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Revision: 1.30
Committed: Mon Sep 11 20:28:37 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.29: +46 -114 lines
Log Message:
implement owner pointer using refcounted refptr templates

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 root 1.24 object *
449 root 1.30 object::get_owner ()
450 root 1.24 {
451 root 1.30 if (!owner
452     || QUERY_FLAG (owner, FLAG_FREED)
453     || QUERY_FLAG (owner, FLAG_REMOVED))
454     owner = 0;
455 elmex 1.1
456 root 1.30 return owner;
457 elmex 1.1 }
458    
459     /*
460     * Sets the owner and sets the skill and exp pointers to owner's current
461     * skill and experience objects.
462     */
463 root 1.24 void
464 root 1.30 object::set_owner (object *owner)
465 elmex 1.1 {
466 root 1.30 if (!owner)
467 root 1.24 return;
468    
469     /* next line added to allow objects which own objects */
470     /* Add a check for ownercounts in here, as I got into an endless loop
471     * with the fireball owning a poison cloud which then owned the
472     * fireball. I believe that was caused by one of the objects getting
473     * freed and then another object replacing it. Since the ownercounts
474     * didn't match, this check is valid and I believe that cause is valid.
475     */
476 root 1.30 while (owner->owner)
477 root 1.24 owner = owner->owner;
478 elmex 1.1
479 root 1.30 this->owner = owner;
480 elmex 1.1 }
481    
482     /* Zero the key_values on op, decrementing the shared-string
483     * refcounts and freeing the links.
484     */
485 root 1.24 static void
486     free_key_values (object *op)
487 root 1.11 {
488 root 1.24 for (key_value *i = op->key_values; i != 0;)
489 root 1.11 {
490     key_value *next = i->next;
491     delete i;
492 root 1.24
493 root 1.11 i = next;
494 elmex 1.1 }
495 root 1.24
496 root 1.11 op->key_values = 0;
497 elmex 1.1 }
498    
499 root 1.14 void object::clear ()
500     {
501     attachable_base::clear ();
502    
503     free_key_values (this);
504    
505 root 1.30 owner = 0;
506 root 1.24 name = 0;
507     name_pl = 0;
508     title = 0;
509     race = 0;
510     slaying = 0;
511     skill = 0;
512     msg = 0;
513     lore = 0;
514     custom_name = 0;
515 root 1.14 materialname = 0;
516 root 1.30 contr = 0;
517     below = 0;
518     above = 0;
519     inv = 0;
520     container = 0;
521     env = 0;
522     more = 0;
523     head = 0;
524     map = 0;
525     active_next = 0;
526     active_prev = 0;
527 root 1.14
528 root 1.30 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529 root 1.14
530     SET_FLAG (this, FLAG_REMOVED);
531 root 1.30
532     /* What is not cleared is next, prev, and count */
533    
534     expmul = 1.0;
535     face = blank_face;
536     attacked_by_count = -1;
537    
538     if (settings.casting_time)
539     casting_time = -1;
540 root 1.14 }
541    
542     void object::clone (object *destination)
543     {
544 root 1.30 *(object_copy *)destination = *this;
545     *(object_pod *)destination = *this;
546 root 1.14
547     if (self || cb)
548     INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
549     }
550    
551 elmex 1.1 /*
552     * copy object first frees everything allocated by the second object,
553     * and then copies the contends of the first object into the second
554     * object, allocating what needs to be allocated. Basically, any
555     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
556     * if the first object is freed, the pointers in the new object
557     * will point at garbage.
558     */
559 root 1.24 void
560     copy_object (object *op2, object *op)
561 root 1.11 {
562 root 1.24 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
563 root 1.14 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
564 root 1.11
565     op2->clone (op);
566    
567 root 1.24 if (is_freed)
568     SET_FLAG (op, FLAG_FREED);
569     if (is_removed)
570     SET_FLAG (op, FLAG_REMOVED);
571 elmex 1.1
572 root 1.11 if (op2->speed < 0)
573 root 1.24 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
574 elmex 1.1
575 root 1.11 /* Copy over key_values, if any. */
576 root 1.23 if (op2->key_values)
577 root 1.14 {
578 root 1.23 key_value *tail = 0;
579 root 1.11 key_value *i;
580 elmex 1.1
581 root 1.23 op->key_values = 0;
582 elmex 1.1
583 root 1.23 for (i = op2->key_values; i; i = i->next)
584 root 1.11 {
585     key_value *new_link = new key_value;
586 root 1.8
587 root 1.24 new_link->next = 0;
588     new_link->key = i->key;
589 root 1.11 new_link->value = i->value;
590    
591     /* Try and be clever here, too. */
592 root 1.23 if (!op->key_values)
593 root 1.11 {
594     op->key_values = new_link;
595     tail = new_link;
596 root 1.8 }
597 root 1.11 else
598     {
599     tail->next = new_link;
600     tail = new_link;
601     }
602 root 1.14 }
603     }
604 root 1.2
605 root 1.11 update_ob_speed (op);
606 elmex 1.1 }
607    
608     /*
609     * If an object with the IS_TURNABLE() flag needs to be turned due
610     * to the closest player being on the other side, this function can
611     * be called to update the face variable, _and_ how it looks on the map.
612     */
613    
614 root 1.24 void
615     update_turn_face (object *op)
616     {
617     if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
618     return;
619     SET_ANIMATION (op, op->direction);
620     update_object (op, UP_OBJ_FACE);
621 elmex 1.1 }
622    
623     /*
624     * Updates the speed of an object. If the speed changes from 0 to another
625     * value, or vice versa, then add/remove the object from the active list.
626     * This function needs to be called whenever the speed of an object changes.
627     */
628    
629 root 1.24 void
630     update_ob_speed (object *op)
631     {
632     extern int arch_init;
633 elmex 1.1
634 root 1.24 /* No reason putting the archetypes objects on the speed list,
635     * since they never really need to be updated.
636     */
637 elmex 1.1
638 root 1.24 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
639     {
640     LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
641 elmex 1.1 #ifdef MANY_CORES
642 root 1.24 abort ();
643 elmex 1.1 #else
644 root 1.24 op->speed = 0;
645 elmex 1.1 #endif
646     }
647 root 1.24 if (arch_init)
648     {
649     return;
650     }
651     if (FABS (op->speed) > MIN_ACTIVE_SPEED)
652     {
653     /* If already on active list, don't do anything */
654     if (op->active_next || op->active_prev || op == active_objects)
655 root 1.8 return;
656 root 1.24
657     /* process_events() expects us to insert the object at the beginning
658     * of the list. */
659     op->active_next = active_objects;
660     if (op->active_next != NULL)
661     op->active_next->active_prev = op;
662     active_objects = op;
663 elmex 1.1 }
664 root 1.24 else
665     {
666     /* If not on the active list, nothing needs to be done */
667     if (!op->active_next && !op->active_prev && op != active_objects)
668     return;
669    
670     if (op->active_prev == NULL)
671     {
672     active_objects = op->active_next;
673     if (op->active_next != NULL)
674     op->active_next->active_prev = NULL;
675 root 1.8 }
676 root 1.24 else
677     {
678     op->active_prev->active_next = op->active_next;
679     if (op->active_next)
680     op->active_next->active_prev = op->active_prev;
681     }
682     op->active_next = NULL;
683     op->active_prev = NULL;
684 elmex 1.1 }
685     }
686    
687     /* This function removes object 'op' from the list of active
688     * objects.
689     * This should only be used for style maps or other such
690     * reference maps where you don't want an object that isn't
691     * in play chewing up cpu time getting processed.
692     * The reverse of this is to call update_ob_speed, which
693     * will do the right thing based on the speed of the object.
694     */
695 root 1.24 void
696     remove_from_active_list (object *op)
697 elmex 1.1 {
698 root 1.24 /* If not on the active list, nothing needs to be done */
699     if (!op->active_next && !op->active_prev && op != active_objects)
700     return;
701 elmex 1.1
702 root 1.24 if (op->active_prev == NULL)
703     {
704     active_objects = op->active_next;
705     if (op->active_next != NULL)
706     op->active_next->active_prev = NULL;
707 elmex 1.1 }
708 root 1.24 else
709     {
710     op->active_prev->active_next = op->active_next;
711     if (op->active_next)
712     op->active_next->active_prev = op->active_prev;
713 elmex 1.1 }
714 root 1.24 op->active_next = NULL;
715     op->active_prev = NULL;
716 elmex 1.1 }
717    
718     /*
719     * update_object() updates the array which represents the map.
720     * It takes into account invisible objects (and represent squares covered
721     * by invisible objects by whatever is below them (unless it's another
722     * invisible object, etc...)
723     * If the object being updated is beneath a player, the look-window
724     * of that player is updated (this might be a suboptimal way of
725     * updating that window, though, since update_object() is called _often_)
726     *
727     * action is a hint of what the caller believes need to be done.
728     * For example, if the only thing that has changed is the face (due to
729     * an animation), we don't need to call update_position until that actually
730     * comes into view of a player. OTOH, many other things, like addition/removal
731     * of walls or living creatures may need us to update the flags now.
732     * current action are:
733     * UP_OBJ_INSERT: op was inserted
734     * UP_OBJ_REMOVE: op was removed
735     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
736     * as that is easier than trying to look at what may have changed.
737     * UP_OBJ_FACE: only the objects face has changed.
738     */
739    
740 root 1.24 void
741     update_object (object *op, int action)
742     {
743     int update_now = 0, flags;
744     MoveType move_on, move_off, move_block, move_slow;
745    
746     if (op == NULL)
747     {
748     /* this should never happen */
749     LOG (llevDebug, "update_object() called for NULL object.\n");
750     return;
751 elmex 1.1 }
752 root 1.24
753     if (op->env != NULL)
754     {
755     /* Animation is currently handled by client, so nothing
756     * to do in this case.
757     */
758     return;
759 elmex 1.1 }
760    
761 root 1.24 /* If the map is saving, don't do anything as everything is
762     * going to get freed anyways.
763     */
764     if (!op->map || op->map->in_memory == MAP_SAVING)
765     return;
766    
767     /* make sure the object is within map boundaries */
768     if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
769     {
770     LOG (llevError, "update_object() called for object out of map!\n");
771 elmex 1.1 #ifdef MANY_CORES
772 root 1.24 abort ();
773 elmex 1.1 #endif
774 root 1.24 return;
775 elmex 1.1 }
776    
777 root 1.24 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
778     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
779     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
780     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
781     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
782     move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
783 elmex 1.1
784 root 1.24 if (action == UP_OBJ_INSERT)
785     {
786     if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
787     update_now = 1;
788    
789     if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
790     update_now = 1;
791 elmex 1.1
792 root 1.24 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
793     update_now = 1;
794 elmex 1.1
795 root 1.24 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796     update_now = 1;
797 elmex 1.1
798 root 1.24 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799     update_now = 1;
800 root 1.20
801 root 1.24 if ((move_on | op->move_on) != move_on)
802     update_now = 1;
803 root 1.20
804 root 1.24 if ((move_off | op->move_off) != move_off)
805     update_now = 1;
806 root 1.20
807 root 1.24 /* This isn't perfect, but I don't expect a lot of objects to
808     * to have move_allow right now.
809     */
810     if (((move_block | op->move_block) & ~op->move_allow) != move_block)
811     update_now = 1;
812 root 1.20
813 root 1.24 if ((move_slow | op->move_slow) != move_slow)
814     update_now = 1;
815     }
816     /* if the object is being removed, we can't make intelligent
817     * decisions, because remove_ob can't really pass the object
818     * that is being removed.
819     */
820     else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
821 root 1.27 update_now = 1;
822 root 1.24 else if (action == UP_OBJ_FACE)
823 root 1.29 /* Nothing to do for that case */ ;
824 root 1.24 else
825 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
826 elmex 1.1
827 root 1.24 if (update_now)
828     {
829     SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
830     update_position (op->map, op->x, op->y);
831 elmex 1.1 }
832    
833 root 1.24 if (op->more != NULL)
834     update_object (op->more, action);
835 elmex 1.1 }
836    
837 root 1.30 static unordered_vector<object *> mortals;
838     static std::vector<object *> freed;
839 root 1.21
840     void object::free_mortals ()
841     {
842 root 1.30 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
843     if ((*i)->refcnt)
844     ++i; // further delay freeing
845     else
846 root 1.25 {
847 root 1.30 freed.push_back (*i);//D
848     //delete *i;
849 root 1.25 mortals.erase (i);
850     }
851 root 1.30
852     if (mortals.size())//D
853     LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
854 root 1.21 }
855    
856     object::object ()
857     {
858 root 1.22 SET_FLAG (this, FLAG_REMOVED);
859    
860     expmul = 1.0;
861     face = blank_face;
862     attacked_by_count = -1;
863     }
864    
865     object::~object ()
866     {
867     free_key_values (this);
868     }
869    
870 root 1.24 void object::link ()
871 root 1.22 {
872 root 1.21 count = ++ob_count;
873    
874     prev = 0;
875     next = objects;
876    
877     if (objects)
878     objects->prev = this;
879    
880     objects = this;
881     }
882    
883 root 1.24 void object::unlink ()
884 root 1.21 {
885 root 1.22 count = 0;
886    
887     /* Remove this object from the list of used objects */
888 root 1.24 if (prev)
889 root 1.25 {
890     prev->next = next;
891     prev = 0;
892     }
893    
894 root 1.24 if (next)
895 root 1.25 {
896     next->prev = prev;
897     next = 0;
898     }
899    
900 root 1.24 if (this == objects)
901     objects = next;
902     }
903 root 1.21
904     object *object::create ()
905     {
906 root 1.29 object *
907     op;
908 root 1.25
909     if (freed.empty ())
910 root 1.24 op = new object;
911 root 1.25 else
912     {
913     // highly annoying, but the only way to get it stable right now
914 root 1.29 op = freed.back ();
915     freed.pop_back ();
916 root 1.25 op->~object ();
917 root 1.29 new ((void *) op) object;
918 root 1.25 }
919 root 1.24
920 root 1.22 op->link ();
921     return op;
922 root 1.21 }
923 elmex 1.1
924     /*
925     * free_object() frees everything allocated by an object, removes
926     * it from the list of used objects, and puts it on the list of
927     * free objects. The IS_FREED() flag is set in the object.
928     * The object must have been removed by remove_ob() first for
929     * this function to succeed.
930     *
931     * If free_inventory is set, free inventory as well. Else drop items in
932     * inventory to the ground.
933     */
934 root 1.24 void object::free (bool free_inventory)
935 root 1.14 {
936 root 1.29 if (QUERY_FLAG (this, FLAG_FREED))
937     return;
938    
939 root 1.21 if (!QUERY_FLAG (this, FLAG_REMOVED))
940 root 1.29 remove_ob (this);
941 root 1.14
942 root 1.21 if (QUERY_FLAG (this, FLAG_FRIENDLY))
943 root 1.29 remove_friendly_object (this);
944 root 1.14
945 root 1.29 SET_FLAG (this, FLAG_FREED);
946 root 1.14
947 root 1.21 if (more)
948 root 1.14 {
949 root 1.21 more->free (free_inventory);
950     more = 0;
951 elmex 1.1 }
952    
953 root 1.21 if (inv)
954 root 1.14 {
955     /* Only if the space blocks everything do we not process -
956 root 1.17 * if some form of movement is allowed, let objects
957 root 1.14 * drop on that space.
958     */
959 root 1.24 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
960     {
961 root 1.29 object *op = inv;
962 root 1.24
963     while (op)
964     {
965 root 1.29 object *tmp = op->below;
966 root 1.21 op->free (free_inventory);
967 root 1.24 op = tmp;
968     }
969     }
970 root 1.14 else
971 root 1.24 { /* Put objects in inventory onto this space */
972 root 1.29 object *op = inv;
973 root 1.24
974     while (op)
975     {
976 root 1.29 object *tmp = op->below;
977 root 1.14
978 root 1.24 remove_ob (op);
979    
980     if (QUERY_FLAG (op, FLAG_STARTEQUIP)
981     || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
982     free_object (op);
983     else
984     {
985     op->x = x;
986     op->y = y;
987     insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
988     }
989    
990     op = tmp;
991     }
992     }
993 root 1.14 }
994    
995 root 1.30 owner = 0;
996 root 1.25
997 root 1.14 /* Remove object from the active list */
998 root 1.21 speed = 0;
999     update_ob_speed (this);
1000 elmex 1.1
1001 root 1.22 unlink ();
1002    
1003 root 1.21 mortals.push_back (this);
1004 elmex 1.1 }
1005    
1006     /*
1007     * sub_weight() recursively (outwards) subtracts a number from the
1008     * weight of an object (and what is carried by it's environment(s)).
1009     */
1010    
1011 root 1.24 void
1012     sub_weight (object *op, signed long weight)
1013     {
1014     while (op != NULL)
1015     {
1016     if (op->type == CONTAINER)
1017     {
1018     weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1019     }
1020     op->carrying -= weight;
1021     op = op->env;
1022 elmex 1.1 }
1023     }
1024    
1025     /* remove_ob(op):
1026     * This function removes the object op from the linked list of objects
1027     * which it is currently tied to. When this function is done, the
1028     * object will have no environment. If the object previously had an
1029     * environment, the x and y coordinates will be updated to
1030     * the previous environment.
1031     * Beware: This function is called from the editor as well!
1032     */
1033    
1034 root 1.24 void
1035     remove_ob (object *op)
1036     {
1037 root 1.29 object *
1038     tmp, *
1039     last = NULL;
1040     object *
1041     otmp;
1042 root 1.26
1043 root 1.29 tag_t
1044     tag;
1045     int
1046     check_walk_off;
1047     mapstruct *
1048     m;
1049 root 1.24
1050 root 1.29 sint16
1051     x,
1052     y;
1053 root 1.24
1054     if (QUERY_FLAG (op, FLAG_REMOVED))
1055 root 1.29 return;
1056 root 1.24
1057 root 1.29 SET_FLAG (op, FLAG_REMOVED);
1058 root 1.26
1059 root 1.24 if (op->more != NULL)
1060     remove_ob (op->more);
1061    
1062     /*
1063     * In this case, the object to be removed is in someones
1064     * inventory.
1065     */
1066     if (op->env != NULL)
1067     {
1068     if (op->nrof)
1069     sub_weight (op->env, op->weight * op->nrof);
1070     else
1071     sub_weight (op->env, op->weight + op->carrying);
1072    
1073     /* NO_FIX_PLAYER is set when a great many changes are being
1074     * made to players inventory. If set, avoiding the call
1075     * to save cpu time.
1076     */
1077     if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1078     fix_player (otmp);
1079    
1080     if (op->above != NULL)
1081     op->above->below = op->below;
1082     else
1083     op->env->inv = op->below;
1084    
1085     if (op->below != NULL)
1086     op->below->above = op->above;
1087    
1088     /* we set up values so that it could be inserted into
1089     * the map, but we don't actually do that - it is up
1090     * to the caller to decide what we want to do.
1091     */
1092     op->x = op->env->x, op->y = op->env->y;
1093     op->map = op->env->map;
1094     op->above = NULL, op->below = NULL;
1095     op->env = NULL;
1096     }
1097 root 1.29 else if (op->map)
1098     {
1099     x = op->x;
1100     y = op->y;
1101     m = get_map_from_coord (op->map, &x, &y);
1102    
1103     if (!m)
1104     {
1105     LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1106     op->map->path, op->x, op->y);
1107     /* in old days, we used to set x and y to 0 and continue.
1108     * it seems if we get into this case, something is probablye
1109     * screwed up and should be fixed.
1110     */
1111     abort ();
1112     }
1113 root 1.24
1114 root 1.29 if (op->map != m)
1115     LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1116     op->map->path, m->path, op->x, op->y, x, y);
1117 root 1.24
1118 root 1.29 /* Re did the following section of code - it looks like it had
1119     * lots of logic for things we no longer care about
1120 root 1.24 */
1121 elmex 1.1
1122 root 1.29 /* link the object above us */
1123     if (op->above)
1124     op->above->below = op->below;
1125     else
1126     SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1127 root 1.24
1128 root 1.29 /* Relink the object below us, if there is one */
1129     if (op->below)
1130     op->below->above = op->above;
1131     else
1132     {
1133     /* Nothing below, which means we need to relink map object for this space
1134     * use translated coordinates in case some oddness with map tiling is
1135     * evident
1136     */
1137     if (GET_MAP_OB (m, x, y) != op)
1138     {
1139     dump_object (op);
1140     LOG (llevError,
1141     "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);
1142     dump_object (GET_MAP_OB (m, x, y));
1143     LOG (llevError, "%s\n", errmsg);
1144     }
1145 elmex 1.1
1146 root 1.29 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1147 root 1.8 }
1148 root 1.26
1149 root 1.29 op->above = 0;
1150     op->below = 0;
1151 root 1.26
1152 root 1.29 if (op->map->in_memory == MAP_SAVING)
1153     return;
1154 elmex 1.1
1155 root 1.29 tag = op->count;
1156     check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1157 elmex 1.1
1158 root 1.29 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1159 root 1.24 {
1160 root 1.29 /* No point updating the players look faces if he is the object
1161     * being removed.
1162 root 1.24 */
1163 root 1.29
1164     if (tmp->type == PLAYER && tmp != op)
1165 root 1.24 {
1166 root 1.29 /* If a container that the player is currently using somehow gets
1167     * removed (most likely destroyed), update the player view
1168     * appropriately.
1169     */
1170     if (tmp->container == op)
1171     {
1172     CLEAR_FLAG (op, FLAG_APPLIED);
1173     tmp->container = NULL;
1174     }
1175    
1176     tmp->contr->socket.update_look = 1;
1177 root 1.8 }
1178 root 1.26
1179 root 1.29 /* See if player moving off should effect something */
1180     if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1181     {
1182     move_apply (tmp, op, NULL);
1183 root 1.24
1184 root 1.29 if (was_destroyed (op, tag))
1185     {
1186     LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1187     }
1188 root 1.8 }
1189    
1190 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1191    
1192     if (tmp->above == tmp)
1193     tmp->above = NULL;
1194 root 1.8
1195 root 1.29 last = tmp;
1196     }
1197 root 1.26
1198 root 1.29 /* last == NULL of there are no objects on this space */
1199     if (last == NULL)
1200     {
1201     /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1202     * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1203     * those out anyways, and if there are any flags set right now, they won't
1204     * be correct anyways.
1205     */
1206     SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1207     update_position (op->map, op->x, op->y);
1208     }
1209     else
1210     update_object (last, UP_OBJ_REMOVE);
1211 root 1.26
1212 root 1.29 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1213     update_all_los (op->map, op->x, op->y);
1214 elmex 1.1 }
1215     }
1216    
1217     /*
1218     * merge_ob(op,top):
1219     *
1220     * This function goes through all objects below and including top, and
1221     * merges op to the first matching object.
1222     * If top is NULL, it is calculated.
1223     * Returns pointer to object if it succeded in the merge, otherwise NULL
1224     */
1225    
1226 root 1.24 object *
1227     merge_ob (object *op, object *top)
1228     {
1229     if (!op->nrof)
1230 elmex 1.1 return 0;
1231 root 1.29
1232 root 1.24 if (top == NULL)
1233     for (top = op; top != NULL && top->above != NULL; top = top->above);
1234 root 1.29
1235 root 1.24 for (; top != NULL; top = top->below)
1236 elmex 1.1 {
1237 root 1.24 if (top == op)
1238     continue;
1239     if (CAN_MERGE (op, top))
1240     {
1241     top->nrof += op->nrof;
1242    
1243 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1244 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1245     remove_ob (op);
1246     free_object (op);
1247     return top;
1248     }
1249 elmex 1.1 }
1250 root 1.29
1251 elmex 1.1 return NULL;
1252     }
1253    
1254     /*
1255     * same as insert_ob_in_map except it handle separate coordinates and do a clean
1256     * job preparing multi-part monsters
1257     */
1258 root 1.24 object *
1259     insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1260     {
1261 root 1.29 object *tmp;
1262 root 1.24
1263     if (op->head)
1264     op = op->head;
1265 root 1.29
1266 root 1.24 for (tmp = op; tmp; tmp = tmp->more)
1267     {
1268     tmp->x = x + tmp->arch->clone.x;
1269     tmp->y = y + tmp->arch->clone.y;
1270 elmex 1.1 }
1271 root 1.29
1272 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1273 elmex 1.1 }
1274    
1275     /*
1276     * insert_ob_in_map (op, map, originator, flag):
1277     * This function inserts the object in the two-way linked list
1278     * which represents what is on a map.
1279     * The second argument specifies the map, and the x and y variables
1280     * in the object about to be inserted specifies the position.
1281     *
1282     * originator: Player, monster or other object that caused 'op' to be inserted
1283     * into 'map'. May be NULL.
1284     *
1285     * flag is a bitmask about special things to do (or not do) when this
1286     * function is called. see the object.h file for the INS_ values.
1287     * Passing 0 for flag gives proper default values, so flag really only needs
1288     * to be set if special handling is needed.
1289     *
1290     * Return value:
1291     * new object if 'op' was merged with other object
1292     * NULL if 'op' was destroyed
1293     * just 'op' otherwise
1294     */
1295    
1296 root 1.24 object *
1297     insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1298 elmex 1.1 {
1299 root 1.25 object *tmp, *top, *floor = NULL;
1300     sint16 x, y;
1301 elmex 1.1
1302 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1303     {
1304     LOG (llevError, "Trying to insert freed object!\n");
1305     return NULL;
1306     }
1307 root 1.25
1308 root 1.24 if (m == NULL)
1309     {
1310     dump_object (op);
1311     LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1312     return op;
1313 elmex 1.1 }
1314 root 1.25
1315 root 1.24 if (out_of_map (m, op->x, op->y))
1316     {
1317     dump_object (op);
1318     LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1319 elmex 1.1 #ifdef MANY_CORES
1320 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1321     * is likely to cause a crash. Better to find out where it is getting
1322     * improperly inserted.
1323     */
1324     abort ();
1325 elmex 1.1 #endif
1326 root 1.24 return op;
1327 elmex 1.1 }
1328 root 1.25
1329 root 1.24 if (!QUERY_FLAG (op, FLAG_REMOVED))
1330     {
1331     dump_object (op);
1332     LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1333     return op;
1334     }
1335 root 1.25
1336 root 1.24 if (op->more != NULL)
1337     {
1338     /* The part may be on a different map. */
1339    
1340 root 1.26 object *more = op->more;
1341 root 1.24
1342     /* We really need the caller to normalize coordinates - if
1343     * we set the map, that doesn't work if the location is within
1344     * a map and this is straddling an edge. So only if coordinate
1345     * is clear wrong do we normalize it.
1346     */
1347     if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1348 root 1.26 more->map = get_map_from_coord (m, &more->x, &more->y);
1349 root 1.24 else if (!more->map)
1350     {
1351     /* For backwards compatibility - when not dealing with tiled maps,
1352     * more->map should always point to the parent.
1353     */
1354     more->map = m;
1355     }
1356    
1357     if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1358     {
1359     if (!op->head)
1360     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1361 root 1.26
1362 root 1.24 return NULL;
1363 root 1.8 }
1364 root 1.24 }
1365 root 1.25
1366 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1367 root 1.8
1368 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1369     * of areas of callers (eg, anything that uses find_free_spot would now
1370     * need extra work
1371     */
1372     op->map = get_map_from_coord (m, &op->x, &op->y);
1373     x = op->x;
1374     y = op->y;
1375    
1376     /* this has to be done after we translate the coordinates.
1377     */
1378     if (op->nrof && !(flag & INS_NO_MERGE))
1379 root 1.25 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1380     if (CAN_MERGE (op, tmp))
1381     {
1382     op->nrof += tmp->nrof;
1383     remove_ob (tmp);
1384     free_object (tmp);
1385     }
1386 root 1.24
1387     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1388     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1389 root 1.25
1390 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1391     CLEAR_FLAG (op, FLAG_NO_STEAL);
1392    
1393     if (flag & INS_BELOW_ORIGINATOR)
1394     {
1395     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1396     {
1397     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1398     abort ();
1399     }
1400 root 1.25
1401 root 1.24 op->above = originator;
1402     op->below = originator->below;
1403 root 1.25
1404 root 1.24 if (op->below)
1405     op->below->above = op;
1406     else
1407     SET_MAP_OB (op->map, op->x, op->y, op);
1408 root 1.25
1409 root 1.24 /* since *below* originator, no need to update top */
1410     originator->below = op;
1411 elmex 1.1 }
1412 root 1.24 else
1413     {
1414     /* If there are other objects, then */
1415     if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1416     {
1417 root 1.25 object *last = NULL;
1418 root 1.24
1419     /*
1420     * If there are multiple objects on this space, we do some trickier handling.
1421     * We've already dealt with merging if appropriate.
1422     * Generally, we want to put the new object on top. But if
1423     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1424     * floor, we want to insert above that and no further.
1425     * Also, if there are spell objects on this space, we stop processing
1426     * once we get to them. This reduces the need to traverse over all of
1427     * them when adding another one - this saves quite a bit of cpu time
1428     * when lots of spells are cast in one area. Currently, it is presumed
1429     * that flying non pickable objects are spell objects.
1430     */
1431 elmex 1.1
1432 root 1.24 while (top != NULL)
1433     {
1434     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1435     floor = top;
1436 root 1.26
1437 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))
1438     {
1439     /* We insert above top, so we want this object below this */
1440     top = top->below;
1441     break;
1442     }
1443 root 1.26
1444 root 1.24 last = top;
1445     top = top->above;
1446     }
1447 root 1.26
1448 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1449     top = last;
1450 root 1.8
1451 root 1.24 /* We let update_position deal with figuring out what the space
1452     * looks like instead of lots of conditions here.
1453     * makes things faster, and effectively the same result.
1454     */
1455    
1456     /* Have object 'fall below' other objects that block view.
1457     * Unless those objects are exits, type 66
1458     * If INS_ON_TOP is used, don't do this processing
1459     * Need to find the object that in fact blocks view, otherwise
1460     * stacking is a bit odd.
1461     */
1462     if (!(flag & INS_ON_TOP) &&
1463     (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1464     {
1465     for (last = top; last != floor; last = last->below)
1466     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1467     break;
1468     /* Check to see if we found the object that blocks view,
1469     * and make sure we have a below pointer for it so that
1470     * we can get inserted below this one, which requires we
1471     * set top to the object below us.
1472     */
1473     if (last && last->below && last != floor)
1474     top = last->below;
1475 root 1.8 }
1476 root 1.24 } /* If objects on this space */
1477 root 1.25
1478 root 1.24 if (flag & INS_MAP_LOAD)
1479     top = GET_MAP_TOP (op->map, op->x, op->y);
1480 root 1.25
1481 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1482     top = floor;
1483    
1484     /* Top is the object that our object (op) is going to get inserted above.
1485     */
1486    
1487     /* First object on this space */
1488     if (!top)
1489     {
1490     op->above = GET_MAP_OB (op->map, op->x, op->y);
1491 root 1.25
1492 root 1.24 if (op->above)
1493     op->above->below = op;
1494 root 1.25
1495 root 1.24 op->below = NULL;
1496     SET_MAP_OB (op->map, op->x, op->y, op);
1497     }
1498     else
1499     { /* get inserted into the stack above top */
1500     op->above = top->above;
1501 root 1.25
1502 root 1.24 if (op->above)
1503     op->above->below = op;
1504 root 1.25
1505 root 1.24 op->below = top;
1506     top->above = op;
1507     }
1508 root 1.25
1509 root 1.24 if (op->above == NULL)
1510     SET_MAP_TOP (op->map, op->x, op->y, op);
1511     } /* else not INS_BELOW_ORIGINATOR */
1512 root 1.8
1513 root 1.24 if (op->type == PLAYER)
1514     op->contr->do_los = 1;
1515    
1516     /* If we have a floor, we know the player, if any, will be above
1517     * it, so save a few ticks and start from there.
1518     */
1519     if (!(flag & INS_MAP_LOAD))
1520     for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1521 root 1.25 if (tmp->type == PLAYER)
1522     tmp->contr->socket.update_look = 1;
1523 root 1.24
1524     /* If this object glows, it may affect lighting conditions that are
1525     * visible to others on this map. But update_all_los is really
1526     * an inefficient way to do this, as it means los for all players
1527     * on the map will get recalculated. The players could very well
1528     * be far away from this change and not affected in any way -
1529     * this should get redone to only look for players within range,
1530     * or just updating the P_NEED_UPDATE for spaces within this area
1531     * of effect may be sufficient.
1532     */
1533     if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1534     update_all_los (op->map, op->x, op->y);
1535    
1536     /* updates flags (blocked, alive, no magic, etc) for this map space */
1537     update_object (op, UP_OBJ_INSERT);
1538    
1539     /* Don't know if moving this to the end will break anything. However,
1540     * we want to have update_look set above before calling this.
1541     *
1542     * check_move_on() must be after this because code called from
1543     * check_move_on() depends on correct map flags (so functions like
1544     * blocked() and wall() work properly), and these flags are updated by
1545     * update_object().
1546     */
1547    
1548     /* if this is not the head or flag has been passed, don't check walk on status */
1549     if (!(flag & INS_NO_WALK_ON) && !op->head)
1550     {
1551     if (check_move_on (op, originator))
1552     return NULL;
1553 elmex 1.1
1554 root 1.24 /* If we are a multi part object, lets work our way through the check
1555     * walk on's.
1556     */
1557     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1558     if (check_move_on (tmp, originator))
1559     return NULL;
1560 elmex 1.1 }
1561 root 1.25
1562 root 1.24 return op;
1563 elmex 1.1 }
1564    
1565     /* this function inserts an object in the map, but if it
1566     * finds an object of its own type, it'll remove that one first.
1567     * op is the object to insert it under: supplies x and the map.
1568     */
1569 root 1.24 void
1570     replace_insert_ob_in_map (const char *arch_string, object *op)
1571     {
1572 root 1.29 object *
1573     tmp;
1574     object *
1575     tmp1;
1576 elmex 1.1
1577 root 1.24 /* first search for itself and remove any old instances */
1578 elmex 1.1
1579 root 1.24 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1580     {
1581     if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1582     {
1583     remove_ob (tmp);
1584     free_object (tmp);
1585 root 1.8 }
1586 elmex 1.1 }
1587    
1588 root 1.24 tmp1 = arch_to_object (find_archetype (arch_string));
1589 elmex 1.1
1590 root 1.24 tmp1->x = op->x;
1591     tmp1->y = op->y;
1592     insert_ob_in_map (tmp1, op->map, op, 0);
1593     }
1594 elmex 1.1
1595     /*
1596     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1597     * is returned contains nr objects, and the remaining parts contains
1598     * the rest (or is removed and freed if that number is 0).
1599     * On failure, NULL is returned, and the reason put into the
1600     * global static errmsg array.
1601     */
1602    
1603 root 1.24 object *
1604     get_split_ob (object *orig_ob, uint32 nr)
1605     {
1606     object *
1607     newob;
1608     int
1609     is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1610    
1611     if (orig_ob->nrof < nr)
1612     {
1613     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1614     return NULL;
1615     }
1616 root 1.29
1617 root 1.24 newob = object_create_clone (orig_ob);
1618 root 1.29
1619 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1620     {
1621     if (!is_removed)
1622     remove_ob (orig_ob);
1623     free_object2 (orig_ob, 1);
1624 elmex 1.1 }
1625 root 1.24 else if (!is_removed)
1626     {
1627     if (orig_ob->env != NULL)
1628     sub_weight (orig_ob->env, orig_ob->weight * nr);
1629     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1630     {
1631     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1632     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1633     return NULL;
1634 root 1.8 }
1635 elmex 1.1 }
1636 root 1.29
1637 root 1.24 newob->nrof = nr;
1638 elmex 1.1
1639 root 1.24 return newob;
1640 elmex 1.1 }
1641    
1642     /*
1643     * decrease_ob_nr(object, number) decreases a specified number from
1644     * the amount of an object. If the amount reaches 0, the object
1645     * is subsequently removed and freed.
1646     *
1647     * Return value: 'op' if something is left, NULL if the amount reached 0
1648     */
1649    
1650 root 1.24 object *
1651     decrease_ob_nr (object *op, uint32 i)
1652 elmex 1.1 {
1653 root 1.29 object *tmp;
1654     player *pl;
1655 elmex 1.1
1656 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1657     return op;
1658    
1659     if (i > op->nrof)
1660     i = op->nrof;
1661    
1662     if (QUERY_FLAG (op, FLAG_REMOVED))
1663 root 1.29 op->nrof -= i;
1664 root 1.24 else if (op->env != NULL)
1665     {
1666     /* is this object in the players inventory, or sub container
1667     * therein?
1668     */
1669     tmp = is_player_inv (op->env);
1670     /* nope. Is this a container the player has opened?
1671     * If so, set tmp to that player.
1672     * IMO, searching through all the players will mostly
1673     * likely be quicker than following op->env to the map,
1674     * and then searching the map for a player.
1675     */
1676     if (!tmp)
1677     {
1678     for (pl = first_player; pl; pl = pl->next)
1679     if (pl->ob->container == op->env)
1680     break;
1681     if (pl)
1682     tmp = pl->ob;
1683     else
1684     tmp = NULL;
1685     }
1686 elmex 1.1
1687 root 1.24 if (i < op->nrof)
1688     {
1689     sub_weight (op->env, op->weight * i);
1690     op->nrof -= i;
1691     if (tmp)
1692     {
1693     esrv_send_item (tmp, op);
1694 elmex 1.1 }
1695 root 1.24 }
1696     else
1697     {
1698     remove_ob (op);
1699     op->nrof = 0;
1700     if (tmp)
1701     {
1702     esrv_del_item (tmp->contr, op->count);
1703 elmex 1.1 }
1704     }
1705     }
1706 root 1.24 else
1707 elmex 1.1 {
1708 root 1.29 object *above = op->above;
1709 elmex 1.1
1710 root 1.24 if (i < op->nrof)
1711 root 1.29 op->nrof -= i;
1712 root 1.24 else
1713     {
1714     remove_ob (op);
1715     op->nrof = 0;
1716     }
1717 root 1.29
1718 root 1.24 /* Since we just removed op, op->above is null */
1719     for (tmp = above; tmp != NULL; tmp = tmp->above)
1720     if (tmp->type == PLAYER)
1721     {
1722     if (op->nrof)
1723     esrv_send_item (tmp, op);
1724     else
1725     esrv_del_item (tmp->contr, op->count);
1726     }
1727 elmex 1.1 }
1728    
1729 root 1.24 if (op->nrof)
1730 root 1.29 return op;
1731 root 1.24 else
1732     {
1733     free_object (op);
1734     return NULL;
1735 elmex 1.1 }
1736     }
1737    
1738     /*
1739     * add_weight(object, weight) adds the specified weight to an object,
1740     * and also updates how much the environment(s) is/are carrying.
1741     */
1742    
1743 root 1.24 void
1744     add_weight (object *op, signed long weight)
1745     {
1746     while (op != NULL)
1747     {
1748     if (op->type == CONTAINER)
1749 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1750    
1751 root 1.24 op->carrying += weight;
1752     op = op->env;
1753     }
1754 elmex 1.1 }
1755    
1756     /*
1757     * insert_ob_in_ob(op,environment):
1758     * This function inserts the object op in the linked list
1759     * inside the object environment.
1760     *
1761     * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1762     * the inventory at the last position or next to other objects of the same
1763     * type.
1764     * Frank: Now sorted by type, archetype and magic!
1765     *
1766     * The function returns now pointer to inserted item, and return value can
1767     * be != op, if items are merged. -Tero
1768     */
1769    
1770 root 1.24 object *
1771     insert_ob_in_ob (object *op, object *where)
1772     {
1773     object *
1774     tmp, *
1775     otmp;
1776    
1777     if (!QUERY_FLAG (op, FLAG_REMOVED))
1778     {
1779     dump_object (op);
1780     LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1781     return op;
1782     }
1783 root 1.29
1784 root 1.24 if (where == NULL)
1785     {
1786     dump_object (op);
1787     LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1788     return op;
1789     }
1790 root 1.29
1791 root 1.24 if (where->head)
1792     {
1793     LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1794     where = where->head;
1795     }
1796 root 1.29
1797 root 1.24 if (op->more)
1798     {
1799     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1800     return op;
1801     }
1802 root 1.29
1803 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1804     CLEAR_FLAG (op, FLAG_REMOVED);
1805     if (op->nrof)
1806     {
1807     for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1808     if (CAN_MERGE (tmp, op))
1809     {
1810     /* return the original object and remove inserted object
1811     (client needs the original object) */
1812     tmp->nrof += op->nrof;
1813     /* Weight handling gets pretty funky. Since we are adding to
1814     * tmp->nrof, we need to increase the weight.
1815     */
1816     add_weight (where, op->weight * op->nrof);
1817     SET_FLAG (op, FLAG_REMOVED);
1818     free_object (op); /* free the inserted object */
1819     op = tmp;
1820     remove_ob (op); /* and fix old object's links */
1821     CLEAR_FLAG (op, FLAG_REMOVED);
1822     break;
1823     }
1824    
1825     /* I assume combined objects have no inventory
1826     * We add the weight - this object could have just been removed
1827     * (if it was possible to merge). calling remove_ob will subtract
1828     * the weight, so we need to add it in again, since we actually do
1829     * the linking below
1830     */
1831     add_weight (where, op->weight * op->nrof);
1832     }
1833     else
1834     add_weight (where, (op->weight + op->carrying));
1835 elmex 1.1
1836 root 1.24 otmp = is_player_inv (where);
1837     if (otmp && otmp->contr != NULL)
1838     {
1839     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1840     fix_player (otmp);
1841     }
1842 elmex 1.1
1843 root 1.24 op->map = NULL;
1844     op->env = where;
1845     op->above = NULL;
1846     op->below = NULL;
1847     op->x = 0, op->y = 0;
1848 elmex 1.1
1849     /* reset the light list and los of the players on the map */
1850 root 1.24 if ((op->glow_radius != 0) && where->map)
1851     {
1852 elmex 1.1 #ifdef DEBUG_LIGHTS
1853 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1854     #endif /* DEBUG_LIGHTS */
1855     if (MAP_DARKNESS (where->map))
1856     update_all_los (where->map, where->x, where->y);
1857     }
1858 elmex 1.1
1859     /* Client has no idea of ordering so lets not bother ordering it here.
1860     * It sure simplifies this function...
1861     */
1862 root 1.24 if (where->inv == NULL)
1863     where->inv = op;
1864     else
1865     {
1866 elmex 1.1 op->below = where->inv;
1867     op->below->above = op;
1868     where->inv = op;
1869 root 1.24 }
1870 elmex 1.1 return op;
1871     }
1872    
1873     /*
1874     * Checks if any objects has a move_type that matches objects
1875     * that effect this object on this space. Call apply() to process
1876     * these events.
1877     *
1878     * Any speed-modification due to SLOW_MOVE() of other present objects
1879     * will affect the speed_left of the object.
1880     *
1881     * originator: Player, monster or other object that caused 'op' to be inserted
1882     * into 'map'. May be NULL.
1883     *
1884     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1885     *
1886     * 4-21-95 added code to check if appropriate skill was readied - this will
1887     * permit faster movement by the player through this terrain. -b.t.
1888     *
1889     * MSW 2001-07-08: Check all objects on space, not just those below
1890     * object being inserted. insert_ob_in_map may not put new objects
1891     * on top.
1892     */
1893    
1894 root 1.24 int
1895     check_move_on (object *op, object *originator)
1896 elmex 1.1 {
1897 root 1.29 object *
1898     tmp;
1899     tag_t
1900     tag;
1901     mapstruct *
1902     m = op->map;
1903     int
1904     x = op->x, y = op->y;
1905 root 1.26
1906 root 1.29 MoveType
1907     move_on,
1908     move_slow,
1909     move_block;
1910 root 1.24
1911     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1912     return 0;
1913    
1914     tag = op->count;
1915    
1916     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1917     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1918     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1919    
1920     /* if nothing on this space will slow op down or be applied,
1921     * no need to do checking below. have to make sure move_type
1922     * is set, as lots of objects don't have it set - we treat that
1923     * as walking.
1924     */
1925     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1926     return 0;
1927 elmex 1.1
1928 root 1.24 /* This is basically inverse logic of that below - basically,
1929     * if the object can avoid the move on or slow move, they do so,
1930     * but can't do it if the alternate movement they are using is
1931     * blocked. Logic on this seems confusing, but does seem correct.
1932     */
1933     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1934     return 0;
1935    
1936     /* The objects have to be checked from top to bottom.
1937     * Hence, we first go to the top:
1938     */
1939    
1940     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1941     {
1942     /* Trim the search when we find the first other spell effect
1943     * this helps performance so that if a space has 50 spell objects,
1944     * we don't need to check all of them.
1945     */
1946     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1947     break;
1948     }
1949 root 1.26
1950     for (; tmp; tmp = tmp->below)
1951 root 1.24 {
1952     if (tmp == op)
1953     continue; /* Can't apply yourself */
1954 elmex 1.1
1955 root 1.24 /* Check to see if one of the movement types should be slowed down.
1956     * Second check makes sure that the movement types not being slowed
1957     * (~slow_move) is not blocked on this space - just because the
1958     * space doesn't slow down swimming (for example), if you can't actually
1959     * swim on that space, can't use it to avoid the penalty.
1960     */
1961     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1962     {
1963     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1964     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1965     {
1966 elmex 1.1
1967 root 1.29 float
1968     diff = tmp->move_slow_penalty * FABS (op->speed);
1969 elmex 1.1
1970 root 1.24 if (op->type == PLAYER)
1971 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1972     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1973     diff /= 4.0;
1974    
1975 root 1.24 op->speed_left -= diff;
1976 root 1.8 }
1977     }
1978 elmex 1.1
1979 root 1.24 /* Basically same logic as above, except now for actual apply. */
1980     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1981     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1982     {
1983 root 1.26 move_apply (tmp, op, originator);
1984 root 1.24
1985     if (was_destroyed (op, tag))
1986     return 1;
1987    
1988     /* what the person/creature stepped onto has moved the object
1989     * someplace new. Don't process any further - if we did,
1990     * have a feeling strange problems would result.
1991     */
1992     if (op->map != m || op->x != x || op->y != y)
1993     return 0;
1994 root 1.8 }
1995 elmex 1.1 }
1996 root 1.26
1997 root 1.24 return 0;
1998 elmex 1.1 }
1999    
2000     /*
2001     * present_arch(arch, map, x, y) searches for any objects with
2002     * a matching archetype at the given map and coordinates.
2003     * The first matching object is returned, or NULL if none.
2004     */
2005    
2006 root 1.24 object *
2007     present_arch (const archetype *at, mapstruct *m, int x, int y)
2008     {
2009     object *
2010     tmp;
2011    
2012     if (m == NULL || out_of_map (m, x, y))
2013     {
2014     LOG (llevError, "Present_arch called outside map.\n");
2015     return NULL;
2016     }
2017     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2018     if (tmp->arch == at)
2019 elmex 1.1 return tmp;
2020     return NULL;
2021     }
2022    
2023     /*
2024     * present(type, map, x, y) searches for any objects with
2025     * a matching type variable at the given map and coordinates.
2026     * The first matching object is returned, or NULL if none.
2027     */
2028    
2029 root 1.24 object *
2030     present (unsigned char type, mapstruct *m, int x, int y)
2031     {
2032     object *
2033     tmp;
2034    
2035     if (out_of_map (m, x, y))
2036     {
2037     LOG (llevError, "Present called outside map.\n");
2038     return NULL;
2039     }
2040     for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2041     if (tmp->type == type)
2042 elmex 1.1 return tmp;
2043     return NULL;
2044     }
2045    
2046     /*
2047     * present_in_ob(type, object) searches for any objects with
2048     * a matching type variable in the inventory of the given object.
2049     * The first matching object is returned, or NULL if none.
2050     */
2051    
2052 root 1.24 object *
2053     present_in_ob (unsigned char type, const object *op)
2054     {
2055     object *
2056     tmp;
2057    
2058     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2059     if (tmp->type == type)
2060 elmex 1.1 return tmp;
2061     return NULL;
2062     }
2063    
2064     /*
2065     * present_in_ob (type, str, object) searches for any objects with
2066     * a matching type & name variable in the inventory of the given object.
2067     * The first matching object is returned, or NULL if none.
2068     * This is mostly used by spell effect code, so that we only
2069     * have one spell effect at a time.
2070     * type can be used to narrow the search - if type is set,
2071     * the type must also match. -1 can be passed for the type,
2072     * in which case the type does not need to pass.
2073     * str is the string to match against. Note that we match against
2074     * the object name, not the archetype name. this is so that the
2075     * spell code can use one object type (force), but change it's name
2076     * to be unique.
2077     */
2078    
2079 root 1.24 object *
2080     present_in_ob_by_name (int type, const char *str, const object *op)
2081     {
2082     object *
2083     tmp;
2084 elmex 1.1
2085 root 1.24 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2086     {
2087     if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2088     return tmp;
2089 elmex 1.1 }
2090 root 1.24 return NULL;
2091 elmex 1.1 }
2092    
2093     /*
2094     * present_arch_in_ob(archetype, object) searches for any objects with
2095     * a matching archetype in the inventory of the given object.
2096     * The first matching object is returned, or NULL if none.
2097     */
2098    
2099 root 1.24 object *
2100     present_arch_in_ob (const archetype *at, const object *op)
2101     {
2102     object *
2103     tmp;
2104    
2105     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2106     if (tmp->arch == at)
2107 elmex 1.1 return tmp;
2108     return NULL;
2109     }
2110    
2111     /*
2112     * activate recursively a flag on an object inventory
2113     */
2114 root 1.24 void
2115     flag_inv (object *op, int flag)
2116     {
2117     object *
2118     tmp;
2119    
2120     if (op->inv)
2121     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2122     {
2123     SET_FLAG (tmp, flag);
2124     flag_inv (tmp, flag);
2125 elmex 1.1 }
2126 root 1.24 } /*
2127     * desactivate recursively a flag on an object inventory
2128     */
2129     void
2130     unflag_inv (object *op, int flag)
2131     {
2132     object *
2133     tmp;
2134    
2135     if (op->inv)
2136     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2137     {
2138     CLEAR_FLAG (tmp, flag);
2139     unflag_inv (tmp, flag);
2140 elmex 1.1 }
2141     }
2142    
2143     /*
2144     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2145     * all it's inventory (recursively).
2146     * If checksums are used, a player will get set_cheat called for
2147     * him/her-self and all object carried by a call to this function.
2148     */
2149    
2150 root 1.24 void
2151     set_cheat (object *op)
2152     {
2153     SET_FLAG (op, FLAG_WAS_WIZ);
2154     flag_inv (op, FLAG_WAS_WIZ);
2155 elmex 1.1 }
2156    
2157     /*
2158     * find_free_spot(object, map, x, y, start, stop) will search for
2159     * a spot at the given map and coordinates which will be able to contain
2160     * the given object. start and stop specifies how many squares
2161     * to search (see the freearr_x/y[] definition).
2162     * It returns a random choice among the alternatives found.
2163     * start and stop are where to start relative to the free_arr array (1,9
2164     * does all 4 immediate directions). This returns the index into the
2165     * array of the free spot, -1 if no spot available (dir 0 = x,y)
2166     * Note - this only checks to see if there is space for the head of the
2167     * object - if it is a multispace object, this should be called for all
2168     * pieces.
2169     * Note2: This function does correctly handle tiled maps, but does not
2170     * inform the caller. However, insert_ob_in_map will update as
2171     * necessary, so the caller shouldn't need to do any special work.
2172     * Note - updated to take an object instead of archetype - this is necessary
2173     * because arch_blocked (now ob_blocked) needs to know the movement type
2174     * to know if the space in question will block the object. We can't use
2175     * the archetype because that isn't correct if the monster has been
2176     * customized, changed states, etc.
2177     */
2178    
2179 root 1.24 int
2180     find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2181     {
2182     int
2183     i,
2184     index = 0, flag;
2185     static int
2186     altern[SIZEOFFREE];
2187    
2188     for (i = start; i < stop; i++)
2189     {
2190     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2191     if (!flag)
2192     altern[index++] = i;
2193    
2194     /* Basically, if we find a wall on a space, we cut down the search size.
2195     * In this way, we won't return spaces that are on another side of a wall.
2196     * This mostly work, but it cuts down the search size in all directions -
2197     * if the space being examined only has a wall to the north and empty
2198     * spaces in all the other directions, this will reduce the search space
2199     * to only the spaces immediately surrounding the target area, and
2200     * won't look 2 spaces south of the target space.
2201     */
2202     else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2203     stop = maxfree[i];
2204 elmex 1.1 }
2205 root 1.24 if (!index)
2206     return -1;
2207     return altern[RANDOM () % index];
2208 elmex 1.1 }
2209    
2210     /*
2211     * find_first_free_spot(archetype, mapstruct, x, y) works like
2212     * find_free_spot(), but it will search max number of squares.
2213     * But it will return the first available spot, not a random choice.
2214     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2215     */
2216    
2217 root 1.24 int
2218     find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2219     {
2220     int
2221     i;
2222    
2223     for (i = 0; i < SIZEOFFREE; i++)
2224     {
2225     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2226     return i;
2227 elmex 1.1 }
2228 root 1.24 return -1;
2229 elmex 1.1 }
2230    
2231     /*
2232     * The function permute(arr, begin, end) randomly reorders the array
2233     * arr[begin..end-1].
2234     */
2235 root 1.24 static void
2236     permute (int *arr, int begin, int end)
2237 elmex 1.1 {
2238 root 1.24 int
2239     i,
2240     j,
2241     tmp,
2242     len;
2243 elmex 1.1
2244 root 1.24 len = end - begin;
2245     for (i = begin; i < end; i++)
2246 elmex 1.1 {
2247 root 1.24 j = begin + RANDOM () % len;
2248 elmex 1.1
2249 root 1.24 tmp = arr[i];
2250     arr[i] = arr[j];
2251     arr[j] = tmp;
2252 elmex 1.1 }
2253     }
2254    
2255     /* new function to make monster searching more efficient, and effective!
2256     * This basically returns a randomized array (in the passed pointer) of
2257     * the spaces to find monsters. In this way, it won't always look for
2258     * monsters to the north first. However, the size of the array passed
2259     * covers all the spaces, so within that size, all the spaces within
2260     * the 3x3 area will be searched, just not in a predictable order.
2261     */
2262 root 1.24 void
2263     get_search_arr (int *search_arr)
2264 elmex 1.1 {
2265 root 1.24 int
2266     i;
2267 elmex 1.1
2268 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2269 elmex 1.1 {
2270 root 1.24 search_arr[i] = i;
2271 elmex 1.1 }
2272    
2273 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2274     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2275     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2276 elmex 1.1 }
2277    
2278     /*
2279     * find_dir(map, x, y, exclude) will search some close squares in the
2280     * given map at the given coordinates for live objects.
2281     * It will not considered the object given as exclude among possible
2282     * live objects.
2283     * It returns the direction toward the first/closest live object if finds
2284     * any, otherwise 0.
2285     * Perhaps incorrectly, but I'm making the assumption that exclude
2286     * is actually want is going to try and move there. We need this info
2287     * because we have to know what movement the thing looking to move
2288     * there is capable of.
2289     */
2290    
2291 root 1.24 int
2292     find_dir (mapstruct *m, int x, int y, object *exclude)
2293     {
2294     int
2295     i,
2296     max = SIZEOFFREE, mflags;
2297 root 1.29
2298     sint16 nx, ny;
2299 root 1.24 object *
2300     tmp;
2301     mapstruct *
2302     mp;
2303 root 1.29
2304     MoveType blocked, move_type;
2305 root 1.24
2306     if (exclude && exclude->head)
2307     {
2308     exclude = exclude->head;
2309     move_type = exclude->move_type;
2310     }
2311     else
2312     {
2313     /* If we don't have anything, presume it can use all movement types. */
2314     move_type = MOVE_ALL;
2315     }
2316    
2317     for (i = 1; i < max; i++)
2318     {
2319     mp = m;
2320     nx = x + freearr_x[i];
2321     ny = y + freearr_y[i];
2322    
2323     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2324     if (mflags & P_OUT_OF_MAP)
2325     {
2326     max = maxfree[i];
2327     }
2328     else
2329     {
2330     blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2331    
2332     if ((move_type & blocked) == move_type)
2333     {
2334     max = maxfree[i];
2335     }
2336     else if (mflags & P_IS_ALIVE)
2337     {
2338     for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2339     {
2340     if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2341     {
2342     break;
2343 root 1.8 }
2344     }
2345 root 1.24 if (tmp)
2346     {
2347     return freedir[i];
2348 root 1.8 }
2349     }
2350     }
2351 elmex 1.1 }
2352 root 1.24 return 0;
2353 elmex 1.1 }
2354    
2355     /*
2356     * distance(object 1, object 2) will return the square of the
2357     * distance between the two given objects.
2358     */
2359    
2360 root 1.24 int
2361     distance (const object *ob1, const object *ob2)
2362     {
2363     int
2364     i;
2365    
2366     i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2367 elmex 1.1 return i;
2368     }
2369    
2370     /*
2371     * find_dir_2(delta-x,delta-y) will return a direction in which
2372     * an object which has subtracted the x and y coordinates of another
2373     * object, needs to travel toward it.
2374     */
2375    
2376 root 1.24 int
2377     find_dir_2 (int x, int y)
2378     {
2379     int
2380     q;
2381 elmex 1.1
2382 root 1.24 if (y)
2383     q = x * 100 / y;
2384 elmex 1.1 else if (x)
2385 root 1.24 q = -300 * x;
2386 elmex 1.1 else
2387     return 0;
2388    
2389 root 1.24 if (y > 0)
2390     {
2391     if (q < -242)
2392     return 3;
2393     if (q < -41)
2394     return 2;
2395     if (q < 41)
2396     return 1;
2397     if (q < 242)
2398     return 8;
2399     return 7;
2400     }
2401 elmex 1.1
2402     if (q < -242)
2403 root 1.24 return 7;
2404 elmex 1.1 if (q < -41)
2405 root 1.24 return 6;
2406 elmex 1.1 if (q < 41)
2407 root 1.24 return 5;
2408 elmex 1.1 if (q < 242)
2409 root 1.24 return 4;
2410 elmex 1.1
2411 root 1.24 return 3;
2412 elmex 1.1 }
2413    
2414     /*
2415     * absdir(int): Returns a number between 1 and 8, which represent
2416     * the "absolute" direction of a number (it actually takes care of
2417     * "overflow" in previous calculations of a direction).
2418     */
2419    
2420 root 1.24 int
2421     absdir (int d)
2422     {
2423     while (d < 1)
2424     d += 8;
2425     while (d > 8)
2426     d -= 8;
2427 elmex 1.1 return d;
2428     }
2429    
2430     /*
2431     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2432     * between two directions (which are expected to be absolute (see absdir())
2433     */
2434    
2435 root 1.24 int
2436     dirdiff (int dir1, int dir2)
2437     {
2438     int
2439     d;
2440    
2441     d = abs (dir1 - dir2);
2442     if (d > 4)
2443 elmex 1.1 d = 8 - d;
2444     return d;
2445     }
2446    
2447     /* peterm:
2448     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2449     * Basically, this is a table of directions, and what directions
2450     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2451     * This basically means that if direction is 15, then it could either go
2452     * direction 4, 14, or 16 to get back to where we are.
2453     * Moved from spell_util.c to object.c with the other related direction
2454     * functions.
2455     */
2456    
2457 root 1.24 int
2458     reduction_dir[SIZEOFFREE][3] = {
2459     {0, 0, 0}, /* 0 */
2460     {0, 0, 0}, /* 1 */
2461     {0, 0, 0}, /* 2 */
2462     {0, 0, 0}, /* 3 */
2463     {0, 0, 0}, /* 4 */
2464     {0, 0, 0}, /* 5 */
2465     {0, 0, 0}, /* 6 */
2466     {0, 0, 0}, /* 7 */
2467     {0, 0, 0}, /* 8 */
2468     {8, 1, 2}, /* 9 */
2469     {1, 2, -1}, /* 10 */
2470     {2, 10, 12}, /* 11 */
2471     {2, 3, -1}, /* 12 */
2472     {2, 3, 4}, /* 13 */
2473     {3, 4, -1}, /* 14 */
2474     {4, 14, 16}, /* 15 */
2475     {5, 4, -1}, /* 16 */
2476     {4, 5, 6}, /* 17 */
2477     {6, 5, -1}, /* 18 */
2478     {6, 20, 18}, /* 19 */
2479     {7, 6, -1}, /* 20 */
2480     {6, 7, 8}, /* 21 */
2481     {7, 8, -1}, /* 22 */
2482     {8, 22, 24}, /* 23 */
2483     {8, 1, -1}, /* 24 */
2484     {24, 9, 10}, /* 25 */
2485     {9, 10, -1}, /* 26 */
2486     {10, 11, -1}, /* 27 */
2487     {27, 11, 29}, /* 28 */
2488     {11, 12, -1}, /* 29 */
2489     {12, 13, -1}, /* 30 */
2490     {12, 13, 14}, /* 31 */
2491     {13, 14, -1}, /* 32 */
2492     {14, 15, -1}, /* 33 */
2493     {33, 15, 35}, /* 34 */
2494     {16, 15, -1}, /* 35 */
2495     {17, 16, -1}, /* 36 */
2496     {18, 17, 16}, /* 37 */
2497     {18, 17, -1}, /* 38 */
2498     {18, 19, -1}, /* 39 */
2499     {41, 19, 39}, /* 40 */
2500     {19, 20, -1}, /* 41 */
2501     {20, 21, -1}, /* 42 */
2502     {20, 21, 22}, /* 43 */
2503     {21, 22, -1}, /* 44 */
2504     {23, 22, -1}, /* 45 */
2505     {45, 47, 23}, /* 46 */
2506     {23, 24, -1}, /* 47 */
2507     {24, 9, -1}
2508     }; /* 48 */
2509 elmex 1.1
2510     /* Recursive routine to step back and see if we can
2511     * find a path to that monster that we found. If not,
2512     * we don't bother going toward it. Returns 1 if we
2513     * can see a direct way to get it
2514     * Modified to be map tile aware -.MSW
2515     */
2516    
2517 root 1.24
2518     int
2519     can_see_monsterP (mapstruct *m, int x, int y, int dir)
2520     {
2521 root 1.29 sint16 dx, dy;
2522 root 1.24 int
2523     mflags;
2524    
2525     if (dir < 0)
2526     return 0; /* exit condition: invalid direction */
2527    
2528     dx = x + freearr_x[dir];
2529     dy = y + freearr_y[dir];
2530    
2531     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2532    
2533     /* This functional arguably was incorrect before - it was
2534     * checking for P_WALL - that was basically seeing if
2535     * we could move to the monster - this is being more
2536     * literal on if we can see it. To know if we can actually
2537     * move to the monster, we'd need the monster passed in or
2538     * at least its move type.
2539     */
2540     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2541     return 0;
2542    
2543     /* yes, can see. */
2544     if (dir < 9)
2545     return 1;
2546     return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2547     can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2548     }
2549    
2550    
2551    
2552 elmex 1.1 /*
2553     * can_pick(picker, item): finds out if an object is possible to be
2554     * picked up by the picker. Returnes 1 if it can be
2555     * picked up, otherwise 0.
2556     *
2557     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2558     * core dumps if they do.
2559     *
2560     * Add a check so we can't pick up invisible objects (0.93.8)
2561     */
2562    
2563 root 1.24 int
2564     can_pick (const object *who, const object *item)
2565     {
2566     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2567     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2568     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2569 elmex 1.1 }
2570    
2571    
2572     /*
2573     * create clone from object to another
2574     */
2575 root 1.24 object *
2576     object_create_clone (object *asrc)
2577     {
2578     object *
2579     dst = NULL, *tmp, *src, *part, *prev, *item;
2580 elmex 1.1
2581 root 1.24 if (!asrc)
2582     return NULL;
2583     src = asrc;
2584     if (src->head)
2585     src = src->head;
2586    
2587     prev = NULL;
2588     for (part = src; part; part = part->more)
2589     {
2590     tmp = get_object ();
2591     copy_object (part, tmp);
2592     tmp->x -= src->x;
2593     tmp->y -= src->y;
2594     if (!part->head)
2595     {
2596     dst = tmp;
2597     tmp->head = NULL;
2598     }
2599     else
2600     {
2601     tmp->head = dst;
2602     }
2603     tmp->more = NULL;
2604     if (prev)
2605     prev->more = tmp;
2606     prev = tmp;
2607 elmex 1.1 }
2608 root 1.24
2609 elmex 1.1 /*** copy inventory ***/
2610 root 1.24 for (item = src->inv; item; item = item->below)
2611     {
2612     (void) insert_ob_in_ob (object_create_clone (item), dst);
2613 elmex 1.1 }
2614    
2615 root 1.24 return dst;
2616 elmex 1.1 }
2617    
2618     /* return true if the object was destroyed, 0 otherwise */
2619 root 1.24 int
2620     was_destroyed (const object *op, tag_t old_tag)
2621 elmex 1.1 {
2622 root 1.24 /* checking for FLAG_FREED isn't necessary, but makes this function more
2623     * robust */
2624     return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2625 elmex 1.1 }
2626    
2627     /* GROS - Creates an object using a string representing its content. */
2628 root 1.24
2629 elmex 1.1 /* Basically, we save the content of the string to a temp file, then call */
2630 root 1.24
2631 elmex 1.1 /* load_object on it. I admit it is a highly inefficient way to make things, */
2632 root 1.24
2633 elmex 1.1 /* but it was simple to make and allows reusing the load_object function. */
2634 root 1.24
2635 elmex 1.1 /* Remember not to use load_object_str in a time-critical situation. */
2636 root 1.24
2637 elmex 1.1 /* Also remember that multiparts objects are not supported for now. */
2638    
2639 root 1.24 object *
2640     load_object_str (const char *obstr)
2641 elmex 1.1 {
2642 root 1.24 object *
2643     op;
2644     char
2645     filename[MAX_BUF];
2646 root 1.9
2647 root 1.24 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2648    
2649     FILE *
2650     tempfile = fopen (filename, "w");
2651    
2652     if (tempfile == NULL)
2653 elmex 1.1 {
2654 root 1.24 LOG (llevError, "Error - Unable to access load object temp file\n");
2655     return NULL;
2656 elmex 1.1 };
2657 root 1.24 fprintf (tempfile, obstr);
2658     fclose (tempfile);
2659 elmex 1.1
2660 root 1.24 op = get_object ();
2661 elmex 1.1
2662 root 1.29 object_thawer thawer (filename);
2663 root 1.13
2664 root 1.24 if (thawer)
2665     load_object (thawer, op, 0);
2666 root 1.13
2667 root 1.24 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2668     CLEAR_FLAG (op, FLAG_REMOVED);
2669 root 1.9
2670 root 1.24 return op;
2671 elmex 1.1 }
2672    
2673     /* This returns the first object in who's inventory that
2674     * has the same type and subtype match.
2675     * returns NULL if no match.
2676     */
2677 root 1.24 object *
2678     find_obj_by_type_subtype (const object *who, int type, int subtype)
2679 elmex 1.1 {
2680 root 1.24 object *
2681     tmp;
2682 elmex 1.1
2683 root 1.24 for (tmp = who->inv; tmp; tmp = tmp->below)
2684     if (tmp->type == type && tmp->subtype == subtype)
2685     return tmp;
2686 elmex 1.1
2687 root 1.24 return NULL;
2688 elmex 1.1 }
2689    
2690     /* If ob has a field named key, return the link from the list,
2691     * otherwise return NULL.
2692     *
2693     * key must be a passed in shared string - otherwise, this won't
2694     * do the desired thing.
2695     */
2696 root 1.24 key_value *
2697     get_ob_key_link (const object *ob, const char *key)
2698     {
2699     key_value *
2700     link;
2701    
2702     for (link = ob->key_values; link != NULL; link = link->next)
2703     {
2704     if (link->key == key)
2705     {
2706     return link;
2707 elmex 1.1 }
2708     }
2709 root 1.24
2710     return NULL;
2711     }
2712 elmex 1.1
2713     /*
2714     * Returns the value of op has an extra_field for key, or NULL.
2715     *
2716     * The argument doesn't need to be a shared string.
2717     *
2718     * The returned string is shared.
2719     */
2720 root 1.24 const char *
2721     get_ob_key_value (const object *op, const char *const key)
2722     {
2723     key_value *
2724     link;
2725     const char *
2726     canonical_key;
2727    
2728     canonical_key = shstr::find (key);
2729    
2730     if (canonical_key == NULL)
2731     {
2732     /* 1. There being a field named key on any object
2733     * implies there'd be a shared string to find.
2734     * 2. Since there isn't, no object has this field.
2735     * 3. Therefore, *this* object doesn't have this field.
2736     */
2737     return NULL;
2738 elmex 1.1 }
2739    
2740 root 1.24 /* This is copied from get_ob_key_link() above -
2741     * only 4 lines, and saves the function call overhead.
2742     */
2743     for (link = op->key_values; link != NULL; link = link->next)
2744     {
2745     if (link->key == canonical_key)
2746     {
2747     return link->value;
2748 elmex 1.1 }
2749     }
2750 root 1.24 return NULL;
2751 elmex 1.1 }
2752    
2753    
2754     /*
2755     * Updates the canonical_key in op to value.
2756     *
2757     * canonical_key is a shared string (value doesn't have to be).
2758     *
2759     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2760     * keys.
2761     *
2762     * Returns TRUE on success.
2763     */
2764 root 1.24 int
2765     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2766     {
2767     key_value *
2768     field = NULL, *last = NULL;
2769    
2770     for (field = op->key_values; field != NULL; field = field->next)
2771     {
2772     if (field->key != canonical_key)
2773     {
2774     last = field;
2775     continue;
2776     }
2777    
2778     if (value)
2779     field->value = value;
2780     else
2781     {
2782     /* Basically, if the archetype has this key set,
2783     * we need to store the null value so when we save
2784     * it, we save the empty value so that when we load,
2785     * we get this value back again.
2786     */
2787     if (get_ob_key_link (&op->arch->clone, canonical_key))
2788     field->value = 0;
2789     else
2790     {
2791     if (last)
2792     last->next = field->next;
2793     else
2794     op->key_values = field->next;
2795    
2796 root 1.29 delete field;
2797 root 1.24 }
2798     }
2799     return TRUE;
2800     }
2801     /* IF we get here, key doesn't exist */
2802    
2803     /* No field, we'll have to add it. */
2804    
2805     if (!add_key)
2806     {
2807     return FALSE;
2808     }
2809     /* There isn't any good reason to store a null
2810     * value in the key/value list. If the archetype has
2811     * this key, then we should also have it, so shouldn't
2812     * be here. If user wants to store empty strings,
2813     * should pass in ""
2814     */
2815     if (value == NULL)
2816 elmex 1.1 return TRUE;
2817 root 1.24
2818     field = new key_value;
2819    
2820     field->key = canonical_key;
2821     field->value = value;
2822     /* Usual prepend-addition. */
2823     field->next = op->key_values;
2824     op->key_values = field;
2825    
2826     return TRUE;
2827 elmex 1.1 }
2828    
2829     /*
2830     * Updates the key in op to value.
2831     *
2832     * If add_key is FALSE, this will only update existing keys,
2833     * and not add new ones.
2834     * In general, should be little reason FALSE is ever passed in for add_key
2835     *
2836     * Returns TRUE on success.
2837     */
2838 root 1.24 int
2839     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2840 root 1.11 {
2841 root 1.29 shstr key_ (key);
2842 root 1.24
2843 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2844 elmex 1.1 }