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Revision: 1.113
Committed: Tue Jan 9 21:32:41 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.112: +0 -2 lines
Log Message:
- added $cf::WAIT_FOR_TICK*
- tuned map-scheduler and player-scheduler
- added $op->inv_recursive
- added objects_size/objects($index) and actives_size/actives($index)
  for access to the object and actives vector.
- more robust player loader
- removed _perl_data attribute support
- SIGINT/TERM/HUP are now safe as they are handled synchronously.
- replaced LOOK_OBJ by client_visible
- cleanups

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