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Revision: 1.112
Committed: Mon Jan 8 14:11:04 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.111: +15 -13 lines
Log Message:
quick and dirty emergency fix

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