/* * static char *rcsid_object_c = * "$Id: object.c 11578 2009-02-23 22:02:27Z lalo $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2001 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at crossfire-devel@real-time.com */ /** * @file common/object.c * Everything related to objects, in their basic form. */ /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. sub/add_weight will transcend the environment updating the carrying variable. */ #include #include #include #ifndef WIN32 /* ---win32 exclude headers */ #include #include #include #endif /* win32 */ #include #include #include #include #include "stringbuffer.h" static int compare_ob_value_lists_one(const object *, const object *); static int compare_ob_value_lists(const object *, const object *); static void expand_objects(void); static void permute(int *, int, int); static int set_ob_key_value_s(object *, const char *, const char *, int); static void increase_ob_nr(object *op, uint32 i); #ifdef MEMORY_DEBUG int nroffreeobjects = 0; /**< Number of free objects. */ int nrofallocobjects = 0; /**< Number of allocated objects. */ #undef OBJ_EXPAND #define OBJ_EXPAND 1 #else object objarray[STARTMAX]; /**< All objects, allocated this way at first */ int nroffreeobjects = STARTMAX; /**< How many OBs allocated and free (free) */ int nrofallocobjects = STARTMAX; /**< How many OBs allocated (free + used) */ #endif object *objects; /**< Pointer to the list of used objects */ object *free_objects; /**< Pointer to the list of unused objects */ object *active_objects; /**< List of active objects that need to be processed */ /** X offset when searching around a spot. */ 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, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 }; /** Y offset when searching around a spot. */ 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, -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 }; /** Number of spots around a location, including that location (except for 0) */ 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, 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 }; /** Direction we're pointing on this spot. */ int freedir[SIZEOFFREE] = { 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, 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 }; /** * Compares value lists. * * @param wants * what to search * @param has * where to search. * @return * TRUE if every key_values in wants has a partner with the same value in has. */ static int compare_ob_value_lists_one(const object *wants, const object *has) { key_value *wants_field; /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both * objects with lists are rare, and lists stay short. If not, use a * different structure or at least keep the lists sorted... */ /* For each field in wants, */ for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { key_value *has_field; /* Look for a field in has with the same key. */ has_field = get_ob_key_link(has, wants_field->key); if (has_field == NULL) { /* No field with that name. */ return FALSE; } /* Found the matching field. */ if (has_field->value != wants_field->value) { /* Values don't match, so this half of the comparison is false. */ return FALSE; } /* If we get here, we found a match. Now for the next field in wants. */ } /* If we get here, every field in wants has a matching field in has. */ return TRUE; } /** * Compares two object lists. * @param ob1 * @param ob2 * objects to compare. * @return * TRUE if ob1 has the same key_values as ob2. */ static int compare_ob_value_lists(const object *ob1, const object *ob2) { /* However, there may be fields in has which aren't partnered in wants, * so we need to run the comparison *twice*. :( */ return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); } /** * Examines the 2 objects given to it, and returns true if * they can be merged together, including inventory. * * Note that this function appears a lot longer than the macro it * replaces - this is mostly for clarity - a decent compiler should hopefully * reduce this to the same efficiency. * * Check nrof variable *before *calling can_merge() * * Improvements made with merge: Better checking on potion, and also * check weight * * @param ob1 * @param ob2 * objects to try to merge. * @return * TRUE if they can be merged, FALSE else. * * @todo * check the function at places marked. */ int can_merge(object *ob1, object *ob2) { /* A couple quicksanity checks */ if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; if (ob1->speed != ob2->speed) return 0; /* Note sure why the following is the case - either the object has to * be animated or have a very low speed. Is this an attempted monster * check? */ /*TODO is this check really needed?*/ if (!QUERY_FLAG(ob1, FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) return 0; /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that * value could not be stored in a sint32 (which unfortunately sometimes is * used to store nrof). */ if (ob1->nrof+ob2->nrof >= 1UL<<31) return 0; /* This is really a spellbook check - really, we should * check all objects in the inventory. */ /*TODO is this check really needed?*/ if (ob1->inv || ob2->inv) { /* if one object has inventory but the other doesn't, not equiv */ if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0; /* Now check to see if the two inventory objects could merge */ if (!can_merge(ob1->inv, ob2->inv)) return 0; /* inventory ok - still need to check rest of this object to see * if it is valid. */ } /* If the objects have been identified, set the BEEN_APPLIED flag. * This is to the comparison of the flags below will be OK. We * just can't ignore the been applied or identified flags, as they * are not equal - just if it has been identified, the been_applied * flags lose any meaning. */ /*TODO is this hack on BEEN_APPLIED really needed? */ if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) SET_FLAG(ob1, FLAG_BEEN_APPLIED); if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) SET_FLAG(ob2, FLAG_BEEN_APPLIED); /* Note: FLAG_INV_LOCKED is ignored for merging purposes */ if ((ob1->arch != ob2->arch) || (ob1->flags[0] != ob2->flags[0]) || (ob1->flags[1] != ob2->flags[1]) || (ob1->flags[2] != ob2->flags[2]) || ((ob1->flags[3]&~0x4) != (ob2->flags[3]&~0x4)) /* ignore CLIENT_SENT */ || (ob1->name != ob2->name) || (ob1->title != ob2->title) || (ob1->msg != ob2->msg) || (ob1->weight != ob2->weight) || (ob1->item_power != ob2->item_power) || (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist)) != 0) || (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats)) != 0) || (ob1->attacktype != ob2->attacktype) || (ob1->magic != ob2->magic) || (ob1->slaying != ob2->slaying) || (ob1->skill != ob2->skill) || (ob1->value != ob2->value) || (ob1->animation_id != ob2->animation_id) || (ob1->client_type != ob2->client_type) || (ob1->materialname != ob2->materialname) || (ob1->lore != ob2->lore) || (ob1->subtype != ob2->subtype) || (ob1->move_type != ob2->move_type) || (ob1->move_block != ob2->move_block) || (ob1->move_allow != ob2->move_allow) || (ob1->move_on != ob2->move_on) || (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty) || (ob1->map_layer != ob2->map_layer)) return 0; /* Don't merge objects that are applied. With the new 'body' code, * it is possible for most any character to have more than one of * some items equipped, and we don't want those to merge. */ if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) return 0; if (ob1->key_values != NULL || ob2->key_values != NULL) { /* At least one of these has key_values. */ if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { /* One has fields, but the other one doesn't. */ return 0; } else { return compare_ob_value_lists(ob1, ob2); } } /*TODO should this really be limited to scrolls?*/ switch (ob1->type) { case SCROLL: if (ob1->level != ob2->level) return 0; break; } /* Don't merge items with differing custom names. */ if (ob1->custom_name != ob2->custom_name) return 0; /* Everything passes, must be OK. */ return 1; } /** * sum_weight() is a recursive function which calculates the weight * an object is carrying. It goes through in figures out how much * containers are carrying, and sums it up. * * This takes into account the container's weight reduction. * * @param op * object we want the weight of. * @return * weight of this item and all its inventory. * * @note * The object's carrying field is updated. */ /* TODO should check call this this are made a place where we really need reevaluaton of whole tree */ signed long sum_weight(object *op) { signed long sum; object *inv; for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { if (inv->inv) sum_weight(inv); sum += inv->carrying+inv->weight*(inv->nrof ? inv->nrof : 1); } if (op->type == CONTAINER && op->stats.Str) sum = (sum*(100-op->stats.Str))/100; op->carrying = sum; return sum; } /** * Utility function. * @param op * object we want the environment of. Can't be NULL. * @return * the outermost environment object for a given object. Will not be NULL. */ object *object_get_env_recursive(object *op) { while (op->env != NULL) op = op->env; return op; } /** * Finds the player carrying an object. * * @param op * item for which we want the carrier (player). * @return * the player, or NULL if not in an inventory. * * @todo * this function is badly named. Fix patching on the fly. */ object *get_player_container(object *op) { for (; op != NULL && op->type != PLAYER; op = op->env) /*TODO this is patching the structure on the flight as side effect. Shoudln't be needed in clean code */ if (op->env == op) op->env = NULL; return op; } /** * Dumps an object. * * @param op * object to dump. Can be NULL. * @param sb * buffer that will contain object information. Must not be NULL. */ void dump_object(object *op, StringBuffer *sb) { if (op == NULL) { stringbuffer_append_string(sb, "[NULL pointer]"); return; } /* object *tmp;*/ if (op->arch != NULL) { stringbuffer_append_string(sb, "arch "); stringbuffer_append_string(sb, op->arch->name ? op->arch->name : "(null)"); stringbuffer_append_string(sb, "\n"); get_ob_diff(sb, op, &empty_archetype->clone); if (op->more) { stringbuffer_append_printf(sb, "more %u\n", op->more->count); } if (op->head) { stringbuffer_append_printf(sb, "head %u\n", op->head->count); } if (op->env) { stringbuffer_append_printf(sb, "env %u\n", op->env->count); } if (op->inv) { stringbuffer_append_printf(sb, "inv %u\n", op->inv->count); } if (op->owner) { stringbuffer_append_printf(sb, "owner %u\n", op->owner->count); } stringbuffer_append_string(sb, "end\n"); } else { stringbuffer_append_string(sb, "Object "); stringbuffer_append_string(sb, op->name == NULL ? "(null)" : op->name); stringbuffer_append_string(sb, "\nend\n"); } } /** * Dumps all objects to console. * * This is really verbose...Can be triggered by the dumpallobjects command while in DM mode. * * All objects are dumped to stderr (or alternate logfile, if in server-mode) */ void dump_all_objects(void) { object *op; for (op = objects; op != NULL; op = op->next) { StringBuffer *sb; char *diff; sb = stringbuffer_new(); dump_object(op, sb); diff = stringbuffer_finish(sb); LOG(llevDebug, "Object %d\n:%s\n", op->count, diff); free(diff); } } /** * Returns the object which has the count-variable equal to the argument. * * @param i * tag. * @return * matching object, NULL if not found. */ object *find_object(tag_t i) { object *op; for (op = objects; op != NULL; op = op->next) if (op->count == i) break; return op; } /** * Finds an object by name. * * Used only by the patch command, but not all that useful. * Enables features like "patch name-of-other-player food 999" * * @param str * name to search for. Must not be allocated by add_string(). * @return * the first object which has a name equal to the argument. */ object *find_object_name(const char *str) { const char *name = add_string(str); object *op; for (op = objects; op != NULL; op = op->next) if (op->name == name) break; free_string(name); return op; } /** * Destroys all allocated objects. * * @note * free() is called instead of free_object() as the object's memory has already by cleaned. * * @warning * this should be the last method called. */ void free_all_object_data(void) { #ifdef MEMORY_DEBUG object *op, *next; for (op = free_objects; op != NULL; ) { next = op->next; free(op); nrofallocobjects--; nroffreeobjects--; op = next; } for (op = objects; op != NULL; ) { next = op->next; if (!QUERY_FLAG(op, FLAG_FREED)) { LOG(llevDebug, "non freed object: %s\n", op->name); } op = next; } #endif LOG(llevDebug, "%d allocated objects, %d free objects, STARMAX=%d\n", nrofallocobjects, nroffreeobjects, STARTMAX); } /** * Returns the object which this object marks as being the owner. * * A id-scheme is used to avoid pointing to objects which have been * freed and are now reused. If this is detected, the owner is * set to NULL, and NULL is returned. * * Changed 2004-02-12 - if the player is setting at the play again * prompt, he is removed, and we don't want to treat him as an owner of * anything, so check removed flag. I don't expect that this should break * anything - once an object is removed, it is basically dead anyways. * * @param op * item to search owner of. * @return * owner, or NULL if not found. * * @todo * a side effect of this function is to clean owner chain for not existing anymore owner. * This is not the place to do such a cleaning */ object *get_owner(object *op) { if (op->owner == NULL) return NULL; if (!QUERY_FLAG(op->owner, FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount) return op->owner; LOG(llevError, "I had to clean an owner when in get_owner, this isn't my job.\n"); op->owner = NULL; op->ownercount = 0; return NULL; } /** * Clears the owner of specified object. * * @param op * object we want to clear the owner of. Can be NULL. */ void clear_owner(object *op) { if (!op) return; op->owner = NULL; op->ownercount = 0; } /** * Sets the owner and sets the skill and exp pointers to owner's current * skill and experience objects. * * @param op * object of which to set the owner * @param owner * new owner for object. Can be NULL, in which case it's equivalent of calling clear_owner(op) * * @todo * replace owner serching loop with a call to get_owner()? */ void set_owner(object *op, object *owner) { if (op == NULL) return; if (owner == NULL) { clear_owner(op); return; } /* next line added to allow objects which own objects */ /* Add a check for ownercounts in here, as I got into an endless loop * with the fireball owning a poison cloud which then owned the * fireball. I believe that was caused by one of the objects getting * freed and then another object replacing it. Since the ownercounts * didn't match, this check is valid and I believe that cause is valid. */ while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) owner = owner->owner; /* IF the owner still has an owner, we did not resolve to a final owner. * so lets not add to that. */ if (owner->owner) { LOG(llevError, "owner id %d could not be resolved to a parent owner in set_owner(). This is bad!" "owner=%p owner->owner=%p owner->ownercount=%d owner->owner->count=%d\n", owner->count, owner, owner->owner, owner->ownercount, owner->owner->count); return; } op->owner = owner; op->ownercount = owner->count; } /** * Set the owner to clone's current owner and set the skill and experience * objects to clone's objects (typically those objects that where the owner's * current skill and experience objects at the time when clone's owner was * set - not the owner's current skill and experience objects). * * Use this function if player created an object (e.g. fire bullet, swarm * spell), and this object creates further objects whose kills should be * accounted for the player's original skill, even if player has changed * skills meanwhile. * * @param op * object to update. * @param clone * object from which to get the owner. */ void copy_owner(object *op, object *clone) { object *owner = get_owner(clone); if (owner == NULL) { /* players don't have owners - they own themselves. Update * as appropriate. */ /*TODO owner=self is dangerous and should be avoided*/ if (clone->type == PLAYER) owner = clone; else return; } set_owner(op, owner); } /** * Sets to 0 vital variables in an object. * * @param op * object to reset. * * @note * this doesn't free associated memory for object. */ void reset_object(object *op) { op->name = NULL; op->name_pl = NULL; op->title = NULL; op->race = NULL; op->slaying = NULL; op->skill = NULL; op->msg = NULL; op->materialname = NULL; op->lore = NULL; clear_object(op); } /** * Zero the key_values on op, decrementing the shared-string * refcounts and freeing the links. * * @param op * object to clear. */ void free_key_values(object *op) { key_value *i; key_value *next = NULL; if (op->key_values == NULL) return; for (i = op->key_values; i != NULL; i = next) { /* Store next *first*. */ next = i->next; if (i->key) FREE_AND_CLEAR_STR(i->key); if (i->value) FREE_AND_CLEAR_STR(i->value); i->next = NULL; free(i); } op->key_values = NULL; } /** * Frees everything allocated by an object, and also * clears all variables and flags to default settings. * * @param op * object to clear */ void clear_object(object *op) { /*TODO this comment must be investigated*/ /* redo this to be simpler/more efficient. Was also seeing * crashes in the old code. Move this to the top - am * seeing periodic crashes in this code, and would like to have * as much info available as possible (eg, object name). */ free_key_values(op); free_dialog_information(op); /* the memset will clear all these values for us, but we need * to reduce the refcount on them. */ if (op->name != NULL) FREE_AND_CLEAR_STR(op->name); if (op->name_pl != NULL) FREE_AND_CLEAR_STR(op->name_pl); if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); if (op->race != NULL) FREE_AND_CLEAR_STR(op->race); if (op->slaying != NULL) FREE_AND_CLEAR_STR(op->slaying); if (op->skill != NULL) FREE_AND_CLEAR_STR(op->skill); if (op->msg != NULL) FREE_AND_CLEAR_STR(op->msg); if (op->lore != NULL) FREE_AND_CLEAR_STR(op->lore); if (op->materialname != NULL) FREE_AND_CLEAR_STR(op->materialname); if (op->discrete_damage != NULL) FREE_AND_CLEAR(op->discrete_damage); /* Remove object from friendly list if needed. */ if (QUERY_FLAG(op, FLAG_FRIENDLY)) remove_friendly_object(op); memset((void *)((char *)op+offsetof(object, name)), 0, sizeof(object)-offsetof(object, name)); /* Below here, we clear things that are not done by the memset, * or set default values that are not zero. */ /* This is more or less true */ SET_FLAG(op, FLAG_REMOVED); op->contr = NULL; op->below = NULL; op->above = NULL; op->inv = NULL; op->container = NULL; op->env = NULL; op->more = NULL; op->head = NULL; op->map = NULL; op->active_next = NULL; op->active_prev = NULL; /* What is not cleared is next, prev, and count */ op->expmul = 1.0; op->face = blank_face; op->attacked_by_count = -1; if (settings.casting_time) op->casting_time = -1; } /** * Copy object first frees everything allocated by the second object, * and then copies the contents of the first object into the second * object, allocating what needs to be allocated. Basically, any * data that is malloc'd needs to be re-malloc/copied. Otherwise, * if the first object is freed, the pointers in the new object * will point at garbage. * * @param op2 * object that we copy.from * @param op * object that we copy to. */ void copy_object(object *op2, object *op) { int is_freed = QUERY_FLAG(op, FLAG_FREED), is_removed = QUERY_FLAG(op, FLAG_REMOVED); /* Decrement the refcounts, but don't bother zeroing the fields; they'll be overwritten by memcpy. */ if (op->name != NULL) free_string(op->name); if (op->name_pl != NULL) free_string(op->name_pl); if (op->anim_suffix != NULL) free_string(op->anim_suffix); if (op->title != NULL) free_string(op->title); if (op->race != NULL) free_string(op->race); if (op->slaying != NULL) free_string(op->slaying); if (op->skill != NULL) free_string(op->skill); if (op->msg != NULL) free_string(op->msg); if (op->lore != NULL) free_string(op->lore); if (op->materialname != NULL) free_string(op->materialname); if (op->custom_name != NULL) free_string(op->custom_name); if (op->discrete_damage != NULL) FREE_AND_CLEAR(op->discrete_damage); if (op->spell_tags != NULL) FREE_AND_CLEAR(op->spell_tags); /* Basically, same code as from clear_object() */ free_key_values(op); free_dialog_information(op); /* op is the destination, op2 is the source. */ (void)memcpy((void *)((char *)op+offsetof(object, name)), (void *)((char *)op2+offsetof(object, name)), sizeof(object)-offsetof(object, name)); if (is_freed) SET_FLAG(op, FLAG_FREED); if (is_removed) SET_FLAG(op, FLAG_REMOVED); if (op->name != NULL) add_refcount(op->name); if (op->name_pl != NULL) add_refcount(op->name_pl); if (op->anim_suffix != NULL) add_refcount(op->anim_suffix); if (op->title != NULL) add_refcount(op->title); if (op->race != NULL) add_refcount(op->race); if (op->slaying != NULL) add_refcount(op->slaying); if (op->skill != NULL) add_refcount(op->skill); if (op->lore != NULL) add_refcount(op->lore); if (op->msg != NULL) add_refcount(op->msg); if (op->custom_name != NULL) add_refcount(op->custom_name); if (op->materialname != NULL) add_refcount(op->materialname); if (op->discrete_damage != NULL) { op->discrete_damage = malloc(sizeof(sint16)*NROFATTACKS); memcpy(op->discrete_damage, op2->discrete_damage, sizeof(sint16)*NROFATTACKS); } if (op->spell_tags != NULL) { op->spell_tags = malloc(sizeof(tag_t)*SPELL_TAG_SIZE); memcpy(op->spell_tags, op2->spell_tags, sizeof(tag_t)*SPELL_TAG_SIZE); } /* If archetype is a temporary one, we need to update reference count, because * that archetype will be freed by free_object when the last object is removed. */ if (op->arch->reference_count > 0) op->arch->reference_count++; if (op2->speed < 0) op->speed_left = op2->speed_left-RANDOM()%200/100.0; /* Copy over key_values, if any. */ if (op2->key_values != NULL) { key_value *tail = NULL; key_value *i; op->key_values = NULL; for (i = op2->key_values; i != NULL; i = i->next) { key_value *new_link = malloc(sizeof(key_value)); new_link->next = NULL; new_link->key = add_refcount(i->key); if (i->value) new_link->value = add_refcount(i->value); else new_link->value = NULL; /* Try and be clever here, too. */ if (op->key_values == NULL) { op->key_values = new_link; tail = new_link; } else { tail->next = new_link; tail = new_link; } } } /* This way, dialog information will be parsed again when/if needed. */ CLEAR_FLAG(op, FLAG_DIALOG_PARSED); update_ob_speed(op); } /** * copy an object with an inventory... i.e., duplicate the inv too. * @param src_ob * object to copy. * @param dest_ob * where to copy. * @todo * replace with a function in common library (there is certainly one). */ void copy_object_with_inv(object *src_ob, object *dest_ob) { object *walk, *tmp; copy_object(src_ob, dest_ob); for (walk = src_ob->inv; walk != NULL; walk = walk->below) { tmp = get_object(); copy_object(walk, tmp); insert_ob_in_ob(tmp, dest_ob); } } /** * Allocates more objects for the list of unused objects. * * It is called from get_object() if the unused list is empty. * * If there is not enough memory, fatal() is called. */ static void expand_objects(void) { int i; object *new; new = (object *)CALLOC(OBJ_EXPAND, sizeof(object)); if (new == NULL) fatal(OUT_OF_MEMORY); free_objects = new; new[0].prev = NULL; new[0].next = &new[1], SET_FLAG(&(new[0]), FLAG_REMOVED); SET_FLAG(&(new[0]), FLAG_FREED); for (i = 1; i < OBJ_EXPAND-1; i++) { new[i].next = &new[i+1], new[i].prev = &new[i-1], SET_FLAG(&(new[i]), FLAG_REMOVED); SET_FLAG(&(new[i]), FLAG_FREED); } new[OBJ_EXPAND-1].prev = &new[OBJ_EXPAND-2], new[OBJ_EXPAND-1].next = NULL, SET_FLAG(&(new[OBJ_EXPAND-1]), FLAG_REMOVED); SET_FLAG(&(new[OBJ_EXPAND-1]), FLAG_FREED); nrofallocobjects += OBJ_EXPAND; nroffreeobjects += OBJ_EXPAND; } /** * Grabs an object from the list of unused objects, makes * sure it is initialised, and returns it. * * If there are no free objects, expand_objects() is called to get more. * * @return * cleared and ready to use object*. * * @note * will never fail, as expand_objects() will fatal() if memory allocation error. */ object *get_object(void) { object *op; if (free_objects == NULL) { expand_objects(); } op = free_objects; #ifdef MEMORY_DEBUG /* The idea is hopefully by doing a realloc, the memory * debugging program will now use the current stack trace to * report leaks. */ /* FIXME: However this doesn't work since free_object2() sometimes add * objects back to the free_objects linked list, and some functions mess * with the object after return of free_object2(). This is bad and should be * fixed. But it would need fairly extensive changes and a lot of debugging. * So until that is fixed, skip realloc() here unless MEMORY_DEBUG is set to * a value greater than 1. We do this in order at least make MEMORY_DEBUG * slightly useful. */ #if MEMORY_DEBUG > 1 op = realloc(op, sizeof(object)); #endif SET_FLAG(op, FLAG_REMOVED); SET_FLAG(op, FLAG_FREED); #endif if (!QUERY_FLAG(op, FLAG_FREED)) { LOG(llevError, "Fatal: Getting busy object.\n"); #ifdef MANY_CORES abort(); #endif } free_objects = op->next; if (free_objects != NULL) free_objects->prev = NULL; op->count = ++ob_count; op->name = NULL; op->name_pl = NULL; op->title = NULL; op->race = NULL; op->slaying = NULL; op->skill = NULL; op->lore = NULL; op->msg = NULL; op->materialname = NULL; op->next = objects; op->prev = NULL; op->active_next = NULL; op->active_prev = NULL; op->discrete_damage = NULL; op->spell_tags = NULL; if (objects != NULL) objects->prev = op; objects = op; clear_object(op); SET_FLAG(op, FLAG_REMOVED); nroffreeobjects--; return op; } /** * If an object with the IS_TURNABLE() flag needs to be turned due * to the closest player being on the other side, this function can * be called to update the face variable, _and_ how it looks on the map. * * @param op * object to update. */ void update_turn_face(object *op) { if (!QUERY_FLAG(op, FLAG_IS_TURNABLE) || op->arch == NULL) return; SET_ANIMATION(op, op->direction); update_object(op, UP_OBJ_FACE); } /** * Updates the speed of an object. If the speed changes from 0 to another * value, or vice versa, then add/remove the object from the active list. * This function needs to be called whenever the speed of an object changes. * * @param op * object to update. Must not be freed and still have a speed. * * @todo * check fixme & todo */ void update_ob_speed(object *op) { /* FIXME what the hell is this crappy hack?*/ extern int arch_init; /* No reason putting the archetypes objects on the speed list, * since they never really need to be updated. */ if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { LOG(llevError, "Object %s is freed but has speed.\n", op->name); #ifdef MANY_CORES abort(); #else op->speed = 0; #endif } if (arch_init) { return; } if (FABS(op->speed) > MIN_ACTIVE_SPEED) { /* If already on active list, don't do anything */ /* TODO this check can probably be simplified a lot */ if (op->active_next || op->active_prev || op == active_objects) return; /* process_events() expects us to insert the object at the beginning * of the list. */ op->active_next = active_objects; if (op->active_next != NULL) op->active_next->active_prev = op; active_objects = op; } else { /* If not on the active list, nothing needs to be done */ if (!op->active_next && !op->active_prev && op != active_objects) return; if (op->active_prev == NULL) { active_objects = op->active_next; if (op->active_next != NULL) op->active_next->active_prev = NULL; } else { op->active_prev->active_next = op->active_next; if (op->active_next) op->active_next->active_prev = op->active_prev; } op->active_next = NULL; op->active_prev = NULL; } } /** * This function removes object 'op' from the list of active * objects. * This should only be used for style maps or other such * reference maps where you don't want an object that isn't * in play chewing up cpu time getting processed. * The reverse of this is to call update_ob_speed, which * will do the right thing based on the speed of the object. * * @param op * object to remove. */ void remove_from_active_list(object *op) { /* If not on the active list, nothing needs to be done */ if (!op->active_next && !op->active_prev && op != active_objects) return; if (op->active_prev == NULL) { active_objects = op->active_next; if (op->active_next != NULL) op->active_next->active_prev = NULL; } else { op->active_prev->active_next = op->active_next; if (op->active_next) op->active_next->active_prev = op->active_prev; } op->active_next = NULL; op->active_prev = NULL; } /** * update_object() updates the array which represents the map. * * It takes into account invisible objects (and represent squares covered * by invisible objects by whatever is below them (unless it's another * invisible object, etc...) * * If the object being updated is beneath a player, the look-window * of that player is updated (this might be a suboptimal way of * updating that window, though, since update_object() is called _often_) * * @param op * object to update * @param action * Hint of what the caller believes need to be done. One of @ref UP_OBJ_xxx "UP_OBJ_xxx" values. * For example, if the only thing that has changed is the face (due to * an animation), we don't need to call update_position until that actually * comes into view of a player. OTOH, many other things, like addition/removal * of walls or living creatures may need us to update the flags now. * * @todo * this function should be renamed to something like update_object_map, update_object is a too general term * Also it might be worth moving it to map.c */ void update_object(object *op, int action) { int update_now = 0, flags; MoveType move_on, move_off, move_block, move_slow; object *pl; if (op == NULL) { /* this should never happen */ LOG(llevDebug, "update_object() called for NULL object.\n"); return; } if (op->env != NULL) { /* Animation is currently handled by client, so nothing * to do in this case. */ return; } /* If the map is saving, don't do anything as everything is * going to get freed anyways. */ if (!op->map || op->map->in_memory == MAP_SAVING) return; /* make sure the object is within map boundaries */ if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { LOG(llevError, "update_object() called for object out of map!\n"); #ifdef MANY_CORES abort(); #endif return; } flags = GET_MAP_FLAGS(op->map, op->x, op->y); SET_MAP_FLAGS(op->map, op->x, op->y, flags|P_NEED_UPDATE); move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); if (action == UP_OBJ_INSERT) { if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags&P_BLOCKSVIEW)) update_now = 1; if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags&P_NO_MAGIC)) update_now = 1; if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags&P_NO_CLERIC)) update_now = 1; if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags&P_IS_ALIVE)) update_now = 1; if ((move_on|op->move_on) != move_on) update_now = 1; if ((move_off|op->move_off) != move_off) update_now = 1; /* This isn't perfect, but I don't expect a lot of objects to * to have move_allow right now. */ if (((move_block|op->move_block)&~op->move_allow) != move_block) update_now = 1; if ((move_slow|op->move_slow) != move_slow) update_now = 1; if (op->type == PLAYER) update_now = 1; /* if the object is being removed, we can't make intelligent * decisions, because remove_ob can't really pass the object * that is being removed. */ } else if (action == UP_OBJ_REMOVE) { update_now = 1; } else if (action == UP_OBJ_FACE || action == UP_OBJ_CHANGE) { /* In addition to sending info to client, need to update space * information. */ if (action == UP_OBJ_CHANGE) update_now = 1; /* There is a player on this space - we may need to send an * update to the client. * If this object is supposed to be animated by the client, * nothing to do here - let the client animate it. * We can't use FLAG_ANIMATE, as that is basically set for * all objects with multiple faces, regardless if they are animated. * (levers have it set for example). */ if (flags&P_PLAYER && !QUERY_FLAG(op, FLAG_CLIENT_ANIM_SYNC) && !QUERY_FLAG(op, FLAG_CLIENT_ANIM_RANDOM)) { pl = GET_MAP_PLAYER(op->map, op->x, op->y); /* If update_look is set, we're going to send this entire space * to the client, so no reason to send face information now. */ if (!pl->contr->socket.update_look) { esrv_update_item(UPD_FACE, pl, op); } } } else { LOG(llevError, "update_object called with invalid action: %d\n", action); } if (update_now) { SET_MAP_FLAGS(op->map, op->x, op->y, flags|P_NO_ERROR|P_NEED_UPDATE); update_position(op->map, op->x, op->y); } if (op->more != NULL) update_object(op->more, action); } /** * Frees everything allocated by an object, removes * it from the list of used objects, and puts it on the list of * free objects. The IS_FREED() flag is set in the object. * The object must have been removed by remove_ob() first for * this function to succeed. * * Inventory will be dropped on the ground if in a map, else freed too. * * @param ob * object to free. Will become invalid when function returns. */ void free_object(object *ob) { free_object2(ob, 0); } /** * Frees everything allocated by an object, removes * it from the list of used objects, and puts it on the list of * free objects. The IS_FREED() flag is set in the object. * * The object must have been removed by remove_ob() first for * this function to succeed. * * @param ob * object to free. Will become invalid when function returns. * @param free_inventory * if set, free inventory as well. Else drop items in inventory to the ground. * * @warning * the object's archetype should be a valid pointer, or NULL. */ void free_object2(object *ob, int free_inventory) { object *tmp, *op; if (!QUERY_FLAG(ob, FLAG_REMOVED)) { StringBuffer *sb; char *diff; LOG(llevDebug, "Free object called with non removed object\n"); sb = stringbuffer_new(); dump_object(ob, sb); diff = stringbuffer_finish(sb); LOG(llevError, diff); free(diff); #ifdef MANY_CORES abort(); #endif } if (QUERY_FLAG(ob, FLAG_FRIENDLY)) { LOG(llevMonster, "Warning: tried to free friendly object.\n"); remove_friendly_object(ob); } if (QUERY_FLAG(ob, FLAG_FREED)) { StringBuffer *sb; char *diff; sb = stringbuffer_new(); dump_object(ob, sb); diff = stringbuffer_finish(sb); LOG(llevError, "Trying to free freed object.\n%s\n", diff); free(diff); return; } /* Handle for plugin destroy event */ execute_event(ob, EVENT_DESTROY, NULL, NULL, NULL, SCRIPT_FIX_NOTHING); if (ob->inv) { /* Only if the space blocks everything do we not process - * if some form of movemnt is allowed, let objects * drop on that space. */ if (free_inventory || ob->map == NULL || ob->map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) { op = ob->inv; while (op != NULL) { tmp = op->below; remove_ob(op); free_object2(op, free_inventory); op = tmp; } } else { /* Put objects in inventory onto this space */ op = ob->inv; while (op != NULL) { tmp = op->below; remove_ob(op); if (QUERY_FLAG(op, FLAG_STARTEQUIP)||QUERY_FLAG(op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG(op, FLAG_IS_A_TEMPLATE)) free_object(op); else { object *part; /* If it's a multi-tile object, scatter dropped items randomly */ if (ob->more) { int partcount = 0; /* Get the number of non-head parts */ for (part = ob; part; part = part->more) { partcount++; } /* Select a random part */ partcount = RANDOM()%partcount; for (part = ob; partcount > 0; partcount--) { part = part->more; } } else { part = ob; } if (QUERY_FLAG(op, FLAG_ALIVE)) { int pos; pos = find_free_spot(op, part->map, part->x, part->y, 0, SIZEOFFREE); if (pos == -1) free_object(op); else { op->x = part->x+freearr_x[pos]; op->y = part->y+freearr_y[pos]; insert_ob_in_map(op, part->map, NULL, 0); /* Insert in same map as the envir */ } } else { op->x = part->x; op->y = part->y; insert_ob_in_map(op, part->map, NULL, 0); /* Insert in same map as the envir */ } } op = tmp; } } } if (ob->more != NULL) { free_object2(ob->more, free_inventory); ob->more = NULL; } /* Remove object from the active list */ ob->speed = 0; update_ob_speed(ob); SET_FLAG(ob, FLAG_FREED); ob->count = 0; /* Remove this object from the list of used objects */ if (ob->prev == NULL) { objects = ob->next; if (objects != NULL) objects->prev = NULL; } else { ob->prev->next = ob->next; if (ob->next != NULL) ob->next->prev = ob->prev; } if (ob->name != NULL) FREE_AND_CLEAR_STR(ob->name); if (ob->name_pl != NULL) FREE_AND_CLEAR_STR(ob->name_pl); if (ob->title != NULL) FREE_AND_CLEAR_STR(ob->title); if (ob->race != NULL) FREE_AND_CLEAR_STR(ob->race); if (ob->slaying != NULL) FREE_AND_CLEAR_STR(ob->slaying); if (ob->skill != NULL) FREE_AND_CLEAR_STR(ob->skill); if (ob->lore != NULL) FREE_AND_CLEAR_STR(ob->lore); if (ob->msg != NULL) FREE_AND_CLEAR_STR(ob->msg); if (ob->materialname != NULL) FREE_AND_CLEAR_STR(ob->materialname); if (ob->discrete_damage != NULL) FREE_AND_CLEAR(ob->discrete_damage); if (ob->spell_tags) FREE_AND_CLEAR(ob->spell_tags); /* Why aren't events freed? */ free_key_values(ob); free_dialog_information(ob); /* Test whether archetype is a temporary one, and if so look whether it should be trashed. */ if (ob->arch && ob->arch->reference_count > 0) { if (--ob->arch->reference_count == 0) { free_arch(ob->arch); } } #if defined(MEMORY_DEBUG) && (MEMORY_DEBUG > 2) /* memset() to clear it then set flags and finally free it. This will * help detect bad use after return. */ memset(ob, 0, sizeof(object)); SET_FLAG(ob, FLAG_REMOVED); SET_FLAG(ob, FLAG_FREED); free(ob); #else /* Now link it with the free_objects list: */ ob->prev = NULL; ob->next = free_objects; if (free_objects != NULL) free_objects->prev = ob; free_objects = ob; nroffreeobjects++; #endif } /** * Objects statistics. * * @return * number of objects on the list of free objects. */ int count_free(void) { int i = 0; object *tmp = free_objects; while (tmp != NULL) tmp = tmp->next, i++; return i; } /** * Object statistics. * * @return * number of objects on the list of used objects. */ int count_used(void) { int i = 0; object *tmp = objects; while (tmp != NULL) tmp = tmp->next, i++; return i; } /** * Objects statistics. * * @return * number of objects on the list of active objects. */ int count_active(void) { int i = 0; object *tmp = active_objects; while (tmp != NULL) tmp = tmp->active_next, i++; return i; } /** * Recursively (outwards) subtracts a number from the * weight of an object (and what is carried by it's environment(s)). * * Takes into account the container's weight reduction. * * @param op * object to which weight is substracted. * @param weight * weight to remove. * * @todo * check if not mergeable with add_weight(). */ void sub_weight(object *op, signed long weight) { while (op != NULL) { if (op->type == CONTAINER) { weight = (signed long)(weight*(100-op->stats.Str)/100); } op->carrying -= weight; op = op->env; } } /** * This function removes the object op from the linked list of objects * which it is currently tied to. When this function is done, the * object will have no environment. If the object previously had an * environment, the x and y coordinates will be updated to * the previous environment. * * Will inform the client of the removal if needed. * * @param op * object to remove. Must not be removed yet, else abort() is called. * * @todo * this function is a piece of overbloated crap or at lest * look like need cleanup it does to much different things. */ void remove_ob(object *op) { object *tmp, *last = NULL; object *otmp; tag_t tag; int check_walk_off; mapstruct *m; sint16 x, y; if (QUERY_FLAG(op, FLAG_REMOVED)) { StringBuffer *sb; char *diff; sb = stringbuffer_new(); dump_object(op, sb); diff = stringbuffer_finish(sb); LOG(llevError, "Trying to remove removed object.\n%s\n", diff); free(diff); abort(); } if (op->more != NULL) remove_ob(op->more); SET_FLAG(op, FLAG_REMOVED); /* * In this case, the object to be removed is in someones * inventory. */ /* TODO try to call a generic inventory weight adjusting function like sub_weight */ if (op->env != NULL) { if (op->nrof) sub_weight(op->env, op->weight*op->nrof); else sub_weight(op->env, op->weight+op->carrying); /* Update in two cases: item is in a player, or in a container the player is looking into. */ if (op->env->contr != NULL && op->head == NULL) { if (LOOK_OBJ(op)) esrv_del_item(op->env->contr, op->count); } else if (op->env->type == CONTAINER && QUERY_FLAG(op->env, FLAG_APPLIED)) { player *pl = NULL; if (op->env->env && op->env->env->contr) /* Container is in player's inventory. */ pl = op->env->env->contr; else if (op->env->map) { /* Container on map, look above for player. */ object *above = op->env->above; while (above && !above->contr) above = above->above; if (above) pl = above->contr; } if (pl && LOOK_OBJ(op)) esrv_del_item(pl, op->count); } /* NO_FIX_PLAYER is set when a great many changes are being * made to players inventory. If set, avoiding the call * to save cpu time. */ if ((otmp = get_player_container(op->env)) != NULL && otmp->contr && !QUERY_FLAG(otmp, FLAG_NO_FIX_PLAYER)) fix_object(otmp); if (op->above != NULL) op->above->below = op->below; else op->env->inv = op->below; if (op->below != NULL) op->below->above = op->above; /* we set up values so that it could be inserted into * the map, but we don't actually do that - it is up * to the caller to decide what we want to do. */ op->x = op->env->x; op->y = op->env->y; op->ox = op->x; op->oy = op->y; op->map = op->env->map; op->above = NULL; op->below = NULL; op->env = NULL; return; } /* If we get here, we are removing it from a map */ if (op->map == NULL) return; if (op->contr != NULL && !op->contr->hidden) op->map->players--; x = op->x; y = op->y; m = get_map_from_coord(op->map, &x, &y); if (!m) { LOG(llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", op->map->path, op->x, op->y); abort(); } if (op->map != m) { LOG(llevError, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", op->map->path, m->path, op->x, op->y, x, y); } /* link the object above us */ if (op->above) op->above->below = op->below; else SET_MAP_TOP(m, x, y, op->below); /* we were top, set new top */ /* Relink the object below us, if there is one */ if (op->below) { op->below->above = op->above; } else { /* Nothing below, which means we need to relink map object for this space * use translated coordinates in case some oddness with map tiling is * evident */ /*TODO is this check really needed?*/ if (GET_MAP_OB(m, x, y) != op) { StringBuffer *sb; char *diff; sb = stringbuffer_new(); dump_object(op, sb); diff = stringbuffer_finish(sb); LOG(llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", diff); free(diff); sb = stringbuffer_new(); dump_object(GET_MAP_OB(m, x, y), sb); diff = stringbuffer_finish(sb); LOG(llevError, "%s\n", diff); free(diff); } SET_MAP_OB(m, x, y, op->above); /* goes on above it. */ } op->above = NULL; op->below = NULL; if (op->map->in_memory == MAP_SAVING) return; tag = op->count; check_walk_off = !QUERY_FLAG(op, FLAG_NO_APPLY); for (tmp = GET_MAP_OB(m, x, y); tmp != NULL; tmp = tmp->above) { /* No point updating the players look faces if he is the object * being removed. */ if (tmp->type == PLAYER && tmp != op) { /* If a container that the player is currently using somehow gets * removed (most likely destroyed), update the player view * appropriately. */ if (tmp->container == op) { CLEAR_FLAG(op, FLAG_APPLIED); tmp->container = NULL; } tmp->contr->socket.update_look = 1; } /* See if player moving off should effect something */ if (check_walk_off && ((op->move_type&tmp->move_off) && (op->move_type&~tmp->move_off&~tmp->move_block) == 0)) { ob_move_on(tmp, op, NULL); if (was_destroyed(op, tag)) { LOG(llevError, "BUG: remove_ob(): name %s, archname %s destroyed leaving object\n", tmp->name, tmp->arch->name); } } /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ if (tmp->above == tmp) tmp->above = NULL; last = tmp; } /* last == NULL or there are no objects on this space */ if (last == NULL) { /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, * we could preserve the flags (GET_MAP_FLAGS), but update_position figures * those out anyways, and if there are any flags set right now, they won't * be correct anyways. */ SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); update_position(op->map, op->x, op->y); } else update_object(last, UP_OBJ_REMOVE); if (QUERY_FLAG(op, FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) update_all_los(op->map, op->x, op->y); } /** * This function goes through all objects below and including top, and * merges op to the first matching object. * * Will correctly send updated objects to client if needed. * * @param op * object to merge. * @param top * from which item to merge. If NULL, it is calculated. * @return * pointer to object if it succeded in the merge, otherwise NULL */ object *merge_ob(object *op, object *top) { if (!op->nrof) return NULL; if (top == NULL) for (top = op; top != NULL && top->above != NULL; top = top->above) ; for (; top != NULL; top = top->below) { if (top == op) continue; if (can_merge(op, top)) { increase_ob_nr(top, op->nrof); op->weight = 0; /* Don't want any adjustements now */ remove_ob(op); free_object(op); return top; } } return NULL; } /** * Same as insert_ob_in_map() except it handle separate coordinates and do a clean * job preparing multi-part monsters. * * @param op * object to insert. * @param m * map to insert into. * @param originator * what caused op to be inserted. * @param flag * Combination of @ref INS_xxx "INS_xxx" values. * @param x * @param y * coordinates to insert at. */ object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y) { object *tmp; if (op->head) op = op->head; for (tmp = op; tmp; tmp = tmp->more) { tmp->x = x+tmp->arch->clone.x; tmp->y = y+tmp->arch->clone.y; if (op != tmp && !tmp->map) tmp->map = op->map ? op->map : m; } return insert_ob_in_map(op, m, originator, flag); } /** * This sees if there are any objects on the space that can * merge with op. Note that op does not need to actually * be inserted on the map (when called from insert_ob_in_map, * it won't be), but op->map should be set correctly. * * Note that even if we find a match on the space, we keep progressing * looking for more. This is because op->range is set to 0 in * explosion, so what may not have been mergable now is. * * @param op * object to try to merge into. * * @param x * @param y * coordinates to look at for merging. */ void merge_spell(object *op, sint16 x, sint16 y) { object *tmp, *above; int i; /* We try to do some merging of spell objects - if something has same owner, * is same type of spell, and going in the same direction, it is somewhat * mergable. * * If the spell object has an other_arch, don't merge - when the spell * does something, like explodes, it will use this other_arch, and * if we merge, there is no easy way to make the correct values be * set on this new object (values should be doubled, tripled, etc.) * * We also care about speed - only process objects that will not be * active this tick. Without this, the results are incorrect - think * of a case where tmp would normally get processed this tick, but * get merges with op, which does not get processed. */ for (tmp = GET_MAP_OB(op->map, x, y); tmp != NULL; tmp = above) { above = tmp->above; if (op->type == tmp->type && op->subtype == tmp->subtype && op->direction == tmp->direction && op->owner == tmp->owner && op->ownercount == tmp->ownercount && op->range == tmp->range && op->stats.wc == tmp->stats.wc && op->level == tmp->level && op->attacktype == tmp->attacktype && op->speed == tmp->speed && !tmp->other_arch && (tmp->speed_left+tmp->speed) < 0.0 && op != tmp) { /* Quick test - if one or the other objects already have hash tables * set up, and that hash bucket contains a value that doesn't * match what we want to set it up, we won't be able to merge. * Note that these two if statements are the same, except * for which object they are checking against. They could * be merged, but the line wrapping would be large enough * that IMO it would become difficult to read the different clauses * so its cleaner just to do 2 statements - MSW */ if (op->spell_tags && !OB_SPELL_TAG_MATCH(op, tmp->stats.maxhp) && OB_SPELL_TAG_HASH(op, tmp->stats.maxhp) != 0) continue; if (tmp->spell_tags && !OB_SPELL_TAG_MATCH(tmp, op->stats.maxhp) && OB_SPELL_TAG_HASH(tmp, op->stats.maxhp) != 0) continue; /* If we merge, the data from tmp->spell_tags gets copied into op. * so we need to make sure that slot isn't filled up. */ if (tmp->spell_tags && !OB_SPELL_TAG_MATCH(tmp, tmp->stats.maxhp) && OB_SPELL_TAG_HASH(tmp, tmp->stats.maxhp) != 0) continue; /* If both objects have spell_tags, we need to see if there are conflicting * values - if there are, we won't be able to merge then. */ if (tmp->spell_tags && op->spell_tags) { int need_copy = 0; for (i = 0; i < SPELL_TAG_SIZE; i++) { /* If the two tag values in the hash are set, but are * not set to the same value, then these objects * can not be merged. */ if (op->spell_tags[i] && tmp->spell_tags[i] && op->spell_tags[i] != tmp->spell_tags[i]) { statistics.spell_hash_full++; break; } /* If one tag is set and the other is not, that is * fine, but we have to note that we need to copy * the data in that case. */ if ((!op->spell_tags[i] && tmp->spell_tags[i]) || (op->spell_tags[i] && !tmp->spell_tags[i])) { need_copy = 1; } } /* If we did not get through entire array, it means * we got a conflicting hash, and so we won't be * able to merge these - just continue processing * object on this space. */ if (i <= SPELL_TAG_SIZE) continue; /* Ok - everything checked out - we should be able to * merge tmp in op. So lets copy the tag data if * needed. Note that this is a selective copy, as * we don't want to clear values that may be set in op. */ if (need_copy) { for (i = 0; i < SPELL_TAG_SIZE; i++) if (!op->spell_tags[i] && tmp->spell_tags[i] && tmp->spell_tags[i] != op->stats.maxhp) op->spell_tags[i] = tmp->spell_tags[i]; } FREE_AND_CLEAR(tmp->spell_tags); } /* if tmp has a spell_tags table, copy it to op and free tmps */ if (tmp->spell_tags && !op->spell_tags) { op->spell_tags = tmp->spell_tags; tmp->spell_tags = NULL; /* We don't need to keep a copy of our maxhp value * in the copied over value */ if (OB_SPELL_TAG_MATCH(op, op->stats.maxhp)) OB_SPELL_TAG_HASH(op, op->stats.maxhp) = 0; } /* For spells to work correctly, we need to record what spell * tags we've merged in with this effect. This is used * in ok_to_put_more() to see if a spell effect is already on * the space. */ if (op->stats.maxhp != tmp->stats.maxhp) { #ifdef OBJECT_DEBUG /* This if statement should never happen - the logic above should * have prevented it. It is a problem, because by now its possible * we've destroyed the spell_tags in tmp, so we can't really * just bail out. */ if (op->spell_tags && OB_SPELL_TAG_HASH(op, tmp->stats.maxhp) != 0 && !OB_SPELL_TAG_MATCH(op, tmp->stats.maxhp)) { LOG(llevError, "insert_ob_in_map: Got non matching spell tags: %d != %d\n", OB_SPELL_TAG_HASH(op, tmp->stats.maxhp), tmp->stats.maxhp); } #endif if (!op->spell_tags) op->spell_tags = calloc(1, SPELL_TAG_SIZE*sizeof(tag_t)); OB_SPELL_TAG_HASH(op, tmp->stats.maxhp) = tmp->stats.maxhp; } statistics.spell_merges++; op->speed_left = MAX(op->speed_left, tmp->speed_left); if (tmp->duration != op->duration) { /* We need to use tmp_dam here because otherwise the * calculations can overflow the size of stats.dam. */ int tmp_dam = tmp->stats.dam*(tmp->duration+1)+ op->stats.dam*(op->duration+1); op->duration = MAX(op->duration, tmp->duration); tmp_dam /= (op->duration+1); op->stats.dam = tmp_dam+1; } else { /* in this case, duration is the same, so simply adding * up damage works. */ op->stats.dam += tmp->stats.dam; } remove_ob(tmp); free_object(tmp); } } } /** * This function inserts the object in the two-way linked list * which represents what is on a map. * * It will update player count if the op is a player. * * Player ground window will be updated if needed. * * @param op * object to insert. Must be removed. Its coordinates must be valid for the map. * @param m * map to insert into. Must not be NULL. * @param originator * player, monster or other object that caused 'op' to be inserted * into 'm'. May be NULL. * @param flag * bitmask about special things to do (or not do) when this * function is called. See the object.h file for the @ref INS_xxx "INS_xxx" values. * Passing 0 for flag gives proper default values, so flag really only needs * to be set if special handling is needed. * @return * @li new object if 'op' was merged with other object. * @li NULL if 'op' was destroyed * @li just 'op' otherwise * * @todo * this function is a mess, and should be cleaned. */ object *insert_ob_in_map(object *op, mapstruct *m, object *originator, int flag) { object *tmp, *top, *floor = NULL; sint16 x, y; if (QUERY_FLAG(op, FLAG_FREED)) { LOG(llevError, "Trying to insert freed object!\n"); return NULL; } if (m == NULL) { StringBuffer *sb; char *diff; sb = stringbuffer_new(); dump_object(op, sb); diff = stringbuffer_finish(sb); LOG(llevError, "Trying to insert in null-map!\n%s\n", diff); free(diff); return op; } if (out_of_map(m, op->x, op->y)) { StringBuffer *sb; char *diff; sb = stringbuffer_new(); dump_object(op, sb); diff = stringbuffer_finish(sb); LOG(llevError, "Trying to insert object outside the map.\n%s\n", diff); free(diff); #ifdef MANY_CORES /* Better to catch this here, as otherwise the next use of this object * is likely to cause a crash. Better to find out where it is getting * improperly inserted. */ abort(); #endif return op; } if (!QUERY_FLAG(op, FLAG_REMOVED)) { StringBuffer *sb; char *diff; sb = stringbuffer_new(); dump_object(op, sb); diff = stringbuffer_finish(sb); LOG(llevError, "Trying to insert (map) inserted object.\n%s\n", diff); free(diff); return op; } if (op->more != NULL) { /* The part may be on a different map. */ object *more = op->more; /* We really need the caller to normalize coordinates - if * we set the map, that doesn't work if the location is within * a map and this is straddling an edge. So only if coordinate * is clear wrong do we normalize it. */ if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { /* Debugging information so you can see the last coordinates this object had */ more->ox = more->x; more->oy = more->y; more->map = get_map_from_coord(m, &more->x, &more->y); } else if (!more->map) { /* For backwards compatibility - when not dealing with tiled maps, * more->map should always point to the parent. */ more->map = m; } if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { if (!op->head) LOG(llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); return NULL; } } CLEAR_FLAG(op, FLAG_REMOVED); /* Debugging information so you can see the last coordinates this object had */ op->ox = op->x; op->oy = op->y; x = op->x; y = op->y; op->map = get_map_from_coord(m, &x, &y); /* this has to be done after we translate the coordinates. */ if (op->nrof && !(flag&INS_NO_MERGE) && op->type != SPELL_EFFECT) { for (tmp = GET_MAP_OB(op->map, x, y); tmp != NULL; tmp = tmp->above) { if (can_merge(op, tmp)) { op->nrof += tmp->nrof; remove_ob(tmp); free_object(tmp); } } } else if (op->type == SPELL_EFFECT && !op->range && !op->other_arch && (op->speed_left+op->speed) < 0.0) { merge_spell(op, x, y); } /* Ideally, the caller figures this out. However, it complicates a lot * of areas of callers (eg, anything that uses find_free_spot would now * need extra work */ if (op->map != m) { /* coordinates should not change unless map also changes */ op->x = x; op->y = y; } if (op->type != LAMP) /* lamps use the FLAG_APPLIED to keep the light/unlit status, so don't reset it. Other objects just get unapplied, since the container "drops" them. */ CLEAR_FLAG(op, FLAG_APPLIED); CLEAR_FLAG(op, FLAG_INV_LOCKED); if (!QUERY_FLAG(op, FLAG_ALIVE)) CLEAR_FLAG(op, FLAG_NO_STEAL); /* In many places, a player is passed as the originator, which * is fine. However, if the player is on a transport, they are not * actually on the map, so we can't use them for the linked pointers, * nor should the walk on function below use them either. */ if (originator && originator->contr && originator->contr->transport) originator = originator->contr->transport; if (flag&INS_BELOW_ORIGINATOR) { if (originator->map != op->map || originator->x != op->x || originator->y != op->y) { LOG(llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); abort(); } op->above = originator; op->below = originator->below; if (op->below) op->below->above = op; else SET_MAP_OB(op->map, op->x, op->y, op); /* since *below *originator, no need to update top */ originator->below = op; } else { /* If there are other objects, then */ /* This test is incorrect i think, as ins_above_floor_only needs the floor variable if ((!(flag&INS_MAP_LOAD)) && ((top = GET_MAP_OB(op->map, op->x, op->y)) != NULL)) { */ if (((top = GET_MAP_OB(op->map, op->x, op->y)) != NULL)) { object *last = NULL; /* * If there are multiple objects on this space, we do some trickier handling. * We've already dealt with merging if appropriate. * Generally, we want to put the new object on top. But if * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last * floor, we want to insert above that and no further. * Also, if there are spell objects on this space, we stop processing * once we get to them. This reduces the need to traverse over all of * them when adding another one - this saves quite a bit of cpu time * when lots of spells are cast in one area. Currently, it is presumed * that flying non pickable objects are spell objects. */ while (top != NULL) { if (QUERY_FLAG(top, FLAG_IS_FLOOR) || QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; if (QUERY_FLAG(top, FLAG_NO_PICK) && (top->move_type&(MOVE_FLY_LOW|MOVE_FLY_HIGH)) && !QUERY_FLAG(top, FLAG_IS_FLOOR)) { /* We insert above top, so we want this object below this */ top = top->below; break; } last = top; top = top->above; } /* Don't want top to be NULL, so set it to the last valid object */ top = last; /* We let update_position deal with figuring out what the space * looks like instead of lots of conditions here. * makes things faster, and effectively the same result. */ } /* If objects on this space */ if (flag&INS_MAP_LOAD) top = GET_MAP_TOP(op->map, op->x, op->y); if (flag&INS_ABOVE_FLOOR_ONLY) top = floor; /* Top is the object that our object (op) is going to get inserted above. */ /* First object on this space */ if (!top) { op->above = GET_MAP_OB(op->map, op->x, op->y); if (op->above) op->above->below = op; op->below = NULL; SET_MAP_OB(op->map, op->x, op->y, op); } else { /* get inserted into the stack above top */ op->above = top->above; if (op->above) op->above->below = op; op->below = top; top->above = op; } if (op->above == NULL) SET_MAP_TOP(op->map, op->x, op->y, op); } /* else not INS_BELOW_ORIGINATOR */ if (op->type == PLAYER) op->contr->do_los = 1; /* If we have a floor, we know the player, if any, will be above * it, so save a few ticks and start from there. */ if (!(flag&INS_MAP_LOAD)) for (tmp = floor ? floor : GET_MAP_OB(op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) { if (tmp->type == PLAYER) tmp->contr->socket.update_look = 1; } /* If this object glows, it may affect lighting conditions that are * visible to others on this map. But update_all_los is really * an inefficient way to do this, as it means los for all players * on the map will get recalculated. The players could very well * be far away from this change and not affected in any way - * this should get redone to only look for players within range, * or just updating the P_NEED_UPDATE for spaces within this area * of effect may be sufficient. */ if (MAP_DARKNESS(op->map) && (op->glow_radius != 0)) update_all_los(op->map, op->x, op->y); /* updates flags (blocked, alive, no magic, etc) for this map space */ update_object(op, UP_OBJ_INSERT); if (op->contr && !op->contr->hidden) op->map->players++; /* Don't know if moving this to the end will break anything. However, * we want to have update_look set above before calling this. * * check_move_on() must be after this because code called from * check_move_on() depends on correct map flags (so functions like * blocked() and wall() work properly), and these flags are updated by * update_object(). */ /* if this is not the head or flag has been passed, don't check walk on status */ if (!(flag&INS_NO_WALK_ON) && !op->head) { if (check_move_on(op, originator)) return NULL; /* If we are a multi part object, lets work our way through the check * walk on's. */ for (tmp = op->more; tmp != NULL; tmp = tmp->more) if (check_move_on(tmp, originator)) return NULL; } return op; } /** * This function inserts an object of a specified archetype in the map, but if it * finds objects of its own type, it'll remove them first. * * @param arch_string * object's archetype to insert. * @param op * object to insert it under: supplies x and the map. */ void replace_insert_ob_in_map(const char *arch_string, object *op) { object *tmp; object *tmp1; /* first search for itself and remove any old instances */ for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp != NULL; tmp = tmp1) { tmp1 = tmp->above; if (!strcmp(tmp->arch->name, arch_string)) { /* same archetype */ remove_ob(tmp); free_object(tmp); } } tmp1 = arch_to_object(find_archetype(arch_string)); tmp1->x = op->x; tmp1->y = op->y; insert_ob_in_map(tmp1, op->map, op, INS_BELOW_ORIGINATOR); } /** * get_split_ob(ob,nr) splits up ob into two parts. The part which * is returned contains nr objects, and the remaining parts contains * the rest (or is removed and freed if that number is 0). * On failure, NULL is returned, and the reason LOG()ed. * * This function will send an update to the client if the remaining object * is in a player inventory. * * @param orig_ob * object from which to split. * @param nr * number of elements to split. * @param err * buffer that will contain failure reason if NULL is returned. Can be NULL. * @param size * err's size * @return * split object, or NULL on failure. * @todo * handle case orig_ob->nrof == 0 (meaning 1). */ object *get_split_ob(object *orig_ob, uint32 nr, char *err, size_t size) { object *newob; if (orig_ob->nrof < nr) { /* If err is set, the caller knows that nr can be wrong (player trying to drop items), thus don't log that. */ if (err) snprintf(err, size, "There are only %u %ss.", orig_ob->nrof ? orig_ob->nrof : 1, orig_ob->name); else LOG(llevDebug, "There are only %u %ss.\n", orig_ob->nrof ? orig_ob->nrof : 1, orig_ob->name); return NULL; } newob = object_create_clone(orig_ob); newob->nrof = nr; decrease_ob_nr(orig_ob, nr); return newob; } /** * Decreases a specified number from * the amount of an object. If the amount reaches 0, the object * is subsequently removed and freed. * * This function will send an update to client if op is in a player inventory. * * @param op * object to decrease. * @param i * number to remove. * @return * 'op' if something is left, NULL if the amount reached 0. */ object *decrease_ob_nr(object *op, uint32 i) { object *tmp; player *pl; if (i == 0) /* objects with op->nrof require this check */ return op; if (i > op->nrof) i = op->nrof; if (QUERY_FLAG(op, FLAG_REMOVED)) { op->nrof -= i; } else if (op->env != NULL) { /* is this object in the players inventory, or sub container * therein? */ tmp = get_player_container(op->env); /* nope. Is this a container the player has opened? * If so, set tmp to that player. * IMO, searching through all the players will mostly * likely be quicker than following op->env to the map, * and then searching the map for a player. */ if (!tmp) { for (pl = first_player; pl; pl = pl->next) if (pl->ob->container == op->env) break; if (pl) tmp = pl->ob; else tmp = NULL; } if (i < op->nrof) { sub_weight(op->env, op->weight*i); op->nrof -= i; if (tmp) { esrv_update_item(UPD_NROF, tmp, op); } } else { remove_ob(op); op->nrof = 0; } } else { /* On a map. */ if (i < op->nrof) { object *pl; op->nrof -= i; pl = GET_MAP_OB(op->map, op->x, op->y); while (pl && !pl->contr) pl = pl->above; if (pl && pl->contr) pl->contr->socket.update_look = 1; } else { remove_ob(op); op->nrof = 0; } } if (op->nrof) { return op; } else { free_object(op); return NULL; } } /** * Increase the count of an object. * * This function will send an update to client if needed. * * @param op * object to increase. * @param i * number to add. */ static void increase_ob_nr(object *op, uint32 i) { object *tmp; player *pl; if (i == 0) /* objects with op->nrof require this check */ return; if (QUERY_FLAG(op, FLAG_REMOVED)) { op->nrof += i; } else if (op->env != NULL) { /* is this object in the players inventory, or sub container * therein? */ tmp = get_player_container(op->env); /* nope. Is this a container the player has opened? * If so, set tmp to that player. * IMO, searching through all the players will mostly * likely be quicker than following op->env to the map, * and then searching the map for a player. */ if (!tmp) { for (pl = first_player; pl; pl = pl->next) if (pl->ob->container == op->env) break; if (pl) tmp = pl->ob; else tmp = NULL; } add_weight(op->env, op->weight*i); op->nrof += i; if (tmp) { esrv_update_item(UPD_NROF, tmp, op); } } else { /* On a map. */ object *pl; op->nrof += i; pl = GET_MAP_OB(op->map, op->x, op->y); while (pl && !pl->contr) pl = pl->above; if (pl && pl->contr) pl->contr->socket.update_look = 1; } } /** * add_weight(object, weight) adds the specified weight to an object, * and also updates how much the environment(s) is/are carrying. * * Takes container weight reduction into account. * * @param op * object to which we add weight. * @param weight * weight to add. * * @todo * check if mergeable with sub_weight(). */ void add_weight(object *op, signed long weight) { while (op != NULL) { if (op->type == CONTAINER) { weight = (signed long)(weight*(100-op->stats.Str)/100); } op->carrying += weight; op = op->env; } } /** * This function inserts the object op in the linked list * inside the object environment. * * It will send to client where is a player. * * @param op * object to insert. Must be removed and not NULL. Must not be multipart. * May become invalid after return, so use return value of the function. * @param where * object to insert into. Must not be NULL. Should be the head part. * @return * pointer to inserted item, which will be different than op if object was merged. */ object *insert_ob_in_ob(object *op, object *where) { object *tmp, *otmp; if (!QUERY_FLAG(op, FLAG_REMOVED)) { StringBuffer *sb; char *diff; sb = stringbuffer_new(); dump_object(op, sb); diff = stringbuffer_finish(sb); LOG(llevError, "Trying to insert (ob) inserted object.\n%s\n", diff); free(diff); return op; } if (where == NULL) { StringBuffer *sb; char *diff; sb = stringbuffer_new(); dump_object(op, sb); diff = stringbuffer_finish(sb); LOG(llevError, "Trying to put object in NULL.\n%s\n", diff); free(diff); return op; } if (where->head) { LOG(llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); where = where->head; } if (op->more) { LOG(llevError, "Tried to insert multipart object %s (%d)\n", op->name, op->count); return op; } CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); CLEAR_FLAG(op, FLAG_REMOVED); if (op->nrof) { for (tmp = where->inv; tmp != NULL; tmp = tmp->below) if (can_merge(tmp, op)) { /* return the original object and remove inserted object * (client needs the original object) */ increase_ob_nr(tmp, op->nrof); SET_FLAG(op, FLAG_REMOVED); free_object(op); /* free the inserted object */ return tmp; } /* the item couldn't merge. */ add_weight(where, op->weight*op->nrof); } else add_weight(where, (op->weight+op->carrying)); op->map = NULL; op->env = where; op->above = NULL; op->below = NULL; op->x = 0, op->y = 0; op->ox = 0, op->oy = 0; /* Client has no idea of ordering so lets not bother ordering it here. * It sure simplifies this function... */ if (where->inv == NULL) where->inv = op; else { op->below = where->inv; op->below->above = op; where->inv = op; } /* Update in 2 cases: object goes into player's inventory, or object goes into container the player * is looking into. */ if (where->contr != NULL) esrv_send_item(where, op); else if (where->type == CONTAINER && QUERY_FLAG(where, FLAG_APPLIED)) { object *pl = NULL; if (op->env->env && op->env->env->contr) /* Container is in player's inventory. */ pl = op->env->env; else if (op->env->map) { /* Container on map, look above for player. */ object *above = op->env->above; while (above && !above->contr) above = above->above; if (above) pl = above; } if (pl) esrv_send_item(pl, op); } otmp = get_player_container(where); if (otmp && otmp->contr != NULL) { if (!QUERY_FLAG(otmp, FLAG_NO_FIX_PLAYER) && (QUERY_FLAG(op, FLAG_APPLIED) || (op->type == SKILL) || (op->glow_radius != 0))) /* fix_object will only consider applied items, or skills, or items with a glow radius. thus no need to call it if our object hasn't that. */ fix_object(otmp); } /* reset the light list and los of the players on the map */ if ((op->glow_radius != 0) && where->map) { #ifdef DEBUG_LIGHTS LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); #endif /* DEBUG_LIGHTS */ if (MAP_DARKNESS(where->map)) { SET_MAP_FLAGS(where->map, where->x, where->y, P_NEED_UPDATE); update_position(where->map, where->x, where->y); update_all_los(where->map, where->x, where->y); } } return op; } /** * Checks if any objects has a move_type that matches objects * that effect this object on this space. Call apply() to process * these events. * * Any speed-modification due to SLOW_MOVE() of other present objects * will affect the speed_left of the object. * 4-21-95 added code to check if appropriate skill was readied - this will * permit faster movement by the player through this terrain. -b.t. * * MSW 2001-07-08: Check all objects on space, not just those below * object being inserted. insert_ob_in_map may not put new objects * on top. * * @param op * object that may trigger something. * @param originator * player, monster or other object that caused 'op' to be inserted * into 'map'. May be NULL. * @return * 1 if 'op' was destroyed, 0 otherwise. */ int check_move_on(object *op, object *originator) { object *tmp; tag_t tag; mapstruct *m = op->map; int x = op->x, y = op->y; MoveType move_on, move_slow, move_block; if (QUERY_FLAG(op, FLAG_NO_APPLY)) return 0; tag = op->count; move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); /* if nothing on this space will slow op down or be applied, * no need to do checking below. have to make sure move_type * is set, as lots of objects don't have it set - we treat that * as walking. */ if (op->move_type && !(op->move_type&move_on) && !(op->move_type&move_slow)) return 0; /* This is basically inverse logic of that below - basically, * if the object can avoid the move on or slow move, they do so, * but can't do it if the alternate movement they are using is * blocked. Logic on this seems confusing, but does seem correct. */ if ((op->move_type&~move_on&~move_block) != 0 && (op->move_type&~move_slow&~move_block) != 0) return 0; /* The objects have to be checked from top to bottom. * Hence, we first go to the top: */ for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) { /* Trim the search when we find the first other spell effect * this helps performance so that if a space has 50 spell objects, * we don't need to check all of them. */ if ((tmp->move_type&MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; } for (; tmp != NULL; tmp = tmp->below) { if (tmp == op) continue; /* Can't apply yourself */ /* Check to see if one of the movement types should be slowed down. * Second check makes sure that the movement types not being slowed * (~slow_move) is not blocked on this space - just because the * space doesn't slow down swimming (for example), if you can't actually * swim on that space, can't use it to avoid the penalty. */ if (!QUERY_FLAG(op, FLAG_WIZPASS)) { if ((!op->move_type && tmp->move_slow&MOVE_WALK) || ((op->move_type&tmp->move_slow) && (op->move_type&~tmp->move_slow&~tmp->move_block) == 0)) { float diff; diff = tmp->move_slow_penalty*FABS(op->speed); if (op->type == PLAYER) { if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { diff /= 4.0; } } op->speed_left -= diff; } } /* Basically same logic as above, except now for actual apply. */ if ((!op->move_type && tmp->move_on&MOVE_WALK) || ((op->move_type&tmp->move_on) && (op->move_type&~tmp->move_on&~tmp->move_block) == 0)) { ob_move_on(tmp, op, originator); if (was_destroyed(op, tag)) return 1; /* what the person/creature stepped onto has moved the object * someplace new. Don't process any further - if we did, * have a feeling strange problems would result. */ if (op->map != m || op->x != x || op->y != y) return 0; } } return 0; } /** * Searches for any objects with a matching archetype at the given map and coordinates. * * @param at * archetype to search for. * @param m * @param x * @param y * where to search. Must be valid position. * @return * first matching object, or NULL if none matches. */ object *present_arch(const archetype *at, mapstruct *m, int x, int y) { object *tmp; if (m == NULL || out_of_map(m, x, y)) { LOG(llevError, "Present_arch called outside map.\n"); return NULL; } for (tmp = GET_MAP_OB(m, x, y); tmp != NULL; tmp = tmp->above) if (tmp->arch == at) return tmp; return NULL; } /** * Searches for any objects with * a matching type variable at the given map and coordinates. * * @param type * type to get. * @param m * @param x * @param y * where to search. Must be valid position. * @return * first matching object, or NULL if none matches. */ object *present(uint8 type, mapstruct *m, int x, int y) { object *tmp; if (out_of_map(m, x, y)) { LOG(llevError, "Present called outside map.\n"); return NULL; } for (tmp = GET_MAP_OB(m, x, y); tmp != NULL; tmp = tmp->above) if (tmp->type == type) return tmp; return NULL; } /** * Searches for any objects with * a matching type variable in the inventory of the given object. * @param type * type to search for. * @param op * object to search into. * @return * first matching object, or NULL if none matches. */ object *present_in_ob(uint8 type, const object *op) { object *tmp; for (tmp = op->inv; tmp != NULL; tmp = tmp->below) if (tmp->type == type) return tmp; return NULL; } /** * Searches for any objects with * a matching type & name variable in the inventory of the given object. * This is mostly used by spell effect code, so that we only * have one spell effect at a time. * type can be used to narrow the search - if type is set, * the type must also match. -1 can be passed for the type, * in which case the type does not need to pass. * str is the string to match against. Note that we match against * the object name, not the archetype name. this is so that the * spell code can use one object type (force), but change it's name * to be unique. * * @param type * object type to search for. -1 means to ignore it. * @param str * object name to search for. * @param op * where to search. * @return * first matching object, or NULL if none matches. * * @todo * use add_string() hack to avoid the strcmp? */ object *present_in_ob_by_name(int type, const char *str, const object *op) { object *tmp; for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { if ((type == -1 || tmp->type == type) && (!strcmp(str, tmp->name))) return tmp; } return NULL; } /** * Searches for any objects with a matching archetype in the inventory of the given object. * * @param at * archetype to search for. * @param op * where to search. * @return first matching object, or NULL if none matches. */ object *present_arch_in_ob(const archetype *at, const object *op) { object *tmp; for (tmp = op->inv; tmp != NULL; tmp = tmp->below) if (tmp->arch == at) return tmp; return NULL; } /** * Activate recursively a flag on an object's inventory * * @param op * object to recurse. Can have an empty inventory. * @param flag * flag to set. */ void flag_inv(object*op, int flag) { object *tmp; if (op->inv) for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { SET_FLAG(tmp, flag); flag_inv(tmp, flag); } } /** * Desactivate recursively a flag on an object inventory * * @param op * object to recurse. Can have an empty inventory. * @param flag * flag to unset. */ void unflag_inv(object*op, int flag) { object *tmp; if (op->inv) for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { CLEAR_FLAG(tmp, flag); unflag_inv(tmp, flag); } } /** * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in * all it's inventory (recursively). * If checksums are used, a player will get set_cheat called for * him/her-self and all object carried by a call to this function. * * @param op * object for which to set the flag. */ void set_cheat(object *op) { SET_FLAG(op, FLAG_WAS_WIZ); flag_inv(op, FLAG_WAS_WIZ); } /** * Sets hx and hy to the coords to insert a possibly * multi-tile ob at, around gen. * * @param ob * object to insert. Must not be NULL. * @param gen * where to insert. Must not be NULL. * @param[out] hx * @param[out] hy * coordinates at which insertion is possible. * @return * 0 for success and -1 for failure. * * @note * This function assumes that multi-tile objects are rectangular. */ int find_multi_free_spot_around(object *ob, object *gen, int *hx, int *hy) { int genx, geny, genx2, geny2, sx, sy, sx2, sy2, ix, iy, nx, ny, i, flag; int freecount = 0; if (ob->head) ob = ob->head; get_multi_size(ob, &sx, &sy, &sx2, &sy2); get_multi_size(gen, &genx, &geny, &genx2, &geny2); /* * sx and sy are now the coords of the bottom right corner of ob relative to the head. * genx and geny are now the coords of the bottom right corner of gen relative to the head. * sx2 and sy2 are now the coords of the head of ob relative to the top left corner. * genx2 and geny2 are now the coords of the head of gen relative to the top left corner. */ sx++; sy++; genx++; geny++; /* * sx, sy, genx, and geny, are now the size of the object, excluding parts left and above * the head. */ ix = gen->x-sx-genx2; iy = gen->y-sy-geny2; sx += genx+sx2; sy += geny+sy2; /* * ix and iy are the map coords of the top left square where the head of ob could possibly * be placed. sx and sy are now the size of the square to search for placement of the head * relative to ix and iy. */ /* * Loop around the square of possible positions for the head of ob object: */ for (i = 0; i < (sx+sx+sy+sy); i++) { if (i <= sx) { nx = i+ix; ny = iy; } else if (i <= (sx+sy)) { nx = ix+sx; ny = iy+i-sx; } else if (i <= (sx+sy+sx)) { nx = ix+sx-(i-(sx+sy)); ny = iy+sy; } else { nx = ix; ny = iy+sy-(i-(sx+sy+sx)); } /* Check if the spot is free. */ flag = ob_blocked(ob, gen->map, nx, ny); if (!flag) { freecount++; } } /* If no free spaces, return. */ if (!freecount) return -1; /* Choose a random valid position */ freecount = RANDOM()%freecount; for (i = 0; i < (sx+sx+sy+sy); i++) { if (i <= sx) { nx = i+ix; ny = iy; } else if (i <= (sx+sy)) { nx = ix+sx; ny = iy+i-sx; } else if (i <= (sx+sy+sx)) { nx = ix+sx-(i-(sx+sy)); ny = iy+sy; } else { nx = ix; ny = iy+sy-(i-(sx+sy+sx)); } /* Make sure it's within map. */ if (nx < 0 || nx >= MAP_WIDTH(gen->map) || ny < 0 || ny >= MAP_HEIGHT(gen->map)) continue; /* Check if the spot is free.*/ flag = ob_blocked(ob, gen->map, nx, ny); if (!flag) { freecount--; if (freecount <= 0) { *hx = nx; *hy = ny; return 0; } } } return -1; } /** * Sets hx and hy to the coords to insert a possibly * multi-tile ob at, within radius of generator, which * is stored in key_value "generator_radius". Radius * defaults to 1. * * @param ob * object to insert. Must not be NULL. * @param gen * where to insert. Must not be NULL. * @param[out] hx * @param[out] hy * coordinates at which insertion is possible. * @return * 0 for success and -1 for failure. * * @note * This function assumes that multi-tile objects are rectangular. */ int find_multi_free_spot_within_radius(object *ob, object *gen, int *hx, int *hy) { int genx, geny, genx2, geny2, sx, sy, sx2, sy2, ix, iy, nx, ny, i, flag; sint8 x, y, radius; int freecount = 0, freecountstop = 0; const char *value; sint8 *x_array; sint8 *y_array; /* If radius is not set, default to 1 */ value = get_ob_key_value(gen, "generator_radius"); if (value) { radius = (sint8)strtol((char *)value, NULL, 10); if (radius < 1) { radius = 1; } } else { radius = 1; } if (ob->head) ob = ob->head; get_multi_size(ob, &sx, &sy, &sx2, &sy2); get_multi_size(gen, &genx, &geny, &genx2, &geny2); /* * sx and sy are now the coords of the bottom right corner * of ob relative to the head. * genx and geny are now the coords of the bottom right corner * of gen relative to the head. * sx2 and sy2 are now the coords of the head of ob relative * to the top left corner. * genx2 and geny2 are now the coords of the head of gen relative * to the top left corner. */ sx++; sy++; genx++; geny++; /* * sx, sy, genx, and geny, are now the size of the object, * excluding parts left and above the head. */ ix = gen->x-sx-genx2-radius+1; iy = gen->y-sy-geny2-radius+1; sx += genx+sx2+radius*2-1; sy += geny+sy2+radius*2-1; /* * ix and iy are the map coords of the top left square where * the head of ob could possibly be placed. sx and sy are now * the size of the square to search for placement of the head * relative to ix and iy. */ /* Create arrays large enough to hold free space coordinates */ x_array = malloc(sx*sy*sizeof(sint8)); y_array = malloc(sx*sy*sizeof(sint8)); /* * Loop through the area of possible positions for the head of ob object: */ for (x = 0; x < sx; x++) { for (y = 0; y < sy; y++) { nx = ix+x; ny = iy+y; /* Make sure it's within map. */ if (get_map_flags(gen->map, NULL, nx, ny, NULL, NULL)&P_OUT_OF_MAP) { continue; } /* Check if the spot is free. */ flag = ob_blocked(ob, gen->map, nx, ny); if (!flag) { x_array[freecount] = nx; y_array[freecount] = ny; freecount++; } } } /* If no free spaces, return. */ if (!freecount) { free(x_array); free(y_array); return -1; } /* Choose a random valid position */ freecountstop = RANDOM()%freecount; for (i = 0; i < freecount; i++) { nx = x_array[i]; ny = y_array[i]; /* Check if the spot is free.*/ flag = ob_blocked(ob, gen->map, nx, ny); if (!flag) { freecountstop--; if (freecountstop <= 0) { *hx = nx; *hy = ny; free(x_array); free(y_array); return 0; } } } free(x_array); free(y_array); return -1; } /** * find_free_spot(object, map, x, y, start, stop) will search for * a spot at the given map and coordinates which will be able to contain * the given object. * * It returns a random choice among the alternatives found. * * @param ob * object to insert. * @param m * @param x * @param y * where to insert the object. * @param start * @param stop * first (inclusive) and last (exclusive) positions, in the freearr_ arrays, to search. * @return * index into ::freearr_x and ::freearr_y, -1 if no spot available (dir 0 = x,y) * * @note * this only checks to see if there is space for the head of the * object - if it is a multispace object, this should be called for all * pieces. * @note * This function does correctly handle tiled maps, but does not * inform the caller. However, insert_ob_in_map will update as * necessary, so the caller shouldn't need to do any special work. * @note * Updated to take an object instead of archetype - this is necessary * because arch_blocked (now ob_blocked) needs to know the movement type * to know if the space in question will block the object. We can't use * the archetype because that isn't correct if the monster has been * customized, changed states, etc. */ int find_free_spot(const object *ob, mapstruct *m, int x, int y, int start, int stop) { int i, index = 0, flag; static int altern[SIZEOFFREE]; for (i = start; i < stop; i++) { flag = ob_blocked(ob, m, x+freearr_x[i], y+freearr_y[i]); if (!flag) altern[index++] = i; /* Basically, if we find a wall on a space, we cut down the search size. * In this way, we won't return spaces that are on another side of a wall. * This mostly work, but it cuts down the search size in all directions - * if the space being examined only has a wall to the north and empty * spaces in all the other directions, this will reduce the search space * to only the spaces immediately surrounding the target area, and * won't look 2 spaces south of the target space. */ else if ((flag&AB_NO_PASS) && maxfree[i] < stop) stop = maxfree[i]; } if (!index) return -1; return altern[RANDOM()%index]; } /** * find_first_free_spot(archetype, mapstruct, x, y) works like * find_free_spot(), but it will search max number of squares. * It will return the first available spot, not a random choice. * Changed 0.93.2: Have it return -1 if there is no free spot available. * * @param ob * object to insert. * @param m * @param x * @param y * where to insert the object. * @return * index into ::freearr_x and ::freearr_y, -1 if no spot available (dir 0 = x,y) */ int find_first_free_spot(const object *ob, mapstruct *m, int x, int y) { int i; for (i = 0; i < SIZEOFFREE; i++) { if (!ob_blocked(ob, m, x+freearr_x[i], y+freearr_y[i])) return i; } return -1; } /** * Randomly permutes an array. * * @param arr * array to permute. * @param begin * @param end * first and last (exclusive) indexes to permute. */ static void permute(int *arr, int begin, int end) { int i, j, tmp, len; len = end-begin; for (i = begin; i < end; i++) { j = begin+RANDOM()%len; tmp = arr[i]; arr[i] = arr[j]; arr[j] = tmp; } } /** * New function to make monster searching more efficient, and effective! * This basically returns a randomized array (in the passed pointer) of * the spaces to find monsters. In this way, it won't always look for * monsters to the north first. However, the size of the array passed * covers all the spaces, so within that size, all the spaces within * the 3x3 area will be searched, just not in a predictable order. * * @param search_arr * array that will be initialized. Must contain at least SIZEOFFREE elements. */ void get_search_arr(int *search_arr) { int i; for (i = 0; i < SIZEOFFREE; i++) { search_arr[i] = i; } permute(search_arr, 1, SIZEOFFREE1+1); permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); } /** * Search some close squares in the given map at the given coordinates for live objects. * * @param m * @param x * @param y * origin from which to search. * @param exclude * an object that will be ignored. Can be NULL. * @return * direction toward the first/closest live object if it finds any, otherwise 0. * * @note * Perhaps incorrectly, but I'm making the assumption that exclude * is actually want is going to try and move there. We need this info * because we have to know what movement the thing looking to move * there is capable of. */ int find_dir(mapstruct *m, int x, int y, object *exclude) { int i, max = SIZEOFFREE, mflags; sint16 nx, ny; object *tmp; mapstruct *mp; MoveType blocked, move_type; if (exclude && exclude->head) { exclude = exclude->head; move_type = exclude->move_type; } else { /* If we don't have anything, presume it can use all movement types. */ move_type = MOVE_ALL; } for (i = 1; i < max; i++) { mp = m; nx = x+freearr_x[i]; ny = y+freearr_y[i]; mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); if (mflags&P_OUT_OF_MAP) { max = maxfree[i]; } else { blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); if ((move_type&blocked) == move_type) { max = maxfree[i]; } else if (mflags&P_IS_ALIVE) { for (tmp = GET_MAP_OB(mp, nx, ny); tmp != NULL; tmp = tmp->above) { if ((QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude ||(tmp->head && tmp->head != exclude))) { break; } } if (tmp) { return freedir[i]; } } } } return 0; } /** * Return the square of the distance between the two given objects. * * @param ob1 * @param ob2 * objects we want to compute the distance of. */ int distance(const object *ob1, const object *ob2) { int i; i = (ob1->x-ob2->x)*(ob1->x-ob2->x)+ (ob1->y-ob2->y)*(ob1->y-ob2->y); return i; } /** * Computes a direction which you should travel to move of x and y. * @param x * @param y * delta. * @return * direction */ int find_dir_2(int x, int y) { int q; if (!y) q = -300*x; else q = x*100/y; if (y > 0) { if (q < -242) return 3; if (q < -41) return 2; if (q < 41) return 1; if (q < 242) return 8; return 7; } if (q < -242) return 7; if (q < -41) return 6; if (q < 41) return 5; if (q < 242) return 4; return 3; } /** * Computes an absolute direction. * @param d * direction to convert. * @return * number between 1 and 8, which represent the "absolute" direction of a number (it actually * takes care of "overflow" in previous calculations of a direction). */ int absdir(int d) { while (d < 1) d += 8; while (d > 8) d -= 8; return d; } /** * Computes a direction difference. * @param dir1 * @param dir2 * directions to compare. * @return * how many 45-degrees differences there is between two directions * (which are expected to be absolute (see absdir()) */ int dirdiff(int dir1, int dir2) { int d; d = abs(dir1-dir2); if (d > 4) d = 8-d; return d; } /** * Basically, this is a table of directions, and what directions * one could go to go back to us. Eg, entry 15 below is 4, 14, 16. * This basically means that if direction is 15, then it could either go * direction 4, 14, or 16 to get back to where we are. * Moved from spell_util.c to object.c with the other related direction * functions. * * peterm: * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. */ static const int reduction_dir[SIZEOFFREE][3] = { { 0, 0, 0 }, /* 0 */ { 0, 0, 0 }, /* 1 */ { 0, 0, 0 }, /* 2 */ { 0, 0, 0 }, /* 3 */ { 0, 0, 0 }, /* 4 */ { 0, 0, 0 }, /* 5 */ { 0, 0, 0 }, /* 6 */ { 0, 0, 0 }, /* 7 */ { 0, 0, 0 }, /* 8 */ { 8, 1, 2 }, /* 9 */ { 1, 2, -1 }, /* 10 */ { 2, 10, 12 }, /* 11 */ { 2, 3, -1 }, /* 12 */ { 2, 3, 4 }, /* 13 */ { 3, 4, -1 }, /* 14 */ { 4, 14, 16 }, /* 15 */ { 5, 4, -1 }, /* 16 */ { 4, 5, 6 }, /* 17 */ { 6, 5, -1 }, /* 18 */ { 6, 20, 18 }, /* 19 */ { 7, 6, -1 }, /* 20 */ { 6, 7, 8 }, /* 21 */ { 7, 8, -1 }, /* 22 */ { 8, 22, 24 }, /* 23 */ { 8, 1, -1 }, /* 24 */ { 24, 9, 10 }, /* 25 */ { 9, 10, -1 }, /* 26 */ { 10, 11, -1 }, /* 27 */ { 27, 11, 29 }, /* 28 */ { 11, 12, -1 }, /* 29 */ { 12, 13, -1 }, /* 30 */ { 12, 13, 14 }, /* 31 */ { 13, 14, -1 }, /* 32 */ { 14, 15, -1 }, /* 33 */ { 33, 15, 35 }, /* 34 */ { 16, 15, -1 }, /* 35 */ { 17, 16, -1 }, /* 36 */ { 18, 17, 16 }, /* 37 */ { 18, 17, -1 }, /* 38 */ { 18, 19, -1 }, /* 39 */ { 41, 19, 39 }, /* 40 */ { 19, 20, -1 }, /* 41 */ { 20, 21, -1 }, /* 42 */ { 20, 21, 22 }, /* 43 */ { 21, 22, -1 }, /* 44 */ { 23, 22, -1 }, /* 45 */ { 45, 47, 23 }, /* 46 */ { 23, 24, -1 }, /* 47 */ { 24, 9, -1 } /* 48 */ }; /** * Recursive routine to see if we can find a path to a certain point. * * Modified to be map tile aware -.MSW * * @param m * map we're on * @param x * @param y * origin coordinates * @param dir * direction we're going to. Must be less than SIZEOFFREE. * @return * 1 if we can see a direct way to get it * * @todo * better document, can't figure what it does :) */ int can_see_monsterP(mapstruct *m, int x, int y, int dir) { sint16 dx, dy; int mflags; if (dir < 0) return 0; /* exit condition: invalid direction */ dx = x+freearr_x[dir]; dy = y+freearr_y[dir]; mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); /* This functional arguably was incorrect before - it was * checking for P_WALL - that was basically seeing if * we could move to the monster - this is being more * literal on if we can see it. To know if we can actually * move to the monster, we'd need the monster passed in or * at least its move type. */ if (mflags&(P_OUT_OF_MAP|P_BLOCKSVIEW)) return 0; /* yes, can see. */ if (dir < 9) return 1; return can_see_monsterP(m, x, y, reduction_dir[dir][0])| can_see_monsterP(m, x, y, reduction_dir[dir][1])| can_see_monsterP(m, x, y, reduction_dir[dir][2]); } /** * Finds out if an object can be picked up. * * Add a check so we can't pick up invisible objects (0.93.8) * * @param who * who is trying to pick up. Can be a monster or a player. * @param item * item we're trying to pick up. * @return * 1 if it can be picked up, otherwise 0. * * @note * this introduces a weight limitation for monsters. */ int can_pick(const object *who, const object *item) { /* I re-wrote this as a series of if statements * instead of a nested return (foo & bar && yaz) * - I think this is much more readable, * and likely compiler effectively optimizes it the * same. */ if (item->weight <= 0) return 0; if (QUERY_FLAG(item, FLAG_NO_PICK)) return 0; if (QUERY_FLAG(item, FLAG_ALIVE)) return 0; if (item->invisible) return 0; /* Weight limit for monsters */ if (who->type != PLAYER && item->weight > (who->weight/3)) return 0; /* Can not pick up multipart objects */ if (item->head || item->more) return 0; /* Everything passes, so OK to pick up */ return 1; } /** * Create clone from object to another. * * @param asrc * object to clone. * @return * clone of asrc, including inventory and 'more' body parts. * * @note * this function will return NULL only if asrc is NULL. If there is a memory allocation error, get_object() calls fatal(). */ object *object_create_clone(object *asrc) { object *dst = NULL, *tmp, *src, *part, *prev, *item; if (!asrc) return NULL; src = asrc; if (src->head) src = src->head; prev = NULL; for (part = src; part; part = part->more) { tmp = get_object(); copy_object(part, tmp); tmp->x -= src->x; tmp->y -= src->y; if (!part->head) { dst = tmp; tmp->head = NULL; } else { tmp->head = dst; } tmp->more = NULL; if (prev) prev->more = tmp; prev = tmp; } /*** copy inventory ***/ for (item = src->inv; item; item = item->below) { (void)insert_ob_in_ob(object_create_clone(item), dst); } return dst; } /** * Find object in inventory. * * @param who * where to search. * @param type * @param subtype * what to search. * @return * first object in who's inventory that has the same type and subtype match. NULL if no match. * * @note * will not search in inventory of items in inventory. */ object *find_obj_by_type_subtype(const object *who, int type, int subtype) { object *tmp; for (tmp = who->inv; tmp; tmp = tmp->below) if (tmp->type == type && tmp->subtype == subtype) return tmp; return NULL; } /** * Search for a field by key. * * @param ob * object where search * @param key * key to search. Must be a passed in shared string - otherwise, this won't do the desired thing. * @return * the link from the list if ob has a field named key, otherwise NULL. */ key_value *get_ob_key_link(const object *ob, const char *key) { key_value *link; for (link = ob->key_values; link != NULL; link = link->next) { if (link->key == key) { return link; } } return NULL; } /** * Get an extra value by key. * * @param op * object we're considering * @param key * key of which to retrieve the value. Doesn't need to be a shared string. * @return * the value of op has in an extra_field for key, or NULL if it doesn't have the key. * * @note * The returned string is shared. */ const char *get_ob_key_value(const object *op, const char *const key) { key_value *link; const char *canonical_key; canonical_key = find_string(key); if (canonical_key == NULL) { /* 1. There being a field named key on any object * implies there'd be a shared string to find. * 2. Since there isn't, no object has this field. * 3. Therefore, *this *object doesn't have this field. */ return NULL; } /* This is copied from get_ob_key_link() above - * only 4 lines, and saves the function call overhead. */ for (link = op->key_values; link != NULL; link = link->next) { if (link->key == canonical_key) { return link->value; } } return NULL; } /** * Updates or sets a key value. * * @param op * object we're considering. * @param canonical_key * key to set or update. Must be a shared string. * @param value * value to set. Doesn't need to be a shared string. * @param add_key * if 0, will not add the key if it doesn't exist in op. * @return * TRUE if key was updated or added, FALSE else. */ static int set_ob_key_value_s(object *op, const char *canonical_key, const char *value, int add_key) { key_value *field = NULL, *last = NULL; LOG(llevDebug, "set_ob_value_s: '%s' '%s' %d\n", canonical_key, value ? value : "null", add_key); for (field = op->key_values; field != NULL; field = field->next) { if (field->key != canonical_key) { last = field; continue; } if (field->value) FREE_AND_CLEAR_STR(field->value); if (value) field->value = add_string(value); else { /* Basically, if the archetype has this key set, * we need to store the null value so when we save * it, we save the empty value so that when we load, * we get this value back again. */ if (get_ob_key_link(&op->arch->clone, canonical_key)) field->value = NULL; else { /* Delete this link */ if (field->key) FREE_AND_CLEAR_STR(field->key); if (field->value) FREE_AND_CLEAR_STR(field->value); if (last) last->next = field->next; else op->key_values = field->next; free(field); } } return TRUE; } /* IF we get here, key doesn't exist */ /* No field, we'll have to add it. */ if (!add_key) { return FALSE; } /* There isn't any good reason to store a null * value in the key/value list. If the archetype has * this key, then we should also have it, so shouldn't * be here. If user wants to store empty strings, * should pass in "" */ if (value == NULL) return TRUE; field = malloc(sizeof(key_value)); field->key = add_refcount(canonical_key); field->value = add_string(value); /* Usual prepend-addition. */ field->next = op->key_values; op->key_values = field; return TRUE; } /** * Updates the key in op to value. * * @param op * object we're considering. * @param key * key to set or update. Doesn't need to be a shared string. * @param value * value to set. Doesn't need to be a shared string. * @param add_key * if 0, will not add the key if it doesn't exist in op. * @return * TRUE if key was updated or added, FALSE else. * * @note * This function is merely a wrapper to set_ob_key_value_s() to ensure the key is a shared string. * * @note * In general, should be little reason FALSE is ever passed in for add_key */ int set_ob_key_value(object *op, const char *key, const char *value, int add_key) { const char *canonical_key = NULL; int floating_ref = FALSE; int ret; /* HACK This mess is to make sure set_ob_value() passes a shared string * to get_ob_key_link(), without leaving a leaked refcount. */ canonical_key = find_string(key); if (canonical_key == NULL) { canonical_key = add_string(key); floating_ref = TRUE; } ret = set_ob_key_value_s(op, canonical_key, value, add_key); if (floating_ref) { free_string(canonical_key); } return ret; } /** This is a subset of the parse_id command. Basically, name can be * a string seperated lists of things to match, with certain keywords. * pl is the player (only needed to set count properly) * op is the item we are trying to match. Calling function takes care * of what action might need to be done and if it is valid * (pickup, drop, etc.) Return NONZERO if we have a match. A higher * value means a better match. 0 means no match. * * Brief outline of the procedure: * We take apart the name variable into the individual components. * cases for 'all' and unpaid are pretty obvious. * Next, we check for a count (either specified in name, or in the * player object.) * If count is 1, make a quick check on the name. * IF count is >1, we need to make plural name. Return if match. * Last, make a check on the full name. * * Details on values output (highest is output): * match type return value * --------------------------------------- * nothing 0 * 'all' 1 * 'unpaid' 2 * 'cursed' 2 * 'unlocked' 2 * partial custom name 3 * op->name with count >1 4 * op->name with count <2 6 * op->name_pl with count >1 6 * inside base name 12 * inside short name 12 * begin of base name 14 * custom name 15 * base name 16 * short name 18 * full name 20 * (note, count is extracted from begin of name parameter or * from pl->contr->count, name has priority) * * @param pl * object we're searching an item for. Must not be NULL. * @param op * object we're considering. Must not be NULL. * @param name * string we're searching. * @return * matching weight. The higher, the more the object matches. * * @todo * is the player->contr->count hack used?? Try to reduce buffers/calls to query_ functions. */ int item_matched_string(object *pl, object *op, const char *name) { char *cp, local_name[MAX_BUF], name_op[MAX_BUF], name_short[HUGE_BUF], bname_s[MAX_BUF], bname_p[MAX_BUF]; int count, retval = 0; strcpy(local_name, name); /* strtok is destructive to name */ for (cp = strtok(local_name, ","); cp; cp = strtok(NULL, ",")) { while (cp[0] == ' ') ++cp; /* get rid of spaces */ /* LOG(llevDebug, "Trying to match %s\n", cp);*/ /* All is a very generic match - low match value */ if (!strcmp(cp, "all")) return 1; /* unpaid is a little more specific */ if (!strcmp(cp, "unpaid") && QUERY_FLAG(op, FLAG_UNPAID)) return 2; if (!strcmp(cp, "cursed") && QUERY_FLAG(op, FLAG_KNOWN_CURSED) && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) return 2; if (!strcmp(cp, "unlocked") && !QUERY_FLAG(op, FLAG_INV_LOCKED)) return 2; /* Allow for things like '100 arrows' */ if ((count = atoi(cp)) != 0) { cp = strchr(cp, ' '); while (cp && cp[0] == ' ') ++cp; /* get rid of spaces */ } else { if (pl->type == PLAYER) count = pl->contr->count; else count = 0; } if (!cp || cp[0] == '\0' || count < 0) return 0; /* The code here should go from highest retval to lowest. That * is because of the 'else' handling - we don't want to match on * something and set a low retval, even though it may match a higher retcal * later. So keep it in descending order here, so we try for the best * match first, and work downward. */ query_name(op, name_op, MAX_BUF); query_short_name(op, name_short, HUGE_BUF); query_base_name(op, 0, bname_s, MAX_BUF); query_base_name(op, 1, bname_p, MAX_BUF); if (!strcasecmp(cp, name_op)) retval = 20; else if (!strcasecmp(cp, name_short)) retval = 18; else if (!strcasecmp(cp, bname_s)) retval = 16; else if (!strcasecmp(cp, bname_p)) retval = 16; else if (op->custom_name && !strcasecmp(cp, op->custom_name)) retval = 15; else if (!strncasecmp(cp, bname_s, strlen(cp))) retval = 14; else if (!strncasecmp(cp, bname_p, strlen(cp))) retval = 14; /* Do substring checks, so things like 'Str+1' will match. * retval of these should perhaps be lower - they are lower * then the specific strcasecmp aboves, but still higher than * some other match criteria. */ else if (strstr(bname_p, cp)) retval = 12; else if (strstr(bname_s, cp)) retval = 12; else if (strstr(name_short, cp)) retval = 12; /* Check against plural/non plural based on count. */ else if (count > 1 && !strcasecmp(cp, op->name_pl)) { retval = 6; } else if (count == 1 && !strcasecmp(op->name, cp)) { retval = 6; } /* base name matched - not bad */ else if (strcasecmp(cp, op->name) == 0 && !count) retval = 4; /* Check for partial custom name, but give a real low priority */ else if (op->custom_name && strstr(op->custom_name, cp)) retval = 3; if (retval) { if (pl->type == PLAYER) pl->contr->count = count; return retval; } } return 0; } /** * Ensures specified object has its more parts correctly inserted in map. * * Extracted from common/map.c:link_multipart_objects * * @param tmp * object we want to fix. Must be on a map. **/ void fix_multipart_object(object *tmp) { archetype *at; object *op, *last; if (!tmp->map) { LOG(llevError, "fix_multipart_object: not on a map!\n"); return; } /* already multipart - don't do anything more */ if (tmp->head || tmp->more) return; /* If there is nothing more to this object, this for loop * won't do anything. */ for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op) { op = arch_to_object(at); /* update x,y coordinates */ op->x += tmp->x; op->y += tmp->y; op->head = tmp; op->map = tmp->map; last->more = op; if (tmp->name != op->name) { if (op->name) free_string(op->name); op->name = add_string(tmp->name); } if (tmp->title != op->title) { if (op->title) free_string(op->title); op->title = add_string(tmp->title); } /* we could link all the parts onto tmp, and then just * call insert_ob_in_map once, but the effect is the same, * as insert_ob_in_map will call itself with each part, and * the coding is simpler to just to it here with each part. */ insert_ob_in_map(op, op->map, tmp, INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON); } /* for at = tmp->arch->more */ } /** * Computes the size of a multitile object. * * @param ob * object we compute the size of. * @param[out] sx * @param[out] sy * will contain the coords of the bottom right tail relative to the head. Must not be NULL. * @param[out] hx * @param[out] hy * will contain the coords of the head tile relative to the top left tile. Can be NULL. * * @todo * either check for sx/sy everywhere or remove the check :) */ void get_multi_size(object *ob, int *sx, int *sy, int *hx, int *hy) { archetype *part; int maxx = 0, maxy = 0, minx = 0, miny = 0; if (ob->head) ob = ob->head; *sx = 1; *sy = 1; if (ob->arch->more) { for (part = ob->arch; part; part = part->more) { if (part->clone.x > maxx) maxx = part->clone.x; if (part->clone.y > maxy) maxy = part->clone.y; if (part->clone.x < minx) minx = part->clone.x; if (part->clone.y < miny) miny = part->clone.y; } } if (sx) *sx = maxx; if (sy) *sy = maxy; if (hx) *hx = -minx; if (hy) *hy = -miny; }