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Revision: 1.65
Committed: Wed Dec 13 00:42:03 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.64: +9 -2 lines
Log Message:
added a needed abstraction

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