ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
Revision: 1.78
Committed: Fri Dec 22 16:34:00 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.77: +2 -44 lines
Log Message:
- preliminary check in, stuff is rudimentarily working
- moved most of the player creation process into a perl coroutine
- changed internal design of player management to not reuse
  and morph the object in funny ways. should be safer and much
  nicer to handle.
- got rid of some annoying hacks, such as clear()
  (TODO: get rid of player_pod and other stuff now unnecessary?)

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