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Revision: 1.64
Committed: Tue Dec 12 21:39:56 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.63: +31 -45 lines
Log Message:
- more ooficiation
- removed now superfluous remove calls

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: %" PRId64 "\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 /*
532 * copy_to first frees everything allocated by the dst object,
533 * and then copies the contents of itself into the second
534 * object, allocating what needs to be allocated. Basically, any
535 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
536 * if the first object is freed, the pointers in the new object
537 * will point at garbage.
538 */
539 void
540 object::copy_to (object *dst)
541 {
542 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
543 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
544
545 *(object_copy *)dst = *this;
546 *(object_pod *)dst = *this;
547
548 if (self || cb)
549 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
550
551 if (is_freed)
552 SET_FLAG (dst, FLAG_FREED);
553
554 if (is_removed)
555 SET_FLAG (dst, FLAG_REMOVED);
556
557 if (speed < 0)
558 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
559
560 /* Copy over key_values, if any. */
561 if (key_values)
562 {
563 key_value *tail = 0;
564 key_value *i;
565
566 dst->key_values = 0;
567
568 for (i = key_values; i; i = i->next)
569 {
570 key_value *new_link = new key_value;
571
572 new_link->next = 0;
573 new_link->key = i->key;
574 new_link->value = i->value;
575
576 /* Try and be clever here, too. */
577 if (!dst->key_values)
578 {
579 dst->key_values = new_link;
580 tail = new_link;
581 }
582 else
583 {
584 tail->next = new_link;
585 tail = new_link;
586 }
587 }
588 }
589
590 update_ob_speed (dst);
591 }
592
593 /*
594 * If an object with the IS_TURNABLE() flag needs to be turned due
595 * to the closest player being on the other side, this function can
596 * be called to update the face variable, _and_ how it looks on the map.
597 */
598
599 void
600 update_turn_face (object *op)
601 {
602 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
603 return;
604 SET_ANIMATION (op, op->direction);
605 update_object (op, UP_OBJ_FACE);
606 }
607
608 /*
609 * Updates the speed of an object. If the speed changes from 0 to another
610 * value, or vice versa, then add/remove the object from the active list.
611 * This function needs to be called whenever the speed of an object changes.
612 */
613 void
614 update_ob_speed (object *op)
615 {
616 extern int arch_init;
617
618 /* No reason putting the archetypes objects on the speed list,
619 * since they never really need to be updated.
620 */
621
622 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
623 {
624 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
625 #ifdef MANY_CORES
626 abort ();
627 #else
628 op->speed = 0;
629 #endif
630 }
631
632 if (arch_init)
633 return;
634
635 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
636 {
637 /* If already on active list, don't do anything */
638 if (op->active_next || op->active_prev || op == active_objects)
639 return;
640
641 /* process_events() expects us to insert the object at the beginning
642 * of the list. */
643 op->active_next = active_objects;
644
645 if (op->active_next != NULL)
646 op->active_next->active_prev = op;
647
648 active_objects = op;
649 }
650 else
651 {
652 /* If not on the active list, nothing needs to be done */
653 if (!op->active_next && !op->active_prev && op != active_objects)
654 return;
655
656 if (op->active_prev == NULL)
657 {
658 active_objects = op->active_next;
659
660 if (op->active_next != NULL)
661 op->active_next->active_prev = NULL;
662 }
663 else
664 {
665 op->active_prev->active_next = op->active_next;
666
667 if (op->active_next)
668 op->active_next->active_prev = op->active_prev;
669 }
670
671 op->active_next = NULL;
672 op->active_prev = NULL;
673 }
674 }
675
676 /* This function removes object 'op' from the list of active
677 * objects.
678 * This should only be used for style maps or other such
679 * reference maps where you don't want an object that isn't
680 * in play chewing up cpu time getting processed.
681 * The reverse of this is to call update_ob_speed, which
682 * will do the right thing based on the speed of the object.
683 */
684 void
685 remove_from_active_list (object *op)
686 {
687 /* If not on the active list, nothing needs to be done */
688 if (!op->active_next && !op->active_prev && op != active_objects)
689 return;
690
691 if (op->active_prev == NULL)
692 {
693 active_objects = op->active_next;
694 if (op->active_next != NULL)
695 op->active_next->active_prev = NULL;
696 }
697 else
698 {
699 op->active_prev->active_next = op->active_next;
700 if (op->active_next)
701 op->active_next->active_prev = op->active_prev;
702 }
703 op->active_next = NULL;
704 op->active_prev = NULL;
705 }
706
707 /*
708 * update_object() updates the array which represents the map.
709 * It takes into account invisible objects (and represent squares covered
710 * by invisible objects by whatever is below them (unless it's another
711 * invisible object, etc...)
712 * If the object being updated is beneath a player, the look-window
713 * of that player is updated (this might be a suboptimal way of
714 * updating that window, though, since update_object() is called _often_)
715 *
716 * action is a hint of what the caller believes need to be done.
717 * For example, if the only thing that has changed is the face (due to
718 * an animation), we don't need to call update_position until that actually
719 * comes into view of a player. OTOH, many other things, like addition/removal
720 * of walls or living creatures may need us to update the flags now.
721 * current action are:
722 * UP_OBJ_INSERT: op was inserted
723 * UP_OBJ_REMOVE: op was removed
724 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
725 * as that is easier than trying to look at what may have changed.
726 * UP_OBJ_FACE: only the objects face has changed.
727 */
728
729 void
730 update_object (object *op, int action)
731 {
732 int update_now = 0, flags;
733 MoveType move_on, move_off, move_block, move_slow;
734
735 if (op == NULL)
736 {
737 /* this should never happen */
738 LOG (llevDebug, "update_object() called for NULL object.\n");
739 return;
740 }
741
742 if (op->env != NULL)
743 {
744 /* Animation is currently handled by client, so nothing
745 * to do in this case.
746 */
747 return;
748 }
749
750 /* If the map is saving, don't do anything as everything is
751 * going to get freed anyways.
752 */
753 if (!op->map || op->map->in_memory == MAP_SAVING)
754 return;
755
756 /* make sure the object is within map boundaries */
757 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
758 {
759 LOG (llevError, "update_object() called for object out of map!\n");
760 #ifdef MANY_CORES
761 abort ();
762 #endif
763 return;
764 }
765
766 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
767 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
768 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
769 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
770 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
771 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
772
773 if (action == UP_OBJ_INSERT)
774 {
775 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
776 update_now = 1;
777
778 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
779 update_now = 1;
780
781 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
785 update_now = 1;
786
787 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
788 update_now = 1;
789
790 if ((move_on | op->move_on) != move_on)
791 update_now = 1;
792
793 if ((move_off | op->move_off) != move_off)
794 update_now = 1;
795
796 /* This isn't perfect, but I don't expect a lot of objects to
797 * to have move_allow right now.
798 */
799 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
800 update_now = 1;
801
802 if ((move_slow | op->move_slow) != move_slow)
803 update_now = 1;
804 }
805
806 /* if the object is being removed, we can't make intelligent
807 * decisions, because remove_ob can't really pass the object
808 * that is being removed.
809 */
810 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
811 update_now = 1;
812 else if (action == UP_OBJ_FACE)
813 /* Nothing to do for that case */ ;
814 else
815 LOG (llevError, "update_object called with invalid action: %d\n", action);
816
817 if (update_now)
818 {
819 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
820 update_position (op->map, op->x, op->y);
821 }
822
823 if (op->more != NULL)
824 update_object (op->more, action);
825 }
826
827 object::vector object::mortals;
828 object::vector object::objects; // not yet used
829 object *object::first;
830
831 void object::free_mortals ()
832 {
833 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
834 if ((*i)->refcnt)
835 ++i; // further delay freeing
836 else
837 {
838 delete *i;
839 mortals.erase (i);
840 }
841 }
842
843 object::object ()
844 {
845 SET_FLAG (this, FLAG_REMOVED);
846
847 expmul = 1.0;
848 face = blank_face;
849 }
850
851 object::~object ()
852 {
853 free_key_values (this);
854 }
855
856 void object::link ()
857 {
858 count = ++ob_count;
859 uuid = gen_uuid ();
860
861 prev = 0;
862 next = object::first;
863
864 if (object::first)
865 object::first->prev = this;
866
867 object::first = this;
868 }
869
870 void object::unlink ()
871 {
872 if (this == object::first)
873 object::first = next;
874
875 /* Remove this object from the list of used objects */
876 if (prev) prev->next = next;
877 if (next) next->prev = prev;
878
879 prev = 0;
880 next = 0;
881 }
882
883 object *object::create ()
884 {
885 object *op = new object;
886 op->link ();
887 return op;
888 }
889
890 /*
891 * free_object() frees everything allocated by an object, removes
892 * it from the list of used objects, and puts it on the list of
893 * free objects. The IS_FREED() flag is set in the object.
894 * The object must have been removed by remove_ob() first for
895 * this function to succeed.
896 *
897 * If destroy_inventory is set, free inventory as well. Else drop items in
898 * inventory to the ground.
899 */
900 void object::destroy (bool destroy_inventory)
901 {
902 if (QUERY_FLAG (this, FLAG_FREED))
903 return;
904
905 if (QUERY_FLAG (this, FLAG_FRIENDLY))
906 remove_friendly_object (this);
907
908 if (!QUERY_FLAG (this, FLAG_REMOVED))
909 remove ();
910
911 SET_FLAG (this, FLAG_FREED);
912
913 if (more)
914 {
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
918
919 if (inv)
920 {
921 /* Only if the space blocks everything do we not process -
922 * if some form of movement is allowed, let objects
923 * drop on that space.
924 */
925 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
926 {
927 object *op = inv;
928
929 while (op)
930 {
931 object *tmp = op->below;
932 op->destroy (destroy_inventory);
933 op = tmp;
934 }
935 }
936 else
937 { /* Put objects in inventory onto this space */
938 object *op = inv;
939
940 while (op)
941 {
942 object *tmp = op->below;
943
944 op->remove ();
945
946 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
947 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
948 op->destroy ();
949 else
950 {
951 op->x = x;
952 op->y = y;
953 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
954 }
955
956 op = tmp;
957 }
958 }
959 }
960
961 // hack to ensure that freed objects still have a valid map
962 {
963 static maptile *freed_map; // freed objects are moved here to avoid crashes
964
965 if (!freed_map)
966 {
967 freed_map = new maptile;
968
969 freed_map->name = "/internal/freed_objects_map";
970 freed_map->width = 3;
971 freed_map->height = 3;
972
973 freed_map->allocate ();
974 }
975
976 map = freed_map;
977 x = 1;
978 y = 1;
979 }
980
981 // clear those pointers that likely might have circular references to us
982 owner = 0;
983 enemy = 0;
984 attacked_by = 0;
985
986 // only relevant for players(?), but make sure of it anyways
987 contr = 0;
988
989 /* Remove object from the active list */
990 speed = 0;
991 update_ob_speed (this);
992
993 unlink ();
994
995 mortals.push_back (this);
996 }
997
998 /*
999 * sub_weight() recursively (outwards) subtracts a number from the
1000 * weight of an object (and what is carried by it's environment(s)).
1001 */
1002 void
1003 sub_weight (object *op, signed long weight)
1004 {
1005 while (op != NULL)
1006 {
1007 if (op->type == CONTAINER)
1008 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1009
1010 op->carrying -= weight;
1011 op = op->env;
1012 }
1013 }
1014
1015 /* op->remove ():
1016 * This function removes the object op from the linked list of objects
1017 * which it is currently tied to. When this function is done, the
1018 * object will have no environment. If the object previously had an
1019 * environment, the x and y coordinates will be updated to
1020 * the previous environment.
1021 * Beware: This function is called from the editor as well!
1022 */
1023 void
1024 object::remove ()
1025 {
1026 object *tmp, *last = 0;
1027 object *otmp;
1028
1029 int check_walk_off;
1030
1031 if (QUERY_FLAG (this, FLAG_REMOVED))
1032 return;
1033
1034 SET_FLAG (this, FLAG_REMOVED);
1035
1036 if (more)
1037 more->remove ();
1038
1039 /*
1040 * In this case, the object to be removed is in someones
1041 * inventory.
1042 */
1043 if (env)
1044 {
1045 if (nrof)
1046 sub_weight (env, weight * nrof);
1047 else
1048 sub_weight (env, weight + carrying);
1049
1050 /* NO_FIX_PLAYER is set when a great many changes are being
1051 * made to players inventory. If set, avoiding the call
1052 * to save cpu time.
1053 */
1054 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1055 fix_player (otmp);
1056
1057 if (above != NULL)
1058 above->below = below;
1059 else
1060 env->inv = below;
1061
1062 if (below != NULL)
1063 below->above = above;
1064
1065 /* we set up values so that it could be inserted into
1066 * the map, but we don't actually do that - it is up
1067 * to the caller to decide what we want to do.
1068 */
1069 x = env->x, y = env->y;
1070 map = env->map;
1071 above = 0, below = 0;
1072 env = 0;
1073 }
1074 else if (map)
1075 {
1076 /* Re did the following section of code - it looks like it had
1077 * lots of logic for things we no longer care about
1078 */
1079
1080 /* link the object above us */
1081 if (above)
1082 above->below = below;
1083 else
1084 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1085
1086 /* Relink the object below us, if there is one */
1087 if (below)
1088 below->above = above;
1089 else
1090 {
1091 /* Nothing below, which means we need to relink map object for this space
1092 * use translated coordinates in case some oddness with map tiling is
1093 * evident
1094 */
1095 if (GET_MAP_OB (map, x, y) != this)
1096 {
1097 char *dump = dump_object (this);
1098 LOG (llevError,
1099 "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);
1100 free (dump);
1101 dump = dump_object (GET_MAP_OB (map, x, y));
1102 LOG (llevError, "%s\n", dump);
1103 free (dump);
1104 }
1105
1106 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1107 }
1108
1109 above = 0;
1110 below = 0;
1111
1112 if (map->in_memory == MAP_SAVING)
1113 return;
1114
1115 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1116
1117 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1118 {
1119 /* No point updating the players look faces if he is the object
1120 * being removed.
1121 */
1122
1123 if (tmp->type == PLAYER && tmp != this)
1124 {
1125 /* If a container that the player is currently using somehow gets
1126 * removed (most likely destroyed), update the player view
1127 * appropriately.
1128 */
1129 if (tmp->container == this)
1130 {
1131 CLEAR_FLAG (this, FLAG_APPLIED);
1132 tmp->container = 0;
1133 }
1134
1135 tmp->contr->socket.update_look = 1;
1136 }
1137
1138 /* See if player moving off should effect something */
1139 if (check_walk_off
1140 && ((move_type & tmp->move_off)
1141 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1142 {
1143 move_apply (tmp, this, 0);
1144
1145 if (destroyed ())
1146 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1147 }
1148
1149 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1150
1151 if (tmp->above == tmp)
1152 tmp->above = 0;
1153
1154 last = tmp;
1155 }
1156
1157 /* last == NULL of there are no objects on this space */
1158 if (!last)
1159 {
1160 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1161 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1162 * those out anyways, and if there are any flags set right now, they won't
1163 * be correct anyways.
1164 */
1165 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1166 update_position (map, x, y);
1167 }
1168 else
1169 update_object (last, UP_OBJ_REMOVE);
1170
1171 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1172 update_all_los (map, x, y);
1173 }
1174 }
1175
1176 /*
1177 * merge_ob(op,top):
1178 *
1179 * This function goes through all objects below and including top, and
1180 * merges op to the first matching object.
1181 * If top is NULL, it is calculated.
1182 * Returns pointer to object if it succeded in the merge, otherwise NULL
1183 */
1184 object *
1185 merge_ob (object *op, object *top)
1186 {
1187 if (!op->nrof)
1188 return 0;
1189
1190 if (top == NULL)
1191 for (top = op; top != NULL && top->above != NULL; top = top->above);
1192
1193 for (; top != NULL; top = top->below)
1194 {
1195 if (top == op)
1196 continue;
1197 if (CAN_MERGE (op, top))
1198 {
1199 top->nrof += op->nrof;
1200
1201 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1202 op->weight = 0; /* Don't want any adjustements now */
1203 op->destroy ();
1204 return top;
1205 }
1206 }
1207
1208 return 0;
1209 }
1210
1211 /*
1212 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1213 * job preparing multi-part monsters
1214 */
1215 object *
1216 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1217 {
1218 object *tmp;
1219
1220 if (op->head)
1221 op = op->head;
1222
1223 for (tmp = op; tmp; tmp = tmp->more)
1224 {
1225 tmp->x = x + tmp->arch->clone.x;
1226 tmp->y = y + tmp->arch->clone.y;
1227 }
1228
1229 return insert_ob_in_map (op, m, originator, flag);
1230 }
1231
1232 /*
1233 * insert_ob_in_map (op, map, originator, flag):
1234 * This function inserts the object in the two-way linked list
1235 * which represents what is on a map.
1236 * The second argument specifies the map, and the x and y variables
1237 * in the object about to be inserted specifies the position.
1238 *
1239 * originator: Player, monster or other object that caused 'op' to be inserted
1240 * into 'map'. May be NULL.
1241 *
1242 * flag is a bitmask about special things to do (or not do) when this
1243 * function is called. see the object.h file for the INS_ values.
1244 * Passing 0 for flag gives proper default values, so flag really only needs
1245 * to be set if special handling is needed.
1246 *
1247 * Return value:
1248 * new object if 'op' was merged with other object
1249 * NULL if 'op' was destroyed
1250 * just 'op' otherwise
1251 */
1252
1253 object *
1254 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1255 {
1256 object *tmp, *top, *floor = NULL;
1257 sint16 x, y;
1258
1259 if (QUERY_FLAG (op, FLAG_FREED))
1260 {
1261 LOG (llevError, "Trying to insert freed object!\n");
1262 return NULL;
1263 }
1264
1265 if (m == NULL)
1266 {
1267 char *dump = dump_object (op);
1268 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1269 free (dump);
1270 return op;
1271 }
1272
1273 if (out_of_map (m, op->x, op->y))
1274 {
1275 char *dump = dump_object (op);
1276 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1277 #ifdef MANY_CORES
1278 /* Better to catch this here, as otherwise the next use of this object
1279 * is likely to cause a crash. Better to find out where it is getting
1280 * improperly inserted.
1281 */
1282 abort ();
1283 #endif
1284 free (dump);
1285 return op;
1286 }
1287
1288 if (!QUERY_FLAG (op, FLAG_REMOVED))
1289 {
1290 char *dump = dump_object (op);
1291 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1292 free (dump);
1293 return op;
1294 }
1295
1296 if (op->more != NULL)
1297 {
1298 /* The part may be on a different map. */
1299
1300 object *more = op->more;
1301
1302 /* We really need the caller to normalize coordinates - if
1303 * we set the map, that doesn't work if the location is within
1304 * a map and this is straddling an edge. So only if coordinate
1305 * is clear wrong do we normalize it.
1306 */
1307 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1308 more->map = get_map_from_coord (m, &more->x, &more->y);
1309 else if (!more->map)
1310 {
1311 /* For backwards compatibility - when not dealing with tiled maps,
1312 * more->map should always point to the parent.
1313 */
1314 more->map = m;
1315 }
1316
1317 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1318 {
1319 if (!op->head)
1320 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1321
1322 return NULL;
1323 }
1324 }
1325
1326 CLEAR_FLAG (op, FLAG_REMOVED);
1327
1328 /* Ideally, the caller figures this out. However, it complicates a lot
1329 * of areas of callers (eg, anything that uses find_free_spot would now
1330 * need extra work
1331 */
1332 op->map = get_map_from_coord (m, &op->x, &op->y);
1333 x = op->x;
1334 y = op->y;
1335
1336 /* this has to be done after we translate the coordinates.
1337 */
1338 if (op->nrof && !(flag & INS_NO_MERGE))
1339 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1340 if (CAN_MERGE (op, tmp))
1341 {
1342 op->nrof += tmp->nrof;
1343 tmp->destroy ();
1344 }
1345
1346 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1347 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1348
1349 if (!QUERY_FLAG (op, FLAG_ALIVE))
1350 CLEAR_FLAG (op, FLAG_NO_STEAL);
1351
1352 if (flag & INS_BELOW_ORIGINATOR)
1353 {
1354 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1355 {
1356 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1357 abort ();
1358 }
1359
1360 op->above = originator;
1361 op->below = originator->below;
1362
1363 if (op->below)
1364 op->below->above = op;
1365 else
1366 SET_MAP_OB (op->map, op->x, op->y, op);
1367
1368 /* since *below* originator, no need to update top */
1369 originator->below = op;
1370 }
1371 else
1372 {
1373 /* If there are other objects, then */
1374 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1375 {
1376 object *last = NULL;
1377
1378 /*
1379 * If there are multiple objects on this space, we do some trickier handling.
1380 * We've already dealt with merging if appropriate.
1381 * Generally, we want to put the new object on top. But if
1382 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1383 * floor, we want to insert above that and no further.
1384 * Also, if there are spell objects on this space, we stop processing
1385 * once we get to them. This reduces the need to traverse over all of
1386 * them when adding another one - this saves quite a bit of cpu time
1387 * when lots of spells are cast in one area. Currently, it is presumed
1388 * that flying non pickable objects are spell objects.
1389 */
1390
1391 while (top != NULL)
1392 {
1393 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1394 floor = top;
1395
1396 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1397 {
1398 /* We insert above top, so we want this object below this */
1399 top = top->below;
1400 break;
1401 }
1402
1403 last = top;
1404 top = top->above;
1405 }
1406
1407 /* Don't want top to be NULL, so set it to the last valid object */
1408 top = last;
1409
1410 /* We let update_position deal with figuring out what the space
1411 * looks like instead of lots of conditions here.
1412 * makes things faster, and effectively the same result.
1413 */
1414
1415 /* Have object 'fall below' other objects that block view.
1416 * Unless those objects are exits, type 66
1417 * If INS_ON_TOP is used, don't do this processing
1418 * Need to find the object that in fact blocks view, otherwise
1419 * stacking is a bit odd.
1420 */
1421 if (!(flag & INS_ON_TOP) &&
1422 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1423 {
1424 for (last = top; last != floor; last = last->below)
1425 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1426 break;
1427 /* Check to see if we found the object that blocks view,
1428 * and make sure we have a below pointer for it so that
1429 * we can get inserted below this one, which requires we
1430 * set top to the object below us.
1431 */
1432 if (last && last->below && last != floor)
1433 top = last->below;
1434 }
1435 } /* If objects on this space */
1436
1437 if (flag & INS_MAP_LOAD)
1438 top = GET_MAP_TOP (op->map, op->x, op->y);
1439
1440 if (flag & INS_ABOVE_FLOOR_ONLY)
1441 top = floor;
1442
1443 /* Top is the object that our object (op) is going to get inserted above.
1444 */
1445
1446 /* First object on this space */
1447 if (!top)
1448 {
1449 op->above = GET_MAP_OB (op->map, op->x, op->y);
1450
1451 if (op->above)
1452 op->above->below = op;
1453
1454 op->below = NULL;
1455 SET_MAP_OB (op->map, op->x, op->y, op);
1456 }
1457 else
1458 { /* get inserted into the stack above top */
1459 op->above = top->above;
1460
1461 if (op->above)
1462 op->above->below = op;
1463
1464 op->below = top;
1465 top->above = op;
1466 }
1467
1468 if (op->above == NULL)
1469 SET_MAP_TOP (op->map, op->x, op->y, op);
1470 } /* else not INS_BELOW_ORIGINATOR */
1471
1472 if (op->type == PLAYER)
1473 op->contr->do_los = 1;
1474
1475 /* If we have a floor, we know the player, if any, will be above
1476 * it, so save a few ticks and start from there.
1477 */
1478 if (!(flag & INS_MAP_LOAD))
1479 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1480 if (tmp->type == PLAYER)
1481 tmp->contr->socket.update_look = 1;
1482
1483 /* If this object glows, it may affect lighting conditions that are
1484 * visible to others on this map. But update_all_los is really
1485 * an inefficient way to do this, as it means los for all players
1486 * on the map will get recalculated. The players could very well
1487 * be far away from this change and not affected in any way -
1488 * this should get redone to only look for players within range,
1489 * or just updating the P_NEED_UPDATE for spaces within this area
1490 * of effect may be sufficient.
1491 */
1492 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1493 update_all_los (op->map, op->x, op->y);
1494
1495 /* updates flags (blocked, alive, no magic, etc) for this map space */
1496 update_object (op, UP_OBJ_INSERT);
1497
1498 /* Don't know if moving this to the end will break anything. However,
1499 * we want to have update_look set above before calling this.
1500 *
1501 * check_move_on() must be after this because code called from
1502 * check_move_on() depends on correct map flags (so functions like
1503 * blocked() and wall() work properly), and these flags are updated by
1504 * update_object().
1505 */
1506
1507 /* if this is not the head or flag has been passed, don't check walk on status */
1508 if (!(flag & INS_NO_WALK_ON) && !op->head)
1509 {
1510 if (check_move_on (op, originator))
1511 return NULL;
1512
1513 /* If we are a multi part object, lets work our way through the check
1514 * walk on's.
1515 */
1516 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1517 if (check_move_on (tmp, originator))
1518 return NULL;
1519 }
1520
1521 return op;
1522 }
1523
1524 /* this function inserts an object in the map, but if it
1525 * finds an object of its own type, it'll remove that one first.
1526 * op is the object to insert it under: supplies x and the map.
1527 */
1528 void
1529 replace_insert_ob_in_map (const char *arch_string, object *op)
1530 {
1531 object *
1532 tmp;
1533 object *
1534 tmp1;
1535
1536 /* first search for itself and remove any old instances */
1537
1538 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1539 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1540 tmp->destroy ();
1541
1542 tmp1 = arch_to_object (archetype::find (arch_string));
1543
1544 tmp1->x = op->x;
1545 tmp1->y = op->y;
1546 insert_ob_in_map (tmp1, op->map, op, 0);
1547 }
1548
1549 /*
1550 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1551 * is returned contains nr objects, and the remaining parts contains
1552 * the rest (or is removed and freed if that number is 0).
1553 * On failure, NULL is returned, and the reason put into the
1554 * global static errmsg array.
1555 */
1556
1557 object *
1558 get_split_ob (object *orig_ob, uint32 nr)
1559 {
1560 object *newob;
1561 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1562
1563 if (orig_ob->nrof < nr)
1564 {
1565 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1566 return NULL;
1567 }
1568
1569 newob = object_create_clone (orig_ob);
1570
1571 if ((orig_ob->nrof -= nr) < 1)
1572 orig_ob->destroy (1);
1573 else if (!is_removed)
1574 {
1575 if (orig_ob->env != NULL)
1576 sub_weight (orig_ob->env, orig_ob->weight * nr);
1577 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1578 {
1579 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1580 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1581 return NULL;
1582 }
1583 }
1584
1585 newob->nrof = nr;
1586
1587 return newob;
1588 }
1589
1590 /*
1591 * decrease_ob_nr(object, number) decreases a specified number from
1592 * the amount of an object. If the amount reaches 0, the object
1593 * is subsequently removed and freed.
1594 *
1595 * Return value: 'op' if something is left, NULL if the amount reached 0
1596 */
1597
1598 object *
1599 decrease_ob_nr (object *op, uint32 i)
1600 {
1601 object *tmp;
1602 player *pl;
1603
1604 if (i == 0) /* objects with op->nrof require this check */
1605 return op;
1606
1607 if (i > op->nrof)
1608 i = op->nrof;
1609
1610 if (QUERY_FLAG (op, FLAG_REMOVED))
1611 op->nrof -= i;
1612 else if (op->env != NULL)
1613 {
1614 /* is this object in the players inventory, or sub container
1615 * therein?
1616 */
1617 tmp = is_player_inv (op->env);
1618 /* nope. Is this a container the player has opened?
1619 * If so, set tmp to that player.
1620 * IMO, searching through all the players will mostly
1621 * likely be quicker than following op->env to the map,
1622 * and then searching the map for a player.
1623 */
1624 if (!tmp)
1625 {
1626 for (pl = first_player; pl; pl = pl->next)
1627 if (pl->ob->container == op->env)
1628 break;
1629 if (pl)
1630 tmp = pl->ob;
1631 else
1632 tmp = NULL;
1633 }
1634
1635 if (i < op->nrof)
1636 {
1637 sub_weight (op->env, op->weight * i);
1638 op->nrof -= i;
1639 if (tmp)
1640 {
1641 esrv_send_item (tmp, op);
1642 }
1643 }
1644 else
1645 {
1646 op->remove ();
1647 op->nrof = 0;
1648 if (tmp)
1649 {
1650 esrv_del_item (tmp->contr, op->count);
1651 }
1652 }
1653 }
1654 else
1655 {
1656 object *above = op->above;
1657
1658 if (i < op->nrof)
1659 op->nrof -= i;
1660 else
1661 {
1662 op->remove ();
1663 op->nrof = 0;
1664 }
1665
1666 /* Since we just removed op, op->above is null */
1667 for (tmp = above; tmp != NULL; tmp = tmp->above)
1668 if (tmp->type == PLAYER)
1669 {
1670 if (op->nrof)
1671 esrv_send_item (tmp, op);
1672 else
1673 esrv_del_item (tmp->contr, op->count);
1674 }
1675 }
1676
1677 if (op->nrof)
1678 return op;
1679 else
1680 {
1681 op->destroy ();
1682 return NULL;
1683 }
1684 }
1685
1686 /*
1687 * add_weight(object, weight) adds the specified weight to an object,
1688 * and also updates how much the environment(s) is/are carrying.
1689 */
1690
1691 void
1692 add_weight (object *op, signed long weight)
1693 {
1694 while (op != NULL)
1695 {
1696 if (op->type == CONTAINER)
1697 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1698
1699 op->carrying += weight;
1700 op = op->env;
1701 }
1702 }
1703
1704 object *
1705 insert_ob_in_ob (object *op, object *where)
1706 {
1707 if (!where)
1708 {
1709 char *dump = dump_object (op);
1710 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1711 free (dump);
1712 return op;
1713 }
1714
1715 if (where->head)
1716 {
1717 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1718 where = where->head;
1719 }
1720
1721 return where->insert (op);
1722 }
1723
1724 /*
1725 * env->insert (op)
1726 * This function inserts the object op in the linked list
1727 * inside the object environment.
1728 *
1729 * The function returns now pointer to inserted item, and return value can
1730 * be != op, if items are merged. -Tero
1731 */
1732
1733 object *
1734 object::insert (object *op)
1735 {
1736 object *tmp, *otmp;
1737
1738 if (!QUERY_FLAG (op, FLAG_REMOVED))
1739 op->remove ();
1740
1741 if (op->more)
1742 {
1743 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1744 return op;
1745 }
1746
1747 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1748 CLEAR_FLAG (op, FLAG_REMOVED);
1749 if (op->nrof)
1750 {
1751 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1752 if (CAN_MERGE (tmp, op))
1753 {
1754 /* return the original object and remove inserted object
1755 (client needs the original object) */
1756 tmp->nrof += op->nrof;
1757 /* Weight handling gets pretty funky. Since we are adding to
1758 * tmp->nrof, we need to increase the weight.
1759 */
1760 add_weight (this, op->weight * op->nrof);
1761 SET_FLAG (op, FLAG_REMOVED);
1762 op->destroy (); /* free the inserted object */
1763 op = tmp;
1764 op->remove (); /* and fix old object's links */
1765 CLEAR_FLAG (op, FLAG_REMOVED);
1766 break;
1767 }
1768
1769 /* I assume combined objects have no inventory
1770 * We add the weight - this object could have just been removed
1771 * (if it was possible to merge). calling remove_ob will subtract
1772 * the weight, so we need to add it in again, since we actually do
1773 * the linking below
1774 */
1775 add_weight (this, op->weight * op->nrof);
1776 }
1777 else
1778 add_weight (this, (op->weight + op->carrying));
1779
1780 otmp = is_player_inv (this);
1781 if (otmp && otmp->contr)
1782 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1783 fix_player (otmp);
1784
1785 op->map = NULL;
1786 op->env = this;
1787 op->above = NULL;
1788 op->below = NULL;
1789 op->x = 0, op->y = 0;
1790
1791 /* reset the light list and los of the players on the map */
1792 if ((op->glow_radius != 0) && map)
1793 {
1794 #ifdef DEBUG_LIGHTS
1795 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1796 #endif /* DEBUG_LIGHTS */
1797 if (MAP_DARKNESS (map))
1798 update_all_los (map, x, y);
1799 }
1800
1801 /* Client has no idea of ordering so lets not bother ordering it here.
1802 * It sure simplifies this function...
1803 */
1804 if (!inv)
1805 inv = op;
1806 else
1807 {
1808 op->below = inv;
1809 op->below->above = op;
1810 inv = op;
1811 }
1812
1813 return op;
1814 }
1815
1816 /*
1817 * Checks if any objects has a move_type that matches objects
1818 * that effect this object on this space. Call apply() to process
1819 * these events.
1820 *
1821 * Any speed-modification due to SLOW_MOVE() of other present objects
1822 * will affect the speed_left of the object.
1823 *
1824 * originator: Player, monster or other object that caused 'op' to be inserted
1825 * into 'map'. May be NULL.
1826 *
1827 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1828 *
1829 * 4-21-95 added code to check if appropriate skill was readied - this will
1830 * permit faster movement by the player through this terrain. -b.t.
1831 *
1832 * MSW 2001-07-08: Check all objects on space, not just those below
1833 * object being inserted. insert_ob_in_map may not put new objects
1834 * on top.
1835 */
1836
1837 int
1838 check_move_on (object *op, object *originator)
1839 {
1840 object *tmp;
1841 maptile *m = op->map;
1842 int x = op->x, y = op->y;
1843
1844 MoveType move_on, move_slow, move_block;
1845
1846 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1847 return 0;
1848
1849 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1850 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1851 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1852
1853 /* if nothing on this space will slow op down or be applied,
1854 * no need to do checking below. have to make sure move_type
1855 * is set, as lots of objects don't have it set - we treat that
1856 * as walking.
1857 */
1858 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1859 return 0;
1860
1861 /* This is basically inverse logic of that below - basically,
1862 * if the object can avoid the move on or slow move, they do so,
1863 * but can't do it if the alternate movement they are using is
1864 * blocked. Logic on this seems confusing, but does seem correct.
1865 */
1866 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1867 return 0;
1868
1869 /* The objects have to be checked from top to bottom.
1870 * Hence, we first go to the top:
1871 */
1872
1873 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1874 {
1875 /* Trim the search when we find the first other spell effect
1876 * this helps performance so that if a space has 50 spell objects,
1877 * we don't need to check all of them.
1878 */
1879 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1880 break;
1881 }
1882
1883 for (; tmp; tmp = tmp->below)
1884 {
1885 if (tmp == op)
1886 continue; /* Can't apply yourself */
1887
1888 /* Check to see if one of the movement types should be slowed down.
1889 * Second check makes sure that the movement types not being slowed
1890 * (~slow_move) is not blocked on this space - just because the
1891 * space doesn't slow down swimming (for example), if you can't actually
1892 * swim on that space, can't use it to avoid the penalty.
1893 */
1894 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1895 {
1896 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1897 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1898 {
1899
1900 float
1901 diff = tmp->move_slow_penalty * FABS (op->speed);
1902
1903 if (op->type == PLAYER)
1904 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1905 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1906 diff /= 4.0;
1907
1908 op->speed_left -= diff;
1909 }
1910 }
1911
1912 /* Basically same logic as above, except now for actual apply. */
1913 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1914 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1915 {
1916 move_apply (tmp, op, originator);
1917
1918 if (op->destroyed ())
1919 return 1;
1920
1921 /* what the person/creature stepped onto has moved the object
1922 * someplace new. Don't process any further - if we did,
1923 * have a feeling strange problems would result.
1924 */
1925 if (op->map != m || op->x != x || op->y != y)
1926 return 0;
1927 }
1928 }
1929
1930 return 0;
1931 }
1932
1933 /*
1934 * present_arch(arch, map, x, y) searches for any objects with
1935 * a matching archetype at the given map and coordinates.
1936 * The first matching object is returned, or NULL if none.
1937 */
1938
1939 object *
1940 present_arch (const archetype *at, maptile *m, int x, int y)
1941 {
1942 object *
1943 tmp;
1944
1945 if (m == NULL || out_of_map (m, x, y))
1946 {
1947 LOG (llevError, "Present_arch called outside map.\n");
1948 return NULL;
1949 }
1950 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1951 if (tmp->arch == at)
1952 return tmp;
1953 return NULL;
1954 }
1955
1956 /*
1957 * present(type, map, x, y) searches for any objects with
1958 * a matching type variable at the given map and coordinates.
1959 * The first matching object is returned, or NULL if none.
1960 */
1961
1962 object *
1963 present (unsigned char type, maptile *m, int x, int y)
1964 {
1965 object *
1966 tmp;
1967
1968 if (out_of_map (m, x, y))
1969 {
1970 LOG (llevError, "Present called outside map.\n");
1971 return NULL;
1972 }
1973 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1974 if (tmp->type == type)
1975 return tmp;
1976 return NULL;
1977 }
1978
1979 /*
1980 * present_in_ob(type, object) searches for any objects with
1981 * a matching type variable in the inventory of the given object.
1982 * The first matching object is returned, or NULL if none.
1983 */
1984
1985 object *
1986 present_in_ob (unsigned char type, const object *op)
1987 {
1988 object *
1989 tmp;
1990
1991 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1992 if (tmp->type == type)
1993 return tmp;
1994 return NULL;
1995 }
1996
1997 /*
1998 * present_in_ob (type, str, object) searches for any objects with
1999 * a matching type & name variable in the inventory of the given object.
2000 * The first matching object is returned, or NULL if none.
2001 * This is mostly used by spell effect code, so that we only
2002 * have one spell effect at a time.
2003 * type can be used to narrow the search - if type is set,
2004 * the type must also match. -1 can be passed for the type,
2005 * in which case the type does not need to pass.
2006 * str is the string to match against. Note that we match against
2007 * the object name, not the archetype name. this is so that the
2008 * spell code can use one object type (force), but change it's name
2009 * to be unique.
2010 */
2011
2012 object *
2013 present_in_ob_by_name (int type, const char *str, const object *op)
2014 {
2015 object *
2016 tmp;
2017
2018 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2019 {
2020 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2021 return tmp;
2022 }
2023 return NULL;
2024 }
2025
2026 /*
2027 * present_arch_in_ob(archetype, object) searches for any objects with
2028 * a matching archetype in the inventory of the given object.
2029 * The first matching object is returned, or NULL if none.
2030 */
2031
2032 object *
2033 present_arch_in_ob (const archetype *at, const object *op)
2034 {
2035 object *
2036 tmp;
2037
2038 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2039 if (tmp->arch == at)
2040 return tmp;
2041 return NULL;
2042 }
2043
2044 /*
2045 * activate recursively a flag on an object inventory
2046 */
2047 void
2048 flag_inv (object *op, int flag)
2049 {
2050 object *
2051 tmp;
2052
2053 if (op->inv)
2054 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2055 {
2056 SET_FLAG (tmp, flag);
2057 flag_inv (tmp, flag);
2058 }
2059 } /*
2060 * desactivate recursively a flag on an object inventory
2061 */
2062 void
2063 unflag_inv (object *op, int flag)
2064 {
2065 object *
2066 tmp;
2067
2068 if (op->inv)
2069 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2070 {
2071 CLEAR_FLAG (tmp, flag);
2072 unflag_inv (tmp, flag);
2073 }
2074 }
2075
2076 /*
2077 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2078 * all it's inventory (recursively).
2079 * If checksums are used, a player will get set_cheat called for
2080 * him/her-self and all object carried by a call to this function.
2081 */
2082
2083 void
2084 set_cheat (object *op)
2085 {
2086 SET_FLAG (op, FLAG_WAS_WIZ);
2087 flag_inv (op, FLAG_WAS_WIZ);
2088 }
2089
2090 /*
2091 * find_free_spot(object, map, x, y, start, stop) will search for
2092 * a spot at the given map and coordinates which will be able to contain
2093 * the given object. start and stop specifies how many squares
2094 * to search (see the freearr_x/y[] definition).
2095 * It returns a random choice among the alternatives found.
2096 * start and stop are where to start relative to the free_arr array (1,9
2097 * does all 4 immediate directions). This returns the index into the
2098 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2099 * Note - this only checks to see if there is space for the head of the
2100 * object - if it is a multispace object, this should be called for all
2101 * pieces.
2102 * Note2: This function does correctly handle tiled maps, but does not
2103 * inform the caller. However, insert_ob_in_map will update as
2104 * necessary, so the caller shouldn't need to do any special work.
2105 * Note - updated to take an object instead of archetype - this is necessary
2106 * because arch_blocked (now ob_blocked) needs to know the movement type
2107 * to know if the space in question will block the object. We can't use
2108 * the archetype because that isn't correct if the monster has been
2109 * customized, changed states, etc.
2110 */
2111
2112 int
2113 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2114 {
2115 int
2116 i,
2117 index = 0, flag;
2118 static int
2119 altern[SIZEOFFREE];
2120
2121 for (i = start; i < stop; i++)
2122 {
2123 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2124 if (!flag)
2125 altern[index++] = i;
2126
2127 /* Basically, if we find a wall on a space, we cut down the search size.
2128 * In this way, we won't return spaces that are on another side of a wall.
2129 * This mostly work, but it cuts down the search size in all directions -
2130 * if the space being examined only has a wall to the north and empty
2131 * spaces in all the other directions, this will reduce the search space
2132 * to only the spaces immediately surrounding the target area, and
2133 * won't look 2 spaces south of the target space.
2134 */
2135 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2136 stop = maxfree[i];
2137 }
2138 if (!index)
2139 return -1;
2140 return altern[RANDOM () % index];
2141 }
2142
2143 /*
2144 * find_first_free_spot(archetype, maptile, x, y) works like
2145 * find_free_spot(), but it will search max number of squares.
2146 * But it will return the first available spot, not a random choice.
2147 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2148 */
2149
2150 int
2151 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2152 {
2153 int
2154 i;
2155
2156 for (i = 0; i < SIZEOFFREE; i++)
2157 {
2158 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2159 return i;
2160 }
2161 return -1;
2162 }
2163
2164 /*
2165 * The function permute(arr, begin, end) randomly reorders the array
2166 * arr[begin..end-1].
2167 */
2168 static void
2169 permute (int *arr, int begin, int end)
2170 {
2171 int
2172 i,
2173 j,
2174 tmp,
2175 len;
2176
2177 len = end - begin;
2178 for (i = begin; i < end; i++)
2179 {
2180 j = begin + RANDOM () % len;
2181
2182 tmp = arr[i];
2183 arr[i] = arr[j];
2184 arr[j] = tmp;
2185 }
2186 }
2187
2188 /* new function to make monster searching more efficient, and effective!
2189 * This basically returns a randomized array (in the passed pointer) of
2190 * the spaces to find monsters. In this way, it won't always look for
2191 * monsters to the north first. However, the size of the array passed
2192 * covers all the spaces, so within that size, all the spaces within
2193 * the 3x3 area will be searched, just not in a predictable order.
2194 */
2195 void
2196 get_search_arr (int *search_arr)
2197 {
2198 int
2199 i;
2200
2201 for (i = 0; i < SIZEOFFREE; i++)
2202 {
2203 search_arr[i] = i;
2204 }
2205
2206 permute (search_arr, 1, SIZEOFFREE1 + 1);
2207 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2208 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2209 }
2210
2211 /*
2212 * find_dir(map, x, y, exclude) will search some close squares in the
2213 * given map at the given coordinates for live objects.
2214 * It will not considered the object given as exclude among possible
2215 * live objects.
2216 * It returns the direction toward the first/closest live object if finds
2217 * any, otherwise 0.
2218 * Perhaps incorrectly, but I'm making the assumption that exclude
2219 * is actually want is going to try and move there. We need this info
2220 * because we have to know what movement the thing looking to move
2221 * there is capable of.
2222 */
2223
2224 int
2225 find_dir (maptile *m, int x, int y, object *exclude)
2226 {
2227 int
2228 i,
2229 max = SIZEOFFREE, mflags;
2230
2231 sint16 nx, ny;
2232 object *
2233 tmp;
2234 maptile *
2235 mp;
2236
2237 MoveType blocked, move_type;
2238
2239 if (exclude && exclude->head)
2240 {
2241 exclude = exclude->head;
2242 move_type = exclude->move_type;
2243 }
2244 else
2245 {
2246 /* If we don't have anything, presume it can use all movement types. */
2247 move_type = MOVE_ALL;
2248 }
2249
2250 for (i = 1; i < max; i++)
2251 {
2252 mp = m;
2253 nx = x + freearr_x[i];
2254 ny = y + freearr_y[i];
2255
2256 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2257 if (mflags & P_OUT_OF_MAP)
2258 {
2259 max = maxfree[i];
2260 }
2261 else
2262 {
2263 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2264
2265 if ((move_type & blocked) == move_type)
2266 {
2267 max = maxfree[i];
2268 }
2269 else if (mflags & P_IS_ALIVE)
2270 {
2271 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2272 {
2273 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2274 {
2275 break;
2276 }
2277 }
2278 if (tmp)
2279 {
2280 return freedir[i];
2281 }
2282 }
2283 }
2284 }
2285 return 0;
2286 }
2287
2288 /*
2289 * distance(object 1, object 2) will return the square of the
2290 * distance between the two given objects.
2291 */
2292
2293 int
2294 distance (const object *ob1, const object *ob2)
2295 {
2296 int
2297 i;
2298
2299 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2300 return i;
2301 }
2302
2303 /*
2304 * find_dir_2(delta-x,delta-y) will return a direction in which
2305 * an object which has subtracted the x and y coordinates of another
2306 * object, needs to travel toward it.
2307 */
2308
2309 int
2310 find_dir_2 (int x, int y)
2311 {
2312 int
2313 q;
2314
2315 if (y)
2316 q = x * 100 / y;
2317 else if (x)
2318 q = -300 * x;
2319 else
2320 return 0;
2321
2322 if (y > 0)
2323 {
2324 if (q < -242)
2325 return 3;
2326 if (q < -41)
2327 return 2;
2328 if (q < 41)
2329 return 1;
2330 if (q < 242)
2331 return 8;
2332 return 7;
2333 }
2334
2335 if (q < -242)
2336 return 7;
2337 if (q < -41)
2338 return 6;
2339 if (q < 41)
2340 return 5;
2341 if (q < 242)
2342 return 4;
2343
2344 return 3;
2345 }
2346
2347 /*
2348 * absdir(int): Returns a number between 1 and 8, which represent
2349 * the "absolute" direction of a number (it actually takes care of
2350 * "overflow" in previous calculations of a direction).
2351 */
2352
2353 int
2354 absdir (int d)
2355 {
2356 while (d < 1)
2357 d += 8;
2358 while (d > 8)
2359 d -= 8;
2360 return d;
2361 }
2362
2363 /*
2364 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2365 * between two directions (which are expected to be absolute (see absdir())
2366 */
2367
2368 int
2369 dirdiff (int dir1, int dir2)
2370 {
2371 int
2372 d;
2373
2374 d = abs (dir1 - dir2);
2375 if (d > 4)
2376 d = 8 - d;
2377 return d;
2378 }
2379
2380 /* peterm:
2381 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2382 * Basically, this is a table of directions, and what directions
2383 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2384 * This basically means that if direction is 15, then it could either go
2385 * direction 4, 14, or 16 to get back to where we are.
2386 * Moved from spell_util.c to object.c with the other related direction
2387 * functions.
2388 */
2389
2390 int
2391 reduction_dir[SIZEOFFREE][3] = {
2392 {0, 0, 0}, /* 0 */
2393 {0, 0, 0}, /* 1 */
2394 {0, 0, 0}, /* 2 */
2395 {0, 0, 0}, /* 3 */
2396 {0, 0, 0}, /* 4 */
2397 {0, 0, 0}, /* 5 */
2398 {0, 0, 0}, /* 6 */
2399 {0, 0, 0}, /* 7 */
2400 {0, 0, 0}, /* 8 */
2401 {8, 1, 2}, /* 9 */
2402 {1, 2, -1}, /* 10 */
2403 {2, 10, 12}, /* 11 */
2404 {2, 3, -1}, /* 12 */
2405 {2, 3, 4}, /* 13 */
2406 {3, 4, -1}, /* 14 */
2407 {4, 14, 16}, /* 15 */
2408 {5, 4, -1}, /* 16 */
2409 {4, 5, 6}, /* 17 */
2410 {6, 5, -1}, /* 18 */
2411 {6, 20, 18}, /* 19 */
2412 {7, 6, -1}, /* 20 */
2413 {6, 7, 8}, /* 21 */
2414 {7, 8, -1}, /* 22 */
2415 {8, 22, 24}, /* 23 */
2416 {8, 1, -1}, /* 24 */
2417 {24, 9, 10}, /* 25 */
2418 {9, 10, -1}, /* 26 */
2419 {10, 11, -1}, /* 27 */
2420 {27, 11, 29}, /* 28 */
2421 {11, 12, -1}, /* 29 */
2422 {12, 13, -1}, /* 30 */
2423 {12, 13, 14}, /* 31 */
2424 {13, 14, -1}, /* 32 */
2425 {14, 15, -1}, /* 33 */
2426 {33, 15, 35}, /* 34 */
2427 {16, 15, -1}, /* 35 */
2428 {17, 16, -1}, /* 36 */
2429 {18, 17, 16}, /* 37 */
2430 {18, 17, -1}, /* 38 */
2431 {18, 19, -1}, /* 39 */
2432 {41, 19, 39}, /* 40 */
2433 {19, 20, -1}, /* 41 */
2434 {20, 21, -1}, /* 42 */
2435 {20, 21, 22}, /* 43 */
2436 {21, 22, -1}, /* 44 */
2437 {23, 22, -1}, /* 45 */
2438 {45, 47, 23}, /* 46 */
2439 {23, 24, -1}, /* 47 */
2440 {24, 9, -1}
2441 }; /* 48 */
2442
2443 /* Recursive routine to step back and see if we can
2444 * find a path to that monster that we found. If not,
2445 * we don't bother going toward it. Returns 1 if we
2446 * can see a direct way to get it
2447 * Modified to be map tile aware -.MSW
2448 */
2449
2450
2451 int
2452 can_see_monsterP (maptile *m, int x, int y, int dir)
2453 {
2454 sint16 dx, dy;
2455 int
2456 mflags;
2457
2458 if (dir < 0)
2459 return 0; /* exit condition: invalid direction */
2460
2461 dx = x + freearr_x[dir];
2462 dy = y + freearr_y[dir];
2463
2464 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2465
2466 /* This functional arguably was incorrect before - it was
2467 * checking for P_WALL - that was basically seeing if
2468 * we could move to the monster - this is being more
2469 * literal on if we can see it. To know if we can actually
2470 * move to the monster, we'd need the monster passed in or
2471 * at least its move type.
2472 */
2473 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2474 return 0;
2475
2476 /* yes, can see. */
2477 if (dir < 9)
2478 return 1;
2479 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2480 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2481 }
2482
2483
2484
2485 /*
2486 * can_pick(picker, item): finds out if an object is possible to be
2487 * picked up by the picker. Returnes 1 if it can be
2488 * picked up, otherwise 0.
2489 *
2490 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2491 * core dumps if they do.
2492 *
2493 * Add a check so we can't pick up invisible objects (0.93.8)
2494 */
2495
2496 int
2497 can_pick (const object *who, const object *item)
2498 {
2499 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2500 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2501 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2502 }
2503
2504
2505 /*
2506 * create clone from object to another
2507 */
2508 object *
2509 object_create_clone (object *asrc)
2510 {
2511 object *dst = 0, *tmp, *src, *part, *prev, *item;
2512
2513 if (!asrc)
2514 return 0;
2515
2516 src = asrc;
2517 if (src->head)
2518 src = src->head;
2519
2520 prev = 0;
2521 for (part = src; part; part = part->more)
2522 {
2523 tmp = object::create ();
2524 part->copy_to (tmp);
2525 tmp->x -= src->x;
2526 tmp->y -= src->y;
2527
2528 if (!part->head)
2529 {
2530 dst = tmp;
2531 tmp->head = 0;
2532 }
2533 else
2534 {
2535 tmp->head = dst;
2536 }
2537
2538 tmp->more = 0;
2539
2540 if (prev)
2541 prev->more = tmp;
2542
2543 prev = tmp;
2544 }
2545
2546 for (item = src->inv; item; item = item->below)
2547 insert_ob_in_ob (object_create_clone (item), dst);
2548
2549 return dst;
2550 }
2551
2552 /* GROS - Creates an object using a string representing its content. */
2553 /* Basically, we save the content of the string to a temp file, then call */
2554 /* load_object on it. I admit it is a highly inefficient way to make things, */
2555 /* but it was simple to make and allows reusing the load_object function. */
2556 /* Remember not to use load_object_str in a time-critical situation. */
2557 /* Also remember that multiparts objects are not supported for now. */
2558
2559 object *
2560 load_object_str (const char *obstr)
2561 {
2562 object *op;
2563 char filename[MAX_BUF];
2564
2565 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2566
2567 FILE *tempfile = fopen (filename, "w");
2568
2569 if (tempfile == NULL)
2570 {
2571 LOG (llevError, "Error - Unable to access load object temp file\n");
2572 return NULL;
2573 }
2574
2575 fprintf (tempfile, obstr);
2576 fclose (tempfile);
2577
2578 op = object::create ();
2579
2580 object_thawer thawer (filename);
2581
2582 if (thawer)
2583 load_object (thawer, op, 0);
2584
2585 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2586 CLEAR_FLAG (op, FLAG_REMOVED);
2587
2588 return op;
2589 }
2590
2591 /* This returns the first object in who's inventory that
2592 * has the same type and subtype match.
2593 * returns NULL if no match.
2594 */
2595 object *
2596 find_obj_by_type_subtype (const object *who, int type, int subtype)
2597 {
2598 object *tmp;
2599
2600 for (tmp = who->inv; tmp; tmp = tmp->below)
2601 if (tmp->type == type && tmp->subtype == subtype)
2602 return tmp;
2603
2604 return NULL;
2605 }
2606
2607 /* If ob has a field named key, return the link from the list,
2608 * otherwise return NULL.
2609 *
2610 * key must be a passed in shared string - otherwise, this won't
2611 * do the desired thing.
2612 */
2613 key_value *
2614 get_ob_key_link (const object *ob, const char *key)
2615 {
2616 key_value *link;
2617
2618 for (link = ob->key_values; link != NULL; link = link->next)
2619 if (link->key == key)
2620 return link;
2621
2622 return NULL;
2623 }
2624
2625 /*
2626 * Returns the value of op has an extra_field for key, or NULL.
2627 *
2628 * The argument doesn't need to be a shared string.
2629 *
2630 * The returned string is shared.
2631 */
2632 const char *
2633 get_ob_key_value (const object *op, const char *const key)
2634 {
2635 key_value *link;
2636 shstr_cmp canonical_key (key);
2637
2638 if (!canonical_key)
2639 {
2640 /* 1. There being a field named key on any object
2641 * implies there'd be a shared string to find.
2642 * 2. Since there isn't, no object has this field.
2643 * 3. Therefore, *this* object doesn't have this field.
2644 */
2645 return 0;
2646 }
2647
2648 /* This is copied from get_ob_key_link() above -
2649 * only 4 lines, and saves the function call overhead.
2650 */
2651 for (link = op->key_values; link; link = link->next)
2652 if (link->key == canonical_key)
2653 return link->value;
2654
2655 return 0;
2656 }
2657
2658
2659 /*
2660 * Updates the canonical_key in op to value.
2661 *
2662 * canonical_key is a shared string (value doesn't have to be).
2663 *
2664 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2665 * keys.
2666 *
2667 * Returns TRUE on success.
2668 */
2669 int
2670 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2671 {
2672 key_value *
2673 field = NULL, *last = NULL;
2674
2675 for (field = op->key_values; field != NULL; field = field->next)
2676 {
2677 if (field->key != canonical_key)
2678 {
2679 last = field;
2680 continue;
2681 }
2682
2683 if (value)
2684 field->value = value;
2685 else
2686 {
2687 /* Basically, if the archetype has this key set,
2688 * we need to store the null value so when we save
2689 * it, we save the empty value so that when we load,
2690 * we get this value back again.
2691 */
2692 if (get_ob_key_link (&op->arch->clone, canonical_key))
2693 field->value = 0;
2694 else
2695 {
2696 if (last)
2697 last->next = field->next;
2698 else
2699 op->key_values = field->next;
2700
2701 delete field;
2702 }
2703 }
2704 return TRUE;
2705 }
2706 /* IF we get here, key doesn't exist */
2707
2708 /* No field, we'll have to add it. */
2709
2710 if (!add_key)
2711 {
2712 return FALSE;
2713 }
2714 /* There isn't any good reason to store a null
2715 * value in the key/value list. If the archetype has
2716 * this key, then we should also have it, so shouldn't
2717 * be here. If user wants to store empty strings,
2718 * should pass in ""
2719 */
2720 if (value == NULL)
2721 return TRUE;
2722
2723 field = new key_value;
2724
2725 field->key = canonical_key;
2726 field->value = value;
2727 /* Usual prepend-addition. */
2728 field->next = op->key_values;
2729 op->key_values = field;
2730
2731 return TRUE;
2732 }
2733
2734 /*
2735 * Updates the key in op to value.
2736 *
2737 * If add_key is FALSE, this will only update existing keys,
2738 * and not add new ones.
2739 * In general, should be little reason FALSE is ever passed in for add_key
2740 *
2741 * Returns TRUE on success.
2742 */
2743 int
2744 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2745 {
2746 shstr key_ (key);
2747
2748 return set_ob_key_value_s (op, key_, value, add_key);
2749 }
2750
2751 object::depth_iterator::depth_iterator (object *container)
2752 : iterator_base (container)
2753 {
2754 while (item->inv)
2755 item = item->inv;
2756 }
2757
2758 void
2759 object::depth_iterator::next ()
2760 {
2761 if (item->below)
2762 {
2763 item = item->below;
2764
2765 while (item->inv)
2766 item = item->inv;
2767 }
2768 else
2769 item = item->env;
2770 }
2771
2772 // return a suitable string describing an objetc in enough detail to find it
2773 const char *
2774 object::debug_desc (char *info) const
2775 {
2776 char info2[256 * 3];
2777 char *p = info;
2778
2779 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2780 count,
2781 &name,
2782 title ? " " : "",
2783 title ? (const char *)title : "");
2784
2785 if (env)
2786 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2787
2788 if (map)
2789 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2790
2791 return info;
2792 }
2793
2794 const char *
2795 object::debug_desc () const
2796 {
2797 static char info[256 * 3];
2798 return debug_desc (info);
2799 }
2800