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/cvs/deliantra/server/common/object.C
Revision: 1.2
Committed: Fri Aug 25 17:11:52 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.1: +11 -2 lines
Log Message:
converted more events, broken per-object events (needs map support), lots of fixes

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_object_c =
3 root 1.2 * "$Id: object.C,v 1.1 2006-08-13 17:16:00 elmex Exp $";
4 elmex 1.1 */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29     /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30     sub/add_weight will transcend the environment updating the carrying
31     variable. */
32     #include <global.h>
33     #ifndef WIN32 /* ---win32 exclude headers */
34     #include <stdio.h>
35     #include <sys/types.h>
36     #include <sys/uio.h>
37     #endif /* win32 */
38     #include <object.h>
39     #include <funcpoint.h>
40     #include <skills.h>
41     #include <loader.h>
42     #ifdef MEMORY_DEBUG
43     int nroffreeobjects = 0;
44     int nrofallocobjects = 0;
45     #undef OBJ_EXPAND
46     #define OBJ_EXPAND 1
47     #else
48     object objarray[STARTMAX]; /* All objects, allocated this way at first */
49     int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50     int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51     #endif
52    
53     object *objects; /* Pointer to the list of used objects */
54     object *free_objects; /* Pointer to the list of unused objects */
55     object *active_objects; /* List of active objects that need to be processed */
56    
57     void (*object_free_callback)(object *ob);
58    
59     short freearr_x[SIZEOFFREE]=
60     {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,
61     0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1};
62     short freearr_y[SIZEOFFREE]=
63     {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,
64     -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3};
65     int maxfree[SIZEOFFREE]=
66     {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45,
67     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};
68     int freedir[SIZEOFFREE]= {
69     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,
70     1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8};
71    
72    
73     /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
74     static int compare_ob_value_lists_one(const object * wants, const object * has) {
75     key_value * wants_field;
76    
77     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
78     * objects with lists are rare, and lists stay short. If not, use a
79     * different structure or at least keep the lists sorted...
80     */
81    
82     /* For each field in wants, */
83     for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) {
84     key_value * has_field;
85    
86     /* Look for a field in has with the same key. */
87     has_field = get_ob_key_link(has, wants_field->key);
88    
89     if (has_field == NULL) {
90     /* No field with that name. */
91     return FALSE;
92     }
93    
94     /* Found the matching field. */
95     if (has_field->value != wants_field->value) {
96     /* Values don't match, so this half of the comparison is false. */
97     return FALSE;
98     }
99    
100     /* If we get here, we found a match. Now for the next field in wants. */
101     }
102    
103     /* If we get here, every field in wants has a matching field in has. */
104     return TRUE;
105     }
106    
107     /* Returns TRUE if ob1 has the same key_values as ob2. */
108     static int compare_ob_value_lists(const object * ob1, const object * ob2) {
109     /* However, there may be fields in has which aren't partnered in wants,
110     * so we need to run the comparison *twice*. :(
111     */
112     return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1);
113     }
114    
115     /* Function examines the 2 objects given to it, and returns true if
116     * they can be merged together.
117     *
118     * Note that this function appears a lot longer than the macro it
119     * replaces - this is mostly for clarity - a decent compiler should hopefully
120     * reduce this to the same efficiency.
121     *
122     * Check nrof variable *before* calling CAN_MERGE()
123     *
124     * Improvements made with merge: Better checking on potion, and also
125     * check weight
126     */
127    
128     int CAN_MERGE(object *ob1, object *ob2) {
129    
130     /* A couple quicksanity checks */
131     if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0;
132    
133     if (ob1->speed != ob2->speed) return 0;
134     /* Note sure why the following is the case - either the object has to
135     * be animated or have a very low speed. Is this an attempted monster
136     * check?
137     */
138     if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
139     return 0;
140    
141     /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
142     * value could not be stored in a sint32 (which unfortunately sometimes is
143     * used to store nrof).
144     */
145     if (ob1->nrof+ob2->nrof >= 1UL<<31)
146     return 0;
147    
148     /* This is really a spellbook check - really, we should
149     * check all objects in the inventory.
150     */
151     if (ob1->inv || ob2->inv) {
152     /* if one object has inventory but the other doesn't, not equiv */
153     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
154    
155     /* Now check to see if the two inventory objects could merge */
156     if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
157    
158     /* inventory ok - still need to check rest of this object to see
159     * if it is valid.
160     */
161     }
162    
163     /* If the objects have been identified, set the BEEN_APPLIED flag.
164     * This is to the comparison of the flags below will be OK. We
165     * just can't ignore the been applied or identified flags, as they
166     * are not equal - just if it has been identified, the been_applied
167     * flags lose any meaning.
168     */
169     if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
170     SET_FLAG(ob1, FLAG_BEEN_APPLIED);
171    
172     if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
173     SET_FLAG(ob2, FLAG_BEEN_APPLIED);
174    
175    
176     /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
177     * being locked in inventory should prevent merging.
178     * 0x4 in flags3 is CLIENT_SENT
179     */
180     if ((ob1->arch != ob2->arch) ||
181     (ob1->flags[0] != ob2->flags[0]) ||
182     (ob1->flags[1] != ob2->flags[1]) ||
183     ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
184     ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
185     (ob1->name != ob2->name) ||
186     (ob1->title != ob2->title) ||
187     (ob1->msg != ob2->msg) ||
188     (ob1->weight != ob2->weight) ||
189     (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
190     (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
191     (ob1->attacktype != ob2->attacktype) ||
192     (ob1->magic != ob2->magic) ||
193     (ob1->slaying != ob2->slaying) ||
194     (ob1->skill != ob2->skill) ||
195     (ob1->value != ob2->value) ||
196     (ob1->animation_id != ob2->animation_id) ||
197     (ob1->client_type != ob2->client_type) ||
198     (ob1->materialname != ob2->materialname) ||
199     (ob1->lore != ob2->lore) ||
200     (ob1->subtype != ob2->subtype) ||
201     (ob1->move_type != ob2->move_type) ||
202     (ob1->move_block != ob2->move_block) ||
203     (ob1->move_allow != ob2->move_allow) ||
204     (ob1->move_on != ob2->move_on) ||
205     (ob1->move_off != ob2->move_off) ||
206     (ob1->move_slow != ob2->move_slow) ||
207     (ob1->move_slow_penalty != ob2->move_slow_penalty)
208     )
209     return 0;
210    
211     /* Don't merge objects that are applied. With the new 'body' code,
212     * it is possible for most any character to have more than one of
213     * some items equipped, and we don't want those to merge.
214     */
215     if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED))
216     return 0;
217    
218     switch (ob1->type) {
219     case SCROLL:
220     if (ob1->level != ob2->level) return 0;
221     break;
222    
223     }
224     if (ob1->key_values != NULL || ob2->key_values != NULL) {
225     /* At least one of these has key_values. */
226     if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
227     /* One has fields, but the other one doesn't. */
228     return 0;
229     } else if (!compare_ob_value_lists(ob1, ob2)) {
230     return 0;
231     }
232     }
233    
234     /* Everything passes, must be OK. */
235     return 1;
236     }
237    
238     /*
239     * sum_weight() is a recursive function which calculates the weight
240     * an object is carrying. It goes through in figures out how much
241     * containers are carrying, and sums it up.
242     */
243     signed long sum_weight(object *op) {
244     signed long sum;
245     object *inv;
246     for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) {
247     if (inv->inv)
248     sum_weight(inv);
249     sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
250     }
251     if (op->type == CONTAINER && op->stats.Str)
252     sum = (sum * (100 - op->stats.Str))/100;
253     if(op->carrying != sum)
254     op->carrying = sum;
255     return sum;
256     }
257    
258     /**
259     * Return the outermost environment object for a given object.
260     */
261    
262     object *object_get_env_recursive (object *op) {
263     while (op->env != NULL)
264     op = op->env;
265     return op;
266     }
267    
268     /*
269     * Eneq(@csd.uu.se): Since we can have items buried in a character we need
270     * a better check. We basically keeping traversing up until we can't
271     * or find a player.
272     */
273    
274     object *is_player_inv (object *op) {
275     for (;op!=NULL&&op->type!=PLAYER; op=op->env)
276     if (op->env==op)
277     op->env = NULL;
278     return op;
279     }
280    
281     /*
282     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
283     * Some error messages.
284     * The result of the dump is stored in the static global errmsg array.
285     */
286    
287     void dump_object2(object *op) {
288     char *cp;
289     /* object *tmp;*/
290    
291     if(op->arch!=NULL) {
292     strcat(errmsg,"arch ");
293     strcat(errmsg,op->arch->name?op->arch->name:"(null)");
294     strcat(errmsg,"\n");
295     if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296     strcat(errmsg,cp);
297     #if 0
298     /* Don't dump player diffs - they are too long, mostly meaningless, and
299     * will overflow the buffer.
300     * Changed so that we don't dump inventory either. This may
301     * also overflow the buffer.
302     */
303     if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
304     strcat(errmsg,cp);
305     for (tmp=op->inv; tmp; tmp=tmp->below)
306     dump_object2(tmp);
307     #endif
308     strcat(errmsg,"end\n");
309     } else {
310     strcat(errmsg,"Object ");
311     if (op->name==NULL) strcat(errmsg, "(null)");
312     else strcat(errmsg,op->name);
313     strcat(errmsg,"\n");
314     #if 0
315     if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
316     strcat(errmsg,cp);
317     for (tmp=op->inv; tmp; tmp=tmp->below)
318     dump_object2(tmp);
319     #endif
320     strcat(errmsg,"end\n");
321     }
322     }
323    
324     /*
325     * Dumps an object. Returns output in the static global errmsg array.
326     */
327    
328     void dump_object(object *op) {
329     if(op==NULL) {
330     strcpy(errmsg,"[NULL pointer]");
331     return;
332     }
333     errmsg[0]='\0';
334     dump_object2(op);
335     }
336    
337     /* GROS - Dumps an object. Return the result into a string */
338     /* Note that no checking is done for the validity of the target string, so */
339     /* you need to be sure that you allocated enough space for it. */
340     void dump_me(object *op, char *outstr)
341     {
342     char *cp;
343    
344     if(op==NULL)
345     {
346     strcpy(outstr,"[NULL pointer]");
347     return;
348     }
349     outstr[0]='\0';
350    
351     if(op->arch!=NULL)
352     {
353     strcat(outstr,"arch ");
354     strcat(outstr,op->arch->name?op->arch->name:"(null)");
355     strcat(outstr,"\n");
356     if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
357     strcat(outstr,cp);
358     strcat(outstr,"end\n");
359     }
360     else
361     {
362     strcat(outstr,"Object ");
363     if (op->name==NULL)
364     strcat(outstr, "(null)");
365     else
366     strcat(outstr,op->name);
367     strcat(outstr,"\n");
368     strcat(outstr,"end\n");
369     }
370     }
371    
372     /*
373     * This is really verbose...Can be triggered by the P key while in DM mode.
374     * All objects are dumped to stderr (or alternate logfile, if in server-mode)
375     */
376    
377     void dump_all_objects(void) {
378     object *op;
379     for(op=objects;op!=NULL;op=op->next) {
380     dump_object(op);
381     fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
382     }
383     }
384    
385     /*
386     * get_nearest_part(multi-object, object 2) returns the part of the
387     * multi-object 1 which is closest to the second object.
388     * If it's not a multi-object, it is returned.
389     */
390    
391     object *get_nearest_part(object *op, const object *pl) {
392     object *tmp,*closest;
393     int last_dist,i;
394     if(op->more==NULL)
395     return op;
396     for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more)
397     if((i=distance(tmp,pl))<last_dist)
398     closest=tmp,last_dist=i;
399     return closest;
400     }
401    
402     /*
403     * Returns the object which has the count-variable equal to the argument.
404     */
405    
406     object *find_object(tag_t i) {
407     object *op;
408     for(op=objects;op!=NULL;op=op->next)
409     if(op->count==i)
410     break;
411     return op;
412     }
413    
414     /*
415     * Returns the first object which has a name equal to the argument.
416     * Used only by the patch command, but not all that useful.
417     * Enables features like "patch <name-of-other-player> food 999"
418     */
419    
420     object *find_object_name(const char *str) {
421     const char *name=add_string(str);
422     object *op;
423     for(op=objects;op!=NULL;op=op->next)
424     if(op->name==name)
425     break;
426     free_string(name);
427     return op;
428     }
429    
430     void free_all_object_data(void) {
431     #ifdef MEMORY_DEBUG
432     object *op, *next;
433    
434     for (op=free_objects; op!=NULL; ) {
435     next=op->next;
436     free(op);
437     nrofallocobjects--;
438     nroffreeobjects--;
439     op=next;
440     }
441     #endif
442     LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
443     nrofallocobjects, nroffreeobjects,STARTMAX);
444     }
445    
446     /*
447     * Returns the object which this object marks as being the owner.
448     * A id-scheme is used to avoid pointing to objects which have been
449     * freed and are now reused. If this is detected, the owner is
450     * set to NULL, and NULL is returned.
451     * Changed 2004-02-12 - if the player is setting at the play again
452     * prompt, he is removed, and we don't want to treat him as an owner of
453     * anything, so check removed flag. I don't expect that this should break
454     * anything - once an object is removed, it is basically dead anyways.
455     */
456    
457     object *get_owner(object *op) {
458     if(op->owner==NULL)
459     return NULL;
460    
461     if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
462     op->owner->count==op->ownercount)
463     return op->owner;
464    
465     op->owner=NULL;
466     op->ownercount=0;
467     return NULL;
468     }
469    
470     void clear_owner(object *op)
471     {
472     if (!op) return;
473    
474     if (op->owner && op->ownercount == op->owner->count)
475     op->owner->refcount--;
476    
477     op->owner = NULL;
478     op->ownercount = 0;
479     }
480    
481    
482    
483     /*
484     * Sets the owner and sets the skill and exp pointers to owner's current
485     * skill and experience objects.
486     */
487     void set_owner (object *op, object *owner)
488     {
489     if(owner==NULL||op==NULL)
490     return;
491    
492     /* next line added to allow objects which own objects */
493     /* Add a check for ownercounts in here, as I got into an endless loop
494     * with the fireball owning a poison cloud which then owned the
495     * fireball. I believe that was caused by one of the objects getting
496     * freed and then another object replacing it. Since the ownercounts
497     * didn't match, this check is valid and I believe that cause is valid.
498     */
499     while (owner->owner && owner!=owner->owner &&
500     owner->ownercount==owner->owner->count) owner=owner->owner;
501    
502     /* IF the owner still has an owner, we did not resolve to a final owner.
503     * so lets not add to that.
504     */
505     if (owner->owner) return;
506    
507     op->owner=owner;
508    
509     op->ownercount=owner->count;
510     owner->refcount++;
511    
512     }
513    
514     /* Set the owner to clone's current owner and set the skill and experience
515     * objects to clone's objects (typically those objects that where the owner's
516     * current skill and experience objects at the time when clone's owner was
517     * set - not the owner's current skill and experience objects).
518     *
519     * Use this function if player created an object (e.g. fire bullet, swarm
520     * spell), and this object creates further objects whose kills should be
521     * accounted for the player's original skill, even if player has changed
522     * skills meanwhile.
523     */
524     void copy_owner (object *op, object *clone)
525     {
526     object *owner = get_owner (clone);
527     if (owner == NULL) {
528     /* players don't have owners - they own themselves. Update
529     * as appropriate.
530     */
531     if (clone->type == PLAYER) owner=clone;
532     else return;
533     }
534     set_owner(op, owner);
535    
536     }
537    
538     /*
539     * Resets vital variables in an object
540     */
541    
542     void reset_object(object *op) {
543    
544     op->name = NULL;
545     op->name_pl = NULL;
546     op->title = NULL;
547     op->race = NULL;
548     op->slaying = NULL;
549     op->skill = NULL;
550     op->msg = NULL;
551     op->materialname = NULL;
552     op->lore = NULL;
553     op->current_weapon_script = NULL;
554     clear_object(op);
555     }
556    
557     /* Zero the key_values on op, decrementing the shared-string
558     * refcounts and freeing the links.
559     */
560     static void free_key_values(object * op) {
561     key_value * i;
562     key_value * next = NULL;
563    
564     if (op->key_values == NULL) return;
565    
566     for (i = op->key_values; i != NULL; i = next) {
567     /* Store next *first*. */
568     next = i->next;
569    
570     if (i->key) FREE_AND_CLEAR_STR(i->key);
571     if (i->value) FREE_AND_CLEAR_STR(i->value);
572     i->next = NULL;
573     free(i);
574     }
575    
576     op->key_values = NULL;
577     }
578    
579    
580     /*
581     * clear_object() frees everything allocated by an object, and also
582     * clears all variables and flags to default settings.
583     */
584    
585     void clear_object(object *op) {
586    
587 root 1.2 if (object_free_callback)
588     object_free_callback (op);
589    
590 elmex 1.1 event *evt;
591     event *evt2;
592    
593     /* redo this to be simpler/more efficient. Was also seeing
594     * crashes in the old code. Move this to the top - am
595     * seeing periodic crashes in this code, and would like to have
596     * as much info available as possible (eg, object name).
597     */
598     for (evt = op->events; evt; evt=evt2) {
599     evt2 = evt->next;
600    
601     if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
602     if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
603     if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
604    
605     free(evt);
606     }
607     op->events = NULL;
608    
609     free_key_values(op);
610    
611     /* the memset will clear all these values for us, but we need
612     * to reduce the refcount on them.
613     */
614     if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
615     if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
616     if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
617     if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
618     if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
619     if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
620     if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
621     if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
622     if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
623    
624    
625     memset((void*)op, 0, sizeof (object_special));
626     /* Below here, we clear things that are not done by the memset,
627     * or set default values that are not zero.
628     */
629     /* This is more or less true */
630     SET_FLAG(op, FLAG_REMOVED);
631    
632    
633     op->contr = NULL;
634     op->below=NULL;
635     op->above=NULL;
636     op->inv=NULL;
637     op->events=NULL;
638     op->container=NULL;
639     op->env=NULL;
640     op->more=NULL;
641     op->head=NULL;
642     op->map=NULL;
643     op->refcount=0;
644     op->active_next = NULL;
645     op->active_prev = NULL;
646     /* What is not cleared is next, prev, and count */
647    
648     op->expmul=1.0;
649     op->face = blank_face;
650     op->attacked_by_count = (tag_t) -1;
651     if (settings.casting_time)
652     op->casting_time = -1;
653    
654     }
655    
656     /*
657     * copy object first frees everything allocated by the second object,
658     * and then copies the contends of the first object into the second
659     * object, allocating what needs to be allocated. Basically, any
660     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
661     * if the first object is freed, the pointers in the new object
662     * will point at garbage.
663     */
664    
665     void copy_object(object *op2, object *op) {
666     int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
667     event *evt, *evt2, *evt_new;
668    
669 root 1.2 if (object_free_callback)
670     object_free_callback (op);
671    
672     // callback registries and self are empty for copied objects
673     // this ought to change in the future
674    
675 elmex 1.1 /* Decrement the refcounts, but don't bother zeroing the fields;
676     they'll be overwritten by memcpy. */
677     if(op->name!=NULL) free_string(op->name);
678     if(op->name_pl!=NULL) free_string(op->name_pl);
679     if(op->title!=NULL) free_string(op->title);
680     if(op->race!=NULL) free_string(op->race);
681     if(op->slaying!=NULL) free_string(op->slaying);
682     if(op->skill!=NULL) free_string(op->skill);
683     if(op->msg!=NULL) free_string(op->msg);
684     if(op->lore!=NULL) free_string(op->lore);
685     if(op->materialname != NULL) free_string(op->materialname);
686     if(op->custom_name != NULL) free_string(op->custom_name);
687    
688     /* Basically, same code as from clear_object() */
689     for (evt = op->events; evt; evt=evt2) {
690     evt2 = evt->next;
691    
692     if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
693     if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
694     if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
695    
696     free(evt);
697     }
698     op->events = NULL;
699    
700     free_key_values(op);
701    
702     *(object_special *)op = *(object_special *)op2;
703    
704     if(is_freed) SET_FLAG(op,FLAG_FREED);
705     if(is_removed) SET_FLAG(op,FLAG_REMOVED);
706     if(op->name!=NULL) add_refcount(op->name);
707     if(op->name_pl!=NULL) add_refcount(op->name_pl);
708     if(op->title!=NULL) add_refcount(op->title);
709     if(op->race!=NULL) add_refcount(op->race);
710     if(op->slaying!=NULL) add_refcount(op->slaying);
711     if(op->skill!=NULL) add_refcount(op->skill);
712     if(op->lore!=NULL) add_refcount(op->lore);
713     if(op->msg!=NULL) add_refcount(op->msg);
714     if(op->custom_name!=NULL) add_refcount(op->custom_name);
715     if (op->materialname != NULL) add_refcount(op->materialname);
716    
717     if((op2->speed<0) && !editor)
718     op->speed_left=op2->speed_left-RANDOM()%200/100.0;
719    
720     /* Copy over event information */
721     evt2 = NULL;
722     for (evt = op2->events; evt; evt=evt->next) {
723     evt_new = (event *) malloc(sizeof(event));
724     memcpy(evt_new, evt, sizeof(event));
725     if (evt_new->hook) add_refcount(evt_new->hook);
726     if (evt_new->plugin) add_refcount(evt_new->plugin);
727     if (evt_new->options) add_refcount(evt_new->options);
728     evt_new->next = NULL;
729    
730     /* Try to be a little clever here, and store away the
731     * last event we copied, so that its simpler to update the
732     * pointer.
733     */
734     if (evt2)
735     evt2->next = evt_new;
736     else
737     op->events = evt_new;
738    
739     evt2 = evt_new;
740     }
741     /* Copy over key_values, if any. */
742     if (op2->key_values != NULL) {
743     key_value * tail = NULL;
744     key_value * i;
745    
746     op->key_values = NULL;
747    
748     for (i = op2->key_values; i != NULL; i = i->next) {
749     key_value * new_link = (key_value *) malloc(sizeof(key_value));
750    
751     new_link->next = NULL;
752     new_link->key = add_refcount(i->key);
753     if (i->value)
754     new_link->value = add_refcount(i->value);
755     else
756     new_link->value = NULL;
757    
758     /* Try and be clever here, too. */
759     if (op->key_values == NULL) {
760     op->key_values = new_link;
761     tail = new_link;
762     } else {
763     tail->next = new_link;
764     tail = new_link;
765     }
766     }
767     }
768 root 1.2
769 elmex 1.1 update_ob_speed(op);
770     }
771    
772     /*
773     * expand_objects() allocates more objects for the list of unused objects.
774     * It is called from get_object() if the unused list is empty.
775     */
776    
777     void expand_objects(void) {
778     int i;
779     object *obj;
780     obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
781    
782     if(obj==NULL)
783     fatal(OUT_OF_MEMORY);
784     free_objects=obj;
785     obj[0].prev=NULL;
786     obj[0].next= &obj[1],
787     SET_FLAG(&(obj[0]), FLAG_REMOVED);
788     SET_FLAG(&(obj[0]), FLAG_FREED);
789    
790     for(i=1;i<OBJ_EXPAND-1;i++) {
791     obj[i].next= &obj[i+1],
792     obj[i].prev= &obj[i-1],
793     SET_FLAG(&(obj[i]), FLAG_REMOVED);
794     SET_FLAG(&(obj[i]), FLAG_FREED);
795     }
796     obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
797     obj[OBJ_EXPAND-1].next=NULL,
798     SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
799     SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
800    
801     nrofallocobjects += OBJ_EXPAND;
802     nroffreeobjects += OBJ_EXPAND;
803     }
804    
805     /*
806     * get_object() grabs an object from the list of unused objects, makes
807     * sure it is initialised, and returns it.
808     * If there are no free objects, expand_objects() is called to get more.
809     */
810    
811     object *get_object(void) {
812     object *op;
813    
814     if(free_objects==NULL) {
815     expand_objects();
816     }
817     op=free_objects;
818     #ifdef MEMORY_DEBUG
819     /* The idea is hopefully by doing a realloc, the memory
820     * debugging program will now use the current stack trace to
821     * report leaks.
822     */
823     op = realloc(op, sizeof(object));
824     SET_FLAG(op, FLAG_REMOVED);
825     SET_FLAG(op, FLAG_FREED);
826     #endif
827    
828     if(!QUERY_FLAG(op,FLAG_FREED)) {
829     LOG(llevError,"Fatal: Getting busy object.\n");
830     }
831     free_objects=op->next;
832     if(free_objects!=NULL)
833     free_objects->prev=NULL;
834     op->count= ++ob_count;
835     op->name=NULL;
836     op->name_pl=NULL;
837     op->title=NULL;
838     op->race=NULL;
839     op->slaying=NULL;
840     op->skill = NULL;
841     op->lore=NULL;
842     op->msg=NULL;
843     op->materialname=NULL;
844     op->next=objects;
845     op->prev=NULL;
846     op->active_next = NULL;
847     op->active_prev = NULL;
848     if(objects!=NULL)
849     objects->prev=op;
850     objects=op;
851     clear_object(op);
852     SET_FLAG(op,FLAG_REMOVED);
853     nroffreeobjects--;
854     return op;
855     }
856    
857     /*
858     * If an object with the IS_TURNABLE() flag needs to be turned due
859     * to the closest player being on the other side, this function can
860     * be called to update the face variable, _and_ how it looks on the map.
861     */
862    
863     void update_turn_face(object *op) {
864     if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL)
865     return;
866     SET_ANIMATION(op, op->direction);
867     update_object(op,UP_OBJ_FACE);
868     }
869    
870     /*
871     * Updates the speed of an object. If the speed changes from 0 to another
872     * value, or vice versa, then add/remove the object from the active list.
873     * This function needs to be called whenever the speed of an object changes.
874     */
875    
876     void update_ob_speed(object *op) {
877     extern int arch_init;
878    
879     /* No reason putting the archetypes objects on the speed list,
880     * since they never really need to be updated.
881     */
882    
883     if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
884     LOG(llevError,"Object %s is freed but has speed.\n", op->name);
885     #ifdef MANY_CORES
886     abort();
887     #else
888     op->speed = 0;
889     #endif
890     }
891     if (arch_init) {
892     return;
893     }
894     if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
895     /* If already on active list, don't do anything */
896     if (op->active_next || op->active_prev || op==active_objects)
897     return;
898    
899     /* process_events() expects us to insert the object at the beginning
900     * of the list. */
901     op->active_next = active_objects;
902     if (op->active_next!=NULL)
903     op->active_next->active_prev = op;
904     active_objects = op;
905     }
906     else {
907     /* If not on the active list, nothing needs to be done */
908     if (!op->active_next && !op->active_prev && op!=active_objects)
909     return;
910    
911     if (op->active_prev==NULL) {
912     active_objects = op->active_next;
913     if (op->active_next!=NULL)
914     op->active_next->active_prev = NULL;
915     }
916     else {
917     op->active_prev->active_next = op->active_next;
918     if (op->active_next)
919     op->active_next->active_prev = op->active_prev;
920     }
921     op->active_next = NULL;
922     op->active_prev = NULL;
923     }
924     }
925    
926     /* This function removes object 'op' from the list of active
927     * objects.
928     * This should only be used for style maps or other such
929     * reference maps where you don't want an object that isn't
930     * in play chewing up cpu time getting processed.
931     * The reverse of this is to call update_ob_speed, which
932     * will do the right thing based on the speed of the object.
933     */
934     void remove_from_active_list(object *op)
935     {
936     /* If not on the active list, nothing needs to be done */
937     if (!op->active_next && !op->active_prev && op!=active_objects)
938     return;
939    
940     if (op->active_prev==NULL) {
941     active_objects = op->active_next;
942     if (op->active_next!=NULL)
943     op->active_next->active_prev = NULL;
944     }
945     else {
946     op->active_prev->active_next = op->active_next;
947     if (op->active_next)
948     op->active_next->active_prev = op->active_prev;
949     }
950     op->active_next = NULL;
951     op->active_prev = NULL;
952     }
953    
954     /*
955     * update_object() updates the array which represents the map.
956     * It takes into account invisible objects (and represent squares covered
957     * by invisible objects by whatever is below them (unless it's another
958     * invisible object, etc...)
959     * If the object being updated is beneath a player, the look-window
960     * of that player is updated (this might be a suboptimal way of
961     * updating that window, though, since update_object() is called _often_)
962     *
963     * action is a hint of what the caller believes need to be done.
964     * For example, if the only thing that has changed is the face (due to
965     * an animation), we don't need to call update_position until that actually
966     * comes into view of a player. OTOH, many other things, like addition/removal
967     * of walls or living creatures may need us to update the flags now.
968     * current action are:
969     * UP_OBJ_INSERT: op was inserted
970     * UP_OBJ_REMOVE: op was removed
971     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
972     * as that is easier than trying to look at what may have changed.
973     * UP_OBJ_FACE: only the objects face has changed.
974     */
975    
976     void update_object(object *op, int action) {
977     int update_now=0, flags;
978     MoveType move_on, move_off, move_block, move_slow;
979    
980     if (op == NULL) {
981     /* this should never happen */
982     LOG(llevDebug,"update_object() called for NULL object.\n");
983     return;
984     }
985    
986     if(op->env!=NULL) {
987     /* Animation is currently handled by client, so nothing
988     * to do in this case.
989     */
990     return;
991     }
992    
993     /* If the map is saving, don't do anything as everything is
994     * going to get freed anyways.
995     */
996     if (!op->map || op->map->in_memory == MAP_SAVING) return;
997    
998     /* make sure the object is within map boundaries */
999     if (op->x < 0 || op->x >= MAP_WIDTH(op->map) ||
1000     op->y < 0 || op->y >= MAP_HEIGHT(op->map)) {
1001     LOG(llevError,"update_object() called for object out of map!\n");
1002     #ifdef MANY_CORES
1003     abort();
1004     #endif
1005     return;
1006     }
1007    
1008     flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1009     SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1010     move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1011     move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1012     move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1013     move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1014    
1015     if (action == UP_OBJ_INSERT) {
1016     if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
1017     update_now=1;
1018    
1019     if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
1020     update_now=1;
1021    
1022     if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
1023     update_now=1;
1024    
1025     if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1026     update_now=1;
1027    
1028     if ((move_on | op->move_on) != move_on) update_now=1;
1029     if ((move_off | op->move_off) != move_off) update_now=1;
1030     /* This isn't perfect, but I don't expect a lot of objects to
1031     * to have move_allow right now.
1032     */
1033     if (((move_block | op->move_block) & ~op->move_allow) != move_block)
1034     update_now=1;
1035     if ((move_slow | op->move_slow) != move_slow) update_now=1;
1036     }
1037     /* if the object is being removed, we can't make intelligent
1038     * decisions, because remove_ob can't really pass the object
1039     * that is being removed.
1040     */
1041     else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) {
1042     update_now=1;
1043     } else if (action == UP_OBJ_FACE) {
1044     /* Nothing to do for that case */
1045     }
1046     else {
1047     LOG(llevError,"update_object called with invalid action: %d\n", action);
1048     }
1049    
1050     if (update_now) {
1051     SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1052     update_position(op->map, op->x, op->y);
1053     }
1054    
1055     if(op->more!=NULL)
1056     update_object(op->more, action);
1057     }
1058    
1059    
1060     /*
1061     * free_object() frees everything allocated by an object, removes
1062     * it from the list of used objects, and puts it on the list of
1063     * free objects. The IS_FREED() flag is set in the object.
1064     * The object must have been removed by remove_ob() first for
1065     * this function to succeed.
1066     *
1067     * If free_inventory is set, free inventory as well. Else drop items in
1068     * inventory to the ground.
1069     */
1070    
1071     void free_object(object *ob) {
1072     free_object2(ob, 0);
1073     }
1074     void free_object2(object *ob, int free_inventory) {
1075     object *tmp,*op;
1076    
1077     if (object_free_callback)
1078     object_free_callback (ob);
1079    
1080     if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
1081     LOG(llevDebug,"Free object called with non removed object\n");
1082     dump_object(ob);
1083     #ifdef MANY_CORES
1084     abort();
1085     #endif
1086     }
1087     if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
1088     LOG(llevMonster,"Warning: tried to free friendly object.\n");
1089     remove_friendly_object(ob);
1090     }
1091     if(QUERY_FLAG(ob,FLAG_FREED)) {
1092     dump_object(ob);
1093     LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1094     return;
1095     }
1096     if(ob->more!=NULL) {
1097     free_object2(ob->more, free_inventory);
1098     ob->more=NULL;
1099     }
1100     if (ob->inv) {
1101     /* Only if the space blocks everything do we not process -
1102     * if some form of movemnt is allowed, let objects
1103     * drop on that space.
1104     */
1105     if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY ||
1106     (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
1107     {
1108     op=ob->inv;
1109     while(op!=NULL) {
1110     tmp=op->below;
1111     remove_ob(op);
1112     free_object2(op, free_inventory);
1113     op=tmp;
1114     }
1115     }
1116     else { /* Put objects in inventory onto this space */
1117     op=ob->inv;
1118     while(op!=NULL) {
1119     tmp=op->below;
1120     remove_ob(op);
1121     if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1122     op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1123     free_object(op);
1124     else {
1125     op->x=ob->x;
1126     op->y=ob->y;
1127     insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1128     }
1129     op=tmp;
1130     }
1131     }
1132     }
1133     /* Remove object from the active list */
1134     ob->speed = 0;
1135     update_ob_speed(ob);
1136    
1137     SET_FLAG(ob, FLAG_FREED);
1138     ob->count = 0;
1139    
1140     /* Remove this object from the list of used objects */
1141     if(ob->prev==NULL) {
1142     objects=ob->next;
1143     if(objects!=NULL)
1144     objects->prev=NULL;
1145     }
1146     else {
1147     ob->prev->next=ob->next;
1148     if(ob->next!=NULL)
1149     ob->next->prev=ob->prev;
1150     }
1151    
1152     if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1153     if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1154     if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1155     if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1156     if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1157     if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1158     if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1159     if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1160     if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1161    
1162    
1163     /* Why aren't events freed? */
1164     free_key_values(ob);
1165    
1166     #if 0 /* MEMORY_DEBUG*/
1167     /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1168     * presumes the freed_object will stick around for at least a little
1169     * bit
1170     */
1171     /* this is necessary so that memory debugging programs will
1172     * be able to accurately report source of malloc. If we recycle
1173     * objects, then some other area may be doing the get_object
1174     * and not freeing it, but the original one that malloc'd the
1175     * object will get the blame.
1176     */
1177     free(ob);
1178     #else
1179    
1180     /* Now link it with the free_objects list: */
1181     ob->prev=NULL;
1182     ob->next=free_objects;
1183     if(free_objects!=NULL)
1184     free_objects->prev=ob;
1185     free_objects=ob;
1186     nroffreeobjects++;
1187     #endif
1188     }
1189    
1190     /*
1191     * count_free() returns the number of objects on the list of free objects.
1192     */
1193    
1194     int count_free(void) {
1195     int i=0;
1196     object *tmp=free_objects;
1197     while(tmp!=NULL)
1198     tmp=tmp->next, i++;
1199     return i;
1200     }
1201    
1202     /*
1203     * count_used() returns the number of objects on the list of used objects.
1204     */
1205    
1206     int count_used(void) {
1207     int i=0;
1208     object *tmp=objects;
1209     while(tmp!=NULL)
1210     tmp=tmp->next, i++;
1211     return i;
1212     }
1213    
1214     /*
1215     * count_active() returns the number of objects on the list of active objects.
1216     */
1217    
1218     int count_active(void) {
1219     int i=0;
1220     object *tmp=active_objects;
1221     while(tmp!=NULL)
1222     tmp=tmp->active_next, i++;
1223     return i;
1224     }
1225    
1226     /*
1227     * sub_weight() recursively (outwards) subtracts a number from the
1228     * weight of an object (and what is carried by it's environment(s)).
1229     */
1230    
1231     void sub_weight (object *op, signed long weight) {
1232     while (op != NULL) {
1233     if (op->type == CONTAINER) {
1234     weight=(signed long)(weight*(100-op->stats.Str)/100);
1235     }
1236     op->carrying-=weight;
1237     op = op->env;
1238     }
1239     }
1240    
1241     /* remove_ob(op):
1242     * This function removes the object op from the linked list of objects
1243     * which it is currently tied to. When this function is done, the
1244     * object will have no environment. If the object previously had an
1245     * environment, the x and y coordinates will be updated to
1246     * the previous environment.
1247     * Beware: This function is called from the editor as well!
1248     */
1249    
1250     void remove_ob(object *op) {
1251     object *tmp,*last=NULL;
1252     object *otmp;
1253     tag_t tag;
1254     int check_walk_off;
1255     mapstruct *m;
1256     sint16 x,y;
1257    
1258    
1259     if(QUERY_FLAG(op,FLAG_REMOVED)) {
1260     dump_object(op);
1261     LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1262    
1263     /* Changed it to always dump core in this case. As has been learned
1264     * in the past, trying to recover from errors almost always
1265     * make things worse, and this is a real error here - something
1266     * that should not happen.
1267     * Yes, if this was a mission critical app, trying to do something
1268     * to recover may make sense, but that is because failure of the app
1269     * may have other disastrous problems. Cf runs out of a script
1270     * so is easily enough restarted without any real problems.
1271     * MSW 2001-07-01
1272     */
1273     abort();
1274     }
1275     if(op->more!=NULL)
1276     remove_ob(op->more);
1277    
1278     SET_FLAG(op, FLAG_REMOVED);
1279    
1280     /*
1281     * In this case, the object to be removed is in someones
1282     * inventory.
1283     */
1284     if(op->env!=NULL) {
1285     if(op->nrof)
1286     sub_weight(op->env, op->weight*op->nrof);
1287     else
1288     sub_weight(op->env, op->weight+op->carrying);
1289    
1290     /* NO_FIX_PLAYER is set when a great many changes are being
1291     * made to players inventory. If set, avoiding the call
1292     * to save cpu time.
1293     */
1294     if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1295     !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1296     fix_player(otmp);
1297    
1298     if(op->above!=NULL)
1299     op->above->below=op->below;
1300     else
1301     op->env->inv=op->below;
1302    
1303     if(op->below!=NULL)
1304     op->below->above=op->above;
1305    
1306     /* we set up values so that it could be inserted into
1307     * the map, but we don't actually do that - it is up
1308     * to the caller to decide what we want to do.
1309     */
1310     op->x=op->env->x,op->y=op->env->y;
1311     op->ox=op->x,op->oy=op->y;
1312     op->map=op->env->map;
1313     op->above=NULL,op->below=NULL;
1314     op->env=NULL;
1315     return;
1316     }
1317    
1318     /* If we get here, we are removing it from a map */
1319     if (op->map == NULL) return;
1320    
1321     x = op->x;
1322     y = op->y;
1323     m = get_map_from_coord(op->map, &x, &y);
1324    
1325     if (!m) {
1326     LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1327     op->map->path, op->x, op->y);
1328     /* in old days, we used to set x and y to 0 and continue.
1329     * it seems if we get into this case, something is probablye
1330     * screwed up and should be fixed.
1331     */
1332     abort();
1333     }
1334     if (op->map != m) {
1335     LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1336     op->map->path, m->path, op->x, op->y, x, y);
1337     }
1338    
1339     /* Re did the following section of code - it looks like it had
1340     * lots of logic for things we no longer care about
1341     */
1342    
1343     /* link the object above us */
1344     if (op->above)
1345     op->above->below=op->below;
1346     else
1347     SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1348    
1349     /* Relink the object below us, if there is one */
1350     if(op->below) {
1351     op->below->above=op->above;
1352     } else {
1353     /* Nothing below, which means we need to relink map object for this space
1354     * use translated coordinates in case some oddness with map tiling is
1355     * evident
1356     */
1357     if(GET_MAP_OB(m,x,y)!=op) {
1358     dump_object(op);
1359     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);
1360     dump_object(GET_MAP_OB(m,x,y));
1361     LOG(llevError,"%s\n",errmsg);
1362     }
1363     SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1364     }
1365     op->above=NULL;
1366     op->below=NULL;
1367    
1368     if (op->map->in_memory == MAP_SAVING)
1369     return;
1370    
1371     tag = op->count;
1372     check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1373     for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1374     /* No point updating the players look faces if he is the object
1375     * being removed.
1376     */
1377    
1378     if(tmp->type==PLAYER && tmp!=op) {
1379     /* If a container that the player is currently using somehow gets
1380     * removed (most likely destroyed), update the player view
1381     * appropriately.
1382     */
1383     if (tmp->container==op) {
1384     CLEAR_FLAG(op, FLAG_APPLIED);
1385     tmp->container=NULL;
1386     }
1387     tmp->contr->socket.update_look=1;
1388     }
1389     /* See if player moving off should effect something */
1390     if (check_walk_off && ((op->move_type & tmp->move_off) &&
1391     (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1392    
1393     move_apply(tmp, op, NULL);
1394     if (was_destroyed (op, tag)) {
1395     LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1396     "leaving object\n", tmp->name, tmp->arch->name);
1397     }
1398     }
1399    
1400     /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1401    
1402     if(tmp->above == tmp)
1403     tmp->above = NULL;
1404     last=tmp;
1405     }
1406     /* last == NULL of there are no objects on this space */
1407     if (last==NULL) {
1408     /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1409     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1410     * those out anyways, and if there are any flags set right now, they won't
1411     * be correct anyways.
1412     */
1413     SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1414     update_position(op->map, op->x, op->y);
1415     }
1416     else
1417     update_object(last, UP_OBJ_REMOVE);
1418    
1419     if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1420     update_all_los(op->map, op->x, op->y);
1421    
1422     }
1423    
1424     /*
1425     * merge_ob(op,top):
1426     *
1427     * This function goes through all objects below and including top, and
1428     * merges op to the first matching object.
1429     * If top is NULL, it is calculated.
1430     * Returns pointer to object if it succeded in the merge, otherwise NULL
1431     */
1432    
1433     object *merge_ob(object *op, object *top) {
1434     if(!op->nrof)
1435     return 0;
1436     if(top==NULL)
1437     for(top=op;top!=NULL&&top->above!=NULL;top=top->above);
1438     for(;top!=NULL;top=top->below) {
1439     if(top==op)
1440     continue;
1441     if (CAN_MERGE(op,top))
1442     {
1443     top->nrof+=op->nrof;
1444     /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1445     op->weight = 0; /* Don't want any adjustements now */
1446     remove_ob(op);
1447     free_object(op);
1448     return top;
1449     }
1450     }
1451     return NULL;
1452     }
1453    
1454     /*
1455     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1456     * job preparing multi-part monsters
1457     */
1458     object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){
1459     object* tmp;
1460     if (op->head)
1461     op=op->head;
1462     for (tmp=op;tmp;tmp=tmp->more){
1463     tmp->x=x+tmp->arch->clone.x;
1464     tmp->y=y+tmp->arch->clone.y;
1465     }
1466     return insert_ob_in_map (op, m, originator, flag);
1467     }
1468    
1469     /*
1470     * insert_ob_in_map (op, map, originator, flag):
1471     * This function inserts the object in the two-way linked list
1472     * which represents what is on a map.
1473     * The second argument specifies the map, and the x and y variables
1474     * in the object about to be inserted specifies the position.
1475     *
1476     * originator: Player, monster or other object that caused 'op' to be inserted
1477     * into 'map'. May be NULL.
1478     *
1479     * flag is a bitmask about special things to do (or not do) when this
1480     * function is called. see the object.h file for the INS_ values.
1481     * Passing 0 for flag gives proper default values, so flag really only needs
1482     * to be set if special handling is needed.
1483     *
1484     * Return value:
1485     * new object if 'op' was merged with other object
1486     * NULL if 'op' was destroyed
1487     * just 'op' otherwise
1488     */
1489    
1490     object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1491     {
1492     object *tmp, *top, *floor=NULL;
1493     sint16 x,y;
1494    
1495     if (QUERY_FLAG (op, FLAG_FREED)) {
1496     LOG (llevError, "Trying to insert freed object!\n");
1497     return NULL;
1498     }
1499     if(m==NULL) {
1500     dump_object(op);
1501     LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1502     return op;
1503     }
1504     if(out_of_map(m,op->x,op->y)) {
1505     dump_object(op);
1506     LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1507     #ifdef MANY_CORES
1508     /* Better to catch this here, as otherwise the next use of this object
1509     * is likely to cause a crash. Better to find out where it is getting
1510     * improperly inserted.
1511     */
1512     abort();
1513     #endif
1514     return op;
1515     }
1516     if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1517     dump_object(op);
1518     LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1519     return op;
1520     }
1521     if(op->more!=NULL) {
1522     /* The part may be on a different map. */
1523    
1524     object *more = op->more;
1525    
1526     /* We really need the caller to normalize coordinates - if
1527     * we set the map, that doesn't work if the location is within
1528     * a map and this is straddling an edge. So only if coordinate
1529     * is clear wrong do we normalize it.
1530     */
1531     if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1532     /* Debugging information so you can see the last coordinates this object had */
1533     more->ox = more->x;
1534     more->oy = more->y;
1535     more->map = get_map_from_coord(m, &more->x, &more->y);
1536     } else if (!more->map) {
1537     /* For backwards compatibility - when not dealing with tiled maps,
1538     * more->map should always point to the parent.
1539     */
1540     more->map = m;
1541     }
1542    
1543     if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1544     if ( ! op->head)
1545     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1546     return NULL;
1547     }
1548     }
1549     CLEAR_FLAG(op,FLAG_REMOVED);
1550    
1551     /* Debugging information so you can see the last coordinates this object had */
1552     op->ox=op->x;
1553     op->oy=op->y;
1554    
1555     /* Ideally, the caller figures this out. However, it complicates a lot
1556     * of areas of callers (eg, anything that uses find_free_spot would now
1557     * need extra work
1558     */
1559     op->map=get_map_from_coord(m, &op->x, &op->y);
1560     x = op->x;
1561     y = op->y;
1562    
1563     /* this has to be done after we translate the coordinates.
1564     */
1565     if(op->nrof && !(flag & INS_NO_MERGE)) {
1566     for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1567     if (CAN_MERGE(op,tmp)) {
1568     op->nrof+=tmp->nrof;
1569     remove_ob(tmp);
1570     free_object(tmp);
1571     }
1572     }
1573    
1574     CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1575     CLEAR_FLAG(op, FLAG_INV_LOCKED);
1576     if (!QUERY_FLAG(op, FLAG_ALIVE))
1577     CLEAR_FLAG(op, FLAG_NO_STEAL);
1578    
1579     if (flag & INS_BELOW_ORIGINATOR) {
1580     if (originator->map != op->map || originator->x != op->x ||
1581     originator->y != op->y) {
1582     LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1583     abort();
1584     }
1585     op->above = originator;
1586     op->below = originator->below;
1587     if (op->below) op->below->above = op;
1588     else SET_MAP_OB(op->map, op->x, op->y, op);
1589     /* since *below* originator, no need to update top */
1590     originator->below = op;
1591     } else {
1592     /* If there are other objects, then */
1593     if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1594     object *last=NULL;
1595     /*
1596     * If there are multiple objects on this space, we do some trickier handling.
1597     * We've already dealt with merging if appropriate.
1598     * Generally, we want to put the new object on top. But if
1599     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1600     * floor, we want to insert above that and no further.
1601     * Also, if there are spell objects on this space, we stop processing
1602     * once we get to them. This reduces the need to traverse over all of
1603     * them when adding another one - this saves quite a bit of cpu time
1604     * when lots of spells are cast in one area. Currently, it is presumed
1605     * that flying non pickable objects are spell objects.
1606     */
1607    
1608     while (top != NULL) {
1609     if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1610     QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1611     if (QUERY_FLAG(top, FLAG_NO_PICK)
1612     && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1613     && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1614     {
1615     /* We insert above top, so we want this object below this */
1616     top=top->below;
1617     break;
1618     }
1619     last = top;
1620     top = top->above;
1621     }
1622     /* Don't want top to be NULL, so set it to the last valid object */
1623     top = last;
1624    
1625     /* We let update_position deal with figuring out what the space
1626     * looks like instead of lots of conditions here.
1627     * makes things faster, and effectively the same result.
1628     */
1629    
1630     /* Have object 'fall below' other objects that block view.
1631     * Unless those objects are exits, type 66
1632     * If INS_ON_TOP is used, don't do this processing
1633     * Need to find the object that in fact blocks view, otherwise
1634     * stacking is a bit odd.
1635     */
1636     if (!(flag & INS_ON_TOP) &&
1637     (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1638     (op->face && !op->face->visibility)) {
1639     for (last=top; last != floor; last=last->below)
1640     if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1641     /* Check to see if we found the object that blocks view,
1642     * and make sure we have a below pointer for it so that
1643     * we can get inserted below this one, which requires we
1644     * set top to the object below us.
1645     */
1646     if (last && last->below && last != floor) top=last->below;
1647     }
1648     } /* If objects on this space */
1649     if (flag & INS_MAP_LOAD)
1650     top = GET_MAP_TOP(op->map,op->x,op->y);
1651     if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1652    
1653     /* Top is the object that our object (op) is going to get inserted above.
1654     */
1655    
1656     /* First object on this space */
1657     if (!top) {
1658     op->above = GET_MAP_OB(op->map, op->x, op->y);
1659     if (op->above) op->above->below = op;
1660     op->below = NULL;
1661     SET_MAP_OB(op->map, op->x, op->y, op);
1662     } else { /* get inserted into the stack above top */
1663     op->above = top->above;
1664     if (op->above) op->above->below = op;
1665     op->below = top;
1666     top->above = op;
1667     }
1668     if (op->above==NULL)
1669     SET_MAP_TOP(op->map,op->x, op->y, op);
1670     } /* else not INS_BELOW_ORIGINATOR */
1671    
1672     if(op->type==PLAYER)
1673     op->contr->do_los=1;
1674    
1675     /* If we have a floor, we know the player, if any, will be above
1676     * it, so save a few ticks and start from there.
1677     */
1678     if (!(flag & INS_MAP_LOAD))
1679     for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1680     if (tmp->type == PLAYER)
1681     tmp->contr->socket.update_look=1;
1682     }
1683    
1684     /* If this object glows, it may affect lighting conditions that are
1685     * visible to others on this map. But update_all_los is really
1686     * an inefficient way to do this, as it means los for all players
1687     * on the map will get recalculated. The players could very well
1688     * be far away from this change and not affected in any way -
1689     * this should get redone to only look for players within range,
1690     * or just updating the P_NEED_UPDATE for spaces within this area
1691     * of effect may be sufficient.
1692     */
1693     if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1694     update_all_los(op->map, op->x, op->y);
1695    
1696    
1697     /* updates flags (blocked, alive, no magic, etc) for this map space */
1698     update_object(op,UP_OBJ_INSERT);
1699    
1700    
1701     /* Don't know if moving this to the end will break anything. However,
1702     * we want to have update_look set above before calling this.
1703     *
1704     * check_move_on() must be after this because code called from
1705     * check_move_on() depends on correct map flags (so functions like
1706     * blocked() and wall() work properly), and these flags are updated by
1707     * update_object().
1708     */
1709    
1710     /* if this is not the head or flag has been passed, don't check walk on status */
1711    
1712     if (!(flag & INS_NO_WALK_ON) && !op->head) {
1713     if (check_move_on(op, originator))
1714     return NULL;
1715    
1716     /* If we are a multi part object, lets work our way through the check
1717     * walk on's.
1718     */
1719     for (tmp=op->more; tmp!=NULL; tmp=tmp->more)
1720     if (check_move_on (tmp, originator))
1721     return NULL;
1722     }
1723     return op;
1724     }
1725    
1726     /* this function inserts an object in the map, but if it
1727     * finds an object of its own type, it'll remove that one first.
1728     * op is the object to insert it under: supplies x and the map.
1729     */
1730     void replace_insert_ob_in_map(const char *arch_string, object *op) {
1731     object *tmp;
1732     object *tmp1;
1733    
1734     /* first search for itself and remove any old instances */
1735    
1736     for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) {
1737     if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ {
1738     remove_ob(tmp);
1739     free_object(tmp);
1740     }
1741     }
1742    
1743     tmp1=arch_to_object(find_archetype(arch_string));
1744    
1745    
1746     tmp1->x = op->x; tmp1->y = op->y;
1747     insert_ob_in_map(tmp1,op->map,op,0);
1748     }
1749    
1750     /*
1751     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1752     * is returned contains nr objects, and the remaining parts contains
1753     * the rest (or is removed and freed if that number is 0).
1754     * On failure, NULL is returned, and the reason put into the
1755     * global static errmsg array.
1756     */
1757    
1758     object *get_split_ob(object *orig_ob, uint32 nr) {
1759     object *newob;
1760     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1761    
1762     if(orig_ob->nrof<nr) {
1763     sprintf(errmsg,"There are only %d %ss.",
1764     orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1765     return NULL;
1766     }
1767     newob = object_create_clone(orig_ob);
1768     if((orig_ob->nrof-=nr)<1) {
1769     if ( ! is_removed)
1770     remove_ob(orig_ob);
1771     free_object2(orig_ob, 1);
1772     }
1773     else if ( ! is_removed) {
1774     if(orig_ob->env!=NULL)
1775     sub_weight (orig_ob->env,orig_ob->weight*nr);
1776     if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1777     strcpy(errmsg, "Tried to split object whose map is not in memory.");
1778     LOG(llevDebug,
1779     "Error, Tried to split object whose map is not in memory.\n");
1780     return NULL;
1781     }
1782     }
1783     newob->nrof=nr;
1784    
1785     return newob;
1786     }
1787    
1788     /*
1789     * decrease_ob_nr(object, number) decreases a specified number from
1790     * the amount of an object. If the amount reaches 0, the object
1791     * is subsequently removed and freed.
1792     *
1793     * Return value: 'op' if something is left, NULL if the amount reached 0
1794     */
1795    
1796     object *decrease_ob_nr (object *op, uint32 i)
1797     {
1798     object *tmp;
1799     player *pl;
1800    
1801     if (i == 0) /* objects with op->nrof require this check */
1802     return op;
1803    
1804     if (i > op->nrof)
1805     i = op->nrof;
1806    
1807     if (QUERY_FLAG (op, FLAG_REMOVED))
1808     {
1809     op->nrof -= i;
1810     }
1811     else if (op->env != NULL)
1812     {
1813     /* is this object in the players inventory, or sub container
1814     * therein?
1815     */
1816     tmp = is_player_inv (op->env);
1817     /* nope. Is this a container the player has opened?
1818     * If so, set tmp to that player.
1819     * IMO, searching through all the players will mostly
1820     * likely be quicker than following op->env to the map,
1821     * and then searching the map for a player.
1822     */
1823     if (!tmp) {
1824     for (pl=first_player; pl; pl=pl->next)
1825     if (pl->ob->container == op->env) break;
1826     if (pl) tmp=pl->ob;
1827     else tmp=NULL;
1828     }
1829    
1830     if (i < op->nrof) {
1831     sub_weight (op->env, op->weight * i);
1832     op->nrof -= i;
1833     if (tmp) {
1834     esrv_send_item(tmp, op);
1835     }
1836     } else {
1837     remove_ob (op);
1838     op->nrof = 0;
1839     if (tmp) {
1840     esrv_del_item(tmp->contr, op->count);
1841     }
1842     }
1843     }
1844     else
1845     {
1846     object *above = op->above;
1847    
1848     if (i < op->nrof) {
1849     op->nrof -= i;
1850     } else {
1851     remove_ob (op);
1852     op->nrof = 0;
1853     }
1854     /* Since we just removed op, op->above is null */
1855     for (tmp = above; tmp != NULL; tmp = tmp->above)
1856     if (tmp->type == PLAYER) {
1857     if (op->nrof)
1858     esrv_send_item(tmp, op);
1859     else
1860     esrv_del_item(tmp->contr, op->count);
1861     }
1862     }
1863    
1864     if (op->nrof) {
1865     return op;
1866     } else {
1867     free_object (op);
1868     return NULL;
1869     }
1870     }
1871    
1872     /*
1873     * add_weight(object, weight) adds the specified weight to an object,
1874     * and also updates how much the environment(s) is/are carrying.
1875     */
1876    
1877     void add_weight (object *op, signed long weight) {
1878     while (op!=NULL) {
1879     if (op->type == CONTAINER) {
1880     weight=(signed long)(weight*(100-op->stats.Str)/100);
1881     }
1882     op->carrying+=weight;
1883     op=op->env;
1884     }
1885     }
1886    
1887     /*
1888     * insert_ob_in_ob(op,environment):
1889     * This function inserts the object op in the linked list
1890     * inside the object environment.
1891     *
1892     * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1893     * the inventory at the last position or next to other objects of the same
1894     * type.
1895     * Frank: Now sorted by type, archetype and magic!
1896     *
1897     * The function returns now pointer to inserted item, and return value can
1898     * be != op, if items are merged. -Tero
1899     */
1900    
1901     object *insert_ob_in_ob(object *op,object *where) {
1902     object *tmp, *otmp;
1903    
1904     if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1905     dump_object(op);
1906     LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1907     return op;
1908     }
1909     if(where==NULL) {
1910     dump_object(op);
1911     LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1912     return op;
1913     }
1914     if (where->head) {
1915     LOG(llevDebug,
1916     "Warning: Tried to insert object wrong part of multipart object.\n");
1917     where = where->head;
1918     }
1919     if (op->more) {
1920     LOG(llevError, "Tried to insert multipart object %s (%d)\n",
1921     op->name, op->count);
1922     return op;
1923     }
1924     CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL);
1925     CLEAR_FLAG(op, FLAG_REMOVED);
1926     if(op->nrof) {
1927     for(tmp=where->inv;tmp!=NULL;tmp=tmp->below)
1928     if ( CAN_MERGE(tmp,op) ) {
1929     /* return the original object and remove inserted object
1930     (client needs the original object) */
1931     tmp->nrof += op->nrof;
1932     /* Weight handling gets pretty funky. Since we are adding to
1933     * tmp->nrof, we need to increase the weight.
1934     */
1935     add_weight (where, op->weight*op->nrof);
1936     SET_FLAG(op, FLAG_REMOVED);
1937     free_object(op); /* free the inserted object */
1938     op = tmp;
1939     remove_ob (op); /* and fix old object's links */
1940     CLEAR_FLAG(op, FLAG_REMOVED);
1941     break;
1942     }
1943    
1944     /* I assume combined objects have no inventory
1945     * We add the weight - this object could have just been removed
1946     * (if it was possible to merge). calling remove_ob will subtract
1947     * the weight, so we need to add it in again, since we actually do
1948     * the linking below
1949     */
1950     add_weight (where, op->weight*op->nrof);
1951     } else
1952     add_weight (where, (op->weight+op->carrying));
1953    
1954     otmp=is_player_inv(where);
1955     if (otmp&&otmp->contr!=NULL) {
1956     if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1957     fix_player(otmp);
1958     }
1959    
1960     op->map=NULL;
1961     op->env=where;
1962     op->above=NULL;
1963     op->below=NULL;
1964     op->x=0,op->y=0;
1965     op->ox=0,op->oy=0;
1966    
1967     /* reset the light list and los of the players on the map */
1968     if((op->glow_radius!=0)&&where->map)
1969     {
1970     #ifdef DEBUG_LIGHTS
1971     LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1972     op->name);
1973     #endif /* DEBUG_LIGHTS */
1974     if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1975     }
1976    
1977     /* Client has no idea of ordering so lets not bother ordering it here.
1978     * It sure simplifies this function...
1979     */
1980     if (where->inv==NULL)
1981     where->inv=op;
1982     else {
1983     op->below = where->inv;
1984     op->below->above = op;
1985     where->inv = op;
1986     }
1987     return op;
1988     }
1989    
1990     /*
1991     * Checks if any objects has a move_type that matches objects
1992     * that effect this object on this space. Call apply() to process
1993     * these events.
1994     *
1995     * Any speed-modification due to SLOW_MOVE() of other present objects
1996     * will affect the speed_left of the object.
1997     *
1998     * originator: Player, monster or other object that caused 'op' to be inserted
1999     * into 'map'. May be NULL.
2000     *
2001     * Return value: 1 if 'op' was destroyed, 0 otherwise.
2002     *
2003     * 4-21-95 added code to check if appropriate skill was readied - this will
2004     * permit faster movement by the player through this terrain. -b.t.
2005     *
2006     * MSW 2001-07-08: Check all objects on space, not just those below
2007     * object being inserted. insert_ob_in_map may not put new objects
2008     * on top.
2009     */
2010    
2011     int check_move_on (object *op, object *originator)
2012     {
2013     object *tmp;
2014     tag_t tag;
2015     mapstruct *m=op->map;
2016     int x=op->x, y=op->y;
2017     MoveType move_on, move_slow, move_block;
2018    
2019     if(QUERY_FLAG(op,FLAG_NO_APPLY))
2020     return 0;
2021    
2022     tag = op->count;
2023    
2024     move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2025     move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2026     move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2027    
2028     /* if nothing on this space will slow op down or be applied,
2029     * no need to do checking below. have to make sure move_type
2030     * is set, as lots of objects don't have it set - we treat that
2031     * as walking.
2032     */
2033     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2034     return 0;
2035    
2036     /* This is basically inverse logic of that below - basically,
2037     * if the object can avoid the move on or slow move, they do so,
2038     * but can't do it if the alternate movement they are using is
2039     * blocked. Logic on this seems confusing, but does seem correct.
2040     */
2041     if ((op->move_type & ~move_on & ~move_block) != 0 &&
2042     (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2043    
2044     /* The objects have to be checked from top to bottom.
2045     * Hence, we first go to the top:
2046     */
2047    
2048     for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2049     tmp->above!=NULL; tmp=tmp->above) {
2050     /* Trim the search when we find the first other spell effect
2051     * this helps performance so that if a space has 50 spell objects,
2052     * we don't need to check all of them.
2053     */
2054     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2055     }
2056     for(;tmp!=NULL; tmp=tmp->below) {
2057     if (tmp == op) continue; /* Can't apply yourself */
2058    
2059     /* Check to see if one of the movement types should be slowed down.
2060     * Second check makes sure that the movement types not being slowed
2061     * (~slow_move) is not blocked on this space - just because the
2062     * space doesn't slow down swimming (for example), if you can't actually
2063     * swim on that space, can't use it to avoid the penalty.
2064     */
2065     if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2066     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2067     ((op->move_type & tmp->move_slow) &&
2068     (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2069    
2070     float diff;
2071    
2072     diff = tmp->move_slow_penalty*FABS(op->speed);
2073     if (op->type == PLAYER) {
2074     if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2075     (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2076     diff /= 4.0;
2077     }
2078     }
2079     op->speed_left -= diff;
2080     }
2081     }
2082    
2083     /* Basically same logic as above, except now for actual apply. */
2084     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2085     ((op->move_type & tmp->move_on) &&
2086     (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2087    
2088     move_apply(tmp, op, originator);
2089     if (was_destroyed (op, tag))
2090     return 1;
2091    
2092     /* what the person/creature stepped onto has moved the object
2093     * someplace new. Don't process any further - if we did,
2094     * have a feeling strange problems would result.
2095     */
2096     if (op->map != m || op->x != x || op->y != y) return 0;
2097     }
2098     }
2099     return 0;
2100     }
2101    
2102     /*
2103     * present_arch(arch, map, x, y) searches for any objects with
2104     * a matching archetype at the given map and coordinates.
2105     * The first matching object is returned, or NULL if none.
2106     */
2107    
2108     object *present_arch(const archetype *at, mapstruct *m, int x, int y) {
2109     object *tmp;
2110     if(m==NULL || out_of_map(m,x,y)) {
2111     LOG(llevError,"Present_arch called outside map.\n");
2112     return NULL;
2113     }
2114     for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above)
2115     if(tmp->arch == at)
2116     return tmp;
2117     return NULL;
2118     }
2119    
2120     /*
2121     * present(type, map, x, y) searches for any objects with
2122     * a matching type variable at the given map and coordinates.
2123     * The first matching object is returned, or NULL if none.
2124     */
2125    
2126     object *present(unsigned char type,mapstruct *m, int x,int y) {
2127     object *tmp;
2128     if(out_of_map(m,x,y)) {
2129     LOG(llevError,"Present called outside map.\n");
2130     return NULL;
2131     }
2132     for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above)
2133     if(tmp->type==type)
2134     return tmp;
2135     return NULL;
2136     }
2137    
2138     /*
2139     * present_in_ob(type, object) searches for any objects with
2140     * a matching type variable in the inventory of the given object.
2141     * The first matching object is returned, or NULL if none.
2142     */
2143    
2144     object *present_in_ob(unsigned char type, const object *op) {
2145     object *tmp;
2146     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2147     if(tmp->type==type)
2148     return tmp;
2149     return NULL;
2150     }
2151    
2152     /*
2153     * present_in_ob (type, str, object) searches for any objects with
2154     * a matching type & name variable in the inventory of the given object.
2155     * The first matching object is returned, or NULL if none.
2156     * This is mostly used by spell effect code, so that we only
2157     * have one spell effect at a time.
2158     * type can be used to narrow the search - if type is set,
2159     * the type must also match. -1 can be passed for the type,
2160     * in which case the type does not need to pass.
2161     * str is the string to match against. Note that we match against
2162     * the object name, not the archetype name. this is so that the
2163     * spell code can use one object type (force), but change it's name
2164     * to be unique.
2165     */
2166    
2167     object *present_in_ob_by_name(int type, const char *str, const object *op) {
2168     object *tmp;
2169    
2170     for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2171     if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name)))
2172     return tmp;
2173     }
2174     return NULL;
2175     }
2176    
2177     /*
2178     * present_arch_in_ob(archetype, object) searches for any objects with
2179     * a matching archetype in the inventory of the given object.
2180     * The first matching object is returned, or NULL if none.
2181     */
2182    
2183     object *present_arch_in_ob(const archetype *at, const object *op) {
2184     object *tmp;
2185     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2186     if( tmp->arch == at)
2187     return tmp;
2188     return NULL;
2189     }
2190    
2191     /*
2192     * activate recursively a flag on an object inventory
2193     */
2194     void flag_inv(object*op, int flag){
2195     object *tmp;
2196     if(op->inv)
2197     for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
2198     SET_FLAG(tmp, flag);
2199     flag_inv(tmp,flag);
2200     }
2201     }/*
2202     * desactivate recursively a flag on an object inventory
2203     */
2204     void unflag_inv(object*op, int flag){
2205     object *tmp;
2206     if(op->inv)
2207     for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
2208     CLEAR_FLAG(tmp, flag);
2209     unflag_inv(tmp,flag);
2210     }
2211     }
2212    
2213     /*
2214     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2215     * all it's inventory (recursively).
2216     * If checksums are used, a player will get set_cheat called for
2217     * him/her-self and all object carried by a call to this function.
2218     */
2219    
2220     void set_cheat(object *op) {
2221     SET_FLAG(op, FLAG_WAS_WIZ);
2222     flag_inv(op, FLAG_WAS_WIZ);
2223     }
2224    
2225     /*
2226     * find_free_spot(object, map, x, y, start, stop) will search for
2227     * a spot at the given map and coordinates which will be able to contain
2228     * the given object. start and stop specifies how many squares
2229     * to search (see the freearr_x/y[] definition).
2230     * It returns a random choice among the alternatives found.
2231     * start and stop are where to start relative to the free_arr array (1,9
2232     * does all 4 immediate directions). This returns the index into the
2233     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2234     * Note - this only checks to see if there is space for the head of the
2235     * object - if it is a multispace object, this should be called for all
2236     * pieces.
2237     * Note2: This function does correctly handle tiled maps, but does not
2238     * inform the caller. However, insert_ob_in_map will update as
2239     * necessary, so the caller shouldn't need to do any special work.
2240     * Note - updated to take an object instead of archetype - this is necessary
2241     * because arch_blocked (now ob_blocked) needs to know the movement type
2242     * to know if the space in question will block the object. We can't use
2243     * the archetype because that isn't correct if the monster has been
2244     * customized, changed states, etc.
2245     */
2246    
2247     int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) {
2248     int i,index=0, flag;
2249     static int altern[SIZEOFFREE];
2250    
2251     for(i=start;i<stop;i++) {
2252     flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]);
2253     if(!flag)
2254     altern[index++]=i;
2255    
2256     /* Basically, if we find a wall on a space, we cut down the search size.
2257     * In this way, we won't return spaces that are on another side of a wall.
2258     * This mostly work, but it cuts down the search size in all directions -
2259     * if the space being examined only has a wall to the north and empty
2260     * spaces in all the other directions, this will reduce the search space
2261     * to only the spaces immediately surrounding the target area, and
2262     * won't look 2 spaces south of the target space.
2263     */
2264     else if ((flag & AB_NO_PASS) && maxfree[i]<stop)
2265     stop=maxfree[i];
2266     }
2267     if(!index) return -1;
2268     return altern[RANDOM()%index];
2269     }
2270    
2271     /*
2272     * find_first_free_spot(archetype, mapstruct, x, y) works like
2273     * find_free_spot(), but it will search max number of squares.
2274     * But it will return the first available spot, not a random choice.
2275     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2276     */
2277    
2278     int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) {
2279     int i;
2280     for(i=0;i<SIZEOFFREE;i++) {
2281     if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]))
2282     return i;
2283     }
2284     return -1;
2285     }
2286    
2287     /*
2288     * The function permute(arr, begin, end) randomly reorders the array
2289     * arr[begin..end-1].
2290     */
2291     static void permute(int *arr, int begin, int end)
2292     {
2293     int i, j, tmp, len;
2294    
2295     len = end-begin;
2296     for(i = begin; i < end; i++)
2297     {
2298     j = begin+RANDOM()%len;
2299    
2300     tmp = arr[i];
2301     arr[i] = arr[j];
2302     arr[j] = tmp;
2303     }
2304     }
2305    
2306     /* new function to make monster searching more efficient, and effective!
2307     * This basically returns a randomized array (in the passed pointer) of
2308     * the spaces to find monsters. In this way, it won't always look for
2309     * monsters to the north first. However, the size of the array passed
2310     * covers all the spaces, so within that size, all the spaces within
2311     * the 3x3 area will be searched, just not in a predictable order.
2312     */
2313     void get_search_arr(int *search_arr)
2314     {
2315     int i;
2316    
2317     for(i = 0; i < SIZEOFFREE; i++)
2318     {
2319     search_arr[i] = i;
2320     }
2321    
2322     permute(search_arr, 1, SIZEOFFREE1+1);
2323     permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1);
2324     permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE);
2325     }
2326    
2327     /*
2328     * find_dir(map, x, y, exclude) will search some close squares in the
2329     * given map at the given coordinates for live objects.
2330     * It will not considered the object given as exclude among possible
2331     * live objects.
2332     * It returns the direction toward the first/closest live object if finds
2333     * any, otherwise 0.
2334     * Perhaps incorrectly, but I'm making the assumption that exclude
2335     * is actually want is going to try and move there. We need this info
2336     * because we have to know what movement the thing looking to move
2337     * there is capable of.
2338     */
2339    
2340     int find_dir(mapstruct *m, int x, int y, object *exclude) {
2341     int i,max=SIZEOFFREE, mflags;
2342     sint16 nx, ny;
2343     object *tmp;
2344     mapstruct *mp;
2345     MoveType blocked, move_type;
2346    
2347     if (exclude && exclude->head) {
2348     exclude = exclude->head;
2349     move_type = exclude->move_type;
2350     } else {
2351     /* If we don't have anything, presume it can use all movement types. */
2352     move_type=MOVE_ALL;
2353     }
2354    
2355     for(i=1;i<max;i++) {
2356     mp = m;
2357     nx = x + freearr_x[i];
2358     ny = y + freearr_y[i];
2359    
2360     mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
2361     if (mflags & P_OUT_OF_MAP) {
2362     max = maxfree[i];
2363     } else {
2364     blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2365    
2366     if ((move_type & blocked) == move_type) {
2367     max=maxfree[i];
2368     } else if (mflags & P_IS_ALIVE) {
2369     for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) {
2370     if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) &&
2371     (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2372     break;
2373     }
2374     }
2375     if(tmp) {
2376     return freedir[i];
2377     }
2378     }
2379     }
2380     }
2381     return 0;
2382     }
2383    
2384     /*
2385     * distance(object 1, object 2) will return the square of the
2386     * distance between the two given objects.
2387     */
2388    
2389     int distance(const object *ob1, const object *ob2) {
2390     int i;
2391     i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+
2392     (ob1->y - ob2->y)*(ob1->y - ob2->y);
2393     return i;
2394     }
2395    
2396     /*
2397     * find_dir_2(delta-x,delta-y) will return a direction in which
2398     * an object which has subtracted the x and y coordinates of another
2399     * object, needs to travel toward it.
2400     */
2401    
2402     int find_dir_2(int x, int y) {
2403     int q;
2404    
2405     if(y)
2406     q=x*100/y;
2407     else if (x)
2408     q= -300*x;
2409     else
2410     return 0;
2411    
2412     if(y>0) {
2413     if(q < -242)
2414     return 3 ;
2415     if (q < -41)
2416     return 2 ;
2417     if (q < 41)
2418     return 1 ;
2419     if (q < 242)
2420     return 8 ;
2421     return 7 ;
2422     }
2423    
2424     if (q < -242)
2425     return 7 ;
2426     if (q < -41)
2427     return 6 ;
2428     if (q < 41)
2429     return 5 ;
2430     if (q < 242)
2431     return 4 ;
2432    
2433     return 3 ;
2434     }
2435    
2436     /*
2437     * absdir(int): Returns a number between 1 and 8, which represent
2438     * the "absolute" direction of a number (it actually takes care of
2439     * "overflow" in previous calculations of a direction).
2440     */
2441    
2442     int absdir(int d) {
2443     while(d<1) d+=8;
2444     while(d>8) d-=8;
2445     return d;
2446     }
2447    
2448     /*
2449     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2450     * between two directions (which are expected to be absolute (see absdir())
2451     */
2452    
2453     int dirdiff(int dir1, int dir2) {
2454     int d;
2455     d = abs(dir1 - dir2);
2456     if(d>4)
2457     d = 8 - d;
2458     return d;
2459     }
2460    
2461     /* peterm:
2462     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2463     * Basically, this is a table of directions, and what directions
2464     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2465     * This basically means that if direction is 15, then it could either go
2466     * direction 4, 14, or 16 to get back to where we are.
2467     * Moved from spell_util.c to object.c with the other related direction
2468     * functions.
2469     */
2470    
2471     int reduction_dir[SIZEOFFREE][3] = {
2472     {0,0,0}, /* 0 */
2473     {0,0,0}, /* 1 */
2474     {0,0,0}, /* 2 */
2475     {0,0,0}, /* 3 */
2476     {0,0,0}, /* 4 */
2477     {0,0,0}, /* 5 */
2478     {0,0,0}, /* 6 */
2479     {0,0,0}, /* 7 */
2480     {0,0,0}, /* 8 */
2481     {8,1,2}, /* 9 */
2482     {1,2,-1}, /* 10 */
2483     {2,10,12}, /* 11 */
2484     {2,3,-1}, /* 12 */
2485     {2,3,4}, /* 13 */
2486     {3,4,-1}, /* 14 */
2487     {4,14,16}, /* 15 */
2488     {5,4,-1}, /* 16 */
2489     {4,5,6}, /* 17 */
2490     {6,5,-1}, /* 18 */
2491     {6,20,18}, /* 19 */
2492     {7,6,-1}, /* 20 */
2493     {6,7,8}, /* 21 */
2494     {7,8,-1}, /* 22 */
2495     {8,22,24}, /* 23 */
2496     {8,1,-1}, /* 24 */
2497     {24,9,10}, /* 25 */
2498     {9,10,-1}, /* 26 */
2499     {10,11,-1}, /* 27 */
2500     {27,11,29}, /* 28 */
2501     {11,12,-1}, /* 29 */
2502     {12,13,-1}, /* 30 */
2503     {12,13,14}, /* 31 */
2504     {13,14,-1}, /* 32 */
2505     {14,15,-1}, /* 33 */
2506     {33,15,35}, /* 34 */
2507     {16,15,-1}, /* 35 */
2508     {17,16,-1}, /* 36 */
2509     {18,17,16}, /* 37 */
2510     {18,17,-1}, /* 38 */
2511     {18,19,-1}, /* 39 */
2512     {41,19,39}, /* 40 */
2513     {19,20,-1}, /* 41 */
2514     {20,21,-1}, /* 42 */
2515     {20,21,22}, /* 43 */
2516     {21,22,-1}, /* 44 */
2517     {23,22,-1}, /* 45 */
2518     {45,47,23}, /* 46 */
2519     {23,24,-1}, /* 47 */
2520     {24,9,-1}}; /* 48 */
2521    
2522     /* Recursive routine to step back and see if we can
2523     * find a path to that monster that we found. If not,
2524     * we don't bother going toward it. Returns 1 if we
2525     * can see a direct way to get it
2526     * Modified to be map tile aware -.MSW
2527     */
2528    
2529    
2530     int can_see_monsterP(mapstruct *m, int x, int y,int dir) {
2531     sint16 dx, dy;
2532     int mflags;
2533    
2534     if(dir<0) return 0; /* exit condition: invalid direction */
2535    
2536     dx = x + freearr_x[dir];
2537     dy = y + freearr_y[dir];
2538    
2539     mflags = get_map_flags(m, &m, dx, dy, &dx, &dy);
2540    
2541     /* This functional arguably was incorrect before - it was
2542     * checking for P_WALL - that was basically seeing if
2543     * we could move to the monster - this is being more
2544     * literal on if we can see it. To know if we can actually
2545     * move to the monster, we'd need the monster passed in or
2546     * at least its move type.
2547     */
2548     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0;
2549    
2550     /* yes, can see. */
2551     if(dir < 9) return 1;
2552     return can_see_monsterP(m, x, y, reduction_dir[dir][0]) |
2553     can_see_monsterP(m,x,y, reduction_dir[dir][1]) |
2554     can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2555     }
2556    
2557    
2558    
2559     /*
2560     * can_pick(picker, item): finds out if an object is possible to be
2561     * picked up by the picker. Returnes 1 if it can be
2562     * picked up, otherwise 0.
2563     *
2564     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2565     * core dumps if they do.
2566     *
2567     * Add a check so we can't pick up invisible objects (0.93.8)
2568     */
2569    
2570     int can_pick(const object *who, const object *item) {
2571     return /*QUERY_FLAG(who,FLAG_WIZ)||*/
2572     (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&&
2573     !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible &&
2574     (who->type==PLAYER||item->weight<who->weight/3));
2575     }
2576    
2577    
2578     /*
2579     * create clone from object to another
2580     */
2581     object *object_create_clone (object *asrc) {
2582     object *dst = NULL,*tmp,*src,*part,*prev, *item;
2583    
2584     if(!asrc) return NULL;
2585     src = asrc;
2586     if(src->head)
2587     src = src->head;
2588    
2589     prev = NULL;
2590     for(part = src; part; part = part->more) {
2591     tmp = get_object();
2592     copy_object(part,tmp);
2593     tmp->x -= src->x;
2594     tmp->y -= src->y;
2595     if(!part->head) {
2596     dst = tmp;
2597     tmp->head = NULL;
2598     } else {
2599     tmp->head = dst;
2600     }
2601     tmp->more = NULL;
2602     if(prev)
2603     prev->more = tmp;
2604     prev = tmp;
2605     }
2606     /*** copy inventory ***/
2607     for(item = src->inv; item; item = item->below) {
2608     (void) insert_ob_in_ob(object_create_clone(item),dst);
2609     }
2610    
2611     return dst;
2612     }
2613    
2614     /* return true if the object was destroyed, 0 otherwise */
2615     int was_destroyed (const object *op, tag_t old_tag)
2616     {
2617     /* checking for FLAG_FREED isn't necessary, but makes this function more
2618     * robust */
2619     return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2620     }
2621    
2622     /* GROS - Creates an object using a string representing its content. */
2623     /* Basically, we save the content of the string to a temp file, then call */
2624     /* load_object on it. I admit it is a highly inefficient way to make things, */
2625     /* but it was simple to make and allows reusing the load_object function. */
2626     /* Remember not to use load_object_str in a time-critical situation. */
2627     /* Also remember that multiparts objects are not supported for now. */
2628    
2629     object* load_object_str(const char *obstr)
2630     {
2631     object *op;
2632     FILE *tempfile;
2633     char filename[MAX_BUF];
2634     sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2635     tempfile=fopen(filename,"w");
2636     if (tempfile == NULL)
2637     {
2638     LOG(llevError,"Error - Unable to access load object temp file\n");
2639     return NULL;
2640     };
2641     fprintf(tempfile,obstr);
2642     fclose(tempfile);
2643    
2644     op=get_object();
2645    
2646     tempfile=fopen(filename,"r");
2647     if (tempfile == NULL)
2648     {
2649     LOG(llevError,"Error - Unable to read object temp file\n");
2650     return NULL;
2651     };
2652     load_object(tempfile,op,LO_NEWFILE,0);
2653     LOG(llevDebug," load str completed, object=%s\n",op->name);
2654     CLEAR_FLAG(op,FLAG_REMOVED);
2655     fclose(tempfile);
2656     return op;
2657     }
2658    
2659     /* This returns the first object in who's inventory that
2660     * has the same type and subtype match.
2661     * returns NULL if no match.
2662     */
2663     object *find_obj_by_type_subtype(const object *who, int type, int subtype)
2664     {
2665     object *tmp;
2666    
2667     for (tmp=who->inv; tmp; tmp=tmp->below)
2668     if (tmp->type == type && tmp->subtype == subtype) return tmp;
2669    
2670     return NULL;
2671     }
2672    
2673     /* If ob has a field named key, return the link from the list,
2674     * otherwise return NULL.
2675     *
2676     * key must be a passed in shared string - otherwise, this won't
2677     * do the desired thing.
2678     */
2679     key_value * get_ob_key_link(const object * ob, const char * key) {
2680     key_value * link;
2681    
2682     for (link = ob->key_values; link != NULL; link = link->next) {
2683     if (link->key == key) {
2684     return link;
2685     }
2686     }
2687    
2688     return NULL;
2689     }
2690    
2691     /*
2692     * Returns the value of op has an extra_field for key, or NULL.
2693     *
2694     * The argument doesn't need to be a shared string.
2695     *
2696     * The returned string is shared.
2697     */
2698     const char * get_ob_key_value(const object * op, const char * const key) {
2699     key_value * link;
2700     const char * canonical_key;
2701    
2702     canonical_key = find_string(key);
2703    
2704     if (canonical_key == NULL) {
2705     /* 1. There being a field named key on any object
2706     * implies there'd be a shared string to find.
2707     * 2. Since there isn't, no object has this field.
2708     * 3. Therefore, *this* object doesn't have this field.
2709     */
2710     return NULL;
2711     }
2712    
2713     /* This is copied from get_ob_key_link() above -
2714     * only 4 lines, and saves the function call overhead.
2715     */
2716     for (link = op->key_values; link != NULL; link = link->next) {
2717     if (link->key == canonical_key) {
2718     return link->value;
2719     }
2720     }
2721     return NULL;
2722     }
2723    
2724    
2725     /*
2726     * Updates the canonical_key in op to value.
2727     *
2728     * canonical_key is a shared string (value doesn't have to be).
2729     *
2730     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2731     * keys.
2732     *
2733     * Returns TRUE on success.
2734     */
2735     int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) {
2736     key_value * field = NULL, *last=NULL;
2737    
2738     for (field=op->key_values; field != NULL; field=field->next) {
2739     if (field->key != canonical_key) {
2740     last = field;
2741     continue;
2742     }
2743    
2744     if (field->value) FREE_AND_CLEAR_STR(field->value);
2745     if (value)
2746     field->value = add_string(value);
2747     else {
2748     /* Basically, if the archetype has this key set,
2749     * we need to store the null value so when we save
2750     * it, we save the empty value so that when we load,
2751     * we get this value back again.
2752     */
2753     if (get_ob_key_link(&op->arch->clone, canonical_key))
2754     field->value = NULL;
2755     else {
2756     /* Delete this link */
2757     if (field->key) FREE_AND_CLEAR_STR(field->key);
2758     if (field->value) FREE_AND_CLEAR_STR(field->value);
2759     if (last) last->next = field->next;
2760     else op->key_values = field->next;
2761     free(field);
2762     }
2763     }
2764     return TRUE;
2765     }
2766     /* IF we get here, key doesn't exist */
2767    
2768     /* No field, we'll have to add it. */
2769    
2770     if (!add_key) {
2771     return FALSE;
2772     }
2773     /* There isn't any good reason to store a null
2774     * value in the key/value list. If the archetype has
2775     * this key, then we should also have it, so shouldn't
2776     * be here. If user wants to store empty strings,
2777     * should pass in ""
2778     */
2779     if (value == NULL) return TRUE;
2780    
2781     field = (key_value *) malloc(sizeof(key_value));
2782    
2783     field->key = add_refcount(canonical_key);
2784     field->value = add_string(value);
2785     /* Usual prepend-addition. */
2786     field->next = op->key_values;
2787     op->key_values = field;
2788    
2789     return TRUE;
2790     }
2791    
2792     /*
2793     * Updates the key in op to value.
2794     *
2795     * If add_key is FALSE, this will only update existing keys,
2796     * and not add new ones.
2797     * In general, should be little reason FALSE is ever passed in for add_key
2798     *
2799     * Returns TRUE on success.
2800     */
2801     int set_ob_key_value(object * op, const char * key, const char * value, int add_key) {
2802     const char * canonical_key = NULL;
2803     int floating_ref = FALSE;
2804     int ret;
2805    
2806     /* HACK This mess is to make sure set_ob_value() passes a shared string
2807     * to get_ob_key_link(), without leaving a leaked refcount.
2808     */
2809    
2810     canonical_key = find_string(key);
2811     if (canonical_key == NULL) {
2812     canonical_key = add_string(key);
2813     floating_ref = TRUE;
2814     }
2815    
2816     ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2817    
2818     if (floating_ref) {
2819     free_string(canonical_key);
2820     }
2821    
2822     return ret;
2823     }