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Revision: 1.110
Committed: Sun Jan 7 23:12:03 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.109: +2 -1 lines
Log Message:
use destroy_on_detah, not no_drop, for summoned stuff

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