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/cvs/deliantra/server/common/object.C
Revision: 1.74
Committed: Wed Dec 20 09:14:21 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.73: +9 -22 lines
Log Message:
- minor cleanups
- minor optimisations (in_player vs. is_player_inv)
- added P_PLAYER map flag
- some (dead) concept code

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