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/cvs/deliantra/server/common/object.C
Revision: 1.12
Committed: Sun Sep 3 14:33:47 2006 UTC (17 years, 8 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.11: +1 -10 lines
Log Message:
removed ox/oy, and then added shstr stuff to the recipes in alchemy

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_object_c =
3 elmex 1.12 * "$Id: object.C,v 1.11 2006-09-03 00:18:40 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 root 1.11 object *active_objects; /* List of active objects that need to be processed */
56 elmex 1.1
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 root 1.11 * Some error messages.
282 elmex 1.1 * 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 root 1.11 const char *name = shstr::find (str);
385 elmex 1.1 object *op;
386     for(op=objects;op!=NULL;op=op->next)
387 root 1.11 if(&op->name == name)
388 elmex 1.1 break;
389 root 1.11
390 elmex 1.1 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 root 1.11 static void free_key_values(object * op)
523     {
524     for (key_value *i = op->key_values; i != 0; )
525     {
526     key_value *next = i->next;
527     delete i;
528     i = next;
529 elmex 1.1 }
530 root 1.11
531     op->key_values = 0;
532 elmex 1.1 }
533    
534     /*
535     * clear_object() frees everything allocated by an object, and also
536     * clears all variables and flags to default settings.
537     */
538    
539 root 1.11 void clear_object(object *op)
540     {
541     op->clear ();
542 root 1.2
543 root 1.11 free_key_values (op);
544 elmex 1.1
545 root 1.11 /* the memset will clear all these values for us, but we need
546     * to reduce the refcount on them.
547     */
548     op->name = 0;
549     op->name_pl = 0;
550     op->title = 0;
551     op->race = 0;
552     op->slaying = 0;
553     op->skill = 0;
554     op->msg = 0;
555     op->lore = 0;
556     op->materialname = 0;
557    
558     memset((void*)op, 0, sizeof (object_special));
559     /* Below here, we clear things that are not done by the memset,
560     * or set default values that are not zero.
561     */
562     /* This is more or less true */
563     SET_FLAG (op, FLAG_REMOVED);
564 elmex 1.1
565 root 1.11 op->contr = NULL;
566     op->below = NULL;
567     op->above = NULL;
568     op->inv = NULL;
569     op->container=NULL;
570     op->env=NULL;
571     op->more=NULL;
572     op->head=NULL;
573     op->map=NULL;
574     op->refcount=0;
575     op->active_next = NULL;
576     op->active_prev = NULL;
577     /* What is not cleared is next, prev, and count */
578 elmex 1.1
579 root 1.11 op->expmul=1.0;
580     op->face = blank_face;
581     op->attacked_by_count = (tag_t) -1;
582 elmex 1.1
583 root 1.11 if (settings.casting_time)
584     op->casting_time = -1;
585 elmex 1.1 }
586    
587     /*
588     * copy object first frees everything allocated by the second object,
589     * and then copies the contends of the first object into the second
590     * object, allocating what needs to be allocated. Basically, any
591     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
592     * if the first object is freed, the pointers in the new object
593     * will point at garbage.
594     */
595    
596 root 1.11 void copy_object(object *op2, object *op)
597     {
598     int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
599    
600     op->clear ();
601    
602     free_key_values (op);
603    
604     *(object_special *)op = *(object_special *)op2;
605     op2->clone (op);
606    
607     if (is_freed) SET_FLAG(op,FLAG_FREED);
608     if (is_removed) SET_FLAG(op,FLAG_REMOVED);
609 elmex 1.1
610 root 1.11 if (op2->speed < 0)
611     op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
612 elmex 1.1
613 root 1.11 /* Copy over key_values, if any. */
614     if (op2->key_values != NULL) {
615     key_value *tail = NULL;
616     key_value *i;
617 elmex 1.1
618 root 1.11 op->key_values = NULL;
619 elmex 1.1
620 root 1.11 for (i = op2->key_values; i != NULL; i = i->next)
621     {
622     key_value *new_link = new key_value;
623 root 1.8
624 root 1.11 new_link->next = NULL;
625     new_link->key = i->key;
626     new_link->value = i->value;
627    
628     /* Try and be clever here, too. */
629     if (op->key_values == NULL)
630     {
631     op->key_values = new_link;
632     tail = new_link;
633 root 1.8 }
634 root 1.11 else
635     {
636     tail->next = new_link;
637     tail = new_link;
638     }
639     }
640     }
641 root 1.2
642 root 1.11 update_ob_speed (op);
643 elmex 1.1 }
644    
645     /*
646     * expand_objects() allocates more objects for the list of unused objects.
647     * It is called from get_object() if the unused list is empty.
648     */
649    
650     void expand_objects(void) {
651     int i;
652     object *obj;
653 root 1.11 obj = new object [OBJ_EXPAND];
654 elmex 1.1
655     free_objects=obj;
656     obj[0].prev=NULL;
657     obj[0].next= &obj[1],
658     SET_FLAG(&(obj[0]), FLAG_REMOVED);
659     SET_FLAG(&(obj[0]), FLAG_FREED);
660    
661     for(i=1;i<OBJ_EXPAND-1;i++) {
662     obj[i].next= &obj[i+1],
663     obj[i].prev= &obj[i-1],
664     SET_FLAG(&(obj[i]), FLAG_REMOVED);
665     SET_FLAG(&(obj[i]), FLAG_FREED);
666     }
667     obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
668     obj[OBJ_EXPAND-1].next=NULL,
669     SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
670     SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
671    
672     nrofallocobjects += OBJ_EXPAND;
673     nroffreeobjects += OBJ_EXPAND;
674     }
675    
676     /*
677     * get_object() grabs an object from the list of unused objects, makes
678     * sure it is initialised, and returns it.
679     * If there are no free objects, expand_objects() is called to get more.
680     */
681    
682 root 1.11 object *get_object(void)
683     {
684 elmex 1.1 object *op;
685    
686 root 1.11 if(free_objects==NULL)
687 elmex 1.1 expand_objects();
688    
689 root 1.11 op = free_objects;
690    
691     if (!QUERY_FLAG (op, FLAG_FREED))
692 elmex 1.1 LOG(llevError,"Fatal: Getting busy object.\n");
693 root 1.11
694     free_objects = op->next;
695    
696     if (free_objects != NULL)
697     free_objects->prev = NULL;
698    
699 elmex 1.1 op->count= ++ob_count;
700     op->name=NULL;
701     op->name_pl=NULL;
702     op->title=NULL;
703     op->race=NULL;
704     op->slaying=NULL;
705     op->skill = NULL;
706     op->lore=NULL;
707     op->msg=NULL;
708     op->materialname=NULL;
709     op->next=objects;
710     op->prev=NULL;
711     op->active_next = NULL;
712     op->active_prev = NULL;
713     if(objects!=NULL)
714     objects->prev=op;
715     objects=op;
716     clear_object(op);
717     SET_FLAG(op,FLAG_REMOVED);
718     nroffreeobjects--;
719     return op;
720     }
721    
722     /*
723     * If an object with the IS_TURNABLE() flag needs to be turned due
724     * to the closest player being on the other side, this function can
725     * be called to update the face variable, _and_ how it looks on the map.
726     */
727    
728     void update_turn_face(object *op) {
729     if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL)
730 root 1.8 return;
731 elmex 1.1 SET_ANIMATION(op, op->direction);
732     update_object(op,UP_OBJ_FACE);
733     }
734    
735     /*
736     * Updates the speed of an object. If the speed changes from 0 to another
737     * value, or vice versa, then add/remove the object from the active list.
738     * This function needs to be called whenever the speed of an object changes.
739     */
740    
741     void update_ob_speed(object *op) {
742     extern int arch_init;
743    
744     /* No reason putting the archetypes objects on the speed list,
745     * since they never really need to be updated.
746     */
747    
748     if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
749 root 1.11 LOG(llevError,"Object %s is freed but has speed.\n", &op->name);
750 elmex 1.1 #ifdef MANY_CORES
751 root 1.8 abort();
752 elmex 1.1 #else
753 root 1.8 op->speed = 0;
754 elmex 1.1 #endif
755     }
756     if (arch_init) {
757 root 1.8 return;
758 elmex 1.1 }
759     if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
760 root 1.8 /* If already on active list, don't do anything */
761     if (op->active_next || op->active_prev || op==active_objects)
762     return;
763 elmex 1.1
764     /* process_events() expects us to insert the object at the beginning
765     * of the list. */
766 root 1.8 op->active_next = active_objects;
767     if (op->active_next!=NULL)
768     op->active_next->active_prev = op;
769     active_objects = op;
770 elmex 1.1 }
771     else {
772 root 1.8 /* If not on the active list, nothing needs to be done */
773     if (!op->active_next && !op->active_prev && op!=active_objects)
774     return;
775    
776     if (op->active_prev==NULL) {
777     active_objects = op->active_next;
778     if (op->active_next!=NULL)
779     op->active_next->active_prev = NULL;
780     }
781     else {
782     op->active_prev->active_next = op->active_next;
783     if (op->active_next)
784     op->active_next->active_prev = op->active_prev;
785     }
786     op->active_next = NULL;
787     op->active_prev = NULL;
788 elmex 1.1 }
789     }
790    
791     /* This function removes object 'op' from the list of active
792     * objects.
793     * This should only be used for style maps or other such
794     * reference maps where you don't want an object that isn't
795     * in play chewing up cpu time getting processed.
796     * The reverse of this is to call update_ob_speed, which
797     * will do the right thing based on the speed of the object.
798     */
799     void remove_from_active_list(object *op)
800     {
801     /* If not on the active list, nothing needs to be done */
802     if (!op->active_next && !op->active_prev && op!=active_objects)
803 root 1.8 return;
804 elmex 1.1
805     if (op->active_prev==NULL) {
806 root 1.8 active_objects = op->active_next;
807     if (op->active_next!=NULL)
808     op->active_next->active_prev = NULL;
809 elmex 1.1 }
810     else {
811 root 1.8 op->active_prev->active_next = op->active_next;
812     if (op->active_next)
813     op->active_next->active_prev = op->active_prev;
814 elmex 1.1 }
815     op->active_next = NULL;
816     op->active_prev = NULL;
817     }
818    
819     /*
820     * update_object() updates the array which represents the map.
821     * It takes into account invisible objects (and represent squares covered
822     * by invisible objects by whatever is below them (unless it's another
823     * invisible object, etc...)
824     * If the object being updated is beneath a player, the look-window
825     * of that player is updated (this might be a suboptimal way of
826     * updating that window, though, since update_object() is called _often_)
827     *
828     * action is a hint of what the caller believes need to be done.
829     * For example, if the only thing that has changed is the face (due to
830     * an animation), we don't need to call update_position until that actually
831     * comes into view of a player. OTOH, many other things, like addition/removal
832     * of walls or living creatures may need us to update the flags now.
833     * current action are:
834     * UP_OBJ_INSERT: op was inserted
835     * UP_OBJ_REMOVE: op was removed
836     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
837     * as that is easier than trying to look at what may have changed.
838     * UP_OBJ_FACE: only the objects face has changed.
839     */
840    
841     void update_object(object *op, int action) {
842     int update_now=0, flags;
843 root 1.11 MoveType move_on, move_off, move_block, move_slow;
844 elmex 1.1
845     if (op == NULL) {
846     /* this should never happen */
847     LOG(llevDebug,"update_object() called for NULL object.\n");
848 root 1.8 return;
849 elmex 1.1 }
850    
851     if(op->env!=NULL) {
852 root 1.8 /* Animation is currently handled by client, so nothing
853     * to do in this case.
854     */
855     return;
856 elmex 1.1 }
857    
858     /* If the map is saving, don't do anything as everything is
859     * going to get freed anyways.
860     */
861     if (!op->map || op->map->in_memory == MAP_SAVING) return;
862    
863     /* make sure the object is within map boundaries */
864     if (op->x < 0 || op->x >= MAP_WIDTH(op->map) ||
865 root 1.8 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) {
866 elmex 1.1 LOG(llevError,"update_object() called for object out of map!\n");
867     #ifdef MANY_CORES
868 root 1.8 abort();
869 elmex 1.1 #endif
870 root 1.8 return;
871 elmex 1.1 }
872    
873     flags = GET_MAP_FLAGS(op->map, op->x, op->y);
874     SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
875     move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
876     move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
877     move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
878     move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
879    
880     if (action == UP_OBJ_INSERT) {
881     if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
882     update_now=1;
883    
884     if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
885     update_now=1;
886    
887     if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
888     update_now=1;
889    
890     if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
891     update_now=1;
892    
893 root 1.8 if ((move_on | op->move_on) != move_on) update_now=1;
894     if ((move_off | op->move_off) != move_off) update_now=1;
895     /* This isn't perfect, but I don't expect a lot of objects to
896     * to have move_allow right now.
897     */
898     if (((move_block | op->move_block) & ~op->move_allow) != move_block)
899     update_now=1;
900     if ((move_slow | op->move_slow) != move_slow) update_now=1;
901 elmex 1.1 }
902     /* if the object is being removed, we can't make intelligent
903     * decisions, because remove_ob can't really pass the object
904     * that is being removed.
905     */
906     else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) {
907 root 1.8 update_now=1;
908 elmex 1.1 } else if (action == UP_OBJ_FACE) {
909 root 1.8 /* Nothing to do for that case */
910 elmex 1.1 }
911     else {
912 root 1.8 LOG(llevError,"update_object called with invalid action: %d\n", action);
913 elmex 1.1 }
914    
915     if (update_now) {
916     SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
917     update_position(op->map, op->x, op->y);
918     }
919    
920     if(op->more!=NULL)
921 root 1.8 update_object(op->more, action);
922 elmex 1.1 }
923    
924    
925     /*
926     * free_object() frees everything allocated by an object, removes
927     * it from the list of used objects, and puts it on the list of
928     * free objects. The IS_FREED() flag is set in the object.
929     * The object must have been removed by remove_ob() first for
930     * this function to succeed.
931     *
932     * If free_inventory is set, free inventory as well. Else drop items in
933     * inventory to the ground.
934     */
935    
936     void free_object(object *ob) {
937     free_object2(ob, 0);
938     }
939     void free_object2(object *ob, int free_inventory) {
940     object *tmp,*op;
941    
942 root 1.3 ob->clear ();
943 elmex 1.1
944     if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
945 root 1.8 LOG(llevDebug,"Free object called with non removed object\n");
946     dump_object(ob);
947 elmex 1.1 #ifdef MANY_CORES
948 root 1.8 abort();
949 elmex 1.1 #endif
950     }
951     if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
952 root 1.8 LOG(llevMonster,"Warning: tried to free friendly object.\n");
953     remove_friendly_object(ob);
954 elmex 1.1 }
955     if(QUERY_FLAG(ob,FLAG_FREED)) {
956 root 1.8 dump_object(ob);
957     LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
958     return;
959 elmex 1.1 }
960     if(ob->more!=NULL) {
961 root 1.8 free_object2(ob->more, free_inventory);
962     ob->more=NULL;
963 elmex 1.1 }
964     if (ob->inv) {
965 root 1.8 /* Only if the space blocks everything do we not process -
966     * if some form of movemnt is allowed, let objects
967     * drop on that space.
968     */
969     if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY ||
970     (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
971     {
972     op=ob->inv;
973     while(op!=NULL) {
974     tmp=op->below;
975     remove_ob(op);
976     free_object2(op, free_inventory);
977     op=tmp;
978     }
979     }
980 root 1.11 else { /* Put objects in inventory onto this space */
981 root 1.8 op=ob->inv;
982     while(op!=NULL) {
983     tmp=op->below;
984     remove_ob(op);
985     if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
986     op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
987     free_object(op);
988     else {
989     op->x=ob->x;
990     op->y=ob->y;
991     insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
992     }
993     op=tmp;
994     }
995     }
996 elmex 1.1 }
997     /* Remove object from the active list */
998     ob->speed = 0;
999     update_ob_speed(ob);
1000    
1001     SET_FLAG(ob, FLAG_FREED);
1002     ob->count = 0;
1003    
1004     /* Remove this object from the list of used objects */
1005     if(ob->prev==NULL) {
1006 root 1.8 objects=ob->next;
1007     if(objects!=NULL)
1008     objects->prev=NULL;
1009 elmex 1.1 }
1010     else {
1011 root 1.8 ob->prev->next=ob->next;
1012     if(ob->next!=NULL)
1013     ob->next->prev=ob->prev;
1014 elmex 1.1 }
1015    
1016 root 1.11 ob->name = 0;
1017     ob->name_pl = 0;
1018     ob->title = 0;
1019     ob->race = 0;
1020     ob->slaying = 0;
1021     ob->skill = 0;
1022     ob->lore = 0;
1023     ob->msg = 0;
1024     ob->materialname = 0;
1025 elmex 1.1
1026 root 1.11 free_key_values (ob);
1027 elmex 1.1
1028     /* Now link it with the free_objects list: */
1029     ob->prev=NULL;
1030     ob->next=free_objects;
1031 root 1.11
1032 elmex 1.1 if(free_objects!=NULL)
1033 root 1.8 free_objects->prev=ob;
1034 root 1.11
1035 elmex 1.1 free_objects=ob;
1036     nroffreeobjects++;
1037     }
1038    
1039     /*
1040     * count_free() returns the number of objects on the list of free objects.
1041     */
1042    
1043 root 1.11 int count_free ()
1044     {
1045 elmex 1.1 int i=0;
1046     object *tmp=free_objects;
1047     while(tmp!=NULL)
1048     tmp=tmp->next, i++;
1049     return i;
1050     }
1051    
1052     /*
1053     * count_used() returns the number of objects on the list of used objects.
1054     */
1055    
1056 root 1.11 int count_used()
1057     {
1058 elmex 1.1 int i=0;
1059     object *tmp=objects;
1060     while(tmp!=NULL)
1061     tmp=tmp->next, i++;
1062     return i;
1063     }
1064    
1065     /*
1066     * count_active() returns the number of objects on the list of active objects.
1067     */
1068    
1069 root 1.11 int count_active()
1070     {
1071 elmex 1.1 int i=0;
1072     object *tmp=active_objects;
1073     while(tmp!=NULL)
1074     tmp=tmp->active_next, i++;
1075     return i;
1076     }
1077    
1078     /*
1079     * sub_weight() recursively (outwards) subtracts a number from the
1080     * weight of an object (and what is carried by it's environment(s)).
1081     */
1082    
1083     void sub_weight (object *op, signed long weight) {
1084     while (op != NULL) {
1085     if (op->type == CONTAINER) {
1086     weight=(signed long)(weight*(100-op->stats.Str)/100);
1087     }
1088     op->carrying-=weight;
1089     op = op->env;
1090     }
1091     }
1092    
1093     /* remove_ob(op):
1094     * This function removes the object op from the linked list of objects
1095     * which it is currently tied to. When this function is done, the
1096     * object will have no environment. If the object previously had an
1097     * environment, the x and y coordinates will be updated to
1098     * the previous environment.
1099     * Beware: This function is called from the editor as well!
1100     */
1101    
1102     void remove_ob(object *op) {
1103     object *tmp,*last=NULL;
1104     object *otmp;
1105     tag_t tag;
1106     int check_walk_off;
1107     mapstruct *m;
1108     sint16 x,y;
1109    
1110    
1111     if(QUERY_FLAG(op,FLAG_REMOVED)) {
1112 root 1.8 dump_object(op);
1113     LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1114 elmex 1.1
1115 root 1.8 /* Changed it to always dump core in this case. As has been learned
1116     * in the past, trying to recover from errors almost always
1117     * make things worse, and this is a real error here - something
1118     * that should not happen.
1119     * Yes, if this was a mission critical app, trying to do something
1120     * to recover may make sense, but that is because failure of the app
1121     * may have other disastrous problems. Cf runs out of a script
1122     * so is easily enough restarted without any real problems.
1123     * MSW 2001-07-01
1124     */
1125     abort();
1126 elmex 1.1 }
1127     if(op->more!=NULL)
1128 root 1.8 remove_ob(op->more);
1129 elmex 1.1
1130     SET_FLAG(op, FLAG_REMOVED);
1131    
1132     /*
1133     * In this case, the object to be removed is in someones
1134     * inventory.
1135     */
1136     if(op->env!=NULL) {
1137 root 1.8 if(op->nrof)
1138     sub_weight(op->env, op->weight*op->nrof);
1139     else
1140     sub_weight(op->env, op->weight+op->carrying);
1141    
1142     /* NO_FIX_PLAYER is set when a great many changes are being
1143     * made to players inventory. If set, avoiding the call
1144     * to save cpu time.
1145     */
1146     if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1147     !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1148     fix_player(otmp);
1149    
1150     if(op->above!=NULL)
1151     op->above->below=op->below;
1152     else
1153     op->env->inv=op->below;
1154    
1155     if(op->below!=NULL)
1156     op->below->above=op->above;
1157    
1158     /* we set up values so that it could be inserted into
1159     * the map, but we don't actually do that - it is up
1160     * to the caller to decide what we want to do.
1161     */
1162     op->x=op->env->x,op->y=op->env->y;
1163     op->map=op->env->map;
1164     op->above=NULL,op->below=NULL;
1165     op->env=NULL;
1166     return;
1167 elmex 1.1 }
1168    
1169     /* If we get here, we are removing it from a map */
1170     if (op->map == NULL) return;
1171    
1172     x = op->x;
1173     y = op->y;
1174     m = get_map_from_coord(op->map, &x, &y);
1175    
1176     if (!m) {
1177 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",
1178     op->map->path, op->x, op->y);
1179     /* in old days, we used to set x and y to 0 and continue.
1180     * it seems if we get into this case, something is probablye
1181     * screwed up and should be fixed.
1182     */
1183     abort();
1184 elmex 1.1 }
1185     if (op->map != m) {
1186 root 1.8 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1187     op->map->path, m->path, op->x, op->y, x, y);
1188 elmex 1.1 }
1189    
1190     /* Re did the following section of code - it looks like it had
1191     * lots of logic for things we no longer care about
1192     */
1193    
1194     /* link the object above us */
1195     if (op->above)
1196 root 1.8 op->above->below=op->below;
1197 elmex 1.1 else
1198 root 1.8 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1199 elmex 1.1
1200     /* Relink the object below us, if there is one */
1201     if(op->below) {
1202 root 1.8 op->below->above=op->above;
1203 elmex 1.1 } else {
1204 root 1.8 /* Nothing below, which means we need to relink map object for this space
1205     * use translated coordinates in case some oddness with map tiling is
1206     * evident
1207     */
1208     if(GET_MAP_OB(m,x,y)!=op) {
1209     dump_object(op);
1210     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);
1211     dump_object(GET_MAP_OB(m,x,y));
1212     LOG(llevError,"%s\n",errmsg);
1213     }
1214     SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1215 elmex 1.1 }
1216     op->above=NULL;
1217     op->below=NULL;
1218    
1219     if (op->map->in_memory == MAP_SAVING)
1220 root 1.8 return;
1221 elmex 1.1
1222     tag = op->count;
1223     check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1224     for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1225 root 1.8 /* No point updating the players look faces if he is the object
1226     * being removed.
1227     */
1228    
1229     if(tmp->type==PLAYER && tmp!=op) {
1230     /* If a container that the player is currently using somehow gets
1231     * removed (most likely destroyed), update the player view
1232     * appropriately.
1233     */
1234     if (tmp->container==op) {
1235     CLEAR_FLAG(op, FLAG_APPLIED);
1236     tmp->container=NULL;
1237     }
1238     tmp->contr->socket.update_look=1;
1239     }
1240     /* See if player moving off should effect something */
1241     if (check_walk_off && ((op->move_type & tmp->move_off) &&
1242     (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1243    
1244     move_apply(tmp, op, NULL);
1245     if (was_destroyed (op, tag)) {
1246     LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1247 root 1.11 "leaving object\n", &tmp->name, &tmp->arch->name);
1248 root 1.8 }
1249     }
1250    
1251     /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1252    
1253     if(tmp->above == tmp)
1254     tmp->above = NULL;
1255     last=tmp;
1256 elmex 1.1 }
1257     /* last == NULL of there are no objects on this space */
1258     if (last==NULL) {
1259 root 1.8 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1260     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1261     * those out anyways, and if there are any flags set right now, they won't
1262     * be correct anyways.
1263     */
1264     SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1265     update_position(op->map, op->x, op->y);
1266 elmex 1.1 }
1267     else
1268 root 1.8 update_object(last, UP_OBJ_REMOVE);
1269 elmex 1.1
1270     if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1271 root 1.8 update_all_los(op->map, op->x, op->y);
1272 elmex 1.1
1273     }
1274    
1275     /*
1276     * merge_ob(op,top):
1277     *
1278     * This function goes through all objects below and including top, and
1279     * merges op to the first matching object.
1280     * If top is NULL, it is calculated.
1281     * Returns pointer to object if it succeded in the merge, otherwise NULL
1282     */
1283    
1284     object *merge_ob(object *op, object *top) {
1285     if(!op->nrof)
1286     return 0;
1287     if(top==NULL)
1288     for(top=op;top!=NULL&&top->above!=NULL;top=top->above);
1289     for(;top!=NULL;top=top->below) {
1290     if(top==op)
1291     continue;
1292     if (CAN_MERGE(op,top))
1293     {
1294     top->nrof+=op->nrof;
1295     /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1296     op->weight = 0; /* Don't want any adjustements now */
1297     remove_ob(op);
1298     free_object(op);
1299     return top;
1300     }
1301     }
1302     return NULL;
1303     }
1304    
1305     /*
1306     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1307     * job preparing multi-part monsters
1308     */
1309     object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){
1310     object* tmp;
1311     if (op->head)
1312     op=op->head;
1313     for (tmp=op;tmp;tmp=tmp->more){
1314     tmp->x=x+tmp->arch->clone.x;
1315     tmp->y=y+tmp->arch->clone.y;
1316     }
1317     return insert_ob_in_map (op, m, originator, flag);
1318     }
1319    
1320     /*
1321     * insert_ob_in_map (op, map, originator, flag):
1322     * This function inserts the object in the two-way linked list
1323     * which represents what is on a map.
1324     * The second argument specifies the map, and the x and y variables
1325     * in the object about to be inserted specifies the position.
1326     *
1327     * originator: Player, monster or other object that caused 'op' to be inserted
1328     * into 'map'. May be NULL.
1329     *
1330     * flag is a bitmask about special things to do (or not do) when this
1331     * function is called. see the object.h file for the INS_ values.
1332     * Passing 0 for flag gives proper default values, so flag really only needs
1333     * to be set if special handling is needed.
1334     *
1335     * Return value:
1336     * new object if 'op' was merged with other object
1337     * NULL if 'op' was destroyed
1338     * just 'op' otherwise
1339     */
1340    
1341     object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1342     {
1343     object *tmp, *top, *floor=NULL;
1344     sint16 x,y;
1345    
1346     if (QUERY_FLAG (op, FLAG_FREED)) {
1347 root 1.8 LOG (llevError, "Trying to insert freed object!\n");
1348     return NULL;
1349 elmex 1.1 }
1350     if(m==NULL) {
1351 root 1.8 dump_object(op);
1352     LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1353     return op;
1354 elmex 1.1 }
1355     if(out_of_map(m,op->x,op->y)) {
1356 root 1.8 dump_object(op);
1357     LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1358 elmex 1.1 #ifdef MANY_CORES
1359 root 1.8 /* Better to catch this here, as otherwise the next use of this object
1360     * is likely to cause a crash. Better to find out where it is getting
1361     * improperly inserted.
1362     */
1363     abort();
1364 elmex 1.1 #endif
1365 root 1.8 return op;
1366 elmex 1.1 }
1367     if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1368 root 1.8 dump_object(op);
1369     LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1370     return op;
1371 elmex 1.1 }
1372     if(op->more!=NULL) {
1373 root 1.8 /* The part may be on a different map. */
1374 elmex 1.1
1375 root 1.8 object *more = op->more;
1376 elmex 1.1
1377 root 1.8 /* We really need the caller to normalize coordinates - if
1378     * we set the map, that doesn't work if the location is within
1379     * a map and this is straddling an edge. So only if coordinate
1380     * is clear wrong do we normalize it.
1381     */
1382     if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1383     more->map = get_map_from_coord(m, &more->x, &more->y);
1384     } else if (!more->map) {
1385     /* For backwards compatibility - when not dealing with tiled maps,
1386     * more->map should always point to the parent.
1387     */
1388     more->map = m;
1389     }
1390    
1391     if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1392     if ( ! op->head)
1393     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1394     return NULL;
1395     }
1396 elmex 1.1 }
1397     CLEAR_FLAG(op,FLAG_REMOVED);
1398    
1399     /* Ideally, the caller figures this out. However, it complicates a lot
1400     * of areas of callers (eg, anything that uses find_free_spot would now
1401     * need extra work
1402     */
1403     op->map=get_map_from_coord(m, &op->x, &op->y);
1404     x = op->x;
1405     y = op->y;
1406    
1407     /* this has to be done after we translate the coordinates.
1408     */
1409     if(op->nrof && !(flag & INS_NO_MERGE)) {
1410 root 1.8 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1411     if (CAN_MERGE(op,tmp)) {
1412     op->nrof+=tmp->nrof;
1413     remove_ob(tmp);
1414     free_object(tmp);
1415     }
1416 elmex 1.1 }
1417    
1418     CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1419     CLEAR_FLAG(op, FLAG_INV_LOCKED);
1420     if (!QUERY_FLAG(op, FLAG_ALIVE))
1421 root 1.8 CLEAR_FLAG(op, FLAG_NO_STEAL);
1422 elmex 1.1
1423     if (flag & INS_BELOW_ORIGINATOR) {
1424 root 1.8 if (originator->map != op->map || originator->x != op->x ||
1425     originator->y != op->y) {
1426     LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1427     abort();
1428     }
1429     op->above = originator;
1430     op->below = originator->below;
1431     if (op->below) op->below->above = op;
1432     else SET_MAP_OB(op->map, op->x, op->y, op);
1433     /* since *below* originator, no need to update top */
1434     originator->below = op;
1435 elmex 1.1 } else {
1436 root 1.8 /* If there are other objects, then */
1437     if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1438     object *last=NULL;
1439     /*
1440     * If there are multiple objects on this space, we do some trickier handling.
1441     * We've already dealt with merging if appropriate.
1442     * Generally, we want to put the new object on top. But if
1443     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1444     * floor, we want to insert above that and no further.
1445     * Also, if there are spell objects on this space, we stop processing
1446     * once we get to them. This reduces the need to traverse over all of
1447     * them when adding another one - this saves quite a bit of cpu time
1448     * when lots of spells are cast in one area. Currently, it is presumed
1449     * that flying non pickable objects are spell objects.
1450     */
1451    
1452     while (top != NULL) {
1453     if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1454     QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1455     if (QUERY_FLAG(top, FLAG_NO_PICK)
1456 elmex 1.1 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1457     && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1458     {
1459     /* We insert above top, so we want this object below this */
1460     top=top->below;
1461     break;
1462     }
1463 root 1.8 last = top;
1464     top = top->above;
1465     }
1466     /* Don't want top to be NULL, so set it to the last valid object */
1467     top = last;
1468    
1469     /* We let update_position deal with figuring out what the space
1470     * looks like instead of lots of conditions here.
1471     * makes things faster, and effectively the same result.
1472     */
1473 elmex 1.1
1474 root 1.8 /* Have object 'fall below' other objects that block view.
1475 root 1.11 * Unless those objects are exits, type 66
1476 root 1.8 * If INS_ON_TOP is used, don't do this processing
1477     * Need to find the object that in fact blocks view, otherwise
1478     * stacking is a bit odd.
1479     */
1480     if (!(flag & INS_ON_TOP) &&
1481     (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1482     (op->face && !op->face->visibility)) {
1483     for (last=top; last != floor; last=last->below)
1484 root 1.11 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1485 root 1.8 /* Check to see if we found the object that blocks view,
1486     * and make sure we have a below pointer for it so that
1487     * we can get inserted below this one, which requires we
1488     * set top to the object below us.
1489     */
1490     if (last && last->below && last != floor) top=last->below;
1491     }
1492     } /* If objects on this space */
1493     if (flag & INS_MAP_LOAD)
1494     top = GET_MAP_TOP(op->map,op->x,op->y);
1495     if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1496    
1497     /* Top is the object that our object (op) is going to get inserted above.
1498     */
1499    
1500     /* First object on this space */
1501     if (!top) {
1502     op->above = GET_MAP_OB(op->map, op->x, op->y);
1503     if (op->above) op->above->below = op;
1504     op->below = NULL;
1505     SET_MAP_OB(op->map, op->x, op->y, op);
1506     } else { /* get inserted into the stack above top */
1507     op->above = top->above;
1508     if (op->above) op->above->below = op;
1509     op->below = top;
1510     top->above = op;
1511     }
1512     if (op->above==NULL)
1513     SET_MAP_TOP(op->map,op->x, op->y, op);
1514 elmex 1.1 } /* else not INS_BELOW_ORIGINATOR */
1515    
1516     if(op->type==PLAYER)
1517 root 1.8 op->contr->do_los=1;
1518 elmex 1.1
1519     /* If we have a floor, we know the player, if any, will be above
1520     * it, so save a few ticks and start from there.
1521     */
1522     if (!(flag & INS_MAP_LOAD))
1523 root 1.11 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1524 root 1.8 if (tmp->type == PLAYER)
1525 root 1.11 tmp->contr->socket.update_look=1;
1526     }
1527 elmex 1.1
1528     /* If this object glows, it may affect lighting conditions that are
1529     * visible to others on this map. But update_all_los is really
1530     * an inefficient way to do this, as it means los for all players
1531     * on the map will get recalculated. The players could very well
1532     * be far away from this change and not affected in any way -
1533     * this should get redone to only look for players within range,
1534     * or just updating the P_NEED_UPDATE for spaces within this area
1535     * of effect may be sufficient.
1536     */
1537     if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1538 root 1.8 update_all_los(op->map, op->x, op->y);
1539 elmex 1.1
1540    
1541     /* updates flags (blocked, alive, no magic, etc) for this map space */
1542     update_object(op,UP_OBJ_INSERT);
1543    
1544    
1545     /* Don't know if moving this to the end will break anything. However,
1546     * we want to have update_look set above before calling this.
1547     *
1548     * check_move_on() must be after this because code called from
1549     * check_move_on() depends on correct map flags (so functions like
1550     * blocked() and wall() work properly), and these flags are updated by
1551     * update_object().
1552     */
1553    
1554     /* if this is not the head or flag has been passed, don't check walk on status */
1555    
1556     if (!(flag & INS_NO_WALK_ON) && !op->head) {
1557     if (check_move_on(op, originator))
1558 root 1.8 return NULL;
1559 elmex 1.1
1560     /* If we are a multi part object, lets work our way through the check
1561     * walk on's.
1562     */
1563     for (tmp=op->more; tmp!=NULL; tmp=tmp->more)
1564     if (check_move_on (tmp, originator))
1565 root 1.8 return NULL;
1566 elmex 1.1 }
1567     return op;
1568     }
1569    
1570     /* this function inserts an object in the map, but if it
1571     * finds an object of its own type, it'll remove that one first.
1572     * op is the object to insert it under: supplies x and the map.
1573     */
1574     void replace_insert_ob_in_map(const char *arch_string, object *op) {
1575     object *tmp;
1576     object *tmp1;
1577    
1578     /* first search for itself and remove any old instances */
1579    
1580     for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) {
1581 root 1.8 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ {
1582     remove_ob(tmp);
1583     free_object(tmp);
1584     }
1585 elmex 1.1 }
1586    
1587     tmp1=arch_to_object(find_archetype(arch_string));
1588    
1589    
1590     tmp1->x = op->x; tmp1->y = op->y;
1591     insert_ob_in_map(tmp1,op->map,op,0);
1592     }
1593    
1594     /*
1595     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1596     * is returned contains nr objects, and the remaining parts contains
1597     * the rest (or is removed and freed if that number is 0).
1598     * On failure, NULL is returned, and the reason put into the
1599     * global static errmsg array.
1600     */
1601    
1602     object *get_split_ob(object *orig_ob, uint32 nr) {
1603     object *newob;
1604     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1605    
1606     if(orig_ob->nrof<nr) {
1607 root 1.8 sprintf(errmsg,"There are only %d %ss.",
1608 root 1.11 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name);
1609 root 1.8 return NULL;
1610 elmex 1.1 }
1611     newob = object_create_clone(orig_ob);
1612     if((orig_ob->nrof-=nr)<1) {
1613 root 1.8 if ( ! is_removed)
1614 elmex 1.1 remove_ob(orig_ob);
1615 root 1.8 free_object2(orig_ob, 1);
1616 elmex 1.1 }
1617     else if ( ! is_removed) {
1618 root 1.8 if(orig_ob->env!=NULL)
1619     sub_weight (orig_ob->env,orig_ob->weight*nr);
1620     if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1621     strcpy(errmsg, "Tried to split object whose map is not in memory.");
1622     LOG(llevDebug,
1623     "Error, Tried to split object whose map is not in memory.\n");
1624     return NULL;
1625     }
1626 elmex 1.1 }
1627     newob->nrof=nr;
1628    
1629     return newob;
1630     }
1631    
1632     /*
1633     * decrease_ob_nr(object, number) decreases a specified number from
1634     * the amount of an object. If the amount reaches 0, the object
1635     * is subsequently removed and freed.
1636     *
1637     * Return value: 'op' if something is left, NULL if the amount reached 0
1638     */
1639    
1640     object *decrease_ob_nr (object *op, uint32 i)
1641     {
1642     object *tmp;
1643     player *pl;
1644    
1645     if (i == 0) /* objects with op->nrof require this check */
1646     return op;
1647    
1648     if (i > op->nrof)
1649     i = op->nrof;
1650    
1651     if (QUERY_FLAG (op, FLAG_REMOVED))
1652     {
1653     op->nrof -= i;
1654     }
1655     else if (op->env != NULL)
1656     {
1657 root 1.8 /* is this object in the players inventory, or sub container
1658     * therein?
1659     */
1660 elmex 1.1 tmp = is_player_inv (op->env);
1661 root 1.8 /* nope. Is this a container the player has opened?
1662     * If so, set tmp to that player.
1663     * IMO, searching through all the players will mostly
1664     * likely be quicker than following op->env to the map,
1665     * and then searching the map for a player.
1666     */
1667     if (!tmp) {
1668     for (pl=first_player; pl; pl=pl->next)
1669     if (pl->ob->container == op->env) break;
1670     if (pl) tmp=pl->ob;
1671     else tmp=NULL;
1672     }
1673 elmex 1.1
1674     if (i < op->nrof) {
1675     sub_weight (op->env, op->weight * i);
1676     op->nrof -= i;
1677     if (tmp) {
1678     esrv_send_item(tmp, op);
1679     }
1680     } else {
1681     remove_ob (op);
1682     op->nrof = 0;
1683     if (tmp) {
1684     esrv_del_item(tmp->contr, op->count);
1685     }
1686     }
1687     }
1688     else
1689     {
1690 root 1.8 object *above = op->above;
1691 elmex 1.1
1692     if (i < op->nrof) {
1693     op->nrof -= i;
1694     } else {
1695     remove_ob (op);
1696     op->nrof = 0;
1697     }
1698 root 1.8 /* Since we just removed op, op->above is null */
1699 elmex 1.1 for (tmp = above; tmp != NULL; tmp = tmp->above)
1700     if (tmp->type == PLAYER) {
1701     if (op->nrof)
1702     esrv_send_item(tmp, op);
1703     else
1704     esrv_del_item(tmp->contr, op->count);
1705     }
1706     }
1707    
1708     if (op->nrof) {
1709     return op;
1710     } else {
1711     free_object (op);
1712     return NULL;
1713     }
1714     }
1715    
1716     /*
1717     * add_weight(object, weight) adds the specified weight to an object,
1718     * and also updates how much the environment(s) is/are carrying.
1719     */
1720    
1721     void add_weight (object *op, signed long weight) {
1722     while (op!=NULL) {
1723     if (op->type == CONTAINER) {
1724     weight=(signed long)(weight*(100-op->stats.Str)/100);
1725     }
1726     op->carrying+=weight;
1727     op=op->env;
1728     }
1729     }
1730    
1731     /*
1732     * insert_ob_in_ob(op,environment):
1733     * This function inserts the object op in the linked list
1734     * inside the object environment.
1735     *
1736     * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1737     * the inventory at the last position or next to other objects of the same
1738     * type.
1739     * Frank: Now sorted by type, archetype and magic!
1740     *
1741     * The function returns now pointer to inserted item, and return value can
1742     * be != op, if items are merged. -Tero
1743     */
1744    
1745     object *insert_ob_in_ob(object *op,object *where) {
1746     object *tmp, *otmp;
1747    
1748     if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1749     dump_object(op);
1750     LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1751     return op;
1752     }
1753     if(where==NULL) {
1754     dump_object(op);
1755     LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1756     return op;
1757     }
1758     if (where->head) {
1759     LOG(llevDebug,
1760 root 1.8 "Warning: Tried to insert object wrong part of multipart object.\n");
1761 elmex 1.1 where = where->head;
1762     }
1763     if (op->more) {
1764     LOG(llevError, "Tried to insert multipart object %s (%d)\n",
1765 root 1.11 &op->name, op->count);
1766 elmex 1.1 return op;
1767     }
1768     CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL);
1769     CLEAR_FLAG(op, FLAG_REMOVED);
1770     if(op->nrof) {
1771     for(tmp=where->inv;tmp!=NULL;tmp=tmp->below)
1772     if ( CAN_MERGE(tmp,op) ) {
1773 root 1.8 /* return the original object and remove inserted object
1774 elmex 1.1 (client needs the original object) */
1775     tmp->nrof += op->nrof;
1776 root 1.8 /* Weight handling gets pretty funky. Since we are adding to
1777     * tmp->nrof, we need to increase the weight.
1778     */
1779     add_weight (where, op->weight*op->nrof);
1780 elmex 1.1 SET_FLAG(op, FLAG_REMOVED);
1781     free_object(op); /* free the inserted object */
1782     op = tmp;
1783     remove_ob (op); /* and fix old object's links */
1784     CLEAR_FLAG(op, FLAG_REMOVED);
1785 root 1.8 break;
1786 elmex 1.1 }
1787    
1788     /* I assume combined objects have no inventory
1789     * We add the weight - this object could have just been removed
1790     * (if it was possible to merge). calling remove_ob will subtract
1791     * the weight, so we need to add it in again, since we actually do
1792     * the linking below
1793     */
1794     add_weight (where, op->weight*op->nrof);
1795     } else
1796     add_weight (where, (op->weight+op->carrying));
1797    
1798     otmp=is_player_inv(where);
1799     if (otmp&&otmp->contr!=NULL) {
1800     if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1801     fix_player(otmp);
1802     }
1803    
1804     op->map=NULL;
1805     op->env=where;
1806     op->above=NULL;
1807     op->below=NULL;
1808     op->x=0,op->y=0;
1809    
1810     /* reset the light list and los of the players on the map */
1811     if((op->glow_radius!=0)&&where->map)
1812     {
1813     #ifdef DEBUG_LIGHTS
1814     LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1815 root 1.8 op->name);
1816 elmex 1.1 #endif /* DEBUG_LIGHTS */
1817     if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1818     }
1819    
1820     /* Client has no idea of ordering so lets not bother ordering it here.
1821     * It sure simplifies this function...
1822     */
1823     if (where->inv==NULL)
1824     where->inv=op;
1825     else {
1826     op->below = where->inv;
1827     op->below->above = op;
1828     where->inv = op;
1829     }
1830     return op;
1831     }
1832    
1833     /*
1834     * Checks if any objects has a move_type that matches objects
1835     * that effect this object on this space. Call apply() to process
1836     * these events.
1837     *
1838     * Any speed-modification due to SLOW_MOVE() of other present objects
1839     * will affect the speed_left of the object.
1840     *
1841     * originator: Player, monster or other object that caused 'op' to be inserted
1842     * into 'map'. May be NULL.
1843     *
1844     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1845     *
1846     * 4-21-95 added code to check if appropriate skill was readied - this will
1847     * permit faster movement by the player through this terrain. -b.t.
1848     *
1849     * MSW 2001-07-08: Check all objects on space, not just those below
1850     * object being inserted. insert_ob_in_map may not put new objects
1851     * on top.
1852     */
1853    
1854     int check_move_on (object *op, object *originator)
1855     {
1856     object *tmp;
1857     tag_t tag;
1858     mapstruct *m=op->map;
1859     int x=op->x, y=op->y;
1860 root 1.11 MoveType move_on, move_slow, move_block;
1861 elmex 1.1
1862     if(QUERY_FLAG(op,FLAG_NO_APPLY))
1863 root 1.8 return 0;
1864 elmex 1.1
1865     tag = op->count;
1866    
1867     move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1868     move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1869     move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1870    
1871     /* if nothing on this space will slow op down or be applied,
1872     * no need to do checking below. have to make sure move_type
1873     * is set, as lots of objects don't have it set - we treat that
1874     * as walking.
1875     */
1876     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1877 root 1.8 return 0;
1878 elmex 1.1
1879     /* This is basically inverse logic of that below - basically,
1880     * if the object can avoid the move on or slow move, they do so,
1881     * but can't do it if the alternate movement they are using is
1882     * blocked. Logic on this seems confusing, but does seem correct.
1883     */
1884     if ((op->move_type & ~move_on & ~move_block) != 0 &&
1885 root 1.8 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
1886 elmex 1.1
1887     /* The objects have to be checked from top to bottom.
1888     * Hence, we first go to the top:
1889     */
1890    
1891     for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
1892 root 1.8 tmp->above!=NULL; tmp=tmp->above) {
1893     /* Trim the search when we find the first other spell effect
1894     * this helps performance so that if a space has 50 spell objects,
1895     * we don't need to check all of them.
1896     */
1897     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
1898 elmex 1.1 }
1899     for(;tmp!=NULL; tmp=tmp->below) {
1900 root 1.8 if (tmp == op) continue; /* Can't apply yourself */
1901    
1902     /* Check to see if one of the movement types should be slowed down.
1903     * Second check makes sure that the movement types not being slowed
1904     * (~slow_move) is not blocked on this space - just because the
1905     * space doesn't slow down swimming (for example), if you can't actually
1906     * swim on that space, can't use it to avoid the penalty.
1907     */
1908     if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
1909     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1910     ((op->move_type & tmp->move_slow) &&
1911     (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
1912    
1913     float diff;
1914    
1915     diff = tmp->move_slow_penalty*FABS(op->speed);
1916     if (op->type == PLAYER) {
1917     if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
1918     (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
1919     diff /= 4.0;
1920     }
1921     }
1922     op->speed_left -= diff;
1923     }
1924     }
1925 elmex 1.1
1926 root 1.8 /* Basically same logic as above, except now for actual apply. */
1927     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1928     ((op->move_type & tmp->move_on) &&
1929     (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
1930 elmex 1.1
1931 root 1.8 move_apply(tmp, op, originator);
1932 elmex 1.1 if (was_destroyed (op, tag))
1933 root 1.8 return 1;
1934 elmex 1.1
1935 root 1.8 /* what the person/creature stepped onto has moved the object
1936     * someplace new. Don't process any further - if we did,
1937     * have a feeling strange problems would result.
1938     */
1939     if (op->map != m || op->x != x || op->y != y) return 0;
1940     }
1941 elmex 1.1 }
1942     return 0;
1943     }
1944    
1945     /*
1946     * present_arch(arch, map, x, y) searches for any objects with
1947     * a matching archetype at the given map and coordinates.
1948     * The first matching object is returned, or NULL if none.
1949     */
1950    
1951     object *present_arch(const archetype *at, mapstruct *m, int x, int y) {
1952     object *tmp;
1953     if(m==NULL || out_of_map(m,x,y)) {
1954     LOG(llevError,"Present_arch called outside map.\n");
1955     return NULL;
1956     }
1957     for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above)
1958     if(tmp->arch == at)
1959     return tmp;
1960     return NULL;
1961     }
1962    
1963     /*
1964     * present(type, map, x, y) searches for any objects with
1965     * a matching type variable at the given map and coordinates.
1966     * The first matching object is returned, or NULL if none.
1967     */
1968    
1969     object *present(unsigned char type,mapstruct *m, int x,int y) {
1970     object *tmp;
1971     if(out_of_map(m,x,y)) {
1972     LOG(llevError,"Present called outside map.\n");
1973     return NULL;
1974     }
1975     for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above)
1976     if(tmp->type==type)
1977     return tmp;
1978     return NULL;
1979     }
1980    
1981     /*
1982     * present_in_ob(type, object) searches for any objects with
1983     * a matching type variable in the inventory of the given object.
1984     * The first matching object is returned, or NULL if none.
1985     */
1986    
1987     object *present_in_ob(unsigned char type, const object *op) {
1988     object *tmp;
1989     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
1990     if(tmp->type==type)
1991     return tmp;
1992     return NULL;
1993     }
1994    
1995     /*
1996     * present_in_ob (type, str, object) searches for any objects with
1997     * a matching type & name variable in the inventory of the given object.
1998     * The first matching object is returned, or NULL if none.
1999     * This is mostly used by spell effect code, so that we only
2000     * have one spell effect at a time.
2001     * type can be used to narrow the search - if type is set,
2002     * the type must also match. -1 can be passed for the type,
2003     * in which case the type does not need to pass.
2004     * str is the string to match against. Note that we match against
2005     * the object name, not the archetype name. this is so that the
2006     * spell code can use one object type (force), but change it's name
2007     * to be unique.
2008     */
2009    
2010     object *present_in_ob_by_name(int type, const char *str, const object *op) {
2011     object *tmp;
2012    
2013     for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2014 root 1.8 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name)))
2015     return tmp;
2016 elmex 1.1 }
2017     return NULL;
2018     }
2019    
2020     /*
2021     * present_arch_in_ob(archetype, object) searches for any objects with
2022     * a matching archetype in the inventory of the given object.
2023     * The first matching object is returned, or NULL if none.
2024     */
2025    
2026     object *present_arch_in_ob(const archetype *at, const object *op) {
2027     object *tmp;
2028     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2029     if( tmp->arch == at)
2030     return tmp;
2031     return NULL;
2032     }
2033    
2034     /*
2035     * activate recursively a flag on an object inventory
2036     */
2037     void flag_inv(object*op, int flag){
2038     object *tmp;
2039     if(op->inv)
2040     for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
2041     SET_FLAG(tmp, flag);
2042     flag_inv(tmp,flag);
2043     }
2044     }/*
2045     * desactivate recursively a flag on an object inventory
2046     */
2047     void unflag_inv(object*op, int flag){
2048     object *tmp;
2049     if(op->inv)
2050     for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
2051     CLEAR_FLAG(tmp, flag);
2052     unflag_inv(tmp,flag);
2053     }
2054     }
2055    
2056     /*
2057     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2058     * all it's inventory (recursively).
2059     * If checksums are used, a player will get set_cheat called for
2060     * him/her-self and all object carried by a call to this function.
2061     */
2062    
2063     void set_cheat(object *op) {
2064     SET_FLAG(op, FLAG_WAS_WIZ);
2065     flag_inv(op, FLAG_WAS_WIZ);
2066     }
2067    
2068     /*
2069     * find_free_spot(object, map, x, y, start, stop) will search for
2070     * a spot at the given map and coordinates which will be able to contain
2071     * the given object. start and stop specifies how many squares
2072     * to search (see the freearr_x/y[] definition).
2073     * It returns a random choice among the alternatives found.
2074     * start and stop are where to start relative to the free_arr array (1,9
2075     * does all 4 immediate directions). This returns the index into the
2076     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2077     * Note - this only checks to see if there is space for the head of the
2078     * object - if it is a multispace object, this should be called for all
2079     * pieces.
2080     * Note2: This function does correctly handle tiled maps, but does not
2081     * inform the caller. However, insert_ob_in_map will update as
2082     * necessary, so the caller shouldn't need to do any special work.
2083     * Note - updated to take an object instead of archetype - this is necessary
2084     * because arch_blocked (now ob_blocked) needs to know the movement type
2085     * to know if the space in question will block the object. We can't use
2086     * the archetype because that isn't correct if the monster has been
2087     * customized, changed states, etc.
2088     */
2089    
2090     int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) {
2091     int i,index=0, flag;
2092     static int altern[SIZEOFFREE];
2093    
2094     for(i=start;i<stop;i++) {
2095 root 1.8 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]);
2096     if(!flag)
2097     altern[index++]=i;
2098    
2099     /* Basically, if we find a wall on a space, we cut down the search size.
2100     * In this way, we won't return spaces that are on another side of a wall.
2101     * This mostly work, but it cuts down the search size in all directions -
2102     * if the space being examined only has a wall to the north and empty
2103     * spaces in all the other directions, this will reduce the search space
2104     * to only the spaces immediately surrounding the target area, and
2105     * won't look 2 spaces south of the target space.
2106     */
2107     else if ((flag & AB_NO_PASS) && maxfree[i]<stop)
2108     stop=maxfree[i];
2109 elmex 1.1 }
2110     if(!index) return -1;
2111     return altern[RANDOM()%index];
2112     }
2113    
2114     /*
2115     * find_first_free_spot(archetype, mapstruct, x, y) works like
2116     * find_free_spot(), but it will search max number of squares.
2117     * But it will return the first available spot, not a random choice.
2118     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2119     */
2120    
2121     int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) {
2122     int i;
2123     for(i=0;i<SIZEOFFREE;i++) {
2124 root 1.8 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]))
2125     return i;
2126 elmex 1.1 }
2127     return -1;
2128     }
2129    
2130     /*
2131     * The function permute(arr, begin, end) randomly reorders the array
2132     * arr[begin..end-1].
2133     */
2134     static void permute(int *arr, int begin, int end)
2135     {
2136     int i, j, tmp, len;
2137    
2138     len = end-begin;
2139     for(i = begin; i < end; i++)
2140     {
2141 root 1.8 j = begin+RANDOM()%len;
2142 elmex 1.1
2143 root 1.8 tmp = arr[i];
2144     arr[i] = arr[j];
2145     arr[j] = tmp;
2146 elmex 1.1 }
2147     }
2148    
2149     /* new function to make monster searching more efficient, and effective!
2150     * This basically returns a randomized array (in the passed pointer) of
2151     * the spaces to find monsters. In this way, it won't always look for
2152     * monsters to the north first. However, the size of the array passed
2153     * covers all the spaces, so within that size, all the spaces within
2154     * the 3x3 area will be searched, just not in a predictable order.
2155     */
2156     void get_search_arr(int *search_arr)
2157     {
2158     int i;
2159    
2160     for(i = 0; i < SIZEOFFREE; i++)
2161     {
2162 root 1.8 search_arr[i] = i;
2163 elmex 1.1 }
2164    
2165     permute(search_arr, 1, SIZEOFFREE1+1);
2166     permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1);
2167     permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE);
2168     }
2169    
2170     /*
2171     * find_dir(map, x, y, exclude) will search some close squares in the
2172     * given map at the given coordinates for live objects.
2173     * It will not considered the object given as exclude among possible
2174     * live objects.
2175     * It returns the direction toward the first/closest live object if finds
2176     * any, otherwise 0.
2177     * Perhaps incorrectly, but I'm making the assumption that exclude
2178     * is actually want is going to try and move there. We need this info
2179     * because we have to know what movement the thing looking to move
2180     * there is capable of.
2181     */
2182    
2183     int find_dir(mapstruct *m, int x, int y, object *exclude) {
2184     int i,max=SIZEOFFREE, mflags;
2185     sint16 nx, ny;
2186     object *tmp;
2187     mapstruct *mp;
2188 root 1.11 MoveType blocked, move_type;
2189 elmex 1.1
2190     if (exclude && exclude->head) {
2191 root 1.8 exclude = exclude->head;
2192     move_type = exclude->move_type;
2193 elmex 1.1 } else {
2194 root 1.8 /* If we don't have anything, presume it can use all movement types. */
2195     move_type=MOVE_ALL;
2196 elmex 1.1 }
2197    
2198     for(i=1;i<max;i++) {
2199 root 1.8 mp = m;
2200     nx = x + freearr_x[i];
2201     ny = y + freearr_y[i];
2202    
2203     mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
2204     if (mflags & P_OUT_OF_MAP) {
2205     max = maxfree[i];
2206     } else {
2207     blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2208    
2209     if ((move_type & blocked) == move_type) {
2210     max=maxfree[i];
2211     } else if (mflags & P_IS_ALIVE) {
2212     for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) {
2213     if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) &&
2214     (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2215     break;
2216     }
2217     }
2218     if(tmp) {
2219     return freedir[i];
2220     }
2221     }
2222     }
2223 elmex 1.1 }
2224     return 0;
2225     }
2226    
2227     /*
2228     * distance(object 1, object 2) will return the square of the
2229     * distance between the two given objects.
2230     */
2231    
2232     int distance(const object *ob1, const object *ob2) {
2233     int i;
2234     i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+
2235     (ob1->y - ob2->y)*(ob1->y - ob2->y);
2236     return i;
2237     }
2238    
2239     /*
2240     * find_dir_2(delta-x,delta-y) will return a direction in which
2241     * an object which has subtracted the x and y coordinates of another
2242     * object, needs to travel toward it.
2243     */
2244    
2245     int find_dir_2(int x, int y) {
2246     int q;
2247    
2248     if(y)
2249     q=x*100/y;
2250     else if (x)
2251     q= -300*x;
2252     else
2253     return 0;
2254    
2255     if(y>0) {
2256     if(q < -242)
2257     return 3 ;
2258     if (q < -41)
2259     return 2 ;
2260     if (q < 41)
2261     return 1 ;
2262     if (q < 242)
2263     return 8 ;
2264     return 7 ;
2265     }
2266    
2267     if (q < -242)
2268     return 7 ;
2269     if (q < -41)
2270     return 6 ;
2271     if (q < 41)
2272     return 5 ;
2273     if (q < 242)
2274     return 4 ;
2275    
2276     return 3 ;
2277     }
2278    
2279     /*
2280     * absdir(int): Returns a number between 1 and 8, which represent
2281     * the "absolute" direction of a number (it actually takes care of
2282     * "overflow" in previous calculations of a direction).
2283     */
2284    
2285     int absdir(int d) {
2286     while(d<1) d+=8;
2287     while(d>8) d-=8;
2288     return d;
2289     }
2290    
2291     /*
2292     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2293     * between two directions (which are expected to be absolute (see absdir())
2294     */
2295    
2296     int dirdiff(int dir1, int dir2) {
2297     int d;
2298     d = abs(dir1 - dir2);
2299     if(d>4)
2300     d = 8 - d;
2301     return d;
2302     }
2303    
2304     /* peterm:
2305     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2306     * Basically, this is a table of directions, and what directions
2307     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2308     * This basically means that if direction is 15, then it could either go
2309     * direction 4, 14, or 16 to get back to where we are.
2310     * Moved from spell_util.c to object.c with the other related direction
2311     * functions.
2312     */
2313    
2314     int reduction_dir[SIZEOFFREE][3] = {
2315     {0,0,0}, /* 0 */
2316     {0,0,0}, /* 1 */
2317     {0,0,0}, /* 2 */
2318     {0,0,0}, /* 3 */
2319     {0,0,0}, /* 4 */
2320     {0,0,0}, /* 5 */
2321     {0,0,0}, /* 6 */
2322     {0,0,0}, /* 7 */
2323     {0,0,0}, /* 8 */
2324     {8,1,2}, /* 9 */
2325     {1,2,-1}, /* 10 */
2326     {2,10,12}, /* 11 */
2327     {2,3,-1}, /* 12 */
2328     {2,3,4}, /* 13 */
2329     {3,4,-1}, /* 14 */
2330     {4,14,16}, /* 15 */
2331     {5,4,-1}, /* 16 */
2332     {4,5,6}, /* 17 */
2333     {6,5,-1}, /* 18 */
2334     {6,20,18}, /* 19 */
2335     {7,6,-1}, /* 20 */
2336     {6,7,8}, /* 21 */
2337     {7,8,-1}, /* 22 */
2338     {8,22,24}, /* 23 */
2339     {8,1,-1}, /* 24 */
2340     {24,9,10}, /* 25 */
2341     {9,10,-1}, /* 26 */
2342     {10,11,-1}, /* 27 */
2343     {27,11,29}, /* 28 */
2344     {11,12,-1}, /* 29 */
2345     {12,13,-1}, /* 30 */
2346     {12,13,14}, /* 31 */
2347     {13,14,-1}, /* 32 */
2348     {14,15,-1}, /* 33 */
2349     {33,15,35}, /* 34 */
2350     {16,15,-1}, /* 35 */
2351     {17,16,-1}, /* 36 */
2352     {18,17,16}, /* 37 */
2353     {18,17,-1}, /* 38 */
2354     {18,19,-1}, /* 39 */
2355     {41,19,39}, /* 40 */
2356     {19,20,-1}, /* 41 */
2357     {20,21,-1}, /* 42 */
2358     {20,21,22}, /* 43 */
2359     {21,22,-1}, /* 44 */
2360     {23,22,-1}, /* 45 */
2361     {45,47,23}, /* 46 */
2362     {23,24,-1}, /* 47 */
2363     {24,9,-1}}; /* 48 */
2364    
2365     /* Recursive routine to step back and see if we can
2366     * find a path to that monster that we found. If not,
2367     * we don't bother going toward it. Returns 1 if we
2368     * can see a direct way to get it
2369     * Modified to be map tile aware -.MSW
2370     */
2371    
2372    
2373     int can_see_monsterP(mapstruct *m, int x, int y,int dir) {
2374     sint16 dx, dy;
2375     int mflags;
2376    
2377     if(dir<0) return 0; /* exit condition: invalid direction */
2378    
2379     dx = x + freearr_x[dir];
2380     dy = y + freearr_y[dir];
2381    
2382     mflags = get_map_flags(m, &m, dx, dy, &dx, &dy);
2383    
2384     /* This functional arguably was incorrect before - it was
2385     * checking for P_WALL - that was basically seeing if
2386     * we could move to the monster - this is being more
2387     * literal on if we can see it. To know if we can actually
2388     * move to the monster, we'd need the monster passed in or
2389     * at least its move type.
2390     */
2391     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0;
2392    
2393     /* yes, can see. */
2394     if(dir < 9) return 1;
2395     return can_see_monsterP(m, x, y, reduction_dir[dir][0]) |
2396 root 1.8 can_see_monsterP(m,x,y, reduction_dir[dir][1]) |
2397     can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2398 elmex 1.1 }
2399    
2400    
2401 root 1.8
2402 elmex 1.1 /*
2403     * can_pick(picker, item): finds out if an object is possible to be
2404     * picked up by the picker. Returnes 1 if it can be
2405     * picked up, otherwise 0.
2406     *
2407     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2408     * core dumps if they do.
2409     *
2410     * Add a check so we can't pick up invisible objects (0.93.8)
2411     */
2412    
2413     int can_pick(const object *who, const object *item) {
2414     return /*QUERY_FLAG(who,FLAG_WIZ)||*/
2415     (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&&
2416 root 1.8 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible &&
2417 elmex 1.1 (who->type==PLAYER||item->weight<who->weight/3));
2418     }
2419    
2420    
2421     /*
2422     * create clone from object to another
2423     */
2424     object *object_create_clone (object *asrc) {
2425     object *dst = NULL,*tmp,*src,*part,*prev, *item;
2426    
2427     if(!asrc) return NULL;
2428     src = asrc;
2429     if(src->head)
2430     src = src->head;
2431    
2432     prev = NULL;
2433     for(part = src; part; part = part->more) {
2434     tmp = get_object();
2435     copy_object(part,tmp);
2436     tmp->x -= src->x;
2437     tmp->y -= src->y;
2438     if(!part->head) {
2439     dst = tmp;
2440     tmp->head = NULL;
2441     } else {
2442     tmp->head = dst;
2443     }
2444     tmp->more = NULL;
2445     if(prev)
2446     prev->more = tmp;
2447     prev = tmp;
2448     }
2449     /*** copy inventory ***/
2450     for(item = src->inv; item; item = item->below) {
2451 root 1.8 (void) insert_ob_in_ob(object_create_clone(item),dst);
2452 elmex 1.1 }
2453    
2454     return dst;
2455     }
2456    
2457     /* return true if the object was destroyed, 0 otherwise */
2458     int was_destroyed (const object *op, tag_t old_tag)
2459     {
2460     /* checking for FLAG_FREED isn't necessary, but makes this function more
2461     * robust */
2462     return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2463     }
2464    
2465     /* GROS - Creates an object using a string representing its content. */
2466     /* Basically, we save the content of the string to a temp file, then call */
2467     /* load_object on it. I admit it is a highly inefficient way to make things, */
2468     /* but it was simple to make and allows reusing the load_object function. */
2469     /* Remember not to use load_object_str in a time-critical situation. */
2470     /* Also remember that multiparts objects are not supported for now. */
2471    
2472     object* load_object_str(const char *obstr)
2473     {
2474     object *op;
2475     char filename[MAX_BUF];
2476     sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2477 root 1.9
2478     FILE *tempfile=fopen(filename,"w");
2479 elmex 1.1 if (tempfile == NULL)
2480     {
2481     LOG(llevError,"Error - Unable to access load object temp file\n");
2482     return NULL;
2483     };
2484     fprintf(tempfile,obstr);
2485     fclose(tempfile);
2486    
2487     op=get_object();
2488    
2489 root 1.9 object_thawer thawer (filename);
2490     if (thawer)
2491     load_object(thawer,op,LO_NEWFILE,0);
2492 root 1.11 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2493 elmex 1.1 CLEAR_FLAG(op,FLAG_REMOVED);
2494 root 1.9
2495 elmex 1.1 return op;
2496     }
2497    
2498     /* This returns the first object in who's inventory that
2499     * has the same type and subtype match.
2500     * returns NULL if no match.
2501     */
2502     object *find_obj_by_type_subtype(const object *who, int type, int subtype)
2503     {
2504     object *tmp;
2505    
2506     for (tmp=who->inv; tmp; tmp=tmp->below)
2507 root 1.8 if (tmp->type == type && tmp->subtype == subtype) return tmp;
2508 elmex 1.1
2509     return NULL;
2510     }
2511    
2512     /* If ob has a field named key, return the link from the list,
2513     * otherwise return NULL.
2514     *
2515     * key must be a passed in shared string - otherwise, this won't
2516     * do the desired thing.
2517     */
2518     key_value * get_ob_key_link(const object * ob, const char * key) {
2519     key_value * link;
2520    
2521     for (link = ob->key_values; link != NULL; link = link->next) {
2522     if (link->key == key) {
2523     return link;
2524     }
2525     }
2526    
2527     return NULL;
2528     }
2529    
2530     /*
2531     * Returns the value of op has an extra_field for key, or NULL.
2532     *
2533     * The argument doesn't need to be a shared string.
2534     *
2535     * The returned string is shared.
2536     */
2537     const char * get_ob_key_value(const object * op, const char * const key) {
2538     key_value * link;
2539     const char * canonical_key;
2540    
2541 root 1.11 canonical_key = shstr::find (key);
2542 elmex 1.1
2543     if (canonical_key == NULL) {
2544     /* 1. There being a field named key on any object
2545     * implies there'd be a shared string to find.
2546     * 2. Since there isn't, no object has this field.
2547     * 3. Therefore, *this* object doesn't have this field.
2548     */
2549     return NULL;
2550     }
2551    
2552     /* This is copied from get_ob_key_link() above -
2553     * only 4 lines, and saves the function call overhead.
2554     */
2555     for (link = op->key_values; link != NULL; link = link->next) {
2556     if (link->key == canonical_key) {
2557     return link->value;
2558     }
2559     }
2560     return NULL;
2561     }
2562    
2563    
2564     /*
2565     * Updates the canonical_key in op to value.
2566     *
2567     * canonical_key is a shared string (value doesn't have to be).
2568     *
2569     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2570     * keys.
2571     *
2572     * Returns TRUE on success.
2573     */
2574 root 1.11 int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) {
2575 elmex 1.1 key_value * field = NULL, *last=NULL;
2576    
2577     for (field=op->key_values; field != NULL; field=field->next) {
2578 root 1.8 if (field->key != canonical_key) {
2579     last = field;
2580     continue;
2581     }
2582    
2583     if (value)
2584 root 1.11 field->value = value;
2585 root 1.8 else {
2586     /* Basically, if the archetype has this key set,
2587     * we need to store the null value so when we save
2588     * it, we save the empty value so that when we load,
2589     * we get this value back again.
2590     */
2591 root 1.11 if (get_ob_key_link (&op->arch->clone, canonical_key))
2592     field->value = 0;
2593     else
2594     {
2595 root 1.8 if (last) last->next = field->next;
2596     else op->key_values = field->next;
2597 root 1.11
2598     delete field;
2599     }
2600 root 1.8 }
2601 elmex 1.1 return TRUE;
2602     }
2603     /* IF we get here, key doesn't exist */
2604    
2605     /* No field, we'll have to add it. */
2606    
2607     if (!add_key) {
2608     return FALSE;
2609     }
2610     /* There isn't any good reason to store a null
2611     * value in the key/value list. If the archetype has
2612     * this key, then we should also have it, so shouldn't
2613     * be here. If user wants to store empty strings,
2614     * should pass in ""
2615     */
2616     if (value == NULL) return TRUE;
2617    
2618 root 1.11 field = new key_value;
2619 elmex 1.1
2620 root 1.11 field->key = canonical_key;
2621     field->value = value;
2622 elmex 1.1 /* Usual prepend-addition. */
2623     field->next = op->key_values;
2624     op->key_values = field;
2625    
2626     return TRUE;
2627     }
2628    
2629     /*
2630     * Updates the key in op to value.
2631     *
2632     * If add_key is FALSE, this will only update existing keys,
2633     * and not add new ones.
2634     * In general, should be little reason FALSE is ever passed in for add_key
2635     *
2636     * Returns TRUE on success.
2637     */
2638 root 1.11 int set_ob_key_value(object * op, const char *key, const char * value, int add_key)
2639     {
2640     shstr key_ (key);
2641     return set_ob_key_value_s (op, key_, value, add_key);
2642 elmex 1.1 }