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Revision: 1.67
Committed: Thu Dec 14 04:30:32 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.66: +2 -2 lines
Log Message:
- rewrote most of the socket loop code
- moved connection accept into tcp.ext
- no evil socket copying anymore,
  needs more cleanups

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_slow (object *ob1, object *ob2)
195 {
196 /* A couple quicksanity checks */
197 if (ob1 == ob2
198 || ob1->type != ob2->type
199 || ob1->speed != ob2->speed
200 || ob1->value != ob2->value
201 || ob1->name != ob2->name)
202 return 0;
203
204 //TODO: this ain't working well, use nicer and correct overflow check
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof).
208 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31)
210 return 0;
211
212 /* If the objects have been identified, set the BEEN_APPLIED flag.
213 * This is to the comparison of the flags below will be OK. We
214 * just can't ignore the been applied or identified flags, as they
215 * are not equal - just if it has been identified, the been_applied
216 * flags lose any meaning.
217 */
218 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223
224
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) ||
235 (ob1->title != ob2->title) ||
236 (ob1->msg != ob2->msg) ||
237 (ob1->weight != ob2->weight) ||
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
240 (ob1->attacktype != ob2->attacktype) ||
241 (ob1->magic != ob2->magic) ||
242 (ob1->slaying != ob2->slaying) ||
243 (ob1->skill != ob2->skill) ||
244 (ob1->value != ob2->value) ||
245 (ob1->animation_id != ob2->animation_id) ||
246 (ob1->client_type != ob2->client_type) ||
247 (ob1->materialname != ob2->materialname) ||
248 (ob1->lore != ob2->lore) ||
249 (ob1->subtype != ob2->subtype) ||
250 (ob1->move_type != ob2->move_type) ||
251 (ob1->move_block != ob2->move_block) ||
252 (ob1->move_allow != ob2->move_allow) ||
253 (ob1->move_on != ob2->move_on) ||
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
255 return 0;
256
257 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory.
259 */
260 if (ob1->inv || ob2->inv)
261 {
262 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0;
265
266 /* Now check to see if the two inventory objects could merge */
267 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0;
269
270 /* inventory ok - still need to check rest of this object to see
271 * if it is valid.
272 */
273 }
274
275 /* Don't merge objects that are applied. With the new 'body' code,
276 * it is possible for most any character to have more than one of
277 * some items equipped, and we don't want those to merge.
278 */
279 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
280 return 0;
281
282 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster
284 * check?
285 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
287 return 0;
288
289 switch (ob1->type)
290 {
291 case SCROLL:
292 if (ob1->level != ob2->level)
293 return 0;
294 break;
295 }
296
297 if (ob1->key_values != NULL || ob2->key_values != NULL)
298 {
299 /* At least one of these has key_values. */
300 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
301 /* One has fields, but the other one doesn't. */
302 return 0;
303 else if (!compare_ob_value_lists (ob1, ob2))
304 return 0;
305 }
306
307 //TODO: generate an event or call into perl for additional checks
308 if (ob1->self || ob2->self)
309 {
310 ob1->optimise ();
311 ob2->optimise ();
312
313 if (ob1->self || ob2->self)
314 return 0;
315 }
316
317 /* Everything passes, must be OK. */
318 return 1;
319 }
320
321 /*
322 * sum_weight() is a recursive function which calculates the weight
323 * an object is carrying. It goes through in figures out how much
324 * containers are carrying, and sums it up.
325 */
326 long
327 sum_weight (object *op)
328 {
329 long sum;
330 object *inv;
331
332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
333 {
334 if (inv->inv)
335 sum_weight (inv);
336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
337 }
338
339 if (op->type == CONTAINER && op->stats.Str)
340 sum = (sum * (100 - op->stats.Str)) / 100;
341
342 if (op->carrying != sum)
343 op->carrying = sum;
344
345 return sum;
346 }
347
348 /**
349 * Return the outermost environment object for a given object.
350 */
351
352 object *
353 object_get_env_recursive (object *op)
354 {
355 while (op->env != NULL)
356 op = op->env;
357 return op;
358 }
359
360 /*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366 object *
367 is_player_inv (object *op)
368 {
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373 }
374
375 /*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array.
379 */
380
381 char *
382 dump_object (object *op)
383 {
384 if (!op)
385 return strdup ("[NULLOBJ]");
386
387 object_freezer freezer;
388 save_object (freezer, op, 3);
389 return freezer.as_string ();
390 }
391
392 /*
393 * get_nearest_part(multi-object, object 2) returns the part of the
394 * multi-object 1 which is closest to the second object.
395 * If it's not a multi-object, it is returned.
396 */
397
398 object *
399 get_nearest_part (object *op, const object *pl)
400 {
401 object *tmp, *closest;
402 int last_dist, i;
403
404 if (op->more == NULL)
405 return op;
406 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
407 if ((i = distance (tmp, pl)) < last_dist)
408 closest = tmp, last_dist = i;
409 return closest;
410 }
411
412 /*
413 * Returns the object which has the count-variable equal to the argument.
414 */
415
416 object *
417 find_object (tag_t i)
418 {
419 for (object *op = object::first; op; op = op->next)
420 if (op->count == i)
421 return op;
422
423 return 0;
424 }
425
426 /*
427 * Returns the first object which has a name equal to the argument.
428 * Used only by the patch command, but not all that useful.
429 * Enables features like "patch <name-of-other-player> food 999"
430 */
431
432 object *
433 find_object_name (const char *str)
434 {
435 shstr_cmp str_ (str);
436 object *op;
437
438 for (op = object::first; op != NULL; op = op->next)
439 if (op->name == str_)
440 break;
441
442 return op;
443 }
444
445 void
446 free_all_object_data ()
447 {
448 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
449 }
450
451 /*
452 * Sets the owner and sets the skill and exp pointers to owner's current
453 * skill and experience objects.
454 */
455 void
456 object::set_owner (object *owner)
457 {
458 if (!owner)
459 return;
460
461 /* next line added to allow objects which own objects */
462 /* Add a check for ownercounts in here, as I got into an endless loop
463 * with the fireball owning a poison cloud which then owned the
464 * fireball. I believe that was caused by one of the objects getting
465 * freed and then another object replacing it. Since the ownercounts
466 * didn't match, this check is valid and I believe that cause is valid.
467 */
468 while (owner->owner)
469 owner = owner->owner;
470
471 this->owner = owner;
472 }
473
474 /* Zero the key_values on op, decrementing the shared-string
475 * refcounts and freeing the links.
476 */
477 static void
478 free_key_values (object *op)
479 {
480 for (key_value *i = op->key_values; i != 0;)
481 {
482 key_value *next = i->next;
483 delete i;
484
485 i = next;
486 }
487
488 op->key_values = 0;
489 }
490
491 void object::clear ()
492 {
493 attachable_base::clear ();
494
495 free_key_values (this);
496
497 owner = 0;
498 name = 0;
499 name_pl = 0;
500 title = 0;
501 race = 0;
502 slaying = 0;
503 skill = 0;
504 msg = 0;
505 lore = 0;
506 custom_name = 0;
507 materialname = 0;
508 contr = 0;
509 below = 0;
510 above = 0;
511 inv = 0;
512 container = 0;
513 env = 0;
514 more = 0;
515 head = 0;
516 map = 0;
517 active_next = 0;
518 active_prev = 0;
519
520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
521
522 SET_FLAG (this, FLAG_REMOVED);
523
524 /* What is not cleared is next, prev, and count */
525
526 expmul = 1.0;
527 face = blank_face;
528
529 if (settings.casting_time)
530 casting_time = -1;
531 }
532
533 /*
534 * copy_to first frees everything allocated by the dst object,
535 * and then copies the contents of itself into the second
536 * object, allocating what needs to be allocated. Basically, any
537 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
538 * if the first object is freed, the pointers in the new object
539 * will point at garbage.
540 */
541 void
542 object::copy_to (object *dst)
543 {
544 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
545 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
546
547 *(object_copy *)dst = *this;
548 *(object_pod *)dst = *this;
549
550 if (self || cb)
551 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
552
553 if (is_freed)
554 SET_FLAG (dst, FLAG_FREED);
555
556 if (is_removed)
557 SET_FLAG (dst, FLAG_REMOVED);
558
559 if (speed < 0)
560 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
561
562 /* Copy over key_values, if any. */
563 if (key_values)
564 {
565 key_value *tail = 0;
566 key_value *i;
567
568 dst->key_values = 0;
569
570 for (i = key_values; i; i = i->next)
571 {
572 key_value *new_link = new key_value;
573
574 new_link->next = 0;
575 new_link->key = i->key;
576 new_link->value = i->value;
577
578 /* Try and be clever here, too. */
579 if (!dst->key_values)
580 {
581 dst->key_values = new_link;
582 tail = new_link;
583 }
584 else
585 {
586 tail->next = new_link;
587 tail = new_link;
588 }
589 }
590 }
591
592 update_ob_speed (dst);
593 }
594
595 object *
596 object::clone ()
597 {
598 object *neu = create ();
599 copy_to (neu);
600 return neu;
601 }
602
603 /*
604 * If an object with the IS_TURNABLE() flag needs to be turned due
605 * to the closest player being on the other side, this function can
606 * be called to update the face variable, _and_ how it looks on the map.
607 */
608
609 void
610 update_turn_face (object *op)
611 {
612 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
613 return;
614 SET_ANIMATION (op, op->direction);
615 update_object (op, UP_OBJ_FACE);
616 }
617
618 /*
619 * Updates the speed of an object. If the speed changes from 0 to another
620 * value, or vice versa, then add/remove the object from the active list.
621 * This function needs to be called whenever the speed of an object changes.
622 */
623 void
624 update_ob_speed (object *op)
625 {
626 extern int arch_init;
627
628 /* No reason putting the archetypes objects on the speed list,
629 * since they never really need to be updated.
630 */
631
632 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
633 {
634 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
635 #ifdef MANY_CORES
636 abort ();
637 #else
638 op->speed = 0;
639 #endif
640 }
641
642 if (arch_init)
643 return;
644
645 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
646 {
647 /* If already on active list, don't do anything */
648 if (op->active_next || op->active_prev || op == active_objects)
649 return;
650
651 /* process_events() expects us to insert the object at the beginning
652 * of the list. */
653 op->active_next = active_objects;
654
655 if (op->active_next != NULL)
656 op->active_next->active_prev = op;
657
658 active_objects = op;
659 }
660 else
661 {
662 /* If not on the active list, nothing needs to be done */
663 if (!op->active_next && !op->active_prev && op != active_objects)
664 return;
665
666 if (op->active_prev == NULL)
667 {
668 active_objects = op->active_next;
669
670 if (op->active_next != NULL)
671 op->active_next->active_prev = NULL;
672 }
673 else
674 {
675 op->active_prev->active_next = op->active_next;
676
677 if (op->active_next)
678 op->active_next->active_prev = op->active_prev;
679 }
680
681 op->active_next = NULL;
682 op->active_prev = NULL;
683 }
684 }
685
686 /* This function removes object 'op' from the list of active
687 * objects.
688 * This should only be used for style maps or other such
689 * reference maps where you don't want an object that isn't
690 * in play chewing up cpu time getting processed.
691 * The reverse of this is to call update_ob_speed, which
692 * will do the right thing based on the speed of the object.
693 */
694 void
695 remove_from_active_list (object *op)
696 {
697 /* If not on the active list, nothing needs to be done */
698 if (!op->active_next && !op->active_prev && op != active_objects)
699 return;
700
701 if (op->active_prev == NULL)
702 {
703 active_objects = op->active_next;
704 if (op->active_next != NULL)
705 op->active_next->active_prev = NULL;
706 }
707 else
708 {
709 op->active_prev->active_next = op->active_next;
710 if (op->active_next)
711 op->active_next->active_prev = op->active_prev;
712 }
713 op->active_next = NULL;
714 op->active_prev = NULL;
715 }
716
717 /*
718 * update_object() updates the array which represents the map.
719 * It takes into account invisible objects (and represent squares covered
720 * by invisible objects by whatever is below them (unless it's another
721 * invisible object, etc...)
722 * If the object being updated is beneath a player, the look-window
723 * of that player is updated (this might be a suboptimal way of
724 * updating that window, though, since update_object() is called _often_)
725 *
726 * action is a hint of what the caller believes need to be done.
727 * For example, if the only thing that has changed is the face (due to
728 * an animation), we don't need to call update_position until that actually
729 * comes into view of a player. OTOH, many other things, like addition/removal
730 * of walls or living creatures may need us to update the flags now.
731 * current action are:
732 * UP_OBJ_INSERT: op was inserted
733 * UP_OBJ_REMOVE: op was removed
734 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
735 * as that is easier than trying to look at what may have changed.
736 * UP_OBJ_FACE: only the objects face has changed.
737 */
738
739 void
740 update_object (object *op, int action)
741 {
742 int update_now = 0, flags;
743 MoveType move_on, move_off, move_block, move_slow;
744
745 if (op == NULL)
746 {
747 /* this should never happen */
748 LOG (llevDebug, "update_object() called for NULL object.\n");
749 return;
750 }
751
752 if (op->env != NULL)
753 {
754 /* Animation is currently handled by client, so nothing
755 * to do in this case.
756 */
757 return;
758 }
759
760 /* If the map is saving, don't do anything as everything is
761 * going to get freed anyways.
762 */
763 if (!op->map || op->map->in_memory == MAP_SAVING)
764 return;
765
766 /* make sure the object is within map boundaries */
767 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
768 {
769 LOG (llevError, "update_object() called for object out of map!\n");
770 #ifdef MANY_CORES
771 abort ();
772 #endif
773 return;
774 }
775
776 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
777 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
778 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
779 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
780 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
781 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
782
783 if (action == UP_OBJ_INSERT)
784 {
785 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
789 update_now = 1;
790
791 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
792 update_now = 1;
793
794 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
795 update_now = 1;
796
797 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
798 update_now = 1;
799
800 if ((move_on | op->move_on) != move_on)
801 update_now = 1;
802
803 if ((move_off | op->move_off) != move_off)
804 update_now = 1;
805
806 /* This isn't perfect, but I don't expect a lot of objects to
807 * to have move_allow right now.
808 */
809 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
810 update_now = 1;
811
812 if ((move_slow | op->move_slow) != move_slow)
813 update_now = 1;
814 }
815
816 /* if the object is being removed, we can't make intelligent
817 * decisions, because remove_ob can't really pass the object
818 * that is being removed.
819 */
820 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
821 update_now = 1;
822 else if (action == UP_OBJ_FACE)
823 /* Nothing to do for that case */ ;
824 else
825 LOG (llevError, "update_object called with invalid action: %d\n", action);
826
827 if (update_now)
828 {
829 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
830 update_position (op->map, op->x, op->y);
831 }
832
833 if (op->more != NULL)
834 update_object (op->more, action);
835 }
836
837 object::vector object::mortals;
838 object::vector object::objects; // not yet used
839 object *object::first;
840
841 void object::free_mortals ()
842 {
843 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
844 if ((*i)->refcnt)
845 ++i; // further delay freeing
846 else
847 {
848 delete *i;
849 mortals.erase (i);
850 }
851 }
852
853 object::object ()
854 {
855 SET_FLAG (this, FLAG_REMOVED);
856
857 expmul = 1.0;
858 face = blank_face;
859 }
860
861 object::~object ()
862 {
863 free_key_values (this);
864 }
865
866 void object::link ()
867 {
868 count = ++ob_count;
869 uuid = gen_uuid ();
870
871 prev = 0;
872 next = object::first;
873
874 if (object::first)
875 object::first->prev = this;
876
877 object::first = this;
878 }
879
880 void object::unlink ()
881 {
882 if (this == object::first)
883 object::first = next;
884
885 /* Remove this object from the list of used objects */
886 if (prev) prev->next = next;
887 if (next) next->prev = prev;
888
889 prev = 0;
890 next = 0;
891 }
892
893 object *object::create ()
894 {
895 object *op = new object;
896 op->link ();
897 return op;
898 }
899
900 /*
901 * free_object() frees everything allocated by an object, removes
902 * it from the list of used objects, and puts it on the list of
903 * free objects. The IS_FREED() flag is set in the object.
904 * The object must have been removed by remove_ob() first for
905 * this function to succeed.
906 *
907 * If destroy_inventory is set, free inventory as well. Else drop items in
908 * inventory to the ground.
909 */
910 void object::destroy (bool destroy_inventory)
911 {
912 if (QUERY_FLAG (this, FLAG_FREED))
913 return;
914
915 if (QUERY_FLAG (this, FLAG_FRIENDLY))
916 remove_friendly_object (this);
917
918 if (!QUERY_FLAG (this, FLAG_REMOVED))
919 remove ();
920
921 SET_FLAG (this, FLAG_FREED);
922
923 if (more)
924 {
925 more->destroy (destroy_inventory);
926 more = 0;
927 }
928
929 if (inv)
930 {
931 /* Only if the space blocks everything do we not process -
932 * if some form of movement is allowed, let objects
933 * drop on that space.
934 */
935 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
936 {
937 object *op = inv;
938
939 while (op)
940 {
941 object *tmp = op->below;
942 op->destroy (destroy_inventory);
943 op = tmp;
944 }
945 }
946 else
947 { /* Put objects in inventory onto this space */
948 object *op = inv;
949
950 while (op)
951 {
952 object *tmp = op->below;
953
954 op->remove ();
955
956 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
957 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
958 op->destroy ();
959 else
960 {
961 op->x = x;
962 op->y = y;
963 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
964 }
965
966 op = tmp;
967 }
968 }
969 }
970
971 // hack to ensure that freed objects still have a valid map
972 {
973 static maptile *freed_map; // freed objects are moved here to avoid crashes
974
975 if (!freed_map)
976 {
977 freed_map = new maptile;
978
979 freed_map->name = "/internal/freed_objects_map";
980 freed_map->width = 3;
981 freed_map->height = 3;
982
983 freed_map->allocate ();
984 }
985
986 map = freed_map;
987 x = 1;
988 y = 1;
989 }
990
991 // clear those pointers that likely might have circular references to us
992 owner = 0;
993 enemy = 0;
994 attacked_by = 0;
995
996 // only relevant for players(?), but make sure of it anyways
997 contr = 0;
998
999 /* Remove object from the active list */
1000 speed = 0;
1001 update_ob_speed (this);
1002
1003 unlink ();
1004
1005 mortals.push_back (this);
1006 }
1007
1008 /*
1009 * sub_weight() recursively (outwards) subtracts a number from the
1010 * weight of an object (and what is carried by it's environment(s)).
1011 */
1012 void
1013 sub_weight (object *op, signed long weight)
1014 {
1015 while (op != NULL)
1016 {
1017 if (op->type == CONTAINER)
1018 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1019
1020 op->carrying -= weight;
1021 op = op->env;
1022 }
1023 }
1024
1025 /* op->remove ():
1026 * This function removes the object op from the linked list of objects
1027 * which it is currently tied to. When this function is done, the
1028 * object will have no environment. If the object previously had an
1029 * environment, the x and y coordinates will be updated to
1030 * the previous environment.
1031 * Beware: This function is called from the editor as well!
1032 */
1033 void
1034 object::remove ()
1035 {
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 int check_walk_off;
1040
1041 if (QUERY_FLAG (this, FLAG_REMOVED))
1042 return;
1043
1044 SET_FLAG (this, FLAG_REMOVED);
1045
1046 if (more)
1047 more->remove ();
1048
1049 /*
1050 * In this case, the object to be removed is in someones
1051 * inventory.
1052 */
1053 if (env)
1054 {
1055 if (nrof)
1056 sub_weight (env, weight * nrof);
1057 else
1058 sub_weight (env, weight + carrying);
1059
1060 /* NO_FIX_PLAYER is set when a great many changes are being
1061 * made to players inventory. If set, avoiding the call
1062 * to save cpu time.
1063 */
1064 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1065 fix_player (otmp);
1066
1067 if (above != NULL)
1068 above->below = below;
1069 else
1070 env->inv = below;
1071
1072 if (below != NULL)
1073 below->above = above;
1074
1075 /* we set up values so that it could be inserted into
1076 * the map, but we don't actually do that - it is up
1077 * to the caller to decide what we want to do.
1078 */
1079 x = env->x, y = env->y;
1080 map = env->map;
1081 above = 0, below = 0;
1082 env = 0;
1083 }
1084 else if (map)
1085 {
1086 /* Re did the following section of code - it looks like it had
1087 * lots of logic for things we no longer care about
1088 */
1089
1090 /* link the object above us */
1091 if (above)
1092 above->below = below;
1093 else
1094 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1095
1096 /* Relink the object below us, if there is one */
1097 if (below)
1098 below->above = above;
1099 else
1100 {
1101 /* Nothing below, which means we need to relink map object for this space
1102 * use translated coordinates in case some oddness with map tiling is
1103 * evident
1104 */
1105 if (GET_MAP_OB (map, x, y) != this)
1106 {
1107 char *dump = dump_object (this);
1108 LOG (llevError,
1109 "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);
1110 free (dump);
1111 dump = dump_object (GET_MAP_OB (map, x, y));
1112 LOG (llevError, "%s\n", dump);
1113 free (dump);
1114 }
1115
1116 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1117 }
1118
1119 above = 0;
1120 below = 0;
1121
1122 if (map->in_memory == MAP_SAVING)
1123 return;
1124
1125 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1126
1127 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1128 {
1129 /* No point updating the players look faces if he is the object
1130 * being removed.
1131 */
1132
1133 if (tmp->type == PLAYER && tmp != this)
1134 {
1135 /* If a container that the player is currently using somehow gets
1136 * removed (most likely destroyed), update the player view
1137 * appropriately.
1138 */
1139 if (tmp->container == this)
1140 {
1141 CLEAR_FLAG (this, FLAG_APPLIED);
1142 tmp->container = 0;
1143 }
1144
1145 tmp->contr->socket->update_look = 1;
1146 }
1147
1148 /* See if player moving off should effect something */
1149 if (check_walk_off
1150 && ((move_type & tmp->move_off)
1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1152 {
1153 move_apply (tmp, this, 0);
1154
1155 if (destroyed ())
1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1157 }
1158
1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1160
1161 if (tmp->above == tmp)
1162 tmp->above = 0;
1163
1164 last = tmp;
1165 }
1166
1167 /* last == NULL of there are no objects on this space */
1168 if (!last)
1169 {
1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1172 * those out anyways, and if there are any flags set right now, they won't
1173 * be correct anyways.
1174 */
1175 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1176 update_position (map, x, y);
1177 }
1178 else
1179 update_object (last, UP_OBJ_REMOVE);
1180
1181 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1182 update_all_los (map, x, y);
1183 }
1184 }
1185
1186 /*
1187 * merge_ob(op,top):
1188 *
1189 * This function goes through all objects below and including top, and
1190 * merges op to the first matching object.
1191 * If top is NULL, it is calculated.
1192 * Returns pointer to object if it succeded in the merge, otherwise NULL
1193 */
1194 object *
1195 merge_ob (object *op, object *top)
1196 {
1197 if (!op->nrof)
1198 return 0;
1199
1200 if (top == NULL)
1201 for (top = op; top != NULL && top->above != NULL; top = top->above);
1202
1203 for (; top != NULL; top = top->below)
1204 {
1205 if (top == op)
1206 continue;
1207
1208 if (object::can_merge (op, top))
1209 {
1210 top->nrof += op->nrof;
1211
1212 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1213 op->weight = 0; /* Don't want any adjustements now */
1214 op->destroy ();
1215 return top;
1216 }
1217 }
1218
1219 return 0;
1220 }
1221
1222 /*
1223 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1224 * job preparing multi-part monsters
1225 */
1226 object *
1227 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1228 {
1229 object *tmp;
1230
1231 if (op->head)
1232 op = op->head;
1233
1234 for (tmp = op; tmp; tmp = tmp->more)
1235 {
1236 tmp->x = x + tmp->arch->clone.x;
1237 tmp->y = y + tmp->arch->clone.y;
1238 }
1239
1240 return insert_ob_in_map (op, m, originator, flag);
1241 }
1242
1243 /*
1244 * insert_ob_in_map (op, map, originator, flag):
1245 * This function inserts the object in the two-way linked list
1246 * which represents what is on a map.
1247 * The second argument specifies the map, and the x and y variables
1248 * in the object about to be inserted specifies the position.
1249 *
1250 * originator: Player, monster or other object that caused 'op' to be inserted
1251 * into 'map'. May be NULL.
1252 *
1253 * flag is a bitmask about special things to do (or not do) when this
1254 * function is called. see the object.h file for the INS_ values.
1255 * Passing 0 for flag gives proper default values, so flag really only needs
1256 * to be set if special handling is needed.
1257 *
1258 * Return value:
1259 * new object if 'op' was merged with other object
1260 * NULL if 'op' was destroyed
1261 * just 'op' otherwise
1262 */
1263
1264 object *
1265 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1266 {
1267 object *tmp, *top, *floor = NULL;
1268 sint16 x, y;
1269
1270 if (QUERY_FLAG (op, FLAG_FREED))
1271 {
1272 LOG (llevError, "Trying to insert freed object!\n");
1273 return NULL;
1274 }
1275
1276 if (m == NULL)
1277 {
1278 char *dump = dump_object (op);
1279 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1280 free (dump);
1281 return op;
1282 }
1283
1284 if (out_of_map (m, op->x, op->y))
1285 {
1286 char *dump = dump_object (op);
1287 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1288 #ifdef MANY_CORES
1289 /* Better to catch this here, as otherwise the next use of this object
1290 * is likely to cause a crash. Better to find out where it is getting
1291 * improperly inserted.
1292 */
1293 abort ();
1294 #endif
1295 free (dump);
1296 return op;
1297 }
1298
1299 if (!QUERY_FLAG (op, FLAG_REMOVED))
1300 {
1301 char *dump = dump_object (op);
1302 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1303 free (dump);
1304 return op;
1305 }
1306
1307 if (op->more != NULL)
1308 {
1309 /* The part may be on a different map. */
1310
1311 object *more = op->more;
1312
1313 /* We really need the caller to normalize coordinates - if
1314 * we set the map, that doesn't work if the location is within
1315 * a map and this is straddling an edge. So only if coordinate
1316 * is clear wrong do we normalize it.
1317 */
1318 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1319 more->map = get_map_from_coord (m, &more->x, &more->y);
1320 else if (!more->map)
1321 {
1322 /* For backwards compatibility - when not dealing with tiled maps,
1323 * more->map should always point to the parent.
1324 */
1325 more->map = m;
1326 }
1327
1328 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1329 {
1330 if (!op->head)
1331 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1332
1333 return NULL;
1334 }
1335 }
1336
1337 CLEAR_FLAG (op, FLAG_REMOVED);
1338
1339 /* Ideally, the caller figures this out. However, it complicates a lot
1340 * of areas of callers (eg, anything that uses find_free_spot would now
1341 * need extra work
1342 */
1343 op->map = get_map_from_coord (m, &op->x, &op->y);
1344 x = op->x;
1345 y = op->y;
1346
1347 /* this has to be done after we translate the coordinates.
1348 */
1349 if (op->nrof && !(flag & INS_NO_MERGE))
1350 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1351 if (object::can_merge (op, tmp))
1352 {
1353 op->nrof += tmp->nrof;
1354 tmp->destroy ();
1355 }
1356
1357 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1358 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1359
1360 if (!QUERY_FLAG (op, FLAG_ALIVE))
1361 CLEAR_FLAG (op, FLAG_NO_STEAL);
1362
1363 if (flag & INS_BELOW_ORIGINATOR)
1364 {
1365 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1366 {
1367 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1368 abort ();
1369 }
1370
1371 op->above = originator;
1372 op->below = originator->below;
1373
1374 if (op->below)
1375 op->below->above = op;
1376 else
1377 SET_MAP_OB (op->map, op->x, op->y, op);
1378
1379 /* since *below* originator, no need to update top */
1380 originator->below = op;
1381 }
1382 else
1383 {
1384 /* If there are other objects, then */
1385 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1386 {
1387 object *last = NULL;
1388
1389 /*
1390 * If there are multiple objects on this space, we do some trickier handling.
1391 * We've already dealt with merging if appropriate.
1392 * Generally, we want to put the new object on top. But if
1393 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1394 * floor, we want to insert above that and no further.
1395 * Also, if there are spell objects on this space, we stop processing
1396 * once we get to them. This reduces the need to traverse over all of
1397 * them when adding another one - this saves quite a bit of cpu time
1398 * when lots of spells are cast in one area. Currently, it is presumed
1399 * that flying non pickable objects are spell objects.
1400 */
1401
1402 while (top != NULL)
1403 {
1404 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1405 floor = top;
1406
1407 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1408 {
1409 /* We insert above top, so we want this object below this */
1410 top = top->below;
1411 break;
1412 }
1413
1414 last = top;
1415 top = top->above;
1416 }
1417
1418 /* Don't want top to be NULL, so set it to the last valid object */
1419 top = last;
1420
1421 /* We let update_position deal with figuring out what the space
1422 * looks like instead of lots of conditions here.
1423 * makes things faster, and effectively the same result.
1424 */
1425
1426 /* Have object 'fall below' other objects that block view.
1427 * Unless those objects are exits, type 66
1428 * If INS_ON_TOP is used, don't do this processing
1429 * Need to find the object that in fact blocks view, otherwise
1430 * stacking is a bit odd.
1431 */
1432 if (!(flag & INS_ON_TOP) &&
1433 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1434 {
1435 for (last = top; last != floor; last = last->below)
1436 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1437 break;
1438 /* Check to see if we found the object that blocks view,
1439 * and make sure we have a below pointer for it so that
1440 * we can get inserted below this one, which requires we
1441 * set top to the object below us.
1442 */
1443 if (last && last->below && last != floor)
1444 top = last->below;
1445 }
1446 } /* If objects on this space */
1447
1448 if (flag & INS_MAP_LOAD)
1449 top = GET_MAP_TOP (op->map, op->x, op->y);
1450
1451 if (flag & INS_ABOVE_FLOOR_ONLY)
1452 top = floor;
1453
1454 /* Top is the object that our object (op) is going to get inserted above.
1455 */
1456
1457 /* First object on this space */
1458 if (!top)
1459 {
1460 op->above = GET_MAP_OB (op->map, op->x, op->y);
1461
1462 if (op->above)
1463 op->above->below = op;
1464
1465 op->below = NULL;
1466 SET_MAP_OB (op->map, op->x, op->y, op);
1467 }
1468 else
1469 { /* get inserted into the stack above top */
1470 op->above = top->above;
1471
1472 if (op->above)
1473 op->above->below = op;
1474
1475 op->below = top;
1476 top->above = op;
1477 }
1478
1479 if (op->above == NULL)
1480 SET_MAP_TOP (op->map, op->x, op->y, op);
1481 } /* else not INS_BELOW_ORIGINATOR */
1482
1483 if (op->type == PLAYER)
1484 op->contr->do_los = 1;
1485
1486 /* If we have a floor, we know the player, if any, will be above
1487 * it, so save a few ticks and start from there.
1488 */
1489 if (!(flag & INS_MAP_LOAD))
1490 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1491 if (tmp->type == PLAYER)
1492 tmp->contr->socket->update_look = 1;
1493
1494 /* If this object glows, it may affect lighting conditions that are
1495 * visible to others on this map. But update_all_los is really
1496 * an inefficient way to do this, as it means los for all players
1497 * on the map will get recalculated. The players could very well
1498 * be far away from this change and not affected in any way -
1499 * this should get redone to only look for players within range,
1500 * or just updating the P_NEED_UPDATE for spaces within this area
1501 * of effect may be sufficient.
1502 */
1503 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1504 update_all_los (op->map, op->x, op->y);
1505
1506 /* updates flags (blocked, alive, no magic, etc) for this map space */
1507 update_object (op, UP_OBJ_INSERT);
1508
1509 /* Don't know if moving this to the end will break anything. However,
1510 * we want to have update_look set above before calling this.
1511 *
1512 * check_move_on() must be after this because code called from
1513 * check_move_on() depends on correct map flags (so functions like
1514 * blocked() and wall() work properly), and these flags are updated by
1515 * update_object().
1516 */
1517
1518 /* if this is not the head or flag has been passed, don't check walk on status */
1519 if (!(flag & INS_NO_WALK_ON) && !op->head)
1520 {
1521 if (check_move_on (op, originator))
1522 return NULL;
1523
1524 /* If we are a multi part object, lets work our way through the check
1525 * walk on's.
1526 */
1527 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1528 if (check_move_on (tmp, originator))
1529 return NULL;
1530 }
1531
1532 return op;
1533 }
1534
1535 /* this function inserts an object in the map, but if it
1536 * finds an object of its own type, it'll remove that one first.
1537 * op is the object to insert it under: supplies x and the map.
1538 */
1539 void
1540 replace_insert_ob_in_map (const char *arch_string, object *op)
1541 {
1542 object *
1543 tmp;
1544 object *
1545 tmp1;
1546
1547 /* first search for itself and remove any old instances */
1548
1549 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1550 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1551 tmp->destroy ();
1552
1553 tmp1 = arch_to_object (archetype::find (arch_string));
1554
1555 tmp1->x = op->x;
1556 tmp1->y = op->y;
1557 insert_ob_in_map (tmp1, op->map, op, 0);
1558 }
1559
1560 /*
1561 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1562 * is returned contains nr objects, and the remaining parts contains
1563 * the rest (or is removed and freed if that number is 0).
1564 * On failure, NULL is returned, and the reason put into the
1565 * global static errmsg array.
1566 */
1567
1568 object *
1569 get_split_ob (object *orig_ob, uint32 nr)
1570 {
1571 object *newob;
1572 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1573
1574 if (orig_ob->nrof < nr)
1575 {
1576 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1577 return NULL;
1578 }
1579
1580 newob = object_create_clone (orig_ob);
1581
1582 if ((orig_ob->nrof -= nr) < 1)
1583 orig_ob->destroy (1);
1584 else if (!is_removed)
1585 {
1586 if (orig_ob->env != NULL)
1587 sub_weight (orig_ob->env, orig_ob->weight * nr);
1588 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1589 {
1590 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1591 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1592 return NULL;
1593 }
1594 }
1595
1596 newob->nrof = nr;
1597
1598 return newob;
1599 }
1600
1601 /*
1602 * decrease_ob_nr(object, number) decreases a specified number from
1603 * the amount of an object. If the amount reaches 0, the object
1604 * is subsequently removed and freed.
1605 *
1606 * Return value: 'op' if something is left, NULL if the amount reached 0
1607 */
1608
1609 object *
1610 decrease_ob_nr (object *op, uint32 i)
1611 {
1612 object *tmp;
1613 player *pl;
1614
1615 if (i == 0) /* objects with op->nrof require this check */
1616 return op;
1617
1618 if (i > op->nrof)
1619 i = op->nrof;
1620
1621 if (QUERY_FLAG (op, FLAG_REMOVED))
1622 op->nrof -= i;
1623 else if (op->env != NULL)
1624 {
1625 /* is this object in the players inventory, or sub container
1626 * therein?
1627 */
1628 tmp = is_player_inv (op->env);
1629 /* nope. Is this a container the player has opened?
1630 * If so, set tmp to that player.
1631 * IMO, searching through all the players will mostly
1632 * likely be quicker than following op->env to the map,
1633 * and then searching the map for a player.
1634 */
1635 if (!tmp)
1636 {
1637 for (pl = first_player; pl; pl = pl->next)
1638 if (pl->ob->container == op->env)
1639 break;
1640 if (pl)
1641 tmp = pl->ob;
1642 else
1643 tmp = NULL;
1644 }
1645
1646 if (i < op->nrof)
1647 {
1648 sub_weight (op->env, op->weight * i);
1649 op->nrof -= i;
1650 if (tmp)
1651 {
1652 esrv_send_item (tmp, op);
1653 }
1654 }
1655 else
1656 {
1657 op->remove ();
1658 op->nrof = 0;
1659 if (tmp)
1660 {
1661 esrv_del_item (tmp->contr, op->count);
1662 }
1663 }
1664 }
1665 else
1666 {
1667 object *above = op->above;
1668
1669 if (i < op->nrof)
1670 op->nrof -= i;
1671 else
1672 {
1673 op->remove ();
1674 op->nrof = 0;
1675 }
1676
1677 /* Since we just removed op, op->above is null */
1678 for (tmp = above; tmp != NULL; tmp = tmp->above)
1679 if (tmp->type == PLAYER)
1680 {
1681 if (op->nrof)
1682 esrv_send_item (tmp, op);
1683 else
1684 esrv_del_item (tmp->contr, op->count);
1685 }
1686 }
1687
1688 if (op->nrof)
1689 return op;
1690 else
1691 {
1692 op->destroy ();
1693 return NULL;
1694 }
1695 }
1696
1697 /*
1698 * add_weight(object, weight) adds the specified weight to an object,
1699 * and also updates how much the environment(s) is/are carrying.
1700 */
1701
1702 void
1703 add_weight (object *op, signed long weight)
1704 {
1705 while (op != NULL)
1706 {
1707 if (op->type == CONTAINER)
1708 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1709
1710 op->carrying += weight;
1711 op = op->env;
1712 }
1713 }
1714
1715 object *
1716 insert_ob_in_ob (object *op, object *where)
1717 {
1718 if (!where)
1719 {
1720 char *dump = dump_object (op);
1721 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1722 free (dump);
1723 return op;
1724 }
1725
1726 if (where->head)
1727 {
1728 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1729 where = where->head;
1730 }
1731
1732 return where->insert (op);
1733 }
1734
1735 /*
1736 * env->insert (op)
1737 * This function inserts the object op in the linked list
1738 * inside the object environment.
1739 *
1740 * The function returns now pointer to inserted item, and return value can
1741 * be != op, if items are merged. -Tero
1742 */
1743
1744 object *
1745 object::insert (object *op)
1746 {
1747 object *tmp, *otmp;
1748
1749 if (!QUERY_FLAG (op, FLAG_REMOVED))
1750 op->remove ();
1751
1752 if (op->more)
1753 {
1754 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1755 return op;
1756 }
1757
1758 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1759 CLEAR_FLAG (op, FLAG_REMOVED);
1760 if (op->nrof)
1761 {
1762 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1763 if (object::can_merge (tmp, op))
1764 {
1765 /* return the original object and remove inserted object
1766 (client needs the original object) */
1767 tmp->nrof += op->nrof;
1768 /* Weight handling gets pretty funky. Since we are adding to
1769 * tmp->nrof, we need to increase the weight.
1770 */
1771 add_weight (this, op->weight * op->nrof);
1772 SET_FLAG (op, FLAG_REMOVED);
1773 op->destroy (); /* free the inserted object */
1774 op = tmp;
1775 op->remove (); /* and fix old object's links */
1776 CLEAR_FLAG (op, FLAG_REMOVED);
1777 break;
1778 }
1779
1780 /* I assume combined objects have no inventory
1781 * We add the weight - this object could have just been removed
1782 * (if it was possible to merge). calling remove_ob will subtract
1783 * the weight, so we need to add it in again, since we actually do
1784 * the linking below
1785 */
1786 add_weight (this, op->weight * op->nrof);
1787 }
1788 else
1789 add_weight (this, (op->weight + op->carrying));
1790
1791 otmp = is_player_inv (this);
1792 if (otmp && otmp->contr)
1793 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1794 fix_player (otmp);
1795
1796 op->map = NULL;
1797 op->env = this;
1798 op->above = NULL;
1799 op->below = NULL;
1800 op->x = 0, op->y = 0;
1801
1802 /* reset the light list and los of the players on the map */
1803 if ((op->glow_radius != 0) && map)
1804 {
1805 #ifdef DEBUG_LIGHTS
1806 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1807 #endif /* DEBUG_LIGHTS */
1808 if (MAP_DARKNESS (map))
1809 update_all_los (map, x, y);
1810 }
1811
1812 /* Client has no idea of ordering so lets not bother ordering it here.
1813 * It sure simplifies this function...
1814 */
1815 if (!inv)
1816 inv = op;
1817 else
1818 {
1819 op->below = inv;
1820 op->below->above = op;
1821 inv = op;
1822 }
1823
1824 return op;
1825 }
1826
1827 /*
1828 * Checks if any objects has a move_type that matches objects
1829 * that effect this object on this space. Call apply() to process
1830 * these events.
1831 *
1832 * Any speed-modification due to SLOW_MOVE() of other present objects
1833 * will affect the speed_left of the object.
1834 *
1835 * originator: Player, monster or other object that caused 'op' to be inserted
1836 * into 'map'. May be NULL.
1837 *
1838 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1839 *
1840 * 4-21-95 added code to check if appropriate skill was readied - this will
1841 * permit faster movement by the player through this terrain. -b.t.
1842 *
1843 * MSW 2001-07-08: Check all objects on space, not just those below
1844 * object being inserted. insert_ob_in_map may not put new objects
1845 * on top.
1846 */
1847
1848 int
1849 check_move_on (object *op, object *originator)
1850 {
1851 object *tmp;
1852 maptile *m = op->map;
1853 int x = op->x, y = op->y;
1854
1855 MoveType move_on, move_slow, move_block;
1856
1857 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1858 return 0;
1859
1860 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1861 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1862 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1863
1864 /* if nothing on this space will slow op down or be applied,
1865 * no need to do checking below. have to make sure move_type
1866 * is set, as lots of objects don't have it set - we treat that
1867 * as walking.
1868 */
1869 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1870 return 0;
1871
1872 /* This is basically inverse logic of that below - basically,
1873 * if the object can avoid the move on or slow move, they do so,
1874 * but can't do it if the alternate movement they are using is
1875 * blocked. Logic on this seems confusing, but does seem correct.
1876 */
1877 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1878 return 0;
1879
1880 /* The objects have to be checked from top to bottom.
1881 * Hence, we first go to the top:
1882 */
1883
1884 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1885 {
1886 /* Trim the search when we find the first other spell effect
1887 * this helps performance so that if a space has 50 spell objects,
1888 * we don't need to check all of them.
1889 */
1890 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1891 break;
1892 }
1893
1894 for (; tmp; tmp = tmp->below)
1895 {
1896 if (tmp == op)
1897 continue; /* Can't apply yourself */
1898
1899 /* Check to see if one of the movement types should be slowed down.
1900 * Second check makes sure that the movement types not being slowed
1901 * (~slow_move) is not blocked on this space - just because the
1902 * space doesn't slow down swimming (for example), if you can't actually
1903 * swim on that space, can't use it to avoid the penalty.
1904 */
1905 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1906 {
1907 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1908 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1909 {
1910
1911 float
1912 diff = tmp->move_slow_penalty * FABS (op->speed);
1913
1914 if (op->type == PLAYER)
1915 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1916 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1917 diff /= 4.0;
1918
1919 op->speed_left -= diff;
1920 }
1921 }
1922
1923 /* Basically same logic as above, except now for actual apply. */
1924 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1925 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1926 {
1927 move_apply (tmp, op, originator);
1928
1929 if (op->destroyed ())
1930 return 1;
1931
1932 /* what the person/creature stepped onto has moved the object
1933 * someplace new. Don't process any further - if we did,
1934 * have a feeling strange problems would result.
1935 */
1936 if (op->map != m || op->x != x || op->y != y)
1937 return 0;
1938 }
1939 }
1940
1941 return 0;
1942 }
1943
1944 /*
1945 * present_arch(arch, map, x, y) searches for any objects with
1946 * a matching archetype at the given map and coordinates.
1947 * The first matching object is returned, or NULL if none.
1948 */
1949
1950 object *
1951 present_arch (const archetype *at, maptile *m, int x, int y)
1952 {
1953 object *
1954 tmp;
1955
1956 if (m == NULL || out_of_map (m, x, y))
1957 {
1958 LOG (llevError, "Present_arch called outside map.\n");
1959 return NULL;
1960 }
1961 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1962 if (tmp->arch == at)
1963 return tmp;
1964 return NULL;
1965 }
1966
1967 /*
1968 * present(type, map, x, y) searches for any objects with
1969 * a matching type variable at the given map and coordinates.
1970 * The first matching object is returned, or NULL if none.
1971 */
1972
1973 object *
1974 present (unsigned char type, maptile *m, int x, int y)
1975 {
1976 object *
1977 tmp;
1978
1979 if (out_of_map (m, x, y))
1980 {
1981 LOG (llevError, "Present called outside map.\n");
1982 return NULL;
1983 }
1984 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1985 if (tmp->type == type)
1986 return tmp;
1987 return NULL;
1988 }
1989
1990 /*
1991 * present_in_ob(type, object) searches for any objects with
1992 * a matching type variable in the inventory of the given object.
1993 * The first matching object is returned, or NULL if none.
1994 */
1995
1996 object *
1997 present_in_ob (unsigned char type, const object *op)
1998 {
1999 object *
2000 tmp;
2001
2002 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2003 if (tmp->type == type)
2004 return tmp;
2005 return NULL;
2006 }
2007
2008 /*
2009 * present_in_ob (type, str, object) searches for any objects with
2010 * a matching type & name variable in the inventory of the given object.
2011 * The first matching object is returned, or NULL if none.
2012 * This is mostly used by spell effect code, so that we only
2013 * have one spell effect at a time.
2014 * type can be used to narrow the search - if type is set,
2015 * the type must also match. -1 can be passed for the type,
2016 * in which case the type does not need to pass.
2017 * str is the string to match against. Note that we match against
2018 * the object name, not the archetype name. this is so that the
2019 * spell code can use one object type (force), but change it's name
2020 * to be unique.
2021 */
2022
2023 object *
2024 present_in_ob_by_name (int type, const char *str, const object *op)
2025 {
2026 object *
2027 tmp;
2028
2029 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2030 {
2031 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2032 return tmp;
2033 }
2034 return NULL;
2035 }
2036
2037 /*
2038 * present_arch_in_ob(archetype, object) searches for any objects with
2039 * a matching archetype in the inventory of the given object.
2040 * The first matching object is returned, or NULL if none.
2041 */
2042
2043 object *
2044 present_arch_in_ob (const archetype *at, const object *op)
2045 {
2046 object *
2047 tmp;
2048
2049 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2050 if (tmp->arch == at)
2051 return tmp;
2052 return NULL;
2053 }
2054
2055 /*
2056 * activate recursively a flag on an object inventory
2057 */
2058 void
2059 flag_inv (object *op, int flag)
2060 {
2061 object *
2062 tmp;
2063
2064 if (op->inv)
2065 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2066 {
2067 SET_FLAG (tmp, flag);
2068 flag_inv (tmp, flag);
2069 }
2070 } /*
2071 * desactivate recursively a flag on an object inventory
2072 */
2073 void
2074 unflag_inv (object *op, int flag)
2075 {
2076 object *
2077 tmp;
2078
2079 if (op->inv)
2080 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2081 {
2082 CLEAR_FLAG (tmp, flag);
2083 unflag_inv (tmp, flag);
2084 }
2085 }
2086
2087 /*
2088 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2089 * all it's inventory (recursively).
2090 * If checksums are used, a player will get set_cheat called for
2091 * him/her-self and all object carried by a call to this function.
2092 */
2093
2094 void
2095 set_cheat (object *op)
2096 {
2097 SET_FLAG (op, FLAG_WAS_WIZ);
2098 flag_inv (op, FLAG_WAS_WIZ);
2099 }
2100
2101 /*
2102 * find_free_spot(object, map, x, y, start, stop) will search for
2103 * a spot at the given map and coordinates which will be able to contain
2104 * the given object. start and stop specifies how many squares
2105 * to search (see the freearr_x/y[] definition).
2106 * It returns a random choice among the alternatives found.
2107 * start and stop are where to start relative to the free_arr array (1,9
2108 * does all 4 immediate directions). This returns the index into the
2109 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2110 * Note - this only checks to see if there is space for the head of the
2111 * object - if it is a multispace object, this should be called for all
2112 * pieces.
2113 * Note2: This function does correctly handle tiled maps, but does not
2114 * inform the caller. However, insert_ob_in_map will update as
2115 * necessary, so the caller shouldn't need to do any special work.
2116 * Note - updated to take an object instead of archetype - this is necessary
2117 * because arch_blocked (now ob_blocked) needs to know the movement type
2118 * to know if the space in question will block the object. We can't use
2119 * the archetype because that isn't correct if the monster has been
2120 * customized, changed states, etc.
2121 */
2122
2123 int
2124 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2125 {
2126 int
2127 i,
2128 index = 0, flag;
2129 static int
2130 altern[SIZEOFFREE];
2131
2132 for (i = start; i < stop; i++)
2133 {
2134 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2135 if (!flag)
2136 altern[index++] = i;
2137
2138 /* Basically, if we find a wall on a space, we cut down the search size.
2139 * In this way, we won't return spaces that are on another side of a wall.
2140 * This mostly work, but it cuts down the search size in all directions -
2141 * if the space being examined only has a wall to the north and empty
2142 * spaces in all the other directions, this will reduce the search space
2143 * to only the spaces immediately surrounding the target area, and
2144 * won't look 2 spaces south of the target space.
2145 */
2146 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2147 stop = maxfree[i];
2148 }
2149 if (!index)
2150 return -1;
2151 return altern[RANDOM () % index];
2152 }
2153
2154 /*
2155 * find_first_free_spot(archetype, maptile, x, y) works like
2156 * find_free_spot(), but it will search max number of squares.
2157 * But it will return the first available spot, not a random choice.
2158 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2159 */
2160
2161 int
2162 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2163 {
2164 int
2165 i;
2166
2167 for (i = 0; i < SIZEOFFREE; i++)
2168 {
2169 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2170 return i;
2171 }
2172 return -1;
2173 }
2174
2175 /*
2176 * The function permute(arr, begin, end) randomly reorders the array
2177 * arr[begin..end-1].
2178 */
2179 static void
2180 permute (int *arr, int begin, int end)
2181 {
2182 int
2183 i,
2184 j,
2185 tmp,
2186 len;
2187
2188 len = end - begin;
2189 for (i = begin; i < end; i++)
2190 {
2191 j = begin + RANDOM () % len;
2192
2193 tmp = arr[i];
2194 arr[i] = arr[j];
2195 arr[j] = tmp;
2196 }
2197 }
2198
2199 /* new function to make monster searching more efficient, and effective!
2200 * This basically returns a randomized array (in the passed pointer) of
2201 * the spaces to find monsters. In this way, it won't always look for
2202 * monsters to the north first. However, the size of the array passed
2203 * covers all the spaces, so within that size, all the spaces within
2204 * the 3x3 area will be searched, just not in a predictable order.
2205 */
2206 void
2207 get_search_arr (int *search_arr)
2208 {
2209 int
2210 i;
2211
2212 for (i = 0; i < SIZEOFFREE; i++)
2213 {
2214 search_arr[i] = i;
2215 }
2216
2217 permute (search_arr, 1, SIZEOFFREE1 + 1);
2218 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2219 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2220 }
2221
2222 /*
2223 * find_dir(map, x, y, exclude) will search some close squares in the
2224 * given map at the given coordinates for live objects.
2225 * It will not considered the object given as exclude among possible
2226 * live objects.
2227 * It returns the direction toward the first/closest live object if finds
2228 * any, otherwise 0.
2229 * Perhaps incorrectly, but I'm making the assumption that exclude
2230 * is actually want is going to try and move there. We need this info
2231 * because we have to know what movement the thing looking to move
2232 * there is capable of.
2233 */
2234
2235 int
2236 find_dir (maptile *m, int x, int y, object *exclude)
2237 {
2238 int
2239 i,
2240 max = SIZEOFFREE, mflags;
2241
2242 sint16 nx, ny;
2243 object *
2244 tmp;
2245 maptile *
2246 mp;
2247
2248 MoveType blocked, move_type;
2249
2250 if (exclude && exclude->head)
2251 {
2252 exclude = exclude->head;
2253 move_type = exclude->move_type;
2254 }
2255 else
2256 {
2257 /* If we don't have anything, presume it can use all movement types. */
2258 move_type = MOVE_ALL;
2259 }
2260
2261 for (i = 1; i < max; i++)
2262 {
2263 mp = m;
2264 nx = x + freearr_x[i];
2265 ny = y + freearr_y[i];
2266
2267 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2268 if (mflags & P_OUT_OF_MAP)
2269 {
2270 max = maxfree[i];
2271 }
2272 else
2273 {
2274 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2275
2276 if ((move_type & blocked) == move_type)
2277 {
2278 max = maxfree[i];
2279 }
2280 else if (mflags & P_IS_ALIVE)
2281 {
2282 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2283 {
2284 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2285 {
2286 break;
2287 }
2288 }
2289 if (tmp)
2290 {
2291 return freedir[i];
2292 }
2293 }
2294 }
2295 }
2296 return 0;
2297 }
2298
2299 /*
2300 * distance(object 1, object 2) will return the square of the
2301 * distance between the two given objects.
2302 */
2303
2304 int
2305 distance (const object *ob1, const object *ob2)
2306 {
2307 int
2308 i;
2309
2310 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2311 return i;
2312 }
2313
2314 /*
2315 * find_dir_2(delta-x,delta-y) will return a direction in which
2316 * an object which has subtracted the x and y coordinates of another
2317 * object, needs to travel toward it.
2318 */
2319
2320 int
2321 find_dir_2 (int x, int y)
2322 {
2323 int
2324 q;
2325
2326 if (y)
2327 q = x * 100 / y;
2328 else if (x)
2329 q = -300 * x;
2330 else
2331 return 0;
2332
2333 if (y > 0)
2334 {
2335 if (q < -242)
2336 return 3;
2337 if (q < -41)
2338 return 2;
2339 if (q < 41)
2340 return 1;
2341 if (q < 242)
2342 return 8;
2343 return 7;
2344 }
2345
2346 if (q < -242)
2347 return 7;
2348 if (q < -41)
2349 return 6;
2350 if (q < 41)
2351 return 5;
2352 if (q < 242)
2353 return 4;
2354
2355 return 3;
2356 }
2357
2358 /*
2359 * absdir(int): Returns a number between 1 and 8, which represent
2360 * the "absolute" direction of a number (it actually takes care of
2361 * "overflow" in previous calculations of a direction).
2362 */
2363
2364 int
2365 absdir (int d)
2366 {
2367 while (d < 1)
2368 d += 8;
2369 while (d > 8)
2370 d -= 8;
2371 return d;
2372 }
2373
2374 /*
2375 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2376 * between two directions (which are expected to be absolute (see absdir())
2377 */
2378
2379 int
2380 dirdiff (int dir1, int dir2)
2381 {
2382 int
2383 d;
2384
2385 d = abs (dir1 - dir2);
2386 if (d > 4)
2387 d = 8 - d;
2388 return d;
2389 }
2390
2391 /* peterm:
2392 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2393 * Basically, this is a table of directions, and what directions
2394 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2395 * This basically means that if direction is 15, then it could either go
2396 * direction 4, 14, or 16 to get back to where we are.
2397 * Moved from spell_util.c to object.c with the other related direction
2398 * functions.
2399 */
2400
2401 int
2402 reduction_dir[SIZEOFFREE][3] = {
2403 {0, 0, 0}, /* 0 */
2404 {0, 0, 0}, /* 1 */
2405 {0, 0, 0}, /* 2 */
2406 {0, 0, 0}, /* 3 */
2407 {0, 0, 0}, /* 4 */
2408 {0, 0, 0}, /* 5 */
2409 {0, 0, 0}, /* 6 */
2410 {0, 0, 0}, /* 7 */
2411 {0, 0, 0}, /* 8 */
2412 {8, 1, 2}, /* 9 */
2413 {1, 2, -1}, /* 10 */
2414 {2, 10, 12}, /* 11 */
2415 {2, 3, -1}, /* 12 */
2416 {2, 3, 4}, /* 13 */
2417 {3, 4, -1}, /* 14 */
2418 {4, 14, 16}, /* 15 */
2419 {5, 4, -1}, /* 16 */
2420 {4, 5, 6}, /* 17 */
2421 {6, 5, -1}, /* 18 */
2422 {6, 20, 18}, /* 19 */
2423 {7, 6, -1}, /* 20 */
2424 {6, 7, 8}, /* 21 */
2425 {7, 8, -1}, /* 22 */
2426 {8, 22, 24}, /* 23 */
2427 {8, 1, -1}, /* 24 */
2428 {24, 9, 10}, /* 25 */
2429 {9, 10, -1}, /* 26 */
2430 {10, 11, -1}, /* 27 */
2431 {27, 11, 29}, /* 28 */
2432 {11, 12, -1}, /* 29 */
2433 {12, 13, -1}, /* 30 */
2434 {12, 13, 14}, /* 31 */
2435 {13, 14, -1}, /* 32 */
2436 {14, 15, -1}, /* 33 */
2437 {33, 15, 35}, /* 34 */
2438 {16, 15, -1}, /* 35 */
2439 {17, 16, -1}, /* 36 */
2440 {18, 17, 16}, /* 37 */
2441 {18, 17, -1}, /* 38 */
2442 {18, 19, -1}, /* 39 */
2443 {41, 19, 39}, /* 40 */
2444 {19, 20, -1}, /* 41 */
2445 {20, 21, -1}, /* 42 */
2446 {20, 21, 22}, /* 43 */
2447 {21, 22, -1}, /* 44 */
2448 {23, 22, -1}, /* 45 */
2449 {45, 47, 23}, /* 46 */
2450 {23, 24, -1}, /* 47 */
2451 {24, 9, -1}
2452 }; /* 48 */
2453
2454 /* Recursive routine to step back and see if we can
2455 * find a path to that monster that we found. If not,
2456 * we don't bother going toward it. Returns 1 if we
2457 * can see a direct way to get it
2458 * Modified to be map tile aware -.MSW
2459 */
2460
2461
2462 int
2463 can_see_monsterP (maptile *m, int x, int y, int dir)
2464 {
2465 sint16 dx, dy;
2466 int
2467 mflags;
2468
2469 if (dir < 0)
2470 return 0; /* exit condition: invalid direction */
2471
2472 dx = x + freearr_x[dir];
2473 dy = y + freearr_y[dir];
2474
2475 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2476
2477 /* This functional arguably was incorrect before - it was
2478 * checking for P_WALL - that was basically seeing if
2479 * we could move to the monster - this is being more
2480 * literal on if we can see it. To know if we can actually
2481 * move to the monster, we'd need the monster passed in or
2482 * at least its move type.
2483 */
2484 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2485 return 0;
2486
2487 /* yes, can see. */
2488 if (dir < 9)
2489 return 1;
2490 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2491 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2492 }
2493
2494
2495
2496 /*
2497 * can_pick(picker, item): finds out if an object is possible to be
2498 * picked up by the picker. Returnes 1 if it can be
2499 * picked up, otherwise 0.
2500 *
2501 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2502 * core dumps if they do.
2503 *
2504 * Add a check so we can't pick up invisible objects (0.93.8)
2505 */
2506
2507 int
2508 can_pick (const object *who, const object *item)
2509 {
2510 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2511 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2512 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2513 }
2514
2515
2516 /*
2517 * create clone from object to another
2518 */
2519 object *
2520 object_create_clone (object *asrc)
2521 {
2522 object *dst = 0, *tmp, *src, *part, *prev, *item;
2523
2524 if (!asrc)
2525 return 0;
2526
2527 src = asrc;
2528 if (src->head)
2529 src = src->head;
2530
2531 prev = 0;
2532 for (part = src; part; part = part->more)
2533 {
2534 tmp = part->clone ();
2535 tmp->x -= src->x;
2536 tmp->y -= src->y;
2537
2538 if (!part->head)
2539 {
2540 dst = tmp;
2541 tmp->head = 0;
2542 }
2543 else
2544 {
2545 tmp->head = dst;
2546 }
2547
2548 tmp->more = 0;
2549
2550 if (prev)
2551 prev->more = tmp;
2552
2553 prev = tmp;
2554 }
2555
2556 for (item = src->inv; item; item = item->below)
2557 insert_ob_in_ob (object_create_clone (item), dst);
2558
2559 return dst;
2560 }
2561
2562 /* GROS - Creates an object using a string representing its content. */
2563 /* Basically, we save the content of the string to a temp file, then call */
2564 /* load_object on it. I admit it is a highly inefficient way to make things, */
2565 /* but it was simple to make and allows reusing the load_object function. */
2566 /* Remember not to use load_object_str in a time-critical situation. */
2567 /* Also remember that multiparts objects are not supported for now. */
2568
2569 object *
2570 load_object_str (const char *obstr)
2571 {
2572 object *op;
2573 char filename[MAX_BUF];
2574
2575 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2576
2577 FILE *tempfile = fopen (filename, "w");
2578
2579 if (tempfile == NULL)
2580 {
2581 LOG (llevError, "Error - Unable to access load object temp file\n");
2582 return NULL;
2583 }
2584
2585 fprintf (tempfile, obstr);
2586 fclose (tempfile);
2587
2588 op = object::create ();
2589
2590 object_thawer thawer (filename);
2591
2592 if (thawer)
2593 load_object (thawer, op, 0);
2594
2595 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2596 CLEAR_FLAG (op, FLAG_REMOVED);
2597
2598 return op;
2599 }
2600
2601 /* This returns the first object in who's inventory that
2602 * has the same type and subtype match.
2603 * returns NULL if no match.
2604 */
2605 object *
2606 find_obj_by_type_subtype (const object *who, int type, int subtype)
2607 {
2608 object *tmp;
2609
2610 for (tmp = who->inv; tmp; tmp = tmp->below)
2611 if (tmp->type == type && tmp->subtype == subtype)
2612 return tmp;
2613
2614 return NULL;
2615 }
2616
2617 /* If ob has a field named key, return the link from the list,
2618 * otherwise return NULL.
2619 *
2620 * key must be a passed in shared string - otherwise, this won't
2621 * do the desired thing.
2622 */
2623 key_value *
2624 get_ob_key_link (const object *ob, const char *key)
2625 {
2626 key_value *link;
2627
2628 for (link = ob->key_values; link != NULL; link = link->next)
2629 if (link->key == key)
2630 return link;
2631
2632 return NULL;
2633 }
2634
2635 /*
2636 * Returns the value of op has an extra_field for key, or NULL.
2637 *
2638 * The argument doesn't need to be a shared string.
2639 *
2640 * The returned string is shared.
2641 */
2642 const char *
2643 get_ob_key_value (const object *op, const char *const key)
2644 {
2645 key_value *link;
2646 shstr_cmp canonical_key (key);
2647
2648 if (!canonical_key)
2649 {
2650 /* 1. There being a field named key on any object
2651 * implies there'd be a shared string to find.
2652 * 2. Since there isn't, no object has this field.
2653 * 3. Therefore, *this* object doesn't have this field.
2654 */
2655 return 0;
2656 }
2657
2658 /* This is copied from get_ob_key_link() above -
2659 * only 4 lines, and saves the function call overhead.
2660 */
2661 for (link = op->key_values; link; link = link->next)
2662 if (link->key == canonical_key)
2663 return link->value;
2664
2665 return 0;
2666 }
2667
2668
2669 /*
2670 * Updates the canonical_key in op to value.
2671 *
2672 * canonical_key is a shared string (value doesn't have to be).
2673 *
2674 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2675 * keys.
2676 *
2677 * Returns TRUE on success.
2678 */
2679 int
2680 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2681 {
2682 key_value *
2683 field = NULL, *last = NULL;
2684
2685 for (field = op->key_values; field != NULL; field = field->next)
2686 {
2687 if (field->key != canonical_key)
2688 {
2689 last = field;
2690 continue;
2691 }
2692
2693 if (value)
2694 field->value = value;
2695 else
2696 {
2697 /* Basically, if the archetype has this key set,
2698 * we need to store the null value so when we save
2699 * it, we save the empty value so that when we load,
2700 * we get this value back again.
2701 */
2702 if (get_ob_key_link (&op->arch->clone, canonical_key))
2703 field->value = 0;
2704 else
2705 {
2706 if (last)
2707 last->next = field->next;
2708 else
2709 op->key_values = field->next;
2710
2711 delete field;
2712 }
2713 }
2714 return TRUE;
2715 }
2716 /* IF we get here, key doesn't exist */
2717
2718 /* No field, we'll have to add it. */
2719
2720 if (!add_key)
2721 {
2722 return FALSE;
2723 }
2724 /* There isn't any good reason to store a null
2725 * value in the key/value list. If the archetype has
2726 * this key, then we should also have it, so shouldn't
2727 * be here. If user wants to store empty strings,
2728 * should pass in ""
2729 */
2730 if (value == NULL)
2731 return TRUE;
2732
2733 field = new key_value;
2734
2735 field->key = canonical_key;
2736 field->value = value;
2737 /* Usual prepend-addition. */
2738 field->next = op->key_values;
2739 op->key_values = field;
2740
2741 return TRUE;
2742 }
2743
2744 /*
2745 * Updates the key in op to value.
2746 *
2747 * If add_key is FALSE, this will only update existing keys,
2748 * and not add new ones.
2749 * In general, should be little reason FALSE is ever passed in for add_key
2750 *
2751 * Returns TRUE on success.
2752 */
2753 int
2754 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2755 {
2756 shstr key_ (key);
2757
2758 return set_ob_key_value_s (op, key_, value, add_key);
2759 }
2760
2761 object::depth_iterator::depth_iterator (object *container)
2762 : iterator_base (container)
2763 {
2764 while (item->inv)
2765 item = item->inv;
2766 }
2767
2768 void
2769 object::depth_iterator::next ()
2770 {
2771 if (item->below)
2772 {
2773 item = item->below;
2774
2775 while (item->inv)
2776 item = item->inv;
2777 }
2778 else
2779 item = item->env;
2780 }
2781
2782 // return a suitable string describing an objetc in enough detail to find it
2783 const char *
2784 object::debug_desc (char *info) const
2785 {
2786 char info2[256 * 3];
2787 char *p = info;
2788
2789 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2790 count,
2791 &name,
2792 title ? " " : "",
2793 title ? (const char *)title : "");
2794
2795 if (env)
2796 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2797
2798 if (map)
2799 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2800
2801 return info;
2802 }
2803
2804 const char *
2805 object::debug_desc () const
2806 {
2807 static char info[256 * 3];
2808 return debug_desc (info);
2809 }
2810