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Revision: 1.29
Committed: Mon Sep 11 12:38:36 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.28: +186 -204 lines
Log Message:
make rmeove_ob and free_ob idempotent, to the extent possible with the current design

File Contents

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