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Revision: 1.94
Committed: Wed Dec 27 05:22:35 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.93: +8 -0 lines
Log Message:
work around crossfire design bug

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