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Revision: 1.81
Committed: Sat Dec 23 13:56:25 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.80: +6 -9 lines
Log Message:
an experiment

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