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Revision: 1.58
Committed: Mon Dec 4 17:48:35 2006 UTC (17 years, 5 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.57: +0 -8 lines
Log Message:
- changed uint64 to sint64 for levels
- removed obsolete debugging code

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