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/cvs/deliantra/server/common/object.C
Revision: 1.14
Committed: Mon Sep 4 11:07:59 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.13: +159 -269 lines
Log Message:
Changes...

- alternative shstr representation, saves code
- use glibs splice memory allocator (seems slower)
- use simpler memory/lifetime management for objects, no recycling

File Contents

# Content
1 /*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.13 2006-09-03 22:45:55 root Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29 /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying
31 variable. */
32 #include <global.h>
33 #ifndef WIN32 /* ---win32 exclude headers */
34 #include <stdio.h>
35 #include <sys/types.h>
36 #include <sys/uio.h>
37 #endif /* win32 */
38 #include <object.h>
39 #include <funcpoint.h>
40 #include <skills.h>
41 #include <loader.h>
42 int nrofallocobjects = 0;
43
44 object *objects; /* Pointer to the list of used objects */
45 object *active_objects; /* List of active objects that need to be processed */
46
47 short freearr_x[SIZEOFFREE]=
48 {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,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1};
50 short freearr_y[SIZEOFFREE]=
51 {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,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3};
53 int maxfree[SIZEOFFREE]=
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45,
55 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};
56 int freedir[SIZEOFFREE]= {
57 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,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8};
59
60
61 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
62 static int compare_ob_value_lists_one(const object * wants, const object * has) {
63 key_value * wants_field;
64
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted...
68 */
69
70 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) {
72 key_value * has_field;
73
74 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key);
76
77 if (has_field == NULL) {
78 /* No field with that name. */
79 return FALSE;
80 }
81
82 /* Found the matching field. */
83 if (has_field->value != wants_field->value) {
84 /* Values don't match, so this half of the comparison is false. */
85 return FALSE;
86 }
87
88 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90
91 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE;
93 }
94
95 /* Returns TRUE if ob1 has the same key_values as ob2. */
96 static int compare_ob_value_lists(const object * ob1, const object * ob2) {
97 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :(
99 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1);
101 }
102
103 /* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together.
105 *
106 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency.
109 *
110 * Check nrof variable *before* calling CAN_MERGE()
111 *
112 * Improvements made with merge: Better checking on potion, and also
113 * check weight
114 */
115
116 int CAN_MERGE(object *ob1, object *ob2) {
117
118 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0;
120
121 if (ob1->speed != ob2->speed) return 0;
122 /* Note sure why the following is the case - either the object has to
123 * be animated or have a very low speed. Is this an attempted monster
124 * check?
125 */
126 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
127 return 0;
128
129 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
130 * value could not be stored in a sint32 (which unfortunately sometimes is
131 * used to store nrof).
132 */
133 if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 return 0;
135
136 /* This is really a spellbook check - really, we should
137 * check all objects in the inventory.
138 */
139 if (ob1->inv || ob2->inv) {
140 /* if one object has inventory but the other doesn't, not equiv */
141 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
142
143 /* Now check to see if the two inventory objects could merge */
144 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
145
146 /* inventory ok - still need to check rest of this object to see
147 * if it is valid.
148 */
149 }
150
151 /* If the objects have been identified, set the BEEN_APPLIED flag.
152 * This is to the comparison of the flags below will be OK. We
153 * just can't ignore the been applied or identified flags, as they
154 * are not equal - just if it has been identified, the been_applied
155 * flags lose any meaning.
156 */
157 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
158 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
159
160 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
161 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
162
163
164 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
165 * being locked in inventory should prevent merging.
166 * 0x4 in flags3 is CLIENT_SENT
167 */
168 if ((ob1->arch != ob2->arch) ||
169 (ob1->flags[0] != ob2->flags[0]) ||
170 (ob1->flags[1] != ob2->flags[1]) ||
171 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
172 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
173 (ob1->name != ob2->name) ||
174 (ob1->title != ob2->title) ||
175 (ob1->msg != ob2->msg) ||
176 (ob1->weight != ob2->weight) ||
177 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
178 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
179 (ob1->attacktype != ob2->attacktype) ||
180 (ob1->magic != ob2->magic) ||
181 (ob1->slaying != ob2->slaying) ||
182 (ob1->skill != ob2->skill) ||
183 (ob1->value != ob2->value) ||
184 (ob1->animation_id != ob2->animation_id) ||
185 (ob1->client_type != ob2->client_type) ||
186 (ob1->materialname != ob2->materialname) ||
187 (ob1->lore != ob2->lore) ||
188 (ob1->subtype != ob2->subtype) ||
189 (ob1->move_type != ob2->move_type) ||
190 (ob1->move_block != ob2->move_block) ||
191 (ob1->move_allow != ob2->move_allow) ||
192 (ob1->move_on != ob2->move_on) ||
193 (ob1->move_off != ob2->move_off) ||
194 (ob1->move_slow != ob2->move_slow) ||
195 (ob1->move_slow_penalty != ob2->move_slow_penalty)
196 )
197 return 0;
198
199 /* Don't merge objects that are applied. With the new 'body' code,
200 * it is possible for most any character to have more than one of
201 * some items equipped, and we don't want those to merge.
202 */
203 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED))
204 return 0;
205
206 switch (ob1->type) {
207 case SCROLL:
208 if (ob1->level != ob2->level) return 0;
209 break;
210
211 }
212 if (ob1->key_values != NULL || ob2->key_values != NULL) {
213 /* At least one of these has key_values. */
214 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
215 /* One has fields, but the other one doesn't. */
216 return 0;
217 } else if (!compare_ob_value_lists(ob1, ob2)) {
218 return 0;
219 }
220 }
221
222 /* Everything passes, must be OK. */
223 return 1;
224 }
225
226 /*
227 * sum_weight() is a recursive function which calculates the weight
228 * an object is carrying. It goes through in figures out how much
229 * containers are carrying, and sums it up.
230 */
231 signed long sum_weight(object *op) {
232 signed long sum;
233 object *inv;
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) {
235 if (inv->inv)
236 sum_weight(inv);
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
238 }
239 if (op->type == CONTAINER && op->stats.Str)
240 sum = (sum * (100 - op->stats.Str))/100;
241 if(op->carrying != sum)
242 op->carrying = sum;
243 return sum;
244 }
245
246 /**
247 * Return the outermost environment object for a given object.
248 */
249
250 object *object_get_env_recursive (object *op) {
251 while (op->env != NULL)
252 op = op->env;
253 return op;
254 }
255
256 /*
257 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
258 * a better check. We basically keeping traversing up until we can't
259 * or find a player.
260 */
261
262 object *is_player_inv (object *op) {
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
264 if (op->env==op)
265 op->env = NULL;
266 return op;
267 }
268
269 /*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages.
272 * The result of the dump is stored in the static global errmsg array.
273 */
274
275 void dump_object2(object *op) {
276 errmsg[0] = 0;
277 return;
278 //TODO//D#d#
279 #if 0
280 char *cp;
281 /* object *tmp;*/
282
283 if(op->arch!=NULL) {
284 strcat(errmsg,"arch ");
285 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
286 strcat(errmsg,"\n");
287 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
288 strcat(errmsg,cp);
289 #if 0
290 /* Don't dump player diffs - they are too long, mostly meaningless, and
291 * will overflow the buffer.
292 * Changed so that we don't dump inventory either. This may
293 * also overflow the buffer.
294 */
295 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297 for (tmp=op->inv; tmp; tmp=tmp->below)
298 dump_object2(tmp);
299 #endif
300 strcat(errmsg,"end\n");
301 } else {
302 strcat(errmsg,"Object ");
303 if (op->name==NULL) strcat(errmsg, "(null)");
304 else strcat(errmsg,op->name);
305 strcat(errmsg,"\n");
306 #if 0
307 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
308 strcat(errmsg,cp);
309 for (tmp=op->inv; tmp; tmp=tmp->below)
310 dump_object2(tmp);
311 #endif
312 strcat(errmsg,"end\n");
313 }
314 #endif
315 }
316
317 /*
318 * Dumps an object. Returns output in the static global errmsg array.
319 */
320
321 void dump_object(object *op) {
322 if(op==NULL) {
323 strcpy(errmsg,"[NULL pointer]");
324 return;
325 }
326 errmsg[0]='\0';
327 dump_object2(op);
328 }
329
330 void dump_all_objects(void) {
331 object *op;
332 for(op=objects;op!=NULL;op=op->next) {
333 dump_object(op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
335 }
336 }
337
338 /*
339 * get_nearest_part(multi-object, object 2) returns the part of the
340 * multi-object 1 which is closest to the second object.
341 * If it's not a multi-object, it is returned.
342 */
343
344 object *get_nearest_part(object *op, const object *pl) {
345 object *tmp,*closest;
346 int last_dist,i;
347 if(op->more==NULL)
348 return op;
349 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more)
350 if((i=distance(tmp,pl))<last_dist)
351 closest=tmp,last_dist=i;
352 return closest;
353 }
354
355 /*
356 * Returns the object which has the count-variable equal to the argument.
357 */
358
359 object *find_object(tag_t i) {
360 object *op;
361 for(op=objects;op!=NULL;op=op->next)
362 if(op->count==i)
363 break;
364 return op;
365 }
366
367 /*
368 * Returns the first object which has a name equal to the argument.
369 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999"
371 */
372
373 object *find_object_name(const char *str) {
374 const char *name = shstr::find (str);
375 object *op;
376 for(op=objects;op!=NULL;op=op->next)
377 if(&op->name == name)
378 break;
379
380 return op;
381 }
382
383 void free_all_object_data ()
384 {
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
386 }
387
388 /*
389 * Returns the object which this object marks as being the owner.
390 * A id-scheme is used to avoid pointing to objects which have been
391 * freed and are now reused. If this is detected, the owner is
392 * set to NULL, and NULL is returned.
393 * Changed 2004-02-12 - if the player is setting at the play again
394 * prompt, he is removed, and we don't want to treat him as an owner of
395 * anything, so check removed flag. I don't expect that this should break
396 * anything - once an object is removed, it is basically dead anyways.
397 */
398
399 object *get_owner(object *op) {
400 if(op->owner==NULL)
401 return NULL;
402
403 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
404 op->owner->count==op->ownercount)
405 return op->owner;
406
407 op->owner=NULL;
408 op->ownercount=0;
409 return NULL;
410 }
411
412 void clear_owner(object *op)
413 {
414 if (!op) return;
415
416 if (op->owner && op->ownercount == op->owner->count)
417 op->owner->refcount--;
418
419 op->owner = NULL;
420 op->ownercount = 0;
421 }
422
423 /*
424 * Sets the owner and sets the skill and exp pointers to owner's current
425 * skill and experience objects.
426 */
427 void set_owner (object *op, object *owner)
428 {
429 if(owner==NULL||op==NULL)
430 return;
431
432 /* next line added to allow objects which own objects */
433 /* Add a check for ownercounts in here, as I got into an endless loop
434 * with the fireball owning a poison cloud which then owned the
435 * fireball. I believe that was caused by one of the objects getting
436 * freed and then another object replacing it. Since the ownercounts
437 * didn't match, this check is valid and I believe that cause is valid.
438 */
439 while (owner->owner && owner!=owner->owner &&
440 owner->ownercount==owner->owner->count) owner=owner->owner;
441
442 /* IF the owner still has an owner, we did not resolve to a final owner.
443 * so lets not add to that.
444 */
445 if (owner->owner) return;
446
447 op->owner=owner;
448
449 op->ownercount=owner->count;
450 owner->refcount++;
451
452 }
453
454 /* Set the owner to clone's current owner and set the skill and experience
455 * objects to clone's objects (typically those objects that where the owner's
456 * current skill and experience objects at the time when clone's owner was
457 * set - not the owner's current skill and experience objects).
458 *
459 * Use this function if player created an object (e.g. fire bullet, swarm
460 * spell), and this object creates further objects whose kills should be
461 * accounted for the player's original skill, even if player has changed
462 * skills meanwhile.
463 */
464 void copy_owner (object *op, object *clone)
465 {
466 object *owner = get_owner (clone);
467 if (owner == NULL) {
468 /* players don't have owners - they own themselves. Update
469 * as appropriate.
470 */
471 if (clone->type == PLAYER) owner=clone;
472 else return;
473 }
474 set_owner(op, owner);
475
476 }
477
478 /* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links.
480 */
481 static void free_key_values(object * op)
482 {
483 for (key_value *i = op->key_values; i != 0; )
484 {
485 key_value *next = i->next;
486 delete i;
487 i = next;
488 }
489
490 op->key_values = 0;
491 }
492
493 void object::clear ()
494 {
495 attachable_base::clear ();
496
497 free_key_values (this);
498
499 name = 0;
500 name_pl = 0;
501 title = 0;
502 race = 0;
503 slaying = 0;
504 skill = 0;
505 msg = 0;
506 lore = 0;
507 custom_name = 0;
508 materialname = 0;
509
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511
512 SET_FLAG (this, FLAG_REMOVED);
513 }
514
515 void object::clone (object *destination)
516 {
517 *(object_copy *)destination = *(object_copy *)this;
518 *(object_pod *)destination = *(object_pod *)this;
519
520 if (self || cb)
521 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
522 }
523
524 /*
525 * clear_object() frees everything allocated by an object, and also
526 * clears all variables and flags to default settings.
527 */
528
529 void clear_object (object *op)
530 {
531 op->clear ();
532
533 op->contr = NULL;
534 op->below = NULL;
535 op->above = NULL;
536 op->inv = NULL;
537 op->container=NULL;
538 op->env=NULL;
539 op->more=NULL;
540 op->head=NULL;
541 op->map=NULL;
542 op->refcount=0;
543 op->active_next = NULL;
544 op->active_prev = NULL;
545 /* What is not cleared is next, prev, and count */
546
547 op->expmul = 1.0;
548 op->face = blank_face;
549 op->attacked_by_count = -1;
550
551 if (settings.casting_time)
552 op->casting_time = -1;
553 }
554
555 /*
556 * copy object first frees everything allocated by the second object,
557 * and then copies the contends of the first object into the second
558 * object, allocating what needs to be allocated. Basically, any
559 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
560 * if the first object is freed, the pointers in the new object
561 * will point at garbage.
562 */
563
564 void copy_object (object *op2, object *op)
565 {
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
568
569 op2->clone (op);
570
571 if (is_freed) SET_FLAG (op, FLAG_FREED);
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED);
573
574 if (op2->speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
576
577 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL)
579 {
580 key_value *tail = NULL;
581 key_value *i;
582
583 op->key_values = NULL;
584
585 for (i = op2->key_values; i != NULL; i = i->next)
586 {
587 key_value *new_link = new key_value;
588
589 new_link->next = NULL;
590 new_link->key = i->key;
591 new_link->value = i->value;
592
593 /* Try and be clever here, too. */
594 if (op->key_values == NULL)
595 {
596 op->key_values = new_link;
597 tail = new_link;
598 }
599 else
600 {
601 tail->next = new_link;
602 tail = new_link;
603 }
604 }
605 }
606
607 update_ob_speed (op);
608 }
609
610 /*
611 * get_object() grabs an object from the list of unused objects, makes
612 * sure it is initialised, and returns it.
613 * If there are no free objects, expand_objects() is called to get more.
614 */
615
616 object *get_object ()
617 {
618 object *op = new object;
619
620 op->count = ++ob_count;
621
622 op->active_next = 0;
623 op->active_prev = 0;
624
625 op->next = objects;
626 op->prev = 0;
627
628 if (objects)
629 objects->prev = op;
630
631 objects = op;
632
633 SET_FLAG (op, FLAG_REMOVED);
634
635 return op;
636 }
637
638 /*
639 * If an object with the IS_TURNABLE() flag needs to be turned due
640 * to the closest player being on the other side, this function can
641 * be called to update the face variable, _and_ how it looks on the map.
642 */
643
644 void update_turn_face(object *op) {
645 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL)
646 return;
647 SET_ANIMATION(op, op->direction);
648 update_object(op,UP_OBJ_FACE);
649 }
650
651 /*
652 * Updates the speed of an object. If the speed changes from 0 to another
653 * value, or vice versa, then add/remove the object from the active list.
654 * This function needs to be called whenever the speed of an object changes.
655 */
656
657 void update_ob_speed(object *op) {
658 extern int arch_init;
659
660 /* No reason putting the archetypes objects on the speed list,
661 * since they never really need to be updated.
662 */
663
664 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
665 LOG(llevError,"Object %s is freed but has speed.\n", &op->name);
666 #ifdef MANY_CORES
667 abort();
668 #else
669 op->speed = 0;
670 #endif
671 }
672 if (arch_init) {
673 return;
674 }
675 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
676 /* If already on active list, don't do anything */
677 if (op->active_next || op->active_prev || op==active_objects)
678 return;
679
680 /* process_events() expects us to insert the object at the beginning
681 * of the list. */
682 op->active_next = active_objects;
683 if (op->active_next!=NULL)
684 op->active_next->active_prev = op;
685 active_objects = op;
686 }
687 else {
688 /* If not on the active list, nothing needs to be done */
689 if (!op->active_next && !op->active_prev && op!=active_objects)
690 return;
691
692 if (op->active_prev==NULL) {
693 active_objects = op->active_next;
694 if (op->active_next!=NULL)
695 op->active_next->active_prev = NULL;
696 }
697 else {
698 op->active_prev->active_next = op->active_next;
699 if (op->active_next)
700 op->active_next->active_prev = op->active_prev;
701 }
702 op->active_next = NULL;
703 op->active_prev = NULL;
704 }
705 }
706
707 /* This function removes object 'op' from the list of active
708 * objects.
709 * This should only be used for style maps or other such
710 * reference maps where you don't want an object that isn't
711 * in play chewing up cpu time getting processed.
712 * The reverse of this is to call update_ob_speed, which
713 * will do the right thing based on the speed of the object.
714 */
715 void remove_from_active_list(object *op)
716 {
717 /* If not on the active list, nothing needs to be done */
718 if (!op->active_next && !op->active_prev && op!=active_objects)
719 return;
720
721 if (op->active_prev==NULL) {
722 active_objects = op->active_next;
723 if (op->active_next!=NULL)
724 op->active_next->active_prev = NULL;
725 }
726 else {
727 op->active_prev->active_next = op->active_next;
728 if (op->active_next)
729 op->active_next->active_prev = op->active_prev;
730 }
731 op->active_next = NULL;
732 op->active_prev = NULL;
733 }
734
735 /*
736 * update_object() updates the array which represents the map.
737 * It takes into account invisible objects (and represent squares covered
738 * by invisible objects by whatever is below them (unless it's another
739 * invisible object, etc...)
740 * If the object being updated is beneath a player, the look-window
741 * of that player is updated (this might be a suboptimal way of
742 * updating that window, though, since update_object() is called _often_)
743 *
744 * action is a hint of what the caller believes need to be done.
745 * For example, if the only thing that has changed is the face (due to
746 * an animation), we don't need to call update_position until that actually
747 * comes into view of a player. OTOH, many other things, like addition/removal
748 * of walls or living creatures may need us to update the flags now.
749 * current action are:
750 * UP_OBJ_INSERT: op was inserted
751 * UP_OBJ_REMOVE: op was removed
752 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
753 * as that is easier than trying to look at what may have changed.
754 * UP_OBJ_FACE: only the objects face has changed.
755 */
756
757 void update_object(object *op, int action) {
758 int update_now=0, flags;
759 MoveType move_on, move_off, move_block, move_slow;
760
761 if (op == NULL) {
762 /* this should never happen */
763 LOG(llevDebug,"update_object() called for NULL object.\n");
764 return;
765 }
766
767 if(op->env!=NULL) {
768 /* Animation is currently handled by client, so nothing
769 * to do in this case.
770 */
771 return;
772 }
773
774 /* If the map is saving, don't do anything as everything is
775 * going to get freed anyways.
776 */
777 if (!op->map || op->map->in_memory == MAP_SAVING) return;
778
779 /* make sure the object is within map boundaries */
780 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) ||
781 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) {
782 LOG(llevError,"update_object() called for object out of map!\n");
783 #ifdef MANY_CORES
784 abort();
785 #endif
786 return;
787 }
788
789 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
790 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
791 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
792 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
793 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
794 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
795
796 if (action == UP_OBJ_INSERT) {
797 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
798 update_now=1;
799
800 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
801 update_now=1;
802
803 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
804 update_now=1;
805
806 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
807 update_now=1;
808
809 if ((move_on | op->move_on) != move_on) update_now=1;
810 if ((move_off | op->move_off) != move_off) update_now=1;
811 /* This isn't perfect, but I don't expect a lot of objects to
812 * to have move_allow right now.
813 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
815 update_now=1;
816 if ((move_slow | op->move_slow) != move_slow) update_now=1;
817 }
818 /* if the object is being removed, we can't make intelligent
819 * decisions, because remove_ob can't really pass the object
820 * that is being removed.
821 */
822 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) {
823 update_now=1;
824 } else if (action == UP_OBJ_FACE) {
825 /* Nothing to do for that case */
826 }
827 else {
828 LOG(llevError,"update_object called with invalid action: %d\n", action);
829 }
830
831 if (update_now) {
832 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
833 update_position(op->map, op->x, op->y);
834 }
835
836 if(op->more!=NULL)
837 update_object(op->more, action);
838 }
839
840
841 /*
842 * free_object() frees everything allocated by an object, removes
843 * it from the list of used objects, and puts it on the list of
844 * free objects. The IS_FREED() flag is set in the object.
845 * The object must have been removed by remove_ob() first for
846 * this function to succeed.
847 *
848 * If free_inventory is set, free inventory as well. Else drop items in
849 * inventory to the ground.
850 */
851
852 void
853 free_object (object * ob)
854 {
855 free_object2 (ob, 0);
856 }
857
858 void
859 free_object2 (object * ob, int free_inventory)
860 {
861 object *tmp, *op;
862
863 if (!QUERY_FLAG (ob, FLAG_REMOVED))
864 {
865 LOG (llevDebug, "Free object called with non removed object\n");
866 dump_object (ob);
867 #ifdef MANY_CORES
868 abort ();
869 #endif
870 }
871
872 if (QUERY_FLAG (ob, FLAG_FRIENDLY))
873 {
874 LOG (llevMonster, "Warning: tried to free friendly object.\n");
875 remove_friendly_object (ob);
876 }
877
878 if (QUERY_FLAG (ob, FLAG_FREED))
879 {
880 dump_object (ob);
881 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
882 return;
883 }
884
885 if (ob->more != NULL)
886 {
887 free_object2 (ob->more, free_inventory);
888 ob->more = NULL;
889 }
890
891 if (ob->inv)
892 {
893 /* Only if the space blocks everything do we not process -
894 * if some form of movemnt is allowed, let objects
895 * drop on that space.
896 */
897 if (free_inventory || ob->map == NULL
898 || ob->map->in_memory != MAP_IN_MEMORY
899 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
900 {
901 op = ob->inv;
902
903 while (op != NULL)
904 {
905 tmp = op->below;
906 remove_ob (op);
907 free_object2 (op, free_inventory);
908 op = tmp;
909 }
910 }
911 else
912 { /* Put objects in inventory onto this space */
913 op = ob->inv;
914
915 while (op != NULL)
916 {
917 tmp = op->below;
918 remove_ob (op);
919
920 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
921 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
922 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
923 free_object (op);
924 else
925 {
926 op->x = ob->x;
927 op->y = ob->y;
928 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
929 }
930
931 op = tmp;
932 }
933 }
934 }
935
936 /* Remove object from the active list */
937 ob->speed = 0;
938 update_ob_speed (ob);
939
940 SET_FLAG (ob, FLAG_FREED);
941 ob->count = 0;
942
943 /* Remove this object from the list of used objects */
944 if (ob->prev == NULL)
945 {
946 objects = ob->next;
947
948 if (objects != NULL)
949 objects->prev = NULL;
950 }
951 else
952 {
953 ob->prev->next = ob->next;
954
955 if (ob->next != NULL)
956 ob->next->prev = ob->prev;
957 }
958
959 free_key_values (ob);
960
961 /* Now link it with the free_objects list: */
962 ob->prev = 0;
963 ob->next = 0;
964
965 delete ob;
966 }
967
968 /*
969 * sub_weight() recursively (outwards) subtracts a number from the
970 * weight of an object (and what is carried by it's environment(s)).
971 */
972
973 void sub_weight (object *op, signed long weight) {
974 while (op != NULL) {
975 if (op->type == CONTAINER) {
976 weight=(signed long)(weight*(100-op->stats.Str)/100);
977 }
978 op->carrying-=weight;
979 op = op->env;
980 }
981 }
982
983 /* remove_ob(op):
984 * This function removes the object op from the linked list of objects
985 * which it is currently tied to. When this function is done, the
986 * object will have no environment. If the object previously had an
987 * environment, the x and y coordinates will be updated to
988 * the previous environment.
989 * Beware: This function is called from the editor as well!
990 */
991
992 void remove_ob(object *op) {
993 object *tmp,*last=NULL;
994 object *otmp;
995 tag_t tag;
996 int check_walk_off;
997 mapstruct *m;
998 sint16 x,y;
999
1000
1001 if(QUERY_FLAG(op,FLAG_REMOVED)) {
1002 dump_object(op);
1003 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1004
1005 /* Changed it to always dump core in this case. As has been learned
1006 * in the past, trying to recover from errors almost always
1007 * make things worse, and this is a real error here - something
1008 * that should not happen.
1009 * Yes, if this was a mission critical app, trying to do something
1010 * to recover may make sense, but that is because failure of the app
1011 * may have other disastrous problems. Cf runs out of a script
1012 * so is easily enough restarted without any real problems.
1013 * MSW 2001-07-01
1014 */
1015 abort();
1016 }
1017 if(op->more!=NULL)
1018 remove_ob(op->more);
1019
1020 SET_FLAG(op, FLAG_REMOVED);
1021
1022 /*
1023 * In this case, the object to be removed is in someones
1024 * inventory.
1025 */
1026 if(op->env!=NULL) {
1027 if(op->nrof)
1028 sub_weight(op->env, op->weight*op->nrof);
1029 else
1030 sub_weight(op->env, op->weight+op->carrying);
1031
1032 /* NO_FIX_PLAYER is set when a great many changes are being
1033 * made to players inventory. If set, avoiding the call
1034 * to save cpu time.
1035 */
1036 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1037 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1038 fix_player(otmp);
1039
1040 if(op->above!=NULL)
1041 op->above->below=op->below;
1042 else
1043 op->env->inv=op->below;
1044
1045 if(op->below!=NULL)
1046 op->below->above=op->above;
1047
1048 /* we set up values so that it could be inserted into
1049 * the map, but we don't actually do that - it is up
1050 * to the caller to decide what we want to do.
1051 */
1052 op->x=op->env->x,op->y=op->env->y;
1053 op->map=op->env->map;
1054 op->above=NULL,op->below=NULL;
1055 op->env=NULL;
1056 return;
1057 }
1058
1059 /* If we get here, we are removing it from a map */
1060 if (op->map == NULL) return;
1061
1062 x = op->x;
1063 y = op->y;
1064 m = get_map_from_coord(op->map, &x, &y);
1065
1066 if (!m) {
1067 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1068 op->map->path, op->x, op->y);
1069 /* in old days, we used to set x and y to 0 and continue.
1070 * it seems if we get into this case, something is probablye
1071 * screwed up and should be fixed.
1072 */
1073 abort();
1074 }
1075 if (op->map != m) {
1076 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1077 op->map->path, m->path, op->x, op->y, x, y);
1078 }
1079
1080 /* Re did the following section of code - it looks like it had
1081 * lots of logic for things we no longer care about
1082 */
1083
1084 /* link the object above us */
1085 if (op->above)
1086 op->above->below=op->below;
1087 else
1088 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1089
1090 /* Relink the object below us, if there is one */
1091 if(op->below) {
1092 op->below->above=op->above;
1093 } else {
1094 /* Nothing below, which means we need to relink map object for this space
1095 * use translated coordinates in case some oddness with map tiling is
1096 * evident
1097 */
1098 if(GET_MAP_OB(m,x,y)!=op) {
1099 dump_object(op);
1100 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1101 dump_object(GET_MAP_OB(m,x,y));
1102 LOG(llevError,"%s\n",errmsg);
1103 }
1104 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1105 }
1106 op->above=NULL;
1107 op->below=NULL;
1108
1109 if (op->map->in_memory == MAP_SAVING)
1110 return;
1111
1112 tag = op->count;
1113 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1114 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1115 /* No point updating the players look faces if he is the object
1116 * being removed.
1117 */
1118
1119 if(tmp->type==PLAYER && tmp!=op) {
1120 /* If a container that the player is currently using somehow gets
1121 * removed (most likely destroyed), update the player view
1122 * appropriately.
1123 */
1124 if (tmp->container==op) {
1125 CLEAR_FLAG(op, FLAG_APPLIED);
1126 tmp->container=NULL;
1127 }
1128 tmp->contr->socket.update_look=1;
1129 }
1130 /* See if player moving off should effect something */
1131 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1132 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1133
1134 move_apply(tmp, op, NULL);
1135 if (was_destroyed (op, tag)) {
1136 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1137 "leaving object\n", &tmp->name, &tmp->arch->name);
1138 }
1139 }
1140
1141 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1142
1143 if(tmp->above == tmp)
1144 tmp->above = NULL;
1145 last=tmp;
1146 }
1147 /* last == NULL of there are no objects on this space */
1148 if (last==NULL) {
1149 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1150 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1151 * those out anyways, and if there are any flags set right now, they won't
1152 * be correct anyways.
1153 */
1154 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1155 update_position(op->map, op->x, op->y);
1156 }
1157 else
1158 update_object(last, UP_OBJ_REMOVE);
1159
1160 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1161 update_all_los(op->map, op->x, op->y);
1162
1163 }
1164
1165 /*
1166 * merge_ob(op,top):
1167 *
1168 * This function goes through all objects below and including top, and
1169 * merges op to the first matching object.
1170 * If top is NULL, it is calculated.
1171 * Returns pointer to object if it succeded in the merge, otherwise NULL
1172 */
1173
1174 object *merge_ob(object *op, object *top) {
1175 if(!op->nrof)
1176 return 0;
1177 if(top==NULL)
1178 for(top=op;top!=NULL&&top->above!=NULL;top=top->above);
1179 for(;top!=NULL;top=top->below) {
1180 if(top==op)
1181 continue;
1182 if (CAN_MERGE(op,top))
1183 {
1184 top->nrof+=op->nrof;
1185 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1186 op->weight = 0; /* Don't want any adjustements now */
1187 remove_ob(op);
1188 free_object(op);
1189 return top;
1190 }
1191 }
1192 return NULL;
1193 }
1194
1195 /*
1196 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1197 * job preparing multi-part monsters
1198 */
1199 object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){
1200 object* tmp;
1201 if (op->head)
1202 op=op->head;
1203 for (tmp=op;tmp;tmp=tmp->more){
1204 tmp->x=x+tmp->arch->clone.x;
1205 tmp->y=y+tmp->arch->clone.y;
1206 }
1207 return insert_ob_in_map (op, m, originator, flag);
1208 }
1209
1210 /*
1211 * insert_ob_in_map (op, map, originator, flag):
1212 * This function inserts the object in the two-way linked list
1213 * which represents what is on a map.
1214 * The second argument specifies the map, and the x and y variables
1215 * in the object about to be inserted specifies the position.
1216 *
1217 * originator: Player, monster or other object that caused 'op' to be inserted
1218 * into 'map'. May be NULL.
1219 *
1220 * flag is a bitmask about special things to do (or not do) when this
1221 * function is called. see the object.h file for the INS_ values.
1222 * Passing 0 for flag gives proper default values, so flag really only needs
1223 * to be set if special handling is needed.
1224 *
1225 * Return value:
1226 * new object if 'op' was merged with other object
1227 * NULL if 'op' was destroyed
1228 * just 'op' otherwise
1229 */
1230
1231 object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1232 {
1233 object *tmp, *top, *floor=NULL;
1234 sint16 x,y;
1235
1236 if (QUERY_FLAG (op, FLAG_FREED)) {
1237 LOG (llevError, "Trying to insert freed object!\n");
1238 return NULL;
1239 }
1240 if(m==NULL) {
1241 dump_object(op);
1242 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1243 return op;
1244 }
1245 if(out_of_map(m,op->x,op->y)) {
1246 dump_object(op);
1247 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1248 #ifdef MANY_CORES
1249 /* Better to catch this here, as otherwise the next use of this object
1250 * is likely to cause a crash. Better to find out where it is getting
1251 * improperly inserted.
1252 */
1253 abort();
1254 #endif
1255 return op;
1256 }
1257 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1258 dump_object(op);
1259 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1260 return op;
1261 }
1262 if(op->more!=NULL) {
1263 /* The part may be on a different map. */
1264
1265 object *more = op->more;
1266
1267 /* We really need the caller to normalize coordinates - if
1268 * we set the map, that doesn't work if the location is within
1269 * a map and this is straddling an edge. So only if coordinate
1270 * is clear wrong do we normalize it.
1271 */
1272 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1273 more->map = get_map_from_coord(m, &more->x, &more->y);
1274 } else if (!more->map) {
1275 /* For backwards compatibility - when not dealing with tiled maps,
1276 * more->map should always point to the parent.
1277 */
1278 more->map = m;
1279 }
1280
1281 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1282 if ( ! op->head)
1283 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1284 return NULL;
1285 }
1286 }
1287 CLEAR_FLAG(op,FLAG_REMOVED);
1288
1289 /* Ideally, the caller figures this out. However, it complicates a lot
1290 * of areas of callers (eg, anything that uses find_free_spot would now
1291 * need extra work
1292 */
1293 op->map=get_map_from_coord(m, &op->x, &op->y);
1294 x = op->x;
1295 y = op->y;
1296
1297 /* this has to be done after we translate the coordinates.
1298 */
1299 if(op->nrof && !(flag & INS_NO_MERGE)) {
1300 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1301 if (CAN_MERGE(op,tmp)) {
1302 op->nrof+=tmp->nrof;
1303 remove_ob(tmp);
1304 free_object(tmp);
1305 }
1306 }
1307
1308 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1309 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1310 if (!QUERY_FLAG(op, FLAG_ALIVE))
1311 CLEAR_FLAG(op, FLAG_NO_STEAL);
1312
1313 if (flag & INS_BELOW_ORIGINATOR) {
1314 if (originator->map != op->map || originator->x != op->x ||
1315 originator->y != op->y) {
1316 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1317 abort();
1318 }
1319 op->above = originator;
1320 op->below = originator->below;
1321 if (op->below) op->below->above = op;
1322 else SET_MAP_OB(op->map, op->x, op->y, op);
1323 /* since *below* originator, no need to update top */
1324 originator->below = op;
1325 } else {
1326 /* If there are other objects, then */
1327 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1328 object *last=NULL;
1329 /*
1330 * If there are multiple objects on this space, we do some trickier handling.
1331 * We've already dealt with merging if appropriate.
1332 * Generally, we want to put the new object on top. But if
1333 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1334 * floor, we want to insert above that and no further.
1335 * Also, if there are spell objects on this space, we stop processing
1336 * once we get to them. This reduces the need to traverse over all of
1337 * them when adding another one - this saves quite a bit of cpu time
1338 * when lots of spells are cast in one area. Currently, it is presumed
1339 * that flying non pickable objects are spell objects.
1340 */
1341
1342 while (top != NULL) {
1343 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1344 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1345 if (QUERY_FLAG(top, FLAG_NO_PICK)
1346 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1347 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1348 {
1349 /* We insert above top, so we want this object below this */
1350 top=top->below;
1351 break;
1352 }
1353 last = top;
1354 top = top->above;
1355 }
1356 /* Don't want top to be NULL, so set it to the last valid object */
1357 top = last;
1358
1359 /* We let update_position deal with figuring out what the space
1360 * looks like instead of lots of conditions here.
1361 * makes things faster, and effectively the same result.
1362 */
1363
1364 /* Have object 'fall below' other objects that block view.
1365 * Unless those objects are exits, type 66
1366 * If INS_ON_TOP is used, don't do this processing
1367 * Need to find the object that in fact blocks view, otherwise
1368 * stacking is a bit odd.
1369 */
1370 if (!(flag & INS_ON_TOP) &&
1371 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1372 (op->face && !op->face->visibility)) {
1373 for (last=top; last != floor; last=last->below)
1374 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1375 /* Check to see if we found the object that blocks view,
1376 * and make sure we have a below pointer for it so that
1377 * we can get inserted below this one, which requires we
1378 * set top to the object below us.
1379 */
1380 if (last && last->below && last != floor) top=last->below;
1381 }
1382 } /* If objects on this space */
1383 if (flag & INS_MAP_LOAD)
1384 top = GET_MAP_TOP(op->map,op->x,op->y);
1385 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1386
1387 /* Top is the object that our object (op) is going to get inserted above.
1388 */
1389
1390 /* First object on this space */
1391 if (!top) {
1392 op->above = GET_MAP_OB(op->map, op->x, op->y);
1393 if (op->above) op->above->below = op;
1394 op->below = NULL;
1395 SET_MAP_OB(op->map, op->x, op->y, op);
1396 } else { /* get inserted into the stack above top */
1397 op->above = top->above;
1398 if (op->above) op->above->below = op;
1399 op->below = top;
1400 top->above = op;
1401 }
1402 if (op->above==NULL)
1403 SET_MAP_TOP(op->map,op->x, op->y, op);
1404 } /* else not INS_BELOW_ORIGINATOR */
1405
1406 if(op->type==PLAYER)
1407 op->contr->do_los=1;
1408
1409 /* If we have a floor, we know the player, if any, will be above
1410 * it, so save a few ticks and start from there.
1411 */
1412 if (!(flag & INS_MAP_LOAD))
1413 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1414 if (tmp->type == PLAYER)
1415 tmp->contr->socket.update_look=1;
1416 }
1417
1418 /* If this object glows, it may affect lighting conditions that are
1419 * visible to others on this map. But update_all_los is really
1420 * an inefficient way to do this, as it means los for all players
1421 * on the map will get recalculated. The players could very well
1422 * be far away from this change and not affected in any way -
1423 * this should get redone to only look for players within range,
1424 * or just updating the P_NEED_UPDATE for spaces within this area
1425 * of effect may be sufficient.
1426 */
1427 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1428 update_all_los(op->map, op->x, op->y);
1429
1430
1431 /* updates flags (blocked, alive, no magic, etc) for this map space */
1432 update_object(op,UP_OBJ_INSERT);
1433
1434
1435 /* Don't know if moving this to the end will break anything. However,
1436 * we want to have update_look set above before calling this.
1437 *
1438 * check_move_on() must be after this because code called from
1439 * check_move_on() depends on correct map flags (so functions like
1440 * blocked() and wall() work properly), and these flags are updated by
1441 * update_object().
1442 */
1443
1444 /* if this is not the head or flag has been passed, don't check walk on status */
1445
1446 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1447 if (check_move_on(op, originator))
1448 return NULL;
1449
1450 /* If we are a multi part object, lets work our way through the check
1451 * walk on's.
1452 */
1453 for (tmp=op->more; tmp!=NULL; tmp=tmp->more)
1454 if (check_move_on (tmp, originator))
1455 return NULL;
1456 }
1457 return op;
1458 }
1459
1460 /* this function inserts an object in the map, but if it
1461 * finds an object of its own type, it'll remove that one first.
1462 * op is the object to insert it under: supplies x and the map.
1463 */
1464 void replace_insert_ob_in_map(const char *arch_string, object *op) {
1465 object *tmp;
1466 object *tmp1;
1467
1468 /* first search for itself and remove any old instances */
1469
1470 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) {
1471 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ {
1472 remove_ob(tmp);
1473 free_object(tmp);
1474 }
1475 }
1476
1477 tmp1=arch_to_object(find_archetype(arch_string));
1478
1479
1480 tmp1->x = op->x; tmp1->y = op->y;
1481 insert_ob_in_map(tmp1,op->map,op,0);
1482 }
1483
1484 /*
1485 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1486 * is returned contains nr objects, and the remaining parts contains
1487 * the rest (or is removed and freed if that number is 0).
1488 * On failure, NULL is returned, and the reason put into the
1489 * global static errmsg array.
1490 */
1491
1492 object *get_split_ob(object *orig_ob, uint32 nr) {
1493 object *newob;
1494 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1495
1496 if(orig_ob->nrof<nr) {
1497 sprintf(errmsg,"There are only %d %ss.",
1498 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name);
1499 return NULL;
1500 }
1501 newob = object_create_clone(orig_ob);
1502 if((orig_ob->nrof-=nr)<1) {
1503 if ( ! is_removed)
1504 remove_ob(orig_ob);
1505 free_object2(orig_ob, 1);
1506 }
1507 else if ( ! is_removed) {
1508 if(orig_ob->env!=NULL)
1509 sub_weight (orig_ob->env,orig_ob->weight*nr);
1510 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1511 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1512 LOG(llevDebug,
1513 "Error, Tried to split object whose map is not in memory.\n");
1514 return NULL;
1515 }
1516 }
1517 newob->nrof=nr;
1518
1519 return newob;
1520 }
1521
1522 /*
1523 * decrease_ob_nr(object, number) decreases a specified number from
1524 * the amount of an object. If the amount reaches 0, the object
1525 * is subsequently removed and freed.
1526 *
1527 * Return value: 'op' if something is left, NULL if the amount reached 0
1528 */
1529
1530 object *decrease_ob_nr (object *op, uint32 i)
1531 {
1532 object *tmp;
1533 player *pl;
1534
1535 if (i == 0) /* objects with op->nrof require this check */
1536 return op;
1537
1538 if (i > op->nrof)
1539 i = op->nrof;
1540
1541 if (QUERY_FLAG (op, FLAG_REMOVED))
1542 {
1543 op->nrof -= i;
1544 }
1545 else if (op->env != NULL)
1546 {
1547 /* is this object in the players inventory, or sub container
1548 * therein?
1549 */
1550 tmp = is_player_inv (op->env);
1551 /* nope. Is this a container the player has opened?
1552 * If so, set tmp to that player.
1553 * IMO, searching through all the players will mostly
1554 * likely be quicker than following op->env to the map,
1555 * and then searching the map for a player.
1556 */
1557 if (!tmp) {
1558 for (pl=first_player; pl; pl=pl->next)
1559 if (pl->ob->container == op->env) break;
1560 if (pl) tmp=pl->ob;
1561 else tmp=NULL;
1562 }
1563
1564 if (i < op->nrof) {
1565 sub_weight (op->env, op->weight * i);
1566 op->nrof -= i;
1567 if (tmp) {
1568 esrv_send_item(tmp, op);
1569 }
1570 } else {
1571 remove_ob (op);
1572 op->nrof = 0;
1573 if (tmp) {
1574 esrv_del_item(tmp->contr, op->count);
1575 }
1576 }
1577 }
1578 else
1579 {
1580 object *above = op->above;
1581
1582 if (i < op->nrof) {
1583 op->nrof -= i;
1584 } else {
1585 remove_ob (op);
1586 op->nrof = 0;
1587 }
1588 /* Since we just removed op, op->above is null */
1589 for (tmp = above; tmp != NULL; tmp = tmp->above)
1590 if (tmp->type == PLAYER) {
1591 if (op->nrof)
1592 esrv_send_item(tmp, op);
1593 else
1594 esrv_del_item(tmp->contr, op->count);
1595 }
1596 }
1597
1598 if (op->nrof) {
1599 return op;
1600 } else {
1601 free_object (op);
1602 return NULL;
1603 }
1604 }
1605
1606 /*
1607 * add_weight(object, weight) adds the specified weight to an object,
1608 * and also updates how much the environment(s) is/are carrying.
1609 */
1610
1611 void add_weight (object *op, signed long weight) {
1612 while (op!=NULL) {
1613 if (op->type == CONTAINER) {
1614 weight=(signed long)(weight*(100-op->stats.Str)/100);
1615 }
1616 op->carrying+=weight;
1617 op=op->env;
1618 }
1619 }
1620
1621 /*
1622 * insert_ob_in_ob(op,environment):
1623 * This function inserts the object op in the linked list
1624 * inside the object environment.
1625 *
1626 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1627 * the inventory at the last position or next to other objects of the same
1628 * type.
1629 * Frank: Now sorted by type, archetype and magic!
1630 *
1631 * The function returns now pointer to inserted item, and return value can
1632 * be != op, if items are merged. -Tero
1633 */
1634
1635 object *insert_ob_in_ob(object *op,object *where) {
1636 object *tmp, *otmp;
1637
1638 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1639 dump_object(op);
1640 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1641 return op;
1642 }
1643 if(where==NULL) {
1644 dump_object(op);
1645 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1646 return op;
1647 }
1648 if (where->head) {
1649 LOG(llevDebug,
1650 "Warning: Tried to insert object wrong part of multipart object.\n");
1651 where = where->head;
1652 }
1653 if (op->more) {
1654 LOG(llevError, "Tried to insert multipart object %s (%d)\n",
1655 &op->name, op->count);
1656 return op;
1657 }
1658 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL);
1659 CLEAR_FLAG(op, FLAG_REMOVED);
1660 if(op->nrof) {
1661 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below)
1662 if ( CAN_MERGE(tmp,op) ) {
1663 /* return the original object and remove inserted object
1664 (client needs the original object) */
1665 tmp->nrof += op->nrof;
1666 /* Weight handling gets pretty funky. Since we are adding to
1667 * tmp->nrof, we need to increase the weight.
1668 */
1669 add_weight (where, op->weight*op->nrof);
1670 SET_FLAG(op, FLAG_REMOVED);
1671 free_object(op); /* free the inserted object */
1672 op = tmp;
1673 remove_ob (op); /* and fix old object's links */
1674 CLEAR_FLAG(op, FLAG_REMOVED);
1675 break;
1676 }
1677
1678 /* I assume combined objects have no inventory
1679 * We add the weight - this object could have just been removed
1680 * (if it was possible to merge). calling remove_ob will subtract
1681 * the weight, so we need to add it in again, since we actually do
1682 * the linking below
1683 */
1684 add_weight (where, op->weight*op->nrof);
1685 } else
1686 add_weight (where, (op->weight+op->carrying));
1687
1688 otmp=is_player_inv(where);
1689 if (otmp&&otmp->contr!=NULL) {
1690 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1691 fix_player(otmp);
1692 }
1693
1694 op->map=NULL;
1695 op->env=where;
1696 op->above=NULL;
1697 op->below=NULL;
1698 op->x=0,op->y=0;
1699
1700 /* reset the light list and los of the players on the map */
1701 if((op->glow_radius!=0)&&where->map)
1702 {
1703 #ifdef DEBUG_LIGHTS
1704 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1705 op->name);
1706 #endif /* DEBUG_LIGHTS */
1707 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1708 }
1709
1710 /* Client has no idea of ordering so lets not bother ordering it here.
1711 * It sure simplifies this function...
1712 */
1713 if (where->inv==NULL)
1714 where->inv=op;
1715 else {
1716 op->below = where->inv;
1717 op->below->above = op;
1718 where->inv = op;
1719 }
1720 return op;
1721 }
1722
1723 /*
1724 * Checks if any objects has a move_type that matches objects
1725 * that effect this object on this space. Call apply() to process
1726 * these events.
1727 *
1728 * Any speed-modification due to SLOW_MOVE() of other present objects
1729 * will affect the speed_left of the object.
1730 *
1731 * originator: Player, monster or other object that caused 'op' to be inserted
1732 * into 'map'. May be NULL.
1733 *
1734 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1735 *
1736 * 4-21-95 added code to check if appropriate skill was readied - this will
1737 * permit faster movement by the player through this terrain. -b.t.
1738 *
1739 * MSW 2001-07-08: Check all objects on space, not just those below
1740 * object being inserted. insert_ob_in_map may not put new objects
1741 * on top.
1742 */
1743
1744 int check_move_on (object *op, object *originator)
1745 {
1746 object *tmp;
1747 tag_t tag;
1748 mapstruct *m=op->map;
1749 int x=op->x, y=op->y;
1750 MoveType move_on, move_slow, move_block;
1751
1752 if(QUERY_FLAG(op,FLAG_NO_APPLY))
1753 return 0;
1754
1755 tag = op->count;
1756
1757 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1758 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1759 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1760
1761 /* if nothing on this space will slow op down or be applied,
1762 * no need to do checking below. have to make sure move_type
1763 * is set, as lots of objects don't have it set - we treat that
1764 * as walking.
1765 */
1766 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1767 return 0;
1768
1769 /* This is basically inverse logic of that below - basically,
1770 * if the object can avoid the move on or slow move, they do so,
1771 * but can't do it if the alternate movement they are using is
1772 * blocked. Logic on this seems confusing, but does seem correct.
1773 */
1774 if ((op->move_type & ~move_on & ~move_block) != 0 &&
1775 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
1776
1777 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top:
1779 */
1780
1781 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
1782 tmp->above!=NULL; tmp=tmp->above) {
1783 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them.
1786 */
1787 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
1788 }
1789 for(;tmp!=NULL; tmp=tmp->below) {
1790 if (tmp == op) continue; /* Can't apply yourself */
1791
1792 /* Check to see if one of the movement types should be slowed down.
1793 * Second check makes sure that the movement types not being slowed
1794 * (~slow_move) is not blocked on this space - just because the
1795 * space doesn't slow down swimming (for example), if you can't actually
1796 * swim on that space, can't use it to avoid the penalty.
1797 */
1798 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
1799 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1800 ((op->move_type & tmp->move_slow) &&
1801 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
1802
1803 float diff;
1804
1805 diff = tmp->move_slow_penalty*FABS(op->speed);
1806 if (op->type == PLAYER) {
1807 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
1808 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
1809 diff /= 4.0;
1810 }
1811 }
1812 op->speed_left -= diff;
1813 }
1814 }
1815
1816 /* Basically same logic as above, except now for actual apply. */
1817 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1818 ((op->move_type & tmp->move_on) &&
1819 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
1820
1821 move_apply(tmp, op, originator);
1822 if (was_destroyed (op, tag))
1823 return 1;
1824
1825 /* what the person/creature stepped onto has moved the object
1826 * someplace new. Don't process any further - if we did,
1827 * have a feeling strange problems would result.
1828 */
1829 if (op->map != m || op->x != x || op->y != y) return 0;
1830 }
1831 }
1832 return 0;
1833 }
1834
1835 /*
1836 * present_arch(arch, map, x, y) searches for any objects with
1837 * a matching archetype at the given map and coordinates.
1838 * The first matching object is returned, or NULL if none.
1839 */
1840
1841 object *present_arch(const archetype *at, mapstruct *m, int x, int y) {
1842 object *tmp;
1843 if(m==NULL || out_of_map(m,x,y)) {
1844 LOG(llevError,"Present_arch called outside map.\n");
1845 return NULL;
1846 }
1847 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above)
1848 if(tmp->arch == at)
1849 return tmp;
1850 return NULL;
1851 }
1852
1853 /*
1854 * present(type, map, x, y) searches for any objects with
1855 * a matching type variable at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none.
1857 */
1858
1859 object *present(unsigned char type,mapstruct *m, int x,int y) {
1860 object *tmp;
1861 if(out_of_map(m,x,y)) {
1862 LOG(llevError,"Present called outside map.\n");
1863 return NULL;
1864 }
1865 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above)
1866 if(tmp->type==type)
1867 return tmp;
1868 return NULL;
1869 }
1870
1871 /*
1872 * present_in_ob(type, object) searches for any objects with
1873 * a matching type variable in the inventory of the given object.
1874 * The first matching object is returned, or NULL if none.
1875 */
1876
1877 object *present_in_ob(unsigned char type, const object *op) {
1878 object *tmp;
1879 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
1880 if(tmp->type==type)
1881 return tmp;
1882 return NULL;
1883 }
1884
1885 /*
1886 * present_in_ob (type, str, object) searches for any objects with
1887 * a matching type & name variable in the inventory of the given object.
1888 * The first matching object is returned, or NULL if none.
1889 * This is mostly used by spell effect code, so that we only
1890 * have one spell effect at a time.
1891 * type can be used to narrow the search - if type is set,
1892 * the type must also match. -1 can be passed for the type,
1893 * in which case the type does not need to pass.
1894 * str is the string to match against. Note that we match against
1895 * the object name, not the archetype name. this is so that the
1896 * spell code can use one object type (force), but change it's name
1897 * to be unique.
1898 */
1899
1900 object *present_in_ob_by_name(int type, const char *str, const object *op) {
1901 object *tmp;
1902
1903 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
1904 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name)))
1905 return tmp;
1906 }
1907 return NULL;
1908 }
1909
1910 /*
1911 * present_arch_in_ob(archetype, object) searches for any objects with
1912 * a matching archetype in the inventory of the given object.
1913 * The first matching object is returned, or NULL if none.
1914 */
1915
1916 object *present_arch_in_ob(const archetype *at, const object *op) {
1917 object *tmp;
1918 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
1919 if( tmp->arch == at)
1920 return tmp;
1921 return NULL;
1922 }
1923
1924 /*
1925 * activate recursively a flag on an object inventory
1926 */
1927 void flag_inv(object*op, int flag){
1928 object *tmp;
1929 if(op->inv)
1930 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
1931 SET_FLAG(tmp, flag);
1932 flag_inv(tmp,flag);
1933 }
1934 }/*
1935 * desactivate recursively a flag on an object inventory
1936 */
1937 void unflag_inv(object*op, int flag){
1938 object *tmp;
1939 if(op->inv)
1940 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
1941 CLEAR_FLAG(tmp, flag);
1942 unflag_inv(tmp,flag);
1943 }
1944 }
1945
1946 /*
1947 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1948 * all it's inventory (recursively).
1949 * If checksums are used, a player will get set_cheat called for
1950 * him/her-self and all object carried by a call to this function.
1951 */
1952
1953 void set_cheat(object *op) {
1954 SET_FLAG(op, FLAG_WAS_WIZ);
1955 flag_inv(op, FLAG_WAS_WIZ);
1956 }
1957
1958 /*
1959 * find_free_spot(object, map, x, y, start, stop) will search for
1960 * a spot at the given map and coordinates which will be able to contain
1961 * the given object. start and stop specifies how many squares
1962 * to search (see the freearr_x/y[] definition).
1963 * It returns a random choice among the alternatives found.
1964 * start and stop are where to start relative to the free_arr array (1,9
1965 * does all 4 immediate directions). This returns the index into the
1966 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1967 * Note - this only checks to see if there is space for the head of the
1968 * object - if it is a multispace object, this should be called for all
1969 * pieces.
1970 * Note2: This function does correctly handle tiled maps, but does not
1971 * inform the caller. However, insert_ob_in_map will update as
1972 * necessary, so the caller shouldn't need to do any special work.
1973 * Note - updated to take an object instead of archetype - this is necessary
1974 * because arch_blocked (now ob_blocked) needs to know the movement type
1975 * to know if the space in question will block the object. We can't use
1976 * the archetype because that isn't correct if the monster has been
1977 * customized, changed states, etc.
1978 */
1979
1980 int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) {
1981 int i,index=0, flag;
1982 static int altern[SIZEOFFREE];
1983
1984 for(i=start;i<stop;i++) {
1985 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]);
1986 if(!flag)
1987 altern[index++]=i;
1988
1989 /* Basically, if we find a wall on a space, we cut down the search size.
1990 * In this way, we won't return spaces that are on another side of a wall.
1991 * This mostly work, but it cuts down the search size in all directions -
1992 * if the space being examined only has a wall to the north and empty
1993 * spaces in all the other directions, this will reduce the search space
1994 * to only the spaces immediately surrounding the target area, and
1995 * won't look 2 spaces south of the target space.
1996 */
1997 else if ((flag & AB_NO_PASS) && maxfree[i]<stop)
1998 stop=maxfree[i];
1999 }
2000 if(!index) return -1;
2001 return altern[RANDOM()%index];
2002 }
2003
2004 /*
2005 * find_first_free_spot(archetype, mapstruct, x, y) works like
2006 * find_free_spot(), but it will search max number of squares.
2007 * But it will return the first available spot, not a random choice.
2008 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2009 */
2010
2011 int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) {
2012 int i;
2013 for(i=0;i<SIZEOFFREE;i++) {
2014 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]))
2015 return i;
2016 }
2017 return -1;
2018 }
2019
2020 /*
2021 * The function permute(arr, begin, end) randomly reorders the array
2022 * arr[begin..end-1].
2023 */
2024 static void permute(int *arr, int begin, int end)
2025 {
2026 int i, j, tmp, len;
2027
2028 len = end-begin;
2029 for(i = begin; i < end; i++)
2030 {
2031 j = begin+RANDOM()%len;
2032
2033 tmp = arr[i];
2034 arr[i] = arr[j];
2035 arr[j] = tmp;
2036 }
2037 }
2038
2039 /* new function to make monster searching more efficient, and effective!
2040 * This basically returns a randomized array (in the passed pointer) of
2041 * the spaces to find monsters. In this way, it won't always look for
2042 * monsters to the north first. However, the size of the array passed
2043 * covers all the spaces, so within that size, all the spaces within
2044 * the 3x3 area will be searched, just not in a predictable order.
2045 */
2046 void get_search_arr(int *search_arr)
2047 {
2048 int i;
2049
2050 for(i = 0; i < SIZEOFFREE; i++)
2051 {
2052 search_arr[i] = i;
2053 }
2054
2055 permute(search_arr, 1, SIZEOFFREE1+1);
2056 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1);
2057 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE);
2058 }
2059
2060 /*
2061 * find_dir(map, x, y, exclude) will search some close squares in the
2062 * given map at the given coordinates for live objects.
2063 * It will not considered the object given as exclude among possible
2064 * live objects.
2065 * It returns the direction toward the first/closest live object if finds
2066 * any, otherwise 0.
2067 * Perhaps incorrectly, but I'm making the assumption that exclude
2068 * is actually want is going to try and move there. We need this info
2069 * because we have to know what movement the thing looking to move
2070 * there is capable of.
2071 */
2072
2073 int find_dir(mapstruct *m, int x, int y, object *exclude) {
2074 int i,max=SIZEOFFREE, mflags;
2075 sint16 nx, ny;
2076 object *tmp;
2077 mapstruct *mp;
2078 MoveType blocked, move_type;
2079
2080 if (exclude && exclude->head) {
2081 exclude = exclude->head;
2082 move_type = exclude->move_type;
2083 } else {
2084 /* If we don't have anything, presume it can use all movement types. */
2085 move_type=MOVE_ALL;
2086 }
2087
2088 for(i=1;i<max;i++) {
2089 mp = m;
2090 nx = x + freearr_x[i];
2091 ny = y + freearr_y[i];
2092
2093 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
2094 if (mflags & P_OUT_OF_MAP) {
2095 max = maxfree[i];
2096 } else {
2097 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2098
2099 if ((move_type & blocked) == move_type) {
2100 max=maxfree[i];
2101 } else if (mflags & P_IS_ALIVE) {
2102 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) {
2103 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) &&
2104 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2105 break;
2106 }
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
2122 int distance(const object *ob1, const object *ob2) {
2123 int i;
2124 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+
2125 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2126 return i;
2127 }
2128
2129 /*
2130 * find_dir_2(delta-x,delta-y) will return a direction in which
2131 * an object which has subtracted the x and y coordinates of another
2132 * object, needs to travel toward it.
2133 */
2134
2135 int find_dir_2(int x, int y) {
2136 int q;
2137
2138 if(y)
2139 q=x*100/y;
2140 else if (x)
2141 q= -300*x;
2142 else
2143 return 0;
2144
2145 if(y>0) {
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 absdir(int d) {
2176 while(d<1) d+=8;
2177 while(d>8) d-=8;
2178 return d;
2179 }
2180
2181 /*
2182 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2183 * between two directions (which are expected to be absolute (see absdir())
2184 */
2185
2186 int dirdiff(int dir1, int dir2) {
2187 int d;
2188 d = abs(dir1 - dir2);
2189 if(d>4)
2190 d = 8 - d;
2191 return d;
2192 }
2193
2194 /* peterm:
2195 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2196 * Basically, this is a table of directions, and what directions
2197 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2198 * This basically means that if direction is 15, then it could either go
2199 * direction 4, 14, or 16 to get back to where we are.
2200 * Moved from spell_util.c to object.c with the other related direction
2201 * functions.
2202 */
2203
2204 int reduction_dir[SIZEOFFREE][3] = {
2205 {0,0,0}, /* 0 */
2206 {0,0,0}, /* 1 */
2207 {0,0,0}, /* 2 */
2208 {0,0,0}, /* 3 */
2209 {0,0,0}, /* 4 */
2210 {0,0,0}, /* 5 */
2211 {0,0,0}, /* 6 */
2212 {0,0,0}, /* 7 */
2213 {0,0,0}, /* 8 */
2214 {8,1,2}, /* 9 */
2215 {1,2,-1}, /* 10 */
2216 {2,10,12}, /* 11 */
2217 {2,3,-1}, /* 12 */
2218 {2,3,4}, /* 13 */
2219 {3,4,-1}, /* 14 */
2220 {4,14,16}, /* 15 */
2221 {5,4,-1}, /* 16 */
2222 {4,5,6}, /* 17 */
2223 {6,5,-1}, /* 18 */
2224 {6,20,18}, /* 19 */
2225 {7,6,-1}, /* 20 */
2226 {6,7,8}, /* 21 */
2227 {7,8,-1}, /* 22 */
2228 {8,22,24}, /* 23 */
2229 {8,1,-1}, /* 24 */
2230 {24,9,10}, /* 25 */
2231 {9,10,-1}, /* 26 */
2232 {10,11,-1}, /* 27 */
2233 {27,11,29}, /* 28 */
2234 {11,12,-1}, /* 29 */
2235 {12,13,-1}, /* 30 */
2236 {12,13,14}, /* 31 */
2237 {13,14,-1}, /* 32 */
2238 {14,15,-1}, /* 33 */
2239 {33,15,35}, /* 34 */
2240 {16,15,-1}, /* 35 */
2241 {17,16,-1}, /* 36 */
2242 {18,17,16}, /* 37 */
2243 {18,17,-1}, /* 38 */
2244 {18,19,-1}, /* 39 */
2245 {41,19,39}, /* 40 */
2246 {19,20,-1}, /* 41 */
2247 {20,21,-1}, /* 42 */
2248 {20,21,22}, /* 43 */
2249 {21,22,-1}, /* 44 */
2250 {23,22,-1}, /* 45 */
2251 {45,47,23}, /* 46 */
2252 {23,24,-1}, /* 47 */
2253 {24,9,-1}}; /* 48 */
2254
2255 /* Recursive routine to step back and see if we can
2256 * find a path to that monster that we found. If not,
2257 * we don't bother going toward it. Returns 1 if we
2258 * can see a direct way to get it
2259 * Modified to be map tile aware -.MSW
2260 */
2261
2262
2263 int can_see_monsterP(mapstruct *m, int x, int y,int dir) {
2264 sint16 dx, dy;
2265 int mflags;
2266
2267 if(dir<0) return 0; /* exit condition: invalid direction */
2268
2269 dx = x + freearr_x[dir];
2270 dy = y + freearr_y[dir];
2271
2272 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy);
2273
2274 /* This functional arguably was incorrect before - it was
2275 * checking for P_WALL - that was basically seeing if
2276 * we could move to the monster - this is being more
2277 * literal on if we can see it. To know if we can actually
2278 * move to the monster, we'd need the monster passed in or
2279 * at least its move type.
2280 */
2281 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0;
2282
2283 /* yes, can see. */
2284 if(dir < 9) return 1;
2285 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) |
2286 can_see_monsterP(m,x,y, reduction_dir[dir][1]) |
2287 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2288 }
2289
2290
2291
2292 /*
2293 * can_pick(picker, item): finds out if an object is possible to be
2294 * picked up by the picker. Returnes 1 if it can be
2295 * picked up, otherwise 0.
2296 *
2297 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2298 * core dumps if they do.
2299 *
2300 * Add a check so we can't pick up invisible objects (0.93.8)
2301 */
2302
2303 int can_pick(const object *who, const object *item) {
2304 return /*QUERY_FLAG(who,FLAG_WIZ)||*/
2305 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&&
2306 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible &&
2307 (who->type==PLAYER||item->weight<who->weight/3));
2308 }
2309
2310
2311 /*
2312 * create clone from object to another
2313 */
2314 object *object_create_clone (object *asrc) {
2315 object *dst = NULL,*tmp,*src,*part,*prev, *item;
2316
2317 if(!asrc) return NULL;
2318 src = asrc;
2319 if(src->head)
2320 src = src->head;
2321
2322 prev = NULL;
2323 for(part = src; part; part = part->more) {
2324 tmp = get_object();
2325 copy_object(part,tmp);
2326 tmp->x -= src->x;
2327 tmp->y -= src->y;
2328 if(!part->head) {
2329 dst = tmp;
2330 tmp->head = NULL;
2331 } else {
2332 tmp->head = dst;
2333 }
2334 tmp->more = NULL;
2335 if(prev)
2336 prev->more = tmp;
2337 prev = tmp;
2338 }
2339 /*** copy inventory ***/
2340 for(item = src->inv; item; item = item->below) {
2341 (void) insert_ob_in_ob(object_create_clone(item),dst);
2342 }
2343
2344 return dst;
2345 }
2346
2347 /* return true if the object was destroyed, 0 otherwise */
2348 int was_destroyed (const object *op, tag_t old_tag)
2349 {
2350 /* checking for FLAG_FREED isn't necessary, but makes this function more
2351 * robust */
2352 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2353 }
2354
2355 /* GROS - Creates an object using a string representing its content. */
2356 /* Basically, we save the content of the string to a temp file, then call */
2357 /* load_object on it. I admit it is a highly inefficient way to make things, */
2358 /* but it was simple to make and allows reusing the load_object function. */
2359 /* Remember not to use load_object_str in a time-critical situation. */
2360 /* Also remember that multiparts objects are not supported for now. */
2361
2362 object* load_object_str(const char *obstr)
2363 {
2364 object *op;
2365 char filename[MAX_BUF];
2366 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2367
2368 FILE *tempfile=fopen(filename,"w");
2369 if (tempfile == NULL)
2370 {
2371 LOG(llevError,"Error - Unable to access load object temp file\n");
2372 return NULL;
2373 };
2374 fprintf(tempfile,obstr);
2375 fclose(tempfile);
2376
2377 op=get_object();
2378
2379 object_thawer thawer (filename);
2380
2381 if (thawer)
2382 load_object(thawer,op,0);
2383
2384 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2385 CLEAR_FLAG(op,FLAG_REMOVED);
2386
2387 return op;
2388 }
2389
2390 /* This returns the first object in who's inventory that
2391 * has the same type and subtype match.
2392 * returns NULL if no match.
2393 */
2394 object *find_obj_by_type_subtype(const object *who, int type, int subtype)
2395 {
2396 object *tmp;
2397
2398 for (tmp=who->inv; tmp; tmp=tmp->below)
2399 if (tmp->type == type && tmp->subtype == subtype) return tmp;
2400
2401 return NULL;
2402 }
2403
2404 /* If ob has a field named key, return the link from the list,
2405 * otherwise return NULL.
2406 *
2407 * key must be a passed in shared string - otherwise, this won't
2408 * do the desired thing.
2409 */
2410 key_value * get_ob_key_link(const object * ob, const char * key) {
2411 key_value * link;
2412
2413 for (link = ob->key_values; link != NULL; link = link->next) {
2414 if (link->key == key) {
2415 return link;
2416 }
2417 }
2418
2419 return NULL;
2420 }
2421
2422 /*
2423 * Returns the value of op has an extra_field for key, or NULL.
2424 *
2425 * The argument doesn't need to be a shared string.
2426 *
2427 * The returned string is shared.
2428 */
2429 const char * get_ob_key_value(const object * op, const char * const key) {
2430 key_value * link;
2431 const char * canonical_key;
2432
2433 canonical_key = shstr::find (key);
2434
2435 if (canonical_key == NULL) {
2436 /* 1. There being a field named key on any object
2437 * implies there'd be a shared string to find.
2438 * 2. Since there isn't, no object has this field.
2439 * 3. Therefore, *this* object doesn't have this field.
2440 */
2441 return NULL;
2442 }
2443
2444 /* This is copied from get_ob_key_link() above -
2445 * only 4 lines, and saves the function call overhead.
2446 */
2447 for (link = op->key_values; link != NULL; link = link->next) {
2448 if (link->key == canonical_key) {
2449 return link->value;
2450 }
2451 }
2452 return NULL;
2453 }
2454
2455
2456 /*
2457 * Updates the canonical_key in op to value.
2458 *
2459 * canonical_key is a shared string (value doesn't have to be).
2460 *
2461 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2462 * keys.
2463 *
2464 * Returns TRUE on success.
2465 */
2466 int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) {
2467 key_value * field = NULL, *last=NULL;
2468
2469 for (field=op->key_values; field != NULL; field=field->next) {
2470 if (field->key != canonical_key) {
2471 last = field;
2472 continue;
2473 }
2474
2475 if (value)
2476 field->value = value;
2477 else {
2478 /* Basically, if the archetype has this key set,
2479 * we need to store the null value so when we save
2480 * it, we save the empty value so that when we load,
2481 * we get this value back again.
2482 */
2483 if (get_ob_key_link (&op->arch->clone, canonical_key))
2484 field->value = 0;
2485 else
2486 {
2487 if (last) last->next = field->next;
2488 else op->key_values = field->next;
2489
2490 delete field;
2491 }
2492 }
2493 return TRUE;
2494 }
2495 /* IF we get here, key doesn't exist */
2496
2497 /* No field, we'll have to add it. */
2498
2499 if (!add_key) {
2500 return FALSE;
2501 }
2502 /* There isn't any good reason to store a null
2503 * value in the key/value list. If the archetype has
2504 * this key, then we should also have it, so shouldn't
2505 * be here. If user wants to store empty strings,
2506 * should pass in ""
2507 */
2508 if (value == NULL) return TRUE;
2509
2510 field = new key_value;
2511
2512 field->key = canonical_key;
2513 field->value = value;
2514 /* Usual prepend-addition. */
2515 field->next = op->key_values;
2516 op->key_values = field;
2517
2518 return TRUE;
2519 }
2520
2521 /*
2522 * Updates the key in op to value.
2523 *
2524 * If add_key is FALSE, this will only update existing keys,
2525 * and not add new ones.
2526 * In general, should be little reason FALSE is ever passed in for add_key
2527 *
2528 * Returns TRUE on success.
2529 */
2530 int set_ob_key_value(object * op, const char *key, const char * value, int add_key)
2531 {
2532 shstr key_ (key);
2533 return set_ob_key_value_s (op, key_, value, add_key);
2534 }