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Revision: 1.34
Committed: Tue Sep 12 01:09:53 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.33: +17 -6 lines
Log Message:
convert to more stable depth-firts iterator

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