ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
Revision: 1.41
Committed: Thu Sep 14 01:12:28 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.40: +12 -13 lines
Log Message:
aggressively use refcounted pointers for object references - seems to fix all random stomping. also reduced size of object further from originally 656 to 624 bytes

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 //printf ("free_mortal(%p,%ld,%ld)\n", *i, pticks, (*i)->count);//D
933 //freed.push_back (*i);//D
934 delete *i;
935 mortals.erase (i);
936 }
937
938 if (mortals.size() && 0)//D
939 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
940 }
941
942 object::object ()
943 {
944 SET_FLAG (this, FLAG_REMOVED);
945
946 expmul = 1.0;
947 face = blank_face;
948 attacked_by_count = -1;
949 }
950
951 object::~object ()
952 {
953 free_key_values (this);
954 }
955
956 void object::link ()
957 {
958 count = ++ob_count;
959 uuid = gen_uuid ();
960
961 prev = 0;
962 next = objects;
963
964 if (objects)
965 objects->prev = this;
966
967 objects = this;
968 }
969
970 void object::unlink ()
971 {
972 //count = 0;//D
973 if (!prev && !next) return;//D
974
975 if (this == objects)
976 objects = next;
977
978 /* Remove this object from the list of used objects */
979 if (prev) prev->next = next;
980 if (next) next->prev = prev;
981
982 prev = 0;
983 next = 0;
984 }
985
986 object *object::create ()
987 {
988 object *op;
989
990 if (freed.empty ())
991 op = new object;
992 else
993 {
994 // highly annoying, but the only way to get it stable right now
995 op = freed.back ();
996 freed.pop_back ();
997 op->~object ();
998 new ((void *) op) object;
999 }
1000
1001 op->link ();
1002 return op;
1003 }
1004
1005 /*
1006 * free_object() frees everything allocated by an object, removes
1007 * it from the list of used objects, and puts it on the list of
1008 * free objects. The IS_FREED() flag is set in the object.
1009 * The object must have been removed by remove_ob() first for
1010 * this function to succeed.
1011 *
1012 * If free_inventory is set, free inventory as well. Else drop items in
1013 * inventory to the ground.
1014 */
1015 void object::free (bool free_inventory)
1016 {
1017 if (QUERY_FLAG (this, FLAG_FREED))
1018 return;
1019
1020 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1021 remove_friendly_object (this);
1022
1023 if (!QUERY_FLAG (this, FLAG_REMOVED))
1024 remove_ob (this);
1025
1026 SET_FLAG (this, FLAG_FREED);
1027
1028 //printf ("free(%p,%ld,%ld)\n", this, pticks, count);//D
1029
1030 if (more)
1031 {
1032 more->free (free_inventory);
1033 more = 0;
1034 }
1035
1036 if (inv)
1037 {
1038 /* Only if the space blocks everything do we not process -
1039 * if some form of movement is allowed, let objects
1040 * drop on that space.
1041 */
1042 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1043 {
1044 object *op = inv;
1045
1046 while (op)
1047 {
1048 object *tmp = op->below;
1049 op->free (free_inventory);
1050 op = tmp;
1051 }
1052 }
1053 else
1054 { /* Put objects in inventory onto this space */
1055 object *op = inv;
1056
1057 while (op)
1058 {
1059 object *tmp = op->below;
1060
1061 remove_ob (op);
1062
1063 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1064 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1065 free_object (op);
1066 else
1067 {
1068 op->x = x;
1069 op->y = y;
1070 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1071 }
1072
1073 op = tmp;
1074 }
1075 }
1076 }
1077
1078 owner = 0;
1079
1080 /* Remove object from the active list */
1081 speed = 0;
1082 update_ob_speed (this);
1083
1084 unlink ();
1085
1086 mortals.push_back (this);
1087 }
1088
1089 /*
1090 * sub_weight() recursively (outwards) subtracts a number from the
1091 * weight of an object (and what is carried by it's environment(s)).
1092 */
1093
1094 void
1095 sub_weight (object *op, signed long weight)
1096 {
1097 while (op != NULL)
1098 {
1099 if (op->type == CONTAINER)
1100 {
1101 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1102 }
1103 op->carrying -= weight;
1104 op = op->env;
1105 }
1106 }
1107
1108 /* remove_ob(op):
1109 * This function removes the object op from the linked list of objects
1110 * which it is currently tied to. When this function is done, the
1111 * object will have no environment. If the object previously had an
1112 * environment, the x and y coordinates will be updated to
1113 * the previous environment.
1114 * Beware: This function is called from the editor as well!
1115 */
1116
1117 void
1118 remove_ob (object *op)
1119 {
1120 object *
1121 tmp, *
1122 last = NULL;
1123 object *
1124 otmp;
1125
1126 tag_t
1127 tag;
1128 int
1129 check_walk_off;
1130 mapstruct *
1131 m;
1132
1133 sint16
1134 x,
1135 y;
1136
1137 if (QUERY_FLAG (op, FLAG_REMOVED))
1138 return;
1139
1140 SET_FLAG (op, FLAG_REMOVED);
1141
1142 if (op->more != NULL)
1143 remove_ob (op->more);
1144
1145 /*
1146 * In this case, the object to be removed is in someones
1147 * inventory.
1148 */
1149 if (op->env != NULL)
1150 {
1151 if (op->nrof)
1152 sub_weight (op->env, op->weight * op->nrof);
1153 else
1154 sub_weight (op->env, op->weight + op->carrying);
1155
1156 /* NO_FIX_PLAYER is set when a great many changes are being
1157 * made to players inventory. If set, avoiding the call
1158 * to save cpu time.
1159 */
1160 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1161 fix_player (otmp);
1162
1163 if (op->above != NULL)
1164 op->above->below = op->below;
1165 else
1166 op->env->inv = op->below;
1167
1168 if (op->below != NULL)
1169 op->below->above = op->above;
1170
1171 /* we set up values so that it could be inserted into
1172 * the map, but we don't actually do that - it is up
1173 * to the caller to decide what we want to do.
1174 */
1175 op->x = op->env->x, op->y = op->env->y;
1176 op->map = op->env->map;
1177 op->above = NULL, op->below = NULL;
1178 op->env = NULL;
1179 }
1180 else if (op->map)
1181 {
1182 x = op->x;
1183 y = op->y;
1184 m = get_map_from_coord (op->map, &x, &y);
1185
1186 if (!m)
1187 {
1188 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1189 op->map->path, op->x, op->y);
1190 /* in old days, we used to set x and y to 0 and continue.
1191 * it seems if we get into this case, something is probablye
1192 * screwed up and should be fixed.
1193 */
1194 abort ();
1195 }
1196
1197 if (op->map != m)
1198 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1199 op->map->path, m->path, op->x, op->y, x, y);
1200
1201 /* Re did the following section of code - it looks like it had
1202 * lots of logic for things we no longer care about
1203 */
1204
1205 /* link the object above us */
1206 if (op->above)
1207 op->above->below = op->below;
1208 else
1209 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1210
1211 /* Relink the object below us, if there is one */
1212 if (op->below)
1213 op->below->above = op->above;
1214 else
1215 {
1216 /* Nothing below, which means we need to relink map object for this space
1217 * use translated coordinates in case some oddness with map tiling is
1218 * evident
1219 */
1220 if (GET_MAP_OB (m, x, y) != op)
1221 {
1222 dump_object (op);
1223 LOG (llevError,
1224 "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);
1225 dump_object (GET_MAP_OB (m, x, y));
1226 LOG (llevError, "%s\n", errmsg);
1227 }
1228
1229 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1230 }
1231
1232 op->above = 0;
1233 op->below = 0;
1234
1235 if (op->map->in_memory == MAP_SAVING)
1236 return;
1237
1238 tag = op->count;
1239 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1240
1241 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1242 {
1243 /* No point updating the players look faces if he is the object
1244 * being removed.
1245 */
1246
1247 if (tmp->type == PLAYER && tmp != op)
1248 {
1249 /* If a container that the player is currently using somehow gets
1250 * removed (most likely destroyed), update the player view
1251 * appropriately.
1252 */
1253 if (tmp->container == op)
1254 {
1255 CLEAR_FLAG (op, FLAG_APPLIED);
1256 tmp->container = NULL;
1257 }
1258
1259 tmp->contr->socket.update_look = 1;
1260 }
1261
1262 /* See if player moving off should effect something */
1263 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1264 {
1265 move_apply (tmp, op, NULL);
1266
1267 if (was_destroyed (op, tag))
1268 {
1269 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1270 }
1271 }
1272
1273 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1274
1275 if (tmp->above == tmp)
1276 tmp->above = NULL;
1277
1278 last = tmp;
1279 }
1280
1281 /* last == NULL of there are no objects on this space */
1282 if (last == NULL)
1283 {
1284 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1285 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1286 * those out anyways, and if there are any flags set right now, they won't
1287 * be correct anyways.
1288 */
1289 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1290 update_position (op->map, op->x, op->y);
1291 }
1292 else
1293 update_object (last, UP_OBJ_REMOVE);
1294
1295 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1296 update_all_los (op->map, op->x, op->y);
1297 }
1298 }
1299
1300 /*
1301 * merge_ob(op,top):
1302 *
1303 * This function goes through all objects below and including top, and
1304 * merges op to the first matching object.
1305 * If top is NULL, it is calculated.
1306 * Returns pointer to object if it succeded in the merge, otherwise NULL
1307 */
1308 object *
1309 merge_ob (object *op, object *top)
1310 {
1311 if (!op->nrof)
1312 return 0;
1313
1314 if (top == NULL)
1315 for (top = op; top != NULL && top->above != NULL; top = top->above);
1316
1317 for (; top != NULL; top = top->below)
1318 {
1319 if (top == op)
1320 continue;
1321 if (CAN_MERGE (op, top))
1322 {
1323 top->nrof += op->nrof;
1324
1325 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1326 op->weight = 0; /* Don't want any adjustements now */
1327 remove_ob (op);
1328 free_object (op);
1329 return top;
1330 }
1331 }
1332
1333 return NULL;
1334 }
1335
1336 /*
1337 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1338 * job preparing multi-part monsters
1339 */
1340 object *
1341 insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1342 {
1343 object *tmp;
1344
1345 if (op->head)
1346 op = op->head;
1347
1348 for (tmp = op; tmp; tmp = tmp->more)
1349 {
1350 tmp->x = x + tmp->arch->clone.x;
1351 tmp->y = y + tmp->arch->clone.y;
1352 }
1353
1354 return insert_ob_in_map (op, m, originator, flag);
1355 }
1356
1357 /*
1358 * insert_ob_in_map (op, map, originator, flag):
1359 * This function inserts the object in the two-way linked list
1360 * which represents what is on a map.
1361 * The second argument specifies the map, and the x and y variables
1362 * in the object about to be inserted specifies the position.
1363 *
1364 * originator: Player, monster or other object that caused 'op' to be inserted
1365 * into 'map'. May be NULL.
1366 *
1367 * flag is a bitmask about special things to do (or not do) when this
1368 * function is called. see the object.h file for the INS_ values.
1369 * Passing 0 for flag gives proper default values, so flag really only needs
1370 * to be set if special handling is needed.
1371 *
1372 * Return value:
1373 * new object if 'op' was merged with other object
1374 * NULL if 'op' was destroyed
1375 * just 'op' otherwise
1376 */
1377
1378 object *
1379 insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1380 {
1381 object *tmp, *top, *floor = NULL;
1382 sint16 x, y;
1383
1384 if (QUERY_FLAG (op, FLAG_FREED))
1385 {
1386 LOG (llevError, "Trying to insert freed object!\n");
1387 return NULL;
1388 }
1389
1390 if (m == NULL)
1391 {
1392 dump_object (op);
1393 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1394 return op;
1395 }
1396
1397 if (out_of_map (m, op->x, op->y))
1398 {
1399 dump_object (op);
1400 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1401 #ifdef MANY_CORES
1402 /* Better to catch this here, as otherwise the next use of this object
1403 * is likely to cause a crash. Better to find out where it is getting
1404 * improperly inserted.
1405 */
1406 abort ();
1407 #endif
1408 return op;
1409 }
1410
1411 if (!QUERY_FLAG (op, FLAG_REMOVED))
1412 {
1413 dump_object (op);
1414 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1415 return op;
1416 }
1417
1418 if (op->more != NULL)
1419 {
1420 /* The part may be on a different map. */
1421
1422 object *more = op->more;
1423
1424 /* We really need the caller to normalize coordinates - if
1425 * we set the map, that doesn't work if the location is within
1426 * a map and this is straddling an edge. So only if coordinate
1427 * is clear wrong do we normalize it.
1428 */
1429 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1430 more->map = get_map_from_coord (m, &more->x, &more->y);
1431 else if (!more->map)
1432 {
1433 /* For backwards compatibility - when not dealing with tiled maps,
1434 * more->map should always point to the parent.
1435 */
1436 more->map = m;
1437 }
1438
1439 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1440 {
1441 if (!op->head)
1442 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1443
1444 return NULL;
1445 }
1446 }
1447
1448 CLEAR_FLAG (op, FLAG_REMOVED);
1449
1450 /* Ideally, the caller figures this out. However, it complicates a lot
1451 * of areas of callers (eg, anything that uses find_free_spot would now
1452 * need extra work
1453 */
1454 op->map = get_map_from_coord (m, &op->x, &op->y);
1455 x = op->x;
1456 y = op->y;
1457
1458 /* this has to be done after we translate the coordinates.
1459 */
1460 if (op->nrof && !(flag & INS_NO_MERGE))
1461 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1462 if (CAN_MERGE (op, tmp))
1463 {
1464 op->nrof += tmp->nrof;
1465 remove_ob (tmp);
1466 free_object (tmp);
1467 }
1468
1469 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1470 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1471
1472 if (!QUERY_FLAG (op, FLAG_ALIVE))
1473 CLEAR_FLAG (op, FLAG_NO_STEAL);
1474
1475 if (flag & INS_BELOW_ORIGINATOR)
1476 {
1477 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1478 {
1479 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1480 abort ();
1481 }
1482
1483 op->above = originator;
1484 op->below = originator->below;
1485
1486 if (op->below)
1487 op->below->above = op;
1488 else
1489 SET_MAP_OB (op->map, op->x, op->y, op);
1490
1491 /* since *below* originator, no need to update top */
1492 originator->below = op;
1493 }
1494 else
1495 {
1496 /* If there are other objects, then */
1497 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1498 {
1499 object *last = NULL;
1500
1501 /*
1502 * If there are multiple objects on this space, we do some trickier handling.
1503 * We've already dealt with merging if appropriate.
1504 * Generally, we want to put the new object on top. But if
1505 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1506 * floor, we want to insert above that and no further.
1507 * Also, if there are spell objects on this space, we stop processing
1508 * once we get to them. This reduces the need to traverse over all of
1509 * them when adding another one - this saves quite a bit of cpu time
1510 * when lots of spells are cast in one area. Currently, it is presumed
1511 * that flying non pickable objects are spell objects.
1512 */
1513
1514 while (top != NULL)
1515 {
1516 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1517 floor = top;
1518
1519 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1520 {
1521 /* We insert above top, so we want this object below this */
1522 top = top->below;
1523 break;
1524 }
1525
1526 last = top;
1527 top = top->above;
1528 }
1529
1530 /* Don't want top to be NULL, so set it to the last valid object */
1531 top = last;
1532
1533 /* We let update_position deal with figuring out what the space
1534 * looks like instead of lots of conditions here.
1535 * makes things faster, and effectively the same result.
1536 */
1537
1538 /* Have object 'fall below' other objects that block view.
1539 * Unless those objects are exits, type 66
1540 * If INS_ON_TOP is used, don't do this processing
1541 * Need to find the object that in fact blocks view, otherwise
1542 * stacking is a bit odd.
1543 */
1544 if (!(flag & INS_ON_TOP) &&
1545 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1546 {
1547 for (last = top; last != floor; last = last->below)
1548 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1549 break;
1550 /* Check to see if we found the object that blocks view,
1551 * and make sure we have a below pointer for it so that
1552 * we can get inserted below this one, which requires we
1553 * set top to the object below us.
1554 */
1555 if (last && last->below && last != floor)
1556 top = last->below;
1557 }
1558 } /* If objects on this space */
1559
1560 if (flag & INS_MAP_LOAD)
1561 top = GET_MAP_TOP (op->map, op->x, op->y);
1562
1563 if (flag & INS_ABOVE_FLOOR_ONLY)
1564 top = floor;
1565
1566 /* Top is the object that our object (op) is going to get inserted above.
1567 */
1568
1569 /* First object on this space */
1570 if (!top)
1571 {
1572 op->above = GET_MAP_OB (op->map, op->x, op->y);
1573
1574 if (op->above)
1575 op->above->below = op;
1576
1577 op->below = NULL;
1578 SET_MAP_OB (op->map, op->x, op->y, op);
1579 }
1580 else
1581 { /* get inserted into the stack above top */
1582 op->above = top->above;
1583
1584 if (op->above)
1585 op->above->below = op;
1586
1587 op->below = top;
1588 top->above = op;
1589 }
1590
1591 if (op->above == NULL)
1592 SET_MAP_TOP (op->map, op->x, op->y, op);
1593 } /* else not INS_BELOW_ORIGINATOR */
1594
1595 if (op->type == PLAYER)
1596 op->contr->do_los = 1;
1597
1598 /* If we have a floor, we know the player, if any, will be above
1599 * it, so save a few ticks and start from there.
1600 */
1601 if (!(flag & INS_MAP_LOAD))
1602 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1603 if (tmp->type == PLAYER)
1604 tmp->contr->socket.update_look = 1;
1605
1606 /* If this object glows, it may affect lighting conditions that are
1607 * visible to others on this map. But update_all_los is really
1608 * an inefficient way to do this, as it means los for all players
1609 * on the map will get recalculated. The players could very well
1610 * be far away from this change and not affected in any way -
1611 * this should get redone to only look for players within range,
1612 * or just updating the P_NEED_UPDATE for spaces within this area
1613 * of effect may be sufficient.
1614 */
1615 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1616 update_all_los (op->map, op->x, op->y);
1617
1618 /* updates flags (blocked, alive, no magic, etc) for this map space */
1619 update_object (op, UP_OBJ_INSERT);
1620
1621 /* Don't know if moving this to the end will break anything. However,
1622 * we want to have update_look set above before calling this.
1623 *
1624 * check_move_on() must be after this because code called from
1625 * check_move_on() depends on correct map flags (so functions like
1626 * blocked() and wall() work properly), and these flags are updated by
1627 * update_object().
1628 */
1629
1630 /* if this is not the head or flag has been passed, don't check walk on status */
1631 if (!(flag & INS_NO_WALK_ON) && !op->head)
1632 {
1633 if (check_move_on (op, originator))
1634 return NULL;
1635
1636 /* If we are a multi part object, lets work our way through the check
1637 * walk on's.
1638 */
1639 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1640 if (check_move_on (tmp, originator))
1641 return NULL;
1642 }
1643
1644 return op;
1645 }
1646
1647 /* this function inserts an object in the map, but if it
1648 * finds an object of its own type, it'll remove that one first.
1649 * op is the object to insert it under: supplies x and the map.
1650 */
1651 void
1652 replace_insert_ob_in_map (const char *arch_string, object *op)
1653 {
1654 object *
1655 tmp;
1656 object *
1657 tmp1;
1658
1659 /* first search for itself and remove any old instances */
1660
1661 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1662 {
1663 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1664 {
1665 remove_ob (tmp);
1666 free_object (tmp);
1667 }
1668 }
1669
1670 tmp1 = arch_to_object (find_archetype (arch_string));
1671
1672 tmp1->x = op->x;
1673 tmp1->y = op->y;
1674 insert_ob_in_map (tmp1, op->map, op, 0);
1675 }
1676
1677 /*
1678 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1679 * is returned contains nr objects, and the remaining parts contains
1680 * the rest (or is removed and freed if that number is 0).
1681 * On failure, NULL is returned, and the reason put into the
1682 * global static errmsg array.
1683 */
1684
1685 object *
1686 get_split_ob (object *orig_ob, uint32 nr)
1687 {
1688 object *
1689 newob;
1690 int
1691 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1692
1693 if (orig_ob->nrof < nr)
1694 {
1695 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1696 return NULL;
1697 }
1698
1699 newob = object_create_clone (orig_ob);
1700
1701 if ((orig_ob->nrof -= nr) < 1)
1702 {
1703 if (!is_removed)
1704 remove_ob (orig_ob);
1705 free_object2 (orig_ob, 1);
1706 }
1707 else if (!is_removed)
1708 {
1709 if (orig_ob->env != NULL)
1710 sub_weight (orig_ob->env, orig_ob->weight * nr);
1711 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1712 {
1713 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1714 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1715 return NULL;
1716 }
1717 }
1718
1719 newob->nrof = nr;
1720
1721 return newob;
1722 }
1723
1724 /*
1725 * decrease_ob_nr(object, number) decreases a specified number from
1726 * the amount of an object. If the amount reaches 0, the object
1727 * is subsequently removed and freed.
1728 *
1729 * Return value: 'op' if something is left, NULL if the amount reached 0
1730 */
1731
1732 object *
1733 decrease_ob_nr (object *op, uint32 i)
1734 {
1735 object *tmp;
1736 player *pl;
1737
1738 if (i == 0) /* objects with op->nrof require this check */
1739 return op;
1740
1741 if (i > op->nrof)
1742 i = op->nrof;
1743
1744 if (QUERY_FLAG (op, FLAG_REMOVED))
1745 op->nrof -= i;
1746 else if (op->env != NULL)
1747 {
1748 /* is this object in the players inventory, or sub container
1749 * therein?
1750 */
1751 tmp = is_player_inv (op->env);
1752 /* nope. Is this a container the player has opened?
1753 * If so, set tmp to that player.
1754 * IMO, searching through all the players will mostly
1755 * likely be quicker than following op->env to the map,
1756 * and then searching the map for a player.
1757 */
1758 if (!tmp)
1759 {
1760 for (pl = first_player; pl; pl = pl->next)
1761 if (pl->ob->container == op->env)
1762 break;
1763 if (pl)
1764 tmp = pl->ob;
1765 else
1766 tmp = NULL;
1767 }
1768
1769 if (i < op->nrof)
1770 {
1771 sub_weight (op->env, op->weight * i);
1772 op->nrof -= i;
1773 if (tmp)
1774 {
1775 esrv_send_item (tmp, op);
1776 }
1777 }
1778 else
1779 {
1780 remove_ob (op);
1781 op->nrof = 0;
1782 if (tmp)
1783 {
1784 esrv_del_item (tmp->contr, op->count);
1785 }
1786 }
1787 }
1788 else
1789 {
1790 object *above = op->above;
1791
1792 if (i < op->nrof)
1793 op->nrof -= i;
1794 else
1795 {
1796 remove_ob (op);
1797 op->nrof = 0;
1798 }
1799
1800 /* Since we just removed op, op->above is null */
1801 for (tmp = above; tmp != NULL; tmp = tmp->above)
1802 if (tmp->type == PLAYER)
1803 {
1804 if (op->nrof)
1805 esrv_send_item (tmp, op);
1806 else
1807 esrv_del_item (tmp->contr, op->count);
1808 }
1809 }
1810
1811 if (op->nrof)
1812 return op;
1813 else
1814 {
1815 free_object (op);
1816 return NULL;
1817 }
1818 }
1819
1820 /*
1821 * add_weight(object, weight) adds the specified weight to an object,
1822 * and also updates how much the environment(s) is/are carrying.
1823 */
1824
1825 void
1826 add_weight (object *op, signed long weight)
1827 {
1828 while (op != NULL)
1829 {
1830 if (op->type == CONTAINER)
1831 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1832
1833 op->carrying += weight;
1834 op = op->env;
1835 }
1836 }
1837
1838 /*
1839 * insert_ob_in_ob(op,environment):
1840 * This function inserts the object op in the linked list
1841 * inside the object environment.
1842 *
1843 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1844 * the inventory at the last position or next to other objects of the same
1845 * type.
1846 * Frank: Now sorted by type, archetype and magic!
1847 *
1848 * The function returns now pointer to inserted item, and return value can
1849 * be != op, if items are merged. -Tero
1850 */
1851
1852 object *
1853 insert_ob_in_ob (object *op, object *where)
1854 {
1855 object *
1856 tmp, *
1857 otmp;
1858
1859 if (!QUERY_FLAG (op, FLAG_REMOVED))
1860 {
1861 dump_object (op);
1862 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1863 return op;
1864 }
1865
1866 if (where == NULL)
1867 {
1868 dump_object (op);
1869 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1870 return op;
1871 }
1872
1873 if (where->head)
1874 {
1875 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1876 where = where->head;
1877 }
1878
1879 if (op->more)
1880 {
1881 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1882 return op;
1883 }
1884
1885 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1886 CLEAR_FLAG (op, FLAG_REMOVED);
1887 if (op->nrof)
1888 {
1889 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1890 if (CAN_MERGE (tmp, op))
1891 {
1892 /* return the original object and remove inserted object
1893 (client needs the original object) */
1894 tmp->nrof += op->nrof;
1895 /* Weight handling gets pretty funky. Since we are adding to
1896 * tmp->nrof, we need to increase the weight.
1897 */
1898 add_weight (where, op->weight * op->nrof);
1899 SET_FLAG (op, FLAG_REMOVED);
1900 free_object (op); /* free the inserted object */
1901 op = tmp;
1902 remove_ob (op); /* and fix old object's links */
1903 CLEAR_FLAG (op, FLAG_REMOVED);
1904 break;
1905 }
1906
1907 /* I assume combined objects have no inventory
1908 * We add the weight - this object could have just been removed
1909 * (if it was possible to merge). calling remove_ob will subtract
1910 * the weight, so we need to add it in again, since we actually do
1911 * the linking below
1912 */
1913 add_weight (where, op->weight * op->nrof);
1914 }
1915 else
1916 add_weight (where, (op->weight + op->carrying));
1917
1918 otmp = is_player_inv (where);
1919 if (otmp && otmp->contr != NULL)
1920 {
1921 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1922 fix_player (otmp);
1923 }
1924
1925 op->map = NULL;
1926 op->env = where;
1927 op->above = NULL;
1928 op->below = NULL;
1929 op->x = 0, op->y = 0;
1930
1931 /* reset the light list and los of the players on the map */
1932 if ((op->glow_radius != 0) && where->map)
1933 {
1934 #ifdef DEBUG_LIGHTS
1935 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1936 #endif /* DEBUG_LIGHTS */
1937 if (MAP_DARKNESS (where->map))
1938 update_all_los (where->map, where->x, where->y);
1939 }
1940
1941 /* Client has no idea of ordering so lets not bother ordering it here.
1942 * It sure simplifies this function...
1943 */
1944 if (where->inv == NULL)
1945 where->inv = op;
1946 else
1947 {
1948 op->below = where->inv;
1949 op->below->above = op;
1950 where->inv = op;
1951 }
1952 return op;
1953 }
1954
1955 /*
1956 * Checks if any objects has a move_type that matches objects
1957 * that effect this object on this space. Call apply() to process
1958 * these events.
1959 *
1960 * Any speed-modification due to SLOW_MOVE() of other present objects
1961 * will affect the speed_left of the object.
1962 *
1963 * originator: Player, monster or other object that caused 'op' to be inserted
1964 * into 'map'. May be NULL.
1965 *
1966 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1967 *
1968 * 4-21-95 added code to check if appropriate skill was readied - this will
1969 * permit faster movement by the player through this terrain. -b.t.
1970 *
1971 * MSW 2001-07-08: Check all objects on space, not just those below
1972 * object being inserted. insert_ob_in_map may not put new objects
1973 * on top.
1974 */
1975
1976 int
1977 check_move_on (object *op, object *originator)
1978 {
1979 object *
1980 tmp;
1981 tag_t
1982 tag;
1983 mapstruct *
1984 m = op->map;
1985 int
1986 x = op->x, y = op->y;
1987
1988 MoveType
1989 move_on,
1990 move_slow,
1991 move_block;
1992
1993 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1994 return 0;
1995
1996 tag = op->count;
1997
1998 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1999 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2000 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2001
2002 /* if nothing on this space will slow op down or be applied,
2003 * no need to do checking below. have to make sure move_type
2004 * is set, as lots of objects don't have it set - we treat that
2005 * as walking.
2006 */
2007 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2008 return 0;
2009
2010 /* This is basically inverse logic of that below - basically,
2011 * if the object can avoid the move on or slow move, they do so,
2012 * but can't do it if the alternate movement they are using is
2013 * blocked. Logic on this seems confusing, but does seem correct.
2014 */
2015 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
2016 return 0;
2017
2018 /* The objects have to be checked from top to bottom.
2019 * Hence, we first go to the top:
2020 */
2021
2022 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2023 {
2024 /* Trim the search when we find the first other spell effect
2025 * this helps performance so that if a space has 50 spell objects,
2026 * we don't need to check all of them.
2027 */
2028 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2029 break;
2030 }
2031
2032 for (; tmp; tmp = tmp->below)
2033 {
2034 if (tmp == op)
2035 continue; /* Can't apply yourself */
2036
2037 /* Check to see if one of the movement types should be slowed down.
2038 * Second check makes sure that the movement types not being slowed
2039 * (~slow_move) is not blocked on this space - just because the
2040 * space doesn't slow down swimming (for example), if you can't actually
2041 * swim on that space, can't use it to avoid the penalty.
2042 */
2043 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2044 {
2045 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2046 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2047 {
2048
2049 float
2050 diff = tmp->move_slow_penalty * FABS (op->speed);
2051
2052 if (op->type == PLAYER)
2053 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2054 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2055 diff /= 4.0;
2056
2057 op->speed_left -= diff;
2058 }
2059 }
2060
2061 /* Basically same logic as above, except now for actual apply. */
2062 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2063 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2064 {
2065 move_apply (tmp, op, originator);
2066
2067 if (was_destroyed (op, tag))
2068 return 1;
2069
2070 /* what the person/creature stepped onto has moved the object
2071 * someplace new. Don't process any further - if we did,
2072 * have a feeling strange problems would result.
2073 */
2074 if (op->map != m || op->x != x || op->y != y)
2075 return 0;
2076 }
2077 }
2078
2079 return 0;
2080 }
2081
2082 /*
2083 * present_arch(arch, map, x, y) searches for any objects with
2084 * a matching archetype at the given map and coordinates.
2085 * The first matching object is returned, or NULL if none.
2086 */
2087
2088 object *
2089 present_arch (const archetype *at, mapstruct *m, int x, int y)
2090 {
2091 object *
2092 tmp;
2093
2094 if (m == NULL || out_of_map (m, x, y))
2095 {
2096 LOG (llevError, "Present_arch called outside map.\n");
2097 return NULL;
2098 }
2099 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2100 if (tmp->arch == at)
2101 return tmp;
2102 return NULL;
2103 }
2104
2105 /*
2106 * present(type, map, x, y) searches for any objects with
2107 * a matching type variable at the given map and coordinates.
2108 * The first matching object is returned, or NULL if none.
2109 */
2110
2111 object *
2112 present (unsigned char type, mapstruct *m, int x, int y)
2113 {
2114 object *
2115 tmp;
2116
2117 if (out_of_map (m, x, y))
2118 {
2119 LOG (llevError, "Present called outside map.\n");
2120 return NULL;
2121 }
2122 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2123 if (tmp->type == type)
2124 return tmp;
2125 return NULL;
2126 }
2127
2128 /*
2129 * present_in_ob(type, object) searches for any objects with
2130 * a matching type variable in the inventory of the given object.
2131 * The first matching object is returned, or NULL if none.
2132 */
2133
2134 object *
2135 present_in_ob (unsigned char type, const object *op)
2136 {
2137 object *
2138 tmp;
2139
2140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2141 if (tmp->type == type)
2142 return tmp;
2143 return NULL;
2144 }
2145
2146 /*
2147 * present_in_ob (type, str, object) searches for any objects with
2148 * a matching type & name variable in the inventory of the given object.
2149 * The first matching object is returned, or NULL if none.
2150 * This is mostly used by spell effect code, so that we only
2151 * have one spell effect at a time.
2152 * type can be used to narrow the search - if type is set,
2153 * the type must also match. -1 can be passed for the type,
2154 * in which case the type does not need to pass.
2155 * str is the string to match against. Note that we match against
2156 * the object name, not the archetype name. this is so that the
2157 * spell code can use one object type (force), but change it's name
2158 * to be unique.
2159 */
2160
2161 object *
2162 present_in_ob_by_name (int type, const char *str, const object *op)
2163 {
2164 object *
2165 tmp;
2166
2167 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2168 {
2169 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2170 return tmp;
2171 }
2172 return NULL;
2173 }
2174
2175 /*
2176 * present_arch_in_ob(archetype, object) searches for any objects with
2177 * a matching archetype in the inventory of the given object.
2178 * The first matching object is returned, or NULL if none.
2179 */
2180
2181 object *
2182 present_arch_in_ob (const archetype *at, const object *op)
2183 {
2184 object *
2185 tmp;
2186
2187 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2188 if (tmp->arch == at)
2189 return tmp;
2190 return NULL;
2191 }
2192
2193 /*
2194 * activate recursively a flag on an object inventory
2195 */
2196 void
2197 flag_inv (object *op, int flag)
2198 {
2199 object *
2200 tmp;
2201
2202 if (op->inv)
2203 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2204 {
2205 SET_FLAG (tmp, flag);
2206 flag_inv (tmp, flag);
2207 }
2208 } /*
2209 * desactivate recursively a flag on an object inventory
2210 */
2211 void
2212 unflag_inv (object *op, int flag)
2213 {
2214 object *
2215 tmp;
2216
2217 if (op->inv)
2218 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2219 {
2220 CLEAR_FLAG (tmp, flag);
2221 unflag_inv (tmp, flag);
2222 }
2223 }
2224
2225 /*
2226 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2227 * all it's inventory (recursively).
2228 * If checksums are used, a player will get set_cheat called for
2229 * him/her-self and all object carried by a call to this function.
2230 */
2231
2232 void
2233 set_cheat (object *op)
2234 {
2235 SET_FLAG (op, FLAG_WAS_WIZ);
2236 flag_inv (op, FLAG_WAS_WIZ);
2237 }
2238
2239 /*
2240 * find_free_spot(object, map, x, y, start, stop) will search for
2241 * a spot at the given map and coordinates which will be able to contain
2242 * the given object. start and stop specifies how many squares
2243 * to search (see the freearr_x/y[] definition).
2244 * It returns a random choice among the alternatives found.
2245 * start and stop are where to start relative to the free_arr array (1,9
2246 * does all 4 immediate directions). This returns the index into the
2247 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2248 * Note - this only checks to see if there is space for the head of the
2249 * object - if it is a multispace object, this should be called for all
2250 * pieces.
2251 * Note2: This function does correctly handle tiled maps, but does not
2252 * inform the caller. However, insert_ob_in_map will update as
2253 * necessary, so the caller shouldn't need to do any special work.
2254 * Note - updated to take an object instead of archetype - this is necessary
2255 * because arch_blocked (now ob_blocked) needs to know the movement type
2256 * to know if the space in question will block the object. We can't use
2257 * the archetype because that isn't correct if the monster has been
2258 * customized, changed states, etc.
2259 */
2260
2261 int
2262 find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2263 {
2264 int
2265 i,
2266 index = 0, flag;
2267 static int
2268 altern[SIZEOFFREE];
2269
2270 for (i = start; i < stop; i++)
2271 {
2272 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2273 if (!flag)
2274 altern[index++] = i;
2275
2276 /* Basically, if we find a wall on a space, we cut down the search size.
2277 * In this way, we won't return spaces that are on another side of a wall.
2278 * This mostly work, but it cuts down the search size in all directions -
2279 * if the space being examined only has a wall to the north and empty
2280 * spaces in all the other directions, this will reduce the search space
2281 * to only the spaces immediately surrounding the target area, and
2282 * won't look 2 spaces south of the target space.
2283 */
2284 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2285 stop = maxfree[i];
2286 }
2287 if (!index)
2288 return -1;
2289 return altern[RANDOM () % index];
2290 }
2291
2292 /*
2293 * find_first_free_spot(archetype, mapstruct, x, y) works like
2294 * find_free_spot(), but it will search max number of squares.
2295 * But it will return the first available spot, not a random choice.
2296 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2297 */
2298
2299 int
2300 find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2301 {
2302 int
2303 i;
2304
2305 for (i = 0; i < SIZEOFFREE; i++)
2306 {
2307 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2308 return i;
2309 }
2310 return -1;
2311 }
2312
2313 /*
2314 * The function permute(arr, begin, end) randomly reorders the array
2315 * arr[begin..end-1].
2316 */
2317 static void
2318 permute (int *arr, int begin, int end)
2319 {
2320 int
2321 i,
2322 j,
2323 tmp,
2324 len;
2325
2326 len = end - begin;
2327 for (i = begin; i < end; i++)
2328 {
2329 j = begin + RANDOM () % len;
2330
2331 tmp = arr[i];
2332 arr[i] = arr[j];
2333 arr[j] = tmp;
2334 }
2335 }
2336
2337 /* new function to make monster searching more efficient, and effective!
2338 * This basically returns a randomized array (in the passed pointer) of
2339 * the spaces to find monsters. In this way, it won't always look for
2340 * monsters to the north first. However, the size of the array passed
2341 * covers all the spaces, so within that size, all the spaces within
2342 * the 3x3 area will be searched, just not in a predictable order.
2343 */
2344 void
2345 get_search_arr (int *search_arr)
2346 {
2347 int
2348 i;
2349
2350 for (i = 0; i < SIZEOFFREE; i++)
2351 {
2352 search_arr[i] = i;
2353 }
2354
2355 permute (search_arr, 1, SIZEOFFREE1 + 1);
2356 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2357 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2358 }
2359
2360 /*
2361 * find_dir(map, x, y, exclude) will search some close squares in the
2362 * given map at the given coordinates for live objects.
2363 * It will not considered the object given as exclude among possible
2364 * live objects.
2365 * It returns the direction toward the first/closest live object if finds
2366 * any, otherwise 0.
2367 * Perhaps incorrectly, but I'm making the assumption that exclude
2368 * is actually want is going to try and move there. We need this info
2369 * because we have to know what movement the thing looking to move
2370 * there is capable of.
2371 */
2372
2373 int
2374 find_dir (mapstruct *m, int x, int y, object *exclude)
2375 {
2376 int
2377 i,
2378 max = SIZEOFFREE, mflags;
2379
2380 sint16 nx, ny;
2381 object *
2382 tmp;
2383 mapstruct *
2384 mp;
2385
2386 MoveType blocked, move_type;
2387
2388 if (exclude && exclude->head)
2389 {
2390 exclude = exclude->head;
2391 move_type = exclude->move_type;
2392 }
2393 else
2394 {
2395 /* If we don't have anything, presume it can use all movement types. */
2396 move_type = MOVE_ALL;
2397 }
2398
2399 for (i = 1; i < max; i++)
2400 {
2401 mp = m;
2402 nx = x + freearr_x[i];
2403 ny = y + freearr_y[i];
2404
2405 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2406 if (mflags & P_OUT_OF_MAP)
2407 {
2408 max = maxfree[i];
2409 }
2410 else
2411 {
2412 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2413
2414 if ((move_type & blocked) == move_type)
2415 {
2416 max = maxfree[i];
2417 }
2418 else if (mflags & P_IS_ALIVE)
2419 {
2420 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2421 {
2422 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2423 {
2424 break;
2425 }
2426 }
2427 if (tmp)
2428 {
2429 return freedir[i];
2430 }
2431 }
2432 }
2433 }
2434 return 0;
2435 }
2436
2437 /*
2438 * distance(object 1, object 2) will return the square of the
2439 * distance between the two given objects.
2440 */
2441
2442 int
2443 distance (const object *ob1, const object *ob2)
2444 {
2445 int
2446 i;
2447
2448 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2449 return i;
2450 }
2451
2452 /*
2453 * find_dir_2(delta-x,delta-y) will return a direction in which
2454 * an object which has subtracted the x and y coordinates of another
2455 * object, needs to travel toward it.
2456 */
2457
2458 int
2459 find_dir_2 (int x, int y)
2460 {
2461 int
2462 q;
2463
2464 if (y)
2465 q = x * 100 / y;
2466 else if (x)
2467 q = -300 * x;
2468 else
2469 return 0;
2470
2471 if (y > 0)
2472 {
2473 if (q < -242)
2474 return 3;
2475 if (q < -41)
2476 return 2;
2477 if (q < 41)
2478 return 1;
2479 if (q < 242)
2480 return 8;
2481 return 7;
2482 }
2483
2484 if (q < -242)
2485 return 7;
2486 if (q < -41)
2487 return 6;
2488 if (q < 41)
2489 return 5;
2490 if (q < 242)
2491 return 4;
2492
2493 return 3;
2494 }
2495
2496 /*
2497 * absdir(int): Returns a number between 1 and 8, which represent
2498 * the "absolute" direction of a number (it actually takes care of
2499 * "overflow" in previous calculations of a direction).
2500 */
2501
2502 int
2503 absdir (int d)
2504 {
2505 while (d < 1)
2506 d += 8;
2507 while (d > 8)
2508 d -= 8;
2509 return d;
2510 }
2511
2512 /*
2513 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2514 * between two directions (which are expected to be absolute (see absdir())
2515 */
2516
2517 int
2518 dirdiff (int dir1, int dir2)
2519 {
2520 int
2521 d;
2522
2523 d = abs (dir1 - dir2);
2524 if (d > 4)
2525 d = 8 - d;
2526 return d;
2527 }
2528
2529 /* peterm:
2530 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2531 * Basically, this is a table of directions, and what directions
2532 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2533 * This basically means that if direction is 15, then it could either go
2534 * direction 4, 14, or 16 to get back to where we are.
2535 * Moved from spell_util.c to object.c with the other related direction
2536 * functions.
2537 */
2538
2539 int
2540 reduction_dir[SIZEOFFREE][3] = {
2541 {0, 0, 0}, /* 0 */
2542 {0, 0, 0}, /* 1 */
2543 {0, 0, 0}, /* 2 */
2544 {0, 0, 0}, /* 3 */
2545 {0, 0, 0}, /* 4 */
2546 {0, 0, 0}, /* 5 */
2547 {0, 0, 0}, /* 6 */
2548 {0, 0, 0}, /* 7 */
2549 {0, 0, 0}, /* 8 */
2550 {8, 1, 2}, /* 9 */
2551 {1, 2, -1}, /* 10 */
2552 {2, 10, 12}, /* 11 */
2553 {2, 3, -1}, /* 12 */
2554 {2, 3, 4}, /* 13 */
2555 {3, 4, -1}, /* 14 */
2556 {4, 14, 16}, /* 15 */
2557 {5, 4, -1}, /* 16 */
2558 {4, 5, 6}, /* 17 */
2559 {6, 5, -1}, /* 18 */
2560 {6, 20, 18}, /* 19 */
2561 {7, 6, -1}, /* 20 */
2562 {6, 7, 8}, /* 21 */
2563 {7, 8, -1}, /* 22 */
2564 {8, 22, 24}, /* 23 */
2565 {8, 1, -1}, /* 24 */
2566 {24, 9, 10}, /* 25 */
2567 {9, 10, -1}, /* 26 */
2568 {10, 11, -1}, /* 27 */
2569 {27, 11, 29}, /* 28 */
2570 {11, 12, -1}, /* 29 */
2571 {12, 13, -1}, /* 30 */
2572 {12, 13, 14}, /* 31 */
2573 {13, 14, -1}, /* 32 */
2574 {14, 15, -1}, /* 33 */
2575 {33, 15, 35}, /* 34 */
2576 {16, 15, -1}, /* 35 */
2577 {17, 16, -1}, /* 36 */
2578 {18, 17, 16}, /* 37 */
2579 {18, 17, -1}, /* 38 */
2580 {18, 19, -1}, /* 39 */
2581 {41, 19, 39}, /* 40 */
2582 {19, 20, -1}, /* 41 */
2583 {20, 21, -1}, /* 42 */
2584 {20, 21, 22}, /* 43 */
2585 {21, 22, -1}, /* 44 */
2586 {23, 22, -1}, /* 45 */
2587 {45, 47, 23}, /* 46 */
2588 {23, 24, -1}, /* 47 */
2589 {24, 9, -1}
2590 }; /* 48 */
2591
2592 /* Recursive routine to step back and see if we can
2593 * find a path to that monster that we found. If not,
2594 * we don't bother going toward it. Returns 1 if we
2595 * can see a direct way to get it
2596 * Modified to be map tile aware -.MSW
2597 */
2598
2599
2600 int
2601 can_see_monsterP (mapstruct *m, int x, int y, int dir)
2602 {
2603 sint16 dx, dy;
2604 int
2605 mflags;
2606
2607 if (dir < 0)
2608 return 0; /* exit condition: invalid direction */
2609
2610 dx = x + freearr_x[dir];
2611 dy = y + freearr_y[dir];
2612
2613 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2614
2615 /* This functional arguably was incorrect before - it was
2616 * checking for P_WALL - that was basically seeing if
2617 * we could move to the monster - this is being more
2618 * literal on if we can see it. To know if we can actually
2619 * move to the monster, we'd need the monster passed in or
2620 * at least its move type.
2621 */
2622 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2623 return 0;
2624
2625 /* yes, can see. */
2626 if (dir < 9)
2627 return 1;
2628 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2629 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2630 }
2631
2632
2633
2634 /*
2635 * can_pick(picker, item): finds out if an object is possible to be
2636 * picked up by the picker. Returnes 1 if it can be
2637 * picked up, otherwise 0.
2638 *
2639 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2640 * core dumps if they do.
2641 *
2642 * Add a check so we can't pick up invisible objects (0.93.8)
2643 */
2644
2645 int
2646 can_pick (const object *who, const object *item)
2647 {
2648 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2649 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2650 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2651 }
2652
2653
2654 /*
2655 * create clone from object to another
2656 */
2657 object *
2658 object_create_clone (object *asrc)
2659 {
2660 object *
2661 dst = NULL, *tmp, *src, *part, *prev, *item;
2662
2663 if (!asrc)
2664 return NULL;
2665 src = asrc;
2666 if (src->head)
2667 src = src->head;
2668
2669 prev = NULL;
2670 for (part = src; part; part = part->more)
2671 {
2672 tmp = get_object ();
2673 copy_object (part, tmp);
2674 tmp->x -= src->x;
2675 tmp->y -= src->y;
2676 if (!part->head)
2677 {
2678 dst = tmp;
2679 tmp->head = NULL;
2680 }
2681 else
2682 {
2683 tmp->head = dst;
2684 }
2685 tmp->more = NULL;
2686 if (prev)
2687 prev->more = tmp;
2688 prev = tmp;
2689 }
2690
2691 /*** copy inventory ***/
2692 for (item = src->inv; item; item = item->below)
2693 {
2694 (void) insert_ob_in_ob (object_create_clone (item), dst);
2695 }
2696
2697 return dst;
2698 }
2699
2700 /* return true if the object was destroyed, 0 otherwise */
2701 int
2702 was_destroyed (const object *op, tag_t old_tag)
2703 {
2704 /* checking for FLAG_FREED isn't necessary, but makes this function more
2705 * robust */
2706 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2707 }
2708
2709 /* GROS - Creates an object using a string representing its content. */
2710
2711 /* Basically, we save the content of the string to a temp file, then call */
2712
2713 /* load_object on it. I admit it is a highly inefficient way to make things, */
2714
2715 /* but it was simple to make and allows reusing the load_object function. */
2716
2717 /* Remember not to use load_object_str in a time-critical situation. */
2718
2719 /* Also remember that multiparts objects are not supported for now. */
2720
2721 object *
2722 load_object_str (const char *obstr)
2723 {
2724 object *
2725 op;
2726 char
2727 filename[MAX_BUF];
2728
2729 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2730
2731 FILE *
2732 tempfile = fopen (filename, "w");
2733
2734 if (tempfile == NULL)
2735 {
2736 LOG (llevError, "Error - Unable to access load object temp file\n");
2737 return NULL;
2738 }
2739
2740 fprintf (tempfile, obstr);
2741 fclose (tempfile);
2742
2743 op = get_object ();
2744
2745 object_thawer thawer (filename);
2746
2747 if (thawer)
2748 load_object (thawer, op, 0);
2749
2750 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2751 CLEAR_FLAG (op, FLAG_REMOVED);
2752
2753 return op;
2754 }
2755
2756 /* This returns the first object in who's inventory that
2757 * has the same type and subtype match.
2758 * returns NULL if no match.
2759 */
2760 object *
2761 find_obj_by_type_subtype (const object *who, int type, int subtype)
2762 {
2763 object *
2764 tmp;
2765
2766 for (tmp = who->inv; tmp; tmp = tmp->below)
2767 if (tmp->type == type && tmp->subtype == subtype)
2768 return tmp;
2769
2770 return NULL;
2771 }
2772
2773 /* If ob has a field named key, return the link from the list,
2774 * otherwise return NULL.
2775 *
2776 * key must be a passed in shared string - otherwise, this won't
2777 * do the desired thing.
2778 */
2779 key_value *
2780 get_ob_key_link (const object *ob, const char *key)
2781 {
2782 key_value *
2783 link;
2784
2785 for (link = ob->key_values; link != NULL; link = link->next)
2786 {
2787 if (link->key == key)
2788 {
2789 return link;
2790 }
2791 }
2792
2793 return NULL;
2794 }
2795
2796 /*
2797 * Returns the value of op has an extra_field for key, or NULL.
2798 *
2799 * The argument doesn't need to be a shared string.
2800 *
2801 * The returned string is shared.
2802 */
2803 const char *
2804 get_ob_key_value (const object *op, const char *const key)
2805 {
2806 key_value *link;
2807 shstr_cmp canonical_key (key);
2808
2809 if (!canonical_key)
2810 {
2811 /* 1. There being a field named key on any object
2812 * implies there'd be a shared string to find.
2813 * 2. Since there isn't, no object has this field.
2814 * 3. Therefore, *this* object doesn't have this field.
2815 */
2816 return 0;
2817 }
2818
2819 /* This is copied from get_ob_key_link() above -
2820 * only 4 lines, and saves the function call overhead.
2821 */
2822 for (link = op->key_values; link; link = link->next)
2823 if (link->key == canonical_key)
2824 return link->value;
2825
2826 return 0;
2827 }
2828
2829
2830 /*
2831 * Updates the canonical_key in op to value.
2832 *
2833 * canonical_key is a shared string (value doesn't have to be).
2834 *
2835 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2836 * keys.
2837 *
2838 * Returns TRUE on success.
2839 */
2840 int
2841 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2842 {
2843 key_value *
2844 field = NULL, *last = NULL;
2845
2846 for (field = op->key_values; field != NULL; field = field->next)
2847 {
2848 if (field->key != canonical_key)
2849 {
2850 last = field;
2851 continue;
2852 }
2853
2854 if (value)
2855 field->value = value;
2856 else
2857 {
2858 /* Basically, if the archetype has this key set,
2859 * we need to store the null value so when we save
2860 * it, we save the empty value so that when we load,
2861 * we get this value back again.
2862 */
2863 if (get_ob_key_link (&op->arch->clone, canonical_key))
2864 field->value = 0;
2865 else
2866 {
2867 if (last)
2868 last->next = field->next;
2869 else
2870 op->key_values = field->next;
2871
2872 delete field;
2873 }
2874 }
2875 return TRUE;
2876 }
2877 /* IF we get here, key doesn't exist */
2878
2879 /* No field, we'll have to add it. */
2880
2881 if (!add_key)
2882 {
2883 return FALSE;
2884 }
2885 /* There isn't any good reason to store a null
2886 * value in the key/value list. If the archetype has
2887 * this key, then we should also have it, so shouldn't
2888 * be here. If user wants to store empty strings,
2889 * should pass in ""
2890 */
2891 if (value == NULL)
2892 return TRUE;
2893
2894 field = new key_value;
2895
2896 field->key = canonical_key;
2897 field->value = value;
2898 /* Usual prepend-addition. */
2899 field->next = op->key_values;
2900 op->key_values = field;
2901
2902 return TRUE;
2903 }
2904
2905 /*
2906 * Updates the key in op to value.
2907 *
2908 * If add_key is FALSE, this will only update existing keys,
2909 * and not add new ones.
2910 * In general, should be little reason FALSE is ever passed in for add_key
2911 *
2912 * Returns TRUE on success.
2913 */
2914 int
2915 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2916 {
2917 shstr key_ (key);
2918
2919 return set_ob_key_value_s (op, key_, value, add_key);
2920 }
2921
2922 object::depth_iterator::depth_iterator (object *container)
2923 : iterator_base (container)
2924 {
2925 while (item->inv)
2926 item = item->inv;
2927 }
2928
2929 void
2930 object::depth_iterator::next ()
2931 {
2932 if (item->below)
2933 {
2934 item = item->below;
2935
2936 while (item->inv)
2937 item = item->inv;
2938 }
2939 else
2940 item = item->env;
2941 }
2942
2943 // return a suitable string describing an objetc in enough detail to find it
2944 const char *
2945 object::debug_desc (char *info) const
2946 {
2947 char info2[256 * 3];
2948 char *p = info;
2949
2950 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2951 count,
2952 &name,
2953 title ? " " : "",
2954 title ? (const char *)title : "");
2955
2956 if (env)
2957 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2958
2959 if (map)
2960 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2961
2962 return info;
2963 }
2964
2965 const char *
2966 object::debug_desc () const
2967 {
2968 static char info[256 * 3];
2969 return debug_desc (info);
2970 }
2971