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Revision: 1.57
Committed: Sun Dec 3 02:46:33 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.56: +20 -20 lines
Log Message:
do it at the right time, honey

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 if (more)
925 {
926 more->destroy (destroy_inventory);
927 more = 0;
928 }
929
930 if (inv)
931 {
932 /* Only if the space blocks everything do we not process -
933 * if some form of movement is allowed, let objects
934 * drop on that space.
935 */
936 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
937 {
938 object *op = inv;
939
940 while (op)
941 {
942 object *tmp = op->below;
943 op->destroy (destroy_inventory);
944 op = tmp;
945 }
946 }
947 else
948 { /* Put objects in inventory onto this space */
949 object *op = inv;
950
951 while (op)
952 {
953 object *tmp = op->below;
954
955 remove_ob (op);
956
957 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
958 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
959 free_object (op);
960 else
961 {
962 op->x = x;
963 op->y = y;
964 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
965 }
966
967 op = tmp;
968 }
969 }
970 }
971
972 // hack to ensure that freed objects still have a valid map
973 {
974 static maptile *freed_map; // freed objects are moved here to avoid crashes
975
976 if (!freed_map)
977 {
978 freed_map = new maptile;
979
980 freed_map->name = "/internal/freed_objects_map";
981 freed_map->width = 3;
982 freed_map->height = 3;
983
984 freed_map->allocate ();
985 }
986
987 map = freed_map;
988 x = 1;
989 y = 1;
990 }
991
992 // clear those pointers that likely might have circular references to us
993 owner = 0;
994 enemy = 0;
995 attacked_by = 0;
996
997 // only relevant for players(?), but make sure of it anyways
998 contr = 0;
999
1000 /* Remove object from the active list */
1001 speed = 0;
1002 update_ob_speed (this);
1003
1004 unlink ();
1005
1006 mortals.push_back (this);
1007 }
1008
1009 /*
1010 * sub_weight() recursively (outwards) subtracts a number from the
1011 * weight of an object (and what is carried by it's environment(s)).
1012 */
1013
1014 void
1015 sub_weight (object *op, signed long weight)
1016 {
1017 while (op != NULL)
1018 {
1019 if (op->type == CONTAINER)
1020 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1021
1022 op->carrying -= weight;
1023 op = op->env;
1024 }
1025 }
1026
1027 /* remove_ob(op):
1028 * This function removes the object op from the linked list of objects
1029 * which it is currently tied to. When this function is done, the
1030 * object will have no environment. If the object previously had an
1031 * environment, the x and y coordinates will be updated to
1032 * the previous environment.
1033 * Beware: This function is called from the editor as well!
1034 */
1035
1036 void
1037 remove_ob (object *op)
1038 {
1039 object *tmp, *last = 0;
1040 object *otmp;
1041
1042 int check_walk_off;
1043 maptile *m;
1044
1045 sint16 x, y;
1046
1047 if (QUERY_FLAG (op, FLAG_REMOVED))
1048 return;
1049
1050 SET_FLAG (op, FLAG_REMOVED);
1051
1052 if (op->more != NULL)
1053 remove_ob (op->more);
1054
1055 /*
1056 * In this case, the object to be removed is in someones
1057 * inventory.
1058 */
1059 if (op->env != NULL)
1060 {
1061 if (op->nrof)
1062 sub_weight (op->env, op->weight * op->nrof);
1063 else
1064 sub_weight (op->env, op->weight + op->carrying);
1065
1066 /* NO_FIX_PLAYER is set when a great many changes are being
1067 * made to players inventory. If set, avoiding the call
1068 * to save cpu time.
1069 */
1070 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1071 fix_player (otmp);
1072
1073 if (op->above != NULL)
1074 op->above->below = op->below;
1075 else
1076 op->env->inv = op->below;
1077
1078 if (op->below != NULL)
1079 op->below->above = op->above;
1080
1081 /* we set up values so that it could be inserted into
1082 * the map, but we don't actually do that - it is up
1083 * to the caller to decide what we want to do.
1084 */
1085 op->x = op->env->x, op->y = op->env->y;
1086 op->map = op->env->map;
1087 op->above = NULL, op->below = NULL;
1088 op->env = NULL;
1089 }
1090 else if (op->map)
1091 {
1092 x = op->x;
1093 y = op->y;
1094 m = get_map_from_coord (op->map, &x, &y);
1095
1096 if (!m)
1097 {
1098 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1099 op->map->path, op->x, op->y);
1100 /* in old days, we used to set x and y to 0 and continue.
1101 * it seems if we get into this case, something is probablye
1102 * screwed up and should be fixed.
1103 */
1104 abort ();
1105 }
1106
1107 if (op->map != m)
1108 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1109 op->map->path, m->path, op->x, op->y, x, y);
1110
1111 /* Re did the following section of code - it looks like it had
1112 * lots of logic for things we no longer care about
1113 */
1114
1115 /* link the object above us */
1116 if (op->above)
1117 op->above->below = op->below;
1118 else
1119 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1120
1121 /* Relink the object below us, if there is one */
1122 if (op->below)
1123 op->below->above = op->above;
1124 else
1125 {
1126 /* Nothing below, which means we need to relink map object for this space
1127 * use translated coordinates in case some oddness with map tiling is
1128 * evident
1129 */
1130 if (GET_MAP_OB (m, x, y) != op)
1131 {
1132 char *dump = dump_object (op);
1133 LOG (llevError,
1134 "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);
1135 free (dump);
1136 dump = dump_object (GET_MAP_OB (m, x, y));
1137 LOG (llevError, "%s\n", dump);
1138 free (dump);
1139 }
1140
1141 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1142 }
1143
1144 op->above = 0;
1145 op->below = 0;
1146
1147 if (op->map->in_memory == MAP_SAVING)
1148 return;
1149
1150 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1151
1152 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1153 {
1154 /* No point updating the players look faces if he is the object
1155 * being removed.
1156 */
1157
1158 if (tmp->type == PLAYER && tmp != op)
1159 {
1160 /* If a container that the player is currently using somehow gets
1161 * removed (most likely destroyed), update the player view
1162 * appropriately.
1163 */
1164 if (tmp->container == op)
1165 {
1166 CLEAR_FLAG (op, FLAG_APPLIED);
1167 tmp->container = NULL;
1168 }
1169
1170 tmp->contr->socket.update_look = 1;
1171 }
1172
1173 /* See if player moving off should effect something */
1174 if (check_walk_off
1175 && ((op->move_type & tmp->move_off)
1176 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1177 {
1178 move_apply (tmp, op, NULL);
1179
1180 if (op->destroyed ())
1181 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1182 }
1183
1184 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1185
1186 if (tmp->above == tmp)
1187 tmp->above = NULL;
1188
1189 last = tmp;
1190 }
1191
1192 /* last == NULL of there are no objects on this space */
1193 if (last == NULL)
1194 {
1195 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1196 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1197 * those out anyways, and if there are any flags set right now, they won't
1198 * be correct anyways.
1199 */
1200 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1201 update_position (op->map, op->x, op->y);
1202 }
1203 else
1204 update_object (last, UP_OBJ_REMOVE);
1205
1206 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1207 update_all_los (op->map, op->x, op->y);
1208 }
1209 }
1210
1211 /*
1212 * merge_ob(op,top):
1213 *
1214 * This function goes through all objects below and including top, and
1215 * merges op to the first matching object.
1216 * If top is NULL, it is calculated.
1217 * Returns pointer to object if it succeded in the merge, otherwise NULL
1218 */
1219 object *
1220 merge_ob (object *op, object *top)
1221 {
1222 if (!op->nrof)
1223 return 0;
1224
1225 if (top == NULL)
1226 for (top = op; top != NULL && top->above != NULL; top = top->above);
1227
1228 for (; top != NULL; top = top->below)
1229 {
1230 if (top == op)
1231 continue;
1232 if (CAN_MERGE (op, top))
1233 {
1234 top->nrof += op->nrof;
1235
1236 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1237 op->weight = 0; /* Don't want any adjustements now */
1238 remove_ob (op);
1239 free_object (op);
1240 return top;
1241 }
1242 }
1243
1244 return 0;
1245 }
1246
1247 /*
1248 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1249 * job preparing multi-part monsters
1250 */
1251 object *
1252 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1253 {
1254 object *tmp;
1255
1256 if (op->head)
1257 op = op->head;
1258
1259 for (tmp = op; tmp; tmp = tmp->more)
1260 {
1261 tmp->x = x + tmp->arch->clone.x;
1262 tmp->y = y + tmp->arch->clone.y;
1263 }
1264
1265 return insert_ob_in_map (op, m, originator, flag);
1266 }
1267
1268 /*
1269 * insert_ob_in_map (op, map, originator, flag):
1270 * This function inserts the object in the two-way linked list
1271 * which represents what is on a map.
1272 * The second argument specifies the map, and the x and y variables
1273 * in the object about to be inserted specifies the position.
1274 *
1275 * originator: Player, monster or other object that caused 'op' to be inserted
1276 * into 'map'. May be NULL.
1277 *
1278 * flag is a bitmask about special things to do (or not do) when this
1279 * function is called. see the object.h file for the INS_ values.
1280 * Passing 0 for flag gives proper default values, so flag really only needs
1281 * to be set if special handling is needed.
1282 *
1283 * Return value:
1284 * new object if 'op' was merged with other object
1285 * NULL if 'op' was destroyed
1286 * just 'op' otherwise
1287 */
1288
1289 object *
1290 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1291 {
1292 object *tmp, *top, *floor = NULL;
1293 sint16 x, y;
1294
1295 if (QUERY_FLAG (op, FLAG_FREED))
1296 {
1297 LOG (llevError, "Trying to insert freed object!\n");
1298 return NULL;
1299 }
1300
1301 if (m == NULL)
1302 {
1303 char *dump = dump_object (op);
1304 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1305 free (dump);
1306 return op;
1307 }
1308
1309 if (out_of_map (m, op->x, op->y))
1310 {
1311 char *dump = dump_object (op);
1312 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1313 #ifdef MANY_CORES
1314 /* Better to catch this here, as otherwise the next use of this object
1315 * is likely to cause a crash. Better to find out where it is getting
1316 * improperly inserted.
1317 */
1318 abort ();
1319 #endif
1320 free (dump);
1321 return op;
1322 }
1323
1324 if (!QUERY_FLAG (op, FLAG_REMOVED))
1325 {
1326 char *dump = dump_object (op);
1327 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1328 free (dump);
1329 return op;
1330 }
1331
1332 if (op->more != NULL)
1333 {
1334 /* The part may be on a different map. */
1335
1336 object *more = op->more;
1337
1338 /* We really need the caller to normalize coordinates - if
1339 * we set the map, that doesn't work if the location is within
1340 * a map and this is straddling an edge. So only if coordinate
1341 * is clear wrong do we normalize it.
1342 */
1343 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1344 more->map = get_map_from_coord (m, &more->x, &more->y);
1345 else if (!more->map)
1346 {
1347 /* For backwards compatibility - when not dealing with tiled maps,
1348 * more->map should always point to the parent.
1349 */
1350 more->map = m;
1351 }
1352
1353 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1354 {
1355 if (!op->head)
1356 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1357
1358 return NULL;
1359 }
1360 }
1361
1362 CLEAR_FLAG (op, FLAG_REMOVED);
1363
1364 /* Ideally, the caller figures this out. However, it complicates a lot
1365 * of areas of callers (eg, anything that uses find_free_spot would now
1366 * need extra work
1367 */
1368 op->map = get_map_from_coord (m, &op->x, &op->y);
1369 x = op->x;
1370 y = op->y;
1371
1372 /* this has to be done after we translate the coordinates.
1373 */
1374 if (op->nrof && !(flag & INS_NO_MERGE))
1375 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1376 if (CAN_MERGE (op, tmp))
1377 {
1378 op->nrof += tmp->nrof;
1379 remove_ob (tmp);
1380 free_object (tmp);
1381 }
1382
1383 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1384 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1385
1386 if (!QUERY_FLAG (op, FLAG_ALIVE))
1387 CLEAR_FLAG (op, FLAG_NO_STEAL);
1388
1389 if (flag & INS_BELOW_ORIGINATOR)
1390 {
1391 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1392 {
1393 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1394 abort ();
1395 }
1396
1397 op->above = originator;
1398 op->below = originator->below;
1399
1400 if (op->below)
1401 op->below->above = op;
1402 else
1403 SET_MAP_OB (op->map, op->x, op->y, op);
1404
1405 /* since *below* originator, no need to update top */
1406 originator->below = op;
1407 }
1408 else
1409 {
1410 /* If there are other objects, then */
1411 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1412 {
1413 object *last = NULL;
1414
1415 /*
1416 * If there are multiple objects on this space, we do some trickier handling.
1417 * We've already dealt with merging if appropriate.
1418 * Generally, we want to put the new object on top. But if
1419 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1420 * floor, we want to insert above that and no further.
1421 * Also, if there are spell objects on this space, we stop processing
1422 * once we get to them. This reduces the need to traverse over all of
1423 * them when adding another one - this saves quite a bit of cpu time
1424 * when lots of spells are cast in one area. Currently, it is presumed
1425 * that flying non pickable objects are spell objects.
1426 */
1427
1428 while (top != NULL)
1429 {
1430 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1431 floor = top;
1432
1433 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1434 {
1435 /* We insert above top, so we want this object below this */
1436 top = top->below;
1437 break;
1438 }
1439
1440 last = top;
1441 top = top->above;
1442 }
1443
1444 /* Don't want top to be NULL, so set it to the last valid object */
1445 top = last;
1446
1447 /* We let update_position deal with figuring out what the space
1448 * looks like instead of lots of conditions here.
1449 * makes things faster, and effectively the same result.
1450 */
1451
1452 /* Have object 'fall below' other objects that block view.
1453 * Unless those objects are exits, type 66
1454 * If INS_ON_TOP is used, don't do this processing
1455 * Need to find the object that in fact blocks view, otherwise
1456 * stacking is a bit odd.
1457 */
1458 if (!(flag & INS_ON_TOP) &&
1459 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1460 {
1461 for (last = top; last != floor; last = last->below)
1462 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1463 break;
1464 /* Check to see if we found the object that blocks view,
1465 * and make sure we have a below pointer for it so that
1466 * we can get inserted below this one, which requires we
1467 * set top to the object below us.
1468 */
1469 if (last && last->below && last != floor)
1470 top = last->below;
1471 }
1472 } /* If objects on this space */
1473
1474 if (flag & INS_MAP_LOAD)
1475 top = GET_MAP_TOP (op->map, op->x, op->y);
1476
1477 if (flag & INS_ABOVE_FLOOR_ONLY)
1478 top = floor;
1479
1480 /* Top is the object that our object (op) is going to get inserted above.
1481 */
1482
1483 /* First object on this space */
1484 if (!top)
1485 {
1486 op->above = GET_MAP_OB (op->map, op->x, op->y);
1487
1488 if (op->above)
1489 op->above->below = op;
1490
1491 op->below = NULL;
1492 SET_MAP_OB (op->map, op->x, op->y, op);
1493 }
1494 else
1495 { /* get inserted into the stack above top */
1496 op->above = top->above;
1497
1498 if (op->above)
1499 op->above->below = op;
1500
1501 op->below = top;
1502 top->above = op;
1503 }
1504
1505 if (op->above == NULL)
1506 SET_MAP_TOP (op->map, op->x, op->y, op);
1507 } /* else not INS_BELOW_ORIGINATOR */
1508
1509 if (op->type == PLAYER)
1510 op->contr->do_los = 1;
1511
1512 /* If we have a floor, we know the player, if any, will be above
1513 * it, so save a few ticks and start from there.
1514 */
1515 if (!(flag & INS_MAP_LOAD))
1516 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1517 if (tmp->type == PLAYER)
1518 tmp->contr->socket.update_look = 1;
1519
1520 /* If this object glows, it may affect lighting conditions that are
1521 * visible to others on this map. But update_all_los is really
1522 * an inefficient way to do this, as it means los for all players
1523 * on the map will get recalculated. The players could very well
1524 * be far away from this change and not affected in any way -
1525 * this should get redone to only look for players within range,
1526 * or just updating the P_NEED_UPDATE for spaces within this area
1527 * of effect may be sufficient.
1528 */
1529 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1530 update_all_los (op->map, op->x, op->y);
1531
1532 /* updates flags (blocked, alive, no magic, etc) for this map space */
1533 update_object (op, UP_OBJ_INSERT);
1534
1535 /* Don't know if moving this to the end will break anything. However,
1536 * we want to have update_look set above before calling this.
1537 *
1538 * check_move_on() must be after this because code called from
1539 * check_move_on() depends on correct map flags (so functions like
1540 * blocked() and wall() work properly), and these flags are updated by
1541 * update_object().
1542 */
1543
1544 /* if this is not the head or flag has been passed, don't check walk on status */
1545 if (!(flag & INS_NO_WALK_ON) && !op->head)
1546 {
1547 if (check_move_on (op, originator))
1548 return NULL;
1549
1550 /* If we are a multi part object, lets work our way through the check
1551 * walk on's.
1552 */
1553 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1554 if (check_move_on (tmp, originator))
1555 return NULL;
1556 }
1557
1558 return op;
1559 }
1560
1561 /* this function inserts an object in the map, but if it
1562 * finds an object of its own type, it'll remove that one first.
1563 * op is the object to insert it under: supplies x and the map.
1564 */
1565 void
1566 replace_insert_ob_in_map (const char *arch_string, object *op)
1567 {
1568 object *
1569 tmp;
1570 object *
1571 tmp1;
1572
1573 /* first search for itself and remove any old instances */
1574
1575 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1576 {
1577 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1578 {
1579 remove_ob (tmp);
1580 free_object (tmp);
1581 }
1582 }
1583
1584 tmp1 = arch_to_object (archetype::find (arch_string));
1585
1586 tmp1->x = op->x;
1587 tmp1->y = op->y;
1588 insert_ob_in_map (tmp1, op->map, op, 0);
1589 }
1590
1591 /*
1592 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1593 * is returned contains nr objects, and the remaining parts contains
1594 * the rest (or is removed and freed if that number is 0).
1595 * On failure, NULL is returned, and the reason put into the
1596 * global static errmsg array.
1597 */
1598
1599 object *
1600 get_split_ob (object *orig_ob, uint32 nr)
1601 {
1602 object *
1603 newob;
1604 int
1605 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1606
1607 if (orig_ob->nrof < nr)
1608 {
1609 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1610 return NULL;
1611 }
1612
1613 newob = object_create_clone (orig_ob);
1614
1615 if ((orig_ob->nrof -= nr) < 1)
1616 {
1617 if (!is_removed)
1618 remove_ob (orig_ob);
1619 free_object2 (orig_ob, 1);
1620 }
1621 else if (!is_removed)
1622 {
1623 if (orig_ob->env != NULL)
1624 sub_weight (orig_ob->env, orig_ob->weight * nr);
1625 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1626 {
1627 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1628 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1629 return NULL;
1630 }
1631 }
1632
1633 newob->nrof = nr;
1634
1635 return newob;
1636 }
1637
1638 /*
1639 * decrease_ob_nr(object, number) decreases a specified number from
1640 * the amount of an object. If the amount reaches 0, the object
1641 * is subsequently removed and freed.
1642 *
1643 * Return value: 'op' if something is left, NULL if the amount reached 0
1644 */
1645
1646 object *
1647 decrease_ob_nr (object *op, uint32 i)
1648 {
1649 object *tmp;
1650 player *pl;
1651
1652 if (i == 0) /* objects with op->nrof require this check */
1653 return op;
1654
1655 if (i > op->nrof)
1656 i = op->nrof;
1657
1658 if (QUERY_FLAG (op, FLAG_REMOVED))
1659 op->nrof -= i;
1660 else if (op->env != NULL)
1661 {
1662 /* is this object in the players inventory, or sub container
1663 * therein?
1664 */
1665 tmp = is_player_inv (op->env);
1666 /* nope. Is this a container the player has opened?
1667 * If so, set tmp to that player.
1668 * IMO, searching through all the players will mostly
1669 * likely be quicker than following op->env to the map,
1670 * and then searching the map for a player.
1671 */
1672 if (!tmp)
1673 {
1674 for (pl = first_player; pl; pl = pl->next)
1675 if (pl->ob->container == op->env)
1676 break;
1677 if (pl)
1678 tmp = pl->ob;
1679 else
1680 tmp = NULL;
1681 }
1682
1683 if (i < op->nrof)
1684 {
1685 sub_weight (op->env, op->weight * i);
1686 op->nrof -= i;
1687 if (tmp)
1688 {
1689 esrv_send_item (tmp, op);
1690 }
1691 }
1692 else
1693 {
1694 remove_ob (op);
1695 op->nrof = 0;
1696 if (tmp)
1697 {
1698 esrv_del_item (tmp->contr, op->count);
1699 }
1700 }
1701 }
1702 else
1703 {
1704 object *above = op->above;
1705
1706 if (i < op->nrof)
1707 op->nrof -= i;
1708 else
1709 {
1710 remove_ob (op);
1711 op->nrof = 0;
1712 }
1713
1714 /* Since we just removed op, op->above is null */
1715 for (tmp = above; tmp != NULL; tmp = tmp->above)
1716 if (tmp->type == PLAYER)
1717 {
1718 if (op->nrof)
1719 esrv_send_item (tmp, op);
1720 else
1721 esrv_del_item (tmp->contr, op->count);
1722 }
1723 }
1724
1725 if (op->nrof)
1726 return op;
1727 else
1728 {
1729 free_object (op);
1730 return NULL;
1731 }
1732 }
1733
1734 /*
1735 * add_weight(object, weight) adds the specified weight to an object,
1736 * and also updates how much the environment(s) is/are carrying.
1737 */
1738
1739 void
1740 add_weight (object *op, signed long weight)
1741 {
1742 while (op != NULL)
1743 {
1744 if (op->type == CONTAINER)
1745 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1746
1747 op->carrying += weight;
1748 op = op->env;
1749 }
1750 }
1751
1752 /*
1753 * insert_ob_in_ob(op,environment):
1754 * This function inserts the object op in the linked list
1755 * inside the object environment.
1756 *
1757 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1758 * the inventory at the last position or next to other objects of the same
1759 * type.
1760 * Frank: Now sorted by type, archetype and magic!
1761 *
1762 * The function returns now pointer to inserted item, and return value can
1763 * be != op, if items are merged. -Tero
1764 */
1765
1766 object *
1767 insert_ob_in_ob (object *op, object *where)
1768 {
1769 object *
1770 tmp, *
1771 otmp;
1772
1773 if (!QUERY_FLAG (op, FLAG_REMOVED))
1774 {
1775 char *dump = dump_object (op);
1776 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1777 free (dump);
1778 return op;
1779 }
1780
1781 if (where == NULL)
1782 {
1783 char *dump = dump_object (op);
1784 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1785 free (dump);
1786 return op;
1787 }
1788
1789 if (where->head)
1790 {
1791 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1792 where = where->head;
1793 }
1794
1795 if (op->more)
1796 {
1797 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1798 return op;
1799 }
1800
1801 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1802 CLEAR_FLAG (op, FLAG_REMOVED);
1803 if (op->nrof)
1804 {
1805 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1806 if (CAN_MERGE (tmp, op))
1807 {
1808 /* return the original object and remove inserted object
1809 (client needs the original object) */
1810 tmp->nrof += op->nrof;
1811 /* Weight handling gets pretty funky. Since we are adding to
1812 * tmp->nrof, we need to increase the weight.
1813 */
1814 add_weight (where, op->weight * op->nrof);
1815 SET_FLAG (op, FLAG_REMOVED);
1816 free_object (op); /* free the inserted object */
1817 op = tmp;
1818 remove_ob (op); /* and fix old object's links */
1819 CLEAR_FLAG (op, FLAG_REMOVED);
1820 break;
1821 }
1822
1823 /* I assume combined objects have no inventory
1824 * We add the weight - this object could have just been removed
1825 * (if it was possible to merge). calling remove_ob will subtract
1826 * the weight, so we need to add it in again, since we actually do
1827 * the linking below
1828 */
1829 add_weight (where, op->weight * op->nrof);
1830 }
1831 else
1832 add_weight (where, (op->weight + op->carrying));
1833
1834 otmp = is_player_inv (where);
1835 if (otmp && otmp->contr != NULL)
1836 {
1837 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1838 fix_player (otmp);
1839 }
1840
1841 op->map = NULL;
1842 op->env = where;
1843 op->above = NULL;
1844 op->below = NULL;
1845 op->x = 0, op->y = 0;
1846
1847 /* reset the light list and los of the players on the map */
1848 if ((op->glow_radius != 0) && where->map)
1849 {
1850 #ifdef DEBUG_LIGHTS
1851 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1852 #endif /* DEBUG_LIGHTS */
1853 if (MAP_DARKNESS (where->map))
1854 update_all_los (where->map, where->x, where->y);
1855 }
1856
1857 /* Client has no idea of ordering so lets not bother ordering it here.
1858 * It sure simplifies this function...
1859 */
1860 if (where->inv == NULL)
1861 where->inv = op;
1862 else
1863 {
1864 op->below = where->inv;
1865 op->below->above = op;
1866 where->inv = op;
1867 }
1868 return op;
1869 }
1870
1871 /*
1872 * Checks if any objects has a move_type that matches objects
1873 * that effect this object on this space. Call apply() to process
1874 * these events.
1875 *
1876 * Any speed-modification due to SLOW_MOVE() of other present objects
1877 * will affect the speed_left of the object.
1878 *
1879 * originator: Player, monster or other object that caused 'op' to be inserted
1880 * into 'map'. May be NULL.
1881 *
1882 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1883 *
1884 * 4-21-95 added code to check if appropriate skill was readied - this will
1885 * permit faster movement by the player through this terrain. -b.t.
1886 *
1887 * MSW 2001-07-08: Check all objects on space, not just those below
1888 * object being inserted. insert_ob_in_map may not put new objects
1889 * on top.
1890 */
1891
1892 int
1893 check_move_on (object *op, object *originator)
1894 {
1895 object *tmp;
1896 maptile *m = op->map;
1897 int x = op->x, y = op->y;
1898
1899 MoveType move_on, move_slow, move_block;
1900
1901 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1902 return 0;
1903
1904 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1905 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1906 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1907
1908 /* if nothing on this space will slow op down or be applied,
1909 * no need to do checking below. have to make sure move_type
1910 * is set, as lots of objects don't have it set - we treat that
1911 * as walking.
1912 */
1913 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1914 return 0;
1915
1916 /* This is basically inverse logic of that below - basically,
1917 * if the object can avoid the move on or slow move, they do so,
1918 * but can't do it if the alternate movement they are using is
1919 * blocked. Logic on this seems confusing, but does seem correct.
1920 */
1921 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1922 return 0;
1923
1924 /* The objects have to be checked from top to bottom.
1925 * Hence, we first go to the top:
1926 */
1927
1928 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1929 {
1930 /* Trim the search when we find the first other spell effect
1931 * this helps performance so that if a space has 50 spell objects,
1932 * we don't need to check all of them.
1933 */
1934 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1935 break;
1936 }
1937
1938 for (; tmp; tmp = tmp->below)
1939 {
1940 if (tmp == op)
1941 continue; /* Can't apply yourself */
1942
1943 /* Check to see if one of the movement types should be slowed down.
1944 * Second check makes sure that the movement types not being slowed
1945 * (~slow_move) is not blocked on this space - just because the
1946 * space doesn't slow down swimming (for example), if you can't actually
1947 * swim on that space, can't use it to avoid the penalty.
1948 */
1949 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1950 {
1951 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1952 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1953 {
1954
1955 float
1956 diff = tmp->move_slow_penalty * FABS (op->speed);
1957
1958 if (op->type == PLAYER)
1959 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1960 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1961 diff /= 4.0;
1962
1963 op->speed_left -= diff;
1964 }
1965 }
1966
1967 /* Basically same logic as above, except now for actual apply. */
1968 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1969 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1970 {
1971 move_apply (tmp, op, originator);
1972
1973 if (op->destroyed ())
1974 return 1;
1975
1976 /* what the person/creature stepped onto has moved the object
1977 * someplace new. Don't process any further - if we did,
1978 * have a feeling strange problems would result.
1979 */
1980 if (op->map != m || op->x != x || op->y != y)
1981 return 0;
1982 }
1983 }
1984
1985 return 0;
1986 }
1987
1988 /*
1989 * present_arch(arch, map, x, y) searches for any objects with
1990 * a matching archetype at the given map and coordinates.
1991 * The first matching object is returned, or NULL if none.
1992 */
1993
1994 object *
1995 present_arch (const archetype *at, maptile *m, int x, int y)
1996 {
1997 object *
1998 tmp;
1999
2000 if (m == NULL || out_of_map (m, x, y))
2001 {
2002 LOG (llevError, "Present_arch called outside map.\n");
2003 return NULL;
2004 }
2005 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2006 if (tmp->arch == at)
2007 return tmp;
2008 return NULL;
2009 }
2010
2011 /*
2012 * present(type, map, x, y) searches for any objects with
2013 * a matching type variable at the given map and coordinates.
2014 * The first matching object is returned, or NULL if none.
2015 */
2016
2017 object *
2018 present (unsigned char type, maptile *m, int x, int y)
2019 {
2020 object *
2021 tmp;
2022
2023 if (out_of_map (m, x, y))
2024 {
2025 LOG (llevError, "Present called outside map.\n");
2026 return NULL;
2027 }
2028 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2029 if (tmp->type == type)
2030 return tmp;
2031 return NULL;
2032 }
2033
2034 /*
2035 * present_in_ob(type, object) searches for any objects with
2036 * a matching type variable in the inventory of the given object.
2037 * The first matching object is returned, or NULL if none.
2038 */
2039
2040 object *
2041 present_in_ob (unsigned char type, const object *op)
2042 {
2043 object *
2044 tmp;
2045
2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2047 if (tmp->type == type)
2048 return tmp;
2049 return NULL;
2050 }
2051
2052 /*
2053 * present_in_ob (type, str, object) searches for any objects with
2054 * a matching type & name variable in the inventory of the given object.
2055 * The first matching object is returned, or NULL if none.
2056 * This is mostly used by spell effect code, so that we only
2057 * have one spell effect at a time.
2058 * type can be used to narrow the search - if type is set,
2059 * the type must also match. -1 can be passed for the type,
2060 * in which case the type does not need to pass.
2061 * str is the string to match against. Note that we match against
2062 * the object name, not the archetype name. this is so that the
2063 * spell code can use one object type (force), but change it's name
2064 * to be unique.
2065 */
2066
2067 object *
2068 present_in_ob_by_name (int type, const char *str, const object *op)
2069 {
2070 object *
2071 tmp;
2072
2073 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2074 {
2075 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2076 return tmp;
2077 }
2078 return NULL;
2079 }
2080
2081 /*
2082 * present_arch_in_ob(archetype, object) searches for any objects with
2083 * a matching archetype in the inventory of the given object.
2084 * The first matching object is returned, or NULL if none.
2085 */
2086
2087 object *
2088 present_arch_in_ob (const archetype *at, const object *op)
2089 {
2090 object *
2091 tmp;
2092
2093 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2094 if (tmp->arch == at)
2095 return tmp;
2096 return NULL;
2097 }
2098
2099 /*
2100 * activate recursively a flag on an object inventory
2101 */
2102 void
2103 flag_inv (object *op, int flag)
2104 {
2105 object *
2106 tmp;
2107
2108 if (op->inv)
2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2110 {
2111 SET_FLAG (tmp, flag);
2112 flag_inv (tmp, flag);
2113 }
2114 } /*
2115 * desactivate recursively a flag on an object inventory
2116 */
2117 void
2118 unflag_inv (object *op, int flag)
2119 {
2120 object *
2121 tmp;
2122
2123 if (op->inv)
2124 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2125 {
2126 CLEAR_FLAG (tmp, flag);
2127 unflag_inv (tmp, flag);
2128 }
2129 }
2130
2131 /*
2132 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2133 * all it's inventory (recursively).
2134 * If checksums are used, a player will get set_cheat called for
2135 * him/her-self and all object carried by a call to this function.
2136 */
2137
2138 void
2139 set_cheat (object *op)
2140 {
2141 SET_FLAG (op, FLAG_WAS_WIZ);
2142 flag_inv (op, FLAG_WAS_WIZ);
2143 }
2144
2145 /*
2146 * find_free_spot(object, map, x, y, start, stop) will search for
2147 * a spot at the given map and coordinates which will be able to contain
2148 * the given object. start and stop specifies how many squares
2149 * to search (see the freearr_x/y[] definition).
2150 * It returns a random choice among the alternatives found.
2151 * start and stop are where to start relative to the free_arr array (1,9
2152 * does all 4 immediate directions). This returns the index into the
2153 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2154 * Note - this only checks to see if there is space for the head of the
2155 * object - if it is a multispace object, this should be called for all
2156 * pieces.
2157 * Note2: This function does correctly handle tiled maps, but does not
2158 * inform the caller. However, insert_ob_in_map will update as
2159 * necessary, so the caller shouldn't need to do any special work.
2160 * Note - updated to take an object instead of archetype - this is necessary
2161 * because arch_blocked (now ob_blocked) needs to know the movement type
2162 * to know if the space in question will block the object. We can't use
2163 * the archetype because that isn't correct if the monster has been
2164 * customized, changed states, etc.
2165 */
2166
2167 int
2168 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2169 {
2170 int
2171 i,
2172 index = 0, flag;
2173 static int
2174 altern[SIZEOFFREE];
2175
2176 for (i = start; i < stop; i++)
2177 {
2178 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2179 if (!flag)
2180 altern[index++] = i;
2181
2182 /* Basically, if we find a wall on a space, we cut down the search size.
2183 * In this way, we won't return spaces that are on another side of a wall.
2184 * This mostly work, but it cuts down the search size in all directions -
2185 * if the space being examined only has a wall to the north and empty
2186 * spaces in all the other directions, this will reduce the search space
2187 * to only the spaces immediately surrounding the target area, and
2188 * won't look 2 spaces south of the target space.
2189 */
2190 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2191 stop = maxfree[i];
2192 }
2193 if (!index)
2194 return -1;
2195 return altern[RANDOM () % index];
2196 }
2197
2198 /*
2199 * find_first_free_spot(archetype, maptile, x, y) works like
2200 * find_free_spot(), but it will search max number of squares.
2201 * But it will return the first available spot, not a random choice.
2202 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2203 */
2204
2205 int
2206 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2207 {
2208 int
2209 i;
2210
2211 for (i = 0; i < SIZEOFFREE; i++)
2212 {
2213 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2214 return i;
2215 }
2216 return -1;
2217 }
2218
2219 /*
2220 * The function permute(arr, begin, end) randomly reorders the array
2221 * arr[begin..end-1].
2222 */
2223 static void
2224 permute (int *arr, int begin, int end)
2225 {
2226 int
2227 i,
2228 j,
2229 tmp,
2230 len;
2231
2232 len = end - begin;
2233 for (i = begin; i < end; i++)
2234 {
2235 j = begin + RANDOM () % len;
2236
2237 tmp = arr[i];
2238 arr[i] = arr[j];
2239 arr[j] = tmp;
2240 }
2241 }
2242
2243 /* new function to make monster searching more efficient, and effective!
2244 * This basically returns a randomized array (in the passed pointer) of
2245 * the spaces to find monsters. In this way, it won't always look for
2246 * monsters to the north first. However, the size of the array passed
2247 * covers all the spaces, so within that size, all the spaces within
2248 * the 3x3 area will be searched, just not in a predictable order.
2249 */
2250 void
2251 get_search_arr (int *search_arr)
2252 {
2253 int
2254 i;
2255
2256 for (i = 0; i < SIZEOFFREE; i++)
2257 {
2258 search_arr[i] = i;
2259 }
2260
2261 permute (search_arr, 1, SIZEOFFREE1 + 1);
2262 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2263 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2264 }
2265
2266 /*
2267 * find_dir(map, x, y, exclude) will search some close squares in the
2268 * given map at the given coordinates for live objects.
2269 * It will not considered the object given as exclude among possible
2270 * live objects.
2271 * It returns the direction toward the first/closest live object if finds
2272 * any, otherwise 0.
2273 * Perhaps incorrectly, but I'm making the assumption that exclude
2274 * is actually want is going to try and move there. We need this info
2275 * because we have to know what movement the thing looking to move
2276 * there is capable of.
2277 */
2278
2279 int
2280 find_dir (maptile *m, int x, int y, object *exclude)
2281 {
2282 int
2283 i,
2284 max = SIZEOFFREE, mflags;
2285
2286 sint16 nx, ny;
2287 object *
2288 tmp;
2289 maptile *
2290 mp;
2291
2292 MoveType blocked, move_type;
2293
2294 if (exclude && exclude->head)
2295 {
2296 exclude = exclude->head;
2297 move_type = exclude->move_type;
2298 }
2299 else
2300 {
2301 /* If we don't have anything, presume it can use all movement types. */
2302 move_type = MOVE_ALL;
2303 }
2304
2305 for (i = 1; i < max; i++)
2306 {
2307 mp = m;
2308 nx = x + freearr_x[i];
2309 ny = y + freearr_y[i];
2310
2311 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2312 if (mflags & P_OUT_OF_MAP)
2313 {
2314 max = maxfree[i];
2315 }
2316 else
2317 {
2318 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2319
2320 if ((move_type & blocked) == move_type)
2321 {
2322 max = maxfree[i];
2323 }
2324 else if (mflags & P_IS_ALIVE)
2325 {
2326 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2327 {
2328 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2329 {
2330 break;
2331 }
2332 }
2333 if (tmp)
2334 {
2335 return freedir[i];
2336 }
2337 }
2338 }
2339 }
2340 return 0;
2341 }
2342
2343 /*
2344 * distance(object 1, object 2) will return the square of the
2345 * distance between the two given objects.
2346 */
2347
2348 int
2349 distance (const object *ob1, const object *ob2)
2350 {
2351 int
2352 i;
2353
2354 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2355 return i;
2356 }
2357
2358 /*
2359 * find_dir_2(delta-x,delta-y) will return a direction in which
2360 * an object which has subtracted the x and y coordinates of another
2361 * object, needs to travel toward it.
2362 */
2363
2364 int
2365 find_dir_2 (int x, int y)
2366 {
2367 int
2368 q;
2369
2370 if (y)
2371 q = x * 100 / y;
2372 else if (x)
2373 q = -300 * x;
2374 else
2375 return 0;
2376
2377 if (y > 0)
2378 {
2379 if (q < -242)
2380 return 3;
2381 if (q < -41)
2382 return 2;
2383 if (q < 41)
2384 return 1;
2385 if (q < 242)
2386 return 8;
2387 return 7;
2388 }
2389
2390 if (q < -242)
2391 return 7;
2392 if (q < -41)
2393 return 6;
2394 if (q < 41)
2395 return 5;
2396 if (q < 242)
2397 return 4;
2398
2399 return 3;
2400 }
2401
2402 /*
2403 * absdir(int): Returns a number between 1 and 8, which represent
2404 * the "absolute" direction of a number (it actually takes care of
2405 * "overflow" in previous calculations of a direction).
2406 */
2407
2408 int
2409 absdir (int d)
2410 {
2411 while (d < 1)
2412 d += 8;
2413 while (d > 8)
2414 d -= 8;
2415 return d;
2416 }
2417
2418 /*
2419 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2420 * between two directions (which are expected to be absolute (see absdir())
2421 */
2422
2423 int
2424 dirdiff (int dir1, int dir2)
2425 {
2426 int
2427 d;
2428
2429 d = abs (dir1 - dir2);
2430 if (d > 4)
2431 d = 8 - d;
2432 return d;
2433 }
2434
2435 /* peterm:
2436 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2437 * Basically, this is a table of directions, and what directions
2438 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2439 * This basically means that if direction is 15, then it could either go
2440 * direction 4, 14, or 16 to get back to where we are.
2441 * Moved from spell_util.c to object.c with the other related direction
2442 * functions.
2443 */
2444
2445 int
2446 reduction_dir[SIZEOFFREE][3] = {
2447 {0, 0, 0}, /* 0 */
2448 {0, 0, 0}, /* 1 */
2449 {0, 0, 0}, /* 2 */
2450 {0, 0, 0}, /* 3 */
2451 {0, 0, 0}, /* 4 */
2452 {0, 0, 0}, /* 5 */
2453 {0, 0, 0}, /* 6 */
2454 {0, 0, 0}, /* 7 */
2455 {0, 0, 0}, /* 8 */
2456 {8, 1, 2}, /* 9 */
2457 {1, 2, -1}, /* 10 */
2458 {2, 10, 12}, /* 11 */
2459 {2, 3, -1}, /* 12 */
2460 {2, 3, 4}, /* 13 */
2461 {3, 4, -1}, /* 14 */
2462 {4, 14, 16}, /* 15 */
2463 {5, 4, -1}, /* 16 */
2464 {4, 5, 6}, /* 17 */
2465 {6, 5, -1}, /* 18 */
2466 {6, 20, 18}, /* 19 */
2467 {7, 6, -1}, /* 20 */
2468 {6, 7, 8}, /* 21 */
2469 {7, 8, -1}, /* 22 */
2470 {8, 22, 24}, /* 23 */
2471 {8, 1, -1}, /* 24 */
2472 {24, 9, 10}, /* 25 */
2473 {9, 10, -1}, /* 26 */
2474 {10, 11, -1}, /* 27 */
2475 {27, 11, 29}, /* 28 */
2476 {11, 12, -1}, /* 29 */
2477 {12, 13, -1}, /* 30 */
2478 {12, 13, 14}, /* 31 */
2479 {13, 14, -1}, /* 32 */
2480 {14, 15, -1}, /* 33 */
2481 {33, 15, 35}, /* 34 */
2482 {16, 15, -1}, /* 35 */
2483 {17, 16, -1}, /* 36 */
2484 {18, 17, 16}, /* 37 */
2485 {18, 17, -1}, /* 38 */
2486 {18, 19, -1}, /* 39 */
2487 {41, 19, 39}, /* 40 */
2488 {19, 20, -1}, /* 41 */
2489 {20, 21, -1}, /* 42 */
2490 {20, 21, 22}, /* 43 */
2491 {21, 22, -1}, /* 44 */
2492 {23, 22, -1}, /* 45 */
2493 {45, 47, 23}, /* 46 */
2494 {23, 24, -1}, /* 47 */
2495 {24, 9, -1}
2496 }; /* 48 */
2497
2498 /* Recursive routine to step back and see if we can
2499 * find a path to that monster that we found. If not,
2500 * we don't bother going toward it. Returns 1 if we
2501 * can see a direct way to get it
2502 * Modified to be map tile aware -.MSW
2503 */
2504
2505
2506 int
2507 can_see_monsterP (maptile *m, int x, int y, int dir)
2508 {
2509 sint16 dx, dy;
2510 int
2511 mflags;
2512
2513 if (dir < 0)
2514 return 0; /* exit condition: invalid direction */
2515
2516 dx = x + freearr_x[dir];
2517 dy = y + freearr_y[dir];
2518
2519 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2520
2521 /* This functional arguably was incorrect before - it was
2522 * checking for P_WALL - that was basically seeing if
2523 * we could move to the monster - this is being more
2524 * literal on if we can see it. To know if we can actually
2525 * move to the monster, we'd need the monster passed in or
2526 * at least its move type.
2527 */
2528 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2529 return 0;
2530
2531 /* yes, can see. */
2532 if (dir < 9)
2533 return 1;
2534 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2535 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2536 }
2537
2538
2539
2540 /*
2541 * can_pick(picker, item): finds out if an object is possible to be
2542 * picked up by the picker. Returnes 1 if it can be
2543 * picked up, otherwise 0.
2544 *
2545 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2546 * core dumps if they do.
2547 *
2548 * Add a check so we can't pick up invisible objects (0.93.8)
2549 */
2550
2551 int
2552 can_pick (const object *who, const object *item)
2553 {
2554 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2555 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2556 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2557 }
2558
2559
2560 /*
2561 * create clone from object to another
2562 */
2563 object *
2564 object_create_clone (object *asrc)
2565 {
2566 object *
2567 dst = NULL, *tmp, *src, *part, *prev, *item;
2568
2569 if (!asrc)
2570 return NULL;
2571 src = asrc;
2572 if (src->head)
2573 src = src->head;
2574
2575 prev = NULL;
2576 for (part = src; part; part = part->more)
2577 {
2578 tmp = get_object ();
2579 copy_object (part, tmp);
2580 tmp->x -= src->x;
2581 tmp->y -= src->y;
2582 if (!part->head)
2583 {
2584 dst = tmp;
2585 tmp->head = NULL;
2586 }
2587 else
2588 {
2589 tmp->head = dst;
2590 }
2591 tmp->more = NULL;
2592 if (prev)
2593 prev->more = tmp;
2594 prev = tmp;
2595 }
2596
2597 for (item = src->inv; item; item = item->below)
2598 insert_ob_in_ob (object_create_clone (item), dst);
2599
2600 return dst;
2601 }
2602
2603 /* GROS - Creates an object using a string representing its content. */
2604 /* Basically, we save the content of the string to a temp file, then call */
2605 /* load_object on it. I admit it is a highly inefficient way to make things, */
2606 /* but it was simple to make and allows reusing the load_object function. */
2607 /* Remember not to use load_object_str in a time-critical situation. */
2608 /* Also remember that multiparts objects are not supported for now. */
2609
2610 object *
2611 load_object_str (const char *obstr)
2612 {
2613 object *op;
2614 char filename[MAX_BUF];
2615
2616 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2617
2618 FILE *tempfile = fopen (filename, "w");
2619
2620 if (tempfile == NULL)
2621 {
2622 LOG (llevError, "Error - Unable to access load object temp file\n");
2623 return NULL;
2624 }
2625
2626 fprintf (tempfile, obstr);
2627 fclose (tempfile);
2628
2629 op = get_object ();
2630
2631 object_thawer thawer (filename);
2632
2633 if (thawer)
2634 load_object (thawer, op, 0);
2635
2636 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2637 CLEAR_FLAG (op, FLAG_REMOVED);
2638
2639 return op;
2640 }
2641
2642 /* This returns the first object in who's inventory that
2643 * has the same type and subtype match.
2644 * returns NULL if no match.
2645 */
2646 object *
2647 find_obj_by_type_subtype (const object *who, int type, int subtype)
2648 {
2649 object *tmp;
2650
2651 for (tmp = who->inv; tmp; tmp = tmp->below)
2652 if (tmp->type == type && tmp->subtype == subtype)
2653 return tmp;
2654
2655 return NULL;
2656 }
2657
2658 /* If ob has a field named key, return the link from the list,
2659 * otherwise return NULL.
2660 *
2661 * key must be a passed in shared string - otherwise, this won't
2662 * do the desired thing.
2663 */
2664 key_value *
2665 get_ob_key_link (const object *ob, const char *key)
2666 {
2667 key_value *link;
2668
2669 for (link = ob->key_values; link != NULL; link = link->next)
2670 if (link->key == key)
2671 return link;
2672
2673 return NULL;
2674 }
2675
2676 /*
2677 * Returns the value of op has an extra_field for key, or NULL.
2678 *
2679 * The argument doesn't need to be a shared string.
2680 *
2681 * The returned string is shared.
2682 */
2683 const char *
2684 get_ob_key_value (const object *op, const char *const key)
2685 {
2686 key_value *link;
2687 shstr_cmp canonical_key (key);
2688
2689 if (!canonical_key)
2690 {
2691 /* 1. There being a field named key on any object
2692 * implies there'd be a shared string to find.
2693 * 2. Since there isn't, no object has this field.
2694 * 3. Therefore, *this* object doesn't have this field.
2695 */
2696 return 0;
2697 }
2698
2699 /* This is copied from get_ob_key_link() above -
2700 * only 4 lines, and saves the function call overhead.
2701 */
2702 for (link = op->key_values; link; link = link->next)
2703 if (link->key == canonical_key)
2704 return link->value;
2705
2706 return 0;
2707 }
2708
2709
2710 /*
2711 * Updates the canonical_key in op to value.
2712 *
2713 * canonical_key is a shared string (value doesn't have to be).
2714 *
2715 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2716 * keys.
2717 *
2718 * Returns TRUE on success.
2719 */
2720 int
2721 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2722 {
2723 key_value *
2724 field = NULL, *last = NULL;
2725
2726 for (field = op->key_values; field != NULL; field = field->next)
2727 {
2728 if (field->key != canonical_key)
2729 {
2730 last = field;
2731 continue;
2732 }
2733
2734 if (value)
2735 field->value = value;
2736 else
2737 {
2738 /* Basically, if the archetype has this key set,
2739 * we need to store the null value so when we save
2740 * it, we save the empty value so that when we load,
2741 * we get this value back again.
2742 */
2743 if (get_ob_key_link (&op->arch->clone, canonical_key))
2744 field->value = 0;
2745 else
2746 {
2747 if (last)
2748 last->next = field->next;
2749 else
2750 op->key_values = field->next;
2751
2752 delete field;
2753 }
2754 }
2755 return TRUE;
2756 }
2757 /* IF we get here, key doesn't exist */
2758
2759 /* No field, we'll have to add it. */
2760
2761 if (!add_key)
2762 {
2763 return FALSE;
2764 }
2765 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings,
2769 * should pass in ""
2770 */
2771 if (value == NULL)
2772 return TRUE;
2773
2774 field = new key_value;
2775
2776 field->key = canonical_key;
2777 field->value = value;
2778 /* Usual prepend-addition. */
2779 field->next = op->key_values;
2780 op->key_values = field;
2781
2782 return TRUE;
2783 }
2784
2785 /*
2786 * Updates the key in op to value.
2787 *
2788 * If add_key is FALSE, this will only update existing keys,
2789 * and not add new ones.
2790 * In general, should be little reason FALSE is ever passed in for add_key
2791 *
2792 * Returns TRUE on success.
2793 */
2794 int
2795 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2796 {
2797 shstr key_ (key);
2798
2799 return set_ob_key_value_s (op, key_, value, add_key);
2800 }
2801
2802 object::depth_iterator::depth_iterator (object *container)
2803 : iterator_base (container)
2804 {
2805 while (item->inv)
2806 item = item->inv;
2807 }
2808
2809 void
2810 object::depth_iterator::next ()
2811 {
2812 if (item->below)
2813 {
2814 item = item->below;
2815
2816 while (item->inv)
2817 item = item->inv;
2818 }
2819 else
2820 item = item->env;
2821 }
2822
2823 // return a suitable string describing an objetc in enough detail to find it
2824 const char *
2825 object::debug_desc (char *info) const
2826 {
2827 char info2[256 * 3];
2828 char *p = info;
2829
2830 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2831 count,
2832 &name,
2833 title ? " " : "",
2834 title ? (const char *)title : "");
2835
2836 if (env)
2837 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2838
2839 if (map)
2840 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2841
2842 return info;
2843 }
2844
2845 const char *
2846 object::debug_desc () const
2847 {
2848 static char info[256 * 3];
2849 return debug_desc (info);
2850 }
2851