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Revision: 1.76
Committed: Thu Dec 21 01:33:49 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.75: +5 -5 lines
Log Message:
- reduce map memory consumption by reserving space for only the 3 existing layers
- factorise out some functions into mapspace and object

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