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/*
* static char *rcsid_object_c =
* "$Id: object.c 8175 2008-01-12 09:27:41Z akirschbaum $";
*/
/*
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
*/
/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
sub/add_weight will transcend the environment updating the carrying
variable. */
#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 <funcpoint.h>
#include <skills.h>
#include <loader.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 dump_object2(StringBuffer *sb, object *op);
static void free_key_values(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 get_multi_size(object *, int *, int *, int *, int *);
#ifdef MEMORY_DEBUG
int nroffreeobjects = 0;
int nrofallocobjects = 0;
#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 */
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};
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};
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};
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};
/** Returns 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;
}
/** Returns 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.
*
* 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
*/
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.
*/
/* 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;
}
/**
* Return the outermost environment object for a given object.
*/
object *object_get_env_recursive (object *op) {
while (op->env != NULL)
op = op->env;
return op;
}
/**
* Eneq(@csd.uu.se): Since we can have items buried in a character we need
* a better check. We basically keeping traversing up until we can't
* or find a player.
*/
/*TODO this function is badly named*/
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;
}
/**
* Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
* Some error messages.
* The result of the dump is stored in the <code>sb</code> parameter.
*/
static void dump_object2(StringBuffer *sb, object *op) {
/* 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 0
/* Don't dump player diffs - they are too long, mostly meaningless.
* Changed so that we don't dump inventory either.
*/
if(op->type!=PLAYER)
stringbuffer_append_string(sb, op, &empty_archetype->clone);
for (tmp=op->inv; tmp; tmp=tmp->below)
dump_object2(sb, tmp);
#endif
if (op->more) {
stringbuffer_append_string(sb, "more ");
stringbuffer_append_string(sb, ltostr10(op->more->count));
stringbuffer_append_string(sb, "\n");
}
if (op->head) {
stringbuffer_append_string(sb, "head ");
stringbuffer_append_string(sb, ltostr10(op->head->count));
stringbuffer_append_string(sb, "\n");
}
if (op->env) {
stringbuffer_append_string(sb, "env ");
stringbuffer_append_string(sb, ltostr10(op->env->count));
stringbuffer_append_string(sb, "\n");
}
stringbuffer_append_string(sb, "end\n");
} else {
stringbuffer_append_string(sb, "Object ");
stringbuffer_append_string(sb, op->name ? op->name : "(null)");
stringbuffer_append_string(sb, "\n");
#if 0
get_ob_diff(sb, op, &empty_archetype->clone);
for (tmp=op->inv; tmp; tmp=tmp->below)
dump_object2(sb, tmp);
#endif
stringbuffer_append_string(sb, "end\n");
}
}
/**
* Dumps an object. Returns output in the static global errmsg array.
*/
void dump_object(object *op) {
char *p;
StringBuffer *sb;
if(op==NULL) {
strcpy(errmsg,"[NULL pointer]");
return;
}
sb = stringbuffer_new();
dump_object2(sb, op);
p = stringbuffer_finish(sb);
snprintf(errmsg, sizeof(errmsg), "%s", p);
free(p);
}
#if 0
/* dump_me() is not currently used - perhaps should be removed?
* MSW 2006-06-05
*/
/** GROS - Dumps an object. Return the result into a string */
/* Note that no checking is done for the validity of the target string, so */
/* you need to be sure that you allocated enough space for it. */
static void dump_me(object *op, char *outstr)
{
char *cp;
if(op==NULL)
{
strcpy(outstr,"[NULL pointer]");
return;
}
outstr[0]='\0';
if(op->arch!=NULL)
{
strcat(outstr,"arch ");
strcat(outstr,op->arch->name?op->arch->name:"(null)");
strcat(outstr,"\n");
if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
strcat(outstr,cp);
strcat(outstr,"end\n");
}
else
{
strcat(outstr,"Object ");
if (op->name==NULL)
strcat(outstr, "(null)");
else
strcat(outstr,op->name);
strcat(outstr,"\n");
strcat(outstr,"end\n");
}
}
#endif
/**
* This is really verbose...Can be triggered by the P key 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) {
dump_object(op);
fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
}
}
#if 0
/* get_nearest_part is not used, and should perhaps be removed?
* MSW 2006-06-04
*/
/**
* get_nearest_part(multi-object, object 2) returns the part of the
* multi-object 1 which is closest to the second object.
* If it's not a multi-object, it is returned.
*/
static object *get_nearest_part(object *op, const object *pl) {
object *tmp,*closest;
int last_dist,i;
if(op->more==NULL)
return op;
for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more)
if((i=distance(tmp,pl))<last_dist)
closest=tmp,last_dist=i;
return closest;
}
#endif
/**
* Returns the object which has the count-variable equal to the argument.
*/
object *find_object(tag_t i) {
object *op;
for(op=objects;op!=NULL;op=op->next)
if(op->count==i)
break;
return op;
}
/**
* Returns the first object which has a name equal to the argument.
* Used only by the patch command, but not all that useful.
* Enables features like "patch <name-of-other-player> food 999"
*/
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;
}
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;
}
#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.
*/
/* 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;
}
void clear_owner(object *op)
{
if (!op) return;
if (op->owner && op->ownercount == op->owner->count)
op->owner->refcount--;
op->owner = NULL;
op->ownercount = 0;
}
/**
* Sets the owner and sets the skill and exp pointers to owner's current
* skill and experience objects.
*/
void set_owner (object *op, object *owner)
{
if(owner==NULL||op==NULL)
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 sin set_owner(). This is bad!"
"owner=%p owner->owner=%p owner->ownercount=%d owner->owner->count=%d\n",
owner,owner->owner,owner->ownercount, owner->owner->count);
return;
}
op->owner=owner;
op->ownercount=owner->count;
owner->refcount++;
}
/**
* 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.
*/
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);
}
/**
* Resets vital variables in an 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.
*/
static 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;
}
/**
* clear_object() frees everything allocated by an object, and also
* clears all variables and flags to default settings.
*/
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);
/* 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);
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->refcount=0;
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 contends 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.
*/
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->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);
/* Basically, same code as from clear_object() */
free_key_values(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->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 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) && !editor)
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;
}
}
}
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.
*/
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;
}
/**
* get_object() 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.
*/
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.
*/
op = realloc(op, sizeof(object));
SET_FLAG(op, FLAG_REMOVED);
SET_FLAG(op, FLAG_FREED);
#endif
if(!QUERY_FLAG(op,FLAG_FREED)) {
LOG(llevError,"Fatal: Getting busy object.\n");
}
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;
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.
*/
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.
*/
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.
*/
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_)
*
* action is a hint of what the caller believes need to be done.
* 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.
* current action are:
* UP_OBJ_INSERT: op was inserted
* UP_OBJ_REMOVE: op was removed
* UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
* as that is easier than trying to look at what may have changed.
* UP_OBJ_FACE: only the objects face has changed.
*/
/* FIXME this function should be renames 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);
}
/**
* free_object() 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.
*
* If free_inventory is set, free inventory as well. Else drop items in
* inventory to the ground.
*/
void free_object(object *ob) {
free_object2(ob, 0);
}
void free_object2(object *ob, int free_inventory) {
object *tmp,*op;
if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
LOG(llevDebug,"Free object called with non removed object\n");
dump_object(ob);
#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)) {
dump_object(ob);
LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
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);
/* Why aren't events freed? */
free_key_values(ob);
#if 0 /* MEMORY_DEBUG*/
/* This is a nice idea. Unfortunately, a lot of the code in crossfire
* presumes the freed_object will stick around for at least a little
* bit
*/
/* this is necessary so that memory debugging programs will
* be able to accurately report source of malloc. If we recycle
* objects, then some other area may be doing the get_object
* and not freeing it, but the original one that malloc'd the
* object will get the blame.
*/
free(ob);
#else
/* 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(ob->arch);
}
}
/* 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
}
/**
* count_free() returns the 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;
}
/**
* count_used() returns the 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;
}
/**
* count_active() returns the 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;
}
/**
* sub_weight() recursively (outwards) subtracts a number from the
* weight of an object (and what is carried by it's environment(s)).
*/
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.
* Beware: This function is called from the editor as well!
*/
/* 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)) {
dump_object(op);
LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
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)
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)
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_player(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) {
dump_object(op);
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", errmsg);
dump_object(GET_MAP_OB(m,x,y));
LOG(llevError,"%s\n",errmsg);
}
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)) {
move_apply(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.
* If top is NULL, it is calculated.
* Returns pointer to object if it succeded in the merge, otherwise NULL
*/
object *merge_ob(object *op, object *top) {
if(!op->nrof)
return 0;
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
*/
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;
}
return insert_ob_in_map (op, m, originator, flag);
}
/**
* This function inserts the object in the two-way linked list
* which represents what is on a map.
* The second argument specifies the map, and the x and y variables
* in the object about to be inserted specifies the position.
* 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 INS_ values.
*
* Return value:
* new object if 'op' was merged with other object
* NULL if 'op' was destroyed
* just 'op' otherwise
*/
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) {
dump_object(op);
LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
return op;
}
if(out_of_map(m,op->x,op->y)) {
dump_object(op);
LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
#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)) {
dump_object(op);
LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
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);
/* 2007-07-11 - Saw core dump on metalforge which I think may be caused
* by this, so put in check. The caller (summon_object) seems
* to be doing the correct things regarding calling ob_blocked,
* so this may not be the cause, but putting this check in
* will help find it - Mark Wedel
*/
if (!more->map) {
LOG (llevError, "BUG: insert_ob_in_map(): get_map_from_coord returned null map\n");
}
} 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)) {
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);
}
}
/* 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;
}
CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
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 in the map, but if it
* finds an object of its own type, it'll remove that one first.
* op is the 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=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,0);
}
/**
* 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) {
object *newob;
if(orig_ob->nrof<nr) {
sprintf(errmsg,"There are only %d %ss.",
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;
}
/**
* decrease_ob_nr(object, number) 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.
*/
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.
*/
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;
}
}
/**
* insert_ob_in_ob(op,environment):
* 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)) {
dump_object(op);
LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
return op;
}
if(where==NULL) {
dump_object(op);
LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
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;
}
/* I assume combined objects have no inventory
* We add the weight - this object could have just been removed
* (if it was possible to merge). calling remove_ob will subtract
* the weight, so we need to add it in again, since we actually do
* the linking below
*/
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_player 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_player(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)) 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.
*
* originator: Player, monster or other object that caused 'op' to be inserted
* into 'map'. May be NULL.
*
* Return value: 1 if 'op' was destroyed, 0 otherwise.
*
* 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.
*/
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)) {
move_apply(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;
}
/**
* present_arch(arch, map, x, y) searches for any objects with
* a matching archetype at the given map and coordinates.
* The first matching object is returned, or NULL if none.
*/
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;
}
/**
* present(type, map, x, y) searches for any objects with
* a matching type variable at the given map and coordinates.
* The first matching object is returned, or NULL if none.
*/
object *present(unsigned char 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;
}
/**
* present_in_ob(type, object) searches for any objects with
* a matching type variable in the inventory of the given object.
* The first matching object is returned, or NULL if none.
*/
object *present_in_ob(unsigned char type, const object *op) {
object *tmp;
for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
if(tmp->type==type)
return tmp;
return NULL;
}
/**
* present_in_ob (type, str, object) searches for any objects with
* a matching type & name variable in the inventory of the given object.
* The first matching object is returned, or NULL if none.
* 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.
*/
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;
}
/**
* present_arch_in_ob(archetype, object) searches for any objects with
* a matching archetype in the inventory of the given object.
* The first matching object is returned, or NULL if none.
*/
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 inventory
*/
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
*/
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.
*/
void set_cheat(object *op) {
SET_FLAG(op, FLAG_WAS_WIZ);
flag_inv(op, FLAG_WAS_WIZ);
}
/*
* find_multi_free_spot_around() sets hx and hy to the coords to insert a possibly
* multi-tile ob at, around gen. Returns 0 for success and -1 for failure. 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 potitions 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;
}
/**
* 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. start and stop specifies how many squares
* to search (see the freearr_x/y[] definition).
* It returns a random choice among the alternatives found.
* start and stop are where to start relative to the free_arr array (1,9
* does all 4 immediate directions). This returns the index into the
* array of the free spot, -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.
* Note2: 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.
*/
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;
}
/**
* The function permute(arr, begin, end) randomly reorders the array
* arr[begin..end-1].
*/
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.
*/
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);
}
/**
* find_dir(map, x, y, exclude) will search some close squares in the
* given map at the given coordinates for live objects.
* It will not considere the object given as exclude among possible
* live objects.
* It returns the direction toward the first/closest live object if finds
* any, otherwise 0.
* 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;
}
/**
* distance(object 1, object 2) will return the square of the
* distance between the two given objects.
*/
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;
}
/**
* find_dir_2(delta-x,delta-y) will return a direction in which
* an object which has subtracted the x and y coordinates of another
* object, needs to travel toward it.
*/
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 ;
}
/**
* absdir(int): Returns a 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;
}
/**
* dirdiff(dir1, dir2) returns 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;
}
/**
* peterm:
* do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
* 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.
*/
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 step back and see if we can
* find a path to that monster that we found. If not,
* we don't bother going toward it. Returns 1 if we
* can see a direct way to get it
* Modified to be map tile aware -.MSW
*/
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]);
}
/**
* can_pick(picker, item): finds out if an object is possible to be
* picked up by the picker. Returnes 1 if it can be
* picked up, otherwise 0.
*
* Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
* core dumps if they do.
*
* Add a check so we can't pick up invisible objects (0.93.8)
*/
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
*/
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;
}
/** return true if the object was destroyed, 0 otherwise */
int was_destroyed (const object *op, tag_t old_tag)
{
/* checking for FLAG_FREED isn't necessary, but makes this function more
* robust */
return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
}
/**
* This returns the first object in who's inventory that
* has the same type and subtype match.
* returns NULL if no match.
*/
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;
}
/**
* If ob has a field named key, return the link from the list,
* otherwise return NULL.
*
* key must be a passed in shared string - otherwise, this won't
* do the desired thing.
*/
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;
}
/**
* Returns the value of op has an extra_field for key, or NULL.
*
* The argument doesn't need to be a shared string.
*
* 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 the canonical_key in op to value.
*
* canonical_key is a shared string (value doesn't have to be).
*
* Unless add_key is TRUE, it won't add fields, only change the value of existing
* keys.
*
* Returns TRUE on success.
*/
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, 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.
*
* If add_key is FALSE, this will only update existing keys,
* and not add new ones.
* In general, should be little reason FALSE is ever passed in for add_key
*
* Returns TRUE on success.
*/
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)
*/
int item_matched_string(object *pl, object *op, const char *name)
{
char *cp, local_name[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.
*/
if (!strcasecmp(cp,query_name(op))) retval=20;
else if (!strcasecmp(cp,query_short_name(op))) retval=18;
else if (!strcasecmp(cp,query_base_name(op,0))) retval=16;
else if (!strcasecmp(cp,query_base_name(op,1))) retval=16;
else if (op->custom_name && !strcasecmp(cp,op->custom_name)) retval=15;
else if (!strncasecmp(cp,query_base_name(op,0),
strlen(cp))) retval=14;
else if (!strncasecmp(cp,query_base_name(op,1),
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(query_base_name(op,1), cp)) retval = 12;
else if (strstr(query_base_name(op,0), cp)) retval = 12;
else if (strstr(query_short_name(op), 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;
}
/**
* This just ensures specified object has its more parts correctly inserted in map.
* The object *must* be on a map.
*
* Extracted from common/map.c:link_multipart_objects
**/
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 */
}
/*
* Fills sx and sy with the coords of the bottom right tail relative to the head and
* fills hx and hy with the coords of the head tile relative to the top left tile. If
* you don't want a value, it's safe to pass NULL in place of the pointer.
*/
static 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;
}
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