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Revision: 1.29
Committed: Mon Sep 11 12:38:36 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.28: +186 -204 lines
Log Message:
make rmeove_ob and free_ob idempotent, to the extent possible with the current design

File Contents

# User Rev Content
1 root 1.29
2 elmex 1.1 /*
3     CrossFire, A Multiplayer game for X-windows
4    
5     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6     Copyright (C) 1992 Frank Tore Johansen
7    
8     This program is free software; you can redistribute it and/or modify
9     it under the terms of the GNU General Public License as published by
10     the Free Software Foundation; either version 2 of the License, or
11     (at your option) any later version.
12    
13     This program is distributed in the hope that it will be useful,
14     but WITHOUT ANY WARRANTY; without even the implied warranty of
15     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     GNU General Public License for more details.
17    
18     You should have received a copy of the GNU General Public License
19     along with this program; if not, write to the Free Software
20     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21    
22     The authors can be reached via e-mail at crossfire-devel@real-time.com
23     */
24    
25     /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26     sub/add_weight will transcend the environment updating the carrying
27     variable. */
28     #include <global.h>
29 root 1.28 #include <stdio.h>
30     #include <sys/types.h>
31     #include <sys/uio.h>
32 elmex 1.1 #include <object.h>
33     #include <funcpoint.h>
34     #include <skills.h>
35     #include <loader.h>
36 root 1.28
37 elmex 1.1 int nrofallocobjects = 0;
38    
39 root 1.24 object *objects; /* Pointer to the list of used objects */
40     object *active_objects; /* List of active objects that need to be processed */
41 elmex 1.1
42 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,
43     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44     };
45     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,
46     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
47     };
48     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,
49     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
50     };
51     int freedir[SIZEOFFREE] = {
52     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,
53     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54     };
55 elmex 1.1
56     /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57 root 1.24 static int
58     compare_ob_value_lists_one (const object *wants, const object *has)
59     {
60     key_value *wants_field;
61    
62     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
63     * objects with lists are rare, and lists stay short. If not, use a
64     * different structure or at least keep the lists sorted...
65     */
66    
67     /* For each field in wants, */
68     for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
69     {
70     key_value *has_field;
71    
72     /* Look for a field in has with the same key. */
73     has_field = get_ob_key_link (has, wants_field->key);
74    
75     if (has_field == NULL)
76     {
77     /* No field with that name. */
78     return FALSE;
79     }
80    
81     /* Found the matching field. */
82     if (has_field->value != wants_field->value)
83     {
84     /* Values don't match, so this half of the comparison is false. */
85     return FALSE;
86     }
87    
88     /* If we get here, we found a match. Now for the next field in wants. */
89 elmex 1.1 }
90 root 1.24
91     /* If we get here, every field in wants has a matching field in has. */
92     return TRUE;
93 elmex 1.1 }
94    
95     /* Returns TRUE if ob1 has the same key_values as ob2. */
96 root 1.24 static int
97     compare_ob_value_lists (const object *ob1, const object *ob2)
98     {
99     /* However, there may be fields in has which aren't partnered in wants,
100     * so we need to run the comparison *twice*. :(
101     */
102     return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
103 elmex 1.1 }
104    
105     /* Function examines the 2 objects given to it, and returns true if
106     * they can be merged together.
107     *
108     * Note that this function appears a lot longer than the macro it
109     * replaces - this is mostly for clarity - a decent compiler should hopefully
110     * reduce this to the same efficiency.
111     *
112     * Check nrof variable *before* calling CAN_MERGE()
113     *
114     * Improvements made with merge: Better checking on potion, and also
115     * check weight
116     */
117    
118 root 1.24 bool object::can_merge (object *ob1, object *ob2)
119 root 1.16 {
120     /* A couple quicksanity checks */
121     if ((ob1 == ob2) || (ob1->type != ob2->type))
122     return 0;
123    
124     if (ob1->speed != ob2->speed)
125     return 0;
126    
127     /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128     * value could not be stored in a sint32 (which unfortunately sometimes is
129     * used to store nrof).
130     */
131     if (ob1->nrof + ob2->nrof >= 1UL << 31)
132     return 0;
133    
134     /* If the objects have been identified, set the BEEN_APPLIED flag.
135     * This is to the comparison of the flags below will be OK. We
136     * just can't ignore the been applied or identified flags, as they
137     * are not equal - just if it has been identified, the been_applied
138     * flags lose any meaning.
139     */
140     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
141     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142    
143     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 elmex 1.1
146    
147 root 1.16 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
148     * being locked in inventory should prevent merging.
149     * 0x4 in flags3 is CLIENT_SENT
150     */
151     if ((ob1->arch != ob2->arch) ||
152     (ob1->flags[0] != ob2->flags[0]) ||
153     (ob1->flags[1] != ob2->flags[1]) ||
154     ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155     ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156     (ob1->name != ob2->name) ||
157     (ob1->title != ob2->title) ||
158     (ob1->msg != ob2->msg) ||
159     (ob1->weight != ob2->weight) ||
160     (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
161     (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
162     (ob1->attacktype != ob2->attacktype) ||
163     (ob1->magic != ob2->magic) ||
164     (ob1->slaying != ob2->slaying) ||
165     (ob1->skill != ob2->skill) ||
166     (ob1->value != ob2->value) ||
167     (ob1->animation_id != ob2->animation_id) ||
168     (ob1->client_type != ob2->client_type) ||
169     (ob1->materialname != ob2->materialname) ||
170     (ob1->lore != ob2->lore) ||
171     (ob1->subtype != ob2->subtype) ||
172     (ob1->move_type != ob2->move_type) ||
173     (ob1->move_block != ob2->move_block) ||
174     (ob1->move_allow != ob2->move_allow) ||
175     (ob1->move_on != ob2->move_on) ||
176 root 1.24 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
177 root 1.16 return 0;
178    
179     /* This is really a spellbook check - really, we should
180     * check all objects in the inventory.
181     */
182     if (ob1->inv || ob2->inv)
183     {
184     /* if one object has inventory but the other doesn't, not equiv */
185     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 root 1.24 return 0;
187 root 1.16
188     /* Now check to see if the two inventory objects could merge */
189     if (!CAN_MERGE (ob1->inv, ob2->inv))
190 root 1.24 return 0;
191 root 1.16
192     /* inventory ok - still need to check rest of this object to see
193     * if it is valid.
194     */
195     }
196 elmex 1.1
197 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
198     * it is possible for most any character to have more than one of
199     * some items equipped, and we don't want those to merge.
200     */
201     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
202     return 0;
203 elmex 1.1
204 root 1.16 /* Note sure why the following is the case - either the object has to
205     * be animated or have a very low speed. Is this an attempted monster
206     * check?
207     */
208 root 1.24 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
209 root 1.16 return 0;
210 elmex 1.1
211 root 1.16 switch (ob1->type)
212     {
213 root 1.29 case SCROLL:
214     if (ob1->level != ob2->level)
215     return 0;
216     break;
217 root 1.16 }
218 elmex 1.1
219 root 1.16 if (ob1->key_values != NULL || ob2->key_values != NULL)
220     {
221     /* At least one of these has key_values. */
222     if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
223 root 1.24 /* One has fields, but the other one doesn't. */
224     return 0;
225 root 1.16 else if (!compare_ob_value_lists (ob1, ob2))
226 root 1.24 return 0;
227 elmex 1.1 }
228 root 1.16
229     //TODO: generate an event or call into perl for additional checks
230     if (ob1->self || ob2->self)
231     {
232     ob1->optimise ();
233     ob2->optimise ();
234    
235     if (ob1->self || ob2->self)
236 root 1.24 return 0;
237 elmex 1.1 }
238    
239 root 1.16 /* Everything passes, must be OK. */
240     return 1;
241 elmex 1.1 }
242 root 1.24
243 elmex 1.1 /*
244     * sum_weight() is a recursive function which calculates the weight
245     * an object is carrying. It goes through in figures out how much
246     * containers are carrying, and sums it up.
247     */
248 root 1.28 long
249 root 1.24 sum_weight (object *op)
250     {
251 root 1.28 long sum;
252 elmex 1.1 object *inv;
253 root 1.24
254     for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
255     {
256     if (inv->inv)
257     sum_weight (inv);
258     sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
259     }
260 elmex 1.1 if (op->type == CONTAINER && op->stats.Str)
261 root 1.24 sum = (sum * (100 - op->stats.Str)) / 100;
262     if (op->carrying != sum)
263 elmex 1.1 op->carrying = sum;
264     return sum;
265     }
266    
267     /**
268     * Return the outermost environment object for a given object.
269     */
270    
271 root 1.24 object *
272     object_get_env_recursive (object *op)
273     {
274     while (op->env != NULL)
275     op = op->env;
276     return op;
277 elmex 1.1 }
278    
279     /*
280     * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281     * a better check. We basically keeping traversing up until we can't
282     * or find a player.
283     */
284    
285 root 1.24 object *
286     is_player_inv (object *op)
287     {
288     for (; op != NULL && op->type != PLAYER; op = op->env)
289     if (op->env == op)
290     op->env = NULL;
291     return op;
292 elmex 1.1 }
293    
294     /*
295     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 root 1.11 * Some error messages.
297 elmex 1.1 * The result of the dump is stored in the static global errmsg array.
298     */
299    
300 root 1.24 void
301     dump_object2 (object *op)
302     {
303     errmsg[0] = 0;
304     return;
305 root 1.10 //TODO//D#d#
306     #if 0
307 elmex 1.1 char *cp;
308 root 1.24
309 elmex 1.1 /* object *tmp;*/
310    
311 root 1.24 if (op->arch != NULL)
312     {
313     strcat (errmsg, "arch ");
314     strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315     strcat (errmsg, "\n");
316     if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317     strcat (errmsg, cp);
318     # if 0
319 elmex 1.1 /* Don't dump player diffs - they are too long, mostly meaningless, and
320     * will overflow the buffer.
321     * Changed so that we don't dump inventory either. This may
322     * also overflow the buffer.
323     */
324 root 1.24 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325     strcat (errmsg, cp);
326     for (tmp = op->inv; tmp; tmp = tmp->below)
327     dump_object2 (tmp);
328     # endif
329     strcat (errmsg, "end\n");
330     }
331     else
332     {
333     strcat (errmsg, "Object ");
334     if (op->name == NULL)
335     strcat (errmsg, "(null)");
336     else
337     strcat (errmsg, op->name);
338     strcat (errmsg, "\n");
339     # if 0
340     if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341     strcat (errmsg, cp);
342     for (tmp = op->inv; tmp; tmp = tmp->below)
343     dump_object2 (tmp);
344     # endif
345     strcat (errmsg, "end\n");
346     }
347 root 1.10 #endif
348 elmex 1.1 }
349    
350     /*
351     * Dumps an object. Returns output in the static global errmsg array.
352     */
353    
354 root 1.24 void
355     dump_object (object *op)
356     {
357     if (op == NULL)
358     {
359     strcpy (errmsg, "[NULL pointer]");
360     return;
361     }
362     errmsg[0] = '\0';
363     dump_object2 (op);
364 elmex 1.1 }
365    
366 root 1.24 void
367     dump_all_objects (void)
368     {
369 elmex 1.1 object *op;
370 root 1.24
371     for (op = objects; op != NULL; op = op->next)
372     {
373     dump_object (op);
374     fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
375     }
376 elmex 1.1 }
377    
378     /*
379     * get_nearest_part(multi-object, object 2) returns the part of the
380     * multi-object 1 which is closest to the second object.
381     * If it's not a multi-object, it is returned.
382     */
383    
384 root 1.24 object *
385     get_nearest_part (object *op, const object *pl)
386     {
387     object *tmp, *closest;
388     int last_dist, i;
389    
390     if (op->more == NULL)
391 elmex 1.1 return op;
392 root 1.24 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
393     if ((i = distance (tmp, pl)) < last_dist)
394     closest = tmp, last_dist = i;
395 elmex 1.1 return closest;
396     }
397    
398     /*
399     * Returns the object which has the count-variable equal to the argument.
400     */
401    
402 root 1.24 object *
403     find_object (tag_t i)
404     {
405 elmex 1.1 object *op;
406 root 1.24
407     for (op = objects; op != NULL; op = op->next)
408     if (op->count == i)
409 elmex 1.1 break;
410 root 1.24 return op;
411 elmex 1.1 }
412    
413     /*
414     * Returns the first object which has a name equal to the argument.
415     * Used only by the patch command, but not all that useful.
416     * Enables features like "patch <name-of-other-player> food 999"
417     */
418    
419 root 1.24 object *
420     find_object_name (const char *str)
421     {
422 root 1.11 const char *name = shstr::find (str);
423 elmex 1.1 object *op;
424 root 1.24
425     for (op = objects; op != NULL; op = op->next)
426     if (&op->name == name)
427 elmex 1.1 break;
428 root 1.11
429 elmex 1.1 return op;
430     }
431    
432 root 1.24 void
433     free_all_object_data ()
434 root 1.14 {
435     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436 elmex 1.1 }
437    
438     /*
439     * Returns the object which this object marks as being the owner.
440     * A id-scheme is used to avoid pointing to objects which have been
441     * freed and are now reused. If this is detected, the owner is
442     * set to NULL, and NULL is returned.
443     * Changed 2004-02-12 - if the player is setting at the play again
444     * prompt, he is removed, and we don't want to treat him as an owner of
445     * anything, so check removed flag. I don't expect that this should break
446     * anything - once an object is removed, it is basically dead anyways.
447     */
448    
449 root 1.24 object *
450     get_owner (object *op)
451     {
452     if (op->owner == NULL)
453     return NULL;
454 elmex 1.1
455 root 1.24 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
456     return op->owner;
457 elmex 1.1
458 root 1.24 op->owner = NULL;
459     op->ownercount = 0;
460     return NULL;
461 elmex 1.1 }
462    
463 root 1.24 void
464     clear_owner (object *op)
465 elmex 1.1 {
466 root 1.24 if (!op)
467     return;
468 elmex 1.1
469 root 1.24 if (op->owner && op->ownercount == op->owner->count)
470     op->owner->refcount--;
471 elmex 1.1
472 root 1.24 op->owner = NULL;
473     op->ownercount = 0;
474 elmex 1.1 }
475    
476     /*
477     * Sets the owner and sets the skill and exp pointers to owner's current
478     * skill and experience objects.
479     */
480 root 1.24 void
481     set_owner (object *op, object *owner)
482 elmex 1.1 {
483 root 1.24 if (owner == NULL || op == NULL)
484     return;
485    
486     /* next line added to allow objects which own objects */
487     /* Add a check for ownercounts in here, as I got into an endless loop
488     * with the fireball owning a poison cloud which then owned the
489     * fireball. I believe that was caused by one of the objects getting
490     * freed and then another object replacing it. Since the ownercounts
491     * didn't match, this check is valid and I believe that cause is valid.
492     */
493     while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count)
494     owner = owner->owner;
495 elmex 1.1
496 root 1.24 /* IF the owner still has an owner, we did not resolve to a final owner.
497     * so lets not add to that.
498     */
499     if (owner->owner)
500     return;
501 elmex 1.1
502 root 1.24 op->owner = owner;
503 elmex 1.1
504 root 1.24 op->ownercount = owner->count;
505     owner->refcount++;
506 elmex 1.1 }
507    
508     /* Set the owner to clone's current owner and set the skill and experience
509     * objects to clone's objects (typically those objects that where the owner's
510     * current skill and experience objects at the time when clone's owner was
511     * set - not the owner's current skill and experience objects).
512     *
513     * Use this function if player created an object (e.g. fire bullet, swarm
514     * spell), and this object creates further objects whose kills should be
515     * accounted for the player's original skill, even if player has changed
516     * skills meanwhile.
517     */
518 root 1.24 void
519     copy_owner (object *op, object *clone)
520 elmex 1.1 {
521 root 1.24 object *owner = get_owner (clone);
522    
523     if (owner == NULL)
524     {
525     /* players don't have owners - they own themselves. Update
526     * as appropriate.
527     */
528     if (clone->type == PLAYER)
529     owner = clone;
530     else
531     return;
532 elmex 1.1 }
533 root 1.25
534 root 1.24 set_owner (op, owner);
535 elmex 1.1 }
536    
537     /* Zero the key_values on op, decrementing the shared-string
538     * refcounts and freeing the links.
539     */
540 root 1.24 static void
541     free_key_values (object *op)
542 root 1.11 {
543 root 1.24 for (key_value *i = op->key_values; i != 0;)
544 root 1.11 {
545     key_value *next = i->next;
546     delete i;
547 root 1.24
548 root 1.11 i = next;
549 elmex 1.1 }
550 root 1.24
551 root 1.11 op->key_values = 0;
552 elmex 1.1 }
553    
554 root 1.14 void object::clear ()
555     {
556     attachable_base::clear ();
557    
558     free_key_values (this);
559    
560 root 1.25 clear_owner (this);
561    
562 root 1.24 name = 0;
563     name_pl = 0;
564     title = 0;
565     race = 0;
566     slaying = 0;
567     skill = 0;
568     msg = 0;
569     lore = 0;
570     custom_name = 0;
571 root 1.14 materialname = 0;
572    
573 root 1.24 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
574 root 1.14
575     SET_FLAG (this, FLAG_REMOVED);
576     }
577    
578     void object::clone (object *destination)
579     {
580 root 1.24 *(object_copy *) destination = *this;
581     *(object_pod *) destination = *this;
582 root 1.14
583     if (self || cb)
584     INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
585     }
586    
587 elmex 1.1 /*
588     * clear_object() frees everything allocated by an object, and also
589     * clears all variables and flags to default settings.
590     */
591    
592 root 1.24 void
593     clear_object (object *op)
594 root 1.11 {
595     op->clear ();
596 root 1.2
597 root 1.11 op->contr = NULL;
598     op->below = NULL;
599     op->above = NULL;
600 root 1.24 op->inv = NULL;
601     op->container = NULL;
602     op->env = NULL;
603     op->more = NULL;
604     op->head = NULL;
605     op->map = NULL;
606     op->refcount = 0;
607 root 1.11 op->active_next = NULL;
608     op->active_prev = NULL;
609     /* What is not cleared is next, prev, and count */
610 elmex 1.1
611 root 1.14 op->expmul = 1.0;
612 root 1.11 op->face = blank_face;
613 root 1.14 op->attacked_by_count = -1;
614 elmex 1.1
615 root 1.11 if (settings.casting_time)
616     op->casting_time = -1;
617 elmex 1.1 }
618    
619     /*
620     * copy object first frees everything allocated by the second object,
621     * and then copies the contends of the first object into the second
622     * object, allocating what needs to be allocated. Basically, any
623     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
624     * if the first object is freed, the pointers in the new object
625     * will point at garbage.
626     */
627    
628 root 1.24 void
629     copy_object (object *op2, object *op)
630 root 1.11 {
631 root 1.24 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
632 root 1.14 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
633 root 1.11
634     op2->clone (op);
635    
636 root 1.24 if (is_freed)
637     SET_FLAG (op, FLAG_FREED);
638     if (is_removed)
639     SET_FLAG (op, FLAG_REMOVED);
640 elmex 1.1
641 root 1.11 if (op2->speed < 0)
642 root 1.24 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
643 elmex 1.1
644 root 1.11 /* Copy over key_values, if any. */
645 root 1.23 if (op2->key_values)
646 root 1.14 {
647 root 1.23 key_value *tail = 0;
648 root 1.11 key_value *i;
649 elmex 1.1
650 root 1.23 op->key_values = 0;
651 elmex 1.1
652 root 1.23 for (i = op2->key_values; i; i = i->next)
653 root 1.11 {
654     key_value *new_link = new key_value;
655 root 1.8
656 root 1.24 new_link->next = 0;
657     new_link->key = i->key;
658 root 1.11 new_link->value = i->value;
659    
660     /* Try and be clever here, too. */
661 root 1.23 if (!op->key_values)
662 root 1.11 {
663     op->key_values = new_link;
664     tail = new_link;
665 root 1.8 }
666 root 1.11 else
667     {
668     tail->next = new_link;
669     tail = new_link;
670     }
671 root 1.14 }
672     }
673 root 1.2
674 root 1.11 update_ob_speed (op);
675 elmex 1.1 }
676    
677     /*
678     * If an object with the IS_TURNABLE() flag needs to be turned due
679     * to the closest player being on the other side, this function can
680     * be called to update the face variable, _and_ how it looks on the map.
681     */
682    
683 root 1.24 void
684     update_turn_face (object *op)
685     {
686     if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
687     return;
688     SET_ANIMATION (op, op->direction);
689     update_object (op, UP_OBJ_FACE);
690 elmex 1.1 }
691    
692     /*
693     * Updates the speed of an object. If the speed changes from 0 to another
694     * value, or vice versa, then add/remove the object from the active list.
695     * This function needs to be called whenever the speed of an object changes.
696     */
697    
698 root 1.24 void
699     update_ob_speed (object *op)
700     {
701     extern int arch_init;
702 elmex 1.1
703 root 1.24 /* No reason putting the archetypes objects on the speed list,
704     * since they never really need to be updated.
705     */
706 elmex 1.1
707 root 1.24 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
708     {
709     LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
710 elmex 1.1 #ifdef MANY_CORES
711 root 1.24 abort ();
712 elmex 1.1 #else
713 root 1.24 op->speed = 0;
714 elmex 1.1 #endif
715     }
716 root 1.24 if (arch_init)
717     {
718     return;
719     }
720     if (FABS (op->speed) > MIN_ACTIVE_SPEED)
721     {
722     /* If already on active list, don't do anything */
723     if (op->active_next || op->active_prev || op == active_objects)
724 root 1.8 return;
725 root 1.24
726     /* process_events() expects us to insert the object at the beginning
727     * of the list. */
728     op->active_next = active_objects;
729     if (op->active_next != NULL)
730     op->active_next->active_prev = op;
731     active_objects = op;
732 elmex 1.1 }
733 root 1.24 else
734     {
735     /* If not on the active list, nothing needs to be done */
736     if (!op->active_next && !op->active_prev && op != active_objects)
737     return;
738    
739     if (op->active_prev == NULL)
740     {
741     active_objects = op->active_next;
742     if (op->active_next != NULL)
743     op->active_next->active_prev = NULL;
744 root 1.8 }
745 root 1.24 else
746     {
747     op->active_prev->active_next = op->active_next;
748     if (op->active_next)
749     op->active_next->active_prev = op->active_prev;
750     }
751     op->active_next = NULL;
752     op->active_prev = NULL;
753 elmex 1.1 }
754     }
755    
756     /* This function removes object 'op' from the list of active
757     * objects.
758     * This should only be used for style maps or other such
759     * reference maps where you don't want an object that isn't
760     * in play chewing up cpu time getting processed.
761     * The reverse of this is to call update_ob_speed, which
762     * will do the right thing based on the speed of the object.
763     */
764 root 1.24 void
765     remove_from_active_list (object *op)
766 elmex 1.1 {
767 root 1.24 /* If not on the active list, nothing needs to be done */
768     if (!op->active_next && !op->active_prev && op != active_objects)
769     return;
770 elmex 1.1
771 root 1.24 if (op->active_prev == NULL)
772     {
773     active_objects = op->active_next;
774     if (op->active_next != NULL)
775     op->active_next->active_prev = NULL;
776 elmex 1.1 }
777 root 1.24 else
778     {
779     op->active_prev->active_next = op->active_next;
780     if (op->active_next)
781     op->active_next->active_prev = op->active_prev;
782 elmex 1.1 }
783 root 1.24 op->active_next = NULL;
784     op->active_prev = NULL;
785 elmex 1.1 }
786    
787     /*
788     * update_object() updates the array which represents the map.
789     * It takes into account invisible objects (and represent squares covered
790     * by invisible objects by whatever is below them (unless it's another
791     * invisible object, etc...)
792     * If the object being updated is beneath a player, the look-window
793     * of that player is updated (this might be a suboptimal way of
794     * updating that window, though, since update_object() is called _often_)
795     *
796     * action is a hint of what the caller believes need to be done.
797     * For example, if the only thing that has changed is the face (due to
798     * an animation), we don't need to call update_position until that actually
799     * comes into view of a player. OTOH, many other things, like addition/removal
800     * of walls or living creatures may need us to update the flags now.
801     * current action are:
802     * UP_OBJ_INSERT: op was inserted
803     * UP_OBJ_REMOVE: op was removed
804     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
805     * as that is easier than trying to look at what may have changed.
806     * UP_OBJ_FACE: only the objects face has changed.
807     */
808    
809 root 1.24 void
810     update_object (object *op, int action)
811     {
812     int update_now = 0, flags;
813     MoveType move_on, move_off, move_block, move_slow;
814    
815     if (op == NULL)
816     {
817     /* this should never happen */
818     LOG (llevDebug, "update_object() called for NULL object.\n");
819     return;
820 elmex 1.1 }
821 root 1.24
822     if (op->env != NULL)
823     {
824     /* Animation is currently handled by client, so nothing
825     * to do in this case.
826     */
827     return;
828 elmex 1.1 }
829    
830 root 1.24 /* If the map is saving, don't do anything as everything is
831     * going to get freed anyways.
832     */
833     if (!op->map || op->map->in_memory == MAP_SAVING)
834     return;
835    
836     /* make sure the object is within map boundaries */
837     if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
838     {
839     LOG (llevError, "update_object() called for object out of map!\n");
840 elmex 1.1 #ifdef MANY_CORES
841 root 1.24 abort ();
842 elmex 1.1 #endif
843 root 1.24 return;
844 elmex 1.1 }
845    
846 root 1.24 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
847     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
848     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
849     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
850     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
851     move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
852 elmex 1.1
853 root 1.24 if (action == UP_OBJ_INSERT)
854     {
855     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
856     update_now = 1;
857    
858     if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
859     update_now = 1;
860 elmex 1.1
861 root 1.24 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
862     update_now = 1;
863 elmex 1.1
864 root 1.24 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
865     update_now = 1;
866 elmex 1.1
867 root 1.24 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
868     update_now = 1;
869 root 1.20
870 root 1.24 if ((move_on | op->move_on) != move_on)
871     update_now = 1;
872 root 1.20
873 root 1.24 if ((move_off | op->move_off) != move_off)
874     update_now = 1;
875 root 1.20
876 root 1.24 /* This isn't perfect, but I don't expect a lot of objects to
877     * to have move_allow right now.
878     */
879     if (((move_block | op->move_block) & ~op->move_allow) != move_block)
880     update_now = 1;
881 root 1.20
882 root 1.24 if ((move_slow | op->move_slow) != move_slow)
883     update_now = 1;
884     }
885     /* if the object is being removed, we can't make intelligent
886     * decisions, because remove_ob can't really pass the object
887     * that is being removed.
888     */
889     else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
890 root 1.27 update_now = 1;
891 root 1.24 else if (action == UP_OBJ_FACE)
892 root 1.29 /* Nothing to do for that case */ ;
893 root 1.24 else
894 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
895 elmex 1.1
896 root 1.24 if (update_now)
897     {
898     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
899     update_position (op->map, op->x, op->y);
900 elmex 1.1 }
901    
902 root 1.24 if (op->more != NULL)
903     update_object (op->more, action);
904 elmex 1.1 }
905    
906 root 1.29 static unordered_vector < object *>mortals;
907     static
908     std::vector < object *>
909     freed;
910 root 1.21
911     void object::free_mortals ()
912     {
913 root 1.29 for (unordered_vector < object *>::iterator i = mortals.begin (); i != mortals.end ();)
914 root 1.25 if (!(*i)->refcount)
915     {
916     freed.push_back (*i);
917     mortals.erase (i);
918     }
919     else
920     ++i;
921 root 1.21 }
922    
923     object::object ()
924     {
925 root 1.22 SET_FLAG (this, FLAG_REMOVED);
926    
927     expmul = 1.0;
928     face = blank_face;
929     attacked_by_count = -1;
930     }
931    
932     object::~object ()
933     {
934     free_key_values (this);
935     }
936    
937 root 1.24 void object::link ()
938 root 1.22 {
939 root 1.21 count = ++ob_count;
940    
941     prev = 0;
942     next = objects;
943    
944     if (objects)
945     objects->prev = this;
946    
947     objects = this;
948     }
949    
950 root 1.24 void object::unlink ()
951 root 1.21 {
952 root 1.22 count = 0;
953    
954     /* Remove this object from the list of used objects */
955 root 1.24 if (prev)
956 root 1.25 {
957     prev->next = next;
958     prev = 0;
959     }
960    
961 root 1.24 if (next)
962 root 1.25 {
963     next->prev = prev;
964     next = 0;
965     }
966    
967 root 1.24 if (this == objects)
968     objects = next;
969     }
970 root 1.21
971     object *object::create ()
972     {
973 root 1.29 object *
974     op;
975 root 1.25
976     if (freed.empty ())
977 root 1.24 op = new object;
978 root 1.29
979 root 1.25 else
980     {
981     // highly annoying, but the only way to get it stable right now
982 root 1.29 op = freed.back ();
983     freed.pop_back ();
984 root 1.25 op->~object ();
985 root 1.29 new ((void *) op) object;
986 root 1.25 }
987 root 1.24
988 root 1.22 op->link ();
989     return op;
990 root 1.21 }
991 elmex 1.1
992     /*
993     * free_object() frees everything allocated by an object, removes
994     * it from the list of used objects, and puts it on the list of
995     * free objects. The IS_FREED() flag is set in the object.
996     * The object must have been removed by remove_ob() first for
997     * this function to succeed.
998     *
999     * If free_inventory is set, free inventory as well. Else drop items in
1000     * inventory to the ground.
1001     */
1002 root 1.24 void object::free (bool free_inventory)
1003 root 1.14 {
1004 root 1.29 if (QUERY_FLAG (this, FLAG_FREED))
1005     return;
1006    
1007 root 1.21 if (!QUERY_FLAG (this, FLAG_REMOVED))
1008 root 1.29 remove_ob (this);
1009 root 1.14
1010 root 1.21 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1011 root 1.29 remove_friendly_object (this);
1012 root 1.14
1013 root 1.29 SET_FLAG (this, FLAG_FREED);
1014 root 1.14
1015 root 1.21 if (more)
1016 root 1.14 {
1017 root 1.21 more->free (free_inventory);
1018     more = 0;
1019 elmex 1.1 }
1020    
1021 root 1.21 if (inv)
1022 root 1.14 {
1023     /* Only if the space blocks everything do we not process -
1024 root 1.17 * if some form of movement is allowed, let objects
1025 root 1.14 * drop on that space.
1026     */
1027 root 1.24 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1028     {
1029 root 1.29 object *op = inv;
1030 root 1.24
1031     while (op)
1032     {
1033 root 1.29 object *tmp = op->below;
1034 root 1.21 op->free (free_inventory);
1035 root 1.24 op = tmp;
1036     }
1037     }
1038 root 1.14 else
1039 root 1.24 { /* Put objects in inventory onto this space */
1040 root 1.29 object *op = inv;
1041 root 1.24
1042     while (op)
1043     {
1044 root 1.29 object *tmp = op->below;
1045 root 1.14
1046 root 1.24 remove_ob (op);
1047    
1048     if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1049     || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1050     free_object (op);
1051     else
1052     {
1053     op->x = x;
1054     op->y = y;
1055     insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1056     }
1057    
1058     op = tmp;
1059     }
1060     }
1061 root 1.14 }
1062    
1063 root 1.25 clear_owner (this);
1064    
1065 root 1.14 /* Remove object from the active list */
1066 root 1.21 speed = 0;
1067     update_ob_speed (this);
1068 elmex 1.1
1069 root 1.22 unlink ();
1070    
1071 root 1.21 mortals.push_back (this);
1072 elmex 1.1 }
1073    
1074     /*
1075     * sub_weight() recursively (outwards) subtracts a number from the
1076     * weight of an object (and what is carried by it's environment(s)).
1077     */
1078    
1079 root 1.24 void
1080     sub_weight (object *op, signed long weight)
1081     {
1082     while (op != NULL)
1083     {
1084     if (op->type == CONTAINER)
1085     {
1086     weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087     }
1088     op->carrying -= weight;
1089     op = op->env;
1090 elmex 1.1 }
1091     }
1092    
1093     /* remove_ob(op):
1094     * This function removes the object op from the linked list of objects
1095     * which it is currently tied to. When this function is done, the
1096     * object will have no environment. If the object previously had an
1097     * environment, the x and y coordinates will be updated to
1098     * the previous environment.
1099     * Beware: This function is called from the editor as well!
1100     */
1101    
1102 root 1.24 void
1103     remove_ob (object *op)
1104     {
1105 root 1.29 object *
1106     tmp, *
1107     last = NULL;
1108     object *
1109     otmp;
1110 root 1.26
1111 root 1.29 tag_t
1112     tag;
1113     int
1114     check_walk_off;
1115     mapstruct *
1116     m;
1117 root 1.24
1118 root 1.29 sint16
1119     x,
1120     y;
1121 root 1.24
1122     if (QUERY_FLAG (op, FLAG_REMOVED))
1123 root 1.29 return;
1124 root 1.24
1125 root 1.29 SET_FLAG (op, FLAG_REMOVED);
1126 root 1.26
1127 root 1.24 if (op->more != NULL)
1128     remove_ob (op->more);
1129    
1130     /*
1131     * In this case, the object to be removed is in someones
1132     * inventory.
1133     */
1134     if (op->env != NULL)
1135     {
1136     if (op->nrof)
1137     sub_weight (op->env, op->weight * op->nrof);
1138     else
1139     sub_weight (op->env, op->weight + op->carrying);
1140    
1141     /* NO_FIX_PLAYER is set when a great many changes are being
1142     * made to players inventory. If set, avoiding the call
1143     * to save cpu time.
1144     */
1145     if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1146     fix_player (otmp);
1147    
1148     if (op->above != NULL)
1149     op->above->below = op->below;
1150     else
1151     op->env->inv = op->below;
1152    
1153     if (op->below != NULL)
1154     op->below->above = op->above;
1155    
1156     /* we set up values so that it could be inserted into
1157     * the map, but we don't actually do that - it is up
1158     * to the caller to decide what we want to do.
1159     */
1160     op->x = op->env->x, op->y = op->env->y;
1161     op->map = op->env->map;
1162     op->above = NULL, op->below = NULL;
1163     op->env = NULL;
1164     }
1165 root 1.29 else if (op->map)
1166     {
1167     x = op->x;
1168     y = op->y;
1169     m = get_map_from_coord (op->map, &x, &y);
1170    
1171     if (!m)
1172     {
1173     LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1174     op->map->path, op->x, op->y);
1175     /* in old days, we used to set x and y to 0 and continue.
1176     * it seems if we get into this case, something is probablye
1177     * screwed up and should be fixed.
1178     */
1179     abort ();
1180     }
1181 root 1.24
1182 root 1.29 if (op->map != m)
1183     LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1184     op->map->path, m->path, op->x, op->y, x, y);
1185 root 1.24
1186 root 1.29 /* Re did the following section of code - it looks like it had
1187     * lots of logic for things we no longer care about
1188 root 1.24 */
1189 elmex 1.1
1190 root 1.29 /* link the object above us */
1191     if (op->above)
1192     op->above->below = op->below;
1193     else
1194     SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1195 root 1.24
1196 root 1.29 /* Relink the object below us, if there is one */
1197     if (op->below)
1198     op->below->above = op->above;
1199     else
1200     {
1201     /* Nothing below, which means we need to relink map object for this space
1202     * use translated coordinates in case some oddness with map tiling is
1203     * evident
1204     */
1205     if (GET_MAP_OB (m, x, y) != op)
1206     {
1207     dump_object (op);
1208     LOG (llevError,
1209     "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1210     dump_object (GET_MAP_OB (m, x, y));
1211     LOG (llevError, "%s\n", errmsg);
1212     }
1213 elmex 1.1
1214 root 1.29 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1215 root 1.8 }
1216 root 1.26
1217 root 1.29 op->above = 0;
1218     op->below = 0;
1219 root 1.26
1220 root 1.29 if (op->map->in_memory == MAP_SAVING)
1221     return;
1222 elmex 1.1
1223 root 1.29 tag = op->count;
1224     check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1225 elmex 1.1
1226 root 1.29 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1227 root 1.24 {
1228 root 1.29 /* No point updating the players look faces if he is the object
1229     * being removed.
1230 root 1.24 */
1231 root 1.29
1232     if (tmp->type == PLAYER && tmp != op)
1233 root 1.24 {
1234 root 1.29 /* If a container that the player is currently using somehow gets
1235     * removed (most likely destroyed), update the player view
1236     * appropriately.
1237     */
1238     if (tmp->container == op)
1239     {
1240     CLEAR_FLAG (op, FLAG_APPLIED);
1241     tmp->container = NULL;
1242     }
1243    
1244     tmp->contr->socket.update_look = 1;
1245 root 1.8 }
1246 root 1.26
1247 root 1.29 /* See if player moving off should effect something */
1248     if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1249     {
1250     move_apply (tmp, op, NULL);
1251 root 1.24
1252 root 1.29 if (was_destroyed (op, tag))
1253     {
1254     LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1255     }
1256 root 1.8 }
1257    
1258 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1259    
1260     if (tmp->above == tmp)
1261     tmp->above = NULL;
1262 root 1.8
1263 root 1.29 last = tmp;
1264     }
1265 root 1.26
1266 root 1.29 /* last == NULL of there are no objects on this space */
1267     if (last == NULL)
1268     {
1269     /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1270     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1271     * those out anyways, and if there are any flags set right now, they won't
1272     * be correct anyways.
1273     */
1274     SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1275     update_position (op->map, op->x, op->y);
1276     }
1277     else
1278     update_object (last, UP_OBJ_REMOVE);
1279 root 1.26
1280 root 1.29 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1281     update_all_los (op->map, op->x, op->y);
1282 elmex 1.1 }
1283     }
1284    
1285     /*
1286     * merge_ob(op,top):
1287     *
1288     * This function goes through all objects below and including top, and
1289     * merges op to the first matching object.
1290     * If top is NULL, it is calculated.
1291     * Returns pointer to object if it succeded in the merge, otherwise NULL
1292     */
1293    
1294 root 1.24 object *
1295     merge_ob (object *op, object *top)
1296     {
1297     if (!op->nrof)
1298 elmex 1.1 return 0;
1299 root 1.29
1300 root 1.24 if (top == NULL)
1301     for (top = op; top != NULL && top->above != NULL; top = top->above);
1302 root 1.29
1303 root 1.24 for (; top != NULL; top = top->below)
1304 elmex 1.1 {
1305 root 1.24 if (top == op)
1306     continue;
1307     if (CAN_MERGE (op, top))
1308     {
1309     top->nrof += op->nrof;
1310    
1311 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1312 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1313     remove_ob (op);
1314     free_object (op);
1315     return top;
1316     }
1317 elmex 1.1 }
1318 root 1.29
1319 elmex 1.1 return NULL;
1320     }
1321    
1322     /*
1323     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1324     * job preparing multi-part monsters
1325     */
1326 root 1.24 object *
1327     insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1328     {
1329 root 1.29 object *tmp;
1330 root 1.24
1331     if (op->head)
1332     op = op->head;
1333 root 1.29
1334 root 1.24 for (tmp = op; tmp; tmp = tmp->more)
1335     {
1336     tmp->x = x + tmp->arch->clone.x;
1337     tmp->y = y + tmp->arch->clone.y;
1338 elmex 1.1 }
1339 root 1.29
1340 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1341 elmex 1.1 }
1342    
1343     /*
1344     * insert_ob_in_map (op, map, originator, flag):
1345     * This function inserts the object in the two-way linked list
1346     * which represents what is on a map.
1347     * The second argument specifies the map, and the x and y variables
1348     * in the object about to be inserted specifies the position.
1349     *
1350     * originator: Player, monster or other object that caused 'op' to be inserted
1351     * into 'map'. May be NULL.
1352     *
1353     * flag is a bitmask about special things to do (or not do) when this
1354     * function is called. see the object.h file for the INS_ values.
1355     * Passing 0 for flag gives proper default values, so flag really only needs
1356     * to be set if special handling is needed.
1357     *
1358     * Return value:
1359     * new object if 'op' was merged with other object
1360     * NULL if 'op' was destroyed
1361     * just 'op' otherwise
1362     */
1363    
1364 root 1.24 object *
1365     insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1366 elmex 1.1 {
1367 root 1.25 object *tmp, *top, *floor = NULL;
1368     sint16 x, y;
1369 elmex 1.1
1370 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1371     {
1372     LOG (llevError, "Trying to insert freed object!\n");
1373     return NULL;
1374     }
1375 root 1.25
1376 root 1.24 if (m == NULL)
1377     {
1378     dump_object (op);
1379     LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1380     return op;
1381 elmex 1.1 }
1382 root 1.25
1383 root 1.24 if (out_of_map (m, op->x, op->y))
1384     {
1385     dump_object (op);
1386     LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1387 elmex 1.1 #ifdef MANY_CORES
1388 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1389     * is likely to cause a crash. Better to find out where it is getting
1390     * improperly inserted.
1391     */
1392     abort ();
1393 elmex 1.1 #endif
1394 root 1.24 return op;
1395 elmex 1.1 }
1396 root 1.25
1397 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1398     {
1399     dump_object (op);
1400     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1401     return op;
1402     }
1403 root 1.25
1404 root 1.24 if (op->more != NULL)
1405     {
1406     /* The part may be on a different map. */
1407    
1408 root 1.26 object *more = op->more;
1409 root 1.24
1410     /* We really need the caller to normalize coordinates - if
1411     * we set the map, that doesn't work if the location is within
1412     * a map and this is straddling an edge. So only if coordinate
1413     * is clear wrong do we normalize it.
1414     */
1415     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1416 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1417 root 1.24 else if (!more->map)
1418     {
1419     /* For backwards compatibility - when not dealing with tiled maps,
1420     * more->map should always point to the parent.
1421     */
1422     more->map = m;
1423     }
1424    
1425     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1426     {
1427     if (!op->head)
1428     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1429 root 1.26
1430 root 1.24 return NULL;
1431 root 1.8 }
1432 root 1.24 }
1433 root 1.25
1434 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1435 root 1.8
1436 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1437     * of areas of callers (eg, anything that uses find_free_spot would now
1438     * need extra work
1439     */
1440     op->map = get_map_from_coord (m, &op->x, &op->y);
1441     x = op->x;
1442     y = op->y;
1443    
1444     /* this has to be done after we translate the coordinates.
1445     */
1446     if (op->nrof && !(flag & INS_NO_MERGE))
1447 root 1.25 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1448     if (CAN_MERGE (op, tmp))
1449     {
1450     op->nrof += tmp->nrof;
1451     remove_ob (tmp);
1452     free_object (tmp);
1453     }
1454 root 1.24
1455     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1456     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1457 root 1.25
1458 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1459     CLEAR_FLAG (op, FLAG_NO_STEAL);
1460    
1461     if (flag & INS_BELOW_ORIGINATOR)
1462     {
1463     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1464     {
1465     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1466     abort ();
1467     }
1468 root 1.25
1469 root 1.24 op->above = originator;
1470     op->below = originator->below;
1471 root 1.25
1472 root 1.24 if (op->below)
1473     op->below->above = op;
1474     else
1475     SET_MAP_OB (op->map, op->x, op->y, op);
1476 root 1.25
1477 root 1.24 /* since *below* originator, no need to update top */
1478     originator->below = op;
1479 elmex 1.1 }
1480 root 1.24 else
1481     {
1482     /* If there are other objects, then */
1483     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1484     {
1485 root 1.25 object *last = NULL;
1486 root 1.24
1487     /*
1488     * If there are multiple objects on this space, we do some trickier handling.
1489     * We've already dealt with merging if appropriate.
1490     * Generally, we want to put the new object on top. But if
1491     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1492     * floor, we want to insert above that and no further.
1493     * Also, if there are spell objects on this space, we stop processing
1494     * once we get to them. This reduces the need to traverse over all of
1495     * them when adding another one - this saves quite a bit of cpu time
1496     * when lots of spells are cast in one area. Currently, it is presumed
1497     * that flying non pickable objects are spell objects.
1498     */
1499 elmex 1.1
1500 root 1.24 while (top != NULL)
1501     {
1502     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1503     floor = top;
1504 root 1.26
1505 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))
1506     {
1507     /* We insert above top, so we want this object below this */
1508     top = top->below;
1509     break;
1510     }
1511 root 1.26
1512 root 1.24 last = top;
1513     top = top->above;
1514     }
1515 root 1.26
1516 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1517     top = last;
1518 root 1.8
1519 root 1.24 /* We let update_position deal with figuring out what the space
1520     * looks like instead of lots of conditions here.
1521     * makes things faster, and effectively the same result.
1522     */
1523    
1524     /* Have object 'fall below' other objects that block view.
1525     * Unless those objects are exits, type 66
1526     * If INS_ON_TOP is used, don't do this processing
1527     * Need to find the object that in fact blocks view, otherwise
1528     * stacking is a bit odd.
1529     */
1530     if (!(flag & INS_ON_TOP) &&
1531     (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1532     {
1533     for (last = top; last != floor; last = last->below)
1534     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1535     break;
1536     /* Check to see if we found the object that blocks view,
1537     * and make sure we have a below pointer for it so that
1538     * we can get inserted below this one, which requires we
1539     * set top to the object below us.
1540     */
1541     if (last && last->below && last != floor)
1542     top = last->below;
1543 root 1.8 }
1544 root 1.24 } /* If objects on this space */
1545 root 1.25
1546 root 1.24 if (flag & INS_MAP_LOAD)
1547     top = GET_MAP_TOP (op->map, op->x, op->y);
1548 root 1.25
1549 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1550     top = floor;
1551    
1552     /* Top is the object that our object (op) is going to get inserted above.
1553     */
1554    
1555     /* First object on this space */
1556     if (!top)
1557     {
1558     op->above = GET_MAP_OB (op->map, op->x, op->y);
1559 root 1.25
1560 root 1.24 if (op->above)
1561     op->above->below = op;
1562 root 1.25
1563 root 1.24 op->below = NULL;
1564     SET_MAP_OB (op->map, op->x, op->y, op);
1565     }
1566     else
1567     { /* get inserted into the stack above top */
1568     op->above = top->above;
1569 root 1.25
1570 root 1.24 if (op->above)
1571     op->above->below = op;
1572 root 1.25
1573 root 1.24 op->below = top;
1574     top->above = op;
1575     }
1576 root 1.25
1577 root 1.24 if (op->above == NULL)
1578     SET_MAP_TOP (op->map, op->x, op->y, op);
1579     } /* else not INS_BELOW_ORIGINATOR */
1580 root 1.8
1581 root 1.24 if (op->type == PLAYER)
1582     op->contr->do_los = 1;
1583    
1584     /* If we have a floor, we know the player, if any, will be above
1585     * it, so save a few ticks and start from there.
1586     */
1587     if (!(flag & INS_MAP_LOAD))
1588     for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1589 root 1.25 if (tmp->type == PLAYER)
1590     tmp->contr->socket.update_look = 1;
1591 root 1.24
1592     /* If this object glows, it may affect lighting conditions that are
1593     * visible to others on this map. But update_all_los is really
1594     * an inefficient way to do this, as it means los for all players
1595     * on the map will get recalculated. The players could very well
1596     * be far away from this change and not affected in any way -
1597     * this should get redone to only look for players within range,
1598     * or just updating the P_NEED_UPDATE for spaces within this area
1599     * of effect may be sufficient.
1600     */
1601     if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1602     update_all_los (op->map, op->x, op->y);
1603    
1604     /* updates flags (blocked, alive, no magic, etc) for this map space */
1605     update_object (op, UP_OBJ_INSERT);
1606    
1607     /* Don't know if moving this to the end will break anything. However,
1608     * we want to have update_look set above before calling this.
1609     *
1610     * check_move_on() must be after this because code called from
1611     * check_move_on() depends on correct map flags (so functions like
1612     * blocked() and wall() work properly), and these flags are updated by
1613     * update_object().
1614     */
1615    
1616     /* if this is not the head or flag has been passed, don't check walk on status */
1617     if (!(flag & INS_NO_WALK_ON) && !op->head)
1618     {
1619     if (check_move_on (op, originator))
1620     return NULL;
1621 elmex 1.1
1622 root 1.24 /* If we are a multi part object, lets work our way through the check
1623     * walk on's.
1624     */
1625     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1626     if (check_move_on (tmp, originator))
1627     return NULL;
1628 elmex 1.1 }
1629 root 1.25
1630 root 1.24 return op;
1631 elmex 1.1 }
1632    
1633     /* this function inserts an object in the map, but if it
1634     * finds an object of its own type, it'll remove that one first.
1635     * op is the object to insert it under: supplies x and the map.
1636     */
1637 root 1.24 void
1638     replace_insert_ob_in_map (const char *arch_string, object *op)
1639     {
1640 root 1.29 object *
1641     tmp;
1642     object *
1643     tmp1;
1644 elmex 1.1
1645 root 1.24 /* first search for itself and remove any old instances */
1646 elmex 1.1
1647 root 1.24 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1648     {
1649     if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1650     {
1651     remove_ob (tmp);
1652     free_object (tmp);
1653 root 1.8 }
1654 elmex 1.1 }
1655    
1656 root 1.24 tmp1 = arch_to_object (find_archetype (arch_string));
1657 elmex 1.1
1658 root 1.24 tmp1->x = op->x;
1659     tmp1->y = op->y;
1660     insert_ob_in_map (tmp1, op->map, op, 0);
1661     }
1662 elmex 1.1
1663     /*
1664     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1665     * is returned contains nr objects, and the remaining parts contains
1666     * the rest (or is removed and freed if that number is 0).
1667     * On failure, NULL is returned, and the reason put into the
1668     * global static errmsg array.
1669     */
1670    
1671 root 1.24 object *
1672     get_split_ob (object *orig_ob, uint32 nr)
1673     {
1674     object *
1675     newob;
1676     int
1677     is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1678    
1679     if (orig_ob->nrof < nr)
1680     {
1681     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1682     return NULL;
1683     }
1684 root 1.29
1685 root 1.24 newob = object_create_clone (orig_ob);
1686 root 1.29
1687 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1688     {
1689     if (!is_removed)
1690     remove_ob (orig_ob);
1691     free_object2 (orig_ob, 1);
1692 elmex 1.1 }
1693 root 1.24 else if (!is_removed)
1694     {
1695     if (orig_ob->env != NULL)
1696     sub_weight (orig_ob->env, orig_ob->weight * nr);
1697     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1698     {
1699     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1700     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1701     return NULL;
1702 root 1.8 }
1703 elmex 1.1 }
1704 root 1.29
1705 root 1.24 newob->nrof = nr;
1706 elmex 1.1
1707 root 1.24 return newob;
1708 elmex 1.1 }
1709    
1710     /*
1711     * decrease_ob_nr(object, number) decreases a specified number from
1712     * the amount of an object. If the amount reaches 0, the object
1713     * is subsequently removed and freed.
1714     *
1715     * Return value: 'op' if something is left, NULL if the amount reached 0
1716     */
1717    
1718 root 1.24 object *
1719     decrease_ob_nr (object *op, uint32 i)
1720 elmex 1.1 {
1721 root 1.29 object *tmp;
1722     player *pl;
1723 elmex 1.1
1724 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1725     return op;
1726    
1727     if (i > op->nrof)
1728     i = op->nrof;
1729    
1730     if (QUERY_FLAG (op, FLAG_REMOVED))
1731 root 1.29 op->nrof -= i;
1732 root 1.24 else if (op->env != NULL)
1733     {
1734     /* is this object in the players inventory, or sub container
1735     * therein?
1736     */
1737     tmp = is_player_inv (op->env);
1738     /* nope. Is this a container the player has opened?
1739     * If so, set tmp to that player.
1740     * IMO, searching through all the players will mostly
1741     * likely be quicker than following op->env to the map,
1742     * and then searching the map for a player.
1743     */
1744     if (!tmp)
1745     {
1746     for (pl = first_player; pl; pl = pl->next)
1747     if (pl->ob->container == op->env)
1748     break;
1749     if (pl)
1750     tmp = pl->ob;
1751     else
1752     tmp = NULL;
1753     }
1754 elmex 1.1
1755 root 1.24 if (i < op->nrof)
1756     {
1757     sub_weight (op->env, op->weight * i);
1758     op->nrof -= i;
1759     if (tmp)
1760     {
1761     esrv_send_item (tmp, op);
1762 elmex 1.1 }
1763 root 1.24 }
1764     else
1765     {
1766     remove_ob (op);
1767     op->nrof = 0;
1768     if (tmp)
1769     {
1770     esrv_del_item (tmp->contr, op->count);
1771 elmex 1.1 }
1772     }
1773     }
1774 root 1.24 else
1775 elmex 1.1 {
1776 root 1.29 object *above = op->above;
1777 elmex 1.1
1778 root 1.24 if (i < op->nrof)
1779 root 1.29 op->nrof -= i;
1780 root 1.24 else
1781     {
1782     remove_ob (op);
1783     op->nrof = 0;
1784     }
1785 root 1.29
1786 root 1.24 /* Since we just removed op, op->above is null */
1787     for (tmp = above; tmp != NULL; tmp = tmp->above)
1788     if (tmp->type == PLAYER)
1789     {
1790     if (op->nrof)
1791     esrv_send_item (tmp, op);
1792     else
1793     esrv_del_item (tmp->contr, op->count);
1794     }
1795 elmex 1.1 }
1796    
1797 root 1.24 if (op->nrof)
1798 root 1.29 return op;
1799 root 1.24 else
1800     {
1801     free_object (op);
1802     return NULL;
1803 elmex 1.1 }
1804     }
1805    
1806     /*
1807     * add_weight(object, weight) adds the specified weight to an object,
1808     * and also updates how much the environment(s) is/are carrying.
1809     */
1810    
1811 root 1.24 void
1812     add_weight (object *op, signed long weight)
1813     {
1814     while (op != NULL)
1815     {
1816     if (op->type == CONTAINER)
1817 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1818    
1819 root 1.24 op->carrying += weight;
1820     op = op->env;
1821     }
1822 elmex 1.1 }
1823    
1824     /*
1825     * insert_ob_in_ob(op,environment):
1826     * This function inserts the object op in the linked list
1827     * inside the object environment.
1828     *
1829     * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1830     * the inventory at the last position or next to other objects of the same
1831     * type.
1832     * Frank: Now sorted by type, archetype and magic!
1833     *
1834     * The function returns now pointer to inserted item, and return value can
1835     * be != op, if items are merged. -Tero
1836     */
1837    
1838 root 1.24 object *
1839     insert_ob_in_ob (object *op, object *where)
1840     {
1841     object *
1842     tmp, *
1843     otmp;
1844    
1845     if (!QUERY_FLAG (op, FLAG_REMOVED))
1846     {
1847     dump_object (op);
1848     LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1849     return op;
1850     }
1851 root 1.29
1852 root 1.24 if (where == NULL)
1853     {
1854     dump_object (op);
1855     LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1856     return op;
1857     }
1858 root 1.29
1859 root 1.24 if (where->head)
1860     {
1861     LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1862     where = where->head;
1863     }
1864 root 1.29
1865 root 1.24 if (op->more)
1866     {
1867     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1868     return op;
1869     }
1870 root 1.29
1871 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1872     CLEAR_FLAG (op, FLAG_REMOVED);
1873     if (op->nrof)
1874     {
1875     for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1876     if (CAN_MERGE (tmp, op))
1877     {
1878     /* return the original object and remove inserted object
1879     (client needs the original object) */
1880     tmp->nrof += op->nrof;
1881     /* Weight handling gets pretty funky. Since we are adding to
1882     * tmp->nrof, we need to increase the weight.
1883     */
1884     add_weight (where, op->weight * op->nrof);
1885     SET_FLAG (op, FLAG_REMOVED);
1886     free_object (op); /* free the inserted object */
1887     op = tmp;
1888     remove_ob (op); /* and fix old object's links */
1889     CLEAR_FLAG (op, FLAG_REMOVED);
1890     break;
1891     }
1892    
1893     /* I assume combined objects have no inventory
1894     * We add the weight - this object could have just been removed
1895     * (if it was possible to merge). calling remove_ob will subtract
1896     * the weight, so we need to add it in again, since we actually do
1897     * the linking below
1898     */
1899     add_weight (where, op->weight * op->nrof);
1900     }
1901     else
1902     add_weight (where, (op->weight + op->carrying));
1903 elmex 1.1
1904 root 1.24 otmp = is_player_inv (where);
1905     if (otmp && otmp->contr != NULL)
1906     {
1907     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1908     fix_player (otmp);
1909     }
1910 elmex 1.1
1911 root 1.24 op->map = NULL;
1912     op->env = where;
1913     op->above = NULL;
1914     op->below = NULL;
1915     op->x = 0, op->y = 0;
1916 elmex 1.1
1917     /* reset the light list and los of the players on the map */
1918 root 1.24 if ((op->glow_radius != 0) && where->map)
1919     {
1920 elmex 1.1 #ifdef DEBUG_LIGHTS
1921 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1922     #endif /* DEBUG_LIGHTS */
1923     if (MAP_DARKNESS (where->map))
1924     update_all_los (where->map, where->x, where->y);
1925     }
1926 elmex 1.1
1927     /* Client has no idea of ordering so lets not bother ordering it here.
1928     * It sure simplifies this function...
1929     */
1930 root 1.24 if (where->inv == NULL)
1931     where->inv = op;
1932     else
1933     {
1934 elmex 1.1 op->below = where->inv;
1935     op->below->above = op;
1936     where->inv = op;
1937 root 1.24 }
1938 elmex 1.1 return op;
1939     }
1940    
1941     /*
1942     * Checks if any objects has a move_type that matches objects
1943     * that effect this object on this space. Call apply() to process
1944     * these events.
1945     *
1946     * Any speed-modification due to SLOW_MOVE() of other present objects
1947     * will affect the speed_left of the object.
1948     *
1949     * originator: Player, monster or other object that caused 'op' to be inserted
1950     * into 'map'. May be NULL.
1951     *
1952     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1953     *
1954     * 4-21-95 added code to check if appropriate skill was readied - this will
1955     * permit faster movement by the player through this terrain. -b.t.
1956     *
1957     * MSW 2001-07-08: Check all objects on space, not just those below
1958     * object being inserted. insert_ob_in_map may not put new objects
1959     * on top.
1960     */
1961    
1962 root 1.24 int
1963     check_move_on (object *op, object *originator)
1964 elmex 1.1 {
1965 root 1.29 object *
1966     tmp;
1967     tag_t
1968     tag;
1969     mapstruct *
1970     m = op->map;
1971     int
1972     x = op->x, y = op->y;
1973 root 1.26
1974 root 1.29 MoveType
1975     move_on,
1976     move_slow,
1977     move_block;
1978 root 1.24
1979     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1980     return 0;
1981    
1982     tag = op->count;
1983    
1984     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1985     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1986     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1987    
1988     /* if nothing on this space will slow op down or be applied,
1989     * no need to do checking below. have to make sure move_type
1990     * is set, as lots of objects don't have it set - we treat that
1991     * as walking.
1992     */
1993     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1994     return 0;
1995 elmex 1.1
1996 root 1.24 /* This is basically inverse logic of that below - basically,
1997     * if the object can avoid the move on or slow move, they do so,
1998     * but can't do it if the alternate movement they are using is
1999     * blocked. Logic on this seems confusing, but does seem correct.
2000     */
2001     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
2002     return 0;
2003    
2004     /* The objects have to be checked from top to bottom.
2005     * Hence, we first go to the top:
2006     */
2007    
2008     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2009     {
2010     /* Trim the search when we find the first other spell effect
2011     * this helps performance so that if a space has 50 spell objects,
2012     * we don't need to check all of them.
2013     */
2014     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2015     break;
2016     }
2017 root 1.26
2018     for (; tmp; tmp = tmp->below)
2019 root 1.24 {
2020     if (tmp == op)
2021     continue; /* Can't apply yourself */
2022 elmex 1.1
2023 root 1.24 /* Check to see if one of the movement types should be slowed down.
2024     * Second check makes sure that the movement types not being slowed
2025     * (~slow_move) is not blocked on this space - just because the
2026     * space doesn't slow down swimming (for example), if you can't actually
2027     * swim on that space, can't use it to avoid the penalty.
2028     */
2029     if (!QUERY_FLAG (op, FLAG_WIZPASS))
2030     {
2031     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2032     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2033     {
2034 elmex 1.1
2035 root 1.29 float
2036     diff = tmp->move_slow_penalty * FABS (op->speed);
2037 elmex 1.1
2038 root 1.24 if (op->type == PLAYER)
2039 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2040     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2041     diff /= 4.0;
2042    
2043 root 1.24 op->speed_left -= diff;
2044 root 1.8 }
2045     }
2046 elmex 1.1
2047 root 1.24 /* Basically same logic as above, except now for actual apply. */
2048     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2049     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2050     {
2051 root 1.26 move_apply (tmp, op, originator);
2052 root 1.24
2053     if (was_destroyed (op, tag))
2054     return 1;
2055    
2056     /* what the person/creature stepped onto has moved the object
2057     * someplace new. Don't process any further - if we did,
2058     * have a feeling strange problems would result.
2059     */
2060     if (op->map != m || op->x != x || op->y != y)
2061     return 0;
2062 root 1.8 }
2063 elmex 1.1 }
2064 root 1.26
2065 root 1.24 return 0;
2066 elmex 1.1 }
2067    
2068     /*
2069     * present_arch(arch, map, x, y) searches for any objects with
2070     * a matching archetype at the given map and coordinates.
2071     * The first matching object is returned, or NULL if none.
2072     */
2073    
2074 root 1.24 object *
2075     present_arch (const archetype *at, mapstruct *m, int x, int y)
2076     {
2077     object *
2078     tmp;
2079    
2080     if (m == NULL || out_of_map (m, x, y))
2081     {
2082     LOG (llevError, "Present_arch called outside map.\n");
2083     return NULL;
2084     }
2085     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2086     if (tmp->arch == at)
2087 elmex 1.1 return tmp;
2088     return NULL;
2089     }
2090    
2091     /*
2092     * present(type, map, x, y) searches for any objects with
2093     * a matching type variable at the given map and coordinates.
2094     * The first matching object is returned, or NULL if none.
2095     */
2096    
2097 root 1.24 object *
2098     present (unsigned char type, mapstruct *m, int x, int y)
2099     {
2100     object *
2101     tmp;
2102    
2103     if (out_of_map (m, x, y))
2104     {
2105     LOG (llevError, "Present called outside map.\n");
2106     return NULL;
2107     }
2108     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2109     if (tmp->type == type)
2110 elmex 1.1 return tmp;
2111     return NULL;
2112     }
2113    
2114     /*
2115     * present_in_ob(type, object) searches for any objects with
2116     * a matching type variable in the inventory of the given object.
2117     * The first matching object is returned, or NULL if none.
2118     */
2119    
2120 root 1.24 object *
2121     present_in_ob (unsigned char type, const object *op)
2122     {
2123     object *
2124     tmp;
2125    
2126     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2127     if (tmp->type == type)
2128 elmex 1.1 return tmp;
2129     return NULL;
2130     }
2131    
2132     /*
2133     * present_in_ob (type, str, object) searches for any objects with
2134     * a matching type & name variable in the inventory of the given object.
2135     * The first matching object is returned, or NULL if none.
2136     * This is mostly used by spell effect code, so that we only
2137     * have one spell effect at a time.
2138     * type can be used to narrow the search - if type is set,
2139     * the type must also match. -1 can be passed for the type,
2140     * in which case the type does not need to pass.
2141     * str is the string to match against. Note that we match against
2142     * the object name, not the archetype name. this is so that the
2143     * spell code can use one object type (force), but change it's name
2144     * to be unique.
2145     */
2146    
2147 root 1.24 object *
2148     present_in_ob_by_name (int type, const char *str, const object *op)
2149     {
2150     object *
2151     tmp;
2152 elmex 1.1
2153 root 1.24 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2154     {
2155     if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2156     return tmp;
2157 elmex 1.1 }
2158 root 1.24 return NULL;
2159 elmex 1.1 }
2160    
2161     /*
2162     * present_arch_in_ob(archetype, object) searches for any objects with
2163     * a matching archetype in the inventory of the given object.
2164     * The first matching object is returned, or NULL if none.
2165     */
2166    
2167 root 1.24 object *
2168     present_arch_in_ob (const archetype *at, const object *op)
2169     {
2170     object *
2171     tmp;
2172    
2173     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2174     if (tmp->arch == at)
2175 elmex 1.1 return tmp;
2176     return NULL;
2177     }
2178    
2179     /*
2180     * activate recursively a flag on an object inventory
2181     */
2182 root 1.24 void
2183     flag_inv (object *op, int flag)
2184     {
2185     object *
2186     tmp;
2187    
2188     if (op->inv)
2189     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2190     {
2191     SET_FLAG (tmp, flag);
2192     flag_inv (tmp, flag);
2193 elmex 1.1 }
2194 root 1.24 } /*
2195     * desactivate recursively a flag on an object inventory
2196     */
2197     void
2198     unflag_inv (object *op, int flag)
2199     {
2200     object *
2201     tmp;
2202    
2203     if (op->inv)
2204     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2205     {
2206     CLEAR_FLAG (tmp, flag);
2207     unflag_inv (tmp, flag);
2208 elmex 1.1 }
2209     }
2210    
2211     /*
2212     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2213     * all it's inventory (recursively).
2214     * If checksums are used, a player will get set_cheat called for
2215     * him/her-self and all object carried by a call to this function.
2216     */
2217    
2218 root 1.24 void
2219     set_cheat (object *op)
2220     {
2221     SET_FLAG (op, FLAG_WAS_WIZ);
2222     flag_inv (op, FLAG_WAS_WIZ);
2223 elmex 1.1 }
2224    
2225     /*
2226     * find_free_spot(object, map, x, y, start, stop) will search for
2227     * a spot at the given map and coordinates which will be able to contain
2228     * the given object. start and stop specifies how many squares
2229     * to search (see the freearr_x/y[] definition).
2230     * It returns a random choice among the alternatives found.
2231     * start and stop are where to start relative to the free_arr array (1,9
2232     * does all 4 immediate directions). This returns the index into the
2233     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2234     * Note - this only checks to see if there is space for the head of the
2235     * object - if it is a multispace object, this should be called for all
2236     * pieces.
2237     * Note2: This function does correctly handle tiled maps, but does not
2238     * inform the caller. However, insert_ob_in_map will update as
2239     * necessary, so the caller shouldn't need to do any special work.
2240     * Note - updated to take an object instead of archetype - this is necessary
2241     * because arch_blocked (now ob_blocked) needs to know the movement type
2242     * to know if the space in question will block the object. We can't use
2243     * the archetype because that isn't correct if the monster has been
2244     * customized, changed states, etc.
2245     */
2246    
2247 root 1.24 int
2248     find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2249     {
2250     int
2251     i,
2252     index = 0, flag;
2253     static int
2254     altern[SIZEOFFREE];
2255    
2256     for (i = start; i < stop; i++)
2257     {
2258     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2259     if (!flag)
2260     altern[index++] = i;
2261    
2262     /* Basically, if we find a wall on a space, we cut down the search size.
2263     * In this way, we won't return spaces that are on another side of a wall.
2264     * This mostly work, but it cuts down the search size in all directions -
2265     * if the space being examined only has a wall to the north and empty
2266     * spaces in all the other directions, this will reduce the search space
2267     * to only the spaces immediately surrounding the target area, and
2268     * won't look 2 spaces south of the target space.
2269     */
2270     else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2271     stop = maxfree[i];
2272 elmex 1.1 }
2273 root 1.24 if (!index)
2274     return -1;
2275     return altern[RANDOM () % index];
2276 elmex 1.1 }
2277    
2278     /*
2279     * find_first_free_spot(archetype, mapstruct, x, y) works like
2280     * find_free_spot(), but it will search max number of squares.
2281     * But it will return the first available spot, not a random choice.
2282     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2283     */
2284    
2285 root 1.24 int
2286     find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2287     {
2288     int
2289     i;
2290    
2291     for (i = 0; i < SIZEOFFREE; i++)
2292     {
2293     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2294     return i;
2295 elmex 1.1 }
2296 root 1.24 return -1;
2297 elmex 1.1 }
2298    
2299     /*
2300     * The function permute(arr, begin, end) randomly reorders the array
2301     * arr[begin..end-1].
2302     */
2303 root 1.24 static void
2304     permute (int *arr, int begin, int end)
2305 elmex 1.1 {
2306 root 1.24 int
2307     i,
2308     j,
2309     tmp,
2310     len;
2311 elmex 1.1
2312 root 1.24 len = end - begin;
2313     for (i = begin; i < end; i++)
2314 elmex 1.1 {
2315 root 1.24 j = begin + RANDOM () % len;
2316 elmex 1.1
2317 root 1.24 tmp = arr[i];
2318     arr[i] = arr[j];
2319     arr[j] = tmp;
2320 elmex 1.1 }
2321     }
2322    
2323     /* new function to make monster searching more efficient, and effective!
2324     * This basically returns a randomized array (in the passed pointer) of
2325     * the spaces to find monsters. In this way, it won't always look for
2326     * monsters to the north first. However, the size of the array passed
2327     * covers all the spaces, so within that size, all the spaces within
2328     * the 3x3 area will be searched, just not in a predictable order.
2329     */
2330 root 1.24 void
2331     get_search_arr (int *search_arr)
2332 elmex 1.1 {
2333 root 1.24 int
2334     i;
2335 elmex 1.1
2336 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2337 elmex 1.1 {
2338 root 1.24 search_arr[i] = i;
2339 elmex 1.1 }
2340    
2341 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2342     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2343     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2344 elmex 1.1 }
2345    
2346     /*
2347     * find_dir(map, x, y, exclude) will search some close squares in the
2348     * given map at the given coordinates for live objects.
2349     * It will not considered the object given as exclude among possible
2350     * live objects.
2351     * It returns the direction toward the first/closest live object if finds
2352     * any, otherwise 0.
2353     * Perhaps incorrectly, but I'm making the assumption that exclude
2354     * is actually want is going to try and move there. We need this info
2355     * because we have to know what movement the thing looking to move
2356     * there is capable of.
2357     */
2358    
2359 root 1.24 int
2360     find_dir (mapstruct *m, int x, int y, object *exclude)
2361     {
2362     int
2363     i,
2364     max = SIZEOFFREE, mflags;
2365 root 1.29
2366     sint16 nx, ny;
2367 root 1.24 object *
2368     tmp;
2369     mapstruct *
2370     mp;
2371 root 1.29
2372     MoveType blocked, move_type;
2373 root 1.24
2374     if (exclude && exclude->head)
2375     {
2376     exclude = exclude->head;
2377     move_type = exclude->move_type;
2378     }
2379     else
2380     {
2381     /* If we don't have anything, presume it can use all movement types. */
2382     move_type = MOVE_ALL;
2383     }
2384    
2385     for (i = 1; i < max; i++)
2386     {
2387     mp = m;
2388     nx = x + freearr_x[i];
2389     ny = y + freearr_y[i];
2390    
2391     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2392     if (mflags & P_OUT_OF_MAP)
2393     {
2394     max = maxfree[i];
2395     }
2396     else
2397     {
2398     blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2399    
2400     if ((move_type & blocked) == move_type)
2401     {
2402     max = maxfree[i];
2403     }
2404     else if (mflags & P_IS_ALIVE)
2405     {
2406     for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2407     {
2408     if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2409     {
2410     break;
2411 root 1.8 }
2412     }
2413 root 1.24 if (tmp)
2414     {
2415     return freedir[i];
2416 root 1.8 }
2417     }
2418     }
2419 elmex 1.1 }
2420 root 1.24 return 0;
2421 elmex 1.1 }
2422    
2423     /*
2424     * distance(object 1, object 2) will return the square of the
2425     * distance between the two given objects.
2426     */
2427    
2428 root 1.24 int
2429     distance (const object *ob1, const object *ob2)
2430     {
2431     int
2432     i;
2433    
2434     i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2435 elmex 1.1 return i;
2436     }
2437    
2438     /*
2439     * find_dir_2(delta-x,delta-y) will return a direction in which
2440     * an object which has subtracted the x and y coordinates of another
2441     * object, needs to travel toward it.
2442     */
2443    
2444 root 1.24 int
2445     find_dir_2 (int x, int y)
2446     {
2447     int
2448     q;
2449 elmex 1.1
2450 root 1.24 if (y)
2451     q = x * 100 / y;
2452 elmex 1.1 else if (x)
2453 root 1.24 q = -300 * x;
2454 elmex 1.1 else
2455     return 0;
2456    
2457 root 1.24 if (y > 0)
2458     {
2459     if (q < -242)
2460     return 3;
2461     if (q < -41)
2462     return 2;
2463     if (q < 41)
2464     return 1;
2465     if (q < 242)
2466     return 8;
2467     return 7;
2468     }
2469 elmex 1.1
2470     if (q < -242)
2471 root 1.24 return 7;
2472 elmex 1.1 if (q < -41)
2473 root 1.24 return 6;
2474 elmex 1.1 if (q < 41)
2475 root 1.24 return 5;
2476 elmex 1.1 if (q < 242)
2477 root 1.24 return 4;
2478 elmex 1.1
2479 root 1.24 return 3;
2480 elmex 1.1 }
2481    
2482     /*
2483     * absdir(int): Returns a number between 1 and 8, which represent
2484     * the "absolute" direction of a number (it actually takes care of
2485     * "overflow" in previous calculations of a direction).
2486     */
2487    
2488 root 1.24 int
2489     absdir (int d)
2490     {
2491     while (d < 1)
2492     d += 8;
2493     while (d > 8)
2494     d -= 8;
2495 elmex 1.1 return d;
2496     }
2497    
2498     /*
2499     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2500     * between two directions (which are expected to be absolute (see absdir())
2501     */
2502    
2503 root 1.24 int
2504     dirdiff (int dir1, int dir2)
2505     {
2506     int
2507     d;
2508    
2509     d = abs (dir1 - dir2);
2510     if (d > 4)
2511 elmex 1.1 d = 8 - d;
2512     return d;
2513     }
2514    
2515     /* peterm:
2516     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2517     * Basically, this is a table of directions, and what directions
2518     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2519     * This basically means that if direction is 15, then it could either go
2520     * direction 4, 14, or 16 to get back to where we are.
2521     * Moved from spell_util.c to object.c with the other related direction
2522     * functions.
2523     */
2524    
2525 root 1.24 int
2526     reduction_dir[SIZEOFFREE][3] = {
2527     {0, 0, 0}, /* 0 */
2528     {0, 0, 0}, /* 1 */
2529     {0, 0, 0}, /* 2 */
2530     {0, 0, 0}, /* 3 */
2531     {0, 0, 0}, /* 4 */
2532     {0, 0, 0}, /* 5 */
2533     {0, 0, 0}, /* 6 */
2534     {0, 0, 0}, /* 7 */
2535     {0, 0, 0}, /* 8 */
2536     {8, 1, 2}, /* 9 */
2537     {1, 2, -1}, /* 10 */
2538     {2, 10, 12}, /* 11 */
2539     {2, 3, -1}, /* 12 */
2540     {2, 3, 4}, /* 13 */
2541     {3, 4, -1}, /* 14 */
2542     {4, 14, 16}, /* 15 */
2543     {5, 4, -1}, /* 16 */
2544     {4, 5, 6}, /* 17 */
2545     {6, 5, -1}, /* 18 */
2546     {6, 20, 18}, /* 19 */
2547     {7, 6, -1}, /* 20 */
2548     {6, 7, 8}, /* 21 */
2549     {7, 8, -1}, /* 22 */
2550     {8, 22, 24}, /* 23 */
2551     {8, 1, -1}, /* 24 */
2552     {24, 9, 10}, /* 25 */
2553     {9, 10, -1}, /* 26 */
2554     {10, 11, -1}, /* 27 */
2555     {27, 11, 29}, /* 28 */
2556     {11, 12, -1}, /* 29 */
2557     {12, 13, -1}, /* 30 */
2558     {12, 13, 14}, /* 31 */
2559     {13, 14, -1}, /* 32 */
2560     {14, 15, -1}, /* 33 */
2561     {33, 15, 35}, /* 34 */
2562     {16, 15, -1}, /* 35 */
2563     {17, 16, -1}, /* 36 */
2564     {18, 17, 16}, /* 37 */
2565     {18, 17, -1}, /* 38 */
2566     {18, 19, -1}, /* 39 */
2567     {41, 19, 39}, /* 40 */
2568     {19, 20, -1}, /* 41 */
2569     {20, 21, -1}, /* 42 */
2570     {20, 21, 22}, /* 43 */
2571     {21, 22, -1}, /* 44 */
2572     {23, 22, -1}, /* 45 */
2573     {45, 47, 23}, /* 46 */
2574     {23, 24, -1}, /* 47 */
2575     {24, 9, -1}
2576     }; /* 48 */
2577 elmex 1.1
2578     /* Recursive routine to step back and see if we can
2579     * find a path to that monster that we found. If not,
2580     * we don't bother going toward it. Returns 1 if we
2581     * can see a direct way to get it
2582     * Modified to be map tile aware -.MSW
2583     */
2584    
2585 root 1.24
2586     int
2587     can_see_monsterP (mapstruct *m, int x, int y, int dir)
2588     {
2589 root 1.29 sint16 dx, dy;
2590 root 1.24 int
2591     mflags;
2592    
2593     if (dir < 0)
2594     return 0; /* exit condition: invalid direction */
2595    
2596     dx = x + freearr_x[dir];
2597     dy = y + freearr_y[dir];
2598    
2599     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2600    
2601     /* This functional arguably was incorrect before - it was
2602     * checking for P_WALL - that was basically seeing if
2603     * we could move to the monster - this is being more
2604     * literal on if we can see it. To know if we can actually
2605     * move to the monster, we'd need the monster passed in or
2606     * at least its move type.
2607     */
2608     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2609     return 0;
2610    
2611     /* yes, can see. */
2612     if (dir < 9)
2613     return 1;
2614     return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2615     can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2616     }
2617    
2618    
2619    
2620 elmex 1.1 /*
2621     * can_pick(picker, item): finds out if an object is possible to be
2622     * picked up by the picker. Returnes 1 if it can be
2623     * picked up, otherwise 0.
2624     *
2625     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2626     * core dumps if they do.
2627     *
2628     * Add a check so we can't pick up invisible objects (0.93.8)
2629     */
2630    
2631 root 1.24 int
2632     can_pick (const object *who, const object *item)
2633     {
2634     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2635     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2636     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2637 elmex 1.1 }
2638    
2639    
2640     /*
2641     * create clone from object to another
2642     */
2643 root 1.24 object *
2644     object_create_clone (object *asrc)
2645     {
2646     object *
2647     dst = NULL, *tmp, *src, *part, *prev, *item;
2648 elmex 1.1
2649 root 1.24 if (!asrc)
2650     return NULL;
2651     src = asrc;
2652     if (src->head)
2653     src = src->head;
2654    
2655     prev = NULL;
2656     for (part = src; part; part = part->more)
2657     {
2658     tmp = get_object ();
2659     copy_object (part, tmp);
2660     tmp->x -= src->x;
2661     tmp->y -= src->y;
2662     if (!part->head)
2663     {
2664     dst = tmp;
2665     tmp->head = NULL;
2666     }
2667     else
2668     {
2669     tmp->head = dst;
2670     }
2671     tmp->more = NULL;
2672     if (prev)
2673     prev->more = tmp;
2674     prev = tmp;
2675 elmex 1.1 }
2676 root 1.24
2677 elmex 1.1 /*** copy inventory ***/
2678 root 1.24 for (item = src->inv; item; item = item->below)
2679     {
2680     (void) insert_ob_in_ob (object_create_clone (item), dst);
2681 elmex 1.1 }
2682    
2683 root 1.24 return dst;
2684 elmex 1.1 }
2685    
2686     /* return true if the object was destroyed, 0 otherwise */
2687 root 1.24 int
2688     was_destroyed (const object *op, tag_t old_tag)
2689 elmex 1.1 {
2690 root 1.24 /* checking for FLAG_FREED isn't necessary, but makes this function more
2691     * robust */
2692     return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2693 elmex 1.1 }
2694    
2695     /* GROS - Creates an object using a string representing its content. */
2696 root 1.24
2697 elmex 1.1 /* Basically, we save the content of the string to a temp file, then call */
2698 root 1.24
2699 elmex 1.1 /* load_object on it. I admit it is a highly inefficient way to make things, */
2700 root 1.24
2701 elmex 1.1 /* but it was simple to make and allows reusing the load_object function. */
2702 root 1.24
2703 elmex 1.1 /* Remember not to use load_object_str in a time-critical situation. */
2704 root 1.24
2705 elmex 1.1 /* Also remember that multiparts objects are not supported for now. */
2706    
2707 root 1.24 object *
2708     load_object_str (const char *obstr)
2709 elmex 1.1 {
2710 root 1.24 object *
2711     op;
2712     char
2713     filename[MAX_BUF];
2714 root 1.9
2715 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2716    
2717     FILE *
2718     tempfile = fopen (filename, "w");
2719    
2720     if (tempfile == NULL)
2721 elmex 1.1 {
2722 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2723     return NULL;
2724 elmex 1.1 };
2725 root 1.24 fprintf (tempfile, obstr);
2726     fclose (tempfile);
2727 elmex 1.1
2728 root 1.24 op = get_object ();
2729 elmex 1.1
2730 root 1.29 object_thawer thawer (filename);
2731 root 1.13
2732 root 1.24 if (thawer)
2733     load_object (thawer, op, 0);
2734 root 1.13
2735 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2736     CLEAR_FLAG (op, FLAG_REMOVED);
2737 root 1.9
2738 root 1.24 return op;
2739 elmex 1.1 }
2740    
2741     /* This returns the first object in who's inventory that
2742     * has the same type and subtype match.
2743     * returns NULL if no match.
2744     */
2745 root 1.24 object *
2746     find_obj_by_type_subtype (const object *who, int type, int subtype)
2747 elmex 1.1 {
2748 root 1.24 object *
2749     tmp;
2750 elmex 1.1
2751 root 1.24 for (tmp = who->inv; tmp; tmp = tmp->below)
2752     if (tmp->type == type && tmp->subtype == subtype)
2753     return tmp;
2754 elmex 1.1
2755 root 1.24 return NULL;
2756 elmex 1.1 }
2757    
2758     /* If ob has a field named key, return the link from the list,
2759     * otherwise return NULL.
2760     *
2761     * key must be a passed in shared string - otherwise, this won't
2762     * do the desired thing.
2763     */
2764 root 1.24 key_value *
2765     get_ob_key_link (const object *ob, const char *key)
2766     {
2767     key_value *
2768     link;
2769    
2770     for (link = ob->key_values; link != NULL; link = link->next)
2771     {
2772     if (link->key == key)
2773     {
2774     return link;
2775 elmex 1.1 }
2776     }
2777 root 1.24
2778     return NULL;
2779     }
2780 elmex 1.1
2781     /*
2782     * Returns the value of op has an extra_field for key, or NULL.
2783     *
2784     * The argument doesn't need to be a shared string.
2785     *
2786     * The returned string is shared.
2787     */
2788 root 1.24 const char *
2789     get_ob_key_value (const object *op, const char *const key)
2790     {
2791     key_value *
2792     link;
2793     const char *
2794     canonical_key;
2795    
2796     canonical_key = shstr::find (key);
2797    
2798     if (canonical_key == NULL)
2799     {
2800     /* 1. There being a field named key on any object
2801     * implies there'd be a shared string to find.
2802     * 2. Since there isn't, no object has this field.
2803     * 3. Therefore, *this* object doesn't have this field.
2804     */
2805     return NULL;
2806 elmex 1.1 }
2807    
2808 root 1.24 /* This is copied from get_ob_key_link() above -
2809     * only 4 lines, and saves the function call overhead.
2810     */
2811     for (link = op->key_values; link != NULL; link = link->next)
2812     {
2813     if (link->key == canonical_key)
2814     {
2815     return link->value;
2816 elmex 1.1 }
2817     }
2818 root 1.24 return NULL;
2819 elmex 1.1 }
2820    
2821    
2822     /*
2823     * Updates the canonical_key in op to value.
2824     *
2825     * canonical_key is a shared string (value doesn't have to be).
2826     *
2827     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2828     * keys.
2829     *
2830     * Returns TRUE on success.
2831     */
2832 root 1.24 int
2833     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2834     {
2835     key_value *
2836     field = NULL, *last = NULL;
2837    
2838     for (field = op->key_values; field != NULL; field = field->next)
2839     {
2840     if (field->key != canonical_key)
2841     {
2842     last = field;
2843     continue;
2844     }
2845    
2846     if (value)
2847     field->value = value;
2848     else
2849     {
2850     /* Basically, if the archetype has this key set,
2851     * we need to store the null value so when we save
2852     * it, we save the empty value so that when we load,
2853     * we get this value back again.
2854     */
2855     if (get_ob_key_link (&op->arch->clone, canonical_key))
2856     field->value = 0;
2857     else
2858     {
2859     if (last)
2860     last->next = field->next;
2861     else
2862     op->key_values = field->next;
2863    
2864 root 1.29 delete field;
2865 root 1.24 }
2866     }
2867     return TRUE;
2868     }
2869     /* IF we get here, key doesn't exist */
2870    
2871     /* No field, we'll have to add it. */
2872    
2873     if (!add_key)
2874     {
2875     return FALSE;
2876     }
2877     /* There isn't any good reason to store a null
2878     * value in the key/value list. If the archetype has
2879     * this key, then we should also have it, so shouldn't
2880     * be here. If user wants to store empty strings,
2881     * should pass in ""
2882     */
2883     if (value == NULL)
2884 elmex 1.1 return TRUE;
2885 root 1.24
2886     field = new key_value;
2887    
2888     field->key = canonical_key;
2889     field->value = value;
2890     /* Usual prepend-addition. */
2891     field->next = op->key_values;
2892     op->key_values = field;
2893    
2894     return TRUE;
2895 elmex 1.1 }
2896    
2897     /*
2898     * Updates the key in op to value.
2899     *
2900     * If add_key is FALSE, this will only update existing keys,
2901     * and not add new ones.
2902     * In general, should be little reason FALSE is ever passed in for add_key
2903     *
2904     * Returns TRUE on success.
2905     */
2906 root 1.24 int
2907     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2908 root 1.11 {
2909 root 1.29 shstr key_ (key);
2910 root 1.24
2911 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2912 elmex 1.1 }