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Revision: 1.55
Committed: Sun Dec 3 00:41:33 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.54: +16 -0 lines
Log Message:
move freed objects to dummy map so their map * stays valid

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 for (object *op = object::first; op; op = op->next)
418 if (op->count == i)
419 return op;
420
421 return 0;
422 }
423
424 /*
425 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999"
428 */
429
430 object *
431 find_object_name (const char *str)
432 {
433 shstr_cmp str_ (str);
434 object *op;
435
436 for (op = object::first; op != NULL; op = op->next)
437 if (op->name == str_)
438 break;
439
440 return op;
441 }
442
443 void
444 free_all_object_data ()
445 {
446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
447 }
448
449 /*
450 * Sets the owner and sets the skill and exp pointers to owner's current
451 * skill and experience objects.
452 */
453 void
454 object::set_owner (object *owner)
455 {
456 if (!owner)
457 return;
458
459 /* next line added to allow objects which own objects */
460 /* Add a check for ownercounts in here, as I got into an endless loop
461 * with the fireball owning a poison cloud which then owned the
462 * fireball. I believe that was caused by one of the objects getting
463 * freed and then another object replacing it. Since the ownercounts
464 * didn't match, this check is valid and I believe that cause is valid.
465 */
466 while (owner->owner)
467 owner = owner->owner;
468
469 this->owner = owner;
470 }
471
472 /* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links.
474 */
475 static void
476 free_key_values (object *op)
477 {
478 for (key_value *i = op->key_values; i != 0;)
479 {
480 key_value *next = i->next;
481 delete i;
482
483 i = next;
484 }
485
486 op->key_values = 0;
487 }
488
489 void object::clear ()
490 {
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529 }
530
531 void object::clone (object *destination)
532 {
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538 }
539
540 /*
541 * copy object first frees everything allocated by the second object,
542 * and then copies the contends of the first object into the second
543 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object
546 * will point at garbage.
547 */
548 void
549 copy_object (object *op2, object *op)
550 {
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
553
554 op2->clone (op);
555
556 if (is_freed)
557 SET_FLAG (op, FLAG_FREED);
558 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED);
560
561 if (op2->speed < 0)
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
563
564 /* Copy over key_values, if any. */
565 if (op2->key_values)
566 {
567 key_value *tail = 0;
568 key_value *i;
569
570 op->key_values = 0;
571
572 for (i = op2->key_values; i; i = i->next)
573 {
574 key_value *new_link = new key_value;
575
576 new_link->next = 0;
577 new_link->key = i->key;
578 new_link->value = i->value;
579
580 /* Try and be clever here, too. */
581 if (!op->key_values)
582 {
583 op->key_values = new_link;
584 tail = new_link;
585 }
586 else
587 {
588 tail->next = new_link;
589 tail = new_link;
590 }
591 }
592 }
593
594 update_ob_speed (op);
595 }
596
597 /*
598 * If an object with the IS_TURNABLE() flag needs to be turned due
599 * to the closest player being on the other side, this function can
600 * be called to update the face variable, _and_ how it looks on the map.
601 */
602
603 void
604 update_turn_face (object *op)
605 {
606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
607 return;
608 SET_ANIMATION (op, op->direction);
609 update_object (op, UP_OBJ_FACE);
610 }
611
612 /*
613 * Updates the speed of an object. If the speed changes from 0 to another
614 * value, or vice versa, then add/remove the object from the active list.
615 * This function needs to be called whenever the speed of an object changes.
616 */
617 void
618 update_ob_speed (object *op)
619 {
620 extern int arch_init;
621
622 /* No reason putting the archetypes objects on the speed list,
623 * since they never really need to be updated.
624 */
625
626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 {
628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
629 #ifdef MANY_CORES
630 abort ();
631 #else
632 op->speed = 0;
633 #endif
634 }
635
636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 {
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
643 return;
644
645 /* process_events() expects us to insert the object at the beginning
646 * of the list. */
647 op->active_next = active_objects;
648
649 if (op->active_next != NULL)
650 op->active_next->active_prev = op;
651
652 active_objects = op;
653 }
654 else
655 {
656 /* If not on the active list, nothing needs to be done */
657 if (!op->active_next && !op->active_prev && op != active_objects)
658 return;
659
660 if (op->active_prev == NULL)
661 {
662 active_objects = op->active_next;
663
664 if (op->active_next != NULL)
665 op->active_next->active_prev = NULL;
666 }
667 else
668 {
669 op->active_prev->active_next = op->active_next;
670
671 if (op->active_next)
672 op->active_next->active_prev = op->active_prev;
673 }
674
675 op->active_next = NULL;
676 op->active_prev = NULL;
677 }
678 }
679
680 /* This function removes object 'op' from the list of active
681 * objects.
682 * This should only be used for style maps or other such
683 * reference maps where you don't want an object that isn't
684 * in play chewing up cpu time getting processed.
685 * The reverse of this is to call update_ob_speed, which
686 * will do the right thing based on the speed of the object.
687 */
688 void
689 remove_from_active_list (object *op)
690 {
691 /* If not on the active list, nothing needs to be done */
692 if (!op->active_next && !op->active_prev && op != active_objects)
693 return;
694
695 if (op->active_prev == NULL)
696 {
697 active_objects = op->active_next;
698 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL;
700 }
701 else
702 {
703 op->active_prev->active_next = op->active_next;
704 if (op->active_next)
705 op->active_next->active_prev = op->active_prev;
706 }
707 op->active_next = NULL;
708 op->active_prev = NULL;
709 }
710
711 /*
712 * update_object() updates the array which represents the map.
713 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_)
719 *
720 * action is a hint of what the caller believes need to be done.
721 * For example, if the only thing that has changed is the face (due to
722 * an animation), we don't need to call update_position until that actually
723 * comes into view of a player. OTOH, many other things, like addition/removal
724 * of walls or living creatures may need us to update the flags now.
725 * current action are:
726 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
729 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed.
731 */
732
733 void
734 update_object (object *op, int action)
735 {
736 int update_now = 0, flags;
737 MoveType move_on, move_off, move_block, move_slow;
738
739 if (op == NULL)
740 {
741 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n");
743 return;
744 }
745
746 if (op->env != NULL)
747 {
748 /* Animation is currently handled by client, so nothing
749 * to do in this case.
750 */
751 return;
752 }
753
754 /* If the map is saving, don't do anything as everything is
755 * going to get freed anyways.
756 */
757 if (!op->map || op->map->in_memory == MAP_SAVING)
758 return;
759
760 /* make sure the object is within map boundaries */
761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
762 {
763 LOG (llevError, "update_object() called for object out of map!\n");
764 #ifdef MANY_CORES
765 abort ();
766 #endif
767 return;
768 }
769
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
776
777 if (action == UP_OBJ_INSERT)
778 {
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
780 update_now = 1;
781
782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
783 update_now = 1;
784
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
789 update_now = 1;
790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
794 if ((move_on | op->move_on) != move_on)
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off)
798 update_now = 1;
799
800 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now.
802 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
804 update_now = 1;
805
806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
808 }
809 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object
811 * that is being removed.
812 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1;
815 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ;
817 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action);
819
820 if (update_now)
821 {
822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
823 update_position (op->map, op->x, op->y);
824 }
825
826 if (op->more != NULL)
827 update_object (op->more, action);
828 }
829
830 object::vector object::mortals;
831 object::vector object::objects; // not yet used
832 object *object::first;
833
834 void object::free_mortals ()
835 {
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852 }
853
854 object::object ()
855 {
856 SET_FLAG (this, FLAG_REMOVED);
857
858 expmul = 1.0;
859 face = blank_face;
860 }
861
862 object::~object ()
863 {
864 free_key_values (this);
865 }
866
867 void object::link ()
868 {
869 count = ++ob_count;
870 uuid = gen_uuid ();
871
872 prev = 0;
873 next = object::first;
874
875 if (object::first)
876 object::first->prev = this;
877
878 object::first = this;
879 }
880
881 void object::unlink ()
882 {
883 if (this == object::first)
884 object::first = next;
885
886 /* Remove this object from the list of used objects */
887 if (prev) prev->next = next;
888 if (next) next->prev = prev;
889
890 prev = 0;
891 next = 0;
892 }
893
894 object *object::create ()
895 {
896 object *op = new object;
897 op->link ();
898 return op;
899 }
900
901 /*
902 * free_object() frees everything allocated by an object, removes
903 * it from the list of used objects, and puts it on the list of
904 * free objects. The IS_FREED() flag is set in the object.
905 * The object must have been removed by remove_ob() first for
906 * this function to succeed.
907 *
908 * If destroy_inventory is set, free inventory as well. Else drop items in
909 * inventory to the ground.
910 */
911 void object::destroy (bool destroy_inventory)
912 {
913 if (QUERY_FLAG (this, FLAG_FREED))
914 return;
915
916 if (QUERY_FLAG (this, FLAG_FRIENDLY))
917 remove_friendly_object (this);
918
919 if (!QUERY_FLAG (this, FLAG_REMOVED))
920 remove_ob (this);
921
922 SET_FLAG (this, FLAG_FREED);
923
924 // hack to ensure that freed objects still have a valid map
925 {
926 static maptile *freed_map; // freed objects are moved here to avoid crashes
927
928 if (!freed_map)
929 {
930 freed_map = get_empty_map (3, 3);
931 freed_map->name = "freed objects map";
932 allocate_map (freed_map);
933 }
934
935 map = freed_map;
936 x = 1;
937 y = 1;
938 }
939
940 if (more)
941 {
942 more->destroy (destroy_inventory);
943 more = 0;
944 }
945
946 if (inv)
947 {
948 /* Only if the space blocks everything do we not process -
949 * if some form of movement is allowed, let objects
950 * drop on that space.
951 */
952 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
953 {
954 object *op = inv;
955
956 while (op)
957 {
958 object *tmp = op->below;
959 op->destroy (destroy_inventory);
960 op = tmp;
961 }
962 }
963 else
964 { /* Put objects in inventory onto this space */
965 object *op = inv;
966
967 while (op)
968 {
969 object *tmp = op->below;
970
971 remove_ob (op);
972
973 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
974 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
975 free_object (op);
976 else
977 {
978 op->x = x;
979 op->y = y;
980 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
981 }
982
983 op = tmp;
984 }
985 }
986 }
987
988 // clear those pointers that likely might have circular references to us
989 owner = 0;
990 enemy = 0;
991 attacked_by = 0;
992
993 // only relevant for players(?), but make sure of it anyways
994 contr = 0;
995
996 /* Remove object from the active list */
997 speed = 0;
998 update_ob_speed (this);
999
1000 unlink ();
1001
1002 mortals.push_back (this);
1003 }
1004
1005 /*
1006 * sub_weight() recursively (outwards) subtracts a number from the
1007 * weight of an object (and what is carried by it's environment(s)).
1008 */
1009
1010 void
1011 sub_weight (object *op, signed long weight)
1012 {
1013 while (op != NULL)
1014 {
1015 if (op->type == CONTAINER)
1016 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1017
1018 op->carrying -= weight;
1019 op = op->env;
1020 }
1021 }
1022
1023 /* remove_ob(op):
1024 * This function removes the object op from the linked list of objects
1025 * which it is currently tied to. When this function is done, the
1026 * object will have no environment. If the object previously had an
1027 * environment, the x and y coordinates will be updated to
1028 * the previous environment.
1029 * Beware: This function is called from the editor as well!
1030 */
1031
1032 void
1033 remove_ob (object *op)
1034 {
1035 object *tmp, *last = 0;
1036 object *otmp;
1037
1038 int check_walk_off;
1039 maptile *m;
1040
1041 sint16 x, y;
1042
1043 if (QUERY_FLAG (op, FLAG_REMOVED))
1044 return;
1045
1046 SET_FLAG (op, FLAG_REMOVED);
1047
1048 if (op->more != NULL)
1049 remove_ob (op->more);
1050
1051 /*
1052 * In this case, the object to be removed is in someones
1053 * inventory.
1054 */
1055 if (op->env != NULL)
1056 {
1057 if (op->nrof)
1058 sub_weight (op->env, op->weight * op->nrof);
1059 else
1060 sub_weight (op->env, op->weight + op->carrying);
1061
1062 /* NO_FIX_PLAYER is set when a great many changes are being
1063 * made to players inventory. If set, avoiding the call
1064 * to save cpu time.
1065 */
1066 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1067 fix_player (otmp);
1068
1069 if (op->above != NULL)
1070 op->above->below = op->below;
1071 else
1072 op->env->inv = op->below;
1073
1074 if (op->below != NULL)
1075 op->below->above = op->above;
1076
1077 /* we set up values so that it could be inserted into
1078 * the map, but we don't actually do that - it is up
1079 * to the caller to decide what we want to do.
1080 */
1081 op->x = op->env->x, op->y = op->env->y;
1082 op->map = op->env->map;
1083 op->above = NULL, op->below = NULL;
1084 op->env = NULL;
1085 }
1086 else if (op->map)
1087 {
1088 x = op->x;
1089 y = op->y;
1090 m = get_map_from_coord (op->map, &x, &y);
1091
1092 if (!m)
1093 {
1094 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1095 op->map->path, op->x, op->y);
1096 /* in old days, we used to set x and y to 0 and continue.
1097 * it seems if we get into this case, something is probablye
1098 * screwed up and should be fixed.
1099 */
1100 abort ();
1101 }
1102
1103 if (op->map != m)
1104 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1105 op->map->path, m->path, op->x, op->y, x, y);
1106
1107 /* Re did the following section of code - it looks like it had
1108 * lots of logic for things we no longer care about
1109 */
1110
1111 /* link the object above us */
1112 if (op->above)
1113 op->above->below = op->below;
1114 else
1115 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1116
1117 /* Relink the object below us, if there is one */
1118 if (op->below)
1119 op->below->above = op->above;
1120 else
1121 {
1122 /* Nothing below, which means we need to relink map object for this space
1123 * use translated coordinates in case some oddness with map tiling is
1124 * evident
1125 */
1126 if (GET_MAP_OB (m, x, y) != op)
1127 {
1128 char *dump = dump_object (op);
1129 LOG (llevError,
1130 "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);
1131 free (dump);
1132 dump = dump_object (GET_MAP_OB (m, x, y));
1133 LOG (llevError, "%s\n", dump);
1134 free (dump);
1135 }
1136
1137 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1138 }
1139
1140 op->above = 0;
1141 op->below = 0;
1142
1143 if (op->map->in_memory == MAP_SAVING)
1144 return;
1145
1146 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1147
1148 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1149 {
1150 /* No point updating the players look faces if he is the object
1151 * being removed.
1152 */
1153
1154 if (tmp->type == PLAYER && tmp != op)
1155 {
1156 /* If a container that the player is currently using somehow gets
1157 * removed (most likely destroyed), update the player view
1158 * appropriately.
1159 */
1160 if (tmp->container == op)
1161 {
1162 CLEAR_FLAG (op, FLAG_APPLIED);
1163 tmp->container = NULL;
1164 }
1165
1166 tmp->contr->socket.update_look = 1;
1167 }
1168
1169 /* See if player moving off should effect something */
1170 if (check_walk_off
1171 && ((op->move_type & tmp->move_off)
1172 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1173 {
1174 move_apply (tmp, op, NULL);
1175
1176 if (op->destroyed ())
1177 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1178 }
1179
1180 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1181
1182 if (tmp->above == tmp)
1183 tmp->above = NULL;
1184
1185 last = tmp;
1186 }
1187
1188 /* last == NULL of there are no objects on this space */
1189 if (last == NULL)
1190 {
1191 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1192 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1193 * those out anyways, and if there are any flags set right now, they won't
1194 * be correct anyways.
1195 */
1196 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1197 update_position (op->map, op->x, op->y);
1198 }
1199 else
1200 update_object (last, UP_OBJ_REMOVE);
1201
1202 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1203 update_all_los (op->map, op->x, op->y);
1204 }
1205 }
1206
1207 /*
1208 * merge_ob(op,top):
1209 *
1210 * This function goes through all objects below and including top, and
1211 * merges op to the first matching object.
1212 * If top is NULL, it is calculated.
1213 * Returns pointer to object if it succeded in the merge, otherwise NULL
1214 */
1215 object *
1216 merge_ob (object *op, object *top)
1217 {
1218 if (!op->nrof)
1219 return 0;
1220
1221 if (top == NULL)
1222 for (top = op; top != NULL && top->above != NULL; top = top->above);
1223
1224 for (; top != NULL; top = top->below)
1225 {
1226 if (top == op)
1227 continue;
1228 if (CAN_MERGE (op, top))
1229 {
1230 top->nrof += op->nrof;
1231
1232 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1233 op->weight = 0; /* Don't want any adjustements now */
1234 remove_ob (op);
1235 free_object (op);
1236 return top;
1237 }
1238 }
1239
1240 return 0;
1241 }
1242
1243 /*
1244 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1245 * job preparing multi-part monsters
1246 */
1247 object *
1248 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1249 {
1250 object *tmp;
1251
1252 if (op->head)
1253 op = op->head;
1254
1255 for (tmp = op; tmp; tmp = tmp->more)
1256 {
1257 tmp->x = x + tmp->arch->clone.x;
1258 tmp->y = y + tmp->arch->clone.y;
1259 }
1260
1261 return insert_ob_in_map (op, m, originator, flag);
1262 }
1263
1264 /*
1265 * insert_ob_in_map (op, map, originator, flag):
1266 * This function inserts the object in the two-way linked list
1267 * which represents what is on a map.
1268 * The second argument specifies the map, and the x and y variables
1269 * in the object about to be inserted specifies the position.
1270 *
1271 * originator: Player, monster or other object that caused 'op' to be inserted
1272 * into 'map'. May be NULL.
1273 *
1274 * flag is a bitmask about special things to do (or not do) when this
1275 * function is called. see the object.h file for the INS_ values.
1276 * Passing 0 for flag gives proper default values, so flag really only needs
1277 * to be set if special handling is needed.
1278 *
1279 * Return value:
1280 * new object if 'op' was merged with other object
1281 * NULL if 'op' was destroyed
1282 * just 'op' otherwise
1283 */
1284
1285 object *
1286 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1287 {
1288 object *tmp, *top, *floor = NULL;
1289 sint16 x, y;
1290
1291 if (QUERY_FLAG (op, FLAG_FREED))
1292 {
1293 LOG (llevError, "Trying to insert freed object!\n");
1294 return NULL;
1295 }
1296
1297 if (m == NULL)
1298 {
1299 char *dump = dump_object (op);
1300 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1301 free (dump);
1302 return op;
1303 }
1304
1305 if (out_of_map (m, op->x, op->y))
1306 {
1307 char *dump = dump_object (op);
1308 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1309 #ifdef MANY_CORES
1310 /* Better to catch this here, as otherwise the next use of this object
1311 * is likely to cause a crash. Better to find out where it is getting
1312 * improperly inserted.
1313 */
1314 abort ();
1315 #endif
1316 free (dump);
1317 return op;
1318 }
1319
1320 if (!QUERY_FLAG (op, FLAG_REMOVED))
1321 {
1322 char *dump = dump_object (op);
1323 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1324 free (dump);
1325 return op;
1326 }
1327
1328 if (op->more != NULL)
1329 {
1330 /* The part may be on a different map. */
1331
1332 object *more = op->more;
1333
1334 /* We really need the caller to normalize coordinates - if
1335 * we set the map, that doesn't work if the location is within
1336 * a map and this is straddling an edge. So only if coordinate
1337 * is clear wrong do we normalize it.
1338 */
1339 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1340 more->map = get_map_from_coord (m, &more->x, &more->y);
1341 else if (!more->map)
1342 {
1343 /* For backwards compatibility - when not dealing with tiled maps,
1344 * more->map should always point to the parent.
1345 */
1346 more->map = m;
1347 }
1348
1349 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1350 {
1351 if (!op->head)
1352 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1353
1354 return NULL;
1355 }
1356 }
1357
1358 CLEAR_FLAG (op, FLAG_REMOVED);
1359
1360 /* Ideally, the caller figures this out. However, it complicates a lot
1361 * of areas of callers (eg, anything that uses find_free_spot would now
1362 * need extra work
1363 */
1364 op->map = get_map_from_coord (m, &op->x, &op->y);
1365 x = op->x;
1366 y = op->y;
1367
1368 /* this has to be done after we translate the coordinates.
1369 */
1370 if (op->nrof && !(flag & INS_NO_MERGE))
1371 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1372 if (CAN_MERGE (op, tmp))
1373 {
1374 op->nrof += tmp->nrof;
1375 remove_ob (tmp);
1376 free_object (tmp);
1377 }
1378
1379 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1380 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1381
1382 if (!QUERY_FLAG (op, FLAG_ALIVE))
1383 CLEAR_FLAG (op, FLAG_NO_STEAL);
1384
1385 if (flag & INS_BELOW_ORIGINATOR)
1386 {
1387 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1388 {
1389 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1390 abort ();
1391 }
1392
1393 op->above = originator;
1394 op->below = originator->below;
1395
1396 if (op->below)
1397 op->below->above = op;
1398 else
1399 SET_MAP_OB (op->map, op->x, op->y, op);
1400
1401 /* since *below* originator, no need to update top */
1402 originator->below = op;
1403 }
1404 else
1405 {
1406 /* If there are other objects, then */
1407 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1408 {
1409 object *last = NULL;
1410
1411 /*
1412 * If there are multiple objects on this space, we do some trickier handling.
1413 * We've already dealt with merging if appropriate.
1414 * Generally, we want to put the new object on top. But if
1415 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1416 * floor, we want to insert above that and no further.
1417 * Also, if there are spell objects on this space, we stop processing
1418 * once we get to them. This reduces the need to traverse over all of
1419 * them when adding another one - this saves quite a bit of cpu time
1420 * when lots of spells are cast in one area. Currently, it is presumed
1421 * that flying non pickable objects are spell objects.
1422 */
1423
1424 while (top != NULL)
1425 {
1426 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1427 floor = top;
1428
1429 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1430 {
1431 /* We insert above top, so we want this object below this */
1432 top = top->below;
1433 break;
1434 }
1435
1436 last = top;
1437 top = top->above;
1438 }
1439
1440 /* Don't want top to be NULL, so set it to the last valid object */
1441 top = last;
1442
1443 /* We let update_position deal with figuring out what the space
1444 * looks like instead of lots of conditions here.
1445 * makes things faster, and effectively the same result.
1446 */
1447
1448 /* Have object 'fall below' other objects that block view.
1449 * Unless those objects are exits, type 66
1450 * If INS_ON_TOP is used, don't do this processing
1451 * Need to find the object that in fact blocks view, otherwise
1452 * stacking is a bit odd.
1453 */
1454 if (!(flag & INS_ON_TOP) &&
1455 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1456 {
1457 for (last = top; last != floor; last = last->below)
1458 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1459 break;
1460 /* Check to see if we found the object that blocks view,
1461 * and make sure we have a below pointer for it so that
1462 * we can get inserted below this one, which requires we
1463 * set top to the object below us.
1464 */
1465 if (last && last->below && last != floor)
1466 top = last->below;
1467 }
1468 } /* If objects on this space */
1469
1470 if (flag & INS_MAP_LOAD)
1471 top = GET_MAP_TOP (op->map, op->x, op->y);
1472
1473 if (flag & INS_ABOVE_FLOOR_ONLY)
1474 top = floor;
1475
1476 /* Top is the object that our object (op) is going to get inserted above.
1477 */
1478
1479 /* First object on this space */
1480 if (!top)
1481 {
1482 op->above = GET_MAP_OB (op->map, op->x, op->y);
1483
1484 if (op->above)
1485 op->above->below = op;
1486
1487 op->below = NULL;
1488 SET_MAP_OB (op->map, op->x, op->y, op);
1489 }
1490 else
1491 { /* get inserted into the stack above top */
1492 op->above = top->above;
1493
1494 if (op->above)
1495 op->above->below = op;
1496
1497 op->below = top;
1498 top->above = op;
1499 }
1500
1501 if (op->above == NULL)
1502 SET_MAP_TOP (op->map, op->x, op->y, op);
1503 } /* else not INS_BELOW_ORIGINATOR */
1504
1505 if (op->type == PLAYER)
1506 op->contr->do_los = 1;
1507
1508 /* If we have a floor, we know the player, if any, will be above
1509 * it, so save a few ticks and start from there.
1510 */
1511 if (!(flag & INS_MAP_LOAD))
1512 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1513 if (tmp->type == PLAYER)
1514 tmp->contr->socket.update_look = 1;
1515
1516 /* If this object glows, it may affect lighting conditions that are
1517 * visible to others on this map. But update_all_los is really
1518 * an inefficient way to do this, as it means los for all players
1519 * on the map will get recalculated. The players could very well
1520 * be far away from this change and not affected in any way -
1521 * this should get redone to only look for players within range,
1522 * or just updating the P_NEED_UPDATE for spaces within this area
1523 * of effect may be sufficient.
1524 */
1525 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1526 update_all_los (op->map, op->x, op->y);
1527
1528 /* updates flags (blocked, alive, no magic, etc) for this map space */
1529 update_object (op, UP_OBJ_INSERT);
1530
1531 /* Don't know if moving this to the end will break anything. However,
1532 * we want to have update_look set above before calling this.
1533 *
1534 * check_move_on() must be after this because code called from
1535 * check_move_on() depends on correct map flags (so functions like
1536 * blocked() and wall() work properly), and these flags are updated by
1537 * update_object().
1538 */
1539
1540 /* if this is not the head or flag has been passed, don't check walk on status */
1541 if (!(flag & INS_NO_WALK_ON) && !op->head)
1542 {
1543 if (check_move_on (op, originator))
1544 return NULL;
1545
1546 /* If we are a multi part object, lets work our way through the check
1547 * walk on's.
1548 */
1549 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1550 if (check_move_on (tmp, originator))
1551 return NULL;
1552 }
1553
1554 return op;
1555 }
1556
1557 /* this function inserts an object in the map, but if it
1558 * finds an object of its own type, it'll remove that one first.
1559 * op is the object to insert it under: supplies x and the map.
1560 */
1561 void
1562 replace_insert_ob_in_map (const char *arch_string, object *op)
1563 {
1564 object *
1565 tmp;
1566 object *
1567 tmp1;
1568
1569 /* first search for itself and remove any old instances */
1570
1571 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1572 {
1573 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1574 {
1575 remove_ob (tmp);
1576 free_object (tmp);
1577 }
1578 }
1579
1580 tmp1 = arch_to_object (archetype::find (arch_string));
1581
1582 tmp1->x = op->x;
1583 tmp1->y = op->y;
1584 insert_ob_in_map (tmp1, op->map, op, 0);
1585 }
1586
1587 /*
1588 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1589 * is returned contains nr objects, and the remaining parts contains
1590 * the rest (or is removed and freed if that number is 0).
1591 * On failure, NULL is returned, and the reason put into the
1592 * global static errmsg array.
1593 */
1594
1595 object *
1596 get_split_ob (object *orig_ob, uint32 nr)
1597 {
1598 object *
1599 newob;
1600 int
1601 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1602
1603 if (orig_ob->nrof < nr)
1604 {
1605 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1606 return NULL;
1607 }
1608
1609 newob = object_create_clone (orig_ob);
1610
1611 if ((orig_ob->nrof -= nr) < 1)
1612 {
1613 if (!is_removed)
1614 remove_ob (orig_ob);
1615 free_object2 (orig_ob, 1);
1616 }
1617 else if (!is_removed)
1618 {
1619 if (orig_ob->env != NULL)
1620 sub_weight (orig_ob->env, orig_ob->weight * nr);
1621 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1622 {
1623 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1624 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1625 return NULL;
1626 }
1627 }
1628
1629 newob->nrof = nr;
1630
1631 return newob;
1632 }
1633
1634 /*
1635 * decrease_ob_nr(object, number) decreases a specified number from
1636 * the amount of an object. If the amount reaches 0, the object
1637 * is subsequently removed and freed.
1638 *
1639 * Return value: 'op' if something is left, NULL if the amount reached 0
1640 */
1641
1642 object *
1643 decrease_ob_nr (object *op, uint32 i)
1644 {
1645 object *tmp;
1646 player *pl;
1647
1648 if (i == 0) /* objects with op->nrof require this check */
1649 return op;
1650
1651 if (i > op->nrof)
1652 i = op->nrof;
1653
1654 if (QUERY_FLAG (op, FLAG_REMOVED))
1655 op->nrof -= i;
1656 else if (op->env != NULL)
1657 {
1658 /* is this object in the players inventory, or sub container
1659 * therein?
1660 */
1661 tmp = is_player_inv (op->env);
1662 /* nope. Is this a container the player has opened?
1663 * If so, set tmp to that player.
1664 * IMO, searching through all the players will mostly
1665 * likely be quicker than following op->env to the map,
1666 * and then searching the map for a player.
1667 */
1668 if (!tmp)
1669 {
1670 for (pl = first_player; pl; pl = pl->next)
1671 if (pl->ob->container == op->env)
1672 break;
1673 if (pl)
1674 tmp = pl->ob;
1675 else
1676 tmp = NULL;
1677 }
1678
1679 if (i < op->nrof)
1680 {
1681 sub_weight (op->env, op->weight * i);
1682 op->nrof -= i;
1683 if (tmp)
1684 {
1685 esrv_send_item (tmp, op);
1686 }
1687 }
1688 else
1689 {
1690 remove_ob (op);
1691 op->nrof = 0;
1692 if (tmp)
1693 {
1694 esrv_del_item (tmp->contr, op->count);
1695 }
1696 }
1697 }
1698 else
1699 {
1700 object *above = op->above;
1701
1702 if (i < op->nrof)
1703 op->nrof -= i;
1704 else
1705 {
1706 remove_ob (op);
1707 op->nrof = 0;
1708 }
1709
1710 /* Since we just removed op, op->above is null */
1711 for (tmp = above; tmp != NULL; tmp = tmp->above)
1712 if (tmp->type == PLAYER)
1713 {
1714 if (op->nrof)
1715 esrv_send_item (tmp, op);
1716 else
1717 esrv_del_item (tmp->contr, op->count);
1718 }
1719 }
1720
1721 if (op->nrof)
1722 return op;
1723 else
1724 {
1725 free_object (op);
1726 return NULL;
1727 }
1728 }
1729
1730 /*
1731 * add_weight(object, weight) adds the specified weight to an object,
1732 * and also updates how much the environment(s) is/are carrying.
1733 */
1734
1735 void
1736 add_weight (object *op, signed long weight)
1737 {
1738 while (op != NULL)
1739 {
1740 if (op->type == CONTAINER)
1741 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1742
1743 op->carrying += weight;
1744 op = op->env;
1745 }
1746 }
1747
1748 /*
1749 * insert_ob_in_ob(op,environment):
1750 * This function inserts the object op in the linked list
1751 * inside the object environment.
1752 *
1753 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1754 * the inventory at the last position or next to other objects of the same
1755 * type.
1756 * Frank: Now sorted by type, archetype and magic!
1757 *
1758 * The function returns now pointer to inserted item, and return value can
1759 * be != op, if items are merged. -Tero
1760 */
1761
1762 object *
1763 insert_ob_in_ob (object *op, object *where)
1764 {
1765 object *
1766 tmp, *
1767 otmp;
1768
1769 if (!QUERY_FLAG (op, FLAG_REMOVED))
1770 {
1771 char *dump = dump_object (op);
1772 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1773 free (dump);
1774 return op;
1775 }
1776
1777 if (where == NULL)
1778 {
1779 char *dump = dump_object (op);
1780 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1781 free (dump);
1782 return op;
1783 }
1784
1785 if (where->head)
1786 {
1787 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1788 where = where->head;
1789 }
1790
1791 if (op->more)
1792 {
1793 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1794 return op;
1795 }
1796
1797 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1798 CLEAR_FLAG (op, FLAG_REMOVED);
1799 if (op->nrof)
1800 {
1801 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1802 if (CAN_MERGE (tmp, op))
1803 {
1804 /* return the original object and remove inserted object
1805 (client needs the original object) */
1806 tmp->nrof += op->nrof;
1807 /* Weight handling gets pretty funky. Since we are adding to
1808 * tmp->nrof, we need to increase the weight.
1809 */
1810 add_weight (where, op->weight * op->nrof);
1811 SET_FLAG (op, FLAG_REMOVED);
1812 free_object (op); /* free the inserted object */
1813 op = tmp;
1814 remove_ob (op); /* and fix old object's links */
1815 CLEAR_FLAG (op, FLAG_REMOVED);
1816 break;
1817 }
1818
1819 /* I assume combined objects have no inventory
1820 * We add the weight - this object could have just been removed
1821 * (if it was possible to merge). calling remove_ob will subtract
1822 * the weight, so we need to add it in again, since we actually do
1823 * the linking below
1824 */
1825 add_weight (where, op->weight * op->nrof);
1826 }
1827 else
1828 add_weight (where, (op->weight + op->carrying));
1829
1830 otmp = is_player_inv (where);
1831 if (otmp && otmp->contr != NULL)
1832 {
1833 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1834 fix_player (otmp);
1835 }
1836
1837 op->map = NULL;
1838 op->env = where;
1839 op->above = NULL;
1840 op->below = NULL;
1841 op->x = 0, op->y = 0;
1842
1843 /* reset the light list and los of the players on the map */
1844 if ((op->glow_radius != 0) && where->map)
1845 {
1846 #ifdef DEBUG_LIGHTS
1847 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1848 #endif /* DEBUG_LIGHTS */
1849 if (MAP_DARKNESS (where->map))
1850 update_all_los (where->map, where->x, where->y);
1851 }
1852
1853 /* Client has no idea of ordering so lets not bother ordering it here.
1854 * It sure simplifies this function...
1855 */
1856 if (where->inv == NULL)
1857 where->inv = op;
1858 else
1859 {
1860 op->below = where->inv;
1861 op->below->above = op;
1862 where->inv = op;
1863 }
1864 return op;
1865 }
1866
1867 /*
1868 * Checks if any objects has a move_type that matches objects
1869 * that effect this object on this space. Call apply() to process
1870 * these events.
1871 *
1872 * Any speed-modification due to SLOW_MOVE() of other present objects
1873 * will affect the speed_left of the object.
1874 *
1875 * originator: Player, monster or other object that caused 'op' to be inserted
1876 * into 'map'. May be NULL.
1877 *
1878 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1879 *
1880 * 4-21-95 added code to check if appropriate skill was readied - this will
1881 * permit faster movement by the player through this terrain. -b.t.
1882 *
1883 * MSW 2001-07-08: Check all objects on space, not just those below
1884 * object being inserted. insert_ob_in_map may not put new objects
1885 * on top.
1886 */
1887
1888 int
1889 check_move_on (object *op, object *originator)
1890 {
1891 object *tmp;
1892 maptile *m = op->map;
1893 int x = op->x, y = op->y;
1894
1895 MoveType move_on, move_slow, move_block;
1896
1897 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1898 return 0;
1899
1900 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1901 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1902 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1903
1904 /* if nothing on this space will slow op down or be applied,
1905 * no need to do checking below. have to make sure move_type
1906 * is set, as lots of objects don't have it set - we treat that
1907 * as walking.
1908 */
1909 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1910 return 0;
1911
1912 /* This is basically inverse logic of that below - basically,
1913 * if the object can avoid the move on or slow move, they do so,
1914 * but can't do it if the alternate movement they are using is
1915 * blocked. Logic on this seems confusing, but does seem correct.
1916 */
1917 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1918 return 0;
1919
1920 /* The objects have to be checked from top to bottom.
1921 * Hence, we first go to the top:
1922 */
1923
1924 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1925 {
1926 /* Trim the search when we find the first other spell effect
1927 * this helps performance so that if a space has 50 spell objects,
1928 * we don't need to check all of them.
1929 */
1930 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1931 break;
1932 }
1933
1934 for (; tmp; tmp = tmp->below)
1935 {
1936 if (tmp == op)
1937 continue; /* Can't apply yourself */
1938
1939 /* Check to see if one of the movement types should be slowed down.
1940 * Second check makes sure that the movement types not being slowed
1941 * (~slow_move) is not blocked on this space - just because the
1942 * space doesn't slow down swimming (for example), if you can't actually
1943 * swim on that space, can't use it to avoid the penalty.
1944 */
1945 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1946 {
1947 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1948 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1949 {
1950
1951 float
1952 diff = tmp->move_slow_penalty * FABS (op->speed);
1953
1954 if (op->type == PLAYER)
1955 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1956 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1957 diff /= 4.0;
1958
1959 op->speed_left -= diff;
1960 }
1961 }
1962
1963 /* Basically same logic as above, except now for actual apply. */
1964 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1965 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1966 {
1967 move_apply (tmp, op, originator);
1968
1969 if (op->destroyed ())
1970 return 1;
1971
1972 /* what the person/creature stepped onto has moved the object
1973 * someplace new. Don't process any further - if we did,
1974 * have a feeling strange problems would result.
1975 */
1976 if (op->map != m || op->x != x || op->y != y)
1977 return 0;
1978 }
1979 }
1980
1981 return 0;
1982 }
1983
1984 /*
1985 * present_arch(arch, map, x, y) searches for any objects with
1986 * a matching archetype at the given map and coordinates.
1987 * The first matching object is returned, or NULL if none.
1988 */
1989
1990 object *
1991 present_arch (const archetype *at, maptile *m, int x, int y)
1992 {
1993 object *
1994 tmp;
1995
1996 if (m == NULL || out_of_map (m, x, y))
1997 {
1998 LOG (llevError, "Present_arch called outside map.\n");
1999 return NULL;
2000 }
2001 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2002 if (tmp->arch == at)
2003 return tmp;
2004 return NULL;
2005 }
2006
2007 /*
2008 * present(type, map, x, y) searches for any objects with
2009 * a matching type variable at the given map and coordinates.
2010 * The first matching object is returned, or NULL if none.
2011 */
2012
2013 object *
2014 present (unsigned char type, maptile *m, int x, int y)
2015 {
2016 object *
2017 tmp;
2018
2019 if (out_of_map (m, x, y))
2020 {
2021 LOG (llevError, "Present called outside map.\n");
2022 return NULL;
2023 }
2024 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2025 if (tmp->type == type)
2026 return tmp;
2027 return NULL;
2028 }
2029
2030 /*
2031 * present_in_ob(type, object) searches for any objects with
2032 * a matching type variable in the inventory of the given object.
2033 * The first matching object is returned, or NULL if none.
2034 */
2035
2036 object *
2037 present_in_ob (unsigned char type, const object *op)
2038 {
2039 object *
2040 tmp;
2041
2042 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2043 if (tmp->type == type)
2044 return tmp;
2045 return NULL;
2046 }
2047
2048 /*
2049 * present_in_ob (type, str, object) searches for any objects with
2050 * a matching type & name variable in the inventory of the given object.
2051 * The first matching object is returned, or NULL if none.
2052 * This is mostly used by spell effect code, so that we only
2053 * have one spell effect at a time.
2054 * type can be used to narrow the search - if type is set,
2055 * the type must also match. -1 can be passed for the type,
2056 * in which case the type does not need to pass.
2057 * str is the string to match against. Note that we match against
2058 * the object name, not the archetype name. this is so that the
2059 * spell code can use one object type (force), but change it's name
2060 * to be unique.
2061 */
2062
2063 object *
2064 present_in_ob_by_name (int type, const char *str, const object *op)
2065 {
2066 object *
2067 tmp;
2068
2069 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2070 {
2071 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2072 return tmp;
2073 }
2074 return NULL;
2075 }
2076
2077 /*
2078 * present_arch_in_ob(archetype, object) searches for any objects with
2079 * a matching archetype in the inventory of the given object.
2080 * The first matching object is returned, or NULL if none.
2081 */
2082
2083 object *
2084 present_arch_in_ob (const archetype *at, const object *op)
2085 {
2086 object *
2087 tmp;
2088
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2090 if (tmp->arch == at)
2091 return tmp;
2092 return NULL;
2093 }
2094
2095 /*
2096 * activate recursively a flag on an object inventory
2097 */
2098 void
2099 flag_inv (object *op, int flag)
2100 {
2101 object *
2102 tmp;
2103
2104 if (op->inv)
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2106 {
2107 SET_FLAG (tmp, flag);
2108 flag_inv (tmp, flag);
2109 }
2110 } /*
2111 * desactivate recursively a flag on an object inventory
2112 */
2113 void
2114 unflag_inv (object *op, int flag)
2115 {
2116 object *
2117 tmp;
2118
2119 if (op->inv)
2120 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2121 {
2122 CLEAR_FLAG (tmp, flag);
2123 unflag_inv (tmp, flag);
2124 }
2125 }
2126
2127 /*
2128 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2129 * all it's inventory (recursively).
2130 * If checksums are used, a player will get set_cheat called for
2131 * him/her-self and all object carried by a call to this function.
2132 */
2133
2134 void
2135 set_cheat (object *op)
2136 {
2137 SET_FLAG (op, FLAG_WAS_WIZ);
2138 flag_inv (op, FLAG_WAS_WIZ);
2139 }
2140
2141 /*
2142 * find_free_spot(object, map, x, y, start, stop) will search for
2143 * a spot at the given map and coordinates which will be able to contain
2144 * the given object. start and stop specifies how many squares
2145 * to search (see the freearr_x/y[] definition).
2146 * It returns a random choice among the alternatives found.
2147 * start and stop are where to start relative to the free_arr array (1,9
2148 * does all 4 immediate directions). This returns the index into the
2149 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2150 * Note - this only checks to see if there is space for the head of the
2151 * object - if it is a multispace object, this should be called for all
2152 * pieces.
2153 * Note2: This function does correctly handle tiled maps, but does not
2154 * inform the caller. However, insert_ob_in_map will update as
2155 * necessary, so the caller shouldn't need to do any special work.
2156 * Note - updated to take an object instead of archetype - this is necessary
2157 * because arch_blocked (now ob_blocked) needs to know the movement type
2158 * to know if the space in question will block the object. We can't use
2159 * the archetype because that isn't correct if the monster has been
2160 * customized, changed states, etc.
2161 */
2162
2163 int
2164 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2165 {
2166 int
2167 i,
2168 index = 0, flag;
2169 static int
2170 altern[SIZEOFFREE];
2171
2172 for (i = start; i < stop; i++)
2173 {
2174 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2175 if (!flag)
2176 altern[index++] = i;
2177
2178 /* Basically, if we find a wall on a space, we cut down the search size.
2179 * In this way, we won't return spaces that are on another side of a wall.
2180 * This mostly work, but it cuts down the search size in all directions -
2181 * if the space being examined only has a wall to the north and empty
2182 * spaces in all the other directions, this will reduce the search space
2183 * to only the spaces immediately surrounding the target area, and
2184 * won't look 2 spaces south of the target space.
2185 */
2186 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2187 stop = maxfree[i];
2188 }
2189 if (!index)
2190 return -1;
2191 return altern[RANDOM () % index];
2192 }
2193
2194 /*
2195 * find_first_free_spot(archetype, maptile, x, y) works like
2196 * find_free_spot(), but it will search max number of squares.
2197 * But it will return the first available spot, not a random choice.
2198 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2199 */
2200
2201 int
2202 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2203 {
2204 int
2205 i;
2206
2207 for (i = 0; i < SIZEOFFREE; i++)
2208 {
2209 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2210 return i;
2211 }
2212 return -1;
2213 }
2214
2215 /*
2216 * The function permute(arr, begin, end) randomly reorders the array
2217 * arr[begin..end-1].
2218 */
2219 static void
2220 permute (int *arr, int begin, int end)
2221 {
2222 int
2223 i,
2224 j,
2225 tmp,
2226 len;
2227
2228 len = end - begin;
2229 for (i = begin; i < end; i++)
2230 {
2231 j = begin + RANDOM () % len;
2232
2233 tmp = arr[i];
2234 arr[i] = arr[j];
2235 arr[j] = tmp;
2236 }
2237 }
2238
2239 /* new function to make monster searching more efficient, and effective!
2240 * This basically returns a randomized array (in the passed pointer) of
2241 * the spaces to find monsters. In this way, it won't always look for
2242 * monsters to the north first. However, the size of the array passed
2243 * covers all the spaces, so within that size, all the spaces within
2244 * the 3x3 area will be searched, just not in a predictable order.
2245 */
2246 void
2247 get_search_arr (int *search_arr)
2248 {
2249 int
2250 i;
2251
2252 for (i = 0; i < SIZEOFFREE; i++)
2253 {
2254 search_arr[i] = i;
2255 }
2256
2257 permute (search_arr, 1, SIZEOFFREE1 + 1);
2258 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2259 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2260 }
2261
2262 /*
2263 * find_dir(map, x, y, exclude) will search some close squares in the
2264 * given map at the given coordinates for live objects.
2265 * It will not considered the object given as exclude among possible
2266 * live objects.
2267 * It returns the direction toward the first/closest live object if finds
2268 * any, otherwise 0.
2269 * Perhaps incorrectly, but I'm making the assumption that exclude
2270 * is actually want is going to try and move there. We need this info
2271 * because we have to know what movement the thing looking to move
2272 * there is capable of.
2273 */
2274
2275 int
2276 find_dir (maptile *m, int x, int y, object *exclude)
2277 {
2278 int
2279 i,
2280 max = SIZEOFFREE, mflags;
2281
2282 sint16 nx, ny;
2283 object *
2284 tmp;
2285 maptile *
2286 mp;
2287
2288 MoveType blocked, move_type;
2289
2290 if (exclude && exclude->head)
2291 {
2292 exclude = exclude->head;
2293 move_type = exclude->move_type;
2294 }
2295 else
2296 {
2297 /* If we don't have anything, presume it can use all movement types. */
2298 move_type = MOVE_ALL;
2299 }
2300
2301 for (i = 1; i < max; i++)
2302 {
2303 mp = m;
2304 nx = x + freearr_x[i];
2305 ny = y + freearr_y[i];
2306
2307 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2308 if (mflags & P_OUT_OF_MAP)
2309 {
2310 max = maxfree[i];
2311 }
2312 else
2313 {
2314 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2315
2316 if ((move_type & blocked) == move_type)
2317 {
2318 max = maxfree[i];
2319 }
2320 else if (mflags & P_IS_ALIVE)
2321 {
2322 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2323 {
2324 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2325 {
2326 break;
2327 }
2328 }
2329 if (tmp)
2330 {
2331 return freedir[i];
2332 }
2333 }
2334 }
2335 }
2336 return 0;
2337 }
2338
2339 /*
2340 * distance(object 1, object 2) will return the square of the
2341 * distance between the two given objects.
2342 */
2343
2344 int
2345 distance (const object *ob1, const object *ob2)
2346 {
2347 int
2348 i;
2349
2350 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2351 return i;
2352 }
2353
2354 /*
2355 * find_dir_2(delta-x,delta-y) will return a direction in which
2356 * an object which has subtracted the x and y coordinates of another
2357 * object, needs to travel toward it.
2358 */
2359
2360 int
2361 find_dir_2 (int x, int y)
2362 {
2363 int
2364 q;
2365
2366 if (y)
2367 q = x * 100 / y;
2368 else if (x)
2369 q = -300 * x;
2370 else
2371 return 0;
2372
2373 if (y > 0)
2374 {
2375 if (q < -242)
2376 return 3;
2377 if (q < -41)
2378 return 2;
2379 if (q < 41)
2380 return 1;
2381 if (q < 242)
2382 return 8;
2383 return 7;
2384 }
2385
2386 if (q < -242)
2387 return 7;
2388 if (q < -41)
2389 return 6;
2390 if (q < 41)
2391 return 5;
2392 if (q < 242)
2393 return 4;
2394
2395 return 3;
2396 }
2397
2398 /*
2399 * absdir(int): Returns a number between 1 and 8, which represent
2400 * the "absolute" direction of a number (it actually takes care of
2401 * "overflow" in previous calculations of a direction).
2402 */
2403
2404 int
2405 absdir (int d)
2406 {
2407 while (d < 1)
2408 d += 8;
2409 while (d > 8)
2410 d -= 8;
2411 return d;
2412 }
2413
2414 /*
2415 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2416 * between two directions (which are expected to be absolute (see absdir())
2417 */
2418
2419 int
2420 dirdiff (int dir1, int dir2)
2421 {
2422 int
2423 d;
2424
2425 d = abs (dir1 - dir2);
2426 if (d > 4)
2427 d = 8 - d;
2428 return d;
2429 }
2430
2431 /* peterm:
2432 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2433 * Basically, this is a table of directions, and what directions
2434 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2435 * This basically means that if direction is 15, then it could either go
2436 * direction 4, 14, or 16 to get back to where we are.
2437 * Moved from spell_util.c to object.c with the other related direction
2438 * functions.
2439 */
2440
2441 int
2442 reduction_dir[SIZEOFFREE][3] = {
2443 {0, 0, 0}, /* 0 */
2444 {0, 0, 0}, /* 1 */
2445 {0, 0, 0}, /* 2 */
2446 {0, 0, 0}, /* 3 */
2447 {0, 0, 0}, /* 4 */
2448 {0, 0, 0}, /* 5 */
2449 {0, 0, 0}, /* 6 */
2450 {0, 0, 0}, /* 7 */
2451 {0, 0, 0}, /* 8 */
2452 {8, 1, 2}, /* 9 */
2453 {1, 2, -1}, /* 10 */
2454 {2, 10, 12}, /* 11 */
2455 {2, 3, -1}, /* 12 */
2456 {2, 3, 4}, /* 13 */
2457 {3, 4, -1}, /* 14 */
2458 {4, 14, 16}, /* 15 */
2459 {5, 4, -1}, /* 16 */
2460 {4, 5, 6}, /* 17 */
2461 {6, 5, -1}, /* 18 */
2462 {6, 20, 18}, /* 19 */
2463 {7, 6, -1}, /* 20 */
2464 {6, 7, 8}, /* 21 */
2465 {7, 8, -1}, /* 22 */
2466 {8, 22, 24}, /* 23 */
2467 {8, 1, -1}, /* 24 */
2468 {24, 9, 10}, /* 25 */
2469 {9, 10, -1}, /* 26 */
2470 {10, 11, -1}, /* 27 */
2471 {27, 11, 29}, /* 28 */
2472 {11, 12, -1}, /* 29 */
2473 {12, 13, -1}, /* 30 */
2474 {12, 13, 14}, /* 31 */
2475 {13, 14, -1}, /* 32 */
2476 {14, 15, -1}, /* 33 */
2477 {33, 15, 35}, /* 34 */
2478 {16, 15, -1}, /* 35 */
2479 {17, 16, -1}, /* 36 */
2480 {18, 17, 16}, /* 37 */
2481 {18, 17, -1}, /* 38 */
2482 {18, 19, -1}, /* 39 */
2483 {41, 19, 39}, /* 40 */
2484 {19, 20, -1}, /* 41 */
2485 {20, 21, -1}, /* 42 */
2486 {20, 21, 22}, /* 43 */
2487 {21, 22, -1}, /* 44 */
2488 {23, 22, -1}, /* 45 */
2489 {45, 47, 23}, /* 46 */
2490 {23, 24, -1}, /* 47 */
2491 {24, 9, -1}
2492 }; /* 48 */
2493
2494 /* Recursive routine to step back and see if we can
2495 * find a path to that monster that we found. If not,
2496 * we don't bother going toward it. Returns 1 if we
2497 * can see a direct way to get it
2498 * Modified to be map tile aware -.MSW
2499 */
2500
2501
2502 int
2503 can_see_monsterP (maptile *m, int x, int y, int dir)
2504 {
2505 sint16 dx, dy;
2506 int
2507 mflags;
2508
2509 if (dir < 0)
2510 return 0; /* exit condition: invalid direction */
2511
2512 dx = x + freearr_x[dir];
2513 dy = y + freearr_y[dir];
2514
2515 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2516
2517 /* This functional arguably was incorrect before - it was
2518 * checking for P_WALL - that was basically seeing if
2519 * we could move to the monster - this is being more
2520 * literal on if we can see it. To know if we can actually
2521 * move to the monster, we'd need the monster passed in or
2522 * at least its move type.
2523 */
2524 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2525 return 0;
2526
2527 /* yes, can see. */
2528 if (dir < 9)
2529 return 1;
2530 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2531 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2532 }
2533
2534
2535
2536 /*
2537 * can_pick(picker, item): finds out if an object is possible to be
2538 * picked up by the picker. Returnes 1 if it can be
2539 * picked up, otherwise 0.
2540 *
2541 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2542 * core dumps if they do.
2543 *
2544 * Add a check so we can't pick up invisible objects (0.93.8)
2545 */
2546
2547 int
2548 can_pick (const object *who, const object *item)
2549 {
2550 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2551 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2552 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2553 }
2554
2555
2556 /*
2557 * create clone from object to another
2558 */
2559 object *
2560 object_create_clone (object *asrc)
2561 {
2562 object *
2563 dst = NULL, *tmp, *src, *part, *prev, *item;
2564
2565 if (!asrc)
2566 return NULL;
2567 src = asrc;
2568 if (src->head)
2569 src = src->head;
2570
2571 prev = NULL;
2572 for (part = src; part; part = part->more)
2573 {
2574 tmp = get_object ();
2575 copy_object (part, tmp);
2576 tmp->x -= src->x;
2577 tmp->y -= src->y;
2578 if (!part->head)
2579 {
2580 dst = tmp;
2581 tmp->head = NULL;
2582 }
2583 else
2584 {
2585 tmp->head = dst;
2586 }
2587 tmp->more = NULL;
2588 if (prev)
2589 prev->more = tmp;
2590 prev = tmp;
2591 }
2592
2593 for (item = src->inv; item; item = item->below)
2594 insert_ob_in_ob (object_create_clone (item), dst);
2595
2596 return dst;
2597 }
2598
2599 /* GROS - Creates an object using a string representing its content. */
2600 /* Basically, we save the content of the string to a temp file, then call */
2601 /* load_object on it. I admit it is a highly inefficient way to make things, */
2602 /* but it was simple to make and allows reusing the load_object function. */
2603 /* Remember not to use load_object_str in a time-critical situation. */
2604 /* Also remember that multiparts objects are not supported for now. */
2605
2606 object *
2607 load_object_str (const char *obstr)
2608 {
2609 object *op;
2610 char filename[MAX_BUF];
2611
2612 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2613
2614 FILE *tempfile = fopen (filename, "w");
2615
2616 if (tempfile == NULL)
2617 {
2618 LOG (llevError, "Error - Unable to access load object temp file\n");
2619 return NULL;
2620 }
2621
2622 fprintf (tempfile, obstr);
2623 fclose (tempfile);
2624
2625 op = get_object ();
2626
2627 object_thawer thawer (filename);
2628
2629 if (thawer)
2630 load_object (thawer, op, 0);
2631
2632 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2633 CLEAR_FLAG (op, FLAG_REMOVED);
2634
2635 return op;
2636 }
2637
2638 /* This returns the first object in who's inventory that
2639 * has the same type and subtype match.
2640 * returns NULL if no match.
2641 */
2642 object *
2643 find_obj_by_type_subtype (const object *who, int type, int subtype)
2644 {
2645 object *tmp;
2646
2647 for (tmp = who->inv; tmp; tmp = tmp->below)
2648 if (tmp->type == type && tmp->subtype == subtype)
2649 return tmp;
2650
2651 return NULL;
2652 }
2653
2654 /* If ob has a field named key, return the link from the list,
2655 * otherwise return NULL.
2656 *
2657 * key must be a passed in shared string - otherwise, this won't
2658 * do the desired thing.
2659 */
2660 key_value *
2661 get_ob_key_link (const object *ob, const char *key)
2662 {
2663 key_value *link;
2664
2665 for (link = ob->key_values; link != NULL; link = link->next)
2666 if (link->key == key)
2667 return link;
2668
2669 return NULL;
2670 }
2671
2672 /*
2673 * Returns the value of op has an extra_field for key, or NULL.
2674 *
2675 * The argument doesn't need to be a shared string.
2676 *
2677 * The returned string is shared.
2678 */
2679 const char *
2680 get_ob_key_value (const object *op, const char *const key)
2681 {
2682 key_value *link;
2683 shstr_cmp canonical_key (key);
2684
2685 if (!canonical_key)
2686 {
2687 /* 1. There being a field named key on any object
2688 * implies there'd be a shared string to find.
2689 * 2. Since there isn't, no object has this field.
2690 * 3. Therefore, *this* object doesn't have this field.
2691 */
2692 return 0;
2693 }
2694
2695 /* This is copied from get_ob_key_link() above -
2696 * only 4 lines, and saves the function call overhead.
2697 */
2698 for (link = op->key_values; link; link = link->next)
2699 if (link->key == canonical_key)
2700 return link->value;
2701
2702 return 0;
2703 }
2704
2705
2706 /*
2707 * Updates the canonical_key in op to value.
2708 *
2709 * canonical_key is a shared string (value doesn't have to be).
2710 *
2711 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2712 * keys.
2713 *
2714 * Returns TRUE on success.
2715 */
2716 int
2717 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2718 {
2719 key_value *
2720 field = NULL, *last = NULL;
2721
2722 for (field = op->key_values; field != NULL; field = field->next)
2723 {
2724 if (field->key != canonical_key)
2725 {
2726 last = field;
2727 continue;
2728 }
2729
2730 if (value)
2731 field->value = value;
2732 else
2733 {
2734 /* Basically, if the archetype has this key set,
2735 * we need to store the null value so when we save
2736 * it, we save the empty value so that when we load,
2737 * we get this value back again.
2738 */
2739 if (get_ob_key_link (&op->arch->clone, canonical_key))
2740 field->value = 0;
2741 else
2742 {
2743 if (last)
2744 last->next = field->next;
2745 else
2746 op->key_values = field->next;
2747
2748 delete field;
2749 }
2750 }
2751 return TRUE;
2752 }
2753 /* IF we get here, key doesn't exist */
2754
2755 /* No field, we'll have to add it. */
2756
2757 if (!add_key)
2758 {
2759 return FALSE;
2760 }
2761 /* There isn't any good reason to store a null
2762 * value in the key/value list. If the archetype has
2763 * this key, then we should also have it, so shouldn't
2764 * be here. If user wants to store empty strings,
2765 * should pass in ""
2766 */
2767 if (value == NULL)
2768 return TRUE;
2769
2770 field = new key_value;
2771
2772 field->key = canonical_key;
2773 field->value = value;
2774 /* Usual prepend-addition. */
2775 field->next = op->key_values;
2776 op->key_values = field;
2777
2778 return TRUE;
2779 }
2780
2781 /*
2782 * Updates the key in op to value.
2783 *
2784 * If add_key is FALSE, this will only update existing keys,
2785 * and not add new ones.
2786 * In general, should be little reason FALSE is ever passed in for add_key
2787 *
2788 * Returns TRUE on success.
2789 */
2790 int
2791 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2792 {
2793 shstr key_ (key);
2794
2795 return set_ob_key_value_s (op, key_, value, add_key);
2796 }
2797
2798 object::depth_iterator::depth_iterator (object *container)
2799 : iterator_base (container)
2800 {
2801 while (item->inv)
2802 item = item->inv;
2803 }
2804
2805 void
2806 object::depth_iterator::next ()
2807 {
2808 if (item->below)
2809 {
2810 item = item->below;
2811
2812 while (item->inv)
2813 item = item->inv;
2814 }
2815 else
2816 item = item->env;
2817 }
2818
2819 // return a suitable string describing an objetc in enough detail to find it
2820 const char *
2821 object::debug_desc (char *info) const
2822 {
2823 char info2[256 * 3];
2824 char *p = info;
2825
2826 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2827 count,
2828 &name,
2829 title ? " " : "",
2830 title ? (const char *)title : "");
2831
2832 if (env)
2833 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2834
2835 if (map)
2836 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2837
2838 return info;
2839 }
2840
2841 const char *
2842 object::debug_desc () const
2843 {
2844 static char info[256 * 3];
2845 return debug_desc (info);
2846 }
2847