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Revision: 1.26
Committed: Mon Sep 11 11:46:52 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.25: +38 -51 lines
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File Contents

# Content
1
2 /*
3 * static char *rcsid_object_c =
4 * "$Id: object.C,v 1.25 2006-09-11 01:16:20 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 *tmp, *last = NULL;
1132 object *otmp;
1133
1134 tag_t tag;
1135 int check_walk_off;
1136 mapstruct *m;
1137
1138 sint16 x, y;
1139
1140 if (QUERY_FLAG (op, FLAG_REMOVED))
1141 {
1142 dump_object (op);
1143 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1144
1145 /* Changed it to always dump core in this case. As has been learned
1146 * in the past, trying to recover from errors almost always
1147 * make things worse, and this is a real error here - something
1148 * that should not happen.
1149 * Yes, if this was a mission critical app, trying to do something
1150 * to recover may make sense, but that is because failure of the app
1151 * may have other disastrous problems. Cf runs out of a script
1152 * so is easily enough restarted without any real problems.
1153 * MSW 2001-07-01
1154 */
1155 abort ();
1156 }
1157
1158 if (op->more != NULL)
1159 remove_ob (op->more);
1160
1161 SET_FLAG (op, FLAG_REMOVED);
1162
1163 /*
1164 * In this case, the object to be removed is in someones
1165 * inventory.
1166 */
1167 if (op->env != NULL)
1168 {
1169 if (op->nrof)
1170 sub_weight (op->env, op->weight * op->nrof);
1171 else
1172 sub_weight (op->env, op->weight + op->carrying);
1173
1174 /* NO_FIX_PLAYER is set when a great many changes are being
1175 * made to players inventory. If set, avoiding the call
1176 * to save cpu time.
1177 */
1178 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1179 fix_player (otmp);
1180
1181 if (op->above != NULL)
1182 op->above->below = op->below;
1183 else
1184 op->env->inv = op->below;
1185
1186 if (op->below != NULL)
1187 op->below->above = op->above;
1188
1189 /* we set up values so that it could be inserted into
1190 * the map, but we don't actually do that - it is up
1191 * to the caller to decide what we want to do.
1192 */
1193 op->x = op->env->x, op->y = op->env->y;
1194 op->map = op->env->map;
1195 op->above = NULL, op->below = NULL;
1196 op->env = NULL;
1197 return;
1198 }
1199
1200 /* If we get here, we are removing it from a map */
1201 if (op->map == NULL)
1202 return;
1203
1204 x = op->x;
1205 y = op->y;
1206 m = get_map_from_coord (op->map, &x, &y);
1207
1208 if (!m)
1209 {
1210 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1211 op->map->path, op->x, op->y);
1212 /* in old days, we used to set x and y to 0 and continue.
1213 * it seems if we get into this case, something is probablye
1214 * screwed up and should be fixed.
1215 */
1216 abort ();
1217 }
1218 if (op->map != m)
1219 {
1220 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1221 op->map->path, m->path, op->x, op->y, x, y);
1222 }
1223
1224 /* Re did the following section of code - it looks like it had
1225 * lots of logic for things we no longer care about
1226 */
1227
1228 /* link the object above us */
1229 if (op->above)
1230 op->above->below = op->below;
1231 else
1232 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1233
1234 /* Relink the object below us, if there is one */
1235 if (op->below)
1236 op->below->above = op->above;
1237 else
1238 {
1239 /* Nothing below, which means we need to relink map object for this space
1240 * use translated coordinates in case some oddness with map tiling is
1241 * evident
1242 */
1243 if (GET_MAP_OB (m, x, y) != op)
1244 {
1245 dump_object (op);
1246 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",
1247 errmsg);
1248 dump_object (GET_MAP_OB (m, x, y));
1249 LOG (llevError, "%s\n", errmsg);
1250 }
1251
1252 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1253 }
1254
1255 op->above = NULL;
1256 op->below = NULL;
1257
1258 if (op->map->in_memory == MAP_SAVING)
1259 return;
1260
1261 tag = op->count;
1262 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1263
1264 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1265 {
1266 /* No point updating the players look faces if he is the object
1267 * being removed.
1268 */
1269
1270 if (tmp->type == PLAYER && tmp != op)
1271 {
1272 /* If a container that the player is currently using somehow gets
1273 * removed (most likely destroyed), update the player view
1274 * appropriately.
1275 */
1276 if (tmp->container == op)
1277 {
1278 CLEAR_FLAG (op, FLAG_APPLIED);
1279 tmp->container = NULL;
1280 }
1281
1282 tmp->contr->socket.update_look = 1;
1283 }
1284 /* See if player moving off should effect something */
1285 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1286 {
1287 move_apply (tmp, op, NULL);
1288
1289 if (was_destroyed (op, tag))
1290 {
1291 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1292 }
1293 }
1294
1295 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1296
1297 if (tmp->above == tmp)
1298 tmp->above = NULL;
1299
1300 last = tmp;
1301 }
1302
1303 /* last == NULL of there are no objects on this space */
1304 if (last == NULL)
1305 {
1306 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1307 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1308 * those out anyways, and if there are any flags set right now, they won't
1309 * be correct anyways.
1310 */
1311 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1312 update_position (op->map, op->x, op->y);
1313 }
1314 else
1315 update_object (last, UP_OBJ_REMOVE);
1316
1317 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1318 update_all_los (op->map, op->x, op->y);
1319 }
1320
1321 /*
1322 * merge_ob(op,top):
1323 *
1324 * This function goes through all objects below and including top, and
1325 * merges op to the first matching object.
1326 * If top is NULL, it is calculated.
1327 * Returns pointer to object if it succeded in the merge, otherwise NULL
1328 */
1329
1330 object *
1331 merge_ob (object *op, object *top)
1332 {
1333 if (!op->nrof)
1334 return 0;
1335 if (top == NULL)
1336 for (top = op; top != NULL && top->above != NULL; top = top->above);
1337 for (; top != NULL; top = top->below)
1338 {
1339 if (top == op)
1340 continue;
1341 if (CAN_MERGE (op, top))
1342 {
1343 top->nrof += op->nrof;
1344
1345 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1346 op->weight = 0; /* Don't want any adjustements now */
1347 remove_ob (op);
1348 free_object (op);
1349 return top;
1350 }
1351 }
1352 return NULL;
1353 }
1354
1355 /*
1356 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1357 * job preparing multi-part monsters
1358 */
1359 object *
1360 insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1361 {
1362 object *
1363 tmp;
1364
1365 if (op->head)
1366 op = op->head;
1367 for (tmp = op; tmp; tmp = tmp->more)
1368 {
1369 tmp->x = x + tmp->arch->clone.x;
1370 tmp->y = y + tmp->arch->clone.y;
1371 }
1372 return insert_ob_in_map (op, m, originator, flag);
1373 }
1374
1375 /*
1376 * insert_ob_in_map (op, map, originator, flag):
1377 * This function inserts the object in the two-way linked list
1378 * which represents what is on a map.
1379 * The second argument specifies the map, and the x and y variables
1380 * in the object about to be inserted specifies the position.
1381 *
1382 * originator: Player, monster or other object that caused 'op' to be inserted
1383 * into 'map'. May be NULL.
1384 *
1385 * flag is a bitmask about special things to do (or not do) when this
1386 * function is called. see the object.h file for the INS_ values.
1387 * Passing 0 for flag gives proper default values, so flag really only needs
1388 * to be set if special handling is needed.
1389 *
1390 * Return value:
1391 * new object if 'op' was merged with other object
1392 * NULL if 'op' was destroyed
1393 * just 'op' otherwise
1394 */
1395
1396 object *
1397 insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1398 {
1399 object *tmp, *top, *floor = NULL;
1400 sint16 x, y;
1401
1402 if (QUERY_FLAG (op, FLAG_FREED))
1403 {
1404 LOG (llevError, "Trying to insert freed object!\n");
1405 return NULL;
1406 }
1407
1408 if (m == NULL)
1409 {
1410 dump_object (op);
1411 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1412 return op;
1413 }
1414
1415 if (out_of_map (m, op->x, op->y))
1416 {
1417 dump_object (op);
1418 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1419 #ifdef MANY_CORES
1420 /* Better to catch this here, as otherwise the next use of this object
1421 * is likely to cause a crash. Better to find out where it is getting
1422 * improperly inserted.
1423 */
1424 abort ();
1425 #endif
1426 return op;
1427 }
1428
1429 if (!QUERY_FLAG (op, FLAG_REMOVED))
1430 {
1431 dump_object (op);
1432 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1433 return op;
1434 }
1435
1436 if (op->more != NULL)
1437 {
1438 /* The part may be on a different map. */
1439
1440 object *more = op->more;
1441
1442 /* We really need the caller to normalize coordinates - if
1443 * we set the map, that doesn't work if the location is within
1444 * a map and this is straddling an edge. So only if coordinate
1445 * is clear wrong do we normalize it.
1446 */
1447 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1448 more->map = get_map_from_coord (m, &more->x, &more->y);
1449 else if (!more->map)
1450 {
1451 /* For backwards compatibility - when not dealing with tiled maps,
1452 * more->map should always point to the parent.
1453 */
1454 more->map = m;
1455 }
1456
1457 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1458 {
1459 if (!op->head)
1460 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1461
1462 return NULL;
1463 }
1464 }
1465
1466 CLEAR_FLAG (op, FLAG_REMOVED);
1467
1468 /* Ideally, the caller figures this out. However, it complicates a lot
1469 * of areas of callers (eg, anything that uses find_free_spot would now
1470 * need extra work
1471 */
1472 op->map = get_map_from_coord (m, &op->x, &op->y);
1473 x = op->x;
1474 y = op->y;
1475
1476 /* this has to be done after we translate the coordinates.
1477 */
1478 if (op->nrof && !(flag & INS_NO_MERGE))
1479 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1480 if (CAN_MERGE (op, tmp))
1481 {
1482 op->nrof += tmp->nrof;
1483 remove_ob (tmp);
1484 free_object (tmp);
1485 }
1486
1487 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1488 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1489
1490 if (!QUERY_FLAG (op, FLAG_ALIVE))
1491 CLEAR_FLAG (op, FLAG_NO_STEAL);
1492
1493 if (flag & INS_BELOW_ORIGINATOR)
1494 {
1495 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1496 {
1497 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1498 abort ();
1499 }
1500
1501 op->above = originator;
1502 op->below = originator->below;
1503
1504 if (op->below)
1505 op->below->above = op;
1506 else
1507 SET_MAP_OB (op->map, op->x, op->y, op);
1508
1509 /* since *below* originator, no need to update top */
1510 originator->below = op;
1511 }
1512 else
1513 {
1514 /* If there are other objects, then */
1515 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1516 {
1517 object *last = NULL;
1518
1519 /*
1520 * If there are multiple objects on this space, we do some trickier handling.
1521 * We've already dealt with merging if appropriate.
1522 * Generally, we want to put the new object on top. But if
1523 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1524 * floor, we want to insert above that and no further.
1525 * Also, if there are spell objects on this space, we stop processing
1526 * once we get to them. This reduces the need to traverse over all of
1527 * them when adding another one - this saves quite a bit of cpu time
1528 * when lots of spells are cast in one area. Currently, it is presumed
1529 * that flying non pickable objects are spell objects.
1530 */
1531
1532 while (top != NULL)
1533 {
1534 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1535 floor = top;
1536
1537 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1538 {
1539 /* We insert above top, so we want this object below this */
1540 top = top->below;
1541 break;
1542 }
1543
1544 last = top;
1545 top = top->above;
1546 }
1547
1548 /* Don't want top to be NULL, so set it to the last valid object */
1549 top = last;
1550
1551 /* We let update_position deal with figuring out what the space
1552 * looks like instead of lots of conditions here.
1553 * makes things faster, and effectively the same result.
1554 */
1555
1556 /* Have object 'fall below' other objects that block view.
1557 * Unless those objects are exits, type 66
1558 * If INS_ON_TOP is used, don't do this processing
1559 * Need to find the object that in fact blocks view, otherwise
1560 * stacking is a bit odd.
1561 */
1562 if (!(flag & INS_ON_TOP) &&
1563 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1564 {
1565 for (last = top; last != floor; last = last->below)
1566 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1567 break;
1568 /* Check to see if we found the object that blocks view,
1569 * and make sure we have a below pointer for it so that
1570 * we can get inserted below this one, which requires we
1571 * set top to the object below us.
1572 */
1573 if (last && last->below && last != floor)
1574 top = last->below;
1575 }
1576 } /* If objects on this space */
1577
1578 if (flag & INS_MAP_LOAD)
1579 top = GET_MAP_TOP (op->map, op->x, op->y);
1580
1581 if (flag & INS_ABOVE_FLOOR_ONLY)
1582 top = floor;
1583
1584 /* Top is the object that our object (op) is going to get inserted above.
1585 */
1586
1587 /* First object on this space */
1588 if (!top)
1589 {
1590 op->above = GET_MAP_OB (op->map, op->x, op->y);
1591
1592 if (op->above)
1593 op->above->below = op;
1594
1595 op->below = NULL;
1596 SET_MAP_OB (op->map, op->x, op->y, op);
1597 }
1598 else
1599 { /* get inserted into the stack above top */
1600 op->above = top->above;
1601
1602 if (op->above)
1603 op->above->below = op;
1604
1605 op->below = top;
1606 top->above = op;
1607 }
1608
1609 if (op->above == NULL)
1610 SET_MAP_TOP (op->map, op->x, op->y, op);
1611 } /* else not INS_BELOW_ORIGINATOR */
1612
1613 if (op->type == PLAYER)
1614 op->contr->do_los = 1;
1615
1616 /* If we have a floor, we know the player, if any, will be above
1617 * it, so save a few ticks and start from there.
1618 */
1619 if (!(flag & INS_MAP_LOAD))
1620 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1621 if (tmp->type == PLAYER)
1622 tmp->contr->socket.update_look = 1;
1623
1624 /* If this object glows, it may affect lighting conditions that are
1625 * visible to others on this map. But update_all_los is really
1626 * an inefficient way to do this, as it means los for all players
1627 * on the map will get recalculated. The players could very well
1628 * be far away from this change and not affected in any way -
1629 * this should get redone to only look for players within range,
1630 * or just updating the P_NEED_UPDATE for spaces within this area
1631 * of effect may be sufficient.
1632 */
1633 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1634 update_all_los (op->map, op->x, op->y);
1635
1636 /* updates flags (blocked, alive, no magic, etc) for this map space */
1637 update_object (op, UP_OBJ_INSERT);
1638
1639 /* Don't know if moving this to the end will break anything. However,
1640 * we want to have update_look set above before calling this.
1641 *
1642 * check_move_on() must be after this because code called from
1643 * check_move_on() depends on correct map flags (so functions like
1644 * blocked() and wall() work properly), and these flags are updated by
1645 * update_object().
1646 */
1647
1648 /* if this is not the head or flag has been passed, don't check walk on status */
1649 if (!(flag & INS_NO_WALK_ON) && !op->head)
1650 {
1651 if (check_move_on (op, originator))
1652 return NULL;
1653
1654 /* If we are a multi part object, lets work our way through the check
1655 * walk on's.
1656 */
1657 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1658 if (check_move_on (tmp, originator))
1659 return NULL;
1660 }
1661
1662 return op;
1663 }
1664
1665 /* this function inserts an object in the map, but if it
1666 * finds an object of its own type, it'll remove that one first.
1667 * op is the object to insert it under: supplies x and the map.
1668 */
1669 void
1670 replace_insert_ob_in_map (const char *arch_string, object *op)
1671 {
1672 object *tmp;
1673 object *tmp1;
1674
1675 /* first search for itself and remove any old instances */
1676
1677 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1678 {
1679 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1680 {
1681 remove_ob (tmp);
1682 free_object (tmp);
1683 }
1684 }
1685
1686 tmp1 = arch_to_object (find_archetype (arch_string));
1687
1688 tmp1->x = op->x;
1689 tmp1->y = op->y;
1690 insert_ob_in_map (tmp1, op->map, op, 0);
1691 }
1692
1693 /*
1694 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1695 * is returned contains nr objects, and the remaining parts contains
1696 * the rest (or is removed and freed if that number is 0).
1697 * On failure, NULL is returned, and the reason put into the
1698 * global static errmsg array.
1699 */
1700
1701 object *
1702 get_split_ob (object *orig_ob, uint32 nr)
1703 {
1704 object *
1705 newob;
1706 int
1707 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1708
1709 if (orig_ob->nrof < nr)
1710 {
1711 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1712 return NULL;
1713 }
1714 newob = object_create_clone (orig_ob);
1715 if ((orig_ob->nrof -= nr) < 1)
1716 {
1717 if (!is_removed)
1718 remove_ob (orig_ob);
1719 free_object2 (orig_ob, 1);
1720 }
1721 else if (!is_removed)
1722 {
1723 if (orig_ob->env != NULL)
1724 sub_weight (orig_ob->env, orig_ob->weight * nr);
1725 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1726 {
1727 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1728 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1729 return NULL;
1730 }
1731 }
1732 newob->nrof = nr;
1733
1734 return newob;
1735 }
1736
1737 /*
1738 * decrease_ob_nr(object, number) decreases a specified number from
1739 * the amount of an object. If the amount reaches 0, the object
1740 * is subsequently removed and freed.
1741 *
1742 * Return value: 'op' if something is left, NULL if the amount reached 0
1743 */
1744
1745 object *
1746 decrease_ob_nr (object *op, uint32 i)
1747 {
1748 object *
1749 tmp;
1750 player *
1751 pl;
1752
1753 if (i == 0) /* objects with op->nrof require this check */
1754 return op;
1755
1756 if (i > op->nrof)
1757 i = op->nrof;
1758
1759 if (QUERY_FLAG (op, FLAG_REMOVED))
1760 {
1761 op->nrof -= i;
1762 }
1763 else if (op->env != NULL)
1764 {
1765 /* is this object in the players inventory, or sub container
1766 * therein?
1767 */
1768 tmp = is_player_inv (op->env);
1769 /* nope. Is this a container the player has opened?
1770 * If so, set tmp to that player.
1771 * IMO, searching through all the players will mostly
1772 * likely be quicker than following op->env to the map,
1773 * and then searching the map for a player.
1774 */
1775 if (!tmp)
1776 {
1777 for (pl = first_player; pl; pl = pl->next)
1778 if (pl->ob->container == op->env)
1779 break;
1780 if (pl)
1781 tmp = pl->ob;
1782 else
1783 tmp = NULL;
1784 }
1785
1786 if (i < op->nrof)
1787 {
1788 sub_weight (op->env, op->weight * i);
1789 op->nrof -= i;
1790 if (tmp)
1791 {
1792 esrv_send_item (tmp, op);
1793 }
1794 }
1795 else
1796 {
1797 remove_ob (op);
1798 op->nrof = 0;
1799 if (tmp)
1800 {
1801 esrv_del_item (tmp->contr, op->count);
1802 }
1803 }
1804 }
1805 else
1806 {
1807 object *
1808 above = op->above;
1809
1810 if (i < op->nrof)
1811 {
1812 op->nrof -= i;
1813 }
1814 else
1815 {
1816 remove_ob (op);
1817 op->nrof = 0;
1818 }
1819 /* Since we just removed op, op->above is null */
1820 for (tmp = above; tmp != NULL; tmp = tmp->above)
1821 if (tmp->type == PLAYER)
1822 {
1823 if (op->nrof)
1824 esrv_send_item (tmp, op);
1825 else
1826 esrv_del_item (tmp->contr, op->count);
1827 }
1828 }
1829
1830 if (op->nrof)
1831 {
1832 return op;
1833 }
1834 else
1835 {
1836 free_object (op);
1837 return NULL;
1838 }
1839 }
1840
1841 /*
1842 * add_weight(object, weight) adds the specified weight to an object,
1843 * and also updates how much the environment(s) is/are carrying.
1844 */
1845
1846 void
1847 add_weight (object *op, signed long weight)
1848 {
1849 while (op != NULL)
1850 {
1851 if (op->type == CONTAINER)
1852 {
1853 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1854 }
1855 op->carrying += weight;
1856 op = op->env;
1857 }
1858 }
1859
1860 /*
1861 * insert_ob_in_ob(op,environment):
1862 * This function inserts the object op in the linked list
1863 * inside the object environment.
1864 *
1865 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1866 * the inventory at the last position or next to other objects of the same
1867 * type.
1868 * Frank: Now sorted by type, archetype and magic!
1869 *
1870 * The function returns now pointer to inserted item, and return value can
1871 * be != op, if items are merged. -Tero
1872 */
1873
1874 object *
1875 insert_ob_in_ob (object *op, object *where)
1876 {
1877 object *
1878 tmp, *
1879 otmp;
1880
1881 if (!QUERY_FLAG (op, FLAG_REMOVED))
1882 {
1883 dump_object (op);
1884 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1885 return op;
1886 }
1887 if (where == NULL)
1888 {
1889 dump_object (op);
1890 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1891 return op;
1892 }
1893 if (where->head)
1894 {
1895 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1896 where = where->head;
1897 }
1898 if (op->more)
1899 {
1900 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1901 return op;
1902 }
1903 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1904 CLEAR_FLAG (op, FLAG_REMOVED);
1905 if (op->nrof)
1906 {
1907 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1908 if (CAN_MERGE (tmp, op))
1909 {
1910 /* return the original object and remove inserted object
1911 (client needs the original object) */
1912 tmp->nrof += op->nrof;
1913 /* Weight handling gets pretty funky. Since we are adding to
1914 * tmp->nrof, we need to increase the weight.
1915 */
1916 add_weight (where, op->weight * op->nrof);
1917 SET_FLAG (op, FLAG_REMOVED);
1918 free_object (op); /* free the inserted object */
1919 op = tmp;
1920 remove_ob (op); /* and fix old object's links */
1921 CLEAR_FLAG (op, FLAG_REMOVED);
1922 break;
1923 }
1924
1925 /* I assume combined objects have no inventory
1926 * We add the weight - this object could have just been removed
1927 * (if it was possible to merge). calling remove_ob will subtract
1928 * the weight, so we need to add it in again, since we actually do
1929 * the linking below
1930 */
1931 add_weight (where, op->weight * op->nrof);
1932 }
1933 else
1934 add_weight (where, (op->weight + op->carrying));
1935
1936 otmp = is_player_inv (where);
1937 if (otmp && otmp->contr != NULL)
1938 {
1939 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1940 fix_player (otmp);
1941 }
1942
1943 op->map = NULL;
1944 op->env = where;
1945 op->above = NULL;
1946 op->below = NULL;
1947 op->x = 0, op->y = 0;
1948
1949 /* reset the light list and los of the players on the map */
1950 if ((op->glow_radius != 0) && where->map)
1951 {
1952 #ifdef DEBUG_LIGHTS
1953 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1954 #endif /* DEBUG_LIGHTS */
1955 if (MAP_DARKNESS (where->map))
1956 update_all_los (where->map, where->x, where->y);
1957 }
1958
1959 /* Client has no idea of ordering so lets not bother ordering it here.
1960 * It sure simplifies this function...
1961 */
1962 if (where->inv == NULL)
1963 where->inv = op;
1964 else
1965 {
1966 op->below = where->inv;
1967 op->below->above = op;
1968 where->inv = op;
1969 }
1970 return op;
1971 }
1972
1973 /*
1974 * Checks if any objects has a move_type that matches objects
1975 * that effect this object on this space. Call apply() to process
1976 * these events.
1977 *
1978 * Any speed-modification due to SLOW_MOVE() of other present objects
1979 * will affect the speed_left of the object.
1980 *
1981 * originator: Player, monster or other object that caused 'op' to be inserted
1982 * into 'map'. May be NULL.
1983 *
1984 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1985 *
1986 * 4-21-95 added code to check if appropriate skill was readied - this will
1987 * permit faster movement by the player through this terrain. -b.t.
1988 *
1989 * MSW 2001-07-08: Check all objects on space, not just those below
1990 * object being inserted. insert_ob_in_map may not put new objects
1991 * on top.
1992 */
1993
1994 int
1995 check_move_on (object *op, object *originator)
1996 {
1997 object *tmp;
1998 tag_t tag;
1999 mapstruct *m = op->map;
2000 int x = op->x, y = op->y;
2001
2002 MoveType move_on, move_slow, move_block;
2003
2004 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2005 return 0;
2006
2007 tag = op->count;
2008
2009 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2010 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2011 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2012
2013 /* if nothing on this space will slow op down or be applied,
2014 * no need to do checking below. have to make sure move_type
2015 * is set, as lots of objects don't have it set - we treat that
2016 * as walking.
2017 */
2018 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2019 return 0;
2020
2021 /* This is basically inverse logic of that below - basically,
2022 * if the object can avoid the move on or slow move, they do so,
2023 * but can't do it if the alternate movement they are using is
2024 * blocked. Logic on this seems confusing, but does seem correct.
2025 */
2026 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
2027 return 0;
2028
2029 /* The objects have to be checked from top to bottom.
2030 * Hence, we first go to the top:
2031 */
2032
2033 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2034 {
2035 /* Trim the search when we find the first other spell effect
2036 * this helps performance so that if a space has 50 spell objects,
2037 * we don't need to check all of them.
2038 */
2039 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2040 break;
2041 }
2042
2043 for (; tmp; tmp = tmp->below)
2044 {
2045 if (tmp == op)
2046 continue; /* Can't apply yourself */
2047
2048 /* Check to see if one of the movement types should be slowed down.
2049 * Second check makes sure that the movement types not being slowed
2050 * (~slow_move) is not blocked on this space - just because the
2051 * space doesn't slow down swimming (for example), if you can't actually
2052 * swim on that space, can't use it to avoid the penalty.
2053 */
2054 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2055 {
2056 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2057 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2058 {
2059
2060 float diff = tmp->move_slow_penalty * FABS (op->speed);
2061
2062 if (op->type == PLAYER)
2063 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2064 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2065 diff /= 4.0;
2066
2067 op->speed_left -= diff;
2068 }
2069 }
2070
2071 /* Basically same logic as above, except now for actual apply. */
2072 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2073 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2074 {
2075 move_apply (tmp, op, originator);
2076
2077 if (was_destroyed (op, tag))
2078 return 1;
2079
2080 /* what the person/creature stepped onto has moved the object
2081 * someplace new. Don't process any further - if we did,
2082 * have a feeling strange problems would result.
2083 */
2084 if (op->map != m || op->x != x || op->y != y)
2085 return 0;
2086 }
2087 }
2088
2089 return 0;
2090 }
2091
2092 /*
2093 * present_arch(arch, map, x, y) searches for any objects with
2094 * a matching archetype at the given map and coordinates.
2095 * The first matching object is returned, or NULL if none.
2096 */
2097
2098 object *
2099 present_arch (const archetype *at, mapstruct *m, int x, int y)
2100 {
2101 object *
2102 tmp;
2103
2104 if (m == NULL || out_of_map (m, x, y))
2105 {
2106 LOG (llevError, "Present_arch called outside map.\n");
2107 return NULL;
2108 }
2109 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2110 if (tmp->arch == at)
2111 return tmp;
2112 return NULL;
2113 }
2114
2115 /*
2116 * present(type, map, x, y) searches for any objects with
2117 * a matching type variable at the given map and coordinates.
2118 * The first matching object is returned, or NULL if none.
2119 */
2120
2121 object *
2122 present (unsigned char type, mapstruct *m, int x, int y)
2123 {
2124 object *
2125 tmp;
2126
2127 if (out_of_map (m, x, y))
2128 {
2129 LOG (llevError, "Present called outside map.\n");
2130 return NULL;
2131 }
2132 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2133 if (tmp->type == type)
2134 return tmp;
2135 return NULL;
2136 }
2137
2138 /*
2139 * present_in_ob(type, object) searches for any objects with
2140 * a matching type variable in the inventory of the given object.
2141 * The first matching object is returned, or NULL if none.
2142 */
2143
2144 object *
2145 present_in_ob (unsigned char type, const object *op)
2146 {
2147 object *
2148 tmp;
2149
2150 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2151 if (tmp->type == type)
2152 return tmp;
2153 return NULL;
2154 }
2155
2156 /*
2157 * present_in_ob (type, str, object) searches for any objects with
2158 * a matching type & name variable in the inventory of the given object.
2159 * The first matching object is returned, or NULL if none.
2160 * This is mostly used by spell effect code, so that we only
2161 * have one spell effect at a time.
2162 * type can be used to narrow the search - if type is set,
2163 * the type must also match. -1 can be passed for the type,
2164 * in which case the type does not need to pass.
2165 * str is the string to match against. Note that we match against
2166 * the object name, not the archetype name. this is so that the
2167 * spell code can use one object type (force), but change it's name
2168 * to be unique.
2169 */
2170
2171 object *
2172 present_in_ob_by_name (int type, const char *str, const object *op)
2173 {
2174 object *
2175 tmp;
2176
2177 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2178 {
2179 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2180 return tmp;
2181 }
2182 return NULL;
2183 }
2184
2185 /*
2186 * present_arch_in_ob(archetype, object) searches for any objects with
2187 * a matching archetype in the inventory of the given object.
2188 * The first matching object is returned, or NULL if none.
2189 */
2190
2191 object *
2192 present_arch_in_ob (const archetype *at, const object *op)
2193 {
2194 object *
2195 tmp;
2196
2197 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2198 if (tmp->arch == at)
2199 return tmp;
2200 return NULL;
2201 }
2202
2203 /*
2204 * activate recursively a flag on an object inventory
2205 */
2206 void
2207 flag_inv (object *op, int flag)
2208 {
2209 object *
2210 tmp;
2211
2212 if (op->inv)
2213 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2214 {
2215 SET_FLAG (tmp, flag);
2216 flag_inv (tmp, flag);
2217 }
2218 } /*
2219 * desactivate recursively a flag on an object inventory
2220 */
2221 void
2222 unflag_inv (object *op, int flag)
2223 {
2224 object *
2225 tmp;
2226
2227 if (op->inv)
2228 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2229 {
2230 CLEAR_FLAG (tmp, flag);
2231 unflag_inv (tmp, flag);
2232 }
2233 }
2234
2235 /*
2236 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2237 * all it's inventory (recursively).
2238 * If checksums are used, a player will get set_cheat called for
2239 * him/her-self and all object carried by a call to this function.
2240 */
2241
2242 void
2243 set_cheat (object *op)
2244 {
2245 SET_FLAG (op, FLAG_WAS_WIZ);
2246 flag_inv (op, FLAG_WAS_WIZ);
2247 }
2248
2249 /*
2250 * find_free_spot(object, map, x, y, start, stop) will search for
2251 * a spot at the given map and coordinates which will be able to contain
2252 * the given object. start and stop specifies how many squares
2253 * to search (see the freearr_x/y[] definition).
2254 * It returns a random choice among the alternatives found.
2255 * start and stop are where to start relative to the free_arr array (1,9
2256 * does all 4 immediate directions). This returns the index into the
2257 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2258 * Note - this only checks to see if there is space for the head of the
2259 * object - if it is a multispace object, this should be called for all
2260 * pieces.
2261 * Note2: This function does correctly handle tiled maps, but does not
2262 * inform the caller. However, insert_ob_in_map will update as
2263 * necessary, so the caller shouldn't need to do any special work.
2264 * Note - updated to take an object instead of archetype - this is necessary
2265 * because arch_blocked (now ob_blocked) needs to know the movement type
2266 * to know if the space in question will block the object. We can't use
2267 * the archetype because that isn't correct if the monster has been
2268 * customized, changed states, etc.
2269 */
2270
2271 int
2272 find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2273 {
2274 int
2275 i,
2276 index = 0, flag;
2277 static int
2278 altern[SIZEOFFREE];
2279
2280 for (i = start; i < stop; i++)
2281 {
2282 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2283 if (!flag)
2284 altern[index++] = i;
2285
2286 /* Basically, if we find a wall on a space, we cut down the search size.
2287 * In this way, we won't return spaces that are on another side of a wall.
2288 * This mostly work, but it cuts down the search size in all directions -
2289 * if the space being examined only has a wall to the north and empty
2290 * spaces in all the other directions, this will reduce the search space
2291 * to only the spaces immediately surrounding the target area, and
2292 * won't look 2 spaces south of the target space.
2293 */
2294 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2295 stop = maxfree[i];
2296 }
2297 if (!index)
2298 return -1;
2299 return altern[RANDOM () % index];
2300 }
2301
2302 /*
2303 * find_first_free_spot(archetype, mapstruct, x, y) works like
2304 * find_free_spot(), but it will search max number of squares.
2305 * But it will return the first available spot, not a random choice.
2306 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2307 */
2308
2309 int
2310 find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2311 {
2312 int
2313 i;
2314
2315 for (i = 0; i < SIZEOFFREE; i++)
2316 {
2317 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2318 return i;
2319 }
2320 return -1;
2321 }
2322
2323 /*
2324 * The function permute(arr, begin, end) randomly reorders the array
2325 * arr[begin..end-1].
2326 */
2327 static void
2328 permute (int *arr, int begin, int end)
2329 {
2330 int
2331 i,
2332 j,
2333 tmp,
2334 len;
2335
2336 len = end - begin;
2337 for (i = begin; i < end; i++)
2338 {
2339 j = begin + RANDOM () % len;
2340
2341 tmp = arr[i];
2342 arr[i] = arr[j];
2343 arr[j] = tmp;
2344 }
2345 }
2346
2347 /* new function to make monster searching more efficient, and effective!
2348 * This basically returns a randomized array (in the passed pointer) of
2349 * the spaces to find monsters. In this way, it won't always look for
2350 * monsters to the north first. However, the size of the array passed
2351 * covers all the spaces, so within that size, all the spaces within
2352 * the 3x3 area will be searched, just not in a predictable order.
2353 */
2354 void
2355 get_search_arr (int *search_arr)
2356 {
2357 int
2358 i;
2359
2360 for (i = 0; i < SIZEOFFREE; i++)
2361 {
2362 search_arr[i] = i;
2363 }
2364
2365 permute (search_arr, 1, SIZEOFFREE1 + 1);
2366 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2367 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2368 }
2369
2370 /*
2371 * find_dir(map, x, y, exclude) will search some close squares in the
2372 * given map at the given coordinates for live objects.
2373 * It will not considered the object given as exclude among possible
2374 * live objects.
2375 * It returns the direction toward the first/closest live object if finds
2376 * any, otherwise 0.
2377 * Perhaps incorrectly, but I'm making the assumption that exclude
2378 * is actually want is going to try and move there. We need this info
2379 * because we have to know what movement the thing looking to move
2380 * there is capable of.
2381 */
2382
2383 int
2384 find_dir (mapstruct *m, int x, int y, object *exclude)
2385 {
2386 int
2387 i,
2388 max = SIZEOFFREE, mflags;
2389 sint16
2390 nx,
2391 ny;
2392 object *
2393 tmp;
2394 mapstruct *
2395 mp;
2396 MoveType
2397 blocked,
2398 move_type;
2399
2400 if (exclude && exclude->head)
2401 {
2402 exclude = exclude->head;
2403 move_type = exclude->move_type;
2404 }
2405 else
2406 {
2407 /* If we don't have anything, presume it can use all movement types. */
2408 move_type = MOVE_ALL;
2409 }
2410
2411 for (i = 1; i < max; i++)
2412 {
2413 mp = m;
2414 nx = x + freearr_x[i];
2415 ny = y + freearr_y[i];
2416
2417 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2418 if (mflags & P_OUT_OF_MAP)
2419 {
2420 max = maxfree[i];
2421 }
2422 else
2423 {
2424 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2425
2426 if ((move_type & blocked) == move_type)
2427 {
2428 max = maxfree[i];
2429 }
2430 else if (mflags & P_IS_ALIVE)
2431 {
2432 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2433 {
2434 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2435 {
2436 break;
2437 }
2438 }
2439 if (tmp)
2440 {
2441 return freedir[i];
2442 }
2443 }
2444 }
2445 }
2446 return 0;
2447 }
2448
2449 /*
2450 * distance(object 1, object 2) will return the square of the
2451 * distance between the two given objects.
2452 */
2453
2454 int
2455 distance (const object *ob1, const object *ob2)
2456 {
2457 int
2458 i;
2459
2460 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2461 return i;
2462 }
2463
2464 /*
2465 * find_dir_2(delta-x,delta-y) will return a direction in which
2466 * an object which has subtracted the x and y coordinates of another
2467 * object, needs to travel toward it.
2468 */
2469
2470 int
2471 find_dir_2 (int x, int y)
2472 {
2473 int
2474 q;
2475
2476 if (y)
2477 q = x * 100 / y;
2478 else if (x)
2479 q = -300 * x;
2480 else
2481 return 0;
2482
2483 if (y > 0)
2484 {
2485 if (q < -242)
2486 return 3;
2487 if (q < -41)
2488 return 2;
2489 if (q < 41)
2490 return 1;
2491 if (q < 242)
2492 return 8;
2493 return 7;
2494 }
2495
2496 if (q < -242)
2497 return 7;
2498 if (q < -41)
2499 return 6;
2500 if (q < 41)
2501 return 5;
2502 if (q < 242)
2503 return 4;
2504
2505 return 3;
2506 }
2507
2508 /*
2509 * absdir(int): Returns a number between 1 and 8, which represent
2510 * the "absolute" direction of a number (it actually takes care of
2511 * "overflow" in previous calculations of a direction).
2512 */
2513
2514 int
2515 absdir (int d)
2516 {
2517 while (d < 1)
2518 d += 8;
2519 while (d > 8)
2520 d -= 8;
2521 return d;
2522 }
2523
2524 /*
2525 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2526 * between two directions (which are expected to be absolute (see absdir())
2527 */
2528
2529 int
2530 dirdiff (int dir1, int dir2)
2531 {
2532 int
2533 d;
2534
2535 d = abs (dir1 - dir2);
2536 if (d > 4)
2537 d = 8 - d;
2538 return d;
2539 }
2540
2541 /* peterm:
2542 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2543 * Basically, this is a table of directions, and what directions
2544 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2545 * This basically means that if direction is 15, then it could either go
2546 * direction 4, 14, or 16 to get back to where we are.
2547 * Moved from spell_util.c to object.c with the other related direction
2548 * functions.
2549 */
2550
2551 int
2552 reduction_dir[SIZEOFFREE][3] = {
2553 {0, 0, 0}, /* 0 */
2554 {0, 0, 0}, /* 1 */
2555 {0, 0, 0}, /* 2 */
2556 {0, 0, 0}, /* 3 */
2557 {0, 0, 0}, /* 4 */
2558 {0, 0, 0}, /* 5 */
2559 {0, 0, 0}, /* 6 */
2560 {0, 0, 0}, /* 7 */
2561 {0, 0, 0}, /* 8 */
2562 {8, 1, 2}, /* 9 */
2563 {1, 2, -1}, /* 10 */
2564 {2, 10, 12}, /* 11 */
2565 {2, 3, -1}, /* 12 */
2566 {2, 3, 4}, /* 13 */
2567 {3, 4, -1}, /* 14 */
2568 {4, 14, 16}, /* 15 */
2569 {5, 4, -1}, /* 16 */
2570 {4, 5, 6}, /* 17 */
2571 {6, 5, -1}, /* 18 */
2572 {6, 20, 18}, /* 19 */
2573 {7, 6, -1}, /* 20 */
2574 {6, 7, 8}, /* 21 */
2575 {7, 8, -1}, /* 22 */
2576 {8, 22, 24}, /* 23 */
2577 {8, 1, -1}, /* 24 */
2578 {24, 9, 10}, /* 25 */
2579 {9, 10, -1}, /* 26 */
2580 {10, 11, -1}, /* 27 */
2581 {27, 11, 29}, /* 28 */
2582 {11, 12, -1}, /* 29 */
2583 {12, 13, -1}, /* 30 */
2584 {12, 13, 14}, /* 31 */
2585 {13, 14, -1}, /* 32 */
2586 {14, 15, -1}, /* 33 */
2587 {33, 15, 35}, /* 34 */
2588 {16, 15, -1}, /* 35 */
2589 {17, 16, -1}, /* 36 */
2590 {18, 17, 16}, /* 37 */
2591 {18, 17, -1}, /* 38 */
2592 {18, 19, -1}, /* 39 */
2593 {41, 19, 39}, /* 40 */
2594 {19, 20, -1}, /* 41 */
2595 {20, 21, -1}, /* 42 */
2596 {20, 21, 22}, /* 43 */
2597 {21, 22, -1}, /* 44 */
2598 {23, 22, -1}, /* 45 */
2599 {45, 47, 23}, /* 46 */
2600 {23, 24, -1}, /* 47 */
2601 {24, 9, -1}
2602 }; /* 48 */
2603
2604 /* Recursive routine to step back and see if we can
2605 * find a path to that monster that we found. If not,
2606 * we don't bother going toward it. Returns 1 if we
2607 * can see a direct way to get it
2608 * Modified to be map tile aware -.MSW
2609 */
2610
2611
2612 int
2613 can_see_monsterP (mapstruct *m, int x, int y, int dir)
2614 {
2615 sint16
2616 dx,
2617 dy;
2618 int
2619 mflags;
2620
2621 if (dir < 0)
2622 return 0; /* exit condition: invalid direction */
2623
2624 dx = x + freearr_x[dir];
2625 dy = y + freearr_y[dir];
2626
2627 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2628
2629 /* This functional arguably was incorrect before - it was
2630 * checking for P_WALL - that was basically seeing if
2631 * we could move to the monster - this is being more
2632 * literal on if we can see it. To know if we can actually
2633 * move to the monster, we'd need the monster passed in or
2634 * at least its move type.
2635 */
2636 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2637 return 0;
2638
2639 /* yes, can see. */
2640 if (dir < 9)
2641 return 1;
2642 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2643 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2644 }
2645
2646
2647
2648 /*
2649 * can_pick(picker, item): finds out if an object is possible to be
2650 * picked up by the picker. Returnes 1 if it can be
2651 * picked up, otherwise 0.
2652 *
2653 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2654 * core dumps if they do.
2655 *
2656 * Add a check so we can't pick up invisible objects (0.93.8)
2657 */
2658
2659 int
2660 can_pick (const object *who, const object *item)
2661 {
2662 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2663 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2664 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2665 }
2666
2667
2668 /*
2669 * create clone from object to another
2670 */
2671 object *
2672 object_create_clone (object *asrc)
2673 {
2674 object *
2675 dst = NULL, *tmp, *src, *part, *prev, *item;
2676
2677 if (!asrc)
2678 return NULL;
2679 src = asrc;
2680 if (src->head)
2681 src = src->head;
2682
2683 prev = NULL;
2684 for (part = src; part; part = part->more)
2685 {
2686 tmp = get_object ();
2687 copy_object (part, tmp);
2688 tmp->x -= src->x;
2689 tmp->y -= src->y;
2690 if (!part->head)
2691 {
2692 dst = tmp;
2693 tmp->head = NULL;
2694 }
2695 else
2696 {
2697 tmp->head = dst;
2698 }
2699 tmp->more = NULL;
2700 if (prev)
2701 prev->more = tmp;
2702 prev = tmp;
2703 }
2704
2705 /*** copy inventory ***/
2706 for (item = src->inv; item; item = item->below)
2707 {
2708 (void) insert_ob_in_ob (object_create_clone (item), dst);
2709 }
2710
2711 return dst;
2712 }
2713
2714 /* return true if the object was destroyed, 0 otherwise */
2715 int
2716 was_destroyed (const object *op, tag_t old_tag)
2717 {
2718 /* checking for FLAG_FREED isn't necessary, but makes this function more
2719 * robust */
2720 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2721 }
2722
2723 /* GROS - Creates an object using a string representing its content. */
2724
2725 /* Basically, we save the content of the string to a temp file, then call */
2726
2727 /* load_object on it. I admit it is a highly inefficient way to make things, */
2728
2729 /* but it was simple to make and allows reusing the load_object function. */
2730
2731 /* Remember not to use load_object_str in a time-critical situation. */
2732
2733 /* Also remember that multiparts objects are not supported for now. */
2734
2735 object *
2736 load_object_str (const char *obstr)
2737 {
2738 object *
2739 op;
2740 char
2741 filename[MAX_BUF];
2742
2743 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2744
2745 FILE *
2746 tempfile = fopen (filename, "w");
2747
2748 if (tempfile == NULL)
2749 {
2750 LOG (llevError, "Error - Unable to access load object temp file\n");
2751 return NULL;
2752 };
2753 fprintf (tempfile, obstr);
2754 fclose (tempfile);
2755
2756 op = get_object ();
2757
2758 object_thawer
2759 thawer (filename);
2760
2761 if (thawer)
2762 load_object (thawer, op, 0);
2763
2764 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2765 CLEAR_FLAG (op, FLAG_REMOVED);
2766
2767 return op;
2768 }
2769
2770 /* This returns the first object in who's inventory that
2771 * has the same type and subtype match.
2772 * returns NULL if no match.
2773 */
2774 object *
2775 find_obj_by_type_subtype (const object *who, int type, int subtype)
2776 {
2777 object *
2778 tmp;
2779
2780 for (tmp = who->inv; tmp; tmp = tmp->below)
2781 if (tmp->type == type && tmp->subtype == subtype)
2782 return tmp;
2783
2784 return NULL;
2785 }
2786
2787 /* If ob has a field named key, return the link from the list,
2788 * otherwise return NULL.
2789 *
2790 * key must be a passed in shared string - otherwise, this won't
2791 * do the desired thing.
2792 */
2793 key_value *
2794 get_ob_key_link (const object *ob, const char *key)
2795 {
2796 key_value *
2797 link;
2798
2799 for (link = ob->key_values; link != NULL; link = link->next)
2800 {
2801 if (link->key == key)
2802 {
2803 return link;
2804 }
2805 }
2806
2807 return NULL;
2808 }
2809
2810 /*
2811 * Returns the value of op has an extra_field for key, or NULL.
2812 *
2813 * The argument doesn't need to be a shared string.
2814 *
2815 * The returned string is shared.
2816 */
2817 const char *
2818 get_ob_key_value (const object *op, const char *const key)
2819 {
2820 key_value *
2821 link;
2822 const char *
2823 canonical_key;
2824
2825 canonical_key = shstr::find (key);
2826
2827 if (canonical_key == NULL)
2828 {
2829 /* 1. There being a field named key on any object
2830 * implies there'd be a shared string to find.
2831 * 2. Since there isn't, no object has this field.
2832 * 3. Therefore, *this* object doesn't have this field.
2833 */
2834 return NULL;
2835 }
2836
2837 /* This is copied from get_ob_key_link() above -
2838 * only 4 lines, and saves the function call overhead.
2839 */
2840 for (link = op->key_values; link != NULL; link = link->next)
2841 {
2842 if (link->key == canonical_key)
2843 {
2844 return link->value;
2845 }
2846 }
2847 return NULL;
2848 }
2849
2850
2851 /*
2852 * Updates the canonical_key in op to value.
2853 *
2854 * canonical_key is a shared string (value doesn't have to be).
2855 *
2856 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2857 * keys.
2858 *
2859 * Returns TRUE on success.
2860 */
2861 int
2862 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2863 {
2864 key_value *
2865 field = NULL, *last = NULL;
2866
2867 for (field = op->key_values; field != NULL; field = field->next)
2868 {
2869 if (field->key != canonical_key)
2870 {
2871 last = field;
2872 continue;
2873 }
2874
2875 if (value)
2876 field->value = value;
2877 else
2878 {
2879 /* Basically, if the archetype has this key set,
2880 * we need to store the null value so when we save
2881 * it, we save the empty value so that when we load,
2882 * we get this value back again.
2883 */
2884 if (get_ob_key_link (&op->arch->clone, canonical_key))
2885 field->value = 0;
2886 else
2887 {
2888 if (last)
2889 last->next = field->next;
2890 else
2891 op->key_values = field->next;
2892
2893 delete
2894 field;
2895 }
2896 }
2897 return TRUE;
2898 }
2899 /* IF we get here, key doesn't exist */
2900
2901 /* No field, we'll have to add it. */
2902
2903 if (!add_key)
2904 {
2905 return FALSE;
2906 }
2907 /* There isn't any good reason to store a null
2908 * value in the key/value list. If the archetype has
2909 * this key, then we should also have it, so shouldn't
2910 * be here. If user wants to store empty strings,
2911 * should pass in ""
2912 */
2913 if (value == NULL)
2914 return TRUE;
2915
2916 field = new key_value;
2917
2918 field->key = canonical_key;
2919 field->value = value;
2920 /* Usual prepend-addition. */
2921 field->next = op->key_values;
2922 op->key_values = field;
2923
2924 return TRUE;
2925 }
2926
2927 /*
2928 * Updates the key in op to value.
2929 *
2930 * If add_key is FALSE, this will only update existing keys,
2931 * and not add new ones.
2932 * In general, should be little reason FALSE is ever passed in for add_key
2933 *
2934 * Returns TRUE on success.
2935 */
2936 int
2937 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2938 {
2939 shstr
2940 key_ (key);
2941
2942 return set_ob_key_value_s (op, key_, value, add_key);
2943 }