server-1.12/common/object.c

4095 lines
126 KiB
C

/*
* 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 <stdlib.h>
#include <string.h>
#include <global.h>
#ifndef WIN32 /* ---win32 exclude headers */
#include <stdio.h>
#include <sys/types.h>
#include <sys/uio.h>
#endif /* win32 */
#include <object.h>
#include <skills.h>
#include <loader.h>
#include <sproto.h>
#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;
}