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Revision: 1.42
Committed: Thu Sep 14 01:19:47 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.41: +8 -20 lines
Log Message:
removed freed hack. extra refcounting increased code size by 3k in an unoptimised build

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
924 void object::free_mortals ()
925 {
926 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
927 if ((*i)->refcnt)
928 ++i; // further delay freeing
929 else
930 {
931 delete *i;
932 mortals.erase (i);
933 }
934
935 static int lastmortals = 0;//D
936
937 if (mortals.size() != lastmortals)//D
938 {
939 lastmortals = mortals.size ();//D
940 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
941 }
942 }
943
944 object::object ()
945 {
946 SET_FLAG (this, FLAG_REMOVED);
947
948 expmul = 1.0;
949 face = blank_face;
950 attacked_by_count = -1;
951 }
952
953 object::~object ()
954 {
955 free_key_values (this);
956 }
957
958 void object::link ()
959 {
960 count = ++ob_count;
961 uuid = gen_uuid ();
962
963 prev = 0;
964 next = objects;
965
966 if (objects)
967 objects->prev = this;
968
969 objects = this;
970 }
971
972 void object::unlink ()
973 {
974 //count = 0;//D
975 if (!prev && !next) return;//D
976
977 if (this == objects)
978 objects = next;
979
980 /* Remove this object from the list of used objects */
981 if (prev) prev->next = next;
982 if (next) next->prev = prev;
983
984 prev = 0;
985 next = 0;
986 }
987
988 object *object::create ()
989 {
990 object *op = new object;
991 op->link ();
992 return op;
993 }
994
995 /*
996 * free_object() frees everything allocated by an object, removes
997 * it from the list of used objects, and puts it on the list of
998 * free objects. The IS_FREED() flag is set in the object.
999 * The object must have been removed by remove_ob() first for
1000 * this function to succeed.
1001 *
1002 * If free_inventory is set, free inventory as well. Else drop items in
1003 * inventory to the ground.
1004 */
1005 void object::free (bool free_inventory)
1006 {
1007 if (QUERY_FLAG (this, FLAG_FREED))
1008 return;
1009
1010 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1011 remove_friendly_object (this);
1012
1013 if (!QUERY_FLAG (this, FLAG_REMOVED))
1014 remove_ob (this);
1015
1016 SET_FLAG (this, FLAG_FREED);
1017
1018 if (more)
1019 {
1020 more->free (free_inventory);
1021 more = 0;
1022 }
1023
1024 if (inv)
1025 {
1026 /* Only if the space blocks everything do we not process -
1027 * if some form of movement is allowed, let objects
1028 * drop on that space.
1029 */
1030 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1031 {
1032 object *op = inv;
1033
1034 while (op)
1035 {
1036 object *tmp = op->below;
1037 op->free (free_inventory);
1038 op = tmp;
1039 }
1040 }
1041 else
1042 { /* Put objects in inventory onto this space */
1043 object *op = inv;
1044
1045 while (op)
1046 {
1047 object *tmp = op->below;
1048
1049 remove_ob (op);
1050
1051 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1052 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1053 free_object (op);
1054 else
1055 {
1056 op->x = x;
1057 op->y = y;
1058 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1059 }
1060
1061 op = tmp;
1062 }
1063 }
1064 }
1065
1066 owner = 0;
1067
1068 /* Remove object from the active list */
1069 speed = 0;
1070 update_ob_speed (this);
1071
1072 unlink ();
1073
1074 mortals.push_back (this);
1075 }
1076
1077 /*
1078 * sub_weight() recursively (outwards) subtracts a number from the
1079 * weight of an object (and what is carried by it's environment(s)).
1080 */
1081
1082 void
1083 sub_weight (object *op, signed long weight)
1084 {
1085 while (op != NULL)
1086 {
1087 if (op->type == CONTAINER)
1088 {
1089 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1090 }
1091 op->carrying -= weight;
1092 op = op->env;
1093 }
1094 }
1095
1096 /* remove_ob(op):
1097 * This function removes the object op from the linked list of objects
1098 * which it is currently tied to. When this function is done, the
1099 * object will have no environment. If the object previously had an
1100 * environment, the x and y coordinates will be updated to
1101 * the previous environment.
1102 * Beware: This function is called from the editor as well!
1103 */
1104
1105 void
1106 remove_ob (object *op)
1107 {
1108 object *
1109 tmp, *
1110 last = NULL;
1111 object *
1112 otmp;
1113
1114 tag_t
1115 tag;
1116 int
1117 check_walk_off;
1118 mapstruct *
1119 m;
1120
1121 sint16
1122 x,
1123 y;
1124
1125 if (QUERY_FLAG (op, FLAG_REMOVED))
1126 return;
1127
1128 SET_FLAG (op, FLAG_REMOVED);
1129
1130 if (op->more != NULL)
1131 remove_ob (op->more);
1132
1133 /*
1134 * In this case, the object to be removed is in someones
1135 * inventory.
1136 */
1137 if (op->env != NULL)
1138 {
1139 if (op->nrof)
1140 sub_weight (op->env, op->weight * op->nrof);
1141 else
1142 sub_weight (op->env, op->weight + op->carrying);
1143
1144 /* NO_FIX_PLAYER is set when a great many changes are being
1145 * made to players inventory. If set, avoiding the call
1146 * to save cpu time.
1147 */
1148 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1149 fix_player (otmp);
1150
1151 if (op->above != NULL)
1152 op->above->below = op->below;
1153 else
1154 op->env->inv = op->below;
1155
1156 if (op->below != NULL)
1157 op->below->above = op->above;
1158
1159 /* we set up values so that it could be inserted into
1160 * the map, but we don't actually do that - it is up
1161 * to the caller to decide what we want to do.
1162 */
1163 op->x = op->env->x, op->y = op->env->y;
1164 op->map = op->env->map;
1165 op->above = NULL, op->below = NULL;
1166 op->env = NULL;
1167 }
1168 else if (op->map)
1169 {
1170 x = op->x;
1171 y = op->y;
1172 m = get_map_from_coord (op->map, &x, &y);
1173
1174 if (!m)
1175 {
1176 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1177 op->map->path, op->x, op->y);
1178 /* in old days, we used to set x and y to 0 and continue.
1179 * it seems if we get into this case, something is probablye
1180 * screwed up and should be fixed.
1181 */
1182 abort ();
1183 }
1184
1185 if (op->map != m)
1186 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1187 op->map->path, m->path, op->x, op->y, x, y);
1188
1189 /* Re did the following section of code - it looks like it had
1190 * lots of logic for things we no longer care about
1191 */
1192
1193 /* link the object above us */
1194 if (op->above)
1195 op->above->below = op->below;
1196 else
1197 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1198
1199 /* Relink the object below us, if there is one */
1200 if (op->below)
1201 op->below->above = op->above;
1202 else
1203 {
1204 /* Nothing below, which means we need to relink map object for this space
1205 * use translated coordinates in case some oddness with map tiling is
1206 * evident
1207 */
1208 if (GET_MAP_OB (m, x, y) != op)
1209 {
1210 dump_object (op);
1211 LOG (llevError,
1212 "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);
1213 dump_object (GET_MAP_OB (m, x, y));
1214 LOG (llevError, "%s\n", errmsg);
1215 }
1216
1217 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1218 }
1219
1220 op->above = 0;
1221 op->below = 0;
1222
1223 if (op->map->in_memory == MAP_SAVING)
1224 return;
1225
1226 tag = op->count;
1227 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1228
1229 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1230 {
1231 /* No point updating the players look faces if he is the object
1232 * being removed.
1233 */
1234
1235 if (tmp->type == PLAYER && tmp != op)
1236 {
1237 /* If a container that the player is currently using somehow gets
1238 * removed (most likely destroyed), update the player view
1239 * appropriately.
1240 */
1241 if (tmp->container == op)
1242 {
1243 CLEAR_FLAG (op, FLAG_APPLIED);
1244 tmp->container = NULL;
1245 }
1246
1247 tmp->contr->socket.update_look = 1;
1248 }
1249
1250 /* See if player moving off should effect something */
1251 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1252 {
1253 move_apply (tmp, op, NULL);
1254
1255 if (was_destroyed (op, tag))
1256 {
1257 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1258 }
1259 }
1260
1261 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1262
1263 if (tmp->above == tmp)
1264 tmp->above = NULL;
1265
1266 last = tmp;
1267 }
1268
1269 /* last == NULL of there are no objects on this space */
1270 if (last == NULL)
1271 {
1272 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1273 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1274 * those out anyways, and if there are any flags set right now, they won't
1275 * be correct anyways.
1276 */
1277 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1278 update_position (op->map, op->x, op->y);
1279 }
1280 else
1281 update_object (last, UP_OBJ_REMOVE);
1282
1283 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1284 update_all_los (op->map, op->x, op->y);
1285 }
1286 }
1287
1288 /*
1289 * merge_ob(op,top):
1290 *
1291 * This function goes through all objects below and including top, and
1292 * merges op to the first matching object.
1293 * If top is NULL, it is calculated.
1294 * Returns pointer to object if it succeded in the merge, otherwise NULL
1295 */
1296 object *
1297 merge_ob (object *op, object *top)
1298 {
1299 if (!op->nrof)
1300 return 0;
1301
1302 if (top == NULL)
1303 for (top = op; top != NULL && top->above != NULL; top = top->above);
1304
1305 for (; top != NULL; top = top->below)
1306 {
1307 if (top == op)
1308 continue;
1309 if (CAN_MERGE (op, top))
1310 {
1311 top->nrof += op->nrof;
1312
1313 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1314 op->weight = 0; /* Don't want any adjustements now */
1315 remove_ob (op);
1316 free_object (op);
1317 return top;
1318 }
1319 }
1320
1321 return NULL;
1322 }
1323
1324 /*
1325 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1326 * job preparing multi-part monsters
1327 */
1328 object *
1329 insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1330 {
1331 object *tmp;
1332
1333 if (op->head)
1334 op = op->head;
1335
1336 for (tmp = op; tmp; tmp = tmp->more)
1337 {
1338 tmp->x = x + tmp->arch->clone.x;
1339 tmp->y = y + tmp->arch->clone.y;
1340 }
1341
1342 return insert_ob_in_map (op, m, originator, flag);
1343 }
1344
1345 /*
1346 * insert_ob_in_map (op, map, originator, flag):
1347 * This function inserts the object in the two-way linked list
1348 * which represents what is on a map.
1349 * The second argument specifies the map, and the x and y variables
1350 * in the object about to be inserted specifies the position.
1351 *
1352 * originator: Player, monster or other object that caused 'op' to be inserted
1353 * into 'map'. May be NULL.
1354 *
1355 * flag is a bitmask about special things to do (or not do) when this
1356 * function is called. see the object.h file for the INS_ values.
1357 * Passing 0 for flag gives proper default values, so flag really only needs
1358 * to be set if special handling is needed.
1359 *
1360 * Return value:
1361 * new object if 'op' was merged with other object
1362 * NULL if 'op' was destroyed
1363 * just 'op' otherwise
1364 */
1365
1366 object *
1367 insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1368 {
1369 object *tmp, *top, *floor = NULL;
1370 sint16 x, y;
1371
1372 if (QUERY_FLAG (op, FLAG_FREED))
1373 {
1374 LOG (llevError, "Trying to insert freed object!\n");
1375 return NULL;
1376 }
1377
1378 if (m == NULL)
1379 {
1380 dump_object (op);
1381 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1382 return op;
1383 }
1384
1385 if (out_of_map (m, op->x, op->y))
1386 {
1387 dump_object (op);
1388 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1389 #ifdef MANY_CORES
1390 /* Better to catch this here, as otherwise the next use of this object
1391 * is likely to cause a crash. Better to find out where it is getting
1392 * improperly inserted.
1393 */
1394 abort ();
1395 #endif
1396 return op;
1397 }
1398
1399 if (!QUERY_FLAG (op, FLAG_REMOVED))
1400 {
1401 dump_object (op);
1402 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1403 return op;
1404 }
1405
1406 if (op->more != NULL)
1407 {
1408 /* The part may be on a different map. */
1409
1410 object *more = op->more;
1411
1412 /* We really need the caller to normalize coordinates - if
1413 * we set the map, that doesn't work if the location is within
1414 * a map and this is straddling an edge. So only if coordinate
1415 * is clear wrong do we normalize it.
1416 */
1417 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1418 more->map = get_map_from_coord (m, &more->x, &more->y);
1419 else if (!more->map)
1420 {
1421 /* For backwards compatibility - when not dealing with tiled maps,
1422 * more->map should always point to the parent.
1423 */
1424 more->map = m;
1425 }
1426
1427 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1428 {
1429 if (!op->head)
1430 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1431
1432 return NULL;
1433 }
1434 }
1435
1436 CLEAR_FLAG (op, FLAG_REMOVED);
1437
1438 /* Ideally, the caller figures this out. However, it complicates a lot
1439 * of areas of callers (eg, anything that uses find_free_spot would now
1440 * need extra work
1441 */
1442 op->map = get_map_from_coord (m, &op->x, &op->y);
1443 x = op->x;
1444 y = op->y;
1445
1446 /* this has to be done after we translate the coordinates.
1447 */
1448 if (op->nrof && !(flag & INS_NO_MERGE))
1449 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1450 if (CAN_MERGE (op, tmp))
1451 {
1452 op->nrof += tmp->nrof;
1453 remove_ob (tmp);
1454 free_object (tmp);
1455 }
1456
1457 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1458 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1459
1460 if (!QUERY_FLAG (op, FLAG_ALIVE))
1461 CLEAR_FLAG (op, FLAG_NO_STEAL);
1462
1463 if (flag & INS_BELOW_ORIGINATOR)
1464 {
1465 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1466 {
1467 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1468 abort ();
1469 }
1470
1471 op->above = originator;
1472 op->below = originator->below;
1473
1474 if (op->below)
1475 op->below->above = op;
1476 else
1477 SET_MAP_OB (op->map, op->x, op->y, op);
1478
1479 /* since *below* originator, no need to update top */
1480 originator->below = op;
1481 }
1482 else
1483 {
1484 /* If there are other objects, then */
1485 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1486 {
1487 object *last = NULL;
1488
1489 /*
1490 * If there are multiple objects on this space, we do some trickier handling.
1491 * We've already dealt with merging if appropriate.
1492 * Generally, we want to put the new object on top. But if
1493 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1494 * floor, we want to insert above that and no further.
1495 * Also, if there are spell objects on this space, we stop processing
1496 * once we get to them. This reduces the need to traverse over all of
1497 * them when adding another one - this saves quite a bit of cpu time
1498 * when lots of spells are cast in one area. Currently, it is presumed
1499 * that flying non pickable objects are spell objects.
1500 */
1501
1502 while (top != NULL)
1503 {
1504 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1505 floor = top;
1506
1507 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1508 {
1509 /* We insert above top, so we want this object below this */
1510 top = top->below;
1511 break;
1512 }
1513
1514 last = top;
1515 top = top->above;
1516 }
1517
1518 /* Don't want top to be NULL, so set it to the last valid object */
1519 top = last;
1520
1521 /* We let update_position deal with figuring out what the space
1522 * looks like instead of lots of conditions here.
1523 * makes things faster, and effectively the same result.
1524 */
1525
1526 /* Have object 'fall below' other objects that block view.
1527 * Unless those objects are exits, type 66
1528 * If INS_ON_TOP is used, don't do this processing
1529 * Need to find the object that in fact blocks view, otherwise
1530 * stacking is a bit odd.
1531 */
1532 if (!(flag & INS_ON_TOP) &&
1533 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1534 {
1535 for (last = top; last != floor; last = last->below)
1536 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1537 break;
1538 /* Check to see if we found the object that blocks view,
1539 * and make sure we have a below pointer for it so that
1540 * we can get inserted below this one, which requires we
1541 * set top to the object below us.
1542 */
1543 if (last && last->below && last != floor)
1544 top = last->below;
1545 }
1546 } /* If objects on this space */
1547
1548 if (flag & INS_MAP_LOAD)
1549 top = GET_MAP_TOP (op->map, op->x, op->y);
1550
1551 if (flag & INS_ABOVE_FLOOR_ONLY)
1552 top = floor;
1553
1554 /* Top is the object that our object (op) is going to get inserted above.
1555 */
1556
1557 /* First object on this space */
1558 if (!top)
1559 {
1560 op->above = GET_MAP_OB (op->map, op->x, op->y);
1561
1562 if (op->above)
1563 op->above->below = op;
1564
1565 op->below = NULL;
1566 SET_MAP_OB (op->map, op->x, op->y, op);
1567 }
1568 else
1569 { /* get inserted into the stack above top */
1570 op->above = top->above;
1571
1572 if (op->above)
1573 op->above->below = op;
1574
1575 op->below = top;
1576 top->above = op;
1577 }
1578
1579 if (op->above == NULL)
1580 SET_MAP_TOP (op->map, op->x, op->y, op);
1581 } /* else not INS_BELOW_ORIGINATOR */
1582
1583 if (op->type == PLAYER)
1584 op->contr->do_los = 1;
1585
1586 /* If we have a floor, we know the player, if any, will be above
1587 * it, so save a few ticks and start from there.
1588 */
1589 if (!(flag & INS_MAP_LOAD))
1590 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1591 if (tmp->type == PLAYER)
1592 tmp->contr->socket.update_look = 1;
1593
1594 /* If this object glows, it may affect lighting conditions that are
1595 * visible to others on this map. But update_all_los is really
1596 * an inefficient way to do this, as it means los for all players
1597 * on the map will get recalculated. The players could very well
1598 * be far away from this change and not affected in any way -
1599 * this should get redone to only look for players within range,
1600 * or just updating the P_NEED_UPDATE for spaces within this area
1601 * of effect may be sufficient.
1602 */
1603 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1604 update_all_los (op->map, op->x, op->y);
1605
1606 /* updates flags (blocked, alive, no magic, etc) for this map space */
1607 update_object (op, UP_OBJ_INSERT);
1608
1609 /* Don't know if moving this to the end will break anything. However,
1610 * we want to have update_look set above before calling this.
1611 *
1612 * check_move_on() must be after this because code called from
1613 * check_move_on() depends on correct map flags (so functions like
1614 * blocked() and wall() work properly), and these flags are updated by
1615 * update_object().
1616 */
1617
1618 /* if this is not the head or flag has been passed, don't check walk on status */
1619 if (!(flag & INS_NO_WALK_ON) && !op->head)
1620 {
1621 if (check_move_on (op, originator))
1622 return NULL;
1623
1624 /* If we are a multi part object, lets work our way through the check
1625 * walk on's.
1626 */
1627 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1628 if (check_move_on (tmp, originator))
1629 return NULL;
1630 }
1631
1632 return op;
1633 }
1634
1635 /* this function inserts an object in the map, but if it
1636 * finds an object of its own type, it'll remove that one first.
1637 * op is the object to insert it under: supplies x and the map.
1638 */
1639 void
1640 replace_insert_ob_in_map (const char *arch_string, object *op)
1641 {
1642 object *
1643 tmp;
1644 object *
1645 tmp1;
1646
1647 /* first search for itself and remove any old instances */
1648
1649 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1650 {
1651 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1652 {
1653 remove_ob (tmp);
1654 free_object (tmp);
1655 }
1656 }
1657
1658 tmp1 = arch_to_object (find_archetype (arch_string));
1659
1660 tmp1->x = op->x;
1661 tmp1->y = op->y;
1662 insert_ob_in_map (tmp1, op->map, op, 0);
1663 }
1664
1665 /*
1666 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1667 * is returned contains nr objects, and the remaining parts contains
1668 * the rest (or is removed and freed if that number is 0).
1669 * On failure, NULL is returned, and the reason put into the
1670 * global static errmsg array.
1671 */
1672
1673 object *
1674 get_split_ob (object *orig_ob, uint32 nr)
1675 {
1676 object *
1677 newob;
1678 int
1679 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1680
1681 if (orig_ob->nrof < nr)
1682 {
1683 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1684 return NULL;
1685 }
1686
1687 newob = object_create_clone (orig_ob);
1688
1689 if ((orig_ob->nrof -= nr) < 1)
1690 {
1691 if (!is_removed)
1692 remove_ob (orig_ob);
1693 free_object2 (orig_ob, 1);
1694 }
1695 else if (!is_removed)
1696 {
1697 if (orig_ob->env != NULL)
1698 sub_weight (orig_ob->env, orig_ob->weight * nr);
1699 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1700 {
1701 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1702 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1703 return NULL;
1704 }
1705 }
1706
1707 newob->nrof = nr;
1708
1709 return newob;
1710 }
1711
1712 /*
1713 * decrease_ob_nr(object, number) decreases a specified number from
1714 * the amount of an object. If the amount reaches 0, the object
1715 * is subsequently removed and freed.
1716 *
1717 * Return value: 'op' if something is left, NULL if the amount reached 0
1718 */
1719
1720 object *
1721 decrease_ob_nr (object *op, uint32 i)
1722 {
1723 object *tmp;
1724 player *pl;
1725
1726 if (i == 0) /* objects with op->nrof require this check */
1727 return op;
1728
1729 if (i > op->nrof)
1730 i = op->nrof;
1731
1732 if (QUERY_FLAG (op, FLAG_REMOVED))
1733 op->nrof -= i;
1734 else if (op->env != NULL)
1735 {
1736 /* is this object in the players inventory, or sub container
1737 * therein?
1738 */
1739 tmp = is_player_inv (op->env);
1740 /* nope. Is this a container the player has opened?
1741 * If so, set tmp to that player.
1742 * IMO, searching through all the players will mostly
1743 * likely be quicker than following op->env to the map,
1744 * and then searching the map for a player.
1745 */
1746 if (!tmp)
1747 {
1748 for (pl = first_player; pl; pl = pl->next)
1749 if (pl->ob->container == op->env)
1750 break;
1751 if (pl)
1752 tmp = pl->ob;
1753 else
1754 tmp = NULL;
1755 }
1756
1757 if (i < op->nrof)
1758 {
1759 sub_weight (op->env, op->weight * i);
1760 op->nrof -= i;
1761 if (tmp)
1762 {
1763 esrv_send_item (tmp, op);
1764 }
1765 }
1766 else
1767 {
1768 remove_ob (op);
1769 op->nrof = 0;
1770 if (tmp)
1771 {
1772 esrv_del_item (tmp->contr, op->count);
1773 }
1774 }
1775 }
1776 else
1777 {
1778 object *above = op->above;
1779
1780 if (i < op->nrof)
1781 op->nrof -= i;
1782 else
1783 {
1784 remove_ob (op);
1785 op->nrof = 0;
1786 }
1787
1788 /* Since we just removed op, op->above is null */
1789 for (tmp = above; tmp != NULL; tmp = tmp->above)
1790 if (tmp->type == PLAYER)
1791 {
1792 if (op->nrof)
1793 esrv_send_item (tmp, op);
1794 else
1795 esrv_del_item (tmp->contr, op->count);
1796 }
1797 }
1798
1799 if (op->nrof)
1800 return op;
1801 else
1802 {
1803 free_object (op);
1804 return NULL;
1805 }
1806 }
1807
1808 /*
1809 * add_weight(object, weight) adds the specified weight to an object,
1810 * and also updates how much the environment(s) is/are carrying.
1811 */
1812
1813 void
1814 add_weight (object *op, signed long weight)
1815 {
1816 while (op != NULL)
1817 {
1818 if (op->type == CONTAINER)
1819 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1820
1821 op->carrying += weight;
1822 op = op->env;
1823 }
1824 }
1825
1826 /*
1827 * insert_ob_in_ob(op,environment):
1828 * This function inserts the object op in the linked list
1829 * inside the object environment.
1830 *
1831 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1832 * the inventory at the last position or next to other objects of the same
1833 * type.
1834 * Frank: Now sorted by type, archetype and magic!
1835 *
1836 * The function returns now pointer to inserted item, and return value can
1837 * be != op, if items are merged. -Tero
1838 */
1839
1840 object *
1841 insert_ob_in_ob (object *op, object *where)
1842 {
1843 object *
1844 tmp, *
1845 otmp;
1846
1847 if (!QUERY_FLAG (op, FLAG_REMOVED))
1848 {
1849 dump_object (op);
1850 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1851 return op;
1852 }
1853
1854 if (where == NULL)
1855 {
1856 dump_object (op);
1857 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1858 return op;
1859 }
1860
1861 if (where->head)
1862 {
1863 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1864 where = where->head;
1865 }
1866
1867 if (op->more)
1868 {
1869 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1870 return op;
1871 }
1872
1873 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1874 CLEAR_FLAG (op, FLAG_REMOVED);
1875 if (op->nrof)
1876 {
1877 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1878 if (CAN_MERGE (tmp, op))
1879 {
1880 /* return the original object and remove inserted object
1881 (client needs the original object) */
1882 tmp->nrof += op->nrof;
1883 /* Weight handling gets pretty funky. Since we are adding to
1884 * tmp->nrof, we need to increase the weight.
1885 */
1886 add_weight (where, op->weight * op->nrof);
1887 SET_FLAG (op, FLAG_REMOVED);
1888 free_object (op); /* free the inserted object */
1889 op = tmp;
1890 remove_ob (op); /* and fix old object's links */
1891 CLEAR_FLAG (op, FLAG_REMOVED);
1892 break;
1893 }
1894
1895 /* I assume combined objects have no inventory
1896 * We add the weight - this object could have just been removed
1897 * (if it was possible to merge). calling remove_ob will subtract
1898 * the weight, so we need to add it in again, since we actually do
1899 * the linking below
1900 */
1901 add_weight (where, op->weight * op->nrof);
1902 }
1903 else
1904 add_weight (where, (op->weight + op->carrying));
1905
1906 otmp = is_player_inv (where);
1907 if (otmp && otmp->contr != NULL)
1908 {
1909 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1910 fix_player (otmp);
1911 }
1912
1913 op->map = NULL;
1914 op->env = where;
1915 op->above = NULL;
1916 op->below = NULL;
1917 op->x = 0, op->y = 0;
1918
1919 /* reset the light list and los of the players on the map */
1920 if ((op->glow_radius != 0) && where->map)
1921 {
1922 #ifdef DEBUG_LIGHTS
1923 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1924 #endif /* DEBUG_LIGHTS */
1925 if (MAP_DARKNESS (where->map))
1926 update_all_los (where->map, where->x, where->y);
1927 }
1928
1929 /* Client has no idea of ordering so lets not bother ordering it here.
1930 * It sure simplifies this function...
1931 */
1932 if (where->inv == NULL)
1933 where->inv = op;
1934 else
1935 {
1936 op->below = where->inv;
1937 op->below->above = op;
1938 where->inv = op;
1939 }
1940 return op;
1941 }
1942
1943 /*
1944 * Checks if any objects has a move_type that matches objects
1945 * that effect this object on this space. Call apply() to process
1946 * these events.
1947 *
1948 * Any speed-modification due to SLOW_MOVE() of other present objects
1949 * will affect the speed_left of the object.
1950 *
1951 * originator: Player, monster or other object that caused 'op' to be inserted
1952 * into 'map'. May be NULL.
1953 *
1954 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1955 *
1956 * 4-21-95 added code to check if appropriate skill was readied - this will
1957 * permit faster movement by the player through this terrain. -b.t.
1958 *
1959 * MSW 2001-07-08: Check all objects on space, not just those below
1960 * object being inserted. insert_ob_in_map may not put new objects
1961 * on top.
1962 */
1963
1964 int
1965 check_move_on (object *op, object *originator)
1966 {
1967 object *
1968 tmp;
1969 tag_t
1970 tag;
1971 mapstruct *
1972 m = op->map;
1973 int
1974 x = op->x, y = op->y;
1975
1976 MoveType
1977 move_on,
1978 move_slow,
1979 move_block;
1980
1981 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1982 return 0;
1983
1984 tag = op->count;
1985
1986 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1987 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1988 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1989
1990 /* if nothing on this space will slow op down or be applied,
1991 * no need to do checking below. have to make sure move_type
1992 * is set, as lots of objects don't have it set - we treat that
1993 * as walking.
1994 */
1995 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1996 return 0;
1997
1998 /* This is basically inverse logic of that below - basically,
1999 * if the object can avoid the move on or slow move, they do so,
2000 * but can't do it if the alternate movement they are using is
2001 * blocked. Logic on this seems confusing, but does seem correct.
2002 */
2003 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
2004 return 0;
2005
2006 /* The objects have to be checked from top to bottom.
2007 * Hence, we first go to the top:
2008 */
2009
2010 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2011 {
2012 /* Trim the search when we find the first other spell effect
2013 * this helps performance so that if a space has 50 spell objects,
2014 * we don't need to check all of them.
2015 */
2016 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2017 break;
2018 }
2019
2020 for (; tmp; tmp = tmp->below)
2021 {
2022 if (tmp == op)
2023 continue; /* Can't apply yourself */
2024
2025 /* Check to see if one of the movement types should be slowed down.
2026 * Second check makes sure that the movement types not being slowed
2027 * (~slow_move) is not blocked on this space - just because the
2028 * space doesn't slow down swimming (for example), if you can't actually
2029 * swim on that space, can't use it to avoid the penalty.
2030 */
2031 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2032 {
2033 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2034 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2035 {
2036
2037 float
2038 diff = tmp->move_slow_penalty * FABS (op->speed);
2039
2040 if (op->type == PLAYER)
2041 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2042 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2043 diff /= 4.0;
2044
2045 op->speed_left -= diff;
2046 }
2047 }
2048
2049 /* Basically same logic as above, except now for actual apply. */
2050 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2051 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2052 {
2053 move_apply (tmp, op, originator);
2054
2055 if (was_destroyed (op, tag))
2056 return 1;
2057
2058 /* what the person/creature stepped onto has moved the object
2059 * someplace new. Don't process any further - if we did,
2060 * have a feeling strange problems would result.
2061 */
2062 if (op->map != m || op->x != x || op->y != y)
2063 return 0;
2064 }
2065 }
2066
2067 return 0;
2068 }
2069
2070 /*
2071 * present_arch(arch, map, x, y) searches for any objects with
2072 * a matching archetype at the given map and coordinates.
2073 * The first matching object is returned, or NULL if none.
2074 */
2075
2076 object *
2077 present_arch (const archetype *at, mapstruct *m, int x, int y)
2078 {
2079 object *
2080 tmp;
2081
2082 if (m == NULL || out_of_map (m, x, y))
2083 {
2084 LOG (llevError, "Present_arch called outside map.\n");
2085 return NULL;
2086 }
2087 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2088 if (tmp->arch == at)
2089 return tmp;
2090 return NULL;
2091 }
2092
2093 /*
2094 * present(type, map, x, y) searches for any objects with
2095 * a matching type variable at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none.
2097 */
2098
2099 object *
2100 present (unsigned char type, mapstruct *m, int x, int y)
2101 {
2102 object *
2103 tmp;
2104
2105 if (out_of_map (m, x, y))
2106 {
2107 LOG (llevError, "Present called outside map.\n");
2108 return NULL;
2109 }
2110 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2111 if (tmp->type == type)
2112 return tmp;
2113 return NULL;
2114 }
2115
2116 /*
2117 * present_in_ob(type, object) searches for any objects with
2118 * a matching type variable in the inventory of the given object.
2119 * The first matching object is returned, or NULL if none.
2120 */
2121
2122 object *
2123 present_in_ob (unsigned char type, const object *op)
2124 {
2125 object *
2126 tmp;
2127
2128 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2129 if (tmp->type == type)
2130 return tmp;
2131 return NULL;
2132 }
2133
2134 /*
2135 * present_in_ob (type, str, object) searches for any objects with
2136 * a matching type & name variable in the inventory of the given object.
2137 * The first matching object is returned, or NULL if none.
2138 * This is mostly used by spell effect code, so that we only
2139 * have one spell effect at a time.
2140 * type can be used to narrow the search - if type is set,
2141 * the type must also match. -1 can be passed for the type,
2142 * in which case the type does not need to pass.
2143 * str is the string to match against. Note that we match against
2144 * the object name, not the archetype name. this is so that the
2145 * spell code can use one object type (force), but change it's name
2146 * to be unique.
2147 */
2148
2149 object *
2150 present_in_ob_by_name (int type, const char *str, const object *op)
2151 {
2152 object *
2153 tmp;
2154
2155 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2156 {
2157 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2158 return tmp;
2159 }
2160 return NULL;
2161 }
2162
2163 /*
2164 * present_arch_in_ob(archetype, object) searches for any objects with
2165 * a matching archetype in the inventory of the given object.
2166 * The first matching object is returned, or NULL if none.
2167 */
2168
2169 object *
2170 present_arch_in_ob (const archetype *at, const object *op)
2171 {
2172 object *
2173 tmp;
2174
2175 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2176 if (tmp->arch == at)
2177 return tmp;
2178 return NULL;
2179 }
2180
2181 /*
2182 * activate recursively a flag on an object inventory
2183 */
2184 void
2185 flag_inv (object *op, int flag)
2186 {
2187 object *
2188 tmp;
2189
2190 if (op->inv)
2191 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2192 {
2193 SET_FLAG (tmp, flag);
2194 flag_inv (tmp, flag);
2195 }
2196 } /*
2197 * desactivate recursively a flag on an object inventory
2198 */
2199 void
2200 unflag_inv (object *op, int flag)
2201 {
2202 object *
2203 tmp;
2204
2205 if (op->inv)
2206 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2207 {
2208 CLEAR_FLAG (tmp, flag);
2209 unflag_inv (tmp, flag);
2210 }
2211 }
2212
2213 /*
2214 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2215 * all it's inventory (recursively).
2216 * If checksums are used, a player will get set_cheat called for
2217 * him/her-self and all object carried by a call to this function.
2218 */
2219
2220 void
2221 set_cheat (object *op)
2222 {
2223 SET_FLAG (op, FLAG_WAS_WIZ);
2224 flag_inv (op, FLAG_WAS_WIZ);
2225 }
2226
2227 /*
2228 * find_free_spot(object, map, x, y, start, stop) will search for
2229 * a spot at the given map and coordinates which will be able to contain
2230 * the given object. start and stop specifies how many squares
2231 * to search (see the freearr_x/y[] definition).
2232 * It returns a random choice among the alternatives found.
2233 * start and stop are where to start relative to the free_arr array (1,9
2234 * does all 4 immediate directions). This returns the index into the
2235 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2236 * Note - this only checks to see if there is space for the head of the
2237 * object - if it is a multispace object, this should be called for all
2238 * pieces.
2239 * Note2: This function does correctly handle tiled maps, but does not
2240 * inform the caller. However, insert_ob_in_map will update as
2241 * necessary, so the caller shouldn't need to do any special work.
2242 * Note - updated to take an object instead of archetype - this is necessary
2243 * because arch_blocked (now ob_blocked) needs to know the movement type
2244 * to know if the space in question will block the object. We can't use
2245 * the archetype because that isn't correct if the monster has been
2246 * customized, changed states, etc.
2247 */
2248
2249 int
2250 find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2251 {
2252 int
2253 i,
2254 index = 0, flag;
2255 static int
2256 altern[SIZEOFFREE];
2257
2258 for (i = start; i < stop; i++)
2259 {
2260 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2261 if (!flag)
2262 altern[index++] = i;
2263
2264 /* Basically, if we find a wall on a space, we cut down the search size.
2265 * In this way, we won't return spaces that are on another side of a wall.
2266 * This mostly work, but it cuts down the search size in all directions -
2267 * if the space being examined only has a wall to the north and empty
2268 * spaces in all the other directions, this will reduce the search space
2269 * to only the spaces immediately surrounding the target area, and
2270 * won't look 2 spaces south of the target space.
2271 */
2272 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2273 stop = maxfree[i];
2274 }
2275 if (!index)
2276 return -1;
2277 return altern[RANDOM () % index];
2278 }
2279
2280 /*
2281 * find_first_free_spot(archetype, mapstruct, x, y) works like
2282 * find_free_spot(), but it will search max number of squares.
2283 * But it will return the first available spot, not a random choice.
2284 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2285 */
2286
2287 int
2288 find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2289 {
2290 int
2291 i;
2292
2293 for (i = 0; i < SIZEOFFREE; i++)
2294 {
2295 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2296 return i;
2297 }
2298 return -1;
2299 }
2300
2301 /*
2302 * The function permute(arr, begin, end) randomly reorders the array
2303 * arr[begin..end-1].
2304 */
2305 static void
2306 permute (int *arr, int begin, int end)
2307 {
2308 int
2309 i,
2310 j,
2311 tmp,
2312 len;
2313
2314 len = end - begin;
2315 for (i = begin; i < end; i++)
2316 {
2317 j = begin + RANDOM () % len;
2318
2319 tmp = arr[i];
2320 arr[i] = arr[j];
2321 arr[j] = tmp;
2322 }
2323 }
2324
2325 /* new function to make monster searching more efficient, and effective!
2326 * This basically returns a randomized array (in the passed pointer) of
2327 * the spaces to find monsters. In this way, it won't always look for
2328 * monsters to the north first. However, the size of the array passed
2329 * covers all the spaces, so within that size, all the spaces within
2330 * the 3x3 area will be searched, just not in a predictable order.
2331 */
2332 void
2333 get_search_arr (int *search_arr)
2334 {
2335 int
2336 i;
2337
2338 for (i = 0; i < SIZEOFFREE; i++)
2339 {
2340 search_arr[i] = i;
2341 }
2342
2343 permute (search_arr, 1, SIZEOFFREE1 + 1);
2344 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2345 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2346 }
2347
2348 /*
2349 * find_dir(map, x, y, exclude) will search some close squares in the
2350 * given map at the given coordinates for live objects.
2351 * It will not considered the object given as exclude among possible
2352 * live objects.
2353 * It returns the direction toward the first/closest live object if finds
2354 * any, otherwise 0.
2355 * Perhaps incorrectly, but I'm making the assumption that exclude
2356 * is actually want is going to try and move there. We need this info
2357 * because we have to know what movement the thing looking to move
2358 * there is capable of.
2359 */
2360
2361 int
2362 find_dir (mapstruct *m, int x, int y, object *exclude)
2363 {
2364 int
2365 i,
2366 max = SIZEOFFREE, mflags;
2367
2368 sint16 nx, ny;
2369 object *
2370 tmp;
2371 mapstruct *
2372 mp;
2373
2374 MoveType blocked, move_type;
2375
2376 if (exclude && exclude->head)
2377 {
2378 exclude = exclude->head;
2379 move_type = exclude->move_type;
2380 }
2381 else
2382 {
2383 /* If we don't have anything, presume it can use all movement types. */
2384 move_type = MOVE_ALL;
2385 }
2386
2387 for (i = 1; i < max; i++)
2388 {
2389 mp = m;
2390 nx = x + freearr_x[i];
2391 ny = y + freearr_y[i];
2392
2393 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2394 if (mflags & P_OUT_OF_MAP)
2395 {
2396 max = maxfree[i];
2397 }
2398 else
2399 {
2400 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2401
2402 if ((move_type & blocked) == move_type)
2403 {
2404 max = maxfree[i];
2405 }
2406 else if (mflags & P_IS_ALIVE)
2407 {
2408 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2409 {
2410 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2411 {
2412 break;
2413 }
2414 }
2415 if (tmp)
2416 {
2417 return freedir[i];
2418 }
2419 }
2420 }
2421 }
2422 return 0;
2423 }
2424
2425 /*
2426 * distance(object 1, object 2) will return the square of the
2427 * distance between the two given objects.
2428 */
2429
2430 int
2431 distance (const object *ob1, const object *ob2)
2432 {
2433 int
2434 i;
2435
2436 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2437 return i;
2438 }
2439
2440 /*
2441 * find_dir_2(delta-x,delta-y) will return a direction in which
2442 * an object which has subtracted the x and y coordinates of another
2443 * object, needs to travel toward it.
2444 */
2445
2446 int
2447 find_dir_2 (int x, int y)
2448 {
2449 int
2450 q;
2451
2452 if (y)
2453 q = x * 100 / y;
2454 else if (x)
2455 q = -300 * x;
2456 else
2457 return 0;
2458
2459 if (y > 0)
2460 {
2461 if (q < -242)
2462 return 3;
2463 if (q < -41)
2464 return 2;
2465 if (q < 41)
2466 return 1;
2467 if (q < 242)
2468 return 8;
2469 return 7;
2470 }
2471
2472 if (q < -242)
2473 return 7;
2474 if (q < -41)
2475 return 6;
2476 if (q < 41)
2477 return 5;
2478 if (q < 242)
2479 return 4;
2480
2481 return 3;
2482 }
2483
2484 /*
2485 * absdir(int): Returns a number between 1 and 8, which represent
2486 * the "absolute" direction of a number (it actually takes care of
2487 * "overflow" in previous calculations of a direction).
2488 */
2489
2490 int
2491 absdir (int d)
2492 {
2493 while (d < 1)
2494 d += 8;
2495 while (d > 8)
2496 d -= 8;
2497 return d;
2498 }
2499
2500 /*
2501 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2502 * between two directions (which are expected to be absolute (see absdir())
2503 */
2504
2505 int
2506 dirdiff (int dir1, int dir2)
2507 {
2508 int
2509 d;
2510
2511 d = abs (dir1 - dir2);
2512 if (d > 4)
2513 d = 8 - d;
2514 return d;
2515 }
2516
2517 /* peterm:
2518 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2519 * Basically, this is a table of directions, and what directions
2520 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2521 * This basically means that if direction is 15, then it could either go
2522 * direction 4, 14, or 16 to get back to where we are.
2523 * Moved from spell_util.c to object.c with the other related direction
2524 * functions.
2525 */
2526
2527 int
2528 reduction_dir[SIZEOFFREE][3] = {
2529 {0, 0, 0}, /* 0 */
2530 {0, 0, 0}, /* 1 */
2531 {0, 0, 0}, /* 2 */
2532 {0, 0, 0}, /* 3 */
2533 {0, 0, 0}, /* 4 */
2534 {0, 0, 0}, /* 5 */
2535 {0, 0, 0}, /* 6 */
2536 {0, 0, 0}, /* 7 */
2537 {0, 0, 0}, /* 8 */
2538 {8, 1, 2}, /* 9 */
2539 {1, 2, -1}, /* 10 */
2540 {2, 10, 12}, /* 11 */
2541 {2, 3, -1}, /* 12 */
2542 {2, 3, 4}, /* 13 */
2543 {3, 4, -1}, /* 14 */
2544 {4, 14, 16}, /* 15 */
2545 {5, 4, -1}, /* 16 */
2546 {4, 5, 6}, /* 17 */
2547 {6, 5, -1}, /* 18 */
2548 {6, 20, 18}, /* 19 */
2549 {7, 6, -1}, /* 20 */
2550 {6, 7, 8}, /* 21 */
2551 {7, 8, -1}, /* 22 */
2552 {8, 22, 24}, /* 23 */
2553 {8, 1, -1}, /* 24 */
2554 {24, 9, 10}, /* 25 */
2555 {9, 10, -1}, /* 26 */
2556 {10, 11, -1}, /* 27 */
2557 {27, 11, 29}, /* 28 */
2558 {11, 12, -1}, /* 29 */
2559 {12, 13, -1}, /* 30 */
2560 {12, 13, 14}, /* 31 */
2561 {13, 14, -1}, /* 32 */
2562 {14, 15, -1}, /* 33 */
2563 {33, 15, 35}, /* 34 */
2564 {16, 15, -1}, /* 35 */
2565 {17, 16, -1}, /* 36 */
2566 {18, 17, 16}, /* 37 */
2567 {18, 17, -1}, /* 38 */
2568 {18, 19, -1}, /* 39 */
2569 {41, 19, 39}, /* 40 */
2570 {19, 20, -1}, /* 41 */
2571 {20, 21, -1}, /* 42 */
2572 {20, 21, 22}, /* 43 */
2573 {21, 22, -1}, /* 44 */
2574 {23, 22, -1}, /* 45 */
2575 {45, 47, 23}, /* 46 */
2576 {23, 24, -1}, /* 47 */
2577 {24, 9, -1}
2578 }; /* 48 */
2579
2580 /* Recursive routine to step back and see if we can
2581 * find a path to that monster that we found. If not,
2582 * we don't bother going toward it. Returns 1 if we
2583 * can see a direct way to get it
2584 * Modified to be map tile aware -.MSW
2585 */
2586
2587
2588 int
2589 can_see_monsterP (mapstruct *m, int x, int y, int dir)
2590 {
2591 sint16 dx, dy;
2592 int
2593 mflags;
2594
2595 if (dir < 0)
2596 return 0; /* exit condition: invalid direction */
2597
2598 dx = x + freearr_x[dir];
2599 dy = y + freearr_y[dir];
2600
2601 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2602
2603 /* This functional arguably was incorrect before - it was
2604 * checking for P_WALL - that was basically seeing if
2605 * we could move to the monster - this is being more
2606 * literal on if we can see it. To know if we can actually
2607 * move to the monster, we'd need the monster passed in or
2608 * at least its move type.
2609 */
2610 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2611 return 0;
2612
2613 /* yes, can see. */
2614 if (dir < 9)
2615 return 1;
2616 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2617 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2618 }
2619
2620
2621
2622 /*
2623 * can_pick(picker, item): finds out if an object is possible to be
2624 * picked up by the picker. Returnes 1 if it can be
2625 * picked up, otherwise 0.
2626 *
2627 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2628 * core dumps if they do.
2629 *
2630 * Add a check so we can't pick up invisible objects (0.93.8)
2631 */
2632
2633 int
2634 can_pick (const object *who, const object *item)
2635 {
2636 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2637 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2638 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2639 }
2640
2641
2642 /*
2643 * create clone from object to another
2644 */
2645 object *
2646 object_create_clone (object *asrc)
2647 {
2648 object *
2649 dst = NULL, *tmp, *src, *part, *prev, *item;
2650
2651 if (!asrc)
2652 return NULL;
2653 src = asrc;
2654 if (src->head)
2655 src = src->head;
2656
2657 prev = NULL;
2658 for (part = src; part; part = part->more)
2659 {
2660 tmp = get_object ();
2661 copy_object (part, tmp);
2662 tmp->x -= src->x;
2663 tmp->y -= src->y;
2664 if (!part->head)
2665 {
2666 dst = tmp;
2667 tmp->head = NULL;
2668 }
2669 else
2670 {
2671 tmp->head = dst;
2672 }
2673 tmp->more = NULL;
2674 if (prev)
2675 prev->more = tmp;
2676 prev = tmp;
2677 }
2678
2679 /*** copy inventory ***/
2680 for (item = src->inv; item; item = item->below)
2681 {
2682 (void) insert_ob_in_ob (object_create_clone (item), dst);
2683 }
2684
2685 return dst;
2686 }
2687
2688 /* return true if the object was destroyed, 0 otherwise */
2689 int
2690 was_destroyed (const object *op, tag_t old_tag)
2691 {
2692 /* checking for FLAG_FREED isn't necessary, but makes this function more
2693 * robust */
2694 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2695 }
2696
2697 /* GROS - Creates an object using a string representing its content. */
2698
2699 /* Basically, we save the content of the string to a temp file, then call */
2700
2701 /* load_object on it. I admit it is a highly inefficient way to make things, */
2702
2703 /* but it was simple to make and allows reusing the load_object function. */
2704
2705 /* Remember not to use load_object_str in a time-critical situation. */
2706
2707 /* Also remember that multiparts objects are not supported for now. */
2708
2709 object *
2710 load_object_str (const char *obstr)
2711 {
2712 object *
2713 op;
2714 char
2715 filename[MAX_BUF];
2716
2717 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2718
2719 FILE *
2720 tempfile = fopen (filename, "w");
2721
2722 if (tempfile == NULL)
2723 {
2724 LOG (llevError, "Error - Unable to access load object temp file\n");
2725 return NULL;
2726 }
2727
2728 fprintf (tempfile, obstr);
2729 fclose (tempfile);
2730
2731 op = get_object ();
2732
2733 object_thawer thawer (filename);
2734
2735 if (thawer)
2736 load_object (thawer, op, 0);
2737
2738 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2739 CLEAR_FLAG (op, FLAG_REMOVED);
2740
2741 return op;
2742 }
2743
2744 /* This returns the first object in who's inventory that
2745 * has the same type and subtype match.
2746 * returns NULL if no match.
2747 */
2748 object *
2749 find_obj_by_type_subtype (const object *who, int type, int subtype)
2750 {
2751 object *
2752 tmp;
2753
2754 for (tmp = who->inv; tmp; tmp = tmp->below)
2755 if (tmp->type == type && tmp->subtype == subtype)
2756 return tmp;
2757
2758 return NULL;
2759 }
2760
2761 /* If ob has a field named key, return the link from the list,
2762 * otherwise return NULL.
2763 *
2764 * key must be a passed in shared string - otherwise, this won't
2765 * do the desired thing.
2766 */
2767 key_value *
2768 get_ob_key_link (const object *ob, const char *key)
2769 {
2770 key_value *
2771 link;
2772
2773 for (link = ob->key_values; link != NULL; link = link->next)
2774 {
2775 if (link->key == key)
2776 {
2777 return link;
2778 }
2779 }
2780
2781 return NULL;
2782 }
2783
2784 /*
2785 * Returns the value of op has an extra_field for key, or NULL.
2786 *
2787 * The argument doesn't need to be a shared string.
2788 *
2789 * The returned string is shared.
2790 */
2791 const char *
2792 get_ob_key_value (const object *op, const char *const key)
2793 {
2794 key_value *link;
2795 shstr_cmp canonical_key (key);
2796
2797 if (!canonical_key)
2798 {
2799 /* 1. There being a field named key on any object
2800 * implies there'd be a shared string to find.
2801 * 2. Since there isn't, no object has this field.
2802 * 3. Therefore, *this* object doesn't have this field.
2803 */
2804 return 0;
2805 }
2806
2807 /* This is copied from get_ob_key_link() above -
2808 * only 4 lines, and saves the function call overhead.
2809 */
2810 for (link = op->key_values; link; link = link->next)
2811 if (link->key == canonical_key)
2812 return link->value;
2813
2814 return 0;
2815 }
2816
2817
2818 /*
2819 * Updates the canonical_key in op to value.
2820 *
2821 * canonical_key is a shared string (value doesn't have to be).
2822 *
2823 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2824 * keys.
2825 *
2826 * Returns TRUE on success.
2827 */
2828 int
2829 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2830 {
2831 key_value *
2832 field = NULL, *last = NULL;
2833
2834 for (field = op->key_values; field != NULL; field = field->next)
2835 {
2836 if (field->key != canonical_key)
2837 {
2838 last = field;
2839 continue;
2840 }
2841
2842 if (value)
2843 field->value = value;
2844 else
2845 {
2846 /* Basically, if the archetype has this key set,
2847 * we need to store the null value so when we save
2848 * it, we save the empty value so that when we load,
2849 * we get this value back again.
2850 */
2851 if (get_ob_key_link (&op->arch->clone, canonical_key))
2852 field->value = 0;
2853 else
2854 {
2855 if (last)
2856 last->next = field->next;
2857 else
2858 op->key_values = field->next;
2859
2860 delete field;
2861 }
2862 }
2863 return TRUE;
2864 }
2865 /* IF we get here, key doesn't exist */
2866
2867 /* No field, we'll have to add it. */
2868
2869 if (!add_key)
2870 {
2871 return FALSE;
2872 }
2873 /* There isn't any good reason to store a null
2874 * value in the key/value list. If the archetype has
2875 * this key, then we should also have it, so shouldn't
2876 * be here. If user wants to store empty strings,
2877 * should pass in ""
2878 */
2879 if (value == NULL)
2880 return TRUE;
2881
2882 field = new key_value;
2883
2884 field->key = canonical_key;
2885 field->value = value;
2886 /* Usual prepend-addition. */
2887 field->next = op->key_values;
2888 op->key_values = field;
2889
2890 return TRUE;
2891 }
2892
2893 /*
2894 * Updates the key in op to value.
2895 *
2896 * If add_key is FALSE, this will only update existing keys,
2897 * and not add new ones.
2898 * In general, should be little reason FALSE is ever passed in for add_key
2899 *
2900 * Returns TRUE on success.
2901 */
2902 int
2903 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2904 {
2905 shstr key_ (key);
2906
2907 return set_ob_key_value_s (op, key_, value, add_key);
2908 }
2909
2910 object::depth_iterator::depth_iterator (object *container)
2911 : iterator_base (container)
2912 {
2913 while (item->inv)
2914 item = item->inv;
2915 }
2916
2917 void
2918 object::depth_iterator::next ()
2919 {
2920 if (item->below)
2921 {
2922 item = item->below;
2923
2924 while (item->inv)
2925 item = item->inv;
2926 }
2927 else
2928 item = item->env;
2929 }
2930
2931 // return a suitable string describing an objetc in enough detail to find it
2932 const char *
2933 object::debug_desc (char *info) const
2934 {
2935 char info2[256 * 3];
2936 char *p = info;
2937
2938 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2939 count,
2940 &name,
2941 title ? " " : "",
2942 title ? (const char *)title : "");
2943
2944 if (env)
2945 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2946
2947 if (map)
2948 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2949
2950 return info;
2951 }
2952
2953 const char *
2954 object::debug_desc () const
2955 {
2956 static char info[256 * 3];
2957 return debug_desc (info);
2958 }
2959