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/cvs/deliantra/server/common/object.C
Revision: 1.18
Committed: Fri Sep 8 16:51:42 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.17: +1 -5 lines
Log Message:
generic accessors, take one

File Contents

# Content
1 /*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.17 2006-09-04 17:27:13 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 bool
117 object::can_merge (object *ob1, object *ob2)
118 {
119 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type))
121 return 0;
122
123 if (ob1->speed != ob2->speed)
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof).
129 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31)
131 return 0;
132
133 /* If the objects have been identified, set the BEEN_APPLIED flag.
134 * This is to the comparison of the flags below will be OK. We
135 * just can't ignore the been applied or identified flags, as they
136 * are not equal - just if it has been identified, the been_applied
137 * flags lose any meaning.
138 */
139 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144
145
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) ||
156 (ob1->title != ob2->title) ||
157 (ob1->msg != ob2->msg) ||
158 (ob1->weight != ob2->weight) ||
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
161 (ob1->attacktype != ob2->attacktype) ||
162 (ob1->magic != ob2->magic) ||
163 (ob1->slaying != ob2->slaying) ||
164 (ob1->skill != ob2->skill) ||
165 (ob1->value != ob2->value) ||
166 (ob1->animation_id != ob2->animation_id) ||
167 (ob1->client_type != ob2->client_type) ||
168 (ob1->materialname != ob2->materialname) ||
169 (ob1->lore != ob2->lore) ||
170 (ob1->subtype != ob2->subtype) ||
171 (ob1->move_type != ob2->move_type) ||
172 (ob1->move_block != ob2->move_block) ||
173 (ob1->move_allow != ob2->move_allow) ||
174 (ob1->move_on != ob2->move_on) ||
175 (ob1->move_off != ob2->move_off) ||
176 (ob1->move_slow != ob2->move_slow) ||
177 (ob1->move_slow_penalty != ob2->move_slow_penalty))
178 return 0;
179
180 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory.
182 */
183 if (ob1->inv || ob2->inv)
184 {
185 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0;
188
189 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv))
191 return 0;
192
193 /* inventory ok - still need to check rest of this object to see
194 * if it is valid.
195 */
196 }
197
198 /* Don't merge objects that are applied. With the new 'body' code,
199 * it is possible for most any character to have more than one of
200 * some items equipped, and we don't want those to merge.
201 */
202 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
203 return 0;
204
205 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster
207 * check?
208 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0;
212
213 switch (ob1->type)
214 {
215 case SCROLL:
216 if (ob1->level != ob2->level)
217 return 0;
218 break;
219 }
220
221 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */
226 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0;
229 }
230
231 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self)
233 {
234 ob1->optimise ();
235 ob2->optimise ();
236
237 if (ob1->self || ob2->self)
238 return 0;
239 }
240
241 /* Everything passes, must be OK. */
242 return 1;
243 }
244 /*
245 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up.
248 */
249 signed long sum_weight(object *op) {
250 signed long sum;
251 object *inv;
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) {
253 if (inv->inv)
254 sum_weight(inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 }
257 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100;
259 if(op->carrying != sum)
260 op->carrying = sum;
261 return sum;
262 }
263
264 /**
265 * Return the outermost environment object for a given object.
266 */
267
268 object *object_get_env_recursive (object *op) {
269 while (op->env != NULL)
270 op = op->env;
271 return op;
272 }
273
274 /*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't
277 * or find a player.
278 */
279
280 object *is_player_inv (object *op) {
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
282 if (op->env==op)
283 op->env = NULL;
284 return op;
285 }
286
287 /*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array.
291 */
292
293 void dump_object2(object *op) {
294 errmsg[0] = 0;
295 return;
296 //TODO//D#d#
297 #if 0
298 char *cp;
299 /* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307 #if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317 #endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324 #if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329 #endif
330 strcat(errmsg,"end\n");
331 }
332 #endif
333 }
334
335 /*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339 void dump_object(object *op) {
340 if(op==NULL) {
341 strcpy(errmsg,"[NULL pointer]");
342 return;
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346 }
347
348 void dump_all_objects(void) {
349 object *op;
350 for(op=objects;op!=NULL;op=op->next) {
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354 }
355
356 /*
357 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned.
360 */
361
362 object *get_nearest_part(object *op, const object *pl) {
363 object *tmp,*closest;
364 int last_dist,i;
365 if(op->more==NULL)
366 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more)
368 if((i=distance(tmp,pl))<last_dist)
369 closest=tmp,last_dist=i;
370 return closest;
371 }
372
373 /*
374 * Returns the object which has the count-variable equal to the argument.
375 */
376
377 object *find_object(tag_t i) {
378 object *op;
379 for(op=objects;op!=NULL;op=op->next)
380 if(op->count==i)
381 break;
382 return op;
383 }
384
385 /*
386 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999"
389 */
390
391 object *find_object_name(const char *str) {
392 const char *name = shstr::find (str);
393 object *op;
394 for(op=objects;op!=NULL;op=op->next)
395 if(&op->name == name)
396 break;
397
398 return op;
399 }
400
401 void free_all_object_data ()
402 {
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404 }
405
406 /*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417 object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428 }
429
430 void clear_owner(object *op)
431 {
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439 }
440
441 /*
442 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects.
444 */
445 void set_owner (object *op, object *owner)
446 {
447 if(owner==NULL||op==NULL)
448 return;
449
450 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid.
456 */
457 while (owner->owner && owner!=owner->owner &&
458 owner->ownercount==owner->owner->count) owner=owner->owner;
459
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470 }
471
472 /* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482 void copy_owner (object *op, object *clone)
483 {
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494 }
495
496 /* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links.
498 */
499 static void free_key_values(object * op)
500 {
501 for (key_value *i = op->key_values; i != 0; )
502 {
503 key_value *next = i->next;
504 delete i;
505 i = next;
506 }
507
508 op->key_values = 0;
509 }
510
511 void object::clear ()
512 {
513 attachable_base::clear ();
514
515 free_key_values (this);
516
517 name = 0;
518 name_pl = 0;
519 title = 0;
520 race = 0;
521 slaying = 0;
522 skill = 0;
523 msg = 0;
524 lore = 0;
525 custom_name = 0;
526 materialname = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531 }
532
533 void object::clone (object *destination)
534 {
535 *(object_copy *)destination = *(object_copy *)this;
536 *(object_pod *)destination = *(object_pod *)this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540 }
541
542 /*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547 void clear_object (object *op)
548 {
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */
564
565 op->expmul = 1.0;
566 op->face = blank_face;
567 op->attacked_by_count = -1;
568
569 if (settings.casting_time)
570 op->casting_time = -1;
571 }
572
573 /*
574 * copy object first frees everything allocated by the second object,
575 * and then copies the contends of the first object into the second
576 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object
579 * will point at garbage.
580 */
581
582 void copy_object (object *op2, object *op)
583 {
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
586
587 op2->clone (op);
588
589 if (is_freed) SET_FLAG (op, FLAG_FREED);
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED);
591
592 if (op2->speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
594
595 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL)
597 {
598 key_value *tail = NULL;
599 key_value *i;
600
601 op->key_values = NULL;
602
603 for (i = op2->key_values; i != NULL; i = i->next)
604 {
605 key_value *new_link = new key_value;
606
607 new_link->next = NULL;
608 new_link->key = i->key;
609 new_link->value = i->value;
610
611 /* Try and be clever here, too. */
612 if (op->key_values == NULL)
613 {
614 op->key_values = new_link;
615 tail = new_link;
616 }
617 else
618 {
619 tail->next = new_link;
620 tail = new_link;
621 }
622 }
623 }
624
625 update_ob_speed (op);
626 }
627
628 /*
629 * get_object() grabs an object from the list of unused objects, makes
630 * sure it is initialised, and returns it.
631 * If there are no free objects, expand_objects() is called to get more.
632 */
633
634 object *get_object ()
635 {
636 object *op = new object;
637
638 op->count = ++ob_count;
639
640 op->next = objects;
641
642 if (objects)
643 objects->prev = op;
644
645 objects = op;
646
647 SET_FLAG (op, FLAG_REMOVED);
648
649 op->expmul = 1.0;
650 op->face = blank_face;
651 op->attacked_by_count = -1;
652
653 return op;
654 }
655
656 /*
657 * If an object with the IS_TURNABLE() flag needs to be turned due
658 * to the closest player being on the other side, this function can
659 * be called to update the face variable, _and_ how it looks on the map.
660 */
661
662 void update_turn_face(object *op) {
663 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL)
664 return;
665 SET_ANIMATION(op, op->direction);
666 update_object(op,UP_OBJ_FACE);
667 }
668
669 /*
670 * Updates the speed of an object. If the speed changes from 0 to another
671 * value, or vice versa, then add/remove the object from the active list.
672 * This function needs to be called whenever the speed of an object changes.
673 */
674
675 void update_ob_speed(object *op) {
676 extern int arch_init;
677
678 /* No reason putting the archetypes objects on the speed list,
679 * since they never really need to be updated.
680 */
681
682 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
683 LOG(llevError,"Object %s is freed but has speed.\n", &op->name);
684 #ifdef MANY_CORES
685 abort();
686 #else
687 op->speed = 0;
688 #endif
689 }
690 if (arch_init) {
691 return;
692 }
693 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
694 /* If already on active list, don't do anything */
695 if (op->active_next || op->active_prev || op==active_objects)
696 return;
697
698 /* process_events() expects us to insert the object at the beginning
699 * of the list. */
700 op->active_next = active_objects;
701 if (op->active_next!=NULL)
702 op->active_next->active_prev = op;
703 active_objects = op;
704 }
705 else {
706 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects)
708 return;
709
710 if (op->active_prev==NULL) {
711 active_objects = op->active_next;
712 if (op->active_next!=NULL)
713 op->active_next->active_prev = NULL;
714 }
715 else {
716 op->active_prev->active_next = op->active_next;
717 if (op->active_next)
718 op->active_next->active_prev = op->active_prev;
719 }
720 op->active_next = NULL;
721 op->active_prev = NULL;
722 }
723 }
724
725 /* This function removes object 'op' from the list of active
726 * objects.
727 * This should only be used for style maps or other such
728 * reference maps where you don't want an object that isn't
729 * in play chewing up cpu time getting processed.
730 * The reverse of this is to call update_ob_speed, which
731 * will do the right thing based on the speed of the object.
732 */
733 void remove_from_active_list(object *op)
734 {
735 /* If not on the active list, nothing needs to be done */
736 if (!op->active_next && !op->active_prev && op!=active_objects)
737 return;
738
739 if (op->active_prev==NULL) {
740 active_objects = op->active_next;
741 if (op->active_next!=NULL)
742 op->active_next->active_prev = NULL;
743 }
744 else {
745 op->active_prev->active_next = op->active_next;
746 if (op->active_next)
747 op->active_next->active_prev = op->active_prev;
748 }
749 op->active_next = NULL;
750 op->active_prev = NULL;
751 }
752
753 /*
754 * update_object() updates the array which represents the map.
755 * It takes into account invisible objects (and represent squares covered
756 * by invisible objects by whatever is below them (unless it's another
757 * invisible object, etc...)
758 * If the object being updated is beneath a player, the look-window
759 * of that player is updated (this might be a suboptimal way of
760 * updating that window, though, since update_object() is called _often_)
761 *
762 * action is a hint of what the caller believes need to be done.
763 * For example, if the only thing that has changed is the face (due to
764 * an animation), we don't need to call update_position until that actually
765 * comes into view of a player. OTOH, many other things, like addition/removal
766 * of walls or living creatures may need us to update the flags now.
767 * current action are:
768 * UP_OBJ_INSERT: op was inserted
769 * UP_OBJ_REMOVE: op was removed
770 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
771 * as that is easier than trying to look at what may have changed.
772 * UP_OBJ_FACE: only the objects face has changed.
773 */
774
775 void update_object(object *op, int action) {
776 int update_now=0, flags;
777 MoveType move_on, move_off, move_block, move_slow;
778
779 if (op == NULL) {
780 /* this should never happen */
781 LOG(llevDebug,"update_object() called for NULL object.\n");
782 return;
783 }
784
785 if(op->env!=NULL) {
786 /* Animation is currently handled by client, so nothing
787 * to do in this case.
788 */
789 return;
790 }
791
792 /* If the map is saving, don't do anything as everything is
793 * going to get freed anyways.
794 */
795 if (!op->map || op->map->in_memory == MAP_SAVING) return;
796
797 /* make sure the object is within map boundaries */
798 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) ||
799 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) {
800 LOG(llevError,"update_object() called for object out of map!\n");
801 #ifdef MANY_CORES
802 abort();
803 #endif
804 return;
805 }
806
807 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
808 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
809 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
810 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
811 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
812 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
813
814 if (action == UP_OBJ_INSERT) {
815 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
816 update_now=1;
817
818 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
819 update_now=1;
820
821 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
822 update_now=1;
823
824 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
825 update_now=1;
826
827 if ((move_on | op->move_on) != move_on) update_now=1;
828 if ((move_off | op->move_off) != move_off) update_now=1;
829 /* This isn't perfect, but I don't expect a lot of objects to
830 * to have move_allow right now.
831 */
832 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
833 update_now=1;
834 if ((move_slow | op->move_slow) != move_slow) update_now=1;
835 }
836 /* if the object is being removed, we can't make intelligent
837 * decisions, because remove_ob can't really pass the object
838 * that is being removed.
839 */
840 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) {
841 update_now=1;
842 } else if (action == UP_OBJ_FACE) {
843 /* Nothing to do for that case */
844 }
845 else {
846 LOG(llevError,"update_object called with invalid action: %d\n", action);
847 }
848
849 if (update_now) {
850 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
851 update_position(op->map, op->x, op->y);
852 }
853
854 if(op->more!=NULL)
855 update_object(op->more, action);
856 }
857
858
859 /*
860 * free_object() frees everything allocated by an object, removes
861 * it from the list of used objects, and puts it on the list of
862 * free objects. The IS_FREED() flag is set in the object.
863 * The object must have been removed by remove_ob() first for
864 * this function to succeed.
865 *
866 * If free_inventory is set, free inventory as well. Else drop items in
867 * inventory to the ground.
868 */
869
870 void
871 free_object (object * ob)
872 {
873 free_object2 (ob, 0);
874 }
875
876 void
877 free_object2 (object * ob, int free_inventory)
878 {
879 object *tmp, *op;
880
881 if (!QUERY_FLAG (ob, FLAG_REMOVED))
882 {
883 LOG (llevDebug, "Free object called with non removed object\n");
884 dump_object (ob);
885 #ifdef MANY_CORES
886 abort ();
887 #endif
888 }
889
890 if (QUERY_FLAG (ob, FLAG_FRIENDLY))
891 {
892 LOG (llevMonster, "Warning: tried to free friendly object.\n");
893 remove_friendly_object (ob);
894 }
895
896 if (QUERY_FLAG (ob, FLAG_FREED))
897 {
898 dump_object (ob);
899 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
900 return;
901 }
902
903 if (ob->more != NULL)
904 {
905 free_object2 (ob->more, free_inventory);
906 ob->more = NULL;
907 }
908
909 if (ob->inv)
910 {
911 /* Only if the space blocks everything do we not process -
912 * if some form of movement is allowed, let objects
913 * drop on that space.
914 */
915 if (free_inventory || ob->map == NULL
916 || ob->map->in_memory != MAP_IN_MEMORY
917 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
918 {
919 op = ob->inv;
920
921 while (op != NULL)
922 {
923 tmp = op->below;
924 remove_ob (op);
925 free_object2 (op, free_inventory);
926 op = tmp;
927 }
928 }
929 else
930 { /* Put objects in inventory onto this space */
931 op = ob->inv;
932
933 while (op != NULL)
934 {
935 tmp = op->below;
936 remove_ob (op);
937
938 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
939 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
940 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
941 free_object (op);
942 else
943 {
944 op->x = ob->x;
945 op->y = ob->y;
946 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
947 }
948
949 op = tmp;
950 }
951 }
952 }
953
954 /* Remove object from the active list */
955 ob->speed = 0;
956 update_ob_speed (ob);
957
958 SET_FLAG (ob, FLAG_FREED);
959 ob->count = 0;
960
961 /* Remove this object from the list of used objects */
962 if (ob->prev == NULL)
963 {
964 objects = ob->next;
965
966 if (objects != NULL)
967 objects->prev = NULL;
968 }
969 else
970 {
971 ob->prev->next = ob->next;
972
973 if (ob->next != NULL)
974 ob->next->prev = ob->prev;
975 }
976
977 free_key_values (ob);
978
979 /* Now link it with the free_objects list: */
980 ob->prev = 0;
981 ob->next = 0;
982
983 delete ob;
984 }
985
986 /*
987 * sub_weight() recursively (outwards) subtracts a number from the
988 * weight of an object (and what is carried by it's environment(s)).
989 */
990
991 void sub_weight (object *op, signed long weight) {
992 while (op != NULL) {
993 if (op->type == CONTAINER) {
994 weight=(signed long)(weight*(100-op->stats.Str)/100);
995 }
996 op->carrying-=weight;
997 op = op->env;
998 }
999 }
1000
1001 /* remove_ob(op):
1002 * This function removes the object op from the linked list of objects
1003 * which it is currently tied to. When this function is done, the
1004 * object will have no environment. If the object previously had an
1005 * environment, the x and y coordinates will be updated to
1006 * the previous environment.
1007 * Beware: This function is called from the editor as well!
1008 */
1009
1010 void remove_ob(object *op) {
1011 object *tmp,*last=NULL;
1012 object *otmp;
1013 tag_t tag;
1014 int check_walk_off;
1015 mapstruct *m;
1016 sint16 x,y;
1017
1018
1019 if(QUERY_FLAG(op,FLAG_REMOVED)) {
1020 dump_object(op);
1021 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1022
1023 /* Changed it to always dump core in this case. As has been learned
1024 * in the past, trying to recover from errors almost always
1025 * make things worse, and this is a real error here - something
1026 * that should not happen.
1027 * Yes, if this was a mission critical app, trying to do something
1028 * to recover may make sense, but that is because failure of the app
1029 * may have other disastrous problems. Cf runs out of a script
1030 * so is easily enough restarted without any real problems.
1031 * MSW 2001-07-01
1032 */
1033 abort();
1034 }
1035 if(op->more!=NULL)
1036 remove_ob(op->more);
1037
1038 SET_FLAG(op, FLAG_REMOVED);
1039
1040 /*
1041 * In this case, the object to be removed is in someones
1042 * inventory.
1043 */
1044 if(op->env!=NULL) {
1045 if(op->nrof)
1046 sub_weight(op->env, op->weight*op->nrof);
1047 else
1048 sub_weight(op->env, op->weight+op->carrying);
1049
1050 /* NO_FIX_PLAYER is set when a great many changes are being
1051 * made to players inventory. If set, avoiding the call
1052 * to save cpu time.
1053 */
1054 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1055 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1056 fix_player(otmp);
1057
1058 if(op->above!=NULL)
1059 op->above->below=op->below;
1060 else
1061 op->env->inv=op->below;
1062
1063 if(op->below!=NULL)
1064 op->below->above=op->above;
1065
1066 /* we set up values so that it could be inserted into
1067 * the map, but we don't actually do that - it is up
1068 * to the caller to decide what we want to do.
1069 */
1070 op->x=op->env->x,op->y=op->env->y;
1071 op->map=op->env->map;
1072 op->above=NULL,op->below=NULL;
1073 op->env=NULL;
1074 return;
1075 }
1076
1077 /* If we get here, we are removing it from a map */
1078 if (op->map == NULL) return;
1079
1080 x = op->x;
1081 y = op->y;
1082 m = get_map_from_coord(op->map, &x, &y);
1083
1084 if (!m) {
1085 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1086 op->map->path, op->x, op->y);
1087 /* in old days, we used to set x and y to 0 and continue.
1088 * it seems if we get into this case, something is probablye
1089 * screwed up and should be fixed.
1090 */
1091 abort();
1092 }
1093 if (op->map != m) {
1094 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1095 op->map->path, m->path, op->x, op->y, x, y);
1096 }
1097
1098 /* Re did the following section of code - it looks like it had
1099 * lots of logic for things we no longer care about
1100 */
1101
1102 /* link the object above us */
1103 if (op->above)
1104 op->above->below=op->below;
1105 else
1106 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1107
1108 /* Relink the object below us, if there is one */
1109 if(op->below) {
1110 op->below->above=op->above;
1111 } else {
1112 /* Nothing below, which means we need to relink map object for this space
1113 * use translated coordinates in case some oddness with map tiling is
1114 * evident
1115 */
1116 if(GET_MAP_OB(m,x,y)!=op) {
1117 dump_object(op);
1118 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);
1119 dump_object(GET_MAP_OB(m,x,y));
1120 LOG(llevError,"%s\n",errmsg);
1121 }
1122 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1123 }
1124 op->above=NULL;
1125 op->below=NULL;
1126
1127 if (op->map->in_memory == MAP_SAVING)
1128 return;
1129
1130 tag = op->count;
1131 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1132 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1133 /* No point updating the players look faces if he is the object
1134 * being removed.
1135 */
1136
1137 if(tmp->type==PLAYER && tmp!=op) {
1138 /* If a container that the player is currently using somehow gets
1139 * removed (most likely destroyed), update the player view
1140 * appropriately.
1141 */
1142 if (tmp->container==op) {
1143 CLEAR_FLAG(op, FLAG_APPLIED);
1144 tmp->container=NULL;
1145 }
1146 tmp->contr->socket.update_look=1;
1147 }
1148 /* See if player moving off should effect something */
1149 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1150 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1151
1152 move_apply(tmp, op, NULL);
1153 if (was_destroyed (op, tag)) {
1154 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1155 "leaving object\n", &tmp->name, &tmp->arch->name);
1156 }
1157 }
1158
1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1160
1161 if(tmp->above == tmp)
1162 tmp->above = NULL;
1163 last=tmp;
1164 }
1165 /* last == NULL of there are no objects on this space */
1166 if (last==NULL) {
1167 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1168 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1169 * those out anyways, and if there are any flags set right now, they won't
1170 * be correct anyways.
1171 */
1172 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1173 update_position(op->map, op->x, op->y);
1174 }
1175 else
1176 update_object(last, UP_OBJ_REMOVE);
1177
1178 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1179 update_all_los(op->map, op->x, op->y);
1180
1181 }
1182
1183 /*
1184 * merge_ob(op,top):
1185 *
1186 * This function goes through all objects below and including top, and
1187 * merges op to the first matching object.
1188 * If top is NULL, it is calculated.
1189 * Returns pointer to object if it succeded in the merge, otherwise NULL
1190 */
1191
1192 object *merge_ob(object *op, object *top) {
1193 if(!op->nrof)
1194 return 0;
1195 if(top==NULL)
1196 for(top=op;top!=NULL&&top->above!=NULL;top=top->above);
1197 for(;top!=NULL;top=top->below) {
1198 if(top==op)
1199 continue;
1200 if (CAN_MERGE(op,top))
1201 {
1202 top->nrof+=op->nrof;
1203 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1204 op->weight = 0; /* Don't want any adjustements now */
1205 remove_ob(op);
1206 free_object(op);
1207 return top;
1208 }
1209 }
1210 return NULL;
1211 }
1212
1213 /*
1214 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1215 * job preparing multi-part monsters
1216 */
1217 object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){
1218 object* tmp;
1219 if (op->head)
1220 op=op->head;
1221 for (tmp=op;tmp;tmp=tmp->more){
1222 tmp->x=x+tmp->arch->clone.x;
1223 tmp->y=y+tmp->arch->clone.y;
1224 }
1225 return insert_ob_in_map (op, m, originator, flag);
1226 }
1227
1228 /*
1229 * insert_ob_in_map (op, map, originator, flag):
1230 * This function inserts the object in the two-way linked list
1231 * which represents what is on a map.
1232 * The second argument specifies the map, and the x and y variables
1233 * in the object about to be inserted specifies the position.
1234 *
1235 * originator: Player, monster or other object that caused 'op' to be inserted
1236 * into 'map'. May be NULL.
1237 *
1238 * flag is a bitmask about special things to do (or not do) when this
1239 * function is called. see the object.h file for the INS_ values.
1240 * Passing 0 for flag gives proper default values, so flag really only needs
1241 * to be set if special handling is needed.
1242 *
1243 * Return value:
1244 * new object if 'op' was merged with other object
1245 * NULL if 'op' was destroyed
1246 * just 'op' otherwise
1247 */
1248
1249 object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1250 {
1251 object *tmp, *top, *floor=NULL;
1252 sint16 x,y;
1253
1254 if (QUERY_FLAG (op, FLAG_FREED)) {
1255 LOG (llevError, "Trying to insert freed object!\n");
1256 return NULL;
1257 }
1258 if(m==NULL) {
1259 dump_object(op);
1260 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1261 return op;
1262 }
1263 if(out_of_map(m,op->x,op->y)) {
1264 dump_object(op);
1265 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1266 #ifdef MANY_CORES
1267 /* Better to catch this here, as otherwise the next use of this object
1268 * is likely to cause a crash. Better to find out where it is getting
1269 * improperly inserted.
1270 */
1271 abort();
1272 #endif
1273 return op;
1274 }
1275 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1276 dump_object(op);
1277 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1278 return op;
1279 }
1280 if(op->more!=NULL) {
1281 /* The part may be on a different map. */
1282
1283 object *more = op->more;
1284
1285 /* We really need the caller to normalize coordinates - if
1286 * we set the map, that doesn't work if the location is within
1287 * a map and this is straddling an edge. So only if coordinate
1288 * is clear wrong do we normalize it.
1289 */
1290 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1291 more->map = get_map_from_coord(m, &more->x, &more->y);
1292 } else if (!more->map) {
1293 /* For backwards compatibility - when not dealing with tiled maps,
1294 * more->map should always point to the parent.
1295 */
1296 more->map = m;
1297 }
1298
1299 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1300 if ( ! op->head)
1301 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1302 return NULL;
1303 }
1304 }
1305 CLEAR_FLAG(op,FLAG_REMOVED);
1306
1307 /* Ideally, the caller figures this out. However, it complicates a lot
1308 * of areas of callers (eg, anything that uses find_free_spot would now
1309 * need extra work
1310 */
1311 op->map=get_map_from_coord(m, &op->x, &op->y);
1312 x = op->x;
1313 y = op->y;
1314
1315 /* this has to be done after we translate the coordinates.
1316 */
1317 if(op->nrof && !(flag & INS_NO_MERGE)) {
1318 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1319 if (CAN_MERGE(op,tmp)) {
1320 op->nrof+=tmp->nrof;
1321 remove_ob(tmp);
1322 free_object(tmp);
1323 }
1324 }
1325
1326 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1327 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1328 if (!QUERY_FLAG(op, FLAG_ALIVE))
1329 CLEAR_FLAG(op, FLAG_NO_STEAL);
1330
1331 if (flag & INS_BELOW_ORIGINATOR) {
1332 if (originator->map != op->map || originator->x != op->x ||
1333 originator->y != op->y) {
1334 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort();
1336 }
1337 op->above = originator;
1338 op->below = originator->below;
1339 if (op->below) op->below->above = op;
1340 else SET_MAP_OB(op->map, op->x, op->y, op);
1341 /* since *below* originator, no need to update top */
1342 originator->below = op;
1343 } else {
1344 /* If there are other objects, then */
1345 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1346 object *last=NULL;
1347 /*
1348 * If there are multiple objects on this space, we do some trickier handling.
1349 * We've already dealt with merging if appropriate.
1350 * Generally, we want to put the new object on top. But if
1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1352 * floor, we want to insert above that and no further.
1353 * Also, if there are spell objects on this space, we stop processing
1354 * once we get to them. This reduces the need to traverse over all of
1355 * them when adding another one - this saves quite a bit of cpu time
1356 * when lots of spells are cast in one area. Currently, it is presumed
1357 * that flying non pickable objects are spell objects.
1358 */
1359
1360 while (top != NULL) {
1361 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1362 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1363 if (QUERY_FLAG(top, FLAG_NO_PICK)
1364 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1365 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1366 {
1367 /* We insert above top, so we want this object below this */
1368 top=top->below;
1369 break;
1370 }
1371 last = top;
1372 top = top->above;
1373 }
1374 /* Don't want top to be NULL, so set it to the last valid object */
1375 top = last;
1376
1377 /* We let update_position deal with figuring out what the space
1378 * looks like instead of lots of conditions here.
1379 * makes things faster, and effectively the same result.
1380 */
1381
1382 /* Have object 'fall below' other objects that block view.
1383 * Unless those objects are exits, type 66
1384 * If INS_ON_TOP is used, don't do this processing
1385 * Need to find the object that in fact blocks view, otherwise
1386 * stacking is a bit odd.
1387 */
1388 if (!(flag & INS_ON_TOP) &&
1389 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1390 (op->face && !op->face->visibility)) {
1391 for (last=top; last != floor; last=last->below)
1392 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1393 /* Check to see if we found the object that blocks view,
1394 * and make sure we have a below pointer for it so that
1395 * we can get inserted below this one, which requires we
1396 * set top to the object below us.
1397 */
1398 if (last && last->below && last != floor) top=last->below;
1399 }
1400 } /* If objects on this space */
1401 if (flag & INS_MAP_LOAD)
1402 top = GET_MAP_TOP(op->map,op->x,op->y);
1403 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1404
1405 /* Top is the object that our object (op) is going to get inserted above.
1406 */
1407
1408 /* First object on this space */
1409 if (!top) {
1410 op->above = GET_MAP_OB(op->map, op->x, op->y);
1411 if (op->above) op->above->below = op;
1412 op->below = NULL;
1413 SET_MAP_OB(op->map, op->x, op->y, op);
1414 } else { /* get inserted into the stack above top */
1415 op->above = top->above;
1416 if (op->above) op->above->below = op;
1417 op->below = top;
1418 top->above = op;
1419 }
1420 if (op->above==NULL)
1421 SET_MAP_TOP(op->map,op->x, op->y, op);
1422 } /* else not INS_BELOW_ORIGINATOR */
1423
1424 if(op->type==PLAYER)
1425 op->contr->do_los=1;
1426
1427 /* If we have a floor, we know the player, if any, will be above
1428 * it, so save a few ticks and start from there.
1429 */
1430 if (!(flag & INS_MAP_LOAD))
1431 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1432 if (tmp->type == PLAYER)
1433 tmp->contr->socket.update_look=1;
1434 }
1435
1436 /* If this object glows, it may affect lighting conditions that are
1437 * visible to others on this map. But update_all_los is really
1438 * an inefficient way to do this, as it means los for all players
1439 * on the map will get recalculated. The players could very well
1440 * be far away from this change and not affected in any way -
1441 * this should get redone to only look for players within range,
1442 * or just updating the P_NEED_UPDATE for spaces within this area
1443 * of effect may be sufficient.
1444 */
1445 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1446 update_all_los(op->map, op->x, op->y);
1447
1448
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object(op,UP_OBJ_INSERT);
1451
1452
1453 /* Don't know if moving this to the end will break anything. However,
1454 * we want to have update_look set above before calling this.
1455 *
1456 * check_move_on() must be after this because code called from
1457 * check_move_on() depends on correct map flags (so functions like
1458 * blocked() and wall() work properly), and these flags are updated by
1459 * update_object().
1460 */
1461
1462 /* if this is not the head or flag has been passed, don't check walk on status */
1463
1464 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1465 if (check_move_on(op, originator))
1466 return NULL;
1467
1468 /* If we are a multi part object, lets work our way through the check
1469 * walk on's.
1470 */
1471 for (tmp=op->more; tmp!=NULL; tmp=tmp->more)
1472 if (check_move_on (tmp, originator))
1473 return NULL;
1474 }
1475 return op;
1476 }
1477
1478 /* this function inserts an object in the map, but if it
1479 * finds an object of its own type, it'll remove that one first.
1480 * op is the object to insert it under: supplies x and the map.
1481 */
1482 void replace_insert_ob_in_map(const char *arch_string, object *op) {
1483 object *tmp;
1484 object *tmp1;
1485
1486 /* first search for itself and remove any old instances */
1487
1488 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) {
1489 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ {
1490 remove_ob(tmp);
1491 free_object(tmp);
1492 }
1493 }
1494
1495 tmp1=arch_to_object(find_archetype(arch_string));
1496
1497
1498 tmp1->x = op->x; tmp1->y = op->y;
1499 insert_ob_in_map(tmp1,op->map,op,0);
1500 }
1501
1502 /*
1503 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1504 * is returned contains nr objects, and the remaining parts contains
1505 * the rest (or is removed and freed if that number is 0).
1506 * On failure, NULL is returned, and the reason put into the
1507 * global static errmsg array.
1508 */
1509
1510 object *get_split_ob(object *orig_ob, uint32 nr) {
1511 object *newob;
1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1513
1514 if(orig_ob->nrof<nr) {
1515 sprintf(errmsg,"There are only %d %ss.",
1516 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name);
1517 return NULL;
1518 }
1519 newob = object_create_clone(orig_ob);
1520 if((orig_ob->nrof-=nr)<1) {
1521 if ( ! is_removed)
1522 remove_ob(orig_ob);
1523 free_object2(orig_ob, 1);
1524 }
1525 else if ( ! is_removed) {
1526 if(orig_ob->env!=NULL)
1527 sub_weight (orig_ob->env,orig_ob->weight*nr);
1528 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1529 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1530 LOG(llevDebug,
1531 "Error, Tried to split object whose map is not in memory.\n");
1532 return NULL;
1533 }
1534 }
1535 newob->nrof=nr;
1536
1537 return newob;
1538 }
1539
1540 /*
1541 * decrease_ob_nr(object, number) decreases a specified number from
1542 * the amount of an object. If the amount reaches 0, the object
1543 * is subsequently removed and freed.
1544 *
1545 * Return value: 'op' if something is left, NULL if the amount reached 0
1546 */
1547
1548 object *decrease_ob_nr (object *op, uint32 i)
1549 {
1550 object *tmp;
1551 player *pl;
1552
1553 if (i == 0) /* objects with op->nrof require this check */
1554 return op;
1555
1556 if (i > op->nrof)
1557 i = op->nrof;
1558
1559 if (QUERY_FLAG (op, FLAG_REMOVED))
1560 {
1561 op->nrof -= i;
1562 }
1563 else if (op->env != NULL)
1564 {
1565 /* is this object in the players inventory, or sub container
1566 * therein?
1567 */
1568 tmp = is_player_inv (op->env);
1569 /* nope. Is this a container the player has opened?
1570 * If so, set tmp to that player.
1571 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player.
1574 */
1575 if (!tmp) {
1576 for (pl=first_player; pl; pl=pl->next)
1577 if (pl->ob->container == op->env) break;
1578 if (pl) tmp=pl->ob;
1579 else tmp=NULL;
1580 }
1581
1582 if (i < op->nrof) {
1583 sub_weight (op->env, op->weight * i);
1584 op->nrof -= i;
1585 if (tmp) {
1586 esrv_send_item(tmp, op);
1587 }
1588 } else {
1589 remove_ob (op);
1590 op->nrof = 0;
1591 if (tmp) {
1592 esrv_del_item(tmp->contr, op->count);
1593 }
1594 }
1595 }
1596 else
1597 {
1598 object *above = op->above;
1599
1600 if (i < op->nrof) {
1601 op->nrof -= i;
1602 } else {
1603 remove_ob (op);
1604 op->nrof = 0;
1605 }
1606 /* Since we just removed op, op->above is null */
1607 for (tmp = above; tmp != NULL; tmp = tmp->above)
1608 if (tmp->type == PLAYER) {
1609 if (op->nrof)
1610 esrv_send_item(tmp, op);
1611 else
1612 esrv_del_item(tmp->contr, op->count);
1613 }
1614 }
1615
1616 if (op->nrof) {
1617 return op;
1618 } else {
1619 free_object (op);
1620 return NULL;
1621 }
1622 }
1623
1624 /*
1625 * add_weight(object, weight) adds the specified weight to an object,
1626 * and also updates how much the environment(s) is/are carrying.
1627 */
1628
1629 void add_weight (object *op, signed long weight) {
1630 while (op!=NULL) {
1631 if (op->type == CONTAINER) {
1632 weight=(signed long)(weight*(100-op->stats.Str)/100);
1633 }
1634 op->carrying+=weight;
1635 op=op->env;
1636 }
1637 }
1638
1639 /*
1640 * insert_ob_in_ob(op,environment):
1641 * This function inserts the object op in the linked list
1642 * inside the object environment.
1643 *
1644 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1645 * the inventory at the last position or next to other objects of the same
1646 * type.
1647 * Frank: Now sorted by type, archetype and magic!
1648 *
1649 * The function returns now pointer to inserted item, and return value can
1650 * be != op, if items are merged. -Tero
1651 */
1652
1653 object *insert_ob_in_ob(object *op,object *where) {
1654 object *tmp, *otmp;
1655
1656 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1657 dump_object(op);
1658 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1659 return op;
1660 }
1661 if(where==NULL) {
1662 dump_object(op);
1663 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1664 return op;
1665 }
1666 if (where->head) {
1667 LOG(llevDebug,
1668 "Warning: Tried to insert object wrong part of multipart object.\n");
1669 where = where->head;
1670 }
1671 if (op->more) {
1672 LOG(llevError, "Tried to insert multipart object %s (%d)\n",
1673 &op->name, op->count);
1674 return op;
1675 }
1676 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL);
1677 CLEAR_FLAG(op, FLAG_REMOVED);
1678 if(op->nrof) {
1679 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below)
1680 if ( CAN_MERGE(tmp,op) ) {
1681 /* return the original object and remove inserted object
1682 (client needs the original object) */
1683 tmp->nrof += op->nrof;
1684 /* Weight handling gets pretty funky. Since we are adding to
1685 * tmp->nrof, we need to increase the weight.
1686 */
1687 add_weight (where, op->weight*op->nrof);
1688 SET_FLAG(op, FLAG_REMOVED);
1689 free_object(op); /* free the inserted object */
1690 op = tmp;
1691 remove_ob (op); /* and fix old object's links */
1692 CLEAR_FLAG(op, FLAG_REMOVED);
1693 break;
1694 }
1695
1696 /* I assume combined objects have no inventory
1697 * We add the weight - this object could have just been removed
1698 * (if it was possible to merge). calling remove_ob will subtract
1699 * the weight, so we need to add it in again, since we actually do
1700 * the linking below
1701 */
1702 add_weight (where, op->weight*op->nrof);
1703 } else
1704 add_weight (where, (op->weight+op->carrying));
1705
1706 otmp=is_player_inv(where);
1707 if (otmp&&otmp->contr!=NULL) {
1708 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1709 fix_player(otmp);
1710 }
1711
1712 op->map=NULL;
1713 op->env=where;
1714 op->above=NULL;
1715 op->below=NULL;
1716 op->x=0,op->y=0;
1717
1718 /* reset the light list and los of the players on the map */
1719 if((op->glow_radius!=0)&&where->map)
1720 {
1721 #ifdef DEBUG_LIGHTS
1722 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1723 op->name);
1724 #endif /* DEBUG_LIGHTS */
1725 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1726 }
1727
1728 /* Client has no idea of ordering so lets not bother ordering it here.
1729 * It sure simplifies this function...
1730 */
1731 if (where->inv==NULL)
1732 where->inv=op;
1733 else {
1734 op->below = where->inv;
1735 op->below->above = op;
1736 where->inv = op;
1737 }
1738 return op;
1739 }
1740
1741 /*
1742 * Checks if any objects has a move_type that matches objects
1743 * that effect this object on this space. Call apply() to process
1744 * these events.
1745 *
1746 * Any speed-modification due to SLOW_MOVE() of other present objects
1747 * will affect the speed_left of the object.
1748 *
1749 * originator: Player, monster or other object that caused 'op' to be inserted
1750 * into 'map'. May be NULL.
1751 *
1752 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1753 *
1754 * 4-21-95 added code to check if appropriate skill was readied - this will
1755 * permit faster movement by the player through this terrain. -b.t.
1756 *
1757 * MSW 2001-07-08: Check all objects on space, not just those below
1758 * object being inserted. insert_ob_in_map may not put new objects
1759 * on top.
1760 */
1761
1762 int check_move_on (object *op, object *originator)
1763 {
1764 object *tmp;
1765 tag_t tag;
1766 mapstruct *m=op->map;
1767 int x=op->x, y=op->y;
1768 MoveType move_on, move_slow, move_block;
1769
1770 if(QUERY_FLAG(op,FLAG_NO_APPLY))
1771 return 0;
1772
1773 tag = op->count;
1774
1775 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1776 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1777 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1778
1779 /* if nothing on this space will slow op down or be applied,
1780 * no need to do checking below. have to make sure move_type
1781 * is set, as lots of objects don't have it set - we treat that
1782 * as walking.
1783 */
1784 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1785 return 0;
1786
1787 /* This is basically inverse logic of that below - basically,
1788 * if the object can avoid the move on or slow move, they do so,
1789 * but can't do it if the alternate movement they are using is
1790 * blocked. Logic on this seems confusing, but does seem correct.
1791 */
1792 if ((op->move_type & ~move_on & ~move_block) != 0 &&
1793 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
1794
1795 /* The objects have to be checked from top to bottom.
1796 * Hence, we first go to the top:
1797 */
1798
1799 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
1800 tmp->above!=NULL; tmp=tmp->above) {
1801 /* Trim the search when we find the first other spell effect
1802 * this helps performance so that if a space has 50 spell objects,
1803 * we don't need to check all of them.
1804 */
1805 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
1806 }
1807 for(;tmp!=NULL; tmp=tmp->below) {
1808 if (tmp == op) continue; /* Can't apply yourself */
1809
1810 /* Check to see if one of the movement types should be slowed down.
1811 * Second check makes sure that the movement types not being slowed
1812 * (~slow_move) is not blocked on this space - just because the
1813 * space doesn't slow down swimming (for example), if you can't actually
1814 * swim on that space, can't use it to avoid the penalty.
1815 */
1816 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
1817 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1818 ((op->move_type & tmp->move_slow) &&
1819 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
1820
1821 float diff;
1822
1823 diff = tmp->move_slow_penalty*FABS(op->speed);
1824 if (op->type == PLAYER) {
1825 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
1826 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
1827 diff /= 4.0;
1828 }
1829 }
1830 op->speed_left -= diff;
1831 }
1832 }
1833
1834 /* Basically same logic as above, except now for actual apply. */
1835 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1836 ((op->move_type & tmp->move_on) &&
1837 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
1838
1839 move_apply(tmp, op, originator);
1840 if (was_destroyed (op, tag))
1841 return 1;
1842
1843 /* what the person/creature stepped onto has moved the object
1844 * someplace new. Don't process any further - if we did,
1845 * have a feeling strange problems would result.
1846 */
1847 if (op->map != m || op->x != x || op->y != y) return 0;
1848 }
1849 }
1850 return 0;
1851 }
1852
1853 /*
1854 * present_arch(arch, map, x, y) searches for any objects with
1855 * a matching archetype at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none.
1857 */
1858
1859 object *present_arch(const archetype *at, mapstruct *m, int x, int y) {
1860 object *tmp;
1861 if(m==NULL || out_of_map(m,x,y)) {
1862 LOG(llevError,"Present_arch 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->arch == at)
1867 return tmp;
1868 return NULL;
1869 }
1870
1871 /*
1872 * present(type, map, x, y) searches for any objects with
1873 * a matching type variable at the given map and coordinates.
1874 * The first matching object is returned, or NULL if none.
1875 */
1876
1877 object *present(unsigned char type,mapstruct *m, int x,int y) {
1878 object *tmp;
1879 if(out_of_map(m,x,y)) {
1880 LOG(llevError,"Present called outside map.\n");
1881 return NULL;
1882 }
1883 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above)
1884 if(tmp->type==type)
1885 return tmp;
1886 return NULL;
1887 }
1888
1889 /*
1890 * present_in_ob(type, object) searches for any objects with
1891 * a matching type variable in the inventory of the given object.
1892 * The first matching object is returned, or NULL if none.
1893 */
1894
1895 object *present_in_ob(unsigned char type, const object *op) {
1896 object *tmp;
1897 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
1898 if(tmp->type==type)
1899 return tmp;
1900 return NULL;
1901 }
1902
1903 /*
1904 * present_in_ob (type, str, object) searches for any objects with
1905 * a matching type & name variable in the inventory of the given object.
1906 * The first matching object is returned, or NULL if none.
1907 * This is mostly used by spell effect code, so that we only
1908 * have one spell effect at a time.
1909 * type can be used to narrow the search - if type is set,
1910 * the type must also match. -1 can be passed for the type,
1911 * in which case the type does not need to pass.
1912 * str is the string to match against. Note that we match against
1913 * the object name, not the archetype name. this is so that the
1914 * spell code can use one object type (force), but change it's name
1915 * to be unique.
1916 */
1917
1918 object *present_in_ob_by_name(int type, const char *str, const object *op) {
1919 object *tmp;
1920
1921 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
1922 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name)))
1923 return tmp;
1924 }
1925 return NULL;
1926 }
1927
1928 /*
1929 * present_arch_in_ob(archetype, object) searches for any objects with
1930 * a matching archetype in the inventory of the given object.
1931 * The first matching object is returned, or NULL if none.
1932 */
1933
1934 object *present_arch_in_ob(const archetype *at, const object *op) {
1935 object *tmp;
1936 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
1937 if( tmp->arch == at)
1938 return tmp;
1939 return NULL;
1940 }
1941
1942 /*
1943 * activate recursively a flag on an object inventory
1944 */
1945 void flag_inv(object*op, int flag){
1946 object *tmp;
1947 if(op->inv)
1948 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
1949 SET_FLAG(tmp, flag);
1950 flag_inv(tmp,flag);
1951 }
1952 }/*
1953 * desactivate recursively a flag on an object inventory
1954 */
1955 void unflag_inv(object*op, int flag){
1956 object *tmp;
1957 if(op->inv)
1958 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
1959 CLEAR_FLAG(tmp, flag);
1960 unflag_inv(tmp,flag);
1961 }
1962 }
1963
1964 /*
1965 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1966 * all it's inventory (recursively).
1967 * If checksums are used, a player will get set_cheat called for
1968 * him/her-self and all object carried by a call to this function.
1969 */
1970
1971 void set_cheat(object *op) {
1972 SET_FLAG(op, FLAG_WAS_WIZ);
1973 flag_inv(op, FLAG_WAS_WIZ);
1974 }
1975
1976 /*
1977 * find_free_spot(object, map, x, y, start, stop) will search for
1978 * a spot at the given map and coordinates which will be able to contain
1979 * the given object. start and stop specifies how many squares
1980 * to search (see the freearr_x/y[] definition).
1981 * It returns a random choice among the alternatives found.
1982 * start and stop are where to start relative to the free_arr array (1,9
1983 * does all 4 immediate directions). This returns the index into the
1984 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1985 * Note - this only checks to see if there is space for the head of the
1986 * object - if it is a multispace object, this should be called for all
1987 * pieces.
1988 * Note2: This function does correctly handle tiled maps, but does not
1989 * inform the caller. However, insert_ob_in_map will update as
1990 * necessary, so the caller shouldn't need to do any special work.
1991 * Note - updated to take an object instead of archetype - this is necessary
1992 * because arch_blocked (now ob_blocked) needs to know the movement type
1993 * to know if the space in question will block the object. We can't use
1994 * the archetype because that isn't correct if the monster has been
1995 * customized, changed states, etc.
1996 */
1997
1998 int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) {
1999 int i,index=0, flag;
2000 static int altern[SIZEOFFREE];
2001
2002 for(i=start;i<stop;i++) {
2003 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]);
2004 if(!flag)
2005 altern[index++]=i;
2006
2007 /* Basically, if we find a wall on a space, we cut down the search size.
2008 * In this way, we won't return spaces that are on another side of a wall.
2009 * This mostly work, but it cuts down the search size in all directions -
2010 * if the space being examined only has a wall to the north and empty
2011 * spaces in all the other directions, this will reduce the search space
2012 * to only the spaces immediately surrounding the target area, and
2013 * won't look 2 spaces south of the target space.
2014 */
2015 else if ((flag & AB_NO_PASS) && maxfree[i]<stop)
2016 stop=maxfree[i];
2017 }
2018 if(!index) return -1;
2019 return altern[RANDOM()%index];
2020 }
2021
2022 /*
2023 * find_first_free_spot(archetype, mapstruct, x, y) works like
2024 * find_free_spot(), but it will search max number of squares.
2025 * But it will return the first available spot, not a random choice.
2026 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2027 */
2028
2029 int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) {
2030 int i;
2031 for(i=0;i<SIZEOFFREE;i++) {
2032 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]))
2033 return i;
2034 }
2035 return -1;
2036 }
2037
2038 /*
2039 * The function permute(arr, begin, end) randomly reorders the array
2040 * arr[begin..end-1].
2041 */
2042 static void permute(int *arr, int begin, int end)
2043 {
2044 int i, j, tmp, len;
2045
2046 len = end-begin;
2047 for(i = begin; i < end; i++)
2048 {
2049 j = begin+RANDOM()%len;
2050
2051 tmp = arr[i];
2052 arr[i] = arr[j];
2053 arr[j] = tmp;
2054 }
2055 }
2056
2057 /* new function to make monster searching more efficient, and effective!
2058 * This basically returns a randomized array (in the passed pointer) of
2059 * the spaces to find monsters. In this way, it won't always look for
2060 * monsters to the north first. However, the size of the array passed
2061 * covers all the spaces, so within that size, all the spaces within
2062 * the 3x3 area will be searched, just not in a predictable order.
2063 */
2064 void get_search_arr(int *search_arr)
2065 {
2066 int i;
2067
2068 for(i = 0; i < SIZEOFFREE; i++)
2069 {
2070 search_arr[i] = i;
2071 }
2072
2073 permute(search_arr, 1, SIZEOFFREE1+1);
2074 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1);
2075 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE);
2076 }
2077
2078 /*
2079 * find_dir(map, x, y, exclude) will search some close squares in the
2080 * given map at the given coordinates for live objects.
2081 * It will not considered the object given as exclude among possible
2082 * live objects.
2083 * It returns the direction toward the first/closest live object if finds
2084 * any, otherwise 0.
2085 * Perhaps incorrectly, but I'm making the assumption that exclude
2086 * is actually want is going to try and move there. We need this info
2087 * because we have to know what movement the thing looking to move
2088 * there is capable of.
2089 */
2090
2091 int find_dir(mapstruct *m, int x, int y, object *exclude) {
2092 int i,max=SIZEOFFREE, mflags;
2093 sint16 nx, ny;
2094 object *tmp;
2095 mapstruct *mp;
2096 MoveType blocked, move_type;
2097
2098 if (exclude && exclude->head) {
2099 exclude = exclude->head;
2100 move_type = exclude->move_type;
2101 } else {
2102 /* If we don't have anything, presume it can use all movement types. */
2103 move_type=MOVE_ALL;
2104 }
2105
2106 for(i=1;i<max;i++) {
2107 mp = m;
2108 nx = x + freearr_x[i];
2109 ny = y + freearr_y[i];
2110
2111 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
2112 if (mflags & P_OUT_OF_MAP) {
2113 max = maxfree[i];
2114 } else {
2115 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2116
2117 if ((move_type & blocked) == move_type) {
2118 max=maxfree[i];
2119 } else if (mflags & P_IS_ALIVE) {
2120 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) {
2121 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) &&
2122 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2123 break;
2124 }
2125 }
2126 if(tmp) {
2127 return freedir[i];
2128 }
2129 }
2130 }
2131 }
2132 return 0;
2133 }
2134
2135 /*
2136 * distance(object 1, object 2) will return the square of the
2137 * distance between the two given objects.
2138 */
2139
2140 int distance(const object *ob1, const object *ob2) {
2141 int i;
2142 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+
2143 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2144 return i;
2145 }
2146
2147 /*
2148 * find_dir_2(delta-x,delta-y) will return a direction in which
2149 * an object which has subtracted the x and y coordinates of another
2150 * object, needs to travel toward it.
2151 */
2152
2153 int find_dir_2(int x, int y) {
2154 int q;
2155
2156 if(y)
2157 q=x*100/y;
2158 else if (x)
2159 q= -300*x;
2160 else
2161 return 0;
2162
2163 if(y>0) {
2164 if(q < -242)
2165 return 3 ;
2166 if (q < -41)
2167 return 2 ;
2168 if (q < 41)
2169 return 1 ;
2170 if (q < 242)
2171 return 8 ;
2172 return 7 ;
2173 }
2174
2175 if (q < -242)
2176 return 7 ;
2177 if (q < -41)
2178 return 6 ;
2179 if (q < 41)
2180 return 5 ;
2181 if (q < 242)
2182 return 4 ;
2183
2184 return 3 ;
2185 }
2186
2187 /*
2188 * absdir(int): Returns a number between 1 and 8, which represent
2189 * the "absolute" direction of a number (it actually takes care of
2190 * "overflow" in previous calculations of a direction).
2191 */
2192
2193 int absdir(int d) {
2194 while(d<1) d+=8;
2195 while(d>8) d-=8;
2196 return d;
2197 }
2198
2199 /*
2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2201 * between two directions (which are expected to be absolute (see absdir())
2202 */
2203
2204 int dirdiff(int dir1, int dir2) {
2205 int d;
2206 d = abs(dir1 - dir2);
2207 if(d>4)
2208 d = 8 - d;
2209 return d;
2210 }
2211
2212 /* peterm:
2213 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2214 * Basically, this is a table of directions, and what directions
2215 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2216 * This basically means that if direction is 15, then it could either go
2217 * direction 4, 14, or 16 to get back to where we are.
2218 * Moved from spell_util.c to object.c with the other related direction
2219 * functions.
2220 */
2221
2222 int reduction_dir[SIZEOFFREE][3] = {
2223 {0,0,0}, /* 0 */
2224 {0,0,0}, /* 1 */
2225 {0,0,0}, /* 2 */
2226 {0,0,0}, /* 3 */
2227 {0,0,0}, /* 4 */
2228 {0,0,0}, /* 5 */
2229 {0,0,0}, /* 6 */
2230 {0,0,0}, /* 7 */
2231 {0,0,0}, /* 8 */
2232 {8,1,2}, /* 9 */
2233 {1,2,-1}, /* 10 */
2234 {2,10,12}, /* 11 */
2235 {2,3,-1}, /* 12 */
2236 {2,3,4}, /* 13 */
2237 {3,4,-1}, /* 14 */
2238 {4,14,16}, /* 15 */
2239 {5,4,-1}, /* 16 */
2240 {4,5,6}, /* 17 */
2241 {6,5,-1}, /* 18 */
2242 {6,20,18}, /* 19 */
2243 {7,6,-1}, /* 20 */
2244 {6,7,8}, /* 21 */
2245 {7,8,-1}, /* 22 */
2246 {8,22,24}, /* 23 */
2247 {8,1,-1}, /* 24 */
2248 {24,9,10}, /* 25 */
2249 {9,10,-1}, /* 26 */
2250 {10,11,-1}, /* 27 */
2251 {27,11,29}, /* 28 */
2252 {11,12,-1}, /* 29 */
2253 {12,13,-1}, /* 30 */
2254 {12,13,14}, /* 31 */
2255 {13,14,-1}, /* 32 */
2256 {14,15,-1}, /* 33 */
2257 {33,15,35}, /* 34 */
2258 {16,15,-1}, /* 35 */
2259 {17,16,-1}, /* 36 */
2260 {18,17,16}, /* 37 */
2261 {18,17,-1}, /* 38 */
2262 {18,19,-1}, /* 39 */
2263 {41,19,39}, /* 40 */
2264 {19,20,-1}, /* 41 */
2265 {20,21,-1}, /* 42 */
2266 {20,21,22}, /* 43 */
2267 {21,22,-1}, /* 44 */
2268 {23,22,-1}, /* 45 */
2269 {45,47,23}, /* 46 */
2270 {23,24,-1}, /* 47 */
2271 {24,9,-1}}; /* 48 */
2272
2273 /* Recursive routine to step back and see if we can
2274 * find a path to that monster that we found. If not,
2275 * we don't bother going toward it. Returns 1 if we
2276 * can see a direct way to get it
2277 * Modified to be map tile aware -.MSW
2278 */
2279
2280
2281 int can_see_monsterP(mapstruct *m, int x, int y,int dir) {
2282 sint16 dx, dy;
2283 int mflags;
2284
2285 if(dir<0) return 0; /* exit condition: invalid direction */
2286
2287 dx = x + freearr_x[dir];
2288 dy = y + freearr_y[dir];
2289
2290 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy);
2291
2292 /* This functional arguably was incorrect before - it was
2293 * checking for P_WALL - that was basically seeing if
2294 * we could move to the monster - this is being more
2295 * literal on if we can see it. To know if we can actually
2296 * move to the monster, we'd need the monster passed in or
2297 * at least its move type.
2298 */
2299 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0;
2300
2301 /* yes, can see. */
2302 if(dir < 9) return 1;
2303 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) |
2304 can_see_monsterP(m,x,y, reduction_dir[dir][1]) |
2305 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2306 }
2307
2308
2309
2310 /*
2311 * can_pick(picker, item): finds out if an object is possible to be
2312 * picked up by the picker. Returnes 1 if it can be
2313 * picked up, otherwise 0.
2314 *
2315 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2316 * core dumps if they do.
2317 *
2318 * Add a check so we can't pick up invisible objects (0.93.8)
2319 */
2320
2321 int can_pick(const object *who, const object *item) {
2322 return /*QUERY_FLAG(who,FLAG_WIZ)||*/
2323 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&&
2324 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible &&
2325 (who->type==PLAYER||item->weight<who->weight/3));
2326 }
2327
2328
2329 /*
2330 * create clone from object to another
2331 */
2332 object *object_create_clone (object *asrc) {
2333 object *dst = NULL,*tmp,*src,*part,*prev, *item;
2334
2335 if(!asrc) return NULL;
2336 src = asrc;
2337 if(src->head)
2338 src = src->head;
2339
2340 prev = NULL;
2341 for(part = src; part; part = part->more) {
2342 tmp = get_object();
2343 copy_object(part,tmp);
2344 tmp->x -= src->x;
2345 tmp->y -= src->y;
2346 if(!part->head) {
2347 dst = tmp;
2348 tmp->head = NULL;
2349 } else {
2350 tmp->head = dst;
2351 }
2352 tmp->more = NULL;
2353 if(prev)
2354 prev->more = tmp;
2355 prev = tmp;
2356 }
2357 /*** copy inventory ***/
2358 for(item = src->inv; item; item = item->below) {
2359 (void) insert_ob_in_ob(object_create_clone(item),dst);
2360 }
2361
2362 return dst;
2363 }
2364
2365 /* return true if the object was destroyed, 0 otherwise */
2366 int was_destroyed (const object *op, tag_t old_tag)
2367 {
2368 /* checking for FLAG_FREED isn't necessary, but makes this function more
2369 * robust */
2370 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2371 }
2372
2373 /* GROS - Creates an object using a string representing its content. */
2374 /* Basically, we save the content of the string to a temp file, then call */
2375 /* load_object on it. I admit it is a highly inefficient way to make things, */
2376 /* but it was simple to make and allows reusing the load_object function. */
2377 /* Remember not to use load_object_str in a time-critical situation. */
2378 /* Also remember that multiparts objects are not supported for now. */
2379
2380 object* load_object_str(const char *obstr)
2381 {
2382 object *op;
2383 char filename[MAX_BUF];
2384 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2385
2386 FILE *tempfile=fopen(filename,"w");
2387 if (tempfile == NULL)
2388 {
2389 LOG(llevError,"Error - Unable to access load object temp file\n");
2390 return NULL;
2391 };
2392 fprintf(tempfile,obstr);
2393 fclose(tempfile);
2394
2395 op=get_object();
2396
2397 object_thawer thawer (filename);
2398
2399 if (thawer)
2400 load_object(thawer,op,0);
2401
2402 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2403 CLEAR_FLAG(op,FLAG_REMOVED);
2404
2405 return op;
2406 }
2407
2408 /* This returns the first object in who's inventory that
2409 * has the same type and subtype match.
2410 * returns NULL if no match.
2411 */
2412 object *find_obj_by_type_subtype(const object *who, int type, int subtype)
2413 {
2414 object *tmp;
2415
2416 for (tmp=who->inv; tmp; tmp=tmp->below)
2417 if (tmp->type == type && tmp->subtype == subtype) return tmp;
2418
2419 return NULL;
2420 }
2421
2422 /* If ob has a field named key, return the link from the list,
2423 * otherwise return NULL.
2424 *
2425 * key must be a passed in shared string - otherwise, this won't
2426 * do the desired thing.
2427 */
2428 key_value * get_ob_key_link(const object * ob, const char * key) {
2429 key_value * link;
2430
2431 for (link = ob->key_values; link != NULL; link = link->next) {
2432 if (link->key == key) {
2433 return link;
2434 }
2435 }
2436
2437 return NULL;
2438 }
2439
2440 /*
2441 * Returns the value of op has an extra_field for key, or NULL.
2442 *
2443 * The argument doesn't need to be a shared string.
2444 *
2445 * The returned string is shared.
2446 */
2447 const char * get_ob_key_value(const object * op, const char * const key) {
2448 key_value * link;
2449 const char * canonical_key;
2450
2451 canonical_key = shstr::find (key);
2452
2453 if (canonical_key == NULL) {
2454 /* 1. There being a field named key on any object
2455 * implies there'd be a shared string to find.
2456 * 2. Since there isn't, no object has this field.
2457 * 3. Therefore, *this* object doesn't have this field.
2458 */
2459 return NULL;
2460 }
2461
2462 /* This is copied from get_ob_key_link() above -
2463 * only 4 lines, and saves the function call overhead.
2464 */
2465 for (link = op->key_values; link != NULL; link = link->next) {
2466 if (link->key == canonical_key) {
2467 return link->value;
2468 }
2469 }
2470 return NULL;
2471 }
2472
2473
2474 /*
2475 * Updates the canonical_key in op to value.
2476 *
2477 * canonical_key is a shared string (value doesn't have to be).
2478 *
2479 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2480 * keys.
2481 *
2482 * Returns TRUE on success.
2483 */
2484 int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) {
2485 key_value * field = NULL, *last=NULL;
2486
2487 for (field=op->key_values; field != NULL; field=field->next) {
2488 if (field->key != canonical_key) {
2489 last = field;
2490 continue;
2491 }
2492
2493 if (value)
2494 field->value = value;
2495 else {
2496 /* Basically, if the archetype has this key set,
2497 * we need to store the null value so when we save
2498 * it, we save the empty value so that when we load,
2499 * we get this value back again.
2500 */
2501 if (get_ob_key_link (&op->arch->clone, canonical_key))
2502 field->value = 0;
2503 else
2504 {
2505 if (last) last->next = field->next;
2506 else op->key_values = field->next;
2507
2508 delete field;
2509 }
2510 }
2511 return TRUE;
2512 }
2513 /* IF we get here, key doesn't exist */
2514
2515 /* No field, we'll have to add it. */
2516
2517 if (!add_key) {
2518 return FALSE;
2519 }
2520 /* There isn't any good reason to store a null
2521 * value in the key/value list. If the archetype has
2522 * this key, then we should also have it, so shouldn't
2523 * be here. If user wants to store empty strings,
2524 * should pass in ""
2525 */
2526 if (value == NULL) return TRUE;
2527
2528 field = new key_value;
2529
2530 field->key = canonical_key;
2531 field->value = value;
2532 /* Usual prepend-addition. */
2533 field->next = op->key_values;
2534 op->key_values = field;
2535
2536 return TRUE;
2537 }
2538
2539 /*
2540 * Updates the key in op to value.
2541 *
2542 * If add_key is FALSE, this will only update existing keys,
2543 * and not add new ones.
2544 * In general, should be little reason FALSE is ever passed in for add_key
2545 *
2546 * Returns TRUE on success.
2547 */
2548 int set_ob_key_value(object * op, const char *key, const char * value, int add_key)
2549 {
2550 shstr key_ (key);
2551 return set_ob_key_value_s (op, key_, value, add_key);
2552 }