/* NetHack 3.7 mkobj.c $NHDT-Date: 1606343579 2020/11/25 22:32:59 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.191 $ */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /*-Copyright (c) Derek S. Ray, 2015. */ /* NetHack may be freely redistributed. See license for details. */ #include "hack.h" static void FDECL(mkbox_cnts, (struct obj *)); static unsigned FDECL(nextoid, (struct obj *, struct obj *)); static void FDECL(maybe_adjust_light, (struct obj *, int)); static void FDECL(obj_timer_checks, (struct obj *, XCHAR_P, XCHAR_P, int)); static void FDECL(container_weight, (struct obj *)); static struct obj *FDECL(save_mtraits, (struct obj *, struct monst *)); static void FDECL(objlist_sanity, (struct obj *, int, const char *)); static void FDECL(mon_obj_sanity, (struct monst *, const char *)); static const char *FDECL(where_name, (struct obj *)); static void FDECL(insane_object, (struct obj *, const char *, const char *, struct monst *)); static void FDECL(check_contained, (struct obj *, const char *)); static void FDECL(check_glob, (struct obj *, const char *)); static void FDECL(sanity_check_worn, (struct obj *)); struct icp { int iprob; /* probability of an item type */ char iclass; /* item class */ }; static const struct icp mkobjprobs[] = { { 10, WEAPON_CLASS }, { 10, ARMOR_CLASS }, { 20, FOOD_CLASS }, { 8, TOOL_CLASS }, { 8, GEM_CLASS }, { 16, POTION_CLASS }, { 16, SCROLL_CLASS }, { 4, SPBOOK_CLASS }, { 4, WAND_CLASS }, { 3, RING_CLASS }, { 1, AMULET_CLASS } }; static const struct icp boxiprobs[] = { { 18, GEM_CLASS }, { 15, FOOD_CLASS }, { 18, POTION_CLASS }, { 18, SCROLL_CLASS }, { 12, SPBOOK_CLASS }, { 7, COIN_CLASS }, { 6, WAND_CLASS }, { 5, RING_CLASS }, { 1, AMULET_CLASS } }; static const struct icp rogueprobs[] = { { 12, WEAPON_CLASS }, { 12, ARMOR_CLASS }, { 22, FOOD_CLASS }, { 22, POTION_CLASS }, { 22, SCROLL_CLASS }, { 5, WAND_CLASS }, { 5, RING_CLASS } }; static const struct icp hellprobs[] = { { 20, WEAPON_CLASS }, { 20, ARMOR_CLASS }, { 16, FOOD_CLASS }, { 12, TOOL_CLASS }, { 10, GEM_CLASS }, { 1, POTION_CLASS }, { 1, SCROLL_CLASS }, { 8, WAND_CLASS }, { 8, RING_CLASS }, { 4, AMULET_CLASS } }; static const struct oextra zerooextra = DUMMY; static void init_oextra(oex) struct oextra *oex; { *oex = zerooextra; } struct oextra * newoextra() { struct oextra *oextra; oextra = (struct oextra *) alloc(sizeof (struct oextra)); init_oextra(oextra); return oextra; } void dealloc_oextra(o) struct obj *o; { struct oextra *x = o->oextra; if (x) { if (x->oname) free((genericptr_t) x->oname); if (x->omonst) free_omonst(o); /* 'o' rather than 'x' */ if (x->omailcmd) free((genericptr_t) x->omailcmd); free((genericptr_t) x); o->oextra = (struct oextra *) 0; } } void newomonst(otmp) struct obj *otmp; { if (!otmp->oextra) otmp->oextra = newoextra(); if (!OMONST(otmp)) { struct monst *m = newmonst(); *m = cg.zeromonst; OMONST(otmp) = m; } } void free_omonst(otmp) struct obj *otmp; { if (otmp->oextra) { struct monst *m = OMONST(otmp); if (m) { if (m->mextra) dealloc_mextra(m); free((genericptr_t) m); OMONST(otmp) = (struct monst *) 0; } } } void newomid(otmp) struct obj *otmp; { if (!otmp->oextra) otmp->oextra = newoextra(); OMID(otmp) = 0; } void free_omid(otmp) struct obj *otmp; { OMID(otmp) = 0; } void new_omailcmd(otmp, response_cmd) struct obj *otmp; const char *response_cmd; { if (!otmp->oextra) otmp->oextra = newoextra(); if (OMAILCMD(otmp)) free_omailcmd(otmp); OMAILCMD(otmp) = dupstr(response_cmd); } void free_omailcmd(otmp) struct obj *otmp; { if (otmp->oextra && OMAILCMD(otmp)) { free((genericptr_t) OMAILCMD(otmp)); OMAILCMD(otmp) = (char *) 0; } } struct obj * mkobj_at(let, x, y, artif) char let; int x, y; boolean artif; { struct obj *otmp; otmp = mkobj(let, artif); place_object(otmp, x, y); return otmp; } struct obj * mksobj_at(otyp, x, y, init, artif) int otyp, x, y; boolean init, artif; { struct obj *otmp; otmp = mksobj(otyp, init, artif); place_object(otmp, x, y); return otmp; } struct obj * mksobj_migr_to_species(otyp, mflags2, init, artif) int otyp; unsigned mflags2; boolean init, artif; { struct obj *otmp; otmp = mksobj(otyp, init, artif); add_to_migration(otmp); otmp->owornmask = (long) MIGR_TO_SPECIES; otmp->migr_species = mflags2; return otmp; } /* mkobj(): select a type of item from a class, use mksobj() to create it; result is always non-Null */ struct obj * mkobj(oclass, artif) int oclass; boolean artif; { int tprob, i, prob = rnd(1000); if (oclass == RANDOM_CLASS) { const struct icp *iprobs = Is_rogue_level(&u.uz) ? (const struct icp *) rogueprobs : Inhell ? (const struct icp *) hellprobs : (const struct icp *) mkobjprobs; for (tprob = rnd(100); (tprob -= iprobs->iprob) > 0; iprobs++) continue; oclass = iprobs->iclass; } if (oclass == SPBOOK_no_NOVEL) { i = rnd_class(g.bases[SPBOOK_CLASS], SPE_BLANK_PAPER); oclass = SPBOOK_CLASS; /* for sanity check below */ } else { i = g.bases[oclass]; while ((prob -= objects[i].oc_prob) > 0) ++i; } if (objects[i].oc_class != oclass || !OBJ_NAME(objects[i])) panic("probtype error, oclass=%d i=%d", (int) oclass, i); return mksobj(i, TRUE, artif); } static void mkbox_cnts(box) struct obj *box; { register int n; register struct obj *otmp; box->cobj = (struct obj *) 0; switch (box->otyp) { case ICE_BOX: n = 20; break; case CHEST: n = box->olocked ? 7 : 5; break; case LARGE_BOX: n = box->olocked ? 5 : 3; break; case SACK: case OILSKIN_SACK: /* initial inventory: sack starts out empty */ if (g.moves <= 1 && !g.in_mklev) { n = 0; break; } /*FALLTHRU*/ case BAG_OF_HOLDING: n = 1; break; default: n = 0; break; } for (n = rn2(n + 1); n > 0; n--) { if (box->otyp == ICE_BOX) { otmp = mksobj(CORPSE, TRUE, TRUE); /* Note: setting age to 0 is correct. Age has a different * from usual meaning for objects stored in ice boxes. -KAA */ otmp->age = 0L; if (otmp->timed) { (void) stop_timer(ROT_CORPSE, obj_to_any(otmp)); (void) stop_timer(REVIVE_MON, obj_to_any(otmp)); } } else { register int tprob; const struct icp *iprobs = boxiprobs; for (tprob = rnd(100); (tprob -= iprobs->iprob) > 0; iprobs++) ; if (!(otmp = mkobj(iprobs->iclass, TRUE))) continue; /* handle a couple of special cases */ if (otmp->oclass == COIN_CLASS) { /* 2.5 x level's usual amount; weight adjusted below */ otmp->quan = (long) (rnd(level_difficulty() + 2) * rnd(75)); otmp->owt = weight(otmp); } else while (otmp->otyp == ROCK) { otmp->otyp = rnd_class(DILITHIUM_CRYSTAL, LOADSTONE); if (otmp->quan > 2L) otmp->quan = 1L; otmp->owt = weight(otmp); } if (box->otyp == BAG_OF_HOLDING) { if (Is_mbag(otmp)) { otmp->otyp = SACK; otmp->spe = 0; otmp->owt = weight(otmp); } else while (otmp->otyp == WAN_CANCELLATION) otmp->otyp = rnd_class(WAN_LIGHT, WAN_LIGHTNING); } } (void) add_to_container(box, otmp); } } /* select a random, common monster type */ int rndmonnum() { register struct permonst *ptr; register int i; unsigned short excludeflags; /* Plan A: get a level-appropriate common monster */ ptr = rndmonst(); if (ptr) return monsndx(ptr); /* Plan B: get any common monster */ excludeflags = G_UNIQ | G_NOGEN | (Inhell ? G_NOHELL : G_HELL); do { i = rn1(SPECIAL_PM - LOW_PM, LOW_PM); ptr = &mons[i]; } while ((ptr->geno & excludeflags) != 0); return i; } void copy_oextra(obj2, obj1) struct obj *obj2, *obj1; { if (!obj2 || !obj1 || !obj1->oextra) return; if (!obj2->oextra) obj2->oextra = newoextra(); if (has_oname(obj1)) oname(obj2, ONAME(obj1)); if (has_omonst(obj1)) { if (!OMONST(obj2)) newomonst(obj2); (void) memcpy((genericptr_t) OMONST(obj2), (genericptr_t) OMONST(obj1), sizeof (struct monst)); OMONST(obj2)->mextra = (struct mextra *) 0; OMONST(obj2)->nmon = (struct monst *) 0; #if 0 OMONST(obj2)->m_id = g.context.ident++; if (OMONST(obj2)->m_id) /* ident overflowed */ OMONST(obj2)->m_id = g.context.ident++; #endif if (OMONST(obj1)->mextra) copy_mextra(OMONST(obj2), OMONST(obj1)); } if (has_omailcmd(obj1)) { new_omailcmd(obj2, OMAILCMD(obj1)); } if (has_omid(obj1)) { if (!OMID(obj2)) newomid(obj2); OMID(obj2) = OMID(obj1); } } /* * Split obj so that it gets size gets reduced by num. The quantity num is * put in the object structure delivered by this call. The returned object * has its wornmask cleared and is positioned just following the original * in the nobj chain (and nexthere chain when on the floor). */ struct obj * splitobj(obj, num) struct obj *obj; long num; { struct obj *otmp; if (obj->cobj || num <= 0L || obj->quan <= num) panic("splitobj"); /* can't split containers */ otmp = newobj(); *otmp = *obj; /* copies whole structure */ otmp->oextra = (struct oextra *) 0; otmp->o_id = nextoid(obj, otmp); otmp->timed = 0; /* not timed, yet */ otmp->lamplit = 0; /* ditto */ otmp->owornmask = 0L; /* new object isn't worn */ obj->quan -= num; obj->owt = weight(obj); otmp->quan = num; otmp->owt = weight(otmp); /* -= obj->owt ? */ otmp->lua_ref_cnt = 0; g.context.objsplit.parent_oid = obj->o_id; g.context.objsplit.child_oid = otmp->o_id; obj->nobj = otmp; /* Only set nexthere when on the floor, nexthere is also used */ /* as a back pointer to the container object when contained. */ if (obj->where == OBJ_FLOOR) obj->nexthere = otmp; copy_oextra(otmp, obj); if (has_omid(otmp)) free_omid(otmp); /* only one association with m_id*/ if (obj->unpaid) splitbill(obj, otmp); if (obj->timed) obj_split_timers(obj, otmp); if (obj_sheds_light(obj)) obj_split_light_source(obj, otmp); return otmp; } /* when splitting a stack that has o_id-based shop prices, pick an o_id value for the new stack that will maintain the same price */ static unsigned nextoid(oldobj, newobj) struct obj *oldobj, *newobj; { int olddif, newdif, trylimit = 256; /* limit of 4 suffices at present */ unsigned oid = g.context.ident - 1; /* loop increment will reverse -1 */ olddif = oid_price_adjustment(oldobj, oldobj->o_id); do { ++oid; if (!oid) /* avoid using 0 (in case value wrapped) */ ++oid; newdif = oid_price_adjustment(newobj, oid); } while (newdif != olddif && --trylimit >= 0); g.context.ident = oid + 1; /* ready for next new object */ return oid; } /* try to find the stack obj was split from, then merge them back together; returns the combined object if unsplit is successful, null otherwise */ struct obj * unsplitobj(obj) struct obj *obj; { unsigned target_oid = 0; struct obj *oparent = 0, *ochild = 0, *list = 0; /* * We don't operate on floor objects (we're following o->nobj rather * than o->nexthere), on free objects (don't know which list to use when * looking for obj's parent or child), on bill objects (too complicated, * not needed), or on buried or migrating objects (not needed). * [This could be improved, but at present additional generality isn't * necessary.] */ switch (obj->where) { case OBJ_FREE: case OBJ_FLOOR: case OBJ_ONBILL: case OBJ_MIGRATING: case OBJ_BURIED: default: return (struct obj *) 0; case OBJ_INVENT: list = g.invent; break; case OBJ_MINVENT: list = obj->ocarry->minvent; break; case OBJ_CONTAINED: list = obj->ocontainer->cobj; break; } /* first try the expected case; obj is split from another stack */ if (obj->o_id == g.context.objsplit.child_oid) { /* parent probably precedes child and will require list traversal */ ochild = obj; target_oid = g.context.objsplit.parent_oid; if (obj->nobj && obj->nobj->o_id == target_oid) oparent = obj->nobj; } else if (obj->o_id == g.context.objsplit.parent_oid) { /* alternate scenario: another stack was split from obj; child probably follows parent and will be found here */ oparent = obj; target_oid = g.context.objsplit.child_oid; if (obj->nobj && obj->nobj->o_id == target_oid) ochild = obj->nobj; } /* if we have only half the split, scan obj's list to find other half */ if (ochild && !oparent) { /* expected case */ for (obj = list; obj; obj = obj->nobj) if (obj->o_id == target_oid) { oparent = obj; break; } } else if (oparent && !ochild) { /* alternate scenario */ for (obj = list; obj; obj = obj->nobj) if (obj->o_id == target_oid) { ochild = obj; break; } } /* if we have both parent and child, try to merge them; if successful, return the combined stack, otherwise return null */ return (oparent && ochild && merged(&oparent, &ochild)) ? oparent : 0; } /* reset splitobj()/unsplitobj() context */ void clear_splitobjs() { g.context.objsplit.parent_oid = g.context.objsplit.child_oid = 0; } /* * Insert otmp right after obj in whatever chain(s) it is on. Then extract * obj from the chain(s). This function does a literal swap. It is up to * the caller to provide a valid context for the swap. When done, obj will * still exist, but not on any chain. * * Note: Don't use use obj_extract_self() -- we are doing an in-place swap, * not actually moving something. */ void replace_object(obj, otmp) struct obj *obj; struct obj *otmp; { otmp->where = obj->where; switch (obj->where) { case OBJ_FREE: /* do nothing */ break; case OBJ_INVENT: otmp->nobj = obj->nobj; obj->nobj = otmp; extract_nobj(obj, &g.invent); break; case OBJ_CONTAINED: otmp->nobj = obj->nobj; otmp->ocontainer = obj->ocontainer; obj->nobj = otmp; extract_nobj(obj, &obj->ocontainer->cobj); break; case OBJ_MINVENT: otmp->nobj = obj->nobj; otmp->ocarry = obj->ocarry; obj->nobj = otmp; extract_nobj(obj, &obj->ocarry->minvent); break; case OBJ_FLOOR: otmp->nobj = obj->nobj; otmp->nexthere = obj->nexthere; otmp->ox = obj->ox; otmp->oy = obj->oy; obj->nobj = otmp; obj->nexthere = otmp; extract_nobj(obj, &fobj); extract_nexthere(obj, &g.level.objects[obj->ox][obj->oy]); break; default: panic("replace_object: obj position"); break; } } /* is 'obj' inside a container whose contents aren't known? if so, return the outermost container meeting that criterium */ struct obj * unknwn_contnr_contents(obj) struct obj *obj; { struct obj *result = 0, *parent; while (obj->where == OBJ_CONTAINED) { parent = obj->ocontainer; if (!parent->cknown) result = parent; obj = parent; } return result; } /* * Create a dummy duplicate to put on shop bill. The duplicate exists * only in the billobjs chain. This function is used when a shop object * is being altered, and a copy of the original is needed for billing * purposes. For example, when eating, where an interruption will yield * an object which is different from what it started out as; the "I x" * command needs to display the original object. * * The caller is responsible for checking otmp->unpaid and * costly_spot(u.ux, u.uy). This function will make otmp no charge. * * Note that check_unpaid_usage() should be used instead for partial * usage of an object. */ void bill_dummy_object(otmp) register struct obj *otmp; { register struct obj *dummy; long cost = 0L; if (otmp->unpaid) { cost = unpaid_cost(otmp, FALSE); subfrombill(otmp, shop_keeper(*u.ushops)); } dummy = newobj(); *dummy = *otmp; dummy->oextra = (struct oextra *) 0; dummy->where = OBJ_FREE; dummy->o_id = nextoid(otmp, dummy); dummy->timed = 0; copy_oextra(dummy, otmp); if (has_omid(dummy)) free_omid(dummy); /* only one association with m_id*/ if (Is_candle(dummy)) dummy->lamplit = 0; dummy->owornmask = 0L; /* dummy object is not worn */ addtobill(dummy, FALSE, TRUE, TRUE); if (cost) alter_cost(dummy, -cost); /* no_charge is only valid for some locations */ otmp->no_charge = (otmp->where == OBJ_FLOOR || otmp->where == OBJ_CONTAINED) ? 1 : 0; otmp->unpaid = 0; return; } /* alteration types; must match COST_xxx macros in hack.h */ static const char *const alteration_verbs[] = { "cancel", "drain", "uncharge", "unbless", "uncurse", "disenchant", "degrade", "dilute", "erase", "burn", "neutralize", "destroy", "splatter", "bite", "open", "break the lock on", "rust", "rot", "tarnish" }; /* possibly bill for an object which the player has just modified */ void costly_alteration(obj, alter_type) struct obj *obj; int alter_type; { xchar ox, oy; char objroom; boolean learn_bknown; const char *those, *them; struct monst *shkp = 0; if (alter_type < 0 || alter_type >= SIZE(alteration_verbs)) { impossible("invalid alteration type (%d)", alter_type); alter_type = 0; } ox = oy = 0; /* lint suppression */ objroom = '\0'; /* ditto */ if (carried(obj) || obj->where == OBJ_FREE) { /* OBJ_FREE catches obj_no_longer_held()'s transformation of crysknife back into worm tooth; the object has been removed from inventory but not necessarily placed at its new location yet--the unpaid flag will still be set if this item is owned by a shop */ if (!obj->unpaid) return; } else { /* this get_obj_location shouldn't fail, but if it does, use hero's location */ if (!get_obj_location(obj, &ox, &oy, CONTAINED_TOO)) ox = u.ux, oy = u.uy; if (!costly_spot(ox, oy)) return; objroom = *in_rooms(ox, oy, SHOPBASE); /* if no shop cares about it, we're done */ if (!billable(&shkp, obj, objroom, FALSE)) return; } if (obj->quan == 1L) those = "that", them = "it"; else those = "those", them = "them"; /* when shopkeeper describes the object as being uncursed or unblessed hero will know that it is now uncursed; will also make the feedback from `I x' after bill_dummy_object() be more specific for this item */ learn_bknown = (alter_type == COST_UNCURS || alter_type == COST_UNBLSS); switch (obj->where) { case OBJ_FREE: /* obj_no_longer_held() */ case OBJ_INVENT: if (learn_bknown) set_bknown(obj, 1); verbalize("You %s %s %s, you pay for %s!", alteration_verbs[alter_type], those, simpleonames(obj), them); bill_dummy_object(obj); break; case OBJ_FLOOR: if (learn_bknown) obj->bknown = 1; /* ok to bypass set_bknown() here */ if (costly_spot(u.ux, u.uy) && objroom == *u.ushops) { verbalize("You %s %s, you pay for %s!", alteration_verbs[alter_type], those, them); bill_dummy_object(obj); } else { (void) stolen_value(obj, ox, oy, FALSE, FALSE); } break; } } static const char dknowns[] = { WAND_CLASS, RING_CLASS, POTION_CLASS, SCROLL_CLASS, GEM_CLASS, SPBOOK_CLASS, WEAPON_CLASS, TOOL_CLASS, 0 }; /* mksobj(): create a specific type of object; result it always non-Null */ struct obj * mksobj(otyp, init, artif) int otyp; boolean init; boolean artif; { int mndx, tryct; struct obj *otmp; char let = objects[otyp].oc_class; otmp = newobj(); *otmp = cg.zeroobj; otmp->age = g.monstermoves; otmp->o_id = g.context.ident++; if (!otmp->o_id) otmp->o_id = g.context.ident++; /* ident overflowed */ otmp->quan = 1L; otmp->oclass = let; otmp->otyp = otyp; otmp->where = OBJ_FREE; otmp->dknown = index(dknowns, let) ? 0 : 1; if ((otmp->otyp >= ELVEN_SHIELD && otmp->otyp <= ORCISH_SHIELD) || otmp->otyp == SHIELD_OF_REFLECTION || objects[otmp->otyp].oc_merge) otmp->dknown = 0; if (!objects[otmp->otyp].oc_uses_known) otmp->known = 1; otmp->lknown = 0; otmp->cknown = 0; otmp->corpsenm = NON_PM; otmp->lua_ref_cnt = 0; if (init) { switch (let) { case WEAPON_CLASS: otmp->quan = is_multigen(otmp) ? (long) rn1(6, 6) : 1L; if (!rn2(11)) { otmp->spe = rne(3); otmp->blessed = rn2(2); } else if (!rn2(10)) { curse(otmp); otmp->spe = -rne(3); } else blessorcurse(otmp, 10); if (is_poisonable(otmp) && !rn2(100)) otmp->opoisoned = 1; if (artif && !rn2(20)) otmp = mk_artifact(otmp, (aligntyp) A_NONE); break; case FOOD_CLASS: otmp->oeaten = 0; switch (otmp->otyp) { case CORPSE: /* possibly overridden by mkcorpstat() */ tryct = 50; do otmp->corpsenm = undead_to_corpse(rndmonnum()); while ((g.mvitals[otmp->corpsenm].mvflags & G_NOCORPSE) && (--tryct > 0)); if (tryct == 0) { /* perhaps rndmonnum() only wants to make G_NOCORPSE monsters on this g.level; create an adventurer's corpse instead, then */ otmp->corpsenm = PM_HUMAN; } /* timer set below */ break; case EGG: otmp->corpsenm = NON_PM; /* generic egg */ if (!rn2(3)) for (tryct = 200; tryct > 0; --tryct) { mndx = can_be_hatched(rndmonnum()); if (mndx != NON_PM && !dead_species(mndx, TRUE)) { otmp->corpsenm = mndx; /* typed egg */ break; } } /* timer set below */ break; case TIN: otmp->corpsenm = NON_PM; /* empty (so far) */ if (!rn2(6)) set_tin_variety(otmp, SPINACH_TIN); else for (tryct = 200; tryct > 0; --tryct) { mndx = undead_to_corpse(rndmonnum()); if (mons[mndx].cnutrit && !(g.mvitals[mndx].mvflags & G_NOCORPSE)) { otmp->corpsenm = mndx; set_tin_variety(otmp, RANDOM_TIN); break; } } blessorcurse(otmp, 10); break; case SLIME_MOLD: otmp->spe = g.context.current_fruit; flags.made_fruit = TRUE; break; case KELP_FROND: otmp->quan = (long) rnd(2); break; case CANDY_BAR: /* set otmp->spe */ assign_candy_wrapper(otmp); break; default: break; } if (Is_pudding(otmp)) { otmp->quan = 1L; /* for emphasis; glob quantity is always 1 */ otmp->globby = 1; otmp->known = otmp->dknown = 1; otmp->corpsenm = PM_GRAY_OOZE + (otmp->otyp - GLOB_OF_GRAY_OOZE); } else { if (otmp->otyp != CORPSE && otmp->otyp != MEAT_RING && otmp->otyp != KELP_FROND && !rn2(6)) { otmp->quan = 2L; } } break; case GEM_CLASS: otmp->corpsenm = 0; /* LOADSTONE hack */ if (otmp->otyp == LOADSTONE) curse(otmp); else if (otmp->otyp == ROCK) otmp->quan = (long) rn1(6, 6); else if (otmp->otyp != LUCKSTONE && !rn2(6)) otmp->quan = 2L; else otmp->quan = 1L; break; case TOOL_CLASS: switch (otmp->otyp) { case TALLOW_CANDLE: case WAX_CANDLE: otmp->spe = 1; otmp->age = 20L * /* 400 or 200 */ (long) objects[otmp->otyp].oc_cost; otmp->lamplit = 0; otmp->quan = 1L + (long) (rn2(2) ? rn2(7) : 0); blessorcurse(otmp, 5); break; case BRASS_LANTERN: case OIL_LAMP: otmp->spe = 1; otmp->age = (long) rn1(500, 1000); otmp->lamplit = 0; blessorcurse(otmp, 5); break; case MAGIC_LAMP: otmp->spe = 1; otmp->lamplit = 0; blessorcurse(otmp, 2); break; case CHEST: case LARGE_BOX: otmp->olocked = !!(rn2(5)); otmp->otrapped = !(rn2(10)); /*FALLTHRU*/ case ICE_BOX: case SACK: case OILSKIN_SACK: case BAG_OF_HOLDING: mkbox_cnts(otmp); break; case EXPENSIVE_CAMERA: case TINNING_KIT: case MAGIC_MARKER: otmp->spe = rn1(70, 30); break; case CAN_OF_GREASE: otmp->spe = rn1(21, 5); /* 0..20 + 5 => 5..25 */ blessorcurse(otmp, 10); break; case CRYSTAL_BALL: otmp->spe = rn1(5, 3); /* 0..4 + 3 => 3..7 */ blessorcurse(otmp, 2); break; case HORN_OF_PLENTY: case BAG_OF_TRICKS: otmp->spe = rn1(18, 3); /* 0..17 + 3 => 3..20 */ break; case FIGURINE: tryct = 0; do otmp->corpsenm = rndmonnum(); while (is_human(&mons[otmp->corpsenm]) && tryct++ < 30); blessorcurse(otmp, 4); break; case BELL_OF_OPENING: otmp->spe = 3; break; case MAGIC_FLUTE: case MAGIC_HARP: case FROST_HORN: case FIRE_HORN: case DRUM_OF_EARTHQUAKE: otmp->spe = rn1(5, 4); break; } break; case AMULET_CLASS: if (otmp->otyp == AMULET_OF_YENDOR) g.context.made_amulet = TRUE; if (rn2(10) && (otmp->otyp == AMULET_OF_STRANGULATION || otmp->otyp == AMULET_OF_CHANGE || otmp->otyp == AMULET_OF_RESTFUL_SLEEP)) { curse(otmp); } else blessorcurse(otmp, 10); break; case VENOM_CLASS: case CHAIN_CLASS: case BALL_CLASS: break; case POTION_CLASS: /* note: potions get some additional init below */ case SCROLL_CLASS: #ifdef MAIL_STRUCTURES if (otmp->otyp != SCR_MAIL) #endif blessorcurse(otmp, 4); break; case SPBOOK_CLASS: otmp->spestudied = 0; blessorcurse(otmp, 17); break; case ARMOR_CLASS: if (rn2(10) && (otmp->otyp == FUMBLE_BOOTS || otmp->otyp == LEVITATION_BOOTS || otmp->otyp == HELM_OF_OPPOSITE_ALIGNMENT || otmp->otyp == GAUNTLETS_OF_FUMBLING || !rn2(11))) { curse(otmp); otmp->spe = -rne(3); } else if (!rn2(10)) { otmp->blessed = rn2(2); otmp->spe = rne(3); } else blessorcurse(otmp, 10); if (artif && !rn2(40)) otmp = mk_artifact(otmp, (aligntyp) A_NONE); /* simulate lacquered armor for samurai */ if (Role_if(PM_SAMURAI) && otmp->otyp == SPLINT_MAIL && (g.moves <= 1 || In_quest(&u.uz))) { #ifdef UNIXPC /* optimizer bitfield bug */ otmp->oerodeproof = 1; otmp->rknown = 1; #else otmp->oerodeproof = otmp->rknown = 1; #endif } break; case WAND_CLASS: if (otmp->otyp == WAN_WISHING) otmp->spe = rnd(3); else otmp->spe = rn1(5, (objects[otmp->otyp].oc_dir == NODIR) ? 11 : 4); blessorcurse(otmp, 17); otmp->recharged = 0; /* used to control recharging */ break; case RING_CLASS: if (objects[otmp->otyp].oc_charged) { blessorcurse(otmp, 3); if (rn2(10)) { if (rn2(10) && bcsign(otmp)) otmp->spe = bcsign(otmp) * rne(3); else otmp->spe = rn2(2) ? rne(3) : -rne(3); } /* make useless +0 rings much less common */ if (otmp->spe == 0) otmp->spe = rn2(4) - rn2(3); /* negative rings are usually cursed */ if (otmp->spe < 0 && rn2(5)) curse(otmp); } else if (rn2(10) && (otmp->otyp == RIN_TELEPORTATION || otmp->otyp == RIN_POLYMORPH || otmp->otyp == RIN_AGGRAVATE_MONSTER || otmp->otyp == RIN_HUNGER || !rn2(9))) { curse(otmp); } break; case ROCK_CLASS: switch (otmp->otyp) { case STATUE: /* possibly overridden by mkcorpstat() */ otmp->corpsenm = rndmonnum(); if (!verysmall(&mons[otmp->corpsenm]) && rn2(level_difficulty() / 2 + 10) > 10) (void) add_to_container(otmp, mkobj(SPBOOK_no_NOVEL, FALSE)); } break; case COIN_CLASS: break; /* do nothing */ default: /* 3.6.3: this used to be impossible() followed by return 0 but most callers aren't prepared to deal with Null result and cluttering them up to do so is pointless */ panic("mksobj tried to make type %d, class %d.", (int) otmp->otyp, (int) objects[otmp->otyp].oc_class); /*NOTREACHED*/ } } /* some things must get done (corpsenm, timers) even if init = 0 */ switch ((otmp->oclass == POTION_CLASS && otmp->otyp != POT_OIL) ? POT_WATER : otmp->otyp) { case CORPSE: if (otmp->corpsenm == NON_PM) { otmp->corpsenm = undead_to_corpse(rndmonnum()); if (g.mvitals[otmp->corpsenm].mvflags & (G_NOCORPSE | G_GONE)) otmp->corpsenm = g.urole.malenum; } /*FALLTHRU*/ case STATUE: case FIGURINE: if (otmp->corpsenm == NON_PM) otmp->corpsenm = rndmonnum(); /*FALLTHRU*/ case EGG: /* case TIN: */ set_corpsenm(otmp, otmp->corpsenm); break; case POT_OIL: otmp->age = MAX_OIL_IN_FLASK; /* amount of oil */ /*FALLTHRU*/ case POT_WATER: /* POTION_CLASS */ otmp->fromsink = 0; /* overloads corpsenm, which was set to NON_PM */ break; case LEASH: otmp->leashmon = 0; /* overloads corpsenm, which was set to NON_PM */ break; case SPE_NOVEL: otmp->novelidx = -1; /* "none of the above"; will be changed */ otmp = oname(otmp, noveltitle(&otmp->novelidx)); break; } /* unique objects may have an associated artifact entry */ if (objects[otyp].oc_unique && !otmp->oartifact) otmp = mk_artifact(otmp, (aligntyp) A_NONE); otmp->owt = weight(otmp); return otmp; } /* * Several areas of the code made direct reassignments * to obj->corpsenm. Because some special handling is * required in certain cases, place that handling here * and call this routine in place of the direct assignment. * * If the object was a lizard or lichen corpse: * - ensure that you don't end up with some * other corpse type which has no rot-away timer. * * If the object was a troll corpse: * - ensure that you don't end up with some other * corpse type which resurrects from the dead. * * Re-calculates the weight of figurines and corpses to suit the * new species. * * Existing timeout value for egg hatch is preserved. * */ void set_corpsenm(obj, id) struct obj *obj; int id; { long when = 0L; if (obj->timed) { if (obj->otyp == EGG) when = stop_timer(HATCH_EGG, obj_to_any(obj)); else { when = 0L; obj_stop_timers(obj); /* corpse or figurine */ } } obj->corpsenm = id; switch (obj->otyp) { case CORPSE: start_corpse_timeout(obj); obj->owt = weight(obj); break; case FIGURINE: if (obj->corpsenm != NON_PM && !dead_species(obj->corpsenm, TRUE) && (carried(obj) || mcarried(obj))) attach_fig_transform_timeout(obj); obj->owt = weight(obj); break; case EGG: if (obj->corpsenm != NON_PM && !dead_species(obj->corpsenm, TRUE)) attach_egg_hatch_timeout(obj, when); break; default: /* tin, etc. */ obj->owt = weight(obj); break; } } /* Return the number of turns after which a Rider corpse revives */ long rider_revival_time(body, retry) struct obj *body; boolean retry; { long when; long minturn = retry ? 3L : (body->corpsenm == PM_DEATH) ? 6L : 12L; /* Riders have a 1/3 chance per turn of reviving after 12, 6, or 3 turns. Always revive by 67. */ for (when = minturn; when < 67L; when++) if (!rn2(3)) break; return when; } /* * Start a corpse decay or revive timer. * This takes the age of the corpse into consideration as of 3.4.0. */ void start_corpse_timeout(body) struct obj *body; { long when; /* rot away when this old */ long corpse_age; /* age of corpse */ int rot_adjust; short action; boolean no_revival; /* if a troll corpse was frozen, it won't get a revive timer */ no_revival = (body->norevive != 0); body->norevive = 0; /* always clear corpse's 'frozen' flag */ /* lizards and lichen don't rot or revive */ if (body->corpsenm == PM_LIZARD || body->corpsenm == PM_LICHEN) return; action = ROT_CORPSE; /* default action: rot away */ rot_adjust = g.in_mklev ? 25 : 10; /* give some variation */ corpse_age = g.monstermoves - body->age; if (corpse_age > ROT_AGE) when = rot_adjust; else when = ROT_AGE - corpse_age; when += (long) (rnz(rot_adjust) - rot_adjust); if (is_rider(&mons[body->corpsenm])) { action = REVIVE_MON; when = rider_revival_time(body, FALSE); } else if (mons[body->corpsenm].mlet == S_TROLL && !no_revival) { long age; for (age = 2; age <= TAINT_AGE; age++) if (!rn2(TROLL_REVIVE_CHANCE)) { /* troll revives */ action = REVIVE_MON; when = age; break; } } else if (!no_revival && g.zombify && zombie_form(&mons[body->corpsenm]) != NON_PM) { action = ZOMBIFY_MON; when = 5 + rn2(15); } (void) start_timer(when, TIMER_OBJECT, action, obj_to_any(body)); } static void maybe_adjust_light(obj, old_range) struct obj *obj; int old_range; { char buf[BUFSZ]; xchar ox, oy; int new_range = arti_light_radius(obj), delta = new_range - old_range; /* radius of light emitting artifact varies by curse/bless state so will change after blessing or cursing */ if (delta) { obj_adjust_light_radius(obj, new_range); /* simplifying assumptions: hero is wielding this object; artifacts have to be in use to emit light and monsters' gear won't change bless or curse state */ if (!Blind && get_obj_location(obj, &ox, &oy, 0)) { *buf = '\0'; if (iflags.last_msg == PLNMSG_OBJ_GLOWS) /* we just saw "The glows ." from dipping */ Strcpy(buf, (obj->quan == 1L) ? "It" : "They"); else if (carried(obj) || cansee(ox, oy)) Strcpy(buf, Yname2(obj)); if (*buf) { /* initial activation says "dimly" if cursed, "brightly" if uncursed, and "brilliantly" if blessed; when changing intensity, using "less brightly" is straightforward for dimming, but we need "brighter" rather than "more brightly" for brightening; ugh */ pline("%s %s %s%s.", buf, otense(obj, "shine"), (abs(delta) > 1) ? "much " : "", (delta > 0) ? "brighter" : "less brightly"); } } } } /* * bless(), curse(), unbless(), uncurse() -- any relevant message * about glowing amber/black/&c should be delivered prior to calling * these routines to make the actual curse/bless state change. */ void bless(otmp) register struct obj *otmp; { int old_light = 0; if (otmp->oclass == COIN_CLASS) return; if (otmp->lamplit) old_light = arti_light_radius(otmp); otmp->cursed = 0; otmp->blessed = 1; if (carried(otmp) && confers_luck(otmp)) set_moreluck(); else if (otmp->otyp == BAG_OF_HOLDING) otmp->owt = weight(otmp); else if (otmp->otyp == FIGURINE && otmp->timed) (void) stop_timer(FIG_TRANSFORM, obj_to_any(otmp)); if (otmp->lamplit) maybe_adjust_light(otmp, old_light); return; } void unbless(otmp) register struct obj *otmp; { int old_light = 0; if (otmp->lamplit) old_light = arti_light_radius(otmp); otmp->blessed = 0; if (carried(otmp) && confers_luck(otmp)) set_moreluck(); else if (otmp->otyp == BAG_OF_HOLDING) otmp->owt = weight(otmp); if (otmp->lamplit) maybe_adjust_light(otmp, old_light); } void curse(otmp) register struct obj *otmp; { unsigned already_cursed; int old_light = 0; if (otmp->oclass == COIN_CLASS) return; if (otmp->lamplit) old_light = arti_light_radius(otmp); already_cursed = otmp->cursed; otmp->blessed = 0; otmp->cursed = 1; /* welded two-handed weapon interferes with some armor removal */ if (otmp == uwep && bimanual(uwep)) reset_remarm(); /* rules at top of wield.c state that twoweapon cannot be done with cursed alternate weapon */ if (otmp == uswapwep && u.twoweap) drop_uswapwep(); /* some cursed items need immediate updating */ if (carried(otmp) && confers_luck(otmp)) { set_moreluck(); } else if (otmp->otyp == BAG_OF_HOLDING) { otmp->owt = weight(otmp); } else if (otmp->otyp == FIGURINE) { if (otmp->corpsenm != NON_PM && !dead_species(otmp->corpsenm, TRUE) && (carried(otmp) || mcarried(otmp))) attach_fig_transform_timeout(otmp); } else if (otmp->oclass == SPBOOK_CLASS) { /* if book hero is reading becomes cursed, interrupt */ if (!already_cursed) book_cursed(otmp); } if (otmp->lamplit) maybe_adjust_light(otmp, old_light); return; } void uncurse(otmp) register struct obj *otmp; { int old_light = 0; if (otmp->lamplit) old_light = arti_light_radius(otmp); otmp->cursed = 0; if (carried(otmp) && confers_luck(otmp)) set_moreluck(); else if (otmp->otyp == BAG_OF_HOLDING) otmp->owt = weight(otmp); else if (otmp->otyp == FIGURINE && otmp->timed) (void) stop_timer(FIG_TRANSFORM, obj_to_any(otmp)); if (otmp->lamplit) maybe_adjust_light(otmp, old_light); return; } void blessorcurse(otmp, chance) register struct obj *otmp; register int chance; { if (otmp->blessed || otmp->cursed) return; if (!rn2(chance)) { if (!rn2(2)) { curse(otmp); } else { bless(otmp); } } return; } int bcsign(otmp) register struct obj *otmp; { return (!!otmp->blessed - !!otmp->cursed); } /* set the object's bless/curse-state known flag */ void set_bknown(obj, onoff) struct obj *obj; unsigned onoff; /* 1 or 0 */ { if (obj->bknown != onoff) { obj->bknown = onoff; if (obj->where == OBJ_INVENT && g.moves > 1L) update_inventory(); } } /* * Calculate the weight of the given object. This will recursively follow * and calculate the weight of any containers. * * Note: It is possible to end up with an incorrect weight if some part * of the code messes with a contained object and doesn't update the * container's weight. */ int weight(obj) register struct obj *obj; { int wt = (int) objects[obj->otyp].oc_weight; /* glob absorpsion means that merging globs accumulates weight while quantity stays 1, so update 'wt' to reflect that, unless owt is 0, when we assume this is a brand new glob so use objects[].oc_weight */ if (obj->globby && obj->owt > 0) wt = obj->owt; if (Is_container(obj) || obj->otyp == STATUE) { struct obj *contents; register int cwt = 0; if (obj->otyp == STATUE && obj->corpsenm >= LOW_PM) wt = (int) obj->quan * ((int) mons[obj->corpsenm].cwt * 3 / 2); for (contents = obj->cobj; contents; contents = contents->nobj) cwt += weight(contents); /* * The weight of bags of holding is calculated as the weight * of the bag plus the weight of the bag's contents modified * as follows: * * Bag status Weight of contents * ---------- ------------------ * cursed 2x * blessed x/4 [rounded up: (x+3)/4] * otherwise x/2 [rounded up: (x+1)/2] * * The macro DELTA_CWT in pickup.c also implements these * weight equations. */ if (obj->otyp == BAG_OF_HOLDING) cwt = obj->cursed ? (cwt * 2) : obj->blessed ? ((cwt + 3) / 4) : ((cwt + 1) / 2); return wt + cwt; } if (obj->otyp == CORPSE && obj->corpsenm >= LOW_PM) { long long_wt = obj->quan * (long) mons[obj->corpsenm].cwt; wt = (long_wt > LARGEST_INT) ? LARGEST_INT : (int) long_wt; if (obj->oeaten) wt = eaten_stat(wt, obj); return wt; } else if (obj->oclass == FOOD_CLASS && obj->oeaten) { return eaten_stat((int) obj->quan * wt, obj); } else if (obj->oclass == COIN_CLASS) { return (int) ((obj->quan + 50L) / 100L); } else if (obj->otyp == HEAVY_IRON_BALL && obj->owt != 0) { return (int) obj->owt; /* kludge for "very" heavy iron ball */ } else if (obj->otyp == CANDELABRUM_OF_INVOCATION && obj->spe) { return wt + obj->spe * (int) objects[TALLOW_CANDLE].oc_weight; } return (wt ? wt * (int) obj->quan : ((int) obj->quan + 1) >> 1); } static const int treefruits[] = { APPLE, ORANGE, PEAR, BANANA, EUCALYPTUS_LEAF }; /* called when a tree is kicked; never returns Null */ struct obj * rnd_treefruit_at(x, y) int x, y; { return mksobj_at(treefruits[rn2(SIZE(treefruits))], x, y, TRUE, FALSE); } /* create a stack of N gold pieces; never returns Null */ struct obj * mkgold(amount, x, y) long amount; int x, y; { struct obj *gold = g_at(x, y); if (amount <= 0L) { long mul = rnd(30 / max(12-depth(&u.uz), 2)); amount = (long) (1 + rnd(level_difficulty() + 2) * mul); } if (gold) { gold->quan += amount; } else { gold = mksobj_at(GOLD_PIECE, x, y, TRUE, FALSE); gold->quan = amount; } gold->owt = weight(gold); return gold; } /* return TRUE if the corpse has special timing; lizards and lichen don't rot, trolls and Riders auto-revive */ #define special_corpse(num) \ (((num) == PM_LIZARD || (num) == PM_LICHEN) \ || (mons[num].mlet == S_TROLL || is_rider(&mons[num]))) /* mkcorpstat: make a corpse or statue; never returns Null. * * OEXTRA note: Passing mtmp causes mtraits to be saved * even if ptr passed as well, but ptr is always used for * the corpse type (corpsenm). That allows the corpse type * to be different from the original monster, * i.e. vampire -> human corpse * yet still allow restoration of the original monster upon * resurrection. */ struct obj * mkcorpstat(objtype, mtmp, ptr, x, y, corpstatflags) int objtype; /* CORPSE or STATUE */ struct monst *mtmp; struct permonst *ptr; int x, y; unsigned corpstatflags; { struct obj *otmp; boolean init = ((corpstatflags & CORPSTAT_INIT) != 0); if (objtype != CORPSE && objtype != STATUE) impossible("making corpstat type %d", objtype); if (x == 0 && y == 0) { /* special case - random placement */ otmp = mksobj(objtype, init, FALSE); (void) rloco(otmp); } else { otmp = mksobj_at(objtype, x, y, init, FALSE); } /* when 'mtmp' is non-null save the monster's details with the corpse or statue; it will also force the 'ptr' override below */ if (mtmp) { /* save_mtraits updates otmp->oextra->omonst in place */ (void) save_mtraits(otmp, mtmp); if (!ptr) ptr = mtmp->data; /* don't give a revive timer to a cancelled troll's corpse */ if (mtmp->mcan && !is_rider(ptr)) otmp->norevive = 1; } /* when 'ptr' is non-null it comes from our caller or from 'mtmp'; override mkobjs()'s initialization of a random monster type */ if (ptr) { int old_corpsenm = otmp->corpsenm; otmp->corpsenm = monsndx(ptr); otmp->owt = weight(otmp); if (otmp->otyp == CORPSE && (g.zombify || special_corpse(old_corpsenm) || special_corpse(otmp->corpsenm))) { obj_stop_timers(otmp); start_corpse_timeout(otmp); } } return otmp; } /* * Return the type of monster that this corpse will * revive as, even if it has a monster structure * attached to it. In that case, you can't just * use obj->corpsenm, because the stored monster * type can, and often is, different. * The return value is an index into mons[]. */ int corpse_revive_type(obj) struct obj *obj; { int revivetype = obj->corpsenm; struct monst *mtmp; if (has_omonst(obj) && ((mtmp = get_mtraits(obj, FALSE)) != 0)) { /* mtmp is a temporary pointer to a monster's stored attributes, not a real monster */ revivetype = mtmp->mnum; } return revivetype; } /* * Attach a monster id to an object, to provide * a lasting association between the two. */ struct obj * obj_attach_mid(obj, mid) struct obj *obj; unsigned mid; { if (!mid || !obj) return (struct obj *) 0; newomid(obj); OMID(obj) = mid; return obj; } static struct obj * save_mtraits(obj, mtmp) struct obj *obj; struct monst *mtmp; { if (mtmp->ispriest) forget_temple_entry(mtmp); /* EPRI() */ if (!has_omonst(obj)) newomonst(obj); if (has_omonst(obj)) { int baselevel = mtmp->data->mlevel; struct monst *mtmp2 = OMONST(obj); *mtmp2 = *mtmp; mtmp2->mextra = (struct mextra *) 0; if (mtmp->data) mtmp2->mnum = monsndx(mtmp->data); /* invalidate pointers */ /* m_id is needed to know if this is a revived quest leader */ /* but m_id must be cleared when loading bones */ mtmp2->nmon = (struct monst *) 0; mtmp2->data = (struct permonst *) 0; mtmp2->minvent = (struct obj *) 0; if (mtmp->mextra) copy_mextra(mtmp2, mtmp); /* if mtmp is a long worm with segments, its saved traits will be one without any segments */ mtmp2->wormno = 0; /* mtmp might have been killed by repeated life draining; make sure mtmp2 can survive if revived ('baselevel' will be 0 for 1d4 mon) */ if (mtmp2->mhpmax <= baselevel) mtmp2->mhpmax = baselevel + 1; /* mtmp is assumed to be dead but we don't kill it or its saved traits, just force those to have a sane value for current HP */ if (mtmp2->mhp > mtmp2->mhpmax) mtmp2->mhp = mtmp2->mhpmax; if (mtmp2->mhp < 1) mtmp2->mhp = 0; } return obj; } /* returns a pointer to a new monst structure based on * the one contained within the obj. */ struct monst * get_mtraits(obj, copyof) struct obj *obj; boolean copyof; { struct monst *mtmp = (struct monst *) 0; struct monst *mnew = (struct monst *) 0; if (has_omonst(obj)) mtmp = OMONST(obj); if (mtmp) { if (copyof) { mnew = newmonst(); *mnew = *mtmp; mnew->mextra = (struct mextra *) 0; if (mtmp->mextra) copy_mextra(mnew, mtmp); } else { /* Never insert this returned pointer into mon chains! */ mnew = mtmp; } mnew->data = &mons[mnew->mnum]; } return mnew; } /* make an object named after someone listed in the scoreboard file; never returns Null */ struct obj * mk_tt_object(objtype, x, y) int objtype; /* CORPSE or STATUE */ int x, y; { struct obj *otmp; boolean initialize_it; /* player statues never contain books */ initialize_it = (objtype != STATUE); otmp = mksobj_at(objtype, x, y, initialize_it, FALSE); /* tt_oname() will return null if the scoreboard is empty; assigning an object name used to allocate a new obj but doesn't any more so we can safely ignore the return value */ (void) tt_oname(otmp); return otmp; } /* make a new corpse or statue, uninitialized if a statue (i.e. no books); never returns Null */ struct obj * mk_named_object(objtype, ptr, x, y, nm) int objtype; /* CORPSE or STATUE */ struct permonst *ptr; int x, y; const char *nm; { struct obj *otmp; unsigned corpstatflags = (objtype != STATUE) ? CORPSTAT_INIT : CORPSTAT_NONE; otmp = mkcorpstat(objtype, (struct monst *) 0, ptr, x, y, corpstatflags); if (nm) otmp = oname(otmp, nm); return otmp; } boolean is_flammable(otmp) register struct obj *otmp; { int otyp = otmp->otyp; int omat = objects[otyp].oc_material; /* Candles can be burned, but they're not flammable in the sense that * they can't get fire damage and it makes no sense for them to be * fireproofed. */ if (Is_candle(otmp)) return FALSE; if (objects[otyp].oc_oprop == FIRE_RES || otyp == WAN_FIRE) return FALSE; return (boolean) ((omat <= WOOD && omat != LIQUID) || omat == PLASTIC); } boolean is_rottable(otmp) register struct obj *otmp; { int otyp = otmp->otyp; return (boolean) (objects[otyp].oc_material <= WOOD && objects[otyp].oc_material != LIQUID); } /* * These routines maintain the single-linked lists headed in g.level.objects[][] * and threaded through the nexthere fields in the object-instance structure. */ /* put the object at the given location */ void place_object(otmp, x, y) register struct obj *otmp; int x, y; { register struct obj *otmp2 = g.level.objects[x][y]; if (!isok(x, y)) { /* validate location */ void VDECL((*func), (const char *, ...)) PRINTF_F(1, 2); func = (x < 0 || y < 0 || x > COLNO - 1 || y > ROWNO - 1) ? panic : impossible; (*func)("place_object: \"%s\" [%d] off map <%d,%d>", safe_typename(otmp->otyp), otmp->where, x, y); } if (otmp->where != OBJ_FREE) panic("place_object: obj \"%s\" [%d] not free", safe_typename(otmp->otyp), otmp->where); obj_no_longer_held(otmp); if (otmp->otyp == BOULDER) { if (!otmp2 || otmp2->otyp != BOULDER) block_point(x, y); /* vision */ } /* non-boulder object goes under boulders so that map will show boulder here without display code needing to traverse pile chain to find one */ if (otmp2 && otmp2->otyp == BOULDER && otmp->otyp != BOULDER) { /* 3.6.3: put otmp under last consecutive boulder rather than under just the first one; multiple boulders at same spot in new games will be consecutive due to this, ones in old games saved before this change might not be; can affect the map display if the top boulder is moved/removed by some means other than pushing */ while (otmp2->nexthere && otmp2->nexthere->otyp == BOULDER) otmp2 = otmp2->nexthere; otmp->nexthere = otmp2->nexthere; otmp2->nexthere = otmp; } else { /* put on top of current pile */ otmp->nexthere = otmp2; g.level.objects[x][y] = otmp; } /* set the new object's location */ otmp->ox = x; otmp->oy = y; otmp->where = OBJ_FLOOR; /* add to floor chain */ otmp->nobj = fobj; fobj = otmp; if (otmp->timed) obj_timer_checks(otmp, x, y, 0); } #define ROT_ICE_ADJUSTMENT 2 /* rotting on ice takes 2 times as long */ /* If ice was affecting any objects correct that now * Also used for starting ice effects too. [zap.c] */ void obj_ice_effects(x, y, do_buried) int x, y; boolean do_buried; { struct obj *otmp; for (otmp = g.level.objects[x][y]; otmp; otmp = otmp->nexthere) { if (otmp->timed) obj_timer_checks(otmp, x, y, 0); } if (do_buried) { for (otmp = g.level.buriedobjlist; otmp; otmp = otmp->nobj) { if (otmp->ox == x && otmp->oy == y) { if (otmp->timed) obj_timer_checks(otmp, x, y, 0); } } } } /* * Returns an obj->age for a corpse object on ice, that would be the * actual obj->age if the corpse had just been lifted from the ice. * This is useful when just using obj->age in a check or calculation because * rot timers pertaining to the object don't have to be stopped and * restarted etc. */ long peek_at_iced_corpse_age(otmp) struct obj *otmp; { long age, retval = otmp->age; if (otmp->otyp == CORPSE && otmp->on_ice) { /* Adjust the age; must be same as obj_timer_checks() for off ice*/ age = g.monstermoves - otmp->age; retval += age * (ROT_ICE_ADJUSTMENT - 1) / ROT_ICE_ADJUSTMENT; debugpline3( "The %s age has ice modifications: otmp->age = %ld, returning %ld.", s_suffix(doname(otmp)), otmp->age, retval); debugpline1("Effective age of corpse: %ld.", g.monstermoves - retval); } return retval; } static void obj_timer_checks(otmp, x, y, force) struct obj *otmp; xchar x, y; int force; /* 0 = no force so do checks, <0 = force off, >0 force on */ { long tleft = 0L; short action = ROT_CORPSE; boolean restart_timer = FALSE; boolean on_floor = (otmp->where == OBJ_FLOOR); boolean buried = (otmp->where == OBJ_BURIED); /* Check for corpses just placed on or in ice */ if (otmp->otyp == CORPSE && (on_floor || buried) && is_ice(x, y)) { tleft = stop_timer(action, obj_to_any(otmp)); if (tleft == 0L) { action = REVIVE_MON; tleft = stop_timer(action, obj_to_any(otmp)); } if (tleft != 0L) { long age; /* mark the corpse as being on ice */ otmp->on_ice = 1; debugpline3("%s is now on ice at <%d,%d>.", The(xname(otmp)), x, y); /* Adjust the time remaining */ tleft *= ROT_ICE_ADJUSTMENT; restart_timer = TRUE; /* Adjust the age; time spent off ice needs to be multiplied by the ice adjustment and subtracted from the age so that later calculations behave as if it had been on ice during that time (longwinded way of saying this is the inverse of removing it from the ice and of peeking at its age). */ age = g.monstermoves - otmp->age; otmp->age = g.monstermoves - (age * ROT_ICE_ADJUSTMENT); } /* Check for corpses coming off ice */ } else if (force < 0 || (otmp->otyp == CORPSE && otmp->on_ice && !((on_floor || buried) && is_ice(x, y)))) { tleft = stop_timer(action, obj_to_any(otmp)); if (tleft == 0L) { action = REVIVE_MON; tleft = stop_timer(action, obj_to_any(otmp)); } if (tleft != 0L) { long age; otmp->on_ice = 0; debugpline3("%s is no longer on ice at <%d,%d>.", The(xname(otmp)), x, y); /* Adjust the remaining time */ tleft /= ROT_ICE_ADJUSTMENT; restart_timer = TRUE; /* Adjust the age */ age = g.monstermoves - otmp->age; otmp->age += age * (ROT_ICE_ADJUSTMENT - 1) / ROT_ICE_ADJUSTMENT; } } /* now re-start the timer with the appropriate modifications */ if (restart_timer) (void) start_timer(tleft, TIMER_OBJECT, action, obj_to_any(otmp)); } #undef ROT_ICE_ADJUSTMENT void remove_object(otmp) register struct obj *otmp; { xchar x = otmp->ox; xchar y = otmp->oy; if (otmp->where != OBJ_FLOOR) panic("remove_object: obj not on floor"); extract_nexthere(otmp, &g.level.objects[x][y]); extract_nobj(otmp, &fobj); /* update vision iff this was the only boulder at its spot */ if (otmp->otyp == BOULDER && !sobj_at(BOULDER, x, y)) unblock_point(x, y); /* vision */ if (otmp->timed) obj_timer_checks(otmp, x, y, 0); } /* throw away all of a monster's inventory */ void discard_minvent(mtmp, uncreate_artifacts) struct monst *mtmp; boolean uncreate_artifacts; { struct obj *otmp, *mwep = MON_WEP(mtmp); boolean keeping_mon = !DEADMONSTER(mtmp); while ((otmp = mtmp->minvent) != 0) { /* this has now become very similar to m_useupall()... */ obj_extract_self(otmp); if (otmp->owornmask) { if (keeping_mon) { if (otmp == mwep) mwepgone(mtmp), mwep = 0; mtmp->misc_worn_check &= ~otmp->owornmask; update_mon_intrinsics(mtmp, otmp, FALSE, TRUE); } otmp->owornmask = 0L; /* obfree() expects this */ } if (uncreate_artifacts && otmp->oartifact) artifact_exists(otmp, safe_oname(otmp), FALSE); obfree(otmp, (struct obj *) 0); /* dealloc_obj() isn't sufficient */ } } /* * Free obj from whatever list it is on in preparation for deleting it * or moving it elsewhere; obj->where will end up set to OBJ_FREE. * Doesn't handle unwearing of objects in hero's or monsters' inventories. * * Object positions: * OBJ_FREE not on any list * OBJ_FLOOR fobj, level.locations[][] chains (use remove_object) * OBJ_CONTAINED cobj chain of container object * OBJ_INVENT hero's invent chain (use freeinv) * OBJ_MINVENT monster's invent chain * OBJ_MIGRATING migrating chain * OBJ_BURIED level.buriedobjs chain * OBJ_ONBILL on g.billobjs chain * OBJ_LUAFREE obj is dealloc'd from core, but still used by lua */ void obj_extract_self(obj) struct obj *obj; { switch (obj->where) { case OBJ_FREE: case OBJ_LUAFREE: break; case OBJ_FLOOR: remove_object(obj); break; case OBJ_CONTAINED: extract_nobj(obj, &obj->ocontainer->cobj); container_weight(obj->ocontainer); obj->ocontainer = (struct obj *) 0; /* clear stale back-link */ break; case OBJ_INVENT: freeinv(obj); break; case OBJ_MINVENT: extract_nobj(obj, &obj->ocarry->minvent); obj->ocarry = (struct monst *) 0; /* clear stale back-link */ break; case OBJ_MIGRATING: extract_nobj(obj, &g.migrating_objs); break; case OBJ_BURIED: extract_nobj(obj, &g.level.buriedobjlist); break; case OBJ_ONBILL: extract_nobj(obj, &g.billobjs); break; default: panic("obj_extract_self"); break; } } /* Extract the given object from the chain, following nobj chain. */ void extract_nobj(obj, head_ptr) struct obj *obj, **head_ptr; { struct obj *curr, *prev; curr = *head_ptr; for (prev = (struct obj *) 0; curr; prev = curr, curr = curr->nobj) { if (curr == obj) { if (prev) prev->nobj = curr->nobj; else *head_ptr = curr->nobj; break; } } if (!curr) panic("extract_nobj: object lost"); obj->where = OBJ_FREE; obj->nobj = (struct obj *) 0; } /* * Extract the given object from the chain, following nexthere chain. * * This does not set obj->where, this function is expected to be called * in tandem with extract_nobj, which does set it. */ void extract_nexthere(obj, head_ptr) struct obj *obj, **head_ptr; { struct obj *curr, *prev; curr = *head_ptr; for (prev = (struct obj *) 0; curr; prev = curr, curr = curr->nexthere) { if (curr == obj) { if (prev) prev->nexthere = curr->nexthere; else *head_ptr = curr->nexthere; break; } } if (!curr) panic("extract_nexthere: object lost"); obj->nexthere = (struct obj *) 0; } /* * Add obj to mon's inventory. If obj is able to merge with something already * in the inventory, then the passed obj is deleted and 1 is returned. * Otherwise 0 is returned. */ int add_to_minv(mon, obj) struct monst *mon; struct obj *obj; { struct obj *otmp; if (obj->where != OBJ_FREE) panic("add_to_minv: obj not free"); /* merge if possible */ for (otmp = mon->minvent; otmp; otmp = otmp->nobj) if (merged(&otmp, &obj)) return 1; /* obj merged and then free'd */ /* else insert; don't bother forcing it to end of chain */ obj->where = OBJ_MINVENT; obj->ocarry = mon; obj->nobj = mon->minvent; mon->minvent = obj; return 0; /* obj on mon's inventory chain */ } /* * Add obj to container, make sure obj is "free". Returns (merged) obj. * The input obj may be deleted in the process. */ struct obj * add_to_container(container, obj) struct obj *container, *obj; { struct obj *otmp; if (obj->where != OBJ_FREE) panic("add_to_container: obj not free"); if (container->where != OBJ_INVENT && container->where != OBJ_MINVENT) obj_no_longer_held(obj); /* merge if possible */ for (otmp = container->cobj; otmp; otmp = otmp->nobj) if (merged(&otmp, &obj)) return otmp; obj->where = OBJ_CONTAINED; obj->ocontainer = container; obj->nobj = container->cobj; container->cobj = obj; return obj; } void add_to_migration(obj) struct obj *obj; { if (obj->where != OBJ_FREE) panic("add_to_migration: obj not free"); /* lock picking context becomes stale if it's for this object */ if (Is_container(obj)) maybe_reset_pick(obj); obj->where = OBJ_MIGRATING; obj->nobj = g.migrating_objs; obj->omigr_from_dnum = u.uz.dnum; obj->omigr_from_dlevel = u.uz.dlevel; g.migrating_objs = obj; } void add_to_buried(obj) struct obj *obj; { if (obj->where != OBJ_FREE) panic("add_to_buried: obj not free"); obj->where = OBJ_BURIED; obj->nobj = g.level.buriedobjlist; g.level.buriedobjlist = obj; } /* Recalculate the weight of this container and all of _its_ containers. */ static void container_weight(container) struct obj *container; { container->owt = weight(container); if (container->where == OBJ_CONTAINED) container_weight(container->ocontainer); /* else if (container->where == OBJ_INVENT) recalculate load delay here ??? */ } /* * Deallocate the object. _All_ objects should be run through here for * them to be deallocated. */ void dealloc_obj(obj) struct obj *obj; { if (obj->where != OBJ_FREE && obj->where != OBJ_LUAFREE) panic("dealloc_obj: obj not free"); if (obj->nobj) panic("dealloc_obj with nobj"); if (obj->cobj) panic("dealloc_obj with cobj"); /* free up any timers attached to the object */ if (obj->timed) obj_stop_timers(obj); /* * Free up any light sources attached to the object. * * We may want to just call del_light_source() without any * checks (requires a code change there). Otherwise this * list must track all objects that can have a light source * attached to it (and also requires lamplit to be set). */ if (obj_sheds_light(obj)) { del_light_source(LS_OBJECT, obj_to_any(obj)); obj->lamplit = 0; } if (obj == g.thrownobj) g.thrownobj = 0; if (obj == g.kickedobj) g.kickedobj = 0; if (obj->oextra) dealloc_oextra(obj); if (obj->lua_ref_cnt) { /* obj is referenced from a lua script, let lua gc free it */ obj->where = OBJ_LUAFREE; return; } free((genericptr_t) obj); } /* create an object from a horn of plenty; mirrors bagotricks(makemon.c) */ int hornoplenty(horn, tipping) struct obj *horn; boolean tipping; /* caller emptying entire contents; affects shop handling */ { int objcount = 0; if (!horn || horn->otyp != HORN_OF_PLENTY) { impossible("bad horn o' plenty"); } else if (horn->spe < 1) { pline1(nothing_happens); } else { struct obj *obj; const char *what; consume_obj_charge(horn, !tipping); if (!rn2(13)) { obj = mkobj(POTION_CLASS, FALSE); if (objects[obj->otyp].oc_magic) do { obj->otyp = rnd_class(POT_BOOZE, POT_WATER); } while (obj->otyp == POT_SICKNESS); what = (obj->quan > 1L) ? "Some potions" : "A potion"; } else { obj = mkobj(FOOD_CLASS, FALSE); if (obj->otyp == FOOD_RATION && !rn2(7)) obj->otyp = LUMP_OF_ROYAL_JELLY; what = "Some food"; } ++objcount; pline("%s %s out.", what, vtense(what, "spill")); obj->blessed = horn->blessed; obj->cursed = horn->cursed; obj->owt = weight(obj); /* using a shop's horn of plenty entails a usage fee and also confers ownership of the created item to the shopkeeper */ if (horn->unpaid) addtobill(obj, FALSE, FALSE, tipping); /* if it ended up on bill, we don't want "(unpaid, N zorkids)" being included in its formatted name during next message */ iflags.suppress_price++; if (!tipping) { obj = hold_another_object(obj, u.uswallow ? "Oops! %s out of your reach!" : (Is_airlevel(&u.uz) || Is_waterlevel(&u.uz) || levl[u.ux][u.uy].typ < IRONBARS || levl[u.ux][u.uy].typ >= ICE) ? "Oops! %s away from you!" : "Oops! %s to the floor!", The(aobjnam(obj, "slip")), (char *) 0); nhUse(obj); } else { /* assumes this is taking place at hero's location */ if (!can_reach_floor(TRUE)) { hitfloor(obj, TRUE); /* does altar check, message, drop */ } else { if (IS_ALTAR(levl[u.ux][u.uy].typ)) doaltarobj(obj); /* does its own drop message */ else pline("%s %s to the %s.", Doname2(obj), otense(obj, "drop"), surface(u.ux, u.uy)); dropy(obj); } } iflags.suppress_price--; if (horn->dknown) makeknown(HORN_OF_PLENTY); } return objcount; } /* support for wizard-mode's `sanity_check' option */ static const char NEARDATA /* pline formats for insane_object() */ ofmt0[] = "%s obj %s %s: %s", ofmt3[] = "%s [not null] %s %s: %s", /* " held by mon %p (%s)" will be appended, filled by M,mon_nam(M) */ mfmt1[] = "%s obj %s %s (%s)", mfmt2[] = "%s obj %s %s (%s) *not*"; /* Check all object lists for consistency. */ void obj_sanity_check() { int x, y; struct obj *obj; /* * TODO: * Should check whether the obj->bypass and/or obj->nomerge bits * are set. Those are both used for temporary purposes and should * be clear between moves. */ objlist_sanity(fobj, OBJ_FLOOR, "floor sanity"); /* check that the map's record of floor objects is consistent; those objects should have already been sanity checked via the floor list so container contents are skipped here */ for (x = 0; x < COLNO; x++) for (y = 0; y < ROWNO; y++) for (obj = g.level.objects[x][y]; obj; obj = obj->nexthere) { /* should match ; <0,*> should always be empty */ if (obj->where != OBJ_FLOOR || x == 0 || obj->ox != x || obj->oy != y) { char at_fmt[BUFSZ]; Sprintf(at_fmt, "%%s obj@<%d,%d> %%s %%s: %%s@<%d,%d>", x, y, obj->ox, obj->oy); insane_object(obj, at_fmt, "location sanity", (struct monst *) 0); } } objlist_sanity(g.invent, OBJ_INVENT, "invent sanity"); objlist_sanity(g.migrating_objs, OBJ_MIGRATING, "migrating sanity"); objlist_sanity(g.level.buriedobjlist, OBJ_BURIED, "buried sanity"); objlist_sanity(g.billobjs, OBJ_ONBILL, "bill sanity"); mon_obj_sanity(fmon, "minvent sanity"); mon_obj_sanity(g.migrating_mons, "migrating minvent sanity"); /* monsters temporarily in transit; they should have arrived with hero by the time we get called */ if (g.mydogs) { impossible("g.mydogs sanity [not empty]"); mon_obj_sanity(g.mydogs, "mydogs minvent sanity"); } /* objects temporarily freed from invent/floor lists; they should have arrived somewhere by the time we get called */ if (g.thrownobj) insane_object(g.thrownobj, ofmt3, "g.thrownobj sanity", (struct monst *) 0); if (g.kickedobj) insane_object(g.kickedobj, ofmt3, "g.kickedobj sanity", (struct monst *) 0); /* g.current_wand isn't removed from invent while in use, but should be Null between moves when we're called */ if (g.current_wand) insane_object(g.current_wand, ofmt3, "g.current_wand sanity", (struct monst *) 0); } /* sanity check for objects on specified list (fobj, &c) */ static void objlist_sanity(objlist, wheretype, mesg) struct obj *objlist; int wheretype; const char *mesg; { struct obj *obj; for (obj = objlist; obj; obj = obj->nobj) { if (obj->where != wheretype) insane_object(obj, ofmt0, mesg, (struct monst *) 0); if (Has_contents(obj)) { if (wheretype == OBJ_ONBILL) /* containers on shop bill should always be empty */ insane_object(obj, "%s obj contains something! %s %s: %s", mesg, (struct monst *) 0); check_contained(obj, mesg); } if (obj->owornmask) { char maskbuf[40]; boolean bc_ok = FALSE; switch (obj->where) { case OBJ_INVENT: case OBJ_MINVENT: sanity_check_worn(obj); break; case OBJ_MIGRATING: /* migrating objects overload the owornmask field with a destination code; skip attempt to check it */ break; case OBJ_FLOOR: /* note: ball and chain can also be OBJ_FREE, but not across turns so this sanity check shouldn't encounter that */ bc_ok = TRUE; /*FALLTHRU*/ default: if ((obj != uchain && obj != uball) || !bc_ok) { /* discovered an object not in inventory which erroneously has worn mask set */ Sprintf(maskbuf, "worn mask 0x%08lx", obj->owornmask); insane_object(obj, ofmt0, maskbuf, (struct monst *) 0); } break; } if (obj->globby) check_glob(obj, mesg); } } } /* sanity check for objects carried by all monsters in specified list */ static void mon_obj_sanity(monlist, mesg) struct monst *monlist; const char *mesg; { struct monst *mon; struct obj *obj, *mwep; for (mon = monlist; mon; mon = mon->nmon) { if (DEADMONSTER(mon)) continue; mwep = MON_WEP(mon); if (mwep) { if (!mcarried(mwep)) insane_object(mwep, mfmt1, mesg, mon); if (mwep->ocarry != mon) insane_object(mwep, mfmt2, mesg, mon); } for (obj = mon->minvent; obj; obj = obj->nobj) { if (obj->where != OBJ_MINVENT) insane_object(obj, mfmt1, mesg, mon); if (obj->ocarry != mon) insane_object(obj, mfmt2, mesg, mon); if (obj->globby) check_glob(obj, mesg); check_contained(obj, mesg); } } } /* This must stay consistent with the defines in obj.h. */ static const char *obj_state_names[NOBJ_STATES] = { "free", "floor", "contained", "invent", "minvent", "migrating", "buried", "onbill", "luafree" }; static const char * where_name(obj) struct obj *obj; { static char unknown[32]; /* big enough to handle rogue 64-bit int */ int where; if (!obj) return "nowhere"; where = obj->where; if (where < 0 || where >= NOBJ_STATES || !obj_state_names[where]) { Sprintf(unknown, "unknown[%d]", where); return unknown; } return obj_state_names[where]; } static void insane_object(obj, fmt, mesg, mon) struct obj *obj; const char *fmt, *mesg; struct monst *mon; { const char *objnm, *monnm; char altfmt[BUFSZ]; objnm = monnm = "null!"; if (obj) { iflags.override_ID++; objnm = doname(obj); iflags.override_ID--; } if (mon || (strstri(mesg, "minvent") && !strstri(mesg, "contained"))) { Strcat(strcpy(altfmt, fmt), " held by mon %s (%s)"); if (mon) monnm = x_monnam(mon, ARTICLE_A, (char *) 0, EXACT_NAME, TRUE); impossible(altfmt, mesg, fmt_ptr((genericptr_t) obj), where_name(obj), objnm, fmt_ptr((genericptr_t) mon), monnm); } else { impossible(fmt, mesg, fmt_ptr((genericptr_t) obj), where_name(obj), objnm); } } /* * Initialize a dummy obj with just enough info * to allow some of the tests in obj.h that * take an obj pointer to work. */ struct obj * init_dummyobj(obj, otyp, oquan) struct obj *obj; short otyp; long oquan; { if (obj) { *obj = cg.zeroobj; obj->otyp = otyp; obj->oclass = objects[otyp].oc_class; /* obj->dknown = 0; */ /* suppress known except for amulets (needed for fakes & real AoY) */ obj->known = (obj->oclass == AMULET_CLASS) ? obj->known /* default is "on" for types which don't use it */ : !objects[otyp].oc_uses_known; obj->quan = oquan ? oquan : 1L; obj->corpsenm = NON_PM; /* suppress statue and figurine details */ /* but suppressing fruit details leads to "bad fruit #0" */ if (obj->otyp == SLIME_MOLD) obj->spe = g.context.current_fruit; } return obj; } /* obj sanity check: check objects inside container */ static void check_contained(container, mesg) struct obj *container; const char *mesg; { struct obj *obj; /* big enough to work with, not too big to blow out stack in recursion */ char mesgbuf[40], nestedmesg[120]; if (!Has_contents(container)) return; /* change "invent sanity" to "contained invent sanity" but leave "nested contained invent sanity" as is */ if (!strstri(mesg, "contained")) mesg = strcat(strcpy(mesgbuf, "contained "), mesg); for (obj = container->cobj; obj; obj = obj->nobj) { /* catch direct cycle to avoid unbounded recursion */ if (obj == container) panic("failed sanity check: container holds itself"); if (obj->where != OBJ_CONTAINED) insane_object(obj, "%s obj %s %s: %s", mesg, (struct monst *) 0); else if (obj->ocontainer != container) impossible("%s obj %s in container %s, not %s", mesg, fmt_ptr((genericptr_t) obj), fmt_ptr((genericptr_t) obj->ocontainer), fmt_ptr((genericptr_t) container)); if (obj->globby) check_glob(obj, mesg); if (Has_contents(obj)) { /* catch most likely indirect cycle; we won't notice if parent is present when something comes before it, or notice more deeply embedded cycles (grandparent, &c) */ if (obj->cobj == container) panic("failed sanity check: container holds its parent"); /* change "contained... sanity" to "nested contained... sanity" and "nested contained..." to "nested nested contained..." */ Strcpy(nestedmesg, "nested "); copynchars(eos(nestedmesg), mesg, (int) sizeof nestedmesg - (int) strlen(nestedmesg) - 1); /* recursively check contents */ check_contained(obj, nestedmesg); } } } /* called when 'obj->globby' is set so we don't recheck it here */ static void check_glob(obj, mesg) struct obj *obj; const char *mesg; { #define LOWEST_GLOB GLOB_OF_GRAY_OOZE #define HIGHEST_GLOB GLOB_OF_BLACK_PUDDING if (obj->quan != 1L || obj->owt == 0 || obj->otyp < LOWEST_GLOB || obj->otyp > HIGHEST_GLOB /* a partially eaten glob could have any non-zero weight but an intact one should weigh an exact multiple of base weight (20) */ || ((obj->owt % objects[obj->otyp].oc_weight) != 0 && !obj->oeaten)) { char mesgbuf[BUFSZ], globbuf[QBUFSZ]; Sprintf(globbuf, " glob %d,quan=%ld,owt=%u ", obj->otyp, obj->quan, obj->owt); mesg = strsubst(strcpy(mesgbuf, mesg), " obj ", globbuf); insane_object(obj, ofmt0, mesg, (obj->where == OBJ_MINVENT) ? obj->ocarry : 0); } } /* check an object in hero's or monster's inventory which has worn mask set */ static void sanity_check_worn(obj) struct obj *obj; { #if (NH_DEVEL_STATUS != NH_STATUS_RELEASED) || defined(DEBUG) static unsigned long wearbits[] = { W_ARM, W_ARMC, W_ARMH, W_ARMS, W_ARMG, W_ARMF, W_ARMU, W_WEP, W_QUIVER, W_SWAPWEP, W_AMUL, W_RINGL, W_RINGR, W_TOOL, W_SADDLE, W_BALL, W_CHAIN, 0 /* [W_ART,W_ARTI are property bits for items which aren't worn] */ }; char maskbuf[60]; const char *what; unsigned long owornmask, allmask = 0L; boolean embedded = FALSE; int i, n = 0; /* use owornmask for testing and bit twiddling, but use original obj->owornmask for printing */ owornmask = obj->owornmask; /* figure out how many bits are set, and also which are viable */ for (i = 0; wearbits[i]; ++i) { if ((owornmask & wearbits[i]) != 0L) ++n; allmask |= wearbits[i]; } if (obj == uskin) { /* embedded dragon scales have an extra bit set; make sure it's set, then suppress it */ embedded = TRUE; if ((owornmask & (W_ARM | I_SPECIAL)) == (W_ARM | I_SPECIAL)) owornmask &= ~I_SPECIAL; else n = 0, owornmask = ~0; /* force insane_object("bogus") below */ } if (n == 2 && carried(obj) && obj == uball && (owornmask & W_BALL) != 0L && (owornmask & W_WEAPONS) != 0L) { /* chained ball can be wielded/alt-wielded/quivered; if so, pretend it's not chained in order to check the weapon pointer (we've already verified the ball pointer by successfully passing the if-condition to get here...) */ owornmask &= ~W_BALL; n = 1; } if (n > 1) { /* multiple bits set */ Sprintf(maskbuf, "worn mask (multiple) 0x%08lx", obj->owornmask); insane_object(obj, ofmt0, maskbuf, (struct monst *) 0); } if ((owornmask & ~allmask) != 0L || (carried(obj) && (owornmask & W_SADDLE) != 0L)) { /* non-wearable bit(s) set */ Sprintf(maskbuf, "worn mask (bogus)) 0x%08lx", obj->owornmask); insane_object(obj, ofmt0, maskbuf, (struct monst *) 0); } if (n == 1 && (carried(obj) || (owornmask & (W_BALL | W_CHAIN)) != 0L)) { what = 0; /* verify that obj in hero's invent (or ball/chain elsewhere) with owornmask of W_foo is the object pointed to by ufoo */ switch (owornmask) { case W_ARM: if (obj != (embedded ? uskin : uarm)) what = embedded ? "skin" : "suit"; break; case W_ARMC: if (obj != uarmc) what = "cloak"; break; case W_ARMH: if (obj != uarmh) what = "helm"; break; case W_ARMS: if (obj != uarms) what = "shield"; break; case W_ARMG: if (obj != uarmg) what = "gloves"; break; case W_ARMF: if (obj != uarmf) what = "boots"; break; case W_ARMU: if (obj != uarmu) what = "shirt"; break; case W_WEP: if (obj != uwep) what = "primary weapon"; break; case W_QUIVER: if (obj != uquiver) what = "quiver"; break; case W_SWAPWEP: if (obj != uswapwep) what = u.twoweap ? "secondary weapon" : "alternate weapon"; break; case W_AMUL: if (obj != uamul) what = "amulet"; break; case W_RINGL: if (obj != uleft) what = "left ring"; break; case W_RINGR: if (obj != uright) what = "right ring"; break; case W_TOOL: if (obj != ublindf) what = "blindfold"; break; /* case W_SADDLE: */ case W_BALL: if (obj != uball) what = "ball"; break; case W_CHAIN: if (obj != uchain) what = "chain"; break; default: break; } if (what) { Sprintf(maskbuf, "worn mask 0x%08lx != %s", obj->owornmask, what); insane_object(obj, ofmt0, maskbuf, (struct monst *) 0); } } if (n == 1 && (carried(obj) || (owornmask & (W_BALL | W_CHAIN)) != 0L || mcarried(obj))) { /* check for items worn in invalid slots; practically anything can be wielded/alt-wielded/quivered, so tests on those are limited */ what = 0; if (owornmask & W_ARMOR) { if (obj->oclass != ARMOR_CLASS) what = "armor"; /* 3.6: dragon scale mail reverts to dragon scales when becoming embedded in poly'd hero's skin */ if (embedded && !Is_dragon_scales(obj)) what = "skin"; } else if (owornmask & W_WEAPONS) { /* monsters don't maintain alternate weapon or quiver */ if (mcarried(obj) && (owornmask & (W_SWAPWEP | W_QUIVER)) != 0L) what = (owornmask & W_SWAPWEP) != 0L ? "monst alt weapon?" : "monst quiver?"; /* hero can quiver gold but not wield it (hence not alt-wield it either); also catches monster wielding gold */ else if (obj->oclass == COIN_CLASS && (owornmask & (W_WEP | W_SWAPWEP)) != 0L) what = (owornmask & W_WEP) != 0L ? "weapon" : "alt weapon"; } else if (owornmask & W_AMUL) { if (obj->oclass != AMULET_CLASS) what = "amulet"; } else if (owornmask & W_RING) { if (obj->oclass != RING_CLASS && obj->otyp != MEAT_RING) what = "ring"; } else if (owornmask & W_TOOL) { if (obj->otyp != BLINDFOLD && obj->otyp != TOWEL && obj->otyp != LENSES) what = "blindfold"; } else if (owornmask & W_BALL) { if (obj->oclass != BALL_CLASS) what = "chained ball"; } else if (owornmask & W_CHAIN) { if (obj->oclass != CHAIN_CLASS) what = "chain"; } else if (owornmask & W_SADDLE) { if (obj->otyp != SADDLE) what = "saddle"; } if (what) { char oclassname[30]; struct monst *mon = mcarried(obj) ? obj->ocarry : 0; /* if we've found a potion worn in the amulet slot, this yields "worn (potion amulet)" */ Strcpy(oclassname, def_oc_syms[(uchar) obj->oclass].name); Sprintf(maskbuf, "worn (%s %s)", makesingular(oclassname), what); insane_object(obj, ofmt0, maskbuf, mon); } } #else /* not (NH_DEVEL_STATUS != NH_STATUS_RELEASED) || DEBUG) */ /* dummy use of obj to avoid "arg not used" complaint */ if (!obj) insane_object(obj, ofmt0, "", (struct monst *) 0); #endif } /* * wrapper to make "near this object" convenient */ struct obj * obj_nexto(otmp) struct obj *otmp; { if (!otmp) { impossible("obj_nexto: wasn't given an object to check"); return (struct obj *) 0; } return obj_nexto_xy(otmp, otmp->ox, otmp->oy, TRUE); } /* * looks for objects of a particular type next to x, y * skips over oid if found (lets us avoid ourselves if * we're looking for a second type of an existing object) * * TODO: return a list of all objects near us so we can more * reliably predict which one we want to 'find' first */ struct obj * obj_nexto_xy(obj, x, y, recurs) struct obj *obj; int x, y; boolean recurs; { struct obj *otmp; int fx, fy, ex, ey, otyp = obj->otyp; short dx, dy; /* check under our "feet" first */ otmp = sobj_at(otyp, x, y); while (otmp) { /* don't be clever and find ourselves */ if (otmp != obj && mergable(otmp, obj)) return otmp; otmp = nxtobj(otmp, otyp, TRUE); } if (!recurs) return (struct obj *) 0; /* search in a random order */ dx = (rn2(2) ? -1 : 1); dy = (rn2(2) ? -1 : 1); ex = x - dx; ey = y - dy; for (fx = ex; abs(fx - ex) < 3; fx += dx) { for (fy = ey; abs(fy - ey) < 3; fy += dy) { /* 0, 0 was checked above */ if (isok(fx, fy) && (fx != x || fy != y)) { if ((otmp = obj_nexto_xy(obj, fx, fy, FALSE)) != 0) return otmp; } } } return (struct obj *) 0; } /* * Causes one object to absorb another, increasing * weight accordingly. Frees obj2; obj1 remains and * is returned. */ struct obj * obj_absorb(obj1, obj2) struct obj **obj1, **obj2; { struct obj *otmp1, *otmp2; int o1wt, o2wt; long agetmp; /* don't let people dumb it up */ if (obj1 && obj2) { otmp1 = *obj1; otmp2 = *obj2; if (otmp1 && otmp2 && otmp1 != otmp2) { globby_bill_fixup(otmp1, otmp2); if (otmp1->bknown != otmp2->bknown) otmp1->bknown = otmp2->bknown = 0; if (otmp1->rknown != otmp2->rknown) otmp1->rknown = otmp2->rknown = 0; if (otmp1->greased != otmp2->greased) otmp1->greased = otmp2->greased = 0; if (otmp1->orotten || otmp2->orotten) otmp1->orotten = otmp2->orotten = 1; o1wt = otmp1->oeaten ? otmp1->oeaten : otmp1->owt; o2wt = otmp2->oeaten ? otmp2->oeaten : otmp2->owt; /* averaging the relative ages is less likely to overflow than averaging the absolute ages directly */ agetmp = (((g.moves - otmp1->age) * o1wt + (g.moves - otmp2->age) * o2wt) / (o1wt + o2wt)); otmp1->age = g.moves - agetmp; /* conv. relative back to absolute */ otmp1->owt += o2wt; if (otmp1->oeaten || otmp2->oeaten) otmp1->oeaten = o1wt + o2wt; otmp1->quan = 1L; obj_extract_self(otmp2); dealloc_obj(otmp2); *obj2 = (struct obj *) 0; return otmp1; } } impossible("obj_absorb: not called with two actual objects"); return (struct obj *) 0; } /* * Causes the heavier object to absorb the lighter object in * most cases, but if one object is OBJ_FREE and the other is * on the floor, the floor object goes first. * * wrapper for obj_absorb so that floor_effects works more * cleanly (since we don't know which we want to stay around) */ struct obj * obj_meld(obj1, obj2) struct obj **obj1, **obj2; { struct obj *otmp1, *otmp2, *result = 0; int ox, oy; if (obj1 && obj2) { otmp1 = *obj1; otmp2 = *obj2; if (otmp1 && otmp2 && otmp1 != otmp2) { ox = oy = 0; /* * FIXME? * If one of the objects is free because it's being dropped, * we should really finish a full drop and then absorb/meld * if it survives the flooreffects(). Then lighter-melds-into- * heavier will be true even when heavier is the one dropped. * * [Also, what about when one of the globs is on the shore * and we drop the other into adjacent pool or vice versa?] */ if (!(otmp2->where == OBJ_FLOOR && otmp1->where == OBJ_FREE) && (otmp1->owt > otmp2->owt || (otmp1->owt == otmp2->owt && rn2(2)))) { if (otmp2->where == OBJ_FLOOR) ox = otmp2->ox, oy = otmp2->oy; result = obj_absorb(obj1, obj2); } else { if (otmp1->where == OBJ_FLOOR) ox = otmp1->ox, oy = otmp1->oy; result = obj_absorb(obj2, obj1); } /* callers really ought to take care of this; glob melding is a bookkeeping issue rather than a display one */ if (ox && cansee(ox, oy)) newsym(ox, oy); } } else { impossible("obj_meld: not called with two actual objects"); } return result; } /* give a message if hero notices two globs merging [used to be in pline.c] */ void pudding_merge_message(otmp, otmp2) struct obj *otmp; struct obj *otmp2; { boolean visible = (cansee(otmp->ox, otmp->oy) || cansee(otmp2->ox, otmp2->oy)), onfloor = (otmp->where == OBJ_FLOOR || otmp2->where == OBJ_FLOOR), inpack = (carried(otmp) || carried(otmp2)); /* the player will know something happened inside his own inventory */ if ((!Blind && visible) || inpack) { if (Hallucination) { if (onfloor) { You_see("parts of the floor melting!"); } else if (inpack) { Your("pack reaches out and grabs something!"); } /* even though we can see where they should be, * they'll be out of our view (minvent or container) * so don't actually show anything */ } else if (onfloor || inpack) { boolean adj = ((otmp->ox != u.ux || otmp->oy != u.uy) && (otmp2->ox != u.ux || otmp2->oy != u.uy)); pline("The %s%s coalesce%s.", (onfloor && adj) ? "adjacent " : "", makeplural(obj_typename(otmp->otyp)), inpack ? " inside your pack" : ""); } } else { You_hear("a faint sloshing sound."); } } /*mkobj.c*/