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Revision: 1.39
Committed: Wed Sep 13 02:05:19 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.38: +80 -0 lines
Log Message:
preliminary uuid support

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 static UUID uuid;
38 const uint64 UUID_SKIP = 1<<19;
39
40 object *objects; /* Pointer to the list of used objects */
41 object *active_objects; /* List of active objects that need to be processed */
42
43 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,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45 };
46 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,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48 };
49 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,
50 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
51 };
52 int freedir[SIZEOFFREE] = {
53 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,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55 };
56
57 static void
58 write_uuid (void)
59 {
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76 }
77
78 static void
79 read_uuid (void)
80 {
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid);
112 fclose (fp);
113 }
114
115 UUID
116 gen_uuid ()
117 {
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126 }
127
128 void
129 init_uuid ()
130 {
131 read_uuid ();
132 }
133
134 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135 static int
136 compare_ob_value_lists_one (const object *wants, const object *has)
137 {
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted...
143 */
144
145 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
148 key_value *has_field;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168
169 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE;
171 }
172
173 /* Returns TRUE if ob1 has the same key_values as ob2. */
174 static int
175 compare_ob_value_lists (const object *ob1, const object *ob2)
176 {
177 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :(
179 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
181 }
182
183 /* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together.
185 *
186 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency.
189 *
190 * Check nrof variable *before* calling CAN_MERGE()
191 *
192 * Improvements made with merge: Better checking on potion, and also
193 * check weight
194 */
195
196 bool object::can_merge (object *ob1, object *ob2)
197 {
198 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type))
200 return 0;
201
202 if (ob1->speed != ob2->speed)
203 return 0;
204
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof).
208 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31)
210 return 0;
211
212 /* If the objects have been identified, set the BEEN_APPLIED flag.
213 * This is to the comparison of the flags below will be OK. We
214 * just can't ignore the been applied or identified flags, as they
215 * are not equal - just if it has been identified, the been_applied
216 * flags lose any meaning.
217 */
218 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223
224
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) ||
235 (ob1->title != ob2->title) ||
236 (ob1->msg != ob2->msg) ||
237 (ob1->weight != ob2->weight) ||
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
240 (ob1->attacktype != ob2->attacktype) ||
241 (ob1->magic != ob2->magic) ||
242 (ob1->slaying != ob2->slaying) ||
243 (ob1->skill != ob2->skill) ||
244 (ob1->value != ob2->value) ||
245 (ob1->animation_id != ob2->animation_id) ||
246 (ob1->client_type != ob2->client_type) ||
247 (ob1->materialname != ob2->materialname) ||
248 (ob1->lore != ob2->lore) ||
249 (ob1->subtype != ob2->subtype) ||
250 (ob1->move_type != ob2->move_type) ||
251 (ob1->move_block != ob2->move_block) ||
252 (ob1->move_allow != ob2->move_allow) ||
253 (ob1->move_on != ob2->move_on) ||
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
255 return 0;
256
257 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory.
259 */
260 if (ob1->inv || ob2->inv)
261 {
262 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0;
265
266 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv))
268 return 0;
269
270 /* inventory ok - still need to check rest of this object to see
271 * if it is valid.
272 */
273 }
274
275 /* Don't merge objects that are applied. With the new 'body' code,
276 * it is possible for most any character to have more than one of
277 * some items equipped, and we don't want those to merge.
278 */
279 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
280 return 0;
281
282 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster
284 * check?
285 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
287 return 0;
288
289 switch (ob1->type)
290 {
291 case SCROLL:
292 if (ob1->level != ob2->level)
293 return 0;
294 break;
295 }
296
297 if (ob1->key_values != NULL || ob2->key_values != NULL)
298 {
299 /* At least one of these has key_values. */
300 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
301 /* One has fields, but the other one doesn't. */
302 return 0;
303 else if (!compare_ob_value_lists (ob1, ob2))
304 return 0;
305 }
306
307 //TODO: generate an event or call into perl for additional checks
308 if (ob1->self || ob2->self)
309 {
310 ob1->optimise ();
311 ob2->optimise ();
312
313 if (ob1->self || ob2->self)
314 return 0;
315 }
316
317 /* Everything passes, must be OK. */
318 return 1;
319 }
320
321 /*
322 * sum_weight() is a recursive function which calculates the weight
323 * an object is carrying. It goes through in figures out how much
324 * containers are carrying, and sums it up.
325 */
326 long
327 sum_weight (object *op)
328 {
329 long sum;
330 object *inv;
331
332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
333 {
334 if (inv->inv)
335 sum_weight (inv);
336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
337 }
338
339 if (op->type == CONTAINER && op->stats.Str)
340 sum = (sum * (100 - op->stats.Str)) / 100;
341
342 if (op->carrying != sum)
343 op->carrying = sum;
344
345 return sum;
346 }
347
348 /**
349 * Return the outermost environment object for a given object.
350 */
351
352 object *
353 object_get_env_recursive (object *op)
354 {
355 while (op->env != NULL)
356 op = op->env;
357 return op;
358 }
359
360 /*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366 object *
367 is_player_inv (object *op)
368 {
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373 }
374
375 /*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array.
379 */
380
381 void
382 dump_object2 (object *op)
383 {
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387 #if 0
388 char *cp;
389
390 /* object *tmp;*/
391
392 if (op->arch != NULL)
393 {
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399 # if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409 # endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420 # if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425 # endif
426 strcat (errmsg, "end\n");
427 }
428 #endif
429 }
430
431 /*
432 * Dumps an object. Returns output in the static global errmsg array.
433 */
434
435 void
436 dump_object (object *op)
437 {
438 if (op == NULL)
439 {
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445 }
446
447 void
448 dump_all_objects (void)
449 {
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457 }
458
459 /*
460 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object.
462 * If it's not a multi-object, it is returned.
463 */
464
465 object *
466 get_nearest_part (object *op, const object *pl)
467 {
468 object *tmp, *closest;
469 int last_dist, i;
470
471 if (op->more == NULL)
472 return op;
473 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
474 if ((i = distance (tmp, pl)) < last_dist)
475 closest = tmp, last_dist = i;
476 return closest;
477 }
478
479 /*
480 * Returns the object which has the count-variable equal to the argument.
481 */
482
483 object *
484 find_object (tag_t i)
485 {
486 object *op;
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i)
490 break;
491 return op;
492 }
493
494 /*
495 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999"
498 */
499
500 object *
501 find_object_name (const char *str)
502 {
503 shstr_cmp str_ (str);
504 object *op;
505
506 for (op = objects; op != NULL; op = op->next)
507 if (op->name == str_)
508 break;
509
510 return op;
511 }
512
513 void
514 free_all_object_data ()
515 {
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517 }
518
519 /*
520 * Returns the object which this object marks as being the owner.
521 * A id-scheme is used to avoid pointing to objects which have been
522 * freed and are now reused. If this is detected, the owner is
523 * set to NULL, and NULL is returned.
524 * Changed 2004-02-12 - if the player is setting at the play again
525 * prompt, he is removed, and we don't want to treat him as an owner of
526 * anything, so check removed flag. I don't expect that this should break
527 * anything - once an object is removed, it is basically dead anyways.
528 */
529 object *
530 object::get_owner ()
531 {
532 if (!owner
533 || QUERY_FLAG (owner, FLAG_FREED)
534 || QUERY_FLAG (owner, FLAG_REMOVED))
535 owner = 0;
536
537 return owner;
538 }
539
540 /*
541 * Sets the owner and sets the skill and exp pointers to owner's current
542 * skill and experience objects.
543 */
544 void
545 object::set_owner (object *owner)
546 {
547 if (!owner)
548 return;
549
550 /* next line added to allow objects which own objects */
551 /* Add a check for ownercounts in here, as I got into an endless loop
552 * with the fireball owning a poison cloud which then owned the
553 * fireball. I believe that was caused by one of the objects getting
554 * freed and then another object replacing it. Since the ownercounts
555 * didn't match, this check is valid and I believe that cause is valid.
556 */
557 while (owner->owner)
558 owner = owner->owner;
559
560 this->owner = owner;
561 }
562
563 /* Zero the key_values on op, decrementing the shared-string
564 * refcounts and freeing the links.
565 */
566 static void
567 free_key_values (object *op)
568 {
569 for (key_value *i = op->key_values; i != 0;)
570 {
571 key_value *next = i->next;
572 delete i;
573
574 i = next;
575 }
576
577 op->key_values = 0;
578 }
579
580 void object::clear ()
581 {
582 attachable_base::clear ();
583
584 free_key_values (this);
585
586 owner = 0;
587 name = 0;
588 name_pl = 0;
589 title = 0;
590 race = 0;
591 slaying = 0;
592 skill = 0;
593 msg = 0;
594 lore = 0;
595 custom_name = 0;
596 materialname = 0;
597 contr = 0;
598 below = 0;
599 above = 0;
600 inv = 0;
601 container = 0;
602 env = 0;
603 more = 0;
604 head = 0;
605 map = 0;
606 active_next = 0;
607 active_prev = 0;
608
609 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
610
611 SET_FLAG (this, FLAG_REMOVED);
612
613 /* What is not cleared is next, prev, and count */
614
615 expmul = 1.0;
616 face = blank_face;
617 attacked_by_count = -1;
618
619 if (settings.casting_time)
620 casting_time = -1;
621 }
622
623 void object::clone (object *destination)
624 {
625 *(object_copy *)destination = *this;
626 *(object_pod *)destination = *this;
627
628 if (self || cb)
629 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
630 }
631
632 /*
633 * copy object first frees everything allocated by the second object,
634 * and then copies the contends of the first object into the second
635 * object, allocating what needs to be allocated. Basically, any
636 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
637 * if the first object is freed, the pointers in the new object
638 * will point at garbage.
639 */
640 void
641 copy_object (object *op2, object *op)
642 {
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
645
646 op2->clone (op);
647
648 if (is_freed)
649 SET_FLAG (op, FLAG_FREED);
650 if (is_removed)
651 SET_FLAG (op, FLAG_REMOVED);
652
653 if (op2->speed < 0)
654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
655
656 /* Copy over key_values, if any. */
657 if (op2->key_values)
658 {
659 key_value *tail = 0;
660 key_value *i;
661
662 op->key_values = 0;
663
664 for (i = op2->key_values; i; i = i->next)
665 {
666 key_value *new_link = new key_value;
667
668 new_link->next = 0;
669 new_link->key = i->key;
670 new_link->value = i->value;
671
672 /* Try and be clever here, too. */
673 if (!op->key_values)
674 {
675 op->key_values = new_link;
676 tail = new_link;
677 }
678 else
679 {
680 tail->next = new_link;
681 tail = new_link;
682 }
683 }
684 }
685
686 update_ob_speed (op);
687 }
688
689 /*
690 * If an object with the IS_TURNABLE() flag needs to be turned due
691 * to the closest player being on the other side, this function can
692 * be called to update the face variable, _and_ how it looks on the map.
693 */
694
695 void
696 update_turn_face (object *op)
697 {
698 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
699 return;
700 SET_ANIMATION (op, op->direction);
701 update_object (op, UP_OBJ_FACE);
702 }
703
704 /*
705 * Updates the speed of an object. If the speed changes from 0 to another
706 * value, or vice versa, then add/remove the object from the active list.
707 * This function needs to be called whenever the speed of an object changes.
708 */
709 void
710 update_ob_speed (object *op)
711 {
712 extern int arch_init;
713
714 /* No reason putting the archetypes objects on the speed list,
715 * since they never really need to be updated.
716 */
717
718 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
719 {
720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
721 #ifdef MANY_CORES
722 abort ();
723 #else
724 op->speed = 0;
725 #endif
726 }
727
728 if (arch_init)
729 return;
730
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732 {
733 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects)
735 return;
736
737 /* process_events() expects us to insert the object at the beginning
738 * of the list. */
739 op->active_next = active_objects;
740
741 if (op->active_next != NULL)
742 op->active_next->active_prev = op;
743
744 active_objects = op;
745 }
746 else
747 {
748 /* If not on the active list, nothing needs to be done */
749 if (!op->active_next && !op->active_prev && op != active_objects)
750 return;
751
752 if (op->active_prev == NULL)
753 {
754 active_objects = op->active_next;
755
756 if (op->active_next != NULL)
757 op->active_next->active_prev = NULL;
758 }
759 else
760 {
761 op->active_prev->active_next = op->active_next;
762
763 if (op->active_next)
764 op->active_next->active_prev = op->active_prev;
765 }
766
767 op->active_next = NULL;
768 op->active_prev = NULL;
769 }
770 }
771
772 /* This function removes object 'op' from the list of active
773 * objects.
774 * This should only be used for style maps or other such
775 * reference maps where you don't want an object that isn't
776 * in play chewing up cpu time getting processed.
777 * The reverse of this is to call update_ob_speed, which
778 * will do the right thing based on the speed of the object.
779 */
780 void
781 remove_from_active_list (object *op)
782 {
783 /* If not on the active list, nothing needs to be done */
784 if (!op->active_next && !op->active_prev && op != active_objects)
785 return;
786
787 if (op->active_prev == NULL)
788 {
789 active_objects = op->active_next;
790 if (op->active_next != NULL)
791 op->active_next->active_prev = NULL;
792 }
793 else
794 {
795 op->active_prev->active_next = op->active_next;
796 if (op->active_next)
797 op->active_next->active_prev = op->active_prev;
798 }
799 op->active_next = NULL;
800 op->active_prev = NULL;
801 }
802
803 /*
804 * update_object() updates the array which represents the map.
805 * It takes into account invisible objects (and represent squares covered
806 * by invisible objects by whatever is below them (unless it's another
807 * invisible object, etc...)
808 * If the object being updated is beneath a player, the look-window
809 * of that player is updated (this might be a suboptimal way of
810 * updating that window, though, since update_object() is called _often_)
811 *
812 * action is a hint of what the caller believes need to be done.
813 * For example, if the only thing that has changed is the face (due to
814 * an animation), we don't need to call update_position until that actually
815 * comes into view of a player. OTOH, many other things, like addition/removal
816 * of walls or living creatures may need us to update the flags now.
817 * current action are:
818 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed
820 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
821 * as that is easier than trying to look at what may have changed.
822 * UP_OBJ_FACE: only the objects face has changed.
823 */
824
825 void
826 update_object (object *op, int action)
827 {
828 int update_now = 0, flags;
829 MoveType move_on, move_off, move_block, move_slow;
830
831 if (op == NULL)
832 {
833 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n");
835 return;
836 }
837
838 if (op->env != NULL)
839 {
840 /* Animation is currently handled by client, so nothing
841 * to do in this case.
842 */
843 return;
844 }
845
846 /* If the map is saving, don't do anything as everything is
847 * going to get freed anyways.
848 */
849 if (!op->map || op->map->in_memory == MAP_SAVING)
850 return;
851
852 /* make sure the object is within map boundaries */
853 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
854 {
855 LOG (llevError, "update_object() called for object out of map!\n");
856 #ifdef MANY_CORES
857 abort ();
858 #endif
859 return;
860 }
861
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
863 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
864 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
865 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
866 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
867 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
868
869 if (action == UP_OBJ_INSERT)
870 {
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
872 update_now = 1;
873
874 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
875 update_now = 1;
876
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
878 update_now = 1;
879
880 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
881 update_now = 1;
882
883 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
884 update_now = 1;
885
886 if ((move_on | op->move_on) != move_on)
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off)
890 update_now = 1;
891
892 /* This isn't perfect, but I don't expect a lot of objects to
893 * to have move_allow right now.
894 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
896 update_now = 1;
897
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 }
901 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object
903 * that is being removed.
904 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1;
907 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ;
909 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action);
911
912 if (update_now)
913 {
914 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
915 update_position (op->map, op->x, op->y);
916 }
917
918 if (op->more != NULL)
919 update_object (op->more, action);
920 }
921
922 static unordered_vector<object *> mortals;
923 static std::vector<object *, slice_allocator <object *> > freed;
924
925 void object::free_mortals ()
926 {
927 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
928 if ((*i)->refcnt)
929 ++i; // further delay freeing
930 else
931 {
932 freed.push_back (*i);//D
933 //delete *i;
934 mortals.erase (i);
935 }
936
937 if (mortals.size() && 0)//D
938 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
939 }
940
941 object::object ()
942 {
943 SET_FLAG (this, FLAG_REMOVED);
944
945 expmul = 1.0;
946 face = blank_face;
947 attacked_by_count = -1;
948 }
949
950 object::~object ()
951 {
952 free_key_values (this);
953 }
954
955 void object::link ()
956 {
957 count = ++ob_count;
958
959 prev = 0;
960 next = objects;
961
962 if (objects)
963 objects->prev = this;
964
965 objects = this;
966 }
967
968 void object::unlink ()
969 {
970 count = 0;
971 uuid = gen_uuid ();
972
973 if (this == objects)
974 objects = next;
975
976 /* Remove this object from the list of used objects */
977 if (prev)
978 {
979 prev->next = next;
980 prev = 0;
981 }
982
983 if (next)
984 {
985 next->prev = prev;
986 next = 0;
987 }
988 }
989
990 object *object::create ()
991 {
992 object *op;
993
994 if (freed.empty ())
995 op = new object;
996 else
997 {
998 // highly annoying, but the only way to get it stable right now
999 op = freed.back ();
1000 freed.pop_back ();
1001 op->~object ();
1002 new ((void *) op) object;
1003 }
1004
1005 op->link ();
1006 return op;
1007 }
1008
1009 /*
1010 * free_object() frees everything allocated by an object, removes
1011 * it from the list of used objects, and puts it on the list of
1012 * free objects. The IS_FREED() flag is set in the object.
1013 * The object must have been removed by remove_ob() first for
1014 * this function to succeed.
1015 *
1016 * If free_inventory is set, free inventory as well. Else drop items in
1017 * inventory to the ground.
1018 */
1019 void object::free (bool free_inventory)
1020 {
1021 if (QUERY_FLAG (this, FLAG_FREED))
1022 return;
1023
1024 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1025 remove_friendly_object (this);
1026
1027 if (!QUERY_FLAG (this, FLAG_REMOVED))
1028 remove_ob (this);
1029
1030 SET_FLAG (this, FLAG_FREED);
1031
1032 if (more)
1033 {
1034 more->free (free_inventory);
1035 more = 0;
1036 }
1037
1038 if (inv)
1039 {
1040 /* Only if the space blocks everything do we not process -
1041 * if some form of movement is allowed, let objects
1042 * drop on that space.
1043 */
1044 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1045 {
1046 object *op = inv;
1047
1048 while (op)
1049 {
1050 object *tmp = op->below;
1051 op->free (free_inventory);
1052 op = tmp;
1053 }
1054 }
1055 else
1056 { /* Put objects in inventory onto this space */
1057 object *op = inv;
1058
1059 while (op)
1060 {
1061 object *tmp = op->below;
1062
1063 remove_ob (op);
1064
1065 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1066 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1067 free_object (op);
1068 else
1069 {
1070 op->x = x;
1071 op->y = y;
1072 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1073 }
1074
1075 op = tmp;
1076 }
1077 }
1078 }
1079
1080 owner = 0;
1081
1082 /* Remove object from the active list */
1083 speed = 0;
1084 update_ob_speed (this);
1085
1086 unlink ();
1087
1088 mortals.push_back (this);
1089 }
1090
1091 /*
1092 * sub_weight() recursively (outwards) subtracts a number from the
1093 * weight of an object (and what is carried by it's environment(s)).
1094 */
1095
1096 void
1097 sub_weight (object *op, signed long weight)
1098 {
1099 while (op != NULL)
1100 {
1101 if (op->type == CONTAINER)
1102 {
1103 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1104 }
1105 op->carrying -= weight;
1106 op = op->env;
1107 }
1108 }
1109
1110 /* remove_ob(op):
1111 * This function removes the object op from the linked list of objects
1112 * which it is currently tied to. When this function is done, the
1113 * object will have no environment. If the object previously had an
1114 * environment, the x and y coordinates will be updated to
1115 * the previous environment.
1116 * Beware: This function is called from the editor as well!
1117 */
1118
1119 void
1120 remove_ob (object *op)
1121 {
1122 object *
1123 tmp, *
1124 last = NULL;
1125 object *
1126 otmp;
1127
1128 tag_t
1129 tag;
1130 int
1131 check_walk_off;
1132 mapstruct *
1133 m;
1134
1135 sint16
1136 x,
1137 y;
1138
1139 if (QUERY_FLAG (op, FLAG_REMOVED))
1140 return;
1141
1142 SET_FLAG (op, FLAG_REMOVED);
1143
1144 if (op->more != NULL)
1145 remove_ob (op->more);
1146
1147 /*
1148 * In this case, the object to be removed is in someones
1149 * inventory.
1150 */
1151 if (op->env != NULL)
1152 {
1153 if (op->nrof)
1154 sub_weight (op->env, op->weight * op->nrof);
1155 else
1156 sub_weight (op->env, op->weight + op->carrying);
1157
1158 /* NO_FIX_PLAYER is set when a great many changes are being
1159 * made to players inventory. If set, avoiding the call
1160 * to save cpu time.
1161 */
1162 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1163 fix_player (otmp);
1164
1165 if (op->above != NULL)
1166 op->above->below = op->below;
1167 else
1168 op->env->inv = op->below;
1169
1170 if (op->below != NULL)
1171 op->below->above = op->above;
1172
1173 /* we set up values so that it could be inserted into
1174 * the map, but we don't actually do that - it is up
1175 * to the caller to decide what we want to do.
1176 */
1177 op->x = op->env->x, op->y = op->env->y;
1178 op->map = op->env->map;
1179 op->above = NULL, op->below = NULL;
1180 op->env = NULL;
1181 }
1182 else if (op->map)
1183 {
1184 x = op->x;
1185 y = op->y;
1186 m = get_map_from_coord (op->map, &x, &y);
1187
1188 if (!m)
1189 {
1190 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1191 op->map->path, op->x, op->y);
1192 /* in old days, we used to set x and y to 0 and continue.
1193 * it seems if we get into this case, something is probablye
1194 * screwed up and should be fixed.
1195 */
1196 abort ();
1197 }
1198
1199 if (op->map != m)
1200 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1201 op->map->path, m->path, op->x, op->y, x, y);
1202
1203 /* Re did the following section of code - it looks like it had
1204 * lots of logic for things we no longer care about
1205 */
1206
1207 /* link the object above us */
1208 if (op->above)
1209 op->above->below = op->below;
1210 else
1211 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1212
1213 /* Relink the object below us, if there is one */
1214 if (op->below)
1215 op->below->above = op->above;
1216 else
1217 {
1218 /* Nothing below, which means we need to relink map object for this space
1219 * use translated coordinates in case some oddness with map tiling is
1220 * evident
1221 */
1222 if (GET_MAP_OB (m, x, y) != op)
1223 {
1224 dump_object (op);
1225 LOG (llevError,
1226 "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);
1227 dump_object (GET_MAP_OB (m, x, y));
1228 LOG (llevError, "%s\n", errmsg);
1229 }
1230
1231 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1232 }
1233
1234 op->above = 0;
1235 op->below = 0;
1236
1237 if (op->map->in_memory == MAP_SAVING)
1238 return;
1239
1240 tag = op->count;
1241 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1242
1243 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1244 {
1245 /* No point updating the players look faces if he is the object
1246 * being removed.
1247 */
1248
1249 if (tmp->type == PLAYER && tmp != op)
1250 {
1251 /* If a container that the player is currently using somehow gets
1252 * removed (most likely destroyed), update the player view
1253 * appropriately.
1254 */
1255 if (tmp->container == op)
1256 {
1257 CLEAR_FLAG (op, FLAG_APPLIED);
1258 tmp->container = NULL;
1259 }
1260
1261 tmp->contr->socket.update_look = 1;
1262 }
1263
1264 /* See if player moving off should effect something */
1265 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1266 {
1267 move_apply (tmp, op, NULL);
1268
1269 if (was_destroyed (op, tag))
1270 {
1271 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1272 }
1273 }
1274
1275 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1276
1277 if (tmp->above == tmp)
1278 tmp->above = NULL;
1279
1280 last = tmp;
1281 }
1282
1283 /* last == NULL of there are no objects on this space */
1284 if (last == NULL)
1285 {
1286 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1287 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1288 * those out anyways, and if there are any flags set right now, they won't
1289 * be correct anyways.
1290 */
1291 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1292 update_position (op->map, op->x, op->y);
1293 }
1294 else
1295 update_object (last, UP_OBJ_REMOVE);
1296
1297 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1298 update_all_los (op->map, op->x, op->y);
1299 }
1300 }
1301
1302 /*
1303 * merge_ob(op,top):
1304 *
1305 * This function goes through all objects below and including top, and
1306 * merges op to the first matching object.
1307 * If top is NULL, it is calculated.
1308 * Returns pointer to object if it succeded in the merge, otherwise NULL
1309 */
1310 object *
1311 merge_ob (object *op, object *top)
1312 {
1313 if (!op->nrof)
1314 return 0;
1315
1316 if (top == NULL)
1317 for (top = op; top != NULL && top->above != NULL; top = top->above);
1318
1319 for (; top != NULL; top = top->below)
1320 {
1321 if (top == op)
1322 continue;
1323 if (CAN_MERGE (op, top))
1324 {
1325 top->nrof += op->nrof;
1326
1327 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1328 op->weight = 0; /* Don't want any adjustements now */
1329 remove_ob (op);
1330 free_object (op);
1331 return top;
1332 }
1333 }
1334
1335 return NULL;
1336 }
1337
1338 /*
1339 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1340 * job preparing multi-part monsters
1341 */
1342 object *
1343 insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1344 {
1345 object *tmp;
1346
1347 if (op->head)
1348 op = op->head;
1349
1350 for (tmp = op; tmp; tmp = tmp->more)
1351 {
1352 tmp->x = x + tmp->arch->clone.x;
1353 tmp->y = y + tmp->arch->clone.y;
1354 }
1355
1356 return insert_ob_in_map (op, m, originator, flag);
1357 }
1358
1359 /*
1360 * insert_ob_in_map (op, map, originator, flag):
1361 * This function inserts the object in the two-way linked list
1362 * which represents what is on a map.
1363 * The second argument specifies the map, and the x and y variables
1364 * in the object about to be inserted specifies the position.
1365 *
1366 * originator: Player, monster or other object that caused 'op' to be inserted
1367 * into 'map'. May be NULL.
1368 *
1369 * flag is a bitmask about special things to do (or not do) when this
1370 * function is called. see the object.h file for the INS_ values.
1371 * Passing 0 for flag gives proper default values, so flag really only needs
1372 * to be set if special handling is needed.
1373 *
1374 * Return value:
1375 * new object if 'op' was merged with other object
1376 * NULL if 'op' was destroyed
1377 * just 'op' otherwise
1378 */
1379
1380 object *
1381 insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1382 {
1383 object *tmp, *top, *floor = NULL;
1384 sint16 x, y;
1385
1386 if (QUERY_FLAG (op, FLAG_FREED))
1387 {
1388 LOG (llevError, "Trying to insert freed object!\n");
1389 return NULL;
1390 }
1391
1392 if (m == NULL)
1393 {
1394 dump_object (op);
1395 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1396 return op;
1397 }
1398
1399 if (out_of_map (m, op->x, op->y))
1400 {
1401 dump_object (op);
1402 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1403 #ifdef MANY_CORES
1404 /* Better to catch this here, as otherwise the next use of this object
1405 * is likely to cause a crash. Better to find out where it is getting
1406 * improperly inserted.
1407 */
1408 abort ();
1409 #endif
1410 return op;
1411 }
1412
1413 if (!QUERY_FLAG (op, FLAG_REMOVED))
1414 {
1415 dump_object (op);
1416 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1417 return op;
1418 }
1419
1420 if (op->more != NULL)
1421 {
1422 /* The part may be on a different map. */
1423
1424 object *more = op->more;
1425
1426 /* We really need the caller to normalize coordinates - if
1427 * we set the map, that doesn't work if the location is within
1428 * a map and this is straddling an edge. So only if coordinate
1429 * is clear wrong do we normalize it.
1430 */
1431 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1432 more->map = get_map_from_coord (m, &more->x, &more->y);
1433 else if (!more->map)
1434 {
1435 /* For backwards compatibility - when not dealing with tiled maps,
1436 * more->map should always point to the parent.
1437 */
1438 more->map = m;
1439 }
1440
1441 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1442 {
1443 if (!op->head)
1444 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1445
1446 return NULL;
1447 }
1448 }
1449
1450 CLEAR_FLAG (op, FLAG_REMOVED);
1451
1452 /* Ideally, the caller figures this out. However, it complicates a lot
1453 * of areas of callers (eg, anything that uses find_free_spot would now
1454 * need extra work
1455 */
1456 op->map = get_map_from_coord (m, &op->x, &op->y);
1457 x = op->x;
1458 y = op->y;
1459
1460 /* this has to be done after we translate the coordinates.
1461 */
1462 if (op->nrof && !(flag & INS_NO_MERGE))
1463 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1464 if (CAN_MERGE (op, tmp))
1465 {
1466 op->nrof += tmp->nrof;
1467 remove_ob (tmp);
1468 free_object (tmp);
1469 }
1470
1471 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1472 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1473
1474 if (!QUERY_FLAG (op, FLAG_ALIVE))
1475 CLEAR_FLAG (op, FLAG_NO_STEAL);
1476
1477 if (flag & INS_BELOW_ORIGINATOR)
1478 {
1479 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1480 {
1481 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1482 abort ();
1483 }
1484
1485 op->above = originator;
1486 op->below = originator->below;
1487
1488 if (op->below)
1489 op->below->above = op;
1490 else
1491 SET_MAP_OB (op->map, op->x, op->y, op);
1492
1493 /* since *below* originator, no need to update top */
1494 originator->below = op;
1495 }
1496 else
1497 {
1498 /* If there are other objects, then */
1499 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1500 {
1501 object *last = NULL;
1502
1503 /*
1504 * If there are multiple objects on this space, we do some trickier handling.
1505 * We've already dealt with merging if appropriate.
1506 * Generally, we want to put the new object on top. But if
1507 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1508 * floor, we want to insert above that and no further.
1509 * Also, if there are spell objects on this space, we stop processing
1510 * once we get to them. This reduces the need to traverse over all of
1511 * them when adding another one - this saves quite a bit of cpu time
1512 * when lots of spells are cast in one area. Currently, it is presumed
1513 * that flying non pickable objects are spell objects.
1514 */
1515
1516 while (top != NULL)
1517 {
1518 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1519 floor = top;
1520
1521 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1522 {
1523 /* We insert above top, so we want this object below this */
1524 top = top->below;
1525 break;
1526 }
1527
1528 last = top;
1529 top = top->above;
1530 }
1531
1532 /* Don't want top to be NULL, so set it to the last valid object */
1533 top = last;
1534
1535 /* We let update_position deal with figuring out what the space
1536 * looks like instead of lots of conditions here.
1537 * makes things faster, and effectively the same result.
1538 */
1539
1540 /* Have object 'fall below' other objects that block view.
1541 * Unless those objects are exits, type 66
1542 * If INS_ON_TOP is used, don't do this processing
1543 * Need to find the object that in fact blocks view, otherwise
1544 * stacking is a bit odd.
1545 */
1546 if (!(flag & INS_ON_TOP) &&
1547 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1548 {
1549 for (last = top; last != floor; last = last->below)
1550 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1551 break;
1552 /* Check to see if we found the object that blocks view,
1553 * and make sure we have a below pointer for it so that
1554 * we can get inserted below this one, which requires we
1555 * set top to the object below us.
1556 */
1557 if (last && last->below && last != floor)
1558 top = last->below;
1559 }
1560 } /* If objects on this space */
1561
1562 if (flag & INS_MAP_LOAD)
1563 top = GET_MAP_TOP (op->map, op->x, op->y);
1564
1565 if (flag & INS_ABOVE_FLOOR_ONLY)
1566 top = floor;
1567
1568 /* Top is the object that our object (op) is going to get inserted above.
1569 */
1570
1571 /* First object on this space */
1572 if (!top)
1573 {
1574 op->above = GET_MAP_OB (op->map, op->x, op->y);
1575
1576 if (op->above)
1577 op->above->below = op;
1578
1579 op->below = NULL;
1580 SET_MAP_OB (op->map, op->x, op->y, op);
1581 }
1582 else
1583 { /* get inserted into the stack above top */
1584 op->above = top->above;
1585
1586 if (op->above)
1587 op->above->below = op;
1588
1589 op->below = top;
1590 top->above = op;
1591 }
1592
1593 if (op->above == NULL)
1594 SET_MAP_TOP (op->map, op->x, op->y, op);
1595 } /* else not INS_BELOW_ORIGINATOR */
1596
1597 if (op->type == PLAYER)
1598 op->contr->do_los = 1;
1599
1600 /* If we have a floor, we know the player, if any, will be above
1601 * it, so save a few ticks and start from there.
1602 */
1603 if (!(flag & INS_MAP_LOAD))
1604 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1605 if (tmp->type == PLAYER)
1606 tmp->contr->socket.update_look = 1;
1607
1608 /* If this object glows, it may affect lighting conditions that are
1609 * visible to others on this map. But update_all_los is really
1610 * an inefficient way to do this, as it means los for all players
1611 * on the map will get recalculated. The players could very well
1612 * be far away from this change and not affected in any way -
1613 * this should get redone to only look for players within range,
1614 * or just updating the P_NEED_UPDATE for spaces within this area
1615 * of effect may be sufficient.
1616 */
1617 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1618 update_all_los (op->map, op->x, op->y);
1619
1620 /* updates flags (blocked, alive, no magic, etc) for this map space */
1621 update_object (op, UP_OBJ_INSERT);
1622
1623 /* Don't know if moving this to the end will break anything. However,
1624 * we want to have update_look set above before calling this.
1625 *
1626 * check_move_on() must be after this because code called from
1627 * check_move_on() depends on correct map flags (so functions like
1628 * blocked() and wall() work properly), and these flags are updated by
1629 * update_object().
1630 */
1631
1632 /* if this is not the head or flag has been passed, don't check walk on status */
1633 if (!(flag & INS_NO_WALK_ON) && !op->head)
1634 {
1635 if (check_move_on (op, originator))
1636 return NULL;
1637
1638 /* If we are a multi part object, lets work our way through the check
1639 * walk on's.
1640 */
1641 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1642 if (check_move_on (tmp, originator))
1643 return NULL;
1644 }
1645
1646 return op;
1647 }
1648
1649 /* this function inserts an object in the map, but if it
1650 * finds an object of its own type, it'll remove that one first.
1651 * op is the object to insert it under: supplies x and the map.
1652 */
1653 void
1654 replace_insert_ob_in_map (const char *arch_string, object *op)
1655 {
1656 object *
1657 tmp;
1658 object *
1659 tmp1;
1660
1661 /* first search for itself and remove any old instances */
1662
1663 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1664 {
1665 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1666 {
1667 remove_ob (tmp);
1668 free_object (tmp);
1669 }
1670 }
1671
1672 tmp1 = arch_to_object (find_archetype (arch_string));
1673
1674 tmp1->x = op->x;
1675 tmp1->y = op->y;
1676 insert_ob_in_map (tmp1, op->map, op, 0);
1677 }
1678
1679 /*
1680 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1681 * is returned contains nr objects, and the remaining parts contains
1682 * the rest (or is removed and freed if that number is 0).
1683 * On failure, NULL is returned, and the reason put into the
1684 * global static errmsg array.
1685 */
1686
1687 object *
1688 get_split_ob (object *orig_ob, uint32 nr)
1689 {
1690 object *
1691 newob;
1692 int
1693 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1694
1695 if (orig_ob->nrof < nr)
1696 {
1697 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1698 return NULL;
1699 }
1700
1701 newob = object_create_clone (orig_ob);
1702
1703 if ((orig_ob->nrof -= nr) < 1)
1704 {
1705 if (!is_removed)
1706 remove_ob (orig_ob);
1707 free_object2 (orig_ob, 1);
1708 }
1709 else if (!is_removed)
1710 {
1711 if (orig_ob->env != NULL)
1712 sub_weight (orig_ob->env, orig_ob->weight * nr);
1713 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1714 {
1715 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1716 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1717 return NULL;
1718 }
1719 }
1720
1721 newob->nrof = nr;
1722
1723 return newob;
1724 }
1725
1726 /*
1727 * decrease_ob_nr(object, number) decreases a specified number from
1728 * the amount of an object. If the amount reaches 0, the object
1729 * is subsequently removed and freed.
1730 *
1731 * Return value: 'op' if something is left, NULL if the amount reached 0
1732 */
1733
1734 object *
1735 decrease_ob_nr (object *op, uint32 i)
1736 {
1737 object *tmp;
1738 player *pl;
1739
1740 if (i == 0) /* objects with op->nrof require this check */
1741 return op;
1742
1743 if (i > op->nrof)
1744 i = op->nrof;
1745
1746 if (QUERY_FLAG (op, FLAG_REMOVED))
1747 op->nrof -= i;
1748 else if (op->env != NULL)
1749 {
1750 /* is this object in the players inventory, or sub container
1751 * therein?
1752 */
1753 tmp = is_player_inv (op->env);
1754 /* nope. Is this a container the player has opened?
1755 * If so, set tmp to that player.
1756 * IMO, searching through all the players will mostly
1757 * likely be quicker than following op->env to the map,
1758 * and then searching the map for a player.
1759 */
1760 if (!tmp)
1761 {
1762 for (pl = first_player; pl; pl = pl->next)
1763 if (pl->ob->container == op->env)
1764 break;
1765 if (pl)
1766 tmp = pl->ob;
1767 else
1768 tmp = NULL;
1769 }
1770
1771 if (i < op->nrof)
1772 {
1773 sub_weight (op->env, op->weight * i);
1774 op->nrof -= i;
1775 if (tmp)
1776 {
1777 esrv_send_item (tmp, op);
1778 }
1779 }
1780 else
1781 {
1782 remove_ob (op);
1783 op->nrof = 0;
1784 if (tmp)
1785 {
1786 esrv_del_item (tmp->contr, op->count);
1787 }
1788 }
1789 }
1790 else
1791 {
1792 object *above = op->above;
1793
1794 if (i < op->nrof)
1795 op->nrof -= i;
1796 else
1797 {
1798 remove_ob (op);
1799 op->nrof = 0;
1800 }
1801
1802 /* Since we just removed op, op->above is null */
1803 for (tmp = above; tmp != NULL; tmp = tmp->above)
1804 if (tmp->type == PLAYER)
1805 {
1806 if (op->nrof)
1807 esrv_send_item (tmp, op);
1808 else
1809 esrv_del_item (tmp->contr, op->count);
1810 }
1811 }
1812
1813 if (op->nrof)
1814 return op;
1815 else
1816 {
1817 free_object (op);
1818 return NULL;
1819 }
1820 }
1821
1822 /*
1823 * add_weight(object, weight) adds the specified weight to an object,
1824 * and also updates how much the environment(s) is/are carrying.
1825 */
1826
1827 void
1828 add_weight (object *op, signed long weight)
1829 {
1830 while (op != NULL)
1831 {
1832 if (op->type == CONTAINER)
1833 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1834
1835 op->carrying += weight;
1836 op = op->env;
1837 }
1838 }
1839
1840 /*
1841 * insert_ob_in_ob(op,environment):
1842 * This function inserts the object op in the linked list
1843 * inside the object environment.
1844 *
1845 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1846 * the inventory at the last position or next to other objects of the same
1847 * type.
1848 * Frank: Now sorted by type, archetype and magic!
1849 *
1850 * The function returns now pointer to inserted item, and return value can
1851 * be != op, if items are merged. -Tero
1852 */
1853
1854 object *
1855 insert_ob_in_ob (object *op, object *where)
1856 {
1857 object *
1858 tmp, *
1859 otmp;
1860
1861 if (!QUERY_FLAG (op, FLAG_REMOVED))
1862 {
1863 dump_object (op);
1864 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1865 return op;
1866 }
1867
1868 if (where == NULL)
1869 {
1870 dump_object (op);
1871 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1872 return op;
1873 }
1874
1875 if (where->head)
1876 {
1877 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1878 where = where->head;
1879 }
1880
1881 if (op->more)
1882 {
1883 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1884 return op;
1885 }
1886
1887 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1888 CLEAR_FLAG (op, FLAG_REMOVED);
1889 if (op->nrof)
1890 {
1891 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1892 if (CAN_MERGE (tmp, op))
1893 {
1894 /* return the original object and remove inserted object
1895 (client needs the original object) */
1896 tmp->nrof += op->nrof;
1897 /* Weight handling gets pretty funky. Since we are adding to
1898 * tmp->nrof, we need to increase the weight.
1899 */
1900 add_weight (where, op->weight * op->nrof);
1901 SET_FLAG (op, FLAG_REMOVED);
1902 free_object (op); /* free the inserted object */
1903 op = tmp;
1904 remove_ob (op); /* and fix old object's links */
1905 CLEAR_FLAG (op, FLAG_REMOVED);
1906 break;
1907 }
1908
1909 /* I assume combined objects have no inventory
1910 * We add the weight - this object could have just been removed
1911 * (if it was possible to merge). calling remove_ob will subtract
1912 * the weight, so we need to add it in again, since we actually do
1913 * the linking below
1914 */
1915 add_weight (where, op->weight * op->nrof);
1916 }
1917 else
1918 add_weight (where, (op->weight + op->carrying));
1919
1920 otmp = is_player_inv (where);
1921 if (otmp && otmp->contr != NULL)
1922 {
1923 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1924 fix_player (otmp);
1925 }
1926
1927 op->map = NULL;
1928 op->env = where;
1929 op->above = NULL;
1930 op->below = NULL;
1931 op->x = 0, op->y = 0;
1932
1933 /* reset the light list and los of the players on the map */
1934 if ((op->glow_radius != 0) && where->map)
1935 {
1936 #ifdef DEBUG_LIGHTS
1937 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1938 #endif /* DEBUG_LIGHTS */
1939 if (MAP_DARKNESS (where->map))
1940 update_all_los (where->map, where->x, where->y);
1941 }
1942
1943 /* Client has no idea of ordering so lets not bother ordering it here.
1944 * It sure simplifies this function...
1945 */
1946 if (where->inv == NULL)
1947 where->inv = op;
1948 else
1949 {
1950 op->below = where->inv;
1951 op->below->above = op;
1952 where->inv = op;
1953 }
1954 return op;
1955 }
1956
1957 /*
1958 * Checks if any objects has a move_type that matches objects
1959 * that effect this object on this space. Call apply() to process
1960 * these events.
1961 *
1962 * Any speed-modification due to SLOW_MOVE() of other present objects
1963 * will affect the speed_left of the object.
1964 *
1965 * originator: Player, monster or other object that caused 'op' to be inserted
1966 * into 'map'. May be NULL.
1967 *
1968 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1969 *
1970 * 4-21-95 added code to check if appropriate skill was readied - this will
1971 * permit faster movement by the player through this terrain. -b.t.
1972 *
1973 * MSW 2001-07-08: Check all objects on space, not just those below
1974 * object being inserted. insert_ob_in_map may not put new objects
1975 * on top.
1976 */
1977
1978 int
1979 check_move_on (object *op, object *originator)
1980 {
1981 object *
1982 tmp;
1983 tag_t
1984 tag;
1985 mapstruct *
1986 m = op->map;
1987 int
1988 x = op->x, y = op->y;
1989
1990 MoveType
1991 move_on,
1992 move_slow,
1993 move_block;
1994
1995 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1996 return 0;
1997
1998 tag = op->count;
1999
2000 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2001 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2002 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2003
2004 /* if nothing on this space will slow op down or be applied,
2005 * no need to do checking below. have to make sure move_type
2006 * is set, as lots of objects don't have it set - we treat that
2007 * as walking.
2008 */
2009 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2010 return 0;
2011
2012 /* This is basically inverse logic of that below - basically,
2013 * if the object can avoid the move on or slow move, they do so,
2014 * but can't do it if the alternate movement they are using is
2015 * blocked. Logic on this seems confusing, but does seem correct.
2016 */
2017 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
2018 return 0;
2019
2020 /* The objects have to be checked from top to bottom.
2021 * Hence, we first go to the top:
2022 */
2023
2024 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2025 {
2026 /* Trim the search when we find the first other spell effect
2027 * this helps performance so that if a space has 50 spell objects,
2028 * we don't need to check all of them.
2029 */
2030 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2031 break;
2032 }
2033
2034 for (; tmp; tmp = tmp->below)
2035 {
2036 if (tmp == op)
2037 continue; /* Can't apply yourself */
2038
2039 /* Check to see if one of the movement types should be slowed down.
2040 * Second check makes sure that the movement types not being slowed
2041 * (~slow_move) is not blocked on this space - just because the
2042 * space doesn't slow down swimming (for example), if you can't actually
2043 * swim on that space, can't use it to avoid the penalty.
2044 */
2045 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2046 {
2047 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2048 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2049 {
2050
2051 float
2052 diff = tmp->move_slow_penalty * FABS (op->speed);
2053
2054 if (op->type == PLAYER)
2055 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2056 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2057 diff /= 4.0;
2058
2059 op->speed_left -= diff;
2060 }
2061 }
2062
2063 /* Basically same logic as above, except now for actual apply. */
2064 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2065 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2066 {
2067 move_apply (tmp, op, originator);
2068
2069 if (was_destroyed (op, tag))
2070 return 1;
2071
2072 /* what the person/creature stepped onto has moved the object
2073 * someplace new. Don't process any further - if we did,
2074 * have a feeling strange problems would result.
2075 */
2076 if (op->map != m || op->x != x || op->y != y)
2077 return 0;
2078 }
2079 }
2080
2081 return 0;
2082 }
2083
2084 /*
2085 * present_arch(arch, map, x, y) searches for any objects with
2086 * a matching archetype at the given map and coordinates.
2087 * The first matching object is returned, or NULL if none.
2088 */
2089
2090 object *
2091 present_arch (const archetype *at, mapstruct *m, int x, int y)
2092 {
2093 object *
2094 tmp;
2095
2096 if (m == NULL || out_of_map (m, x, y))
2097 {
2098 LOG (llevError, "Present_arch called outside map.\n");
2099 return NULL;
2100 }
2101 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2102 if (tmp->arch == at)
2103 return tmp;
2104 return NULL;
2105 }
2106
2107 /*
2108 * present(type, map, x, y) searches for any objects with
2109 * a matching type variable at the given map and coordinates.
2110 * The first matching object is returned, or NULL if none.
2111 */
2112
2113 object *
2114 present (unsigned char type, mapstruct *m, int x, int y)
2115 {
2116 object *
2117 tmp;
2118
2119 if (out_of_map (m, x, y))
2120 {
2121 LOG (llevError, "Present called outside map.\n");
2122 return NULL;
2123 }
2124 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2125 if (tmp->type == type)
2126 return tmp;
2127 return NULL;
2128 }
2129
2130 /*
2131 * present_in_ob(type, object) searches for any objects with
2132 * a matching type variable in the inventory of the given object.
2133 * The first matching object is returned, or NULL if none.
2134 */
2135
2136 object *
2137 present_in_ob (unsigned char type, const object *op)
2138 {
2139 object *
2140 tmp;
2141
2142 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2143 if (tmp->type == type)
2144 return tmp;
2145 return NULL;
2146 }
2147
2148 /*
2149 * present_in_ob (type, str, object) searches for any objects with
2150 * a matching type & name variable in the inventory of the given object.
2151 * The first matching object is returned, or NULL if none.
2152 * This is mostly used by spell effect code, so that we only
2153 * have one spell effect at a time.
2154 * type can be used to narrow the search - if type is set,
2155 * the type must also match. -1 can be passed for the type,
2156 * in which case the type does not need to pass.
2157 * str is the string to match against. Note that we match against
2158 * the object name, not the archetype name. this is so that the
2159 * spell code can use one object type (force), but change it's name
2160 * to be unique.
2161 */
2162
2163 object *
2164 present_in_ob_by_name (int type, const char *str, const object *op)
2165 {
2166 object *
2167 tmp;
2168
2169 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2170 {
2171 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2172 return tmp;
2173 }
2174 return NULL;
2175 }
2176
2177 /*
2178 * present_arch_in_ob(archetype, object) searches for any objects with
2179 * a matching archetype in the inventory of the given object.
2180 * The first matching object is returned, or NULL if none.
2181 */
2182
2183 object *
2184 present_arch_in_ob (const archetype *at, const object *op)
2185 {
2186 object *
2187 tmp;
2188
2189 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2190 if (tmp->arch == at)
2191 return tmp;
2192 return NULL;
2193 }
2194
2195 /*
2196 * activate recursively a flag on an object inventory
2197 */
2198 void
2199 flag_inv (object *op, int flag)
2200 {
2201 object *
2202 tmp;
2203
2204 if (op->inv)
2205 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2206 {
2207 SET_FLAG (tmp, flag);
2208 flag_inv (tmp, flag);
2209 }
2210 } /*
2211 * desactivate recursively a flag on an object inventory
2212 */
2213 void
2214 unflag_inv (object *op, int flag)
2215 {
2216 object *
2217 tmp;
2218
2219 if (op->inv)
2220 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2221 {
2222 CLEAR_FLAG (tmp, flag);
2223 unflag_inv (tmp, flag);
2224 }
2225 }
2226
2227 /*
2228 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2229 * all it's inventory (recursively).
2230 * If checksums are used, a player will get set_cheat called for
2231 * him/her-self and all object carried by a call to this function.
2232 */
2233
2234 void
2235 set_cheat (object *op)
2236 {
2237 SET_FLAG (op, FLAG_WAS_WIZ);
2238 flag_inv (op, FLAG_WAS_WIZ);
2239 }
2240
2241 /*
2242 * find_free_spot(object, map, x, y, start, stop) will search for
2243 * a spot at the given map and coordinates which will be able to contain
2244 * the given object. start and stop specifies how many squares
2245 * to search (see the freearr_x/y[] definition).
2246 * It returns a random choice among the alternatives found.
2247 * start and stop are where to start relative to the free_arr array (1,9
2248 * does all 4 immediate directions). This returns the index into the
2249 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2250 * Note - this only checks to see if there is space for the head of the
2251 * object - if it is a multispace object, this should be called for all
2252 * pieces.
2253 * Note2: This function does correctly handle tiled maps, but does not
2254 * inform the caller. However, insert_ob_in_map will update as
2255 * necessary, so the caller shouldn't need to do any special work.
2256 * Note - updated to take an object instead of archetype - this is necessary
2257 * because arch_blocked (now ob_blocked) needs to know the movement type
2258 * to know if the space in question will block the object. We can't use
2259 * the archetype because that isn't correct if the monster has been
2260 * customized, changed states, etc.
2261 */
2262
2263 int
2264 find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2265 {
2266 int
2267 i,
2268 index = 0, flag;
2269 static int
2270 altern[SIZEOFFREE];
2271
2272 for (i = start; i < stop; i++)
2273 {
2274 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2275 if (!flag)
2276 altern[index++] = i;
2277
2278 /* Basically, if we find a wall on a space, we cut down the search size.
2279 * In this way, we won't return spaces that are on another side of a wall.
2280 * This mostly work, but it cuts down the search size in all directions -
2281 * if the space being examined only has a wall to the north and empty
2282 * spaces in all the other directions, this will reduce the search space
2283 * to only the spaces immediately surrounding the target area, and
2284 * won't look 2 spaces south of the target space.
2285 */
2286 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2287 stop = maxfree[i];
2288 }
2289 if (!index)
2290 return -1;
2291 return altern[RANDOM () % index];
2292 }
2293
2294 /*
2295 * find_first_free_spot(archetype, mapstruct, x, y) works like
2296 * find_free_spot(), but it will search max number of squares.
2297 * But it will return the first available spot, not a random choice.
2298 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2299 */
2300
2301 int
2302 find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2303 {
2304 int
2305 i;
2306
2307 for (i = 0; i < SIZEOFFREE; i++)
2308 {
2309 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2310 return i;
2311 }
2312 return -1;
2313 }
2314
2315 /*
2316 * The function permute(arr, begin, end) randomly reorders the array
2317 * arr[begin..end-1].
2318 */
2319 static void
2320 permute (int *arr, int begin, int end)
2321 {
2322 int
2323 i,
2324 j,
2325 tmp,
2326 len;
2327
2328 len = end - begin;
2329 for (i = begin; i < end; i++)
2330 {
2331 j = begin + RANDOM () % len;
2332
2333 tmp = arr[i];
2334 arr[i] = arr[j];
2335 arr[j] = tmp;
2336 }
2337 }
2338
2339 /* new function to make monster searching more efficient, and effective!
2340 * This basically returns a randomized array (in the passed pointer) of
2341 * the spaces to find monsters. In this way, it won't always look for
2342 * monsters to the north first. However, the size of the array passed
2343 * covers all the spaces, so within that size, all the spaces within
2344 * the 3x3 area will be searched, just not in a predictable order.
2345 */
2346 void
2347 get_search_arr (int *search_arr)
2348 {
2349 int
2350 i;
2351
2352 for (i = 0; i < SIZEOFFREE; i++)
2353 {
2354 search_arr[i] = i;
2355 }
2356
2357 permute (search_arr, 1, SIZEOFFREE1 + 1);
2358 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2359 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2360 }
2361
2362 /*
2363 * find_dir(map, x, y, exclude) will search some close squares in the
2364 * given map at the given coordinates for live objects.
2365 * It will not considered the object given as exclude among possible
2366 * live objects.
2367 * It returns the direction toward the first/closest live object if finds
2368 * any, otherwise 0.
2369 * Perhaps incorrectly, but I'm making the assumption that exclude
2370 * is actually want is going to try and move there. We need this info
2371 * because we have to know what movement the thing looking to move
2372 * there is capable of.
2373 */
2374
2375 int
2376 find_dir (mapstruct *m, int x, int y, object *exclude)
2377 {
2378 int
2379 i,
2380 max = SIZEOFFREE, mflags;
2381
2382 sint16 nx, ny;
2383 object *
2384 tmp;
2385 mapstruct *
2386 mp;
2387
2388 MoveType blocked, move_type;
2389
2390 if (exclude && exclude->head)
2391 {
2392 exclude = exclude->head;
2393 move_type = exclude->move_type;
2394 }
2395 else
2396 {
2397 /* If we don't have anything, presume it can use all movement types. */
2398 move_type = MOVE_ALL;
2399 }
2400
2401 for (i = 1; i < max; i++)
2402 {
2403 mp = m;
2404 nx = x + freearr_x[i];
2405 ny = y + freearr_y[i];
2406
2407 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2408 if (mflags & P_OUT_OF_MAP)
2409 {
2410 max = maxfree[i];
2411 }
2412 else
2413 {
2414 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2415
2416 if ((move_type & blocked) == move_type)
2417 {
2418 max = maxfree[i];
2419 }
2420 else if (mflags & P_IS_ALIVE)
2421 {
2422 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2423 {
2424 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2425 {
2426 break;
2427 }
2428 }
2429 if (tmp)
2430 {
2431 return freedir[i];
2432 }
2433 }
2434 }
2435 }
2436 return 0;
2437 }
2438
2439 /*
2440 * distance(object 1, object 2) will return the square of the
2441 * distance between the two given objects.
2442 */
2443
2444 int
2445 distance (const object *ob1, const object *ob2)
2446 {
2447 int
2448 i;
2449
2450 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2451 return i;
2452 }
2453
2454 /*
2455 * find_dir_2(delta-x,delta-y) will return a direction in which
2456 * an object which has subtracted the x and y coordinates of another
2457 * object, needs to travel toward it.
2458 */
2459
2460 int
2461 find_dir_2 (int x, int y)
2462 {
2463 int
2464 q;
2465
2466 if (y)
2467 q = x * 100 / y;
2468 else if (x)
2469 q = -300 * x;
2470 else
2471 return 0;
2472
2473 if (y > 0)
2474 {
2475 if (q < -242)
2476 return 3;
2477 if (q < -41)
2478 return 2;
2479 if (q < 41)
2480 return 1;
2481 if (q < 242)
2482 return 8;
2483 return 7;
2484 }
2485
2486 if (q < -242)
2487 return 7;
2488 if (q < -41)
2489 return 6;
2490 if (q < 41)
2491 return 5;
2492 if (q < 242)
2493 return 4;
2494
2495 return 3;
2496 }
2497
2498 /*
2499 * absdir(int): Returns a number between 1 and 8, which represent
2500 * the "absolute" direction of a number (it actually takes care of
2501 * "overflow" in previous calculations of a direction).
2502 */
2503
2504 int
2505 absdir (int d)
2506 {
2507 while (d < 1)
2508 d += 8;
2509 while (d > 8)
2510 d -= 8;
2511 return d;
2512 }
2513
2514 /*
2515 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2516 * between two directions (which are expected to be absolute (see absdir())
2517 */
2518
2519 int
2520 dirdiff (int dir1, int dir2)
2521 {
2522 int
2523 d;
2524
2525 d = abs (dir1 - dir2);
2526 if (d > 4)
2527 d = 8 - d;
2528 return d;
2529 }
2530
2531 /* peterm:
2532 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2533 * Basically, this is a table of directions, and what directions
2534 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2535 * This basically means that if direction is 15, then it could either go
2536 * direction 4, 14, or 16 to get back to where we are.
2537 * Moved from spell_util.c to object.c with the other related direction
2538 * functions.
2539 */
2540
2541 int
2542 reduction_dir[SIZEOFFREE][3] = {
2543 {0, 0, 0}, /* 0 */
2544 {0, 0, 0}, /* 1 */
2545 {0, 0, 0}, /* 2 */
2546 {0, 0, 0}, /* 3 */
2547 {0, 0, 0}, /* 4 */
2548 {0, 0, 0}, /* 5 */
2549 {0, 0, 0}, /* 6 */
2550 {0, 0, 0}, /* 7 */
2551 {0, 0, 0}, /* 8 */
2552 {8, 1, 2}, /* 9 */
2553 {1, 2, -1}, /* 10 */
2554 {2, 10, 12}, /* 11 */
2555 {2, 3, -1}, /* 12 */
2556 {2, 3, 4}, /* 13 */
2557 {3, 4, -1}, /* 14 */
2558 {4, 14, 16}, /* 15 */
2559 {5, 4, -1}, /* 16 */
2560 {4, 5, 6}, /* 17 */
2561 {6, 5, -1}, /* 18 */
2562 {6, 20, 18}, /* 19 */
2563 {7, 6, -1}, /* 20 */
2564 {6, 7, 8}, /* 21 */
2565 {7, 8, -1}, /* 22 */
2566 {8, 22, 24}, /* 23 */
2567 {8, 1, -1}, /* 24 */
2568 {24, 9, 10}, /* 25 */
2569 {9, 10, -1}, /* 26 */
2570 {10, 11, -1}, /* 27 */
2571 {27, 11, 29}, /* 28 */
2572 {11, 12, -1}, /* 29 */
2573 {12, 13, -1}, /* 30 */
2574 {12, 13, 14}, /* 31 */
2575 {13, 14, -1}, /* 32 */
2576 {14, 15, -1}, /* 33 */
2577 {33, 15, 35}, /* 34 */
2578 {16, 15, -1}, /* 35 */
2579 {17, 16, -1}, /* 36 */
2580 {18, 17, 16}, /* 37 */
2581 {18, 17, -1}, /* 38 */
2582 {18, 19, -1}, /* 39 */
2583 {41, 19, 39}, /* 40 */
2584 {19, 20, -1}, /* 41 */
2585 {20, 21, -1}, /* 42 */
2586 {20, 21, 22}, /* 43 */
2587 {21, 22, -1}, /* 44 */
2588 {23, 22, -1}, /* 45 */
2589 {45, 47, 23}, /* 46 */
2590 {23, 24, -1}, /* 47 */
2591 {24, 9, -1}
2592 }; /* 48 */
2593
2594 /* Recursive routine to step back and see if we can
2595 * find a path to that monster that we found. If not,
2596 * we don't bother going toward it. Returns 1 if we
2597 * can see a direct way to get it
2598 * Modified to be map tile aware -.MSW
2599 */
2600
2601
2602 int
2603 can_see_monsterP (mapstruct *m, int x, int y, int dir)
2604 {
2605 sint16 dx, dy;
2606 int
2607 mflags;
2608
2609 if (dir < 0)
2610 return 0; /* exit condition: invalid direction */
2611
2612 dx = x + freearr_x[dir];
2613 dy = y + freearr_y[dir];
2614
2615 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2616
2617 /* This functional arguably was incorrect before - it was
2618 * checking for P_WALL - that was basically seeing if
2619 * we could move to the monster - this is being more
2620 * literal on if we can see it. To know if we can actually
2621 * move to the monster, we'd need the monster passed in or
2622 * at least its move type.
2623 */
2624 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2625 return 0;
2626
2627 /* yes, can see. */
2628 if (dir < 9)
2629 return 1;
2630 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2631 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2632 }
2633
2634
2635
2636 /*
2637 * can_pick(picker, item): finds out if an object is possible to be
2638 * picked up by the picker. Returnes 1 if it can be
2639 * picked up, otherwise 0.
2640 *
2641 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2642 * core dumps if they do.
2643 *
2644 * Add a check so we can't pick up invisible objects (0.93.8)
2645 */
2646
2647 int
2648 can_pick (const object *who, const object *item)
2649 {
2650 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2651 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2652 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2653 }
2654
2655
2656 /*
2657 * create clone from object to another
2658 */
2659 object *
2660 object_create_clone (object *asrc)
2661 {
2662 object *
2663 dst = NULL, *tmp, *src, *part, *prev, *item;
2664
2665 if (!asrc)
2666 return NULL;
2667 src = asrc;
2668 if (src->head)
2669 src = src->head;
2670
2671 prev = NULL;
2672 for (part = src; part; part = part->more)
2673 {
2674 tmp = get_object ();
2675 copy_object (part, tmp);
2676 tmp->x -= src->x;
2677 tmp->y -= src->y;
2678 if (!part->head)
2679 {
2680 dst = tmp;
2681 tmp->head = NULL;
2682 }
2683 else
2684 {
2685 tmp->head = dst;
2686 }
2687 tmp->more = NULL;
2688 if (prev)
2689 prev->more = tmp;
2690 prev = tmp;
2691 }
2692
2693 /*** copy inventory ***/
2694 for (item = src->inv; item; item = item->below)
2695 {
2696 (void) insert_ob_in_ob (object_create_clone (item), dst);
2697 }
2698
2699 return dst;
2700 }
2701
2702 /* return true if the object was destroyed, 0 otherwise */
2703 int
2704 was_destroyed (const object *op, tag_t old_tag)
2705 {
2706 /* checking for FLAG_FREED isn't necessary, but makes this function more
2707 * robust */
2708 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2709 }
2710
2711 /* GROS - Creates an object using a string representing its content. */
2712
2713 /* Basically, we save the content of the string to a temp file, then call */
2714
2715 /* load_object on it. I admit it is a highly inefficient way to make things, */
2716
2717 /* but it was simple to make and allows reusing the load_object function. */
2718
2719 /* Remember not to use load_object_str in a time-critical situation. */
2720
2721 /* Also remember that multiparts objects are not supported for now. */
2722
2723 object *
2724 load_object_str (const char *obstr)
2725 {
2726 object *
2727 op;
2728 char
2729 filename[MAX_BUF];
2730
2731 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2732
2733 FILE *
2734 tempfile = fopen (filename, "w");
2735
2736 if (tempfile == NULL)
2737 {
2738 LOG (llevError, "Error - Unable to access load object temp file\n");
2739 return NULL;
2740 };
2741 fprintf (tempfile, obstr);
2742 fclose (tempfile);
2743
2744 op = get_object ();
2745
2746 object_thawer thawer (filename);
2747
2748 if (thawer)
2749 load_object (thawer, op, 0);
2750
2751 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2752 CLEAR_FLAG (op, FLAG_REMOVED);
2753
2754 return op;
2755 }
2756
2757 /* This returns the first object in who's inventory that
2758 * has the same type and subtype match.
2759 * returns NULL if no match.
2760 */
2761 object *
2762 find_obj_by_type_subtype (const object *who, int type, int subtype)
2763 {
2764 object *
2765 tmp;
2766
2767 for (tmp = who->inv; tmp; tmp = tmp->below)
2768 if (tmp->type == type && tmp->subtype == subtype)
2769 return tmp;
2770
2771 return NULL;
2772 }
2773
2774 /* If ob has a field named key, return the link from the list,
2775 * otherwise return NULL.
2776 *
2777 * key must be a passed in shared string - otherwise, this won't
2778 * do the desired thing.
2779 */
2780 key_value *
2781 get_ob_key_link (const object *ob, const char *key)
2782 {
2783 key_value *
2784 link;
2785
2786 for (link = ob->key_values; link != NULL; link = link->next)
2787 {
2788 if (link->key == key)
2789 {
2790 return link;
2791 }
2792 }
2793
2794 return NULL;
2795 }
2796
2797 /*
2798 * Returns the value of op has an extra_field for key, or NULL.
2799 *
2800 * The argument doesn't need to be a shared string.
2801 *
2802 * The returned string is shared.
2803 */
2804 const char *
2805 get_ob_key_value (const object *op, const char *const key)
2806 {
2807 key_value *link;
2808 shstr_cmp canonical_key (key);
2809
2810 if (!canonical_key)
2811 {
2812 /* 1. There being a field named key on any object
2813 * implies there'd be a shared string to find.
2814 * 2. Since there isn't, no object has this field.
2815 * 3. Therefore, *this* object doesn't have this field.
2816 */
2817 return 0;
2818 }
2819
2820 /* This is copied from get_ob_key_link() above -
2821 * only 4 lines, and saves the function call overhead.
2822 */
2823 for (link = op->key_values; link; link = link->next)
2824 if (link->key == canonical_key)
2825 return link->value;
2826
2827 return 0;
2828 }
2829
2830
2831 /*
2832 * Updates the canonical_key in op to value.
2833 *
2834 * canonical_key is a shared string (value doesn't have to be).
2835 *
2836 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2837 * keys.
2838 *
2839 * Returns TRUE on success.
2840 */
2841 int
2842 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2843 {
2844 key_value *
2845 field = NULL, *last = NULL;
2846
2847 for (field = op->key_values; field != NULL; field = field->next)
2848 {
2849 if (field->key != canonical_key)
2850 {
2851 last = field;
2852 continue;
2853 }
2854
2855 if (value)
2856 field->value = value;
2857 else
2858 {
2859 /* Basically, if the archetype has this key set,
2860 * we need to store the null value so when we save
2861 * it, we save the empty value so that when we load,
2862 * we get this value back again.
2863 */
2864 if (get_ob_key_link (&op->arch->clone, canonical_key))
2865 field->value = 0;
2866 else
2867 {
2868 if (last)
2869 last->next = field->next;
2870 else
2871 op->key_values = field->next;
2872
2873 delete field;
2874 }
2875 }
2876 return TRUE;
2877 }
2878 /* IF we get here, key doesn't exist */
2879
2880 /* No field, we'll have to add it. */
2881
2882 if (!add_key)
2883 {
2884 return FALSE;
2885 }
2886 /* There isn't any good reason to store a null
2887 * value in the key/value list. If the archetype has
2888 * this key, then we should also have it, so shouldn't
2889 * be here. If user wants to store empty strings,
2890 * should pass in ""
2891 */
2892 if (value == NULL)
2893 return TRUE;
2894
2895 field = new key_value;
2896
2897 field->key = canonical_key;
2898 field->value = value;
2899 /* Usual prepend-addition. */
2900 field->next = op->key_values;
2901 op->key_values = field;
2902
2903 return TRUE;
2904 }
2905
2906 /*
2907 * Updates the key in op to value.
2908 *
2909 * If add_key is FALSE, this will only update existing keys,
2910 * and not add new ones.
2911 * In general, should be little reason FALSE is ever passed in for add_key
2912 *
2913 * Returns TRUE on success.
2914 */
2915 int
2916 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2917 {
2918 shstr key_ (key);
2919
2920 return set_ob_key_value_s (op, key_, value, add_key);
2921 }
2922
2923 object::depth_iterator::depth_iterator (object *container)
2924 : iterator_base (container)
2925 {
2926 while (item->inv)
2927 item = item->inv;
2928 }
2929
2930 void
2931 object::depth_iterator::next ()
2932 {
2933 if (item->below)
2934 {
2935 item = item->below;
2936
2937 while (item->inv)
2938 item = item->inv;
2939 }
2940 else
2941 item = item->env;
2942 }
2943
2944 // return a suitable string describing an objetc in enough detail to find it
2945 const char *
2946 object::debug_desc (char *info) const
2947 {
2948 char info2[256 * 3];
2949 char *p = info;
2950
2951 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2952 count,
2953 &name,
2954 title ? " " : "",
2955 title ? (const char *)title : "");
2956
2957 if (env)
2958 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2959
2960 if (map)
2961 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2962
2963 return info;
2964 }
2965
2966 const char *
2967 object::debug_desc () const
2968 {
2969 static char info[256 * 3];
2970 return debug_desc (info);
2971 }
2972