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Revision: 1.72
Committed: Tue Dec 19 15:30:01 2006 UTC (17 years, 5 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.71: +2 -2 lines
Log Message:
reverted the last change to move_apply and check_inv and fixed check_inv
differntly: as all the buttons and pedestals check themselves whether
the objects above them satisfy their conditions i thought the best
would be if check_inv would do the same. The new semantics are
compatible with the semantics used by the map makers (at least i hope that)
and won't end up in a broken state so easily now.

While fixing check_inv i documented inventory checkers in objects.pod

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 #include <bitset>
36
37 int nrofallocobjects = 0;
38 static UUID uuid;
39 const uint64 UUID_SKIP = 1<<19;
40
41 object *active_objects; /* List of active objects that need to be processed */
42
43 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,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45 };
46 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,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48 };
49 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,
50 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
51 };
52 int freedir[SIZEOFFREE] = {
53 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,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55 };
56
57 static void
58 write_uuid (void)
59 {
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76 }
77
78 static void
79 read_uuid (void)
80 {
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113 }
114
115 UUID
116 gen_uuid ()
117 {
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126 }
127
128 void
129 init_uuid ()
130 {
131 read_uuid ();
132 }
133
134 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135 static int
136 compare_ob_value_lists_one (const object *wants, const object *has)
137 {
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted...
143 */
144
145 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
148 key_value *has_field;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168
169 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE;
171 }
172
173 /* Returns TRUE if ob1 has the same key_values as ob2. */
174 static int
175 compare_ob_value_lists (const object *ob1, const object *ob2)
176 {
177 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :(
179 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
181 }
182
183 /* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together.
185 *
186 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency.
189 *
190 * Check nrof variable *before* calling can_merge()
191 *
192 * Improvements made with merge: Better checking on potion, and also
193 * check weight
194 */
195
196 bool object::can_merge_slow (object *ob1, object *ob2)
197 {
198 /* A couple quicksanity checks */
199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
204 return 0;
205
206 //TODO: this ain't working well, use nicer and correct overflow check
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
208 * value could not be stored in a sint32 (which unfortunately sometimes is
209 * used to store nrof).
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0;
213
214 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning.
219 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name
229 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id
240 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname
242 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
251 return 0;
252
253 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory.
255 */
256 if (ob1->inv || ob2->inv)
257 {
258 /* if one object has inventory but the other doesn't, not equiv */
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
260 return 0;
261
262 /* Now check to see if the two inventory objects could merge */
263 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0;
265
266 /* inventory ok - still need to check rest of this object to see
267 * if it is valid.
268 */
269 }
270
271 /* Don't merge objects that are applied. With the new 'body' code,
272 * it is possible for most any character to have more than one of
273 * some items equipped, and we don't want those to merge.
274 */
275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
276 return 0;
277
278 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster
280 * check?
281 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
283 return 0;
284
285 switch (ob1->type)
286 {
287 case SCROLL:
288 if (ob1->level != ob2->level)
289 return 0;
290 break;
291 }
292
293 if (ob1->key_values != NULL || ob2->key_values != NULL)
294 {
295 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
297 /* One has fields, but the other one doesn't. */
298 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
305 {
306 ob1->optimise ();
307 ob2->optimise ();
308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
313 /* Everything passes, must be OK. */
314 return 1;
315 }
316
317 /*
318 * sum_weight() is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much
320 * containers are carrying, and sums it up.
321 */
322 long
323 sum_weight (object *op)
324 {
325 long sum;
326 object *inv;
327
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
330 if (inv->inv)
331 sum_weight (inv);
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 }
334
335 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100;
337
338 if (op->carrying != sum)
339 op->carrying = sum;
340
341 return sum;
342 }
343
344 /**
345 * Return the outermost environment object for a given object.
346 */
347
348 object *
349 object_get_env_recursive (object *op)
350 {
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354 }
355
356 /*
357 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
358 * a better check. We basically keeping traversing up until we can't
359 * or find a player.
360 */
361
362 object *
363 is_player_inv (object *op)
364 {
365 for (; op != NULL && op->type != PLAYER; op = op->env)
366 if (op->env == op)
367 op->env = NULL;
368 return op;
369 }
370
371 /*
372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
373 * Some error messages.
374 * The result of the dump is stored in the static global errmsg array.
375 */
376
377 char *
378 dump_object (object *op)
379 {
380 if (!op)
381 return strdup ("[NULLOBJ]");
382
383 object_freezer freezer;
384 save_object (freezer, op, 3);
385 return freezer.as_string ();
386 }
387
388 /*
389 * get_nearest_part(multi-object, object 2) returns the part of the
390 * multi-object 1 which is closest to the second object.
391 * If it's not a multi-object, it is returned.
392 */
393
394 object *
395 get_nearest_part (object *op, const object *pl)
396 {
397 object *tmp, *closest;
398 int last_dist, i;
399
400 if (op->more == NULL)
401 return op;
402 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
403 if ((i = distance (tmp, pl)) < last_dist)
404 closest = tmp, last_dist = i;
405 return closest;
406 }
407
408 /*
409 * Returns the object which has the count-variable equal to the argument.
410 */
411
412 object *
413 find_object (tag_t i)
414 {
415 for (object *op = object::first; op; op = op->next)
416 if (op->count == i)
417 return op;
418
419 return 0;
420 }
421
422 /*
423 * Returns the first object which has a name equal to the argument.
424 * Used only by the patch command, but not all that useful.
425 * Enables features like "patch <name-of-other-player> food 999"
426 */
427
428 object *
429 find_object_name (const char *str)
430 {
431 shstr_cmp str_ (str);
432 object *op;
433
434 for (op = object::first; op != NULL; op = op->next)
435 if (op->name == str_)
436 break;
437
438 return op;
439 }
440
441 void
442 free_all_object_data ()
443 {
444 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
445 }
446
447 /*
448 * Sets the owner and sets the skill and exp pointers to owner's current
449 * skill and experience objects.
450 */
451 void
452 object::set_owner (object *owner)
453 {
454 if (!owner)
455 return;
456
457 /* next line added to allow objects which own objects */
458 /* Add a check for ownercounts in here, as I got into an endless loop
459 * with the fireball owning a poison cloud which then owned the
460 * fireball. I believe that was caused by one of the objects getting
461 * freed and then another object replacing it. Since the ownercounts
462 * didn't match, this check is valid and I believe that cause is valid.
463 */
464 while (owner->owner)
465 owner = owner->owner;
466
467 this->owner = owner;
468 }
469
470 /* Zero the key_values on op, decrementing the shared-string
471 * refcounts and freeing the links.
472 */
473 static void
474 free_key_values (object *op)
475 {
476 for (key_value *i = op->key_values; i != 0;)
477 {
478 key_value *next = i->next;
479 delete i;
480
481 i = next;
482 }
483
484 op->key_values = 0;
485 }
486
487 void object::clear ()
488 {
489 attachable_base::clear ();
490
491 free_key_values (this);
492
493 owner = 0;
494 name = 0;
495 name_pl = 0;
496 title = 0;
497 race = 0;
498 slaying = 0;
499 skill = 0;
500 msg = 0;
501 lore = 0;
502 custom_name = 0;
503 materialname = 0;
504 contr = 0;
505 below = 0;
506 above = 0;
507 inv = 0;
508 container = 0;
509 env = 0;
510 more = 0;
511 head = 0;
512 map = 0;
513 active_next = 0;
514 active_prev = 0;
515
516 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
517
518 SET_FLAG (this, FLAG_REMOVED);
519
520 /* What is not cleared is next, prev, and count */
521
522 expmul = 1.0;
523 face = blank_face;
524
525 if (settings.casting_time)
526 casting_time = -1;
527 }
528
529 /*
530 * copy_to first frees everything allocated by the dst object,
531 * and then copies the contents of itself into the second
532 * object, allocating what needs to be allocated. Basically, any
533 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
534 * if the first object is freed, the pointers in the new object
535 * will point at garbage.
536 */
537 void
538 object::copy_to (object *dst)
539 {
540 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
541 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
542
543 *(object_copy *)dst = *this;
544 *(object_pod *)dst = *this;
545
546 if (self || cb)
547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
548
549 if (is_freed)
550 SET_FLAG (dst, FLAG_FREED);
551
552 if (is_removed)
553 SET_FLAG (dst, FLAG_REMOVED);
554
555 if (speed < 0)
556 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
557
558 /* Copy over key_values, if any. */
559 if (key_values)
560 {
561 key_value *tail = 0;
562 key_value *i;
563
564 dst->key_values = 0;
565
566 for (i = key_values; i; i = i->next)
567 {
568 key_value *new_link = new key_value;
569
570 new_link->next = 0;
571 new_link->key = i->key;
572 new_link->value = i->value;
573
574 /* Try and be clever here, too. */
575 if (!dst->key_values)
576 {
577 dst->key_values = new_link;
578 tail = new_link;
579 }
580 else
581 {
582 tail->next = new_link;
583 tail = new_link;
584 }
585 }
586 }
587
588 update_ob_speed (dst);
589 }
590
591 object *
592 object::clone ()
593 {
594 object *neu = create ();
595 copy_to (neu);
596 return neu;
597 }
598
599 /*
600 * If an object with the IS_TURNABLE() flag needs to be turned due
601 * to the closest player being on the other side, this function can
602 * be called to update the face variable, _and_ how it looks on the map.
603 */
604
605 void
606 update_turn_face (object *op)
607 {
608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
609 return;
610 SET_ANIMATION (op, op->direction);
611 update_object (op, UP_OBJ_FACE);
612 }
613
614 /*
615 * Updates the speed of an object. If the speed changes from 0 to another
616 * value, or vice versa, then add/remove the object from the active list.
617 * This function needs to be called whenever the speed of an object changes.
618 */
619 void
620 update_ob_speed (object *op)
621 {
622 extern int arch_init;
623
624 /* No reason putting the archetypes objects on the speed list,
625 * since they never really need to be updated.
626 */
627
628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 {
630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
631 #ifdef MANY_CORES
632 abort ();
633 #else
634 op->speed = 0;
635 #endif
636 }
637
638 if (arch_init)
639 return;
640
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642 {
643 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects)
645 return;
646
647 /* process_events() expects us to insert the object at the beginning
648 * of the list. */
649 op->active_next = active_objects;
650
651 if (op->active_next != NULL)
652 op->active_next->active_prev = op;
653
654 active_objects = op;
655 }
656 else
657 {
658 /* If not on the active list, nothing needs to be done */
659 if (!op->active_next && !op->active_prev && op != active_objects)
660 return;
661
662 if (op->active_prev == NULL)
663 {
664 active_objects = op->active_next;
665
666 if (op->active_next != NULL)
667 op->active_next->active_prev = NULL;
668 }
669 else
670 {
671 op->active_prev->active_next = op->active_next;
672
673 if (op->active_next)
674 op->active_next->active_prev = op->active_prev;
675 }
676
677 op->active_next = NULL;
678 op->active_prev = NULL;
679 }
680 }
681
682 /* This function removes object 'op' from the list of active
683 * objects.
684 * This should only be used for style maps or other such
685 * reference maps where you don't want an object that isn't
686 * in play chewing up cpu time getting processed.
687 * The reverse of this is to call update_ob_speed, which
688 * will do the right thing based on the speed of the object.
689 */
690 void
691 remove_from_active_list (object *op)
692 {
693 /* If not on the active list, nothing needs to be done */
694 if (!op->active_next && !op->active_prev && op != active_objects)
695 return;
696
697 if (op->active_prev == NULL)
698 {
699 active_objects = op->active_next;
700 if (op->active_next != NULL)
701 op->active_next->active_prev = NULL;
702 }
703 else
704 {
705 op->active_prev->active_next = op->active_next;
706 if (op->active_next)
707 op->active_next->active_prev = op->active_prev;
708 }
709 op->active_next = NULL;
710 op->active_prev = NULL;
711 }
712
713 /*
714 * update_object() updates the array which represents the map.
715 * It takes into account invisible objects (and represent squares covered
716 * by invisible objects by whatever is below them (unless it's another
717 * invisible object, etc...)
718 * If the object being updated is beneath a player, the look-window
719 * of that player is updated (this might be a suboptimal way of
720 * updating that window, though, since update_object() is called _often_)
721 *
722 * action is a hint of what the caller believes need to be done.
723 * For example, if the only thing that has changed is the face (due to
724 * an animation), we don't need to call update_position until that actually
725 * comes into view of a player. OTOH, many other things, like addition/removal
726 * of walls or living creatures may need us to update the flags now.
727 * current action are:
728 * UP_OBJ_INSERT: op was inserted
729 * UP_OBJ_REMOVE: op was removed
730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
731 * as that is easier than trying to look at what may have changed.
732 * UP_OBJ_FACE: only the objects face has changed.
733 */
734
735 void
736 update_object (object *op, int action)
737 {
738 int update_now = 0, flags;
739 MoveType move_on, move_off, move_block, move_slow;
740
741 if (op == NULL)
742 {
743 /* this should never happen */
744 LOG (llevDebug, "update_object() called for NULL object.\n");
745 return;
746 }
747
748 if (op->env != NULL)
749 {
750 /* Animation is currently handled by client, so nothing
751 * to do in this case.
752 */
753 return;
754 }
755
756 /* If the map is saving, don't do anything as everything is
757 * going to get freed anyways.
758 */
759 if (!op->map || op->map->in_memory == MAP_SAVING)
760 return;
761
762 /* make sure the object is within map boundaries */
763 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
764 {
765 LOG (llevError, "update_object() called for object out of map!\n");
766 #ifdef MANY_CORES
767 abort ();
768 #endif
769 return;
770 }
771
772 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
773 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
775 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
778
779 if (action == UP_OBJ_INSERT)
780 {
781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
785 update_now = 1;
786
787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
788 update_now = 1;
789
790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
791 update_now = 1;
792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
796 if ((move_on | op->move_on) != move_on)
797 update_now = 1;
798
799 if ((move_off | op->move_off) != move_off)
800 update_now = 1;
801
802 /* This isn't perfect, but I don't expect a lot of objects to
803 * to have move_allow right now.
804 */
805 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
806 update_now = 1;
807
808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
810 }
811
812 /* if the object is being removed, we can't make intelligent
813 * decisions, because remove_ob can't really pass the object
814 * that is being removed.
815 */
816 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
817 update_now = 1;
818 else if (action == UP_OBJ_FACE)
819 /* Nothing to do for that case */ ;
820 else
821 LOG (llevError, "update_object called with invalid action: %d\n", action);
822
823 if (update_now)
824 {
825 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
826 update_position (op->map, op->x, op->y);
827 }
828
829 if (op->more != NULL)
830 update_object (op->more, action);
831 }
832
833 object::vector object::mortals;
834 object::vector object::objects; // not yet used
835 object *object::first;
836
837 void object::free_mortals ()
838 {
839 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
840 if ((*i)->refcnt)
841 ++i; // further delay freeing
842 else
843 {
844 delete *i;
845 mortals.erase (i);
846 }
847 }
848
849 object::object ()
850 {
851 SET_FLAG (this, FLAG_REMOVED);
852
853 expmul = 1.0;
854 face = blank_face;
855 }
856
857 object::~object ()
858 {
859 free_key_values (this);
860 }
861
862 void object::link ()
863 {
864 count = ++ob_count;
865 uuid = gen_uuid ();
866
867 prev = 0;
868 next = object::first;
869
870 if (object::first)
871 object::first->prev = this;
872
873 object::first = this;
874 }
875
876 void object::unlink ()
877 {
878 if (this == object::first)
879 object::first = next;
880
881 /* Remove this object from the list of used objects */
882 if (prev) prev->next = next;
883 if (next) next->prev = prev;
884
885 prev = 0;
886 next = 0;
887 }
888
889 object *object::create ()
890 {
891 object *op = new object;
892 op->link ();
893 return op;
894 }
895
896 /*
897 * free_object() frees everything allocated by an object, removes
898 * it from the list of used objects, and puts it on the list of
899 * free objects. The IS_FREED() flag is set in the object.
900 * The object must have been removed by remove_ob() first for
901 * this function to succeed.
902 *
903 * If destroy_inventory is set, free inventory as well. Else drop items in
904 * inventory to the ground.
905 */
906 void object::destroy (bool destroy_inventory)
907 {
908 if (QUERY_FLAG (this, FLAG_FREED))
909 return;
910
911 if (QUERY_FLAG (this, FLAG_FRIENDLY))
912 remove_friendly_object (this);
913
914 if (!QUERY_FLAG (this, FLAG_REMOVED))
915 remove ();
916
917 SET_FLAG (this, FLAG_FREED);
918
919 if (more)
920 {
921 more->destroy (destroy_inventory);
922 more = 0;
923 }
924
925 if (inv)
926 {
927 /* Only if the space blocks everything do we not process -
928 * if some form of movement is allowed, let objects
929 * drop on that space.
930 */
931 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
932 {
933 object *op = inv;
934
935 while (op)
936 {
937 object *tmp = op->below;
938 op->destroy (destroy_inventory);
939 op = tmp;
940 }
941 }
942 else
943 { /* Put objects in inventory onto this space */
944 object *op = inv;
945
946 while (op)
947 {
948 object *tmp = op->below;
949
950 op->remove ();
951
952 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
953 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
954 op->destroy ();
955 else
956 {
957 op->x = x;
958 op->y = y;
959 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
960 }
961
962 op = tmp;
963 }
964 }
965 }
966
967 // hack to ensure that freed objects still have a valid map
968 {
969 static maptile *freed_map; // freed objects are moved here to avoid crashes
970
971 if (!freed_map)
972 {
973 freed_map = new maptile;
974
975 freed_map->name = "/internal/freed_objects_map";
976 freed_map->width = 3;
977 freed_map->height = 3;
978
979 freed_map->allocate ();
980 }
981
982 map = freed_map;
983 x = 1;
984 y = 1;
985 }
986
987 // clear those pointers that likely might have circular references to us
988 owner = 0;
989 enemy = 0;
990 attacked_by = 0;
991
992 // only relevant for players(?), but make sure of it anyways
993 contr = 0;
994
995 /* Remove object from the active list */
996 speed = 0;
997 update_ob_speed (this);
998
999 unlink ();
1000
1001 mortals.push_back (this);
1002 }
1003
1004 /*
1005 * sub_weight() recursively (outwards) subtracts a number from the
1006 * weight of an object (and what is carried by it's environment(s)).
1007 */
1008 void
1009 sub_weight (object *op, signed long weight)
1010 {
1011 while (op != NULL)
1012 {
1013 if (op->type == CONTAINER)
1014 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1015
1016 op->carrying -= weight;
1017 op = op->env;
1018 }
1019 }
1020
1021 /* op->remove ():
1022 * This function removes the object op from the linked list of objects
1023 * which it is currently tied to. When this function is done, the
1024 * object will have no environment. If the object previously had an
1025 * environment, the x and y coordinates will be updated to
1026 * the previous environment.
1027 * Beware: This function is called from the editor as well!
1028 */
1029 void
1030 object::remove ()
1031 {
1032 object *tmp, *last = 0;
1033 object *otmp;
1034
1035 int check_walk_off;
1036
1037 if (QUERY_FLAG (this, FLAG_REMOVED))
1038 return;
1039
1040 SET_FLAG (this, FLAG_REMOVED);
1041
1042 if (more)
1043 more->remove ();
1044
1045 /*
1046 * In this case, the object to be removed is in someones
1047 * inventory.
1048 */
1049 if (env)
1050 {
1051 if (nrof)
1052 sub_weight (env, weight * nrof);
1053 else
1054 sub_weight (env, weight + carrying);
1055
1056 /* NO_FIX_PLAYER is set when a great many changes are being
1057 * made to players inventory. If set, avoiding the call
1058 * to save cpu time.
1059 */
1060 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1061 fix_player (otmp);
1062
1063 if (above != NULL)
1064 above->below = below;
1065 else
1066 env->inv = below;
1067
1068 if (below != NULL)
1069 below->above = above;
1070
1071 /* we set up values so that it could be inserted into
1072 * the map, but we don't actually do that - it is up
1073 * to the caller to decide what we want to do.
1074 */
1075 x = env->x, y = env->y;
1076 map = env->map;
1077 above = 0, below = 0;
1078 env = 0;
1079 }
1080 else if (map)
1081 {
1082 /* Re did the following section of code - it looks like it had
1083 * lots of logic for things we no longer care about
1084 */
1085
1086 /* link the object above us */
1087 if (above)
1088 above->below = below;
1089 else
1090 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1091
1092 /* Relink the object below us, if there is one */
1093 if (below)
1094 below->above = above;
1095 else
1096 {
1097 /* Nothing below, which means we need to relink map object for this space
1098 * use translated coordinates in case some oddness with map tiling is
1099 * evident
1100 */
1101 if (GET_MAP_OB (map, x, y) != this)
1102 {
1103 char *dump = dump_object (this);
1104 LOG (llevError,
1105 "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);
1106 free (dump);
1107 dump = dump_object (GET_MAP_OB (map, x, y));
1108 LOG (llevError, "%s\n", dump);
1109 free (dump);
1110 }
1111
1112 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1113 }
1114
1115 above = 0;
1116 below = 0;
1117
1118 if (map->in_memory == MAP_SAVING)
1119 return;
1120
1121 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1122
1123 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1124 {
1125 /* No point updating the players look faces if he is the object
1126 * being removed.
1127 */
1128
1129 if (tmp->type == PLAYER && tmp != this)
1130 {
1131 /* If a container that the player is currently using somehow gets
1132 * removed (most likely destroyed), update the player view
1133 * appropriately.
1134 */
1135 if (tmp->container == this)
1136 {
1137 CLEAR_FLAG (this, FLAG_APPLIED);
1138 tmp->container = 0;
1139 }
1140
1141 tmp->contr->socket->floorbox_update ();
1142 }
1143
1144 /* See if player moving off should effect something */
1145 if (check_walk_off
1146 && ((move_type & tmp->move_off)
1147 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1148 {
1149 move_apply (tmp, this, 0);
1150
1151 if (destroyed ())
1152 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1153 }
1154
1155 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1156
1157 if (tmp->above == tmp)
1158 tmp->above = 0;
1159
1160 last = tmp;
1161 }
1162
1163 /* last == NULL of there are no objects on this space */
1164 if (!last)
1165 {
1166 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1167 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1168 * those out anyways, and if there are any flags set right now, they won't
1169 * be correct anyways.
1170 */
1171 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1172 update_position (map, x, y);
1173 }
1174 else
1175 update_object (last, UP_OBJ_REMOVE);
1176
1177 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1178 update_all_los (map, x, y);
1179 }
1180 }
1181
1182 /*
1183 * merge_ob(op,top):
1184 *
1185 * This function goes through all objects below and including top, and
1186 * merges op to the first matching object.
1187 * If top is NULL, it is calculated.
1188 * Returns pointer to object if it succeded in the merge, otherwise NULL
1189 */
1190 object *
1191 merge_ob (object *op, object *top)
1192 {
1193 if (!op->nrof)
1194 return 0;
1195
1196 if (top == NULL)
1197 for (top = op; top != NULL && top->above != NULL; top = top->above);
1198
1199 for (; top != NULL; top = top->below)
1200 {
1201 if (top == op)
1202 continue;
1203
1204 if (object::can_merge (op, top))
1205 {
1206 top->nrof += op->nrof;
1207
1208 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1209 op->weight = 0; /* Don't want any adjustements now */
1210 op->destroy ();
1211 return top;
1212 }
1213 }
1214
1215 return 0;
1216 }
1217
1218 /*
1219 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1220 * job preparing multi-part monsters
1221 */
1222 object *
1223 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1224 {
1225 object *tmp;
1226
1227 if (op->head)
1228 op = op->head;
1229
1230 for (tmp = op; tmp; tmp = tmp->more)
1231 {
1232 tmp->x = x + tmp->arch->clone.x;
1233 tmp->y = y + tmp->arch->clone.y;
1234 }
1235
1236 return insert_ob_in_map (op, m, originator, flag);
1237 }
1238
1239 /*
1240 * insert_ob_in_map (op, map, originator, flag):
1241 * This function inserts the object in the two-way linked list
1242 * which represents what is on a map.
1243 * The second argument specifies the map, and the x and y variables
1244 * in the object about to be inserted specifies the position.
1245 *
1246 * originator: Player, monster or other object that caused 'op' to be inserted
1247 * into 'map'. May be NULL.
1248 *
1249 * flag is a bitmask about special things to do (or not do) when this
1250 * function is called. see the object.h file for the INS_ values.
1251 * Passing 0 for flag gives proper default values, so flag really only needs
1252 * to be set if special handling is needed.
1253 *
1254 * Return value:
1255 * new object if 'op' was merged with other object
1256 * NULL if 'op' was destroyed
1257 * just 'op' otherwise
1258 */
1259
1260 object *
1261 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1262 {
1263 object *tmp, *top, *floor = NULL;
1264 sint16 x, y;
1265
1266 if (QUERY_FLAG (op, FLAG_FREED))
1267 {
1268 LOG (llevError, "Trying to insert freed object!\n");
1269 return NULL;
1270 }
1271
1272 if (m == NULL)
1273 {
1274 char *dump = dump_object (op);
1275 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1276 free (dump);
1277 return op;
1278 }
1279
1280 if (out_of_map (m, op->x, op->y))
1281 {
1282 char *dump = dump_object (op);
1283 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1284 #ifdef MANY_CORES
1285 /* Better to catch this here, as otherwise the next use of this object
1286 * is likely to cause a crash. Better to find out where it is getting
1287 * improperly inserted.
1288 */
1289 abort ();
1290 #endif
1291 free (dump);
1292 return op;
1293 }
1294
1295 if (!QUERY_FLAG (op, FLAG_REMOVED))
1296 {
1297 char *dump = dump_object (op);
1298 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1299 free (dump);
1300 return op;
1301 }
1302
1303 if (op->more != NULL)
1304 {
1305 /* The part may be on a different map. */
1306
1307 object *more = op->more;
1308
1309 /* We really need the caller to normalize coordinates - if
1310 * we set the map, that doesn't work if the location is within
1311 * a map and this is straddling an edge. So only if coordinate
1312 * is clear wrong do we normalize it.
1313 */
1314 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1315 more->map = get_map_from_coord (m, &more->x, &more->y);
1316 else if (!more->map)
1317 {
1318 /* For backwards compatibility - when not dealing with tiled maps,
1319 * more->map should always point to the parent.
1320 */
1321 more->map = m;
1322 }
1323
1324 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1325 {
1326 if (!op->head)
1327 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1328
1329 return NULL;
1330 }
1331 }
1332
1333 CLEAR_FLAG (op, FLAG_REMOVED);
1334
1335 /* Ideally, the caller figures this out. However, it complicates a lot
1336 * of areas of callers (eg, anything that uses find_free_spot would now
1337 * need extra work
1338 */
1339 op->map = get_map_from_coord (m, &op->x, &op->y);
1340 x = op->x;
1341 y = op->y;
1342
1343 /* this has to be done after we translate the coordinates.
1344 */
1345 if (op->nrof && !(flag & INS_NO_MERGE))
1346 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1347 if (object::can_merge (op, tmp))
1348 {
1349 op->nrof += tmp->nrof;
1350 tmp->destroy ();
1351 }
1352
1353 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1354 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1355
1356 if (!QUERY_FLAG (op, FLAG_ALIVE))
1357 CLEAR_FLAG (op, FLAG_NO_STEAL);
1358
1359 if (flag & INS_BELOW_ORIGINATOR)
1360 {
1361 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1362 {
1363 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1364 abort ();
1365 }
1366
1367 op->above = originator;
1368 op->below = originator->below;
1369
1370 if (op->below)
1371 op->below->above = op;
1372 else
1373 SET_MAP_OB (op->map, op->x, op->y, op);
1374
1375 /* since *below* originator, no need to update top */
1376 originator->below = op;
1377 }
1378 else
1379 {
1380 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1382 {
1383 object *last = NULL;
1384
1385 /*
1386 * If there are multiple objects on this space, we do some trickier handling.
1387 * We've already dealt with merging if appropriate.
1388 * Generally, we want to put the new object on top. But if
1389 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1390 * floor, we want to insert above that and no further.
1391 * Also, if there are spell objects on this space, we stop processing
1392 * once we get to them. This reduces the need to traverse over all of
1393 * them when adding another one - this saves quite a bit of cpu time
1394 * when lots of spells are cast in one area. Currently, it is presumed
1395 * that flying non pickable objects are spell objects.
1396 */
1397
1398 while (top != NULL)
1399 {
1400 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1401 floor = top;
1402
1403 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1404 {
1405 /* We insert above top, so we want this object below this */
1406 top = top->below;
1407 break;
1408 }
1409
1410 last = top;
1411 top = top->above;
1412 }
1413
1414 /* Don't want top to be NULL, so set it to the last valid object */
1415 top = last;
1416
1417 /* We let update_position deal with figuring out what the space
1418 * looks like instead of lots of conditions here.
1419 * makes things faster, and effectively the same result.
1420 */
1421
1422 /* Have object 'fall below' other objects that block view.
1423 * Unless those objects are exits, type 66
1424 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd.
1427 */
1428 if (!(flag & INS_ON_TOP) &&
1429 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1430 {
1431 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break;
1434 /* Check to see if we found the object that blocks view,
1435 * and make sure we have a below pointer for it so that
1436 * we can get inserted below this one, which requires we
1437 * set top to the object below us.
1438 */
1439 if (last && last->below && last != floor)
1440 top = last->below;
1441 }
1442 } /* If objects on this space */
1443
1444 if (flag & INS_MAP_LOAD)
1445 top = GET_MAP_TOP (op->map, op->x, op->y);
1446
1447 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor;
1449
1450 /* Top is the object that our object (op) is going to get inserted above.
1451 */
1452
1453 /* First object on this space */
1454 if (!top)
1455 {
1456 op->above = GET_MAP_OB (op->map, op->x, op->y);
1457
1458 if (op->above)
1459 op->above->below = op;
1460
1461 op->below = NULL;
1462 SET_MAP_OB (op->map, op->x, op->y, op);
1463 }
1464 else
1465 { /* get inserted into the stack above top */
1466 op->above = top->above;
1467
1468 if (op->above)
1469 op->above->below = op;
1470
1471 op->below = top;
1472 top->above = op;
1473 }
1474
1475 if (op->above == NULL)
1476 SET_MAP_TOP (op->map, op->x, op->y, op);
1477 } /* else not INS_BELOW_ORIGINATOR */
1478
1479 if (op->type == PLAYER)
1480 op->contr->do_los = 1;
1481
1482 /* If we have a floor, we know the player, if any, will be above
1483 * it, so save a few ticks and start from there.
1484 */
1485 if (!(flag & INS_MAP_LOAD))
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1487 if (tmp->type == PLAYER)
1488 tmp->contr->socket->floorbox_update ();
1489
1490 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really
1492 * an inefficient way to do this, as it means los for all players
1493 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area
1497 * of effect may be sufficient.
1498 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y);
1501
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT);
1504
1505 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have floorbox_update called before calling this.
1507 *
1508 * check_move_on() must be after this because code called from
1509 * check_move_on() depends on correct map flags (so functions like
1510 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object().
1512 */
1513
1514 /* if this is not the head or flag has been passed, don't check walk on status */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head)
1516 {
1517 if (check_move_on (op, originator))
1518 return NULL;
1519
1520 /* If we are a multi part object, lets work our way through the check
1521 * walk on's.
1522 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1524 if (check_move_on (tmp, originator))
1525 return NULL;
1526 }
1527
1528 return op;
1529 }
1530
1531 /* this function inserts an object in the map, but if it
1532 * finds an object of its own type, it'll remove that one first.
1533 * op is the object to insert it under: supplies x and the map.
1534 */
1535 void
1536 replace_insert_ob_in_map (const char *arch_string, object *op)
1537 {
1538 object *
1539 tmp;
1540 object *
1541 tmp1;
1542
1543 /* first search for itself and remove any old instances */
1544
1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1546 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1547 tmp->destroy ();
1548
1549 tmp1 = arch_to_object (archetype::find (arch_string));
1550
1551 tmp1->x = op->x;
1552 tmp1->y = op->y;
1553 insert_ob_in_map (tmp1, op->map, op, 0);
1554 }
1555
1556 /*
1557 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1558 * is returned contains nr objects, and the remaining parts contains
1559 * the rest (or is removed and freed if that number is 0).
1560 * On failure, NULL is returned, and the reason put into the
1561 * global static errmsg array.
1562 */
1563
1564 object *
1565 get_split_ob (object *orig_ob, uint32 nr)
1566 {
1567 object *newob;
1568 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1569
1570 if (orig_ob->nrof < nr)
1571 {
1572 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1573 return NULL;
1574 }
1575
1576 newob = object_create_clone (orig_ob);
1577
1578 if ((orig_ob->nrof -= nr) < 1)
1579 orig_ob->destroy (1);
1580 else if (!is_removed)
1581 {
1582 if (orig_ob->env != NULL)
1583 sub_weight (orig_ob->env, orig_ob->weight * nr);
1584 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1585 {
1586 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1587 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1588 return NULL;
1589 }
1590 }
1591
1592 newob->nrof = nr;
1593
1594 return newob;
1595 }
1596
1597 /*
1598 * decrease_ob_nr(object, number) decreases a specified number from
1599 * the amount of an object. If the amount reaches 0, the object
1600 * is subsequently removed and freed.
1601 *
1602 * Return value: 'op' if something is left, NULL if the amount reached 0
1603 */
1604
1605 object *
1606 decrease_ob_nr (object *op, uint32 i)
1607 {
1608 object *tmp;
1609 player *pl;
1610
1611 if (i == 0) /* objects with op->nrof require this check */
1612 return op;
1613
1614 if (i > op->nrof)
1615 i = op->nrof;
1616
1617 if (QUERY_FLAG (op, FLAG_REMOVED))
1618 op->nrof -= i;
1619 else if (op->env != NULL)
1620 {
1621 /* is this object in the players inventory, or sub container
1622 * therein?
1623 */
1624 tmp = is_player_inv (op->env);
1625 /* nope. Is this a container the player has opened?
1626 * If so, set tmp to that player.
1627 * IMO, searching through all the players will mostly
1628 * likely be quicker than following op->env to the map,
1629 * and then searching the map for a player.
1630 */
1631 if (!tmp)
1632 {
1633 for (pl = first_player; pl; pl = pl->next)
1634 if (pl->ob->container == op->env)
1635 break;
1636 if (pl)
1637 tmp = pl->ob;
1638 else
1639 tmp = NULL;
1640 }
1641
1642 if (i < op->nrof)
1643 {
1644 sub_weight (op->env, op->weight * i);
1645 op->nrof -= i;
1646 if (tmp)
1647 {
1648 esrv_send_item (tmp, op);
1649 }
1650 }
1651 else
1652 {
1653 op->remove ();
1654 op->nrof = 0;
1655 if (tmp)
1656 {
1657 esrv_del_item (tmp->contr, op->count);
1658 }
1659 }
1660 }
1661 else
1662 {
1663 object *above = op->above;
1664
1665 if (i < op->nrof)
1666 op->nrof -= i;
1667 else
1668 {
1669 op->remove ();
1670 op->nrof = 0;
1671 }
1672
1673 /* Since we just removed op, op->above is null */
1674 for (tmp = above; tmp != NULL; tmp = tmp->above)
1675 if (tmp->type == PLAYER)
1676 {
1677 if (op->nrof)
1678 esrv_send_item (tmp, op);
1679 else
1680 esrv_del_item (tmp->contr, op->count);
1681 }
1682 }
1683
1684 if (op->nrof)
1685 return op;
1686 else
1687 {
1688 op->destroy ();
1689 return NULL;
1690 }
1691 }
1692
1693 /*
1694 * add_weight(object, weight) adds the specified weight to an object,
1695 * and also updates how much the environment(s) is/are carrying.
1696 */
1697
1698 void
1699 add_weight (object *op, signed long weight)
1700 {
1701 while (op != NULL)
1702 {
1703 if (op->type == CONTAINER)
1704 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1705
1706 op->carrying += weight;
1707 op = op->env;
1708 }
1709 }
1710
1711 object *
1712 insert_ob_in_ob (object *op, object *where)
1713 {
1714 if (!where)
1715 {
1716 char *dump = dump_object (op);
1717 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1718 free (dump);
1719 return op;
1720 }
1721
1722 if (where->head)
1723 {
1724 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1725 where = where->head;
1726 }
1727
1728 return where->insert (op);
1729 }
1730
1731 /*
1732 * env->insert (op)
1733 * This function inserts the object op in the linked list
1734 * inside the object environment.
1735 *
1736 * The function returns now pointer to inserted item, and return value can
1737 * be != op, if items are merged. -Tero
1738 */
1739
1740 object *
1741 object::insert (object *op)
1742 {
1743 object *tmp, *otmp;
1744
1745 if (!QUERY_FLAG (op, FLAG_REMOVED))
1746 op->remove ();
1747
1748 if (op->more)
1749 {
1750 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1751 return op;
1752 }
1753
1754 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1755 CLEAR_FLAG (op, FLAG_REMOVED);
1756 if (op->nrof)
1757 {
1758 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1759 if (object::can_merge (tmp, op))
1760 {
1761 /* return the original object and remove inserted object
1762 (client needs the original object) */
1763 tmp->nrof += op->nrof;
1764 /* Weight handling gets pretty funky. Since we are adding to
1765 * tmp->nrof, we need to increase the weight.
1766 */
1767 add_weight (this, op->weight * op->nrof);
1768 SET_FLAG (op, FLAG_REMOVED);
1769 op->destroy (); /* free the inserted object */
1770 op = tmp;
1771 op->remove (); /* and fix old object's links */
1772 CLEAR_FLAG (op, FLAG_REMOVED);
1773 break;
1774 }
1775
1776 /* I assume combined objects have no inventory
1777 * We add the weight - this object could have just been removed
1778 * (if it was possible to merge). calling remove_ob will subtract
1779 * the weight, so we need to add it in again, since we actually do
1780 * the linking below
1781 */
1782 add_weight (this, op->weight * op->nrof);
1783 }
1784 else
1785 add_weight (this, (op->weight + op->carrying));
1786
1787 otmp = is_player_inv (this);
1788 if (otmp && otmp->contr)
1789 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1790 fix_player (otmp);
1791
1792 op->map = NULL;
1793 op->env = this;
1794 op->above = NULL;
1795 op->below = NULL;
1796 op->x = 0, op->y = 0;
1797
1798 /* reset the light list and los of the players on the map */
1799 if ((op->glow_radius != 0) && map)
1800 {
1801 #ifdef DEBUG_LIGHTS
1802 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1803 #endif /* DEBUG_LIGHTS */
1804 if (MAP_DARKNESS (map))
1805 update_all_los (map, x, y);
1806 }
1807
1808 /* Client has no idea of ordering so lets not bother ordering it here.
1809 * It sure simplifies this function...
1810 */
1811 if (!inv)
1812 inv = op;
1813 else
1814 {
1815 op->below = inv;
1816 op->below->above = op;
1817 inv = op;
1818 }
1819
1820 return op;
1821 }
1822
1823 /*
1824 * Checks if any objects has a move_type that matches objects
1825 * that effect this object on this space. Call apply() to process
1826 * these events.
1827 *
1828 * Any speed-modification due to SLOW_MOVE() of other present objects
1829 * will affect the speed_left of the object.
1830 *
1831 * originator: Player, monster or other object that caused 'op' to be inserted
1832 * into 'map'. May be NULL.
1833 *
1834 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1835 *
1836 * 4-21-95 added code to check if appropriate skill was readied - this will
1837 * permit faster movement by the player through this terrain. -b.t.
1838 *
1839 * MSW 2001-07-08: Check all objects on space, not just those below
1840 * object being inserted. insert_ob_in_map may not put new objects
1841 * on top.
1842 */
1843
1844 int
1845 check_move_on (object *op, object *originator)
1846 {
1847 object *tmp;
1848 maptile *m = op->map;
1849 int x = op->x, y = op->y;
1850
1851 MoveType move_on, move_slow, move_block;
1852
1853 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1854 return 0;
1855
1856 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1857 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1858 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1859
1860 /* if nothing on this space will slow op down or be applied,
1861 * no need to do checking below. have to make sure move_type
1862 * is set, as lots of objects don't have it set - we treat that
1863 * as walking.
1864 */
1865 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1866 return 0;
1867
1868 /* This is basically inverse logic of that below - basically,
1869 * if the object can avoid the move on or slow move, they do so,
1870 * but can't do it if the alternate movement they are using is
1871 * blocked. Logic on this seems confusing, but does seem correct.
1872 */
1873 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1874 return 0;
1875
1876 /* The objects have to be checked from top to bottom.
1877 * Hence, we first go to the top:
1878 */
1879
1880 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1881 {
1882 /* Trim the search when we find the first other spell effect
1883 * this helps performance so that if a space has 50 spell objects,
1884 * we don't need to check all of them.
1885 */
1886 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1887 break;
1888 }
1889
1890 for (; tmp; tmp = tmp->below)
1891 {
1892 if (tmp == op)
1893 continue; /* Can't apply yourself */
1894
1895 /* Check to see if one of the movement types should be slowed down.
1896 * Second check makes sure that the movement types not being slowed
1897 * (~slow_move) is not blocked on this space - just because the
1898 * space doesn't slow down swimming (for example), if you can't actually
1899 * swim on that space, can't use it to avoid the penalty.
1900 */
1901 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1902 {
1903 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1904 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1905 {
1906
1907 float
1908 diff = tmp->move_slow_penalty * FABS (op->speed);
1909
1910 if (op->type == PLAYER)
1911 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1912 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1913 diff /= 4.0;
1914
1915 op->speed_left -= diff;
1916 }
1917 }
1918
1919 /* Basically same logic as above, except now for actual apply. */
1920 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1921 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1922 {
1923 move_apply (tmp, op, originator);
1924
1925 if (op->destroyed ())
1926 return 1;
1927
1928 /* what the person/creature stepped onto has moved the object
1929 * someplace new. Don't process any further - if we did,
1930 * have a feeling strange problems would result.
1931 */
1932 if (op->map != m || op->x != x || op->y != y)
1933 return 0;
1934 }
1935 }
1936
1937 return 0;
1938 }
1939
1940 /*
1941 * present_arch(arch, map, x, y) searches for any objects with
1942 * a matching archetype at the given map and coordinates.
1943 * The first matching object is returned, or NULL if none.
1944 */
1945
1946 object *
1947 present_arch (const archetype *at, maptile *m, int x, int y)
1948 {
1949 object *
1950 tmp;
1951
1952 if (m == NULL || out_of_map (m, x, y))
1953 {
1954 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL;
1956 }
1957 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1958 if (tmp->arch == at)
1959 return tmp;
1960 return NULL;
1961 }
1962
1963 /*
1964 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none.
1967 */
1968
1969 object *
1970 present (unsigned char type, maptile *m, int x, int y)
1971 {
1972 object *
1973 tmp;
1974
1975 if (out_of_map (m, x, y))
1976 {
1977 LOG (llevError, "Present called outside map.\n");
1978 return NULL;
1979 }
1980 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1981 if (tmp->type == type)
1982 return tmp;
1983 return NULL;
1984 }
1985
1986 /*
1987 * present_in_ob(type, object) searches for any objects with
1988 * a matching type variable in the inventory of the given object.
1989 * The first matching object is returned, or NULL if none.
1990 */
1991
1992 object *
1993 present_in_ob (unsigned char type, const object *op)
1994 {
1995 object *
1996 tmp;
1997
1998 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1999 if (tmp->type == type)
2000 return tmp;
2001 return NULL;
2002 }
2003
2004 /*
2005 * present_in_ob (type, str, object) searches for any objects with
2006 * a matching type & name variable in the inventory of the given object.
2007 * The first matching object is returned, or NULL if none.
2008 * This is mostly used by spell effect code, so that we only
2009 * have one spell effect at a time.
2010 * type can be used to narrow the search - if type is set,
2011 * the type must also match. -1 can be passed for the type,
2012 * in which case the type does not need to pass.
2013 * str is the string to match against. Note that we match against
2014 * the object name, not the archetype name. this is so that the
2015 * spell code can use one object type (force), but change it's name
2016 * to be unique.
2017 */
2018
2019 object *
2020 present_in_ob_by_name (int type, const char *str, const object *op)
2021 {
2022 object *
2023 tmp;
2024
2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2026 {
2027 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2028 return tmp;
2029 }
2030 return NULL;
2031 }
2032
2033 /*
2034 * present_arch_in_ob(archetype, object) searches for any objects with
2035 * a matching archetype in the inventory of the given object.
2036 * The first matching object is returned, or NULL if none.
2037 */
2038
2039 object *
2040 present_arch_in_ob (const archetype *at, const object *op)
2041 {
2042 object *
2043 tmp;
2044
2045 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2046 if (tmp->arch == at)
2047 return tmp;
2048 return NULL;
2049 }
2050
2051 /*
2052 * activate recursively a flag on an object inventory
2053 */
2054 void
2055 flag_inv (object *op, int flag)
2056 {
2057 object *
2058 tmp;
2059
2060 if (op->inv)
2061 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2062 {
2063 SET_FLAG (tmp, flag);
2064 flag_inv (tmp, flag);
2065 }
2066 } /*
2067 * desactivate recursively a flag on an object inventory
2068 */
2069 void
2070 unflag_inv (object *op, int flag)
2071 {
2072 object *
2073 tmp;
2074
2075 if (op->inv)
2076 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2077 {
2078 CLEAR_FLAG (tmp, flag);
2079 unflag_inv (tmp, flag);
2080 }
2081 }
2082
2083 /*
2084 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2085 * all it's inventory (recursively).
2086 * If checksums are used, a player will get set_cheat called for
2087 * him/her-self and all object carried by a call to this function.
2088 */
2089
2090 void
2091 set_cheat (object *op)
2092 {
2093 SET_FLAG (op, FLAG_WAS_WIZ);
2094 flag_inv (op, FLAG_WAS_WIZ);
2095 }
2096
2097 /*
2098 * find_free_spot(object, map, x, y, start, stop) will search for
2099 * a spot at the given map and coordinates which will be able to contain
2100 * the given object. start and stop specifies how many squares
2101 * to search (see the freearr_x/y[] definition).
2102 * It returns a random choice among the alternatives found.
2103 * start and stop are where to start relative to the free_arr array (1,9
2104 * does all 4 immediate directions). This returns the index into the
2105 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2106 * Note - this only checks to see if there is space for the head of the
2107 * object - if it is a multispace object, this should be called for all
2108 * pieces.
2109 * Note2: This function does correctly handle tiled maps, but does not
2110 * inform the caller. However, insert_ob_in_map will update as
2111 * necessary, so the caller shouldn't need to do any special work.
2112 * Note - updated to take an object instead of archetype - this is necessary
2113 * because arch_blocked (now ob_blocked) needs to know the movement type
2114 * to know if the space in question will block the object. We can't use
2115 * the archetype because that isn't correct if the monster has been
2116 * customized, changed states, etc.
2117 */
2118
2119 int
2120 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2121 {
2122 int
2123 i,
2124 index = 0, flag;
2125 static int
2126 altern[SIZEOFFREE];
2127
2128 for (i = start; i < stop; i++)
2129 {
2130 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2131 if (!flag)
2132 altern[index++] = i;
2133
2134 /* Basically, if we find a wall on a space, we cut down the search size.
2135 * In this way, we won't return spaces that are on another side of a wall.
2136 * This mostly work, but it cuts down the search size in all directions -
2137 * if the space being examined only has a wall to the north and empty
2138 * spaces in all the other directions, this will reduce the search space
2139 * to only the spaces immediately surrounding the target area, and
2140 * won't look 2 spaces south of the target space.
2141 */
2142 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2143 stop = maxfree[i];
2144 }
2145 if (!index)
2146 return -1;
2147 return altern[RANDOM () % index];
2148 }
2149
2150 /*
2151 * find_first_free_spot(archetype, maptile, x, y) works like
2152 * find_free_spot(), but it will search max number of squares.
2153 * But it will return the first available spot, not a random choice.
2154 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2155 */
2156
2157 int
2158 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2159 {
2160 int
2161 i;
2162
2163 for (i = 0; i < SIZEOFFREE; i++)
2164 {
2165 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2166 return i;
2167 }
2168 return -1;
2169 }
2170
2171 /*
2172 * The function permute(arr, begin, end) randomly reorders the array
2173 * arr[begin..end-1].
2174 */
2175 static void
2176 permute (int *arr, int begin, int end)
2177 {
2178 int
2179 i,
2180 j,
2181 tmp,
2182 len;
2183
2184 len = end - begin;
2185 for (i = begin; i < end; i++)
2186 {
2187 j = begin + RANDOM () % len;
2188
2189 tmp = arr[i];
2190 arr[i] = arr[j];
2191 arr[j] = tmp;
2192 }
2193 }
2194
2195 /* new function to make monster searching more efficient, and effective!
2196 * This basically returns a randomized array (in the passed pointer) of
2197 * the spaces to find monsters. In this way, it won't always look for
2198 * monsters to the north first. However, the size of the array passed
2199 * covers all the spaces, so within that size, all the spaces within
2200 * the 3x3 area will be searched, just not in a predictable order.
2201 */
2202 void
2203 get_search_arr (int *search_arr)
2204 {
2205 int
2206 i;
2207
2208 for (i = 0; i < SIZEOFFREE; i++)
2209 {
2210 search_arr[i] = i;
2211 }
2212
2213 permute (search_arr, 1, SIZEOFFREE1 + 1);
2214 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2215 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2216 }
2217
2218 /*
2219 * find_dir(map, x, y, exclude) will search some close squares in the
2220 * given map at the given coordinates for live objects.
2221 * It will not considered the object given as exclude among possible
2222 * live objects.
2223 * It returns the direction toward the first/closest live object if finds
2224 * any, otherwise 0.
2225 * Perhaps incorrectly, but I'm making the assumption that exclude
2226 * is actually want is going to try and move there. We need this info
2227 * because we have to know what movement the thing looking to move
2228 * there is capable of.
2229 */
2230
2231 int
2232 find_dir (maptile *m, int x, int y, object *exclude)
2233 {
2234 int
2235 i,
2236 max = SIZEOFFREE, mflags;
2237
2238 sint16 nx, ny;
2239 object *
2240 tmp;
2241 maptile *
2242 mp;
2243
2244 MoveType blocked, move_type;
2245
2246 if (exclude && exclude->head)
2247 {
2248 exclude = exclude->head;
2249 move_type = exclude->move_type;
2250 }
2251 else
2252 {
2253 /* If we don't have anything, presume it can use all movement types. */
2254 move_type = MOVE_ALL;
2255 }
2256
2257 for (i = 1; i < max; i++)
2258 {
2259 mp = m;
2260 nx = x + freearr_x[i];
2261 ny = y + freearr_y[i];
2262
2263 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2264 if (mflags & P_OUT_OF_MAP)
2265 {
2266 max = maxfree[i];
2267 }
2268 else
2269 {
2270 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2271
2272 if ((move_type & blocked) == move_type)
2273 {
2274 max = maxfree[i];
2275 }
2276 else if (mflags & P_IS_ALIVE)
2277 {
2278 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2279 {
2280 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2281 {
2282 break;
2283 }
2284 }
2285 if (tmp)
2286 {
2287 return freedir[i];
2288 }
2289 }
2290 }
2291 }
2292 return 0;
2293 }
2294
2295 /*
2296 * distance(object 1, object 2) will return the square of the
2297 * distance between the two given objects.
2298 */
2299
2300 int
2301 distance (const object *ob1, const object *ob2)
2302 {
2303 int
2304 i;
2305
2306 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2307 return i;
2308 }
2309
2310 /*
2311 * find_dir_2(delta-x,delta-y) will return a direction in which
2312 * an object which has subtracted the x and y coordinates of another
2313 * object, needs to travel toward it.
2314 */
2315
2316 int
2317 find_dir_2 (int x, int y)
2318 {
2319 int
2320 q;
2321
2322 if (y)
2323 q = x * 100 / y;
2324 else if (x)
2325 q = -300 * x;
2326 else
2327 return 0;
2328
2329 if (y > 0)
2330 {
2331 if (q < -242)
2332 return 3;
2333 if (q < -41)
2334 return 2;
2335 if (q < 41)
2336 return 1;
2337 if (q < 242)
2338 return 8;
2339 return 7;
2340 }
2341
2342 if (q < -242)
2343 return 7;
2344 if (q < -41)
2345 return 6;
2346 if (q < 41)
2347 return 5;
2348 if (q < 242)
2349 return 4;
2350
2351 return 3;
2352 }
2353
2354 /*
2355 * absdir(int): Returns a number between 1 and 8, which represent
2356 * the "absolute" direction of a number (it actually takes care of
2357 * "overflow" in previous calculations of a direction).
2358 */
2359
2360 int
2361 absdir (int d)
2362 {
2363 while (d < 1)
2364 d += 8;
2365 while (d > 8)
2366 d -= 8;
2367 return d;
2368 }
2369
2370 /*
2371 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2372 * between two directions (which are expected to be absolute (see absdir())
2373 */
2374
2375 int
2376 dirdiff (int dir1, int dir2)
2377 {
2378 int
2379 d;
2380
2381 d = abs (dir1 - dir2);
2382 if (d > 4)
2383 d = 8 - d;
2384 return d;
2385 }
2386
2387 /* peterm:
2388 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2389 * Basically, this is a table of directions, and what directions
2390 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2391 * This basically means that if direction is 15, then it could either go
2392 * direction 4, 14, or 16 to get back to where we are.
2393 * Moved from spell_util.c to object.c with the other related direction
2394 * functions.
2395 */
2396
2397 int
2398 reduction_dir[SIZEOFFREE][3] = {
2399 {0, 0, 0}, /* 0 */
2400 {0, 0, 0}, /* 1 */
2401 {0, 0, 0}, /* 2 */
2402 {0, 0, 0}, /* 3 */
2403 {0, 0, 0}, /* 4 */
2404 {0, 0, 0}, /* 5 */
2405 {0, 0, 0}, /* 6 */
2406 {0, 0, 0}, /* 7 */
2407 {0, 0, 0}, /* 8 */
2408 {8, 1, 2}, /* 9 */
2409 {1, 2, -1}, /* 10 */
2410 {2, 10, 12}, /* 11 */
2411 {2, 3, -1}, /* 12 */
2412 {2, 3, 4}, /* 13 */
2413 {3, 4, -1}, /* 14 */
2414 {4, 14, 16}, /* 15 */
2415 {5, 4, -1}, /* 16 */
2416 {4, 5, 6}, /* 17 */
2417 {6, 5, -1}, /* 18 */
2418 {6, 20, 18}, /* 19 */
2419 {7, 6, -1}, /* 20 */
2420 {6, 7, 8}, /* 21 */
2421 {7, 8, -1}, /* 22 */
2422 {8, 22, 24}, /* 23 */
2423 {8, 1, -1}, /* 24 */
2424 {24, 9, 10}, /* 25 */
2425 {9, 10, -1}, /* 26 */
2426 {10, 11, -1}, /* 27 */
2427 {27, 11, 29}, /* 28 */
2428 {11, 12, -1}, /* 29 */
2429 {12, 13, -1}, /* 30 */
2430 {12, 13, 14}, /* 31 */
2431 {13, 14, -1}, /* 32 */
2432 {14, 15, -1}, /* 33 */
2433 {33, 15, 35}, /* 34 */
2434 {16, 15, -1}, /* 35 */
2435 {17, 16, -1}, /* 36 */
2436 {18, 17, 16}, /* 37 */
2437 {18, 17, -1}, /* 38 */
2438 {18, 19, -1}, /* 39 */
2439 {41, 19, 39}, /* 40 */
2440 {19, 20, -1}, /* 41 */
2441 {20, 21, -1}, /* 42 */
2442 {20, 21, 22}, /* 43 */
2443 {21, 22, -1}, /* 44 */
2444 {23, 22, -1}, /* 45 */
2445 {45, 47, 23}, /* 46 */
2446 {23, 24, -1}, /* 47 */
2447 {24, 9, -1}
2448 }; /* 48 */
2449
2450 /* Recursive routine to step back and see if we can
2451 * find a path to that monster that we found. If not,
2452 * we don't bother going toward it. Returns 1 if we
2453 * can see a direct way to get it
2454 * Modified to be map tile aware -.MSW
2455 */
2456
2457
2458 int
2459 can_see_monsterP (maptile *m, int x, int y, int dir)
2460 {
2461 sint16 dx, dy;
2462 int
2463 mflags;
2464
2465 if (dir < 0)
2466 return 0; /* exit condition: invalid direction */
2467
2468 dx = x + freearr_x[dir];
2469 dy = y + freearr_y[dir];
2470
2471 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2472
2473 /* This functional arguably was incorrect before - it was
2474 * checking for P_WALL - that was basically seeing if
2475 * we could move to the monster - this is being more
2476 * literal on if we can see it. To know if we can actually
2477 * move to the monster, we'd need the monster passed in or
2478 * at least its move type.
2479 */
2480 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2481 return 0;
2482
2483 /* yes, can see. */
2484 if (dir < 9)
2485 return 1;
2486 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2487 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2488 }
2489
2490
2491
2492 /*
2493 * can_pick(picker, item): finds out if an object is possible to be
2494 * picked up by the picker. Returnes 1 if it can be
2495 * picked up, otherwise 0.
2496 *
2497 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2498 * core dumps if they do.
2499 *
2500 * Add a check so we can't pick up invisible objects (0.93.8)
2501 */
2502
2503 int
2504 can_pick (const object *who, const object *item)
2505 {
2506 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2507 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2508 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2509 }
2510
2511
2512 /*
2513 * create clone from object to another
2514 */
2515 object *
2516 object_create_clone (object *asrc)
2517 {
2518 object *dst = 0, *tmp, *src, *part, *prev, *item;
2519
2520 if (!asrc)
2521 return 0;
2522
2523 src = asrc;
2524 if (src->head)
2525 src = src->head;
2526
2527 prev = 0;
2528 for (part = src; part; part = part->more)
2529 {
2530 tmp = part->clone ();
2531 tmp->x -= src->x;
2532 tmp->y -= src->y;
2533
2534 if (!part->head)
2535 {
2536 dst = tmp;
2537 tmp->head = 0;
2538 }
2539 else
2540 {
2541 tmp->head = dst;
2542 }
2543
2544 tmp->more = 0;
2545
2546 if (prev)
2547 prev->more = tmp;
2548
2549 prev = tmp;
2550 }
2551
2552 for (item = src->inv; item; item = item->below)
2553 insert_ob_in_ob (object_create_clone (item), dst);
2554
2555 return dst;
2556 }
2557
2558 /* GROS - Creates an object using a string representing its content. */
2559 /* Basically, we save the content of the string to a temp file, then call */
2560 /* load_object on it. I admit it is a highly inefficient way to make things, */
2561 /* but it was simple to make and allows reusing the load_object function. */
2562 /* Remember not to use load_object_str in a time-critical situation. */
2563 /* Also remember that multiparts objects are not supported for now. */
2564
2565 object *
2566 load_object_str (const char *obstr)
2567 {
2568 object *op;
2569 char filename[MAX_BUF];
2570
2571 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2572
2573 FILE *tempfile = fopen (filename, "w");
2574
2575 if (tempfile == NULL)
2576 {
2577 LOG (llevError, "Error - Unable to access load object temp file\n");
2578 return NULL;
2579 }
2580
2581 fprintf (tempfile, obstr);
2582 fclose (tempfile);
2583
2584 op = object::create ();
2585
2586 object_thawer thawer (filename);
2587
2588 if (thawer)
2589 load_object (thawer, op, 0);
2590
2591 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2592 CLEAR_FLAG (op, FLAG_REMOVED);
2593
2594 return op;
2595 }
2596
2597 /* This returns the first object in who's inventory that
2598 * has the same type and subtype match.
2599 * returns NULL if no match.
2600 */
2601 object *
2602 find_obj_by_type_subtype (const object *who, int type, int subtype)
2603 {
2604 object *tmp;
2605
2606 for (tmp = who->inv; tmp; tmp = tmp->below)
2607 if (tmp->type == type && tmp->subtype == subtype)
2608 return tmp;
2609
2610 return NULL;
2611 }
2612
2613 /* If ob has a field named key, return the link from the list,
2614 * otherwise return NULL.
2615 *
2616 * key must be a passed in shared string - otherwise, this won't
2617 * do the desired thing.
2618 */
2619 key_value *
2620 get_ob_key_link (const object *ob, const char *key)
2621 {
2622 key_value *link;
2623
2624 for (link = ob->key_values; link != NULL; link = link->next)
2625 if (link->key == key)
2626 return link;
2627
2628 return NULL;
2629 }
2630
2631 /*
2632 * Returns the value of op has an extra_field for key, or NULL.
2633 *
2634 * The argument doesn't need to be a shared string.
2635 *
2636 * The returned string is shared.
2637 */
2638 const char *
2639 get_ob_key_value (const object *op, const char *const key)
2640 {
2641 key_value *link;
2642 shstr_cmp canonical_key (key);
2643
2644 if (!canonical_key)
2645 {
2646 /* 1. There being a field named key on any object
2647 * implies there'd be a shared string to find.
2648 * 2. Since there isn't, no object has this field.
2649 * 3. Therefore, *this* object doesn't have this field.
2650 */
2651 return 0;
2652 }
2653
2654 /* This is copied from get_ob_key_link() above -
2655 * only 4 lines, and saves the function call overhead.
2656 */
2657 for (link = op->key_values; link; link = link->next)
2658 if (link->key == canonical_key)
2659 return link->value;
2660
2661 return 0;
2662 }
2663
2664
2665 /*
2666 * Updates the canonical_key in op to value.
2667 *
2668 * canonical_key is a shared string (value doesn't have to be).
2669 *
2670 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2671 * keys.
2672 *
2673 * Returns TRUE on success.
2674 */
2675 int
2676 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2677 {
2678 key_value *
2679 field = NULL, *last = NULL;
2680
2681 for (field = op->key_values; field != NULL; field = field->next)
2682 {
2683 if (field->key != canonical_key)
2684 {
2685 last = field;
2686 continue;
2687 }
2688
2689 if (value)
2690 field->value = value;
2691 else
2692 {
2693 /* Basically, if the archetype has this key set,
2694 * we need to store the null value so when we save
2695 * it, we save the empty value so that when we load,
2696 * we get this value back again.
2697 */
2698 if (get_ob_key_link (&op->arch->clone, canonical_key))
2699 field->value = 0;
2700 else
2701 {
2702 if (last)
2703 last->next = field->next;
2704 else
2705 op->key_values = field->next;
2706
2707 delete field;
2708 }
2709 }
2710 return TRUE;
2711 }
2712 /* IF we get here, key doesn't exist */
2713
2714 /* No field, we'll have to add it. */
2715
2716 if (!add_key)
2717 {
2718 return FALSE;
2719 }
2720 /* There isn't any good reason to store a null
2721 * value in the key/value list. If the archetype has
2722 * this key, then we should also have it, so shouldn't
2723 * be here. If user wants to store empty strings,
2724 * should pass in ""
2725 */
2726 if (value == NULL)
2727 return TRUE;
2728
2729 field = new key_value;
2730
2731 field->key = canonical_key;
2732 field->value = value;
2733 /* Usual prepend-addition. */
2734 field->next = op->key_values;
2735 op->key_values = field;
2736
2737 return TRUE;
2738 }
2739
2740 /*
2741 * Updates the key in op to value.
2742 *
2743 * If add_key is FALSE, this will only update existing keys,
2744 * and not add new ones.
2745 * In general, should be little reason FALSE is ever passed in for add_key
2746 *
2747 * Returns TRUE on success.
2748 */
2749 int
2750 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2751 {
2752 shstr key_ (key);
2753
2754 return set_ob_key_value_s (op, key_, value, add_key);
2755 }
2756
2757 object::depth_iterator::depth_iterator (object *container)
2758 : iterator_base (container)
2759 {
2760 while (item->inv)
2761 item = item->inv;
2762 }
2763
2764 void
2765 object::depth_iterator::next ()
2766 {
2767 if (item->below)
2768 {
2769 item = item->below;
2770
2771 while (item->inv)
2772 item = item->inv;
2773 }
2774 else
2775 item = item->env;
2776 }
2777
2778 // return a suitable string describing an objetc in enough detail to find it
2779 const char *
2780 object::debug_desc (char *info) const
2781 {
2782 char info2[256 * 3];
2783 char *p = info;
2784
2785 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2786 count,
2787 &name,
2788 title ? " " : "",
2789 title ? (const char *)title : "");
2790
2791 if (env)
2792 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2793
2794 if (map)
2795 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2796
2797 return info;
2798 }
2799
2800 const char *
2801 object::debug_desc () const
2802 {
2803 static char info[256 * 3];
2804 return debug_desc (info);
2805 }
2806