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Revision: 1.85
Committed: Mon Dec 25 17:11:16 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.84: +1 -1 lines
Log Message:
- some fixes
- disable some refcounting again, not ready yet
- simplify save_object

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24 /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27 #include <global.h>
28 #include <stdio.h>
29 #include <sys/types.h>
30 #include <sys/uio.h>
31 #include <object.h>
32 #include <funcpoint.h>
33 #include <loader.h>
34
35 #include <bitset>
36
37 int nrofallocobjects = 0;
38 static UUID uuid;
39 const uint64 UUID_SKIP = 1<<19;
40
41 object *active_objects; /* List of active objects that need to be processed */
42
43 short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45 };
46 short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48 };
49 int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51 };
52 int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55 };
56
57 static void
58 write_uuid (void)
59 {
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76 }
77
78 static void
79 read_uuid (void)
80 {
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113 }
114
115 UUID
116 gen_uuid ()
117 {
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126 }
127
128 void
129 init_uuid ()
130 {
131 read_uuid ();
132 }
133
134 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135 static int
136 compare_ob_value_lists_one (const object *wants, const object *has)
137 {
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted...
143 */
144
145 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
148 key_value *has_field;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168
169 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE;
171 }
172
173 /* Returns TRUE if ob1 has the same key_values as ob2. */
174 static int
175 compare_ob_value_lists (const object *ob1, const object *ob2)
176 {
177 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :(
179 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
181 }
182
183 /* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together.
185 *
186 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency.
189 *
190 * Check nrof variable *before* calling can_merge()
191 *
192 * Improvements made with merge: Better checking on potion, and also
193 * check weight
194 */
195
196 bool object::can_merge_slow (object *ob1, object *ob2)
197 {
198 /* A couple quicksanity checks */
199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
204 return 0;
205
206 //TODO: this ain't working well, use nicer and correct overflow check
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
208 * value could not be stored in a sint32 (which unfortunately sometimes is
209 * used to store nrof).
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0;
213
214 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning.
219 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225
226 if ((ob1->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, 1);
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 (is_freed)
489 SET_FLAG (dst, FLAG_FREED);
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496
497 /* Copy over key_values, if any. */
498 if (key_values)
499 {
500 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0;
504
505 for (i = key_values; i; i = i->next)
506 {
507 key_value *new_link = new key_value;
508
509 new_link->next = 0;
510 new_link->key = i->key;
511 new_link->value = i->value;
512
513 /* Try and be clever here, too. */
514 if (!dst->key_values)
515 {
516 dst->key_values = new_link;
517 tail = new_link;
518 }
519 else
520 {
521 tail->next = new_link;
522 tail = new_link;
523 }
524 }
525 }
526
527 update_ob_speed (dst);
528 }
529
530 object *
531 object::clone ()
532 {
533 object *neu = create ();
534 copy_to (neu);
535 return neu;
536 }
537
538 /*
539 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map.
542 */
543
544 void
545 update_turn_face (object *op)
546 {
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
548 return;
549 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE);
551 }
552
553 /*
554 * Updates the speed of an object. If the speed changes from 0 to another
555 * value, or vice versa, then add/remove the object from the active list.
556 * This function needs to be called whenever the speed of an object changes.
557 */
558 void
559 update_ob_speed (object *op)
560 {
561 extern int arch_init;
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566
567 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
568 {
569 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
570 #ifdef MANY_CORES
571 abort ();
572 #else
573 op->speed = 0;
574 #endif
575 }
576
577 if (arch_init)
578 return;
579
580 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
581 {
582 /* If already on active list, don't do anything */
583 if (op->active_next || op->active_prev || op == active_objects)
584 return;
585
586 /* process_events() expects us to insert the object at the beginning
587 * of the list. */
588 op->active_next = active_objects;
589
590 if (op->active_next != NULL)
591 op->active_next->active_prev = op;
592
593 active_objects = op;
594 }
595 else
596 {
597 /* If not on the active list, nothing needs to be done */
598 if (!op->active_next && !op->active_prev && op != active_objects)
599 return;
600
601 if (op->active_prev == NULL)
602 {
603 active_objects = op->active_next;
604
605 if (op->active_next != NULL)
606 op->active_next->active_prev = NULL;
607 }
608 else
609 {
610 op->active_prev->active_next = op->active_next;
611
612 if (op->active_next)
613 op->active_next->active_prev = op->active_prev;
614 }
615
616 op->active_next = NULL;
617 op->active_prev = NULL;
618 }
619 }
620
621 /* This function removes object 'op' from the list of active
622 * objects.
623 * This should only be used for style maps or other such
624 * reference maps where you don't want an object that isn't
625 * in play chewing up cpu time getting processed.
626 * The reverse of this is to call update_ob_speed, which
627 * will do the right thing based on the speed of the object.
628 */
629 void
630 remove_from_active_list (object *op)
631 {
632 /* If not on the active list, nothing needs to be done */
633 if (!op->active_next && !op->active_prev && op != active_objects)
634 return;
635
636 if (op->active_prev == NULL)
637 {
638 active_objects = op->active_next;
639 if (op->active_next != NULL)
640 op->active_next->active_prev = NULL;
641 }
642 else
643 {
644 op->active_prev->active_next = op->active_next;
645 if (op->active_next)
646 op->active_next->active_prev = op->active_prev;
647 }
648 op->active_next = NULL;
649 op->active_prev = NULL;
650 }
651
652 /*
653 * update_object() updates the the map.
654 * It takes into account invisible objects (and represent squares covered
655 * by invisible objects by whatever is below them (unless it's another
656 * invisible object, etc...)
657 * If the object being updated is beneath a player, the look-window
658 * of that player is updated (this might be a suboptimal way of
659 * updating that window, though, since update_object() is called _often_)
660 *
661 * action is a hint of what the caller believes need to be done.
662 * current action are:
663 * UP_OBJ_INSERT: op was inserted
664 * UP_OBJ_REMOVE: op was removed
665 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
666 * as that is easier than trying to look at what may have changed.
667 * UP_OBJ_FACE: only the objects face has changed.
668 */
669 void
670 update_object (object *op, int action)
671 {
672 MoveType move_on, move_off, move_block, move_slow;
673
674 if (op == NULL)
675 {
676 /* this should never happen */
677 LOG (llevDebug, "update_object() called for NULL object.\n");
678 return;
679 }
680
681 if (op->env)
682 {
683 /* Animation is currently handled by client, so nothing
684 * to do in this case.
685 */
686 return;
687 }
688
689 /* If the map is saving, don't do anything as everything is
690 * going to get freed anyways.
691 */
692 if (!op->map || op->map->in_memory == MAP_SAVING)
693 return;
694
695 /* make sure the object is within map boundaries */
696 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
697 {
698 LOG (llevError, "update_object() called for object out of map!\n");
699 #ifdef MANY_CORES
700 abort ();
701 #endif
702 return;
703 }
704
705 mapspace &m = op->ms ();
706
707 if (m.flags_ & P_NEED_UPDATE)
708 /* nop */;
709 else if (action == UP_OBJ_INSERT)
710 {
711 // this is likely overkill, TODO: revisit (schmorp)
712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
713 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
714 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
715 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
716 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
717 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
718 || (m.move_on | op->move_on ) != m.move_on
719 || (m.move_off | op->move_off ) != m.move_off
720 || (m.move_slow | op->move_slow) != m.move_slow
721 /* This isn't perfect, but I don't expect a lot of objects to
722 * to have move_allow right now.
723 */
724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
726 m.flags_ = P_NEED_UPDATE;
727 }
728 /* if the object is being removed, we can't make intelligent
729 * decisions, because remove_ob can't really pass the object
730 * that is being removed.
731 */
732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
733 m.flags_ = P_NEED_UPDATE;
734 else if (action == UP_OBJ_FACE)
735 /* Nothing to do for that case */ ;
736 else
737 LOG (llevError, "update_object called with invalid action: %d\n", action);
738
739 if (op->more)
740 update_object (op->more, action);
741 }
742
743 object::vector object::objects; // not yet used
744 object *object::first;
745
746 object::object ()
747 {
748 SET_FLAG (this, FLAG_REMOVED);
749
750 expmul = 1.0;
751 face = blank_face;
752 }
753
754 object::~object ()
755 {
756 free_key_values (this);
757 }
758
759 void object::link ()
760 {
761 count = ++ob_count;
762 uuid = gen_uuid ();
763
764 prev = 0;
765 next = object::first;
766
767 if (object::first)
768 object::first->prev = this;
769
770 object::first = this;
771 }
772
773 void object::unlink ()
774 {
775 if (this == object::first)
776 object::first = next;
777
778 /* Remove this object from the list of used objects */
779 if (prev) prev->next = next;
780 if (next) next->prev = prev;
781
782 prev = 0;
783 next = 0;
784 }
785
786 object *object::create ()
787 {
788 object *op = new object;
789 op->link ();
790 return op;
791 }
792
793 /*
794 * free_object() frees everything allocated by an object, removes
795 * it from the list of used objects, and puts it on the list of
796 * free objects. The IS_FREED() flag is set in the object.
797 * The object must have been removed by remove_ob() first for
798 * this function to succeed.
799 *
800 * If destroy_inventory is set, free inventory as well. Else drop items in
801 * inventory to the ground.
802 */
803 void
804 object::do_destroy ()
805 {
806 attachable::do_destroy ();
807
808 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this);
810
811 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this);
813
814 if (!flag [FLAG_REMOVED])
815 remove ();
816
817 if (flag [FLAG_FREED])
818 return;
819
820 flag [FLAG_FREED] = 1;
821
822 // hack to ensure that freed objects still have a valid map
823 {
824 static maptile *freed_map; // freed objects are moved here to avoid crashes
825
826 if (!freed_map)
827 {
828 freed_map = new maptile;
829
830 freed_map->name = "/internal/freed_objects_map";
831 freed_map->width = 3;
832 freed_map->height = 3;
833
834 freed_map->allocate ();
835 }
836
837 map = freed_map;
838 x = 1;
839 y = 1;
840 }
841
842 more = 0;
843 head = 0;
844 inv = 0;
845
846 // clear those pointers that likely might have circular references to us
847 owner = 0;
848 enemy = 0;
849 attacked_by = 0;
850
851 // only relevant for players(?), but make sure of it anyways
852 contr = 0;
853
854 /* Remove object from the active list */
855 speed = 0;
856 update_ob_speed (this);
857
858 unlink ();
859 }
860
861 /*
862 * Remove and free all objects in the inventory of the given object.
863 * object.c ?
864 */
865 void
866 object::destroy_inv (bool drop_to_ground)
867 {
868 if (!inv)
869 return;
870
871 /* Only if the space blocks everything do we not process -
872 * if some form of movement is allowed, let objects
873 * drop on that space.
874 */
875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
876 {
877 while (inv)
878 {
879 inv->destroy_inv (drop_to_ground);
880 inv->destroy ();
881 }
882 }
883 else
884 { /* Put objects in inventory onto this space */
885 while (inv)
886 {
887 object *op = inv;
888
889 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE
892 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE])
894 op->destroy ();
895 else
896 {
897 op->remove ();
898 op->x = x;
899 op->y = y;
900 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
901 }
902 }
903 }
904 }
905
906 void
907 object::destroy (bool destroy_inventory)
908 {
909 if (destroyed ())
910 return;
911
912 if (more)
913 {
914 //TODO: non-head objects must not have inventory
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
918
919 if (destroy_inventory)
920 destroy_inv (true);
921
922 attachable::destroy ();
923 }
924
925 /*
926 * sub_weight() recursively (outwards) subtracts a number from the
927 * weight of an object (and what is carried by it's environment(s)).
928 */
929 void
930 sub_weight (object *op, signed long weight)
931 {
932 while (op != NULL)
933 {
934 if (op->type == CONTAINER)
935 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
936
937 op->carrying -= weight;
938 op = op->env;
939 }
940 }
941
942 /* op->remove ():
943 * This function removes the object op from the linked list of objects
944 * which it is currently tied to. When this function is done, the
945 * object will have no environment. If the object previously had an
946 * environment, the x and y coordinates will be updated to
947 * the previous environment.
948 * Beware: This function is called from the editor as well!
949 */
950 void
951 object::remove ()
952 {
953 object *tmp, *last = 0;
954 object *otmp;
955
956 if (QUERY_FLAG (this, FLAG_REMOVED))
957 return;
958
959 SET_FLAG (this, FLAG_REMOVED);
960 INVOKE_OBJECT (REMOVE, this);
961
962 if (more)
963 more->remove ();
964
965 /*
966 * In this case, the object to be removed is in someones
967 * inventory.
968 */
969 if (env)
970 {
971 if (nrof)
972 sub_weight (env, weight * nrof);
973 else
974 sub_weight (env, weight + carrying);
975
976 /* NO_FIX_PLAYER is set when a great many changes are being
977 * made to players inventory. If set, avoiding the call
978 * to save cpu time.
979 */
980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
981 otmp->update_stats ();
982
983 if (above != NULL)
984 above->below = below;
985 else
986 env->inv = below;
987
988 if (below != NULL)
989 below->above = above;
990
991 /* we set up values so that it could be inserted into
992 * the map, but we don't actually do that - it is up
993 * to the caller to decide what we want to do.
994 */
995 x = env->x, y = env->y;
996 map = env->map;
997 above = 0, below = 0;
998 env = 0;
999 }
1000 else if (map)
1001 {
1002 /* Re did the following section of code - it looks like it had
1003 * lots of logic for things we no longer care about
1004 */
1005
1006 /* link the object above us */
1007 if (above)
1008 above->below = below;
1009 else
1010 map->at (x, y).top = below; /* we were top, set new top */
1011
1012 /* Relink the object below us, if there is one */
1013 if (below)
1014 below->above = above;
1015 else
1016 {
1017 /* Nothing below, which means we need to relink map object for this space
1018 * use translated coordinates in case some oddness with map tiling is
1019 * evident
1020 */
1021 if (GET_MAP_OB (map, x, y) != this)
1022 {
1023 char *dump = dump_object (this);
1024 LOG (llevError,
1025 "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);
1026 free (dump);
1027 dump = dump_object (GET_MAP_OB (map, x, y));
1028 LOG (llevError, "%s\n", dump);
1029 free (dump);
1030 }
1031
1032 map->at (x, y).bot = above; /* goes on above it. */
1033 }
1034
1035 above = 0;
1036 below = 0;
1037
1038 if (map->in_memory == MAP_SAVING)
1039 return;
1040
1041 int check_walk_off = !flag [FLAG_NO_APPLY];
1042
1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1044 {
1045 /* No point updating the players look faces if he is the object
1046 * being removed.
1047 */
1048
1049 if (tmp->type == PLAYER && tmp != this)
1050 {
1051 /* If a container that the player is currently using somehow gets
1052 * removed (most likely destroyed), update the player view
1053 * appropriately.
1054 */
1055 if (tmp->container == this)
1056 {
1057 flag [FLAG_APPLIED] = 0;
1058 tmp->container = 0;
1059 }
1060
1061 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update ();
1063 }
1064
1065 /* See if player moving off should effect something */
1066 if (check_walk_off
1067 && ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1069 {
1070 move_apply (tmp, this, 0);
1071
1072 if (destroyed ())
1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1074 }
1075
1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1077
1078 if (tmp->above == tmp)
1079 tmp->above = 0;
1080
1081 last = tmp;
1082 }
1083
1084 /* last == NULL of there are no objects on this space */
1085 if (!last)
1086 map->at (x, y).flags_ = P_NEED_UPDATE;
1087 else
1088 update_object (last, UP_OBJ_REMOVE);
1089
1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1091 update_all_los (map, x, y);
1092 }
1093 }
1094
1095 /*
1096 * merge_ob(op,top):
1097 *
1098 * This function goes through all objects below and including top, and
1099 * merges op to the first matching object.
1100 * If top is NULL, it is calculated.
1101 * Returns pointer to object if it succeded in the merge, otherwise NULL
1102 */
1103 object *
1104 merge_ob (object *op, object *top)
1105 {
1106 if (!op->nrof)
1107 return 0;
1108
1109 if (top)
1110 for (top = op; top && top->above; top = top->above)
1111 ;
1112
1113 for (; top; top = top->below)
1114 {
1115 if (top == op)
1116 continue;
1117
1118 if (object::can_merge (op, top))
1119 {
1120 top->nrof += op->nrof;
1121
1122 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1123 op->weight = 0; /* Don't want any adjustements now */
1124 op->destroy ();
1125 return top;
1126 }
1127 }
1128
1129 return 0;
1130 }
1131
1132 /*
1133 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1134 * job preparing multi-part monsters
1135 */
1136 object *
1137 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1138 {
1139 object *tmp;
1140
1141 if (op->head)
1142 op = op->head;
1143
1144 for (tmp = op; tmp; tmp = tmp->more)
1145 {
1146 tmp->x = x + tmp->arch->clone.x;
1147 tmp->y = y + tmp->arch->clone.y;
1148 }
1149
1150 return insert_ob_in_map (op, m, originator, flag);
1151 }
1152
1153 /*
1154 * insert_ob_in_map (op, map, originator, flag):
1155 * This function inserts the object in the two-way linked list
1156 * which represents what is on a map.
1157 * The second argument specifies the map, and the x and y variables
1158 * in the object about to be inserted specifies the position.
1159 *
1160 * originator: Player, monster or other object that caused 'op' to be inserted
1161 * into 'map'. May be NULL.
1162 *
1163 * flag is a bitmask about special things to do (or not do) when this
1164 * function is called. see the object.h file for the INS_ values.
1165 * Passing 0 for flag gives proper default values, so flag really only needs
1166 * to be set if special handling is needed.
1167 *
1168 * Return value:
1169 * new object if 'op' was merged with other object
1170 * NULL if 'op' was destroyed
1171 * just 'op' otherwise
1172 */
1173 object *
1174 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1175 {
1176 object *tmp, *top, *floor = NULL;
1177 sint16 x, y;
1178
1179 if (QUERY_FLAG (op, FLAG_FREED))
1180 {
1181 LOG (llevError, "Trying to insert freed object!\n");
1182 return NULL;
1183 }
1184
1185 if (m == NULL)
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1189 free (dump);
1190 return op;
1191 }
1192
1193 if (out_of_map (m, op->x, op->y))
1194 {
1195 char *dump = dump_object (op);
1196 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1197 #ifdef MANY_CORES
1198 /* Better to catch this here, as otherwise the next use of this object
1199 * is likely to cause a crash. Better to find out where it is getting
1200 * improperly inserted.
1201 */
1202 abort ();
1203 #endif
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (!QUERY_FLAG (op, FLAG_REMOVED))
1209 {
1210 char *dump = dump_object (op);
1211 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1212 free (dump);
1213 return op;
1214 }
1215
1216 if (op->more)
1217 {
1218 /* The part may be on a different map. */
1219
1220 object *more = op->more;
1221
1222 /* We really need the caller to normalize coordinates - if
1223 * we set the map, that doesn't work if the location is within
1224 * a map and this is straddling an edge. So only if coordinate
1225 * is clear wrong do we normalize it.
1226 */
1227 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1228 more->map = get_map_from_coord (m, &more->x, &more->y);
1229 else if (!more->map)
1230 {
1231 /* For backwards compatibility - when not dealing with tiled maps,
1232 * more->map should always point to the parent.
1233 */
1234 more->map = m;
1235 }
1236
1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1238 {
1239 if (!op->head)
1240 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1241
1242 return 0;
1243 }
1244 }
1245
1246 CLEAR_FLAG (op, FLAG_REMOVED);
1247
1248 /* Ideally, the caller figures this out. However, it complicates a lot
1249 * of areas of callers (eg, anything that uses find_free_spot would now
1250 * need extra work
1251 */
1252 op->map = get_map_from_coord (m, &op->x, &op->y);
1253 x = op->x;
1254 y = op->y;
1255
1256 /* this has to be done after we translate the coordinates.
1257 */
1258 if (op->nrof && !(flag & INS_NO_MERGE))
1259 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1260 if (object::can_merge (op, tmp))
1261 {
1262 op->nrof += tmp->nrof;
1263 tmp->destroy ();
1264 }
1265
1266 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1267 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1268
1269 if (!QUERY_FLAG (op, FLAG_ALIVE))
1270 CLEAR_FLAG (op, FLAG_NO_STEAL);
1271
1272 if (flag & INS_BELOW_ORIGINATOR)
1273 {
1274 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1275 {
1276 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1277 abort ();
1278 }
1279
1280 op->above = originator;
1281 op->below = originator->below;
1282
1283 if (op->below)
1284 op->below->above = op;
1285 else
1286 op->ms ().bot = op;
1287
1288 /* since *below* originator, no need to update top */
1289 originator->below = op;
1290 }
1291 else
1292 {
1293 /* If there are other objects, then */
1294 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1295 {
1296 object *last = NULL;
1297
1298 /*
1299 * If there are multiple objects on this space, we do some trickier handling.
1300 * We've already dealt with merging if appropriate.
1301 * Generally, we want to put the new object on top. But if
1302 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1303 * floor, we want to insert above that and no further.
1304 * Also, if there are spell objects on this space, we stop processing
1305 * once we get to them. This reduces the need to traverse over all of
1306 * them when adding another one - this saves quite a bit of cpu time
1307 * when lots of spells are cast in one area. Currently, it is presumed
1308 * that flying non pickable objects are spell objects.
1309 */
1310
1311 while (top != NULL)
1312 {
1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1314 floor = top;
1315
1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1317 {
1318 /* We insert above top, so we want this object below this */
1319 top = top->below;
1320 break;
1321 }
1322
1323 last = top;
1324 top = top->above;
1325 }
1326
1327 /* Don't want top to be NULL, so set it to the last valid object */
1328 top = last;
1329
1330 /* We let update_position deal with figuring out what the space
1331 * looks like instead of lots of conditions here.
1332 * makes things faster, and effectively the same result.
1333 */
1334
1335 /* Have object 'fall below' other objects that block view.
1336 * Unless those objects are exits, type 66
1337 * If INS_ON_TOP is used, don't do this processing
1338 * Need to find the object that in fact blocks view, otherwise
1339 * stacking is a bit odd.
1340 */
1341 if (!(flag & INS_ON_TOP) &&
1342 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1343 {
1344 for (last = top; last != floor; last = last->below)
1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1346 break;
1347 /* Check to see if we found the object that blocks view,
1348 * and make sure we have a below pointer for it so that
1349 * we can get inserted below this one, which requires we
1350 * set top to the object below us.
1351 */
1352 if (last && last->below && last != floor)
1353 top = last->below;
1354 }
1355 } /* If objects on this space */
1356
1357 if (flag & INS_MAP_LOAD)
1358 top = GET_MAP_TOP (op->map, op->x, op->y);
1359
1360 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor;
1362
1363 /* Top is the object that our object (op) is going to get inserted above.
1364 */
1365
1366 /* First object on this space */
1367 if (!top)
1368 {
1369 op->above = GET_MAP_OB (op->map, op->x, op->y);
1370
1371 if (op->above)
1372 op->above->below = op;
1373
1374 op->below = NULL;
1375 op->ms ().bot = op;
1376 }
1377 else
1378 { /* get inserted into the stack above top */
1379 op->above = top->above;
1380
1381 if (op->above)
1382 op->above->below = op;
1383
1384 op->below = top;
1385 top->above = op;
1386 }
1387
1388 if (op->above == NULL)
1389 op->ms ().top = op;
1390 } /* else not INS_BELOW_ORIGINATOR */
1391
1392 if (op->type == PLAYER)
1393 op->contr->do_los = 1;
1394
1395 /* If we have a floor, we know the player, if any, will be above
1396 * it, so save a few ticks and start from there.
1397 */
1398 if (!(flag & INS_MAP_LOAD))
1399 if (object *pl = op->ms ().player ())
1400 if (pl->contr->ns)
1401 pl->contr->ns->floorbox_update ();
1402
1403 /* If this object glows, it may affect lighting conditions that are
1404 * visible to others on this map. But update_all_los is really
1405 * an inefficient way to do this, as it means los for all players
1406 * on the map will get recalculated. The players could very well
1407 * be far away from this change and not affected in any way -
1408 * this should get redone to only look for players within range,
1409 * or just updating the P_NEED_UPDATE for spaces within this area
1410 * of effect may be sufficient.
1411 */
1412 if (op->map->darkness && (op->glow_radius != 0))
1413 update_all_los (op->map, op->x, op->y);
1414
1415 /* updates flags (blocked, alive, no magic, etc) for this map space */
1416 update_object (op, UP_OBJ_INSERT);
1417
1418 INVOKE_OBJECT (INSERT, op);
1419
1420 /* Don't know if moving this to the end will break anything. However,
1421 * we want to have floorbox_update called before calling this.
1422 *
1423 * check_move_on() must be after this because code called from
1424 * check_move_on() depends on correct map flags (so functions like
1425 * blocked() and wall() work properly), and these flags are updated by
1426 * update_object().
1427 */
1428
1429 /* if this is not the head or flag has been passed, don't check walk on status */
1430 if (!(flag & INS_NO_WALK_ON) && !op->head)
1431 {
1432 if (check_move_on (op, originator))
1433 return 0;
1434
1435 /* If we are a multi part object, lets work our way through the check
1436 * walk on's.
1437 */
1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1439 if (check_move_on (tmp, originator))
1440 return 0;
1441 }
1442
1443 return op;
1444 }
1445
1446 /* this function inserts an object in the map, but if it
1447 * finds an object of its own type, it'll remove that one first.
1448 * op is the object to insert it under: supplies x and the map.
1449 */
1450 void
1451 replace_insert_ob_in_map (const char *arch_string, object *op)
1452 {
1453 object *tmp, *tmp1;
1454
1455 /* first search for itself and remove any old instances */
1456
1457 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1459 tmp->destroy ();
1460
1461 tmp1 = arch_to_object (archetype::find (arch_string));
1462
1463 tmp1->x = op->x;
1464 tmp1->y = op->y;
1465 insert_ob_in_map (tmp1, op->map, op, 0);
1466 }
1467
1468 /*
1469 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1470 * is returned contains nr objects, and the remaining parts contains
1471 * the rest (or is removed and freed if that number is 0).
1472 * On failure, NULL is returned, and the reason put into the
1473 * global static errmsg array.
1474 */
1475
1476 object *
1477 get_split_ob (object *orig_ob, uint32 nr)
1478 {
1479 object *newob;
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1481
1482 if (orig_ob->nrof < nr)
1483 {
1484 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1485 return NULL;
1486 }
1487
1488 newob = object_create_clone (orig_ob);
1489
1490 if ((orig_ob->nrof -= nr) < 1)
1491 orig_ob->destroy (1);
1492 else if (!is_removed)
1493 {
1494 if (orig_ob->env != NULL)
1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1496 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1497 {
1498 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1499 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1500 return NULL;
1501 }
1502 }
1503
1504 newob->nrof = nr;
1505
1506 return newob;
1507 }
1508
1509 /*
1510 * decrease_ob_nr(object, number) decreases a specified number from
1511 * the amount of an object. If the amount reaches 0, the object
1512 * is subsequently removed and freed.
1513 *
1514 * Return value: 'op' if something is left, NULL if the amount reached 0
1515 */
1516
1517 object *
1518 decrease_ob_nr (object *op, uint32 i)
1519 {
1520 object *tmp;
1521
1522 if (i == 0) /* objects with op->nrof require this check */
1523 return op;
1524
1525 if (i > op->nrof)
1526 i = op->nrof;
1527
1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1529 op->nrof -= i;
1530 else if (op->env)
1531 {
1532 /* is this object in the players inventory, or sub container
1533 * therein?
1534 */
1535 tmp = op->in_player ();
1536 /* nope. Is this a container the player has opened?
1537 * If so, set tmp to that player.
1538 * IMO, searching through all the players will mostly
1539 * likely be quicker than following op->env to the map,
1540 * and then searching the map for a player.
1541 */
1542 if (!tmp)
1543 for_all_players (pl)
1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1547 break;
1548 }
1549
1550 if (i < op->nrof)
1551 {
1552 sub_weight (op->env, op->weight * i);
1553 op->nrof -= i;
1554 if (tmp)
1555 esrv_send_item (tmp, op);
1556 }
1557 else
1558 {
1559 op->remove ();
1560 op->nrof = 0;
1561 if (tmp)
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1564 }
1565 else
1566 {
1567 object *above = op->above;
1568
1569 if (i < op->nrof)
1570 op->nrof -= i;
1571 else
1572 {
1573 op->remove ();
1574 op->nrof = 0;
1575 }
1576
1577 /* Since we just removed op, op->above is null */
1578 for (tmp = above; tmp; tmp = tmp->above)
1579 if (tmp->type == PLAYER)
1580 {
1581 if (op->nrof)
1582 esrv_send_item (tmp, op);
1583 else
1584 esrv_del_item (tmp->contr, op->count);
1585 }
1586 }
1587
1588 if (op->nrof)
1589 return op;
1590 else
1591 {
1592 op->destroy ();
1593 return 0;
1594 }
1595 }
1596
1597 /*
1598 * add_weight(object, weight) adds the specified weight to an object,
1599 * and also updates how much the environment(s) is/are carrying.
1600 */
1601
1602 void
1603 add_weight (object *op, signed long weight)
1604 {
1605 while (op != NULL)
1606 {
1607 if (op->type == CONTAINER)
1608 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1609
1610 op->carrying += weight;
1611 op = op->env;
1612 }
1613 }
1614
1615 object *
1616 insert_ob_in_ob (object *op, object *where)
1617 {
1618 if (!where)
1619 {
1620 char *dump = dump_object (op);
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump);
1623 return op;
1624 }
1625
1626 if (where->head)
1627 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head;
1630 }
1631
1632 return where->insert (op);
1633 }
1634
1635 /*
1636 * env->insert (op)
1637 * This function inserts the object op in the linked list
1638 * inside the object environment.
1639 *
1640 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero
1642 */
1643
1644 object *
1645 object::insert (object *op)
1646 {
1647 object *tmp, *otmp;
1648
1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1650 op->remove ();
1651
1652 if (op->more)
1653 {
1654 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1655 return op;
1656 }
1657
1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1659 CLEAR_FLAG (op, FLAG_REMOVED);
1660 if (op->nrof)
1661 {
1662 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1663 if (object::can_merge (tmp, op))
1664 {
1665 /* return the original object and remove inserted object
1666 (client needs the original object) */
1667 tmp->nrof += op->nrof;
1668 /* Weight handling gets pretty funky. Since we are adding to
1669 * tmp->nrof, we need to increase the weight.
1670 */
1671 add_weight (this, op->weight * op->nrof);
1672 SET_FLAG (op, FLAG_REMOVED);
1673 op->destroy (); /* free the inserted object */
1674 op = tmp;
1675 op->remove (); /* and fix old object's links */
1676 CLEAR_FLAG (op, FLAG_REMOVED);
1677 break;
1678 }
1679
1680 /* I assume combined objects have no inventory
1681 * We add the weight - this object could have just been removed
1682 * (if it was possible to merge). calling remove_ob will subtract
1683 * the weight, so we need to add it in again, since we actually do
1684 * the linking below
1685 */
1686 add_weight (this, op->weight * op->nrof);
1687 }
1688 else
1689 add_weight (this, (op->weight + op->carrying));
1690
1691 otmp = this->in_player ();
1692 if (otmp && otmp->contr)
1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1694 otmp->update_stats ();
1695
1696 op->map = 0;
1697 op->env = this;
1698 op->above = 0;
1699 op->below = 0;
1700 op->x = 0, op->y = 0;
1701
1702 /* reset the light list and los of the players on the map */
1703 if ((op->glow_radius != 0) && map)
1704 {
1705 #ifdef DEBUG_LIGHTS
1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1707 #endif /* DEBUG_LIGHTS */
1708 if (map->darkness)
1709 update_all_los (map, x, y);
1710 }
1711
1712 /* Client has no idea of ordering so lets not bother ordering it here.
1713 * It sure simplifies this function...
1714 */
1715 if (!inv)
1716 inv = op;
1717 else
1718 {
1719 op->below = inv;
1720 op->below->above = op;
1721 inv = op;
1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1725
1726 return op;
1727 }
1728
1729 /*
1730 * Checks if any objects has a move_type that matches objects
1731 * that effect this object on this space. Call apply() to process
1732 * these events.
1733 *
1734 * Any speed-modification due to SLOW_MOVE() of other present objects
1735 * will affect the speed_left of the object.
1736 *
1737 * originator: Player, monster or other object that caused 'op' to be inserted
1738 * into 'map'. May be NULL.
1739 *
1740 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1741 *
1742 * 4-21-95 added code to check if appropriate skill was readied - this will
1743 * permit faster movement by the player through this terrain. -b.t.
1744 *
1745 * MSW 2001-07-08: Check all objects on space, not just those below
1746 * object being inserted. insert_ob_in_map may not put new objects
1747 * on top.
1748 */
1749
1750 int
1751 check_move_on (object *op, object *originator)
1752 {
1753 object *tmp;
1754 maptile *m = op->map;
1755 int x = op->x, y = op->y;
1756
1757 MoveType move_on, move_slow, move_block;
1758
1759 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1760 return 0;
1761
1762 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1763 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1764 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1765
1766 /* if nothing on this space will slow op down or be applied,
1767 * no need to do checking below. have to make sure move_type
1768 * is set, as lots of objects don't have it set - we treat that
1769 * as walking.
1770 */
1771 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1772 return 0;
1773
1774 /* This is basically inverse logic of that below - basically,
1775 * if the object can avoid the move on or slow move, they do so,
1776 * but can't do it if the alternate movement they are using is
1777 * blocked. Logic on this seems confusing, but does seem correct.
1778 */
1779 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1780 return 0;
1781
1782 /* The objects have to be checked from top to bottom.
1783 * Hence, we first go to the top:
1784 */
1785
1786 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1787 {
1788 /* Trim the search when we find the first other spell effect
1789 * this helps performance so that if a space has 50 spell objects,
1790 * we don't need to check all of them.
1791 */
1792 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1793 break;
1794 }
1795
1796 for (; tmp; tmp = tmp->below)
1797 {
1798 if (tmp == op)
1799 continue; /* Can't apply yourself */
1800
1801 /* Check to see if one of the movement types should be slowed down.
1802 * Second check makes sure that the movement types not being slowed
1803 * (~slow_move) is not blocked on this space - just because the
1804 * space doesn't slow down swimming (for example), if you can't actually
1805 * swim on that space, can't use it to avoid the penalty.
1806 */
1807 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1808 {
1809 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1810 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1811 {
1812
1813 float
1814 diff = tmp->move_slow_penalty * FABS (op->speed);
1815
1816 if (op->type == PLAYER)
1817 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1818 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1819 diff /= 4.0;
1820
1821 op->speed_left -= diff;
1822 }
1823 }
1824
1825 /* Basically same logic as above, except now for actual apply. */
1826 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1827 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1828 {
1829 move_apply (tmp, op, originator);
1830
1831 if (op->destroyed ())
1832 return 1;
1833
1834 /* what the person/creature stepped onto has moved the object
1835 * someplace new. Don't process any further - if we did,
1836 * have a feeling strange problems would result.
1837 */
1838 if (op->map != m || op->x != x || op->y != y)
1839 return 0;
1840 }
1841 }
1842
1843 return 0;
1844 }
1845
1846 /*
1847 * present_arch(arch, map, x, y) searches for any objects with
1848 * a matching archetype at the given map and coordinates.
1849 * The first matching object is returned, or NULL if none.
1850 */
1851 object *
1852 present_arch (const archetype *at, maptile *m, int x, int y)
1853 {
1854 if (m == NULL || out_of_map (m, x, y))
1855 {
1856 LOG (llevError, "Present_arch called outside map.\n");
1857 return NULL;
1858 }
1859
1860 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1861 if (tmp->arch == at)
1862 return tmp;
1863
1864 return NULL;
1865 }
1866
1867 /*
1868 * present(type, map, x, y) searches for any objects with
1869 * a matching type variable at the given map and coordinates.
1870 * The first matching object is returned, or NULL if none.
1871 */
1872 object *
1873 present (unsigned char type, maptile *m, int x, int y)
1874 {
1875 if (out_of_map (m, x, y))
1876 {
1877 LOG (llevError, "Present called outside map.\n");
1878 return NULL;
1879 }
1880
1881 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1882 if (tmp->type == type)
1883 return tmp;
1884
1885 return NULL;
1886 }
1887
1888 /*
1889 * present_in_ob(type, object) searches for any objects with
1890 * a matching type variable in the inventory of the given object.
1891 * The first matching object is returned, or NULL if none.
1892 */
1893 object *
1894 present_in_ob (unsigned char type, const object *op)
1895 {
1896 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1897 if (tmp->type == type)
1898 return tmp;
1899
1900 return NULL;
1901 }
1902
1903 /*
1904 * present_in_ob (type, str, object) searches for any objects with
1905 * a matching type & name variable in the inventory of the given object.
1906 * The first matching object is returned, or NULL if none.
1907 * This is mostly used by spell effect code, so that we only
1908 * have one spell effect at a time.
1909 * type can be used to narrow the search - if type is set,
1910 * the type must also match. -1 can be passed for the type,
1911 * in which case the type does not need to pass.
1912 * str is the string to match against. Note that we match against
1913 * the object name, not the archetype name. this is so that the
1914 * spell code can use one object type (force), but change it's name
1915 * to be unique.
1916 */
1917 object *
1918 present_in_ob_by_name (int type, const char *str, const object *op)
1919 {
1920 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1921 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1922 return tmp;
1923
1924 return 0;
1925 }
1926
1927 /*
1928 * present_arch_in_ob(archetype, object) searches for any objects with
1929 * a matching archetype in the inventory of the given object.
1930 * The first matching object is returned, or NULL if none.
1931 */
1932 object *
1933 present_arch_in_ob (const archetype *at, const object *op)
1934 {
1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1936 if (tmp->arch == at)
1937 return tmp;
1938
1939 return NULL;
1940 }
1941
1942 /*
1943 * activate recursively a flag on an object inventory
1944 */
1945 void
1946 flag_inv (object *op, int flag)
1947 {
1948 if (op->inv)
1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1950 {
1951 SET_FLAG (tmp, flag);
1952 flag_inv (tmp, flag);
1953 }
1954 }
1955
1956 /*
1957 * deactivate recursively a flag on an object inventory
1958 */
1959 void
1960 unflag_inv (object *op, int flag)
1961 {
1962 if (op->inv)
1963 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1964 {
1965 CLEAR_FLAG (tmp, flag);
1966 unflag_inv (tmp, flag);
1967 }
1968 }
1969
1970 /*
1971 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1972 * all it's inventory (recursively).
1973 * If checksums are used, a player will get set_cheat called for
1974 * him/her-self and all object carried by a call to this function.
1975 */
1976 void
1977 set_cheat (object *op)
1978 {
1979 SET_FLAG (op, FLAG_WAS_WIZ);
1980 flag_inv (op, FLAG_WAS_WIZ);
1981 }
1982
1983 /*
1984 * find_free_spot(object, map, x, y, start, stop) will search for
1985 * a spot at the given map and coordinates which will be able to contain
1986 * the given object. start and stop specifies how many squares
1987 * to search (see the freearr_x/y[] definition).
1988 * It returns a random choice among the alternatives found.
1989 * start and stop are where to start relative to the free_arr array (1,9
1990 * does all 4 immediate directions). This returns the index into the
1991 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1992 * Note - this only checks to see if there is space for the head of the
1993 * object - if it is a multispace object, this should be called for all
1994 * pieces.
1995 * Note2: This function does correctly handle tiled maps, but does not
1996 * inform the caller. However, insert_ob_in_map will update as
1997 * necessary, so the caller shouldn't need to do any special work.
1998 * Note - updated to take an object instead of archetype - this is necessary
1999 * because arch_blocked (now ob_blocked) needs to know the movement type
2000 * to know if the space in question will block the object. We can't use
2001 * the archetype because that isn't correct if the monster has been
2002 * customized, changed states, etc.
2003 */
2004 int
2005 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2006 {
2007 int index = 0, flag;
2008 int altern[SIZEOFFREE];
2009
2010 for (int i = start; i < stop; i++)
2011 {
2012 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2013 if (!flag)
2014 altern [index++] = i;
2015
2016 /* Basically, if we find a wall on a space, we cut down the search size.
2017 * In this way, we won't return spaces that are on another side of a wall.
2018 * This mostly work, but it cuts down the search size in all directions -
2019 * if the space being examined only has a wall to the north and empty
2020 * spaces in all the other directions, this will reduce the search space
2021 * to only the spaces immediately surrounding the target area, and
2022 * won't look 2 spaces south of the target space.
2023 */
2024 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2025 stop = maxfree[i];
2026 }
2027
2028 if (!index)
2029 return -1;
2030
2031 return altern[RANDOM () % index];
2032 }
2033
2034 /*
2035 * find_first_free_spot(archetype, maptile, x, y) works like
2036 * find_free_spot(), but it will search max number of squares.
2037 * But it will return the first available spot, not a random choice.
2038 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2039 */
2040 int
2041 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2042 {
2043 for (int i = 0; i < SIZEOFFREE; i++)
2044 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2045 return i;
2046
2047 return -1;
2048 }
2049
2050 /*
2051 * The function permute(arr, begin, end) randomly reorders the array
2052 * arr[begin..end-1].
2053 * now uses a fisher-yates shuffle, old permute was broken
2054 */
2055 static void
2056 permute (int *arr, int begin, int end)
2057 {
2058 arr += begin;
2059 end -= begin;
2060
2061 while (--end)
2062 swap (arr [end], arr [RANDOM () % (end + 1)]);
2063 }
2064
2065 /* new function to make monster searching more efficient, and effective!
2066 * This basically returns a randomized array (in the passed pointer) of
2067 * the spaces to find monsters. In this way, it won't always look for
2068 * monsters to the north first. However, the size of the array passed
2069 * covers all the spaces, so within that size, all the spaces within
2070 * the 3x3 area will be searched, just not in a predictable order.
2071 */
2072 void
2073 get_search_arr (int *search_arr)
2074 {
2075 int i;
2076
2077 for (i = 0; i < SIZEOFFREE; i++)
2078 search_arr[i] = i;
2079
2080 permute (search_arr, 1, SIZEOFFREE1 + 1);
2081 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2082 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2083 }
2084
2085 /*
2086 * find_dir(map, x, y, exclude) will search some close squares in the
2087 * given map at the given coordinates for live objects.
2088 * It will not considered the object given as exclude among possible
2089 * live objects.
2090 * It returns the direction toward the first/closest live object if finds
2091 * any, otherwise 0.
2092 * Perhaps incorrectly, but I'm making the assumption that exclude
2093 * is actually want is going to try and move there. We need this info
2094 * because we have to know what movement the thing looking to move
2095 * there is capable of.
2096 */
2097 int
2098 find_dir (maptile *m, int x, int y, object *exclude)
2099 {
2100 int i, max = SIZEOFFREE, mflags;
2101
2102 sint16 nx, ny;
2103 object *tmp;
2104 maptile *mp;
2105
2106 MoveType blocked, move_type;
2107
2108 if (exclude && exclude->head)
2109 {
2110 exclude = exclude->head;
2111 move_type = exclude->move_type;
2112 }
2113 else
2114 {
2115 /* If we don't have anything, presume it can use all movement types. */
2116 move_type = MOVE_ALL;
2117 }
2118
2119 for (i = 1; i < max; i++)
2120 {
2121 mp = m;
2122 nx = x + freearr_x[i];
2123 ny = y + freearr_y[i];
2124
2125 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2126
2127 if (mflags & P_OUT_OF_MAP)
2128 max = maxfree[i];
2129 else
2130 {
2131 mapspace &ms = mp->at (nx, ny);
2132
2133 blocked = ms.move_block;
2134
2135 if ((move_type & blocked) == move_type)
2136 max = maxfree[i];
2137 else if (mflags & P_IS_ALIVE)
2138 {
2139 for (tmp = ms.bot; tmp; tmp = tmp->above)
2140 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2141 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2142 break;
2143
2144 if (tmp)
2145 return freedir[i];
2146 }
2147 }
2148 }
2149
2150 return 0;
2151 }
2152
2153 /*
2154 * distance(object 1, object 2) will return the square of the
2155 * distance between the two given objects.
2156 */
2157 int
2158 distance (const object *ob1, const object *ob2)
2159 {
2160 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2161 }
2162
2163 /*
2164 * find_dir_2(delta-x,delta-y) will return a direction in which
2165 * an object which has subtracted the x and y coordinates of another
2166 * object, needs to travel toward it.
2167 */
2168 int
2169 find_dir_2 (int x, int y)
2170 {
2171 int q;
2172
2173 if (y)
2174 q = x * 100 / y;
2175 else if (x)
2176 q = -300 * x;
2177 else
2178 return 0;
2179
2180 if (y > 0)
2181 {
2182 if (q < -242)
2183 return 3;
2184 if (q < -41)
2185 return 2;
2186 if (q < 41)
2187 return 1;
2188 if (q < 242)
2189 return 8;
2190 return 7;
2191 }
2192
2193 if (q < -242)
2194 return 7;
2195 if (q < -41)
2196 return 6;
2197 if (q < 41)
2198 return 5;
2199 if (q < 242)
2200 return 4;
2201
2202 return 3;
2203 }
2204
2205 /*
2206 * absdir(int): Returns a number between 1 and 8, which represent
2207 * the "absolute" direction of a number (it actually takes care of
2208 * "overflow" in previous calculations of a direction).
2209 */
2210
2211 int
2212 absdir (int d)
2213 {
2214 while (d < 1)
2215 d += 8;
2216
2217 while (d > 8)
2218 d -= 8;
2219
2220 return d;
2221 }
2222
2223 /*
2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2225 * between two directions (which are expected to be absolute (see absdir())
2226 */
2227
2228 int
2229 dirdiff (int dir1, int dir2)
2230 {
2231 int d;
2232
2233 d = abs (dir1 - dir2);
2234 if (d > 4)
2235 d = 8 - d;
2236
2237 return d;
2238 }
2239
2240 /* peterm:
2241 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2242 * Basically, this is a table of directions, and what directions
2243 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2244 * This basically means that if direction is 15, then it could either go
2245 * direction 4, 14, or 16 to get back to where we are.
2246 * Moved from spell_util.c to object.c with the other related direction
2247 * functions.
2248 */
2249 int reduction_dir[SIZEOFFREE][3] = {
2250 {0, 0, 0}, /* 0 */
2251 {0, 0, 0}, /* 1 */
2252 {0, 0, 0}, /* 2 */
2253 {0, 0, 0}, /* 3 */
2254 {0, 0, 0}, /* 4 */
2255 {0, 0, 0}, /* 5 */
2256 {0, 0, 0}, /* 6 */
2257 {0, 0, 0}, /* 7 */
2258 {0, 0, 0}, /* 8 */
2259 {8, 1, 2}, /* 9 */
2260 {1, 2, -1}, /* 10 */
2261 {2, 10, 12}, /* 11 */
2262 {2, 3, -1}, /* 12 */
2263 {2, 3, 4}, /* 13 */
2264 {3, 4, -1}, /* 14 */
2265 {4, 14, 16}, /* 15 */
2266 {5, 4, -1}, /* 16 */
2267 {4, 5, 6}, /* 17 */
2268 {6, 5, -1}, /* 18 */
2269 {6, 20, 18}, /* 19 */
2270 {7, 6, -1}, /* 20 */
2271 {6, 7, 8}, /* 21 */
2272 {7, 8, -1}, /* 22 */
2273 {8, 22, 24}, /* 23 */
2274 {8, 1, -1}, /* 24 */
2275 {24, 9, 10}, /* 25 */
2276 {9, 10, -1}, /* 26 */
2277 {10, 11, -1}, /* 27 */
2278 {27, 11, 29}, /* 28 */
2279 {11, 12, -1}, /* 29 */
2280 {12, 13, -1}, /* 30 */
2281 {12, 13, 14}, /* 31 */
2282 {13, 14, -1}, /* 32 */
2283 {14, 15, -1}, /* 33 */
2284 {33, 15, 35}, /* 34 */
2285 {16, 15, -1}, /* 35 */
2286 {17, 16, -1}, /* 36 */
2287 {18, 17, 16}, /* 37 */
2288 {18, 17, -1}, /* 38 */
2289 {18, 19, -1}, /* 39 */
2290 {41, 19, 39}, /* 40 */
2291 {19, 20, -1}, /* 41 */
2292 {20, 21, -1}, /* 42 */
2293 {20, 21, 22}, /* 43 */
2294 {21, 22, -1}, /* 44 */
2295 {23, 22, -1}, /* 45 */
2296 {45, 47, 23}, /* 46 */
2297 {23, 24, -1}, /* 47 */
2298 {24, 9, -1}
2299 }; /* 48 */
2300
2301 /* Recursive routine to step back and see if we can
2302 * find a path to that monster that we found. If not,
2303 * we don't bother going toward it. Returns 1 if we
2304 * can see a direct way to get it
2305 * Modified to be map tile aware -.MSW
2306 */
2307 int
2308 can_see_monsterP (maptile *m, int x, int y, int dir)
2309 {
2310 sint16 dx, dy;
2311 int mflags;
2312
2313 if (dir < 0)
2314 return 0; /* exit condition: invalid direction */
2315
2316 dx = x + freearr_x[dir];
2317 dy = y + freearr_y[dir];
2318
2319 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2320
2321 /* This functional arguably was incorrect before - it was
2322 * checking for P_WALL - that was basically seeing if
2323 * we could move to the monster - this is being more
2324 * literal on if we can see it. To know if we can actually
2325 * move to the monster, we'd need the monster passed in or
2326 * at least its move type.
2327 */
2328 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2329 return 0;
2330
2331 /* yes, can see. */
2332 if (dir < 9)
2333 return 1;
2334
2335 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2336 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2337 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2338 }
2339
2340 /*
2341 * can_pick(picker, item): finds out if an object is possible to be
2342 * picked up by the picker. Returnes 1 if it can be
2343 * picked up, otherwise 0.
2344 *
2345 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2346 * core dumps if they do.
2347 *
2348 * Add a check so we can't pick up invisible objects (0.93.8)
2349 */
2350
2351 int
2352 can_pick (const object *who, const object *item)
2353 {
2354 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2355 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2356 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2357 }
2358
2359 /*
2360 * create clone from object to another
2361 */
2362 object *
2363 object_create_clone (object *asrc)
2364 {
2365 object *dst = 0, *tmp, *src, *part, *prev, *item;
2366
2367 if (!asrc)
2368 return 0;
2369
2370 src = asrc;
2371 if (src->head)
2372 src = src->head;
2373
2374 prev = 0;
2375 for (part = src; part; part = part->more)
2376 {
2377 tmp = part->clone ();
2378 tmp->x -= src->x;
2379 tmp->y -= src->y;
2380
2381 if (!part->head)
2382 {
2383 dst = tmp;
2384 tmp->head = 0;
2385 }
2386 else
2387 tmp->head = dst;
2388
2389 tmp->more = 0;
2390
2391 if (prev)
2392 prev->more = tmp;
2393
2394 prev = tmp;
2395 }
2396
2397 for (item = src->inv; item; item = item->below)
2398 insert_ob_in_ob (object_create_clone (item), dst);
2399
2400 return dst;
2401 }
2402
2403 /* GROS - Creates an object using a string representing its content. */
2404 /* Basically, we save the content of the string to a temp file, then call */
2405 /* load_object on it. I admit it is a highly inefficient way to make things, */
2406 /* but it was simple to make and allows reusing the load_object function. */
2407 /* Remember not to use load_object_str in a time-critical situation. */
2408 /* Also remember that multiparts objects are not supported for now. */
2409 object *
2410 load_object_str (const char *obstr)
2411 {
2412 object *op;
2413 char filename[MAX_BUF];
2414
2415 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2416
2417 FILE *tempfile = fopen (filename, "w");
2418
2419 if (tempfile == NULL)
2420 {
2421 LOG (llevError, "Error - Unable to access load object temp file\n");
2422 return NULL;
2423 }
2424
2425 fprintf (tempfile, obstr);
2426 fclose (tempfile);
2427
2428 op = object::create ();
2429
2430 object_thawer thawer (filename);
2431
2432 if (thawer)
2433 load_object (thawer, op, 0);
2434
2435 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2436 CLEAR_FLAG (op, FLAG_REMOVED);
2437
2438 return op;
2439 }
2440
2441 /* This returns the first object in who's inventory that
2442 * has the same type and subtype match.
2443 * returns NULL if no match.
2444 */
2445 object *
2446 find_obj_by_type_subtype (const object *who, int type, int subtype)
2447 {
2448 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2449 if (tmp->type == type && tmp->subtype == subtype)
2450 return tmp;
2451
2452 return 0;
2453 }
2454
2455 /* If ob has a field named key, return the link from the list,
2456 * otherwise return NULL.
2457 *
2458 * key must be a passed in shared string - otherwise, this won't
2459 * do the desired thing.
2460 */
2461 key_value *
2462 get_ob_key_link (const object *ob, const char *key)
2463 {
2464 for (key_value *link = ob->key_values; link; link = link->next)
2465 if (link->key == key)
2466 return link;
2467
2468 return 0;
2469 }
2470
2471 /*
2472 * Returns the value of op has an extra_field for key, or NULL.
2473 *
2474 * The argument doesn't need to be a shared string.
2475 *
2476 * The returned string is shared.
2477 */
2478 const char *
2479 get_ob_key_value (const object *op, const char *const key)
2480 {
2481 key_value *link;
2482 shstr_cmp canonical_key (key);
2483
2484 if (!canonical_key)
2485 {
2486 /* 1. There being a field named key on any object
2487 * implies there'd be a shared string to find.
2488 * 2. Since there isn't, no object has this field.
2489 * 3. Therefore, *this* object doesn't have this field.
2490 */
2491 return 0;
2492 }
2493
2494 /* This is copied from get_ob_key_link() above -
2495 * only 4 lines, and saves the function call overhead.
2496 */
2497 for (link = op->key_values; link; link = link->next)
2498 if (link->key == canonical_key)
2499 return link->value;
2500
2501 return 0;
2502 }
2503
2504
2505 /*
2506 * Updates the canonical_key in op to value.
2507 *
2508 * canonical_key is a shared string (value doesn't have to be).
2509 *
2510 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2511 * keys.
2512 *
2513 * Returns TRUE on success.
2514 */
2515 int
2516 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2517 {
2518 key_value *field = NULL, *last = NULL;
2519
2520 for (field = op->key_values; field != NULL; field = field->next)
2521 {
2522 if (field->key != canonical_key)
2523 {
2524 last = field;
2525 continue;
2526 }
2527
2528 if (value)
2529 field->value = value;
2530 else
2531 {
2532 /* Basically, if the archetype has this key set,
2533 * we need to store the null value so when we save
2534 * it, we save the empty value so that when we load,
2535 * we get this value back again.
2536 */
2537 if (get_ob_key_link (&op->arch->clone, canonical_key))
2538 field->value = 0;
2539 else
2540 {
2541 if (last)
2542 last->next = field->next;
2543 else
2544 op->key_values = field->next;
2545
2546 delete field;
2547 }
2548 }
2549 return TRUE;
2550 }
2551 /* IF we get here, key doesn't exist */
2552
2553 /* No field, we'll have to add it. */
2554
2555 if (!add_key)
2556 return FALSE;
2557
2558 /* There isn't any good reason to store a null
2559 * value in the key/value list. If the archetype has
2560 * this key, then we should also have it, so shouldn't
2561 * be here. If user wants to store empty strings,
2562 * should pass in ""
2563 */
2564 if (value == NULL)
2565 return TRUE;
2566
2567 field = new key_value;
2568
2569 field->key = canonical_key;
2570 field->value = value;
2571 /* Usual prepend-addition. */
2572 field->next = op->key_values;
2573 op->key_values = field;
2574
2575 return TRUE;
2576 }
2577
2578 /*
2579 * Updates the key in op to value.
2580 *
2581 * If add_key is FALSE, this will only update existing keys,
2582 * and not add new ones.
2583 * In general, should be little reason FALSE is ever passed in for add_key
2584 *
2585 * Returns TRUE on success.
2586 */
2587 int
2588 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2589 {
2590 shstr key_ (key);
2591
2592 return set_ob_key_value_s (op, key_, value, add_key);
2593 }
2594
2595 object::depth_iterator::depth_iterator (object *container)
2596 : iterator_base (container)
2597 {
2598 while (item->inv)
2599 item = item->inv;
2600 }
2601
2602 void
2603 object::depth_iterator::next ()
2604 {
2605 if (item->below)
2606 {
2607 item = item->below;
2608
2609 while (item->inv)
2610 item = item->inv;
2611 }
2612 else
2613 item = item->env;
2614 }
2615
2616 // return a suitable string describing an objetc in enough detail to find it
2617 const char *
2618 object::debug_desc (char *info) const
2619 {
2620 char info2[256 * 3];
2621 char *p = info;
2622
2623 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2624 count,
2625 &name,
2626 title ? " " : "",
2627 title ? (const char *)title : "");
2628
2629 if (env)
2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631
2632 if (map)
2633 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2634
2635 return info;
2636 }
2637
2638 const char *
2639 object::debug_desc () const
2640 {
2641 static char info[256 * 3];
2642 return debug_desc (info);
2643 }
2644