else {
1205 /* Nothing below, which means we need to relink map object for this space
1206 * use translated coordinates in case some oddness with map tiling is
1207 * evident
1208 */
1209 if(GET_MAP_OB(m,x,y)!=op) {
1210 dump_object(op);
1211 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1212 dump_object(GET_MAP_OB(m,x,y));
1213 LOG(llevError,"%s\n",errmsg);
1214 }
1215 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1216 }
1217 op->above=NULL;
1218 op->below=NULL;
1219
1220 if (op->map->in_memory == MAP_SAVING)
1221 return;
1222
1223 tag = op->count;
1224 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1225 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1226 /* No point updating the players look faces if he is the object
1227 * being removed.
1228 */
1229
1230 if(tmp->type==PLAYER && tmp!=op) {
1231 /* If a container that the player is currently using somehow gets
1232 * removed (most likely destroyed), update the player view
1233 * appropriately.
1234 */
1235 if (tmp->container==op) {
1236 CLEAR_FLAG(op, FLAG_APPLIED);
1237 tmp->container=NULL;
1238 }
1239 tmp->contr->socket.update_look=1;
1240 }
1241 /* See if player moving off should effect something */
1242 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1243 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1244
1245 move_apply(tmp, op, NULL);
1246 if (was_destroyed (op, tag)) {
1247 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1248 "leaving object\n", &tmp->name, &tmp->arch->name);
1249 }
1250 }
1251
1252 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1253
1254 if(tmp->above == tmp)
1255 tmp->above = NULL;
1256 last=tmp;
1257 }
1258 /* last == NULL of there are no objects on this space */
1259 if (last==NULL) {
1260 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1261 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1262 * those out anyways, and if there are any flags set right now, they won't
1263 * be correct anyways.
1264 */
1265 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1266 update_position(op->map, op->x, op->y);
1267 }
1268 else
1269 update_object(last, UP_OBJ_REMOVE);
1270
1271 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1272 update_all_los(op->map, op->x, op->y);
1273
1274 }
1275
1276 /*
1277 * merge_ob(op,top):
1278 *
1279 * This function goes through all objects below and including top, and
1280 * merges op to the first matching object.
1281 * If top is NULL, it is calculated.
1282 * Returns pointer to object if it succeded in the merge, otherwise NULL
1283 */
1284
1285 object *merge_ob(object *op, object *top) {
1286 if(!op->nrof)
1287 return 0;
1288 if(top==NULL)
1289 for(top=op;top!=NULL&&top->above!=NULL;top=top->above);
1290 for(;top!=NULL;top=top->below) {
1291 if(top==op)
1292 continue;
1293 if (CAN_MERGE(op,top))
1294 {
1295 top->nrof+=op->nrof;
1296 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1297 op->weight = 0; /* Don't want any adjustements now */
1298 remove_ob(op);
1299 free_object(op);
1300 return top;
1301 }
1302 }
1303 return NULL;
1304 }
1305
1306 /*
1307 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1308 * job preparing multi-part monsters
1309 */
1310 object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){
1311 object* tmp;
1312 if (op->head)
1313 op=op->head;
1314 for (tmp=op;tmp;tmp=tmp->more){
1315 tmp->x=x+tmp->arch->clone.x;
1316 tmp->y=y+tmp->arch->clone.y;
1317 }
1318 return insert_ob_in_map (op, m, originator, flag);
1319 }
1320
1321 /*
1322 * insert_ob_in_map (op, map, originator, flag):
1323 * This function inserts the object in the two-way linked list
1324 * which represents what is on a map.
1325 * The second argument specifies the map, and the x and y variables
1326 * in the object about to be inserted specifies the position.
1327 *
1328 * originator: Player, monster or other object that caused 'op' to be inserted
1329 * into 'map'. May be NULL.
1330 *
1331 * flag is a bitmask about special things to do (or not do) when this
1332 * function is called. see the object.h file for the INS_ values.
1333 * Passing 0 for flag gives proper default values, so flag really only needs
1334 * to be set if special handling is needed.
1335 *
1336 * Return value:
1337 * new object if 'op' was merged with other object
1338 * NULL if 'op' was destroyed
1339 * just 'op' otherwise
1340 */
1341
1342 object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1343 {
1344 object *tmp, *top, *floor=NULL;
1345 sint16 x,y;
1346
1347 if (QUERY_FLAG (op, FLAG_FREED)) {
1348 LOG (llevError, "Trying to insert freed object!\n");
1349 return NULL;
1350 }
1351 if(m==NULL) {
1352 dump_object(op);
1353 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1354 return op;
1355 }
1356 if(out_of_map(m,op->x,op->y)) {
1357 dump_object(op);
1358 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1359 #ifdef MANY_CORES
1360 /* Better to catch this here, as otherwise the next use of this object
1361 * is likely to cause a crash. Better to find out where it is getting
1362 * improperly inserted.
1363 */
1364 abort();
1365 #endif
1366 return op;
1367 }
1368 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1369 dump_object(op);
1370 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1371 return op;
1372 }
1373 if(op->more!=NULL) {
1374 /* The part may be on a different map. */
1375
1376 object *more = op->more;
1377
1378 /* We really need the caller to normalize coordinates - if
1379 * we set the map, that doesn't work if the location is within
1380 * a map and this is straddling an edge. So only if coordinate
1381 * is clear wrong do we normalize it.
1382 */
1383 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1384 /* Debugging information so you can see the last coordinates this object had */
1385 more->ox = more->x;
1386 more->oy = more->y;
1387 more->map = get_map_from_coord(m, &more->x, &more->y);
1388 } else if (!more->map) {
1389 /* For backwards compatibility - when not dealing with tiled maps,
1390 * more->map should always point to the parent.
1391 */
1392 more->map = m;
1393 }
1394
1395 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1396 if ( ! op->head)
1397 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1398 return NULL;
1399 }
1400 }
1401 CLEAR_FLAG(op,FLAG_REMOVED);
1402
1403 /* Debugging information so you can see the last coordinates this object had */
1404 op->ox=op->x;
1405 op->oy=op->y;
1406
1407 /* Ideally, the caller figures this out. However, it complicates a lot
1408 * of areas of callers (eg, anything that uses find_free_spot would now
1409 * need extra work
1410 */
1411 op->map=get_map_from_coord(m, &op->x, &op->y);
1412 x = op->x;
1413 y = op->y;
1414
1415 /* this has to be done after we translate the coordinates.
1416 */
1417 if(op->nrof && !(flag & INS_NO_MERGE)) {
1418 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1419 if (CAN_MERGE(op,tmp)) {
1420 op->nrof+=tmp->nrof;
1421 remove_ob(tmp);
1422 free_object(tmp);
1423 }
1424 }
1425
1426 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1427 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1428 if (!QUERY_FLAG(op, FLAG_ALIVE))
1429 CLEAR_FLAG(op, FLAG_NO_STEAL);
1430
1431 if (flag & INS_BELOW_ORIGINATOR) {
1432 if (originator->map != op->map || originator->x != op->x ||
1433 originator->y != op->y) {
1434 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1435 abort();
1436 }
1437 op->above = originator;
1438 op->below = originator->below;
1439 if (op->below) op->below->above = op;
1440 else SET_MAP_OB(op->map, op->x, op->y, op);
1441 /* since *below* originator, no need to update top */
1442 originator->below = op;
1443 } else {
1444 /* If there are other objects, then */
1445 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1446 object *last=NULL;
1447 /*
1448 * If there are multiple objects on this space, we do some trickier handling.
1449 * We've already dealt with merging if appropriate.
1450 * Generally, we want to put the new object on top. But if
1451 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1452 * floor, we want to insert above that and no further.
1453 * Also, if there are spell objects on this space, we stop processing
1454 * once we get to them. This reduces the need to traverse over all of
1455 * them when adding another one - this saves quite a bit of cpu time
1456 * when lots of spells are cast in one area. Currently, it is presumed
1457 * that flying non pickable objects are spell objects.
1458 */
1459
1460 while (top != NULL) {
1461 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1462 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1463 if (QUERY_FLAG(top, FLAG_NO_PICK)
1464 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1465 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1466 {
1467 /* We insert above top, so we want this object below this */
1468 top=top->below;
1469 break;
1470 }
1471 last = top;
1472 top = top->above;
1473 }
1474 /* Don't want top to be NULL, so set it to the last valid object */
1475 top = last;
1476
1477 /* We let update_position deal with figuring out what the space
1478 * looks like instead of lots of conditions here.
1479 * makes things faster, and effectively the same result.
1480 */
1481
1482 /* Have object 'fall below' other objects that block view.
1483 * Unless those objects are exits, type 66
1484 * If INS_ON_TOP is used, don't do this processing
1485 * Need to find the object that in fact blocks view, otherwise
1486 * stacking is a bit odd.
1487 */
1488 if (!(flag & INS_ON_TOP) &&
1489 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1490 (op->face && !op->face->visibility)) {
1491 for (last=top; last != floor; last=last->below)
1492 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1493 /* Check to see if we found the object that blocks view,
1494 * and make sure we have a below pointer for it so that
1495 * we can get inserted below this one, which requires we
1496 * set top to the object below us.
1497 */
1498 if (last && last->below && last != floor) top=last->below;
1499 }
1500 } /* If objects on this space */
1501 if (flag & INS_MAP_LOAD)
1502 top = GET_MAP_TOP(op->map,op->x,op->y);
1503 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1504
1505 /* Top is the object that our object (op) is going to get inserted above.
1506 */
1507
1508 /* First object on this space */
1509 if (!top) {
1510 op->above = GET_MAP_OB(op->map, op->x, op->y);
1511 if (op->above) op->above->below = op;
1512 op->below = NULL;
1513 SET_MAP_OB(op->map, op->x, op->y, op);
1514 } else { /* get inserted into the stack above top */
1515 op->above = top->above;
1516 if (op->above) op->above->below = op;
1517 op->below = top;
1518 top->above = op;
1519 }
1520 if (op->above==NULL)
1521 SET_MAP_TOP(op->map,op->x, op->y, op);
1522 } /* else not INS_BELOW_ORIGINATOR */
1523
1524 if(op->type==PLAYER)
1525 op->contr->do_los=1;
1526
1527 /* If we have a floor, we know the player, if any, will be above
1528 * it, so save a few ticks and start from there.
1529 */
1530 if (!(flag & INS_MAP_LOAD))
1531 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1532 if (tmp->type == PLAYER)
1533 tmp->contr->socket.update_look=1;
1534 }
1535
1536 /* If this object glows, it may affect lighting conditions that are
1537 * visible to others on this map. But update_all_los is really
1538 * an inefficient way to do this, as it means los for all players
1539 * on the map will get recalculated. The players could very well
1540 * be far away from this change and not affected in any way -
1541 * this should get redone to only look for players within range,
1542 * or just updating the P_NEED_UPDATE for spaces within this area
1543 * of effect may be sufficient.
1544 */
1545 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1546 update_all_los(op->map, op->x, op->y);
1547
1548
1549 /* updates flags (blocked, alive, no magic, etc) for this map space */
1550 update_object(op,UP_OBJ_INSERT);
1551
1552
1553 /* Don't know if moving this to the end will break anything. However,
1554 * we want to have update_look set above before calling this.
1555 *
1556 * check_move_on() must be after this because code called from
1557 * check_move_on() depends on correct map flags (so functions like
1558 * blocked() and wall() work properly), and these flags are updated by
1559 * update_object().
1560 */
1561
1562 /* if this is not the head or flag has been passed, don't check walk on status */
1563
1564 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1565 if (check_move_on(op, originator))
1566 return NULL;
1567
1568 /* If we are a multi part object, lets work our way through the check
1569 * walk on's.
1570 */
1571 for (tmp=op->more; tmp!=NULL; tmp=tmp->more)
1572 if (check_move_on (tmp, originator))
1573 return NULL;
1574 }
1575 return op;
1576 }
1577
1578 /* this function inserts an object in the map, but if it
1579 * finds an object of its own type, it'll remove that one first.
1580 * op is the object to insert it under: supplies x and the map.
1581 */
1582 void replace_insert_ob_in_map(const char *arch_string, object *op) {
1583 object *tmp;
1584 object *tmp1;
1585
1586 /* first search for itself and remove any old instances */
1587
1588 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) {
1589 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ {
1590 remove_ob(tmp);
1591 free_object(tmp);
1592 }
1593 }
1594
1595 tmp1=arch_to_object(find_archetype(arch_string));
1596
1597
1598 tmp1->x = op->x; tmp1->y = op->y;
1599 insert_ob_in_map(tmp1,op->map,op,0);
1600 }
1601
1602 /*
1603 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1604 * is returned contains nr objects, and the remaining parts contains
1605 * the rest (or is removed and freed if that number is 0).
1606 * On failure, NULL is returned, and the reason put into the
1607 * global static errmsg array.
1608 */
1609
1610 object *get_split_ob(object *orig_ob, uint32 nr) {
1611 object *newob;
1612 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1613
1614 if(orig_ob->nrof<nr) {
1615 sprintf(errmsg,"There are only %d %ss.",
1616 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name);
1617 return NULL;
1618 }
1619 newob = object_create_clone(orig_ob);
1620 if((orig_ob->nrof-=nr)<1) {
1621 if ( ! is_removed)
1622 remove_ob(orig_ob);
1623 free_object2(orig_ob, 1);
1624 }
1625 else if ( ! is_removed) {
1626 if(orig_ob->env!=NULL)
1627 sub_weight (orig_ob->env,orig_ob->weight*nr);
1628 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1629 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1630 LOG(llevDebug,
1631 "Error, Tried to split object whose map is not in memory.\n");
1632 return NULL;
1633 }
1634 }
1635 newob->nrof=nr;
1636
1637 return newob;
1638 }
1639
1640 /*
1641 * decrease_ob_nr(object, number) decreases a specified number from
1642 * the amount of an object. If the amount reaches 0, the object
1643 * is subsequently removed and freed.
1644 *
1645 * Return value: 'op' if something is left, NULL if the amount reached 0
1646 */
1647
1648 object *decrease_ob_nr (object *op, uint32 i)
1649 {
1650 object *tmp;
1651 player *pl;
1652
1653 if (i == 0) /* objects with op->nrof require this check */
1654 return op;
1655
1656 if (i > op->nrof)
1657 i = op->nrof;
1658
1659 if (QUERY_FLAG (op, FLAG_REMOVED))
1660 {
1661 op->nrof -= i;
1662 }
1663 else if (op->env != NULL)
1664 {
1665 /* is this object in the players inventory, or sub container
1666 * therein?
1667 */
1668 tmp = is_player_inv (op->env);
1669 /* nope. Is this a container the player has opened?
1670 * If so, set tmp to that player.
1671 * IMO, searching through all the players will mostly
1672 * likely be quicker than following op->env to the map,
1673 * and then searching the map for a player.
1674 */
1675 if (!tmp) {
1676 for (pl=first_player; pl; pl=pl->next)
1677 if (pl->ob->container == op->env) break;
1678 if (pl) tmp=pl->ob;
1679 else tmp=NULL;
1680 }
1681
1682 if (i < op->nrof) {
1683 sub_weight (op->env, op->weight * i);
1684 op->nrof -= i;
1685 if (tmp) {
1686 esrv_send_item(tmp, op);
1687 }
1688 } else {
1689 remove_ob (op);
1690 op->nrof = 0;
1691 if (tmp) {
1692 esrv_del_item(tmp->contr, op->count);
1693 }
1694 }
1695 }
1696 else
1697 {
1698 object *above = op->above;
1699
1700 if (i < op->nrof) {
1701 op->nrof -= i;
1702 } else {
1703 remove_ob (op);
1704 op->nrof = 0;
1705 }
1706 /* Since we just removed op, op->above is null */
1707 for (tmp = above; tmp != NULL; tmp = tmp->above)
1708 if (tmp->type == PLAYER) {
1709 if (op->nrof)
1710 esrv_send_item(tmp, op);
1711 else
1712 esrv_del_item(tmp->contr, op->count);
1713 }
1714 }
1715
1716 if (op->nrof) {
1717 return op;
1718 } else {
1719 free_object (op);
1720 return NULL;
1721 }
1722 }
1723
1724 /*
1725 * add_weight(object, weight) adds the specified weight to an object,
1726 * and also updates how much the environment(s) is/are carrying.
1727 */
1728
1729 void add_weight (object *op, signed long weight) {
1730 while (op!=NULL) {
1731 if (op->type == CONTAINER) {
1732 weight=(signed long)(weight*(100-op->stats.Str)/100);
1733 }
1734 op->carrying+=weight;
1735 op=op->env;
1736 }
1737 }
1738
1739 /*
1740 * insert_ob_in_ob(op,environment):
1741 * This function inserts the object op in the linked list
1742 * inside the object environment.
1743 *
1744 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1745 * the inventory at the last position or next to other objects of the same
1746 * type.
1747 * Frank: Now sorted by type, archetype and magic!
1748 *
1749 * The function returns now pointer to inserted item, and return value can
1750 * be != op, if items are merged. -Tero
1751 */
1752
1753 object *insert_ob_in_ob(object *op,object *where) {
1754 object *tmp, *otmp;
1755
1756 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1757 dump_object(op);
1758 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1759 return op;
1760 }
1761 if(where==NULL) {
1762 dump_object(op);
1763 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1764 return op;
1765 }
1766 if (where->head) {
1767 LOG(llevDebug,
1768 "Warning: Tried to insert object wrong part of multipart object.\n");
1769 where = where->head;
1770 }
1771 if (op->more) {
1772 LOG(llevError, "Tried to insert multipart object %s (%d)\n",
1773 &op->name, op->count);
1774 return op;
1775 }
1776 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL);
1777 CLEAR_FLAG(op, FLAG_REMOVED);
1778 if(op->nrof) {
1779 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below)
1780 if ( CAN_MERGE(tmp,op) ) {
1781 /* return the original object and remove inserted object
1782 (client needs the original object) */
1783 tmp->nrof += op->nrof;
1784 /* Weight handling gets pretty funky. Since we are adding to
1785 * tmp->nrof, we need to increase the weight.
1786 */
1787 add_weight (where, op->weight*op->nrof);
1788 SET_FLAG(op, FLAG_REMOVED);
1789 free_object(op); /* free the inserted object */
1790 op = tmp;
1791 remove_ob (op); /* and fix old object's links */
1792 CLEAR_FLAG(op, FLAG_REMOVED);
1793 break;
1794 }
1795
1796 /* I assume combined objects have no inventory
1797 * We add the weight - this object could have just been removed
1798 * (if it was possible to merge). calling remove_ob will subtract
1799 * the weight, so we need to add it in again, since we actually do
1800 * the linking below
1801 */
1802 add_weight (where, op->weight*op->nrof);
1803 } else
1804 add_weight (where, (op->weight+op->carrying));
1805
1806 otmp=is_player_inv(where);
1807 if (otmp&&otmp->contr!=NULL) {
1808 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1809 fix_player(otmp);
1810 }
1811
1812 op->map=NULL;
1813 op->env=where;
1814 op->above=NULL;
1815 op->below=NULL;
1816 op->x=0,op->y=0;
1817 op->ox=0,op->oy=0;
1818
1819 /* reset the light list and los of the players on the map */
1820 if((op->glow_radius!=0)&&where->map)
1821 {
1822 #ifdef DEBUG_LIGHTS
1823 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1824 op->name);
1825 #endif /* DEBUG_LIGHTS */
1826 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1827 }
1828
1829 /* Client has no idea of ordering so lets not bother ordering it here.
1830 * It sure simplifies this function...
1831 */
1832 if (where->inv==NULL)
1833 where->inv=op;
1834 else {
1835 op->below = where->inv;
1836 op->below->above = op;
1837 where->inv = op;
1838 }
1839 return op;
1840 }
1841
1842 /*
1843 * Checks if any objects has a move_type that matches objects
1844 * that effect this object on this space. Call apply() to process
1845 * these events.
1846 *
1847 * Any speed-modification due to SLOW_MOVE() of other present objects
1848 * will affect the speed_left of the object.
1849 *
1850 * originator: Player, monster or other object that caused 'op' to be inserted
1851 * into 'map'. May be NULL.
1852 *
1853 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1854 *
1855 * 4-21-95 added code to check if appropriate skill was readied - this will
1856 * permit faster movement by the player through this terrain. -b.t.
1857 *
1858 * MSW 2001-07-08: Check all objects on space, not just those below
1859 * object being inserted. insert_ob_in_map may not put new objects
1860 * on top.
1861 */
1862
1863 int check_move_on (object *op, object *originator)
1864 {
1865 object *tmp;
1866 tag_t tag;
1867 mapstruct *m=op->map;
1868 int x=op->x, y=op->y;
1869 MoveType move_on, move_slow, move_block;
1870
1871 if(QUERY_FLAG(op,FLAG_NO_APPLY))
1872 return 0;
1873
1874 tag = op->count;
1875
1876 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1877 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1878 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1879
1880 /* if nothing on this space will slow op down or be applied,
1881 * no need to do checking below. have to make sure move_type
1882 * is set, as lots of objects don't have it set - we treat that
1883 * as walking.
1884 */
1885 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1886 return 0;
1887
1888 /* This is basically inverse logic of that below - basically,
1889 * if the object can avoid the move on or slow move, they do so,
1890 * but can't do it if the alternate movement they are using is
1891 * blocked. Logic on this seems confusing, but does seem correct.
1892 */
1893 if ((op->move_type & ~move_on & ~move_block) != 0 &&
1894 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
1895
1896 /* The objects have to be checked from top to bottom.
1897 * Hence, we first go to the top:
1898 */
1899
1900 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
1901 tmp->above!=NULL; tmp=tmp->above) {
1902 /* Trim the search when we find the first other spell effect
1903 * this helps performance so that if a space has 50 spell objects,
1904 * we don't need to check all of them.
1905 */
1906 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
1907 }
1908 for(;tmp!=NULL; tmp=tmp->below) {
1909 if (tmp == op) continue; /* Can't apply yourself */
1910
1911 /* Check to see if one of the movement types should be slowed down.
1912 * Second check makes sure that the movement types not being slowed
1913 * (~slow_move) is not blocked on this space - just because the
1914 * space doesn't slow down swimming (for example), if you can't actually
1915 * swim on that space, can't use it to avoid the penalty.
1916 */
1917 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
1918 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1919 ((op->move_type & tmp->move_slow) &&
1920 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
1921
1922 float diff;
1923
1924 diff = tmp->move_slow_penalty*FABS(op->speed);
1925 if (op->type == PLAYER) {
1926 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
1927 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
1928 diff /= 4.0;
1929 }
1930 }
1931 op->speed_left -= diff;
1932 }
1933 }
1934
1935 /* Basically same logic as above, except now for actual apply. */
1936 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1937 ((op->move_type & tmp->move_on) &&
1938 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
1939
1940 move_apply(tmp, op, originator);
1941 if (was_destroyed (op, tag))
1942 return 1;
1943
1944 /* what the person/creature stepped onto has moved the object
1945 * someplace new. Don't process any further - if we did,
1946 * have a feeling strange problems would result.
1947 */
1948 if (op->map != m || op->x != x || op->y != y) return 0;
1949 }
1950 }
1951 return 0;
1952 }
1953
1954 /*
1955 * present_arch(arch, map, x, y) searches for any objects with
1956 * a matching archetype at the given map and coordinates.
1957 * The first matching object is returned, or NULL if none.
1958 */
1959
1960 object *present_arch(const archetype *at, mapstruct *m, int x, int y) {
1961 object *tmp;
1962 if(m==NULL || out_of_map(m,x,y)) {
1963 LOG(llevError,"Present_arch called outside map.\n");
1964 return NULL;
1965 }
1966 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above)
1967 if(tmp->arch == at)
1968 return tmp;
1969 return NULL;
1970 }
1971
1972 /*
1973 * present(type, map, x, y) searches for any objects with
1974 * a matching type variable at the given map and coordinates.
1975 * The first matching object is returned, or NULL if none.
1976 */
1977
1978 object *present(unsigned char type,mapstruct *m, int x,int y) {
1979 object *tmp;
1980 if(out_of_map(m,x,y)) {
1981 LOG(llevError,"Present called outside map.\n");
1982 return NULL;
1983 }
1984 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above)
1985 if(tmp->type==type)
1986 return tmp;
1987 return NULL;
1988 }
1989
1990 /*
1991 * present_in_ob(type, object) searches for any objects with
1992 * a matching type variable in the inventory of the given object.
1993 * The first matching object is returned, or NULL if none.
1994 */
1995
1996 object *present_in_ob(unsigned char type, const object *op) {
1997 object *tmp;
1998 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
1999 if(tmp->type==type)
2000 return tmp;
2001 return NULL;
2002 }
2003
2004 /*
2005 * present_in_ob (type, str, object) searches for any objects with
2006 * a matching type & name variable in the inventory of the given object.
2007 * The first matching object is returned, or NULL if none.
2008 * This is mostly used by spell effect code, so that we only
2009 * have one spell effect at a time.
2010 * type can be used to narrow the search - if type is set,
2011 * the type must also match. -1 can be passed for the type,
2012 * in which case the type does not need to pass.
2013 * str is the string to match against. Note that we match against
2014 * the object name, not the archetype name. this is so that the
2015 * spell code can use one object type (force), but change it's name
2016 * to be unique.
2017 */
2018
2019 object *present_in_ob_by_name(int type, const char *str, const object *op) {
2020 object *tmp;
2021
2022 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2023 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name)))
2024 return tmp;
2025 }
2026 return NULL;
2027 }
2028
2029 /*
2030 * present_arch_in_ob(archetype, object) searches for any objects with
2031 * a matching archetype in the inventory of the given object.
2032 * The first matching object is returned, or NULL if none.
2033 */
2034
2035 object *present_arch_in_ob(const archetype *at, const object *op) {
2036 object *tmp;
2037 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2038 if( tmp->arch == at)
2039 return tmp;
2040 return NULL;
2041 }
2042
2043 /*
2044 * activate recursively a flag on an object inventory
2045 */
2046 void flag_inv(object*op, int flag){
2047 object *tmp;
2048 if(op->inv)
2049 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
2050 SET_FLAG(tmp, flag);
2051 flag_inv(tmp,flag);
2052 }
2053 }/*
2054 * desactivate recursively a flag on an object inventory
2055 */
2056 void unflag_inv(object*op, int flag){
2057 object *tmp;
2058 if(op->inv)
2059 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
2060 CLEAR_FLAG(tmp, flag);
2061 unflag_inv(tmp,flag);
2062 }
2063 }
2064
2065 /*
2066 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2067 * all it's inventory (recursively).
2068 * If checksums are used, a player will get set_cheat called for
2069 * him/her-self and all object carried by a call to this function.
2070 */
2071
2072 void set_cheat(object *op) {
2073 SET_FLAG(op, FLAG_WAS_WIZ);
2074 flag_inv(op, FLAG_WAS_WIZ);
2075 }
2076
2077 /*
2078 * find_free_spot(object, map, x, y, start, stop) will search for
2079 * a spot at the given map and coordinates which will be able to contain
2080 * the given object. start and stop specifies how many squares
2081 * to search (see the freearr_x/y[] definition).
2082 * It returns a random choice among the alternatives found.
2083 * start and stop are where to start relative to the free_arr array (1,9
2084 * does all 4 immediate directions). This returns the index into the
2085 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2086 * Note - this only checks to see if there is space for the head of the
2087 * object - if it is a multispace object, this should be called for all
2088 * pieces.
2089 * Note2: This function does correctly handle tiled maps, but does not
2090 * inform the caller. However, insert_ob_in_map will update as
2091 * necessary, so the caller shouldn't need to do any special work.
2092 * Note - updated to take an object instead of archetype - this is necessary
2093 * because arch_blocked (now ob_blocked) needs to know the movement type
2094 * to know if the space in question will block the object. We can't use
2095 * the archetype because that isn't correct if the monster has been
2096 * customized, changed states, etc.
2097 */
2098
2099 int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) {
2100 int i,index=0, flag;
2101 static int altern[SIZEOFFREE];
2102
2103 for(i=start;i<stop;i++) {
2104 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]);
2105 if(!flag)
2106 altern[index++]=i;
2107
2108 /* Basically, if we find a wall on a space, we cut down the search size.
2109 * In this way, we won't return spaces that are on another side of a wall.
2110 * This mostly work, but it cuts down the search size in all directions -
2111 * if the space being examined only has a wall to the north and empty
2112 * spaces in all the other directions, this will reduce the search space
2113 * to only the spaces immediately surrounding the target area, and
2114 * won't look 2 spaces south of the target space.
2115 */
2116 else if ((flag & AB_NO_PASS) && maxfree[i]<stop)
2117 stop=maxfree[i];
2118 }
2119 if(!index) return -1;
2120 return altern[RANDOM()%index];
2121 }
2122
2123 /*
2124 * find_first_free_spot(archetype, mapstruct, x, y) works like
2125 * find_free_spot(), but it will search max number of squares.
2126 * But it will return the first available spot, not a random choice.
2127 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2128 */
2129
2130 int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) {
2131 int i;
2132 for(i=0;i<SIZEOFFREE;i++) {
2133 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]))
2134 return i;
2135 }
2136 return -1;
2137 }
2138
2139 /*
2140 * The function permute(arr, begin, end) randomly reorders the array
2141 * arr[begin..end-1].
2142 */
2143 static void permute(int *arr, int begin, int end)
2144 {
2145 int i, j, tmp, len;
2146
2147 len = end-begin;
2148 for(i = begin; i < end; i++)
2149 {
2150 j = begin+RANDOM()%len;
2151
2152 tmp = arr[i];
2153 arr[i] = arr[j];
2154 arr[j] = tmp;
2155 }
2156 }
2157
2158 /* new function to make monster searching more efficient, and effective!
2159 * This basically returns a randomized array (in the passed pointer) of
2160 * the spaces to find monsters. In this way, it won't always look for
2161 * monsters to the north first. However, the size of the array passed
2162 * covers all the spaces, so within that size, all the spaces within
2163 * the 3x3 area will be searched, just not in a predictable order.
2164 */
2165 void get_search_arr(int *search_arr)
2166 {
2167 int i;
2168
2169 for(i = 0; i < SIZEOFFREE; i++)
2170 {
2171 search_arr[i] = i;
2172 }
2173
2174 permute(search_arr, 1, SIZEOFFREE1+1);
2175 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1);
2176 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE);
2177 }
2178
2179 /*
2180 * find_dir(map, x, y, exclude) will search some close squares in the
2181 * given map at the given coordinates for live objects.
2182 * It will not considered the object given as exclude among possible
2183 * live objects.
2184 * It returns the direction toward the first/closest live object if finds
2185 * any, otherwise 0.
2186 * Perhaps incorrectly, but I'm making the assumption that exclude
2187 * is actually want is going to try and move there. We need this info
2188 * because we have to know what movement the thing looking to move
2189 * there is capable of.
2190 */
2191
2192 int find_dir(mapstruct *m, int x, int y, object *exclude) {
2193 int i,max=SIZEOFFREE, mflags;
2194 sint16 nx, ny;
2195 object *tmp;
2196 mapstruct *mp;
2197 MoveType blocked, move_type;
2198
2199 if (exclude && exclude->head) {
2200 exclude = exclude->head;
2201 move_type = exclude->move_type;
2202 } else {
2203 /* If we don't have anything, presume it can use all movement types. */
2204 move_type=MOVE_ALL;
2205 }
2206
2207 for(i=1;i<max;i++) {
2208 mp = m;
2209 nx = x + freearr_x[i];
2210 ny = y + freearr_y[i];
2211
2212 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
2213 if (mflags & P_OUT_OF_MAP) {
2214 max = maxfree[i];
2215 } else {
2216 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2217
2218 if ((move_type & blocked) == move_type) {
2219 max=maxfree[i];
2220 } else if (mflags & P_IS_ALIVE) {
2221 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) {
2222 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) &&
2223 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2224 break;
2225 }
2226 }
2227 if(tmp) {
2228 return freedir[i];
2229 }
2230 }
2231 }
2232 }
2233 return 0;
2234 }
2235
2236 /*
2237 * distance(object 1, object 2) will return the square of the
2238 * distance between the two given objects.
2239 */
2240
2241 int distance(const object *ob1, const object *ob2) {
2242 int i;
2243 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+
2244 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2245 return i;
2246 }
2247
2248 /*
2249 * find_dir_2(delta-x,delta-y) will return a direction in which
2250 * an object which has subtracted the x and y coordinates of another
2251 * object, needs to travel toward it.
2252 */
2253
2254 int find_dir_2(int x, int y) {
2255 int q;
2256
2257 if(y)
2258 q=x*100/y;
2259 else if (x)
2260 q= -300*x;
2261 else
2262 return 0;
2263
2264 if(y>0) {
2265 if(q < -242)
2266 return 3 ;
2267 if (q < -41)
2268 return 2 ;
2269 if (q < 41)
2270 return 1 ;
2271 if (q < 242)
2272 return 8 ;
2273 return 7 ;
2274 }
2275
2276 if (q < -242)
2277 return 7 ;
2278 if (q < -41)
2279 return 6 ;
2280 if (q < 41)
2281 return 5 ;
2282 if (q < 242)
2283 return 4 ;
2284
2285 return 3 ;
2286 }
2287
2288 /*
2289 * absdir(int): Returns a number between 1 and 8, which represent
2290 * the "absolute" direction of a number (it actually takes care of
2291 * "overflow" in previous calculations of a direction).
2292 */
2293
2294 int absdir(int d) {
2295 while(d<1) d+=8;
2296 while(d>8) d-=8;
2297 return d;
2298 }
2299
2300 /*
2301 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2302 * between two directions (which are expected to be absolute (see absdir())
2303 */
2304
2305 int dirdiff(int dir1, int dir2) {
2306 int d;
2307 d = abs(dir1 - dir2);
2308 if(d>4)
2309 d = 8 - d;
2310 return d;
2311 }
2312
2313 /* peterm:
2314 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2315 * Basically, this is a table of directions, and what directions
2316 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2317 * This basically means that if direction is 15, then it could either go
2318 * direction 4, 14, or 16 to get back to where we are.
2319 * Moved from spell_util.c to object.c with the other related direction
2320 * functions.
2321 */
2322
2323 int reduction_dir[SIZEOFFREE][3] = {
2324 {0,0,0}, /* 0 */
2325 {0,0,0}, /* 1 */
2326 {0,0,0}, /* 2 */
2327 {0,0,0}, /* 3 */
2328 {0,0,0}, /* 4 */
2329 {0,0,0}, /* 5 */
2330 {0,0,0}, /* 6 */
2331 {0,0,0}, /* 7 */
2332 {0,0,0}, /* 8 */
2333 {8,1,2}, /* 9 */
2334 {1,2,-1}, /* 10 */
2335 {2,10,12}, /* 11 */
2336 {2,3,-1}, /* 12 */
2337 {2,3,4}, /* 13 */
2338 {3,4,-1}, /* 14 */
2339 {4,14,16}, /* 15 */
2340 {5,4,-1}, /* 16 */
2341 {4,5,6}, /* 17 */
2342 {6,5,-1}, /* 18 */
2343 {6,20,18}, /* 19 */
2344 {7,6,-1}, /* 20 */
2345 {6,7,8}, /* 21 */
2346 {7,8,-1}, /* 22 */
2347 {8,22,24}, /* 23 */
2348 {8,1,-1}, /* 24 */
2349 {24,9,10}, /* 25 */
2350 {9,10,-1}, /* 26 */
2351 {10,11,-1}, /* 27 */
2352 {27,11,29}, /* 28 */
2353 {11,12,-1}, /* 29 */
2354 {12,13,-1}, /* 30 */
2355 {12,13,14}, /* 31 */
2356 {13,14,-1}, /* 32 */
2357 {14,15,-1}, /* 33 */
2358 {33,15,35}, /* 34 */
2359 {16,15,-1}, /* 35 */
2360 {17,16,-1}, /* 36 */
2361 {18,17,16}, /* 37 */
2362 {18,17,-1}, /* 38 */
2363 {18,19,-1}, /* 39 */
2364 {41,19,39}, /* 40 */
2365 {19,20,-1}, /* 41 */
2366 {20,21,-1}, /* 42 */
2367 {20,21,22}, /* 43 */
2368 {21,22,-1}, /* 44 */
2369 {23,22,-1}, /* 45 */
2370 {45,47,23}, /* 46 */
2371 {23,24,-1}, /* 47 */
2372 {24,9,-1}}; /* 48 */
2373
2374 /* Recursive routine to step back and see if we can
2375 * find a path to that monster that we found. If not,
2376 * we don't bother going toward it. Returns 1 if we
2377 * can see a direct way to get it
2378 * Modified to be map tile aware -.MSW
2379 */
2380
2381
2382 int can_see_monsterP(mapstruct *m, int x, int y,int dir) {
2383 sint16 dx, dy;
2384 int mflags;
2385
2386 if(dir<0) return 0; /* exit condition: invalid direction */
2387
2388 dx = x + freearr_x[dir];
2389 dy = y + freearr_y[dir];
2390
2391 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy);
2392
2393 /* This functional arguably was incorrect before - it was
2394 * checking for P_WALL - that was basically seeing if
2395 * we could move to the monster - this is being more
2396 * literal on if we can see it. To know if we can actually
2397 * move to the monster, we'd need the monster passed in or
2398 * at least its move type.
2399 */
2400 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0;
2401
2402 /* yes, can see. */
2403 if(dir < 9) return 1;
2404 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) |
2405 can_see_monsterP(m,x,y, reduction_dir[dir][1]) |
2406 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2407 }
2408
2409
2410
2411 /*
2412 * can_pick(picker, item): finds out if an object is possible to be
2413 * picked up by the picker. Returnes 1 if it can be
2414 * picked up, otherwise 0.
2415 *
2416 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2417 * core dumps if they do.
2418 *
2419 * Add a check so we can't pick up invisible objects (0.93.8)
2420 */
2421
2422 int can_pick(const object *who, const object *item) {
2423 return /*QUERY_FLAG(who,FLAG_WIZ)||*/
2424 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&&
2425 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible &&
2426 (who->type==PLAYER||item->weight<who->weight/3));
2427 }
2428
2429
2430 /*
2431 * create clone from object to another
2432 */
2433 object *object_create_clone (object *asrc) {
2434 object *dst = NULL,*tmp,*src,*part,*prev, *item;
2435
2436 if(!asrc) return NULL;
2437 src = asrc;
2438 if(src->head)
2439 src = src->head;
2440
2441 prev = NULL;
2442 for(part = src; part; part = part->more) {
2443 tmp = get_object();
2444 copy_object(part,tmp);
2445 tmp->x -= src->x;
2446 tmp->y -= src->y;
2447 if(!part->head) {
2448 dst = tmp;
2449 tmp->head = NULL;
2450 } else {
2451 tmp->head = dst;
2452 }
2453 tmp->more = NULL;
2454 if(prev)
2455 prev->more = tmp;
2456 prev = tmp;
2457 }
2458 /*** copy inventory ***/
2459 for(item = src->inv; item; item = item->below) {
2460 (void) insert_ob_in_ob(object_create_clone(item),dst);
2461 }
2462
2463 return dst;
2464 }
2465
2466 /* return true if the object was destroyed, 0 otherwise */
2467 int was_destroyed (const object *op, tag_t old_tag)
2468 {
2469 /* checking for FLAG_FREED isn't necessary, but makes this function more
2470 * robust */
2471 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2472 }
2473
2474 /* GROS - Creates an object using a string representing its content. */
2475 /* Basically, we save the content of the string to a temp file, then call */
2476 /* load_object on it. I admit it is a highly inefficient way to make things, */
2477 /* but it was simple to make and allows reusing the load_object function. */
2478 /* Remember not to use load_object_str in a time-critical situation. */
2479 /* Also remember that multiparts objects are not supported for now. */
2480
2481 object* load_object_str(const char *obstr)
2482 {
2483 object *op;
2484 char filename[MAX_BUF];
2485 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2486
2487 FILE *tempfile=fopen(filename,"w");
2488 if (tempfile == NULL)
2489 {
2490 LOG(llevError,"Error - Unable to access load object temp file\n");
2491 return NULL;
2492 };
2493 fprintf(tempfile,obstr);
2494 fclose(tempfile);
2495
2496 op=get_object();
2497
2498 object_thawer thawer (filename);
2499 if (thawer)
2500 load_object(thawer,op,LO_NEWFILE,0);
2501 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2502 CLEAR_FLAG(op,FLAG_REMOVED);
2503
2504 return op;
2505 }
2506
2507 /* This returns the first object in who's inventory that
2508 * has the same type and subtype match.
2509 * returns NULL if no match.
2510 */
2511 object *find_obj_by_type_subtype(const object *who, int type, int subtype)
2512 {
2513 object *tmp;
2514
2515 for (tmp=who->inv; tmp; tmp=tmp->below)
2516 if (tmp->type == type && tmp->subtype == subtype) return tmp;
2517
2518 return NULL;
2519 }
2520
2521 /* If ob has a field named key, return the link from the list,
2522 * otherwise return NULL.
2523 *
2524 * key must be a passed in shared string - otherwise, this won't
2525 * do the desired thing.
2526 */
2527 key_value * get_ob_key_link(const object * ob, const char * key) {
2528 key_value * link;
2529
2530 for (link = ob->key_values; link != NULL; link = link->next) {
2531 if (link->key == key) {
2532 return link;
2533 }
2534 }
2535
2536 return NULL;
2537 }
2538
2539 /*
2540 * Returns the value of op has an extra_field for key, or NULL.
2541 *
2542 * The argument doesn't need to be a shared string.
2543 *
2544 * The returned string is shared.
2545 */
2546 const char * get_ob_key_value(const object * op, const char * const key) {
2547 key_value * link;
2548 const char * canonical_key;
2549
2550 canonical_key = shstr::find (key);
2551
2552 if (canonical_key == NULL) {
2553 /* 1. There being a field named key on any object
2554 * implies there'd be a shared string to find.
2555 * 2. Since there isn't, no object has this field.
2556 * 3. Therefore, *this* object doesn't have this field.
2557 */
2558 return NULL;
2559 }
2560
2561 /* This is copied from get_ob_key_link() above -
2562 * only 4 lines, and saves the function call overhead.
2563 */
2564 for (link = op->key_values; link != NULL; link = link->next) {
2565 if (link->key == canonical_key) {
2566 return link->value;
2567 }
2568 }
2569 return NULL;
2570 }
2571
2572
2573 /*
2574 * Updates the canonical_key in op to value.
2575 *
2576 * canonical_key is a shared string (value doesn't have to be).
2577 *
2578 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2579 * keys.
2580 *
2581 * Returns TRUE on success.
2582 */
2583 int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) {
2584 key_value * field = NULL, *last=NULL;
2585
2586 for (field=op->key_values; field != NULL; field=field->next) {
2587 if (field->key != canonical_key) {
2588 last = field;
2589 continue;
2590 }
2591
2592 if (value)
2593 field->value = value;
2594 else {
2595 /* Basically, if the archetype has this key set,
2596 * we need to store the null value so when we save
2597 * it, we save the empty value so that when we load,
2598 * we get this value back again.
2599 */
2600 if (get_ob_key_link (&op->arch->clone, canonical_key))
2601 field->value = 0;
2602 else
2603 {
2604 if (last) last->next = field->next;
2605 else op->key_values = field->next;
2606
2607 delete field;
2608 }
2609 }
2610 return TRUE;
2611 }
2612 /* IF we get here, key doesn't exist */
2613
2614 /* No field, we'll have to add it. */
2615
2616 if (!add_key) {
2617 return FALSE;
2618 }
2619 /* There isn't any good reason to store a null
2620 * value in the key/value list. If the archetype has
2621 * this key, then we should also have it, so shouldn't
2622 * be here. If user wants to store empty strings,
2623 * should pass in ""
2624 */
2625 if (value == NULL) return TRUE;
2626
2627 field = new key_value;
2628
2629 field->key = canonical_key;
2630 field->value = value;
2631 /* Usual prepend-addition. */
2632 field->next = op->key_values;
2633 op->key_values = field;
2634
2635 return TRUE;
2636 }
2637
2638 /*
2639 * Updates the key in op to value.
2640 *
2641 * If add_key is FALSE, this will only update existing keys,
2642 * and not add new ones.
2643 * In general, should be little reason FALSE is ever passed in for add_key
2644 *
2645 * Returns TRUE on success.
2646 */
2647 int set_ob_key_value(object * op, const char *key, const char * value, int add_key)
2648 {
2649 shstr key_ (key);
2650 return set_ob_key_value_s (op, key_, value, add_key);
2651 }