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/cvs/deliantra/server/common/object.C
Revision: 1.99
Committed: Sun Dec 31 18:10:40 2006 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.98: +5 -5 lines
Log Message:
- style maps need very special treatment
- cf has a nonzero chance of crashing in a random map

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) && ob1->has_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 (has_active_speed ())
569 activate ();
570 else
571 deactivate ();
572 }
573
574 /*
575 * update_object() updates the the map.
576 * It takes into account invisible objects (and represent squares covered
577 * by invisible objects by whatever is below them (unless it's another
578 * invisible object, etc...)
579 * If the object being updated is beneath a player, the look-window
580 * of that player is updated (this might be a suboptimal way of
581 * updating that window, though, since update_object() is called _often_)
582 *
583 * action is a hint of what the caller believes need to be done.
584 * current action are:
585 * UP_OBJ_INSERT: op was inserted
586 * UP_OBJ_REMOVE: op was removed
587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
588 * as that is easier than trying to look at what may have changed.
589 * UP_OBJ_FACE: only the objects face has changed.
590 */
591 void
592 update_object (object *op, int action)
593 {
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL)
597 {
598 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return;
601 }
602
603 if (op->env)
604 {
605 /* Animation is currently handled by client, so nothing
606 * to do in this case.
607 */
608 return;
609 }
610
611 /* If the map is saving, don't do anything as everything is
612 * going to get freed anyways.
613 */
614 if (!op->map || op->map->in_memory == MAP_SAVING)
615 return;
616
617 /* make sure the object is within map boundaries */
618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
619 {
620 LOG (llevError, "update_object() called for object out of map!\n");
621 #ifdef MANY_CORES
622 abort ();
623 #endif
624 return;
625 }
626
627 mapspace &m = op->ms ();
628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
631 else if (action == UP_OBJ_INSERT)
632 {
633 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
640 || (m.move_on | op->move_on ) != m.move_on
641 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow
643 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now.
645 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
648 m.flags_ = 0;
649 }
650 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object
652 * that is being removed.
653 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = 0;
656 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ;
658 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action);
660
661 if (op->more)
662 update_object (op->more, action);
663 }
664
665 object *object::first;
666
667 object::object ()
668 {
669 SET_FLAG (this, FLAG_REMOVED);
670
671 expmul = 1.0;
672 face = blank_face;
673 }
674
675 object::~object ()
676 {
677 free_key_values (this);
678 }
679
680 void object::link ()
681 {
682 count = ++ob_count;
683 uuid = gen_uuid ();
684
685 prev = 0;
686 next = object::first;
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692 }
693
694 void object::unlink ()
695 {
696 if (this == object::first)
697 object::first = next;
698
699 /* Remove this object from the list of used objects */
700 if (prev) prev->next = next;
701 if (next) next->prev = prev;
702
703 prev = 0;
704 next = 0;
705 }
706
707 bool
708 object::active () const
709 {
710 return active_next || active_prev || this == active_objects;
711 }
712
713 void
714 object::activate ()
715 {
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731 }
732
733 void
734 object::activate_recursive ()
735 {
736 activate ();
737
738 for (object *op = inv; op; op = op->above)
739 op->activate_recursive ();
740 }
741
742 /* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750 void
751 object::deactivate ()
752 {
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772 }
773
774 void
775 object::deactivate_recursive ()
776 {
777 for (object *op = inv; op; op = op->above)
778 op->deactivate_recursive ();
779
780 deactivate ();
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 || ms ().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->alloc ();
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)
970 above->below = below;
971 else
972 env->inv = below;
973
974 if (below)
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 if (type == PLAYER)
989 {
990 --map->players;
991 map->last_access = runtime;
992 }
993
994 map->dirty = true;
995
996 /* link the object above us */
997 if (above)
998 above->below = below;
999 else
1000 map->at (x, y).top = below; /* we were top, set new top */
1001
1002 /* Relink the object below us, if there is one */
1003 if (below)
1004 below->above = above;
1005 else
1006 {
1007 /* Nothing below, which means we need to relink map object for this space
1008 * use translated coordinates in case some oddness with map tiling is
1009 * evident
1010 */
1011 if (GET_MAP_OB (map, x, y) != this)
1012 {
1013 char *dump = dump_object (this);
1014 LOG (llevError,
1015 "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);
1016 free (dump);
1017 dump = dump_object (GET_MAP_OB (map, x, y));
1018 LOG (llevError, "%s\n", dump);
1019 free (dump);
1020 }
1021
1022 map->at (x, y).bot = above; /* goes on above it. */
1023 }
1024
1025 above = 0;
1026 below = 0;
1027
1028 if (map->in_memory == MAP_SAVING)
1029 return;
1030
1031 int check_walk_off = !flag [FLAG_NO_APPLY];
1032
1033 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1034 {
1035 /* No point updating the players look faces if he is the object
1036 * being removed.
1037 */
1038
1039 if (tmp->type == PLAYER && tmp != this)
1040 {
1041 /* If a container that the player is currently using somehow gets
1042 * removed (most likely destroyed), update the player view
1043 * appropriately.
1044 */
1045 if (tmp->container == this)
1046 {
1047 flag [FLAG_APPLIED] = 0;
1048 tmp->container = 0;
1049 }
1050
1051 if (tmp->contr->ns)
1052 tmp->contr->ns->floorbox_update ();
1053 }
1054
1055 /* See if object moving off should effect something */
1056 if (check_walk_off
1057 && ((move_type & tmp->move_off)
1058 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1059 {
1060 move_apply (tmp, this, 0);
1061
1062 if (destroyed ())
1063 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1064 }
1065
1066 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1067 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1068 if (tmp->above == tmp)
1069 tmp->above = 0;
1070
1071 last = tmp;
1072 }
1073
1074 /* last == NULL if there are no objects on this space */
1075 //TODO: this makes little sense, why only update the topmost object?
1076 if (!last)
1077 map->at (x, y).flags_ = 0;
1078 else
1079 update_object (last, UP_OBJ_REMOVE);
1080
1081 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1082 update_all_los (map, x, y);
1083 }
1084 }
1085
1086 /*
1087 * merge_ob(op,top):
1088 *
1089 * This function goes through all objects below and including top, and
1090 * merges op to the first matching object.
1091 * If top is NULL, it is calculated.
1092 * Returns pointer to object if it succeded in the merge, otherwise NULL
1093 */
1094 object *
1095 merge_ob (object *op, object *top)
1096 {
1097 if (!op->nrof)
1098 return 0;
1099
1100 if (top)
1101 for (top = op; top && top->above; top = top->above)
1102 ;
1103
1104 for (; top; top = top->below)
1105 {
1106 if (top == op)
1107 continue;
1108
1109 if (object::can_merge (op, top))
1110 {
1111 top->nrof += op->nrof;
1112
1113 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1114 op->weight = 0; /* Don't want any adjustements now */
1115 op->destroy ();
1116 return top;
1117 }
1118 }
1119
1120 return 0;
1121 }
1122
1123 /*
1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1125 * job preparing multi-part monsters
1126 */
1127 object *
1128 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129 {
1130 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1131 {
1132 tmp->x = x + tmp->arch->clone.x;
1133 tmp->y = y + tmp->arch->clone.y;
1134 }
1135
1136 return insert_ob_in_map (op, m, originator, flag);
1137 }
1138
1139 /*
1140 * insert_ob_in_map (op, map, originator, flag):
1141 * This function inserts the object in the two-way linked list
1142 * which represents what is on a map.
1143 * The second argument specifies the map, and the x and y variables
1144 * in the object about to be inserted specifies the position.
1145 *
1146 * originator: Player, monster or other object that caused 'op' to be inserted
1147 * into 'map'. May be NULL.
1148 *
1149 * flag is a bitmask about special things to do (or not do) when this
1150 * function is called. see the object.h file for the INS_ values.
1151 * Passing 0 for flag gives proper default values, so flag really only needs
1152 * to be set if special handling is needed.
1153 *
1154 * Return value:
1155 * new object if 'op' was merged with other object
1156 * NULL if 'op' was destroyed
1157 * just 'op' otherwise
1158 */
1159 object *
1160 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1161 {
1162 object *tmp, *top, *floor = NULL;
1163 sint16 x, y;
1164
1165 if (QUERY_FLAG (op, FLAG_FREED))
1166 {
1167 LOG (llevError, "Trying to insert freed object!\n");
1168 return NULL;
1169 }
1170
1171 if (!m)
1172 {
1173 char *dump = dump_object (op);
1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1175 free (dump);
1176 return op;
1177 }
1178
1179 if (out_of_map (m, op->x, op->y))
1180 {
1181 char *dump = dump_object (op);
1182 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1183 #ifdef MANY_CORES
1184 /* Better to catch this here, as otherwise the next use of this object
1185 * is likely to cause a crash. Better to find out where it is getting
1186 * improperly inserted.
1187 */
1188 abort ();
1189 #endif
1190 free (dump);
1191 return op;
1192 }
1193
1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1195 {
1196 char *dump = dump_object (op);
1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1199 return op;
1200 }
1201
1202 if (op->more)
1203 {
1204 /* The part may be on a different map. */
1205
1206 object *more = op->more;
1207
1208 /* We really need the caller to normalize coordinates - if
1209 * we set the map, that doesn't work if the location is within
1210 * a map and this is straddling an edge. So only if coordinate
1211 * is clear wrong do we normalize it.
1212 */
1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1214 more->map = get_map_from_coord (m, &more->x, &more->y);
1215 else if (!more->map)
1216 {
1217 /* For backwards compatibility - when not dealing with tiled maps,
1218 * more->map should always point to the parent.
1219 */
1220 more->map = m;
1221 }
1222
1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1224 {
1225 if (!op->head)
1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227
1228 return 0;
1229 }
1230 }
1231
1232 CLEAR_FLAG (op, FLAG_REMOVED);
1233
1234 /* Ideally, the caller figures this out. However, it complicates a lot
1235 * of areas of callers (eg, anything that uses find_free_spot would now
1236 * need extra work
1237 */
1238 op->map = get_map_from_coord (m, &op->x, &op->y);
1239 x = op->x;
1240 y = op->y;
1241
1242 /* this has to be done after we translate the coordinates.
1243 */
1244 if (op->nrof && !(flag & INS_NO_MERGE))
1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1246 if (object::can_merge (op, tmp))
1247 {
1248 op->nrof += tmp->nrof;
1249 tmp->destroy ();
1250 }
1251
1252 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1253 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1254
1255 if (!QUERY_FLAG (op, FLAG_ALIVE))
1256 CLEAR_FLAG (op, FLAG_NO_STEAL);
1257
1258 if (flag & INS_BELOW_ORIGINATOR)
1259 {
1260 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1261 {
1262 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1263 abort ();
1264 }
1265
1266 op->above = originator;
1267 op->below = originator->below;
1268
1269 if (op->below)
1270 op->below->above = op;
1271 else
1272 op->ms ().bot = op;
1273
1274 /* since *below* originator, no need to update top */
1275 originator->below = op;
1276 }
1277 else
1278 {
1279 /* If there are other objects, then */
1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1281 {
1282 object *last = 0;
1283
1284 /*
1285 * If there are multiple objects on this space, we do some trickier handling.
1286 * We've already dealt with merging if appropriate.
1287 * Generally, we want to put the new object on top. But if
1288 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1289 * floor, we want to insert above that and no further.
1290 * Also, if there are spell objects on this space, we stop processing
1291 * once we get to them. This reduces the need to traverse over all of
1292 * them when adding another one - this saves quite a bit of cpu time
1293 * when lots of spells are cast in one area. Currently, it is presumed
1294 * that flying non pickable objects are spell objects.
1295 */
1296 while (top)
1297 {
1298 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1299 floor = top;
1300
1301 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1302 {
1303 /* We insert above top, so we want this object below this */
1304 top = top->below;
1305 break;
1306 }
1307
1308 last = top;
1309 top = top->above;
1310 }
1311
1312 /* Don't want top to be NULL, so set it to the last valid object */
1313 top = last;
1314
1315 /* We let update_position deal with figuring out what the space
1316 * looks like instead of lots of conditions here.
1317 * makes things faster, and effectively the same result.
1318 */
1319
1320 /* Have object 'fall below' other objects that block view.
1321 * Unless those objects are exits, type 66
1322 * If INS_ON_TOP is used, don't do this processing
1323 * Need to find the object that in fact blocks view, otherwise
1324 * stacking is a bit odd.
1325 */
1326 if (!(flag & INS_ON_TOP) &&
1327 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1328 {
1329 for (last = top; last != floor; last = last->below)
1330 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1331 break;
1332 /* Check to see if we found the object that blocks view,
1333 * and make sure we have a below pointer for it so that
1334 * we can get inserted below this one, which requires we
1335 * set top to the object below us.
1336 */
1337 if (last && last->below && last != floor)
1338 top = last->below;
1339 }
1340 } /* If objects on this space */
1341
1342 if (flag & INS_MAP_LOAD)
1343 top = GET_MAP_TOP (op->map, op->x, op->y);
1344
1345 if (flag & INS_ABOVE_FLOOR_ONLY)
1346 top = floor;
1347
1348 /* Top is the object that our object (op) is going to get inserted above.
1349 */
1350
1351 /* First object on this space */
1352 if (!top)
1353 {
1354 op->above = GET_MAP_OB (op->map, op->x, op->y);
1355
1356 if (op->above)
1357 op->above->below = op;
1358
1359 op->below = 0;
1360 op->ms ().bot = op;
1361 }
1362 else
1363 { /* get inserted into the stack above top */
1364 op->above = top->above;
1365
1366 if (op->above)
1367 op->above->below = op;
1368
1369 op->below = top;
1370 top->above = op;
1371 }
1372
1373 if (!op->above)
1374 op->ms ().top = op;
1375 } /* else not INS_BELOW_ORIGINATOR */
1376
1377 if (op->type == PLAYER)
1378 {
1379 op->contr->do_los = 1;
1380 ++op->map->players;
1381 op->map->last_access = runtime;
1382 }
1383
1384 op->map->dirty = true;
1385
1386 /* If we have a floor, we know the player, if any, will be above
1387 * it, so save a few ticks and start from there.
1388 */
1389 if (!(flag & INS_MAP_LOAD))
1390 if (object *pl = op->ms ().player ())
1391 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update ();
1393
1394 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really
1396 * an inefficient way to do this, as it means los for all players
1397 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range,
1400 * or just updating the P_UPTODATE for spaces within this area
1401 * of effect may be sufficient.
1402 */
1403 if (op->map->darkness && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y);
1405
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT);
1408
1409 INVOKE_OBJECT (INSERT, op);
1410
1411 /* Don't know if moving this to the end will break anything. However,
1412 * we want to have floorbox_update called before calling this.
1413 *
1414 * check_move_on() must be after this because code called from
1415 * check_move_on() depends on correct map flags (so functions like
1416 * blocked() and wall() work properly), and these flags are updated by
1417 * update_object().
1418 */
1419
1420 /* if this is not the head or flag has been passed, don't check walk on status */
1421 if (!(flag & INS_NO_WALK_ON) && !op->head)
1422 {
1423 if (check_move_on (op, originator))
1424 return 0;
1425
1426 /* If we are a multi part object, lets work our way through the check
1427 * walk on's.
1428 */
1429 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1430 if (check_move_on (tmp, originator))
1431 return 0;
1432 }
1433
1434 return op;
1435 }
1436
1437 /* this function inserts an object in the map, but if it
1438 * finds an object of its own type, it'll remove that one first.
1439 * op is the object to insert it under: supplies x and the map.
1440 */
1441 void
1442 replace_insert_ob_in_map (const char *arch_string, object *op)
1443 {
1444 object *tmp, *tmp1;
1445
1446 /* first search for itself and remove any old instances */
1447
1448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1449 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1450 tmp->destroy ();
1451
1452 tmp1 = arch_to_object (archetype::find (arch_string));
1453
1454 tmp1->x = op->x;
1455 tmp1->y = op->y;
1456 insert_ob_in_map (tmp1, op->map, op, 0);
1457 }
1458
1459 object *
1460 object::insert_at (object *where, object *originator, int flags)
1461 {
1462 where->map->insert (this, where->x, where->y, originator, flags);
1463 }
1464
1465 /*
1466 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1467 * is returned contains nr objects, and the remaining parts contains
1468 * the rest (or is removed and freed if that number is 0).
1469 * On failure, NULL is returned, and the reason put into the
1470 * global static errmsg array.
1471 */
1472 object *
1473 get_split_ob (object *orig_ob, uint32 nr)
1474 {
1475 object *newob;
1476 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1477
1478 if (orig_ob->nrof < nr)
1479 {
1480 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1481 return NULL;
1482 }
1483
1484 newob = object_create_clone (orig_ob);
1485
1486 if ((orig_ob->nrof -= nr) < 1)
1487 orig_ob->destroy (1);
1488 else if (!is_removed)
1489 {
1490 if (orig_ob->env != NULL)
1491 sub_weight (orig_ob->env, orig_ob->weight * nr);
1492 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1493 {
1494 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1495 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1496 return NULL;
1497 }
1498 }
1499
1500 newob->nrof = nr;
1501
1502 return newob;
1503 }
1504
1505 /*
1506 * decrease_ob_nr(object, number) decreases a specified number from
1507 * the amount of an object. If the amount reaches 0, the object
1508 * is subsequently removed and freed.
1509 *
1510 * Return value: 'op' if something is left, NULL if the amount reached 0
1511 */
1512
1513 object *
1514 decrease_ob_nr (object *op, uint32 i)
1515 {
1516 object *tmp;
1517
1518 if (i == 0) /* objects with op->nrof require this check */
1519 return op;
1520
1521 if (i > op->nrof)
1522 i = op->nrof;
1523
1524 if (QUERY_FLAG (op, FLAG_REMOVED))
1525 op->nrof -= i;
1526 else if (op->env)
1527 {
1528 /* is this object in the players inventory, or sub container
1529 * therein?
1530 */
1531 tmp = op->in_player ();
1532 /* nope. Is this a container the player has opened?
1533 * If so, set tmp to that player.
1534 * IMO, searching through all the players will mostly
1535 * likely be quicker than following op->env to the map,
1536 * and then searching the map for a player.
1537 */
1538 if (!tmp)
1539 for_all_players (pl)
1540 if (pl->ob->container == op->env)
1541 {
1542 tmp = pl->ob;
1543 break;
1544 }
1545
1546 if (i < op->nrof)
1547 {
1548 sub_weight (op->env, op->weight * i);
1549 op->nrof -= i;
1550 if (tmp)
1551 esrv_send_item (tmp, op);
1552 }
1553 else
1554 {
1555 op->remove ();
1556 op->nrof = 0;
1557 if (tmp)
1558 esrv_del_item (tmp->contr, op->count);
1559 }
1560 }
1561 else
1562 {
1563 object *above = op->above;
1564
1565 if (i < op->nrof)
1566 op->nrof -= i;
1567 else
1568 {
1569 op->remove ();
1570 op->nrof = 0;
1571 }
1572
1573 /* Since we just removed op, op->above is null */
1574 for (tmp = above; tmp; tmp = tmp->above)
1575 if (tmp->type == PLAYER)
1576 {
1577 if (op->nrof)
1578 esrv_send_item (tmp, op);
1579 else
1580 esrv_del_item (tmp->contr, op->count);
1581 }
1582 }
1583
1584 if (op->nrof)
1585 return op;
1586 else
1587 {
1588 op->destroy ();
1589 return 0;
1590 }
1591 }
1592
1593 /*
1594 * add_weight(object, weight) adds the specified weight to an object,
1595 * and also updates how much the environment(s) is/are carrying.
1596 */
1597
1598 void
1599 add_weight (object *op, signed long weight)
1600 {
1601 while (op != NULL)
1602 {
1603 if (op->type == CONTAINER)
1604 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1605
1606 op->carrying += weight;
1607 op = op->env;
1608 }
1609 }
1610
1611 object *
1612 insert_ob_in_ob (object *op, object *where)
1613 {
1614 if (!where)
1615 {
1616 char *dump = dump_object (op);
1617 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1618 free (dump);
1619 return op;
1620 }
1621
1622 if (where->head)
1623 {
1624 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1625 where = where->head;
1626 }
1627
1628 return where->insert (op);
1629 }
1630
1631 /*
1632 * env->insert (op)
1633 * This function inserts the object op in the linked list
1634 * inside the object environment.
1635 *
1636 * The function returns now pointer to inserted item, and return value can
1637 * be != op, if items are merged. -Tero
1638 */
1639
1640 object *
1641 object::insert (object *op)
1642 {
1643 object *tmp, *otmp;
1644
1645 if (!QUERY_FLAG (op, FLAG_REMOVED))
1646 op->remove ();
1647
1648 if (op->more)
1649 {
1650 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1651 return op;
1652 }
1653
1654 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1655 CLEAR_FLAG (op, FLAG_REMOVED);
1656 if (op->nrof)
1657 {
1658 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1659 if (object::can_merge (tmp, op))
1660 {
1661 /* return the original object and remove inserted object
1662 (client needs the original object) */
1663 tmp->nrof += op->nrof;
1664 /* Weight handling gets pretty funky. Since we are adding to
1665 * tmp->nrof, we need to increase the weight.
1666 */
1667 add_weight (this, op->weight * op->nrof);
1668 SET_FLAG (op, FLAG_REMOVED);
1669 op->destroy (); /* free the inserted object */
1670 op = tmp;
1671 op->remove (); /* and fix old object's links */
1672 CLEAR_FLAG (op, FLAG_REMOVED);
1673 break;
1674 }
1675
1676 /* I assume combined objects have no inventory
1677 * We add the weight - this object could have just been removed
1678 * (if it was possible to merge). calling remove_ob will subtract
1679 * the weight, so we need to add it in again, since we actually do
1680 * the linking below
1681 */
1682 add_weight (this, op->weight * op->nrof);
1683 }
1684 else
1685 add_weight (this, (op->weight + op->carrying));
1686
1687 otmp = this->in_player ();
1688 if (otmp && otmp->contr)
1689 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1690 otmp->update_stats ();
1691
1692 op->map = 0;
1693 op->env = this;
1694 op->above = 0;
1695 op->below = 0;
1696 op->x = 0, op->y = 0;
1697
1698 /* reset the light list and los of the players on the map */
1699 if ((op->glow_radius != 0) && map)
1700 {
1701 #ifdef DEBUG_LIGHTS
1702 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1703 #endif /* DEBUG_LIGHTS */
1704 if (map->darkness)
1705 update_all_los (map, x, y);
1706 }
1707
1708 /* Client has no idea of ordering so lets not bother ordering it here.
1709 * It sure simplifies this function...
1710 */
1711 if (!inv)
1712 inv = op;
1713 else
1714 {
1715 op->below = inv;
1716 op->below->above = op;
1717 inv = op;
1718 }
1719
1720 INVOKE_OBJECT (INSERT, this);
1721
1722 return op;
1723 }
1724
1725 /*
1726 * Checks if any objects has a move_type that matches objects
1727 * that effect this object on this space. Call apply() to process
1728 * these events.
1729 *
1730 * Any speed-modification due to SLOW_MOVE() of other present objects
1731 * will affect the speed_left of the object.
1732 *
1733 * originator: Player, monster or other object that caused 'op' to be inserted
1734 * into 'map'. May be NULL.
1735 *
1736 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1737 *
1738 * 4-21-95 added code to check if appropriate skill was readied - this will
1739 * permit faster movement by the player through this terrain. -b.t.
1740 *
1741 * MSW 2001-07-08: Check all objects on space, not just those below
1742 * object being inserted. insert_ob_in_map may not put new objects
1743 * on top.
1744 */
1745 int
1746 check_move_on (object *op, object *originator)
1747 {
1748 object *tmp;
1749 maptile *m = op->map;
1750 int x = op->x, y = op->y;
1751
1752 MoveType move_on, move_slow, move_block;
1753
1754 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1755 return 0;
1756
1757 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1758 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1759 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1760
1761 /* if nothing on this space will slow op down or be applied,
1762 * no need to do checking below. have to make sure move_type
1763 * is set, as lots of objects don't have it set - we treat that
1764 * as walking.
1765 */
1766 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1767 return 0;
1768
1769 /* This is basically inverse logic of that below - basically,
1770 * if the object can avoid the move on or slow move, they do so,
1771 * but can't do it if the alternate movement they are using is
1772 * blocked. Logic on this seems confusing, but does seem correct.
1773 */
1774 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1775 return 0;
1776
1777 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top:
1779 */
1780
1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1782 {
1783 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them.
1786 */
1787 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1788 break;
1789 }
1790
1791 for (; tmp; tmp = tmp->below)
1792 {
1793 if (tmp == op)
1794 continue; /* Can't apply yourself */
1795
1796 /* Check to see if one of the movement types should be slowed down.
1797 * Second check makes sure that the movement types not being slowed
1798 * (~slow_move) is not blocked on this space - just because the
1799 * space doesn't slow down swimming (for example), if you can't actually
1800 * swim on that space, can't use it to avoid the penalty.
1801 */
1802 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1803 {
1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1806 {
1807
1808 float
1809 diff = tmp->move_slow_penalty * FABS (op->speed);
1810
1811 if (op->type == PLAYER)
1812 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1813 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1814 diff /= 4.0;
1815
1816 op->speed_left -= diff;
1817 }
1818 }
1819
1820 /* Basically same logic as above, except now for actual apply. */
1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1823 {
1824 move_apply (tmp, op, originator);
1825
1826 if (op->destroyed ())
1827 return 1;
1828
1829 /* what the person/creature stepped onto has moved the object
1830 * someplace new. Don't process any further - if we did,
1831 * have a feeling strange problems would result.
1832 */
1833 if (op->map != m || op->x != x || op->y != y)
1834 return 0;
1835 }
1836 }
1837
1838 return 0;
1839 }
1840
1841 /*
1842 * present_arch(arch, map, x, y) searches for any objects with
1843 * a matching archetype at the given map and coordinates.
1844 * The first matching object is returned, or NULL if none.
1845 */
1846 object *
1847 present_arch (const archetype *at, maptile *m, int x, int y)
1848 {
1849 if (m == NULL || out_of_map (m, x, y))
1850 {
1851 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL;
1853 }
1854
1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1856 if (tmp->arch == at)
1857 return tmp;
1858
1859 return NULL;
1860 }
1861
1862 /*
1863 * present(type, map, x, y) searches for any objects with
1864 * a matching type variable at the given map and coordinates.
1865 * The first matching object is returned, or NULL if none.
1866 */
1867 object *
1868 present (unsigned char type, maptile *m, int x, int y)
1869 {
1870 if (out_of_map (m, x, y))
1871 {
1872 LOG (llevError, "Present called outside map.\n");
1873 return NULL;
1874 }
1875
1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1877 if (tmp->type == type)
1878 return tmp;
1879
1880 return NULL;
1881 }
1882
1883 /*
1884 * present_in_ob(type, object) searches for any objects with
1885 * a matching type variable in the inventory of the given object.
1886 * The first matching object is returned, or NULL if none.
1887 */
1888 object *
1889 present_in_ob (unsigned char type, const object *op)
1890 {
1891 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1892 if (tmp->type == type)
1893 return tmp;
1894
1895 return NULL;
1896 }
1897
1898 /*
1899 * present_in_ob (type, str, object) searches for any objects with
1900 * a matching type & name variable in the inventory of the given object.
1901 * The first matching object is returned, or NULL if none.
1902 * This is mostly used by spell effect code, so that we only
1903 * have one spell effect at a time.
1904 * type can be used to narrow the search - if type is set,
1905 * the type must also match. -1 can be passed for the type,
1906 * in which case the type does not need to pass.
1907 * str is the string to match against. Note that we match against
1908 * the object name, not the archetype name. this is so that the
1909 * spell code can use one object type (force), but change it's name
1910 * to be unique.
1911 */
1912 object *
1913 present_in_ob_by_name (int type, const char *str, const object *op)
1914 {
1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1916 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1917 return tmp;
1918
1919 return 0;
1920 }
1921
1922 /*
1923 * present_arch_in_ob(archetype, object) searches for any objects with
1924 * a matching archetype in the inventory of the given object.
1925 * The first matching object is returned, or NULL if none.
1926 */
1927 object *
1928 present_arch_in_ob (const archetype *at, const object *op)
1929 {
1930 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1931 if (tmp->arch == at)
1932 return tmp;
1933
1934 return NULL;
1935 }
1936
1937 /*
1938 * activate recursively a flag on an object inventory
1939 */
1940 void
1941 flag_inv (object *op, int flag)
1942 {
1943 if (op->inv)
1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1945 {
1946 SET_FLAG (tmp, flag);
1947 flag_inv (tmp, flag);
1948 }
1949 }
1950
1951 /*
1952 * deactivate recursively a flag on an object inventory
1953 */
1954 void
1955 unflag_inv (object *op, int flag)
1956 {
1957 if (op->inv)
1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1959 {
1960 CLEAR_FLAG (tmp, flag);
1961 unflag_inv (tmp, flag);
1962 }
1963 }
1964
1965 /*
1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1967 * all it's inventory (recursively).
1968 * If checksums are used, a player will get set_cheat called for
1969 * him/her-self and all object carried by a call to this function.
1970 */
1971 void
1972 set_cheat (object *op)
1973 {
1974 SET_FLAG (op, FLAG_WAS_WIZ);
1975 flag_inv (op, FLAG_WAS_WIZ);
1976 }
1977
1978 /*
1979 * find_free_spot(object, map, x, y, start, stop) will search for
1980 * a spot at the given map and coordinates which will be able to contain
1981 * the given object. start and stop specifies how many squares
1982 * to search (see the freearr_x/y[] definition).
1983 * It returns a random choice among the alternatives found.
1984 * start and stop are where to start relative to the free_arr array (1,9
1985 * does all 4 immediate directions). This returns the index into the
1986 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1987 * Note - this only checks to see if there is space for the head of the
1988 * object - if it is a multispace object, this should be called for all
1989 * pieces.
1990 * Note2: This function does correctly handle tiled maps, but does not
1991 * inform the caller. However, insert_ob_in_map will update as
1992 * necessary, so the caller shouldn't need to do any special work.
1993 * Note - updated to take an object instead of archetype - this is necessary
1994 * because arch_blocked (now ob_blocked) needs to know the movement type
1995 * to know if the space in question will block the object. We can't use
1996 * the archetype because that isn't correct if the monster has been
1997 * customized, changed states, etc.
1998 */
1999 int
2000 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2001 {
2002 int index = 0, flag;
2003 int altern[SIZEOFFREE];
2004
2005 for (int i = start; i < stop; i++)
2006 {
2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2008 if (!flag)
2009 altern [index++] = i;
2010
2011 /* Basically, if we find a wall on a space, we cut down the search size.
2012 * In this way, we won't return spaces that are on another side of a wall.
2013 * This mostly work, but it cuts down the search size in all directions -
2014 * if the space being examined only has a wall to the north and empty
2015 * spaces in all the other directions, this will reduce the search space
2016 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space.
2018 */
2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2020 stop = maxfree[i];
2021 }
2022
2023 if (!index)
2024 return -1;
2025
2026 return altern[RANDOM () % index];
2027 }
2028
2029 /*
2030 * find_first_free_spot(archetype, maptile, x, y) works like
2031 * find_free_spot(), but it will search max number of squares.
2032 * But it will return the first available spot, not a random choice.
2033 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2034 */
2035 int
2036 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2037 {
2038 for (int i = 0; i < SIZEOFFREE; i++)
2039 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2040 return i;
2041
2042 return -1;
2043 }
2044
2045 /*
2046 * The function permute(arr, begin, end) randomly reorders the array
2047 * arr[begin..end-1].
2048 * now uses a fisher-yates shuffle, old permute was broken
2049 */
2050 static void
2051 permute (int *arr, int begin, int end)
2052 {
2053 arr += begin;
2054 end -= begin;
2055
2056 while (--end)
2057 swap (arr [end], arr [RANDOM () % (end + 1)]);
2058 }
2059
2060 /* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for
2063 * monsters to the north first. However, the size of the array passed
2064 * covers all the spaces, so within that size, all the spaces within
2065 * the 3x3 area will be searched, just not in a predictable order.
2066 */
2067 void
2068 get_search_arr (int *search_arr)
2069 {
2070 int i;
2071
2072 for (i = 0; i < SIZEOFFREE; i++)
2073 search_arr[i] = i;
2074
2075 permute (search_arr, 1, SIZEOFFREE1 + 1);
2076 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2077 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2078 }
2079
2080 /*
2081 * find_dir(map, x, y, exclude) will search some close squares in the
2082 * given map at the given coordinates for live objects.
2083 * It will not considered the object given as exclude among possible
2084 * live objects.
2085 * It returns the direction toward the first/closest live object if finds
2086 * any, otherwise 0.
2087 * Perhaps incorrectly, but I'm making the assumption that exclude
2088 * is actually want is going to try and move there. We need this info
2089 * because we have to know what movement the thing looking to move
2090 * there is capable of.
2091 */
2092 int
2093 find_dir (maptile *m, int x, int y, object *exclude)
2094 {
2095 int i, max = SIZEOFFREE, mflags;
2096
2097 sint16 nx, ny;
2098 object *tmp;
2099 maptile *mp;
2100
2101 MoveType blocked, move_type;
2102
2103 if (exclude && exclude->head)
2104 {
2105 exclude = exclude->head;
2106 move_type = exclude->move_type;
2107 }
2108 else
2109 {
2110 /* If we don't have anything, presume it can use all movement types. */
2111 move_type = MOVE_ALL;
2112 }
2113
2114 for (i = 1; i < max; i++)
2115 {
2116 mp = m;
2117 nx = x + freearr_x[i];
2118 ny = y + freearr_y[i];
2119
2120 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2121
2122 if (mflags & P_OUT_OF_MAP)
2123 max = maxfree[i];
2124 else
2125 {
2126 mapspace &ms = mp->at (nx, ny);
2127
2128 blocked = ms.move_block;
2129
2130 if ((move_type & blocked) == move_type)
2131 max = maxfree[i];
2132 else if (mflags & P_IS_ALIVE)
2133 {
2134 for (tmp = ms.bot; tmp; tmp = tmp->above)
2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2136 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2137 break;
2138
2139 if (tmp)
2140 return freedir[i];
2141 }
2142 }
2143 }
2144
2145 return 0;
2146 }
2147
2148 /*
2149 * distance(object 1, object 2) will return the square of the
2150 * distance between the two given objects.
2151 */
2152 int
2153 distance (const object *ob1, const object *ob2)
2154 {
2155 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2156 }
2157
2158 /*
2159 * find_dir_2(delta-x,delta-y) will return a direction in which
2160 * an object which has subtracted the x and y coordinates of another
2161 * object, needs to travel toward it.
2162 */
2163 int
2164 find_dir_2 (int x, int y)
2165 {
2166 int q;
2167
2168 if (y)
2169 q = x * 100 / y;
2170 else if (x)
2171 q = -300 * x;
2172 else
2173 return 0;
2174
2175 if (y > 0)
2176 {
2177 if (q < -242)
2178 return 3;
2179 if (q < -41)
2180 return 2;
2181 if (q < 41)
2182 return 1;
2183 if (q < 242)
2184 return 8;
2185 return 7;
2186 }
2187
2188 if (q < -242)
2189 return 7;
2190 if (q < -41)
2191 return 6;
2192 if (q < 41)
2193 return 5;
2194 if (q < 242)
2195 return 4;
2196
2197 return 3;
2198 }
2199
2200 /*
2201 * absdir(int): Returns a number between 1 and 8, which represent
2202 * the "absolute" direction of a number (it actually takes care of
2203 * "overflow" in previous calculations of a direction).
2204 */
2205
2206 int
2207 absdir (int d)
2208 {
2209 while (d < 1)
2210 d += 8;
2211
2212 while (d > 8)
2213 d -= 8;
2214
2215 return d;
2216 }
2217
2218 /*
2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2220 * between two directions (which are expected to be absolute (see absdir())
2221 */
2222
2223 int
2224 dirdiff (int dir1, int dir2)
2225 {
2226 int d;
2227
2228 d = abs (dir1 - dir2);
2229 if (d > 4)
2230 d = 8 - d;
2231
2232 return d;
2233 }
2234
2235 /* peterm:
2236 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2237 * Basically, this is a table of directions, and what directions
2238 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2239 * This basically means that if direction is 15, then it could either go
2240 * direction 4, 14, or 16 to get back to where we are.
2241 * Moved from spell_util.c to object.c with the other related direction
2242 * functions.
2243 */
2244 int reduction_dir[SIZEOFFREE][3] = {
2245 {0, 0, 0}, /* 0 */
2246 {0, 0, 0}, /* 1 */
2247 {0, 0, 0}, /* 2 */
2248 {0, 0, 0}, /* 3 */
2249 {0, 0, 0}, /* 4 */
2250 {0, 0, 0}, /* 5 */
2251 {0, 0, 0}, /* 6 */
2252 {0, 0, 0}, /* 7 */
2253 {0, 0, 0}, /* 8 */
2254 {8, 1, 2}, /* 9 */
2255 {1, 2, -1}, /* 10 */
2256 {2, 10, 12}, /* 11 */
2257 {2, 3, -1}, /* 12 */
2258 {2, 3, 4}, /* 13 */
2259 {3, 4, -1}, /* 14 */
2260 {4, 14, 16}, /* 15 */
2261 {5, 4, -1}, /* 16 */
2262 {4, 5, 6}, /* 17 */
2263 {6, 5, -1}, /* 18 */
2264 {6, 20, 18}, /* 19 */
2265 {7, 6, -1}, /* 20 */
2266 {6, 7, 8}, /* 21 */
2267 {7, 8, -1}, /* 22 */
2268 {8, 22, 24}, /* 23 */
2269 {8, 1, -1}, /* 24 */
2270 {24, 9, 10}, /* 25 */
2271 {9, 10, -1}, /* 26 */
2272 {10, 11, -1}, /* 27 */
2273 {27, 11, 29}, /* 28 */
2274 {11, 12, -1}, /* 29 */
2275 {12, 13, -1}, /* 30 */
2276 {12, 13, 14}, /* 31 */
2277 {13, 14, -1}, /* 32 */
2278 {14, 15, -1}, /* 33 */
2279 {33, 15, 35}, /* 34 */
2280 {16, 15, -1}, /* 35 */
2281 {17, 16, -1}, /* 36 */
2282 {18, 17, 16}, /* 37 */
2283 {18, 17, -1}, /* 38 */
2284 {18, 19, -1}, /* 39 */
2285 {41, 19, 39}, /* 40 */
2286 {19, 20, -1}, /* 41 */
2287 {20, 21, -1}, /* 42 */
2288 {20, 21, 22}, /* 43 */
2289 {21, 22, -1}, /* 44 */
2290 {23, 22, -1}, /* 45 */
2291 {45, 47, 23}, /* 46 */
2292 {23, 24, -1}, /* 47 */
2293 {24, 9, -1}
2294 }; /* 48 */
2295
2296 /* Recursive routine to step back and see if we can
2297 * find a path to that monster that we found. If not,
2298 * we don't bother going toward it. Returns 1 if we
2299 * can see a direct way to get it
2300 * Modified to be map tile aware -.MSW
2301 */
2302 int
2303 can_see_monsterP (maptile *m, int x, int y, int dir)
2304 {
2305 sint16 dx, dy;
2306 int mflags;
2307
2308 if (dir < 0)
2309 return 0; /* exit condition: invalid direction */
2310
2311 dx = x + freearr_x[dir];
2312 dy = y + freearr_y[dir];
2313
2314 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2315
2316 /* This functional arguably was incorrect before - it was
2317 * checking for P_WALL - that was basically seeing if
2318 * we could move to the monster - this is being more
2319 * literal on if we can see it. To know if we can actually
2320 * move to the monster, we'd need the monster passed in or
2321 * at least its move type.
2322 */
2323 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2324 return 0;
2325
2326 /* yes, can see. */
2327 if (dir < 9)
2328 return 1;
2329
2330 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2331 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2332 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2333 }
2334
2335 /*
2336 * can_pick(picker, item): finds out if an object is possible to be
2337 * picked up by the picker. Returnes 1 if it can be
2338 * picked up, otherwise 0.
2339 *
2340 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2341 * core dumps if they do.
2342 *
2343 * Add a check so we can't pick up invisible objects (0.93.8)
2344 */
2345
2346 int
2347 can_pick (const object *who, const object *item)
2348 {
2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2351 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2352 }
2353
2354 /*
2355 * create clone from object to another
2356 */
2357 object *
2358 object_create_clone (object *asrc)
2359 {
2360 object *dst = 0, *tmp, *src, *part, *prev, *item;
2361
2362 if (!asrc)
2363 return 0;
2364
2365 src = asrc;
2366 if (src->head)
2367 src = src->head;
2368
2369 prev = 0;
2370 for (part = src; part; part = part->more)
2371 {
2372 tmp = part->clone ();
2373 tmp->x -= src->x;
2374 tmp->y -= src->y;
2375
2376 if (!part->head)
2377 {
2378 dst = tmp;
2379 tmp->head = 0;
2380 }
2381 else
2382 tmp->head = dst;
2383
2384 tmp->more = 0;
2385
2386 if (prev)
2387 prev->more = tmp;
2388
2389 prev = tmp;
2390 }
2391
2392 for (item = src->inv; item; item = item->below)
2393 insert_ob_in_ob (object_create_clone (item), dst);
2394
2395 return dst;
2396 }
2397
2398 /* GROS - Creates an object using a string representing its content. */
2399 /* Basically, we save the content of the string to a temp file, then call */
2400 /* load_object on it. I admit it is a highly inefficient way to make things, */
2401 /* but it was simple to make and allows reusing the load_object function. */
2402 /* Remember not to use load_object_str in a time-critical situation. */
2403 /* Also remember that multiparts objects are not supported for now. */
2404 object *
2405 load_object_str (const char *obstr)
2406 {
2407 object *op;
2408 char filename[MAX_BUF];
2409
2410 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2411
2412 FILE *tempfile = fopen (filename, "w");
2413
2414 if (tempfile == NULL)
2415 {
2416 LOG (llevError, "Error - Unable to access load object temp file\n");
2417 return NULL;
2418 }
2419
2420 fprintf (tempfile, obstr);
2421 fclose (tempfile);
2422
2423 op = object::create ();
2424
2425 object_thawer thawer (filename);
2426
2427 if (thawer)
2428 load_object (thawer, op, 0);
2429
2430 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2431 CLEAR_FLAG (op, FLAG_REMOVED);
2432
2433 return op;
2434 }
2435
2436 /* This returns the first object in who's inventory that
2437 * has the same type and subtype match.
2438 * returns NULL if no match.
2439 */
2440 object *
2441 find_obj_by_type_subtype (const object *who, int type, int subtype)
2442 {
2443 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2444 if (tmp->type == type && tmp->subtype == subtype)
2445 return tmp;
2446
2447 return 0;
2448 }
2449
2450 /* If ob has a field named key, return the link from the list,
2451 * otherwise return NULL.
2452 *
2453 * key must be a passed in shared string - otherwise, this won't
2454 * do the desired thing.
2455 */
2456 key_value *
2457 get_ob_key_link (const object *ob, const char *key)
2458 {
2459 for (key_value *link = ob->key_values; link; link = link->next)
2460 if (link->key == key)
2461 return link;
2462
2463 return 0;
2464 }
2465
2466 /*
2467 * Returns the value of op has an extra_field for key, or NULL.
2468 *
2469 * The argument doesn't need to be a shared string.
2470 *
2471 * The returned string is shared.
2472 */
2473 const char *
2474 get_ob_key_value (const object *op, const char *const key)
2475 {
2476 key_value *link;
2477 shstr_cmp canonical_key (key);
2478
2479 if (!canonical_key)
2480 {
2481 /* 1. There being a field named key on any object
2482 * implies there'd be a shared string to find.
2483 * 2. Since there isn't, no object has this field.
2484 * 3. Therefore, *this* object doesn't have this field.
2485 */
2486 return 0;
2487 }
2488
2489 /* This is copied from get_ob_key_link() above -
2490 * only 4 lines, and saves the function call overhead.
2491 */
2492 for (link = op->key_values; link; link = link->next)
2493 if (link->key == canonical_key)
2494 return link->value;
2495
2496 return 0;
2497 }
2498
2499
2500 /*
2501 * Updates the canonical_key in op to value.
2502 *
2503 * canonical_key is a shared string (value doesn't have to be).
2504 *
2505 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2506 * keys.
2507 *
2508 * Returns TRUE on success.
2509 */
2510 int
2511 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2512 {
2513 key_value *field = NULL, *last = NULL;
2514
2515 for (field = op->key_values; field != NULL; field = field->next)
2516 {
2517 if (field->key != canonical_key)
2518 {
2519 last = field;
2520 continue;
2521 }
2522
2523 if (value)
2524 field->value = value;
2525 else
2526 {
2527 /* Basically, if the archetype has this key set,
2528 * we need to store the null value so when we save
2529 * it, we save the empty value so that when we load,
2530 * we get this value back again.
2531 */
2532 if (get_ob_key_link (&op->arch->clone, canonical_key))
2533 field->value = 0;
2534 else
2535 {
2536 if (last)
2537 last->next = field->next;
2538 else
2539 op->key_values = field->next;
2540
2541 delete field;
2542 }
2543 }
2544 return TRUE;
2545 }
2546 /* IF we get here, key doesn't exist */
2547
2548 /* No field, we'll have to add it. */
2549
2550 if (!add_key)
2551 return FALSE;
2552
2553 /* There isn't any good reason to store a null
2554 * value in the key/value list. If the archetype has
2555 * this key, then we should also have it, so shouldn't
2556 * be here. If user wants to store empty strings,
2557 * should pass in ""
2558 */
2559 if (value == NULL)
2560 return TRUE;
2561
2562 field = new key_value;
2563
2564 field->key = canonical_key;
2565 field->value = value;
2566 /* Usual prepend-addition. */
2567 field->next = op->key_values;
2568 op->key_values = field;
2569
2570 return TRUE;
2571 }
2572
2573 /*
2574 * Updates the key in op to value.
2575 *
2576 * If add_key is FALSE, this will only update existing keys,
2577 * and not add new ones.
2578 * In general, should be little reason FALSE is ever passed in for add_key
2579 *
2580 * Returns TRUE on success.
2581 */
2582 int
2583 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2584 {
2585 shstr key_ (key);
2586
2587 return set_ob_key_value_s (op, key_, value, add_key);
2588 }
2589
2590 object::depth_iterator::depth_iterator (object *container)
2591 : iterator_base (container)
2592 {
2593 while (item->inv)
2594 item = item->inv;
2595 }
2596
2597 void
2598 object::depth_iterator::next ()
2599 {
2600 if (item->below)
2601 {
2602 item = item->below;
2603
2604 while (item->inv)
2605 item = item->inv;
2606 }
2607 else
2608 item = item->env;
2609 }
2610
2611
2612 const char *
2613 object::flag_desc (char *desc, int len) const
2614 {
2615 char *p = desc;
2616 bool first = true;
2617
2618 for (int i = 0; i < NUM_FLAGS; i++)
2619 {
2620 if (len <= 10) // magic constant!
2621 {
2622 snprintf (p, len, ",...");
2623 break;
2624 }
2625
2626 if (flag[i])
2627 {
2628 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2629 len -= cnt;
2630 p += cnt;
2631 first = false;
2632 }
2633 }
2634
2635 return desc;
2636 }
2637
2638 // return a suitable string describing an objetc in enough detail to find it
2639 const char *
2640 object::debug_desc (char *info) const
2641 {
2642 char flagdesc[512];
2643 char info2[256 * 4];
2644 char *p = info;
2645
2646 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2647 count, uuid.seq,
2648 &name,
2649 title ? "\",title:" : "",
2650 title ? (const char *)title : "",
2651 flag_desc (flagdesc, 512), type);
2652
2653 if (env)
2654 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2655
2656 if (map)
2657 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2658
2659 return info;
2660 }
2661
2662 const char *
2663 object::debug_desc () const
2664 {
2665 static char info[256 * 3];
2666 return debug_desc (info);
2667 }
2668