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Revision: 1.96
Committed: Sat Dec 30 10:16:10 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.95: +74 -60 lines
Log Message:
preliminary snapshot check-in, DO NOT USE IN PRODUCTION SYSTEMS
See the Changes file for details

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 bool object::can_merge_slow (object *ob1, object *ob2)
196 {
197 /* A couple quicksanity checks */
198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
203 return 0;
204
205 //TODO: this ain't working well, use nicer and correct overflow check
206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
207 * value could not be stored in a sint32 (which unfortunately sometimes is
208 * used to store nrof).
209 */
210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
211 return 0;
212
213 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning.
218 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224
225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
226 || ob1->arch != ob2->arch
227 || ob1->name != ob2->name
228 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
233 || ob1->attacktype != ob2->attacktype
234 || ob1->magic != ob2->magic
235 || ob1->slaying != ob2->slaying
236 || ob1->skill != ob2->skill
237 || ob1->value != ob2->value
238 || ob1->animation_id != ob2->animation_id
239 || ob1->client_type != ob2->client_type
240 || ob1->materialname != ob2->materialname
241 || ob1->lore != ob2->lore
242 || ob1->subtype != ob2->subtype
243 || ob1->move_type != ob2->move_type
244 || ob1->move_block != ob2->move_block
245 || ob1->move_allow != ob2->move_allow
246 || ob1->move_on != ob2->move_on
247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
250 return 0;
251
252 /* This is really a spellbook check - really, we should
253 * check all objects in the inventory.
254 */
255 if (ob1->inv || ob2->inv)
256 {
257 /* if one object has inventory but the other doesn't, not equiv */
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
259 return 0;
260
261 /* Now check to see if the two inventory objects could merge */
262 if (!object::can_merge (ob1->inv, ob2->inv))
263 return 0;
264
265 /* inventory ok - still need to check rest of this object to see
266 * if it is valid.
267 */
268 }
269
270 /* Don't merge objects that are applied. With the new 'body' code,
271 * it is possible for most any character to have more than one of
272 * some items equipped, and we don't want those to merge.
273 */
274 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
275 return 0;
276
277 /* Note sure why the following is the case - either the object has to
278 * be animated or have a very low speed. Is this an attempted monster
279 * check?
280 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
282 return 0;
283
284 switch (ob1->type)
285 {
286 case SCROLL:
287 if (ob1->level != ob2->level)
288 return 0;
289 break;
290 }
291
292 if (ob1->key_values != NULL || ob2->key_values != NULL)
293 {
294 /* At least one of these has key_values. */
295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
296 /* One has fields, but the other one doesn't. */
297 return 0;
298 else if (!compare_ob_value_lists (ob1, ob2))
299 return 0;
300 }
301
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self)
304 {
305 ob1->optimise ();
306 ob2->optimise ();
307
308 if (ob1->self || ob2->self)
309 return 0;
310 }
311
312 /* Everything passes, must be OK. */
313 return 1;
314 }
315
316 /*
317 * sum_weight() is a recursive function which calculates the weight
318 * an object is carrying. It goes through in figures out how much
319 * containers are carrying, and sums it up.
320 */
321 long
322 sum_weight (object *op)
323 {
324 long sum;
325 object *inv;
326
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
328 {
329 if (inv->inv)
330 sum_weight (inv);
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
332 }
333
334 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100;
336
337 if (op->carrying != sum)
338 op->carrying = sum;
339
340 return sum;
341 }
342
343 /**
344 * Return the outermost environment object for a given object.
345 */
346
347 object *
348 object_get_env_recursive (object *op)
349 {
350 while (op->env != NULL)
351 op = op->env;
352 return op;
353 }
354
355 /*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array.
359 */
360
361 char *
362 dump_object (object *op)
363 {
364 if (!op)
365 return strdup ("[NULLOBJ]");
366
367 object_freezer freezer;
368 save_object (freezer, op, 1);
369 return freezer.as_string ();
370 }
371
372 /*
373 * get_nearest_part(multi-object, object 2) returns the part of the
374 * multi-object 1 which is closest to the second object.
375 * If it's not a multi-object, it is returned.
376 */
377
378 object *
379 get_nearest_part (object *op, const object *pl)
380 {
381 object *tmp, *closest;
382 int last_dist, i;
383
384 if (op->more == NULL)
385 return op;
386 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
387 if ((i = distance (tmp, pl)) < last_dist)
388 closest = tmp, last_dist = i;
389 return closest;
390 }
391
392 /*
393 * Returns the object which has the count-variable equal to the argument.
394 */
395
396 object *
397 find_object (tag_t i)
398 {
399 for (object *op = object::first; op; op = op->next)
400 if (op->count == i)
401 return op;
402
403 return 0;
404 }
405
406 /*
407 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999"
410 */
411
412 object *
413 find_object_name (const char *str)
414 {
415 shstr_cmp str_ (str);
416 object *op;
417
418 for (op = object::first; op != NULL; op = op->next)
419 if (op->name == str_)
420 break;
421
422 return op;
423 }
424
425 void
426 free_all_object_data ()
427 {
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429 }
430
431 /*
432 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects.
434 */
435 void
436 object::set_owner (object *owner)
437 {
438 if (!owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner)
449 owner = owner->owner;
450
451 this->owner = owner;
452 }
453
454 /* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links.
456 */
457 static void
458 free_key_values (object *op)
459 {
460 for (key_value *i = op->key_values; i != 0;)
461 {
462 key_value *next = i->next;
463 delete i;
464
465 i = next;
466 }
467
468 op->key_values = 0;
469 }
470
471 /*
472 * copy_to first frees everything allocated by the dst object,
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479 void
480 object::copy_to (object *dst)
481 {
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
484
485 *(object_copy *)dst = *this;
486
487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495
496 /* Copy over key_values, if any. */
497 if (key_values)
498 {
499 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0;
503
504 for (i = key_values; i; i = i->next)
505 {
506 key_value *new_link = new key_value;
507
508 new_link->next = 0;
509 new_link->key = i->key;
510 new_link->value = i->value;
511
512 /* Try and be clever here, too. */
513 if (!dst->key_values)
514 {
515 dst->key_values = new_link;
516 tail = new_link;
517 }
518 else
519 {
520 tail->next = new_link;
521 tail = new_link;
522 }
523 }
524 }
525
526 dst->set_speed (dst->speed);
527 }
528
529 object *
530 object::clone ()
531 {
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
535 }
536
537 /*
538 * If an object with the IS_TURNABLE() flag needs to be turned due
539 * to the closest player being on the other side, this function can
540 * be called to update the face variable, _and_ how it looks on the map.
541 */
542 void
543 update_turn_face (object *op)
544 {
545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
546 return;
547
548 SET_ANIMATION (op, op->direction);
549 update_object (op, UP_OBJ_FACE);
550 }
551
552 /*
553 * Updates the speed of an object. If the speed changes from 0 to another
554 * value, or vice versa, then add/remove the object from the active list.
555 * This function needs to be called whenever the speed of an object changes.
556 */
557 void
558 object::set_speed (float speed)
559 {
560 if (flag [FLAG_FREED] && speed)
561 {
562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
563 speed = 0;
564 }
565
566 this->speed = speed;
567
568 if (FABS (speed) > MIN_ACTIVE_SPEED)
569 {
570 /* If already on active list, don't do anything */
571 if (active_next || active_prev || this == active_objects)
572 return;
573
574 /* process_events() expects us to insert the object at the beginning
575 * of the list. */
576 active_next = active_objects;
577
578 if (active_next)
579 active_next->active_prev = this;
580
581 active_objects = this;
582 }
583 else
584 {
585 /* If not on the active list, nothing needs to be done */
586 if (!active_next && !active_prev && this != active_objects)
587 return;
588
589 if (!active_prev)
590 {
591 active_objects = active_next;
592
593 if (active_next)
594 active_next->active_prev = 0;
595 }
596 else
597 {
598 active_prev->active_next = active_next;
599
600 if (active_next)
601 active_next->active_prev = active_prev;
602 }
603
604 active_next = 0;
605 active_prev = 0;
606 }
607 }
608
609 /*
610 * update_object() updates the the map.
611 * It takes into account invisible objects (and represent squares covered
612 * by invisible objects by whatever is below them (unless it's another
613 * invisible object, etc...)
614 * If the object being updated is beneath a player, the look-window
615 * of that player is updated (this might be a suboptimal way of
616 * updating that window, though, since update_object() is called _often_)
617 *
618 * action is a hint of what the caller believes need to be done.
619 * current action are:
620 * UP_OBJ_INSERT: op was inserted
621 * UP_OBJ_REMOVE: op was removed
622 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
623 * as that is easier than trying to look at what may have changed.
624 * UP_OBJ_FACE: only the objects face has changed.
625 */
626 void
627 update_object (object *op, int action)
628 {
629 MoveType move_on, move_off, move_block, move_slow;
630
631 if (op == NULL)
632 {
633 /* this should never happen */
634 LOG (llevDebug, "update_object() called for NULL object.\n");
635 return;
636 }
637
638 if (op->env)
639 {
640 /* Animation is currently handled by client, so nothing
641 * to do in this case.
642 */
643 return;
644 }
645
646 /* If the map is saving, don't do anything as everything is
647 * going to get freed anyways.
648 */
649 if (!op->map || op->map->in_memory == MAP_SAVING)
650 return;
651
652 /* make sure the object is within map boundaries */
653 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
654 {
655 LOG (llevError, "update_object() called for object out of map!\n");
656 #ifdef MANY_CORES
657 abort ();
658 #endif
659 return;
660 }
661
662 mapspace &m = op->ms ();
663
664 if (m.flags_ & P_NEED_UPDATE)
665 /* nop */;
666 else if (action == UP_OBJ_INSERT)
667 {
668 // this is likely overkill, TODO: revisit (schmorp)
669 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
670 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
671 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
672 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
673 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
674 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
675 || (m.move_on | op->move_on ) != m.move_on
676 || (m.move_off | op->move_off ) != m.move_off
677 || (m.move_slow | op->move_slow) != m.move_slow
678 /* This isn't perfect, but I don't expect a lot of objects to
679 * to have move_allow right now.
680 */
681 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
682 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
683 m.flags_ = P_NEED_UPDATE;
684 }
685 /* if the object is being removed, we can't make intelligent
686 * decisions, because remove_ob can't really pass the object
687 * that is being removed.
688 */
689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
690 m.flags_ = P_NEED_UPDATE;
691 else if (action == UP_OBJ_FACE)
692 /* Nothing to do for that case */ ;
693 else
694 LOG (llevError, "update_object called with invalid action: %d\n", action);
695
696 if (op->more)
697 update_object (op->more, action);
698 }
699
700 object::vector object::objects; // not yet used
701 object *object::first;
702
703 object::object ()
704 {
705 SET_FLAG (this, FLAG_REMOVED);
706
707 expmul = 1.0;
708 face = blank_face;
709 }
710
711 object::~object ()
712 {
713 free_key_values (this);
714 }
715
716 void object::link ()
717 {
718 count = ++ob_count;
719 uuid = gen_uuid ();
720
721 prev = 0;
722 next = object::first;
723
724 if (object::first)
725 object::first->prev = this;
726
727 object::first = this;
728 }
729
730 void object::unlink ()
731 {
732 if (this == object::first)
733 object::first = next;
734
735 /* Remove this object from the list of used objects */
736 if (prev) prev->next = next;
737 if (next) next->prev = prev;
738
739 prev = 0;
740 next = 0;
741 }
742
743 void
744 object::activate (bool recursive)
745 {
746 // uh, hack
747 set_speed (speed);
748
749 if (recursive)
750 for (object *op = inv; op; op = op->above)
751 op->activate (1);
752 }
753
754 /* This function removes object 'op' from the list of active
755 * objects.
756 * This should only be used for style maps or other such
757 * reference maps where you don't want an object that isn't
758 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object.
761 */
762 void
763 object::deactivate (bool recursive)
764 {
765 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects)
767 return;
768
769 if (active_prev == 0)
770 {
771 active_objects = active_next;
772 if (active_next)
773 active_next->active_prev = 0;
774 }
775 else
776 {
777 active_prev->active_next = active_next;
778 if (active_next)
779 active_next->active_prev = active_prev;
780 }
781
782 active_next = 0;
783 active_prev = 0;
784
785 if (recursive)
786 for (object *op = inv; op; op = op->above)
787 op->deactivate (1);
788 }
789
790 /*
791 * Remove and free all objects in the inventory of the given object.
792 * object.c ?
793 */
794 void
795 object::destroy_inv (bool drop_to_ground)
796 {
797 // need to check first, because the checks below might segfault
798 // as we might be on an invalid mapspace and crossfire code
799 // is too buggy to ensure that the inventory is empty.
800 // corollary: if you create arrows etc. with stuff in tis inventory,
801 // cf will crash below with off-map x and y
802 if (!inv)
803 return;
804
805 /* Only if the space blocks everything do we not process -
806 * if some form of movement is allowed, let objects
807 * drop on that space.
808 */
809 if (!drop_to_ground
810 || !map
811 || map->in_memory != MAP_IN_MEMORY
812 || ms ().move_block == MOVE_ALL)
813 {
814 while (inv)
815 {
816 inv->destroy_inv (drop_to_ground);
817 inv->destroy ();
818 }
819 }
820 else
821 { /* Put objects in inventory onto this space */
822 while (inv)
823 {
824 object *op = inv;
825
826 if (op->flag [FLAG_STARTEQUIP]
827 || op->flag [FLAG_NO_DROP]
828 || op->type == RUNE
829 || op->type == TRAP
830 || op->flag [FLAG_IS_A_TEMPLATE])
831 op->destroy ();
832 else
833 map->insert (op, x, y);
834 }
835 }
836 }
837
838 object *object::create ()
839 {
840 object *op = new object;
841 op->link ();
842 return op;
843 }
844
845 void
846 object::do_destroy ()
847 {
848 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this);
850
851 if (flag [FLAG_FRIENDLY])
852 remove_friendly_object (this);
853
854 if (!flag [FLAG_REMOVED])
855 remove ();
856
857 if (flag [FLAG_FREED])
858 return;
859
860 set_speed (0);
861
862 flag [FLAG_FREED] = 1;
863
864 attachable::do_destroy ();
865
866 destroy_inv (true);
867 unlink ();
868
869 // hack to ensure that freed objects still have a valid map
870 {
871 static maptile *freed_map; // freed objects are moved here to avoid crashes
872
873 if (!freed_map)
874 {
875 freed_map = new maptile;
876
877 freed_map->name = "/internal/freed_objects_map";
878 freed_map->width = 3;
879 freed_map->height = 3;
880
881 freed_map->alloc ();
882 }
883
884 map = freed_map;
885 x = 1;
886 y = 1;
887 }
888
889 head = 0;
890
891 if (more)
892 {
893 more->destroy ();
894 more = 0;
895 }
896
897 // clear those pointers that likely might have circular references to us
898 owner = 0;
899 enemy = 0;
900 attacked_by = 0;
901
902 // only relevant for players(?), but make sure of it anyways
903 contr = 0;
904 }
905
906 void
907 object::destroy (bool destroy_inventory)
908 {
909 if (destroyed ())
910 return;
911
912 if (destroy_inventory)
913 destroy_inv (false);
914
915 attachable::destroy ();
916 }
917
918 /*
919 * sub_weight() recursively (outwards) subtracts a number from the
920 * weight of an object (and what is carried by it's environment(s)).
921 */
922 void
923 sub_weight (object *op, signed long weight)
924 {
925 while (op != NULL)
926 {
927 if (op->type == CONTAINER)
928 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
929
930 op->carrying -= weight;
931 op = op->env;
932 }
933 }
934
935 /* op->remove ():
936 * This function removes the object op from the linked list of objects
937 * which it is currently tied to. When this function is done, the
938 * object will have no environment. If the object previously had an
939 * environment, the x and y coordinates will be updated to
940 * the previous environment.
941 * Beware: This function is called from the editor as well!
942 */
943 void
944 object::remove ()
945 {
946 object *tmp, *last = 0;
947 object *otmp;
948
949 if (QUERY_FLAG (this, FLAG_REMOVED))
950 return;
951
952 SET_FLAG (this, FLAG_REMOVED);
953 INVOKE_OBJECT (REMOVE, this);
954
955 if (more)
956 more->remove ();
957
958 /*
959 * In this case, the object to be removed is in someones
960 * inventory.
961 */
962 if (env)
963 {
964 if (nrof)
965 sub_weight (env, weight * nrof);
966 else
967 sub_weight (env, weight + carrying);
968
969 /* NO_FIX_PLAYER is set when a great many changes are being
970 * made to players inventory. If set, avoiding the call
971 * to save cpu time.
972 */
973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
974 otmp->update_stats ();
975
976 if (above)
977 above->below = below;
978 else
979 env->inv = below;
980
981 if (below)
982 below->above = above;
983
984 /* we set up values so that it could be inserted into
985 * the map, but we don't actually do that - it is up
986 * to the caller to decide what we want to do.
987 */
988 x = env->x, y = env->y;
989 map = env->map;
990 above = 0, below = 0;
991 env = 0;
992 }
993 else if (map)
994 {
995 if (type == PLAYER)
996 {
997 --map->players;
998 map->last_access = runtime;
999 }
1000
1001
1002 /* link the object above us */
1003 if (above)
1004 above->below = below;
1005 else
1006 map->at (x, y).top = below; /* we were top, set new top */
1007
1008 /* Relink the object below us, if there is one */
1009 if (below)
1010 below->above = above;
1011 else
1012 {
1013 /* Nothing below, which means we need to relink map object for this space
1014 * use translated coordinates in case some oddness with map tiling is
1015 * evident
1016 */
1017 if (GET_MAP_OB (map, x, y) != this)
1018 {
1019 char *dump = dump_object (this);
1020 LOG (llevError,
1021 "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);
1022 free (dump);
1023 dump = dump_object (GET_MAP_OB (map, x, y));
1024 LOG (llevError, "%s\n", dump);
1025 free (dump);
1026 }
1027
1028 map->at (x, y).bot = above; /* goes on above it. */
1029 }
1030
1031 above = 0;
1032 below = 0;
1033
1034 if (map->in_memory == MAP_SAVING)
1035 return;
1036
1037 int check_walk_off = !flag [FLAG_NO_APPLY];
1038
1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1040 {
1041 /* No point updating the players look faces if he is the object
1042 * being removed.
1043 */
1044
1045 if (tmp->type == PLAYER && tmp != this)
1046 {
1047 /* If a container that the player is currently using somehow gets
1048 * removed (most likely destroyed), update the player view
1049 * appropriately.
1050 */
1051 if (tmp->container == this)
1052 {
1053 flag [FLAG_APPLIED] = 0;
1054 tmp->container = 0;
1055 }
1056
1057 if (tmp->contr->ns)
1058 tmp->contr->ns->floorbox_update ();
1059 }
1060
1061 /* See if object moving off should effect something */
1062 if (check_walk_off
1063 && ((move_type & tmp->move_off)
1064 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1065 {
1066 move_apply (tmp, this, 0);
1067
1068 if (destroyed ())
1069 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1070 }
1071
1072 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1073 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1074 if (tmp->above == tmp)
1075 tmp->above = 0;
1076
1077 last = tmp;
1078 }
1079
1080 /* last == NULL if there are no objects on this space */
1081 //TODO: this makes little sense, why only update the topmost object?
1082 if (!last)
1083 map->at (x, y).flags_ = P_NEED_UPDATE;
1084 else
1085 update_object (last, UP_OBJ_REMOVE);
1086
1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1088 update_all_los (map, x, y);
1089 }
1090 }
1091
1092 /*
1093 * merge_ob(op,top):
1094 *
1095 * This function goes through all objects below and including top, and
1096 * merges op to the first matching object.
1097 * If top is NULL, it is calculated.
1098 * Returns pointer to object if it succeded in the merge, otherwise NULL
1099 */
1100 object *
1101 merge_ob (object *op, object *top)
1102 {
1103 if (!op->nrof)
1104 return 0;
1105
1106 if (top)
1107 for (top = op; top && top->above; top = top->above)
1108 ;
1109
1110 for (; top; top = top->below)
1111 {
1112 if (top == op)
1113 continue;
1114
1115 if (object::can_merge (op, top))
1116 {
1117 top->nrof += op->nrof;
1118
1119 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1120 op->weight = 0; /* Don't want any adjustements now */
1121 op->destroy ();
1122 return top;
1123 }
1124 }
1125
1126 return 0;
1127 }
1128
1129 /*
1130 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1131 * job preparing multi-part monsters
1132 */
1133 object *
1134 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1135 {
1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1137 {
1138 tmp->x = x + tmp->arch->clone.x;
1139 tmp->y = y + tmp->arch->clone.y;
1140 }
1141
1142 return insert_ob_in_map (op, m, originator, flag);
1143 }
1144
1145 /*
1146 * insert_ob_in_map (op, map, originator, flag):
1147 * This function inserts the object in the two-way linked list
1148 * which represents what is on a map.
1149 * The second argument specifies the map, and the x and y variables
1150 * in the object about to be inserted specifies the position.
1151 *
1152 * originator: Player, monster or other object that caused 'op' to be inserted
1153 * into 'map'. May be NULL.
1154 *
1155 * flag is a bitmask about special things to do (or not do) when this
1156 * function is called. see the object.h file for the INS_ values.
1157 * Passing 0 for flag gives proper default values, so flag really only needs
1158 * to be set if special handling is needed.
1159 *
1160 * Return value:
1161 * new object if 'op' was merged with other object
1162 * NULL if 'op' was destroyed
1163 * just 'op' otherwise
1164 */
1165 object *
1166 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167 {
1168 object *tmp, *top, *floor = NULL;
1169 sint16 x, y;
1170
1171 if (QUERY_FLAG (op, FLAG_FREED))
1172 {
1173 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL;
1175 }
1176
1177 if (!m)
1178 {
1179 char *dump = dump_object (op);
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump);
1182 return op;
1183 }
1184
1185 if (out_of_map (m, op->x, op->y))
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1189 #ifdef MANY_CORES
1190 /* Better to catch this here, as otherwise the next use of this object
1191 * is likely to cause a crash. Better to find out where it is getting
1192 * improperly inserted.
1193 */
1194 abort ();
1195 #endif
1196 free (dump);
1197 return op;
1198 }
1199
1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (op->more)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more;
1213
1214 /* We really need the caller to normalize coordinates - if
1215 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 {
1231 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233
1234 return 0;
1235 }
1236 }
1237
1238 CLEAR_FLAG (op, FLAG_REMOVED);
1239
1240 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work
1243 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y);
1245 x = op->x;
1246 y = op->y;
1247
1248 /* this has to be done after we translate the coordinates.
1249 */
1250 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp))
1253 {
1254 op->nrof += tmp->nrof;
1255 tmp->destroy ();
1256 }
1257
1258 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1259 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1260
1261 if (!QUERY_FLAG (op, FLAG_ALIVE))
1262 CLEAR_FLAG (op, FLAG_NO_STEAL);
1263
1264 if (flag & INS_BELOW_ORIGINATOR)
1265 {
1266 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1267 {
1268 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1269 abort ();
1270 }
1271
1272 op->above = originator;
1273 op->below = originator->below;
1274
1275 if (op->below)
1276 op->below->above = op;
1277 else
1278 op->ms ().bot = op;
1279
1280 /* since *below* originator, no need to update top */
1281 originator->below = op;
1282 }
1283 else
1284 {
1285 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1287 {
1288 object *last = 0;
1289
1290 /*
1291 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if
1294 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1295 * floor, we want to insert above that and no further.
1296 * Also, if there are spell objects on this space, we stop processing
1297 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects.
1301 */
1302 while (top)
1303 {
1304 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1305 floor = top;
1306
1307 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1308 {
1309 /* We insert above top, so we want this object below this */
1310 top = top->below;
1311 break;
1312 }
1313
1314 last = top;
1315 top = top->above;
1316 }
1317
1318 /* Don't want top to be NULL, so set it to the last valid object */
1319 top = last;
1320
1321 /* We let update_position deal with figuring out what the space
1322 * looks like instead of lots of conditions here.
1323 * makes things faster, and effectively the same result.
1324 */
1325
1326 /* Have object 'fall below' other objects that block view.
1327 * Unless those objects are exits, type 66
1328 * If INS_ON_TOP is used, don't do this processing
1329 * Need to find the object that in fact blocks view, otherwise
1330 * stacking is a bit odd.
1331 */
1332 if (!(flag & INS_ON_TOP) &&
1333 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1334 {
1335 for (last = top; last != floor; last = last->below)
1336 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1337 break;
1338 /* Check to see if we found the object that blocks view,
1339 * and make sure we have a below pointer for it so that
1340 * we can get inserted below this one, which requires we
1341 * set top to the object below us.
1342 */
1343 if (last && last->below && last != floor)
1344 top = last->below;
1345 }
1346 } /* If objects on this space */
1347
1348 if (flag & INS_MAP_LOAD)
1349 top = GET_MAP_TOP (op->map, op->x, op->y);
1350
1351 if (flag & INS_ABOVE_FLOOR_ONLY)
1352 top = floor;
1353
1354 /* Top is the object that our object (op) is going to get inserted above.
1355 */
1356
1357 /* First object on this space */
1358 if (!top)
1359 {
1360 op->above = GET_MAP_OB (op->map, op->x, op->y);
1361
1362 if (op->above)
1363 op->above->below = op;
1364
1365 op->below = 0;
1366 op->ms ().bot = op;
1367 }
1368 else
1369 { /* get inserted into the stack above top */
1370 op->above = top->above;
1371
1372 if (op->above)
1373 op->above->below = op;
1374
1375 op->below = top;
1376 top->above = op;
1377 }
1378
1379 if (!op->above)
1380 op->ms ().top = op;
1381 } /* else not INS_BELOW_ORIGINATOR */
1382
1383 if (op->type == PLAYER)
1384 {
1385 op->contr->do_los = 1;
1386 ++op->map->players;
1387 op->map->last_access = runtime;
1388 }
1389
1390 /* If we have a floor, we know the player, if any, will be above
1391 * it, so save a few ticks and start from there.
1392 */
1393 if (!(flag & INS_MAP_LOAD))
1394 if (object *pl = op->ms ().player ())
1395 if (pl->contr->ns)
1396 pl->contr->ns->floorbox_update ();
1397
1398 /* If this object glows, it may affect lighting conditions that are
1399 * visible to others on this map. But update_all_los is really
1400 * an inefficient way to do this, as it means los for all players
1401 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area
1405 * of effect may be sufficient.
1406 */
1407 if (op->map->darkness && (op->glow_radius != 0))
1408 update_all_los (op->map, op->x, op->y);
1409
1410 /* updates flags (blocked, alive, no magic, etc) for this map space */
1411 update_object (op, UP_OBJ_INSERT);
1412
1413 INVOKE_OBJECT (INSERT, op);
1414
1415 /* Don't know if moving this to the end will break anything. However,
1416 * we want to have floorbox_update called before calling this.
1417 *
1418 * check_move_on() must be after this because code called from
1419 * check_move_on() depends on correct map flags (so functions like
1420 * blocked() and wall() work properly), and these flags are updated by
1421 * update_object().
1422 */
1423
1424 /* if this is not the head or flag has been passed, don't check walk on status */
1425 if (!(flag & INS_NO_WALK_ON) && !op->head)
1426 {
1427 if (check_move_on (op, originator))
1428 return 0;
1429
1430 /* If we are a multi part object, lets work our way through the check
1431 * walk on's.
1432 */
1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1434 if (check_move_on (tmp, originator))
1435 return 0;
1436 }
1437
1438 return op;
1439 }
1440
1441 /* this function inserts an object in the map, but if it
1442 * finds an object of its own type, it'll remove that one first.
1443 * op is the object to insert it under: supplies x and the map.
1444 */
1445 void
1446 replace_insert_ob_in_map (const char *arch_string, object *op)
1447 {
1448 object *tmp, *tmp1;
1449
1450 /* first search for itself and remove any old instances */
1451
1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1454 tmp->destroy ();
1455
1456 tmp1 = arch_to_object (archetype::find (arch_string));
1457
1458 tmp1->x = op->x;
1459 tmp1->y = op->y;
1460 insert_ob_in_map (tmp1, op->map, op, 0);
1461 }
1462
1463 object *
1464 object::insert_at (object *where, object *originator, int flags)
1465 {
1466 where->map->insert (this, where->x, where->y, originator, flags);
1467 }
1468
1469 /*
1470 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1471 * is returned contains nr objects, and the remaining parts contains
1472 * the rest (or is removed and freed if that number is 0).
1473 * On failure, NULL is returned, and the reason put into the
1474 * global static errmsg array.
1475 */
1476 object *
1477 get_split_ob (object *orig_ob, uint32 nr)
1478 {
1479 object *newob;
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1481
1482 if (orig_ob->nrof < nr)
1483 {
1484 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1485 return NULL;
1486 }
1487
1488 newob = object_create_clone (orig_ob);
1489
1490 if ((orig_ob->nrof -= nr) < 1)
1491 orig_ob->destroy (1);
1492 else if (!is_removed)
1493 {
1494 if (orig_ob->env != NULL)
1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1496 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1497 {
1498 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1499 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1500 return NULL;
1501 }
1502 }
1503
1504 newob->nrof = nr;
1505
1506 return newob;
1507 }
1508
1509 /*
1510 * decrease_ob_nr(object, number) decreases a specified number from
1511 * the amount of an object. If the amount reaches 0, the object
1512 * is subsequently removed and freed.
1513 *
1514 * Return value: 'op' if something is left, NULL if the amount reached 0
1515 */
1516
1517 object *
1518 decrease_ob_nr (object *op, uint32 i)
1519 {
1520 object *tmp;
1521
1522 if (i == 0) /* objects with op->nrof require this check */
1523 return op;
1524
1525 if (i > op->nrof)
1526 i = op->nrof;
1527
1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1529 op->nrof -= i;
1530 else if (op->env)
1531 {
1532 /* is this object in the players inventory, or sub container
1533 * therein?
1534 */
1535 tmp = op->in_player ();
1536 /* nope. Is this a container the player has opened?
1537 * If so, set tmp to that player.
1538 * IMO, searching through all the players will mostly
1539 * likely be quicker than following op->env to the map,
1540 * and then searching the map for a player.
1541 */
1542 if (!tmp)
1543 for_all_players (pl)
1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1547 break;
1548 }
1549
1550 if (i < op->nrof)
1551 {
1552 sub_weight (op->env, op->weight * i);
1553 op->nrof -= i;
1554 if (tmp)
1555 esrv_send_item (tmp, op);
1556 }
1557 else
1558 {
1559 op->remove ();
1560 op->nrof = 0;
1561 if (tmp)
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1564 }
1565 else
1566 {
1567 object *above = op->above;
1568
1569 if (i < op->nrof)
1570 op->nrof -= i;
1571 else
1572 {
1573 op->remove ();
1574 op->nrof = 0;
1575 }
1576
1577 /* Since we just removed op, op->above is null */
1578 for (tmp = above; tmp; tmp = tmp->above)
1579 if (tmp->type == PLAYER)
1580 {
1581 if (op->nrof)
1582 esrv_send_item (tmp, op);
1583 else
1584 esrv_del_item (tmp->contr, op->count);
1585 }
1586 }
1587
1588 if (op->nrof)
1589 return op;
1590 else
1591 {
1592 op->destroy ();
1593 return 0;
1594 }
1595 }
1596
1597 /*
1598 * add_weight(object, weight) adds the specified weight to an object,
1599 * and also updates how much the environment(s) is/are carrying.
1600 */
1601
1602 void
1603 add_weight (object *op, signed long weight)
1604 {
1605 while (op != NULL)
1606 {
1607 if (op->type == CONTAINER)
1608 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1609
1610 op->carrying += weight;
1611 op = op->env;
1612 }
1613 }
1614
1615 object *
1616 insert_ob_in_ob (object *op, object *where)
1617 {
1618 if (!where)
1619 {
1620 char *dump = dump_object (op);
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump);
1623 return op;
1624 }
1625
1626 if (where->head)
1627 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head;
1630 }
1631
1632 return where->insert (op);
1633 }
1634
1635 /*
1636 * env->insert (op)
1637 * This function inserts the object op in the linked list
1638 * inside the object environment.
1639 *
1640 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero
1642 */
1643
1644 object *
1645 object::insert (object *op)
1646 {
1647 object *tmp, *otmp;
1648
1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1650 op->remove ();
1651
1652 if (op->more)
1653 {
1654 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1655 return op;
1656 }
1657
1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1659 CLEAR_FLAG (op, FLAG_REMOVED);
1660 if (op->nrof)
1661 {
1662 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1663 if (object::can_merge (tmp, op))
1664 {
1665 /* return the original object and remove inserted object
1666 (client needs the original object) */
1667 tmp->nrof += op->nrof;
1668 /* Weight handling gets pretty funky. Since we are adding to
1669 * tmp->nrof, we need to increase the weight.
1670 */
1671 add_weight (this, op->weight * op->nrof);
1672 SET_FLAG (op, FLAG_REMOVED);
1673 op->destroy (); /* free the inserted object */
1674 op = tmp;
1675 op->remove (); /* and fix old object's links */
1676 CLEAR_FLAG (op, FLAG_REMOVED);
1677 break;
1678 }
1679
1680 /* I assume combined objects have no inventory
1681 * We add the weight - this object could have just been removed
1682 * (if it was possible to merge). calling remove_ob will subtract
1683 * the weight, so we need to add it in again, since we actually do
1684 * the linking below
1685 */
1686 add_weight (this, op->weight * op->nrof);
1687 }
1688 else
1689 add_weight (this, (op->weight + op->carrying));
1690
1691 otmp = this->in_player ();
1692 if (otmp && otmp->contr)
1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1694 otmp->update_stats ();
1695
1696 op->map = 0;
1697 op->env = this;
1698 op->above = 0;
1699 op->below = 0;
1700 op->x = 0, op->y = 0;
1701
1702 /* reset the light list and los of the players on the map */
1703 if ((op->glow_radius != 0) && map)
1704 {
1705 #ifdef DEBUG_LIGHTS
1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1707 #endif /* DEBUG_LIGHTS */
1708 if (map->darkness)
1709 update_all_los (map, x, y);
1710 }
1711
1712 /* Client has no idea of ordering so lets not bother ordering it here.
1713 * It sure simplifies this function...
1714 */
1715 if (!inv)
1716 inv = op;
1717 else
1718 {
1719 op->below = inv;
1720 op->below->above = op;
1721 inv = op;
1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1725
1726 return op;
1727 }
1728
1729 /*
1730 * Checks if any objects has a move_type that matches objects
1731 * that effect this object on this space. Call apply() to process
1732 * these events.
1733 *
1734 * Any speed-modification due to SLOW_MOVE() of other present objects
1735 * will affect the speed_left of the object.
1736 *
1737 * originator: Player, monster or other object that caused 'op' to be inserted
1738 * into 'map'. May be NULL.
1739 *
1740 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1741 *
1742 * 4-21-95 added code to check if appropriate skill was readied - this will
1743 * permit faster movement by the player through this terrain. -b.t.
1744 *
1745 * MSW 2001-07-08: Check all objects on space, not just those below
1746 * object being inserted. insert_ob_in_map may not put new objects
1747 * on top.
1748 */
1749 int
1750 check_move_on (object *op, object *originator)
1751 {
1752 object *tmp;
1753 maptile *m = op->map;
1754 int x = op->x, y = op->y;
1755
1756 MoveType move_on, move_slow, move_block;
1757
1758 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1759 return 0;
1760
1761 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1762 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1763 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1764
1765 /* if nothing on this space will slow op down or be applied,
1766 * no need to do checking below. have to make sure move_type
1767 * is set, as lots of objects don't have it set - we treat that
1768 * as walking.
1769 */
1770 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1771 return 0;
1772
1773 /* This is basically inverse logic of that below - basically,
1774 * if the object can avoid the move on or slow move, they do so,
1775 * but can't do it if the alternate movement they are using is
1776 * blocked. Logic on this seems confusing, but does seem correct.
1777 */
1778 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1779 return 0;
1780
1781 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top:
1783 */
1784
1785 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1786 {
1787 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them.
1790 */
1791 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1792 break;
1793 }
1794
1795 for (; tmp; tmp = tmp->below)
1796 {
1797 if (tmp == op)
1798 continue; /* Can't apply yourself */
1799
1800 /* Check to see if one of the movement types should be slowed down.
1801 * Second check makes sure that the movement types not being slowed
1802 * (~slow_move) is not blocked on this space - just because the
1803 * space doesn't slow down swimming (for example), if you can't actually
1804 * swim on that space, can't use it to avoid the penalty.
1805 */
1806 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1807 {
1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1810 {
1811
1812 float
1813 diff = tmp->move_slow_penalty * FABS (op->speed);
1814
1815 if (op->type == PLAYER)
1816 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1817 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1818 diff /= 4.0;
1819
1820 op->speed_left -= diff;
1821 }
1822 }
1823
1824 /* Basically same logic as above, except now for actual apply. */
1825 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1826 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1827 {
1828 move_apply (tmp, op, originator);
1829
1830 if (op->destroyed ())
1831 return 1;
1832
1833 /* what the person/creature stepped onto has moved the object
1834 * someplace new. Don't process any further - if we did,
1835 * have a feeling strange problems would result.
1836 */
1837 if (op->map != m || op->x != x || op->y != y)
1838 return 0;
1839 }
1840 }
1841
1842 return 0;
1843 }
1844
1845 /*
1846 * present_arch(arch, map, x, y) searches for any objects with
1847 * a matching archetype at the given map and coordinates.
1848 * The first matching object is returned, or NULL if none.
1849 */
1850 object *
1851 present_arch (const archetype *at, maptile *m, int x, int y)
1852 {
1853 if (m == NULL || out_of_map (m, x, y))
1854 {
1855 LOG (llevError, "Present_arch called outside map.\n");
1856 return NULL;
1857 }
1858
1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1860 if (tmp->arch == at)
1861 return tmp;
1862
1863 return NULL;
1864 }
1865
1866 /*
1867 * present(type, map, x, y) searches for any objects with
1868 * a matching type variable at the given map and coordinates.
1869 * The first matching object is returned, or NULL if none.
1870 */
1871 object *
1872 present (unsigned char type, maptile *m, int x, int y)
1873 {
1874 if (out_of_map (m, x, y))
1875 {
1876 LOG (llevError, "Present called outside map.\n");
1877 return NULL;
1878 }
1879
1880 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1881 if (tmp->type == type)
1882 return tmp;
1883
1884 return NULL;
1885 }
1886
1887 /*
1888 * present_in_ob(type, object) searches for any objects with
1889 * a matching type variable in the inventory of the given object.
1890 * The first matching object is returned, or NULL if none.
1891 */
1892 object *
1893 present_in_ob (unsigned char type, const object *op)
1894 {
1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1896 if (tmp->type == type)
1897 return tmp;
1898
1899 return NULL;
1900 }
1901
1902 /*
1903 * present_in_ob (type, str, object) searches for any objects with
1904 * a matching type & name variable in the inventory of the given object.
1905 * The first matching object is returned, or NULL if none.
1906 * This is mostly used by spell effect code, so that we only
1907 * have one spell effect at a time.
1908 * type can be used to narrow the search - if type is set,
1909 * the type must also match. -1 can be passed for the type,
1910 * in which case the type does not need to pass.
1911 * str is the string to match against. Note that we match against
1912 * the object name, not the archetype name. this is so that the
1913 * spell code can use one object type (force), but change it's name
1914 * to be unique.
1915 */
1916 object *
1917 present_in_ob_by_name (int type, const char *str, const object *op)
1918 {
1919 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1921 return tmp;
1922
1923 return 0;
1924 }
1925
1926 /*
1927 * present_arch_in_ob(archetype, object) searches for any objects with
1928 * a matching archetype in the inventory of the given object.
1929 * The first matching object is returned, or NULL if none.
1930 */
1931 object *
1932 present_arch_in_ob (const archetype *at, const object *op)
1933 {
1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1935 if (tmp->arch == at)
1936 return tmp;
1937
1938 return NULL;
1939 }
1940
1941 /*
1942 * activate recursively a flag on an object inventory
1943 */
1944 void
1945 flag_inv (object *op, int flag)
1946 {
1947 if (op->inv)
1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1949 {
1950 SET_FLAG (tmp, flag);
1951 flag_inv (tmp, flag);
1952 }
1953 }
1954
1955 /*
1956 * deactivate recursively a flag on an object inventory
1957 */
1958 void
1959 unflag_inv (object *op, int flag)
1960 {
1961 if (op->inv)
1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1963 {
1964 CLEAR_FLAG (tmp, flag);
1965 unflag_inv (tmp, flag);
1966 }
1967 }
1968
1969 /*
1970 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1971 * all it's inventory (recursively).
1972 * If checksums are used, a player will get set_cheat called for
1973 * him/her-self and all object carried by a call to this function.
1974 */
1975 void
1976 set_cheat (object *op)
1977 {
1978 SET_FLAG (op, FLAG_WAS_WIZ);
1979 flag_inv (op, FLAG_WAS_WIZ);
1980 }
1981
1982 /*
1983 * find_free_spot(object, map, x, y, start, stop) will search for
1984 * a spot at the given map and coordinates which will be able to contain
1985 * the given object. start and stop specifies how many squares
1986 * to search (see the freearr_x/y[] definition).
1987 * It returns a random choice among the alternatives found.
1988 * start and stop are where to start relative to the free_arr array (1,9
1989 * does all 4 immediate directions). This returns the index into the
1990 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1991 * Note - this only checks to see if there is space for the head of the
1992 * object - if it is a multispace object, this should be called for all
1993 * pieces.
1994 * Note2: This function does correctly handle tiled maps, but does not
1995 * inform the caller. However, insert_ob_in_map will update as
1996 * necessary, so the caller shouldn't need to do any special work.
1997 * Note - updated to take an object instead of archetype - this is necessary
1998 * because arch_blocked (now ob_blocked) needs to know the movement type
1999 * to know if the space in question will block the object. We can't use
2000 * the archetype because that isn't correct if the monster has been
2001 * customized, changed states, etc.
2002 */
2003 int
2004 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2005 {
2006 int index = 0, flag;
2007 int altern[SIZEOFFREE];
2008
2009 for (int i = start; i < stop; i++)
2010 {
2011 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2012 if (!flag)
2013 altern [index++] = i;
2014
2015 /* Basically, if we find a wall on a space, we cut down the search size.
2016 * In this way, we won't return spaces that are on another side of a wall.
2017 * This mostly work, but it cuts down the search size in all directions -
2018 * if the space being examined only has a wall to the north and empty
2019 * spaces in all the other directions, this will reduce the search space
2020 * to only the spaces immediately surrounding the target area, and
2021 * won't look 2 spaces south of the target space.
2022 */
2023 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2024 stop = maxfree[i];
2025 }
2026
2027 if (!index)
2028 return -1;
2029
2030 return altern[RANDOM () % index];
2031 }
2032
2033 /*
2034 * find_first_free_spot(archetype, maptile, x, y) works like
2035 * find_free_spot(), but it will search max number of squares.
2036 * But it will return the first available spot, not a random choice.
2037 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2038 */
2039 int
2040 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2041 {
2042 for (int i = 0; i < SIZEOFFREE; i++)
2043 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2044 return i;
2045
2046 return -1;
2047 }
2048
2049 /*
2050 * The function permute(arr, begin, end) randomly reorders the array
2051 * arr[begin..end-1].
2052 * now uses a fisher-yates shuffle, old permute was broken
2053 */
2054 static void
2055 permute (int *arr, int begin, int end)
2056 {
2057 arr += begin;
2058 end -= begin;
2059
2060 while (--end)
2061 swap (arr [end], arr [RANDOM () % (end + 1)]);
2062 }
2063
2064 /* new function to make monster searching more efficient, and effective!
2065 * This basically returns a randomized array (in the passed pointer) of
2066 * the spaces to find monsters. In this way, it won't always look for
2067 * monsters to the north first. However, the size of the array passed
2068 * covers all the spaces, so within that size, all the spaces within
2069 * the 3x3 area will be searched, just not in a predictable order.
2070 */
2071 void
2072 get_search_arr (int *search_arr)
2073 {
2074 int i;
2075
2076 for (i = 0; i < SIZEOFFREE; i++)
2077 search_arr[i] = i;
2078
2079 permute (search_arr, 1, SIZEOFFREE1 + 1);
2080 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2081 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2082 }
2083
2084 /*
2085 * find_dir(map, x, y, exclude) will search some close squares in the
2086 * given map at the given coordinates for live objects.
2087 * It will not considered the object given as exclude among possible
2088 * live objects.
2089 * It returns the direction toward the first/closest live object if finds
2090 * any, otherwise 0.
2091 * Perhaps incorrectly, but I'm making the assumption that exclude
2092 * is actually want is going to try and move there. We need this info
2093 * because we have to know what movement the thing looking to move
2094 * there is capable of.
2095 */
2096 int
2097 find_dir (maptile *m, int x, int y, object *exclude)
2098 {
2099 int i, max = SIZEOFFREE, mflags;
2100
2101 sint16 nx, ny;
2102 object *tmp;
2103 maptile *mp;
2104
2105 MoveType blocked, move_type;
2106
2107 if (exclude && exclude->head)
2108 {
2109 exclude = exclude->head;
2110 move_type = exclude->move_type;
2111 }
2112 else
2113 {
2114 /* If we don't have anything, presume it can use all movement types. */
2115 move_type = MOVE_ALL;
2116 }
2117
2118 for (i = 1; i < max; i++)
2119 {
2120 mp = m;
2121 nx = x + freearr_x[i];
2122 ny = y + freearr_y[i];
2123
2124 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2125
2126 if (mflags & P_OUT_OF_MAP)
2127 max = maxfree[i];
2128 else
2129 {
2130 mapspace &ms = mp->at (nx, ny);
2131
2132 blocked = ms.move_block;
2133
2134 if ((move_type & blocked) == move_type)
2135 max = maxfree[i];
2136 else if (mflags & P_IS_ALIVE)
2137 {
2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2140 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2141 break;
2142
2143 if (tmp)
2144 return freedir[i];
2145 }
2146 }
2147 }
2148
2149 return 0;
2150 }
2151
2152 /*
2153 * distance(object 1, object 2) will return the square of the
2154 * distance between the two given objects.
2155 */
2156 int
2157 distance (const object *ob1, const object *ob2)
2158 {
2159 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2160 }
2161
2162 /*
2163 * find_dir_2(delta-x,delta-y) will return a direction in which
2164 * an object which has subtracted the x and y coordinates of another
2165 * object, needs to travel toward it.
2166 */
2167 int
2168 find_dir_2 (int x, int y)
2169 {
2170 int q;
2171
2172 if (y)
2173 q = x * 100 / y;
2174 else if (x)
2175 q = -300 * x;
2176 else
2177 return 0;
2178
2179 if (y > 0)
2180 {
2181 if (q < -242)
2182 return 3;
2183 if (q < -41)
2184 return 2;
2185 if (q < 41)
2186 return 1;
2187 if (q < 242)
2188 return 8;
2189 return 7;
2190 }
2191
2192 if (q < -242)
2193 return 7;
2194 if (q < -41)
2195 return 6;
2196 if (q < 41)
2197 return 5;
2198 if (q < 242)
2199 return 4;
2200
2201 return 3;
2202 }
2203
2204 /*
2205 * absdir(int): Returns a number between 1 and 8, which represent
2206 * the "absolute" direction of a number (it actually takes care of
2207 * "overflow" in previous calculations of a direction).
2208 */
2209
2210 int
2211 absdir (int d)
2212 {
2213 while (d < 1)
2214 d += 8;
2215
2216 while (d > 8)
2217 d -= 8;
2218
2219 return d;
2220 }
2221
2222 /*
2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2224 * between two directions (which are expected to be absolute (see absdir())
2225 */
2226
2227 int
2228 dirdiff (int dir1, int dir2)
2229 {
2230 int d;
2231
2232 d = abs (dir1 - dir2);
2233 if (d > 4)
2234 d = 8 - d;
2235
2236 return d;
2237 }
2238
2239 /* peterm:
2240 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2241 * Basically, this is a table of directions, and what directions
2242 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2243 * This basically means that if direction is 15, then it could either go
2244 * direction 4, 14, or 16 to get back to where we are.
2245 * Moved from spell_util.c to object.c with the other related direction
2246 * functions.
2247 */
2248 int reduction_dir[SIZEOFFREE][3] = {
2249 {0, 0, 0}, /* 0 */
2250 {0, 0, 0}, /* 1 */
2251 {0, 0, 0}, /* 2 */
2252 {0, 0, 0}, /* 3 */
2253 {0, 0, 0}, /* 4 */
2254 {0, 0, 0}, /* 5 */
2255 {0, 0, 0}, /* 6 */
2256 {0, 0, 0}, /* 7 */
2257 {0, 0, 0}, /* 8 */
2258 {8, 1, 2}, /* 9 */
2259 {1, 2, -1}, /* 10 */
2260 {2, 10, 12}, /* 11 */
2261 {2, 3, -1}, /* 12 */
2262 {2, 3, 4}, /* 13 */
2263 {3, 4, -1}, /* 14 */
2264 {4, 14, 16}, /* 15 */
2265 {5, 4, -1}, /* 16 */
2266 {4, 5, 6}, /* 17 */
2267 {6, 5, -1}, /* 18 */
2268 {6, 20, 18}, /* 19 */
2269 {7, 6, -1}, /* 20 */
2270 {6, 7, 8}, /* 21 */
2271 {7, 8, -1}, /* 22 */
2272 {8, 22, 24}, /* 23 */
2273 {8, 1, -1}, /* 24 */
2274 {24, 9, 10}, /* 25 */
2275 {9, 10, -1}, /* 26 */
2276 {10, 11, -1}, /* 27 */
2277 {27, 11, 29}, /* 28 */
2278 {11, 12, -1}, /* 29 */
2279 {12, 13, -1}, /* 30 */
2280 {12, 13, 14}, /* 31 */
2281 {13, 14, -1}, /* 32 */
2282 {14, 15, -1}, /* 33 */
2283 {33, 15, 35}, /* 34 */
2284 {16, 15, -1}, /* 35 */
2285 {17, 16, -1}, /* 36 */
2286 {18, 17, 16}, /* 37 */
2287 {18, 17, -1}, /* 38 */
2288 {18, 19, -1}, /* 39 */
2289 {41, 19, 39}, /* 40 */
2290 {19, 20, -1}, /* 41 */
2291 {20, 21, -1}, /* 42 */
2292 {20, 21, 22}, /* 43 */
2293 {21, 22, -1}, /* 44 */
2294 {23, 22, -1}, /* 45 */
2295 {45, 47, 23}, /* 46 */
2296 {23, 24, -1}, /* 47 */
2297 {24, 9, -1}
2298 }; /* 48 */
2299
2300 /* Recursive routine to step back and see if we can
2301 * find a path to that monster that we found. If not,
2302 * we don't bother going toward it. Returns 1 if we
2303 * can see a direct way to get it
2304 * Modified to be map tile aware -.MSW
2305 */
2306 int
2307 can_see_monsterP (maptile *m, int x, int y, int dir)
2308 {
2309 sint16 dx, dy;
2310 int mflags;
2311
2312 if (dir < 0)
2313 return 0; /* exit condition: invalid direction */
2314
2315 dx = x + freearr_x[dir];
2316 dy = y + freearr_y[dir];
2317
2318 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2319
2320 /* This functional arguably was incorrect before - it was
2321 * checking for P_WALL - that was basically seeing if
2322 * we could move to the monster - this is being more
2323 * literal on if we can see it. To know if we can actually
2324 * move to the monster, we'd need the monster passed in or
2325 * at least its move type.
2326 */
2327 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2328 return 0;
2329
2330 /* yes, can see. */
2331 if (dir < 9)
2332 return 1;
2333
2334 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2335 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2336 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2337 }
2338
2339 /*
2340 * can_pick(picker, item): finds out if an object is possible to be
2341 * picked up by the picker. Returnes 1 if it can be
2342 * picked up, otherwise 0.
2343 *
2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2345 * core dumps if they do.
2346 *
2347 * Add a check so we can't pick up invisible objects (0.93.8)
2348 */
2349
2350 int
2351 can_pick (const object *who, const object *item)
2352 {
2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2355 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2356 }
2357
2358 /*
2359 * create clone from object to another
2360 */
2361 object *
2362 object_create_clone (object *asrc)
2363 {
2364 object *dst = 0, *tmp, *src, *part, *prev, *item;
2365
2366 if (!asrc)
2367 return 0;
2368
2369 src = asrc;
2370 if (src->head)
2371 src = src->head;
2372
2373 prev = 0;
2374 for (part = src; part; part = part->more)
2375 {
2376 tmp = part->clone ();
2377 tmp->x -= src->x;
2378 tmp->y -= src->y;
2379
2380 if (!part->head)
2381 {
2382 dst = tmp;
2383 tmp->head = 0;
2384 }
2385 else
2386 tmp->head = dst;
2387
2388 tmp->more = 0;
2389
2390 if (prev)
2391 prev->more = tmp;
2392
2393 prev = tmp;
2394 }
2395
2396 for (item = src->inv; item; item = item->below)
2397 insert_ob_in_ob (object_create_clone (item), dst);
2398
2399 return dst;
2400 }
2401
2402 /* GROS - Creates an object using a string representing its content. */
2403 /* Basically, we save the content of the string to a temp file, then call */
2404 /* load_object on it. I admit it is a highly inefficient way to make things, */
2405 /* but it was simple to make and allows reusing the load_object function. */
2406 /* Remember not to use load_object_str in a time-critical situation. */
2407 /* Also remember that multiparts objects are not supported for now. */
2408 object *
2409 load_object_str (const char *obstr)
2410 {
2411 object *op;
2412 char filename[MAX_BUF];
2413
2414 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2415
2416 FILE *tempfile = fopen (filename, "w");
2417
2418 if (tempfile == NULL)
2419 {
2420 LOG (llevError, "Error - Unable to access load object temp file\n");
2421 return NULL;
2422 }
2423
2424 fprintf (tempfile, obstr);
2425 fclose (tempfile);
2426
2427 op = object::create ();
2428
2429 object_thawer thawer (filename);
2430
2431 if (thawer)
2432 load_object (thawer, op, 0);
2433
2434 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2435 CLEAR_FLAG (op, FLAG_REMOVED);
2436
2437 return op;
2438 }
2439
2440 /* This returns the first object in who's inventory that
2441 * has the same type and subtype match.
2442 * returns NULL if no match.
2443 */
2444 object *
2445 find_obj_by_type_subtype (const object *who, int type, int subtype)
2446 {
2447 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2448 if (tmp->type == type && tmp->subtype == subtype)
2449 return tmp;
2450
2451 return 0;
2452 }
2453
2454 /* If ob has a field named key, return the link from the list,
2455 * otherwise return NULL.
2456 *
2457 * key must be a passed in shared string - otherwise, this won't
2458 * do the desired thing.
2459 */
2460 key_value *
2461 get_ob_key_link (const object *ob, const char *key)
2462 {
2463 for (key_value *link = ob->key_values; link; link = link->next)
2464 if (link->key == key)
2465 return link;
2466
2467 return 0;
2468 }
2469
2470 /*
2471 * Returns the value of op has an extra_field for key, or NULL.
2472 *
2473 * The argument doesn't need to be a shared string.
2474 *
2475 * The returned string is shared.
2476 */
2477 const char *
2478 get_ob_key_value (const object *op, const char *const key)
2479 {
2480 key_value *link;
2481 shstr_cmp canonical_key (key);
2482
2483 if (!canonical_key)
2484 {
2485 /* 1. There being a field named key on any object
2486 * implies there'd be a shared string to find.
2487 * 2. Since there isn't, no object has this field.
2488 * 3. Therefore, *this* object doesn't have this field.
2489 */
2490 return 0;
2491 }
2492
2493 /* This is copied from get_ob_key_link() above -
2494 * only 4 lines, and saves the function call overhead.
2495 */
2496 for (link = op->key_values; link; link = link->next)
2497 if (link->key == canonical_key)
2498 return link->value;
2499
2500 return 0;
2501 }
2502
2503
2504 /*
2505 * Updates the canonical_key in op to value.
2506 *
2507 * canonical_key is a shared string (value doesn't have to be).
2508 *
2509 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2510 * keys.
2511 *
2512 * Returns TRUE on success.
2513 */
2514 int
2515 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2516 {
2517 key_value *field = NULL, *last = NULL;
2518
2519 for (field = op->key_values; field != NULL; field = field->next)
2520 {
2521 if (field->key != canonical_key)
2522 {
2523 last = field;
2524 continue;
2525 }
2526
2527 if (value)
2528 field->value = value;
2529 else
2530 {
2531 /* Basically, if the archetype has this key set,
2532 * we need to store the null value so when we save
2533 * it, we save the empty value so that when we load,
2534 * we get this value back again.
2535 */
2536 if (get_ob_key_link (&op->arch->clone, canonical_key))
2537 field->value = 0;
2538 else
2539 {
2540 if (last)
2541 last->next = field->next;
2542 else
2543 op->key_values = field->next;
2544
2545 delete field;
2546 }
2547 }
2548 return TRUE;
2549 }
2550 /* IF we get here, key doesn't exist */
2551
2552 /* No field, we'll have to add it. */
2553
2554 if (!add_key)
2555 return FALSE;
2556
2557 /* There isn't any good reason to store a null
2558 * value in the key/value list. If the archetype has
2559 * this key, then we should also have it, so shouldn't
2560 * be here. If user wants to store empty strings,
2561 * should pass in ""
2562 */
2563 if (value == NULL)
2564 return TRUE;
2565
2566 field = new key_value;
2567
2568 field->key = canonical_key;
2569 field->value = value;
2570 /* Usual prepend-addition. */
2571 field->next = op->key_values;
2572 op->key_values = field;
2573
2574 return TRUE;
2575 }
2576
2577 /*
2578 * Updates the key in op to value.
2579 *
2580 * If add_key is FALSE, this will only update existing keys,
2581 * and not add new ones.
2582 * In general, should be little reason FALSE is ever passed in for add_key
2583 *
2584 * Returns TRUE on success.
2585 */
2586 int
2587 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2588 {
2589 shstr key_ (key);
2590
2591 return set_ob_key_value_s (op, key_, value, add_key);
2592 }
2593
2594 object::depth_iterator::depth_iterator (object *container)
2595 : iterator_base (container)
2596 {
2597 while (item->inv)
2598 item = item->inv;
2599 }
2600
2601 void
2602 object::depth_iterator::next ()
2603 {
2604 if (item->below)
2605 {
2606 item = item->below;
2607
2608 while (item->inv)
2609 item = item->inv;
2610 }
2611 else
2612 item = item->env;
2613 }
2614
2615 // return a suitable string describing an objetc in enough detail to find it
2616 const char *
2617 object::debug_desc (char *info) const
2618 {
2619 char info2[256 * 3];
2620 char *p = info;
2621
2622 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2623 count,
2624 &name,
2625 title ? " " : "",
2626 title ? (const char *)title : "");
2627
2628 if (env)
2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2630
2631 if (map)
2632 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2633
2634 return info;
2635 }
2636
2637 const char *
2638 object::debug_desc () const
2639 {
2640 static char info[256 * 3];
2641 return debug_desc (info);
2642 }
2643