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Revision: 1.44
Committed: Thu Sep 14 17:29:27 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.43: +4 -1 lines
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# 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 // clear those pointers that likely might have circular references to us
1044 owner = 0;
1045 enemy = 0;
1046 attacked_by = 0;
1047
1048 /* Remove object from the active list */
1049 speed = 0;
1050 update_ob_speed (this);
1051
1052 unlink ();
1053
1054 mortals.push_back (this);
1055 }
1056
1057 /*
1058 * sub_weight() recursively (outwards) subtracts a number from the
1059 * weight of an object (and what is carried by it's environment(s)).
1060 */
1061
1062 void
1063 sub_weight (object *op, signed long weight)
1064 {
1065 while (op != NULL)
1066 {
1067 if (op->type == CONTAINER)
1068 {
1069 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1070 }
1071 op->carrying -= weight;
1072 op = op->env;
1073 }
1074 }
1075
1076 /* remove_ob(op):
1077 * This function removes the object op from the linked list of objects
1078 * which it is currently tied to. When this function is done, the
1079 * object will have no environment. If the object previously had an
1080 * environment, the x and y coordinates will be updated to
1081 * the previous environment.
1082 * Beware: This function is called from the editor as well!
1083 */
1084
1085 void
1086 remove_ob (object *op)
1087 {
1088 object *
1089 tmp, *
1090 last = NULL;
1091 object *
1092 otmp;
1093
1094 tag_t
1095 tag;
1096 int
1097 check_walk_off;
1098 mapstruct *
1099 m;
1100
1101 sint16
1102 x,
1103 y;
1104
1105 if (QUERY_FLAG (op, FLAG_REMOVED))
1106 return;
1107
1108 SET_FLAG (op, FLAG_REMOVED);
1109
1110 if (op->more != NULL)
1111 remove_ob (op->more);
1112
1113 /*
1114 * In this case, the object to be removed is in someones
1115 * inventory.
1116 */
1117 if (op->env != NULL)
1118 {
1119 if (op->nrof)
1120 sub_weight (op->env, op->weight * op->nrof);
1121 else
1122 sub_weight (op->env, op->weight + op->carrying);
1123
1124 /* NO_FIX_PLAYER is set when a great many changes are being
1125 * made to players inventory. If set, avoiding the call
1126 * to save cpu time.
1127 */
1128 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1129 fix_player (otmp);
1130
1131 if (op->above != NULL)
1132 op->above->below = op->below;
1133 else
1134 op->env->inv = op->below;
1135
1136 if (op->below != NULL)
1137 op->below->above = op->above;
1138
1139 /* we set up values so that it could be inserted into
1140 * the map, but we don't actually do that - it is up
1141 * to the caller to decide what we want to do.
1142 */
1143 op->x = op->env->x, op->y = op->env->y;
1144 op->map = op->env->map;
1145 op->above = NULL, op->below = NULL;
1146 op->env = NULL;
1147 }
1148 else if (op->map)
1149 {
1150 x = op->x;
1151 y = op->y;
1152 m = get_map_from_coord (op->map, &x, &y);
1153
1154 if (!m)
1155 {
1156 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1157 op->map->path, op->x, op->y);
1158 /* in old days, we used to set x and y to 0 and continue.
1159 * it seems if we get into this case, something is probablye
1160 * screwed up and should be fixed.
1161 */
1162 abort ();
1163 }
1164
1165 if (op->map != m)
1166 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1167 op->map->path, m->path, op->x, op->y, x, y);
1168
1169 /* Re did the following section of code - it looks like it had
1170 * lots of logic for things we no longer care about
1171 */
1172
1173 /* link the object above us */
1174 if (op->above)
1175 op->above->below = op->below;
1176 else
1177 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1178
1179 /* Relink the object below us, if there is one */
1180 if (op->below)
1181 op->below->above = op->above;
1182 else
1183 {
1184 /* Nothing below, which means we need to relink map object for this space
1185 * use translated coordinates in case some oddness with map tiling is
1186 * evident
1187 */
1188 if (GET_MAP_OB (m, x, y) != op)
1189 {
1190 dump_object (op);
1191 LOG (llevError,
1192 "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);
1193 dump_object (GET_MAP_OB (m, x, y));
1194 LOG (llevError, "%s\n", errmsg);
1195 }
1196
1197 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1198 }
1199
1200 op->above = 0;
1201 op->below = 0;
1202
1203 if (op->map->in_memory == MAP_SAVING)
1204 return;
1205
1206 tag = op->count;
1207 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1208
1209 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1210 {
1211 /* No point updating the players look faces if he is the object
1212 * being removed.
1213 */
1214
1215 if (tmp->type == PLAYER && tmp != op)
1216 {
1217 /* If a container that the player is currently using somehow gets
1218 * removed (most likely destroyed), update the player view
1219 * appropriately.
1220 */
1221 if (tmp->container == op)
1222 {
1223 CLEAR_FLAG (op, FLAG_APPLIED);
1224 tmp->container = NULL;
1225 }
1226
1227 tmp->contr->socket.update_look = 1;
1228 }
1229
1230 /* See if player moving off should effect something */
1231 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1232 {
1233 move_apply (tmp, op, NULL);
1234
1235 if (was_destroyed (op, tag))
1236 {
1237 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1238 }
1239 }
1240
1241 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1242
1243 if (tmp->above == tmp)
1244 tmp->above = NULL;
1245
1246 last = tmp;
1247 }
1248
1249 /* last == NULL of there are no objects on this space */
1250 if (last == NULL)
1251 {
1252 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1253 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1254 * those out anyways, and if there are any flags set right now, they won't
1255 * be correct anyways.
1256 */
1257 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1258 update_position (op->map, op->x, op->y);
1259 }
1260 else
1261 update_object (last, UP_OBJ_REMOVE);
1262
1263 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1264 update_all_los (op->map, op->x, op->y);
1265 }
1266 }
1267
1268 /*
1269 * merge_ob(op,top):
1270 *
1271 * This function goes through all objects below and including top, and
1272 * merges op to the first matching object.
1273 * If top is NULL, it is calculated.
1274 * Returns pointer to object if it succeded in the merge, otherwise NULL
1275 */
1276 object *
1277 merge_ob (object *op, object *top)
1278 {
1279 if (!op->nrof)
1280 return 0;
1281
1282 if (top == NULL)
1283 for (top = op; top != NULL && top->above != NULL; top = top->above);
1284
1285 for (; top != NULL; top = top->below)
1286 {
1287 if (top == op)
1288 continue;
1289 if (CAN_MERGE (op, top))
1290 {
1291 top->nrof += op->nrof;
1292
1293 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1294 op->weight = 0; /* Don't want any adjustements now */
1295 remove_ob (op);
1296 free_object (op);
1297 return top;
1298 }
1299 }
1300
1301 return NULL;
1302 }
1303
1304 /*
1305 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1306 * job preparing multi-part monsters
1307 */
1308 object *
1309 insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1310 {
1311 object *tmp;
1312
1313 if (op->head)
1314 op = op->head;
1315
1316 for (tmp = op; tmp; tmp = tmp->more)
1317 {
1318 tmp->x = x + tmp->arch->clone.x;
1319 tmp->y = y + tmp->arch->clone.y;
1320 }
1321
1322 return insert_ob_in_map (op, m, originator, flag);
1323 }
1324
1325 /*
1326 * insert_ob_in_map (op, map, originator, flag):
1327 * This function inserts the object in the two-way linked list
1328 * which represents what is on a map.
1329 * The second argument specifies the map, and the x and y variables
1330 * in the object about to be inserted specifies the position.
1331 *
1332 * originator: Player, monster or other object that caused 'op' to be inserted
1333 * into 'map'. May be NULL.
1334 *
1335 * flag is a bitmask about special things to do (or not do) when this
1336 * function is called. see the object.h file for the INS_ values.
1337 * Passing 0 for flag gives proper default values, so flag really only needs
1338 * to be set if special handling is needed.
1339 *
1340 * Return value:
1341 * new object if 'op' was merged with other object
1342 * NULL if 'op' was destroyed
1343 * just 'op' otherwise
1344 */
1345
1346 object *
1347 insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1348 {
1349 object *tmp, *top, *floor = NULL;
1350 sint16 x, y;
1351
1352 if (QUERY_FLAG (op, FLAG_FREED))
1353 {
1354 LOG (llevError, "Trying to insert freed object!\n");
1355 return NULL;
1356 }
1357
1358 if (m == NULL)
1359 {
1360 dump_object (op);
1361 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1362 return op;
1363 }
1364
1365 if (out_of_map (m, op->x, op->y))
1366 {
1367 dump_object (op);
1368 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1369 #ifdef MANY_CORES
1370 /* Better to catch this here, as otherwise the next use of this object
1371 * is likely to cause a crash. Better to find out where it is getting
1372 * improperly inserted.
1373 */
1374 abort ();
1375 #endif
1376 return op;
1377 }
1378
1379 if (!QUERY_FLAG (op, FLAG_REMOVED))
1380 {
1381 dump_object (op);
1382 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1383 return op;
1384 }
1385
1386 if (op->more != NULL)
1387 {
1388 /* The part may be on a different map. */
1389
1390 object *more = op->more;
1391
1392 /* We really need the caller to normalize coordinates - if
1393 * we set the map, that doesn't work if the location is within
1394 * a map and this is straddling an edge. So only if coordinate
1395 * is clear wrong do we normalize it.
1396 */
1397 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1398 more->map = get_map_from_coord (m, &more->x, &more->y);
1399 else if (!more->map)
1400 {
1401 /* For backwards compatibility - when not dealing with tiled maps,
1402 * more->map should always point to the parent.
1403 */
1404 more->map = m;
1405 }
1406
1407 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1408 {
1409 if (!op->head)
1410 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1411
1412 return NULL;
1413 }
1414 }
1415
1416 CLEAR_FLAG (op, FLAG_REMOVED);
1417
1418 /* Ideally, the caller figures this out. However, it complicates a lot
1419 * of areas of callers (eg, anything that uses find_free_spot would now
1420 * need extra work
1421 */
1422 op->map = get_map_from_coord (m, &op->x, &op->y);
1423 x = op->x;
1424 y = op->y;
1425
1426 /* this has to be done after we translate the coordinates.
1427 */
1428 if (op->nrof && !(flag & INS_NO_MERGE))
1429 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1430 if (CAN_MERGE (op, tmp))
1431 {
1432 op->nrof += tmp->nrof;
1433 remove_ob (tmp);
1434 free_object (tmp);
1435 }
1436
1437 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1438 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1439
1440 if (!QUERY_FLAG (op, FLAG_ALIVE))
1441 CLEAR_FLAG (op, FLAG_NO_STEAL);
1442
1443 if (flag & INS_BELOW_ORIGINATOR)
1444 {
1445 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1446 {
1447 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1448 abort ();
1449 }
1450
1451 op->above = originator;
1452 op->below = originator->below;
1453
1454 if (op->below)
1455 op->below->above = op;
1456 else
1457 SET_MAP_OB (op->map, op->x, op->y, op);
1458
1459 /* since *below* originator, no need to update top */
1460 originator->below = op;
1461 }
1462 else
1463 {
1464 /* If there are other objects, then */
1465 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1466 {
1467 object *last = NULL;
1468
1469 /*
1470 * If there are multiple objects on this space, we do some trickier handling.
1471 * We've already dealt with merging if appropriate.
1472 * Generally, we want to put the new object on top. But if
1473 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1474 * floor, we want to insert above that and no further.
1475 * Also, if there are spell objects on this space, we stop processing
1476 * once we get to them. This reduces the need to traverse over all of
1477 * them when adding another one - this saves quite a bit of cpu time
1478 * when lots of spells are cast in one area. Currently, it is presumed
1479 * that flying non pickable objects are spell objects.
1480 */
1481
1482 while (top != NULL)
1483 {
1484 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1485 floor = top;
1486
1487 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1488 {
1489 /* We insert above top, so we want this object below this */
1490 top = top->below;
1491 break;
1492 }
1493
1494 last = top;
1495 top = top->above;
1496 }
1497
1498 /* Don't want top to be NULL, so set it to the last valid object */
1499 top = last;
1500
1501 /* We let update_position deal with figuring out what the space
1502 * looks like instead of lots of conditions here.
1503 * makes things faster, and effectively the same result.
1504 */
1505
1506 /* Have object 'fall below' other objects that block view.
1507 * Unless those objects are exits, type 66
1508 * If INS_ON_TOP is used, don't do this processing
1509 * Need to find the object that in fact blocks view, otherwise
1510 * stacking is a bit odd.
1511 */
1512 if (!(flag & INS_ON_TOP) &&
1513 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1514 {
1515 for (last = top; last != floor; last = last->below)
1516 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1517 break;
1518 /* Check to see if we found the object that blocks view,
1519 * and make sure we have a below pointer for it so that
1520 * we can get inserted below this one, which requires we
1521 * set top to the object below us.
1522 */
1523 if (last && last->below && last != floor)
1524 top = last->below;
1525 }
1526 } /* If objects on this space */
1527
1528 if (flag & INS_MAP_LOAD)
1529 top = GET_MAP_TOP (op->map, op->x, op->y);
1530
1531 if (flag & INS_ABOVE_FLOOR_ONLY)
1532 top = floor;
1533
1534 /* Top is the object that our object (op) is going to get inserted above.
1535 */
1536
1537 /* First object on this space */
1538 if (!top)
1539 {
1540 op->above = GET_MAP_OB (op->map, op->x, op->y);
1541
1542 if (op->above)
1543 op->above->below = op;
1544
1545 op->below = NULL;
1546 SET_MAP_OB (op->map, op->x, op->y, op);
1547 }
1548 else
1549 { /* get inserted into the stack above top */
1550 op->above = top->above;
1551
1552 if (op->above)
1553 op->above->below = op;
1554
1555 op->below = top;
1556 top->above = op;
1557 }
1558
1559 if (op->above == NULL)
1560 SET_MAP_TOP (op->map, op->x, op->y, op);
1561 } /* else not INS_BELOW_ORIGINATOR */
1562
1563 if (op->type == PLAYER)
1564 op->contr->do_los = 1;
1565
1566 /* If we have a floor, we know the player, if any, will be above
1567 * it, so save a few ticks and start from there.
1568 */
1569 if (!(flag & INS_MAP_LOAD))
1570 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1571 if (tmp->type == PLAYER)
1572 tmp->contr->socket.update_look = 1;
1573
1574 /* If this object glows, it may affect lighting conditions that are
1575 * visible to others on this map. But update_all_los is really
1576 * an inefficient way to do this, as it means los for all players
1577 * on the map will get recalculated. The players could very well
1578 * be far away from this change and not affected in any way -
1579 * this should get redone to only look for players within range,
1580 * or just updating the P_NEED_UPDATE for spaces within this area
1581 * of effect may be sufficient.
1582 */
1583 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1584 update_all_los (op->map, op->x, op->y);
1585
1586 /* updates flags (blocked, alive, no magic, etc) for this map space */
1587 update_object (op, UP_OBJ_INSERT);
1588
1589 /* Don't know if moving this to the end will break anything. However,
1590 * we want to have update_look set above before calling this.
1591 *
1592 * check_move_on() must be after this because code called from
1593 * check_move_on() depends on correct map flags (so functions like
1594 * blocked() and wall() work properly), and these flags are updated by
1595 * update_object().
1596 */
1597
1598 /* if this is not the head or flag has been passed, don't check walk on status */
1599 if (!(flag & INS_NO_WALK_ON) && !op->head)
1600 {
1601 if (check_move_on (op, originator))
1602 return NULL;
1603
1604 /* If we are a multi part object, lets work our way through the check
1605 * walk on's.
1606 */
1607 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1608 if (check_move_on (tmp, originator))
1609 return NULL;
1610 }
1611
1612 return op;
1613 }
1614
1615 /* this function inserts an object in the map, but if it
1616 * finds an object of its own type, it'll remove that one first.
1617 * op is the object to insert it under: supplies x and the map.
1618 */
1619 void
1620 replace_insert_ob_in_map (const char *arch_string, object *op)
1621 {
1622 object *
1623 tmp;
1624 object *
1625 tmp1;
1626
1627 /* first search for itself and remove any old instances */
1628
1629 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1630 {
1631 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1632 {
1633 remove_ob (tmp);
1634 free_object (tmp);
1635 }
1636 }
1637
1638 tmp1 = arch_to_object (find_archetype (arch_string));
1639
1640 tmp1->x = op->x;
1641 tmp1->y = op->y;
1642 insert_ob_in_map (tmp1, op->map, op, 0);
1643 }
1644
1645 /*
1646 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1647 * is returned contains nr objects, and the remaining parts contains
1648 * the rest (or is removed and freed if that number is 0).
1649 * On failure, NULL is returned, and the reason put into the
1650 * global static errmsg array.
1651 */
1652
1653 object *
1654 get_split_ob (object *orig_ob, uint32 nr)
1655 {
1656 object *
1657 newob;
1658 int
1659 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1660
1661 if (orig_ob->nrof < nr)
1662 {
1663 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1664 return NULL;
1665 }
1666
1667 newob = object_create_clone (orig_ob);
1668
1669 if ((orig_ob->nrof -= nr) < 1)
1670 {
1671 if (!is_removed)
1672 remove_ob (orig_ob);
1673 free_object2 (orig_ob, 1);
1674 }
1675 else if (!is_removed)
1676 {
1677 if (orig_ob->env != NULL)
1678 sub_weight (orig_ob->env, orig_ob->weight * nr);
1679 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1680 {
1681 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1682 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1683 return NULL;
1684 }
1685 }
1686
1687 newob->nrof = nr;
1688
1689 return newob;
1690 }
1691
1692 /*
1693 * decrease_ob_nr(object, number) decreases a specified number from
1694 * the amount of an object. If the amount reaches 0, the object
1695 * is subsequently removed and freed.
1696 *
1697 * Return value: 'op' if something is left, NULL if the amount reached 0
1698 */
1699
1700 object *
1701 decrease_ob_nr (object *op, uint32 i)
1702 {
1703 object *tmp;
1704 player *pl;
1705
1706 if (i == 0) /* objects with op->nrof require this check */
1707 return op;
1708
1709 if (i > op->nrof)
1710 i = op->nrof;
1711
1712 if (QUERY_FLAG (op, FLAG_REMOVED))
1713 op->nrof -= i;
1714 else if (op->env != NULL)
1715 {
1716 /* is this object in the players inventory, or sub container
1717 * therein?
1718 */
1719 tmp = is_player_inv (op->env);
1720 /* nope. Is this a container the player has opened?
1721 * If so, set tmp to that player.
1722 * IMO, searching through all the players will mostly
1723 * likely be quicker than following op->env to the map,
1724 * and then searching the map for a player.
1725 */
1726 if (!tmp)
1727 {
1728 for (pl = first_player; pl; pl = pl->next)
1729 if (pl->ob->container == op->env)
1730 break;
1731 if (pl)
1732 tmp = pl->ob;
1733 else
1734 tmp = NULL;
1735 }
1736
1737 if (i < op->nrof)
1738 {
1739 sub_weight (op->env, op->weight * i);
1740 op->nrof -= i;
1741 if (tmp)
1742 {
1743 esrv_send_item (tmp, op);
1744 }
1745 }
1746 else
1747 {
1748 remove_ob (op);
1749 op->nrof = 0;
1750 if (tmp)
1751 {
1752 esrv_del_item (tmp->contr, op->count);
1753 }
1754 }
1755 }
1756 else
1757 {
1758 object *above = op->above;
1759
1760 if (i < op->nrof)
1761 op->nrof -= i;
1762 else
1763 {
1764 remove_ob (op);
1765 op->nrof = 0;
1766 }
1767
1768 /* Since we just removed op, op->above is null */
1769 for (tmp = above; tmp != NULL; tmp = tmp->above)
1770 if (tmp->type == PLAYER)
1771 {
1772 if (op->nrof)
1773 esrv_send_item (tmp, op);
1774 else
1775 esrv_del_item (tmp->contr, op->count);
1776 }
1777 }
1778
1779 if (op->nrof)
1780 return op;
1781 else
1782 {
1783 free_object (op);
1784 return NULL;
1785 }
1786 }
1787
1788 /*
1789 * add_weight(object, weight) adds the specified weight to an object,
1790 * and also updates how much the environment(s) is/are carrying.
1791 */
1792
1793 void
1794 add_weight (object *op, signed long weight)
1795 {
1796 while (op != NULL)
1797 {
1798 if (op->type == CONTAINER)
1799 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1800
1801 op->carrying += weight;
1802 op = op->env;
1803 }
1804 }
1805
1806 /*
1807 * insert_ob_in_ob(op,environment):
1808 * This function inserts the object op in the linked list
1809 * inside the object environment.
1810 *
1811 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1812 * the inventory at the last position or next to other objects of the same
1813 * type.
1814 * Frank: Now sorted by type, archetype and magic!
1815 *
1816 * The function returns now pointer to inserted item, and return value can
1817 * be != op, if items are merged. -Tero
1818 */
1819
1820 object *
1821 insert_ob_in_ob (object *op, object *where)
1822 {
1823 object *
1824 tmp, *
1825 otmp;
1826
1827 if (!QUERY_FLAG (op, FLAG_REMOVED))
1828 {
1829 dump_object (op);
1830 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1831 return op;
1832 }
1833
1834 if (where == NULL)
1835 {
1836 dump_object (op);
1837 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1838 return op;
1839 }
1840
1841 if (where->head)
1842 {
1843 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1844 where = where->head;
1845 }
1846
1847 if (op->more)
1848 {
1849 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1850 return op;
1851 }
1852
1853 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1854 CLEAR_FLAG (op, FLAG_REMOVED);
1855 if (op->nrof)
1856 {
1857 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1858 if (CAN_MERGE (tmp, op))
1859 {
1860 /* return the original object and remove inserted object
1861 (client needs the original object) */
1862 tmp->nrof += op->nrof;
1863 /* Weight handling gets pretty funky. Since we are adding to
1864 * tmp->nrof, we need to increase the weight.
1865 */
1866 add_weight (where, op->weight * op->nrof);
1867 SET_FLAG (op, FLAG_REMOVED);
1868 free_object (op); /* free the inserted object */
1869 op = tmp;
1870 remove_ob (op); /* and fix old object's links */
1871 CLEAR_FLAG (op, FLAG_REMOVED);
1872 break;
1873 }
1874
1875 /* I assume combined objects have no inventory
1876 * We add the weight - this object could have just been removed
1877 * (if it was possible to merge). calling remove_ob will subtract
1878 * the weight, so we need to add it in again, since we actually do
1879 * the linking below
1880 */
1881 add_weight (where, op->weight * op->nrof);
1882 }
1883 else
1884 add_weight (where, (op->weight + op->carrying));
1885
1886 otmp = is_player_inv (where);
1887 if (otmp && otmp->contr != NULL)
1888 {
1889 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1890 fix_player (otmp);
1891 }
1892
1893 op->map = NULL;
1894 op->env = where;
1895 op->above = NULL;
1896 op->below = NULL;
1897 op->x = 0, op->y = 0;
1898
1899 /* reset the light list and los of the players on the map */
1900 if ((op->glow_radius != 0) && where->map)
1901 {
1902 #ifdef DEBUG_LIGHTS
1903 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1904 #endif /* DEBUG_LIGHTS */
1905 if (MAP_DARKNESS (where->map))
1906 update_all_los (where->map, where->x, where->y);
1907 }
1908
1909 /* Client has no idea of ordering so lets not bother ordering it here.
1910 * It sure simplifies this function...
1911 */
1912 if (where->inv == NULL)
1913 where->inv = op;
1914 else
1915 {
1916 op->below = where->inv;
1917 op->below->above = op;
1918 where->inv = op;
1919 }
1920 return op;
1921 }
1922
1923 /*
1924 * Checks if any objects has a move_type that matches objects
1925 * that effect this object on this space. Call apply() to process
1926 * these events.
1927 *
1928 * Any speed-modification due to SLOW_MOVE() of other present objects
1929 * will affect the speed_left of the object.
1930 *
1931 * originator: Player, monster or other object that caused 'op' to be inserted
1932 * into 'map'. May be NULL.
1933 *
1934 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1935 *
1936 * 4-21-95 added code to check if appropriate skill was readied - this will
1937 * permit faster movement by the player through this terrain. -b.t.
1938 *
1939 * MSW 2001-07-08: Check all objects on space, not just those below
1940 * object being inserted. insert_ob_in_map may not put new objects
1941 * on top.
1942 */
1943
1944 int
1945 check_move_on (object *op, object *originator)
1946 {
1947 object *
1948 tmp;
1949 tag_t
1950 tag;
1951 mapstruct *
1952 m = op->map;
1953 int
1954 x = op->x, y = op->y;
1955
1956 MoveType
1957 move_on,
1958 move_slow,
1959 move_block;
1960
1961 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1962 return 0;
1963
1964 tag = op->count;
1965
1966 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1967 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1968 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1969
1970 /* if nothing on this space will slow op down or be applied,
1971 * no need to do checking below. have to make sure move_type
1972 * is set, as lots of objects don't have it set - we treat that
1973 * as walking.
1974 */
1975 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1976 return 0;
1977
1978 /* This is basically inverse logic of that below - basically,
1979 * if the object can avoid the move on or slow move, they do so,
1980 * but can't do it if the alternate movement they are using is
1981 * blocked. Logic on this seems confusing, but does seem correct.
1982 */
1983 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1984 return 0;
1985
1986 /* The objects have to be checked from top to bottom.
1987 * Hence, we first go to the top:
1988 */
1989
1990 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1991 {
1992 /* Trim the search when we find the first other spell effect
1993 * this helps performance so that if a space has 50 spell objects,
1994 * we don't need to check all of them.
1995 */
1996 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1997 break;
1998 }
1999
2000 for (; tmp; tmp = tmp->below)
2001 {
2002 if (tmp == op)
2003 continue; /* Can't apply yourself */
2004
2005 /* Check to see if one of the movement types should be slowed down.
2006 * Second check makes sure that the movement types not being slowed
2007 * (~slow_move) is not blocked on this space - just because the
2008 * space doesn't slow down swimming (for example), if you can't actually
2009 * swim on that space, can't use it to avoid the penalty.
2010 */
2011 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2012 {
2013 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2014 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2015 {
2016
2017 float
2018 diff = tmp->move_slow_penalty * FABS (op->speed);
2019
2020 if (op->type == PLAYER)
2021 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2022 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2023 diff /= 4.0;
2024
2025 op->speed_left -= diff;
2026 }
2027 }
2028
2029 /* Basically same logic as above, except now for actual apply. */
2030 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2031 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2032 {
2033 move_apply (tmp, op, originator);
2034
2035 if (was_destroyed (op, tag))
2036 return 1;
2037
2038 /* what the person/creature stepped onto has moved the object
2039 * someplace new. Don't process any further - if we did,
2040 * have a feeling strange problems would result.
2041 */
2042 if (op->map != m || op->x != x || op->y != y)
2043 return 0;
2044 }
2045 }
2046
2047 return 0;
2048 }
2049
2050 /*
2051 * present_arch(arch, map, x, y) searches for any objects with
2052 * a matching archetype at the given map and coordinates.
2053 * The first matching object is returned, or NULL if none.
2054 */
2055
2056 object *
2057 present_arch (const archetype *at, mapstruct *m, int x, int y)
2058 {
2059 object *
2060 tmp;
2061
2062 if (m == NULL || out_of_map (m, x, y))
2063 {
2064 LOG (llevError, "Present_arch called outside map.\n");
2065 return NULL;
2066 }
2067 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2068 if (tmp->arch == at)
2069 return tmp;
2070 return NULL;
2071 }
2072
2073 /*
2074 * present(type, map, x, y) searches for any objects with
2075 * a matching type variable at the given map and coordinates.
2076 * The first matching object is returned, or NULL if none.
2077 */
2078
2079 object *
2080 present (unsigned char type, mapstruct *m, int x, int y)
2081 {
2082 object *
2083 tmp;
2084
2085 if (out_of_map (m, x, y))
2086 {
2087 LOG (llevError, "Present called outside map.\n");
2088 return NULL;
2089 }
2090 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2091 if (tmp->type == type)
2092 return tmp;
2093 return NULL;
2094 }
2095
2096 /*
2097 * present_in_ob(type, object) searches for any objects with
2098 * a matching type variable in the inventory of the given object.
2099 * The first matching object is returned, or NULL if none.
2100 */
2101
2102 object *
2103 present_in_ob (unsigned char type, const object *op)
2104 {
2105 object *
2106 tmp;
2107
2108 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2109 if (tmp->type == type)
2110 return tmp;
2111 return NULL;
2112 }
2113
2114 /*
2115 * present_in_ob (type, str, object) searches for any objects with
2116 * a matching type & name variable in the inventory of the given object.
2117 * The first matching object is returned, or NULL if none.
2118 * This is mostly used by spell effect code, so that we only
2119 * have one spell effect at a time.
2120 * type can be used to narrow the search - if type is set,
2121 * the type must also match. -1 can be passed for the type,
2122 * in which case the type does not need to pass.
2123 * str is the string to match against. Note that we match against
2124 * the object name, not the archetype name. this is so that the
2125 * spell code can use one object type (force), but change it's name
2126 * to be unique.
2127 */
2128
2129 object *
2130 present_in_ob_by_name (int type, const char *str, const object *op)
2131 {
2132 object *
2133 tmp;
2134
2135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2136 {
2137 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2138 return tmp;
2139 }
2140 return NULL;
2141 }
2142
2143 /*
2144 * present_arch_in_ob(archetype, object) searches for any objects with
2145 * a matching archetype in the inventory of the given object.
2146 * The first matching object is returned, or NULL if none.
2147 */
2148
2149 object *
2150 present_arch_in_ob (const archetype *at, const object *op)
2151 {
2152 object *
2153 tmp;
2154
2155 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2156 if (tmp->arch == at)
2157 return tmp;
2158 return NULL;
2159 }
2160
2161 /*
2162 * activate recursively a flag on an object inventory
2163 */
2164 void
2165 flag_inv (object *op, int flag)
2166 {
2167 object *
2168 tmp;
2169
2170 if (op->inv)
2171 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2172 {
2173 SET_FLAG (tmp, flag);
2174 flag_inv (tmp, flag);
2175 }
2176 } /*
2177 * desactivate recursively a flag on an object inventory
2178 */
2179 void
2180 unflag_inv (object *op, int flag)
2181 {
2182 object *
2183 tmp;
2184
2185 if (op->inv)
2186 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2187 {
2188 CLEAR_FLAG (tmp, flag);
2189 unflag_inv (tmp, flag);
2190 }
2191 }
2192
2193 /*
2194 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2195 * all it's inventory (recursively).
2196 * If checksums are used, a player will get set_cheat called for
2197 * him/her-self and all object carried by a call to this function.
2198 */
2199
2200 void
2201 set_cheat (object *op)
2202 {
2203 SET_FLAG (op, FLAG_WAS_WIZ);
2204 flag_inv (op, FLAG_WAS_WIZ);
2205 }
2206
2207 /*
2208 * find_free_spot(object, map, x, y, start, stop) will search for
2209 * a spot at the given map and coordinates which will be able to contain
2210 * the given object. start and stop specifies how many squares
2211 * to search (see the freearr_x/y[] definition).
2212 * It returns a random choice among the alternatives found.
2213 * start and stop are where to start relative to the free_arr array (1,9
2214 * does all 4 immediate directions). This returns the index into the
2215 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2216 * Note - this only checks to see if there is space for the head of the
2217 * object - if it is a multispace object, this should be called for all
2218 * pieces.
2219 * Note2: This function does correctly handle tiled maps, but does not
2220 * inform the caller. However, insert_ob_in_map will update as
2221 * necessary, so the caller shouldn't need to do any special work.
2222 * Note - updated to take an object instead of archetype - this is necessary
2223 * because arch_blocked (now ob_blocked) needs to know the movement type
2224 * to know if the space in question will block the object. We can't use
2225 * the archetype because that isn't correct if the monster has been
2226 * customized, changed states, etc.
2227 */
2228
2229 int
2230 find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2231 {
2232 int
2233 i,
2234 index = 0, flag;
2235 static int
2236 altern[SIZEOFFREE];
2237
2238 for (i = start; i < stop; i++)
2239 {
2240 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2241 if (!flag)
2242 altern[index++] = i;
2243
2244 /* Basically, if we find a wall on a space, we cut down the search size.
2245 * In this way, we won't return spaces that are on another side of a wall.
2246 * This mostly work, but it cuts down the search size in all directions -
2247 * if the space being examined only has a wall to the north and empty
2248 * spaces in all the other directions, this will reduce the search space
2249 * to only the spaces immediately surrounding the target area, and
2250 * won't look 2 spaces south of the target space.
2251 */
2252 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2253 stop = maxfree[i];
2254 }
2255 if (!index)
2256 return -1;
2257 return altern[RANDOM () % index];
2258 }
2259
2260 /*
2261 * find_first_free_spot(archetype, mapstruct, x, y) works like
2262 * find_free_spot(), but it will search max number of squares.
2263 * But it will return the first available spot, not a random choice.
2264 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2265 */
2266
2267 int
2268 find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2269 {
2270 int
2271 i;
2272
2273 for (i = 0; i < SIZEOFFREE; i++)
2274 {
2275 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2276 return i;
2277 }
2278 return -1;
2279 }
2280
2281 /*
2282 * The function permute(arr, begin, end) randomly reorders the array
2283 * arr[begin..end-1].
2284 */
2285 static void
2286 permute (int *arr, int begin, int end)
2287 {
2288 int
2289 i,
2290 j,
2291 tmp,
2292 len;
2293
2294 len = end - begin;
2295 for (i = begin; i < end; i++)
2296 {
2297 j = begin + RANDOM () % len;
2298
2299 tmp = arr[i];
2300 arr[i] = arr[j];
2301 arr[j] = tmp;
2302 }
2303 }
2304
2305 /* new function to make monster searching more efficient, and effective!
2306 * This basically returns a randomized array (in the passed pointer) of
2307 * the spaces to find monsters. In this way, it won't always look for
2308 * monsters to the north first. However, the size of the array passed
2309 * covers all the spaces, so within that size, all the spaces within
2310 * the 3x3 area will be searched, just not in a predictable order.
2311 */
2312 void
2313 get_search_arr (int *search_arr)
2314 {
2315 int
2316 i;
2317
2318 for (i = 0; i < SIZEOFFREE; i++)
2319 {
2320 search_arr[i] = i;
2321 }
2322
2323 permute (search_arr, 1, SIZEOFFREE1 + 1);
2324 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2325 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2326 }
2327
2328 /*
2329 * find_dir(map, x, y, exclude) will search some close squares in the
2330 * given map at the given coordinates for live objects.
2331 * It will not considered the object given as exclude among possible
2332 * live objects.
2333 * It returns the direction toward the first/closest live object if finds
2334 * any, otherwise 0.
2335 * Perhaps incorrectly, but I'm making the assumption that exclude
2336 * is actually want is going to try and move there. We need this info
2337 * because we have to know what movement the thing looking to move
2338 * there is capable of.
2339 */
2340
2341 int
2342 find_dir (mapstruct *m, int x, int y, object *exclude)
2343 {
2344 int
2345 i,
2346 max = SIZEOFFREE, mflags;
2347
2348 sint16 nx, ny;
2349 object *
2350 tmp;
2351 mapstruct *
2352 mp;
2353
2354 MoveType blocked, move_type;
2355
2356 if (exclude && exclude->head)
2357 {
2358 exclude = exclude->head;
2359 move_type = exclude->move_type;
2360 }
2361 else
2362 {
2363 /* If we don't have anything, presume it can use all movement types. */
2364 move_type = MOVE_ALL;
2365 }
2366
2367 for (i = 1; i < max; i++)
2368 {
2369 mp = m;
2370 nx = x + freearr_x[i];
2371 ny = y + freearr_y[i];
2372
2373 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2374 if (mflags & P_OUT_OF_MAP)
2375 {
2376 max = maxfree[i];
2377 }
2378 else
2379 {
2380 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2381
2382 if ((move_type & blocked) == move_type)
2383 {
2384 max = maxfree[i];
2385 }
2386 else if (mflags & P_IS_ALIVE)
2387 {
2388 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2389 {
2390 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2391 {
2392 break;
2393 }
2394 }
2395 if (tmp)
2396 {
2397 return freedir[i];
2398 }
2399 }
2400 }
2401 }
2402 return 0;
2403 }
2404
2405 /*
2406 * distance(object 1, object 2) will return the square of the
2407 * distance between the two given objects.
2408 */
2409
2410 int
2411 distance (const object *ob1, const object *ob2)
2412 {
2413 int
2414 i;
2415
2416 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2417 return i;
2418 }
2419
2420 /*
2421 * find_dir_2(delta-x,delta-y) will return a direction in which
2422 * an object which has subtracted the x and y coordinates of another
2423 * object, needs to travel toward it.
2424 */
2425
2426 int
2427 find_dir_2 (int x, int y)
2428 {
2429 int
2430 q;
2431
2432 if (y)
2433 q = x * 100 / y;
2434 else if (x)
2435 q = -300 * x;
2436 else
2437 return 0;
2438
2439 if (y > 0)
2440 {
2441 if (q < -242)
2442 return 3;
2443 if (q < -41)
2444 return 2;
2445 if (q < 41)
2446 return 1;
2447 if (q < 242)
2448 return 8;
2449 return 7;
2450 }
2451
2452 if (q < -242)
2453 return 7;
2454 if (q < -41)
2455 return 6;
2456 if (q < 41)
2457 return 5;
2458 if (q < 242)
2459 return 4;
2460
2461 return 3;
2462 }
2463
2464 /*
2465 * absdir(int): Returns a number between 1 and 8, which represent
2466 * the "absolute" direction of a number (it actually takes care of
2467 * "overflow" in previous calculations of a direction).
2468 */
2469
2470 int
2471 absdir (int d)
2472 {
2473 while (d < 1)
2474 d += 8;
2475 while (d > 8)
2476 d -= 8;
2477 return d;
2478 }
2479
2480 /*
2481 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2482 * between two directions (which are expected to be absolute (see absdir())
2483 */
2484
2485 int
2486 dirdiff (int dir1, int dir2)
2487 {
2488 int
2489 d;
2490
2491 d = abs (dir1 - dir2);
2492 if (d > 4)
2493 d = 8 - d;
2494 return d;
2495 }
2496
2497 /* peterm:
2498 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2499 * Basically, this is a table of directions, and what directions
2500 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2501 * This basically means that if direction is 15, then it could either go
2502 * direction 4, 14, or 16 to get back to where we are.
2503 * Moved from spell_util.c to object.c with the other related direction
2504 * functions.
2505 */
2506
2507 int
2508 reduction_dir[SIZEOFFREE][3] = {
2509 {0, 0, 0}, /* 0 */
2510 {0, 0, 0}, /* 1 */
2511 {0, 0, 0}, /* 2 */
2512 {0, 0, 0}, /* 3 */
2513 {0, 0, 0}, /* 4 */
2514 {0, 0, 0}, /* 5 */
2515 {0, 0, 0}, /* 6 */
2516 {0, 0, 0}, /* 7 */
2517 {0, 0, 0}, /* 8 */
2518 {8, 1, 2}, /* 9 */
2519 {1, 2, -1}, /* 10 */
2520 {2, 10, 12}, /* 11 */
2521 {2, 3, -1}, /* 12 */
2522 {2, 3, 4}, /* 13 */
2523 {3, 4, -1}, /* 14 */
2524 {4, 14, 16}, /* 15 */
2525 {5, 4, -1}, /* 16 */
2526 {4, 5, 6}, /* 17 */
2527 {6, 5, -1}, /* 18 */
2528 {6, 20, 18}, /* 19 */
2529 {7, 6, -1}, /* 20 */
2530 {6, 7, 8}, /* 21 */
2531 {7, 8, -1}, /* 22 */
2532 {8, 22, 24}, /* 23 */
2533 {8, 1, -1}, /* 24 */
2534 {24, 9, 10}, /* 25 */
2535 {9, 10, -1}, /* 26 */
2536 {10, 11, -1}, /* 27 */
2537 {27, 11, 29}, /* 28 */
2538 {11, 12, -1}, /* 29 */
2539 {12, 13, -1}, /* 30 */
2540 {12, 13, 14}, /* 31 */
2541 {13, 14, -1}, /* 32 */
2542 {14, 15, -1}, /* 33 */
2543 {33, 15, 35}, /* 34 */
2544 {16, 15, -1}, /* 35 */
2545 {17, 16, -1}, /* 36 */
2546 {18, 17, 16}, /* 37 */
2547 {18, 17, -1}, /* 38 */
2548 {18, 19, -1}, /* 39 */
2549 {41, 19, 39}, /* 40 */
2550 {19, 20, -1}, /* 41 */
2551 {20, 21, -1}, /* 42 */
2552 {20, 21, 22}, /* 43 */
2553 {21, 22, -1}, /* 44 */
2554 {23, 22, -1}, /* 45 */
2555 {45, 47, 23}, /* 46 */
2556 {23, 24, -1}, /* 47 */
2557 {24, 9, -1}
2558 }; /* 48 */
2559
2560 /* Recursive routine to step back and see if we can
2561 * find a path to that monster that we found. If not,
2562 * we don't bother going toward it. Returns 1 if we
2563 * can see a direct way to get it
2564 * Modified to be map tile aware -.MSW
2565 */
2566
2567
2568 int
2569 can_see_monsterP (mapstruct *m, int x, int y, int dir)
2570 {
2571 sint16 dx, dy;
2572 int
2573 mflags;
2574
2575 if (dir < 0)
2576 return 0; /* exit condition: invalid direction */
2577
2578 dx = x + freearr_x[dir];
2579 dy = y + freearr_y[dir];
2580
2581 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2582
2583 /* This functional arguably was incorrect before - it was
2584 * checking for P_WALL - that was basically seeing if
2585 * we could move to the monster - this is being more
2586 * literal on if we can see it. To know if we can actually
2587 * move to the monster, we'd need the monster passed in or
2588 * at least its move type.
2589 */
2590 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2591 return 0;
2592
2593 /* yes, can see. */
2594 if (dir < 9)
2595 return 1;
2596 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2597 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2598 }
2599
2600
2601
2602 /*
2603 * can_pick(picker, item): finds out if an object is possible to be
2604 * picked up by the picker. Returnes 1 if it can be
2605 * picked up, otherwise 0.
2606 *
2607 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2608 * core dumps if they do.
2609 *
2610 * Add a check so we can't pick up invisible objects (0.93.8)
2611 */
2612
2613 int
2614 can_pick (const object *who, const object *item)
2615 {
2616 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2617 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2618 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2619 }
2620
2621
2622 /*
2623 * create clone from object to another
2624 */
2625 object *
2626 object_create_clone (object *asrc)
2627 {
2628 object *
2629 dst = NULL, *tmp, *src, *part, *prev, *item;
2630
2631 if (!asrc)
2632 return NULL;
2633 src = asrc;
2634 if (src->head)
2635 src = src->head;
2636
2637 prev = NULL;
2638 for (part = src; part; part = part->more)
2639 {
2640 tmp = get_object ();
2641 copy_object (part, tmp);
2642 tmp->x -= src->x;
2643 tmp->y -= src->y;
2644 if (!part->head)
2645 {
2646 dst = tmp;
2647 tmp->head = NULL;
2648 }
2649 else
2650 {
2651 tmp->head = dst;
2652 }
2653 tmp->more = NULL;
2654 if (prev)
2655 prev->more = tmp;
2656 prev = tmp;
2657 }
2658
2659 /*** copy inventory ***/
2660 for (item = src->inv; item; item = item->below)
2661 {
2662 (void) insert_ob_in_ob (object_create_clone (item), dst);
2663 }
2664
2665 return dst;
2666 }
2667
2668 /* return true if the object was destroyed, 0 otherwise */
2669 int
2670 was_destroyed (const object *op, tag_t old_tag)
2671 {
2672 /* checking for FLAG_FREED isn't necessary, but makes this function more
2673 * robust */
2674 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2675 }
2676
2677 /* GROS - Creates an object using a string representing its content. */
2678
2679 /* Basically, we save the content of the string to a temp file, then call */
2680
2681 /* load_object on it. I admit it is a highly inefficient way to make things, */
2682
2683 /* but it was simple to make and allows reusing the load_object function. */
2684
2685 /* Remember not to use load_object_str in a time-critical situation. */
2686
2687 /* Also remember that multiparts objects are not supported for now. */
2688
2689 object *
2690 load_object_str (const char *obstr)
2691 {
2692 object *
2693 op;
2694 char
2695 filename[MAX_BUF];
2696
2697 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2698
2699 FILE *
2700 tempfile = fopen (filename, "w");
2701
2702 if (tempfile == NULL)
2703 {
2704 LOG (llevError, "Error - Unable to access load object temp file\n");
2705 return NULL;
2706 }
2707
2708 fprintf (tempfile, obstr);
2709 fclose (tempfile);
2710
2711 op = get_object ();
2712
2713 object_thawer thawer (filename);
2714
2715 if (thawer)
2716 load_object (thawer, op, 0);
2717
2718 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2719 CLEAR_FLAG (op, FLAG_REMOVED);
2720
2721 return op;
2722 }
2723
2724 /* This returns the first object in who's inventory that
2725 * has the same type and subtype match.
2726 * returns NULL if no match.
2727 */
2728 object *
2729 find_obj_by_type_subtype (const object *who, int type, int subtype)
2730 {
2731 object *
2732 tmp;
2733
2734 for (tmp = who->inv; tmp; tmp = tmp->below)
2735 if (tmp->type == type && tmp->subtype == subtype)
2736 return tmp;
2737
2738 return NULL;
2739 }
2740
2741 /* If ob has a field named key, return the link from the list,
2742 * otherwise return NULL.
2743 *
2744 * key must be a passed in shared string - otherwise, this won't
2745 * do the desired thing.
2746 */
2747 key_value *
2748 get_ob_key_link (const object *ob, const char *key)
2749 {
2750 key_value *
2751 link;
2752
2753 for (link = ob->key_values; link != NULL; link = link->next)
2754 {
2755 if (link->key == key)
2756 {
2757 return link;
2758 }
2759 }
2760
2761 return NULL;
2762 }
2763
2764 /*
2765 * Returns the value of op has an extra_field for key, or NULL.
2766 *
2767 * The argument doesn't need to be a shared string.
2768 *
2769 * The returned string is shared.
2770 */
2771 const char *
2772 get_ob_key_value (const object *op, const char *const key)
2773 {
2774 key_value *link;
2775 shstr_cmp canonical_key (key);
2776
2777 if (!canonical_key)
2778 {
2779 /* 1. There being a field named key on any object
2780 * implies there'd be a shared string to find.
2781 * 2. Since there isn't, no object has this field.
2782 * 3. Therefore, *this* object doesn't have this field.
2783 */
2784 return 0;
2785 }
2786
2787 /* This is copied from get_ob_key_link() above -
2788 * only 4 lines, and saves the function call overhead.
2789 */
2790 for (link = op->key_values; link; link = link->next)
2791 if (link->key == canonical_key)
2792 return link->value;
2793
2794 return 0;
2795 }
2796
2797
2798 /*
2799 * Updates the canonical_key in op to value.
2800 *
2801 * canonical_key is a shared string (value doesn't have to be).
2802 *
2803 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2804 * keys.
2805 *
2806 * Returns TRUE on success.
2807 */
2808 int
2809 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2810 {
2811 key_value *
2812 field = NULL, *last = NULL;
2813
2814 for (field = op->key_values; field != NULL; field = field->next)
2815 {
2816 if (field->key != canonical_key)
2817 {
2818 last = field;
2819 continue;
2820 }
2821
2822 if (value)
2823 field->value = value;
2824 else
2825 {
2826 /* Basically, if the archetype has this key set,
2827 * we need to store the null value so when we save
2828 * it, we save the empty value so that when we load,
2829 * we get this value back again.
2830 */
2831 if (get_ob_key_link (&op->arch->clone, canonical_key))
2832 field->value = 0;
2833 else
2834 {
2835 if (last)
2836 last->next = field->next;
2837 else
2838 op->key_values = field->next;
2839
2840 delete field;
2841 }
2842 }
2843 return TRUE;
2844 }
2845 /* IF we get here, key doesn't exist */
2846
2847 /* No field, we'll have to add it. */
2848
2849 if (!add_key)
2850 {
2851 return FALSE;
2852 }
2853 /* There isn't any good reason to store a null
2854 * value in the key/value list. If the archetype has
2855 * this key, then we should also have it, so shouldn't
2856 * be here. If user wants to store empty strings,
2857 * should pass in ""
2858 */
2859 if (value == NULL)
2860 return TRUE;
2861
2862 field = new key_value;
2863
2864 field->key = canonical_key;
2865 field->value = value;
2866 /* Usual prepend-addition. */
2867 field->next = op->key_values;
2868 op->key_values = field;
2869
2870 return TRUE;
2871 }
2872
2873 /*
2874 * Updates the key in op to value.
2875 *
2876 * If add_key is FALSE, this will only update existing keys,
2877 * and not add new ones.
2878 * In general, should be little reason FALSE is ever passed in for add_key
2879 *
2880 * Returns TRUE on success.
2881 */
2882 int
2883 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2884 {
2885 shstr key_ (key);
2886
2887 return set_ob_key_value_s (op, key_, value, add_key);
2888 }
2889
2890 object::depth_iterator::depth_iterator (object *container)
2891 : iterator_base (container)
2892 {
2893 while (item->inv)
2894 item = item->inv;
2895 }
2896
2897 void
2898 object::depth_iterator::next ()
2899 {
2900 if (item->below)
2901 {
2902 item = item->below;
2903
2904 while (item->inv)
2905 item = item->inv;
2906 }
2907 else
2908 item = item->env;
2909 }
2910
2911 // return a suitable string describing an objetc in enough detail to find it
2912 const char *
2913 object::debug_desc (char *info) const
2914 {
2915 char info2[256 * 3];
2916 char *p = info;
2917
2918 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2919 count,
2920 &name,
2921 title ? " " : "",
2922 title ? (const char *)title : "");
2923
2924 if (env)
2925 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2926
2927 if (map)
2928 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2929
2930 return info;
2931 }
2932
2933 const char *
2934 object::debug_desc () const
2935 {
2936 static char info[256 * 3];
2937 return debug_desc (info);
2938 }
2939