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/cvs/deliantra/server/common/object.C
Revision: 1.25
Committed: Mon Sep 11 01:16:20 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.24: +67 -42 lines
Log Message:
fix perl class for archetype, never free once-allocated objects, or destruct
them, there are too many long-lived references (and refcount doesn't help,
likely because it isn't correctly being incremented/decremented).

File Contents

# Content
1
2 /*
3 * static char *rcsid_object_c =
4 * "$Id: object.C,v 1.24 2006-09-10 16:00:23 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 /* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524 void
525 copy_owner (object *op, object *clone)
526 {
527 object *owner = get_owner (clone);
528
529 if (owner == NULL)
530 {
531 /* players don't have owners - they own themselves. Update
532 * as appropriate.
533 */
534 if (clone->type == PLAYER)
535 owner = clone;
536 else
537 return;
538 }
539
540 set_owner (op, owner);
541 }
542
543 /* Zero the key_values on op, decrementing the shared-string
544 * refcounts and freeing the links.
545 */
546 static void
547 free_key_values (object *op)
548 {
549 for (key_value *i = op->key_values; i != 0;)
550 {
551 key_value *next = i->next;
552 delete i;
553
554 i = next;
555 }
556
557 op->key_values = 0;
558 }
559
560 void object::clear ()
561 {
562 attachable_base::clear ();
563
564 free_key_values (this);
565
566 clear_owner (this);
567
568 name = 0;
569 name_pl = 0;
570 title = 0;
571 race = 0;
572 slaying = 0;
573 skill = 0;
574 msg = 0;
575 lore = 0;
576 custom_name = 0;
577 materialname = 0;
578
579 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
580
581 SET_FLAG (this, FLAG_REMOVED);
582 }
583
584 void object::clone (object *destination)
585 {
586 *(object_copy *) destination = *this;
587 *(object_pod *) destination = *this;
588
589 if (self || cb)
590 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
591 }
592
593 /*
594 * clear_object() frees everything allocated by an object, and also
595 * clears all variables and flags to default settings.
596 */
597
598 void
599 clear_object (object *op)
600 {
601 op->clear ();
602
603 op->contr = NULL;
604 op->below = NULL;
605 op->above = NULL;
606 op->inv = NULL;
607 op->container = NULL;
608 op->env = NULL;
609 op->more = NULL;
610 op->head = NULL;
611 op->map = NULL;
612 op->refcount = 0;
613 op->active_next = NULL;
614 op->active_prev = NULL;
615 /* What is not cleared is next, prev, and count */
616
617 op->expmul = 1.0;
618 op->face = blank_face;
619 op->attacked_by_count = -1;
620
621 if (settings.casting_time)
622 op->casting_time = -1;
623 }
624
625 /*
626 * copy object first frees everything allocated by the second object,
627 * and then copies the contends of the first object into the second
628 * object, allocating what needs to be allocated. Basically, any
629 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
630 * if the first object is freed, the pointers in the new object
631 * will point at garbage.
632 */
633
634 void
635 copy_object (object *op2, object *op)
636 {
637 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
638 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
639
640 op2->clone (op);
641
642 if (is_freed)
643 SET_FLAG (op, FLAG_FREED);
644 if (is_removed)
645 SET_FLAG (op, FLAG_REMOVED);
646
647 if (op2->speed < 0)
648 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
649
650 /* Copy over key_values, if any. */
651 if (op2->key_values)
652 {
653 key_value *tail = 0;
654 key_value *i;
655
656 op->key_values = 0;
657
658 for (i = op2->key_values; i; i = i->next)
659 {
660 key_value *new_link = new key_value;
661
662 new_link->next = 0;
663 new_link->key = i->key;
664 new_link->value = i->value;
665
666 /* Try and be clever here, too. */
667 if (!op->key_values)
668 {
669 op->key_values = new_link;
670 tail = new_link;
671 }
672 else
673 {
674 tail->next = new_link;
675 tail = new_link;
676 }
677 }
678 }
679
680 update_ob_speed (op);
681 }
682
683 /*
684 * If an object with the IS_TURNABLE() flag needs to be turned due
685 * to the closest player being on the other side, this function can
686 * be called to update the face variable, _and_ how it looks on the map.
687 */
688
689 void
690 update_turn_face (object *op)
691 {
692 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
693 return;
694 SET_ANIMATION (op, op->direction);
695 update_object (op, UP_OBJ_FACE);
696 }
697
698 /*
699 * Updates the speed of an object. If the speed changes from 0 to another
700 * value, or vice versa, then add/remove the object from the active list.
701 * This function needs to be called whenever the speed of an object changes.
702 */
703
704 void
705 update_ob_speed (object *op)
706 {
707 extern int arch_init;
708
709 /* No reason putting the archetypes objects on the speed list,
710 * since they never really need to be updated.
711 */
712
713 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
714 {
715 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
716 #ifdef MANY_CORES
717 abort ();
718 #else
719 op->speed = 0;
720 #endif
721 }
722 if (arch_init)
723 {
724 return;
725 }
726 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
727 {
728 /* If already on active list, don't do anything */
729 if (op->active_next || op->active_prev || op == active_objects)
730 return;
731
732 /* process_events() expects us to insert the object at the beginning
733 * of the list. */
734 op->active_next = active_objects;
735 if (op->active_next != NULL)
736 op->active_next->active_prev = op;
737 active_objects = op;
738 }
739 else
740 {
741 /* If not on the active list, nothing needs to be done */
742 if (!op->active_next && !op->active_prev && op != active_objects)
743 return;
744
745 if (op->active_prev == NULL)
746 {
747 active_objects = op->active_next;
748 if (op->active_next != NULL)
749 op->active_next->active_prev = NULL;
750 }
751 else
752 {
753 op->active_prev->active_next = op->active_next;
754 if (op->active_next)
755 op->active_next->active_prev = op->active_prev;
756 }
757 op->active_next = NULL;
758 op->active_prev = NULL;
759 }
760 }
761
762 /* This function removes object 'op' from the list of active
763 * objects.
764 * This should only be used for style maps or other such
765 * reference maps where you don't want an object that isn't
766 * in play chewing up cpu time getting processed.
767 * The reverse of this is to call update_ob_speed, which
768 * will do the right thing based on the speed of the object.
769 */
770 void
771 remove_from_active_list (object *op)
772 {
773 /* If not on the active list, nothing needs to be done */
774 if (!op->active_next && !op->active_prev && op != active_objects)
775 return;
776
777 if (op->active_prev == NULL)
778 {
779 active_objects = op->active_next;
780 if (op->active_next != NULL)
781 op->active_next->active_prev = NULL;
782 }
783 else
784 {
785 op->active_prev->active_next = op->active_next;
786 if (op->active_next)
787 op->active_next->active_prev = op->active_prev;
788 }
789 op->active_next = NULL;
790 op->active_prev = NULL;
791 }
792
793 /*
794 * update_object() updates the array which represents the map.
795 * It takes into account invisible objects (and represent squares covered
796 * by invisible objects by whatever is below them (unless it's another
797 * invisible object, etc...)
798 * If the object being updated is beneath a player, the look-window
799 * of that player is updated (this might be a suboptimal way of
800 * updating that window, though, since update_object() is called _often_)
801 *
802 * action is a hint of what the caller believes need to be done.
803 * For example, if the only thing that has changed is the face (due to
804 * an animation), we don't need to call update_position until that actually
805 * comes into view of a player. OTOH, many other things, like addition/removal
806 * of walls or living creatures may need us to update the flags now.
807 * current action are:
808 * UP_OBJ_INSERT: op was inserted
809 * UP_OBJ_REMOVE: op was removed
810 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
811 * as that is easier than trying to look at what may have changed.
812 * UP_OBJ_FACE: only the objects face has changed.
813 */
814
815 void
816 update_object (object *op, int action)
817 {
818 int update_now = 0, flags;
819 MoveType move_on, move_off, move_block, move_slow;
820
821 if (op == NULL)
822 {
823 /* this should never happen */
824 LOG (llevDebug, "update_object() called for NULL object.\n");
825 return;
826 }
827
828 if (op->env != NULL)
829 {
830 /* Animation is currently handled by client, so nothing
831 * to do in this case.
832 */
833 return;
834 }
835
836 /* If the map is saving, don't do anything as everything is
837 * going to get freed anyways.
838 */
839 if (!op->map || op->map->in_memory == MAP_SAVING)
840 return;
841
842 /* make sure the object is within map boundaries */
843 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
844 {
845 LOG (llevError, "update_object() called for object out of map!\n");
846 #ifdef MANY_CORES
847 abort ();
848 #endif
849 return;
850 }
851
852 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
853 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
854 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
855 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
856 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
857 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
858
859 if (action == UP_OBJ_INSERT)
860 {
861 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
862 update_now = 1;
863
864 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
865 update_now = 1;
866
867 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
868 update_now = 1;
869
870 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
871 update_now = 1;
872
873 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
874 update_now = 1;
875
876 if ((move_on | op->move_on) != move_on)
877 update_now = 1;
878
879 if ((move_off | op->move_off) != move_off)
880 update_now = 1;
881
882 /* This isn't perfect, but I don't expect a lot of objects to
883 * to have move_allow right now.
884 */
885 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
886 update_now = 1;
887
888 if ((move_slow | op->move_slow) != move_slow)
889 update_now = 1;
890 }
891 /* if the object is being removed, we can't make intelligent
892 * decisions, because remove_ob can't really pass the object
893 * that is being removed.
894 */
895 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
896 {
897 update_now = 1;
898 }
899 else if (action == UP_OBJ_FACE)
900 {
901 /* Nothing to do for that case */
902 }
903 else
904 {
905 LOG (llevError, "update_object called with invalid action: %d\n", action);
906 }
907
908 if (update_now)
909 {
910 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
911 update_position (op->map, op->x, op->y);
912 }
913
914 if (op->more != NULL)
915 update_object (op->more, action);
916 }
917
918 static unordered_vector<object *> mortals;
919 static std::vector<object *> freed;
920
921 void object::free_mortals ()
922 {
923 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
924 if (!(*i)->refcount)
925 {
926 freed.push_back (*i);
927 mortals.erase (i);
928 }
929 else
930 ++i;
931 }
932
933 object::object ()
934 {
935 SET_FLAG (this, FLAG_REMOVED);
936
937 expmul = 1.0;
938 face = blank_face;
939 attacked_by_count = -1;
940 }
941
942 object::~object ()
943 {
944 free_key_values (this);
945 }
946
947 void object::link ()
948 {
949 count = ++ob_count;
950
951 prev = 0;
952 next = objects;
953
954 if (objects)
955 objects->prev = this;
956
957 objects = this;
958 }
959
960 void object::unlink ()
961 {
962 count = 0;
963
964 /* Remove this object from the list of used objects */
965 if (prev)
966 {
967 prev->next = next;
968 prev = 0;
969 }
970
971 if (next)
972 {
973 next->prev = prev;
974 next = 0;
975 }
976
977 if (this == objects)
978 objects = next;
979 }
980
981 object *object::create ()
982 {
983 object *op;
984
985 if (freed.empty ())
986 op = new object;
987 else
988 {
989 // highly annoying, but the only way to get it stable right now
990 op = freed.back (); freed.pop_back ();
991 op->~object ();
992 new ((void *)op) object;
993 }
994
995 op->link ();
996 return op;
997 }
998
999 /*
1000 * free_object() frees everything allocated by an object, removes
1001 * it from the list of used objects, and puts it on the list of
1002 * free objects. The IS_FREED() flag is set in the object.
1003 * The object must have been removed by remove_ob() first for
1004 * this function to succeed.
1005 *
1006 * If free_inventory is set, free inventory as well. Else drop items in
1007 * inventory to the ground.
1008 */
1009 void object::free (bool free_inventory)
1010 {
1011 if (!QUERY_FLAG (this, FLAG_REMOVED))
1012 {
1013 LOG (llevDebug, "Free object called with non removed object\n");
1014 dump_object (this);
1015 #ifdef MANY_CORES
1016 abort ();
1017 #endif
1018 }
1019
1020 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1021 {
1022 LOG (llevMonster, "Warning: tried to free friendly object.\n");
1023 remove_friendly_object (this);
1024 }
1025
1026 if (QUERY_FLAG (this, FLAG_FREED))
1027 {
1028 dump_object (this);
1029 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
1030 return;
1031 }
1032
1033 if (more)
1034 {
1035 more->free (free_inventory);
1036 more = 0;
1037 }
1038
1039 if (inv)
1040 {
1041 /* Only if the space blocks everything do we not process -
1042 * if some form of movement is allowed, let objects
1043 * drop on that space.
1044 */
1045 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1046 {
1047 object *
1048 op = inv;
1049
1050 while (op)
1051 {
1052 object *
1053 tmp = op->below;
1054
1055 remove_ob (op);
1056 op->free (free_inventory);
1057 op = tmp;
1058 }
1059 }
1060 else
1061 { /* Put objects in inventory onto this space */
1062 object *
1063 op = inv;
1064
1065 while (op)
1066 {
1067 object *
1068 tmp = op->below;
1069
1070 remove_ob (op);
1071
1072 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1073 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1074 free_object (op);
1075 else
1076 {
1077 op->x = x;
1078 op->y = y;
1079 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1080 }
1081
1082 op = tmp;
1083 }
1084 }
1085 }
1086
1087 clear_owner (this);
1088
1089 /* Remove object from the active list */
1090 speed = 0;
1091 update_ob_speed (this);
1092
1093 unlink ();
1094
1095 SET_FLAG (this, FLAG_FREED);
1096
1097 mortals.push_back (this);
1098 }
1099
1100 /*
1101 * sub_weight() recursively (outwards) subtracts a number from the
1102 * weight of an object (and what is carried by it's environment(s)).
1103 */
1104
1105 void
1106 sub_weight (object *op, signed long weight)
1107 {
1108 while (op != NULL)
1109 {
1110 if (op->type == CONTAINER)
1111 {
1112 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1113 }
1114 op->carrying -= weight;
1115 op = op->env;
1116 }
1117 }
1118
1119 /* remove_ob(op):
1120 * This function removes the object op from the linked list of objects
1121 * which it is currently tied to. When this function is done, the
1122 * object will have no environment. If the object previously had an
1123 * environment, the x and y coordinates will be updated to
1124 * the previous environment.
1125 * Beware: This function is called from the editor as well!
1126 */
1127
1128 void
1129 remove_ob (object *op)
1130 {
1131 object *
1132 tmp, *
1133 last = NULL;
1134 object *
1135 otmp;
1136 tag_t
1137 tag;
1138 int
1139 check_walk_off;
1140 mapstruct *
1141 m;
1142 sint16
1143 x,
1144 y;
1145
1146
1147 if (QUERY_FLAG (op, FLAG_REMOVED))
1148 {
1149 dump_object (op);
1150 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1151
1152 /* Changed it to always dump core in this case. As has been learned
1153 * in the past, trying to recover from errors almost always
1154 * make things worse, and this is a real error here - something
1155 * that should not happen.
1156 * Yes, if this was a mission critical app, trying to do something
1157 * to recover may make sense, but that is because failure of the app
1158 * may have other disastrous problems. Cf runs out of a script
1159 * so is easily enough restarted without any real problems.
1160 * MSW 2001-07-01
1161 */
1162 abort ();
1163 }
1164 if (op->more != NULL)
1165 remove_ob (op->more);
1166
1167 SET_FLAG (op, FLAG_REMOVED);
1168
1169 /*
1170 * In this case, the object to be removed is in someones
1171 * inventory.
1172 */
1173 if (op->env != NULL)
1174 {
1175 if (op->nrof)
1176 sub_weight (op->env, op->weight * op->nrof);
1177 else
1178 sub_weight (op->env, op->weight + op->carrying);
1179
1180 /* NO_FIX_PLAYER is set when a great many changes are being
1181 * made to players inventory. If set, avoiding the call
1182 * to save cpu time.
1183 */
1184 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1185 fix_player (otmp);
1186
1187 if (op->above != NULL)
1188 op->above->below = op->below;
1189 else
1190 op->env->inv = op->below;
1191
1192 if (op->below != NULL)
1193 op->below->above = op->above;
1194
1195 /* we set up values so that it could be inserted into
1196 * the map, but we don't actually do that - it is up
1197 * to the caller to decide what we want to do.
1198 */
1199 op->x = op->env->x, op->y = op->env->y;
1200 op->map = op->env->map;
1201 op->above = NULL, op->below = NULL;
1202 op->env = NULL;
1203 return;
1204 }
1205
1206 /* If we get here, we are removing it from a map */
1207 if (op->map == NULL)
1208 return;
1209
1210 x = op->x;
1211 y = op->y;
1212 m = get_map_from_coord (op->map, &x, &y);
1213
1214 if (!m)
1215 {
1216 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1217 op->map->path, op->x, op->y);
1218 /* in old days, we used to set x and y to 0 and continue.
1219 * it seems if we get into this case, something is probablye
1220 * screwed up and should be fixed.
1221 */
1222 abort ();
1223 }
1224 if (op->map != m)
1225 {
1226 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1227 op->map->path, m->path, op->x, op->y, x, y);
1228 }
1229
1230 /* Re did the following section of code - it looks like it had
1231 * lots of logic for things we no longer care about
1232 */
1233
1234 /* link the object above us */
1235 if (op->above)
1236 op->above->below = op->below;
1237 else
1238 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1239
1240 /* Relink the object below us, if there is one */
1241 if (op->below)
1242 {
1243 op->below->above = op->above;
1244 }
1245 else
1246 {
1247 /* Nothing below, which means we need to relink map object for this space
1248 * use translated coordinates in case some oddness with map tiling is
1249 * evident
1250 */
1251 if (GET_MAP_OB (m, x, y) != op)
1252 {
1253 dump_object (op);
1254 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",
1255 errmsg);
1256 dump_object (GET_MAP_OB (m, x, y));
1257 LOG (llevError, "%s\n", errmsg);
1258 }
1259 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1260 }
1261 op->above = NULL;
1262 op->below = NULL;
1263
1264 if (op->map->in_memory == MAP_SAVING)
1265 return;
1266
1267 tag = op->count;
1268 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1269 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1270 {
1271 /* No point updating the players look faces if he is the object
1272 * being removed.
1273 */
1274
1275 if (tmp->type == PLAYER && tmp != op)
1276 {
1277 /* If a container that the player is currently using somehow gets
1278 * removed (most likely destroyed), update the player view
1279 * appropriately.
1280 */
1281 if (tmp->container == op)
1282 {
1283 CLEAR_FLAG (op, FLAG_APPLIED);
1284 tmp->container = NULL;
1285 }
1286 tmp->contr->socket.update_look = 1;
1287 }
1288 /* See if player moving off should effect something */
1289 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1290 {
1291
1292 move_apply (tmp, op, NULL);
1293 if (was_destroyed (op, tag))
1294 {
1295 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1296 }
1297 }
1298
1299 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1300
1301 if (tmp->above == tmp)
1302 tmp->above = NULL;
1303 last = tmp;
1304 }
1305 /* last == NULL of there are no objects on this space */
1306 if (last == NULL)
1307 {
1308 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1309 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1310 * those out anyways, and if there are any flags set right now, they won't
1311 * be correct anyways.
1312 */
1313 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1314 update_position (op->map, op->x, op->y);
1315 }
1316 else
1317 update_object (last, UP_OBJ_REMOVE);
1318
1319 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1320 update_all_los (op->map, op->x, op->y);
1321
1322 }
1323
1324 /*
1325 * merge_ob(op,top):
1326 *
1327 * This function goes through all objects below and including top, and
1328 * merges op to the first matching object.
1329 * If top is NULL, it is calculated.
1330 * Returns pointer to object if it succeded in the merge, otherwise NULL
1331 */
1332
1333 object *
1334 merge_ob (object *op, object *top)
1335 {
1336 if (!op->nrof)
1337 return 0;
1338 if (top == NULL)
1339 for (top = op; top != NULL && top->above != NULL; top = top->above);
1340 for (; top != NULL; top = top->below)
1341 {
1342 if (top == op)
1343 continue;
1344 if (CAN_MERGE (op, top))
1345 {
1346 top->nrof += op->nrof;
1347
1348 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1349 op->weight = 0; /* Don't want any adjustements now */
1350 remove_ob (op);
1351 free_object (op);
1352 return top;
1353 }
1354 }
1355 return NULL;
1356 }
1357
1358 /*
1359 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1360 * job preparing multi-part monsters
1361 */
1362 object *
1363 insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1364 {
1365 object *
1366 tmp;
1367
1368 if (op->head)
1369 op = op->head;
1370 for (tmp = op; tmp; tmp = tmp->more)
1371 {
1372 tmp->x = x + tmp->arch->clone.x;
1373 tmp->y = y + tmp->arch->clone.y;
1374 }
1375 return insert_ob_in_map (op, m, originator, flag);
1376 }
1377
1378 /*
1379 * insert_ob_in_map (op, map, originator, flag):
1380 * This function inserts the object in the two-way linked list
1381 * which represents what is on a map.
1382 * The second argument specifies the map, and the x and y variables
1383 * in the object about to be inserted specifies the position.
1384 *
1385 * originator: Player, monster or other object that caused 'op' to be inserted
1386 * into 'map'. May be NULL.
1387 *
1388 * flag is a bitmask about special things to do (or not do) when this
1389 * function is called. see the object.h file for the INS_ values.
1390 * Passing 0 for flag gives proper default values, so flag really only needs
1391 * to be set if special handling is needed.
1392 *
1393 * Return value:
1394 * new object if 'op' was merged with other object
1395 * NULL if 'op' was destroyed
1396 * just 'op' otherwise
1397 */
1398
1399 object *
1400 insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1401 {
1402 object *tmp, *top, *floor = NULL;
1403 sint16 x, y;
1404
1405 if (QUERY_FLAG (op, FLAG_FREED))
1406 {
1407 LOG (llevError, "Trying to insert freed object!\n");
1408 return NULL;
1409 }
1410
1411 if (m == NULL)
1412 {
1413 dump_object (op);
1414 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1415 return op;
1416 }
1417
1418 if (out_of_map (m, op->x, op->y))
1419 {
1420 dump_object (op);
1421 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1422 #ifdef MANY_CORES
1423 /* Better to catch this here, as otherwise the next use of this object
1424 * is likely to cause a crash. Better to find out where it is getting
1425 * improperly inserted.
1426 */
1427 abort ();
1428 #endif
1429 return op;
1430 }
1431
1432 if (!QUERY_FLAG (op, FLAG_REMOVED))
1433 {
1434 dump_object (op);
1435 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1436 return op;
1437 }
1438
1439 if (op->more != NULL)
1440 {
1441 /* The part may be on a different map. */
1442
1443 object *
1444 more = op->more;
1445
1446 /* We really need the caller to normalize coordinates - if
1447 * we set the map, that doesn't work if the location is within
1448 * a map and this is straddling an edge. So only if coordinate
1449 * is clear wrong do we normalize it.
1450 */
1451 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1452 {
1453 more->map = get_map_from_coord (m, &more->x, &more->y);
1454 }
1455 else if (!more->map)
1456 {
1457 /* For backwards compatibility - when not dealing with tiled maps,
1458 * more->map should always point to the parent.
1459 */
1460 more->map = m;
1461 }
1462
1463 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1464 {
1465 if (!op->head)
1466 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1467 return NULL;
1468 }
1469 }
1470
1471 CLEAR_FLAG (op, FLAG_REMOVED);
1472
1473 /* Ideally, the caller figures this out. However, it complicates a lot
1474 * of areas of callers (eg, anything that uses find_free_spot would now
1475 * need extra work
1476 */
1477 op->map = get_map_from_coord (m, &op->x, &op->y);
1478 x = op->x;
1479 y = op->y;
1480
1481 /* this has to be done after we translate the coordinates.
1482 */
1483 if (op->nrof && !(flag & INS_NO_MERGE))
1484 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1485 if (CAN_MERGE (op, tmp))
1486 {
1487 op->nrof += tmp->nrof;
1488 remove_ob (tmp);
1489 free_object (tmp);
1490 }
1491
1492 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1493 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1494
1495 if (!QUERY_FLAG (op, FLAG_ALIVE))
1496 CLEAR_FLAG (op, FLAG_NO_STEAL);
1497
1498 if (flag & INS_BELOW_ORIGINATOR)
1499 {
1500 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1501 {
1502 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1503 abort ();
1504 }
1505
1506 op->above = originator;
1507 op->below = originator->below;
1508
1509 if (op->below)
1510 op->below->above = op;
1511 else
1512 SET_MAP_OB (op->map, op->x, op->y, op);
1513
1514 /* since *below* originator, no need to update top */
1515 originator->below = op;
1516 }
1517 else
1518 {
1519 /* If there are other objects, then */
1520 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1521 {
1522 object *last = NULL;
1523
1524 /*
1525 * If there are multiple objects on this space, we do some trickier handling.
1526 * We've already dealt with merging if appropriate.
1527 * Generally, we want to put the new object on top. But if
1528 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1529 * floor, we want to insert above that and no further.
1530 * Also, if there are spell objects on this space, we stop processing
1531 * once we get to them. This reduces the need to traverse over all of
1532 * them when adding another one - this saves quite a bit of cpu time
1533 * when lots of spells are cast in one area. Currently, it is presumed
1534 * that flying non pickable objects are spell objects.
1535 */
1536
1537 while (top != NULL)
1538 {
1539 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1540 floor = top;
1541 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1542 {
1543 /* We insert above top, so we want this object below this */
1544 top = top->below;
1545 break;
1546 }
1547 last = top;
1548 top = top->above;
1549 }
1550 /* Don't want top to be NULL, so set it to the last valid object */
1551 top = last;
1552
1553 /* We let update_position deal with figuring out what the space
1554 * looks like instead of lots of conditions here.
1555 * makes things faster, and effectively the same result.
1556 */
1557
1558 /* Have object 'fall below' other objects that block view.
1559 * Unless those objects are exits, type 66
1560 * If INS_ON_TOP is used, don't do this processing
1561 * Need to find the object that in fact blocks view, otherwise
1562 * stacking is a bit odd.
1563 */
1564 if (!(flag & INS_ON_TOP) &&
1565 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1566 {
1567 for (last = top; last != floor; last = last->below)
1568 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1569 break;
1570 /* Check to see if we found the object that blocks view,
1571 * and make sure we have a below pointer for it so that
1572 * we can get inserted below this one, which requires we
1573 * set top to the object below us.
1574 */
1575 if (last && last->below && last != floor)
1576 top = last->below;
1577 }
1578 } /* If objects on this space */
1579
1580 if (flag & INS_MAP_LOAD)
1581 top = GET_MAP_TOP (op->map, op->x, op->y);
1582
1583 if (flag & INS_ABOVE_FLOOR_ONLY)
1584 top = floor;
1585
1586 /* Top is the object that our object (op) is going to get inserted above.
1587 */
1588
1589 /* First object on this space */
1590 if (!top)
1591 {
1592 op->above = GET_MAP_OB (op->map, op->x, op->y);
1593
1594 if (op->above)
1595 op->above->below = op;
1596
1597 op->below = NULL;
1598 SET_MAP_OB (op->map, op->x, op->y, op);
1599 }
1600 else
1601 { /* get inserted into the stack above top */
1602 op->above = top->above;
1603
1604 if (op->above)
1605 op->above->below = op;
1606
1607 op->below = top;
1608 top->above = op;
1609 }
1610
1611 if (op->above == NULL)
1612 SET_MAP_TOP (op->map, op->x, op->y, op);
1613 } /* else not INS_BELOW_ORIGINATOR */
1614
1615 if (op->type == PLAYER)
1616 op->contr->do_los = 1;
1617
1618 /* If we have a floor, we know the player, if any, will be above
1619 * it, so save a few ticks and start from there.
1620 */
1621 if (!(flag & INS_MAP_LOAD))
1622 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1623 if (tmp->type == PLAYER)
1624 tmp->contr->socket.update_look = 1;
1625
1626 /* If this object glows, it may affect lighting conditions that are
1627 * visible to others on this map. But update_all_los is really
1628 * an inefficient way to do this, as it means los for all players
1629 * on the map will get recalculated. The players could very well
1630 * be far away from this change and not affected in any way -
1631 * this should get redone to only look for players within range,
1632 * or just updating the P_NEED_UPDATE for spaces within this area
1633 * of effect may be sufficient.
1634 */
1635 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1636 update_all_los (op->map, op->x, op->y);
1637
1638
1639 /* updates flags (blocked, alive, no magic, etc) for this map space */
1640 update_object (op, UP_OBJ_INSERT);
1641
1642
1643 /* Don't know if moving this to the end will break anything. However,
1644 * we want to have update_look set above before calling this.
1645 *
1646 * check_move_on() must be after this because code called from
1647 * check_move_on() depends on correct map flags (so functions like
1648 * blocked() and wall() work properly), and these flags are updated by
1649 * update_object().
1650 */
1651
1652 /* if this is not the head or flag has been passed, don't check walk on status */
1653 if (!(flag & INS_NO_WALK_ON) && !op->head)
1654 {
1655 if (check_move_on (op, originator))
1656 return NULL;
1657
1658 /* If we are a multi part object, lets work our way through the check
1659 * walk on's.
1660 */
1661 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1662 if (check_move_on (tmp, originator))
1663 return NULL;
1664 }
1665
1666 return op;
1667 }
1668
1669 /* this function inserts an object in the map, but if it
1670 * finds an object of its own type, it'll remove that one first.
1671 * op is the object to insert it under: supplies x and the map.
1672 */
1673 void
1674 replace_insert_ob_in_map (const char *arch_string, object *op)
1675 {
1676 object *tmp;
1677 object *tmp1;
1678
1679 /* first search for itself and remove any old instances */
1680
1681 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1682 {
1683 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1684 {
1685 remove_ob (tmp);
1686 free_object (tmp);
1687 }
1688 }
1689
1690 tmp1 = arch_to_object (find_archetype (arch_string));
1691
1692 tmp1->x = op->x;
1693 tmp1->y = op->y;
1694 insert_ob_in_map (tmp1, op->map, op, 0);
1695 }
1696
1697 /*
1698 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1699 * is returned contains nr objects, and the remaining parts contains
1700 * the rest (or is removed and freed if that number is 0).
1701 * On failure, NULL is returned, and the reason put into the
1702 * global static errmsg array.
1703 */
1704
1705 object *
1706 get_split_ob (object *orig_ob, uint32 nr)
1707 {
1708 object *
1709 newob;
1710 int
1711 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1712
1713 if (orig_ob->nrof < nr)
1714 {
1715 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1716 return NULL;
1717 }
1718 newob = object_create_clone (orig_ob);
1719 if ((orig_ob->nrof -= nr) < 1)
1720 {
1721 if (!is_removed)
1722 remove_ob (orig_ob);
1723 free_object2 (orig_ob, 1);
1724 }
1725 else if (!is_removed)
1726 {
1727 if (orig_ob->env != NULL)
1728 sub_weight (orig_ob->env, orig_ob->weight * nr);
1729 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1730 {
1731 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1732 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1733 return NULL;
1734 }
1735 }
1736 newob->nrof = nr;
1737
1738 return newob;
1739 }
1740
1741 /*
1742 * decrease_ob_nr(object, number) decreases a specified number from
1743 * the amount of an object. If the amount reaches 0, the object
1744 * is subsequently removed and freed.
1745 *
1746 * Return value: 'op' if something is left, NULL if the amount reached 0
1747 */
1748
1749 object *
1750 decrease_ob_nr (object *op, uint32 i)
1751 {
1752 object *
1753 tmp;
1754 player *
1755 pl;
1756
1757 if (i == 0) /* objects with op->nrof require this check */
1758 return op;
1759
1760 if (i > op->nrof)
1761 i = op->nrof;
1762
1763 if (QUERY_FLAG (op, FLAG_REMOVED))
1764 {
1765 op->nrof -= i;
1766 }
1767 else if (op->env != NULL)
1768 {
1769 /* is this object in the players inventory, or sub container
1770 * therein?
1771 */
1772 tmp = is_player_inv (op->env);
1773 /* nope. Is this a container the player has opened?
1774 * If so, set tmp to that player.
1775 * IMO, searching through all the players will mostly
1776 * likely be quicker than following op->env to the map,
1777 * and then searching the map for a player.
1778 */
1779 if (!tmp)
1780 {
1781 for (pl = first_player; pl; pl = pl->next)
1782 if (pl->ob->container == op->env)
1783 break;
1784 if (pl)
1785 tmp = pl->ob;
1786 else
1787 tmp = NULL;
1788 }
1789
1790 if (i < op->nrof)
1791 {
1792 sub_weight (op->env, op->weight * i);
1793 op->nrof -= i;
1794 if (tmp)
1795 {
1796 esrv_send_item (tmp, op);
1797 }
1798 }
1799 else
1800 {
1801 remove_ob (op);
1802 op->nrof = 0;
1803 if (tmp)
1804 {
1805 esrv_del_item (tmp->contr, op->count);
1806 }
1807 }
1808 }
1809 else
1810 {
1811 object *
1812 above = op->above;
1813
1814 if (i < op->nrof)
1815 {
1816 op->nrof -= i;
1817 }
1818 else
1819 {
1820 remove_ob (op);
1821 op->nrof = 0;
1822 }
1823 /* Since we just removed op, op->above is null */
1824 for (tmp = above; tmp != NULL; tmp = tmp->above)
1825 if (tmp->type == PLAYER)
1826 {
1827 if (op->nrof)
1828 esrv_send_item (tmp, op);
1829 else
1830 esrv_del_item (tmp->contr, op->count);
1831 }
1832 }
1833
1834 if (op->nrof)
1835 {
1836 return op;
1837 }
1838 else
1839 {
1840 free_object (op);
1841 return NULL;
1842 }
1843 }
1844
1845 /*
1846 * add_weight(object, weight) adds the specified weight to an object,
1847 * and also updates how much the environment(s) is/are carrying.
1848 */
1849
1850 void
1851 add_weight (object *op, signed long weight)
1852 {
1853 while (op != NULL)
1854 {
1855 if (op->type == CONTAINER)
1856 {
1857 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1858 }
1859 op->carrying += weight;
1860 op = op->env;
1861 }
1862 }
1863
1864 /*
1865 * insert_ob_in_ob(op,environment):
1866 * This function inserts the object op in the linked list
1867 * inside the object environment.
1868 *
1869 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1870 * the inventory at the last position or next to other objects of the same
1871 * type.
1872 * Frank: Now sorted by type, archetype and magic!
1873 *
1874 * The function returns now pointer to inserted item, and return value can
1875 * be != op, if items are merged. -Tero
1876 */
1877
1878 object *
1879 insert_ob_in_ob (object *op, object *where)
1880 {
1881 object *
1882 tmp, *
1883 otmp;
1884
1885 if (!QUERY_FLAG (op, FLAG_REMOVED))
1886 {
1887 dump_object (op);
1888 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1889 return op;
1890 }
1891 if (where == NULL)
1892 {
1893 dump_object (op);
1894 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1895 return op;
1896 }
1897 if (where->head)
1898 {
1899 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1900 where = where->head;
1901 }
1902 if (op->more)
1903 {
1904 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1905 return op;
1906 }
1907 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1908 CLEAR_FLAG (op, FLAG_REMOVED);
1909 if (op->nrof)
1910 {
1911 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1912 if (CAN_MERGE (tmp, op))
1913 {
1914 /* return the original object and remove inserted object
1915 (client needs the original object) */
1916 tmp->nrof += op->nrof;
1917 /* Weight handling gets pretty funky. Since we are adding to
1918 * tmp->nrof, we need to increase the weight.
1919 */
1920 add_weight (where, op->weight * op->nrof);
1921 SET_FLAG (op, FLAG_REMOVED);
1922 free_object (op); /* free the inserted object */
1923 op = tmp;
1924 remove_ob (op); /* and fix old object's links */
1925 CLEAR_FLAG (op, FLAG_REMOVED);
1926 break;
1927 }
1928
1929 /* I assume combined objects have no inventory
1930 * We add the weight - this object could have just been removed
1931 * (if it was possible to merge). calling remove_ob will subtract
1932 * the weight, so we need to add it in again, since we actually do
1933 * the linking below
1934 */
1935 add_weight (where, op->weight * op->nrof);
1936 }
1937 else
1938 add_weight (where, (op->weight + op->carrying));
1939
1940 otmp = is_player_inv (where);
1941 if (otmp && otmp->contr != NULL)
1942 {
1943 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1944 fix_player (otmp);
1945 }
1946
1947 op->map = NULL;
1948 op->env = where;
1949 op->above = NULL;
1950 op->below = NULL;
1951 op->x = 0, op->y = 0;
1952
1953 /* reset the light list and los of the players on the map */
1954 if ((op->glow_radius != 0) && where->map)
1955 {
1956 #ifdef DEBUG_LIGHTS
1957 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1958 #endif /* DEBUG_LIGHTS */
1959 if (MAP_DARKNESS (where->map))
1960 update_all_los (where->map, where->x, where->y);
1961 }
1962
1963 /* Client has no idea of ordering so lets not bother ordering it here.
1964 * It sure simplifies this function...
1965 */
1966 if (where->inv == NULL)
1967 where->inv = op;
1968 else
1969 {
1970 op->below = where->inv;
1971 op->below->above = op;
1972 where->inv = op;
1973 }
1974 return op;
1975 }
1976
1977 /*
1978 * Checks if any objects has a move_type that matches objects
1979 * that effect this object on this space. Call apply() to process
1980 * these events.
1981 *
1982 * Any speed-modification due to SLOW_MOVE() of other present objects
1983 * will affect the speed_left of the object.
1984 *
1985 * originator: Player, monster or other object that caused 'op' to be inserted
1986 * into 'map'. May be NULL.
1987 *
1988 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1989 *
1990 * 4-21-95 added code to check if appropriate skill was readied - this will
1991 * permit faster movement by the player through this terrain. -b.t.
1992 *
1993 * MSW 2001-07-08: Check all objects on space, not just those below
1994 * object being inserted. insert_ob_in_map may not put new objects
1995 * on top.
1996 */
1997
1998 int
1999 check_move_on (object *op, object *originator)
2000 {
2001 object *
2002 tmp;
2003 tag_t
2004 tag;
2005 mapstruct *
2006 m = op->map;
2007 int
2008 x = op->x, y = op->y;
2009 MoveType
2010 move_on,
2011 move_slow,
2012 move_block;
2013
2014 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2015 return 0;
2016
2017 tag = op->count;
2018
2019 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2020 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2021 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2022
2023 /* if nothing on this space will slow op down or be applied,
2024 * no need to do checking below. have to make sure move_type
2025 * is set, as lots of objects don't have it set - we treat that
2026 * as walking.
2027 */
2028 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2029 return 0;
2030
2031 /* This is basically inverse logic of that below - basically,
2032 * if the object can avoid the move on or slow move, they do so,
2033 * but can't do it if the alternate movement they are using is
2034 * blocked. Logic on this seems confusing, but does seem correct.
2035 */
2036 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
2037 return 0;
2038
2039 /* The objects have to be checked from top to bottom.
2040 * Hence, we first go to the top:
2041 */
2042
2043 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2044 {
2045 /* Trim the search when we find the first other spell effect
2046 * this helps performance so that if a space has 50 spell objects,
2047 * we don't need to check all of them.
2048 */
2049 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2050 break;
2051 }
2052 for (; tmp != NULL; tmp = tmp->below)
2053 {
2054 if (tmp == op)
2055 continue; /* Can't apply yourself */
2056
2057 /* Check to see if one of the movement types should be slowed down.
2058 * Second check makes sure that the movement types not being slowed
2059 * (~slow_move) is not blocked on this space - just because the
2060 * space doesn't slow down swimming (for example), if you can't actually
2061 * swim on that space, can't use it to avoid the penalty.
2062 */
2063 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2064 {
2065 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2066 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2067 {
2068
2069 float
2070 diff;
2071
2072 diff = tmp->move_slow_penalty * FABS (op->speed);
2073 if (op->type == PLAYER)
2074 {
2075 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2076 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2077 {
2078 diff /= 4.0;
2079 }
2080 }
2081 op->speed_left -= diff;
2082 }
2083 }
2084
2085 /* Basically same logic as above, except now for actual apply. */
2086 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2087 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2088 {
2089
2090 move_apply (tmp, op, originator);
2091 if (was_destroyed (op, tag))
2092 return 1;
2093
2094 /* what the person/creature stepped onto has moved the object
2095 * someplace new. Don't process any further - if we did,
2096 * have a feeling strange problems would result.
2097 */
2098 if (op->map != m || op->x != x || op->y != y)
2099 return 0;
2100 }
2101 }
2102 return 0;
2103 }
2104
2105 /*
2106 * present_arch(arch, map, x, y) searches for any objects with
2107 * a matching archetype at the given map and coordinates.
2108 * The first matching object is returned, or NULL if none.
2109 */
2110
2111 object *
2112 present_arch (const archetype *at, mapstruct *m, int x, int y)
2113 {
2114 object *
2115 tmp;
2116
2117 if (m == NULL || out_of_map (m, x, y))
2118 {
2119 LOG (llevError, "Present_arch called outside map.\n");
2120 return NULL;
2121 }
2122 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2123 if (tmp->arch == at)
2124 return tmp;
2125 return NULL;
2126 }
2127
2128 /*
2129 * present(type, map, x, y) searches for any objects with
2130 * a matching type variable at the given map and coordinates.
2131 * The first matching object is returned, or NULL if none.
2132 */
2133
2134 object *
2135 present (unsigned char type, mapstruct *m, int x, int y)
2136 {
2137 object *
2138 tmp;
2139
2140 if (out_of_map (m, x, y))
2141 {
2142 LOG (llevError, "Present called outside map.\n");
2143 return NULL;
2144 }
2145 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2146 if (tmp->type == type)
2147 return tmp;
2148 return NULL;
2149 }
2150
2151 /*
2152 * present_in_ob(type, object) searches for any objects with
2153 * a matching type variable in the inventory of the given object.
2154 * The first matching object is returned, or NULL if none.
2155 */
2156
2157 object *
2158 present_in_ob (unsigned char type, const object *op)
2159 {
2160 object *
2161 tmp;
2162
2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 if (tmp->type == type)
2165 return tmp;
2166 return NULL;
2167 }
2168
2169 /*
2170 * present_in_ob (type, str, object) searches for any objects with
2171 * a matching type & name variable in the inventory of the given object.
2172 * The first matching object is returned, or NULL if none.
2173 * This is mostly used by spell effect code, so that we only
2174 * have one spell effect at a time.
2175 * type can be used to narrow the search - if type is set,
2176 * the type must also match. -1 can be passed for the type,
2177 * in which case the type does not need to pass.
2178 * str is the string to match against. Note that we match against
2179 * the object name, not the archetype name. this is so that the
2180 * spell code can use one object type (force), but change it's name
2181 * to be unique.
2182 */
2183
2184 object *
2185 present_in_ob_by_name (int type, const char *str, const object *op)
2186 {
2187 object *
2188 tmp;
2189
2190 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2191 {
2192 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2193 return tmp;
2194 }
2195 return NULL;
2196 }
2197
2198 /*
2199 * present_arch_in_ob(archetype, object) searches for any objects with
2200 * a matching archetype in the inventory of the given object.
2201 * The first matching object is returned, or NULL if none.
2202 */
2203
2204 object *
2205 present_arch_in_ob (const archetype *at, const object *op)
2206 {
2207 object *
2208 tmp;
2209
2210 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2211 if (tmp->arch == at)
2212 return tmp;
2213 return NULL;
2214 }
2215
2216 /*
2217 * activate recursively a flag on an object inventory
2218 */
2219 void
2220 flag_inv (object *op, int flag)
2221 {
2222 object *
2223 tmp;
2224
2225 if (op->inv)
2226 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2227 {
2228 SET_FLAG (tmp, flag);
2229 flag_inv (tmp, flag);
2230 }
2231 } /*
2232 * desactivate recursively a flag on an object inventory
2233 */
2234 void
2235 unflag_inv (object *op, int flag)
2236 {
2237 object *
2238 tmp;
2239
2240 if (op->inv)
2241 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2242 {
2243 CLEAR_FLAG (tmp, flag);
2244 unflag_inv (tmp, flag);
2245 }
2246 }
2247
2248 /*
2249 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2250 * all it's inventory (recursively).
2251 * If checksums are used, a player will get set_cheat called for
2252 * him/her-self and all object carried by a call to this function.
2253 */
2254
2255 void
2256 set_cheat (object *op)
2257 {
2258 SET_FLAG (op, FLAG_WAS_WIZ);
2259 flag_inv (op, FLAG_WAS_WIZ);
2260 }
2261
2262 /*
2263 * find_free_spot(object, map, x, y, start, stop) will search for
2264 * a spot at the given map and coordinates which will be able to contain
2265 * the given object. start and stop specifies how many squares
2266 * to search (see the freearr_x/y[] definition).
2267 * It returns a random choice among the alternatives found.
2268 * start and stop are where to start relative to the free_arr array (1,9
2269 * does all 4 immediate directions). This returns the index into the
2270 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2271 * Note - this only checks to see if there is space for the head of the
2272 * object - if it is a multispace object, this should be called for all
2273 * pieces.
2274 * Note2: This function does correctly handle tiled maps, but does not
2275 * inform the caller. However, insert_ob_in_map will update as
2276 * necessary, so the caller shouldn't need to do any special work.
2277 * Note - updated to take an object instead of archetype - this is necessary
2278 * because arch_blocked (now ob_blocked) needs to know the movement type
2279 * to know if the space in question will block the object. We can't use
2280 * the archetype because that isn't correct if the monster has been
2281 * customized, changed states, etc.
2282 */
2283
2284 int
2285 find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2286 {
2287 int
2288 i,
2289 index = 0, flag;
2290 static int
2291 altern[SIZEOFFREE];
2292
2293 for (i = start; i < stop; i++)
2294 {
2295 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2296 if (!flag)
2297 altern[index++] = i;
2298
2299 /* Basically, if we find a wall on a space, we cut down the search size.
2300 * In this way, we won't return spaces that are on another side of a wall.
2301 * This mostly work, but it cuts down the search size in all directions -
2302 * if the space being examined only has a wall to the north and empty
2303 * spaces in all the other directions, this will reduce the search space
2304 * to only the spaces immediately surrounding the target area, and
2305 * won't look 2 spaces south of the target space.
2306 */
2307 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2308 stop = maxfree[i];
2309 }
2310 if (!index)
2311 return -1;
2312 return altern[RANDOM () % index];
2313 }
2314
2315 /*
2316 * find_first_free_spot(archetype, mapstruct, x, y) works like
2317 * find_free_spot(), but it will search max number of squares.
2318 * But it will return the first available spot, not a random choice.
2319 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2320 */
2321
2322 int
2323 find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2324 {
2325 int
2326 i;
2327
2328 for (i = 0; i < SIZEOFFREE; i++)
2329 {
2330 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2331 return i;
2332 }
2333 return -1;
2334 }
2335
2336 /*
2337 * The function permute(arr, begin, end) randomly reorders the array
2338 * arr[begin..end-1].
2339 */
2340 static void
2341 permute (int *arr, int begin, int end)
2342 {
2343 int
2344 i,
2345 j,
2346 tmp,
2347 len;
2348
2349 len = end - begin;
2350 for (i = begin; i < end; i++)
2351 {
2352 j = begin + RANDOM () % len;
2353
2354 tmp = arr[i];
2355 arr[i] = arr[j];
2356 arr[j] = tmp;
2357 }
2358 }
2359
2360 /* new function to make monster searching more efficient, and effective!
2361 * This basically returns a randomized array (in the passed pointer) of
2362 * the spaces to find monsters. In this way, it won't always look for
2363 * monsters to the north first. However, the size of the array passed
2364 * covers all the spaces, so within that size, all the spaces within
2365 * the 3x3 area will be searched, just not in a predictable order.
2366 */
2367 void
2368 get_search_arr (int *search_arr)
2369 {
2370 int
2371 i;
2372
2373 for (i = 0; i < SIZEOFFREE; i++)
2374 {
2375 search_arr[i] = i;
2376 }
2377
2378 permute (search_arr, 1, SIZEOFFREE1 + 1);
2379 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2380 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2381 }
2382
2383 /*
2384 * find_dir(map, x, y, exclude) will search some close squares in the
2385 * given map at the given coordinates for live objects.
2386 * It will not considered the object given as exclude among possible
2387 * live objects.
2388 * It returns the direction toward the first/closest live object if finds
2389 * any, otherwise 0.
2390 * Perhaps incorrectly, but I'm making the assumption that exclude
2391 * is actually want is going to try and move there. We need this info
2392 * because we have to know what movement the thing looking to move
2393 * there is capable of.
2394 */
2395
2396 int
2397 find_dir (mapstruct *m, int x, int y, object *exclude)
2398 {
2399 int
2400 i,
2401 max = SIZEOFFREE, mflags;
2402 sint16
2403 nx,
2404 ny;
2405 object *
2406 tmp;
2407 mapstruct *
2408 mp;
2409 MoveType
2410 blocked,
2411 move_type;
2412
2413 if (exclude && exclude->head)
2414 {
2415 exclude = exclude->head;
2416 move_type = exclude->move_type;
2417 }
2418 else
2419 {
2420 /* If we don't have anything, presume it can use all movement types. */
2421 move_type = MOVE_ALL;
2422 }
2423
2424 for (i = 1; i < max; i++)
2425 {
2426 mp = m;
2427 nx = x + freearr_x[i];
2428 ny = y + freearr_y[i];
2429
2430 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2431 if (mflags & P_OUT_OF_MAP)
2432 {
2433 max = maxfree[i];
2434 }
2435 else
2436 {
2437 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2438
2439 if ((move_type & blocked) == move_type)
2440 {
2441 max = maxfree[i];
2442 }
2443 else if (mflags & P_IS_ALIVE)
2444 {
2445 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2446 {
2447 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2448 {
2449 break;
2450 }
2451 }
2452 if (tmp)
2453 {
2454 return freedir[i];
2455 }
2456 }
2457 }
2458 }
2459 return 0;
2460 }
2461
2462 /*
2463 * distance(object 1, object 2) will return the square of the
2464 * distance between the two given objects.
2465 */
2466
2467 int
2468 distance (const object *ob1, const object *ob2)
2469 {
2470 int
2471 i;
2472
2473 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2474 return i;
2475 }
2476
2477 /*
2478 * find_dir_2(delta-x,delta-y) will return a direction in which
2479 * an object which has subtracted the x and y coordinates of another
2480 * object, needs to travel toward it.
2481 */
2482
2483 int
2484 find_dir_2 (int x, int y)
2485 {
2486 int
2487 q;
2488
2489 if (y)
2490 q = x * 100 / y;
2491 else if (x)
2492 q = -300 * x;
2493 else
2494 return 0;
2495
2496 if (y > 0)
2497 {
2498 if (q < -242)
2499 return 3;
2500 if (q < -41)
2501 return 2;
2502 if (q < 41)
2503 return 1;
2504 if (q < 242)
2505 return 8;
2506 return 7;
2507 }
2508
2509 if (q < -242)
2510 return 7;
2511 if (q < -41)
2512 return 6;
2513 if (q < 41)
2514 return 5;
2515 if (q < 242)
2516 return 4;
2517
2518 return 3;
2519 }
2520
2521 /*
2522 * absdir(int): Returns a number between 1 and 8, which represent
2523 * the "absolute" direction of a number (it actually takes care of
2524 * "overflow" in previous calculations of a direction).
2525 */
2526
2527 int
2528 absdir (int d)
2529 {
2530 while (d < 1)
2531 d += 8;
2532 while (d > 8)
2533 d -= 8;
2534 return d;
2535 }
2536
2537 /*
2538 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2539 * between two directions (which are expected to be absolute (see absdir())
2540 */
2541
2542 int
2543 dirdiff (int dir1, int dir2)
2544 {
2545 int
2546 d;
2547
2548 d = abs (dir1 - dir2);
2549 if (d > 4)
2550 d = 8 - d;
2551 return d;
2552 }
2553
2554 /* peterm:
2555 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2556 * Basically, this is a table of directions, and what directions
2557 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2558 * This basically means that if direction is 15, then it could either go
2559 * direction 4, 14, or 16 to get back to where we are.
2560 * Moved from spell_util.c to object.c with the other related direction
2561 * functions.
2562 */
2563
2564 int
2565 reduction_dir[SIZEOFFREE][3] = {
2566 {0, 0, 0}, /* 0 */
2567 {0, 0, 0}, /* 1 */
2568 {0, 0, 0}, /* 2 */
2569 {0, 0, 0}, /* 3 */
2570 {0, 0, 0}, /* 4 */
2571 {0, 0, 0}, /* 5 */
2572 {0, 0, 0}, /* 6 */
2573 {0, 0, 0}, /* 7 */
2574 {0, 0, 0}, /* 8 */
2575 {8, 1, 2}, /* 9 */
2576 {1, 2, -1}, /* 10 */
2577 {2, 10, 12}, /* 11 */
2578 {2, 3, -1}, /* 12 */
2579 {2, 3, 4}, /* 13 */
2580 {3, 4, -1}, /* 14 */
2581 {4, 14, 16}, /* 15 */
2582 {5, 4, -1}, /* 16 */
2583 {4, 5, 6}, /* 17 */
2584 {6, 5, -1}, /* 18 */
2585 {6, 20, 18}, /* 19 */
2586 {7, 6, -1}, /* 20 */
2587 {6, 7, 8}, /* 21 */
2588 {7, 8, -1}, /* 22 */
2589 {8, 22, 24}, /* 23 */
2590 {8, 1, -1}, /* 24 */
2591 {24, 9, 10}, /* 25 */
2592 {9, 10, -1}, /* 26 */
2593 {10, 11, -1}, /* 27 */
2594 {27, 11, 29}, /* 28 */
2595 {11, 12, -1}, /* 29 */
2596 {12, 13, -1}, /* 30 */
2597 {12, 13, 14}, /* 31 */
2598 {13, 14, -1}, /* 32 */
2599 {14, 15, -1}, /* 33 */
2600 {33, 15, 35}, /* 34 */
2601 {16, 15, -1}, /* 35 */
2602 {17, 16, -1}, /* 36 */
2603 {18, 17, 16}, /* 37 */
2604 {18, 17, -1}, /* 38 */
2605 {18, 19, -1}, /* 39 */
2606 {41, 19, 39}, /* 40 */
2607 {19, 20, -1}, /* 41 */
2608 {20, 21, -1}, /* 42 */
2609 {20, 21, 22}, /* 43 */
2610 {21, 22, -1}, /* 44 */
2611 {23, 22, -1}, /* 45 */
2612 {45, 47, 23}, /* 46 */
2613 {23, 24, -1}, /* 47 */
2614 {24, 9, -1}
2615 }; /* 48 */
2616
2617 /* Recursive routine to step back and see if we can
2618 * find a path to that monster that we found. If not,
2619 * we don't bother going toward it. Returns 1 if we
2620 * can see a direct way to get it
2621 * Modified to be map tile aware -.MSW
2622 */
2623
2624
2625 int
2626 can_see_monsterP (mapstruct *m, int x, int y, int dir)
2627 {
2628 sint16
2629 dx,
2630 dy;
2631 int
2632 mflags;
2633
2634 if (dir < 0)
2635 return 0; /* exit condition: invalid direction */
2636
2637 dx = x + freearr_x[dir];
2638 dy = y + freearr_y[dir];
2639
2640 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2641
2642 /* This functional arguably was incorrect before - it was
2643 * checking for P_WALL - that was basically seeing if
2644 * we could move to the monster - this is being more
2645 * literal on if we can see it. To know if we can actually
2646 * move to the monster, we'd need the monster passed in or
2647 * at least its move type.
2648 */
2649 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2650 return 0;
2651
2652 /* yes, can see. */
2653 if (dir < 9)
2654 return 1;
2655 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2656 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2657 }
2658
2659
2660
2661 /*
2662 * can_pick(picker, item): finds out if an object is possible to be
2663 * picked up by the picker. Returnes 1 if it can be
2664 * picked up, otherwise 0.
2665 *
2666 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2667 * core dumps if they do.
2668 *
2669 * Add a check so we can't pick up invisible objects (0.93.8)
2670 */
2671
2672 int
2673 can_pick (const object *who, const object *item)
2674 {
2675 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2676 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2677 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2678 }
2679
2680
2681 /*
2682 * create clone from object to another
2683 */
2684 object *
2685 object_create_clone (object *asrc)
2686 {
2687 object *
2688 dst = NULL, *tmp, *src, *part, *prev, *item;
2689
2690 if (!asrc)
2691 return NULL;
2692 src = asrc;
2693 if (src->head)
2694 src = src->head;
2695
2696 prev = NULL;
2697 for (part = src; part; part = part->more)
2698 {
2699 tmp = get_object ();
2700 copy_object (part, tmp);
2701 tmp->x -= src->x;
2702 tmp->y -= src->y;
2703 if (!part->head)
2704 {
2705 dst = tmp;
2706 tmp->head = NULL;
2707 }
2708 else
2709 {
2710 tmp->head = dst;
2711 }
2712 tmp->more = NULL;
2713 if (prev)
2714 prev->more = tmp;
2715 prev = tmp;
2716 }
2717
2718 /*** copy inventory ***/
2719 for (item = src->inv; item; item = item->below)
2720 {
2721 (void) insert_ob_in_ob (object_create_clone (item), dst);
2722 }
2723
2724 return dst;
2725 }
2726
2727 /* return true if the object was destroyed, 0 otherwise */
2728 int
2729 was_destroyed (const object *op, tag_t old_tag)
2730 {
2731 /* checking for FLAG_FREED isn't necessary, but makes this function more
2732 * robust */
2733 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2734 }
2735
2736 /* GROS - Creates an object using a string representing its content. */
2737
2738 /* Basically, we save the content of the string to a temp file, then call */
2739
2740 /* load_object on it. I admit it is a highly inefficient way to make things, */
2741
2742 /* but it was simple to make and allows reusing the load_object function. */
2743
2744 /* Remember not to use load_object_str in a time-critical situation. */
2745
2746 /* Also remember that multiparts objects are not supported for now. */
2747
2748 object *
2749 load_object_str (const char *obstr)
2750 {
2751 object *
2752 op;
2753 char
2754 filename[MAX_BUF];
2755
2756 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2757
2758 FILE *
2759 tempfile = fopen (filename, "w");
2760
2761 if (tempfile == NULL)
2762 {
2763 LOG (llevError, "Error - Unable to access load object temp file\n");
2764 return NULL;
2765 };
2766 fprintf (tempfile, obstr);
2767 fclose (tempfile);
2768
2769 op = get_object ();
2770
2771 object_thawer
2772 thawer (filename);
2773
2774 if (thawer)
2775 load_object (thawer, op, 0);
2776
2777 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2778 CLEAR_FLAG (op, FLAG_REMOVED);
2779
2780 return op;
2781 }
2782
2783 /* This returns the first object in who's inventory that
2784 * has the same type and subtype match.
2785 * returns NULL if no match.
2786 */
2787 object *
2788 find_obj_by_type_subtype (const object *who, int type, int subtype)
2789 {
2790 object *
2791 tmp;
2792
2793 for (tmp = who->inv; tmp; tmp = tmp->below)
2794 if (tmp->type == type && tmp->subtype == subtype)
2795 return tmp;
2796
2797 return NULL;
2798 }
2799
2800 /* If ob has a field named key, return the link from the list,
2801 * otherwise return NULL.
2802 *
2803 * key must be a passed in shared string - otherwise, this won't
2804 * do the desired thing.
2805 */
2806 key_value *
2807 get_ob_key_link (const object *ob, const char *key)
2808 {
2809 key_value *
2810 link;
2811
2812 for (link = ob->key_values; link != NULL; link = link->next)
2813 {
2814 if (link->key == key)
2815 {
2816 return link;
2817 }
2818 }
2819
2820 return NULL;
2821 }
2822
2823 /*
2824 * Returns the value of op has an extra_field for key, or NULL.
2825 *
2826 * The argument doesn't need to be a shared string.
2827 *
2828 * The returned string is shared.
2829 */
2830 const char *
2831 get_ob_key_value (const object *op, const char *const key)
2832 {
2833 key_value *
2834 link;
2835 const char *
2836 canonical_key;
2837
2838 canonical_key = shstr::find (key);
2839
2840 if (canonical_key == NULL)
2841 {
2842 /* 1. There being a field named key on any object
2843 * implies there'd be a shared string to find.
2844 * 2. Since there isn't, no object has this field.
2845 * 3. Therefore, *this* object doesn't have this field.
2846 */
2847 return NULL;
2848 }
2849
2850 /* This is copied from get_ob_key_link() above -
2851 * only 4 lines, and saves the function call overhead.
2852 */
2853 for (link = op->key_values; link != NULL; link = link->next)
2854 {
2855 if (link->key == canonical_key)
2856 {
2857 return link->value;
2858 }
2859 }
2860 return NULL;
2861 }
2862
2863
2864 /*
2865 * Updates the canonical_key in op to value.
2866 *
2867 * canonical_key is a shared string (value doesn't have to be).
2868 *
2869 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2870 * keys.
2871 *
2872 * Returns TRUE on success.
2873 */
2874 int
2875 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2876 {
2877 key_value *
2878 field = NULL, *last = NULL;
2879
2880 for (field = op->key_values; field != NULL; field = field->next)
2881 {
2882 if (field->key != canonical_key)
2883 {
2884 last = field;
2885 continue;
2886 }
2887
2888 if (value)
2889 field->value = value;
2890 else
2891 {
2892 /* Basically, if the archetype has this key set,
2893 * we need to store the null value so when we save
2894 * it, we save the empty value so that when we load,
2895 * we get this value back again.
2896 */
2897 if (get_ob_key_link (&op->arch->clone, canonical_key))
2898 field->value = 0;
2899 else
2900 {
2901 if (last)
2902 last->next = field->next;
2903 else
2904 op->key_values = field->next;
2905
2906 delete
2907 field;
2908 }
2909 }
2910 return TRUE;
2911 }
2912 /* IF we get here, key doesn't exist */
2913
2914 /* No field, we'll have to add it. */
2915
2916 if (!add_key)
2917 {
2918 return FALSE;
2919 }
2920 /* There isn't any good reason to store a null
2921 * value in the key/value list. If the archetype has
2922 * this key, then we should also have it, so shouldn't
2923 * be here. If user wants to store empty strings,
2924 * should pass in ""
2925 */
2926 if (value == NULL)
2927 return TRUE;
2928
2929 field = new key_value;
2930
2931 field->key = canonical_key;
2932 field->value = value;
2933 /* Usual prepend-addition. */
2934 field->next = op->key_values;
2935 op->key_values = field;
2936
2937 return TRUE;
2938 }
2939
2940 /*
2941 * Updates the key in op to value.
2942 *
2943 * If add_key is FALSE, this will only update existing keys,
2944 * and not add new ones.
2945 * In general, should be little reason FALSE is ever passed in for add_key
2946 *
2947 * Returns TRUE on success.
2948 */
2949 int
2950 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2951 {
2952 shstr
2953 key_ (key);
2954
2955 return set_ob_key_value_s (op, key_, value, add_key);
2956 }