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Revision: 1.28
Committed: Mon Sep 11 12:10:21 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.27: +6 -13 lines
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# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at crossfire-devel@real-time.com
22 */
23
24 /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27 #include <global.h>
28 #include <stdio.h>
29 #include <sys/types.h>
30 #include <sys/uio.h>
31 #include <object.h>
32 #include <funcpoint.h>
33 #include <skills.h>
34 #include <loader.h>
35
36 int nrofallocobjects = 0;
37
38 object *objects; /* Pointer to the list of used objects */
39 object *active_objects; /* List of active objects that need to be processed */
40
41 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,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43 };
44 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,
45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
46 };
47 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,
48 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
49 };
50 int freedir[SIZEOFFREE] = {
51 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,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53 };
54
55 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
56 static int
57 compare_ob_value_lists_one (const object *wants, const object *has)
58 {
59 key_value *wants_field;
60
61 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
62 * objects with lists are rare, and lists stay short. If not, use a
63 * different structure or at least keep the lists sorted...
64 */
65
66 /* For each field in wants, */
67 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
68 {
69 key_value *has_field;
70
71 /* Look for a field in has with the same key. */
72 has_field = get_ob_key_link (has, wants_field->key);
73
74 if (has_field == NULL)
75 {
76 /* No field with that name. */
77 return FALSE;
78 }
79
80 /* Found the matching field. */
81 if (has_field->value != wants_field->value)
82 {
83 /* Values don't match, so this half of the comparison is false. */
84 return FALSE;
85 }
86
87 /* If we get here, we found a match. Now for the next field in wants. */
88 }
89
90 /* If we get here, every field in wants has a matching field in has. */
91 return TRUE;
92 }
93
94 /* Returns TRUE if ob1 has the same key_values as ob2. */
95 static int
96 compare_ob_value_lists (const object *ob1, const object *ob2)
97 {
98 /* However, there may be fields in has which aren't partnered in wants,
99 * so we need to run the comparison *twice*. :(
100 */
101 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
102 }
103
104 /* Function examines the 2 objects given to it, and returns true if
105 * they can be merged together.
106 *
107 * Note that this function appears a lot longer than the macro it
108 * replaces - this is mostly for clarity - a decent compiler should hopefully
109 * reduce this to the same efficiency.
110 *
111 * Check nrof variable *before* calling CAN_MERGE()
112 *
113 * Improvements made with merge: Better checking on potion, and also
114 * check weight
115 */
116
117 bool object::can_merge (object *ob1, object *ob2)
118 {
119 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type))
121 return 0;
122
123 if (ob1->speed != ob2->speed)
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof).
129 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31)
131 return 0;
132
133 /* If the objects have been identified, set the BEEN_APPLIED flag.
134 * This is to the comparison of the flags below will be OK. We
135 * just can't ignore the been applied or identified flags, as they
136 * are not equal - just if it has been identified, the been_applied
137 * flags lose any meaning.
138 */
139 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144
145
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) ||
156 (ob1->title != ob2->title) ||
157 (ob1->msg != ob2->msg) ||
158 (ob1->weight != ob2->weight) ||
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
161 (ob1->attacktype != ob2->attacktype) ||
162 (ob1->magic != ob2->magic) ||
163 (ob1->slaying != ob2->slaying) ||
164 (ob1->skill != ob2->skill) ||
165 (ob1->value != ob2->value) ||
166 (ob1->animation_id != ob2->animation_id) ||
167 (ob1->client_type != ob2->client_type) ||
168 (ob1->materialname != ob2->materialname) ||
169 (ob1->lore != ob2->lore) ||
170 (ob1->subtype != ob2->subtype) ||
171 (ob1->move_type != ob2->move_type) ||
172 (ob1->move_block != ob2->move_block) ||
173 (ob1->move_allow != ob2->move_allow) ||
174 (ob1->move_on != ob2->move_on) ||
175 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
176 return 0;
177
178 /* This is really a spellbook check - really, we should
179 * check all objects in the inventory.
180 */
181 if (ob1->inv || ob2->inv)
182 {
183 /* if one object has inventory but the other doesn't, not equiv */
184 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
185 return 0;
186
187 /* Now check to see if the two inventory objects could merge */
188 if (!CAN_MERGE (ob1->inv, ob2->inv))
189 return 0;
190
191 /* inventory ok - still need to check rest of this object to see
192 * if it is valid.
193 */
194 }
195
196 /* Don't merge objects that are applied. With the new 'body' code,
197 * it is possible for most any character to have more than one of
198 * some items equipped, and we don't want those to merge.
199 */
200 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
201 return 0;
202
203 /* Note sure why the following is the case - either the object has to
204 * be animated or have a very low speed. Is this an attempted monster
205 * check?
206 */
207 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
208 return 0;
209
210 switch (ob1->type)
211 {
212 case SCROLL:
213 if (ob1->level != ob2->level)
214 return 0;
215 break;
216 }
217
218 if (ob1->key_values != NULL || ob2->key_values != NULL)
219 {
220 /* At least one of these has key_values. */
221 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
222 /* One has fields, but the other one doesn't. */
223 return 0;
224 else if (!compare_ob_value_lists (ob1, ob2))
225 return 0;
226 }
227
228 //TODO: generate an event or call into perl for additional checks
229 if (ob1->self || ob2->self)
230 {
231 ob1->optimise ();
232 ob2->optimise ();
233
234 if (ob1->self || ob2->self)
235 return 0;
236 }
237
238 /* Everything passes, must be OK. */
239 return 1;
240 }
241
242 /*
243 * sum_weight() is a recursive function which calculates the weight
244 * an object is carrying. It goes through in figures out how much
245 * containers are carrying, and sums it up.
246 */
247 long
248 sum_weight (object *op)
249 {
250 long sum;
251 object *inv;
252
253 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
254 {
255 if (inv->inv)
256 sum_weight (inv);
257 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
258 }
259 if (op->type == CONTAINER && op->stats.Str)
260 sum = (sum * (100 - op->stats.Str)) / 100;
261 if (op->carrying != sum)
262 op->carrying = sum;
263 return sum;
264 }
265
266 /**
267 * Return the outermost environment object for a given object.
268 */
269
270 object *
271 object_get_env_recursive (object *op)
272 {
273 while (op->env != NULL)
274 op = op->env;
275 return op;
276 }
277
278 /*
279 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
280 * a better check. We basically keeping traversing up until we can't
281 * or find a player.
282 */
283
284 object *
285 is_player_inv (object *op)
286 {
287 for (; op != NULL && op->type != PLAYER; op = op->env)
288 if (op->env == op)
289 op->env = NULL;
290 return op;
291 }
292
293 /*
294 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
295 * Some error messages.
296 * The result of the dump is stored in the static global errmsg array.
297 */
298
299 void
300 dump_object2 (object *op)
301 {
302 errmsg[0] = 0;
303 return;
304 //TODO//D#d#
305 #if 0
306 char *cp;
307
308 /* object *tmp;*/
309
310 if (op->arch != NULL)
311 {
312 strcat (errmsg, "arch ");
313 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
314 strcat (errmsg, "\n");
315 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
316 strcat (errmsg, cp);
317 # if 0
318 /* Don't dump player diffs - they are too long, mostly meaningless, and
319 * will overflow the buffer.
320 * Changed so that we don't dump inventory either. This may
321 * also overflow the buffer.
322 */
323 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
324 strcat (errmsg, cp);
325 for (tmp = op->inv; tmp; tmp = tmp->below)
326 dump_object2 (tmp);
327 # endif
328 strcat (errmsg, "end\n");
329 }
330 else
331 {
332 strcat (errmsg, "Object ");
333 if (op->name == NULL)
334 strcat (errmsg, "(null)");
335 else
336 strcat (errmsg, op->name);
337 strcat (errmsg, "\n");
338 # if 0
339 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
340 strcat (errmsg, cp);
341 for (tmp = op->inv; tmp; tmp = tmp->below)
342 dump_object2 (tmp);
343 # endif
344 strcat (errmsg, "end\n");
345 }
346 #endif
347 }
348
349 /*
350 * Dumps an object. Returns output in the static global errmsg array.
351 */
352
353 void
354 dump_object (object *op)
355 {
356 if (op == NULL)
357 {
358 strcpy (errmsg, "[NULL pointer]");
359 return;
360 }
361 errmsg[0] = '\0';
362 dump_object2 (op);
363 }
364
365 void
366 dump_all_objects (void)
367 {
368 object *op;
369
370 for (op = objects; op != NULL; op = op->next)
371 {
372 dump_object (op);
373 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
374 }
375 }
376
377 /*
378 * get_nearest_part(multi-object, object 2) returns the part of the
379 * multi-object 1 which is closest to the second object.
380 * If it's not a multi-object, it is returned.
381 */
382
383 object *
384 get_nearest_part (object *op, const object *pl)
385 {
386 object *tmp, *closest;
387 int last_dist, i;
388
389 if (op->more == NULL)
390 return op;
391 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
392 if ((i = distance (tmp, pl)) < last_dist)
393 closest = tmp, last_dist = i;
394 return closest;
395 }
396
397 /*
398 * Returns the object which has the count-variable equal to the argument.
399 */
400
401 object *
402 find_object (tag_t i)
403 {
404 object *op;
405
406 for (op = objects; op != NULL; op = op->next)
407 if (op->count == i)
408 break;
409 return op;
410 }
411
412 /*
413 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999"
416 */
417
418 object *
419 find_object_name (const char *str)
420 {
421 const char *name = shstr::find (str);
422 object *op;
423
424 for (op = objects; op != NULL; op = op->next)
425 if (&op->name == name)
426 break;
427
428 return op;
429 }
430
431 void
432 free_all_object_data ()
433 {
434 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
435 }
436
437 /*
438 * Returns the object which this object marks as being the owner.
439 * A id-scheme is used to avoid pointing to objects which have been
440 * freed and are now reused. If this is detected, the owner is
441 * set to NULL, and NULL is returned.
442 * Changed 2004-02-12 - if the player is setting at the play again
443 * prompt, he is removed, and we don't want to treat him as an owner of
444 * anything, so check removed flag. I don't expect that this should break
445 * anything - once an object is removed, it is basically dead anyways.
446 */
447
448 object *
449 get_owner (object *op)
450 {
451 if (op->owner == NULL)
452 return NULL;
453
454 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
455 return op->owner;
456
457 op->owner = NULL;
458 op->ownercount = 0;
459 return NULL;
460 }
461
462 void
463 clear_owner (object *op)
464 {
465 if (!op)
466 return;
467
468 if (op->owner && op->ownercount == op->owner->count)
469 op->owner->refcount--;
470
471 op->owner = NULL;
472 op->ownercount = 0;
473 }
474
475 /*
476 * Sets the owner and sets the skill and exp pointers to owner's current
477 * skill and experience objects.
478 */
479 void
480 set_owner (object *op, object *owner)
481 {
482 if (owner == NULL || op == NULL)
483 return;
484
485 /* next line added to allow objects which own objects */
486 /* Add a check for ownercounts in here, as I got into an endless loop
487 * with the fireball owning a poison cloud which then owned the
488 * fireball. I believe that was caused by one of the objects getting
489 * freed and then another object replacing it. Since the ownercounts
490 * didn't match, this check is valid and I believe that cause is valid.
491 */
492 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count)
493 owner = owner->owner;
494
495 /* IF the owner still has an owner, we did not resolve to a final owner.
496 * so lets not add to that.
497 */
498 if (owner->owner)
499 return;
500
501 op->owner = owner;
502
503 op->ownercount = owner->count;
504 owner->refcount++;
505 }
506
507 /* Set the owner to clone's current owner and set the skill and experience
508 * objects to clone's objects (typically those objects that where the owner's
509 * current skill and experience objects at the time when clone's owner was
510 * set - not the owner's current skill and experience objects).
511 *
512 * Use this function if player created an object (e.g. fire bullet, swarm
513 * spell), and this object creates further objects whose kills should be
514 * accounted for the player's original skill, even if player has changed
515 * skills meanwhile.
516 */
517 void
518 copy_owner (object *op, object *clone)
519 {
520 object *owner = get_owner (clone);
521
522 if (owner == NULL)
523 {
524 /* players don't have owners - they own themselves. Update
525 * as appropriate.
526 */
527 if (clone->type == PLAYER)
528 owner = clone;
529 else
530 return;
531 }
532
533 set_owner (op, owner);
534 }
535
536 /* Zero the key_values on op, decrementing the shared-string
537 * refcounts and freeing the links.
538 */
539 static void
540 free_key_values (object *op)
541 {
542 for (key_value *i = op->key_values; i != 0;)
543 {
544 key_value *next = i->next;
545 delete i;
546
547 i = next;
548 }
549
550 op->key_values = 0;
551 }
552
553 void object::clear ()
554 {
555 attachable_base::clear ();
556
557 free_key_values (this);
558
559 clear_owner (this);
560
561 name = 0;
562 name_pl = 0;
563 title = 0;
564 race = 0;
565 slaying = 0;
566 skill = 0;
567 msg = 0;
568 lore = 0;
569 custom_name = 0;
570 materialname = 0;
571
572 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
573
574 SET_FLAG (this, FLAG_REMOVED);
575 }
576
577 void object::clone (object *destination)
578 {
579 *(object_copy *) destination = *this;
580 *(object_pod *) destination = *this;
581
582 if (self || cb)
583 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
584 }
585
586 /*
587 * clear_object() frees everything allocated by an object, and also
588 * clears all variables and flags to default settings.
589 */
590
591 void
592 clear_object (object *op)
593 {
594 op->clear ();
595
596 op->contr = NULL;
597 op->below = NULL;
598 op->above = NULL;
599 op->inv = NULL;
600 op->container = NULL;
601 op->env = NULL;
602 op->more = NULL;
603 op->head = NULL;
604 op->map = NULL;
605 op->refcount = 0;
606 op->active_next = NULL;
607 op->active_prev = NULL;
608 /* What is not cleared is next, prev, and count */
609
610 op->expmul = 1.0;
611 op->face = blank_face;
612 op->attacked_by_count = -1;
613
614 if (settings.casting_time)
615 op->casting_time = -1;
616 }
617
618 /*
619 * copy object first frees everything allocated by the second object,
620 * and then copies the contends of the first object into the second
621 * object, allocating what needs to be allocated. Basically, any
622 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
623 * if the first object is freed, the pointers in the new object
624 * will point at garbage.
625 */
626
627 void
628 copy_object (object *op2, object *op)
629 {
630 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
631 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
632
633 op2->clone (op);
634
635 if (is_freed)
636 SET_FLAG (op, FLAG_FREED);
637 if (is_removed)
638 SET_FLAG (op, FLAG_REMOVED);
639
640 if (op2->speed < 0)
641 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
642
643 /* Copy over key_values, if any. */
644 if (op2->key_values)
645 {
646 key_value *tail = 0;
647 key_value *i;
648
649 op->key_values = 0;
650
651 for (i = op2->key_values; i; i = i->next)
652 {
653 key_value *new_link = new key_value;
654
655 new_link->next = 0;
656 new_link->key = i->key;
657 new_link->value = i->value;
658
659 /* Try and be clever here, too. */
660 if (!op->key_values)
661 {
662 op->key_values = new_link;
663 tail = new_link;
664 }
665 else
666 {
667 tail->next = new_link;
668 tail = new_link;
669 }
670 }
671 }
672
673 update_ob_speed (op);
674 }
675
676 /*
677 * If an object with the IS_TURNABLE() flag needs to be turned due
678 * to the closest player being on the other side, this function can
679 * be called to update the face variable, _and_ how it looks on the map.
680 */
681
682 void
683 update_turn_face (object *op)
684 {
685 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
686 return;
687 SET_ANIMATION (op, op->direction);
688 update_object (op, UP_OBJ_FACE);
689 }
690
691 /*
692 * Updates the speed of an object. If the speed changes from 0 to another
693 * value, or vice versa, then add/remove the object from the active list.
694 * This function needs to be called whenever the speed of an object changes.
695 */
696
697 void
698 update_ob_speed (object *op)
699 {
700 extern int arch_init;
701
702 /* No reason putting the archetypes objects on the speed list,
703 * since they never really need to be updated.
704 */
705
706 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
707 {
708 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
709 #ifdef MANY_CORES
710 abort ();
711 #else
712 op->speed = 0;
713 #endif
714 }
715 if (arch_init)
716 {
717 return;
718 }
719 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
720 {
721 /* If already on active list, don't do anything */
722 if (op->active_next || op->active_prev || op == active_objects)
723 return;
724
725 /* process_events() expects us to insert the object at the beginning
726 * of the list. */
727 op->active_next = active_objects;
728 if (op->active_next != NULL)
729 op->active_next->active_prev = op;
730 active_objects = op;
731 }
732 else
733 {
734 /* If not on the active list, nothing needs to be done */
735 if (!op->active_next && !op->active_prev && op != active_objects)
736 return;
737
738 if (op->active_prev == NULL)
739 {
740 active_objects = op->active_next;
741 if (op->active_next != NULL)
742 op->active_next->active_prev = NULL;
743 }
744 else
745 {
746 op->active_prev->active_next = op->active_next;
747 if (op->active_next)
748 op->active_next->active_prev = op->active_prev;
749 }
750 op->active_next = NULL;
751 op->active_prev = NULL;
752 }
753 }
754
755 /* This function removes object 'op' from the list of active
756 * objects.
757 * This should only be used for style maps or other such
758 * reference maps where you don't want an object that isn't
759 * in play chewing up cpu time getting processed.
760 * The reverse of this is to call update_ob_speed, which
761 * will do the right thing based on the speed of the object.
762 */
763 void
764 remove_from_active_list (object *op)
765 {
766 /* If not on the active list, nothing needs to be done */
767 if (!op->active_next && !op->active_prev && op != active_objects)
768 return;
769
770 if (op->active_prev == NULL)
771 {
772 active_objects = op->active_next;
773 if (op->active_next != NULL)
774 op->active_next->active_prev = NULL;
775 }
776 else
777 {
778 op->active_prev->active_next = op->active_next;
779 if (op->active_next)
780 op->active_next->active_prev = op->active_prev;
781 }
782 op->active_next = NULL;
783 op->active_prev = NULL;
784 }
785
786 /*
787 * update_object() updates the array which represents the map.
788 * It takes into account invisible objects (and represent squares covered
789 * by invisible objects by whatever is below them (unless it's another
790 * invisible object, etc...)
791 * If the object being updated is beneath a player, the look-window
792 * of that player is updated (this might be a suboptimal way of
793 * updating that window, though, since update_object() is called _often_)
794 *
795 * action is a hint of what the caller believes need to be done.
796 * For example, if the only thing that has changed is the face (due to
797 * an animation), we don't need to call update_position until that actually
798 * comes into view of a player. OTOH, many other things, like addition/removal
799 * of walls or living creatures may need us to update the flags now.
800 * current action are:
801 * UP_OBJ_INSERT: op was inserted
802 * UP_OBJ_REMOVE: op was removed
803 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
804 * as that is easier than trying to look at what may have changed.
805 * UP_OBJ_FACE: only the objects face has changed.
806 */
807
808 void
809 update_object (object *op, int action)
810 {
811 int update_now = 0, flags;
812 MoveType move_on, move_off, move_block, move_slow;
813
814 if (op == NULL)
815 {
816 /* this should never happen */
817 LOG (llevDebug, "update_object() called for NULL object.\n");
818 return;
819 }
820
821 if (op->env != NULL)
822 {
823 /* Animation is currently handled by client, so nothing
824 * to do in this case.
825 */
826 return;
827 }
828
829 /* If the map is saving, don't do anything as everything is
830 * going to get freed anyways.
831 */
832 if (!op->map || op->map->in_memory == MAP_SAVING)
833 return;
834
835 /* make sure the object is within map boundaries */
836 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
837 {
838 LOG (llevError, "update_object() called for object out of map!\n");
839 #ifdef MANY_CORES
840 abort ();
841 #endif
842 return;
843 }
844
845 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
846 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
847 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
848 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
849 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
850 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
851
852 if (action == UP_OBJ_INSERT)
853 {
854 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
855 update_now = 1;
856
857 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
858 update_now = 1;
859
860 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
861 update_now = 1;
862
863 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
864 update_now = 1;
865
866 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
867 update_now = 1;
868
869 if ((move_on | op->move_on) != move_on)
870 update_now = 1;
871
872 if ((move_off | op->move_off) != move_off)
873 update_now = 1;
874
875 /* This isn't perfect, but I don't expect a lot of objects to
876 * to have move_allow right now.
877 */
878 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
879 update_now = 1;
880
881 if ((move_slow | op->move_slow) != move_slow)
882 update_now = 1;
883 }
884 /* if the object is being removed, we can't make intelligent
885 * decisions, because remove_ob can't really pass the object
886 * that is being removed.
887 */
888 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
889 update_now = 1;
890 else if (action == UP_OBJ_FACE)
891 /* Nothing to do for that case */;
892 else
893 LOG (llevError, "update_object called with invalid action: %d\n", action);
894
895 if (update_now)
896 {
897 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
898 update_position (op->map, op->x, op->y);
899 }
900
901 if (op->more != NULL)
902 update_object (op->more, action);
903 }
904
905 static unordered_vector<object *> mortals;
906 static std::vector<object *> freed;
907
908 void object::free_mortals ()
909 {
910 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
911 if (!(*i)->refcount)
912 {
913 freed.push_back (*i);
914 mortals.erase (i);
915 }
916 else
917 ++i;
918 }
919
920 object::object ()
921 {
922 SET_FLAG (this, FLAG_REMOVED);
923
924 expmul = 1.0;
925 face = blank_face;
926 attacked_by_count = -1;
927 }
928
929 object::~object ()
930 {
931 free_key_values (this);
932 }
933
934 void object::link ()
935 {
936 count = ++ob_count;
937
938 prev = 0;
939 next = objects;
940
941 if (objects)
942 objects->prev = this;
943
944 objects = this;
945 }
946
947 void object::unlink ()
948 {
949 count = 0;
950
951 /* Remove this object from the list of used objects */
952 if (prev)
953 {
954 prev->next = next;
955 prev = 0;
956 }
957
958 if (next)
959 {
960 next->prev = prev;
961 next = 0;
962 }
963
964 if (this == objects)
965 objects = next;
966 }
967
968 object *object::create ()
969 {
970 object *op;
971
972 if (freed.empty ())
973 op = new object;
974 else
975 {
976 // highly annoying, but the only way to get it stable right now
977 op = freed.back (); freed.pop_back ();
978 op->~object ();
979 new ((void *)op) object;
980 }
981
982 op->link ();
983 return op;
984 }
985
986 /*
987 * free_object() frees everything allocated by an object, removes
988 * it from the list of used objects, and puts it on the list of
989 * free objects. The IS_FREED() flag is set in the object.
990 * The object must have been removed by remove_ob() first for
991 * this function to succeed.
992 *
993 * If free_inventory is set, free inventory as well. Else drop items in
994 * inventory to the ground.
995 */
996 void object::free (bool free_inventory)
997 {
998 if (!QUERY_FLAG (this, FLAG_REMOVED))
999 {
1000 LOG (llevDebug, "Free object called with non removed object\n");
1001 dump_object (this);
1002 #ifdef MANY_CORES
1003 abort ();
1004 #endif
1005 }
1006
1007 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1008 {
1009 LOG (llevMonster, "Warning: tried to free friendly object.\n");
1010 remove_friendly_object (this);
1011 }
1012
1013 if (QUERY_FLAG (this, FLAG_FREED))
1014 {
1015 dump_object (this);
1016 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
1017 return;
1018 }
1019
1020 if (more)
1021 {
1022 more->free (free_inventory);
1023 more = 0;
1024 }
1025
1026 if (inv)
1027 {
1028 /* Only if the space blocks everything do we not process -
1029 * if some form of movement is allowed, let objects
1030 * drop on that space.
1031 */
1032 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1033 {
1034 object *
1035 op = inv;
1036
1037 while (op)
1038 {
1039 object *
1040 tmp = op->below;
1041
1042 remove_ob (op);
1043 op->free (free_inventory);
1044 op = tmp;
1045 }
1046 }
1047 else
1048 { /* Put objects in inventory onto this space */
1049 object *
1050 op = inv;
1051
1052 while (op)
1053 {
1054 object *
1055 tmp = op->below;
1056
1057 remove_ob (op);
1058
1059 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1060 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1061 free_object (op);
1062 else
1063 {
1064 op->x = x;
1065 op->y = y;
1066 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1067 }
1068
1069 op = tmp;
1070 }
1071 }
1072 }
1073
1074 clear_owner (this);
1075
1076 /* Remove object from the active list */
1077 speed = 0;
1078 update_ob_speed (this);
1079
1080 unlink ();
1081
1082 SET_FLAG (this, FLAG_FREED);
1083
1084 mortals.push_back (this);
1085 }
1086
1087 /*
1088 * sub_weight() recursively (outwards) subtracts a number from the
1089 * weight of an object (and what is carried by it's environment(s)).
1090 */
1091
1092 void
1093 sub_weight (object *op, signed long weight)
1094 {
1095 while (op != NULL)
1096 {
1097 if (op->type == CONTAINER)
1098 {
1099 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1100 }
1101 op->carrying -= weight;
1102 op = op->env;
1103 }
1104 }
1105
1106 /* remove_ob(op):
1107 * This function removes the object op from the linked list of objects
1108 * which it is currently tied to. When this function is done, the
1109 * object will have no environment. If the object previously had an
1110 * environment, the x and y coordinates will be updated to
1111 * the previous environment.
1112 * Beware: This function is called from the editor as well!
1113 */
1114
1115 void
1116 remove_ob (object *op)
1117 {
1118 object *tmp, *last = NULL;
1119 object *otmp;
1120
1121 tag_t tag;
1122 int check_walk_off;
1123 mapstruct *m;
1124
1125 sint16 x, y;
1126
1127 if (QUERY_FLAG (op, FLAG_REMOVED))
1128 {
1129 dump_object (op);
1130 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1131
1132 /* Changed it to always dump core in this case. As has been learned
1133 * in the past, trying to recover from errors almost always
1134 * make things worse, and this is a real error here - something
1135 * that should not happen.
1136 * Yes, if this was a mission critical app, trying to do something
1137 * to recover may make sense, but that is because failure of the app
1138 * may have other disastrous problems. Cf runs out of a script
1139 * so is easily enough restarted without any real problems.
1140 * MSW 2001-07-01
1141 */
1142 abort ();
1143 }
1144
1145 if (op->more != NULL)
1146 remove_ob (op->more);
1147
1148 SET_FLAG (op, FLAG_REMOVED);
1149
1150 /*
1151 * In this case, the object to be removed is in someones
1152 * inventory.
1153 */
1154 if (op->env != NULL)
1155 {
1156 if (op->nrof)
1157 sub_weight (op->env, op->weight * op->nrof);
1158 else
1159 sub_weight (op->env, op->weight + op->carrying);
1160
1161 /* NO_FIX_PLAYER is set when a great many changes are being
1162 * made to players inventory. If set, avoiding the call
1163 * to save cpu time.
1164 */
1165 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1166 fix_player (otmp);
1167
1168 if (op->above != NULL)
1169 op->above->below = op->below;
1170 else
1171 op->env->inv = op->below;
1172
1173 if (op->below != NULL)
1174 op->below->above = op->above;
1175
1176 /* we set up values so that it could be inserted into
1177 * the map, but we don't actually do that - it is up
1178 * to the caller to decide what we want to do.
1179 */
1180 op->x = op->env->x, op->y = op->env->y;
1181 op->map = op->env->map;
1182 op->above = NULL, op->below = NULL;
1183 op->env = NULL;
1184 return;
1185 }
1186
1187 /* If we get here, we are removing it from a map */
1188 if (op->map == NULL)
1189 return;
1190
1191 x = op->x;
1192 y = op->y;
1193 m = get_map_from_coord (op->map, &x, &y);
1194
1195 if (!m)
1196 {
1197 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1198 op->map->path, op->x, op->y);
1199 /* in old days, we used to set x and y to 0 and continue.
1200 * it seems if we get into this case, something is probablye
1201 * screwed up and should be fixed.
1202 */
1203 abort ();
1204 }
1205 if (op->map != m)
1206 {
1207 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1208 op->map->path, m->path, op->x, op->y, x, y);
1209 }
1210
1211 /* Re did the following section of code - it looks like it had
1212 * lots of logic for things we no longer care about
1213 */
1214
1215 /* link the object above us */
1216 if (op->above)
1217 op->above->below = op->below;
1218 else
1219 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1220
1221 /* Relink the object below us, if there is one */
1222 if (op->below)
1223 op->below->above = op->above;
1224 else
1225 {
1226 /* Nothing below, which means we need to relink map object for this space
1227 * use translated coordinates in case some oddness with map tiling is
1228 * evident
1229 */
1230 if (GET_MAP_OB (m, x, y) != op)
1231 {
1232 dump_object (op);
1233 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",
1234 errmsg);
1235 dump_object (GET_MAP_OB (m, x, y));
1236 LOG (llevError, "%s\n", errmsg);
1237 }
1238
1239 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1240 }
1241
1242 op->above = NULL;
1243 op->below = NULL;
1244
1245 if (op->map->in_memory == MAP_SAVING)
1246 return;
1247
1248 tag = op->count;
1249 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1250
1251 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1252 {
1253 /* No point updating the players look faces if he is the object
1254 * being removed.
1255 */
1256
1257 if (tmp->type == PLAYER && tmp != op)
1258 {
1259 /* If a container that the player is currently using somehow gets
1260 * removed (most likely destroyed), update the player view
1261 * appropriately.
1262 */
1263 if (tmp->container == op)
1264 {
1265 CLEAR_FLAG (op, FLAG_APPLIED);
1266 tmp->container = NULL;
1267 }
1268
1269 tmp->contr->socket.update_look = 1;
1270 }
1271 /* See if player moving off should effect something */
1272 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1273 {
1274 move_apply (tmp, op, NULL);
1275
1276 if (was_destroyed (op, tag))
1277 {
1278 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1279 }
1280 }
1281
1282 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1283
1284 if (tmp->above == tmp)
1285 tmp->above = NULL;
1286
1287 last = tmp;
1288 }
1289
1290 /* last == NULL of there are no objects on this space */
1291 if (last == NULL)
1292 {
1293 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1294 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1295 * those out anyways, and if there are any flags set right now, they won't
1296 * be correct anyways.
1297 */
1298 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1299 update_position (op->map, op->x, op->y);
1300 }
1301 else
1302 update_object (last, UP_OBJ_REMOVE);
1303
1304 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1305 update_all_los (op->map, op->x, op->y);
1306 }
1307
1308 /*
1309 * merge_ob(op,top):
1310 *
1311 * This function goes through all objects below and including top, and
1312 * merges op to the first matching object.
1313 * If top is NULL, it is calculated.
1314 * Returns pointer to object if it succeded in the merge, otherwise NULL
1315 */
1316
1317 object *
1318 merge_ob (object *op, object *top)
1319 {
1320 if (!op->nrof)
1321 return 0;
1322 if (top == NULL)
1323 for (top = op; top != NULL && top->above != NULL; top = top->above);
1324 for (; top != NULL; top = top->below)
1325 {
1326 if (top == op)
1327 continue;
1328 if (CAN_MERGE (op, top))
1329 {
1330 top->nrof += op->nrof;
1331
1332 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1333 op->weight = 0; /* Don't want any adjustements now */
1334 remove_ob (op);
1335 free_object (op);
1336 return top;
1337 }
1338 }
1339 return NULL;
1340 }
1341
1342 /*
1343 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1344 * job preparing multi-part monsters
1345 */
1346 object *
1347 insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1348 {
1349 object *
1350 tmp;
1351
1352 if (op->head)
1353 op = op->head;
1354 for (tmp = op; tmp; tmp = tmp->more)
1355 {
1356 tmp->x = x + tmp->arch->clone.x;
1357 tmp->y = y + tmp->arch->clone.y;
1358 }
1359 return insert_ob_in_map (op, m, originator, flag);
1360 }
1361
1362 /*
1363 * insert_ob_in_map (op, map, originator, flag):
1364 * This function inserts the object in the two-way linked list
1365 * which represents what is on a map.
1366 * The second argument specifies the map, and the x and y variables
1367 * in the object about to be inserted specifies the position.
1368 *
1369 * originator: Player, monster or other object that caused 'op' to be inserted
1370 * into 'map'. May be NULL.
1371 *
1372 * flag is a bitmask about special things to do (or not do) when this
1373 * function is called. see the object.h file for the INS_ values.
1374 * Passing 0 for flag gives proper default values, so flag really only needs
1375 * to be set if special handling is needed.
1376 *
1377 * Return value:
1378 * new object if 'op' was merged with other object
1379 * NULL if 'op' was destroyed
1380 * just 'op' otherwise
1381 */
1382
1383 object *
1384 insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1385 {
1386 object *tmp, *top, *floor = NULL;
1387 sint16 x, y;
1388
1389 if (QUERY_FLAG (op, FLAG_FREED))
1390 {
1391 LOG (llevError, "Trying to insert freed object!\n");
1392 return NULL;
1393 }
1394
1395 if (m == NULL)
1396 {
1397 dump_object (op);
1398 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1399 return op;
1400 }
1401
1402 if (out_of_map (m, op->x, op->y))
1403 {
1404 dump_object (op);
1405 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1406 #ifdef MANY_CORES
1407 /* Better to catch this here, as otherwise the next use of this object
1408 * is likely to cause a crash. Better to find out where it is getting
1409 * improperly inserted.
1410 */
1411 abort ();
1412 #endif
1413 return op;
1414 }
1415
1416 if (!QUERY_FLAG (op, FLAG_REMOVED))
1417 {
1418 dump_object (op);
1419 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1420 return op;
1421 }
1422
1423 if (op->more != NULL)
1424 {
1425 /* The part may be on a different map. */
1426
1427 object *more = op->more;
1428
1429 /* We really need the caller to normalize coordinates - if
1430 * we set the map, that doesn't work if the location is within
1431 * a map and this is straddling an edge. So only if coordinate
1432 * is clear wrong do we normalize it.
1433 */
1434 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1435 more->map = get_map_from_coord (m, &more->x, &more->y);
1436 else if (!more->map)
1437 {
1438 /* For backwards compatibility - when not dealing with tiled maps,
1439 * more->map should always point to the parent.
1440 */
1441 more->map = m;
1442 }
1443
1444 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1445 {
1446 if (!op->head)
1447 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1448
1449 return NULL;
1450 }
1451 }
1452
1453 CLEAR_FLAG (op, FLAG_REMOVED);
1454
1455 /* Ideally, the caller figures this out. However, it complicates a lot
1456 * of areas of callers (eg, anything that uses find_free_spot would now
1457 * need extra work
1458 */
1459 op->map = get_map_from_coord (m, &op->x, &op->y);
1460 x = op->x;
1461 y = op->y;
1462
1463 /* this has to be done after we translate the coordinates.
1464 */
1465 if (op->nrof && !(flag & INS_NO_MERGE))
1466 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1467 if (CAN_MERGE (op, tmp))
1468 {
1469 op->nrof += tmp->nrof;
1470 remove_ob (tmp);
1471 free_object (tmp);
1472 }
1473
1474 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1475 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1476
1477 if (!QUERY_FLAG (op, FLAG_ALIVE))
1478 CLEAR_FLAG (op, FLAG_NO_STEAL);
1479
1480 if (flag & INS_BELOW_ORIGINATOR)
1481 {
1482 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1483 {
1484 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1485 abort ();
1486 }
1487
1488 op->above = originator;
1489 op->below = originator->below;
1490
1491 if (op->below)
1492 op->below->above = op;
1493 else
1494 SET_MAP_OB (op->map, op->x, op->y, op);
1495
1496 /* since *below* originator, no need to update top */
1497 originator->below = op;
1498 }
1499 else
1500 {
1501 /* If there are other objects, then */
1502 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1503 {
1504 object *last = NULL;
1505
1506 /*
1507 * If there are multiple objects on this space, we do some trickier handling.
1508 * We've already dealt with merging if appropriate.
1509 * Generally, we want to put the new object on top. But if
1510 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1511 * floor, we want to insert above that and no further.
1512 * Also, if there are spell objects on this space, we stop processing
1513 * once we get to them. This reduces the need to traverse over all of
1514 * them when adding another one - this saves quite a bit of cpu time
1515 * when lots of spells are cast in one area. Currently, it is presumed
1516 * that flying non pickable objects are spell objects.
1517 */
1518
1519 while (top != NULL)
1520 {
1521 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1522 floor = top;
1523
1524 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1525 {
1526 /* We insert above top, so we want this object below this */
1527 top = top->below;
1528 break;
1529 }
1530
1531 last = top;
1532 top = top->above;
1533 }
1534
1535 /* Don't want top to be NULL, so set it to the last valid object */
1536 top = last;
1537
1538 /* We let update_position deal with figuring out what the space
1539 * looks like instead of lots of conditions here.
1540 * makes things faster, and effectively the same result.
1541 */
1542
1543 /* Have object 'fall below' other objects that block view.
1544 * Unless those objects are exits, type 66
1545 * If INS_ON_TOP is used, don't do this processing
1546 * Need to find the object that in fact blocks view, otherwise
1547 * stacking is a bit odd.
1548 */
1549 if (!(flag & INS_ON_TOP) &&
1550 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1551 {
1552 for (last = top; last != floor; last = last->below)
1553 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1554 break;
1555 /* Check to see if we found the object that blocks view,
1556 * and make sure we have a below pointer for it so that
1557 * we can get inserted below this one, which requires we
1558 * set top to the object below us.
1559 */
1560 if (last && last->below && last != floor)
1561 top = last->below;
1562 }
1563 } /* If objects on this space */
1564
1565 if (flag & INS_MAP_LOAD)
1566 top = GET_MAP_TOP (op->map, op->x, op->y);
1567
1568 if (flag & INS_ABOVE_FLOOR_ONLY)
1569 top = floor;
1570
1571 /* Top is the object that our object (op) is going to get inserted above.
1572 */
1573
1574 /* First object on this space */
1575 if (!top)
1576 {
1577 op->above = GET_MAP_OB (op->map, op->x, op->y);
1578
1579 if (op->above)
1580 op->above->below = op;
1581
1582 op->below = NULL;
1583 SET_MAP_OB (op->map, op->x, op->y, op);
1584 }
1585 else
1586 { /* get inserted into the stack above top */
1587 op->above = top->above;
1588
1589 if (op->above)
1590 op->above->below = op;
1591
1592 op->below = top;
1593 top->above = op;
1594 }
1595
1596 if (op->above == NULL)
1597 SET_MAP_TOP (op->map, op->x, op->y, op);
1598 } /* else not INS_BELOW_ORIGINATOR */
1599
1600 if (op->type == PLAYER)
1601 op->contr->do_los = 1;
1602
1603 /* If we have a floor, we know the player, if any, will be above
1604 * it, so save a few ticks and start from there.
1605 */
1606 if (!(flag & INS_MAP_LOAD))
1607 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1608 if (tmp->type == PLAYER)
1609 tmp->contr->socket.update_look = 1;
1610
1611 /* If this object glows, it may affect lighting conditions that are
1612 * visible to others on this map. But update_all_los is really
1613 * an inefficient way to do this, as it means los for all players
1614 * on the map will get recalculated. The players could very well
1615 * be far away from this change and not affected in any way -
1616 * this should get redone to only look for players within range,
1617 * or just updating the P_NEED_UPDATE for spaces within this area
1618 * of effect may be sufficient.
1619 */
1620 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1621 update_all_los (op->map, op->x, op->y);
1622
1623 /* updates flags (blocked, alive, no magic, etc) for this map space */
1624 update_object (op, UP_OBJ_INSERT);
1625
1626 /* Don't know if moving this to the end will break anything. However,
1627 * we want to have update_look set above before calling this.
1628 *
1629 * check_move_on() must be after this because code called from
1630 * check_move_on() depends on correct map flags (so functions like
1631 * blocked() and wall() work properly), and these flags are updated by
1632 * update_object().
1633 */
1634
1635 /* if this is not the head or flag has been passed, don't check walk on status */
1636 if (!(flag & INS_NO_WALK_ON) && !op->head)
1637 {
1638 if (check_move_on (op, originator))
1639 return NULL;
1640
1641 /* If we are a multi part object, lets work our way through the check
1642 * walk on's.
1643 */
1644 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1645 if (check_move_on (tmp, originator))
1646 return NULL;
1647 }
1648
1649 return op;
1650 }
1651
1652 /* this function inserts an object in the map, but if it
1653 * finds an object of its own type, it'll remove that one first.
1654 * op is the object to insert it under: supplies x and the map.
1655 */
1656 void
1657 replace_insert_ob_in_map (const char *arch_string, object *op)
1658 {
1659 object *tmp;
1660 object *tmp1;
1661
1662 /* first search for itself and remove any old instances */
1663
1664 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1665 {
1666 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1667 {
1668 remove_ob (tmp);
1669 free_object (tmp);
1670 }
1671 }
1672
1673 tmp1 = arch_to_object (find_archetype (arch_string));
1674
1675 tmp1->x = op->x;
1676 tmp1->y = op->y;
1677 insert_ob_in_map (tmp1, op->map, op, 0);
1678 }
1679
1680 /*
1681 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1682 * is returned contains nr objects, and the remaining parts contains
1683 * the rest (or is removed and freed if that number is 0).
1684 * On failure, NULL is returned, and the reason put into the
1685 * global static errmsg array.
1686 */
1687
1688 object *
1689 get_split_ob (object *orig_ob, uint32 nr)
1690 {
1691 object *
1692 newob;
1693 int
1694 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1695
1696 if (orig_ob->nrof < nr)
1697 {
1698 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1699 return NULL;
1700 }
1701 newob = object_create_clone (orig_ob);
1702 if ((orig_ob->nrof -= nr) < 1)
1703 {
1704 if (!is_removed)
1705 remove_ob (orig_ob);
1706 free_object2 (orig_ob, 1);
1707 }
1708 else if (!is_removed)
1709 {
1710 if (orig_ob->env != NULL)
1711 sub_weight (orig_ob->env, orig_ob->weight * nr);
1712 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1713 {
1714 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1715 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1716 return NULL;
1717 }
1718 }
1719 newob->nrof = nr;
1720
1721 return newob;
1722 }
1723
1724 /*
1725 * decrease_ob_nr(object, number) decreases a specified number from
1726 * the amount of an object. If the amount reaches 0, the object
1727 * is subsequently removed and freed.
1728 *
1729 * Return value: 'op' if something is left, NULL if the amount reached 0
1730 */
1731
1732 object *
1733 decrease_ob_nr (object *op, uint32 i)
1734 {
1735 object *
1736 tmp;
1737 player *
1738 pl;
1739
1740 if (i == 0) /* objects with op->nrof require this check */
1741 return op;
1742
1743 if (i > op->nrof)
1744 i = op->nrof;
1745
1746 if (QUERY_FLAG (op, FLAG_REMOVED))
1747 {
1748 op->nrof -= i;
1749 }
1750 else if (op->env != NULL)
1751 {
1752 /* is this object in the players inventory, or sub container
1753 * therein?
1754 */
1755 tmp = is_player_inv (op->env);
1756 /* nope. Is this a container the player has opened?
1757 * If so, set tmp to that player.
1758 * IMO, searching through all the players will mostly
1759 * likely be quicker than following op->env to the map,
1760 * and then searching the map for a player.
1761 */
1762 if (!tmp)
1763 {
1764 for (pl = first_player; pl; pl = pl->next)
1765 if (pl->ob->container == op->env)
1766 break;
1767 if (pl)
1768 tmp = pl->ob;
1769 else
1770 tmp = NULL;
1771 }
1772
1773 if (i < op->nrof)
1774 {
1775 sub_weight (op->env, op->weight * i);
1776 op->nrof -= i;
1777 if (tmp)
1778 {
1779 esrv_send_item (tmp, op);
1780 }
1781 }
1782 else
1783 {
1784 remove_ob (op);
1785 op->nrof = 0;
1786 if (tmp)
1787 {
1788 esrv_del_item (tmp->contr, op->count);
1789 }
1790 }
1791 }
1792 else
1793 {
1794 object *
1795 above = op->above;
1796
1797 if (i < op->nrof)
1798 {
1799 op->nrof -= i;
1800 }
1801 else
1802 {
1803 remove_ob (op);
1804 op->nrof = 0;
1805 }
1806 /* Since we just removed op, op->above is null */
1807 for (tmp = above; tmp != NULL; tmp = tmp->above)
1808 if (tmp->type == PLAYER)
1809 {
1810 if (op->nrof)
1811 esrv_send_item (tmp, op);
1812 else
1813 esrv_del_item (tmp->contr, op->count);
1814 }
1815 }
1816
1817 if (op->nrof)
1818 {
1819 return op;
1820 }
1821 else
1822 {
1823 free_object (op);
1824 return NULL;
1825 }
1826 }
1827
1828 /*
1829 * add_weight(object, weight) adds the specified weight to an object,
1830 * and also updates how much the environment(s) is/are carrying.
1831 */
1832
1833 void
1834 add_weight (object *op, signed long weight)
1835 {
1836 while (op != NULL)
1837 {
1838 if (op->type == CONTAINER)
1839 {
1840 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1841 }
1842 op->carrying += weight;
1843 op = op->env;
1844 }
1845 }
1846
1847 /*
1848 * insert_ob_in_ob(op,environment):
1849 * This function inserts the object op in the linked list
1850 * inside the object environment.
1851 *
1852 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1853 * the inventory at the last position or next to other objects of the same
1854 * type.
1855 * Frank: Now sorted by type, archetype and magic!
1856 *
1857 * The function returns now pointer to inserted item, and return value can
1858 * be != op, if items are merged. -Tero
1859 */
1860
1861 object *
1862 insert_ob_in_ob (object *op, object *where)
1863 {
1864 object *
1865 tmp, *
1866 otmp;
1867
1868 if (!QUERY_FLAG (op, FLAG_REMOVED))
1869 {
1870 dump_object (op);
1871 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1872 return op;
1873 }
1874 if (where == NULL)
1875 {
1876 dump_object (op);
1877 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1878 return op;
1879 }
1880 if (where->head)
1881 {
1882 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1883 where = where->head;
1884 }
1885 if (op->more)
1886 {
1887 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1888 return op;
1889 }
1890 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1891 CLEAR_FLAG (op, FLAG_REMOVED);
1892 if (op->nrof)
1893 {
1894 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1895 if (CAN_MERGE (tmp, op))
1896 {
1897 /* return the original object and remove inserted object
1898 (client needs the original object) */
1899 tmp->nrof += op->nrof;
1900 /* Weight handling gets pretty funky. Since we are adding to
1901 * tmp->nrof, we need to increase the weight.
1902 */
1903 add_weight (where, op->weight * op->nrof);
1904 SET_FLAG (op, FLAG_REMOVED);
1905 free_object (op); /* free the inserted object */
1906 op = tmp;
1907 remove_ob (op); /* and fix old object's links */
1908 CLEAR_FLAG (op, FLAG_REMOVED);
1909 break;
1910 }
1911
1912 /* I assume combined objects have no inventory
1913 * We add the weight - this object could have just been removed
1914 * (if it was possible to merge). calling remove_ob will subtract
1915 * the weight, so we need to add it in again, since we actually do
1916 * the linking below
1917 */
1918 add_weight (where, op->weight * op->nrof);
1919 }
1920 else
1921 add_weight (where, (op->weight + op->carrying));
1922
1923 otmp = is_player_inv (where);
1924 if (otmp && otmp->contr != NULL)
1925 {
1926 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1927 fix_player (otmp);
1928 }
1929
1930 op->map = NULL;
1931 op->env = where;
1932 op->above = NULL;
1933 op->below = NULL;
1934 op->x = 0, op->y = 0;
1935
1936 /* reset the light list and los of the players on the map */
1937 if ((op->glow_radius != 0) && where->map)
1938 {
1939 #ifdef DEBUG_LIGHTS
1940 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1941 #endif /* DEBUG_LIGHTS */
1942 if (MAP_DARKNESS (where->map))
1943 update_all_los (where->map, where->x, where->y);
1944 }
1945
1946 /* Client has no idea of ordering so lets not bother ordering it here.
1947 * It sure simplifies this function...
1948 */
1949 if (where->inv == NULL)
1950 where->inv = op;
1951 else
1952 {
1953 op->below = where->inv;
1954 op->below->above = op;
1955 where->inv = op;
1956 }
1957 return op;
1958 }
1959
1960 /*
1961 * Checks if any objects has a move_type that matches objects
1962 * that effect this object on this space. Call apply() to process
1963 * these events.
1964 *
1965 * Any speed-modification due to SLOW_MOVE() of other present objects
1966 * will affect the speed_left of the object.
1967 *
1968 * originator: Player, monster or other object that caused 'op' to be inserted
1969 * into 'map'. May be NULL.
1970 *
1971 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1972 *
1973 * 4-21-95 added code to check if appropriate skill was readied - this will
1974 * permit faster movement by the player through this terrain. -b.t.
1975 *
1976 * MSW 2001-07-08: Check all objects on space, not just those below
1977 * object being inserted. insert_ob_in_map may not put new objects
1978 * on top.
1979 */
1980
1981 int
1982 check_move_on (object *op, object *originator)
1983 {
1984 object *tmp;
1985 tag_t tag;
1986 mapstruct *m = op->map;
1987 int x = op->x, y = op->y;
1988
1989 MoveType move_on, move_slow, move_block;
1990
1991 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1992 return 0;
1993
1994 tag = op->count;
1995
1996 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1997 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1998 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1999
2000 /* if nothing on this space will slow op down or be applied,
2001 * no need to do checking below. have to make sure move_type
2002 * is set, as lots of objects don't have it set - we treat that
2003 * as walking.
2004 */
2005 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2006 return 0;
2007
2008 /* This is basically inverse logic of that below - basically,
2009 * if the object can avoid the move on or slow move, they do so,
2010 * but can't do it if the alternate movement they are using is
2011 * blocked. Logic on this seems confusing, but does seem correct.
2012 */
2013 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
2014 return 0;
2015
2016 /* The objects have to be checked from top to bottom.
2017 * Hence, we first go to the top:
2018 */
2019
2020 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2021 {
2022 /* Trim the search when we find the first other spell effect
2023 * this helps performance so that if a space has 50 spell objects,
2024 * we don't need to check all of them.
2025 */
2026 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2027 break;
2028 }
2029
2030 for (; tmp; tmp = tmp->below)
2031 {
2032 if (tmp == op)
2033 continue; /* Can't apply yourself */
2034
2035 /* Check to see if one of the movement types should be slowed down.
2036 * Second check makes sure that the movement types not being slowed
2037 * (~slow_move) is not blocked on this space - just because the
2038 * space doesn't slow down swimming (for example), if you can't actually
2039 * swim on that space, can't use it to avoid the penalty.
2040 */
2041 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2042 {
2043 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2044 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2045 {
2046
2047 float diff = tmp->move_slow_penalty * FABS (op->speed);
2048
2049 if (op->type == PLAYER)
2050 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2051 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2052 diff /= 4.0;
2053
2054 op->speed_left -= diff;
2055 }
2056 }
2057
2058 /* Basically same logic as above, except now for actual apply. */
2059 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2060 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2061 {
2062 move_apply (tmp, op, originator);
2063
2064 if (was_destroyed (op, tag))
2065 return 1;
2066
2067 /* what the person/creature stepped onto has moved the object
2068 * someplace new. Don't process any further - if we did,
2069 * have a feeling strange problems would result.
2070 */
2071 if (op->map != m || op->x != x || op->y != y)
2072 return 0;
2073 }
2074 }
2075
2076 return 0;
2077 }
2078
2079 /*
2080 * present_arch(arch, map, x, y) searches for any objects with
2081 * a matching archetype at the given map and coordinates.
2082 * The first matching object is returned, or NULL if none.
2083 */
2084
2085 object *
2086 present_arch (const archetype *at, mapstruct *m, int x, int y)
2087 {
2088 object *
2089 tmp;
2090
2091 if (m == NULL || out_of_map (m, x, y))
2092 {
2093 LOG (llevError, "Present_arch called outside map.\n");
2094 return NULL;
2095 }
2096 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2097 if (tmp->arch == at)
2098 return tmp;
2099 return NULL;
2100 }
2101
2102 /*
2103 * present(type, map, x, y) searches for any objects with
2104 * a matching type variable at the given map and coordinates.
2105 * The first matching object is returned, or NULL if none.
2106 */
2107
2108 object *
2109 present (unsigned char type, mapstruct *m, int x, int y)
2110 {
2111 object *
2112 tmp;
2113
2114 if (out_of_map (m, x, y))
2115 {
2116 LOG (llevError, "Present called outside map.\n");
2117 return NULL;
2118 }
2119 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2120 if (tmp->type == type)
2121 return tmp;
2122 return NULL;
2123 }
2124
2125 /*
2126 * present_in_ob(type, object) searches for any objects with
2127 * a matching type variable in the inventory of the given object.
2128 * The first matching object is returned, or NULL if none.
2129 */
2130
2131 object *
2132 present_in_ob (unsigned char type, const object *op)
2133 {
2134 object *
2135 tmp;
2136
2137 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if (tmp->type == type)
2139 return tmp;
2140 return NULL;
2141 }
2142
2143 /*
2144 * present_in_ob (type, str, object) searches for any objects with
2145 * a matching type & name variable in the inventory of the given object.
2146 * The first matching object is returned, or NULL if none.
2147 * This is mostly used by spell effect code, so that we only
2148 * have one spell effect at a time.
2149 * type can be used to narrow the search - if type is set,
2150 * the type must also match. -1 can be passed for the type,
2151 * in which case the type does not need to pass.
2152 * str is the string to match against. Note that we match against
2153 * the object name, not the archetype name. this is so that the
2154 * spell code can use one object type (force), but change it's name
2155 * to be unique.
2156 */
2157
2158 object *
2159 present_in_ob_by_name (int type, const char *str, const object *op)
2160 {
2161 object *
2162 tmp;
2163
2164 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2165 {
2166 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2167 return tmp;
2168 }
2169 return NULL;
2170 }
2171
2172 /*
2173 * present_arch_in_ob(archetype, object) searches for any objects with
2174 * a matching archetype in the inventory of the given object.
2175 * The first matching object is returned, or NULL if none.
2176 */
2177
2178 object *
2179 present_arch_in_ob (const archetype *at, const object *op)
2180 {
2181 object *
2182 tmp;
2183
2184 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2185 if (tmp->arch == at)
2186 return tmp;
2187 return NULL;
2188 }
2189
2190 /*
2191 * activate recursively a flag on an object inventory
2192 */
2193 void
2194 flag_inv (object *op, int flag)
2195 {
2196 object *
2197 tmp;
2198
2199 if (op->inv)
2200 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2201 {
2202 SET_FLAG (tmp, flag);
2203 flag_inv (tmp, flag);
2204 }
2205 } /*
2206 * desactivate recursively a flag on an object inventory
2207 */
2208 void
2209 unflag_inv (object *op, int flag)
2210 {
2211 object *
2212 tmp;
2213
2214 if (op->inv)
2215 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2216 {
2217 CLEAR_FLAG (tmp, flag);
2218 unflag_inv (tmp, flag);
2219 }
2220 }
2221
2222 /*
2223 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2224 * all it's inventory (recursively).
2225 * If checksums are used, a player will get set_cheat called for
2226 * him/her-self and all object carried by a call to this function.
2227 */
2228
2229 void
2230 set_cheat (object *op)
2231 {
2232 SET_FLAG (op, FLAG_WAS_WIZ);
2233 flag_inv (op, FLAG_WAS_WIZ);
2234 }
2235
2236 /*
2237 * find_free_spot(object, map, x, y, start, stop) will search for
2238 * a spot at the given map and coordinates which will be able to contain
2239 * the given object. start and stop specifies how many squares
2240 * to search (see the freearr_x/y[] definition).
2241 * It returns a random choice among the alternatives found.
2242 * start and stop are where to start relative to the free_arr array (1,9
2243 * does all 4 immediate directions). This returns the index into the
2244 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2245 * Note - this only checks to see if there is space for the head of the
2246 * object - if it is a multispace object, this should be called for all
2247 * pieces.
2248 * Note2: This function does correctly handle tiled maps, but does not
2249 * inform the caller. However, insert_ob_in_map will update as
2250 * necessary, so the caller shouldn't need to do any special work.
2251 * Note - updated to take an object instead of archetype - this is necessary
2252 * because arch_blocked (now ob_blocked) needs to know the movement type
2253 * to know if the space in question will block the object. We can't use
2254 * the archetype because that isn't correct if the monster has been
2255 * customized, changed states, etc.
2256 */
2257
2258 int
2259 find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2260 {
2261 int
2262 i,
2263 index = 0, flag;
2264 static int
2265 altern[SIZEOFFREE];
2266
2267 for (i = start; i < stop; i++)
2268 {
2269 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2270 if (!flag)
2271 altern[index++] = i;
2272
2273 /* Basically, if we find a wall on a space, we cut down the search size.
2274 * In this way, we won't return spaces that are on another side of a wall.
2275 * This mostly work, but it cuts down the search size in all directions -
2276 * if the space being examined only has a wall to the north and empty
2277 * spaces in all the other directions, this will reduce the search space
2278 * to only the spaces immediately surrounding the target area, and
2279 * won't look 2 spaces south of the target space.
2280 */
2281 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2282 stop = maxfree[i];
2283 }
2284 if (!index)
2285 return -1;
2286 return altern[RANDOM () % index];
2287 }
2288
2289 /*
2290 * find_first_free_spot(archetype, mapstruct, x, y) works like
2291 * find_free_spot(), but it will search max number of squares.
2292 * But it will return the first available spot, not a random choice.
2293 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2294 */
2295
2296 int
2297 find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2298 {
2299 int
2300 i;
2301
2302 for (i = 0; i < SIZEOFFREE; i++)
2303 {
2304 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2305 return i;
2306 }
2307 return -1;
2308 }
2309
2310 /*
2311 * The function permute(arr, begin, end) randomly reorders the array
2312 * arr[begin..end-1].
2313 */
2314 static void
2315 permute (int *arr, int begin, int end)
2316 {
2317 int
2318 i,
2319 j,
2320 tmp,
2321 len;
2322
2323 len = end - begin;
2324 for (i = begin; i < end; i++)
2325 {
2326 j = begin + RANDOM () % len;
2327
2328 tmp = arr[i];
2329 arr[i] = arr[j];
2330 arr[j] = tmp;
2331 }
2332 }
2333
2334 /* new function to make monster searching more efficient, and effective!
2335 * This basically returns a randomized array (in the passed pointer) of
2336 * the spaces to find monsters. In this way, it won't always look for
2337 * monsters to the north first. However, the size of the array passed
2338 * covers all the spaces, so within that size, all the spaces within
2339 * the 3x3 area will be searched, just not in a predictable order.
2340 */
2341 void
2342 get_search_arr (int *search_arr)
2343 {
2344 int
2345 i;
2346
2347 for (i = 0; i < SIZEOFFREE; i++)
2348 {
2349 search_arr[i] = i;
2350 }
2351
2352 permute (search_arr, 1, SIZEOFFREE1 + 1);
2353 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2354 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2355 }
2356
2357 /*
2358 * find_dir(map, x, y, exclude) will search some close squares in the
2359 * given map at the given coordinates for live objects.
2360 * It will not considered the object given as exclude among possible
2361 * live objects.
2362 * It returns the direction toward the first/closest live object if finds
2363 * any, otherwise 0.
2364 * Perhaps incorrectly, but I'm making the assumption that exclude
2365 * is actually want is going to try and move there. We need this info
2366 * because we have to know what movement the thing looking to move
2367 * there is capable of.
2368 */
2369
2370 int
2371 find_dir (mapstruct *m, int x, int y, object *exclude)
2372 {
2373 int
2374 i,
2375 max = SIZEOFFREE, mflags;
2376 sint16
2377 nx,
2378 ny;
2379 object *
2380 tmp;
2381 mapstruct *
2382 mp;
2383 MoveType
2384 blocked,
2385 move_type;
2386
2387 if (exclude && exclude->head)
2388 {
2389 exclude = exclude->head;
2390 move_type = exclude->move_type;
2391 }
2392 else
2393 {
2394 /* If we don't have anything, presume it can use all movement types. */
2395 move_type = MOVE_ALL;
2396 }
2397
2398 for (i = 1; i < max; i++)
2399 {
2400 mp = m;
2401 nx = x + freearr_x[i];
2402 ny = y + freearr_y[i];
2403
2404 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2405 if (mflags & P_OUT_OF_MAP)
2406 {
2407 max = maxfree[i];
2408 }
2409 else
2410 {
2411 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2412
2413 if ((move_type & blocked) == move_type)
2414 {
2415 max = maxfree[i];
2416 }
2417 else if (mflags & P_IS_ALIVE)
2418 {
2419 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2420 {
2421 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2422 {
2423 break;
2424 }
2425 }
2426 if (tmp)
2427 {
2428 return freedir[i];
2429 }
2430 }
2431 }
2432 }
2433 return 0;
2434 }
2435
2436 /*
2437 * distance(object 1, object 2) will return the square of the
2438 * distance between the two given objects.
2439 */
2440
2441 int
2442 distance (const object *ob1, const object *ob2)
2443 {
2444 int
2445 i;
2446
2447 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2448 return i;
2449 }
2450
2451 /*
2452 * find_dir_2(delta-x,delta-y) will return a direction in which
2453 * an object which has subtracted the x and y coordinates of another
2454 * object, needs to travel toward it.
2455 */
2456
2457 int
2458 find_dir_2 (int x, int y)
2459 {
2460 int
2461 q;
2462
2463 if (y)
2464 q = x * 100 / y;
2465 else if (x)
2466 q = -300 * x;
2467 else
2468 return 0;
2469
2470 if (y > 0)
2471 {
2472 if (q < -242)
2473 return 3;
2474 if (q < -41)
2475 return 2;
2476 if (q < 41)
2477 return 1;
2478 if (q < 242)
2479 return 8;
2480 return 7;
2481 }
2482
2483 if (q < -242)
2484 return 7;
2485 if (q < -41)
2486 return 6;
2487 if (q < 41)
2488 return 5;
2489 if (q < 242)
2490 return 4;
2491
2492 return 3;
2493 }
2494
2495 /*
2496 * absdir(int): Returns a number between 1 and 8, which represent
2497 * the "absolute" direction of a number (it actually takes care of
2498 * "overflow" in previous calculations of a direction).
2499 */
2500
2501 int
2502 absdir (int d)
2503 {
2504 while (d < 1)
2505 d += 8;
2506 while (d > 8)
2507 d -= 8;
2508 return d;
2509 }
2510
2511 /*
2512 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2513 * between two directions (which are expected to be absolute (see absdir())
2514 */
2515
2516 int
2517 dirdiff (int dir1, int dir2)
2518 {
2519 int
2520 d;
2521
2522 d = abs (dir1 - dir2);
2523 if (d > 4)
2524 d = 8 - d;
2525 return d;
2526 }
2527
2528 /* peterm:
2529 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2530 * Basically, this is a table of directions, and what directions
2531 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2532 * This basically means that if direction is 15, then it could either go
2533 * direction 4, 14, or 16 to get back to where we are.
2534 * Moved from spell_util.c to object.c with the other related direction
2535 * functions.
2536 */
2537
2538 int
2539 reduction_dir[SIZEOFFREE][3] = {
2540 {0, 0, 0}, /* 0 */
2541 {0, 0, 0}, /* 1 */
2542 {0, 0, 0}, /* 2 */
2543 {0, 0, 0}, /* 3 */
2544 {0, 0, 0}, /* 4 */
2545 {0, 0, 0}, /* 5 */
2546 {0, 0, 0}, /* 6 */
2547 {0, 0, 0}, /* 7 */
2548 {0, 0, 0}, /* 8 */
2549 {8, 1, 2}, /* 9 */
2550 {1, 2, -1}, /* 10 */
2551 {2, 10, 12}, /* 11 */
2552 {2, 3, -1}, /* 12 */
2553 {2, 3, 4}, /* 13 */
2554 {3, 4, -1}, /* 14 */
2555 {4, 14, 16}, /* 15 */
2556 {5, 4, -1}, /* 16 */
2557 {4, 5, 6}, /* 17 */
2558 {6, 5, -1}, /* 18 */
2559 {6, 20, 18}, /* 19 */
2560 {7, 6, -1}, /* 20 */
2561 {6, 7, 8}, /* 21 */
2562 {7, 8, -1}, /* 22 */
2563 {8, 22, 24}, /* 23 */
2564 {8, 1, -1}, /* 24 */
2565 {24, 9, 10}, /* 25 */
2566 {9, 10, -1}, /* 26 */
2567 {10, 11, -1}, /* 27 */
2568 {27, 11, 29}, /* 28 */
2569 {11, 12, -1}, /* 29 */
2570 {12, 13, -1}, /* 30 */
2571 {12, 13, 14}, /* 31 */
2572 {13, 14, -1}, /* 32 */
2573 {14, 15, -1}, /* 33 */
2574 {33, 15, 35}, /* 34 */
2575 {16, 15, -1}, /* 35 */
2576 {17, 16, -1}, /* 36 */
2577 {18, 17, 16}, /* 37 */
2578 {18, 17, -1}, /* 38 */
2579 {18, 19, -1}, /* 39 */
2580 {41, 19, 39}, /* 40 */
2581 {19, 20, -1}, /* 41 */
2582 {20, 21, -1}, /* 42 */
2583 {20, 21, 22}, /* 43 */
2584 {21, 22, -1}, /* 44 */
2585 {23, 22, -1}, /* 45 */
2586 {45, 47, 23}, /* 46 */
2587 {23, 24, -1}, /* 47 */
2588 {24, 9, -1}
2589 }; /* 48 */
2590
2591 /* Recursive routine to step back and see if we can
2592 * find a path to that monster that we found. If not,
2593 * we don't bother going toward it. Returns 1 if we
2594 * can see a direct way to get it
2595 * Modified to be map tile aware -.MSW
2596 */
2597
2598
2599 int
2600 can_see_monsterP (mapstruct *m, int x, int y, int dir)
2601 {
2602 sint16
2603 dx,
2604 dy;
2605 int
2606 mflags;
2607
2608 if (dir < 0)
2609 return 0; /* exit condition: invalid direction */
2610
2611 dx = x + freearr_x[dir];
2612 dy = y + freearr_y[dir];
2613
2614 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2615
2616 /* This functional arguably was incorrect before - it was
2617 * checking for P_WALL - that was basically seeing if
2618 * we could move to the monster - this is being more
2619 * literal on if we can see it. To know if we can actually
2620 * move to the monster, we'd need the monster passed in or
2621 * at least its move type.
2622 */
2623 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2624 return 0;
2625
2626 /* yes, can see. */
2627 if (dir < 9)
2628 return 1;
2629 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2630 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2631 }
2632
2633
2634
2635 /*
2636 * can_pick(picker, item): finds out if an object is possible to be
2637 * picked up by the picker. Returnes 1 if it can be
2638 * picked up, otherwise 0.
2639 *
2640 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2641 * core dumps if they do.
2642 *
2643 * Add a check so we can't pick up invisible objects (0.93.8)
2644 */
2645
2646 int
2647 can_pick (const object *who, const object *item)
2648 {
2649 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2650 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2651 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2652 }
2653
2654
2655 /*
2656 * create clone from object to another
2657 */
2658 object *
2659 object_create_clone (object *asrc)
2660 {
2661 object *
2662 dst = NULL, *tmp, *src, *part, *prev, *item;
2663
2664 if (!asrc)
2665 return NULL;
2666 src = asrc;
2667 if (src->head)
2668 src = src->head;
2669
2670 prev = NULL;
2671 for (part = src; part; part = part->more)
2672 {
2673 tmp = get_object ();
2674 copy_object (part, tmp);
2675 tmp->x -= src->x;
2676 tmp->y -= src->y;
2677 if (!part->head)
2678 {
2679 dst = tmp;
2680 tmp->head = NULL;
2681 }
2682 else
2683 {
2684 tmp->head = dst;
2685 }
2686 tmp->more = NULL;
2687 if (prev)
2688 prev->more = tmp;
2689 prev = tmp;
2690 }
2691
2692 /*** copy inventory ***/
2693 for (item = src->inv; item; item = item->below)
2694 {
2695 (void) insert_ob_in_ob (object_create_clone (item), dst);
2696 }
2697
2698 return dst;
2699 }
2700
2701 /* return true if the object was destroyed, 0 otherwise */
2702 int
2703 was_destroyed (const object *op, tag_t old_tag)
2704 {
2705 /* checking for FLAG_FREED isn't necessary, but makes this function more
2706 * robust */
2707 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2708 }
2709
2710 /* GROS - Creates an object using a string representing its content. */
2711
2712 /* Basically, we save the content of the string to a temp file, then call */
2713
2714 /* load_object on it. I admit it is a highly inefficient way to make things, */
2715
2716 /* but it was simple to make and allows reusing the load_object function. */
2717
2718 /* Remember not to use load_object_str in a time-critical situation. */
2719
2720 /* Also remember that multiparts objects are not supported for now. */
2721
2722 object *
2723 load_object_str (const char *obstr)
2724 {
2725 object *
2726 op;
2727 char
2728 filename[MAX_BUF];
2729
2730 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2731
2732 FILE *
2733 tempfile = fopen (filename, "w");
2734
2735 if (tempfile == NULL)
2736 {
2737 LOG (llevError, "Error - Unable to access load object temp file\n");
2738 return NULL;
2739 };
2740 fprintf (tempfile, obstr);
2741 fclose (tempfile);
2742
2743 op = get_object ();
2744
2745 object_thawer
2746 thawer (filename);
2747
2748 if (thawer)
2749 load_object (thawer, op, 0);
2750
2751 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2752 CLEAR_FLAG (op, FLAG_REMOVED);
2753
2754 return op;
2755 }
2756
2757 /* This returns the first object in who's inventory that
2758 * has the same type and subtype match.
2759 * returns NULL if no match.
2760 */
2761 object *
2762 find_obj_by_type_subtype (const object *who, int type, int subtype)
2763 {
2764 object *
2765 tmp;
2766
2767 for (tmp = who->inv; tmp; tmp = tmp->below)
2768 if (tmp->type == type && tmp->subtype == subtype)
2769 return tmp;
2770
2771 return NULL;
2772 }
2773
2774 /* If ob has a field named key, return the link from the list,
2775 * otherwise return NULL.
2776 *
2777 * key must be a passed in shared string - otherwise, this won't
2778 * do the desired thing.
2779 */
2780 key_value *
2781 get_ob_key_link (const object *ob, const char *key)
2782 {
2783 key_value *
2784 link;
2785
2786 for (link = ob->key_values; link != NULL; link = link->next)
2787 {
2788 if (link->key == key)
2789 {
2790 return link;
2791 }
2792 }
2793
2794 return NULL;
2795 }
2796
2797 /*
2798 * Returns the value of op has an extra_field for key, or NULL.
2799 *
2800 * The argument doesn't need to be a shared string.
2801 *
2802 * The returned string is shared.
2803 */
2804 const char *
2805 get_ob_key_value (const object *op, const char *const key)
2806 {
2807 key_value *
2808 link;
2809 const char *
2810 canonical_key;
2811
2812 canonical_key = shstr::find (key);
2813
2814 if (canonical_key == NULL)
2815 {
2816 /* 1. There being a field named key on any object
2817 * implies there'd be a shared string to find.
2818 * 2. Since there isn't, no object has this field.
2819 * 3. Therefore, *this* object doesn't have this field.
2820 */
2821 return NULL;
2822 }
2823
2824 /* This is copied from get_ob_key_link() above -
2825 * only 4 lines, and saves the function call overhead.
2826 */
2827 for (link = op->key_values; link != NULL; link = link->next)
2828 {
2829 if (link->key == canonical_key)
2830 {
2831 return link->value;
2832 }
2833 }
2834 return NULL;
2835 }
2836
2837
2838 /*
2839 * Updates the canonical_key in op to value.
2840 *
2841 * canonical_key is a shared string (value doesn't have to be).
2842 *
2843 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2844 * keys.
2845 *
2846 * Returns TRUE on success.
2847 */
2848 int
2849 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2850 {
2851 key_value *
2852 field = NULL, *last = NULL;
2853
2854 for (field = op->key_values; field != NULL; field = field->next)
2855 {
2856 if (field->key != canonical_key)
2857 {
2858 last = field;
2859 continue;
2860 }
2861
2862 if (value)
2863 field->value = value;
2864 else
2865 {
2866 /* Basically, if the archetype has this key set,
2867 * we need to store the null value so when we save
2868 * it, we save the empty value so that when we load,
2869 * we get this value back again.
2870 */
2871 if (get_ob_key_link (&op->arch->clone, canonical_key))
2872 field->value = 0;
2873 else
2874 {
2875 if (last)
2876 last->next = field->next;
2877 else
2878 op->key_values = field->next;
2879
2880 delete
2881 field;
2882 }
2883 }
2884 return TRUE;
2885 }
2886 /* IF we get here, key doesn't exist */
2887
2888 /* No field, we'll have to add it. */
2889
2890 if (!add_key)
2891 {
2892 return FALSE;
2893 }
2894 /* There isn't any good reason to store a null
2895 * value in the key/value list. If the archetype has
2896 * this key, then we should also have it, so shouldn't
2897 * be here. If user wants to store empty strings,
2898 * should pass in ""
2899 */
2900 if (value == NULL)
2901 return TRUE;
2902
2903 field = new key_value;
2904
2905 field->key = canonical_key;
2906 field->value = value;
2907 /* Usual prepend-addition. */
2908 field->next = op->key_values;
2909 op->key_values = field;
2910
2911 return TRUE;
2912 }
2913
2914 /*
2915 * Updates the key in op to value.
2916 *
2917 * If add_key is FALSE, this will only update existing keys,
2918 * and not add new ones.
2919 * In general, should be little reason FALSE is ever passed in for add_key
2920 *
2921 * Returns TRUE on success.
2922 */
2923 int
2924 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2925 {
2926 shstr
2927 key_ (key);
2928
2929 return set_ob_key_value_s (op, key_, value, add_key);
2930 }