ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
Revision: 1.27
Committed: Mon Sep 11 12:08:45 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.26: +4 -10 lines
Log Message:
indent

File Contents

# User Rev Content
1 root 1.24
2 elmex 1.1 /*
3     * static char *rcsid_object_c =
4 root 1.27 * "$Id: object.C,v 1.26 2006-09-11 11:46:52 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 root 1.27 update_now = 1;
897 root 1.24 else if (action == UP_OBJ_FACE)
898 root 1.27 /* Nothing to do for that case */;
899 root 1.24 else
900 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
901 elmex 1.1
902 root 1.24 if (update_now)
903     {
904     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
905     update_position (op->map, op->x, op->y);
906 elmex 1.1 }
907    
908 root 1.24 if (op->more != NULL)
909     update_object (op->more, action);
910 elmex 1.1 }
911    
912 root 1.25 static unordered_vector<object *> mortals;
913     static std::vector<object *> freed;
914 root 1.21
915     void object::free_mortals ()
916     {
917 root 1.25 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
918     if (!(*i)->refcount)
919     {
920     freed.push_back (*i);
921     mortals.erase (i);
922     }
923     else
924     ++i;
925 root 1.21 }
926    
927     object::object ()
928     {
929 root 1.22 SET_FLAG (this, FLAG_REMOVED);
930    
931     expmul = 1.0;
932     face = blank_face;
933     attacked_by_count = -1;
934     }
935    
936     object::~object ()
937     {
938     free_key_values (this);
939     }
940    
941 root 1.24 void object::link ()
942 root 1.22 {
943 root 1.21 count = ++ob_count;
944    
945     prev = 0;
946     next = objects;
947    
948     if (objects)
949     objects->prev = this;
950    
951     objects = this;
952     }
953    
954 root 1.24 void object::unlink ()
955 root 1.21 {
956 root 1.22 count = 0;
957    
958     /* Remove this object from the list of used objects */
959 root 1.24 if (prev)
960 root 1.25 {
961     prev->next = next;
962     prev = 0;
963     }
964    
965 root 1.24 if (next)
966 root 1.25 {
967     next->prev = prev;
968     next = 0;
969     }
970    
971 root 1.24 if (this == objects)
972     objects = next;
973     }
974 root 1.21
975     object *object::create ()
976     {
977 root 1.25 object *op;
978    
979     if (freed.empty ())
980 root 1.24 op = new object;
981 root 1.25 else
982     {
983     // highly annoying, but the only way to get it stable right now
984     op = freed.back (); freed.pop_back ();
985     op->~object ();
986     new ((void *)op) object;
987     }
988 root 1.24
989 root 1.22 op->link ();
990     return op;
991 root 1.21 }
992 elmex 1.1
993     /*
994     * free_object() frees everything allocated by an object, removes
995     * it from the list of used objects, and puts it on the list of
996     * free objects. The IS_FREED() flag is set in the object.
997     * The object must have been removed by remove_ob() first for
998     * this function to succeed.
999     *
1000     * If free_inventory is set, free inventory as well. Else drop items in
1001     * inventory to the ground.
1002     */
1003 root 1.24 void object::free (bool free_inventory)
1004 root 1.14 {
1005 root 1.21 if (!QUERY_FLAG (this, FLAG_REMOVED))
1006 root 1.14 {
1007     LOG (llevDebug, "Free object called with non removed object\n");
1008 root 1.21 dump_object (this);
1009 elmex 1.1 #ifdef MANY_CORES
1010 root 1.14 abort ();
1011 elmex 1.1 #endif
1012     }
1013 root 1.14
1014 root 1.21 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1015 root 1.14 {
1016     LOG (llevMonster, "Warning: tried to free friendly object.\n");
1017 root 1.21 remove_friendly_object (this);
1018 elmex 1.1 }
1019 root 1.14
1020 root 1.21 if (QUERY_FLAG (this, FLAG_FREED))
1021 root 1.14 {
1022 root 1.21 dump_object (this);
1023 root 1.14 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
1024     return;
1025 elmex 1.1 }
1026 root 1.14
1027 root 1.21 if (more)
1028 root 1.14 {
1029 root 1.21 more->free (free_inventory);
1030     more = 0;
1031 elmex 1.1 }
1032    
1033 root 1.21 if (inv)
1034 root 1.14 {
1035     /* Only if the space blocks everything do we not process -
1036 root 1.17 * if some form of movement is allowed, let objects
1037 root 1.14 * drop on that space.
1038     */
1039 root 1.24 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1040     {
1041     object *
1042     op = inv;
1043    
1044     while (op)
1045     {
1046     object *
1047     tmp = op->below;
1048    
1049     remove_ob (op);
1050 root 1.21 op->free (free_inventory);
1051 root 1.24 op = tmp;
1052     }
1053     }
1054 root 1.14 else
1055 root 1.24 { /* Put objects in inventory onto this space */
1056     object *
1057     op = inv;
1058    
1059     while (op)
1060     {
1061     object *
1062     tmp = op->below;
1063 root 1.14
1064 root 1.24 remove_ob (op);
1065    
1066     if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1067     || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1068     free_object (op);
1069     else
1070     {
1071     op->x = x;
1072     op->y = y;
1073     insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1074     }
1075    
1076     op = tmp;
1077     }
1078     }
1079 root 1.14 }
1080    
1081 root 1.25 clear_owner (this);
1082    
1083 root 1.14 /* Remove object from the active list */
1084 root 1.21 speed = 0;
1085     update_ob_speed (this);
1086 elmex 1.1
1087 root 1.22 unlink ();
1088    
1089 root 1.21 SET_FLAG (this, FLAG_FREED);
1090 root 1.11
1091 root 1.21 mortals.push_back (this);
1092 elmex 1.1 }
1093    
1094     /*
1095     * sub_weight() recursively (outwards) subtracts a number from the
1096     * weight of an object (and what is carried by it's environment(s)).
1097     */
1098    
1099 root 1.24 void
1100     sub_weight (object *op, signed long weight)
1101     {
1102     while (op != NULL)
1103     {
1104     if (op->type == CONTAINER)
1105     {
1106     weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1107     }
1108     op->carrying -= weight;
1109     op = op->env;
1110 elmex 1.1 }
1111     }
1112    
1113     /* remove_ob(op):
1114     * This function removes the object op from the linked list of objects
1115     * which it is currently tied to. When this function is done, the
1116     * object will have no environment. If the object previously had an
1117     * environment, the x and y coordinates will be updated to
1118     * the previous environment.
1119     * Beware: This function is called from the editor as well!
1120     */
1121    
1122 root 1.24 void
1123     remove_ob (object *op)
1124     {
1125 root 1.26 object *tmp, *last = NULL;
1126     object *otmp;
1127    
1128     tag_t tag;
1129     int check_walk_off;
1130     mapstruct *m;
1131 root 1.24
1132 root 1.26 sint16 x, y;
1133 root 1.24
1134     if (QUERY_FLAG (op, FLAG_REMOVED))
1135     {
1136     dump_object (op);
1137     LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1138    
1139     /* Changed it to always dump core in this case. As has been learned
1140     * in the past, trying to recover from errors almost always
1141     * make things worse, and this is a real error here - something
1142     * that should not happen.
1143     * Yes, if this was a mission critical app, trying to do something
1144     * to recover may make sense, but that is because failure of the app
1145     * may have other disastrous problems. Cf runs out of a script
1146     * so is easily enough restarted without any real problems.
1147     * MSW 2001-07-01
1148     */
1149     abort ();
1150     }
1151 root 1.26
1152 root 1.24 if (op->more != NULL)
1153     remove_ob (op->more);
1154    
1155     SET_FLAG (op, FLAG_REMOVED);
1156    
1157     /*
1158     * In this case, the object to be removed is in someones
1159     * inventory.
1160     */
1161     if (op->env != NULL)
1162     {
1163     if (op->nrof)
1164     sub_weight (op->env, op->weight * op->nrof);
1165     else
1166     sub_weight (op->env, op->weight + op->carrying);
1167    
1168     /* NO_FIX_PLAYER is set when a great many changes are being
1169     * made to players inventory. If set, avoiding the call
1170     * to save cpu time.
1171     */
1172     if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1173     fix_player (otmp);
1174    
1175     if (op->above != NULL)
1176     op->above->below = op->below;
1177     else
1178     op->env->inv = op->below;
1179    
1180     if (op->below != NULL)
1181     op->below->above = op->above;
1182    
1183     /* we set up values so that it could be inserted into
1184     * the map, but we don't actually do that - it is up
1185     * to the caller to decide what we want to do.
1186     */
1187     op->x = op->env->x, op->y = op->env->y;
1188     op->map = op->env->map;
1189     op->above = NULL, op->below = NULL;
1190     op->env = NULL;
1191     return;
1192     }
1193    
1194     /* If we get here, we are removing it from a map */
1195     if (op->map == NULL)
1196     return;
1197    
1198     x = op->x;
1199     y = op->y;
1200     m = get_map_from_coord (op->map, &x, &y);
1201    
1202     if (!m)
1203     {
1204     LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1205     op->map->path, op->x, op->y);
1206     /* in old days, we used to set x and y to 0 and continue.
1207     * it seems if we get into this case, something is probablye
1208     * screwed up and should be fixed.
1209     */
1210     abort ();
1211     }
1212     if (op->map != m)
1213     {
1214     LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1215     op->map->path, m->path, op->x, op->y, x, y);
1216 elmex 1.1 }
1217    
1218 root 1.24 /* Re did the following section of code - it looks like it had
1219     * lots of logic for things we no longer care about
1220     */
1221    
1222     /* link the object above us */
1223     if (op->above)
1224     op->above->below = op->below;
1225     else
1226     SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1227 elmex 1.1
1228 root 1.24 /* Relink the object below us, if there is one */
1229     if (op->below)
1230 root 1.26 op->below->above = op->above;
1231 root 1.24 else
1232     {
1233     /* Nothing below, which means we need to relink map object for this space
1234     * use translated coordinates in case some oddness with map tiling is
1235     * evident
1236     */
1237     if (GET_MAP_OB (m, x, y) != op)
1238     {
1239     dump_object (op);
1240     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",
1241     errmsg);
1242     dump_object (GET_MAP_OB (m, x, y));
1243     LOG (llevError, "%s\n", errmsg);
1244 root 1.8 }
1245 root 1.26
1246 root 1.24 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1247 elmex 1.1 }
1248 root 1.26
1249 root 1.24 op->above = NULL;
1250     op->below = NULL;
1251    
1252     if (op->map->in_memory == MAP_SAVING)
1253     return;
1254 elmex 1.1
1255 root 1.24 tag = op->count;
1256     check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1257 root 1.26
1258 root 1.24 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1259     {
1260     /* No point updating the players look faces if he is the object
1261     * being removed.
1262     */
1263 elmex 1.1
1264 root 1.24 if (tmp->type == PLAYER && tmp != op)
1265     {
1266     /* If a container that the player is currently using somehow gets
1267     * removed (most likely destroyed), update the player view
1268     * appropriately.
1269     */
1270     if (tmp->container == op)
1271     {
1272     CLEAR_FLAG (op, FLAG_APPLIED);
1273     tmp->container = NULL;
1274 root 1.8 }
1275 root 1.26
1276 root 1.24 tmp->contr->socket.update_look = 1;
1277 root 1.8 }
1278 root 1.24 /* See if player moving off should effect something */
1279     if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1280     {
1281 root 1.26 move_apply (tmp, op, NULL);
1282 root 1.24
1283     if (was_destroyed (op, tag))
1284     {
1285     LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1286 root 1.8 }
1287     }
1288    
1289 root 1.24 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1290 root 1.8
1291 root 1.24 if (tmp->above == tmp)
1292     tmp->above = NULL;
1293 root 1.26
1294 root 1.24 last = tmp;
1295     }
1296 root 1.26
1297 root 1.24 /* last == NULL of there are no objects on this space */
1298     if (last == NULL)
1299     {
1300     /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1301     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1302     * those out anyways, and if there are any flags set right now, they won't
1303     * be correct anyways.
1304     */
1305     SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1306     update_position (op->map, op->x, op->y);
1307 elmex 1.1 }
1308 root 1.24 else
1309     update_object (last, UP_OBJ_REMOVE);
1310 elmex 1.1
1311 root 1.24 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1312     update_all_los (op->map, op->x, op->y);
1313 elmex 1.1 }
1314    
1315     /*
1316     * merge_ob(op,top):
1317     *
1318     * This function goes through all objects below and including top, and
1319     * merges op to the first matching object.
1320     * If top is NULL, it is calculated.
1321     * Returns pointer to object if it succeded in the merge, otherwise NULL
1322     */
1323    
1324 root 1.24 object *
1325     merge_ob (object *op, object *top)
1326     {
1327     if (!op->nrof)
1328 elmex 1.1 return 0;
1329 root 1.24 if (top == NULL)
1330     for (top = op; top != NULL && top->above != NULL; top = top->above);
1331     for (; top != NULL; top = top->below)
1332 elmex 1.1 {
1333 root 1.24 if (top == op)
1334     continue;
1335     if (CAN_MERGE (op, top))
1336     {
1337     top->nrof += op->nrof;
1338    
1339 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1340 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1341     remove_ob (op);
1342     free_object (op);
1343     return top;
1344     }
1345 elmex 1.1 }
1346     return NULL;
1347     }
1348    
1349     /*
1350     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1351     * job preparing multi-part monsters
1352     */
1353 root 1.24 object *
1354     insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1355     {
1356     object *
1357     tmp;
1358    
1359     if (op->head)
1360     op = op->head;
1361     for (tmp = op; tmp; tmp = tmp->more)
1362     {
1363     tmp->x = x + tmp->arch->clone.x;
1364     tmp->y = y + tmp->arch->clone.y;
1365 elmex 1.1 }
1366 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1367 elmex 1.1 }
1368    
1369     /*
1370     * insert_ob_in_map (op, map, originator, flag):
1371     * This function inserts the object in the two-way linked list
1372     * which represents what is on a map.
1373     * The second argument specifies the map, and the x and y variables
1374     * in the object about to be inserted specifies the position.
1375     *
1376     * originator: Player, monster or other object that caused 'op' to be inserted
1377     * into 'map'. May be NULL.
1378     *
1379     * flag is a bitmask about special things to do (or not do) when this
1380     * function is called. see the object.h file for the INS_ values.
1381     * Passing 0 for flag gives proper default values, so flag really only needs
1382     * to be set if special handling is needed.
1383     *
1384     * Return value:
1385     * new object if 'op' was merged with other object
1386     * NULL if 'op' was destroyed
1387     * just 'op' otherwise
1388     */
1389    
1390 root 1.24 object *
1391     insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1392 elmex 1.1 {
1393 root 1.25 object *tmp, *top, *floor = NULL;
1394     sint16 x, y;
1395 elmex 1.1
1396 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1397     {
1398     LOG (llevError, "Trying to insert freed object!\n");
1399     return NULL;
1400     }
1401 root 1.25
1402 root 1.24 if (m == NULL)
1403     {
1404     dump_object (op);
1405     LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1406     return op;
1407 elmex 1.1 }
1408 root 1.25
1409 root 1.24 if (out_of_map (m, op->x, op->y))
1410     {
1411     dump_object (op);
1412     LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1413 elmex 1.1 #ifdef MANY_CORES
1414 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1415     * is likely to cause a crash. Better to find out where it is getting
1416     * improperly inserted.
1417     */
1418     abort ();
1419 elmex 1.1 #endif
1420 root 1.24 return op;
1421 elmex 1.1 }
1422 root 1.25
1423 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1424     {
1425     dump_object (op);
1426     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1427     return op;
1428     }
1429 root 1.25
1430 root 1.24 if (op->more != NULL)
1431     {
1432     /* The part may be on a different map. */
1433    
1434 root 1.26 object *more = op->more;
1435 root 1.24
1436     /* We really need the caller to normalize coordinates - if
1437     * we set the map, that doesn't work if the location is within
1438     * a map and this is straddling an edge. So only if coordinate
1439     * is clear wrong do we normalize it.
1440     */
1441     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1442 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1443 root 1.24 else if (!more->map)
1444     {
1445     /* For backwards compatibility - when not dealing with tiled maps,
1446     * more->map should always point to the parent.
1447     */
1448     more->map = m;
1449     }
1450    
1451     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1452     {
1453     if (!op->head)
1454     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1455 root 1.26
1456 root 1.24 return NULL;
1457 root 1.8 }
1458 root 1.24 }
1459 root 1.25
1460 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1461 root 1.8
1462 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1463     * of areas of callers (eg, anything that uses find_free_spot would now
1464     * need extra work
1465     */
1466     op->map = get_map_from_coord (m, &op->x, &op->y);
1467     x = op->x;
1468     y = op->y;
1469    
1470     /* this has to be done after we translate the coordinates.
1471     */
1472     if (op->nrof && !(flag & INS_NO_MERGE))
1473 root 1.25 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1474     if (CAN_MERGE (op, tmp))
1475     {
1476     op->nrof += tmp->nrof;
1477     remove_ob (tmp);
1478     free_object (tmp);
1479     }
1480 root 1.24
1481     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1482     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1483 root 1.25
1484 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1485     CLEAR_FLAG (op, FLAG_NO_STEAL);
1486    
1487     if (flag & INS_BELOW_ORIGINATOR)
1488     {
1489     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1490     {
1491     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1492     abort ();
1493     }
1494 root 1.25
1495 root 1.24 op->above = originator;
1496     op->below = originator->below;
1497 root 1.25
1498 root 1.24 if (op->below)
1499     op->below->above = op;
1500     else
1501     SET_MAP_OB (op->map, op->x, op->y, op);
1502 root 1.25
1503 root 1.24 /* since *below* originator, no need to update top */
1504     originator->below = op;
1505 elmex 1.1 }
1506 root 1.24 else
1507     {
1508     /* If there are other objects, then */
1509     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1510     {
1511 root 1.25 object *last = NULL;
1512 root 1.24
1513     /*
1514     * If there are multiple objects on this space, we do some trickier handling.
1515     * We've already dealt with merging if appropriate.
1516     * Generally, we want to put the new object on top. But if
1517     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1518     * floor, we want to insert above that and no further.
1519     * Also, if there are spell objects on this space, we stop processing
1520     * once we get to them. This reduces the need to traverse over all of
1521     * them when adding another one - this saves quite a bit of cpu time
1522     * when lots of spells are cast in one area. Currently, it is presumed
1523     * that flying non pickable objects are spell objects.
1524     */
1525 elmex 1.1
1526 root 1.24 while (top != NULL)
1527     {
1528     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1529     floor = top;
1530 root 1.26
1531 root 1.24 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1532     {
1533     /* We insert above top, so we want this object below this */
1534     top = top->below;
1535     break;
1536     }
1537 root 1.26
1538 root 1.24 last = top;
1539     top = top->above;
1540     }
1541 root 1.26
1542 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1543     top = last;
1544 root 1.8
1545 root 1.24 /* We let update_position deal with figuring out what the space
1546     * looks like instead of lots of conditions here.
1547     * makes things faster, and effectively the same result.
1548     */
1549    
1550     /* Have object 'fall below' other objects that block view.
1551     * Unless those objects are exits, type 66
1552     * If INS_ON_TOP is used, don't do this processing
1553     * Need to find the object that in fact blocks view, otherwise
1554     * stacking is a bit odd.
1555     */
1556     if (!(flag & INS_ON_TOP) &&
1557     (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1558     {
1559     for (last = top; last != floor; last = last->below)
1560     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1561     break;
1562     /* Check to see if we found the object that blocks view,
1563     * and make sure we have a below pointer for it so that
1564     * we can get inserted below this one, which requires we
1565     * set top to the object below us.
1566     */
1567     if (last && last->below && last != floor)
1568     top = last->below;
1569 root 1.8 }
1570 root 1.24 } /* If objects on this space */
1571 root 1.25
1572 root 1.24 if (flag & INS_MAP_LOAD)
1573     top = GET_MAP_TOP (op->map, op->x, op->y);
1574 root 1.25
1575 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1576     top = floor;
1577    
1578     /* Top is the object that our object (op) is going to get inserted above.
1579     */
1580    
1581     /* First object on this space */
1582     if (!top)
1583     {
1584     op->above = GET_MAP_OB (op->map, op->x, op->y);
1585 root 1.25
1586 root 1.24 if (op->above)
1587     op->above->below = op;
1588 root 1.25
1589 root 1.24 op->below = NULL;
1590     SET_MAP_OB (op->map, op->x, op->y, op);
1591     }
1592     else
1593     { /* get inserted into the stack above top */
1594     op->above = top->above;
1595 root 1.25
1596 root 1.24 if (op->above)
1597     op->above->below = op;
1598 root 1.25
1599 root 1.24 op->below = top;
1600     top->above = op;
1601     }
1602 root 1.25
1603 root 1.24 if (op->above == NULL)
1604     SET_MAP_TOP (op->map, op->x, op->y, op);
1605     } /* else not INS_BELOW_ORIGINATOR */
1606 root 1.8
1607 root 1.24 if (op->type == PLAYER)
1608     op->contr->do_los = 1;
1609    
1610     /* If we have a floor, we know the player, if any, will be above
1611     * it, so save a few ticks and start from there.
1612     */
1613     if (!(flag & INS_MAP_LOAD))
1614     for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1615 root 1.25 if (tmp->type == PLAYER)
1616     tmp->contr->socket.update_look = 1;
1617 root 1.24
1618     /* If this object glows, it may affect lighting conditions that are
1619     * visible to others on this map. But update_all_los is really
1620     * an inefficient way to do this, as it means los for all players
1621     * on the map will get recalculated. The players could very well
1622     * be far away from this change and not affected in any way -
1623     * this should get redone to only look for players within range,
1624     * or just updating the P_NEED_UPDATE for spaces within this area
1625     * of effect may be sufficient.
1626     */
1627     if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1628     update_all_los (op->map, op->x, op->y);
1629    
1630     /* updates flags (blocked, alive, no magic, etc) for this map space */
1631     update_object (op, UP_OBJ_INSERT);
1632    
1633     /* Don't know if moving this to the end will break anything. However,
1634     * we want to have update_look set above before calling this.
1635     *
1636     * check_move_on() must be after this because code called from
1637     * check_move_on() depends on correct map flags (so functions like
1638     * blocked() and wall() work properly), and these flags are updated by
1639     * update_object().
1640     */
1641    
1642     /* if this is not the head or flag has been passed, don't check walk on status */
1643     if (!(flag & INS_NO_WALK_ON) && !op->head)
1644     {
1645     if (check_move_on (op, originator))
1646     return NULL;
1647 elmex 1.1
1648 root 1.24 /* If we are a multi part object, lets work our way through the check
1649     * walk on's.
1650     */
1651     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1652     if (check_move_on (tmp, originator))
1653     return NULL;
1654 elmex 1.1 }
1655 root 1.25
1656 root 1.24 return op;
1657 elmex 1.1 }
1658    
1659     /* this function inserts an object in the map, but if it
1660     * finds an object of its own type, it'll remove that one first.
1661     * op is the object to insert it under: supplies x and the map.
1662     */
1663 root 1.24 void
1664     replace_insert_ob_in_map (const char *arch_string, object *op)
1665     {
1666 root 1.25 object *tmp;
1667     object *tmp1;
1668 elmex 1.1
1669 root 1.24 /* first search for itself and remove any old instances */
1670 elmex 1.1
1671 root 1.24 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1672     {
1673     if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1674     {
1675     remove_ob (tmp);
1676     free_object (tmp);
1677 root 1.8 }
1678 elmex 1.1 }
1679    
1680 root 1.24 tmp1 = arch_to_object (find_archetype (arch_string));
1681 elmex 1.1
1682 root 1.24 tmp1->x = op->x;
1683     tmp1->y = op->y;
1684     insert_ob_in_map (tmp1, op->map, op, 0);
1685     }
1686 elmex 1.1
1687     /*
1688     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1689     * is returned contains nr objects, and the remaining parts contains
1690     * the rest (or is removed and freed if that number is 0).
1691     * On failure, NULL is returned, and the reason put into the
1692     * global static errmsg array.
1693     */
1694    
1695 root 1.24 object *
1696     get_split_ob (object *orig_ob, uint32 nr)
1697     {
1698     object *
1699     newob;
1700     int
1701     is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1702    
1703     if (orig_ob->nrof < nr)
1704     {
1705     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1706     return NULL;
1707     }
1708     newob = object_create_clone (orig_ob);
1709     if ((orig_ob->nrof -= nr) < 1)
1710     {
1711     if (!is_removed)
1712     remove_ob (orig_ob);
1713     free_object2 (orig_ob, 1);
1714 elmex 1.1 }
1715 root 1.24 else if (!is_removed)
1716     {
1717     if (orig_ob->env != NULL)
1718     sub_weight (orig_ob->env, orig_ob->weight * nr);
1719     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1720     {
1721     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1722     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1723     return NULL;
1724 root 1.8 }
1725 elmex 1.1 }
1726 root 1.24 newob->nrof = nr;
1727 elmex 1.1
1728 root 1.24 return newob;
1729 elmex 1.1 }
1730    
1731     /*
1732     * decrease_ob_nr(object, number) decreases a specified number from
1733     * the amount of an object. If the amount reaches 0, the object
1734     * is subsequently removed and freed.
1735     *
1736     * Return value: 'op' if something is left, NULL if the amount reached 0
1737     */
1738    
1739 root 1.24 object *
1740     decrease_ob_nr (object *op, uint32 i)
1741 elmex 1.1 {
1742 root 1.24 object *
1743     tmp;
1744     player *
1745     pl;
1746 elmex 1.1
1747 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1748     return op;
1749    
1750     if (i > op->nrof)
1751     i = op->nrof;
1752    
1753     if (QUERY_FLAG (op, FLAG_REMOVED))
1754     {
1755     op->nrof -= i;
1756     }
1757     else if (op->env != NULL)
1758     {
1759     /* is this object in the players inventory, or sub container
1760     * therein?
1761     */
1762     tmp = is_player_inv (op->env);
1763     /* nope. Is this a container the player has opened?
1764     * If so, set tmp to that player.
1765     * IMO, searching through all the players will mostly
1766     * likely be quicker than following op->env to the map,
1767     * and then searching the map for a player.
1768     */
1769     if (!tmp)
1770     {
1771     for (pl = first_player; pl; pl = pl->next)
1772     if (pl->ob->container == op->env)
1773     break;
1774     if (pl)
1775     tmp = pl->ob;
1776     else
1777     tmp = NULL;
1778     }
1779 elmex 1.1
1780 root 1.24 if (i < op->nrof)
1781     {
1782     sub_weight (op->env, op->weight * i);
1783     op->nrof -= i;
1784     if (tmp)
1785     {
1786     esrv_send_item (tmp, op);
1787 elmex 1.1 }
1788 root 1.24 }
1789     else
1790     {
1791     remove_ob (op);
1792     op->nrof = 0;
1793     if (tmp)
1794     {
1795     esrv_del_item (tmp->contr, op->count);
1796 elmex 1.1 }
1797     }
1798     }
1799 root 1.24 else
1800 elmex 1.1 {
1801 root 1.24 object *
1802     above = op->above;
1803 elmex 1.1
1804 root 1.24 if (i < op->nrof)
1805     {
1806     op->nrof -= i;
1807     }
1808     else
1809     {
1810     remove_ob (op);
1811     op->nrof = 0;
1812     }
1813     /* Since we just removed op, op->above is null */
1814     for (tmp = above; tmp != NULL; tmp = tmp->above)
1815     if (tmp->type == PLAYER)
1816     {
1817     if (op->nrof)
1818     esrv_send_item (tmp, op);
1819     else
1820     esrv_del_item (tmp->contr, op->count);
1821     }
1822 elmex 1.1 }
1823    
1824 root 1.24 if (op->nrof)
1825     {
1826     return op;
1827     }
1828     else
1829     {
1830     free_object (op);
1831     return NULL;
1832 elmex 1.1 }
1833     }
1834    
1835     /*
1836     * add_weight(object, weight) adds the specified weight to an object,
1837     * and also updates how much the environment(s) is/are carrying.
1838     */
1839    
1840 root 1.24 void
1841     add_weight (object *op, signed long weight)
1842     {
1843     while (op != NULL)
1844     {
1845     if (op->type == CONTAINER)
1846     {
1847     weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1848     }
1849     op->carrying += weight;
1850     op = op->env;
1851     }
1852 elmex 1.1 }
1853    
1854     /*
1855     * insert_ob_in_ob(op,environment):
1856     * This function inserts the object op in the linked list
1857     * inside the object environment.
1858     *
1859     * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1860     * the inventory at the last position or next to other objects of the same
1861     * type.
1862     * Frank: Now sorted by type, archetype and magic!
1863     *
1864     * The function returns now pointer to inserted item, and return value can
1865     * be != op, if items are merged. -Tero
1866     */
1867    
1868 root 1.24 object *
1869     insert_ob_in_ob (object *op, object *where)
1870     {
1871     object *
1872     tmp, *
1873     otmp;
1874    
1875     if (!QUERY_FLAG (op, FLAG_REMOVED))
1876     {
1877     dump_object (op);
1878     LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1879     return op;
1880     }
1881     if (where == NULL)
1882     {
1883     dump_object (op);
1884     LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1885     return op;
1886     }
1887     if (where->head)
1888     {
1889     LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1890     where = where->head;
1891     }
1892     if (op->more)
1893     {
1894     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1895     return op;
1896     }
1897     CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1898     CLEAR_FLAG (op, FLAG_REMOVED);
1899     if (op->nrof)
1900     {
1901     for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1902     if (CAN_MERGE (tmp, op))
1903     {
1904     /* return the original object and remove inserted object
1905     (client needs the original object) */
1906     tmp->nrof += op->nrof;
1907     /* Weight handling gets pretty funky. Since we are adding to
1908     * tmp->nrof, we need to increase the weight.
1909     */
1910     add_weight (where, op->weight * op->nrof);
1911     SET_FLAG (op, FLAG_REMOVED);
1912     free_object (op); /* free the inserted object */
1913     op = tmp;
1914     remove_ob (op); /* and fix old object's links */
1915     CLEAR_FLAG (op, FLAG_REMOVED);
1916     break;
1917     }
1918    
1919     /* I assume combined objects have no inventory
1920     * We add the weight - this object could have just been removed
1921     * (if it was possible to merge). calling remove_ob will subtract
1922     * the weight, so we need to add it in again, since we actually do
1923     * the linking below
1924     */
1925     add_weight (where, op->weight * op->nrof);
1926     }
1927     else
1928     add_weight (where, (op->weight + op->carrying));
1929 elmex 1.1
1930 root 1.24 otmp = is_player_inv (where);
1931     if (otmp && otmp->contr != NULL)
1932     {
1933     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1934     fix_player (otmp);
1935     }
1936 elmex 1.1
1937 root 1.24 op->map = NULL;
1938     op->env = where;
1939     op->above = NULL;
1940     op->below = NULL;
1941     op->x = 0, op->y = 0;
1942 elmex 1.1
1943     /* reset the light list and los of the players on the map */
1944 root 1.24 if ((op->glow_radius != 0) && where->map)
1945     {
1946 elmex 1.1 #ifdef DEBUG_LIGHTS
1947 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1948     #endif /* DEBUG_LIGHTS */
1949     if (MAP_DARKNESS (where->map))
1950     update_all_los (where->map, where->x, where->y);
1951     }
1952 elmex 1.1
1953     /* Client has no idea of ordering so lets not bother ordering it here.
1954     * It sure simplifies this function...
1955     */
1956 root 1.24 if (where->inv == NULL)
1957     where->inv = op;
1958     else
1959     {
1960 elmex 1.1 op->below = where->inv;
1961     op->below->above = op;
1962     where->inv = op;
1963 root 1.24 }
1964 elmex 1.1 return op;
1965     }
1966    
1967     /*
1968     * Checks if any objects has a move_type that matches objects
1969     * that effect this object on this space. Call apply() to process
1970     * these events.
1971     *
1972     * Any speed-modification due to SLOW_MOVE() of other present objects
1973     * will affect the speed_left of the object.
1974     *
1975     * originator: Player, monster or other object that caused 'op' to be inserted
1976     * into 'map'. May be NULL.
1977     *
1978     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1979     *
1980     * 4-21-95 added code to check if appropriate skill was readied - this will
1981     * permit faster movement by the player through this terrain. -b.t.
1982     *
1983     * MSW 2001-07-08: Check all objects on space, not just those below
1984     * object being inserted. insert_ob_in_map may not put new objects
1985     * on top.
1986     */
1987    
1988 root 1.24 int
1989     check_move_on (object *op, object *originator)
1990 elmex 1.1 {
1991 root 1.26 object *tmp;
1992     tag_t tag;
1993     mapstruct *m = op->map;
1994     int x = op->x, y = op->y;
1995    
1996     MoveType move_on, move_slow, move_block;
1997 root 1.24
1998     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1999     return 0;
2000    
2001     tag = op->count;
2002    
2003     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2004     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2005     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2006    
2007     /* if nothing on this space will slow op down or be applied,
2008     * no need to do checking below. have to make sure move_type
2009     * is set, as lots of objects don't have it set - we treat that
2010     * as walking.
2011     */
2012     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2013     return 0;
2014 elmex 1.1
2015 root 1.24 /* This is basically inverse logic of that below - basically,
2016     * if the object can avoid the move on or slow move, they do so,
2017     * but can't do it if the alternate movement they are using is
2018     * blocked. Logic on this seems confusing, but does seem correct.
2019     */
2020     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
2021     return 0;
2022    
2023     /* The objects have to be checked from top to bottom.
2024     * Hence, we first go to the top:
2025     */
2026    
2027     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2028     {
2029     /* Trim the search when we find the first other spell effect
2030     * this helps performance so that if a space has 50 spell objects,
2031     * we don't need to check all of them.
2032     */
2033     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2034     break;
2035     }
2036 root 1.26
2037     for (; tmp; tmp = tmp->below)
2038 root 1.24 {
2039     if (tmp == op)
2040     continue; /* Can't apply yourself */
2041 elmex 1.1
2042 root 1.24 /* Check to see if one of the movement types should be slowed down.
2043     * Second check makes sure that the movement types not being slowed
2044     * (~slow_move) is not blocked on this space - just because the
2045     * space doesn't slow down swimming (for example), if you can't actually
2046     * swim on that space, can't use it to avoid the penalty.
2047     */
2048     if (!QUERY_FLAG (op, FLAG_WIZPASS))
2049     {
2050     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2051     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2052     {
2053 elmex 1.1
2054 root 1.26 float diff = tmp->move_slow_penalty * FABS (op->speed);
2055 elmex 1.1
2056 root 1.24 if (op->type == PLAYER)
2057 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2058     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2059     diff /= 4.0;
2060    
2061 root 1.24 op->speed_left -= diff;
2062 root 1.8 }
2063     }
2064 elmex 1.1
2065 root 1.24 /* Basically same logic as above, except now for actual apply. */
2066     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2067     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2068     {
2069 root 1.26 move_apply (tmp, op, originator);
2070 root 1.24
2071     if (was_destroyed (op, tag))
2072     return 1;
2073    
2074     /* what the person/creature stepped onto has moved the object
2075     * someplace new. Don't process any further - if we did,
2076     * have a feeling strange problems would result.
2077     */
2078     if (op->map != m || op->x != x || op->y != y)
2079     return 0;
2080 root 1.8 }
2081 elmex 1.1 }
2082 root 1.26
2083 root 1.24 return 0;
2084 elmex 1.1 }
2085    
2086     /*
2087     * present_arch(arch, map, x, y) searches for any objects with
2088     * a matching archetype at the given map and coordinates.
2089     * The first matching object is returned, or NULL if none.
2090     */
2091    
2092 root 1.24 object *
2093     present_arch (const archetype *at, mapstruct *m, int x, int y)
2094     {
2095     object *
2096     tmp;
2097    
2098     if (m == NULL || out_of_map (m, x, y))
2099     {
2100     LOG (llevError, "Present_arch called outside map.\n");
2101     return NULL;
2102     }
2103     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2104     if (tmp->arch == at)
2105 elmex 1.1 return tmp;
2106     return NULL;
2107     }
2108    
2109     /*
2110     * present(type, map, x, y) searches for any objects with
2111     * a matching type variable at the given map and coordinates.
2112     * The first matching object is returned, or NULL if none.
2113     */
2114    
2115 root 1.24 object *
2116     present (unsigned char type, mapstruct *m, int x, int y)
2117     {
2118     object *
2119     tmp;
2120    
2121     if (out_of_map (m, x, y))
2122     {
2123     LOG (llevError, "Present called outside map.\n");
2124     return NULL;
2125     }
2126     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2127     if (tmp->type == type)
2128 elmex 1.1 return tmp;
2129     return NULL;
2130     }
2131    
2132     /*
2133     * present_in_ob(type, object) searches for any objects with
2134     * a matching type variable in the inventory of the given object.
2135     * The first matching object is returned, or NULL if none.
2136     */
2137    
2138 root 1.24 object *
2139     present_in_ob (unsigned char type, const object *op)
2140     {
2141     object *
2142     tmp;
2143    
2144     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2145     if (tmp->type == type)
2146 elmex 1.1 return tmp;
2147     return NULL;
2148     }
2149    
2150     /*
2151     * present_in_ob (type, str, object) searches for any objects with
2152     * a matching type & name variable in the inventory of the given object.
2153     * The first matching object is returned, or NULL if none.
2154     * This is mostly used by spell effect code, so that we only
2155     * have one spell effect at a time.
2156     * type can be used to narrow the search - if type is set,
2157     * the type must also match. -1 can be passed for the type,
2158     * in which case the type does not need to pass.
2159     * str is the string to match against. Note that we match against
2160     * the object name, not the archetype name. this is so that the
2161     * spell code can use one object type (force), but change it's name
2162     * to be unique.
2163     */
2164    
2165 root 1.24 object *
2166     present_in_ob_by_name (int type, const char *str, const object *op)
2167     {
2168     object *
2169     tmp;
2170 elmex 1.1
2171 root 1.24 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2172     {
2173     if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2174     return tmp;
2175 elmex 1.1 }
2176 root 1.24 return NULL;
2177 elmex 1.1 }
2178    
2179     /*
2180     * present_arch_in_ob(archetype, object) searches for any objects with
2181     * a matching archetype in the inventory of the given object.
2182     * The first matching object is returned, or NULL if none.
2183     */
2184    
2185 root 1.24 object *
2186     present_arch_in_ob (const archetype *at, const object *op)
2187     {
2188     object *
2189     tmp;
2190    
2191     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2192     if (tmp->arch == at)
2193 elmex 1.1 return tmp;
2194     return NULL;
2195     }
2196    
2197     /*
2198     * activate recursively a flag on an object inventory
2199     */
2200 root 1.24 void
2201     flag_inv (object *op, int flag)
2202     {
2203     object *
2204     tmp;
2205    
2206     if (op->inv)
2207     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2208     {
2209     SET_FLAG (tmp, flag);
2210     flag_inv (tmp, flag);
2211 elmex 1.1 }
2212 root 1.24 } /*
2213     * desactivate recursively a flag on an object inventory
2214     */
2215     void
2216     unflag_inv (object *op, int flag)
2217     {
2218     object *
2219     tmp;
2220    
2221     if (op->inv)
2222     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2223     {
2224     CLEAR_FLAG (tmp, flag);
2225     unflag_inv (tmp, flag);
2226 elmex 1.1 }
2227     }
2228    
2229     /*
2230     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2231     * all it's inventory (recursively).
2232     * If checksums are used, a player will get set_cheat called for
2233     * him/her-self and all object carried by a call to this function.
2234     */
2235    
2236 root 1.24 void
2237     set_cheat (object *op)
2238     {
2239     SET_FLAG (op, FLAG_WAS_WIZ);
2240     flag_inv (op, FLAG_WAS_WIZ);
2241 elmex 1.1 }
2242    
2243     /*
2244     * find_free_spot(object, map, x, y, start, stop) will search for
2245     * a spot at the given map and coordinates which will be able to contain
2246     * the given object. start and stop specifies how many squares
2247     * to search (see the freearr_x/y[] definition).
2248     * It returns a random choice among the alternatives found.
2249     * start and stop are where to start relative to the free_arr array (1,9
2250     * does all 4 immediate directions). This returns the index into the
2251     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2252     * Note - this only checks to see if there is space for the head of the
2253     * object - if it is a multispace object, this should be called for all
2254     * pieces.
2255     * Note2: This function does correctly handle tiled maps, but does not
2256     * inform the caller. However, insert_ob_in_map will update as
2257     * necessary, so the caller shouldn't need to do any special work.
2258     * Note - updated to take an object instead of archetype - this is necessary
2259     * because arch_blocked (now ob_blocked) needs to know the movement type
2260     * to know if the space in question will block the object. We can't use
2261     * the archetype because that isn't correct if the monster has been
2262     * customized, changed states, etc.
2263     */
2264    
2265 root 1.24 int
2266     find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2267     {
2268     int
2269     i,
2270     index = 0, flag;
2271     static int
2272     altern[SIZEOFFREE];
2273    
2274     for (i = start; i < stop; i++)
2275     {
2276     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2277     if (!flag)
2278     altern[index++] = i;
2279    
2280     /* Basically, if we find a wall on a space, we cut down the search size.
2281     * In this way, we won't return spaces that are on another side of a wall.
2282     * This mostly work, but it cuts down the search size in all directions -
2283     * if the space being examined only has a wall to the north and empty
2284     * spaces in all the other directions, this will reduce the search space
2285     * to only the spaces immediately surrounding the target area, and
2286     * won't look 2 spaces south of the target space.
2287     */
2288     else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2289     stop = maxfree[i];
2290 elmex 1.1 }
2291 root 1.24 if (!index)
2292     return -1;
2293     return altern[RANDOM () % index];
2294 elmex 1.1 }
2295    
2296     /*
2297     * find_first_free_spot(archetype, mapstruct, x, y) works like
2298     * find_free_spot(), but it will search max number of squares.
2299     * But it will return the first available spot, not a random choice.
2300     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2301     */
2302    
2303 root 1.24 int
2304     find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2305     {
2306     int
2307     i;
2308    
2309     for (i = 0; i < SIZEOFFREE; i++)
2310     {
2311     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2312     return i;
2313 elmex 1.1 }
2314 root 1.24 return -1;
2315 elmex 1.1 }
2316    
2317     /*
2318     * The function permute(arr, begin, end) randomly reorders the array
2319     * arr[begin..end-1].
2320     */
2321 root 1.24 static void
2322     permute (int *arr, int begin, int end)
2323 elmex 1.1 {
2324 root 1.24 int
2325     i,
2326     j,
2327     tmp,
2328     len;
2329 elmex 1.1
2330 root 1.24 len = end - begin;
2331     for (i = begin; i < end; i++)
2332 elmex 1.1 {
2333 root 1.24 j = begin + RANDOM () % len;
2334 elmex 1.1
2335 root 1.24 tmp = arr[i];
2336     arr[i] = arr[j];
2337     arr[j] = tmp;
2338 elmex 1.1 }
2339     }
2340    
2341     /* new function to make monster searching more efficient, and effective!
2342     * This basically returns a randomized array (in the passed pointer) of
2343     * the spaces to find monsters. In this way, it won't always look for
2344     * monsters to the north first. However, the size of the array passed
2345     * covers all the spaces, so within that size, all the spaces within
2346     * the 3x3 area will be searched, just not in a predictable order.
2347     */
2348 root 1.24 void
2349     get_search_arr (int *search_arr)
2350 elmex 1.1 {
2351 root 1.24 int
2352     i;
2353 elmex 1.1
2354 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2355 elmex 1.1 {
2356 root 1.24 search_arr[i] = i;
2357 elmex 1.1 }
2358    
2359 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2360     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2361     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2362 elmex 1.1 }
2363    
2364     /*
2365     * find_dir(map, x, y, exclude) will search some close squares in the
2366     * given map at the given coordinates for live objects.
2367     * It will not considered the object given as exclude among possible
2368     * live objects.
2369     * It returns the direction toward the first/closest live object if finds
2370     * any, otherwise 0.
2371     * Perhaps incorrectly, but I'm making the assumption that exclude
2372     * is actually want is going to try and move there. We need this info
2373     * because we have to know what movement the thing looking to move
2374     * there is capable of.
2375     */
2376    
2377 root 1.24 int
2378     find_dir (mapstruct *m, int x, int y, object *exclude)
2379     {
2380     int
2381     i,
2382     max = SIZEOFFREE, mflags;
2383     sint16
2384     nx,
2385     ny;
2386     object *
2387     tmp;
2388     mapstruct *
2389     mp;
2390     MoveType
2391     blocked,
2392     move_type;
2393    
2394     if (exclude && exclude->head)
2395     {
2396     exclude = exclude->head;
2397     move_type = exclude->move_type;
2398     }
2399     else
2400     {
2401     /* If we don't have anything, presume it can use all movement types. */
2402     move_type = MOVE_ALL;
2403     }
2404    
2405     for (i = 1; i < max; i++)
2406     {
2407     mp = m;
2408     nx = x + freearr_x[i];
2409     ny = y + freearr_y[i];
2410    
2411     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2412     if (mflags & P_OUT_OF_MAP)
2413     {
2414     max = maxfree[i];
2415     }
2416     else
2417     {
2418     blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2419    
2420     if ((move_type & blocked) == move_type)
2421     {
2422     max = maxfree[i];
2423     }
2424     else if (mflags & P_IS_ALIVE)
2425     {
2426     for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2427     {
2428     if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2429     {
2430     break;
2431 root 1.8 }
2432     }
2433 root 1.24 if (tmp)
2434     {
2435     return freedir[i];
2436 root 1.8 }
2437     }
2438     }
2439 elmex 1.1 }
2440 root 1.24 return 0;
2441 elmex 1.1 }
2442    
2443     /*
2444     * distance(object 1, object 2) will return the square of the
2445     * distance between the two given objects.
2446     */
2447    
2448 root 1.24 int
2449     distance (const object *ob1, const object *ob2)
2450     {
2451     int
2452     i;
2453    
2454     i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2455 elmex 1.1 return i;
2456     }
2457    
2458     /*
2459     * find_dir_2(delta-x,delta-y) will return a direction in which
2460     * an object which has subtracted the x and y coordinates of another
2461     * object, needs to travel toward it.
2462     */
2463    
2464 root 1.24 int
2465     find_dir_2 (int x, int y)
2466     {
2467     int
2468     q;
2469 elmex 1.1
2470 root 1.24 if (y)
2471     q = x * 100 / y;
2472 elmex 1.1 else if (x)
2473 root 1.24 q = -300 * x;
2474 elmex 1.1 else
2475     return 0;
2476    
2477 root 1.24 if (y > 0)
2478     {
2479     if (q < -242)
2480     return 3;
2481     if (q < -41)
2482     return 2;
2483     if (q < 41)
2484     return 1;
2485     if (q < 242)
2486     return 8;
2487     return 7;
2488     }
2489 elmex 1.1
2490     if (q < -242)
2491 root 1.24 return 7;
2492 elmex 1.1 if (q < -41)
2493 root 1.24 return 6;
2494 elmex 1.1 if (q < 41)
2495 root 1.24 return 5;
2496 elmex 1.1 if (q < 242)
2497 root 1.24 return 4;
2498 elmex 1.1
2499 root 1.24 return 3;
2500 elmex 1.1 }
2501    
2502     /*
2503     * absdir(int): Returns a number between 1 and 8, which represent
2504     * the "absolute" direction of a number (it actually takes care of
2505     * "overflow" in previous calculations of a direction).
2506     */
2507    
2508 root 1.24 int
2509     absdir (int d)
2510     {
2511     while (d < 1)
2512     d += 8;
2513     while (d > 8)
2514     d -= 8;
2515 elmex 1.1 return d;
2516     }
2517    
2518     /*
2519     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2520     * between two directions (which are expected to be absolute (see absdir())
2521     */
2522    
2523 root 1.24 int
2524     dirdiff (int dir1, int dir2)
2525     {
2526     int
2527     d;
2528    
2529     d = abs (dir1 - dir2);
2530     if (d > 4)
2531 elmex 1.1 d = 8 - d;
2532     return d;
2533     }
2534    
2535     /* peterm:
2536     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2537     * Basically, this is a table of directions, and what directions
2538     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2539     * This basically means that if direction is 15, then it could either go
2540     * direction 4, 14, or 16 to get back to where we are.
2541     * Moved from spell_util.c to object.c with the other related direction
2542     * functions.
2543     */
2544    
2545 root 1.24 int
2546     reduction_dir[SIZEOFFREE][3] = {
2547     {0, 0, 0}, /* 0 */
2548     {0, 0, 0}, /* 1 */
2549     {0, 0, 0}, /* 2 */
2550     {0, 0, 0}, /* 3 */
2551     {0, 0, 0}, /* 4 */
2552     {0, 0, 0}, /* 5 */
2553     {0, 0, 0}, /* 6 */
2554     {0, 0, 0}, /* 7 */
2555     {0, 0, 0}, /* 8 */
2556     {8, 1, 2}, /* 9 */
2557     {1, 2, -1}, /* 10 */
2558     {2, 10, 12}, /* 11 */
2559     {2, 3, -1}, /* 12 */
2560     {2, 3, 4}, /* 13 */
2561     {3, 4, -1}, /* 14 */
2562     {4, 14, 16}, /* 15 */
2563     {5, 4, -1}, /* 16 */
2564     {4, 5, 6}, /* 17 */
2565     {6, 5, -1}, /* 18 */
2566     {6, 20, 18}, /* 19 */
2567     {7, 6, -1}, /* 20 */
2568     {6, 7, 8}, /* 21 */
2569     {7, 8, -1}, /* 22 */
2570     {8, 22, 24}, /* 23 */
2571     {8, 1, -1}, /* 24 */
2572     {24, 9, 10}, /* 25 */
2573     {9, 10, -1}, /* 26 */
2574     {10, 11, -1}, /* 27 */
2575     {27, 11, 29}, /* 28 */
2576     {11, 12, -1}, /* 29 */
2577     {12, 13, -1}, /* 30 */
2578     {12, 13, 14}, /* 31 */
2579     {13, 14, -1}, /* 32 */
2580     {14, 15, -1}, /* 33 */
2581     {33, 15, 35}, /* 34 */
2582     {16, 15, -1}, /* 35 */
2583     {17, 16, -1}, /* 36 */
2584     {18, 17, 16}, /* 37 */
2585     {18, 17, -1}, /* 38 */
2586     {18, 19, -1}, /* 39 */
2587     {41, 19, 39}, /* 40 */
2588     {19, 20, -1}, /* 41 */
2589     {20, 21, -1}, /* 42 */
2590     {20, 21, 22}, /* 43 */
2591     {21, 22, -1}, /* 44 */
2592     {23, 22, -1}, /* 45 */
2593     {45, 47, 23}, /* 46 */
2594     {23, 24, -1}, /* 47 */
2595     {24, 9, -1}
2596     }; /* 48 */
2597 elmex 1.1
2598     /* Recursive routine to step back and see if we can
2599     * find a path to that monster that we found. If not,
2600     * we don't bother going toward it. Returns 1 if we
2601     * can see a direct way to get it
2602     * Modified to be map tile aware -.MSW
2603     */
2604    
2605 root 1.24
2606     int
2607     can_see_monsterP (mapstruct *m, int x, int y, int dir)
2608     {
2609     sint16
2610     dx,
2611     dy;
2612     int
2613     mflags;
2614    
2615     if (dir < 0)
2616     return 0; /* exit condition: invalid direction */
2617    
2618     dx = x + freearr_x[dir];
2619     dy = y + freearr_y[dir];
2620    
2621     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2622    
2623     /* This functional arguably was incorrect before - it was
2624     * checking for P_WALL - that was basically seeing if
2625     * we could move to the monster - this is being more
2626     * literal on if we can see it. To know if we can actually
2627     * move to the monster, we'd need the monster passed in or
2628     * at least its move type.
2629     */
2630     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2631     return 0;
2632    
2633     /* yes, can see. */
2634     if (dir < 9)
2635     return 1;
2636     return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2637     can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2638     }
2639    
2640    
2641    
2642 elmex 1.1 /*
2643     * can_pick(picker, item): finds out if an object is possible to be
2644     * picked up by the picker. Returnes 1 if it can be
2645     * picked up, otherwise 0.
2646     *
2647     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2648     * core dumps if they do.
2649     *
2650     * Add a check so we can't pick up invisible objects (0.93.8)
2651     */
2652    
2653 root 1.24 int
2654     can_pick (const object *who, const object *item)
2655     {
2656     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2657     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2658     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2659 elmex 1.1 }
2660    
2661    
2662     /*
2663     * create clone from object to another
2664     */
2665 root 1.24 object *
2666     object_create_clone (object *asrc)
2667     {
2668     object *
2669     dst = NULL, *tmp, *src, *part, *prev, *item;
2670 elmex 1.1
2671 root 1.24 if (!asrc)
2672     return NULL;
2673     src = asrc;
2674     if (src->head)
2675     src = src->head;
2676    
2677     prev = NULL;
2678     for (part = src; part; part = part->more)
2679     {
2680     tmp = get_object ();
2681     copy_object (part, tmp);
2682     tmp->x -= src->x;
2683     tmp->y -= src->y;
2684     if (!part->head)
2685     {
2686     dst = tmp;
2687     tmp->head = NULL;
2688     }
2689     else
2690     {
2691     tmp->head = dst;
2692     }
2693     tmp->more = NULL;
2694     if (prev)
2695     prev->more = tmp;
2696     prev = tmp;
2697 elmex 1.1 }
2698 root 1.24
2699 elmex 1.1 /*** copy inventory ***/
2700 root 1.24 for (item = src->inv; item; item = item->below)
2701     {
2702     (void) insert_ob_in_ob (object_create_clone (item), dst);
2703 elmex 1.1 }
2704    
2705 root 1.24 return dst;
2706 elmex 1.1 }
2707    
2708     /* return true if the object was destroyed, 0 otherwise */
2709 root 1.24 int
2710     was_destroyed (const object *op, tag_t old_tag)
2711 elmex 1.1 {
2712 root 1.24 /* checking for FLAG_FREED isn't necessary, but makes this function more
2713     * robust */
2714     return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2715 elmex 1.1 }
2716    
2717     /* GROS - Creates an object using a string representing its content. */
2718 root 1.24
2719 elmex 1.1 /* Basically, we save the content of the string to a temp file, then call */
2720 root 1.24
2721 elmex 1.1 /* load_object on it. I admit it is a highly inefficient way to make things, */
2722 root 1.24
2723 elmex 1.1 /* but it was simple to make and allows reusing the load_object function. */
2724 root 1.24
2725 elmex 1.1 /* Remember not to use load_object_str in a time-critical situation. */
2726 root 1.24
2727 elmex 1.1 /* Also remember that multiparts objects are not supported for now. */
2728    
2729 root 1.24 object *
2730     load_object_str (const char *obstr)
2731 elmex 1.1 {
2732 root 1.24 object *
2733     op;
2734     char
2735     filename[MAX_BUF];
2736 root 1.9
2737 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2738    
2739     FILE *
2740     tempfile = fopen (filename, "w");
2741    
2742     if (tempfile == NULL)
2743 elmex 1.1 {
2744 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2745     return NULL;
2746 elmex 1.1 };
2747 root 1.24 fprintf (tempfile, obstr);
2748     fclose (tempfile);
2749 elmex 1.1
2750 root 1.24 op = get_object ();
2751 elmex 1.1
2752 root 1.24 object_thawer
2753     thawer (filename);
2754 root 1.13
2755 root 1.24 if (thawer)
2756     load_object (thawer, op, 0);
2757 root 1.13
2758 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2759     CLEAR_FLAG (op, FLAG_REMOVED);
2760 root 1.9
2761 root 1.24 return op;
2762 elmex 1.1 }
2763    
2764     /* This returns the first object in who's inventory that
2765     * has the same type and subtype match.
2766     * returns NULL if no match.
2767     */
2768 root 1.24 object *
2769     find_obj_by_type_subtype (const object *who, int type, int subtype)
2770 elmex 1.1 {
2771 root 1.24 object *
2772     tmp;
2773 elmex 1.1
2774 root 1.24 for (tmp = who->inv; tmp; tmp = tmp->below)
2775     if (tmp->type == type && tmp->subtype == subtype)
2776     return tmp;
2777 elmex 1.1
2778 root 1.24 return NULL;
2779 elmex 1.1 }
2780    
2781     /* If ob has a field named key, return the link from the list,
2782     * otherwise return NULL.
2783     *
2784     * key must be a passed in shared string - otherwise, this won't
2785     * do the desired thing.
2786     */
2787 root 1.24 key_value *
2788     get_ob_key_link (const object *ob, const char *key)
2789     {
2790     key_value *
2791     link;
2792    
2793     for (link = ob->key_values; link != NULL; link = link->next)
2794     {
2795     if (link->key == key)
2796     {
2797     return link;
2798 elmex 1.1 }
2799     }
2800 root 1.24
2801     return NULL;
2802     }
2803 elmex 1.1
2804     /*
2805     * Returns the value of op has an extra_field for key, or NULL.
2806     *
2807     * The argument doesn't need to be a shared string.
2808     *
2809     * The returned string is shared.
2810     */
2811 root 1.24 const char *
2812     get_ob_key_value (const object *op, const char *const key)
2813     {
2814     key_value *
2815     link;
2816     const char *
2817     canonical_key;
2818    
2819     canonical_key = shstr::find (key);
2820    
2821     if (canonical_key == NULL)
2822     {
2823     /* 1. There being a field named key on any object
2824     * implies there'd be a shared string to find.
2825     * 2. Since there isn't, no object has this field.
2826     * 3. Therefore, *this* object doesn't have this field.
2827     */
2828     return NULL;
2829 elmex 1.1 }
2830    
2831 root 1.24 /* This is copied from get_ob_key_link() above -
2832     * only 4 lines, and saves the function call overhead.
2833     */
2834     for (link = op->key_values; link != NULL; link = link->next)
2835     {
2836     if (link->key == canonical_key)
2837     {
2838     return link->value;
2839 elmex 1.1 }
2840     }
2841 root 1.24 return NULL;
2842 elmex 1.1 }
2843    
2844    
2845     /*
2846     * Updates the canonical_key in op to value.
2847     *
2848     * canonical_key is a shared string (value doesn't have to be).
2849     *
2850     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2851     * keys.
2852     *
2853     * Returns TRUE on success.
2854     */
2855 root 1.24 int
2856     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2857     {
2858     key_value *
2859     field = NULL, *last = NULL;
2860    
2861     for (field = op->key_values; field != NULL; field = field->next)
2862     {
2863     if (field->key != canonical_key)
2864     {
2865     last = field;
2866     continue;
2867     }
2868    
2869     if (value)
2870     field->value = value;
2871     else
2872     {
2873     /* Basically, if the archetype has this key set,
2874     * we need to store the null value so when we save
2875     * it, we save the empty value so that when we load,
2876     * we get this value back again.
2877     */
2878     if (get_ob_key_link (&op->arch->clone, canonical_key))
2879     field->value = 0;
2880     else
2881     {
2882     if (last)
2883     last->next = field->next;
2884     else
2885     op->key_values = field->next;
2886    
2887     delete
2888     field;
2889     }
2890     }
2891     return TRUE;
2892     }
2893     /* IF we get here, key doesn't exist */
2894    
2895     /* No field, we'll have to add it. */
2896    
2897     if (!add_key)
2898     {
2899     return FALSE;
2900     }
2901     /* There isn't any good reason to store a null
2902     * value in the key/value list. If the archetype has
2903     * this key, then we should also have it, so shouldn't
2904     * be here. If user wants to store empty strings,
2905     * should pass in ""
2906     */
2907     if (value == NULL)
2908 elmex 1.1 return TRUE;
2909 root 1.24
2910     field = new key_value;
2911    
2912     field->key = canonical_key;
2913     field->value = value;
2914     /* Usual prepend-addition. */
2915     field->next = op->key_values;
2916     op->key_values = field;
2917    
2918     return TRUE;
2919 elmex 1.1 }
2920    
2921     /*
2922     * Updates the key in op to value.
2923     *
2924     * If add_key is FALSE, this will only update existing keys,
2925     * and not add new ones.
2926     * In general, should be little reason FALSE is ever passed in for add_key
2927     *
2928     * Returns TRUE on success.
2929     */
2930 root 1.24 int
2931     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2932 root 1.11 {
2933 root 1.24 shstr
2934     key_ (key);
2935    
2936 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2937 elmex 1.1 }