ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
Revision: 1.24
Committed: Sun Sep 10 16:00:23 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.23: +1798 -1422 lines
Log Message:
indent

File Contents

# Content
1
2 /*
3 * static char *rcsid_object_c =
4 * "$Id: object.C,v 1.23 2006-09-10 14:54:02 root Exp $";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30 /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
31 sub/add_weight will transcend the environment updating the carrying
32 variable. */
33 #include <global.h>
34 #ifndef WIN32 /* ---win32 exclude headers */
35 # include <stdio.h>
36 # include <sys/types.h>
37 # include <sys/uio.h>
38 #endif /* win32 */
39 #include <object.h>
40 #include <funcpoint.h>
41 #include <skills.h>
42 #include <loader.h>
43 int nrofallocobjects = 0;
44
45 object *objects; /* Pointer to the list of used objects */
46 object *active_objects; /* List of active objects that need to be processed */
47
48 short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
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 };
51 short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
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 };
54 int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
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 };
57 int freedir[SIZEOFFREE] = {
58 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,
59 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
60 };
61
62 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
63 static int
64 compare_ob_value_lists_one (const object *wants, const object *has)
65 {
66 key_value *wants_field;
67
68 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
69 * objects with lists are rare, and lists stay short. If not, use a
70 * different structure or at least keep the lists sorted...
71 */
72
73 /* For each field in wants, */
74 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
75 {
76 key_value *has_field;
77
78 /* Look for a field in has with the same key. */
79 has_field = get_ob_key_link (has, wants_field->key);
80
81 if (has_field == NULL)
82 {
83 /* No field with that name. */
84 return FALSE;
85 }
86
87 /* Found the matching field. */
88 if (has_field->value != wants_field->value)
89 {
90 /* Values don't match, so this half of the comparison is false. */
91 return FALSE;
92 }
93
94 /* If we get here, we found a match. Now for the next field in wants. */
95 }
96
97 /* If we get here, every field in wants has a matching field in has. */
98 return TRUE;
99 }
100
101 /* Returns TRUE if ob1 has the same key_values as ob2. */
102 static int
103 compare_ob_value_lists (const object *ob1, const object *ob2)
104 {
105 /* However, there may be fields in has which aren't partnered in wants,
106 * so we need to run the comparison *twice*. :(
107 */
108 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
109 }
110
111 /* Function examines the 2 objects given to it, and returns true if
112 * they can be merged together.
113 *
114 * Note that this function appears a lot longer than the macro it
115 * replaces - this is mostly for clarity - a decent compiler should hopefully
116 * reduce this to the same efficiency.
117 *
118 * Check nrof variable *before* calling CAN_MERGE()
119 *
120 * Improvements made with merge: Better checking on potion, and also
121 * check weight
122 */
123
124 bool object::can_merge (object *ob1, object *ob2)
125 {
126 /* A couple quicksanity checks */
127 if ((ob1 == ob2) || (ob1->type != ob2->type))
128 return 0;
129
130 if (ob1->speed != ob2->speed)
131 return 0;
132
133 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
134 * value could not be stored in a sint32 (which unfortunately sometimes is
135 * used to store nrof).
136 */
137 if (ob1->nrof + ob2->nrof >= 1UL << 31)
138 return 0;
139
140 /* If the objects have been identified, set the BEEN_APPLIED flag.
141 * This is to the comparison of the flags below will be OK. We
142 * just can't ignore the been applied or identified flags, as they
143 * are not equal - just if it has been identified, the been_applied
144 * flags lose any meaning.
145 */
146 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
147 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
148
149 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
150 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
151
152
153 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
154 * being locked in inventory should prevent merging.
155 * 0x4 in flags3 is CLIENT_SENT
156 */
157 if ((ob1->arch != ob2->arch) ||
158 (ob1->flags[0] != ob2->flags[0]) ||
159 (ob1->flags[1] != ob2->flags[1]) ||
160 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
161 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
162 (ob1->name != ob2->name) ||
163 (ob1->title != ob2->title) ||
164 (ob1->msg != ob2->msg) ||
165 (ob1->weight != ob2->weight) ||
166 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
167 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
168 (ob1->attacktype != ob2->attacktype) ||
169 (ob1->magic != ob2->magic) ||
170 (ob1->slaying != ob2->slaying) ||
171 (ob1->skill != ob2->skill) ||
172 (ob1->value != ob2->value) ||
173 (ob1->animation_id != ob2->animation_id) ||
174 (ob1->client_type != ob2->client_type) ||
175 (ob1->materialname != ob2->materialname) ||
176 (ob1->lore != ob2->lore) ||
177 (ob1->subtype != ob2->subtype) ||
178 (ob1->move_type != ob2->move_type) ||
179 (ob1->move_block != ob2->move_block) ||
180 (ob1->move_allow != ob2->move_allow) ||
181 (ob1->move_on != ob2->move_on) ||
182 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
183 return 0;
184
185 /* This is really a spellbook check - really, we should
186 * check all objects in the inventory.
187 */
188 if (ob1->inv || ob2->inv)
189 {
190 /* if one object has inventory but the other doesn't, not equiv */
191 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
192 return 0;
193
194 /* Now check to see if the two inventory objects could merge */
195 if (!CAN_MERGE (ob1->inv, ob2->inv))
196 return 0;
197
198 /* inventory ok - still need to check rest of this object to see
199 * if it is valid.
200 */
201 }
202
203 /* Don't merge objects that are applied. With the new 'body' code,
204 * it is possible for most any character to have more than one of
205 * some items equipped, and we don't want those to merge.
206 */
207 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
208 return 0;
209
210 /* Note sure why the following is the case - either the object has to
211 * be animated or have a very low speed. Is this an attempted monster
212 * check?
213 */
214 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
215 return 0;
216
217 switch (ob1->type)
218 {
219 case SCROLL:
220 if (ob1->level != ob2->level)
221 return 0;
222 break;
223 }
224
225 if (ob1->key_values != NULL || ob2->key_values != NULL)
226 {
227 /* At least one of these has key_values. */
228 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
229 /* One has fields, but the other one doesn't. */
230 return 0;
231 else if (!compare_ob_value_lists (ob1, ob2))
232 return 0;
233 }
234
235 //TODO: generate an event or call into perl for additional checks
236 if (ob1->self || ob2->self)
237 {
238 ob1->optimise ();
239 ob2->optimise ();
240
241 if (ob1->self || ob2->self)
242 return 0;
243 }
244
245 /* Everything passes, must be OK. */
246 return 1;
247 }
248
249 /*
250 * sum_weight() is a recursive function which calculates the weight
251 * an object is carrying. It goes through in figures out how much
252 * containers are carrying, and sums it up.
253 */
254 signed long
255 sum_weight (object *op)
256 {
257 signed long sum;
258 object *inv;
259
260 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
261 {
262 if (inv->inv)
263 sum_weight (inv);
264 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
265 }
266 if (op->type == CONTAINER && op->stats.Str)
267 sum = (sum * (100 - op->stats.Str)) / 100;
268 if (op->carrying != sum)
269 op->carrying = sum;
270 return sum;
271 }
272
273 /**
274 * Return the outermost environment object for a given object.
275 */
276
277 object *
278 object_get_env_recursive (object *op)
279 {
280 while (op->env != NULL)
281 op = op->env;
282 return op;
283 }
284
285 /*
286 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
287 * a better check. We basically keeping traversing up until we can't
288 * or find a player.
289 */
290
291 object *
292 is_player_inv (object *op)
293 {
294 for (; op != NULL && op->type != PLAYER; op = op->env)
295 if (op->env == op)
296 op->env = NULL;
297 return op;
298 }
299
300 /*
301 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
302 * Some error messages.
303 * The result of the dump is stored in the static global errmsg array.
304 */
305
306 void
307 dump_object2 (object *op)
308 {
309 errmsg[0] = 0;
310 return;
311 //TODO//D#d#
312 #if 0
313 char *cp;
314
315 /* object *tmp;*/
316
317 if (op->arch != NULL)
318 {
319 strcat (errmsg, "arch ");
320 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
321 strcat (errmsg, "\n");
322 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
323 strcat (errmsg, cp);
324 # if 0
325 /* Don't dump player diffs - they are too long, mostly meaningless, and
326 * will overflow the buffer.
327 * Changed so that we don't dump inventory either. This may
328 * also overflow the buffer.
329 */
330 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
331 strcat (errmsg, cp);
332 for (tmp = op->inv; tmp; tmp = tmp->below)
333 dump_object2 (tmp);
334 # endif
335 strcat (errmsg, "end\n");
336 }
337 else
338 {
339 strcat (errmsg, "Object ");
340 if (op->name == NULL)
341 strcat (errmsg, "(null)");
342 else
343 strcat (errmsg, op->name);
344 strcat (errmsg, "\n");
345 # if 0
346 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
347 strcat (errmsg, cp);
348 for (tmp = op->inv; tmp; tmp = tmp->below)
349 dump_object2 (tmp);
350 # endif
351 strcat (errmsg, "end\n");
352 }
353 #endif
354 }
355
356 /*
357 * Dumps an object. Returns output in the static global errmsg array.
358 */
359
360 void
361 dump_object (object *op)
362 {
363 if (op == NULL)
364 {
365 strcpy (errmsg, "[NULL pointer]");
366 return;
367 }
368 errmsg[0] = '\0';
369 dump_object2 (op);
370 }
371
372 void
373 dump_all_objects (void)
374 {
375 object *op;
376
377 for (op = objects; op != NULL; op = op->next)
378 {
379 dump_object (op);
380 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
381 }
382 }
383
384 /*
385 * get_nearest_part(multi-object, object 2) returns the part of the
386 * multi-object 1 which is closest to the second object.
387 * If it's not a multi-object, it is returned.
388 */
389
390 object *
391 get_nearest_part (object *op, const object *pl)
392 {
393 object *tmp, *closest;
394 int last_dist, i;
395
396 if (op->more == NULL)
397 return op;
398 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
399 if ((i = distance (tmp, pl)) < last_dist)
400 closest = tmp, last_dist = i;
401 return closest;
402 }
403
404 /*
405 * Returns the object which has the count-variable equal to the argument.
406 */
407
408 object *
409 find_object (tag_t i)
410 {
411 object *op;
412
413 for (op = objects; op != NULL; op = op->next)
414 if (op->count == i)
415 break;
416 return op;
417 }
418
419 /*
420 * Returns the first object which has a name equal to the argument.
421 * Used only by the patch command, but not all that useful.
422 * Enables features like "patch <name-of-other-player> food 999"
423 */
424
425 object *
426 find_object_name (const char *str)
427 {
428 const char *name = shstr::find (str);
429 object *op;
430
431 for (op = objects; op != NULL; op = op->next)
432 if (&op->name == name)
433 break;
434
435 return op;
436 }
437
438 void
439 free_all_object_data ()
440 {
441 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
442 }
443
444 /*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455 object *
456 get_owner (object *op)
457 {
458 if (op->owner == NULL)
459 return NULL;
460
461 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
462 return op->owner;
463
464 op->owner = NULL;
465 op->ownercount = 0;
466 return NULL;
467 }
468
469 void
470 clear_owner (object *op)
471 {
472 if (!op)
473 return;
474
475 if (op->owner && op->ownercount == op->owner->count)
476 op->owner->refcount--;
477
478 op->owner = NULL;
479 op->ownercount = 0;
480 }
481
482 /*
483 * Sets the owner and sets the skill and exp pointers to owner's current
484 * skill and experience objects.
485 */
486 void
487 set_owner (object *op, object *owner)
488 {
489 if (owner == NULL || op == NULL)
490 return;
491
492 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid.
498 */
499 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count)
500 owner = owner->owner;
501
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner)
506 return;
507
508 op->owner = owner;
509
510 op->ownercount = owner->count;
511 owner->refcount++;
512
513 }
514
515 /* Set the owner to clone's current owner and set the skill and experience
516 * objects to clone's objects (typically those objects that where the owner's
517 * current skill and experience objects at the time when clone's owner was
518 * set - not the owner's current skill and experience objects).
519 *
520 * Use this function if player created an object (e.g. fire bullet, swarm
521 * spell), and this object creates further objects whose kills should be
522 * accounted for the player's original skill, even if player has changed
523 * skills meanwhile.
524 */
525 void
526 copy_owner (object *op, object *clone)
527 {
528 object *owner = get_owner (clone);
529
530 if (owner == NULL)
531 {
532 /* players don't have owners - they own themselves. Update
533 * as appropriate.
534 */
535 if (clone->type == PLAYER)
536 owner = clone;
537 else
538 return;
539 }
540 set_owner (op, owner);
541
542 }
543
544 /* Zero the key_values on op, decrementing the shared-string
545 * refcounts and freeing the links.
546 */
547 static void
548 free_key_values (object *op)
549 {
550 for (key_value *i = op->key_values; i != 0;)
551 {
552 key_value *next = i->next;
553 delete i;
554
555 i = next;
556 }
557
558 op->key_values = 0;
559 }
560
561 void object::clear ()
562 {
563 attachable_base::clear ();
564
565 free_key_values (this);
566
567 name = 0;
568 name_pl = 0;
569 title = 0;
570 race = 0;
571 slaying = 0;
572 skill = 0;
573 msg = 0;
574 lore = 0;
575 custom_name = 0;
576 materialname = 0;
577
578 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
579
580 SET_FLAG (this, FLAG_REMOVED);
581 }
582
583 void object::clone (object *destination)
584 {
585 *(object_copy *) destination = *this;
586 *(object_pod *) destination = *this;
587
588 if (self || cb)
589 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
590 }
591
592 /*
593 * clear_object() frees everything allocated by an object, and also
594 * clears all variables and flags to default settings.
595 */
596
597 void
598 clear_object (object *op)
599 {
600 op->clear ();
601
602 op->contr = NULL;
603 op->below = NULL;
604 op->above = NULL;
605 op->inv = NULL;
606 op->container = NULL;
607 op->env = NULL;
608 op->more = NULL;
609 op->head = NULL;
610 op->map = NULL;
611 op->refcount = 0;
612 op->active_next = NULL;
613 op->active_prev = NULL;
614 /* What is not cleared is next, prev, and count */
615
616 op->expmul = 1.0;
617 op->face = blank_face;
618 op->attacked_by_count = -1;
619
620 if (settings.casting_time)
621 op->casting_time = -1;
622 }
623
624 /*
625 * copy object first frees everything allocated by the second object,
626 * and then copies the contends of the first object into the second
627 * object, allocating what needs to be allocated. Basically, any
628 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
629 * if the first object is freed, the pointers in the new object
630 * will point at garbage.
631 */
632
633 void
634 copy_object (object *op2, object *op)
635 {
636 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
637 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
638
639 op2->clone (op);
640
641 if (is_freed)
642 SET_FLAG (op, FLAG_FREED);
643 if (is_removed)
644 SET_FLAG (op, FLAG_REMOVED);
645
646 if (op2->speed < 0)
647 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
648
649 /* Copy over key_values, if any. */
650 if (op2->key_values)
651 {
652 key_value *tail = 0;
653 key_value *i;
654
655 op->key_values = 0;
656
657 for (i = op2->key_values; i; i = i->next)
658 {
659 key_value *new_link = new key_value;
660
661 new_link->next = 0;
662 new_link->key = i->key;
663 new_link->value = i->value;
664
665 /* Try and be clever here, too. */
666 if (!op->key_values)
667 {
668 op->key_values = new_link;
669 tail = new_link;
670 }
671 else
672 {
673 tail->next = new_link;
674 tail = new_link;
675 }
676 }
677 }
678
679 update_ob_speed (op);
680 }
681
682 /*
683 * If an object with the IS_TURNABLE() flag needs to be turned due
684 * to the closest player being on the other side, this function can
685 * be called to update the face variable, _and_ how it looks on the map.
686 */
687
688 void
689 update_turn_face (object *op)
690 {
691 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
692 return;
693 SET_ANIMATION (op, op->direction);
694 update_object (op, UP_OBJ_FACE);
695 }
696
697 /*
698 * Updates the speed of an object. If the speed changes from 0 to another
699 * value, or vice versa, then add/remove the object from the active list.
700 * This function needs to be called whenever the speed of an object changes.
701 */
702
703 void
704 update_ob_speed (object *op)
705 {
706 extern int arch_init;
707
708 /* No reason putting the archetypes objects on the speed list,
709 * since they never really need to be updated.
710 */
711
712 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
713 {
714 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
715 #ifdef MANY_CORES
716 abort ();
717 #else
718 op->speed = 0;
719 #endif
720 }
721 if (arch_init)
722 {
723 return;
724 }
725 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
726 {
727 /* If already on active list, don't do anything */
728 if (op->active_next || op->active_prev || op == active_objects)
729 return;
730
731 /* process_events() expects us to insert the object at the beginning
732 * of the list. */
733 op->active_next = active_objects;
734 if (op->active_next != NULL)
735 op->active_next->active_prev = op;
736 active_objects = op;
737 }
738 else
739 {
740 /* If not on the active list, nothing needs to be done */
741 if (!op->active_next && !op->active_prev && op != active_objects)
742 return;
743
744 if (op->active_prev == NULL)
745 {
746 active_objects = op->active_next;
747 if (op->active_next != NULL)
748 op->active_next->active_prev = NULL;
749 }
750 else
751 {
752 op->active_prev->active_next = op->active_next;
753 if (op->active_next)
754 op->active_next->active_prev = op->active_prev;
755 }
756 op->active_next = NULL;
757 op->active_prev = NULL;
758 }
759 }
760
761 /* This function removes object 'op' from the list of active
762 * objects.
763 * This should only be used for style maps or other such
764 * reference maps where you don't want an object that isn't
765 * in play chewing up cpu time getting processed.
766 * The reverse of this is to call update_ob_speed, which
767 * will do the right thing based on the speed of the object.
768 */
769 void
770 remove_from_active_list (object *op)
771 {
772 /* If not on the active list, nothing needs to be done */
773 if (!op->active_next && !op->active_prev && op != active_objects)
774 return;
775
776 if (op->active_prev == NULL)
777 {
778 active_objects = op->active_next;
779 if (op->active_next != NULL)
780 op->active_next->active_prev = NULL;
781 }
782 else
783 {
784 op->active_prev->active_next = op->active_next;
785 if (op->active_next)
786 op->active_next->active_prev = op->active_prev;
787 }
788 op->active_next = NULL;
789 op->active_prev = NULL;
790 }
791
792 /*
793 * update_object() updates the array which represents the map.
794 * It takes into account invisible objects (and represent squares covered
795 * by invisible objects by whatever is below them (unless it's another
796 * invisible object, etc...)
797 * If the object being updated is beneath a player, the look-window
798 * of that player is updated (this might be a suboptimal way of
799 * updating that window, though, since update_object() is called _often_)
800 *
801 * action is a hint of what the caller believes need to be done.
802 * For example, if the only thing that has changed is the face (due to
803 * an animation), we don't need to call update_position until that actually
804 * comes into view of a player. OTOH, many other things, like addition/removal
805 * of walls or living creatures may need us to update the flags now.
806 * current action are:
807 * UP_OBJ_INSERT: op was inserted
808 * UP_OBJ_REMOVE: op was removed
809 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
810 * as that is easier than trying to look at what may have changed.
811 * UP_OBJ_FACE: only the objects face has changed.
812 */
813
814 void
815 update_object (object *op, int action)
816 {
817 int update_now = 0, flags;
818 MoveType move_on, move_off, move_block, move_slow;
819
820 if (op == NULL)
821 {
822 /* this should never happen */
823 LOG (llevDebug, "update_object() called for NULL object.\n");
824 return;
825 }
826
827 if (op->env != NULL)
828 {
829 /* Animation is currently handled by client, so nothing
830 * to do in this case.
831 */
832 return;
833 }
834
835 /* If the map is saving, don't do anything as everything is
836 * going to get freed anyways.
837 */
838 if (!op->map || op->map->in_memory == MAP_SAVING)
839 return;
840
841 /* make sure the object is within map boundaries */
842 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
843 {
844 LOG (llevError, "update_object() called for object out of map!\n");
845 #ifdef MANY_CORES
846 abort ();
847 #endif
848 return;
849 }
850
851 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
852 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
853 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
854 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
855 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
856 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
857
858 if (action == UP_OBJ_INSERT)
859 {
860 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
861 update_now = 1;
862
863 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
864 update_now = 1;
865
866 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
867 update_now = 1;
868
869 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
870 update_now = 1;
871
872 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
873 update_now = 1;
874
875 if ((move_on | op->move_on) != move_on)
876 update_now = 1;
877
878 if ((move_off | op->move_off) != move_off)
879 update_now = 1;
880
881 /* This isn't perfect, but I don't expect a lot of objects to
882 * to have move_allow right now.
883 */
884 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
885 update_now = 1;
886
887 if ((move_slow | op->move_slow) != move_slow)
888 update_now = 1;
889 }
890 /* if the object is being removed, we can't make intelligent
891 * decisions, because remove_ob can't really pass the object
892 * that is being removed.
893 */
894 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
895 {
896 update_now = 1;
897 }
898 else if (action == UP_OBJ_FACE)
899 {
900 /* Nothing to do for that case */
901 }
902 else
903 {
904 LOG (llevError, "update_object called with invalid action: %d\n", action);
905 }
906
907 if (update_now)
908 {
909 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
910 update_position (op->map, op->x, op->y);
911 }
912
913 if (op->more != NULL)
914 update_object (op->more, action);
915 }
916
917 static
918 std::vector < object *>
919 mortals;
920
921 void object::free_mortals ()
922 {
923 for (std::vector < object *>::iterator i = mortals.begin (); i != mortals.end (); ++i)
924 delete *
925 i;
926
927 mortals.clear ();
928 }
929
930 object::object ()
931 {
932 SET_FLAG (this, FLAG_REMOVED);
933
934 expmul = 1.0;
935 face = blank_face;
936 attacked_by_count = -1;
937 }
938
939 object::~object ()
940 {
941 free_key_values (this);
942 }
943
944 void object::link ()
945 {
946 count = ++ob_count;
947
948 prev = 0;
949 next = objects;
950
951 if (objects)
952 objects->prev = this;
953
954 objects = this;
955 }
956
957 void object::unlink ()
958 {
959 count = 0;
960
961 /* Remove this object from the list of used objects */
962 if (prev)
963 prev->next = next;
964 if (next)
965 next->prev = prev;
966 if (this == objects)
967 objects = next;
968 }
969
970 object *object::create ()
971 {
972 object *
973 op = new object;
974
975 op->link ();
976 return op;
977 }
978
979 /*
980 * free_object() frees everything allocated by an object, removes
981 * it from the list of used objects, and puts it on the list of
982 * free objects. The IS_FREED() flag is set in the object.
983 * The object must have been removed by remove_ob() first for
984 * this function to succeed.
985 *
986 * If free_inventory is set, free inventory as well. Else drop items in
987 * inventory to the ground.
988 */
989 void object::free (bool free_inventory)
990 {
991 if (!QUERY_FLAG (this, FLAG_REMOVED))
992 {
993 LOG (llevDebug, "Free object called with non removed object\n");
994 dump_object (this);
995 #ifdef MANY_CORES
996 abort ();
997 #endif
998 }
999
1000 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1001 {
1002 LOG (llevMonster, "Warning: tried to free friendly object.\n");
1003 remove_friendly_object (this);
1004 }
1005
1006 if (QUERY_FLAG (this, FLAG_FREED))
1007 {
1008 dump_object (this);
1009 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
1010 return;
1011 }
1012
1013 if (more)
1014 {
1015 more->free (free_inventory);
1016 more = 0;
1017 }
1018
1019 if (inv)
1020 {
1021 /* Only if the space blocks everything do we not process -
1022 * if some form of movement is allowed, let objects
1023 * drop on that space.
1024 */
1025 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1026 {
1027 object *
1028 op = inv;
1029
1030 while (op)
1031 {
1032 object *
1033 tmp = op->below;
1034
1035 remove_ob (op);
1036 op->free (free_inventory);
1037 op = tmp;
1038 }
1039 }
1040 else
1041 { /* Put objects in inventory onto this space */
1042 object *
1043 op = inv;
1044
1045 while (op)
1046 {
1047 object *
1048 tmp = op->below;
1049
1050 remove_ob (op);
1051
1052 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1053 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1054 free_object (op);
1055 else
1056 {
1057 op->x = x;
1058 op->y = y;
1059 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1060 }
1061
1062 op = tmp;
1063 }
1064 }
1065 }
1066
1067 /* Remove object from the active list */
1068 speed = 0;
1069 update_ob_speed (this);
1070
1071 unlink ();
1072
1073 SET_FLAG (this, FLAG_FREED);
1074
1075 mortals.push_back (this);
1076 }
1077
1078 /*
1079 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)).
1081 */
1082
1083 void
1084 sub_weight (object *op, signed long weight)
1085 {
1086 while (op != NULL)
1087 {
1088 if (op->type == CONTAINER)
1089 {
1090 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1091 }
1092 op->carrying -= weight;
1093 op = op->env;
1094 }
1095 }
1096
1097 /* remove_ob(op):
1098 * This function removes the object op from the linked list of objects
1099 * which it is currently tied to. When this function is done, the
1100 * object will have no environment. If the object previously had an
1101 * environment, the x and y coordinates will be updated to
1102 * the previous environment.
1103 * Beware: This function is called from the editor as well!
1104 */
1105
1106 void
1107 remove_ob (object *op)
1108 {
1109 object *
1110 tmp, *
1111 last = NULL;
1112 object *
1113 otmp;
1114 tag_t
1115 tag;
1116 int
1117 check_walk_off;
1118 mapstruct *
1119 m;
1120 sint16
1121 x,
1122 y;
1123
1124
1125 if (QUERY_FLAG (op, FLAG_REMOVED))
1126 {
1127 dump_object (op);
1128 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1129
1130 /* Changed it to always dump core in this case. As has been learned
1131 * in the past, trying to recover from errors almost always
1132 * make things worse, and this is a real error here - something
1133 * that should not happen.
1134 * Yes, if this was a mission critical app, trying to do something
1135 * to recover may make sense, but that is because failure of the app
1136 * may have other disastrous problems. Cf runs out of a script
1137 * so is easily enough restarted without any real problems.
1138 * MSW 2001-07-01
1139 */
1140 abort ();
1141 }
1142 if (op->more != NULL)
1143 remove_ob (op->more);
1144
1145 SET_FLAG (op, FLAG_REMOVED);
1146
1147 /*
1148 * In this case, the object to be removed is in someones
1149 * inventory.
1150 */
1151 if (op->env != NULL)
1152 {
1153 if (op->nrof)
1154 sub_weight (op->env, op->weight * op->nrof);
1155 else
1156 sub_weight (op->env, op->weight + op->carrying);
1157
1158 /* NO_FIX_PLAYER is set when a great many changes are being
1159 * made to players inventory. If set, avoiding the call
1160 * to save cpu time.
1161 */
1162 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1163 fix_player (otmp);
1164
1165 if (op->above != NULL)
1166 op->above->below = op->below;
1167 else
1168 op->env->inv = op->below;
1169
1170 if (op->below != NULL)
1171 op->below->above = op->above;
1172
1173 /* we set up values so that it could be inserted into
1174 * the map, but we don't actually do that - it is up
1175 * to the caller to decide what we want to do.
1176 */
1177 op->x = op->env->x, op->y = op->env->y;
1178 op->map = op->env->map;
1179 op->above = NULL, op->below = NULL;
1180 op->env = NULL;
1181 return;
1182 }
1183
1184 /* If we get here, we are removing it from a map */
1185 if (op->map == NULL)
1186 return;
1187
1188 x = op->x;
1189 y = op->y;
1190 m = get_map_from_coord (op->map, &x, &y);
1191
1192 if (!m)
1193 {
1194 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1195 op->map->path, op->x, op->y);
1196 /* in old days, we used to set x and y to 0 and continue.
1197 * it seems if we get into this case, something is probablye
1198 * screwed up and should be fixed.
1199 */
1200 abort ();
1201 }
1202 if (op->map != m)
1203 {
1204 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1205 op->map->path, m->path, op->x, op->y, x, y);
1206 }
1207
1208 /* Re did the following section of code - it looks like it had
1209 * lots of logic for things we no longer care about
1210 */
1211
1212 /* link the object above us */
1213 if (op->above)
1214 op->above->below = op->below;
1215 else
1216 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1217
1218 /* Relink the object below us, if there is one */
1219 if (op->below)
1220 {
1221 op->below->above = op->above;
1222 }
1223 else
1224 {
1225 /* Nothing below, which means we need to relink map object for this space
1226 * use translated coordinates in case some oddness with map tiling is
1227 * evident
1228 */
1229 if (GET_MAP_OB (m, x, y) != op)
1230 {
1231 dump_object (op);
1232 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",
1233 errmsg);
1234 dump_object (GET_MAP_OB (m, x, y));
1235 LOG (llevError, "%s\n", errmsg);
1236 }
1237 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1238 }
1239 op->above = NULL;
1240 op->below = NULL;
1241
1242 if (op->map->in_memory == MAP_SAVING)
1243 return;
1244
1245 tag = op->count;
1246 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1247 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1248 {
1249 /* No point updating the players look faces if he is the object
1250 * being removed.
1251 */
1252
1253 if (tmp->type == PLAYER && tmp != op)
1254 {
1255 /* If a container that the player is currently using somehow gets
1256 * removed (most likely destroyed), update the player view
1257 * appropriately.
1258 */
1259 if (tmp->container == op)
1260 {
1261 CLEAR_FLAG (op, FLAG_APPLIED);
1262 tmp->container = NULL;
1263 }
1264 tmp->contr->socket.update_look = 1;
1265 }
1266 /* See if player moving off should effect something */
1267 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1268 {
1269
1270 move_apply (tmp, op, NULL);
1271 if (was_destroyed (op, tag))
1272 {
1273 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1274 }
1275 }
1276
1277 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1278
1279 if (tmp->above == tmp)
1280 tmp->above = NULL;
1281 last = tmp;
1282 }
1283 /* last == NULL of there are no objects on this space */
1284 if (last == NULL)
1285 {
1286 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1287 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1288 * those out anyways, and if there are any flags set right now, they won't
1289 * be correct anyways.
1290 */
1291 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1292 update_position (op->map, op->x, op->y);
1293 }
1294 else
1295 update_object (last, UP_OBJ_REMOVE);
1296
1297 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1298 update_all_los (op->map, op->x, op->y);
1299
1300 }
1301
1302 /*
1303 * merge_ob(op,top):
1304 *
1305 * This function goes through all objects below and including top, and
1306 * merges op to the first matching object.
1307 * If top is NULL, it is calculated.
1308 * Returns pointer to object if it succeded in the merge, otherwise NULL
1309 */
1310
1311 object *
1312 merge_ob (object *op, object *top)
1313 {
1314 if (!op->nrof)
1315 return 0;
1316 if (top == NULL)
1317 for (top = op; top != NULL && top->above != NULL; top = top->above);
1318 for (; top != NULL; top = top->below)
1319 {
1320 if (top == op)
1321 continue;
1322 if (CAN_MERGE (op, top))
1323 {
1324 top->nrof += op->nrof;
1325
1326 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1327 op->weight = 0; /* Don't want any adjustements now */
1328 remove_ob (op);
1329 free_object (op);
1330 return top;
1331 }
1332 }
1333 return NULL;
1334 }
1335
1336 /*
1337 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1338 * job preparing multi-part monsters
1339 */
1340 object *
1341 insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1342 {
1343 object *
1344 tmp;
1345
1346 if (op->head)
1347 op = op->head;
1348 for (tmp = op; tmp; tmp = tmp->more)
1349 {
1350 tmp->x = x + tmp->arch->clone.x;
1351 tmp->y = y + tmp->arch->clone.y;
1352 }
1353 return insert_ob_in_map (op, m, originator, flag);
1354 }
1355
1356 /*
1357 * insert_ob_in_map (op, map, originator, flag):
1358 * This function inserts the object in the two-way linked list
1359 * which represents what is on a map.
1360 * The second argument specifies the map, and the x and y variables
1361 * in the object about to be inserted specifies the position.
1362 *
1363 * originator: Player, monster or other object that caused 'op' to be inserted
1364 * into 'map'. May be NULL.
1365 *
1366 * flag is a bitmask about special things to do (or not do) when this
1367 * function is called. see the object.h file for the INS_ values.
1368 * Passing 0 for flag gives proper default values, so flag really only needs
1369 * to be set if special handling is needed.
1370 *
1371 * Return value:
1372 * new object if 'op' was merged with other object
1373 * NULL if 'op' was destroyed
1374 * just 'op' otherwise
1375 */
1376
1377 object *
1378 insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1379 {
1380 object *
1381 tmp, *
1382 top, *
1383 floor = NULL;
1384 sint16
1385 x,
1386 y;
1387
1388 if (QUERY_FLAG (op, FLAG_FREED))
1389 {
1390 LOG (llevError, "Trying to insert freed object!\n");
1391 return NULL;
1392 }
1393 if (m == NULL)
1394 {
1395 dump_object (op);
1396 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1397 return op;
1398 }
1399 if (out_of_map (m, op->x, op->y))
1400 {
1401 dump_object (op);
1402 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1403 #ifdef MANY_CORES
1404 /* Better to catch this here, as otherwise the next use of this object
1405 * is likely to cause a crash. Better to find out where it is getting
1406 * improperly inserted.
1407 */
1408 abort ();
1409 #endif
1410 return op;
1411 }
1412 if (!QUERY_FLAG (op, FLAG_REMOVED))
1413 {
1414 dump_object (op);
1415 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1416 return op;
1417 }
1418 if (op->more != NULL)
1419 {
1420 /* The part may be on a different map. */
1421
1422 object *
1423 more = op->more;
1424
1425 /* We really need the caller to normalize coordinates - if
1426 * we set the map, that doesn't work if the location is within
1427 * a map and this is straddling an edge. So only if coordinate
1428 * is clear wrong do we normalize it.
1429 */
1430 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1431 {
1432 more->map = get_map_from_coord (m, &more->x, &more->y);
1433 }
1434 else if (!more->map)
1435 {
1436 /* For backwards compatibility - when not dealing with tiled maps,
1437 * more->map should always point to the parent.
1438 */
1439 more->map = m;
1440 }
1441
1442 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1443 {
1444 if (!op->head)
1445 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1446 return NULL;
1447 }
1448 }
1449 CLEAR_FLAG (op, FLAG_REMOVED);
1450
1451 /* Ideally, the caller figures this out. However, it complicates a lot
1452 * of areas of callers (eg, anything that uses find_free_spot would now
1453 * need extra work
1454 */
1455 op->map = get_map_from_coord (m, &op->x, &op->y);
1456 x = op->x;
1457 y = op->y;
1458
1459 /* this has to be done after we translate the coordinates.
1460 */
1461 if (op->nrof && !(flag & INS_NO_MERGE))
1462 {
1463 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1464 if (CAN_MERGE (op, tmp))
1465 {
1466 op->nrof += tmp->nrof;
1467 remove_ob (tmp);
1468 free_object (tmp);
1469 }
1470 }
1471
1472 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1473 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1474 if (!QUERY_FLAG (op, FLAG_ALIVE))
1475 CLEAR_FLAG (op, FLAG_NO_STEAL);
1476
1477 if (flag & INS_BELOW_ORIGINATOR)
1478 {
1479 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1480 {
1481 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1482 abort ();
1483 }
1484 op->above = originator;
1485 op->below = originator->below;
1486 if (op->below)
1487 op->below->above = op;
1488 else
1489 SET_MAP_OB (op->map, op->x, op->y, op);
1490 /* since *below* originator, no need to update top */
1491 originator->below = op;
1492 }
1493 else
1494 {
1495 /* If there are other objects, then */
1496 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1497 {
1498 object *
1499 last = NULL;
1500
1501 /*
1502 * If there are multiple objects on this space, we do some trickier handling.
1503 * We've already dealt with merging if appropriate.
1504 * Generally, we want to put the new object on top. But if
1505 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1506 * floor, we want to insert above that and no further.
1507 * Also, if there are spell objects on this space, we stop processing
1508 * once we get to them. This reduces the need to traverse over all of
1509 * them when adding another one - this saves quite a bit of cpu time
1510 * when lots of spells are cast in one area. Currently, it is presumed
1511 * that flying non pickable objects are spell objects.
1512 */
1513
1514 while (top != NULL)
1515 {
1516 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1517 floor = top;
1518 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1519 {
1520 /* We insert above top, so we want this object below this */
1521 top = top->below;
1522 break;
1523 }
1524 last = top;
1525 top = top->above;
1526 }
1527 /* Don't want top to be NULL, so set it to the last valid object */
1528 top = last;
1529
1530 /* We let update_position deal with figuring out what the space
1531 * looks like instead of lots of conditions here.
1532 * makes things faster, and effectively the same result.
1533 */
1534
1535 /* Have object 'fall below' other objects that block view.
1536 * Unless those objects are exits, type 66
1537 * If INS_ON_TOP is used, don't do this processing
1538 * Need to find the object that in fact blocks view, otherwise
1539 * stacking is a bit odd.
1540 */
1541 if (!(flag & INS_ON_TOP) &&
1542 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1543 {
1544 for (last = top; last != floor; last = last->below)
1545 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1546 break;
1547 /* Check to see if we found the object that blocks view,
1548 * and make sure we have a below pointer for it so that
1549 * we can get inserted below this one, which requires we
1550 * set top to the object below us.
1551 */
1552 if (last && last->below && last != floor)
1553 top = last->below;
1554 }
1555 } /* If objects on this space */
1556 if (flag & INS_MAP_LOAD)
1557 top = GET_MAP_TOP (op->map, op->x, op->y);
1558 if (flag & INS_ABOVE_FLOOR_ONLY)
1559 top = floor;
1560
1561 /* Top is the object that our object (op) is going to get inserted above.
1562 */
1563
1564 /* First object on this space */
1565 if (!top)
1566 {
1567 op->above = GET_MAP_OB (op->map, op->x, op->y);
1568 if (op->above)
1569 op->above->below = op;
1570 op->below = NULL;
1571 SET_MAP_OB (op->map, op->x, op->y, op);
1572 }
1573 else
1574 { /* get inserted into the stack above top */
1575 op->above = top->above;
1576 if (op->above)
1577 op->above->below = op;
1578 op->below = top;
1579 top->above = op;
1580 }
1581 if (op->above == NULL)
1582 SET_MAP_TOP (op->map, op->x, op->y, op);
1583 } /* else not INS_BELOW_ORIGINATOR */
1584
1585 if (op->type == PLAYER)
1586 op->contr->do_los = 1;
1587
1588 /* If we have a floor, we know the player, if any, will be above
1589 * it, so save a few ticks and start from there.
1590 */
1591 if (!(flag & INS_MAP_LOAD))
1592 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1593 {
1594 if (tmp->type == PLAYER)
1595 tmp->contr->socket.update_look = 1;
1596 }
1597
1598 /* If this object glows, it may affect lighting conditions that are
1599 * visible to others on this map. But update_all_los is really
1600 * an inefficient way to do this, as it means los for all players
1601 * on the map will get recalculated. The players could very well
1602 * be far away from this change and not affected in any way -
1603 * this should get redone to only look for players within range,
1604 * or just updating the P_NEED_UPDATE for spaces within this area
1605 * of effect may be sufficient.
1606 */
1607 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1608 update_all_los (op->map, op->x, op->y);
1609
1610
1611 /* updates flags (blocked, alive, no magic, etc) for this map space */
1612 update_object (op, UP_OBJ_INSERT);
1613
1614
1615 /* Don't know if moving this to the end will break anything. However,
1616 * we want to have update_look set above before calling this.
1617 *
1618 * check_move_on() must be after this because code called from
1619 * check_move_on() depends on correct map flags (so functions like
1620 * blocked() and wall() work properly), and these flags are updated by
1621 * update_object().
1622 */
1623
1624 /* if this is not the head or flag has been passed, don't check walk on status */
1625
1626 if (!(flag & INS_NO_WALK_ON) && !op->head)
1627 {
1628 if (check_move_on (op, originator))
1629 return NULL;
1630
1631 /* If we are a multi part object, lets work our way through the check
1632 * walk on's.
1633 */
1634 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1635 if (check_move_on (tmp, originator))
1636 return NULL;
1637 }
1638 return op;
1639 }
1640
1641 /* this function inserts an object in the map, but if it
1642 * finds an object of its own type, it'll remove that one first.
1643 * op is the object to insert it under: supplies x and the map.
1644 */
1645 void
1646 replace_insert_ob_in_map (const char *arch_string, object *op)
1647 {
1648 object *
1649 tmp;
1650 object *
1651 tmp1;
1652
1653 /* first search for itself and remove any old instances */
1654
1655 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1656 {
1657 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1658 {
1659 remove_ob (tmp);
1660 free_object (tmp);
1661 }
1662 }
1663
1664 tmp1 = arch_to_object (find_archetype (arch_string));
1665
1666
1667 tmp1->x = op->x;
1668 tmp1->y = op->y;
1669 insert_ob_in_map (tmp1, op->map, op, 0);
1670 }
1671
1672 /*
1673 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1674 * is returned contains nr objects, and the remaining parts contains
1675 * the rest (or is removed and freed if that number is 0).
1676 * On failure, NULL is returned, and the reason put into the
1677 * global static errmsg array.
1678 */
1679
1680 object *
1681 get_split_ob (object *orig_ob, uint32 nr)
1682 {
1683 object *
1684 newob;
1685 int
1686 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1687
1688 if (orig_ob->nrof < nr)
1689 {
1690 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1691 return NULL;
1692 }
1693 newob = object_create_clone (orig_ob);
1694 if ((orig_ob->nrof -= nr) < 1)
1695 {
1696 if (!is_removed)
1697 remove_ob (orig_ob);
1698 free_object2 (orig_ob, 1);
1699 }
1700 else if (!is_removed)
1701 {
1702 if (orig_ob->env != NULL)
1703 sub_weight (orig_ob->env, orig_ob->weight * nr);
1704 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1705 {
1706 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1707 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1708 return NULL;
1709 }
1710 }
1711 newob->nrof = nr;
1712
1713 return newob;
1714 }
1715
1716 /*
1717 * decrease_ob_nr(object, number) decreases a specified number from
1718 * the amount of an object. If the amount reaches 0, the object
1719 * is subsequently removed and freed.
1720 *
1721 * Return value: 'op' if something is left, NULL if the amount reached 0
1722 */
1723
1724 object *
1725 decrease_ob_nr (object *op, uint32 i)
1726 {
1727 object *
1728 tmp;
1729 player *
1730 pl;
1731
1732 if (i == 0) /* objects with op->nrof require this check */
1733 return op;
1734
1735 if (i > op->nrof)
1736 i = op->nrof;
1737
1738 if (QUERY_FLAG (op, FLAG_REMOVED))
1739 {
1740 op->nrof -= i;
1741 }
1742 else if (op->env != NULL)
1743 {
1744 /* is this object in the players inventory, or sub container
1745 * therein?
1746 */
1747 tmp = is_player_inv (op->env);
1748 /* nope. Is this a container the player has opened?
1749 * If so, set tmp to that player.
1750 * IMO, searching through all the players will mostly
1751 * likely be quicker than following op->env to the map,
1752 * and then searching the map for a player.
1753 */
1754 if (!tmp)
1755 {
1756 for (pl = first_player; pl; pl = pl->next)
1757 if (pl->ob->container == op->env)
1758 break;
1759 if (pl)
1760 tmp = pl->ob;
1761 else
1762 tmp = NULL;
1763 }
1764
1765 if (i < op->nrof)
1766 {
1767 sub_weight (op->env, op->weight * i);
1768 op->nrof -= i;
1769 if (tmp)
1770 {
1771 esrv_send_item (tmp, op);
1772 }
1773 }
1774 else
1775 {
1776 remove_ob (op);
1777 op->nrof = 0;
1778 if (tmp)
1779 {
1780 esrv_del_item (tmp->contr, op->count);
1781 }
1782 }
1783 }
1784 else
1785 {
1786 object *
1787 above = op->above;
1788
1789 if (i < op->nrof)
1790 {
1791 op->nrof -= i;
1792 }
1793 else
1794 {
1795 remove_ob (op);
1796 op->nrof = 0;
1797 }
1798 /* Since we just removed op, op->above is null */
1799 for (tmp = above; tmp != NULL; tmp = tmp->above)
1800 if (tmp->type == PLAYER)
1801 {
1802 if (op->nrof)
1803 esrv_send_item (tmp, op);
1804 else
1805 esrv_del_item (tmp->contr, op->count);
1806 }
1807 }
1808
1809 if (op->nrof)
1810 {
1811 return op;
1812 }
1813 else
1814 {
1815 free_object (op);
1816 return NULL;
1817 }
1818 }
1819
1820 /*
1821 * add_weight(object, weight) adds the specified weight to an object,
1822 * and also updates how much the environment(s) is/are carrying.
1823 */
1824
1825 void
1826 add_weight (object *op, signed long weight)
1827 {
1828 while (op != NULL)
1829 {
1830 if (op->type == CONTAINER)
1831 {
1832 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1833 }
1834 op->carrying += weight;
1835 op = op->env;
1836 }
1837 }
1838
1839 /*
1840 * insert_ob_in_ob(op,environment):
1841 * This function inserts the object op in the linked list
1842 * inside the object environment.
1843 *
1844 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1845 * the inventory at the last position or next to other objects of the same
1846 * type.
1847 * Frank: Now sorted by type, archetype and magic!
1848 *
1849 * The function returns now pointer to inserted item, and return value can
1850 * be != op, if items are merged. -Tero
1851 */
1852
1853 object *
1854 insert_ob_in_ob (object *op, object *where)
1855 {
1856 object *
1857 tmp, *
1858 otmp;
1859
1860 if (!QUERY_FLAG (op, FLAG_REMOVED))
1861 {
1862 dump_object (op);
1863 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1864 return op;
1865 }
1866 if (where == NULL)
1867 {
1868 dump_object (op);
1869 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1870 return op;
1871 }
1872 if (where->head)
1873 {
1874 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1875 where = where->head;
1876 }
1877 if (op->more)
1878 {
1879 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1880 return op;
1881 }
1882 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1883 CLEAR_FLAG (op, FLAG_REMOVED);
1884 if (op->nrof)
1885 {
1886 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1887 if (CAN_MERGE (tmp, op))
1888 {
1889 /* return the original object and remove inserted object
1890 (client needs the original object) */
1891 tmp->nrof += op->nrof;
1892 /* Weight handling gets pretty funky. Since we are adding to
1893 * tmp->nrof, we need to increase the weight.
1894 */
1895 add_weight (where, op->weight * op->nrof);
1896 SET_FLAG (op, FLAG_REMOVED);
1897 free_object (op); /* free the inserted object */
1898 op = tmp;
1899 remove_ob (op); /* and fix old object's links */
1900 CLEAR_FLAG (op, FLAG_REMOVED);
1901 break;
1902 }
1903
1904 /* I assume combined objects have no inventory
1905 * We add the weight - this object could have just been removed
1906 * (if it was possible to merge). calling remove_ob will subtract
1907 * the weight, so we need to add it in again, since we actually do
1908 * the linking below
1909 */
1910 add_weight (where, op->weight * op->nrof);
1911 }
1912 else
1913 add_weight (where, (op->weight + op->carrying));
1914
1915 otmp = is_player_inv (where);
1916 if (otmp && otmp->contr != NULL)
1917 {
1918 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1919 fix_player (otmp);
1920 }
1921
1922 op->map = NULL;
1923 op->env = where;
1924 op->above = NULL;
1925 op->below = NULL;
1926 op->x = 0, op->y = 0;
1927
1928 /* reset the light list and los of the players on the map */
1929 if ((op->glow_radius != 0) && where->map)
1930 {
1931 #ifdef DEBUG_LIGHTS
1932 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1933 #endif /* DEBUG_LIGHTS */
1934 if (MAP_DARKNESS (where->map))
1935 update_all_los (where->map, where->x, where->y);
1936 }
1937
1938 /* Client has no idea of ordering so lets not bother ordering it here.
1939 * It sure simplifies this function...
1940 */
1941 if (where->inv == NULL)
1942 where->inv = op;
1943 else
1944 {
1945 op->below = where->inv;
1946 op->below->above = op;
1947 where->inv = op;
1948 }
1949 return op;
1950 }
1951
1952 /*
1953 * Checks if any objects has a move_type that matches objects
1954 * that effect this object on this space. Call apply() to process
1955 * these events.
1956 *
1957 * Any speed-modification due to SLOW_MOVE() of other present objects
1958 * will affect the speed_left of the object.
1959 *
1960 * originator: Player, monster or other object that caused 'op' to be inserted
1961 * into 'map'. May be NULL.
1962 *
1963 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1964 *
1965 * 4-21-95 added code to check if appropriate skill was readied - this will
1966 * permit faster movement by the player through this terrain. -b.t.
1967 *
1968 * MSW 2001-07-08: Check all objects on space, not just those below
1969 * object being inserted. insert_ob_in_map may not put new objects
1970 * on top.
1971 */
1972
1973 int
1974 check_move_on (object *op, object *originator)
1975 {
1976 object *
1977 tmp;
1978 tag_t
1979 tag;
1980 mapstruct *
1981 m = op->map;
1982 int
1983 x = op->x, y = op->y;
1984 MoveType
1985 move_on,
1986 move_slow,
1987 move_block;
1988
1989 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1990 return 0;
1991
1992 tag = op->count;
1993
1994 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1995 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1996 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1997
1998 /* if nothing on this space will slow op down or be applied,
1999 * no need to do checking below. have to make sure move_type
2000 * is set, as lots of objects don't have it set - we treat that
2001 * as walking.
2002 */
2003 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2004 return 0;
2005
2006 /* This is basically inverse logic of that below - basically,
2007 * if the object can avoid the move on or slow move, they do so,
2008 * but can't do it if the alternate movement they are using is
2009 * blocked. Logic on this seems confusing, but does seem correct.
2010 */
2011 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
2012 return 0;
2013
2014 /* The objects have to be checked from top to bottom.
2015 * Hence, we first go to the top:
2016 */
2017
2018 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2019 {
2020 /* Trim the search when we find the first other spell effect
2021 * this helps performance so that if a space has 50 spell objects,
2022 * we don't need to check all of them.
2023 */
2024 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2025 break;
2026 }
2027 for (; tmp != NULL; tmp = tmp->below)
2028 {
2029 if (tmp == op)
2030 continue; /* Can't apply yourself */
2031
2032 /* Check to see if one of the movement types should be slowed down.
2033 * Second check makes sure that the movement types not being slowed
2034 * (~slow_move) is not blocked on this space - just because the
2035 * space doesn't slow down swimming (for example), if you can't actually
2036 * swim on that space, can't use it to avoid the penalty.
2037 */
2038 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2039 {
2040 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2041 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2042 {
2043
2044 float
2045 diff;
2046
2047 diff = tmp->move_slow_penalty * FABS (op->speed);
2048 if (op->type == PLAYER)
2049 {
2050 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2051 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2052 {
2053 diff /= 4.0;
2054 }
2055 }
2056 op->speed_left -= diff;
2057 }
2058 }
2059
2060 /* Basically same logic as above, except now for actual apply. */
2061 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2062 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2063 {
2064
2065 move_apply (tmp, op, originator);
2066 if (was_destroyed (op, tag))
2067 return 1;
2068
2069 /* what the person/creature stepped onto has moved the object
2070 * someplace new. Don't process any further - if we did,
2071 * have a feeling strange problems would result.
2072 */
2073 if (op->map != m || op->x != x || op->y != y)
2074 return 0;
2075 }
2076 }
2077 return 0;
2078 }
2079
2080 /*
2081 * present_arch(arch, map, x, y) searches for any objects with
2082 * a matching archetype at the given map and coordinates.
2083 * The first matching object is returned, or NULL if none.
2084 */
2085
2086 object *
2087 present_arch (const archetype *at, mapstruct *m, int x, int y)
2088 {
2089 object *
2090 tmp;
2091
2092 if (m == NULL || out_of_map (m, x, y))
2093 {
2094 LOG (llevError, "Present_arch called outside map.\n");
2095 return NULL;
2096 }
2097 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2098 if (tmp->arch == at)
2099 return tmp;
2100 return NULL;
2101 }
2102
2103 /*
2104 * present(type, map, x, y) searches for any objects with
2105 * a matching type variable at the given map and coordinates.
2106 * The first matching object is returned, or NULL if none.
2107 */
2108
2109 object *
2110 present (unsigned char type, mapstruct *m, int x, int y)
2111 {
2112 object *
2113 tmp;
2114
2115 if (out_of_map (m, x, y))
2116 {
2117 LOG (llevError, "Present called outside map.\n");
2118 return NULL;
2119 }
2120 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2121 if (tmp->type == type)
2122 return tmp;
2123 return NULL;
2124 }
2125
2126 /*
2127 * present_in_ob(type, object) searches for any objects with
2128 * a matching type variable in the inventory of the given object.
2129 * The first matching object is returned, or NULL if none.
2130 */
2131
2132 object *
2133 present_in_ob (unsigned char type, const object *op)
2134 {
2135 object *
2136 tmp;
2137
2138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 if (tmp->type == type)
2140 return tmp;
2141 return NULL;
2142 }
2143
2144 /*
2145 * present_in_ob (type, str, object) searches for any objects with
2146 * a matching type & name variable in the inventory of the given object.
2147 * The first matching object is returned, or NULL if none.
2148 * This is mostly used by spell effect code, so that we only
2149 * have one spell effect at a time.
2150 * type can be used to narrow the search - if type is set,
2151 * the type must also match. -1 can be passed for the type,
2152 * in which case the type does not need to pass.
2153 * str is the string to match against. Note that we match against
2154 * the object name, not the archetype name. this is so that the
2155 * spell code can use one object type (force), but change it's name
2156 * to be unique.
2157 */
2158
2159 object *
2160 present_in_ob_by_name (int type, const char *str, const object *op)
2161 {
2162 object *
2163 tmp;
2164
2165 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2166 {
2167 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2168 return tmp;
2169 }
2170 return NULL;
2171 }
2172
2173 /*
2174 * present_arch_in_ob(archetype, object) searches for any objects with
2175 * a matching archetype in the inventory of the given object.
2176 * The first matching object is returned, or NULL if none.
2177 */
2178
2179 object *
2180 present_arch_in_ob (const archetype *at, const object *op)
2181 {
2182 object *
2183 tmp;
2184
2185 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2186 if (tmp->arch == at)
2187 return tmp;
2188 return NULL;
2189 }
2190
2191 /*
2192 * activate recursively a flag on an object inventory
2193 */
2194 void
2195 flag_inv (object *op, int flag)
2196 {
2197 object *
2198 tmp;
2199
2200 if (op->inv)
2201 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2202 {
2203 SET_FLAG (tmp, flag);
2204 flag_inv (tmp, flag);
2205 }
2206 } /*
2207 * desactivate recursively a flag on an object inventory
2208 */
2209 void
2210 unflag_inv (object *op, int flag)
2211 {
2212 object *
2213 tmp;
2214
2215 if (op->inv)
2216 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2217 {
2218 CLEAR_FLAG (tmp, flag);
2219 unflag_inv (tmp, flag);
2220 }
2221 }
2222
2223 /*
2224 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2225 * all it's inventory (recursively).
2226 * If checksums are used, a player will get set_cheat called for
2227 * him/her-self and all object carried by a call to this function.
2228 */
2229
2230 void
2231 set_cheat (object *op)
2232 {
2233 SET_FLAG (op, FLAG_WAS_WIZ);
2234 flag_inv (op, FLAG_WAS_WIZ);
2235 }
2236
2237 /*
2238 * find_free_spot(object, map, x, y, start, stop) will search for
2239 * a spot at the given map and coordinates which will be able to contain
2240 * the given object. start and stop specifies how many squares
2241 * to search (see the freearr_x/y[] definition).
2242 * It returns a random choice among the alternatives found.
2243 * start and stop are where to start relative to the free_arr array (1,9
2244 * does all 4 immediate directions). This returns the index into the
2245 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2246 * Note - this only checks to see if there is space for the head of the
2247 * object - if it is a multispace object, this should be called for all
2248 * pieces.
2249 * Note2: This function does correctly handle tiled maps, but does not
2250 * inform the caller. However, insert_ob_in_map will update as
2251 * necessary, so the caller shouldn't need to do any special work.
2252 * Note - updated to take an object instead of archetype - this is necessary
2253 * because arch_blocked (now ob_blocked) needs to know the movement type
2254 * to know if the space in question will block the object. We can't use
2255 * the archetype because that isn't correct if the monster has been
2256 * customized, changed states, etc.
2257 */
2258
2259 int
2260 find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2261 {
2262 int
2263 i,
2264 index = 0, flag;
2265 static int
2266 altern[SIZEOFFREE];
2267
2268 for (i = start; i < stop; i++)
2269 {
2270 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2271 if (!flag)
2272 altern[index++] = i;
2273
2274 /* Basically, if we find a wall on a space, we cut down the search size.
2275 * In this way, we won't return spaces that are on another side of a wall.
2276 * This mostly work, but it cuts down the search size in all directions -
2277 * if the space being examined only has a wall to the north and empty
2278 * spaces in all the other directions, this will reduce the search space
2279 * to only the spaces immediately surrounding the target area, and
2280 * won't look 2 spaces south of the target space.
2281 */
2282 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2283 stop = maxfree[i];
2284 }
2285 if (!index)
2286 return -1;
2287 return altern[RANDOM () % index];
2288 }
2289
2290 /*
2291 * find_first_free_spot(archetype, mapstruct, x, y) works like
2292 * find_free_spot(), but it will search max number of squares.
2293 * But it will return the first available spot, not a random choice.
2294 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2295 */
2296
2297 int
2298 find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2299 {
2300 int
2301 i;
2302
2303 for (i = 0; i < SIZEOFFREE; i++)
2304 {
2305 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2306 return i;
2307 }
2308 return -1;
2309 }
2310
2311 /*
2312 * The function permute(arr, begin, end) randomly reorders the array
2313 * arr[begin..end-1].
2314 */
2315 static void
2316 permute (int *arr, int begin, int end)
2317 {
2318 int
2319 i,
2320 j,
2321 tmp,
2322 len;
2323
2324 len = end - begin;
2325 for (i = begin; i < end; i++)
2326 {
2327 j = begin + RANDOM () % len;
2328
2329 tmp = arr[i];
2330 arr[i] = arr[j];
2331 arr[j] = tmp;
2332 }
2333 }
2334
2335 /* new function to make monster searching more efficient, and effective!
2336 * This basically returns a randomized array (in the passed pointer) of
2337 * the spaces to find monsters. In this way, it won't always look for
2338 * monsters to the north first. However, the size of the array passed
2339 * covers all the spaces, so within that size, all the spaces within
2340 * the 3x3 area will be searched, just not in a predictable order.
2341 */
2342 void
2343 get_search_arr (int *search_arr)
2344 {
2345 int
2346 i;
2347
2348 for (i = 0; i < SIZEOFFREE; i++)
2349 {
2350 search_arr[i] = i;
2351 }
2352
2353 permute (search_arr, 1, SIZEOFFREE1 + 1);
2354 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2355 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2356 }
2357
2358 /*
2359 * find_dir(map, x, y, exclude) will search some close squares in the
2360 * given map at the given coordinates for live objects.
2361 * It will not considered the object given as exclude among possible
2362 * live objects.
2363 * It returns the direction toward the first/closest live object if finds
2364 * any, otherwise 0.
2365 * Perhaps incorrectly, but I'm making the assumption that exclude
2366 * is actually want is going to try and move there. We need this info
2367 * because we have to know what movement the thing looking to move
2368 * there is capable of.
2369 */
2370
2371 int
2372 find_dir (mapstruct *m, int x, int y, object *exclude)
2373 {
2374 int
2375 i,
2376 max = SIZEOFFREE, mflags;
2377 sint16
2378 nx,
2379 ny;
2380 object *
2381 tmp;
2382 mapstruct *
2383 mp;
2384 MoveType
2385 blocked,
2386 move_type;
2387
2388 if (exclude && exclude->head)
2389 {
2390 exclude = exclude->head;
2391 move_type = exclude->move_type;
2392 }
2393 else
2394 {
2395 /* If we don't have anything, presume it can use all movement types. */
2396 move_type = MOVE_ALL;
2397 }
2398
2399 for (i = 1; i < max; i++)
2400 {
2401 mp = m;
2402 nx = x + freearr_x[i];
2403 ny = y + freearr_y[i];
2404
2405 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2406 if (mflags & P_OUT_OF_MAP)
2407 {
2408 max = maxfree[i];
2409 }
2410 else
2411 {
2412 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2413
2414 if ((move_type & blocked) == move_type)
2415 {
2416 max = maxfree[i];
2417 }
2418 else if (mflags & P_IS_ALIVE)
2419 {
2420 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2421 {
2422 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2423 {
2424 break;
2425 }
2426 }
2427 if (tmp)
2428 {
2429 return freedir[i];
2430 }
2431 }
2432 }
2433 }
2434 return 0;
2435 }
2436
2437 /*
2438 * distance(object 1, object 2) will return the square of the
2439 * distance between the two given objects.
2440 */
2441
2442 int
2443 distance (const object *ob1, const object *ob2)
2444 {
2445 int
2446 i;
2447
2448 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2449 return i;
2450 }
2451
2452 /*
2453 * find_dir_2(delta-x,delta-y) will return a direction in which
2454 * an object which has subtracted the x and y coordinates of another
2455 * object, needs to travel toward it.
2456 */
2457
2458 int
2459 find_dir_2 (int x, int y)
2460 {
2461 int
2462 q;
2463
2464 if (y)
2465 q = x * 100 / y;
2466 else if (x)
2467 q = -300 * x;
2468 else
2469 return 0;
2470
2471 if (y > 0)
2472 {
2473 if (q < -242)
2474 return 3;
2475 if (q < -41)
2476 return 2;
2477 if (q < 41)
2478 return 1;
2479 if (q < 242)
2480 return 8;
2481 return 7;
2482 }
2483
2484 if (q < -242)
2485 return 7;
2486 if (q < -41)
2487 return 6;
2488 if (q < 41)
2489 return 5;
2490 if (q < 242)
2491 return 4;
2492
2493 return 3;
2494 }
2495
2496 /*
2497 * absdir(int): Returns a number between 1 and 8, which represent
2498 * the "absolute" direction of a number (it actually takes care of
2499 * "overflow" in previous calculations of a direction).
2500 */
2501
2502 int
2503 absdir (int d)
2504 {
2505 while (d < 1)
2506 d += 8;
2507 while (d > 8)
2508 d -= 8;
2509 return d;
2510 }
2511
2512 /*
2513 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2514 * between two directions (which are expected to be absolute (see absdir())
2515 */
2516
2517 int
2518 dirdiff (int dir1, int dir2)
2519 {
2520 int
2521 d;
2522
2523 d = abs (dir1 - dir2);
2524 if (d > 4)
2525 d = 8 - d;
2526 return d;
2527 }
2528
2529 /* peterm:
2530 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2531 * Basically, this is a table of directions, and what directions
2532 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2533 * This basically means that if direction is 15, then it could either go
2534 * direction 4, 14, or 16 to get back to where we are.
2535 * Moved from spell_util.c to object.c with the other related direction
2536 * functions.
2537 */
2538
2539 int
2540 reduction_dir[SIZEOFFREE][3] = {
2541 {0, 0, 0}, /* 0 */
2542 {0, 0, 0}, /* 1 */
2543 {0, 0, 0}, /* 2 */
2544 {0, 0, 0}, /* 3 */
2545 {0, 0, 0}, /* 4 */
2546 {0, 0, 0}, /* 5 */
2547 {0, 0, 0}, /* 6 */
2548 {0, 0, 0}, /* 7 */
2549 {0, 0, 0}, /* 8 */
2550 {8, 1, 2}, /* 9 */
2551 {1, 2, -1}, /* 10 */
2552 {2, 10, 12}, /* 11 */
2553 {2, 3, -1}, /* 12 */
2554 {2, 3, 4}, /* 13 */
2555 {3, 4, -1}, /* 14 */
2556 {4, 14, 16}, /* 15 */
2557 {5, 4, -1}, /* 16 */
2558 {4, 5, 6}, /* 17 */
2559 {6, 5, -1}, /* 18 */
2560 {6, 20, 18}, /* 19 */
2561 {7, 6, -1}, /* 20 */
2562 {6, 7, 8}, /* 21 */
2563 {7, 8, -1}, /* 22 */
2564 {8, 22, 24}, /* 23 */
2565 {8, 1, -1}, /* 24 */
2566 {24, 9, 10}, /* 25 */
2567 {9, 10, -1}, /* 26 */
2568 {10, 11, -1}, /* 27 */
2569 {27, 11, 29}, /* 28 */
2570 {11, 12, -1}, /* 29 */
2571 {12, 13, -1}, /* 30 */
2572 {12, 13, 14}, /* 31 */
2573 {13, 14, -1}, /* 32 */
2574 {14, 15, -1}, /* 33 */
2575 {33, 15, 35}, /* 34 */
2576 {16, 15, -1}, /* 35 */
2577 {17, 16, -1}, /* 36 */
2578 {18, 17, 16}, /* 37 */
2579 {18, 17, -1}, /* 38 */
2580 {18, 19, -1}, /* 39 */
2581 {41, 19, 39}, /* 40 */
2582 {19, 20, -1}, /* 41 */
2583 {20, 21, -1}, /* 42 */
2584 {20, 21, 22}, /* 43 */
2585 {21, 22, -1}, /* 44 */
2586 {23, 22, -1}, /* 45 */
2587 {45, 47, 23}, /* 46 */
2588 {23, 24, -1}, /* 47 */
2589 {24, 9, -1}
2590 }; /* 48 */
2591
2592 /* Recursive routine to step back and see if we can
2593 * find a path to that monster that we found. If not,
2594 * we don't bother going toward it. Returns 1 if we
2595 * can see a direct way to get it
2596 * Modified to be map tile aware -.MSW
2597 */
2598
2599
2600 int
2601 can_see_monsterP (mapstruct *m, int x, int y, int dir)
2602 {
2603 sint16
2604 dx,
2605 dy;
2606 int
2607 mflags;
2608
2609 if (dir < 0)
2610 return 0; /* exit condition: invalid direction */
2611
2612 dx = x + freearr_x[dir];
2613 dy = y + freearr_y[dir];
2614
2615 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2616
2617 /* This functional arguably was incorrect before - it was
2618 * checking for P_WALL - that was basically seeing if
2619 * we could move to the monster - this is being more
2620 * literal on if we can see it. To know if we can actually
2621 * move to the monster, we'd need the monster passed in or
2622 * at least its move type.
2623 */
2624 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2625 return 0;
2626
2627 /* yes, can see. */
2628 if (dir < 9)
2629 return 1;
2630 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2631 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2632 }
2633
2634
2635
2636 /*
2637 * can_pick(picker, item): finds out if an object is possible to be
2638 * picked up by the picker. Returnes 1 if it can be
2639 * picked up, otherwise 0.
2640 *
2641 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2642 * core dumps if they do.
2643 *
2644 * Add a check so we can't pick up invisible objects (0.93.8)
2645 */
2646
2647 int
2648 can_pick (const object *who, const object *item)
2649 {
2650 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2651 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2652 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2653 }
2654
2655
2656 /*
2657 * create clone from object to another
2658 */
2659 object *
2660 object_create_clone (object *asrc)
2661 {
2662 object *
2663 dst = NULL, *tmp, *src, *part, *prev, *item;
2664
2665 if (!asrc)
2666 return NULL;
2667 src = asrc;
2668 if (src->head)
2669 src = src->head;
2670
2671 prev = NULL;
2672 for (part = src; part; part = part->more)
2673 {
2674 tmp = get_object ();
2675 copy_object (part, tmp);
2676 tmp->x -= src->x;
2677 tmp->y -= src->y;
2678 if (!part->head)
2679 {
2680 dst = tmp;
2681 tmp->head = NULL;
2682 }
2683 else
2684 {
2685 tmp->head = dst;
2686 }
2687 tmp->more = NULL;
2688 if (prev)
2689 prev->more = tmp;
2690 prev = tmp;
2691 }
2692
2693 /*** copy inventory ***/
2694 for (item = src->inv; item; item = item->below)
2695 {
2696 (void) insert_ob_in_ob (object_create_clone (item), dst);
2697 }
2698
2699 return dst;
2700 }
2701
2702 /* return true if the object was destroyed, 0 otherwise */
2703 int
2704 was_destroyed (const object *op, tag_t old_tag)
2705 {
2706 /* checking for FLAG_FREED isn't necessary, but makes this function more
2707 * robust */
2708 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2709 }
2710
2711 /* GROS - Creates an object using a string representing its content. */
2712
2713 /* Basically, we save the content of the string to a temp file, then call */
2714
2715 /* load_object on it. I admit it is a highly inefficient way to make things, */
2716
2717 /* but it was simple to make and allows reusing the load_object function. */
2718
2719 /* Remember not to use load_object_str in a time-critical situation. */
2720
2721 /* Also remember that multiparts objects are not supported for now. */
2722
2723 object *
2724 load_object_str (const char *obstr)
2725 {
2726 object *
2727 op;
2728 char
2729 filename[MAX_BUF];
2730
2731 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2732
2733 FILE *
2734 tempfile = fopen (filename, "w");
2735
2736 if (tempfile == NULL)
2737 {
2738 LOG (llevError, "Error - Unable to access load object temp file\n");
2739 return NULL;
2740 };
2741 fprintf (tempfile, obstr);
2742 fclose (tempfile);
2743
2744 op = get_object ();
2745
2746 object_thawer
2747 thawer (filename);
2748
2749 if (thawer)
2750 load_object (thawer, op, 0);
2751
2752 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2753 CLEAR_FLAG (op, FLAG_REMOVED);
2754
2755 return op;
2756 }
2757
2758 /* This returns the first object in who's inventory that
2759 * has the same type and subtype match.
2760 * returns NULL if no match.
2761 */
2762 object *
2763 find_obj_by_type_subtype (const object *who, int type, int subtype)
2764 {
2765 object *
2766 tmp;
2767
2768 for (tmp = who->inv; tmp; tmp = tmp->below)
2769 if (tmp->type == type && tmp->subtype == subtype)
2770 return tmp;
2771
2772 return NULL;
2773 }
2774
2775 /* If ob has a field named key, return the link from the list,
2776 * otherwise return NULL.
2777 *
2778 * key must be a passed in shared string - otherwise, this won't
2779 * do the desired thing.
2780 */
2781 key_value *
2782 get_ob_key_link (const object *ob, const char *key)
2783 {
2784 key_value *
2785 link;
2786
2787 for (link = ob->key_values; link != NULL; link = link->next)
2788 {
2789 if (link->key == key)
2790 {
2791 return link;
2792 }
2793 }
2794
2795 return NULL;
2796 }
2797
2798 /*
2799 * Returns the value of op has an extra_field for key, or NULL.
2800 *
2801 * The argument doesn't need to be a shared string.
2802 *
2803 * The returned string is shared.
2804 */
2805 const char *
2806 get_ob_key_value (const object *op, const char *const key)
2807 {
2808 key_value *
2809 link;
2810 const char *
2811 canonical_key;
2812
2813 canonical_key = shstr::find (key);
2814
2815 if (canonical_key == NULL)
2816 {
2817 /* 1. There being a field named key on any object
2818 * implies there'd be a shared string to find.
2819 * 2. Since there isn't, no object has this field.
2820 * 3. Therefore, *this* object doesn't have this field.
2821 */
2822 return NULL;
2823 }
2824
2825 /* This is copied from get_ob_key_link() above -
2826 * only 4 lines, and saves the function call overhead.
2827 */
2828 for (link = op->key_values; link != NULL; link = link->next)
2829 {
2830 if (link->key == canonical_key)
2831 {
2832 return link->value;
2833 }
2834 }
2835 return NULL;
2836 }
2837
2838
2839 /*
2840 * Updates the canonical_key in op to value.
2841 *
2842 * canonical_key is a shared string (value doesn't have to be).
2843 *
2844 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2845 * keys.
2846 *
2847 * Returns TRUE on success.
2848 */
2849 int
2850 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2851 {
2852 key_value *
2853 field = NULL, *last = NULL;
2854
2855 for (field = op->key_values; field != NULL; field = field->next)
2856 {
2857 if (field->key != canonical_key)
2858 {
2859 last = field;
2860 continue;
2861 }
2862
2863 if (value)
2864 field->value = value;
2865 else
2866 {
2867 /* Basically, if the archetype has this key set,
2868 * we need to store the null value so when we save
2869 * it, we save the empty value so that when we load,
2870 * we get this value back again.
2871 */
2872 if (get_ob_key_link (&op->arch->clone, canonical_key))
2873 field->value = 0;
2874 else
2875 {
2876 if (last)
2877 last->next = field->next;
2878 else
2879 op->key_values = field->next;
2880
2881 delete
2882 field;
2883 }
2884 }
2885 return TRUE;
2886 }
2887 /* IF we get here, key doesn't exist */
2888
2889 /* No field, we'll have to add it. */
2890
2891 if (!add_key)
2892 {
2893 return FALSE;
2894 }
2895 /* There isn't any good reason to store a null
2896 * value in the key/value list. If the archetype has
2897 * this key, then we should also have it, so shouldn't
2898 * be here. If user wants to store empty strings,
2899 * should pass in ""
2900 */
2901 if (value == NULL)
2902 return TRUE;
2903
2904 field = new key_value;
2905
2906 field->key = canonical_key;
2907 field->value = value;
2908 /* Usual prepend-addition. */
2909 field->next = op->key_values;
2910 op->key_values = field;
2911
2912 return TRUE;
2913 }
2914
2915 /*
2916 * Updates the key in op to value.
2917 *
2918 * If add_key is FALSE, this will only update existing keys,
2919 * and not add new ones.
2920 * In general, should be little reason FALSE is ever passed in for add_key
2921 *
2922 * Returns TRUE on success.
2923 */
2924 int
2925 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2926 {
2927 shstr
2928 key_ (key);
2929
2930 return set_ob_key_value_s (op, key_, value, add_key);
2931 }