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Revision: 1.27
Committed: Mon Sep 11 12:08:45 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.26: +4 -10 lines
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File Contents

# Content
1
2 /*
3 * static char *rcsid_object_c =
4 * "$Id: object.C,v 1.26 2006-09-11 11:46:52 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 update_now = 1;
897 else if (action == UP_OBJ_FACE)
898 /* Nothing to do for that case */;
899 else
900 LOG (llevError, "update_object called with invalid action: %d\n", action);
901
902 if (update_now)
903 {
904 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
905 update_position (op->map, op->x, op->y);
906 }
907
908 if (op->more != NULL)
909 update_object (op->more, action);
910 }
911
912 static unordered_vector<object *> mortals;
913 static std::vector<object *> freed;
914
915 void object::free_mortals ()
916 {
917 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
918 if (!(*i)->refcount)
919 {
920 freed.push_back (*i);
921 mortals.erase (i);
922 }
923 else
924 ++i;
925 }
926
927 object::object ()
928 {
929 SET_FLAG (this, FLAG_REMOVED);
930
931 expmul = 1.0;
932 face = blank_face;
933 attacked_by_count = -1;
934 }
935
936 object::~object ()
937 {
938 free_key_values (this);
939 }
940
941 void object::link ()
942 {
943 count = ++ob_count;
944
945 prev = 0;
946 next = objects;
947
948 if (objects)
949 objects->prev = this;
950
951 objects = this;
952 }
953
954 void object::unlink ()
955 {
956 count = 0;
957
958 /* Remove this object from the list of used objects */
959 if (prev)
960 {
961 prev->next = next;
962 prev = 0;
963 }
964
965 if (next)
966 {
967 next->prev = prev;
968 next = 0;
969 }
970
971 if (this == objects)
972 objects = next;
973 }
974
975 object *object::create ()
976 {
977 object *op;
978
979 if (freed.empty ())
980 op = new object;
981 else
982 {
983 // highly annoying, but the only way to get it stable right now
984 op = freed.back (); freed.pop_back ();
985 op->~object ();
986 new ((void *)op) object;
987 }
988
989 op->link ();
990 return op;
991 }
992
993 /*
994 * free_object() frees everything allocated by an object, removes
995 * it from the list of used objects, and puts it on the list of
996 * free objects. The IS_FREED() flag is set in the object.
997 * The object must have been removed by remove_ob() first for
998 * this function to succeed.
999 *
1000 * If free_inventory is set, free inventory as well. Else drop items in
1001 * inventory to the ground.
1002 */
1003 void object::free (bool free_inventory)
1004 {
1005 if (!QUERY_FLAG (this, FLAG_REMOVED))
1006 {
1007 LOG (llevDebug, "Free object called with non removed object\n");
1008 dump_object (this);
1009 #ifdef MANY_CORES
1010 abort ();
1011 #endif
1012 }
1013
1014 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1015 {
1016 LOG (llevMonster, "Warning: tried to free friendly object.\n");
1017 remove_friendly_object (this);
1018 }
1019
1020 if (QUERY_FLAG (this, FLAG_FREED))
1021 {
1022 dump_object (this);
1023 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
1024 return;
1025 }
1026
1027 if (more)
1028 {
1029 more->free (free_inventory);
1030 more = 0;
1031 }
1032
1033 if (inv)
1034 {
1035 /* Only if the space blocks everything do we not process -
1036 * if some form of movement is allowed, let objects
1037 * drop on that space.
1038 */
1039 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1040 {
1041 object *
1042 op = inv;
1043
1044 while (op)
1045 {
1046 object *
1047 tmp = op->below;
1048
1049 remove_ob (op);
1050 op->free (free_inventory);
1051 op = tmp;
1052 }
1053 }
1054 else
1055 { /* Put objects in inventory onto this space */
1056 object *
1057 op = inv;
1058
1059 while (op)
1060 {
1061 object *
1062 tmp = op->below;
1063
1064 remove_ob (op);
1065
1066 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1067 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1068 free_object (op);
1069 else
1070 {
1071 op->x = x;
1072 op->y = y;
1073 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1074 }
1075
1076 op = tmp;
1077 }
1078 }
1079 }
1080
1081 clear_owner (this);
1082
1083 /* Remove object from the active list */
1084 speed = 0;
1085 update_ob_speed (this);
1086
1087 unlink ();
1088
1089 SET_FLAG (this, FLAG_FREED);
1090
1091 mortals.push_back (this);
1092 }
1093
1094 /*
1095 * sub_weight() recursively (outwards) subtracts a number from the
1096 * weight of an object (and what is carried by it's environment(s)).
1097 */
1098
1099 void
1100 sub_weight (object *op, signed long weight)
1101 {
1102 while (op != NULL)
1103 {
1104 if (op->type == CONTAINER)
1105 {
1106 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1107 }
1108 op->carrying -= weight;
1109 op = op->env;
1110 }
1111 }
1112
1113 /* remove_ob(op):
1114 * This function removes the object op from the linked list of objects
1115 * which it is currently tied to. When this function is done, the
1116 * object will have no environment. If the object previously had an
1117 * environment, the x and y coordinates will be updated to
1118 * the previous environment.
1119 * Beware: This function is called from the editor as well!
1120 */
1121
1122 void
1123 remove_ob (object *op)
1124 {
1125 object *tmp, *last = NULL;
1126 object *otmp;
1127
1128 tag_t tag;
1129 int check_walk_off;
1130 mapstruct *m;
1131
1132 sint16 x, y;
1133
1134 if (QUERY_FLAG (op, FLAG_REMOVED))
1135 {
1136 dump_object (op);
1137 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1138
1139 /* Changed it to always dump core in this case. As has been learned
1140 * in the past, trying to recover from errors almost always
1141 * make things worse, and this is a real error here - something
1142 * that should not happen.
1143 * Yes, if this was a mission critical app, trying to do something
1144 * to recover may make sense, but that is because failure of the app
1145 * may have other disastrous problems. Cf runs out of a script
1146 * so is easily enough restarted without any real problems.
1147 * MSW 2001-07-01
1148 */
1149 abort ();
1150 }
1151
1152 if (op->more != NULL)
1153 remove_ob (op->more);
1154
1155 SET_FLAG (op, FLAG_REMOVED);
1156
1157 /*
1158 * In this case, the object to be removed is in someones
1159 * inventory.
1160 */
1161 if (op->env != NULL)
1162 {
1163 if (op->nrof)
1164 sub_weight (op->env, op->weight * op->nrof);
1165 else
1166 sub_weight (op->env, op->weight + op->carrying);
1167
1168 /* NO_FIX_PLAYER is set when a great many changes are being
1169 * made to players inventory. If set, avoiding the call
1170 * to save cpu time.
1171 */
1172 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1173 fix_player (otmp);
1174
1175 if (op->above != NULL)
1176 op->above->below = op->below;
1177 else
1178 op->env->inv = op->below;
1179
1180 if (op->below != NULL)
1181 op->below->above = op->above;
1182
1183 /* we set up values so that it could be inserted into
1184 * the map, but we don't actually do that - it is up
1185 * to the caller to decide what we want to do.
1186 */
1187 op->x = op->env->x, op->y = op->env->y;
1188 op->map = op->env->map;
1189 op->above = NULL, op->below = NULL;
1190 op->env = NULL;
1191 return;
1192 }
1193
1194 /* If we get here, we are removing it from a map */
1195 if (op->map == NULL)
1196 return;
1197
1198 x = op->x;
1199 y = op->y;
1200 m = get_map_from_coord (op->map, &x, &y);
1201
1202 if (!m)
1203 {
1204 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1205 op->map->path, op->x, op->y);
1206 /* in old days, we used to set x and y to 0 and continue.
1207 * it seems if we get into this case, something is probablye
1208 * screwed up and should be fixed.
1209 */
1210 abort ();
1211 }
1212 if (op->map != m)
1213 {
1214 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1215 op->map->path, m->path, op->x, op->y, x, y);
1216 }
1217
1218 /* Re did the following section of code - it looks like it had
1219 * lots of logic for things we no longer care about
1220 */
1221
1222 /* link the object above us */
1223 if (op->above)
1224 op->above->below = op->below;
1225 else
1226 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1227
1228 /* Relink the object below us, if there is one */
1229 if (op->below)
1230 op->below->above = op->above;
1231 else
1232 {
1233 /* Nothing below, which means we need to relink map object for this space
1234 * use translated coordinates in case some oddness with map tiling is
1235 * evident
1236 */
1237 if (GET_MAP_OB (m, x, y) != op)
1238 {
1239 dump_object (op);
1240 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",
1241 errmsg);
1242 dump_object (GET_MAP_OB (m, x, y));
1243 LOG (llevError, "%s\n", errmsg);
1244 }
1245
1246 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1247 }
1248
1249 op->above = NULL;
1250 op->below = NULL;
1251
1252 if (op->map->in_memory == MAP_SAVING)
1253 return;
1254
1255 tag = op->count;
1256 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1257
1258 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1259 {
1260 /* No point updating the players look faces if he is the object
1261 * being removed.
1262 */
1263
1264 if (tmp->type == PLAYER && tmp != op)
1265 {
1266 /* If a container that the player is currently using somehow gets
1267 * removed (most likely destroyed), update the player view
1268 * appropriately.
1269 */
1270 if (tmp->container == op)
1271 {
1272 CLEAR_FLAG (op, FLAG_APPLIED);
1273 tmp->container = NULL;
1274 }
1275
1276 tmp->contr->socket.update_look = 1;
1277 }
1278 /* See if player moving off should effect something */
1279 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1280 {
1281 move_apply (tmp, op, NULL);
1282
1283 if (was_destroyed (op, tag))
1284 {
1285 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1286 }
1287 }
1288
1289 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1290
1291 if (tmp->above == tmp)
1292 tmp->above = NULL;
1293
1294 last = tmp;
1295 }
1296
1297 /* last == NULL of there are no objects on this space */
1298 if (last == NULL)
1299 {
1300 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1301 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1302 * those out anyways, and if there are any flags set right now, they won't
1303 * be correct anyways.
1304 */
1305 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1306 update_position (op->map, op->x, op->y);
1307 }
1308 else
1309 update_object (last, UP_OBJ_REMOVE);
1310
1311 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1312 update_all_los (op->map, op->x, op->y);
1313 }
1314
1315 /*
1316 * merge_ob(op,top):
1317 *
1318 * This function goes through all objects below and including top, and
1319 * merges op to the first matching object.
1320 * If top is NULL, it is calculated.
1321 * Returns pointer to object if it succeded in the merge, otherwise NULL
1322 */
1323
1324 object *
1325 merge_ob (object *op, object *top)
1326 {
1327 if (!op->nrof)
1328 return 0;
1329 if (top == NULL)
1330 for (top = op; top != NULL && top->above != NULL; top = top->above);
1331 for (; top != NULL; top = top->below)
1332 {
1333 if (top == op)
1334 continue;
1335 if (CAN_MERGE (op, top))
1336 {
1337 top->nrof += op->nrof;
1338
1339 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1340 op->weight = 0; /* Don't want any adjustements now */
1341 remove_ob (op);
1342 free_object (op);
1343 return top;
1344 }
1345 }
1346 return NULL;
1347 }
1348
1349 /*
1350 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1351 * job preparing multi-part monsters
1352 */
1353 object *
1354 insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1355 {
1356 object *
1357 tmp;
1358
1359 if (op->head)
1360 op = op->head;
1361 for (tmp = op; tmp; tmp = tmp->more)
1362 {
1363 tmp->x = x + tmp->arch->clone.x;
1364 tmp->y = y + tmp->arch->clone.y;
1365 }
1366 return insert_ob_in_map (op, m, originator, flag);
1367 }
1368
1369 /*
1370 * insert_ob_in_map (op, map, originator, flag):
1371 * This function inserts the object in the two-way linked list
1372 * which represents what is on a map.
1373 * The second argument specifies the map, and the x and y variables
1374 * in the object about to be inserted specifies the position.
1375 *
1376 * originator: Player, monster or other object that caused 'op' to be inserted
1377 * into 'map'. May be NULL.
1378 *
1379 * flag is a bitmask about special things to do (or not do) when this
1380 * function is called. see the object.h file for the INS_ values.
1381 * Passing 0 for flag gives proper default values, so flag really only needs
1382 * to be set if special handling is needed.
1383 *
1384 * Return value:
1385 * new object if 'op' was merged with other object
1386 * NULL if 'op' was destroyed
1387 * just 'op' otherwise
1388 */
1389
1390 object *
1391 insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1392 {
1393 object *tmp, *top, *floor = NULL;
1394 sint16 x, y;
1395
1396 if (QUERY_FLAG (op, FLAG_FREED))
1397 {
1398 LOG (llevError, "Trying to insert freed object!\n");
1399 return NULL;
1400 }
1401
1402 if (m == NULL)
1403 {
1404 dump_object (op);
1405 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1406 return op;
1407 }
1408
1409 if (out_of_map (m, op->x, op->y))
1410 {
1411 dump_object (op);
1412 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1413 #ifdef MANY_CORES
1414 /* Better to catch this here, as otherwise the next use of this object
1415 * is likely to cause a crash. Better to find out where it is getting
1416 * improperly inserted.
1417 */
1418 abort ();
1419 #endif
1420 return op;
1421 }
1422
1423 if (!QUERY_FLAG (op, FLAG_REMOVED))
1424 {
1425 dump_object (op);
1426 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1427 return op;
1428 }
1429
1430 if (op->more != NULL)
1431 {
1432 /* The part may be on a different map. */
1433
1434 object *more = op->more;
1435
1436 /* We really need the caller to normalize coordinates - if
1437 * we set the map, that doesn't work if the location is within
1438 * a map and this is straddling an edge. So only if coordinate
1439 * is clear wrong do we normalize it.
1440 */
1441 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1442 more->map = get_map_from_coord (m, &more->x, &more->y);
1443 else if (!more->map)
1444 {
1445 /* For backwards compatibility - when not dealing with tiled maps,
1446 * more->map should always point to the parent.
1447 */
1448 more->map = m;
1449 }
1450
1451 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1452 {
1453 if (!op->head)
1454 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1455
1456 return NULL;
1457 }
1458 }
1459
1460 CLEAR_FLAG (op, FLAG_REMOVED);
1461
1462 /* Ideally, the caller figures this out. However, it complicates a lot
1463 * of areas of callers (eg, anything that uses find_free_spot would now
1464 * need extra work
1465 */
1466 op->map = get_map_from_coord (m, &op->x, &op->y);
1467 x = op->x;
1468 y = op->y;
1469
1470 /* this has to be done after we translate the coordinates.
1471 */
1472 if (op->nrof && !(flag & INS_NO_MERGE))
1473 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1474 if (CAN_MERGE (op, tmp))
1475 {
1476 op->nrof += tmp->nrof;
1477 remove_ob (tmp);
1478 free_object (tmp);
1479 }
1480
1481 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1482 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1483
1484 if (!QUERY_FLAG (op, FLAG_ALIVE))
1485 CLEAR_FLAG (op, FLAG_NO_STEAL);
1486
1487 if (flag & INS_BELOW_ORIGINATOR)
1488 {
1489 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1490 {
1491 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1492 abort ();
1493 }
1494
1495 op->above = originator;
1496 op->below = originator->below;
1497
1498 if (op->below)
1499 op->below->above = op;
1500 else
1501 SET_MAP_OB (op->map, op->x, op->y, op);
1502
1503 /* since *below* originator, no need to update top */
1504 originator->below = op;
1505 }
1506 else
1507 {
1508 /* If there are other objects, then */
1509 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1510 {
1511 object *last = NULL;
1512
1513 /*
1514 * If there are multiple objects on this space, we do some trickier handling.
1515 * We've already dealt with merging if appropriate.
1516 * Generally, we want to put the new object on top. But if
1517 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1518 * floor, we want to insert above that and no further.
1519 * Also, if there are spell objects on this space, we stop processing
1520 * once we get to them. This reduces the need to traverse over all of
1521 * them when adding another one - this saves quite a bit of cpu time
1522 * when lots of spells are cast in one area. Currently, it is presumed
1523 * that flying non pickable objects are spell objects.
1524 */
1525
1526 while (top != NULL)
1527 {
1528 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1529 floor = top;
1530
1531 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1532 {
1533 /* We insert above top, so we want this object below this */
1534 top = top->below;
1535 break;
1536 }
1537
1538 last = top;
1539 top = top->above;
1540 }
1541
1542 /* Don't want top to be NULL, so set it to the last valid object */
1543 top = last;
1544
1545 /* We let update_position deal with figuring out what the space
1546 * looks like instead of lots of conditions here.
1547 * makes things faster, and effectively the same result.
1548 */
1549
1550 /* Have object 'fall below' other objects that block view.
1551 * Unless those objects are exits, type 66
1552 * If INS_ON_TOP is used, don't do this processing
1553 * Need to find the object that in fact blocks view, otherwise
1554 * stacking is a bit odd.
1555 */
1556 if (!(flag & INS_ON_TOP) &&
1557 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1558 {
1559 for (last = top; last != floor; last = last->below)
1560 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1561 break;
1562 /* Check to see if we found the object that blocks view,
1563 * and make sure we have a below pointer for it so that
1564 * we can get inserted below this one, which requires we
1565 * set top to the object below us.
1566 */
1567 if (last && last->below && last != floor)
1568 top = last->below;
1569 }
1570 } /* If objects on this space */
1571
1572 if (flag & INS_MAP_LOAD)
1573 top = GET_MAP_TOP (op->map, op->x, op->y);
1574
1575 if (flag & INS_ABOVE_FLOOR_ONLY)
1576 top = floor;
1577
1578 /* Top is the object that our object (op) is going to get inserted above.
1579 */
1580
1581 /* First object on this space */
1582 if (!top)
1583 {
1584 op->above = GET_MAP_OB (op->map, op->x, op->y);
1585
1586 if (op->above)
1587 op->above->below = op;
1588
1589 op->below = NULL;
1590 SET_MAP_OB (op->map, op->x, op->y, op);
1591 }
1592 else
1593 { /* get inserted into the stack above top */
1594 op->above = top->above;
1595
1596 if (op->above)
1597 op->above->below = op;
1598
1599 op->below = top;
1600 top->above = op;
1601 }
1602
1603 if (op->above == NULL)
1604 SET_MAP_TOP (op->map, op->x, op->y, op);
1605 } /* else not INS_BELOW_ORIGINATOR */
1606
1607 if (op->type == PLAYER)
1608 op->contr->do_los = 1;
1609
1610 /* If we have a floor, we know the player, if any, will be above
1611 * it, so save a few ticks and start from there.
1612 */
1613 if (!(flag & INS_MAP_LOAD))
1614 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1615 if (tmp->type == PLAYER)
1616 tmp->contr->socket.update_look = 1;
1617
1618 /* If this object glows, it may affect lighting conditions that are
1619 * visible to others on this map. But update_all_los is really
1620 * an inefficient way to do this, as it means los for all players
1621 * on the map will get recalculated. The players could very well
1622 * be far away from this change and not affected in any way -
1623 * this should get redone to only look for players within range,
1624 * or just updating the P_NEED_UPDATE for spaces within this area
1625 * of effect may be sufficient.
1626 */
1627 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1628 update_all_los (op->map, op->x, op->y);
1629
1630 /* updates flags (blocked, alive, no magic, etc) for this map space */
1631 update_object (op, UP_OBJ_INSERT);
1632
1633 /* Don't know if moving this to the end will break anything. However,
1634 * we want to have update_look set above before calling this.
1635 *
1636 * check_move_on() must be after this because code called from
1637 * check_move_on() depends on correct map flags (so functions like
1638 * blocked() and wall() work properly), and these flags are updated by
1639 * update_object().
1640 */
1641
1642 /* if this is not the head or flag has been passed, don't check walk on status */
1643 if (!(flag & INS_NO_WALK_ON) && !op->head)
1644 {
1645 if (check_move_on (op, originator))
1646 return NULL;
1647
1648 /* If we are a multi part object, lets work our way through the check
1649 * walk on's.
1650 */
1651 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1652 if (check_move_on (tmp, originator))
1653 return NULL;
1654 }
1655
1656 return op;
1657 }
1658
1659 /* this function inserts an object in the map, but if it
1660 * finds an object of its own type, it'll remove that one first.
1661 * op is the object to insert it under: supplies x and the map.
1662 */
1663 void
1664 replace_insert_ob_in_map (const char *arch_string, object *op)
1665 {
1666 object *tmp;
1667 object *tmp1;
1668
1669 /* first search for itself and remove any old instances */
1670
1671 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1672 {
1673 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1674 {
1675 remove_ob (tmp);
1676 free_object (tmp);
1677 }
1678 }
1679
1680 tmp1 = arch_to_object (find_archetype (arch_string));
1681
1682 tmp1->x = op->x;
1683 tmp1->y = op->y;
1684 insert_ob_in_map (tmp1, op->map, op, 0);
1685 }
1686
1687 /*
1688 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1689 * is returned contains nr objects, and the remaining parts contains
1690 * the rest (or is removed and freed if that number is 0).
1691 * On failure, NULL is returned, and the reason put into the
1692 * global static errmsg array.
1693 */
1694
1695 object *
1696 get_split_ob (object *orig_ob, uint32 nr)
1697 {
1698 object *
1699 newob;
1700 int
1701 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1702
1703 if (orig_ob->nrof < nr)
1704 {
1705 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1706 return NULL;
1707 }
1708 newob = object_create_clone (orig_ob);
1709 if ((orig_ob->nrof -= nr) < 1)
1710 {
1711 if (!is_removed)
1712 remove_ob (orig_ob);
1713 free_object2 (orig_ob, 1);
1714 }
1715 else if (!is_removed)
1716 {
1717 if (orig_ob->env != NULL)
1718 sub_weight (orig_ob->env, orig_ob->weight * nr);
1719 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1720 {
1721 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1722 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1723 return NULL;
1724 }
1725 }
1726 newob->nrof = nr;
1727
1728 return newob;
1729 }
1730
1731 /*
1732 * decrease_ob_nr(object, number) decreases a specified number from
1733 * the amount of an object. If the amount reaches 0, the object
1734 * is subsequently removed and freed.
1735 *
1736 * Return value: 'op' if something is left, NULL if the amount reached 0
1737 */
1738
1739 object *
1740 decrease_ob_nr (object *op, uint32 i)
1741 {
1742 object *
1743 tmp;
1744 player *
1745 pl;
1746
1747 if (i == 0) /* objects with op->nrof require this check */
1748 return op;
1749
1750 if (i > op->nrof)
1751 i = op->nrof;
1752
1753 if (QUERY_FLAG (op, FLAG_REMOVED))
1754 {
1755 op->nrof -= i;
1756 }
1757 else if (op->env != NULL)
1758 {
1759 /* is this object in the players inventory, or sub container
1760 * therein?
1761 */
1762 tmp = is_player_inv (op->env);
1763 /* nope. Is this a container the player has opened?
1764 * If so, set tmp to that player.
1765 * IMO, searching through all the players will mostly
1766 * likely be quicker than following op->env to the map,
1767 * and then searching the map for a player.
1768 */
1769 if (!tmp)
1770 {
1771 for (pl = first_player; pl; pl = pl->next)
1772 if (pl->ob->container == op->env)
1773 break;
1774 if (pl)
1775 tmp = pl->ob;
1776 else
1777 tmp = NULL;
1778 }
1779
1780 if (i < op->nrof)
1781 {
1782 sub_weight (op->env, op->weight * i);
1783 op->nrof -= i;
1784 if (tmp)
1785 {
1786 esrv_send_item (tmp, op);
1787 }
1788 }
1789 else
1790 {
1791 remove_ob (op);
1792 op->nrof = 0;
1793 if (tmp)
1794 {
1795 esrv_del_item (tmp->contr, op->count);
1796 }
1797 }
1798 }
1799 else
1800 {
1801 object *
1802 above = op->above;
1803
1804 if (i < op->nrof)
1805 {
1806 op->nrof -= i;
1807 }
1808 else
1809 {
1810 remove_ob (op);
1811 op->nrof = 0;
1812 }
1813 /* Since we just removed op, op->above is null */
1814 for (tmp = above; tmp != NULL; tmp = tmp->above)
1815 if (tmp->type == PLAYER)
1816 {
1817 if (op->nrof)
1818 esrv_send_item (tmp, op);
1819 else
1820 esrv_del_item (tmp->contr, op->count);
1821 }
1822 }
1823
1824 if (op->nrof)
1825 {
1826 return op;
1827 }
1828 else
1829 {
1830 free_object (op);
1831 return NULL;
1832 }
1833 }
1834
1835 /*
1836 * add_weight(object, weight) adds the specified weight to an object,
1837 * and also updates how much the environment(s) is/are carrying.
1838 */
1839
1840 void
1841 add_weight (object *op, signed long weight)
1842 {
1843 while (op != NULL)
1844 {
1845 if (op->type == CONTAINER)
1846 {
1847 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1848 }
1849 op->carrying += weight;
1850 op = op->env;
1851 }
1852 }
1853
1854 /*
1855 * insert_ob_in_ob(op,environment):
1856 * This function inserts the object op in the linked list
1857 * inside the object environment.
1858 *
1859 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1860 * the inventory at the last position or next to other objects of the same
1861 * type.
1862 * Frank: Now sorted by type, archetype and magic!
1863 *
1864 * The function returns now pointer to inserted item, and return value can
1865 * be != op, if items are merged. -Tero
1866 */
1867
1868 object *
1869 insert_ob_in_ob (object *op, object *where)
1870 {
1871 object *
1872 tmp, *
1873 otmp;
1874
1875 if (!QUERY_FLAG (op, FLAG_REMOVED))
1876 {
1877 dump_object (op);
1878 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1879 return op;
1880 }
1881 if (where == NULL)
1882 {
1883 dump_object (op);
1884 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1885 return op;
1886 }
1887 if (where->head)
1888 {
1889 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1890 where = where->head;
1891 }
1892 if (op->more)
1893 {
1894 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1895 return op;
1896 }
1897 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1898 CLEAR_FLAG (op, FLAG_REMOVED);
1899 if (op->nrof)
1900 {
1901 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1902 if (CAN_MERGE (tmp, op))
1903 {
1904 /* return the original object and remove inserted object
1905 (client needs the original object) */
1906 tmp->nrof += op->nrof;
1907 /* Weight handling gets pretty funky. Since we are adding to
1908 * tmp->nrof, we need to increase the weight.
1909 */
1910 add_weight (where, op->weight * op->nrof);
1911 SET_FLAG (op, FLAG_REMOVED);
1912 free_object (op); /* free the inserted object */
1913 op = tmp;
1914 remove_ob (op); /* and fix old object's links */
1915 CLEAR_FLAG (op, FLAG_REMOVED);
1916 break;
1917 }
1918
1919 /* I assume combined objects have no inventory
1920 * We add the weight - this object could have just been removed
1921 * (if it was possible to merge). calling remove_ob will subtract
1922 * the weight, so we need to add it in again, since we actually do
1923 * the linking below
1924 */
1925 add_weight (where, op->weight * op->nrof);
1926 }
1927 else
1928 add_weight (where, (op->weight + op->carrying));
1929
1930 otmp = is_player_inv (where);
1931 if (otmp && otmp->contr != NULL)
1932 {
1933 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1934 fix_player (otmp);
1935 }
1936
1937 op->map = NULL;
1938 op->env = where;
1939 op->above = NULL;
1940 op->below = NULL;
1941 op->x = 0, op->y = 0;
1942
1943 /* reset the light list and los of the players on the map */
1944 if ((op->glow_radius != 0) && where->map)
1945 {
1946 #ifdef DEBUG_LIGHTS
1947 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1948 #endif /* DEBUG_LIGHTS */
1949 if (MAP_DARKNESS (where->map))
1950 update_all_los (where->map, where->x, where->y);
1951 }
1952
1953 /* Client has no idea of ordering so lets not bother ordering it here.
1954 * It sure simplifies this function...
1955 */
1956 if (where->inv == NULL)
1957 where->inv = op;
1958 else
1959 {
1960 op->below = where->inv;
1961 op->below->above = op;
1962 where->inv = op;
1963 }
1964 return op;
1965 }
1966
1967 /*
1968 * Checks if any objects has a move_type that matches objects
1969 * that effect this object on this space. Call apply() to process
1970 * these events.
1971 *
1972 * Any speed-modification due to SLOW_MOVE() of other present objects
1973 * will affect the speed_left of the object.
1974 *
1975 * originator: Player, monster or other object that caused 'op' to be inserted
1976 * into 'map'. May be NULL.
1977 *
1978 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1979 *
1980 * 4-21-95 added code to check if appropriate skill was readied - this will
1981 * permit faster movement by the player through this terrain. -b.t.
1982 *
1983 * MSW 2001-07-08: Check all objects on space, not just those below
1984 * object being inserted. insert_ob_in_map may not put new objects
1985 * on top.
1986 */
1987
1988 int
1989 check_move_on (object *op, object *originator)
1990 {
1991 object *tmp;
1992 tag_t tag;
1993 mapstruct *m = op->map;
1994 int x = op->x, y = op->y;
1995
1996 MoveType move_on, move_slow, move_block;
1997
1998 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1999 return 0;
2000
2001 tag = op->count;
2002
2003 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2004 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2005 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2006
2007 /* if nothing on this space will slow op down or be applied,
2008 * no need to do checking below. have to make sure move_type
2009 * is set, as lots of objects don't have it set - we treat that
2010 * as walking.
2011 */
2012 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2013 return 0;
2014
2015 /* This is basically inverse logic of that below - basically,
2016 * if the object can avoid the move on or slow move, they do so,
2017 * but can't do it if the alternate movement they are using is
2018 * blocked. Logic on this seems confusing, but does seem correct.
2019 */
2020 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
2021 return 0;
2022
2023 /* The objects have to be checked from top to bottom.
2024 * Hence, we first go to the top:
2025 */
2026
2027 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2028 {
2029 /* Trim the search when we find the first other spell effect
2030 * this helps performance so that if a space has 50 spell objects,
2031 * we don't need to check all of them.
2032 */
2033 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2034 break;
2035 }
2036
2037 for (; tmp; tmp = tmp->below)
2038 {
2039 if (tmp == op)
2040 continue; /* Can't apply yourself */
2041
2042 /* Check to see if one of the movement types should be slowed down.
2043 * Second check makes sure that the movement types not being slowed
2044 * (~slow_move) is not blocked on this space - just because the
2045 * space doesn't slow down swimming (for example), if you can't actually
2046 * swim on that space, can't use it to avoid the penalty.
2047 */
2048 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2049 {
2050 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2051 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2052 {
2053
2054 float diff = tmp->move_slow_penalty * FABS (op->speed);
2055
2056 if (op->type == PLAYER)
2057 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2058 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2059 diff /= 4.0;
2060
2061 op->speed_left -= diff;
2062 }
2063 }
2064
2065 /* Basically same logic as above, except now for actual apply. */
2066 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2067 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2068 {
2069 move_apply (tmp, op, originator);
2070
2071 if (was_destroyed (op, tag))
2072 return 1;
2073
2074 /* what the person/creature stepped onto has moved the object
2075 * someplace new. Don't process any further - if we did,
2076 * have a feeling strange problems would result.
2077 */
2078 if (op->map != m || op->x != x || op->y != y)
2079 return 0;
2080 }
2081 }
2082
2083 return 0;
2084 }
2085
2086 /*
2087 * present_arch(arch, map, x, y) searches for any objects with
2088 * a matching archetype at the given map and coordinates.
2089 * The first matching object is returned, or NULL if none.
2090 */
2091
2092 object *
2093 present_arch (const archetype *at, mapstruct *m, int x, int y)
2094 {
2095 object *
2096 tmp;
2097
2098 if (m == NULL || out_of_map (m, x, y))
2099 {
2100 LOG (llevError, "Present_arch called outside map.\n");
2101 return NULL;
2102 }
2103 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2104 if (tmp->arch == at)
2105 return tmp;
2106 return NULL;
2107 }
2108
2109 /*
2110 * present(type, map, x, y) searches for any objects with
2111 * a matching type variable at the given map and coordinates.
2112 * The first matching object is returned, or NULL if none.
2113 */
2114
2115 object *
2116 present (unsigned char type, mapstruct *m, int x, int y)
2117 {
2118 object *
2119 tmp;
2120
2121 if (out_of_map (m, x, y))
2122 {
2123 LOG (llevError, "Present called outside map.\n");
2124 return NULL;
2125 }
2126 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2127 if (tmp->type == type)
2128 return tmp;
2129 return NULL;
2130 }
2131
2132 /*
2133 * present_in_ob(type, object) searches for any objects with
2134 * a matching type variable in the inventory of the given object.
2135 * The first matching object is returned, or NULL if none.
2136 */
2137
2138 object *
2139 present_in_ob (unsigned char type, const object *op)
2140 {
2141 object *
2142 tmp;
2143
2144 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2145 if (tmp->type == type)
2146 return tmp;
2147 return NULL;
2148 }
2149
2150 /*
2151 * present_in_ob (type, str, object) searches for any objects with
2152 * a matching type & name variable in the inventory of the given object.
2153 * The first matching object is returned, or NULL if none.
2154 * This is mostly used by spell effect code, so that we only
2155 * have one spell effect at a time.
2156 * type can be used to narrow the search - if type is set,
2157 * the type must also match. -1 can be passed for the type,
2158 * in which case the type does not need to pass.
2159 * str is the string to match against. Note that we match against
2160 * the object name, not the archetype name. this is so that the
2161 * spell code can use one object type (force), but change it's name
2162 * to be unique.
2163 */
2164
2165 object *
2166 present_in_ob_by_name (int type, const char *str, const object *op)
2167 {
2168 object *
2169 tmp;
2170
2171 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2172 {
2173 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2174 return tmp;
2175 }
2176 return NULL;
2177 }
2178
2179 /*
2180 * present_arch_in_ob(archetype, object) searches for any objects with
2181 * a matching archetype in the inventory of the given object.
2182 * The first matching object is returned, or NULL if none.
2183 */
2184
2185 object *
2186 present_arch_in_ob (const archetype *at, const object *op)
2187 {
2188 object *
2189 tmp;
2190
2191 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2192 if (tmp->arch == at)
2193 return tmp;
2194 return NULL;
2195 }
2196
2197 /*
2198 * activate recursively a flag on an object inventory
2199 */
2200 void
2201 flag_inv (object *op, int flag)
2202 {
2203 object *
2204 tmp;
2205
2206 if (op->inv)
2207 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2208 {
2209 SET_FLAG (tmp, flag);
2210 flag_inv (tmp, flag);
2211 }
2212 } /*
2213 * desactivate recursively a flag on an object inventory
2214 */
2215 void
2216 unflag_inv (object *op, int flag)
2217 {
2218 object *
2219 tmp;
2220
2221 if (op->inv)
2222 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2223 {
2224 CLEAR_FLAG (tmp, flag);
2225 unflag_inv (tmp, flag);
2226 }
2227 }
2228
2229 /*
2230 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2231 * all it's inventory (recursively).
2232 * If checksums are used, a player will get set_cheat called for
2233 * him/her-self and all object carried by a call to this function.
2234 */
2235
2236 void
2237 set_cheat (object *op)
2238 {
2239 SET_FLAG (op, FLAG_WAS_WIZ);
2240 flag_inv (op, FLAG_WAS_WIZ);
2241 }
2242
2243 /*
2244 * find_free_spot(object, map, x, y, start, stop) will search for
2245 * a spot at the given map and coordinates which will be able to contain
2246 * the given object. start and stop specifies how many squares
2247 * to search (see the freearr_x/y[] definition).
2248 * It returns a random choice among the alternatives found.
2249 * start and stop are where to start relative to the free_arr array (1,9
2250 * does all 4 immediate directions). This returns the index into the
2251 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2252 * Note - this only checks to see if there is space for the head of the
2253 * object - if it is a multispace object, this should be called for all
2254 * pieces.
2255 * Note2: This function does correctly handle tiled maps, but does not
2256 * inform the caller. However, insert_ob_in_map will update as
2257 * necessary, so the caller shouldn't need to do any special work.
2258 * Note - updated to take an object instead of archetype - this is necessary
2259 * because arch_blocked (now ob_blocked) needs to know the movement type
2260 * to know if the space in question will block the object. We can't use
2261 * the archetype because that isn't correct if the monster has been
2262 * customized, changed states, etc.
2263 */
2264
2265 int
2266 find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2267 {
2268 int
2269 i,
2270 index = 0, flag;
2271 static int
2272 altern[SIZEOFFREE];
2273
2274 for (i = start; i < stop; i++)
2275 {
2276 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2277 if (!flag)
2278 altern[index++] = i;
2279
2280 /* Basically, if we find a wall on a space, we cut down the search size.
2281 * In this way, we won't return spaces that are on another side of a wall.
2282 * This mostly work, but it cuts down the search size in all directions -
2283 * if the space being examined only has a wall to the north and empty
2284 * spaces in all the other directions, this will reduce the search space
2285 * to only the spaces immediately surrounding the target area, and
2286 * won't look 2 spaces south of the target space.
2287 */
2288 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2289 stop = maxfree[i];
2290 }
2291 if (!index)
2292 return -1;
2293 return altern[RANDOM () % index];
2294 }
2295
2296 /*
2297 * find_first_free_spot(archetype, mapstruct, x, y) works like
2298 * find_free_spot(), but it will search max number of squares.
2299 * But it will return the first available spot, not a random choice.
2300 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2301 */
2302
2303 int
2304 find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2305 {
2306 int
2307 i;
2308
2309 for (i = 0; i < SIZEOFFREE; i++)
2310 {
2311 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2312 return i;
2313 }
2314 return -1;
2315 }
2316
2317 /*
2318 * The function permute(arr, begin, end) randomly reorders the array
2319 * arr[begin..end-1].
2320 */
2321 static void
2322 permute (int *arr, int begin, int end)
2323 {
2324 int
2325 i,
2326 j,
2327 tmp,
2328 len;
2329
2330 len = end - begin;
2331 for (i = begin; i < end; i++)
2332 {
2333 j = begin + RANDOM () % len;
2334
2335 tmp = arr[i];
2336 arr[i] = arr[j];
2337 arr[j] = tmp;
2338 }
2339 }
2340
2341 /* new function to make monster searching more efficient, and effective!
2342 * This basically returns a randomized array (in the passed pointer) of
2343 * the spaces to find monsters. In this way, it won't always look for
2344 * monsters to the north first. However, the size of the array passed
2345 * covers all the spaces, so within that size, all the spaces within
2346 * the 3x3 area will be searched, just not in a predictable order.
2347 */
2348 void
2349 get_search_arr (int *search_arr)
2350 {
2351 int
2352 i;
2353
2354 for (i = 0; i < SIZEOFFREE; i++)
2355 {
2356 search_arr[i] = i;
2357 }
2358
2359 permute (search_arr, 1, SIZEOFFREE1 + 1);
2360 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2361 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2362 }
2363
2364 /*
2365 * find_dir(map, x, y, exclude) will search some close squares in the
2366 * given map at the given coordinates for live objects.
2367 * It will not considered the object given as exclude among possible
2368 * live objects.
2369 * It returns the direction toward the first/closest live object if finds
2370 * any, otherwise 0.
2371 * Perhaps incorrectly, but I'm making the assumption that exclude
2372 * is actually want is going to try and move there. We need this info
2373 * because we have to know what movement the thing looking to move
2374 * there is capable of.
2375 */
2376
2377 int
2378 find_dir (mapstruct *m, int x, int y, object *exclude)
2379 {
2380 int
2381 i,
2382 max = SIZEOFFREE, mflags;
2383 sint16
2384 nx,
2385 ny;
2386 object *
2387 tmp;
2388 mapstruct *
2389 mp;
2390 MoveType
2391 blocked,
2392 move_type;
2393
2394 if (exclude && exclude->head)
2395 {
2396 exclude = exclude->head;
2397 move_type = exclude->move_type;
2398 }
2399 else
2400 {
2401 /* If we don't have anything, presume it can use all movement types. */
2402 move_type = MOVE_ALL;
2403 }
2404
2405 for (i = 1; i < max; i++)
2406 {
2407 mp = m;
2408 nx = x + freearr_x[i];
2409 ny = y + freearr_y[i];
2410
2411 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2412 if (mflags & P_OUT_OF_MAP)
2413 {
2414 max = maxfree[i];
2415 }
2416 else
2417 {
2418 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2419
2420 if ((move_type & blocked) == move_type)
2421 {
2422 max = maxfree[i];
2423 }
2424 else if (mflags & P_IS_ALIVE)
2425 {
2426 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2427 {
2428 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2429 {
2430 break;
2431 }
2432 }
2433 if (tmp)
2434 {
2435 return freedir[i];
2436 }
2437 }
2438 }
2439 }
2440 return 0;
2441 }
2442
2443 /*
2444 * distance(object 1, object 2) will return the square of the
2445 * distance between the two given objects.
2446 */
2447
2448 int
2449 distance (const object *ob1, const object *ob2)
2450 {
2451 int
2452 i;
2453
2454 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2455 return i;
2456 }
2457
2458 /*
2459 * find_dir_2(delta-x,delta-y) will return a direction in which
2460 * an object which has subtracted the x and y coordinates of another
2461 * object, needs to travel toward it.
2462 */
2463
2464 int
2465 find_dir_2 (int x, int y)
2466 {
2467 int
2468 q;
2469
2470 if (y)
2471 q = x * 100 / y;
2472 else if (x)
2473 q = -300 * x;
2474 else
2475 return 0;
2476
2477 if (y > 0)
2478 {
2479 if (q < -242)
2480 return 3;
2481 if (q < -41)
2482 return 2;
2483 if (q < 41)
2484 return 1;
2485 if (q < 242)
2486 return 8;
2487 return 7;
2488 }
2489
2490 if (q < -242)
2491 return 7;
2492 if (q < -41)
2493 return 6;
2494 if (q < 41)
2495 return 5;
2496 if (q < 242)
2497 return 4;
2498
2499 return 3;
2500 }
2501
2502 /*
2503 * absdir(int): Returns a number between 1 and 8, which represent
2504 * the "absolute" direction of a number (it actually takes care of
2505 * "overflow" in previous calculations of a direction).
2506 */
2507
2508 int
2509 absdir (int d)
2510 {
2511 while (d < 1)
2512 d += 8;
2513 while (d > 8)
2514 d -= 8;
2515 return d;
2516 }
2517
2518 /*
2519 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2520 * between two directions (which are expected to be absolute (see absdir())
2521 */
2522
2523 int
2524 dirdiff (int dir1, int dir2)
2525 {
2526 int
2527 d;
2528
2529 d = abs (dir1 - dir2);
2530 if (d > 4)
2531 d = 8 - d;
2532 return d;
2533 }
2534
2535 /* peterm:
2536 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2537 * Basically, this is a table of directions, and what directions
2538 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2539 * This basically means that if direction is 15, then it could either go
2540 * direction 4, 14, or 16 to get back to where we are.
2541 * Moved from spell_util.c to object.c with the other related direction
2542 * functions.
2543 */
2544
2545 int
2546 reduction_dir[SIZEOFFREE][3] = {
2547 {0, 0, 0}, /* 0 */
2548 {0, 0, 0}, /* 1 */
2549 {0, 0, 0}, /* 2 */
2550 {0, 0, 0}, /* 3 */
2551 {0, 0, 0}, /* 4 */
2552 {0, 0, 0}, /* 5 */
2553 {0, 0, 0}, /* 6 */
2554 {0, 0, 0}, /* 7 */
2555 {0, 0, 0}, /* 8 */
2556 {8, 1, 2}, /* 9 */
2557 {1, 2, -1}, /* 10 */
2558 {2, 10, 12}, /* 11 */
2559 {2, 3, -1}, /* 12 */
2560 {2, 3, 4}, /* 13 */
2561 {3, 4, -1}, /* 14 */
2562 {4, 14, 16}, /* 15 */
2563 {5, 4, -1}, /* 16 */
2564 {4, 5, 6}, /* 17 */
2565 {6, 5, -1}, /* 18 */
2566 {6, 20, 18}, /* 19 */
2567 {7, 6, -1}, /* 20 */
2568 {6, 7, 8}, /* 21 */
2569 {7, 8, -1}, /* 22 */
2570 {8, 22, 24}, /* 23 */
2571 {8, 1, -1}, /* 24 */
2572 {24, 9, 10}, /* 25 */
2573 {9, 10, -1}, /* 26 */
2574 {10, 11, -1}, /* 27 */
2575 {27, 11, 29}, /* 28 */
2576 {11, 12, -1}, /* 29 */
2577 {12, 13, -1}, /* 30 */
2578 {12, 13, 14}, /* 31 */
2579 {13, 14, -1}, /* 32 */
2580 {14, 15, -1}, /* 33 */
2581 {33, 15, 35}, /* 34 */
2582 {16, 15, -1}, /* 35 */
2583 {17, 16, -1}, /* 36 */
2584 {18, 17, 16}, /* 37 */
2585 {18, 17, -1}, /* 38 */
2586 {18, 19, -1}, /* 39 */
2587 {41, 19, 39}, /* 40 */
2588 {19, 20, -1}, /* 41 */
2589 {20, 21, -1}, /* 42 */
2590 {20, 21, 22}, /* 43 */
2591 {21, 22, -1}, /* 44 */
2592 {23, 22, -1}, /* 45 */
2593 {45, 47, 23}, /* 46 */
2594 {23, 24, -1}, /* 47 */
2595 {24, 9, -1}
2596 }; /* 48 */
2597
2598 /* Recursive routine to step back and see if we can
2599 * find a path to that monster that we found. If not,
2600 * we don't bother going toward it. Returns 1 if we
2601 * can see a direct way to get it
2602 * Modified to be map tile aware -.MSW
2603 */
2604
2605
2606 int
2607 can_see_monsterP (mapstruct *m, int x, int y, int dir)
2608 {
2609 sint16
2610 dx,
2611 dy;
2612 int
2613 mflags;
2614
2615 if (dir < 0)
2616 return 0; /* exit condition: invalid direction */
2617
2618 dx = x + freearr_x[dir];
2619 dy = y + freearr_y[dir];
2620
2621 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2622
2623 /* This functional arguably was incorrect before - it was
2624 * checking for P_WALL - that was basically seeing if
2625 * we could move to the monster - this is being more
2626 * literal on if we can see it. To know if we can actually
2627 * move to the monster, we'd need the monster passed in or
2628 * at least its move type.
2629 */
2630 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2631 return 0;
2632
2633 /* yes, can see. */
2634 if (dir < 9)
2635 return 1;
2636 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2637 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2638 }
2639
2640
2641
2642 /*
2643 * can_pick(picker, item): finds out if an object is possible to be
2644 * picked up by the picker. Returnes 1 if it can be
2645 * picked up, otherwise 0.
2646 *
2647 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2648 * core dumps if they do.
2649 *
2650 * Add a check so we can't pick up invisible objects (0.93.8)
2651 */
2652
2653 int
2654 can_pick (const object *who, const object *item)
2655 {
2656 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2657 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2658 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2659 }
2660
2661
2662 /*
2663 * create clone from object to another
2664 */
2665 object *
2666 object_create_clone (object *asrc)
2667 {
2668 object *
2669 dst = NULL, *tmp, *src, *part, *prev, *item;
2670
2671 if (!asrc)
2672 return NULL;
2673 src = asrc;
2674 if (src->head)
2675 src = src->head;
2676
2677 prev = NULL;
2678 for (part = src; part; part = part->more)
2679 {
2680 tmp = get_object ();
2681 copy_object (part, tmp);
2682 tmp->x -= src->x;
2683 tmp->y -= src->y;
2684 if (!part->head)
2685 {
2686 dst = tmp;
2687 tmp->head = NULL;
2688 }
2689 else
2690 {
2691 tmp->head = dst;
2692 }
2693 tmp->more = NULL;
2694 if (prev)
2695 prev->more = tmp;
2696 prev = tmp;
2697 }
2698
2699 /*** copy inventory ***/
2700 for (item = src->inv; item; item = item->below)
2701 {
2702 (void) insert_ob_in_ob (object_create_clone (item), dst);
2703 }
2704
2705 return dst;
2706 }
2707
2708 /* return true if the object was destroyed, 0 otherwise */
2709 int
2710 was_destroyed (const object *op, tag_t old_tag)
2711 {
2712 /* checking for FLAG_FREED isn't necessary, but makes this function more
2713 * robust */
2714 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2715 }
2716
2717 /* GROS - Creates an object using a string representing its content. */
2718
2719 /* Basically, we save the content of the string to a temp file, then call */
2720
2721 /* load_object on it. I admit it is a highly inefficient way to make things, */
2722
2723 /* but it was simple to make and allows reusing the load_object function. */
2724
2725 /* Remember not to use load_object_str in a time-critical situation. */
2726
2727 /* Also remember that multiparts objects are not supported for now. */
2728
2729 object *
2730 load_object_str (const char *obstr)
2731 {
2732 object *
2733 op;
2734 char
2735 filename[MAX_BUF];
2736
2737 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2738
2739 FILE *
2740 tempfile = fopen (filename, "w");
2741
2742 if (tempfile == NULL)
2743 {
2744 LOG (llevError, "Error - Unable to access load object temp file\n");
2745 return NULL;
2746 };
2747 fprintf (tempfile, obstr);
2748 fclose (tempfile);
2749
2750 op = get_object ();
2751
2752 object_thawer
2753 thawer (filename);
2754
2755 if (thawer)
2756 load_object (thawer, op, 0);
2757
2758 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2759 CLEAR_FLAG (op, FLAG_REMOVED);
2760
2761 return op;
2762 }
2763
2764 /* This returns the first object in who's inventory that
2765 * has the same type and subtype match.
2766 * returns NULL if no match.
2767 */
2768 object *
2769 find_obj_by_type_subtype (const object *who, int type, int subtype)
2770 {
2771 object *
2772 tmp;
2773
2774 for (tmp = who->inv; tmp; tmp = tmp->below)
2775 if (tmp->type == type && tmp->subtype == subtype)
2776 return tmp;
2777
2778 return NULL;
2779 }
2780
2781 /* If ob has a field named key, return the link from the list,
2782 * otherwise return NULL.
2783 *
2784 * key must be a passed in shared string - otherwise, this won't
2785 * do the desired thing.
2786 */
2787 key_value *
2788 get_ob_key_link (const object *ob, const char *key)
2789 {
2790 key_value *
2791 link;
2792
2793 for (link = ob->key_values; link != NULL; link = link->next)
2794 {
2795 if (link->key == key)
2796 {
2797 return link;
2798 }
2799 }
2800
2801 return NULL;
2802 }
2803
2804 /*
2805 * Returns the value of op has an extra_field for key, or NULL.
2806 *
2807 * The argument doesn't need to be a shared string.
2808 *
2809 * The returned string is shared.
2810 */
2811 const char *
2812 get_ob_key_value (const object *op, const char *const key)
2813 {
2814 key_value *
2815 link;
2816 const char *
2817 canonical_key;
2818
2819 canonical_key = shstr::find (key);
2820
2821 if (canonical_key == NULL)
2822 {
2823 /* 1. There being a field named key on any object
2824 * implies there'd be a shared string to find.
2825 * 2. Since there isn't, no object has this field.
2826 * 3. Therefore, *this* object doesn't have this field.
2827 */
2828 return NULL;
2829 }
2830
2831 /* This is copied from get_ob_key_link() above -
2832 * only 4 lines, and saves the function call overhead.
2833 */
2834 for (link = op->key_values; link != NULL; link = link->next)
2835 {
2836 if (link->key == canonical_key)
2837 {
2838 return link->value;
2839 }
2840 }
2841 return NULL;
2842 }
2843
2844
2845 /*
2846 * Updates the canonical_key in op to value.
2847 *
2848 * canonical_key is a shared string (value doesn't have to be).
2849 *
2850 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2851 * keys.
2852 *
2853 * Returns TRUE on success.
2854 */
2855 int
2856 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2857 {
2858 key_value *
2859 field = NULL, *last = NULL;
2860
2861 for (field = op->key_values; field != NULL; field = field->next)
2862 {
2863 if (field->key != canonical_key)
2864 {
2865 last = field;
2866 continue;
2867 }
2868
2869 if (value)
2870 field->value = value;
2871 else
2872 {
2873 /* Basically, if the archetype has this key set,
2874 * we need to store the null value so when we save
2875 * it, we save the empty value so that when we load,
2876 * we get this value back again.
2877 */
2878 if (get_ob_key_link (&op->arch->clone, canonical_key))
2879 field->value = 0;
2880 else
2881 {
2882 if (last)
2883 last->next = field->next;
2884 else
2885 op->key_values = field->next;
2886
2887 delete
2888 field;
2889 }
2890 }
2891 return TRUE;
2892 }
2893 /* IF we get here, key doesn't exist */
2894
2895 /* No field, we'll have to add it. */
2896
2897 if (!add_key)
2898 {
2899 return FALSE;
2900 }
2901 /* There isn't any good reason to store a null
2902 * value in the key/value list. If the archetype has
2903 * this key, then we should also have it, so shouldn't
2904 * be here. If user wants to store empty strings,
2905 * should pass in ""
2906 */
2907 if (value == NULL)
2908 return TRUE;
2909
2910 field = new key_value;
2911
2912 field->key = canonical_key;
2913 field->value = value;
2914 /* Usual prepend-addition. */
2915 field->next = op->key_values;
2916 op->key_values = field;
2917
2918 return TRUE;
2919 }
2920
2921 /*
2922 * Updates the key in op to value.
2923 *
2924 * If add_key is FALSE, this will only update existing keys,
2925 * and not add new ones.
2926 * In general, should be little reason FALSE is ever passed in for add_key
2927 *
2928 * Returns TRUE on success.
2929 */
2930 int
2931 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2932 {
2933 shstr
2934 key_ (key);
2935
2936 return set_ob_key_value_s (op, key_, value, add_key);
2937 }