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/cvs/deliantra/server/common/object.C
Revision: 1.59
Committed: Wed Dec 6 13:59:00 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.58: +93 -122 lines
Log Message:
- implement and modernize op->insert and op->remove
- simplify find_hth_skill to always use first found
- change change_skill to move recently used skills to top of inventory

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