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Revision: 1.30
Committed: Mon Sep 11 20:28:37 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.29: +46 -114 lines
Log Message:
implement owner pointer using refcounted refptr templates

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