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Revision: 1.32
Committed: Mon Sep 11 23:53:30 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.31: +5 -6 lines
Log Message:
fixed crash on quit

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 void
629 update_ob_speed (object *op)
630 {
631 extern int arch_init;
632
633 /* No reason putting the archetypes objects on the speed list,
634 * since they never really need to be updated.
635 */
636
637 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
638 {
639 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
640 #ifdef MANY_CORES
641 abort ();
642 #else
643 op->speed = 0;
644 #endif
645 }
646
647 if (arch_init)
648 return;
649
650 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
651 {
652 /* If already on active list, don't do anything */
653 if (op->active_next || op->active_prev || op == active_objects)
654 return;
655
656 /* process_events() expects us to insert the object at the beginning
657 * of the list. */
658 op->active_next = active_objects;
659
660 if (op->active_next != NULL)
661 op->active_next->active_prev = op;
662
663 active_objects = op;
664 }
665 else
666 {
667 /* If not on the active list, nothing needs to be done */
668 if (!op->active_next && !op->active_prev && op != active_objects)
669 return;
670
671 if (op->active_prev == NULL)
672 {
673 active_objects = op->active_next;
674
675 if (op->active_next != NULL)
676 op->active_next->active_prev = NULL;
677 }
678 else
679 {
680 op->active_prev->active_next = op->active_next;
681
682 if (op->active_next)
683 op->active_next->active_prev = op->active_prev;
684 }
685
686 op->active_next = NULL;
687 op->active_prev = NULL;
688 }
689 }
690
691 /* This function removes object 'op' from the list of active
692 * objects.
693 * This should only be used for style maps or other such
694 * reference maps where you don't want an object that isn't
695 * in play chewing up cpu time getting processed.
696 * The reverse of this is to call update_ob_speed, which
697 * will do the right thing based on the speed of the object.
698 */
699 void
700 remove_from_active_list (object *op)
701 {
702 /* If not on the active list, nothing needs to be done */
703 if (!op->active_next && !op->active_prev && op != active_objects)
704 return;
705
706 if (op->active_prev == NULL)
707 {
708 active_objects = op->active_next;
709 if (op->active_next != NULL)
710 op->active_next->active_prev = NULL;
711 }
712 else
713 {
714 op->active_prev->active_next = op->active_next;
715 if (op->active_next)
716 op->active_next->active_prev = op->active_prev;
717 }
718 op->active_next = NULL;
719 op->active_prev = NULL;
720 }
721
722 /*
723 * update_object() updates the array which represents the map.
724 * It takes into account invisible objects (and represent squares covered
725 * by invisible objects by whatever is below them (unless it's another
726 * invisible object, etc...)
727 * If the object being updated is beneath a player, the look-window
728 * of that player is updated (this might be a suboptimal way of
729 * updating that window, though, since update_object() is called _often_)
730 *
731 * action is a hint of what the caller believes need to be done.
732 * For example, if the only thing that has changed is the face (due to
733 * an animation), we don't need to call update_position until that actually
734 * comes into view of a player. OTOH, many other things, like addition/removal
735 * of walls or living creatures may need us to update the flags now.
736 * current action are:
737 * UP_OBJ_INSERT: op was inserted
738 * UP_OBJ_REMOVE: op was removed
739 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
740 * as that is easier than trying to look at what may have changed.
741 * UP_OBJ_FACE: only the objects face has changed.
742 */
743
744 void
745 update_object (object *op, int action)
746 {
747 int update_now = 0, flags;
748 MoveType move_on, move_off, move_block, move_slow;
749
750 if (op == NULL)
751 {
752 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n");
754 return;
755 }
756
757 if (op->env != NULL)
758 {
759 /* Animation is currently handled by client, so nothing
760 * to do in this case.
761 */
762 return;
763 }
764
765 /* If the map is saving, don't do anything as everything is
766 * going to get freed anyways.
767 */
768 if (!op->map || op->map->in_memory == MAP_SAVING)
769 return;
770
771 /* make sure the object is within map boundaries */
772 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
773 {
774 LOG (llevError, "update_object() called for object out of map!\n");
775 #ifdef MANY_CORES
776 abort ();
777 #endif
778 return;
779 }
780
781 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
782 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
783 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
784 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
785 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
786 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
787
788 if (action == UP_OBJ_INSERT)
789 {
790 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
791 update_now = 1;
792
793 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
794 update_now = 1;
795
796 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
797 update_now = 1;
798
799 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
800 update_now = 1;
801
802 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
803 update_now = 1;
804
805 if ((move_on | op->move_on) != move_on)
806 update_now = 1;
807
808 if ((move_off | op->move_off) != move_off)
809 update_now = 1;
810
811 /* This isn't perfect, but I don't expect a lot of objects to
812 * to have move_allow right now.
813 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
815 update_now = 1;
816
817 if ((move_slow | op->move_slow) != move_slow)
818 update_now = 1;
819 }
820 /* if the object is being removed, we can't make intelligent
821 * decisions, because remove_ob can't really pass the object
822 * that is being removed.
823 */
824 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
825 update_now = 1;
826 else if (action == UP_OBJ_FACE)
827 /* Nothing to do for that case */ ;
828 else
829 LOG (llevError, "update_object called with invalid action: %d\n", action);
830
831 if (update_now)
832 {
833 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
834 update_position (op->map, op->x, op->y);
835 }
836
837 if (op->more != NULL)
838 update_object (op->more, action);
839 }
840
841 static unordered_vector<object *> mortals;
842 static std::vector<object *> freed;
843
844 void object::free_mortals ()
845 {
846 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
847 if ((*i)->refcnt)
848 ++i; // further delay freeing
849 else
850 {
851 freed.push_back (*i);//D
852 //delete *i;
853 mortals.erase (i);
854 }
855
856 if (mortals.size())//D
857 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
858 }
859
860 object::object ()
861 {
862 SET_FLAG (this, FLAG_REMOVED);
863
864 expmul = 1.0;
865 face = blank_face;
866 attacked_by_count = -1;
867 }
868
869 object::~object ()
870 {
871 free_key_values (this);
872 }
873
874 void object::link ()
875 {
876 count = ++ob_count;
877
878 prev = 0;
879 next = objects;
880
881 if (objects)
882 objects->prev = this;
883
884 objects = this;
885 }
886
887 void object::unlink ()
888 {
889 count = 0;
890
891 /* Remove this object from the list of used objects */
892 if (prev)
893 {
894 prev->next = next;
895 prev = 0;
896 }
897
898 if (next)
899 {
900 next->prev = prev;
901 next = 0;
902 }
903
904 if (this == objects)
905 objects = next;
906 }
907
908 object *object::create ()
909 {
910 object *op;
911
912 if (freed.empty ())
913 op = new object;
914 else
915 {
916 // highly annoying, but the only way to get it stable right now
917 op = freed.back ();
918 freed.pop_back ();
919 op->~object ();
920 new ((void *) op) object;
921 }
922
923 op->link ();
924 return op;
925 }
926
927 /*
928 * free_object() frees everything allocated by an object, removes
929 * it from the list of used objects, and puts it on the list of
930 * free objects. The IS_FREED() flag is set in the object.
931 * The object must have been removed by remove_ob() first for
932 * this function to succeed.
933 *
934 * If free_inventory is set, free inventory as well. Else drop items in
935 * inventory to the ground.
936 */
937 void object::free (bool free_inventory)
938 {
939 if (QUERY_FLAG (this, FLAG_FREED))
940 return;
941
942 if (QUERY_FLAG (this, FLAG_FRIENDLY))
943 remove_friendly_object (this);
944
945 if (!QUERY_FLAG (this, FLAG_REMOVED))
946 remove_ob (this);
947
948 SET_FLAG (this, FLAG_FREED);
949
950 if (more)
951 {
952 more->free (free_inventory);
953 more = 0;
954 }
955
956 if (inv)
957 {
958 /* Only if the space blocks everything do we not process -
959 * if some form of movement is allowed, let objects
960 * drop on that space.
961 */
962 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
963 {
964 object *op = inv;
965
966 while (op)
967 {
968 object *tmp = op->below;
969 op->free (free_inventory);
970 op = tmp;
971 }
972 }
973 else
974 { /* Put objects in inventory onto this space */
975 object *op = inv;
976
977 while (op)
978 {
979 object *tmp = op->below;
980
981 remove_ob (op);
982
983 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
984 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
985 free_object (op);
986 else
987 {
988 op->x = x;
989 op->y = y;
990 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
991 }
992
993 op = tmp;
994 }
995 }
996 }
997
998 owner = 0;
999
1000 /* Remove object from the active list */
1001 speed = 0;
1002 update_ob_speed (this);
1003
1004 unlink ();
1005
1006 mortals.push_back (this);
1007 }
1008
1009 /*
1010 * sub_weight() recursively (outwards) subtracts a number from the
1011 * weight of an object (and what is carried by it's environment(s)).
1012 */
1013
1014 void
1015 sub_weight (object *op, signed long weight)
1016 {
1017 while (op != NULL)
1018 {
1019 if (op->type == CONTAINER)
1020 {
1021 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1022 }
1023 op->carrying -= weight;
1024 op = op->env;
1025 }
1026 }
1027
1028 /* remove_ob(op):
1029 * This function removes the object op from the linked list of objects
1030 * which it is currently tied to. When this function is done, the
1031 * object will have no environment. If the object previously had an
1032 * environment, the x and y coordinates will be updated to
1033 * the previous environment.
1034 * Beware: This function is called from the editor as well!
1035 */
1036
1037 void
1038 remove_ob (object *op)
1039 {
1040 object *
1041 tmp, *
1042 last = NULL;
1043 object *
1044 otmp;
1045
1046 tag_t
1047 tag;
1048 int
1049 check_walk_off;
1050 mapstruct *
1051 m;
1052
1053 sint16
1054 x,
1055 y;
1056
1057 if (QUERY_FLAG (op, FLAG_REMOVED))
1058 return;
1059
1060 SET_FLAG (op, FLAG_REMOVED);
1061
1062 if (op->more != NULL)
1063 remove_ob (op->more);
1064
1065 /*
1066 * In this case, the object to be removed is in someones
1067 * inventory.
1068 */
1069 if (op->env != NULL)
1070 {
1071 if (op->nrof)
1072 sub_weight (op->env, op->weight * op->nrof);
1073 else
1074 sub_weight (op->env, op->weight + op->carrying);
1075
1076 /* NO_FIX_PLAYER is set when a great many changes are being
1077 * made to players inventory. If set, avoiding the call
1078 * to save cpu time.
1079 */
1080 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1081 fix_player (otmp);
1082
1083 if (op->above != NULL)
1084 op->above->below = op->below;
1085 else
1086 op->env->inv = op->below;
1087
1088 if (op->below != NULL)
1089 op->below->above = op->above;
1090
1091 /* we set up values so that it could be inserted into
1092 * the map, but we don't actually do that - it is up
1093 * to the caller to decide what we want to do.
1094 */
1095 op->x = op->env->x, op->y = op->env->y;
1096 op->map = op->env->map;
1097 op->above = NULL, op->below = NULL;
1098 op->env = NULL;
1099 }
1100 else if (op->map)
1101 {
1102 x = op->x;
1103 y = op->y;
1104 m = get_map_from_coord (op->map, &x, &y);
1105
1106 if (!m)
1107 {
1108 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1109 op->map->path, op->x, op->y);
1110 /* in old days, we used to set x and y to 0 and continue.
1111 * it seems if we get into this case, something is probablye
1112 * screwed up and should be fixed.
1113 */
1114 abort ();
1115 }
1116
1117 if (op->map != m)
1118 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1119 op->map->path, m->path, op->x, op->y, x, y);
1120
1121 /* Re did the following section of code - it looks like it had
1122 * lots of logic for things we no longer care about
1123 */
1124
1125 /* link the object above us */
1126 if (op->above)
1127 op->above->below = op->below;
1128 else
1129 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1130
1131 /* Relink the object below us, if there is one */
1132 if (op->below)
1133 op->below->above = op->above;
1134 else
1135 {
1136 /* Nothing below, which means we need to relink map object for this space
1137 * use translated coordinates in case some oddness with map tiling is
1138 * evident
1139 */
1140 if (GET_MAP_OB (m, x, y) != op)
1141 {
1142 dump_object (op);
1143 LOG (llevError,
1144 "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);
1145 dump_object (GET_MAP_OB (m, x, y));
1146 LOG (llevError, "%s\n", errmsg);
1147 }
1148
1149 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1150 }
1151
1152 op->above = 0;
1153 op->below = 0;
1154
1155 if (op->map->in_memory == MAP_SAVING)
1156 return;
1157
1158 tag = op->count;
1159 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1160
1161 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1162 {
1163 /* No point updating the players look faces if he is the object
1164 * being removed.
1165 */
1166
1167 if (tmp->type == PLAYER && tmp != op)
1168 {
1169 /* If a container that the player is currently using somehow gets
1170 * removed (most likely destroyed), update the player view
1171 * appropriately.
1172 */
1173 if (tmp->container == op)
1174 {
1175 CLEAR_FLAG (op, FLAG_APPLIED);
1176 tmp->container = NULL;
1177 }
1178
1179 tmp->contr->socket.update_look = 1;
1180 }
1181
1182 /* See if player moving off should effect something */
1183 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1184 {
1185 move_apply (tmp, op, NULL);
1186
1187 if (was_destroyed (op, tag))
1188 {
1189 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1190 }
1191 }
1192
1193 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1194
1195 if (tmp->above == tmp)
1196 tmp->above = NULL;
1197
1198 last = tmp;
1199 }
1200
1201 /* last == NULL of there are no objects on this space */
1202 if (last == NULL)
1203 {
1204 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1205 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1206 * those out anyways, and if there are any flags set right now, they won't
1207 * be correct anyways.
1208 */
1209 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1210 update_position (op->map, op->x, op->y);
1211 }
1212 else
1213 update_object (last, UP_OBJ_REMOVE);
1214
1215 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1216 update_all_los (op->map, op->x, op->y);
1217 }
1218 }
1219
1220 /*
1221 * merge_ob(op,top):
1222 *
1223 * This function goes through all objects below and including top, and
1224 * merges op to the first matching object.
1225 * If top is NULL, it is calculated.
1226 * Returns pointer to object if it succeded in the merge, otherwise NULL
1227 */
1228
1229 object *
1230 merge_ob (object *op, object *top)
1231 {
1232 if (!op->nrof)
1233 return 0;
1234
1235 if (top == NULL)
1236 for (top = op; top != NULL && top->above != NULL; top = top->above);
1237
1238 for (; top != NULL; top = top->below)
1239 {
1240 if (top == op)
1241 continue;
1242 if (CAN_MERGE (op, top))
1243 {
1244 top->nrof += op->nrof;
1245
1246 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1247 op->weight = 0; /* Don't want any adjustements now */
1248 remove_ob (op);
1249 free_object (op);
1250 return top;
1251 }
1252 }
1253
1254 return NULL;
1255 }
1256
1257 /*
1258 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1259 * job preparing multi-part monsters
1260 */
1261 object *
1262 insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1263 {
1264 object *tmp;
1265
1266 if (op->head)
1267 op = op->head;
1268
1269 for (tmp = op; tmp; tmp = tmp->more)
1270 {
1271 tmp->x = x + tmp->arch->clone.x;
1272 tmp->y = y + tmp->arch->clone.y;
1273 }
1274
1275 return insert_ob_in_map (op, m, originator, flag);
1276 }
1277
1278 /*
1279 * insert_ob_in_map (op, map, originator, flag):
1280 * This function inserts the object in the two-way linked list
1281 * which represents what is on a map.
1282 * The second argument specifies the map, and the x and y variables
1283 * in the object about to be inserted specifies the position.
1284 *
1285 * originator: Player, monster or other object that caused 'op' to be inserted
1286 * into 'map'. May be NULL.
1287 *
1288 * flag is a bitmask about special things to do (or not do) when this
1289 * function is called. see the object.h file for the INS_ values.
1290 * Passing 0 for flag gives proper default values, so flag really only needs
1291 * to be set if special handling is needed.
1292 *
1293 * Return value:
1294 * new object if 'op' was merged with other object
1295 * NULL if 'op' was destroyed
1296 * just 'op' otherwise
1297 */
1298
1299 object *
1300 insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1301 {
1302 object *tmp, *top, *floor = NULL;
1303 sint16 x, y;
1304
1305 if (QUERY_FLAG (op, FLAG_FREED))
1306 {
1307 LOG (llevError, "Trying to insert freed object!\n");
1308 return NULL;
1309 }
1310
1311 if (m == NULL)
1312 {
1313 dump_object (op);
1314 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1315 return op;
1316 }
1317
1318 if (out_of_map (m, op->x, op->y))
1319 {
1320 dump_object (op);
1321 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1322 #ifdef MANY_CORES
1323 /* Better to catch this here, as otherwise the next use of this object
1324 * is likely to cause a crash. Better to find out where it is getting
1325 * improperly inserted.
1326 */
1327 abort ();
1328 #endif
1329 return op;
1330 }
1331
1332 if (!QUERY_FLAG (op, FLAG_REMOVED))
1333 {
1334 dump_object (op);
1335 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1336 return op;
1337 }
1338
1339 if (op->more != NULL)
1340 {
1341 /* The part may be on a different map. */
1342
1343 object *more = op->more;
1344
1345 /* We really need the caller to normalize coordinates - if
1346 * we set the map, that doesn't work if the location is within
1347 * a map and this is straddling an edge. So only if coordinate
1348 * is clear wrong do we normalize it.
1349 */
1350 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1351 more->map = get_map_from_coord (m, &more->x, &more->y);
1352 else if (!more->map)
1353 {
1354 /* For backwards compatibility - when not dealing with tiled maps,
1355 * more->map should always point to the parent.
1356 */
1357 more->map = m;
1358 }
1359
1360 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1361 {
1362 if (!op->head)
1363 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1364
1365 return NULL;
1366 }
1367 }
1368
1369 CLEAR_FLAG (op, FLAG_REMOVED);
1370
1371 /* Ideally, the caller figures this out. However, it complicates a lot
1372 * of areas of callers (eg, anything that uses find_free_spot would now
1373 * need extra work
1374 */
1375 op->map = get_map_from_coord (m, &op->x, &op->y);
1376 x = op->x;
1377 y = op->y;
1378
1379 /* this has to be done after we translate the coordinates.
1380 */
1381 if (op->nrof && !(flag & INS_NO_MERGE))
1382 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1383 if (CAN_MERGE (op, tmp))
1384 {
1385 op->nrof += tmp->nrof;
1386 remove_ob (tmp);
1387 free_object (tmp);
1388 }
1389
1390 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1391 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1392
1393 if (!QUERY_FLAG (op, FLAG_ALIVE))
1394 CLEAR_FLAG (op, FLAG_NO_STEAL);
1395
1396 if (flag & INS_BELOW_ORIGINATOR)
1397 {
1398 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1399 {
1400 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1401 abort ();
1402 }
1403
1404 op->above = originator;
1405 op->below = originator->below;
1406
1407 if (op->below)
1408 op->below->above = op;
1409 else
1410 SET_MAP_OB (op->map, op->x, op->y, op);
1411
1412 /* since *below* originator, no need to update top */
1413 originator->below = op;
1414 }
1415 else
1416 {
1417 /* If there are other objects, then */
1418 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1419 {
1420 object *last = NULL;
1421
1422 /*
1423 * If there are multiple objects on this space, we do some trickier handling.
1424 * We've already dealt with merging if appropriate.
1425 * Generally, we want to put the new object on top. But if
1426 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1427 * floor, we want to insert above that and no further.
1428 * Also, if there are spell objects on this space, we stop processing
1429 * once we get to them. This reduces the need to traverse over all of
1430 * them when adding another one - this saves quite a bit of cpu time
1431 * when lots of spells are cast in one area. Currently, it is presumed
1432 * that flying non pickable objects are spell objects.
1433 */
1434
1435 while (top != NULL)
1436 {
1437 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1438 floor = top;
1439
1440 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1441 {
1442 /* We insert above top, so we want this object below this */
1443 top = top->below;
1444 break;
1445 }
1446
1447 last = top;
1448 top = top->above;
1449 }
1450
1451 /* Don't want top to be NULL, so set it to the last valid object */
1452 top = last;
1453
1454 /* We let update_position deal with figuring out what the space
1455 * looks like instead of lots of conditions here.
1456 * makes things faster, and effectively the same result.
1457 */
1458
1459 /* Have object 'fall below' other objects that block view.
1460 * Unless those objects are exits, type 66
1461 * If INS_ON_TOP is used, don't do this processing
1462 * Need to find the object that in fact blocks view, otherwise
1463 * stacking is a bit odd.
1464 */
1465 if (!(flag & INS_ON_TOP) &&
1466 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1467 {
1468 for (last = top; last != floor; last = last->below)
1469 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1470 break;
1471 /* Check to see if we found the object that blocks view,
1472 * and make sure we have a below pointer for it so that
1473 * we can get inserted below this one, which requires we
1474 * set top to the object below us.
1475 */
1476 if (last && last->below && last != floor)
1477 top = last->below;
1478 }
1479 } /* If objects on this space */
1480
1481 if (flag & INS_MAP_LOAD)
1482 top = GET_MAP_TOP (op->map, op->x, op->y);
1483
1484 if (flag & INS_ABOVE_FLOOR_ONLY)
1485 top = floor;
1486
1487 /* Top is the object that our object (op) is going to get inserted above.
1488 */
1489
1490 /* First object on this space */
1491 if (!top)
1492 {
1493 op->above = GET_MAP_OB (op->map, op->x, op->y);
1494
1495 if (op->above)
1496 op->above->below = op;
1497
1498 op->below = NULL;
1499 SET_MAP_OB (op->map, op->x, op->y, op);
1500 }
1501 else
1502 { /* get inserted into the stack above top */
1503 op->above = top->above;
1504
1505 if (op->above)
1506 op->above->below = op;
1507
1508 op->below = top;
1509 top->above = op;
1510 }
1511
1512 if (op->above == NULL)
1513 SET_MAP_TOP (op->map, op->x, op->y, op);
1514 } /* else not INS_BELOW_ORIGINATOR */
1515
1516 if (op->type == PLAYER)
1517 op->contr->do_los = 1;
1518
1519 /* If we have a floor, we know the player, if any, will be above
1520 * it, so save a few ticks and start from there.
1521 */
1522 if (!(flag & INS_MAP_LOAD))
1523 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1524 if (tmp->type == PLAYER)
1525 tmp->contr->socket.update_look = 1;
1526
1527 /* If this object glows, it may affect lighting conditions that are
1528 * visible to others on this map. But update_all_los is really
1529 * an inefficient way to do this, as it means los for all players
1530 * on the map will get recalculated. The players could very well
1531 * be far away from this change and not affected in any way -
1532 * this should get redone to only look for players within range,
1533 * or just updating the P_NEED_UPDATE for spaces within this area
1534 * of effect may be sufficient.
1535 */
1536 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1537 update_all_los (op->map, op->x, op->y);
1538
1539 /* updates flags (blocked, alive, no magic, etc) for this map space */
1540 update_object (op, UP_OBJ_INSERT);
1541
1542 /* Don't know if moving this to the end will break anything. However,
1543 * we want to have update_look set above before calling this.
1544 *
1545 * check_move_on() must be after this because code called from
1546 * check_move_on() depends on correct map flags (so functions like
1547 * blocked() and wall() work properly), and these flags are updated by
1548 * update_object().
1549 */
1550
1551 /* if this is not the head or flag has been passed, don't check walk on status */
1552 if (!(flag & INS_NO_WALK_ON) && !op->head)
1553 {
1554 if (check_move_on (op, originator))
1555 return NULL;
1556
1557 /* If we are a multi part object, lets work our way through the check
1558 * walk on's.
1559 */
1560 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1561 if (check_move_on (tmp, originator))
1562 return NULL;
1563 }
1564
1565 return op;
1566 }
1567
1568 /* this function inserts an object in the map, but if it
1569 * finds an object of its own type, it'll remove that one first.
1570 * op is the object to insert it under: supplies x and the map.
1571 */
1572 void
1573 replace_insert_ob_in_map (const char *arch_string, object *op)
1574 {
1575 object *
1576 tmp;
1577 object *
1578 tmp1;
1579
1580 /* first search for itself and remove any old instances */
1581
1582 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1583 {
1584 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1585 {
1586 remove_ob (tmp);
1587 free_object (tmp);
1588 }
1589 }
1590
1591 tmp1 = arch_to_object (find_archetype (arch_string));
1592
1593 tmp1->x = op->x;
1594 tmp1->y = op->y;
1595 insert_ob_in_map (tmp1, op->map, op, 0);
1596 }
1597
1598 /*
1599 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1600 * is returned contains nr objects, and the remaining parts contains
1601 * the rest (or is removed and freed if that number is 0).
1602 * On failure, NULL is returned, and the reason put into the
1603 * global static errmsg array.
1604 */
1605
1606 object *
1607 get_split_ob (object *orig_ob, uint32 nr)
1608 {
1609 object *
1610 newob;
1611 int
1612 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1613
1614 if (orig_ob->nrof < nr)
1615 {
1616 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1617 return NULL;
1618 }
1619
1620 newob = object_create_clone (orig_ob);
1621
1622 if ((orig_ob->nrof -= nr) < 1)
1623 {
1624 if (!is_removed)
1625 remove_ob (orig_ob);
1626 free_object2 (orig_ob, 1);
1627 }
1628 else if (!is_removed)
1629 {
1630 if (orig_ob->env != NULL)
1631 sub_weight (orig_ob->env, orig_ob->weight * nr);
1632 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1633 {
1634 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1635 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1636 return NULL;
1637 }
1638 }
1639
1640 newob->nrof = nr;
1641
1642 return newob;
1643 }
1644
1645 /*
1646 * decrease_ob_nr(object, number) decreases a specified number from
1647 * the amount of an object. If the amount reaches 0, the object
1648 * is subsequently removed and freed.
1649 *
1650 * Return value: 'op' if something is left, NULL if the amount reached 0
1651 */
1652
1653 object *
1654 decrease_ob_nr (object *op, uint32 i)
1655 {
1656 object *tmp;
1657 player *pl;
1658
1659 if (i == 0) /* objects with op->nrof require this check */
1660 return op;
1661
1662 if (i > op->nrof)
1663 i = op->nrof;
1664
1665 if (QUERY_FLAG (op, FLAG_REMOVED))
1666 op->nrof -= i;
1667 else if (op->env != NULL)
1668 {
1669 /* is this object in the players inventory, or sub container
1670 * therein?
1671 */
1672 tmp = is_player_inv (op->env);
1673 /* nope. Is this a container the player has opened?
1674 * If so, set tmp to that player.
1675 * IMO, searching through all the players will mostly
1676 * likely be quicker than following op->env to the map,
1677 * and then searching the map for a player.
1678 */
1679 if (!tmp)
1680 {
1681 for (pl = first_player; pl; pl = pl->next)
1682 if (pl->ob->container == op->env)
1683 break;
1684 if (pl)
1685 tmp = pl->ob;
1686 else
1687 tmp = NULL;
1688 }
1689
1690 if (i < op->nrof)
1691 {
1692 sub_weight (op->env, op->weight * i);
1693 op->nrof -= i;
1694 if (tmp)
1695 {
1696 esrv_send_item (tmp, op);
1697 }
1698 }
1699 else
1700 {
1701 remove_ob (op);
1702 op->nrof = 0;
1703 if (tmp)
1704 {
1705 esrv_del_item (tmp->contr, op->count);
1706 }
1707 }
1708 }
1709 else
1710 {
1711 object *above = op->above;
1712
1713 if (i < op->nrof)
1714 op->nrof -= i;
1715 else
1716 {
1717 remove_ob (op);
1718 op->nrof = 0;
1719 }
1720
1721 /* Since we just removed op, op->above is null */
1722 for (tmp = above; tmp != NULL; tmp = tmp->above)
1723 if (tmp->type == PLAYER)
1724 {
1725 if (op->nrof)
1726 esrv_send_item (tmp, op);
1727 else
1728 esrv_del_item (tmp->contr, op->count);
1729 }
1730 }
1731
1732 if (op->nrof)
1733 return op;
1734 else
1735 {
1736 free_object (op);
1737 return NULL;
1738 }
1739 }
1740
1741 /*
1742 * add_weight(object, weight) adds the specified weight to an object,
1743 * and also updates how much the environment(s) is/are carrying.
1744 */
1745
1746 void
1747 add_weight (object *op, signed long weight)
1748 {
1749 while (op != NULL)
1750 {
1751 if (op->type == CONTAINER)
1752 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1753
1754 op->carrying += weight;
1755 op = op->env;
1756 }
1757 }
1758
1759 /*
1760 * insert_ob_in_ob(op,environment):
1761 * This function inserts the object op in the linked list
1762 * inside the object environment.
1763 *
1764 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1765 * the inventory at the last position or next to other objects of the same
1766 * type.
1767 * Frank: Now sorted by type, archetype and magic!
1768 *
1769 * The function returns now pointer to inserted item, and return value can
1770 * be != op, if items are merged. -Tero
1771 */
1772
1773 object *
1774 insert_ob_in_ob (object *op, object *where)
1775 {
1776 object *
1777 tmp, *
1778 otmp;
1779
1780 if (!QUERY_FLAG (op, FLAG_REMOVED))
1781 {
1782 dump_object (op);
1783 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1784 return op;
1785 }
1786
1787 if (where == NULL)
1788 {
1789 dump_object (op);
1790 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1791 return op;
1792 }
1793
1794 if (where->head)
1795 {
1796 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1797 where = where->head;
1798 }
1799
1800 if (op->more)
1801 {
1802 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1803 return op;
1804 }
1805
1806 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1807 CLEAR_FLAG (op, FLAG_REMOVED);
1808 if (op->nrof)
1809 {
1810 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1811 if (CAN_MERGE (tmp, op))
1812 {
1813 /* return the original object and remove inserted object
1814 (client needs the original object) */
1815 tmp->nrof += op->nrof;
1816 /* Weight handling gets pretty funky. Since we are adding to
1817 * tmp->nrof, we need to increase the weight.
1818 */
1819 add_weight (where, op->weight * op->nrof);
1820 SET_FLAG (op, FLAG_REMOVED);
1821 free_object (op); /* free the inserted object */
1822 op = tmp;
1823 remove_ob (op); /* and fix old object's links */
1824 CLEAR_FLAG (op, FLAG_REMOVED);
1825 break;
1826 }
1827
1828 /* I assume combined objects have no inventory
1829 * We add the weight - this object could have just been removed
1830 * (if it was possible to merge). calling remove_ob will subtract
1831 * the weight, so we need to add it in again, since we actually do
1832 * the linking below
1833 */
1834 add_weight (where, op->weight * op->nrof);
1835 }
1836 else
1837 add_weight (where, (op->weight + op->carrying));
1838
1839 otmp = is_player_inv (where);
1840 if (otmp && otmp->contr != NULL)
1841 {
1842 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1843 fix_player (otmp);
1844 }
1845
1846 op->map = NULL;
1847 op->env = where;
1848 op->above = NULL;
1849 op->below = NULL;
1850 op->x = 0, op->y = 0;
1851
1852 /* reset the light list and los of the players on the map */
1853 if ((op->glow_radius != 0) && where->map)
1854 {
1855 #ifdef DEBUG_LIGHTS
1856 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1857 #endif /* DEBUG_LIGHTS */
1858 if (MAP_DARKNESS (where->map))
1859 update_all_los (where->map, where->x, where->y);
1860 }
1861
1862 /* Client has no idea of ordering so lets not bother ordering it here.
1863 * It sure simplifies this function...
1864 */
1865 if (where->inv == NULL)
1866 where->inv = op;
1867 else
1868 {
1869 op->below = where->inv;
1870 op->below->above = op;
1871 where->inv = op;
1872 }
1873 return op;
1874 }
1875
1876 /*
1877 * Checks if any objects has a move_type that matches objects
1878 * that effect this object on this space. Call apply() to process
1879 * these events.
1880 *
1881 * Any speed-modification due to SLOW_MOVE() of other present objects
1882 * will affect the speed_left of the object.
1883 *
1884 * originator: Player, monster or other object that caused 'op' to be inserted
1885 * into 'map'. May be NULL.
1886 *
1887 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1888 *
1889 * 4-21-95 added code to check if appropriate skill was readied - this will
1890 * permit faster movement by the player through this terrain. -b.t.
1891 *
1892 * MSW 2001-07-08: Check all objects on space, not just those below
1893 * object being inserted. insert_ob_in_map may not put new objects
1894 * on top.
1895 */
1896
1897 int
1898 check_move_on (object *op, object *originator)
1899 {
1900 object *
1901 tmp;
1902 tag_t
1903 tag;
1904 mapstruct *
1905 m = op->map;
1906 int
1907 x = op->x, y = op->y;
1908
1909 MoveType
1910 move_on,
1911 move_slow,
1912 move_block;
1913
1914 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1915 return 0;
1916
1917 tag = op->count;
1918
1919 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1920 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1921 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1922
1923 /* if nothing on this space will slow op down or be applied,
1924 * no need to do checking below. have to make sure move_type
1925 * is set, as lots of objects don't have it set - we treat that
1926 * as walking.
1927 */
1928 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1929 return 0;
1930
1931 /* This is basically inverse logic of that below - basically,
1932 * if the object can avoid the move on or slow move, they do so,
1933 * but can't do it if the alternate movement they are using is
1934 * blocked. Logic on this seems confusing, but does seem correct.
1935 */
1936 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1937 return 0;
1938
1939 /* The objects have to be checked from top to bottom.
1940 * Hence, we first go to the top:
1941 */
1942
1943 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1944 {
1945 /* Trim the search when we find the first other spell effect
1946 * this helps performance so that if a space has 50 spell objects,
1947 * we don't need to check all of them.
1948 */
1949 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1950 break;
1951 }
1952
1953 for (; tmp; tmp = tmp->below)
1954 {
1955 if (tmp == op)
1956 continue; /* Can't apply yourself */
1957
1958 /* Check to see if one of the movement types should be slowed down.
1959 * Second check makes sure that the movement types not being slowed
1960 * (~slow_move) is not blocked on this space - just because the
1961 * space doesn't slow down swimming (for example), if you can't actually
1962 * swim on that space, can't use it to avoid the penalty.
1963 */
1964 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1965 {
1966 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1967 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1968 {
1969
1970 float
1971 diff = tmp->move_slow_penalty * FABS (op->speed);
1972
1973 if (op->type == PLAYER)
1974 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1975 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1976 diff /= 4.0;
1977
1978 op->speed_left -= diff;
1979 }
1980 }
1981
1982 /* Basically same logic as above, except now for actual apply. */
1983 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1984 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1985 {
1986 move_apply (tmp, op, originator);
1987
1988 if (was_destroyed (op, tag))
1989 return 1;
1990
1991 /* what the person/creature stepped onto has moved the object
1992 * someplace new. Don't process any further - if we did,
1993 * have a feeling strange problems would result.
1994 */
1995 if (op->map != m || op->x != x || op->y != y)
1996 return 0;
1997 }
1998 }
1999
2000 return 0;
2001 }
2002
2003 /*
2004 * present_arch(arch, map, x, y) searches for any objects with
2005 * a matching archetype at the given map and coordinates.
2006 * The first matching object is returned, or NULL if none.
2007 */
2008
2009 object *
2010 present_arch (const archetype *at, mapstruct *m, int x, int y)
2011 {
2012 object *
2013 tmp;
2014
2015 if (m == NULL || out_of_map (m, x, y))
2016 {
2017 LOG (llevError, "Present_arch called outside map.\n");
2018 return NULL;
2019 }
2020 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2021 if (tmp->arch == at)
2022 return tmp;
2023 return NULL;
2024 }
2025
2026 /*
2027 * present(type, map, x, y) searches for any objects with
2028 * a matching type variable at the given map and coordinates.
2029 * The first matching object is returned, or NULL if none.
2030 */
2031
2032 object *
2033 present (unsigned char type, mapstruct *m, int x, int y)
2034 {
2035 object *
2036 tmp;
2037
2038 if (out_of_map (m, x, y))
2039 {
2040 LOG (llevError, "Present called outside map.\n");
2041 return NULL;
2042 }
2043 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2044 if (tmp->type == type)
2045 return tmp;
2046 return NULL;
2047 }
2048
2049 /*
2050 * present_in_ob(type, object) searches for any objects with
2051 * a matching type variable in the inventory of the given object.
2052 * The first matching object is returned, or NULL if none.
2053 */
2054
2055 object *
2056 present_in_ob (unsigned char type, const object *op)
2057 {
2058 object *
2059 tmp;
2060
2061 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2062 if (tmp->type == type)
2063 return tmp;
2064 return NULL;
2065 }
2066
2067 /*
2068 * present_in_ob (type, str, object) searches for any objects with
2069 * a matching type & name variable in the inventory of the given object.
2070 * The first matching object is returned, or NULL if none.
2071 * This is mostly used by spell effect code, so that we only
2072 * have one spell effect at a time.
2073 * type can be used to narrow the search - if type is set,
2074 * the type must also match. -1 can be passed for the type,
2075 * in which case the type does not need to pass.
2076 * str is the string to match against. Note that we match against
2077 * the object name, not the archetype name. this is so that the
2078 * spell code can use one object type (force), but change it's name
2079 * to be unique.
2080 */
2081
2082 object *
2083 present_in_ob_by_name (int type, const char *str, const object *op)
2084 {
2085 object *
2086 tmp;
2087
2088 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2089 {
2090 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2091 return tmp;
2092 }
2093 return NULL;
2094 }
2095
2096 /*
2097 * present_arch_in_ob(archetype, object) searches for any objects with
2098 * a matching archetype in the inventory of the given object.
2099 * The first matching object is returned, or NULL if none.
2100 */
2101
2102 object *
2103 present_arch_in_ob (const archetype *at, const object *op)
2104 {
2105 object *
2106 tmp;
2107
2108 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2109 if (tmp->arch == at)
2110 return tmp;
2111 return NULL;
2112 }
2113
2114 /*
2115 * activate recursively a flag on an object inventory
2116 */
2117 void
2118 flag_inv (object *op, int flag)
2119 {
2120 object *
2121 tmp;
2122
2123 if (op->inv)
2124 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2125 {
2126 SET_FLAG (tmp, flag);
2127 flag_inv (tmp, flag);
2128 }
2129 } /*
2130 * desactivate recursively a flag on an object inventory
2131 */
2132 void
2133 unflag_inv (object *op, int flag)
2134 {
2135 object *
2136 tmp;
2137
2138 if (op->inv)
2139 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2140 {
2141 CLEAR_FLAG (tmp, flag);
2142 unflag_inv (tmp, flag);
2143 }
2144 }
2145
2146 /*
2147 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2148 * all it's inventory (recursively).
2149 * If checksums are used, a player will get set_cheat called for
2150 * him/her-self and all object carried by a call to this function.
2151 */
2152
2153 void
2154 set_cheat (object *op)
2155 {
2156 SET_FLAG (op, FLAG_WAS_WIZ);
2157 flag_inv (op, FLAG_WAS_WIZ);
2158 }
2159
2160 /*
2161 * find_free_spot(object, map, x, y, start, stop) will search for
2162 * a spot at the given map and coordinates which will be able to contain
2163 * the given object. start and stop specifies how many squares
2164 * to search (see the freearr_x/y[] definition).
2165 * It returns a random choice among the alternatives found.
2166 * start and stop are where to start relative to the free_arr array (1,9
2167 * does all 4 immediate directions). This returns the index into the
2168 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2169 * Note - this only checks to see if there is space for the head of the
2170 * object - if it is a multispace object, this should be called for all
2171 * pieces.
2172 * Note2: This function does correctly handle tiled maps, but does not
2173 * inform the caller. However, insert_ob_in_map will update as
2174 * necessary, so the caller shouldn't need to do any special work.
2175 * Note - updated to take an object instead of archetype - this is necessary
2176 * because arch_blocked (now ob_blocked) needs to know the movement type
2177 * to know if the space in question will block the object. We can't use
2178 * the archetype because that isn't correct if the monster has been
2179 * customized, changed states, etc.
2180 */
2181
2182 int
2183 find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2184 {
2185 int
2186 i,
2187 index = 0, flag;
2188 static int
2189 altern[SIZEOFFREE];
2190
2191 for (i = start; i < stop; i++)
2192 {
2193 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2194 if (!flag)
2195 altern[index++] = i;
2196
2197 /* Basically, if we find a wall on a space, we cut down the search size.
2198 * In this way, we won't return spaces that are on another side of a wall.
2199 * This mostly work, but it cuts down the search size in all directions -
2200 * if the space being examined only has a wall to the north and empty
2201 * spaces in all the other directions, this will reduce the search space
2202 * to only the spaces immediately surrounding the target area, and
2203 * won't look 2 spaces south of the target space.
2204 */
2205 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2206 stop = maxfree[i];
2207 }
2208 if (!index)
2209 return -1;
2210 return altern[RANDOM () % index];
2211 }
2212
2213 /*
2214 * find_first_free_spot(archetype, mapstruct, x, y) works like
2215 * find_free_spot(), but it will search max number of squares.
2216 * But it will return the first available spot, not a random choice.
2217 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2218 */
2219
2220 int
2221 find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2222 {
2223 int
2224 i;
2225
2226 for (i = 0; i < SIZEOFFREE; i++)
2227 {
2228 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2229 return i;
2230 }
2231 return -1;
2232 }
2233
2234 /*
2235 * The function permute(arr, begin, end) randomly reorders the array
2236 * arr[begin..end-1].
2237 */
2238 static void
2239 permute (int *arr, int begin, int end)
2240 {
2241 int
2242 i,
2243 j,
2244 tmp,
2245 len;
2246
2247 len = end - begin;
2248 for (i = begin; i < end; i++)
2249 {
2250 j = begin + RANDOM () % len;
2251
2252 tmp = arr[i];
2253 arr[i] = arr[j];
2254 arr[j] = tmp;
2255 }
2256 }
2257
2258 /* new function to make monster searching more efficient, and effective!
2259 * This basically returns a randomized array (in the passed pointer) of
2260 * the spaces to find monsters. In this way, it won't always look for
2261 * monsters to the north first. However, the size of the array passed
2262 * covers all the spaces, so within that size, all the spaces within
2263 * the 3x3 area will be searched, just not in a predictable order.
2264 */
2265 void
2266 get_search_arr (int *search_arr)
2267 {
2268 int
2269 i;
2270
2271 for (i = 0; i < SIZEOFFREE; i++)
2272 {
2273 search_arr[i] = i;
2274 }
2275
2276 permute (search_arr, 1, SIZEOFFREE1 + 1);
2277 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2278 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2279 }
2280
2281 /*
2282 * find_dir(map, x, y, exclude) will search some close squares in the
2283 * given map at the given coordinates for live objects.
2284 * It will not considered the object given as exclude among possible
2285 * live objects.
2286 * It returns the direction toward the first/closest live object if finds
2287 * any, otherwise 0.
2288 * Perhaps incorrectly, but I'm making the assumption that exclude
2289 * is actually want is going to try and move there. We need this info
2290 * because we have to know what movement the thing looking to move
2291 * there is capable of.
2292 */
2293
2294 int
2295 find_dir (mapstruct *m, int x, int y, object *exclude)
2296 {
2297 int
2298 i,
2299 max = SIZEOFFREE, mflags;
2300
2301 sint16 nx, ny;
2302 object *
2303 tmp;
2304 mapstruct *
2305 mp;
2306
2307 MoveType blocked, move_type;
2308
2309 if (exclude && exclude->head)
2310 {
2311 exclude = exclude->head;
2312 move_type = exclude->move_type;
2313 }
2314 else
2315 {
2316 /* If we don't have anything, presume it can use all movement types. */
2317 move_type = MOVE_ALL;
2318 }
2319
2320 for (i = 1; i < max; i++)
2321 {
2322 mp = m;
2323 nx = x + freearr_x[i];
2324 ny = y + freearr_y[i];
2325
2326 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2327 if (mflags & P_OUT_OF_MAP)
2328 {
2329 max = maxfree[i];
2330 }
2331 else
2332 {
2333 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2334
2335 if ((move_type & blocked) == move_type)
2336 {
2337 max = maxfree[i];
2338 }
2339 else if (mflags & P_IS_ALIVE)
2340 {
2341 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2342 {
2343 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2344 {
2345 break;
2346 }
2347 }
2348 if (tmp)
2349 {
2350 return freedir[i];
2351 }
2352 }
2353 }
2354 }
2355 return 0;
2356 }
2357
2358 /*
2359 * distance(object 1, object 2) will return the square of the
2360 * distance between the two given objects.
2361 */
2362
2363 int
2364 distance (const object *ob1, const object *ob2)
2365 {
2366 int
2367 i;
2368
2369 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2370 return i;
2371 }
2372
2373 /*
2374 * find_dir_2(delta-x,delta-y) will return a direction in which
2375 * an object which has subtracted the x and y coordinates of another
2376 * object, needs to travel toward it.
2377 */
2378
2379 int
2380 find_dir_2 (int x, int y)
2381 {
2382 int
2383 q;
2384
2385 if (y)
2386 q = x * 100 / y;
2387 else if (x)
2388 q = -300 * x;
2389 else
2390 return 0;
2391
2392 if (y > 0)
2393 {
2394 if (q < -242)
2395 return 3;
2396 if (q < -41)
2397 return 2;
2398 if (q < 41)
2399 return 1;
2400 if (q < 242)
2401 return 8;
2402 return 7;
2403 }
2404
2405 if (q < -242)
2406 return 7;
2407 if (q < -41)
2408 return 6;
2409 if (q < 41)
2410 return 5;
2411 if (q < 242)
2412 return 4;
2413
2414 return 3;
2415 }
2416
2417 /*
2418 * absdir(int): Returns a number between 1 and 8, which represent
2419 * the "absolute" direction of a number (it actually takes care of
2420 * "overflow" in previous calculations of a direction).
2421 */
2422
2423 int
2424 absdir (int d)
2425 {
2426 while (d < 1)
2427 d += 8;
2428 while (d > 8)
2429 d -= 8;
2430 return d;
2431 }
2432
2433 /*
2434 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2435 * between two directions (which are expected to be absolute (see absdir())
2436 */
2437
2438 int
2439 dirdiff (int dir1, int dir2)
2440 {
2441 int
2442 d;
2443
2444 d = abs (dir1 - dir2);
2445 if (d > 4)
2446 d = 8 - d;
2447 return d;
2448 }
2449
2450 /* peterm:
2451 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2452 * Basically, this is a table of directions, and what directions
2453 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2454 * This basically means that if direction is 15, then it could either go
2455 * direction 4, 14, or 16 to get back to where we are.
2456 * Moved from spell_util.c to object.c with the other related direction
2457 * functions.
2458 */
2459
2460 int
2461 reduction_dir[SIZEOFFREE][3] = {
2462 {0, 0, 0}, /* 0 */
2463 {0, 0, 0}, /* 1 */
2464 {0, 0, 0}, /* 2 */
2465 {0, 0, 0}, /* 3 */
2466 {0, 0, 0}, /* 4 */
2467 {0, 0, 0}, /* 5 */
2468 {0, 0, 0}, /* 6 */
2469 {0, 0, 0}, /* 7 */
2470 {0, 0, 0}, /* 8 */
2471 {8, 1, 2}, /* 9 */
2472 {1, 2, -1}, /* 10 */
2473 {2, 10, 12}, /* 11 */
2474 {2, 3, -1}, /* 12 */
2475 {2, 3, 4}, /* 13 */
2476 {3, 4, -1}, /* 14 */
2477 {4, 14, 16}, /* 15 */
2478 {5, 4, -1}, /* 16 */
2479 {4, 5, 6}, /* 17 */
2480 {6, 5, -1}, /* 18 */
2481 {6, 20, 18}, /* 19 */
2482 {7, 6, -1}, /* 20 */
2483 {6, 7, 8}, /* 21 */
2484 {7, 8, -1}, /* 22 */
2485 {8, 22, 24}, /* 23 */
2486 {8, 1, -1}, /* 24 */
2487 {24, 9, 10}, /* 25 */
2488 {9, 10, -1}, /* 26 */
2489 {10, 11, -1}, /* 27 */
2490 {27, 11, 29}, /* 28 */
2491 {11, 12, -1}, /* 29 */
2492 {12, 13, -1}, /* 30 */
2493 {12, 13, 14}, /* 31 */
2494 {13, 14, -1}, /* 32 */
2495 {14, 15, -1}, /* 33 */
2496 {33, 15, 35}, /* 34 */
2497 {16, 15, -1}, /* 35 */
2498 {17, 16, -1}, /* 36 */
2499 {18, 17, 16}, /* 37 */
2500 {18, 17, -1}, /* 38 */
2501 {18, 19, -1}, /* 39 */
2502 {41, 19, 39}, /* 40 */
2503 {19, 20, -1}, /* 41 */
2504 {20, 21, -1}, /* 42 */
2505 {20, 21, 22}, /* 43 */
2506 {21, 22, -1}, /* 44 */
2507 {23, 22, -1}, /* 45 */
2508 {45, 47, 23}, /* 46 */
2509 {23, 24, -1}, /* 47 */
2510 {24, 9, -1}
2511 }; /* 48 */
2512
2513 /* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW
2518 */
2519
2520
2521 int
2522 can_see_monsterP (mapstruct *m, int x, int y, int dir)
2523 {
2524 sint16 dx, dy;
2525 int
2526 mflags;
2527
2528 if (dir < 0)
2529 return 0; /* exit condition: invalid direction */
2530
2531 dx = x + freearr_x[dir];
2532 dy = y + freearr_y[dir];
2533
2534 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2535
2536 /* This functional arguably was incorrect before - it was
2537 * checking for P_WALL - that was basically seeing if
2538 * we could move to the monster - this is being more
2539 * literal on if we can see it. To know if we can actually
2540 * move to the monster, we'd need the monster passed in or
2541 * at least its move type.
2542 */
2543 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2544 return 0;
2545
2546 /* yes, can see. */
2547 if (dir < 9)
2548 return 1;
2549 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2550 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2551 }
2552
2553
2554
2555 /*
2556 * can_pick(picker, item): finds out if an object is possible to be
2557 * picked up by the picker. Returnes 1 if it can be
2558 * picked up, otherwise 0.
2559 *
2560 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2561 * core dumps if they do.
2562 *
2563 * Add a check so we can't pick up invisible objects (0.93.8)
2564 */
2565
2566 int
2567 can_pick (const object *who, const object *item)
2568 {
2569 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2570 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2571 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2572 }
2573
2574
2575 /*
2576 * create clone from object to another
2577 */
2578 object *
2579 object_create_clone (object *asrc)
2580 {
2581 object *
2582 dst = NULL, *tmp, *src, *part, *prev, *item;
2583
2584 if (!asrc)
2585 return NULL;
2586 src = asrc;
2587 if (src->head)
2588 src = src->head;
2589
2590 prev = NULL;
2591 for (part = src; part; part = part->more)
2592 {
2593 tmp = get_object ();
2594 copy_object (part, tmp);
2595 tmp->x -= src->x;
2596 tmp->y -= src->y;
2597 if (!part->head)
2598 {
2599 dst = tmp;
2600 tmp->head = NULL;
2601 }
2602 else
2603 {
2604 tmp->head = dst;
2605 }
2606 tmp->more = NULL;
2607 if (prev)
2608 prev->more = tmp;
2609 prev = tmp;
2610 }
2611
2612 /*** copy inventory ***/
2613 for (item = src->inv; item; item = item->below)
2614 {
2615 (void) insert_ob_in_ob (object_create_clone (item), dst);
2616 }
2617
2618 return dst;
2619 }
2620
2621 /* return true if the object was destroyed, 0 otherwise */
2622 int
2623 was_destroyed (const object *op, tag_t old_tag)
2624 {
2625 /* checking for FLAG_FREED isn't necessary, but makes this function more
2626 * robust */
2627 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2628 }
2629
2630 /* GROS - Creates an object using a string representing its content. */
2631
2632 /* Basically, we save the content of the string to a temp file, then call */
2633
2634 /* load_object on it. I admit it is a highly inefficient way to make things, */
2635
2636 /* but it was simple to make and allows reusing the load_object function. */
2637
2638 /* Remember not to use load_object_str in a time-critical situation. */
2639
2640 /* Also remember that multiparts objects are not supported for now. */
2641
2642 object *
2643 load_object_str (const char *obstr)
2644 {
2645 object *
2646 op;
2647 char
2648 filename[MAX_BUF];
2649
2650 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2651
2652 FILE *
2653 tempfile = fopen (filename, "w");
2654
2655 if (tempfile == NULL)
2656 {
2657 LOG (llevError, "Error - Unable to access load object temp file\n");
2658 return NULL;
2659 };
2660 fprintf (tempfile, obstr);
2661 fclose (tempfile);
2662
2663 op = get_object ();
2664
2665 object_thawer thawer (filename);
2666
2667 if (thawer)
2668 load_object (thawer, op, 0);
2669
2670 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2671 CLEAR_FLAG (op, FLAG_REMOVED);
2672
2673 return op;
2674 }
2675
2676 /* This returns the first object in who's inventory that
2677 * has the same type and subtype match.
2678 * returns NULL if no match.
2679 */
2680 object *
2681 find_obj_by_type_subtype (const object *who, int type, int subtype)
2682 {
2683 object *
2684 tmp;
2685
2686 for (tmp = who->inv; tmp; tmp = tmp->below)
2687 if (tmp->type == type && tmp->subtype == subtype)
2688 return tmp;
2689
2690 return NULL;
2691 }
2692
2693 /* If ob has a field named key, return the link from the list,
2694 * otherwise return NULL.
2695 *
2696 * key must be a passed in shared string - otherwise, this won't
2697 * do the desired thing.
2698 */
2699 key_value *
2700 get_ob_key_link (const object *ob, const char *key)
2701 {
2702 key_value *
2703 link;
2704
2705 for (link = ob->key_values; link != NULL; link = link->next)
2706 {
2707 if (link->key == key)
2708 {
2709 return link;
2710 }
2711 }
2712
2713 return NULL;
2714 }
2715
2716 /*
2717 * Returns the value of op has an extra_field for key, or NULL.
2718 *
2719 * The argument doesn't need to be a shared string.
2720 *
2721 * The returned string is shared.
2722 */
2723 const char *
2724 get_ob_key_value (const object *op, const char *const key)
2725 {
2726 key_value *
2727 link;
2728 const char *
2729 canonical_key;
2730
2731 canonical_key = shstr::find (key);
2732
2733 if (canonical_key == NULL)
2734 {
2735 /* 1. There being a field named key on any object
2736 * implies there'd be a shared string to find.
2737 * 2. Since there isn't, no object has this field.
2738 * 3. Therefore, *this* object doesn't have this field.
2739 */
2740 return NULL;
2741 }
2742
2743 /* This is copied from get_ob_key_link() above -
2744 * only 4 lines, and saves the function call overhead.
2745 */
2746 for (link = op->key_values; link != NULL; link = link->next)
2747 {
2748 if (link->key == canonical_key)
2749 {
2750 return link->value;
2751 }
2752 }
2753 return NULL;
2754 }
2755
2756
2757 /*
2758 * Updates the canonical_key in op to value.
2759 *
2760 * canonical_key is a shared string (value doesn't have to be).
2761 *
2762 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2763 * keys.
2764 *
2765 * Returns TRUE on success.
2766 */
2767 int
2768 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2769 {
2770 key_value *
2771 field = NULL, *last = NULL;
2772
2773 for (field = op->key_values; field != NULL; field = field->next)
2774 {
2775 if (field->key != canonical_key)
2776 {
2777 last = field;
2778 continue;
2779 }
2780
2781 if (value)
2782 field->value = value;
2783 else
2784 {
2785 /* Basically, if the archetype has this key set,
2786 * we need to store the null value so when we save
2787 * it, we save the empty value so that when we load,
2788 * we get this value back again.
2789 */
2790 if (get_ob_key_link (&op->arch->clone, canonical_key))
2791 field->value = 0;
2792 else
2793 {
2794 if (last)
2795 last->next = field->next;
2796 else
2797 op->key_values = field->next;
2798
2799 delete field;
2800 }
2801 }
2802 return TRUE;
2803 }
2804 /* IF we get here, key doesn't exist */
2805
2806 /* No field, we'll have to add it. */
2807
2808 if (!add_key)
2809 {
2810 return FALSE;
2811 }
2812 /* There isn't any good reason to store a null
2813 * value in the key/value list. If the archetype has
2814 * this key, then we should also have it, so shouldn't
2815 * be here. If user wants to store empty strings,
2816 * should pass in ""
2817 */
2818 if (value == NULL)
2819 return TRUE;
2820
2821 field = new key_value;
2822
2823 field->key = canonical_key;
2824 field->value = value;
2825 /* Usual prepend-addition. */
2826 field->next = op->key_values;
2827 op->key_values = field;
2828
2829 return TRUE;
2830 }
2831
2832 /*
2833 * Updates the key in op to value.
2834 *
2835 * If add_key is FALSE, this will only update existing keys,
2836 * and not add new ones.
2837 * In general, should be little reason FALSE is ever passed in for add_key
2838 *
2839 * Returns TRUE on success.
2840 */
2841 int
2842 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2843 {
2844 shstr key_ (key);
2845
2846 return set_ob_key_value_s (op, key_, value, add_key);
2847 }
2848
2849 void
2850 object::deep_iterator::next ()
2851 {
2852 if (item->inv)
2853 item = item->inv;
2854 else if (item->below)
2855 item = item->below;
2856 else
2857 item = item->env->below;
2858 }