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/cvs/deliantra/server/common/object.C
Revision: 1.15
Committed: Mon Sep 4 13:55:54 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.14: +5 -1 lines
Log Message:
fix, uhm, bug. da.

File Contents

# Content
1 /*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.14 2006-09-04 11:07:59 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 op->expmul = 1.0;
636 op->face = blank_face;
637 op->attacked_by_count = -1;
638
639 return op;
640 }
641
642 /*
643 * If an object with the IS_TURNABLE() flag needs to be turned due
644 * to the closest player being on the other side, this function can
645 * be called to update the face variable, _and_ how it looks on the map.
646 */
647
648 void update_turn_face(object *op) {
649 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL)
650 return;
651 SET_ANIMATION(op, op->direction);
652 update_object(op,UP_OBJ_FACE);
653 }
654
655 /*
656 * Updates the speed of an object. If the speed changes from 0 to another
657 * value, or vice versa, then add/remove the object from the active list.
658 * This function needs to be called whenever the speed of an object changes.
659 */
660
661 void update_ob_speed(object *op) {
662 extern int arch_init;
663
664 /* No reason putting the archetypes objects on the speed list,
665 * since they never really need to be updated.
666 */
667
668 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
669 LOG(llevError,"Object %s is freed but has speed.\n", &op->name);
670 #ifdef MANY_CORES
671 abort();
672 #else
673 op->speed = 0;
674 #endif
675 }
676 if (arch_init) {
677 return;
678 }
679 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
680 /* If already on active list, don't do anything */
681 if (op->active_next || op->active_prev || op==active_objects)
682 return;
683
684 /* process_events() expects us to insert the object at the beginning
685 * of the list. */
686 op->active_next = active_objects;
687 if (op->active_next!=NULL)
688 op->active_next->active_prev = op;
689 active_objects = op;
690 }
691 else {
692 /* If not on the active list, nothing needs to be done */
693 if (!op->active_next && !op->active_prev && op!=active_objects)
694 return;
695
696 if (op->active_prev==NULL) {
697 active_objects = op->active_next;
698 if (op->active_next!=NULL)
699 op->active_next->active_prev = NULL;
700 }
701 else {
702 op->active_prev->active_next = op->active_next;
703 if (op->active_next)
704 op->active_next->active_prev = op->active_prev;
705 }
706 op->active_next = NULL;
707 op->active_prev = NULL;
708 }
709 }
710
711 /* This function removes object 'op' from the list of active
712 * objects.
713 * This should only be used for style maps or other such
714 * reference maps where you don't want an object that isn't
715 * in play chewing up cpu time getting processed.
716 * The reverse of this is to call update_ob_speed, which
717 * will do the right thing based on the speed of the object.
718 */
719 void remove_from_active_list(object *op)
720 {
721 /* If not on the active list, nothing needs to be done */
722 if (!op->active_next && !op->active_prev && op!=active_objects)
723 return;
724
725 if (op->active_prev==NULL) {
726 active_objects = op->active_next;
727 if (op->active_next!=NULL)
728 op->active_next->active_prev = NULL;
729 }
730 else {
731 op->active_prev->active_next = op->active_next;
732 if (op->active_next)
733 op->active_next->active_prev = op->active_prev;
734 }
735 op->active_next = NULL;
736 op->active_prev = NULL;
737 }
738
739 /*
740 * update_object() updates the array which represents the map.
741 * It takes into account invisible objects (and represent squares covered
742 * by invisible objects by whatever is below them (unless it's another
743 * invisible object, etc...)
744 * If the object being updated is beneath a player, the look-window
745 * of that player is updated (this might be a suboptimal way of
746 * updating that window, though, since update_object() is called _often_)
747 *
748 * action is a hint of what the caller believes need to be done.
749 * For example, if the only thing that has changed is the face (due to
750 * an animation), we don't need to call update_position until that actually
751 * comes into view of a player. OTOH, many other things, like addition/removal
752 * of walls or living creatures may need us to update the flags now.
753 * current action are:
754 * UP_OBJ_INSERT: op was inserted
755 * UP_OBJ_REMOVE: op was removed
756 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
757 * as that is easier than trying to look at what may have changed.
758 * UP_OBJ_FACE: only the objects face has changed.
759 */
760
761 void update_object(object *op, int action) {
762 int update_now=0, flags;
763 MoveType move_on, move_off, move_block, move_slow;
764
765 if (op == NULL) {
766 /* this should never happen */
767 LOG(llevDebug,"update_object() called for NULL object.\n");
768 return;
769 }
770
771 if(op->env!=NULL) {
772 /* Animation is currently handled by client, so nothing
773 * to do in this case.
774 */
775 return;
776 }
777
778 /* If the map is saving, don't do anything as everything is
779 * going to get freed anyways.
780 */
781 if (!op->map || op->map->in_memory == MAP_SAVING) return;
782
783 /* make sure the object is within map boundaries */
784 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) ||
785 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) {
786 LOG(llevError,"update_object() called for object out of map!\n");
787 #ifdef MANY_CORES
788 abort();
789 #endif
790 return;
791 }
792
793 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
794 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
795 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
796 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
797 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
798 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
799
800 if (action == UP_OBJ_INSERT) {
801 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
802 update_now=1;
803
804 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
805 update_now=1;
806
807 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
808 update_now=1;
809
810 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
811 update_now=1;
812
813 if ((move_on | op->move_on) != move_on) update_now=1;
814 if ((move_off | op->move_off) != move_off) update_now=1;
815 /* This isn't perfect, but I don't expect a lot of objects to
816 * to have move_allow right now.
817 */
818 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
819 update_now=1;
820 if ((move_slow | op->move_slow) != move_slow) update_now=1;
821 }
822 /* if the object is being removed, we can't make intelligent
823 * decisions, because remove_ob can't really pass the object
824 * that is being removed.
825 */
826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) {
827 update_now=1;
828 } else if (action == UP_OBJ_FACE) {
829 /* Nothing to do for that case */
830 }
831 else {
832 LOG(llevError,"update_object called with invalid action: %d\n", action);
833 }
834
835 if (update_now) {
836 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
837 update_position(op->map, op->x, op->y);
838 }
839
840 if(op->more!=NULL)
841 update_object(op->more, action);
842 }
843
844
845 /*
846 * free_object() frees everything allocated by an object, removes
847 * it from the list of used objects, and puts it on the list of
848 * free objects. The IS_FREED() flag is set in the object.
849 * The object must have been removed by remove_ob() first for
850 * this function to succeed.
851 *
852 * If free_inventory is set, free inventory as well. Else drop items in
853 * inventory to the ground.
854 */
855
856 void
857 free_object (object * ob)
858 {
859 free_object2 (ob, 0);
860 }
861
862 void
863 free_object2 (object * ob, int free_inventory)
864 {
865 object *tmp, *op;
866
867 if (!QUERY_FLAG (ob, FLAG_REMOVED))
868 {
869 LOG (llevDebug, "Free object called with non removed object\n");
870 dump_object (ob);
871 #ifdef MANY_CORES
872 abort ();
873 #endif
874 }
875
876 if (QUERY_FLAG (ob, FLAG_FRIENDLY))
877 {
878 LOG (llevMonster, "Warning: tried to free friendly object.\n");
879 remove_friendly_object (ob);
880 }
881
882 if (QUERY_FLAG (ob, FLAG_FREED))
883 {
884 dump_object (ob);
885 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
886 return;
887 }
888
889 if (ob->more != NULL)
890 {
891 free_object2 (ob->more, free_inventory);
892 ob->more = NULL;
893 }
894
895 if (ob->inv)
896 {
897 /* Only if the space blocks everything do we not process -
898 * if some form of movemnt is allowed, let objects
899 * drop on that space.
900 */
901 if (free_inventory || ob->map == NULL
902 || ob->map->in_memory != MAP_IN_MEMORY
903 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
904 {
905 op = ob->inv;
906
907 while (op != NULL)
908 {
909 tmp = op->below;
910 remove_ob (op);
911 free_object2 (op, free_inventory);
912 op = tmp;
913 }
914 }
915 else
916 { /* Put objects in inventory onto this space */
917 op = ob->inv;
918
919 while (op != NULL)
920 {
921 tmp = op->below;
922 remove_ob (op);
923
924 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
925 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
926 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
927 free_object (op);
928 else
929 {
930 op->x = ob->x;
931 op->y = ob->y;
932 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
933 }
934
935 op = tmp;
936 }
937 }
938 }
939
940 /* Remove object from the active list */
941 ob->speed = 0;
942 update_ob_speed (ob);
943
944 SET_FLAG (ob, FLAG_FREED);
945 ob->count = 0;
946
947 /* Remove this object from the list of used objects */
948 if (ob->prev == NULL)
949 {
950 objects = ob->next;
951
952 if (objects != NULL)
953 objects->prev = NULL;
954 }
955 else
956 {
957 ob->prev->next = ob->next;
958
959 if (ob->next != NULL)
960 ob->next->prev = ob->prev;
961 }
962
963 free_key_values (ob);
964
965 /* Now link it with the free_objects list: */
966 ob->prev = 0;
967 ob->next = 0;
968
969 delete ob;
970 }
971
972 /*
973 * sub_weight() recursively (outwards) subtracts a number from the
974 * weight of an object (and what is carried by it's environment(s)).
975 */
976
977 void sub_weight (object *op, signed long weight) {
978 while (op != NULL) {
979 if (op->type == CONTAINER) {
980 weight=(signed long)(weight*(100-op->stats.Str)/100);
981 }
982 op->carrying-=weight;
983 op = op->env;
984 }
985 }
986
987 /* remove_ob(op):
988 * This function removes the object op from the linked list of objects
989 * which it is currently tied to. When this function is done, the
990 * object will have no environment. If the object previously had an
991 * environment, the x and y coordinates will be updated to
992 * the previous environment.
993 * Beware: This function is called from the editor as well!
994 */
995
996 void remove_ob(object *op) {
997 object *tmp,*last=NULL;
998 object *otmp;
999 tag_t tag;
1000 int check_walk_off;
1001 mapstruct *m;
1002 sint16 x,y;
1003
1004
1005 if(QUERY_FLAG(op,FLAG_REMOVED)) {
1006 dump_object(op);
1007 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1008
1009 /* Changed it to always dump core in this case. As has been learned
1010 * in the past, trying to recover from errors almost always
1011 * make things worse, and this is a real error here - something
1012 * that should not happen.
1013 * Yes, if this was a mission critical app, trying to do something
1014 * to recover may make sense, but that is because failure of the app
1015 * may have other disastrous problems. Cf runs out of a script
1016 * so is easily enough restarted without any real problems.
1017 * MSW 2001-07-01
1018 */
1019 abort();
1020 }
1021 if(op->more!=NULL)
1022 remove_ob(op->more);
1023
1024 SET_FLAG(op, FLAG_REMOVED);
1025
1026 /*
1027 * In this case, the object to be removed is in someones
1028 * inventory.
1029 */
1030 if(op->env!=NULL) {
1031 if(op->nrof)
1032 sub_weight(op->env, op->weight*op->nrof);
1033 else
1034 sub_weight(op->env, op->weight+op->carrying);
1035
1036 /* NO_FIX_PLAYER is set when a great many changes are being
1037 * made to players inventory. If set, avoiding the call
1038 * to save cpu time.
1039 */
1040 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1041 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1042 fix_player(otmp);
1043
1044 if(op->above!=NULL)
1045 op->above->below=op->below;
1046 else
1047 op->env->inv=op->below;
1048
1049 if(op->below!=NULL)
1050 op->below->above=op->above;
1051
1052 /* we set up values so that it could be inserted into
1053 * the map, but we don't actually do that - it is up
1054 * to the caller to decide what we want to do.
1055 */
1056 op->x=op->env->x,op->y=op->env->y;
1057 op->map=op->env->map;
1058 op->above=NULL,op->below=NULL;
1059 op->env=NULL;
1060 return;
1061 }
1062
1063 /* If we get here, we are removing it from a map */
1064 if (op->map == NULL) return;
1065
1066 x = op->x;
1067 y = op->y;
1068 m = get_map_from_coord(op->map, &x, &y);
1069
1070 if (!m) {
1071 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1072 op->map->path, op->x, op->y);
1073 /* in old days, we used to set x and y to 0 and continue.
1074 * it seems if we get into this case, something is probablye
1075 * screwed up and should be fixed.
1076 */
1077 abort();
1078 }
1079 if (op->map != m) {
1080 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1081 op->map->path, m->path, op->x, op->y, x, y);
1082 }
1083
1084 /* Re did the following section of code - it looks like it had
1085 * lots of logic for things we no longer care about
1086 */
1087
1088 /* link the object above us */
1089 if (op->above)
1090 op->above->below=op->below;
1091 else
1092 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1093
1094 /* Relink the object below us, if there is one */
1095 if(op->below) {
1096 op->below->above=op->above;
1097 } else {
1098 /* Nothing below, which means we need to relink map object for this space
1099 * use translated coordinates in case some oddness with map tiling is
1100 * evident
1101 */
1102 if(GET_MAP_OB(m,x,y)!=op) {
1103 dump_object(op);
1104 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);
1105 dump_object(GET_MAP_OB(m,x,y));
1106 LOG(llevError,"%s\n",errmsg);
1107 }
1108 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1109 }
1110 op->above=NULL;
1111 op->below=NULL;
1112
1113 if (op->map->in_memory == MAP_SAVING)
1114 return;
1115
1116 tag = op->count;
1117 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1118 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1119 /* No point updating the players look faces if he is the object
1120 * being removed.
1121 */
1122
1123 if(tmp->type==PLAYER && tmp!=op) {
1124 /* If a container that the player is currently using somehow gets
1125 * removed (most likely destroyed), update the player view
1126 * appropriately.
1127 */
1128 if (tmp->container==op) {
1129 CLEAR_FLAG(op, FLAG_APPLIED);
1130 tmp->container=NULL;
1131 }
1132 tmp->contr->socket.update_look=1;
1133 }
1134 /* See if player moving off should effect something */
1135 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1136 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1137
1138 move_apply(tmp, op, NULL);
1139 if (was_destroyed (op, tag)) {
1140 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1141 "leaving object\n", &tmp->name, &tmp->arch->name);
1142 }
1143 }
1144
1145 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1146
1147 if(tmp->above == tmp)
1148 tmp->above = NULL;
1149 last=tmp;
1150 }
1151 /* last == NULL of there are no objects on this space */
1152 if (last==NULL) {
1153 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1154 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1155 * those out anyways, and if there are any flags set right now, they won't
1156 * be correct anyways.
1157 */
1158 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1159 update_position(op->map, op->x, op->y);
1160 }
1161 else
1162 update_object(last, UP_OBJ_REMOVE);
1163
1164 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1165 update_all_los(op->map, op->x, op->y);
1166
1167 }
1168
1169 /*
1170 * merge_ob(op,top):
1171 *
1172 * This function goes through all objects below and including top, and
1173 * merges op to the first matching object.
1174 * If top is NULL, it is calculated.
1175 * Returns pointer to object if it succeded in the merge, otherwise NULL
1176 */
1177
1178 object *merge_ob(object *op, object *top) {
1179 if(!op->nrof)
1180 return 0;
1181 if(top==NULL)
1182 for(top=op;top!=NULL&&top->above!=NULL;top=top->above);
1183 for(;top!=NULL;top=top->below) {
1184 if(top==op)
1185 continue;
1186 if (CAN_MERGE(op,top))
1187 {
1188 top->nrof+=op->nrof;
1189 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1190 op->weight = 0; /* Don't want any adjustements now */
1191 remove_ob(op);
1192 free_object(op);
1193 return top;
1194 }
1195 }
1196 return NULL;
1197 }
1198
1199 /*
1200 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1201 * job preparing multi-part monsters
1202 */
1203 object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){
1204 object* tmp;
1205 if (op->head)
1206 op=op->head;
1207 for (tmp=op;tmp;tmp=tmp->more){
1208 tmp->x=x+tmp->arch->clone.x;
1209 tmp->y=y+tmp->arch->clone.y;
1210 }
1211 return insert_ob_in_map (op, m, originator, flag);
1212 }
1213
1214 /*
1215 * insert_ob_in_map (op, map, originator, flag):
1216 * This function inserts the object in the two-way linked list
1217 * which represents what is on a map.
1218 * The second argument specifies the map, and the x and y variables
1219 * in the object about to be inserted specifies the position.
1220 *
1221 * originator: Player, monster or other object that caused 'op' to be inserted
1222 * into 'map'. May be NULL.
1223 *
1224 * flag is a bitmask about special things to do (or not do) when this
1225 * function is called. see the object.h file for the INS_ values.
1226 * Passing 0 for flag gives proper default values, so flag really only needs
1227 * to be set if special handling is needed.
1228 *
1229 * Return value:
1230 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed
1232 * just 'op' otherwise
1233 */
1234
1235 object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1236 {
1237 object *tmp, *top, *floor=NULL;
1238 sint16 x,y;
1239
1240 if (QUERY_FLAG (op, FLAG_FREED)) {
1241 LOG (llevError, "Trying to insert freed object!\n");
1242 return NULL;
1243 }
1244 if(m==NULL) {
1245 dump_object(op);
1246 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1247 return op;
1248 }
1249 if(out_of_map(m,op->x,op->y)) {
1250 dump_object(op);
1251 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1252 #ifdef MANY_CORES
1253 /* Better to catch this here, as otherwise the next use of this object
1254 * is likely to cause a crash. Better to find out where it is getting
1255 * improperly inserted.
1256 */
1257 abort();
1258 #endif
1259 return op;
1260 }
1261 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1264 return op;
1265 }
1266 if(op->more!=NULL) {
1267 /* The part may be on a different map. */
1268
1269 object *more = op->more;
1270
1271 /* We really need the caller to normalize coordinates - if
1272 * we set the map, that doesn't work if the location is within
1273 * a map and this is straddling an edge. So only if coordinate
1274 * is clear wrong do we normalize it.
1275 */
1276 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1277 more->map = get_map_from_coord(m, &more->x, &more->y);
1278 } else if (!more->map) {
1279 /* For backwards compatibility - when not dealing with tiled maps,
1280 * more->map should always point to the parent.
1281 */
1282 more->map = m;
1283 }
1284
1285 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1286 if ( ! op->head)
1287 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1288 return NULL;
1289 }
1290 }
1291 CLEAR_FLAG(op,FLAG_REMOVED);
1292
1293 /* Ideally, the caller figures this out. However, it complicates a lot
1294 * of areas of callers (eg, anything that uses find_free_spot would now
1295 * need extra work
1296 */
1297 op->map=get_map_from_coord(m, &op->x, &op->y);
1298 x = op->x;
1299 y = op->y;
1300
1301 /* this has to be done after we translate the coordinates.
1302 */
1303 if(op->nrof && !(flag & INS_NO_MERGE)) {
1304 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1305 if (CAN_MERGE(op,tmp)) {
1306 op->nrof+=tmp->nrof;
1307 remove_ob(tmp);
1308 free_object(tmp);
1309 }
1310 }
1311
1312 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1313 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1314 if (!QUERY_FLAG(op, FLAG_ALIVE))
1315 CLEAR_FLAG(op, FLAG_NO_STEAL);
1316
1317 if (flag & INS_BELOW_ORIGINATOR) {
1318 if (originator->map != op->map || originator->x != op->x ||
1319 originator->y != op->y) {
1320 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1321 abort();
1322 }
1323 op->above = originator;
1324 op->below = originator->below;
1325 if (op->below) op->below->above = op;
1326 else SET_MAP_OB(op->map, op->x, op->y, op);
1327 /* since *below* originator, no need to update top */
1328 originator->below = op;
1329 } else {
1330 /* If there are other objects, then */
1331 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1332 object *last=NULL;
1333 /*
1334 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if
1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1338 * floor, we want to insert above that and no further.
1339 * Also, if there are spell objects on this space, we stop processing
1340 * once we get to them. This reduces the need to traverse over all of
1341 * them when adding another one - this saves quite a bit of cpu time
1342 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects.
1344 */
1345
1346 while (top != NULL) {
1347 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1348 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1349 if (QUERY_FLAG(top, FLAG_NO_PICK)
1350 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1351 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1352 {
1353 /* We insert above top, so we want this object below this */
1354 top=top->below;
1355 break;
1356 }
1357 last = top;
1358 top = top->above;
1359 }
1360 /* Don't want top to be NULL, so set it to the last valid object */
1361 top = last;
1362
1363 /* We let update_position deal with figuring out what the space
1364 * looks like instead of lots of conditions here.
1365 * makes things faster, and effectively the same result.
1366 */
1367
1368 /* Have object 'fall below' other objects that block view.
1369 * Unless those objects are exits, type 66
1370 * If INS_ON_TOP is used, don't do this processing
1371 * Need to find the object that in fact blocks view, otherwise
1372 * stacking is a bit odd.
1373 */
1374 if (!(flag & INS_ON_TOP) &&
1375 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1376 (op->face && !op->face->visibility)) {
1377 for (last=top; last != floor; last=last->below)
1378 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1379 /* Check to see if we found the object that blocks view,
1380 * and make sure we have a below pointer for it so that
1381 * we can get inserted below this one, which requires we
1382 * set top to the object below us.
1383 */
1384 if (last && last->below && last != floor) top=last->below;
1385 }
1386 } /* If objects on this space */
1387 if (flag & INS_MAP_LOAD)
1388 top = GET_MAP_TOP(op->map,op->x,op->y);
1389 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1390
1391 /* Top is the object that our object (op) is going to get inserted above.
1392 */
1393
1394 /* First object on this space */
1395 if (!top) {
1396 op->above = GET_MAP_OB(op->map, op->x, op->y);
1397 if (op->above) op->above->below = op;
1398 op->below = NULL;
1399 SET_MAP_OB(op->map, op->x, op->y, op);
1400 } else { /* get inserted into the stack above top */
1401 op->above = top->above;
1402 if (op->above) op->above->below = op;
1403 op->below = top;
1404 top->above = op;
1405 }
1406 if (op->above==NULL)
1407 SET_MAP_TOP(op->map,op->x, op->y, op);
1408 } /* else not INS_BELOW_ORIGINATOR */
1409
1410 if(op->type==PLAYER)
1411 op->contr->do_los=1;
1412
1413 /* If we have a floor, we know the player, if any, will be above
1414 * it, so save a few ticks and start from there.
1415 */
1416 if (!(flag & INS_MAP_LOAD))
1417 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1418 if (tmp->type == PLAYER)
1419 tmp->contr->socket.update_look=1;
1420 }
1421
1422 /* If this object glows, it may affect lighting conditions that are
1423 * visible to others on this map. But update_all_los is really
1424 * an inefficient way to do this, as it means los for all players
1425 * on the map will get recalculated. The players could very well
1426 * be far away from this change and not affected in any way -
1427 * this should get redone to only look for players within range,
1428 * or just updating the P_NEED_UPDATE for spaces within this area
1429 * of effect may be sufficient.
1430 */
1431 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1432 update_all_los(op->map, op->x, op->y);
1433
1434
1435 /* updates flags (blocked, alive, no magic, etc) for this map space */
1436 update_object(op,UP_OBJ_INSERT);
1437
1438
1439 /* Don't know if moving this to the end will break anything. However,
1440 * we want to have update_look set above before calling this.
1441 *
1442 * check_move_on() must be after this because code called from
1443 * check_move_on() depends on correct map flags (so functions like
1444 * blocked() and wall() work properly), and these flags are updated by
1445 * update_object().
1446 */
1447
1448 /* if this is not the head or flag has been passed, don't check walk on status */
1449
1450 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1451 if (check_move_on(op, originator))
1452 return NULL;
1453
1454 /* If we are a multi part object, lets work our way through the check
1455 * walk on's.
1456 */
1457 for (tmp=op->more; tmp!=NULL; tmp=tmp->more)
1458 if (check_move_on (tmp, originator))
1459 return NULL;
1460 }
1461 return op;
1462 }
1463
1464 /* this function inserts an object in the map, but if it
1465 * finds an object of its own type, it'll remove that one first.
1466 * op is the object to insert it under: supplies x and the map.
1467 */
1468 void replace_insert_ob_in_map(const char *arch_string, object *op) {
1469 object *tmp;
1470 object *tmp1;
1471
1472 /* first search for itself and remove any old instances */
1473
1474 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) {
1475 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ {
1476 remove_ob(tmp);
1477 free_object(tmp);
1478 }
1479 }
1480
1481 tmp1=arch_to_object(find_archetype(arch_string));
1482
1483
1484 tmp1->x = op->x; tmp1->y = op->y;
1485 insert_ob_in_map(tmp1,op->map,op,0);
1486 }
1487
1488 /*
1489 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1490 * is returned contains nr objects, and the remaining parts contains
1491 * the rest (or is removed and freed if that number is 0).
1492 * On failure, NULL is returned, and the reason put into the
1493 * global static errmsg array.
1494 */
1495
1496 object *get_split_ob(object *orig_ob, uint32 nr) {
1497 object *newob;
1498 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1499
1500 if(orig_ob->nrof<nr) {
1501 sprintf(errmsg,"There are only %d %ss.",
1502 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name);
1503 return NULL;
1504 }
1505 newob = object_create_clone(orig_ob);
1506 if((orig_ob->nrof-=nr)<1) {
1507 if ( ! is_removed)
1508 remove_ob(orig_ob);
1509 free_object2(orig_ob, 1);
1510 }
1511 else if ( ! is_removed) {
1512 if(orig_ob->env!=NULL)
1513 sub_weight (orig_ob->env,orig_ob->weight*nr);
1514 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1515 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1516 LOG(llevDebug,
1517 "Error, Tried to split object whose map is not in memory.\n");
1518 return NULL;
1519 }
1520 }
1521 newob->nrof=nr;
1522
1523 return newob;
1524 }
1525
1526 /*
1527 * decrease_ob_nr(object, number) decreases a specified number from
1528 * the amount of an object. If the amount reaches 0, the object
1529 * is subsequently removed and freed.
1530 *
1531 * Return value: 'op' if something is left, NULL if the amount reached 0
1532 */
1533
1534 object *decrease_ob_nr (object *op, uint32 i)
1535 {
1536 object *tmp;
1537 player *pl;
1538
1539 if (i == 0) /* objects with op->nrof require this check */
1540 return op;
1541
1542 if (i > op->nrof)
1543 i = op->nrof;
1544
1545 if (QUERY_FLAG (op, FLAG_REMOVED))
1546 {
1547 op->nrof -= i;
1548 }
1549 else if (op->env != NULL)
1550 {
1551 /* is this object in the players inventory, or sub container
1552 * therein?
1553 */
1554 tmp = is_player_inv (op->env);
1555 /* nope. Is this a container the player has opened?
1556 * If so, set tmp to that player.
1557 * IMO, searching through all the players will mostly
1558 * likely be quicker than following op->env to the map,
1559 * and then searching the map for a player.
1560 */
1561 if (!tmp) {
1562 for (pl=first_player; pl; pl=pl->next)
1563 if (pl->ob->container == op->env) break;
1564 if (pl) tmp=pl->ob;
1565 else tmp=NULL;
1566 }
1567
1568 if (i < op->nrof) {
1569 sub_weight (op->env, op->weight * i);
1570 op->nrof -= i;
1571 if (tmp) {
1572 esrv_send_item(tmp, op);
1573 }
1574 } else {
1575 remove_ob (op);
1576 op->nrof = 0;
1577 if (tmp) {
1578 esrv_del_item(tmp->contr, op->count);
1579 }
1580 }
1581 }
1582 else
1583 {
1584 object *above = op->above;
1585
1586 if (i < op->nrof) {
1587 op->nrof -= i;
1588 } else {
1589 remove_ob (op);
1590 op->nrof = 0;
1591 }
1592 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp != NULL; tmp = tmp->above)
1594 if (tmp->type == PLAYER) {
1595 if (op->nrof)
1596 esrv_send_item(tmp, op);
1597 else
1598 esrv_del_item(tmp->contr, op->count);
1599 }
1600 }
1601
1602 if (op->nrof) {
1603 return op;
1604 } else {
1605 free_object (op);
1606 return NULL;
1607 }
1608 }
1609
1610 /*
1611 * add_weight(object, weight) adds the specified weight to an object,
1612 * and also updates how much the environment(s) is/are carrying.
1613 */
1614
1615 void add_weight (object *op, signed long weight) {
1616 while (op!=NULL) {
1617 if (op->type == CONTAINER) {
1618 weight=(signed long)(weight*(100-op->stats.Str)/100);
1619 }
1620 op->carrying+=weight;
1621 op=op->env;
1622 }
1623 }
1624
1625 /*
1626 * insert_ob_in_ob(op,environment):
1627 * This function inserts the object op in the linked list
1628 * inside the object environment.
1629 *
1630 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1631 * the inventory at the last position or next to other objects of the same
1632 * type.
1633 * Frank: Now sorted by type, archetype and magic!
1634 *
1635 * The function returns now pointer to inserted item, and return value can
1636 * be != op, if items are merged. -Tero
1637 */
1638
1639 object *insert_ob_in_ob(object *op,object *where) {
1640 object *tmp, *otmp;
1641
1642 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1643 dump_object(op);
1644 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1645 return op;
1646 }
1647 if(where==NULL) {
1648 dump_object(op);
1649 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1650 return op;
1651 }
1652 if (where->head) {
1653 LOG(llevDebug,
1654 "Warning: Tried to insert object wrong part of multipart object.\n");
1655 where = where->head;
1656 }
1657 if (op->more) {
1658 LOG(llevError, "Tried to insert multipart object %s (%d)\n",
1659 &op->name, op->count);
1660 return op;
1661 }
1662 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL);
1663 CLEAR_FLAG(op, FLAG_REMOVED);
1664 if(op->nrof) {
1665 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below)
1666 if ( CAN_MERGE(tmp,op) ) {
1667 /* return the original object and remove inserted object
1668 (client needs the original object) */
1669 tmp->nrof += op->nrof;
1670 /* Weight handling gets pretty funky. Since we are adding to
1671 * tmp->nrof, we need to increase the weight.
1672 */
1673 add_weight (where, op->weight*op->nrof);
1674 SET_FLAG(op, FLAG_REMOVED);
1675 free_object(op); /* free the inserted object */
1676 op = tmp;
1677 remove_ob (op); /* and fix old object's links */
1678 CLEAR_FLAG(op, FLAG_REMOVED);
1679 break;
1680 }
1681
1682 /* I assume combined objects have no inventory
1683 * We add the weight - this object could have just been removed
1684 * (if it was possible to merge). calling remove_ob will subtract
1685 * the weight, so we need to add it in again, since we actually do
1686 * the linking below
1687 */
1688 add_weight (where, op->weight*op->nrof);
1689 } else
1690 add_weight (where, (op->weight+op->carrying));
1691
1692 otmp=is_player_inv(where);
1693 if (otmp&&otmp->contr!=NULL) {
1694 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1695 fix_player(otmp);
1696 }
1697
1698 op->map=NULL;
1699 op->env=where;
1700 op->above=NULL;
1701 op->below=NULL;
1702 op->x=0,op->y=0;
1703
1704 /* reset the light list and los of the players on the map */
1705 if((op->glow_radius!=0)&&where->map)
1706 {
1707 #ifdef DEBUG_LIGHTS
1708 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1709 op->name);
1710 #endif /* DEBUG_LIGHTS */
1711 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1712 }
1713
1714 /* Client has no idea of ordering so lets not bother ordering it here.
1715 * It sure simplifies this function...
1716 */
1717 if (where->inv==NULL)
1718 where->inv=op;
1719 else {
1720 op->below = where->inv;
1721 op->below->above = op;
1722 where->inv = op;
1723 }
1724 return op;
1725 }
1726
1727 /*
1728 * Checks if any objects has a move_type that matches objects
1729 * that effect this object on this space. Call apply() to process
1730 * these events.
1731 *
1732 * Any speed-modification due to SLOW_MOVE() of other present objects
1733 * will affect the speed_left of the object.
1734 *
1735 * originator: Player, monster or other object that caused 'op' to be inserted
1736 * into 'map'. May be NULL.
1737 *
1738 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1739 *
1740 * 4-21-95 added code to check if appropriate skill was readied - this will
1741 * permit faster movement by the player through this terrain. -b.t.
1742 *
1743 * MSW 2001-07-08: Check all objects on space, not just those below
1744 * object being inserted. insert_ob_in_map may not put new objects
1745 * on top.
1746 */
1747
1748 int check_move_on (object *op, object *originator)
1749 {
1750 object *tmp;
1751 tag_t tag;
1752 mapstruct *m=op->map;
1753 int x=op->x, y=op->y;
1754 MoveType move_on, move_slow, move_block;
1755
1756 if(QUERY_FLAG(op,FLAG_NO_APPLY))
1757 return 0;
1758
1759 tag = op->count;
1760
1761 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1762 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1763 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1764
1765 /* if nothing on this space will slow op down or be applied,
1766 * no need to do checking below. have to make sure move_type
1767 * is set, as lots of objects don't have it set - we treat that
1768 * as walking.
1769 */
1770 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1771 return 0;
1772
1773 /* This is basically inverse logic of that below - basically,
1774 * if the object can avoid the move on or slow move, they do so,
1775 * but can't do it if the alternate movement they are using is
1776 * blocked. Logic on this seems confusing, but does seem correct.
1777 */
1778 if ((op->move_type & ~move_on & ~move_block) != 0 &&
1779 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
1780
1781 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top:
1783 */
1784
1785 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
1786 tmp->above!=NULL; tmp=tmp->above) {
1787 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them.
1790 */
1791 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
1792 }
1793 for(;tmp!=NULL; tmp=tmp->below) {
1794 if (tmp == op) continue; /* Can't apply yourself */
1795
1796 /* Check to see if one of the movement types should be slowed down.
1797 * Second check makes sure that the movement types not being slowed
1798 * (~slow_move) is not blocked on this space - just because the
1799 * space doesn't slow down swimming (for example), if you can't actually
1800 * swim on that space, can't use it to avoid the penalty.
1801 */
1802 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
1803 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1804 ((op->move_type & tmp->move_slow) &&
1805 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
1806
1807 float diff;
1808
1809 diff = tmp->move_slow_penalty*FABS(op->speed);
1810 if (op->type == PLAYER) {
1811 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
1812 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
1813 diff /= 4.0;
1814 }
1815 }
1816 op->speed_left -= diff;
1817 }
1818 }
1819
1820 /* Basically same logic as above, except now for actual apply. */
1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_on) &&
1823 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
1824
1825 move_apply(tmp, op, originator);
1826 if (was_destroyed (op, tag))
1827 return 1;
1828
1829 /* what the person/creature stepped onto has moved the object
1830 * someplace new. Don't process any further - if we did,
1831 * have a feeling strange problems would result.
1832 */
1833 if (op->map != m || op->x != x || op->y != y) return 0;
1834 }
1835 }
1836 return 0;
1837 }
1838
1839 /*
1840 * present_arch(arch, map, x, y) searches for any objects with
1841 * a matching archetype at the given map and coordinates.
1842 * The first matching object is returned, or NULL if none.
1843 */
1844
1845 object *present_arch(const archetype *at, mapstruct *m, int x, int y) {
1846 object *tmp;
1847 if(m==NULL || out_of_map(m,x,y)) {
1848 LOG(llevError,"Present_arch called outside map.\n");
1849 return NULL;
1850 }
1851 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above)
1852 if(tmp->arch == at)
1853 return tmp;
1854 return NULL;
1855 }
1856
1857 /*
1858 * present(type, map, x, y) searches for any objects with
1859 * a matching type variable at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none.
1861 */
1862
1863 object *present(unsigned char type,mapstruct *m, int x,int y) {
1864 object *tmp;
1865 if(out_of_map(m,x,y)) {
1866 LOG(llevError,"Present called outside map.\n");
1867 return NULL;
1868 }
1869 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above)
1870 if(tmp->type==type)
1871 return tmp;
1872 return NULL;
1873 }
1874
1875 /*
1876 * present_in_ob(type, object) searches for any objects with
1877 * a matching type variable in the inventory of the given object.
1878 * The first matching object is returned, or NULL if none.
1879 */
1880
1881 object *present_in_ob(unsigned char type, const object *op) {
1882 object *tmp;
1883 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
1884 if(tmp->type==type)
1885 return tmp;
1886 return NULL;
1887 }
1888
1889 /*
1890 * present_in_ob (type, str, object) searches for any objects with
1891 * a matching type & name variable in the inventory of the given object.
1892 * The first matching object is returned, or NULL if none.
1893 * This is mostly used by spell effect code, so that we only
1894 * have one spell effect at a time.
1895 * type can be used to narrow the search - if type is set,
1896 * the type must also match. -1 can be passed for the type,
1897 * in which case the type does not need to pass.
1898 * str is the string to match against. Note that we match against
1899 * the object name, not the archetype name. this is so that the
1900 * spell code can use one object type (force), but change it's name
1901 * to be unique.
1902 */
1903
1904 object *present_in_ob_by_name(int type, const char *str, const object *op) {
1905 object *tmp;
1906
1907 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
1908 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name)))
1909 return tmp;
1910 }
1911 return NULL;
1912 }
1913
1914 /*
1915 * present_arch_in_ob(archetype, object) searches for any objects with
1916 * a matching archetype in the inventory of the given object.
1917 * The first matching object is returned, or NULL if none.
1918 */
1919
1920 object *present_arch_in_ob(const archetype *at, const object *op) {
1921 object *tmp;
1922 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
1923 if( tmp->arch == at)
1924 return tmp;
1925 return NULL;
1926 }
1927
1928 /*
1929 * activate recursively a flag on an object inventory
1930 */
1931 void flag_inv(object*op, int flag){
1932 object *tmp;
1933 if(op->inv)
1934 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
1935 SET_FLAG(tmp, flag);
1936 flag_inv(tmp,flag);
1937 }
1938 }/*
1939 * desactivate recursively a flag on an object inventory
1940 */
1941 void unflag_inv(object*op, int flag){
1942 object *tmp;
1943 if(op->inv)
1944 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
1945 CLEAR_FLAG(tmp, flag);
1946 unflag_inv(tmp,flag);
1947 }
1948 }
1949
1950 /*
1951 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1952 * all it's inventory (recursively).
1953 * If checksums are used, a player will get set_cheat called for
1954 * him/her-self and all object carried by a call to this function.
1955 */
1956
1957 void set_cheat(object *op) {
1958 SET_FLAG(op, FLAG_WAS_WIZ);
1959 flag_inv(op, FLAG_WAS_WIZ);
1960 }
1961
1962 /*
1963 * find_free_spot(object, map, x, y, start, stop) will search for
1964 * a spot at the given map and coordinates which will be able to contain
1965 * the given object. start and stop specifies how many squares
1966 * to search (see the freearr_x/y[] definition).
1967 * It returns a random choice among the alternatives found.
1968 * start and stop are where to start relative to the free_arr array (1,9
1969 * does all 4 immediate directions). This returns the index into the
1970 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1971 * Note - this only checks to see if there is space for the head of the
1972 * object - if it is a multispace object, this should be called for all
1973 * pieces.
1974 * Note2: This function does correctly handle tiled maps, but does not
1975 * inform the caller. However, insert_ob_in_map will update as
1976 * necessary, so the caller shouldn't need to do any special work.
1977 * Note - updated to take an object instead of archetype - this is necessary
1978 * because arch_blocked (now ob_blocked) needs to know the movement type
1979 * to know if the space in question will block the object. We can't use
1980 * the archetype because that isn't correct if the monster has been
1981 * customized, changed states, etc.
1982 */
1983
1984 int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) {
1985 int i,index=0, flag;
1986 static int altern[SIZEOFFREE];
1987
1988 for(i=start;i<stop;i++) {
1989 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]);
1990 if(!flag)
1991 altern[index++]=i;
1992
1993 /* Basically, if we find a wall on a space, we cut down the search size.
1994 * In this way, we won't return spaces that are on another side of a wall.
1995 * This mostly work, but it cuts down the search size in all directions -
1996 * if the space being examined only has a wall to the north and empty
1997 * spaces in all the other directions, this will reduce the search space
1998 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space.
2000 */
2001 else if ((flag & AB_NO_PASS) && maxfree[i]<stop)
2002 stop=maxfree[i];
2003 }
2004 if(!index) return -1;
2005 return altern[RANDOM()%index];
2006 }
2007
2008 /*
2009 * find_first_free_spot(archetype, mapstruct, x, y) works like
2010 * find_free_spot(), but it will search max number of squares.
2011 * But it will return the first available spot, not a random choice.
2012 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2013 */
2014
2015 int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) {
2016 int i;
2017 for(i=0;i<SIZEOFFREE;i++) {
2018 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]))
2019 return i;
2020 }
2021 return -1;
2022 }
2023
2024 /*
2025 * The function permute(arr, begin, end) randomly reorders the array
2026 * arr[begin..end-1].
2027 */
2028 static void permute(int *arr, int begin, int end)
2029 {
2030 int i, j, tmp, len;
2031
2032 len = end-begin;
2033 for(i = begin; i < end; i++)
2034 {
2035 j = begin+RANDOM()%len;
2036
2037 tmp = arr[i];
2038 arr[i] = arr[j];
2039 arr[j] = tmp;
2040 }
2041 }
2042
2043 /* new function to make monster searching more efficient, and effective!
2044 * This basically returns a randomized array (in the passed pointer) of
2045 * the spaces to find monsters. In this way, it won't always look for
2046 * monsters to the north first. However, the size of the array passed
2047 * covers all the spaces, so within that size, all the spaces within
2048 * the 3x3 area will be searched, just not in a predictable order.
2049 */
2050 void get_search_arr(int *search_arr)
2051 {
2052 int i;
2053
2054 for(i = 0; i < SIZEOFFREE; i++)
2055 {
2056 search_arr[i] = i;
2057 }
2058
2059 permute(search_arr, 1, SIZEOFFREE1+1);
2060 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1);
2061 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE);
2062 }
2063
2064 /*
2065 * find_dir(map, x, y, exclude) will search some close squares in the
2066 * given map at the given coordinates for live objects.
2067 * It will not considered the object given as exclude among possible
2068 * live objects.
2069 * It returns the direction toward the first/closest live object if finds
2070 * any, otherwise 0.
2071 * Perhaps incorrectly, but I'm making the assumption that exclude
2072 * is actually want is going to try and move there. We need this info
2073 * because we have to know what movement the thing looking to move
2074 * there is capable of.
2075 */
2076
2077 int find_dir(mapstruct *m, int x, int y, object *exclude) {
2078 int i,max=SIZEOFFREE, mflags;
2079 sint16 nx, ny;
2080 object *tmp;
2081 mapstruct *mp;
2082 MoveType blocked, move_type;
2083
2084 if (exclude && exclude->head) {
2085 exclude = exclude->head;
2086 move_type = exclude->move_type;
2087 } else {
2088 /* If we don't have anything, presume it can use all movement types. */
2089 move_type=MOVE_ALL;
2090 }
2091
2092 for(i=1;i<max;i++) {
2093 mp = m;
2094 nx = x + freearr_x[i];
2095 ny = y + freearr_y[i];
2096
2097 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
2098 if (mflags & P_OUT_OF_MAP) {
2099 max = maxfree[i];
2100 } else {
2101 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2102
2103 if ((move_type & blocked) == move_type) {
2104 max=maxfree[i];
2105 } else if (mflags & P_IS_ALIVE) {
2106 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) {
2107 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) &&
2108 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2109 break;
2110 }
2111 }
2112 if(tmp) {
2113 return freedir[i];
2114 }
2115 }
2116 }
2117 }
2118 return 0;
2119 }
2120
2121 /*
2122 * distance(object 1, object 2) will return the square of the
2123 * distance between the two given objects.
2124 */
2125
2126 int distance(const object *ob1, const object *ob2) {
2127 int i;
2128 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+
2129 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2130 return i;
2131 }
2132
2133 /*
2134 * find_dir_2(delta-x,delta-y) will return a direction in which
2135 * an object which has subtracted the x and y coordinates of another
2136 * object, needs to travel toward it.
2137 */
2138
2139 int find_dir_2(int x, int y) {
2140 int q;
2141
2142 if(y)
2143 q=x*100/y;
2144 else if (x)
2145 q= -300*x;
2146 else
2147 return 0;
2148
2149 if(y>0) {
2150 if(q < -242)
2151 return 3 ;
2152 if (q < -41)
2153 return 2 ;
2154 if (q < 41)
2155 return 1 ;
2156 if (q < 242)
2157 return 8 ;
2158 return 7 ;
2159 }
2160
2161 if (q < -242)
2162 return 7 ;
2163 if (q < -41)
2164 return 6 ;
2165 if (q < 41)
2166 return 5 ;
2167 if (q < 242)
2168 return 4 ;
2169
2170 return 3 ;
2171 }
2172
2173 /*
2174 * absdir(int): Returns a number between 1 and 8, which represent
2175 * the "absolute" direction of a number (it actually takes care of
2176 * "overflow" in previous calculations of a direction).
2177 */
2178
2179 int absdir(int d) {
2180 while(d<1) d+=8;
2181 while(d>8) d-=8;
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 dirdiff(int dir1, int dir2) {
2191 int d;
2192 d = abs(dir1 - dir2);
2193 if(d>4)
2194 d = 8 - d;
2195 return d;
2196 }
2197
2198 /* peterm:
2199 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2200 * Basically, this is a table of directions, and what directions
2201 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2202 * This basically means that if direction is 15, then it could either go
2203 * direction 4, 14, or 16 to get back to where we are.
2204 * Moved from spell_util.c to object.c with the other related direction
2205 * functions.
2206 */
2207
2208 int reduction_dir[SIZEOFFREE][3] = {
2209 {0,0,0}, /* 0 */
2210 {0,0,0}, /* 1 */
2211 {0,0,0}, /* 2 */
2212 {0,0,0}, /* 3 */
2213 {0,0,0}, /* 4 */
2214 {0,0,0}, /* 5 */
2215 {0,0,0}, /* 6 */
2216 {0,0,0}, /* 7 */
2217 {0,0,0}, /* 8 */
2218 {8,1,2}, /* 9 */
2219 {1,2,-1}, /* 10 */
2220 {2,10,12}, /* 11 */
2221 {2,3,-1}, /* 12 */
2222 {2,3,4}, /* 13 */
2223 {3,4,-1}, /* 14 */
2224 {4,14,16}, /* 15 */
2225 {5,4,-1}, /* 16 */
2226 {4,5,6}, /* 17 */
2227 {6,5,-1}, /* 18 */
2228 {6,20,18}, /* 19 */
2229 {7,6,-1}, /* 20 */
2230 {6,7,8}, /* 21 */
2231 {7,8,-1}, /* 22 */
2232 {8,22,24}, /* 23 */
2233 {8,1,-1}, /* 24 */
2234 {24,9,10}, /* 25 */
2235 {9,10,-1}, /* 26 */
2236 {10,11,-1}, /* 27 */
2237 {27,11,29}, /* 28 */
2238 {11,12,-1}, /* 29 */
2239 {12,13,-1}, /* 30 */
2240 {12,13,14}, /* 31 */
2241 {13,14,-1}, /* 32 */
2242 {14,15,-1}, /* 33 */
2243 {33,15,35}, /* 34 */
2244 {16,15,-1}, /* 35 */
2245 {17,16,-1}, /* 36 */
2246 {18,17,16}, /* 37 */
2247 {18,17,-1}, /* 38 */
2248 {18,19,-1}, /* 39 */
2249 {41,19,39}, /* 40 */
2250 {19,20,-1}, /* 41 */
2251 {20,21,-1}, /* 42 */
2252 {20,21,22}, /* 43 */
2253 {21,22,-1}, /* 44 */
2254 {23,22,-1}, /* 45 */
2255 {45,47,23}, /* 46 */
2256 {23,24,-1}, /* 47 */
2257 {24,9,-1}}; /* 48 */
2258
2259 /* Recursive routine to step back and see if we can
2260 * find a path to that monster that we found. If not,
2261 * we don't bother going toward it. Returns 1 if we
2262 * can see a direct way to get it
2263 * Modified to be map tile aware -.MSW
2264 */
2265
2266
2267 int can_see_monsterP(mapstruct *m, int x, int y,int dir) {
2268 sint16 dx, dy;
2269 int mflags;
2270
2271 if(dir<0) return 0; /* exit condition: invalid direction */
2272
2273 dx = x + freearr_x[dir];
2274 dy = y + freearr_y[dir];
2275
2276 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy);
2277
2278 /* This functional arguably was incorrect before - it was
2279 * checking for P_WALL - that was basically seeing if
2280 * we could move to the monster - this is being more
2281 * literal on if we can see it. To know if we can actually
2282 * move to the monster, we'd need the monster passed in or
2283 * at least its move type.
2284 */
2285 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0;
2286
2287 /* yes, can see. */
2288 if(dir < 9) return 1;
2289 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) |
2290 can_see_monsterP(m,x,y, reduction_dir[dir][1]) |
2291 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2292 }
2293
2294
2295
2296 /*
2297 * can_pick(picker, item): finds out if an object is possible to be
2298 * picked up by the picker. Returnes 1 if it can be
2299 * picked up, otherwise 0.
2300 *
2301 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2302 * core dumps if they do.
2303 *
2304 * Add a check so we can't pick up invisible objects (0.93.8)
2305 */
2306
2307 int can_pick(const object *who, const object *item) {
2308 return /*QUERY_FLAG(who,FLAG_WIZ)||*/
2309 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&&
2310 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible &&
2311 (who->type==PLAYER||item->weight<who->weight/3));
2312 }
2313
2314
2315 /*
2316 * create clone from object to another
2317 */
2318 object *object_create_clone (object *asrc) {
2319 object *dst = NULL,*tmp,*src,*part,*prev, *item;
2320
2321 if(!asrc) return NULL;
2322 src = asrc;
2323 if(src->head)
2324 src = src->head;
2325
2326 prev = NULL;
2327 for(part = src; part; part = part->more) {
2328 tmp = get_object();
2329 copy_object(part,tmp);
2330 tmp->x -= src->x;
2331 tmp->y -= src->y;
2332 if(!part->head) {
2333 dst = tmp;
2334 tmp->head = NULL;
2335 } else {
2336 tmp->head = dst;
2337 }
2338 tmp->more = NULL;
2339 if(prev)
2340 prev->more = tmp;
2341 prev = tmp;
2342 }
2343 /*** copy inventory ***/
2344 for(item = src->inv; item; item = item->below) {
2345 (void) insert_ob_in_ob(object_create_clone(item),dst);
2346 }
2347
2348 return dst;
2349 }
2350
2351 /* return true if the object was destroyed, 0 otherwise */
2352 int was_destroyed (const object *op, tag_t old_tag)
2353 {
2354 /* checking for FLAG_FREED isn't necessary, but makes this function more
2355 * robust */
2356 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2357 }
2358
2359 /* GROS - Creates an object using a string representing its content. */
2360 /* Basically, we save the content of the string to a temp file, then call */
2361 /* load_object on it. I admit it is a highly inefficient way to make things, */
2362 /* but it was simple to make and allows reusing the load_object function. */
2363 /* Remember not to use load_object_str in a time-critical situation. */
2364 /* Also remember that multiparts objects are not supported for now. */
2365
2366 object* load_object_str(const char *obstr)
2367 {
2368 object *op;
2369 char filename[MAX_BUF];
2370 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2371
2372 FILE *tempfile=fopen(filename,"w");
2373 if (tempfile == NULL)
2374 {
2375 LOG(llevError,"Error - Unable to access load object temp file\n");
2376 return NULL;
2377 };
2378 fprintf(tempfile,obstr);
2379 fclose(tempfile);
2380
2381 op=get_object();
2382
2383 object_thawer thawer (filename);
2384
2385 if (thawer)
2386 load_object(thawer,op,0);
2387
2388 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2389 CLEAR_FLAG(op,FLAG_REMOVED);
2390
2391 return op;
2392 }
2393
2394 /* This returns the first object in who's inventory that
2395 * has the same type and subtype match.
2396 * returns NULL if no match.
2397 */
2398 object *find_obj_by_type_subtype(const object *who, int type, int subtype)
2399 {
2400 object *tmp;
2401
2402 for (tmp=who->inv; tmp; tmp=tmp->below)
2403 if (tmp->type == type && tmp->subtype == subtype) return tmp;
2404
2405 return NULL;
2406 }
2407
2408 /* If ob has a field named key, return the link from the list,
2409 * otherwise return NULL.
2410 *
2411 * key must be a passed in shared string - otherwise, this won't
2412 * do the desired thing.
2413 */
2414 key_value * get_ob_key_link(const object * ob, const char * key) {
2415 key_value * link;
2416
2417 for (link = ob->key_values; link != NULL; link = link->next) {
2418 if (link->key == key) {
2419 return link;
2420 }
2421 }
2422
2423 return NULL;
2424 }
2425
2426 /*
2427 * Returns the value of op has an extra_field for key, or NULL.
2428 *
2429 * The argument doesn't need to be a shared string.
2430 *
2431 * The returned string is shared.
2432 */
2433 const char * get_ob_key_value(const object * op, const char * const key) {
2434 key_value * link;
2435 const char * canonical_key;
2436
2437 canonical_key = shstr::find (key);
2438
2439 if (canonical_key == NULL) {
2440 /* 1. There being a field named key on any object
2441 * implies there'd be a shared string to find.
2442 * 2. Since there isn't, no object has this field.
2443 * 3. Therefore, *this* object doesn't have this field.
2444 */
2445 return NULL;
2446 }
2447
2448 /* This is copied from get_ob_key_link() above -
2449 * only 4 lines, and saves the function call overhead.
2450 */
2451 for (link = op->key_values; link != NULL; link = link->next) {
2452 if (link->key == canonical_key) {
2453 return link->value;
2454 }
2455 }
2456 return NULL;
2457 }
2458
2459
2460 /*
2461 * Updates the canonical_key in op to value.
2462 *
2463 * canonical_key is a shared string (value doesn't have to be).
2464 *
2465 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2466 * keys.
2467 *
2468 * Returns TRUE on success.
2469 */
2470 int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) {
2471 key_value * field = NULL, *last=NULL;
2472
2473 for (field=op->key_values; field != NULL; field=field->next) {
2474 if (field->key != canonical_key) {
2475 last = field;
2476 continue;
2477 }
2478
2479 if (value)
2480 field->value = value;
2481 else {
2482 /* Basically, if the archetype has this key set,
2483 * we need to store the null value so when we save
2484 * it, we save the empty value so that when we load,
2485 * we get this value back again.
2486 */
2487 if (get_ob_key_link (&op->arch->clone, canonical_key))
2488 field->value = 0;
2489 else
2490 {
2491 if (last) last->next = field->next;
2492 else op->key_values = field->next;
2493
2494 delete field;
2495 }
2496 }
2497 return TRUE;
2498 }
2499 /* IF we get here, key doesn't exist */
2500
2501 /* No field, we'll have to add it. */
2502
2503 if (!add_key) {
2504 return FALSE;
2505 }
2506 /* There isn't any good reason to store a null
2507 * value in the key/value list. If the archetype has
2508 * this key, then we should also have it, so shouldn't
2509 * be here. If user wants to store empty strings,
2510 * should pass in ""
2511 */
2512 if (value == NULL) return TRUE;
2513
2514 field = new key_value;
2515
2516 field->key = canonical_key;
2517 field->value = value;
2518 /* Usual prepend-addition. */
2519 field->next = op->key_values;
2520 op->key_values = field;
2521
2522 return TRUE;
2523 }
2524
2525 /*
2526 * Updates the key in op to value.
2527 *
2528 * If add_key is FALSE, this will only update existing keys,
2529 * and not add new ones.
2530 * In general, should be little reason FALSE is ever passed in for add_key
2531 *
2532 * Returns TRUE on success.
2533 */
2534 int set_ob_key_value(object * op, const char *key, const char * value, int add_key)
2535 {
2536 shstr key_ (key);
2537 return set_ob_key_value_s (op, key_, value, add_key);
2538 }