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Revision: 1.53
Committed: Tue Nov 7 16:30:54 2006 UTC (17 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.52: +27 -87 lines
Log Message:
re-implement dump and dumpbelow

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 char *
380 dump_object (object *op)
381 {
382 if (!op)
383 return strdup ("[NULLOBJ]");
384
385 object_freezer freezer;
386 save_object (freezer, op, 3);
387 return freezer.as_string ();
388 }
389
390 /*
391 * get_nearest_part(multi-object, object 2) returns the part of the
392 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned.
394 */
395
396 object *
397 get_nearest_part (object *op, const object *pl)
398 {
399 object *tmp, *closest;
400 int last_dist, i;
401
402 if (op->more == NULL)
403 return op;
404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
405 if ((i = distance (tmp, pl)) < last_dist)
406 closest = tmp, last_dist = i;
407 return closest;
408 }
409
410 /*
411 * Returns the object which has the count-variable equal to the argument.
412 */
413
414 object *
415 find_object (tag_t i)
416 {
417 object *op;
418
419 for (op = object::first; op != NULL; op = op->next)
420 if (op->count == i)
421 break;
422
423 return op;
424 }
425
426 /*
427 * Returns the first object which has a name equal to the argument.
428 * Used only by the patch command, but not all that useful.
429 * Enables features like "patch <name-of-other-player> food 999"
430 */
431
432 object *
433 find_object_name (const char *str)
434 {
435 shstr_cmp str_ (str);
436 object *op;
437
438 for (op = object::first; op != NULL; op = op->next)
439 if (op->name == str_)
440 break;
441
442 return op;
443 }
444
445 void
446 free_all_object_data ()
447 {
448 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
449 }
450
451 /*
452 * Sets the owner and sets the skill and exp pointers to owner's current
453 * skill and experience objects.
454 */
455 void
456 object::set_owner (object *owner)
457 {
458 if (!owner)
459 return;
460
461 /* next line added to allow objects which own objects */
462 /* Add a check for ownercounts in here, as I got into an endless loop
463 * with the fireball owning a poison cloud which then owned the
464 * fireball. I believe that was caused by one of the objects getting
465 * freed and then another object replacing it. Since the ownercounts
466 * didn't match, this check is valid and I believe that cause is valid.
467 */
468 while (owner->owner)
469 owner = owner->owner;
470
471 this->owner = owner;
472 }
473
474 /* Zero the key_values on op, decrementing the shared-string
475 * refcounts and freeing the links.
476 */
477 static void
478 free_key_values (object *op)
479 {
480 for (key_value *i = op->key_values; i != 0;)
481 {
482 key_value *next = i->next;
483 delete i;
484
485 i = next;
486 }
487
488 op->key_values = 0;
489 }
490
491 void object::clear ()
492 {
493 attachable_base::clear ();
494
495 free_key_values (this);
496
497 owner = 0;
498 name = 0;
499 name_pl = 0;
500 title = 0;
501 race = 0;
502 slaying = 0;
503 skill = 0;
504 msg = 0;
505 lore = 0;
506 custom_name = 0;
507 materialname = 0;
508 contr = 0;
509 below = 0;
510 above = 0;
511 inv = 0;
512 container = 0;
513 env = 0;
514 more = 0;
515 head = 0;
516 map = 0;
517 active_next = 0;
518 active_prev = 0;
519
520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
521
522 SET_FLAG (this, FLAG_REMOVED);
523
524 /* What is not cleared is next, prev, and count */
525
526 expmul = 1.0;
527 face = blank_face;
528
529 if (settings.casting_time)
530 casting_time = -1;
531 }
532
533 void object::clone (object *destination)
534 {
535 *(object_copy *)destination = *this;
536 *(object_pod *)destination = *this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540 }
541
542 /*
543 * copy object first frees everything allocated by the second object,
544 * and then copies the contends of the first object into the second
545 * object, allocating what needs to be allocated. Basically, any
546 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
547 * if the first object is freed, the pointers in the new object
548 * will point at garbage.
549 */
550 void
551 copy_object (object *op2, object *op)
552 {
553 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
554 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
555
556 op2->clone (op);
557
558 if (is_freed)
559 SET_FLAG (op, FLAG_FREED);
560 if (is_removed)
561 SET_FLAG (op, FLAG_REMOVED);
562
563 if (op2->speed < 0)
564 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
565
566 /* Copy over key_values, if any. */
567 if (op2->key_values)
568 {
569 key_value *tail = 0;
570 key_value *i;
571
572 op->key_values = 0;
573
574 for (i = op2->key_values; i; i = i->next)
575 {
576 key_value *new_link = new key_value;
577
578 new_link->next = 0;
579 new_link->key = i->key;
580 new_link->value = i->value;
581
582 /* Try and be clever here, too. */
583 if (!op->key_values)
584 {
585 op->key_values = new_link;
586 tail = new_link;
587 }
588 else
589 {
590 tail->next = new_link;
591 tail = new_link;
592 }
593 }
594 }
595
596 update_ob_speed (op);
597 }
598
599 /*
600 * If an object with the IS_TURNABLE() flag needs to be turned due
601 * to the closest player being on the other side, this function can
602 * be called to update the face variable, _and_ how it looks on the map.
603 */
604
605 void
606 update_turn_face (object *op)
607 {
608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
609 return;
610 SET_ANIMATION (op, op->direction);
611 update_object (op, UP_OBJ_FACE);
612 }
613
614 /*
615 * Updates the speed of an object. If the speed changes from 0 to another
616 * value, or vice versa, then add/remove the object from the active list.
617 * This function needs to be called whenever the speed of an object changes.
618 */
619 void
620 update_ob_speed (object *op)
621 {
622 extern int arch_init;
623
624 /* No reason putting the archetypes objects on the speed list,
625 * since they never really need to be updated.
626 */
627
628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 {
630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
631 #ifdef MANY_CORES
632 abort ();
633 #else
634 op->speed = 0;
635 #endif
636 }
637
638 if (arch_init)
639 return;
640
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642 {
643 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects)
645 return;
646
647 /* process_events() expects us to insert the object at the beginning
648 * of the list. */
649 op->active_next = active_objects;
650
651 if (op->active_next != NULL)
652 op->active_next->active_prev = op;
653
654 active_objects = op;
655 }
656 else
657 {
658 /* If not on the active list, nothing needs to be done */
659 if (!op->active_next && !op->active_prev && op != active_objects)
660 return;
661
662 if (op->active_prev == NULL)
663 {
664 active_objects = op->active_next;
665
666 if (op->active_next != NULL)
667 op->active_next->active_prev = NULL;
668 }
669 else
670 {
671 op->active_prev->active_next = op->active_next;
672
673 if (op->active_next)
674 op->active_next->active_prev = op->active_prev;
675 }
676
677 op->active_next = NULL;
678 op->active_prev = NULL;
679 }
680 }
681
682 /* This function removes object 'op' from the list of active
683 * objects.
684 * This should only be used for style maps or other such
685 * reference maps where you don't want an object that isn't
686 * in play chewing up cpu time getting processed.
687 * The reverse of this is to call update_ob_speed, which
688 * will do the right thing based on the speed of the object.
689 */
690 void
691 remove_from_active_list (object *op)
692 {
693 /* If not on the active list, nothing needs to be done */
694 if (!op->active_next && !op->active_prev && op != active_objects)
695 return;
696
697 if (op->active_prev == NULL)
698 {
699 active_objects = op->active_next;
700 if (op->active_next != NULL)
701 op->active_next->active_prev = NULL;
702 }
703 else
704 {
705 op->active_prev->active_next = op->active_next;
706 if (op->active_next)
707 op->active_next->active_prev = op->active_prev;
708 }
709 op->active_next = NULL;
710 op->active_prev = NULL;
711 }
712
713 /*
714 * update_object() updates the array which represents the map.
715 * It takes into account invisible objects (and represent squares covered
716 * by invisible objects by whatever is below them (unless it's another
717 * invisible object, etc...)
718 * If the object being updated is beneath a player, the look-window
719 * of that player is updated (this might be a suboptimal way of
720 * updating that window, though, since update_object() is called _often_)
721 *
722 * action is a hint of what the caller believes need to be done.
723 * For example, if the only thing that has changed is the face (due to
724 * an animation), we don't need to call update_position until that actually
725 * comes into view of a player. OTOH, many other things, like addition/removal
726 * of walls or living creatures may need us to update the flags now.
727 * current action are:
728 * UP_OBJ_INSERT: op was inserted
729 * UP_OBJ_REMOVE: op was removed
730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
731 * as that is easier than trying to look at what may have changed.
732 * UP_OBJ_FACE: only the objects face has changed.
733 */
734
735 void
736 update_object (object *op, int action)
737 {
738 int update_now = 0, flags;
739 MoveType move_on, move_off, move_block, move_slow;
740
741 if (op == NULL)
742 {
743 /* this should never happen */
744 LOG (llevDebug, "update_object() called for NULL object.\n");
745 return;
746 }
747
748 if (op->env != NULL)
749 {
750 /* Animation is currently handled by client, so nothing
751 * to do in this case.
752 */
753 return;
754 }
755
756 /* If the map is saving, don't do anything as everything is
757 * going to get freed anyways.
758 */
759 if (!op->map || op->map->in_memory == MAP_SAVING)
760 return;
761
762 /* make sure the object is within map boundaries */
763 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
764 {
765 LOG (llevError, "update_object() called for object out of map!\n");
766 #ifdef MANY_CORES
767 abort ();
768 #endif
769 return;
770 }
771
772 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
773 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
775 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
778
779 if (action == UP_OBJ_INSERT)
780 {
781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
785 update_now = 1;
786
787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
788 update_now = 1;
789
790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
791 update_now = 1;
792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
796 if ((move_on | op->move_on) != move_on)
797 update_now = 1;
798
799 if ((move_off | op->move_off) != move_off)
800 update_now = 1;
801
802 /* This isn't perfect, but I don't expect a lot of objects to
803 * to have move_allow right now.
804 */
805 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
806 update_now = 1;
807
808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
810 }
811 /* if the object is being removed, we can't make intelligent
812 * decisions, because remove_ob can't really pass the object
813 * that is being removed.
814 */
815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
816 update_now = 1;
817 else if (action == UP_OBJ_FACE)
818 /* Nothing to do for that case */ ;
819 else
820 LOG (llevError, "update_object called with invalid action: %d\n", action);
821
822 if (update_now)
823 {
824 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
825 update_position (op->map, op->x, op->y);
826 }
827
828 if (op->more != NULL)
829 update_object (op->more, action);
830 }
831
832 object::vector object::mortals;
833 object::vector object::objects; // not yet used
834 object *object::first;
835
836 void object::free_mortals ()
837 {
838 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 if ((*i)->refcnt)
840 ++i; // further delay freeing
841 else
842 {
843 delete *i;
844 mortals.erase (i);
845 }
846
847 static int lastmortals = 0;//D
848
849 if (mortals.size() != lastmortals && lastmortals > 100)//D
850 {
851 lastmortals = mortals.size ();//D
852 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
853 }
854 }
855
856 object::object ()
857 {
858 SET_FLAG (this, FLAG_REMOVED);
859
860 expmul = 1.0;
861 face = blank_face;
862 }
863
864 object::~object ()
865 {
866 free_key_values (this);
867 }
868
869 void object::link ()
870 {
871 count = ++ob_count;
872 uuid = gen_uuid ();
873
874 prev = 0;
875 next = object::first;
876
877 if (object::first)
878 object::first->prev = this;
879
880 object::first = this;
881 }
882
883 void object::unlink ()
884 {
885 if (this == object::first)
886 object::first = next;
887
888 /* Remove this object from the list of used objects */
889 if (prev) prev->next = next;
890 if (next) next->prev = prev;
891
892 prev = 0;
893 next = 0;
894 }
895
896 object *object::create ()
897 {
898 object *op = new object;
899 op->link ();
900 return op;
901 }
902
903 /*
904 * free_object() frees everything allocated by an object, removes
905 * it from the list of used objects, and puts it on the list of
906 * free objects. The IS_FREED() flag is set in the object.
907 * The object must have been removed by remove_ob() first for
908 * this function to succeed.
909 *
910 * If destroy_inventory is set, free inventory as well. Else drop items in
911 * inventory to the ground.
912 */
913 void object::destroy (bool destroy_inventory)
914 {
915 if (QUERY_FLAG (this, FLAG_FREED))
916 return;
917
918 if (QUERY_FLAG (this, FLAG_FRIENDLY))
919 remove_friendly_object (this);
920
921 if (!QUERY_FLAG (this, FLAG_REMOVED))
922 remove_ob (this);
923
924 SET_FLAG (this, FLAG_FREED);
925
926 if (more)
927 {
928 more->destroy (destroy_inventory);
929 more = 0;
930 }
931
932 if (inv)
933 {
934 /* Only if the space blocks everything do we not process -
935 * if some form of movement is allowed, let objects
936 * drop on that space.
937 */
938 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
939 {
940 object *op = inv;
941
942 while (op)
943 {
944 object *tmp = op->below;
945 op->destroy (destroy_inventory);
946 op = tmp;
947 }
948 }
949 else
950 { /* Put objects in inventory onto this space */
951 object *op = inv;
952
953 while (op)
954 {
955 object *tmp = op->below;
956
957 remove_ob (op);
958
959 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
960 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
961 free_object (op);
962 else
963 {
964 op->x = x;
965 op->y = y;
966 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
967 }
968
969 op = tmp;
970 }
971 }
972 }
973
974 // clear those pointers that likely might have circular references to us
975 owner = 0;
976 enemy = 0;
977 attacked_by = 0;
978
979 // only relevant for players(?), but make sure of it anyways
980 contr = 0;
981
982 /* Remove object from the active list */
983 speed = 0;
984 update_ob_speed (this);
985
986 unlink ();
987
988 mortals.push_back (this);
989 }
990
991 /*
992 * sub_weight() recursively (outwards) subtracts a number from the
993 * weight of an object (and what is carried by it's environment(s)).
994 */
995
996 void
997 sub_weight (object *op, signed long weight)
998 {
999 while (op != NULL)
1000 {
1001 if (op->type == CONTAINER)
1002 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1003
1004 op->carrying -= weight;
1005 op = op->env;
1006 }
1007 }
1008
1009 /* remove_ob(op):
1010 * This function removes the object op from the linked list of objects
1011 * which it is currently tied to. When this function is done, the
1012 * object will have no environment. If the object previously had an
1013 * environment, the x and y coordinates will be updated to
1014 * the previous environment.
1015 * Beware: This function is called from the editor as well!
1016 */
1017
1018 void
1019 remove_ob (object *op)
1020 {
1021 object *tmp, *last = 0;
1022 object *otmp;
1023
1024 int check_walk_off;
1025 maptile *m;
1026
1027 sint16 x, y;
1028
1029 if (QUERY_FLAG (op, FLAG_REMOVED))
1030 return;
1031
1032 SET_FLAG (op, FLAG_REMOVED);
1033
1034 if (op->more != NULL)
1035 remove_ob (op->more);
1036
1037 /*
1038 * In this case, the object to be removed is in someones
1039 * inventory.
1040 */
1041 if (op->env != NULL)
1042 {
1043 if (op->nrof)
1044 sub_weight (op->env, op->weight * op->nrof);
1045 else
1046 sub_weight (op->env, op->weight + op->carrying);
1047
1048 /* NO_FIX_PLAYER is set when a great many changes are being
1049 * made to players inventory. If set, avoiding the call
1050 * to save cpu time.
1051 */
1052 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1053 fix_player (otmp);
1054
1055 if (op->above != NULL)
1056 op->above->below = op->below;
1057 else
1058 op->env->inv = op->below;
1059
1060 if (op->below != NULL)
1061 op->below->above = op->above;
1062
1063 /* we set up values so that it could be inserted into
1064 * the map, but we don't actually do that - it is up
1065 * to the caller to decide what we want to do.
1066 */
1067 op->x = op->env->x, op->y = op->env->y;
1068 op->map = op->env->map;
1069 op->above = NULL, op->below = NULL;
1070 op->env = NULL;
1071 }
1072 else if (op->map)
1073 {
1074 x = op->x;
1075 y = op->y;
1076 m = get_map_from_coord (op->map, &x, &y);
1077
1078 if (!m)
1079 {
1080 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1081 op->map->path, op->x, op->y);
1082 /* in old days, we used to set x and y to 0 and continue.
1083 * it seems if we get into this case, something is probablye
1084 * screwed up and should be fixed.
1085 */
1086 abort ();
1087 }
1088
1089 if (op->map != m)
1090 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1091 op->map->path, m->path, op->x, op->y, x, y);
1092
1093 /* Re did the following section of code - it looks like it had
1094 * lots of logic for things we no longer care about
1095 */
1096
1097 /* link the object above us */
1098 if (op->above)
1099 op->above->below = op->below;
1100 else
1101 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1102
1103 /* Relink the object below us, if there is one */
1104 if (op->below)
1105 op->below->above = op->above;
1106 else
1107 {
1108 /* Nothing below, which means we need to relink map object for this space
1109 * use translated coordinates in case some oddness with map tiling is
1110 * evident
1111 */
1112 if (GET_MAP_OB (m, x, y) != op)
1113 {
1114 char *dump = dump_object (op);
1115 LOG (llevError,
1116 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1117 free (dump);
1118 dump = dump_object (GET_MAP_OB (m, x, y));
1119 LOG (llevError, "%s\n", dump);
1120 free (dump);
1121 }
1122
1123 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1124 }
1125
1126 op->above = 0;
1127 op->below = 0;
1128
1129 if (op->map->in_memory == MAP_SAVING)
1130 return;
1131
1132 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1133
1134 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1135 {
1136 /* No point updating the players look faces if he is the object
1137 * being removed.
1138 */
1139
1140 if (tmp->type == PLAYER && tmp != op)
1141 {
1142 /* If a container that the player is currently using somehow gets
1143 * removed (most likely destroyed), update the player view
1144 * appropriately.
1145 */
1146 if (tmp->container == op)
1147 {
1148 CLEAR_FLAG (op, FLAG_APPLIED);
1149 tmp->container = NULL;
1150 }
1151
1152 tmp->contr->socket.update_look = 1;
1153 }
1154
1155 /* See if player moving off should effect something */
1156 if (check_walk_off
1157 && ((op->move_type & tmp->move_off)
1158 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1159 {
1160 move_apply (tmp, op, NULL);
1161
1162 if (op->destroyed ())
1163 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1164 }
1165
1166 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1167
1168 if (tmp->above == tmp)
1169 tmp->above = NULL;
1170
1171 last = tmp;
1172 }
1173
1174 /* last == NULL of there are no objects on this space */
1175 if (last == NULL)
1176 {
1177 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1178 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1179 * those out anyways, and if there are any flags set right now, they won't
1180 * be correct anyways.
1181 */
1182 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1183 update_position (op->map, op->x, op->y);
1184 }
1185 else
1186 update_object (last, UP_OBJ_REMOVE);
1187
1188 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1189 update_all_los (op->map, op->x, op->y);
1190 }
1191 }
1192
1193 /*
1194 * merge_ob(op,top):
1195 *
1196 * This function goes through all objects below and including top, and
1197 * merges op to the first matching object.
1198 * If top is NULL, it is calculated.
1199 * Returns pointer to object if it succeded in the merge, otherwise NULL
1200 */
1201 object *
1202 merge_ob (object *op, object *top)
1203 {
1204 if (!op->nrof)
1205 return 0;
1206
1207 if (top == NULL)
1208 for (top = op; top != NULL && top->above != NULL; top = top->above);
1209
1210 for (; top != NULL; top = top->below)
1211 {
1212 if (top == op)
1213 continue;
1214 if (CAN_MERGE (op, top))
1215 {
1216 top->nrof += op->nrof;
1217
1218 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1219 op->weight = 0; /* Don't want any adjustements now */
1220 remove_ob (op);
1221 free_object (op);
1222 return top;
1223 }
1224 }
1225
1226 return 0;
1227 }
1228
1229 /*
1230 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1231 * job preparing multi-part monsters
1232 */
1233 object *
1234 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1235 {
1236 object *tmp;
1237
1238 if (op->head)
1239 op = op->head;
1240
1241 for (tmp = op; tmp; tmp = tmp->more)
1242 {
1243 tmp->x = x + tmp->arch->clone.x;
1244 tmp->y = y + tmp->arch->clone.y;
1245 }
1246
1247 return insert_ob_in_map (op, m, originator, flag);
1248 }
1249
1250 /*
1251 * insert_ob_in_map (op, map, originator, flag):
1252 * This function inserts the object in the two-way linked list
1253 * which represents what is on a map.
1254 * The second argument specifies the map, and the x and y variables
1255 * in the object about to be inserted specifies the position.
1256 *
1257 * originator: Player, monster or other object that caused 'op' to be inserted
1258 * into 'map'. May be NULL.
1259 *
1260 * flag is a bitmask about special things to do (or not do) when this
1261 * function is called. see the object.h file for the INS_ values.
1262 * Passing 0 for flag gives proper default values, so flag really only needs
1263 * to be set if special handling is needed.
1264 *
1265 * Return value:
1266 * new object if 'op' was merged with other object
1267 * NULL if 'op' was destroyed
1268 * just 'op' otherwise
1269 */
1270
1271 object *
1272 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1273 {
1274 object *tmp, *top, *floor = NULL;
1275 sint16 x, y;
1276
1277 if (QUERY_FLAG (op, FLAG_FREED))
1278 {
1279 LOG (llevError, "Trying to insert freed object!\n");
1280 return NULL;
1281 }
1282
1283 if (m == NULL)
1284 {
1285 char *dump = dump_object (op);
1286 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1287 free (dump);
1288 return op;
1289 }
1290
1291 if (out_of_map (m, op->x, op->y))
1292 {
1293 char *dump = dump_object (op);
1294 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1295 #ifdef MANY_CORES
1296 /* Better to catch this here, as otherwise the next use of this object
1297 * is likely to cause a crash. Better to find out where it is getting
1298 * improperly inserted.
1299 */
1300 abort ();
1301 #endif
1302 free (dump);
1303 return op;
1304 }
1305
1306 if (!QUERY_FLAG (op, FLAG_REMOVED))
1307 {
1308 char *dump = dump_object (op);
1309 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1310 free (dump);
1311 return op;
1312 }
1313
1314 if (op->more != NULL)
1315 {
1316 /* The part may be on a different map. */
1317
1318 object *more = op->more;
1319
1320 /* We really need the caller to normalize coordinates - if
1321 * we set the map, that doesn't work if the location is within
1322 * a map and this is straddling an edge. So only if coordinate
1323 * is clear wrong do we normalize it.
1324 */
1325 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1326 more->map = get_map_from_coord (m, &more->x, &more->y);
1327 else if (!more->map)
1328 {
1329 /* For backwards compatibility - when not dealing with tiled maps,
1330 * more->map should always point to the parent.
1331 */
1332 more->map = m;
1333 }
1334
1335 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1336 {
1337 if (!op->head)
1338 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1339
1340 return NULL;
1341 }
1342 }
1343
1344 CLEAR_FLAG (op, FLAG_REMOVED);
1345
1346 /* Ideally, the caller figures this out. However, it complicates a lot
1347 * of areas of callers (eg, anything that uses find_free_spot would now
1348 * need extra work
1349 */
1350 op->map = get_map_from_coord (m, &op->x, &op->y);
1351 x = op->x;
1352 y = op->y;
1353
1354 /* this has to be done after we translate the coordinates.
1355 */
1356 if (op->nrof && !(flag & INS_NO_MERGE))
1357 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1358 if (CAN_MERGE (op, tmp))
1359 {
1360 op->nrof += tmp->nrof;
1361 remove_ob (tmp);
1362 free_object (tmp);
1363 }
1364
1365 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1366 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1367
1368 if (!QUERY_FLAG (op, FLAG_ALIVE))
1369 CLEAR_FLAG (op, FLAG_NO_STEAL);
1370
1371 if (flag & INS_BELOW_ORIGINATOR)
1372 {
1373 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1374 {
1375 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1376 abort ();
1377 }
1378
1379 op->above = originator;
1380 op->below = originator->below;
1381
1382 if (op->below)
1383 op->below->above = op;
1384 else
1385 SET_MAP_OB (op->map, op->x, op->y, op);
1386
1387 /* since *below* originator, no need to update top */
1388 originator->below = op;
1389 }
1390 else
1391 {
1392 /* If there are other objects, then */
1393 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1394 {
1395 object *last = NULL;
1396
1397 /*
1398 * If there are multiple objects on this space, we do some trickier handling.
1399 * We've already dealt with merging if appropriate.
1400 * Generally, we want to put the new object on top. But if
1401 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1402 * floor, we want to insert above that and no further.
1403 * Also, if there are spell objects on this space, we stop processing
1404 * once we get to them. This reduces the need to traverse over all of
1405 * them when adding another one - this saves quite a bit of cpu time
1406 * when lots of spells are cast in one area. Currently, it is presumed
1407 * that flying non pickable objects are spell objects.
1408 */
1409
1410 while (top != NULL)
1411 {
1412 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1413 floor = top;
1414
1415 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1416 {
1417 /* We insert above top, so we want this object below this */
1418 top = top->below;
1419 break;
1420 }
1421
1422 last = top;
1423 top = top->above;
1424 }
1425
1426 /* Don't want top to be NULL, so set it to the last valid object */
1427 top = last;
1428
1429 /* We let update_position deal with figuring out what the space
1430 * looks like instead of lots of conditions here.
1431 * makes things faster, and effectively the same result.
1432 */
1433
1434 /* Have object 'fall below' other objects that block view.
1435 * Unless those objects are exits, type 66
1436 * If INS_ON_TOP is used, don't do this processing
1437 * Need to find the object that in fact blocks view, otherwise
1438 * stacking is a bit odd.
1439 */
1440 if (!(flag & INS_ON_TOP) &&
1441 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1442 {
1443 for (last = top; last != floor; last = last->below)
1444 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1445 break;
1446 /* Check to see if we found the object that blocks view,
1447 * and make sure we have a below pointer for it so that
1448 * we can get inserted below this one, which requires we
1449 * set top to the object below us.
1450 */
1451 if (last && last->below && last != floor)
1452 top = last->below;
1453 }
1454 } /* If objects on this space */
1455
1456 if (flag & INS_MAP_LOAD)
1457 top = GET_MAP_TOP (op->map, op->x, op->y);
1458
1459 if (flag & INS_ABOVE_FLOOR_ONLY)
1460 top = floor;
1461
1462 /* Top is the object that our object (op) is going to get inserted above.
1463 */
1464
1465 /* First object on this space */
1466 if (!top)
1467 {
1468 op->above = GET_MAP_OB (op->map, op->x, op->y);
1469
1470 if (op->above)
1471 op->above->below = op;
1472
1473 op->below = NULL;
1474 SET_MAP_OB (op->map, op->x, op->y, op);
1475 }
1476 else
1477 { /* get inserted into the stack above top */
1478 op->above = top->above;
1479
1480 if (op->above)
1481 op->above->below = op;
1482
1483 op->below = top;
1484 top->above = op;
1485 }
1486
1487 if (op->above == NULL)
1488 SET_MAP_TOP (op->map, op->x, op->y, op);
1489 } /* else not INS_BELOW_ORIGINATOR */
1490
1491 if (op->type == PLAYER)
1492 op->contr->do_los = 1;
1493
1494 /* If we have a floor, we know the player, if any, will be above
1495 * it, so save a few ticks and start from there.
1496 */
1497 if (!(flag & INS_MAP_LOAD))
1498 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1499 if (tmp->type == PLAYER)
1500 tmp->contr->socket.update_look = 1;
1501
1502 /* If this object glows, it may affect lighting conditions that are
1503 * visible to others on this map. But update_all_los is really
1504 * an inefficient way to do this, as it means los for all players
1505 * on the map will get recalculated. The players could very well
1506 * be far away from this change and not affected in any way -
1507 * this should get redone to only look for players within range,
1508 * or just updating the P_NEED_UPDATE for spaces within this area
1509 * of effect may be sufficient.
1510 */
1511 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1512 update_all_los (op->map, op->x, op->y);
1513
1514 /* updates flags (blocked, alive, no magic, etc) for this map space */
1515 update_object (op, UP_OBJ_INSERT);
1516
1517 /* Don't know if moving this to the end will break anything. However,
1518 * we want to have update_look set above before calling this.
1519 *
1520 * check_move_on() must be after this because code called from
1521 * check_move_on() depends on correct map flags (so functions like
1522 * blocked() and wall() work properly), and these flags are updated by
1523 * update_object().
1524 */
1525
1526 /* if this is not the head or flag has been passed, don't check walk on status */
1527 if (!(flag & INS_NO_WALK_ON) && !op->head)
1528 {
1529 if (check_move_on (op, originator))
1530 return NULL;
1531
1532 /* If we are a multi part object, lets work our way through the check
1533 * walk on's.
1534 */
1535 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1536 if (check_move_on (tmp, originator))
1537 return NULL;
1538 }
1539
1540 return op;
1541 }
1542
1543 /* this function inserts an object in the map, but if it
1544 * finds an object of its own type, it'll remove that one first.
1545 * op is the object to insert it under: supplies x and the map.
1546 */
1547 void
1548 replace_insert_ob_in_map (const char *arch_string, object *op)
1549 {
1550 object *
1551 tmp;
1552 object *
1553 tmp1;
1554
1555 /* first search for itself and remove any old instances */
1556
1557 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1558 {
1559 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1560 {
1561 remove_ob (tmp);
1562 free_object (tmp);
1563 }
1564 }
1565
1566 tmp1 = arch_to_object (archetype::find (arch_string));
1567
1568 tmp1->x = op->x;
1569 tmp1->y = op->y;
1570 insert_ob_in_map (tmp1, op->map, op, 0);
1571 }
1572
1573 /*
1574 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1575 * is returned contains nr objects, and the remaining parts contains
1576 * the rest (or is removed and freed if that number is 0).
1577 * On failure, NULL is returned, and the reason put into the
1578 * global static errmsg array.
1579 */
1580
1581 object *
1582 get_split_ob (object *orig_ob, uint32 nr)
1583 {
1584 object *
1585 newob;
1586 int
1587 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1588
1589 if (orig_ob->nrof < nr)
1590 {
1591 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1592 return NULL;
1593 }
1594
1595 newob = object_create_clone (orig_ob);
1596
1597 if ((orig_ob->nrof -= nr) < 1)
1598 {
1599 if (!is_removed)
1600 remove_ob (orig_ob);
1601 free_object2 (orig_ob, 1);
1602 }
1603 else if (!is_removed)
1604 {
1605 if (orig_ob->env != NULL)
1606 sub_weight (orig_ob->env, orig_ob->weight * nr);
1607 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1608 {
1609 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1610 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1611 return NULL;
1612 }
1613 }
1614
1615 newob->nrof = nr;
1616
1617 return newob;
1618 }
1619
1620 /*
1621 * decrease_ob_nr(object, number) decreases a specified number from
1622 * the amount of an object. If the amount reaches 0, the object
1623 * is subsequently removed and freed.
1624 *
1625 * Return value: 'op' if something is left, NULL if the amount reached 0
1626 */
1627
1628 object *
1629 decrease_ob_nr (object *op, uint32 i)
1630 {
1631 object *tmp;
1632 player *pl;
1633
1634 if (i == 0) /* objects with op->nrof require this check */
1635 return op;
1636
1637 if (i > op->nrof)
1638 i = op->nrof;
1639
1640 if (QUERY_FLAG (op, FLAG_REMOVED))
1641 op->nrof -= i;
1642 else if (op->env != NULL)
1643 {
1644 /* is this object in the players inventory, or sub container
1645 * therein?
1646 */
1647 tmp = is_player_inv (op->env);
1648 /* nope. Is this a container the player has opened?
1649 * If so, set tmp to that player.
1650 * IMO, searching through all the players will mostly
1651 * likely be quicker than following op->env to the map,
1652 * and then searching the map for a player.
1653 */
1654 if (!tmp)
1655 {
1656 for (pl = first_player; pl; pl = pl->next)
1657 if (pl->ob->container == op->env)
1658 break;
1659 if (pl)
1660 tmp = pl->ob;
1661 else
1662 tmp = NULL;
1663 }
1664
1665 if (i < op->nrof)
1666 {
1667 sub_weight (op->env, op->weight * i);
1668 op->nrof -= i;
1669 if (tmp)
1670 {
1671 esrv_send_item (tmp, op);
1672 }
1673 }
1674 else
1675 {
1676 remove_ob (op);
1677 op->nrof = 0;
1678 if (tmp)
1679 {
1680 esrv_del_item (tmp->contr, op->count);
1681 }
1682 }
1683 }
1684 else
1685 {
1686 object *above = op->above;
1687
1688 if (i < op->nrof)
1689 op->nrof -= i;
1690 else
1691 {
1692 remove_ob (op);
1693 op->nrof = 0;
1694 }
1695
1696 /* Since we just removed op, op->above is null */
1697 for (tmp = above; tmp != NULL; tmp = tmp->above)
1698 if (tmp->type == PLAYER)
1699 {
1700 if (op->nrof)
1701 esrv_send_item (tmp, op);
1702 else
1703 esrv_del_item (tmp->contr, op->count);
1704 }
1705 }
1706
1707 if (op->nrof)
1708 return op;
1709 else
1710 {
1711 free_object (op);
1712 return NULL;
1713 }
1714 }
1715
1716 /*
1717 * add_weight(object, weight) adds the specified weight to an object,
1718 * and also updates how much the environment(s) is/are carrying.
1719 */
1720
1721 void
1722 add_weight (object *op, signed long weight)
1723 {
1724 while (op != NULL)
1725 {
1726 if (op->type == CONTAINER)
1727 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1728
1729 op->carrying += weight;
1730 op = op->env;
1731 }
1732 }
1733
1734 /*
1735 * insert_ob_in_ob(op,environment):
1736 * This function inserts the object op in the linked list
1737 * inside the object environment.
1738 *
1739 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1740 * the inventory at the last position or next to other objects of the same
1741 * type.
1742 * Frank: Now sorted by type, archetype and magic!
1743 *
1744 * The function returns now pointer to inserted item, and return value can
1745 * be != op, if items are merged. -Tero
1746 */
1747
1748 object *
1749 insert_ob_in_ob (object *op, object *where)
1750 {
1751 object *
1752 tmp, *
1753 otmp;
1754
1755 if (!QUERY_FLAG (op, FLAG_REMOVED))
1756 {
1757 char *dump = dump_object (op);
1758 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1759 free (dump);
1760 return op;
1761 }
1762
1763 if (where == NULL)
1764 {
1765 char *dump = dump_object (op);
1766 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1767 free (dump);
1768 return op;
1769 }
1770
1771 if (where->head)
1772 {
1773 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1774 where = where->head;
1775 }
1776
1777 if (op->more)
1778 {
1779 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1780 return op;
1781 }
1782
1783 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1784 CLEAR_FLAG (op, FLAG_REMOVED);
1785 if (op->nrof)
1786 {
1787 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1788 if (CAN_MERGE (tmp, op))
1789 {
1790 /* return the original object and remove inserted object
1791 (client needs the original object) */
1792 tmp->nrof += op->nrof;
1793 /* Weight handling gets pretty funky. Since we are adding to
1794 * tmp->nrof, we need to increase the weight.
1795 */
1796 add_weight (where, op->weight * op->nrof);
1797 SET_FLAG (op, FLAG_REMOVED);
1798 free_object (op); /* free the inserted object */
1799 op = tmp;
1800 remove_ob (op); /* and fix old object's links */
1801 CLEAR_FLAG (op, FLAG_REMOVED);
1802 break;
1803 }
1804
1805 /* I assume combined objects have no inventory
1806 * We add the weight - this object could have just been removed
1807 * (if it was possible to merge). calling remove_ob will subtract
1808 * the weight, so we need to add it in again, since we actually do
1809 * the linking below
1810 */
1811 add_weight (where, op->weight * op->nrof);
1812 }
1813 else
1814 add_weight (where, (op->weight + op->carrying));
1815
1816 otmp = is_player_inv (where);
1817 if (otmp && otmp->contr != NULL)
1818 {
1819 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1820 fix_player (otmp);
1821 }
1822
1823 op->map = NULL;
1824 op->env = where;
1825 op->above = NULL;
1826 op->below = NULL;
1827 op->x = 0, op->y = 0;
1828
1829 /* reset the light list and los of the players on the map */
1830 if ((op->glow_radius != 0) && where->map)
1831 {
1832 #ifdef DEBUG_LIGHTS
1833 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1834 #endif /* DEBUG_LIGHTS */
1835 if (MAP_DARKNESS (where->map))
1836 update_all_los (where->map, where->x, where->y);
1837 }
1838
1839 /* Client has no idea of ordering so lets not bother ordering it here.
1840 * It sure simplifies this function...
1841 */
1842 if (where->inv == NULL)
1843 where->inv = op;
1844 else
1845 {
1846 op->below = where->inv;
1847 op->below->above = op;
1848 where->inv = op;
1849 }
1850 return op;
1851 }
1852
1853 /*
1854 * Checks if any objects has a move_type that matches objects
1855 * that effect this object on this space. Call apply() to process
1856 * these events.
1857 *
1858 * Any speed-modification due to SLOW_MOVE() of other present objects
1859 * will affect the speed_left of the object.
1860 *
1861 * originator: Player, monster or other object that caused 'op' to be inserted
1862 * into 'map'. May be NULL.
1863 *
1864 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1865 *
1866 * 4-21-95 added code to check if appropriate skill was readied - this will
1867 * permit faster movement by the player through this terrain. -b.t.
1868 *
1869 * MSW 2001-07-08: Check all objects on space, not just those below
1870 * object being inserted. insert_ob_in_map may not put new objects
1871 * on top.
1872 */
1873
1874 int
1875 check_move_on (object *op, object *originator)
1876 {
1877 object *tmp;
1878 maptile *m = op->map;
1879 int x = op->x, y = op->y;
1880
1881 MoveType move_on, move_slow, move_block;
1882
1883 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1884 return 0;
1885
1886 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1887 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1888 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1889
1890 /* if nothing on this space will slow op down or be applied,
1891 * no need to do checking below. have to make sure move_type
1892 * is set, as lots of objects don't have it set - we treat that
1893 * as walking.
1894 */
1895 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1896 return 0;
1897
1898 /* This is basically inverse logic of that below - basically,
1899 * if the object can avoid the move on or slow move, they do so,
1900 * but can't do it if the alternate movement they are using is
1901 * blocked. Logic on this seems confusing, but does seem correct.
1902 */
1903 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1904 return 0;
1905
1906 /* The objects have to be checked from top to bottom.
1907 * Hence, we first go to the top:
1908 */
1909
1910 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1911 {
1912 /* Trim the search when we find the first other spell effect
1913 * this helps performance so that if a space has 50 spell objects,
1914 * we don't need to check all of them.
1915 */
1916 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1917 break;
1918 }
1919
1920 for (; tmp; tmp = tmp->below)
1921 {
1922 if (tmp == op)
1923 continue; /* Can't apply yourself */
1924
1925 /* Check to see if one of the movement types should be slowed down.
1926 * Second check makes sure that the movement types not being slowed
1927 * (~slow_move) is not blocked on this space - just because the
1928 * space doesn't slow down swimming (for example), if you can't actually
1929 * swim on that space, can't use it to avoid the penalty.
1930 */
1931 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1932 {
1933 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1934 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1935 {
1936
1937 float
1938 diff = tmp->move_slow_penalty * FABS (op->speed);
1939
1940 if (op->type == PLAYER)
1941 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1942 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1943 diff /= 4.0;
1944
1945 op->speed_left -= diff;
1946 }
1947 }
1948
1949 /* Basically same logic as above, except now for actual apply. */
1950 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1951 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1952 {
1953 move_apply (tmp, op, originator);
1954
1955 if (op->destroyed ())
1956 return 1;
1957
1958 /* what the person/creature stepped onto has moved the object
1959 * someplace new. Don't process any further - if we did,
1960 * have a feeling strange problems would result.
1961 */
1962 if (op->map != m || op->x != x || op->y != y)
1963 return 0;
1964 }
1965 }
1966
1967 return 0;
1968 }
1969
1970 /*
1971 * present_arch(arch, map, x, y) searches for any objects with
1972 * a matching archetype at the given map and coordinates.
1973 * The first matching object is returned, or NULL if none.
1974 */
1975
1976 object *
1977 present_arch (const archetype *at, maptile *m, int x, int y)
1978 {
1979 object *
1980 tmp;
1981
1982 if (m == NULL || out_of_map (m, x, y))
1983 {
1984 LOG (llevError, "Present_arch called outside map.\n");
1985 return NULL;
1986 }
1987 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1988 if (tmp->arch == at)
1989 return tmp;
1990 return NULL;
1991 }
1992
1993 /*
1994 * present(type, map, x, y) searches for any objects with
1995 * a matching type variable at the given map and coordinates.
1996 * The first matching object is returned, or NULL if none.
1997 */
1998
1999 object *
2000 present (unsigned char type, maptile *m, int x, int y)
2001 {
2002 object *
2003 tmp;
2004
2005 if (out_of_map (m, x, y))
2006 {
2007 LOG (llevError, "Present called outside map.\n");
2008 return NULL;
2009 }
2010 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2011 if (tmp->type == type)
2012 return tmp;
2013 return NULL;
2014 }
2015
2016 /*
2017 * present_in_ob(type, object) searches for any objects with
2018 * a matching type variable in the inventory of the given object.
2019 * The first matching object is returned, or NULL if none.
2020 */
2021
2022 object *
2023 present_in_ob (unsigned char type, const object *op)
2024 {
2025 object *
2026 tmp;
2027
2028 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2029 if (tmp->type == type)
2030 return tmp;
2031 return NULL;
2032 }
2033
2034 /*
2035 * present_in_ob (type, str, object) searches for any objects with
2036 * a matching type & name variable in the inventory of the given object.
2037 * The first matching object is returned, or NULL if none.
2038 * This is mostly used by spell effect code, so that we only
2039 * have one spell effect at a time.
2040 * type can be used to narrow the search - if type is set,
2041 * the type must also match. -1 can be passed for the type,
2042 * in which case the type does not need to pass.
2043 * str is the string to match against. Note that we match against
2044 * the object name, not the archetype name. this is so that the
2045 * spell code can use one object type (force), but change it's name
2046 * to be unique.
2047 */
2048
2049 object *
2050 present_in_ob_by_name (int type, const char *str, const object *op)
2051 {
2052 object *
2053 tmp;
2054
2055 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2056 {
2057 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2058 return tmp;
2059 }
2060 return NULL;
2061 }
2062
2063 /*
2064 * present_arch_in_ob(archetype, object) searches for any objects with
2065 * a matching archetype in the inventory of the given object.
2066 * The first matching object is returned, or NULL if none.
2067 */
2068
2069 object *
2070 present_arch_in_ob (const archetype *at, const object *op)
2071 {
2072 object *
2073 tmp;
2074
2075 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2076 if (tmp->arch == at)
2077 return tmp;
2078 return NULL;
2079 }
2080
2081 /*
2082 * activate recursively a flag on an object inventory
2083 */
2084 void
2085 flag_inv (object *op, int flag)
2086 {
2087 object *
2088 tmp;
2089
2090 if (op->inv)
2091 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2092 {
2093 SET_FLAG (tmp, flag);
2094 flag_inv (tmp, flag);
2095 }
2096 } /*
2097 * desactivate recursively a flag on an object inventory
2098 */
2099 void
2100 unflag_inv (object *op, int flag)
2101 {
2102 object *
2103 tmp;
2104
2105 if (op->inv)
2106 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2107 {
2108 CLEAR_FLAG (tmp, flag);
2109 unflag_inv (tmp, flag);
2110 }
2111 }
2112
2113 /*
2114 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2115 * all it's inventory (recursively).
2116 * If checksums are used, a player will get set_cheat called for
2117 * him/her-self and all object carried by a call to this function.
2118 */
2119
2120 void
2121 set_cheat (object *op)
2122 {
2123 SET_FLAG (op, FLAG_WAS_WIZ);
2124 flag_inv (op, FLAG_WAS_WIZ);
2125 }
2126
2127 /*
2128 * find_free_spot(object, map, x, y, start, stop) will search for
2129 * a spot at the given map and coordinates which will be able to contain
2130 * the given object. start and stop specifies how many squares
2131 * to search (see the freearr_x/y[] definition).
2132 * It returns a random choice among the alternatives found.
2133 * start and stop are where to start relative to the free_arr array (1,9
2134 * does all 4 immediate directions). This returns the index into the
2135 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2136 * Note - this only checks to see if there is space for the head of the
2137 * object - if it is a multispace object, this should be called for all
2138 * pieces.
2139 * Note2: This function does correctly handle tiled maps, but does not
2140 * inform the caller. However, insert_ob_in_map will update as
2141 * necessary, so the caller shouldn't need to do any special work.
2142 * Note - updated to take an object instead of archetype - this is necessary
2143 * because arch_blocked (now ob_blocked) needs to know the movement type
2144 * to know if the space in question will block the object. We can't use
2145 * the archetype because that isn't correct if the monster has been
2146 * customized, changed states, etc.
2147 */
2148
2149 int
2150 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2151 {
2152 int
2153 i,
2154 index = 0, flag;
2155 static int
2156 altern[SIZEOFFREE];
2157
2158 for (i = start; i < stop; i++)
2159 {
2160 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2161 if (!flag)
2162 altern[index++] = i;
2163
2164 /* Basically, if we find a wall on a space, we cut down the search size.
2165 * In this way, we won't return spaces that are on another side of a wall.
2166 * This mostly work, but it cuts down the search size in all directions -
2167 * if the space being examined only has a wall to the north and empty
2168 * spaces in all the other directions, this will reduce the search space
2169 * to only the spaces immediately surrounding the target area, and
2170 * won't look 2 spaces south of the target space.
2171 */
2172 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2173 stop = maxfree[i];
2174 }
2175 if (!index)
2176 return -1;
2177 return altern[RANDOM () % index];
2178 }
2179
2180 /*
2181 * find_first_free_spot(archetype, maptile, x, y) works like
2182 * find_free_spot(), but it will search max number of squares.
2183 * But it will return the first available spot, not a random choice.
2184 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2185 */
2186
2187 int
2188 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2189 {
2190 int
2191 i;
2192
2193 for (i = 0; i < SIZEOFFREE; i++)
2194 {
2195 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2196 return i;
2197 }
2198 return -1;
2199 }
2200
2201 /*
2202 * The function permute(arr, begin, end) randomly reorders the array
2203 * arr[begin..end-1].
2204 */
2205 static void
2206 permute (int *arr, int begin, int end)
2207 {
2208 int
2209 i,
2210 j,
2211 tmp,
2212 len;
2213
2214 len = end - begin;
2215 for (i = begin; i < end; i++)
2216 {
2217 j = begin + RANDOM () % len;
2218
2219 tmp = arr[i];
2220 arr[i] = arr[j];
2221 arr[j] = tmp;
2222 }
2223 }
2224
2225 /* new function to make monster searching more efficient, and effective!
2226 * This basically returns a randomized array (in the passed pointer) of
2227 * the spaces to find monsters. In this way, it won't always look for
2228 * monsters to the north first. However, the size of the array passed
2229 * covers all the spaces, so within that size, all the spaces within
2230 * the 3x3 area will be searched, just not in a predictable order.
2231 */
2232 void
2233 get_search_arr (int *search_arr)
2234 {
2235 int
2236 i;
2237
2238 for (i = 0; i < SIZEOFFREE; i++)
2239 {
2240 search_arr[i] = i;
2241 }
2242
2243 permute (search_arr, 1, SIZEOFFREE1 + 1);
2244 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2245 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2246 }
2247
2248 /*
2249 * find_dir(map, x, y, exclude) will search some close squares in the
2250 * given map at the given coordinates for live objects.
2251 * It will not considered the object given as exclude among possible
2252 * live objects.
2253 * It returns the direction toward the first/closest live object if finds
2254 * any, otherwise 0.
2255 * Perhaps incorrectly, but I'm making the assumption that exclude
2256 * is actually want is going to try and move there. We need this info
2257 * because we have to know what movement the thing looking to move
2258 * there is capable of.
2259 */
2260
2261 int
2262 find_dir (maptile *m, int x, int y, object *exclude)
2263 {
2264 int
2265 i,
2266 max = SIZEOFFREE, mflags;
2267
2268 sint16 nx, ny;
2269 object *
2270 tmp;
2271 maptile *
2272 mp;
2273
2274 MoveType blocked, move_type;
2275
2276 if (exclude && exclude->head)
2277 {
2278 exclude = exclude->head;
2279 move_type = exclude->move_type;
2280 }
2281 else
2282 {
2283 /* If we don't have anything, presume it can use all movement types. */
2284 move_type = MOVE_ALL;
2285 }
2286
2287 for (i = 1; i < max; i++)
2288 {
2289 mp = m;
2290 nx = x + freearr_x[i];
2291 ny = y + freearr_y[i];
2292
2293 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2294 if (mflags & P_OUT_OF_MAP)
2295 {
2296 max = maxfree[i];
2297 }
2298 else
2299 {
2300 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2301
2302 if ((move_type & blocked) == move_type)
2303 {
2304 max = maxfree[i];
2305 }
2306 else if (mflags & P_IS_ALIVE)
2307 {
2308 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2309 {
2310 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2311 {
2312 break;
2313 }
2314 }
2315 if (tmp)
2316 {
2317 return freedir[i];
2318 }
2319 }
2320 }
2321 }
2322 return 0;
2323 }
2324
2325 /*
2326 * distance(object 1, object 2) will return the square of the
2327 * distance between the two given objects.
2328 */
2329
2330 int
2331 distance (const object *ob1, const object *ob2)
2332 {
2333 int
2334 i;
2335
2336 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2337 return i;
2338 }
2339
2340 /*
2341 * find_dir_2(delta-x,delta-y) will return a direction in which
2342 * an object which has subtracted the x and y coordinates of another
2343 * object, needs to travel toward it.
2344 */
2345
2346 int
2347 find_dir_2 (int x, int y)
2348 {
2349 int
2350 q;
2351
2352 if (y)
2353 q = x * 100 / y;
2354 else if (x)
2355 q = -300 * x;
2356 else
2357 return 0;
2358
2359 if (y > 0)
2360 {
2361 if (q < -242)
2362 return 3;
2363 if (q < -41)
2364 return 2;
2365 if (q < 41)
2366 return 1;
2367 if (q < 242)
2368 return 8;
2369 return 7;
2370 }
2371
2372 if (q < -242)
2373 return 7;
2374 if (q < -41)
2375 return 6;
2376 if (q < 41)
2377 return 5;
2378 if (q < 242)
2379 return 4;
2380
2381 return 3;
2382 }
2383
2384 /*
2385 * absdir(int): Returns a number between 1 and 8, which represent
2386 * the "absolute" direction of a number (it actually takes care of
2387 * "overflow" in previous calculations of a direction).
2388 */
2389
2390 int
2391 absdir (int d)
2392 {
2393 while (d < 1)
2394 d += 8;
2395 while (d > 8)
2396 d -= 8;
2397 return d;
2398 }
2399
2400 /*
2401 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2402 * between two directions (which are expected to be absolute (see absdir())
2403 */
2404
2405 int
2406 dirdiff (int dir1, int dir2)
2407 {
2408 int
2409 d;
2410
2411 d = abs (dir1 - dir2);
2412 if (d > 4)
2413 d = 8 - d;
2414 return d;
2415 }
2416
2417 /* peterm:
2418 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2419 * Basically, this is a table of directions, and what directions
2420 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2421 * This basically means that if direction is 15, then it could either go
2422 * direction 4, 14, or 16 to get back to where we are.
2423 * Moved from spell_util.c to object.c with the other related direction
2424 * functions.
2425 */
2426
2427 int
2428 reduction_dir[SIZEOFFREE][3] = {
2429 {0, 0, 0}, /* 0 */
2430 {0, 0, 0}, /* 1 */
2431 {0, 0, 0}, /* 2 */
2432 {0, 0, 0}, /* 3 */
2433 {0, 0, 0}, /* 4 */
2434 {0, 0, 0}, /* 5 */
2435 {0, 0, 0}, /* 6 */
2436 {0, 0, 0}, /* 7 */
2437 {0, 0, 0}, /* 8 */
2438 {8, 1, 2}, /* 9 */
2439 {1, 2, -1}, /* 10 */
2440 {2, 10, 12}, /* 11 */
2441 {2, 3, -1}, /* 12 */
2442 {2, 3, 4}, /* 13 */
2443 {3, 4, -1}, /* 14 */
2444 {4, 14, 16}, /* 15 */
2445 {5, 4, -1}, /* 16 */
2446 {4, 5, 6}, /* 17 */
2447 {6, 5, -1}, /* 18 */
2448 {6, 20, 18}, /* 19 */
2449 {7, 6, -1}, /* 20 */
2450 {6, 7, 8}, /* 21 */
2451 {7, 8, -1}, /* 22 */
2452 {8, 22, 24}, /* 23 */
2453 {8, 1, -1}, /* 24 */
2454 {24, 9, 10}, /* 25 */
2455 {9, 10, -1}, /* 26 */
2456 {10, 11, -1}, /* 27 */
2457 {27, 11, 29}, /* 28 */
2458 {11, 12, -1}, /* 29 */
2459 {12, 13, -1}, /* 30 */
2460 {12, 13, 14}, /* 31 */
2461 {13, 14, -1}, /* 32 */
2462 {14, 15, -1}, /* 33 */
2463 {33, 15, 35}, /* 34 */
2464 {16, 15, -1}, /* 35 */
2465 {17, 16, -1}, /* 36 */
2466 {18, 17, 16}, /* 37 */
2467 {18, 17, -1}, /* 38 */
2468 {18, 19, -1}, /* 39 */
2469 {41, 19, 39}, /* 40 */
2470 {19, 20, -1}, /* 41 */
2471 {20, 21, -1}, /* 42 */
2472 {20, 21, 22}, /* 43 */
2473 {21, 22, -1}, /* 44 */
2474 {23, 22, -1}, /* 45 */
2475 {45, 47, 23}, /* 46 */
2476 {23, 24, -1}, /* 47 */
2477 {24, 9, -1}
2478 }; /* 48 */
2479
2480 /* Recursive routine to step back and see if we can
2481 * find a path to that monster that we found. If not,
2482 * we don't bother going toward it. Returns 1 if we
2483 * can see a direct way to get it
2484 * Modified to be map tile aware -.MSW
2485 */
2486
2487
2488 int
2489 can_see_monsterP (maptile *m, int x, int y, int dir)
2490 {
2491 sint16 dx, dy;
2492 int
2493 mflags;
2494
2495 if (dir < 0)
2496 return 0; /* exit condition: invalid direction */
2497
2498 dx = x + freearr_x[dir];
2499 dy = y + freearr_y[dir];
2500
2501 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2502
2503 /* This functional arguably was incorrect before - it was
2504 * checking for P_WALL - that was basically seeing if
2505 * we could move to the monster - this is being more
2506 * literal on if we can see it. To know if we can actually
2507 * move to the monster, we'd need the monster passed in or
2508 * at least its move type.
2509 */
2510 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2511 return 0;
2512
2513 /* yes, can see. */
2514 if (dir < 9)
2515 return 1;
2516 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2517 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2518 }
2519
2520
2521
2522 /*
2523 * can_pick(picker, item): finds out if an object is possible to be
2524 * picked up by the picker. Returnes 1 if it can be
2525 * picked up, otherwise 0.
2526 *
2527 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2528 * core dumps if they do.
2529 *
2530 * Add a check so we can't pick up invisible objects (0.93.8)
2531 */
2532
2533 int
2534 can_pick (const object *who, const object *item)
2535 {
2536 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2537 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2538 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2539 }
2540
2541
2542 /*
2543 * create clone from object to another
2544 */
2545 object *
2546 object_create_clone (object *asrc)
2547 {
2548 object *
2549 dst = NULL, *tmp, *src, *part, *prev, *item;
2550
2551 if (!asrc)
2552 return NULL;
2553 src = asrc;
2554 if (src->head)
2555 src = src->head;
2556
2557 prev = NULL;
2558 for (part = src; part; part = part->more)
2559 {
2560 tmp = get_object ();
2561 copy_object (part, tmp);
2562 tmp->x -= src->x;
2563 tmp->y -= src->y;
2564 if (!part->head)
2565 {
2566 dst = tmp;
2567 tmp->head = NULL;
2568 }
2569 else
2570 {
2571 tmp->head = dst;
2572 }
2573 tmp->more = NULL;
2574 if (prev)
2575 prev->more = tmp;
2576 prev = tmp;
2577 }
2578
2579 for (item = src->inv; item; item = item->below)
2580 insert_ob_in_ob (object_create_clone (item), dst);
2581
2582 return dst;
2583 }
2584
2585 /* GROS - Creates an object using a string representing its content. */
2586 /* Basically, we save the content of the string to a temp file, then call */
2587 /* load_object on it. I admit it is a highly inefficient way to make things, */
2588 /* but it was simple to make and allows reusing the load_object function. */
2589 /* Remember not to use load_object_str in a time-critical situation. */
2590 /* Also remember that multiparts objects are not supported for now. */
2591
2592 object *
2593 load_object_str (const char *obstr)
2594 {
2595 object *op;
2596 char filename[MAX_BUF];
2597
2598 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2599
2600 FILE *tempfile = fopen (filename, "w");
2601
2602 if (tempfile == NULL)
2603 {
2604 LOG (llevError, "Error - Unable to access load object temp file\n");
2605 return NULL;
2606 }
2607
2608 fprintf (tempfile, obstr);
2609 fclose (tempfile);
2610
2611 op = get_object ();
2612
2613 object_thawer thawer (filename);
2614
2615 if (thawer)
2616 load_object (thawer, op, 0);
2617
2618 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2619 CLEAR_FLAG (op, FLAG_REMOVED);
2620
2621 return op;
2622 }
2623
2624 /* This returns the first object in who's inventory that
2625 * has the same type and subtype match.
2626 * returns NULL if no match.
2627 */
2628 object *
2629 find_obj_by_type_subtype (const object *who, int type, int subtype)
2630 {
2631 object *tmp;
2632
2633 for (tmp = who->inv; tmp; tmp = tmp->below)
2634 if (tmp->type == type && tmp->subtype == subtype)
2635 return tmp;
2636
2637 return NULL;
2638 }
2639
2640 /* If ob has a field named key, return the link from the list,
2641 * otherwise return NULL.
2642 *
2643 * key must be a passed in shared string - otherwise, this won't
2644 * do the desired thing.
2645 */
2646 key_value *
2647 get_ob_key_link (const object *ob, const char *key)
2648 {
2649 key_value *link;
2650
2651 for (link = ob->key_values; link != NULL; link = link->next)
2652 if (link->key == key)
2653 return link;
2654
2655 return NULL;
2656 }
2657
2658 /*
2659 * Returns the value of op has an extra_field for key, or NULL.
2660 *
2661 * The argument doesn't need to be a shared string.
2662 *
2663 * The returned string is shared.
2664 */
2665 const char *
2666 get_ob_key_value (const object *op, const char *const key)
2667 {
2668 key_value *link;
2669 shstr_cmp canonical_key (key);
2670
2671 if (!canonical_key)
2672 {
2673 /* 1. There being a field named key on any object
2674 * implies there'd be a shared string to find.
2675 * 2. Since there isn't, no object has this field.
2676 * 3. Therefore, *this* object doesn't have this field.
2677 */
2678 return 0;
2679 }
2680
2681 /* This is copied from get_ob_key_link() above -
2682 * only 4 lines, and saves the function call overhead.
2683 */
2684 for (link = op->key_values; link; link = link->next)
2685 if (link->key == canonical_key)
2686 return link->value;
2687
2688 return 0;
2689 }
2690
2691
2692 /*
2693 * Updates the canonical_key in op to value.
2694 *
2695 * canonical_key is a shared string (value doesn't have to be).
2696 *
2697 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2698 * keys.
2699 *
2700 * Returns TRUE on success.
2701 */
2702 int
2703 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2704 {
2705 key_value *
2706 field = NULL, *last = NULL;
2707
2708 for (field = op->key_values; field != NULL; field = field->next)
2709 {
2710 if (field->key != canonical_key)
2711 {
2712 last = field;
2713 continue;
2714 }
2715
2716 if (value)
2717 field->value = value;
2718 else
2719 {
2720 /* Basically, if the archetype has this key set,
2721 * we need to store the null value so when we save
2722 * it, we save the empty value so that when we load,
2723 * we get this value back again.
2724 */
2725 if (get_ob_key_link (&op->arch->clone, canonical_key))
2726 field->value = 0;
2727 else
2728 {
2729 if (last)
2730 last->next = field->next;
2731 else
2732 op->key_values = field->next;
2733
2734 delete field;
2735 }
2736 }
2737 return TRUE;
2738 }
2739 /* IF we get here, key doesn't exist */
2740
2741 /* No field, we'll have to add it. */
2742
2743 if (!add_key)
2744 {
2745 return FALSE;
2746 }
2747 /* There isn't any good reason to store a null
2748 * value in the key/value list. If the archetype has
2749 * this key, then we should also have it, so shouldn't
2750 * be here. If user wants to store empty strings,
2751 * should pass in ""
2752 */
2753 if (value == NULL)
2754 return TRUE;
2755
2756 field = new key_value;
2757
2758 field->key = canonical_key;
2759 field->value = value;
2760 /* Usual prepend-addition. */
2761 field->next = op->key_values;
2762 op->key_values = field;
2763
2764 return TRUE;
2765 }
2766
2767 /*
2768 * Updates the key in op to value.
2769 *
2770 * If add_key is FALSE, this will only update existing keys,
2771 * and not add new ones.
2772 * In general, should be little reason FALSE is ever passed in for add_key
2773 *
2774 * Returns TRUE on success.
2775 */
2776 int
2777 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2778 {
2779 shstr key_ (key);
2780
2781 return set_ob_key_value_s (op, key_, value, add_key);
2782 }
2783
2784 object::depth_iterator::depth_iterator (object *container)
2785 : iterator_base (container)
2786 {
2787 while (item->inv)
2788 item = item->inv;
2789 }
2790
2791 void
2792 object::depth_iterator::next ()
2793 {
2794 if (item->below)
2795 {
2796 item = item->below;
2797
2798 while (item->inv)
2799 item = item->inv;
2800 }
2801 else
2802 item = item->env;
2803 }
2804
2805 // return a suitable string describing an objetc in enough detail to find it
2806 const char *
2807 object::debug_desc (char *info) const
2808 {
2809 char info2[256 * 3];
2810 char *p = info;
2811
2812 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2813 count,
2814 &name,
2815 title ? " " : "",
2816 title ? (const char *)title : "");
2817
2818 if (env)
2819 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2820
2821 if (map)
2822 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2823
2824 return info;
2825 }
2826
2827 const char *
2828 object::debug_desc () const
2829 {
2830 static char info[256 * 3];
2831 return debug_desc (info);
2832 }
2833