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Revision: 1.24
Committed: Sun Sep 10 16:00:23 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.23: +1798 -1422 lines
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File Contents

# User Rev Content
1 root 1.24
2 elmex 1.1 /*
3     * static char *rcsid_object_c =
4 root 1.24 * "$Id: object.C,v 1.23 2006-09-10 14:54:02 root Exp $";
5 elmex 1.1 */
6    
7     /*
8     CrossFire, A Multiplayer game for X-windows
9    
10     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11     Copyright (C) 1992 Frank Tore Johansen
12    
13     This program is free software; you can redistribute it and/or modify
14     it under the terms of the GNU General Public License as published by
15     the Free Software Foundation; either version 2 of the License, or
16     (at your option) any later version.
17    
18     This program is distributed in the hope that it will be useful,
19     but WITHOUT ANY WARRANTY; without even the implied warranty of
20     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21     GNU General Public License for more details.
22    
23     You should have received a copy of the GNU General Public License
24     along with this program; if not, write to the Free Software
25     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26    
27     The authors can be reached via e-mail at crossfire-devel@real-time.com
28     */
29    
30     /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
31     sub/add_weight will transcend the environment updating the carrying
32     variable. */
33     #include <global.h>
34 root 1.24 #ifndef WIN32 /* ---win32 exclude headers */
35     # include <stdio.h>
36     # include <sys/types.h>
37     # include <sys/uio.h>
38 elmex 1.1 #endif /* win32 */
39     #include <object.h>
40     #include <funcpoint.h>
41     #include <skills.h>
42     #include <loader.h>
43     int nrofallocobjects = 0;
44    
45 root 1.24 object *objects; /* Pointer to the list of used objects */
46     object *active_objects; /* List of active objects that need to be processed */
47 elmex 1.1
48 root 1.24 short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50     };
51     short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53     };
54     int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55     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
56     };
57     int freedir[SIZEOFFREE] = {
58     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,
59     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
60     };
61 elmex 1.1
62     /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
63 root 1.24 static int
64     compare_ob_value_lists_one (const object *wants, const object *has)
65     {
66     key_value *wants_field;
67    
68     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
69     * objects with lists are rare, and lists stay short. If not, use a
70     * different structure or at least keep the lists sorted...
71     */
72    
73     /* For each field in wants, */
74     for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
75     {
76     key_value *has_field;
77    
78     /* Look for a field in has with the same key. */
79     has_field = get_ob_key_link (has, wants_field->key);
80    
81     if (has_field == NULL)
82     {
83     /* No field with that name. */
84     return FALSE;
85     }
86    
87     /* Found the matching field. */
88     if (has_field->value != wants_field->value)
89     {
90     /* Values don't match, so this half of the comparison is false. */
91     return FALSE;
92     }
93    
94     /* If we get here, we found a match. Now for the next field in wants. */
95 elmex 1.1 }
96 root 1.24
97     /* If we get here, every field in wants has a matching field in has. */
98     return TRUE;
99 elmex 1.1 }
100    
101     /* Returns TRUE if ob1 has the same key_values as ob2. */
102 root 1.24 static int
103     compare_ob_value_lists (const object *ob1, const object *ob2)
104     {
105     /* However, there may be fields in has which aren't partnered in wants,
106     * so we need to run the comparison *twice*. :(
107     */
108     return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
109 elmex 1.1 }
110    
111     /* Function examines the 2 objects given to it, and returns true if
112     * they can be merged together.
113     *
114     * Note that this function appears a lot longer than the macro it
115     * replaces - this is mostly for clarity - a decent compiler should hopefully
116     * reduce this to the same efficiency.
117     *
118     * Check nrof variable *before* calling CAN_MERGE()
119     *
120     * Improvements made with merge: Better checking on potion, and also
121     * check weight
122     */
123    
124 root 1.24 bool object::can_merge (object *ob1, object *ob2)
125 root 1.16 {
126     /* A couple quicksanity checks */
127     if ((ob1 == ob2) || (ob1->type != ob2->type))
128     return 0;
129    
130     if (ob1->speed != ob2->speed)
131     return 0;
132    
133     /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
134     * value could not be stored in a sint32 (which unfortunately sometimes is
135     * used to store nrof).
136     */
137     if (ob1->nrof + ob2->nrof >= 1UL << 31)
138     return 0;
139    
140     /* If the objects have been identified, set the BEEN_APPLIED flag.
141     * This is to the comparison of the flags below will be OK. We
142     * just can't ignore the been applied or identified flags, as they
143     * are not equal - just if it has been identified, the been_applied
144     * flags lose any meaning.
145     */
146     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
147     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
148    
149     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
150     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
151 elmex 1.1
152    
153 root 1.16 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
154     * being locked in inventory should prevent merging.
155     * 0x4 in flags3 is CLIENT_SENT
156     */
157     if ((ob1->arch != ob2->arch) ||
158     (ob1->flags[0] != ob2->flags[0]) ||
159     (ob1->flags[1] != ob2->flags[1]) ||
160     ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
161     ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
162     (ob1->name != ob2->name) ||
163     (ob1->title != ob2->title) ||
164     (ob1->msg != ob2->msg) ||
165     (ob1->weight != ob2->weight) ||
166     (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
167     (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
168     (ob1->attacktype != ob2->attacktype) ||
169     (ob1->magic != ob2->magic) ||
170     (ob1->slaying != ob2->slaying) ||
171     (ob1->skill != ob2->skill) ||
172     (ob1->value != ob2->value) ||
173     (ob1->animation_id != ob2->animation_id) ||
174     (ob1->client_type != ob2->client_type) ||
175     (ob1->materialname != ob2->materialname) ||
176     (ob1->lore != ob2->lore) ||
177     (ob1->subtype != ob2->subtype) ||
178     (ob1->move_type != ob2->move_type) ||
179     (ob1->move_block != ob2->move_block) ||
180     (ob1->move_allow != ob2->move_allow) ||
181     (ob1->move_on != ob2->move_on) ||
182 root 1.24 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
183 root 1.16 return 0;
184    
185     /* This is really a spellbook check - really, we should
186     * check all objects in the inventory.
187     */
188     if (ob1->inv || ob2->inv)
189     {
190     /* if one object has inventory but the other doesn't, not equiv */
191     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
192 root 1.24 return 0;
193 root 1.16
194     /* Now check to see if the two inventory objects could merge */
195     if (!CAN_MERGE (ob1->inv, ob2->inv))
196 root 1.24 return 0;
197 root 1.16
198     /* inventory ok - still need to check rest of this object to see
199     * if it is valid.
200     */
201     }
202 elmex 1.1
203 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
204     * it is possible for most any character to have more than one of
205     * some items equipped, and we don't want those to merge.
206     */
207     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
208     return 0;
209 elmex 1.1
210 root 1.16 /* Note sure why the following is the case - either the object has to
211     * be animated or have a very low speed. Is this an attempted monster
212     * check?
213     */
214 root 1.24 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
215 root 1.16 return 0;
216 elmex 1.1
217 root 1.16 switch (ob1->type)
218     {
219 root 1.24 case SCROLL:
220     if (ob1->level != ob2->level)
221     return 0;
222     break;
223 root 1.16 }
224 elmex 1.1
225 root 1.16 if (ob1->key_values != NULL || ob2->key_values != NULL)
226     {
227     /* At least one of these has key_values. */
228     if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
229 root 1.24 /* One has fields, but the other one doesn't. */
230     return 0;
231 root 1.16 else if (!compare_ob_value_lists (ob1, ob2))
232 root 1.24 return 0;
233 elmex 1.1 }
234 root 1.16
235     //TODO: generate an event or call into perl for additional checks
236     if (ob1->self || ob2->self)
237     {
238     ob1->optimise ();
239     ob2->optimise ();
240    
241     if (ob1->self || ob2->self)
242 root 1.24 return 0;
243 elmex 1.1 }
244    
245 root 1.16 /* Everything passes, must be OK. */
246     return 1;
247 elmex 1.1 }
248 root 1.24
249 elmex 1.1 /*
250     * sum_weight() is a recursive function which calculates the weight
251     * an object is carrying. It goes through in figures out how much
252     * containers are carrying, and sums it up.
253     */
254 root 1.24 signed long
255     sum_weight (object *op)
256     {
257 elmex 1.1 signed long sum;
258     object *inv;
259 root 1.24
260     for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
261     {
262     if (inv->inv)
263     sum_weight (inv);
264     sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
265     }
266 elmex 1.1 if (op->type == CONTAINER && op->stats.Str)
267 root 1.24 sum = (sum * (100 - op->stats.Str)) / 100;
268     if (op->carrying != sum)
269 elmex 1.1 op->carrying = sum;
270     return sum;
271     }
272    
273     /**
274     * Return the outermost environment object for a given object.
275     */
276    
277 root 1.24 object *
278     object_get_env_recursive (object *op)
279     {
280     while (op->env != NULL)
281     op = op->env;
282     return op;
283 elmex 1.1 }
284    
285     /*
286     * Eneq(@csd.uu.se): Since we can have items buried in a character we need
287     * a better check. We basically keeping traversing up until we can't
288     * or find a player.
289     */
290    
291 root 1.24 object *
292     is_player_inv (object *op)
293     {
294     for (; op != NULL && op->type != PLAYER; op = op->env)
295     if (op->env == op)
296     op->env = NULL;
297     return op;
298 elmex 1.1 }
299    
300     /*
301     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
302 root 1.11 * Some error messages.
303 elmex 1.1 * The result of the dump is stored in the static global errmsg array.
304     */
305    
306 root 1.24 void
307     dump_object2 (object *op)
308     {
309     errmsg[0] = 0;
310     return;
311 root 1.10 //TODO//D#d#
312     #if 0
313 elmex 1.1 char *cp;
314 root 1.24
315 elmex 1.1 /* object *tmp;*/
316    
317 root 1.24 if (op->arch != NULL)
318     {
319     strcat (errmsg, "arch ");
320     strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
321     strcat (errmsg, "\n");
322     if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
323     strcat (errmsg, cp);
324     # if 0
325 elmex 1.1 /* Don't dump player diffs - they are too long, mostly meaningless, and
326     * will overflow the buffer.
327     * Changed so that we don't dump inventory either. This may
328     * also overflow the buffer.
329     */
330 root 1.24 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
331     strcat (errmsg, cp);
332     for (tmp = op->inv; tmp; tmp = tmp->below)
333     dump_object2 (tmp);
334     # endif
335     strcat (errmsg, "end\n");
336     }
337     else
338     {
339     strcat (errmsg, "Object ");
340     if (op->name == NULL)
341     strcat (errmsg, "(null)");
342     else
343     strcat (errmsg, op->name);
344     strcat (errmsg, "\n");
345     # if 0
346     if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
347     strcat (errmsg, cp);
348     for (tmp = op->inv; tmp; tmp = tmp->below)
349     dump_object2 (tmp);
350     # endif
351     strcat (errmsg, "end\n");
352     }
353 root 1.10 #endif
354 elmex 1.1 }
355    
356     /*
357     * Dumps an object. Returns output in the static global errmsg array.
358     */
359    
360 root 1.24 void
361     dump_object (object *op)
362     {
363     if (op == NULL)
364     {
365     strcpy (errmsg, "[NULL pointer]");
366     return;
367     }
368     errmsg[0] = '\0';
369     dump_object2 (op);
370 elmex 1.1 }
371    
372 root 1.24 void
373     dump_all_objects (void)
374     {
375 elmex 1.1 object *op;
376 root 1.24
377     for (op = objects; op != NULL; op = op->next)
378     {
379     dump_object (op);
380     fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
381     }
382 elmex 1.1 }
383    
384     /*
385     * get_nearest_part(multi-object, object 2) returns the part of the
386     * multi-object 1 which is closest to the second object.
387     * If it's not a multi-object, it is returned.
388     */
389    
390 root 1.24 object *
391     get_nearest_part (object *op, const object *pl)
392     {
393     object *tmp, *closest;
394     int last_dist, i;
395    
396     if (op->more == NULL)
397 elmex 1.1 return op;
398 root 1.24 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
399     if ((i = distance (tmp, pl)) < last_dist)
400     closest = tmp, last_dist = i;
401 elmex 1.1 return closest;
402     }
403    
404     /*
405     * Returns the object which has the count-variable equal to the argument.
406     */
407    
408 root 1.24 object *
409     find_object (tag_t i)
410     {
411 elmex 1.1 object *op;
412 root 1.24
413     for (op = objects; op != NULL; op = op->next)
414     if (op->count == i)
415 elmex 1.1 break;
416 root 1.24 return op;
417 elmex 1.1 }
418    
419     /*
420     * Returns the first object which has a name equal to the argument.
421     * Used only by the patch command, but not all that useful.
422     * Enables features like "patch <name-of-other-player> food 999"
423     */
424    
425 root 1.24 object *
426     find_object_name (const char *str)
427     {
428 root 1.11 const char *name = shstr::find (str);
429 elmex 1.1 object *op;
430 root 1.24
431     for (op = objects; op != NULL; op = op->next)
432     if (&op->name == name)
433 elmex 1.1 break;
434 root 1.11
435 elmex 1.1 return op;
436     }
437    
438 root 1.24 void
439     free_all_object_data ()
440 root 1.14 {
441     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
442 elmex 1.1 }
443    
444     /*
445     * Returns the object which this object marks as being the owner.
446     * A id-scheme is used to avoid pointing to objects which have been
447     * freed and are now reused. If this is detected, the owner is
448     * set to NULL, and NULL is returned.
449     * Changed 2004-02-12 - if the player is setting at the play again
450     * prompt, he is removed, and we don't want to treat him as an owner of
451     * anything, so check removed flag. I don't expect that this should break
452     * anything - once an object is removed, it is basically dead anyways.
453     */
454    
455 root 1.24 object *
456     get_owner (object *op)
457     {
458     if (op->owner == NULL)
459     return NULL;
460 elmex 1.1
461 root 1.24 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
462     return op->owner;
463 elmex 1.1
464 root 1.24 op->owner = NULL;
465     op->ownercount = 0;
466     return NULL;
467 elmex 1.1 }
468    
469 root 1.24 void
470     clear_owner (object *op)
471 elmex 1.1 {
472 root 1.24 if (!op)
473     return;
474 elmex 1.1
475 root 1.24 if (op->owner && op->ownercount == op->owner->count)
476     op->owner->refcount--;
477 elmex 1.1
478 root 1.24 op->owner = NULL;
479     op->ownercount = 0;
480 elmex 1.1 }
481    
482     /*
483     * Sets the owner and sets the skill and exp pointers to owner's current
484     * skill and experience objects.
485     */
486 root 1.24 void
487     set_owner (object *op, object *owner)
488 elmex 1.1 {
489 root 1.24 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 && owner->ownercount == owner->owner->count)
500     owner = owner->owner;
501 elmex 1.1
502 root 1.24 /* 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)
506     return;
507 elmex 1.1
508 root 1.24 op->owner = owner;
509 elmex 1.1
510 root 1.24 op->ownercount = owner->count;
511     owner->refcount++;
512 elmex 1.1
513     }
514    
515     /* Set the owner to clone's current owner and set the skill and experience
516     * objects to clone's objects (typically those objects that where the owner's
517     * current skill and experience objects at the time when clone's owner was
518     * set - not the owner's current skill and experience objects).
519     *
520     * Use this function if player created an object (e.g. fire bullet, swarm
521     * spell), and this object creates further objects whose kills should be
522     * accounted for the player's original skill, even if player has changed
523     * skills meanwhile.
524     */
525 root 1.24 void
526     copy_owner (object *op, object *clone)
527 elmex 1.1 {
528 root 1.24 object *owner = get_owner (clone);
529    
530     if (owner == NULL)
531     {
532     /* players don't have owners - they own themselves. Update
533     * as appropriate.
534     */
535     if (clone->type == PLAYER)
536     owner = clone;
537     else
538     return;
539 elmex 1.1 }
540 root 1.24 set_owner (op, owner);
541 elmex 1.1
542     }
543    
544     /* Zero the key_values on op, decrementing the shared-string
545     * refcounts and freeing the links.
546     */
547 root 1.24 static void
548     free_key_values (object *op)
549 root 1.11 {
550 root 1.24 for (key_value *i = op->key_values; i != 0;)
551 root 1.11 {
552     key_value *next = i->next;
553     delete i;
554 root 1.24
555 root 1.11 i = next;
556 elmex 1.1 }
557 root 1.24
558 root 1.11 op->key_values = 0;
559 elmex 1.1 }
560    
561 root 1.14 void object::clear ()
562     {
563     attachable_base::clear ();
564    
565     free_key_values (this);
566    
567 root 1.24 name = 0;
568     name_pl = 0;
569     title = 0;
570     race = 0;
571     slaying = 0;
572     skill = 0;
573     msg = 0;
574     lore = 0;
575     custom_name = 0;
576 root 1.14 materialname = 0;
577    
578 root 1.24 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
579 root 1.14
580     SET_FLAG (this, FLAG_REMOVED);
581     }
582    
583     void object::clone (object *destination)
584     {
585 root 1.24 *(object_copy *) destination = *this;
586     *(object_pod *) destination = *this;
587 root 1.14
588     if (self || cb)
589     INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
590     }
591    
592 elmex 1.1 /*
593     * clear_object() frees everything allocated by an object, and also
594     * clears all variables and flags to default settings.
595     */
596    
597 root 1.24 void
598     clear_object (object *op)
599 root 1.11 {
600     op->clear ();
601 root 1.2
602 root 1.11 op->contr = NULL;
603     op->below = NULL;
604     op->above = NULL;
605 root 1.24 op->inv = NULL;
606     op->container = NULL;
607     op->env = NULL;
608     op->more = NULL;
609     op->head = NULL;
610     op->map = NULL;
611     op->refcount = 0;
612 root 1.11 op->active_next = NULL;
613     op->active_prev = NULL;
614     /* What is not cleared is next, prev, and count */
615 elmex 1.1
616 root 1.14 op->expmul = 1.0;
617 root 1.11 op->face = blank_face;
618 root 1.14 op->attacked_by_count = -1;
619 elmex 1.1
620 root 1.11 if (settings.casting_time)
621     op->casting_time = -1;
622 elmex 1.1 }
623    
624     /*
625     * copy object first frees everything allocated by the second object,
626     * and then copies the contends of the first object into the second
627     * object, allocating what needs to be allocated. Basically, any
628     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
629     * if the first object is freed, the pointers in the new object
630     * will point at garbage.
631     */
632    
633 root 1.24 void
634     copy_object (object *op2, object *op)
635 root 1.11 {
636 root 1.24 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
637 root 1.14 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
638 root 1.11
639     op2->clone (op);
640    
641 root 1.24 if (is_freed)
642     SET_FLAG (op, FLAG_FREED);
643     if (is_removed)
644     SET_FLAG (op, FLAG_REMOVED);
645 elmex 1.1
646 root 1.11 if (op2->speed < 0)
647 root 1.24 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
648 elmex 1.1
649 root 1.11 /* Copy over key_values, if any. */
650 root 1.23 if (op2->key_values)
651 root 1.14 {
652 root 1.23 key_value *tail = 0;
653 root 1.11 key_value *i;
654 elmex 1.1
655 root 1.23 op->key_values = 0;
656 elmex 1.1
657 root 1.23 for (i = op2->key_values; i; i = i->next)
658 root 1.11 {
659     key_value *new_link = new key_value;
660 root 1.8
661 root 1.24 new_link->next = 0;
662     new_link->key = i->key;
663 root 1.11 new_link->value = i->value;
664    
665     /* Try and be clever here, too. */
666 root 1.23 if (!op->key_values)
667 root 1.11 {
668     op->key_values = new_link;
669     tail = new_link;
670 root 1.8 }
671 root 1.11 else
672     {
673     tail->next = new_link;
674     tail = new_link;
675     }
676 root 1.14 }
677     }
678 root 1.2
679 root 1.11 update_ob_speed (op);
680 elmex 1.1 }
681    
682     /*
683     * If an object with the IS_TURNABLE() flag needs to be turned due
684     * to the closest player being on the other side, this function can
685     * be called to update the face variable, _and_ how it looks on the map.
686     */
687    
688 root 1.24 void
689     update_turn_face (object *op)
690     {
691     if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
692     return;
693     SET_ANIMATION (op, op->direction);
694     update_object (op, UP_OBJ_FACE);
695 elmex 1.1 }
696    
697     /*
698     * Updates the speed of an object. If the speed changes from 0 to another
699     * value, or vice versa, then add/remove the object from the active list.
700     * This function needs to be called whenever the speed of an object changes.
701     */
702    
703 root 1.24 void
704     update_ob_speed (object *op)
705     {
706     extern int arch_init;
707 elmex 1.1
708 root 1.24 /* No reason putting the archetypes objects on the speed list,
709     * since they never really need to be updated.
710     */
711 elmex 1.1
712 root 1.24 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
713     {
714     LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
715 elmex 1.1 #ifdef MANY_CORES
716 root 1.24 abort ();
717 elmex 1.1 #else
718 root 1.24 op->speed = 0;
719 elmex 1.1 #endif
720     }
721 root 1.24 if (arch_init)
722     {
723     return;
724     }
725     if (FABS (op->speed) > MIN_ACTIVE_SPEED)
726     {
727     /* If already on active list, don't do anything */
728     if (op->active_next || op->active_prev || op == active_objects)
729 root 1.8 return;
730 root 1.24
731     /* process_events() expects us to insert the object at the beginning
732     * of the list. */
733     op->active_next = active_objects;
734     if (op->active_next != NULL)
735     op->active_next->active_prev = op;
736     active_objects = op;
737 elmex 1.1 }
738 root 1.24 else
739     {
740     /* If not on the active list, nothing needs to be done */
741     if (!op->active_next && !op->active_prev && op != active_objects)
742     return;
743    
744     if (op->active_prev == NULL)
745     {
746     active_objects = op->active_next;
747     if (op->active_next != NULL)
748     op->active_next->active_prev = NULL;
749 root 1.8 }
750 root 1.24 else
751     {
752     op->active_prev->active_next = op->active_next;
753     if (op->active_next)
754     op->active_next->active_prev = op->active_prev;
755     }
756     op->active_next = NULL;
757     op->active_prev = NULL;
758 elmex 1.1 }
759     }
760    
761     /* This function removes object 'op' from the list of active
762     * objects.
763     * This should only be used for style maps or other such
764     * reference maps where you don't want an object that isn't
765     * in play chewing up cpu time getting processed.
766     * The reverse of this is to call update_ob_speed, which
767     * will do the right thing based on the speed of the object.
768     */
769 root 1.24 void
770     remove_from_active_list (object *op)
771 elmex 1.1 {
772 root 1.24 /* If not on the active list, nothing needs to be done */
773     if (!op->active_next && !op->active_prev && op != active_objects)
774     return;
775 elmex 1.1
776 root 1.24 if (op->active_prev == NULL)
777     {
778     active_objects = op->active_next;
779     if (op->active_next != NULL)
780     op->active_next->active_prev = NULL;
781 elmex 1.1 }
782 root 1.24 else
783     {
784     op->active_prev->active_next = op->active_next;
785     if (op->active_next)
786     op->active_next->active_prev = op->active_prev;
787 elmex 1.1 }
788 root 1.24 op->active_next = NULL;
789     op->active_prev = NULL;
790 elmex 1.1 }
791    
792     /*
793     * update_object() updates the array which represents the map.
794     * It takes into account invisible objects (and represent squares covered
795     * by invisible objects by whatever is below them (unless it's another
796     * invisible object, etc...)
797     * If the object being updated is beneath a player, the look-window
798     * of that player is updated (this might be a suboptimal way of
799     * updating that window, though, since update_object() is called _often_)
800     *
801     * action is a hint of what the caller believes need to be done.
802     * For example, if the only thing that has changed is the face (due to
803     * an animation), we don't need to call update_position until that actually
804     * comes into view of a player. OTOH, many other things, like addition/removal
805     * of walls or living creatures may need us to update the flags now.
806     * current action are:
807     * UP_OBJ_INSERT: op was inserted
808     * UP_OBJ_REMOVE: op was removed
809     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
810     * as that is easier than trying to look at what may have changed.
811     * UP_OBJ_FACE: only the objects face has changed.
812     */
813    
814 root 1.24 void
815     update_object (object *op, int action)
816     {
817     int update_now = 0, flags;
818     MoveType move_on, move_off, move_block, move_slow;
819    
820     if (op == NULL)
821     {
822     /* this should never happen */
823     LOG (llevDebug, "update_object() called for NULL object.\n");
824     return;
825 elmex 1.1 }
826 root 1.24
827     if (op->env != NULL)
828     {
829     /* Animation is currently handled by client, so nothing
830     * to do in this case.
831     */
832     return;
833 elmex 1.1 }
834    
835 root 1.24 /* If the map is saving, don't do anything as everything is
836     * going to get freed anyways.
837     */
838     if (!op->map || op->map->in_memory == MAP_SAVING)
839     return;
840    
841     /* make sure the object is within map boundaries */
842     if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
843     {
844     LOG (llevError, "update_object() called for object out of map!\n");
845 elmex 1.1 #ifdef MANY_CORES
846 root 1.24 abort ();
847 elmex 1.1 #endif
848 root 1.24 return;
849 elmex 1.1 }
850    
851 root 1.24 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
852     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
853     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
854     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
855     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
856     move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
857 elmex 1.1
858 root 1.24 if (action == UP_OBJ_INSERT)
859     {
860     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
861     update_now = 1;
862    
863     if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
864     update_now = 1;
865 elmex 1.1
866 root 1.24 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
867     update_now = 1;
868 elmex 1.1
869 root 1.24 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
870     update_now = 1;
871 elmex 1.1
872 root 1.24 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
873     update_now = 1;
874 root 1.20
875 root 1.24 if ((move_on | op->move_on) != move_on)
876     update_now = 1;
877 root 1.20
878 root 1.24 if ((move_off | op->move_off) != move_off)
879     update_now = 1;
880 root 1.20
881 root 1.24 /* This isn't perfect, but I don't expect a lot of objects to
882     * to have move_allow right now.
883     */
884     if (((move_block | op->move_block) & ~op->move_allow) != move_block)
885     update_now = 1;
886 root 1.20
887 root 1.24 if ((move_slow | op->move_slow) != move_slow)
888     update_now = 1;
889     }
890     /* if the object is being removed, we can't make intelligent
891     * decisions, because remove_ob can't really pass the object
892     * that is being removed.
893     */
894     else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
895     {
896     update_now = 1;
897     }
898     else if (action == UP_OBJ_FACE)
899     {
900     /* Nothing to do for that case */
901 elmex 1.1 }
902 root 1.24 else
903     {
904     LOG (llevError, "update_object called with invalid action: %d\n", action);
905 elmex 1.1 }
906    
907 root 1.24 if (update_now)
908     {
909     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
910     update_position (op->map, op->x, op->y);
911 elmex 1.1 }
912    
913 root 1.24 if (op->more != NULL)
914     update_object (op->more, action);
915 elmex 1.1 }
916    
917 root 1.24 static
918     std::vector < object *>
919     mortals;
920 root 1.21
921     void object::free_mortals ()
922     {
923 root 1.24 for (std::vector < object *>::iterator i = mortals.begin (); i != mortals.end (); ++i)
924     delete *
925     i;
926 root 1.21
927     mortals.clear ();
928     }
929    
930     object::object ()
931     {
932 root 1.22 SET_FLAG (this, FLAG_REMOVED);
933    
934     expmul = 1.0;
935     face = blank_face;
936     attacked_by_count = -1;
937     }
938    
939     object::~object ()
940     {
941     free_key_values (this);
942     }
943    
944 root 1.24 void object::link ()
945 root 1.22 {
946 root 1.21 count = ++ob_count;
947    
948     prev = 0;
949     next = objects;
950    
951     if (objects)
952     objects->prev = this;
953    
954     objects = this;
955     }
956    
957 root 1.24 void object::unlink ()
958 root 1.21 {
959 root 1.22 count = 0;
960    
961     /* Remove this object from the list of used objects */
962 root 1.24 if (prev)
963     prev->next = next;
964     if (next)
965     next->prev = prev;
966     if (this == objects)
967     objects = next;
968     }
969 root 1.21
970     object *object::create ()
971     {
972 root 1.24 object *
973     op = new object;
974    
975 root 1.22 op->link ();
976     return op;
977 root 1.21 }
978 elmex 1.1
979     /*
980     * free_object() frees everything allocated by an object, removes
981     * it from the list of used objects, and puts it on the list of
982     * free objects. The IS_FREED() flag is set in the object.
983     * The object must have been removed by remove_ob() first for
984     * this function to succeed.
985     *
986     * If free_inventory is set, free inventory as well. Else drop items in
987     * inventory to the ground.
988     */
989 root 1.24 void object::free (bool free_inventory)
990 root 1.14 {
991 root 1.21 if (!QUERY_FLAG (this, FLAG_REMOVED))
992 root 1.14 {
993     LOG (llevDebug, "Free object called with non removed object\n");
994 root 1.21 dump_object (this);
995 elmex 1.1 #ifdef MANY_CORES
996 root 1.14 abort ();
997 elmex 1.1 #endif
998     }
999 root 1.14
1000 root 1.21 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1001 root 1.14 {
1002     LOG (llevMonster, "Warning: tried to free friendly object.\n");
1003 root 1.21 remove_friendly_object (this);
1004 elmex 1.1 }
1005 root 1.14
1006 root 1.21 if (QUERY_FLAG (this, FLAG_FREED))
1007 root 1.14 {
1008 root 1.21 dump_object (this);
1009 root 1.14 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
1010     return;
1011 elmex 1.1 }
1012 root 1.14
1013 root 1.21 if (more)
1014 root 1.14 {
1015 root 1.21 more->free (free_inventory);
1016     more = 0;
1017 elmex 1.1 }
1018    
1019 root 1.21 if (inv)
1020 root 1.14 {
1021     /* Only if the space blocks everything do we not process -
1022 root 1.17 * if some form of movement is allowed, let objects
1023 root 1.14 * drop on that space.
1024     */
1025 root 1.24 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1026     {
1027     object *
1028     op = inv;
1029    
1030     while (op)
1031     {
1032     object *
1033     tmp = op->below;
1034    
1035     remove_ob (op);
1036 root 1.21 op->free (free_inventory);
1037 root 1.24 op = tmp;
1038     }
1039     }
1040 root 1.14 else
1041 root 1.24 { /* Put objects in inventory onto this space */
1042     object *
1043     op = inv;
1044    
1045     while (op)
1046     {
1047     object *
1048     tmp = op->below;
1049 root 1.14
1050 root 1.24 remove_ob (op);
1051    
1052     if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1053     || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1054     free_object (op);
1055     else
1056     {
1057     op->x = x;
1058     op->y = y;
1059     insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1060     }
1061    
1062     op = tmp;
1063     }
1064     }
1065 root 1.14 }
1066    
1067     /* Remove object from the active list */
1068 root 1.21 speed = 0;
1069     update_ob_speed (this);
1070 elmex 1.1
1071 root 1.22 unlink ();
1072    
1073 root 1.21 SET_FLAG (this, FLAG_FREED);
1074 root 1.11
1075 root 1.21 mortals.push_back (this);
1076 elmex 1.1 }
1077    
1078     /*
1079     * sub_weight() recursively (outwards) subtracts a number from the
1080     * weight of an object (and what is carried by it's environment(s)).
1081     */
1082    
1083 root 1.24 void
1084     sub_weight (object *op, signed long weight)
1085     {
1086     while (op != NULL)
1087     {
1088     if (op->type == CONTAINER)
1089     {
1090     weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1091     }
1092     op->carrying -= weight;
1093     op = op->env;
1094 elmex 1.1 }
1095     }
1096    
1097     /* remove_ob(op):
1098     * This function removes the object op from the linked list of objects
1099     * which it is currently tied to. When this function is done, the
1100     * object will have no environment. If the object previously had an
1101     * environment, the x and y coordinates will be updated to
1102     * the previous environment.
1103     * Beware: This function is called from the editor as well!
1104     */
1105    
1106 root 1.24 void
1107     remove_ob (object *op)
1108     {
1109     object *
1110     tmp, *
1111     last = NULL;
1112     object *
1113     otmp;
1114     tag_t
1115     tag;
1116     int
1117     check_walk_off;
1118     mapstruct *
1119     m;
1120     sint16
1121     x,
1122     y;
1123    
1124    
1125     if (QUERY_FLAG (op, FLAG_REMOVED))
1126     {
1127     dump_object (op);
1128     LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1129    
1130     /* Changed it to always dump core in this case. As has been learned
1131     * in the past, trying to recover from errors almost always
1132     * make things worse, and this is a real error here - something
1133     * that should not happen.
1134     * Yes, if this was a mission critical app, trying to do something
1135     * to recover may make sense, but that is because failure of the app
1136     * may have other disastrous problems. Cf runs out of a script
1137     * so is easily enough restarted without any real problems.
1138     * MSW 2001-07-01
1139     */
1140     abort ();
1141     }
1142     if (op->more != NULL)
1143     remove_ob (op->more);
1144    
1145     SET_FLAG (op, FLAG_REMOVED);
1146    
1147     /*
1148     * In this case, the object to be removed is in someones
1149     * inventory.
1150     */
1151     if (op->env != NULL)
1152     {
1153     if (op->nrof)
1154     sub_weight (op->env, op->weight * op->nrof);
1155     else
1156     sub_weight (op->env, op->weight + op->carrying);
1157    
1158     /* NO_FIX_PLAYER is set when a great many changes are being
1159     * made to players inventory. If set, avoiding the call
1160     * to save cpu time.
1161     */
1162     if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1163     fix_player (otmp);
1164    
1165     if (op->above != NULL)
1166     op->above->below = op->below;
1167     else
1168     op->env->inv = op->below;
1169    
1170     if (op->below != NULL)
1171     op->below->above = op->above;
1172    
1173     /* we set up values so that it could be inserted into
1174     * the map, but we don't actually do that - it is up
1175     * to the caller to decide what we want to do.
1176     */
1177     op->x = op->env->x, op->y = op->env->y;
1178     op->map = op->env->map;
1179     op->above = NULL, op->below = NULL;
1180     op->env = NULL;
1181     return;
1182     }
1183    
1184     /* If we get here, we are removing it from a map */
1185     if (op->map == NULL)
1186     return;
1187    
1188     x = op->x;
1189     y = op->y;
1190     m = get_map_from_coord (op->map, &x, &y);
1191    
1192     if (!m)
1193     {
1194     LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1195     op->map->path, op->x, op->y);
1196     /* in old days, we used to set x and y to 0 and continue.
1197     * it seems if we get into this case, something is probablye
1198     * screwed up and should be fixed.
1199     */
1200     abort ();
1201     }
1202     if (op->map != m)
1203     {
1204     LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1205     op->map->path, m->path, op->x, op->y, x, y);
1206 elmex 1.1 }
1207    
1208 root 1.24 /* Re did the following section of code - it looks like it had
1209     * lots of logic for things we no longer care about
1210     */
1211    
1212     /* link the object above us */
1213     if (op->above)
1214     op->above->below = op->below;
1215     else
1216     SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1217 elmex 1.1
1218 root 1.24 /* Relink the object below us, if there is one */
1219     if (op->below)
1220     {
1221     op->below->above = op->above;
1222     }
1223     else
1224     {
1225     /* Nothing below, which means we need to relink map object for this space
1226     * use translated coordinates in case some oddness with map tiling is
1227     * evident
1228     */
1229     if (GET_MAP_OB (m, x, y) != op)
1230     {
1231     dump_object (op);
1232     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",
1233     errmsg);
1234     dump_object (GET_MAP_OB (m, x, y));
1235     LOG (llevError, "%s\n", errmsg);
1236 root 1.8 }
1237 root 1.24 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1238 elmex 1.1 }
1239 root 1.24 op->above = NULL;
1240     op->below = NULL;
1241    
1242     if (op->map->in_memory == MAP_SAVING)
1243     return;
1244 elmex 1.1
1245 root 1.24 tag = op->count;
1246     check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1247     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1248     {
1249     /* No point updating the players look faces if he is the object
1250     * being removed.
1251     */
1252 elmex 1.1
1253 root 1.24 if (tmp->type == PLAYER && tmp != op)
1254     {
1255     /* If a container that the player is currently using somehow gets
1256     * removed (most likely destroyed), update the player view
1257     * appropriately.
1258     */
1259     if (tmp->container == op)
1260     {
1261     CLEAR_FLAG (op, FLAG_APPLIED);
1262     tmp->container = NULL;
1263 root 1.8 }
1264 root 1.24 tmp->contr->socket.update_look = 1;
1265 root 1.8 }
1266 root 1.24 /* See if player moving off should effect something */
1267     if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1268     {
1269    
1270     move_apply (tmp, op, NULL);
1271     if (was_destroyed (op, tag))
1272     {
1273     LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1274 root 1.8 }
1275     }
1276    
1277 root 1.24 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1278 root 1.8
1279 root 1.24 if (tmp->above == tmp)
1280     tmp->above = NULL;
1281     last = tmp;
1282     }
1283     /* last == NULL of there are no objects on this space */
1284     if (last == NULL)
1285     {
1286     /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1287     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1288     * those out anyways, and if there are any flags set right now, they won't
1289     * be correct anyways.
1290     */
1291     SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1292     update_position (op->map, op->x, op->y);
1293 elmex 1.1 }
1294 root 1.24 else
1295     update_object (last, UP_OBJ_REMOVE);
1296 elmex 1.1
1297 root 1.24 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1298     update_all_los (op->map, op->x, op->y);
1299 elmex 1.1
1300     }
1301    
1302     /*
1303     * merge_ob(op,top):
1304     *
1305     * This function goes through all objects below and including top, and
1306     * merges op to the first matching object.
1307     * If top is NULL, it is calculated.
1308     * Returns pointer to object if it succeded in the merge, otherwise NULL
1309     */
1310    
1311 root 1.24 object *
1312     merge_ob (object *op, object *top)
1313     {
1314     if (!op->nrof)
1315 elmex 1.1 return 0;
1316 root 1.24 if (top == NULL)
1317     for (top = op; top != NULL && top->above != NULL; top = top->above);
1318     for (; top != NULL; top = top->below)
1319 elmex 1.1 {
1320 root 1.24 if (top == op)
1321     continue;
1322     if (CAN_MERGE (op, top))
1323     {
1324     top->nrof += op->nrof;
1325    
1326 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1327 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1328     remove_ob (op);
1329     free_object (op);
1330     return top;
1331     }
1332 elmex 1.1 }
1333     return NULL;
1334     }
1335    
1336     /*
1337     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1338     * job preparing multi-part monsters
1339     */
1340 root 1.24 object *
1341     insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1342     {
1343     object *
1344     tmp;
1345    
1346     if (op->head)
1347     op = op->head;
1348     for (tmp = op; tmp; tmp = tmp->more)
1349     {
1350     tmp->x = x + tmp->arch->clone.x;
1351     tmp->y = y + tmp->arch->clone.y;
1352 elmex 1.1 }
1353 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1354 elmex 1.1 }
1355    
1356     /*
1357     * insert_ob_in_map (op, map, originator, flag):
1358     * This function inserts the object in the two-way linked list
1359     * which represents what is on a map.
1360     * The second argument specifies the map, and the x and y variables
1361     * in the object about to be inserted specifies the position.
1362     *
1363     * originator: Player, monster or other object that caused 'op' to be inserted
1364     * into 'map'. May be NULL.
1365     *
1366     * flag is a bitmask about special things to do (or not do) when this
1367     * function is called. see the object.h file for the INS_ values.
1368     * Passing 0 for flag gives proper default values, so flag really only needs
1369     * to be set if special handling is needed.
1370     *
1371     * Return value:
1372     * new object if 'op' was merged with other object
1373     * NULL if 'op' was destroyed
1374     * just 'op' otherwise
1375     */
1376    
1377 root 1.24 object *
1378     insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1379 elmex 1.1 {
1380 root 1.24 object *
1381     tmp, *
1382     top, *
1383     floor = NULL;
1384     sint16
1385     x,
1386     y;
1387 elmex 1.1
1388 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1389     {
1390     LOG (llevError, "Trying to insert freed object!\n");
1391     return NULL;
1392     }
1393     if (m == NULL)
1394     {
1395     dump_object (op);
1396     LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1397     return op;
1398 elmex 1.1 }
1399 root 1.24 if (out_of_map (m, op->x, op->y))
1400     {
1401     dump_object (op);
1402     LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1403 elmex 1.1 #ifdef MANY_CORES
1404 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1405     * is likely to cause a crash. Better to find out where it is getting
1406     * improperly inserted.
1407     */
1408     abort ();
1409 elmex 1.1 #endif
1410 root 1.24 return op;
1411 elmex 1.1 }
1412 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1413     {
1414     dump_object (op);
1415     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1416     return op;
1417     }
1418     if (op->more != NULL)
1419     {
1420     /* The part may be on a different map. */
1421    
1422     object *
1423     more = op->more;
1424    
1425     /* We really need the caller to normalize coordinates - if
1426     * we set the map, that doesn't work if the location is within
1427     * a map and this is straddling an edge. So only if coordinate
1428     * is clear wrong do we normalize it.
1429     */
1430     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1431     {
1432     more->map = get_map_from_coord (m, &more->x, &more->y);
1433     }
1434     else if (!more->map)
1435     {
1436     /* For backwards compatibility - when not dealing with tiled maps,
1437     * more->map should always point to the parent.
1438     */
1439     more->map = m;
1440     }
1441    
1442     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1443     {
1444     if (!op->head)
1445     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1446     return NULL;
1447 root 1.8 }
1448 root 1.24 }
1449     CLEAR_FLAG (op, FLAG_REMOVED);
1450 root 1.8
1451 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1452     * of areas of callers (eg, anything that uses find_free_spot would now
1453     * need extra work
1454     */
1455     op->map = get_map_from_coord (m, &op->x, &op->y);
1456     x = op->x;
1457     y = op->y;
1458    
1459     /* this has to be done after we translate the coordinates.
1460     */
1461     if (op->nrof && !(flag & INS_NO_MERGE))
1462     {
1463     for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1464     if (CAN_MERGE (op, tmp))
1465     {
1466     op->nrof += tmp->nrof;
1467     remove_ob (tmp);
1468     free_object (tmp);
1469     }
1470     }
1471    
1472     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1473     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1474     if (!QUERY_FLAG (op, FLAG_ALIVE))
1475     CLEAR_FLAG (op, FLAG_NO_STEAL);
1476    
1477     if (flag & INS_BELOW_ORIGINATOR)
1478     {
1479     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1480     {
1481     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1482     abort ();
1483     }
1484     op->above = originator;
1485     op->below = originator->below;
1486     if (op->below)
1487     op->below->above = op;
1488     else
1489     SET_MAP_OB (op->map, op->x, op->y, op);
1490     /* since *below* originator, no need to update top */
1491     originator->below = op;
1492 elmex 1.1 }
1493 root 1.24 else
1494     {
1495     /* If there are other objects, then */
1496     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1497     {
1498     object *
1499     last = NULL;
1500    
1501     /*
1502     * If there are multiple objects on this space, we do some trickier handling.
1503     * We've already dealt with merging if appropriate.
1504     * Generally, we want to put the new object on top. But if
1505     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1506     * floor, we want to insert above that and no further.
1507     * Also, if there are spell objects on this space, we stop processing
1508     * once we get to them. This reduces the need to traverse over all of
1509     * them when adding another one - this saves quite a bit of cpu time
1510     * when lots of spells are cast in one area. Currently, it is presumed
1511     * that flying non pickable objects are spell objects.
1512     */
1513 elmex 1.1
1514 root 1.24 while (top != NULL)
1515     {
1516     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1517     floor = top;
1518     if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1519     {
1520     /* We insert above top, so we want this object below this */
1521     top = top->below;
1522     break;
1523     }
1524     last = top;
1525     top = top->above;
1526     }
1527     /* Don't want top to be NULL, so set it to the last valid object */
1528     top = last;
1529 root 1.8
1530 root 1.24 /* We let update_position deal with figuring out what the space
1531     * looks like instead of lots of conditions here.
1532     * makes things faster, and effectively the same result.
1533     */
1534    
1535     /* Have object 'fall below' other objects that block view.
1536     * Unless those objects are exits, type 66
1537     * If INS_ON_TOP is used, don't do this processing
1538     * Need to find the object that in fact blocks view, otherwise
1539     * stacking is a bit odd.
1540     */
1541     if (!(flag & INS_ON_TOP) &&
1542     (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1543     {
1544     for (last = top; last != floor; last = last->below)
1545     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1546     break;
1547     /* Check to see if we found the object that blocks view,
1548     * and make sure we have a below pointer for it so that
1549     * we can get inserted below this one, which requires we
1550     * set top to the object below us.
1551     */
1552     if (last && last->below && last != floor)
1553     top = last->below;
1554 root 1.8 }
1555 root 1.24 } /* If objects on this space */
1556     if (flag & INS_MAP_LOAD)
1557     top = GET_MAP_TOP (op->map, op->x, op->y);
1558     if (flag & INS_ABOVE_FLOOR_ONLY)
1559     top = floor;
1560    
1561     /* Top is the object that our object (op) is going to get inserted above.
1562     */
1563    
1564     /* First object on this space */
1565     if (!top)
1566     {
1567     op->above = GET_MAP_OB (op->map, op->x, op->y);
1568     if (op->above)
1569     op->above->below = op;
1570     op->below = NULL;
1571     SET_MAP_OB (op->map, op->x, op->y, op);
1572     }
1573     else
1574     { /* get inserted into the stack above top */
1575     op->above = top->above;
1576     if (op->above)
1577     op->above->below = op;
1578     op->below = top;
1579     top->above = op;
1580     }
1581     if (op->above == NULL)
1582     SET_MAP_TOP (op->map, op->x, op->y, op);
1583     } /* else not INS_BELOW_ORIGINATOR */
1584 root 1.8
1585 root 1.24 if (op->type == PLAYER)
1586     op->contr->do_los = 1;
1587    
1588     /* If we have a floor, we know the player, if any, will be above
1589     * it, so save a few ticks and start from there.
1590     */
1591     if (!(flag & INS_MAP_LOAD))
1592     for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1593     {
1594     if (tmp->type == PLAYER)
1595     tmp->contr->socket.update_look = 1;
1596     }
1597    
1598     /* If this object glows, it may affect lighting conditions that are
1599     * visible to others on this map. But update_all_los is really
1600     * an inefficient way to do this, as it means los for all players
1601     * on the map will get recalculated. The players could very well
1602     * be far away from this change and not affected in any way -
1603     * this should get redone to only look for players within range,
1604     * or just updating the P_NEED_UPDATE for spaces within this area
1605     * of effect may be sufficient.
1606     */
1607     if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1608     update_all_los (op->map, op->x, op->y);
1609    
1610    
1611     /* updates flags (blocked, alive, no magic, etc) for this map space */
1612     update_object (op, UP_OBJ_INSERT);
1613    
1614    
1615     /* Don't know if moving this to the end will break anything. However,
1616     * we want to have update_look set above before calling this.
1617     *
1618     * check_move_on() must be after this because code called from
1619     * check_move_on() depends on correct map flags (so functions like
1620     * blocked() and wall() work properly), and these flags are updated by
1621     * update_object().
1622     */
1623    
1624     /* if this is not the head or flag has been passed, don't check walk on status */
1625    
1626     if (!(flag & INS_NO_WALK_ON) && !op->head)
1627     {
1628     if (check_move_on (op, originator))
1629     return NULL;
1630 elmex 1.1
1631 root 1.24 /* If we are a multi part object, lets work our way through the check
1632     * walk on's.
1633     */
1634     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1635     if (check_move_on (tmp, originator))
1636     return NULL;
1637 elmex 1.1 }
1638 root 1.24 return op;
1639 elmex 1.1 }
1640    
1641     /* this function inserts an object in the map, but if it
1642     * finds an object of its own type, it'll remove that one first.
1643     * op is the object to insert it under: supplies x and the map.
1644     */
1645 root 1.24 void
1646     replace_insert_ob_in_map (const char *arch_string, object *op)
1647     {
1648     object *
1649     tmp;
1650     object *
1651     tmp1;
1652 elmex 1.1
1653 root 1.24 /* first search for itself and remove any old instances */
1654 elmex 1.1
1655 root 1.24 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1656     {
1657     if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1658     {
1659     remove_ob (tmp);
1660     free_object (tmp);
1661 root 1.8 }
1662 elmex 1.1 }
1663    
1664 root 1.24 tmp1 = arch_to_object (find_archetype (arch_string));
1665 elmex 1.1
1666 root 1.24
1667     tmp1->x = op->x;
1668     tmp1->y = op->y;
1669     insert_ob_in_map (tmp1, op->map, op, 0);
1670     }
1671 elmex 1.1
1672     /*
1673     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1674     * is returned contains nr objects, and the remaining parts contains
1675     * the rest (or is removed and freed if that number is 0).
1676     * On failure, NULL is returned, and the reason put into the
1677     * global static errmsg array.
1678     */
1679    
1680 root 1.24 object *
1681     get_split_ob (object *orig_ob, uint32 nr)
1682     {
1683     object *
1684     newob;
1685     int
1686     is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1687    
1688     if (orig_ob->nrof < nr)
1689     {
1690     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1691     return NULL;
1692     }
1693     newob = object_create_clone (orig_ob);
1694     if ((orig_ob->nrof -= nr) < 1)
1695     {
1696     if (!is_removed)
1697     remove_ob (orig_ob);
1698     free_object2 (orig_ob, 1);
1699 elmex 1.1 }
1700 root 1.24 else if (!is_removed)
1701     {
1702     if (orig_ob->env != NULL)
1703     sub_weight (orig_ob->env, orig_ob->weight * nr);
1704     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1705     {
1706     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1707     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1708     return NULL;
1709 root 1.8 }
1710 elmex 1.1 }
1711 root 1.24 newob->nrof = nr;
1712 elmex 1.1
1713 root 1.24 return newob;
1714 elmex 1.1 }
1715    
1716     /*
1717     * decrease_ob_nr(object, number) decreases a specified number from
1718     * the amount of an object. If the amount reaches 0, the object
1719     * is subsequently removed and freed.
1720     *
1721     * Return value: 'op' if something is left, NULL if the amount reached 0
1722     */
1723    
1724 root 1.24 object *
1725     decrease_ob_nr (object *op, uint32 i)
1726 elmex 1.1 {
1727 root 1.24 object *
1728     tmp;
1729     player *
1730     pl;
1731 elmex 1.1
1732 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1733     return op;
1734    
1735     if (i > op->nrof)
1736     i = op->nrof;
1737    
1738     if (QUERY_FLAG (op, FLAG_REMOVED))
1739     {
1740     op->nrof -= i;
1741     }
1742     else if (op->env != NULL)
1743     {
1744     /* is this object in the players inventory, or sub container
1745     * therein?
1746     */
1747     tmp = is_player_inv (op->env);
1748     /* nope. Is this a container the player has opened?
1749     * If so, set tmp to that player.
1750     * IMO, searching through all the players will mostly
1751     * likely be quicker than following op->env to the map,
1752     * and then searching the map for a player.
1753     */
1754     if (!tmp)
1755     {
1756     for (pl = first_player; pl; pl = pl->next)
1757     if (pl->ob->container == op->env)
1758     break;
1759     if (pl)
1760     tmp = pl->ob;
1761     else
1762     tmp = NULL;
1763     }
1764 elmex 1.1
1765 root 1.24 if (i < op->nrof)
1766     {
1767     sub_weight (op->env, op->weight * i);
1768     op->nrof -= i;
1769     if (tmp)
1770     {
1771     esrv_send_item (tmp, op);
1772 elmex 1.1 }
1773 root 1.24 }
1774     else
1775     {
1776     remove_ob (op);
1777     op->nrof = 0;
1778     if (tmp)
1779     {
1780     esrv_del_item (tmp->contr, op->count);
1781 elmex 1.1 }
1782     }
1783     }
1784 root 1.24 else
1785 elmex 1.1 {
1786 root 1.24 object *
1787     above = op->above;
1788 elmex 1.1
1789 root 1.24 if (i < op->nrof)
1790     {
1791     op->nrof -= i;
1792     }
1793     else
1794     {
1795     remove_ob (op);
1796     op->nrof = 0;
1797     }
1798     /* Since we just removed op, op->above is null */
1799     for (tmp = above; tmp != NULL; tmp = tmp->above)
1800     if (tmp->type == PLAYER)
1801     {
1802     if (op->nrof)
1803     esrv_send_item (tmp, op);
1804     else
1805     esrv_del_item (tmp->contr, op->count);
1806     }
1807 elmex 1.1 }
1808    
1809 root 1.24 if (op->nrof)
1810     {
1811     return op;
1812     }
1813     else
1814     {
1815     free_object (op);
1816     return NULL;
1817 elmex 1.1 }
1818     }
1819    
1820     /*
1821     * add_weight(object, weight) adds the specified weight to an object,
1822     * and also updates how much the environment(s) is/are carrying.
1823     */
1824    
1825 root 1.24 void
1826     add_weight (object *op, signed long weight)
1827     {
1828     while (op != NULL)
1829     {
1830     if (op->type == CONTAINER)
1831     {
1832     weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1833     }
1834     op->carrying += weight;
1835     op = op->env;
1836     }
1837 elmex 1.1 }
1838    
1839     /*
1840     * insert_ob_in_ob(op,environment):
1841     * This function inserts the object op in the linked list
1842     * inside the object environment.
1843     *
1844     * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1845     * the inventory at the last position or next to other objects of the same
1846     * type.
1847     * Frank: Now sorted by type, archetype and magic!
1848     *
1849     * The function returns now pointer to inserted item, and return value can
1850     * be != op, if items are merged. -Tero
1851     */
1852    
1853 root 1.24 object *
1854     insert_ob_in_ob (object *op, object *where)
1855     {
1856     object *
1857     tmp, *
1858     otmp;
1859    
1860     if (!QUERY_FLAG (op, FLAG_REMOVED))
1861     {
1862     dump_object (op);
1863     LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1864     return op;
1865     }
1866     if (where == NULL)
1867     {
1868     dump_object (op);
1869     LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1870     return op;
1871     }
1872     if (where->head)
1873     {
1874     LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1875     where = where->head;
1876     }
1877     if (op->more)
1878     {
1879     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1880     return op;
1881     }
1882     CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1883     CLEAR_FLAG (op, FLAG_REMOVED);
1884     if (op->nrof)
1885     {
1886     for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1887     if (CAN_MERGE (tmp, op))
1888     {
1889     /* return the original object and remove inserted object
1890     (client needs the original object) */
1891     tmp->nrof += op->nrof;
1892     /* Weight handling gets pretty funky. Since we are adding to
1893     * tmp->nrof, we need to increase the weight.
1894     */
1895     add_weight (where, op->weight * op->nrof);
1896     SET_FLAG (op, FLAG_REMOVED);
1897     free_object (op); /* free the inserted object */
1898     op = tmp;
1899     remove_ob (op); /* and fix old object's links */
1900     CLEAR_FLAG (op, FLAG_REMOVED);
1901     break;
1902     }
1903    
1904     /* I assume combined objects have no inventory
1905     * We add the weight - this object could have just been removed
1906     * (if it was possible to merge). calling remove_ob will subtract
1907     * the weight, so we need to add it in again, since we actually do
1908     * the linking below
1909     */
1910     add_weight (where, op->weight * op->nrof);
1911     }
1912     else
1913     add_weight (where, (op->weight + op->carrying));
1914 elmex 1.1
1915 root 1.24 otmp = is_player_inv (where);
1916     if (otmp && otmp->contr != NULL)
1917     {
1918     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1919     fix_player (otmp);
1920     }
1921 elmex 1.1
1922 root 1.24 op->map = NULL;
1923     op->env = where;
1924     op->above = NULL;
1925     op->below = NULL;
1926     op->x = 0, op->y = 0;
1927 elmex 1.1
1928     /* reset the light list and los of the players on the map */
1929 root 1.24 if ((op->glow_radius != 0) && where->map)
1930     {
1931 elmex 1.1 #ifdef DEBUG_LIGHTS
1932 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1933     #endif /* DEBUG_LIGHTS */
1934     if (MAP_DARKNESS (where->map))
1935     update_all_los (where->map, where->x, where->y);
1936     }
1937 elmex 1.1
1938     /* Client has no idea of ordering so lets not bother ordering it here.
1939     * It sure simplifies this function...
1940     */
1941 root 1.24 if (where->inv == NULL)
1942     where->inv = op;
1943     else
1944     {
1945 elmex 1.1 op->below = where->inv;
1946     op->below->above = op;
1947     where->inv = op;
1948 root 1.24 }
1949 elmex 1.1 return op;
1950     }
1951    
1952     /*
1953     * Checks if any objects has a move_type that matches objects
1954     * that effect this object on this space. Call apply() to process
1955     * these events.
1956     *
1957     * Any speed-modification due to SLOW_MOVE() of other present objects
1958     * will affect the speed_left of the object.
1959     *
1960     * originator: Player, monster or other object that caused 'op' to be inserted
1961     * into 'map'. May be NULL.
1962     *
1963     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1964     *
1965     * 4-21-95 added code to check if appropriate skill was readied - this will
1966     * permit faster movement by the player through this terrain. -b.t.
1967     *
1968     * MSW 2001-07-08: Check all objects on space, not just those below
1969     * object being inserted. insert_ob_in_map may not put new objects
1970     * on top.
1971     */
1972    
1973 root 1.24 int
1974     check_move_on (object *op, object *originator)
1975 elmex 1.1 {
1976 root 1.24 object *
1977     tmp;
1978     tag_t
1979     tag;
1980     mapstruct *
1981     m = op->map;
1982     int
1983     x = op->x, y = op->y;
1984     MoveType
1985     move_on,
1986     move_slow,
1987     move_block;
1988    
1989     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1990     return 0;
1991    
1992     tag = op->count;
1993    
1994     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1995     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1996     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1997    
1998     /* if nothing on this space will slow op down or be applied,
1999     * no need to do checking below. have to make sure move_type
2000     * is set, as lots of objects don't have it set - we treat that
2001     * as walking.
2002     */
2003     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2004     return 0;
2005 elmex 1.1
2006 root 1.24 /* This is basically inverse logic of that below - basically,
2007     * if the object can avoid the move on or slow move, they do so,
2008     * but can't do it if the alternate movement they are using is
2009     * blocked. Logic on this seems confusing, but does seem correct.
2010     */
2011     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
2012     return 0;
2013    
2014     /* The objects have to be checked from top to bottom.
2015     * Hence, we first go to the top:
2016     */
2017    
2018     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2019     {
2020     /* Trim the search when we find the first other spell effect
2021     * this helps performance so that if a space has 50 spell objects,
2022     * we don't need to check all of them.
2023     */
2024     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2025     break;
2026     }
2027     for (; tmp != NULL; tmp = tmp->below)
2028     {
2029     if (tmp == op)
2030     continue; /* Can't apply yourself */
2031 elmex 1.1
2032 root 1.24 /* Check to see if one of the movement types should be slowed down.
2033     * Second check makes sure that the movement types not being slowed
2034     * (~slow_move) is not blocked on this space - just because the
2035     * space doesn't slow down swimming (for example), if you can't actually
2036     * swim on that space, can't use it to avoid the penalty.
2037     */
2038     if (!QUERY_FLAG (op, FLAG_WIZPASS))
2039     {
2040     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2041     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2042     {
2043 elmex 1.1
2044 root 1.24 float
2045     diff;
2046 elmex 1.1
2047 root 1.24 diff = tmp->move_slow_penalty * FABS (op->speed);
2048     if (op->type == PLAYER)
2049     {
2050     if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2051     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2052     {
2053     diff /= 4.0;
2054 root 1.8 }
2055     }
2056 root 1.24 op->speed_left -= diff;
2057 root 1.8 }
2058     }
2059 elmex 1.1
2060 root 1.24 /* Basically same logic as above, except now for actual apply. */
2061     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2062     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2063     {
2064    
2065     move_apply (tmp, op, originator);
2066     if (was_destroyed (op, tag))
2067     return 1;
2068    
2069     /* what the person/creature stepped onto has moved the object
2070     * someplace new. Don't process any further - if we did,
2071     * have a feeling strange problems would result.
2072     */
2073     if (op->map != m || op->x != x || op->y != y)
2074     return 0;
2075 root 1.8 }
2076 elmex 1.1 }
2077 root 1.24 return 0;
2078 elmex 1.1 }
2079    
2080     /*
2081     * present_arch(arch, map, x, y) searches for any objects with
2082     * a matching archetype at the given map and coordinates.
2083     * The first matching object is returned, or NULL if none.
2084     */
2085    
2086 root 1.24 object *
2087     present_arch (const archetype *at, mapstruct *m, int x, int y)
2088     {
2089     object *
2090     tmp;
2091    
2092     if (m == NULL || out_of_map (m, x, y))
2093     {
2094     LOG (llevError, "Present_arch called outside map.\n");
2095     return NULL;
2096     }
2097     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2098     if (tmp->arch == at)
2099 elmex 1.1 return tmp;
2100     return NULL;
2101     }
2102    
2103     /*
2104     * present(type, map, x, y) searches for any objects with
2105     * a matching type variable at the given map and coordinates.
2106     * The first matching object is returned, or NULL if none.
2107     */
2108    
2109 root 1.24 object *
2110     present (unsigned char type, mapstruct *m, int x, int y)
2111     {
2112     object *
2113     tmp;
2114    
2115     if (out_of_map (m, x, y))
2116     {
2117     LOG (llevError, "Present called outside map.\n");
2118     return NULL;
2119     }
2120     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2121     if (tmp->type == type)
2122 elmex 1.1 return tmp;
2123     return NULL;
2124     }
2125    
2126     /*
2127     * present_in_ob(type, object) searches for any objects with
2128     * a matching type variable in the inventory of the given object.
2129     * The first matching object is returned, or NULL if none.
2130     */
2131    
2132 root 1.24 object *
2133     present_in_ob (unsigned char type, const object *op)
2134     {
2135     object *
2136     tmp;
2137    
2138     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139     if (tmp->type == type)
2140 elmex 1.1 return tmp;
2141     return NULL;
2142     }
2143    
2144     /*
2145     * present_in_ob (type, str, object) searches for any objects with
2146     * a matching type & name variable in the inventory of the given object.
2147     * The first matching object is returned, or NULL if none.
2148     * This is mostly used by spell effect code, so that we only
2149     * have one spell effect at a time.
2150     * type can be used to narrow the search - if type is set,
2151     * the type must also match. -1 can be passed for the type,
2152     * in which case the type does not need to pass.
2153     * str is the string to match against. Note that we match against
2154     * the object name, not the archetype name. this is so that the
2155     * spell code can use one object type (force), but change it's name
2156     * to be unique.
2157     */
2158    
2159 root 1.24 object *
2160     present_in_ob_by_name (int type, const char *str, const object *op)
2161     {
2162     object *
2163     tmp;
2164 elmex 1.1
2165 root 1.24 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2166     {
2167     if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2168     return tmp;
2169 elmex 1.1 }
2170 root 1.24 return NULL;
2171 elmex 1.1 }
2172    
2173     /*
2174     * present_arch_in_ob(archetype, object) searches for any objects with
2175     * a matching archetype in the inventory of the given object.
2176     * The first matching object is returned, or NULL if none.
2177     */
2178    
2179 root 1.24 object *
2180     present_arch_in_ob (const archetype *at, const object *op)
2181     {
2182     object *
2183     tmp;
2184    
2185     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2186     if (tmp->arch == at)
2187 elmex 1.1 return tmp;
2188     return NULL;
2189     }
2190    
2191     /*
2192     * activate recursively a flag on an object inventory
2193     */
2194 root 1.24 void
2195     flag_inv (object *op, int flag)
2196     {
2197     object *
2198     tmp;
2199    
2200     if (op->inv)
2201     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2202     {
2203     SET_FLAG (tmp, flag);
2204     flag_inv (tmp, flag);
2205 elmex 1.1 }
2206 root 1.24 } /*
2207     * desactivate recursively a flag on an object inventory
2208     */
2209     void
2210     unflag_inv (object *op, int flag)
2211     {
2212     object *
2213     tmp;
2214    
2215     if (op->inv)
2216     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2217     {
2218     CLEAR_FLAG (tmp, flag);
2219     unflag_inv (tmp, flag);
2220 elmex 1.1 }
2221     }
2222    
2223     /*
2224     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2225     * all it's inventory (recursively).
2226     * If checksums are used, a player will get set_cheat called for
2227     * him/her-self and all object carried by a call to this function.
2228     */
2229    
2230 root 1.24 void
2231     set_cheat (object *op)
2232     {
2233     SET_FLAG (op, FLAG_WAS_WIZ);
2234     flag_inv (op, FLAG_WAS_WIZ);
2235 elmex 1.1 }
2236    
2237     /*
2238     * find_free_spot(object, map, x, y, start, stop) will search for
2239     * a spot at the given map and coordinates which will be able to contain
2240     * the given object. start and stop specifies how many squares
2241     * to search (see the freearr_x/y[] definition).
2242     * It returns a random choice among the alternatives found.
2243     * start and stop are where to start relative to the free_arr array (1,9
2244     * does all 4 immediate directions). This returns the index into the
2245     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2246     * Note - this only checks to see if there is space for the head of the
2247     * object - if it is a multispace object, this should be called for all
2248     * pieces.
2249     * Note2: This function does correctly handle tiled maps, but does not
2250     * inform the caller. However, insert_ob_in_map will update as
2251     * necessary, so the caller shouldn't need to do any special work.
2252     * Note - updated to take an object instead of archetype - this is necessary
2253     * because arch_blocked (now ob_blocked) needs to know the movement type
2254     * to know if the space in question will block the object. We can't use
2255     * the archetype because that isn't correct if the monster has been
2256     * customized, changed states, etc.
2257     */
2258    
2259 root 1.24 int
2260     find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2261     {
2262     int
2263     i,
2264     index = 0, flag;
2265     static int
2266     altern[SIZEOFFREE];
2267    
2268     for (i = start; i < stop; i++)
2269     {
2270     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2271     if (!flag)
2272     altern[index++] = i;
2273    
2274     /* Basically, if we find a wall on a space, we cut down the search size.
2275     * In this way, we won't return spaces that are on another side of a wall.
2276     * This mostly work, but it cuts down the search size in all directions -
2277     * if the space being examined only has a wall to the north and empty
2278     * spaces in all the other directions, this will reduce the search space
2279     * to only the spaces immediately surrounding the target area, and
2280     * won't look 2 spaces south of the target space.
2281     */
2282     else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2283     stop = maxfree[i];
2284 elmex 1.1 }
2285 root 1.24 if (!index)
2286     return -1;
2287     return altern[RANDOM () % index];
2288 elmex 1.1 }
2289    
2290     /*
2291     * find_first_free_spot(archetype, mapstruct, x, y) works like
2292     * find_free_spot(), but it will search max number of squares.
2293     * But it will return the first available spot, not a random choice.
2294     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2295     */
2296    
2297 root 1.24 int
2298     find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2299     {
2300     int
2301     i;
2302    
2303     for (i = 0; i < SIZEOFFREE; i++)
2304     {
2305     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2306     return i;
2307 elmex 1.1 }
2308 root 1.24 return -1;
2309 elmex 1.1 }
2310    
2311     /*
2312     * The function permute(arr, begin, end) randomly reorders the array
2313     * arr[begin..end-1].
2314     */
2315 root 1.24 static void
2316     permute (int *arr, int begin, int end)
2317 elmex 1.1 {
2318 root 1.24 int
2319     i,
2320     j,
2321     tmp,
2322     len;
2323 elmex 1.1
2324 root 1.24 len = end - begin;
2325     for (i = begin; i < end; i++)
2326 elmex 1.1 {
2327 root 1.24 j = begin + RANDOM () % len;
2328 elmex 1.1
2329 root 1.24 tmp = arr[i];
2330     arr[i] = arr[j];
2331     arr[j] = tmp;
2332 elmex 1.1 }
2333     }
2334    
2335     /* new function to make monster searching more efficient, and effective!
2336     * This basically returns a randomized array (in the passed pointer) of
2337     * the spaces to find monsters. In this way, it won't always look for
2338     * monsters to the north first. However, the size of the array passed
2339     * covers all the spaces, so within that size, all the spaces within
2340     * the 3x3 area will be searched, just not in a predictable order.
2341     */
2342 root 1.24 void
2343     get_search_arr (int *search_arr)
2344 elmex 1.1 {
2345 root 1.24 int
2346     i;
2347 elmex 1.1
2348 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2349 elmex 1.1 {
2350 root 1.24 search_arr[i] = i;
2351 elmex 1.1 }
2352    
2353 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2354     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2355     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2356 elmex 1.1 }
2357    
2358     /*
2359     * find_dir(map, x, y, exclude) will search some close squares in the
2360     * given map at the given coordinates for live objects.
2361     * It will not considered the object given as exclude among possible
2362     * live objects.
2363     * It returns the direction toward the first/closest live object if finds
2364     * any, otherwise 0.
2365     * Perhaps incorrectly, but I'm making the assumption that exclude
2366     * is actually want is going to try and move there. We need this info
2367     * because we have to know what movement the thing looking to move
2368     * there is capable of.
2369     */
2370    
2371 root 1.24 int
2372     find_dir (mapstruct *m, int x, int y, object *exclude)
2373     {
2374     int
2375     i,
2376     max = SIZEOFFREE, mflags;
2377     sint16
2378     nx,
2379     ny;
2380     object *
2381     tmp;
2382     mapstruct *
2383     mp;
2384     MoveType
2385     blocked,
2386     move_type;
2387    
2388     if (exclude && exclude->head)
2389     {
2390     exclude = exclude->head;
2391     move_type = exclude->move_type;
2392     }
2393     else
2394     {
2395     /* If we don't have anything, presume it can use all movement types. */
2396     move_type = MOVE_ALL;
2397     }
2398    
2399     for (i = 1; i < max; i++)
2400     {
2401     mp = m;
2402     nx = x + freearr_x[i];
2403     ny = y + freearr_y[i];
2404    
2405     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2406     if (mflags & P_OUT_OF_MAP)
2407     {
2408     max = maxfree[i];
2409     }
2410     else
2411     {
2412     blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2413    
2414     if ((move_type & blocked) == move_type)
2415     {
2416     max = maxfree[i];
2417     }
2418     else if (mflags & P_IS_ALIVE)
2419     {
2420     for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2421     {
2422     if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2423     {
2424     break;
2425 root 1.8 }
2426     }
2427 root 1.24 if (tmp)
2428     {
2429     return freedir[i];
2430 root 1.8 }
2431     }
2432     }
2433 elmex 1.1 }
2434 root 1.24 return 0;
2435 elmex 1.1 }
2436    
2437     /*
2438     * distance(object 1, object 2) will return the square of the
2439     * distance between the two given objects.
2440     */
2441    
2442 root 1.24 int
2443     distance (const object *ob1, const object *ob2)
2444     {
2445     int
2446     i;
2447    
2448     i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2449 elmex 1.1 return i;
2450     }
2451    
2452     /*
2453     * find_dir_2(delta-x,delta-y) will return a direction in which
2454     * an object which has subtracted the x and y coordinates of another
2455     * object, needs to travel toward it.
2456     */
2457    
2458 root 1.24 int
2459     find_dir_2 (int x, int y)
2460     {
2461     int
2462     q;
2463 elmex 1.1
2464 root 1.24 if (y)
2465     q = x * 100 / y;
2466 elmex 1.1 else if (x)
2467 root 1.24 q = -300 * x;
2468 elmex 1.1 else
2469     return 0;
2470    
2471 root 1.24 if (y > 0)
2472     {
2473     if (q < -242)
2474     return 3;
2475     if (q < -41)
2476     return 2;
2477     if (q < 41)
2478     return 1;
2479     if (q < 242)
2480     return 8;
2481     return 7;
2482     }
2483 elmex 1.1
2484     if (q < -242)
2485 root 1.24 return 7;
2486 elmex 1.1 if (q < -41)
2487 root 1.24 return 6;
2488 elmex 1.1 if (q < 41)
2489 root 1.24 return 5;
2490 elmex 1.1 if (q < 242)
2491 root 1.24 return 4;
2492 elmex 1.1
2493 root 1.24 return 3;
2494 elmex 1.1 }
2495    
2496     /*
2497     * absdir(int): Returns a number between 1 and 8, which represent
2498     * the "absolute" direction of a number (it actually takes care of
2499     * "overflow" in previous calculations of a direction).
2500     */
2501    
2502 root 1.24 int
2503     absdir (int d)
2504     {
2505     while (d < 1)
2506     d += 8;
2507     while (d > 8)
2508     d -= 8;
2509 elmex 1.1 return d;
2510     }
2511    
2512     /*
2513     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2514     * between two directions (which are expected to be absolute (see absdir())
2515     */
2516    
2517 root 1.24 int
2518     dirdiff (int dir1, int dir2)
2519     {
2520     int
2521     d;
2522    
2523     d = abs (dir1 - dir2);
2524     if (d > 4)
2525 elmex 1.1 d = 8 - d;
2526     return d;
2527     }
2528    
2529     /* peterm:
2530     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2531     * Basically, this is a table of directions, and what directions
2532     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2533     * This basically means that if direction is 15, then it could either go
2534     * direction 4, 14, or 16 to get back to where we are.
2535     * Moved from spell_util.c to object.c with the other related direction
2536     * functions.
2537     */
2538    
2539 root 1.24 int
2540     reduction_dir[SIZEOFFREE][3] = {
2541     {0, 0, 0}, /* 0 */
2542     {0, 0, 0}, /* 1 */
2543     {0, 0, 0}, /* 2 */
2544     {0, 0, 0}, /* 3 */
2545     {0, 0, 0}, /* 4 */
2546     {0, 0, 0}, /* 5 */
2547     {0, 0, 0}, /* 6 */
2548     {0, 0, 0}, /* 7 */
2549     {0, 0, 0}, /* 8 */
2550     {8, 1, 2}, /* 9 */
2551     {1, 2, -1}, /* 10 */
2552     {2, 10, 12}, /* 11 */
2553     {2, 3, -1}, /* 12 */
2554     {2, 3, 4}, /* 13 */
2555     {3, 4, -1}, /* 14 */
2556     {4, 14, 16}, /* 15 */
2557     {5, 4, -1}, /* 16 */
2558     {4, 5, 6}, /* 17 */
2559     {6, 5, -1}, /* 18 */
2560     {6, 20, 18}, /* 19 */
2561     {7, 6, -1}, /* 20 */
2562     {6, 7, 8}, /* 21 */
2563     {7, 8, -1}, /* 22 */
2564     {8, 22, 24}, /* 23 */
2565     {8, 1, -1}, /* 24 */
2566     {24, 9, 10}, /* 25 */
2567     {9, 10, -1}, /* 26 */
2568     {10, 11, -1}, /* 27 */
2569     {27, 11, 29}, /* 28 */
2570     {11, 12, -1}, /* 29 */
2571     {12, 13, -1}, /* 30 */
2572     {12, 13, 14}, /* 31 */
2573     {13, 14, -1}, /* 32 */
2574     {14, 15, -1}, /* 33 */
2575     {33, 15, 35}, /* 34 */
2576     {16, 15, -1}, /* 35 */
2577     {17, 16, -1}, /* 36 */
2578     {18, 17, 16}, /* 37 */
2579     {18, 17, -1}, /* 38 */
2580     {18, 19, -1}, /* 39 */
2581     {41, 19, 39}, /* 40 */
2582     {19, 20, -1}, /* 41 */
2583     {20, 21, -1}, /* 42 */
2584     {20, 21, 22}, /* 43 */
2585     {21, 22, -1}, /* 44 */
2586     {23, 22, -1}, /* 45 */
2587     {45, 47, 23}, /* 46 */
2588     {23, 24, -1}, /* 47 */
2589     {24, 9, -1}
2590     }; /* 48 */
2591 elmex 1.1
2592     /* Recursive routine to step back and see if we can
2593     * find a path to that monster that we found. If not,
2594     * we don't bother going toward it. Returns 1 if we
2595     * can see a direct way to get it
2596     * Modified to be map tile aware -.MSW
2597     */
2598    
2599 root 1.24
2600     int
2601     can_see_monsterP (mapstruct *m, int x, int y, int dir)
2602     {
2603     sint16
2604     dx,
2605     dy;
2606     int
2607     mflags;
2608    
2609     if (dir < 0)
2610     return 0; /* exit condition: invalid direction */
2611    
2612     dx = x + freearr_x[dir];
2613     dy = y + freearr_y[dir];
2614    
2615     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2616    
2617     /* This functional arguably was incorrect before - it was
2618     * checking for P_WALL - that was basically seeing if
2619     * we could move to the monster - this is being more
2620     * literal on if we can see it. To know if we can actually
2621     * move to the monster, we'd need the monster passed in or
2622     * at least its move type.
2623     */
2624     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2625     return 0;
2626    
2627     /* yes, can see. */
2628     if (dir < 9)
2629     return 1;
2630     return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2631     can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2632     }
2633    
2634    
2635    
2636 elmex 1.1 /*
2637     * can_pick(picker, item): finds out if an object is possible to be
2638     * picked up by the picker. Returnes 1 if it can be
2639     * picked up, otherwise 0.
2640     *
2641     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2642     * core dumps if they do.
2643     *
2644     * Add a check so we can't pick up invisible objects (0.93.8)
2645     */
2646    
2647 root 1.24 int
2648     can_pick (const object *who, const object *item)
2649     {
2650     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2651     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2652     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2653 elmex 1.1 }
2654    
2655    
2656     /*
2657     * create clone from object to another
2658     */
2659 root 1.24 object *
2660     object_create_clone (object *asrc)
2661     {
2662     object *
2663     dst = NULL, *tmp, *src, *part, *prev, *item;
2664 elmex 1.1
2665 root 1.24 if (!asrc)
2666     return NULL;
2667     src = asrc;
2668     if (src->head)
2669     src = src->head;
2670    
2671     prev = NULL;
2672     for (part = src; part; part = part->more)
2673     {
2674     tmp = get_object ();
2675     copy_object (part, tmp);
2676     tmp->x -= src->x;
2677     tmp->y -= src->y;
2678     if (!part->head)
2679     {
2680     dst = tmp;
2681     tmp->head = NULL;
2682     }
2683     else
2684     {
2685     tmp->head = dst;
2686     }
2687     tmp->more = NULL;
2688     if (prev)
2689     prev->more = tmp;
2690     prev = tmp;
2691 elmex 1.1 }
2692 root 1.24
2693 elmex 1.1 /*** copy inventory ***/
2694 root 1.24 for (item = src->inv; item; item = item->below)
2695     {
2696     (void) insert_ob_in_ob (object_create_clone (item), dst);
2697 elmex 1.1 }
2698    
2699 root 1.24 return dst;
2700 elmex 1.1 }
2701    
2702     /* return true if the object was destroyed, 0 otherwise */
2703 root 1.24 int
2704     was_destroyed (const object *op, tag_t old_tag)
2705 elmex 1.1 {
2706 root 1.24 /* checking for FLAG_FREED isn't necessary, but makes this function more
2707     * robust */
2708     return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2709 elmex 1.1 }
2710    
2711     /* GROS - Creates an object using a string representing its content. */
2712 root 1.24
2713 elmex 1.1 /* Basically, we save the content of the string to a temp file, then call */
2714 root 1.24
2715 elmex 1.1 /* load_object on it. I admit it is a highly inefficient way to make things, */
2716 root 1.24
2717 elmex 1.1 /* but it was simple to make and allows reusing the load_object function. */
2718 root 1.24
2719 elmex 1.1 /* Remember not to use load_object_str in a time-critical situation. */
2720 root 1.24
2721 elmex 1.1 /* Also remember that multiparts objects are not supported for now. */
2722    
2723 root 1.24 object *
2724     load_object_str (const char *obstr)
2725 elmex 1.1 {
2726 root 1.24 object *
2727     op;
2728     char
2729     filename[MAX_BUF];
2730 root 1.9
2731 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2732    
2733     FILE *
2734     tempfile = fopen (filename, "w");
2735    
2736     if (tempfile == NULL)
2737 elmex 1.1 {
2738 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2739     return NULL;
2740 elmex 1.1 };
2741 root 1.24 fprintf (tempfile, obstr);
2742     fclose (tempfile);
2743 elmex 1.1
2744 root 1.24 op = get_object ();
2745 elmex 1.1
2746 root 1.24 object_thawer
2747     thawer (filename);
2748 root 1.13
2749 root 1.24 if (thawer)
2750     load_object (thawer, op, 0);
2751 root 1.13
2752 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2753     CLEAR_FLAG (op, FLAG_REMOVED);
2754 root 1.9
2755 root 1.24 return op;
2756 elmex 1.1 }
2757    
2758     /* This returns the first object in who's inventory that
2759     * has the same type and subtype match.
2760     * returns NULL if no match.
2761     */
2762 root 1.24 object *
2763     find_obj_by_type_subtype (const object *who, int type, int subtype)
2764 elmex 1.1 {
2765 root 1.24 object *
2766     tmp;
2767 elmex 1.1
2768 root 1.24 for (tmp = who->inv; tmp; tmp = tmp->below)
2769     if (tmp->type == type && tmp->subtype == subtype)
2770     return tmp;
2771 elmex 1.1
2772 root 1.24 return NULL;
2773 elmex 1.1 }
2774    
2775     /* If ob has a field named key, return the link from the list,
2776     * otherwise return NULL.
2777     *
2778     * key must be a passed in shared string - otherwise, this won't
2779     * do the desired thing.
2780     */
2781 root 1.24 key_value *
2782     get_ob_key_link (const object *ob, const char *key)
2783     {
2784     key_value *
2785     link;
2786    
2787     for (link = ob->key_values; link != NULL; link = link->next)
2788     {
2789     if (link->key == key)
2790     {
2791     return link;
2792 elmex 1.1 }
2793     }
2794 root 1.24
2795     return NULL;
2796     }
2797 elmex 1.1
2798     /*
2799     * Returns the value of op has an extra_field for key, or NULL.
2800     *
2801     * The argument doesn't need to be a shared string.
2802     *
2803     * The returned string is shared.
2804     */
2805 root 1.24 const char *
2806     get_ob_key_value (const object *op, const char *const key)
2807     {
2808     key_value *
2809     link;
2810     const char *
2811     canonical_key;
2812    
2813     canonical_key = shstr::find (key);
2814    
2815     if (canonical_key == NULL)
2816     {
2817     /* 1. There being a field named key on any object
2818     * implies there'd be a shared string to find.
2819     * 2. Since there isn't, no object has this field.
2820     * 3. Therefore, *this* object doesn't have this field.
2821     */
2822     return NULL;
2823 elmex 1.1 }
2824    
2825 root 1.24 /* This is copied from get_ob_key_link() above -
2826     * only 4 lines, and saves the function call overhead.
2827     */
2828     for (link = op->key_values; link != NULL; link = link->next)
2829     {
2830     if (link->key == canonical_key)
2831     {
2832     return link->value;
2833 elmex 1.1 }
2834     }
2835 root 1.24 return NULL;
2836 elmex 1.1 }
2837    
2838    
2839     /*
2840     * Updates the canonical_key in op to value.
2841     *
2842     * canonical_key is a shared string (value doesn't have to be).
2843     *
2844     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2845     * keys.
2846     *
2847     * Returns TRUE on success.
2848     */
2849 root 1.24 int
2850     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2851     {
2852     key_value *
2853     field = NULL, *last = NULL;
2854    
2855     for (field = op->key_values; field != NULL; field = field->next)
2856     {
2857     if (field->key != canonical_key)
2858     {
2859     last = field;
2860     continue;
2861     }
2862    
2863     if (value)
2864     field->value = value;
2865     else
2866     {
2867     /* Basically, if the archetype has this key set,
2868     * we need to store the null value so when we save
2869     * it, we save the empty value so that when we load,
2870     * we get this value back again.
2871     */
2872     if (get_ob_key_link (&op->arch->clone, canonical_key))
2873     field->value = 0;
2874     else
2875     {
2876     if (last)
2877     last->next = field->next;
2878     else
2879     op->key_values = field->next;
2880    
2881     delete
2882     field;
2883     }
2884     }
2885     return TRUE;
2886     }
2887     /* IF we get here, key doesn't exist */
2888    
2889     /* No field, we'll have to add it. */
2890    
2891     if (!add_key)
2892     {
2893     return FALSE;
2894     }
2895     /* There isn't any good reason to store a null
2896     * value in the key/value list. If the archetype has
2897     * this key, then we should also have it, so shouldn't
2898     * be here. If user wants to store empty strings,
2899     * should pass in ""
2900     */
2901     if (value == NULL)
2902 elmex 1.1 return TRUE;
2903 root 1.24
2904     field = new key_value;
2905    
2906     field->key = canonical_key;
2907     field->value = value;
2908     /* Usual prepend-addition. */
2909     field->next = op->key_values;
2910     op->key_values = field;
2911    
2912     return TRUE;
2913 elmex 1.1 }
2914    
2915     /*
2916     * Updates the key in op to value.
2917     *
2918     * If add_key is FALSE, this will only update existing keys,
2919     * and not add new ones.
2920     * In general, should be little reason FALSE is ever passed in for add_key
2921     *
2922     * Returns TRUE on success.
2923     */
2924 root 1.24 int
2925     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2926 root 1.11 {
2927 root 1.24 shstr
2928     key_ (key);
2929    
2930 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2931 elmex 1.1 }