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Revision: 1.28
Committed: Mon Sep 11 12:10:21 2006 UTC (17 years, 8 months ago) by root
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Branch: MAIN
Changes since 1.27: +6 -13 lines
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# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21     The authors can be reached via e-mail at crossfire-devel@real-time.com
22     */
23    
24     /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25     sub/add_weight will transcend the environment updating the carrying
26     variable. */
27     #include <global.h>
28 root 1.28 #include <stdio.h>
29     #include <sys/types.h>
30     #include <sys/uio.h>
31 elmex 1.1 #include <object.h>
32     #include <funcpoint.h>
33     #include <skills.h>
34     #include <loader.h>
35 root 1.28
36 elmex 1.1 int nrofallocobjects = 0;
37    
38 root 1.24 object *objects; /* Pointer to the list of used objects */
39     object *active_objects; /* List of active objects that need to be processed */
40 elmex 1.1
41 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,
42     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43     };
44     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,
45     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
46     };
47     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,
48     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
49     };
50     int freedir[SIZEOFFREE] = {
51     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,
52     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53     };
54 elmex 1.1
55     /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
56 root 1.24 static int
57     compare_ob_value_lists_one (const object *wants, const object *has)
58     {
59     key_value *wants_field;
60    
61     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
62     * objects with lists are rare, and lists stay short. If not, use a
63     * different structure or at least keep the lists sorted...
64     */
65    
66     /* For each field in wants, */
67     for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
68     {
69     key_value *has_field;
70    
71     /* Look for a field in has with the same key. */
72     has_field = get_ob_key_link (has, wants_field->key);
73    
74     if (has_field == NULL)
75     {
76     /* No field with that name. */
77     return FALSE;
78     }
79    
80     /* Found the matching field. */
81     if (has_field->value != wants_field->value)
82     {
83     /* Values don't match, so this half of the comparison is false. */
84     return FALSE;
85     }
86    
87     /* If we get here, we found a match. Now for the next field in wants. */
88 elmex 1.1 }
89 root 1.24
90     /* If we get here, every field in wants has a matching field in has. */
91     return TRUE;
92 elmex 1.1 }
93    
94     /* Returns TRUE if ob1 has the same key_values as ob2. */
95 root 1.24 static int
96     compare_ob_value_lists (const object *ob1, const object *ob2)
97     {
98     /* However, there may be fields in has which aren't partnered in wants,
99     * so we need to run the comparison *twice*. :(
100     */
101     return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
102 elmex 1.1 }
103    
104     /* Function examines the 2 objects given to it, and returns true if
105     * they can be merged together.
106     *
107     * Note that this function appears a lot longer than the macro it
108     * replaces - this is mostly for clarity - a decent compiler should hopefully
109     * reduce this to the same efficiency.
110     *
111     * Check nrof variable *before* calling CAN_MERGE()
112     *
113     * Improvements made with merge: Better checking on potion, and also
114     * check weight
115     */
116    
117 root 1.24 bool object::can_merge (object *ob1, object *ob2)
118 root 1.16 {
119     /* A couple quicksanity checks */
120     if ((ob1 == ob2) || (ob1->type != ob2->type))
121     return 0;
122    
123     if (ob1->speed != ob2->speed)
124     return 0;
125    
126     /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127     * value could not be stored in a sint32 (which unfortunately sometimes is
128     * used to store nrof).
129     */
130     if (ob1->nrof + ob2->nrof >= 1UL << 31)
131     return 0;
132    
133     /* If the objects have been identified, set the BEEN_APPLIED flag.
134     * This is to the comparison of the flags below will be OK. We
135     * just can't ignore the been applied or identified flags, as they
136     * are not equal - just if it has been identified, the been_applied
137     * flags lose any meaning.
138     */
139     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
140     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141    
142     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 elmex 1.1
145    
146 root 1.16 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
147     * being locked in inventory should prevent merging.
148     * 0x4 in flags3 is CLIENT_SENT
149     */
150     if ((ob1->arch != ob2->arch) ||
151     (ob1->flags[0] != ob2->flags[0]) ||
152     (ob1->flags[1] != ob2->flags[1]) ||
153     ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154     ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155     (ob1->name != ob2->name) ||
156     (ob1->title != ob2->title) ||
157     (ob1->msg != ob2->msg) ||
158     (ob1->weight != ob2->weight) ||
159     (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
160     (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
161     (ob1->attacktype != ob2->attacktype) ||
162     (ob1->magic != ob2->magic) ||
163     (ob1->slaying != ob2->slaying) ||
164     (ob1->skill != ob2->skill) ||
165     (ob1->value != ob2->value) ||
166     (ob1->animation_id != ob2->animation_id) ||
167     (ob1->client_type != ob2->client_type) ||
168     (ob1->materialname != ob2->materialname) ||
169     (ob1->lore != ob2->lore) ||
170     (ob1->subtype != ob2->subtype) ||
171     (ob1->move_type != ob2->move_type) ||
172     (ob1->move_block != ob2->move_block) ||
173     (ob1->move_allow != ob2->move_allow) ||
174     (ob1->move_on != ob2->move_on) ||
175 root 1.24 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
176 root 1.16 return 0;
177    
178     /* This is really a spellbook check - really, we should
179     * check all objects in the inventory.
180     */
181     if (ob1->inv || ob2->inv)
182     {
183     /* if one object has inventory but the other doesn't, not equiv */
184     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
185 root 1.24 return 0;
186 root 1.16
187     /* Now check to see if the two inventory objects could merge */
188     if (!CAN_MERGE (ob1->inv, ob2->inv))
189 root 1.24 return 0;
190 root 1.16
191     /* inventory ok - still need to check rest of this object to see
192     * if it is valid.
193     */
194     }
195 elmex 1.1
196 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
197     * it is possible for most any character to have more than one of
198     * some items equipped, and we don't want those to merge.
199     */
200     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
201     return 0;
202 elmex 1.1
203 root 1.16 /* Note sure why the following is the case - either the object has to
204     * be animated or have a very low speed. Is this an attempted monster
205     * check?
206     */
207 root 1.24 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
208 root 1.16 return 0;
209 elmex 1.1
210 root 1.16 switch (ob1->type)
211     {
212 root 1.24 case SCROLL:
213     if (ob1->level != ob2->level)
214     return 0;
215     break;
216 root 1.16 }
217 elmex 1.1
218 root 1.16 if (ob1->key_values != NULL || ob2->key_values != NULL)
219     {
220     /* At least one of these has key_values. */
221     if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
222 root 1.24 /* One has fields, but the other one doesn't. */
223     return 0;
224 root 1.16 else if (!compare_ob_value_lists (ob1, ob2))
225 root 1.24 return 0;
226 elmex 1.1 }
227 root 1.16
228     //TODO: generate an event or call into perl for additional checks
229     if (ob1->self || ob2->self)
230     {
231     ob1->optimise ();
232     ob2->optimise ();
233    
234     if (ob1->self || ob2->self)
235 root 1.24 return 0;
236 elmex 1.1 }
237    
238 root 1.16 /* Everything passes, must be OK. */
239     return 1;
240 elmex 1.1 }
241 root 1.24
242 elmex 1.1 /*
243     * sum_weight() is a recursive function which calculates the weight
244     * an object is carrying. It goes through in figures out how much
245     * containers are carrying, and sums it up.
246     */
247 root 1.28 long
248 root 1.24 sum_weight (object *op)
249     {
250 root 1.28 long sum;
251 elmex 1.1 object *inv;
252 root 1.24
253     for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
254     {
255     if (inv->inv)
256     sum_weight (inv);
257     sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
258     }
259 elmex 1.1 if (op->type == CONTAINER && op->stats.Str)
260 root 1.24 sum = (sum * (100 - op->stats.Str)) / 100;
261     if (op->carrying != sum)
262 elmex 1.1 op->carrying = sum;
263     return sum;
264     }
265    
266     /**
267     * Return the outermost environment object for a given object.
268     */
269    
270 root 1.24 object *
271     object_get_env_recursive (object *op)
272     {
273     while (op->env != NULL)
274     op = op->env;
275     return op;
276 elmex 1.1 }
277    
278     /*
279     * Eneq(@csd.uu.se): Since we can have items buried in a character we need
280     * a better check. We basically keeping traversing up until we can't
281     * or find a player.
282     */
283    
284 root 1.24 object *
285     is_player_inv (object *op)
286     {
287     for (; op != NULL && op->type != PLAYER; op = op->env)
288     if (op->env == op)
289     op->env = NULL;
290     return op;
291 elmex 1.1 }
292    
293     /*
294     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
295 root 1.11 * Some error messages.
296 elmex 1.1 * The result of the dump is stored in the static global errmsg array.
297     */
298    
299 root 1.24 void
300     dump_object2 (object *op)
301     {
302     errmsg[0] = 0;
303     return;
304 root 1.10 //TODO//D#d#
305     #if 0
306 elmex 1.1 char *cp;
307 root 1.24
308 elmex 1.1 /* object *tmp;*/
309    
310 root 1.24 if (op->arch != NULL)
311     {
312     strcat (errmsg, "arch ");
313     strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
314     strcat (errmsg, "\n");
315     if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
316     strcat (errmsg, cp);
317     # if 0
318 elmex 1.1 /* Don't dump player diffs - they are too long, mostly meaningless, and
319     * will overflow the buffer.
320     * Changed so that we don't dump inventory either. This may
321     * also overflow the buffer.
322     */
323 root 1.24 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
324     strcat (errmsg, cp);
325     for (tmp = op->inv; tmp; tmp = tmp->below)
326     dump_object2 (tmp);
327     # endif
328     strcat (errmsg, "end\n");
329     }
330     else
331     {
332     strcat (errmsg, "Object ");
333     if (op->name == NULL)
334     strcat (errmsg, "(null)");
335     else
336     strcat (errmsg, op->name);
337     strcat (errmsg, "\n");
338     # if 0
339     if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
340     strcat (errmsg, cp);
341     for (tmp = op->inv; tmp; tmp = tmp->below)
342     dump_object2 (tmp);
343     # endif
344     strcat (errmsg, "end\n");
345     }
346 root 1.10 #endif
347 elmex 1.1 }
348    
349     /*
350     * Dumps an object. Returns output in the static global errmsg array.
351     */
352    
353 root 1.24 void
354     dump_object (object *op)
355     {
356     if (op == NULL)
357     {
358     strcpy (errmsg, "[NULL pointer]");
359     return;
360     }
361     errmsg[0] = '\0';
362     dump_object2 (op);
363 elmex 1.1 }
364    
365 root 1.24 void
366     dump_all_objects (void)
367     {
368 elmex 1.1 object *op;
369 root 1.24
370     for (op = objects; op != NULL; op = op->next)
371     {
372     dump_object (op);
373     fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
374     }
375 elmex 1.1 }
376    
377     /*
378     * get_nearest_part(multi-object, object 2) returns the part of the
379     * multi-object 1 which is closest to the second object.
380     * If it's not a multi-object, it is returned.
381     */
382    
383 root 1.24 object *
384     get_nearest_part (object *op, const object *pl)
385     {
386     object *tmp, *closest;
387     int last_dist, i;
388    
389     if (op->more == NULL)
390 elmex 1.1 return op;
391 root 1.24 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
392     if ((i = distance (tmp, pl)) < last_dist)
393     closest = tmp, last_dist = i;
394 elmex 1.1 return closest;
395     }
396    
397     /*
398     * Returns the object which has the count-variable equal to the argument.
399     */
400    
401 root 1.24 object *
402     find_object (tag_t i)
403     {
404 elmex 1.1 object *op;
405 root 1.24
406     for (op = objects; op != NULL; op = op->next)
407     if (op->count == i)
408 elmex 1.1 break;
409 root 1.24 return op;
410 elmex 1.1 }
411    
412     /*
413     * Returns the first object which has a name equal to the argument.
414     * Used only by the patch command, but not all that useful.
415     * Enables features like "patch <name-of-other-player> food 999"
416     */
417    
418 root 1.24 object *
419     find_object_name (const char *str)
420     {
421 root 1.11 const char *name = shstr::find (str);
422 elmex 1.1 object *op;
423 root 1.24
424     for (op = objects; op != NULL; op = op->next)
425     if (&op->name == name)
426 elmex 1.1 break;
427 root 1.11
428 elmex 1.1 return op;
429     }
430    
431 root 1.24 void
432     free_all_object_data ()
433 root 1.14 {
434     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
435 elmex 1.1 }
436    
437     /*
438     * Returns the object which this object marks as being the owner.
439     * A id-scheme is used to avoid pointing to objects which have been
440     * freed and are now reused. If this is detected, the owner is
441     * set to NULL, and NULL is returned.
442     * Changed 2004-02-12 - if the player is setting at the play again
443     * prompt, he is removed, and we don't want to treat him as an owner of
444     * anything, so check removed flag. I don't expect that this should break
445     * anything - once an object is removed, it is basically dead anyways.
446     */
447    
448 root 1.24 object *
449     get_owner (object *op)
450     {
451     if (op->owner == NULL)
452     return NULL;
453 elmex 1.1
454 root 1.24 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
455     return op->owner;
456 elmex 1.1
457 root 1.24 op->owner = NULL;
458     op->ownercount = 0;
459     return NULL;
460 elmex 1.1 }
461    
462 root 1.24 void
463     clear_owner (object *op)
464 elmex 1.1 {
465 root 1.24 if (!op)
466     return;
467 elmex 1.1
468 root 1.24 if (op->owner && op->ownercount == op->owner->count)
469     op->owner->refcount--;
470 elmex 1.1
471 root 1.24 op->owner = NULL;
472     op->ownercount = 0;
473 elmex 1.1 }
474    
475     /*
476     * Sets the owner and sets the skill and exp pointers to owner's current
477     * skill and experience objects.
478     */
479 root 1.24 void
480     set_owner (object *op, object *owner)
481 elmex 1.1 {
482 root 1.24 if (owner == NULL || op == NULL)
483     return;
484    
485     /* next line added to allow objects which own objects */
486     /* Add a check for ownercounts in here, as I got into an endless loop
487     * with the fireball owning a poison cloud which then owned the
488     * fireball. I believe that was caused by one of the objects getting
489     * freed and then another object replacing it. Since the ownercounts
490     * didn't match, this check is valid and I believe that cause is valid.
491     */
492     while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count)
493     owner = owner->owner;
494 elmex 1.1
495 root 1.24 /* IF the owner still has an owner, we did not resolve to a final owner.
496     * so lets not add to that.
497     */
498     if (owner->owner)
499     return;
500 elmex 1.1
501 root 1.24 op->owner = owner;
502 elmex 1.1
503 root 1.24 op->ownercount = owner->count;
504     owner->refcount++;
505 elmex 1.1 }
506    
507     /* Set the owner to clone's current owner and set the skill and experience
508     * objects to clone's objects (typically those objects that where the owner's
509     * current skill and experience objects at the time when clone's owner was
510     * set - not the owner's current skill and experience objects).
511     *
512     * Use this function if player created an object (e.g. fire bullet, swarm
513     * spell), and this object creates further objects whose kills should be
514     * accounted for the player's original skill, even if player has changed
515     * skills meanwhile.
516     */
517 root 1.24 void
518     copy_owner (object *op, object *clone)
519 elmex 1.1 {
520 root 1.24 object *owner = get_owner (clone);
521    
522     if (owner == NULL)
523     {
524     /* players don't have owners - they own themselves. Update
525     * as appropriate.
526     */
527     if (clone->type == PLAYER)
528     owner = clone;
529     else
530     return;
531 elmex 1.1 }
532 root 1.25
533 root 1.24 set_owner (op, owner);
534 elmex 1.1 }
535    
536     /* Zero the key_values on op, decrementing the shared-string
537     * refcounts and freeing the links.
538     */
539 root 1.24 static void
540     free_key_values (object *op)
541 root 1.11 {
542 root 1.24 for (key_value *i = op->key_values; i != 0;)
543 root 1.11 {
544     key_value *next = i->next;
545     delete i;
546 root 1.24
547 root 1.11 i = next;
548 elmex 1.1 }
549 root 1.24
550 root 1.11 op->key_values = 0;
551 elmex 1.1 }
552    
553 root 1.14 void object::clear ()
554     {
555     attachable_base::clear ();
556    
557     free_key_values (this);
558    
559 root 1.25 clear_owner (this);
560    
561 root 1.24 name = 0;
562     name_pl = 0;
563     title = 0;
564     race = 0;
565     slaying = 0;
566     skill = 0;
567     msg = 0;
568     lore = 0;
569     custom_name = 0;
570 root 1.14 materialname = 0;
571    
572 root 1.24 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
573 root 1.14
574     SET_FLAG (this, FLAG_REMOVED);
575     }
576    
577     void object::clone (object *destination)
578     {
579 root 1.24 *(object_copy *) destination = *this;
580     *(object_pod *) destination = *this;
581 root 1.14
582     if (self || cb)
583     INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
584     }
585    
586 elmex 1.1 /*
587     * clear_object() frees everything allocated by an object, and also
588     * clears all variables and flags to default settings.
589     */
590    
591 root 1.24 void
592     clear_object (object *op)
593 root 1.11 {
594     op->clear ();
595 root 1.2
596 root 1.11 op->contr = NULL;
597     op->below = NULL;
598     op->above = NULL;
599 root 1.24 op->inv = NULL;
600     op->container = NULL;
601     op->env = NULL;
602     op->more = NULL;
603     op->head = NULL;
604     op->map = NULL;
605     op->refcount = 0;
606 root 1.11 op->active_next = NULL;
607     op->active_prev = NULL;
608     /* What is not cleared is next, prev, and count */
609 elmex 1.1
610 root 1.14 op->expmul = 1.0;
611 root 1.11 op->face = blank_face;
612 root 1.14 op->attacked_by_count = -1;
613 elmex 1.1
614 root 1.11 if (settings.casting_time)
615     op->casting_time = -1;
616 elmex 1.1 }
617    
618     /*
619     * copy object first frees everything allocated by the second object,
620     * and then copies the contends of the first object into the second
621     * object, allocating what needs to be allocated. Basically, any
622     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
623     * if the first object is freed, the pointers in the new object
624     * will point at garbage.
625     */
626    
627 root 1.24 void
628     copy_object (object *op2, object *op)
629 root 1.11 {
630 root 1.24 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
631 root 1.14 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
632 root 1.11
633     op2->clone (op);
634    
635 root 1.24 if (is_freed)
636     SET_FLAG (op, FLAG_FREED);
637     if (is_removed)
638     SET_FLAG (op, FLAG_REMOVED);
639 elmex 1.1
640 root 1.11 if (op2->speed < 0)
641 root 1.24 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
642 elmex 1.1
643 root 1.11 /* Copy over key_values, if any. */
644 root 1.23 if (op2->key_values)
645 root 1.14 {
646 root 1.23 key_value *tail = 0;
647 root 1.11 key_value *i;
648 elmex 1.1
649 root 1.23 op->key_values = 0;
650 elmex 1.1
651 root 1.23 for (i = op2->key_values; i; i = i->next)
652 root 1.11 {
653     key_value *new_link = new key_value;
654 root 1.8
655 root 1.24 new_link->next = 0;
656     new_link->key = i->key;
657 root 1.11 new_link->value = i->value;
658    
659     /* Try and be clever here, too. */
660 root 1.23 if (!op->key_values)
661 root 1.11 {
662     op->key_values = new_link;
663     tail = new_link;
664 root 1.8 }
665 root 1.11 else
666     {
667     tail->next = new_link;
668     tail = new_link;
669     }
670 root 1.14 }
671     }
672 root 1.2
673 root 1.11 update_ob_speed (op);
674 elmex 1.1 }
675    
676     /*
677     * If an object with the IS_TURNABLE() flag needs to be turned due
678     * to the closest player being on the other side, this function can
679     * be called to update the face variable, _and_ how it looks on the map.
680     */
681    
682 root 1.24 void
683     update_turn_face (object *op)
684     {
685     if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
686     return;
687     SET_ANIMATION (op, op->direction);
688     update_object (op, UP_OBJ_FACE);
689 elmex 1.1 }
690    
691     /*
692     * Updates the speed of an object. If the speed changes from 0 to another
693     * value, or vice versa, then add/remove the object from the active list.
694     * This function needs to be called whenever the speed of an object changes.
695     */
696    
697 root 1.24 void
698     update_ob_speed (object *op)
699     {
700     extern int arch_init;
701 elmex 1.1
702 root 1.24 /* No reason putting the archetypes objects on the speed list,
703     * since they never really need to be updated.
704     */
705 elmex 1.1
706 root 1.24 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
707     {
708     LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
709 elmex 1.1 #ifdef MANY_CORES
710 root 1.24 abort ();
711 elmex 1.1 #else
712 root 1.24 op->speed = 0;
713 elmex 1.1 #endif
714     }
715 root 1.24 if (arch_init)
716     {
717     return;
718     }
719     if (FABS (op->speed) > MIN_ACTIVE_SPEED)
720     {
721     /* If already on active list, don't do anything */
722     if (op->active_next || op->active_prev || op == active_objects)
723 root 1.8 return;
724 root 1.24
725     /* process_events() expects us to insert the object at the beginning
726     * of the list. */
727     op->active_next = active_objects;
728     if (op->active_next != NULL)
729     op->active_next->active_prev = op;
730     active_objects = op;
731 elmex 1.1 }
732 root 1.24 else
733     {
734     /* If not on the active list, nothing needs to be done */
735     if (!op->active_next && !op->active_prev && op != active_objects)
736     return;
737    
738     if (op->active_prev == NULL)
739     {
740     active_objects = op->active_next;
741     if (op->active_next != NULL)
742     op->active_next->active_prev = NULL;
743 root 1.8 }
744 root 1.24 else
745     {
746     op->active_prev->active_next = op->active_next;
747     if (op->active_next)
748     op->active_next->active_prev = op->active_prev;
749     }
750     op->active_next = NULL;
751     op->active_prev = NULL;
752 elmex 1.1 }
753     }
754    
755     /* This function removes object 'op' from the list of active
756     * objects.
757     * This should only be used for style maps or other such
758     * reference maps where you don't want an object that isn't
759     * in play chewing up cpu time getting processed.
760     * The reverse of this is to call update_ob_speed, which
761     * will do the right thing based on the speed of the object.
762     */
763 root 1.24 void
764     remove_from_active_list (object *op)
765 elmex 1.1 {
766 root 1.24 /* If not on the active list, nothing needs to be done */
767     if (!op->active_next && !op->active_prev && op != active_objects)
768     return;
769 elmex 1.1
770 root 1.24 if (op->active_prev == NULL)
771     {
772     active_objects = op->active_next;
773     if (op->active_next != NULL)
774     op->active_next->active_prev = NULL;
775 elmex 1.1 }
776 root 1.24 else
777     {
778     op->active_prev->active_next = op->active_next;
779     if (op->active_next)
780     op->active_next->active_prev = op->active_prev;
781 elmex 1.1 }
782 root 1.24 op->active_next = NULL;
783     op->active_prev = NULL;
784 elmex 1.1 }
785    
786     /*
787     * update_object() updates the array which represents the map.
788     * It takes into account invisible objects (and represent squares covered
789     * by invisible objects by whatever is below them (unless it's another
790     * invisible object, etc...)
791     * If the object being updated is beneath a player, the look-window
792     * of that player is updated (this might be a suboptimal way of
793     * updating that window, though, since update_object() is called _often_)
794     *
795     * action is a hint of what the caller believes need to be done.
796     * For example, if the only thing that has changed is the face (due to
797     * an animation), we don't need to call update_position until that actually
798     * comes into view of a player. OTOH, many other things, like addition/removal
799     * of walls or living creatures may need us to update the flags now.
800     * current action are:
801     * UP_OBJ_INSERT: op was inserted
802     * UP_OBJ_REMOVE: op was removed
803     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
804     * as that is easier than trying to look at what may have changed.
805     * UP_OBJ_FACE: only the objects face has changed.
806     */
807    
808 root 1.24 void
809     update_object (object *op, int action)
810     {
811     int update_now = 0, flags;
812     MoveType move_on, move_off, move_block, move_slow;
813    
814     if (op == NULL)
815     {
816     /* this should never happen */
817     LOG (llevDebug, "update_object() called for NULL object.\n");
818     return;
819 elmex 1.1 }
820 root 1.24
821     if (op->env != NULL)
822     {
823     /* Animation is currently handled by client, so nothing
824     * to do in this case.
825     */
826     return;
827 elmex 1.1 }
828    
829 root 1.24 /* If the map is saving, don't do anything as everything is
830     * going to get freed anyways.
831     */
832     if (!op->map || op->map->in_memory == MAP_SAVING)
833     return;
834    
835     /* make sure the object is within map boundaries */
836     if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
837     {
838     LOG (llevError, "update_object() called for object out of map!\n");
839 elmex 1.1 #ifdef MANY_CORES
840 root 1.24 abort ();
841 elmex 1.1 #endif
842 root 1.24 return;
843 elmex 1.1 }
844    
845 root 1.24 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
846     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
847     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
848     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
849     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
850     move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
851 elmex 1.1
852 root 1.24 if (action == UP_OBJ_INSERT)
853     {
854     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
855     update_now = 1;
856    
857     if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
858     update_now = 1;
859 elmex 1.1
860 root 1.24 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
861     update_now = 1;
862 elmex 1.1
863 root 1.24 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
864     update_now = 1;
865 elmex 1.1
866 root 1.24 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
867     update_now = 1;
868 root 1.20
869 root 1.24 if ((move_on | op->move_on) != move_on)
870     update_now = 1;
871 root 1.20
872 root 1.24 if ((move_off | op->move_off) != move_off)
873     update_now = 1;
874 root 1.20
875 root 1.24 /* This isn't perfect, but I don't expect a lot of objects to
876     * to have move_allow right now.
877     */
878     if (((move_block | op->move_block) & ~op->move_allow) != move_block)
879     update_now = 1;
880 root 1.20
881 root 1.24 if ((move_slow | op->move_slow) != move_slow)
882     update_now = 1;
883     }
884     /* if the object is being removed, we can't make intelligent
885     * decisions, because remove_ob can't really pass the object
886     * that is being removed.
887     */
888     else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
889 root 1.27 update_now = 1;
890 root 1.24 else if (action == UP_OBJ_FACE)
891 root 1.27 /* Nothing to do for that case */;
892 root 1.24 else
893 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
894 elmex 1.1
895 root 1.24 if (update_now)
896     {
897     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
898     update_position (op->map, op->x, op->y);
899 elmex 1.1 }
900    
901 root 1.24 if (op->more != NULL)
902     update_object (op->more, action);
903 elmex 1.1 }
904    
905 root 1.25 static unordered_vector<object *> mortals;
906     static std::vector<object *> freed;
907 root 1.21
908     void object::free_mortals ()
909     {
910 root 1.25 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
911     if (!(*i)->refcount)
912     {
913     freed.push_back (*i);
914     mortals.erase (i);
915     }
916     else
917     ++i;
918 root 1.21 }
919    
920     object::object ()
921     {
922 root 1.22 SET_FLAG (this, FLAG_REMOVED);
923    
924     expmul = 1.0;
925     face = blank_face;
926     attacked_by_count = -1;
927     }
928    
929     object::~object ()
930     {
931     free_key_values (this);
932     }
933    
934 root 1.24 void object::link ()
935 root 1.22 {
936 root 1.21 count = ++ob_count;
937    
938     prev = 0;
939     next = objects;
940    
941     if (objects)
942     objects->prev = this;
943    
944     objects = this;
945     }
946    
947 root 1.24 void object::unlink ()
948 root 1.21 {
949 root 1.22 count = 0;
950    
951     /* Remove this object from the list of used objects */
952 root 1.24 if (prev)
953 root 1.25 {
954     prev->next = next;
955     prev = 0;
956     }
957    
958 root 1.24 if (next)
959 root 1.25 {
960     next->prev = prev;
961     next = 0;
962     }
963    
964 root 1.24 if (this == objects)
965     objects = next;
966     }
967 root 1.21
968     object *object::create ()
969     {
970 root 1.25 object *op;
971    
972     if (freed.empty ())
973 root 1.24 op = new object;
974 root 1.25 else
975     {
976     // highly annoying, but the only way to get it stable right now
977     op = freed.back (); freed.pop_back ();
978     op->~object ();
979     new ((void *)op) object;
980     }
981 root 1.24
982 root 1.22 op->link ();
983     return op;
984 root 1.21 }
985 elmex 1.1
986     /*
987     * free_object() frees everything allocated by an object, removes
988     * it from the list of used objects, and puts it on the list of
989     * free objects. The IS_FREED() flag is set in the object.
990     * The object must have been removed by remove_ob() first for
991     * this function to succeed.
992     *
993     * If free_inventory is set, free inventory as well. Else drop items in
994     * inventory to the ground.
995     */
996 root 1.24 void object::free (bool free_inventory)
997 root 1.14 {
998 root 1.21 if (!QUERY_FLAG (this, FLAG_REMOVED))
999 root 1.14 {
1000     LOG (llevDebug, "Free object called with non removed object\n");
1001 root 1.21 dump_object (this);
1002 elmex 1.1 #ifdef MANY_CORES
1003 root 1.14 abort ();
1004 elmex 1.1 #endif
1005     }
1006 root 1.14
1007 root 1.21 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1008 root 1.14 {
1009     LOG (llevMonster, "Warning: tried to free friendly object.\n");
1010 root 1.21 remove_friendly_object (this);
1011 elmex 1.1 }
1012 root 1.14
1013 root 1.21 if (QUERY_FLAG (this, FLAG_FREED))
1014 root 1.14 {
1015 root 1.21 dump_object (this);
1016 root 1.14 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
1017     return;
1018 elmex 1.1 }
1019 root 1.14
1020 root 1.21 if (more)
1021 root 1.14 {
1022 root 1.21 more->free (free_inventory);
1023     more = 0;
1024 elmex 1.1 }
1025    
1026 root 1.21 if (inv)
1027 root 1.14 {
1028     /* Only if the space blocks everything do we not process -
1029 root 1.17 * if some form of movement is allowed, let objects
1030 root 1.14 * drop on that space.
1031     */
1032 root 1.24 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1033     {
1034     object *
1035     op = inv;
1036    
1037     while (op)
1038     {
1039     object *
1040     tmp = op->below;
1041    
1042     remove_ob (op);
1043 root 1.21 op->free (free_inventory);
1044 root 1.24 op = tmp;
1045     }
1046     }
1047 root 1.14 else
1048 root 1.24 { /* Put objects in inventory onto this space */
1049     object *
1050     op = inv;
1051    
1052     while (op)
1053     {
1054     object *
1055     tmp = op->below;
1056 root 1.14
1057 root 1.24 remove_ob (op);
1058    
1059     if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1060     || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1061     free_object (op);
1062     else
1063     {
1064     op->x = x;
1065     op->y = y;
1066     insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1067     }
1068    
1069     op = tmp;
1070     }
1071     }
1072 root 1.14 }
1073    
1074 root 1.25 clear_owner (this);
1075    
1076 root 1.14 /* Remove object from the active list */
1077 root 1.21 speed = 0;
1078     update_ob_speed (this);
1079 elmex 1.1
1080 root 1.22 unlink ();
1081    
1082 root 1.21 SET_FLAG (this, FLAG_FREED);
1083 root 1.11
1084 root 1.21 mortals.push_back (this);
1085 elmex 1.1 }
1086    
1087     /*
1088     * sub_weight() recursively (outwards) subtracts a number from the
1089     * weight of an object (and what is carried by it's environment(s)).
1090     */
1091    
1092 root 1.24 void
1093     sub_weight (object *op, signed long weight)
1094     {
1095     while (op != NULL)
1096     {
1097     if (op->type == CONTAINER)
1098     {
1099     weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1100     }
1101     op->carrying -= weight;
1102     op = op->env;
1103 elmex 1.1 }
1104     }
1105    
1106     /* remove_ob(op):
1107     * This function removes the object op from the linked list of objects
1108     * which it is currently tied to. When this function is done, the
1109     * object will have no environment. If the object previously had an
1110     * environment, the x and y coordinates will be updated to
1111     * the previous environment.
1112     * Beware: This function is called from the editor as well!
1113     */
1114    
1115 root 1.24 void
1116     remove_ob (object *op)
1117     {
1118 root 1.26 object *tmp, *last = NULL;
1119     object *otmp;
1120    
1121     tag_t tag;
1122     int check_walk_off;
1123     mapstruct *m;
1124 root 1.24
1125 root 1.26 sint16 x, y;
1126 root 1.24
1127     if (QUERY_FLAG (op, FLAG_REMOVED))
1128     {
1129     dump_object (op);
1130     LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1131    
1132     /* Changed it to always dump core in this case. As has been learned
1133     * in the past, trying to recover from errors almost always
1134     * make things worse, and this is a real error here - something
1135     * that should not happen.
1136     * Yes, if this was a mission critical app, trying to do something
1137     * to recover may make sense, but that is because failure of the app
1138     * may have other disastrous problems. Cf runs out of a script
1139     * so is easily enough restarted without any real problems.
1140     * MSW 2001-07-01
1141     */
1142     abort ();
1143     }
1144 root 1.26
1145 root 1.24 if (op->more != NULL)
1146     remove_ob (op->more);
1147    
1148     SET_FLAG (op, FLAG_REMOVED);
1149    
1150     /*
1151     * In this case, the object to be removed is in someones
1152     * inventory.
1153     */
1154     if (op->env != NULL)
1155     {
1156     if (op->nrof)
1157     sub_weight (op->env, op->weight * op->nrof);
1158     else
1159     sub_weight (op->env, op->weight + op->carrying);
1160    
1161     /* NO_FIX_PLAYER is set when a great many changes are being
1162     * made to players inventory. If set, avoiding the call
1163     * to save cpu time.
1164     */
1165     if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1166     fix_player (otmp);
1167    
1168     if (op->above != NULL)
1169     op->above->below = op->below;
1170     else
1171     op->env->inv = op->below;
1172    
1173     if (op->below != NULL)
1174     op->below->above = op->above;
1175    
1176     /* we set up values so that it could be inserted into
1177     * the map, but we don't actually do that - it is up
1178     * to the caller to decide what we want to do.
1179     */
1180     op->x = op->env->x, op->y = op->env->y;
1181     op->map = op->env->map;
1182     op->above = NULL, op->below = NULL;
1183     op->env = NULL;
1184     return;
1185     }
1186    
1187     /* If we get here, we are removing it from a map */
1188     if (op->map == NULL)
1189     return;
1190    
1191     x = op->x;
1192     y = op->y;
1193     m = get_map_from_coord (op->map, &x, &y);
1194    
1195     if (!m)
1196     {
1197     LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1198     op->map->path, op->x, op->y);
1199     /* in old days, we used to set x and y to 0 and continue.
1200     * it seems if we get into this case, something is probablye
1201     * screwed up and should be fixed.
1202     */
1203     abort ();
1204     }
1205     if (op->map != m)
1206     {
1207     LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1208     op->map->path, m->path, op->x, op->y, x, y);
1209 elmex 1.1 }
1210    
1211 root 1.24 /* Re did the following section of code - it looks like it had
1212     * lots of logic for things we no longer care about
1213     */
1214    
1215     /* link the object above us */
1216     if (op->above)
1217     op->above->below = op->below;
1218     else
1219     SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1220 elmex 1.1
1221 root 1.24 /* Relink the object below us, if there is one */
1222     if (op->below)
1223 root 1.26 op->below->above = op->above;
1224 root 1.24 else
1225     {
1226     /* Nothing below, which means we need to relink map object for this space
1227     * use translated coordinates in case some oddness with map tiling is
1228     * evident
1229     */
1230     if (GET_MAP_OB (m, x, y) != op)
1231     {
1232     dump_object (op);
1233     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",
1234     errmsg);
1235     dump_object (GET_MAP_OB (m, x, y));
1236     LOG (llevError, "%s\n", errmsg);
1237 root 1.8 }
1238 root 1.26
1239 root 1.24 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1240 elmex 1.1 }
1241 root 1.26
1242 root 1.24 op->above = NULL;
1243     op->below = NULL;
1244    
1245     if (op->map->in_memory == MAP_SAVING)
1246     return;
1247 elmex 1.1
1248 root 1.24 tag = op->count;
1249     check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1250 root 1.26
1251 root 1.24 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1252     {
1253     /* No point updating the players look faces if he is the object
1254     * being removed.
1255     */
1256 elmex 1.1
1257 root 1.24 if (tmp->type == PLAYER && tmp != op)
1258     {
1259     /* If a container that the player is currently using somehow gets
1260     * removed (most likely destroyed), update the player view
1261     * appropriately.
1262     */
1263     if (tmp->container == op)
1264     {
1265     CLEAR_FLAG (op, FLAG_APPLIED);
1266     tmp->container = NULL;
1267 root 1.8 }
1268 root 1.26
1269 root 1.24 tmp->contr->socket.update_look = 1;
1270 root 1.8 }
1271 root 1.24 /* See if player moving off should effect something */
1272     if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1273     {
1274 root 1.26 move_apply (tmp, op, NULL);
1275 root 1.24
1276     if (was_destroyed (op, tag))
1277     {
1278     LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1279 root 1.8 }
1280     }
1281    
1282 root 1.24 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1283 root 1.8
1284 root 1.24 if (tmp->above == tmp)
1285     tmp->above = NULL;
1286 root 1.26
1287 root 1.24 last = tmp;
1288     }
1289 root 1.26
1290 root 1.24 /* last == NULL of there are no objects on this space */
1291     if (last == NULL)
1292     {
1293     /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1294     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1295     * those out anyways, and if there are any flags set right now, they won't
1296     * be correct anyways.
1297     */
1298     SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1299     update_position (op->map, op->x, op->y);
1300 elmex 1.1 }
1301 root 1.24 else
1302     update_object (last, UP_OBJ_REMOVE);
1303 elmex 1.1
1304 root 1.24 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1305     update_all_los (op->map, op->x, op->y);
1306 elmex 1.1 }
1307    
1308     /*
1309     * merge_ob(op,top):
1310     *
1311     * This function goes through all objects below and including top, and
1312     * merges op to the first matching object.
1313     * If top is NULL, it is calculated.
1314     * Returns pointer to object if it succeded in the merge, otherwise NULL
1315     */
1316    
1317 root 1.24 object *
1318     merge_ob (object *op, object *top)
1319     {
1320     if (!op->nrof)
1321 elmex 1.1 return 0;
1322 root 1.24 if (top == NULL)
1323     for (top = op; top != NULL && top->above != NULL; top = top->above);
1324     for (; top != NULL; top = top->below)
1325 elmex 1.1 {
1326 root 1.24 if (top == op)
1327     continue;
1328     if (CAN_MERGE (op, top))
1329     {
1330     top->nrof += op->nrof;
1331    
1332 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1333 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1334     remove_ob (op);
1335     free_object (op);
1336     return top;
1337     }
1338 elmex 1.1 }
1339     return NULL;
1340     }
1341    
1342     /*
1343     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1344     * job preparing multi-part monsters
1345     */
1346 root 1.24 object *
1347     insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1348     {
1349     object *
1350     tmp;
1351    
1352     if (op->head)
1353     op = op->head;
1354     for (tmp = op; tmp; tmp = tmp->more)
1355     {
1356     tmp->x = x + tmp->arch->clone.x;
1357     tmp->y = y + tmp->arch->clone.y;
1358 elmex 1.1 }
1359 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1360 elmex 1.1 }
1361    
1362     /*
1363     * insert_ob_in_map (op, map, originator, flag):
1364     * This function inserts the object in the two-way linked list
1365     * which represents what is on a map.
1366     * The second argument specifies the map, and the x and y variables
1367     * in the object about to be inserted specifies the position.
1368     *
1369     * originator: Player, monster or other object that caused 'op' to be inserted
1370     * into 'map'. May be NULL.
1371     *
1372     * flag is a bitmask about special things to do (or not do) when this
1373     * function is called. see the object.h file for the INS_ values.
1374     * Passing 0 for flag gives proper default values, so flag really only needs
1375     * to be set if special handling is needed.
1376     *
1377     * Return value:
1378     * new object if 'op' was merged with other object
1379     * NULL if 'op' was destroyed
1380     * just 'op' otherwise
1381     */
1382    
1383 root 1.24 object *
1384     insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1385 elmex 1.1 {
1386 root 1.25 object *tmp, *top, *floor = NULL;
1387     sint16 x, y;
1388 elmex 1.1
1389 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1390     {
1391     LOG (llevError, "Trying to insert freed object!\n");
1392     return NULL;
1393     }
1394 root 1.25
1395 root 1.24 if (m == NULL)
1396     {
1397     dump_object (op);
1398     LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1399     return op;
1400 elmex 1.1 }
1401 root 1.25
1402 root 1.24 if (out_of_map (m, op->x, op->y))
1403     {
1404     dump_object (op);
1405     LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1406 elmex 1.1 #ifdef MANY_CORES
1407 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1408     * is likely to cause a crash. Better to find out where it is getting
1409     * improperly inserted.
1410     */
1411     abort ();
1412 elmex 1.1 #endif
1413 root 1.24 return op;
1414 elmex 1.1 }
1415 root 1.25
1416 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1417     {
1418     dump_object (op);
1419     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1420     return op;
1421     }
1422 root 1.25
1423 root 1.24 if (op->more != NULL)
1424     {
1425     /* The part may be on a different map. */
1426    
1427 root 1.26 object *more = op->more;
1428 root 1.24
1429     /* We really need the caller to normalize coordinates - if
1430     * we set the map, that doesn't work if the location is within
1431     * a map and this is straddling an edge. So only if coordinate
1432     * is clear wrong do we normalize it.
1433     */
1434     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1435 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1436 root 1.24 else if (!more->map)
1437     {
1438     /* For backwards compatibility - when not dealing with tiled maps,
1439     * more->map should always point to the parent.
1440     */
1441     more->map = m;
1442     }
1443    
1444     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1445     {
1446     if (!op->head)
1447     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1448 root 1.26
1449 root 1.24 return NULL;
1450 root 1.8 }
1451 root 1.24 }
1452 root 1.25
1453 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1454 root 1.8
1455 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1456     * of areas of callers (eg, anything that uses find_free_spot would now
1457     * need extra work
1458     */
1459     op->map = get_map_from_coord (m, &op->x, &op->y);
1460     x = op->x;
1461     y = op->y;
1462    
1463     /* this has to be done after we translate the coordinates.
1464     */
1465     if (op->nrof && !(flag & INS_NO_MERGE))
1466 root 1.25 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1467     if (CAN_MERGE (op, tmp))
1468     {
1469     op->nrof += tmp->nrof;
1470     remove_ob (tmp);
1471     free_object (tmp);
1472     }
1473 root 1.24
1474     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1475     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1476 root 1.25
1477 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1478     CLEAR_FLAG (op, FLAG_NO_STEAL);
1479    
1480     if (flag & INS_BELOW_ORIGINATOR)
1481     {
1482     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1483     {
1484     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1485     abort ();
1486     }
1487 root 1.25
1488 root 1.24 op->above = originator;
1489     op->below = originator->below;
1490 root 1.25
1491 root 1.24 if (op->below)
1492     op->below->above = op;
1493     else
1494     SET_MAP_OB (op->map, op->x, op->y, op);
1495 root 1.25
1496 root 1.24 /* since *below* originator, no need to update top */
1497     originator->below = op;
1498 elmex 1.1 }
1499 root 1.24 else
1500     {
1501     /* If there are other objects, then */
1502     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1503     {
1504 root 1.25 object *last = NULL;
1505 root 1.24
1506     /*
1507     * If there are multiple objects on this space, we do some trickier handling.
1508     * We've already dealt with merging if appropriate.
1509     * Generally, we want to put the new object on top. But if
1510     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1511     * floor, we want to insert above that and no further.
1512     * Also, if there are spell objects on this space, we stop processing
1513     * once we get to them. This reduces the need to traverse over all of
1514     * them when adding another one - this saves quite a bit of cpu time
1515     * when lots of spells are cast in one area. Currently, it is presumed
1516     * that flying non pickable objects are spell objects.
1517     */
1518 elmex 1.1
1519 root 1.24 while (top != NULL)
1520     {
1521     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1522     floor = top;
1523 root 1.26
1524 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))
1525     {
1526     /* We insert above top, so we want this object below this */
1527     top = top->below;
1528     break;
1529     }
1530 root 1.26
1531 root 1.24 last = top;
1532     top = top->above;
1533     }
1534 root 1.26
1535 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1536     top = last;
1537 root 1.8
1538 root 1.24 /* We let update_position deal with figuring out what the space
1539     * looks like instead of lots of conditions here.
1540     * makes things faster, and effectively the same result.
1541     */
1542    
1543     /* Have object 'fall below' other objects that block view.
1544     * Unless those objects are exits, type 66
1545     * If INS_ON_TOP is used, don't do this processing
1546     * Need to find the object that in fact blocks view, otherwise
1547     * stacking is a bit odd.
1548     */
1549     if (!(flag & INS_ON_TOP) &&
1550     (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1551     {
1552     for (last = top; last != floor; last = last->below)
1553     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1554     break;
1555     /* Check to see if we found the object that blocks view,
1556     * and make sure we have a below pointer for it so that
1557     * we can get inserted below this one, which requires we
1558     * set top to the object below us.
1559     */
1560     if (last && last->below && last != floor)
1561     top = last->below;
1562 root 1.8 }
1563 root 1.24 } /* If objects on this space */
1564 root 1.25
1565 root 1.24 if (flag & INS_MAP_LOAD)
1566     top = GET_MAP_TOP (op->map, op->x, op->y);
1567 root 1.25
1568 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1569     top = floor;
1570    
1571     /* Top is the object that our object (op) is going to get inserted above.
1572     */
1573    
1574     /* First object on this space */
1575     if (!top)
1576     {
1577     op->above = GET_MAP_OB (op->map, op->x, op->y);
1578 root 1.25
1579 root 1.24 if (op->above)
1580     op->above->below = op;
1581 root 1.25
1582 root 1.24 op->below = NULL;
1583     SET_MAP_OB (op->map, op->x, op->y, op);
1584     }
1585     else
1586     { /* get inserted into the stack above top */
1587     op->above = top->above;
1588 root 1.25
1589 root 1.24 if (op->above)
1590     op->above->below = op;
1591 root 1.25
1592 root 1.24 op->below = top;
1593     top->above = op;
1594     }
1595 root 1.25
1596 root 1.24 if (op->above == NULL)
1597     SET_MAP_TOP (op->map, op->x, op->y, op);
1598     } /* else not INS_BELOW_ORIGINATOR */
1599 root 1.8
1600 root 1.24 if (op->type == PLAYER)
1601     op->contr->do_los = 1;
1602    
1603     /* If we have a floor, we know the player, if any, will be above
1604     * it, so save a few ticks and start from there.
1605     */
1606     if (!(flag & INS_MAP_LOAD))
1607     for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1608 root 1.25 if (tmp->type == PLAYER)
1609     tmp->contr->socket.update_look = 1;
1610 root 1.24
1611     /* If this object glows, it may affect lighting conditions that are
1612     * visible to others on this map. But update_all_los is really
1613     * an inefficient way to do this, as it means los for all players
1614     * on the map will get recalculated. The players could very well
1615     * be far away from this change and not affected in any way -
1616     * this should get redone to only look for players within range,
1617     * or just updating the P_NEED_UPDATE for spaces within this area
1618     * of effect may be sufficient.
1619     */
1620     if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1621     update_all_los (op->map, op->x, op->y);
1622    
1623     /* updates flags (blocked, alive, no magic, etc) for this map space */
1624     update_object (op, UP_OBJ_INSERT);
1625    
1626     /* Don't know if moving this to the end will break anything. However,
1627     * we want to have update_look set above before calling this.
1628     *
1629     * check_move_on() must be after this because code called from
1630     * check_move_on() depends on correct map flags (so functions like
1631     * blocked() and wall() work properly), and these flags are updated by
1632     * update_object().
1633     */
1634    
1635     /* if this is not the head or flag has been passed, don't check walk on status */
1636     if (!(flag & INS_NO_WALK_ON) && !op->head)
1637     {
1638     if (check_move_on (op, originator))
1639     return NULL;
1640 elmex 1.1
1641 root 1.24 /* If we are a multi part object, lets work our way through the check
1642     * walk on's.
1643     */
1644     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1645     if (check_move_on (tmp, originator))
1646     return NULL;
1647 elmex 1.1 }
1648 root 1.25
1649 root 1.24 return op;
1650 elmex 1.1 }
1651    
1652     /* this function inserts an object in the map, but if it
1653     * finds an object of its own type, it'll remove that one first.
1654     * op is the object to insert it under: supplies x and the map.
1655     */
1656 root 1.24 void
1657     replace_insert_ob_in_map (const char *arch_string, object *op)
1658     {
1659 root 1.25 object *tmp;
1660     object *tmp1;
1661 elmex 1.1
1662 root 1.24 /* first search for itself and remove any old instances */
1663 elmex 1.1
1664 root 1.24 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1665     {
1666     if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1667     {
1668     remove_ob (tmp);
1669     free_object (tmp);
1670 root 1.8 }
1671 elmex 1.1 }
1672    
1673 root 1.24 tmp1 = arch_to_object (find_archetype (arch_string));
1674 elmex 1.1
1675 root 1.24 tmp1->x = op->x;
1676     tmp1->y = op->y;
1677     insert_ob_in_map (tmp1, op->map, op, 0);
1678     }
1679 elmex 1.1
1680     /*
1681     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1682     * is returned contains nr objects, and the remaining parts contains
1683     * the rest (or is removed and freed if that number is 0).
1684     * On failure, NULL is returned, and the reason put into the
1685     * global static errmsg array.
1686     */
1687    
1688 root 1.24 object *
1689     get_split_ob (object *orig_ob, uint32 nr)
1690     {
1691     object *
1692     newob;
1693     int
1694     is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1695    
1696     if (orig_ob->nrof < nr)
1697     {
1698     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1699     return NULL;
1700     }
1701     newob = object_create_clone (orig_ob);
1702     if ((orig_ob->nrof -= nr) < 1)
1703     {
1704     if (!is_removed)
1705     remove_ob (orig_ob);
1706     free_object2 (orig_ob, 1);
1707 elmex 1.1 }
1708 root 1.24 else if (!is_removed)
1709     {
1710     if (orig_ob->env != NULL)
1711     sub_weight (orig_ob->env, orig_ob->weight * nr);
1712     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1713     {
1714     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1715     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1716     return NULL;
1717 root 1.8 }
1718 elmex 1.1 }
1719 root 1.24 newob->nrof = nr;
1720 elmex 1.1
1721 root 1.24 return newob;
1722 elmex 1.1 }
1723    
1724     /*
1725     * decrease_ob_nr(object, number) decreases a specified number from
1726     * the amount of an object. If the amount reaches 0, the object
1727     * is subsequently removed and freed.
1728     *
1729     * Return value: 'op' if something is left, NULL if the amount reached 0
1730     */
1731    
1732 root 1.24 object *
1733     decrease_ob_nr (object *op, uint32 i)
1734 elmex 1.1 {
1735 root 1.24 object *
1736     tmp;
1737     player *
1738     pl;
1739 elmex 1.1
1740 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1741     return op;
1742    
1743     if (i > op->nrof)
1744     i = op->nrof;
1745    
1746     if (QUERY_FLAG (op, FLAG_REMOVED))
1747     {
1748     op->nrof -= i;
1749     }
1750     else if (op->env != NULL)
1751     {
1752     /* is this object in the players inventory, or sub container
1753     * therein?
1754     */
1755     tmp = is_player_inv (op->env);
1756     /* nope. Is this a container the player has opened?
1757     * If so, set tmp to that player.
1758     * IMO, searching through all the players will mostly
1759     * likely be quicker than following op->env to the map,
1760     * and then searching the map for a player.
1761     */
1762     if (!tmp)
1763     {
1764     for (pl = first_player; pl; pl = pl->next)
1765     if (pl->ob->container == op->env)
1766     break;
1767     if (pl)
1768     tmp = pl->ob;
1769     else
1770     tmp = NULL;
1771     }
1772 elmex 1.1
1773 root 1.24 if (i < op->nrof)
1774     {
1775     sub_weight (op->env, op->weight * i);
1776     op->nrof -= i;
1777     if (tmp)
1778     {
1779     esrv_send_item (tmp, op);
1780 elmex 1.1 }
1781 root 1.24 }
1782     else
1783     {
1784     remove_ob (op);
1785     op->nrof = 0;
1786     if (tmp)
1787     {
1788     esrv_del_item (tmp->contr, op->count);
1789 elmex 1.1 }
1790     }
1791     }
1792 root 1.24 else
1793 elmex 1.1 {
1794 root 1.24 object *
1795     above = op->above;
1796 elmex 1.1
1797 root 1.24 if (i < op->nrof)
1798     {
1799     op->nrof -= i;
1800     }
1801     else
1802     {
1803     remove_ob (op);
1804     op->nrof = 0;
1805     }
1806     /* Since we just removed op, op->above is null */
1807     for (tmp = above; tmp != NULL; tmp = tmp->above)
1808     if (tmp->type == PLAYER)
1809     {
1810     if (op->nrof)
1811     esrv_send_item (tmp, op);
1812     else
1813     esrv_del_item (tmp->contr, op->count);
1814     }
1815 elmex 1.1 }
1816    
1817 root 1.24 if (op->nrof)
1818     {
1819     return op;
1820     }
1821     else
1822     {
1823     free_object (op);
1824     return NULL;
1825 elmex 1.1 }
1826     }
1827    
1828     /*
1829     * add_weight(object, weight) adds the specified weight to an object,
1830     * and also updates how much the environment(s) is/are carrying.
1831     */
1832    
1833 root 1.24 void
1834     add_weight (object *op, signed long weight)
1835     {
1836     while (op != NULL)
1837     {
1838     if (op->type == CONTAINER)
1839     {
1840     weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1841     }
1842     op->carrying += weight;
1843     op = op->env;
1844     }
1845 elmex 1.1 }
1846    
1847     /*
1848     * insert_ob_in_ob(op,environment):
1849     * This function inserts the object op in the linked list
1850     * inside the object environment.
1851     *
1852     * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1853     * the inventory at the last position or next to other objects of the same
1854     * type.
1855     * Frank: Now sorted by type, archetype and magic!
1856     *
1857     * The function returns now pointer to inserted item, and return value can
1858     * be != op, if items are merged. -Tero
1859     */
1860    
1861 root 1.24 object *
1862     insert_ob_in_ob (object *op, object *where)
1863     {
1864     object *
1865     tmp, *
1866     otmp;
1867    
1868     if (!QUERY_FLAG (op, FLAG_REMOVED))
1869     {
1870     dump_object (op);
1871     LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1872     return op;
1873     }
1874     if (where == NULL)
1875     {
1876     dump_object (op);
1877     LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1878     return op;
1879     }
1880     if (where->head)
1881     {
1882     LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1883     where = where->head;
1884     }
1885     if (op->more)
1886     {
1887     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1888     return op;
1889     }
1890     CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1891     CLEAR_FLAG (op, FLAG_REMOVED);
1892     if (op->nrof)
1893     {
1894     for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1895     if (CAN_MERGE (tmp, op))
1896     {
1897     /* return the original object and remove inserted object
1898     (client needs the original object) */
1899     tmp->nrof += op->nrof;
1900     /* Weight handling gets pretty funky. Since we are adding to
1901     * tmp->nrof, we need to increase the weight.
1902     */
1903     add_weight (where, op->weight * op->nrof);
1904     SET_FLAG (op, FLAG_REMOVED);
1905     free_object (op); /* free the inserted object */
1906     op = tmp;
1907     remove_ob (op); /* and fix old object's links */
1908     CLEAR_FLAG (op, FLAG_REMOVED);
1909     break;
1910     }
1911    
1912     /* I assume combined objects have no inventory
1913     * We add the weight - this object could have just been removed
1914     * (if it was possible to merge). calling remove_ob will subtract
1915     * the weight, so we need to add it in again, since we actually do
1916     * the linking below
1917     */
1918     add_weight (where, op->weight * op->nrof);
1919     }
1920     else
1921     add_weight (where, (op->weight + op->carrying));
1922 elmex 1.1
1923 root 1.24 otmp = is_player_inv (where);
1924     if (otmp && otmp->contr != NULL)
1925     {
1926     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1927     fix_player (otmp);
1928     }
1929 elmex 1.1
1930 root 1.24 op->map = NULL;
1931     op->env = where;
1932     op->above = NULL;
1933     op->below = NULL;
1934     op->x = 0, op->y = 0;
1935 elmex 1.1
1936     /* reset the light list and los of the players on the map */
1937 root 1.24 if ((op->glow_radius != 0) && where->map)
1938     {
1939 elmex 1.1 #ifdef DEBUG_LIGHTS
1940 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1941     #endif /* DEBUG_LIGHTS */
1942     if (MAP_DARKNESS (where->map))
1943     update_all_los (where->map, where->x, where->y);
1944     }
1945 elmex 1.1
1946     /* Client has no idea of ordering so lets not bother ordering it here.
1947     * It sure simplifies this function...
1948     */
1949 root 1.24 if (where->inv == NULL)
1950     where->inv = op;
1951     else
1952     {
1953 elmex 1.1 op->below = where->inv;
1954     op->below->above = op;
1955     where->inv = op;
1956 root 1.24 }
1957 elmex 1.1 return op;
1958     }
1959    
1960     /*
1961     * Checks if any objects has a move_type that matches objects
1962     * that effect this object on this space. Call apply() to process
1963     * these events.
1964     *
1965     * Any speed-modification due to SLOW_MOVE() of other present objects
1966     * will affect the speed_left of the object.
1967     *
1968     * originator: Player, monster or other object that caused 'op' to be inserted
1969     * into 'map'. May be NULL.
1970     *
1971     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1972     *
1973     * 4-21-95 added code to check if appropriate skill was readied - this will
1974     * permit faster movement by the player through this terrain. -b.t.
1975     *
1976     * MSW 2001-07-08: Check all objects on space, not just those below
1977     * object being inserted. insert_ob_in_map may not put new objects
1978     * on top.
1979     */
1980    
1981 root 1.24 int
1982     check_move_on (object *op, object *originator)
1983 elmex 1.1 {
1984 root 1.26 object *tmp;
1985     tag_t tag;
1986     mapstruct *m = op->map;
1987     int x = op->x, y = op->y;
1988    
1989     MoveType move_on, move_slow, move_block;
1990 root 1.24
1991     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1992     return 0;
1993    
1994     tag = op->count;
1995    
1996     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1997     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1998     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1999    
2000     /* if nothing on this space will slow op down or be applied,
2001     * no need to do checking below. have to make sure move_type
2002     * is set, as lots of objects don't have it set - we treat that
2003     * as walking.
2004     */
2005     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2006     return 0;
2007 elmex 1.1
2008 root 1.24 /* This is basically inverse logic of that below - basically,
2009     * if the object can avoid the move on or slow move, they do so,
2010     * but can't do it if the alternate movement they are using is
2011     * blocked. Logic on this seems confusing, but does seem correct.
2012     */
2013     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
2014     return 0;
2015    
2016     /* The objects have to be checked from top to bottom.
2017     * Hence, we first go to the top:
2018     */
2019    
2020     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2021     {
2022     /* Trim the search when we find the first other spell effect
2023     * this helps performance so that if a space has 50 spell objects,
2024     * we don't need to check all of them.
2025     */
2026     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2027     break;
2028     }
2029 root 1.26
2030     for (; tmp; tmp = tmp->below)
2031 root 1.24 {
2032     if (tmp == op)
2033     continue; /* Can't apply yourself */
2034 elmex 1.1
2035 root 1.24 /* Check to see if one of the movement types should be slowed down.
2036     * Second check makes sure that the movement types not being slowed
2037     * (~slow_move) is not blocked on this space - just because the
2038     * space doesn't slow down swimming (for example), if you can't actually
2039     * swim on that space, can't use it to avoid the penalty.
2040     */
2041     if (!QUERY_FLAG (op, FLAG_WIZPASS))
2042     {
2043     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2044     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2045     {
2046 elmex 1.1
2047 root 1.26 float diff = tmp->move_slow_penalty * FABS (op->speed);
2048 elmex 1.1
2049 root 1.24 if (op->type == PLAYER)
2050 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2051     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2052     diff /= 4.0;
2053    
2054 root 1.24 op->speed_left -= diff;
2055 root 1.8 }
2056     }
2057 elmex 1.1
2058 root 1.24 /* Basically same logic as above, except now for actual apply. */
2059     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2060     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2061     {
2062 root 1.26 move_apply (tmp, op, originator);
2063 root 1.24
2064     if (was_destroyed (op, tag))
2065     return 1;
2066    
2067     /* what the person/creature stepped onto has moved the object
2068     * someplace new. Don't process any further - if we did,
2069     * have a feeling strange problems would result.
2070     */
2071     if (op->map != m || op->x != x || op->y != y)
2072     return 0;
2073 root 1.8 }
2074 elmex 1.1 }
2075 root 1.26
2076 root 1.24 return 0;
2077 elmex 1.1 }
2078    
2079     /*
2080     * present_arch(arch, map, x, y) searches for any objects with
2081     * a matching archetype at the given map and coordinates.
2082     * The first matching object is returned, or NULL if none.
2083     */
2084    
2085 root 1.24 object *
2086     present_arch (const archetype *at, mapstruct *m, int x, int y)
2087     {
2088     object *
2089     tmp;
2090    
2091     if (m == NULL || out_of_map (m, x, y))
2092     {
2093     LOG (llevError, "Present_arch called outside map.\n");
2094     return NULL;
2095     }
2096     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2097     if (tmp->arch == at)
2098 elmex 1.1 return tmp;
2099     return NULL;
2100     }
2101    
2102     /*
2103     * present(type, map, x, y) searches for any objects with
2104     * a matching type variable at the given map and coordinates.
2105     * The first matching object is returned, or NULL if none.
2106     */
2107    
2108 root 1.24 object *
2109     present (unsigned char type, mapstruct *m, int x, int y)
2110     {
2111     object *
2112     tmp;
2113    
2114     if (out_of_map (m, x, y))
2115     {
2116     LOG (llevError, "Present called outside map.\n");
2117     return NULL;
2118     }
2119     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2120     if (tmp->type == type)
2121 elmex 1.1 return tmp;
2122     return NULL;
2123     }
2124    
2125     /*
2126     * present_in_ob(type, object) searches for any objects with
2127     * a matching type variable in the inventory of the given object.
2128     * The first matching object is returned, or NULL if none.
2129     */
2130    
2131 root 1.24 object *
2132     present_in_ob (unsigned char type, const object *op)
2133     {
2134     object *
2135     tmp;
2136    
2137     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138     if (tmp->type == type)
2139 elmex 1.1 return tmp;
2140     return NULL;
2141     }
2142    
2143     /*
2144     * present_in_ob (type, str, object) searches for any objects with
2145     * a matching type & name variable in the inventory of the given object.
2146     * The first matching object is returned, or NULL if none.
2147     * This is mostly used by spell effect code, so that we only
2148     * have one spell effect at a time.
2149     * type can be used to narrow the search - if type is set,
2150     * the type must also match. -1 can be passed for the type,
2151     * in which case the type does not need to pass.
2152     * str is the string to match against. Note that we match against
2153     * the object name, not the archetype name. this is so that the
2154     * spell code can use one object type (force), but change it's name
2155     * to be unique.
2156     */
2157    
2158 root 1.24 object *
2159     present_in_ob_by_name (int type, const char *str, const object *op)
2160     {
2161     object *
2162     tmp;
2163 elmex 1.1
2164 root 1.24 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2165     {
2166     if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2167     return tmp;
2168 elmex 1.1 }
2169 root 1.24 return NULL;
2170 elmex 1.1 }
2171    
2172     /*
2173     * present_arch_in_ob(archetype, object) searches for any objects with
2174     * a matching archetype in the inventory of the given object.
2175     * The first matching object is returned, or NULL if none.
2176     */
2177    
2178 root 1.24 object *
2179     present_arch_in_ob (const archetype *at, const object *op)
2180     {
2181     object *
2182     tmp;
2183    
2184     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2185     if (tmp->arch == at)
2186 elmex 1.1 return tmp;
2187     return NULL;
2188     }
2189    
2190     /*
2191     * activate recursively a flag on an object inventory
2192     */
2193 root 1.24 void
2194     flag_inv (object *op, int flag)
2195     {
2196     object *
2197     tmp;
2198    
2199     if (op->inv)
2200     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2201     {
2202     SET_FLAG (tmp, flag);
2203     flag_inv (tmp, flag);
2204 elmex 1.1 }
2205 root 1.24 } /*
2206     * desactivate recursively a flag on an object inventory
2207     */
2208     void
2209     unflag_inv (object *op, int flag)
2210     {
2211     object *
2212     tmp;
2213    
2214     if (op->inv)
2215     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2216     {
2217     CLEAR_FLAG (tmp, flag);
2218     unflag_inv (tmp, flag);
2219 elmex 1.1 }
2220     }
2221    
2222     /*
2223     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2224     * all it's inventory (recursively).
2225     * If checksums are used, a player will get set_cheat called for
2226     * him/her-self and all object carried by a call to this function.
2227     */
2228    
2229 root 1.24 void
2230     set_cheat (object *op)
2231     {
2232     SET_FLAG (op, FLAG_WAS_WIZ);
2233     flag_inv (op, FLAG_WAS_WIZ);
2234 elmex 1.1 }
2235    
2236     /*
2237     * find_free_spot(object, map, x, y, start, stop) will search for
2238     * a spot at the given map and coordinates which will be able to contain
2239     * the given object. start and stop specifies how many squares
2240     * to search (see the freearr_x/y[] definition).
2241     * It returns a random choice among the alternatives found.
2242     * start and stop are where to start relative to the free_arr array (1,9
2243     * does all 4 immediate directions). This returns the index into the
2244     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2245     * Note - this only checks to see if there is space for the head of the
2246     * object - if it is a multispace object, this should be called for all
2247     * pieces.
2248     * Note2: This function does correctly handle tiled maps, but does not
2249     * inform the caller. However, insert_ob_in_map will update as
2250     * necessary, so the caller shouldn't need to do any special work.
2251     * Note - updated to take an object instead of archetype - this is necessary
2252     * because arch_blocked (now ob_blocked) needs to know the movement type
2253     * to know if the space in question will block the object. We can't use
2254     * the archetype because that isn't correct if the monster has been
2255     * customized, changed states, etc.
2256     */
2257    
2258 root 1.24 int
2259     find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2260     {
2261     int
2262     i,
2263     index = 0, flag;
2264     static int
2265     altern[SIZEOFFREE];
2266    
2267     for (i = start; i < stop; i++)
2268     {
2269     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2270     if (!flag)
2271     altern[index++] = i;
2272    
2273     /* Basically, if we find a wall on a space, we cut down the search size.
2274     * In this way, we won't return spaces that are on another side of a wall.
2275     * This mostly work, but it cuts down the search size in all directions -
2276     * if the space being examined only has a wall to the north and empty
2277     * spaces in all the other directions, this will reduce the search space
2278     * to only the spaces immediately surrounding the target area, and
2279     * won't look 2 spaces south of the target space.
2280     */
2281     else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2282     stop = maxfree[i];
2283 elmex 1.1 }
2284 root 1.24 if (!index)
2285     return -1;
2286     return altern[RANDOM () % index];
2287 elmex 1.1 }
2288    
2289     /*
2290     * find_first_free_spot(archetype, mapstruct, x, y) works like
2291     * find_free_spot(), but it will search max number of squares.
2292     * But it will return the first available spot, not a random choice.
2293     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2294     */
2295    
2296 root 1.24 int
2297     find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2298     {
2299     int
2300     i;
2301    
2302     for (i = 0; i < SIZEOFFREE; i++)
2303     {
2304     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2305     return i;
2306 elmex 1.1 }
2307 root 1.24 return -1;
2308 elmex 1.1 }
2309    
2310     /*
2311     * The function permute(arr, begin, end) randomly reorders the array
2312     * arr[begin..end-1].
2313     */
2314 root 1.24 static void
2315     permute (int *arr, int begin, int end)
2316 elmex 1.1 {
2317 root 1.24 int
2318     i,
2319     j,
2320     tmp,
2321     len;
2322 elmex 1.1
2323 root 1.24 len = end - begin;
2324     for (i = begin; i < end; i++)
2325 elmex 1.1 {
2326 root 1.24 j = begin + RANDOM () % len;
2327 elmex 1.1
2328 root 1.24 tmp = arr[i];
2329     arr[i] = arr[j];
2330     arr[j] = tmp;
2331 elmex 1.1 }
2332     }
2333    
2334     /* new function to make monster searching more efficient, and effective!
2335     * This basically returns a randomized array (in the passed pointer) of
2336     * the spaces to find monsters. In this way, it won't always look for
2337     * monsters to the north first. However, the size of the array passed
2338     * covers all the spaces, so within that size, all the spaces within
2339     * the 3x3 area will be searched, just not in a predictable order.
2340     */
2341 root 1.24 void
2342     get_search_arr (int *search_arr)
2343 elmex 1.1 {
2344 root 1.24 int
2345     i;
2346 elmex 1.1
2347 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2348 elmex 1.1 {
2349 root 1.24 search_arr[i] = i;
2350 elmex 1.1 }
2351    
2352 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2353     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2354     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2355 elmex 1.1 }
2356    
2357     /*
2358     * find_dir(map, x, y, exclude) will search some close squares in the
2359     * given map at the given coordinates for live objects.
2360     * It will not considered the object given as exclude among possible
2361     * live objects.
2362     * It returns the direction toward the first/closest live object if finds
2363     * any, otherwise 0.
2364     * Perhaps incorrectly, but I'm making the assumption that exclude
2365     * is actually want is going to try and move there. We need this info
2366     * because we have to know what movement the thing looking to move
2367     * there is capable of.
2368     */
2369    
2370 root 1.24 int
2371     find_dir (mapstruct *m, int x, int y, object *exclude)
2372     {
2373     int
2374     i,
2375     max = SIZEOFFREE, mflags;
2376     sint16
2377     nx,
2378     ny;
2379     object *
2380     tmp;
2381     mapstruct *
2382     mp;
2383     MoveType
2384     blocked,
2385     move_type;
2386    
2387     if (exclude && exclude->head)
2388     {
2389     exclude = exclude->head;
2390     move_type = exclude->move_type;
2391     }
2392     else
2393     {
2394     /* If we don't have anything, presume it can use all movement types. */
2395     move_type = MOVE_ALL;
2396     }
2397    
2398     for (i = 1; i < max; i++)
2399     {
2400     mp = m;
2401     nx = x + freearr_x[i];
2402     ny = y + freearr_y[i];
2403    
2404     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2405     if (mflags & P_OUT_OF_MAP)
2406     {
2407     max = maxfree[i];
2408     }
2409     else
2410     {
2411     blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2412    
2413     if ((move_type & blocked) == move_type)
2414     {
2415     max = maxfree[i];
2416     }
2417     else if (mflags & P_IS_ALIVE)
2418     {
2419     for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2420     {
2421     if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2422     {
2423     break;
2424 root 1.8 }
2425     }
2426 root 1.24 if (tmp)
2427     {
2428     return freedir[i];
2429 root 1.8 }
2430     }
2431     }
2432 elmex 1.1 }
2433 root 1.24 return 0;
2434 elmex 1.1 }
2435    
2436     /*
2437     * distance(object 1, object 2) will return the square of the
2438     * distance between the two given objects.
2439     */
2440    
2441 root 1.24 int
2442     distance (const object *ob1, const object *ob2)
2443     {
2444     int
2445     i;
2446    
2447     i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2448 elmex 1.1 return i;
2449     }
2450    
2451     /*
2452     * find_dir_2(delta-x,delta-y) will return a direction in which
2453     * an object which has subtracted the x and y coordinates of another
2454     * object, needs to travel toward it.
2455     */
2456    
2457 root 1.24 int
2458     find_dir_2 (int x, int y)
2459     {
2460     int
2461     q;
2462 elmex 1.1
2463 root 1.24 if (y)
2464     q = x * 100 / y;
2465 elmex 1.1 else if (x)
2466 root 1.24 q = -300 * x;
2467 elmex 1.1 else
2468     return 0;
2469    
2470 root 1.24 if (y > 0)
2471     {
2472     if (q < -242)
2473     return 3;
2474     if (q < -41)
2475     return 2;
2476     if (q < 41)
2477     return 1;
2478     if (q < 242)
2479     return 8;
2480     return 7;
2481     }
2482 elmex 1.1
2483     if (q < -242)
2484 root 1.24 return 7;
2485 elmex 1.1 if (q < -41)
2486 root 1.24 return 6;
2487 elmex 1.1 if (q < 41)
2488 root 1.24 return 5;
2489 elmex 1.1 if (q < 242)
2490 root 1.24 return 4;
2491 elmex 1.1
2492 root 1.24 return 3;
2493 elmex 1.1 }
2494    
2495     /*
2496     * absdir(int): Returns a number between 1 and 8, which represent
2497     * the "absolute" direction of a number (it actually takes care of
2498     * "overflow" in previous calculations of a direction).
2499     */
2500    
2501 root 1.24 int
2502     absdir (int d)
2503     {
2504     while (d < 1)
2505     d += 8;
2506     while (d > 8)
2507     d -= 8;
2508 elmex 1.1 return d;
2509     }
2510    
2511     /*
2512     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2513     * between two directions (which are expected to be absolute (see absdir())
2514     */
2515    
2516 root 1.24 int
2517     dirdiff (int dir1, int dir2)
2518     {
2519     int
2520     d;
2521    
2522     d = abs (dir1 - dir2);
2523     if (d > 4)
2524 elmex 1.1 d = 8 - d;
2525     return d;
2526     }
2527    
2528     /* peterm:
2529     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2530     * Basically, this is a table of directions, and what directions
2531     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2532     * This basically means that if direction is 15, then it could either go
2533     * direction 4, 14, or 16 to get back to where we are.
2534     * Moved from spell_util.c to object.c with the other related direction
2535     * functions.
2536     */
2537    
2538 root 1.24 int
2539     reduction_dir[SIZEOFFREE][3] = {
2540     {0, 0, 0}, /* 0 */
2541     {0, 0, 0}, /* 1 */
2542     {0, 0, 0}, /* 2 */
2543     {0, 0, 0}, /* 3 */
2544     {0, 0, 0}, /* 4 */
2545     {0, 0, 0}, /* 5 */
2546     {0, 0, 0}, /* 6 */
2547     {0, 0, 0}, /* 7 */
2548     {0, 0, 0}, /* 8 */
2549     {8, 1, 2}, /* 9 */
2550     {1, 2, -1}, /* 10 */
2551     {2, 10, 12}, /* 11 */
2552     {2, 3, -1}, /* 12 */
2553     {2, 3, 4}, /* 13 */
2554     {3, 4, -1}, /* 14 */
2555     {4, 14, 16}, /* 15 */
2556     {5, 4, -1}, /* 16 */
2557     {4, 5, 6}, /* 17 */
2558     {6, 5, -1}, /* 18 */
2559     {6, 20, 18}, /* 19 */
2560     {7, 6, -1}, /* 20 */
2561     {6, 7, 8}, /* 21 */
2562     {7, 8, -1}, /* 22 */
2563     {8, 22, 24}, /* 23 */
2564     {8, 1, -1}, /* 24 */
2565     {24, 9, 10}, /* 25 */
2566     {9, 10, -1}, /* 26 */
2567     {10, 11, -1}, /* 27 */
2568     {27, 11, 29}, /* 28 */
2569     {11, 12, -1}, /* 29 */
2570     {12, 13, -1}, /* 30 */
2571     {12, 13, 14}, /* 31 */
2572     {13, 14, -1}, /* 32 */
2573     {14, 15, -1}, /* 33 */
2574     {33, 15, 35}, /* 34 */
2575     {16, 15, -1}, /* 35 */
2576     {17, 16, -1}, /* 36 */
2577     {18, 17, 16}, /* 37 */
2578     {18, 17, -1}, /* 38 */
2579     {18, 19, -1}, /* 39 */
2580     {41, 19, 39}, /* 40 */
2581     {19, 20, -1}, /* 41 */
2582     {20, 21, -1}, /* 42 */
2583     {20, 21, 22}, /* 43 */
2584     {21, 22, -1}, /* 44 */
2585     {23, 22, -1}, /* 45 */
2586     {45, 47, 23}, /* 46 */
2587     {23, 24, -1}, /* 47 */
2588     {24, 9, -1}
2589     }; /* 48 */
2590 elmex 1.1
2591     /* Recursive routine to step back and see if we can
2592     * find a path to that monster that we found. If not,
2593     * we don't bother going toward it. Returns 1 if we
2594     * can see a direct way to get it
2595     * Modified to be map tile aware -.MSW
2596     */
2597    
2598 root 1.24
2599     int
2600     can_see_monsterP (mapstruct *m, int x, int y, int dir)
2601     {
2602     sint16
2603     dx,
2604     dy;
2605     int
2606     mflags;
2607    
2608     if (dir < 0)
2609     return 0; /* exit condition: invalid direction */
2610    
2611     dx = x + freearr_x[dir];
2612     dy = y + freearr_y[dir];
2613    
2614     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2615    
2616     /* This functional arguably was incorrect before - it was
2617     * checking for P_WALL - that was basically seeing if
2618     * we could move to the monster - this is being more
2619     * literal on if we can see it. To know if we can actually
2620     * move to the monster, we'd need the monster passed in or
2621     * at least its move type.
2622     */
2623     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2624     return 0;
2625    
2626     /* yes, can see. */
2627     if (dir < 9)
2628     return 1;
2629     return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2630     can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2631     }
2632    
2633    
2634    
2635 elmex 1.1 /*
2636     * can_pick(picker, item): finds out if an object is possible to be
2637     * picked up by the picker. Returnes 1 if it can be
2638     * picked up, otherwise 0.
2639     *
2640     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2641     * core dumps if they do.
2642     *
2643     * Add a check so we can't pick up invisible objects (0.93.8)
2644     */
2645    
2646 root 1.24 int
2647     can_pick (const object *who, const object *item)
2648     {
2649     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2650     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2651     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2652 elmex 1.1 }
2653    
2654    
2655     /*
2656     * create clone from object to another
2657     */
2658 root 1.24 object *
2659     object_create_clone (object *asrc)
2660     {
2661     object *
2662     dst = NULL, *tmp, *src, *part, *prev, *item;
2663 elmex 1.1
2664 root 1.24 if (!asrc)
2665     return NULL;
2666     src = asrc;
2667     if (src->head)
2668     src = src->head;
2669    
2670     prev = NULL;
2671     for (part = src; part; part = part->more)
2672     {
2673     tmp = get_object ();
2674     copy_object (part, tmp);
2675     tmp->x -= src->x;
2676     tmp->y -= src->y;
2677     if (!part->head)
2678     {
2679     dst = tmp;
2680     tmp->head = NULL;
2681     }
2682     else
2683     {
2684     tmp->head = dst;
2685     }
2686     tmp->more = NULL;
2687     if (prev)
2688     prev->more = tmp;
2689     prev = tmp;
2690 elmex 1.1 }
2691 root 1.24
2692 elmex 1.1 /*** copy inventory ***/
2693 root 1.24 for (item = src->inv; item; item = item->below)
2694     {
2695     (void) insert_ob_in_ob (object_create_clone (item), dst);
2696 elmex 1.1 }
2697    
2698 root 1.24 return dst;
2699 elmex 1.1 }
2700    
2701     /* return true if the object was destroyed, 0 otherwise */
2702 root 1.24 int
2703     was_destroyed (const object *op, tag_t old_tag)
2704 elmex 1.1 {
2705 root 1.24 /* checking for FLAG_FREED isn't necessary, but makes this function more
2706     * robust */
2707     return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2708 elmex 1.1 }
2709    
2710     /* GROS - Creates an object using a string representing its content. */
2711 root 1.24
2712 elmex 1.1 /* Basically, we save the content of the string to a temp file, then call */
2713 root 1.24
2714 elmex 1.1 /* load_object on it. I admit it is a highly inefficient way to make things, */
2715 root 1.24
2716 elmex 1.1 /* but it was simple to make and allows reusing the load_object function. */
2717 root 1.24
2718 elmex 1.1 /* Remember not to use load_object_str in a time-critical situation. */
2719 root 1.24
2720 elmex 1.1 /* Also remember that multiparts objects are not supported for now. */
2721    
2722 root 1.24 object *
2723     load_object_str (const char *obstr)
2724 elmex 1.1 {
2725 root 1.24 object *
2726     op;
2727     char
2728     filename[MAX_BUF];
2729 root 1.9
2730 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2731    
2732     FILE *
2733     tempfile = fopen (filename, "w");
2734    
2735     if (tempfile == NULL)
2736 elmex 1.1 {
2737 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2738     return NULL;
2739 elmex 1.1 };
2740 root 1.24 fprintf (tempfile, obstr);
2741     fclose (tempfile);
2742 elmex 1.1
2743 root 1.24 op = get_object ();
2744 elmex 1.1
2745 root 1.24 object_thawer
2746     thawer (filename);
2747 root 1.13
2748 root 1.24 if (thawer)
2749     load_object (thawer, op, 0);
2750 root 1.13
2751 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2752     CLEAR_FLAG (op, FLAG_REMOVED);
2753 root 1.9
2754 root 1.24 return op;
2755 elmex 1.1 }
2756    
2757     /* This returns the first object in who's inventory that
2758     * has the same type and subtype match.
2759     * returns NULL if no match.
2760     */
2761 root 1.24 object *
2762     find_obj_by_type_subtype (const object *who, int type, int subtype)
2763 elmex 1.1 {
2764 root 1.24 object *
2765     tmp;
2766 elmex 1.1
2767 root 1.24 for (tmp = who->inv; tmp; tmp = tmp->below)
2768     if (tmp->type == type && tmp->subtype == subtype)
2769     return tmp;
2770 elmex 1.1
2771 root 1.24 return NULL;
2772 elmex 1.1 }
2773    
2774     /* If ob has a field named key, return the link from the list,
2775     * otherwise return NULL.
2776     *
2777     * key must be a passed in shared string - otherwise, this won't
2778     * do the desired thing.
2779     */
2780 root 1.24 key_value *
2781     get_ob_key_link (const object *ob, const char *key)
2782     {
2783     key_value *
2784     link;
2785    
2786     for (link = ob->key_values; link != NULL; link = link->next)
2787     {
2788     if (link->key == key)
2789     {
2790     return link;
2791 elmex 1.1 }
2792     }
2793 root 1.24
2794     return NULL;
2795     }
2796 elmex 1.1
2797     /*
2798     * Returns the value of op has an extra_field for key, or NULL.
2799     *
2800     * The argument doesn't need to be a shared string.
2801     *
2802     * The returned string is shared.
2803     */
2804 root 1.24 const char *
2805     get_ob_key_value (const object *op, const char *const key)
2806     {
2807     key_value *
2808     link;
2809     const char *
2810     canonical_key;
2811    
2812     canonical_key = shstr::find (key);
2813    
2814     if (canonical_key == NULL)
2815     {
2816     /* 1. There being a field named key on any object
2817     * implies there'd be a shared string to find.
2818     * 2. Since there isn't, no object has this field.
2819     * 3. Therefore, *this* object doesn't have this field.
2820     */
2821     return NULL;
2822 elmex 1.1 }
2823    
2824 root 1.24 /* This is copied from get_ob_key_link() above -
2825     * only 4 lines, and saves the function call overhead.
2826     */
2827     for (link = op->key_values; link != NULL; link = link->next)
2828     {
2829     if (link->key == canonical_key)
2830     {
2831     return link->value;
2832 elmex 1.1 }
2833     }
2834 root 1.24 return NULL;
2835 elmex 1.1 }
2836    
2837    
2838     /*
2839     * Updates the canonical_key in op to value.
2840     *
2841     * canonical_key is a shared string (value doesn't have to be).
2842     *
2843     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2844     * keys.
2845     *
2846     * Returns TRUE on success.
2847     */
2848 root 1.24 int
2849     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2850     {
2851     key_value *
2852     field = NULL, *last = NULL;
2853    
2854     for (field = op->key_values; field != NULL; field = field->next)
2855     {
2856     if (field->key != canonical_key)
2857     {
2858     last = field;
2859     continue;
2860     }
2861    
2862     if (value)
2863     field->value = value;
2864     else
2865     {
2866     /* Basically, if the archetype has this key set,
2867     * we need to store the null value so when we save
2868     * it, we save the empty value so that when we load,
2869     * we get this value back again.
2870     */
2871     if (get_ob_key_link (&op->arch->clone, canonical_key))
2872     field->value = 0;
2873     else
2874     {
2875     if (last)
2876     last->next = field->next;
2877     else
2878     op->key_values = field->next;
2879    
2880     delete
2881     field;
2882     }
2883     }
2884     return TRUE;
2885     }
2886     /* IF we get here, key doesn't exist */
2887    
2888     /* No field, we'll have to add it. */
2889    
2890     if (!add_key)
2891     {
2892     return FALSE;
2893     }
2894     /* There isn't any good reason to store a null
2895     * value in the key/value list. If the archetype has
2896     * this key, then we should also have it, so shouldn't
2897     * be here. If user wants to store empty strings,
2898     * should pass in ""
2899     */
2900     if (value == NULL)
2901 elmex 1.1 return TRUE;
2902 root 1.24
2903     field = new key_value;
2904    
2905     field->key = canonical_key;
2906     field->value = value;
2907     /* Usual prepend-addition. */
2908     field->next = op->key_values;
2909     op->key_values = field;
2910    
2911     return TRUE;
2912 elmex 1.1 }
2913    
2914     /*
2915     * Updates the key in op to value.
2916     *
2917     * If add_key is FALSE, this will only update existing keys,
2918     * and not add new ones.
2919     * In general, should be little reason FALSE is ever passed in for add_key
2920     *
2921     * Returns TRUE on success.
2922     */
2923 root 1.24 int
2924     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2925 root 1.11 {
2926 root 1.24 shstr
2927     key_ (key);
2928    
2929 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2930 elmex 1.1 }