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/cvs/deliantra/server/common/object.C
Revision: 1.25
Committed: Mon Sep 11 01:16:20 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.24: +67 -42 lines
Log Message:
fix perl class for archetype, never free once-allocated objects, or destruct
them, there are too many long-lived references (and refcount doesn't help,
likely because it isn't correctly being incremented/decremented).

File Contents

# User Rev Content
1 root 1.24
2 elmex 1.1 /*
3     * static char *rcsid_object_c =
4 root 1.25 * "$Id: object.C,v 1.24 2006-09-10 16:00:23 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     /* Set the owner to clone's current owner and set the skill and experience
515     * objects to clone's objects (typically those objects that where the owner's
516     * current skill and experience objects at the time when clone's owner was
517     * set - not the owner's current skill and experience objects).
518     *
519     * Use this function if player created an object (e.g. fire bullet, swarm
520     * spell), and this object creates further objects whose kills should be
521     * accounted for the player's original skill, even if player has changed
522     * skills meanwhile.
523     */
524 root 1.24 void
525     copy_owner (object *op, object *clone)
526 elmex 1.1 {
527 root 1.24 object *owner = get_owner (clone);
528    
529     if (owner == NULL)
530     {
531     /* players don't have owners - they own themselves. Update
532     * as appropriate.
533     */
534     if (clone->type == PLAYER)
535     owner = clone;
536     else
537     return;
538 elmex 1.1 }
539 root 1.25
540 root 1.24 set_owner (op, owner);
541 elmex 1.1 }
542    
543     /* Zero the key_values on op, decrementing the shared-string
544     * refcounts and freeing the links.
545     */
546 root 1.24 static void
547     free_key_values (object *op)
548 root 1.11 {
549 root 1.24 for (key_value *i = op->key_values; i != 0;)
550 root 1.11 {
551     key_value *next = i->next;
552     delete i;
553 root 1.24
554 root 1.11 i = next;
555 elmex 1.1 }
556 root 1.24
557 root 1.11 op->key_values = 0;
558 elmex 1.1 }
559    
560 root 1.14 void object::clear ()
561     {
562     attachable_base::clear ();
563    
564     free_key_values (this);
565    
566 root 1.25 clear_owner (this);
567    
568 root 1.24 name = 0;
569     name_pl = 0;
570     title = 0;
571     race = 0;
572     slaying = 0;
573     skill = 0;
574     msg = 0;
575     lore = 0;
576     custom_name = 0;
577 root 1.14 materialname = 0;
578    
579 root 1.24 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
580 root 1.14
581     SET_FLAG (this, FLAG_REMOVED);
582     }
583    
584     void object::clone (object *destination)
585     {
586 root 1.24 *(object_copy *) destination = *this;
587     *(object_pod *) destination = *this;
588 root 1.14
589     if (self || cb)
590     INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
591     }
592    
593 elmex 1.1 /*
594     * clear_object() frees everything allocated by an object, and also
595     * clears all variables and flags to default settings.
596     */
597    
598 root 1.24 void
599     clear_object (object *op)
600 root 1.11 {
601     op->clear ();
602 root 1.2
603 root 1.11 op->contr = NULL;
604     op->below = NULL;
605     op->above = NULL;
606 root 1.24 op->inv = NULL;
607     op->container = NULL;
608     op->env = NULL;
609     op->more = NULL;
610     op->head = NULL;
611     op->map = NULL;
612     op->refcount = 0;
613 root 1.11 op->active_next = NULL;
614     op->active_prev = NULL;
615     /* What is not cleared is next, prev, and count */
616 elmex 1.1
617 root 1.14 op->expmul = 1.0;
618 root 1.11 op->face = blank_face;
619 root 1.14 op->attacked_by_count = -1;
620 elmex 1.1
621 root 1.11 if (settings.casting_time)
622     op->casting_time = -1;
623 elmex 1.1 }
624    
625     /*
626     * copy object first frees everything allocated by the second object,
627     * and then copies the contends of the first object into the second
628     * object, allocating what needs to be allocated. Basically, any
629     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
630     * if the first object is freed, the pointers in the new object
631     * will point at garbage.
632     */
633    
634 root 1.24 void
635     copy_object (object *op2, object *op)
636 root 1.11 {
637 root 1.24 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
638 root 1.14 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
639 root 1.11
640     op2->clone (op);
641    
642 root 1.24 if (is_freed)
643     SET_FLAG (op, FLAG_FREED);
644     if (is_removed)
645     SET_FLAG (op, FLAG_REMOVED);
646 elmex 1.1
647 root 1.11 if (op2->speed < 0)
648 root 1.24 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
649 elmex 1.1
650 root 1.11 /* Copy over key_values, if any. */
651 root 1.23 if (op2->key_values)
652 root 1.14 {
653 root 1.23 key_value *tail = 0;
654 root 1.11 key_value *i;
655 elmex 1.1
656 root 1.23 op->key_values = 0;
657 elmex 1.1
658 root 1.23 for (i = op2->key_values; i; i = i->next)
659 root 1.11 {
660     key_value *new_link = new key_value;
661 root 1.8
662 root 1.24 new_link->next = 0;
663     new_link->key = i->key;
664 root 1.11 new_link->value = i->value;
665    
666     /* Try and be clever here, too. */
667 root 1.23 if (!op->key_values)
668 root 1.11 {
669     op->key_values = new_link;
670     tail = new_link;
671 root 1.8 }
672 root 1.11 else
673     {
674     tail->next = new_link;
675     tail = new_link;
676     }
677 root 1.14 }
678     }
679 root 1.2
680 root 1.11 update_ob_speed (op);
681 elmex 1.1 }
682    
683     /*
684     * If an object with the IS_TURNABLE() flag needs to be turned due
685     * to the closest player being on the other side, this function can
686     * be called to update the face variable, _and_ how it looks on the map.
687     */
688    
689 root 1.24 void
690     update_turn_face (object *op)
691     {
692     if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
693     return;
694     SET_ANIMATION (op, op->direction);
695     update_object (op, UP_OBJ_FACE);
696 elmex 1.1 }
697    
698     /*
699     * Updates the speed of an object. If the speed changes from 0 to another
700     * value, or vice versa, then add/remove the object from the active list.
701     * This function needs to be called whenever the speed of an object changes.
702     */
703    
704 root 1.24 void
705     update_ob_speed (object *op)
706     {
707     extern int arch_init;
708 elmex 1.1
709 root 1.24 /* No reason putting the archetypes objects on the speed list,
710     * since they never really need to be updated.
711     */
712 elmex 1.1
713 root 1.24 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
714     {
715     LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
716 elmex 1.1 #ifdef MANY_CORES
717 root 1.24 abort ();
718 elmex 1.1 #else
719 root 1.24 op->speed = 0;
720 elmex 1.1 #endif
721     }
722 root 1.24 if (arch_init)
723     {
724     return;
725     }
726     if (FABS (op->speed) > MIN_ACTIVE_SPEED)
727     {
728     /* If already on active list, don't do anything */
729     if (op->active_next || op->active_prev || op == active_objects)
730 root 1.8 return;
731 root 1.24
732     /* process_events() expects us to insert the object at the beginning
733     * of the list. */
734     op->active_next = active_objects;
735     if (op->active_next != NULL)
736     op->active_next->active_prev = op;
737     active_objects = op;
738 elmex 1.1 }
739 root 1.24 else
740     {
741     /* If not on the active list, nothing needs to be done */
742     if (!op->active_next && !op->active_prev && op != active_objects)
743     return;
744    
745     if (op->active_prev == NULL)
746     {
747     active_objects = op->active_next;
748     if (op->active_next != NULL)
749     op->active_next->active_prev = NULL;
750 root 1.8 }
751 root 1.24 else
752     {
753     op->active_prev->active_next = op->active_next;
754     if (op->active_next)
755     op->active_next->active_prev = op->active_prev;
756     }
757     op->active_next = NULL;
758     op->active_prev = NULL;
759 elmex 1.1 }
760     }
761    
762     /* This function removes object 'op' from the list of active
763     * objects.
764     * This should only be used for style maps or other such
765     * reference maps where you don't want an object that isn't
766     * in play chewing up cpu time getting processed.
767     * The reverse of this is to call update_ob_speed, which
768     * will do the right thing based on the speed of the object.
769     */
770 root 1.24 void
771     remove_from_active_list (object *op)
772 elmex 1.1 {
773 root 1.24 /* If not on the active list, nothing needs to be done */
774     if (!op->active_next && !op->active_prev && op != active_objects)
775     return;
776 elmex 1.1
777 root 1.24 if (op->active_prev == NULL)
778     {
779     active_objects = op->active_next;
780     if (op->active_next != NULL)
781     op->active_next->active_prev = NULL;
782 elmex 1.1 }
783 root 1.24 else
784     {
785     op->active_prev->active_next = op->active_next;
786     if (op->active_next)
787     op->active_next->active_prev = op->active_prev;
788 elmex 1.1 }
789 root 1.24 op->active_next = NULL;
790     op->active_prev = NULL;
791 elmex 1.1 }
792    
793     /*
794     * update_object() updates the array which represents the map.
795     * It takes into account invisible objects (and represent squares covered
796     * by invisible objects by whatever is below them (unless it's another
797     * invisible object, etc...)
798     * If the object being updated is beneath a player, the look-window
799     * of that player is updated (this might be a suboptimal way of
800     * updating that window, though, since update_object() is called _often_)
801     *
802     * action is a hint of what the caller believes need to be done.
803     * For example, if the only thing that has changed is the face (due to
804     * an animation), we don't need to call update_position until that actually
805     * comes into view of a player. OTOH, many other things, like addition/removal
806     * of walls or living creatures may need us to update the flags now.
807     * current action are:
808     * UP_OBJ_INSERT: op was inserted
809     * UP_OBJ_REMOVE: op was removed
810     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
811     * as that is easier than trying to look at what may have changed.
812     * UP_OBJ_FACE: only the objects face has changed.
813     */
814    
815 root 1.24 void
816     update_object (object *op, int action)
817     {
818     int update_now = 0, flags;
819     MoveType move_on, move_off, move_block, move_slow;
820    
821     if (op == NULL)
822     {
823     /* this should never happen */
824     LOG (llevDebug, "update_object() called for NULL object.\n");
825     return;
826 elmex 1.1 }
827 root 1.24
828     if (op->env != NULL)
829     {
830     /* Animation is currently handled by client, so nothing
831     * to do in this case.
832     */
833     return;
834 elmex 1.1 }
835    
836 root 1.24 /* If the map is saving, don't do anything as everything is
837     * going to get freed anyways.
838     */
839     if (!op->map || op->map->in_memory == MAP_SAVING)
840     return;
841    
842     /* make sure the object is within map boundaries */
843     if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
844     {
845     LOG (llevError, "update_object() called for object out of map!\n");
846 elmex 1.1 #ifdef MANY_CORES
847 root 1.24 abort ();
848 elmex 1.1 #endif
849 root 1.24 return;
850 elmex 1.1 }
851    
852 root 1.24 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
853     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
854     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
855     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
856     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
857     move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
858 elmex 1.1
859 root 1.24 if (action == UP_OBJ_INSERT)
860     {
861     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
862     update_now = 1;
863    
864     if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
865     update_now = 1;
866 elmex 1.1
867 root 1.24 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
868     update_now = 1;
869 elmex 1.1
870 root 1.24 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
871     update_now = 1;
872 elmex 1.1
873 root 1.24 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
874     update_now = 1;
875 root 1.20
876 root 1.24 if ((move_on | op->move_on) != move_on)
877     update_now = 1;
878 root 1.20
879 root 1.24 if ((move_off | op->move_off) != move_off)
880     update_now = 1;
881 root 1.20
882 root 1.24 /* This isn't perfect, but I don't expect a lot of objects to
883     * to have move_allow right now.
884     */
885     if (((move_block | op->move_block) & ~op->move_allow) != move_block)
886     update_now = 1;
887 root 1.20
888 root 1.24 if ((move_slow | op->move_slow) != move_slow)
889     update_now = 1;
890     }
891     /* if the object is being removed, we can't make intelligent
892     * decisions, because remove_ob can't really pass the object
893     * that is being removed.
894     */
895     else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
896     {
897     update_now = 1;
898     }
899     else if (action == UP_OBJ_FACE)
900     {
901     /* Nothing to do for that case */
902 elmex 1.1 }
903 root 1.24 else
904     {
905     LOG (llevError, "update_object called with invalid action: %d\n", action);
906 elmex 1.1 }
907    
908 root 1.24 if (update_now)
909     {
910     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
911     update_position (op->map, op->x, op->y);
912 elmex 1.1 }
913    
914 root 1.24 if (op->more != NULL)
915     update_object (op->more, action);
916 elmex 1.1 }
917    
918 root 1.25 static unordered_vector<object *> mortals;
919     static std::vector<object *> freed;
920 root 1.21
921     void object::free_mortals ()
922     {
923 root 1.25 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
924     if (!(*i)->refcount)
925     {
926     freed.push_back (*i);
927     mortals.erase (i);
928     }
929     else
930     ++i;
931 root 1.21 }
932    
933     object::object ()
934     {
935 root 1.22 SET_FLAG (this, FLAG_REMOVED);
936    
937     expmul = 1.0;
938     face = blank_face;
939     attacked_by_count = -1;
940     }
941    
942     object::~object ()
943     {
944     free_key_values (this);
945     }
946    
947 root 1.24 void object::link ()
948 root 1.22 {
949 root 1.21 count = ++ob_count;
950    
951     prev = 0;
952     next = objects;
953    
954     if (objects)
955     objects->prev = this;
956    
957     objects = this;
958     }
959    
960 root 1.24 void object::unlink ()
961 root 1.21 {
962 root 1.22 count = 0;
963    
964     /* Remove this object from the list of used objects */
965 root 1.24 if (prev)
966 root 1.25 {
967     prev->next = next;
968     prev = 0;
969     }
970    
971 root 1.24 if (next)
972 root 1.25 {
973     next->prev = prev;
974     next = 0;
975     }
976    
977 root 1.24 if (this == objects)
978     objects = next;
979     }
980 root 1.21
981     object *object::create ()
982     {
983 root 1.25 object *op;
984    
985     if (freed.empty ())
986 root 1.24 op = new object;
987 root 1.25 else
988     {
989     // highly annoying, but the only way to get it stable right now
990     op = freed.back (); freed.pop_back ();
991     op->~object ();
992     new ((void *)op) object;
993     }
994 root 1.24
995 root 1.22 op->link ();
996     return op;
997 root 1.21 }
998 elmex 1.1
999     /*
1000     * free_object() frees everything allocated by an object, removes
1001     * it from the list of used objects, and puts it on the list of
1002     * free objects. The IS_FREED() flag is set in the object.
1003     * The object must have been removed by remove_ob() first for
1004     * this function to succeed.
1005     *
1006     * If free_inventory is set, free inventory as well. Else drop items in
1007     * inventory to the ground.
1008     */
1009 root 1.24 void object::free (bool free_inventory)
1010 root 1.14 {
1011 root 1.21 if (!QUERY_FLAG (this, FLAG_REMOVED))
1012 root 1.14 {
1013     LOG (llevDebug, "Free object called with non removed object\n");
1014 root 1.21 dump_object (this);
1015 elmex 1.1 #ifdef MANY_CORES
1016 root 1.14 abort ();
1017 elmex 1.1 #endif
1018     }
1019 root 1.14
1020 root 1.21 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1021 root 1.14 {
1022     LOG (llevMonster, "Warning: tried to free friendly object.\n");
1023 root 1.21 remove_friendly_object (this);
1024 elmex 1.1 }
1025 root 1.14
1026 root 1.21 if (QUERY_FLAG (this, FLAG_FREED))
1027 root 1.14 {
1028 root 1.21 dump_object (this);
1029 root 1.14 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
1030     return;
1031 elmex 1.1 }
1032 root 1.14
1033 root 1.21 if (more)
1034 root 1.14 {
1035 root 1.21 more->free (free_inventory);
1036     more = 0;
1037 elmex 1.1 }
1038    
1039 root 1.21 if (inv)
1040 root 1.14 {
1041     /* Only if the space blocks everything do we not process -
1042 root 1.17 * if some form of movement is allowed, let objects
1043 root 1.14 * drop on that space.
1044     */
1045 root 1.24 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1046     {
1047     object *
1048     op = inv;
1049    
1050     while (op)
1051     {
1052     object *
1053     tmp = op->below;
1054    
1055     remove_ob (op);
1056 root 1.21 op->free (free_inventory);
1057 root 1.24 op = tmp;
1058     }
1059     }
1060 root 1.14 else
1061 root 1.24 { /* Put objects in inventory onto this space */
1062     object *
1063     op = inv;
1064    
1065     while (op)
1066     {
1067     object *
1068     tmp = op->below;
1069 root 1.14
1070 root 1.24 remove_ob (op);
1071    
1072     if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1073     || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1074     free_object (op);
1075     else
1076     {
1077     op->x = x;
1078     op->y = y;
1079     insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1080     }
1081    
1082     op = tmp;
1083     }
1084     }
1085 root 1.14 }
1086    
1087 root 1.25 clear_owner (this);
1088    
1089 root 1.14 /* Remove object from the active list */
1090 root 1.21 speed = 0;
1091     update_ob_speed (this);
1092 elmex 1.1
1093 root 1.22 unlink ();
1094    
1095 root 1.21 SET_FLAG (this, FLAG_FREED);
1096 root 1.11
1097 root 1.21 mortals.push_back (this);
1098 elmex 1.1 }
1099    
1100     /*
1101     * sub_weight() recursively (outwards) subtracts a number from the
1102     * weight of an object (and what is carried by it's environment(s)).
1103     */
1104    
1105 root 1.24 void
1106     sub_weight (object *op, signed long weight)
1107     {
1108     while (op != NULL)
1109     {
1110     if (op->type == CONTAINER)
1111     {
1112     weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1113     }
1114     op->carrying -= weight;
1115     op = op->env;
1116 elmex 1.1 }
1117     }
1118    
1119     /* remove_ob(op):
1120     * This function removes the object op from the linked list of objects
1121     * which it is currently tied to. When this function is done, the
1122     * object will have no environment. If the object previously had an
1123     * environment, the x and y coordinates will be updated to
1124     * the previous environment.
1125     * Beware: This function is called from the editor as well!
1126     */
1127    
1128 root 1.24 void
1129     remove_ob (object *op)
1130     {
1131     object *
1132     tmp, *
1133     last = NULL;
1134     object *
1135     otmp;
1136     tag_t
1137     tag;
1138     int
1139     check_walk_off;
1140     mapstruct *
1141     m;
1142     sint16
1143     x,
1144     y;
1145    
1146    
1147     if (QUERY_FLAG (op, FLAG_REMOVED))
1148     {
1149     dump_object (op);
1150     LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1151    
1152     /* Changed it to always dump core in this case. As has been learned
1153     * in the past, trying to recover from errors almost always
1154     * make things worse, and this is a real error here - something
1155     * that should not happen.
1156     * Yes, if this was a mission critical app, trying to do something
1157     * to recover may make sense, but that is because failure of the app
1158     * may have other disastrous problems. Cf runs out of a script
1159     * so is easily enough restarted without any real problems.
1160     * MSW 2001-07-01
1161     */
1162     abort ();
1163     }
1164     if (op->more != NULL)
1165     remove_ob (op->more);
1166    
1167     SET_FLAG (op, FLAG_REMOVED);
1168    
1169     /*
1170     * In this case, the object to be removed is in someones
1171     * inventory.
1172     */
1173     if (op->env != NULL)
1174     {
1175     if (op->nrof)
1176     sub_weight (op->env, op->weight * op->nrof);
1177     else
1178     sub_weight (op->env, op->weight + op->carrying);
1179    
1180     /* NO_FIX_PLAYER is set when a great many changes are being
1181     * made to players inventory. If set, avoiding the call
1182     * to save cpu time.
1183     */
1184     if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1185     fix_player (otmp);
1186    
1187     if (op->above != NULL)
1188     op->above->below = op->below;
1189     else
1190     op->env->inv = op->below;
1191    
1192     if (op->below != NULL)
1193     op->below->above = op->above;
1194    
1195     /* we set up values so that it could be inserted into
1196     * the map, but we don't actually do that - it is up
1197     * to the caller to decide what we want to do.
1198     */
1199     op->x = op->env->x, op->y = op->env->y;
1200     op->map = op->env->map;
1201     op->above = NULL, op->below = NULL;
1202     op->env = NULL;
1203     return;
1204     }
1205    
1206     /* If we get here, we are removing it from a map */
1207     if (op->map == NULL)
1208     return;
1209    
1210     x = op->x;
1211     y = op->y;
1212     m = get_map_from_coord (op->map, &x, &y);
1213    
1214     if (!m)
1215     {
1216     LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1217     op->map->path, op->x, op->y);
1218     /* in old days, we used to set x and y to 0 and continue.
1219     * it seems if we get into this case, something is probablye
1220     * screwed up and should be fixed.
1221     */
1222     abort ();
1223     }
1224     if (op->map != m)
1225     {
1226     LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1227     op->map->path, m->path, op->x, op->y, x, y);
1228 elmex 1.1 }
1229    
1230 root 1.24 /* Re did the following section of code - it looks like it had
1231     * lots of logic for things we no longer care about
1232     */
1233    
1234     /* link the object above us */
1235     if (op->above)
1236     op->above->below = op->below;
1237     else
1238     SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1239 elmex 1.1
1240 root 1.24 /* Relink the object below us, if there is one */
1241     if (op->below)
1242     {
1243     op->below->above = op->above;
1244     }
1245     else
1246     {
1247     /* Nothing below, which means we need to relink map object for this space
1248     * use translated coordinates in case some oddness with map tiling is
1249     * evident
1250     */
1251     if (GET_MAP_OB (m, x, y) != op)
1252     {
1253     dump_object (op);
1254     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",
1255     errmsg);
1256     dump_object (GET_MAP_OB (m, x, y));
1257     LOG (llevError, "%s\n", errmsg);
1258 root 1.8 }
1259 root 1.24 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1260 elmex 1.1 }
1261 root 1.24 op->above = NULL;
1262     op->below = NULL;
1263    
1264     if (op->map->in_memory == MAP_SAVING)
1265     return;
1266 elmex 1.1
1267 root 1.24 tag = op->count;
1268     check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1269     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1270     {
1271     /* No point updating the players look faces if he is the object
1272     * being removed.
1273     */
1274 elmex 1.1
1275 root 1.24 if (tmp->type == PLAYER && tmp != op)
1276     {
1277     /* If a container that the player is currently using somehow gets
1278     * removed (most likely destroyed), update the player view
1279     * appropriately.
1280     */
1281     if (tmp->container == op)
1282     {
1283     CLEAR_FLAG (op, FLAG_APPLIED);
1284     tmp->container = NULL;
1285 root 1.8 }
1286 root 1.24 tmp->contr->socket.update_look = 1;
1287 root 1.8 }
1288 root 1.24 /* See if player moving off should effect something */
1289     if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1290     {
1291    
1292     move_apply (tmp, op, NULL);
1293     if (was_destroyed (op, tag))
1294     {
1295     LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1296 root 1.8 }
1297     }
1298    
1299 root 1.24 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1300 root 1.8
1301 root 1.24 if (tmp->above == tmp)
1302     tmp->above = NULL;
1303     last = tmp;
1304     }
1305     /* last == NULL of there are no objects on this space */
1306     if (last == NULL)
1307     {
1308     /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1309     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1310     * those out anyways, and if there are any flags set right now, they won't
1311     * be correct anyways.
1312     */
1313     SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1314     update_position (op->map, op->x, op->y);
1315 elmex 1.1 }
1316 root 1.24 else
1317     update_object (last, UP_OBJ_REMOVE);
1318 elmex 1.1
1319 root 1.24 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1320     update_all_los (op->map, op->x, op->y);
1321 elmex 1.1
1322     }
1323    
1324     /*
1325     * merge_ob(op,top):
1326     *
1327     * This function goes through all objects below and including top, and
1328     * merges op to the first matching object.
1329     * If top is NULL, it is calculated.
1330     * Returns pointer to object if it succeded in the merge, otherwise NULL
1331     */
1332    
1333 root 1.24 object *
1334     merge_ob (object *op, object *top)
1335     {
1336     if (!op->nrof)
1337 elmex 1.1 return 0;
1338 root 1.24 if (top == NULL)
1339     for (top = op; top != NULL && top->above != NULL; top = top->above);
1340     for (; top != NULL; top = top->below)
1341 elmex 1.1 {
1342 root 1.24 if (top == op)
1343     continue;
1344     if (CAN_MERGE (op, top))
1345     {
1346     top->nrof += op->nrof;
1347    
1348 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1349 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1350     remove_ob (op);
1351     free_object (op);
1352     return top;
1353     }
1354 elmex 1.1 }
1355     return NULL;
1356     }
1357    
1358     /*
1359     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1360     * job preparing multi-part monsters
1361     */
1362 root 1.24 object *
1363     insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1364     {
1365     object *
1366     tmp;
1367    
1368     if (op->head)
1369     op = op->head;
1370     for (tmp = op; tmp; tmp = tmp->more)
1371     {
1372     tmp->x = x + tmp->arch->clone.x;
1373     tmp->y = y + tmp->arch->clone.y;
1374 elmex 1.1 }
1375 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1376 elmex 1.1 }
1377    
1378     /*
1379     * insert_ob_in_map (op, map, originator, flag):
1380     * This function inserts the object in the two-way linked list
1381     * which represents what is on a map.
1382     * The second argument specifies the map, and the x and y variables
1383     * in the object about to be inserted specifies the position.
1384     *
1385     * originator: Player, monster or other object that caused 'op' to be inserted
1386     * into 'map'. May be NULL.
1387     *
1388     * flag is a bitmask about special things to do (or not do) when this
1389     * function is called. see the object.h file for the INS_ values.
1390     * Passing 0 for flag gives proper default values, so flag really only needs
1391     * to be set if special handling is needed.
1392     *
1393     * Return value:
1394     * new object if 'op' was merged with other object
1395     * NULL if 'op' was destroyed
1396     * just 'op' otherwise
1397     */
1398    
1399 root 1.24 object *
1400     insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1401 elmex 1.1 {
1402 root 1.25 object *tmp, *top, *floor = NULL;
1403     sint16 x, y;
1404 elmex 1.1
1405 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1406     {
1407     LOG (llevError, "Trying to insert freed object!\n");
1408     return NULL;
1409     }
1410 root 1.25
1411 root 1.24 if (m == NULL)
1412     {
1413     dump_object (op);
1414     LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1415     return op;
1416 elmex 1.1 }
1417 root 1.25
1418 root 1.24 if (out_of_map (m, op->x, op->y))
1419     {
1420     dump_object (op);
1421     LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1422 elmex 1.1 #ifdef MANY_CORES
1423 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1424     * is likely to cause a crash. Better to find out where it is getting
1425     * improperly inserted.
1426     */
1427     abort ();
1428 elmex 1.1 #endif
1429 root 1.24 return op;
1430 elmex 1.1 }
1431 root 1.25
1432 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1433     {
1434     dump_object (op);
1435     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1436     return op;
1437     }
1438 root 1.25
1439 root 1.24 if (op->more != NULL)
1440     {
1441     /* The part may be on a different map. */
1442    
1443     object *
1444     more = op->more;
1445    
1446     /* We really need the caller to normalize coordinates - if
1447     * we set the map, that doesn't work if the location is within
1448     * a map and this is straddling an edge. So only if coordinate
1449     * is clear wrong do we normalize it.
1450     */
1451     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1452     {
1453     more->map = get_map_from_coord (m, &more->x, &more->y);
1454     }
1455     else if (!more->map)
1456     {
1457     /* For backwards compatibility - when not dealing with tiled maps,
1458     * more->map should always point to the parent.
1459     */
1460     more->map = m;
1461     }
1462    
1463     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1464     {
1465     if (!op->head)
1466     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1467     return NULL;
1468 root 1.8 }
1469 root 1.24 }
1470 root 1.25
1471 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1472 root 1.8
1473 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1474     * of areas of callers (eg, anything that uses find_free_spot would now
1475     * need extra work
1476     */
1477     op->map = get_map_from_coord (m, &op->x, &op->y);
1478     x = op->x;
1479     y = op->y;
1480    
1481     /* this has to be done after we translate the coordinates.
1482     */
1483     if (op->nrof && !(flag & INS_NO_MERGE))
1484 root 1.25 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1485     if (CAN_MERGE (op, tmp))
1486     {
1487     op->nrof += tmp->nrof;
1488     remove_ob (tmp);
1489     free_object (tmp);
1490     }
1491 root 1.24
1492     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1493     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1494 root 1.25
1495 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1496     CLEAR_FLAG (op, FLAG_NO_STEAL);
1497    
1498     if (flag & INS_BELOW_ORIGINATOR)
1499     {
1500     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1501     {
1502     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1503     abort ();
1504     }
1505 root 1.25
1506 root 1.24 op->above = originator;
1507     op->below = originator->below;
1508 root 1.25
1509 root 1.24 if (op->below)
1510     op->below->above = op;
1511     else
1512     SET_MAP_OB (op->map, op->x, op->y, op);
1513 root 1.25
1514 root 1.24 /* since *below* originator, no need to update top */
1515     originator->below = op;
1516 elmex 1.1 }
1517 root 1.24 else
1518     {
1519     /* If there are other objects, then */
1520     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1521     {
1522 root 1.25 object *last = NULL;
1523 root 1.24
1524     /*
1525     * If there are multiple objects on this space, we do some trickier handling.
1526     * We've already dealt with merging if appropriate.
1527     * Generally, we want to put the new object on top. But if
1528     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1529     * floor, we want to insert above that and no further.
1530     * Also, if there are spell objects on this space, we stop processing
1531     * once we get to them. This reduces the need to traverse over all of
1532     * them when adding another one - this saves quite a bit of cpu time
1533     * when lots of spells are cast in one area. Currently, it is presumed
1534     * that flying non pickable objects are spell objects.
1535     */
1536 elmex 1.1
1537 root 1.24 while (top != NULL)
1538     {
1539     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1540     floor = top;
1541     if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1542     {
1543     /* We insert above top, so we want this object below this */
1544     top = top->below;
1545     break;
1546     }
1547     last = top;
1548     top = top->above;
1549     }
1550     /* Don't want top to be NULL, so set it to the last valid object */
1551     top = last;
1552 root 1.8
1553 root 1.24 /* We let update_position deal with figuring out what the space
1554     * looks like instead of lots of conditions here.
1555     * makes things faster, and effectively the same result.
1556     */
1557    
1558     /* Have object 'fall below' other objects that block view.
1559     * Unless those objects are exits, type 66
1560     * If INS_ON_TOP is used, don't do this processing
1561     * Need to find the object that in fact blocks view, otherwise
1562     * stacking is a bit odd.
1563     */
1564     if (!(flag & INS_ON_TOP) &&
1565     (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1566     {
1567     for (last = top; last != floor; last = last->below)
1568     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1569     break;
1570     /* Check to see if we found the object that blocks view,
1571     * and make sure we have a below pointer for it so that
1572     * we can get inserted below this one, which requires we
1573     * set top to the object below us.
1574     */
1575     if (last && last->below && last != floor)
1576     top = last->below;
1577 root 1.8 }
1578 root 1.24 } /* If objects on this space */
1579 root 1.25
1580 root 1.24 if (flag & INS_MAP_LOAD)
1581     top = GET_MAP_TOP (op->map, op->x, op->y);
1582 root 1.25
1583 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1584     top = floor;
1585    
1586     /* Top is the object that our object (op) is going to get inserted above.
1587     */
1588    
1589     /* First object on this space */
1590     if (!top)
1591     {
1592     op->above = GET_MAP_OB (op->map, op->x, op->y);
1593 root 1.25
1594 root 1.24 if (op->above)
1595     op->above->below = op;
1596 root 1.25
1597 root 1.24 op->below = NULL;
1598     SET_MAP_OB (op->map, op->x, op->y, op);
1599     }
1600     else
1601     { /* get inserted into the stack above top */
1602     op->above = top->above;
1603 root 1.25
1604 root 1.24 if (op->above)
1605     op->above->below = op;
1606 root 1.25
1607 root 1.24 op->below = top;
1608     top->above = op;
1609     }
1610 root 1.25
1611 root 1.24 if (op->above == NULL)
1612     SET_MAP_TOP (op->map, op->x, op->y, op);
1613     } /* else not INS_BELOW_ORIGINATOR */
1614 root 1.8
1615 root 1.24 if (op->type == PLAYER)
1616     op->contr->do_los = 1;
1617    
1618     /* If we have a floor, we know the player, if any, will be above
1619     * it, so save a few ticks and start from there.
1620     */
1621     if (!(flag & INS_MAP_LOAD))
1622     for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1623 root 1.25 if (tmp->type == PLAYER)
1624     tmp->contr->socket.update_look = 1;
1625 root 1.24
1626     /* If this object glows, it may affect lighting conditions that are
1627     * visible to others on this map. But update_all_los is really
1628     * an inefficient way to do this, as it means los for all players
1629     * on the map will get recalculated. The players could very well
1630     * be far away from this change and not affected in any way -
1631     * this should get redone to only look for players within range,
1632     * or just updating the P_NEED_UPDATE for spaces within this area
1633     * of effect may be sufficient.
1634     */
1635     if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1636     update_all_los (op->map, op->x, op->y);
1637    
1638    
1639     /* updates flags (blocked, alive, no magic, etc) for this map space */
1640     update_object (op, UP_OBJ_INSERT);
1641    
1642    
1643     /* Don't know if moving this to the end will break anything. However,
1644     * we want to have update_look set above before calling this.
1645     *
1646     * check_move_on() must be after this because code called from
1647     * check_move_on() depends on correct map flags (so functions like
1648     * blocked() and wall() work properly), and these flags are updated by
1649     * update_object().
1650     */
1651    
1652     /* if this is not the head or flag has been passed, don't check walk on status */
1653     if (!(flag & INS_NO_WALK_ON) && !op->head)
1654     {
1655     if (check_move_on (op, originator))
1656     return NULL;
1657 elmex 1.1
1658 root 1.24 /* If we are a multi part object, lets work our way through the check
1659     * walk on's.
1660     */
1661     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1662     if (check_move_on (tmp, originator))
1663     return NULL;
1664 elmex 1.1 }
1665 root 1.25
1666 root 1.24 return op;
1667 elmex 1.1 }
1668    
1669     /* this function inserts an object in the map, but if it
1670     * finds an object of its own type, it'll remove that one first.
1671     * op is the object to insert it under: supplies x and the map.
1672     */
1673 root 1.24 void
1674     replace_insert_ob_in_map (const char *arch_string, object *op)
1675     {
1676 root 1.25 object *tmp;
1677     object *tmp1;
1678 elmex 1.1
1679 root 1.24 /* first search for itself and remove any old instances */
1680 elmex 1.1
1681 root 1.24 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1682     {
1683     if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1684     {
1685     remove_ob (tmp);
1686     free_object (tmp);
1687 root 1.8 }
1688 elmex 1.1 }
1689    
1690 root 1.24 tmp1 = arch_to_object (find_archetype (arch_string));
1691 elmex 1.1
1692 root 1.24 tmp1->x = op->x;
1693     tmp1->y = op->y;
1694     insert_ob_in_map (tmp1, op->map, op, 0);
1695     }
1696 elmex 1.1
1697     /*
1698     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1699     * is returned contains nr objects, and the remaining parts contains
1700     * the rest (or is removed and freed if that number is 0).
1701     * On failure, NULL is returned, and the reason put into the
1702     * global static errmsg array.
1703     */
1704    
1705 root 1.24 object *
1706     get_split_ob (object *orig_ob, uint32 nr)
1707     {
1708     object *
1709     newob;
1710     int
1711     is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1712    
1713     if (orig_ob->nrof < nr)
1714     {
1715     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1716     return NULL;
1717     }
1718     newob = object_create_clone (orig_ob);
1719     if ((orig_ob->nrof -= nr) < 1)
1720     {
1721     if (!is_removed)
1722     remove_ob (orig_ob);
1723     free_object2 (orig_ob, 1);
1724 elmex 1.1 }
1725 root 1.24 else if (!is_removed)
1726     {
1727     if (orig_ob->env != NULL)
1728     sub_weight (orig_ob->env, orig_ob->weight * nr);
1729     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1730     {
1731     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1732     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1733     return NULL;
1734 root 1.8 }
1735 elmex 1.1 }
1736 root 1.24 newob->nrof = nr;
1737 elmex 1.1
1738 root 1.24 return newob;
1739 elmex 1.1 }
1740    
1741     /*
1742     * decrease_ob_nr(object, number) decreases a specified number from
1743     * the amount of an object. If the amount reaches 0, the object
1744     * is subsequently removed and freed.
1745     *
1746     * Return value: 'op' if something is left, NULL if the amount reached 0
1747     */
1748    
1749 root 1.24 object *
1750     decrease_ob_nr (object *op, uint32 i)
1751 elmex 1.1 {
1752 root 1.24 object *
1753     tmp;
1754     player *
1755     pl;
1756 elmex 1.1
1757 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1758     return op;
1759    
1760     if (i > op->nrof)
1761     i = op->nrof;
1762    
1763     if (QUERY_FLAG (op, FLAG_REMOVED))
1764     {
1765     op->nrof -= i;
1766     }
1767     else if (op->env != NULL)
1768     {
1769     /* is this object in the players inventory, or sub container
1770     * therein?
1771     */
1772     tmp = is_player_inv (op->env);
1773     /* nope. Is this a container the player has opened?
1774     * If so, set tmp to that player.
1775     * IMO, searching through all the players will mostly
1776     * likely be quicker than following op->env to the map,
1777     * and then searching the map for a player.
1778     */
1779     if (!tmp)
1780     {
1781     for (pl = first_player; pl; pl = pl->next)
1782     if (pl->ob->container == op->env)
1783     break;
1784     if (pl)
1785     tmp = pl->ob;
1786     else
1787     tmp = NULL;
1788     }
1789 elmex 1.1
1790 root 1.24 if (i < op->nrof)
1791     {
1792     sub_weight (op->env, op->weight * i);
1793     op->nrof -= i;
1794     if (tmp)
1795     {
1796     esrv_send_item (tmp, op);
1797 elmex 1.1 }
1798 root 1.24 }
1799     else
1800     {
1801     remove_ob (op);
1802     op->nrof = 0;
1803     if (tmp)
1804     {
1805     esrv_del_item (tmp->contr, op->count);
1806 elmex 1.1 }
1807     }
1808     }
1809 root 1.24 else
1810 elmex 1.1 {
1811 root 1.24 object *
1812     above = op->above;
1813 elmex 1.1
1814 root 1.24 if (i < op->nrof)
1815     {
1816     op->nrof -= i;
1817     }
1818     else
1819     {
1820     remove_ob (op);
1821     op->nrof = 0;
1822     }
1823     /* Since we just removed op, op->above is null */
1824     for (tmp = above; tmp != NULL; tmp = tmp->above)
1825     if (tmp->type == PLAYER)
1826     {
1827     if (op->nrof)
1828     esrv_send_item (tmp, op);
1829     else
1830     esrv_del_item (tmp->contr, op->count);
1831     }
1832 elmex 1.1 }
1833    
1834 root 1.24 if (op->nrof)
1835     {
1836     return op;
1837     }
1838     else
1839     {
1840     free_object (op);
1841     return NULL;
1842 elmex 1.1 }
1843     }
1844    
1845     /*
1846     * add_weight(object, weight) adds the specified weight to an object,
1847     * and also updates how much the environment(s) is/are carrying.
1848     */
1849    
1850 root 1.24 void
1851     add_weight (object *op, signed long weight)
1852     {
1853     while (op != NULL)
1854     {
1855     if (op->type == CONTAINER)
1856     {
1857     weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1858     }
1859     op->carrying += weight;
1860     op = op->env;
1861     }
1862 elmex 1.1 }
1863    
1864     /*
1865     * insert_ob_in_ob(op,environment):
1866     * This function inserts the object op in the linked list
1867     * inside the object environment.
1868     *
1869     * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1870     * the inventory at the last position or next to other objects of the same
1871     * type.
1872     * Frank: Now sorted by type, archetype and magic!
1873     *
1874     * The function returns now pointer to inserted item, and return value can
1875     * be != op, if items are merged. -Tero
1876     */
1877    
1878 root 1.24 object *
1879     insert_ob_in_ob (object *op, object *where)
1880     {
1881     object *
1882     tmp, *
1883     otmp;
1884    
1885     if (!QUERY_FLAG (op, FLAG_REMOVED))
1886     {
1887     dump_object (op);
1888     LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1889     return op;
1890     }
1891     if (where == NULL)
1892     {
1893     dump_object (op);
1894     LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1895     return op;
1896     }
1897     if (where->head)
1898     {
1899     LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1900     where = where->head;
1901     }
1902     if (op->more)
1903     {
1904     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1905     return op;
1906     }
1907     CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1908     CLEAR_FLAG (op, FLAG_REMOVED);
1909     if (op->nrof)
1910     {
1911     for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1912     if (CAN_MERGE (tmp, op))
1913     {
1914     /* return the original object and remove inserted object
1915     (client needs the original object) */
1916     tmp->nrof += op->nrof;
1917     /* Weight handling gets pretty funky. Since we are adding to
1918     * tmp->nrof, we need to increase the weight.
1919     */
1920     add_weight (where, op->weight * op->nrof);
1921     SET_FLAG (op, FLAG_REMOVED);
1922     free_object (op); /* free the inserted object */
1923     op = tmp;
1924     remove_ob (op); /* and fix old object's links */
1925     CLEAR_FLAG (op, FLAG_REMOVED);
1926     break;
1927     }
1928    
1929     /* I assume combined objects have no inventory
1930     * We add the weight - this object could have just been removed
1931     * (if it was possible to merge). calling remove_ob will subtract
1932     * the weight, so we need to add it in again, since we actually do
1933     * the linking below
1934     */
1935     add_weight (where, op->weight * op->nrof);
1936     }
1937     else
1938     add_weight (where, (op->weight + op->carrying));
1939 elmex 1.1
1940 root 1.24 otmp = is_player_inv (where);
1941     if (otmp && otmp->contr != NULL)
1942     {
1943     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1944     fix_player (otmp);
1945     }
1946 elmex 1.1
1947 root 1.24 op->map = NULL;
1948     op->env = where;
1949     op->above = NULL;
1950     op->below = NULL;
1951     op->x = 0, op->y = 0;
1952 elmex 1.1
1953     /* reset the light list and los of the players on the map */
1954 root 1.24 if ((op->glow_radius != 0) && where->map)
1955     {
1956 elmex 1.1 #ifdef DEBUG_LIGHTS
1957 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1958     #endif /* DEBUG_LIGHTS */
1959     if (MAP_DARKNESS (where->map))
1960     update_all_los (where->map, where->x, where->y);
1961     }
1962 elmex 1.1
1963     /* Client has no idea of ordering so lets not bother ordering it here.
1964     * It sure simplifies this function...
1965     */
1966 root 1.24 if (where->inv == NULL)
1967     where->inv = op;
1968     else
1969     {
1970 elmex 1.1 op->below = where->inv;
1971     op->below->above = op;
1972     where->inv = op;
1973 root 1.24 }
1974 elmex 1.1 return op;
1975     }
1976    
1977     /*
1978     * Checks if any objects has a move_type that matches objects
1979     * that effect this object on this space. Call apply() to process
1980     * these events.
1981     *
1982     * Any speed-modification due to SLOW_MOVE() of other present objects
1983     * will affect the speed_left of the object.
1984     *
1985     * originator: Player, monster or other object that caused 'op' to be inserted
1986     * into 'map'. May be NULL.
1987     *
1988     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1989     *
1990     * 4-21-95 added code to check if appropriate skill was readied - this will
1991     * permit faster movement by the player through this terrain. -b.t.
1992     *
1993     * MSW 2001-07-08: Check all objects on space, not just those below
1994     * object being inserted. insert_ob_in_map may not put new objects
1995     * on top.
1996     */
1997    
1998 root 1.24 int
1999     check_move_on (object *op, object *originator)
2000 elmex 1.1 {
2001 root 1.24 object *
2002     tmp;
2003     tag_t
2004     tag;
2005     mapstruct *
2006     m = op->map;
2007     int
2008     x = op->x, y = op->y;
2009     MoveType
2010     move_on,
2011     move_slow,
2012     move_block;
2013    
2014     if (QUERY_FLAG (op, FLAG_NO_APPLY))
2015     return 0;
2016    
2017     tag = op->count;
2018    
2019     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2020     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2021     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2022    
2023     /* if nothing on this space will slow op down or be applied,
2024     * no need to do checking below. have to make sure move_type
2025     * is set, as lots of objects don't have it set - we treat that
2026     * as walking.
2027     */
2028     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2029     return 0;
2030 elmex 1.1
2031 root 1.24 /* This is basically inverse logic of that below - basically,
2032     * if the object can avoid the move on or slow move, they do so,
2033     * but can't do it if the alternate movement they are using is
2034     * blocked. Logic on this seems confusing, but does seem correct.
2035     */
2036     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
2037     return 0;
2038    
2039     /* The objects have to be checked from top to bottom.
2040     * Hence, we first go to the top:
2041     */
2042    
2043     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2044     {
2045     /* Trim the search when we find the first other spell effect
2046     * this helps performance so that if a space has 50 spell objects,
2047     * we don't need to check all of them.
2048     */
2049     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2050     break;
2051     }
2052     for (; tmp != NULL; tmp = tmp->below)
2053     {
2054     if (tmp == op)
2055     continue; /* Can't apply yourself */
2056 elmex 1.1
2057 root 1.24 /* Check to see if one of the movement types should be slowed down.
2058     * Second check makes sure that the movement types not being slowed
2059     * (~slow_move) is not blocked on this space - just because the
2060     * space doesn't slow down swimming (for example), if you can't actually
2061     * swim on that space, can't use it to avoid the penalty.
2062     */
2063     if (!QUERY_FLAG (op, FLAG_WIZPASS))
2064     {
2065     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2066     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2067     {
2068 elmex 1.1
2069 root 1.24 float
2070     diff;
2071 elmex 1.1
2072 root 1.24 diff = tmp->move_slow_penalty * FABS (op->speed);
2073     if (op->type == PLAYER)
2074     {
2075     if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2076     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2077     {
2078     diff /= 4.0;
2079 root 1.8 }
2080     }
2081 root 1.24 op->speed_left -= diff;
2082 root 1.8 }
2083     }
2084 elmex 1.1
2085 root 1.24 /* Basically same logic as above, except now for actual apply. */
2086     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2087     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2088     {
2089    
2090     move_apply (tmp, op, originator);
2091     if (was_destroyed (op, tag))
2092     return 1;
2093    
2094     /* what the person/creature stepped onto has moved the object
2095     * someplace new. Don't process any further - if we did,
2096     * have a feeling strange problems would result.
2097     */
2098     if (op->map != m || op->x != x || op->y != y)
2099     return 0;
2100 root 1.8 }
2101 elmex 1.1 }
2102 root 1.24 return 0;
2103 elmex 1.1 }
2104    
2105     /*
2106     * present_arch(arch, map, x, y) searches for any objects with
2107     * a matching archetype at the given map and coordinates.
2108     * The first matching object is returned, or NULL if none.
2109     */
2110    
2111 root 1.24 object *
2112     present_arch (const archetype *at, mapstruct *m, int x, int y)
2113     {
2114     object *
2115     tmp;
2116    
2117     if (m == NULL || out_of_map (m, x, y))
2118     {
2119     LOG (llevError, "Present_arch called outside map.\n");
2120     return NULL;
2121     }
2122     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2123     if (tmp->arch == at)
2124 elmex 1.1 return tmp;
2125     return NULL;
2126     }
2127    
2128     /*
2129     * present(type, map, x, y) searches for any objects with
2130     * a matching type variable at the given map and coordinates.
2131     * The first matching object is returned, or NULL if none.
2132     */
2133    
2134 root 1.24 object *
2135     present (unsigned char type, mapstruct *m, int x, int y)
2136     {
2137     object *
2138     tmp;
2139    
2140     if (out_of_map (m, x, y))
2141     {
2142     LOG (llevError, "Present called outside map.\n");
2143     return NULL;
2144     }
2145     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2146     if (tmp->type == type)
2147 elmex 1.1 return tmp;
2148     return NULL;
2149     }
2150    
2151     /*
2152     * present_in_ob(type, object) searches for any objects with
2153     * a matching type variable in the inventory of the given object.
2154     * The first matching object is returned, or NULL if none.
2155     */
2156    
2157 root 1.24 object *
2158     present_in_ob (unsigned char type, const object *op)
2159     {
2160     object *
2161     tmp;
2162    
2163     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164     if (tmp->type == type)
2165 elmex 1.1 return tmp;
2166     return NULL;
2167     }
2168    
2169     /*
2170     * present_in_ob (type, str, object) searches for any objects with
2171     * a matching type & name variable in the inventory of the given object.
2172     * The first matching object is returned, or NULL if none.
2173     * This is mostly used by spell effect code, so that we only
2174     * have one spell effect at a time.
2175     * type can be used to narrow the search - if type is set,
2176     * the type must also match. -1 can be passed for the type,
2177     * in which case the type does not need to pass.
2178     * str is the string to match against. Note that we match against
2179     * the object name, not the archetype name. this is so that the
2180     * spell code can use one object type (force), but change it's name
2181     * to be unique.
2182     */
2183    
2184 root 1.24 object *
2185     present_in_ob_by_name (int type, const char *str, const object *op)
2186     {
2187     object *
2188     tmp;
2189 elmex 1.1
2190 root 1.24 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2191     {
2192     if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2193     return tmp;
2194 elmex 1.1 }
2195 root 1.24 return NULL;
2196 elmex 1.1 }
2197    
2198     /*
2199     * present_arch_in_ob(archetype, object) searches for any objects with
2200     * a matching archetype in the inventory of the given object.
2201     * The first matching object is returned, or NULL if none.
2202     */
2203    
2204 root 1.24 object *
2205     present_arch_in_ob (const archetype *at, const object *op)
2206     {
2207     object *
2208     tmp;
2209    
2210     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2211     if (tmp->arch == at)
2212 elmex 1.1 return tmp;
2213     return NULL;
2214     }
2215    
2216     /*
2217     * activate recursively a flag on an object inventory
2218     */
2219 root 1.24 void
2220     flag_inv (object *op, int flag)
2221     {
2222     object *
2223     tmp;
2224    
2225     if (op->inv)
2226     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2227     {
2228     SET_FLAG (tmp, flag);
2229     flag_inv (tmp, flag);
2230 elmex 1.1 }
2231 root 1.24 } /*
2232     * desactivate recursively a flag on an object inventory
2233     */
2234     void
2235     unflag_inv (object *op, int flag)
2236     {
2237     object *
2238     tmp;
2239    
2240     if (op->inv)
2241     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2242     {
2243     CLEAR_FLAG (tmp, flag);
2244     unflag_inv (tmp, flag);
2245 elmex 1.1 }
2246     }
2247    
2248     /*
2249     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2250     * all it's inventory (recursively).
2251     * If checksums are used, a player will get set_cheat called for
2252     * him/her-self and all object carried by a call to this function.
2253     */
2254    
2255 root 1.24 void
2256     set_cheat (object *op)
2257     {
2258     SET_FLAG (op, FLAG_WAS_WIZ);
2259     flag_inv (op, FLAG_WAS_WIZ);
2260 elmex 1.1 }
2261    
2262     /*
2263     * find_free_spot(object, map, x, y, start, stop) will search for
2264     * a spot at the given map and coordinates which will be able to contain
2265     * the given object. start and stop specifies how many squares
2266     * to search (see the freearr_x/y[] definition).
2267     * It returns a random choice among the alternatives found.
2268     * start and stop are where to start relative to the free_arr array (1,9
2269     * does all 4 immediate directions). This returns the index into the
2270     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2271     * Note - this only checks to see if there is space for the head of the
2272     * object - if it is a multispace object, this should be called for all
2273     * pieces.
2274     * Note2: This function does correctly handle tiled maps, but does not
2275     * inform the caller. However, insert_ob_in_map will update as
2276     * necessary, so the caller shouldn't need to do any special work.
2277     * Note - updated to take an object instead of archetype - this is necessary
2278     * because arch_blocked (now ob_blocked) needs to know the movement type
2279     * to know if the space in question will block the object. We can't use
2280     * the archetype because that isn't correct if the monster has been
2281     * customized, changed states, etc.
2282     */
2283    
2284 root 1.24 int
2285     find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2286     {
2287     int
2288     i,
2289     index = 0, flag;
2290     static int
2291     altern[SIZEOFFREE];
2292    
2293     for (i = start; i < stop; i++)
2294     {
2295     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2296     if (!flag)
2297     altern[index++] = i;
2298    
2299     /* Basically, if we find a wall on a space, we cut down the search size.
2300     * In this way, we won't return spaces that are on another side of a wall.
2301     * This mostly work, but it cuts down the search size in all directions -
2302     * if the space being examined only has a wall to the north and empty
2303     * spaces in all the other directions, this will reduce the search space
2304     * to only the spaces immediately surrounding the target area, and
2305     * won't look 2 spaces south of the target space.
2306     */
2307     else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2308     stop = maxfree[i];
2309 elmex 1.1 }
2310 root 1.24 if (!index)
2311     return -1;
2312     return altern[RANDOM () % index];
2313 elmex 1.1 }
2314    
2315     /*
2316     * find_first_free_spot(archetype, mapstruct, x, y) works like
2317     * find_free_spot(), but it will search max number of squares.
2318     * But it will return the first available spot, not a random choice.
2319     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2320     */
2321    
2322 root 1.24 int
2323     find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2324     {
2325     int
2326     i;
2327    
2328     for (i = 0; i < SIZEOFFREE; i++)
2329     {
2330     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2331     return i;
2332 elmex 1.1 }
2333 root 1.24 return -1;
2334 elmex 1.1 }
2335    
2336     /*
2337     * The function permute(arr, begin, end) randomly reorders the array
2338     * arr[begin..end-1].
2339     */
2340 root 1.24 static void
2341     permute (int *arr, int begin, int end)
2342 elmex 1.1 {
2343 root 1.24 int
2344     i,
2345     j,
2346     tmp,
2347     len;
2348 elmex 1.1
2349 root 1.24 len = end - begin;
2350     for (i = begin; i < end; i++)
2351 elmex 1.1 {
2352 root 1.24 j = begin + RANDOM () % len;
2353 elmex 1.1
2354 root 1.24 tmp = arr[i];
2355     arr[i] = arr[j];
2356     arr[j] = tmp;
2357 elmex 1.1 }
2358     }
2359    
2360     /* new function to make monster searching more efficient, and effective!
2361     * This basically returns a randomized array (in the passed pointer) of
2362     * the spaces to find monsters. In this way, it won't always look for
2363     * monsters to the north first. However, the size of the array passed
2364     * covers all the spaces, so within that size, all the spaces within
2365     * the 3x3 area will be searched, just not in a predictable order.
2366     */
2367 root 1.24 void
2368     get_search_arr (int *search_arr)
2369 elmex 1.1 {
2370 root 1.24 int
2371     i;
2372 elmex 1.1
2373 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2374 elmex 1.1 {
2375 root 1.24 search_arr[i] = i;
2376 elmex 1.1 }
2377    
2378 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2379     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2380     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2381 elmex 1.1 }
2382    
2383     /*
2384     * find_dir(map, x, y, exclude) will search some close squares in the
2385     * given map at the given coordinates for live objects.
2386     * It will not considered the object given as exclude among possible
2387     * live objects.
2388     * It returns the direction toward the first/closest live object if finds
2389     * any, otherwise 0.
2390     * Perhaps incorrectly, but I'm making the assumption that exclude
2391     * is actually want is going to try and move there. We need this info
2392     * because we have to know what movement the thing looking to move
2393     * there is capable of.
2394     */
2395    
2396 root 1.24 int
2397     find_dir (mapstruct *m, int x, int y, object *exclude)
2398     {
2399     int
2400     i,
2401     max = SIZEOFFREE, mflags;
2402     sint16
2403     nx,
2404     ny;
2405     object *
2406     tmp;
2407     mapstruct *
2408     mp;
2409     MoveType
2410     blocked,
2411     move_type;
2412    
2413     if (exclude && exclude->head)
2414     {
2415     exclude = exclude->head;
2416     move_type = exclude->move_type;
2417     }
2418     else
2419     {
2420     /* If we don't have anything, presume it can use all movement types. */
2421     move_type = MOVE_ALL;
2422     }
2423    
2424     for (i = 1; i < max; i++)
2425     {
2426     mp = m;
2427     nx = x + freearr_x[i];
2428     ny = y + freearr_y[i];
2429    
2430     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2431     if (mflags & P_OUT_OF_MAP)
2432     {
2433     max = maxfree[i];
2434     }
2435     else
2436     {
2437     blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2438    
2439     if ((move_type & blocked) == move_type)
2440     {
2441     max = maxfree[i];
2442     }
2443     else if (mflags & P_IS_ALIVE)
2444     {
2445     for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2446     {
2447     if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2448     {
2449     break;
2450 root 1.8 }
2451     }
2452 root 1.24 if (tmp)
2453     {
2454     return freedir[i];
2455 root 1.8 }
2456     }
2457     }
2458 elmex 1.1 }
2459 root 1.24 return 0;
2460 elmex 1.1 }
2461    
2462     /*
2463     * distance(object 1, object 2) will return the square of the
2464     * distance between the two given objects.
2465     */
2466    
2467 root 1.24 int
2468     distance (const object *ob1, const object *ob2)
2469     {
2470     int
2471     i;
2472    
2473     i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2474 elmex 1.1 return i;
2475     }
2476    
2477     /*
2478     * find_dir_2(delta-x,delta-y) will return a direction in which
2479     * an object which has subtracted the x and y coordinates of another
2480     * object, needs to travel toward it.
2481     */
2482    
2483 root 1.24 int
2484     find_dir_2 (int x, int y)
2485     {
2486     int
2487     q;
2488 elmex 1.1
2489 root 1.24 if (y)
2490     q = x * 100 / y;
2491 elmex 1.1 else if (x)
2492 root 1.24 q = -300 * x;
2493 elmex 1.1 else
2494     return 0;
2495    
2496 root 1.24 if (y > 0)
2497     {
2498     if (q < -242)
2499     return 3;
2500     if (q < -41)
2501     return 2;
2502     if (q < 41)
2503     return 1;
2504     if (q < 242)
2505     return 8;
2506     return 7;
2507     }
2508 elmex 1.1
2509     if (q < -242)
2510 root 1.24 return 7;
2511 elmex 1.1 if (q < -41)
2512 root 1.24 return 6;
2513 elmex 1.1 if (q < 41)
2514 root 1.24 return 5;
2515 elmex 1.1 if (q < 242)
2516 root 1.24 return 4;
2517 elmex 1.1
2518 root 1.24 return 3;
2519 elmex 1.1 }
2520    
2521     /*
2522     * absdir(int): Returns a number between 1 and 8, which represent
2523     * the "absolute" direction of a number (it actually takes care of
2524     * "overflow" in previous calculations of a direction).
2525     */
2526    
2527 root 1.24 int
2528     absdir (int d)
2529     {
2530     while (d < 1)
2531     d += 8;
2532     while (d > 8)
2533     d -= 8;
2534 elmex 1.1 return d;
2535     }
2536    
2537     /*
2538     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2539     * between two directions (which are expected to be absolute (see absdir())
2540     */
2541    
2542 root 1.24 int
2543     dirdiff (int dir1, int dir2)
2544     {
2545     int
2546     d;
2547    
2548     d = abs (dir1 - dir2);
2549     if (d > 4)
2550 elmex 1.1 d = 8 - d;
2551     return d;
2552     }
2553    
2554     /* peterm:
2555     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2556     * Basically, this is a table of directions, and what directions
2557     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2558     * This basically means that if direction is 15, then it could either go
2559     * direction 4, 14, or 16 to get back to where we are.
2560     * Moved from spell_util.c to object.c with the other related direction
2561     * functions.
2562     */
2563    
2564 root 1.24 int
2565     reduction_dir[SIZEOFFREE][3] = {
2566     {0, 0, 0}, /* 0 */
2567     {0, 0, 0}, /* 1 */
2568     {0, 0, 0}, /* 2 */
2569     {0, 0, 0}, /* 3 */
2570     {0, 0, 0}, /* 4 */
2571     {0, 0, 0}, /* 5 */
2572     {0, 0, 0}, /* 6 */
2573     {0, 0, 0}, /* 7 */
2574     {0, 0, 0}, /* 8 */
2575     {8, 1, 2}, /* 9 */
2576     {1, 2, -1}, /* 10 */
2577     {2, 10, 12}, /* 11 */
2578     {2, 3, -1}, /* 12 */
2579     {2, 3, 4}, /* 13 */
2580     {3, 4, -1}, /* 14 */
2581     {4, 14, 16}, /* 15 */
2582     {5, 4, -1}, /* 16 */
2583     {4, 5, 6}, /* 17 */
2584     {6, 5, -1}, /* 18 */
2585     {6, 20, 18}, /* 19 */
2586     {7, 6, -1}, /* 20 */
2587     {6, 7, 8}, /* 21 */
2588     {7, 8, -1}, /* 22 */
2589     {8, 22, 24}, /* 23 */
2590     {8, 1, -1}, /* 24 */
2591     {24, 9, 10}, /* 25 */
2592     {9, 10, -1}, /* 26 */
2593     {10, 11, -1}, /* 27 */
2594     {27, 11, 29}, /* 28 */
2595     {11, 12, -1}, /* 29 */
2596     {12, 13, -1}, /* 30 */
2597     {12, 13, 14}, /* 31 */
2598     {13, 14, -1}, /* 32 */
2599     {14, 15, -1}, /* 33 */
2600     {33, 15, 35}, /* 34 */
2601     {16, 15, -1}, /* 35 */
2602     {17, 16, -1}, /* 36 */
2603     {18, 17, 16}, /* 37 */
2604     {18, 17, -1}, /* 38 */
2605     {18, 19, -1}, /* 39 */
2606     {41, 19, 39}, /* 40 */
2607     {19, 20, -1}, /* 41 */
2608     {20, 21, -1}, /* 42 */
2609     {20, 21, 22}, /* 43 */
2610     {21, 22, -1}, /* 44 */
2611     {23, 22, -1}, /* 45 */
2612     {45, 47, 23}, /* 46 */
2613     {23, 24, -1}, /* 47 */
2614     {24, 9, -1}
2615     }; /* 48 */
2616 elmex 1.1
2617     /* Recursive routine to step back and see if we can
2618     * find a path to that monster that we found. If not,
2619     * we don't bother going toward it. Returns 1 if we
2620     * can see a direct way to get it
2621     * Modified to be map tile aware -.MSW
2622     */
2623    
2624 root 1.24
2625     int
2626     can_see_monsterP (mapstruct *m, int x, int y, int dir)
2627     {
2628     sint16
2629     dx,
2630     dy;
2631     int
2632     mflags;
2633    
2634     if (dir < 0)
2635     return 0; /* exit condition: invalid direction */
2636    
2637     dx = x + freearr_x[dir];
2638     dy = y + freearr_y[dir];
2639    
2640     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2641    
2642     /* This functional arguably was incorrect before - it was
2643     * checking for P_WALL - that was basically seeing if
2644     * we could move to the monster - this is being more
2645     * literal on if we can see it. To know if we can actually
2646     * move to the monster, we'd need the monster passed in or
2647     * at least its move type.
2648     */
2649     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2650     return 0;
2651    
2652     /* yes, can see. */
2653     if (dir < 9)
2654     return 1;
2655     return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2656     can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2657     }
2658    
2659    
2660    
2661 elmex 1.1 /*
2662     * can_pick(picker, item): finds out if an object is possible to be
2663     * picked up by the picker. Returnes 1 if it can be
2664     * picked up, otherwise 0.
2665     *
2666     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2667     * core dumps if they do.
2668     *
2669     * Add a check so we can't pick up invisible objects (0.93.8)
2670     */
2671    
2672 root 1.24 int
2673     can_pick (const object *who, const object *item)
2674     {
2675     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2676     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2677     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2678 elmex 1.1 }
2679    
2680    
2681     /*
2682     * create clone from object to another
2683     */
2684 root 1.24 object *
2685     object_create_clone (object *asrc)
2686     {
2687     object *
2688     dst = NULL, *tmp, *src, *part, *prev, *item;
2689 elmex 1.1
2690 root 1.24 if (!asrc)
2691     return NULL;
2692     src = asrc;
2693     if (src->head)
2694     src = src->head;
2695    
2696     prev = NULL;
2697     for (part = src; part; part = part->more)
2698     {
2699     tmp = get_object ();
2700     copy_object (part, tmp);
2701     tmp->x -= src->x;
2702     tmp->y -= src->y;
2703     if (!part->head)
2704     {
2705     dst = tmp;
2706     tmp->head = NULL;
2707     }
2708     else
2709     {
2710     tmp->head = dst;
2711     }
2712     tmp->more = NULL;
2713     if (prev)
2714     prev->more = tmp;
2715     prev = tmp;
2716 elmex 1.1 }
2717 root 1.24
2718 elmex 1.1 /*** copy inventory ***/
2719 root 1.24 for (item = src->inv; item; item = item->below)
2720     {
2721     (void) insert_ob_in_ob (object_create_clone (item), dst);
2722 elmex 1.1 }
2723    
2724 root 1.24 return dst;
2725 elmex 1.1 }
2726    
2727     /* return true if the object was destroyed, 0 otherwise */
2728 root 1.24 int
2729     was_destroyed (const object *op, tag_t old_tag)
2730 elmex 1.1 {
2731 root 1.24 /* checking for FLAG_FREED isn't necessary, but makes this function more
2732     * robust */
2733     return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2734 elmex 1.1 }
2735    
2736     /* GROS - Creates an object using a string representing its content. */
2737 root 1.24
2738 elmex 1.1 /* Basically, we save the content of the string to a temp file, then call */
2739 root 1.24
2740 elmex 1.1 /* load_object on it. I admit it is a highly inefficient way to make things, */
2741 root 1.24
2742 elmex 1.1 /* but it was simple to make and allows reusing the load_object function. */
2743 root 1.24
2744 elmex 1.1 /* Remember not to use load_object_str in a time-critical situation. */
2745 root 1.24
2746 elmex 1.1 /* Also remember that multiparts objects are not supported for now. */
2747    
2748 root 1.24 object *
2749     load_object_str (const char *obstr)
2750 elmex 1.1 {
2751 root 1.24 object *
2752     op;
2753     char
2754     filename[MAX_BUF];
2755 root 1.9
2756 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2757    
2758     FILE *
2759     tempfile = fopen (filename, "w");
2760    
2761     if (tempfile == NULL)
2762 elmex 1.1 {
2763 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2764     return NULL;
2765 elmex 1.1 };
2766 root 1.24 fprintf (tempfile, obstr);
2767     fclose (tempfile);
2768 elmex 1.1
2769 root 1.24 op = get_object ();
2770 elmex 1.1
2771 root 1.24 object_thawer
2772     thawer (filename);
2773 root 1.13
2774 root 1.24 if (thawer)
2775     load_object (thawer, op, 0);
2776 root 1.13
2777 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2778     CLEAR_FLAG (op, FLAG_REMOVED);
2779 root 1.9
2780 root 1.24 return op;
2781 elmex 1.1 }
2782    
2783     /* This returns the first object in who's inventory that
2784     * has the same type and subtype match.
2785     * returns NULL if no match.
2786     */
2787 root 1.24 object *
2788     find_obj_by_type_subtype (const object *who, int type, int subtype)
2789 elmex 1.1 {
2790 root 1.24 object *
2791     tmp;
2792 elmex 1.1
2793 root 1.24 for (tmp = who->inv; tmp; tmp = tmp->below)
2794     if (tmp->type == type && tmp->subtype == subtype)
2795     return tmp;
2796 elmex 1.1
2797 root 1.24 return NULL;
2798 elmex 1.1 }
2799    
2800     /* If ob has a field named key, return the link from the list,
2801     * otherwise return NULL.
2802     *
2803     * key must be a passed in shared string - otherwise, this won't
2804     * do the desired thing.
2805     */
2806 root 1.24 key_value *
2807     get_ob_key_link (const object *ob, const char *key)
2808     {
2809     key_value *
2810     link;
2811    
2812     for (link = ob->key_values; link != NULL; link = link->next)
2813     {
2814     if (link->key == key)
2815     {
2816     return link;
2817 elmex 1.1 }
2818     }
2819 root 1.24
2820     return NULL;
2821     }
2822 elmex 1.1
2823     /*
2824     * Returns the value of op has an extra_field for key, or NULL.
2825     *
2826     * The argument doesn't need to be a shared string.
2827     *
2828     * The returned string is shared.
2829     */
2830 root 1.24 const char *
2831     get_ob_key_value (const object *op, const char *const key)
2832     {
2833     key_value *
2834     link;
2835     const char *
2836     canonical_key;
2837    
2838     canonical_key = shstr::find (key);
2839    
2840     if (canonical_key == NULL)
2841     {
2842     /* 1. There being a field named key on any object
2843     * implies there'd be a shared string to find.
2844     * 2. Since there isn't, no object has this field.
2845     * 3. Therefore, *this* object doesn't have this field.
2846     */
2847     return NULL;
2848 elmex 1.1 }
2849    
2850 root 1.24 /* This is copied from get_ob_key_link() above -
2851     * only 4 lines, and saves the function call overhead.
2852     */
2853     for (link = op->key_values; link != NULL; link = link->next)
2854     {
2855     if (link->key == canonical_key)
2856     {
2857     return link->value;
2858 elmex 1.1 }
2859     }
2860 root 1.24 return NULL;
2861 elmex 1.1 }
2862    
2863    
2864     /*
2865     * Updates the canonical_key in op to value.
2866     *
2867     * canonical_key is a shared string (value doesn't have to be).
2868     *
2869     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2870     * keys.
2871     *
2872     * Returns TRUE on success.
2873     */
2874 root 1.24 int
2875     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2876     {
2877     key_value *
2878     field = NULL, *last = NULL;
2879    
2880     for (field = op->key_values; field != NULL; field = field->next)
2881     {
2882     if (field->key != canonical_key)
2883     {
2884     last = field;
2885     continue;
2886     }
2887    
2888     if (value)
2889     field->value = value;
2890     else
2891     {
2892     /* Basically, if the archetype has this key set,
2893     * we need to store the null value so when we save
2894     * it, we save the empty value so that when we load,
2895     * we get this value back again.
2896     */
2897     if (get_ob_key_link (&op->arch->clone, canonical_key))
2898     field->value = 0;
2899     else
2900     {
2901     if (last)
2902     last->next = field->next;
2903     else
2904     op->key_values = field->next;
2905    
2906     delete
2907     field;
2908     }
2909     }
2910     return TRUE;
2911     }
2912     /* IF we get here, key doesn't exist */
2913    
2914     /* No field, we'll have to add it. */
2915    
2916     if (!add_key)
2917     {
2918     return FALSE;
2919     }
2920     /* There isn't any good reason to store a null
2921     * value in the key/value list. If the archetype has
2922     * this key, then we should also have it, so shouldn't
2923     * be here. If user wants to store empty strings,
2924     * should pass in ""
2925     */
2926     if (value == NULL)
2927 elmex 1.1 return TRUE;
2928 root 1.24
2929     field = new key_value;
2930    
2931     field->key = canonical_key;
2932     field->value = value;
2933     /* Usual prepend-addition. */
2934     field->next = op->key_values;
2935     op->key_values = field;
2936    
2937     return TRUE;
2938 elmex 1.1 }
2939    
2940     /*
2941     * Updates the key in op to value.
2942     *
2943     * If add_key is FALSE, this will only update existing keys,
2944     * and not add new ones.
2945     * In general, should be little reason FALSE is ever passed in for add_key
2946     *
2947     * Returns TRUE on success.
2948     */
2949 root 1.24 int
2950     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2951 root 1.11 {
2952 root 1.24 shstr
2953     key_ (key);
2954    
2955 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2956 elmex 1.1 }