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/cvs/deliantra/server/common/object.C
Revision: 1.21
Committed: Sat Sep 9 21:48:28 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.20: +77 -80 lines
Log Message:
fix a few ugly pod-constructs on non-pod objects, and a few newly introduced bugs

File Contents

# Content
1 /*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.20 2006-09-08 18:26:22 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 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
61 static int compare_ob_value_lists_one(const object * wants, const object * has) {
62 key_value * wants_field;
63
64 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
65 * objects with lists are rare, and lists stay short. If not, use a
66 * different structure or at least keep the lists sorted...
67 */
68
69 /* For each field in wants, */
70 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) {
71 key_value * has_field;
72
73 /* Look for a field in has with the same key. */
74 has_field = get_ob_key_link(has, wants_field->key);
75
76 if (has_field == NULL) {
77 /* No field with that name. */
78 return FALSE;
79 }
80
81 /* Found the matching field. */
82 if (has_field->value != wants_field->value) {
83 /* Values don't match, so this half of the comparison is false. */
84 return FALSE;
85 }
86
87 /* If we get here, we found a match. Now for the next field in wants. */
88 }
89
90 /* If we get here, every field in wants has a matching field in has. */
91 return TRUE;
92 }
93
94 /* Returns TRUE if ob1 has the same key_values as ob2. */
95 static int compare_ob_value_lists(const object * ob1, const object * ob2) {
96 /* However, there may be fields in has which aren't partnered in wants,
97 * so we need to run the comparison *twice*. :(
98 */
99 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1);
100 }
101
102 /* Function examines the 2 objects given to it, and returns true if
103 * they can be merged together.
104 *
105 * Note that this function appears a lot longer than the macro it
106 * replaces - this is mostly for clarity - a decent compiler should hopefully
107 * reduce this to the same efficiency.
108 *
109 * Check nrof variable *before* calling CAN_MERGE()
110 *
111 * Improvements made with merge: Better checking on potion, and also
112 * check weight
113 */
114
115 bool
116 object::can_merge (object *ob1, object *ob2)
117 {
118 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type))
120 return 0;
121
122 if (ob1->speed != ob2->speed)
123 return 0;
124
125 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
126 * value could not be stored in a sint32 (which unfortunately sometimes is
127 * used to store nrof).
128 */
129 if (ob1->nrof + ob2->nrof >= 1UL << 31)
130 return 0;
131
132 /* If the objects have been identified, set the BEEN_APPLIED flag.
133 * This is to the comparison of the flags below will be OK. We
134 * just can't ignore the been applied or identified flags, as they
135 * are not equal - just if it has been identified, the been_applied
136 * flags lose any meaning.
137 */
138 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
139 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
140
141 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
142 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
143
144
145 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
146 * being locked in inventory should prevent merging.
147 * 0x4 in flags3 is CLIENT_SENT
148 */
149 if ((ob1->arch != ob2->arch) ||
150 (ob1->flags[0] != ob2->flags[0]) ||
151 (ob1->flags[1] != ob2->flags[1]) ||
152 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
153 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
154 (ob1->name != ob2->name) ||
155 (ob1->title != ob2->title) ||
156 (ob1->msg != ob2->msg) ||
157 (ob1->weight != ob2->weight) ||
158 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
159 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
160 (ob1->attacktype != ob2->attacktype) ||
161 (ob1->magic != ob2->magic) ||
162 (ob1->slaying != ob2->slaying) ||
163 (ob1->skill != ob2->skill) ||
164 (ob1->value != ob2->value) ||
165 (ob1->animation_id != ob2->animation_id) ||
166 (ob1->client_type != ob2->client_type) ||
167 (ob1->materialname != ob2->materialname) ||
168 (ob1->lore != ob2->lore) ||
169 (ob1->subtype != ob2->subtype) ||
170 (ob1->move_type != ob2->move_type) ||
171 (ob1->move_block != ob2->move_block) ||
172 (ob1->move_allow != ob2->move_allow) ||
173 (ob1->move_on != ob2->move_on) ||
174 (ob1->move_off != ob2->move_off) ||
175 (ob1->move_slow != ob2->move_slow) ||
176 (ob1->move_slow_penalty != ob2->move_slow_penalty))
177 return 0;
178
179 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory.
181 */
182 if (ob1->inv || ob2->inv)
183 {
184 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0;
187
188 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv))
190 return 0;
191
192 /* inventory ok - still need to check rest of this object to see
193 * if it is valid.
194 */
195 }
196
197 /* Don't merge objects that are applied. With the new 'body' code,
198 * it is possible for most any character to have more than one of
199 * some items equipped, and we don't want those to merge.
200 */
201 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
202 return 0;
203
204 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster
206 * check?
207 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE)
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0;
211
212 switch (ob1->type)
213 {
214 case SCROLL:
215 if (ob1->level != ob2->level)
216 return 0;
217 break;
218 }
219
220 if (ob1->key_values != NULL || ob2->key_values != NULL)
221 {
222 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
224 /* One has fields, but the other one doesn't. */
225 return 0;
226 else if (!compare_ob_value_lists (ob1, ob2))
227 return 0;
228 }
229
230 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self)
232 {
233 ob1->optimise ();
234 ob2->optimise ();
235
236 if (ob1->self || ob2->self)
237 return 0;
238 }
239
240 /* Everything passes, must be OK. */
241 return 1;
242 }
243 /*
244 * sum_weight() is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much
246 * containers are carrying, and sums it up.
247 */
248 signed long sum_weight(object *op) {
249 signed long sum;
250 object *inv;
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) {
252 if (inv->inv)
253 sum_weight(inv);
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
255 }
256 if (op->type == CONTAINER && op->stats.Str)
257 sum = (sum * (100 - op->stats.Str))/100;
258 if(op->carrying != sum)
259 op->carrying = sum;
260 return sum;
261 }
262
263 /**
264 * Return the outermost environment object for a given object.
265 */
266
267 object *object_get_env_recursive (object *op) {
268 while (op->env != NULL)
269 op = op->env;
270 return op;
271 }
272
273 /*
274 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
275 * a better check. We basically keeping traversing up until we can't
276 * or find a player.
277 */
278
279 object *is_player_inv (object *op) {
280 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
281 if (op->env==op)
282 op->env = NULL;
283 return op;
284 }
285
286 /*
287 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
288 * Some error messages.
289 * The result of the dump is stored in the static global errmsg array.
290 */
291
292 void dump_object2(object *op) {
293 errmsg[0] = 0;
294 return;
295 //TODO//D#d#
296 #if 0
297 char *cp;
298 /* object *tmp;*/
299
300 if(op->arch!=NULL) {
301 strcat(errmsg,"arch ");
302 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
303 strcat(errmsg,"\n");
304 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
305 strcat(errmsg,cp);
306 #if 0
307 /* Don't dump player diffs - they are too long, mostly meaningless, and
308 * will overflow the buffer.
309 * Changed so that we don't dump inventory either. This may
310 * also overflow the buffer.
311 */
312 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
313 strcat(errmsg,cp);
314 for (tmp=op->inv; tmp; tmp=tmp->below)
315 dump_object2(tmp);
316 #endif
317 strcat(errmsg,"end\n");
318 } else {
319 strcat(errmsg,"Object ");
320 if (op->name==NULL) strcat(errmsg, "(null)");
321 else strcat(errmsg,op->name);
322 strcat(errmsg,"\n");
323 #if 0
324 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
325 strcat(errmsg,cp);
326 for (tmp=op->inv; tmp; tmp=tmp->below)
327 dump_object2(tmp);
328 #endif
329 strcat(errmsg,"end\n");
330 }
331 #endif
332 }
333
334 /*
335 * Dumps an object. Returns output in the static global errmsg array.
336 */
337
338 void dump_object(object *op) {
339 if(op==NULL) {
340 strcpy(errmsg,"[NULL pointer]");
341 return;
342 }
343 errmsg[0]='\0';
344 dump_object2(op);
345 }
346
347 void dump_all_objects(void) {
348 object *op;
349 for(op=objects;op!=NULL;op=op->next) {
350 dump_object(op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
352 }
353 }
354
355 /*
356 * get_nearest_part(multi-object, object 2) returns the part of the
357 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned.
359 */
360
361 object *get_nearest_part(object *op, const object *pl) {
362 object *tmp,*closest;
363 int last_dist,i;
364 if(op->more==NULL)
365 return op;
366 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more)
367 if((i=distance(tmp,pl))<last_dist)
368 closest=tmp,last_dist=i;
369 return closest;
370 }
371
372 /*
373 * Returns the object which has the count-variable equal to the argument.
374 */
375
376 object *find_object(tag_t i) {
377 object *op;
378 for(op=objects;op!=NULL;op=op->next)
379 if(op->count==i)
380 break;
381 return op;
382 }
383
384 /*
385 * Returns the first object which has a name equal to the argument.
386 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999"
388 */
389
390 object *find_object_name(const char *str) {
391 const char *name = shstr::find (str);
392 object *op;
393 for(op=objects;op!=NULL;op=op->next)
394 if(&op->name == name)
395 break;
396
397 return op;
398 }
399
400 void free_all_object_data ()
401 {
402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
403 }
404
405 /*
406 * Returns the object which this object marks as being the owner.
407 * A id-scheme is used to avoid pointing to objects which have been
408 * freed and are now reused. If this is detected, the owner is
409 * set to NULL, and NULL is returned.
410 * Changed 2004-02-12 - if the player is setting at the play again
411 * prompt, he is removed, and we don't want to treat him as an owner of
412 * anything, so check removed flag. I don't expect that this should break
413 * anything - once an object is removed, it is basically dead anyways.
414 */
415
416 object *get_owner(object *op) {
417 if(op->owner==NULL)
418 return NULL;
419
420 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
421 op->owner->count==op->ownercount)
422 return op->owner;
423
424 op->owner=NULL;
425 op->ownercount=0;
426 return NULL;
427 }
428
429 void clear_owner(object *op)
430 {
431 if (!op) return;
432
433 if (op->owner && op->ownercount == op->owner->count)
434 op->owner->refcount--;
435
436 op->owner = NULL;
437 op->ownercount = 0;
438 }
439
440 /*
441 * Sets the owner and sets the skill and exp pointers to owner's current
442 * skill and experience objects.
443 */
444 void set_owner (object *op, object *owner)
445 {
446 if(owner==NULL||op==NULL)
447 return;
448
449 /* next line added to allow objects which own objects */
450 /* Add a check for ownercounts in here, as I got into an endless loop
451 * with the fireball owning a poison cloud which then owned the
452 * fireball. I believe that was caused by one of the objects getting
453 * freed and then another object replacing it. Since the ownercounts
454 * didn't match, this check is valid and I believe that cause is valid.
455 */
456 while (owner->owner && owner!=owner->owner &&
457 owner->ownercount==owner->owner->count) owner=owner->owner;
458
459 /* IF the owner still has an owner, we did not resolve to a final owner.
460 * so lets not add to that.
461 */
462 if (owner->owner) return;
463
464 op->owner=owner;
465
466 op->ownercount=owner->count;
467 owner->refcount++;
468
469 }
470
471 /* Set the owner to clone's current owner and set the skill and experience
472 * objects to clone's objects (typically those objects that where the owner's
473 * current skill and experience objects at the time when clone's owner was
474 * set - not the owner's current skill and experience objects).
475 *
476 * Use this function if player created an object (e.g. fire bullet, swarm
477 * spell), and this object creates further objects whose kills should be
478 * accounted for the player's original skill, even if player has changed
479 * skills meanwhile.
480 */
481 void copy_owner (object *op, object *clone)
482 {
483 object *owner = get_owner (clone);
484 if (owner == NULL) {
485 /* players don't have owners - they own themselves. Update
486 * as appropriate.
487 */
488 if (clone->type == PLAYER) owner=clone;
489 else return;
490 }
491 set_owner(op, owner);
492
493 }
494
495 /* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links.
497 */
498 static void free_key_values(object * op)
499 {
500 for (key_value *i = op->key_values; i != 0; )
501 {
502 key_value *next = i->next;
503 delete i;
504 i = next;
505 }
506
507 op->key_values = 0;
508 }
509
510 void object::clear ()
511 {
512 attachable_base::clear ();
513
514 free_key_values (this);
515
516 name = 0;
517 name_pl = 0;
518 title = 0;
519 race = 0;
520 slaying = 0;
521 skill = 0;
522 msg = 0;
523 lore = 0;
524 custom_name = 0;
525 materialname = 0;
526
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528
529 SET_FLAG (this, FLAG_REMOVED);
530 }
531
532 void object::clone (object *destination)
533 {
534 *(object_copy *)destination = *(object_copy *)this;
535 *(object_pod *)destination = *(object_pod *)this;
536
537 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539 }
540
541 /*
542 * clear_object() frees everything allocated by an object, and also
543 * clears all variables and flags to default settings.
544 */
545
546 void clear_object (object *op)
547 {
548 op->clear ();
549
550 op->contr = NULL;
551 op->below = NULL;
552 op->above = NULL;
553 op->inv = NULL;
554 op->container=NULL;
555 op->env=NULL;
556 op->more=NULL;
557 op->head=NULL;
558 op->map=NULL;
559 op->refcount=0;
560 op->active_next = NULL;
561 op->active_prev = NULL;
562 /* What is not cleared is next, prev, and count */
563
564 op->expmul = 1.0;
565 op->face = blank_face;
566 op->attacked_by_count = -1;
567
568 if (settings.casting_time)
569 op->casting_time = -1;
570 }
571
572 /*
573 * copy object first frees everything allocated by the second object,
574 * and then copies the contends of the first object into the second
575 * object, allocating what needs to be allocated. Basically, any
576 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
577 * if the first object is freed, the pointers in the new object
578 * will point at garbage.
579 */
580
581 void copy_object (object *op2, object *op)
582 {
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
585
586 op2->clone (op);
587
588 if (is_freed) SET_FLAG (op, FLAG_FREED);
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED);
590
591 if (op2->speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
593
594 /* Copy over key_values, if any. */
595 if (op2->key_values != NULL)
596 {
597 key_value *tail = NULL;
598 key_value *i;
599
600 op->key_values = NULL;
601
602 for (i = op2->key_values; i != NULL; i = i->next)
603 {
604 key_value *new_link = new key_value;
605
606 new_link->next = NULL;
607 new_link->key = i->key;
608 new_link->value = i->value;
609
610 /* Try and be clever here, too. */
611 if (op->key_values == NULL)
612 {
613 op->key_values = new_link;
614 tail = new_link;
615 }
616 else
617 {
618 tail->next = new_link;
619 tail = new_link;
620 }
621 }
622 }
623
624 update_ob_speed (op);
625 }
626
627 /*
628 * If an object with the IS_TURNABLE() flag needs to be turned due
629 * to the closest player being on the other side, this function can
630 * be called to update the face variable, _and_ how it looks on the map.
631 */
632
633 void update_turn_face(object *op) {
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL)
635 return;
636 SET_ANIMATION(op, op->direction);
637 update_object(op,UP_OBJ_FACE);
638 }
639
640 /*
641 * Updates the speed of an object. If the speed changes from 0 to another
642 * value, or vice versa, then add/remove the object from the active list.
643 * This function needs to be called whenever the speed of an object changes.
644 */
645
646 void update_ob_speed(object *op) {
647 extern int arch_init;
648
649 /* No reason putting the archetypes objects on the speed list,
650 * since they never really need to be updated.
651 */
652
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
654 LOG(llevError,"Object %s is freed but has speed.\n", &op->name);
655 #ifdef MANY_CORES
656 abort();
657 #else
658 op->speed = 0;
659 #endif
660 }
661 if (arch_init) {
662 return;
663 }
664 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
665 /* If already on active list, don't do anything */
666 if (op->active_next || op->active_prev || op==active_objects)
667 return;
668
669 /* process_events() expects us to insert the object at the beginning
670 * of the list. */
671 op->active_next = active_objects;
672 if (op->active_next!=NULL)
673 op->active_next->active_prev = op;
674 active_objects = op;
675 }
676 else {
677 /* If not on the active list, nothing needs to be done */
678 if (!op->active_next && !op->active_prev && op!=active_objects)
679 return;
680
681 if (op->active_prev==NULL) {
682 active_objects = op->active_next;
683 if (op->active_next!=NULL)
684 op->active_next->active_prev = NULL;
685 }
686 else {
687 op->active_prev->active_next = op->active_next;
688 if (op->active_next)
689 op->active_next->active_prev = op->active_prev;
690 }
691 op->active_next = NULL;
692 op->active_prev = NULL;
693 }
694 }
695
696 /* This function removes object 'op' from the list of active
697 * objects.
698 * This should only be used for style maps or other such
699 * reference maps where you don't want an object that isn't
700 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which
702 * will do the right thing based on the speed of the object.
703 */
704 void remove_from_active_list(object *op)
705 {
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 * update_object() updates the array which represents the map.
726 * It takes into account invisible objects (and represent squares covered
727 * by invisible objects by whatever is below them (unless it's another
728 * invisible object, etc...)
729 * If the object being updated is beneath a player, the look-window
730 * of that player is updated (this might be a suboptimal way of
731 * updating that window, though, since update_object() is called _often_)
732 *
733 * action is a hint of what the caller believes need to be done.
734 * For example, if the only thing that has changed is the face (due to
735 * an animation), we don't need to call update_position until that actually
736 * comes into view of a player. OTOH, many other things, like addition/removal
737 * of walls or living creatures may need us to update the flags now.
738 * current action are:
739 * UP_OBJ_INSERT: op was inserted
740 * UP_OBJ_REMOVE: op was removed
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed.
744 */
745
746 void update_object(object *op, int action) {
747 int update_now=0, flags;
748 MoveType move_on, move_off, move_block, move_slow;
749
750 if (op == NULL) {
751 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n");
753 return;
754 }
755
756 if(op->env!=NULL) {
757 /* Animation is currently handled by client, so nothing
758 * to do in this case.
759 */
760 return;
761 }
762
763 /* If the map is saving, don't do anything as everything is
764 * going to get freed anyways.
765 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return;
767
768 /* make sure the object is within map boundaries */
769 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) ||
770 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) {
771 LOG(llevError,"update_object() called for object out of map!\n");
772 #ifdef MANY_CORES
773 abort();
774 #endif
775 return;
776 }
777
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
779 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
781 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
782 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
783 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
784
785 if (action == UP_OBJ_INSERT) {
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
787 update_now=1;
788
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
790 update_now=1;
791
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
793 update_now=1;
794
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1;
797
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1;
800
801 if ((move_on | op->move_on) != move_on) update_now=1;
802
803 if ((move_off | op->move_off) != move_off) update_now=1;
804
805 /* This isn't perfect, but I don't expect a lot of objects to
806 * to have move_allow right now.
807 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
809 update_now=1;
810
811 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1;
813 }
814 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object
816 * that is being removed.
817 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) {
819 update_now=1;
820 } else if (action == UP_OBJ_FACE) {
821 /* Nothing to do for that case */
822 }
823 else {
824 LOG(llevError,"update_object called with invalid action: %d\n", action);
825 }
826
827 if (update_now) {
828 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
829 update_position(op->map, op->x, op->y);
830 }
831
832 if(op->more!=NULL)
833 update_object(op->more, action);
834 }
835
836 static std::vector<object *> mortals;
837
838 void object::free_mortals ()
839 {
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i)
841 delete *i;
842
843 mortals.clear ();
844 }
845
846 object::object ()
847 {
848 count = ++ob_count;
849
850 prev = 0;
851 next = objects;
852
853 if (objects)
854 objects->prev = this;
855
856 objects = this;
857
858 SET_FLAG (this, FLAG_REMOVED);
859
860 expmul = 1.0;
861 face = blank_face;
862 attacked_by_count = -1;
863 }
864
865 object::~object ()
866 {
867 }
868
869 object *object::create ()
870 {
871 return new object;
872 }
873
874 /*
875 * free_object() frees everything allocated by an object, removes
876 * it from the list of used objects, and puts it on the list of
877 * free objects. The IS_FREED() flag is set in the object.
878 * The object must have been removed by remove_ob() first for
879 * this function to succeed.
880 *
881 * If free_inventory is set, free inventory as well. Else drop items in
882 * inventory to the ground.
883 */
884 void
885 object::free (bool free_inventory)
886 {
887 if (!QUERY_FLAG (this, FLAG_REMOVED))
888 {
889 LOG (llevDebug, "Free object called with non removed object\n");
890 dump_object (this);
891 #ifdef MANY_CORES
892 abort ();
893 #endif
894 }
895
896 if (QUERY_FLAG (this, FLAG_FRIENDLY))
897 {
898 LOG (llevMonster, "Warning: tried to free friendly object.\n");
899 remove_friendly_object (this);
900 }
901
902 if (QUERY_FLAG (this, FLAG_FREED))
903 {
904 dump_object (this);
905 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
906 return;
907 }
908
909 if (more)
910 {
911 more->free (free_inventory);
912 more = 0;
913 }
914
915 if (inv)
916 {
917 /* Only if the space blocks everything do we not process -
918 * if some form of movement is allowed, let objects
919 * drop on that space.
920 */
921 if (free_inventory || !map
922 || map->in_memory != MAP_IN_MEMORY
923 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
924 {
925 object *op = inv;
926
927 while (op)
928 {
929 object *tmp = op->below;
930 remove_ob (op);
931 op->free (free_inventory);
932 op = tmp;
933 }
934 }
935 else
936 { /* Put objects in inventory onto this space */
937 object *op = inv;
938
939 while (op)
940 {
941 object *tmp = op->below;
942 remove_ob (op);
943
944 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
945 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
946 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
947 free_object (op);
948 else
949 {
950 op->x = x;
951 op->y = y;
952 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
953 }
954
955 op = tmp;
956 }
957 }
958 }
959
960 /* Remove object from the active list */
961 speed = 0;
962 update_ob_speed (this);
963
964 SET_FLAG (this, FLAG_FREED);
965
966 mortalise ();
967 }
968
969 void
970 object::mortalise ()
971 {
972 count = 0;
973
974 /* Remove this object from the list of used objects */
975 if (prev) prev->next = next;
976 if (next) next->prev = prev;
977 if (this == objects) objects = next;
978
979 free_key_values (this);
980
981 mortals.push_back (this);
982 }
983
984 /*
985 * sub_weight() recursively (outwards) subtracts a number from the
986 * weight of an object (and what is carried by it's environment(s)).
987 */
988
989 void sub_weight (object *op, signed long weight) {
990 while (op != NULL) {
991 if (op->type == CONTAINER) {
992 weight=(signed long)(weight*(100-op->stats.Str)/100);
993 }
994 op->carrying-=weight;
995 op = op->env;
996 }
997 }
998
999 /* remove_ob(op):
1000 * This function removes the object op from the linked list of objects
1001 * which it is currently tied to. When this function is done, the
1002 * object will have no environment. If the object previously had an
1003 * environment, the x and y coordinates will be updated to
1004 * the previous environment.
1005 * Beware: This function is called from the editor as well!
1006 */
1007
1008 void remove_ob(object *op) {
1009 object *tmp,*last=NULL;
1010 object *otmp;
1011 tag_t tag;
1012 int check_walk_off;
1013 mapstruct *m;
1014 sint16 x,y;
1015
1016
1017 if(QUERY_FLAG(op,FLAG_REMOVED)) {
1018 dump_object(op);
1019 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1020
1021 /* Changed it to always dump core in this case. As has been learned
1022 * in the past, trying to recover from errors almost always
1023 * make things worse, and this is a real error here - something
1024 * that should not happen.
1025 * Yes, if this was a mission critical app, trying to do something
1026 * to recover may make sense, but that is because failure of the app
1027 * may have other disastrous problems. Cf runs out of a script
1028 * so is easily enough restarted without any real problems.
1029 * MSW 2001-07-01
1030 */
1031 abort();
1032 }
1033 if(op->more!=NULL)
1034 remove_ob(op->more);
1035
1036 SET_FLAG(op, FLAG_REMOVED);
1037
1038 /*
1039 * In this case, the object to be removed is in someones
1040 * inventory.
1041 */
1042 if(op->env!=NULL) {
1043 if(op->nrof)
1044 sub_weight(op->env, op->weight*op->nrof);
1045 else
1046 sub_weight(op->env, op->weight+op->carrying);
1047
1048 /* NO_FIX_PLAYER is set when a great many changes are being
1049 * made to players inventory. If set, avoiding the call
1050 * to save cpu time.
1051 */
1052 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1053 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1054 fix_player(otmp);
1055
1056 if(op->above!=NULL)
1057 op->above->below=op->below;
1058 else
1059 op->env->inv=op->below;
1060
1061 if(op->below!=NULL)
1062 op->below->above=op->above;
1063
1064 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do.
1067 */
1068 op->x=op->env->x,op->y=op->env->y;
1069 op->map=op->env->map;
1070 op->above=NULL,op->below=NULL;
1071 op->env=NULL;
1072 return;
1073 }
1074
1075 /* If we get here, we are removing it from a map */
1076 if (op->map == NULL) return;
1077
1078 x = op->x;
1079 y = op->y;
1080 m = get_map_from_coord(op->map, &x, &y);
1081
1082 if (!m) {
1083 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1084 op->map->path, op->x, op->y);
1085 /* in old days, we used to set x and y to 0 and continue.
1086 * it seems if we get into this case, something is probablye
1087 * screwed up and should be fixed.
1088 */
1089 abort();
1090 }
1091 if (op->map != m) {
1092 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1093 op->map->path, m->path, op->x, op->y, x, y);
1094 }
1095
1096 /* Re did the following section of code - it looks like it had
1097 * lots of logic for things we no longer care about
1098 */
1099
1100 /* link the object above us */
1101 if (op->above)
1102 op->above->below=op->below;
1103 else
1104 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1105
1106 /* Relink the object below us, if there is one */
1107 if(op->below) {
1108 op->below->above=op->above;
1109 } else {
1110 /* Nothing below, which means we need to relink map object for this space
1111 * use translated coordinates in case some oddness with map tiling is
1112 * evident
1113 */
1114 if(GET_MAP_OB(m,x,y)!=op) {
1115 dump_object(op);
1116 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);
1117 dump_object(GET_MAP_OB(m,x,y));
1118 LOG(llevError,"%s\n",errmsg);
1119 }
1120 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1121 }
1122 op->above=NULL;
1123 op->below=NULL;
1124
1125 if (op->map->in_memory == MAP_SAVING)
1126 return;
1127
1128 tag = op->count;
1129 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1130 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1131 /* No point updating the players look faces if he is the object
1132 * being removed.
1133 */
1134
1135 if(tmp->type==PLAYER && tmp!=op) {
1136 /* If a container that the player is currently using somehow gets
1137 * removed (most likely destroyed), update the player view
1138 * appropriately.
1139 */
1140 if (tmp->container==op) {
1141 CLEAR_FLAG(op, FLAG_APPLIED);
1142 tmp->container=NULL;
1143 }
1144 tmp->contr->socket.update_look=1;
1145 }
1146 /* See if player moving off should effect something */
1147 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1148 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1149
1150 move_apply(tmp, op, NULL);
1151 if (was_destroyed (op, tag)) {
1152 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1153 "leaving object\n", &tmp->name, &tmp->arch->name);
1154 }
1155 }
1156
1157 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1158
1159 if(tmp->above == tmp)
1160 tmp->above = NULL;
1161 last=tmp;
1162 }
1163 /* last == NULL of there are no objects on this space */
1164 if (last==NULL) {
1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1166 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1167 * those out anyways, and if there are any flags set right now, they won't
1168 * be correct anyways.
1169 */
1170 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1171 update_position(op->map, op->x, op->y);
1172 }
1173 else
1174 update_object(last, UP_OBJ_REMOVE);
1175
1176 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1177 update_all_los(op->map, op->x, op->y);
1178
1179 }
1180
1181 /*
1182 * merge_ob(op,top):
1183 *
1184 * This function goes through all objects below and including top, and
1185 * merges op to the first matching object.
1186 * If top is NULL, it is calculated.
1187 * Returns pointer to object if it succeded in the merge, otherwise NULL
1188 */
1189
1190 object *merge_ob(object *op, object *top) {
1191 if(!op->nrof)
1192 return 0;
1193 if(top==NULL)
1194 for(top=op;top!=NULL&&top->above!=NULL;top=top->above);
1195 for(;top!=NULL;top=top->below) {
1196 if(top==op)
1197 continue;
1198 if (CAN_MERGE(op,top))
1199 {
1200 top->nrof+=op->nrof;
1201 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1202 op->weight = 0; /* Don't want any adjustements now */
1203 remove_ob(op);
1204 free_object(op);
1205 return top;
1206 }
1207 }
1208 return NULL;
1209 }
1210
1211 /*
1212 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1213 * job preparing multi-part monsters
1214 */
1215 object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){
1216 object* tmp;
1217 if (op->head)
1218 op=op->head;
1219 for (tmp=op;tmp;tmp=tmp->more){
1220 tmp->x=x+tmp->arch->clone.x;
1221 tmp->y=y+tmp->arch->clone.y;
1222 }
1223 return insert_ob_in_map (op, m, originator, flag);
1224 }
1225
1226 /*
1227 * insert_ob_in_map (op, map, originator, flag):
1228 * This function inserts the object in the two-way linked list
1229 * which represents what is on a map.
1230 * The second argument specifies the map, and the x and y variables
1231 * in the object about to be inserted specifies the position.
1232 *
1233 * originator: Player, monster or other object that caused 'op' to be inserted
1234 * into 'map'. May be NULL.
1235 *
1236 * flag is a bitmask about special things to do (or not do) when this
1237 * function is called. see the object.h file for the INS_ values.
1238 * Passing 0 for flag gives proper default values, so flag really only needs
1239 * to be set if special handling is needed.
1240 *
1241 * Return value:
1242 * new object if 'op' was merged with other object
1243 * NULL if 'op' was destroyed
1244 * just 'op' otherwise
1245 */
1246
1247 object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1248 {
1249 object *tmp, *top, *floor=NULL;
1250 sint16 x,y;
1251
1252 if (QUERY_FLAG (op, FLAG_FREED)) {
1253 LOG (llevError, "Trying to insert freed object!\n");
1254 return NULL;
1255 }
1256 if(m==NULL) {
1257 dump_object(op);
1258 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1259 return op;
1260 }
1261 if(out_of_map(m,op->x,op->y)) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1264 #ifdef MANY_CORES
1265 /* Better to catch this here, as otherwise the next use of this object
1266 * is likely to cause a crash. Better to find out where it is getting
1267 * improperly inserted.
1268 */
1269 abort();
1270 #endif
1271 return op;
1272 }
1273 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1274 dump_object(op);
1275 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1276 return op;
1277 }
1278 if(op->more!=NULL) {
1279 /* The part may be on a different map. */
1280
1281 object *more = op->more;
1282
1283 /* We really need the caller to normalize coordinates - if
1284 * we set the map, that doesn't work if the location is within
1285 * a map and this is straddling an edge. So only if coordinate
1286 * is clear wrong do we normalize it.
1287 */
1288 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1289 more->map = get_map_from_coord(m, &more->x, &more->y);
1290 } else if (!more->map) {
1291 /* For backwards compatibility - when not dealing with tiled maps,
1292 * more->map should always point to the parent.
1293 */
1294 more->map = m;
1295 }
1296
1297 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1298 if ( ! op->head)
1299 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1300 return NULL;
1301 }
1302 }
1303 CLEAR_FLAG(op,FLAG_REMOVED);
1304
1305 /* Ideally, the caller figures this out. However, it complicates a lot
1306 * of areas of callers (eg, anything that uses find_free_spot would now
1307 * need extra work
1308 */
1309 op->map=get_map_from_coord(m, &op->x, &op->y);
1310 x = op->x;
1311 y = op->y;
1312
1313 /* this has to be done after we translate the coordinates.
1314 */
1315 if(op->nrof && !(flag & INS_NO_MERGE)) {
1316 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1317 if (CAN_MERGE(op,tmp)) {
1318 op->nrof+=tmp->nrof;
1319 remove_ob(tmp);
1320 free_object(tmp);
1321 }
1322 }
1323
1324 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1326 if (!QUERY_FLAG(op, FLAG_ALIVE))
1327 CLEAR_FLAG(op, FLAG_NO_STEAL);
1328
1329 if (flag & INS_BELOW_ORIGINATOR) {
1330 if (originator->map != op->map || originator->x != op->x ||
1331 originator->y != op->y) {
1332 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1333 abort();
1334 }
1335 op->above = originator;
1336 op->below = originator->below;
1337 if (op->below) op->below->above = op;
1338 else SET_MAP_OB(op->map, op->x, op->y, op);
1339 /* since *below* originator, no need to update top */
1340 originator->below = op;
1341 } else {
1342 /* If there are other objects, then */
1343 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1344 object *last=NULL;
1345 /*
1346 * If there are multiple objects on this space, we do some trickier handling.
1347 * We've already dealt with merging if appropriate.
1348 * Generally, we want to put the new object on top. But if
1349 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1350 * floor, we want to insert above that and no further.
1351 * Also, if there are spell objects on this space, we stop processing
1352 * once we get to them. This reduces the need to traverse over all of
1353 * them when adding another one - this saves quite a bit of cpu time
1354 * when lots of spells are cast in one area. Currently, it is presumed
1355 * that flying non pickable objects are spell objects.
1356 */
1357
1358 while (top != NULL) {
1359 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1360 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1361 if (QUERY_FLAG(top, FLAG_NO_PICK)
1362 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1363 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1364 {
1365 /* We insert above top, so we want this object below this */
1366 top=top->below;
1367 break;
1368 }
1369 last = top;
1370 top = top->above;
1371 }
1372 /* Don't want top to be NULL, so set it to the last valid object */
1373 top = last;
1374
1375 /* We let update_position deal with figuring out what the space
1376 * looks like instead of lots of conditions here.
1377 * makes things faster, and effectively the same result.
1378 */
1379
1380 /* Have object 'fall below' other objects that block view.
1381 * Unless those objects are exits, type 66
1382 * If INS_ON_TOP is used, don't do this processing
1383 * Need to find the object that in fact blocks view, otherwise
1384 * stacking is a bit odd.
1385 */
1386 if (!(flag & INS_ON_TOP) &&
1387 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1388 (op->face && !op->face->visibility)) {
1389 for (last=top; last != floor; last=last->below)
1390 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1391 /* Check to see if we found the object that blocks view,
1392 * and make sure we have a below pointer for it so that
1393 * we can get inserted below this one, which requires we
1394 * set top to the object below us.
1395 */
1396 if (last && last->below && last != floor) top=last->below;
1397 }
1398 } /* If objects on this space */
1399 if (flag & INS_MAP_LOAD)
1400 top = GET_MAP_TOP(op->map,op->x,op->y);
1401 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1402
1403 /* Top is the object that our object (op) is going to get inserted above.
1404 */
1405
1406 /* First object on this space */
1407 if (!top) {
1408 op->above = GET_MAP_OB(op->map, op->x, op->y);
1409 if (op->above) op->above->below = op;
1410 op->below = NULL;
1411 SET_MAP_OB(op->map, op->x, op->y, op);
1412 } else { /* get inserted into the stack above top */
1413 op->above = top->above;
1414 if (op->above) op->above->below = op;
1415 op->below = top;
1416 top->above = op;
1417 }
1418 if (op->above==NULL)
1419 SET_MAP_TOP(op->map,op->x, op->y, op);
1420 } /* else not INS_BELOW_ORIGINATOR */
1421
1422 if(op->type==PLAYER)
1423 op->contr->do_los=1;
1424
1425 /* If we have a floor, we know the player, if any, will be above
1426 * it, so save a few ticks and start from there.
1427 */
1428 if (!(flag & INS_MAP_LOAD))
1429 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1430 if (tmp->type == PLAYER)
1431 tmp->contr->socket.update_look=1;
1432 }
1433
1434 /* If this object glows, it may affect lighting conditions that are
1435 * visible to others on this map. But update_all_los is really
1436 * an inefficient way to do this, as it means los for all players
1437 * on the map will get recalculated. The players could very well
1438 * be far away from this change and not affected in any way -
1439 * this should get redone to only look for players within range,
1440 * or just updating the P_NEED_UPDATE for spaces within this area
1441 * of effect may be sufficient.
1442 */
1443 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1444 update_all_los(op->map, op->x, op->y);
1445
1446
1447 /* updates flags (blocked, alive, no magic, etc) for this map space */
1448 update_object(op,UP_OBJ_INSERT);
1449
1450
1451 /* Don't know if moving this to the end will break anything. However,
1452 * we want to have update_look set above before calling this.
1453 *
1454 * check_move_on() must be after this because code called from
1455 * check_move_on() depends on correct map flags (so functions like
1456 * blocked() and wall() work properly), and these flags are updated by
1457 * update_object().
1458 */
1459
1460 /* if this is not the head or flag has been passed, don't check walk on status */
1461
1462 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1463 if (check_move_on(op, originator))
1464 return NULL;
1465
1466 /* If we are a multi part object, lets work our way through the check
1467 * walk on's.
1468 */
1469 for (tmp=op->more; tmp!=NULL; tmp=tmp->more)
1470 if (check_move_on (tmp, originator))
1471 return NULL;
1472 }
1473 return op;
1474 }
1475
1476 /* this function inserts an object in the map, but if it
1477 * finds an object of its own type, it'll remove that one first.
1478 * op is the object to insert it under: supplies x and the map.
1479 */
1480 void replace_insert_ob_in_map(const char *arch_string, object *op) {
1481 object *tmp;
1482 object *tmp1;
1483
1484 /* first search for itself and remove any old instances */
1485
1486 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) {
1487 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ {
1488 remove_ob(tmp);
1489 free_object(tmp);
1490 }
1491 }
1492
1493 tmp1=arch_to_object(find_archetype(arch_string));
1494
1495
1496 tmp1->x = op->x; tmp1->y = op->y;
1497 insert_ob_in_map(tmp1,op->map,op,0);
1498 }
1499
1500 /*
1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1502 * is returned contains nr objects, and the remaining parts contains
1503 * the rest (or is removed and freed if that number is 0).
1504 * On failure, NULL is returned, and the reason put into the
1505 * global static errmsg array.
1506 */
1507
1508 object *get_split_ob(object *orig_ob, uint32 nr) {
1509 object *newob;
1510 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1511
1512 if(orig_ob->nrof<nr) {
1513 sprintf(errmsg,"There are only %d %ss.",
1514 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name);
1515 return NULL;
1516 }
1517 newob = object_create_clone(orig_ob);
1518 if((orig_ob->nrof-=nr)<1) {
1519 if ( ! is_removed)
1520 remove_ob(orig_ob);
1521 free_object2(orig_ob, 1);
1522 }
1523 else if ( ! is_removed) {
1524 if(orig_ob->env!=NULL)
1525 sub_weight (orig_ob->env,orig_ob->weight*nr);
1526 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1527 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1528 LOG(llevDebug,
1529 "Error, Tried to split object whose map is not in memory.\n");
1530 return NULL;
1531 }
1532 }
1533 newob->nrof=nr;
1534
1535 return newob;
1536 }
1537
1538 /*
1539 * decrease_ob_nr(object, number) decreases a specified number from
1540 * the amount of an object. If the amount reaches 0, the object
1541 * is subsequently removed and freed.
1542 *
1543 * Return value: 'op' if something is left, NULL if the amount reached 0
1544 */
1545
1546 object *decrease_ob_nr (object *op, uint32 i)
1547 {
1548 object *tmp;
1549 player *pl;
1550
1551 if (i == 0) /* objects with op->nrof require this check */
1552 return op;
1553
1554 if (i > op->nrof)
1555 i = op->nrof;
1556
1557 if (QUERY_FLAG (op, FLAG_REMOVED))
1558 {
1559 op->nrof -= i;
1560 }
1561 else if (op->env != NULL)
1562 {
1563 /* is this object in the players inventory, or sub container
1564 * therein?
1565 */
1566 tmp = is_player_inv (op->env);
1567 /* nope. Is this a container the player has opened?
1568 * If so, set tmp to that player.
1569 * IMO, searching through all the players will mostly
1570 * likely be quicker than following op->env to the map,
1571 * and then searching the map for a player.
1572 */
1573 if (!tmp) {
1574 for (pl=first_player; pl; pl=pl->next)
1575 if (pl->ob->container == op->env) break;
1576 if (pl) tmp=pl->ob;
1577 else tmp=NULL;
1578 }
1579
1580 if (i < op->nrof) {
1581 sub_weight (op->env, op->weight * i);
1582 op->nrof -= i;
1583 if (tmp) {
1584 esrv_send_item(tmp, op);
1585 }
1586 } else {
1587 remove_ob (op);
1588 op->nrof = 0;
1589 if (tmp) {
1590 esrv_del_item(tmp->contr, op->count);
1591 }
1592 }
1593 }
1594 else
1595 {
1596 object *above = op->above;
1597
1598 if (i < op->nrof) {
1599 op->nrof -= i;
1600 } else {
1601 remove_ob (op);
1602 op->nrof = 0;
1603 }
1604 /* Since we just removed op, op->above is null */
1605 for (tmp = above; tmp != NULL; tmp = tmp->above)
1606 if (tmp->type == PLAYER) {
1607 if (op->nrof)
1608 esrv_send_item(tmp, op);
1609 else
1610 esrv_del_item(tmp->contr, op->count);
1611 }
1612 }
1613
1614 if (op->nrof) {
1615 return op;
1616 } else {
1617 free_object (op);
1618 return NULL;
1619 }
1620 }
1621
1622 /*
1623 * add_weight(object, weight) adds the specified weight to an object,
1624 * and also updates how much the environment(s) is/are carrying.
1625 */
1626
1627 void add_weight (object *op, signed long weight) {
1628 while (op!=NULL) {
1629 if (op->type == CONTAINER) {
1630 weight=(signed long)(weight*(100-op->stats.Str)/100);
1631 }
1632 op->carrying+=weight;
1633 op=op->env;
1634 }
1635 }
1636
1637 /*
1638 * insert_ob_in_ob(op,environment):
1639 * This function inserts the object op in the linked list
1640 * inside the object environment.
1641 *
1642 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1643 * the inventory at the last position or next to other objects of the same
1644 * type.
1645 * Frank: Now sorted by type, archetype and magic!
1646 *
1647 * The function returns now pointer to inserted item, and return value can
1648 * be != op, if items are merged. -Tero
1649 */
1650
1651 object *insert_ob_in_ob(object *op,object *where) {
1652 object *tmp, *otmp;
1653
1654 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1655 dump_object(op);
1656 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1657 return op;
1658 }
1659 if(where==NULL) {
1660 dump_object(op);
1661 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1662 return op;
1663 }
1664 if (where->head) {
1665 LOG(llevDebug,
1666 "Warning: Tried to insert object wrong part of multipart object.\n");
1667 where = where->head;
1668 }
1669 if (op->more) {
1670 LOG(llevError, "Tried to insert multipart object %s (%d)\n",
1671 &op->name, op->count);
1672 return op;
1673 }
1674 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL);
1675 CLEAR_FLAG(op, FLAG_REMOVED);
1676 if(op->nrof) {
1677 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below)
1678 if ( CAN_MERGE(tmp,op) ) {
1679 /* return the original object and remove inserted object
1680 (client needs the original object) */
1681 tmp->nrof += op->nrof;
1682 /* Weight handling gets pretty funky. Since we are adding to
1683 * tmp->nrof, we need to increase the weight.
1684 */
1685 add_weight (where, op->weight*op->nrof);
1686 SET_FLAG(op, FLAG_REMOVED);
1687 free_object(op); /* free the inserted object */
1688 op = tmp;
1689 remove_ob (op); /* and fix old object's links */
1690 CLEAR_FLAG(op, FLAG_REMOVED);
1691 break;
1692 }
1693
1694 /* I assume combined objects have no inventory
1695 * We add the weight - this object could have just been removed
1696 * (if it was possible to merge). calling remove_ob will subtract
1697 * the weight, so we need to add it in again, since we actually do
1698 * the linking below
1699 */
1700 add_weight (where, op->weight*op->nrof);
1701 } else
1702 add_weight (where, (op->weight+op->carrying));
1703
1704 otmp=is_player_inv(where);
1705 if (otmp&&otmp->contr!=NULL) {
1706 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1707 fix_player(otmp);
1708 }
1709
1710 op->map=NULL;
1711 op->env=where;
1712 op->above=NULL;
1713 op->below=NULL;
1714 op->x=0,op->y=0;
1715
1716 /* reset the light list and los of the players on the map */
1717 if((op->glow_radius!=0)&&where->map)
1718 {
1719 #ifdef DEBUG_LIGHTS
1720 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1721 op->name);
1722 #endif /* DEBUG_LIGHTS */
1723 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1724 }
1725
1726 /* Client has no idea of ordering so lets not bother ordering it here.
1727 * It sure simplifies this function...
1728 */
1729 if (where->inv==NULL)
1730 where->inv=op;
1731 else {
1732 op->below = where->inv;
1733 op->below->above = op;
1734 where->inv = op;
1735 }
1736 return op;
1737 }
1738
1739 /*
1740 * Checks if any objects has a move_type that matches objects
1741 * that effect this object on this space. Call apply() to process
1742 * these events.
1743 *
1744 * Any speed-modification due to SLOW_MOVE() of other present objects
1745 * will affect the speed_left of the object.
1746 *
1747 * originator: Player, monster or other object that caused 'op' to be inserted
1748 * into 'map'. May be NULL.
1749 *
1750 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1751 *
1752 * 4-21-95 added code to check if appropriate skill was readied - this will
1753 * permit faster movement by the player through this terrain. -b.t.
1754 *
1755 * MSW 2001-07-08: Check all objects on space, not just those below
1756 * object being inserted. insert_ob_in_map may not put new objects
1757 * on top.
1758 */
1759
1760 int check_move_on (object *op, object *originator)
1761 {
1762 object *tmp;
1763 tag_t tag;
1764 mapstruct *m=op->map;
1765 int x=op->x, y=op->y;
1766 MoveType move_on, move_slow, move_block;
1767
1768 if(QUERY_FLAG(op,FLAG_NO_APPLY))
1769 return 0;
1770
1771 tag = op->count;
1772
1773 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1774 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1775 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1776
1777 /* if nothing on this space will slow op down or be applied,
1778 * no need to do checking below. have to make sure move_type
1779 * is set, as lots of objects don't have it set - we treat that
1780 * as walking.
1781 */
1782 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1783 return 0;
1784
1785 /* This is basically inverse logic of that below - basically,
1786 * if the object can avoid the move on or slow move, they do so,
1787 * but can't do it if the alternate movement they are using is
1788 * blocked. Logic on this seems confusing, but does seem correct.
1789 */
1790 if ((op->move_type & ~move_on & ~move_block) != 0 &&
1791 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
1792
1793 /* The objects have to be checked from top to bottom.
1794 * Hence, we first go to the top:
1795 */
1796
1797 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
1798 tmp->above!=NULL; tmp=tmp->above) {
1799 /* Trim the search when we find the first other spell effect
1800 * this helps performance so that if a space has 50 spell objects,
1801 * we don't need to check all of them.
1802 */
1803 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
1804 }
1805 for(;tmp!=NULL; tmp=tmp->below) {
1806 if (tmp == op) continue; /* Can't apply yourself */
1807
1808 /* Check to see if one of the movement types should be slowed down.
1809 * Second check makes sure that the movement types not being slowed
1810 * (~slow_move) is not blocked on this space - just because the
1811 * space doesn't slow down swimming (for example), if you can't actually
1812 * swim on that space, can't use it to avoid the penalty.
1813 */
1814 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
1815 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1816 ((op->move_type & tmp->move_slow) &&
1817 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
1818
1819 float diff;
1820
1821 diff = tmp->move_slow_penalty*FABS(op->speed);
1822 if (op->type == PLAYER) {
1823 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
1824 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
1825 diff /= 4.0;
1826 }
1827 }
1828 op->speed_left -= diff;
1829 }
1830 }
1831
1832 /* Basically same logic as above, except now for actual apply. */
1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1834 ((op->move_type & tmp->move_on) &&
1835 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
1836
1837 move_apply(tmp, op, originator);
1838 if (was_destroyed (op, tag))
1839 return 1;
1840
1841 /* what the person/creature stepped onto has moved the object
1842 * someplace new. Don't process any further - if we did,
1843 * have a feeling strange problems would result.
1844 */
1845 if (op->map != m || op->x != x || op->y != y) return 0;
1846 }
1847 }
1848 return 0;
1849 }
1850
1851 /*
1852 * present_arch(arch, map, x, y) searches for any objects with
1853 * a matching archetype at the given map and coordinates.
1854 * The first matching object is returned, or NULL if none.
1855 */
1856
1857 object *present_arch(const archetype *at, mapstruct *m, int x, int y) {
1858 object *tmp;
1859 if(m==NULL || out_of_map(m,x,y)) {
1860 LOG(llevError,"Present_arch called outside map.\n");
1861 return NULL;
1862 }
1863 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above)
1864 if(tmp->arch == at)
1865 return tmp;
1866 return NULL;
1867 }
1868
1869 /*
1870 * present(type, map, x, y) searches for any objects with
1871 * a matching type variable at the given map and coordinates.
1872 * The first matching object is returned, or NULL if none.
1873 */
1874
1875 object *present(unsigned char type,mapstruct *m, int x,int y) {
1876 object *tmp;
1877 if(out_of_map(m,x,y)) {
1878 LOG(llevError,"Present called outside map.\n");
1879 return NULL;
1880 }
1881 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above)
1882 if(tmp->type==type)
1883 return tmp;
1884 return NULL;
1885 }
1886
1887 /*
1888 * present_in_ob(type, object) searches for any objects with
1889 * a matching type variable in the inventory of the given object.
1890 * The first matching object is returned, or NULL if none.
1891 */
1892
1893 object *present_in_ob(unsigned char type, const object *op) {
1894 object *tmp;
1895 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
1896 if(tmp->type==type)
1897 return tmp;
1898 return NULL;
1899 }
1900
1901 /*
1902 * present_in_ob (type, str, object) searches for any objects with
1903 * a matching type & name variable in the inventory of the given object.
1904 * The first matching object is returned, or NULL if none.
1905 * This is mostly used by spell effect code, so that we only
1906 * have one spell effect at a time.
1907 * type can be used to narrow the search - if type is set,
1908 * the type must also match. -1 can be passed for the type,
1909 * in which case the type does not need to pass.
1910 * str is the string to match against. Note that we match against
1911 * the object name, not the archetype name. this is so that the
1912 * spell code can use one object type (force), but change it's name
1913 * to be unique.
1914 */
1915
1916 object *present_in_ob_by_name(int type, const char *str, const object *op) {
1917 object *tmp;
1918
1919 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
1920 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name)))
1921 return tmp;
1922 }
1923 return NULL;
1924 }
1925
1926 /*
1927 * present_arch_in_ob(archetype, object) searches for any objects with
1928 * a matching archetype in the inventory of the given object.
1929 * The first matching object is returned, or NULL if none.
1930 */
1931
1932 object *present_arch_in_ob(const archetype *at, const object *op) {
1933 object *tmp;
1934 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
1935 if( tmp->arch == at)
1936 return tmp;
1937 return NULL;
1938 }
1939
1940 /*
1941 * activate recursively a flag on an object inventory
1942 */
1943 void flag_inv(object*op, int flag){
1944 object *tmp;
1945 if(op->inv)
1946 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
1947 SET_FLAG(tmp, flag);
1948 flag_inv(tmp,flag);
1949 }
1950 }/*
1951 * desactivate recursively a flag on an object inventory
1952 */
1953 void unflag_inv(object*op, int flag){
1954 object *tmp;
1955 if(op->inv)
1956 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
1957 CLEAR_FLAG(tmp, flag);
1958 unflag_inv(tmp,flag);
1959 }
1960 }
1961
1962 /*
1963 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1964 * all it's inventory (recursively).
1965 * If checksums are used, a player will get set_cheat called for
1966 * him/her-self and all object carried by a call to this function.
1967 */
1968
1969 void set_cheat(object *op) {
1970 SET_FLAG(op, FLAG_WAS_WIZ);
1971 flag_inv(op, FLAG_WAS_WIZ);
1972 }
1973
1974 /*
1975 * find_free_spot(object, map, x, y, start, stop) will search for
1976 * a spot at the given map and coordinates which will be able to contain
1977 * the given object. start and stop specifies how many squares
1978 * to search (see the freearr_x/y[] definition).
1979 * It returns a random choice among the alternatives found.
1980 * start and stop are where to start relative to the free_arr array (1,9
1981 * does all 4 immediate directions). This returns the index into the
1982 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1983 * Note - this only checks to see if there is space for the head of the
1984 * object - if it is a multispace object, this should be called for all
1985 * pieces.
1986 * Note2: This function does correctly handle tiled maps, but does not
1987 * inform the caller. However, insert_ob_in_map will update as
1988 * necessary, so the caller shouldn't need to do any special work.
1989 * Note - updated to take an object instead of archetype - this is necessary
1990 * because arch_blocked (now ob_blocked) needs to know the movement type
1991 * to know if the space in question will block the object. We can't use
1992 * the archetype because that isn't correct if the monster has been
1993 * customized, changed states, etc.
1994 */
1995
1996 int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) {
1997 int i,index=0, flag;
1998 static int altern[SIZEOFFREE];
1999
2000 for(i=start;i<stop;i++) {
2001 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]);
2002 if(!flag)
2003 altern[index++]=i;
2004
2005 /* Basically, if we find a wall on a space, we cut down the search size.
2006 * In this way, we won't return spaces that are on another side of a wall.
2007 * This mostly work, but it cuts down the search size in all directions -
2008 * if the space being examined only has a wall to the north and empty
2009 * spaces in all the other directions, this will reduce the search space
2010 * to only the spaces immediately surrounding the target area, and
2011 * won't look 2 spaces south of the target space.
2012 */
2013 else if ((flag & AB_NO_PASS) && maxfree[i]<stop)
2014 stop=maxfree[i];
2015 }
2016 if(!index) return -1;
2017 return altern[RANDOM()%index];
2018 }
2019
2020 /*
2021 * find_first_free_spot(archetype, mapstruct, x, y) works like
2022 * find_free_spot(), but it will search max number of squares.
2023 * But it will return the first available spot, not a random choice.
2024 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2025 */
2026
2027 int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) {
2028 int i;
2029 for(i=0;i<SIZEOFFREE;i++) {
2030 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]))
2031 return i;
2032 }
2033 return -1;
2034 }
2035
2036 /*
2037 * The function permute(arr, begin, end) randomly reorders the array
2038 * arr[begin..end-1].
2039 */
2040 static void permute(int *arr, int begin, int end)
2041 {
2042 int i, j, tmp, len;
2043
2044 len = end-begin;
2045 for(i = begin; i < end; i++)
2046 {
2047 j = begin+RANDOM()%len;
2048
2049 tmp = arr[i];
2050 arr[i] = arr[j];
2051 arr[j] = tmp;
2052 }
2053 }
2054
2055 /* new function to make monster searching more efficient, and effective!
2056 * This basically returns a randomized array (in the passed pointer) of
2057 * the spaces to find monsters. In this way, it won't always look for
2058 * monsters to the north first. However, the size of the array passed
2059 * covers all the spaces, so within that size, all the spaces within
2060 * the 3x3 area will be searched, just not in a predictable order.
2061 */
2062 void get_search_arr(int *search_arr)
2063 {
2064 int i;
2065
2066 for(i = 0; i < SIZEOFFREE; i++)
2067 {
2068 search_arr[i] = i;
2069 }
2070
2071 permute(search_arr, 1, SIZEOFFREE1+1);
2072 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1);
2073 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE);
2074 }
2075
2076 /*
2077 * find_dir(map, x, y, exclude) will search some close squares in the
2078 * given map at the given coordinates for live objects.
2079 * It will not considered the object given as exclude among possible
2080 * live objects.
2081 * It returns the direction toward the first/closest live object if finds
2082 * any, otherwise 0.
2083 * Perhaps incorrectly, but I'm making the assumption that exclude
2084 * is actually want is going to try and move there. We need this info
2085 * because we have to know what movement the thing looking to move
2086 * there is capable of.
2087 */
2088
2089 int find_dir(mapstruct *m, int x, int y, object *exclude) {
2090 int i,max=SIZEOFFREE, mflags;
2091 sint16 nx, ny;
2092 object *tmp;
2093 mapstruct *mp;
2094 MoveType blocked, move_type;
2095
2096 if (exclude && exclude->head) {
2097 exclude = exclude->head;
2098 move_type = exclude->move_type;
2099 } else {
2100 /* If we don't have anything, presume it can use all movement types. */
2101 move_type=MOVE_ALL;
2102 }
2103
2104 for(i=1;i<max;i++) {
2105 mp = m;
2106 nx = x + freearr_x[i];
2107 ny = y + freearr_y[i];
2108
2109 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
2110 if (mflags & P_OUT_OF_MAP) {
2111 max = maxfree[i];
2112 } else {
2113 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2114
2115 if ((move_type & blocked) == move_type) {
2116 max=maxfree[i];
2117 } else if (mflags & P_IS_ALIVE) {
2118 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) {
2119 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) &&
2120 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2121 break;
2122 }
2123 }
2124 if(tmp) {
2125 return freedir[i];
2126 }
2127 }
2128 }
2129 }
2130 return 0;
2131 }
2132
2133 /*
2134 * distance(object 1, object 2) will return the square of the
2135 * distance between the two given objects.
2136 */
2137
2138 int distance(const object *ob1, const object *ob2) {
2139 int i;
2140 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+
2141 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2142 return i;
2143 }
2144
2145 /*
2146 * find_dir_2(delta-x,delta-y) will return a direction in which
2147 * an object which has subtracted the x and y coordinates of another
2148 * object, needs to travel toward it.
2149 */
2150
2151 int find_dir_2(int x, int y) {
2152 int q;
2153
2154 if(y)
2155 q=x*100/y;
2156 else if (x)
2157 q= -300*x;
2158 else
2159 return 0;
2160
2161 if(y>0) {
2162 if(q < -242)
2163 return 3 ;
2164 if (q < -41)
2165 return 2 ;
2166 if (q < 41)
2167 return 1 ;
2168 if (q < 242)
2169 return 8 ;
2170 return 7 ;
2171 }
2172
2173 if (q < -242)
2174 return 7 ;
2175 if (q < -41)
2176 return 6 ;
2177 if (q < 41)
2178 return 5 ;
2179 if (q < 242)
2180 return 4 ;
2181
2182 return 3 ;
2183 }
2184
2185 /*
2186 * absdir(int): Returns a number between 1 and 8, which represent
2187 * the "absolute" direction of a number (it actually takes care of
2188 * "overflow" in previous calculations of a direction).
2189 */
2190
2191 int absdir(int d) {
2192 while(d<1) d+=8;
2193 while(d>8) d-=8;
2194 return d;
2195 }
2196
2197 /*
2198 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2199 * between two directions (which are expected to be absolute (see absdir())
2200 */
2201
2202 int dirdiff(int dir1, int dir2) {
2203 int d;
2204 d = abs(dir1 - dir2);
2205 if(d>4)
2206 d = 8 - d;
2207 return d;
2208 }
2209
2210 /* peterm:
2211 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2212 * Basically, this is a table of directions, and what directions
2213 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2214 * This basically means that if direction is 15, then it could either go
2215 * direction 4, 14, or 16 to get back to where we are.
2216 * Moved from spell_util.c to object.c with the other related direction
2217 * functions.
2218 */
2219
2220 int reduction_dir[SIZEOFFREE][3] = {
2221 {0,0,0}, /* 0 */
2222 {0,0,0}, /* 1 */
2223 {0,0,0}, /* 2 */
2224 {0,0,0}, /* 3 */
2225 {0,0,0}, /* 4 */
2226 {0,0,0}, /* 5 */
2227 {0,0,0}, /* 6 */
2228 {0,0,0}, /* 7 */
2229 {0,0,0}, /* 8 */
2230 {8,1,2}, /* 9 */
2231 {1,2,-1}, /* 10 */
2232 {2,10,12}, /* 11 */
2233 {2,3,-1}, /* 12 */
2234 {2,3,4}, /* 13 */
2235 {3,4,-1}, /* 14 */
2236 {4,14,16}, /* 15 */
2237 {5,4,-1}, /* 16 */
2238 {4,5,6}, /* 17 */
2239 {6,5,-1}, /* 18 */
2240 {6,20,18}, /* 19 */
2241 {7,6,-1}, /* 20 */
2242 {6,7,8}, /* 21 */
2243 {7,8,-1}, /* 22 */
2244 {8,22,24}, /* 23 */
2245 {8,1,-1}, /* 24 */
2246 {24,9,10}, /* 25 */
2247 {9,10,-1}, /* 26 */
2248 {10,11,-1}, /* 27 */
2249 {27,11,29}, /* 28 */
2250 {11,12,-1}, /* 29 */
2251 {12,13,-1}, /* 30 */
2252 {12,13,14}, /* 31 */
2253 {13,14,-1}, /* 32 */
2254 {14,15,-1}, /* 33 */
2255 {33,15,35}, /* 34 */
2256 {16,15,-1}, /* 35 */
2257 {17,16,-1}, /* 36 */
2258 {18,17,16}, /* 37 */
2259 {18,17,-1}, /* 38 */
2260 {18,19,-1}, /* 39 */
2261 {41,19,39}, /* 40 */
2262 {19,20,-1}, /* 41 */
2263 {20,21,-1}, /* 42 */
2264 {20,21,22}, /* 43 */
2265 {21,22,-1}, /* 44 */
2266 {23,22,-1}, /* 45 */
2267 {45,47,23}, /* 46 */
2268 {23,24,-1}, /* 47 */
2269 {24,9,-1}}; /* 48 */
2270
2271 /* Recursive routine to step back and see if we can
2272 * find a path to that monster that we found. If not,
2273 * we don't bother going toward it. Returns 1 if we
2274 * can see a direct way to get it
2275 * Modified to be map tile aware -.MSW
2276 */
2277
2278
2279 int can_see_monsterP(mapstruct *m, int x, int y,int dir) {
2280 sint16 dx, dy;
2281 int mflags;
2282
2283 if(dir<0) return 0; /* exit condition: invalid direction */
2284
2285 dx = x + freearr_x[dir];
2286 dy = y + freearr_y[dir];
2287
2288 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy);
2289
2290 /* This functional arguably was incorrect before - it was
2291 * checking for P_WALL - that was basically seeing if
2292 * we could move to the monster - this is being more
2293 * literal on if we can see it. To know if we can actually
2294 * move to the monster, we'd need the monster passed in or
2295 * at least its move type.
2296 */
2297 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0;
2298
2299 /* yes, can see. */
2300 if(dir < 9) return 1;
2301 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) |
2302 can_see_monsterP(m,x,y, reduction_dir[dir][1]) |
2303 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2304 }
2305
2306
2307
2308 /*
2309 * can_pick(picker, item): finds out if an object is possible to be
2310 * picked up by the picker. Returnes 1 if it can be
2311 * picked up, otherwise 0.
2312 *
2313 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2314 * core dumps if they do.
2315 *
2316 * Add a check so we can't pick up invisible objects (0.93.8)
2317 */
2318
2319 int can_pick(const object *who, const object *item) {
2320 return /*QUERY_FLAG(who,FLAG_WIZ)||*/
2321 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&&
2322 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible &&
2323 (who->type==PLAYER||item->weight<who->weight/3));
2324 }
2325
2326
2327 /*
2328 * create clone from object to another
2329 */
2330 object *object_create_clone (object *asrc) {
2331 object *dst = NULL,*tmp,*src,*part,*prev, *item;
2332
2333 if(!asrc) return NULL;
2334 src = asrc;
2335 if(src->head)
2336 src = src->head;
2337
2338 prev = NULL;
2339 for(part = src; part; part = part->more) {
2340 tmp = get_object();
2341 copy_object(part,tmp);
2342 tmp->x -= src->x;
2343 tmp->y -= src->y;
2344 if(!part->head) {
2345 dst = tmp;
2346 tmp->head = NULL;
2347 } else {
2348 tmp->head = dst;
2349 }
2350 tmp->more = NULL;
2351 if(prev)
2352 prev->more = tmp;
2353 prev = tmp;
2354 }
2355 /*** copy inventory ***/
2356 for(item = src->inv; item; item = item->below) {
2357 (void) insert_ob_in_ob(object_create_clone(item),dst);
2358 }
2359
2360 return dst;
2361 }
2362
2363 /* return true if the object was destroyed, 0 otherwise */
2364 int was_destroyed (const object *op, tag_t old_tag)
2365 {
2366 /* checking for FLAG_FREED isn't necessary, but makes this function more
2367 * robust */
2368 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2369 }
2370
2371 /* GROS - Creates an object using a string representing its content. */
2372 /* Basically, we save the content of the string to a temp file, then call */
2373 /* load_object on it. I admit it is a highly inefficient way to make things, */
2374 /* but it was simple to make and allows reusing the load_object function. */
2375 /* Remember not to use load_object_str in a time-critical situation. */
2376 /* Also remember that multiparts objects are not supported for now. */
2377
2378 object* load_object_str(const char *obstr)
2379 {
2380 object *op;
2381 char filename[MAX_BUF];
2382 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2383
2384 FILE *tempfile=fopen(filename,"w");
2385 if (tempfile == NULL)
2386 {
2387 LOG(llevError,"Error - Unable to access load object temp file\n");
2388 return NULL;
2389 };
2390 fprintf(tempfile,obstr);
2391 fclose(tempfile);
2392
2393 op=get_object();
2394
2395 object_thawer thawer (filename);
2396
2397 if (thawer)
2398 load_object(thawer,op,0);
2399
2400 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2401 CLEAR_FLAG(op,FLAG_REMOVED);
2402
2403 return op;
2404 }
2405
2406 /* This returns the first object in who's inventory that
2407 * has the same type and subtype match.
2408 * returns NULL if no match.
2409 */
2410 object *find_obj_by_type_subtype(const object *who, int type, int subtype)
2411 {
2412 object *tmp;
2413
2414 for (tmp=who->inv; tmp; tmp=tmp->below)
2415 if (tmp->type == type && tmp->subtype == subtype) return tmp;
2416
2417 return NULL;
2418 }
2419
2420 /* If ob has a field named key, return the link from the list,
2421 * otherwise return NULL.
2422 *
2423 * key must be a passed in shared string - otherwise, this won't
2424 * do the desired thing.
2425 */
2426 key_value * get_ob_key_link(const object * ob, const char * key) {
2427 key_value * link;
2428
2429 for (link = ob->key_values; link != NULL; link = link->next) {
2430 if (link->key == key) {
2431 return link;
2432 }
2433 }
2434
2435 return NULL;
2436 }
2437
2438 /*
2439 * Returns the value of op has an extra_field for key, or NULL.
2440 *
2441 * The argument doesn't need to be a shared string.
2442 *
2443 * The returned string is shared.
2444 */
2445 const char * get_ob_key_value(const object * op, const char * const key) {
2446 key_value * link;
2447 const char * canonical_key;
2448
2449 canonical_key = shstr::find (key);
2450
2451 if (canonical_key == NULL) {
2452 /* 1. There being a field named key on any object
2453 * implies there'd be a shared string to find.
2454 * 2. Since there isn't, no object has this field.
2455 * 3. Therefore, *this* object doesn't have this field.
2456 */
2457 return NULL;
2458 }
2459
2460 /* This is copied from get_ob_key_link() above -
2461 * only 4 lines, and saves the function call overhead.
2462 */
2463 for (link = op->key_values; link != NULL; link = link->next) {
2464 if (link->key == canonical_key) {
2465 return link->value;
2466 }
2467 }
2468 return NULL;
2469 }
2470
2471
2472 /*
2473 * Updates the canonical_key in op to value.
2474 *
2475 * canonical_key is a shared string (value doesn't have to be).
2476 *
2477 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2478 * keys.
2479 *
2480 * Returns TRUE on success.
2481 */
2482 int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) {
2483 key_value * field = NULL, *last=NULL;
2484
2485 for (field=op->key_values; field != NULL; field=field->next) {
2486 if (field->key != canonical_key) {
2487 last = field;
2488 continue;
2489 }
2490
2491 if (value)
2492 field->value = value;
2493 else {
2494 /* Basically, if the archetype has this key set,
2495 * we need to store the null value so when we save
2496 * it, we save the empty value so that when we load,
2497 * we get this value back again.
2498 */
2499 if (get_ob_key_link (&op->arch->clone, canonical_key))
2500 field->value = 0;
2501 else
2502 {
2503 if (last) last->next = field->next;
2504 else op->key_values = field->next;
2505
2506 delete field;
2507 }
2508 }
2509 return TRUE;
2510 }
2511 /* IF we get here, key doesn't exist */
2512
2513 /* No field, we'll have to add it. */
2514
2515 if (!add_key) {
2516 return FALSE;
2517 }
2518 /* There isn't any good reason to store a null
2519 * value in the key/value list. If the archetype has
2520 * this key, then we should also have it, so shouldn't
2521 * be here. If user wants to store empty strings,
2522 * should pass in ""
2523 */
2524 if (value == NULL) return TRUE;
2525
2526 field = new key_value;
2527
2528 field->key = canonical_key;
2529 field->value = value;
2530 /* Usual prepend-addition. */
2531 field->next = op->key_values;
2532 op->key_values = field;
2533
2534 return TRUE;
2535 }
2536
2537 /*
2538 * Updates the key in op to value.
2539 *
2540 * If add_key is FALSE, this will only update existing keys,
2541 * and not add new ones.
2542 * In general, should be little reason FALSE is ever passed in for add_key
2543 *
2544 * Returns TRUE on success.
2545 */
2546 int set_ob_key_value(object * op, const char *key, const char * value, int add_key)
2547 {
2548 shstr key_ (key);
2549 return set_ob_key_value_s (op, key_, value, add_key);
2550 }