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Revision: 1.50
Committed: Sat Sep 16 22:40:22 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.49: +5 -3 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 %s\n", 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
490 return op;
491 }
492
493 /*
494 * Returns the first object which has a name equal to the argument.
495 * Used only by the patch command, but not all that useful.
496 * Enables features like "patch <name-of-other-player> food 999"
497 */
498
499 object *
500 find_object_name (const char *str)
501 {
502 shstr_cmp str_ (str);
503 object *op;
504
505 for (op = object::first; op != NULL; op = op->next)
506 if (op->name == str_)
507 break;
508
509 return op;
510 }
511
512 void
513 free_all_object_data ()
514 {
515 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
516 }
517
518 /*
519 * Sets the owner and sets the skill and exp pointers to owner's current
520 * skill and experience objects.
521 */
522 void
523 object::set_owner (object *owner)
524 {
525 if (!owner)
526 return;
527
528 /* next line added to allow objects which own objects */
529 /* Add a check for ownercounts in here, as I got into an endless loop
530 * with the fireball owning a poison cloud which then owned the
531 * fireball. I believe that was caused by one of the objects getting
532 * freed and then another object replacing it. Since the ownercounts
533 * didn't match, this check is valid and I believe that cause is valid.
534 */
535 while (owner->owner)
536 owner = owner->owner;
537
538 this->owner = owner;
539 }
540
541 /* Zero the key_values on op, decrementing the shared-string
542 * refcounts and freeing the links.
543 */
544 static void
545 free_key_values (object *op)
546 {
547 for (key_value *i = op->key_values; i != 0;)
548 {
549 key_value *next = i->next;
550 delete i;
551
552 i = next;
553 }
554
555 op->key_values = 0;
556 }
557
558 void object::clear ()
559 {
560 attachable_base::clear ();
561
562 free_key_values (this);
563
564 owner = 0;
565 name = 0;
566 name_pl = 0;
567 title = 0;
568 race = 0;
569 slaying = 0;
570 skill = 0;
571 msg = 0;
572 lore = 0;
573 custom_name = 0;
574 materialname = 0;
575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
586
587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
588
589 SET_FLAG (this, FLAG_REMOVED);
590
591 /* What is not cleared is next, prev, and count */
592
593 expmul = 1.0;
594 face = blank_face;
595
596 if (settings.casting_time)
597 casting_time = -1;
598 }
599
600 void object::clone (object *destination)
601 {
602 *(object_copy *)destination = *this;
603 *(object_pod *)destination = *this;
604
605 if (self || cb)
606 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
607 }
608
609 /*
610 * copy object first frees everything allocated by the second object,
611 * and then copies the contends of the first object into the second
612 * object, allocating what needs to be allocated. Basically, any
613 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
614 * if the first object is freed, the pointers in the new object
615 * will point at garbage.
616 */
617 void
618 copy_object (object *op2, object *op)
619 {
620 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
622
623 op2->clone (op);
624
625 if (is_freed)
626 SET_FLAG (op, FLAG_FREED);
627 if (is_removed)
628 SET_FLAG (op, FLAG_REMOVED);
629
630 if (op2->speed < 0)
631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
632
633 /* Copy over key_values, if any. */
634 if (op2->key_values)
635 {
636 key_value *tail = 0;
637 key_value *i;
638
639 op->key_values = 0;
640
641 for (i = op2->key_values; i; i = i->next)
642 {
643 key_value *new_link = new key_value;
644
645 new_link->next = 0;
646 new_link->key = i->key;
647 new_link->value = i->value;
648
649 /* Try and be clever here, too. */
650 if (!op->key_values)
651 {
652 op->key_values = new_link;
653 tail = new_link;
654 }
655 else
656 {
657 tail->next = new_link;
658 tail = new_link;
659 }
660 }
661 }
662
663 update_ob_speed (op);
664 }
665
666 /*
667 * If an object with the IS_TURNABLE() flag needs to be turned due
668 * to the closest player being on the other side, this function can
669 * be called to update the face variable, _and_ how it looks on the map.
670 */
671
672 void
673 update_turn_face (object *op)
674 {
675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
676 return;
677 SET_ANIMATION (op, op->direction);
678 update_object (op, UP_OBJ_FACE);
679 }
680
681 /*
682 * Updates the speed of an object. If the speed changes from 0 to another
683 * value, or vice versa, then add/remove the object from the active list.
684 * This function needs to be called whenever the speed of an object changes.
685 */
686 void
687 update_ob_speed (object *op)
688 {
689 extern int arch_init;
690
691 /* No reason putting the archetypes objects on the speed list,
692 * since they never really need to be updated.
693 */
694
695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 {
697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
698 #ifdef MANY_CORES
699 abort ();
700 #else
701 op->speed = 0;
702 #endif
703 }
704
705 if (arch_init)
706 return;
707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 {
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
712 return;
713
714 /* process_events() expects us to insert the object at the beginning
715 * of the list. */
716 op->active_next = active_objects;
717
718 if (op->active_next != NULL)
719 op->active_next->active_prev = op;
720
721 active_objects = op;
722 }
723 else
724 {
725 /* If not on the active list, nothing needs to be done */
726 if (!op->active_next && !op->active_prev && op != active_objects)
727 return;
728
729 if (op->active_prev == NULL)
730 {
731 active_objects = op->active_next;
732
733 if (op->active_next != NULL)
734 op->active_next->active_prev = NULL;
735 }
736 else
737 {
738 op->active_prev->active_next = op->active_next;
739
740 if (op->active_next)
741 op->active_next->active_prev = op->active_prev;
742 }
743
744 op->active_next = NULL;
745 op->active_prev = NULL;
746 }
747 }
748
749 /* This function removes object 'op' from the list of active
750 * objects.
751 * This should only be used for style maps or other such
752 * reference maps where you don't want an object that isn't
753 * in play chewing up cpu time getting processed.
754 * The reverse of this is to call update_ob_speed, which
755 * will do the right thing based on the speed of the object.
756 */
757 void
758 remove_from_active_list (object *op)
759 {
760 /* If not on the active list, nothing needs to be done */
761 if (!op->active_next && !op->active_prev && op != active_objects)
762 return;
763
764 if (op->active_prev == NULL)
765 {
766 active_objects = op->active_next;
767 if (op->active_next != NULL)
768 op->active_next->active_prev = NULL;
769 }
770 else
771 {
772 op->active_prev->active_next = op->active_next;
773 if (op->active_next)
774 op->active_next->active_prev = op->active_prev;
775 }
776 op->active_next = NULL;
777 op->active_prev = NULL;
778 }
779
780 /*
781 * update_object() updates the array which represents the map.
782 * It takes into account invisible objects (and represent squares covered
783 * by invisible objects by whatever is below them (unless it's another
784 * invisible object, etc...)
785 * If the object being updated is beneath a player, the look-window
786 * of that player is updated (this might be a suboptimal way of
787 * updating that window, though, since update_object() is called _often_)
788 *
789 * action is a hint of what the caller believes need to be done.
790 * For example, if the only thing that has changed is the face (due to
791 * an animation), we don't need to call update_position until that actually
792 * comes into view of a player. OTOH, many other things, like addition/removal
793 * of walls or living creatures may need us to update the flags now.
794 * current action are:
795 * UP_OBJ_INSERT: op was inserted
796 * UP_OBJ_REMOVE: op was removed
797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
798 * as that is easier than trying to look at what may have changed.
799 * UP_OBJ_FACE: only the objects face has changed.
800 */
801
802 void
803 update_object (object *op, int action)
804 {
805 int update_now = 0, flags;
806 MoveType move_on, move_off, move_block, move_slow;
807
808 if (op == NULL)
809 {
810 /* this should never happen */
811 LOG (llevDebug, "update_object() called for NULL object.\n");
812 return;
813 }
814
815 if (op->env != NULL)
816 {
817 /* Animation is currently handled by client, so nothing
818 * to do in this case.
819 */
820 return;
821 }
822
823 /* If the map is saving, don't do anything as everything is
824 * going to get freed anyways.
825 */
826 if (!op->map || op->map->in_memory == MAP_SAVING)
827 return;
828
829 /* make sure the object is within map boundaries */
830 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
831 {
832 LOG (llevError, "update_object() called for object out of map!\n");
833 #ifdef MANY_CORES
834 abort ();
835 #endif
836 return;
837 }
838
839 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
840 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
841 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
842 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
843 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
845
846 if (action == UP_OBJ_INSERT)
847 {
848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
849 update_now = 1;
850
851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
852 update_now = 1;
853
854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
855 update_now = 1;
856
857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
858 update_now = 1;
859
860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861 update_now = 1;
862
863 if ((move_on | op->move_on) != move_on)
864 update_now = 1;
865
866 if ((move_off | op->move_off) != move_off)
867 update_now = 1;
868
869 /* This isn't perfect, but I don't expect a lot of objects to
870 * to have move_allow right now.
871 */
872 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
873 update_now = 1;
874
875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
877 }
878 /* if the object is being removed, we can't make intelligent
879 * decisions, because remove_ob can't really pass the object
880 * that is being removed.
881 */
882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
883 update_now = 1;
884 else if (action == UP_OBJ_FACE)
885 /* Nothing to do for that case */ ;
886 else
887 LOG (llevError, "update_object called with invalid action: %d\n", action);
888
889 if (update_now)
890 {
891 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
892 update_position (op->map, op->x, op->y);
893 }
894
895 if (op->more != NULL)
896 update_object (op->more, action);
897 }
898
899 object::vector object::mortals;
900 object::vector object::objects; // not yet used
901 object *object::first;
902
903 void object::free_mortals ()
904 {
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921 }
922
923 object::object ()
924 {
925 SET_FLAG (this, FLAG_REMOVED);
926
927 expmul = 1.0;
928 face = blank_face;
929 }
930
931 object::~object ()
932 {
933 free_key_values (this);
934 }
935
936 void object::link ()
937 {
938 count = ++ob_count;
939 uuid = gen_uuid ();
940
941 prev = 0;
942 next = object::first;
943
944 if (object::first)
945 object::first->prev = this;
946
947 object::first = this;
948 }
949
950 void object::unlink ()
951 {
952 if (this == object::first)
953 object::first = next;
954
955 /* Remove this object from the list of used objects */
956 if (prev) prev->next = next;
957 if (next) next->prev = prev;
958
959 prev = 0;
960 next = 0;
961 }
962
963 object *object::create ()
964 {
965 object *op = new object;
966 op->link ();
967 return op;
968 }
969
970 /*
971 * free_object() frees everything allocated by an object, removes
972 * it from the list of used objects, and puts it on the list of
973 * free objects. The IS_FREED() flag is set in the object.
974 * The object must have been removed by remove_ob() first for
975 * this function to succeed.
976 *
977 * If free_inventory is set, free inventory as well. Else drop items in
978 * inventory to the ground.
979 */
980 void object::free (bool free_inventory)
981 {
982 if (QUERY_FLAG (this, FLAG_FREED))
983 return;
984
985 if (QUERY_FLAG (this, FLAG_FRIENDLY))
986 remove_friendly_object (this);
987
988 if (!QUERY_FLAG (this, FLAG_REMOVED))
989 remove_ob (this);
990
991 SET_FLAG (this, FLAG_FREED);
992
993 if (more)
994 {
995 more->free (free_inventory);
996 more = 0;
997 }
998
999 if (inv)
1000 {
1001 /* Only if the space blocks everything do we not process -
1002 * if some form of movement is allowed, let objects
1003 * drop on that space.
1004 */
1005 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1006 {
1007 object *op = inv;
1008
1009 while (op)
1010 {
1011 object *tmp = op->below;
1012 op->free (free_inventory);
1013 op = tmp;
1014 }
1015 }
1016 else
1017 { /* Put objects in inventory onto this space */
1018 object *op = inv;
1019
1020 while (op)
1021 {
1022 object *tmp = op->below;
1023
1024 remove_ob (op);
1025
1026 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1027 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1028 free_object (op);
1029 else
1030 {
1031 op->x = x;
1032 op->y = y;
1033 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1034 }
1035
1036 op = tmp;
1037 }
1038 }
1039 }
1040
1041 // clear those pointers that likely might have circular references to us
1042 owner = 0;
1043 enemy = 0;
1044 attacked_by = 0;
1045
1046 /* Remove object from the active list */
1047 speed = 0;
1048 update_ob_speed (this);
1049
1050 unlink ();
1051
1052 mortals.push_back (this);
1053 }
1054
1055 /*
1056 * sub_weight() recursively (outwards) subtracts a number from the
1057 * weight of an object (and what is carried by it's environment(s)).
1058 */
1059
1060 void
1061 sub_weight (object *op, signed long weight)
1062 {
1063 while (op != NULL)
1064 {
1065 if (op->type == CONTAINER)
1066 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1067
1068 op->carrying -= weight;
1069 op = op->env;
1070 }
1071 }
1072
1073 /* remove_ob(op):
1074 * This function removes the object op from the linked list of objects
1075 * which it is currently tied to. When this function is done, the
1076 * object will have no environment. If the object previously had an
1077 * environment, the x and y coordinates will be updated to
1078 * the previous environment.
1079 * Beware: This function is called from the editor as well!
1080 */
1081
1082 void
1083 remove_ob (object *op)
1084 {
1085 object *tmp, *last = 0;
1086 object *otmp;
1087
1088 int check_walk_off;
1089 maptile *m;
1090
1091 sint16 x, y;
1092
1093 if (QUERY_FLAG (op, FLAG_REMOVED))
1094 return;
1095
1096 SET_FLAG (op, FLAG_REMOVED);
1097
1098 if (op->more != NULL)
1099 remove_ob (op->more);
1100
1101 /*
1102 * In this case, the object to be removed is in someones
1103 * inventory.
1104 */
1105 if (op->env != NULL)
1106 {
1107 if (op->nrof)
1108 sub_weight (op->env, op->weight * op->nrof);
1109 else
1110 sub_weight (op->env, op->weight + op->carrying);
1111
1112 /* NO_FIX_PLAYER is set when a great many changes are being
1113 * made to players inventory. If set, avoiding the call
1114 * to save cpu time.
1115 */
1116 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1117 fix_player (otmp);
1118
1119 if (op->above != NULL)
1120 op->above->below = op->below;
1121 else
1122 op->env->inv = op->below;
1123
1124 if (op->below != NULL)
1125 op->below->above = op->above;
1126
1127 /* we set up values so that it could be inserted into
1128 * the map, but we don't actually do that - it is up
1129 * to the caller to decide what we want to do.
1130 */
1131 op->x = op->env->x, op->y = op->env->y;
1132 op->map = op->env->map;
1133 op->above = NULL, op->below = NULL;
1134 op->env = NULL;
1135 }
1136 else if (op->map)
1137 {
1138 x = op->x;
1139 y = op->y;
1140 m = get_map_from_coord (op->map, &x, &y);
1141
1142 if (!m)
1143 {
1144 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1145 op->map->path, op->x, op->y);
1146 /* in old days, we used to set x and y to 0 and continue.
1147 * it seems if we get into this case, something is probablye
1148 * screwed up and should be fixed.
1149 */
1150 abort ();
1151 }
1152
1153 if (op->map != m)
1154 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1155 op->map->path, m->path, op->x, op->y, x, y);
1156
1157 /* Re did the following section of code - it looks like it had
1158 * lots of logic for things we no longer care about
1159 */
1160
1161 /* link the object above us */
1162 if (op->above)
1163 op->above->below = op->below;
1164 else
1165 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1166
1167 /* Relink the object below us, if there is one */
1168 if (op->below)
1169 op->below->above = op->above;
1170 else
1171 {
1172 /* Nothing below, which means we need to relink map object for this space
1173 * use translated coordinates in case some oddness with map tiling is
1174 * evident
1175 */
1176 if (GET_MAP_OB (m, x, y) != op)
1177 {
1178 dump_object (op);
1179 LOG (llevError,
1180 "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);
1181 dump_object (GET_MAP_OB (m, x, y));
1182 LOG (llevError, "%s\n", errmsg);
1183 }
1184
1185 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1186 }
1187
1188 op->above = 0;
1189 op->below = 0;
1190
1191 if (op->map->in_memory == MAP_SAVING)
1192 return;
1193
1194 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1195
1196 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1197 {
1198 /* No point updating the players look faces if he is the object
1199 * being removed.
1200 */
1201
1202 if (tmp->type == PLAYER && tmp != op)
1203 {
1204 /* If a container that the player is currently using somehow gets
1205 * removed (most likely destroyed), update the player view
1206 * appropriately.
1207 */
1208 if (tmp->container == op)
1209 {
1210 CLEAR_FLAG (op, FLAG_APPLIED);
1211 tmp->container = NULL;
1212 }
1213
1214 tmp->contr->socket.update_look = 1;
1215 }
1216
1217 /* See if player moving off should effect something */
1218 if (check_walk_off
1219 && ((op->move_type & tmp->move_off)
1220 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1221 {
1222 move_apply (tmp, op, NULL);
1223
1224 if (op->destroyed ())
1225 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1226 }
1227
1228 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1229
1230 if (tmp->above == tmp)
1231 tmp->above = NULL;
1232
1233 last = tmp;
1234 }
1235
1236 /* last == NULL of there are no objects on this space */
1237 if (last == NULL)
1238 {
1239 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1240 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1241 * those out anyways, and if there are any flags set right now, they won't
1242 * be correct anyways.
1243 */
1244 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1245 update_position (op->map, op->x, op->y);
1246 }
1247 else
1248 update_object (last, UP_OBJ_REMOVE);
1249
1250 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1251 update_all_los (op->map, op->x, op->y);
1252 }
1253 }
1254
1255 /*
1256 * merge_ob(op,top):
1257 *
1258 * This function goes through all objects below and including top, and
1259 * merges op to the first matching object.
1260 * If top is NULL, it is calculated.
1261 * Returns pointer to object if it succeded in the merge, otherwise NULL
1262 */
1263 object *
1264 merge_ob (object *op, object *top)
1265 {
1266 if (!op->nrof)
1267 return 0;
1268
1269 if (top == NULL)
1270 for (top = op; top != NULL && top->above != NULL; top = top->above);
1271
1272 for (; top != NULL; top = top->below)
1273 {
1274 if (top == op)
1275 continue;
1276 if (CAN_MERGE (op, top))
1277 {
1278 top->nrof += op->nrof;
1279
1280 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1281 op->weight = 0; /* Don't want any adjustements now */
1282 remove_ob (op);
1283 free_object (op);
1284 return top;
1285 }
1286 }
1287
1288 return 0;
1289 }
1290
1291 /*
1292 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1293 * job preparing multi-part monsters
1294 */
1295 object *
1296 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1297 {
1298 object *tmp;
1299
1300 if (op->head)
1301 op = op->head;
1302
1303 for (tmp = op; tmp; tmp = tmp->more)
1304 {
1305 tmp->x = x + tmp->arch->clone.x;
1306 tmp->y = y + tmp->arch->clone.y;
1307 }
1308
1309 return insert_ob_in_map (op, m, originator, flag);
1310 }
1311
1312 /*
1313 * insert_ob_in_map (op, map, originator, flag):
1314 * This function inserts the object in the two-way linked list
1315 * which represents what is on a map.
1316 * The second argument specifies the map, and the x and y variables
1317 * in the object about to be inserted specifies the position.
1318 *
1319 * originator: Player, monster or other object that caused 'op' to be inserted
1320 * into 'map'. May be NULL.
1321 *
1322 * flag is a bitmask about special things to do (or not do) when this
1323 * function is called. see the object.h file for the INS_ values.
1324 * Passing 0 for flag gives proper default values, so flag really only needs
1325 * to be set if special handling is needed.
1326 *
1327 * Return value:
1328 * new object if 'op' was merged with other object
1329 * NULL if 'op' was destroyed
1330 * just 'op' otherwise
1331 */
1332
1333 object *
1334 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1335 {
1336 object *tmp, *top, *floor = NULL;
1337 sint16 x, y;
1338
1339 if (QUERY_FLAG (op, FLAG_FREED))
1340 {
1341 LOG (llevError, "Trying to insert freed object!\n");
1342 return NULL;
1343 }
1344
1345 if (m == NULL)
1346 {
1347 dump_object (op);
1348 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1349 return op;
1350 }
1351
1352 if (out_of_map (m, op->x, op->y))
1353 {
1354 dump_object (op);
1355 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1356 #ifdef MANY_CORES
1357 /* Better to catch this here, as otherwise the next use of this object
1358 * is likely to cause a crash. Better to find out where it is getting
1359 * improperly inserted.
1360 */
1361 abort ();
1362 #endif
1363 return op;
1364 }
1365
1366 if (!QUERY_FLAG (op, FLAG_REMOVED))
1367 {
1368 dump_object (op);
1369 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1370 return op;
1371 }
1372
1373 if (op->more != NULL)
1374 {
1375 /* The part may be on a different map. */
1376
1377 object *more = op->more;
1378
1379 /* We really need the caller to normalize coordinates - if
1380 * we set the map, that doesn't work if the location is within
1381 * a map and this is straddling an edge. So only if coordinate
1382 * is clear wrong do we normalize it.
1383 */
1384 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1385 more->map = get_map_from_coord (m, &more->x, &more->y);
1386 else if (!more->map)
1387 {
1388 /* For backwards compatibility - when not dealing with tiled maps,
1389 * more->map should always point to the parent.
1390 */
1391 more->map = m;
1392 }
1393
1394 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1395 {
1396 if (!op->head)
1397 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1398
1399 return NULL;
1400 }
1401 }
1402
1403 CLEAR_FLAG (op, FLAG_REMOVED);
1404
1405 /* Ideally, the caller figures this out. However, it complicates a lot
1406 * of areas of callers (eg, anything that uses find_free_spot would now
1407 * need extra work
1408 */
1409 op->map = get_map_from_coord (m, &op->x, &op->y);
1410 x = op->x;
1411 y = op->y;
1412
1413 /* this has to be done after we translate the coordinates.
1414 */
1415 if (op->nrof && !(flag & INS_NO_MERGE))
1416 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1417 if (CAN_MERGE (op, tmp))
1418 {
1419 op->nrof += tmp->nrof;
1420 remove_ob (tmp);
1421 free_object (tmp);
1422 }
1423
1424 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1425 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1426
1427 if (!QUERY_FLAG (op, FLAG_ALIVE))
1428 CLEAR_FLAG (op, FLAG_NO_STEAL);
1429
1430 if (flag & INS_BELOW_ORIGINATOR)
1431 {
1432 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1433 {
1434 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1435 abort ();
1436 }
1437
1438 op->above = originator;
1439 op->below = originator->below;
1440
1441 if (op->below)
1442 op->below->above = op;
1443 else
1444 SET_MAP_OB (op->map, op->x, op->y, op);
1445
1446 /* since *below* originator, no need to update top */
1447 originator->below = op;
1448 }
1449 else
1450 {
1451 /* If there are other objects, then */
1452 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1453 {
1454 object *last = NULL;
1455
1456 /*
1457 * If there are multiple objects on this space, we do some trickier handling.
1458 * We've already dealt with merging if appropriate.
1459 * Generally, we want to put the new object on top. But if
1460 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1461 * floor, we want to insert above that and no further.
1462 * Also, if there are spell objects on this space, we stop processing
1463 * once we get to them. This reduces the need to traverse over all of
1464 * them when adding another one - this saves quite a bit of cpu time
1465 * when lots of spells are cast in one area. Currently, it is presumed
1466 * that flying non pickable objects are spell objects.
1467 */
1468
1469 while (top != NULL)
1470 {
1471 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1472 floor = top;
1473
1474 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1475 {
1476 /* We insert above top, so we want this object below this */
1477 top = top->below;
1478 break;
1479 }
1480
1481 last = top;
1482 top = top->above;
1483 }
1484
1485 /* Don't want top to be NULL, so set it to the last valid object */
1486 top = last;
1487
1488 /* We let update_position deal with figuring out what the space
1489 * looks like instead of lots of conditions here.
1490 * makes things faster, and effectively the same result.
1491 */
1492
1493 /* Have object 'fall below' other objects that block view.
1494 * Unless those objects are exits, type 66
1495 * If INS_ON_TOP is used, don't do this processing
1496 * Need to find the object that in fact blocks view, otherwise
1497 * stacking is a bit odd.
1498 */
1499 if (!(flag & INS_ON_TOP) &&
1500 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1501 {
1502 for (last = top; last != floor; last = last->below)
1503 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1504 break;
1505 /* Check to see if we found the object that blocks view,
1506 * and make sure we have a below pointer for it so that
1507 * we can get inserted below this one, which requires we
1508 * set top to the object below us.
1509 */
1510 if (last && last->below && last != floor)
1511 top = last->below;
1512 }
1513 } /* If objects on this space */
1514
1515 if (flag & INS_MAP_LOAD)
1516 top = GET_MAP_TOP (op->map, op->x, op->y);
1517
1518 if (flag & INS_ABOVE_FLOOR_ONLY)
1519 top = floor;
1520
1521 /* Top is the object that our object (op) is going to get inserted above.
1522 */
1523
1524 /* First object on this space */
1525 if (!top)
1526 {
1527 op->above = GET_MAP_OB (op->map, op->x, op->y);
1528
1529 if (op->above)
1530 op->above->below = op;
1531
1532 op->below = NULL;
1533 SET_MAP_OB (op->map, op->x, op->y, op);
1534 }
1535 else
1536 { /* get inserted into the stack above top */
1537 op->above = top->above;
1538
1539 if (op->above)
1540 op->above->below = op;
1541
1542 op->below = top;
1543 top->above = op;
1544 }
1545
1546 if (op->above == NULL)
1547 SET_MAP_TOP (op->map, op->x, op->y, op);
1548 } /* else not INS_BELOW_ORIGINATOR */
1549
1550 if (op->type == PLAYER)
1551 op->contr->do_los = 1;
1552
1553 /* If we have a floor, we know the player, if any, will be above
1554 * it, so save a few ticks and start from there.
1555 */
1556 if (!(flag & INS_MAP_LOAD))
1557 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1558 if (tmp->type == PLAYER)
1559 tmp->contr->socket.update_look = 1;
1560
1561 /* If this object glows, it may affect lighting conditions that are
1562 * visible to others on this map. But update_all_los is really
1563 * an inefficient way to do this, as it means los for all players
1564 * on the map will get recalculated. The players could very well
1565 * be far away from this change and not affected in any way -
1566 * this should get redone to only look for players within range,
1567 * or just updating the P_NEED_UPDATE for spaces within this area
1568 * of effect may be sufficient.
1569 */
1570 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1571 update_all_los (op->map, op->x, op->y);
1572
1573 /* updates flags (blocked, alive, no magic, etc) for this map space */
1574 update_object (op, UP_OBJ_INSERT);
1575
1576 /* Don't know if moving this to the end will break anything. However,
1577 * we want to have update_look set above before calling this.
1578 *
1579 * check_move_on() must be after this because code called from
1580 * check_move_on() depends on correct map flags (so functions like
1581 * blocked() and wall() work properly), and these flags are updated by
1582 * update_object().
1583 */
1584
1585 /* if this is not the head or flag has been passed, don't check walk on status */
1586 if (!(flag & INS_NO_WALK_ON) && !op->head)
1587 {
1588 if (check_move_on (op, originator))
1589 return NULL;
1590
1591 /* If we are a multi part object, lets work our way through the check
1592 * walk on's.
1593 */
1594 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1595 if (check_move_on (tmp, originator))
1596 return NULL;
1597 }
1598
1599 return op;
1600 }
1601
1602 /* this function inserts an object in the map, but if it
1603 * finds an object of its own type, it'll remove that one first.
1604 * op is the object to insert it under: supplies x and the map.
1605 */
1606 void
1607 replace_insert_ob_in_map (const char *arch_string, object *op)
1608 {
1609 object *
1610 tmp;
1611 object *
1612 tmp1;
1613
1614 /* first search for itself and remove any old instances */
1615
1616 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1617 {
1618 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1619 {
1620 remove_ob (tmp);
1621 free_object (tmp);
1622 }
1623 }
1624
1625 tmp1 = arch_to_object (archetype::find (arch_string));
1626
1627 tmp1->x = op->x;
1628 tmp1->y = op->y;
1629 insert_ob_in_map (tmp1, op->map, op, 0);
1630 }
1631
1632 /*
1633 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1634 * is returned contains nr objects, and the remaining parts contains
1635 * the rest (or is removed and freed if that number is 0).
1636 * On failure, NULL is returned, and the reason put into the
1637 * global static errmsg array.
1638 */
1639
1640 object *
1641 get_split_ob (object *orig_ob, uint32 nr)
1642 {
1643 object *
1644 newob;
1645 int
1646 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1647
1648 if (orig_ob->nrof < nr)
1649 {
1650 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1651 return NULL;
1652 }
1653
1654 newob = object_create_clone (orig_ob);
1655
1656 if ((orig_ob->nrof -= nr) < 1)
1657 {
1658 if (!is_removed)
1659 remove_ob (orig_ob);
1660 free_object2 (orig_ob, 1);
1661 }
1662 else if (!is_removed)
1663 {
1664 if (orig_ob->env != NULL)
1665 sub_weight (orig_ob->env, orig_ob->weight * nr);
1666 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1667 {
1668 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1669 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1670 return NULL;
1671 }
1672 }
1673
1674 newob->nrof = nr;
1675
1676 return newob;
1677 }
1678
1679 /*
1680 * decrease_ob_nr(object, number) decreases a specified number from
1681 * the amount of an object. If the amount reaches 0, the object
1682 * is subsequently removed and freed.
1683 *
1684 * Return value: 'op' if something is left, NULL if the amount reached 0
1685 */
1686
1687 object *
1688 decrease_ob_nr (object *op, uint32 i)
1689 {
1690 object *tmp;
1691 player *pl;
1692
1693 if (i == 0) /* objects with op->nrof require this check */
1694 return op;
1695
1696 if (i > op->nrof)
1697 i = op->nrof;
1698
1699 if (QUERY_FLAG (op, FLAG_REMOVED))
1700 op->nrof -= i;
1701 else if (op->env != NULL)
1702 {
1703 /* is this object in the players inventory, or sub container
1704 * therein?
1705 */
1706 tmp = is_player_inv (op->env);
1707 /* nope. Is this a container the player has opened?
1708 * If so, set tmp to that player.
1709 * IMO, searching through all the players will mostly
1710 * likely be quicker than following op->env to the map,
1711 * and then searching the map for a player.
1712 */
1713 if (!tmp)
1714 {
1715 for (pl = first_player; pl; pl = pl->next)
1716 if (pl->ob->container == op->env)
1717 break;
1718 if (pl)
1719 tmp = pl->ob;
1720 else
1721 tmp = NULL;
1722 }
1723
1724 if (i < op->nrof)
1725 {
1726 sub_weight (op->env, op->weight * i);
1727 op->nrof -= i;
1728 if (tmp)
1729 {
1730 esrv_send_item (tmp, op);
1731 }
1732 }
1733 else
1734 {
1735 remove_ob (op);
1736 op->nrof = 0;
1737 if (tmp)
1738 {
1739 esrv_del_item (tmp->contr, op->count);
1740 }
1741 }
1742 }
1743 else
1744 {
1745 object *above = op->above;
1746
1747 if (i < op->nrof)
1748 op->nrof -= i;
1749 else
1750 {
1751 remove_ob (op);
1752 op->nrof = 0;
1753 }
1754
1755 /* Since we just removed op, op->above is null */
1756 for (tmp = above; tmp != NULL; tmp = tmp->above)
1757 if (tmp->type == PLAYER)
1758 {
1759 if (op->nrof)
1760 esrv_send_item (tmp, op);
1761 else
1762 esrv_del_item (tmp->contr, op->count);
1763 }
1764 }
1765
1766 if (op->nrof)
1767 return op;
1768 else
1769 {
1770 free_object (op);
1771 return NULL;
1772 }
1773 }
1774
1775 /*
1776 * add_weight(object, weight) adds the specified weight to an object,
1777 * and also updates how much the environment(s) is/are carrying.
1778 */
1779
1780 void
1781 add_weight (object *op, signed long weight)
1782 {
1783 while (op != NULL)
1784 {
1785 if (op->type == CONTAINER)
1786 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1787
1788 op->carrying += weight;
1789 op = op->env;
1790 }
1791 }
1792
1793 /*
1794 * insert_ob_in_ob(op,environment):
1795 * This function inserts the object op in the linked list
1796 * inside the object environment.
1797 *
1798 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1799 * the inventory at the last position or next to other objects of the same
1800 * type.
1801 * Frank: Now sorted by type, archetype and magic!
1802 *
1803 * The function returns now pointer to inserted item, and return value can
1804 * be != op, if items are merged. -Tero
1805 */
1806
1807 object *
1808 insert_ob_in_ob (object *op, object *where)
1809 {
1810 object *
1811 tmp, *
1812 otmp;
1813
1814 if (!QUERY_FLAG (op, FLAG_REMOVED))
1815 {
1816 dump_object (op);
1817 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1818 return op;
1819 }
1820
1821 if (where == NULL)
1822 {
1823 dump_object (op);
1824 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1825 return op;
1826 }
1827
1828 if (where->head)
1829 {
1830 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1831 where = where->head;
1832 }
1833
1834 if (op->more)
1835 {
1836 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1837 return op;
1838 }
1839
1840 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1841 CLEAR_FLAG (op, FLAG_REMOVED);
1842 if (op->nrof)
1843 {
1844 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1845 if (CAN_MERGE (tmp, op))
1846 {
1847 /* return the original object and remove inserted object
1848 (client needs the original object) */
1849 tmp->nrof += op->nrof;
1850 /* Weight handling gets pretty funky. Since we are adding to
1851 * tmp->nrof, we need to increase the weight.
1852 */
1853 add_weight (where, op->weight * op->nrof);
1854 SET_FLAG (op, FLAG_REMOVED);
1855 free_object (op); /* free the inserted object */
1856 op = tmp;
1857 remove_ob (op); /* and fix old object's links */
1858 CLEAR_FLAG (op, FLAG_REMOVED);
1859 break;
1860 }
1861
1862 /* I assume combined objects have no inventory
1863 * We add the weight - this object could have just been removed
1864 * (if it was possible to merge). calling remove_ob will subtract
1865 * the weight, so we need to add it in again, since we actually do
1866 * the linking below
1867 */
1868 add_weight (where, op->weight * op->nrof);
1869 }
1870 else
1871 add_weight (where, (op->weight + op->carrying));
1872
1873 otmp = is_player_inv (where);
1874 if (otmp && otmp->contr != NULL)
1875 {
1876 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1877 fix_player (otmp);
1878 }
1879
1880 op->map = NULL;
1881 op->env = where;
1882 op->above = NULL;
1883 op->below = NULL;
1884 op->x = 0, op->y = 0;
1885
1886 /* reset the light list and los of the players on the map */
1887 if ((op->glow_radius != 0) && where->map)
1888 {
1889 #ifdef DEBUG_LIGHTS
1890 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1891 #endif /* DEBUG_LIGHTS */
1892 if (MAP_DARKNESS (where->map))
1893 update_all_los (where->map, where->x, where->y);
1894 }
1895
1896 /* Client has no idea of ordering so lets not bother ordering it here.
1897 * It sure simplifies this function...
1898 */
1899 if (where->inv == NULL)
1900 where->inv = op;
1901 else
1902 {
1903 op->below = where->inv;
1904 op->below->above = op;
1905 where->inv = op;
1906 }
1907 return op;
1908 }
1909
1910 /*
1911 * Checks if any objects has a move_type that matches objects
1912 * that effect this object on this space. Call apply() to process
1913 * these events.
1914 *
1915 * Any speed-modification due to SLOW_MOVE() of other present objects
1916 * will affect the speed_left of the object.
1917 *
1918 * originator: Player, monster or other object that caused 'op' to be inserted
1919 * into 'map'. May be NULL.
1920 *
1921 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1922 *
1923 * 4-21-95 added code to check if appropriate skill was readied - this will
1924 * permit faster movement by the player through this terrain. -b.t.
1925 *
1926 * MSW 2001-07-08: Check all objects on space, not just those below
1927 * object being inserted. insert_ob_in_map may not put new objects
1928 * on top.
1929 */
1930
1931 int
1932 check_move_on (object *op, object *originator)
1933 {
1934 object *tmp;
1935 maptile *m = op->map;
1936 int x = op->x, y = op->y;
1937
1938 MoveType move_on, move_slow, move_block;
1939
1940 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1941 return 0;
1942
1943 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1944 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1945 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1946
1947 /* if nothing on this space will slow op down or be applied,
1948 * no need to do checking below. have to make sure move_type
1949 * is set, as lots of objects don't have it set - we treat that
1950 * as walking.
1951 */
1952 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1953 return 0;
1954
1955 /* This is basically inverse logic of that below - basically,
1956 * if the object can avoid the move on or slow move, they do so,
1957 * but can't do it if the alternate movement they are using is
1958 * blocked. Logic on this seems confusing, but does seem correct.
1959 */
1960 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1961 return 0;
1962
1963 /* The objects have to be checked from top to bottom.
1964 * Hence, we first go to the top:
1965 */
1966
1967 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1968 {
1969 /* Trim the search when we find the first other spell effect
1970 * this helps performance so that if a space has 50 spell objects,
1971 * we don't need to check all of them.
1972 */
1973 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1974 break;
1975 }
1976
1977 for (; tmp; tmp = tmp->below)
1978 {
1979 if (tmp == op)
1980 continue; /* Can't apply yourself */
1981
1982 /* Check to see if one of the movement types should be slowed down.
1983 * Second check makes sure that the movement types not being slowed
1984 * (~slow_move) is not blocked on this space - just because the
1985 * space doesn't slow down swimming (for example), if you can't actually
1986 * swim on that space, can't use it to avoid the penalty.
1987 */
1988 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1989 {
1990 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1991 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1992 {
1993
1994 float
1995 diff = tmp->move_slow_penalty * FABS (op->speed);
1996
1997 if (op->type == PLAYER)
1998 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1999 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2000 diff /= 4.0;
2001
2002 op->speed_left -= diff;
2003 }
2004 }
2005
2006 /* Basically same logic as above, except now for actual apply. */
2007 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2008 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2009 {
2010 move_apply (tmp, op, originator);
2011
2012 if (op->destroyed ())
2013 return 1;
2014
2015 /* what the person/creature stepped onto has moved the object
2016 * someplace new. Don't process any further - if we did,
2017 * have a feeling strange problems would result.
2018 */
2019 if (op->map != m || op->x != x || op->y != y)
2020 return 0;
2021 }
2022 }
2023
2024 return 0;
2025 }
2026
2027 /*
2028 * present_arch(arch, map, x, y) searches for any objects with
2029 * a matching archetype at the given map and coordinates.
2030 * The first matching object is returned, or NULL if none.
2031 */
2032
2033 object *
2034 present_arch (const archetype *at, maptile *m, int x, int y)
2035 {
2036 object *
2037 tmp;
2038
2039 if (m == NULL || out_of_map (m, x, y))
2040 {
2041 LOG (llevError, "Present_arch called outside map.\n");
2042 return NULL;
2043 }
2044 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2045 if (tmp->arch == at)
2046 return tmp;
2047 return NULL;
2048 }
2049
2050 /*
2051 * present(type, map, x, y) searches for any objects with
2052 * a matching type variable at the given map and coordinates.
2053 * The first matching object is returned, or NULL if none.
2054 */
2055
2056 object *
2057 present (unsigned char type, maptile *m, int x, int y)
2058 {
2059 object *
2060 tmp;
2061
2062 if (out_of_map (m, x, y))
2063 {
2064 LOG (llevError, "Present 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->type == type)
2069 return tmp;
2070 return NULL;
2071 }
2072
2073 /*
2074 * present_in_ob(type, object) searches for any objects with
2075 * a matching type variable in the inventory of the given object.
2076 * The first matching object is returned, or NULL if none.
2077 */
2078
2079 object *
2080 present_in_ob (unsigned char type, const object *op)
2081 {
2082 object *
2083 tmp;
2084
2085 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2086 if (tmp->type == type)
2087 return tmp;
2088 return NULL;
2089 }
2090
2091 /*
2092 * present_in_ob (type, str, object) searches for any objects with
2093 * a matching type & name variable in the inventory of the given object.
2094 * The first matching object is returned, or NULL if none.
2095 * This is mostly used by spell effect code, so that we only
2096 * have one spell effect at a time.
2097 * type can be used to narrow the search - if type is set,
2098 * the type must also match. -1 can be passed for the type,
2099 * in which case the type does not need to pass.
2100 * str is the string to match against. Note that we match against
2101 * the object name, not the archetype name. this is so that the
2102 * spell code can use one object type (force), but change it's name
2103 * to be unique.
2104 */
2105
2106 object *
2107 present_in_ob_by_name (int type, const char *str, const object *op)
2108 {
2109 object *
2110 tmp;
2111
2112 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2113 {
2114 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2115 return tmp;
2116 }
2117 return NULL;
2118 }
2119
2120 /*
2121 * present_arch_in_ob(archetype, object) searches for any objects with
2122 * a matching archetype in the inventory of the given object.
2123 * The first matching object is returned, or NULL if none.
2124 */
2125
2126 object *
2127 present_arch_in_ob (const archetype *at, const object *op)
2128 {
2129 object *
2130 tmp;
2131
2132 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2133 if (tmp->arch == at)
2134 return tmp;
2135 return NULL;
2136 }
2137
2138 /*
2139 * activate recursively a flag on an object inventory
2140 */
2141 void
2142 flag_inv (object *op, int flag)
2143 {
2144 object *
2145 tmp;
2146
2147 if (op->inv)
2148 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2149 {
2150 SET_FLAG (tmp, flag);
2151 flag_inv (tmp, flag);
2152 }
2153 } /*
2154 * desactivate recursively a flag on an object inventory
2155 */
2156 void
2157 unflag_inv (object *op, int flag)
2158 {
2159 object *
2160 tmp;
2161
2162 if (op->inv)
2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 {
2165 CLEAR_FLAG (tmp, flag);
2166 unflag_inv (tmp, flag);
2167 }
2168 }
2169
2170 /*
2171 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2172 * all it's inventory (recursively).
2173 * If checksums are used, a player will get set_cheat called for
2174 * him/her-self and all object carried by a call to this function.
2175 */
2176
2177 void
2178 set_cheat (object *op)
2179 {
2180 SET_FLAG (op, FLAG_WAS_WIZ);
2181 flag_inv (op, FLAG_WAS_WIZ);
2182 }
2183
2184 /*
2185 * find_free_spot(object, map, x, y, start, stop) will search for
2186 * a spot at the given map and coordinates which will be able to contain
2187 * the given object. start and stop specifies how many squares
2188 * to search (see the freearr_x/y[] definition).
2189 * It returns a random choice among the alternatives found.
2190 * start and stop are where to start relative to the free_arr array (1,9
2191 * does all 4 immediate directions). This returns the index into the
2192 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2193 * Note - this only checks to see if there is space for the head of the
2194 * object - if it is a multispace object, this should be called for all
2195 * pieces.
2196 * Note2: This function does correctly handle tiled maps, but does not
2197 * inform the caller. However, insert_ob_in_map will update as
2198 * necessary, so the caller shouldn't need to do any special work.
2199 * Note - updated to take an object instead of archetype - this is necessary
2200 * because arch_blocked (now ob_blocked) needs to know the movement type
2201 * to know if the space in question will block the object. We can't use
2202 * the archetype because that isn't correct if the monster has been
2203 * customized, changed states, etc.
2204 */
2205
2206 int
2207 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2208 {
2209 int
2210 i,
2211 index = 0, flag;
2212 static int
2213 altern[SIZEOFFREE];
2214
2215 for (i = start; i < stop; i++)
2216 {
2217 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2218 if (!flag)
2219 altern[index++] = i;
2220
2221 /* Basically, if we find a wall on a space, we cut down the search size.
2222 * In this way, we won't return spaces that are on another side of a wall.
2223 * This mostly work, but it cuts down the search size in all directions -
2224 * if the space being examined only has a wall to the north and empty
2225 * spaces in all the other directions, this will reduce the search space
2226 * to only the spaces immediately surrounding the target area, and
2227 * won't look 2 spaces south of the target space.
2228 */
2229 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2230 stop = maxfree[i];
2231 }
2232 if (!index)
2233 return -1;
2234 return altern[RANDOM () % index];
2235 }
2236
2237 /*
2238 * find_first_free_spot(archetype, maptile, x, y) works like
2239 * find_free_spot(), but it will search max number of squares.
2240 * But it will return the first available spot, not a random choice.
2241 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2242 */
2243
2244 int
2245 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2246 {
2247 int
2248 i;
2249
2250 for (i = 0; i < SIZEOFFREE; i++)
2251 {
2252 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2253 return i;
2254 }
2255 return -1;
2256 }
2257
2258 /*
2259 * The function permute(arr, begin, end) randomly reorders the array
2260 * arr[begin..end-1].
2261 */
2262 static void
2263 permute (int *arr, int begin, int end)
2264 {
2265 int
2266 i,
2267 j,
2268 tmp,
2269 len;
2270
2271 len = end - begin;
2272 for (i = begin; i < end; i++)
2273 {
2274 j = begin + RANDOM () % len;
2275
2276 tmp = arr[i];
2277 arr[i] = arr[j];
2278 arr[j] = tmp;
2279 }
2280 }
2281
2282 /* new function to make monster searching more efficient, and effective!
2283 * This basically returns a randomized array (in the passed pointer) of
2284 * the spaces to find monsters. In this way, it won't always look for
2285 * monsters to the north first. However, the size of the array passed
2286 * covers all the spaces, so within that size, all the spaces within
2287 * the 3x3 area will be searched, just not in a predictable order.
2288 */
2289 void
2290 get_search_arr (int *search_arr)
2291 {
2292 int
2293 i;
2294
2295 for (i = 0; i < SIZEOFFREE; i++)
2296 {
2297 search_arr[i] = i;
2298 }
2299
2300 permute (search_arr, 1, SIZEOFFREE1 + 1);
2301 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2302 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2303 }
2304
2305 /*
2306 * find_dir(map, x, y, exclude) will search some close squares in the
2307 * given map at the given coordinates for live objects.
2308 * It will not considered the object given as exclude among possible
2309 * live objects.
2310 * It returns the direction toward the first/closest live object if finds
2311 * any, otherwise 0.
2312 * Perhaps incorrectly, but I'm making the assumption that exclude
2313 * is actually want is going to try and move there. We need this info
2314 * because we have to know what movement the thing looking to move
2315 * there is capable of.
2316 */
2317
2318 int
2319 find_dir (maptile *m, int x, int y, object *exclude)
2320 {
2321 int
2322 i,
2323 max = SIZEOFFREE, mflags;
2324
2325 sint16 nx, ny;
2326 object *
2327 tmp;
2328 maptile *
2329 mp;
2330
2331 MoveType blocked, move_type;
2332
2333 if (exclude && exclude->head)
2334 {
2335 exclude = exclude->head;
2336 move_type = exclude->move_type;
2337 }
2338 else
2339 {
2340 /* If we don't have anything, presume it can use all movement types. */
2341 move_type = MOVE_ALL;
2342 }
2343
2344 for (i = 1; i < max; i++)
2345 {
2346 mp = m;
2347 nx = x + freearr_x[i];
2348 ny = y + freearr_y[i];
2349
2350 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2351 if (mflags & P_OUT_OF_MAP)
2352 {
2353 max = maxfree[i];
2354 }
2355 else
2356 {
2357 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2358
2359 if ((move_type & blocked) == move_type)
2360 {
2361 max = maxfree[i];
2362 }
2363 else if (mflags & P_IS_ALIVE)
2364 {
2365 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2366 {
2367 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2368 {
2369 break;
2370 }
2371 }
2372 if (tmp)
2373 {
2374 return freedir[i];
2375 }
2376 }
2377 }
2378 }
2379 return 0;
2380 }
2381
2382 /*
2383 * distance(object 1, object 2) will return the square of the
2384 * distance between the two given objects.
2385 */
2386
2387 int
2388 distance (const object *ob1, const object *ob2)
2389 {
2390 int
2391 i;
2392
2393 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2394 return i;
2395 }
2396
2397 /*
2398 * find_dir_2(delta-x,delta-y) will return a direction in which
2399 * an object which has subtracted the x and y coordinates of another
2400 * object, needs to travel toward it.
2401 */
2402
2403 int
2404 find_dir_2 (int x, int y)
2405 {
2406 int
2407 q;
2408
2409 if (y)
2410 q = x * 100 / y;
2411 else if (x)
2412 q = -300 * x;
2413 else
2414 return 0;
2415
2416 if (y > 0)
2417 {
2418 if (q < -242)
2419 return 3;
2420 if (q < -41)
2421 return 2;
2422 if (q < 41)
2423 return 1;
2424 if (q < 242)
2425 return 8;
2426 return 7;
2427 }
2428
2429 if (q < -242)
2430 return 7;
2431 if (q < -41)
2432 return 6;
2433 if (q < 41)
2434 return 5;
2435 if (q < 242)
2436 return 4;
2437
2438 return 3;
2439 }
2440
2441 /*
2442 * absdir(int): Returns a number between 1 and 8, which represent
2443 * the "absolute" direction of a number (it actually takes care of
2444 * "overflow" in previous calculations of a direction).
2445 */
2446
2447 int
2448 absdir (int d)
2449 {
2450 while (d < 1)
2451 d += 8;
2452 while (d > 8)
2453 d -= 8;
2454 return d;
2455 }
2456
2457 /*
2458 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2459 * between two directions (which are expected to be absolute (see absdir())
2460 */
2461
2462 int
2463 dirdiff (int dir1, int dir2)
2464 {
2465 int
2466 d;
2467
2468 d = abs (dir1 - dir2);
2469 if (d > 4)
2470 d = 8 - d;
2471 return d;
2472 }
2473
2474 /* peterm:
2475 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2476 * Basically, this is a table of directions, and what directions
2477 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2478 * This basically means that if direction is 15, then it could either go
2479 * direction 4, 14, or 16 to get back to where we are.
2480 * Moved from spell_util.c to object.c with the other related direction
2481 * functions.
2482 */
2483
2484 int
2485 reduction_dir[SIZEOFFREE][3] = {
2486 {0, 0, 0}, /* 0 */
2487 {0, 0, 0}, /* 1 */
2488 {0, 0, 0}, /* 2 */
2489 {0, 0, 0}, /* 3 */
2490 {0, 0, 0}, /* 4 */
2491 {0, 0, 0}, /* 5 */
2492 {0, 0, 0}, /* 6 */
2493 {0, 0, 0}, /* 7 */
2494 {0, 0, 0}, /* 8 */
2495 {8, 1, 2}, /* 9 */
2496 {1, 2, -1}, /* 10 */
2497 {2, 10, 12}, /* 11 */
2498 {2, 3, -1}, /* 12 */
2499 {2, 3, 4}, /* 13 */
2500 {3, 4, -1}, /* 14 */
2501 {4, 14, 16}, /* 15 */
2502 {5, 4, -1}, /* 16 */
2503 {4, 5, 6}, /* 17 */
2504 {6, 5, -1}, /* 18 */
2505 {6, 20, 18}, /* 19 */
2506 {7, 6, -1}, /* 20 */
2507 {6, 7, 8}, /* 21 */
2508 {7, 8, -1}, /* 22 */
2509 {8, 22, 24}, /* 23 */
2510 {8, 1, -1}, /* 24 */
2511 {24, 9, 10}, /* 25 */
2512 {9, 10, -1}, /* 26 */
2513 {10, 11, -1}, /* 27 */
2514 {27, 11, 29}, /* 28 */
2515 {11, 12, -1}, /* 29 */
2516 {12, 13, -1}, /* 30 */
2517 {12, 13, 14}, /* 31 */
2518 {13, 14, -1}, /* 32 */
2519 {14, 15, -1}, /* 33 */
2520 {33, 15, 35}, /* 34 */
2521 {16, 15, -1}, /* 35 */
2522 {17, 16, -1}, /* 36 */
2523 {18, 17, 16}, /* 37 */
2524 {18, 17, -1}, /* 38 */
2525 {18, 19, -1}, /* 39 */
2526 {41, 19, 39}, /* 40 */
2527 {19, 20, -1}, /* 41 */
2528 {20, 21, -1}, /* 42 */
2529 {20, 21, 22}, /* 43 */
2530 {21, 22, -1}, /* 44 */
2531 {23, 22, -1}, /* 45 */
2532 {45, 47, 23}, /* 46 */
2533 {23, 24, -1}, /* 47 */
2534 {24, 9, -1}
2535 }; /* 48 */
2536
2537 /* Recursive routine to step back and see if we can
2538 * find a path to that monster that we found. If not,
2539 * we don't bother going toward it. Returns 1 if we
2540 * can see a direct way to get it
2541 * Modified to be map tile aware -.MSW
2542 */
2543
2544
2545 int
2546 can_see_monsterP (maptile *m, int x, int y, int dir)
2547 {
2548 sint16 dx, dy;
2549 int
2550 mflags;
2551
2552 if (dir < 0)
2553 return 0; /* exit condition: invalid direction */
2554
2555 dx = x + freearr_x[dir];
2556 dy = y + freearr_y[dir];
2557
2558 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2559
2560 /* This functional arguably was incorrect before - it was
2561 * checking for P_WALL - that was basically seeing if
2562 * we could move to the monster - this is being more
2563 * literal on if we can see it. To know if we can actually
2564 * move to the monster, we'd need the monster passed in or
2565 * at least its move type.
2566 */
2567 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2568 return 0;
2569
2570 /* yes, can see. */
2571 if (dir < 9)
2572 return 1;
2573 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2574 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2575 }
2576
2577
2578
2579 /*
2580 * can_pick(picker, item): finds out if an object is possible to be
2581 * picked up by the picker. Returnes 1 if it can be
2582 * picked up, otherwise 0.
2583 *
2584 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2585 * core dumps if they do.
2586 *
2587 * Add a check so we can't pick up invisible objects (0.93.8)
2588 */
2589
2590 int
2591 can_pick (const object *who, const object *item)
2592 {
2593 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2594 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2595 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2596 }
2597
2598
2599 /*
2600 * create clone from object to another
2601 */
2602 object *
2603 object_create_clone (object *asrc)
2604 {
2605 object *
2606 dst = NULL, *tmp, *src, *part, *prev, *item;
2607
2608 if (!asrc)
2609 return NULL;
2610 src = asrc;
2611 if (src->head)
2612 src = src->head;
2613
2614 prev = NULL;
2615 for (part = src; part; part = part->more)
2616 {
2617 tmp = get_object ();
2618 copy_object (part, tmp);
2619 tmp->x -= src->x;
2620 tmp->y -= src->y;
2621 if (!part->head)
2622 {
2623 dst = tmp;
2624 tmp->head = NULL;
2625 }
2626 else
2627 {
2628 tmp->head = dst;
2629 }
2630 tmp->more = NULL;
2631 if (prev)
2632 prev->more = tmp;
2633 prev = tmp;
2634 }
2635
2636 for (item = src->inv; item; item = item->below)
2637 insert_ob_in_ob (object_create_clone (item), dst);
2638
2639 return dst;
2640 }
2641
2642 /* GROS - Creates an object using a string representing its content. */
2643 /* Basically, we save the content of the string to a temp file, then call */
2644 /* load_object on it. I admit it is a highly inefficient way to make things, */
2645 /* but it was simple to make and allows reusing the load_object function. */
2646 /* Remember not to use load_object_str in a time-critical situation. */
2647 /* Also remember that multiparts objects are not supported for now. */
2648
2649 object *
2650 load_object_str (const char *obstr)
2651 {
2652 object *op;
2653 char filename[MAX_BUF];
2654
2655 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2656
2657 FILE *tempfile = fopen (filename, "w");
2658
2659 if (tempfile == NULL)
2660 {
2661 LOG (llevError, "Error - Unable to access load object temp file\n");
2662 return NULL;
2663 }
2664
2665 fprintf (tempfile, obstr);
2666 fclose (tempfile);
2667
2668 op = get_object ();
2669
2670 object_thawer thawer (filename);
2671
2672 if (thawer)
2673 load_object (thawer, op, 0);
2674
2675 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2676 CLEAR_FLAG (op, FLAG_REMOVED);
2677
2678 return op;
2679 }
2680
2681 /* This returns the first object in who's inventory that
2682 * has the same type and subtype match.
2683 * returns NULL if no match.
2684 */
2685 object *
2686 find_obj_by_type_subtype (const object *who, int type, int subtype)
2687 {
2688 object *tmp;
2689
2690 for (tmp = who->inv; tmp; tmp = tmp->below)
2691 if (tmp->type == type && tmp->subtype == subtype)
2692 return tmp;
2693
2694 return NULL;
2695 }
2696
2697 /* If ob has a field named key, return the link from the list,
2698 * otherwise return NULL.
2699 *
2700 * key must be a passed in shared string - otherwise, this won't
2701 * do the desired thing.
2702 */
2703 key_value *
2704 get_ob_key_link (const object *ob, const char *key)
2705 {
2706 key_value *link;
2707
2708 for (link = ob->key_values; link != NULL; link = link->next)
2709 if (link->key == key)
2710 return link;
2711
2712 return NULL;
2713 }
2714
2715 /*
2716 * Returns the value of op has an extra_field for key, or NULL.
2717 *
2718 * The argument doesn't need to be a shared string.
2719 *
2720 * The returned string is shared.
2721 */
2722 const char *
2723 get_ob_key_value (const object *op, const char *const key)
2724 {
2725 key_value *link;
2726 shstr_cmp canonical_key (key);
2727
2728 if (!canonical_key)
2729 {
2730 /* 1. There being a field named key on any object
2731 * implies there'd be a shared string to find.
2732 * 2. Since there isn't, no object has this field.
2733 * 3. Therefore, *this* object doesn't have this field.
2734 */
2735 return 0;
2736 }
2737
2738 /* This is copied from get_ob_key_link() above -
2739 * only 4 lines, and saves the function call overhead.
2740 */
2741 for (link = op->key_values; link; link = link->next)
2742 if (link->key == canonical_key)
2743 return link->value;
2744
2745 return 0;
2746 }
2747
2748
2749 /*
2750 * Updates the canonical_key in op to value.
2751 *
2752 * canonical_key is a shared string (value doesn't have to be).
2753 *
2754 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2755 * keys.
2756 *
2757 * Returns TRUE on success.
2758 */
2759 int
2760 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2761 {
2762 key_value *
2763 field = NULL, *last = NULL;
2764
2765 for (field = op->key_values; field != NULL; field = field->next)
2766 {
2767 if (field->key != canonical_key)
2768 {
2769 last = field;
2770 continue;
2771 }
2772
2773 if (value)
2774 field->value = value;
2775 else
2776 {
2777 /* Basically, if the archetype has this key set,
2778 * we need to store the null value so when we save
2779 * it, we save the empty value so that when we load,
2780 * we get this value back again.
2781 */
2782 if (get_ob_key_link (&op->arch->clone, canonical_key))
2783 field->value = 0;
2784 else
2785 {
2786 if (last)
2787 last->next = field->next;
2788 else
2789 op->key_values = field->next;
2790
2791 delete field;
2792 }
2793 }
2794 return TRUE;
2795 }
2796 /* IF we get here, key doesn't exist */
2797
2798 /* No field, we'll have to add it. */
2799
2800 if (!add_key)
2801 {
2802 return FALSE;
2803 }
2804 /* There isn't any good reason to store a null
2805 * value in the key/value list. If the archetype has
2806 * this key, then we should also have it, so shouldn't
2807 * be here. If user wants to store empty strings,
2808 * should pass in ""
2809 */
2810 if (value == NULL)
2811 return TRUE;
2812
2813 field = new key_value;
2814
2815 field->key = canonical_key;
2816 field->value = value;
2817 /* Usual prepend-addition. */
2818 field->next = op->key_values;
2819 op->key_values = field;
2820
2821 return TRUE;
2822 }
2823
2824 /*
2825 * Updates the key in op to value.
2826 *
2827 * If add_key is FALSE, this will only update existing keys,
2828 * and not add new ones.
2829 * In general, should be little reason FALSE is ever passed in for add_key
2830 *
2831 * Returns TRUE on success.
2832 */
2833 int
2834 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2835 {
2836 shstr key_ (key);
2837
2838 return set_ob_key_value_s (op, key_, value, add_key);
2839 }
2840
2841 object::depth_iterator::depth_iterator (object *container)
2842 : iterator_base (container)
2843 {
2844 while (item->inv)
2845 item = item->inv;
2846 }
2847
2848 void
2849 object::depth_iterator::next ()
2850 {
2851 if (item->below)
2852 {
2853 item = item->below;
2854
2855 while (item->inv)
2856 item = item->inv;
2857 }
2858 else
2859 item = item->env;
2860 }
2861
2862 // return a suitable string describing an objetc in enough detail to find it
2863 const char *
2864 object::debug_desc (char *info) const
2865 {
2866 char info2[256 * 3];
2867 char *p = info;
2868
2869 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2870 count,
2871 &name,
2872 title ? " " : "",
2873 title ? (const char *)title : "");
2874
2875 if (env)
2876 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2877
2878 if (map)
2879 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2880
2881 return info;
2882 }
2883
2884 const char *
2885 object::debug_desc () const
2886 {
2887 static char info[256 * 3];
2888 return debug_desc (info);
2889 }
2890