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Revision: 1.47
Committed: Thu Sep 14 22:33:59 2006 UTC (17 years, 8 months ago) by root
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Branch: MAIN
Changes since 1.46: +1 -2 lines
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# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24 /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27 #include <global.h>
28 #include <stdio.h>
29 #include <sys/types.h>
30 #include <sys/uio.h>
31 #include <object.h>
32 #include <funcpoint.h>
33 #include <loader.h>
34
35 int nrofallocobjects = 0;
36 static UUID uuid;
37 const uint64 UUID_SKIP = 1<<19;
38
39 object *active_objects; /* List of active objects that need to be processed */
40
41 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,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43 };
44 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,
45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
46 };
47 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,
48 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
49 };
50 int freedir[SIZEOFFREE] = {
51 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,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53 };
54
55 static void
56 write_uuid (void)
57 {
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74 }
75
76 static void
77 read_uuid (void)
78 {
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid);
110 fclose (fp);
111 }
112
113 UUID
114 gen_uuid ()
115 {
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124 }
125
126 void
127 init_uuid ()
128 {
129 read_uuid ();
130 }
131
132 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133 static int
134 compare_ob_value_lists_one (const object *wants, const object *has)
135 {
136 key_value *wants_field;
137
138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
139 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted...
141 */
142
143 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
146 key_value *has_field;
147
148 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
152 {
153 /* No field with that name. */
154 return FALSE;
155 }
156
157 /* Found the matching field. */
158 if (has_field->value != wants_field->value)
159 {
160 /* Values don't match, so this half of the comparison is false. */
161 return FALSE;
162 }
163
164 /* If we get here, we found a match. Now for the next field in wants. */
165 }
166
167 /* If we get here, every field in wants has a matching field in has. */
168 return TRUE;
169 }
170
171 /* Returns TRUE if ob1 has the same key_values as ob2. */
172 static int
173 compare_ob_value_lists (const object *ob1, const object *ob2)
174 {
175 /* However, there may be fields in has which aren't partnered in wants,
176 * so we need to run the comparison *twice*. :(
177 */
178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
179 }
180
181 /* Function examines the 2 objects given to it, and returns true if
182 * they can be merged together.
183 *
184 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency.
187 *
188 * Check nrof variable *before* calling CAN_MERGE()
189 *
190 * Improvements made with merge: Better checking on potion, and also
191 * check weight
192 */
193
194 bool object::can_merge (object *ob1, object *ob2)
195 {
196 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type))
198 return 0;
199
200 if (ob1->speed != ob2->speed)
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
206 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning.
215 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221
222
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) ||
233 (ob1->title != ob2->title) ||
234 (ob1->msg != ob2->msg) ||
235 (ob1->weight != ob2->weight) ||
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) ||
239 (ob1->magic != ob2->magic) ||
240 (ob1->slaying != ob2->slaying) ||
241 (ob1->skill != ob2->skill) ||
242 (ob1->value != ob2->value) ||
243 (ob1->animation_id != ob2->animation_id) ||
244 (ob1->client_type != ob2->client_type) ||
245 (ob1->materialname != ob2->materialname) ||
246 (ob1->lore != ob2->lore) ||
247 (ob1->subtype != ob2->subtype) ||
248 (ob1->move_type != ob2->move_type) ||
249 (ob1->move_block != ob2->move_block) ||
250 (ob1->move_allow != ob2->move_allow) ||
251 (ob1->move_on != ob2->move_on) ||
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
253 return 0;
254
255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory.
257 */
258 if (ob1->inv || ob2->inv)
259 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv))
266 return 0;
267
268 /* inventory ok - still need to check rest of this object to see
269 * if it is valid.
270 */
271 }
272
273 /* Don't merge objects that are applied. With the new 'body' code,
274 * it is possible for most any character to have more than one of
275 * some items equipped, and we don't want those to merge.
276 */
277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
278 return 0;
279
280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster
282 * check?
283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
285 return 0;
286
287 switch (ob1->type)
288 {
289 case SCROLL:
290 if (ob1->level != ob2->level)
291 return 0;
292 break;
293 }
294
295 if (ob1->key_values != NULL || ob2->key_values != NULL)
296 {
297 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
299 /* One has fields, but the other one doesn't. */
300 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 }
304
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self)
307 {
308 ob1->optimise ();
309 ob2->optimise ();
310
311 if (ob1->self || ob2->self)
312 return 0;
313 }
314
315 /* Everything passes, must be OK. */
316 return 1;
317 }
318
319 /*
320 * sum_weight() is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much
322 * containers are carrying, and sums it up.
323 */
324 long
325 sum_weight (object *op)
326 {
327 long sum;
328 object *inv;
329
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
332 if (inv->inv)
333 sum_weight (inv);
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 }
336
337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100;
339
340 if (op->carrying != sum)
341 op->carrying = sum;
342
343 return sum;
344 }
345
346 /**
347 * Return the outermost environment object for a given object.
348 */
349
350 object *
351 object_get_env_recursive (object *op)
352 {
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356 }
357
358 /*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364 object *
365 is_player_inv (object *op)
366 {
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371 }
372
373 /*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array.
377 */
378
379 void
380 dump_object2 (object *op)
381 {
382 errmsg[0] = 0;
383 return;
384 //TODO//D#d#
385 #if 0
386 char *cp;
387
388 /* object *tmp;*/
389
390 if (op->arch != NULL)
391 {
392 strcat (errmsg, "arch ");
393 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
394 strcat (errmsg, "\n");
395 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
396 strcat (errmsg, cp);
397 # if 0
398 /* Don't dump player diffs - they are too long, mostly meaningless, and
399 * will overflow the buffer.
400 * Changed so that we don't dump inventory either. This may
401 * also overflow the buffer.
402 */
403 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
404 strcat (errmsg, cp);
405 for (tmp = op->inv; tmp; tmp = tmp->below)
406 dump_object2 (tmp);
407 # endif
408 strcat (errmsg, "end\n");
409 }
410 else
411 {
412 strcat (errmsg, "Object ");
413 if (op->name == NULL)
414 strcat (errmsg, "(null)");
415 else
416 strcat (errmsg, op->name);
417 strcat (errmsg, "\n");
418 # if 0
419 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
420 strcat (errmsg, cp);
421 for (tmp = op->inv; tmp; tmp = tmp->below)
422 dump_object2 (tmp);
423 # endif
424 strcat (errmsg, "end\n");
425 }
426 #endif
427 }
428
429 /*
430 * Dumps an object. Returns output in the static global errmsg array.
431 */
432
433 void
434 dump_object (object *op)
435 {
436 if (op == NULL)
437 {
438 strcpy (errmsg, "[NULL pointer]");
439 return;
440 }
441 errmsg[0] = '\0';
442 dump_object2 (op);
443 }
444
445 void
446 dump_all_objects (void)
447 {
448 object *op;
449
450 for (op = object::first; op != NULL; op = op->next)
451 {
452 dump_object (op);
453 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
454 }
455 }
456
457 /*
458 * get_nearest_part(multi-object, object 2) returns the part of the
459 * multi-object 1 which is closest to the second object.
460 * If it's not a multi-object, it is returned.
461 */
462
463 object *
464 get_nearest_part (object *op, const object *pl)
465 {
466 object *tmp, *closest;
467 int last_dist, i;
468
469 if (op->more == NULL)
470 return op;
471 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
472 if ((i = distance (tmp, pl)) < last_dist)
473 closest = tmp, last_dist = i;
474 return closest;
475 }
476
477 /*
478 * Returns the object which has the count-variable equal to the argument.
479 */
480
481 object *
482 find_object (tag_t i)
483 {
484 object *op;
485
486 for (op = object::first; op != NULL; op = op->next)
487 if (op->count == i)
488 break;
489 return op;
490 }
491
492 /*
493 * Returns the first object which has a name equal to the argument.
494 * Used only by the patch command, but not all that useful.
495 * Enables features like "patch <name-of-other-player> food 999"
496 */
497
498 object *
499 find_object_name (const char *str)
500 {
501 shstr_cmp str_ (str);
502 object *op;
503
504 for (op = object::first; op != NULL; op = op->next)
505 if (op->name == str_)
506 break;
507
508 return op;
509 }
510
511 void
512 free_all_object_data ()
513 {
514 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
515 }
516
517 /*
518 * Sets the owner and sets the skill and exp pointers to owner's current
519 * skill and experience objects.
520 */
521 void
522 object::set_owner (object *owner)
523 {
524 if (!owner)
525 return;
526
527 /* next line added to allow objects which own objects */
528 /* Add a check for ownercounts in here, as I got into an endless loop
529 * with the fireball owning a poison cloud which then owned the
530 * fireball. I believe that was caused by one of the objects getting
531 * freed and then another object replacing it. Since the ownercounts
532 * didn't match, this check is valid and I believe that cause is valid.
533 */
534 while (owner->owner)
535 owner = owner->owner;
536
537 this->owner = owner;
538 }
539
540 /* Zero the key_values on op, decrementing the shared-string
541 * refcounts and freeing the links.
542 */
543 static void
544 free_key_values (object *op)
545 {
546 for (key_value *i = op->key_values; i != 0;)
547 {
548 key_value *next = i->next;
549 delete i;
550
551 i = next;
552 }
553
554 op->key_values = 0;
555 }
556
557 void object::clear ()
558 {
559 attachable_base::clear ();
560
561 free_key_values (this);
562
563 owner = 0;
564 name = 0;
565 name_pl = 0;
566 title = 0;
567 race = 0;
568 slaying = 0;
569 skill = 0;
570 msg = 0;
571 lore = 0;
572 custom_name = 0;
573 materialname = 0;
574 contr = 0;
575 below = 0;
576 above = 0;
577 inv = 0;
578 container = 0;
579 env = 0;
580 more = 0;
581 head = 0;
582 map = 0;
583 active_next = 0;
584 active_prev = 0;
585
586 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
587
588 SET_FLAG (this, FLAG_REMOVED);
589
590 /* What is not cleared is next, prev, and count */
591
592 expmul = 1.0;
593 face = blank_face;
594
595 if (settings.casting_time)
596 casting_time = -1;
597 }
598
599 void object::clone (object *destination)
600 {
601 *(object_copy *)destination = *this;
602 *(object_pod *)destination = *this;
603
604 if (self || cb)
605 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
606 }
607
608 /*
609 * copy object first frees everything allocated by the second object,
610 * and then copies the contends of the first object into the second
611 * object, allocating what needs to be allocated. Basically, any
612 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
613 * if the first object is freed, the pointers in the new object
614 * will point at garbage.
615 */
616 void
617 copy_object (object *op2, object *op)
618 {
619 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
620 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
621
622 op2->clone (op);
623
624 if (is_freed)
625 SET_FLAG (op, FLAG_FREED);
626 if (is_removed)
627 SET_FLAG (op, FLAG_REMOVED);
628
629 if (op2->speed < 0)
630 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
631
632 /* Copy over key_values, if any. */
633 if (op2->key_values)
634 {
635 key_value *tail = 0;
636 key_value *i;
637
638 op->key_values = 0;
639
640 for (i = op2->key_values; i; i = i->next)
641 {
642 key_value *new_link = new key_value;
643
644 new_link->next = 0;
645 new_link->key = i->key;
646 new_link->value = i->value;
647
648 /* Try and be clever here, too. */
649 if (!op->key_values)
650 {
651 op->key_values = new_link;
652 tail = new_link;
653 }
654 else
655 {
656 tail->next = new_link;
657 tail = new_link;
658 }
659 }
660 }
661
662 update_ob_speed (op);
663 }
664
665 /*
666 * If an object with the IS_TURNABLE() flag needs to be turned due
667 * to the closest player being on the other side, this function can
668 * be called to update the face variable, _and_ how it looks on the map.
669 */
670
671 void
672 update_turn_face (object *op)
673 {
674 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
675 return;
676 SET_ANIMATION (op, op->direction);
677 update_object (op, UP_OBJ_FACE);
678 }
679
680 /*
681 * Updates the speed of an object. If the speed changes from 0 to another
682 * value, or vice versa, then add/remove the object from the active list.
683 * This function needs to be called whenever the speed of an object changes.
684 */
685 void
686 update_ob_speed (object *op)
687 {
688 extern int arch_init;
689
690 /* No reason putting the archetypes objects on the speed list,
691 * since they never really need to be updated.
692 */
693
694 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
695 {
696 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
697 #ifdef MANY_CORES
698 abort ();
699 #else
700 op->speed = 0;
701 #endif
702 }
703
704 if (arch_init)
705 return;
706
707 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
708 {
709 /* If already on active list, don't do anything */
710 if (op->active_next || op->active_prev || op == active_objects)
711 return;
712
713 /* process_events() expects us to insert the object at the beginning
714 * of the list. */
715 op->active_next = active_objects;
716
717 if (op->active_next != NULL)
718 op->active_next->active_prev = op;
719
720 active_objects = op;
721 }
722 else
723 {
724 /* If not on the active list, nothing needs to be done */
725 if (!op->active_next && !op->active_prev && op != active_objects)
726 return;
727
728 if (op->active_prev == NULL)
729 {
730 active_objects = op->active_next;
731
732 if (op->active_next != NULL)
733 op->active_next->active_prev = NULL;
734 }
735 else
736 {
737 op->active_prev->active_next = op->active_next;
738
739 if (op->active_next)
740 op->active_next->active_prev = op->active_prev;
741 }
742
743 op->active_next = NULL;
744 op->active_prev = NULL;
745 }
746 }
747
748 /* This function removes object 'op' from the list of active
749 * objects.
750 * This should only be used for style maps or other such
751 * reference maps where you don't want an object that isn't
752 * in play chewing up cpu time getting processed.
753 * The reverse of this is to call update_ob_speed, which
754 * will do the right thing based on the speed of the object.
755 */
756 void
757 remove_from_active_list (object *op)
758 {
759 /* If not on the active list, nothing needs to be done */
760 if (!op->active_next && !op->active_prev && op != active_objects)
761 return;
762
763 if (op->active_prev == NULL)
764 {
765 active_objects = op->active_next;
766 if (op->active_next != NULL)
767 op->active_next->active_prev = NULL;
768 }
769 else
770 {
771 op->active_prev->active_next = op->active_next;
772 if (op->active_next)
773 op->active_next->active_prev = op->active_prev;
774 }
775 op->active_next = NULL;
776 op->active_prev = NULL;
777 }
778
779 /*
780 * update_object() updates the array which represents the map.
781 * It takes into account invisible objects (and represent squares covered
782 * by invisible objects by whatever is below them (unless it's another
783 * invisible object, etc...)
784 * If the object being updated is beneath a player, the look-window
785 * of that player is updated (this might be a suboptimal way of
786 * updating that window, though, since update_object() is called _often_)
787 *
788 * action is a hint of what the caller believes need to be done.
789 * For example, if the only thing that has changed is the face (due to
790 * an animation), we don't need to call update_position until that actually
791 * comes into view of a player. OTOH, many other things, like addition/removal
792 * of walls or living creatures may need us to update the flags now.
793 * current action are:
794 * UP_OBJ_INSERT: op was inserted
795 * UP_OBJ_REMOVE: op was removed
796 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
797 * as that is easier than trying to look at what may have changed.
798 * UP_OBJ_FACE: only the objects face has changed.
799 */
800
801 void
802 update_object (object *op, int action)
803 {
804 int update_now = 0, flags;
805 MoveType move_on, move_off, move_block, move_slow;
806
807 if (op == NULL)
808 {
809 /* this should never happen */
810 LOG (llevDebug, "update_object() called for NULL object.\n");
811 return;
812 }
813
814 if (op->env != NULL)
815 {
816 /* Animation is currently handled by client, so nothing
817 * to do in this case.
818 */
819 return;
820 }
821
822 /* If the map is saving, don't do anything as everything is
823 * going to get freed anyways.
824 */
825 if (!op->map || op->map->in_memory == MAP_SAVING)
826 return;
827
828 /* make sure the object is within map boundaries */
829 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
830 {
831 LOG (llevError, "update_object() called for object out of map!\n");
832 #ifdef MANY_CORES
833 abort ();
834 #endif
835 return;
836 }
837
838 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
839 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
840 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
841 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
842 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
843 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
844
845 if (action == UP_OBJ_INSERT)
846 {
847 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
848 update_now = 1;
849
850 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
851 update_now = 1;
852
853 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
854 update_now = 1;
855
856 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
857 update_now = 1;
858
859 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
860 update_now = 1;
861
862 if ((move_on | op->move_on) != move_on)
863 update_now = 1;
864
865 if ((move_off | op->move_off) != move_off)
866 update_now = 1;
867
868 /* This isn't perfect, but I don't expect a lot of objects to
869 * to have move_allow right now.
870 */
871 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
872 update_now = 1;
873
874 if ((move_slow | op->move_slow) != move_slow)
875 update_now = 1;
876 }
877 /* if the object is being removed, we can't make intelligent
878 * decisions, because remove_ob can't really pass the object
879 * that is being removed.
880 */
881 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
882 update_now = 1;
883 else if (action == UP_OBJ_FACE)
884 /* Nothing to do for that case */ ;
885 else
886 LOG (llevError, "update_object called with invalid action: %d\n", action);
887
888 if (update_now)
889 {
890 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
891 update_position (op->map, op->x, op->y);
892 }
893
894 if (op->more != NULL)
895 update_object (op->more, action);
896 }
897
898 object::vector object::mortals;
899 object::vector object::objects; // not yet used
900 object *object::first;
901
902 void object::free_mortals ()
903 {
904 for (AUTODECL (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 = object::first;
942
943 if (object::first)
944 object::first->prev = this;
945
946 object::first = this;
947 }
948
949 void object::unlink ()
950 {
951 //count = 0;//D
952 if (!prev && !next) return;//D
953
954 if (this == object::first)
955 object::first = 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 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1069
1070 op->carrying -= weight;
1071 op = op->env;
1072 }
1073 }
1074
1075 /* remove_ob(op):
1076 * This function removes the object op from the linked list of objects
1077 * which it is currently tied to. When this function is done, the
1078 * object will have no environment. If the object previously had an
1079 * environment, the x and y coordinates will be updated to
1080 * the previous environment.
1081 * Beware: This function is called from the editor as well!
1082 */
1083
1084 void
1085 remove_ob (object *op)
1086 {
1087 object *tmp, *last = 0;
1088 object *otmp;
1089
1090 tag_t tag;
1091 int check_walk_off;
1092 mapstruct *m;
1093
1094 sint16 x, y;
1095
1096 if (QUERY_FLAG (op, FLAG_REMOVED))
1097 return;
1098
1099 SET_FLAG (op, FLAG_REMOVED);
1100
1101 if (op->more != NULL)
1102 remove_ob (op->more);
1103
1104 /*
1105 * In this case, the object to be removed is in someones
1106 * inventory.
1107 */
1108 if (op->env != NULL)
1109 {
1110 if (op->nrof)
1111 sub_weight (op->env, op->weight * op->nrof);
1112 else
1113 sub_weight (op->env, op->weight + op->carrying);
1114
1115 /* NO_FIX_PLAYER is set when a great many changes are being
1116 * made to players inventory. If set, avoiding the call
1117 * to save cpu time.
1118 */
1119 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1120 fix_player (otmp);
1121
1122 if (op->above != NULL)
1123 op->above->below = op->below;
1124 else
1125 op->env->inv = op->below;
1126
1127 if (op->below != NULL)
1128 op->below->above = op->above;
1129
1130 /* we set up values so that it could be inserted into
1131 * the map, but we don't actually do that - it is up
1132 * to the caller to decide what we want to do.
1133 */
1134 op->x = op->env->x, op->y = op->env->y;
1135 op->map = op->env->map;
1136 op->above = NULL, op->below = NULL;
1137 op->env = NULL;
1138 }
1139 else if (op->map)
1140 {
1141 x = op->x;
1142 y = op->y;
1143 m = get_map_from_coord (op->map, &x, &y);
1144
1145 if (!m)
1146 {
1147 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1148 op->map->path, op->x, op->y);
1149 /* in old days, we used to set x and y to 0 and continue.
1150 * it seems if we get into this case, something is probablye
1151 * screwed up and should be fixed.
1152 */
1153 abort ();
1154 }
1155
1156 if (op->map != m)
1157 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1158 op->map->path, m->path, op->x, op->y, x, y);
1159
1160 /* Re did the following section of code - it looks like it had
1161 * lots of logic for things we no longer care about
1162 */
1163
1164 /* link the object above us */
1165 if (op->above)
1166 op->above->below = op->below;
1167 else
1168 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1169
1170 /* Relink the object below us, if there is one */
1171 if (op->below)
1172 op->below->above = op->above;
1173 else
1174 {
1175 /* Nothing below, which means we need to relink map object for this space
1176 * use translated coordinates in case some oddness with map tiling is
1177 * evident
1178 */
1179 if (GET_MAP_OB (m, x, y) != op)
1180 {
1181 dump_object (op);
1182 LOG (llevError,
1183 "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);
1184 dump_object (GET_MAP_OB (m, x, y));
1185 LOG (llevError, "%s\n", errmsg);
1186 }
1187
1188 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1189 }
1190
1191 op->above = 0;
1192 op->below = 0;
1193
1194 if (op->map->in_memory == MAP_SAVING)
1195 return;
1196
1197 tag = op->count;
1198 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1199
1200 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1201 {
1202 /* No point updating the players look faces if he is the object
1203 * being removed.
1204 */
1205
1206 if (tmp->type == PLAYER && tmp != op)
1207 {
1208 /* If a container that the player is currently using somehow gets
1209 * removed (most likely destroyed), update the player view
1210 * appropriately.
1211 */
1212 if (tmp->container == op)
1213 {
1214 CLEAR_FLAG (op, FLAG_APPLIED);
1215 tmp->container = NULL;
1216 }
1217
1218 tmp->contr->socket.update_look = 1;
1219 }
1220
1221 /* See if player moving off should effect something */
1222 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1223 {
1224 move_apply (tmp, op, NULL);
1225
1226 if (was_destroyed (op, tag))
1227 {
1228 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1229 }
1230 }
1231
1232 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1233
1234 if (tmp->above == tmp)
1235 tmp->above = NULL;
1236
1237 last = tmp;
1238 }
1239
1240 /* last == NULL of there are no objects on this space */
1241 if (last == NULL)
1242 {
1243 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1244 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1245 * those out anyways, and if there are any flags set right now, they won't
1246 * be correct anyways.
1247 */
1248 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1249 update_position (op->map, op->x, op->y);
1250 }
1251 else
1252 update_object (last, UP_OBJ_REMOVE);
1253
1254 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1255 update_all_los (op->map, op->x, op->y);
1256 }
1257 }
1258
1259 /*
1260 * merge_ob(op,top):
1261 *
1262 * This function goes through all objects below and including top, and
1263 * merges op to the first matching object.
1264 * If top is NULL, it is calculated.
1265 * Returns pointer to object if it succeded in the merge, otherwise NULL
1266 */
1267 object *
1268 merge_ob (object *op, object *top)
1269 {
1270 if (!op->nrof)
1271 return 0;
1272
1273 if (top == NULL)
1274 for (top = op; top != NULL && top->above != NULL; top = top->above);
1275
1276 for (; top != NULL; top = top->below)
1277 {
1278 if (top == op)
1279 continue;
1280 if (CAN_MERGE (op, top))
1281 {
1282 top->nrof += op->nrof;
1283
1284 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1285 op->weight = 0; /* Don't want any adjustements now */
1286 remove_ob (op);
1287 free_object (op);
1288 return top;
1289 }
1290 }
1291
1292 return 0;
1293 }
1294
1295 /*
1296 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1297 * job preparing multi-part monsters
1298 */
1299 object *
1300 insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1301 {
1302 object *tmp;
1303
1304 if (op->head)
1305 op = op->head;
1306
1307 for (tmp = op; tmp; tmp = tmp->more)
1308 {
1309 tmp->x = x + tmp->arch->clone.x;
1310 tmp->y = y + tmp->arch->clone.y;
1311 }
1312
1313 return insert_ob_in_map (op, m, originator, flag);
1314 }
1315
1316 /*
1317 * insert_ob_in_map (op, map, originator, flag):
1318 * This function inserts the object in the two-way linked list
1319 * which represents what is on a map.
1320 * The second argument specifies the map, and the x and y variables
1321 * in the object about to be inserted specifies the position.
1322 *
1323 * originator: Player, monster or other object that caused 'op' to be inserted
1324 * into 'map'. May be NULL.
1325 *
1326 * flag is a bitmask about special things to do (or not do) when this
1327 * function is called. see the object.h file for the INS_ values.
1328 * Passing 0 for flag gives proper default values, so flag really only needs
1329 * to be set if special handling is needed.
1330 *
1331 * Return value:
1332 * new object if 'op' was merged with other object
1333 * NULL if 'op' was destroyed
1334 * just 'op' otherwise
1335 */
1336
1337 object *
1338 insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1339 {
1340 object *tmp, *top, *floor = NULL;
1341 sint16 x, y;
1342
1343 if (QUERY_FLAG (op, FLAG_FREED))
1344 {
1345 LOG (llevError, "Trying to insert freed object!\n");
1346 return NULL;
1347 }
1348
1349 if (m == NULL)
1350 {
1351 dump_object (op);
1352 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1353 return op;
1354 }
1355
1356 if (out_of_map (m, op->x, op->y))
1357 {
1358 dump_object (op);
1359 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1360 #ifdef MANY_CORES
1361 /* Better to catch this here, as otherwise the next use of this object
1362 * is likely to cause a crash. Better to find out where it is getting
1363 * improperly inserted.
1364 */
1365 abort ();
1366 #endif
1367 return op;
1368 }
1369
1370 if (!QUERY_FLAG (op, FLAG_REMOVED))
1371 {
1372 dump_object (op);
1373 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1374 return op;
1375 }
1376
1377 if (op->more != NULL)
1378 {
1379 /* The part may be on a different map. */
1380
1381 object *more = op->more;
1382
1383 /* We really need the caller to normalize coordinates - if
1384 * we set the map, that doesn't work if the location is within
1385 * a map and this is straddling an edge. So only if coordinate
1386 * is clear wrong do we normalize it.
1387 */
1388 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1389 more->map = get_map_from_coord (m, &more->x, &more->y);
1390 else if (!more->map)
1391 {
1392 /* For backwards compatibility - when not dealing with tiled maps,
1393 * more->map should always point to the parent.
1394 */
1395 more->map = m;
1396 }
1397
1398 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1399 {
1400 if (!op->head)
1401 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1402
1403 return NULL;
1404 }
1405 }
1406
1407 CLEAR_FLAG (op, FLAG_REMOVED);
1408
1409 /* Ideally, the caller figures this out. However, it complicates a lot
1410 * of areas of callers (eg, anything that uses find_free_spot would now
1411 * need extra work
1412 */
1413 op->map = get_map_from_coord (m, &op->x, &op->y);
1414 x = op->x;
1415 y = op->y;
1416
1417 /* this has to be done after we translate the coordinates.
1418 */
1419 if (op->nrof && !(flag & INS_NO_MERGE))
1420 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1421 if (CAN_MERGE (op, tmp))
1422 {
1423 op->nrof += tmp->nrof;
1424 remove_ob (tmp);
1425 free_object (tmp);
1426 }
1427
1428 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1429 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1430
1431 if (!QUERY_FLAG (op, FLAG_ALIVE))
1432 CLEAR_FLAG (op, FLAG_NO_STEAL);
1433
1434 if (flag & INS_BELOW_ORIGINATOR)
1435 {
1436 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1437 {
1438 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1439 abort ();
1440 }
1441
1442 op->above = originator;
1443 op->below = originator->below;
1444
1445 if (op->below)
1446 op->below->above = op;
1447 else
1448 SET_MAP_OB (op->map, op->x, op->y, op);
1449
1450 /* since *below* originator, no need to update top */
1451 originator->below = op;
1452 }
1453 else
1454 {
1455 /* If there are other objects, then */
1456 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1457 {
1458 object *last = NULL;
1459
1460 /*
1461 * If there are multiple objects on this space, we do some trickier handling.
1462 * We've already dealt with merging if appropriate.
1463 * Generally, we want to put the new object on top. But if
1464 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1465 * floor, we want to insert above that and no further.
1466 * Also, if there are spell objects on this space, we stop processing
1467 * once we get to them. This reduces the need to traverse over all of
1468 * them when adding another one - this saves quite a bit of cpu time
1469 * when lots of spells are cast in one area. Currently, it is presumed
1470 * that flying non pickable objects are spell objects.
1471 */
1472
1473 while (top != NULL)
1474 {
1475 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1476 floor = top;
1477
1478 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1479 {
1480 /* We insert above top, so we want this object below this */
1481 top = top->below;
1482 break;
1483 }
1484
1485 last = top;
1486 top = top->above;
1487 }
1488
1489 /* Don't want top to be NULL, so set it to the last valid object */
1490 top = last;
1491
1492 /* We let update_position deal with figuring out what the space
1493 * looks like instead of lots of conditions here.
1494 * makes things faster, and effectively the same result.
1495 */
1496
1497 /* Have object 'fall below' other objects that block view.
1498 * Unless those objects are exits, type 66
1499 * If INS_ON_TOP is used, don't do this processing
1500 * Need to find the object that in fact blocks view, otherwise
1501 * stacking is a bit odd.
1502 */
1503 if (!(flag & INS_ON_TOP) &&
1504 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1505 {
1506 for (last = top; last != floor; last = last->below)
1507 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1508 break;
1509 /* Check to see if we found the object that blocks view,
1510 * and make sure we have a below pointer for it so that
1511 * we can get inserted below this one, which requires we
1512 * set top to the object below us.
1513 */
1514 if (last && last->below && last != floor)
1515 top = last->below;
1516 }
1517 } /* If objects on this space */
1518
1519 if (flag & INS_MAP_LOAD)
1520 top = GET_MAP_TOP (op->map, op->x, op->y);
1521
1522 if (flag & INS_ABOVE_FLOOR_ONLY)
1523 top = floor;
1524
1525 /* Top is the object that our object (op) is going to get inserted above.
1526 */
1527
1528 /* First object on this space */
1529 if (!top)
1530 {
1531 op->above = GET_MAP_OB (op->map, op->x, op->y);
1532
1533 if (op->above)
1534 op->above->below = op;
1535
1536 op->below = NULL;
1537 SET_MAP_OB (op->map, op->x, op->y, op);
1538 }
1539 else
1540 { /* get inserted into the stack above top */
1541 op->above = top->above;
1542
1543 if (op->above)
1544 op->above->below = op;
1545
1546 op->below = top;
1547 top->above = op;
1548 }
1549
1550 if (op->above == NULL)
1551 SET_MAP_TOP (op->map, op->x, op->y, op);
1552 } /* else not INS_BELOW_ORIGINATOR */
1553
1554 if (op->type == PLAYER)
1555 op->contr->do_los = 1;
1556
1557 /* If we have a floor, we know the player, if any, will be above
1558 * it, so save a few ticks and start from there.
1559 */
1560 if (!(flag & INS_MAP_LOAD))
1561 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1562 if (tmp->type == PLAYER)
1563 tmp->contr->socket.update_look = 1;
1564
1565 /* If this object glows, it may affect lighting conditions that are
1566 * visible to others on this map. But update_all_los is really
1567 * an inefficient way to do this, as it means los for all players
1568 * on the map will get recalculated. The players could very well
1569 * be far away from this change and not affected in any way -
1570 * this should get redone to only look for players within range,
1571 * or just updating the P_NEED_UPDATE for spaces within this area
1572 * of effect may be sufficient.
1573 */
1574 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1575 update_all_los (op->map, op->x, op->y);
1576
1577 /* updates flags (blocked, alive, no magic, etc) for this map space */
1578 update_object (op, UP_OBJ_INSERT);
1579
1580 /* Don't know if moving this to the end will break anything. However,
1581 * we want to have update_look set above before calling this.
1582 *
1583 * check_move_on() must be after this because code called from
1584 * check_move_on() depends on correct map flags (so functions like
1585 * blocked() and wall() work properly), and these flags are updated by
1586 * update_object().
1587 */
1588
1589 /* if this is not the head or flag has been passed, don't check walk on status */
1590 if (!(flag & INS_NO_WALK_ON) && !op->head)
1591 {
1592 if (check_move_on (op, originator))
1593 return NULL;
1594
1595 /* If we are a multi part object, lets work our way through the check
1596 * walk on's.
1597 */
1598 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1599 if (check_move_on (tmp, originator))
1600 return NULL;
1601 }
1602
1603 return op;
1604 }
1605
1606 /* this function inserts an object in the map, but if it
1607 * finds an object of its own type, it'll remove that one first.
1608 * op is the object to insert it under: supplies x and the map.
1609 */
1610 void
1611 replace_insert_ob_in_map (const char *arch_string, object *op)
1612 {
1613 object *
1614 tmp;
1615 object *
1616 tmp1;
1617
1618 /* first search for itself and remove any old instances */
1619
1620 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1621 {
1622 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1623 {
1624 remove_ob (tmp);
1625 free_object (tmp);
1626 }
1627 }
1628
1629 tmp1 = arch_to_object (archetype::find (arch_string));
1630
1631 tmp1->x = op->x;
1632 tmp1->y = op->y;
1633 insert_ob_in_map (tmp1, op->map, op, 0);
1634 }
1635
1636 /*
1637 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1638 * is returned contains nr objects, and the remaining parts contains
1639 * the rest (or is removed and freed if that number is 0).
1640 * On failure, NULL is returned, and the reason put into the
1641 * global static errmsg array.
1642 */
1643
1644 object *
1645 get_split_ob (object *orig_ob, uint32 nr)
1646 {
1647 object *
1648 newob;
1649 int
1650 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1651
1652 if (orig_ob->nrof < nr)
1653 {
1654 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1655 return NULL;
1656 }
1657
1658 newob = object_create_clone (orig_ob);
1659
1660 if ((orig_ob->nrof -= nr) < 1)
1661 {
1662 if (!is_removed)
1663 remove_ob (orig_ob);
1664 free_object2 (orig_ob, 1);
1665 }
1666 else if (!is_removed)
1667 {
1668 if (orig_ob->env != NULL)
1669 sub_weight (orig_ob->env, orig_ob->weight * nr);
1670 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1671 {
1672 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1673 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1674 return NULL;
1675 }
1676 }
1677
1678 newob->nrof = nr;
1679
1680 return newob;
1681 }
1682
1683 /*
1684 * decrease_ob_nr(object, number) decreases a specified number from
1685 * the amount of an object. If the amount reaches 0, the object
1686 * is subsequently removed and freed.
1687 *
1688 * Return value: 'op' if something is left, NULL if the amount reached 0
1689 */
1690
1691 object *
1692 decrease_ob_nr (object *op, uint32 i)
1693 {
1694 object *tmp;
1695 player *pl;
1696
1697 if (i == 0) /* objects with op->nrof require this check */
1698 return op;
1699
1700 if (i > op->nrof)
1701 i = op->nrof;
1702
1703 if (QUERY_FLAG (op, FLAG_REMOVED))
1704 op->nrof -= i;
1705 else if (op->env != NULL)
1706 {
1707 /* is this object in the players inventory, or sub container
1708 * therein?
1709 */
1710 tmp = is_player_inv (op->env);
1711 /* nope. Is this a container the player has opened?
1712 * If so, set tmp to that player.
1713 * IMO, searching through all the players will mostly
1714 * likely be quicker than following op->env to the map,
1715 * and then searching the map for a player.
1716 */
1717 if (!tmp)
1718 {
1719 for (pl = first_player; pl; pl = pl->next)
1720 if (pl->ob->container == op->env)
1721 break;
1722 if (pl)
1723 tmp = pl->ob;
1724 else
1725 tmp = NULL;
1726 }
1727
1728 if (i < op->nrof)
1729 {
1730 sub_weight (op->env, op->weight * i);
1731 op->nrof -= i;
1732 if (tmp)
1733 {
1734 esrv_send_item (tmp, op);
1735 }
1736 }
1737 else
1738 {
1739 remove_ob (op);
1740 op->nrof = 0;
1741 if (tmp)
1742 {
1743 esrv_del_item (tmp->contr, op->count);
1744 }
1745 }
1746 }
1747 else
1748 {
1749 object *above = op->above;
1750
1751 if (i < op->nrof)
1752 op->nrof -= i;
1753 else
1754 {
1755 remove_ob (op);
1756 op->nrof = 0;
1757 }
1758
1759 /* Since we just removed op, op->above is null */
1760 for (tmp = above; tmp != NULL; tmp = tmp->above)
1761 if (tmp->type == PLAYER)
1762 {
1763 if (op->nrof)
1764 esrv_send_item (tmp, op);
1765 else
1766 esrv_del_item (tmp->contr, op->count);
1767 }
1768 }
1769
1770 if (op->nrof)
1771 return op;
1772 else
1773 {
1774 free_object (op);
1775 return NULL;
1776 }
1777 }
1778
1779 /*
1780 * add_weight(object, weight) adds the specified weight to an object,
1781 * and also updates how much the environment(s) is/are carrying.
1782 */
1783
1784 void
1785 add_weight (object *op, signed long weight)
1786 {
1787 while (op != NULL)
1788 {
1789 if (op->type == CONTAINER)
1790 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1791
1792 op->carrying += weight;
1793 op = op->env;
1794 }
1795 }
1796
1797 /*
1798 * insert_ob_in_ob(op,environment):
1799 * This function inserts the object op in the linked list
1800 * inside the object environment.
1801 *
1802 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1803 * the inventory at the last position or next to other objects of the same
1804 * type.
1805 * Frank: Now sorted by type, archetype and magic!
1806 *
1807 * The function returns now pointer to inserted item, and return value can
1808 * be != op, if items are merged. -Tero
1809 */
1810
1811 object *
1812 insert_ob_in_ob (object *op, object *where)
1813 {
1814 object *
1815 tmp, *
1816 otmp;
1817
1818 if (!QUERY_FLAG (op, FLAG_REMOVED))
1819 {
1820 dump_object (op);
1821 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1822 return op;
1823 }
1824
1825 if (where == NULL)
1826 {
1827 dump_object (op);
1828 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1829 return op;
1830 }
1831
1832 if (where->head)
1833 {
1834 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1835 where = where->head;
1836 }
1837
1838 if (op->more)
1839 {
1840 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1841 return op;
1842 }
1843
1844 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1845 CLEAR_FLAG (op, FLAG_REMOVED);
1846 if (op->nrof)
1847 {
1848 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1849 if (CAN_MERGE (tmp, op))
1850 {
1851 /* return the original object and remove inserted object
1852 (client needs the original object) */
1853 tmp->nrof += op->nrof;
1854 /* Weight handling gets pretty funky. Since we are adding to
1855 * tmp->nrof, we need to increase the weight.
1856 */
1857 add_weight (where, op->weight * op->nrof);
1858 SET_FLAG (op, FLAG_REMOVED);
1859 free_object (op); /* free the inserted object */
1860 op = tmp;
1861 remove_ob (op); /* and fix old object's links */
1862 CLEAR_FLAG (op, FLAG_REMOVED);
1863 break;
1864 }
1865
1866 /* I assume combined objects have no inventory
1867 * We add the weight - this object could have just been removed
1868 * (if it was possible to merge). calling remove_ob will subtract
1869 * the weight, so we need to add it in again, since we actually do
1870 * the linking below
1871 */
1872 add_weight (where, op->weight * op->nrof);
1873 }
1874 else
1875 add_weight (where, (op->weight + op->carrying));
1876
1877 otmp = is_player_inv (where);
1878 if (otmp && otmp->contr != NULL)
1879 {
1880 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1881 fix_player (otmp);
1882 }
1883
1884 op->map = NULL;
1885 op->env = where;
1886 op->above = NULL;
1887 op->below = NULL;
1888 op->x = 0, op->y = 0;
1889
1890 /* reset the light list and los of the players on the map */
1891 if ((op->glow_radius != 0) && where->map)
1892 {
1893 #ifdef DEBUG_LIGHTS
1894 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1895 #endif /* DEBUG_LIGHTS */
1896 if (MAP_DARKNESS (where->map))
1897 update_all_los (where->map, where->x, where->y);
1898 }
1899
1900 /* Client has no idea of ordering so lets not bother ordering it here.
1901 * It sure simplifies this function...
1902 */
1903 if (where->inv == NULL)
1904 where->inv = op;
1905 else
1906 {
1907 op->below = where->inv;
1908 op->below->above = op;
1909 where->inv = op;
1910 }
1911 return op;
1912 }
1913
1914 /*
1915 * Checks if any objects has a move_type that matches objects
1916 * that effect this object on this space. Call apply() to process
1917 * these events.
1918 *
1919 * Any speed-modification due to SLOW_MOVE() of other present objects
1920 * will affect the speed_left of the object.
1921 *
1922 * originator: Player, monster or other object that caused 'op' to be inserted
1923 * into 'map'. May be NULL.
1924 *
1925 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1926 *
1927 * 4-21-95 added code to check if appropriate skill was readied - this will
1928 * permit faster movement by the player through this terrain. -b.t.
1929 *
1930 * MSW 2001-07-08: Check all objects on space, not just those below
1931 * object being inserted. insert_ob_in_map may not put new objects
1932 * on top.
1933 */
1934
1935 int
1936 check_move_on (object *op, object *originator)
1937 {
1938 object *
1939 tmp;
1940 tag_t
1941 tag;
1942 mapstruct *
1943 m = op->map;
1944 int
1945 x = op->x, y = op->y;
1946
1947 MoveType
1948 move_on,
1949 move_slow,
1950 move_block;
1951
1952 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1953 return 0;
1954
1955 tag = op->count;
1956
1957 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1958 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1959 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1960
1961 /* if nothing on this space will slow op down or be applied,
1962 * no need to do checking below. have to make sure move_type
1963 * is set, as lots of objects don't have it set - we treat that
1964 * as walking.
1965 */
1966 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1967 return 0;
1968
1969 /* This is basically inverse logic of that below - basically,
1970 * if the object can avoid the move on or slow move, they do so,
1971 * but can't do it if the alternate movement they are using is
1972 * blocked. Logic on this seems confusing, but does seem correct.
1973 */
1974 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1975 return 0;
1976
1977 /* The objects have to be checked from top to bottom.
1978 * Hence, we first go to the top:
1979 */
1980
1981 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1982 {
1983 /* Trim the search when we find the first other spell effect
1984 * this helps performance so that if a space has 50 spell objects,
1985 * we don't need to check all of them.
1986 */
1987 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1988 break;
1989 }
1990
1991 for (; tmp; tmp = tmp->below)
1992 {
1993 if (tmp == op)
1994 continue; /* Can't apply yourself */
1995
1996 /* Check to see if one of the movement types should be slowed down.
1997 * Second check makes sure that the movement types not being slowed
1998 * (~slow_move) is not blocked on this space - just because the
1999 * space doesn't slow down swimming (for example), if you can't actually
2000 * swim on that space, can't use it to avoid the penalty.
2001 */
2002 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2003 {
2004 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2005 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2006 {
2007
2008 float
2009 diff = tmp->move_slow_penalty * FABS (op->speed);
2010
2011 if (op->type == PLAYER)
2012 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2013 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2014 diff /= 4.0;
2015
2016 op->speed_left -= diff;
2017 }
2018 }
2019
2020 /* Basically same logic as above, except now for actual apply. */
2021 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2022 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2023 {
2024 move_apply (tmp, op, originator);
2025
2026 if (was_destroyed (op, tag))
2027 return 1;
2028
2029 /* what the person/creature stepped onto has moved the object
2030 * someplace new. Don't process any further - if we did,
2031 * have a feeling strange problems would result.
2032 */
2033 if (op->map != m || op->x != x || op->y != y)
2034 return 0;
2035 }
2036 }
2037
2038 return 0;
2039 }
2040
2041 /*
2042 * present_arch(arch, map, x, y) searches for any objects with
2043 * a matching archetype at the given map and coordinates.
2044 * The first matching object is returned, or NULL if none.
2045 */
2046
2047 object *
2048 present_arch (const archetype *at, mapstruct *m, int x, int y)
2049 {
2050 object *
2051 tmp;
2052
2053 if (m == NULL || out_of_map (m, x, y))
2054 {
2055 LOG (llevError, "Present_arch called outside map.\n");
2056 return NULL;
2057 }
2058 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2059 if (tmp->arch == at)
2060 return tmp;
2061 return NULL;
2062 }
2063
2064 /*
2065 * present(type, map, x, y) searches for any objects with
2066 * a matching type variable at the given map and coordinates.
2067 * The first matching object is returned, or NULL if none.
2068 */
2069
2070 object *
2071 present (unsigned char type, mapstruct *m, int x, int y)
2072 {
2073 object *
2074 tmp;
2075
2076 if (out_of_map (m, x, y))
2077 {
2078 LOG (llevError, "Present called outside map.\n");
2079 return NULL;
2080 }
2081 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2082 if (tmp->type == type)
2083 return tmp;
2084 return NULL;
2085 }
2086
2087 /*
2088 * present_in_ob(type, object) searches for any objects with
2089 * a matching type variable in the inventory of the given object.
2090 * The first matching object is returned, or NULL if none.
2091 */
2092
2093 object *
2094 present_in_ob (unsigned char type, const object *op)
2095 {
2096 object *
2097 tmp;
2098
2099 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2100 if (tmp->type == type)
2101 return tmp;
2102 return NULL;
2103 }
2104
2105 /*
2106 * present_in_ob (type, str, object) searches for any objects with
2107 * a matching type & name variable in the inventory of the given object.
2108 * The first matching object is returned, or NULL if none.
2109 * This is mostly used by spell effect code, so that we only
2110 * have one spell effect at a time.
2111 * type can be used to narrow the search - if type is set,
2112 * the type must also match. -1 can be passed for the type,
2113 * in which case the type does not need to pass.
2114 * str is the string to match against. Note that we match against
2115 * the object name, not the archetype name. this is so that the
2116 * spell code can use one object type (force), but change it's name
2117 * to be unique.
2118 */
2119
2120 object *
2121 present_in_ob_by_name (int type, const char *str, const object *op)
2122 {
2123 object *
2124 tmp;
2125
2126 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2127 {
2128 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2129 return tmp;
2130 }
2131 return NULL;
2132 }
2133
2134 /*
2135 * present_arch_in_ob(archetype, object) searches for any objects with
2136 * a matching archetype in the inventory of the given object.
2137 * The first matching object is returned, or NULL if none.
2138 */
2139
2140 object *
2141 present_arch_in_ob (const archetype *at, const object *op)
2142 {
2143 object *
2144 tmp;
2145
2146 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2147 if (tmp->arch == at)
2148 return tmp;
2149 return NULL;
2150 }
2151
2152 /*
2153 * activate recursively a flag on an object inventory
2154 */
2155 void
2156 flag_inv (object *op, int flag)
2157 {
2158 object *
2159 tmp;
2160
2161 if (op->inv)
2162 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2163 {
2164 SET_FLAG (tmp, flag);
2165 flag_inv (tmp, flag);
2166 }
2167 } /*
2168 * desactivate recursively a flag on an object inventory
2169 */
2170 void
2171 unflag_inv (object *op, int flag)
2172 {
2173 object *
2174 tmp;
2175
2176 if (op->inv)
2177 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2178 {
2179 CLEAR_FLAG (tmp, flag);
2180 unflag_inv (tmp, flag);
2181 }
2182 }
2183
2184 /*
2185 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2186 * all it's inventory (recursively).
2187 * If checksums are used, a player will get set_cheat called for
2188 * him/her-self and all object carried by a call to this function.
2189 */
2190
2191 void
2192 set_cheat (object *op)
2193 {
2194 SET_FLAG (op, FLAG_WAS_WIZ);
2195 flag_inv (op, FLAG_WAS_WIZ);
2196 }
2197
2198 /*
2199 * find_free_spot(object, map, x, y, start, stop) will search for
2200 * a spot at the given map and coordinates which will be able to contain
2201 * the given object. start and stop specifies how many squares
2202 * to search (see the freearr_x/y[] definition).
2203 * It returns a random choice among the alternatives found.
2204 * start and stop are where to start relative to the free_arr array (1,9
2205 * does all 4 immediate directions). This returns the index into the
2206 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2207 * Note - this only checks to see if there is space for the head of the
2208 * object - if it is a multispace object, this should be called for all
2209 * pieces.
2210 * Note2: This function does correctly handle tiled maps, but does not
2211 * inform the caller. However, insert_ob_in_map will update as
2212 * necessary, so the caller shouldn't need to do any special work.
2213 * Note - updated to take an object instead of archetype - this is necessary
2214 * because arch_blocked (now ob_blocked) needs to know the movement type
2215 * to know if the space in question will block the object. We can't use
2216 * the archetype because that isn't correct if the monster has been
2217 * customized, changed states, etc.
2218 */
2219
2220 int
2221 find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2222 {
2223 int
2224 i,
2225 index = 0, flag;
2226 static int
2227 altern[SIZEOFFREE];
2228
2229 for (i = start; i < stop; i++)
2230 {
2231 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2232 if (!flag)
2233 altern[index++] = i;
2234
2235 /* Basically, if we find a wall on a space, we cut down the search size.
2236 * In this way, we won't return spaces that are on another side of a wall.
2237 * This mostly work, but it cuts down the search size in all directions -
2238 * if the space being examined only has a wall to the north and empty
2239 * spaces in all the other directions, this will reduce the search space
2240 * to only the spaces immediately surrounding the target area, and
2241 * won't look 2 spaces south of the target space.
2242 */
2243 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2244 stop = maxfree[i];
2245 }
2246 if (!index)
2247 return -1;
2248 return altern[RANDOM () % index];
2249 }
2250
2251 /*
2252 * find_first_free_spot(archetype, mapstruct, x, y) works like
2253 * find_free_spot(), but it will search max number of squares.
2254 * But it will return the first available spot, not a random choice.
2255 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2256 */
2257
2258 int
2259 find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2260 {
2261 int
2262 i;
2263
2264 for (i = 0; i < SIZEOFFREE; i++)
2265 {
2266 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2267 return i;
2268 }
2269 return -1;
2270 }
2271
2272 /*
2273 * The function permute(arr, begin, end) randomly reorders the array
2274 * arr[begin..end-1].
2275 */
2276 static void
2277 permute (int *arr, int begin, int end)
2278 {
2279 int
2280 i,
2281 j,
2282 tmp,
2283 len;
2284
2285 len = end - begin;
2286 for (i = begin; i < end; i++)
2287 {
2288 j = begin + RANDOM () % len;
2289
2290 tmp = arr[i];
2291 arr[i] = arr[j];
2292 arr[j] = tmp;
2293 }
2294 }
2295
2296 /* new function to make monster searching more efficient, and effective!
2297 * This basically returns a randomized array (in the passed pointer) of
2298 * the spaces to find monsters. In this way, it won't always look for
2299 * monsters to the north first. However, the size of the array passed
2300 * covers all the spaces, so within that size, all the spaces within
2301 * the 3x3 area will be searched, just not in a predictable order.
2302 */
2303 void
2304 get_search_arr (int *search_arr)
2305 {
2306 int
2307 i;
2308
2309 for (i = 0; i < SIZEOFFREE; i++)
2310 {
2311 search_arr[i] = i;
2312 }
2313
2314 permute (search_arr, 1, SIZEOFFREE1 + 1);
2315 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2316 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2317 }
2318
2319 /*
2320 * find_dir(map, x, y, exclude) will search some close squares in the
2321 * given map at the given coordinates for live objects.
2322 * It will not considered the object given as exclude among possible
2323 * live objects.
2324 * It returns the direction toward the first/closest live object if finds
2325 * any, otherwise 0.
2326 * Perhaps incorrectly, but I'm making the assumption that exclude
2327 * is actually want is going to try and move there. We need this info
2328 * because we have to know what movement the thing looking to move
2329 * there is capable of.
2330 */
2331
2332 int
2333 find_dir (mapstruct *m, int x, int y, object *exclude)
2334 {
2335 int
2336 i,
2337 max = SIZEOFFREE, mflags;
2338
2339 sint16 nx, ny;
2340 object *
2341 tmp;
2342 mapstruct *
2343 mp;
2344
2345 MoveType blocked, move_type;
2346
2347 if (exclude && exclude->head)
2348 {
2349 exclude = exclude->head;
2350 move_type = exclude->move_type;
2351 }
2352 else
2353 {
2354 /* If we don't have anything, presume it can use all movement types. */
2355 move_type = MOVE_ALL;
2356 }
2357
2358 for (i = 1; i < max; i++)
2359 {
2360 mp = m;
2361 nx = x + freearr_x[i];
2362 ny = y + freearr_y[i];
2363
2364 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2365 if (mflags & P_OUT_OF_MAP)
2366 {
2367 max = maxfree[i];
2368 }
2369 else
2370 {
2371 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2372
2373 if ((move_type & blocked) == move_type)
2374 {
2375 max = maxfree[i];
2376 }
2377 else if (mflags & P_IS_ALIVE)
2378 {
2379 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2380 {
2381 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2382 {
2383 break;
2384 }
2385 }
2386 if (tmp)
2387 {
2388 return freedir[i];
2389 }
2390 }
2391 }
2392 }
2393 return 0;
2394 }
2395
2396 /*
2397 * distance(object 1, object 2) will return the square of the
2398 * distance between the two given objects.
2399 */
2400
2401 int
2402 distance (const object *ob1, const object *ob2)
2403 {
2404 int
2405 i;
2406
2407 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2408 return i;
2409 }
2410
2411 /*
2412 * find_dir_2(delta-x,delta-y) will return a direction in which
2413 * an object which has subtracted the x and y coordinates of another
2414 * object, needs to travel toward it.
2415 */
2416
2417 int
2418 find_dir_2 (int x, int y)
2419 {
2420 int
2421 q;
2422
2423 if (y)
2424 q = x * 100 / y;
2425 else if (x)
2426 q = -300 * x;
2427 else
2428 return 0;
2429
2430 if (y > 0)
2431 {
2432 if (q < -242)
2433 return 3;
2434 if (q < -41)
2435 return 2;
2436 if (q < 41)
2437 return 1;
2438 if (q < 242)
2439 return 8;
2440 return 7;
2441 }
2442
2443 if (q < -242)
2444 return 7;
2445 if (q < -41)
2446 return 6;
2447 if (q < 41)
2448 return 5;
2449 if (q < 242)
2450 return 4;
2451
2452 return 3;
2453 }
2454
2455 /*
2456 * absdir(int): Returns a number between 1 and 8, which represent
2457 * the "absolute" direction of a number (it actually takes care of
2458 * "overflow" in previous calculations of a direction).
2459 */
2460
2461 int
2462 absdir (int d)
2463 {
2464 while (d < 1)
2465 d += 8;
2466 while (d > 8)
2467 d -= 8;
2468 return d;
2469 }
2470
2471 /*
2472 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2473 * between two directions (which are expected to be absolute (see absdir())
2474 */
2475
2476 int
2477 dirdiff (int dir1, int dir2)
2478 {
2479 int
2480 d;
2481
2482 d = abs (dir1 - dir2);
2483 if (d > 4)
2484 d = 8 - d;
2485 return d;
2486 }
2487
2488 /* peterm:
2489 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2490 * Basically, this is a table of directions, and what directions
2491 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2492 * This basically means that if direction is 15, then it could either go
2493 * direction 4, 14, or 16 to get back to where we are.
2494 * Moved from spell_util.c to object.c with the other related direction
2495 * functions.
2496 */
2497
2498 int
2499 reduction_dir[SIZEOFFREE][3] = {
2500 {0, 0, 0}, /* 0 */
2501 {0, 0, 0}, /* 1 */
2502 {0, 0, 0}, /* 2 */
2503 {0, 0, 0}, /* 3 */
2504 {0, 0, 0}, /* 4 */
2505 {0, 0, 0}, /* 5 */
2506 {0, 0, 0}, /* 6 */
2507 {0, 0, 0}, /* 7 */
2508 {0, 0, 0}, /* 8 */
2509 {8, 1, 2}, /* 9 */
2510 {1, 2, -1}, /* 10 */
2511 {2, 10, 12}, /* 11 */
2512 {2, 3, -1}, /* 12 */
2513 {2, 3, 4}, /* 13 */
2514 {3, 4, -1}, /* 14 */
2515 {4, 14, 16}, /* 15 */
2516 {5, 4, -1}, /* 16 */
2517 {4, 5, 6}, /* 17 */
2518 {6, 5, -1}, /* 18 */
2519 {6, 20, 18}, /* 19 */
2520 {7, 6, -1}, /* 20 */
2521 {6, 7, 8}, /* 21 */
2522 {7, 8, -1}, /* 22 */
2523 {8, 22, 24}, /* 23 */
2524 {8, 1, -1}, /* 24 */
2525 {24, 9, 10}, /* 25 */
2526 {9, 10, -1}, /* 26 */
2527 {10, 11, -1}, /* 27 */
2528 {27, 11, 29}, /* 28 */
2529 {11, 12, -1}, /* 29 */
2530 {12, 13, -1}, /* 30 */
2531 {12, 13, 14}, /* 31 */
2532 {13, 14, -1}, /* 32 */
2533 {14, 15, -1}, /* 33 */
2534 {33, 15, 35}, /* 34 */
2535 {16, 15, -1}, /* 35 */
2536 {17, 16, -1}, /* 36 */
2537 {18, 17, 16}, /* 37 */
2538 {18, 17, -1}, /* 38 */
2539 {18, 19, -1}, /* 39 */
2540 {41, 19, 39}, /* 40 */
2541 {19, 20, -1}, /* 41 */
2542 {20, 21, -1}, /* 42 */
2543 {20, 21, 22}, /* 43 */
2544 {21, 22, -1}, /* 44 */
2545 {23, 22, -1}, /* 45 */
2546 {45, 47, 23}, /* 46 */
2547 {23, 24, -1}, /* 47 */
2548 {24, 9, -1}
2549 }; /* 48 */
2550
2551 /* Recursive routine to step back and see if we can
2552 * find a path to that monster that we found. If not,
2553 * we don't bother going toward it. Returns 1 if we
2554 * can see a direct way to get it
2555 * Modified to be map tile aware -.MSW
2556 */
2557
2558
2559 int
2560 can_see_monsterP (mapstruct *m, int x, int y, int dir)
2561 {
2562 sint16 dx, dy;
2563 int
2564 mflags;
2565
2566 if (dir < 0)
2567 return 0; /* exit condition: invalid direction */
2568
2569 dx = x + freearr_x[dir];
2570 dy = y + freearr_y[dir];
2571
2572 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2573
2574 /* This functional arguably was incorrect before - it was
2575 * checking for P_WALL - that was basically seeing if
2576 * we could move to the monster - this is being more
2577 * literal on if we can see it. To know if we can actually
2578 * move to the monster, we'd need the monster passed in or
2579 * at least its move type.
2580 */
2581 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2582 return 0;
2583
2584 /* yes, can see. */
2585 if (dir < 9)
2586 return 1;
2587 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2588 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2589 }
2590
2591
2592
2593 /*
2594 * can_pick(picker, item): finds out if an object is possible to be
2595 * picked up by the picker. Returnes 1 if it can be
2596 * picked up, otherwise 0.
2597 *
2598 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2599 * core dumps if they do.
2600 *
2601 * Add a check so we can't pick up invisible objects (0.93.8)
2602 */
2603
2604 int
2605 can_pick (const object *who, const object *item)
2606 {
2607 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2608 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2609 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2610 }
2611
2612
2613 /*
2614 * create clone from object to another
2615 */
2616 object *
2617 object_create_clone (object *asrc)
2618 {
2619 object *
2620 dst = NULL, *tmp, *src, *part, *prev, *item;
2621
2622 if (!asrc)
2623 return NULL;
2624 src = asrc;
2625 if (src->head)
2626 src = src->head;
2627
2628 prev = NULL;
2629 for (part = src; part; part = part->more)
2630 {
2631 tmp = get_object ();
2632 copy_object (part, tmp);
2633 tmp->x -= src->x;
2634 tmp->y -= src->y;
2635 if (!part->head)
2636 {
2637 dst = tmp;
2638 tmp->head = NULL;
2639 }
2640 else
2641 {
2642 tmp->head = dst;
2643 }
2644 tmp->more = NULL;
2645 if (prev)
2646 prev->more = tmp;
2647 prev = tmp;
2648 }
2649
2650 /*** copy inventory ***/
2651 for (item = src->inv; item; item = item->below)
2652 {
2653 (void) insert_ob_in_ob (object_create_clone (item), dst);
2654 }
2655
2656 return dst;
2657 }
2658
2659 /* return true if the object was destroyed, 0 otherwise */
2660 int
2661 was_destroyed (const object *op, tag_t old_tag)
2662 {
2663 /* checking for FLAG_FREED isn't necessary, but makes this function more
2664 * robust */
2665 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2666 }
2667
2668 /* GROS - Creates an object using a string representing its content. */
2669
2670 /* Basically, we save the content of the string to a temp file, then call */
2671
2672 /* load_object on it. I admit it is a highly inefficient way to make things, */
2673
2674 /* but it was simple to make and allows reusing the load_object function. */
2675
2676 /* Remember not to use load_object_str in a time-critical situation. */
2677
2678 /* Also remember that multiparts objects are not supported for now. */
2679
2680 object *
2681 load_object_str (const char *obstr)
2682 {
2683 object *
2684 op;
2685 char
2686 filename[MAX_BUF];
2687
2688 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2689
2690 FILE *
2691 tempfile = fopen (filename, "w");
2692
2693 if (tempfile == NULL)
2694 {
2695 LOG (llevError, "Error - Unable to access load object temp file\n");
2696 return NULL;
2697 }
2698
2699 fprintf (tempfile, obstr);
2700 fclose (tempfile);
2701
2702 op = get_object ();
2703
2704 object_thawer thawer (filename);
2705
2706 if (thawer)
2707 load_object (thawer, op, 0);
2708
2709 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2710 CLEAR_FLAG (op, FLAG_REMOVED);
2711
2712 return op;
2713 }
2714
2715 /* This returns the first object in who's inventory that
2716 * has the same type and subtype match.
2717 * returns NULL if no match.
2718 */
2719 object *
2720 find_obj_by_type_subtype (const object *who, int type, int subtype)
2721 {
2722 object *
2723 tmp;
2724
2725 for (tmp = who->inv; tmp; tmp = tmp->below)
2726 if (tmp->type == type && tmp->subtype == subtype)
2727 return tmp;
2728
2729 return NULL;
2730 }
2731
2732 /* If ob has a field named key, return the link from the list,
2733 * otherwise return NULL.
2734 *
2735 * key must be a passed in shared string - otherwise, this won't
2736 * do the desired thing.
2737 */
2738 key_value *
2739 get_ob_key_link (const object *ob, const char *key)
2740 {
2741 key_value *
2742 link;
2743
2744 for (link = ob->key_values; link != NULL; link = link->next)
2745 {
2746 if (link->key == key)
2747 {
2748 return link;
2749 }
2750 }
2751
2752 return NULL;
2753 }
2754
2755 /*
2756 * Returns the value of op has an extra_field for key, or NULL.
2757 *
2758 * The argument doesn't need to be a shared string.
2759 *
2760 * The returned string is shared.
2761 */
2762 const char *
2763 get_ob_key_value (const object *op, const char *const key)
2764 {
2765 key_value *link;
2766 shstr_cmp canonical_key (key);
2767
2768 if (!canonical_key)
2769 {
2770 /* 1. There being a field named key on any object
2771 * implies there'd be a shared string to find.
2772 * 2. Since there isn't, no object has this field.
2773 * 3. Therefore, *this* object doesn't have this field.
2774 */
2775 return 0;
2776 }
2777
2778 /* This is copied from get_ob_key_link() above -
2779 * only 4 lines, and saves the function call overhead.
2780 */
2781 for (link = op->key_values; link; link = link->next)
2782 if (link->key == canonical_key)
2783 return link->value;
2784
2785 return 0;
2786 }
2787
2788
2789 /*
2790 * Updates the canonical_key in op to value.
2791 *
2792 * canonical_key is a shared string (value doesn't have to be).
2793 *
2794 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2795 * keys.
2796 *
2797 * Returns TRUE on success.
2798 */
2799 int
2800 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2801 {
2802 key_value *
2803 field = NULL, *last = NULL;
2804
2805 for (field = op->key_values; field != NULL; field = field->next)
2806 {
2807 if (field->key != canonical_key)
2808 {
2809 last = field;
2810 continue;
2811 }
2812
2813 if (value)
2814 field->value = value;
2815 else
2816 {
2817 /* Basically, if the archetype has this key set,
2818 * we need to store the null value so when we save
2819 * it, we save the empty value so that when we load,
2820 * we get this value back again.
2821 */
2822 if (get_ob_key_link (&op->arch->clone, canonical_key))
2823 field->value = 0;
2824 else
2825 {
2826 if (last)
2827 last->next = field->next;
2828 else
2829 op->key_values = field->next;
2830
2831 delete field;
2832 }
2833 }
2834 return TRUE;
2835 }
2836 /* IF we get here, key doesn't exist */
2837
2838 /* No field, we'll have to add it. */
2839
2840 if (!add_key)
2841 {
2842 return FALSE;
2843 }
2844 /* There isn't any good reason to store a null
2845 * value in the key/value list. If the archetype has
2846 * this key, then we should also have it, so shouldn't
2847 * be here. If user wants to store empty strings,
2848 * should pass in ""
2849 */
2850 if (value == NULL)
2851 return TRUE;
2852
2853 field = new key_value;
2854
2855 field->key = canonical_key;
2856 field->value = value;
2857 /* Usual prepend-addition. */
2858 field->next = op->key_values;
2859 op->key_values = field;
2860
2861 return TRUE;
2862 }
2863
2864 /*
2865 * Updates the key in op to value.
2866 *
2867 * If add_key is FALSE, this will only update existing keys,
2868 * and not add new ones.
2869 * In general, should be little reason FALSE is ever passed in for add_key
2870 *
2871 * Returns TRUE on success.
2872 */
2873 int
2874 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2875 {
2876 shstr key_ (key);
2877
2878 return set_ob_key_value_s (op, key_, value, add_key);
2879 }
2880
2881 object::depth_iterator::depth_iterator (object *container)
2882 : iterator_base (container)
2883 {
2884 while (item->inv)
2885 item = item->inv;
2886 }
2887
2888 void
2889 object::depth_iterator::next ()
2890 {
2891 if (item->below)
2892 {
2893 item = item->below;
2894
2895 while (item->inv)
2896 item = item->inv;
2897 }
2898 else
2899 item = item->env;
2900 }
2901
2902 // return a suitable string describing an objetc in enough detail to find it
2903 const char *
2904 object::debug_desc (char *info) const
2905 {
2906 char info2[256 * 3];
2907 char *p = info;
2908
2909 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2910 count,
2911 &name,
2912 title ? " " : "",
2913 title ? (const char *)title : "");
2914
2915 if (env)
2916 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2917
2918 if (map)
2919 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2920
2921 return info;
2922 }
2923
2924 const char *
2925 object::debug_desc () const
2926 {
2927 static char info[256 * 3];
2928 return debug_desc (info);
2929 }
2930