ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
Revision: 1.52
Committed: Wed Sep 27 00:36:08 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.51: +8 -5 lines
Log Message:
* nuke op->contr when players log out, to avoid dereferencing them later :(
* also rename free to destroy
* do not create weird messages when people examine pseudo inventory objects

File Contents

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