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Revision: 1.91
Committed: Tue Dec 26 10:51:52 2006 UTC (17 years, 5 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.90: +0 -1 lines
Log Message:
what meaning had the duplicated LOG()? looks bogus to me => removed.

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