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Revision: 1.43
Committed: Thu Sep 14 17:10:24 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.42: +0 -23 lines
Log Message:
removed now obsolete generation counter checks - further slimmed down sizeof(objetc) to 616 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 * Sets the owner and sets the skill and exp pointers to owner's current
521 * skill and experience objects.
522 */
523 void
524 object::set_owner (object *owner)
525 {
526 if (!owner)
527 return;
528
529 /* next line added to allow objects which own objects */
530 /* Add a check for ownercounts in here, as I got into an endless loop
531 * with the fireball owning a poison cloud which then owned the
532 * fireball. I believe that was caused by one of the objects getting
533 * freed and then another object replacing it. Since the ownercounts
534 * didn't match, this check is valid and I believe that cause is valid.
535 */
536 while (owner->owner)
537 owner = owner->owner;
538
539 this->owner = owner;
540 }
541
542 /* Zero the key_values on op, decrementing the shared-string
543 * refcounts and freeing the links.
544 */
545 static void
546 free_key_values (object *op)
547 {
548 for (key_value *i = op->key_values; i != 0;)
549 {
550 key_value *next = i->next;
551 delete i;
552
553 i = next;
554 }
555
556 op->key_values = 0;
557 }
558
559 void object::clear ()
560 {
561 attachable_base::clear ();
562
563 free_key_values (this);
564
565 owner = 0;
566 name = 0;
567 name_pl = 0;
568 title = 0;
569 race = 0;
570 slaying = 0;
571 skill = 0;
572 msg = 0;
573 lore = 0;
574 custom_name = 0;
575 materialname = 0;
576 contr = 0;
577 below = 0;
578 above = 0;
579 inv = 0;
580 container = 0;
581 env = 0;
582 more = 0;
583 head = 0;
584 map = 0;
585 active_next = 0;
586 active_prev = 0;
587
588 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
589
590 SET_FLAG (this, FLAG_REMOVED);
591
592 /* What is not cleared is next, prev, and count */
593
594 expmul = 1.0;
595 face = blank_face;
596
597 if (settings.casting_time)
598 casting_time = -1;
599 }
600
601 void object::clone (object *destination)
602 {
603 *(object_copy *)destination = *this;
604 *(object_pod *)destination = *this;
605
606 if (self || cb)
607 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
608 }
609
610 /*
611 * copy object first frees everything allocated by the second object,
612 * and then copies the contends of the first object into the second
613 * object, allocating what needs to be allocated. Basically, any
614 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
615 * if the first object is freed, the pointers in the new object
616 * will point at garbage.
617 */
618 void
619 copy_object (object *op2, object *op)
620 {
621 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
622 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
623
624 op2->clone (op);
625
626 if (is_freed)
627 SET_FLAG (op, FLAG_FREED);
628 if (is_removed)
629 SET_FLAG (op, FLAG_REMOVED);
630
631 if (op2->speed < 0)
632 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
633
634 /* Copy over key_values, if any. */
635 if (op2->key_values)
636 {
637 key_value *tail = 0;
638 key_value *i;
639
640 op->key_values = 0;
641
642 for (i = op2->key_values; i; i = i->next)
643 {
644 key_value *new_link = new key_value;
645
646 new_link->next = 0;
647 new_link->key = i->key;
648 new_link->value = i->value;
649
650 /* Try and be clever here, too. */
651 if (!op->key_values)
652 {
653 op->key_values = new_link;
654 tail = new_link;
655 }
656 else
657 {
658 tail->next = new_link;
659 tail = new_link;
660 }
661 }
662 }
663
664 update_ob_speed (op);
665 }
666
667 /*
668 * If an object with the IS_TURNABLE() flag needs to be turned due
669 * to the closest player being on the other side, this function can
670 * be called to update the face variable, _and_ how it looks on the map.
671 */
672
673 void
674 update_turn_face (object *op)
675 {
676 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
677 return;
678 SET_ANIMATION (op, op->direction);
679 update_object (op, UP_OBJ_FACE);
680 }
681
682 /*
683 * Updates the speed of an object. If the speed changes from 0 to another
684 * value, or vice versa, then add/remove the object from the active list.
685 * This function needs to be called whenever the speed of an object changes.
686 */
687 void
688 update_ob_speed (object *op)
689 {
690 extern int arch_init;
691
692 /* No reason putting the archetypes objects on the speed list,
693 * since they never really need to be updated.
694 */
695
696 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
697 {
698 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
699 #ifdef MANY_CORES
700 abort ();
701 #else
702 op->speed = 0;
703 #endif
704 }
705
706 if (arch_init)
707 return;
708
709 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
710 {
711 /* If already on active list, don't do anything */
712 if (op->active_next || op->active_prev || op == active_objects)
713 return;
714
715 /* process_events() expects us to insert the object at the beginning
716 * of the list. */
717 op->active_next = active_objects;
718
719 if (op->active_next != NULL)
720 op->active_next->active_prev = op;
721
722 active_objects = op;
723 }
724 else
725 {
726 /* If not on the active list, nothing needs to be done */
727 if (!op->active_next && !op->active_prev && op != active_objects)
728 return;
729
730 if (op->active_prev == NULL)
731 {
732 active_objects = op->active_next;
733
734 if (op->active_next != NULL)
735 op->active_next->active_prev = NULL;
736 }
737 else
738 {
739 op->active_prev->active_next = op->active_next;
740
741 if (op->active_next)
742 op->active_next->active_prev = op->active_prev;
743 }
744
745 op->active_next = NULL;
746 op->active_prev = NULL;
747 }
748 }
749
750 /* This function removes object 'op' from the list of active
751 * objects.
752 * This should only be used for style maps or other such
753 * reference maps where you don't want an object that isn't
754 * in play chewing up cpu time getting processed.
755 * The reverse of this is to call update_ob_speed, which
756 * will do the right thing based on the speed of the object.
757 */
758 void
759 remove_from_active_list (object *op)
760 {
761 /* If not on the active list, nothing needs to be done */
762 if (!op->active_next && !op->active_prev && op != active_objects)
763 return;
764
765 if (op->active_prev == NULL)
766 {
767 active_objects = op->active_next;
768 if (op->active_next != NULL)
769 op->active_next->active_prev = NULL;
770 }
771 else
772 {
773 op->active_prev->active_next = op->active_next;
774 if (op->active_next)
775 op->active_next->active_prev = op->active_prev;
776 }
777 op->active_next = NULL;
778 op->active_prev = NULL;
779 }
780
781 /*
782 * update_object() updates the array which represents the map.
783 * It takes into account invisible objects (and represent squares covered
784 * by invisible objects by whatever is below them (unless it's another
785 * invisible object, etc...)
786 * If the object being updated is beneath a player, the look-window
787 * of that player is updated (this might be a suboptimal way of
788 * updating that window, though, since update_object() is called _often_)
789 *
790 * action is a hint of what the caller believes need to be done.
791 * For example, if the only thing that has changed is the face (due to
792 * an animation), we don't need to call update_position until that actually
793 * comes into view of a player. OTOH, many other things, like addition/removal
794 * of walls or living creatures may need us to update the flags now.
795 * current action are:
796 * UP_OBJ_INSERT: op was inserted
797 * UP_OBJ_REMOVE: op was removed
798 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
799 * as that is easier than trying to look at what may have changed.
800 * UP_OBJ_FACE: only the objects face has changed.
801 */
802
803 void
804 update_object (object *op, int action)
805 {
806 int update_now = 0, flags;
807 MoveType move_on, move_off, move_block, move_slow;
808
809 if (op == NULL)
810 {
811 /* this should never happen */
812 LOG (llevDebug, "update_object() called for NULL object.\n");
813 return;
814 }
815
816 if (op->env != NULL)
817 {
818 /* Animation is currently handled by client, so nothing
819 * to do in this case.
820 */
821 return;
822 }
823
824 /* If the map is saving, don't do anything as everything is
825 * going to get freed anyways.
826 */
827 if (!op->map || op->map->in_memory == MAP_SAVING)
828 return;
829
830 /* make sure the object is within map boundaries */
831 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
832 {
833 LOG (llevError, "update_object() called for object out of map!\n");
834 #ifdef MANY_CORES
835 abort ();
836 #endif
837 return;
838 }
839
840 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
841 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
842 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
843 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
844 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
845 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
846
847 if (action == UP_OBJ_INSERT)
848 {
849 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
850 update_now = 1;
851
852 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
853 update_now = 1;
854
855 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
856 update_now = 1;
857
858 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
859 update_now = 1;
860
861 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
862 update_now = 1;
863
864 if ((move_on | op->move_on) != move_on)
865 update_now = 1;
866
867 if ((move_off | op->move_off) != move_off)
868 update_now = 1;
869
870 /* This isn't perfect, but I don't expect a lot of objects to
871 * to have move_allow right now.
872 */
873 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
874 update_now = 1;
875
876 if ((move_slow | op->move_slow) != move_slow)
877 update_now = 1;
878 }
879 /* if the object is being removed, we can't make intelligent
880 * decisions, because remove_ob can't really pass the object
881 * that is being removed.
882 */
883 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
884 update_now = 1;
885 else if (action == UP_OBJ_FACE)
886 /* Nothing to do for that case */ ;
887 else
888 LOG (llevError, "update_object called with invalid action: %d\n", action);
889
890 if (update_now)
891 {
892 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
893 update_position (op->map, op->x, op->y);
894 }
895
896 if (op->more != NULL)
897 update_object (op->more, action);
898 }
899
900 static unordered_vector<object *> mortals;
901
902 void object::free_mortals ()
903 {
904 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
905 if ((*i)->refcnt)
906 ++i; // further delay freeing
907 else
908 {
909 delete *i;
910 mortals.erase (i);
911 }
912
913 static int lastmortals = 0;//D
914
915 if (mortals.size() != lastmortals)//D
916 {
917 lastmortals = mortals.size ();//D
918 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
919 }
920 }
921
922 object::object ()
923 {
924 SET_FLAG (this, FLAG_REMOVED);
925
926 expmul = 1.0;
927 face = blank_face;
928 }
929
930 object::~object ()
931 {
932 free_key_values (this);
933 }
934
935 void object::link ()
936 {
937 count = ++ob_count;
938 uuid = gen_uuid ();
939
940 prev = 0;
941 next = objects;
942
943 if (objects)
944 objects->prev = this;
945
946 objects = this;
947 }
948
949 void object::unlink ()
950 {
951 //count = 0;//D
952 if (!prev && !next) return;//D
953
954 if (this == objects)
955 objects = next;
956
957 /* Remove this object from the list of used objects */
958 if (prev) prev->next = next;
959 if (next) next->prev = prev;
960
961 prev = 0;
962 next = 0;
963 }
964
965 object *object::create ()
966 {
967 object *op = new object;
968 op->link ();
969 return op;
970 }
971
972 /*
973 * free_object() frees everything allocated by an object, removes
974 * it from the list of used objects, and puts it on the list of
975 * free objects. The IS_FREED() flag is set in the object.
976 * The object must have been removed by remove_ob() first for
977 * this function to succeed.
978 *
979 * If free_inventory is set, free inventory as well. Else drop items in
980 * inventory to the ground.
981 */
982 void object::free (bool free_inventory)
983 {
984 if (QUERY_FLAG (this, FLAG_FREED))
985 return;
986
987 if (QUERY_FLAG (this, FLAG_FRIENDLY))
988 remove_friendly_object (this);
989
990 if (!QUERY_FLAG (this, FLAG_REMOVED))
991 remove_ob (this);
992
993 SET_FLAG (this, FLAG_FREED);
994
995 if (more)
996 {
997 more->free (free_inventory);
998 more = 0;
999 }
1000
1001 if (inv)
1002 {
1003 /* Only if the space blocks everything do we not process -
1004 * if some form of movement is allowed, let objects
1005 * drop on that space.
1006 */
1007 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1008 {
1009 object *op = inv;
1010
1011 while (op)
1012 {
1013 object *tmp = op->below;
1014 op->free (free_inventory);
1015 op = tmp;
1016 }
1017 }
1018 else
1019 { /* Put objects in inventory onto this space */
1020 object *op = inv;
1021
1022 while (op)
1023 {
1024 object *tmp = op->below;
1025
1026 remove_ob (op);
1027
1028 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1029 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1030 free_object (op);
1031 else
1032 {
1033 op->x = x;
1034 op->y = y;
1035 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1036 }
1037
1038 op = tmp;
1039 }
1040 }
1041 }
1042
1043 owner = 0;
1044
1045 /* Remove object from the active list */
1046 speed = 0;
1047 update_ob_speed (this);
1048
1049 unlink ();
1050
1051 mortals.push_back (this);
1052 }
1053
1054 /*
1055 * sub_weight() recursively (outwards) subtracts a number from the
1056 * weight of an object (and what is carried by it's environment(s)).
1057 */
1058
1059 void
1060 sub_weight (object *op, signed long weight)
1061 {
1062 while (op != NULL)
1063 {
1064 if (op->type == CONTAINER)
1065 {
1066 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1067 }
1068 op->carrying -= weight;
1069 op = op->env;
1070 }
1071 }
1072
1073 /* remove_ob(op):
1074 * This function removes the object op from the linked list of objects
1075 * which it is currently tied to. When this function is done, the
1076 * object will have no environment. If the object previously had an
1077 * environment, the x and y coordinates will be updated to
1078 * the previous environment.
1079 * Beware: This function is called from the editor as well!
1080 */
1081
1082 void
1083 remove_ob (object *op)
1084 {
1085 object *
1086 tmp, *
1087 last = NULL;
1088 object *
1089 otmp;
1090
1091 tag_t
1092 tag;
1093 int
1094 check_walk_off;
1095 mapstruct *
1096 m;
1097
1098 sint16
1099 x,
1100 y;
1101
1102 if (QUERY_FLAG (op, FLAG_REMOVED))
1103 return;
1104
1105 SET_FLAG (op, FLAG_REMOVED);
1106
1107 if (op->more != NULL)
1108 remove_ob (op->more);
1109
1110 /*
1111 * In this case, the object to be removed is in someones
1112 * inventory.
1113 */
1114 if (op->env != NULL)
1115 {
1116 if (op->nrof)
1117 sub_weight (op->env, op->weight * op->nrof);
1118 else
1119 sub_weight (op->env, op->weight + op->carrying);
1120
1121 /* NO_FIX_PLAYER is set when a great many changes are being
1122 * made to players inventory. If set, avoiding the call
1123 * to save cpu time.
1124 */
1125 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1126 fix_player (otmp);
1127
1128 if (op->above != NULL)
1129 op->above->below = op->below;
1130 else
1131 op->env->inv = op->below;
1132
1133 if (op->below != NULL)
1134 op->below->above = op->above;
1135
1136 /* we set up values so that it could be inserted into
1137 * the map, but we don't actually do that - it is up
1138 * to the caller to decide what we want to do.
1139 */
1140 op->x = op->env->x, op->y = op->env->y;
1141 op->map = op->env->map;
1142 op->above = NULL, op->below = NULL;
1143 op->env = NULL;
1144 }
1145 else if (op->map)
1146 {
1147 x = op->x;
1148 y = op->y;
1149 m = get_map_from_coord (op->map, &x, &y);
1150
1151 if (!m)
1152 {
1153 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1154 op->map->path, op->x, op->y);
1155 /* in old days, we used to set x and y to 0 and continue.
1156 * it seems if we get into this case, something is probablye
1157 * screwed up and should be fixed.
1158 */
1159 abort ();
1160 }
1161
1162 if (op->map != m)
1163 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1164 op->map->path, m->path, op->x, op->y, x, y);
1165
1166 /* Re did the following section of code - it looks like it had
1167 * lots of logic for things we no longer care about
1168 */
1169
1170 /* link the object above us */
1171 if (op->above)
1172 op->above->below = op->below;
1173 else
1174 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1175
1176 /* Relink the object below us, if there is one */
1177 if (op->below)
1178 op->below->above = op->above;
1179 else
1180 {
1181 /* Nothing below, which means we need to relink map object for this space
1182 * use translated coordinates in case some oddness with map tiling is
1183 * evident
1184 */
1185 if (GET_MAP_OB (m, x, y) != op)
1186 {
1187 dump_object (op);
1188 LOG (llevError,
1189 "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);
1190 dump_object (GET_MAP_OB (m, x, y));
1191 LOG (llevError, "%s\n", errmsg);
1192 }
1193
1194 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1195 }
1196
1197 op->above = 0;
1198 op->below = 0;
1199
1200 if (op->map->in_memory == MAP_SAVING)
1201 return;
1202
1203 tag = op->count;
1204 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1205
1206 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1207 {
1208 /* No point updating the players look faces if he is the object
1209 * being removed.
1210 */
1211
1212 if (tmp->type == PLAYER && tmp != op)
1213 {
1214 /* If a container that the player is currently using somehow gets
1215 * removed (most likely destroyed), update the player view
1216 * appropriately.
1217 */
1218 if (tmp->container == op)
1219 {
1220 CLEAR_FLAG (op, FLAG_APPLIED);
1221 tmp->container = NULL;
1222 }
1223
1224 tmp->contr->socket.update_look = 1;
1225 }
1226
1227 /* See if player moving off should effect something */
1228 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1229 {
1230 move_apply (tmp, op, NULL);
1231
1232 if (was_destroyed (op, tag))
1233 {
1234 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1235 }
1236 }
1237
1238 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1239
1240 if (tmp->above == tmp)
1241 tmp->above = NULL;
1242
1243 last = tmp;
1244 }
1245
1246 /* last == NULL of there are no objects on this space */
1247 if (last == NULL)
1248 {
1249 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1250 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1251 * those out anyways, and if there are any flags set right now, they won't
1252 * be correct anyways.
1253 */
1254 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1255 update_position (op->map, op->x, op->y);
1256 }
1257 else
1258 update_object (last, UP_OBJ_REMOVE);
1259
1260 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1261 update_all_los (op->map, op->x, op->y);
1262 }
1263 }
1264
1265 /*
1266 * merge_ob(op,top):
1267 *
1268 * This function goes through all objects below and including top, and
1269 * merges op to the first matching object.
1270 * If top is NULL, it is calculated.
1271 * Returns pointer to object if it succeded in the merge, otherwise NULL
1272 */
1273 object *
1274 merge_ob (object *op, object *top)
1275 {
1276 if (!op->nrof)
1277 return 0;
1278
1279 if (top == NULL)
1280 for (top = op; top != NULL && top->above != NULL; top = top->above);
1281
1282 for (; top != NULL; top = top->below)
1283 {
1284 if (top == op)
1285 continue;
1286 if (CAN_MERGE (op, top))
1287 {
1288 top->nrof += op->nrof;
1289
1290 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1291 op->weight = 0; /* Don't want any adjustements now */
1292 remove_ob (op);
1293 free_object (op);
1294 return top;
1295 }
1296 }
1297
1298 return NULL;
1299 }
1300
1301 /*
1302 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1303 * job preparing multi-part monsters
1304 */
1305 object *
1306 insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1307 {
1308 object *tmp;
1309
1310 if (op->head)
1311 op = op->head;
1312
1313 for (tmp = op; tmp; tmp = tmp->more)
1314 {
1315 tmp->x = x + tmp->arch->clone.x;
1316 tmp->y = y + tmp->arch->clone.y;
1317 }
1318
1319 return insert_ob_in_map (op, m, originator, flag);
1320 }
1321
1322 /*
1323 * insert_ob_in_map (op, map, originator, flag):
1324 * This function inserts the object in the two-way linked list
1325 * which represents what is on a map.
1326 * The second argument specifies the map, and the x and y variables
1327 * in the object about to be inserted specifies the position.
1328 *
1329 * originator: Player, monster or other object that caused 'op' to be inserted
1330 * into 'map'. May be NULL.
1331 *
1332 * flag is a bitmask about special things to do (or not do) when this
1333 * function is called. see the object.h file for the INS_ values.
1334 * Passing 0 for flag gives proper default values, so flag really only needs
1335 * to be set if special handling is needed.
1336 *
1337 * Return value:
1338 * new object if 'op' was merged with other object
1339 * NULL if 'op' was destroyed
1340 * just 'op' otherwise
1341 */
1342
1343 object *
1344 insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1345 {
1346 object *tmp, *top, *floor = NULL;
1347 sint16 x, y;
1348
1349 if (QUERY_FLAG (op, FLAG_FREED))
1350 {
1351 LOG (llevError, "Trying to insert freed object!\n");
1352 return NULL;
1353 }
1354
1355 if (m == NULL)
1356 {
1357 dump_object (op);
1358 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1359 return op;
1360 }
1361
1362 if (out_of_map (m, op->x, op->y))
1363 {
1364 dump_object (op);
1365 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1366 #ifdef MANY_CORES
1367 /* Better to catch this here, as otherwise the next use of this object
1368 * is likely to cause a crash. Better to find out where it is getting
1369 * improperly inserted.
1370 */
1371 abort ();
1372 #endif
1373 return op;
1374 }
1375
1376 if (!QUERY_FLAG (op, FLAG_REMOVED))
1377 {
1378 dump_object (op);
1379 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1380 return op;
1381 }
1382
1383 if (op->more != NULL)
1384 {
1385 /* The part may be on a different map. */
1386
1387 object *more = op->more;
1388
1389 /* We really need the caller to normalize coordinates - if
1390 * we set the map, that doesn't work if the location is within
1391 * a map and this is straddling an edge. So only if coordinate
1392 * is clear wrong do we normalize it.
1393 */
1394 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1395 more->map = get_map_from_coord (m, &more->x, &more->y);
1396 else if (!more->map)
1397 {
1398 /* For backwards compatibility - when not dealing with tiled maps,
1399 * more->map should always point to the parent.
1400 */
1401 more->map = m;
1402 }
1403
1404 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1405 {
1406 if (!op->head)
1407 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1408
1409 return NULL;
1410 }
1411 }
1412
1413 CLEAR_FLAG (op, FLAG_REMOVED);
1414
1415 /* Ideally, the caller figures this out. However, it complicates a lot
1416 * of areas of callers (eg, anything that uses find_free_spot would now
1417 * need extra work
1418 */
1419 op->map = get_map_from_coord (m, &op->x, &op->y);
1420 x = op->x;
1421 y = op->y;
1422
1423 /* this has to be done after we translate the coordinates.
1424 */
1425 if (op->nrof && !(flag & INS_NO_MERGE))
1426 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1427 if (CAN_MERGE (op, tmp))
1428 {
1429 op->nrof += tmp->nrof;
1430 remove_ob (tmp);
1431 free_object (tmp);
1432 }
1433
1434 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1435 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1436
1437 if (!QUERY_FLAG (op, FLAG_ALIVE))
1438 CLEAR_FLAG (op, FLAG_NO_STEAL);
1439
1440 if (flag & INS_BELOW_ORIGINATOR)
1441 {
1442 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1443 {
1444 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1445 abort ();
1446 }
1447
1448 op->above = originator;
1449 op->below = originator->below;
1450
1451 if (op->below)
1452 op->below->above = op;
1453 else
1454 SET_MAP_OB (op->map, op->x, op->y, op);
1455
1456 /* since *below* originator, no need to update top */
1457 originator->below = op;
1458 }
1459 else
1460 {
1461 /* If there are other objects, then */
1462 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1463 {
1464 object *last = NULL;
1465
1466 /*
1467 * If there are multiple objects on this space, we do some trickier handling.
1468 * We've already dealt with merging if appropriate.
1469 * Generally, we want to put the new object on top. But if
1470 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1471 * floor, we want to insert above that and no further.
1472 * Also, if there are spell objects on this space, we stop processing
1473 * once we get to them. This reduces the need to traverse over all of
1474 * them when adding another one - this saves quite a bit of cpu time
1475 * when lots of spells are cast in one area. Currently, it is presumed
1476 * that flying non pickable objects are spell objects.
1477 */
1478
1479 while (top != NULL)
1480 {
1481 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1482 floor = top;
1483
1484 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1485 {
1486 /* We insert above top, so we want this object below this */
1487 top = top->below;
1488 break;
1489 }
1490
1491 last = top;
1492 top = top->above;
1493 }
1494
1495 /* Don't want top to be NULL, so set it to the last valid object */
1496 top = last;
1497
1498 /* We let update_position deal with figuring out what the space
1499 * looks like instead of lots of conditions here.
1500 * makes things faster, and effectively the same result.
1501 */
1502
1503 /* Have object 'fall below' other objects that block view.
1504 * Unless those objects are exits, type 66
1505 * If INS_ON_TOP is used, don't do this processing
1506 * Need to find the object that in fact blocks view, otherwise
1507 * stacking is a bit odd.
1508 */
1509 if (!(flag & INS_ON_TOP) &&
1510 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1511 {
1512 for (last = top; last != floor; last = last->below)
1513 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1514 break;
1515 /* Check to see if we found the object that blocks view,
1516 * and make sure we have a below pointer for it so that
1517 * we can get inserted below this one, which requires we
1518 * set top to the object below us.
1519 */
1520 if (last && last->below && last != floor)
1521 top = last->below;
1522 }
1523 } /* If objects on this space */
1524
1525 if (flag & INS_MAP_LOAD)
1526 top = GET_MAP_TOP (op->map, op->x, op->y);
1527
1528 if (flag & INS_ABOVE_FLOOR_ONLY)
1529 top = floor;
1530
1531 /* Top is the object that our object (op) is going to get inserted above.
1532 */
1533
1534 /* First object on this space */
1535 if (!top)
1536 {
1537 op->above = GET_MAP_OB (op->map, op->x, op->y);
1538
1539 if (op->above)
1540 op->above->below = op;
1541
1542 op->below = NULL;
1543 SET_MAP_OB (op->map, op->x, op->y, op);
1544 }
1545 else
1546 { /* get inserted into the stack above top */
1547 op->above = top->above;
1548
1549 if (op->above)
1550 op->above->below = op;
1551
1552 op->below = top;
1553 top->above = op;
1554 }
1555
1556 if (op->above == NULL)
1557 SET_MAP_TOP (op->map, op->x, op->y, op);
1558 } /* else not INS_BELOW_ORIGINATOR */
1559
1560 if (op->type == PLAYER)
1561 op->contr->do_los = 1;
1562
1563 /* If we have a floor, we know the player, if any, will be above
1564 * it, so save a few ticks and start from there.
1565 */
1566 if (!(flag & INS_MAP_LOAD))
1567 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1568 if (tmp->type == PLAYER)
1569 tmp->contr->socket.update_look = 1;
1570
1571 /* If this object glows, it may affect lighting conditions that are
1572 * visible to others on this map. But update_all_los is really
1573 * an inefficient way to do this, as it means los for all players
1574 * on the map will get recalculated. The players could very well
1575 * be far away from this change and not affected in any way -
1576 * this should get redone to only look for players within range,
1577 * or just updating the P_NEED_UPDATE for spaces within this area
1578 * of effect may be sufficient.
1579 */
1580 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1581 update_all_los (op->map, op->x, op->y);
1582
1583 /* updates flags (blocked, alive, no magic, etc) for this map space */
1584 update_object (op, UP_OBJ_INSERT);
1585
1586 /* Don't know if moving this to the end will break anything. However,
1587 * we want to have update_look set above before calling this.
1588 *
1589 * check_move_on() must be after this because code called from
1590 * check_move_on() depends on correct map flags (so functions like
1591 * blocked() and wall() work properly), and these flags are updated by
1592 * update_object().
1593 */
1594
1595 /* if this is not the head or flag has been passed, don't check walk on status */
1596 if (!(flag & INS_NO_WALK_ON) && !op->head)
1597 {
1598 if (check_move_on (op, originator))
1599 return NULL;
1600
1601 /* If we are a multi part object, lets work our way through the check
1602 * walk on's.
1603 */
1604 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1605 if (check_move_on (tmp, originator))
1606 return NULL;
1607 }
1608
1609 return op;
1610 }
1611
1612 /* this function inserts an object in the map, but if it
1613 * finds an object of its own type, it'll remove that one first.
1614 * op is the object to insert it under: supplies x and the map.
1615 */
1616 void
1617 replace_insert_ob_in_map (const char *arch_string, object *op)
1618 {
1619 object *
1620 tmp;
1621 object *
1622 tmp1;
1623
1624 /* first search for itself and remove any old instances */
1625
1626 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1627 {
1628 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1629 {
1630 remove_ob (tmp);
1631 free_object (tmp);
1632 }
1633 }
1634
1635 tmp1 = arch_to_object (find_archetype (arch_string));
1636
1637 tmp1->x = op->x;
1638 tmp1->y = op->y;
1639 insert_ob_in_map (tmp1, op->map, op, 0);
1640 }
1641
1642 /*
1643 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1644 * is returned contains nr objects, and the remaining parts contains
1645 * the rest (or is removed and freed if that number is 0).
1646 * On failure, NULL is returned, and the reason put into the
1647 * global static errmsg array.
1648 */
1649
1650 object *
1651 get_split_ob (object *orig_ob, uint32 nr)
1652 {
1653 object *
1654 newob;
1655 int
1656 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1657
1658 if (orig_ob->nrof < nr)
1659 {
1660 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1661 return NULL;
1662 }
1663
1664 newob = object_create_clone (orig_ob);
1665
1666 if ((orig_ob->nrof -= nr) < 1)
1667 {
1668 if (!is_removed)
1669 remove_ob (orig_ob);
1670 free_object2 (orig_ob, 1);
1671 }
1672 else if (!is_removed)
1673 {
1674 if (orig_ob->env != NULL)
1675 sub_weight (orig_ob->env, orig_ob->weight * nr);
1676 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1677 {
1678 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1679 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1680 return NULL;
1681 }
1682 }
1683
1684 newob->nrof = nr;
1685
1686 return newob;
1687 }
1688
1689 /*
1690 * decrease_ob_nr(object, number) decreases a specified number from
1691 * the amount of an object. If the amount reaches 0, the object
1692 * is subsequently removed and freed.
1693 *
1694 * Return value: 'op' if something is left, NULL if the amount reached 0
1695 */
1696
1697 object *
1698 decrease_ob_nr (object *op, uint32 i)
1699 {
1700 object *tmp;
1701 player *pl;
1702
1703 if (i == 0) /* objects with op->nrof require this check */
1704 return op;
1705
1706 if (i > op->nrof)
1707 i = op->nrof;
1708
1709 if (QUERY_FLAG (op, FLAG_REMOVED))
1710 op->nrof -= i;
1711 else if (op->env != NULL)
1712 {
1713 /* is this object in the players inventory, or sub container
1714 * therein?
1715 */
1716 tmp = is_player_inv (op->env);
1717 /* nope. Is this a container the player has opened?
1718 * If so, set tmp to that player.
1719 * IMO, searching through all the players will mostly
1720 * likely be quicker than following op->env to the map,
1721 * and then searching the map for a player.
1722 */
1723 if (!tmp)
1724 {
1725 for (pl = first_player; pl; pl = pl->next)
1726 if (pl->ob->container == op->env)
1727 break;
1728 if (pl)
1729 tmp = pl->ob;
1730 else
1731 tmp = NULL;
1732 }
1733
1734 if (i < op->nrof)
1735 {
1736 sub_weight (op->env, op->weight * i);
1737 op->nrof -= i;
1738 if (tmp)
1739 {
1740 esrv_send_item (tmp, op);
1741 }
1742 }
1743 else
1744 {
1745 remove_ob (op);
1746 op->nrof = 0;
1747 if (tmp)
1748 {
1749 esrv_del_item (tmp->contr, op->count);
1750 }
1751 }
1752 }
1753 else
1754 {
1755 object *above = op->above;
1756
1757 if (i < op->nrof)
1758 op->nrof -= i;
1759 else
1760 {
1761 remove_ob (op);
1762 op->nrof = 0;
1763 }
1764
1765 /* Since we just removed op, op->above is null */
1766 for (tmp = above; tmp != NULL; tmp = tmp->above)
1767 if (tmp->type == PLAYER)
1768 {
1769 if (op->nrof)
1770 esrv_send_item (tmp, op);
1771 else
1772 esrv_del_item (tmp->contr, op->count);
1773 }
1774 }
1775
1776 if (op->nrof)
1777 return op;
1778 else
1779 {
1780 free_object (op);
1781 return NULL;
1782 }
1783 }
1784
1785 /*
1786 * add_weight(object, weight) adds the specified weight to an object,
1787 * and also updates how much the environment(s) is/are carrying.
1788 */
1789
1790 void
1791 add_weight (object *op, signed long weight)
1792 {
1793 while (op != NULL)
1794 {
1795 if (op->type == CONTAINER)
1796 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1797
1798 op->carrying += weight;
1799 op = op->env;
1800 }
1801 }
1802
1803 /*
1804 * insert_ob_in_ob(op,environment):
1805 * This function inserts the object op in the linked list
1806 * inside the object environment.
1807 *
1808 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1809 * the inventory at the last position or next to other objects of the same
1810 * type.
1811 * Frank: Now sorted by type, archetype and magic!
1812 *
1813 * The function returns now pointer to inserted item, and return value can
1814 * be != op, if items are merged. -Tero
1815 */
1816
1817 object *
1818 insert_ob_in_ob (object *op, object *where)
1819 {
1820 object *
1821 tmp, *
1822 otmp;
1823
1824 if (!QUERY_FLAG (op, FLAG_REMOVED))
1825 {
1826 dump_object (op);
1827 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1828 return op;
1829 }
1830
1831 if (where == NULL)
1832 {
1833 dump_object (op);
1834 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1835 return op;
1836 }
1837
1838 if (where->head)
1839 {
1840 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1841 where = where->head;
1842 }
1843
1844 if (op->more)
1845 {
1846 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1847 return op;
1848 }
1849
1850 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1851 CLEAR_FLAG (op, FLAG_REMOVED);
1852 if (op->nrof)
1853 {
1854 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1855 if (CAN_MERGE (tmp, op))
1856 {
1857 /* return the original object and remove inserted object
1858 (client needs the original object) */
1859 tmp->nrof += op->nrof;
1860 /* Weight handling gets pretty funky. Since we are adding to
1861 * tmp->nrof, we need to increase the weight.
1862 */
1863 add_weight (where, op->weight * op->nrof);
1864 SET_FLAG (op, FLAG_REMOVED);
1865 free_object (op); /* free the inserted object */
1866 op = tmp;
1867 remove_ob (op); /* and fix old object's links */
1868 CLEAR_FLAG (op, FLAG_REMOVED);
1869 break;
1870 }
1871
1872 /* I assume combined objects have no inventory
1873 * We add the weight - this object could have just been removed
1874 * (if it was possible to merge). calling remove_ob will subtract
1875 * the weight, so we need to add it in again, since we actually do
1876 * the linking below
1877 */
1878 add_weight (where, op->weight * op->nrof);
1879 }
1880 else
1881 add_weight (where, (op->weight + op->carrying));
1882
1883 otmp = is_player_inv (where);
1884 if (otmp && otmp->contr != NULL)
1885 {
1886 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1887 fix_player (otmp);
1888 }
1889
1890 op->map = NULL;
1891 op->env = where;
1892 op->above = NULL;
1893 op->below = NULL;
1894 op->x = 0, op->y = 0;
1895
1896 /* reset the light list and los of the players on the map */
1897 if ((op->glow_radius != 0) && where->map)
1898 {
1899 #ifdef DEBUG_LIGHTS
1900 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1901 #endif /* DEBUG_LIGHTS */
1902 if (MAP_DARKNESS (where->map))
1903 update_all_los (where->map, where->x, where->y);
1904 }
1905
1906 /* Client has no idea of ordering so lets not bother ordering it here.
1907 * It sure simplifies this function...
1908 */
1909 if (where->inv == NULL)
1910 where->inv = op;
1911 else
1912 {
1913 op->below = where->inv;
1914 op->below->above = op;
1915 where->inv = op;
1916 }
1917 return op;
1918 }
1919
1920 /*
1921 * Checks if any objects has a move_type that matches objects
1922 * that effect this object on this space. Call apply() to process
1923 * these events.
1924 *
1925 * Any speed-modification due to SLOW_MOVE() of other present objects
1926 * will affect the speed_left of the object.
1927 *
1928 * originator: Player, monster or other object that caused 'op' to be inserted
1929 * into 'map'. May be NULL.
1930 *
1931 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1932 *
1933 * 4-21-95 added code to check if appropriate skill was readied - this will
1934 * permit faster movement by the player through this terrain. -b.t.
1935 *
1936 * MSW 2001-07-08: Check all objects on space, not just those below
1937 * object being inserted. insert_ob_in_map may not put new objects
1938 * on top.
1939 */
1940
1941 int
1942 check_move_on (object *op, object *originator)
1943 {
1944 object *
1945 tmp;
1946 tag_t
1947 tag;
1948 mapstruct *
1949 m = op->map;
1950 int
1951 x = op->x, y = op->y;
1952
1953 MoveType
1954 move_on,
1955 move_slow,
1956 move_block;
1957
1958 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1959 return 0;
1960
1961 tag = op->count;
1962
1963 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1964 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1965 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1966
1967 /* if nothing on this space will slow op down or be applied,
1968 * no need to do checking below. have to make sure move_type
1969 * is set, as lots of objects don't have it set - we treat that
1970 * as walking.
1971 */
1972 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1973 return 0;
1974
1975 /* This is basically inverse logic of that below - basically,
1976 * if the object can avoid the move on or slow move, they do so,
1977 * but can't do it if the alternate movement they are using is
1978 * blocked. Logic on this seems confusing, but does seem correct.
1979 */
1980 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1981 return 0;
1982
1983 /* The objects have to be checked from top to bottom.
1984 * Hence, we first go to the top:
1985 */
1986
1987 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1988 {
1989 /* Trim the search when we find the first other spell effect
1990 * this helps performance so that if a space has 50 spell objects,
1991 * we don't need to check all of them.
1992 */
1993 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1994 break;
1995 }
1996
1997 for (; tmp; tmp = tmp->below)
1998 {
1999 if (tmp == op)
2000 continue; /* Can't apply yourself */
2001
2002 /* Check to see if one of the movement types should be slowed down.
2003 * Second check makes sure that the movement types not being slowed
2004 * (~slow_move) is not blocked on this space - just because the
2005 * space doesn't slow down swimming (for example), if you can't actually
2006 * swim on that space, can't use it to avoid the penalty.
2007 */
2008 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2009 {
2010 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2011 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2012 {
2013
2014 float
2015 diff = tmp->move_slow_penalty * FABS (op->speed);
2016
2017 if (op->type == PLAYER)
2018 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2019 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2020 diff /= 4.0;
2021
2022 op->speed_left -= diff;
2023 }
2024 }
2025
2026 /* Basically same logic as above, except now for actual apply. */
2027 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2028 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2029 {
2030 move_apply (tmp, op, originator);
2031
2032 if (was_destroyed (op, tag))
2033 return 1;
2034
2035 /* what the person/creature stepped onto has moved the object
2036 * someplace new. Don't process any further - if we did,
2037 * have a feeling strange problems would result.
2038 */
2039 if (op->map != m || op->x != x || op->y != y)
2040 return 0;
2041 }
2042 }
2043
2044 return 0;
2045 }
2046
2047 /*
2048 * present_arch(arch, map, x, y) searches for any objects with
2049 * a matching archetype at the given map and coordinates.
2050 * The first matching object is returned, or NULL if none.
2051 */
2052
2053 object *
2054 present_arch (const archetype *at, mapstruct *m, int x, int y)
2055 {
2056 object *
2057 tmp;
2058
2059 if (m == NULL || out_of_map (m, x, y))
2060 {
2061 LOG (llevError, "Present_arch called outside map.\n");
2062 return NULL;
2063 }
2064 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2065 if (tmp->arch == at)
2066 return tmp;
2067 return NULL;
2068 }
2069
2070 /*
2071 * present(type, map, x, y) searches for any objects with
2072 * a matching type variable at the given map and coordinates.
2073 * The first matching object is returned, or NULL if none.
2074 */
2075
2076 object *
2077 present (unsigned char type, mapstruct *m, int x, int y)
2078 {
2079 object *
2080 tmp;
2081
2082 if (out_of_map (m, x, y))
2083 {
2084 LOG (llevError, "Present 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->type == type)
2089 return tmp;
2090 return NULL;
2091 }
2092
2093 /*
2094 * present_in_ob(type, object) searches for any objects with
2095 * a matching type variable in the inventory of the given object.
2096 * The first matching object is returned, or NULL if none.
2097 */
2098
2099 object *
2100 present_in_ob (unsigned char type, const object *op)
2101 {
2102 object *
2103 tmp;
2104
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2106 if (tmp->type == type)
2107 return tmp;
2108 return NULL;
2109 }
2110
2111 /*
2112 * present_in_ob (type, str, object) searches for any objects with
2113 * a matching type & name variable in the inventory of the given object.
2114 * The first matching object is returned, or NULL if none.
2115 * This is mostly used by spell effect code, so that we only
2116 * have one spell effect at a time.
2117 * type can be used to narrow the search - if type is set,
2118 * the type must also match. -1 can be passed for the type,
2119 * in which case the type does not need to pass.
2120 * str is the string to match against. Note that we match against
2121 * the object name, not the archetype name. this is so that the
2122 * spell code can use one object type (force), but change it's name
2123 * to be unique.
2124 */
2125
2126 object *
2127 present_in_ob_by_name (int type, const char *str, const object *op)
2128 {
2129 object *
2130 tmp;
2131
2132 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2133 {
2134 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2135 return tmp;
2136 }
2137 return NULL;
2138 }
2139
2140 /*
2141 * present_arch_in_ob(archetype, object) searches for any objects with
2142 * a matching archetype in the inventory of the given object.
2143 * The first matching object is returned, or NULL if none.
2144 */
2145
2146 object *
2147 present_arch_in_ob (const archetype *at, const object *op)
2148 {
2149 object *
2150 tmp;
2151
2152 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2153 if (tmp->arch == at)
2154 return tmp;
2155 return NULL;
2156 }
2157
2158 /*
2159 * activate recursively a flag on an object inventory
2160 */
2161 void
2162 flag_inv (object *op, int flag)
2163 {
2164 object *
2165 tmp;
2166
2167 if (op->inv)
2168 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2169 {
2170 SET_FLAG (tmp, flag);
2171 flag_inv (tmp, flag);
2172 }
2173 } /*
2174 * desactivate recursively a flag on an object inventory
2175 */
2176 void
2177 unflag_inv (object *op, int flag)
2178 {
2179 object *
2180 tmp;
2181
2182 if (op->inv)
2183 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2184 {
2185 CLEAR_FLAG (tmp, flag);
2186 unflag_inv (tmp, flag);
2187 }
2188 }
2189
2190 /*
2191 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2192 * all it's inventory (recursively).
2193 * If checksums are used, a player will get set_cheat called for
2194 * him/her-self and all object carried by a call to this function.
2195 */
2196
2197 void
2198 set_cheat (object *op)
2199 {
2200 SET_FLAG (op, FLAG_WAS_WIZ);
2201 flag_inv (op, FLAG_WAS_WIZ);
2202 }
2203
2204 /*
2205 * find_free_spot(object, map, x, y, start, stop) will search for
2206 * a spot at the given map and coordinates which will be able to contain
2207 * the given object. start and stop specifies how many squares
2208 * to search (see the freearr_x/y[] definition).
2209 * It returns a random choice among the alternatives found.
2210 * start and stop are where to start relative to the free_arr array (1,9
2211 * does all 4 immediate directions). This returns the index into the
2212 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2213 * Note - this only checks to see if there is space for the head of the
2214 * object - if it is a multispace object, this should be called for all
2215 * pieces.
2216 * Note2: This function does correctly handle tiled maps, but does not
2217 * inform the caller. However, insert_ob_in_map will update as
2218 * necessary, so the caller shouldn't need to do any special work.
2219 * Note - updated to take an object instead of archetype - this is necessary
2220 * because arch_blocked (now ob_blocked) needs to know the movement type
2221 * to know if the space in question will block the object. We can't use
2222 * the archetype because that isn't correct if the monster has been
2223 * customized, changed states, etc.
2224 */
2225
2226 int
2227 find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2228 {
2229 int
2230 i,
2231 index = 0, flag;
2232 static int
2233 altern[SIZEOFFREE];
2234
2235 for (i = start; i < stop; i++)
2236 {
2237 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2238 if (!flag)
2239 altern[index++] = i;
2240
2241 /* Basically, if we find a wall on a space, we cut down the search size.
2242 * In this way, we won't return spaces that are on another side of a wall.
2243 * This mostly work, but it cuts down the search size in all directions -
2244 * if the space being examined only has a wall to the north and empty
2245 * spaces in all the other directions, this will reduce the search space
2246 * to only the spaces immediately surrounding the target area, and
2247 * won't look 2 spaces south of the target space.
2248 */
2249 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2250 stop = maxfree[i];
2251 }
2252 if (!index)
2253 return -1;
2254 return altern[RANDOM () % index];
2255 }
2256
2257 /*
2258 * find_first_free_spot(archetype, mapstruct, x, y) works like
2259 * find_free_spot(), but it will search max number of squares.
2260 * But it will return the first available spot, not a random choice.
2261 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2262 */
2263
2264 int
2265 find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2266 {
2267 int
2268 i;
2269
2270 for (i = 0; i < SIZEOFFREE; i++)
2271 {
2272 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i;
2274 }
2275 return -1;
2276 }
2277
2278 /*
2279 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1].
2281 */
2282 static void
2283 permute (int *arr, int begin, int end)
2284 {
2285 int
2286 i,
2287 j,
2288 tmp,
2289 len;
2290
2291 len = end - begin;
2292 for (i = begin; i < end; i++)
2293 {
2294 j = begin + RANDOM () % len;
2295
2296 tmp = arr[i];
2297 arr[i] = arr[j];
2298 arr[j] = tmp;
2299 }
2300 }
2301
2302 /* new function to make monster searching more efficient, and effective!
2303 * This basically returns a randomized array (in the passed pointer) of
2304 * the spaces to find monsters. In this way, it won't always look for
2305 * monsters to the north first. However, the size of the array passed
2306 * covers all the spaces, so within that size, all the spaces within
2307 * the 3x3 area will be searched, just not in a predictable order.
2308 */
2309 void
2310 get_search_arr (int *search_arr)
2311 {
2312 int
2313 i;
2314
2315 for (i = 0; i < SIZEOFFREE; i++)
2316 {
2317 search_arr[i] = i;
2318 }
2319
2320 permute (search_arr, 1, SIZEOFFREE1 + 1);
2321 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2322 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2323 }
2324
2325 /*
2326 * find_dir(map, x, y, exclude) will search some close squares in the
2327 * given map at the given coordinates for live objects.
2328 * It will not considered the object given as exclude among possible
2329 * live objects.
2330 * It returns the direction toward the first/closest live object if finds
2331 * any, otherwise 0.
2332 * Perhaps incorrectly, but I'm making the assumption that exclude
2333 * is actually want is going to try and move there. We need this info
2334 * because we have to know what movement the thing looking to move
2335 * there is capable of.
2336 */
2337
2338 int
2339 find_dir (mapstruct *m, int x, int y, object *exclude)
2340 {
2341 int
2342 i,
2343 max = SIZEOFFREE, mflags;
2344
2345 sint16 nx, ny;
2346 object *
2347 tmp;
2348 mapstruct *
2349 mp;
2350
2351 MoveType blocked, move_type;
2352
2353 if (exclude && exclude->head)
2354 {
2355 exclude = exclude->head;
2356 move_type = exclude->move_type;
2357 }
2358 else
2359 {
2360 /* If we don't have anything, presume it can use all movement types. */
2361 move_type = MOVE_ALL;
2362 }
2363
2364 for (i = 1; i < max; i++)
2365 {
2366 mp = m;
2367 nx = x + freearr_x[i];
2368 ny = y + freearr_y[i];
2369
2370 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2371 if (mflags & P_OUT_OF_MAP)
2372 {
2373 max = maxfree[i];
2374 }
2375 else
2376 {
2377 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2378
2379 if ((move_type & blocked) == move_type)
2380 {
2381 max = maxfree[i];
2382 }
2383 else if (mflags & P_IS_ALIVE)
2384 {
2385 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2386 {
2387 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2388 {
2389 break;
2390 }
2391 }
2392 if (tmp)
2393 {
2394 return freedir[i];
2395 }
2396 }
2397 }
2398 }
2399 return 0;
2400 }
2401
2402 /*
2403 * distance(object 1, object 2) will return the square of the
2404 * distance between the two given objects.
2405 */
2406
2407 int
2408 distance (const object *ob1, const object *ob2)
2409 {
2410 int
2411 i;
2412
2413 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2414 return i;
2415 }
2416
2417 /*
2418 * find_dir_2(delta-x,delta-y) will return a direction in which
2419 * an object which has subtracted the x and y coordinates of another
2420 * object, needs to travel toward it.
2421 */
2422
2423 int
2424 find_dir_2 (int x, int y)
2425 {
2426 int
2427 q;
2428
2429 if (y)
2430 q = x * 100 / y;
2431 else if (x)
2432 q = -300 * x;
2433 else
2434 return 0;
2435
2436 if (y > 0)
2437 {
2438 if (q < -242)
2439 return 3;
2440 if (q < -41)
2441 return 2;
2442 if (q < 41)
2443 return 1;
2444 if (q < 242)
2445 return 8;
2446 return 7;
2447 }
2448
2449 if (q < -242)
2450 return 7;
2451 if (q < -41)
2452 return 6;
2453 if (q < 41)
2454 return 5;
2455 if (q < 242)
2456 return 4;
2457
2458 return 3;
2459 }
2460
2461 /*
2462 * absdir(int): Returns a number between 1 and 8, which represent
2463 * the "absolute" direction of a number (it actually takes care of
2464 * "overflow" in previous calculations of a direction).
2465 */
2466
2467 int
2468 absdir (int d)
2469 {
2470 while (d < 1)
2471 d += 8;
2472 while (d > 8)
2473 d -= 8;
2474 return d;
2475 }
2476
2477 /*
2478 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2479 * between two directions (which are expected to be absolute (see absdir())
2480 */
2481
2482 int
2483 dirdiff (int dir1, int dir2)
2484 {
2485 int
2486 d;
2487
2488 d = abs (dir1 - dir2);
2489 if (d > 4)
2490 d = 8 - d;
2491 return d;
2492 }
2493
2494 /* peterm:
2495 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2496 * Basically, this is a table of directions, and what directions
2497 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2498 * This basically means that if direction is 15, then it could either go
2499 * direction 4, 14, or 16 to get back to where we are.
2500 * Moved from spell_util.c to object.c with the other related direction
2501 * functions.
2502 */
2503
2504 int
2505 reduction_dir[SIZEOFFREE][3] = {
2506 {0, 0, 0}, /* 0 */
2507 {0, 0, 0}, /* 1 */
2508 {0, 0, 0}, /* 2 */
2509 {0, 0, 0}, /* 3 */
2510 {0, 0, 0}, /* 4 */
2511 {0, 0, 0}, /* 5 */
2512 {0, 0, 0}, /* 6 */
2513 {0, 0, 0}, /* 7 */
2514 {0, 0, 0}, /* 8 */
2515 {8, 1, 2}, /* 9 */
2516 {1, 2, -1}, /* 10 */
2517 {2, 10, 12}, /* 11 */
2518 {2, 3, -1}, /* 12 */
2519 {2, 3, 4}, /* 13 */
2520 {3, 4, -1}, /* 14 */
2521 {4, 14, 16}, /* 15 */
2522 {5, 4, -1}, /* 16 */
2523 {4, 5, 6}, /* 17 */
2524 {6, 5, -1}, /* 18 */
2525 {6, 20, 18}, /* 19 */
2526 {7, 6, -1}, /* 20 */
2527 {6, 7, 8}, /* 21 */
2528 {7, 8, -1}, /* 22 */
2529 {8, 22, 24}, /* 23 */
2530 {8, 1, -1}, /* 24 */
2531 {24, 9, 10}, /* 25 */
2532 {9, 10, -1}, /* 26 */
2533 {10, 11, -1}, /* 27 */
2534 {27, 11, 29}, /* 28 */
2535 {11, 12, -1}, /* 29 */
2536 {12, 13, -1}, /* 30 */
2537 {12, 13, 14}, /* 31 */
2538 {13, 14, -1}, /* 32 */
2539 {14, 15, -1}, /* 33 */
2540 {33, 15, 35}, /* 34 */
2541 {16, 15, -1}, /* 35 */
2542 {17, 16, -1}, /* 36 */
2543 {18, 17, 16}, /* 37 */
2544 {18, 17, -1}, /* 38 */
2545 {18, 19, -1}, /* 39 */
2546 {41, 19, 39}, /* 40 */
2547 {19, 20, -1}, /* 41 */
2548 {20, 21, -1}, /* 42 */
2549 {20, 21, 22}, /* 43 */
2550 {21, 22, -1}, /* 44 */
2551 {23, 22, -1}, /* 45 */
2552 {45, 47, 23}, /* 46 */
2553 {23, 24, -1}, /* 47 */
2554 {24, 9, -1}
2555 }; /* 48 */
2556
2557 /* Recursive routine to step back and see if we can
2558 * find a path to that monster that we found. If not,
2559 * we don't bother going toward it. Returns 1 if we
2560 * can see a direct way to get it
2561 * Modified to be map tile aware -.MSW
2562 */
2563
2564
2565 int
2566 can_see_monsterP (mapstruct *m, int x, int y, int dir)
2567 {
2568 sint16 dx, dy;
2569 int
2570 mflags;
2571
2572 if (dir < 0)
2573 return 0; /* exit condition: invalid direction */
2574
2575 dx = x + freearr_x[dir];
2576 dy = y + freearr_y[dir];
2577
2578 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2579
2580 /* This functional arguably was incorrect before - it was
2581 * checking for P_WALL - that was basically seeing if
2582 * we could move to the monster - this is being more
2583 * literal on if we can see it. To know if we can actually
2584 * move to the monster, we'd need the monster passed in or
2585 * at least its move type.
2586 */
2587 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2588 return 0;
2589
2590 /* yes, can see. */
2591 if (dir < 9)
2592 return 1;
2593 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2594 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2595 }
2596
2597
2598
2599 /*
2600 * can_pick(picker, item): finds out if an object is possible to be
2601 * picked up by the picker. Returnes 1 if it can be
2602 * picked up, otherwise 0.
2603 *
2604 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2605 * core dumps if they do.
2606 *
2607 * Add a check so we can't pick up invisible objects (0.93.8)
2608 */
2609
2610 int
2611 can_pick (const object *who, const object *item)
2612 {
2613 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2614 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2615 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2616 }
2617
2618
2619 /*
2620 * create clone from object to another
2621 */
2622 object *
2623 object_create_clone (object *asrc)
2624 {
2625 object *
2626 dst = NULL, *tmp, *src, *part, *prev, *item;
2627
2628 if (!asrc)
2629 return NULL;
2630 src = asrc;
2631 if (src->head)
2632 src = src->head;
2633
2634 prev = NULL;
2635 for (part = src; part; part = part->more)
2636 {
2637 tmp = get_object ();
2638 copy_object (part, tmp);
2639 tmp->x -= src->x;
2640 tmp->y -= src->y;
2641 if (!part->head)
2642 {
2643 dst = tmp;
2644 tmp->head = NULL;
2645 }
2646 else
2647 {
2648 tmp->head = dst;
2649 }
2650 tmp->more = NULL;
2651 if (prev)
2652 prev->more = tmp;
2653 prev = tmp;
2654 }
2655
2656 /*** copy inventory ***/
2657 for (item = src->inv; item; item = item->below)
2658 {
2659 (void) insert_ob_in_ob (object_create_clone (item), dst);
2660 }
2661
2662 return dst;
2663 }
2664
2665 /* return true if the object was destroyed, 0 otherwise */
2666 int
2667 was_destroyed (const object *op, tag_t old_tag)
2668 {
2669 /* checking for FLAG_FREED isn't necessary, but makes this function more
2670 * robust */
2671 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2672 }
2673
2674 /* GROS - Creates an object using a string representing its content. */
2675
2676 /* Basically, we save the content of the string to a temp file, then call */
2677
2678 /* load_object on it. I admit it is a highly inefficient way to make things, */
2679
2680 /* but it was simple to make and allows reusing the load_object function. */
2681
2682 /* Remember not to use load_object_str in a time-critical situation. */
2683
2684 /* Also remember that multiparts objects are not supported for now. */
2685
2686 object *
2687 load_object_str (const char *obstr)
2688 {
2689 object *
2690 op;
2691 char
2692 filename[MAX_BUF];
2693
2694 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2695
2696 FILE *
2697 tempfile = fopen (filename, "w");
2698
2699 if (tempfile == NULL)
2700 {
2701 LOG (llevError, "Error - Unable to access load object temp file\n");
2702 return NULL;
2703 }
2704
2705 fprintf (tempfile, obstr);
2706 fclose (tempfile);
2707
2708 op = get_object ();
2709
2710 object_thawer thawer (filename);
2711
2712 if (thawer)
2713 load_object (thawer, op, 0);
2714
2715 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2716 CLEAR_FLAG (op, FLAG_REMOVED);
2717
2718 return op;
2719 }
2720
2721 /* This returns the first object in who's inventory that
2722 * has the same type and subtype match.
2723 * returns NULL if no match.
2724 */
2725 object *
2726 find_obj_by_type_subtype (const object *who, int type, int subtype)
2727 {
2728 object *
2729 tmp;
2730
2731 for (tmp = who->inv; tmp; tmp = tmp->below)
2732 if (tmp->type == type && tmp->subtype == subtype)
2733 return tmp;
2734
2735 return NULL;
2736 }
2737
2738 /* If ob has a field named key, return the link from the list,
2739 * otherwise return NULL.
2740 *
2741 * key must be a passed in shared string - otherwise, this won't
2742 * do the desired thing.
2743 */
2744 key_value *
2745 get_ob_key_link (const object *ob, const char *key)
2746 {
2747 key_value *
2748 link;
2749
2750 for (link = ob->key_values; link != NULL; link = link->next)
2751 {
2752 if (link->key == key)
2753 {
2754 return link;
2755 }
2756 }
2757
2758 return NULL;
2759 }
2760
2761 /*
2762 * Returns the value of op has an extra_field for key, or NULL.
2763 *
2764 * The argument doesn't need to be a shared string.
2765 *
2766 * The returned string is shared.
2767 */
2768 const char *
2769 get_ob_key_value (const object *op, const char *const key)
2770 {
2771 key_value *link;
2772 shstr_cmp canonical_key (key);
2773
2774 if (!canonical_key)
2775 {
2776 /* 1. There being a field named key on any object
2777 * implies there'd be a shared string to find.
2778 * 2. Since there isn't, no object has this field.
2779 * 3. Therefore, *this* object doesn't have this field.
2780 */
2781 return 0;
2782 }
2783
2784 /* This is copied from get_ob_key_link() above -
2785 * only 4 lines, and saves the function call overhead.
2786 */
2787 for (link = op->key_values; link; link = link->next)
2788 if (link->key == canonical_key)
2789 return link->value;
2790
2791 return 0;
2792 }
2793
2794
2795 /*
2796 * Updates the canonical_key in op to value.
2797 *
2798 * canonical_key is a shared string (value doesn't have to be).
2799 *
2800 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2801 * keys.
2802 *
2803 * Returns TRUE on success.
2804 */
2805 int
2806 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2807 {
2808 key_value *
2809 field = NULL, *last = NULL;
2810
2811 for (field = op->key_values; field != NULL; field = field->next)
2812 {
2813 if (field->key != canonical_key)
2814 {
2815 last = field;
2816 continue;
2817 }
2818
2819 if (value)
2820 field->value = value;
2821 else
2822 {
2823 /* Basically, if the archetype has this key set,
2824 * we need to store the null value so when we save
2825 * it, we save the empty value so that when we load,
2826 * we get this value back again.
2827 */
2828 if (get_ob_key_link (&op->arch->clone, canonical_key))
2829 field->value = 0;
2830 else
2831 {
2832 if (last)
2833 last->next = field->next;
2834 else
2835 op->key_values = field->next;
2836
2837 delete field;
2838 }
2839 }
2840 return TRUE;
2841 }
2842 /* IF we get here, key doesn't exist */
2843
2844 /* No field, we'll have to add it. */
2845
2846 if (!add_key)
2847 {
2848 return FALSE;
2849 }
2850 /* There isn't any good reason to store a null
2851 * value in the key/value list. If the archetype has
2852 * this key, then we should also have it, so shouldn't
2853 * be here. If user wants to store empty strings,
2854 * should pass in ""
2855 */
2856 if (value == NULL)
2857 return TRUE;
2858
2859 field = new key_value;
2860
2861 field->key = canonical_key;
2862 field->value = value;
2863 /* Usual prepend-addition. */
2864 field->next = op->key_values;
2865 op->key_values = field;
2866
2867 return TRUE;
2868 }
2869
2870 /*
2871 * Updates the key in op to value.
2872 *
2873 * If add_key is FALSE, this will only update existing keys,
2874 * and not add new ones.
2875 * In general, should be little reason FALSE is ever passed in for add_key
2876 *
2877 * Returns TRUE on success.
2878 */
2879 int
2880 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2881 {
2882 shstr key_ (key);
2883
2884 return set_ob_key_value_s (op, key_, value, add_key);
2885 }
2886
2887 object::depth_iterator::depth_iterator (object *container)
2888 : iterator_base (container)
2889 {
2890 while (item->inv)
2891 item = item->inv;
2892 }
2893
2894 void
2895 object::depth_iterator::next ()
2896 {
2897 if (item->below)
2898 {
2899 item = item->below;
2900
2901 while (item->inv)
2902 item = item->inv;
2903 }
2904 else
2905 item = item->env;
2906 }
2907
2908 // return a suitable string describing an objetc in enough detail to find it
2909 const char *
2910 object::debug_desc (char *info) const
2911 {
2912 char info2[256 * 3];
2913 char *p = info;
2914
2915 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2916 count,
2917 &name,
2918 title ? " " : "",
2919 title ? (const char *)title : "");
2920
2921 if (env)
2922 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2923
2924 if (map)
2925 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2926
2927 return info;
2928 }
2929
2930 const char *
2931 object::debug_desc () const
2932 {
2933 static char info[256 * 3];
2934 return debug_desc (info);
2935 }
2936