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Revision: 1.38
Committed: Wed Sep 13 01:09:24 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.37: +3 -3 lines
Log Message:
fix object list linking (severe bug)

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
260 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100;
262
263 if (op->carrying != sum)
264 op->carrying = sum;
265
266 return sum;
267 }
268
269 /**
270 * Return the outermost environment object for a given object.
271 */
272
273 object *
274 object_get_env_recursive (object *op)
275 {
276 while (op->env != NULL)
277 op = op->env;
278 return op;
279 }
280
281 /*
282 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
283 * a better check. We basically keeping traversing up until we can't
284 * or find a player.
285 */
286
287 object *
288 is_player_inv (object *op)
289 {
290 for (; op != NULL && op->type != PLAYER; op = op->env)
291 if (op->env == op)
292 op->env = NULL;
293 return op;
294 }
295
296 /*
297 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
298 * Some error messages.
299 * The result of the dump is stored in the static global errmsg array.
300 */
301
302 void
303 dump_object2 (object *op)
304 {
305 errmsg[0] = 0;
306 return;
307 //TODO//D#d#
308 #if 0
309 char *cp;
310
311 /* object *tmp;*/
312
313 if (op->arch != NULL)
314 {
315 strcat (errmsg, "arch ");
316 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
317 strcat (errmsg, "\n");
318 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
319 strcat (errmsg, cp);
320 # if 0
321 /* Don't dump player diffs - they are too long, mostly meaningless, and
322 * will overflow the buffer.
323 * Changed so that we don't dump inventory either. This may
324 * also overflow the buffer.
325 */
326 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
327 strcat (errmsg, cp);
328 for (tmp = op->inv; tmp; tmp = tmp->below)
329 dump_object2 (tmp);
330 # endif
331 strcat (errmsg, "end\n");
332 }
333 else
334 {
335 strcat (errmsg, "Object ");
336 if (op->name == NULL)
337 strcat (errmsg, "(null)");
338 else
339 strcat (errmsg, op->name);
340 strcat (errmsg, "\n");
341 # if 0
342 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
343 strcat (errmsg, cp);
344 for (tmp = op->inv; tmp; tmp = tmp->below)
345 dump_object2 (tmp);
346 # endif
347 strcat (errmsg, "end\n");
348 }
349 #endif
350 }
351
352 /*
353 * Dumps an object. Returns output in the static global errmsg array.
354 */
355
356 void
357 dump_object (object *op)
358 {
359 if (op == NULL)
360 {
361 strcpy (errmsg, "[NULL pointer]");
362 return;
363 }
364 errmsg[0] = '\0';
365 dump_object2 (op);
366 }
367
368 void
369 dump_all_objects (void)
370 {
371 object *op;
372
373 for (op = objects; op != NULL; op = op->next)
374 {
375 dump_object (op);
376 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
377 }
378 }
379
380 /*
381 * get_nearest_part(multi-object, object 2) returns the part of the
382 * multi-object 1 which is closest to the second object.
383 * If it's not a multi-object, it is returned.
384 */
385
386 object *
387 get_nearest_part (object *op, const object *pl)
388 {
389 object *tmp, *closest;
390 int last_dist, i;
391
392 if (op->more == NULL)
393 return op;
394 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
395 if ((i = distance (tmp, pl)) < last_dist)
396 closest = tmp, last_dist = i;
397 return closest;
398 }
399
400 /*
401 * Returns the object which has the count-variable equal to the argument.
402 */
403
404 object *
405 find_object (tag_t i)
406 {
407 object *op;
408
409 for (op = objects; op != NULL; op = op->next)
410 if (op->count == i)
411 break;
412 return op;
413 }
414
415 /*
416 * Returns the first object which has a name equal to the argument.
417 * Used only by the patch command, but not all that useful.
418 * Enables features like "patch <name-of-other-player> food 999"
419 */
420
421 object *
422 find_object_name (const char *str)
423 {
424 shstr_cmp str_ (str);
425 object *op;
426
427 for (op = objects; op != NULL; op = op->next)
428 if (op->name == str_)
429 break;
430
431 return op;
432 }
433
434 void
435 free_all_object_data ()
436 {
437 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
438 }
439
440 /*
441 * Returns the object which this object marks as being the owner.
442 * A id-scheme is used to avoid pointing to objects which have been
443 * freed and are now reused. If this is detected, the owner is
444 * set to NULL, and NULL is returned.
445 * Changed 2004-02-12 - if the player is setting at the play again
446 * prompt, he is removed, and we don't want to treat him as an owner of
447 * anything, so check removed flag. I don't expect that this should break
448 * anything - once an object is removed, it is basically dead anyways.
449 */
450 object *
451 object::get_owner ()
452 {
453 if (!owner
454 || QUERY_FLAG (owner, FLAG_FREED)
455 || QUERY_FLAG (owner, FLAG_REMOVED))
456 owner = 0;
457
458 return owner;
459 }
460
461 /*
462 * Sets the owner and sets the skill and exp pointers to owner's current
463 * skill and experience objects.
464 */
465 void
466 object::set_owner (object *owner)
467 {
468 if (!owner)
469 return;
470
471 /* next line added to allow objects which own objects */
472 /* Add a check for ownercounts in here, as I got into an endless loop
473 * with the fireball owning a poison cloud which then owned the
474 * fireball. I believe that was caused by one of the objects getting
475 * freed and then another object replacing it. Since the ownercounts
476 * didn't match, this check is valid and I believe that cause is valid.
477 */
478 while (owner->owner)
479 owner = owner->owner;
480
481 this->owner = owner;
482 }
483
484 /* Zero the key_values on op, decrementing the shared-string
485 * refcounts and freeing the links.
486 */
487 static void
488 free_key_values (object *op)
489 {
490 for (key_value *i = op->key_values; i != 0;)
491 {
492 key_value *next = i->next;
493 delete i;
494
495 i = next;
496 }
497
498 op->key_values = 0;
499 }
500
501 void object::clear ()
502 {
503 attachable_base::clear ();
504
505 free_key_values (this);
506
507 owner = 0;
508 name = 0;
509 name_pl = 0;
510 title = 0;
511 race = 0;
512 slaying = 0;
513 skill = 0;
514 msg = 0;
515 lore = 0;
516 custom_name = 0;
517 materialname = 0;
518 contr = 0;
519 below = 0;
520 above = 0;
521 inv = 0;
522 container = 0;
523 env = 0;
524 more = 0;
525 head = 0;
526 map = 0;
527 active_next = 0;
528 active_prev = 0;
529
530 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
531
532 SET_FLAG (this, FLAG_REMOVED);
533
534 /* What is not cleared is next, prev, and count */
535
536 expmul = 1.0;
537 face = blank_face;
538 attacked_by_count = -1;
539
540 if (settings.casting_time)
541 casting_time = -1;
542 }
543
544 void object::clone (object *destination)
545 {
546 *(object_copy *)destination = *this;
547 *(object_pod *)destination = *this;
548
549 if (self || cb)
550 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
551 }
552
553 /*
554 * copy object first frees everything allocated by the second object,
555 * and then copies the contends of the first object into the second
556 * object, allocating what needs to be allocated. Basically, any
557 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
558 * if the first object is freed, the pointers in the new object
559 * will point at garbage.
560 */
561 void
562 copy_object (object *op2, object *op)
563 {
564 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
565 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
566
567 op2->clone (op);
568
569 if (is_freed)
570 SET_FLAG (op, FLAG_FREED);
571 if (is_removed)
572 SET_FLAG (op, FLAG_REMOVED);
573
574 if (op2->speed < 0)
575 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
576
577 /* Copy over key_values, if any. */
578 if (op2->key_values)
579 {
580 key_value *tail = 0;
581 key_value *i;
582
583 op->key_values = 0;
584
585 for (i = op2->key_values; i; i = i->next)
586 {
587 key_value *new_link = new key_value;
588
589 new_link->next = 0;
590 new_link->key = i->key;
591 new_link->value = i->value;
592
593 /* Try and be clever here, too. */
594 if (!op->key_values)
595 {
596 op->key_values = new_link;
597 tail = new_link;
598 }
599 else
600 {
601 tail->next = new_link;
602 tail = new_link;
603 }
604 }
605 }
606
607 update_ob_speed (op);
608 }
609
610 /*
611 * If an object with the IS_TURNABLE() flag needs to be turned due
612 * to the closest player being on the other side, this function can
613 * be called to update the face variable, _and_ how it looks on the map.
614 */
615
616 void
617 update_turn_face (object *op)
618 {
619 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
620 return;
621 SET_ANIMATION (op, op->direction);
622 update_object (op, UP_OBJ_FACE);
623 }
624
625 /*
626 * Updates the speed of an object. If the speed changes from 0 to another
627 * value, or vice versa, then add/remove the object from the active list.
628 * This function needs to be called whenever the speed of an object changes.
629 */
630 void
631 update_ob_speed (object *op)
632 {
633 extern int arch_init;
634
635 /* No reason putting the archetypes objects on the speed list,
636 * since they never really need to be updated.
637 */
638
639 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
640 {
641 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
642 #ifdef MANY_CORES
643 abort ();
644 #else
645 op->speed = 0;
646 #endif
647 }
648
649 if (arch_init)
650 return;
651
652 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
653 {
654 /* If already on active list, don't do anything */
655 if (op->active_next || op->active_prev || op == active_objects)
656 return;
657
658 /* process_events() expects us to insert the object at the beginning
659 * of the list. */
660 op->active_next = active_objects;
661
662 if (op->active_next != NULL)
663 op->active_next->active_prev = op;
664
665 active_objects = op;
666 }
667 else
668 {
669 /* If not on the active list, nothing needs to be done */
670 if (!op->active_next && !op->active_prev && op != active_objects)
671 return;
672
673 if (op->active_prev == NULL)
674 {
675 active_objects = op->active_next;
676
677 if (op->active_next != NULL)
678 op->active_next->active_prev = NULL;
679 }
680 else
681 {
682 op->active_prev->active_next = op->active_next;
683
684 if (op->active_next)
685 op->active_next->active_prev = op->active_prev;
686 }
687
688 op->active_next = NULL;
689 op->active_prev = NULL;
690 }
691 }
692
693 /* This function removes object 'op' from the list of active
694 * objects.
695 * This should only be used for style maps or other such
696 * reference maps where you don't want an object that isn't
697 * in play chewing up cpu time getting processed.
698 * The reverse of this is to call update_ob_speed, which
699 * will do the right thing based on the speed of the object.
700 */
701 void
702 remove_from_active_list (object *op)
703 {
704 /* If not on the active list, nothing needs to be done */
705 if (!op->active_next && !op->active_prev && op != active_objects)
706 return;
707
708 if (op->active_prev == NULL)
709 {
710 active_objects = op->active_next;
711 if (op->active_next != NULL)
712 op->active_next->active_prev = NULL;
713 }
714 else
715 {
716 op->active_prev->active_next = op->active_next;
717 if (op->active_next)
718 op->active_next->active_prev = op->active_prev;
719 }
720 op->active_next = NULL;
721 op->active_prev = NULL;
722 }
723
724 /*
725 * update_object() updates the array which represents the map.
726 * It takes into account invisible objects (and represent squares covered
727 * by invisible objects by whatever is below them (unless it's another
728 * invisible object, etc...)
729 * If the object being updated is beneath a player, the look-window
730 * of that player is updated (this might be a suboptimal way of
731 * updating that window, though, since update_object() is called _often_)
732 *
733 * action is a hint of what the caller believes need to be done.
734 * For example, if the only thing that has changed is the face (due to
735 * an animation), we don't need to call update_position until that actually
736 * comes into view of a player. OTOH, many other things, like addition/removal
737 * of walls or living creatures may need us to update the flags now.
738 * current action are:
739 * UP_OBJ_INSERT: op was inserted
740 * UP_OBJ_REMOVE: op was removed
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed.
744 */
745
746 void
747 update_object (object *op, int action)
748 {
749 int update_now = 0, flags;
750 MoveType move_on, move_off, move_block, move_slow;
751
752 if (op == NULL)
753 {
754 /* this should never happen */
755 LOG (llevDebug, "update_object() called for NULL object.\n");
756 return;
757 }
758
759 if (op->env != NULL)
760 {
761 /* Animation is currently handled by client, so nothing
762 * to do in this case.
763 */
764 return;
765 }
766
767 /* If the map is saving, don't do anything as everything is
768 * going to get freed anyways.
769 */
770 if (!op->map || op->map->in_memory == MAP_SAVING)
771 return;
772
773 /* make sure the object is within map boundaries */
774 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
775 {
776 LOG (llevError, "update_object() called for object out of map!\n");
777 #ifdef MANY_CORES
778 abort ();
779 #endif
780 return;
781 }
782
783 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
784 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
785 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
786 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
787 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
788 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
789
790 if (action == UP_OBJ_INSERT)
791 {
792 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
793 update_now = 1;
794
795 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
796 update_now = 1;
797
798 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
799 update_now = 1;
800
801 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
802 update_now = 1;
803
804 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
805 update_now = 1;
806
807 if ((move_on | op->move_on) != move_on)
808 update_now = 1;
809
810 if ((move_off | op->move_off) != move_off)
811 update_now = 1;
812
813 /* This isn't perfect, but I don't expect a lot of objects to
814 * to have move_allow right now.
815 */
816 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
817 update_now = 1;
818
819 if ((move_slow | op->move_slow) != move_slow)
820 update_now = 1;
821 }
822 /* if the object is being removed, we can't make intelligent
823 * decisions, because remove_ob can't really pass the object
824 * that is being removed.
825 */
826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
827 update_now = 1;
828 else if (action == UP_OBJ_FACE)
829 /* Nothing to do for that case */ ;
830 else
831 LOG (llevError, "update_object called with invalid action: %d\n", action);
832
833 if (update_now)
834 {
835 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
836 update_position (op->map, op->x, op->y);
837 }
838
839 if (op->more != NULL)
840 update_object (op->more, action);
841 }
842
843 static unordered_vector<object *> mortals;
844 static std::vector<object *, slice_allocator <object *> > freed;
845
846 void object::free_mortals ()
847 {
848 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
849 if ((*i)->refcnt)
850 ++i; // further delay freeing
851 else
852 {
853 freed.push_back (*i);//D
854 //delete *i;
855 mortals.erase (i);
856 }
857
858 if (mortals.size() && 0)//D
859 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
860 }
861
862 object::object ()
863 {
864 SET_FLAG (this, FLAG_REMOVED);
865
866 expmul = 1.0;
867 face = blank_face;
868 attacked_by_count = -1;
869 }
870
871 object::~object ()
872 {
873 free_key_values (this);
874 }
875
876 void object::link ()
877 {
878 count = ++ob_count;
879
880 prev = 0;
881 next = objects;
882
883 if (objects)
884 objects->prev = this;
885
886 objects = this;
887 }
888
889 void object::unlink ()
890 {
891 count = 0;
892
893 if (this == objects)
894 objects = next;
895
896 /* Remove this object from the list of used objects */
897 if (prev)
898 {
899 prev->next = next;
900 prev = 0;
901 }
902
903 if (next)
904 {
905 next->prev = prev;
906 next = 0;
907 }
908 }
909
910 object *object::create ()
911 {
912 object *op;
913
914 if (freed.empty ())
915 op = new object;
916 else
917 {
918 // highly annoying, but the only way to get it stable right now
919 op = freed.back ();
920 freed.pop_back ();
921 op->~object ();
922 new ((void *) op) object;
923 }
924
925 op->link ();
926 return op;
927 }
928
929 /*
930 * free_object() frees everything allocated by an object, removes
931 * it from the list of used objects, and puts it on the list of
932 * free objects. The IS_FREED() flag is set in the object.
933 * The object must have been removed by remove_ob() first for
934 * this function to succeed.
935 *
936 * If free_inventory is set, free inventory as well. Else drop items in
937 * inventory to the ground.
938 */
939 void object::free (bool free_inventory)
940 {
941 if (QUERY_FLAG (this, FLAG_FREED))
942 return;
943
944 if (QUERY_FLAG (this, FLAG_FRIENDLY))
945 remove_friendly_object (this);
946
947 if (!QUERY_FLAG (this, FLAG_REMOVED))
948 remove_ob (this);
949
950 SET_FLAG (this, FLAG_FREED);
951
952 if (more)
953 {
954 more->free (free_inventory);
955 more = 0;
956 }
957
958 if (inv)
959 {
960 /* Only if the space blocks everything do we not process -
961 * if some form of movement is allowed, let objects
962 * drop on that space.
963 */
964 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
965 {
966 object *op = inv;
967
968 while (op)
969 {
970 object *tmp = op->below;
971 op->free (free_inventory);
972 op = tmp;
973 }
974 }
975 else
976 { /* Put objects in inventory onto this space */
977 object *op = inv;
978
979 while (op)
980 {
981 object *tmp = op->below;
982
983 remove_ob (op);
984
985 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
986 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
987 free_object (op);
988 else
989 {
990 op->x = x;
991 op->y = y;
992 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
993 }
994
995 op = tmp;
996 }
997 }
998 }
999
1000 owner = 0;
1001
1002 /* Remove object from the active list */
1003 speed = 0;
1004 update_ob_speed (this);
1005
1006 unlink ();
1007
1008 mortals.push_back (this);
1009 }
1010
1011 /*
1012 * sub_weight() recursively (outwards) subtracts a number from the
1013 * weight of an object (and what is carried by it's environment(s)).
1014 */
1015
1016 void
1017 sub_weight (object *op, signed long weight)
1018 {
1019 while (op != NULL)
1020 {
1021 if (op->type == CONTAINER)
1022 {
1023 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1024 }
1025 op->carrying -= weight;
1026 op = op->env;
1027 }
1028 }
1029
1030 /* remove_ob(op):
1031 * This function removes the object op from the linked list of objects
1032 * which it is currently tied to. When this function is done, the
1033 * object will have no environment. If the object previously had an
1034 * environment, the x and y coordinates will be updated to
1035 * the previous environment.
1036 * Beware: This function is called from the editor as well!
1037 */
1038
1039 void
1040 remove_ob (object *op)
1041 {
1042 object *
1043 tmp, *
1044 last = NULL;
1045 object *
1046 otmp;
1047
1048 tag_t
1049 tag;
1050 int
1051 check_walk_off;
1052 mapstruct *
1053 m;
1054
1055 sint16
1056 x,
1057 y;
1058
1059 if (QUERY_FLAG (op, FLAG_REMOVED))
1060 return;
1061
1062 SET_FLAG (op, FLAG_REMOVED);
1063
1064 if (op->more != NULL)
1065 remove_ob (op->more);
1066
1067 /*
1068 * In this case, the object to be removed is in someones
1069 * inventory.
1070 */
1071 if (op->env != NULL)
1072 {
1073 if (op->nrof)
1074 sub_weight (op->env, op->weight * op->nrof);
1075 else
1076 sub_weight (op->env, op->weight + op->carrying);
1077
1078 /* NO_FIX_PLAYER is set when a great many changes are being
1079 * made to players inventory. If set, avoiding the call
1080 * to save cpu time.
1081 */
1082 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1083 fix_player (otmp);
1084
1085 if (op->above != NULL)
1086 op->above->below = op->below;
1087 else
1088 op->env->inv = op->below;
1089
1090 if (op->below != NULL)
1091 op->below->above = op->above;
1092
1093 /* we set up values so that it could be inserted into
1094 * the map, but we don't actually do that - it is up
1095 * to the caller to decide what we want to do.
1096 */
1097 op->x = op->env->x, op->y = op->env->y;
1098 op->map = op->env->map;
1099 op->above = NULL, op->below = NULL;
1100 op->env = NULL;
1101 }
1102 else if (op->map)
1103 {
1104 x = op->x;
1105 y = op->y;
1106 m = get_map_from_coord (op->map, &x, &y);
1107
1108 if (!m)
1109 {
1110 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1111 op->map->path, op->x, op->y);
1112 /* in old days, we used to set x and y to 0 and continue.
1113 * it seems if we get into this case, something is probablye
1114 * screwed up and should be fixed.
1115 */
1116 abort ();
1117 }
1118
1119 if (op->map != m)
1120 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1121 op->map->path, m->path, op->x, op->y, x, y);
1122
1123 /* Re did the following section of code - it looks like it had
1124 * lots of logic for things we no longer care about
1125 */
1126
1127 /* link the object above us */
1128 if (op->above)
1129 op->above->below = op->below;
1130 else
1131 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1132
1133 /* Relink the object below us, if there is one */
1134 if (op->below)
1135 op->below->above = op->above;
1136 else
1137 {
1138 /* Nothing below, which means we need to relink map object for this space
1139 * use translated coordinates in case some oddness with map tiling is
1140 * evident
1141 */
1142 if (GET_MAP_OB (m, x, y) != op)
1143 {
1144 dump_object (op);
1145 LOG (llevError,
1146 "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);
1147 dump_object (GET_MAP_OB (m, x, y));
1148 LOG (llevError, "%s\n", errmsg);
1149 }
1150
1151 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1152 }
1153
1154 op->above = 0;
1155 op->below = 0;
1156
1157 if (op->map->in_memory == MAP_SAVING)
1158 return;
1159
1160 tag = op->count;
1161 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1162
1163 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1164 {
1165 /* No point updating the players look faces if he is the object
1166 * being removed.
1167 */
1168
1169 if (tmp->type == PLAYER && tmp != op)
1170 {
1171 /* If a container that the player is currently using somehow gets
1172 * removed (most likely destroyed), update the player view
1173 * appropriately.
1174 */
1175 if (tmp->container == op)
1176 {
1177 CLEAR_FLAG (op, FLAG_APPLIED);
1178 tmp->container = NULL;
1179 }
1180
1181 tmp->contr->socket.update_look = 1;
1182 }
1183
1184 /* See if player moving off should effect something */
1185 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1186 {
1187 move_apply (tmp, op, NULL);
1188
1189 if (was_destroyed (op, tag))
1190 {
1191 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1192 }
1193 }
1194
1195 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1196
1197 if (tmp->above == tmp)
1198 tmp->above = NULL;
1199
1200 last = tmp;
1201 }
1202
1203 /* last == NULL of there are no objects on this space */
1204 if (last == NULL)
1205 {
1206 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1207 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1208 * those out anyways, and if there are any flags set right now, they won't
1209 * be correct anyways.
1210 */
1211 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1212 update_position (op->map, op->x, op->y);
1213 }
1214 else
1215 update_object (last, UP_OBJ_REMOVE);
1216
1217 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1218 update_all_los (op->map, op->x, op->y);
1219 }
1220 }
1221
1222 /*
1223 * merge_ob(op,top):
1224 *
1225 * This function goes through all objects below and including top, and
1226 * merges op to the first matching object.
1227 * If top is NULL, it is calculated.
1228 * Returns pointer to object if it succeded in the merge, otherwise NULL
1229 */
1230 object *
1231 merge_ob (object *op, object *top)
1232 {
1233 if (!op->nrof)
1234 return 0;
1235
1236 if (top == NULL)
1237 for (top = op; top != NULL && top->above != NULL; top = top->above);
1238
1239 for (; top != NULL; top = top->below)
1240 {
1241 if (top == op)
1242 continue;
1243 if (CAN_MERGE (op, top))
1244 {
1245 top->nrof += op->nrof;
1246
1247 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1248 op->weight = 0; /* Don't want any adjustements now */
1249 remove_ob (op);
1250 free_object (op);
1251 return top;
1252 }
1253 }
1254
1255 return NULL;
1256 }
1257
1258 /*
1259 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1260 * job preparing multi-part monsters
1261 */
1262 object *
1263 insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1264 {
1265 object *tmp;
1266
1267 if (op->head)
1268 op = op->head;
1269
1270 for (tmp = op; tmp; tmp = tmp->more)
1271 {
1272 tmp->x = x + tmp->arch->clone.x;
1273 tmp->y = y + tmp->arch->clone.y;
1274 }
1275
1276 return insert_ob_in_map (op, m, originator, flag);
1277 }
1278
1279 /*
1280 * insert_ob_in_map (op, map, originator, flag):
1281 * This function inserts the object in the two-way linked list
1282 * which represents what is on a map.
1283 * The second argument specifies the map, and the x and y variables
1284 * in the object about to be inserted specifies the position.
1285 *
1286 * originator: Player, monster or other object that caused 'op' to be inserted
1287 * into 'map'. May be NULL.
1288 *
1289 * flag is a bitmask about special things to do (or not do) when this
1290 * function is called. see the object.h file for the INS_ values.
1291 * Passing 0 for flag gives proper default values, so flag really only needs
1292 * to be set if special handling is needed.
1293 *
1294 * Return value:
1295 * new object if 'op' was merged with other object
1296 * NULL if 'op' was destroyed
1297 * just 'op' otherwise
1298 */
1299
1300 object *
1301 insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1302 {
1303 object *tmp, *top, *floor = NULL;
1304 sint16 x, y;
1305
1306 if (QUERY_FLAG (op, FLAG_FREED))
1307 {
1308 LOG (llevError, "Trying to insert freed object!\n");
1309 return NULL;
1310 }
1311
1312 if (m == NULL)
1313 {
1314 dump_object (op);
1315 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1316 return op;
1317 }
1318
1319 if (out_of_map (m, op->x, op->y))
1320 {
1321 dump_object (op);
1322 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1323 #ifdef MANY_CORES
1324 /* Better to catch this here, as otherwise the next use of this object
1325 * is likely to cause a crash. Better to find out where it is getting
1326 * improperly inserted.
1327 */
1328 abort ();
1329 #endif
1330 return op;
1331 }
1332
1333 if (!QUERY_FLAG (op, FLAG_REMOVED))
1334 {
1335 dump_object (op);
1336 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1337 return op;
1338 }
1339
1340 if (op->more != NULL)
1341 {
1342 /* The part may be on a different map. */
1343
1344 object *more = op->more;
1345
1346 /* We really need the caller to normalize coordinates - if
1347 * we set the map, that doesn't work if the location is within
1348 * a map and this is straddling an edge. So only if coordinate
1349 * is clear wrong do we normalize it.
1350 */
1351 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1352 more->map = get_map_from_coord (m, &more->x, &more->y);
1353 else if (!more->map)
1354 {
1355 /* For backwards compatibility - when not dealing with tiled maps,
1356 * more->map should always point to the parent.
1357 */
1358 more->map = m;
1359 }
1360
1361 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1362 {
1363 if (!op->head)
1364 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1365
1366 return NULL;
1367 }
1368 }
1369
1370 CLEAR_FLAG (op, FLAG_REMOVED);
1371
1372 /* Ideally, the caller figures this out. However, it complicates a lot
1373 * of areas of callers (eg, anything that uses find_free_spot would now
1374 * need extra work
1375 */
1376 op->map = get_map_from_coord (m, &op->x, &op->y);
1377 x = op->x;
1378 y = op->y;
1379
1380 /* this has to be done after we translate the coordinates.
1381 */
1382 if (op->nrof && !(flag & INS_NO_MERGE))
1383 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1384 if (CAN_MERGE (op, tmp))
1385 {
1386 op->nrof += tmp->nrof;
1387 remove_ob (tmp);
1388 free_object (tmp);
1389 }
1390
1391 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1392 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1393
1394 if (!QUERY_FLAG (op, FLAG_ALIVE))
1395 CLEAR_FLAG (op, FLAG_NO_STEAL);
1396
1397 if (flag & INS_BELOW_ORIGINATOR)
1398 {
1399 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1400 {
1401 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1402 abort ();
1403 }
1404
1405 op->above = originator;
1406 op->below = originator->below;
1407
1408 if (op->below)
1409 op->below->above = op;
1410 else
1411 SET_MAP_OB (op->map, op->x, op->y, op);
1412
1413 /* since *below* originator, no need to update top */
1414 originator->below = op;
1415 }
1416 else
1417 {
1418 /* If there are other objects, then */
1419 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1420 {
1421 object *last = NULL;
1422
1423 /*
1424 * If there are multiple objects on this space, we do some trickier handling.
1425 * We've already dealt with merging if appropriate.
1426 * Generally, we want to put the new object on top. But if
1427 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1428 * floor, we want to insert above that and no further.
1429 * Also, if there are spell objects on this space, we stop processing
1430 * once we get to them. This reduces the need to traverse over all of
1431 * them when adding another one - this saves quite a bit of cpu time
1432 * when lots of spells are cast in one area. Currently, it is presumed
1433 * that flying non pickable objects are spell objects.
1434 */
1435
1436 while (top != NULL)
1437 {
1438 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1439 floor = top;
1440
1441 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1442 {
1443 /* We insert above top, so we want this object below this */
1444 top = top->below;
1445 break;
1446 }
1447
1448 last = top;
1449 top = top->above;
1450 }
1451
1452 /* Don't want top to be NULL, so set it to the last valid object */
1453 top = last;
1454
1455 /* We let update_position deal with figuring out what the space
1456 * looks like instead of lots of conditions here.
1457 * makes things faster, and effectively the same result.
1458 */
1459
1460 /* Have object 'fall below' other objects that block view.
1461 * Unless those objects are exits, type 66
1462 * If INS_ON_TOP is used, don't do this processing
1463 * Need to find the object that in fact blocks view, otherwise
1464 * stacking is a bit odd.
1465 */
1466 if (!(flag & INS_ON_TOP) &&
1467 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1468 {
1469 for (last = top; last != floor; last = last->below)
1470 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1471 break;
1472 /* Check to see if we found the object that blocks view,
1473 * and make sure we have a below pointer for it so that
1474 * we can get inserted below this one, which requires we
1475 * set top to the object below us.
1476 */
1477 if (last && last->below && last != floor)
1478 top = last->below;
1479 }
1480 } /* If objects on this space */
1481
1482 if (flag & INS_MAP_LOAD)
1483 top = GET_MAP_TOP (op->map, op->x, op->y);
1484
1485 if (flag & INS_ABOVE_FLOOR_ONLY)
1486 top = floor;
1487
1488 /* Top is the object that our object (op) is going to get inserted above.
1489 */
1490
1491 /* First object on this space */
1492 if (!top)
1493 {
1494 op->above = GET_MAP_OB (op->map, op->x, op->y);
1495
1496 if (op->above)
1497 op->above->below = op;
1498
1499 op->below = NULL;
1500 SET_MAP_OB (op->map, op->x, op->y, op);
1501 }
1502 else
1503 { /* get inserted into the stack above top */
1504 op->above = top->above;
1505
1506 if (op->above)
1507 op->above->below = op;
1508
1509 op->below = top;
1510 top->above = op;
1511 }
1512
1513 if (op->above == NULL)
1514 SET_MAP_TOP (op->map, op->x, op->y, op);
1515 } /* else not INS_BELOW_ORIGINATOR */
1516
1517 if (op->type == PLAYER)
1518 op->contr->do_los = 1;
1519
1520 /* If we have a floor, we know the player, if any, will be above
1521 * it, so save a few ticks and start from there.
1522 */
1523 if (!(flag & INS_MAP_LOAD))
1524 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1525 if (tmp->type == PLAYER)
1526 tmp->contr->socket.update_look = 1;
1527
1528 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really
1530 * an inefficient way to do this, as it means los for all players
1531 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area
1535 * of effect may be sufficient.
1536 */
1537 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1538 update_all_los (op->map, op->x, op->y);
1539
1540 /* updates flags (blocked, alive, no magic, etc) for this map space */
1541 update_object (op, UP_OBJ_INSERT);
1542
1543 /* Don't know if moving this to the end will break anything. However,
1544 * we want to have update_look set above before calling this.
1545 *
1546 * check_move_on() must be after this because code called from
1547 * check_move_on() depends on correct map flags (so functions like
1548 * blocked() and wall() work properly), and these flags are updated by
1549 * update_object().
1550 */
1551
1552 /* if this is not the head or flag has been passed, don't check walk on status */
1553 if (!(flag & INS_NO_WALK_ON) && !op->head)
1554 {
1555 if (check_move_on (op, originator))
1556 return NULL;
1557
1558 /* If we are a multi part object, lets work our way through the check
1559 * walk on's.
1560 */
1561 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1562 if (check_move_on (tmp, originator))
1563 return NULL;
1564 }
1565
1566 return op;
1567 }
1568
1569 /* this function inserts an object in the map, but if it
1570 * finds an object of its own type, it'll remove that one first.
1571 * op is the object to insert it under: supplies x and the map.
1572 */
1573 void
1574 replace_insert_ob_in_map (const char *arch_string, object *op)
1575 {
1576 object *
1577 tmp;
1578 object *
1579 tmp1;
1580
1581 /* first search for itself and remove any old instances */
1582
1583 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1584 {
1585 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1586 {
1587 remove_ob (tmp);
1588 free_object (tmp);
1589 }
1590 }
1591
1592 tmp1 = arch_to_object (find_archetype (arch_string));
1593
1594 tmp1->x = op->x;
1595 tmp1->y = op->y;
1596 insert_ob_in_map (tmp1, op->map, op, 0);
1597 }
1598
1599 /*
1600 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1601 * is returned contains nr objects, and the remaining parts contains
1602 * the rest (or is removed and freed if that number is 0).
1603 * On failure, NULL is returned, and the reason put into the
1604 * global static errmsg array.
1605 */
1606
1607 object *
1608 get_split_ob (object *orig_ob, uint32 nr)
1609 {
1610 object *
1611 newob;
1612 int
1613 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1614
1615 if (orig_ob->nrof < nr)
1616 {
1617 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1618 return NULL;
1619 }
1620
1621 newob = object_create_clone (orig_ob);
1622
1623 if ((orig_ob->nrof -= nr) < 1)
1624 {
1625 if (!is_removed)
1626 remove_ob (orig_ob);
1627 free_object2 (orig_ob, 1);
1628 }
1629 else if (!is_removed)
1630 {
1631 if (orig_ob->env != NULL)
1632 sub_weight (orig_ob->env, orig_ob->weight * nr);
1633 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1634 {
1635 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1636 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1637 return NULL;
1638 }
1639 }
1640
1641 newob->nrof = nr;
1642
1643 return newob;
1644 }
1645
1646 /*
1647 * decrease_ob_nr(object, number) decreases a specified number from
1648 * the amount of an object. If the amount reaches 0, the object
1649 * is subsequently removed and freed.
1650 *
1651 * Return value: 'op' if something is left, NULL if the amount reached 0
1652 */
1653
1654 object *
1655 decrease_ob_nr (object *op, uint32 i)
1656 {
1657 object *tmp;
1658 player *pl;
1659
1660 if (i == 0) /* objects with op->nrof require this check */
1661 return op;
1662
1663 if (i > op->nrof)
1664 i = op->nrof;
1665
1666 if (QUERY_FLAG (op, FLAG_REMOVED))
1667 op->nrof -= i;
1668 else if (op->env != NULL)
1669 {
1670 /* is this object in the players inventory, or sub container
1671 * therein?
1672 */
1673 tmp = is_player_inv (op->env);
1674 /* nope. Is this a container the player has opened?
1675 * If so, set tmp to that player.
1676 * IMO, searching through all the players will mostly
1677 * likely be quicker than following op->env to the map,
1678 * and then searching the map for a player.
1679 */
1680 if (!tmp)
1681 {
1682 for (pl = first_player; pl; pl = pl->next)
1683 if (pl->ob->container == op->env)
1684 break;
1685 if (pl)
1686 tmp = pl->ob;
1687 else
1688 tmp = NULL;
1689 }
1690
1691 if (i < op->nrof)
1692 {
1693 sub_weight (op->env, op->weight * i);
1694 op->nrof -= i;
1695 if (tmp)
1696 {
1697 esrv_send_item (tmp, op);
1698 }
1699 }
1700 else
1701 {
1702 remove_ob (op);
1703 op->nrof = 0;
1704 if (tmp)
1705 {
1706 esrv_del_item (tmp->contr, op->count);
1707 }
1708 }
1709 }
1710 else
1711 {
1712 object *above = op->above;
1713
1714 if (i < op->nrof)
1715 op->nrof -= i;
1716 else
1717 {
1718 remove_ob (op);
1719 op->nrof = 0;
1720 }
1721
1722 /* Since we just removed op, op->above is null */
1723 for (tmp = above; tmp != NULL; tmp = tmp->above)
1724 if (tmp->type == PLAYER)
1725 {
1726 if (op->nrof)
1727 esrv_send_item (tmp, op);
1728 else
1729 esrv_del_item (tmp->contr, op->count);
1730 }
1731 }
1732
1733 if (op->nrof)
1734 return op;
1735 else
1736 {
1737 free_object (op);
1738 return NULL;
1739 }
1740 }
1741
1742 /*
1743 * add_weight(object, weight) adds the specified weight to an object,
1744 * and also updates how much the environment(s) is/are carrying.
1745 */
1746
1747 void
1748 add_weight (object *op, signed long weight)
1749 {
1750 while (op != NULL)
1751 {
1752 if (op->type == CONTAINER)
1753 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1754
1755 op->carrying += weight;
1756 op = op->env;
1757 }
1758 }
1759
1760 /*
1761 * insert_ob_in_ob(op,environment):
1762 * This function inserts the object op in the linked list
1763 * inside the object environment.
1764 *
1765 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1766 * the inventory at the last position or next to other objects of the same
1767 * type.
1768 * Frank: Now sorted by type, archetype and magic!
1769 *
1770 * The function returns now pointer to inserted item, and return value can
1771 * be != op, if items are merged. -Tero
1772 */
1773
1774 object *
1775 insert_ob_in_ob (object *op, object *where)
1776 {
1777 object *
1778 tmp, *
1779 otmp;
1780
1781 if (!QUERY_FLAG (op, FLAG_REMOVED))
1782 {
1783 dump_object (op);
1784 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1785 return op;
1786 }
1787
1788 if (where == NULL)
1789 {
1790 dump_object (op);
1791 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1792 return op;
1793 }
1794
1795 if (where->head)
1796 {
1797 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1798 where = where->head;
1799 }
1800
1801 if (op->more)
1802 {
1803 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1804 return op;
1805 }
1806
1807 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1808 CLEAR_FLAG (op, FLAG_REMOVED);
1809 if (op->nrof)
1810 {
1811 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1812 if (CAN_MERGE (tmp, op))
1813 {
1814 /* return the original object and remove inserted object
1815 (client needs the original object) */
1816 tmp->nrof += op->nrof;
1817 /* Weight handling gets pretty funky. Since we are adding to
1818 * tmp->nrof, we need to increase the weight.
1819 */
1820 add_weight (where, op->weight * op->nrof);
1821 SET_FLAG (op, FLAG_REMOVED);
1822 free_object (op); /* free the inserted object */
1823 op = tmp;
1824 remove_ob (op); /* and fix old object's links */
1825 CLEAR_FLAG (op, FLAG_REMOVED);
1826 break;
1827 }
1828
1829 /* I assume combined objects have no inventory
1830 * We add the weight - this object could have just been removed
1831 * (if it was possible to merge). calling remove_ob will subtract
1832 * the weight, so we need to add it in again, since we actually do
1833 * the linking below
1834 */
1835 add_weight (where, op->weight * op->nrof);
1836 }
1837 else
1838 add_weight (where, (op->weight + op->carrying));
1839
1840 otmp = is_player_inv (where);
1841 if (otmp && otmp->contr != NULL)
1842 {
1843 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1844 fix_player (otmp);
1845 }
1846
1847 op->map = NULL;
1848 op->env = where;
1849 op->above = NULL;
1850 op->below = NULL;
1851 op->x = 0, op->y = 0;
1852
1853 /* reset the light list and los of the players on the map */
1854 if ((op->glow_radius != 0) && where->map)
1855 {
1856 #ifdef DEBUG_LIGHTS
1857 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1858 #endif /* DEBUG_LIGHTS */
1859 if (MAP_DARKNESS (where->map))
1860 update_all_los (where->map, where->x, where->y);
1861 }
1862
1863 /* Client has no idea of ordering so lets not bother ordering it here.
1864 * It sure simplifies this function...
1865 */
1866 if (where->inv == NULL)
1867 where->inv = op;
1868 else
1869 {
1870 op->below = where->inv;
1871 op->below->above = op;
1872 where->inv = op;
1873 }
1874 return op;
1875 }
1876
1877 /*
1878 * Checks if any objects has a move_type that matches objects
1879 * that effect this object on this space. Call apply() to process
1880 * these events.
1881 *
1882 * Any speed-modification due to SLOW_MOVE() of other present objects
1883 * will affect the speed_left of the object.
1884 *
1885 * originator: Player, monster or other object that caused 'op' to be inserted
1886 * into 'map'. May be NULL.
1887 *
1888 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1889 *
1890 * 4-21-95 added code to check if appropriate skill was readied - this will
1891 * permit faster movement by the player through this terrain. -b.t.
1892 *
1893 * MSW 2001-07-08: Check all objects on space, not just those below
1894 * object being inserted. insert_ob_in_map may not put new objects
1895 * on top.
1896 */
1897
1898 int
1899 check_move_on (object *op, object *originator)
1900 {
1901 object *
1902 tmp;
1903 tag_t
1904 tag;
1905 mapstruct *
1906 m = op->map;
1907 int
1908 x = op->x, y = op->y;
1909
1910 MoveType
1911 move_on,
1912 move_slow,
1913 move_block;
1914
1915 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1916 return 0;
1917
1918 tag = op->count;
1919
1920 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1921 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1922 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1923
1924 /* if nothing on this space will slow op down or be applied,
1925 * no need to do checking below. have to make sure move_type
1926 * is set, as lots of objects don't have it set - we treat that
1927 * as walking.
1928 */
1929 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1930 return 0;
1931
1932 /* This is basically inverse logic of that below - basically,
1933 * if the object can avoid the move on or slow move, they do so,
1934 * but can't do it if the alternate movement they are using is
1935 * blocked. Logic on this seems confusing, but does seem correct.
1936 */
1937 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1938 return 0;
1939
1940 /* The objects have to be checked from top to bottom.
1941 * Hence, we first go to the top:
1942 */
1943
1944 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1945 {
1946 /* Trim the search when we find the first other spell effect
1947 * this helps performance so that if a space has 50 spell objects,
1948 * we don't need to check all of them.
1949 */
1950 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1951 break;
1952 }
1953
1954 for (; tmp; tmp = tmp->below)
1955 {
1956 if (tmp == op)
1957 continue; /* Can't apply yourself */
1958
1959 /* Check to see if one of the movement types should be slowed down.
1960 * Second check makes sure that the movement types not being slowed
1961 * (~slow_move) is not blocked on this space - just because the
1962 * space doesn't slow down swimming (for example), if you can't actually
1963 * swim on that space, can't use it to avoid the penalty.
1964 */
1965 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1966 {
1967 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1968 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1969 {
1970
1971 float
1972 diff = tmp->move_slow_penalty * FABS (op->speed);
1973
1974 if (op->type == PLAYER)
1975 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1976 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1977 diff /= 4.0;
1978
1979 op->speed_left -= diff;
1980 }
1981 }
1982
1983 /* Basically same logic as above, except now for actual apply. */
1984 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1985 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1986 {
1987 move_apply (tmp, op, originator);
1988
1989 if (was_destroyed (op, tag))
1990 return 1;
1991
1992 /* what the person/creature stepped onto has moved the object
1993 * someplace new. Don't process any further - if we did,
1994 * have a feeling strange problems would result.
1995 */
1996 if (op->map != m || op->x != x || op->y != y)
1997 return 0;
1998 }
1999 }
2000
2001 return 0;
2002 }
2003
2004 /*
2005 * present_arch(arch, map, x, y) searches for any objects with
2006 * a matching archetype at the given map and coordinates.
2007 * The first matching object is returned, or NULL if none.
2008 */
2009
2010 object *
2011 present_arch (const archetype *at, mapstruct *m, int x, int y)
2012 {
2013 object *
2014 tmp;
2015
2016 if (m == NULL || out_of_map (m, x, y))
2017 {
2018 LOG (llevError, "Present_arch called outside map.\n");
2019 return NULL;
2020 }
2021 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2022 if (tmp->arch == at)
2023 return tmp;
2024 return NULL;
2025 }
2026
2027 /*
2028 * present(type, map, x, y) searches for any objects with
2029 * a matching type variable at the given map and coordinates.
2030 * The first matching object is returned, or NULL if none.
2031 */
2032
2033 object *
2034 present (unsigned char type, mapstruct *m, int x, int y)
2035 {
2036 object *
2037 tmp;
2038
2039 if (out_of_map (m, x, y))
2040 {
2041 LOG (llevError, "Present called outside map.\n");
2042 return NULL;
2043 }
2044 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2045 if (tmp->type == type)
2046 return tmp;
2047 return NULL;
2048 }
2049
2050 /*
2051 * present_in_ob(type, object) searches for any objects with
2052 * a matching type variable in the inventory of the given object.
2053 * The first matching object is returned, or NULL if none.
2054 */
2055
2056 object *
2057 present_in_ob (unsigned char type, const object *op)
2058 {
2059 object *
2060 tmp;
2061
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 if (tmp->type == type)
2064 return tmp;
2065 return NULL;
2066 }
2067
2068 /*
2069 * present_in_ob (type, str, object) searches for any objects with
2070 * a matching type & name variable in the inventory of the given object.
2071 * The first matching object is returned, or NULL if none.
2072 * This is mostly used by spell effect code, so that we only
2073 * have one spell effect at a time.
2074 * type can be used to narrow the search - if type is set,
2075 * the type must also match. -1 can be passed for the type,
2076 * in which case the type does not need to pass.
2077 * str is the string to match against. Note that we match against
2078 * the object name, not the archetype name. this is so that the
2079 * spell code can use one object type (force), but change it's name
2080 * to be unique.
2081 */
2082
2083 object *
2084 present_in_ob_by_name (int type, const char *str, const object *op)
2085 {
2086 object *
2087 tmp;
2088
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2090 {
2091 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2092 return tmp;
2093 }
2094 return NULL;
2095 }
2096
2097 /*
2098 * present_arch_in_ob(archetype, object) searches for any objects with
2099 * a matching archetype in the inventory of the given object.
2100 * The first matching object is returned, or NULL if none.
2101 */
2102
2103 object *
2104 present_arch_in_ob (const archetype *at, const object *op)
2105 {
2106 object *
2107 tmp;
2108
2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2110 if (tmp->arch == at)
2111 return tmp;
2112 return NULL;
2113 }
2114
2115 /*
2116 * activate recursively a flag on an object inventory
2117 */
2118 void
2119 flag_inv (object *op, int flag)
2120 {
2121 object *
2122 tmp;
2123
2124 if (op->inv)
2125 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2126 {
2127 SET_FLAG (tmp, flag);
2128 flag_inv (tmp, flag);
2129 }
2130 } /*
2131 * desactivate recursively a flag on an object inventory
2132 */
2133 void
2134 unflag_inv (object *op, int flag)
2135 {
2136 object *
2137 tmp;
2138
2139 if (op->inv)
2140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2141 {
2142 CLEAR_FLAG (tmp, flag);
2143 unflag_inv (tmp, flag);
2144 }
2145 }
2146
2147 /*
2148 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2149 * all it's inventory (recursively).
2150 * If checksums are used, a player will get set_cheat called for
2151 * him/her-self and all object carried by a call to this function.
2152 */
2153
2154 void
2155 set_cheat (object *op)
2156 {
2157 SET_FLAG (op, FLAG_WAS_WIZ);
2158 flag_inv (op, FLAG_WAS_WIZ);
2159 }
2160
2161 /*
2162 * find_free_spot(object, map, x, y, start, stop) will search for
2163 * a spot at the given map and coordinates which will be able to contain
2164 * the given object. start and stop specifies how many squares
2165 * to search (see the freearr_x/y[] definition).
2166 * It returns a random choice among the alternatives found.
2167 * start and stop are where to start relative to the free_arr array (1,9
2168 * does all 4 immediate directions). This returns the index into the
2169 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2170 * Note - this only checks to see if there is space for the head of the
2171 * object - if it is a multispace object, this should be called for all
2172 * pieces.
2173 * Note2: This function does correctly handle tiled maps, but does not
2174 * inform the caller. However, insert_ob_in_map will update as
2175 * necessary, so the caller shouldn't need to do any special work.
2176 * Note - updated to take an object instead of archetype - this is necessary
2177 * because arch_blocked (now ob_blocked) needs to know the movement type
2178 * to know if the space in question will block the object. We can't use
2179 * the archetype because that isn't correct if the monster has been
2180 * customized, changed states, etc.
2181 */
2182
2183 int
2184 find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2185 {
2186 int
2187 i,
2188 index = 0, flag;
2189 static int
2190 altern[SIZEOFFREE];
2191
2192 for (i = start; i < stop; i++)
2193 {
2194 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2195 if (!flag)
2196 altern[index++] = i;
2197
2198 /* Basically, if we find a wall on a space, we cut down the search size.
2199 * In this way, we won't return spaces that are on another side of a wall.
2200 * This mostly work, but it cuts down the search size in all directions -
2201 * if the space being examined only has a wall to the north and empty
2202 * spaces in all the other directions, this will reduce the search space
2203 * to only the spaces immediately surrounding the target area, and
2204 * won't look 2 spaces south of the target space.
2205 */
2206 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2207 stop = maxfree[i];
2208 }
2209 if (!index)
2210 return -1;
2211 return altern[RANDOM () % index];
2212 }
2213
2214 /*
2215 * find_first_free_spot(archetype, mapstruct, x, y) works like
2216 * find_free_spot(), but it will search max number of squares.
2217 * But it will return the first available spot, not a random choice.
2218 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2219 */
2220
2221 int
2222 find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2223 {
2224 int
2225 i;
2226
2227 for (i = 0; i < SIZEOFFREE; i++)
2228 {
2229 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2230 return i;
2231 }
2232 return -1;
2233 }
2234
2235 /*
2236 * The function permute(arr, begin, end) randomly reorders the array
2237 * arr[begin..end-1].
2238 */
2239 static void
2240 permute (int *arr, int begin, int end)
2241 {
2242 int
2243 i,
2244 j,
2245 tmp,
2246 len;
2247
2248 len = end - begin;
2249 for (i = begin; i < end; i++)
2250 {
2251 j = begin + RANDOM () % len;
2252
2253 tmp = arr[i];
2254 arr[i] = arr[j];
2255 arr[j] = tmp;
2256 }
2257 }
2258
2259 /* new function to make monster searching more efficient, and effective!
2260 * This basically returns a randomized array (in the passed pointer) of
2261 * the spaces to find monsters. In this way, it won't always look for
2262 * monsters to the north first. However, the size of the array passed
2263 * covers all the spaces, so within that size, all the spaces within
2264 * the 3x3 area will be searched, just not in a predictable order.
2265 */
2266 void
2267 get_search_arr (int *search_arr)
2268 {
2269 int
2270 i;
2271
2272 for (i = 0; i < SIZEOFFREE; i++)
2273 {
2274 search_arr[i] = i;
2275 }
2276
2277 permute (search_arr, 1, SIZEOFFREE1 + 1);
2278 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2279 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2280 }
2281
2282 /*
2283 * find_dir(map, x, y, exclude) will search some close squares in the
2284 * given map at the given coordinates for live objects.
2285 * It will not considered the object given as exclude among possible
2286 * live objects.
2287 * It returns the direction toward the first/closest live object if finds
2288 * any, otherwise 0.
2289 * Perhaps incorrectly, but I'm making the assumption that exclude
2290 * is actually want is going to try and move there. We need this info
2291 * because we have to know what movement the thing looking to move
2292 * there is capable of.
2293 */
2294
2295 int
2296 find_dir (mapstruct *m, int x, int y, object *exclude)
2297 {
2298 int
2299 i,
2300 max = SIZEOFFREE, mflags;
2301
2302 sint16 nx, ny;
2303 object *
2304 tmp;
2305 mapstruct *
2306 mp;
2307
2308 MoveType blocked, move_type;
2309
2310 if (exclude && exclude->head)
2311 {
2312 exclude = exclude->head;
2313 move_type = exclude->move_type;
2314 }
2315 else
2316 {
2317 /* If we don't have anything, presume it can use all movement types. */
2318 move_type = MOVE_ALL;
2319 }
2320
2321 for (i = 1; i < max; i++)
2322 {
2323 mp = m;
2324 nx = x + freearr_x[i];
2325 ny = y + freearr_y[i];
2326
2327 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2328 if (mflags & P_OUT_OF_MAP)
2329 {
2330 max = maxfree[i];
2331 }
2332 else
2333 {
2334 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2335
2336 if ((move_type & blocked) == move_type)
2337 {
2338 max = maxfree[i];
2339 }
2340 else if (mflags & P_IS_ALIVE)
2341 {
2342 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2343 {
2344 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2345 {
2346 break;
2347 }
2348 }
2349 if (tmp)
2350 {
2351 return freedir[i];
2352 }
2353 }
2354 }
2355 }
2356 return 0;
2357 }
2358
2359 /*
2360 * distance(object 1, object 2) will return the square of the
2361 * distance between the two given objects.
2362 */
2363
2364 int
2365 distance (const object *ob1, const object *ob2)
2366 {
2367 int
2368 i;
2369
2370 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2371 return i;
2372 }
2373
2374 /*
2375 * find_dir_2(delta-x,delta-y) will return a direction in which
2376 * an object which has subtracted the x and y coordinates of another
2377 * object, needs to travel toward it.
2378 */
2379
2380 int
2381 find_dir_2 (int x, int y)
2382 {
2383 int
2384 q;
2385
2386 if (y)
2387 q = x * 100 / y;
2388 else if (x)
2389 q = -300 * x;
2390 else
2391 return 0;
2392
2393 if (y > 0)
2394 {
2395 if (q < -242)
2396 return 3;
2397 if (q < -41)
2398 return 2;
2399 if (q < 41)
2400 return 1;
2401 if (q < 242)
2402 return 8;
2403 return 7;
2404 }
2405
2406 if (q < -242)
2407 return 7;
2408 if (q < -41)
2409 return 6;
2410 if (q < 41)
2411 return 5;
2412 if (q < 242)
2413 return 4;
2414
2415 return 3;
2416 }
2417
2418 /*
2419 * absdir(int): Returns a number between 1 and 8, which represent
2420 * the "absolute" direction of a number (it actually takes care of
2421 * "overflow" in previous calculations of a direction).
2422 */
2423
2424 int
2425 absdir (int d)
2426 {
2427 while (d < 1)
2428 d += 8;
2429 while (d > 8)
2430 d -= 8;
2431 return d;
2432 }
2433
2434 /*
2435 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2436 * between two directions (which are expected to be absolute (see absdir())
2437 */
2438
2439 int
2440 dirdiff (int dir1, int dir2)
2441 {
2442 int
2443 d;
2444
2445 d = abs (dir1 - dir2);
2446 if (d > 4)
2447 d = 8 - d;
2448 return d;
2449 }
2450
2451 /* peterm:
2452 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2453 * Basically, this is a table of directions, and what directions
2454 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2455 * This basically means that if direction is 15, then it could either go
2456 * direction 4, 14, or 16 to get back to where we are.
2457 * Moved from spell_util.c to object.c with the other related direction
2458 * functions.
2459 */
2460
2461 int
2462 reduction_dir[SIZEOFFREE][3] = {
2463 {0, 0, 0}, /* 0 */
2464 {0, 0, 0}, /* 1 */
2465 {0, 0, 0}, /* 2 */
2466 {0, 0, 0}, /* 3 */
2467 {0, 0, 0}, /* 4 */
2468 {0, 0, 0}, /* 5 */
2469 {0, 0, 0}, /* 6 */
2470 {0, 0, 0}, /* 7 */
2471 {0, 0, 0}, /* 8 */
2472 {8, 1, 2}, /* 9 */
2473 {1, 2, -1}, /* 10 */
2474 {2, 10, 12}, /* 11 */
2475 {2, 3, -1}, /* 12 */
2476 {2, 3, 4}, /* 13 */
2477 {3, 4, -1}, /* 14 */
2478 {4, 14, 16}, /* 15 */
2479 {5, 4, -1}, /* 16 */
2480 {4, 5, 6}, /* 17 */
2481 {6, 5, -1}, /* 18 */
2482 {6, 20, 18}, /* 19 */
2483 {7, 6, -1}, /* 20 */
2484 {6, 7, 8}, /* 21 */
2485 {7, 8, -1}, /* 22 */
2486 {8, 22, 24}, /* 23 */
2487 {8, 1, -1}, /* 24 */
2488 {24, 9, 10}, /* 25 */
2489 {9, 10, -1}, /* 26 */
2490 {10, 11, -1}, /* 27 */
2491 {27, 11, 29}, /* 28 */
2492 {11, 12, -1}, /* 29 */
2493 {12, 13, -1}, /* 30 */
2494 {12, 13, 14}, /* 31 */
2495 {13, 14, -1}, /* 32 */
2496 {14, 15, -1}, /* 33 */
2497 {33, 15, 35}, /* 34 */
2498 {16, 15, -1}, /* 35 */
2499 {17, 16, -1}, /* 36 */
2500 {18, 17, 16}, /* 37 */
2501 {18, 17, -1}, /* 38 */
2502 {18, 19, -1}, /* 39 */
2503 {41, 19, 39}, /* 40 */
2504 {19, 20, -1}, /* 41 */
2505 {20, 21, -1}, /* 42 */
2506 {20, 21, 22}, /* 43 */
2507 {21, 22, -1}, /* 44 */
2508 {23, 22, -1}, /* 45 */
2509 {45, 47, 23}, /* 46 */
2510 {23, 24, -1}, /* 47 */
2511 {24, 9, -1}
2512 }; /* 48 */
2513
2514 /* Recursive routine to step back and see if we can
2515 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW
2519 */
2520
2521
2522 int
2523 can_see_monsterP (mapstruct *m, int x, int y, int dir)
2524 {
2525 sint16 dx, dy;
2526 int
2527 mflags;
2528
2529 if (dir < 0)
2530 return 0; /* exit condition: invalid direction */
2531
2532 dx = x + freearr_x[dir];
2533 dy = y + freearr_y[dir];
2534
2535 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2536
2537 /* This functional arguably was incorrect before - it was
2538 * checking for P_WALL - that was basically seeing if
2539 * we could move to the monster - this is being more
2540 * literal on if we can see it. To know if we can actually
2541 * move to the monster, we'd need the monster passed in or
2542 * at least its move type.
2543 */
2544 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2545 return 0;
2546
2547 /* yes, can see. */
2548 if (dir < 9)
2549 return 1;
2550 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2551 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2552 }
2553
2554
2555
2556 /*
2557 * can_pick(picker, item): finds out if an object is possible to be
2558 * picked up by the picker. Returnes 1 if it can be
2559 * picked up, otherwise 0.
2560 *
2561 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2562 * core dumps if they do.
2563 *
2564 * Add a check so we can't pick up invisible objects (0.93.8)
2565 */
2566
2567 int
2568 can_pick (const object *who, const object *item)
2569 {
2570 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2571 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2572 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2573 }
2574
2575
2576 /*
2577 * create clone from object to another
2578 */
2579 object *
2580 object_create_clone (object *asrc)
2581 {
2582 object *
2583 dst = NULL, *tmp, *src, *part, *prev, *item;
2584
2585 if (!asrc)
2586 return NULL;
2587 src = asrc;
2588 if (src->head)
2589 src = src->head;
2590
2591 prev = NULL;
2592 for (part = src; part; part = part->more)
2593 {
2594 tmp = get_object ();
2595 copy_object (part, tmp);
2596 tmp->x -= src->x;
2597 tmp->y -= src->y;
2598 if (!part->head)
2599 {
2600 dst = tmp;
2601 tmp->head = NULL;
2602 }
2603 else
2604 {
2605 tmp->head = dst;
2606 }
2607 tmp->more = NULL;
2608 if (prev)
2609 prev->more = tmp;
2610 prev = tmp;
2611 }
2612
2613 /*** copy inventory ***/
2614 for (item = src->inv; item; item = item->below)
2615 {
2616 (void) insert_ob_in_ob (object_create_clone (item), dst);
2617 }
2618
2619 return dst;
2620 }
2621
2622 /* return true if the object was destroyed, 0 otherwise */
2623 int
2624 was_destroyed (const object *op, tag_t old_tag)
2625 {
2626 /* checking for FLAG_FREED isn't necessary, but makes this function more
2627 * robust */
2628 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2629 }
2630
2631 /* GROS - Creates an object using a string representing its content. */
2632
2633 /* Basically, we save the content of the string to a temp file, then call */
2634
2635 /* load_object on it. I admit it is a highly inefficient way to make things, */
2636
2637 /* but it was simple to make and allows reusing the load_object function. */
2638
2639 /* Remember not to use load_object_str in a time-critical situation. */
2640
2641 /* Also remember that multiparts objects are not supported for now. */
2642
2643 object *
2644 load_object_str (const char *obstr)
2645 {
2646 object *
2647 op;
2648 char
2649 filename[MAX_BUF];
2650
2651 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2652
2653 FILE *
2654 tempfile = fopen (filename, "w");
2655
2656 if (tempfile == NULL)
2657 {
2658 LOG (llevError, "Error - Unable to access load object temp file\n");
2659 return NULL;
2660 };
2661 fprintf (tempfile, obstr);
2662 fclose (tempfile);
2663
2664 op = get_object ();
2665
2666 object_thawer thawer (filename);
2667
2668 if (thawer)
2669 load_object (thawer, op, 0);
2670
2671 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2672 CLEAR_FLAG (op, FLAG_REMOVED);
2673
2674 return op;
2675 }
2676
2677 /* This returns the first object in who's inventory that
2678 * has the same type and subtype match.
2679 * returns NULL if no match.
2680 */
2681 object *
2682 find_obj_by_type_subtype (const object *who, int type, int subtype)
2683 {
2684 object *
2685 tmp;
2686
2687 for (tmp = who->inv; tmp; tmp = tmp->below)
2688 if (tmp->type == type && tmp->subtype == subtype)
2689 return tmp;
2690
2691 return NULL;
2692 }
2693
2694 /* If ob has a field named key, return the link from the list,
2695 * otherwise return NULL.
2696 *
2697 * key must be a passed in shared string - otherwise, this won't
2698 * do the desired thing.
2699 */
2700 key_value *
2701 get_ob_key_link (const object *ob, const char *key)
2702 {
2703 key_value *
2704 link;
2705
2706 for (link = ob->key_values; link != NULL; link = link->next)
2707 {
2708 if (link->key == key)
2709 {
2710 return link;
2711 }
2712 }
2713
2714 return NULL;
2715 }
2716
2717 /*
2718 * Returns the value of op has an extra_field for key, or NULL.
2719 *
2720 * The argument doesn't need to be a shared string.
2721 *
2722 * The returned string is shared.
2723 */
2724 const char *
2725 get_ob_key_value (const object *op, const char *const key)
2726 {
2727 key_value *link;
2728 shstr_cmp canonical_key (key);
2729
2730 if (!canonical_key)
2731 {
2732 /* 1. There being a field named key on any object
2733 * implies there'd be a shared string to find.
2734 * 2. Since there isn't, no object has this field.
2735 * 3. Therefore, *this* object doesn't have this field.
2736 */
2737 return 0;
2738 }
2739
2740 /* This is copied from get_ob_key_link() above -
2741 * only 4 lines, and saves the function call overhead.
2742 */
2743 for (link = op->key_values; link; link = link->next)
2744 if (link->key == canonical_key)
2745 return link->value;
2746
2747 return 0;
2748 }
2749
2750
2751 /*
2752 * Updates the canonical_key in op to value.
2753 *
2754 * canonical_key is a shared string (value doesn't have to be).
2755 *
2756 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2757 * keys.
2758 *
2759 * Returns TRUE on success.
2760 */
2761 int
2762 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2763 {
2764 key_value *
2765 field = NULL, *last = NULL;
2766
2767 for (field = op->key_values; field != NULL; field = field->next)
2768 {
2769 if (field->key != canonical_key)
2770 {
2771 last = field;
2772 continue;
2773 }
2774
2775 if (value)
2776 field->value = value;
2777 else
2778 {
2779 /* Basically, if the archetype has this key set,
2780 * we need to store the null value so when we save
2781 * it, we save the empty value so that when we load,
2782 * we get this value back again.
2783 */
2784 if (get_ob_key_link (&op->arch->clone, canonical_key))
2785 field->value = 0;
2786 else
2787 {
2788 if (last)
2789 last->next = field->next;
2790 else
2791 op->key_values = field->next;
2792
2793 delete field;
2794 }
2795 }
2796 return TRUE;
2797 }
2798 /* IF we get here, key doesn't exist */
2799
2800 /* No field, we'll have to add it. */
2801
2802 if (!add_key)
2803 {
2804 return FALSE;
2805 }
2806 /* There isn't any good reason to store a null
2807 * value in the key/value list. If the archetype has
2808 * this key, then we should also have it, so shouldn't
2809 * be here. If user wants to store empty strings,
2810 * should pass in ""
2811 */
2812 if (value == NULL)
2813 return TRUE;
2814
2815 field = new key_value;
2816
2817 field->key = canonical_key;
2818 field->value = value;
2819 /* Usual prepend-addition. */
2820 field->next = op->key_values;
2821 op->key_values = field;
2822
2823 return TRUE;
2824 }
2825
2826 /*
2827 * Updates the key in op to value.
2828 *
2829 * If add_key is FALSE, this will only update existing keys,
2830 * and not add new ones.
2831 * In general, should be little reason FALSE is ever passed in for add_key
2832 *
2833 * Returns TRUE on success.
2834 */
2835 int
2836 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2837 {
2838 shstr key_ (key);
2839
2840 return set_ob_key_value_s (op, key_, value, add_key);
2841 }
2842
2843 object::depth_iterator::depth_iterator (object *container)
2844 : iterator_base (container)
2845 {
2846 while (item->inv)
2847 item = item->inv;
2848 }
2849
2850 void
2851 object::depth_iterator::next ()
2852 {
2853 if (item->below)
2854 {
2855 item = item->below;
2856
2857 while (item->inv)
2858 item = item->inv;
2859 }
2860 else
2861 item = item->env;
2862 }
2863
2864 // return a suitable string describing an objetc in enough detail to find it
2865 const char *
2866 object::debug_desc (char *info) const
2867 {
2868 char info2[256 * 3];
2869 char *p = info;
2870
2871 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2872 count,
2873 &name,
2874 title ? " " : "",
2875 title ? (const char *)title : "");
2876
2877 if (env)
2878 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2879
2880 if (map)
2881 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2882
2883 return info;
2884 }
2885
2886 const char *
2887 object::debug_desc () const
2888 {
2889 static char info[256 * 3];
2890 return debug_desc (info);
2891 }
2892