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Revision: 1.10
Committed: Thu Aug 31 17:54:14 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.9: +6 -41 lines
Log Message:
rewrote object serialiser, parser is next

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_object_c =
3 root 1.10 * "$Id: object.C,v 1.9 2006-08-30 06:06:26 root Exp $";
4 elmex 1.1 */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29     /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30     sub/add_weight will transcend the environment updating the carrying
31     variable. */
32     #include <global.h>
33     #ifndef WIN32 /* ---win32 exclude headers */
34     #include <stdio.h>
35     #include <sys/types.h>
36     #include <sys/uio.h>
37     #endif /* win32 */
38     #include <object.h>
39     #include <funcpoint.h>
40     #include <skills.h>
41     #include <loader.h>
42     #ifdef MEMORY_DEBUG
43     int nroffreeobjects = 0;
44     int nrofallocobjects = 0;
45     #undef OBJ_EXPAND
46     #define OBJ_EXPAND 1
47     #else
48     object objarray[STARTMAX]; /* All objects, allocated this way at first */
49     int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50     int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51     #endif
52    
53     object *objects; /* Pointer to the list of used objects */
54     object *free_objects; /* Pointer to the list of unused objects */
55     object *active_objects; /* List of active objects that need to be processed */
56    
57     short freearr_x[SIZEOFFREE]=
58     {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,
59     0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1};
60     short freearr_y[SIZEOFFREE]=
61     {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,
62     -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3};
63     int maxfree[SIZEOFFREE]=
64     {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45,
65     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};
66     int freedir[SIZEOFFREE]= {
67     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,
68     1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8};
69    
70    
71     /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
72     static int compare_ob_value_lists_one(const object * wants, const object * has) {
73     key_value * wants_field;
74    
75     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76     * objects with lists are rare, and lists stay short. If not, use a
77     * different structure or at least keep the lists sorted...
78     */
79    
80     /* For each field in wants, */
81     for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) {
82     key_value * has_field;
83    
84     /* Look for a field in has with the same key. */
85     has_field = get_ob_key_link(has, wants_field->key);
86    
87     if (has_field == NULL) {
88     /* No field with that name. */
89     return FALSE;
90     }
91    
92     /* Found the matching field. */
93     if (has_field->value != wants_field->value) {
94     /* Values don't match, so this half of the comparison is false. */
95     return FALSE;
96     }
97    
98     /* If we get here, we found a match. Now for the next field in wants. */
99     }
100    
101     /* If we get here, every field in wants has a matching field in has. */
102     return TRUE;
103     }
104    
105     /* Returns TRUE if ob1 has the same key_values as ob2. */
106     static int compare_ob_value_lists(const object * ob1, const object * ob2) {
107     /* However, there may be fields in has which aren't partnered in wants,
108     * so we need to run the comparison *twice*. :(
109     */
110     return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1);
111     }
112    
113     /* Function examines the 2 objects given to it, and returns true if
114     * they can be merged together.
115     *
116     * Note that this function appears a lot longer than the macro it
117     * replaces - this is mostly for clarity - a decent compiler should hopefully
118     * reduce this to the same efficiency.
119     *
120     * Check nrof variable *before* calling CAN_MERGE()
121     *
122     * Improvements made with merge: Better checking on potion, and also
123     * check weight
124     */
125    
126     int CAN_MERGE(object *ob1, object *ob2) {
127    
128     /* A couple quicksanity checks */
129     if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0;
130    
131     if (ob1->speed != ob2->speed) return 0;
132     /* Note sure why the following is the case - either the object has to
133     * be animated or have a very low speed. Is this an attempted monster
134     * check?
135     */
136     if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
137 root 1.8 return 0;
138 elmex 1.1
139     /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
140     * value could not be stored in a sint32 (which unfortunately sometimes is
141     * used to store nrof).
142     */
143     if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 root 1.8 return 0;
145 elmex 1.1
146     /* This is really a spellbook check - really, we should
147     * check all objects in the inventory.
148     */
149     if (ob1->inv || ob2->inv) {
150 root 1.8 /* if one object has inventory but the other doesn't, not equiv */
151     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152 elmex 1.1
153 root 1.8 /* Now check to see if the two inventory objects could merge */
154     if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155 elmex 1.1
156 root 1.8 /* inventory ok - still need to check rest of this object to see
157     * if it is valid.
158     */
159 elmex 1.1 }
160    
161     /* If the objects have been identified, set the BEEN_APPLIED flag.
162     * This is to the comparison of the flags below will be OK. We
163     * just can't ignore the been applied or identified flags, as they
164     * are not equal - just if it has been identified, the been_applied
165     * flags lose any meaning.
166     */
167     if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 root 1.8 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169 elmex 1.1
170     if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 root 1.8 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172 elmex 1.1
173    
174     /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175     * being locked in inventory should prevent merging.
176     * 0x4 in flags3 is CLIENT_SENT
177     */
178     if ((ob1->arch != ob2->arch) ||
179 root 1.8 (ob1->flags[0] != ob2->flags[0]) ||
180     (ob1->flags[1] != ob2->flags[1]) ||
181     ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182     ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183     (ob1->name != ob2->name) ||
184     (ob1->title != ob2->title) ||
185     (ob1->msg != ob2->msg) ||
186     (ob1->weight != ob2->weight) ||
187     (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188     (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189     (ob1->attacktype != ob2->attacktype) ||
190     (ob1->magic != ob2->magic) ||
191     (ob1->slaying != ob2->slaying) ||
192     (ob1->skill != ob2->skill) ||
193     (ob1->value != ob2->value) ||
194     (ob1->animation_id != ob2->animation_id) ||
195     (ob1->client_type != ob2->client_type) ||
196     (ob1->materialname != ob2->materialname) ||
197     (ob1->lore != ob2->lore) ||
198     (ob1->subtype != ob2->subtype) ||
199     (ob1->move_type != ob2->move_type) ||
200     (ob1->move_block != ob2->move_block) ||
201     (ob1->move_allow != ob2->move_allow) ||
202     (ob1->move_on != ob2->move_on) ||
203     (ob1->move_off != ob2->move_off) ||
204     (ob1->move_slow != ob2->move_slow) ||
205     (ob1->move_slow_penalty != ob2->move_slow_penalty)
206     )
207     return 0;
208 elmex 1.1
209     /* Don't merge objects that are applied. With the new 'body' code,
210     * it is possible for most any character to have more than one of
211     * some items equipped, and we don't want those to merge.
212     */
213     if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED))
214 root 1.8 return 0;
215 elmex 1.1
216     switch (ob1->type) {
217 root 1.8 case SCROLL:
218     if (ob1->level != ob2->level) return 0;
219     break;
220 elmex 1.1
221     }
222     if (ob1->key_values != NULL || ob2->key_values != NULL) {
223     /* At least one of these has key_values. */
224     if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225     /* One has fields, but the other one doesn't. */
226     return 0;
227     } else if (!compare_ob_value_lists(ob1, ob2)) {
228     return 0;
229     }
230     }
231    
232     /* Everything passes, must be OK. */
233     return 1;
234     }
235    
236     /*
237     * sum_weight() is a recursive function which calculates the weight
238     * an object is carrying. It goes through in figures out how much
239     * containers are carrying, and sums it up.
240     */
241     signed long sum_weight(object *op) {
242     signed long sum;
243     object *inv;
244     for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) {
245     if (inv->inv)
246 root 1.8 sum_weight(inv);
247 elmex 1.1 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248     }
249     if (op->type == CONTAINER && op->stats.Str)
250     sum = (sum * (100 - op->stats.Str))/100;
251     if(op->carrying != sum)
252     op->carrying = sum;
253     return sum;
254     }
255    
256     /**
257     * Return the outermost environment object for a given object.
258     */
259    
260     object *object_get_env_recursive (object *op) {
261     while (op->env != NULL)
262     op = op->env;
263     return op;
264     }
265    
266     /*
267     * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268     * a better check. We basically keeping traversing up until we can't
269     * or find a player.
270     */
271    
272     object *is_player_inv (object *op) {
273     for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274     if (op->env==op)
275 root 1.8 op->env = NULL;
276 elmex 1.1 return op;
277     }
278    
279     /*
280     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281     * Some error messages.
282     * The result of the dump is stored in the static global errmsg array.
283     */
284    
285     void dump_object2(object *op) {
286 root 1.10 errmsg[0] = 0;
287     return;
288     //TODO//D#d#
289     #if 0
290 elmex 1.1 char *cp;
291     /* object *tmp;*/
292    
293     if(op->arch!=NULL) {
294     strcat(errmsg,"arch ");
295     strcat(errmsg,op->arch->name?op->arch->name:"(null)");
296     strcat(errmsg,"\n");
297     if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
298 root 1.8 strcat(errmsg,cp);
299 elmex 1.1 #if 0
300     /* Don't dump player diffs - they are too long, mostly meaningless, and
301     * will overflow the buffer.
302     * Changed so that we don't dump inventory either. This may
303     * also overflow the buffer.
304     */
305     if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306     strcat(errmsg,cp);
307     for (tmp=op->inv; tmp; tmp=tmp->below)
308     dump_object2(tmp);
309     #endif
310     strcat(errmsg,"end\n");
311     } else {
312     strcat(errmsg,"Object ");
313     if (op->name==NULL) strcat(errmsg, "(null)");
314     else strcat(errmsg,op->name);
315     strcat(errmsg,"\n");
316     #if 0
317     if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
318     strcat(errmsg,cp);
319     for (tmp=op->inv; tmp; tmp=tmp->below)
320     dump_object2(tmp);
321     #endif
322     strcat(errmsg,"end\n");
323     }
324 root 1.10 #endif
325 elmex 1.1 }
326    
327     /*
328     * Dumps an object. Returns output in the static global errmsg array.
329     */
330    
331     void dump_object(object *op) {
332     if(op==NULL) {
333     strcpy(errmsg,"[NULL pointer]");
334     return;
335     }
336     errmsg[0]='\0';
337     dump_object2(op);
338     }
339    
340     void dump_all_objects(void) {
341     object *op;
342     for(op=objects;op!=NULL;op=op->next) {
343     dump_object(op);
344     fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345     }
346     }
347    
348     /*
349     * get_nearest_part(multi-object, object 2) returns the part of the
350     * multi-object 1 which is closest to the second object.
351     * If it's not a multi-object, it is returned.
352     */
353    
354     object *get_nearest_part(object *op, const object *pl) {
355     object *tmp,*closest;
356     int last_dist,i;
357     if(op->more==NULL)
358     return op;
359     for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more)
360     if((i=distance(tmp,pl))<last_dist)
361     closest=tmp,last_dist=i;
362     return closest;
363     }
364    
365     /*
366     * Returns the object which has the count-variable equal to the argument.
367     */
368    
369     object *find_object(tag_t i) {
370     object *op;
371     for(op=objects;op!=NULL;op=op->next)
372     if(op->count==i)
373     break;
374     return op;
375     }
376    
377     /*
378     * Returns the first object which has a name equal to the argument.
379     * Used only by the patch command, but not all that useful.
380     * Enables features like "patch <name-of-other-player> food 999"
381     */
382    
383     object *find_object_name(const char *str) {
384     const char *name=add_string(str);
385     object *op;
386     for(op=objects;op!=NULL;op=op->next)
387     if(op->name==name)
388     break;
389     free_string(name);
390     return op;
391     }
392    
393     void free_all_object_data(void) {
394     #ifdef MEMORY_DEBUG
395     object *op, *next;
396    
397     for (op=free_objects; op!=NULL; ) {
398 root 1.8 next=op->next;
399     free(op);
400     nrofallocobjects--;
401     nroffreeobjects--;
402     op=next;
403 elmex 1.1 }
404     #endif
405     LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
406 root 1.8 nrofallocobjects, nroffreeobjects,STARTMAX);
407 elmex 1.1 }
408    
409     /*
410     * Returns the object which this object marks as being the owner.
411     * A id-scheme is used to avoid pointing to objects which have been
412     * freed and are now reused. If this is detected, the owner is
413     * set to NULL, and NULL is returned.
414     * Changed 2004-02-12 - if the player is setting at the play again
415     * prompt, he is removed, and we don't want to treat him as an owner of
416     * anything, so check removed flag. I don't expect that this should break
417     * anything - once an object is removed, it is basically dead anyways.
418     */
419    
420     object *get_owner(object *op) {
421     if(op->owner==NULL)
422 root 1.8 return NULL;
423 elmex 1.1
424     if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
425 root 1.8 op->owner->count==op->ownercount)
426     return op->owner;
427 elmex 1.1
428     op->owner=NULL;
429     op->ownercount=0;
430     return NULL;
431     }
432    
433     void clear_owner(object *op)
434     {
435     if (!op) return;
436    
437     if (op->owner && op->ownercount == op->owner->count)
438 root 1.8 op->owner->refcount--;
439 elmex 1.1
440     op->owner = NULL;
441     op->ownercount = 0;
442     }
443    
444    
445    
446     /*
447     * Sets the owner and sets the skill and exp pointers to owner's current
448     * skill and experience objects.
449     */
450     void set_owner (object *op, object *owner)
451     {
452     if(owner==NULL||op==NULL)
453 root 1.8 return;
454 elmex 1.1
455     /* next line added to allow objects which own objects */
456     /* Add a check for ownercounts in here, as I got into an endless loop
457     * with the fireball owning a poison cloud which then owned the
458     * fireball. I believe that was caused by one of the objects getting
459     * freed and then another object replacing it. Since the ownercounts
460     * didn't match, this check is valid and I believe that cause is valid.
461     */
462     while (owner->owner && owner!=owner->owner &&
463 root 1.8 owner->ownercount==owner->owner->count) owner=owner->owner;
464 elmex 1.1
465     /* IF the owner still has an owner, we did not resolve to a final owner.
466     * so lets not add to that.
467     */
468     if (owner->owner) return;
469    
470     op->owner=owner;
471    
472     op->ownercount=owner->count;
473     owner->refcount++;
474    
475     }
476    
477     /* Set the owner to clone's current owner and set the skill and experience
478     * objects to clone's objects (typically those objects that where the owner's
479     * current skill and experience objects at the time when clone's owner was
480     * set - not the owner's current skill and experience objects).
481     *
482     * Use this function if player created an object (e.g. fire bullet, swarm
483     * spell), and this object creates further objects whose kills should be
484     * accounted for the player's original skill, even if player has changed
485     * skills meanwhile.
486     */
487     void copy_owner (object *op, object *clone)
488     {
489     object *owner = get_owner (clone);
490     if (owner == NULL) {
491 root 1.8 /* players don't have owners - they own themselves. Update
492     * as appropriate.
493     */
494     if (clone->type == PLAYER) owner=clone;
495     else return;
496 elmex 1.1 }
497     set_owner(op, owner);
498    
499     }
500    
501     /*
502     * Resets vital variables in an object
503     */
504    
505     void reset_object(object *op) {
506    
507     op->name = NULL;
508     op->name_pl = NULL;
509     op->title = NULL;
510     op->race = NULL;
511     op->slaying = NULL;
512     op->skill = NULL;
513     op->msg = NULL;
514     op->materialname = NULL;
515     op->lore = NULL;
516     clear_object(op);
517     }
518    
519     /* Zero the key_values on op, decrementing the shared-string
520     * refcounts and freeing the links.
521     */
522     static void free_key_values(object * op) {
523     key_value * i;
524     key_value * next = NULL;
525    
526     if (op->key_values == NULL) return;
527    
528     for (i = op->key_values; i != NULL; i = next) {
529     /* Store next *first*. */
530     next = i->next;
531    
532 root 1.8 if (i->key) FREE_AND_CLEAR_STR(i->key);
533     if (i->value) FREE_AND_CLEAR_STR(i->value);
534 elmex 1.1 i->next = NULL;
535     free(i);
536     }
537    
538     op->key_values = NULL;
539     }
540    
541    
542     /*
543     * clear_object() frees everything allocated by an object, and also
544     * clears all variables and flags to default settings.
545     */
546    
547     void clear_object(object *op) {
548 root 1.3 op->clear ();
549 root 1.2
550 elmex 1.1 event *evt;
551     event *evt2;
552    
553     /* redo this to be simpler/more efficient. Was also seeing
554     * crashes in the old code. Move this to the top - am
555     * seeing periodic crashes in this code, and would like to have
556     * as much info available as possible (eg, object name).
557     */
558     for (evt = op->events; evt; evt=evt2) {
559 root 1.8 evt2 = evt->next;
560 elmex 1.1
561     if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
562     if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
563     if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
564    
565     free(evt);
566     }
567     op->events = NULL;
568    
569     free_key_values(op);
570    
571     /* the memset will clear all these values for us, but we need
572     * to reduce the refcount on them.
573     */
574     if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
575     if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
576     if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
577     if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
578     if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
579     if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
580     if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
581     if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
582     if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
583    
584    
585     memset((void*)op, 0, sizeof (object_special));
586     /* Below here, we clear things that are not done by the memset,
587     * or set default values that are not zero.
588     */
589     /* This is more or less true */
590     SET_FLAG(op, FLAG_REMOVED);
591    
592    
593     op->contr = NULL;
594     op->below=NULL;
595     op->above=NULL;
596     op->inv=NULL;
597     op->events=NULL;
598     op->container=NULL;
599     op->env=NULL;
600     op->more=NULL;
601     op->head=NULL;
602     op->map=NULL;
603     op->refcount=0;
604     op->active_next = NULL;
605     op->active_prev = NULL;
606     /* What is not cleared is next, prev, and count */
607    
608     op->expmul=1.0;
609     op->face = blank_face;
610     op->attacked_by_count = (tag_t) -1;
611     if (settings.casting_time)
612 root 1.8 op->casting_time = -1;
613 elmex 1.1
614     }
615    
616     /*
617     * copy object first frees everything allocated by the second object,
618     * and then copies the contends of the first object into the second
619     * object, allocating what needs to be allocated. Basically, any
620     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
621     * if the first object is freed, the pointers in the new object
622     * will point at garbage.
623     */
624    
625     void copy_object(object *op2, object *op) {
626     int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
627     event *evt, *evt2, *evt_new;
628    
629 root 1.3 op->clear ();
630 root 1.2
631 elmex 1.1 /* Decrement the refcounts, but don't bother zeroing the fields;
632     they'll be overwritten by memcpy. */
633     if(op->name!=NULL) free_string(op->name);
634     if(op->name_pl!=NULL) free_string(op->name_pl);
635     if(op->title!=NULL) free_string(op->title);
636     if(op->race!=NULL) free_string(op->race);
637     if(op->slaying!=NULL) free_string(op->slaying);
638     if(op->skill!=NULL) free_string(op->skill);
639     if(op->msg!=NULL) free_string(op->msg);
640     if(op->lore!=NULL) free_string(op->lore);
641     if(op->materialname != NULL) free_string(op->materialname);
642     if(op->custom_name != NULL) free_string(op->custom_name);
643    
644     /* Basically, same code as from clear_object() */
645     for (evt = op->events; evt; evt=evt2) {
646 root 1.8 evt2 = evt->next;
647 elmex 1.1
648 root 1.8 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
649     if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
650     if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
651 elmex 1.1
652 root 1.8 free(evt);
653 elmex 1.1 }
654     op->events = NULL;
655    
656     free_key_values(op);
657    
658     *(object_special *)op = *(object_special *)op2;
659 root 1.4 op2->clone (op);
660 elmex 1.1
661     if(is_freed) SET_FLAG(op,FLAG_FREED);
662     if(is_removed) SET_FLAG(op,FLAG_REMOVED);
663     if(op->name!=NULL) add_refcount(op->name);
664     if(op->name_pl!=NULL) add_refcount(op->name_pl);
665     if(op->title!=NULL) add_refcount(op->title);
666     if(op->race!=NULL) add_refcount(op->race);
667     if(op->slaying!=NULL) add_refcount(op->slaying);
668     if(op->skill!=NULL) add_refcount(op->skill);
669     if(op->lore!=NULL) add_refcount(op->lore);
670     if(op->msg!=NULL) add_refcount(op->msg);
671     if(op->custom_name!=NULL) add_refcount(op->custom_name);
672     if (op->materialname != NULL) add_refcount(op->materialname);
673    
674     if((op2->speed<0) && !editor)
675 root 1.8 op->speed_left=op2->speed_left-RANDOM()%200/100.0;
676 elmex 1.1
677     /* Copy over event information */
678     evt2 = NULL;
679     for (evt = op2->events; evt; evt=evt->next) {
680 root 1.8 evt_new = (event *) malloc(sizeof(event));
681     memcpy(evt_new, evt, sizeof(event));
682     if (evt_new->hook) add_refcount(evt_new->hook);
683     if (evt_new->plugin) add_refcount(evt_new->plugin);
684     if (evt_new->options) add_refcount(evt_new->options);
685     evt_new->next = NULL;
686    
687     /* Try to be a little clever here, and store away the
688     * last event we copied, so that its simpler to update the
689     * pointer.
690     */
691     if (evt2)
692     evt2->next = evt_new;
693     else
694     op->events = evt_new;
695 elmex 1.1
696 root 1.8 evt2 = evt_new;
697 elmex 1.1 }
698     /* Copy over key_values, if any. */
699     if (op2->key_values != NULL) {
700 root 1.8 key_value * tail = NULL;
701     key_value * i;
702 elmex 1.1
703 root 1.8 op->key_values = NULL;
704 elmex 1.1
705 root 1.8 for (i = op2->key_values; i != NULL; i = i->next) {
706     key_value * new_link = (key_value *) malloc(sizeof(key_value));
707 elmex 1.1
708 root 1.8 new_link->next = NULL;
709     new_link->key = add_refcount(i->key);
710     if (i->value)
711     new_link->value = add_refcount(i->value);
712     else
713     new_link->value = NULL;
714    
715     /* Try and be clever here, too. */
716     if (op->key_values == NULL) {
717     op->key_values = new_link;
718     tail = new_link;
719     } else {
720     tail->next = new_link;
721     tail = new_link;
722     }
723     }
724 elmex 1.1 }
725 root 1.2
726 elmex 1.1 update_ob_speed(op);
727     }
728    
729     /*
730     * expand_objects() allocates more objects for the list of unused objects.
731     * It is called from get_object() if the unused list is empty.
732     */
733    
734     void expand_objects(void) {
735     int i;
736     object *obj;
737     obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
738    
739     if(obj==NULL)
740     fatal(OUT_OF_MEMORY);
741     free_objects=obj;
742     obj[0].prev=NULL;
743     obj[0].next= &obj[1],
744     SET_FLAG(&(obj[0]), FLAG_REMOVED);
745     SET_FLAG(&(obj[0]), FLAG_FREED);
746    
747     for(i=1;i<OBJ_EXPAND-1;i++) {
748     obj[i].next= &obj[i+1],
749     obj[i].prev= &obj[i-1],
750     SET_FLAG(&(obj[i]), FLAG_REMOVED);
751     SET_FLAG(&(obj[i]), FLAG_FREED);
752     }
753     obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
754     obj[OBJ_EXPAND-1].next=NULL,
755     SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
756     SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
757    
758     nrofallocobjects += OBJ_EXPAND;
759     nroffreeobjects += OBJ_EXPAND;
760     }
761    
762     /*
763     * get_object() grabs an object from the list of unused objects, makes
764     * sure it is initialised, and returns it.
765     * If there are no free objects, expand_objects() is called to get more.
766     */
767    
768     object *get_object(void) {
769     object *op;
770    
771     if(free_objects==NULL) {
772     expand_objects();
773     }
774     op=free_objects;
775     #ifdef MEMORY_DEBUG
776     /* The idea is hopefully by doing a realloc, the memory
777     * debugging program will now use the current stack trace to
778     * report leaks.
779     */
780     op = realloc(op, sizeof(object));
781     SET_FLAG(op, FLAG_REMOVED);
782     SET_FLAG(op, FLAG_FREED);
783     #endif
784    
785     if(!QUERY_FLAG(op,FLAG_FREED)) {
786     LOG(llevError,"Fatal: Getting busy object.\n");
787     }
788     free_objects=op->next;
789     if(free_objects!=NULL)
790     free_objects->prev=NULL;
791     op->count= ++ob_count;
792     op->name=NULL;
793     op->name_pl=NULL;
794     op->title=NULL;
795     op->race=NULL;
796     op->slaying=NULL;
797     op->skill = NULL;
798     op->lore=NULL;
799     op->msg=NULL;
800     op->materialname=NULL;
801     op->next=objects;
802     op->prev=NULL;
803     op->active_next = NULL;
804     op->active_prev = NULL;
805     if(objects!=NULL)
806     objects->prev=op;
807     objects=op;
808     clear_object(op);
809     SET_FLAG(op,FLAG_REMOVED);
810     nroffreeobjects--;
811     return op;
812     }
813    
814     /*
815     * If an object with the IS_TURNABLE() flag needs to be turned due
816     * to the closest player being on the other side, this function can
817     * be called to update the face variable, _and_ how it looks on the map.
818     */
819    
820     void update_turn_face(object *op) {
821     if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL)
822 root 1.8 return;
823 elmex 1.1 SET_ANIMATION(op, op->direction);
824     update_object(op,UP_OBJ_FACE);
825     }
826    
827     /*
828     * Updates the speed of an object. If the speed changes from 0 to another
829     * value, or vice versa, then add/remove the object from the active list.
830     * This function needs to be called whenever the speed of an object changes.
831     */
832    
833     void update_ob_speed(object *op) {
834     extern int arch_init;
835    
836     /* No reason putting the archetypes objects on the speed list,
837     * since they never really need to be updated.
838     */
839    
840     if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
841 root 1.8 LOG(llevError,"Object %s is freed but has speed.\n", op->name);
842 elmex 1.1 #ifdef MANY_CORES
843 root 1.8 abort();
844 elmex 1.1 #else
845 root 1.8 op->speed = 0;
846 elmex 1.1 #endif
847     }
848     if (arch_init) {
849 root 1.8 return;
850 elmex 1.1 }
851     if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
852 root 1.8 /* If already on active list, don't do anything */
853     if (op->active_next || op->active_prev || op==active_objects)
854     return;
855 elmex 1.1
856     /* process_events() expects us to insert the object at the beginning
857     * of the list. */
858 root 1.8 op->active_next = active_objects;
859     if (op->active_next!=NULL)
860     op->active_next->active_prev = op;
861     active_objects = op;
862 elmex 1.1 }
863     else {
864 root 1.8 /* If not on the active list, nothing needs to be done */
865     if (!op->active_next && !op->active_prev && op!=active_objects)
866     return;
867    
868     if (op->active_prev==NULL) {
869     active_objects = op->active_next;
870     if (op->active_next!=NULL)
871     op->active_next->active_prev = NULL;
872     }
873     else {
874     op->active_prev->active_next = op->active_next;
875     if (op->active_next)
876     op->active_next->active_prev = op->active_prev;
877     }
878     op->active_next = NULL;
879     op->active_prev = NULL;
880 elmex 1.1 }
881     }
882    
883     /* This function removes object 'op' from the list of active
884     * objects.
885     * This should only be used for style maps or other such
886     * reference maps where you don't want an object that isn't
887     * in play chewing up cpu time getting processed.
888     * The reverse of this is to call update_ob_speed, which
889     * will do the right thing based on the speed of the object.
890     */
891     void remove_from_active_list(object *op)
892     {
893     /* If not on the active list, nothing needs to be done */
894     if (!op->active_next && !op->active_prev && op!=active_objects)
895 root 1.8 return;
896 elmex 1.1
897     if (op->active_prev==NULL) {
898 root 1.8 active_objects = op->active_next;
899     if (op->active_next!=NULL)
900     op->active_next->active_prev = NULL;
901 elmex 1.1 }
902     else {
903 root 1.8 op->active_prev->active_next = op->active_next;
904     if (op->active_next)
905     op->active_next->active_prev = op->active_prev;
906 elmex 1.1 }
907     op->active_next = NULL;
908     op->active_prev = NULL;
909     }
910    
911     /*
912     * update_object() updates the array which represents the map.
913     * It takes into account invisible objects (and represent squares covered
914     * by invisible objects by whatever is below them (unless it's another
915     * invisible object, etc...)
916     * If the object being updated is beneath a player, the look-window
917     * of that player is updated (this might be a suboptimal way of
918     * updating that window, though, since update_object() is called _often_)
919     *
920     * action is a hint of what the caller believes need to be done.
921     * For example, if the only thing that has changed is the face (due to
922     * an animation), we don't need to call update_position until that actually
923     * comes into view of a player. OTOH, many other things, like addition/removal
924     * of walls or living creatures may need us to update the flags now.
925     * current action are:
926     * UP_OBJ_INSERT: op was inserted
927     * UP_OBJ_REMOVE: op was removed
928     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
929     * as that is easier than trying to look at what may have changed.
930     * UP_OBJ_FACE: only the objects face has changed.
931     */
932    
933     void update_object(object *op, int action) {
934     int update_now=0, flags;
935     MoveType move_on, move_off, move_block, move_slow;
936    
937     if (op == NULL) {
938     /* this should never happen */
939     LOG(llevDebug,"update_object() called for NULL object.\n");
940 root 1.8 return;
941 elmex 1.1 }
942    
943     if(op->env!=NULL) {
944 root 1.8 /* Animation is currently handled by client, so nothing
945     * to do in this case.
946     */
947     return;
948 elmex 1.1 }
949    
950     /* If the map is saving, don't do anything as everything is
951     * going to get freed anyways.
952     */
953     if (!op->map || op->map->in_memory == MAP_SAVING) return;
954    
955     /* make sure the object is within map boundaries */
956     if (op->x < 0 || op->x >= MAP_WIDTH(op->map) ||
957 root 1.8 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) {
958 elmex 1.1 LOG(llevError,"update_object() called for object out of map!\n");
959     #ifdef MANY_CORES
960 root 1.8 abort();
961 elmex 1.1 #endif
962 root 1.8 return;
963 elmex 1.1 }
964    
965     flags = GET_MAP_FLAGS(op->map, op->x, op->y);
966     SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
967     move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
968     move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
969     move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
970     move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
971    
972     if (action == UP_OBJ_INSERT) {
973     if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
974     update_now=1;
975    
976     if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
977     update_now=1;
978    
979     if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
980     update_now=1;
981    
982     if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
983     update_now=1;
984    
985 root 1.8 if ((move_on | op->move_on) != move_on) update_now=1;
986     if ((move_off | op->move_off) != move_off) update_now=1;
987     /* This isn't perfect, but I don't expect a lot of objects to
988     * to have move_allow right now.
989     */
990     if (((move_block | op->move_block) & ~op->move_allow) != move_block)
991     update_now=1;
992     if ((move_slow | op->move_slow) != move_slow) update_now=1;
993 elmex 1.1 }
994     /* if the object is being removed, we can't make intelligent
995     * decisions, because remove_ob can't really pass the object
996     * that is being removed.
997     */
998     else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) {
999 root 1.8 update_now=1;
1000 elmex 1.1 } else if (action == UP_OBJ_FACE) {
1001 root 1.8 /* Nothing to do for that case */
1002 elmex 1.1 }
1003     else {
1004 root 1.8 LOG(llevError,"update_object called with invalid action: %d\n", action);
1005 elmex 1.1 }
1006    
1007     if (update_now) {
1008     SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1009     update_position(op->map, op->x, op->y);
1010     }
1011    
1012     if(op->more!=NULL)
1013 root 1.8 update_object(op->more, action);
1014 elmex 1.1 }
1015    
1016    
1017     /*
1018     * free_object() frees everything allocated by an object, removes
1019     * it from the list of used objects, and puts it on the list of
1020     * free objects. The IS_FREED() flag is set in the object.
1021     * The object must have been removed by remove_ob() first for
1022     * this function to succeed.
1023     *
1024     * If free_inventory is set, free inventory as well. Else drop items in
1025     * inventory to the ground.
1026     */
1027    
1028     void free_object(object *ob) {
1029     free_object2(ob, 0);
1030     }
1031     void free_object2(object *ob, int free_inventory) {
1032     object *tmp,*op;
1033    
1034 root 1.3 ob->clear ();
1035 elmex 1.1
1036     if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
1037 root 1.8 LOG(llevDebug,"Free object called with non removed object\n");
1038     dump_object(ob);
1039 elmex 1.1 #ifdef MANY_CORES
1040 root 1.8 abort();
1041 elmex 1.1 #endif
1042     }
1043     if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
1044 root 1.8 LOG(llevMonster,"Warning: tried to free friendly object.\n");
1045     remove_friendly_object(ob);
1046 elmex 1.1 }
1047     if(QUERY_FLAG(ob,FLAG_FREED)) {
1048 root 1.8 dump_object(ob);
1049     LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1050     return;
1051 elmex 1.1 }
1052     if(ob->more!=NULL) {
1053 root 1.8 free_object2(ob->more, free_inventory);
1054     ob->more=NULL;
1055 elmex 1.1 }
1056     if (ob->inv) {
1057 root 1.8 /* Only if the space blocks everything do we not process -
1058     * if some form of movemnt is allowed, let objects
1059     * drop on that space.
1060     */
1061     if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY ||
1062     (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
1063     {
1064     op=ob->inv;
1065     while(op!=NULL) {
1066     tmp=op->below;
1067     remove_ob(op);
1068     free_object2(op, free_inventory);
1069     op=tmp;
1070     }
1071     }
1072     else { /* Put objects in inventory onto this space */
1073     op=ob->inv;
1074     while(op!=NULL) {
1075     tmp=op->below;
1076     remove_ob(op);
1077     if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1078     op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1079     free_object(op);
1080     else {
1081     op->x=ob->x;
1082     op->y=ob->y;
1083     insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1084     }
1085     op=tmp;
1086     }
1087     }
1088 elmex 1.1 }
1089     /* Remove object from the active list */
1090     ob->speed = 0;
1091     update_ob_speed(ob);
1092    
1093     SET_FLAG(ob, FLAG_FREED);
1094     ob->count = 0;
1095    
1096     /* Remove this object from the list of used objects */
1097     if(ob->prev==NULL) {
1098 root 1.8 objects=ob->next;
1099     if(objects!=NULL)
1100     objects->prev=NULL;
1101 elmex 1.1 }
1102     else {
1103 root 1.8 ob->prev->next=ob->next;
1104     if(ob->next!=NULL)
1105     ob->next->prev=ob->prev;
1106 elmex 1.1 }
1107    
1108     if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1109     if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1110     if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1111     if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1112     if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1113     if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1114     if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1115     if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1116     if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1117    
1118    
1119     /* Why aren't events freed? */
1120     free_key_values(ob);
1121    
1122     #if 0 /* MEMORY_DEBUG*/
1123     /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1124     * presumes the freed_object will stick around for at least a little
1125     * bit
1126     */
1127     /* this is necessary so that memory debugging programs will
1128     * be able to accurately report source of malloc. If we recycle
1129     * objects, then some other area may be doing the get_object
1130     * and not freeing it, but the original one that malloc'd the
1131     * object will get the blame.
1132     */
1133     free(ob);
1134     #else
1135    
1136     /* Now link it with the free_objects list: */
1137     ob->prev=NULL;
1138     ob->next=free_objects;
1139     if(free_objects!=NULL)
1140 root 1.8 free_objects->prev=ob;
1141 elmex 1.1 free_objects=ob;
1142     nroffreeobjects++;
1143     #endif
1144     }
1145    
1146     /*
1147     * count_free() returns the number of objects on the list of free objects.
1148     */
1149    
1150     int count_free(void) {
1151     int i=0;
1152     object *tmp=free_objects;
1153     while(tmp!=NULL)
1154     tmp=tmp->next, i++;
1155     return i;
1156     }
1157    
1158     /*
1159     * count_used() returns the number of objects on the list of used objects.
1160     */
1161    
1162     int count_used(void) {
1163     int i=0;
1164     object *tmp=objects;
1165     while(tmp!=NULL)
1166     tmp=tmp->next, i++;
1167     return i;
1168     }
1169    
1170     /*
1171     * count_active() returns the number of objects on the list of active objects.
1172     */
1173    
1174     int count_active(void) {
1175     int i=0;
1176     object *tmp=active_objects;
1177     while(tmp!=NULL)
1178     tmp=tmp->active_next, i++;
1179     return i;
1180     }
1181    
1182     /*
1183     * sub_weight() recursively (outwards) subtracts a number from the
1184     * weight of an object (and what is carried by it's environment(s)).
1185     */
1186    
1187     void sub_weight (object *op, signed long weight) {
1188     while (op != NULL) {
1189     if (op->type == CONTAINER) {
1190     weight=(signed long)(weight*(100-op->stats.Str)/100);
1191     }
1192     op->carrying-=weight;
1193     op = op->env;
1194     }
1195     }
1196    
1197     /* remove_ob(op):
1198     * This function removes the object op from the linked list of objects
1199     * which it is currently tied to. When this function is done, the
1200     * object will have no environment. If the object previously had an
1201     * environment, the x and y coordinates will be updated to
1202     * the previous environment.
1203     * Beware: This function is called from the editor as well!
1204     */
1205    
1206     void remove_ob(object *op) {
1207     object *tmp,*last=NULL;
1208     object *otmp;
1209     tag_t tag;
1210     int check_walk_off;
1211     mapstruct *m;
1212     sint16 x,y;
1213    
1214    
1215     if(QUERY_FLAG(op,FLAG_REMOVED)) {
1216 root 1.8 dump_object(op);
1217     LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1218 elmex 1.1
1219 root 1.8 /* Changed it to always dump core in this case. As has been learned
1220     * in the past, trying to recover from errors almost always
1221     * make things worse, and this is a real error here - something
1222     * that should not happen.
1223     * Yes, if this was a mission critical app, trying to do something
1224     * to recover may make sense, but that is because failure of the app
1225     * may have other disastrous problems. Cf runs out of a script
1226     * so is easily enough restarted without any real problems.
1227     * MSW 2001-07-01
1228     */
1229     abort();
1230 elmex 1.1 }
1231     if(op->more!=NULL)
1232 root 1.8 remove_ob(op->more);
1233 elmex 1.1
1234     SET_FLAG(op, FLAG_REMOVED);
1235    
1236     /*
1237     * In this case, the object to be removed is in someones
1238     * inventory.
1239     */
1240     if(op->env!=NULL) {
1241 root 1.8 if(op->nrof)
1242     sub_weight(op->env, op->weight*op->nrof);
1243     else
1244     sub_weight(op->env, op->weight+op->carrying);
1245    
1246     /* NO_FIX_PLAYER is set when a great many changes are being
1247     * made to players inventory. If set, avoiding the call
1248     * to save cpu time.
1249     */
1250     if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1251     !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1252     fix_player(otmp);
1253    
1254     if(op->above!=NULL)
1255     op->above->below=op->below;
1256     else
1257     op->env->inv=op->below;
1258    
1259     if(op->below!=NULL)
1260     op->below->above=op->above;
1261    
1262     /* we set up values so that it could be inserted into
1263     * the map, but we don't actually do that - it is up
1264     * to the caller to decide what we want to do.
1265     */
1266     op->x=op->env->x,op->y=op->env->y;
1267     op->ox=op->x,op->oy=op->y;
1268     op->map=op->env->map;
1269     op->above=NULL,op->below=NULL;
1270     op->env=NULL;
1271     return;
1272 elmex 1.1 }
1273    
1274     /* If we get here, we are removing it from a map */
1275     if (op->map == NULL) return;
1276    
1277     x = op->x;
1278     y = op->y;
1279     m = get_map_from_coord(op->map, &x, &y);
1280    
1281     if (!m) {
1282 root 1.8 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1283     op->map->path, op->x, op->y);
1284     /* in old days, we used to set x and y to 0 and continue.
1285     * it seems if we get into this case, something is probablye
1286     * screwed up and should be fixed.
1287     */
1288     abort();
1289 elmex 1.1 }
1290     if (op->map != m) {
1291 root 1.8 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1292     op->map->path, m->path, op->x, op->y, x, y);
1293 elmex 1.1 }
1294    
1295     /* Re did the following section of code - it looks like it had
1296     * lots of logic for things we no longer care about
1297     */
1298    
1299     /* link the object above us */
1300     if (op->above)
1301 root 1.8 op->above->below=op->below;
1302 elmex 1.1 else
1303 root 1.8 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1304 elmex 1.1
1305     /* Relink the object below us, if there is one */
1306     if(op->below) {
1307 root 1.8 op->below->above=op->above;
1308 elmex 1.1 } else {
1309 root 1.8 /* Nothing below, which means we need to relink map object for this space
1310     * use translated coordinates in case some oddness with map tiling is
1311     * evident
1312     */
1313     if(GET_MAP_OB(m,x,y)!=op) {
1314     dump_object(op);
1315     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);
1316     dump_object(GET_MAP_OB(m,x,y));
1317     LOG(llevError,"%s\n",errmsg);
1318     }
1319     SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1320 elmex 1.1 }
1321     op->above=NULL;
1322     op->below=NULL;
1323    
1324     if (op->map->in_memory == MAP_SAVING)
1325 root 1.8 return;
1326 elmex 1.1
1327     tag = op->count;
1328     check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1329     for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1330 root 1.8 /* No point updating the players look faces if he is the object
1331     * being removed.
1332     */
1333    
1334     if(tmp->type==PLAYER && tmp!=op) {
1335     /* If a container that the player is currently using somehow gets
1336     * removed (most likely destroyed), update the player view
1337     * appropriately.
1338     */
1339     if (tmp->container==op) {
1340     CLEAR_FLAG(op, FLAG_APPLIED);
1341     tmp->container=NULL;
1342     }
1343     tmp->contr->socket.update_look=1;
1344     }
1345     /* See if player moving off should effect something */
1346     if (check_walk_off && ((op->move_type & tmp->move_off) &&
1347     (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1348    
1349     move_apply(tmp, op, NULL);
1350     if (was_destroyed (op, tag)) {
1351     LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1352     "leaving object\n", tmp->name, tmp->arch->name);
1353     }
1354     }
1355    
1356     /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1357    
1358     if(tmp->above == tmp)
1359     tmp->above = NULL;
1360     last=tmp;
1361 elmex 1.1 }
1362     /* last == NULL of there are no objects on this space */
1363     if (last==NULL) {
1364 root 1.8 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1365     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1366     * those out anyways, and if there are any flags set right now, they won't
1367     * be correct anyways.
1368     */
1369     SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1370     update_position(op->map, op->x, op->y);
1371 elmex 1.1 }
1372     else
1373 root 1.8 update_object(last, UP_OBJ_REMOVE);
1374 elmex 1.1
1375     if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1376 root 1.8 update_all_los(op->map, op->x, op->y);
1377 elmex 1.1
1378     }
1379    
1380     /*
1381     * merge_ob(op,top):
1382     *
1383     * This function goes through all objects below and including top, and
1384     * merges op to the first matching object.
1385     * If top is NULL, it is calculated.
1386     * Returns pointer to object if it succeded in the merge, otherwise NULL
1387     */
1388    
1389     object *merge_ob(object *op, object *top) {
1390     if(!op->nrof)
1391     return 0;
1392     if(top==NULL)
1393     for(top=op;top!=NULL&&top->above!=NULL;top=top->above);
1394     for(;top!=NULL;top=top->below) {
1395     if(top==op)
1396     continue;
1397     if (CAN_MERGE(op,top))
1398     {
1399     top->nrof+=op->nrof;
1400     /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1401     op->weight = 0; /* Don't want any adjustements now */
1402     remove_ob(op);
1403     free_object(op);
1404     return top;
1405     }
1406     }
1407     return NULL;
1408     }
1409    
1410     /*
1411     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1412     * job preparing multi-part monsters
1413     */
1414     object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){
1415     object* tmp;
1416     if (op->head)
1417     op=op->head;
1418     for (tmp=op;tmp;tmp=tmp->more){
1419     tmp->x=x+tmp->arch->clone.x;
1420     tmp->y=y+tmp->arch->clone.y;
1421     }
1422     return insert_ob_in_map (op, m, originator, flag);
1423     }
1424    
1425     /*
1426     * insert_ob_in_map (op, map, originator, flag):
1427     * This function inserts the object in the two-way linked list
1428     * which represents what is on a map.
1429     * The second argument specifies the map, and the x and y variables
1430     * in the object about to be inserted specifies the position.
1431     *
1432     * originator: Player, monster or other object that caused 'op' to be inserted
1433     * into 'map'. May be NULL.
1434     *
1435     * flag is a bitmask about special things to do (or not do) when this
1436     * function is called. see the object.h file for the INS_ values.
1437     * Passing 0 for flag gives proper default values, so flag really only needs
1438     * to be set if special handling is needed.
1439     *
1440     * Return value:
1441     * new object if 'op' was merged with other object
1442     * NULL if 'op' was destroyed
1443     * just 'op' otherwise
1444     */
1445    
1446     object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1447     {
1448     object *tmp, *top, *floor=NULL;
1449     sint16 x,y;
1450    
1451     if (QUERY_FLAG (op, FLAG_FREED)) {
1452 root 1.8 LOG (llevError, "Trying to insert freed object!\n");
1453     return NULL;
1454 elmex 1.1 }
1455     if(m==NULL) {
1456 root 1.8 dump_object(op);
1457     LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1458     return op;
1459 elmex 1.1 }
1460     if(out_of_map(m,op->x,op->y)) {
1461 root 1.8 dump_object(op);
1462     LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1463 elmex 1.1 #ifdef MANY_CORES
1464 root 1.8 /* Better to catch this here, as otherwise the next use of this object
1465     * is likely to cause a crash. Better to find out where it is getting
1466     * improperly inserted.
1467     */
1468     abort();
1469 elmex 1.1 #endif
1470 root 1.8 return op;
1471 elmex 1.1 }
1472     if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1473 root 1.8 dump_object(op);
1474     LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1475     return op;
1476 elmex 1.1 }
1477     if(op->more!=NULL) {
1478 root 1.8 /* The part may be on a different map. */
1479 elmex 1.1
1480 root 1.8 object *more = op->more;
1481 elmex 1.1
1482 root 1.8 /* We really need the caller to normalize coordinates - if
1483     * we set the map, that doesn't work if the location is within
1484     * a map and this is straddling an edge. So only if coordinate
1485     * is clear wrong do we normalize it.
1486     */
1487     if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1488     /* Debugging information so you can see the last coordinates this object had */
1489     more->ox = more->x;
1490     more->oy = more->y;
1491     more->map = get_map_from_coord(m, &more->x, &more->y);
1492     } else if (!more->map) {
1493     /* For backwards compatibility - when not dealing with tiled maps,
1494     * more->map should always point to the parent.
1495     */
1496     more->map = m;
1497     }
1498    
1499     if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1500     if ( ! op->head)
1501     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1502     return NULL;
1503     }
1504 elmex 1.1 }
1505     CLEAR_FLAG(op,FLAG_REMOVED);
1506    
1507     /* Debugging information so you can see the last coordinates this object had */
1508     op->ox=op->x;
1509     op->oy=op->y;
1510    
1511     /* Ideally, the caller figures this out. However, it complicates a lot
1512     * of areas of callers (eg, anything that uses find_free_spot would now
1513     * need extra work
1514     */
1515     op->map=get_map_from_coord(m, &op->x, &op->y);
1516     x = op->x;
1517     y = op->y;
1518    
1519     /* this has to be done after we translate the coordinates.
1520     */
1521     if(op->nrof && !(flag & INS_NO_MERGE)) {
1522 root 1.8 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1523     if (CAN_MERGE(op,tmp)) {
1524     op->nrof+=tmp->nrof;
1525     remove_ob(tmp);
1526     free_object(tmp);
1527     }
1528 elmex 1.1 }
1529    
1530     CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1531     CLEAR_FLAG(op, FLAG_INV_LOCKED);
1532     if (!QUERY_FLAG(op, FLAG_ALIVE))
1533 root 1.8 CLEAR_FLAG(op, FLAG_NO_STEAL);
1534 elmex 1.1
1535     if (flag & INS_BELOW_ORIGINATOR) {
1536 root 1.8 if (originator->map != op->map || originator->x != op->x ||
1537     originator->y != op->y) {
1538     LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1539     abort();
1540     }
1541     op->above = originator;
1542     op->below = originator->below;
1543     if (op->below) op->below->above = op;
1544     else SET_MAP_OB(op->map, op->x, op->y, op);
1545     /* since *below* originator, no need to update top */
1546     originator->below = op;
1547 elmex 1.1 } else {
1548 root 1.8 /* If there are other objects, then */
1549     if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1550     object *last=NULL;
1551     /*
1552     * If there are multiple objects on this space, we do some trickier handling.
1553     * We've already dealt with merging if appropriate.
1554     * Generally, we want to put the new object on top. But if
1555     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1556     * floor, we want to insert above that and no further.
1557     * Also, if there are spell objects on this space, we stop processing
1558     * once we get to them. This reduces the need to traverse over all of
1559     * them when adding another one - this saves quite a bit of cpu time
1560     * when lots of spells are cast in one area. Currently, it is presumed
1561     * that flying non pickable objects are spell objects.
1562     */
1563    
1564     while (top != NULL) {
1565     if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1566     QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1567     if (QUERY_FLAG(top, FLAG_NO_PICK)
1568 elmex 1.1 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1569     && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1570     {
1571     /* We insert above top, so we want this object below this */
1572     top=top->below;
1573     break;
1574     }
1575 root 1.8 last = top;
1576     top = top->above;
1577     }
1578     /* Don't want top to be NULL, so set it to the last valid object */
1579     top = last;
1580    
1581     /* We let update_position deal with figuring out what the space
1582     * looks like instead of lots of conditions here.
1583     * makes things faster, and effectively the same result.
1584     */
1585 elmex 1.1
1586 root 1.8 /* Have object 'fall below' other objects that block view.
1587 elmex 1.1 * Unless those objects are exits, type 66
1588 root 1.8 * If INS_ON_TOP is used, don't do this processing
1589     * Need to find the object that in fact blocks view, otherwise
1590     * stacking is a bit odd.
1591     */
1592     if (!(flag & INS_ON_TOP) &&
1593     (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1594     (op->face && !op->face->visibility)) {
1595     for (last=top; last != floor; last=last->below)
1596 elmex 1.1 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1597 root 1.8 /* Check to see if we found the object that blocks view,
1598     * and make sure we have a below pointer for it so that
1599     * we can get inserted below this one, which requires we
1600     * set top to the object below us.
1601     */
1602     if (last && last->below && last != floor) top=last->below;
1603     }
1604     } /* If objects on this space */
1605     if (flag & INS_MAP_LOAD)
1606     top = GET_MAP_TOP(op->map,op->x,op->y);
1607     if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1608    
1609     /* Top is the object that our object (op) is going to get inserted above.
1610     */
1611    
1612     /* First object on this space */
1613     if (!top) {
1614     op->above = GET_MAP_OB(op->map, op->x, op->y);
1615     if (op->above) op->above->below = op;
1616     op->below = NULL;
1617     SET_MAP_OB(op->map, op->x, op->y, op);
1618     } else { /* get inserted into the stack above top */
1619     op->above = top->above;
1620     if (op->above) op->above->below = op;
1621     op->below = top;
1622     top->above = op;
1623     }
1624     if (op->above==NULL)
1625     SET_MAP_TOP(op->map,op->x, op->y, op);
1626 elmex 1.1 } /* else not INS_BELOW_ORIGINATOR */
1627    
1628     if(op->type==PLAYER)
1629 root 1.8 op->contr->do_los=1;
1630 elmex 1.1
1631     /* If we have a floor, we know the player, if any, will be above
1632     * it, so save a few ticks and start from there.
1633     */
1634     if (!(flag & INS_MAP_LOAD))
1635     for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1636 root 1.8 if (tmp->type == PLAYER)
1637     tmp->contr->socket.update_look=1;
1638 elmex 1.1 }
1639    
1640     /* If this object glows, it may affect lighting conditions that are
1641     * visible to others on this map. But update_all_los is really
1642     * an inefficient way to do this, as it means los for all players
1643     * on the map will get recalculated. The players could very well
1644     * be far away from this change and not affected in any way -
1645     * this should get redone to only look for players within range,
1646     * or just updating the P_NEED_UPDATE for spaces within this area
1647     * of effect may be sufficient.
1648     */
1649     if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1650 root 1.8 update_all_los(op->map, op->x, op->y);
1651 elmex 1.1
1652    
1653     /* updates flags (blocked, alive, no magic, etc) for this map space */
1654     update_object(op,UP_OBJ_INSERT);
1655    
1656    
1657     /* Don't know if moving this to the end will break anything. However,
1658     * we want to have update_look set above before calling this.
1659     *
1660     * check_move_on() must be after this because code called from
1661     * check_move_on() depends on correct map flags (so functions like
1662     * blocked() and wall() work properly), and these flags are updated by
1663     * update_object().
1664     */
1665    
1666     /* if this is not the head or flag has been passed, don't check walk on status */
1667    
1668     if (!(flag & INS_NO_WALK_ON) && !op->head) {
1669     if (check_move_on(op, originator))
1670 root 1.8 return NULL;
1671 elmex 1.1
1672     /* If we are a multi part object, lets work our way through the check
1673     * walk on's.
1674     */
1675     for (tmp=op->more; tmp!=NULL; tmp=tmp->more)
1676     if (check_move_on (tmp, originator))
1677 root 1.8 return NULL;
1678 elmex 1.1 }
1679     return op;
1680     }
1681    
1682     /* this function inserts an object in the map, but if it
1683     * finds an object of its own type, it'll remove that one first.
1684     * op is the object to insert it under: supplies x and the map.
1685     */
1686     void replace_insert_ob_in_map(const char *arch_string, object *op) {
1687     object *tmp;
1688     object *tmp1;
1689    
1690     /* first search for itself and remove any old instances */
1691    
1692     for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) {
1693 root 1.8 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ {
1694     remove_ob(tmp);
1695     free_object(tmp);
1696     }
1697 elmex 1.1 }
1698    
1699     tmp1=arch_to_object(find_archetype(arch_string));
1700    
1701    
1702     tmp1->x = op->x; tmp1->y = op->y;
1703     insert_ob_in_map(tmp1,op->map,op,0);
1704     }
1705    
1706     /*
1707     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1708     * is returned contains nr objects, and the remaining parts contains
1709     * the rest (or is removed and freed if that number is 0).
1710     * On failure, NULL is returned, and the reason put into the
1711     * global static errmsg array.
1712     */
1713    
1714     object *get_split_ob(object *orig_ob, uint32 nr) {
1715     object *newob;
1716     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1717    
1718     if(orig_ob->nrof<nr) {
1719 root 1.8 sprintf(errmsg,"There are only %d %ss.",
1720 elmex 1.1 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1721 root 1.8 return NULL;
1722 elmex 1.1 }
1723     newob = object_create_clone(orig_ob);
1724     if((orig_ob->nrof-=nr)<1) {
1725 root 1.8 if ( ! is_removed)
1726 elmex 1.1 remove_ob(orig_ob);
1727 root 1.8 free_object2(orig_ob, 1);
1728 elmex 1.1 }
1729     else if ( ! is_removed) {
1730 root 1.8 if(orig_ob->env!=NULL)
1731     sub_weight (orig_ob->env,orig_ob->weight*nr);
1732     if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1733     strcpy(errmsg, "Tried to split object whose map is not in memory.");
1734     LOG(llevDebug,
1735     "Error, Tried to split object whose map is not in memory.\n");
1736     return NULL;
1737     }
1738 elmex 1.1 }
1739     newob->nrof=nr;
1740    
1741     return newob;
1742     }
1743    
1744     /*
1745     * decrease_ob_nr(object, number) decreases a specified number from
1746     * the amount of an object. If the amount reaches 0, the object
1747     * is subsequently removed and freed.
1748     *
1749     * Return value: 'op' if something is left, NULL if the amount reached 0
1750     */
1751    
1752     object *decrease_ob_nr (object *op, uint32 i)
1753     {
1754     object *tmp;
1755     player *pl;
1756    
1757     if (i == 0) /* objects with op->nrof require this check */
1758     return op;
1759    
1760     if (i > op->nrof)
1761     i = op->nrof;
1762    
1763     if (QUERY_FLAG (op, FLAG_REMOVED))
1764     {
1765     op->nrof -= i;
1766     }
1767     else if (op->env != NULL)
1768     {
1769 root 1.8 /* is this object in the players inventory, or sub container
1770     * therein?
1771     */
1772 elmex 1.1 tmp = is_player_inv (op->env);
1773 root 1.8 /* nope. Is this a container the player has opened?
1774     * If so, set tmp to that player.
1775     * IMO, searching through all the players will mostly
1776     * likely be quicker than following op->env to the map,
1777     * and then searching the map for a player.
1778     */
1779     if (!tmp) {
1780     for (pl=first_player; pl; pl=pl->next)
1781     if (pl->ob->container == op->env) break;
1782     if (pl) tmp=pl->ob;
1783     else tmp=NULL;
1784     }
1785 elmex 1.1
1786     if (i < op->nrof) {
1787     sub_weight (op->env, op->weight * i);
1788     op->nrof -= i;
1789     if (tmp) {
1790     esrv_send_item(tmp, op);
1791     }
1792     } else {
1793     remove_ob (op);
1794     op->nrof = 0;
1795     if (tmp) {
1796     esrv_del_item(tmp->contr, op->count);
1797     }
1798     }
1799     }
1800     else
1801     {
1802 root 1.8 object *above = op->above;
1803 elmex 1.1
1804     if (i < op->nrof) {
1805     op->nrof -= i;
1806     } else {
1807     remove_ob (op);
1808     op->nrof = 0;
1809     }
1810 root 1.8 /* Since we just removed op, op->above is null */
1811 elmex 1.1 for (tmp = above; tmp != NULL; tmp = tmp->above)
1812     if (tmp->type == PLAYER) {
1813     if (op->nrof)
1814     esrv_send_item(tmp, op);
1815     else
1816     esrv_del_item(tmp->contr, op->count);
1817     }
1818     }
1819    
1820     if (op->nrof) {
1821     return op;
1822     } else {
1823     free_object (op);
1824     return NULL;
1825     }
1826     }
1827    
1828     /*
1829     * add_weight(object, weight) adds the specified weight to an object,
1830     * and also updates how much the environment(s) is/are carrying.
1831     */
1832    
1833     void add_weight (object *op, signed long weight) {
1834     while (op!=NULL) {
1835     if (op->type == CONTAINER) {
1836     weight=(signed long)(weight*(100-op->stats.Str)/100);
1837     }
1838     op->carrying+=weight;
1839     op=op->env;
1840     }
1841     }
1842    
1843     /*
1844     * insert_ob_in_ob(op,environment):
1845     * This function inserts the object op in the linked list
1846     * inside the object environment.
1847     *
1848     * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1849     * the inventory at the last position or next to other objects of the same
1850     * type.
1851     * Frank: Now sorted by type, archetype and magic!
1852     *
1853     * The function returns now pointer to inserted item, and return value can
1854     * be != op, if items are merged. -Tero
1855     */
1856    
1857     object *insert_ob_in_ob(object *op,object *where) {
1858     object *tmp, *otmp;
1859    
1860     if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1861     dump_object(op);
1862     LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1863     return op;
1864     }
1865     if(where==NULL) {
1866     dump_object(op);
1867     LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1868     return op;
1869     }
1870     if (where->head) {
1871     LOG(llevDebug,
1872 root 1.8 "Warning: Tried to insert object wrong part of multipart object.\n");
1873 elmex 1.1 where = where->head;
1874     }
1875     if (op->more) {
1876     LOG(llevError, "Tried to insert multipart object %s (%d)\n",
1877     op->name, op->count);
1878     return op;
1879     }
1880     CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL);
1881     CLEAR_FLAG(op, FLAG_REMOVED);
1882     if(op->nrof) {
1883     for(tmp=where->inv;tmp!=NULL;tmp=tmp->below)
1884     if ( CAN_MERGE(tmp,op) ) {
1885 root 1.8 /* return the original object and remove inserted object
1886 elmex 1.1 (client needs the original object) */
1887     tmp->nrof += op->nrof;
1888 root 1.8 /* Weight handling gets pretty funky. Since we are adding to
1889     * tmp->nrof, we need to increase the weight.
1890     */
1891     add_weight (where, op->weight*op->nrof);
1892 elmex 1.1 SET_FLAG(op, FLAG_REMOVED);
1893     free_object(op); /* free the inserted object */
1894     op = tmp;
1895     remove_ob (op); /* and fix old object's links */
1896     CLEAR_FLAG(op, FLAG_REMOVED);
1897 root 1.8 break;
1898 elmex 1.1 }
1899    
1900     /* I assume combined objects have no inventory
1901     * We add the weight - this object could have just been removed
1902     * (if it was possible to merge). calling remove_ob will subtract
1903     * the weight, so we need to add it in again, since we actually do
1904     * the linking below
1905     */
1906     add_weight (where, op->weight*op->nrof);
1907     } else
1908     add_weight (where, (op->weight+op->carrying));
1909    
1910     otmp=is_player_inv(where);
1911     if (otmp&&otmp->contr!=NULL) {
1912     if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1913     fix_player(otmp);
1914     }
1915    
1916     op->map=NULL;
1917     op->env=where;
1918     op->above=NULL;
1919     op->below=NULL;
1920     op->x=0,op->y=0;
1921     op->ox=0,op->oy=0;
1922    
1923     /* reset the light list and los of the players on the map */
1924     if((op->glow_radius!=0)&&where->map)
1925     {
1926     #ifdef DEBUG_LIGHTS
1927     LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1928 root 1.8 op->name);
1929 elmex 1.1 #endif /* DEBUG_LIGHTS */
1930     if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1931     }
1932    
1933     /* Client has no idea of ordering so lets not bother ordering it here.
1934     * It sure simplifies this function...
1935     */
1936     if (where->inv==NULL)
1937     where->inv=op;
1938     else {
1939     op->below = where->inv;
1940     op->below->above = op;
1941     where->inv = op;
1942     }
1943     return op;
1944     }
1945    
1946     /*
1947     * Checks if any objects has a move_type that matches objects
1948     * that effect this object on this space. Call apply() to process
1949     * these events.
1950     *
1951     * Any speed-modification due to SLOW_MOVE() of other present objects
1952     * will affect the speed_left of the object.
1953     *
1954     * originator: Player, monster or other object that caused 'op' to be inserted
1955     * into 'map'. May be NULL.
1956     *
1957     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1958     *
1959     * 4-21-95 added code to check if appropriate skill was readied - this will
1960     * permit faster movement by the player through this terrain. -b.t.
1961     *
1962     * MSW 2001-07-08: Check all objects on space, not just those below
1963     * object being inserted. insert_ob_in_map may not put new objects
1964     * on top.
1965     */
1966    
1967     int check_move_on (object *op, object *originator)
1968     {
1969     object *tmp;
1970     tag_t tag;
1971     mapstruct *m=op->map;
1972     int x=op->x, y=op->y;
1973     MoveType move_on, move_slow, move_block;
1974    
1975     if(QUERY_FLAG(op,FLAG_NO_APPLY))
1976 root 1.8 return 0;
1977 elmex 1.1
1978     tag = op->count;
1979    
1980     move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1981     move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1982     move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1983    
1984     /* if nothing on this space will slow op down or be applied,
1985     * no need to do checking below. have to make sure move_type
1986     * is set, as lots of objects don't have it set - we treat that
1987     * as walking.
1988     */
1989     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1990 root 1.8 return 0;
1991 elmex 1.1
1992     /* This is basically inverse logic of that below - basically,
1993     * if the object can avoid the move on or slow move, they do so,
1994     * but can't do it if the alternate movement they are using is
1995     * blocked. Logic on this seems confusing, but does seem correct.
1996     */
1997     if ((op->move_type & ~move_on & ~move_block) != 0 &&
1998 root 1.8 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
1999 elmex 1.1
2000     /* The objects have to be checked from top to bottom.
2001     * Hence, we first go to the top:
2002     */
2003    
2004     for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2005 root 1.8 tmp->above!=NULL; tmp=tmp->above) {
2006     /* Trim the search when we find the first other spell effect
2007     * this helps performance so that if a space has 50 spell objects,
2008     * we don't need to check all of them.
2009     */
2010     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2011 elmex 1.1 }
2012     for(;tmp!=NULL; tmp=tmp->below) {
2013 root 1.8 if (tmp == op) continue; /* Can't apply yourself */
2014    
2015     /* Check to see if one of the movement types should be slowed down.
2016     * Second check makes sure that the movement types not being slowed
2017     * (~slow_move) is not blocked on this space - just because the
2018     * space doesn't slow down swimming (for example), if you can't actually
2019     * swim on that space, can't use it to avoid the penalty.
2020     */
2021     if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2022     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2023     ((op->move_type & tmp->move_slow) &&
2024     (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2025    
2026     float diff;
2027    
2028     diff = tmp->move_slow_penalty*FABS(op->speed);
2029     if (op->type == PLAYER) {
2030     if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2031     (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2032     diff /= 4.0;
2033     }
2034     }
2035     op->speed_left -= diff;
2036     }
2037     }
2038 elmex 1.1
2039 root 1.8 /* Basically same logic as above, except now for actual apply. */
2040     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2041     ((op->move_type & tmp->move_on) &&
2042     (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2043 elmex 1.1
2044 root 1.8 move_apply(tmp, op, originator);
2045 elmex 1.1 if (was_destroyed (op, tag))
2046 root 1.8 return 1;
2047 elmex 1.1
2048 root 1.8 /* what the person/creature stepped onto has moved the object
2049     * someplace new. Don't process any further - if we did,
2050     * have a feeling strange problems would result.
2051     */
2052     if (op->map != m || op->x != x || op->y != y) return 0;
2053     }
2054 elmex 1.1 }
2055     return 0;
2056     }
2057    
2058     /*
2059     * present_arch(arch, map, x, y) searches for any objects with
2060     * a matching archetype at the given map and coordinates.
2061     * The first matching object is returned, or NULL if none.
2062     */
2063    
2064     object *present_arch(const archetype *at, mapstruct *m, int x, int y) {
2065     object *tmp;
2066     if(m==NULL || out_of_map(m,x,y)) {
2067     LOG(llevError,"Present_arch called outside map.\n");
2068     return NULL;
2069     }
2070     for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above)
2071     if(tmp->arch == at)
2072     return tmp;
2073     return NULL;
2074     }
2075    
2076     /*
2077     * present(type, map, x, y) searches for any objects with
2078     * a matching type variable at the given map and coordinates.
2079     * The first matching object is returned, or NULL if none.
2080     */
2081    
2082     object *present(unsigned char type,mapstruct *m, int x,int y) {
2083     object *tmp;
2084     if(out_of_map(m,x,y)) {
2085     LOG(llevError,"Present called outside map.\n");
2086     return NULL;
2087     }
2088     for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above)
2089     if(tmp->type==type)
2090     return tmp;
2091     return NULL;
2092     }
2093    
2094     /*
2095     * present_in_ob(type, object) searches for any objects with
2096     * a matching type variable in the inventory of the given object.
2097     * The first matching object is returned, or NULL if none.
2098     */
2099    
2100     object *present_in_ob(unsigned char type, const object *op) {
2101     object *tmp;
2102     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2103     if(tmp->type==type)
2104     return tmp;
2105     return NULL;
2106     }
2107    
2108     /*
2109     * present_in_ob (type, str, object) searches for any objects with
2110     * a matching type & name variable in the inventory of the given object.
2111     * The first matching object is returned, or NULL if none.
2112     * This is mostly used by spell effect code, so that we only
2113     * have one spell effect at a time.
2114     * type can be used to narrow the search - if type is set,
2115     * the type must also match. -1 can be passed for the type,
2116     * in which case the type does not need to pass.
2117     * str is the string to match against. Note that we match against
2118     * the object name, not the archetype name. this is so that the
2119     * spell code can use one object type (force), but change it's name
2120     * to be unique.
2121     */
2122    
2123     object *present_in_ob_by_name(int type, const char *str, const object *op) {
2124     object *tmp;
2125    
2126     for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2127 root 1.8 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name)))
2128     return tmp;
2129 elmex 1.1 }
2130     return NULL;
2131     }
2132    
2133     /*
2134     * present_arch_in_ob(archetype, object) searches for any objects with
2135     * a matching archetype in the inventory of the given object.
2136     * The first matching object is returned, or NULL if none.
2137     */
2138    
2139     object *present_arch_in_ob(const archetype *at, const object *op) {
2140     object *tmp;
2141     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2142     if( tmp->arch == at)
2143     return tmp;
2144     return NULL;
2145     }
2146    
2147     /*
2148     * activate recursively a flag on an object inventory
2149     */
2150     void flag_inv(object*op, int flag){
2151     object *tmp;
2152     if(op->inv)
2153     for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
2154     SET_FLAG(tmp, flag);
2155     flag_inv(tmp,flag);
2156     }
2157     }/*
2158     * desactivate recursively a flag on an object inventory
2159     */
2160     void unflag_inv(object*op, int flag){
2161     object *tmp;
2162     if(op->inv)
2163     for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
2164     CLEAR_FLAG(tmp, flag);
2165     unflag_inv(tmp,flag);
2166     }
2167     }
2168    
2169     /*
2170     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2171     * all it's inventory (recursively).
2172     * If checksums are used, a player will get set_cheat called for
2173     * him/her-self and all object carried by a call to this function.
2174     */
2175    
2176     void set_cheat(object *op) {
2177     SET_FLAG(op, FLAG_WAS_WIZ);
2178     flag_inv(op, FLAG_WAS_WIZ);
2179     }
2180    
2181     /*
2182     * find_free_spot(object, map, x, y, start, stop) will search for
2183     * a spot at the given map and coordinates which will be able to contain
2184     * the given object. start and stop specifies how many squares
2185     * to search (see the freearr_x/y[] definition).
2186     * It returns a random choice among the alternatives found.
2187     * start and stop are where to start relative to the free_arr array (1,9
2188     * does all 4 immediate directions). This returns the index into the
2189     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2190     * Note - this only checks to see if there is space for the head of the
2191     * object - if it is a multispace object, this should be called for all
2192     * pieces.
2193     * Note2: This function does correctly handle tiled maps, but does not
2194     * inform the caller. However, insert_ob_in_map will update as
2195     * necessary, so the caller shouldn't need to do any special work.
2196     * Note - updated to take an object instead of archetype - this is necessary
2197     * because arch_blocked (now ob_blocked) needs to know the movement type
2198     * to know if the space in question will block the object. We can't use
2199     * the archetype because that isn't correct if the monster has been
2200     * customized, changed states, etc.
2201     */
2202    
2203     int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) {
2204     int i,index=0, flag;
2205     static int altern[SIZEOFFREE];
2206    
2207     for(i=start;i<stop;i++) {
2208 root 1.8 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]);
2209     if(!flag)
2210     altern[index++]=i;
2211    
2212     /* Basically, if we find a wall on a space, we cut down the search size.
2213     * In this way, we won't return spaces that are on another side of a wall.
2214     * This mostly work, but it cuts down the search size in all directions -
2215     * if the space being examined only has a wall to the north and empty
2216     * spaces in all the other directions, this will reduce the search space
2217     * to only the spaces immediately surrounding the target area, and
2218     * won't look 2 spaces south of the target space.
2219     */
2220     else if ((flag & AB_NO_PASS) && maxfree[i]<stop)
2221     stop=maxfree[i];
2222 elmex 1.1 }
2223     if(!index) return -1;
2224     return altern[RANDOM()%index];
2225     }
2226    
2227     /*
2228     * find_first_free_spot(archetype, mapstruct, x, y) works like
2229     * find_free_spot(), but it will search max number of squares.
2230     * But it will return the first available spot, not a random choice.
2231     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2232     */
2233    
2234     int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) {
2235     int i;
2236     for(i=0;i<SIZEOFFREE;i++) {
2237 root 1.8 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]))
2238     return i;
2239 elmex 1.1 }
2240     return -1;
2241     }
2242    
2243     /*
2244     * The function permute(arr, begin, end) randomly reorders the array
2245     * arr[begin..end-1].
2246     */
2247     static void permute(int *arr, int begin, int end)
2248     {
2249     int i, j, tmp, len;
2250    
2251     len = end-begin;
2252     for(i = begin; i < end; i++)
2253     {
2254 root 1.8 j = begin+RANDOM()%len;
2255 elmex 1.1
2256 root 1.8 tmp = arr[i];
2257     arr[i] = arr[j];
2258     arr[j] = tmp;
2259 elmex 1.1 }
2260     }
2261    
2262     /* new function to make monster searching more efficient, and effective!
2263     * This basically returns a randomized array (in the passed pointer) of
2264     * the spaces to find monsters. In this way, it won't always look for
2265     * monsters to the north first. However, the size of the array passed
2266     * covers all the spaces, so within that size, all the spaces within
2267     * the 3x3 area will be searched, just not in a predictable order.
2268     */
2269     void get_search_arr(int *search_arr)
2270     {
2271     int i;
2272    
2273     for(i = 0; i < SIZEOFFREE; i++)
2274     {
2275 root 1.8 search_arr[i] = i;
2276 elmex 1.1 }
2277    
2278     permute(search_arr, 1, SIZEOFFREE1+1);
2279     permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1);
2280     permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE);
2281     }
2282    
2283     /*
2284     * find_dir(map, x, y, exclude) will search some close squares in the
2285     * given map at the given coordinates for live objects.
2286     * It will not considered the object given as exclude among possible
2287     * live objects.
2288     * It returns the direction toward the first/closest live object if finds
2289     * any, otherwise 0.
2290     * Perhaps incorrectly, but I'm making the assumption that exclude
2291     * is actually want is going to try and move there. We need this info
2292     * because we have to know what movement the thing looking to move
2293     * there is capable of.
2294     */
2295    
2296     int find_dir(mapstruct *m, int x, int y, object *exclude) {
2297     int i,max=SIZEOFFREE, mflags;
2298     sint16 nx, ny;
2299     object *tmp;
2300     mapstruct *mp;
2301     MoveType blocked, move_type;
2302    
2303     if (exclude && exclude->head) {
2304 root 1.8 exclude = exclude->head;
2305     move_type = exclude->move_type;
2306 elmex 1.1 } else {
2307 root 1.8 /* If we don't have anything, presume it can use all movement types. */
2308     move_type=MOVE_ALL;
2309 elmex 1.1 }
2310    
2311     for(i=1;i<max;i++) {
2312 root 1.8 mp = m;
2313     nx = x + freearr_x[i];
2314     ny = y + freearr_y[i];
2315    
2316     mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
2317     if (mflags & P_OUT_OF_MAP) {
2318     max = maxfree[i];
2319     } else {
2320     blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2321    
2322     if ((move_type & blocked) == move_type) {
2323     max=maxfree[i];
2324     } else if (mflags & P_IS_ALIVE) {
2325     for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) {
2326     if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) &&
2327     (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2328     break;
2329     }
2330     }
2331     if(tmp) {
2332     return freedir[i];
2333     }
2334     }
2335     }
2336 elmex 1.1 }
2337     return 0;
2338     }
2339    
2340     /*
2341     * distance(object 1, object 2) will return the square of the
2342     * distance between the two given objects.
2343     */
2344    
2345     int distance(const object *ob1, const object *ob2) {
2346     int i;
2347     i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+
2348     (ob1->y - ob2->y)*(ob1->y - ob2->y);
2349     return i;
2350     }
2351    
2352     /*
2353     * find_dir_2(delta-x,delta-y) will return a direction in which
2354     * an object which has subtracted the x and y coordinates of another
2355     * object, needs to travel toward it.
2356     */
2357    
2358     int find_dir_2(int x, int y) {
2359     int q;
2360    
2361     if(y)
2362     q=x*100/y;
2363     else if (x)
2364     q= -300*x;
2365     else
2366     return 0;
2367    
2368     if(y>0) {
2369     if(q < -242)
2370     return 3 ;
2371     if (q < -41)
2372     return 2 ;
2373     if (q < 41)
2374     return 1 ;
2375     if (q < 242)
2376     return 8 ;
2377     return 7 ;
2378     }
2379    
2380     if (q < -242)
2381     return 7 ;
2382     if (q < -41)
2383     return 6 ;
2384     if (q < 41)
2385     return 5 ;
2386     if (q < 242)
2387     return 4 ;
2388    
2389     return 3 ;
2390     }
2391    
2392     /*
2393     * absdir(int): Returns a number between 1 and 8, which represent
2394     * the "absolute" direction of a number (it actually takes care of
2395     * "overflow" in previous calculations of a direction).
2396     */
2397    
2398     int absdir(int d) {
2399     while(d<1) d+=8;
2400     while(d>8) d-=8;
2401     return d;
2402     }
2403    
2404     /*
2405     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2406     * between two directions (which are expected to be absolute (see absdir())
2407     */
2408    
2409     int dirdiff(int dir1, int dir2) {
2410     int d;
2411     d = abs(dir1 - dir2);
2412     if(d>4)
2413     d = 8 - d;
2414     return d;
2415     }
2416    
2417     /* peterm:
2418     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2419     * Basically, this is a table of directions, and what directions
2420     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2421     * This basically means that if direction is 15, then it could either go
2422     * direction 4, 14, or 16 to get back to where we are.
2423     * Moved from spell_util.c to object.c with the other related direction
2424     * functions.
2425     */
2426    
2427     int reduction_dir[SIZEOFFREE][3] = {
2428     {0,0,0}, /* 0 */
2429     {0,0,0}, /* 1 */
2430     {0,0,0}, /* 2 */
2431     {0,0,0}, /* 3 */
2432     {0,0,0}, /* 4 */
2433     {0,0,0}, /* 5 */
2434     {0,0,0}, /* 6 */
2435     {0,0,0}, /* 7 */
2436     {0,0,0}, /* 8 */
2437     {8,1,2}, /* 9 */
2438     {1,2,-1}, /* 10 */
2439     {2,10,12}, /* 11 */
2440     {2,3,-1}, /* 12 */
2441     {2,3,4}, /* 13 */
2442     {3,4,-1}, /* 14 */
2443     {4,14,16}, /* 15 */
2444     {5,4,-1}, /* 16 */
2445     {4,5,6}, /* 17 */
2446     {6,5,-1}, /* 18 */
2447     {6,20,18}, /* 19 */
2448     {7,6,-1}, /* 20 */
2449     {6,7,8}, /* 21 */
2450     {7,8,-1}, /* 22 */
2451     {8,22,24}, /* 23 */
2452     {8,1,-1}, /* 24 */
2453     {24,9,10}, /* 25 */
2454     {9,10,-1}, /* 26 */
2455     {10,11,-1}, /* 27 */
2456     {27,11,29}, /* 28 */
2457     {11,12,-1}, /* 29 */
2458     {12,13,-1}, /* 30 */
2459     {12,13,14}, /* 31 */
2460     {13,14,-1}, /* 32 */
2461     {14,15,-1}, /* 33 */
2462     {33,15,35}, /* 34 */
2463     {16,15,-1}, /* 35 */
2464     {17,16,-1}, /* 36 */
2465     {18,17,16}, /* 37 */
2466     {18,17,-1}, /* 38 */
2467     {18,19,-1}, /* 39 */
2468     {41,19,39}, /* 40 */
2469     {19,20,-1}, /* 41 */
2470     {20,21,-1}, /* 42 */
2471     {20,21,22}, /* 43 */
2472     {21,22,-1}, /* 44 */
2473     {23,22,-1}, /* 45 */
2474     {45,47,23}, /* 46 */
2475     {23,24,-1}, /* 47 */
2476     {24,9,-1}}; /* 48 */
2477    
2478     /* Recursive routine to step back and see if we can
2479     * find a path to that monster that we found. If not,
2480     * we don't bother going toward it. Returns 1 if we
2481     * can see a direct way to get it
2482     * Modified to be map tile aware -.MSW
2483     */
2484    
2485    
2486     int can_see_monsterP(mapstruct *m, int x, int y,int dir) {
2487     sint16 dx, dy;
2488     int mflags;
2489    
2490     if(dir<0) return 0; /* exit condition: invalid direction */
2491    
2492     dx = x + freearr_x[dir];
2493     dy = y + freearr_y[dir];
2494    
2495     mflags = get_map_flags(m, &m, dx, dy, &dx, &dy);
2496    
2497     /* This functional arguably was incorrect before - it was
2498     * checking for P_WALL - that was basically seeing if
2499     * we could move to the monster - this is being more
2500     * literal on if we can see it. To know if we can actually
2501     * move to the monster, we'd need the monster passed in or
2502     * at least its move type.
2503     */
2504     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0;
2505    
2506     /* yes, can see. */
2507     if(dir < 9) return 1;
2508     return can_see_monsterP(m, x, y, reduction_dir[dir][0]) |
2509 root 1.8 can_see_monsterP(m,x,y, reduction_dir[dir][1]) |
2510     can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2511 elmex 1.1 }
2512    
2513    
2514 root 1.8
2515 elmex 1.1 /*
2516     * can_pick(picker, item): finds out if an object is possible to be
2517     * picked up by the picker. Returnes 1 if it can be
2518     * picked up, otherwise 0.
2519     *
2520     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2521     * core dumps if they do.
2522     *
2523     * Add a check so we can't pick up invisible objects (0.93.8)
2524     */
2525    
2526     int can_pick(const object *who, const object *item) {
2527     return /*QUERY_FLAG(who,FLAG_WIZ)||*/
2528     (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&&
2529 root 1.8 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible &&
2530 elmex 1.1 (who->type==PLAYER||item->weight<who->weight/3));
2531     }
2532    
2533    
2534     /*
2535     * create clone from object to another
2536     */
2537     object *object_create_clone (object *asrc) {
2538     object *dst = NULL,*tmp,*src,*part,*prev, *item;
2539    
2540     if(!asrc) return NULL;
2541     src = asrc;
2542     if(src->head)
2543     src = src->head;
2544    
2545     prev = NULL;
2546     for(part = src; part; part = part->more) {
2547     tmp = get_object();
2548     copy_object(part,tmp);
2549     tmp->x -= src->x;
2550     tmp->y -= src->y;
2551     if(!part->head) {
2552     dst = tmp;
2553     tmp->head = NULL;
2554     } else {
2555     tmp->head = dst;
2556     }
2557     tmp->more = NULL;
2558     if(prev)
2559     prev->more = tmp;
2560     prev = tmp;
2561     }
2562     /*** copy inventory ***/
2563     for(item = src->inv; item; item = item->below) {
2564 root 1.8 (void) insert_ob_in_ob(object_create_clone(item),dst);
2565 elmex 1.1 }
2566    
2567     return dst;
2568     }
2569    
2570     /* return true if the object was destroyed, 0 otherwise */
2571     int was_destroyed (const object *op, tag_t old_tag)
2572     {
2573     /* checking for FLAG_FREED isn't necessary, but makes this function more
2574     * robust */
2575     return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2576     }
2577    
2578     /* GROS - Creates an object using a string representing its content. */
2579     /* Basically, we save the content of the string to a temp file, then call */
2580     /* load_object on it. I admit it is a highly inefficient way to make things, */
2581     /* but it was simple to make and allows reusing the load_object function. */
2582     /* Remember not to use load_object_str in a time-critical situation. */
2583     /* Also remember that multiparts objects are not supported for now. */
2584    
2585     object* load_object_str(const char *obstr)
2586     {
2587     object *op;
2588     char filename[MAX_BUF];
2589     sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2590 root 1.9
2591     FILE *tempfile=fopen(filename,"w");
2592 elmex 1.1 if (tempfile == NULL)
2593     {
2594     LOG(llevError,"Error - Unable to access load object temp file\n");
2595     return NULL;
2596     };
2597     fprintf(tempfile,obstr);
2598     fclose(tempfile);
2599    
2600     op=get_object();
2601    
2602 root 1.9 object_thawer thawer (filename);
2603     if (thawer)
2604     load_object(thawer,op,LO_NEWFILE,0);
2605 elmex 1.1 LOG(llevDebug," load str completed, object=%s\n",op->name);
2606     CLEAR_FLAG(op,FLAG_REMOVED);
2607 root 1.9
2608 elmex 1.1 return op;
2609     }
2610    
2611     /* This returns the first object in who's inventory that
2612     * has the same type and subtype match.
2613     * returns NULL if no match.
2614     */
2615     object *find_obj_by_type_subtype(const object *who, int type, int subtype)
2616     {
2617     object *tmp;
2618    
2619     for (tmp=who->inv; tmp; tmp=tmp->below)
2620 root 1.8 if (tmp->type == type && tmp->subtype == subtype) return tmp;
2621 elmex 1.1
2622     return NULL;
2623     }
2624    
2625     /* If ob has a field named key, return the link from the list,
2626     * otherwise return NULL.
2627     *
2628     * key must be a passed in shared string - otherwise, this won't
2629     * do the desired thing.
2630     */
2631     key_value * get_ob_key_link(const object * ob, const char * key) {
2632     key_value * link;
2633    
2634     for (link = ob->key_values; link != NULL; link = link->next) {
2635     if (link->key == key) {
2636     return link;
2637     }
2638     }
2639    
2640     return NULL;
2641     }
2642    
2643     /*
2644     * Returns the value of op has an extra_field for key, or NULL.
2645     *
2646     * The argument doesn't need to be a shared string.
2647     *
2648     * The returned string is shared.
2649     */
2650     const char * get_ob_key_value(const object * op, const char * const key) {
2651     key_value * link;
2652     const char * canonical_key;
2653    
2654     canonical_key = find_string(key);
2655    
2656     if (canonical_key == NULL) {
2657     /* 1. There being a field named key on any object
2658     * implies there'd be a shared string to find.
2659     * 2. Since there isn't, no object has this field.
2660     * 3. Therefore, *this* object doesn't have this field.
2661     */
2662     return NULL;
2663     }
2664    
2665     /* This is copied from get_ob_key_link() above -
2666     * only 4 lines, and saves the function call overhead.
2667     */
2668     for (link = op->key_values; link != NULL; link = link->next) {
2669     if (link->key == canonical_key) {
2670     return link->value;
2671     }
2672     }
2673     return NULL;
2674     }
2675    
2676    
2677     /*
2678     * Updates the canonical_key in op to value.
2679     *
2680     * canonical_key is a shared string (value doesn't have to be).
2681     *
2682     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2683     * keys.
2684     *
2685     * Returns TRUE on success.
2686     */
2687     int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) {
2688     key_value * field = NULL, *last=NULL;
2689    
2690     for (field=op->key_values; field != NULL; field=field->next) {
2691 root 1.8 if (field->key != canonical_key) {
2692     last = field;
2693     continue;
2694     }
2695    
2696     if (field->value) FREE_AND_CLEAR_STR(field->value);
2697     if (value)
2698     field->value = add_string(value);
2699     else {
2700     /* Basically, if the archetype has this key set,
2701     * we need to store the null value so when we save
2702     * it, we save the empty value so that when we load,
2703     * we get this value back again.
2704     */
2705     if (get_ob_key_link(&op->arch->clone, canonical_key))
2706     field->value = NULL;
2707     else {
2708     /* Delete this link */
2709     if (field->key) FREE_AND_CLEAR_STR(field->key);
2710     if (field->value) FREE_AND_CLEAR_STR(field->value);
2711     if (last) last->next = field->next;
2712     else op->key_values = field->next;
2713     free(field);
2714     }
2715     }
2716 elmex 1.1 return TRUE;
2717     }
2718     /* IF we get here, key doesn't exist */
2719    
2720     /* No field, we'll have to add it. */
2721    
2722     if (!add_key) {
2723     return FALSE;
2724     }
2725     /* There isn't any good reason to store a null
2726     * value in the key/value list. If the archetype has
2727     * this key, then we should also have it, so shouldn't
2728     * be here. If user wants to store empty strings,
2729     * should pass in ""
2730     */
2731     if (value == NULL) return TRUE;
2732    
2733     field = (key_value *) malloc(sizeof(key_value));
2734    
2735     field->key = add_refcount(canonical_key);
2736     field->value = add_string(value);
2737     /* Usual prepend-addition. */
2738     field->next = op->key_values;
2739     op->key_values = field;
2740    
2741     return TRUE;
2742     }
2743    
2744     /*
2745     * Updates the key in op to value.
2746     *
2747     * If add_key is FALSE, this will only update existing keys,
2748     * and not add new ones.
2749     * In general, should be little reason FALSE is ever passed in for add_key
2750     *
2751     * Returns TRUE on success.
2752     */
2753     int set_ob_key_value(object * op, const char * key, const char * value, int add_key) {
2754     const char * canonical_key = NULL;
2755     int floating_ref = FALSE;
2756     int ret;
2757    
2758     /* HACK This mess is to make sure set_ob_value() passes a shared string
2759     * to get_ob_key_link(), without leaving a leaked refcount.
2760     */
2761    
2762     canonical_key = find_string(key);
2763     if (canonical_key == NULL) {
2764     canonical_key = add_string(key);
2765     floating_ref = TRUE;
2766     }
2767    
2768     ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2769    
2770     if (floating_ref) {
2771     free_string(canonical_key);
2772     }
2773    
2774     return ret;
2775     }